TEXT: TSS3-06 
   
   
   
   
   
   
   
   
   
   
  The Prisoner 
   
  A One-Round D&D LIVING GREYHAWK Meta-Regional 
  Adventure 
  Part I of the Broken Chains Series. 
  Version 1.0 
   
  by Pieter Sleijpen 
  Editor: Paul Looby 
  Circle Reviewer: Creighton Broadhurst 
   
   
   
   
   
   
   
   
  A night in the Hollow Highlands is disturbed by the sudden arrival of what appears to be an escaped slave, raving and 
  delirious. Is he really what he seems or merely a lunatic on the run? What events will be set into motion by his 
  appearance and who are "the others" of which he speaks? An adventure for APLs 2 - 10. 
   
   
   
  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. 
   
  
  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, but the actual playing time 
  will be closer to three hours. 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.  
   
  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 three 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 grey 
  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. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill in 
  the top of the grid. That is all. No one is rated. This 
  method is used for people who are just playing for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and provide 
  personal information, but don’t vote for other players. 
  The game master rates the scenario and completes 
  personal and event information, but does not rate the 
  players as a team or vote for players. This method is 
  used when there is no competition, but the event 
  coordinator wants information on how the game 
  masters are performing, or the game master wants 
  feedback on his or her own performance. 
  3. 
  Voting: Players and game masters complete the entire 
  packet, including voting for best player. If this method 
  is used, be sure to allow about 15-20 minutes for the 
  players to briefly describe their characters to the other 
  players, and about 5-10 minutes for voting. This 
  method is used when the players want to know who 
  played the “best” amongst the group, or when the 
  adventure is run in tournament format with winners 
  and prizes.  
   
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
   
  After voting, give the Scoring Packet to your event 
  coordinator.  
   
  This is a LIVING GREYHAWK Adventure. As a LIVING 
  adventure it is expected that players bring their own 
  characters with them. It 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 Web site, and then have any 
  players without a character create one. Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  The Prisoner 
   
  Page 2 
  
   
  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. 
   
  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 
  following 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. 
   
  CR 
  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 
  5 
  6 
  7 
   
  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. Three or 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 three 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 Handle 
  Animal or Charisma check (DC 10). 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 standard one-round meta-region scenario set in 
  the Splintered Suns region. All characters from the 
  Splintered Sun meta-region pay one Time unit to 
  participate in the adventure. Characters from other meta-
  regions pay double that amount. Adventurer’s Standard 
  Upkeep costs 12 gp (or 24 gp). Rich Upkeep costs 50 gp 
  (or 100 gp), and Luxury Upkeep costs 100 gp (or 200 gp). 
   
   
  Adventure Background 
  Until fairly recently Sunndi has been at war with the 
  Great Kingdom. While this war ended in 584 CY, the 
  scars of this war of attrition still can be seen in the society 
  and the land of Sunndi. One of these scars is the many 
  people that disappeared during the wars and Sunndi's 
  short conquest by the armies of the Great Kingdom 
  during the Greyhawk Wars in 583 CY. The fate of these 
  people remains unknown. Many rumours tell that they 
  are kept as slaves in the successor state of the Great 
  Kingdom, Ahlissa. Most people though presume they 
  have died. 
   
  Of course, in the chaotic years following the 
  Greyhawk Wars local princes and warlords used these 
  people as slaves. When Xavener I was crowned overking 
  of Ahlissa in 587 CY, he ordered the release of all soldiers 
  captured in Sunndi during the Greyhawk Wars. A group 
  of mostly dwarves and elves returned to Sunndi, but 
  The Prisoner 
   
  Page 3 
  
  many of those that had disappeared where not among this 
  group. So rumours persist of Sunndian slaves being held 
  by the rulers of Ahlissa. Xavener denies these rumours, 
  stating that the people that are still missing probably died 
  either in Sunndi during the wars or in Ahlissa during the 
  chaotic years that followed the Greyhawk Wars. 
   
  When Xavener ordered the release of the soldiers 
  captured during the Greyhawk Wars many of the more 
  obvious prisoners were indeed released. Many more 
  though remained in Ahlissa, either because they were 
  registered as criminals (as opposed to soldiers), because 
  their existence was kept a secret, because their skills were 
  of great value to their owners or a mix of these three 
  reasons. These slaves are either kept as workers in remote 
  areas, hidden among regular prisoners or, in case of 
  certain individuals with specialized training, imprisoned 
  in the keeps of the more influential nobles of Ahlissa. 
  Obviously, their owners cannot risk their escape out of 
  fear for what these prisoners could tell the world. 
   
  One of the places where Sunndian slaves (as well as 
  prisoners from other regions) are being used is in the 
  Calling Mines south of Hexpools in the northernmost 
  portion of the Hollow Highlands. The Calling Mines 
  have a bad reputation, since those who stay in the dark 
  corridors soon will hear voices calling to them. Every 
  individual hears different voices saying different things, 
  but most eventually become insane. Strangely, some 
  people never hear the voices. Nobody has ever been able 
  to pierce the secrets of the Voices. The mine is rich in 
  minerals (mostly gems), which is why it is never 
  abandoned. Due to the dangers, Ahlissa uses more slaves 
  (primarily convicted criminals) as workers then in other 
  mines, with perhaps the possible exception of Wyverntor. 
   
  The proximity of the mines to Sunndi means that the 
  mines have to be heavily guarded against attacks by 
  Sunndian raiders. The Sunndians despise slavery and the 
  Hollow Highland clans and tribes are quick to grab their 
  weapons when confronted by something they do not like. 
  The Sunndian inhabitants of the Hollow Highlands make 
  it increasingly dangerous for the owners of these mines 
  to keep these Sunndian prisoners around, so they have 
  decided to transport them to other areas.  
   
  The people involved in these transports went to great 
  lengths to keep these transports hidden even from most 
  Ahlissans (which is why the transport does not travel 
  through Hexpools). Still, they could not prevent a 
  prisoner from escaping. As fate would have it, this 
  prisoner walks straight into the camp of the PCs, where 
  he will beg the PCs for help in freeing his companions 
  from unjust slavery. As an extra enticement he notes that 
  one of his friends knows something about the fate of the 
  fiancée of King Hazendel who disappeared during the 
  Battle of Rieuwood, news for which the king is bound to 
  give a great reward. 
   
  Will this prisoner be the start of a string of 
  embarrassing events for Ahlissa or will they manage to 
  capture and kill him before it is too late?  
   
  Adventure Summary 
  This adventure starts with the PCs on a journey through 
  Ahlissa, either from the areas south of Ahlissa (Onnwal, 
  Ironkeep, Naerie or Sunndi) to the north (Innspa and the 
  Adri Forest) or visa versa. This trip takes them on the road 
  between Zelradton and Hexpools and very close to the 
  northern border of the Hollow Highlands. They have just 
  made their camp and eaten their dinner when the 
  escaped prisoner stumbles into their camp, begging for 
  help. 
   
  Act One: The Setup 
  During these encounters, the characters rescue the 
  prisoner and learn more about what is going on. Of 
  course the prisoner asks them for help in rescuing several 
  more unjustly imprisoned people. 
   
  Player Introduction 
  On their way from one place in the region of the 
  Splintered Sun to another, the PCs have just made their 
  camp when an escaped prisoner stumbles into it. 
   
  Pack Attack 
  Shortly after the arrival of the prisoner, a pack of wild, 
  fiendish dogs looking for some fresh meat will attack the 
  characters and the prisoner. 
   
  The Prisoner 
  Once the dogs are defeated, the PCs have some time to 
  talk with the prisoner and learn who he is and where he 
  comes from. He will beg the PCs for aid. 
   
  Hunters of the Transport 
  Unless the characters take extra-ordinary precautions, the 
  soldiers sent out to capture the escaped prisoners will 
  arrive at the player character’s camp. They will tell a 
  different story then the prisoner. They are also under 
  orders to escort any traveller the escaped prisoner had 
  spoken with back to the camp. If the characters do not 
  want to come voluntarily, they will use deadly force.  
   
  Act Two: The Prisoner Transport 
  In this part the prisoner transport - both the people and 
  the environment- is described in detail as well as the most 
  likely reactions to various actions the characters might 
  take. This part of the adventure is rather flee-flowing and 
  there are no real different encounters since it will be 
  nearly impossible to predict how the PCs will try to free 
  The Prisoner 
   
  Page 4 
  
  the slaves and/or themselves. They will have until the 
  end of the night, because by the morning the transport 
  will proceed deeper into Ahlissa and escape will become 
  nigh impossible. 
   
  Act Three: Dash for the Border 
  Once the characters and hopefully the slaves have left the 
  camp of the prisoner transport, they are not yet free.  
   
  The Journey 
  The border between Sunndi and Ahlissa is heavily 
  guarded. It will not be easy to avoid all soldiers and 
  finding enough food to feed the freed slaves. 
   
  Advanced Scout 
  The Hollow Highlanders tend to keep a close eye on the 
  Ahlissans in the region. One of these Sunndian scouts 
  stumbles upon the PCs and starts questioning them. If 
  the PCs are friendly, he will help them, else he will just 
  disappear to warn the Sunndians. 
   
  Caught 
  The previous owners of the Sunndian slaves have some 
  powerful allies. One of these allies has summoned several 
  air elementals and sent them after the PCs. Just before the 
  PCs cross the border into Sunndi these elementals find 
  and attack them. 
   
  A Warm Welcome 
  The characters will finally meet a group of Hollow 
  Highland warriors patrolling the area. These will 
  immediately transport the characters and freed slaves 
  further into Sunndi. They have made it and they will 
  receive a proper reward for it. 
    
  ACT 1:  
  THE SETUP 
  “Act One” brings the characters into the adventure. 
  Progress briskly through these encounters. Most of the 
  time in the adventure should be spend in “Act Two”. 
   
  Introduction 
  This adventure starts with the PCs on a journey through 
  Ahlissa, either from the areas south of Ahlissa (Onnwal, 
  Ironkeep, Naerie or Sunni) to the north (Innspa or the 
  Adri Forest) or visa versa. This trip has taken them on the 
  road between Zelradton and Hexpools and very close to 
  the northern border of the Hollow Highlands where they 
  have just made their camp.  
   
  Each of you has been travelling for their own reasons 
  through Ahlissa on the road between Zelradton and 
  Hexpools. This road is the major connection between 
  the South and the North. During this trip you have 
  met each other and you decided to travel together. 
  There is safety in numbers and this particular stretch 
  of road has a bad reputation. Depending on with 
  whom you speak, bandits from the Hollow Highlands 
  or raiders in pay of the Ahlissan crown make the area 
  unsafe for the average traveller. 
   
  f
  f
   
  f
  i
  For the past couple of days the weather has been 
  reasonable. There are some clouds, but it has been 
  warm and dry. The area consists o  low rolling hills 
  with patches of wood on the steeper slopes and 
  marshy grasslands in the valleys. The land here is 
  fertile, but the proximity o  the Hollow Highlands 
  keeps farmers away. You have passed the remains of 
  some farms, now little more than distant memories of 
  more peaceful times, long years ago. 
   
  You have been on the road the whole day and 
  with the approach o  the n ght, there still was no inn 
  within sight. So you all decided to make camp along a 
  small stream among a patch of trees and bushes. The 
  ground is dry and soft. Compared to other places 
  along the road there are not many biting insects, 
  which is also a good thing. It promises to be a clear 
  night, but with both Luna and Celene just past the 
  new moon, only the stars will light the night. 
   
  At this point ask the players to introduce their characters. 
  They have been travelling together at least for a couple of 
  days. In that time nothing eventful has taken place. Let 
  them make a rough sketch of the campsite and ask 
  whether they make a campfire or not and if they are 
  going to arrange watches for the night. The answers to 
  these questions are not really important, since events will 
  start before the characters will go to sleep. After having 
  introduced one another and having made camp proceed 
  with the next event. 
   
  Encounter One: Pack Attack 
  You have just finished your dinner, when the natural 
  sounds of the evening are disturbed by the sounds of 
  hunting horns in the distance. Before you can even 
  question your companions about their opinion on 
  these sounds, out of nowhere a male human in dreary 
  brown rags stumbles into the camp. The man is about 
  six feet tall and he is clearly of Oeridian descent with 
  long brown unkempt hair and a huge beard. Scars on 
  his wrists and ankles just above his sandals show that 
  up until fairly recently he has been in held in 
  manacles and that he has not been treated too kindly. 
  His clothes are shredded and he is covered with fresh 
  The Prisoner 
   
  Page 5 
  
  small scratches and livid bruises. He seems to be as 
  surprised as you are, though the expression is quickly 
  replaced with one of relief. 
   
  “Thank Trithereon! Help me! They are after me.” 
  With that the man drops unconscious to the ground, 
  breathing heavily. 
   
  The sounds of the horns are those made by the Ahlissan 
  soldiers hunting the man. However, it is not these that 
  the man referred to when he said something was after 
  him. During his wild flight from the camp he stumbled 
  upon a pack of vicious wild dogs. Once these dogs where 
  used and bred by fiendish slave overseers in this region, 
  but with the end of Ivid’s reign they escaped and became 
  part of the local wild life.  
   
  Allow the PCs a DC 10 + APL Spot check to note the 
  pack following the man. The dogs are within 60 ft. of the 
  camp at the start of the encounter. The sun has just gone 
  down, but it still is twilight. Due to the bushes, any 
  creature further away then 5 ft. will have concealment. 
   
  APL 2 (EL 2) 
  �Fiendish dogs, small (6): hp 6 each; see Appendix 1: 
  NPCs. 
   
  APL 4 (EL 4) 
  �Fiendish wolves (6): hp 13 each; see Appendix 1: 
  NPCs. 
   
  APL 6 (EL 6) 
  �Worgs (6): hp 30 each; see Monster Manual. 
   
  APL 8 (EL 8) 
  �Fiendish Advanced Worgs, 6 HD (6): hp 55 each; see 
  Appendix 1: NPCs. 
   
  APL 10 (EL 11) 
  �Half-Fiend Advanced Worgs, 8 HD (6): hp 84, each; 
  see Appendix 1: NPCs. 
   
  Tactics: Like regular wolves they will try to circle the PCs 
  and attack en-masse from all directions. They are more 
  intelligent then regular wolves and they will focus on 
  lightly armoured opponents, recognizing the potential 
  threat of spell casters. They tend to focus on one 
  opponent at the time and if they are not able to hit 
  something, they will switch over to a new opponent. 
  Remember that at APL 10 the dogs are quite intelligent. 
  They would make hit-and-run attacks with the poison 
  spell during their first few attacks. 
   
  Note: Even though wolves and worgs are used for 
  the stats of the creatures, these hounds are distinctly not 
  wolves. They look a lot more like dingoes with red 
  glowing eyes and the distinct smell of sulphur 
  surrounding them.  
   
  It is of vital importance that the prisoner will survive 
  the Pack Attack. Since the prisoner is thin and poses no 
  threat, it should not surprise the PCs that the dogs ignore 
  him. At APL 10 though, there is the risk that an unholy 
  blight spell might kill him. Keep that in mind when 
  using that spell. 
   
  Finally, remember that the characters have a long 
  night ahead of them, so don’t make it too difficult for 
  them during this encounter. 
   
  Encounter 2: The Prisoner 
  The man who stumbled upon the character’s camp has 
  lost consciousness due to a combination of fatigue and 
  fear. None of his wounds are lethal. Read aloud the text 
  below when somebody examines the prisoner. 
   
  A quick examination of the unconscious man shows 
  that he must have been a prisoner for a long time. His 
  back is covered with the scars typical of many 
  whippings that never have been treated properly. As 
  you noted earlier, his wrists and ankles also show the 
  scars that are left after having worn manacles for a 
  long time. Most of his wounds though are from a 
  more recent origin. His skin is badly burned by the 
  sun as if he has been out of the sun for a long time. 
  He is covered in minor scratches as if he has been 
  rushing through bushes in great haste. None of the 
  wounds are lethal. It seems more like he lost his 
  consciousness 
  due 
  to 
  fatigue 
  and 
  perhaps 
  malnourishment.  
   
  A cure minor wounds will revive the man, though he will 
  still be fairly weak. Only rest will fully revive him, even if 
  he is completely cured. For the moment treat him as if he 
  is exhausted (see the Dungeon Master’s Guide) and if he 
  rests for an hour this will change to fatigued. 
   
  Once revived, the man will at first show a strange 
  mixture of fear and hope. When you portray the man, you 
  should realize he has been a slave for over 10 years and 
  most of those years he has spent at the Calling Mines. He 
  will have a tendency to babble and he is easily distracted 
  from any topic of conversation. He is also not used to 
  kind treatment, and even the smallest sign of kindness 
  might get him to burst into tears or thank that person 
  extensively. Any aggressive move on the other hand will 
  get him to cower and whimper for forgiveness. At times 
  he will also speak with himself as if he is discussing what 
  to do with somebody. If the PCs ask about this imaginary 
  creature, he seems to be a bit unsettled, but then says that 
  he has been alone a long time at times during his 
  imprisonment and to break the silence he began to talk to 
  The Prisoner 
   
  Page 6 
  
  himself. This is only partially true, since he really does 
  hear voices, namely those of his best friend. The 
  characters should get the impression the man is slightly 
  insane, but he is not a lunatic. 
   
  After having calmed down a bit, the man will 
  introduce himself as Robern. He used to be a forester in 
  Rieuwood, but he was captured in 580 CY during a 
  skirmish in the Hollow Highlands with forces of the 
  Great Kingdom. Most Sunndians captured were executed 
  as traitors after a mock trial, but somehow he was 
  sentenced to the Calling Mines. It was the beginning of a 
  long hell on Oerth for him. He does not want to tell 
  much about what has happened to him in those years, but 
  he had to do things he is deeply ashamed of. Of course, he 
  lost track of time.  
   
  Recently the overseers became increasingly agitated 
  and there were rumours among the slaves that Sunndian 
  soldiers would soon come to liberate them all. By that 
  time Robern had been at the mines too long to have any 
  hope. He dismissed the rumours as nonsense. So he was 
  very surprised when he and a large group of other slaves 
  were placed on a transport. The only way for slaves to 
  leave the Calling Mines is by dying. So Robern was sure 
  that they would be brought to a much worst place then 
  the Mines. When he got the opportunity to flee, he 
  immediately did so, even though he did realize the 
  chance of succeeding was null.  
   
  That one moment flared up all the hope, hope he has 
  not had in years, if he would be captured again, he would 
  lose all will to live. He would rather die then ever return. 
  Still, it speaks for him that he does not forget his fellow 
  prisoners. He knows many of the slaves are people from 
  former Iron League nations who were captured during 
  the many skirmishes. At some point he will beg the PCs 
  to help him free the others. This might be the last chance 
  for any of them to ever regain freedom and escape hell. A 
  large company of the guards has just left, going back to 
  the Calling Mines. Robern knows that the captain 
  expected 
  another 
  company 
  from 
  Hexpools, 
  but 
  apparently they were delayed. So this night might the 
  best opportunity ever to free those prisoners.  
   
  If the PCs do not agree immediately, he will try to 
  play upon the character's sense of compassion. If that 
  does not work though, he has another card upon his 
  sleeve. He knows that one of the prisoners, a dwarf by the 
  name of Furgern, knows more about the fate of Fanara, 
  the fiancée of Count Hazendel (Robern is unaware of 
  Hazendel's elevation to kinghood). Furgern did not talk 
  much about it. All he told Robern, was that he was with 
  Fanara when they both were captured. It was obvious that 
  talking about Fanara caused great pain, but Furgern did 
  deny that Fanara was dead. According to Robern, the 
  dwarf was pretty convincing and he believes the dwarf. 
  He will then point out, that Hazendel would certainly 
  offer a rich reward to somebody who gained news on his 
  fiancée. 
   
  Important: Robern suspects that one of the officers, 
  a Lieutenant Carwend, was vital for his escape. He 
  suspects the lieutenant did it on purpose. This 
  information might be useful later on. 
   
  All APLS 
  �Robern, male human Rng1/Exp1: hp 1 (11); see 
  Appendix 1: NPCs. 
   
  Note: Robern has been a slave for about 13 years. 
  Obviously he does not know much about what has come 
  to pass in that time. He had some chances to talk with his 
  fellow slaves, but when imprisoned in dark mines, people 
  talk about whole other things then news. He knows the 
  Greyhawk Wars ended, that Ivid disappeared and that 
  Xavener has become the new overking. He does not 
  know for example, that Sunndi has become an 
  independent kingdom or even that the Scarlet 
  Brotherhood shattered the Iron League. 
   
