TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please 
  visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction 
  and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This 
  material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of 
  the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, 
  Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2008 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  COR8-03 
   
   
   
   
   
   
   
  Aspirations 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Core Adventure 
  Version 1 
   
  by Gregory Hanigan and Ron Lundeen 
  Circle Reviewer: Creighton Broadhurst  
  Reviewers: Eric Menge, and Sam Weiss 
  Playtesters: Ken Berg, Chris Bergstresser, Paul Dohearty, Dick Gilbert, Travis Harrison, Besheer Mohamed, Jim 
  Rochford, Louis Swiger, and Barry Ward 
   
  Powerful residents of the Gem of the Flanaess suspect that someone on the Directing Oligarchy may be working with 
  Greyhawk’s greatest enemy. As their hands are tied and their moves are watched, it falls to a group of heroes to uncover 
  this plot and follow wherever it leads. Parties skilled in stealth, guile or force welcome. A one-round Core adventure set 
  in the Domain of Greyhawk for characters level 1 to 15 (APLs 2 to 12) and the second intrigue of “Honor Among 
  Thieves.” 
   
  Resources for this adventure [and the authors of those works] include Complete Adventurer [Jesse Decker], Complete 
  Arcane [Richard Baker], Complete Scoundrel [Mike McArtor and F. Wesley Schneider], Complete Warrior [Andy Collins, 
  David Noonan and Ed Stark], Magic Item Compendium [Andy Collins, Eytan Bernstein, Frank Brunner, Owen K.C. 
  Stephens, John Snead], Miniatures Handbook [Michael Dorais, Skaff Elias, Rob Heinsoo, Jonathan Tweet], Monster Manual 
  II [Ed Bonny Jeff Grubb, Rich Redman, Skip Williams, Steve Winter], Player’s Handbook II [David Noonan], Races of Stone 
  [David Noonan, Jesse Decker, Michelle Lyons] and Spell Compendium [Matthew Sernett, Jeff Grubb, Mike McArtor].
  598 CY 
  
  COR8-03 Aspirations 
   
  Page 1 
  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 Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You 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, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on 
  NPCs 
  and 
  monsters. 
  For 
  your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR). You 
  need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to Living 
  Greyhawk games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To calculate the 
  Average Party Level (APL), follow the process below:  
  1. Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it is 
  accompanying for calculating APL. (Animals gained 
  from class abilities and one standard horse, warhorse, 
  or riding dog for a PC with Mounted Combat do not 
  affect APL). 
  2. Sum the results of step 1 and divide by the number of 
  characters playing in the adventure. Round to the 
  nearest whole number. 
  3. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the PC was 
  not challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  Living Greyhawk adventures are designed for APL 2 
  and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help protect 
  them and fight for them. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are playing 
  
  COR8-03 Aspirations 
   
  Page 2 
  this adventure in 2008, check the current version of the 
  LGCS and follow any updated rules presented within.  
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Core adventure, set in the 
  City of Greyhawk and the Orcish Empire of the Pomarj. 
  All characters pay 2 Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per time 
  unit. Rich Upkeep costs 50 gp per time unit. Luxury 
  Upkeep costs 100 gp per time unit. Characters that fail to 
  pay at least Standard Upkeep retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in Survival and succeeds on a DC 20 Survival 
  check, he heals temporary ability damage as if he had 
  Standard Upkeep, may refill spell component pouches 
  and healer’s kits, and may restock up to 20 arrows or bolts 
  if the character has at least four ranks in Craft 
  (bowmaking). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
   
  ADVENTURE BACKGROUND 
  The future is bright for the City of Greyhawk, Gem of the 
  Flanaess. Narwell is being rebuilt apace, Rary the Traitor's 
  plots seem foiled, Turrosh Mak is facing a renewed surge 
  by the Principality of Ulek on his western borders so the 
  war with the Pomarj has settled down into a stalemate, 
  and preparations are under way for the festivities 
  celebrating the Free City's first century of independence 
  from the Malachite Throne.  
   
  But for Nerof Gasgal, the Lord Mayor of Greyhawk, 
  the future is one headache after another. The balancing 
  act that he has maintained since first being elected in CY 
  570 is starting to take its toll. First, he had to contend 
  with the Greyhawk Wars, then the betrayal by Rary and 
  the fragile peace that followed, and now the invasion by 
  the Orcish Empire of the Pomarj.  
   
  A ray of light appeared for Nerof when Turrosh Mak 
  sent a secret message that he wished to negotiate the end 
  of the war. Nerof is eager to push the expense of the war 
  onto Keoland and free up resources to deal with 
  incursions from Dyvers and Urnst. Negotiations have 
  been ongoing for the past several months. So far, Nerof 
  has only informed a few trusted members of the 
  Directing Oligarchy. The Lord Mayor knows that 
  elements in the city will protest any negotiations with 
  Turrosh Mak. Therefore, Nerof’s negotiations have been 
  kept very quiet. 
   
  The peace negotiations are not without trouble for 
  Turrosh Mak. The goblins in the service of the Orcish 
  Empire are disgruntled with their lot. While this is the 
  normal state of affairs for goblins, King Scurf Bellyslicer 
  of the Gut-Throttle tribe has found a new advisor who has 
  whispered promises of power and independence. This 
  advisor is the medusa Sithensis, the druid who once 
  laired in the Ghost Tower of Inverness, but has since 
  escaped. She has aligned herself with the Gut-Throttles. 
   
  Sithensis and King Scurf want to leverage the war 
  between Pomarj and Greyhawk to carve out their own 
  kingdom. Sithensis knew about the peace negotiations 
  and is willing to support Greyhawk against Turrosh Mak 
  if the goblins are given their own land to rule. Sithensis 
  needed to make contact with Greyhawk so she ordered 
  her goblins to capture an envoy from Nerof to Turrosh 
  Mak. This envoy is a halfling named Ambly Peregrine, a 
  skilled diplomat and aspiring spy who has been serving 
  the Lord Mayor in secret for several years. The goblins 
  had intended to grab the envoy and make their overture, 
  but in the seizure things got a bit out of hand and some 
  overzealous goblins killed the envoy. 
   
  Sithensis was irate at the goblins botching it and 
  reincarnated Ambly Peregrine. Unfortunately, Ambly 
  returned to life as a bugbear. Both to learn more about the 
  diplomat’s plans and to cement Ambly’s loyalty to 
  goblinkind against Turrosh Mak, Sithensis offered Ambly 
  a place of power in the goblin tribe. Ambly realizes that 
  Turrosh Mak’s growing suspicion and hatred of 
  goblinoids make peace overtures from a bugbear unlikely. 
  Ambly also realizes that, as a bugbear, his old life in the 
  City of Greyhawk is effectively over. With these 
  realizations, flavored with Sithensis’ whispered promises, 
  Ambly has abandoned his diplomatic mission to Turrosh 
  Mak, and he now plans to aid the Gut-Throttle tribe in 
  forging their own kingdom. 
   
  Sithensis needs to present overtures of peace to 
  Nerof Gasgal, as formal recognition by the powerful Lord 
  Mayor would help establish the goblin nation. Nerof’s 
  support is also critical in light of the recent actions of the 
  fanatical humanoid hater Turin Deathstalker, ruler of the 
  city of Safeton. Sithensis and Ambly realized that it would 
  not be long before Nerof realized his diplomat had gone 
  missing. All they have to do is wait for the search team to 
  arrive and win them over to the cause of a goblin nation. 
   
  ADVENTURE SUMMARY 
  The adventure begins when the characters are invited to 
  an opera at the Royal Opera House in the City of 
  Greyhawk by Otto and Jallarzi, famed wizards of the 
  Circle of Eight. After an extravagant evening, Otto and 
  Jallarzi tell the characters that they have reason to believe 
  that the Lord Mayor is up to something regarding 
  Turrosh Mak. They are aware that a halfling named 
  Ambly Peregrine is key to this intrigue. Otto and Jallarzi 
  ask the characters to follow up on Ambly and unravel this 
  plot. 
    
  Encounter One: Men About Town. The characters 
  gather enough information on Ambly to discover that he 
  has left for Safeton. The characters can learn that he is 
  some sort of traveler or spy who has worked with Nerof 
  
  COR8-03 Aspirations 
   
  Page 3 
  in the past. The characters may also learn the name of 
  Ambly’s contact in Safeton. The characters must decide 
  whether to travel to Safeton by the road or by ship. 
   
  Encounter Two: Old Enemies. As the characters 
  board a vessel for Safeton (if they are traveling by ship) or 
  along the road (if they are traveling by land). Some old 
  enemies of one or more of the characters trailed them and 
  attack.  
    
  Encounter Three: On the Road. If the characters 
  travel down the coast to Safeton, they stay in one of the 
  inns along the way. If the characters ask, Ambly also 
  stayed in this very inn several nights back. The characters 
  can learn that Ambly was rehearsing his presentation to 
  Turrosh Mak. This encounter is not necessary, but 
  provides some additional information. 
    
  Encounter Four: Unsafe in Safeton. The 
  characters arrive in Safeton, and ask around about Ambly. 
  Ambly is in fact long gone from Safeton, but 
  investigations may point to his contact, a woman named 
  Myranna. Unfortunately, Myranna has been arrested by 
  the constabulary for conspiring with the forces of 
  Turrosh Mak. If the characters have quickly reached this 
  point (such as, if they picked up Myranna’s name while in 
  Greyhawk), then Myranna is jailed, but the characters 
  may be able to arrange a meeting with her. If the 
  characters delay in their investigations, Myranna has 
  already been executed for treason, and they cannot learn 
  this piece of information. 
    
  Encounter Five: “Git ’em, Boys” Regardless of 
  whether the characters know Ambly’s destination, Turin 
  Deathstalker has learned of their questions. Turin learned 
  that Ambly was headed into the Pomarj on a diplomatic 
  mission, but Ambly escaped the city before Turin could 
  arrest him. Turin sends a party to agents to “collect” the 
  characters and bring them to him.  
   
  Encounter Six: Called in by the Deathstalker 
  Whether by choice or because they were captured by the 
  collection team, the characters meet Turin Deathstalker. 
  Turin explains that the halfling spy Ambly is in league 
  with Turrosh Mak and is on a diplomatic mission of some 
  sort into the Pomarj. Clearly, the thought of a diplomatic 
  mission in the Pomarj disturbs Turin. Ambly slipped 
  Turin’s grasp and fled. Turin commissions the characters 
  to go into the Pomarj, find Ambly, and return him to 
  Safeton. 
   
  Encounter Seven: The Ambush Incident. The 
  characters travel into the Pomarj and come across a 
  contingent of orcs escorting a goblin prisoner back to 
  Turrosh Mak. However, the orcs are about to be 
  ambushed by goblins from the Gut-Throttle tribe looking 
  to rescue their tribesman, the nephew of their king. The 
  characters learn that the goblins are desperate to bring 
  the characters back to speak with their chieftain, King 
  Scurf Bellyslicer. 
    
  Encounter Eight: The Gut-Throttle Tribe: The 
  characters are brought back to the goblin tribe, and must 
  make proper obeisance to the boorish King Scurf. The 
  characters are approached by Sithensis and Ambly, who 
  describe Sithensis’ plans for a goblin nation. Sithensis and 
  Ambly ask the characters to return to the Lord Mayor and 
  tell him about the fledgling goblin nation and ask for his 
  help in establishing it as a force against Turrosh Mak. 
  Sithensis gives the party a collection of maps, letters, and 
  other indicia of peace for the characters to deliver to the 
  Lord Mayor.  
   
  Encounter Nine: The Seekers’ Demand. When 
  the characters return to King Scurf’s throne room, the 
  characters encounter a group of elite orc representatives 
  of Turrosh Mak. These orcs have learned that Greyhawk’s 
  envoy was delayed in Gut-Throttle lands and connected it 
  to the rumors of the rising goblin nation. Suspicious that 
  the envoy may have betrayed the Mak for the Gut-
  Throttle tribe, the Seekers have come to ensure that 
  Ambly continues his mission to Turrosh Mak. 
  Unfortunately, the Seekers do not know that Ambly has 
  been killed and reincarnated and confuse a Small 
  character in the party for the diplomat Ambly. The 
  characters can attempt to defuse this situation, fight the 
  orcs to win their way free of the Pomarj, or turn Ambly 
  over to the orcs. The goblins view the last as betrayal, 
  however, and may attack the party. 
   
  Conclusion: Depending on how the characters have 
  chosen to interact with Turin Deathstalker, Sithensis, and 
  the orc seekers, they are likely to tilt the balance of power 
  in the region. 
   
  PREPARATION FOR PLAY 
  Many of the encounters in this adventure are designed to 
  be approached in three ways: by parties prone to stealth, 
  guile, or force. You should identify which avenue the 
  party is most likely to attempt, in order to run this 
  adventure for the players’ maximum enjoyment. 
  Sometimes one of these three paths is easier, and 
  sometimes it poses greater challenge. 
   
  You should ask whether any characters have played 
  COR7-17 Rivalry and Treachery. These characters will be 
  familiar with the Royal Opera House in which the 
  adventure begins. 
   
  You should also ask which characters, if any, have 
  Thanks of the Deathstalker from COR7-19 Wrath of the 
  Slavelord. Turin treats this character with a bit more 
  consideration in encounter 6. 
   
  Characters affiliated with the Nightwatchmen in the 
  City of Greyhawk are respected by other city watch 
  members and guardsmen. Such characters gain a +2 
  circumstance bonus on all interactions with the city 
  watch or Guildhall guards in encounter 1. 
   
  In encounter 2, the characters run into some old 
  enemies based on disfavors the characters have earned on 
  previous adventures. To run this encounter appropriately, 
  you must select a victim from among the characters. It is 
  likely that there will be only one victim but, to the extent 
  some characters have the same disfavor, there may be 
  more than one victim. Without letting the players know 
  why, ask to see the following ARs (if applicable to the 
  current character) and choose the victim(s) in the 
  following order: 
  
  COR8-03 Aspirations 
   
  Page 4 
  • 
  Any character(s) with Nemesis of the Thieves’ Guild 
  from COR5-19 Retribution or Disfavor of Skaelin from 
  COR5-05 A Marked Man are the victim(s). The 
  victim(s) are attacked by hired killers in the employ 
  of the Greyhawk Thieves’ Guild. 
  • 
  If none of the above, any character(s) with Disfavor 
  of Skaelin from COR5-05 A Marked Man are the 
  victim(s). The victim(s) are attacked by hired killers 
  in the employ of the Greyhawk Thieves’ Guild. 
  • 
  If none of the above, any character(s) with Enmity of 
  the Slavelords from COR5-12 Return to the Undercity 
  are the victim(s). The victim(s) are attacked by hired 
  killers from among the Slavelords. 
  • 
  If none of the above, any character(s) with An Offer 
  You Shouldn’t Have Refused from COR6-17 
  Something of Value are the victim(s). The victim(s) are 
  attacked by hired killers in the employ of the 
  Greyhawk Thieves’ Guild. 
  • 
  If none of the above, any character(s) with Ire of Sir 
  Hendry from COR7-08 Sins of the Father are the 
  victim(s). The victim(s) are attacked by hired killers 
  in the employ of Sir Hendry. 
  • 
  If none of the above, any character(s) with Ire of the 
  Bandits from CGR7-01 Death in the Free City are the 
  victim(s). The victim(s) are attacked by hired killers 
  from among the local bandits. 
  • 
  If none of the above, any character(s) with Enmity of 
  the Black Skull from COR7-13 Journey to the Hidden 
  Shrine are the victim(s). The victim(s) are attacked by 
  a trio of orc barbarians. 
  • 
  If none of the above, any character(s) with Enemy of 
  the Scarlet Brotherhood from COR7-02 Bitter Fruit 
  are the victim(s). The victim(s) are attacked by Suel 
  monk/assassins from the Scarlet Brotherhood. 
  • 
  If none of the above, any character(s) with Disfavor 
  of the Brazen Blade from COR5-18 Kusnir are the 
  victim(s). The victim(s) are attacked by hired killers 
  in the employ of the Fraternity of the Brazen Blade. 
  • 
  If none of the above, any character(s) with Enmity of 
  Hassirak from COR7-09 Past Debts are the victim(s). 
  The victim(s) are attacked by devils sent by Hassirak. 
  • 
  If none of the above, then choose the character with 
  the lowest Spot modifier (or characters tied for the 
  lowest Spot modifier). That character is attacked by 
  hired killers for no reason other than general 
  mayhem. 
   
  Note which character(s) are the victim(s), and which 
  person or organization is soon to enact its revenge. 
   
  INTRODUCTION 
  If the PCs have played COR8-01 Machinations, it is 
  possible that they finished the adventure with Greyhawk 
  suffering from significant rioting. If so, the riots have 
  been broken up by the time of this adventure, which 
  happens a month after events in COR8-01 Machinations. 
  However, the mood of the city is still very ugly. 
   
  Looking back on it, time flew so quickly. First came 
  the invitation, gilded and bearing the legendary 
  name of Otto of the Circle of Eight. Then came the 
  hurried search for the proper attire and the elegant 
  carriage fetching you to the Royal Opera House. 
  Jallarzi Sallavarian, Otto’s colleague on the Circle, 
  greeted you in the lobby, her black silk gown 
  glimmering. In Otto’s opera box, sparkling wine 
  from Celene and small delicacies from all over Oerth 
  were served. Otto seemed to be a bit engrossed with 
  the small puffs of crab-filled pastry, but he was 
  nevertheless charming and made delightful small 
  talk. 
   
  Aestrella Shanfarel’s performance that night, 
  culminating in her solo over the body of her slain 
  lover, was so bold and powerful no translation from 
  the Ancient Suloise was required. Even the stern 
  Jallarzi blinked away tears, and Otto blubbered like a 
  schoolboy throughout the performance. 
   
  After the performance, Otto and Jallarzi ask the 
  characters to accompany them to a private room. Have 
  the players introduce their characters to each other, and 
  then provide players with Player Handout 1, which 
  details further the meeting with these two powerful 
  wizards of the Circle of Eight. 
   
  After reading the handout, the characters may have 
  several questions. Below are answers to some of the 
  questions the characters may have about their mission: 
  • 
  How much are we getting paid? Otto chuckles. 
  “We both know that whatever we pay is a pittance 
  compared to the wealth you happen to come upon 
  during your work. But wizards have long memories 
  and value perspicacious allies.” 
  • 
  Is this legal? “It’s not illegal.” Jallarzi says with a 
  smile. “And it is in the best interest of the city.” 
  • 
  What else do you know about this Ambly 
  Peregrine? Jallarzi answers, “We haven’t yet had the 
  opportunity to look into ourselves; that’s why we’re 
  engaging you. We understand he is a clever halfling, 
  and we’re concerned that he might discover he is 
  being scried upon, and that might point right to us. 
  So it has to be investigation of the more mundane 
  kind, I’m afraid.”  
  • 
  Can you describe Ambly Peregrine? Otto lazily 
  generates a minor image of a blonde halfling with 
  jovial features. The image is slightly fuzzy, as if seen 
  from a long way away. “My apologies in abundance. 
  Our observation was limited,” mutters the wizard. 
  • 
  Should we investigate Nerof Gasgal? Otto 
  explodes in a chuckle. “You? Investigate the…? Ah, 
  no, no, no. A little out of your league, I think. The 
  halfling barrister is the lead we’d like you to 
  investigate.” 
  • 
  Is there anything you can provide us that will 
  assist us? Jallarzi leans forward. “You are 
  
  COR8-03 Aspirations 
   
  Page 5 
  investigating a lawyer who lives a ten-minute 
  carriage ride away. What could you possibly need?” 
  • 
  How can we contact you? “Very carefully.” Otto 
  says sternly. “We’re constantly being watched by all 
  manner of foreign and domestic powers. If you 
  contact us, you most likely will only put your own 
  lives in danger. Just find out what Ambly and the 
  Lord Mayor are up to, and when you’ve run down 
  every lead, leave a thank you note for me here at the 
  Royal Opera House. We will arrange to meet you.” 
  • 
  Can this wait until morning? Otto shrugs, “That is 
  entirely up to you. Myself, I don’t like to do anything 
  of consequence without a good night’s rest.” 
    
  Once the characters begin their investigations, Otto and 
  Jallarzi thank them for the evening and see them out of 
  the Royal Opera House. It is late in the evening when the 
  characters depart the opera house. 
   
  1: MAN ABOUT TOWN 
  This encounter is set up as a free-form investigation 
  encounter. Places where the characters might have 
  something to learn are presented as locations. Please refer 
  to DM Map 1 for a map of the City of Greyhawk and the 
  position of the locales. Use your discretion in running 
  the numerous locations and individuals in this 
  encounter. When applicable, options for the characters to 
  use stealth, guile or force are presented below. 
   
  The characters are free to investigate during the day 
  or at night, but feel free to revise the results of their 
  investigation according to the time of day. The ultimate 
  goal of this encounter is to learn that Ambly Peregrine 
  has left Greyhawk to travel at least as far as Safeton. 
  Careful investigation might also reveal that he was going 
  to meet with a woman named Myranna in Safeton. 
   
  LOCATION: GREYHAWK CITY 
  If the characters attempt to gather information on the 
  current situation in Greyhawk, or as a way to gain some 
  background information please refer to the table below: 
  • 
  DC 5: Look, are you going to buy these apples or 
  not? 
  • 
  DC 10: Not from around here huh? This is 
  Greyhawk City. Knock the mud out of your ears and 
  maybe you’ll learn something.  
  • 
  DC 15: Naturally, the war with the Pomarj is 
  draining our city’s coffers, but as long as the war is on 
  there will be jobs, and every lay about (pointed look 
  at any character that did not pay at least Standard 
  upkeep) needs a job. 
  • 
  DC 20: The entire Wild Coast region is swarming 
  with evil humanoids. We have show that the free 
  people of Greyhawk can stand against those 
  bloodthirsty orcs. 
  • 
  DC 25: While the war with the Pomarj has settled 
  down over the past few years, it is clearly still an 
  issue that must be resolved. I fear that anything 
  might spark it to life again. 
  • 
  DC 30: My cousin said she overheard the Lord 
  Mayor at the recent Oligarchy meeting after 
  Growfest saying that he has a secret plan to end the 
  war by Fireseek. 
   
  LOCATION: CLERKBURG 
  NEIGHBORHOOD 
  If the characters ask around the Clerkburg neighborhood 
  about a halfling lawyer named Ambly Peregrine, they 
  learn the following information with a successful Gather 
  Information check: 
  • 
  DC 5: Never heard of the man. 
  • 
  DC 10: Ambly, you say? Halfling, you say? Probably 
  lives in east Clerkburg. Most halflings here do.  
  • 
  DC 15: Ambly lives at the second to last house down 
  that lane there. It’s the one with the poorly-up kept 
  look about it. He’s a clerk or some such at the 
  Lawyers’ and Scribes’ Guildhall. 
  • 
  DC 20: Ambly lives right over there, but if you’re 
  looking for him, you won’t find him there. He’s gone 
  off on some trip. Don’t know where. Maybe for a 
  client; he’s a lawyer. 
  • 
  DC 25: Ambly lives in that building right down that 
  way, but he’s gone. He said something about Safeton, 
  and asked me if I’d keep an eye on his home while 
  he’s gone. He works at the Lawyers’ and Scribes’ 
  Guildhall. 
  • 
  DC 30: Ambly lives over that way, but I near he’s 
  gone off to Safeton for a while. He lives next door to 
  a very nice woman named Abigail Farthing-Furrow, a 
  well-meaning old lady whose lights have dimmed a 
  little, if you catch my meaning. If you see her, say 
  hello for me.  
   
  LOCATION: AMBLY’S HOME (EXTERIOR) 
  Ambly Peregrine’s home is a small sliver of a row 
  house in the slummier part of eastern Clerkburg. 
  The entrance has the same door-within-a-door that 
  most halfling residences feature. Two windows face 
  the street, their thick leaded glass is dusty and very 
  little is visible through them. A small side passage 
  pierces the row of homes and leads down and to a 
  back alley. 
   
  If the characters arrive at night, no light shines from 
  within Ambly’s home. Ambly’s home, and all of the 
  buildings nearby, have the following details: 
   
  Walls: Mortared stone 9 in. thick; hardness 8; hp 
  135. 
   
  Windows: Glass and lead ribbon, copper hinges; 1 
  in. thick; hardness 1; hp 1; Break DC 15. Can be pried 
  open with a DC 20 Disable Device check or a DC 25 Open 
  Lock check.  
   
  Wooden Doors: 1 in. thick; hardness 5; hp 10; AC 5; 
  Break DC 18 (Good locks, DC 30 Open Lock). 
  
  COR8-03 Aspirations 
   
  Page 6 
   
  During the day, there are typically a couple of bystanders 
  within sight at any time (neighbors brushing front 
  stoops, messengers hurrying along on business, or 
  tradesmen working on the homes in the area). During the 
  day, a watchman walks down the street every 30 minutes. 
  At night, bystanders are rare and a pair of watchmen 
  walks through the neighborhood every hour.  
   
  �City Watchman: male human warrior 2; hp 14; 
  Appendix 1. 
   
  �Neighbor or Tradesman: male and female 
  human commoner 1 (Spot +2, Listen +0, Sense motive 
  +3). 
   
  Stealth 
  Characters inclined towards stealth may seek to break 
  into Ambly’s home. Use your discretion as to whether the 
  characters alert other residents as they go about breaking 
  into Ambly’s home. If the PCs enter the home continue 
  to Location: Ambly’s Home (Interior), below. 
   
  Guile 
  Characters inclined towards guile may attempt to 
  convince a neighbor to talk about Ambly, or to let the 
  character into Ambly’s home on some pretext. During the 
  day there are several neighbors about (brushing their 
  front stoops or working on the homes). Neighbors and 
  other locals can answer casual information about Ambly 
  Peregrine (call for a Diplomacy check, and use the Gather 
  Information DC results above). 
   
  Ambly left his key with Abigail Farthing-Furrow, an 
  old woman living next to his home. The characters can 
  learn about her with Gather Information or Diplomacy 
  checks, or they may just want to talk to Ambly’s 
  neighbors. Abigail is an exceptionally elderly human who 
  sees the good in everyone, and believes that Ambly is a 
  kind (if somewhat untidy) boy. She volunteers to let in 
  any character that succeeds at a DC 20 Bluff or Diplomacy 
  check (likely because she mistakes the character for 
  someone that Ambly asked to look after his home in his 
  absence). Abigail knows that Ambly has gone to Safeton, 
  and won’t be back for a long time.  
   
  �Abigail Farthing-Furrow: female human expert 
  5 (Spot +0, Listen +0, Sense motive +2). 
   
  Force  
  Characters may feel the easiest way to enter Ambly’s 
  home is to kick down the door and rifle through 
  belongings before the watch arrives. The physical 
  property of the walls, doors, and windows are listed 
  above. Please note that anyone passing by will recognize a 
  person breaking down a door as an illegal act and rush to 
  alert the watch.  
   
  LOCATION: AMBLY’S HOME (INTERIOR) 
  The squalor of this house exceeds even some of the 
  bestial lairs you’ve seen in your travels. Bones litter 
  the corners of the rooms downstairs; greasy 
  handprints cover the handrail upstairs. The bed is 
  little more than a pile of moldering and discolored 
  animal 
  skins, 
  although 
  some 
  semblance 
  of 
  civilization is apparent from the bookshelves 
  bursting with books and the wardrobe filled with 
  dozens of identical black robes. A thin layer of dust 
  has settled on the bed and the robes.  
   
  Ambly is exceptionally slovenly for a halfling. The bones 
  downstairs are the remnants of months of neglectful 
  dining as he pored over every available reference books 
  relating to his current expedition. 
   
  The books upstairs are all reference books to the 
  Pomarj, biographies of Turrosh Mak, and phrasebooks in 
  Orc and Goblin. A DC 25 Search check uncovers a map of 
  the Wild Coast leading from Greyhawk to the Pomarj via 
  Safeton. Several notes written on the map indicate the 
  territories of the tribes of orcs and goblins that make up 
  the Pomarj. Estimates of crop production and non-
  military population are also noted. A note tucked in with 
  the map reads “Myranna – Safeton, dock quarter – 
  information will cost 100 orbs (talk her down to 50?)”. 
  PCs would know that orbs are the gold coins of 
  Greyhawk. 
   
  LOCATION: LAWYERS’ AND SCRIBES’ 
  GUILDHALL (EXTERIOR) 
  If the characters investigate Ambly’s place of work, the 
  Lawyers’ and Scribes’ Guildhall, anyone in Clerkburg can 
  point the way. Furthermore, characters that have played 
  COR7-03 Second Chances have been to the Guildhall 
  before. If the characters arrive during the day, read:  
   
  This narrow three-storied building is solidly 
  constructed of mortared stone. A large main 
  entrance faces the west, and is flanked by two guild 
  guards. The less dull-looking of the two holds a 
  board with a note tacked to it. 
   
  If the characters arrive after dark, read: 
   
  This narrow three-storied building is solidly 
  constructed of mortared stone. A large main 
  entrance faces the west. A single guard leans against 
  the wall, scanning passersby with suspicion. 
   
  All APLs  
   
  �Parvel and Jellick, Guildhall Day Guards (2): 
  male human warrior 2; hp 14 each; Appendix 1. 
   
  or 
   
   
  �Umbert, Guildhall Night Guard: male human 
  warrior 2; hp 14; Appendix 1. 
   
  If the characters observe the Lawyers’ and Scribes’ 
  Guildhall for even a short period of time during the day, 
  they notice the following additional information: 
  
  COR8-03 Aspirations 
   
  Page 7 
   
  As people enter, the guard checks the names on his 
  note and then allows them to pass. Several people 
  appear to be regulars, as the guards simply nod and 
  smile and let them pass. A few windows grace the 
  upper floors of the building. A small service 
  entrance is situated at the rear of the building and 
  opens to the alley.  
   
  There are several means of entry to the Guildhall, but this 
  is generally easier during the day than at night. 
   
  Stealth 
  Characters inclined towards stealth may attempt to sneak 
  around back and gain entry through the service entrance. 
  During the day, the service entrance is latched shut from 
  the inside (DC 20 Open Lock). Once inside, refer to 
  Location: Lawyers’ and Scribes’ Guildhall (Interior), 
  below. During the night, the back entrance is also barred 
  from the inside (increasing the Open Lock DC to 30). 
   
  During the day, characters may also attempt to sneak 
  in the front entrance (which requires a distraction to 
  draw the attention of the guards) or steal the list of names 
  from the guard on duty. The guards are neither 
  particularly bright nor attentive. If they notice that the 
  list has gone missing, provided that no other suspicious 
  activity has occurred, the guards first search around in 
  the immediate vicinity for the paper and then one enters 
  the Guildhall to retrieve a copy of the list from one of the 
  secretaries inside. 
   
