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 the author. To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network. 
   
  SND4-08 
   
   
   
   
   
   
   
   
  Saving Dolkann 
   
  A One-round D&D LIVING GREYHAWK
  ®  
  Sunndi Regional Adventure 
  Version 2.0 
   
   
  by Pieter Sleijpen 
  Editor: Bas Vermeulen and Pierre van Rooden 
  Circle Reviewer: Paul Looby 
  Play Testers: Erno Sombroek, Floris Kraak, Mark Langereis, Maya Deva Kniesse, Rick, Ward van Oosterum 
   
   
   
  War is upon Sunndi and with it follows pain, death and sorrow. A mother loses her husband and all her children, except 
  one, and he is still fighting in the dismal swamp far from home. She begged her son’s superiors for aid and somehow she 
  managed to convince them to give him a safer assignment. There is one problem: right now he is in the heat of the 
  conflict. Getting him out is difficult and irresponsible. Perhaps a group of adventurers can help? 
  A scenario for APL 2 to 12. 
   
   
   
   
   
   
   
   
   
  
  Saving Dolkann 
   
  Page 2 
  Introduction 
  This is an RPGA
  ® Network scenario for the Dungeons & 
  Dragons
  ® game. A five-hour time block has been allocated 
  for each round of this scenario. The rest of the time is spent 
  in preparation before game play, and scoring after the 
  game. The following guidelines are here to help you with 
  both the preparation and voting segment of the game. Read 
  this page carefully so that you know and can communicate 
  to your players the special aspects of playing an RPGA 
  scenario.  
   
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring their 
  own characters with them. If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the current 
  LIVING GREYHAWK character generation guidelines, 
  and a character sheet from your convention coordinator or 
  the RPGA Website, and then have any players without a 
  character create on. Once all players have a LIVING 
  GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
   
  Preparation 
  First you should print this scenario. This scenario was created 
  to support double-sided printing, but printing it single sided 
  will work as well. There is enough room along the inside 
  margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It may 
  help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a pencil, 
  an RPGA scoring packet, and your sense of fun. It is also a 
  good idea to have a way to track movement during combat. 
  This can be as simple as a pad of graph paper and a pencil, as 
  handy as a vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least four players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more than 
  six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are not 
  free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. It’s 
  strongly recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is general and 
  must be adapted to the specific situation or to actions of the 
  player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and DM 
  score the game. Complete the RPGA scoring grid with 
  names and RPGA numbers only, and the event information 
  at the top. RPGA no longer uses voting for any reported 
  results. Give the Scoring Packet to your event coordinator 
  along with any event tickets.  
   
  LIVING GREYHAWK  
  Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for combat 
  (most likely being war horses, dogs trained for war), 
  other than those brought by virtue of a class ability (i.e. 
  animal companions, familiars paladin’s mounts, etc) 
  use the sidebar chart to determine the number of 
  levels you add to the sum above. Add each character’s 
  animals separately. A single PC may only bring four or 
  fewer animals of this type, and animals with different 
  CRs are added separately. 
  
  Saving Dolkann 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined the 
  APL. Throughout this adventure, APLs categorize the level 
  of challenge the PCs will 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 you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on help 
  by higher-level characters to reach the objectives. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Four, or sometimes even five 1
  st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are two things that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their dogs 
  to attack must succeed at a DC 10 Handle Animal or 
  Charisma check. Failure indicates that the animal will 
  not attack that round. This is a free action (spoken 
  command) that may be attempted each round. If an 
  animal loses half or more hp in a single round it flees, 
  unless another check is successful. 
   
  Time Units and Upkeep 
  This is a one-round Regional adventure, set in Sunndi. 
  Characters native to Sunndi pay 1 Time Unit, all others pay 
  2 Time Units. 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. 
   
  Adventure Background 
  The silence before the storm has ended. War is upon 
  Sunndi with the appearance of large bands of bullywugs 
  assaulting the border keeps of Stalward. They have hit the 
  border with the unchecked fury of a tempest, showing no 
  fear, pain or mercy to those in their path. Many a soldier 
  and farmer has died during the first onslaught and there is 
  no sign of the storm abating any time soon.  
   
  One of many victims of the war is the woman 
  Alyshizia. Her husband was one of the first to fall. Two 
  other children died shortly after under the cruel blades of 
  the bullywugs, leaving her with only one living son, 
  Dolkann, also a soldier in the Sunndian army. Dreading to 
  lose her last child and only remaining family member, she 
  became desperate. Her son serves in the guards of Count 
  Jarinto of Stalward, a corps not known for its forgiving 
  nature. The Hextorite dominated force demands absolute 
  loyalty and the individual holds little importance. Still, 
  against common sense, Alyshizia approached Dolkann’s 
  superiors, begging to transfer her son to a safer post so that 
  Alyshizia would not lose her last child as well. 
   
  Captain Marcenn, a pretty decent fellow as far as 
  Hextorites go, felt for Alyshizia. Alyshizia’s husband was a 
  good friend of the man, who as a sergeant in the personal 
  guards of Count Jarinto had made quite a name. His 
  children proved to be just as able soldiers, and Marcenn 
  genuinely mourns their deaths. There is little he could do, 
  if only because there no where safe in Stalward and because 
  Dolkann would never accept such a transfer. However, 
  when he learned that one of his superiors had ordered 
  Dolkann to lead a relief force to the beleaguered Nalkan 
  Keep with the order to evacuate the refugees, but had 
  provided too few soldiers for the task, Marcenn became 
  furious. It gave him the opportunity to fulfill Alyshizia’s 
  wishes and improve his own standing with the count at the 
  same time. Pointing the folly of the  Nalkan mission out to 
  Lord Huandor (the count’s brother) provided Marcenn 
  with both permission and the means to hire a group of 
  
  Saving Dolkann 
   
  Page 4 
  adventurers to destroy the leaders of the bullywugs 
  assaulting the keep. If successful, Dolkann gets out of the 
  thick of combat, because he is needed to guard the civilians 
  until they are in safer pastures several days into Sunndi and 
  above all, a painful blow would be dealt to the enemy. The 
  PCs happen to become his choice of adventurers, assuming 
  they accept of course. 
   
   As 
  with 
  many 
  tasks, 
  nothing 
  remains 
  as 
  straightforward as it appears to be at the start of a battle. An 
  agent of the Jade Mask has infiltrated the Wastrians long 
  ago, and he managed to get his hands on several battle plans 
  of the Wastrians. Through a chain of messengers, the plans 
  finally arrived in the hands of the half-olven lady Meabhe. 
  Unbeknownst to her, she was spotted by the infamous 
  hunter Walfrend “Olve-Skinner” before she had left the 
  Vast Swamp. She was hunted down and brutally slain 
  before she could deliver the plans. What is worse, when 
  Walfrend found the plans, he realized there is a spy among 
  the faithful.  
   
  Meabhe, knowing the importance of the message, 
  cannot find rest in death until the message is delivered to 
  Count Kestor of Corul. Unable to leave the location of her 
  death, she is desperately looking for aid and the arrival of 
  the PCs give her an opportunity to finish her task. All they 
  have to do is track down Walfrend and his men, kill him 
  before he can betray the existence of a spy and return with 
  the plans.  
   
  Will the PCs aid Meabhe or Dorkann? Time makes it 
  impossible to aid both… 
   
  Adventure Summary  
  The adventure starts in Eyedrinn, capital of the county of 
  Stalward and seat of Count Jarinto. The adventure itself 
  takes the PCs on a journey along the banks of the Pawluck 
  River to Nalkan Keep, one of the Border Keeps right 
  between Eyedrinn, and Nondrinn: a dangerous journey 
  through now hostile territory. 
   
  Depending on the choices the PCs make, the 
  adventure might take them into the northern fringes of the 
  Vast Swamp. More information on the Vast Swamp can be 
  found in Appendix 8.  
   
  Introduction: While looking for a job in Eyedrinn the PCs 
  are approached by Captain Marcenn and Alyshizia for a task 
  of utmost importance to Sunndi. 
   
  Encounter 1: A Briefing: If the PCs show interest, Captain 
  Marcenn takes them to a private room in the back of the 
  inn to give them a briefing on the mission. It is the time to 
  ask questions, get answers and try to make a deal. 
   
  Encounter 2: A Mother’s Plea: If the PCs show an interest 
  in Alyshizia’s troubles, they probably want to have a chat 
  with her and hear the pleas of a desperate mother. 
   
  Encounter 3: A Journey Along the River: The trip to 
  Nalkan Keep is not going to be easy, and on the way the 
  PCs run into a small bullywug patrol.  
   
  Encounter 4: Trick or Treat: About half-way the trip the 
  PCs observe a strange light on the other side of the river 
  followed by the unnerving sounds best described as the 
  baying of hounds and a woman screaming for help. Is it real 
  or a trick by the enemy? 
   
  If the PCs decide to investigate, they will be ambushed 
  by a pack of undead. While not the cause of the haunting, 
  they have been drawn to it like the PCs. Quickly realizing 
  others might be lured to the area by the sounds as well, 
  they decided to wait for prey to come to them. 
   
  Encounter 5: A Lady in Distress: Once the battle with the 
  undead is over, the PCs realize that these are not 
  responsible for the hauntings. The ghost of Meabhe 
  approaches them and beseeches the PCs to enter the 
  swamp, recover the stolen message and deliver it to Count 
  Kestor of Corul so that she can find peace.  
   
  The PCs have to make a choice: aid Dolkann or 
  Meabhe. The pressure of time makes aiding both 
  impossible. 
   
  Encounter 6: Breaking a Siege: If the PCs decide to press 
  on, they soon arrive at Nalkan Keep, where they can finish 
  the task given to them. If they wait too long, the Keep will 
  be overrun by the besieging hordes of bullywugs. 
   
  Encounter 7: The Hunters Hunted: If the PCs decide to aid 
  Meabhe, they can follow the trail of those who killed her. It 
  takes them deeper into the Vast Swamp. If they make haste, 
  the PCs manage to catch up the hunters before they have 
  delivered the stolen messages to their superiors, giving 
  them a chance to get the messages back. 
   
  Conclusion: Likely the PCs either stuck to their original 
  mission of helping the people of Nalkan Keep or they 
  helped Meabhe. If they helped Meabhe, Nalkan Keep 
  likely fell under the onslaught of the bullywugs and the 
  PCs have no knowledge whether the information was 
  worth the sacrifice of so many. If they helped the people at 
  Nalkan Keep, Meabhe is going to haunt the swamp for a 
  long time to come and who knows what horrors might now 
  come as a total surprise… 
   
  
  Saving Dolkann 
   
  Page 5 
  Introduction 
  The adventure starts in the village of Eyedrinn, capital of 
  the County of Stalward and center of the war against the 
  bullywug hordes that have come boiling out of the Vast 
  Swamp to pillage the southern marches of the kingdom. 
   
  Read aloud or praphrase the following:  
   
  Eyedrinn is a grim and foreboding place and usually not 
  very welcoming to adventurers. The Hextorites of 
  Eyedrinn have never liked the freesword’s unpredictablity 
  and lack of discipline. Usually, the feeling is mutual.  
   
  Now though, it is the place where the action is, since 
  the bullywugs came north. With their marches overrun by 
  frog folk, the Hextorites can use all the help they can get. 
  They might not like adventurers, but the servants of the 
  Lord of Slaughter never let something as foolish as 
  personal feeling stand in the way of victory. They pay well 
  and do not expect the unfaithful (or the faithful for that 
  matter) to help out of the good of their hearts. To some 
  this might be a refreshing change. The fact is, the 
  bullywugs have brought war to Sunndi and whether out of 
  altruistic, nationalistic or monetary reasons, you are here 
  to fight for the kingdom. 
   
  You arrived just after the repulse of the first assault on 
  Eyedrinn. The signs of battle can be seen everywhere – 
  from the scorched battlements to the columns of noisome, 
  black smoke billowing up from the pyres of burning 
  bullywug dead. Entering the town proved to be difficult. 
  Fearing traitors, the guards questioned everybody without 
  the proper papers. Once they were certain you were not 
  Wastrian worshippers in disguise, you were allocated 
  quarters in one of the local inns and asked to remain there 
  until an officer of the garrison could assign you to a unit.  
   
  The streets of the town are crowded with people: 
  mostly farmers from the surrounding areas seeking refuge 
  from the murderous bullywugs. The inn itself is as grim 
  and dreary as rest of Eyedrinn and just as crowded. To your 
  surprise though, the guards were correct, and there are 
  rooms available. The rooms are as spartan as the food, 
  though considering the circumstances, the meals are 
  surprisingly tasty. One look around through the common 
  room shows that the guards apparently have concentrated 
  the adventurers and mercenaries in specific taverns. All 
  that remains now is to wait for the officer... 
   
  Allow the PCs to introduce oneself to the rest of the group 
  and to prepare spells for the day. Most of the guests in the 
  tavern are assigned to various tasks throughout the town, 
  and if the PCs ask around, they are assured that they do not 
  have to wait long. There is more than enough to do. Few 
  people really have the time for a long conversation. While 
  the town is dominated by Hextorites, under current 
  conditions they are more accepting of different faiths than 
  usual. Worshippers of Heironeous are treated politely, if 
  not with respect. Worshippers of Trithereon are treated 
  coldly, but without the usual insults and provocations. 
   
  There are a few things the PCs can learn: 
  • 
  The war started two weeks ago when several large 
  raiding parties attacked the border of Stalward at several 
  points. Though most of the garrisons managed to escape, 
  many border posts were taken and torched in the first 
  onslaught. Civilians did not do as well, thinking the 
  Pawluck River would offer ample protection against the 
  dangers of the Vast Swamp. Many innocents died by the 
  hands of the frogfolk. Luckily, the attack lacked refinement 
  and coordination, so while many died, many more escaped 
  to the safe refuges of Eyedrinn, Nondrinn and Nalkan Keep 
  (the new border keep between Eyedrinn and Nondrinn). 
  • 
  As a result these towns and keeps are crowded with 
  refugees, but the constant threat of raiding parties and 
  roaming swamp monsters have prevented the refugees 
  from heading to safety farther north. Food is growing short, 
  and people fear unrest and plague. There is talk of 
  recruiting adventurers to help evacuate the refugees. 
  • 
  Having taken the line of border forts, a large force of 
  bullywugs assailed Eyedrinn. Luckily, the garrison was 
  ready for them. The bullywugs had little interest in a siege, 
  attacking madly without fear or fatigue. While the 
  bullywus where thrown back and scattered, many small 
  raiding groups roam the countryside, attacking everything 
  they come across. 
  • 
  The attacks have focused on the border between 
  Eyedrinn and Nondrinn, leaving Corul and southwest 
  Stalward untouched. Apparently the forests of southwest 
  Stalward and the dry hills of Corul hold little interest to the 
  bullywugs. Most tacticians think that the bullywugs are 
  trying to overrun Eyedrinn and Nondrinn and then push 
  up the valley of the Pawluck River to New Keep, remaining 
  close to the water that the bullywugs need so much. The 
  bullywugs underestimated the defenses, which were 
  luckily finished ahead of schedule despite the bad weather 
  of the last few months. 
  • 
  Nalkan Keep is under siege by a large force of 
  bullywugs. Due to the recent battles around Eyedrinn, the 
  soldiers of the count do not have the numbers and 
  manpower yet to break the siege. 
   
  After about 10 minutes of role-playing, or when the players 
  do not show much interest in the events, two people enter 
  the tavern arguing loudly: 
   
  The sound of the tavern door slamming open with much 
  force draws the attention of most guests to the entrance. A 
  
  Saving Dolkann 
   
  Page 6 
  soldier barges in. He is clad in rust-brown plate mail with a 
  dark green cloak and tabard bearing the blazon of a 
  clenched white gauntlet – the arms of the count's guards. 
  Insignia on his shoulders show him to be a captain. He has 
  short brown hair, a neatly trimmed beard, and a sun-
  tanned face. He looks rather grim and angry and speaks 
  sternly to an older woman following him into the tavern. 
  Like the soldier, the woman is an Oeridian with long 
  graying brown hair tied into a bun. She wears a simple 
  black dress and a black shawl as a sign of mourning. The 
  expression in her face is a mix of despair, grief and anger. 
   
  "I am fully aware you lost your husband, and two of 
  your children in the last two weeks,” the captain says 
  loudly. “You are not the only one who lost loved ones, and 
  I can assure you, their deaths will be avenged. At least you 
  still have a home and your possessions, that is more than 
  some others can say. Your son joined the army fully aware 
  of the risks. I cannot just recall every soldier whose 
  mother fears for his or her life." 
   
  "But sir,” pleads the woman, “that was before my 
  husband and two girls fell. He is all the family I have left. 
  Please don't let him die at Nalkan Keep..." 
   
  At that the captain stops, and turns around to the 
  woman, pity and determination replacing anger: "Madam, 
  you have made sure that I am perfectly aware of your 
  situation. Your five minutes have long past and as you can 
  see, I am busy saving the lives of other people's children. 
  Luckily for you that includes the life of your son. Sergeant 
  Dolkann was sent to Nalkan Keep for a reason and it is 
  Sunndi's best interest to make sure he succeeds in his 
  mission. That siege must be broken, and that is why I want 
  a quiet conversation in this inn. Now go home. I will let 
  you know any news as soon as I have any." 
   
  "Who will you hire? I need to make sure they know 
  how important this is." 
   
  "Fine,” the captians says with some exasperation. 
  “Wait here until I have spoken with the freeswords and 
  made sure they are willing. Afterwards you can talk with 
  them all you want."  
   
  With that the captain turns around, walks towards the 
  bar, and grabs a scroll from his belt. 
   
  "I have a job, dangerous, well-paid and important for 
  the defense of Sunndi,” he announces loudly. “Assuming 
  the following people are interested, can they please follow 
  me to more private quarters for a briefing," 
   
  With that he starts reading a list of names. 
    
  Which coincidentally are the names of the PCs at the table. 
   
  The soldier is Captain Marcenn. A DC 25 Knowledge 
  (The Splintered Sun) check allows PCs to recognize the 
  man. Members of the Sunndian Army or the Royal Army 
  gain a +5 circumstance bonus on the check, or can replace it 
  with a DC 20 Profession (soldier) check. He has a 
  reputation as a strict, but brave officer who cares about his 
  men. There are rumors that he refused to become a knight, 
  even when offered by Count Jarinto, because he preferred 
  to remain amongst the common soldiers. Some people 
  whisper that he refused the position because he prefers to 
  fight visible enemies as opposed to the cloak-and-dagger 
  intrigues of the court of Stalward. More information on 
  him can be found in Encounter 1. 
   
  The woman is Alyshizia, widow and mother of 
  Dolkann. More information on her can be found in 
  Encounter 2. 
   
  Development: The PCs are free to refuse the mission, 
  though Captain Marcenn is somewhat irritated that they do 
  not even listen to what the job entails. Members of the 
  Sunndian military can refuse, but they have to live with the 
  consequences. If they step forward, Captain Marcenn 
  briefly introduces himself, and then guides the PCs to a 
  small room at the back of the inn for a briefing. More 
  information can be found in Encounter 1.  If the PCs show 
  interest in Alyshizia’s story, they can approach her after (or 
  before) the briefing. More information can be found in 
  Encounter 2. 
   
  Troubleshooting: If the PCs show more interest in the old 
  woman than following the captain to the briefing room, the 
  captain becomes rather irritated. He states that the PCs can 
  help her more by coming with him and listening to his job 
  offer. The task involves rescuing the lady’s son and a lot 
  more people and that is ultimately of more use than 
  offering comfort or a willing ear. If they really want to talk 
  with the lady, they can do so after the briefing, when they 
  know more about the situation.  
   
  If the PCs press the matter, whether to spite the 
  captain or out of genuine care for the old lady, the captain 
  patiently (though visibly irritated) accepts the delay as long 
  as the PCs just make sure the lady is comfortable. If the PCs 
  actually want to listen to her story, the captain interferes. 
  He has a lot to do, already knows the story, and the PCs can 
  learn about it after the briefing. He can even wait with a 
  final answer from the PCs whether or not they accept the 
  mission until after they have talked with the woman, 
  though in that case the PCs have to give that answer at the 
  keep so that he can at least be present at the drills. 
   
   If the PCs still do not want to come, he shrugs, states 
  that there are enough other adventurers, and leaves the 
  tavern. The PCs are free to talk with the woman, and save 
  Dolkann on their own. They do not get a reward or the 
  favor of Count Jarinto (see the Conclusion), and in 
  Encounter 7 they might have some trouble explaining their 
  
  Saving Dolkann 
   
  Page 7 
  presence without the proper papers, and getting help 
  proves to be even more difficult. Still, it is possible. 
   
  Note: No member of a Sunndian military organization
  1 can 
  refuse the mission without a reprimand by their superiors. 
  They effectively earn a disfavor with said organization, 
  which should be noted on the AR in the notes section and 
  can be removed with a favor. As long as they have the 
  disfavor they cannot raise in rank. 
   
  Encounter 1:  
  A Briefing 
  Captain Marcenn guides the PCs to a small room 
  dominated by a big wooden table surrounded by sturdy 
  looking chairs. He motions the PCs to sit down, while he 
  orders a drink for each of the characters present (either 
  wine or ale). He remains standing during the briefing. 
   
  Once you are all seated, and have got something to drink, 
  you all turn your attention to Captain Marcenn, still 
  standing at the head of the table. He is not particularly tall, 
  but he has the bearing of someone used to being in 
  command. His sun-tanned face is worn by wind and sun, 
  and unlike some of the other officers you have seen in 
  your life, he clearly is a man of action instead of words. He 
  wears his plate mail as if it is his second skin, and his alert 
  brown eyes miss little. His uniform and armor show signs 
  of recent use, though only somebody trained in such 
  things would spot them.  
   
  “Greetings,” he starts with a firm voice,” like I said 
  earlier, my name is Captain Marcenn. I serve in his 
  lordship’s army, recently placed in charge of recruitment 
  and organizing special missions. [Note – A DC 15 
  Profession (soldier) or Knowledge (nobility and royalty) 
  check shows that this is very likely a significant position.] 
  Such a special mission is the reason I have asked you to 
  attend this briefing. Let me start with a question. What do 
  you know about Nalkan Keep?” 
   
  From here the briefing proceeds along a question-and-
  answer path.  
   
  Nalkan Keep?  
   
  “Nalkan Keep is one of the more or less finished 
  border keeps. It is situated directly between Eyedrinn and 
  Nondrinn on the northern bank of the Pawluck River. 
                                              
   
  1 Knights of the Realm, the Sunndian Army, the Grey 
  Scouts, the Barakadar and the Royal Wardens. 
   
  Due to the great skill and dedication of the workers at the 
  fort, its walls were finished earlier than expected. 
  Otherwise it probably would have fallen during the first 
  bullywug onslaught. Thanks to the walls, and of course the 
  able bodied soldiers and Sir Levial’s leadership, the 
  defenders of the keep prevailed and it remains defiant. It is 
  under constant attack however, and, in all but name, it is 
  under siege. 
   
  “Due to our own predicament, we have been unable to 
  send anything more than token aid. Aid that is much 
  needed. The keep is crowded with civilians who fled to the 
  safety of its walls during the first attacks. There is not 
  enough food to feed so many and the cramped conditions 
  are not good for morale. Emotions probably run high on a 
  regular basis. In addition there always is the risk for a 
  plague forcing the keep’s precious healers to divert their 
  prayers from the direct defense of the fortress. Sir Levial 
  might be a good leader, but he is a soldier at heart and not 
  a diplomat. A token force was sent some days ago to get 
  the civilians out, but last we heard, they got in, but cannot 
  get out. What is worse, we fear the bullywugs are planning 
  for a massive assault sometime tomorrow. It is likely that 
  the keep will fall if that assault proceeds as planned. 
   
  “During the battles around Eyedrinn we learned that 
  the bullywugs seem to be in almost nonstop frenzy. As a 
  result they lack refinement and discipline, and that is an 
  understatement. Their officers, both human Wastrians and 
  bullywug clerics, seem to be more in control over their 
  senses and apparently they are the intellect behind the 
  assaults. It should be relatively easy for a group of 
  adventurers to destroy the command post of the bullywugs 
  laying siege to Nalkan Keep. This would provide a 
  reprieve, hopefully long enough for the civilians to get out 
  and flee to safety further north. 
   
  “We want you to destroy the command post, and deal 
  a heavy blow to the enemy’s plans.” 
   
  How do we get to Nalkan Keep?  
   
  “Finding it is easy. All you have to do is to follow the 
  Pawluck River west from here. Getting there intact might 
  be more problematic. Of course, depending on your skill it 
  might be relatively easy to use magic to travel there. If you 
  can, we are hoping you still are going to use the hard way: 
  by foot overland, or if you think you are up to it, by barge 
  up the river. We know little of the enemy’s movements, 
  and all information in this respect might proof to be a 
  great boon in this war. Personally, I would advice against 
  taking a barge. The bullywugs are expert swimmers, and 
  on the river you have no concealment.  
   
  “Your best bet is to leave this evening, and use the 
  cover of the night to get to the keep. It should be easier to 
  avoid most of the patrols, and prevent the commanders of 
  
  Saving Dolkann 
   
  Page 8 
  the bullywugs being alerted of your presence. Once there, 
  it is up to you whether you first enter the keep to get some 
  rest and learn more about the situation or either strike 
  immediately. I leave that up to you.” 
   
  Important: Make sure the PCs realize it also is a mission of 
  exploration. It prevents them from teleporting, or flying 
  high over the terrain and hence missing Encounter 4. 
   
  How long does it take to get there?  
   
  “The keep lies about 5 leagues (15 miles) from here. 
  On foot, in the night, it should take you about 6 hours. By 
  horse you are probably not going to be much faster, and 
  chances of being spotted are that much higher.” 
   
  What can we expect to find at the Keep?  
   
  “I take it you are accepting the mission? If not then I 
  cannot provide you with that information.”  
   
  Once the PCs have accepted the mission, provide them 
  with Player’s Handout 1: Marcenn’s Map and explain them 
  what they see (more information can be found in 
  Encounter 6). 
   
  Who was that old woman?  
   
  “You mean Alyshizia? Her husband and two daughters 
  were killed in the fighting. All three were soldiers in his 
  lordship’s army, competent, loyal and dedicated. All will 
  miss them, though of course, more by her than us.  
   
  “She has one son remaining to her. Dolkann is his 
  name. He was part of the token force sent to Nalkan Keep 
  – a force that should never have been sent. It stood no 
  chance of success. All it did was waste lives. I am happy to 
  say that the man responsible for that action has been 
  removed from his position. As far as we know, Dolkann is 
  still alive, and for obvious reasons his mother wants me to 
  recall him and give him a safer assignment.  
   
  “If you are successful in the task I have set you, the 
  Widow Alyshizia’s wishes will be fulfilled, since Dolkann 
  belongs to the group ordered to guide the civilians north 
  to Pitchfield.” 
   
  What is the pay?  
   
  “For such a dangerous and important mission we are 
  willing to pay [50 x APL] gold pieces. Of course, if 
  successful, you also earn the gratitude of Count Jarinto and 
  access to his personal armory. We know how you 
  freeswords like to collect fine baubles.  
   
  “Soldiers and officers of the Sunndian Army also get a 
  recommendation. You will also get the necessary papers to 
  requisition supplies from the quartermaster not available 
  to the common public due to the war.”  
   
  The price is not open for negotiation. The PCs can either 
  take it or leave it. 
   
  Restricted supplies?  
   
  “Yes. Due to the war all weapons, armor and magical 
  supplies have been requisitioned by the army and those 
  with a special permit.” 
   
  Due to the war the gp limit of the town has been reduced to 
  40 gp for commoners. With a special permit though, it is 
  400 gp. It is certainly possible to buy single items up to 400 
  gp through illegal channels, but that either requires a DC 
  20 Gather Information check or membership of one of the 
  Contraband Cartels. 
   
  When do we leave?  
   
  “Tonight, or if you really prefer tomorrow morning. I 
  advice against doing the latter.” 
   
  � Captain Marcenn: LN, male human (Oeridian) Ftr7; 
   
  Appearance: Captain Marcenn is of average height and 
  build. He is well groomed, and has short brown hair and a 
  short beard. His skin is sun-tanned and worn by wind and 
  rain. He has a proud commanding bearing and people tend 
  to follow his commands without even realizing they are 
  doing so. Marcenn is not particularly handsome though. 
  His nose is crooked and his expression grim. 
   
  Personality: Captain Marcenn is a strict, grim man who 
  is used to being in command. He is quick to follow orders 
  from superiors without question. His men also know him 
  for his dedication, and loyalty to them. There are several 
  examples of him bending orders so that less of his men die. 
  Since it is success that ultimately counts, Lord Huandor 
  and Count Jarinto have ignored it for the moment. 
  Marcenn knows he needs to keep being successful, or he 
  may end up under an executioner’s axe for disobeying 
  orders.  
   
  Development: If the PCs accept, Captain Marcenn 
  complements them on making the right choice. He also 
  invites them to come to the keep so that he can arrange the 
  necessary documents and provide them with the current 
  passwords. Afterwards, they have some time left to get 
  supplies for the trip before nightfall. The gp limit of the 
  village is 400 gp. Due to the nature of the mission they are 
  also allowed to buy only one wand of cure light wounds.  
   
  If the PCs want some time to think about it, they get 
  ‘till nightfall. They can reach Captain Marcenn at the keep 
  where he will be overseeing the drills of the new recruits. 
  Once past nightfall, they have missed their opportunity and 
  Marcenn is forced to send another less able group out. The 
  
  Saving Dolkann 
   
  Page 9 
  adventure is then over unless the PCs decide to go to 
  Nalkan Keep without enticement of a reward. 
   
  If the PCs want to talk with Alyshizia, proceed to 
  Encounter 2. Once they are ready to leave Eyedrinn, 
  proceed to Encounter 3. 
   
  Encounter 2:  
  A Mother’s Plea 
  Alyshizia’s life story is one of pain and loss, but never 
  before was her loss so great in so short a time span. Her 
  eldest daughter –Daraneth– died when the Border Post at 
  which she was stationed was overrun. She sacrificed her life 
  so that her companions could flee and Eyedrinn was 
  warned by lighting the signal fires before she was cut 
  down. Her other daughter –Reyvara– died a meaningless 
  death, if there even is such a thing as a meaningful death, 
  during a stupid accident on the walls of the keep a couple of 
  days ago. Her husband –Krevel– died on the walls of 
  Eyedrinn not two days ago.  
   
  Only her son, Dolkann, is still alive, but he is at Nalkan 
  Keep right in the thick of the fighting. If that was not 
  enough, a jealous and fearful superior has sent him there on 
  a fool's errand. The man is probably counting on Dolkann’s 
  death. How can any man wish anybody else to die, let alone 
  so bad that he is willing to risk the lives of many more 
  innocent lives? 
   
  She has begged her husband’s old friend Captain 
  Marcenn to reassign Dolkann to a safer spot. She would 
  have preferred him to dismiss Dolkann from the army, but 
  she knows that her son would never accept that. He is his 
  father’s son all right, and only a direct command would get 
  him into safety while his companions are still in danger. 
  She trusts Marcenn more than any other soldier, and if he 
  says the PCs are vital for the rescue of her son and others, 
  she begs them to accept the mission. She is more than 
  willing to offer her meager savings (which is only 10 gp per 
  PC).  
   
  Anybody speaking with her realizes she is really grief 
  stricken and incredibly afraid for her son’s life. The only 
  way to really comfort her is by returning her son alive. 
  Otherwise just a willing ear is enough for her to get it of 
  her chest. She has never been to Nalkan Keep and is of 
  little use in acquiring information on the keep or even the 
  surrounding area. Of course, she can give a good 
  description of her son (see Encounter 6 for more 
  information). 
   
  � Alyshizia: LG, female human (Oeridian) Com2; 
   
  Appearance: Alyshizia is has straight, long graying 
  brown hair tied up in a bun. Her face is worn with age and 
  grief. About 50 years old, she wears simple dark colored 
  clothes, most importantly her black shawl – a sign of 
  mourning. Her teeth are yellow and crooked, but she still 
  has all of them. Her eyes are red from weeping and she has 
  no tears left. 
   