  More then likely the players know little about 
  Greyhawk, let alone the Calling Mines. Most Sunndians 
  will have heard of the Mines and know it is some sort of 
  Ahlissan prison that is supposedly haunted or under 
  some kind of curse. Most miners who work in these 
  mines become insane. Allow other PCs to roll a DC 15 
  Knowledge [Local - Sunndi/Ahlissa] check (Sunndians 
  get a +5 circumstance bonus on this check and hence can 
  make it without skill ranks) or a bardic knowledge check 
  against the same DC. 
   
  Encounter 3: Hunters of the Transport 
  Obviously, Robern's escape did not go unnoticed and a 
  patrol was dispatched immediately with the orders to 
  capture Robern dead or alive. There is the distinct fear 
  that Robern might have given away too much 
  information, so the soldiers were also ordered to “invite” 
  any sentient creature that apparently had spoken with 
  Robern to travel to the campsite of the Prisoner Transport 
  as well. The leaders of the transport would prefer to have 
  these people come by their own free will, perhaps drawn 
  to the camp by the idea of a reward (not that there is any). 
  If they refuse, the soldiers should use force and if any that 
  resist get killed, so be it. 
   
  The soldiers are not expecting any real trouble, since 
  the border with Sunndi is far away and most travellers 
  would not dare to attack Ahlissan soldiers in Ahlissa 
  itself. So they will be approaching the campsite of the PCs 
  openly with the exception of Montak. Montak will 
  remain out of sight; ready to start assisting the others 
  with bow and arrow from the bushes or to flee when his 
  companions are clearly overpowered to warn the 
  The Prisoner 
   
  Page 7 
  
  Transport. Unless the battle with the pack was without 
  any sound, the soldiers will have their weapons drawn.  
   
  The PC should make a Listen check. The result 
  multiplied by 10 is the distance between the soldiers and 
  that particular PC when that character hears the patrol for 
  the first time. Though obviously, they will see the 
  soldiers if they get within about 30 ft. even if they get an 
  abysmal result on the Listen check. By the time the PCs 
  hear the soldiers, it is practically useless to hide unless 
  the PCs have magic available that allow them to hide 
  their tracks as well (such as pass without trace or fly). 
  Once the soldiers have been noted by the PCs, Tolquann 
  will announce himself as an officer in the Ahlissan army 
  and that they are looking for an escaped prisoner - a 
  murderer and treacherous thief who went insane under 
  the influence of the Calling Mines. 
   
  The patrol consists of the lead tracker Montak, the 
  leader Tolquann, two soldiers and a dog. Montak is a 
  relatively small and lean half-orc. The others are humans. 
  The three humans all wear the uniform of Ahlissan 
  soldiers. Montak wears a leather outfit, but with the 
  heraldry of Ahlissa clearly on his breast. The three 
  humans are of Oeridian descent, are browned by the sun 
  and have short trimmed hair. Tolquann has a short well-
  trimmed beard. Tolquann does not hide his allegiance to 
  the Church of Hextor. The equipment of the four soldiers 
  is dependent on the APL at which this scenario is played, 
  but it is always of good quality and well cared for. The 
  soldiers will remain silent during the conversation with 
  the PCs, but they are ready for trouble any moment. 
  Tolquann will be the patrol’s spokesman. The others 
  clearly respect and fear the man. 
   
  Tolquann, Ahlissan Officer: Tolquann is a rather grim 
  and direct man who strangely enough admires honesty 
  just as much as bravery, strength of conviction (even if 
  they are not his own) and the cold heart of a killer. Make 
  no mistake; he might respect a paladin who questions 
  Tolquann’s faith (especially when Tolquann is about to 
  kill that paladin) and insults him in his face, but he would 
  not hesitate to kill that same paladin if that furthers his, 
  or his order’s, goals. He is here to capture an escaped 
  convict and the PCs will not stop him. He will try to solve 
  this peacefully, after all, he is no fool and realizes that the 
  PCs might be able to defeat him and his soldiers or at the 
  very least disable them enough for some of the PCs to 
  escape. At some point though, he will resort to violence. 
  He does not fear death. Continuous insults, a continuous 
  refusal to surrender Robern or come along with him and 
  his soldiers will eventually lead to an attack. It is up to 
  you to determine when this time arrives. 
   
  Tolquann will try to make clear that Robern is an 
  escaped convict who in the past has murdered and robbed 
  defenceless people and who has become insane in the 
  Calling Mines. Tolquann does not care whether the man 
  is a Sunndian or not. He is a soldier and not a politician, if 
  the PCs have any complaints they should come with him 
  and talk with his superior Captain Remeth. Remeth 
  might even give them a reward for the capture of such a 
  dangerous criminal.  
   
  Note: As far as Tolquann is aware, he is speaking the 
  truth. 
   
  This scenario neither assumes the PCs will resort to 
  violence or will come along with the soldiers peacefully. 
  They are free to act in either fashion. However, it should 
  be noted that the slaying of Ahlissan soldiers could be 
  detrimental to the PCs in the long run. See the 
  Conclusion for more information. 
   
   In the first case, they might question captured 
  soldiers for information on the camp and try to free the 
  remaining slaves from the outside using force of arms.  
   
  In the second case, they will be welcomed as guests 
  and an attempt will be made to imprison them when 
  their guard is down. However, an Ahlissan officer will 
  help the PCs get away, preferably with the prisoners, in 
  which case the PCs will be working from the inside of the 
  camp. 
   
  APL 2 (EL 3) 
  �Tolquann, male human Clr1: hp 10; see Appendix 1. 
  �Montak, male half-orc Rng1: hp 10; see Appendix 1. 
  �Man at Arms, male human War1 (2): hp 9 each; see 
  Appendix 1. 
  �Dog, small: hp 6; see Monster Manual. 
   
  APL 4 (EL 5) 
  �Tolquann, male human Clr2: hp 17; see Appendix 1. 
  �Montak, male half-orc Rng2: hp 17; see Appendix 1. 
  �Man at Arms, male human War2 (2): hp 11; see 
  Appendix 1. 
  �Dog, small: hp 6; see Monster Manual. 
   
  APL 6 (EL 7) 
  �Tolquann, male human Clr4: hp 31; see Appendix 1. 
  �Montak, male half-orc Rng4: hp 31; see Appendix 1. 
  �Man at Arms, male human War3 (2): hp 17; see 
  Appendix 1. 
  �Dog, small: hp 6; see Monster Manual. 
   
  APL 8 (EL 9) 
  �Tolquann, male human Clr6: hp 45; see Appendix 1. 
  �Montak, male half-orc Rng6: hp 45; see Appendix 1. 
  �Man at Arms, male human War5 (2): hp 27; see 
  Appendix 1 
  �Dog, small: hp 6; see Monster Manual. 
   
  APL 10 (EL 11) 
  �Tolquann, male human, Clr8: hp 67; see Appendix 1. 
  The Prisoner 
   
  Page 8 
  
  �Montak, male half-orc Rng8: hp 59; see Appendix 1. 
  �Man at Arms, male human War7 (2): hp 37; see 
  Appendix 1. 
  �Dog, small: hp 6; see Monster Manual. 
   
  Tactics: Tolquann is no strategic genius and he will 
  approach the fight rather straightforward. The common 
  soldiers will act as his bodyguards while he will try to 
  heal and boost them. At some point he will start fighting 
  as well. He will focus on weak looking PCs before the 
  stronger PCs, thinking they might be arcane spell casters. 
  Meanwhile Montak will shoot from the bushes. Montak 
  will flee as soon as it becomes clear the PCs are winning. 
  If he succeeds, the Transport Camp will be put on high 
  alert. 
   
  The dog is trained to track and to guard. It has no 
  combat training and will flee if threatened. 
   
  Terrain: The sun has gone down completely by now. 
  Note that creatures will have concealment against 
  attackers with normal sight unless there is a light source 
  present . The concealment is halved when the attack has 
  low-light vision. 
   
  Treasure: 
  Looting Tolquann and Montak, the loot of the man at 
  arms is given at the treasure section. 
   
  APL 2: L 61 gp; C 10 gp; M scroll of cause fear (4 gp), 
  scroll of cure light wounds (4 gp). 
   
  APL 4: L 117 gp; C 10 gp; M 2x scrolls of cure light 
  wounds (4 gp each), scroll of silence (12 gp), 2x potion of 
  invisibility (25 gp each). 
   
  APL 6: L 224 gp; C 10 gp; M 2x scrolls of cure light 
  wounds (4 gp each), scroll of silence (12 gp), scroll of 
  invisibility purge (31 gp), 2x potion of invisibility (25 gp 
  each), cloak of elvenkind (83 gp). 
   
  APL 8: L 78 gp; C 10 gp; M 2x scrolls of cure light 
  wounds (4 gp each), scroll of silence (12 gp), scroll of 
  invisibility purge (31 gp), scroll of cure critical wounds 
  (58 gp), full plate +1 (221 gp), 2x potion of invisibility (25 
  gp each), potion of cure serious wounds (63 gp), cloak of 
  elvenkind (83 gp), chain shirt +1 (104 gp). 
   
  APL 10: L 78 gp; C 10 gp; M 2x scrolls of cure light 
  wounds (4 gp each), scroll of silence (12 gp), scroll of 
  invisibility purge (31 gp), scroll of cure critical wounds 
  (58 gp), full plate +1 (221 gp), bracers of health +2 (333 
  gp), 2x potion of invisibility (25 gp each), potion of cure 
  serious wounds (63 gp), cloak of elvenkind (83 gp), chain 
  shirt +1 (104 gp), gloves of dexterity +2 (333 gp). 
   
  Development: Tolquann knows relatively much about 
  the Camp and its defences, but he will not talk willingly 
  (questioning him requires magic). Neither will the 
  common soldiers or Montak while Tolquann is alive and 
  within earshot. If this is not the case though, they might 
  give in to after successful threats as represented by an 
  intimidation check (for details on Intimidate see the 
  Player’s Handbook page 76). They don’t know nearly as 
  much and they can only give a quick sketch of the camp 
  and the names of the officers. Tolquann on the other 
  hand knows the skills of the officers as well as the watch 
  duties. He does not know the exact magical defences 
  though. 
   
  Troubleshooting 
  • 
  • 
  • 
  If Robern gets killed in Encounter 1 there is a big 
  problem. Even if Tolquann gets into a fight or takes 
  the PCs with them to the Camp they have little to no 
  reason to free the slaves (though they might do so 
  out of personal preference). This might considerably 
  shorten the scenario and remove a lot of the fun. 
  Hence great care should be taken not kill Robern 
  until after Encounter 2. Just do not be too obvious 
  about it. 
  There is a chance the PCs will be hiding Robern 
  from Tolquann. This is one of the reasons why 
  Montak remains hidden for the PCs so that he can 
  look around from a good hiding spot. He will be 
  circling the camp to see if he sees any tracks of a 
  humanoid leaving the camp. If even he does not find 
  Robern (or there is evidence Robern left) he will give 
  a signal to Tolquann. At first, he will try to send in 
  one of his men with the dog to try and sniff out 
  Robern. Of course, if the PCs refuse, then he will 
  attack. If Robern still cannot be found, Tolquann will 
  insist for the PCs to come along while he will send 
  his best tracker with dog along the trail of Robern. 
  The PCs after all, have just defeated the biggest 
  threat in the region (referring to the fiendish 
  wolves). If one of the PCs is similarly hiding with 
  Robern, then it is up to you how to deal with Montak 
  and the PC(s) that remain behind. 
  The PCs might have acquired special compensations 
  in previous scenarios, which offer them limited 
  immunity to the soldiers of Ahlissa (such as for 
  example the free travel pass in Legacy of Madness). 
  This will complicate matters for Tolquann only 
  slightly. He will insist that his men can search the 
  camp because such papers do not extend to escaped 
  convicts and they would not work when the PCs are 
  breaking any Ahlissan law. If he finds Robern, the 
  PCs have been aiding an escaped convict and then 
  they committed a crime. Any special passes will be 
  void (note this on the Legacy of Madness AR). If on 
  the other hand the PCs remain polite and he cannot 
  find Robern, he can only invite them to come along. 
  If they refuse, then he leaves them (though Montak 
  remains behind to keep an eye on them). If Montak 
  The Prisoner 
   
  Page 9 
  
  does discover Robern, he will warn Tolquann, who 
  will then return to finish the job. 
  • 
  • 
  The players might wonder why so many soldiers are 
  guarding such a small group of prisoners. This might 
  suggest that the slaves are special in some way or that 
  they are expecting an attack. Of course, this 
  assumption is correct, but as far as the soldiers are 
  concerned they are transferred to another station 
  and their officers just use this to arrange the guards 
  for the slaves. 
  There is little that can be done if the PCs are too 
  afraid to even approach the camp. Robern will 
  certainly do his best to at least make the PCs take a 
  look. If they refuse, then this will be the end of the 
  adventure. Remember, there is an incentive for the 
  greedy (rescuing a friend of Hazendel) as well as the 
  heroic (rescuing unjustly imprisoned people) to at 
  least look into the matters. 
   
  ACT 2:  
  THE PRISONER TRANSPORT 
  At this point of the scenario the PCs are either the 
  guests/prisoners of Tolquann and his men or they have 
  defeated the Ahlissan soldiers and are contemplating 
  what to do. In the first case, Tolquann and his men will 
  escort them to Camp. In the second case the PCs can 
  decide not to free the other slaves in which case this 
  adventure is over (though they might still be attacked by 
  the elementals who are sent out to kill Robern). Or they 
  have decided to at least take a look at the campsite. Either 
  way, travelling to the Camp will take about 2 hours from 
  their current location.  
   
  This chapter details the inhabitants of the Camp, its 
  location and layout. Since it is impossible to predict how 
  the PCs will approach the camp, only the descriptions are 
  given. Which should be enough to deal with almost any 
  crazy ideas the players might think of. 
   
  Important NPCs 
  The important NPCs within the camp all have distinct 
  personalities and goals. In total there are 30 soldiers (or 
  28 when the PCs killed the two in the previous 
  encounter), 3 sergeants and the special officers described 
  below. 
   
  �Captain Remeth Bardix: Remeth is a tall broad-
  shouldered man with short brown hair and a well-
  trimmed full beard. His left eye is covered by a blood-red 
  eye-patch. He is clearly a man who spends most of his 
  time in the field. He tends to be distant and the angrier 
  he is, the calmer he appears to be. Rameth is a brave, 
  disciplined and cold-hearted soldier, but one whose 
  arrogance brought him here. Leading the prisoner's 
  transport is a form of punishment and he hates it. He is a 
  soldier and a damn good one at that. This has made him 
  all the more tense and demanding of his men who 
  consequentially fear him and his temper. This resentment 
  also got the better of him, hence some of the apparent 
  mistakes that are made in keeping the prisoners secure. 
   
  Captain Remeth’s full title would be Captain 
  Remeth, of the House of Bardix, Knight of Ahlissa. The 
  House of Bardix is a minor house in Ahlissa and it is of 
  little importance for this scenario. At higher levels he is 
  also a Fist of Hextor, meaning that he is an elite soldier in 
  the service of the Church of Hextor. More information 
  on this prestige class can be found in Appendix 2. 
   
  Together with Shaldren (and unbeknownst to them 
  Carwend), Rameth is the only one who is aware of the 
  full truth. All the others think this is a normal transport, 
  and the only reason it so heavily guarded is because the 
  soldiers are travelling in the same direction anyway. 
   
  APL 2: Captain Remeth, male human Ftr3; See 
  Appendix 1. 
   
  APL 4: Captain Remeth, male human Ftr5; See 
  Appendix 1. 
   
  APL 6: Captain Remeth, male human Ftr5/Foh 2; 
  See Appendix 1. 
   
  APL 8: Captain Remeth, male human Ftr5/Foh 4; 
  See Appendix 1. 
   
  APL 10: Captain Remeth, male human Ftr5/Foh 
  6; See Appendix 1. 
   
  �Lieutenant Carwend: Carwend appears to be an 
  experienced soldier who does what he is told without 
  doubt or asking questions. He treats his superiors with 
  respect and he is not cruel to those under his command.  
   
  Appearances can deceive though. In reality he is an 
  agent for the Idee Rebels and in this case he will actually 
  support the PCs in freeing the Sunndian slaves since it 
  would serve his organization very well. More information 
  on how he might help the PCs can be found below; 
  though under no circumstances will he fight for the PCs. 
  He is responsible for the fact that the soldiers from 
  Hexpools are not yet here while the soldiers from the 
  Calling Mines have returned already. 
   
  Carwend is a man of average height and weight. He 
  is bald, with blue eyes and a light brown skin. He appears 
  to be a mixed Suel/Oeridian, though most of that is the 
  result of cosmetics since in reality he is a pure blood Suel. 
  His hands seem to be constantly busy. 
   
  APL 2: Lieutenant Carwend, male human 
  Rog1/Ftr1; See Appendix 1. 
   
  APL 4: Lieutenant Carwend, male human 
  Rog3/Ftr1; See Appendix 1. 
  The Prisoner 
   
  Page 10 
  
   
  APL 6: Lieutenant Carwend, male human 
  Rog4/Ftr2; See Appendix 1. 
   
  APL 8: Lieutenant Carwend, male human 
  Rog6/Ftr2; See Appendix 1. 
   
  APL 10: Lieutenant Carwend, male human 
  Rog8/Ftr2; See Appendix 1. 
   
  �Lieutenant Alaern: Alaern is the type of soldier who 
  simply does what he is told and leaves it that. He has no 
  imagination and little ambition. He does know the book 
  of military tactics by heart. When confronted by 
  unexpected situations, he is prone to making mistakes, 
  following the book even if the rules clearly do not apply. 
  Still, he is young and if he stays alive this might change. 
  Of course, in case things go wrong, he would be the 
  perfect scapegoat. 
   
  Alaern is a thin, muscled man with short brown hair, 
  a large moustache and no beard around twenty years old. 
  He has green eyes and a rather delicate almost feminine 
  face. 
   
  APL 2: Alaern, male human Ftr2; See Appendix 1. 
   
  APL 4: Alaern, male human Ftr4; See Appendix 1. 
   
  APL 6: Alaern, male human Ftr6; See Appendix 1. 
   
  APL 8: Alaern, male human Ftr8; See Appendix 1. 
   
  APL 10: Alaern, male human Ftr10; See Appendix 
  1. 
   
  �Shaldren: Shaldren is a shrewd, manipulative wizard 
  with a love for luxury. He is one of the leading overseers 
  at the mines of Wyverntor and he is here to make sure 
  the slaves arrive there in one piece. He can be quite cruel 
  and sadistic, but he hides behind a thin veneer of civility 
  and politeness. 
   
  Shaldren is a short thin man with a black goatee and 
  short black hair. He has a rather sharp nose. He wears 
  expensive clothing. 
   
  APL 2: Shaldren, male human Wiz2; See Appendix 
  1. 
   
  APL 4: Shaldren, male human Wiz4; See Appendix 
  1. 
   
  APL 6: Shaldren, male human Wiz6; See Appendix 
  1. 
   
  APL 8: Shaldren, male human Wiz8; See Appendix 
  1. 
   
  APL 10: Shaldren, male human Wiz10; See 
  Appendix 1. 
   
  Obviously, when the PCs did not kill Montak and/or 
  Tolquann, they are more then likely present as well. 
   
  Note: The goal of this scenario is to free the slaves 
  and not to kill every soldier and officer present. Hence 
  one does not receive experience for defeating the officers 
  and/or soldiers, but for freeing the slaves.  
   
  Movement 
  Captain Remeth and Shaldren are mainly deterrents for 
  people to opting for a frontal assault (as such PCs 
  defeating them will not gain any extra experience since 
  only their stupidity would result in their presence). 
  Robern greatly fears both of them, but he knows that they 
  do not come to the Prisoner's Camp during the night. 
  However, Lieutenant Carwend and Lieutenant Alaern 
  regularly check the guards during their shift. Alaern will 
  be checking the guards once per hour during the first 
  half of the night. Carwend will be checking the guards 
  every hour during the last half of the night. Robern is 
  vaguely aware of this (he knows the two lieutenants 
  regularly check the guards a couple of times per night, 
  but not when). Any of the soldiers captured during 
  Encounter Three know this exactly. Of course, careful 
  observation will reveal this to the PCs as well. 
   
  If Montak and Tolquann are still alive and not 
  prisoners of the PCs, they will not be at the Prisoners 
  Camp either. They are off-duty as a reward for a 
  successful job. 
   
  The Soldiers 
  The soldiers at the Transport are disciplined and well 
  trained. Most of the soldiers are not particularly cruel or 
  ambitious, but they tend have little pity and care little 
  about the fate of the prisoners. They have a relaxed 
  attitude though since they are not expecting trouble and 
  because this mission means that for the time being they 
  are away from the constant action around the Calling 
  Mines. 
   