  Guile 
  Characters seeking entrance honestly are stopped by the 
  Guildhall guards. Only members of the guild or people 
  with appointments (whose names are on the daily list) are 
  permitted entry. The guards are indifferent to the 
  characters, and must be made helpful with a Diplomacy 
  check to bend the rules enough to let the characters pass 
  without an appointment. A hefty bribe (5 gp) helps the 
  Diplomacy check. Both of the day guards know Ambly by 
  description, but not by name. 
   
  If the characters actually want to make an 
  appointment, the guards take down their names and let 
  them know that the secretary will arrange an 
  appointment for them by tomorrow. Unfortunately, this 
  does not mean that the characters have an appointment 
  scheduled on the very next day. Instead, by the next day 
  their appointment is actually on the schedule, but for 
  eight days in the future. 
    
  The characters may attempt to bluff the guards at the 
  entrance. The guards know that there is some risk to 
  letting unauthorized people past, as they recently had a 
  friend transferred to the night shift for dereliction of duty 
  (see below). Using a name on the guard’s note lowers the 
  DC of the Bluff check by 5, as the guard wants to believe 
  that anyone seeking entry has a name on the list. 
  Learning a name on the guard’s list requires reading the 
  note from a distance (DC 20 Spot check), stealing the 
  note from the guards, listening for a genuine visitor’s 
  name, or find some other way to look at the names on the 
  guard’s note. 
    
  The night guard, Umbert, refuses to allow anyone 
  entrance, stating he has strict orders not to allow entry 
  into the Guildhall after hours. As Umbert was recently 
  transferred to the night shift after failing to stop a non-
  authorized person from entering the Guildhall, he is 
  unfriendly to the characters and letting an unauthorized 
  person into the Guildhall puts him at significant risk of 
  losing his job. Only if made helpful does he permit a 
  character entry, and even then only if he accompanies the 
  character while inside. Umbert knows Ambly Peregrine 
  and knows that the characters should not be in his office. 
  If Umbert is alerted to danger, he shouts for the watch.  
   
  Force 
  During the day, attacking the guards raises the alarm 
  almost immediately, as there are numerous witnesses 
  both on the street and in the Guildhall. The city watch 
  arrives in force in 2d6 rounds.  
   
  During the night, a pair of watchmen passes the 
  Guildhall every 10 minutes. If the characters attack 
  Umbert, he calls for help and a pair of watchmen arrives 
  in 4d6 rounds. If the characters are able to incapacitate 
  Umbert before he is able to give the alarm, they should 
  think to dispose of any evidence of wrongdoing. If the 
  guildhall guard is simply away from his post, the 
  watchmen assume that the guard has simply stepped 
  away. If there is evidence of wrongdoing, or if the 
  watchmen notice that the guard has been gone for 10 
  minutes, the watchmen either investigate or call for help, 
  depending on what they see (a missing guard causes them 
  to investigate, but evidence of spells, such as singed stone, 
  causes them to seek help). Use your discretion as to how 
  successful the characters are in hiding any evidence.  
   
  LOCATION: LAWYERS’ AND SCRIBES’ 
  GUILDHALL (INTERIOR) 
  Adjust this description accordingly if the characters enter 
  during the night. 
   
  The inside of the guild speaks of money and extreme 
  studiousness. Rows of desks sit before a dozen or so 
  bookshelves. Thick leather-bound tomes stand in 
  perfect rows, as half a dozen humans, elves, and 
  halflings move about, studying, discussing in low 
  tones with each other, or writing with practiced 
  precision. A pair of metal spiral stairways leads 
  upstairs. A discreet oak door is labeled “storage.” 
   
  The entire Guildhall is lit with everburning torches and is 
  well-lit around the clock. 
   
  Beyond the door labeled “storage” is a small service 
  area that connects to the service entrance to the exterior 
  of the Guildhall. The storage area also contains stairs that 
  head down to a cramped basement stuffed with crates of 
  records and books. 
   
  If the characters go upstairs, read: 
  
  COR8-03 Aspirations 
   
  Page 8 
   
  Polished wood paneling and frosted glass separate 
  the upstairs into a series of offices. Small hammered 
  brass name plates identify the owner of each office.  
   
  During the day there are numerous guild members 
  moving about the interior conducting their business. Any 
  person looking out of place (such as a well-armed 
  adventurer) is approached by a guild member and politely 
  questioned. During the evening there are just two guild 
  members working late downstairs. They are however 
  very, very busy. These late-working scriveners receive at 
  least a -4 modifier on any Spot or Listen checks as they 
  are completely immersed in their work. 
   
  Guild Members: Male and female human, elf and 
  halfling Expert 3 (Spot +4, Listen +2, Sense Motive +7). 
   
  Guild Stewards: male and female human Expert 2 
  (Spot +2, Listen +2, Sense motive +2). 
   
  Ambly Peregrine’s office is in the upstairs northwest 
  corner. His office is locked with an average lock (DC 25 
  Open Lock). It is small, cramped and messy, with books 
  and maps of the Wild Coast and the Pomarj piled on all 
  available surfaces. As with the maps in Ambly’s home, 
  these maps note the territories of the tribes of orcs and 
  goblins that make up the Pomarj. Estimates of crop 
  production and non-military population are also noted. A 
  DC 20 Search check reveals Ambly’s planned itinerary. 
  Ambly intended to travel down the coast to the town of 
  Safeton, where he was planning to meet someone named 
  Myranna in the dock quarter of Safeton. From Safeton, 
  Ambly’s path takes him deep into the Pomarj itself. A 
  comparison of dates will indicate that Ambly should have 
  met with Myranna three days previously.  
   
  Stealth 
  Characters inclined towards stealth will most likely wait 
  until dark before they attempt to enter the Guildhall. 
  After regular hours, no guild members are present in the 
  offices and two very distracted individuals are working 
  downstairs. Provided Umbert the night guard is still 
  present, you should ask for Move Silently checks as the 
  characters move around the interior of the Guildhall. 
  Fortunately, the thick walls and carpeted floors provide a 
  +10 to Move Silently checks. 
   
  During the day, there is little chance to sneak into 
  Ambly’s office without some form of magical assistance 
  (such as invisibility). Opening the door to Ambly’s office 
  and searching through his papers may alert the lawyers in 
  neighboring offices. Because the offices are separated 
  with wood paneling and glass, add +5 to any Move 
  Silently checks in the upstairs hall. 
   
  Guile 
  Characters inclined towards guile need only convince the 
  Guild members downstairs that they belong to the Guild 
  or are there to meet someone upstairs. None of the Guild 
  members pay much attention to Ambly’s coming and 
  going, so they do not know that he is out of town. In fact, 
  if pressed, they assume he is upstairs in his office working 
  and readily tell the characters this. 
   
  Attempts at Diplomacy or Bluff are likely to succeed 
  inside the Guildhall, although Guild members tend to be 
  keen judges of character. Guild members have an 
  indifferent starting attitude and let the characters wander 
  unescorted if made friendly (DC 15 Diplomacy check). 
  Furthermore, letting guests wander unescorted does not 
  affect the Guild members much one way or another. 
  During the evening, the two Guild Members downstairs 
  may question the characters’ presence, but trust that the 
  night guard would only have allowed entrance to people 
  supposed to be here. Any reasonable excuse should 
  resolve the situation (Bluff opposed by the Guild 
  member’s Sense Motive). 
   
  Getting permission to enter Ambly’s office may 
  require some fast talking: the Guildhall has a pair of 
  stewards with keys to unlock Ambly’s office door (they 
  knock politely first, however). The stewards are 
  Indifferent to the characters and must be made Helpful 
  to open Ambly’s office door. Letting the characters into 
  Ambly’s office would put them at some risk, however.  
   
  If the character fails to have a good excuse to be 
  present, the Guild member escorts the character to the 
  door.  
   
  Force 
  Any attempt to force a Guild member to allow entry to 
  Ambly Peregrine’s office will be met with loud 
  protestations from the Guild member. During the day it 
  will rapidly bring first the Guild guardsmen and shortly 
  thereafter the city watch. 
   
  Development: This encounter ends once the characters 
  elect to follow Ambly Peregrine to Safeton. The 
  characters may have gained some additional information 
  (such as the fact that Ambly was meeting a woman named 
  Myranna in Safeton, that Ambly intended to continue on 
  to the Pomarj, or that Ambly took the longer land route to 
  the Safeton). 
   
  With a DC 10 Knowledge (local: Core) check, a 
  character realizes that there are two reasonably safe 
  methods to get to Safeton, which is about 270 miles away: 
  the road down the Wild Coast, or passage on a ship. The 
  trip by land takes approximately eleven days (for 
  characters with a speed of 30 feet) or eight days if they are 
  using horses, while the trip by ship takes only six days. 
  However, the trip by ship costs 25 gp per passenger (this 
  amount is already covered for characters that paid for 
  Rich or better lifestyle). 
   
  If the characters attempt to contact Otto and Jallarzi, 
  the wizards do not respond. The characters should take 
  this as an indication that their investigations are not yet 
  over. Note whether the characters plan to travel by road 
  or by ship and go to encounter two. 
   
  
  COR8-03 Aspirations 
   
  Page 9 
  2: OLD ENEMIES 
  Regardless of whether the characters decide to leave the 
  City of Greyhawk by road or by ship, a group of enemies 
  lies in wait to attack them. One group is hiding just 
  outside of the city, while the other lies in wait down at 
  the docks. Establish a general marching order for the 
  party while traveling. Use the map in DM Map 2 
  appropriate for the party’s location. 
   
  Prior to the adventure, you have determined one or 
  more victims from among the characters and determined 
  the enemies that plan to attack. The statistics for all of the 
  enemies are below; you should use whichever is 
  appropriate for this encounter. 
   
  The enemies want the victim(s) to know who is 
  responsible for their demise, and so shout as they spring 
  from hiding to make their attack. Based on the enmity 
  used, the following battle cries (or something similar) 
  should be used: 
  • 
  Nemesis of the Thieves’ Guild or Disfavor of 
  Skaelin: “You won’t escape the wrath of the 
  Greyhawk Thieves’ Guild so easily! Die!” 
  • 
  Enmity of the Slavelords: “You won’t cross the 
  Yellow Sails ever again!” 
  • 
  An Offer You Shouldn’t Have Refused “You’ve 
  made a dire enemy of the Greyhawk Thieves’ 
  Guild…but that’s your last mistake. Ever.” 
  • 
  Ire of Sir Hendry: “Sir Hendry gives his regards, 
  and hopes you rot in the Hells!” 
  • 
  Ire of the Bandits: “This is for our bandit brethren! 
  Crossing them was your last mistake!” 
  • 
  Enmity of the Black Skull: “Black Skull kill you 
  now! RAAAAHR!” 
  • 
  Enemy of the Scarlet Brotherhood: “The Scarlet 
  Brotherhood has decreed that you will pay for your 
  transgressions with your life!” 
  • 
  Disfavor of the Brazen Blade: “Have at thee! The 
  Fraternity of the Brazen Blade will see your life end 
  today!” 
  • 
  Enmity of Hassirak: “Hassirak sends his regards, 
  and awaits you in the afterlife for an eternity of 
  torment!” 
  • 
  Hired killers for no particular reason: “Kill ‘em 
  all, men! Start with that one!” 
   
  HIRED KILLERS 
  APL 2 (EL 4) 
   
  �Hired Killers (2): male human rogue 1/fighter 1; 
  hp 16 each; Appendix 1.  
   
  APL 4 (EL 6) 
   
  �Hired Killers (3): male human rogue 2/fighter 1; 
  hp 22 each; Appendix 1.  
   
  APL 6 (EL 8) 
   
  �Hired Killers (3): male human rogue 3/fighter 2; 
  hp 36 each; Appendix 1.  
   
  APL 8 (EL 10) 
   
  �Hired Killers (3): male human rogue 3/fighter 
  2/assassin 2; hp 48 each; Appendix 1.  
   
  APL 10 (EL 12) 
   
  �Hired Killers (3): male human rogue 3/fighter 
  2/assassin 4; hp 60 each; Appendix 1.  
   
  APL 12 (EL 14) 
   
  �Hired Killers (3): male human rogue 3/fighter 
  2/assassin 6; hp 72 each; Appendix 1.  
   
  Tactics: These three fighters have consumed potions of 
  invisibility to carry out their attacks. They begin combat 
  hidden, with a +40 to their Hide checks for invisibility. 
  When the victim approaches, they spring out from 
  hiding. If possible, they prefer to take a 5-foot step and 
  attack with a sneak attack in the surprise round. 
  Otherwise, they move into position in the surprise round 
  and prepare a full round of attacks for the next round. 
  These killers prefer to gain sneak attacks on the victim(s) 
  whenever possible. If prevented from getting to the 
  victim(s), they attack whichever character is nearest. At 
  APL 8 and above, these killers have spent three rounds 
  watching the characters approach, and can therefore use 
  their death attack within the first three rounds of combat. 
  If there is more than one victim, determine which killer 
  has studied which victim, and the killers attempt to slay 
  their chosen victims accordingly. If the victim(s) are 
  killed, the hired killers attempt to flee. 
   
  Treasure: Refer to the Treasure Summary to determine 
  what the PCs find. 
   
  ORC BARBARIANS 
  APL 2 (EL 4) 
   
  �Orc Barbarians (2): male orc barbarian 2; hp 27 
  each; Appendix 1.  
   
  APL 4 (EL 6) 
   
  �Orc Barbarians (3): male orc barbarian 3; hp 41 
  each; Appendix 1.  
   
  APL 6 (EL 8) 
   
  �Orc Barbarians (3): male orc barbarian 5; hp 65 
  each; Appendix 1.  
   
  APL 8 (EL 10) 
   
  �Orc Barbarians (3): male orc barbarian 7; hp 89 
  each; Appendix 1.  
   
  APL 10 (EL 12) 
   
  �Orc Barbarians (3): male orc barbarian 9; hp 113 
  each; Appendix 1.  
   
  
  COR8-03 Aspirations 
   
  Page 10 
  APL 12 (EL 14) 
   
  �Orc Barbarians (3): male orc barbarian 11; hp 148 
  each; Appendix 1.  
   
  Tactics: These barbarians are not subtle. They are hidden 
  under heavy cloaks in order to get close to the city, 
  masquerading as ordinary travelers. As the characters 
  approach, they negate any surprise their ruse may have 
  gained them by taking an action to fling off their cloaks, 
  bellow a challenge, and point at the victim(s). They rage 
  as soon as possible and pound on the victim(s) with 
  Power Attacks until the victim(s) are dead, and then they 
  attack whoever is nearest until slain. 
   
  Treasure: Refer to the Treasure Summary to determine 
  what the PCs find. 
   
  APL 2 (EL 4) 
   
  �Scarlet Brotherhood Assassin (2): male human 
  monk 2; hp 13 each; Appendix 1.  
   
  APL 4 (EL 6) 
   
  �Scarlet Brotherhood Assassin (2): male human 
  monk 4; hp 23 each; Appendix 1.  
   
  APL 6 (EL 8) 
   
  �Scarlet Brotherhood Assassin (2): male human 
  monk 5/assassin 1; hp 32 each; Appendix 1.  
   
  APL 8 (EL 10) 
   
  �Scarlet Brotherhood Assassin (2): male human 
  monk 5/assassin 3; hp 40 each; Appendix 1.  
   
  APL 10 (EL 12) 
   
  �Scarlet Brotherhood Assassin (2): male human 
  monk 5/assassin 5; hp 48 each; Appendix 1.  
   
  APL 12 (EL 14) 
   
  �Scarlet Brotherhood Assassin (2): male human 
  monk 5/assassin 7; hp 68 each; Appendix 1.  
   
  Tactics: These three monks fight with religious devotion. 
  They consumed potions of invisibility to carry out their 
  assassination. They begin combat hidden, with a +40 to 
  their Hide checks for invisibility. When the victim 
  approaches, they spring out from hiding. If possible, they 
  prefer to take a 5-foot step and attack with a poisoned 
  kama in the surprise round. Otherwise, they move into 
  position in the surprise round and prepare a flurry of 
  blows in their initiative order. They attempt to tumble 
  past characters as needed to get at the victim(s). At APL 6 
  and above, these monks have spent three rounds 
  watching the characters approach, and are therefore use 
  their death attack within the first three rounds of combat. 
  If there is more than one victim, determine which monk 
  has studied which victim, and the monks attempt to slay 
  their chosen victims accordingly. If the victim(s) are 
  killed, the monks attempt to flee. 
   
  Treasure: Refer to the Treasure Summary to determine 
  what the PCs find. 
   
  DEVILS 
  APL 2 (EL 4) 
   
  �Imps (2): hp 13 each; MM 56.  
   
  APL 4 (EL 6) 
   
  �Bearded Devil: hp 45 each; MM 52.  
   
  �Imps (2): hp 13 each; MM 56.  
    
  APL 6 (EL 8) 
   
  �Bearded Devil: hp 45; MM 52.  
   
  �Hellcat: hp 60; MM 54.  
    
  APL 8 (EL 10) 
   
  �Hellcat (3): hp 60 each; MM 54.  
   
  APL 10 (EL 12) 
   
  �Bone Devil (3): hp 95 each; MM 52.  
   
  APL 12 (EL 14) 
   
  �Barbed Devil (3): hp 126 each; MM 51.  
   
  Tactics: These devils wait invisibly for the victim(s) to 
  arrive, hiding the best they are able (those devils without 
  invisibility as a spell-like ability have consumed potions of 
  invisibility). They begin combat hidden, with a +40 to their 
  Hide checks for invisibility. When the victim(s) 
  approach, they spring out from hiding and attack to the 
  best of their ability. They ignore other opponents and 
  attempt to bypass them in order to get at the victim(s). If 
  a victim is slain, those devils with teleport as a spell-like 
  ability (bearded devils, bone devils, and barbed devils) 
  remain only long enough to take a full-round action to 
  remove the victim’s head and then teleport away with the 
  head to deliver it to their master, Hassirak. 
   
  Development: After this attack, the characters are free to 
  continue on to Safeton as they have previously 
  determined. If the characters travel by land, continue on 
  to encounter three. If the characters travel by ship or 
  other rapid means (such as wind walk), skip to encounter 
  four.  
   
  3: ON THE ROAD 
  This encounter provides further clues about Ambly’s 
  mission to characters that elect to follow the halfling’s 
  overland route. For a map of the Domain of Greyhawk, 
  use DM Map 3. 
   
  This encounter is not strictly necessary to the plot, 
  but provides additional information. Feel free to run this 
  encounter after the characters’ first few days of overland 
  travel. Characters traveling by sea do not generally 
  experience this encounter, but if the characters make port 
  (such as in the town of Hardby), then you may choose to 
  run this encounter if they spend a night in an inn. 
  
  COR8-03 Aspirations 
   
  Page 11 
   
  As darkness falls, you come upon a wayside inn, 
  much like the last four you’ve slept in. The common 
  room is dank and dark, smelling strongly of mutton 
  stew and stale ale. The sleeping quarters upstairs 
  come with complimentary drafts of cold air. There 
  are few other travelers, which may be why the host 
  and hostess seem eager for conversation.  
   
  With a DC 10 Gather Information check, the proprietors, 
  Kenven and Dora Harper, confirm that the halfling 
  Ambly Peregrine did stay at their inn recently. They 
  remember him for a lack of manners and hygiene. He 
  spent much of the evening standing in a corner, 
  repeating words in a guttural language accompanied by 
  various gestures and bows. Dora is convinced that it was 
  “devil-speak,” but Kenven recognized it as a humanoid 
  language.  
   
  �Kenven and Dora Harper: male and female 
  human Expert 2 (Spot +2, Listen +2, Sense motive +2) 
   
  The Harpers have an initial attitude of friendly to the 
  characters. A DC 10 Diplomacy check convinces Dora to 
  show the characters the papers she found in Ambly’s 
  room after he checked out. She kept them partly out of 
  spite, since it took her so long to clean up the mess he 
  made, and partly out of suspicion over the halfling’s 
  activities. The papers contain scrawls in two languages. If 
  the characters know the languages (or can make a DC 15 
  Decipher Script check) they recognize Halfling and 
  Orcish. The scrawls consist of a long list of honorifics, 
  presented in Orcish, and notes in Halfling on which 
  order to present them in. The terms honor Turrosh Mak 
  and his court. There is no further information in the 
  papers. 
    
  If the characters wish to search Ambly’s room, they 
  must make the Harpers helpful through Diplomacy, or 
  otherwise sneak up to the room unnoticed. However, 
  they find nothing of further interest (Dora cleaned it 
  well). The night passes without incident, and on the next 
  day, the characters continue their journey to Safeton. 
   
  4: UNSAFE IN SAFETON 
  The city of Safeton has a well-deserved reputation as 
  being a dangerous place. That it stands as a final 
  bastion against the hordes of the Pomarj, that its 
  docks teem with workers, freeswords and thieves, 
  and that it is ruled by legendary Greyhawk assassin 
  Turin Deathstalker all lend credence to this 
  reputation. And yet it is through here that Ambly 
  Peregrine passed.  
   
  For a map of Safeton, refer to DM Map 4. Knowledge 
  (Local: Core) results yield the following information 
  about the city: 
  • 
  DC 5: Safeton is a part of Domain of Greyhawk along 
  the Wild Coast. It is ruled by Turin Deathstalker, 
  some kind of shady individual. 
  • 
  DC 10: Safeton, part of the Domain of Greyhawk, is a 
  bastion holding back the orcish hordes of the 
  Pomarj. The city is ruled by Turin Deathstalker, one 
  of the most skilled assassins in the Flanaess. Safeton 
  is a rough town. 
  • 
  DC 15: Safeton continues to hold its own against the 
  hordes of the Pomarj and is therefore essential to the 
  defense of the City of Greyhawk and the entire Wild 
  Coast north of Safeton. The city’s ruler is a skilled 
  assassin named Turin Deathstalker. The Deathstalker 
  keeps the lands safe, albeit with an iron fist.  
  • 
  DC 20: Safeton repelled the orcish hordes several 
  years ago and forces ranging out of Safeton were 
  instrumental in destroying the orcish army that 
  sacked the town of Narwell more recently. Turin 
  Deathstalker, 
  a 
  powerful 
  assassin 
  with 
  an 
  unreasoning hatred of evil humanoids, was 
  instrumental in accomplishing both of these feats. 
  Safeton is home to many smugglers and rogues who 
  ply their trade while local authorities often turn a 
  blind eye. 
  • 
  DC 25: Turin Deathstalker is the leader of Safeton 
  and the commander of the armies that drove back 
  the orcs in 589. The following year he personally 
  killed the leaders of the orcish army that sacked 
  Narwell. The law in Safeton is often maintained by 
  brute squads answering to Turin Deathstalker, in 
  addition to the town watch. 
   
  Some characters may also wish to Gather Information 
  about Safeton generally. If they do, use the following 
  information as a guide: 
  • 
  DC 5: Safeton’s an all right town, it’s called Safeton, 
  ain’t it? 
  • 
  DC 10: There are four districts here, stay north and 
  you’ll be fine, the south quarters get a bit dodgy. 
  • 
  DC 15: There’s the Marine and Freeman quarters, 
  and south there’s the dock and low quarter. Best to 
  stay out of the latter two. All sorts of criminals live 
  there.  
  • 
  DC 20: Turin Deathstalker’s keep is in the Marine 
  quarter, along with the old ruling families. Dock 
  quarter is to the south, best to stay out though, 
  there’s all manner of thieves there, and even if you 
  miss them there’s conscript gangs for the Militia. 
  The Freeman Quarter is probably best for an inn, and 
  there are several houses of ill repute in the low 
  quarter if that meets your fancy. 
   
  LOOKING FOR AMBLY 
  The characters may have the name of Ambly’s contact 
  here in Safeton, a woman named Myranna with extensive 
  information about the Pomarj. About two weeks ago 
  (depending on the speed of the party’s travel from 
  Greyhawk), Ambly Peregrine made his way through 
  Safeton and met with Myranna to obtain some 
  information. Once he spoke with Myranna, Ambly 
  slipped out of the city and made his way to the Pomarj. 
  
  COR8-03 Aspirations 
   
  Page 12 
  Turin Deathstalker learned recently of Ambly and of 
  Myranna’s role in assisting the envoy. Turin had Myranna 
  arrested on the grounds that she has been conspiring 
  with Turrosh Mak and has been extracting key 
  information from Myranna. 
   
  If the characters did not pick up the lead about 
  Myranna, the best they can hope for is to ask around the 
  city for a halfling named Ambly Peregrine (or matching 
  Ambly’s description). This requires a DC 25 Gather 
  Information check, as Safeton is large and Ambly did his 
  best to lay low while here. Success reveals that the 
  halfling met with someone from the dock district named 
  Myranna, but takes three days to accomplish and costs 
  the PCs 30 gp in bribes and drinks. If the PCs fail the 
  check, Turin hears of their inquiries and sends a 
  collection team as described in encounter five. 
   
  Once the characters enter the Dock quarter, read: 
   
  Refuse lines the muddy streets, and rats move 
  openly through the litter in the dock sector of 
  Safeton. The inhabitants shuffle past, their eyes 
  never rising from the ground before them. 
   
  Characters gathering information in the dock district 
  about Myranna may learn several things about Myranna 
  and Ambly. Characters learn the following information 
  with a successful Gather Information check against the 
  listed DCs. However, gathering information about 
  Myranna has unintended consequences (see encounter 
  six).  
  • 
  DC 5: Can you spare a bit more? Maybe a few silver? 
  • 
  DC 10: I think I know Myranna, and for a gold I’ll 
  tell you where she lives. 
  • 
  DC 15: Myranna. I know her. Lives by the 
  warehouses. Haven’t seen her around lately.  
  • 
  DC 20: Myranna used to hang around with Karev’s 
  gang, she’s a pretty good thief. Heard she got nabbed 
  by the law. 
  • 
  DC 25: Myranna’s been arrested. She’s being held at 
  the city jail. Something about illegal dealings with 
  the Pomarj. Same thing they got ol’ Gorg for. Terrible 
  to be a half-orc in this town. 
  • 
  DC 30: Myranna’s got pinched after helping some 
  halfling from Greyhawk. She was helping him get 
  into the Pomarj. Now the Deathstalker’s been asking 
  questions about who’s helped him. What do you 
  know about it? 
   
  If the characters take the time to investigate Myranna’s 
  home in a tenement by the dock warehouses, it is 
  decrepit and empty. Myranna has not been there for over 
  a week, as she is in Turin Deathstalker’s custody. 
   
  VISITING MYRANNA 
  The characters may want to visit Myranna in jail in order 
  to talk to her about Ambly’s visit. Unfortunately, life as an 
  enemy of the state in Turin Deathstalker’s jails is short. 
  Two days after the PCs arrive in Safeton, Turin has 
  Myranna publicly executed. Until then, Myranna is still 
  alive, rotting in jail. 
   
  Assuming Myranna is still alive, the characters must 
  find a way to speak with her before her execution. 
  Generally, the guards at the jail are under orders not to let 
  anyone in to speak with the prisoners. 
   
  The Safeton jail is a solid ugly structure that squats 
  amid several taller, better-kept buildings. The pair of 
  men loitering out front have the look of ruffians, but 
  appear to be guards. 
   
  All APLs  
   
  �Myranna: female human rogue 3/ranger 4; hp 55; 
  AL: N. 
   
  �Safeton 
  Jail 
  Guards 
  (2): 
  male 
  human 
  swashbuckler 1; hp 15; Appendix 1. 
   
  Stealth 
  The Safeton jail guards are not particularly attentive, as it 
  is not common to have people breaking into the jail. As 
  long as the characters create even a minor distraction, 
  they can approach the tiny barred window to Myranna’s 
  cell and speak with her. 
   
  Getting Myranna out of the jail is much harder. The 
  jail cells have good locks (DC 30 Open Lock check or 
  break DC 28), and Myranna is manacled hands and feet to 
  the walls with masterwork manacles (DC 35 Open Locks 
  check or break DC 28). If the characters can get Myranna 
  free, she tells them everything she knows and flees 
  Safeton, grateful for her rescue. 
   
  Guile 
  Characters inclined towards guile must convince the jail 
  guards to let them speak with Myranna under any 
  number of plausible pretexts. The guards are indifferent 
  to the characters and, because letting someone talk to a 
  prisoner only puts them at some risk, they need only be 
  made friendly with Diplomacy (DC 15) (or successfully 
  bluffed) in order to escort the characters to Myranna’s 
  cell. The guards will not leave the characters alone with 
  Myranna unless they are made helpful (DC 30), but the 
  guards do not particularly care what the characters talk to 
  Myranna about. If the character fails to sway the jail 
  guards, they warn the character away from the jail and 
  threaten to jail the characters if they are seen in the area 
  again.  
   
  Force 
  Starting a fight with the two Safeton jail guards is not a 
  good idea. Several dozen other guardsmen are within 
  shouting distance, day or night (although they have a 
  slower response time at night). The characters may elect 
  to bully the guards with a successful Intimidate check, 
  although this makes the characters unwelcome in Safeton 
  once the guards later report the characters as 
  troublemakers. In this case, Turin is particularly 
  unfriendly with the characters in encounter seven. 
   
  
  COR8-03 Aspirations 
   
  Page 13 
  Development: Speaking with Myranna. Myranna met 
  with Ambly weeks ago. She does not know all of the 
  details of Ambly’s mission, but he intends to speak to 
  Turrosh Mak on behalf of a powerful patron from the 
  City of Greyhawk regarding a truce. Myranna suspects 
  this patron is on the Directing Oligarchy, but she does 
  not realize that it is Nerof Gasgal himself. Ambly 
  specifically asked for the best travel routes through the 
  Pomarj to avoid roving bandits and other groups not 
  closely affiliated with Turrosh Mak, and Myranna gave 
  him good directions. If the characters agree to warn 
  Ambly that Turin Deathstalker is looking for him and 
  that he should not return to Safeton, Myranna gives the 
  characters the directions. 
   
  Myranna explains that Turin Deathstalker has 
  questioned her extensively about Ambly’s mission, and 
  Turin is very angry that Ambly was able to leave Safeton 
  before his men could arrest him. Myranna has revealed 
  everything 
  she 
  knows 
  to 
  Turin 
  under 
  severe 
  interrogation. 
   
  Myranna has traveled throughout the Wild Coast 
  region extensively and seen firsthand the horrors of the 
  war with Turrosh Mak. She is in favor of any efforts to 
  end the war and therefore encourages the characters to 
  see Ambly safely to his goal. Although she knows her 
  interactions with Ambly will lead her to the gallows, she 
  considers her life worth it if peace can be brought to the 
  region (although, of course, she’d much rather get free). 
   