  Personality: Alyshizia’s nature is one of silent 
  determination and pride, accepting all hindrances life 
  places before her without complaint. Her recent losses have 
  unhinged her a bit though. Loosing her husband and two of 
  her children within a fortnight is a bit much even for her. 
  She is struck with grief and mortally afraid that she is going 
  to lose her last son and only family she has left. She 
  shamelessly begs and pleads with the PCs to please help 
  her.  
   
  Development: Asking around about Alyshizia confirms her 
  story. Most people are aware of it, though finding people 
  that can actually confirm it is another story. The soldiers 
  that knew her husband and daughters all are in active duty 
  at the keep or other places in and around Eyedrinn. None 
  of them are particular willing to discuss the dead, afraid 
  that talking about them draws their attention and those 
  might decide they need some companionship. They are 
  willing to talk about Alyshizia, whom they know as a caring 
  faithful woman. She is a Pelosian, and that might garner 
  some scorn from some of the more fanatic Hextorites, but 
  their companions silence them quickly. A soldier never 
  knows when he might need the blessings of the Shining 
  One. 
   
  Once the PCs have satisfied their curiosity, or time is 
  catching up with them, proceed with Encounter 3. 
   
  Encounter 3:  
  A Journey Along the River 
  The best time for the PCs to travel towards Nalkan Keep is 
  during the hours of darkness. Bullywugs are creatures of 
  the day and their eyesight is no better than that of humans. 
  The journey might be more difficult for some of the PCs as 
  well, especially since it is a cloudy, dark night, but unless 
  the PCs want to get into Nalkan Keep without facing an 
  entire army (excluding the use of magic), they have to 
  travel by night. If the PCs foolishly elect to go by day 
  anyway, the EL of the encounter has to be increased by 2 by 
  doubling the amount of bullywugs in the patrol. 
   
  The region between Nalkan and Eyedrinn consist of 
  low rolling hills overgrown with green scrub-bushes. 
  Directly around Eyedrinn the area is cultivated with 
  orchards and green fields for livestock. The scars of the 
  recent battles are everywhere with hewn trees, trampled, 
  smouldering fields, rotting carcasses of cattle and the 
  blackened ruins of farms. Further away from Eyedrinn, the 
  fields give way to wilderness again.  
  
  Saving Dolkann 
   
  Page 10 
   
  The Pawluck River flows between the PCs and the Vast 
  Swamp to the south. The slopes of the bluffs leading down 
  to the river are particularly steep and densely overgrown 
  with small trees and bushes. The river is running high, 
  which is normal for the season, and the valley is flooded. 
  The main road from Eyedrinn to Nondrinn winds over this 
  in parts, but most of the time it is one ridge further away 
  from the river. This close to the Vast, predators would make 
  things too dangerous for the average traveler, even in 
  peacetime. The most likely route for the PCs to take 
  though, is indeed the first hill ridge. They do not want to 
  avoid trouble, and they have a better view of the river and 
  the road while having ample opportunity to hide. 
   
  It is going to take the PCs around 5 hours to get to 
  Nalkan Keep. The sun goes down around the eighth bell 
  after noon (8 pm), so in the unlikely case of an uneventful 
  trip, the PCs should expect to arrive at the Keep an hour 
  after midnight. Ask the usual questions at the start of the 
  trip: about marching order, standard tactics, and what 
  buffing spells with a long duration are running when. The 
  first two hours of the trip is going to be relatively 
  uneventful. At the end of the 2
  nd hour though, the PCs run 
  into a bullywug patrol. If they do not have a scout walking 
  ahead, both groups see each other at about 60 feet distance 
  (mainly due to the undergrowth). A Listen check 
  determines whether or not any of the sides is surprised. 
  Unless the PCs are actively sneaking, assume that both 
  sides are ‘taking 10’ on their Move Silently check modified 
  by their armor.  
   
  A scout runs into the bullywugs as well, but such a 
  character is much more likely to actively sneak, and hence 
  it is certainly possible the bullywugs never see him.  The 
  bullywugs walk directly towards the PCs, but if the scout 
  quickly retreats (hopefully without being spotted), he can 
  alert the PCs. These can then either prepare an ambush or 
  try to evade the bullywugs. If the PCs successfully avoid the 
  patrol, which should not be easy, provide them with the 
  same xp as when they fought with it. 
   
  Note: If the PCs are carrying a light source the 
  bullywugs spot them long before they can be spotted and in 
  this case they are the ones ambushing the PCs. 
   
  Terrain: The area is considered to be a mix of hilly and 
  marsh terrain (see page 88 of the Dungeon Master Guide). 
  About 25% of the area is overgrown with light 
  undergrowth, providing concealment to those within. This 
  close to the marshes, 5% is covered with heavy 
  undergrowth. Moving into these areas costs 4 squares of 
  movement, and it provides 30% concealment instead of the 
  usual 20. Note that the bullywugs just walked around a 
  patch of heavy undergrowth, which prevented both sides 
  seeing each other before. There are no real trees around 
  here. 
   
  Do not forget that it is night. The bullywugs do not 
  have low-light vision, and they are not carrying a light 
  source. The darkness provides concealment unless of 
  course the attacker has low-light or darkvision. 
   
  APL 2 (EL 3) 
  � Bullywug raiders (3): hp 9 each; see Appendix 1 and 
  Appendix 9. 
   
  APL 4 (EL 5) 
  � Bullywug raiders, male bullywug Rng2 (3): hp 23 each; 
  see Appendix 2. 
   
  APL 6 (EL 7) 
  � Bullywug raiders, male bullywug Rng2/Bbn2 (3): hp 
  43 each; see Appendix 3. 
   
  APL 8 (EL 9) 
  � Bullywug raiders, male bullywug Rng2/Bbn4 (3): hp 
  65 each; see Appendix 4. 
   
  APL 10 (EL 11) 
  � Bullywug raiders, male bullywug Rng2/Bbn6 (3): hp 
  87 each; see Appendix 5. 
   
  APL 12 (EL 13) 
  � Bullywug raiders, male bullywug Rng2/Bbn8 (3): hp 
  99 each; see Appendix 6. 
   
  Tactics: CHARGE!!! The bullywugs’ current enraged state 
  does not allow for very elaborated tactics. They still realize 
  that opening themselves up for a full round attack by the 
  dangerous looking fighter-types is a bad idea. Hence they 
  will try to make sure that at least some of the opponents 
  will have to move more then 5 feet to reach them. They are 
  also well aware of the dangers of area of effect spells, trying 
  to position themselves so that it is difficult to hit them 
  without hitting their opponents as well. Under the right 
  circumstances they might even resort to archery. 
   
  Treasure 
  Looting the bodies of the bullywugs: 
   
  APL 2: L: 11 gp;  
   
  APL 4: L: 87 gp; 
   
  APL 6: L: 215 gp; M 3 x potion of barkskin +2 (25 gp) 
   
  APL 8: L: 286 gp; M 3 x oil of greater magic weapon +1 
  (62 gp each), 3 x potion of barkskin +2 (25 gp each), 3 x 
  potion of shield of faith +2 (4 gp each). 
  
  Saving Dolkann 
   
  Page 11 
   
  APL 10: L: 310 gp; M 3x oil of greater magic weapon +2 
  (100 gp each), 3x potion of barkskin +3 (50 gp each), 6x 
  potion of shield of faith +3 (25 gp each), 3x oil of magic 
  vestment +1 (62 gp each). 
   
  APL 12: L: 310 gp; M Magic: 3 x oil of greater magic 
  weapon +2 (150 gp each), 3 x potion of barkskin +5 (100 gp 
  each), 6 x potion of shield of faith +5 (75 gp each), 3 x oil of 
  magic vestment +1 (100 gp each). 
   
  Detect magic results: oil of greater magic weapon +1 
  (Faint Transmutation), oil of greater magic weapon +2/+3 
  (Moderate Transmutation), oil of magic vestment +1 (Faint 
  Transmutation), oil of magic vestment +2 (Moderate 
  Transmutation), 
  potion 
  of 
  barkskin 
  +2 
  (Faint 
  Transmutation), 
  potion 
  of 
  barkskin 
  +3 
  (Moderate 
  Transmutation), 
  potion 
  of 
  barkskin 
  +5 
  (Strong 
  Transmutation), potion of shield of faith +2 (Faint 
  Abjuration), potion of shield of faith +3 (Moderate 
  Abjuration), potion of shield of faith +5 (Strong 
  Abjuration). 
   
  Development: Most of the bullywugs fight to the death, 
  overcome by madness as they are. If 2/3 or more of the 
  patrol is killed, the rest regains it senses long enough to try 
  to flee. They realize they need to warn their fellows. If one 
  of them does get away, the bullywugs at Nalkan Keep are 
  aware of the approaching PCs. Assume the officers to be 
  warned and alert in that case. Approaching their camp is 
  going to be more difficult and the NPCs have their long 
  term buffing spells running. More information can be 
  found at Encounter 6. 
   
  If the PCs manage to capture one of the bullywugs 
  alive, they are in for a difficult time. None of the bullywugs 
  speaks Common. They can only speak the croaking 
  language of the bullywugs. 
   
  Troubleshooting: If the PCs chose to travel by flight, they 
  can easily avoid this battle. If they follow the orders of 
  Captain Marcenn they probably do not fly too high above 
  the ground or else scouting is impossible. In this case they 
  are spotted by the bullywugs on the ground. On a DC 15 
  Spot check, the PCs note the patrol, as well that they seem 
  to have seen them. One of the bullywugs is going to report 
  their presence, with the same consequences as when one or 
  more of the bullywugs escape. If they fly really high they 
  avoid the encounter completely, not gaining any xp for it 
  either. In this case they also avoid Encounter 4 and 5. They 
  arrive at the Keep incredibly fast, but they have ignored 
  their orders and lost a lot of opportunities. If you feel 
  generous, you might let a similar patrol like the one 
  described in this encounter be met around the camp of the 
  officers, which the PCs have to dispatch before they get at 
  the officers. Encounter 4 and 5 cannot be moved as such.  
   
  Encounter 4:  
  Trick or Treat 
  The text below assumes the PCs travel by night and by foot. 
  Adapt it when they decided to travel during the day or 
  when flying (though they still see the light). 
   
  Travel is slow in the dark of night, and the constant threat 
  of bullywug patrols does not make the journey any easier. 
  You have been following the river for some time now: a 
  black wide line on your right hand in the flooded valley 
  below you. The branches of trees sticking out above the 
  slow flowing water can be seen as darker patches against 
  the black water. Danger is most likely to come from the 
  river and the swamp beyond, and you have been keeping a 
  sharp eye in that direction. Most of the time the night is 
  silent, with only the sound of rain, insects, frogs and the 
  occasional splash disturbing the peace.  
   
  The PCs should make a Listen check. The person that gets 
  the best result hears the sound of what appears to be a 
  baying hound coming from somewhere downstream (the 
  PCs are travelling downstream) and deeper in the swamp. 
  Soon the rest of the PCs hear it as well.  
   
  Whatever is making the baying sound is definitely 
  coming closer, and what is worse, it sounds far from 
  natural. Next, the PCs note a spooky yellow light appearing 
  in the distance across the river, soon followed by the 
  scream of a woman and a loud splashing noise as if 
  somebody fell in the river. Shortly after the splash a string 
  of loud curses in olven echo over the river. The sound of 
  the dog quickly approaches the area where you heard the 
  woman fall in the water. Then almost as suddenly as it 
  started, it becomes silent again.  
   
  While all this is going on, the PCs can do whatever 
  they want. No matter what they do, there is not going to be 
  a reaction from the other side of the river. It is a haunting, 
  an echo of what happened here one night before. The 
  problem is that from this side of the river nothing can be 
  seen of what is going on. There is a haunting quality to the 
  sound, and combined with the fact that the sounds and 
  lights stopped as suddenly as they appeared might alert the 
  PCs to this fact. Whether it is a real haunting or an illusion 
  to trick the PCs into walking into an ambush is impossible 
  to say. If it is an illusion though, it is a rather weak one. A 
  woman screaming in distress is much more likely to draw 
  somebody close than a few screams of terror followed by 
  utter silence. The only way to know for sure is to cross the 
  river (or use magic to look there) and examine the spot 
  where the woman's scream came from. On the other hand, 
  
  Saving Dolkann 
   
  Page 12 
  the PCs might not even wait to see what is going on, but 
  rush to the riverbank immediately. 
   
  In any event, the first step is to get across the river. 
  Normally the river is only 100 feet wide, but at this time of 
  the year it is nearly 500 feet wide. The water level is not that 
  high in the flooded banks (the first 200 feet at each side), 
  and an olve or human could easily wade through that part. 
  Dwarves and small-sized PCs need to swim. The flow of the 
  water is not fast and a DC 10 Swim check suffices. A Swim 
  check is also required once medium-sized characters cross 
  the real river part (the middle 100 feet). If PCs grab a big 
  branch, it provided a +4 circumstance bonus on the Swim 
  check. 
   
  Walking over the bottom of the center of the river is 
  not a very easy option. The water is muddy and dark and 
  there are many unpredictable eddies. Without seeing the 
  goal PCs cannot compensate any veering into the wrong 
  direction due to these eddies and the mud gives no solid 
  footing to push off. Without a successful Swim check the 
  PCs do not get forward, though they may be taken further 
  downstream. 
   
  Considering these difficulties the PCs might decide to 
  send a scout to the other side instead of all making the trip. 
  Luckily for the scout, the undead are hiding below the 
  water level on this side of the river... 
   
  Creatures: A group of undead was drawn to the area in the 
  same way as the PCs. Realizing that others might be lured 
  closer, they decided it would make a great spot to set up an 
  ambush. Already they feasted upon a band of bullywugs, 
  but they are always hungry for more. When the PCs are 
  about 60 feet away from dry ground, they need to make a 
  DC [10 + Hide Skill modifier of the undead] Spot check to 
  note the dark shapes of the undead just before they rise 
  from the water directly next to the PCs. If this happens to 
  be the unlucky scout, only one of the undead rises for each 
  of the scouts, hoping to lure other PCs closer so that his 
  companions can feast as well. If the PCs decide to use 
  ranged attacks, all four attack and try to pull the scouts 
  under. These undead have nothing to do with the haunting. 
   
  The bodies of the undead are dark brown and leathery 
  typical of somebody whose corpse ended up in a bog. A 
  malevolent red light glows in their dark eye-sockets, and 
  they have long sharp claws and teeth. They all wear the 
  clothes they wore in life, though the colors are faded and 
  only rags remain. Their armor looks remarkably new. The 
  mummies at higher APLs do not look like regular 
  mummies but follow the description as given above. They 
  are slightly bigger and sturdier and lack the claws and 
  teeth. The DC of the Knowledge (religion) check to 
  recognize these as mummies has a +4 circumstance 
  modifier. 
   
  Note that undead attack the PCs on the bank if one or 
  two of their members decide to dimension door to the 
  other side of the river (look to the troubleshooting section 
  below for more information). 
   
  Terrain: The battle starts in 3 feet of water. Movement costs 
  is doubled for medium-sized creatures while small-sized 
  creatures need to swim (requiring a DC 10 Swim check, and 
  reducing their movement to ¼th normal). Medium-sized 
  characters can chose to swim as well. Running is 
  impossible, and charging requires a DC 15 Balance check 
  with failure leading to no movement at all, or when failed 
  by 5 or more to falling prone in the water. It is possible for 
  wading characters to move at normal speed, but it requires a 
  DC 20 Balance check and the PC loses their Dexterity 
  bonus to AC unless they have 5 or more ranks in Balance. 
  Failure has the same results as when failing it on a charge 
  attempt. Tumbling is impossible. 
   
  Assuming somebody is not fully out of the water (such 
  as with the water walk spell) the water provides cover (+4 
  cover bonus to AC, +2 bonus to Reflex saves) no matter 
  whether the attacker assaults the opponent below or above 
  the water level. Somebody who is completely submerged is 
  considered to have total cover against ranged weapons 
  (whether spell or mundane) used from further away then 5 
  feet. The water also blocks line of effect, which is important 
  for spells and turning. Note that since the undead lack a 
  swim speed, they suffer the same penalties, except that they 
  do not need air to breath and hence can stay much longer 
  underwater than the PCs.  
   
  Besides hindrance from the terrain, the DM should 
  not forget the concealment provided by the night unless 
  the attacker has low-light or darkvision (such as the 
  undead). The water is incredibly muddy. Those completely 
  submerged gain concealment when attacked by somebody 
  within 5 feet and total concealment if further away. 
   
  Note that there are several trees and bushes in the area, 
  which both the PCs and undead can use for cover. 
   
  APL 2 (EL 5) 
  � Ghouls (5): hp 13 each; See Monster Manual page and 
  Appendix 1. 
   
  APL 4 (EL 7) 
  � Advanced Ghouls, Rog2 (5): hp 26 each; See Appendix 
  2. 
   
  APL 6 (EL 9) 
  � Advanced Ghasts, Rog2 (5): hp 39 each; See Appendix 
  3. 
   
  
  Saving Dolkann 
   
  Page 13 
  APL 8 (EL 11) 
  � Advanced Mummies, Rog2 (5): hp 65 each; See 
  Appendix 4. 
   
  APL 10 (EL 13) 
  � Advanced Mummies, Rog2/Rng2 (5): hp 78 each; See 
  Appendix 5. 
   
  APL 12 (EL 15) 
  � Advanced Mummies, Rog4/Rng3 (5): hp 98 each; See 
  Appendix 6. 
   
  Tactics: The undead of this encounter are intelligent and 
  well versed in combat in the swamp. Unlike most other 
  creatures, they do not need to breathe air and they will use 
  this to their advantage. The murky water of the Vast Swamp 
  offers ample opportunity to hide and while an undead is 
  fully submerged it has total cover. This offers good 
  protection against the ability to turn undead since line of 
  effect is needed for this, as well as for spells like fireball (see 
  page 92 and 93 in the Dungeon Master Guide). The undead 
  are fully aware of this. Also remember that undead that are 
  turned will flee underwater to return later. If a PC casts 
  entangle or a similar spell, the undead also drop themselves 
  under the water where they are unreachable by spells as 
  well as arrows. 
   
  Note that at APL4+ the undead have the Prone Attack, 
  which allows them to fight from a prone position without 
  penalties and rise as a free action when they hit. Whether 
  or not this triggers an attack of opportunity does not matter 
  since the water provides cover anyway. 
   
  IMPORTANT: Seeing a mummy forces the PCs to make a 
  Will save to prevent being paralysed by fear. While strict by 
  the rules the PCs need to make 5 saves, this is very unfair 
  and can quickly lead to a TPK. Just let each PC make one 
  saving throw for all mummies at once. 
   
  Treasure 
  Looting the undead: 
   
  APL 2:  None 
   
  APL 4: L: 4 gp;  
   
  APL 6: L: 4 gp;  
   
  APL 8: L: 4 gp; 
   
  APL 10: L: 49 gp;  
   
  APL 12: L: 49 gp; 
   
  Development: Once the undead are defeated, there is 
  nothing more to fear, for the moment anyway. The PCs are 
  free to cross the river and investigate the area from which 
  the woman’s screams came. If they do so, proceed with 
  Encounter 5.   
   
  Troubleshooting: The PCs might decide to ignore the 
  strange sounds, avoiding Encounter 5. There is no inherent 
  problem with this, though it goes against their orders to 
  scout the area and they miss a role-play encounter. In this 
  case the undead have already noted the PCs and swam 
  across the river. Just before the PCs can leave, they start 
  their attack. Use a DC [10 + Move Silently skill modifier of 
  the undead] Listen check as a surprise roll instead of the 
  Spot check described above. If the PCs are standing on the 
  river bank, the undead appear at 30 feet distance (the place 
  where the water becomes too shallow to really hide in), else 
  they appear around 40 feet away, having approached by 
  using bushes and trees for cover. If the PCs still do not 
  cross the river after this fight, proceed with the adventure 
  as if they choose to save Nalkan Keep and Dolkann. They 
  do not get the experience for Encounter 5: the price for 
  ignoring their task. 
   
  If they decide to return after having fulfilled their 
  mission at Nalkann Keep, they are going to meet Meabhe 
  and hear her story. It is too late though to catch up with 
  Walfrend unless the PCs have some really powerful 
  travelling and trailing magic at hand. Remember that 
  Walfrend is protected against divinations at higher APLs. 
  Still, if you have the time and the PCs the ability to catch 
  up, feel free to use both encounters. The PCs will only get 
  the xp for one of the encounters though. 
   
  Encounter 5: A Lady in Distress 
  Read out aloud the following once the PCs have crossed the 
  river and approach the site of the woman’s scream: 
   
  At a first glance there is nothing special about the area. 
  The water is about one foot deep and muddy, making it 
  difficult to see any obstacles that might be hidden below. 
  There is one particular large hollow tree growing here, 
  potentially providing a good hiding spot. From your 
  current position though you cannot look inside the tree. 
  For that you need to get closer. The tree itself is covered 
  with long bearded moss and around it grow tall reed like 
  grass.  
   
  A better look at the grass shows that something 
  recently strode through the grass towards or from the tree, 
  dragging something with him or her. 
   
  To learn more the PCs need to get closer. Natural animals 
  refuse to get any closer then 30 feet. Once they do so, even 
  when invisible or otherwise hidden, read aloud the 
  following: 
   
  
  Saving Dolkann 
   
  Page 14 
  With each foot you set closer to the hollow tree you feel 
  the temperature drop. Soon your breath is frosting in 
  white clouds before you.  
   
  Suddenly you hear a soft but firm woman’s voice 
  coming from inside the tree: “Stop! You do not look like a 
  Wastrian. Who are you and what are you doing here?” 
   
  The voice comes from the ghost of the half-olve Meabhe, 
  who was murdered here by Walfrend and Shredder (see 
  Encounter 7). The two had been chasing here for two days 
  until they finally caught up with her. Overcome by panic 
  induced by Shredder’s howls, she desperately tried to hide 
  in the hollow tree. Wounded and tired as she was, Shredder 
  easily killed her and dragged her body out of the tree. 
  Walfrend came to investigate and loot the body before 
  hiding it back in the tree. 
   
  Meabhe was carrying a package with information vital 
  for the defenders of Sunndi. It contained some of the 
  bullywug’s battle plans for the coming invasion. The 
  information was gained by an agent of the Veil of the Sun 
  deeply infiltrated in the cult of Wastri. With the package it 
  is likely that the Wastrians can trace the trail to the spy. 
  Meabhe was the last of a chain of messengers who would 
  deliver it to Count Kestor of Corul. While she does not 
  know the spy, or the contents of the package, she was fully 
  aware of the importance of the message.  
   
  Meabhe always had a strong will, which in the past got 
  her into trouble often enough. This time it served her well 
  though: she refused to let it go even in death and quickly 
  rose as a ghost. To her frustration she is unable to leave the 
  site of her death, and, as a grim reminder of her failure, to 
  constantly witness her own murder. She is fully aware that 
  with each minute that passes since her death the chance of 
  Walfrend getting away increases. Frustrated beyond 
  measure, she is incredibly relieved when the PCs came 
  within sight. Finally somebody who might finish her task 
  so that she can find rest! Of course, she first has to make 
  sure they can be trusted… 
   
  � Meabhe: NG, female half-olve ghost RngX [APL 
  dependent]; See Player’s Handout 2. 
   
  Appearance: In life Meabhe was a tall regal half-olven 
  lady of gray elven descent. She had long sheer brown hair 
  bound together in a tail with a tiara keeping the hair out of 
  her eyes. She had sharp features, a rather sharp nose, a pale 
  skin and amber colored eyes. At the time of her death she 
  was wearing forester clothing, covered with muck, dried 
  blood (her own) and torn on many places. Something tore a 
  large piece from her neck, leaving a grisly gaping wound. 
   
  Personality: Meabhe was a headstrong woman, who 
  had a tendency to say out loud what she thought. It got her 
  into trouble often enough. In death this has hardly 
  changed. She might be desperate, and greatly regret it later, 
  but when the PCs do not comply with her wishes quickly 
  enough, she becomes furious, demanding and downright 
  impolite. Of course, she is not stupid, and she makes sure 
  the PCs are not Wastrians or belong to another vile 
  organization, before telling them about what they need to 
  do for her.  
   
  Development: If the PCs send out a scout, and Meabhe 
  realizes there are more Sunndians nearby, she urges the 
  scout to get the rest. When the PC(s) refuse(s) to do so, she 
  becomes suspicious, but she does not draw a conclusion 
  immediately. 
   
  The first thing the PCs need to do is to convince her 
  they are not Wastrians or belong to some other vile 
  organization. The first should not be too difficult, especially 
  not if the group contains non-humans. The second is 
  slightly more difficult. She wants to know the PCs name, 
  where they came from and why they are here. Telling the 
  truth is the best way to get her to trust the PCs enough to 
  tell her what happened. Use your judgment, but remember 
  that she is desperate for aid and hence much easier to 
  convince than otherwise. 
   
  Once convinced the PCs are at least friendly, she tells 
  her story. Of how she collected a package of paper from a 
  secret hiding spot. How she attempted to bring it back to 
  Count Kestor, but that she ran across Walfrend. At the time 
  she managed to flee, but she had not counted on the dog-
  like companion and hence was overtaken. Bereft of her wits 
  thanks to the unnatural baying of the beast, they cornered 
  her here in the tree, murdered her and took the package. 
  She has no idea what information the package contained, 
  only that it was important enough for an agent of the Veil 
  to risk his cover. If the PCs do not aid her, not only doesn’t 
  the information get with Kestor, the spy is likely to be 
  caught as well. Not that she knows the man or woman, but 
  she knows it is somebody risking his soul in the service of 
  Sunndi. 
   
  When she talks about Walfrend allow the PCs to roll a 
  DC 20 Knowledge (the Splintered Sun) or Bardic Lore 
  check. Royal Warders gain a +5 circumstance bonus on the 
  roll. If successful they remember that Walfrend is an 
  infamous member of the Wastrian church. He hunts down 
  enemies of his faith, apparently gaining a lot of pleasure 
  from both the hunt and the kill. Olves and half-Olves are 
  his favorite target. Meabhe was lucky to die so quickly, so 
  apparently the man was in a real hurry. There are no stories 
  about any special dog-like companion, which is not too 
  surprising since the dog is a gift from one of the local 
  powers of the Vast Swamp for some unknown service. 
  Meabhe knows the above and tells about Walfrend when 
  the PCs ask how she knows his name. 
  
  Saving Dolkann 
   
  Page 15 
   
  If asked about the dog-like creature she gives a fairly 
  accurate description of the yeth hound (and at APL 8+ a 
  black half-dragon). A DC 18 Knowledge (the planes) check 
  allows the PCs to recognize the beast, which includes a +5 
  circumstance increase to the DC because they have to rely 
  on a description. It is much too big at any APL except 2. As 
  a dog it of course has scent and trip. If they succeed by 5 or 
  more they remember the effects of its bay. If they succeed 
  by 10 or more they know it can fly very fast (60 ft.) and had 
  a good maneuverability. If the succeed by 15 or more they 
  are aware of its 10/silver damage reduction. Note that 
  Meabhe heard it bay and has seen it fly very fast, though 
  she does not know the exact effects. 
   
  By the time she has told her story, she finally comes to 
  the point: she needs the PCs to hunt down Walfrend before 
  he can return the package to his masters. Haste is needed or 
  else it becomes impossible to catch up with him. The PCs 
  now have to choose between helping the people at Nalkan 
  Keep (including Dolkann) or Meabhe. They cannot help 
  both. It takes at least two days, and likely more than that, to 
  catch up with Walfrend and return. In that time the keep 
  mostly likely has been overrun. On the other hand, getting 
  to the keep, finding the enemy leaders and destroying 
  them, costs at least one day. A skilled hunter like Walfrend 
  is very likely to evade capture with one more day extra.  
   
  In fact, with the day’shead start he has now, it might be 
  virtually impossible to catch up with him. If the PCs 
  express concern over this, or about the fact that they do not 
  have a tracker, Meabhe interferes. She heard ghosts can 
  possess people, and she is perfectly willing to give it a try. 
  She can track. In fact, she knows exactly in what direction 
  Walfrend can be found. Purely on voluntarily basis of 
  course… 
   
  IMPORTANT NOTE: She vastly prefers to possess a ranger 
  or fighter-type (preferring an archer above a melee fighters) 
  above a cleric of arcane caster (and so should the PCs). So if 
  there is a choice, she never chooses such a character. In 
  character she is afraid what the presence of arcane magic or 
  the wrong deity does to her. Out of character, it is going to 
  seriously hurt the team when their cleric or wizard is gone. 
   
  A PC interested in the exact effects can make a DC 25 
  Spellcraft or Knowledge (religion) – see the magic jar spell 
  in the Players Handbook. PCs who already have been 
  possessed before know this as well of course. If the PCs 
  agree to the possession, take that player aside and explain 
  that the player now has to play Meabhe for a time. Details 
  can be found in Player’s Handout 2. 
   
   
  Eventually the PCs have to make a choice. If they 
  choose to stay focused on the original mission, Meabhe is 
  going to be furious. She does NOT attempt an involuntarily 
  possession though, nor does she attack them. She makes 
  sure the PCs are perfectly aware of what she thinks about 
  them, and it is not going to be very nice. Proceed with 
  Encounter 6. If on the other hand the PCs decide to help 
  Meabhe, she is going to be overjoyed, expressing her 
  gratitude with as much fervor as her displeasure if the PCs 
  refused. Once again she proposes to possess one of the PCs. 
  If they refuse, they better have a decent tracker among 
  them or else the mission is doomed to fail from the start. 
  Meabhe accepts their choice though. In this case proceed 
  with Encounter 7. 
   
  Important Note: Meabhe does not need to roll a 
  Survival check to follow Walfrend's tracks. Her murder by 
  Walfrend and her existence as a ghost created a special 
  connection between the two. She does not incur the 
  movement penalties normally associated with tracking. She 
  just knows where the hunter walked. 
   
  Troubleshooting: When the PCs attack Meabhe, she tries 
  to calm them. If this does not help, she disappears. Her 
  death is too recent to be overcome by the madness and rage 
  so common in ghosts. Once the PCs have calmed down, she 
  tries to approach them again. If they still refuse to listen the 
  players have lost an opportunity to role-play, and the PCs to 
  aid Sunndi in a different way then helping the people of 
  Nalkan Keep. Their only option from here is to proceed 
  with Encounter 6 as if they made that choice.  
   
  At higher APLs the PCs probably have the means to 
  instantly travel to Eyedrinn or contact somebody in power 
  in that village. The people of Eyedrinn definitely want the 
  PCs to stick to the old mission. The problems at the Keep 
  are definitely real and the situation is desperate. Is some 
  unknown information really worth the lives of 250 people? 
  Not to mention the effect on morale and the war the loss of 
  a keep might have. They do not have the resources to send 
  aid at the moment. There is a reason why they hired 
  adventurers for the task instead of using soldiers as normal. 
   
  Smart PCs might actually contact Kestor, a reasonably 
  powerful Trithereonite, or a high-ranking member of the 
  Veil. These people definitely prefer the PCs to get that 
  package. They inform the PCs that they shall contact 
  Nondrinn and send aid to Nalkan Keep. While Dolkann 
  still dies under this option, the Trithereonites of Nondrinn 
  arrive just in time to save the keep. Perhaps the best of 
  choices, it is only possible at higher levels when instant 
  communication is possible.  
   
  Encounter 6:  
  Breaking a Siege 
  To break the siege of Nalkan Keep three things have to be 
  done by the PCs: (1) they have to get into the Keep, (2) they 
  
  Saving Dolkann 
   
  Page 16 
  have to make some kind of plan together with Lord Levial 
  and (3) they have to execute the plan. All of this has to be 
  done before midnight on the day after the PCs left 
  Eyedrinn. 
   