  There are also 10 small dogs in the camp. These are 
  kept in a kennel at the side of the main camp. They are 
  trained to track and to guard. They will not fight. There 
  will always be two dogs guarding the slave compound. 
   
  APL 2 
  �Man at Arms, male human War1 (30); See Appendix 
  1. 
  �Sergeant, male human Ftr1 (3); See Appendix 1. 
   
  APL 4 
  �Man at Arms, male human War2 (30); See Appendix 
  1. 
  �Sergeant, male human Ftr2 (3); See Appendix 1. 
   
  APL 6 
  �Man at Arms, male human War3 (30); See Appendix 
  1. 
  �Sergeant, male human Ftr3 (3); See Appendix 1. 
   
  The Prisoner 
   
  Page 11 
  
  APL 8 
  �Man at Arms, male human War5 (30); See Appendix 
  1. 
  �Sergeant, male human Ftr5 (3); See Appendix 1. 
   
  APL 10 
  �Man at Arms, male human War7 (30); See Appendix 
  1. 
  �Sergeant, male human Ftr7 (3); See Appendix 1. 
   
  Movement 
  Most of the soldiers will be relaxing at their part of the 
  campsite. However unless asleep, they will be wearing 
  their armour and they will have their weapons at hand.  
   
  At all times there will be 5 soldiers and a sergeant 
  guarding the slave’s camp. Five more sentries will be 
  guarding the soldiers of the camp. This means that as 
  long as the alarm is not sounded, the PCs will be facing an 
  encounter around EL equal to the APL+2. However, it is 
  more than likely, that they will surprise these soldiers so 
  that they are relatively spread out, hence reducing the EL 
  below that value. More information on where these 
  guards will be posted can be found below at the 
  description of the campsite. The guards will be changed 
  at 10 pm, midnight and 4 am. 
   
  In case of an alarm, many things might happen 
  dependent on the kind of alarm that is sounded. 
  Obviously, in case of a grand alarm soldiers will awake 
  and prepare for an attack. This will take at least 10 rounds, 
  though, if not more. This should give the PCs ample time 
  to react. Chances are though, that the PCs might cause 
  some sound, such as of a minor scuffle at the slave’s camp. 
  In this case, the guards of the soldier’s camp will wake 
  Shaldren, who will then approach the campsite with one 
  soldier. They will be ready in 5 rounds (after which time 
  Shaldren is properly buffed for a fight) and they will 
  approach silently. Only when faced with obvious superior 
  forces will Shaldren sound the grand alarm as opposed to 
  attacking the PCs. He will prefer to attack from a distance 
  if possible (which will depend on the APL). If one or two 
  spells are not enough to dispose the PCs he will sound a 
  grand alarm.  
   
  The meta-game benefit of this approach is that things 
  get more difficult in case of a minor mistake on the PCs' 
  behalf, but the situation does not become lethal 
  immediately. It gives the PCs some chance to make good 
  upon an error. Besides, it is not an illogical reaction. The 
  slaves do make some trouble now and then and it 
  Shaldren’s task to deal with this. 
   
  The Prisoners 
  All the prisoners are wearing rags and simple sandals. 
  They all have been badly burned by the sun and they are 
  covered with scars both recent and old. While they are 
  clearly not treated very well, their hair is cut short and 
  apparently they recently had a bath. They look thin, lean 
  and muscled. Many have a bad cough. The soldiers keep 
  them constantly busy by day, so that by nightfall they are 
  fatigued and less prone to try anything. 
   
  All of the prisoners originally come from Sunndi. 
  Most of the prisoners are male human commoners, but 
  there are also a few male halflings and gnomes among the 
  group. Some of them might be a fighter or rogue, but they 
  are fatigued and too afraid of the soldiers to even consider 
  attacking them. Their skills and senses have been dulled 
  due to years at the Calling Mines. Their instinct to obey 
  orders as quickly as possible will help the PCs greatly in 
  getting them out. Once left to their own devices, most 
  will remain silent and downtrodden, a few though talk or 
  whisper to themselves or behave in other irrational ways. 
   
  �Prisoners, mostly male human Com1 (20); hp 4; 
  no relevant combat skills. 
   
  Furgern is not like his fellow prisoners. He still has some 
  pride left in him, even though he appears rather cynical 
  and pessimistic. If he is given an opportunity to escape, 
  he will grab it with both his hands even if it means 
  risking his life. He has a message for Hazendel, which he 
  promised to a good friend to deliver, just as that friend 
  would do if she were freed before him. So he will not risk 
  his life needlessly. It was this promise as well as his dwur 
  stubbornness that kept him alive in the past decade. The 
  message was for Hazendel alone and under no 
  circumstances will he tell it to the PCs. If he dies, tough 
  luck, but some things should only be told to really 
  trustworthy people and freeing some slaves just is not 
  enough for a dwur like Furgern. Just like his fellow 
  prisoners though, the mines did get to him. So he is 
  slightly insane and prone to nightmares as well as talking 
  to voices nobody but him can hear. 
   
  Furgern is rather tall for a dwarf and so thin that he 
  almost looks like a skeleton. His eyes look somewhat 
  feverish, though at moments he looks into the world with 
  clear eyes and he still can appreciate a good joke. His red 
  hair and beard are unkempt and his breath smells 
  strongly of black root, a weed with an effect comparable 
  to coffee but with a more vile taste. It has not been a lack 
  of food that made him so thin. The Ahlissans actually 
  treated him quite well because of his expertise as a miner. 
  He always has been thin, but the nightmares and 
  resultant lack of sleep have made it considerably worse. 
   
  �Furgern, male dwarf Ftr2/Exp2; See Appendix 1. 
   
  Note: The slaves will not look kindly upon the PCs if 
  they only free Furgern. To make things a bit more 
  challenging, they should notice when this is happening. 
  In that case they will start demanding to be taken as well, 
  The Prisoner 
   
  Page 12 
  
  which might alert any guards still present. A DC 10+APL 
  Bluff check and some role-playing though should 
  convince them the PCs will be returning later to free 
  them as well. Furgern and Robern will be a bit more 
  understanding, though he will try to get the PCs to free 
  the others as well. The fact that they are already free 
  might have something to do with this. 
   
  Under no circumstances will the slaves and Furgern 
  trust the PCs immediately and Furgern will never admit 
  to be a friend of Hazendel. For all he knows, the PCs 
  might actually be spies send by Ahlissa and giving away 
  that information might place in him a more difficult spot 
  then he is in already. 
   
  The Camp 
  A map of the camp can be found in Appendix 3. 
   
  In the Flanaess, soldiers always run the risk of facing 
  opponents with access to a few simple spells that make 
  keeping prisoners or even their own men secure rather 
  difficult. Luckily, with the right training and some work, 
  common soldiers can take some actions to increase their 
  protection. Remember, these soldiers have been stationed 
  at the Calling Mines and they have been dealing with 
  Sunndian raiders for some time now. Some of these 
  actions would be taken by any group of armed men, even 
  if there were no risks of spells, others are more 
  specialized. 
   
  A few general remarks about the camp: 
  • 
  • 
  • 
  • 
  They have cleared away the undergrowth around and 
  in the camp. This has the benefit of not being 
  susceptible to the entangle spell, but also removes 
  the concealment and cover for hiding opponents. 
  They left the trees, because cutting them down 
  would take too much time and the trees have their 
  uses as well. 
  Small barriers made out of the bushes and 
  undergrowth cut away give a small measure of 
  defence against attackers. This barrier surrounds the 
  soldier camp and part of the slave camp (see the 
  map). It is about 5 ft. wide and 5 ft. high. It provides 
  some cover and it takes one full round to hack a way 
  through it. Passing the barrier silently will be very 
  difficult without the aid of magic and even then 
  signs of such passing can be seen relatively easy. 
  A net made out of sturdy ropes with a fine maze is 
  fashioned above both camps. This net offers some 
  protection against attacks made by flying opponents. 
  Its main goal though is to pose a hindrance against 
  raiders that try to make a quick approach by air. 
  Once again, cutting through the net is certainly 
  possible (the rope has 2 hit points and a hardness of 
  0), but doing it unnoticed is more difficult. To cut 
  the ropes silently requires a DC 15 + APL Move 
  Silently check. Whether patrolling soldiers see the 
  gap is up to you. 
  Inside the camp and along the borders there are 
  several campfires. The watch keeps these burning 
  (though more as glowing cinders then a bright 
  campfire) and there are torches lying right beside the 
  fire. This helps the soldiers observing the area and it 
  also forms a good aid in getting rid of any webs that 
  might be cast in the area. 
   
  1. The River 
  The camp has been set up next to a small-unnamed river 
  that flows toward the north where it will eventually join 
  the Greyflood River. The slopes of the valley are relatively 
  steep and densely overgrown with bushes and small trees. 
  The bottom of the valley is on average about 500 ft. wide 
  and relatively flat. The ground is rather swampy with tall 
  grasses and willows forming the main vegetation of the 
  area. The Ahlissan’s chose to build their own camp on a 
  relatively flat higher (and hence dryer) part of the valley 
  where there are less mosquitoes. There was no room for 
  the slaves, so they were placed in the bend of a river. The 
  ground is dry, but there are many insects to make their 
  life miserable. 
   
  The river itself contains clear water. The current is 
  fast, and the stream is about 15 ft. wide and about 7 to 8 ft. 
  deep at its deepest. The banks are low and easy to climb, 
  except where noted on the map (such as directly across 
  the slave's camp). Crossing the river requires a DC 15 
  Swim check. Remember that the speed for a swimming 
  character is 1/4
  th of their normal speed. Also remember 
  the to double the armour check/carrying capacity 
  penalties before it is applied to the swim check. The 
  slaves have a Swim skill modifier of -1. Further upstream 
  and downstream (about 200 ft. downstream) there are 
  more then enough places where crossing the river is not 
  that difficult, even for the slaves. 
   
  2. Surrounding Vegetation 
  The slopes of the valley are steep and overgrown with 
  dense bushes and small trees. At some places the valley 
  slope are too steep to walk, though this is not the case 
  close to the soldier camp. Besides hindering the 
  movement (1/2 movement during combat), it does 
  provide some good concealment for the PCs when 
  approaching the camp. When fleeing from the valley, this 
  cover will also help deter any pursuing enemies. The 
  bushes end about 50 ft. from the camp border and 
  between the slave and soldier's camp. 
   
  The valley floor itself is mostly wet, filled with small 
  pools and holes and overgrown with tall grass and a few 
  willows. The grass does provide some good concealment, 
  though as with the bushes it has been flattened in the 
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  Page 13 
  
  slaves camp and 50 ft. away from it (except on the other 
  side of the river).  
   
  3. Soldier’s Camp 
  The camp consists of 10 large simple tents, which all look 
  alike. In each tent sleeps 5 soldiers, except for the 
  Commander’s Tent, Shaldren’s Tent, the Lieutenants’ 
  Tent and the Sergeants' Tent. The tents of the soldiers 
  and sergeants are empty except for the soldiers’ bedrolls 
  and packs. Of course, at night the soldiers will be sleeping 
  in the tents as well. To prevent enemies from sneaking in, 
  they have placed some branches on the ground in the 
  hope that they will make a lot of noise. However, a skilled 
  rogue should be able to avoid these. 
   
  4. The Commander’s Tent 
  Remeth might be arrogant, but he is not foolish. His tent 
  does not differ from the tents of the common soldiers, 
  though unlike the common soldiers he does not share his 
  tent with anybody else. Inside there is bedroll on the 
  ground as well as a piece of flat rock that functions as a 
  small table. There are several packs lying in a corner. 
  These contain some more luxurious supplies as well as 
  some personal belongings of the captain. Further then 
  that the tent is spartan and empty. Small metal bells hang 
  on some tactical spots, which make entering the tent in 
  silence difficult. 
   
  At APL 6+ captain Remeth has a stone of alarm. He 
  has this stone attached to his tent and all his soldiers are 
  aware of this. They use this to great effect when they 
  want to set of a general alarm. Nobody except Remeth 
  knows the command word of this stone. 
   
  5. Shaldren’s Tent 
  From the outside Shaldren’s Tent looks like all the other 
  tents in the camp. However, once inside, which might set 
  off an alarm spell at higher APLs, it becomes clear that 
  the inhabitant of this tent is not part of the army. The 
  bedroll is luxurious as are several other objects in the tent 
  such as several cushions, a water pipe, and several 
  luxurious silver eating utensils. The travelling spellbook 
  of Shaldren is hidden under his bed. It is protected by a 
  set of explosive runes cast on it by a 10
  th level caster. The 
  book is not part of the AR, since the PCs should never 
  acquire it. 
   
  6. The Lieutenants’ Tent 
  This tent is not unlike the soldiers’ tents, except that 
  there are only two bedrolls. 
   
  7. Animal’s Pen 
  The Hollow Highlands are badly suited for cavalry, but 
  that does not mean that the soldiers did not take any 
  horses with them. First of all, they took 10 packhorses 
  with them to carry supplies. Secondly, all the officers 
  have light warhorses and Shaldren has a light riding 
  horse. The horses are hobbled by their ankles with some 
  rope. This gives them limited freedom of movement 
  within in the area, but they cannot run or move away 
  through the makeshift hedge. Most of the vegetation that 
  has been cut away for the camp has been fed to the 
  horses. 
   
  The guarding dogs that are not with the guards are 
  also sleeping here. 
   
  8. Slave’s Camp 
  About 100 ft. away from the Soldier’s Camp lies the 
  Slave’s Camp. The slaves have no tents. They sleep 
  huddled together under a couple of willows. They have 
  been chained together with normal metal manacles and 
  poor locks (DC 20 to open with open lock skill). The 
  guards patrol on the inside of the makeshift hedge, 
  though they are not particularly alert. Just as with the 
  Soldier’s Camp there are several campfires that light the 
  area. The guards will all walk around a bit, mostly in 
  groups of two and three to remain awake. Now and then 
  they will check the slaves to see if they are all right. At 
  the first sign of trouble they will give a single warning 
  signal. This would bring on Shaldren. Only when they 
  realize that superior forces are attacking them will they 
  give a triple warning (a move equivalent action), which 
  would rouse the whole camp. 
   
  A Warm Welcome 
  The following part tells you how to deal with the PCs if 
  they approach the camp openly. Obviously there many 
  conceivable ways what the PCs might do once they arrive 
  at the camp. Hopefully, you can adjust the encounter 
  based on the information above and below. If the PCs 
  select a more sneaky approach or once they leave their 
  tents, the description of the camp as well as the 
  description on the movements of the NPCs above should 
  give enough information to deal with that. 
   
  The Reception Committee 
  Unless the PCs have had a really unfortunate string of 
  bad luck, they will either arrive openly at the camp as 
  guests of Tolquann or as part of a plan to free the 
  prisoners (in this case they should keep any equipment of 
  Tolquann and his men hidden). If Tolquann is with the 
  PCs, the guards will let them pass without much more 
  then a curious glance and some loud congratulations for 
  capturing the escaped prisoner (assuming Robern is there 
  of course). If Tolquann is not with the PCs, the guards 
  will not let the PCs pass without at least alerting one of 
  the lieutenants, who will then guide the PCs to Captain 
  Remeth. 
  The Prisoner 
   
  Page 14 
  
   
  Remeth will be at his tent eating, enjoying the 
  pleasant evening, or sleeping, depending on the time. If 
  Tolquann is present, he will politely request the PCs to 
  wait while he asks Tolquann for a report in private. If 
  Tolquann is not present, he will come to the point 
  immediately. He acts like a hospitable man, who will be 
  asking questions more out of duty then because he likes 
  to do so. He is not a good actor though, and it does not 
  take much skill to realize that Rameth is an arrogant man. 
  He is very curious about where the PCs have come from 
  and where they are going to, especially if they openly 
  state they are from Sunndi. He will treat people who 
  openly admit to be enemies of his (such as Sunndians, 
  followers of Heironeous and Trithereon) with some more 
  respect then others, because he respects their courage to 
  openly state their allegiance. Obviously, he still will not 
  trust them.  
   
  If the PCs met Robern, he will also enquire about 
  what Robern has told them and whether they believe 
  what the man has told. Like Tolquann, he will point out 
  that Robern is a dangerous criminal who more then likely 
  went insane in the Calling Mines. Unlike his soldiers, 
  Remeth is fully aware of the nature of his mission. Of 
  course, he will deny having such knowledge. As far as the 
  PCs are concerned, he just does what he is told to do 
  (though a DC 15 Sense Motive will show that he clearly is 
  not happy with this job). 
   
  During the interview, he will offer the PCs 
  something to drink or eat. Remeth has no intention of 
  letting the PCs go. No matter what the PCs will tell him, 
  he is convinced that they are Sunndian spies here to help 
  free the prisoners (even if they are from Ahlissa or 
  Onnwal). Though whether he actually believes so or 
  whether he just uses the PCs to vent his anger on is open 
  to debate. While he does not mind a good battle, he 
  realizes the PCs might be strong enough to cause a lot of 
  damage. So he plans to dull their senses through 
  poisoning the PCs' drinks, offering them a place to sleep 
  and then ambush them once they are asleep.  
   
  Since he will be drinking from the same jar, he will 
  be very insulted when the PCs insists on casting a detect 
  poison. Of course, when they do detect the poison, he 
  will let the cook be killed (unless the PCs try to persuade 
  him from such actions). Of course, the cook will deny all 
  accusations, but Remeth does not care. The poison is a 
  slow acting one. 
   
  Poison: Ingestion, DC 14 Fortitude save; initial damage 
  1d4 wisdom, though the PC will feel highly robust due a 
  temporary con increase of +2 for 1d10 minutes); 
  secondary damage 2d6 wisdom though unlike normal 
  poison these are lost over the next hour.  
   
  Note: The loss of wisdom might result in divine 
  spell casters who cannot cast spells of a specific level 
  anymore. These prepared spells are NOT forgotten. If 
  their wisdom is raised high enough to once access the 
  spells any spell that has not been cast before, can be cast 
  again. Also remember that druids and clerics can still use 
  these slots for spontaneous castings (though of a 
  maximum level that their current wisdom allows). 
   
  Unless the PCs succeed in a DC 18+APL Heal check, they 
  will not realize they have been poisoned until it is too late 
  (after the vital first 1 minute). Remeth has the antidote, 
  which will not only remove the poison, but also its 
  effects, hence his lack of fear of drinking from the wine. 
   
  Once the interview is over, Remeth will assign a tent 
  to them. He will pretend that the area is quite dangerous 
  and will say that the PCs should not mind the few extra 
  guards he will post around the tent to protect his guests. 
  While the words might suggest a request, it should be 
  obvious that it is not. Once the PCs are in the tent, the 
  waiting starts. Let the PCs do what ever they want, 
  though they are NOT allowed to leave the tent without 
  an escort and then only if they need to relieve 
  themselves. 
   
  A Helping Hand 
  After about an hour, when most of the soldiers are to 
  sleep, Lieutenant Carwend will make his move. He will 
  not show his face, but instead he will approach the PCs 
  from the back of tent. Carwend will inform the PCs that 
  Captain Remeth has poisoned them and that he is 
  planning to ambush the PCs sometime early next 
  morning. He will provide the PCs with a wand of lesser 
  restoration (10 charges) as well as a detailed map of the 
  campsite (see Appendix 3) including a schedule with the 
  guards and when they are relieved.  
   
  The PCs might doubt his information. After all, it 
  might be a trap to lure them into doing something illegal. 
  If they ask who he is and why he is helping them, he will 
  say that they will just have to trust him. If they insist, he 
  will state that he is a member of the Idee Rebels and he 
  hopes the helping the PCs will help the rebels cause. This 
  will be especially true if they free the slaves, so he will ask 
  from them to free these slaves. 
   
  If the PCs want to betray him, he is ready to 
  disappear though. Obviously, Remeth will not even listen 
  to the PCs, since he trusts Carwend a lot more then those 
  treacherous adventurers. The racket an attack on 
  Carwend will cause should also make escaping their 
  predicament real tough. 
   
  If the PCs opt to remain in the tent, Remeth will 
  attack with all his officers, Shaldren and about 20 men at 
  7 am. Though the PCs might notice the preparations for 
  the assault. 
   
  The Prisoner 
   
  Page 15 
  
  Aid while sneaking around 
  Obviously Carwend cannot help the PCs if he is not 
  aware of their presence. When confronted by the PCs, he 
  will try to do his best to help them without attracting too 
  much attention. For example, if the PCs attack him while 
  he checking the guards, he will fall and play dead as soon 
  as conceivably possible. When all other soldiers within 
  earshot are killed or unconscious, he will then talk with 
  the PCs. He might offer the wand of lesser restoration in 
  addition to his help, including distracting any chasers. 
  Since he is not carrying the wand while walking around 
  the camp, this is not an empty promise in as far that the 
  PCs cannot take it from him anyway. The PCs might not 
  trust him, but he is speaking the truth when he states that 
  he is a member of a group of people willing to free any 
  Sunndian slave and that he just did not had the 
  opportunity to let any more escape then one earlier that 
  day. If he on the other hand somehow notes the approach 
  of the PCs, he will try to lure the guards away. An 
  observant PC might actually note that Carwend is leading 
  the soldiers away from the PCs on purpose. 
   