  Development: Speaking with the dead. Even if 
  Myranna has been executed, parties may have the 
  resources necessary to speak with her corpse. A DC 15 
  Knowledge (local: Core) or Gather Information check 
  reveals the location of Safeton’s pauper’s graves, where 
  executed prisoners are buried. Finding Myranna’s corpse 
  among the others in the grave requires a DC 20 Search 
  check and a DC 13 Fortitude save to avoid contracting 
  filth fever. Myranna’s corpse can provide the information 
  that Myranna could (see above). 
   
  Regardless of the results of their investigations, the 
  characters have stirred up some unwelcome attention in 
  Safeton. Move on to encounter five. 
   
  5: “GIT ’EM, BOYS” 
  The people in the dock district have been promised a 
  large sum of money for any information regarding either 
  Myranna 
  or 
  Ambly. 
  Although 
  people 
  provide 
  information about Myranna and Ambly to the characters, 
  as described in the previous encounter, townspeople 
  immediately go to the watch and provide descriptions 
  and details about the “people asking about Myranna”. 
  This information filters rapidly up to Turin Deathstalker, 
  who sends out his “collection team” to bring the 
  characters in. The following encounter takes place at 
  some point while the characters are in Safeton, after they 
  have asked the whereabouts of Myranna or Ambly. At an 
  opportune moment read: 
   
  A stylish man, dressed in a long brown coat steps 
  around a nearby corner. He’s rapidly joined by what 
  can only be described as “thugs.” Spitting on the 
  ground, his steely gaze sweeps over you. “Git ‘em, 
  boys,” he sneers. His companions draw thick saps 
  and move toward your group. 
   
  After the first round of combat, surviving thugs reveal 
  their affiliation.  
   
  In the midst of the general melee, the thugs flip back 
  their lapels to reveal dull and dirty badges. “Stop in 
  the name of the law,” one growls as he swings his 
  sap. 
   
  EL Note: The EL of the encounter has been reduced by 2 
  to reflect the fact that the “collection team” intends to 
  subdue and capture, and not kill, the characters.  
   
  APL 2 (EL 4) 
   
  �Stepan Vlasak: male human bard 2/marshal 1; hp 
  18; Appendix 1.  
   
  �Thugs (6): male human swashbuckler 1; hp 15 
  each; Appendix 1.  
   
  APL 4 (EL 6) 
   
  �Stepan Vlasak: male human bard 2/marshal 3; hp 
  30; Appendix 1.  
   
  �Thugs (6): male human swashbuckler 2; hp 23 
  each; Appendix 1. 
   
  APL 6 (EL 8) 
   
  �Stepan Vlasak: male human bard 4/marshal 3; hp 
  40; Appendix 1.  
   
  �Thugs (6): male human swashbuckler 3/rogue 1; 
  hp 37 each; Appendix 1.  
   
  APL 8 (EL 10) 
   
  �Stepan Vlasak: male human bard 5/marshal 4; hp 
  60; Appendix 1.  
   
  �Thugs (6): male human swashbuckler 3/rogue 3; 
  hp 49 each; Appendix 1.  
   
  APL 10 (EL 12) 
   
  �Stepan Vlasak: male human bard 5/marshal 
  4/war chanter 2; hp 84; Appendix 1.  
   
  �Thugs (6): male human swashbuckler 3/rogue 5; 
  hp 58 each; Appendix 1.  
   
  APL 12 (EL 14) 
   
  �Stepan Vlasak: male human bard 5/marshal 
  4/war chanter 3; hp 91; Appendix 1.  
   
  �Thugs (6): male human swashbuckler 3/rogue 8; 
  hp 76 each; Appendix 1.  
   
  Tactics: Stepan uses his abilities to best support his men. 
  He begins by inspiring courage in himself and his men 
  (bolstered by the inspirational boost spell). He uses his 
  
  COR8-03 Aspirations 
   
  Page 14 
  marshal auras (and, at higher level, his ability to grant a 
  move action to his allies) in order to increase their 
  effectiveness. In addition, as able, Stepan uses his spells to 
  incapacitate the most effective characters. At higher 
  levels, he inspires toughness and recklessness upon his 
  men. 
   
  Stepan’s thugs, on the other hand, are more 
  straightforward. They interpose themselves between 
  Stepan and the characters and pummel the characters 
  with saps. The thugs attempt to maintain flanking 
  positions, particularly at higher APLs where they can 
  bring their sneak attack to bear. 
   
  Treasure: Refer to the Treasure Summary to determine 
  what the PCs find. 
   
  Development: The Characters Lose. Any characters 
  that are subdued are unceremoniously loaded onto a cart 
  and brought to Turin Deathstalker. Continue to 
  encounter six with any captured characters. 
   
  Development: The Characters Talk. If the 
  characters attempt to talk their way out of the fight, 
  particularly after learning that they are in a fight with the 
  law, Stepan is willing to parlay. Stepan orders the party to 
  drop their weapons and submit. Stepan explains with a 
  sneer that he works to collect troublemakers for Turin 
  Deathstalker, and that the characters have been 
  specifically “requested” to meet with the mayor of 
  Safeton. Stepan insists that the characters accompany 
  him to Turin Deathstalker. Continue to encounter six. 
   
  Stepan knows that Turin is looking for information 
  about a halfling named Ambly that met with Myranna 
  before heading into the Pomarj (Stepan is not certain why 
  Turin is looking for the halfling, but he is not the type to 
  question Turin’s orders as the type that does question 
  Turin’s orders tends to die horribly). Myranna is already 
  in custody (or possibly executed), but Turin is very angry 
  that Ambly slipped through his fingers. 
   
  Development: The Characters Win. If the 
  characters are able to overcome the collection team, they 
  may elect to continue in the Pomarj after Ambly 
  immediately. Getting out of town probably seems like a 
  very good idea at this point. If the characters stay in 
  Safeton for at least an hour, Turin Deathstalker hears of 
  their success and decides to deal with the characters 
  personally. Turin has a note delivered to the characters, 
  instructing them to meet with him. Again the characters 
  may choose to flee the city.  
   
  If the characters speak with Turin Deathstalker, go to 
  encounter six. If they head into the Pomarj, go to 
  encounter seven. 
   
  6: CALLED IN BY THE 
  DEATHSTALKER 
  In this encounter, the characters meet with Turin 
  Deathstalker, whether willingly or otherwise. If the 
  characters were pulled in by the “collection team” in 
  encounter five, they are stripped of their equipment. 
  Otherwise, they have all of their equipment on them. 
  Several elite guards (use the Thugs statistics from 
  encounter five) are in the room with Turin Deathstalker. 
  If Stepan Vlasak survived encounter five, he is here as 
  well. A DC 10 Knowledge (local: Core) check allows the 
  characters to recall that Turin Deathstalker is an 
  extremely powerful assassin and that combat would be ill-
  advised. 
   
  �Turin Deathstalker: male human rogue 3/fighter 
  2/assassin 10 (Spot +21, Listen +21, Sense Motive +23) 
   
  Note which of the characters has the lowest Charisma. 
  Turin Deathstalker is well aware that such a character has 
  little chance of successfully lying to him. This character is 
  Turin’s first intimidation target. However, Turin does not 
  want to insult anyone that has done him a favor in the 
  past. If the character you choose has Thanks of the 
  Deathstalker from COR7-19 Wrath of the Slavelord, choose 
  the character with the next lowest Charisma instead. If all 
  the characters at the table have Thanks of the 
  Deathstalker from COR7-19 Wrath of the Slavelord, modify 
  the text below to reflect the fact that Turin thinks well of 
  the party and is not inclined to threaten them. 
   
  Turin Deathstalker chooses to meet you in a portion 
  of the jail that clearly is designed for interrogations. 
  Several wooden tables are placed about the room. All 
  have thick leather straps and most have disturbing 
  stains. 
   
  Turin Deathstalker slides into the room like a 
  shadow. He is a tall, hard-looking man with olive 
  skin and red-brown hair. His eyes are cold and gray 
  without a trace of mercy or pity. His voice cracks like 
  a whip. “I trust that you know that I’m not one to be 
  trifled with, so I’ll make this simple. Tell me 
  everything you know about Myranna, Ambly 
  Peregrine, and why the halfling was going to the 
  Pomarj. Speak truthfully and there will be no need 
  to use…alternate means of interrogation. We’ll 
  begin with you.”  
   
  Point to the character you selected as Turin’s intimidation 
  target.  
   
  Through his own network of informants, Turin 
  Deathstalker already knows that Ambly is on a peace 
  mission to the Pomarj on behalf of a member of the 
  Directing Oligarchy (although he does not know that the 
  Lord Mayor himself is behind the peace mission). 
  Myranna 
  has 
  confirmed 
  his 
  suspicions 
  under 
  interrogation. Turin is of the firm belief that such an 
  agreement would be disastrous, since any agreement 
  would allow Turrosh Mak to rebuild his forces—and 
  several years from now the human forces will again have 
  to face the orcish hordes of the Pomarj.  
   
  Turin wants the characters to retrieve Ambly and 
  bring him back to Safeton for questioning. If Turin can 
  convince the characters that this is the right thing to do, 
  he is pleased. However, Turin is also willing to let the 
  
  COR8-03 Aspirations 
   
  Page 15 
  characters to blunder along after Ambly, confident that 
  ham-fisted adventurers will disrupt Ambly’s delicate 
  diplomatic mission. At worst, Turin assumes that he can 
  arrest Ambly on his way out of the Pomarj and undo any 
  negotiations with hit-and-run raids into the Pomarj. 
  Turin does not approve of, and does not plan to abide by, 
  peace with Turrosh Mak. 
   
  Use the following as a guide for interaction with 
  Turin based on the characters’ attitudes. Turin’s response 
  to the characters is in proportion to the aggression the 
  characters exhibit to him. 
  • 
  The characters spill their guts: Turin is a little 
  surprised if the characters tell him who sent them, 
  what they’re doing, and what they know. He thanks 
  them for their candor and asks them to retrieve 
  Ambly.  
  • 
  Why are we here? “You are being held on suspicion 
  of conspiring against the Free City of Greyhawk. You 
  were asking after known agents of Turrosh Mak, 
  intent on contacting them for reasons that I have not 
  exposed—yet.”  
  • 
  But we’re innocent! “Your guilt will be confirmed 
  in good time. Unless there are some mitigating 
  circumstances you can think of, or any information 
  you can provide to me, I have no doubt that you will 
  be declared guilty.” 
  • 
  That’s not proof! “You will be judged as per the 
  guidelines of my city. We already have a confession 
  from your accomplice, Myranna. Spare yourself the 
  torment and confess to being an agent of Turrosh 
  Mak and a traitor to the people of the Wild Coast.” 
  • 
  You can’t treat us this way! “Safeton is a city on the 
  border of an orcish empire. Against the hordes of the 
  orcs and other filthy humanoids this city has held. 
  You really think that anyone will be concerned about 
  justice for a group of itinerant sellswords?” 
  • 
  Who are you to question me! “The city of 
  Greyhawk needs protection. I supply it. If they want 
  to question my methods of providing it, they can 
  come down here and take their turn on the walk.”  
   
  Development: Turin Deathstalker is abrasive, but if the 
  characters admit to their mission he is willing to open up 
  to them. He admits that his is strongly opposed to any 
  peace with Turrosh Mak, as this “peace” will only last long 
  enough for Turrosh Mak to rebuild his forces and launch 
  an assault out of the Pomarj. Turin asks (in a voice the 
  discourages refusal) the characters to retrieve Ambly 
  Peregrine for him, so Turin can question the halfling and 
  ascertain who on the Directing Oligarchy is behind such 
  a treacherous move. If the characters have the poor sense 
  to tell Turin Deathstalker that the peace offer came from 
  the Lord Mayor Nerof Gasgal himself, Turin rages against 
  Nerof and demands that Ambly be retrieved. 
   
  If the characters refuse to talk to Turin Deathstalker 
  at all, or if they have been belligerent, he expels them 
  from his city, throwing their gear out with them, and 
  warns them never return unless they can deliver a true 
  traitor to the Wild Coast people—the halfling Ambly 
  Peregrine—into Turin’s hands. 
   
  If the characters’ conduct has been particularly 
  outrageous, Turin locks them in jail cells. However, Turin 
  secretly wants the characters to head out after Ambly, so 
  he arranges for adequate means of “escape,” at your 
  discretion, up to and including easily bent bars, 
  belongings stacked up in plain sight, easily picked locks, 
  sleeping guards, and so on.  
   
  Once the characters leave Safeton for the Pomarj, go 
  to encounter seven. 
   
  7: THE AMBUSH INCIDENT 
  The characters should have a reasonably good sense of 
  Ambly’s path into the Pomarj. To find the agent, they 
  have little choice but to enter the domain of Turrosh 
  Mak. For a map of the Pomarj, see DM Map 6. 
   
  Once the characters have traveled through the 
  Pomarj for several days, they chance upon an orc raiding 
  party transporting an unwilling captive. 
   
  Establish a marching order as the party travels 
  through the hilly terrain, allow any characters who wish 
  to use appropriate skills to hide their tracks, note the 
  weather, or move along quietly. Read or paraphrase the 
  following, adjusting as appropriate if the party has elected 
  to travel by night or in an unorthodox manner (such as 
  wind walk). 
   
  The jagged, craggy hills make for slow, treacherous 
  travel and the few trees are gnarled like twisted fists 
  thrusting up from the ground. Ominous clouds 
  mass to the west, but the sun is bright and hot. 
   
  The journey is suddenly interrupted by a shout from the 
  other side of a hill to the southwest, followed by a string 
  of shouting. Characters that understand Orc overhear the 
  following conversation: 
   
   
  “Aaagh! He bit me!” 
   
  “Doesn’t matter. It’s your turn to carry the 
  squirmy runt.” 
   
  “Back off, I’ve got ‘im. I’ll thump him a bit first, 
  to quiet him down.” 
   
  On the other side of the hill are five orcs, one of which is 
  carrying a canvas bag. This raiding party managed to 
  capture a goblin named Urmug the Quick. Urmug is the 
  nephew of Scurf Bellyslicer, chieftain of the Gut-Throttle 
  tribe of goblins. The orcs have heard that King Scurf is 
  raising a goblin nation, so they know that King Scurf’s 
  nephew is likely a very valuable captive. Urmug has just 
  regained consciousness inside the bag, and is not making 
  things easy for his captors. 
   
  When the players learn there is a group of orcs 
  carrying a small figure in a canvas bag, they are likely to 
  assume that the orcs have captured Ambly. While not 
  correct, you should encourage this misconception until 
  the characters actually learn who is in the sack. 
  
  COR8-03 Aspirations 
   
  Page 16 
   
  Urmug is not without allies in his uncle’s lands. A 
  group of goblin rangers has tracked the kidnapping orcs 
  and are prepared to stage an ambush to free Urmug. 
  Because the four nervous goblins are outnumbered by the 
  five orcs, they want to be sure that the ambush goes off 
  without a hitch. 
   
  All APLs 
   
  �Orc Kidnappers (5): male and female orc warrior 
  1; hp 5 each; MM 203.  
   
  �Urmug the Quick, Captive Goblin: male goblin 
  rogue 2/warrior 4; hp 42 (currently at 30, with 27 points 
  of nonlethal damage); Appendix 1.  
   
  �Goblin Ambushers (4): male and female goblin 
  ranger 1; hp 9 each; Appendix 1.  
   
  The characters are likely to step right into the middle of 
  this impending confrontation. The characters are likely 
  to respond with stealth, guile or force. DM Map 7 shows 
  the layout of the encounter. 
   
  Stealth 
  If the characters try to sneak over or around the hill to 
  take a look at who is doing the shouting, ask for Move 
  Silently and Hide checks, opposed by the orcs’ Spot and 
  Listen, with a -9 penalty due to the orcs’ inattention and 
  distance. If the characters succeed, they can peek out at 
  the orc kidnappers unseen. If the orcs notice the 
  characters, they attempt to appraise the characters, but 
  respond with violence if provoked. 
   
  If the characters approach by stealth you should also 
  roll Listen and Spot checks for the goblins, with a -10 
  penalty for distance, to see whether the goblins notice the 
  characters’ arrival on the scene. If the goblins do notice 
  the characters, they wave their filthy handkerchiefs. 
   
  Characters that crest the hill to notice the orcs 
  should also make a DC 21 Spot check with a -10 penalty 
  for distance. Successful characters notice the hidden 
  goblins in the scrub of the opposite hill. 
   
  If the characters just watch, the orcs eventually quit 
  their squabbling, knock Urmug unconscious, and 
  continue on their way. The goblin ambushers, realizing 
  that their opportunity for ambush is at hand, launch their 
  surprise attack against the orcs. The characters may jump 
  in to aid either side, but the goblins wave their 
  handkerchiefs at the characters as soon as possible. 
   
  Guile 
  If the characters parlay with the orcs, the orcs are quick to 
  gauge the party’s threat level. If the orcs think the party is 
  a strong threat, they talk. Unfortunately, none of the orcs 
  speak Common. All of them speak Orc, and one speaks 
  both Orc and Giant. 
   
  All the orcs want is to go home with their captive in 
  the sack. They are willing to part with some information, 
  including the name of their tribe (the Breakbones), their 
  war chief (Zhaghru the Sorrowbringer, warchief under 
  Turrosh Mak) and information about the section of the 
  Pomarj that they are currently in (the lands of the Gut-
  Throttle goblins, led by Scurf Bellyslicer).  
   
  The orcs have a starting attitude of unfriendly with 
  respect to the characters. A Diplomacy check shifting 
  their attitude to friendly (DC 25) entice information out 
  of them, while a Diplomacy check shifting their attitude 
  to helpful (DC 40) convinces the orcs to turn over their 
  captive. The characters may also recover the captive with 
  a very convincing lie or the payment of at least 1,000 gp. 
  Generally, keep the following in mind: 
  • 
  The orcs probably think that talking about their 
  captive doesn’t put them at much risk. 
  • 
  The orcs probably think that showing their captive 
  puts them at some risk. If Urmug is able to see the 
  characters, he pleads with them for help (in Goblin, 
  which none of the orcs understand), promising a 
  reward from his uncle, the king. 
  • 
  The orcs consider turning over their valuable captive 
  as putting them at significant risk with their war 
  chief (even though their war chief doesn’t yet know 
  that they have captured King Scurf Bellyslicer’s 
  nephew). 
   
  If the characters cast any sort of spell except one that is 
  clearly benign and explained to them beforehand (such as 
  comprehend languages), or if the characters menace the orcs 
  with weapons, the orcs attack and/or flee. If the 
  characters parlay with the goblins, the goblins are 
  surprisingly helpful. 
   
  Force 
  If a fight breaks out, the orcs split up. Two of them try to 
  flee with the captive while three leap into a fight with the 
  characters. Note that the orcs suffer from their light 
  sensitivity as long as it is daylight. 
   
  Unless the orcs have taken some time to batter 
  Urmug into unconsciousness, the captive goblin wriggles 
  and shrieks, slowing the orc holding him down to a speed 
  of 20 feet. 
   
  If it looks like the orcs are going to get away with 
  Urmug despite the characters’ actions, the goblin 
  ambushers launch their attack to save their chieftain’s 
  nephew. 
   
  Generally, once the orcs see the goblins, the orcs 
  prefer to stand their ground and fight. The orcs know 
  they can probably take on a handful of goblins, even in 
  their weakened state and in goblin lands. 
   
  If the characters try to fight the goblins, the 
  cowardly creatures duck and wave their filthy 
  handkerchiefs at the characters. 
   
  Treasure: Refer to the Treasure Summary to determine 
  what the PCs find. 
   
  Development: Flags of Truce. Due to some recent 
  events (and some very confusing orders from their 
  chieftain), these goblins do not attack the characters. The 
  goblins fear their chieftain, King Scurf Bellyslicer. They 
  are even more afraid of their king’s advisor (and, they 
  
  COR8-03 Aspirations 
   
  Page 17 
  believe, consort), a terrifying robed and hooded “witch 
  woman” that joined their tribe several months ago. The 
  “witch woman” is a tall, voluptuous woman who wears 
  thick robes at all times, hiding even her face. Her voice is 
  strange and beguiling. The goblins regularly debate over 
  whether she is a human, hobgoblin, or some sort of hag. 
   
  There was some sort of incident a few days ago that 
  sent the witch-woman into a mighty rage. A group of 
  goblin hunters (none of the ones present here) had 
  returned from a successful hunt but, instead of being 
  pleased, the witch woman was livid. She had a few words 
  with the goblin chieftain, and King Scurf Bellyslicer soon 
  thereafter made a curious pronouncement to all of his 
  goblins: if the goblins ever encountered a human, elf, 
  dwarf, halfling, or gnome, they were to wave a white 
  handkerchief at them and talk them into coming back 
  and speaking to King Scurf Bellyslicer himself. 
   
  Of course, nothing in a goblin’s possession stays 
  white for long. The handkerchiefs soon became tattered, 
  snot-encrusted rags that only vaguely resemble the flags 
  of peace they are supposed to be. 
   
  Still, at the first opportunity, the goblins wave their 
  disgusting white handkerchiefs at the characters 
  furiously and continuously. If given a chance, the goblins 
  explain that they are under orders to take the characters 
  back to the chieftain, King Scurf Bellyslicer, as the king 
  would have words with the outlanders. While the goblins 
  talk over each other, others continue to wave their filthy 
  handkerchiefs at a furious pace. 
   
  Unfortunately, the goblins only speak Goblin and 
  may therefore be reduced to playing charades with the 
  characters to get the characters to accompany them back 
  to their chieftain’s halls. 
   
  If the characters were able to save Urmug the Quick, 
  things are much easier. Urmug speaks crude Common 
  and can translate for the goblins. However, Urmug hasn’t 
  been back in his uncle’s halls for many days, and Urmug 
  doesn’t know any more about the decree of peace handed 
  down by his uncle. However, as long as the characters 
  participated in his rescue, Urmug is grateful and insists 
  that the characters speak to his uncle for a reward. Urmug 
  is a talkative but dimwitted goblin who is not as 
  bloodthirsty as his kin (and therefore spends a lot of time 
  away from his uncle’s halls). 
   
  Development: Sorry, We’ve Already Got a Job. None 
  of the goblins or orcs seem to have anything to do with 
  finding Ambly. In fact, none of them have heard the 
  name and none have even seen a halfling in many 
  months. The characters may refuse the goblins’ invitation 
  and continue on their way. However, the goblins are not 
  so easily dissuaded. They point out that the goblins range 
  throughout their tribe’s lands and report to King Scurf 
  Bellyslicer regularly. The goblins try to convince the 
  party to talk to their chieftain, if only to find out from 
  him whether any of the goblin patrols have seen a 
  halfling traveling through the area. 
   
  If the party is particularly recalcitrant, the goblins 
  send a runner to King Surf and the rest follow at a good 
  distance. The path the characters are taking leads though 
  Gut-Throttle tribe lands and generally in the direction 
  King Scurf Bellyslicer’s halls. Sithensis herself comes to 
  the party and asks them to return with her to the goblin 
  halls where she will tell them what happened to the 
  envoy from Greyhawk. 
   
  If the PCs still refuse, Sithensis assumes they are not 
  the contacts from Greyhawk she needs and tells the 
  goblins to ignore them. The PCs can wander the Pomarj. 
  Throw encounters at them using orcs from this adventure 
  until the time expires for the adventure. 
   
  8: THE GUT−THROTTLE TRIBE 
  This encounter details the characters’ visit to the halls of 
  the Gut-Throttle goblin tribe. The characters meet King 
  Scurf Bellyslicer, the medusa druid Sithensis, and the 
  reincarnated 
  halfling 
  Ambly 
  Peregrine 
  in 
  the 
  underground ruins occupied by the Gut-Throttle Tribe. 
   
  King Scurf rules from a Flan ruin built into the hills 
  of the Pomarj. The king’s most powerful warriors and 
  Sithensis, his advisor, also share these halls. Although 
  Sithensis advises the king and aids the Gut-Throttle 
  goblins, she also spends time exploring the Flan ruins, 
  learning what she can from the aged carvings. 
   
  King Scurf’s halls within the ruins are approximately 
  eight miles away from encounter with the orcs. When the 
  characters approach King Scurf’s halls, read: 
   
  The halls of King Scurf Bellyslicer are set within a 
  large hill, the dark cave opening framed with 
  massive dolmens laid centuries ago. There are many 
  things you might expect to see outside a goblin cave: 
  piles of offal, sloppily-butchered kills, and crude 
  goblin graffiti. And all of these things are here. But 
  you do not expect a patchwork of fields radiating 
  away from the cave opening in neat, even rows. 
  Fields of cabbage, potatoes, tomatoes and carrots 
  surround the king’s halls. All are lush and green, 
  with healthy, riotous growth to put a gnome 
  gardener to shame. 
   
  Sithensis tends to these fields and instructs the goblins in 
  how to grow their food. Her regular castings of plant 
  growth keep the crops healthy despite the general goblin 
  tendency to neglect honest work. 
   
  The goblins lead the characters into the cave mouth. 
  A DC 15 Knowledge (history), Knowledge (local: Core), 
  Knowledge (architecture and engineering) or bardic 
  knowledge reveals that the cave is the entrance to a large 
  underground structure built in the style of the ancient 
  Flan. A DC 20 Knowledge (religion) or Knowledge 
  (history) reveals that the early Flan often worshipped 
  spirits of the earth, and this type of underground 
  structure may have been a shrine to the powers of the 
  earth at one time. It is unlit. The map of this great hall is 
  on DM Map 8, although there are many other smaller 
  passages leading off under the hills. 
   
  When the characters enter the halls (and have light 
  to see), read: 
  
  COR8-03 Aspirations 
   
  Page 18 
   
  A short hall from the cave mouth opens into a very 
  large room, like an underground hall. Large pillars 
  support the roof, all carved in faded geometric 
  designs. To a height of about four feet, the walls and 
  pillars are carved and chipped with crude goblin 
  graffiti, 
  evidence 
  of 
  generations 
  of 
  goblin 
  habitation. Several stone-flagged passageways lead 
  off from this room deeper underground, and at the 
  far end of the hall squats an enormous empty 
  wooden throne. A dozen or so goblins lounge about. 
   
  The throne belongs to King Scurf, but the goblin 
  chieftain is in one of the side rooms, eating and gambling 
  with some of his warriors. When King Scurf learns he has 
  guests, he orders his goblins to take the characters back 
  outside so King Scurf can position himself on his throne 
  and greet the characters like a proper goblin king when 
  they come in a second time. If the characters play along 
  with this show of arrogance, read: 
   
  As you return to the large audience hall a second 
  time, the only difference is that the wooden throne 
  is occupied by a massive goblin, the straps of his 
  breastplate straining over thick muscles and even 
  thicker midsection. The chieftain looks you up and 
  down with his beady eyes, and announces in thickly 
  accented Common, “Ah, the big king of goblins, King 
  Scurf Bellyslicer, has big visitors!” He quickly hisses 
  something to a goblin near him. (Characters that speak 
  Goblin and succeed at a DC 15 Listen check overhear him 
  say “Now you all bow, show them what a good king I am. 
  Worst bows get garden duty!”) The goblins quickly 
  prostrate themselves before their chieftain, each 
  trying to look more humble than his neighbor. 
   
  King Scurf waits patiently for the characters to bow to 
  him as well. If any characters won’t bow to him, he makes 
  them wait an uncomfortably long time before shrugging 
  and motioning for everyone that is bowing to rise.  
   
  King Scurf is clever and strong, even by human 
  standards. He is a skilled, shrewd warrior and has reached 
  his high station by learning that it is sometimes best to 
  act upon the advice of others and give them credit for 
  their ideas. Unfortunately, he is also boorish and petty. 
   
  King Scurf Bellyslicer: fighter 4/ranger 4/rogue 2 
  (Diplomacy +9, Listen +10, Sense Motive +4, Spot +10). 
   
  King Scurf’s recent successes are all due to the 
  appearance of Sithensis, his newest advisor. King Scurf 
  has made several amorous advances toward Sithensis 
  until he learned that she is a medusa. Since then, King 
  Scurf has kept his hands to himself. 
   
  The goblin king knows that Sithensis is likely on her 
  way from deeper within the ruins to meet with the 
  outlanders, but he does his best to inflict his arrogance on 
  the characters in the meantime. If they bowed to him, he 
  offers them “good goblin food,” which is a collection of 
  tasty carrots and potatoes mixed in with a few dead 
  beetles, and encourages them to eat up. If they eat the 
  beetles, he insists that they carry him around the room on 
  their shoulders, wash his filthy feet, kiss unattractive 
  goblin women (or demand that pretty female characters 
  kiss him instead), or other humiliating but harmless 
  activities. King Scurf is interested in just how far he can 
  push the characters. If some of the characters won’t “play 
  along,” he tries to keep up his humiliation on the 
  characters that do. If the characters balk, King Scurf acts 
  offended and accuses the characters of mocking his 
  hospitality. This is all King Scurf’s idea of fun, and a DC 
  20 Sense Motive reveals that the King is not actually 
  offended if the characters refuse his harassment.  
   
  If the characters returned Urmug the Quick, King’s 
  Scurf’s behavior is not much different. In fact, he does his 
  best to include Urmug in the humiliation as well, 
  insisting 
  that 
  his 
  lowly 
  nephew 
  deserves 
  the 
  “punishment” for getting caught. 
   
  If the characters press for some sort of reward or 
  information about Ambly, King Scurf puts them off with 
  offhand comments about how his advisor will explain 
  everything. 
   
  Once you and the players have exhausted role-
  playing the encounter with King Scurf, Sithensis arrives. 
  Read: 
   
  From one of the side passages steps a graceful 
  woman in a long robe, her face hidden by the folds of 
  the hood down to her chin. The woman glides in 
  among the goblins, who step quickly out of her way. 
  From the same passage steps a massive, wiry 
  bugbear, his menacing appearance suddenly marred 
  as he cracks his forehead on the lintel of the door. 
  The bugbear rubs his forehead with a grimace as the 
  woman speaks to the king.  
   
  If any of the PCs can speak Goblin, they understand what 
  she says. 
   
  “My liege and protector, I heard we had visitors in 
  your august hall. With your leave, of course, I would 
  like to speak with them for a few moments.” 
   
  The goblin king nods agreeably and dismisses the party 
  with a wave of his hand. Sithensis beckons the party 
  down the passage from which she came. The bugbear 
  follows her as well. 
   