  Timeline 
   
  Time 
  Event 
  7 pm 
  Likely time of the PCs leaving Eyedrinn 
  10 pm 
  Likely time of the PCs meeting Meabhe. 
  ~ 1 am 
  Likely time of the PCs to arrive at Nalkan 
  Keep 
  8 – 11 am 
  Morning meeting of the officers of the 
  Bullywugs army, and best time to attack. 
  7 – 9 pm 
  Unexpected evening meeting of the 
  bullywug leaders. 
  10 pm 
  Bullywugs initiate their massive attack 
  unless their leaders have been killed. 
   
  Nalkan Keep and Surroundings 
  Nalkan Keep is made on a low ridge on the northern bank 
  of the Pawluck River. It provides an excellent view on the 
  Vast Swamp to the south. A large copse of trees several 
  hundreds of feet to the southwest blocks vision in that 
  direction. The border road lays one ridge further to the 
  north. Right where the road to Nalkan Keep splits of this 
  road stood several farms, barns and a small inn. The thorp is 
  known also Nalkan Village. There is nothing more left than 
  a few smoldering ruins. A windmill on a hilltop to the west 
  is another clear landmark in the region. It was mainly used 
  as a sawmill. Like the village it has been reduced to rubble. 
  Finally there is a stone quarry to the east in the valley the 
  northeast of the Keep. 
   
  For obvious reasons Captain Marcenn cannot tell 
  where exactly the bullywug forces are camping, let alone 
  where the PCs can find the officers tent. The only place for 
  the PCs to find out is at Nalkan Keep. 
   
  Entering Nalkan Keep 
  While Nalkan Keep is under siege, it is not a particularly 
  tight one. Individuals can sneak in and out relatively easy. 
  The bullywugs lack discipline, and during the night they 
  tend to be sleeping and even those awake cannot see in the 
  dark any better than humans. Since the focus of this 
  adventure is not getting into the keep, you should not 
  spend too much time on this part. Player’s Handout 1 
  provides a good overview of the area. 
   
  At the moment the bullywugs camp in the remains of 
  Nalkan Village, the stone quarry and the copse of trees 
  southwest of the Keep. There are no fires burning to betray 
  these areas, but there is more than enough noise to 
  compensate for it. Loud arguments about food and the best 
  sleeping places are common and often enough end up in an 
  actual brawl. Even a fighter in full plate can get past the 
  guards unseen. Of course, the PCs do not know this ahead 
  of time.  
   
  Let them come up with a plan, make them sweat while 
  they execute the plan and let them succeed. Just note that 
  the easiest route is sneaking through the marshy valley 
  between the Keep and the thorp and then walking around 
  the Keep to the River Gate. Of course, at higher levels they 
  could fly in, which is somewhat risky because the archers 
  inside the Keep shoot first and ask questions later under 
  these circumstances. Once again, make the PCs sweat, but 
  do not seriously threaten them. They know the proper 
  passwords, so assume they react quickly. 
   
  Battle Plans 
  The PCs should be able to get inside unmolested, but at 
  first their welcome is far from warm. Their weapons are 
  taken, and if they protest they are thrown out again. Before 
  they are brought before Knight Commander Levial Nalkan, 
  Captain Kregenn interrogates them. He wants to be 
  absolutely sure they are not assassins send to kill his 
  commander or to poison the cistern. Once he is sure of 
  that, he himself escorts them to Sir Levial and he stays at 
  the meeting with his weapons ready to interfere at a 
  moments notice. 
   
  Sir Levial lives in the donjon. The PCs can look 
  through the arrow slits onto the courtyard or they have to 
  walk over the to get to the donjon. Make sure that you 
  describe the destruction that took place there. The remains 
  of scaffolds, wooden wagons, and a few barns stand as silent 
  testimonies of the battles that took place here. Makeshift 
  graves can be seen in the outmost corner, but it offers little 
  protection and the stench of death can be smelt all over the 
  keep. There is not enough dry wood to burn the corpses, 
  and not deep enough ground to give them a proper burial. 
  From the house the sounds of crying children and women 
  can be heard. Soldiers look grim and dirty: covered with 
  muck, sweat and blood. Their weapons are clean and in 
  prime condition though. 
   
  The room Levial lives in is sparsely furnished. It is a 
  room of a soldier, and a bit too clean and orderly. Levial 
  himself is a short, broad-shouldered, muscled man of 
  Oeridian descent. He looks like he has not seen sleep for 
  some time, and like the others in the Keep, he really needs 
  a bath, a shave and a decent meal. He does not have the 
  attitude of a desperate man though and during the 
  conversation with the PCs he remains proud, calm and 
  dignified. The impression the PCs should get is of an able 
  commander, 
  who 
  suffers 
  with 
  his 
  men 
  without 
  complaining and who is ready to die for them and Sunndi 
  
  Saving Dolkann 
   
  Page 17 
  without the fatalism or fanaticism that usually comes with 
  it. 
   
  � Lord Levial Nalkan: LN, male human (Oeridian) 
  Ari2/Ftr4;. 
   
  At the start of the meeting, Lord Levial is sitting in one of 
  the windows looking to the west. The PCs have to remain 
  standing while they once again have to explain why they 
  are here. Levial offers them some water and bread. He 
  would love to offer some better fare, but there is none in 
  the keep. Once he realizes the PCs are here to strike against 
  the leaders of the bullywugs, he is eager to help. He rises 
  from his position at the window and takes the PCs to a large 
  wooden table. On it lays a large map of the keep and its 
  surroundings with nails slammed into it at various spots: 
  the bushes to the southwest, the thorp to the north and the 
  stone quarry to the east.  
   
  Each of these nails represents a bullywug camp. The 
  camp at the copse of trees is lead by a large tough looking 
  bullywug cleric of Wastri. The other two camps are lead by 
  Suel women, twins, ugly as sin, fat, and looking more like 
  toads than humans. They are almost unnaturally fast 
  though, and are probably monks. Killing them might be 
  quite difficult since they are surrounded by highly alert 
  bullywugs always ready for a fight. Levial already tried to 
  kill them some time ago, but it failed miserably. The 
  corpses of those sent can still be seen hanging from the mill 
  to the northwest. Luckily the Wastrians are creatures of 
  habit, and every night these officers come together, 
  presumably to discuss tactics, at the village. Perhaps the 
  PCs have more chance of success then. 
   
  Alert PCs might note that perhaps it is easiest to kill 
  them while they are moving to the meeting spot. Lord 
  Levial advises against it. The valley is open, and such an 
  attack does not remain unseen. It alerts the other two 
  leaders and might send down a complete army. What is 
  worse, they are quite well guarded on these trips and killing 
  one is probably not enough. During the meeting though, 
  most bullywugs are kept at a distance. Apparently the 
  constant noise and bickering highly irritates the three 
  leaders, or they might just want to talk without being 
  overheard. Even better is the fact that they discuss their 
  plans inside the old inn. So as long as the PCs keep their 
  battle inside this inn, chances are the bullywugs never note 
  the fight before it is too late. 
   
  Levial is willing to start an attack as a diversion once 
  the PCs have finished the task to give them cover to make 
  their get away. 
   
  Important Note: At APL 12 the toad-like monks have 
  the Abundant Step ability. Lord Levial knows about it, and 
  he does warn the PCs in advance, advising them to prepare 
  dimensional anchor. 
   
  There always is the chance the PCs decide not to attack 
  during the morning meeting, or elected to travel by day and 
  arrived long after that meeting. It should be clear from the 
  timetable given above that there is an unexpected meeting 
  that evening. This can be observed from the Keep and it 
  will alarm Lord Levial greatly. He fears the three are 
  preparing an attack, and that if the PCs want to kill them, 
  they should do it at that time. He is all too right. If the PCs 
  fail to do so now, it is going to be too late… 
   
   
  Dolkann 
  Once plans have been made chances are the PCs want to 
  speak with Dolkann. With a bit of help from the locals, 
  they can find him either on the walls or at the barracks 
  (depending on the time of the day and the setting you as a 
  DM prefer). Due to the death of direct superior, he has 
  been promoted to the rank of lieutenant. Levial is quite 
  pleased with Dolkann.  
   
  Dolkann does not yet know his father is dead. When 
  informed, he keeps his grief bottled up for the moment. It 
  is neither the time nor the place to grieve. He grimly 
  acknowledges the news. If the PCs tell him his mother's 
  concerns, he once again acknowledges it. There is little he 
  can do about it. His place is right here at the side of his 
  comrades and men. He is not going to abandon them and 
  Sunndi at their most difficult time. Many more parents will 
  lose their children, and wives/husbands their spouses, what 
  would make him and his mother more special?  
   
  � Dolkann: LN, male human (Oeridian) Ftr4;. 
   
  Appearance: Dolkann is a man of average height and 
  build with short curly brown hair. Compared to most in the 
  Keep he is reasonably clean and his armor and weapons are 
  in impeccable condition. He has the wounds though to 
  show he has been in combat. He has an aura of leadership, 
  of a grim determination to give hell to the bullywugs. 
   
  Personality: Dolkann is a grim man of little words. He 
  realizes that there is little chance for a victory without 
  reinforcements or some unexpected aid. To his men he 
  remains hopeful, keeping morale high. He definitely is 
  going to use the PCs presence to his advantage in this 
  regard. 
   
  Enemies’ Headquarters  
  Before the PCs can attack the leaders, they need to get 
  there. This is easier then it sounds. If they sneak out of the 
  castle, and make a wide circle around the camps (preferably 
  while it still is dark), they can approach from the rather 
  lightly guarded north flank. The bullywugs are not 
  expecting an attack from that direction, and the PCs should 
  
  Saving Dolkann 
   
  Page 18 
  remain undetected in the region with only a minimum of 
  work. From there, they should try to approach the inn, and 
  be able to get in, as long as they take some decent 
  precautions. Use your judgment, but unless the PCs 
  brazenly walk towards the inn (unless looking like 
  bullywugs or in the disguise of Wastrian cultists) it should 
  succeed. 
   
  DM’s Map 1 contains the map of the inn, the only 
  building in the village that has not been burned down. 
  Note that Lord Levial can make a sketch of the place. All 
  the rooms except for the common room are empty. The 
  furniture that once stood here is smashed into small bits or 
  taken away. The shutters are open, giving easy access to the 
  building. The common room contains one table with 
  several chairs around it. It is here that the three officers 
  come together to discuss their plans.  
   
  Creatures: Besides the three officers there are also a couple 
  of normal bullywugs. Four of these are sitting in the 
  kitchen enjoying a breakfast of still living maggots. The 
  remaining bullywugs wander around the building. At 
  higher APL it should be relatively easy to dispose of these, 
  or avoid them entirely for example by using dimension 
  door to directly enter the common room. 
   
  APL 2 (EL 5) 
  � Ewish: Male bullywug Clr1; hp 12; See Appendix 1. 
  � Katura and Talora: Female human (Suel) Mnk1; hp 10; 
  See Appendix 1. 
  � Bullywugs (4): hp 10; See Appendix 9. 
   
  APL 4 (EL 7) 
  � Ewish: Male bullywug Clr3; hp 30; See Appendix 2. 
  � Katura and Talora: Female human (Suel) Mnk3; hp 24; 
  See Appendix 2. 
  � Bullywugs (4): hp 10; See Appendix 9. 
   
  APL 6 (EL 9) 
  � Ewish: Male bullywug Clr6; hp 63; See Appendix 3. 
  � Katura and Talora: Female human (Suel) Mnk6; hp 45; 
  See Appendix 3. 
  � Bullywugs (6): hp 10; See Appendix 9. 
   
  APL 8 (EL 11) 
  � Ewish: Male bullywug Clr8; hp 83; See Appendix 4. 
  � Katura and Talora: Female human (Suel) Mnk8; hp 59; 
  See Appendix 4. 
  � Bullywugs (8): hp 10; See Appendix 9. 
   
  APL 10 (EL 13) 
  � Ewish: Male bullywug Clr10; hp 103; See Appendix 5. 
  � Katura and Talora: Female human (Suel) Mnk10; hp 
  73; See Appendix 5. 
  � Bullywugs (10): hp 10; See 9. 
   
  APL 12 (EL 15) 
  � Ewish: Male bullywug Clr12; hp 123; See Appendix 6. 
  � Katura and Talora: Female human (Suel) Mnk12; hp 
  87; See Appendix 6. 
  � Bullywugs (12): hp 10; See Appendix 9. 
   
  Tactics: Kature and Talora start combat by quaffing a potion 
  of mage armor. Ewish is a cleric focused mainly on buffing 
  others and that is what he will do during the battle. If there 
  is an opportunity to do so, he buffs before combat. His AC 
  is reasonable high, so he also tries to lure the PCs into 
  attacking him as opposed to his two companions. 
   
  They try to alert the bullywugs in and around the 
  building at the start of the battle. If these have not yet been 
  disposed of, they rush into battle heedless of the danger. 
  These do fight to the death in the protection of their 
  superiors, though at high APLs all they do is block 
  movement. The three do not fight to the death. If brought 
  below half of their hit points in one round, or if only left 
  with a quarter of their hit points they try to flee. 
   
  Treasure:  
  Looting the Wastrian cultists: 
   
  APL 2: L: 85 gp; C: 30 gp; M cloak of resistance +1 (83 
  gp), 2 x potion of cure light wounds (4 gp each). 8 x potion 
  of mage armor (4 gp each), 2 x scroll of cure light wounds (2 
  gp each), scroll of remove fear (2 gp). 
   
  APL 4: L: 189 gp; C: 30 gp; M 3 x cloak of resistance +1 
  (83 gp each), 2 x potion of cure light wounds (4 gp each), 8 x 
  potion of mage armor (4 gp each), 2 x scroll of cure light 
  wounds (2 gp each), 2 x potion of cure moderate wounds 
  (25 gp each), scroll of cure moderate wounds (12 gp), scroll 
  of remove fear (2 gp). 
   
  APL 6: L: 43 gp; C: 30 gp; M +1 buckler (96 gp), 3 x 
  cloak of resistance +1 (83 gp each), +1 full plate (221 gp), 2 x 
  potion of cure light wounds (4 gp each), 8 x potion of mage 
  armor (4 gp each), 2 x scroll of cure light wounds (2 gp 
  each), 2 x potion of cure moderate wounds (25 gp each), 2 x 
  potion of cure serious wounds (62 gp), 2 x ring of 
  protection +1 (167 gp each), scroll of cure moderate wounds 
  (12 gp), scroll of remove fear (2 gp). 
   
  APL 8: L: 49 gp; C: 30 gp; M +1 buckler (96 gp), 3 x 
  cloak of resistance +1 (83 gp each), +1 full plate (221 gp), 2 x 
  gauntlets of ogre power (333 gp), 2 x potion of cure light 
  wounds (4 gp each), 8 x potion of mage armor (4 gp each), 2 
  x scroll of cure light wounds (2 gp each), 2 x potion of cure 
  moderate wounds (25 gp each), 2 x potion of cure serious 
  wounds (62 gp), 3 x ring of protection +1 (167 gp each), 
  
  Saving Dolkann 
   
  Page 19 
  scroll of cure moderate wounds (12 gp), scroll of cure 
  serious wounds (31 gp), scroll of remove fear (2 gp). 
   
  APL 10: L: 55 gp; C: 30 gp; M +2 buckler (346 gp), 3 x 
  cloak of resistance +1 (83 gp each), +2 full plate (471 gp), 2 x 
  gauntlets of ogre power (333 gp), 2 x potion of cure light 
  wounds (4 gp each), 8 x potion of mage armor (4 gp each), 2 
  x scroll of cure light wounds (2 gp each), 2 x potion of cure 
  moderate wounds (25 gp each), 2 x potion of cure serious 
  wounds (62 gp), 2 x ring of mighty fist +1 (500 gp each), 3 x 
  ring of protection +1 (167 gp each), scroll of cure moderate 
  wounds (12 gp), scroll of cure serious wounds (31 gp), scroll 
  of remove fear (2 gp). 
   
  APL 12: L: 61 gp; C: 30 gp; M +2 buckler (346 gp), 2 x 
  cloak of resistance +1 (83 gp each), cloak of resistance +2 
  (333 gp), +2 full plate (471 gp), 2 x gauntlets of ogre power 
  (333 gp), 2 x monk’s belt (1083 gp each), periapt of wisdom 
  +2 (333 gp), 2 x potion of cure light wounds (4 gp each), 8 x 
  potion of mage armor (4 gp each), 2 x scroll of cure light 
  wounds (2 gp each), 2 x potion of cure moderate wounds 
  (25 gp each), 2 x potion of cure serious wounds (62 gp), 2 x 
  ring of might fist +1 (500 gp each), 2 x ring of protection +1 
  (167 gp each), ring of protection +2 (667 gp), scroll of cure 
  moderate wounds (12 gp), scroll of cure serious wounds (31 
  gp), scroll of remove fear (2 gp). 
   
  Detect Magic results: +1 and 2 buckler (Faint 
  Transmutation), cloak of resistance +1 and +2 (Faint 
  Abjuration), +1 and +2 full plate (Faint Transmutation), 
  gauntlets of ogre power (Moderate Transmutation), monk’s 
  belt (Moderate Transmutation), periapt of wisdom +2 
  (Moderate Transmutation), potion of cure light wounds 
  (Faint Conjuration), potion of mage armor (Faint 
  Conjuration), 
  scroll 
  of 
  cure 
  light 
  wounds 
  (Faint 
  Conjuration), potion of cure moderate wounds (Faint 
  Conjuration), potion of cure serious wounds (Faint 
  Conjuration), ring of might fist +1 (Faint Evocation), ring 
  of protection +1 and +2 (Faint Abjuration), scroll of cure 
  moderate wounds (Faint Conjuration), scroll of cure serious 
  wounds (Faint Conjuration), scroll of remove fear (Faint 
  Abjuration). 
   
  Development: The PCs are attacking the enemy within 
  their own camp, so the greatest worry for the party would 
  be to face a whole army. Noise of fighting does not trigger 
  such an alarm. The bullywugs are fighting each other 
  simply too often for that to make them suspicious. Only if 
  one of the three officers escapes from the building is such 
  an alarm sounded. Even then the PCs have several rounds 
  to finish the task and flee. In this case they do NOT have 
  the time to completely loot the bodies (which takes around 
  10 minutes). At high APLs the PCs might elect to stay and 
  deal some more damage before flying or teleporting out of 
  harm’s way. The first wave of attackers are common 
  bullywugs, only if those are defeated are the champions 
  called in. This gives the PCs enough time to both loot and 
  flee. Don’t bother playing it out. Just assume the PCs get 
  away, spent, wounded and exhausted. 
   
  If none of the leaders escape, no alarm is sounded and 
  the PCs have all the time of the world. Once back at the 
  fortress proceed with the Conclusion. The adventure is 
  basically over. 
   
  Encounter 7:  
  The Hunters Hunted 
  The trail of Walfrend leads back into the Vast Swamp. 
  Meabhe seems to know in what direction Walfrend is 
  traveling, and with her in the lead, following his tracks is 
  easy. If the PCs refused her help though, they have to make 
  a base DC 11 (10 at APL 8+ due to Shredder’s size increase) 
  Survival check for every mile and this does not include any 
  penalties due to the visibility. The real problem lies in the 
  weather. The above DC is increased by 1 for every two 
  hours since Walfrend walked at the scene. So at the murder 
  site of Meabhe the DC is most likely 23 or 24. Use the 
  timetable to determine the DC at a specific time.  
   
  At the lower APLs it is virtually impossible to track 
  Walfrend. If they lack the skill, let them realize they lost 
  the trail relatively quickly. They can return to Meabhe and 
  take her upon her offer or resume their journey to Nalkan 
  Keep. Note that it is certainly possible to  ‘take 10’ on the 
  Survival check. 
   
  Note that riding horses is virtually impossible in the 
  Vast Swamp. Using them is unnecessarily cruel and the 
  PCs speed is not going to be much higher. Risks of the 
  beast breaking its legs or sinking in a bog hole are rather 
  high.  
   
  Timeline 
  When Walfrend came across Meabhe’s trail, he was 
  traveling with a small group of elite bullywugs on their way 
  to the front. His skills were needed to dispose enemy 
  wizards and clerics. Never able to pass up a good hunt, he 
  and his companion left the group to hunt down and 
  murder the half-olve. His superiors did not object because 
  they feared the half-olve might have seen too much. One of 
  his superiors, a female bullywug cleric by the name of 
  Kitesh, would follow Walfrend on a slower pace to meet up 
  with him again at Blood Hill (named after the color of the 
  earth at the hill) to see whether he was successful and to 
  reassign a new task. 
   
  For characters with a basic speed of 30 feet the trip 
  from Meabhe’s murder site to Blood Hill takes 15 hours. If 
  the slowest character has a movement of 20 feet it takes 20 
  hours. These numbers do not include any time spend 
  
  Saving Dolkann 
   
  Page 20 
  resting. Assuming the PCs did as they were advised and 
  started their journey to Nalkan Keep at nightfall, they 
  probably need to rest pretty soon or be overcome by 
  fatigue. They could also use a forced march, rules of which 
  can be found at page 164 in the Player’s Handbook.  
   
  Players that do press on, perhaps because they think 
  they do not have the time to rest, probably realize 
  differently quickly. Kitesh’s movement is considerably 
  slower than Walfrend’s and Shredder’s and the two hunters 
  are aware of this fact. Walfrend hates to stay long at one 
  spot when in the wilderness, so he is traveling to Blood Hill 
  at a very relaxed speed. Anybody following his tracks 
  realizes rather quickly he is not in a hurry. Still without 
  magic (or in the unlikely case that the slowest member of 
  the group has a movement of 40 feet) it is impossible to 
  catch up with Walfrend before his meeting at Blood Hill.  
   
  The time-line below provides the information on what 
  happens when so that you can adjust the encounter when 
  the PCs dally longer then is wise or are faster then expected 
  (by hustling, sleeping less then 8 hours, and so on). 
   
  Relative 
  Time 
  (in hours) 
  Time 
  Events 
  -24 
  ± 11 pm 
  Walfrend murders Meabhe. 
  -23 
  ± 12 pm 
  Walfrend sets up camp for the 
  night. 
  0 
  ± 11 pm 
  PCs meet the ghost of Meabhe. 
   
   
  Walfrend sets up camp for the 
  night. 
  +10 
  ± 9 am 
  Assuming that slowest PC has a 
  speed of 40 and they did not 
  rest 
  they 
  catch 
  up 
  with 
  Walfrend and Shredder. 
  +12 
  ± 11 am 
  Walfrend arrives at Blood Hill. 
  +14 
  ± 1 pm 
  Kitesh arrives at Blood Hill. 
  +15 
  ± 2 pm 
  Earliest possible time for the 
  PCs to arrive at Blood Hill –
  assuming the slowest character 
  has a speed of 30 and they do 
  not rest for the night. 
   
   
  Walfrend delivers the package 
  of 
  documents 
  stolen 
  from 
  Meabhe. 
  +18 
  ± 5 pm 
  PCs arrive at Blood Hill when 
  they travel with a speed of 40 
  and slept for 8 hours. 
   
   
  Kitesh 
  starts 
  reading 
  the 
  documents. She finishes it the 
  following morning around 10 
  am. 
  +20 
  ± 7 pm 
  Earliest possible time for the 
  PCs to arrive at Blood Hill –
  assuming the slowest character 
  has a speed of 20 and they do 
  not rest for the night. 
  +23 
  ± 10 pm 
  Arrival of the PCs with a speed 
  of 30 when they rested. 
  +28 
  ± 1 am 
  Arrival of the PCs with a speed 
  of 20 when they rested. 
  +35 
  ± 8 am 
  Walfrend leaves Blood Hill. 
  +38 
  ± 11 am 
  Kitesh leaves Blood Hill. 
   
  The Hunt is On 
  Once you made sure the PCs have the ability to follow the 
  trail of Walfrend (read: have a survival modifier of +13 or 
  higher or allow Meabhe to posses one of them), ask the PCs 
  whether or not they are going to rest before they proceed. 
  Assuming the PCs left at nightfall from Eyedrinn, their 
  meeting with Meabhe took place an hour or two before 
  midnight. They are tired, and traveling through the Vast 
  Swamp by night is difficult and dangerous unless of course 
  all the PCs either have low-light vision or darkvision. Even 
  Meabhe feels the tiredness of her borrowed body and while 
  her original body had low-light vision, her borrowed one 
  might not be adequately equipped for a night trip into the 
  swamp. Arguments from her are to be expected. Remind 
  the player of Meabhe that while the senses of the new body 
  are vicarious, they are all too real. 
   
  If they make a camp, ask the PCs to make a quick 
  sketch of the campsite: who is sleeping where and in what 
  kind of terrain do they camp? Do they make a fire? How do 
  they get good drinking water if they do not have a fire? 
  What is the watch schedule? Nothing is going to happen 
  during the night, but the players do not need to know this 
  in advance. 
   
  When they are ready to proceed along the trail, 
  whether they start in the morning or immediately after 
  their encounter with Meabhe, ask how they are traveling 
  through the swamp. What is the marching order? What 
  light source, if any are needed, are they using and who is 
  carrying it? Are there any standard tactics? What spells do 
  the PCs have active at what time? And so on.  
   
  Once you have the answers to these questions read out 
  aloud the following, and if necessary adjust for the time of 
  the day: 
   
  The Vast Swamp never has been a pleasant place for non-
  natives, and it is worse in the wet season. The swamp 
  consists of low rolling hills with the top of these hills 
  being relatively dry and overgrown with a dense, green 
  blanket of bushes and trees. The areas between these hills 
  consist of reed fields broken by creeks and channels filled 
  with murky water.  
  
  Saving Dolkann 
   
  Page 21 
   
  The water level in the reed fields tends to be half a 
  foot deep with a similar amount of slick mud beneath. 
  Walking here is treacherous due to the sinkholes hidden 
  below the murky water, and sharp leaves of the reeds. The 
  reeds are almost 7 feet tall, blocking all sight further than a 
  few yards and the constant rustle caused by the warm 
  southerly wind hides many sounds. Still it is the best place 
  for a landlubber to walk. The channels are filled with deep 
  slow flowing water with all kinds of hidden dangers below 
  the brown water. The hills are overgrown with woody 
  plants, much more difficult to bend than the reed. 
   
  As a result you are constantly walking in a few inches 
  of water, though at times it rains so hard that you have the 
  feeling you are swimming as opposed to walking. The 
  many insects and leeches do not help making you feel at 
  ease. Still in a way the swamp is a vibrant beautiful place: 
  green and yellow and filled with life, even though most of 
  it seems to be out for your blood in one way or another. 
   
  After about an hour you come across what appears to 
  be a campsite. Apparently Walfrend and his companion 
  slept here for the night. He clearly knows the swamp, 
  because it is a good dry sleeping spot. 
   
   
  When the PCs examine the camp, ask for their Search skill 
  modifier and make some rolls behind a screen. There is 
  nothing of special interest to be found here. A successful 
  DC 23 Survival check does reveal that Walfrend apparently 
  was not in a hurry. Even while following his tracks, they 
  should be able to catch up, assuming he keeps up that lack 
  of haste. If they have not yet rested, this is a good time to 
  ask them again. 
   
  Note: It is important to inform the PCs about the fact 
  that Walfrend is not in a hurry, or else there is a distinct 
  risk they go on without resting. 
   
  From here on the trip is relatively uneventful. 
  Walfrend (or more precisely Shredder) avoided the most 
  dangerous parts of the Vast Swamp and the PCs are reaping 
  the benefits as well. While following the trail the PCs 
  realize Walfrend was not in a hurry at all. In fact, he took 
  the time to hunt birds for food. The PCs are most assuredly 
  gaining on him even while following the tracks. 
  Depending on their speed (see time table above), the PCs 
  eventually come across his second campsite. The tracks 
  leaving this campsite take a more direct route then in the 
  previous part.  
   
  A DC 25 Knowledge (geography) or Knowledge (the 
  Splintered Sun) allows the PCs to realize Walfrend is 
  heading to a hill known as Blood Hill. One of the few 
  distinct local landmarks named after its red-brown earth 
  and not because of some atrocity committed in the distant 
  or not-too distant past. Royal Warders of the Vast Swamp 
  and members of the Chtaan have a +5 circumstance bonus 
  on this check, and this includes Meabhe. If members of 
  these two groups know of the hill, they have been there 
  before. Give them a detailed description of the area (see 
  below). 
   
  Even if the PCs miss this clue, there is little chance for 
  them to blunder onto the meeting place. Kitesh needs to 
  inhale a special incense to fight off the effects of Wastri’s 
  Breath (as the bullywugs call the strange rage that 
  overcome them about once every 25 years). The smell of 
  the burning incense is a clear warning the PCs are 
  approaching a camp of some kind. At night they might 
  even note the dim glow of the burning braziers from a 
  distance even though they are quite well hidden.  
   
   
  Blood Hill 
  If it was not for the distinct red colored earth of the hill and 
  the effect it has on a well on it slopes (rusty red water, safe 
  to drink, but with a metallic taste), the hill would be like 
  any other in this region of the swamp. From a distance it 
  still looks like a regular hill. Only on a few spots on the hill 
  can one see the earth itself. Though the well and the small 
  the trickle of water flowing do color the water a bit where it 
  flows into the swamp. While it is not a distinct landmark 
  for the average traveler, it is a good spot to meet somebody, 
  assuming both sides know the area. 
   
  Blood Hill is covered with dense undergrowth (see 
  Dungeon Master’s Guide page 87). Moving costs 4x the 
  regular cost, and it provides 30% miss chance. The DCs of 
  Tumble and Move Silently have a +5 circumstance increase, 
  while Hide checks gain a similar bonus. Running and 
  charging is impossible. Besides the bushes there are several 
  trees providing cover. The exception to this is the small 
  stream leading to the clearing (assume a 5 ft wide trail) of 
  light undergrowth, and a path and clearing itself that are 
  free of any undergrowth. The clearing has a diameter of 40 
  feet. It contains a small house partially build into the 
  ground and made out of earth and wood. 
   
  Sneaking Closer 
  Sneaking closer to overhear what Kitesh and Walfrend are 
  discussing is extremely dangerous due to the presence of 
  Shredder. The (draconic) yeth hound has extremely sharp 
  senses. At the very least the would-be spy needs to come 
  from a downwind direction; the wind comes from the 
  south. At APL 8+ Walfrend might immediately note it 
  when a new magic aura comes within sixty feet due to his 
  aura vision. Anybody trying to sneak closer needs to make a 
  Hide and Move Silently check opposed by respectively a 
  Spot and Listen check from the three (or two) villains. Do 
  not forget the –2 circumstance penalty to Listen checks due 
  to the constant rustling of the plants. If the villains’ rolls 
  beat the PCs roll not all is lost yet. The difference between 
  
  Saving Dolkann 
   
  Page 22 
  the villains’ rolls and the characters Hide or Move Silent 
  check x 10 feet is the distance at which the sneaking 
  character is going to be noted. If the character remains 
  further away then that, no alarm is going to be sound.  
   
  The most likely reaction from the three to any 
  unexpected intruders is violence, assuming they actually 
  recognize the sound as that of a humanoid intruder. 
  Natural animals become targets for a hunt, especially by 
  Shredder who is bored. Shredder is not so bored that he 
  leaves the campsite by more then 120 feet or so. Only a 
  human or bullywug (only possible with magic – remember 
  Walfrend’s aura vision at APL 8+) with very sharps wits 
  might be able to bluff oneself out of a fight by acting as a 
  fellow cultist. Use your own judgment when this happens, 
  but remember that only bullywugs and humans worship 
  Wastri and as far as Kitesh and Walfrend are concerned 
  there are no fellow cultists in the region (at least not 
  without bullywugs).  
   
  Still, with the proper skill it is certainly possible for a 
  PC to sneak close enough to the camp to observe it for 
  some time. To actually see what is going on a character 
  needs to get real close due to the dense vegetation. To 
  overhear and understand any conversation the character 
  needs to be within 20 feet. Depending on the time nothing 
  much might be said anyway, with Walfrend cleaning his 
  weapons and equipment and Kitesh reading the documents 
  or preparing the incense.  
   