  Imprisoned 
  There is a chance that Tolquann might have imprisoned 
  the PCs due to a string of bad rolls or poor tactics. In that 
  case, the PCs will be brought to a tent immediately and 
  questioned by Remeth. He will not be kind to the PCs if 
  they do not answer immediately. Tolquann will heal their 
  wounds beforehand, but if the PCs keep refusing to 
  answer Remeth’s questions or act arrogantly, Remeth is 
  not above torture. It is unnecessary to go into the details, 
  just reduce the PCs hit points by 10%. Since adlevine 
  extract reduces a person’s wisdom, Remeth will 
  administer a dose (especially to wizardly and rogue types) 
  to help ease the questioning. After about an hour Remeth 
  will leave. Again, one hour later, Carwend will arrive. He 
  will be wearing a dark cloak and cowl to hide his face. He 
  will free the PCs and provide them with their equipment 
  as well as the map and the wand of lesser restoration. 
   
  Note: Chances are the PCs will not gain the wand unless 
  they actually approach the camp openly. See it as a reward 
  for selecting a much more challenging way to free the 
  prisoners. Not only will they need to sneak into the 
  Prisoner's Camp, they will also have to sneak out of the 
  soldier’s part of the camp. 
   
  A note of courage: The PCs might be too afraid to help 
  all the slaves, because they think they have no chance of 
  success. If so, feel free to point out that it should be near 
  impossible to follow the PCs into the hills at the dark of 
  the night. If the soldiers would follow, they would need 
  to spread out, which should give the PCs ample of 
  opportunity to kill of the soldiers one by one. The 
  soldiers also have no idea with how many forces they are 
  dealing. After having fought what comes down to a 
  guerrilla war for some time they are not too eager to 
  follow the PCs into the dark. 
   
  ACT 3:  
  DASH FOR 
  THE BORDER 
  Once the PCs have freed the slaves they are not yet free of 
  danger. It will be a dangerous and long journey to get 
  into the safety of Sunndi. 
   
  The Journey 
  The nearest border with Sunndi is around 30 miles away 
  as the crow flies. Since the area consists of hills with 
  overgrown valleys and slopes, the real distance will be 
  much longer, especially because soldiers will heavily 
  patrol most of the easy paths in the area. On average the 
  PCs with the slaves can move at most 8 miles a day 
  (assuming a basic movement of 20 ft. and the fact that 
  trackless hills reduce this by another 50% - See the 
  Player’s Handbook, page 164 for more information). The 
  slaves are too tired for a forced march. So more then 
  likely it will take the PCs and the prisoners 3 days to 
  arrive within the safety of Sunndi. Three days during 
  which they have to dodge the border patrols while trying 
  to keep their charges alive. 
   
  If the PCs decide to try another route they will fail. 
  The distance to the Iron Hills is a least 5 times as long and 
  goes straight through a densely populated area. In this 
  case the slaves will be recaptured - though the PCs and 
  perhaps one or two slaves will escape. They will still be 
  attacked by the air elementals, but they will not meet the 
  gnome scout. Adjust the descriptions accordingly. 
   
  The easiest way to deal with this journey is to let the 
  players discuss how they are going to deal with it and 
  leave it at that. The exact details of their plans will have 
  no impact on what happens later on (except perhaps in 
  the descriptions given by you). A more complicated way 
  is to ask the players to make DC 10 Survival checks (for 
  every 2 points above the DC, one more person can be fed) 
  to represent gathering food and avoiding natural hazards. 
  If the PCs cannot support enough slaves, some of them 
  might die. Since the slaves cannot travel very fast, this 
  will not slow down the journey if PCs with a base speed 
  of 30 or higher spend time looking for food. This has 
  little in game effects, but might have an impact on how 
  you describe the journey. Fact is, that the slaves are 
  fatigued and hungry. It is not easy to gather food for such 
  a large group while on a journey and to remain 
  undetected by soldiers. Such a roll gives the players the 
  The Prisoner 
   
  Page 16 
  
  feeling that such a journey is indeed difficult. For 
  simplicity sake assume that a slave will not be able to 
  travel on after having had no food for one day. The slave 
  will die after a second day without food. 
   
  Other good checks to make are for Hide and Move 
  Silently. These checks represent the skill of the PCs to 
  remain undetected by both predators as well as soldiers. 
  If the PCs send out a scout (both to the front and to guard 
  the rear) these PCs should make the check. Otherwise 
  one or two PCs put in charge of selecting the best route 
  and setting up camp should make these checks. One 
  check per day of travel should be made. Modify these 
  checks based on good or bad ideas. Racial modifiers 
  should be ignored and instead of the Dexterity modifier, 
  Wisdom or Intelligence modifiers should be used (it is 
  more about selecting the best possible route then about 
  remaining hidden under the scrutiny of some observer).  
   
  Use the results of the Hide and Move Silently checks 
  to help describe the journey just as with the Survival 
  checks. With good rolls it will be relatively easy to remain 
  unseen, while with bad rolls there will be several close 
  encounters with Ahlissan soldiers or some dangerous 
  monster. At some point near the end of the journey, the 
  PCs will hear the sounds of hunting horns behind them. 
  If they rolled terrible Hide checks, they might even see a 
  dust cloud in the distance as a clear sign that the soldiers 
  are nearby. Right at this point they will be travelling 
  through a narrow pass. A powerful spellcaster stationed 
  in the Calling Mines has summoned elemental creatures 
  to hunt down the slaves and the PCs and right here the 
  elemental(s) catch up with the PCs. Before that though, 
  they will meet a scout from Sunndi. 
   
  Advanced Scout 
  At some point during the second day, a gnome from 
  Sunndi will approach the PCs. The gnome will be 
  wearing leather armour and carrying light weapons. The 
  colours of his clothes are dull brown and dark green. He 
  clearly wears a symbol on his left breast. It depicts a 
  badger on a green field under a blue sky. A DC 15 
  Knowledge [nobility and royalty] or Knowledge [local] 
  check (Sunndians have a +5 circumstance bonus on this 
  check) will allow the PCs to recognize the heraldry of the 
  gnome as belonging to the Burrowers.  
   
  The Burrowers are a group of irregular soldiers from 
  the Hollow Highlands that hold allegiance to no clan in 
  particular but serve all the clans. The Burrowers consist of 
  individual bands whose attitude and tactics vary with the 
  leaders and members of that group. Some bands are 
  known to even raid Ahlissa in secret. They are all known 
  for their hatred for Ahlissa and their support for Sunndi.  
   
  The gnome will introduce himself as Fonkin. Fonkin 
  is rather curious about the PCs. He is not inclined to 
  believe the PCs to be working for Ahlissa unless they do 
  not have any slaves besides Furgern and/or Robern with 
  them. In any event, after having questioned the PCs and 
  being convinced they speak the truth, he informs them of 
  a quick route into Sunndi. This route will take them 
  through a small pass behind which a small unit of 
  Burrowers generally are guarding the border. If they 
  succeed in a DC 10 Diplomacy check he will offer to 
  travel ahead and warn them.  He will still do so in any 
  case, but he will just not mention it to the PCs. Whether 
  or not the PCs are friendly with Fonkin will matter little 
  except in the read aloud texts below. 
   
  Fonkin is a mid-level ranger (CG male gnome Rng5) 
  who knows the area like the back of his hand. He will 
  prefer fleeing to fight. His exact stats will not matter. 
   
  Caught 
  <If the PCs did not follow the advice of Fonkin, adjust the 
  description below accordingly by removing any 
  references to Sunndian aid> 
   
  For a couple of days you have been travelling through
  the uncharted and dangerous wilderness at the border 
  between the Hollow Highlands and Ahlissa. The 
  oppressive heat, dense bushes, rough terrain and the 
  constant threat of being spotted by Ahlissan border 
  patrols have made this a journey you will not likely to
  forget.  
   
   
  l
  i
  i
  i
  l
  f
   
   
  Now things finally seem to be coming to a 
  conclusion. You only have to get through a narrow 
  pass ahead behind which a smal  group of Hollow 
  Highland militia members are waiting for you. 
  Behind you the sounds of Ahl ssan hunting horns 
  make t clear the Ahl ssans have final y managed to 
  catch up with you and are closing in rapidly. The 
  steep slopes of the pass are mostly bare with several 
  big rocks forming natural ledges and here-and-there a 
  small tree. The floor o  the pass is rocky and will be 
  difficult to traverse too quickly. 
  Carefully, but quickly, you enter the narrow pass, 
  when suddenly you hear a scream. Looking around 
  you see several strange creature descending upon you 
  from about fifty feet above you. They look like a mass 
  of dark smoke, but within the smoke you note a 
  demonic form made out of the smoke it is hiding in 
  with bat-like wings, clawed tendrils and a gaping 
  maw. They seem to be saying something in a tone that 
  reminds you of the rumble of thunder and the 
  howling of the wind. 
   
   “The master commanded to kill the escaped 
  slaves and all with them!” 
   
  The Prisoner 
   
  Page 17 
  
  At APL 2 these two creatures are two normal medium air 
  elementals. At APL 4 it will be two large air elementals 
  (they still look like belkers – the difference is game 
  mechanically). At APL 6 it will be three belkers. At APL 8 
  it will be two advanced belkers and at APL 10 it will be 
  five advanced belkers. Their orders are to kill the PCs and 
  the slaves and that is what they will be doing. Of course, 
  the slaves will scatter, so they will focus on the PCs, the 
  most obvious threats. Elementals and belkers are not 
  known for their intelligence. They will close in and start 
  fighting as directly as possible.  
   
  APL 2 (EL 5) 
  �Elemental, air medium (2): hp 26; see Monster 
  Manual. 
   
  APL 4 (EL 7) 
  �Elemental, air large (2): hp 60; see Monster Manual. 
   
  APL 6 (EL 9) 
  �Belker (3): hp 38; see Monster Manual. 
   
  APL 8 (EL 11) 
  �Belker, advanced 11 HD (2): hp 82; see Appendix 1. 
   
  APL 10 (EL 13) 
  �Belker, advanced 11 HD (5): hp 82; see Appendix 1. 
   
  Tactics: The tactics between the air elementals and the 
  belkers will be slightly different. 
   
  Air Elementals: The air elementals will obviously 
  favour hit-and-run tactics, using their speed and fly-by-
  attack to their advantage. When they are facing archers or 
  wizards they will focus their attacks on those PCs (large 
  elementals might decide to land to make better use of 
  their multiple attacks). The air elementals will take 
  whirlwind form only when things go badly - though 
  remember that medium sized air elementals can only 
  suck up small sized or smaller characters and hence will 
  not assume this form when only facing medium sized 
  characters. Also remember that a large elemental can 
  contain up to 4 characters. Also do not forget that a 
  whirlwind that touches the floor will create a cloud of 
  debris around it. Creatures within this cloud will have 
  concealment. 
   
  Belkers: Belkers will start in smoke form and will 
  shift back when the victim of the smoke claws has 
  succeeded in her Fortitude save. Though they might shift 
  their attention to a character not yet attack by another 
  belker. While in gaseous form they have DR 10/magic 
  and they lose their natural armour bonus. Remember that 
  they are elementals and hence they cannot be flanked, 
  and are immune to critical hits, sneak attacks, poison, 
  sleep, paralysis and stunning.  
   
  If things go extremely badly, the Sunndian soldiers 
  mentioned above might have been warned by fleeing 
  slaves and they might have come to the rescue of the PCs. 
  Do not do this lightly, since this will take away the glory 
  from the fight. Wait at least till several PCs are down if 
  you want to do so at all. 
   
  Terrain: The reasonably flat area within the pass is 
  about 30 feet wide. The ground within the pass is covered 
  debris. This will cause none-flying characters to have a 
  half-movement and if they run or charge they need to 
  succeed in a DC 12 Balance check. If they fail by 5 or 
  more they will fall prone, otherwise they just cannot run. 
  The area in front of the pass is also overgrown with 
  bushes and it is also rough underground, but it is not 
  enough to cause any penalties to movement or risks of 
  falling. There are ample places to hide. 
   
  Treasure: These creatures do not have any treasure. 
  The elementals have been called to this world with 
  conjuration [calling] magic and hence they are not 
  blocked by protection from evil spells and similar magic 
  which only hedges out creatures summoned with 
  conjuration [summoning] magic. 
   
  Conclusion: Arrival 
  By the time you have defeated the fiendish smoke-
  like creatures, which apparently have been put on 
  your trail by a powerful spell caster, you quick y note 
  that the Ahl ssan hunters have come considerably 
  closer. Quickly you gather the few remaining slaves at 
  this end of the pass and then you rush through the 
  pass. To your relief you are greeted at the other side of 
  the pass by several heavily armed dwur, noniz and 
  hobniz. A familiar face, Fonk n  steps forward and 
  signals you to follow him quick y. While you leave 
  the pass behind you, you note that the Sunndians 
  quickly take up positions to ambush any that follow 
  you. You have made it! 
  l
  i
  i ,
  l
   
  What happens after the PCs arrived in Sunndi, is 
  dependent on how they acted throughout the scenario 
  and whether or not they did their utmost best to free all 
  slaves and if Furgern made it out alive. 
   
  If the PCs freed the slaves, they will be received as 
  heroes. To the Sunndians it really does not matter 
  whether those freed where actual criminals or real 
  prisoners of war. Freeing them confirms what almost 
  every Sunndian believed to be true anyway and the idea 
  of giving such a blow to the morale of the tyrants that 
  rule Ahlissa just makes their day. Even if the PCs opt to 
  remain in the background, the freed slaves will inform 
  the Church of Trithereon about what the PCs did for 
  them. This will garner the PCs 1 favour with the Church 
  of Trithereon usable in any such church within the 
  The Prisoner 
   
  Page 18 
  
  Splintered Sun meta-region. The exact effects of this 
  favour depend on the region in which the player elects to 
  use it. Of course, if a certain nation does not have a 
  Church of Trithereon, it cannot be used either. 
   
  If the PCs have freed Furgern, they are in for a slight 
  surprise. Robern was speaking the truth. Furgern is an 
  old and good friend of Hazendel and he does have a 
  message to Hazendel from his fiancé. While the contents 
  of the message remains unknown for now (it might be 
  revealed in a later part of this series), it should be obvious 
  that the PCs earned a favour from a powerful man. The 
  exact reward once again depends on how much effort 
  they put in freeing the slaves (if any at all). Though it 
  always include a sizable monetary reward. 
   
  First of all, if they freed more slaves then just 
  Furgern, Hazendel will personally reward them with the 
  Bronze Sun of Sunndi for having done an exceptional 
  task for the cause of freedom. The Bronze Sun has no 
  magical properties and is mainly of role-playing value, 
  though Sunndians tend to treat those with a Bronze Sun 
  favourably. It functions as 1 favour with King Hazendel 
  himself (though those can only be used within Sunndi 
  for as of yet undetermined things). Ask your local triad 
  about the precise effects of such a recommendation in 
  their region if any.  
   
  Of more interest to the PCs, is the fact that Hazendel 
  and Furgern will introduce several skilled dwur and 
  olven craftsmen to them. This will allow the PC to buy a 
  one-time special item (see treasure summary and the AR). 
  Unlike the Bronze Sun, this access will be granted to the 
  PCs even if they did not free any other slave besides 
  Furgern. 
   
  If the PCs on the other hand left all slaves except 
  Furgern to rot in imprisonment of Ahlissa, they will be 
  treated a lot more coolly. They will not gain the favour 
  from the Church of Trithereon, nor will they gain the 
  Bronze Sun. In this case, Furgern and Hazendel will only 
  grudgingly introduce them to various craftsmen. If they 
  did their utmost best to free as many slaves as possible 
  (judge this from the perspective of Furgern and he is a 
  stern dwarf), be a bit more lenient in this regard. 
   
  Finally, attacking Ahlissan soldiers is never a good 
  idea and helping convicted criminals escape is an even 
  worse idea. If the PCs did not kill any officers or at least 
  did not leave any witness of such an act (which includes 
  the body of the victim), the PCs did not attract enough 
  attention to warrant a special remark on the AR. If they 
  did kill an officer though, they will become wanted for 
  murder and helping a criminal escape within Ahlissa. 
  They instantly lose all special treatments with any 
  governmental body of Ahlissa. 
   
  At the beginning of a session taking place in Ahlissa 
  the DM should make a secret d20 check. On a 1 or 2 (a 
  DC 20 Disguise check reduces this to 1) the PC will be 
  captured and must pay a total bribes of 100 gp x APL at 
  which the scenario was played to prevent an execution. 
  One favour with a high ranked Ahlissan NPC or powerful 
  organization might be spend instead of these bribes. 
   
  Critical Event Summary 
  At the conclusion of this module the DM should answer 
  the following questions regarding how events transpired. 
  These answers should be emailed to madfox@planet.nl. 
   
  1. 
  What was the composition of the party? 
  2. 
  In which real-world country was the module 
  played? 
  3. 
  At what APL was this event run? 
  4. 
  Was Furgern rescued? 
  5. 
  Where the other slaves rescued and if so how 
  many (including Robern)? 
  6. 
  What was Remeth’s fate? 
  7. 
  What was Carwend’s fate? 
  8. 
  What was Shaldren’s fate? 
   
  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. 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished and assign the experience 
  award accordingly. Then assign the discretionary role-
  playing experience award. The role-playing award should 
  be given for consistent character portrayal and 
  contribution to the fun of the game. You can award 
  different role-playing amounts to different characters. 
  Award the total value (objectives + role-playing) to each 
  character 
   
  Act One, Pack Attack 
  Defeating fiendish dogs: 
   
  APL 2  
  30 XP 
   
  APL 4  
  90 XP 
   
  APL 6  
  150 XP 
   
  APL 8  
  210 XP 
   
  APL 10 
  270 XP 
   
  Act One, Hunters of the Transport 
  Defeating the Ahlissan Soldiers send out to capture the 
  prisoner through combat or trickery: 
   
  APL 2  
  90 XP 
   
  APL 4  
  150 XP 
   
  APL 6  
  210 XP 
   
  APL 8  
  270 XP 
  The Prisoner 
   
  Page 19 
  
   
  APL 10 
  330 XP 
   
  Act Two, The Prisoner Transport 
  Freeing the Sunndian Slaves (the number between the 
  brackets is what they get when they only free Furgern): 
   
  APL 2  
  150 (120) XP 
   
  APL 4  
  210 (190) XP 
   
  APL 6  
  270 (240) XP 
   
  APL 8  
  330 (300) XP 
   
  APL 10 
  390 (360) XP 
   
  Act Three, Dash for the Border 
  Defeating the elementals: 
   
  APL 2  
  120 XP 
   
  APL 4  
  180 XP 
   
  APL 6  
  240 XP 
   
  APL 8  
  300 XP 
   
  APL 10 
  360 XP 
   
  Discretionary Role-playing Award 
   
  APL 2  
  90 XP 
   
  APL 4  
  135 XP 
   
  APL 6  
  180 XP 
   
  APL 8  
  225 XP 
   
  APL 10 
  270 XP 
   
  Total Possible Experience 
   
   
  APL 2  
  450 XP 
   
  APL 4  
  675 XP 
   
  APL 6  
  900 XP 
   
  APL 8  
  1,125 XP 
   
  APL 10 
  1,350 XP 
   
  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 Sunndian regional scenario, characters from Sunndi may 
  spend additional Time Units to practice professions or 
  create items immediately after the adventure so this total 
  may be modified by other circumstances. 
   
  Treasure Key 
  L = Looted gear from enemy; C = Coin, Gems, Jewellery, 
  and other valuables; M = Magic Items. 
   
  Maximum Treasure Totals 
  The maximum amount of treasure that a player character 
  is able to take from this module is linked to the APL at 
  which the module is played. These totals are: 
   
  APL 2:  
  400 gp 
  APL 4: 
  600 gp 
  APL 6: 
  800 gp 
  APL 8: 
  1,250 gp 
  APL 10: 
  2,100 gp 
   
  Note: It is assumed that the PCs will only fight a limited 
  amount of NPCs and that they do not have the time to 
  fully loot every soldier they kill. Carrying around armor 
  might also be quite difficult. Hence the fact that if the 
  PCs defeat every single NPC opponent in this scenario, 
  the treasure will outstrip the maximum allowed per APL. 
  Just consider that these excess profits will be creamed off 
  by given it to the slaves and to the government through 
  taxes or some such. 
   