  All APLs 
   
  �Sithensis: female medusa druid 8; hp 101; 
  Appendix 1.  
   
  �Ambly Peregrine, Reincarnated: male bugbear 
  rogue 3/expert 3; hp 38; Appendix 1.  
   
  When role-playing Sithensis, do your best to contrast her 
  cool, controlled, polite demeanor with the boorish 
  behavior of the crude goblin king. Sithensis should 
  appear very much in control and even a little out of place. 
   
  Sithensis prefers to walk while she discusses the 
  situation with the characters. There is a warren of ancient, 
  
  COR8-03 Aspirations 
   
  Page 19 
  flagstone passages under the hills, all carved with faded 
  symbols. Sithensis finds walking in the ancient halls 
  under the hills to be comforting. She is trying to 
  understand the patterns, but she admits that she is not 
  much of a scholar (a scholar among the characters can 
  attest to the age and Flan architecture, but the patterns 
  are merely decorative and too faded to understandable). 
   
  If the characters speak to the bugbear, he gives a 
  wink and a smile and suggests that Sithensis has some 
  important things to tell them. The bugbear is Ambly 
  Peregrine, reincarnated into this new form. Ambly is 
  casual and friendly, but he waits for Sithensis to reveal his 
  big “secret” before opening up to the characters. 
   
  The discussion points Sithensis raises are as follows. 
  Try to work these points into a polite conversation with 
  the characters. She begins by apologizing for King Scurf’s 
  crude behavior and invites the characters to ask any 
  questions they have. 
  • 
  Who are you? “My name is Sithensis. I was captured 
  and imprisoned in a tower for many years. I escaped 
  not long ago, and I wandered for a while. Now I have 
  found a new home here.” 
  • 
  What are you? “I am a druid, a harvester of nature.” 
  • 
  No, I mean what kind of creature are you? “One 
  that means you no harm.” 
  • 
  Why are you here with these goblins? “Because I 
  think I can really build something here. Something 
  useful to the world.” 
  • 
  What are you trying to build? “A goblin nation.” 
  • 
  Why build a goblin nation? “Because it’s 
  reasonably easy and surprisingly satisfying. Goblins 
  are raiders, plunderers and carrion eaters. They have 
  a lot of energy, but it isn’t very well-directed. If you 
  can address some of their basic needs—their 
  voracious appetites and desire to stalk and hunt—
  they can form quite a productive society. Wild 
  animals can be broken and brought to heel with 
  violence and starvation, but this is difficult and 
  wasteful. I prefer a better way: guide a wild animal in 
  its natural ways, meet its basic needs, and it becomes 
  a loyal companion (nods to any character with an 
  obvious animal companion). Goblins are much the 
  same. Human nations beat and starve goblin tribes to 
  bring them to heel. That works, but it is difficult and 
  wasteful. A goblin nation, in which goblins turn 
  their energies toward constructive behavior, could 
  make a nation that is a good companion to human 
  nations.” 
  • 
  What will you call the goblin nation? “I haven’t 
  thought of that. Druids are more prone to let things 
  be than name them. The current king wishes to call 
  it ‘Scurfland,’ but I think something more 
  appropriate will present itself.” 
  • 
  Why don’t you rule the tribe yourself? “Because 
  goblins appreciate their own kind. For now, it suits 
  me to let that lecherous Scurf lead. In time, I will 
  likely put my support behind another ruler (at this, 
  she looks significantly at Ambly).” 
  • 
  What do you think about Turrosh Mak? “The 
  Mak is a blight on this region. He is violent and 
  wasteful. That his orcs regularly raid the goblins I 
  shepherd does not endear him to me at all, either.” 
  • 
  Why did the goblins bring us here? “That is under 
  my orders. I have a very, very important favor to ask 
  of agents from the City of Greyhawk. Let me ask you 
  a question: are you seeking a missing halfling?” 
  • 
  What do you know about the halfling that was 
  passing through here? “You mean a halfling named 
  Ambly Peregrine, on a mission for the Lord Mayor of 
  the Free City into the Pomarj. A sad story. He was 
  ambushed by some goblin hunters several days ago, 
  and killed.” 
  • 
  Can you tell us more? Where is his body? What 
  happened then? “The goblins returned Ambly’s 
  body here. A lone halfling traveling openly in the 
  Pomarj is suspicious. I wanted to know more, so I 
  brought him back to life. Reincarnation is sometimes 
  erratic. The soul is the same, but sometimes the body 
  is much…different. My friends, I am pleased to 
  introduce you to (gestures grandly at the bugbear 
  companion) Ambly Peregrine.” 
   
  When Ambly is revealed as Sithensis’ bugbear 
  companion, read: 
   
  The bugbear’s face breaks into a wide grin and he 
  gives a barking laugh. “Oh, the looks on your faces! 
  Imagine what my friends would say if they could see 
  me now! Once I’ve quit banging my head on things, 
  being in this massive body might be worth it. I have 
  to say, I’m not likely to be reported as overdue for 
  my mission for a couple of weeks. What has you sent 
  out after me so soon?” 
   
  Note that Ambly assumes that the Lord Mayor sent the 
  characters after him. Ambly doesn’t suspect that the 
  Circle of Eight caught wind of Nerof’s plans. The 
  characters likely have several questions for Ambly, and he 
  does his best to answer. 
  • 
  Do you like living with the goblins? “Actually, it’s 
  not bad. They’re not as treacherous as the Thieves 
  Quarter gangs and they smell better than the Slum 
  Quarter laborers. Plus, they’re a lot more honest than 
  the High Quarter sophisticates. Goblins really 
  respect bugbears. A lot. As a halfling, no one ever 
  looked up to me nearly so much (chuckle).” 
  • 
  Who are you working for? “I used to work for the 
  Lord Mayor on various covert diplomatic missions. I 
  have a front as a lawyer, but my greatest skill was 
  negotiating treaties on behalf of the City of 
  Greyhawk.” 
  • 
  What was your mission? “I was going to meet with 
  Turrosh Mak and negotiate a peace treaty with the 
  City of Greyhawk. Mak has made some serious gains 
  in a short time. The warlord’s forces are wearing thin, 
  
  COR8-03 Aspirations 
   
  Page 20 
  but the Free City’s forces are thinner than anyone 
  knows. The Lord Mayor needs the war ended.” 
  • 
  How would Greyhawk end the war? What was 
  Nerof Gasgal’s plan? “In short, Turrosh Mak keeps 
  the southern Wild Coast and Greyhawk recognizes 
  his conquest. In return, Turrosh Mak promises to 
  cease all slaving expeditions into Greyhawk lands 
  and renounces all claims on the northern Wild 
  Coast. Both sides would stop raids across the border. 
  There are numerous trade issues as well.” 
  • 
  The Circle of Eight suspects the Lord Mayor of 
  this. “Good. I wonder if exposing the plan to the 
  Circle of Eight is the best way to make sure the Lord 
  Mayor’s plan to settle out the war with the Mak 
  doesn’t happen.” 
  • 
  You don’t want the war to end? “Sithensis has a 
  better plan than capitulation. The goblin state she’s 
  forming would be a buffer state on the border of the 
  Pomarj.” 
  • 
  What will you do now? “I can’t return to Greyhawk 
  now. Maybe if I was a kobold, but not looking like 
  this, I wouldn’t even get in through the gates. The 
  life of the wandering diplomat is over for me, but I’d 
  rather have to start over as a new life than not have 
  any life at all. I’m very grateful that Sithensis 
  returned me to life. She’s got a lot of really good ideas 
  about running a goblin nation, and even a goblin 
  nation will need diplomats. So, despite the horrid 
  name, I’ve thrown myself in with the Gut-Throttle 
  tribe and King Scurf.” 
  • 
  What about the situation with Turrosh Mak? 
  What will you do? “The Lord Mayor doesn’t yet 
  know about Sithensis’ plans here. A goblin nation on 
  the edge of the Pomarj has a lot of benefit for the 
  Wild Coast region. The goblins act as a buffer state 
  between Turrosh Mak’s lands and the human lands.” 
  • 
  Can we trust the goblins? “You don’t have to trust 
  goblins. You have to trust Sithensis and trust me. I 
  have every reason to help the City of Greyhawk. It’s 
  my home, even if I can never go back. I have friends 
  in every little town all up and down the Wild Coast. I 
  want to see them safe just as much now as I did when 
  I worked for the Lord Mayor.” 
  • 
  I think you should continue your mission for 
  the City of Greyhawk and negotiate peace with 
  Turrosh Mak. “I’m sorry, but I don’t think that’s the 
  best thing for the Free City. Not now that I’ve met 
  Sithensis and heard her plan.” (A DC 20 Sense 
  Motive check reveals that Ambly is not entirely 
  convinced that this is the best course of action. If the 
  characters can get Ambly away from Sithensis and 
  have a conversation with him, he admits that his 
  original mission to Turrosh Mak may be the surest 
  way to a lasting peace.) 
   
  If the characters have any other questions or arguments, 
  Sithensis and Ambly listen politely and respond 
  appropriately. Sithensis is elegant and intelligent, but she 
  does not know a lot about nation-building or 
  international relations. Ambly, on the other hand, has a 
  more casual, carefree demeanor and is an international 
  relations expert. 
   
  Development: Choices, Choices, Choices  
  Once the characters have learned all the information that 
  Sithensis and Ambly have to impart, the two of them 
  reveal the reason that they have brought the characters in 
  on their plans. They ask the characters to deliver a letter 
  to Nerof Gasgal that proposes that he insist on the formal 
  recognition of the goblin nation to be part of any peace 
  treaty. In return, the goblins would act as a buffer 
  between Turrosh Mak’s orcs and the Wild Coast, 
  preventing any raids by the orcs. 
   
  If the characters agree, Ambly and Sithensis are 
  pleased. Sithensis has arranged for Ambly and a few of 
  the Gut-Throttle hunters to escort the characters to the 
  borders of the Pomarj. Continue to encounter nine. 
   
  If the characters do not agree, Sithensis is not happy, 
  but she is determined to find help elsewhere at a later 
  time. She still asks Ambly and a few of the Gut-Throttle 
  hunters to escort the characters out of their lands, but she 
  does not give them the letter intended for the Lord 
  Mayor. Continue to encounter nine. 
   
  If the characters try to capture Ambly in order to 
  bring him back to Turin Deathstalker, Ambly argues that 
  Turin Deathstalker is an erratic tyrant who cannot be 
  trusted. Sithensis also attempts to argue that the 
  Deathstalker is an impediment to true peace with the 
  Pomarj. 
   
  If the characters continue to attempt to force the 
  issue by attacking, Sithensis initially attempts to parlay. 
  She reminds the characters that they are deep within the 
  lair of a goblin tribe. If the characters continue, she 
  attacks while Ambly flees. 
   
  9: THE SEEKERS’ DEMAND 
  As the characters re-enter King Scurf’s throne room, they 
  run into a pair of orcs sent to recover the diplomat Ambly 
  Peregrine. These orc seekers are loyal followers of 
  Turrosh Mak. They have learned that a diplomat from the 
  City of Greyhawk entered the Pomarj but disappeared in 
  Gut-Throttle lands. As they, too, have heard that King 
  Scurf is looking to raise a goblin nation, the orc seekers 
  assume that the goblins have kidnapped the halfling 
  ambassador in an attempt to turn him from his task. By 
  words or by force, the orc seekers intend to return Ambly 
  to Turrosh Mak. 
   
  Returning to the hall you are greeted by the sight of 
  an orc lounging on King Scurf’s throne, drinking 
  from a goblet as King Scurf himself grovels before 
  him. Several other goblin guards are setting a table 
  for the orcs. Nearby a second orc stands, 
  accompanies by a set of massive beasts. The sitting 
  orc rises and holds out a hand, palm upwards. In 
  slightly accented Common he states, “We will speak 
  
  COR8-03 Aspirations 
   
  Page 21 
  with you about a missing diplomat here in the lands 
  the mighty Turrosh Mak.” 
   
  The characters are likely to respond to the orcs with 
  stealth, guile or force. 
   
  Stealth 
  The key goal of the characters is probably to escape the 
  Pomarj with Sithensis’ proposal to Nerof Gasgal. 
  Alternatively, the characters may have developed other 
  goals of their own—such as to capture Ambly for Turin 
  Deathstalker or to convince Ambly to continue on his 
  mission to Turrosh Mak. 
   
  None of these goals strictly require the characters to 
  confront the orc seekers. If the characters would rather 
  sneak away from the orc seekers, this is likely difficult to 
  accomplish. The orc seekers have superior speed, keen 
  senses, and the Track feat. If the characters are trying to 
  bring a reluctant Ambly with them, speed and stealth are 
  likely impossible. Unless the characters have magical 
  means (such as invisibility, fly, or wind walk), the seekers 
  are likely to catch up to fleeing characters. If they do, the 
  orcs attack first and ask questions later. 
   
  The best way to distract the orc seekers is to provoke 
  a fight between the goblins and the orc seekers. To do 
  this, the characters must convince one side to attack the 
  other with a DC 25 Bluff or Diplomacy check (good role-
  playing, such as exhortations to the goblins to defend 
  their lands or pleas to the orcs to wipe out the goblin-
  nation menace, should grant a bonus to this check). If the 
  characters are able to instigate a fight between the goblins 
  and the orcs, the characters should feel free to participate 
  (see Force, below) or slip away in the ensuing distraction. 
   
  Guile 
  The orcs know only that the diplomat’s name is Ambly 
  Peregrine, and that he is a halfling (or perhaps a gnome). 
  The orc seekers have no idea that Ambly was killed and 
  reincarnated as a bugbear. The orcs assume that the 
  bugbear is just another Gut-Throttle tribe member. If 
  there is any halfling or gnome among the characters, the 
  orc seekers believe that that character is Ambly 
  Peregrine. If there is no Small-sized character in the 
  party, the orcs assume that the smallest of the characters 
  must be Ambly Peregrine in disguise. 
   
  These orcs believe that all “civilized” folk are 
  generally dishonorable liars, and they do not like being 
  lied to. If the characters genuinely insist that the bugbear 
  is actually the halfling diplomat that the orcs are looking 
  for, the orcs are likely to be enraged enough to attack. 
   
  Handling the negotiations with the orcs requires a 
  successful Bluff or Diplomacy check. 
  • 
  Bluff. The orcs are not keen judges of character, but 
  returning without the diplomat puts them at 
  significant risk. They consider a story about how the 
  bugbear is a reincarnated halfling to be a lie almost 
  too incredible to consider. The characters may be 
  more successful in convincing the orcs that Ambly is 
  dead but that the bugbear has been sent as his 
  “replacement.” This lie does not put the orcs at any 
  serious risk, and they are therefore likely to believe 
  it. 
  • 
  Diplomacy. The orcs have an initial attitude of 
  unfriendly to the characters and must be made 
  friendly in order to accept the bugbear as the 
  diplomat. If the orcs feel that they have been treated 
  dishonorably or shamelessly lied to, the characters 
  must make change their attitude to helpful instead. 
   
  If the characters cast any sort of spell except one that is 
  clearly benign and explained to them beforehand (such as 
  zone of truth), or if the characters menace the orcs with 
  weapons, the orc seekers attack.  
   
  The orc seekers are also likely to attack if 
  negotiations break down (that is, if none of the attempted 
  skill checks succeed after a couple minutes of discussion). 
   
  Force 
  The characters may just charge into combat with the orc 
  seekers. The goblins do not get involved in this fight, 
  except to protect Ambly, as they do not wish to put their 
  own cowardly lives in danger. Ambly does not participate 
  in the fight and just tries to stay out of harm’s way. 
   
  APL 2 (EL 4) 
   
  �Orc Seekers (2): male orc scout 2; hp 15 each; 
  Appendix 1.  
   
  �Wolf: hp 13; MM 283. 
   
  APL 4 (EL 6) 
   
  �Orc Seekers (2): male orc scout 3; hp 21 each; 
  Appendix 1.  
   
  �Wolves (3): hp 13 each; MM 283. 
   
  APL 6 (EL 8) 
   
  �Orc Seekers (2): male orc scout 5; hp 33 each; 
  Appendix 1.  
   
  �Dire Wolves (2): hp 45 each; MM 65. 
   
  APL 8 (EL 10) 
   
  �Orc Seekers (2): male orc scout 7; hp 46 each; 
  Appendix 1. 
   
  �Dire Boars (3): hp 52 each; MM 63. 
   
  APL 10 (EL 12) 
   
  �Orc Seekers (2): male orc scout 9; hp 66 each; 
  Appendix 1.  
   
  �Razor Boar: hp 127; Appendix 1.  
   
  APL 12 (EL 14) 
   
  �Orc Seekers (2): male orc scout 11; hp 80 each; 
  Appendix 1.  
   
  �Razor Boars (2): hp 127 each; Appendix 1.  
   
  Tactics: The orc seekers use their skirmish ability 
  whenever possible, even in preference to full attacks. 
  They provide each other flanking when possible and 
  
  COR8-03 Aspirations 
   
  Page 22 
  concentrate their attacks on the easiest foes to hit. These 
  orcs have worked together for many years and generally 
  display very good teamwork. The orcs use their healing 
  potions as needed. If one of the orcs is defeated, the other 
  flees. Their animals are well-trained, but they generally 
  attack whoever dealt them the most damage. 
   
  Treasure: Refer to the Treasure Summary to determine 
  what the PCs find. 
   
   
  Development: Once the orc seekers are defeated, the 
  characters are free to leave the Pomarj without further 
  incident, provided they chose not to attack Ambly  
   
  Some groups may decide to turn over Ambly, 
  willingly or not, to the orc seekers. Regardless of whether 
  Ambly thinks this is a good idea, the goblin defenders 
  fight to keep Ambly out of Turrosh Mak’s clutches. If the 
  characters have “betrayed” the Gut-Throttle tribe, the 
  goblins do not hesitate to attack the characters. In this 
  case, the orcs do not intervene except to keep Ambly out 
  of danger, as they do not particularly care whether the 
  characters live or die and do not see the need to risk 
  themselves. Ambly does not participate in the fight and 
  just tries to stay out of harm’s way. 
   
  APL 2 (EL 4) 
   
  �Gut-Throttle Defenders (4): male goblin ranger 
  1; hp 9 each; Appendix 1.  
   
  APL 4 (EL 6) 
   
  �Gut-Throttle Defenders (4): male goblin ranger 
  2; hp 15; Appendix 1.  
   
  APL 6 (EL 8) 
   
  �Gut-Throttle Defenders (6): male goblin ranger 
  3; hp 21; Appendix 1.  
   
  APL 8 (EL 10) 
   
  �Gut-Throttle Defenders (6): male goblin ranger 
  5; hp 38; Appendix 1.  
   
  �Dire rat animal companions (6): hp 5 each; MM 
  64. 
   
  APL 10 (EL 12) 
   
  �Gut-Throttle Defenders (6): male goblin ranger 
  7; hp 52; Appendix 1.  
   
  �Advanced dire rat animal companions (6): hp 
  16 each; MM 64. 
   
  APL 12 (EL 14) 
   
  �Gut-Throttle Defenders (6): male goblin ranger 
  9; hp 66; Appendix 1.  
   
  �Advanced dire rat animal companions (6): hp 
  16 each; MM 64. 
   
  Tactics: These rangers gang up on targets and prefer to 
  make multiple attacks. At higher APLs, the rangers each 
  have dire rat animal companions. These rats are not 
  immediately present but remain close by to aid their 
  masters. If combat breaks out, the rats enter combat at the 
  beginning of the second round to provide flanking and 
  assistance to the goblins. If any four of the goblins are 
  defeated, the remaining goblins flee. 
   
  Treasure: Refer to the Treasure Summary to determine 
  what the PCs find. 
   
  Development: Once the characters defeat the goblins, 
  they are free to turn Ambly over to the orc seekers and 
  leave the Pomarj. If the characters wish to take Ambly out 
  of the Pomarj (such as, to turn him over to Turin 
  Deathstalker), the orc seekers intervene with violence, if 
  necessary. This is generally the only way the characters 
  must fight both the orcs and the goblins. 
   
  CONCLUSION 
  Once the characters are out of the Pomarj, they have 
  several options available to them. How the characters deal 
  with this aftermath has a large effect on the rewards they 
  receive from this adventure. There are several parties 
  involved here, and the characters earn their pleasure or 
  displeasure based on their handling of events. The 
  characters can not make everyone happy. 
   
  Each of the major players involved, and how the 
  characters earn their pleasure or displeasure is as follows: 
   
  Turrosh Mak 
  The characters are unlikely to ever meet the Warlord of 
  the Pomarj in person in this adventure. His agents, the 
  orc seekers, act on his behalf in order to return Ambly 
  Peregrine to Turrosh Mak’s court. 
   
  If the characters turned Ambly over to the orc 
  seekers (whether willingly or not), Ambly brokers the 
  peace between Turrosh Mak and the City of Greyhawk. 
   
  Many days after your return to the City of Greyhawk, 
  you hear public announcements of a détente with 
  the Orcish Empire of the Pomarj. It seems that the 
  diplomat you steered into Turrosh Mak’s waiting 
  court has done his duty after all, and a tentative 
  peace is blossoming between the Pomarj and the 
  Domain of Greyhawk. Whether this peace can hold, 
  only time will tell. 
   
  The players earn the Delivered an Envoy of Peace to 
  Turrosh Mak entry on the AR  
   
  If the characters did not turn Ambly over to the orc 
  seekers, Turrosh Mak assumes that Lord Mayor Nerof 
  Gasgal’s peace offering was a ruse. Depredations continue 
  in the Wild Coast region and the Pomarj becomes ever 
  more hostile to outsiders. The players earn the 
  Destabilized the Pomarj entry on the AR. 
   
  
  COR8-03 Aspirations 
   
  Page 23 
  Turin Deathstalker 
  Whether the characters return to the City of Safeton with 
  information about Ambly Peregrine is up to the players. 
  There are a few options available to the characters here. 
   
  If the characters decide it is best not to return to 
  Safeton at all, they do not meet Turin Deathstalker again 
  in this adventure. If the characters accepted Turin’s 
  mission but never return to him, his anger is terrible to 
  behold. The players earn the Safeton Scofflaw entry on 
  the AR.  
   
  If the characters never accepted Turin’s mission at all 
  (such as, if they left Safeton after defeating the “collection 
  team” and never met Turin), they are unlikely to earn 
  either The Deathstalker is Pleased or Safeton Scofflaw 
  (although, if the characters flout the law in Safeton – such 
  as by freeing Myranna from prison –award the Safeton 
  Scofflaw entry to the involved PCs). 
   
  If the characters return Ambly Peregrine to Turin 
  Deathstalker in his new form, Turin is very pleased.  
   
  Turin Deathstalker listens to your story with keen 
  interest, his eyes taking the measure of the captive 
  bugbear that was formerly the halfling Ambly 
  Peregrine. “You are men of your word,” nods the 
  Deathstalker as his men take the bugbear into 
  custody, “and I commend you for that. I think this 
  beast will be a guest of mine for some time to come.” 
  Turin takes his leave of you by melting into the 
  shadows, drawing a small serrated blade. 
   
  The players earn the The Deathstalker is Pleased entry on 
  the AR. 
   
  The characters may decide to report back to Turin 
  Deathstalker about Ambly Peregrine’s fate without the 
  bugbear in custody. The characters may assume that so 
  long as Ambly is not continuing his diplomatic mission 
  to Turrosh Mak, Turin will be pleased. This is incorrect. 
  Turin is no more accepting of a goblin nation at his 
  borders than he is an orcish one. As the characters 
  explain their journey into the Pomarj, the Deathstalker’s 
  face narrows further and further into a deep scowl. Turin 
  dismisses the characters as bumbling fools who have 
  fallen victim to a clever lie by Sithensis. He assumes that 
  Sithensis is in league with Turrosh Mak, and further 
  assumes that the “goblin nation” idea may be trickery on 
  Turrosh Mak’s part, used to buy the warlord time to 
  recover his forces behind a screen of peaceful-seeming 
  goblins. Turin assures the characters that delivery of 
  Sithensis’ proposal to the Lord Mayor is a mistake, and 
  encourages them to keep silent on this matter. If the 
  characters do so, they earn the The Deathstalker is 
  Pleased entry on the AR. If they elect to report Sithensis’ 
  proposal to the Lord Mayor anyway, the players earn the 
  Safeton Scofflaw entry on the AR. 
   
  If the characters try to lie to Turin Deathstalker, 
  remember that he is a keen judge of character (Sense 
  Motive +23) and prefers to hear from the least 
  charismatic party member. If Turin Deathstalker catches 
  the party in a lie, he coolly dismisses them from his 
  presence and from his town. The players earn the Safeton 
  Scofflaw entry on the AR. 
   
  Lord Mayor Nerof Gasgal 
  If the characters wish to present Sithensis’ proposal to the 
  Lord Mayor, they may find this more difficult than it 
  sounds. The Lord Mayor is typically very busy, and an 
  appointment with such an august presence is difficult to 
  obtain. The characters must succeed on a DC 30 
  Diplomacy check to negotiate the Byzantine channels of 
  Greyhawk politics in order to achieve an audience with 
  the Lord Mayor. Fortunately, time is on their side, and 
  subsequent attempts earn the characters a cumulative +2 
  circumstance bonus to each Diplomacy check, as the 
  characters learn who to talk to in order to reach the Lord 
  Mayor’s ear. The characters may retry this Diplomacy 
  check any number of times, although each attempt costs 
  1d6 gp in small gifts and bribes. Once the characters 
  succeed, read: 
   
  At last, you have been able to obtain a short 
  appointment with Nerof Gasgal, Lord Mayor of the 
  City of Greyhawk. The steward opens the heavy 
  oaken door to the enormous office slowly. As he 
  does, he whispers, “You have ten minutes, unless he 
  dismisses you sooner.” 
   
  A few secretaries lurk in the corners of this large 
  room. Behind a thick desk is a handsome man with 
  graying hair. He is impeccably groomed and 
  immaculately dressed in forest green velvet. His 
  gold mayoral chain is draped across his slender 
  shoulders. As you enter, he stands and comes over to 
  you, shaking each of your hands with a firm grip. 
  “Yes citizens, to what do I owe the pleasure of this 
  meeting?” 
   
  As long as the characters present Sithensis’ proposal 
  quickly and positively, Nerof Gasgal is intrigued. He asks 
  the characters to provide a complete summary of their 
  expedition as well as turn over any materials Sithensis 
  provided. If the characters do so, the Lord Mayor is 
  clearly excited by this new opportunity. The players earn 
  the You Are Useful to Me entry on the AR. 
   
  Circle of Eight 
  To contact the Otto and Jallarzi with their report, the 
  characters need only drop off a thank you note addressed 
  to either wizard at the Royal Opera House. The following 
  day, the characters receive an invitation to an opulent 
  luncheon in a private manor house belonging to Lemajen 
  Sterrich, a Furyondian merchant. 
   
  Although the invitation promised a private affair, 
  there must be nearly a hundred guests at this 
  luncheon, all gossiping amiably over hors d'œuvres. 
  Otto catches your eye immediately and approaches 
  you to make small talk while steering you towards a 
  private room. Otto again uses his ring to ensure 
  
  COR8-03 Aspirations 
   
  Page 24 
  privacy and asks what you have discovered about 
  Ambly Peregrine and the Lord Mayor. 
   
  As long as the characters are reasonably complete in 
  explaining their adventures to Otto, the members of the 
  Circle of Eight are quite pleased. The players earn the 
  Favor of the Circle of Eight entry on the AR. 
   
  Any Conclusion 
  Once the characters have ultimately determined what 
  they report and to whom, read: 
   
  Safely back in the City of Greyhawk, you can’t help 
  but think of how, even in the harsh soil of Turrosh 
  Mak’s empire, fledgling ideas of nationhood take 
  root. The machinations of the Lord Mayor and the 
  Circle of Eight have taken you farther than you 
  initially expected. The aspirations you brought to 
  light in recent weeks will bloom in ways you have 
  shaped, but certainly cannot expect. 
   
  CAMPAIGN CONSEQUENCES 
  Depending upon the choices the PCs make, Nerof Gasgal 
  has either advanced his plans to forge a lasting truce with 
  the Pomarj or the border is destabilized leading to 
  months of raiding. The PCs could also have assisted the 
  birth of an independent goblin nation. However, there 
  are powerful forces in Greyhawk and the Wild Coast that 
  do not want to see any peace with the orcs of the Pomarj. 
  The PCs actions will set their plots into motion. 
   
  Send an email – stating who the PCs reported to and 
  which 
  AR 
  awards 
  they 
  gained 
  - 
  to 
  Creighton@greyworks.co.uk.  
  
  COR8-03 Aspirations 
   
  Page 25 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  2: Old Enemies  
  Defeat the enemies 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12 
  420 XP 
   
  5: “Git ’em, Boys” 
  Overcome the “collection team” 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12 
  420 XP 
   
  9: The Seekers’ Demand 
  Defeat the orc seekers and/or the goblin defenders by 
  stealth, guile or force 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12 
  420 XP 
   
  Story Awards 
  Characters speak with Myranna before she is executed: 
  APL 2  
  30 XP 
  APL 4  
  45 XP 
  APL 6  
  60 XP 
  APL 8  
  75 XP 
  APL 10  
  90 XP 
  APL 12 
  105 XP 
   
  Characters free Urmug the Quick from the orcs by 
  stealth, guile or force: 
  APL 2  
  30 XP 
  APL 4  
  45 XP 
  APL 6  
  60 XP 
  APL 8  
  75 XP 
  APL 10  
  90 XP 
  APL 12 
  105 XP 
   
  Discretionary roleplaying award 
  APL 2  
  30 XP 
  APL 4  
  45 XP 
  APL 6  
  60 XP 
  APL 8  
  75 XP 
  APL 10  
  90 XP 
  APL 12 
  105 XP 
   
  Total Possible Experience 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10  
  1,300 XP 
  APL 12 
  1,575 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  2: Old Enemies 
  Loot the hired killers 
  
  COR8-03 Aspirations 
   
  Page 26 
   
  APL 2: Loot 37 gp; Magic 166 gp; cloak of elemental 
  protection (2) (83 gp each); Total 203 gp. 
   
  APL 4 and 6: Loot 130 gp; Magic 249 gp; cloak of 
  elemental protection (3) (83 gp each); Total 379 gp. 
   
  APL 8: Loot 131 gp; Magic 249 gp; cloak of elemental 
  protection (3) (83 gp each); Total 380 gp. 
   
  APL 10 and 12: Loot 131 gp; Magic 249 gp; cloak of 
  elemental protection (3) (83 gp each); gauntlets of ogre power 
  (2) (333 gp each); Total 1379 gp. 
   