  Creatures: Walfrend is a tall regal human of clear Oeridian 
  descent. He has short brown hair, a light brown skin and is 
  well shaven. He is a silent type with cold predator’s eyes, 
  always looking for a weakness to exploit.  
   
  Kitesh is a regular bullywug, and few would recognize 
  her as a female. Her size might betray her sex since female 
  bullywugs are larger than male bullywugs. She has a brown-
  green warty skin with yellow eyes, large webbed hand and 
  feet, and a rather loud voice. Like most bullywugs she has 
  difficulties whispering, and tends to croak when excited. 
  Due to the incense she is a bit slower and distracted. 
   
  Shredder looks a bit like an oversized greyhound with 
  dull black fur and cherry red glowing eyes. At APL 8+ he 
  has large black bat-like wings, is partially covered with 
  black scales, has an elongated skull like head with two 
  forward protruding horns and vicious looking claws. Of the 
  two he is the most restless, switching between short 
  restless naps and nervous pacing around the camp. He is a 
  cruel hunter and he hates to do nothing. 
   
  APL 2 (EL 5) 
  � Walfrend: Male human (Oeridian) Rng2; hp 17; See 
  Appendix 1. 
  � Kitesh: Female bullywug Clr2; hp 21; See Appendix 1. 
  � Shredder: Male yeth hound; hp 19; See Monster 
  Manual page 262 and Appendix 1. 
   
  APL 4 (EL 7) 
  � Walfrend: Male human (Oeridian) Rng3/Ftr1; hp 32; 
  See Appendix 2. 
  � Kitesh: Female bullywug Clr4; hp 43; See Appendix 2. 
  � Shredder: Male yeth hound HD 5; hp 32; See 
  Appendix 2. 
   
  APL 6 (EL 9) 
  � Walfrend: Male human (Oeridian) Rng3/Ftr2/Osl1; 
  hp 53; See Appendix 3. 
  � Kitesh: Female bullywug Clr6; hp 63; See Appendix 3. 
  � Shredder: Male yeth hound HD 7; hp 59; See 
  Appendix 3. 
   
  APL 8 (EL 11) 
  � Walfrend: Male human (Oeridian) Rng3/Ftr2/Osl3; 
  hp 69; See Appendix 4. 
  � Kitesh: Female bullywug Clr8; hp 83; See Appendix 4. 
  � Shredder: Male half-dragon (black) yeth hound HD 7; 
  hp 73; See Appendix 4. 
   
  APL 10 (EL 13) 
  � Walfrend: Male human (Oeridian) Rng3/Ftr2/Osl5; 
  hp 85; See Appendix 5. 
  � Kitesh: Female bullywug Clr10; hp 103; See Appendix 
  5. 
  � Shredder: Male half-dragon (black) yeth hound HD 11; 
  hp 115; See Appendix 5. 
   
  APL 12 (EL 15) 
  � Walfrend: Male human (Oeridian) Rng3/Ftr4/Osl5; 
  hp 103; See Appendix 6. 
  � Kitesh: Female bullywug Clr12; hp 123; See Appendix 
  6. 
  � Shredder: Male half-dragon yeth hound HD 15; hp 
  172; See Appendix 6. 
   
  Tactics: Walfrend and Shredder are hunters at heart, not 
  fanatic fighters dedicated to a cause. They prefer hit-and-
  run tactics to straightforward melee. Walfrend as an archer 
  (and with a very low AC) is most effective if he can keep his 
  distance, and both Kitesh and Shredder know this. 
  Especially at APL 10 and higher, when he has a bow of 
  seeking, he will seek out the bushes, knowing fully well 
  that these offer concealment to him but not to his enemies. 
  He is trained to fight olves and wizards and those are his 
  primary targets, though not when doing so would be 
  suicide.  
  
  Saving Dolkann 
   
  Page 23 
   
  Shredder starts a fight with his baying. Note that 
  Shredder has made a ritual of howling once per day so that 
  by the time the PCs meet the group Walfrend and Kitesh 
  likely are immune to his howl. If such is impossible due to 
  the timing then Shredder only resorts to baying when the 
  situation is desperate. Shredder tries to maneuver himself 
  between Walfrend and the PCs, using flyby attacks when 
  possible, but willing to stay if such is needed to protect 
  Walfrend. 
   
  Kitesh is different in many aspects from the other two. 
  She is slow and she knows it. She starts by buffing herself 
  and the other two, knowing reasonably well what method 
  is most effective.  She also is not a fighter, but her AC is 
  decent, so like Shredder she tries to lure the PCs into 
  attacking her instead of Walfrend. Depending on the time 
  she might have some long-term buffing spells running. Use 
  your own judgment. When they are totally surprised by the 
  PCs she starts by casting an obscuring mist to buy some 
  time. 
   
  Note that both Shredder and Walfrend are not going 
  to stay and fight till death. If brought to half their hit points 
  in one round, or when reduced to one quarter their hit 
  points they try to flee. If cornered, they both fight to the 
  death, knowing that they do not have to expect mercy from 
  their opponents. Kitesh is too slow to get away, and as a 
  result she does fight till death. 
   
   
  Treasure:  
  Looting Walfrend: 
   
  APL2: L: 52 gp; C: 10 gp; M +1 chain shirt (104 gp), 
  potion of cure light wounds (4 gp). 
   
  APL4: L: 60 gp; C: 10 gp; M brooch of shielding (125 
  gp), +1 chain shirt (104 gp), elixir of sneaking (21 gp), 
  potion of cure light wound (4 gp), potion of cure moderate 
  wounds (25 gp). 
   
  APL6: L: 10 gp; C: 10 gp; M brooch of shielding (125 
  gp), +1 chain shirt (104 gp), elixir of sneaking (21 gp), elixir 
  of swimming (21 gp), +1 mighty composite longbow (217 
  gp), potion of cure light wound (4 gp), potion of cure 
  moderate wounds (25 gp). 
   
  APL8: L: 10 gp; C: 10 gp; M brooch of shielding (125 
  gp), +1 chain shirt (104 gp), elixir of sneaking (21 gp), elixir 
  of swimming (21 gp), lesser of bracers of archery (417 gp), 
  +1 mighty composite longbow (217 gp), potion of cure light 
  wound (4 gp), 2 x potion of cure moderate wounds (25 gp 
  each). 
   
  APL10: L: 10 gp; C: 10 gp; M brooch of shielding (125 
  gp), +1 chain shirt (104 gp), elixir of sneaking (21 gp), elixir 
  of swimming (21 gp), lesser of bracers of archery (417 gp),  
  +1 mighty composite longbow of seeking (717 gp), potion 
  of cure light wound (4 gp), 2x potion of cure moderate 
  wounds (25 gp each). 
   
  APL12: L: 9 gp; C: 10 gp; M brooch of shielding (125 
  gp), +1 buckler (97 gp), +1 chain shirt (104 gp), cloak of 
  resistance +2 (333 gp), elixir of sneaking (21 gp), elixir of 
  swimming (21 gp), gloves of dexterity +2 (333 gp), lesser of 
  bracers of archery (417 gp),  +1 mighty composite longbow 
  of seeking (717 gp), potion of cure light wound (4 gp), 2x 
  potion of cure moderate wounds (25 gp each), ring of 
  counterspells (333 gp), ring of protection +1 (167 gp). 
   
  Detect magic results: brooch of shielding (Faint 
  Abjuration), +1 buckler (Faint Transmutation), +1 chain 
  shirt (Faint Transmutation), cloak of resistance +2 (Faint 
  Abjuration), +1 composite long bow (Faint Transmutation), 
  +1 composite long bow of seeking (Strong Divination), 
  elixir of sneaking (Faint Illusion), elixir of swimming (Faint 
  Illusion), gloves of dexterity +2 (Moderate Transmutation), 
  lesser bracers of archery (Faint Transmutation), potion of 
  cure light wounds (Faint Conjuration), potion of cure 
  moderate 
  wounds 
  (Faint 
  Conjuration), 
  ring 
  of 
  counterspells (Moderate Evocation) and ring of protection 
  +1 (Faint Abjuration). 
   
  Looting Kitesh: 
   
  APL2: L: 76 gp; C: 10 gp; M cloak of resistance +1 (83 
  gp), 2x scroll of cure light wounds (2 gp each), scroll of 
  remove fear (2 gp). 
   
  APL4: L: 180 gp; C: 10 gp; M cloak of resistance +1 (83 
  gp), 2x scroll of cure light wounds (2 gp each), scroll of cure 
  moderate wounds (12 gp), scroll of remove fear (2 gp). 
   
  APL6: L: 29 gp; C: 10 gp; M +1 buckler (97 gp), cloak of 
  resistance +1 (83 gp), +1 full plate (221 gp), 2x scroll of cure 
  light wounds (2 gp each), scroll of cure moderate wounds 
  (12 gp), scroll of remove fear (2 gp). 
   
  APL8: L: 29 gp; C: 10 gp; M +1 buckler (97 gp), cloak of 
  resistance +1 (83 gp), +1 full plate (221 gp), 2x scroll of cure 
  light wounds (2 gp each), scroll of cure moderate wounds 
  (12 gp), scroll of cure serious wounds (31 gp), scroll of 
  remove fear (2 gp), ring of protection +1 (167 gp). 
   
  APL10: L: 29 gp; C: 10 gp; M +2 buckler (347 gp), cloak 
  of resistance +1 (83 gp), +2 full plate (471 gp), 2 x scroll of 
  cure light wounds (2 gp each), scroll of cure moderate 
  wounds (12 gp), scroll of cure serious wounds (31 gp), scroll 
  of remove fear (2 gp), ring of protection +1 (167 gp). 
   
  APL12: L: 29 gp; C: 10 gp; M +2 buckler (347 gp), cloak 
  of resistance +2 (333 gp), +2 full plate (471 gp), periapt of 
  wisdom +2 (333 gp), 2 x scroll of cure light wounds (2 gp 
  each), scroll of cure moderate wounds (12 gp), scroll of cure 
  serious wounds (31 gp), scroll of remove fear (2 gp), ring of 
  protection +2 (667 gp). 
   
  Detect magic results: +1 and +2 buckler (Faint 
  Transmutation), cloak of resistance +1 and +2 (Faint 
  Abjuration), +1 and +2 full plate (Faint Transmutation), 
  periapt of wisdom +2 (Moderate Transmutation), ring of 
  
  Saving Dolkann 
   
  Page 24 
  protection +1 and +2 (Faint Abjuration), scroll of cure light 
  wounds (Faint Conjuration), scroll of cure moderate 
  wounds (Faint Conjuration), scroll of cure serious wounds 
  (Moderate Conjuration), scroll of remove fear (Faint 
  Abjuration). 
   
  Development: Depending on how much haste the PCs 
  make, and how fast they are, they might catch up with 
  Walfrend long before he alerted Kitesh, or both might have 
  left the meeting site, each going his or her own way. In the 
  first case the PCs have an easier time, though if Walfrend 
  escapes, so to does the package of documents escape. In the 
  last case not all is lost yet. The PCs have to make a choice 
  which tracks to follow: that of the single bullywug or those 
  of the human and his dog-like companion. Both require a 
  base DC 11 Survival roll to follow modified by the time 
  since they left the campsite. The DC increases by 1 for 
  every 2 hours due the rain. Both travel at maximum speed, 
  and unless the PCs are faster, they are not going to catch up 
  with the two until it is too late. If they are faster though, 
  they might catch up. Kitesh joins a large band of humans 
  going deeper into the swamp 4 hours after having left the 
  camp. Walfrend leaves the swamp 15 hours later, his tracks 
  disappearing in the river that forms the border between 
  Sunndi and the Vast Swamp. 
   
  If the PCs capture any of the three villains alive, they 
  do not gain much information. Shredder cannot speak, 
  though he does understand Common and Infernal (and at 
  APL 8+ Draconic). Walfrend and Kitesh are not particular 
  forthcoming with information and they are not easily 
  scared into talking. Walfrend hates olves with a fiery 
  passion. Kitesh hatred goes much less deep. Besides, both 
  do not know much either. If the PCs take them along to the 
  civilized world, they try to escape at every possible 
  opportunity. Use your own judgment on whether or not 
  this is going to be successful. 
   
  What happens next depends on the PCs’ success and is 
  described in the Conclusion below. 
   
  Conclusion 
  There are basically two possible conclusions to the 
  adventure: either they chose to save Dolkann or to help 
  Meabhe. For the few PCs with the right kinds of spells and 
  attitude who might be able to do both, it is easy to combine 
  both conclusions. 
   
  Saving Dolkann 
  Killing (or capturing) the leaders of the bullywug army 
  laying siege to Nalkan Keep does not end the war. Anyone 
  can be replaced after all. It does disrupt the planned assault 
  as chaos breaks out among the bullywugs. Thus buys the 
  defenders enough time to get the civilians out of the Keep, 
  repair some of the damages, and more importantly send in 
  fresh soldiers and provisions. Once the PCs finish their 
  mission, they are more than welcome to stay at the Keep 
  until the relief forces arrive, and fight along the defenders 
  until that time. They can also choose to travel along with 
  Dolkann and his men to escort the civilians to Pitchfield. 
  Or they can return to Eyedrinn to immediately claim their 
  reward. Either way, they have earned the gratitude of 
  Count Jarinto and they get their payment as agreed upon at 
  the start of the adventure (unless they were not hired by 
  Captain Marcenn). 
   
  If one or two of the officers of the bullywug army 
  escape alive, it is going to be a partial success. The assault of 
  the bullywugs start as planned but the defenders manage to 
  win the fight, especially if the PCs fight along the soldiers 
  of the Keep. Unless the PCs knocked Dolkann unconscious 
  and locked him up, he dies. The Keep remains under siege 
  for a couple of days until soldiers from Nondrinn manage 
  to destroy the army and liberate the Keep. While this has 
  no consequences for the rewards, it might give the PCs a 
  bad feeling. 
   
  If on the other hand all three officers manage to escape 
  alive, the assault not only goes as planned, it is going to be a 
  complete victory for the bullywugs. The PCs and some of 
  the soldiers are going to escape alive, but many more die 
  and the Keep is burned to the ground. As long as the PCs 
  did their utmost best, they do get paid for the job. If on the 
  other hand the failure can be directly related to laziness on 
  the PCs' side they do not get a financial reward and instead 
  earn Jarinto's Wrath (see below). Note that this should only 
  be used in the most extreme of circumstances. Do NOT 
  hand it out lightly. 
   
  Treasure 
  Pay for (attempting to) saving Nalkan Keep: 
   
  APL 2: C: 100 gp;  
   
  APL 4: C: 200 gp;  
   
  APL 6: C: 300 gp;  
   
  APL 8: C: 400 gp;  
   
  APL 10: C: 500 gp; 
   
  APL 12: C: 600 gp;  
   
  � Favor of Count Jarinto of Stalward: Lord Jarinto will 
  arrange for any one weapon of your choice to be enchanted 
  (at normal cost), with the following enhancements: 
  axiomatic, keen, mighty cleaving, bane-aquatic. Or any one 
  suit of armor can be enhanced with acid, electricity, fire 
  and/or cold resistance. 
   
  In addition the favor can be used for standard things, 
  though to become a knight in Lord Jarinto's service one's 
  alignment need to be LN or true N. It also counts as a 
  recommendation for the army. 
  
  Saving Dolkann 
   
  Page 25 
  � Wrath of Count Jarinto: You have earned Count 
  Jarinto's wrath. No favors with the count or the temple of 
  Hextor in the Splintered Sun can be spent until the 
  disfavor is removed. In addition, a candidate for the Knight 
  of the Realm or a promotion in the Sunndian Army needs 
  one more favor then normal. 
   
  Helping Meabhe 
  Once the PCs have retrieved the stolen documents they are 
  not yet finished. Before Meabhe can find rest, the 
  documents need to be delivered to Count Kestor of Corul. 
  Meabhe does not want to travel over Nalkan Keep, 
  preferring to journey directly to Calgen and Kestor's palace. 
  Getting to speak with Kestor is not difficult if Meabhe still 
  controls one of the PCs. She knows the right persons and 
  all the necessary passwords. Without her, it takes some 
  more explaining, which you can play out if you have the 
  time (of course if they have favors with the Kestor it is 
  going to be considerable easier), but eventually they are 
  brought before Kestor himself. Kestor, a tall regal man with 
  short black hair with a distinct white stripe, wants a full 
  report. Once given, he accepts the documents and 
  profoundly thanks the PCs and wishes Meabhe a restful 
  afterlife. 
   
  Read out aloud the following when that happens: 
   
  With Kestor's last words, you all suddenly feel a warm 
  breeze touch your face almost like somebody touched or 
  kissed your cheek.  
   
  A woman’s voice so familiar to you whispers in your 
  ear: "Thank you! Without your help I would most 
  assuredly still be wandering in the twilight between life 
  and death. Not all the gold in the world can repay your 
  kind deed or the trust you have shown in a complete 
  stranger. Still, to leave with naught but words to show my 
  gratitude would do your deed little justice. When ready, 
  prepare a pristine weapon untouched by naught but the 
  most basic of magics, call upon my name, and it will 
  receive my blessing."  
   
  Her voice became softer and softer with the last 
  sentence until it finally disappears, leaving you with a 
  sense of accomplishment and joy mixed with a strange 
  sadness.  
   
  Besides Meabhe's Blessing, the details of its effects can be 
  found below and on the AR, the PCs also earn the favor of 
  Count Kestor. There is no monetary reward. 
   
  If on the other hand the PCs failed to recover the 
  stolen documents, Meabhe leaves the possessed body as 
  soon as the group as a whole gives up the chase. She made a 
  choice and for the moment she is doomed to haunt the 
  location of her death. Though if the majority of the tables 
  fails, or choose to aid Nalkan Keep, this might be remedied 
  in a future scenario. Before she leaves though, she does try 
  to get a promise from the PCs to at least inform Kestor 
  about the events so that he can send a warning to the agent. 
  If they made a genuine attempt to retrieve the documents, 
  but failed due to no fault of theirs (Walfrend and his 
  companions were simply too strong to defeat), they do earn 
  Kestor's favor. 
   
  Curious PCs might wonder what happened to Nalkan 
  Keep. If they did alert the people of Eyedrinn or Nondrinn 
  that they changed their mission, aid was sent to Nalkan 
  Keep. This time the cavalry did not came too late, though it 
  arrived only barely on time. The Keep was saved, but the 
  cost in human life was high. Dolkann is one of many of the 
  victims. If the PCs did not alert anybody, Nalkan Keep was 
  overrun by the bullywugs. Only a few soldiers managed to 
  escape. Due to the value of the stolen information, Kestor 
  does manage to appease the furious Count Jarinto from 
  charging the PCs with treason. If they have nothing to 
  show for it, they better not set foot in Stalward in the enar 
  future. 
   
  Treasure: 
  � Favor Count Kestor of Corul: This favor counts as a 
  standard favor with Count Kestor. Besides standard use, it 
  can be spend to gain one time access to one of the following 
  items: boots of levitation, brooch of shielding, folding boat, 
  necklace of fire balls (up to type V), slippers of spider 
  climbing, or a stone of alarm. Or you can write six levels of 
  arcane Abjuration or non-evil Necromantic core access 
  spells of up to 6
  th level of your choice in your spellbook for 
  the normal costs. 
   
  � Blessing of Meabhe: By calling upon Meabhe's name, 
  and using this favor, one can give a +1 weapon without any 
  other enhancements either an upgrade to a +2 weapon or 
  give it a +1 equivalent enhancement from the DMG (except 
  vicious). Instead of the usual costs, one pays 3000 gp and 
  240 xp as if the character crafted the weapon herself. 
  Preparing the weapon costs 1 TU. 
   
  � Wrath of Count Jarinto: You have earned Count 
  Jarinto's wrath. No favors with the count or the temple of 
  Hextor in the Splintered Sun can be spent until the 
  disfavor is removed. In addition, a candidate for the Knight 
  of the Realm or a promotion in the Sunndian Army needs 
  one more favor then normal. 
   
  
  Saving Dolkann 
   
  Page 26 
  Campaign  
  Consequences 
  At the conclusion of this module the DM should answer 
  the following questions regarding how events transpired. 
  These answers should be emailed to poc@sunndi.org. 
   
  1. 
  What was the composition of the party? 
  2. 
  At what APL was this event run? 
  3. 
  How did the PCs treat Alyshizia? 
  4. 
  How did the PCs treat Captain Marcenn? 
  5. 
  Did the PCs choose to help Meabhe or the people 
  at Nalkan Keep? 
  6. 
  Where the PCs successful in their mission? 
  7. 
  If the PCs decided to help Meabhe, did Walfrend, 
  Shredder or Kitesh die? 
  8. 
  Did they warn their superiors that they changed 
  the mission? 
   
  Of course, besides the answers to these questions, a short 
  summery of what transpired and a review of the scenario is 
  welcome as well. If there are any things you or the players 
  particularly liked or disliked, let us know as well. 
   
   
  The End 
   
   
   
   
  
  Saving Dolkann 
   
  Page 27 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 3: A Journey Along the River 
  Defeating or avoiding the bullywug patrol: 
  APL2  
  60 XP  
  APL4  
  120 XP  
  APL6  
  180 XP  
  APL8  
  240 XP 
  APL10  
  300 XP  
  APL12  
  360 XP  
   
  Encounter 4: Trick or Treat 
  Defeating the pack of undead: 
   
  APL2  
  150 XP  
  APL4  
  210 XP  
  APL6  
  270 XP  
  APL8  
  330 XP 
  APL10  
  390 XP  
  APL12  
  450 XP 
   
  Encounter 6: Breaking a Siege 
  Defeating the officers of the bullywug army:  
  APL2  
  150 XP  
  APL4  
  210 XP  
  APL6  
  270 XP  
  APL8  
  330 XP 
  APL10  
  390 XP  
  APL12  
  450 XP  
   
  OR 
   
  Encounter 7: The Hunters Hunted 
  Retrieving the stolen documents  
  APL2  
  150 XP  
  APL4  
  210 XP  
  APL6  
  270 XP  
  APL8  
  330 XP 
  APL10  
  390 XP  
  APL12  
  450 XP  
   
  Note: The PCs only gain experience from either Encounter 
  6 or 7 even if they manage to do both 
   
  Discretionary Role-playing Award 
  APL2  
  90 XP  
  APL4  
  135 XP  
  APL6  
  180 XP  
  APL8  
  225 XP 
  APL10  
  270 XP  
  APL12  
  315 XP 
   
  Total Possible Experience:  
   
  APL2  
  450 XP  
  APL4  
  675 XP  
  APL6  
  900 XP  
  APL8  
  1125 XP 
  APL10  
  1350 XP  
  APL12  
  1575 XP 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, usually 
  finding it in the possession of their foes. Every encounter 
  that features treasure has a “treasure” section within the 
  encounter description, giving information about the loot, 
  coins, and magic items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes per 
  every 5 enemies, and if the characters cannot take the time to 
  loot the bodies, they do not gain this gold. If you feel it is 
  reasonable that characters can go back to loot the bodies, and 
  those bodies are there (i.e., not carted off by dungeon 
  scavengers, removed from the scene by the local watch, and 
  so on), characters may return to retrieve loot. If the characters 
  do not loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure. Many 
  times characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and how to 
  activate it. Other times they may attempt to use the item 
  blindly. If the magic item is consumable (a potion, scroll, 
  magic bolts, etc.) and the item is used before the end of the 
  adventure, its total is subtracted from the adventure totals 
  below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the GP 
  Gained field of the adventure certificate. Because this is a 
  Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  
  Saving Dolkann 
   
  Page 28 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter 3: Journey Along the River: 
  Looting the bullywugs 
   
  APL 2: Loot: 11 gp;  
   
  APL 4: Loot: 87 gp;  
   
  APL 6: Loot: 215 gp;; Magic: 3x potion of barkskin (25 
  gp each) 
   
  APL 8: Loot: 286 gp; Magic: 3x oil of greater magic 
  weapon +1 (62 gp each), 3x potion of barkskin +2 (25 gp 
  each), 3x potion of shield of faith +2 (4 gp each). 
   
  APL 10: Loot: 310 gp; Magic: 3x oil of greater magic 
  weapon +2 (100 gp each), 3x potion of barkskin +3 (50 gp 
  each), 6x potion of shield of faith +3 (25 gp each), 3x oil of 
  magic vestment +1 (62 gp each). 
   
  APL 12: Loot: 310 gp; Magic: 3x oil of greater magic 
  weapon +2 (150 gp each), 3x potion of barkskin +5 (100 gp 
  each), 6x potion of shield of faith +5 (75 gp each), 3x oil of 
  magic vestment +1 (100 gp each). 
   
  Encounter 4: Trick or Treat 
  Looting the undead: 
   
  APL 2: none 
   
  APL 4: Loot: 4gp;  
   
  APL 6: Loot 4 gp;  
   
  APL 8: Loot: 4 gp;  
   
  APL 10: Loot: 49 gp;  
   
  APL 12: Loot: 49 gp; 
   
  Encounter 6: Breaking a Siege 
  Looting the Wastrian cultists: 
   
  APL 2: Loot: 85 gp; Coin: 30 gp; Magic: cloak of 
  resistance +1 (83 gp), 2x potion of cure light wounds (4 gp 
  each). 8x potion of mage armor (4 gp each), 2x scroll of cure 
  light wounds (2 gp each), scroll of remove fear (2 gp). 
   
  APL 4: Loot: 189 gp; Coin: 30 gp; Magic: 3x cloak of 
  resistance +1 (83 gp each), 2x potion of cure light wounds (4 
  gp each), 8x potion of mage armor (4 gp each), 2x scroll of 
  cure light wounds (2 gp each), 2x potion of cure moderate 
  wounds (25 gp each), scroll of cure moderate wounds (12 
  gp), scroll of remove fear (2 gp). 
   
  APL 6: Loot: 43 gp; Coin: 30 gp; Magic: +1 buckler (96 
  gp), 3x cloak of resistance +1 (83 gp each), +1 full plate (221 
  gp), 2x potion of cure light wounds (4 gp each), 8x potion of 
  mage armor (4 gp each), 2x scroll of cure light wounds (2 gp 
  each), 2x potion of cure moderate wounds (25 gp each), 2x 
  potion of cure serious wounds (62 gp), 2x ring of protection 
  +1 (167 gp each), scroll of cure moderate wounds (12 gp), 
  scroll of remove fear (2 gp). 
   
  APL 8: Loot: 49 gp; Coin: 30 gp; Magic: +1 buckler (96 
  gp), 3x cloak of resistance +1 (83 gp each), +1 full plate (221 
  gp), 2x gauntlets of ogre power (333 gp), 2x potion of cure 
  light wounds (4 gp each), 8x potion of mage armor (4 gp 
  each), 2x scroll of cure light wounds (2 gp each), 2x potion 
  of cure moderate wounds (25 gp each), 2x potion of cure 
  serious wounds (62 gp), 3x ring of protection +1 (167 gp 
  each), scroll of cure moderate wounds (12 gp), scroll of cure 
  serious wounds (31 gp), scroll of remove fear (2 gp). 
   
  APL 10: Loot: 55 gp; Coin: 30 gp; Magic: +2 buckler 
  (346 gp), 3x cloak of resistance +1 (83 gp each), +2 full plate 
  (471 gp), 2x gauntlets of ogre power (333 gp), 2x potion of 
  cure light wounds (4 gp each), 8x potion of mage armor (4 
  gp each), 2x scroll of cure light wounds (2 gp each), 2x 
  potion of cure moderate wounds (25 gp each), 2x potion of 
  cure serious wounds (62 gp), 2x ring of might fist +1 (500 
  gp each), 3x ring of protection +1 (167 gp each), scroll of 
  cure moderate wounds (12 gp), scroll of cure serious 
  wounds (31 gp), scroll of remove fear (2 gp). 
   
  APL 12: Loot: 61 gp; Coin: 30 gp; Magic: +2 buckler 
  (346 gp), 2x cloak of resistance +1 (83 gp each), cloak of 
  resistance +2 (333 gp), +2 full plate (471 gp), 2x gauntlets of 
  ogre power (333 gp), 2x monk’s belt (1083 gp each), periapt 
  of wisdom +2 (333 gp), 2x potion of cure light wounds (4 gp 
  each), 8x potion of mage armor (4 gp each), 2x scroll of cure 
  light wounds (2 gp each), 2x potion of cure moderate 
  wounds (25 gp each), 2x potion of cure serious wounds (62 
  gp), 2x ring of might fist +1 (500 gp each), 2x ring of 
  protection +1 (167 gp each), ring of protection +2 (667 gp), 
  scroll of cure moderate wounds (12 gp), scroll of cure 
  serious wounds (31 gp), scroll of remove fear (2 gp). 
   
  Encounter 7: Hunters Hunted 
  Looting Walfrend: 
   
  APL 2: Loot: 52 gp; Coin: 10 gp; Magic: +1 chain shirt 
  (104 gp), potion of cure light wound (4 gp). 
   
  APL 4: Loot: 60 gp; Coin: 10 gp; Magic: brooch of 
  shielding (125 gp), +1 chain shirt (104 gp), elixir of 
  sneaking (21 gp), potion of cure light wound (4 gp), potion 
  of cure moderate wounds (25 gp). 
   
  APL 6: Loot: 10 gp; Coin: 10 gp; M brooch of shielding 
  (125 gp), +1 chain shirt (104 gp), elixir of sneaking (21 gp), 
  elixir of swimming (21 gp), +1 mighty composite longbow 
  (217 gp), potion of cure light wound (4 gp), potion of cure 
  moderate wounds (25 gp). 
   
  APL 8: Loot: 10 gp; Coin: 10 gp; Magic: brooch of 
  shielding (125 gp), +1 chain shirt (104 gp), elixir of 
  sneaking (21 gp), elixir of swimming (21 gp), lesser of 
  bracers of archery (417 gp), +1 mighty composite longbow 
  (217 gp), potion of cure light wound (4 gp), 2x potion of 
  cure moderate wounds (25 gp each). 
  
  Saving Dolkann 
   
  Page 29 
   
  APL 10: Loot: 10 gp; Coin: 10 gp; Magic: brooch of 
  shielding (125 gp), +1 chain shirt (104 gp), elixir of 
  sneaking (21 gp), elixir of swimming (21 gp), lesser of 
  bracers of archery (417 gp),  +1 mighty composite longbow 
  of seeking (717 gp), potion of cure light wound (4 gp), 2x 
  potion of cure moderate wounds (25 gp each). 
   
  APL 12: Loot: 9 gp; Coin: 10 gp; Magic: brooch of 
  shielding (125 gp), +1 buckler (97 gp), +1 chain shirt (104 
  gp), cloak of resistance +2 (333 gp), elixir of sneaking (21 
  gp), elixir of swimming (21 gp), gloves of dexterity +2 (333 
  gp), lesser of bracers of archery (417 gp),  +1 mighty 
  composite longbow of seeking (717 gp), potion of cure light 
  wound (4 gp), 2x potion of cure moderate wounds (25 gp 
  each), ring of counterspells (333 gp), ring of protection +1 
  (167 gp). 
   
  Looting Kitesh: 
   
  APL 2: Loot: 76 gp; Coin: 10 gp; Magic: cloak of 
  resistance +1 (83 gp), 2x scroll of cure light wounds (2 gp 
  each), scroll of remove fear (2 gp). 
   
  APL 4: Loot: 180 gp; Coin: 10 gp; Magic: cloak of 
  resistance +1 (83 gp), 2x scroll of cure light wounds (2 gp 
  each), scroll of cure moderate wounds (12 gp), scroll of 
  remove fear (2 gp). 
   
  APL 6: Loot: 29 gp; Coin: 10 gp; Magic: +1 buckler (97 
  gp), cloak of resistance +1 (83 gp), +1 full plate (221 gp), 2x 
  scroll of cure light wounds (2 gp each), scroll of cure 
  moderate wounds (12 gp), scroll of remove fear (2 gp). 
   