  ACT 1, Hunters of the Transport 
  Looting Tolquann and Montak, the loot of the man at 
  arms is given below. 
  The Prisoner 
   
  Page 20 
  
   
  APL 2: L 61 gp; C 10 gp; M scroll of cause fear (4 gp), 
  scroll of cure light wounds (4 gp). 
   
  APL 4: L 125 gp; C 10 gp; M 2x scrolls of cure light 
  wounds (4 gp each), scroll of silence (12 gp), 2x potion of 
  invisibility (25 gp each). 
   
  APL 6: L 232 gp; C 10 gp; M 2x scrolls of cure light 
  wounds (4 gp each), scroll of silence (12 gp), scroll of 
  invisibility purge (31 gp), 2x potion of invisibility (25 gp 
  each), cloak of elvenkind (208 gp). 
   
  APL 8: L 86 gp; C 10 gp; M 2x scrolls of cure light 
  wounds (4 gp each), scroll of silence (12 gp), scroll of 
  invisibility purge (31 gp), scroll of cure critical wounds 
  (58 gp), full plate +1 (221 gp), 2x potion of invisibility (25 
  gp each), potion of cure serious wounds (63 gp), cloak of 
  elvenkind (208 gp), chain shirt +1 (104 gp). 
   
  APL 10: L 86 gp; C 10 gp; M 2x scrolls of cure light 
  wounds (4 gp each), scroll of silence (12 gp), scroll of 
  invisibility purge (31 gp), scroll of cure critical wounds 
  (58 gp), full plate +1 (221 gp), bracers of health +2 (333 
  gp), 2x potion of invisibility (25 gp each), potion of cure 
  serious wounds (63 gp), cloak of elvenkind (208 gp), 
  chain shirt +1 (104 gp), gloves of dexterity +2 (333 gp). 
   
  ACT 1 and 2, Man At Arms 
  Looting ONE man at arms throughout the scenario will 
  result in the following treasure: 
   
  APL 2: L 5 gp; C 1 gp; M 0 gp. 
   
  APL 4: L 18 gp; C 2 gp; M 0 gp. 
   
  APL 6: L 26 gp; C 4 gp; M 0 gp. 
   
  APL 8: L 41 gp; C 9 gp; M 0 gp. 
   
  APL 10: L 66 gp; C 14 gp; M 0 gp. 
   
  ACT 2, Sergeant 
  Looting ONE sergeant throughout the scenario will 
  result in the following treasure: 
   
  APL 2: L 16 gp; C 4 gp; M 0 gp. 
   
  APL 4: L 28 gp; C 10 gp; M 0 gp. 
   
  APL 6: L 60 gp; C 20 gp; M 0 gp. 
   
  APL 8: L 76 gp; C 30 gp; M 4 gp (potion of cure light 
  wounds). 
   
  APL 10: L 76 gp; C 30 gp; M 8 gp (2x potion of cure 
  light wounds), 62 gp (potion of cure serious wounds). 
   
  ACT 2, Captain Remeth 
  APL 2: L 63 gp; C 10 gp; M 2x potion of cure light 
  wounds (4 gp each), potion of bull’s strength (25 gp). 
   
  APL 4: L 167 gp; C 20 gp; M 2x potion of cure light 
  wounds (4 gp each), potion of bull’s strength (25 gp), 
  potion of cure moderate wounds (25 gp), cloak of 
  resistance +1 (83 gp). 
   
  APL 6: L 29 gp; C 30 gp; M 2x potion of cure light 
  wounds (4 gp each), potion of bull’s strength (25 gp), 2x 
  potion of cure moderate wounds (25 gp), cloak of 
  resistance +1 (83 gp), stone of alarm (225 gp), full plate +1 
  (221 gp). 
   
  APL 8: L 3 gp; C 40 gp; M 2x potion of cure light 
  wounds (4 gp each), 3x potion of bull’s strength (25 gp), 
  3x potion of cure moderate wounds (25 gp), cloak of 
  resistance +1 (83 gp), stone of alarm (225 gp), full plate +1 
  (221 gp), heavy flail +1 (193 gp), ring of protection +1 (167 
  gp). 
   
  APL 10: L 3 gp; C 50 gp; M 2x potion of cure light 
  wounds (4 gp each), 3x potion of bull’s strength (25 gp), 
  3x potion of cure moderate wounds (25 gp), cloak of 
  resistance +2 (333 gp), stone of alarm (225 gp), full plate 
  +2 (388 gp), heavy flail +1 (193 gp), ring of protection +1 
  (167 gp), amulet of natural armor (167 gp). 
   
  ACT 2, Carwend 
  APL 2: L 42 gp; C 20 gp; M potion of cure light wounds (4 
  gp). 
   
  APL 4: L 53 gp; C 20 gp; M potion of cure light 
  wounds (4 gp), cat’s grace (25 gp), 2x elixir of hiding (21 
  gp each), cloak of resistance +1 (83 gp). 
   
  APL 6: L 103 gp; C 20 gp; M potion of cure light 
  wounds (4 gp), cat’s grace (25 gp), 2x elixir of hiding (21 
  gp each), cloak of resistance +1 (83 gp), hat of disguise 
  (150 gp). 
   
  APL 8: L 82 gp; C 20 gp; M potion of cure light 
  wounds (4 gp), cat’s grace (25 gp), 2x elixir of hiding (21 
  gp each), cloak of resistance +1 (83 gp), hat of disguise 
  (150 gp), chain shirt +1 (104 gp). 
   
  APL 10: L 82 gp; C 20 gp; M potion of cure light 
  wounds (4 gp), cat’s grace (25 gp), 2x elixir of hiding (21 
  gp each), cloak of resistance +1 (83 gp), hat of disguise 
  (150 gp), chain shirt +1 (104 gp), gloves of dexterity +2 
  (333 gp). 
   
  ACT 2, Alaern 
  APL 2: L 54 gp; C 5 gp; M potion of cure moderate 
  wounds (25 gp), potion of endurance (25 gp). 
   
  APL 4: L 170 gp; C 10 gp; M potion of cure moderate 
  wounds (25 gp), potion of endurance (25 gp), potion of 
  bull’s strength (25 gp). 
   
  APL 6: L 33 gp; C 15 gp; M potion of cure moderate 
  wounds (25 gp), potion of endurance (25 gp), potion of 
  bull’s strength (25 gp), full plate +1 (221 gp), cloak of 
  resistance +1 (83 gp). 
   
  APL 8: L 6 gp; C 20 gp; M potion of cure moderate 
  wounds (25 gp), potion of endurance (25 gp), potion of 
  bull’s strength (25 gp), full plate +1 (221 gp), cloak of 
  resistance +1 (83 gp), heavy wooden shield +1 (96 gp), 
  long sword +1 (193 gp). 
   
  APL 10: L 6 gp; C 25 gp; M potion of cure moderate 
  wounds (25 gp), potion of endurance (25 gp), potion of 
  bull’s strength (25 gp), full plate +2 (388 gp), cloak of 
  The Prisoner 
   
  Page 21 
  
  resistance +1 (83 gp), heavy wooden shield +1 (96 gp), 
  long sword +1 (193 gp), ring of protection +1 (167 gp). 
   
  ACT 2, Shaldren 
  APL 2: L 3 gp; C 10 gp; M scrolls of dispel magic (31 gp), 
  fly (31 gp), web (12 gp), potion of cure light wounds (4 
  gp), wand of magic missile (31 gp). 
   
  APL 4: L 28 gp; C 10 gp; M scrolls of dispel magic (31 
  gp), fly (31 gp), web (12 gp), potion of cure light wounds 
  (4 gp), cure moderate wounds (25 gp), invisibility (25 gp), 
  wand of magic missile (31 gp), cloak of resistance +1 (83 
  gp). 
   
  APL 6: L 28 gp; C 10 gp; M scrolls of dispel magic (31 
  gp), fireball (31 gp), fly (31 gp), protection from elements 
  (31 gp), 2x web (12 gp each), potion of cure light wounds 
  (4 gp), cure moderate wounds (25 gp), invisibility (25 gp), 
  wand of magic missile 3
  rd lvl (93 gp), cloak of resistance +1 
  (83 gp). 
   
  APL 8: L 28 gp; C 10 gp; M scrolls of confusion (58 
  gp), dispel magic (31 gp), fireball (31 gp), fly (31 gp), 
  protection from elements (31 gp), 2x web (12 gp each), 
  potion of cure light wounds (4 gp), cure moderate 
  wounds (25 gp), invisibility (25 gp), wand of magic 
  missile 3
  rd lvl (93 gp), cloak of resistance +1 (83 gp), ring 
  of protection +1 (167 gp). 
   
  APL 10: L 28 gp; C 10 gp; M scrolls of 2x confusion 
  (58 gp each), dispel magic (31 gp), fireball (31 gp), fly (31 
  gp), protection from elements (31 gp), 2x web (12 gp 
  each), potion of cure light wounds (4 gp), cure moderate 
  wounds (25 gp), invisibility (25 gp), wand of magic 
  missile 3
  rd lvl (93 gp), cloak of resistance +1 (83 gp), ring 
  of protection +1 (167 gp). 
   
  Conclusion: Arrival 
  Monetary reward for freeing Furgurn. 
   
  APL 2: L 0 gp; C 200 gp; M 0 gp. 
   
  APL 4: L 0 gp; C 300 gp; M 0 gp. 
   
  APL 6: L 0 gp; C 400 gp; M 0 gp. 
   
  APL 8: L 0 gp; C 500 gp; M 0 gp. 
   
  APL 10: L 0 gp; C 600 gp; M 0 gp. 
   
  New Items 
  Please but the following items on the Adventure Record 
  with the notice “Cross out the items this character did not 
  acquire.” 
   
  One time Reward by Hazendel/Furgern: As a reward 
  for freeing Furgern, an old friend of Hazendel, they 
  introduce you to several master craftsmen of their 
  respective races. This favour must be used to gain access 
  to purchase one of the following items. It can be used 
  only once. The item does not have to be bought 
  immediately. The exact item depends on the APL at 
  which the scenario is played (of course, items of a lower 
  APL can be bought instead): 
   
  APL 2: Darkwood buckler; darkwood shield; mithral 
  heavy shield; bracers of armour +2; any armour up to +2 
  enhancement (including special armour mentioned in 
  this favour). 
   
  APL 4: Mithral shirt; cloak of elvenkind; boots of 
  elvenkind.  
   
  APL 6: Elven chain; cloak of resistance +2, bracers of 
  armour +3. 
   
  APL 8: Cloak of resistance +3 
   
  APL 10: Dwarven plate; mithral full plate; belt of 
  dwarvenkind; bracers of armour +4. 
   
  Order of the Bronze Sun: As a reward for freeing a 
  group of slaves, Hazendel has awarded you with the 
  Order of the Bronze Sun. This counts as 1 favour with 
  Hazendel 
  (to 
  be 
  used 
  within 
  Sunndi 
  and 
  a 
  recommendation for the Sunndian army.  
   
  One Favour with the Church of Trithereon: The 
  Church of Trithereon looks favourable on those who 
  have risked their life to free slaves. This favour can be 
  spent at any temple of Trithereon within the Splintered 
  Sun Region. The exact effects depend on the region; 
  contact the local triad about this.  
   
  Wand of lesser restoration [10 charges]: This small 
  wooden wand is made out of black wood and engraved 
  with several magical glyphs of healing. When the 
  command word is spoken, its tip starts to glow with a 
  gentle golden light. A creature touched will be affected as 
  if by a lesser restoration. When all charges are used, the 
  wand shatters into fine splinters. 
   
  Market Price: 900 gp. (Frequency: Adventure; 
  Requirements: as per DUNGEON MASTER’s Guide, but 
  must be made with 50 charges.) 
   
   
  Wanted In Ahlissa: This PCs is wanted for in connection 
  with the slaying of several Ahlissan soldiers. This status is 
  in effect in all parts of Ahlissa including the occupied 
  portions of Medegia and the Principalities of Naerie and 
  Innspa but not in the Adri Forest. They instantly lose all 
  special treatments with any governmental body of Ahlissa 
  including any favours gained in Legacy of Madness. 
   
  At the beginning of a session taking place in Ahlissa 
  the DM should make a secret d20 roll. On a 1 or 2 (a DC 
  20 Disguise check reduces this to 1) the PC will be 
  captured and must pay a total bribes of 100 gp x APL at 
  which the scenario was played to prevent an execution. 
  One favour with a high ranked Ahlissan NPC or powerful 
  organization might be spent instead of the bribes. 
   
  The Prisoner 
   
  Page 22 
  
  Items Found 
  List the following in the “Items Found During the 
  Adventure” section. Items that the PCs always have access 
  to have been left of the list. 
   
  APL 2 
  wand of lesser restoration [10 charges] (Adventure; see 
  above) 
  wand of magic missile [1
  st lvl caster, 25 charges] 
  (Adventure, see DMG) 
   
  APL 6 
  cloak of elvenkind (Adventure; see DMG) 
  stone of alarm (Adventure; see DMG) 
  wand of magic missile [3
  rd lvl caster, 25 charges] 
  (Adventure, see DMG) 
   
  APL 8 
  potion of cure serious wounds (Adventure; see DMG) 
  scroll of cure critical wounds (Adventure; see DMG) 
  scroll of confusion (Adventure; see DMG) 
   
  APL 10 
  bracers of health +2 (Adventure; see DMG) 
  cloak of resistance +2 (Adventure; see DMG) 
  gloves of dexterity +2 (Adventure; see DMG) 
  full plate +2 (Adventure; see DMG) 
  potion of cure serious wounds (Adventure; see DMG - 
  note that the PCs might miss Montak, but not the 
  sergeants or visa versa) 
   
  The Prisoner 
   
  Page 23 
  
  Appendix 1: NPCs 
  APL 2 
  Act One, Pack Attack 
  Fiendish dogs, small (6):  CR 1/3; Small magical beast 
  [extraplanar]; HD 1d8+2; hp 6 each; Init +3; Spd 40 ft.; 
  AC 15, flat-footed 11, touch 14; Base Atk +0; Grp -3; Atk 
  +2 melee (1d4+1, bite); Full Atk +2 melee (1d4+1, bite); 
  SA Smite good 1/day (+1 damage); SQ Scent, 
  darkvision 60 ft., low-light vision, cold/fire resistance 5, 
  SR 6; AL NE; SV Fort +4, Ref +5, Will +1; Str 13, Dex 17, 
  Con 15, Int 3, Wis 12, Cha 6. 
   
  Skills: Jump +7, Listen +5, Spot +5, Survival +1
  *; 
  Alertness, Track.  
   
  * +4 racial bonus on survival checks when tracking 
  by scent. 
   
  Act One, the Prisoner 
  Robern, male human Rgr1/Exp1: CR 2; Medium-size 
  humanoid (human); HD 1d8-1+1d6-1; hp 10; Init +0; 
  Spd 30 ft.; AC 10, flat-footed 10, touch 10; Base Atk +1; 
  Grp +3; Atk +3 melee (1d3+2 nonlethal, fist); Full Atk 
  +3 melee (1d3+2 nonlethal, fist); SA Favoured enemy 
  (humanoid - orc) +2; AL CN; SV Fort +1, Ref +2, Will 
  +0; Str 14, Dex 10, Con 8 (mainly due to maltreatment), 
  Int 12, Wis 6 (mainly due to maltreatment), Cha 10. 
   
  Skills and Feats: Hide +6, Knowledge [nature] +5, 
  Listen +5, Move Silently +6, Profession [miner] +2, Spot 
  +5, Survival +4, Use Rope +2; Alertness, Point Blank 
  Shot, Rapid Shot, Track 
   
  Possessions: - 
   
  Act One, Hunters 
  Tolquann, male human Clr1 - Hextor:  CR 1; 
  Medium-size humanoid (human); HD 1d8+2; hp 10; 
  Init +4; Spd 30 ft.; AC 18, flat-footed 18, touch 10; Base 
  Atk +0; Grp +1; Atk +2 melee (1d8+1, flail) or +0 missile 
  (1d8/19-20/x2, light crossbow); Full Atk +2 melee 
  (1d8+1, flail) or +0 missile (1d8/19-20/x2, light 
  crossbow); SA Rebuke undead 3/day; SQ Spontaneous 
  casting (inflict); AL LE; SV Fort +4, Ref +0, Will +7; Str 
  13, Dex 10, Con 14, Int 10, Wis 16, Cha 10. 
   
  Skills and Feats: Concentration +4, Heal +5, 
  Knowledge 
  [religion] 
  +2, 
  Profession 
  [military 
  commander] +6, Spellcraft +3; Martial Weapon 
  Proficiency [flail], Weapon Focus [flail], Iron Will, 
  Improved Initiative. 
   
  Spells Prepared (3/3; save DC = 13 + spell level): 0 - 
  cure minor wounds x2, detect magic; 1
  st - cause fear, 
  inflict light wounds
  *, shield of faith. 
   
  * 
  Domain 
  spell. 
  Deity: 
  Hextor. 
  Domains: 
  Destruction (smite 1/d, +4 to-hit, +1 damage); War 
  (Weapon focus and proficiency flail). 
   
  Possessions: Flail, light crossbow, quiver, 20 bolts, 
  dagger, banded mail, heavy wooden shield, scroll of 
  cure light wounds and cause fear, silver holy symbol of 
  Hextor, 30 gp. 
   
  Montak, male half-orc Rgr1: CR 1; Medium-size 
  humanoid (human); HD 1d8+2; hp 10; Init +2; Spd 30 
  ft.; AC 18, touch 12, flat-footed 16; Base Atk +1; Grp +4; 
  Atk +4 melee (1d8+3/19-20/x2, long sword) or +3 
  missile (1d8/x3, longbow); Full Atk +4 melee 
  (1d8+3/19-20/x2, long sword) or +3 missile (1d8/x3, 
  longbow); SA Favoured enemy (humanoid - human) +2; 
  SQ Wild empathy, darkvision 60 ft.; AL NE; SV Fort +4, 
  Ref +4, Will +1; Str 16, Dex 15, Con 14, Int 10, Wis 13, 
  Cha 6. 
   
  Skills and Feats: Handle Animal +2, Hide +5, 
  Knowledge [nature] +4, Listen +5, Move Silently +5, 
  Spot +5, Survival +5; Point Blank Shot, Track 
   
  Possessions: Long sword, longbow, quiver, 20 
  arrows, dagger, masterwork chain shirt, heavy wooden 
  shield, tanglefoot bag, potion of cure light wounds, 30 
  gp. 
   
  Act Two, The Prisoner Transport 
  Captain Remeth, male human Ftr3: CR 3; Medium-
  size humanoid (human); HD 3d10+6; hp 27; Init +0; 
  Spd 20 ft.; AC 16, touch 10, flat-footed 16; Base Atk +3; 
  Grp +5; Atk +7 melee (1d10+3/19-20/x2, heavy flail) or 
  +3 missile (1d8/19-20/x2, light crossbow); Full Atk +7 
  melee (1d10+3/19-20/x2, heavy flail) or +3 missile 
  (1d8/ 19-20/x2, light crossbow); AL LE; SV Fort +5, Ref 
  +1, Will +3; Str 15, Dex 10, Con 14, Wis 10, Int 14, Cha 
  12. 
   
  Skills and Feats: Intimidate +7, Jump -1, 
  Knowledge 
  [religion] 
  +5, 
  Profession 
  [military 
  commander] +3, Ride +4, Spot +3; Cleave, Combat 
  Expertise, Iron Will, Power Attack, Weapon Focus 
  [heavy flail].  
   
  Possessions: 
  Masterwork 
  heavy 
  flail, 
  light 
  crossbow, quiver, 20 bolts, dagger, masterwork banded 
  mail, 2x potion of cure light wounds, potion of bull’s 
  strength, 60 gp. 
   
  Lieutenant Carwend, male human Rog1/Ftr1: CR 2; 
  Medium-size humanoid (human); HD 1d6+1d10+4; hp 
  15; Init +3; Spd 30 ft.; AC 19, touch 13, flat-footed 16; 
  Base Atk +1; Grp +2; Atk +3 melee (1d8+1/19-20/x2, 
  longsword) or +4 missile (1d8/x3, longbow); Full Atk 
  +3 melee (1d8+1/19-20/x2, longsword) or +4 missile 
  (1d8/x3, longbow); SA Sneak attack +1d6; AL NE; SV 
  Fort +4, Ref +5, Will +0; Str 12, Dex 16, Con 14, Int 12, 
  Wis 10, Cha 10. 
   
  Skills and Feats: Bluff +4, Climb +3, Disable Device 
  +3, Disguise +4, Listen +4, Hide +6, Move Silently +6, 
  The Prisoner 
   
  Page 24 
  
  Open Lock +5, Search +5, Sense Motive +4, Spot +4, 
  Tumble 
  +6; 
  Dodge, 
  Mobility, 
  Weapon 
  Focus 
  [longsword]. 
   