  Loot the orc barbarians 
   
  APL 2 and 4: Loot 98 gp; Magic 8 gp; potions of cure 
  light wounds (2) (4 gp each); Total 106 gp. 
   
  APL 6: Loot 147 gp; Magic 1260 gp; cloak of elemental 
  protection (3) (83 gp each); boots of swift passage (3) (416 gp 
  each); Total 1407 gp. 
   
  APL 8, 10 and 12: Loot 258 gp; Magic 1260 gp; cloak 
  of elemental protection (3) (83 gp each); boots of swift passage 
  (3) (416 gp each); Total 1518 gp. 
   
  Loot the monks 
   
  APL 2 and 4: Loot 50 gp; Magic 166 gp; cloak of 
  elemental protection (2) (83 gp each); Total 216 gp. 
   
  APL 6 and 8: Loot 51 gp; Magic 166 gp; cloak of 
  elemental protection (2) (83 gp each); Total 217 gp. 
   
  APL 10 and 12: Loot 51 gp; Magic 832 gp; cloak of 
  elemental protection (2) (83 gp each); headband of intellect +2 
  (2) (333 gp each); Total 883 gp. 
   
  5: “Git ‘em, Boys” 
  Loot the “collection team” 
   
  APL 2, 4 and 6: Loot 92 gp; Magic 4 gp; potion of cure 
  light wounds (4 gp); Total 96 gp. 
   
  APL 8, 10 and 12: Loot 242 gp; Magic 337 gp; potion 
  of cure light wounds (4 gp), cloak of charisma +2 (333 gp); 
  Total 579 gp. 
   
  7: The Ambush Incident 
  Kill and loot the orcs 
   
  APL 2: Loot 43 gp 
   
  9: The Seeker’s Demand 
  Loot the goblin defenders 
   
  APL 2: Loot 22 gp. 
   
  APL 4: Loot 22 gp; Magic 16 gp; potion of pass without 
  trace (4) (4 gp each); Total 38 gp. 
   
  APL 6: Loot 108 gp; Magic 24 gp; potion of pass without 
  trace (6) (4 gp each); Total 132 gp. 
   
  APL 8 and 10: Loot 408 gp; Magic 24 gp; potion of pass 
  without trace (6) (4 gp each); Total 532 gp. 
   
  APL 12: Loot 408 gp; Magic 524 gp; potion of pass 
  without trace (6) (4 gp each), cloak of resistance +1 (6) (83 gp 
  each); Total 932 gp. 
   
  Loot the orc seekers 
  APL 2: Loot 121 gp; Magic 142 gp; potion of cure light 
  wounds (2) (4 gp each), armband of elusive action (2) (67 gp 
  each); Total 263 gp. 
   
  APL 4: Loot 121 gp; Magic 184 gp; potion of cure 
  moderate wounds (2) (25 gp each), armband of elusive action 
  (2) (67 gp each); Total 305 gp. 
   
  APL 6 and 8: Loot 271 gp; Magic 184 gp; potion of cure 
  moderate wounds (2) (25 gp each), armband of elusive action 
  (2) (67 gp each); Total 455 gp. 
   
  APL 10: Loot 271 gp; Magic 850 gp; potion of cure 
  moderate wounds (2) (25 gp each), armband of elusive action 
  (2) (67 gp each), gloves of dexterity +2 (2) (333 gp each); 
  Total 1121 gp. 
   
  APL 12: Loot 271 gp; Magic 1684 gp; potion of cure 
  moderate wounds (2) (25 gp each), armband of elusive action 
  (2) (67 gp each), gloves of dexterity +2 (2) (333 gp each), 
  amulet of fortune prevailing (2) (417 gp each); Total 1955 gp. 
   
  Treasure Cap 
  APL 2: 450 gp; APL 4: 650 gp; APL 6: 900 gp, APL 8: 1300 
  gp; APL 10: 2,300 gp; APL 12: 3,300 gp 
   
   
  Total Possible Treasure 
  APL 2: 810 gp; APL 4: 901 gp; APL 6: 2,133 gp; APL 8: 
  3,094 gp; APL 10: 3,765 gp; APL 12: 5,094 gp. 
   
  ADVENTURE RECORD ITEMS 
  �The Deathstalker is Pleased: Turin Deathstalker, 
  Mayor of Safeton, is please with the results of your 
  actions. The Deathstalker provides you with access to the 
  weapon enhancements blurstrike and eager (MIC) and the 
  armor enhancements nimbleness and vanishing (MIC). You 
  must still pay full price for these upgrades. 
   
  �Delivered an Envoy of Peace to Turrosh Mak: 
  Turrosh Mak, warlord of the Pomarj is pleased with the 
  results of your actions. The Mak provides you with access 
  to the weapon enhancements brash and maiming (MIC) 
  and the armor enhancements fearsome and retaliation 
  (MIC). You must still pay the full difference in market 
  value for these upgrades. 
   
  �Destabilized the Pomarj: You actively prevented (or 
  even casually discouraged) a diplomat from reaching the 
  court of Turrosh Mak, warlord of the Pomarj. In the short 
  term, the Pomarj becomes more unstable place. In the 
  next three adventures set in the Pomarj, your upkeep 
  costs are doubled and the costs for any spellcasting 
  services you purchase (or are cast for your benefit) are 
  doubled. 
   
  �Favor of the Circle of Eight: Otto has declared you to 
  be “perspicacious” and a reliable factotum to the Circle of 
  Eight. This favor counts as a recommendation of a 
  member with an affiliation score of 21 or higher for the 
  Wizards' Guild. You gain Open access to the following 
  spells: Bigby's striking fist (PHBII), Bigby's tripping hand 
  (PHBII), mass whelm (PHBII), torrent of tears (Complete 
  Mage), and whelm (PHBII). You also gain access to those 
  items marked with a “C” below. Finally, at APL 8 and 
  
  COR8-03 Aspirations 
   
  Page 27 
  above you gain access to the vest of free movement, part of 
  the fleet warrior’s array (MIC). 
   
  �Safeton Scofflaw: You have violated several laws in 
  the city of Safeton and publicly humiliated Turin 
  Deathstalker, one of the most powerful assassins in the 
  Flanaess. This will have consequences. Sleep tight. 
   
  �You Are Useful to Me: Through your actions, you 
  have benefited the schemes of the Lord Mayor of 
  Greyhawk. You are granted a special license which 
  permits you to carry weapons of any sort within the walls 
  of the City of Greyhawk. Alternatively, this license 
  permits you to bring one animal of any size into the Free 
  City. This favor counts as a recommendation of a member 
  with an affiliation score of 21 or higher for both the 
  Thieves' Guild and the Merchants' and Traders' Union.  
  All associated fees are waived. The license is valid for the 
  duration of one Core adventure. You also gain access to 
  those items marked with an “N” below.  
   
  ITEM ACCESS 
  APL 2: 
  • 
  Arcanist’s gloves (Core; Magic Item Compendium; 500 
  gp) C 
  • 
  Armband of elusive action (Adventure; Magic Item 
  Compendium; 800 gp) 
  • 
  Boots of agile leaping (Core; Magic Item Compendium; 
  600 gp) N 
  • 
  Cloak of elemental protection (Adventure; Magic Item 
  Compendium; 1,000 gp) 
   
  APL 4 (APL 2 plus): 
  • 
  Artificer’s monocle (Core; Magic Item Compendium; 
  1,500 gp) C 
  • 
  Ring of feather falling (Core; DMG; 2,200 gp) N 
   
  APL 6 (APLs 2 - 4 plus): 
  • 
  Boots of swift passage (Adventure; Magic Item 
  Compendium; 5,000 gp) 
  • 
  Helm 
  of 
  glorious 
  recovery 
  (Core; 
  Magic 
  Item 
  Compendium; 5,600 gp) N 
   
  APL 8 (APLs 2 - 6 plus): 
  • 
  Deathguardian bracers (Core; Magic Item Compendium; 
  6,000 gp)C 
  • 
  Robe of retaliation (Core; Magic Item Compendium; 
  6,500 gp)N 
   
  APL 10 (APLs 2 - 8 plus): 
  • 
  Ring of avoidance (Core; Magic Item Compendium; 
  10,000 gp) N 
   
  APL 12 (all of APLs 2-10 plus the following): 
  • 
  Amulet of fortune prevailing (Adventure; Magic Item 
  Compendium; 5,000 gp) 
  • 
  Desperation chain (Core; Magic Item Compendium; 
  15,000 gp) C 
  • 
  War Wizard Cloak (Core; Magic Item Compendium; 
  16,000 gp) C 
  
  COR8-03 Aspirations 
   
  Page 28 
  APPENDIX 1: ALL APLS  
  1: MAN ABOUT TOWN 
   
   
  WATCHMAN/GUILDHALL GUARD CR 1 
  Male human warrior 2 
  LN Medium humanoid (human) 
  Init +0; Senses Listen +1, Spot +1 
  Languages Common 
  AC 16, touch 10, flat-footed 16 
   (+5 armor, +1 shield) 
  hp 14 (2 HD) 
  Fort +4, Ref +0, Will -1 
  Speed 20 ft. in chainmail (4 squares), base speed 30 ft. 
  Melee longsword +3 (1d8+1/19-20) 
  Ranged club +3 (1d6+1) 
  Base Atk +2; Grp +3 
  Abilities Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8  
  Feats Alertness, Toughness 
  Skills Handle Animal +4, Intimidate +4, Listen +1, Spot 
  +1, Swim +0 
  Possessions combat gear plus chainmail, light wooden 
  shield, club, longsword 
   
  4: UNSAFE IN SAFETON 
   
   
  SAFETON JAIL GUARD 
  CR 1 
  Male human swashbuckler 1 
  N Medium humanoid (human) 
  Init +2; Senses Listen +1, Spot +1 
  Languages Common 
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 armor) 
  hp 15 (1 HD) 
  Fort +4, Ref +2, Will +1 
  Speed 30 ft. (6 squares) 
  Melee sap +4 (1d6+1 nonlethal) 
  Ranged dagger +3 (1d4+1/19-20)  
  Base Atk +1; Grp +2 
  Combat Gear tanglefoot bag 
  Abilities Str 13, Dex 15, Con 14, Int 8, Wis 12, Cha 10  
  Feats Toughness, Weapon Finesse, Weapon Focus 
  (sap)  
  Skills  Bluff +4, Jump +4, Sense Motive +5, Tumble +5 
  Possessions combat gear plus studded leather armor, 
  sap, dagger, traveler’s outfit 
   
  7: THE AMBUSH INCIDENT  
   
  URMUG THE QUICK (KING SCURF 
  BELLYSLICER’S NEPHEW) 
  CR 5 
  Male goblin warrior 4/rogue 2 
  N Small humanoid (goblinoid) 
  Init +4; Senses darkvision 60 ft.; Listen +5, Spot +5 
  Languages Common, Goblin  
  AC 15, touch 15, flat-footed 11 
   (+1 size, +4 Dex) 
  hp 42 (6 HD) 
  Resist evasion 
  Fort +6, Ref +10, Will +1 
  Speed 30 ft. (6 squares) 
  Melee none 
  Ranged none 
  Base Atk +5; Grp +1 
  Atk Options sneak attack +1d6 
  Abilities Str 11, Dex 18, Con 14, Int 10, Wis 8, Cha 10 
  SQ trapfinding 
  Feats Alertness, Lightning Reflexes, Weapon Finesse  
  Skills Hide +16, Intimidate +8, Listen +5, Move Silently 
  +16, Ride +8, Search +8, Spot +5, Tumble +12 
   
  GUT-THROTTLE AMBUSHERS 
  CR 1 
  Male goblin ranger 1 
  NE Small humanoid (goblinoid) 
  Init +3; Senses darkvision 60 ft.; Listen +5, Spot +5 
  Languages Goblin 
  AC 16, touch 14, flat-footed 13 
   (+1 size, +3 Dex, +2 armor) 
  hp 9 (1 HD) 
  Fort +3, Ref +5, Will +1 
  Speed 30 ft. (6 squares) 
  Melee short sword +5 (1d4+1/19-20) 
  Ranged javelin +5 (1d4) 
  Base Atk +1; Grp -2 
  Atk Options favored enemy (orcs +2) 
  Combat Gear three goodberries 
  Abilities Str 13, Dex 16, Con 13, Int 8, Wis 12, Cha 8 
  SQ wild empathy +0 
  Feats Track, Weapon Finesse 
  Skills Hide +11, Listen +5, Move Silently +11, Ride +7, 
  Spot +5, Survival +5 
  Possessions combat gear plus leather armor, two short 
  swords, three javelins, filthy white handkerchief 
   
  8: THE GUT−THROTTLE TRIBE 
   
   
  AMBLY PEREGRINE 
  CR 6 
  Male bugbear rogue 3/expert 3 
  N Medium humanoid (goblinoid) 
  Init +3; Senses darkvision 60 ft., scent; Listen +0, Spot 
  +0 
  Languages Common, Baklunish, Dwarf, Elf, Flan, 
  Goblin, Halfing, Orc, Suel 
  AC 18, touch 13, flat-footed 16 
   (+3 Dex, +3 natural, +2 armor) 
  hp 38 (6 HD) 
  Resist evasion 
  Fort +4, Ref +7, Will +4 
  Speed 30 ft. (6 squares) 
  Melee light mace +7 (1d6) or  
  Melee small mwk rapier +6  (1d4+1/18-20) 
  Base Atk +4; Grp +5 
  Combat Gear three goodberries 
  Abilities Str 12, Dex 16, Con 15, Int 12, Wis 10, Cha 16 
  SQ trapfinding, trap sense +1 
  Feats Negotiator, Skill Focus (Diplomacy), Weapon 
  Finesse 
  Skills Bluff +11, Diplomacy +21, Disguise +9 (+11 to act 
  in character), Gather Information +14, Intimidate +14, 
  
  COR8-03 Aspirations 
   
  Page 29 
  Knowledge (local: Core) +10, Move Silently +7, 
  Profession (lawyer) +9, Sense Motive +11  
  Possessions combat gear plus leather armor, light 
  mace, small masterwork rapier, halfling-sized travel 
  equipment 
   
  SITHENSIS 
  CR 12 
  Female medusa druid 8 
  N Medium monstrous humanoid 
  Init +8; Senses darkvision 60 ft.; Listen +12, Spot +14 
  Languages Common, Druidic, Goblin, Orc 
  AC 17, touch 14, flat-footed 13 
   (+4 Dex, +3 natural)  
  hp 101 (14 HD) 
  Fort +10, Ref +13, Will +16 
  Speed 30 ft. (6 squares); trackless step, woodland 
  stride 
  Melee quarterstaff +12/+7/+2 (1d6) and  
  snakes +12 (1d4 plus poison) 
  Melee mwk shortbow +18/+13/+8(1d6/x3) 
  Base Atk +12; Grp +12 
  Special Actions petrifying gaze (Fort DC 16 negates), 
  wild shape (3/day, Large) 
  Druid Spells Prepared (CL 12th): 
   4th—dispel magic, rusting grasp, spike stones (DC 
  19) 
   3rd—neutralize poison, plant growth, poison (DC 21), 
  spike growth (DC 18) 
   2nd—animal trance (DC 17), lesser restoration, tree 
  shape, warp wood (DC 17) 
   1st—cure light wounds (2), entangle (2) (DC 16), 
  goodberry, obscuring mist 
   0—create water (2), cure minor wounds (2), detect 
  magic, mending 
  Abilities Str 11, Dex 18, Con 14, Int 14, Wis 21, Cha 17 
  SQ animal companion (a Huge viper named Stheno), 
  nature sense, resist nature’s lure, wild empathy +11,  
  Feats Alertness, Improved Initiative, Lightning Reflexes, 
  Practiced Spellcaster, Weapon Focus (shortbow)  
  Skills Bluff +12, Concentration +10, Diplomacy +14, 
  Disguise +12 (+14 to act in character), Handle Animal 
  +11, Intimidate +5, Listen +12, Move Silently +13, 
  Profession (farmer) +9, Spellcraft +10, Spot +14, 
  Survival +15 
  Possessions spell component pouch, masterwork 
  shortbow, 20 arrows  
  Petrifying Gaze (Su) Turn to stone permanently, 30 
  feet, Fortitude DC 16 negates. The save DC is 
  Charisma-based. 
  Poison (Ex) Injury, Fortitude DC 15, initial damage 1d6 
  Str, secondary damage 2d6 Str. The save DC is 
  Constitution-based. 
   
    
   
   
  
  COR8-03 Aspirations 
   
  Page 30 
   APL 2
  2: OLD ENEMIES 
   
   
  HIRED KILLER 
  CR 2 
  Male human rogue 1/fighter 1 
  NE Medium humanoid (human) 
  Init +5; Senses Listen +3, Spot +3 
  Languages Common, Goblin 
  AC 14, touch 11, flat-footed 13 
   (+1 Dex, +3 armor) 
  hp 16 (2 HD) 
  Fort +4, Ref +3, Will -1 
  Speed 30 ft. (6 squares) 
  Melee spiked chain +3 (2d4+3)  
  Ranged javelin +2 (1d6+2) 
  Space 5 ft.; Reach 5 ft. (10 ft. with spiked chain) 
  Base Atk +1; Grp +3 
  Atk Options sneak attack +1d6 
  Combat Gear cloak of elemental protection 
  Abilities Str 15, Dex 13, Con 14, Int 12, Wis 8, Cha 10 
  SQ trapfinding 
  Feats Exotic Weapon Proficiency (spiked chain), 
  Improved Initiative, Skill Focus (Hide) 
  Skills Balance +5, Disguise +4, Escape Artist +5, 
  Gather Information +4, Hide +8, Jump +6, Knowledge 
  (local: Core) +5, Listen +3, Move Silently +5, Spot +3, 
  Tumble +5 
  Possessions combat gear plus spiked chain, javelins 
  (2), masterwork studded leather armor, 50 ft. silk 
  rope, explorer’s outfit  
   
  ORC BARBARIAN, RAGING 
  CR 2 
  Male orc barbarian 2 
  NE Medium humanoid (orc) 
  Init +1; Senses darkvision 60 ft.; Listen +0, Spot +0 
  Languages Common, Orc 
  AC 14, touch 9, flat-footed 14; uncanny dodge 
   (+1 Dex, +5 armor, -2 rage) 
  hp 27 (2 HD) 
  Fort +7, Ref +1, Will +2 
  Weakness light sensitivity  
  Speed 40 ft. (8 squares) 
  Melee falchion +7* (2d4+13/18-20) 
  * 2 point power attack 
  Ranged javelin +3 (1d6+6) 
  Base Atk +2; Grp +8 
  Atk Options Power Attack, rage 1/day (7 rounds) 
  Combat Gear potion of cure light wounds 
  Abilities Str 23, Dex 12, Con 18, Int 6, Wis 11, Cha 8 
  SQ illiteracy 
  Feats Power Attack 
  Skills Intimidate +4, Jump +11 
  Possessions combat gear plus masterwork falchion, 
  breastplate, three javelins, locked gauntlet, robes 
  Rage (Ex) When not raging, the orc barbarian’s 
  statistics change as follows: 
   
  AC 16, touch 11, flat-footed 16 
   
  hp 23  
   
  Fort +5, Will +0 
   
  Melee falchion +7 (2d4+6/18-20) 
   
  Ranged javelin +3 (1d6+4) 
   
  Grp +6 
   
  Abilities Str 19, Con 14  
   
  Skills Jump +9 
   
  SCARLET BROTHERHOOD ASSASSIN
   
  CR 2 
  Male Suel human monk 2 
  NE Medium humanoid (human) 
  Init +6; Senses Listen +1, Spot +1 
  Languages Ancient Suloise, Common 
  AC 13, touch 13, flat-footed 11; Deflect Arrows 
   (+2 Dex, +1 Wis) 
  hp 13 (2 HD) 
  Resist evasion 
  Fort +3, Ref +5, Will +4 
  Speed 30 ft. (6 squares) 
  Melee mwk kama +4 (1d6+2) or  
  unarmed strike +3 (1d6+2) or  
  mwk kama +2/+2 (1d6+2) or  
  unarmed strike +1/+1 (1d6+2) 
  Ranged sai +3 (1d4+2) 
  Base Atk +1; Grp +3 
  Atk Options Stunning Fist 2/day (Fort DC 12 negates), 
  flurry of blows 
  Combat Gear cloak of elemental protection 
  Abilities Str 15, Dex 14, Con 10, Int 12, Wis 13, Cha 8 
  Feats Deflect Arrows, Improved Initiative, Improved 
  Unarmed Strike, Skill Focus (Hide), Stunning Fist 
  Skills Balance +4, Disguise +1, Escape Artist +7, Hide 
  +10, Jump +9, Move Silently +7, Tumble +9, Use 
  Rope +2 (+4 with bindings) 
  Possessions combat gear plus masterwork kama, sais 
  (2), peasant’s outfit 
   
  5: “GIT ‘EM, BOYS”  
  STEPAN VLASAK 
  CR 3 
  Male human bard 2/marshal 1 
  N Medium humanoid (human) 
  Init +5; Senses Listen +5, Spot -1 
  Minor Aura Master of tactics (+2 bonus to damage 
  while flanking) 
  Languages Common, Gnome, Halfling  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor) 
  hp 18 (3 HD) 
  Fort +3, Ref +4, Will +4 
  Speed 30 ft. (6 squares) 
  Melee mwk sap +2 (1d6 nonlethal) 
  Ranged dagger +2 (1d4/19-20) 
  Base Atk +1; Grp +1 
  Atk Options Combat Expertise  
  Special Actions bardic music (countersong, fascinate, 
  inspire courage +1),  
  Combat Gear potion of cure light wounds, tanglefoot 
  bag 
  Bard Spells Known (CL 2nd): 
  
  COR8-03 Aspirations 
   
  Page 31 
   1st (1/day)—inspirational boost, tasha’s hideous 
  laughter (DC 14) 
   0 (3/day)—daze (DC 13), detect magic, light, 
  message, prestidigitation 
  Abilities Str 10, Dex 12, Con 13, Int 14, Wis 8, Cha 15 
  SQ bardic knowledge +4 
  Feats Combat Expertise, Improved Initiative, Spell 
  Focus (enchantment), Skill Focus (Diplomacy)  
  Skills  Bluff +8, Concentration +6, Diplomacy +15, 
  Gather Information +7, Intimidate +8, Listen +5, 
  Perform (sing) +7, Sense Motive +4, Spellcraft +7, 
  Use Magic Device +7 
  Possessions combat gear plus masterwork chain shirt, 
  masterwork sap, daggers (2), spell component 
  pouch, traveler’s outfit  
  Auras (Ex) Stepan may project one minor aura and one 
  major aura at a time. Projecting an aura is a swift 
  action. The aura remains in effect until he uses a free 
  action to dismiss it or activates another aura of the 
  same kind (major or minor). Stepan can have an aura 
  in effect continually; thus, an aura can be in effect at 
  the start of a combat encounter even he takes his 
  first turn. 
   
   
  Activating an aura involves haranguing, 
  ordering, directing, encouraging, cajoling, or calming 
  allies. Stepan sizes up the enemy, allies, and the 
  terrain, then gives allies the direction that they can 
  use to do their best. 
   
   
  Unless otherwise noted, Stepan’s aura affects 
  all allies within 60 feet (including himself) who can 
  hear him. An ally must have an Intelligence score of 3 
  or higher and be able to understand Stepan to gain 
  the bonus. Stepan’s aura is dismissed if he is dazed, 
  unconscious, stunned, paralyzed, or otherwise 
  unable to be heard or understood by his allies. 
   
   
  All bonuses granted by an auras are 
  circumstance bonuses that do not stack with each 
  other.  
   
  THUGS 
  CR 1 
  Male human swashbuckler 1 
  N Medium humanoid (human) 
  Init +2; Senses Listen +1, Spot +1 
  Languages Common 
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 armor) 
  hp 15 (1 HD) 
  Fort +4, Ref +2, Will +1 
  Speed 30 ft. (6 squares) 
  Melee sap +4 (1d6+1 nonlethal) 
  Ranged dagger +3 (1d4+1/19-20)  
  Base Atk +1; Grp +2 
  Combat Gear tanglefoot bag 
  Abilities Str 13, Dex 15, Con 14, Int 8, Wis 12, Cha 10 
  Feats Toughness, Weapon Finesse, Weapon Focus 
  (sap)  
  Skills  Bluff +4, Jump +4, Sense Motive +5, Tumble +5 
  Possessions combat gear plus studded leather armor, 
  sap, dagger, manacles, deputy badge, traveler’s 
  outfit 
   
  9: THE SEEKER’S DEMAND  
   
  GUT-THROTTLE DEFENDERS 
  CR 1 
  Male goblin ranger 1 
  NE Small humanoid (goblinoid) 
  Init +3; Senses darkvision 60 ft.; Listen +5, Spot +5 
  Languages Goblin 
  AC 16, touch 14, flat-footed 13 
   (+1 size, +3 Dex, +2 armor) 
  hp 9 (1 HD) 
  Fort +3, Ref +5, Will +1 
  Speed 30 ft. (6 squares) 
  Melee short sword +5 (1d4+1/19-20) 
  Ranged javelin +5 (1d4) 
  Base Atk +1; Grp -2 
  Atk Options favored enemy (orcs +2) 
  Combat Gear three goodberries 
  Abilities Str 13, Dex 14, Con 13, Int 8, Wis 12, Cha 8 
  SQ wild empathy +0 
  Feats Track, Weapon Finesse  
  Skills Hide +11, Listen +5, Move Silently +11, Ride +7, 
  Spot +5, Survival +5 
  Possessions combat gear plus leather armor, two short 
  swords, three javelins, various grisly trophies 
   
  ORC SEEKER 
  CR 2 
  Male orc scout 2 
  NE Medium humanoid (orc) 
  Init +3; Senses darkvision 60 ft.; Listen +6, Spot +6 
  Languages Common, Orc 
  AC 16, touch 12, flat-footed 16 
   (+2 Dex, +4 armor); ignore attack of opportunity 1/day; 
  uncanny dodge 
  hp 15 (2 HD) 
  Fort +2, Ref +5, Will +1 
  Weakness light sensitivity  
  Speed 40 ft. (8 squares) 
  Melee longspear +3 (1d8+3/x3 plus poison) or  
   
  spiked gauntlet +3 (1d4+2) 
  Ranged mighty composite (Str +2) shortbow +3 
  (1d6+2/x3) 
  Base Atk +1; Grp +3 
  Atk Options skirmish +1d6 
  Combat Gear potion of cure light wounds, armband of 
  elusive action 
  Abilities Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 6 
  SQ battle fortitude +1, trapfinding  
  Feats Track  
  Skills Balance +3, Hide +6, Jump +8, Knowledge 
  (nature) +4, Listen +6, Move Silently +6, Search +3, 
  Spot +6, Survival +6, Tumble +8 
  Possessions combat gear plus masterwork chain shirt, 
  longspear, mighty composite (Str +2) shortbow with 
  20 arrows, spiked gauntlet, rough leather clothes, 
  various trinkets of bone 
  Poison (Ex) The Orc Seeker’s longspear is coated with 
  small centipede poison (Fort DC 11; damage 1d2 
  Dex/1d2 Dex)  
  Skirmish (Ex) An Orc Seeker deals an extra 1d6 
  damage on all attacks during any round in which he 
  moves at least 10 feet. The extra damage applies 
  
  COR8-03 Aspirations 
   
  Page 32 
  only to attacks taken during his turn. This damage 
  also applies to ranged attacks against targets up to 
  30 feet away. Creatures without discernable 
  anatomies and creatures immune to extra damage 
  from critical hits are immune to this additional 
  damage. An Orc Seeker loses this ability when 
  wearing medium or heavy armor or when carrying a 
  medium or heavy load. 
   