  APL 8: Loot: 29 gp; Coin: 10 gp; Magic: +1 buckler (97 
  gp), cloak of resistance +1 (83 gp), +1 full plate (221 gp), 2x 
  scroll of cure light wounds (2 gp each), scroll of cure 
  moderate wounds (12 gp), scroll of cure serious wounds (31 
  gp), scroll of remove fear (2 gp), ring of protection +1 (167 
  gp). 
   
  APL 10: Loot: 29 gp; Coin: 10 gp; Magic: +2 buckler 
  (347 gp), cloak of resistance +1 (83 gp), +2 full plate (471 
  gp), 2x scroll of cure light wounds (2 gp each), scroll of cure 
  moderate wounds (12 gp), scroll of cure serious wounds (31 
  gp), scroll of remove fear (2 gp), ring of protection +1 (167 
  gp). 
   
  APL 12: Loot: 29 gp; Coin: 10 gp; Magic: +2 buckler 
  (347 gp), cloak of resistance +2 (333 gp), +2 full plate (471 
  gp), periapt of wisdom +2 (333 gp), 2x scroll of cure light 
  wounds (2 gp each), scroll of cure moderate wounds (12 
  gp), scroll of cure serious wounds (31 gp), scroll of remove 
  fear (2 gp), ring of protection +2 (667 gp). 
   
   
   
   
  Conclusion: 
  Claiming a reward for breaking the siege of Nalkan Keep: 
   
  APL 2: Coin: 100 gp;  
   
  APL 4: Coin: 200 gp;  
   
  APL 6: Coin: 300 gp;  
   
  APL 8: Coin: 400 gp;  
   
  APL 10: Coin: 500 gp;  
   
  APL 12: Coin: 600 gp;  
   
  Maximum Total Allowed Treasure 
  APL2  
  450 GP  
  APL4  
  650 GP  
  APL6  
  900 GP  
  APL8  
  1300 GP 
  APL10  
  2300 GP  
  APL12  
  3300 GP 
   
  Items for the Adventure Record 
  � Favor of Count Jarinto of Stalward: Lord Jarinto will 
  arrange for any one weapon of your choice to be enchanted 
  (at normal cost), with the following enhancements: 
  axiomatic, keen, mighty cleaving, bane-aquatic. Or any one 
  suit of armor can be enhanced with acid, electricity, fire 
  and/or cold resistance. 
   
  In addition the favor can be used for standard things, 
  though to become a knight in Lord Jarinto's service one's 
  alignment need to be LN or NN. It also counts as a 
  recommendation for the army. 
   
  � Wrath of Count Jarinto: You have earned Count 
  Jarinto's wrath. No favors with the count or the temple of 
  Hextor in the Splintered Sun can be spent until the 
  disfavor is removed. In addition, a candidate for the Knight 
  of the Realm or a promotion in the Sunndian Army needs 
  one more favor then normal. 
   
  � Favor of Count Kestor of Corul: This favor counts as a 
  standard favor with Count Kestor. Besides standard use, it 
  can be spend to gain one time access to one of the following 
  items: boots of levitation, brooch of shielding, folding boat, 
  necklace of fire balls (up to type V), slippers of spider 
  climbing, or a stone of alarm. Or you can write six levels of 
  arcane Abjuration or non-evil Necromantic core access 
  spells of up to 6
  th level of your choice in your spellbook for 
  the normal costs. 
   
  � Blessing of Meabhe: By calling upon Meabhe's name, 
  and using this favor, one can give a +1 weapon without any 
  other enhancements either an upgrade to a +2 weapon or 
  give it a +1 equivalent enhancement from the DMG (except 
  vicious). Instead of the usual costs, one pays 3000 gp and 
  240 xp as if the character crafted the weapon herself. 
  Preparing the weapon costs 1 TU. 
  
  Saving Dolkann 
   
  Page 30 
   
  Item Access 
  APL 2 
  � wand of cure light wounds (Adventure, DMG) 
   
  APL 4 (All of APL 2 plus the following) 
  � brooch of shielding (Adventure, DMG) 
  � elixir of hiding (Adventure, DMG) 
   
  APL 6 (All of APLs 2-4 plus the following) 
  � elixir of swimming (Adventure, DMG) 
   
  APL 8 (All of APLs 2-6 plus the following) 
  � bracers of archery, lesser (Adventure, DMG) 
   
  APL 10 (All of APLs 2-8 plus the following) 
  � +2 buckler (Adventure, DMG) 
  � +2 full plate (Adventure, DMG) 
  � +1 Mighty {str +2} composite longbow of seeking 
  (Adventure, DMG) 
  � oil of greater magic weapon +2 (Adventure, DMG) 
  � Ring of mighty fist +1 (Adventure, function and 
  cost as an amulet of mighty fist +1, DMG) 
   
  APL 12 (All of APLs 2-10 plus the following) 
  � cloak of resistance +2 (Adventure, DMG) 
  � monk’s belt (Adventure, DMG) 
  � oil of greater magic weapon +3 (Adventure, DMG) 
  � oil of magic vestment +2 (Adventure, DMG) 
  � potion of barkskin +5 (Adventure, DMG) 
  � potion of shield of faith +5 (Adventure, DMG) 
  � ring of counterspell (Adventure, DMG) 
  � ring of protection +2 (Adventure, DMG) 
   
   
  
  Saving Dolkann 
   
  Page 31 
  Appendix 1: 
  APL 2 
  Encounter 3: A Journey Along the River 
  Bullywug raiders (3): Male bullywug War1; CR 1; 
  Medium-Size Humanoid (aquatic); HD 1d8+5; hp 10; 
  Init +1; Spd 20 ft., swim 30 ft.; AC 15 (touch 10, flat-
  footed 15); Base Atk +1; Grp +3; Atk +3 melee 
  (1d8+2/x3, battleaxe); Full Atk +3 melee (1d8+2/x3, 
  battleaxe); SQ Marsh move; AL CE; SV Fort +7, Ref +0, 
  Will +0; Str 14, Dex 10, Con 20, Int 7, Wis 7, Cha 7. 
   
  Skills and Feats: Hide +2 (+8 in marshes), Listen -2, 
  Spot -2; Endurance. 
   
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Enraged: The effects of Wastri’s Breath places the 
  bullywugs in a near permanent rage. These are taken 
  into account in the stats above. It provides a +4 bonus 
  on strength and constitution, a +2 morale bonus on 
  Will saves and a –2 penalty on AC. Any thing that 
  suppresses a barbarian’s rage or creates an immunity to 
  poison removes this effect. Unlike a barbarian the 
  bullywug will be exhausted. Note that these bonuses 
  do NOT stack with regular barbarian rage! 
   
  Possessions: Battleaxe, dagger, studded leather, 
  heavy wooden shield. 
   
  Encounter 4: Trick or Treat 
  Ghouls (6): CR 1; Medium-size Undead; HD 2d12; hp 
  13 each; Init +2; Spd 30 ft.; AC 14 (touch 12, flat-footed 
  12); Base Atk +1; Grp +2; Atk +2 melee (1d6+1 plus 
  paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, 
  bite) and +0/+0 melee (1d3 plus paralysis, claw); SA 
  Ghoul fever, paralysis; SQ Darkvision 60 ft., undead 
  traits, +2 turn resistance; SV Fort +0, Ref +2, Will +5; 
  Str 13, Dex 15, Con –, Int 13, Wis 14, Cha 12; AL CE. 
   
  Skills and Feats: Balance +6, Climb +5, Hide +6, 
  Jump +5, Move Silently +6, Spot +7; Multiattack. 
   
  Ghoul Fever (Su): Disease—bite, Fortitude DC 12, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma-based. 
   
  Paralysis (Ex): Those hit by a ghoul’s bite or claw 
  attack must succeed on a DC 12 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Elves have immunity to 
  this paralysis. The save DC is Charisma-based. 
   
  Possessions: None. 
   
  Encounter 6: Breaking a Siege 
  Ewish: Male bullywug Clr1; CR 1; Medium-Size 
  Humanoid (aquatic); HD 1d8+4; hp 12; Init +1; Spd 15 
  ft., swim 30 ft.; AC 18 (touch 11, flat-footed 17); Base 
  Atk +0; Grp +2; Atk +3 melee (1d10+2/x3, masterwork 
  glaive) or +1 ranged (1d8/19-20/x2, light crossbow); 
  Full Atk +3 melee (1d10+2/x3, masterwork glaive) or 
  +1 ranged (1d8/19-20/x2, light crossbow); SA Rebuke 
  undead 2/day; SQ Marsh move, spontaneous inflict; AL 
  LE; SV Fort +7, Ref +2, Will +5; Str 14, Dex 12, Con 19, 
  Int 8, Wis 15, Cha 8. 
   
  Skills and Feats: Concentration +8, Swim +0; 
  Improved 
  Buckler 
  Defense, 
  Martial 
  Weapon 
  Proficiency (Glaive), Weapon Focus (Glaive). 
   
   
  Marsh Move (Ex): Bullywugs suffer no 
  movement penalties for moving in marshes or mud. 
   
  Spells prepared (3/3; Base DC = 12 + Spell Level): 
  0–cure minor wounds, detect poison, detect magic; 1
  st–
  calm animals*, obscuring mist, shield of faith. 
   
  * Domain spell. Domains: Animal  (1/day speak 
  with animals); War (free martial weapon proficiency 
  and weapon focus). 
   
  Possessions: Masterwork glaive, morningstar, light 
  crossbow, 
  20 
  bolts, 
  masterwork 
  banded 
  mail, 
  masterwork buckler, cloak of resistance +1, 2x scrolls of 
  cure light wounds, scroll of remove fear. 
   
  Katura and Talora: Female human (Suel) Mnk1; CR 1; 
  Medium-Size Humanoid (human); HD 1d8+2; hp 10; 
  Init +1; Spd 30 ft.; AC 13 (touch 13, flat-footed 12); Base 
  Atk +0; Grp +6; Atk +2 melee (1d6+2, unarmed); Full 
  Atk +2 melee (1d6+2, unarmed strike) or +0/+0 melee 
  (1d6+2, unarmed strike); SA Stunning fist 1/day (DC 
  12); AL LE; SV Fort +3, Ref +3, Will +4; Str 15, Dex 13, 
  Con 12, Int 10, Wis 14, Cha 8. 
   
  Skills and Feats: Balance +5, Jump +6, Spot +4, 
  Listen +4, Swim +6, Tumble +5; Improved Grapple, 
  Improved Toughness, Stunning Fist. 
   
  Possessions: 4x potions of mage armor, potion of 
  cure light wounds. 
   
  Bullywugs (4): Male bullywug War1; CR 1; Medium-
  Size Humanoid (aquatic); HD 1d8+3; hp 10; Init +1; 
  Spd 20 ft., swim 30 ft.; AC 17 (touch 10, flat-footed 17); 
  Base Atk +1; Grp +1; Atk +1 melee (1d8+2/x3, 
  battleaxe); Full Atk +3 melee (1d8+2/x3, battleaxe); SQ 
  Marsh move; AL CE; SV Fort +5, Ref +0, Will -2; Str 10, 
  Dex 10, Con 16, Int 7, Wis 7, Cha 7. 
   
  Skills and Feats: Hide +2 (+8 in marshes), Listen -2, 
  Spot -2; Endurance. 
   
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Possessions: Battleaxe, dagger, studded leather, 
  heavy wooden shield. 
  
  Saving Dolkann 
   
  Page 32 
   
  Encounter 7: The Hunters Hunted 
  Walfrend: Male human (Oeridian) Rng2; CR 2; 
  Medium-Size Humanoid (human); HD 2d8+4; hp 17; 
  Init +6; Spd 30 ft.; AC 18 (touch 12, flat-footed 16); Base 
  Atk +2; Grp +3; Atk +6 ranged (1d8+1/x3, masterwork 
  mighty composite long bow) or +3 melee (1d6+1/x3, 
  hand axe); Full Atk +4/+4 ranged (1d8+1/x3, 
  masterwork mighty composite long bow), or +6 ranged 
  (1d8+1/x3, masterwork mighty composite long bow), 
  or +3 melee (1d6+1/x3, hand axe); SA Favored enemy 
  (humanoid – elf: +2); SQ Wild empathy; AL LE; SV 
  Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 14, Int 10, 
  Wis 12, Cha 8. 
   
  Feats and Skills: Hide +6, Knowledge (arcana) +2, 
  Listen +3, Move Silently +6, Search +2, Spellcraft +2, 
  Spot +3, Survival +5, Swim +1; Improved Initiative, 
  Rapid Shot, Track, Weapon Focus (Composite Long 
  Bow). 
   
  Possessions: 
  Masterwork 
  mighty 
  composite 
  longbow (Str +1), 20 arrows, hand axe, dagger, +1 chain 
  shirt, buckler, 2x tanglefoot bags, potion of cure light 
  wounds. 
   
  Kitesh: Female bullywug Clr2; CR 2; Medium-Size 
  Humanoid (aquatic); HD 2d8+8; hp 21; Init +1; Spd 15 
  ft., swim 30 ft.; AC 18 (touch 11, flat-footed 17); Base 
  Atk +1; Grp +3; Atk +4 melee (1d10+2/x3, masterwork 
  glaive) or +2 ranged (1d8/19-20/x2, light crossbow); 
  Full Atk +4 melee (1d10+2/x3, masterwork glaive) or 
  +2 ranged (1d8/19-20/x2, light crossbow); SA Rebuke 
  undead 2/day; SQ Marsh move, spontaneous inflict; AL 
  LE; SV Fort +8, Ref +2, Will +6; Str 14, Dex 12, Con 19, 
  Int 8, Wis 15, Cha 8. 
   
  Skills and Feats: Concentration +9, Swim +0; 
  Improved 
  Buckler 
  Defense, 
  Martial 
  Weapon 
  Proficiency (Glaive), Weapon Focus (Glaive). 
   
   
  Marsh Move (Ex): Bullywugs suffer no 
  movement penalties for moving in marshes or mud. 
   
  Spells prepared (4/4; Base DC = 12 + Spell Level): 
  0–cure minor wounds, detect poison, detect magic (2); 
  1
  st–calm animals*, divine favor, obscuring mist, shield 
  of faith. 
   
  * Domain spell. Domains: Animal  (1/day speak 
  with animals); War (free martial weapon proficiency 
  and weapon focus). 
   
  Possessions: Masterwork glaive, morningstar, light 
  crossbow, 
  20 
  bolts, 
  masterwork 
  banded 
  mail, 
  masterwork buckler, cloak of resistance +1, 2x scrolls of 
  cure light wounds, scroll of remove fear. 
   
  Shredder: Male yeth hound; CR 3; Medium Outsider 
  (Extraplanar, Evil); HD 3d8+6; hp 19; Init +6; Spd 40 ft., 
  fly 60 ft. (good); AC 20 (touch 12, flat-footed 18); Base 
  Atk +3; Grp +6; Atk +6 melee (1d8+4, bite); Full Atk +6 
  melee (1d8+4, bite); SA Bay, trip; SQ DR 10/silver, 
  darkvision 60 ft., flight, scent; SV Fort +5, Ref +5, Will 
  +5; Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10. 
   
  Skills and Feats: Listen +11, Spot +11, Search +7, 
  Survival +11 (+17 when tracking); Improved Initiative, 
  Track. 
   
  Bay (Su): When a yeth hound howls or barks, all 
  creatures except other evil outsiders within a 300-foot 
  spread must succeed on a DC 11 Will save or become 
  panicked for 2d4 rounds. This is a sonic mind-affecting 
  fear effect. Whether or not the save is successful, an 
  affected creature is immune to the same hound’s bay 
  for 24 hours. The save DC is Charisma-based. 
   
  Trip (Ex): A yeth hound that hits with its bite 
  attack can attempt to trip the opponent (+3 check 
  modifier) as a free action without making a touch 
  attack or provoking an attack of opportunity. If the 
  attempt fails, the opponent cannot react to trip the yeth 
  hound. 
   
  Flight (Su): A yeth hound can cease or resume 
  flight as a free action. 
   
  Possessions: None. 
   
  
  Saving Dolkann 
   
  Page 33 
  Appendix 2: 
  APL 4
  Encounter 3: A Journey Along the River 
  Bullywug raiders, male bullywug Rng2 (3): CR 2; 
  Medium-size Humanoid (aquatic); HD 2d8+12; hp 25; 
  Init +5; Spd 20 ft., swim 30 ft.; AC 17 (touch 9, flat-
  footed 16); Base Atk +2; Grp +6; Atk +6 melee 
  (1d12+6/x3, masterwork great axe) or +3 ranged 
  (1d8+2/x3, mighty composite longbow); Full Atk +6 
  melee (1d12+6/x3, masterwork great axe) or +3 ranged 
  (1d8+2/x3, mighty composite longbow) or +1/+1 
  ranged (1d8+2/x3, mighty composite longbow); SA 
  Favored enemy (humanoid - elves +2); SQ Marsh move, 
  wild empathy; AL NE; SV Fort +9, Ref +1, Will +2; Str 
  18, Dex 12, Con 22, Int 7, Wis 11, Cha 5. 
   
  Skills and Feats: Hide +5 (+11 in marshes), Listen 
  +5, Spot +5, Survival +5; Improved Initiative, Rapid 
  Shot, Track. 
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Enraged: The effects of Wastri’s Breath places the 
  bullywugs in a near permanent rage. These are taken 
  into account in the stats above. It provides a +4 bonus 
  on strength and constitution, a +2 morale bonus on 
  Will saves and a –2 penalty on AC. Any thing that 
  suppresses a barbarian’s rage or creates an immunity to 
  poison removes this effect. Unlike a barbarian the 
  bullywug will be exhausted. Note that these bonuses 
  do NOT stack with regular barbarian rage! 
   
  Possessions: Chain shirt, great axe, dagger, mighty 
  composite longbow (Str +2), quiver, 20 arrows. 
   
  Encounter 4: Trick or Treat 
  Advanced Ghouls, Rog2 (6): CR 2; Medium Undead; 
  HD 4d12; hp 26 each; Init +5; Spd 30 ft.; AC 19, touch 
  15, flat-footed 14; Base Atk +2; Grp +5; Atk +5 melee 
  (1d6+3 plus paralysis, bite); Full Atk +5 melee (1d6+1 
  plus paralysis, bite) and +0/+0 melee (1d3+1 plus 
  paralysis, claw); Space/Reach 5 ft./5 ft.; SA ghoul fever, 
  paralysis, sneak attack +1d6; SQ +2 turn resistance, 
  undead traits, evasion, trap finding; AL CE; SV Fort +0, 
  Ref +8, Will +8; Str 16, Dex 20 Con –, Int 14, Wis 17, 
  Cha 14. 
    
  Skills and Feats: Balance +12, Climb +8, Hide +11, 
  Jump +10, Listen +8, Move Silently +11, Spot +10, 
  Swim +7, Tumble +14; Lightning Reflexes, Prone 
  Attack. 
   
  Ghouls Fever (Su): Disease—bite, Fortitude DC 
  14, incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. The save DC is Charisma-based. 
   
  Paralysis (Ex): Those hit by a ghoul’s bite or claw 
  attack must succeed on a DC 14 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Elves have immunity to 
  this paralysis. The save DC is Charisma-based. 
   
  Possessions: Leather armor. 
   
  Encounter 6: Breaking a Siege 
  Ewish: Male bullywug Clr3; CR 4; Medium-Size 
  Humanoid (aquatic); HD 3d8+12; hp 30; Init +1; Spd 15 
  ft., swim 30 ft.; AC 20 (touch 11, flat-footed 19); Base 
  Atk +2; Grp +5; Atk +5 melee (1d10+2/x3, masterwork 
  glaive) or +3 ranged (1d8/19-20/x2, light crossbow); 
  Full Atk +5 melee (1d10+2/x3, masterwork glaive) or 
  +3 ranged (1d8/19-20/x2, light crossbow); SA Rebuke 
  undead 2/day; SQ Marsh move, spontaneous inflict; AL 
  LE; SV Fort +9, Ref +3, Will +6; Str 14, Dex 12, Con 19, 
  Int 8, Wis 15, Cha 8. 
   
  Skills and Feats: Concentration +8, Knowledge 
  (religion) +0, Knowledge (nature) +0, Swim +0; Combat 
  Reflexes, Improved Buckler Defense, Martial Weapon 
  Proficiency (Glaive), Weapon Focus (Glaive). 
   
   
  Marsh Move (Ex): Bullywugs suffer no 
  movement penalties for moving in marshes or mud. 
   
  Spells prepared (4/4/3; Base DC = 12 + Spell 
  Level): 0–cure minor wounds, detect poison, detect 
  magic (2); 1
  st–calm animals*, divine favor, obscuring 
  mist, shield of faith; 2
  nd–cure moderate wounds, shield 
  other, spiritual weapon*. 
   
  * Domain spell. Domains: Animal  (1/day speak 
  with animals); War (free martial weapon proficiency 
  and weapon focus). 
   
  Possessions: Masterwork glaive, morningstar, light 
  crossbow, 20 bolts, masterwork full plate, masterwork 
  buckler, cloak of resistance +1, 2x scrolls of cure light 
  wounds, scroll of remove fear, scroll of cure moderate 
  wounds. 
   
  Katura and Talora: Female human (Suel) Mnk3; CR 3; 
  Medium-Size Humanoid (human); HD 3d8+6; hp 24; 
  Init +1; Spd 40 ft.; AC 13 (touch 13, flat-footed 12); Base 
  Atk +2; Grp +8; Atk +4 melee (1d6+2, unarmed); Full 
  Atk +4 melee (1d6+2, unarmed strike) or +2/+2 melee 
  (1d6+2, unarmed strike); SA Stunning fist 3/day (DC 
  13); SQ Evasion, still mind; AL LE; SV Fort +5, Ref +5, 
  Will +6; Str 15, Dex 13, Con 12, Int 10, Wis 14, Cha 8. 
   
  Skills and Feats: Balance +9, Jump +10, Spot +5, 
  Listen +5, Swim +8, Tumble +9; Combat Reflexes, 
  Dodge, Improved Grapple, Improved Toughness, 
  Stunning Fist. 
  
  Saving Dolkann 
   
  Page 34 
   
  Possessions: cloak of resistance +1, 4x potions of 
  mage armor, potion of cure light wounds, potion of 
  cure moderate wounds. 
   
  Bullywugs (4): Male bullywug War1; CR 1; Medium-
  Size Humanoid (aquatic); HD 1d8+3; hp 10; Init +1; 
  Spd 20 ft., swim 30 ft.; AC 17 (touch 10, flat-footed 17); 
  Base Atk +1; Grp +1; Atk +1 melee (1d8+2/x3, 
  battleaxe); Full Atk +3 melee (1d8+2/x3, battleaxe); SQ 
  Marsh move; AL CE; SV Fort +5, Ref +0, Will -2; Str 10, 
  Dex 10, Con 16, Int 7, Wis 7, Cha 7. 
   
  Skills and Feats: Hide +2 (+8 in marshes), Listen -2, 
  Spot -2; Endurance. 
   
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Possessions: Battleaxe, dagger, studded leather, 
  heavy wooden shield. 
   
  Encounter 7: The Hunters Hunted 
  Walfrend: Male human (Oeridian) Rng3/Ftr1; CR 4; 
  Medium-Size Humanoid (human); HD 3d8+1d10+8; 
  hp 32; Init +7; Spd 30 ft.; AC 19 (touch 13, flat-footed 
  16); Base Atk +4; Grp +5; Atk +9 ranged (1d8+1/x3, 
  masterwork mighty composite long bow) or +5 melee 
  (1d6+1/x3, hand axe); Full Atk +7/+7 ranged (1d8+1/x3, 
  masterwork mighty composite long bow), or +9 ranged 
  (1d8+1/x3, masterwork mighty composite long bow), 
  or +5 melee (1d6+1/x3, hand axe); SA Favored enemy 
  (humanoid – elf: +2); SQ Wild empathy; AL LE; SV 
  Fort +7, Ref +6, Will +4; Str 13, Dex 16, Con 14, Int 10, 
  Wis 12, Cha 8. 
   
  Feats and Skills: Hide +7, Knowledge (arcana) +3, 
  Listen +3, Move Silently +7, Search +4, Spellcraft +3, 
  Spot +3, Survival +7, Swim +1; Endurance, Improved 
  Initiative, Iron Will, Point Blank Shot, Rapid Shot, 
  Track, Weapon Focus (Composite Long Bow). 
   
  Possessions: 
  Masterwork 
  mighty 
  composite 
  longbow (Str +1), 20 arrows, hand axe, dagger, +1 chain 
  shirt, buckler, brooch of shielding, 2x tanglefoot bags, 
  elixir of sneaking, potion of cure moderate wounds. 
   
  Kitesh: Female bullywug Clr4; CR 4; Medium-Size 
  Humanoid (aquatic); HD 4d8+20; hp 43; Init +1; Spd 15 
  ft., swim 30 ft.; AC 20 (touch 11, flat-footed 19); Base 
  Atk +3; Grp +5; Atk +6 melee (1d10+2/x3, masterwork 
  glaive) or +4 ranged (1d8/19-20/x2, light crossbow); 
  Full Atk +6 melee (1d10+2/x3, masterwork glaive) or 
  +4 ranged (1d8/19-20/x2, light crossbow); SA Rebuke 
  undead 2/day; SQ Marsh move, spontaneous inflict; AL 
  LE; SV Fort +10, Ref +3, Will +7; Str 14, Dex 12, Con 20, 
  Int 8, Wis 15, Cha 8. 
   
  Skills and Feats: Concentration +10, Knowledge 
  (religion) +0, Knowledge (nature) +0, Swim +0; Combat 
  Reflexes, Improved Buckler Defense, Martial Weapon 
  Proficiency (Glaive), Weapon Focus (Glaive). 
   
   
  Marsh Move (Ex): Bullywugs suffer no 
  movement penalties for moving in marshes or mud. 
   
  Spells prepared (5/5/4; Base DC = 12 + Spell 
  Level): 0–cure minor wounds, detect poison, detect 
  magic (2), read magic; 1
  st–calm animals*, divine favor, 
  entropic shield, obscuring mist, shield of faith; 2
  nd–cure 
  moderate wounds, resist energy, shield other, spiritual 
  weapon*. 
   
  * Domain spell. Domains: Animal  (1/day speak 
  with animals); War (free martial weapon proficiency 
  and weapon focus). 
   
  Possessions: Masterwork glaive, morningstar, light 
  crossbow, 20 bolts, masterwork full plate, masterwork 
  buckler, cloak of resistance +1, 2x scrolls of cure light 
  wounds, scroll of remove fear, scroll of cure moderate 
  wounds. 
   
  Shredder: Male yeth hound HD 5; CR 4; Medium 
  Outsider (Extraplanar, Evil); HD 5d8+10; hp 32; Init +7; 
  Spd 40 ft., fly 60 ft. (good); AC 21 (touch 13, flat-footed 
  18); Base Atk +5; Grp +8; Atk +8 melee (1d8+4, bite); 
  Full Atk +8 melee (1d8+4, bite); SA Bay, trip; SQ DR 
  10/silver, darkvision 60 ft., flight, scent; SV Fort +6, Ref 
  +7, Will +6; Str 17, Dex 16, Con 15, Int 6, Wis 14, Cha 
  10. 
   
  Skills and Feats: Hide +6, Listen +13, Move 
  Silently +6, Spot +13, Search +7, Survival +13 (+19 
  when tracking); Improved Initiative, Track. 
   
  Bay (Su): When a yeth hound howls or barks, all 
  creatures except other evil outsiders within a 300-foot 
  spread must succeed on a DC 12 Will save or become 
  panicked for 2d4 rounds. This is a sonic mind-affecting 
  fear effect. Whether or not the save is successful, an 
  affected creature is immune to the same hound’s bay 
  for 24 hours. The save DC is Charisma-based. 
   
  Trip (Ex): A yeth hound that hits with its bite 
  attack can attempt to trip the opponent (+3 check 
  modifier) as a free action without making a touch 
  attack or provoking an attack of opportunity. If the 
  attempt fails, the opponent cannot react to trip the yeth 
  hound. 
   
  Flight (Su): A yeth hound can cease or resume 
  flight as a free action. 
   
  Possessions: None. 
  
  Saving Dolkann 
   
  Page 35 
  Appendix 3:  
  APL 6
  Encounter 3: A Journey Along the River 
  Bullywug raiders, male bullywug Rng2/Bbn2 (3): CR 
  4; Medium-Size Humanoid (Aquatic); HD 2d8 + 2d12 + 
  28; hp 55; Init +6; Spd 30 ft., swim 40 ft.; AC 17 (touch 
  10, flat-footed 16); Base Atk +4; Grp +8; Atk +10 melee 
  (1d12+7/x3, masterwork great axe) or +6 ranged 
  (1d8+3/x3, mighty composite longbow); Full Atk +10 
  melee (1d12+7/x3, masterwork great axe) or +6 ranged 
  (1d8+3/x3, mighty composite longbow) or +4/+4 
  ranged (1d8+3/x3, mighty composite longbow); SA 
  Favored enemy (humanoid - elves +2), rage 1/day; SQ 
  Marsh move, uncanny dodge, wild empathy; AL NE; 
  SV Fort +13, Ref +5, Will +3; Str 20, Dex 14, Con 24, Int 
  7, Wis 12, Cha 5. 
   
  Skills and Feats: Hide +6 (+12 in marshes), Listen 
  +7, Spot +5, Survival +7; Improved Initiative, Power 
  Attack, Rapid Shot, Track. 
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Enraged: The effects of Wastri’s Breath places the 
  bullywugs in a near permanent rage. These are taken 
  into account in the stats above. It provides a +4 bonus 
  on strength and constitution, a +2 morale bonus on 
  Will saves and a –2 penalty on AC. Any thing that 
  suppresses a barbarian’s rage or creates an immunity to 
  poison removes this effect. Unlike a barbarian the 
  bullywug will be exhausted. Note that these bonuses 
  do NOT stack with regular barbarian rage! 
   
  Possessions: Masterwork chain shirt, masterwork 
  great axe, dagger, mighty composite longbow (Str +3), 
  quiver, 20 arrows, 2 tanglefoot bags, potion of barkskin 
  (CL 3). 
   
  Encounter 4: Trick or Treat 
  Advanced Ghasts, Rog2 (4): CR 2; Medium Undead; 
  HD 6d12; hp 39 each; Init +5; Spd 30 ft.; AC 21, touch 
  15, flat-footed 16; Base Atk +3; Grp +8; Atk +8 melee 
  (1d8+5 plus paralysis, bite); Full Atk +8 melee (1d8+5 
  plus paralysis, bite) and +6/+6 melee (1d4+2 plus 
  paralysis, claw); Space/Reach 5 ft./5 ft.; SA ghoul fever, 
  paralysis, stench, sneak attack +1d6; SQ +2 turn 
  resistance, undead traits, evasion, trapfinding; AL CE; 
  SV Fort +1, Ref +11, Will +7; Str 20, Dex 21 Con –, Int 
  15, Wis 16, Cha 14. 
    
  Skills and Feats: Balance +12, Climb +11, Hide +14, 
  Jump +13, Move Silently +14, Spot +9, Tumble +15, 
  Swim +5; Lightning Reflexes, Multiattack, Prone 
  Attack. 
   
  Ghouls Fever (Su): Disease—bite, Fortitude DC 
  15, incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. The save DC is Charisma-based. 
   
  Paralysis (Ex): Those hit by a ghoul’s bite or claw 
  attack must succeed on a DC 15 Fortitude save or be 
  paralyzed for 1d4+1 minutes. Even elves can be 
  affected by this paralysis. 
   
  Stench (Ex): Living creatures within 10 feet must 
  succeed on a DC 15 Fortitude save or be sickened for 
  1d6+4 minutes. A creature that successfully saves 
  cannot be affected again by the same ghast’s stench for 
  24 hours. A delay poison or neutralize poison spell 
  removes the effect from a sickened creature. 
   
  Possessions: Leather armor. 
   