  Possessions: Masterwork chain shirt, heavy 
  wooden shield, long sword, dagger, longbow, quiver, 20 
  arrows, masterwork thieves’ tools, disguise kit, 2x 
  tanglefoot bag, potion of cure light wounds. 
   
  Alaern, male human Ftr2: CR 2; Medium-size 
  humanoid (human); HD 2d10+4; hp 19; Init +5; Spd 20 
  ft.; AC 19, touch 11, flat-footed 18; Base Atk +2; Grp +5; 
  Atk +7 melee (1d8+3/19-20/x2, masterwork longsword) 
  or +3 missile (1d8/x3, longbow); Full Atk +7 melee 
  (1d8+3/19-20/x2, masterwork longsword) or +3 missile 
  (1d8/x3, longbow); AL LE; SV Fort +5, Ref +1, Will +0; 
  Str 16, Dex 12, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +1, Ride +5, Swim -5; Blind-
  Fight, Improved Initiative, Power Attack, Weapon 
  Focus [longsword]. 
   
  Possessions: Masterwork long sword, dagger, 
  longbow, quiver, 20 arrows, banded mail, heavy 
  wooden shield, 30 gp, potion of cure moderate wounds, 
  potion of endurance.  
   
  Shaldren, male human Wiz2: CR 2; Medium-size 
  humanoid (human); HD 2d4+2; hp 8; Init +2; Spd 30 ft; 
  AC 12, touch 12, flat-footed 10; Base Atk +1; Grp +1; Atk 
  +1 melee (1d4/19-20/x2, dagger) or +3 missile (1d8/19-
  20/x2, light crossbow) or +3 missile (1d2 nonlethal, 
  whip); Full Atk +1 melee (1d4/19-20/x2, dagger) or +3 
  missile (1d8/19-20/x2, light crossbow) or +3 missile 
  (1d2 nonlethal, whip); AL LE; SV Fort +1, Ref +2, Will 
  +2; Str 10, Dex 14, Con 13, Int 16, Wis 10, Cha 12. 
   
  Skills and Feats: Bluff +3, Concentration +6, 
  Diplomacy +5, Knowledge [Arcana] +7, Knowledge 
  [Nobility and Royalty] +7, Profession [quartermaster] 
  +4, Spellcraft +10; Exotic Weapon Proficiency [whip], 
  Point Blank Shot, Scribe Scroll.  
   
  Spells Prepared (4/3; save DC = 13 + spell level): 0 - 
  daze, detect magic, detect poison x2; 1
  st - color spray, 
  mage armor, sleep. 
   
  Possessions: Whip, dagger, light crossbow, quiver, 
  20 bolts, spell component pouch, scroll of dispel magic, 
  web and fly, potion of cure light wounds, wand of 
  magic missile [1
  st level, 25 charges]. 
   
  Man at Arms, male human War1 (30): CR ½; 
  Medium-size humanoid (human); HD 1d8+4; hp 9; Init 
  +0; Spd 20 ft.; AC 16, touch 10, flat-footed 16; Base Atk 
  +1; Grp +2; Atk +3 melee (1d6+1/x3, shortspear) or +1 
  missile (1d6, javelin); Full Atk +3 melee (1d6+1/x3, 
  shortspear) or +1 missile (1d6, javelin); AL LN/LE; SV 
  Fort +3, Ref +0, Will +0; Str 13, Dex 10, Con 12, Int 10, 
  Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +2, Listen +2, Ride +2, 
  Spot +2; Toughness, Weapon Focus [shortspear].  
   
  Possessions: Scale mail, heavy wooden shield, 
  shortspear, dagger, quiver, 5 javelins, 6 gp, signal 
  whistle. 
   
  Sergeant, male human Ftr1 (3): CR 1; Medium-size 
  humanoid (human); HD 1d10+2; hp 12; Init +1; Spd 30 
  ft.; AC 15, touch 11, flat-footed 14; Base Atk +1; Grp +3; 
  Atk +4 melee (2d6+3 [19-20/x2], greatsword) or +2 
  missile (1d8 [19-20/x2], light crossbow); Full Atk +4 
  melee (2d6+3 [19-20/x2], great sword) or +2 missile 
  (1d8 [19-20/x2], light crossbow); AL LE; SV Fort +4, Ref 
  +1, Will +2; Str 15, Dex 12, Con 14, Int 10, Wis 10, Cha 
  10. 
   
  Skills and Feats: Climb +4, Jump +4, Profession 
  [military commander] +2, Ride +5; Iron Will, Power 
  Attack, Weapon Focus [greatsword]. 
   
  Possessions: Greatsword, dagger, light crossbow, 
  quiver, 20 arrows, chain shirt 24 gp, signal whistle. 
   
  The Prisoner 
   
  Page 25 
  
  APL 4 
  Act One, Pack Attack 
  Fiendish wolves (6): CR 1; Medium-size magical beast 
  [extraplanar]; HD 2d8+4; hp 13 each; Init +2; Spd 50 ft.; 
  AC 14, touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk 
  +3 melee (1d6+1, bite); Full Atk +3 melee (1d6+1, bite); 
  SA Trip, smite good 1/day (+2 damage); SQ Scent, 
  darkvision 60 ft., low-light vision, fire/cold resistance 5, 
  SR 7; AL NE; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, 
  Con 15, Int 3, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +2, Listen +3, Move Silently 
  +3, Spot +3, Survival +1
  *; Track, Weapon Focus [bite].  
   
  * +4 racial bonus on survival checks when tracking 
  by scent. 
   
  Trip (Ex): A fiendish wolf that hits with a bite 
  attack can attempt to trip the opponent (+1 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 
  fiendish wolf. 
   
  Act One, the Prisoner 
  Robern, male human Rgr1/Exp1: CR 2; Medium-size 
  humanoid (human); HD 1d8+1d6-2; hp 10; Init +0; Spd 
  30 ft.; AC 10, touch 10, flat-footed 10; Base Atk +1; Grp 
  +3; Atk +3 melee (1d3+2 nonlethal, fist); Full Atk +3 
  melee (1d3+2 nonlethal, fist); SA Favoured enemy 
  (humanoid - orc) +2; AL CN; SV Fort +1, Ref +2, Will 
  +0; Str 14, Dex 10, Con 8 (mainly due to maltreatment), 
  Int 12, Wis 6 (mainly due to maltreatment), Cha 10. 
   
  Skills and Feats: Hide +6, Knowledge [nature] +5, 
  Listen +5, Move Silently +6, Profession [miner] +2, Spot 
  +5, Survival +4, Use Rope +2; Alertness, Point Blank 
  Shot, Rapid Shot, Track. 
   
  Possessions: - 
   
  Act One, Hunters 
  Tolquann, male human Clr2 - Hextor: CR 2; 
  Medium-size humanoid (human); HD 2d8+4; hp 17; 
  Init +4; Spd 20 ft.; AC 19, touch 10, flat-footed 19; Base 
  Atk +1; Grp +2; Atk +3 melee (1d8+1, flail) or +1 missile 
  (1d8/19-20/x2, light crossbow); Full Atk +3 melee 
  (1d8+1, flail) or +1 missile (1d8/19-20/x2, light 
  crossbow); SA Rebuke undead 3/day; SQ Spontaneous 
  casting (inflict); AL LE; SV Fort +5, Ref +0, Will +8; Str 
  13, Dex 10, Con 14, Int 10, Wis 16, Cha 10. 
   
  Skills and Feats: Concentration +6, Heal +5, 
  Knowledge 
  [religion] 
  +2, 
  Profession 
  [military 
  commander] +6, Spellcraft +4; Improved Initiative. 
  Iron Will, Martial Weapon Proficiency [flail], Weapon 
  Focus [flail]. 
   
  Spells Prepared (4/4; save DC = 13 + spell level): 0- 
  cure minor wounds x2, detect magic, detect poison; 1
  st- 
  cause fear, cure light wounds, inflict light wounds
  *, 
  shield of faith. 
   
  * 
  Domain 
  spell. 
  Deity: 
  Hextor. 
  Domains: 
  Destruction (smite 1/d, +4 to-hit, +2 damage); War 
  (Weapon focus and proficiency flail). 
   
  Possessions: Flail, light crossbow, quiver, 20 bolts, 
  dagger, half-plate, heavy wooden shield, silver holy 
  symbol of Hextor, 2x scrolls of cure light wounds, 
  scroll of silence, scroll of invisibility purge, 30 gp. 
   
  Montak, male half-orc Rgr2: CR 2; Medium-size 
  humanoid (human); HD 2d8+4; hp 17; Init +2; Spd 30 
  ft.; AC 18, touch 12, flat-footed 16; Base Atk +2; Grp +5; 
  Atk +5 melee (1d8+3/19-20/x2, longsword) or +4 
  missile (1d8+2/x3, mighty composite longbow {+3}); 
  Full Atk +5 melee (1d8+3/19-20/x2, longsword) or +4 
  missile (1d8+2/x3, mighty composite longbow {+3}); SA 
  Favoured enemy (humanoid - human) +2; SQ Wild 
  empathy, darkvision 60 ft.; AL NE; SV Fort +5, Ref +5, 
  Will +1; Str 16, Dex 15, Con 14, Int 10, Wis 13, Cha 6. 
   
  Skills and Feats: Handle Animal +2, Hide +6, 
  Knowledge [nature] +5, Listen +6, Move Silently +6, 
  Spot +6, Survival +6; Point Blank Shot, Rapid Shot, 
  Track. 
   
  Possessions: 
  Longsword, 
  mighty 
  composite 
  longbow {+3}, quiver, 20 arrows, dagger, masterwork 
  chain shirt, heavy wooden shield, 2x tanglefoot bag, 
  potion of cure light wounds, 2x potion of invisibility, 
  30 gp. 
   
  Act Two, The Prisoners Transport 
  Captain Remeth, male human Ftr5: CR 5; Medium-
  size humanoid (human); HD 5d10+10; hp 42; Init +0; 
  Spd 20 ft.; AC 18, touch 10, flat-footed 18; Base Atk +5; 
  Grp +8; Atk +10 melee (1d10+6/19-20/x2, masterwork 
  heavy flail) or +5 missile (1d8/19-20/x2, light 
  crossbow); Full Atk +10 melee (1d10+6/19-20/x2, 
  masterwork heavy flail) or +5 missile (1d8/19-20/x2, 
  light crossbow); AL LE; SV Fort +7, Ref +3, Will +5; Str 
  16, Dex 10, Con 14, Wis 10, Int 14, Cha 12. 
   
  Skills and Feats: Intimidate +9, Jump -1, 
  Knowledge [religion] +6, Listen +1, Profession [military 
  commander] +4, Spot +4, Ride +4; Cleave, Combat 
  Expertise, Iron Will, Power Attack, Weapon Focus 
  [heavy flail], Weapon Specialization [heavy flail]. 
   
  Possessions: 
  Masterwork 
  heavy 
  flail, 
  light 
  crossbow, quiver, 20 bolts, dagger, masterwork full 
  plate, cloak of resistance +1, 2x potion of cure light 
  wounds, potion of bull’s strength, potion of cure 
  moderate wounds, 120 gp. 
   
  Lieutenant Carwend, male human Rog3/Ftr1: CR 4; 
  Medium-size humanoid (human); HD 3d6+1d10+8; hp 
  26; Init +3; Spd 30 ft.; AC 19, touch 13, flat-footed 16; 
  The Prisoner 
   
  Page 26 
  
  Base Atk +3; Grp +4; Atk +5 melee (1d8+1/19-20/x2, 
  longsword) or +6 missile (1d8+1/x3, mighty composite 
  longbow {+1}); Full Atk +5 melee (1d8+1/19-20/x2, 
  longsword) or +6 missile (1d8+1/x3, mighty composite 
  longbow {+1}); SA Sneak attack +2d6; SQ Evasion, trap 
  sense +1; AL NE; SV Fort +6, Ref +7, Will +4; Str 12, 
  Dex 17, Con 14, Int 12, Wis 10, Cha 10. 
   
  Skills and Feats: Balance +4, Bluff +6, Climb +3, 
  Disable Device +3, Disguise +7, Hide +9, Intimidate +2, 
  Listen +7, Move Silently +9, Open Lock +3, Search +5, 
  Sense Motive +4, Spot +7, Tumble +9; Dodge, Iron Will, 
  Mobility, Weapon Focus [longsword]. 
   
  Possessions: Masterwork chain shirt, heavy 
  wooden shield, longsword, dagger, mighty composite 
  longbow {+1}, quiver +20 arrows, masterwork thieves’ 
  tools, disguise kit, 2x tanglefoot bag, cloak of resistance 
  +1, potion of cure light wounds, potion of cat’s grace, 2x 
  elixir of hiding. 
   
  Alaern, male human Ftr4; CR 4; Medium-size 
  humanoid (human); HD 4d10+8; hp 34; Init +5; Spd 20 
  ft.; AC 21, touch 11, flat-footed 20; Base Atk +4; Grp +7; 
  Atk +9 melee (1d8+5/19-20/x2, masterwork longsword) 
  or +5 missile (1d8/x3, longbow); Full Atk +9 melee 
  (1d8+5/19-20/x2, masterwork longsword) or +5 missile 
  (1d8/x3, longbow); AL LE; SV Fort +6, Ref +2, Will +1; 
  Str 16, Dex 13, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +2, Jump +1, Handle 
  Animal +3, Ride +5, Swim -5; Blind-Fight, Dodge, 
  Improved Initiative, Power Attack, Weapon Focus 
  [longsword], Weapon Specialization [longsword]. 
   
  Possessions: 
  Masterwork 
  longsword, 
  dagger, 
  longbow, quiver, 20 arrows, masterwork full plate, 
  heavy wooden shield, 60 gp, potion of cure moderate 
  wounds, potion of endurance, potion of bull’s strength.  
   
  Shaldren, male human Wiz4: CR 4; Medium-size 
  humanoid (human); HD 4d4+8; hp 21; Init +6; Spd 30 
  ft; AC 12, touch 12, flat-footed 10; Base Atk +2; Grp +2; 
  Atk +2 melee (1d4/19-20/x2, dagger) or +5 missile 
  (1d8/19-20/x2, masterwork light crossbow) or +4 
  missile (1d2 nonlethal, whip); Full Atk +2 melee 
  (1d4/19-20/x2, dagger) or +5 missile (1d8/19-20/x2, 
  masterwork light crossbow) or +4 missile (1d2 
  nonlethal, whip); AL LE; SV Fort +3, Ref +4, Will +5; Str 
  10, Dex 14, Con 14, Int 16, Wis 10, Cha 12. 
   
  Skills and Feats: Bluff +4, Concentration +9, 
  Diplomacy +6, Knowledge [Arcana] +9, Knowledge 
  [Nobility and Royalty] +7, Profession [quartermaster] 
  +6, Spellcraft +12; Exotic Weapon Proficiency [whip], 
  Improved Initiative, Point Blank Shot, Scribe Scroll. 
   
  Spells Prepared (4/4/3; save DC = 13 + spell level): 
  0- daze, detect magic, detect poison x2; 1
  st- color spray 
  x2, mage armor, sleep; 2
  nd - blindness/deafness, 
  glitterdust, web. 
   
  Possessions: Whip, dagger, masterwork light 
  crossbow, quiver, 20 bolts, spell component pouch, 
  scroll of see invisibility, dispel magic, web and fly, 
  potion of cure light wounds, cure moderate wounds 
  and invisibility, wand of magic missile [1
  st level, 25 
  charges], cloak of resistance +1. 
   
  Man at Arms, male human War2 (30): CR 1; 
  Medium-size humanoid (human); HD 2d8+5; hp 11; 
  Init +0; Spd 20 ft.; AC 17, touch 10, flat-footed 17; Base 
  Atk +2; Grp +3; Atk +4 melee (1d8+1/19-20/x2, 
  longsword) or +2 missile (1d8/9-20/x2, light crossbow); 
  Full Atk +4 melee (1d8+1/19-20/x2, longsword) or +2 
  missile (1d8/19-20/x2, light crossbow); AL LN/LE; SV 
  Fort +4 Ref +0, Will +0; Str 13, Dex 10, Con 12, Int 10, 
  Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +3, Listen +2, Ride +4, 
  Spot +2; Toughness, Weapon Focus [longsword].  
   
  Possessions: Chainmail, heavy wooden shield, long 
  sword, dagger, light crossbow, quiver +20 bolts, 12 gp, 
  signal whistle. 
   
  Sergeant, male human Ftr2 (3): CR 2; Medium-size 
  humanoid (human); HD 2d10+4; hp 20; Init +1; Spd 20 
  ft.; AC 17, touch 11, flat-footed 16; Base Atk +2; Grp +4; 
  Atk +5 melee (2d6+3/19-20/x2, greatsword) or +3 
  missile (1d8/19-20/x2, light crossbow); Full +5 melee 
  (2d6+3/19-20/x2, greatsword) or +3 missile (1d8/19-
  20/x2, light crossbow); AL LE; SV Fort +5, Ref +1, Will 
  +2; Str 15, Dex 12, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Climb -2, Handle Animal +3, 
  Jump -2, Profession [military commander] +2, Ride +5; 
  Cleave, Iron Will, Power Attack, Weapon Focus 
  [greatsword].  
   
  Possessions: Greatsword, dagger, light crossbow, 
  quiver, 20 arrows, banded mail, signal whistle, 60 gp. 
   
   
   
   
  The Prisoner 
   
  Page 27 
  
  APL 6 
  Act One, the Prisoner 
  Robern, male human Rgr1/Exp1: CR 2; Medium-size 
  humanoid (human); HD 1d8+1d6-2; hp 10; Init +0; Spd 
  30 ft.; AC 10, touch 10, flat-footed 10; Base Atk +1; Grp 
  +3; Atk +3 melee (1d3+2 nonlethal, fist); Full Atk +3 
  melee (1d3+2 nonlethal, fist); SA Favoured enemy 
  (humanoid - orc) +2; AL CN; SV Fort +1, Ref +2, Will 
  +0; Str 14, Dex 10, Con 8 (mainly due to maltreatment), 
  Int 12, Wis 6 (mainly due to maltreatment), Cha 10. 
   
  Skills and Feats: Hide +6, Knowledge [nature] +5, 
  Listen +5, Move Silently +6, Profession [miner] +2, Spot 
  +5, Survival +4, Use Rope +2; Alertness, Point Blank 
  Shot, Rapid Shot, Track. 
   
  Possessions: - 
   
  Act One, Hunters 
  Tolquann, human male Clr4 - Hextor: CR 4; 
  Medium-size humanoid (human); HD 4d8+8; hp 31; 
  Init +4; Spd 20 ft.; AC 20, touch 10, flat-footed 20; Base 
  Atk +3; Grp +5; Atk +7 melee (1d8+2, masterwork flail) 
  or +3 missile (1d8/19-20/x2, light crossbow); Full Atk 
  +7 melee (1d8+2, masterwork flail) or +3 missile 
  (1d8/19-20/x2, light crossbow); SA Rebuke undead 
  3/day; SQ Spontaneous casting (inflict); AL LE; SV Fort 
  +6, Ref +1, Will +9; Str 14, Dex 10, Con 14, Int 10, Wis 
  16, Cha 10. 
   
  Skills and Feats: Concentration +8, Heal +5, 
  Knowledge 
  [religion] 
  +2, 
  Profession 
  [military 
  commander] +8, Spellcraft +6; Improved Initiative, 
  Iron Will, Power Attack, Martial Weapon Proficiency 
  [flail], Weapon Focus [flail]. 
   
  Spells Prepared (5/5/4; save DC = 13 + spell level): 
  0- cure minor wounds x2, detect magic, detect poison, 
  guidance; 1
  st- cause fear, cure light wounds x2, inflict 
  light wounds
  *, shield of faith; 2
  nd- cure moderate 
  wounds, hold person, silence, shatter
  *. 
   
  * 
  Domain 
  spell. 
  Deity: 
  Hextor. 
  Domains: 
  Destruction (smite 1/d, +4 to-hit, +4 damage); War 
  (Weapon focus and proficiency flail). 
   
  Possessions: Masterwork flail, light crossbow, 
  quiver, 20 bolts, dagger, full plate, heavy wooden shield, 
  silver holy symbol of Hextor, 2x scrolls of cure light 
  wounds, scroll of silence, 30 gp. 
   