  
  COR8-03 Aspirations 
   
  Page 33 
   APL 4
  2: OLD ENEMIES 
   
   
  HIRED KILLER 
  CR 3 
  Male human Rogue 2/Fighter 1 
  NE Medium humanoid (human) 
  Init +5; Senses Listen +4, Spot +4 
  Languages Common, Goblin 
  AC 14, touch 11, flat-footed 13 
   (+1 Dex, +3 armor) 
  hp 22 (3 HD) 
  Fort +4, Ref +4, Will +1; evasion 
  Speed 30 ft. (6 squares) 
  Melee mwk spiked chain +5 (2d4+3)  
  Ranged javelin +3 (1d6+2) 
  Space 5 ft.; Reach 5 ft. (10 ft. with spiked chain) 
  Base Atk +2; Grp +4 
  Atk Options sneak attack +1d6  
  Combat Gear cloak of elemental protection 
  Abilities Str 15, Dex 13, Con 14, Int 12, Wis 8, Cha 10 
  SQ trapfinding 
  Feats Exotic Weapon Proficiency (spiked chain), 
  Improved Initiative, Iron Will, Skill Focus (Hide) 
  Skills Balance +7, Disguise +5, Escape Artist +6, 
  Gather Information +7, Hide +9, Jump +9, Knowledge 
  (local) +6, Listen +4, Move Silently +6, Spot +4, 
  Tumble +8, Use Rope +1 (+3 with bindings) 
  Possessions combat gear plus masterwork spiked 
  chain, javelins (2), masterwork studded leather 
  armor, 50 ft. silk rope, explorer’s outfit  
   
  ORC BARBARIAN, RAGING 
  CR 3 
  Male orc Barbarian 3 
  NE Medium humanoid (orc) 
  Init +1; Senses darkvision 60 ft.; Listen +0, Spot +0 
  Languages Common, Orc 
  AC 12, touch 7, flat-footed 12 
   (+1 Dex, +5 armor, -4 rage); uncanny dodge 
  hp 41 (3 HD) 
  Fort +8, Ref +2, Will +3 
  Weakness light sensitivity  
  Speed 40 ft. (8 squares) 
  Melee falchion +8* (2d4+16/18-20) 
  * 3 point power attack 
  Ranged javelin +4 (1d6+7) 
  Base Atk +3; Grp +10 
  Atk Options Power Attack, rage 1/day 
  Combat Gear potion of cure light wounds 
  Abilities Str 25, Dex 12, Con 20, Int 6, Wis 11, Cha 8 
  SQ illiteracy, trap sense +1 
  Feats Power Attack, Reckless Rage  
  Skills Intimidate +5, Jump +13 
  Possessions combat gear plus masterwork falchion, 
  breastplate, three javelins, locked gauntlet, robes 
  Rage (Ex) When not raging, the orc barbarian’s 
  statistics change as follows: 
   
  AC 16, touch 11, flat-footed 16 
    hp 31  
   
  Fort +5, Will +1 
   
  Melee falchion +8 (2d4+6/18-20) 
   
  Ranged javelin +4 (1d6+4) 
   
  Grp +7 
   
  Abilities Str 19, Con 14  
   
  Skills Jump +10 
   
  SCARLET BROTHERHOOD ASSASSIN
   
  CR 4 
  Male Suel human Monk 4 
  NE Medium humanoid (human) 
  Init +6; Senses Listen +2, Spot +2 
  Languages Ancient Suloise, Common 
  AC 14, touch 14, flat-footed 12; Deflect Arrows 
   (+2 Dex, +2 Wis) 
  hp 23 (4 HD) 
  Resist evasion 
  Fort +4, Ref +8, Will +6 (+8 against enchantments)  
  Speed 40 ft. (8 squares) 
  Melee mwk kama +6 (1d6+2) or  
   
  unarmed strike +5 (1d8+2) or  
   
  mwk kama +4/+4 (1d6+2) or  
   
  unarmed strike +3/+3 (1d8+2) 
  Ranged sai +5 (1d4+2) 
  Base Atk +3; Grp +5 
  Atk Options Stunning Fist 4/day (Fort DC 14 negates), 
  flurry of blows, ki strike (magic) 
  Combat Gear cloak of elemental protection 
  Abilities Str 15, Dex 14, Con 10, Int 12, Wis 14, Cha 8 
  SQ slow fall 20 ft., still mind  
  Feats Deflect Arrows, Improved Initiative, Improved 
  Unarmed Strike, Lightning Reflexes, Skill Focus 
  (Hide), Stunning Fist  
  Skills Balance +6, Disguise +2, Escape Artist +9, Hide 
  +12, Jump +13, Move Silently +9, Tumble +11, Use 
  Rope +2 (+4 with bindings) 
  Possessions combat gear plus masterwork kama, sais 
  (2), peasant’s outfit 
   
  5: “GIT ‘EM, BOYS”  
  STEPAN VLASAK 
  CR 5 
  Male human bard 2/marshal 3 
  N Medium humanoid (human) 
  Init +5 (+8); Senses Listen +7, Spot -1 
  Minor Aura Motivate dexterity (+3 bonus on Dexterity 
  checks, Dexterity-based skill checks, and initiative 
  checks), master of tactics (+3 bonus to damage while 
  flanking) 
  Major Aura Motivate urgency (+5 ft. bonus to speed) 
  Languages Common, Gnome, Halfling 
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor) 
  hp 30 (5 HD) 
  Fort +4, Ref +5, Will +5 
  Speed 30 ft. (6 squares) or 35 ft. (7 squares) with aura 
  Melee mwk sap +4 (1d6 nonlethal) 
  Ranged dagger +4 (1d4/19-20) 
  Base Atk +3; Grp +3 
  
  COR8-03 Aspirations 
   
  Page 34 
  Atk Options Combat Expertise  
  Special Axtions bardic music (countersong, fascinate, 
  inspire courage +1),  
  Combat Gear potion of cure light wounds, tanglefoot 
  bag 
  Bard Spells Known (CL 2nd): 
   1st (1/day)—inspirational boost, tasha’s hideous 
  laughter (DC 15) 
   0 (3/day)—daze (DC 14), detect magic, light, 
  message, prestidigitation 
  Abilities Str 10, Dex 12, Con 13, Int 14, Wis 8, Cha 16 
  SQ bardic knowledge +4 
  Feats Combat Expertise, Improved Initiative, Spell 
  Focus (enchantment), Skill Focus (Diplomacy)  
  Skills  Bluff +11, Concentration +6, Diplomacy +18, 
  Gather Information +8, Intimidate +13, Listen +7, 
  Perform (sing) +9, Sense Motive +7, Spellcraft +7, 
  Use Magic Device +7 
  Possessions combat gear plus masterwork chain shirt, 
  masterwork sap, daggers (2), spell component 
  pouch, traveler’s outfit  
  Auras (Ex) Stepan may project one minor aura and one 
  major aura at a time. Projecting an aura is a swift 
  action. The aura remains in effect until he uses a free 
  action to dismiss it or activates another aura of the 
  same kind (major or minor). Stepan can have an aura 
  in effect continually; thus, an aura can be in effect at 
  the start of a combat encounter even he takes his 
  first turn. 
   
  Activating an aura involves haranguing, ordering, 
  directing, encouraging, cajoling, or calming allies. 
  Stepan sizes up the enemy, allies, and the terrain, 
  then gives allies the direction that they can use to do 
  their best. 
   
  Unless otherwise noted, Stepan’s aura affects all 
  allies within 60 feet (including himself) who can hear 
  him. An ally must have an Intelligence score of 3 or 
  higher and be able to understand Stepan to gain the 
  bonus. Stepan’s aura is dismissed if he is dazed, 
  unconscious, stunned, paralyzed, or otherwise 
  unable to be heard or understood by his allies. 
   
  All bonuses granted by an auras are circumstance 
  bonuses that do not stack with each other.  
   
  THUGS 
  CR 2 
  Male human swashbuckler 2 
  N Medium humanoid (human) 
  Init +2; Senses Listen +1, Spot +1 
  Languages Common 
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 armor) 
  hp 23 (2 HD) 
  Fort +5, Ref +3, Will +1 
  Speed 30 ft. (6 squares) 
  Melee sap +5 (1d6+1 nonlethal) 
  Ranged dagger +4 (1d4+1/19-20)  
  Base Atk +2; Grp +3 
  Combat Gear tanglefoot bag 
  Abilities Str 13, Dex 15, Con 14, Int 8, Wis 12, Cha 10 
  Feats Toughness, Weapon Finesse, Weapon Focus 
  (sap) 
  Skills  Balance +3, Bluff +5, Diplomacy +4, Intimidate 
  +2, Jump +7, Sense Motive +6, Tumble +8 
  Possessions combat gear plus studded leather armor, 
  sap, dagger, manacles, deputy badge, traveler’s 
  outfit 
  9: THE SEEKERS’ DEMAND  
   
  GUT-THROTTLE DEFENDERS 
  CR 2 
  Male goblin ranger 2 
  NE Small humanoid (goblinoid) 
  Init +3; Senses darkvision 60 ft.; Listen +6, Spot +6 
  Languages Goblin 
  AC 16, touch 14, flat-footed 13 
   (+1 size, +3 Dex, +2 armor) 
  hp 15 (2 HD) 
  Fort +4, Ref +6, Will +1 
  Speed 30 ft. (6 squares) 
  Melee short sword +6 (1d4+1/19-20) or  
   
  short sword +4 (1d4+1/19-20) and short sword +4 
  (1d4/19-20) 
  Ranged javelin +6 (1d4) 
  Base Atk +2; Grp -1 
  Atk Options favored enemy (orcs +2) 
  Combat Gear three goodberries, potion of pass without 
  trace 
  Abilities Str 13, Dex 16, Con 13, Int 8, Wis 12, Cha 8 
  SQ wild empathy +1 
  Feats Track, Two-Weapon Fighting, Weapon Finesse  
  Skills Hide +12, Listen +6, Move Silently +12, Ride +7, 
  Spot +6, Survival +6 
  Possessions combat gear plus leather armor, two short 
  swords, three javelins, various grisly trophies 
   
  ORC SEEKER 
  CR 3 
  Male orc scout 3 
  NE Medium humanoid (orc) 
  Init +3; Senses darkvision 60 ft.; Listen +7, Spot +7 
  Languages Common, Orc 
  AC 16 (17), touch 12 (13), flat-footed 16 (17) 
   (+2 Dex, +4 armor, +1 skirmish); Dodge; ignore attack 
  of opportunity 1/day; uncanny dodge 
  hp 21 (3 HD) 
  Fort +3, Ref +5, Will +2 
  Weakness light sensitivity  
  Speed 40 ft. (8 squares); trackless step 
  Melee longspear +4 (1d8+3/x3 plus poison) or  
   
  spiked gauntlet +4 (1d4+2) 
  Ranged mighty composite (Str +2) shortbow +4 
  (1d6+2/x3) 
  Base Atk +2; Grp +4 
  Atk Options skirmish +1d6/+1 AC 
  Combat Gear potion of cure moderate wounds, 
  armband of elusive action 
  AbilitiesStr 14, Dex 15, Con 13, Int 10, Wis 12, Cha 6 
  SQ battle fortitude +1, fast movement +10 ft., trapfinding 
  Feats Dodge, Track  
  Skills Balance +3, Hide +7, Jump +13, Knowledge 
  (nature) +5, Listen +7, Move Silently +7, Search +3, 
  Spot +7, Survival +7, Tumble +9 
  Possessions combat gear plus masterwork chain shirt, 
  longspear, mighty composite (Str +2) shortbow with 
  
  COR8-03 Aspirations 
   
  Page 35 
  20 arrows, spiked gauntlet, rough leather clothes, 
  various trinkets of bone 
  Poison (Ex) The Orc Seeker’s longspear is coated with 
  small centipede poison (Fort DC 11; damage 1d2 
  Dex/1d2 Dex)  
  Skirmish (Ex) An Orc Seeker gains a +1 competence 
  bonus to AC and deals an extra 1d6 damage on all 
  attacks during any round in which he moves at least 
  10 feet.  The extra damage applies only to attacks 
  taken during his turn.  This damage also applies to 
  ranged attacks against targets up to 30 feet away.  
  Creatures 
  without 
  discernable 
  anatomies 
  and 
  creatures immune to extra damage from critical hits 
  are immune to this additional damage.  An Orc 
  Seeker loses this ability when wearing medium or 
  heavy armor or when carrying a medium or heavy 
  load. 
  
  COR8-03 Aspirations 
   
  Page 36 
  APL 6
  2: OLD ENEMIES 
   
   
  HIRED KILLER 
  CR 5 
  Male human rogue 3/fighter 2 
  NE Medium humanoid (human) 
  Init +5; Senses Listen +4, Spot +4 
  Languages Common, Goblin 
  AC 14, touch 11, flat-footed 13 
   (+1 Dex, +3 armor) 
  hp 36 (5 HD) 
  Resist evasion 
  Fort +6, Ref +4, Will +2 
  Speed 30 ft. (6 squares) 
  Melee mwk spiked chain +9 (2d4+4)  
  Ranged javelin +5 (1d6+3) 
  Space 5 ft.; Reach 5 ft. (10 ft. with spiked chain) 
  Base Atk +4; Grp +7 
  Atk Options sneak attack +2d6  
  Combat Gear cloak of elemental protection 
  Abilities Str 16, Dex 13, Con 14, Int 12, Wis 8, Cha 10 
  SQ trapfinding, trap sense +1 
  Feats Exotic Weapon Proficiency (spiked chain), 
  Improved Initiative, Iron Will, Skill Focus (Hide), 
  Weapon Focus (spiked chain) 
  Skills Balance +7, Disguise +5, Escape Artist +8, 
  Gather Information +7, Hide +12, Jump +11, 
  Knowledge (local) +6, Listen +4, Move Silently +9, 
  Spot +4, Tumble +11, Use Rope +2 (+4 with 
  bindings) 
  Possessions combat gear plus masterwork spiked 
  chain, javelins (2), masterwork studded leather 
  armor, 50 ft. silk rope, explorer’s outfit  
   
  ORC BARBARIAN, RAGING 
  CR 5 
  Male orc barbarian 5 
  NE Medium humanoid (orc) 
  Init +1; Senses darkvision 60 ft.; Listen +0, Spot +0 
  Languages Common, Orc 
  AC 12, touch 7, flat-footed 12 
   (+1 Dex, +5 armor, -4 rage); improved uncanny dodge 
  hp 65 (5 HD) 
  Fort +9, Ref +2, Will +3 
  Weakness light sensitivity  
  Speed 40 ft. (8 squares) 
  Melee falchion +9* (2d4+22/18-20) 
  * 5 point power attack 
  Ranged javelin +6 (1d6+8) 
  Base Atk +5; Grp +13 
  Atk Options Power Attack, rage 2/day (8 rounds) 
  Combat Gear boots of swift passage, potion of cure 
  light wounds 
  Abilities Str 26, Dex 12, Con 20, Int 6, Wis 11, Cha 8 
  SQ illiteracy, trap sense +1 
  Feats Power Attack, Reckless Rage 
  Skills Intimidate +7, Jump +16 
  Possessions combat gear plus masterwork falchion, 
  breastplate, three javelins, locked gauntlet, robes 
  Rage (Ex) When not raging, the orc barbarian’s 
  statistics change as follows: 
   
  AC 16, touch 11, flat-footed 16 
   
  hp 50  
   
  Fort +6, Will +1 
   
  Melee falchion +11 (2d4+7/18-20) 
   
  Ranged javelin +6 (1d6+5) 
   
  Grp +10 
   
  Abilities Str 20, Con 14  
   
  Skills Jump +13 
   
  SCARLET BROTHERHOOD ASSASSIN
   
  CR 6 
  Male Suel human monk 5/assassin 1 
  NE Medium humanoid (human) 
  Init +6; Senses Listen +2, Spot +2 
  Languages Ancient Suloise, Common 
  AC 15, touch 15, flat-footed 13; Deflect Arrows 
   (+2 Dex, +2 Wis, +1 clas) 
  hp 32 (6 HD) 
  Resist evasion 
  Fort +4, Ref +10, Will +6 (+8 against enchantment 
  spells and effects) 
  Speed 40 ft. (8 squares) 
  Melee mwk kama +6 (1d6+2 plus poison) or  
   
  unarmed strike +5 (1d8+2) or  
   
  mwk kama +5/+5 (1d6+2 plus poison) or  
   
  unarmed strike +4/+4 (1d8+2) 
  Ranged sai +5 (1d4+2) 
  Base Atk +3; Grp +5 
  Atk Options Stunning Fist 5/day (Fort DC 16 negates), 
  death attack (Fort DC 12 negates), flurry of blows, ki 
  strike (magic), poison use, sneak attack +1d6 
  Combat Gear cloak of elemental protection 
  Assassin Spells Known (CL 1st): 
   1st (1/day)—critical strike, true strike 
  Abilities Str 15, Dex 14, Con 10, Int 12, Wis 13, Cha 8 
  SQ purity of body, slow fall 20 ft., still mind  
  Feats Ability Focus (stunning fist), Deflect Arrows, 
  Improved 
  Initiative, 
  Improved 
  Unarmed 
  Strike, 
  Lightning Reflexes, Skill Focus (Hide), Stunning Fist 
  Skills Balance +9, Disguise +3, Escape Artist +11, Hide 
  +14, Jump +13, Move Silently +11, Tumble +13, Use 
  Rope +2 (+4 with bindings) 
  Possessions combat gear plus masterwork kama, sais 
  (2), spell component pouch, peasant’s outfit  
  Poison (Ex) The Scarlet Brotherhood Assassin’s kama 
  is coated with drow poison (Fort DC 13; damage 
  unconsciousness/unconsciousness for 2d4 hours) 
   
  5: “GIT ‘EM, BOYS”  
  STEPAN VLASAK 
  CR 7 
  Male human bard 4/marshal 3 
  N Medium humanoid (human) 
  Init +5 (+8); Senses Listen +7, Spot -1 
  Minor Aura Motivate dexterity (+3 bonus on Dexterity 
  checks, Dexterity-based skill checks, and initiative 
  checks), master of tactics (+3 bonus to damage while 
  flanking) 
  
  COR8-03 Aspirations 
   
  Page 37 
  Major Aura Motivate urgency (+5 ft. bonus to speed) 
  Languages Common, Gnome, Halfling  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor) 
  hp 40 (7 HD) 
  Fort +5, Ref +6, Will +6 
  Speed 30 ft. (6 squares) or 35 ft. (7 squares) with aura 
  Melee mwk sap +7 (1d6 nonlethal) 
  Ranged dagger +6 (1d4/19-20) 
  Base Atk +5; Grp +5 
  Atk Options Combat Expertise  
  Special Actions bardic music (countersong, fascinate, 
  inspire courage +1, inspire competence)  
  Combat Gear potion of cure light wounds, tanglefoot 
  bag 
  Bard Spells Known (CL 4th): 
   2nd (0/day)—harmonize*, hold person (DC 16) 
   1st (3/day)—comprehend languages, inspirational 
  boost, tasha’s hideous laughter (DC 15) 
   0 (3/day)—daze (DC 14), detect magic, light, 
  message, prestidigitation 
  * already cast prior to combat 
  Abilities Str 10, Dex 12, Con 13, Int 14, Wis 8, Cha 16 
  SQ bardic knowledge +6 
  Feats Combat Expertise, Improved Initiative, Spell 
  Focus (enchantment), Skill Focus (Diplomacy) 
  Weapon Focus (sap) 
  Skills  Bluff +13, Concentration +10, Diplomacy +20, 
  Gather Information +8, Intimidate +13, Listen +7, 
  Perform (sing) +13, Sense Motive +7, Spellcraft +11, 
  Use Magic Device +8 
  Possessions combat gear plus masterwork chain shirt, 
  masterwork sap, daggers (2), spell component 
  pouch, traveler’s outfit  
  Auras (Ex) Stepan may project one minor aura and one 
  major aura at a time. Projecting an aura is a swift 
  action. The aura remains in effect until he uses a free 
  action to dismiss it or activates another aura of the 
  same kind (major or minor). Stepan can have an aura 
  in effect continually; thus, an aura can be in effect at 
  the start of a combat encounter even he takes his 
  first turn. 
   
   
  Activating an aura involves haranguing, 
  ordering, directing, encouraging, cajoling, or calming 
  allies. Stepan sizes up the enemy, allies, and the 
  terrain, then gives allies the direction that they can 
  use to do their best. 
   
   
  Unless otherwise noted, Stepan’s aura affects 
  all allies within 60 feet (including himself) who can 
  hear him. An ally must have an Intelligence score of 3 
  or higher and be able to understand Stepan to gain 
  the bonus. Stepan’s aura is dismissed if he is dazed, 
  unconscious, stunned, paralyzed, or otherwise 
  unable to be heard or understood by his allies. 
   
  All bonuses granted by an auras are circumstance 
  bonuses that do not stack with each other.  
   
  THUGS 
  CR 4 
  Male human swashbuckler 3/rogue 1 
  N Medium humanoid (human) 
  Init +3; Senses Listen +5, Spot +5 
  Languages Common  
  AC 16, touch 13, flat-footed 13 
   (+3 Dex, +3 armor) 
  hp 37 (4 HD) 
  Fort +5, Ref +7, Will +4 
  Speed 30 ft. (6 squares) 
  Melee sap +7 (1d6+1 nonlethal) 
  Ranged dagger +6 (1d4+1/19-20)  
  Base Atk +3; Grp +4 
  Attack Options sneak attack +1d6 
  Combat Gear tanglefoot bag 
  Abilities Str 13, Dex 16, Con 14, Int 8, Wis 12, Cha 10 
  SQ trapfinding 
  Feats Iron Will, Toughness, Weapon Finesse, Weapon 
  Focus (sap) 
  Skills  Balance +4, Bluff +6, Diplomacy +4, Intimidate 
  +2, Jump +7, Listen +5, Sense Motive +7, Spot +5, 
  Tumble +11 
  Possessions combat gear plus studded leather armor, 
  sap, dagger, manacles, deputy badge, traveler’s 
  outfit 
   
  9: THE SEEKERS’ DEMAND  
   
  GUT-THROTTLE DEFENDERS 
  CR 3 
  Male goblin ranger 3 
  NE Small humanoid (goblinoid) 
  Init +3; Senses darkvision 60 ft.; Listen +7, Spot +7 
  Languages Goblin 
  AC 17, touch 14, flat-footed 14 
   (+1 size, +3 Dex, +3 armor) 
  hp 21 (3 HD); Diehard 
  Fort +4, Ref +6, Will +2 
  Speed 30 ft. (6 squares) 
  Melee short sword +7 (1d4+1/19-20) or  
   
  short sword +5 (1d4+1/19-20) and  
   
  short sword +5 (1d4/19-20) 
  Ranged javelin +7 (1d4) 
  Base Atk +3; Grp +0 
  Atk Options favored enemy (orcs +2) 
  Combat Gear three goodberries, potion of pass without 
  trace 
  Abilities Str 13, Dex 16, Con 13, Int 8, Wis 12, Cha 8 
  SQ wild empathy +2 
  Feats 
  Diehard, 
  Endurance, 
  Track, 
  Two-Weapon 
  Fighting, Weapon Finesse 
  Skills Hide +13, Listen +7, Move Silently +13, Ride +7, 
  Spot +7, Survival +7 
  Possessions combat gear plus masterwork studded 
  leather armor, two short swords, three javelins, 
  various grisly trophies 
   
  ORC SEEKER 
  CR 5 
  Male orc scout 5 
  NE Medium humanoid (orc) 
  Init +4; Senses darkvision 60 ft.; Listen +9, Spot +9 
  Languages Common, Orc 
  AC 17 (18), touch 13 (14), flat-footed 17 (18); Dodge, 
  Mobility; ignore attack of opportunity 1/day; uncanny 
  dodge 
  
  COR8-03 Aspirations 
   
  Page 38 
   (+3 Dex, +4 armor, +1 skirmish) 
  hp 33 (5 HD) 
  Resist evasion 
  Fort +3, Ref +7, Will +2 
  Weakness light sensitivity 
  Speed 40 ft. (8 squares); trackless step 
  Melee mwk longspear +6 (1d8+3/x3 plus poison) or 
  spiked gauntlet +5 (1d4+2) 
  Ranged mwk mighty composite (Str +2) shortbow +7 
  (1d6+2/x3) 
  Base Atk +3; Grp +5 
  Atk Options skirmish +2d6/+1 AC 
  Combat Gear potion of cure moderate wounds, 
  armband of elusive action 
  Abilities Str 14, Dex 16, Con 13, Int 10, Wis 12, Cha 6 
  SQ battle fortitude +1, fast movement +10 ft., trapfinding  
  Feats Dodge, Mobility, Track  
  Skills Balance +4, Hide +10, Jump +15, Knowledge 
  (nature) +5, Listen +9, Move Silently +10, Search +5, 
  Spot +9, Survival +9 (+11 following tracks) Tumble 
  +12 
  Possessions combat gear plus masterwork chain shirt, 
  masterwork longspear, masterwork mighty composite 
  (Str +2) shortbow with 20 arrows, spiked gauntlet, 
  rough leather clothes, various trinkets of bone 
  Poison (Ex) The Orc Seeker’s longspear is coated with 
  medium centipede poison (Fort DC 13; damage 1d3 
  Dex/1d3 Dex)  
  Skirmish (Ex) An Orc Seeker gains a +1 competence 
  bonus to AC and deals an extra 2d6 damage on all 
  attacks during any round in which he moves at least 
  10 feet.  The extra damage applies only to attacks 
  taken during his turn.  This damage also applies to 
  ranged attacks against targets up to 30 feet away.  
  Creatures 
  without 
  discernable 
  anatomies 
  and 
  creatures immune to extra damage from critical hits 
  are immune to this additional damage.  An Orc 
  Seeker loses this ability when wearing medium or 
  heavy armor or when carrying a medium or heavy 
  load. 
   
  
  COR8-03 Aspirations 
   
  Page 39 
  APL 8
  2: OLD ENEMIES 
   
   
  HIRED KILLER 
  CR 7 
  Male human rogue 3/fighter 2/assassin 2 
  NE Medium humanoid (human) 
  Init +5; Senses Listen +7, Spot +4 
  Languages Common, Goblin 
  AC 14, touch 11, flat-footed 14 
   (+1 Dex, +3 armor); uncanny dodge 
  hp 48 (7 HD)  
  Resist evasion 
  Fort +6 (+7 against poison), Ref +7, Will +2  
  Speed 30 ft. (6 squares) 
  Melee mwk spiked chain +10 (2d4+4 plus poison)  
  Ranged javelin +6 (1d6+3) 
  Space 5 ft.; Reach 5 ft. (10 ft. with spiked chain) 
  Base Atk +5; Grp +8 
  Atk Options Combat Reflexes, death attack (Fort DC 
  13 negates), poison use, sneak attack +3d6  
  Combat Gear cloak of elemental protection 
  Assassin Spells Known (CL 2nd): 
   1st (2/day)—critical strike, disguise self, true strike 
  Abilities Str 16, Dex 13, Con 14, Int 12, Wis 8, Cha 10 
  SQ trapfinding, trap sense +1 
  Feats Combat Reflexes, Exotic Weapon Proficiency 
  (spiked chain), Improved Initiative, Iron Will, Skill 
  Focus (Hide), Weapon Focus (spiked chain)  
  Skills  Balance +7, Disguise +5, Escape Artist +11, 
  Gather Information +7, Hide +14, Jump +11, 
  Knowledge (local) +6, Listen +7, Move Silently +11, 
  Spot +4, Tumble +13, Use Rope +2 (+4 with 
  bindings) 
  Possessions combat gear plus masterwork spiked 
  chain, javelins (2), masterwork studded leather 
  armor, 50 ft. silk rope, spell component pouch, 
  explorer’s outfit  
  Poison (Ex) The Hired Killer’s spiked chain is coated 
  with wyvern poison (Fort DC 17; damage 2d6 
  Con/2d6 Con)  
   
  ORC BARBARIAN, RAGING 
  CR 7 
  Male orc barbarian 7 
  NE Medium humanoid (orc) 
  Init +1; Senses darkvision 60 ft.; Listen +0, Spot +0 
  Languages Common, Orc 
  AC 12, touch 7, flat-footed 12; improved uncanny dodge 
   (+1 Dex, +5 armor, -4 rage) 
  hp 89 (7 HD); DR 1/— 
  Fort +10, Ref +3, Will +4 
  Weakness light sensitivity  
  Speed 40 ft. (8 squares) 
  Melee falchion +10/+5*[(2d4+26/18-20) 
  * 7 point power attack 
  Ranged javelin +8/+3 (1d6+8) 
  Base Atk +7; Grp +15 
  Atk Options Power Attack, rage 2/day 
  Combat Gear boots of swift passage, potion of cure 
  light wounds, potion of fly 
  Abilities Str 26, Dex 12, Con 14, Int 6, Wis 11, Cha 8 
  SQ illiteracy, trap sense +2 
  Feats Power Attack, Reckless Rage, Weapon Focus 
  (falchion) 
  Skills  Intimidate +9, Jump +19] 
  Possessions combat gear plus masterwork falchion, 
  masterwork 
  breastplate, 
  three 
  javelins, 
  locked 
  gauntlet, robes 
  Rage (Ex) When not raging, the orc barbarian’s 
  statistics change as follows: 
   
  AC 16, touch 11, flat-footed 16 
   
  hp 68  
   
  Fort +7, Will +2 
   
  Melee falchion +14/+9 (2d4+7/18-20) 
   
  Ranged javelin +8/+3 (1d6+5) 
   
  Grp +12 
   
  Abilities Str 20, Con 14  
   
  Skills Jump +16 
   
  SCARLET BROTHERHOOD ASSASSIN
   
  CR 8 
  Male Suel human monk 5/assassin 3 
  NE Medium humanoid (human) 
  Init +6; Senses Listen +2, Spot +2 
  Languages Ancient Suloise, Common 
  AC 15, touch 15, flat-footed 15; Deflect Arrows, 
  uncanny dodge 
   (+2 Dex, +2 Wis, +1 monk)  
  hp 40 (8 HD) 
  Resist evasion 
  Fort +5 (+6 against poison), Ref +11, Will +7 (+9 
  against enchantments) 
  Speed 40 ft. (8 squares) 
  Melee mwk kama +9 (1d6+3 plus poison) or  
   
  unarmed strike +8 (1d8+3) or  
   
  mwk kama +8/+8 (1d6+3 plus poison) or  
   
  unarmed strike +7/+7 (1d8+3) 
  Ranged sai +7 (1d4+3) 
  Base Atk +5; Grp +8 
  Atk Options Stunning Fist 5/day (Fort DC 16 negates), 
  death attack (Fort DC 14 negates), flurry of blows, ki 
  strike (magic), poison use, sneak attack +2d6  
  Combat Gear cloak of elemental protection 
  Assassin Spells Known (CL 3rd): 
   1st (3/day)—critical strike, disguise self, true strike 
  Abilities Str 16, Dex 14, Con 10, Int 12, Wis 14, Cha 8 
  SQ purity of body, slow fall 20 ft., still mind  
  Feats Ability Focus (stunning fist), Deflect Arrows, 
  Improved Initiative, Improved Unarmed Strike, 
  Lightning Reflexes, Skill Focus (Hide), Stunning Fist 
  Skills  Balance +15, Disguise +3, Escape Artist +13, 
  Hide +16, Jump +14, Move Silently +13, Tumble +15, 
  Use Rope +2 (+4 with bindings) 
  Possessions combat gear plus masterwork kama, sais 
  (2), spell component pouch, peasant’s outfit  
  Poison (Ex) The Scarlet Brotherhood Assassin’s kama 
  is coated with wyvern poison (Fort DC 17; damage 
  2d6 Con/2d6 Con) 
  
  COR8-03 Aspirations 
   
  Page 40 
  5: “GIT ‘EM, BOYS”  
  STEPAN VLASAK 
  CR 9 
  Male human bard 5/marshal 4 
  N Medium humanoid (human) 
  Init +5 (+9); Senses Listen +7, Spot -1 
  Minor Aura Motivate dexterity (+4 bonus on Dexterity 
  checks, Dexterity-based skill checks, and initiative 
  checks), master of tactics (+4 bonus to damage while 
  flanking) 
  Major Aura Motivate urgency (+5 ft. bonus to speed) 
  Languages Common, Gnome, Halfling  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor) 
  hp 60 (9 HD) 
  Fort +6, Ref +6, Will +7 
  Speed 30 ft. (6 squares) or 35 ft. (7 squares) with aura 
  Melee mwk sap +8/+3 (1d6 nonlethal) 
  Ranged dagger +7 (1d4/19-20) 
  Base Atk +6; Grp +6 
  Atk Options Combat Expertise 
  Special Actions bardic music (countersong, fascinate, 
  inspire courage +1, inspire competence), grant move 
  action 1/day 
  Combat Gear potion of cure light wounds, tanglefoot 
  bag 
  Bard Spells Known (CL 5th): 
   2nd (1/day)—glitterdust (DC 16), harmonize*, hold 
  person (DC 18) 
   1st (4/day)—comprehend languages, inspirational 
  boost, tasha’s hideous laughter (DC 17) 
   0 (3/day)—daze (DC 16), detect magic, light, 
  message, prestidigitation 
  * already cast prior to combat 
  Abilities Str 10, Dex 12, Con 14, Int 14, Wis 8, Cha 18 
  SQ bardic knowledge +7 
  Feats Combat Expertise, Greater Spell Focus 
  (enchantment), Improved Initiative, Spell Focus 
  (enchantment), Skill Focus (Diplomacy) Weapon 
  Focus (sap) 
  Skills  Bluff +16, Concentration +14, Diplomacy +23, 
  Gather Information +9, Intimidate +17, Listen +7, 
  Perform (sing) +16, Sense Motive +9, Spellcraft +13, 
  Use Magic Device +9 
  Possessions combat gear plus masterwork chain shirt, 
  masterwork sap, daggers (2), cloak of charisma +2, 
  spell component pouch, traveler’s outfit  
  Auras (Ex) Stepan may project one minor aura and one 
  major aura at a time. Projecting an aura is a swift 
  action. The aura remains in effect until he uses a free 
  action to dismiss it or activates another aura of the 
  same kind (major or minor). Stepan can have an aura 
  in effect continually; thus, an aura can be in effect at 
  the start of a combat encounter even he takes his 
  first turn. 
   