  Encounter 6: Breaking a Siege 
  Ewish: Male bullywug Clr6; CR 6; Medium-Size 
  Humanoid (aquatic); HD 6d8+30; hp 63; Init +5; Spd 15 
  ft., swim 30 ft.; AC 22 (touch 11, flat-footed 21); Base 
  Atk +4; Grp +6; Atk +7 melee (1d10+2/x3, masterwork 
  glaive) or +5 ranged (1d8/19-20/x2, light crossbow); 
  Full Atk +7 melee (1d10+2/x3, masterwork glaive) or 
  +5 ranged (1d8/19-20/x2, light crossbow); SA Rebuke 
  undead 2/day; SQ Marsh move, spontaneous inflict; AL 
  LE; SV Fort +11, Ref +4, Will +8; Str 14, Dex 12, Con 20, 
  Int 8, Wis 15, Cha 8. 
   
  Skills and Feats: Concentration +12, Knowledge 
  (religion) +0, Knowledge (nature) +0, Swim +0; Combat 
  Reflexes, Improved Buckler Defense, Improved 
  Initiative, Martial Weapon Proficiency (Glaive), 
  Weapon Focus (Glaive). 
   
   
  Marsh Move (Ex): Bullywugs suffer no 
  movement penalties for moving in marshes or mud. 
   
  Spells prepared (5/5/5/3; Base DC = 12 + Spell 
  Level): 0–cure minor wounds, detect poison, detect 
  magic (2), read magic; 1
  st–calm animals*, divine favor, 
  entropic shield, obscuring mist, shield of faith; 2
  nd–cure 
  moderate wounds, delay poison, resist energy, shield 
  other, spiritual weapon*; 3
  rd–dispel magic, dominate 
  animal*, magic circle against good. 
   
  * Domain spell. Domains: Animal  (1/day speak 
  with animals); War (free martial weapon proficiency 
  and weapon focus). 
   
  Possessions: Masterwork glaive, morningstar, light 
  crossbow, 20 bolts, +1 full plate, +1 buckler, cloak of 
  resistance +1, 2x scrolls of cure light wounds, scroll of 
  remove fear, scroll of cure moderate wounds. 
   
  
  Saving Dolkann 
   
  Page 36 
  Katura and Talora: Female human (Suel) Mnk6; CR 6; 
  Medium-Size Humanoid (human); HD 6d8+12; hp 45; 
  Init +1; Spd 50 ft.; AC 15 (touch 15, flat-footed 14); Base 
  Atk +4; Grp +11; Atk +8 melee (1d8+3, unarmed); Full 
  Atk +8 melee (1d8+3, unarmed strike) or +7/+7 melee 
  (1d8+3, unarmed strike); SA Stunning fist 6/day (DC 
  15); SQ Evasion, ki strike (magic), purity of body, slow 
  fall 30 ft., still mind; AL LE; SV Fort +7, Ref +7, Will +8; 
  Str 16, Dex 13, Con 12, Int 10, Wis 14, Cha 8. 
   
  Skills and Feats: Balance +10, Diplomacy +2, Jump 
  +10, Spot +7, Listen +7, Swim +8, Tumble +11; Combat 
  Reflexes, 
  Dodge, 
  Improved 
  Grapple, 
  Improved 
  Toughness, Improved Trip, Stunning Fist, Weapon 
  Focus (fist). 
   
  Possessions: ring of protection +1, cloak of 
  resistance +1, 4x potions of mage armor, potion of cure 
  light wounds, potion of cure moderate wounds, potion 
  of cure serious wounds. 
   
  Bullywugs (6): Male bullywug War1; CR 1; Medium-
  Size Humanoid (aquatic); HD 1d8+3; hp 10; Init +1; 
  Spd 20 ft., swim 30 ft.; AC 17 (touch 10, flat-footed 17); 
  Base Atk +1; Grp +1; Atk +1 melee (1d8+2/x3, 
  battleaxe); Full Atk +3 melee (1d8+2/x3, battleaxe); SQ 
  Marsh move; AL CE; SV Fort +5, Ref +0, Will -2; Str 10, 
  Dex 10, Con 16, Int 7, Wis 7, Cha 7. 
   
  Skills and Feats: Hide +2 (+8 in marshes), Listen -2, 
  Spot -2; Endurance. 
   
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Possessions: Battleaxe, dagger, studded leather, 
  heavy wooden shield. 
   
  Encounter 7: The Hunters Hunted 
  Walfrend: Male human (Oeridian) Rng3/Ftr2/Osl1; 
  CR 
  6; 
  Medium-Size 
  Humanoid 
  (human); 
  HD 
  5d8+2d10+18; hp 53; Init +7; Spd 30 ft.; AC 19 (touch 
  13, flat-footed 16); Base Atk +6; Grp +8; Atk +11 ranged 
  (1d8+3/x3, +1 mighty composite long bow) or +8 melee 
  (1d6+2/x3, hand axe); Full Atk +9/+9/+4 ranged 
  (1d8+3/x3, +1 mighty composite long bow), or +11/+6 
  ranged (1d8+3/x3, +1 mighty composite long bow), or 
  +8/+3 melee (1d6+2/x3, hand axe); SA Favored enemy 
  (humanoid – elf: +2); SQ Magical defense: +1, weapon 
  bond, wild empathy; AL LE; SV Fort +8, Ref +6, Will 
  +6; Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 8. 
   
  Feats and Skills: Hide +7, Knowledge (arcana) +4, 
  Listen +3, Move Silently +7, Search +4, Spellcraft +5, 
  Spot +3, Survival +7, Swim +1; Endurance, Improved 
  Initiative, Improved Toughness, Iron Will, Point Blank 
  Shot, Precise Shot, Rapid Shot, Track, Weapon Focus 
  (Composite Long Bow). 
   
  Magical Defense (Ex): +1 bonus on all saves vs. 
  spells and spell-like abilities. 
   
  Weapon Bond (Su): When using his composite 
  longbow he deals +1d6 damage against spellcasters and 
  creatures with spell-like abilities. 
   
  Possessions: +1 mighty composite longbow (Str 
  +2), 20 arrows, hand axe, dagger, +1 chain shirt, 
  buckler, brooch of shielding, 2x tanglefoot bags, elixir 
  of sneaking, elixir of swimming, potion of cure 
  moderate wounds. 
   
  Kitesh: Female bullywug Clr6; CR 6; Medium-Size 
  Humanoid (aquatic); HD 6d8+30; hp 63; Init +5; Spd 15 
  ft., swim 30 ft.; AC 22 (touch 11, flat-footed 21); Base 
  Atk +4; Grp +6; Atk +7 melee (1d10+2/x3, masterwork 
  glaive) or +5 ranged (1d8/19-20/x2, light crossbow); 
  Full Atk +7 melee (1d10+2/x3, masterwork glaive) or 
  +5 ranged (1d8/19-20/x2, light crossbow); SA Rebuke 
  undead 2/day; SQ Marsh move, spontaneous inflict; AL 
  LE; SV Fort +11, Ref +4, Will +8; Str 14, Dex 12, Con 20, 
  Int 8, Wis 15, Cha 8. 
   
  Skills and Feats: Concentration +12, Knowledge 
  (religion) +0, Knowledge (nature) +0, Swim +0; Combat 
  Reflexes, Improved Buckler Defense, Improved 
  Initiative, Martial Weapon Proficiency (Glaive), 
  Weapon Focus (Glaive). 
   
   
  Marsh Move (Ex): Bullywugs suffer no 
  movement penalties for moving in marshes or mud. 
   
  Spells prepared (5/5/5/3; Base DC = 12 + Spell 
  Level): 0–cure minor wounds, detect poison, detect 
  magic (2), read magic; 1
  st–calm animals*, divine favor, 
  entropic shield, obscuring mist, shield of faith; 2
  nd–cure 
  moderate wounds, delay poison, resist energy, shield 
  other, spiritual weapon*; 3
  rd–dispel magic, dominate 
  animal*, magic circle against good. 
   
  * Domain spell. Domains: Animal  (1/day speak 
  with animals); War (free martial weapon proficiency 
  and weapon focus). 
   
  Possessions: Masterwork glaive, morningstar, light 
  crossbow, 20 bolts, +1 full plate, +1 buckler, cloak of 
  resistance +1, 2x scrolls of cure light wounds, scroll of 
  remove fear, scroll of cure moderate wounds. 
   
  Shredder: Male yeth hound HD 7; CR 6; Large 
  Outsider (Extraplanar, Evil); HD 7d8+28; hp 59; Init +6; 
  Spd 40 ft., fly 60 ft. (good); AC 21 (touch 11, flat-footed 
  19); Base Atk +7; Grp +18; Atk +13 melee (2d6+10, bite); 
  Full Atk +13 melee (2d6+10, bite); SA Bay, trip; SQ DR 
  10/silver, darkvision 60 ft., flight, scent; Space/Reach 
  10 ft./5 ft.; SV Fort +9, Ref +7, Will +7; Str 25, Dex 14, 
  Con 19, Int 6, Wis 14, Cha 10. 
  
  Saving Dolkann 
   
  Page 37 
   
  Skills and Feats: Hide +4, Listen +15, Move 
  Silently +8, Spot +15, Search +9, Survival +15 (+21 
  when tracking); Flyby Attack, Improved Initiative, 
  Track. 
   
  Bay (Su): When a yeth hound howls or barks, all 
  creatures except other evil outsiders within a 300-foot 
  spread must succeed on a DC 13 Will save or become 
  panicked for 2d4 rounds. This is a sonic mind-affecting 
  fear effect. Whether or not the save is successful, an 
  affected creature is immune to the same hound’s bay 
  for 24 hours. The save DC is Charisma-based. 
   
  Trip (Ex): A yeth hound that hits with its bite 
  attack can attempt to trip the opponent (+11 check 
  modifier) as a free action without making a touch 
  attack or provoking an attack of opportunity. If the 
  attempt fails, the opponent cannot react to trip the yeth 
  hound. 
   
  Flight (Su): A yeth hound can cease or resume 
  flight as a free action. 
   
  Possessions: None. 
   
  
  Saving Dolkann 
   
  Page 38 
  Appendix 4:  
  APL 8
  Encounter 3: A Journey Along the River 
  Bullywug raiders, male bullywug Rng2/Bbn4 (3): CR 
  6; 
  Medium-Size 
  Humanoid 
  (aquatic); 
  HD 
  2d8+4d12+42; hp 83; Init +6; Spd 20 ft., swim 40 ft.; AC 
  20 (touch 10, flat-footed 18); Base Atk +6; Grp +11; Atk 
  +13 melee (1d12+8/x3, masterwork great axe) or +9 
  ranged (1d8+3/x3, mighty composite longbow); Full 
  Atk +13/+8 melee (1d12+8/x3, masterwork great axe) 
  or +9/+4 ranged (1d8+3/x3, mighty composite 
  longbow) or +7/+7/+2 ranged (1d8+3/x3, mighty 
  composite longbow); SA Rage 2/day, Favored enemy 
  (humanoid - elves +2); SQ Marsh move, trap sense +1, 
  uncanny dodge, wild empathy; AL NE; SV Fort +14, 
  Ref +6, Will +4; Str 20, Dex 14, Con 24, Int 7, Wis 12, 
  Cha 5. 
   
  Skills and Feats: Hide +4 (+10 in marshes), Listen 
  +10, Spot +5, Survival +10; Improved Initiative, Power 
  Attack, Rapid Shot, Track, Weapon Focus (great axe). 
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Enraged: The effects of Wastri’s Breath places the 
  bullywugs in a near permanent rage. These are taken 
  into account in the stats above. It provides a +4 bonus 
  on strength and constitution, a +2 morale bonus on 
  Will saves and a –2 penalty on AC. Any thing that 
  suppresses a barbarian’s rage or creates an immunity to 
  poison removes this effect. Unlike a barbarian the 
  bullywug will be exhausted. Note that these bonuses 
  do NOT stack with regular barbarian rage! 
   
  Note: When the bullywugs heard the PCs 
  approach, they applied an oil of greater magic weapon 
  +1 and quaffed a potion of barkskin +2. These have 
  already been scratched from the possessions and 
  applied to the stats above. 
   
  Possessions: Breastplate, masterwork greataxe (+1 
  due to oil of greater magic weapon +1), dagger, mighty 
  composite longbow (Str +3), quiver, 20 masterwork 
  arrows, 2x tanglefoot bag, potion of barkskin +2, oil of 
  greater magic weapon +1, potion of shield of faith +2. 
   
  Encounter 4: Trick or Treat 
  Advanced Mummies, Rog2 (6): CR 6; Medium 
  Undead; HD 10d12; hp 65 each; Init +6; Spd 20 ft.; AC 
  24, touch 12, flat-footed 22; Base Atk +4; Grp +13; Atk 
  +13 melee (1d6+13 plus mummy rote, slam); Full Atk 
  +13 
  melee 
  (1d6+13 
  plus 
  mummy 
  rot, 
  slam); 
  Space/Reach 5 ft./5 ft.; SA despair, mummy rot, sneak 
  attack +1d6; SQ damage reduction 5/-, vulnerability to 
  fire, undead traits, evasion, trapfinding; AL CE; SV Fort 
  +4, Ref +9, Will +8; Str 28, Dex 15, Con –, Int 9, Wis 14, 
  Cha 16. 
    
  Skills and Feats: Hide +11, listen +6, Move Silently 
  +11, Spot +6, Tumble +12; Great Fortitude, Improved 
  Initiative, Lightning Reflexes, Prone Attack. 
   
  Despair (Su): At the mere sight of a mummy, the 
  viewer must succeed on a DC 17 Will save or be 
  paralyzed with fear for 1d4 rounds. Whether or not the 
  save is successful, that creature cannot be affected 
  again by the same mummy’s despair ability for 24 
  hours. 
   
  Mummy Rot (Su): Supernatural disease—slam, 
  Fortitude DC 18, incubation period 1 minute; damage 
  1d6 Con and 1d6 Cha. The save DC is Charisma-based. 
   
  Unlike normal diseases, mummy rot continues 
  until the victim reaches Constitution 0 (and dies) or is 
  cured as described below.  
   
  Mummy rot is a powerful curse, not a natural 
  disease. A character attempting to cast any conjuration 
  (healing) spell on a creature afflicted with mummy rot 
  must succeed on a DC 20 caster level check, or the spell 
  has no effect on the afflicted character. 
   
  To eliminate mummy rot, the curse must first be 
  broken with break enchantment or remove curse 
  (requiring a DC 20 caster level check for either spell), 
  after which a caster level check is no longer necessary 
  to cast healing spells on the victim, and the mummy 
  rot can be magically cured as any normal disease. 
   
  An afflicted creature who dies of mummy rot 
  shrivels away into sand and dust that blow away into 
  nothing at the first wind. 
   
  Possessions: Leather armor. 
   
  Encounter 6: Breaking a Siege 
  Ewish: Male bullywug Clr8 CR 8; Medium-Size 
  Humanoid (aquatic); HD 8d8+40; hp 83; Init +5; Spd 15 
  ft., swim 30 ft.; AC 23 (touch 12, flat-footed 22); Base 
  Atk +6; Grp +8; Atk +9 melee (1d10+2/x3, masterwork 
  glaive) or +7 ranged (1d8/19-20/x2, light crossbow); 
  Full Atk +9/+4 melee (1d10+2/x3, masterwork glaive) 
  or +7 ranged (1d8/19-20/x2, light crossbow); SA 
  Rebuke undead 2/day; SQ Marsh move, spontaneous 
  inflict; AL LE; SV Fort +12, Ref +4, Will +10; Str 14, 
  Dex 12, Con 20, Int 8, Wis 16, Cha 8. 
   
  Skills and Feats: Concentration +14, Knowledge 
  (religion) +0, Knowledge (nature) +0, Swim +0; Combat 
  Reflexes, Improved Buckler Defense, Improved 
  Initiative, Martial Weapon Proficiency (Glaive), 
  Weapon Focus (Glaive). 
  
  Saving Dolkann 
   
  Page 39 
   
   
  Marsh Move (Ex): Bullywugs suffer no 
  movement penalties for moving in marshes or mud. 
   
  Spells prepared (6/6/5/5/3; Base DC = 13 + Spell 
  Level): 0–cure minor wounds, detect poison, detect 
  magic (2), light, read magic; 1
  st–calm animals*, divine 
  favor, entropic shield, obscuring mist, shield of faith 
  (2); 2
  nd–cure moderate wounds, delay poison, resist 
  energy, shield other, spiritual weapon*; 3
  rd–dispel 
  magic, dominate animal*, invisibility purge, magic 
  circle against good; 4
  th–divine power*, greater magic 
  weapon, freedom of movement. 
   
  * Domain spell. Domains: Animal  (1/day speak 
  with animals); War (free martial weapon proficiency 
  and weapon focus). 
   
  Possessions: Masterwork glaive, morningstar, light 
  crossbow, 20 bolts, +1 full plate, +1 buckler, cloak of 
  resistance +1, ring of protection +1, 2x scrolls of cure 
  light wounds, scroll of remove fear, scroll of cure 
  moderate wounds, scroll of cure serious wounds. 
   
  Katura and Talora: Female human (Suel) Mnk8; CR 8; 
  Medium-Size Humanoid (human); HD 8d8+16; hp 59; 
  Init +2; Spd 50 ft.; AC 16 (touch 16, flat-footed 15); Base 
  Atk +6; Grp +14; Atk +11 melee (1d10+4, unarmed); 
  Full Atk +11/+6 melee (1d10+4, unarmed strike) or 
  +10/+10/+5 melee (1d10+4, unarmed strike); SA 
  Stunning fist 8/day (DC 16); SQ Evasion, ki strike 
  (magic), purity of body, slow fall 40 ft., still mind, 
  wholeness of body (16 hp); AL LE; SV Fort +8, Ref +8, 
  Will +9; Str 18, Dex 14, Con 12, Int 10, Wis 14, Cha 8. 
   
  Skills and Feats: Balance +10, Diplomacy +4, Jump 
  +10, Spot +9, Listen +9, Swim +10, Tumble +13; Combat 
  Reflexes, 
  Dodge, 
  Improved 
  Grapple, 
  Improved 
  Toughness, Improved Trip, Stunning Fist, Weapon 
  Focus (fist). 
   
  Possessions: gauntlets of ogre power, ring of 
  protection +1, cloak of resistance +1, 4x potions of 
  mage armor, potion of cure light wounds, potion of 
  cure moderate wounds, potion of cure serious wounds. 
   
  Bullywugs (8): Male bullywug War1; CR 1; Medium-
  Size Humanoid (aquatic); HD 1d8+3; hp 10; Init +1; 
  Spd 20 ft., swim 30 ft.; AC 17 (touch 10, flat-footed 17); 
  Base Atk +1; Grp +1; Atk +1 melee (1d8+2/x3, 
  battleaxe); Full Atk +3 melee (1d8+2/x3, battleaxe); SQ 
  Marsh move; AL CE; SV Fort +5, Ref +0, Will -2; Str 10, 
  Dex 10, Con 16, Int 7, Wis 7, Cha 7. 
   
  Skills and Feats: Hide +2 (+8 in marshes), Listen -2, 
  Spot -2; Endurance. 
   
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Possessions: Battleaxe, dagger, studded leather, 
  heavy wooden shield. 
   
  Encounter 7: The Hunters Hunted 
  Walfrend: Male human (Oeridian) Rng3/Ftr2/Osl3; 
  CR 
  8; 
  Medium-Size 
  Humanoid 
  (human); 
  HD 
  6d8+2d10+24; hp 69; Init +7; Spd 30 ft.; AC 19 (touch 
  13, flat-footed 16); Base Atk +8; Grp +10; Atk +14 
  ranged (1d8+3/x3, +1 mighty composite long bow) or 
  +10 melee (1d6+2/x3, hand axe); Full Atk +12/+12/+7 
  ranged (1d8+3/x3, +1 mighty composite long bow), or 
  +14/+9 ranged (1d8+3/x3, +1 mighty composite long 
  bow), or +10/+5 melee (1d6+2/x3, hand axe); SA 
  Favored enemy (humanoid – elf: +2); SQ Auravision, 
  magical defense: +2, mind over magic 1/day, vicious 
  strike, weapon bond, wild empathy; AL LE; SV Fort +9, 
  Ref +7, Will +7; Str 14, Dex 16, Con 14, Int 10, Wis 12, 
  Cha 8. 
   
  Feats and Skills: Hide +7, Knowledge (arcana) +5, 
  Listen +3, Move Silently +7, Search +5, Sense Motive 
  +2, Spellcraft +7, Spot +3, Survival +7 (+9 when 
  tracking), Swim +1; Endurance, Improved Initiative, 
  Improved Toughness, Iron Will, Point Blank Shot, 
  Precise Shot, Rapid Shot, Track, Weapon Focus 
  (Composite Long Bow). 
   
  Auravision (Su): An occult slayer gains the ability 
  to see magical auras at a range of up to 60 feet as a free 
  action. 
   
  Magical Defense (Ex): +2 bonus on all saves vs. 
  spells and spell-like abilities. 
   
  Mind over Magic (Su): 1/day an occult slayer can 
  cause a spell or spell-like ability targeted against him to 
  rebound upon the caster as a free action. This ability 
  functions otherwise like spell turning (CL 8). 
   
  Weapon Bond (Su): When using his composite 
  longbow he deals +1d6 damage against spellcasters and 
  creatures with spell-like abilities. 
   
  Possessions: +1 mighty composite longbow (Str 
  +2), 20 arrows, hand axe, dagger, +1 chain shirt, 
  buckler, lesser bracers of archery, brooch of shielding, 
  2x tanglefoot bags, elixir of sneaking, elixir of 
  swimming, 2x potion of cure moderate wounds. 
   
  Kitesh: Female bullywug Clr8; CR 8; Medium-Size 
  Humanoid (aquatic); HD 8d8+40; hp 83; Init +5; Spd 15 
  ft., swim 30 ft.; AC 23 (touch 12, flat-footed 22); Base 
  Atk +6; Grp +8; Atk +9 melee (1d10+2/x3, masterwork 
  glaive) or +7 ranged (1d8/19-20/x2, light crossbow); 
  Full Atk +9/+4 melee (1d10+2/x3, masterwork glaive) 
  or +7 ranged (1d8/19-20/x2, light crossbow); SA 
  Rebuke undead 2/day; SQ Marsh move, spontaneous 
  
  Saving Dolkann 
   
  Page 40 
  inflict; AL LE; SV Fort +12, Ref +4, Will +10; Str 14, 
  Dex 12, Con 20, Int 8, Wis 16, Cha 8. 
   
  Skills and Feats: Concentration +14, Knowledge 
  (religion) +0, Knowledge (nature) +0, Swim +0; Combat 
  Reflexes, Improved Buckler Defense, Improved 
  Initiative, Martial Weapon Proficiency (Glaive), 
  Weapon Focus (Glaive). 
   
   
  Marsh Move (Ex): Bullywugs suffer no 
  movement penalties for moving in marshes or mud. 
   
  Spells prepared (6/6/5/5/3; Base DC = 13 + Spell 
  Level): 0–cure minor wounds, detect poison, detect 
  magic (2), light, read magic; 1
  st–calm animals*, divine 
  favor, entropic shield, obscuring mist, shield of faith 
  (2); 2
  nd–cure moderate wounds, delay poison, resist 
  energy, shield other, spiritual weapon*; 3
  rd–dispel 
  magic, dominate animal*, invisibility purge, magic 
  circle against good; 4
  th–divine power*, greater magic 
  weapon, freedom of movement. 
   
  * Domain spell. Domains: Animal  (1/day speak 
  with animals); War (free martial weapon proficiency 
  and weapon focus). 
   
  Possessions: Masterwork glaive, morningstar, light 
  crossbow, 20 bolts, +1 full plate, +1 buckler, cloak of 
  resistance +1, ring of protection +1, 2x scrolls of cure 
  light wounds, scroll of remove fear, scroll of cure 
  moderate wounds, scroll of cure serious wounds. 
   
  Shredder: Male half-dragon (black) yeth hound HD 7; 
  CR 8; Large Dragon (Extraplanar, Evil); HD 7d10+35; 
  hp 73; Init +6; Spd 40 ft., fly 60 ft. (good) or 80 ft. 
  (average); AC 25 (touch 11, flat-footed 23); Base Atk +7; 
  Grp +22; Atk +15 melee (2d6+11, bite); Full Atk +15 
  melee (2d6+11, bite), and +10/+10 (1d6+5, claw); SA 
  Bay, breath weapon 1/day, trip; SQ DR 10/silver, 
  darkvision 60 ft., flight, low-light vision, immune to 
  acid, immune to sleep and paralysis effects, scent; 
  Space/Reach 10 ft./5 ft.; SV Fort +10, Ref +7, Will +7; 
  Str 33, Dex 14, Con 21, Int 8, Wis 14, Cha 12. 
   
  Skills and Feats: Hide +4, Listen +15, Move 
  Silently +8, Spot +15, Search +10, Survival +15 (+21 
  when tracking); Flyby Attack, Improved Initiative, 
  Track. 
   
  Bay (Su): When a yeth hound howls or barks, all 
  creatures except other evil outsiders within a 300-foot 
  spread must succeed on a DC 14 Will save or become 
  panicked for 2d4 rounds. This is a sonic mind-affecting 
  fear effect. Whether or not the save is successful, an 
  affected creature is immune to the same hound’s bay 
  for 24 hours. The save DC is Charisma-based. 
   
  Breath Weapon (Su): 60-ft. line of acid, 6d8 dmg, 
  DC 18 Reflex half. 
   
  Trip (Ex): A yeth hound that hits with its bite 
  attack can attempt to trip the opponent (+15 check 
  modifier) as a free action without making a touch 
  attack or provoking an attack of opportunity. If the 
  attempt fails, the opponent cannot react to trip the yeth 
  hound. 
   
  Flight (Su): A yeth hound can cease or resume 
  flight as a free action. 
   
  Possessions: None. 
   
   
  
  Saving Dolkann 
   
  Page 41 
  Appendix 5:  
  APL 10
  Encounter 3: A Journey Along the River 
  Bullywug raiders, male bullywug Rng2/Bbn6 (3): CR 
  8; 
  Medium-Size 
  Humanoid 
  (Aquatic); 
  HD 
  2d8+6d12+56; hp 111; Init +6; Spd 20 ft., swim 40 ft.; 
  AC 23 (touch 10, flat-footed 21); Base Atk +8; Grp +13; 
  Atk +16 melee (1d12+9/x3, masterwork great axe) or 
  +10 ranged (1d8+4/x3, mighty composite longbow); 
  Full Atk +16/+11 melee (1d12+9/x3, masterwork great 
  axe) or +10/+5 ranged (1d8+4/x3, mighty composite 
  longbow) or +8/+8/+3 ranged (1d8+4/x3, mighty 
  composite longbow); SA Rage 2/day, favored enemy 
  (humanoids - elves +2); SQ Improved uncanny dodge, 
  marsh move, trap sense +2, wild empathy; AL NE; SV 
  Fort +15, Ref +7, Will +5; Str 20, Dex 14, Con 24, Int 7, 
  Wis 12, Cha 5. 
   
  Skills and Feats: Hide +4 (+10 in marshes), Listen 
  +12, Spot +5, Survival +12; Improved Initiative, Power 
  Attack, Rapid Shot, Weapon Focus (great axe). 
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Enraged: The effects of Wastri’s Breath places the 
  bullywugs in a near permanent rage. These are taken 
  into account in the stats above. It provides a +4 bonus 
  on strength and constitution, a +2 morale bonus on 
  Will saves and a –2 penalty on AC. Any thing that 
  suppresses a barbarian’s rage or creates an immunity to 
  poison removes this effect. Unlike a barbarian the 
  bullywug will be exhausted. Note that these bonuses 
  do NOT stack with regular barbarian rage! 
   
  Note: When the bullywugs heard the PCs 
  approach, they applied an oil of greater magic weapon 
  +2 and an oil of magic vestment +1, and quaffed a 
  potion of barkskin +3. These have already been 
  scratched from the possessions and applied to the stats 
  above. 
   
  Possessions: Breastplate (1 due to oil of magic 
  vestment +1), masterwork great axe (+2 due to oil of 
  greater magic weapon +2), dagger, mighty composite 
  longbow (Str +4), quiver, 20 masterwork arrows, 2x 
  tanglefoot bag, potion of barkskin +3, oil of greater 
  magic weapon +2, 2x potion of shield of faith +3, oil of 
  magic vestment +1. 
   
  Encounter 4: Trick or Treat 
  Advanced Mummies, Rog2/Rng2 (6): CR 8; Medium 
  Undead; HD 12d12; hp 78 each; Init +7; Spd 20 ft.; AC 
  27, touch 13, flat-footed 24; Base Atk +6; Grp +15; Atk 
  +15 melee (1d6+13 plus mummy rote, slam); Full Atk 
  +15/+10 melee (1d6+13 plus mummy rot, slam); SA 
  Darkvision 60 ft., despair, favored enemy (human: +2), 
  mummy rot, sneak attack +1d6; SQ damage reduction 
  5/-, vulnerability to fire, undead traits, evasion, 
  trapfinding; AL CE; SV Fort +7, Ref +13, Will +8; Str 28, 
  Dex 16, Con –, Int 9, Wis 14, Cha 16. 
    
  Skills and Feats: Hide +13, listen +6, Move Silently 
  +13, Spot +6, Survival +6, Tumble +11; Great Fortitude, 
  Improved Initiative, Lightning Reflexes, Power Attack, 
  Prone Attack, Track, Two-Weapon Fighting. 
   
  Despair (Su): At the mere sight of a mummy, the 
  viewer must succeed on a DC 19 Will save or be 
  paralyzed with fear for 1d4 rounds. Whether or not the 
  save is successful, that creature cannot be affected 
  again by the same mummy’s despair ability for 24 
  hours. 
   
  Mummy Rot (Su): Supernatural disease—slam, 
  Fortitude DC 19, incubation period 1 minute; damage 
  1d6 Con and 1d6 Cha. The save DC is Charisma-based. 
   
  Unlike normal diseases, mummy rot continues 
  until the victim reaches Constitution 0 (and dies) or is 
  cured as described below.  
   
  Mummy rot is a powerful curse, not a natural 
  disease. A character attempting to cast any conjuration 
  (healing) spell on a creature afflicted with mummy rot 
  must succeed on a DC 20 caster level check, or the spell 
  has no effect on the afflicted character. 
   
  To eliminate mummy rot, the curse must first be 
  broken with break enchantment or remove curse 
  (requiring a DC 20 caster level check for either spell), 
  after which a caster level check is no longer necessary 
  to cast healing spells on the victim, and the mummy 
  rot can be magically cured as any normal disease. 
   
  An afflicted creature who dies of mummy rot 
  shrivels away into sand and dust that blow away into 
  nothing at the first wind. 
   
  Possessions: Chain shirt. 
   
  Encounter 6: Breaking a Siege 
  Ewish: Male bullywug Clr10; CR 10; Medium-Size 
  Humanoid (aquatic); HD 10d8+50; hp 103; Init +5; Spd 
  15 ft., swim 30 ft.; AC 25 (touch 12, flat-footed 24); Base 
  Atk +7; Grp +9; Atk +10 melee (1d10+2/x3, masterwork 
  glaive) or +8 ranged (1d8/19-20/x2, light crossbow); 
  Full Atk +10/+5 melee (1d10+2/x3, masterwork glaive) 
  or +8 ranged (1d8/19-20/x2, light crossbow); SA 
  Rebuke undead 2/day; SQ Marsh move, spontaneous 
  inflict; AL LE; SV Fort +13, Ref +5, Will +11; Str 14, 
  Dex 12, Con 20, Int 8, Wis 16, Cha 8. 
  
  Saving Dolkann 
   
  Page 42 
   
  Skills and Feats: Concentration +16, Knowledge 
  (religion) +0, Knowledge (nature) +0, Swim +0; Combat 
  Reflexes, Improved Buckler Defense, Improved 
  Initiative, Martial Weapon Proficiency (Glaive), Power 
  Attack, Weapon Focus (Glaive). 
   
   
  Marsh Move (Ex): Bullywugs suffer no 
  movement penalties for moving in marshes or mud. 
   