  Montak, male half-orc Rgr4: CR 4; Medium-size 
  humanoid (human); HD 4d8+8; hp 31; Init +3; Spd 30 
  ft.; AC 19, touch 13, flat-footed 16; Base Atk +4; Grp +7; 
  Atk +7 melee (1d8+3/19-20/x2, longsword) or +8 
  missile (1d8+3/x3, mighty composite longbow {+2}); 
  Full Atk +7 melee (1d8+3/19-20/x2, longsword) or +8 
  missile (1d8+3/x3, mighty composite longbow {+2}); SA 
  Favoured enemy (humanoid - human) +2; SQ Wild 
  Empathy, darkvision 60 ft.; AL NE; SV Fort +6, Ref +7, 
  Will +2; Str 16, Dex 16, Con 14, Int 10, Wis 13, Cha 6. 
   
  Skills and Feats: Handle Animal +4, Hide +13, 
  Knowledge [nature] +5, Listen +8, Move Silently +8, 
  Spot +8, Survival +8; Endurance, Point Blank Shot, 
  Precise Shot, Rapid Shot, Track. 
   
  Spells Prepared (1; save DC = 11 + spell level): 1
  st- 
  entangle. 
   
  Possessions: 
  Longsword, 
  mighty 
  composite 
  longbow {+3}, quiver, 20 masterwork arrows, dagger, 
  masterwork chain shirt, heavy wooden shield, 2x 
  tanglefoot bag, potion of cure light wounds, 2x potion 
  of invisibility, cloak of elvenkind, 30 gp. 
   
  Act Two, The Prisoner Transport 
  Captain Remeth, male human Ftr5/Foh 2: CR 7; 
  Medium-size humanoid (human); HD 7d10+14; hp 57; 
  Init +0; Spd 20 ft.; AC 19, touch 10, flat-footed 19; Base 
  Atk +7; Grp +10; Atk +12 melee (1d10+6/19-20/x2, 
  masterwork heavy flail) or +7 missile (1d8/19-20/x2, 
  light crossbow); Full Atk +12/+7 melee (1d10+6/19-
  20/x2, masterwork heavy flail) or +7 missile (1d8/19-
  20/x2, light crossbow); SA Brutal strike +1; SQ Strength 
  boost 1/day; AL LE; SV Fort +10, Ref +3, Will +5; Str 16, 
  Dex 10, Con 14, Wis 10, Int 14, Cha 12. 
   
  Skills and Feats: Intimidate +11, Jump -2, 
  Knowledge [religion] +6, Listen +1, Profession [military 
  commander] +10, Sense Motive +2, Spot +4, Ride +4; 
  Combat Expertise, Cleave, Improved Trip, Iron Will, 
  Power Attack, Weapon Focus [heavy flail], Weapon 
  Specialization [heavy flail].  
   
  Brutal Strike (Ex): Every action, Captain Remeth 
  may add this bonus either to one attack roll or one 
  damage roll, but not both. You must declare where the 
  bonus applies at the start of your action. 
   
  Strength Boost (Su): By calling upon Hextor, 
  Remeth can increase his strength by 4. The bonus lasts 
  for 6 rounds. 
   
  Possessions: 
  Masterwork 
  heavy 
  flail, 
  light 
  crossbow, quiver, 20 bolts, dagger, masterwork full 
  plate +1, cloak of resistance +1, stone of alarm, 2x 
  potion of cure light wounds, potion of bull’s strength, 
  potion of cure moderate wounds, 180 gp. 
   
  Lieutenant Carwend, male human Rog4/Ftr2: CR 6; 
  Medium-size humanoid (human); HD 4d6+2d10+12; 
  hp 39; Init +7; Spd 30 ft.; AC 19, touch 13, flat-footed 16; 
  Base Atk +5; Grp +6; Atk +8 melee (1d8+1/19-20/x2, 
  longsword) or +9 missile (1d8+1/x3, masterwork 
  mighty composite longbow {+1}); Full Atk +8 melee 
  (1d8+1/19-20/x2, longsword) or +9 missile (1d8+1/x3, 
  masterwork mighty composite longbow {+1}); SA Sneak 
  attack +2d6; SQ Evasion, uncanny dodge, trap sense +1; 
  The Prisoner 
   
  Page 28 
  
  AL NE; SV Fort +7, Ref +8, Will +4; Str 12, Dex 17, Con 
  14, Int 12, Wis 10, Cha 10. 
   
  Skills and Feats: Balance +4, Bluff +8, Climb +3, 
  Disable Device +3, Disguise +7, Forgery +6, Hide +9, 
  Intimidate +2, Listen +7, Move Silently +9, Open Lock 
  +3, Ride +6, Search +6, Sense Motive +5, Spot +7, 
  Tumble +10; Dodge, Improved Initiative, Iron Will, 
  Mobility, Spring Attack, Weapon Focus [longsword].  
   
  Possessions: Masterwork chain shirt, heavy 
  wooden 
  shield, 
  masterwork 
  longsword, 
  dagger, 
  masterwork mighty composite longbow {+1}, quiver, 20 
  arrows, masterwork thieves’ tools, disguise kit, 2x 
  tanglefoot bag, cloak of resistance +1, hat of disguise, 
  potion of cure light wounds, potion of cat’s grace, 2x 
  elixir of hiding. 
   
  Alaern, male human Ftr6: CR 6; Medium-size 
  humanoid (human); HD 6d10+12; hp 49; Init +5; Spd 
  20 ft.; AC 22, touch 11, flat-footed 21; Base Atk +6/+1; 
  Grp +9; Atk +11 melee (1d8+5/19-20/x2, masterwork 
  longsword) or +7 missile (1d8/x3, longbow); Full Atk 
  +11/+6 
  melee 
  (1d8+5/19-20/x2, 
  masterwork 
  longsword) or +7/+2 missile (1d8/x3, longbow); AL LE; 
  SV Fort +8, Ref +4, Will +5; Str 16, Dex 13, Con 14, Int 
  10, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +2, Jump +1, Handle 
  Animal +3, Ride +7, Swim -5; Blind-Fight, Dodge, 
  Improved Initiative, Iron Will, Mobility, Power Attack, 
  Weapon Focus [longsword], Weapon Specialization 
  [longsword]. 
   
  Possessions: 
  Masterwork 
  longsword, 
  dagger, 
  longbow, quiver, 20 arrows, +1 full plate, heavy wooden 
  shield, 90 gp, cloak of resistance +1, potion of cure 
  moderate wounds, potion of endurance, potion of bull’s 
  strength. 
   
  Shaldren, male human Wiz6: CR 6; Medium-size 
  humanoid (human); HD 6d4+12; hp 32; Init +6; Spd 30 
  ft; AC 12, touch 12, flat-footed 10; Base Atk +3; Grp +3; 
  Atk +3 melee (1d4/19-20/x2, dagger) or +6 missile 
  (1d8/19-20/x2, masterwork light crossbow) or +5 
  missile (1d2 nonlethal, whip); Full Atk +3 melee 
  (1d4/19-20/x2, dagger) or +6 missile (1d8/19-20/x2, 
  masterwork light crossbow) or +5 missile (1d2 
  nonlethal, whip); AL LE; SV Fort +6, Ref +5, Will +6; Str 
  10, Dex 14, Con 14, Int 16, Wis 10, Cha 12. 
   
  Skills and Feats: Bluff +4, Concentration +11, 
  Diplomacy +6, Intimidate +3, Knowledge [Arcana] +9, 
  Knowledge [Nobility and Royalty] +9, Profession 
  [quartermaster] +8, Spellcraft +14; Empower Spell, 
  Exotic 
  Weapon 
  Proficiency 
  [whip], 
  Improved 
  Initiative, Great Fortitude, Point Blank Shot, Scribe 
  Scroll. 
   
  Spells Prepared (4/4/4/3; save DC = 13 + spell 
  level): 0- daze, detect magic, detect poison x2; 1
  st- alarm, 
  color 
  spray, 
  mage 
  armor, 
  magic 
  missile; 
  2
  nd- 
  blindness/deafness, glitterdust x2, web; 3
  rd- dispel 
  magic, empowered magic missile, hold person. 
   
  Possessions: Whip, dagger, masterwork light 
  crossbow, quiver, 20 bolts, spell component pouch, 
  scroll of fireball, protection from elements, see 
  invisibility, dispel magic, 2x web and fly, potion of cure 
  light wounds, cure moderate wounds and invisibility, 
  wand of magic missile [3
  rd level, 25 charges], cloak of 
  resistance +1. 
   
  Man at Arms, male human War3 (30): CR 2; 
  Medium-size humanoid (human); HD 3d8+6; hp 17; 
  Init +0; Spd 30 ft.; AC 18, touch 10, flat-footed 18; Base 
  Atk +3; Grp +4; Atk +5 melee (1d8+1/19-20/x2, 
  longsword) 
  or 
  +3 
  missile 
  (1d8/19-20/x2, 
  light 
  crossbow); Full Atk +5 melee (1d8+1/19-20/x2, 
  longsword) 
  or 
  +3 
  missile 
  (1d8/19-20/x2, 
  light 
  crossbow); AL LN/LE; SV Fort +4, Ref +1, Will +1; Str 
  13, Dex 10, Con 12, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +3, Intimidate +4, Listen 
  +4, Ride +4, Spot +4; Alertness, Toughness, Weapon 
  Focus [long sword].  
   
  Possessions: Banded mail, heavy wooden shield, 
  long sword, dagger, light crossbow, quiver, 20 bolts, 24 
  gp, signal whistle. 
   
  Sergeant, male human Ftr3 (3): CR 3; Medium-size 
  humanoid (human); HD 3d10+6; hp 28; Init +1; Spd 20 
  ft.; AC 17, touch 11, flat-footed 16; Base Atk +3; Grp +5; 
  Atk +7 melee (2d6+3 [19-20/x2], greatsword) or +4 
  missile (1d8 [x3], longbow); Full Atk +7 melee (2d6+3 
  [19-20/x2], greatsword) or +4 missile (1d8 [x3], 
  longbow); AL LE; SV Fort +5, Ref +2, Will +3; Str 15, 
  Dex 12, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Climb -2, Handle Animal +4, 
  Jump -2, Profession [military commander] +3, Ride +5; 
  Blind-Fight, Cleave, Iron Will, Power Attack, Weapon 
  Focus [great sword]. 
   
  Possessions: 
  Masterwork 
  greatsword, 
  dagger, 
  longbow, quiver +20 arrows, banded mail, signal 
  whistle, 12 pp, tanglefoot bag. 
   
  The Prisoner 
   
  Page 29 
  
  APL 8 
  Act One, Pack Attack 
  Fiendish Advanced Worgs (6): CR 3; Medium-size 
  magical beast [extraplanar]; HD 6d10+12; hp 55 each; 
  Init +2; Spd 50 ft.; AC 14, touch 12, flat-footed 12; Base 
  Atk +6; Grp +10; Atk +10 melee (1d8+6, bite); Full Atk 
  +10 melee (1d8+6, bite); SA Trip, smite good 1/day (+6 
  damage); SQ Scent, darkvision 60 ft., low-light vision, 
  cold/fire resistance 5, DR 5/magic, SR 11; AL NE; SV 
  Fort +7, Ref +7, Will +4; Str 18, Dex 15, Con 15, Int 6, 
  Wis 14, Cha 10. 
   
  Skills and Feats: Hide +4, Listen +6, Move Silently 
  +6, Spot +6, Survival +2
  *; Track, Alertness, Improved 
  Natural Attack (bite).  
   
  * +4 racial bonus on survival checks when tracking 
  by scent. 
   
  Trip (Ex): A fiendish worg that hits with a bite 
  attack can attempt to trip the opponent (+4 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 
  fiendish worg. 
   
  Act One, the Prisoner 
  Robern, male human Rgr1/Exp1: CR 2; Medium-size 
  humanoid (human); HD 1d8+1d6-2; hp 10; Init +0; Spd 
  30 ft.; AC 10, touch 10, flat-footed 10; Base Atk +1; Grp 
  +3; Atk +3 melee (1d3+2 nonlethal, fist); Full Atk +3 
  melee (1d3+2 nonlethal, fist); SA Favoured enemy 
  (humanoid -orc) +2; AL CN; SV Fort +1, Ref +2, Will +0; 
  Str 14, Dex 10, Con 8 (mainly due to maltreatment), Int 
  12, Wis 6 (mainly due to maltreatment), Cha 10. 
   
  Skills and Feats: Hide +6, Knowledge [nature] +5, 
  Listen +5, Move Silently +6, Profession [miner] +2, Spot 
  +5, Survival +4, Use Rope +2; Alertness, Track, Point 
  Blank Shot, Rapid Shot. 
   
  Possessions: - 
   
  Act One, Hunters 
  Tolquann, male human Clr6 - Hextor: CR 6; 
  Medium-size humanoid (human); HD 6d8+12; hp 45; 
  Init +4; Spd 20 ft.; AC 22, touch 10, flat-footed 22; Base 
  Atk +4; Grp +6; Atk +8 melee (1d8+2, flail) or +4 missile 
  (1d8/19-20/x2, light crossbow); Full Atk +8 melee 
  (1d8+2, flail) or +4 missile (1d8/19-20/x2, light 
  crossbow); SA Rebuke undead 3/day; SQ Spontaneous 
  casting (inflict); AL LE; SV Fort +7, Ref +1, Will +10; Str 
  14, Dex 10, Con 14, Int 10, Wis 16, Cha 10. 
   
  Skills and Feats: Concentration +10, Heal +5, 
  Knowledge 
  [religion] 
  +3, 
  Profession 
  [military 
  commander] +8, Spellcraft +6; Blind-Fight, Improved 
  Initiative, Iron Will, Martial Weapon Proficiency [flail], 
  Power Attack, Weapon Focus [flail].  
   
  Spells Prepared (5/5/5/4; save DC = 13 + spell 
  level): 0- cure minor wounds x2, detect magic, detect 
  poison, guidance; 1
  st- bane, cure light wounds x2, inflict 
  light wounds
  *, shield of faith; 2
  nd- bull’s strength, cure 
  moderate wounds, hold person, silence, shatter
  *; 3
  rd- 
  blindness/deafness, cure serious wounds, dispel magic, 
  magic vestment
  *. 
   
  * 
  Domain 
  spell. 
  Deity: 
  Hextor. 
  Domains: 
  Destruction (smite 1/d, +4 to-hit, +4 damage); War 
  (Weapon focus and proficiency flail). 
   
  Possessions: Masterwork flail, light crossbow, 
  quiver, 20 bolts, dagger, full plate +1, heavy wooden 
  shield, silver holy symbol of Hextor, 2x scrolls of cure 
  light wounds, scroll of silence, scroll of cure critical 
  wounds, scroll of invisibility purge, 30 gp. 
   
  Montak, male half-orc Rgr6: CR 6; Medium-size 
  humanoid (human); HD 6d8+12; hp 456; Init +3; Spd 
  30 ft.; AC 20, touch 13, flat-footed 18; Base Atk +6; Grp 
  +9; Atk +9 melee (1d8+3/19-20/x2, longsword) or +10 
  missile (1d8+3/x3, mighty composite longbow {+2}); 
  Full Atk +9/+4 melee (1d8+3/19-20/x2, longsword) or 
  +10/+6 missile (1d8+3/x3, mighty composite longbow 
  {+2}); SA Favoured enemy (humanoid - human) +4, 
  favoured enemy (humanoid - elf) +2; SQ Wild empathy, 
  darkvision 60ft.; AL NE; SV Fort +7, Ref +8, Will +5; Str 
  16, Dex 16, Con 14, Int 10, Wis 13, Cha 6. 
   
  Skills and Feats: Handle Animal +6, Hide +15, 
  Knowledge [nature] +7, Listen +10, Move Silently +10, 
  Spot +10, Survival +10; Endurance, Iron Will, 
  Manyshot Point Blank Shot, Precise Shot, Rapid Shot, 
  Track. 
   
  Spells Prepared (2; save DC = 11 + spell level): 1
  st- 
  entangle, resist energy. 
   
  Possessions: 
  Longsword, 
  mighty 
  composite 
  longbow {+3}, quiver, 20 masterwork arrows, dagger, 
  chain shirt +1, heavy wooden shield, 2x tanglefoot bag, 
  potion of cure light wounds, 2x potion of invisibility, 
  potion of cure serious wounds, cloak of elvenkind, 30 
  gp. 
   
  Act Two, The Prisoner Transport 
  Captain Remeth, male human Ftr5/Foh 4: CR 9; 
  Medium-size humanoid (human); HD 9d10+18; hp 72; 
  Init +0; Spd 20 ft.; AC 20, touch 11, flat-footed 20; Base 
  Atk +9; Grp +12; Atk +14 melee (1d10+7/17-20/x2, +1 
  heavy flail) or +9 missile (1d8/19-20/x2, light 
  crossbow); Full Atk +14/+9 melee (1d10+7 [17-20/x2], 
  +1 heavy flail) or +9 missile (1d8/19-20/x2, light 
  crossbow); SA Brutal strike +2; SQ Strength boost 
  1/day, frightful presence 1/day; AL LE; SV Fort +11, 
  Ref +4, Will +6; Str 16, Dex 10, Con 15, Wis 10, Int 14, 
  Cha 12. 
  The Prisoner 
   
  Page 30 
  
   
  Skills and Feats: Intimidate +13, Jump -1, 
  Knowledge [religion] +6, Listen +2, Profession [military 
  commander] +10, Ride +4, Sense Motive +6, Spot +6; 
  Combat Expertise, Cleave, Improved Critical [heavy 
  flail], Improved Trip, Iron Will, Power Attack, Weapon 
  Focus [heavy flail], Weapon Specialization [heavy flail]. 
   
  Brutal Strike (Ex): Every action, Captain Remeth 
  may add this bonus either to one attack roll or one 
  damage roll, but not both. You must declare where the 
  bonus applies at the start of your action. 
   
  Strength Boost (Su): By calling upon Hextor, 
  Remeth can increase his strength by 4. The bonus lasts 
  for 8 rounds. 
   
  Frightful Presence (Ex): Remeth can install fear 
  in others as a free action. Remeth must make some 
  dramatic action, and it only affects those who see or 
  hear it. It has a range of 20 ft. and all those within range 
  (except other Fists) are frightened for 5d6 rounds. 
  Those who succeed at a Will saving throw (DC 15) are 
  merely shaken. 
   
  Possessions: +1 heavy flail, light crossbow, quiver, 
  20 bolts, dagger, masterwork +1 full plate, cloak of 
  resistance +1, stone of alarm, ring of protection +1, 2x 
  potion of cure light wounds, 2x potion of bull’s 
  strength, 3x potion of cure moderate wounds, 240 gp. 
   
  Lieutenant Carwend, male human Rog6/Ftr2: CR 8; 
  Medium-size humanoid (human); HD 6d6+2d10+16; 
  hp 50; Init +8; Spd 30 ft.; AC 21, touch 14, flat-footed 17; 
  Base Atk +6; Grp +7; Atk +9 melee (1d8+1/19-20/x2, 
  masterwork longsword) or +11 missile (1d8+1/x3, 
  masterwork mighty composite longbow {+1}); Full Atk 
  +9/+4 melee (1d8+1/19-20/x2, masterwork longsword) 
  or +11/+6 missile (1d8+1/x3, masterwork mighty 
  composite longbow {+1}); SA Sneak attack +3d6; SQ 
  Evasion, uncanny dodge, trap sense +2; AL NE; SV Fort 
  +8, Ref +10, Will +5; Str 12, Dex 18, Con 14, Int 12, Wis 
  10, Cha 10. 
   
  Skills and Feats: Balance +5, Bluff +10, Climb +3, 
  Disable Device +8, Disguise +10, Forgery +6, Hide +10, 
  Intimidate +2, Listen +7, Move Silently +10, Open Lock 
  +9, Pick Pockets +12, Ride +7, Search +6, Sense Motive 
  +5, Spot +7, Tumble +11; Dodge, Improved Initiative, 
  Iron Will, Mobility, Spring Attack, Weapon Focus 
  [longsword]. 
   
  Possessions: +1 Chain shirt, heavy wooden shield, 
  masterwork longsword, dagger, masterwork mighty 
  composite longbow {+1}, quiver, 20 arrows, masterwork 
  thieves’ tools, disguise kit, 2x tanglefoot bag, cloak of 
  resistance +1, hat of disguise, potion of cure light 
  wounds, potion of cat’s grace, 2x elixir of hiding. 
   
  Alaern, male human Ftr8; CR 8; Medium-size 
  humanoid (human); HD 8d10+16; hp 64; Init +5; Spd 
  20 ft.; AC 23, touch 11, flat-footed 22; Base Atk +8; Grp 
  +11; Atk +13 melee (1d8+6/17-20/x2, +1 longsword) or 
  +9 missile (1d8/x3, longbow); Full Atk +13/+8 melee 
  (1d8+6/17-20/x2, +1 long sword) or +9/+4 missile 
  (1d8/x3, longbow); AL LE; SV Fort +9, Ref +4, Will +5; 
  Str 16, Dex 13, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +4, Handle Animal +5, 
  Jump +1, Ride +9, Swim -5; Blind-Fight, Dodge, 
  Improved Critical [longsword] Improved Initiative, 
  Iron 
  Will, 
  Power 
  Attack, 
  Mobility, 
  Weapon 
  Specialization 
  [longsword], 
  Weapon 
  Focus 
  [longsword]. 
   