   
  Activating an aura involves haranguing, 
  ordering, directing, encouraging, cajoling, or calming 
  allies. Stepan sizes up the enemy, allies, and the 
  terrain, then gives allies the direction that they can 
  use to do their best. 
   
   
  Unless otherwise noted, Stepan’s aura affects 
  all allies within 60 feet (including himself) who can 
  hear him. An ally must have an Intelligence score of 3 
  or higher and be able to understand Stepan to gain 
  the bonus. Stepan’s aura is dismissed if he is dazed, 
  unconscious, stunned, paralyzed, or otherwise 
  unable to be heard or understood by his allies. 
   
  All bonuses granted by an auras are circumstance 
  bonuses that do not stack with each other.  
  Grant Move Action (Su) Once per day, as a standard 
  action, a marshal may grant an extra move action to 
  any or all of his allies within 30 feet (but not to 
  himself). Each of the affected allies takes this extra 
  move action immediately, acting in their current 
  initiative order. This extra action does not affect the 
  allies’ initiative count; the round continues normally 
  after the marshal’s turn is over.  
   
  THUGS 
  CR 6 
  Male human swashbuckler 3/rogue 3 
  N Medium humanoid (human) 
  Init +3; Senses Listen +10, Spot +10 
  Languages Common  
  AC 16, touch 13, flat-footed 13; +1 dodge bonus 
   (+3 Dex, +3 armor)  
  hp 49 (6 HD) 
  Resist evasion 
  Fort +6, Ref +8, Will +5 
  Speed 30 ft. (6 squares) 
  Melee mwk sap +10 (1d6+1 nonlethal) 
  Ranged dagger +8 (1d4+1/19-20)  
  Base Atk +5; Grp +6 
  Attack Options sneak attack +3d6 
  Combat Gear tanglefoot bag 
  Abilities Str 13, Dex 16, Con 14, Int 8, Wis 12, Cha 10 
  SQ trapfinding, trap sense +1 
  Feats Daring Outlaw, Iron Will, Toughness, Weapon 
  Finesse, Weapon Focus (sap)  
  Skills  Balance +6, Bluff +8, Diplomacy +4, Intimidate 
  +2, Jump +7, Listen +10, Sense Motive +7, Spot +10, 
  Tumble +13 
  Possessions combat gear plus studded leather armor, 
  masterwork sap, dagger, manacles, deputy badge, 
  traveler’s outfit  
  Dodge Bonus (Ex) A swashbuckler is trained at 
  focusing her defenses on a single opponent in melee. 
  During her action, she may designate an opponent 
  and receive a +1 dodge bonus to her armor class 
  against melee attacks from that opponent. She can 
  select a new opponent on any action. A 
  swashbuckler loses this bonus when wearing 
  medium or heavy armor or when carrying a medium 
  or heavy load. If the swashbuckler also has the 
  Dodge feat, she need not designate the same target 
  for this ability as for the Dodge feat. (If she 
  designates the same target, the bonuses stack.)  
   
   
  
  COR8-03 Aspirations 
   
  Page 41 
  9: THE SEEKERS’ DEMAND  
   
  GUT-THROTTLE DEFENDERS 
  CR 5 
  Male goblin ranger 5 
  NE Small humanoid (goblinoid) 
  Init +3; Senses darkvision 60 ft.; Listen +9, Spot +9 
  Languages Goblin 
  AC 17, touch 14, flat-footed 14 
   (+1 size, +3 Dex, +3 armor) 
  hp 38 (5 HD); Diehard 
  Fort +6, Ref +7, Will +2 
  Speed 30 ft. (6 squares) 
  Melee mwk short sword +10 (1d4+1/19-20) or  
  mwk short sword +8 (1d4+1/19-20) and  
  mwk short sword +8 (1d4/19-20) 
  Ranged javelin +9 (1d4) 
  Base Atk +5; Grp +2 
  Atk Options favored enemy (orcs +4, humans +2) 
  Combat Gear three goodberries, potion of pass without 
  trace 
  Ranger Spells Prepared (CL 2nd): 
   1st—resist energy 
  Abilities Str 13, Dex 16, Con 14, Int 8, Wis 12, Cha 8 
  SQ animal companion (dire rat), wild empathy +4 
  Feats Diehard, Endurance, Track, Two-Weapon 
  Fighting, Weapon Finesse 
  Skills Hide +15, Listen +9, Move Silently +15, Ride +7, 
  Spot +9, Survival +9 
  Possessions combat gear plus masterwork studded 
  leather armor, two masterwork short swords, three 
  javelins, various grisly trophies 
   
  ORC SEEKER 
  CR 7 
  Male orc scout 7 
  NE Medium humanoid (orc) 
  Init +4; Senses darkvision 60 ft.; Listen +11, Spot +11 
  Languages Common, Orc 
  AC 17 (19), touch 13 (15), flat-footed 17 (19); Dodge, 
  Mobility, Spring Attack; ignore attack of opportunity 
  1/day; uncanny dodge 
   (+3 Dex, +4 armor, +2 skirmish) 
  hp 46 (7 HD) 
  Resist evasion 
  Fort +4, Ref +8, Will +3 
  Weakness light sensitivity  
  Speed 40 ft. (8 squares); Spring Attack, flawless stride, 
  trackless step 
  Melee mwk longspear +8 (1d8+3/x3 plus poison) or 
  spiked gauntlet +7 (1d4+2) 
  Ranged mwk mighty composite (Str +2) shortbow +9 
  (1d6+2/x3) 
  Base Atk +5; Grp +7 
  Atk Options skirmish +2d6/+2 AC 
  Combat Gear potion of cure moderate wounds, 
  armband of elusive action 
  Abilities Str 14, Dex 16, Con 13, Int 10, Wis 12, Cha 6 
  SQ battle fortitude +1, evasion, fast movement +10 ft., 
  flawless stride, skirmish (+2d6/+2 AC), trackless step, 
  trapfinding, uncanny dodge 
  Feats Dodge, Mobility, Spring Attack, Track 
  Skills Balance +4, Hide +12, Jump +17, Knowledge 
  (nature) +7, Listen +11, Move Silently +12, Search 
  +5, Spot +11, Survival +13 (+15 following tracks) 
  Tumble +14 
  Possessions combat gear plus masterwork chain shirt, 
  masterwork longspear, masterwork mighty composite 
  (Str +2) shortbow with 20 arrows, spiked gauntlet, 
  rough leather clothes, various trinkets of bone 
  Poison (Ex) The Orc Seeker’s longspear is coated with 
  large centipede poison (Fort DC 16; damage 1d4 
  Dex/1d4 Dex). 
  Skirmish (Ex) An Orc Seeker gains a +2 competence 
  bonus to AC and deals an extra 2d6 damage on all 
  attacks during any round in which he moves at least 
  10 feet. The extra damage applies only to attacks 
  taken during his turn. This damage also applies to 
  ranged attacks against targets up to 30 feet away. 
  Creatures without discernable anatomies and 
  creatures immune to extra damage from critical hits 
  are immune to this additional damage. An Orc 
  Seeker loses this ability when wearing medium or 
  heavy armor or when carrying a medium or heavy 
  load. 
  Flawless Stride (Ex) An Orc Seeker can move through 
  any sort of terrain that slows movement (such as 
  undergrowth, rubble, and similar terrain) at her 
  normal speed and without taking damage or suffering 
  any other impairment. This ability does not let him 
  move more quickly through terrain that requires a 
  Climb check or a Swim check to navigate, nor can he 
  move more quickly through terrain or undergrowth 
  that has been magically manipulated to impede 
  motion. An Orc Seeker loses this benefit when 
  wearing medium or heavy armor or when carrying a 
  medium or heavy load.  
  
  COR8-03 Aspirations 
   
  Page 42 
  APL 10
  2: OLD ENEMIES 
   
   
  HIRED KILLER 
  CR 9 
  Male human rogue 3/fighter 2/assassin 4 
  NE Medium humanoid (human) 
  Init +8; Senses Listen +7, Spot +8 
  Languages Common, Goblin 
  AC 17, touch 14, flat-footed 17; uncanny dodge 
   (+4 Dex, +3 armor) 
  hp 60 (9 HD) 
  Resist evasion 
  Fort +7 (+9 against poison), Ref +11, Will +3 
  Speed 30 ft. (6 squares) 
  Melee mwk spiked chain +13/+8 (2d4+6 plus poison)  
  Ranged javelin +11/+6 (1d6+4) 
  Space 5 ft.; Reach 5 ft. (10 ft. with spiked chain) 
  Base Atk +7; Grp +11 
  Atk Options Blind-Fight, Combat Reflexes, death attack 
  (Fort DC 15 negates), sneak attack +4d6 
  Combat Gear cloak of elemental protection 
  Assassin Spells Known (CL 4th): 
   2nd (0/day)—cat’s grace* 
   1st (4/day)—critical strike, disguise self, true strike 
  * already cast, incorporated in statistics  
  Abilities Str 18, Dex 18, Con 14, Int 12, Wis 8, Cha 10 
  SQ poison use, trapfinding, trap sense +1 
  Feats Blind-Fight, Combat Reflexes, Exotic Weapon 
  Proficiency (spiked chain), Improved Initiative, Iron 
  Will, Skill Focus (Hide), Weapon Focus (spiked 
  chain)  
  Skills Balance +10, Disguise +5, Escape Artist +16, 
  Gather Information +7, Hide +19, Jump +12, 
  Knowledge (local: Core) +6, Listen +7, Move Silently 
  +16, Spot +8, Tumble +18, Use Rope +5 (+7 with 
  bindings) 
  Possessions combat gear plus masterwork spiked 
  chain, javelins (2), masterwork studded leather 
  armor, gauntlets of ogre power, 50 ft. silk rope, spell 
  component pouch, explorer’s outfit  
  Poison (Ex) The Hired Killer’s spiked chain is coated 
  with wyvern poison (Fort DC 17; damage 2d6 
  Con/2d6 Con)  
   
  ORC BARBARIAN, RAGING 
  CR 9 
  Male orc barbarian 9 
  NE Medium humanoid (orc) 
  Init +1; Senses darkvision 60 ft.; Listen +1, Spot +1 
  Languages Common, Orc 
  AC 12, touch 7, flat-footed 12; improved uncanny 
  dodge-] 
   (+1 Dex, +5 armor, -4 class) 
  hp 113 (9 HD); DR 1/— 
  Fort +11, Ref +4, Will +6 
  Weakness light sensitivity  
  Speed 40 ft. (8 squares) 
  Melee falchion +10/+5* (2d4+30/15-20) 
  * 9 point power attack 
  Ranged javelin +10/+5 (1d6+8) 
  Base Atk +9; Grp +17 
  Atk Options Power Attack, rage 3/day (8 rounds) 
  Combat Gear boots of swift passage, potion of cure 
  light wounds, potion of fly 
  Abilities Str 26, Dex 12, Con 20, Int 6, Wis 12, Cha 8 
  SQ illiteracy, trap sense +3 
  Feats Improved Critical (falchion), Power Attack, 
  Reckless Rage, Weapon Focus (falchion) 
  Skills Intimidate +11, Jump +21 
  Possessions combat gear plus masterwork falchion, 
  masterwork breastplate, three javelins, locked 
  gauntlet, robes 
  Rage (Ex) When not raging, the orc barbarian’s 
  statistics change as follows: 
   
  AC 16, touch 11, flat-footed 16 
   
  hp 86  
   
  Fort +8, Will +4 
   
  Melee falchion +16/+11 (2d4+7/18-20) 
   
  Ranged javelin +10/+5 (1d6+5) 
   
  Grp +14 
   
  Abilities Str 20, Con 14  
   
  Skills Jump +18 
   
  SCARLET BROTHERHOOD ASSASSIN
   
  CR 10 
  Male Suel human monk 5/assassin 5 
  NE Medium humanoid (human) 
  Init +8; Senses Listen +2, Spot +2 
  Languages Ancient Suloise, Common 
  AC 17, touch 17, flat-footed 17; Deflect Arrows,  
  improved uncanny dodge 
   (+4 Dex, +2 Wis, +1 class) 
  hp 48 (10 HD) 
  Resist evasion 
  Fort +5 (+7 against poison), Ref +14, Will +7 (+9 
  against enchantments) 
  Speed 40 ft. (8 squares) 
  Melee mwk kama +10/+5 (1d6+3 plus poison) or 
  unarmed strike +9/+4 (1d8+3) or  
  mwk kama +9/+9/+4 (1d6+3 plus poison) or  
  unarmed strike +8/+8/+3 (1d8+3) 
  Ranged sai +10/+5 (1d4+3) 
  Base Atk +6; Grp +9 
  Atk Options Combat Reflexes, Stunning Fist 5/day 
  (Fort DC 16 negates), death attack (Fort DC 17 
  negates), flurry of blows, ki strike (magic), poison 
  use, sneak attack +3d6 
  Combat Gear cloak of elemental protection 
  Assassin Spells Known (CL 5th): 
   2nd (2/day)—cat’s grace*, swift invisibility 
   1st (4/day)—critical strike, disguise self, true strike 
  * already cast, incorporated in statistics  
  Abilities Str 16, Dex 18, Con 10, Int 14, Wis 14, Cha 8 
  SQ purity of body, slow fall 20 ft., still mind  
  Feats Ability Focus (stunning fist), Combat Reflexes, 
  Deflect Arrows, Improved Initiative, Improved 
  Unarmed Strike, Lightning Reflexes, Skill Focus 
  (Hide), Stunning Fist 
  
  COR8-03 Aspirations 
   
  Page 43 
  Skills Balance +19, Disguise +5, Escape Artist +17, 
  Hide +20, Jump +14, Move Silently +17, Tumble +19, 
  Use Rope +4 (+6 with bindings) 
  Possessions combat gear plus masterwork kama, sais 
  (2), headband of intellect +2, spell component pouch, 
  peasant’s outfit  
  Poison (Ex) The Scarlet Brotherhood Assassin’s kama 
  is coated with wyvern poison (Fort DC 17; damage 
  2d6 Con/2d6 Con)  
   
  5: “GIT ‘EM, BOYS”  
  STEPAN VLASAK 
  CR 11 
  Male human bard 5/marshal 4/war chanter 2 
  N Medium humanoid (human) 
  Init +5 (+9); Senses Listen +7, Spot -1 
  Minor Aura Motivate dexterity (+4 bonus on Dexterity 
  checks, Dexterity-based skill checks, and initiative 
  checks), master of tactics (+4 bonus to damage while 
  flanking) 
  Major Aura Motivate urgency (+5 ft. bonus to speed) 
  Languages Common, Gnome, Halfling  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor) 
  hp 84 (11 HD) 
  Fort +9, Ref +6, Will +7 
  Speed 30 ft. (6 squares) or 35 ft. (7 squares) with aura 
  Melee mwk sap +10/+5 (1d6 nonlethal) 
  Ranged dagger +9 (1d4/19-20) 
  Base Atk +8; Grp +8 
  Atk Options Combat Expertise,  
  Special Actions bardic music (countersong, fascinate, 
  inspire courage +1, inspire competence), grant move 
  action 1/day, war chanter music (inspire toughness 
  (+4 hit points)) 
  Combat Gear potion of cure light wounds, tanglefoot 
  bag 
  Bard Spells Known (CL 5th): 
   2nd (1/day)—glitterdust (DC 16), harmonize*, hold 
  person (DC 18) 
   1st (4/day)—comprehend languages, inspirational 
  boost, tasha’s hideous laughter (DC 17) 
   0 (3/day)—daze (DC 16), detect magic, light, 
  message, prestidigitation 
  * already cast prior to combat 
  Abilities Str 10, Dex 12, Con 14, Int 14, Wis 8, Cha 18 
  SQ bardic knowledge +7 
  Feats 
  Combat 
  Expertise, 
  Greater 
  Spell 
  Focus 
  (enchantment), Improved Initiative, Spell Focus 
  (enchantment), Skill Focus (Diplomacy) Weapon 
  Focus (sap) 
  Skills  Bluff +16, Concentration +16, Diplomacy +25, 
  Gather Information +14, Intimidate +20, Listen +7, 
  Perform (sing) +18, Sense Motive +9, Spellcraft +13, 
  Use Magic Device +9 
  Possessions combat gear plus masterwork chain shirt, 
  masterwork sap, daggers (2), cloak of charisma +2, 
  spell component pouch, traveler’s outfit  
  Auras (Ex) Stepan may project one minor aura and one 
  major aura at a time. Projecting an aura is a swift 
  action. The aura remains in effect until he uses a free 
  action to dismiss it or activates another aura of the 
  same kind (major or minor). Stepan can have an aura 
  in effect continually; thus, an aura can be in effect at 
  the start of a combat encounter even he takes his 
  first turn. 
   
   
  Activating an aura involves haranguing, 
  ordering, directing, encouraging, cajoling, or calming 
  allies. Stepan sizes up the enemy, allies, and the 
  terrain, then gives allies the direction that they can 
  use to do their best. 
   
   
  Unless otherwise noted, Stepan’s aura affects 
  all allies within 60 feet (including himself) who can 
  hear him. An ally must have an Intelligence score of 3 
  or higher and be able to understand Stepan to gain 
  the bonus. Stepan’s aura is dismissed if he is dazed, 
  unconscious, stunned, paralyzed, or otherwise 
  unable to be heard or understood by his allies. 
   
  All bonuses granted by an auras are circumstance 
  bonuses that do not stack with each other.  
  Grant Move Action (Su) Once per day, as a standard 
  action, Stepan may grant an extra move action to any 
  or all of his allies within 30 feet (but not to himself). 
  Each of the affected allies takes this extra move 
  action immediately, acting in their current initiative 
  order. This extra action does not affect the allies’ 
  initiative count; the round continues normally after 
  Stepan’s turn is over.  
  Inspire Toughness Stepan can use his song or poetics 
  to impart a kind of berserk resiliency on his allies 
  (including himself). To be affected, an ally must be 
  able to hear him sing (or speak). The effect lasts for 
  as long as the ally hears Stepan sing and for 5 
  rounds thereafter. An affected ally receives +2 
  temporary hit points for every class level of the war 
  chanter. 
  War Chanter Music War chanter music follows the 
  same rules as bardic music. War chanter levels stack 
  with bard levels for the purpose of determining how 
  often a character can use war chanter music or 
  bardic music. War chanter levels do not stack with 
  bard levels for determining which songs a bard has 
  access to. 
   
  THUGS 
  CR 8 
  Male human swashbuckler 3/rogue 5 
  N Medium humanoid (human) 
  Init +3; Senses Listen +12, Spot +12 
  Languages Common  
  AC 16, touch 13, flat-footed 16; uncanny dodge, +1 
  dodge bonus 
   (+3 Dex, +3 armor) 
  hp 58 (8 HD) 
  Resist evasion 
  Fort +6, Ref +9, Will +5 
  Speed 30 ft. (6 squares) 
  Melee mwk sap +11/+6 (1d6+2 nonlethal) 
  Ranged dagger +9/+4 (1d4+1/19-20)  
  Base Atk +6; Grp +8 
  Attack Options Combat Reflexes, sneak attack +4d6 
  Combat Gear tanglefoot bag 
  Abilities Str 14, Dex 16, Con 14, Int 8, Wis 12, Cha 10 
  
  COR8-03 Aspirations 
   
  Page 44 
  SQ trapfinding, trap sense +1 
  Feats Combat Reflexes, Daring Outlaw, Iron Will, 
  Weapon Finesse, Weapon Focus (sap)  
  Skills  Balance +10, Bluff +11, Diplomacy +4, Intimidate 
  +2, Jump +8, Listen +12, Search +2, Sense Motive 
  +7, Spot +12, Tumble +15 
  Possessions combat gear plus studded leather armor, 
  masterwork sap, dagger, manacles, deputy badge, 
  traveler’s outfit  
  Dodge Bonus (Ex) A swashbuckler is trained at 
  focusing her defenses on a single opponent in melee. 
  During her action, she may designate an opponent 
  and receive a +1 dodge bonus to her armor class 
  against melee attacks from that opponent. She can 
  select a new opponent on any action. A 
  swashbuckler loses this bonus when wearing 
  medium or heavy armor or when carrying a medium 
  or heavy load. If the swashbuckler also has the 
  Dodge feat, she need not designate the same target 
  for this ability as for the Dodge feat. (If she 
  designates the same target, the bonuses stack.)  
   
  9: THE SEEKERS’ DEMAND  
   
  GUT-THROTTLE DEFENDERS 
  CR 7 
  Male goblin ranger 7 
  NE Small humanoid (goblinoid) 
  Init +3; Senses darkvision 60 ft.; Listen +11, Spot +11 
  Languages Goblin 
  AC 17, touch 14, flat-footed 14 
   (+1 size, +3 Dex, +3 armor) 
  hp 52 (7 HD); Diehard 
  Fort +7, Ref +8, Will +3 
  Speed 30 ft. (6 squares) 
  Melee mwk short sword +13/+8 (1d4+1/19-20) or  
  mwk short sword +11/+6 (1d4+1/19-20) and  
  mwk short sword +11/+6 (1d4/19-20) 
  Ranged javelin +11/+6 (1d4) 
  Base Atk +7; Grp +4 
  Atk Options favored enemy (orcs +4, humans +2) 
  Combat Gear three goodberries, potion of pass without 
  trace 
  Ranger Spells Prepared (CL 3rd): 
   1st—resist energy, speak with animals 
  Abilities Str 13, Dex 16, Con 14, Int 8, Wis 12, Cha 8 
  SQ animal companion (advanced dire rat), wild empathy 
  +6, woodland stride 
  Feats Diehard, Endurance, Improved Two-Weapon 
  Fighting, Track, Two-Weapon Fighting, Weapon 
  Finesse, Weapon Focus (short sword) 
  Skills Hide +17, Listen +11, Move Silently +17, Ride +7, 
  Spot +11, Survival +11 
  Possessions combat gear plus masterwork studded 
  leather armor, two masterwork short swords, three 
  javelins, various grisly trophies 
   
  ADVANCED DIRE RAT ANIMAL 
  COMPANION 
  CR - 
  N Small animal 
  Init +4; Senses low-light vision, scent; Listen +5, Spot 
  +4 
  AC 21, touch 14, flat-footed 18 
   (+1 size, +3 Dex, +3 natural, +4 armor) 
  hp 16 (3 HD) 
  Resist evasion 
  Fort +4, Ref +7, Will +4; evasion 
  Speed 40 ft. (8 squares), climb 20 ft. 
  Melee bite +7 (1d4 plus disease) 
  Atk Options disease (filth fever, DC 12 Fort save 
  negates) 
  Base Atk +2; Grp -1 
  Abilities Str 12, Dex 18, Con 12, Int 1, Wis 12, Cha 4 
  SQ disease (filth fever, DC 12 Fort save negates) 
  Feats Alertness, Armor Proficiency (light), Weapon 
  Finesse  
  Skills Climb +12, Hide +9, Listen +5, Move Silently +6, 
  Spot +4, Swim +12 
  Possessions chain shirt barding 
   
  ORC SEEKER 
  CR 9 
  Male orc scout 9 
  NE Medium humanoid (orc) 
  Init +9; Senses darkvision 60 ft.; Listen +13, Spot +13 
  Languages Common, Orc 
  AC 18 (22), touch 14 (18), flat-footed 18 (22); Dodge, 
  Mobility; ignore attack of opportunity 1/day; uncanny 
  dodge 
   (+4 Dex, +4 armor, +2 skirmish, +2 improved skirmish) 
  hp 66 (9 HD) 
  Resist evasion 
  Fort +6, Ref +10, Will +4 
  Weakness light sensitivity  
  Speed 40 ft. (8 squares); Spring Attack, flawless stride, 
  trackless step 
  Melee mwk longspear +9/+4 (1d8+3/x3 plus poison) or 
  spiked gauntlet +8/+3 (1d4+2) 
  Ranged mwk mighty composite (Str +2) shortbow 
  +11/+6 (1d6+2/x3) 
  Base Atk +6; Grp +8 
  Atk Options skirmish (+3d6/+2 AC), improved skirmish 
  (+5d6/+4 AC) 
  Combat Gear potion of cure moderate wounds, 
  armband of elusive action 
  Abilities Str 14, Dex 18, Con 14, Int 10, Wis 12, Cha 6 
  SQ battle fortitude +1, camouflage, fast movement +10 
  ft., trapfinding 
  Feats Dodge, Improved Initiative, Improved Skirmish, 
  Mobility, Spring Attack, Track  
  Skills Balance +5, Hide +15, Jump +19, Knowledge 
  (nature) +7, Listen +13, Move Silently +15, Search 
  +7, Spot +13, Survival +15 (+17 following tracks) 
  Tumble +17 
  Possessions combat gear plus masterwork chain shirt, 
  masterwork longspear, masterwork mighty composite 
  (Str +2) shortbow with 20 arrows, spiked gauntlet, 
  gloves of dexterity +2, rough leather clothes, various 
  trinkets of bone 
  Camouflage (Ex) An Orc Seeker can use the Hide skill 
  in any sort of natural terrain, even if the terrain 
  
  COR8-03 Aspirations 
   
  Page 45 
  doesn’t grant cover or concealment. An Orc Seeker 
  loses this benefit when wearing medium or heavy 
  armor or when carrying a medium or heavy load. 
  Flawless Stride (Ex) An Orc Seeker can move through 
  any sort of terrain that slows movement (such as 
  undergrowth, rubble, and similar terrain) at her 
  normal speed and without taking damage or suffering 
  any other impairment. This ability does not let him 
  move more quickly through terrain that requires a 
  Climb check or a Swim check to navigate, nor can he 
  move more quickly through terrain or undergrowth 
  that has been magically manipulated to impede 
  motion. An Orc Seeker loses this benefit when 
  wearing medium or heavy armor or when carrying a 
  medium or heavy load.  
  Poison (Ex) The Orc Seeker’s longspear is coated with 
  huge centipede poison (Fort DC 18; damage 1d6 
  Dex/1d6 Dex)  
  Skirmish (Ex) An Orc Seeker gains a +2 competence 
  bonus to AC and deals an extra 3d6 damage on all 
  attacks during any round in which he moves at least 
  10 feet. This increases to a +4 competence bonus to 
  AC and an extra 5d6 damage on all attacks during 
  any round in which he moves at least 20 feet. The 
  extra damage applies only to attacks taken during his 
  turn. This damage also applies to ranged attacks 
  against targets up to 30 feet away. Creatures without 
  discernable anatomies and creatures immune to 
  extra damage from critical hits are immune to this 
  additional damage. An Orc Seeker loses this ability 
  when wearing medium or heavy armor or when 
  carrying a medium or heavy load. 
   
  RAZOR BOAR 
  CR 10 
  N Large magical beast 
  Init +1; Senses darkvision 60 ft., low-light vision, scent; 
  Listen +8, Spot +8 
  Languages — 
  AC 27, touch 10, flat-footed 26 
   (-1 size, +1 Dex, +17 natural) 
  hp 127 (15 HD); fast healing 10 DR 5/- 
  SR 21  
  Fort +12, Ref +10, Will +7 
  Speed 50 ft. (10 squares) 
  Melee tusk slash +22 (1d8+8) and  
  2 hooves +17 each (1d4+4) or  
  bite +22 (1d8+8) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +15; Grp +27 
  Atk Options Awesome Blow, Improved Bull Rush, 
  Power Attack, trample 2d6+12 (Reflex DC 25 half), 
  vorpal tusks 
  Abilities Str 27, Dex 13, Con 17, Int 2, Wis 14, Cha 9 
  Feats Alertness, Awesome Blow, Diehard, Endurance, 
  Improved Bull Rush, Power Attack  
  Skills Listen +8, Spot +8, Survival +8  
  Vorpal Tusks (Ex): On a successful critical hit against a 
  creature of up to one size category larger than itself, 
  the razor boar's tusk slash attack severs the 
  opponents head (if it has one) from its body. Though 
  some creatures, such as golems and undead other 
  than vampires, are not affected by the loss of their 
  heads, most creatures die when their heads are cut 
  off. 
   