  Spells prepared (6/6/6/5/4/3; Base DC = 13 + Spell 
  Level): 0–cure minor wounds, detect poison, detect 
  magic (2), light, read magic; 1
  st–calm animals*, divine 
  favor, entropic shield, obscuring mist, shield of faith 
  (2); 2
  nd–cure moderate wounds, delay poison, resist 
  energy (2), shield other, spiritual weapon*; 3
  rd–dispel 
  magic, dominate animal*, invisibility purge, magic 
  circle against good; 4
  th–control water, divine power*, 
  greater magic weapon, freedom of movement; 5
  th–
  flame strike*, mass cure light wounds, righteous might. 
   
  * Domain spell. Domains: Animal  (1/day speak 
  with animals); War (free martial weapon proficiency 
  and weapon focus). 
   
  Possessions: Masterwork glaive, morningstar, light 
  crossbow, 20 bolts, +2 full plate, +2 buckler, cloak of 
  resistance +1, ring of protection +1, 2x scrolls of cure 
  light wounds, scroll of remove fear, scroll of cure 
  moderate wounds, scroll of cure serious wounds. 
   
  Katura and Talora: Female human (Suel) Mnk10; CR 
  10; Medium-Size Humanoid (human); HD 10d8+20; hp 
  73; Init +2; Spd 60 ft.; AC 17 (touch 17, flat-footed 15); 
  Base Atk +7; Grp +15; Atk +13 melee (1d10+5/19-20/x2, 
  unarmed); Full Atk +13/+13/+8 melee (1d10+5/19-
  20/x2, unarmed strike); SA Stunning fist 10/day (DC 
  17); SQ Improved evasion, ki strike (lawful, magic), 
  purity of body, slow fall 50 ft., still mind, wholeness of 
  body (16 hp); AL LE; SV Fort +9, Ref +9, Will +10; Str 
  18, Dex 14, Con 12, Int 10, Wis 14, Cha 8. 
   
  Skills and Feats: Balance +10, Diplomacy +8, Jump 
  +10, Spot +11, Listen +11, Swim +10, Tumble +15; 
  Combat Reflexes, Dodge, Improved Critical (fist), 
  Improved Grapple, Improved Toughness, Improved 
  Trip, Stunning Fist, Weapon Focus (fist). 
   
  Possessions: Gauntlets of ogre power, ring of 
  mighty fist, ring of protection +1, cloak of resistance 
  +1, 4x potions of mage armor, potion of cure light 
  wounds, potion of cure moderate wounds, potion of 
  cure serious wounds. 
   
  Bullywugs (10): Male bullywug War1; CR 1; Medium-
  Size Humanoid (aquatic); HD 1d8+3; hp 10; Init +1; 
  Spd 20 ft., swim 30 ft.; AC 17 (touch 10, flat-footed 17); 
  Base Atk +1; Grp +1; Atk +1 melee (1d8+2/x3, 
  battleaxe); Full Atk +3 melee (1d8+2/x3, battleaxe); SQ 
  Marsh move; AL CE; SV Fort +5, Ref +0, Will -2; Str 10, 
  Dex 10, Con 16, Int 7, Wis 7, Cha 7. 
   
  Skills and Feats: Hide +2 (+8 in marshes), Listen -2, 
  Spot -2; Endurance. 
   
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Possessions: Battleaxe, dagger, studded leather, 
  heavy wooden shield. 
   
  Encounter 7: The Hunters Hunted 
  Walfrend: Male human (Oeridian) Rng3/Ftr2/Osl5; 
  CR 10; Medium-Size Humanoid (human); HD 
  8d8+2d10+30; hp 85; Init +7; Spd 30 ft.; AC 19 (touch 
  13, flat-footed 16); Base Atk +10; Grp +12; Atk +16 
  ranged (1d8+3/19-20/x3, +1 mighty composite long 
  bow) or +12 melee (1d6+2/x3, hand axe); Full Atk 
  +14/+14/+9 ranged (1d8+3/19-20/x3, +1 mighty 
  composite long bow), or +16/+11 ranged (1d8+3/19-
  20/x3, +1 mighty composite long bow), or +12/+7 
  melee (1d6+2/x3, hand axe); SA Favored enemy 
  (humanoid – elf: +2); SQ Auravision, blank thoughts, 
  magical defense: +3, mind over magic 2/day, 
  nondetection cloak, vicious strike, weapon bond, wild 
  empathy; AL LE; SV Fort +9, Ref +7, Will +8; Str 14, 
  Dex 16, Con 14, Int 10, Wis 12, Cha 8. 
   
  Feats and Skills: Hide +7, Knowledge (arcana) +5, 
  Listen +4, Move Silently +7, Search +5, Sense Motive 
  +2, Spellcraft +7, Spot +4, Survival +8 (+10 when 
  tracking), Swim +1; Endurance, Improved Critical 
  (Composite Longbow), Improved Initiative, Improved 
  Toughness, Iron Will, Point Blank Shot, Precise Shot, 
  Rapid Shot, Track, Weapon Focus (Composite Long 
  Bow). 
   
  Auravision (Su): An occult slayer gains the ability 
  to see magical auras at a range of up to 60 feet as a free 
  action. 
   
  Blank Thoughts (Ex): An occult slayer is immune 
  to mind-affecting effects. This ability can be suppressed 
  or resumed as a free action. 
   
  Magical Defense (Ex): +3 bonus on all saves vs. 
  spells and spell-like abilities. 
   
  Mind over Magic (Su): 2/day an occult slayer can 
  cause a spell or spell-like ability targeted against him to 
  rebound upon the caster as a free action. This ability 
  functions otherwise like spell turning (CL 10). 
   
  Nondetection Cloak (Su): An occult slayer has a 
  protection against divination as if protected by a 
  nondetection spell (CL 5). 
   
  Weapon Bond (Su): When using his composite 
  longbow he deals +1d6 damage against spellcasters and 
  creatures with spell-like abilities. 
  
  Saving Dolkann 
   
  Page 43 
   
  Possessions: 
  +1 
  seeking 
  mighty 
  composite 
  longbow (Str +2), 20 arrows, hand axe, dagger, +1 chain 
  shirt, buckler, lesser bracers of archery, brooch of 
  shielding, 2x tanglefoot bags, elixir of sneaking, elixir 
  of swimming, 2x potion of cure moderate wounds. 
   
  Kitesh: Female bullywug Clr10; CR 10; Medium-Size 
  Humanoid (aquatic); HD 10d8+50; hp 103; Init +5; Spd 
  15 ft., swim 30 ft.; AC 25 (touch 12, flat-footed 24); Base 
  Atk +7; Grp +9; Atk +10 melee (1d10+2/x3, masterwork 
  glaive) or +8 ranged (1d8/19-20/x2, light crossbow); 
  Full Atk +10/+5 melee (1d10+2/x3, masterwork glaive) 
  or +8 ranged (1d8/19-20/x2, light crossbow); SA 
  Rebuke undead 2/day; SQ Marsh move, spontaneous 
  inflict; AL LE; SV Fort +13, Ref +5, Will +11; Str 14, 
  Dex 12, Con 20, Int 8, Wis 16, Cha 8. 
   
  Skills and Feats: Concentration +16, Knowledge 
  (religion) +0, Knowledge (nature) +0, Swim +0; Combat 
  Reflexes, Improved Buckler Defense, Improved 
  Initiative, Martial Weapon Proficiency (Glaive), Power 
  Attack, Weapon Focus (Glaive). 
   
   
  Marsh Move (Ex): Bullywugs suffer no 
  movement penalties for moving in marshes or mud. 
   
  Spells prepared (6/6/6/5/4/3; Base DC = 13 + Spell 
  Level): 0–cure minor wounds, detect poison, detect 
  magic (2), light, read magic; 1
  st–calm animals*, divine 
  favor, entropic shield, obscuring mist, shield of faith 
  (2); 2
  nd–cure moderate wounds, delay poison, resist 
  energy (2), shield other, spiritual weapon*; 3
  rd–dispel 
  magic, dominate animal*, invisibility purge, magic 
  circle against good; 4
  th–control water, divine power*, 
  greater magic weapon, freedom of movement; 5
  th–
  flame strike*, mass cure light wounds, righteous might. 
   
  * Domain spell. Domains: Animal  (1/day speak 
  with animals); War (free martial weapon proficiency 
  and weapon focus). 
   
  Possessions: Masterwork glaive, morningstar, light 
  crossbow, 20 bolts, +2 full plate, +2 buckler, cloak of 
  resistance +1, ring of protection +1, 2x scrolls of cure 
  light wounds, scroll of remove fear, scroll of cure 
  moderate wounds, scroll of cure serious wounds. 
   
  Shredder: Male half-dragon (black) yeth hound HD 11; 
  CR 10; Large Dragon (Extraplanar, Evil); HD 11d10+55; 
  hp 115; Init +6; Spd 40 ft., fly 60 ft. (good) or 80 ft. 
  (average); AC 25 (touch 11, flat-footed 23); Base Atk 
  +11; Grp +27; Atk +20 melee (2d6+12, bite); Full Atk 
  +20 melee (2d6+12, bite), and +15/+15 (1d6+6, claw); 
  SA Bay, breath weapon 1/day, trip; SQ DR 10/silver, 
  darkvision 60 ft., flight, low-light vision, immune to 
  acid, immune to sleep and paralysis effects, scent; 
  Space/Reach 10 ft./5 ft.; SV Fort +12, Ref +9, Will +9; 
  Str 34, Dex 14, Con 21, Int 8, Wis 14, Cha 12. 
   
  Skills and Feats: Hide +8, Listen +19, Move 
  Silently +12, Spot +19, Search +14, Survival +19 (+25 
  when tracking); Flyby Attack, Improved Initiative, 
  Power Attack, Track. 
   
  Bay (Su): When a yeth hound howls or barks, all 
  creatures except other evil outsiders within a 300-foot 
  spread must succeed on a DC 16 Will save or become 
  panicked for 2d4 rounds. This is a sonic mind-affecting 
  fear effect. Whether or not the save is successful, an 
  affected creature is immune to the same hound’s bay 
  for 24 hours. The save DC is Charisma-based. 
   
  Breath Weapon (Su): 60-ft. line of acid, 6d8 dmg, 
  DC 20 Reflex half. 
   
  Trip (Ex): A yeth hound that hits with its bite 
  attack can attempt to trip the opponent (+15 check 
  modifier) as a free action without making a touch 
  attack or provoking an attack of opportunity. If the 
  attempt fails, the opponent cannot react to trip the yeth 
  hound. 
   
  Flight (Su): A yeth hound can cease or resume 
  flight as a free action. 
   
  Possessions: None. 
   
   
  
  Saving Dolkann 
   
  Page 44 
  Appendix 6:  
  APL 12
  Encounter 3: A Journey Along the River 
  Bullywug raiders, male bullywug Rng2/Bbn8 (3): CR 
  10; 
  Medium-Size 
  Humanoid 
  (Aquatic); 
  HD 
  2d8+8d12+70; hp 129; Init +6; Spd 30 ft., swim 40 ft.; 
  AC 26 (touch 10, flat-footed 24); Base Atk +10; Grp +15; 
  Atk +19 melee (1d12+10/19-20/x3, masterwork great 
  axe) or +12 ranged (1d8+4/x3, mighty composite 
  longbow); Full Atk +19/+14 melee (1d12+10/19-20/x3, 
  masterwork great axe) or +13/+8 ranged (1d8+4/x3, 
  mighty composite longbow) or +11/+11/+6 (1d8+4/x3, 
  might composite longbow); SA Rage 3/day, Favored 
  Enemy (humanoid - elves +2); SQ DR 1/-, improved 
  uncanny dodge, marsh move, trap sense +2, wild 
  empathy; AL NE; SV Fort +16, Ref +7, Will +5; Str 20, 
  Dex 14, Con 24, Int 7, Wis 12, Cha 5. 
   
  Skills and Feats: Hide +4 (+10 in marshes), Listen 
  +12, Spot +5, Survival +12; Improved Critical (great 
  axe), Improved Initiative, Power Attack, Rapid Shot, 
  Track, Weapon Focus (great axe). 
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Enraged: The effects of Wastri’s Breath places the 
  bullywugs in a near permanent rage. These are taken 
  into account in the stats above. It provides a +4 bonus 
  on strength and constitution, a +2 morale bonus on 
  Will saves and a –2 penalty on AC. Any thing that 
  suppresses a barbarian’s rage or creates an immunity to 
  poison removes this effect. Unlike a barbarian the 
  bullywug will be exhausted. Note that these bonuses 
  do NOT stack with regular barbarian rage! 
   
  Note: When the bullywugs heard the PCs 
  approach, they applied an oil of greater magic weapon 
  +3 and an oil of magic vestment +2, and quaffed a 
  potion of barkskin +5. These have already been 
  scratched from the possessions and applied to the stats 
  above. 
   
  Possessions: Breastplate (+2 due to oil of magic 
  vestment +2), masterwork great axe (+3 due to oil of 
  greater magic weapon +3), dagger, mighty composite 
  longbow (Str +4), quiver, 20 masterwork arrows, 2x 
  tanglefoot bag, potion of barkskin +5, oil of greater 
  magic weapon +3, 2x potion of shield of faith +5, oil of 
  magic vestment +2. 
   
  Encounter 4: Trick or Treat 
  Advanced Mummies, Rog4/Rng3 (6): CR 10; Medium 
  Undead; HD 15d12; hp 98 each; Init +7; Spd 20 ft.; AC 
  27, touch 13, flat-footed 24; Base Atk +9; Grp +18; Atk 
  +18 melee (1d6+13 plus mummy rote, slam); Full Atk 
  +18/+13 melee (1d6+13 plus mummy rot, slam); SA 
  Darkvision 60 ft., despair, favored enemy (human: +2), 
  mummy rot, sneak attack +2d6; SQ damage reduction 
  5/-, vulnerability to fire, undead traits, evasion, 
  trapfinding, trap sense +1, uncanny dodge; AL CE; SV 
  Fort +8, Ref +14, Will +12; Str 28, Dex 16, Con –, Int 9, 
  Wis 14, Cha 16. 
    
  Skills and Feats: Hide +13, listen +6, Move Silently 
  +13, Spot +6, Survival +6, Tumble +11; Great Fortitude, 
  Endurance, Improved Initiative, Iron Will, Lightning 
  Reflexes, Power Attack, Prone Attack, Track, Two-
  Weapon Fighting. 
   
  Despair (Su): At the mere sight of a mummy, the 
  viewer must succeed on a DC 20 Will save or be 
  paralyzed with fear for 1d4 rounds. Whether or not the 
  save is successful, that creature cannot be affected 
  again by the same mummy’s despair ability for 24 
  hours. 
   
  Mummy Rot (Su): Supernatural disease—slam, 
  Fortitude DC 20, incubation period 1 minute; damage 
  1d6 Con and 1d6 Cha. The save DC is Charisma-based. 
   
  Unlike normal diseases, mummy rot continues 
  until the victim reaches Constitution 0 (and dies) or is 
  cured as described below.  
   
  Mummy rot is a powerful curse, not a natural 
  disease. A character attempting to cast any conjuration 
  (healing) spell on a creature afflicted with mummy rot 
  must succeed on a DC 20 caster level check, or the spell 
  has no effect on the afflicted character. 
   
  To eliminate mummy rot, the curse must first be 
  broken with break enchantment or remove curse 
  (requiring a DC 20 caster level check for either spell), 
  after which a caster level check is no longer necessary 
  to cast healing spells on the victim, and the mummy 
  rot can be magically cured as any normal disease. 
   
  An afflicted creature who dies of mummy rot 
  shrivels away into sand and dust that blow away into 
  nothing at the first wind. 
   
  Possessions: Chain shirt. 
   
  Encounter 6: Breaking a Siege 
  Ewish: Male bullywug Clr12; CR 12; Medium-Size 
  Humanoid (aquatic); HD 12d8+60; hp 123; Init +5; Spd 
  15 ft., swim 30 ft.; AC 26 (touch 13, flat-footed 25); Base 
  Atk +9; Grp +11; Atk +12 melee (1d10+2/x3, 
  masterwork glaive) or +10 ranged (1d8/19-20/x2, light 
  crossbow); Full Atk +12/+7 melee (1d10+2/x3, 
  masterwork glaive) or +10 ranged (1d8/19-20/x2, light 
  crossbow); SA Rebuke undead 2/day; SQ Marsh move, 
  
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  spontaneous inflict; AL LE; SV Fort +15, Ref +7, Will 
  +14; Str 14, Dex 12, Con 20, Int 8, Wis 19, Cha 8. 
   
  Skills and Feats: Concentration +18, Knowledge 
  (religion) +0, Knowledge (nature) +0, Swim +0; Combat 
  Reflexes, Craft Wondrous Items, Improved Buckler 
  Defense, 
  Improved 
  Initiative, 
  Martial 
  Weapon 
  Proficiency (Glaive), Power Attack, Weapon Focus 
  (Glaive). 
   
   
  Marsh Move (Ex): Bullywugs suffer no 
  movement penalties for moving in marshes or mud. 
   
  Spells prepared (6/7/6/6/5/4/3; Base DC = 14 + 
  Spell Level): 0–cure minor wounds, detect poison, 
  detect magic (2), light, read magic; 1
  st–calm animals*, 
  command, divine favor, entropic shield, obscuring 
  mist, shield of faith (2); 2
  nd–cure moderate wounds, 
  delay poison, resist energy (2), shield other, spiritual 
  weapon*; 3
  rd–dispel magic (2), dominate animal*, 
  invisibility purge, magic circle against good; 4
  th–control 
  water, divine power*, greater magic weapon, freedom 
  of movement (2); 5
  th–flame strike* (2), mass cure light 
  wounds, righteous might; 6
  th–blade barrier*, harm, 
  heal. 
   
  * Domain spell. Domains: Animal  (1/day speak 
  with animals); War (free martial weapon proficiency 
  and weapon focus). 
   
  Possessions: Masterwork glaive, morningstar, light 
  crossbow, 20 bolts, +2 full plate, +2 buckler, periapt of 
  wisdom +2, cloak of resistance +2, ring of protection +2, 
  2x scrolls of cure light wounds, scroll of remove fear, 
  scroll of cure moderate wounds, scroll of cure serious 
  wounds. 
   
  Katura and Talora: Female human (Suel) Mnk12; CR 
  12; Medium-Size Humanoid (human); HD 12d8+24; hp 
  87; Init +6; Spd 70 ft.; AC 18 (touch 18, flat-footed 17); 
  Base Atk +9; Grp +17; Atk +15 melee (2d8+5/19-20/x2, 
  unarmed); Full Atk +15/+15/+15/+10 melee (2d8+5/19-
  20/x2, unarmed strike); SA Stunning fist 13/day (DC 
  18); SQ Abandoned step 1/day, diamond body, 
  improved evasion, ki strike (lawful, magic), purity of 
  body, slow fall 60 ft., still mind, wholeness of body (16 
  hp); AL LE; SV Fort +10, Ref +10, Will +11; Str 18, Dex 
  15, Con 12, Int 10, Wis 14, Cha 8. 
   
  Skills and Feats: Balance +10, Diplomacy +12, 
  Jump +10, Spot +13, Listen +13, Swim +10, Tumble +17; 
  Combat Reflexes, Dodge, Improved Critical (fist), 
  Improved Grapple, Improved Initiative, Improved 
  Toughness, Improved Trip, Stunning Fist, Weapon 
  Focus (fist). 
   
  Possessions: Gauntlets of ogre power, ring of 
  mighty fist, ring of protection +1, cloak of resistance 
  +1, monk’s belt, 4x potions of mage armor, potion of 
  cure light wounds, potion of cure moderate wounds, 
  potion of cure serious wounds. 
   
  Bullywugs (12): Male bullywug War1; CR 1; Medium-
  Size Humanoid (aquatic); HD 1d8+3; hp 10; Init +1; 
  Spd 20 ft., swim 30 ft.; AC 17 (touch 10, flat-footed 17); 
  Base Atk +1; Grp +1; Atk +1 melee (1d8+2/x3, 
  battleaxe); Full Atk +3 melee (1d8+2/x3, battleaxe); SQ 
  Marsh move; AL CE; SV Fort +5, Ref +0, Will -2; Str 10, 
  Dex 10, Con 16, Int 7, Wis 7, Cha 7. 
   
  Skills and Feats: Hide +2 (+8 in marshes), Listen -2, 
  Spot -2; Endurance. 
   
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Possessions: Battleaxe, dagger, studded leather, 
  heavy wooden shield. 
   
  Encounter 7: The Hunters Hunted 
  Walfrend: Male human (Oeridian) Rng3/Ftr4/Osl5; 
  CR 12; Medium-Size Humanoid (human); HD 
  8d8+4d10+36; hp 103; Init +8; Spd 30 ft.; AC 22 (touch 
  15, flat-footed 18); Base Atk +12; Grp +14; Atk +19 
  ranged (1d8+5/19-20/x3, +1 mighty composite long 
  bow) or +14 melee (1d6+2/x3, hand axe); Full Atk 
  +17/+17/+12/+7 ranged (1d8+5/19-20/x3, +1 mighty 
  composite long bow), or +19/+14/+9 ranged (1d8+5/19-
  20/x3, +1 mighty composite long bow), or +14/+9/+4 
  melee (1d6+2/x3, hand axe); SA Favored enemy 
  (humanoid – elf: +2); SQ Auravision, blank thoughts, 
  magical defense: +3, mind over magic 2/day, 
  nondetection cloak, vicious strike, weapon bond, wild 
  empathy; AL LE; SV Fort +11, Ref +10, Will +10; Str 14, 
  Dex 19, Con 14, Int 10, Wis 12, Cha 8. 
   
  Feats and Skills: Hide +7, Knowledge (arcana) +5, 
  Listen +4, Move Silently +7, Search +5, Sense Motive 
  +2, Spellcraft +7, Spot +4, Survival +9 (+11 when 
  tracking), Swim +5; Endurance, Improved Critical 
  (Composite Longbow), Improved Initiative, Improved 
  Toughness, Iron Will, Manyshot, Point Blank Shot, 
  Precise Shot, Rapid Shot, Track, Weapon Focus 
  (Composite 
  Long 
  Bow), 
  Weapon Specialization 
  (Composite Long Bow). 
   
  Auravision (Su): An occult slayer gains the ability 
  to see magical auras at a range of up to 60 feet as a free 
  action. 
   
  Blank Thoughts (Ex): An occult slayer is immune 
  to mind-affecting effects. This ability can be suppressed 
  or resumed as a free action. 
   
  Magical Defense (Ex): +3 bonus on all saves vs. 
  spells and spell-like abilities. 
   
  Mind over Magic (Su): 2/day an occult slayer can 
  cause a spell or spell-like ability targeted against him to 
  
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  rebound upon the caster as a free action. This ability 
  functions otherwise like spell turning (CL 10). 
   
  Nondetection Cloak (Su): An occult slayer has a 
  protection against divination as if protected by a 
  nondetection spell (CL 5). 
   
  Weapon Bond (Su): When using his composite 
  longbow he deals +1d6 damage against spellcasters and 
  creatures with spell-like abilities. 
   
  Possessions: 
  +1 
  seeking 
  mighty 
  composite 
  longbow (Str +2), 20 arrows, hand axe, dagger, +1 chain 
  shirt, +1 buckler, ring of protection +1, cloak of 
  resistance +1, lesser bracers of archery, gloves of 
  dexterity +2, brooch of shielding, ring of counter spell 
  (contains scorching ray), 2x tanglefoot bags, elixir of 
  sneaking, elixir of swimming, 2x potion of cure 
  moderate wounds. 
   
  Kitesh: Female bullywug Clr12; CR 12; Medium-Size 
  Humanoid (aquatic); HD 12d8+60; hp 123; Init +5; Spd 
  15 ft., swim 30 ft.; AC 26 (touch 13, flat-footed 25); Base 
  Atk +9; Grp +11; Atk +12 melee (1d10+2/x3, 
  masterwork glaive) or +10 ranged (1d8/19-20/x2, light 
  crossbow); Full Atk +12/+7 melee (1d10+2/x3, 
  masterwork glaive) or +10 ranged (1d8/19-20/x2, light 
  crossbow); SA Rebuke undead 2/day; SQ Marsh move, 
  spontaneous inflict; AL LE; SV Fort +15, Ref +7, Will 
  +14; Str 14, Dex 12, Con 20, Int 8, Wis 19, Cha 8. 
   
  Skills and Feats: Concentration +18, Knowledge 
  (religion) +0, Knowledge (nature) +0, Swim +0; Combat 
  Reflexes, Craft Wondrous Items, Improved Buckler 
  Defense, 
  Improved 
  Initiative, 
  Martial 
  Weapon 
  Proficiency (Glaive), Power Attack, Weapon Focus 
  (Glaive). 
   
   
  Marsh Move (Ex): Bullywugs suffer no 
  movement penalties for moving in marshes or mud. 
   
  Spells prepared (6/7/6/6/5/4/3; Base DC = 14 + 
  Spell Level): 0–cure minor wounds, detect poison, 
  detect magic (2), light, read magic; 1
  st–calm animals*, 
  command, divine favor, entropic shield, obscuring 
  mist, shield of faith (2); 2
  nd–cure moderate wounds, 
  delay poison, resist energy (2), shield other, spiritual 
  weapon*; 3
  rd–dispel magic (2), dominate animal*, 
  invisibility purge, magic circle against good; 4
  th–control 
  water, divine power*, greater magic weapon, freedom 
  of movement (2); 5
  th–flame strike* (2), mass cure light 
  wounds, righteous might; 6
  th–blade barrier*, harm, 
  heal. 
   
  * Domain spell. Domains: Animal  (1/day speak 
  with animals); War (free martial weapon proficiency 
  and weapon focus). 
   
  Possessions: Masterwork glaive, morningstar, light 
  crossbow, 20 bolts, +2 full plate, +2 buckler, periapt of 
  wisdom +2, cloak of resistance +2, ring of protection +2, 
  2x scrolls of cure light wounds, scroll of remove fear, 
  scroll of cure moderate wounds, scroll of cure serious 
  wounds. 
   
  Shredder: Male half-dragon yeth hound HD 15; CR 12; 
  Large Dragon (Extraplanar, Evil); HD 15d10+90; hp 
  172; Init +6; Spd 40 ft., fly 60 ft. (good) or 80 ft. 
  (average); AC 25 (touch 11, flat-footed 23); Base Atk 
  +15; Grp +31; Atk +24 melee (2d6+12, bite); Full Atk 
  +24 melee (2d6+12, bite), and +23/+23 (1d6+6, claw); 
  SA Bay, breath weapon 1/day, trip; SQ DR 10/silver, 
  darkvision 60 ft., flight, low-light vision, immune to 
  acid, immune to sleep and paralysis effects, scent; 
  Space/Reach 10 ft./5 ft.; SV Fort +15, Ref +11, Will +11; 
  Str 34, Dex 14, Con 22, Int 8, Wis 14, Cha 12. 
   
  Skills and Feats: Hide +12, Listen +23, Move 
  Silently +16, Spot +23, Search +18, Survival +23 (+29 
  when tracking); Flyby Attack, Improved Initiative, 
  Multiattack, Power Attack, Track. 
   
  Bay (Su): When a yeth hound howls or barks, all 
  creatures except other evil outsiders within a 300-foot 
  spread must succeed on a DC 18 Will save or become 
  panicked for 2d4 rounds. This is a sonic mind-affecting 
  fear effect. Whether or not the save is successful, an 
  affected creature is immune to the same hound’s bay 
  for 24 hours. The save DC is Charisma-based. 
   
  Breath Weapon (Su): 60-ft. line of acid, 6d8 dmg, 
  DC 22 Reflex half. 
   
  Trip (Ex): A yeth hound that hits with its bite 
  attack can attempt to trip the opponent (+15 check 
  modifier) as a free action without making a touch 
  attack or provoking an attack of opportunity. If the 
  attempt fails, the opponent cannot react to trip the yeth 
  hound. 
   
  Flight (Su): A yeth hound can cease or resume 
  flight as a free action. 
   
  Possessions: None. 
   
  
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  Appendix 7:  
  Nalkan Keep at a Glance 
  � Nalkan Keep (fortress/hamlet): Conventional; AL 
  LN; 100 gp limit; Assets 1250 gp; Population 250 
  (normally around 100); Isolated (humans 208, 22 
  halfling, 12 dwarves, 8 half-orc). 
  Authority Figures: Lord Levial Nalkan, knight 
  commander in Stalward's army and master of the keep 
  (Male Oeridian Ari2/Ftr4); Captain Kregenn, battle 
  scourge and chaplain (Male Oeridian Clr5 of Hextor); 
  Tuvin Torenson, seneschal of the keep (Male Oeridian 
  Exp5); Magara Stoneface, master stonemason and 
  leader of the building project (Female Dwarf Exp5). 
  Important Temples: Shrine of the Iron Gauntlet 
  (shrine dedicated to Hextor, carters to the soldiers of 
  the keep); Shrine of the Stone Knight (shrine 
  dedicated to Fortubo, carters to the various workers 
  and architects involved in building the walls as well as 
  the less fanatic soldiers).  
   
  The southern border of Sunndi always has been 
  insecure and dangerous. While there never has been 
  much fear of conquest by forces from the Vast Swamp, 
  raids (and once every generation a horde of bullywugs) 
  has made life in the region difficult. It might one of the 
  more fertile regions of Sunndi, but few people chose to 
  settle there. Until the end of the Greyhawk Wars and 
  the crowning of Hazendel in 589 CY there was little 
  the Sunndians could do about it. They had more urgent 
  matters to deal with in the west and north in the form 
  of the Great Kingdom and its tyrannical rulers. When 
  the Great Kingdom finally splintered, time and 
  resources could be made available for securing the 
  southern border with the Vast Swamp. 
   
  Together with the Congress of Lords, King 
  Hazendel ordered to build a string of keeps along the 
  border from where soldiers could be quickly 
  dispatched in case of a raid or worse. Several years 
  passed before the designs were finished, and finances 
  arranged. In the meantime the threat of a massive 
  assault became more and more apparent. So once the 
  building finally started, priorities had to be made. Since 
  most people lived behind Pawluck River, it was 
  decided to focus on this part first. 
   
  In a massive effort the first fortresses were built in 
  record time. The first to finish were Eyedrinn and 
  Nondrinn. The third fortress was Nalkan Keep. 
  Building started in CY 592, but as of yet it is not 
  finished, though work proceeded much quicker then 
  expected. Luckily for its inhabitants, even partially 
  finished it proved to a significant barrier to the 
  marauding bullywugs currently laying siege to it. 
   
  Nalkan Keep is built on the northern riverbank of the 
  Pawluck River on a spot where the bank is rather steep. 
  The location was chosen more because it position 
  relative of Eyedrinn and Nondrinn then because of its 
  defensibility. As such much work needed, and still 
  needs to be done to make it the impenetrable fortress 
  the Sunndians are hoping for. Work on the ditch, the 
  outer walls, and even some parts of the inner buildings, 
  was still in progress when the bullywugs appeared. The 
  scaffoldings have been destroyed and parts of the outer 
  walls that were finished have been destroyed. 
   
  Walls 
  The walls are made out of solid stone. The battlements 
  have slanted roofs made out of slate. There are holes in 
  the floor on regular intervals through which one has a 
  clear view on the floor directly in front of the walls. 
  These can also be used to poor hot sand or boiling oil 
  through. 
   
  Ditch 
  Only part of the ditch is finished. The walls have only 
  been reinforced on the keep’s side. It is about 10 feet 
  deep, and very muddy. 
   
  Gate 
  As of yet the gate is not completely finished. There is 
  no barbican yet, though the battlements on the walls 
  provide an excellent view on the region before the 
  gate. The wooden bridge, while on the map has been 
  destroyed. The gates them selves have been made out 
  of with steel reinforced doors and an iron grate behind. 
   
  Courtyard 
  The courtyard is a muddy affair. There are several still 
  smoldering remains of make shift buildings, but these 
  clearly have been burned down during the siege.  
   
  Donjon 
  The donjon is one of the few parts of the castle that is 
  truly finished. It is a large domineering square tower 
  that, with its five stories, towers above the whole keeps. 
  It has a slanted roof with slate roof tiles though there 
  are battlements around the roof, providing an excellent 
  view over the area. It was build to be used as the last 
  line of defense and not for comfort. It also contains the 
  
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  cistern in its cellar where rainwater from both the 
  house and tower is collected. 
   
  House 
  This two-story building also has a slanted roof with 
  slate roof tiles. Like the donjon battlements surround 
  the roof. Most of the civilian inhabitants have sought 
  refuge inside this building, and as a result it is filthy 
  and overcrowded.  
   
  Harbor Gate 
  The term gate is perhaps a bit much for this steel 
  reinforced door at the southern foot of the donjon. A 
  small path leads down to the river.   
    
   
  
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  Appendix 8: The Vast Swamp 
  As the name suggests, the Vast Swamp is huge and as 
  such a single page cannot contain enough information 
  to describe it completely. It should contain enough 
  information though to run this adventure, which takes 
  place in the northern fringes of the Vast Swamp. If a 
  scenario requires more specific information, then this 
  will either be given at the proper scene or in another 
  appendix. 
   
  Description 
  The Vast Swamp as a whole is hot, humid, wet and 
  teeming with life. Large parts of the swamp are 
  impassable for humans without a boat. Here humans 
  and elves do not reign supreme, but lizardfolk and 
  bullywugs are the most dominant sentient live. 
   
  The northern fringes in which this adventure 
  takes place though contain bigger patches of dry 
  ground either due to vegetation or low hills that rise 
  above the mud and water. In open areas and waterways 
  sight can extend several hundred yards before being 
  blocked by reeds and bushes; within the reeds it is 
  limited to a few feet at best. Mosquitoes and leeches are 
  a constant pest, leaving bleeding wounds (no damage, 
  but distressing) when removed. Large, hairy (harmless) 
  spiders scuttle through the reeds, and small crocodiles 
  swim about (and flee when the PCs pay them any 
  attention). Other swamp life includes otters, muskrats, 
  silver white herons, king fishers, ducks, geese and 
  countless other birds. Alders or other swamp trees 
  cling on to life on the numerous dry spots, covered in 
  Spanish moss and similar, long tendrilled lichen and 
  surrounded by patches of tall reed and reed-like plants. 
   A constant warm wind makes the temperature 
  bearable, but causes the reeds to rustle, giving a –2 
  circumstance penalty to any listening checks. 
   
  There are many reasonably dry points within the 
  northern fringes, though these are covered with dense 
  plant growth and relatively difficult to traverse 
  through. Even these dry grounds in general are muddy 
  even outside the rain season. Though there are always 
  exceptions to the rule on top of exceptional tall hills 
  that arise out of the surrounding muck on several 
  places. These dry areas are islands within huge patches 
  of shallow water that become more rare the farther 
  south one goes. These patches are overgrown with reed 
  and trees especially adapted to having wet feet. In these 
  watery areas there is about 3 inches of mud covered by 
  one foot of water, though occasionally this may change 
  to 1’ of mud under 2’ water for a total depth of 3 foot. 
  Also, if any traveller through this does not take steps to 
  test the ground (prodding with sticks), they might be 
  surprised by a sudden dip into a mud-filled hole. 
  Deeper channels of slowly flowing water and small 
  lakes overgrown with water lilies cut through these 
  shallow areas like veins. These channels and lakes can 
  be quite deep, forcing travellers to swim through 
  murky water. 
   
  A traveller in this region in general will only get 
  wet feet and if you know the way, a boat will not be 
  needed. Though even an experienced wanderer will 
  have to wade through the muddy water frequently, 
  which may cause occasional trouble for halflings and 
  dwarves, as well as spell books and miscellaneous 
  equipment. It pays to have watertight bags with you, 
  though the high humidity and many rains during the 
  rain season prevents anything from ever becoming 
  truly dry during this season. So everything will be 
  slimy, smelly and filthy in no time whatsoever. 
   
  Sentient Life and Unlife 
  Even though the Vast Swamp is inhospitable to human 
  or olven inhabitation, it is still considered the home by 
  several different groups of sentient creatures. Three 
  groups of creatures are the true masters of the region 
  and they are either feared or respected by those who 
  travel through the Swamp. 
   
  The Vast Swamp is most infamous for the 
  bullywugs that have made this area their home and 
  who continually raid Sunndi to the north. The 
  bullywugs of the Vast Swamp are more intelligent and 
  organized then their more wild cousins described in 
  the Forgotten Realms Monster Manual. They worship 
  the lawful deity Wastri who promotes the destruction 
  of dwarves, elves, gnomes and halflings, and who 
  considers humans and amphibians far superior. Unlike 
  regular bullywug clerics, clerics of Wastri are treated as 
  normal clerics and they can chose from the domains 
  Animal, Law and War. They can only rebuke undead 
  and cast spontaneous inflict spells. Rumours tell of a 
  monastery deep in the Vast Swamp where Wastri 
  himself resides, ruling over his minions like a mad 
  tyrant surrounded by both amphibious and human 
  servants as well as more unnatural things. 
   
  Most feared by all are the undead, the origins of 
  which are a mystery for most. They are particular 
  common in a specific part of the Vast Swamp as if they 
  are drawn to it like moths to a light. Still, they can be 
  encountered everywhere. Most of common of all are 
  corporeal undead: hungry ghouls and fearsome bog-
  mummies – all that remains of unwary travellers who 
  drowned far from home and civilisation. With the 
  undead comes those who study them and the energy 
  
  Saving Dolkann 
   
  Page 50 
  that empowers these vile creatures: necromancers and 
  clerics of deities of death, decay and magic. Sometime 
  ago the undead in the form of a pack of adventurers 
  had become a real threat to the safety of Sunndi, but 
  adventurers on the pay-role of Sunndi had put an end 
  to this threat. Now the undead and their masters tend 
  to remain within the borders of the Swamp. 
   
  Least known, but most friendly to the average 
  traveller are the lizardfolk of the Chtaan tribe. By 
  human standards these savage hunters are cruel and 
  unforgiving, willing to do anything for the survival of 
  their tribe. Still, unlike the bullywugs and undead, they 
  can be reasoned with and once a traveller manage to 
  gain their trust and becomes part of their tribe, they are 
  staunch unwavering allies whose friendship can be a 
  great boon to any traveller in their homeland. The 
  Chtaan are divided in different clans who live in 
  separate villages spread over the northern parts of the 
  swamp forming a buffer of some sort between Sunndi 
  to the north and the bullywugs and undead to the 
  south. While relations between the different clans as 
  well as the Sunndians to the north are cordial at best, 
  they seldom come to violent clashes. The constant 
  threat of dangerous natural predators, human outlaws, 
  bullywugs and undead unite them into a single group. 
   
  Game Mechanics 
  When running a scenario within the Vast Swamp it is 
  advisable to be familiar with the swimming rules as 
  well as the effects of the environment on combat. 
  Swimming rules can be found on page 84 of the 
  Player’s Hanbook (all water in the Vast Swamp is 
  considered 
  calm 
  unless 
  specifically 
  mentioned 
  otherwise). Also remember that most the area is at the 
  very least lightly obstructed and lightly slippery, giving 
  a +4 modifier of the DC of any tumbling and balance 
  checks (and that tumbling is impossible in water 
  deeper then one knee). Hence, running or charging 
  requires a balance check DC 14. More rules on running 
  encounters in swamps and in deeper water can be 
  found in the Dungeon Master’s Guide at page 88 and 
  92. Drowning rules can be found at the end of the 
  Dungeon Master’s Guide at page 304. 
   
  
  Saving Dolkann 
   
  Page 51 
   
  Appendix 9:  
  New Rules Items 
  Bullywug 
  (Source: Monster Companion: Monsters of Fearun, 
  page 25) 
  Medium-Size Humanoid (Aquatic) 
  Hit Dice: 1d8 + 3 (7 hp) 
  Initiative: +0 
  Speed: 20 ft. (4 squares), swim 30 ft. (3 squares) 
  Armor Class: 15 (+2 leather, +3 natural), touch 10, 
  flatfooted 15 
  Base Attack / Grapple: +1/+1 
  Attack: Halfspear +1 melee (1d6); or halfspear +1 
  ranged (1d6) 
  Full Attack: Halfspear +1 melee (1d6); or halfspear +1 
  ranged (1d6) 
  Space/Reach: 5 ft./5 ft. 
  Special Qualities: Marsh move, summoning (clerics 
  only) 
  Saves: Fort +5, Ref +0, Will -2 
  Abilities: Str 10, Dex 10, Con 16, Int 7, Wis 7, Cha 7 
  Skills: Hide +0*, Listen -2, Spot -2 
  Feats: Endurance 
    
  Environment: Temperate and warm aquatic and marsh 
  Organization: Solitary (1), pad (4), float (8), or pond 
  (16-48) 
  Challenge Rating: 1 
  Treasure: Standard 
  Alignment: Usually chaotic evil 
  Advancement: By character class 
  Level Adjustment: +1 
   
  Life as a bullywug is nasty, brutish, and wet. Bullywugs 
  kill for sport, systematically destroy their own hunting 
  grounds, and make a religious fetish of summoning 
  monsters who may or may not stay within their 
  control. 
   
  Bullywugs 
  are 
  frog-headed 
  amphibious 
  humanoids with green, gray, or mottled yellow skin. 
  They have long, flicking tongues that can barely fit 
  themselves around a form of stunted Common. They 
  stand 4 to 7 feet tall, weigh 100 to 300 pounds, and 
  fight with spears and other sharp weapons they can 
  poke out of the water. Bullywugs make it a point of 
  pride to wear at least leather armor, even though 
  swimming in armor isn’t easy. 
   
  Most bullywugs encountered outside their homes 
  are warriors; the information in the statistics block is 
  for of 1
  st level (see Chapter 2 of the Dungeon Master’s 
  Guide for more information about the warrior class). 
   
  Combat 
  Bullywugs prefer to fight in or near water. Whenever 
  possible, they use summoned monsters as the first 
  wave of attack. In any given fight, there is a 50% chance 
  that bullywugs will fight to death, no matter how 
  stupid that seems, and a 50% chance that they will flee 
  for their lives when some of their number have fallen, 
  even if they otherwise could win the fight. 
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Summoning (Sp): Bullywug clercs are notorious 
  for their powerful but unpredictable summoning 
  abilities. When a bullywug cleric uses a summon 
  monster spell, there is 50% chance that one more 
  monster than the spell would ordinarily summon will 
  appear. In such cases, there is then a 25% chance that 
  the summoned monster will not be in the bullywug’s 
  control, rampaging and attacking at random. It is not 
  uncommon for bullywugs that have summoned 
  monsters and failed to control them to spend all their 
  efforts fighting their own summoned creatures instead 
  of attacking their original foe. 
   
  Skills: *Bullywugs have a +6 racial bonus on Hide 
  checks when in marshes because of their skill at 
  camouflage. 
   
  Bullywug Characters 
  Bullywug sometimes gain levels as barbarians. The 
  biggest bullywug in the pond frequently is at least a 2
  nd-
  level barbarian. 
   
  Bullywug Society 
  Bullywugs hunt things, eat things, bully things, and 
  worship their nocious deities. There are many 
  bullywug clerics; as many as 10% of bullywugs in some 
  ponds have one or more levels as a cleric. Bullywug 
  clerics can choose from the domains of Chaos, Evil, 
  and Water. Bullywug clerics are more limited then 
  those of other races, and can only choose three types of 
  spells: summon monster spells (their culturally prefred 
  choice), inflict spells, and their domain spells. 
   
  In the Vast Swamp 
  The bullywugs is the Vast Swamp tend to be more 
  intelligent and organized then their more wild cousins. 
  They worship the lawful deity Wastri who promotes 
  the destruction of dwarves, elves, gnomes and 
  halflings, and who considers humans and amphibians 
  
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  far superior. Unlike regular bullywug clerics, clerics of 
  Wastri are treated as normal clerics and they can chose 
  from the domains Animal, Law and War. They can only 
  rebuke undead and cast spontaneous inflict spells. 
   
  Occult Slayer 
  Reference: Complete Warrior, page 66. 
   
  CL 
  BAB 
  Fort 
  Ref 
  Will Special  
  1
  st  
  +1 
  +0 
  +0 
  +2 
  Magic 
  defense 
  +1, 
  weapon bond 
  2
  nd  
  +2 
  +0 
  +0 
  +3 
  Vicious strike, mind 
  over magic 1/day 
  3
  rd  
  +3 
  +1 
  +1 
  +3 
  Auravision, 
  magic 
  defense +2 
  4
  th  
  +4 
  +1 
  +1 
  +4 
  Mind 
  over 
  magic 
  2/day, nondetection 
  cloak 
  5
  th  
  +5 
  +1 
  +1 
  +4 
  Blank 
  thoughts, 
  magic defense +3 
   
  Hit Die: d8 
   
  Requirements: 
  Base Attack Bonus: +5 
  Skills: Knowledge (arcane) 4 ranks, Spellcraft 3 ranks 
  Feats: Improved Initiative, Weapon Focus (any 
  weapon) 
   
  Class Skills: 
  Bluff (Cha), Craft (Int), Gather Information (Cha), 
  Knowledge (arcana) (Int), Profession (Wis), Sense 
  Motive (Wis), and Spellcraft (Int). 
   
   
  Skill Points at Each Level: 2 + Int modifier. 
   
  Class Features: 
   
  Weapon and Armor Proficiency: Occult Slayers 
  are proficient with all simple and martial weapons and 
  all armor and shields. 
   
  Magical Defense (Ex): An occult slayer’s constant 
  training in countering magic of all types manifests 
  itself as a bonus on saving throws against all spells or 
  spell-like abilities.  This bonus is +1 at 1
  st level, and it 
  increases to +2 at 3
  rd level and to +3 at 5
  th level. 
   
  Weapon Bond (Su):  An occult slayer must choose 
  a particular weapon of at masterwork quality as the 
  focus of her power.  Upon making her selection, she 
  immediately forms a bond with the chosen weapon 
  that imbues it with the force of her hatred for 
  spellcasters.  Thereafter, any successful attack she 
  makes with that weapon against a spell-caster or a 
  creature with spell-like abilities deals an extra 1d6 
  points of damage.  If this particular weapon is lost or 
  destroyed, the occult slayer loses the ability to deal the 
  extra damage until she acquires and bonds with 
  another weapon of the same kind if at least masterwork 
  quality.  The occult slayer must spend one day per 
  character level practicing with the replacement 
  weapon and doing little else (no adventuring) to create 
  a new weapon bond. 
   
  Mind Over Magic (Su): Starting at 2
  nd level, an 
  occult slayer can cause a spell or spell-like ability 
  targeted against her to rebound upon the originator as 
  a free action.  This ability otherwise functions as the 
  spell turning spell (caster level equals the character’s 
  occult slayer level + 5).  An occult slayer can use this 
  ability once per day at 2
  nd level and twice per day at 4
  th 
  level. 
   
  Vicious Strike (Ex): At 2
  nd level and higher, an 
  occult slayer who readies an action to disrupt a 
  spellcaster deals double damage if the attack hits. 
   
  Auravision (Su): At 3
  rd level, an occult slayer gains 
  the ability to see magical auras at a range of up to 60 
  feet as a free action.  This ability otherwise functions as 
  a detect magic spell.  The character cannot use this 
  ability to determine anything but the number of 
  magical auras present.   
   
  Nondetection Cloak (Su): Upon reaching 4
  th level, 
  an occult slayer (and any gear she wears or carries) 
  becomes more difficult to locate through divinations 
  such as clairaudience/clairvoyance, locate object, and 
  other detect spells.  The occult slayer gains protection 
  against divinations equivalent to a nondetection spell 
  (caster level equals occult slayer level), except that it 
  affect only the occult slayer and her possessions. 
   
  Blank Thoughts (Ex): At 5
  th level, an occult slayer 
  can induce within herself a state of mental absence, 
  thereby becoming immune to mind-affecting effects 
  (charms, compulsions, patterns, phantasms, and moral 
  effects).  She can suppress or resume this ability as a 
  free action. 
   
  Feats 
  Improved Buckler Defense 
  (Source: Complete Warrior, page 100) 
  You can attack with an off-hand weapon while 
  retaining a buckler’s shield bonus to your Armor Class. 
   
  Prerequisite: Shield Proficiency. 
   
  Benefit: When you attack with a weapon in your 
  off-hand, you may still apply your buckler’s shield 
  bonus to your Armor Class. 
  
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  Normal: Without this feat, a character wielding a 
  buckler who attacks with an off-hand weapon loses the 
  buckler’s shield bonus to AC until his or her next turn. 
   
  Special: A fighter may select Prone Attack as one 
  of his fighter bonus feats. 
   
  Improved Toughness 
  (Source: Complete Warrior, page 101) 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such 
  as by gaining a level), you gain 1 additional hit point. If 
  you lose a HD (such as by losing a level), you lose 1 hit 
  point permanently. 
   
  Special: A fighter may select Prone Attack as one 
  of his fighter bonus feats. 
   
  Prone Attack 
  (Source: Complete Warrior, page 103) 
  You can attack from a prone position without penalty. 
   
  Prerequisites: Dex 15, Lightning Reflexes, base 
  attack bonus +2. 
   
  Benefit: You can make an attack from the prone 
  position and take no penalty on your attack roll. If your 
  attack roll is successful, you may regain your feet 
  immediately as a free action. Opponents gain no bonus 
  on melee attacks against you while you are prone. 
   
  Special: A fighter may select Prone Attack as one 
  of his fighter bonus feats. 
   
  
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  DM’s Aid 1:  
  Map of the Bullywugs HQ 
   
  1. 
  Common Room 
  2. 
  Kitchen 
  3. 
  Stables 
  4. 
  Large Sleeping Room 
  5. 
  Private Quarters 
  6. 
  Hay Attic 
  7. 
  Guest Rooms 
  
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  Player’s Handout 1: 
  Nalkan Keep and Surroundings 
   
   
  Note: The Pawluck River is currently flooded. The solid blue line is the usual riverbank. The dotted 
  line is more or less where the water is standing now. 
  
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  Player’s Handout 2:  
  In the grip of Meabhe 
  The ghost of Meabhe has possessed your character. You must role-play your character accordingly. Meabhe has the 
  following goals in order of importance:  (1) Retrieve the stolen information, (2) kill Walfrend, (3) retrieve the stolen 
  information, (4) give the information to Count Kestor, and (5) RETRIEVE THE STOLEN INFORMATION. 
   
  Role-Playing Tips 
  Meabhe always has been a passionate opinionated quick-tempered woman with the diplomatic skills of a raging bull. 
  These traits got her into trouble on a regular basis. At the same time she is quick to forgive and forget, and she is fiercely 
  loyal and attentive to friends and surprisingly enough other people’s feelings. Most of the time she is guilt-wracked after 
  one of her many tempers or when accidentally hurting somebody by a misplaced remark. It is this reason that she 
  became a ranger, and spent most of her time away from humans deep in the wilderness. Note that in death she has 
  become more obsessed and single minded. Whatever it takes to retrieve the stolen information and kill Walfrend…    
   
  What Meabhe Knows about… 
  How she was murdered: As a Royal Warder she spent most of her time in the Vast Swamp, scouting for potential 
  dangers to Sunndi. Her last mission was to collect a batch of documents from a specific point in the swamp and to 
  deliver them to Count Kestor. While on her way back she came across a band of bullywugs. She managed to flee, but she 
  had not counted upon them sending a very able human hunter on her trail. After a chase of several days, and despite her 
  considerable woodland skills, they managed to catch up with her near Pawluck River. Had it not been for the strange 
  dog’s panic causing howl she surely would have been able to escape. It made thinking very difficult though, so instead 
  of diving in the river she hid in a hollow tree. Here the dog found her with ease, and still unable to act, she was quickly 
  dispatched.  
   
  Walfrend: All she knows about Walfrend is from rumors, and she is not sure whether these are true or are actually a 
  combination of stories about different people. He is known as “The Elf-Slayer” and his hatred for elves, everything elven 
  (especially their magic) goes beyond that of the average Wastrian. If even half of the stories are true, then she was lucky 
  to be killed quickly. Some stories depict him as a mage slayer who could sling spells back right at their caster. All stories 
  agree though that he is an excellent hunter and archer who prefer to operate from the shadows instead of a straight 
  melee fight. 
   
  The Dog-like creature: She does not know much about what it is, and if anything, she is going to pester the PCs about it. 
  On APL2 and 4 it was a thin pony-sized gray wind hound with red glowing eyes that could fly incredibly well. On APL 6 
  it was as large as a horse. On APL 8+ it had large bat-like wings, black scales and a reptilian-like head with two horns. 
  She is fully aware that it’s baying caused an unnatural panic within her, bereaving her of her ability to think straight. 
  Her fear for becoming overcome again by this baying induced panic is nearly unreasonable. 
   
  The stolen documents: She knows nothing about what kind of information the documents contain. They are in code. 
  They are VERY important though. 
   
  Meabhe’s Possession Statistics 
   
  Abilities 
  Your body is still the same body of your PC, but your mental traits are those of Meabhe.  Keep your strength, dexterity, 
  and constitution the same, but substitute Meabhe’s stats for wisdom, intelligence, and charisma for your own.   
   
  BAB and Saves 
  Next, take Meabhe’s base attack bonus and base saving throws and substitute them for your respective numbers.  Use 
  Meabhe’s numbers to recalculate your new attack bonuses and saving throws after modifying them for your stats, magic 
  
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  items, and any other modifiers to those numbers.  You need to add your body's constitution and dexterity bonuses to 
  Meabhe's fortitude and reflex saves 
   
  Skills and Feats 
  Use all of Meabhe’s skills in place of your own, modified for your ability scores.  Use all of her feats in place of your 
  own. 
   
   
   
  Class Abilities 
  At higher APLs you can cast spells as a ranger.  Your level depends upon the APL.  If you were a spell caster, then you 
  can no long access your old spells.  Do not forget that as Meabhe, you face the same restrictions as a ranger, as far as 
  armor and load is concerned (and she does not have the necessary armor proficiencies in the first place). If your 
  character was wearing medium or heavy armor she is going to remove those. 
   
  Note that the body retains its natural, and automatic abilities, but NOT its class abilities. For example a body with 
  extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can’t 
  choose to activate the body’s extraordinary or supernatural abilities. The creature’s spells and spell-like abilities do not 
  stay with the body. Neither can you use supernatural abilities dependent on a ghost's body (frightful moan). 
   
  
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  APL 2 
  Meabhe, female half-elf ghost Rng2: Medium undead; HD 2d12; hp PC’s hit points; Init PC's Dex modifier; Spd Fly 30 
  ft. (perfect); AC 10 (based upon PC's AC); Atk +2 base melee plus PC's Str modifier, +2 base ranged plus PC's Dex 
  modifier; SA Favored enemy (humanoid – human: +2), frightful moan, malevolence, manifestation; SQ Animal empathy 
  +4, rejuvenation, turn resistance +4; AL CG; SV Fort +3 plus PC's Con modifier, Ref +3 plus PC's Dex modifier, Will +3; 
  Str (same as PC's), Dex (same as PC's), Con (same as PC's), Int 10, Wis 16, Cha 14; 
   
  Skills: Diplomacy +4, Gather Information +4, Hide +5 plus PC’s Dex modifier, Knowledge (nature) +7, Listen +7, 
  Move Silently +5 plus PC’s Dex modifier, Search +6, Spot +6, Survival +10 (+12 when tracking), Swim +5 plus PC’s Str 
  modifier. 
   
  Feats: Point Blank Shot, Precise Shot, Rapid Shot, Track. 
   
  Languages:  Common, Elven. 
   
  Possessions:  None. 
   
  APL 4 
  Meabhe, female half-elf ghost Rng4: Medium undead; HD 4d12; hp PC’s hit points; Init PC's Dex modifier; Spd Fly 30 
  ft. (perfect); AC 10 (based upon PC's AC); Atk +4 base melee plus PC's Str modifier, +4 base ranged plus PC's Dex 
  modifier; SA Favored enemy (humanoid – human: +2), frightful moan, malevolence, manifestation; SQ Animal empathy 
  +4, rejuvenation, turn resistance +4; AL CG; SV Fort +4 plus PC's Con modifier, Ref +4 plus PC's Dex modifier, Will +4; 
  Str (same as PC's), Dex (same as PC's), Con (same as PC's), Int 10, Wis 16, Cha 14; 
   
  Skills: Climb +4 plus PC’s Str modifier, Diplomacy +4, Gather Information +4, Hide +7 plus PC’s Dex modifier, 
  Knowledge (nature) +7, Listen +7, Move Silently +7 plus PC’s Dex modifier, Search +6, Spot +6, Survival +12 (+14 when 
  tracking), Swim +7 plus PC’s Str modifier. 
   
  Feats: Dodge, Endurance, Point Blank Shot, Precise Shot, Rapid Shot, Track. 
   
  Languages:  Bullywug, Common, Elven. 
   
  Spells Known (1; base DC = 13 + Spell Level): 1 – longstrider. (Can be changed in the morning for another ranger 
  spell.) 
   
  Possessions:  None. 
   
  APL 6 
  Meabhe, female half-elf ghost Rng6: Medium undead; HD 6d12; hp PC’s hit points; Init PC's Dex modifier; Spd Fly 30 
  ft. (perfect); AC 10 (based upon PC's AC); Atk +6/+1 base melee plus PC's Str modifier, +6/+1 base ranged plus PC's Dex 
  modifier; SA Favored enemy (humanoid – human: +4; humanoid – aquatic: +2), frightful moan, malevolence, 
  manifestation, telekinesis; SQ Animal empathy +8, rejuvenation, turn resistance +4; AL CG; SV Fort +5 plus PC's Con 
  modifier, Ref +5 plus PC's Dex modifier, Will +5; Str (same as PC's), Dex (same as PC's), Con (same as PC's), Int 10, Wis 
  16, Cha 14; 
   
  Skills: Climb +6 plus PC’s Str modifier, Diplomacy +4, Gather Information +4, Hide +9 plus PC’s Dex modifier, 
  Knowledge (nature) +7, Listen +9, Move Silently +9 plus PC’s Dex modifier, Search +6, Spot +8, Survival +14 (+16 when 
  tracking), Swim +9 plus PC’s Str modifier. 
   
  Feats: Dodge, Endurance, Many Shot, Mobility, Point Blank Shot, Precise Shot, Rapid Shot, Track. 
   
  Languages:  Bullywug, Common, Elven. 
   
  Spells Known (2; base DC = 13 + Spell Level): 1 – entangle, longstrider. (Can be changed in the morning for 
  another ranger spell.) 
   
  Possessions:  None. 
   
  
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  APL 8 
  Meabhe, female half-elf ghost Rng8: Medium undead; HD 8d12; hp PC’s hit points; Init PC's Dex modifier; Spd Fly 30 
  ft. (perfect); AC 10 (based upon PC's AC); Atk +8/+3 base melee plus PC's Str modifier, +8/+3 base ranged plus PC's Dex 
  modifier; SA Favored enemy (humanoid – human: +4; humanoid – aquatic: +2), frightful moan, malevolence, 
  manifestation, telekinesis; SQ Animal empathy +10, rejuvenation, swift tracker, turn resistance +4, woodland stride; AL 
  CG; SV Fort +6 plus PC's Con modifier, Ref +6 plus PC's Dex modifier, Will +5; Str (same as PC's), Dex (same as PC's), 
  Con (same as PC's), Int 10, Wis 16, Cha 14; 
   
  Skills: Climb +6 plus PC’s Str modifier, Diplomacy +4, Gather Information +4, Hide +11 plus PC’s Dex modifier, 
  Knowledge (nature) +7, Listen +9, Move Silently +11 plus PC’s Dex modifier, Search +6, Spot +8, Survival +16 (+18 when 
  tracking), Swim +9 plus PC’s Str modifier, Tumble +5 plus PC’s Dex modifier. 
   
  Feats: Dodge, Endurance, Many Shot, Mobility, Point Blank Shot, Precise Shot, Rapid Shot, Track. 
   
  Languages:  Bullywug, Common, Elven, Ancient Sueloise. 
   
  Spells Known (2/1; base DC = 13 + Spell Level): 1
  st–entangle, longstrider; 2
  nd–cat’s grace. (Can be changed in the 
  morning for another ranger spell.) 
   
  Possessions:  None. 
   
  APL 10 
  Meabhe, female half-elf ghost Rng10: Medium undead; HD 10d12; hp PC’s hit points; Init PC's Dex modifier; Spd Fly 
  30 ft. (perfect); AC 10 (based upon PC's AC); Atk +10/+5 base melee plus PC's Str modifier, +10/+5 base ranged plus PC's 
  Dex modifier; SA Favored enemy (humanoid – human: +6; humanoid – aquatic: +4; undead: +2), frightful moan, 
  malevolence, manifestation, telekinesis; SQ Animal empathy +12, evasion, rejuvenation, swift tracker, turn resistance 
  +4, woodland stride; AL CG; SV Fort +7 plus PC's Con modifier, Ref +7 plus PC's Dex modifier, Will +6; Str (same as 
  PC's), Dex (same as PC's), Con (same as PC's), Int 10, Wis 16, Cha 14; 
   
  Skills: Climb +10 plus PC’s Str modifier, Diplomacy +4, Gather Information +4, Hide +13 plus PC’s Dex modifier, 
  Knowledge (nature) +7, Listen +11, Move Silently +13 plus PC’s Dex modifier, Search +6, Spot +10, Survival +18 (+20 
  when tracking), Swim +9 plus PC’s Str modifier, Tumble +5 plus PC’s Dex modifier. 
   
  Feats: Dodge, Endurance, Improved Critical (Composite Long Bow), Many Shot, Mobility, Point Blank Shot, 
  Precise Shot, Rapid Shot, Track. 
   
  Languages:  Bullywug, Common, Elven, Ancient Sueloise. 
   
  Spells Known (2/2; base DC = 13 + Spell Level): 1
  st–entangle, longstrider; 2
  nd–cat’s grace, protection from energy. 
  (Can be changed in the morning for another ranger spell.) 
   
  Possessions:  None. 
   
  APL 12 
  Meabhe, female half-elf ghost Rng12: Medium undead; HD 12d12; hp PC’s hit points; Init PC's Dex modifier; Spd Fly 
  30 ft. (perfect); AC 10 (based upon PC's AC); Atk +12/+7/+2 base melee plus PC's Str modifier, +12/+7/+2 base ranged 
  plus PC's Dex modifier; SA Favored enemy (humanoid – human: +6; humanoid – aquatic: +4; undead: +2), frightful 
  moan, malevolence, manifestation, telekinesis; SQ Animal empathy +14, evasion, rejuvenation, swift tracker, turn 
  resistance +4, woodland stride; AL CG; SV Fort +8 plus PC's Con modifier, Ref +8 plus PC's Dex modifier, Will +8; Str 
  (same as PC's), Dex (same as PC's), Con (same as PC's), Int 10, Wis 18, Cha 14; 
   
  Skills: Climb +12 plus PC’s Str modifier, Diplomacy +4, Gather Information +4, Hide +15 plus PC’s Dex modifier, 
  Knowledge (nature) +7, Listen +14, Move Silently +15 plus PC’s Dex modifier, Search +6, Spot +13, Survival +21 (+23 
  when tracking), Swim +11 plus PC’s Str modifier, Tumble +5 plus PC’s Dex modifier. 
   
  Feats: Dodge, Endurance, Improved Critical (Composite Long Bow), Improved Precise Shot, Many Shot, Mobility, 
  Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run,Track. 
   
  Languages:  Bullywug, Common, Elven, Ancient Sueloise. 
   
  Spells Known (2/2/2; base DC = 13 + Spell Level): 1
  st–entangle, longstrider; 2
  nd–cat’s grace, protection from energy; 
  3
  rd–neutralize poison, water walk. (Can be changed in the morning for another ranger spell.) 
   
  Possessions:  None. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Splintered Suns and Scarlet Signs/Sunndi/SND4-08 - Saving Dolkann.pdf