  
  COR8-03 Aspirations 
   
  Page 46 
  APL 12
  2: OLD ENEMIES 
   
   
  HIRED KILLER 
  CR 11 
  Male human rogue 3/fighter 2/assassin 6 
  NE Medium humanoid (human) 
  Init +8; Senses Listen +9, Spot +10 
  Languages Common, Goblin 
  AC 17, touch 14, flat-footed 17; improved uncanny 
  dodge 
   (+4 Dex, +3 armor) 
  hp 72 (11 HD) 
  Resist evasion 
  Fort +8 (+11 against poison), Ref +12, Will +4 
  Speed 30 ft. (6 squares) 
  Melee mwk spiked chain +14/+9 (2d4+6 plus poison)  
  Ranged javelin +12/+7 (1d6+4) 
  Space 5 ft.; Reach 5 ft. (10 ft. with spiked chain) 
  Base Atk +8; Grp +12 
  Atk Options Blind-Fight, Combat Reflexes, death attack 
  (Fort DC 17 negates), poison use, sneak attack +5d6 
  Combat Gear cloak of elemental protection 
  Assassin Spells Known (CL 6th): 
   2nd (2/day)—cat’s grace*, swift invisibility 
   1st (4/day)—critical strike, disguise self, true strike 
  * already cast, incorporated in statistics  
  Abilities Str 18, Dex 18, Con 14, Int 12, Wis 8, Cha 10 
  SQ trapfinding, trap sense +1 
  Feats Blind-Fight, Combat Reflexes, Exotic Weapon 
  Proficiency (spiked chain), Improved Initiative, Iron 
  Will, Skill Focus (Hide), Weapon Focus (spiked 
  chain)  
  Skills Balance +10, Disguise +5, Escape Artist +18, 
  Gather Information +7, Hide +21, Jump +12, 
  Knowledge (local: Core) +6, Listen +9, Move Silently 
  +18, Spot +10, Tumble +20, Use Rope +5 (+7 with 
  bindings) 
  Possessions combat gear plus masterwork spiked 
  chain, javelins (2), masterwork studded leather 
  armor, gauntlets of ogre power, 50 ft. silk rope, spell 
  component pouch, explorer’s outfit  
  Poison (Ex) The Hired Killer’s spiked chain is coated 
  with wyvern poison (Fort DC 17; damage 2d6 
  Con/2d6 Con)  
   
  ORC BARBARIAN, RAGING 
  CR 11 
  Male orc barbarian 11 
  NE Medium humanoid (orc) 
  Init +1; Senses darkvision 60 ft.; Listen +1, Spot +1 
  Languages Common, Orc 
  AC 12, touch 7, flat-footed 12; improved uncanny dodge 
   (+1 Dex, +5 armor, -4 class) 
  hp 148 (11 HD); DR 2/— 
  Fort +13, Ref +4, Will +7 
  Weakness light sensitivity  
  Speed 40 ft. (8 squares) 
  Melee falchion +11/+6/+1* (2d4+35/15-20) 
  *11 point power attack 
  Ranged javelin +12/+7/+2 (1d6+9) 
  Base Atk +11; Grp +20 
  Atk Options Power Attack, Reckless Rage, greater 
  rage 3/day (9 rounds) 
  Combat Gear boots of swift passage, potion of cure 
  light wounds, potion of fly 
  Abilities Str 28, Dex 12, Con 22, Int 6, Wis 12, Cha 8 
  SQ illiteracy, trap sense +3 
  Feats Improved Critical (falchion), Power Attack, 
  Reckless Rage, Weapon Focus (falchion) 
  Skills Intimidate +13, Jump +24 
  Possessions combat gear plus masterwork falchion, 
  masterwork breastplate, three javelins, locked 
  gauntlet, robes 
   
  Rage (Ex) When not raging, the orc barbarian’s 
  statistics change as follows: 
  AC 16, touch 11, flat-footed 16 
   hp 104  
  Fort +9, Will +4 
  Melee falchion +18/+13/+8 (2d4+7/18-20) 
  Ranged javelin +12/+7/+2 (1d6+5) 
  Grp +16 
  Abilities Str 20, Con 14  
  Skills Jump +20 
   
  SCARLET BROTHERHOOD ASSASSIN
   
  CR 12 
  Male Suel human monk 5/assassin 7 
  NE Medium humanoid (human) 
  Init +8; Senses Listen +2, Spot +2 
  Languages Ancient Suloise, Common 
  AC 17 (19), touch 17 (19), flat-footed 17 (19); Deflect 
  Arrows, +2 deflection against good opponents, 
  improved uncanny dodge 
   (+4 Dex, +2 Wis, +1 class) 
  hp 68 (12 HD) 
  Resist evasion 
  Fort +6 (+9 against poison), Ref +15, Will +8 (+10 
  against enchantments); +2 resistance bonus against 
  good targets 
  Speed 40 ft. (8 squares) 
  Melee mwk kama +12/+7 (1d6+3 plus poison) or 
  unarmed strike +11/+6 (1d8+3) or  
  mwk kama +11/+11/+6 (1d6+3 plus poison) or 
  unarmed strike +10/+10/+5 (1d8+3) 
  Ranged sai +12/+7 (1d4+3) 
  Base Atk +8; Grp +11 
  Atk Options Combat Reflexes, Rapid Stunning, 
  Stunning Fist 5/day (Fort DC 16 negates), death 
  attack (Fort DC 19 negates), flurry of blows, ki strike 
  (magic), poison use, sneak attack +4d6  
  Combat Gear cloak of elemental protection 
  Assassin Spells Known (CL 7th): 
   3rd (1/day)—deeper darkness, false life*, magic circle 
  against good* 
   2nd (3/day)—cat’s grace*, swift invisibility 
   1st (4/day)—critical strike, disguise self, obscuring 
  mist, true strike 
  * already cast, incorporated in statistics 
  
  COR8-03 Aspirations 
   
  Page 47 
  Abilities Str 16, Dex 18, Con 11, Int 14, Wis 14, Cha 8 
  SQ purity of body, slow fall 20 ft., still mind  
  Feats Ability Focus (stunning fist), Combat Reflexes, 
  Deflect Arrows, Improved Initiative, Improved 
  Unarmed Strike, Lightning Reflexes, Rapid Stunning, 
  Skill Focus (Hide), Stunning Fist 
  Skills Balance +21, Disguise +5, Escape Artist +19, 
  Hide +22, Jump +14, Move Silently +19, Tumble +21, 
  Use Rope +4 (+6 with bindings) 
  Possessions combat gear plus masterwork kama, sais 
  (2), headband of intellect +2, spell component pouch, 
  peasant’s outfit  
  Poison (Ex) The Scarlet Brotherhood Assassin’s kama 
  is coated with deathblade poison (Fort DC 20; 
  damage 1d6 Con/2d6 Con)  
   
  5: “GIT ‘EM, BOYS”  
  STEPAN VLASAK 
  CR 12 
  Male human bard 5/marshal 4/war chanter 3 
  N Medium humanoid (human) 
  Init +5 (+9); Senses Listen +7, Spot -1 
  Minor Aura Motivate dexterity (+4 bonus on Dexterity 
  checks, Dexterity-based skill checks, and initiative 
  checks), master of tactics (+4 bonus to damage while 
  flanking) 
  Major Aura Motivate urgency (+5 ft. bonus to speed) 
  Languages Common, Gnome, Halfling  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor) 
  hp 91 (12 HD) 
  Fort +9, Ref +7, Will +8 
  Speed 30 ft. (6 squares) or 35 ft. (7 squares) with aura 
  Melee mwk sap +11/+6 (1d6 nonlethal) 
  Ranged dagger +10 (1d4/19-20) 
  Base Atk +9; Grp +9 
  Atk Options Combat Expertise  
  Special Actions bardic music (countersong, fascinate, 
  inspire courage +2, inspire competence), grant move 
  action 1/day, war chanter music (inspire 
  recklessness, inspire toughness [+6 hit points]) 
  Combat Gear potion of cure light wounds, tanglefoot 
  bag 
  Bard Spells Known (CL 9th): 
   2nd (1/day)—glitterdust (DC 16), harmonize*, hold 
  person (DC 18) 
   1st (4/day)—comprehend languages, inspirational 
  boost, tasha’s hideous laughter (DC 17) 
   0 (3/day)—daze (DC 16), detect magic, light, 
  message, prestidigitation 
  * already cast prior to combat 
  Abilities Str 10, Dex 12, Con 14, Int 14, Wis 8, Cha 19 
  SQ bardic knowledge +7 
  Feats Combat Expertise, Greater Spell Focus 
  (enchantment), Improved Initiative, Practiced 
  Spellcaster, Spell Focus (enchantment), Skill Focus 
  (Diplomacy) Weapon Focus (sap) 
  Skills  Bluff +16, Concentration +17, Diplomacy +26, 
  Gather Information +14, Intimidate +21, Listen +7, 
  Perform (sing) +19, Sense Motive +12, Spellcraft 
  +13, Use Magic Device +9 
  Possessions combat gear plus masterwork chain shirt, 
  masterwork sap, daggers (2), cloak of charisma +2, 
  spell component pouch, traveler’s outfit  
  Auras (Ex) Stepan may project one minor aura and one 
  major aura at a time. Projecting an aura is a swift 
  action. The aura remains in effect until he uses a free 
  action to dismiss it or activates another aura of the 
  same kind (major or minor). Stepan can have an aura 
  in effect continually; thus, an aura can be in effect at 
  the start of a combat encounter even he takes his 
  first turn. 
   
   
  Activating an aura involves haranguing, 
  ordering, directing, encouraging, cajoling, or calming 
  allies. Stepan sizes up the enemy, allies, and the 
  terrain, then gives allies the direction that they can 
  use to do their best. 
   
   
  Unless otherwise noted, Stepan’s aura affects 
  all allies within 60 feet (including himself) who can 
  hear him. An ally must have an Intelligence score of 3 
  or higher and be able to understand Stepan to gain 
  the bonus. Stepan’s aura is dismissed if he is dazed, 
  unconscious, stunned, paralyzed, or otherwise 
  unable to be heard or understood by his allies. 
   
  All bonuses granted by an auras are circumstance 
  bonuses that do not stack with each other.  
  Grant Move Action (Su) Once per day, as a standard 
  action, Stepan may grant an extra move action to any 
  or all of his allies within 30 feet (but not to himself). 
  Each of the affected allies takes this extra move 
  action immediately, acting in their current initiative 
  order. This extra action does not affect the allies’ 
  initiative count; the round continues normally after the 
  his turn is over.  
  Inspire Recklessness (Su) Stepan can use his song or 
  poetics to inspire an often dangerous, but very 
  effective, ferocity in one of his allies within 60 feet (or 
  in himself). The effect lasts for as long as the ally 
  hears him sing and for 5 rounds thereafter. An 
  affected ally (or Stepan) is inspired to recklessness, 
  gaining the ability to decrease his Armor Class by a 
  number less than or equal to his base attack bonus 
  and add the same number to his melee attack rolls as 
  a morale bonus. 
   
   
  On his action, before making any attack rolls in 
  a round, the affected character must choose to 
  subtract a number from his Armor Class and add the 
  same number to all melee attack rolls (this number 
  may be 0). The penalty to Armor Class and the bonus 
  on attack rolls apply until the character’s next action. 
  Inspire Toughness Stepan can use his song or poetics 
  to impart a kind of berserk resiliency on his allies 
  (including himself). To be affected, an ally must be 
  able to hear Stepan sing (or speak). The effect lasts 
  for as long as the ally hears him sing and for 5 
  rounds thereafter. An affected ally receives 6 
  temporary hit points. 
  War Chanter Music War chanter music follows the 
  same rules as bardic music. War chanter levels stack 
  with bard levels for the purpose of determining how 
  often a character can use war chanter music or 
  bardic music. War chanter levels do not stack with 
  
  COR8-03 Aspirations 
   
  Page 48 
  bard levels for determining which songs Stepan has 
  access to. 
   
  THUGS 
  CR 11 
  Male human swashbuckler 3/rogue 8 
  N Medium humanoid (human) 
  Init +3; Senses Listen +15, Spot +15 
  Languages Common  
  AC 16, touch 13, flat-footed 16; improved uncanny 
  dodge, +2 dodge bonus 
   (+3 Dex, +3 armor) 
  hp 76 (11 HD) 
  Resist evasion 
  Fort +7, Ref +11, Will +6 
  Speed 30 ft. (6 squares) 
  Melee mwk sap +14/+9 (1d6+2 nonlethal) 
  Ranged dagger +12/+7 (1d4+1/19-20)  
  Base Atk +9; Grp +11 
  Attack Options Combat Reflexes, Power Attack, sneak 
  attack +6d6 
  Combat Gear tanglefoot bag 
  Abilities Str 14, Dex 16, Con 14, Int 8, Wis 12, Cha 10 
  SQ trapfinding, trap sense +1 
  Feats Combat Reflexes, Daring Outlaw, Iron Will, 
  Weapon Finesse, Weapon Focus (sap)  
  Skills  Balance +11, Bluff +14, Diplomacy +4, Intimidate 
  +2, Jump +8, Listen +15, Search +13, Sense Motive 
  +7, Spot +15, Tumble +18 
  Possessions combat gear plus studded leather armor, 
  masterwork sap, dagger, manacles, deputy badge, 
  traveler’s outfit  
  Dodge Bonus (Ex) A swashbuckler is trained at 
  focusing her defenses on a single opponent in melee. 
  During her action, she may designate an opponent 
  and receive a +2 dodge bonus to her armor class 
  against melee attacks from that opponent. She can 
  select a new opponent on any action. A 
  swashbuckler loses this bonus when wearing 
  medium or heavy armor or when carrying a medium 
  or heavy load. If the swashbuckler also has the 
  Dodge feat, she need not designate the same target 
  for this ability as for the Dodge feat. (If she 
  designates the same target, the bonuses stack.)  
   
  9: THE SEEKERS’ DEMAND  
  GUT-THROTTLE DEFENDERS 
  CR 9 
  Male goblin ranger 9 
  NE Small humanoid (goblinoid) 
  Init +3; Senses darkvision 60 ft.; Listen +13, Spot +13 
  Languages Goblin 
  AC 18, touch 14, flat-footed 15 
   (+1 size, +3 Dex, +3 armor, +1 shield) 
  hp 66 (9 HD); Diehard 
  Resist evasion 
  Fort +9, Ref +10, Will +5 
  Speed 30 ft. (6 squares); woodland stride 
  Melee mwk short sword +15/+10 (1d4+2/19-20) or  
  mwk short sword +13/+8 (1d4+2/19-20) and  
  mwk short sword +13/+8 (1d4+1/19-20) 
  Ranged javelin +13/+8 (1d4+1) 
  Base Atk +9; Grp +7 
  Atk Options favored enemy (orcs +4, humans +2) 
  Combat Gear three goodberries, potion of pass without 
  trace 
  Ranger Spells Prepared (CL 4th): 
   1st—resist energy, speak with animals 
  Abilities Str 14, Dex 16, Con 14, Int 8, Wis 12, Cha 8 
  SQ animal companion (advanced dire rat), swift tracker, 
  wild empathy +8 
  Feats Diehard, Endurance, Improved Two-Weapon 
  Fighting, Track, Two-Weapon Defense, Two-Weapon 
  Fighting, Weapon Finesse, Weapon Focus (short 
  sword) 
  Skills Hide +19, Listen +13, Move Silently +19, Ride +7, 
  Spot +13, Survival +13 
  Possessions combat gear plus masterwork studded 
  leather armor, two masterwork short swords, three 
  javelins, cloak of resistance +1, various grisly 
  trophies 
   
  ADVANCED DIRE RAT ANIMAL 
  COMPANION 
  CR - 
  N Small animal 
  Init +4; Senses low-light vision, scent; Listen +5, Spot 
  +4 
  AC 21, touch 14, flat-footed 18 
   (+1 size, +3 Dex, +3 natural, +4 armor) 
  hp 16 (3 HD) 
  Resist evasion 
  Fort +4, Ref +7, Will +4 
  Speed 40 ft. (8 squares), climb 20 ft. 
  Melee bite +7 (1d4 plus disease) 
  Base Atk +2; Grp -2 
  Abilities Str 12, Dex 18, Con 12, Int 1, Wis 12, Cha 4 
  SQ disease (filth fever, DC 12 Fort save negates) 
  Feats Alertness1, Armor Proficiency (light)3, Weapon 
  Finesse1  
  Skills Climb +12, Hide +9, Listen +5, Move Silently +6, 
  Spot +4, Swim +12 
  Possessions chain shirt barding 
   
  ORC SEEKER 
  CR 11 
  Male orc scout 11 
  NE Medium humanoid (orc) 
  Init +10; Senses blindsense 30 ft., darkvision 60 ft.; 
  Listen +15, Spot +15 
  Languages Common, Orc 
  AC 18 (23), touch 14 (19), flat-footed 18 (23) 
   (+4 Dex, +4 armor, +3 skirmish, +2 improved 
  skirmish); Dodge, Mobility; ignore attack of opportunity 
  1/day; uncanny dodge 
  hp 80 (11 HD) 
  Resist evasion; reroll 1/day 
  Fort +7, Ref +11, Will +4 
  Weakness light sensitivity  
  Speed 50 ft. (10 squares); Spring Attack, flawless 
  stride, trackless step 
  Melee mwk longspear +11/+6 (1d8+3/x3 plus poison) or 
  spiked gauntlet +10/+5 (1d4+2) 
  
  COR8-03 Aspirations 
   
  Page 49 
  Ranged mwk mighty composite (Str +2) shortbow 
  +13/+8 (1d6+2/x3) 
  Base Atk +8; Grp +10 
  Atk Options skirmish +3d6/+3 AC, improved skirmish 
  +5d6/+5 AC 
  Combat Gear potion of cure moderate wounds, 
  armband of elusive action 
  Abilities Str 14, Dex 18, Con 13, Int 10, Wis 12, Cha 6 
  SQ battle fortitude +2, camouflage, fast movement +20 
  ft., trapfinding 
  Feats Dodge, Improved Initiative, Improved Skirmish, 
  Mobility, Spring Attack, Track 
  Skills Balance +5, Hide +17, Jump +25, Knowledge 
  (nature) +7, Listen +15, Move Silently +17, Search 
  +9, Spot +15, Survival +17 (+19 following tracks) 
  Tumble +19 
  Possessions combat gear plus masterwork chain shirt, 
  masterwork longspear, masterwork mighty composite 
  (Str +2) shortbow with 20 arrows, spiked gauntlet, 
  gloves of dexterity +2, amulet of fortune prevailing, 
  rough leather clothes, various trinkets of bone 
  Camouflage (Ex) An Orc Seeker can use the Hide skill 
  in any sort of natural terrain, even if the terrain 
  doesn’t grant cover or concealment. An Orc Seeker 
  loses this benefit when wearing medium or heavy 
  armor or when carrying a medium or heavy load. 
  Flawless Stride (Ex) An Orc Seeker can move through 
  any sort of terrain that slows movement (such as 
  undergrowth, rubble, and similar terrain) at her 
  normal speed and without taking damage or suffering 
  any other impairment. This ability does not let him 
  move more quickly through terrain that requires a 
  Climb check or a Swim check to navigate, nor can he 
  move more quickly through terrain or undergrowth 
  that has been magically manipulated to impede 
  motion. An Orc Seeker loses this benefit when 
  wearing medium or heavy armor or when carrying a 
  medium or heavy load.  
  Poison (Ex) The Orc Seeker’s longspear is coated with 
  gargantuan centipede poison (Fort DC 26; damage 
  1d8 Dex/1d8 Dex)  
  Skirmish (Ex) An Orc Seeker gains a +3 competence 
  bonus to AC and deals an extra 3d6+2 damage on all 
  attacks during any round in which he moves at least 
  10 feet. This increases to a +5 competence bonus to 
  AC and an extra 5d6+2 damage on all attacks during 
  any round in which he moves at least 20 feet. The 
  extra damage applies only to attacks taken during his 
  turn. This damage also applies to ranged attacks 
  against targets up to 30 feet away. Creatures without 
  discernable anatomies and creatures immune to 
  extra damage from critical hits are immune to this 
  additional damage. An Orc Seeker loses this ability 
  when wearing medium or heavy armor or when 
  carrying a medium or heavy load. 
   
  RAZOR BOAR 
  CR 10 
  N Large magical beast 
  Init +1; Senses darkvision 60 ft., low-light vision, scent; 
  Listen +8, Spot +8 
  Languages — 
  AC 27, touch 10, flat-footed 26 
   (-1 size, +1 Dex, +17 natural) 
  hp 127 (15 HD); fast healing 10 DR 5/- 
  SR 21  
  Fort +12, Ref +10, Will +7 
  Speed 50 ft. (10 squares) 
  Melee tusk slash +22 (1d8+8) and  
  2 hooves +17 each (1d4+4) or  
  bite +22 (1d8+8) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +15; Grp +27 
  Atk Options Awesome Blow, Improved Bull Rush, 
  Power Attack, trample 2d6+12 (Reflex DC 25 half), 
  vorpal tusks 
  Abilities Str 27, Dex 13, Con 17, Int 2, Wis 14, Cha 9 
  Feats Alertness, Awesome Blow, Diehard, Endurance, 
  Improved Bull Rush, Power Attack  
  Skills Listen +8, Spot +8, Survival +8  
  Vorpal Tusks (Ex): On a successful critical hit against a 
  creature of up to one size category larger than itself, 
  the razor boar's tusk slash attack severs the 
  opponents head (if it has one) from its body. Though 
  some creatures, such as golems and undead other 
  than vampires, are not affected by the loss of their 
  heads, most creatures die when their heads are cut 
  off. 
   
  
  COR8-03 Aspirations 
   
  Page 50 
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Daring Outlaw 
   
  You combine grace and stealth to deadly effect. 
   
  Prerequisite: Grace+1, sneak attack +2d6. 
   
  Benefit: Your rogue and swashbuckler levels stack 
  for the purpose of determining your competence bonus 
  on Reflex saves from the grace class feature and the 
  swashbuckler's dodge bonus to AC. For example, a 7th-
  level rogue/4th-level swashbuckler has grace +2 and gains 
  a +2 dodge bonus to AC, as if she were an 11th-level 
  swashbuckler. 
   
  Your rogue and swashbuckler levels also stack for the 
  purpose of determining your sneak attack bonus damage. 
  For example, a 7th-level rogue/4th-level swashbuckler 
  would deal an extra 6d6 points of damage with her sneak 
  attack, as though she were an 11th-level rogue. 
   
  Source: Complete Scoundrel 
   
  Improved Skirmish  
   
  With a few extra steps, you gain even greater benefits 
  from your skirmishing combat style. 
   
  Prerequisite: Skirmish +2d6/+1 AC. 
   
  Benefit: If you move at least 20 feet away from 
  where you were at the start of your turn, your skirmish 
  damage increases by 2d6 and your competence bonus to 
  AC from skirmish improves by 2. 
   
  Normal: A scout’s bonus damage and AC bonus 
  apply if she moves at least 10 feet away from where she 
  was at the start of her turn. 
   
  Special: A scout can select Improved Skirmish as 
  one of her scout bonus feats (Complete Adventurer 13). 
   
  Source: Complete Scoundrel 
   
  Practiced Spellcaster 
   
  Choose a spellcasting class that you possess. Your 
  spells cast from that class are more powerful. 
   
  Prerequisite: 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 benefit 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. 
   
  Source: Complete Arcane 
   
  Rapid Stunning 
   
  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 (or 
  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. 
   
  Source: Complete Warrior 
   
  Reckless Rage 
   
  You are considered extreme even among other 
  barbaric warriors, and you enter a deeper state of rage 
  than others. 
   
  Prerequisites: Con 13, rage ability. 
   
  Benefit: Whenever you activate your rage ability, 
  you take an additional -2 penalty to you Armor Class, but 
  you gain an additional +2 bonus to Strength and 
  Constitution. These bonuses and penalties stack with the 
  effects of rage, greater rage, and mighty rage. 
   
  Source: Races of Stone 
   
  MAGIC ITEMS 
  Amulet of Fortune Prevailing 
   
  You can activate an amulet of fortune prevailing (as an 
  immediate action) to reroll a saving throw. You must 
  activate this ability before the success or failure of the 
  saving throw has been determined, and you must use the 
  second result, even if it’s lower. You can’t use this ability 
  if you have already rerolled the save for any reason. 
   
  An amulet of fortune prevailing functions once per day. 
   
  Moderate (DC 19) abjuration; CL 9rd; Craft 
  Wondrous Item, break enchantment; Price 5,000 gp; Weight 
  1 lb. 
   
  Source: Magic Item Compendium 
   
  Armband of Elusive Action 
   
  An armband of elusive action allows you to protect 
  yourself from the hazards of battlefield chaos. When it is 
  activated (as an immediate action), the band allows you to 
  
  COR8-03 Aspirations 
   
  Page 51 
  avoid provoking a single attack of opportunity that your 
  actions would otherwise incur. 
   
  Faint (DC 16) transmutation; CL 3rd; Craft Wondrous 
  Item, cat’s grace or evade attack; Price 800 gp; Weight 1 lb. 
   
  Source: Magic Item Compendium 
   
  Boots of Swift Passage  
   
  When activated (as a move action), boots of swift 
  passage teleport you up to 20 feet in any direction (with no 
  chance of error). 
   
  You must have line of sight and line of effect to your 
  destination to use the boots. You can’t use the boots to 
  move into a space occupied by another creature, nor can 
  you teleport into a solid object; if you attempt to do so, 
  the boots’ activation is wasted. You can bring along 
  objects weighing up to your maximum load, but you can’t 
  bring another creature with you. 
   
  Boots of swift passage function five times per day. 
   
  Moderate (DC 18) conjuration; CL 7th; Craft 
  Wondrous Item, dimension door; Price 5,000 gp; Weight 1 
  lb. 
   
  Source: Magic Item Compendium 
   
  Cloak of Elemental Protection  
   
  When you activate a cloak of elemental protection (as an 
  immediate action), you gain resistance 10 against a single 
  energy type of your choice (acid, cold, electricity, fire or 
  sonic). This protection lasts until the start of your next 
  turn. 
   
  A cloak of elemental protection functions once per day. 
  You must wear a cloak of elemental protection for 24 hours 
  before you can access its abilities. If it is taken off, it 
  becomes inactive until worn for an additional 24 hours. 
   
  Faint (DC 16) abjuration; CL 3rd; Craft Wondrous 
  Item, resist energy; Price 1,000 gp; Weight 1 lb. 
   
  Source: Magic Item Compendium 
   
  SPELLS 
  Critical Strike 
  Divination 
  Level: Assassin 1, bard 1, sorcerer/wizard 1 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
   
   
  Upon uttering the ancient phrase that completes the spell, 
  you feel the weapon in your hand drawn toward a creature 
  standing nearby. 
   
  Whenever you make a melee attack against a flanked 
  foe or against a foe denied its Dexterity bonus, you deal 
  an extra 1d6 points of damage, your weapon’s threat range 
  is doubled (as if under the effect of keen edge), and you 
  gain a +4 insight bonus on rolls made to confirm critical 
  threats. The increased threat range granted by this spell 
  doesn’t stack with any other effect that increases your 
  weapon’s threat range. Creatures immune to extra 
  damage from sneak attacks are immune to the extra 
  damage dealt by your attacks. 
   
  Source: Spell Compendium 
   
  Harmonize 
  Transmutation 
  Level: Bard 2 
  Components: V,S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 min/level (D) 
    
  You blend magic and music seamlessly. While this spell is 
  in effect, starting a bardic music effect requires only a 
  move action. Concentrating on a bardic music effect that 
  requires concentration still requires a standard action. 
    
  Source: Races of Stone 
   
  Inspirational Boost 
  Enchantment (Compulsion) [Mind-Affecting, Sonic] 
  Level: Bard 1 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round or special; see text 
   
   
  You concentrate on assisting your friends as you begin the 
  short chant and simple handchopping motion necessary to cast 
  the spell. As you finish, the spell’s chant allows you to segue 
  easily into bolstering your allies. 
   
  While this spell is in effect, the morale bonus 
  granted by your inspire courage bardic music increases by 
  1. 
   
  The effect lasts until your inspire courage effect 
  ends. If you don’t begin to use your inspire courage 
  ability before the beginning of your next turn, the spell’s 
  effect ends. 
   
  Source: Spell Compendium 
   
  Invisibility, Swift 
  Illusion (Glamer) 
  Level: Assassin 2, bard 1 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
   
   
  With a whispered syllable you complete the spell. You 
  notice that others look past you as if you weren’t there. 
   
  This spell functions like invisibility (PH 245), except 
  as noted above. 
   
  Source: Spell Compendium 
   
  
  COR8-03 Aspirations 
   
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  PLAYER HANDOUT 1 
   
  After the opera, Otto and Jallarzi escort you to a private room. Once the door is closed, Otto puts on a ring and 
  speaks an unfamiliar word of activation. A black wave of energy rolls lazily down the walls and all sounds 
  outside of the room cease. That accomplished, both Otto and Jallarzi relax visibly. “That should take care of 
  anyone attempting to eavesdrop on our conversation.” Jallarzi remarks as she pours a glass of wine for Otto.  
   
  Otto’s jovial features harden as he turns to your group. “We’ve been entertaining groups of adventurers such 
  as you for weeks now. And after each evening here at the Royal, we ask the group to accomplish something for 
  us. Usually it’s not important, and the task is merely to distract whatever spies are watching Jallarzi and me. It 
  seems we can’t make any move of consequence these days.” 
   
  “This time, though,” Jallarzi says with a smile, “it is important. The Lord Mayor of Greyhawk has been meeting 
  secretly with a halfling barrister of no apparent consequence named Ambly Peregrine. Their conversations 
  have been about Turrosh Mak, but we don’t know the details. We are curious to know why the Lord Mayor and 
  a lowly lawyer are discussing the Warlord of the Pomarj. Perhaps this Ambly Peregrine is more than he 
  appears? We know Ambly keeps an apartment in Clerkburg, and he works out of the Lawyers and Scribes 
  Guildhall. We’d like you to find out why the Lord Mayor is speaking of Turrosh Mak with a Clerkburg lawyer.” 
   
  “Don’t trouble us with the means,” Otto says as he wearily throws himself onto a divan. “Be it through stealth, 
  guile, or force, we want to know what the Lord Mayor is planning. This Ambly fellow appears to be the key. We 
  know the Lord Mayor has been spending a lot of time going over maps and other documents with Ambly at 
  the Guildhall. That might be a good place to start.” 
   
  Jallarzi interrupts “But don’t let the Mayor find out we’re looking into this. In fact, keep our names out of it 
  entirely. We’d be somewhat embarrassed if after spurning a position on the Oligarchy we are discovered 
  taking an interest in their affairs.” 
   
  “So we trust your discretion,” Otto continues. “Follow whatever leads you find to their end. Once you have the 
  full measure of the Lord Mayor’s plan, only then should you report to us. To do so before might raise 
  suspicions.” 
   
  “So,” Jallarzi asks, “do you have any questions?” 
   
   
   
   
   
  
  COR8-03 Aspirations 
   
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  DM MAP 1: THE FREE CITY 
   
   
   
  Royal Opera House 
  Ambly’s Home 
  Gulidhall of Lawyers & Scribes
  
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  Page 54 
  DM MAP 2: OLD ENEMIES 
  Use one of these maps for Encounter 2: Old Enemies. The first map should be used if the characters are ambushed 
  outside of the City of Greyhawk. The second map should be used if the characters are ambushed on the docks. 
  
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  COR8-03 Aspirations 
   
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  DM MAP 3: DOMAIN OF GREYHAWK AND THE WILD COAST 
   
   
  
  COR8-03 Aspirations 
   
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  DM MAP 4: SAFETON 
   
   
  
  COR8-03 Aspirations 
   
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  DM MAP 5: GIT ‘EM BOYS 
  Use this map for Encounter 5: “Git ‘em, Boys”.  
   
   
  
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  DM MAP 6: THE POMARJ 
   
   
   
  Gut-Throttle Lair
  
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  DM MAP 7: THE AMBUSH INCIDENT 
  Use this map for Encounter 7: The Ambush Incident. 
   
  
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  DM MAP 8: SEEKERS’ DEMAND 
  Use this map for Encounter 9: The Seekers’ Demand. 
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/COR (Core)/COR8-03 Aspirations (3E).pdf