  Possessions: +1 longsword, dagger, longbow, 
  quiver, 20 arrows, +1 full plate, +1 heavy wooden shield, 
  120 gp, cloak of resistance +1, potion of cure moderate 
  wounds, potion of endurance, potion of bull’s strength. 
   
  Shaldren, male human Wiz8: CR 8; Medium-size 
  humanoid (human); HD 8d4+16; hp 43; Init +6; Spd 30 
  ft; AC 13, touch 13, flat-footed 11; Base Atk +4; Grp +4; 
  Atk +4 melee (1d4/19-20/x2, dagger) or +7 missile 
  (1d8/19-20/x2, masterwork light crossbow) or +6 
  missile (1d2 nonlethal, whip); Full Atk +4 melee 
  (1d4/19-20/x2, dagger) or +7 missile (1d8/19-20/x2, 
  masterwork light crossbow) or +6 missile (1d2 
  nonlethal, whip); AL LE; SV Fort +6, Ref +5, Will +7; Str 
  10, Dex 14, Con 14, Int 17, Wis 10, Cha 12. 
   
  Skills and Feats: Bluff +5, Concentration +13, 
  Diplomacy +4, Intimidate +5, Knowledge [Arcana] +9, 
  Knowledge [Nobility and Royalty] +9, Profession 
  [quartermaster] +10, Spellcraft +14; Empower Spell, 
  Exotic 
  Weapon 
  Proficiency 
  [whip], 
  Improved 
  Initiative, Great Fortitude, Point Blank Shot, Scribe 
  Scroll. 
   
  Spells Prepared (4/5/4/4/3; save DC = 13 + spell 
  level): 0- daze, detect magic, detect poison x2; 1
  st- alarm, 
  color spray, mage armor, magic missile x2; 2
  nd- 
  blindness/deafness, glitterdust x2, web; 3
  rd- fireball, 
  empowered magic missile, hold person, suggestion; 4
   
  th- 
  confusion, crushing despair, wall of fire. 
   
  Possessions: Whip, dagger, masterwork light 
  crossbow, quiver, 20 bolts, spell component pouch, 
  scroll of confusion, fireball, protection from elements, 
  see invisibility, dispel magic, 2x web and fly, potion of 
  cure light wounds, cure moderate wounds and 
  invisibility, wand of magic missile [3
  rd level, 25 
  charges], cloak of resistance +1, ring of protection +1. 
   
  Man at Arms, male human War5 (30): CR 4; 
  Medium-size humanoid (human); HD 5d8+8; hp 27; 
  Init +0; Spd 30 ft.; AC 18, touch 10, flat-footed 18; Base 
  Atk +5; Grp +7; Atk +8 melee (1d8+2/19-20/x2, 
  longsword) or +6 missile (1d8/x3, longbow); Full Atk 
  +8 melee (1d8+2/19-20/x2, longsword) or +6 missile 
  The Prisoner 
   
  Page 31 
  
  (1d8/x3, longbow); AL LN/LE; SV Fort +5, Ref +1, Will 
  +1; Str 14, Dex 10, Con 12, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +3, Intimidate +5, Listen 
  +5, Ride +5, Spot +5; Alertness, Toughness, Weapon 
  Focus [longsword].  
   
  Possessions: Banded mail, heavy wooden shield, 
  longsword, dagger, longbow, quiver, 20 masterwork 
  arrows, 54 gp, signal whistle. 
   
  Sergeant, male human Ftr5 (3): CR 5; Medium-size 
  humanoid (human); HD 5d10+10; hp 44; Init +1; Spd 
  20 ft.; AC 17, touch 11, flat-footed 16; Base Atk +5; Grp 
  +8; Atk +10 melee (2d6+6/19-20/x2, masterwork 
  greatsword) or +7 missile (1d8/x3, longbow); Full Atk 
  +10 melee (2d6+6/19-20/x2, masterwork greatsword) or 
  +7 missile (1d8/x3, longbow); AL LE; SV Fort +6, Ref 
  +2, Will +3; Str 16, Dex 12, Con 14, Int 10, Wis 10, Cha 
  10. 
   
  Skills and Feats: Climb -2, Handle Animal +4, 
  Jump -2, Listen +2, Profession [military commander] 
  +4, Ride +5, Spot +2; Blind-Fight, Cleave, Iron Will, 
  Power Attack, Weapon Focus [greatsword], Weapon 
  Specialisation [greatsword]. 
   
  Possessions: 
  Masterwork 
  greatsword, 
  dagger, 
  longbow, quiver, 20 masterwork arrows, banded mail, 
  potion of cure light wounds, tanglefoot bag x2, 18 pp, 
  signal whistle. 
   
  Act Three, Caught 
  Belker, advanced 11 HD: CR 8; Tall Huge Elemental 
  (Air, Extraplanar); HD 11d8+33; hp 82; Init +5; Spd 30 
  ft., fly 50 ft. (perfect); AC 23, touch 12, flat-footed 19; 
  Base Atk +8; Grp +15; Atk +12 melee (2d6+6, wing); Full 
  Atk +12/+12 melee (2d6+6, wing) and +10/+10 melee 
  (1d4+3, claw) and +10 melee (1d6+3, bite); Space/Reach 
  15 ft./15 ft.; SA Smoke claws; SQ Darkvision 60 ft., 
  elemental traits, smoke form; AL NE; SV Fort +6, Ref 
  +11, Will +3; Str 22, Dex 19, Con 17, Int 6, Wis 11, Cha 
  11. 
   
  Skills and Feats: Listen +7, Move Silently +13, Spot 
  +7; Alertness, Improved Natural Attack (wings), 
  Multiattack, Weapon Finesse (which it does not use 
  anymore).  
   
  Smoke Claws (Ex): A belker in smoke form (see 
  below) can engulf opponents by moving on top of 
  them. It fills the air around one Large or smaller 
  opponent without provoking an attack of opportunity. 
  The target must succeed on a DC 18 fortitude save or 
  inhale part of the creature. Smoke inside the victim 
  solidifies into a claw and begins rip at the surrounding 
  organs, dealing 3d4 points of damage per round. An 
  affected creature can attempt another fortitude save 
  each subsequent round to cough out the semivaporous 
  menace. 
   
  Smoke Form (Su): At will a belker can assume 
  smoke form. It can switch form once per round as a 
  free action and can spend up to 20 rounds per day in 
  smoke form. A belker in smoke form can still fly at a 
  speed of 50 ft (perfect), but is otherwise similar to a 
  gaseous form spell. 
   
   
  The Prisoner 
   
  Page 32 
  
  APL 10 
  Act One, Pack Attack 
  Half-Fiend Advanced Worgs, 8 HD (6): CR 6; Large 
  Outsider (Native); HD 8d10+40; hp 84 each; Init +3; 
  Spd 50 ft. fly 50 ft. (average); AC 17, touch 12, flat-
  footed 14; Base Atk +8; Grp +21; Atk +16 melee (1d8+9, 
  bite); Atk +16 melee (1d8+9, bite) and +14/+14 melee 
  (1d6+4, 2 claws); Space/Reach 10 ft./5 ft.; SA Trip, spell-
  like abilities; SQ Scent, darkvision 60 ft., low-light 
  vision, poison immunity, acid/cold/electricity/fire 
  resistance 10, DR 5/magic, SR 18; AL NE; SV Fort +11, 
  Ref +9, Will +4; Str 29, Dex 17, Con 21, Int 10, Wis 14, 
  Cha 12. 
   
  Skills and Feats: Hide +7, Listen +6, Move Silently 
  +7, Spot +9, Survival +2
  *; Alertness, Multiattack, Track.  
   
  * +4 racial bonus on survival checks when tracking 
  by scent. 
   
  Trip (Ex): A half-fiend worg that hits with a bite 
  attack can attempt to trip the opponent (+13 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 half-
  fiend worg. 
   
  Spell-like Abilities (Sp): 1/day - desecrate, unholy 
  blight (DC 15); 3/day - darkness, poison (DC 16). Cast 
  as an 8
  th level caster. The DCs are Charisma-based. 
   
  Act One, the Prisoner 
  Robern, male human Rgr1/Exp1: CR 2; Medium-size 
  humanoid (human); HD 1d8+1d6-2; hp 10; Init +0; Spd 
  30 ft.; AC 10, touch 10, flat-footed 10; Base Atk +1; Grp 
  +3; Atk +3 melee (1d3+2 nonlethal, fist); Full Atk +3 
  melee (1d3+2 nonlethal, fist); SA favoured enemy 
  (humanoid -orc) +2; AL CN; SV Fort +1, Ref +2, Will +0; 
  Str 14, Dex 10, Con 8 (mainly due to maltreatment), Int 
  12, Wis 6 (mainly due to maltreatment), Cha 10. 
   
  Skills and Feats: Hide +6, Knowledge [nature] +5, 
  Listen +5, Move Silently +6, Profession [miner] +2, Spot 
  +5, Survival +4, Use Rope +2; Alertness, Point Blank 
  Shot, Rapid Shot, Track. 
   
  Possessions: - 
   
  Act One, Hunters 
  Tolquann, male human Clr8 - Hextor: CR 8; 
  Medium-size humanoid (human); HD 8d8+24; hp 59; 
  Init +4; Spd 30 ft.; AC 23, touch 10, flat-footed 23; Base 
  Atk +6; Grp +8; Atk +12 melee (1d8+4, masterwork flail, 
  +2 due to greater magic weapon) or +6 missile (1d8/19-
  20/x2, light crossbow); Full Atk +12/+7 melee (1d8+4, 
  masterwork flail, +2 due to greater magic weapon) or +6 
  missile (1d8/19-20/x2, light crossbow); SA Rebuke 
  undead 3/day; SQ Spontaneous casting (inflict); AL LE; 
  SV Fort +9, Ref +2, Will +11; Str 14, Dex 10, Con 16, Int 
  10, Wis 17, Cha 10. 
   
  Skills and Feats: Concentration +14, Heal +5, 
  Knowledge 
  [religion] 
  +5, 
  Profession 
  [military 
  commander] +10, Spellcraft +8; Blind-Fight, Improved 
  Initiative, Iron Will, Power Attack, Weapon Focus 
  [flail], Martial Weapon Proficiency [flail]. 
   
  Spells Prepared (6/6/5/5/3; save DC = 13 + spell 
  level): 0- cure minor wounds x2, detect magic, detect 
  poison x2, guidance; 1
  st- bane, command, cure light 
  wounds x2, inflict light wounds
  *, shield of faith; 2
  nd- 
  bull’s strength, cure moderate wounds, hold person, 
  silence, shatter
  *; 3
  rd- blindness/deafness, cure serious 
  wounds, dispel magic, magic vestment
  *, protection 
  from energy; 4
  th- divine power
  *, greater magic weapon, 
  spell immunity. 
   
  * 
  Domain 
  spell. 
  Deity: 
  Hextor. 
  Domains: 
  Destruction (smite 1/d, +4 to-hit, +8 damage); War 
  (Weapon focus and proficiency flail). 
   
  Possessions: Masterwork flail, light crossbow, 
  quiver, 20 bolts, dagger, +1 full plate, heavy wooden 
  shield, silver holy symbol of Hextor, bracers of health 
  +2, 2x scrolls of cure light wounds, scroll of silence, 
  scroll of cure critical wounds, scroll of invisibility 
  purge, 30 gp. 
   
  Montak, male half-orc Rgr8: CR 8; Medium-size 
  humanoid (human); HD 8d8+16; hp 59; Init +4; Spd 30 
  ft.; AC 21, touch 13, flat-footed 21; Base Atk +8; Grp 
  +11; Atk +11 melee (1d8+3/19-20/x2, longsword) or +13 
  missile (1d8+3/x3, mighty composite longbow {+2}) or 
  +9/+9 missile (1d8+3/x3, mighty composite longbow 
  {+2}); Full Atk +11/+6 melee (1d8+3/19-20/x2, 
  longsword) or +13/+8 missile (1d8+3/x3, mighty 
  composite longbow {+2}); SA Favoured enemy 
  (humanoid - human) +4, favoured enemy (humanoid - 
  elf) +2; SQ Wild empathy, woodland stride, swift 
  tracker, darkvision 60 ft.; AL NE; SV Fort +8, Ref +10, 
  Will +6; Str 16, Dex 18, Con 14, Int 10, Wis 14, Cha 6. 
   
  Skills and Feats: Handle Animal +8, Hide +19, 
  Knowledge [nature] +9, Listen +12, Move Silently +14, 
  Spot +12, Survival +12; Endurance, Iron Will, 
  Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, 
  Track. 
   
  Spells Prepared (2/1; save DC = 12 + spell level): 1
  st- 
  entangle, resist energy; 2
  nd- spike growth. 
   
  Possessions: 
  Longsword, 
  mighty 
  composite 
  longbow {+3}, quiver, 20 masterwork arrows, dagger, +1 
  chain shirt, heavy wooden shield, 2x tanglefoot bag, 
  potion of cure light wounds, 2x potion of invisibility, 
  potion of cure serious wounds, cloak of elvenkind, 
  gloves of dexterity +2, 30 gp. 
   
  The Prisoner 
   
  Page 33 
  
  Act Two, The Prisoner Transport 
  Captain Remeth, male human Ftr5/Foh 6: CR 11; 
  Medium-size humanoid (human); HD 11d10+22; hp 87; 
  Init +0; Spd 20 ft.; AC 22, touch 11, flat-footed 22; Base 
  Atk +11; Grp +14; Atk +16 melee (1d10+7/17-20/x2, 
  heavy flail +1) or +11 missile (1d8/19-20/x2, light 
  crossbow); Full Atk +16/+11/+6 melee (1d10+7/17-
  20/x2, +1 heavy flail) or +11 missile (1d8/19-20/x2, 
  light crossbow); SA Brutal strike +2; SQ Strength boost 
  2/day, frightful presence 2/day; AL LE; SV Fort +13, 
  Ref +6, Will +8; Str 16, Dex 10, Con 15, Wis 10, Int 14, 
  Cha 12. 
   
  Skills and Feats: Intimidate +13, Jump -1, 
  Knowledge [religion] +6, Listen +3, Profession [military 
  commander] +14, Sense Motive +8, Spot +8, Ride +6; 
  Cleave, Combat Expertise, Improved Critical [heavy 
  flail], Improved Trip, Iron Will, Power Attack, Weapon 
  Focus [heavy flail], Weapon Specialization [heavy flail].  
   
  Brutal Strike (Ex): Every action, Captain Remeth 
  may add this bonus either to one attack roll or one 
  damage roll, but not both. You must declare where the 
  bonus applies at the start of your action. 
   
  Strength Boost (Su): By calling upon Hextor, 
  Remeth can increase his strength by 4. The bonus lasts 
  for 10 rounds. 
   
  Frightful Presence (Ex): Remeth can install fear 
  in others as a free action. Remeth must make some 
  dramatic action, and it only affects those who see or 
  hear it. It has a range of 20 ft. and all those within range 
  (except other Fists) are frightened for 5d6 rounds. 
  Those who succeed at a Will saving throw (DC 15) are 
  merely shaken. 
   
  Possessions: +1 heavy flail, light crossbow, quiver, 
  20 bolts, dagger, masterwork +2 full plate, cloak of 
  resistance +2, stone of alarm, ring of protection +1, 
  amulet of natural armor +1, 2x potion of cure light 
  wounds, 2x potion of bull’s strength, 3x potion of cure 
  moderate wounds, 300 gp. 
   
  Lieutenant Carwend, male human Rog8/Ftr2: CR 
  10; 
  Medium-size 
  humanoid 
  (human); 
  HD 
  8d6+2d10+20; hp 61; Init +9; Spd 30 ft.; AC 20, touch 
  14, flat-footed 16; Base Atk +8; Grp +9; Atk +11 melee 
  (1d8+1/19-20/x2, masterwork longsword) or +14 
  missile (1d8+1/x3, masterwork mighty composite 
  longbow {+1}); Full Atk +11/+5 melee (1d8+1/19-20/x2, 
  masterwork longsword) or +14/+9 missile (1d8+1/x3, 
  masterwork mighty composite longbow {+1}); SA Sneak 
  attack +4d6; SQ Evasion, improved uncanny dodge, 
  trap sense +2; AL NE; SV Fort +8, Ref +12, Will +5; Str 
  12, Dex 20, Con 14, Int 12, Wis 10, Cha 10. 
   
  Skills and Feats: Balance +6, Bluff +10, Climb +3, 
  Disable Device +9, Disguise +10, Forgery +8, Hide +14, 
  Intimidate +2, Listen +10, Move Silently +14, Open 
  Lock +10, Pick Pockets +13, Ride +8, Search +9, Sense 
  Motive +5, Spot +10, Tumble +15; Dodge, Improved 
  Initiative, Iron Will, Mobility, Point Blank Shot, Spring 
  Attack, Weapon Focus [longsword], 
   
  Possessions: +1 chain shirt, heavy wooden shield, 
  masterwork longsword, dagger, masterwork mighty 
  composite longbow {+1}, quiver, 20 arrows, masterwork 
  thieves’ tools, disguise kit, 2x tanglefoot bag, cloak of 
  resistance +1, gloves of dexterity +2, hat of disguise, 
  potion of cure light wounds, potion of cat’s grace, 2x 
  elixir of hiding. 
   
  Alaern, male human Ftr10: CR 10; Medium-size 
  humanoid (human); HD 10d10+20; hp 79; Init +5; Spd 
  20 ft.; AC 25, touch 12, flat-footed 24; Base Atk +10; Grp 
  +13; Atk +15 melee (1d8+6/17-20/x2, +1 longsword) or 
  +11 missile (1d8/x3, longbow); Full Atk +15/+10 melee 
  (1d8+6/17-20/x2, +1 longsword) or +11/+6 missile 
  (1d8/x3, longbow); AL LE; SV Fort +10, Ref +5, Will +6; 
  Str 16, Dex 13, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +6, Jump +3, Handle 
  Animal +5, Ride +11, Swim -5; Blind-Fight, Combat 
  Reflexes, Dodge, Improved Critical [longsword], 
  Improved Initiative, Iron Will, Mobility, Power Attack, 
  Spring Attack, Weapon Focus [longsword], Weapon 
  Specialization [long sword]. 
   
  Possessions: +1 longsword, dagger, longbow, 
  quiver, 20 arrows, +2 full plate, +1 heavy wooden shield, 
  150 gp, cloak of resistance +1, ring of protection +1, 
  potion of cure moderate wounds, potion of endurance, 
  potion of bull’s strength. 
   
  Shaldren, male human Wiz10: CR 8; Medium-size 
  humanoid (human); HD 10d4+20; hp 54; Init +6; Spd 
  30 ft; AC 13, touch 13, flat-footed 11; Base Atk +5; Grp 
  +5; Atk +5 melee (1d4/19-20/x2, dagger) or +8 missile 
  (1d8/19-20/x2, masterwork light crossbow) or +7 
  missile (1d2 nonlethal, whip); Full Atk +5 melee 
  (1d4/19-20/x2, dagger) or +8 missile (1d8/19-20/x2, 
  masterwork light crossbow) or +7 missile (1d2 
  nonlethal, whip); AL LE; SV Fort +7, Ref +6, Will +10; 
  Str 10, Dex 14, Con 14, Int 17, Wis 10, Cha 12. 
   
  Skills and Feats: Bluff +6, Concentration +15, 
  Diplomacy +9, Intimidate +8, Knowledge [Arcana] +9, 
  Knowledge [Nobility and Royalty] +9, Profession 
  [quartermaster] +12, Spellcraft +18; Craft Wondrous 
  Item, Exotic Weapon Proficiency [whip], Empower 
  Spell, Great Fortitude, Improved Initiative, Iron Will, 
  Point Blank Shot, Scribe Scroll. 
   
  Spells Prepared (4/5/5/4/3/2; save DC = 13 + spell 
  level): 0- daze, detect magic, detect poison x2; 1
  st- alarm, 
  color spray, mage armor, magic missile x2; 2
  nd- 
  blindness/deafness, glitterdust x2, web; 3
  rd- fireball, 
  empowered magic missile x2, hold person, suggestion; 
  The Prisoner 
   
  Page 34 
  
  4
  th- confusion, crushing despair, wall of fire; 5
  th- 
  dominate person, summon monster V. 
   
  Possessions: Whip, dagger, masterwork light 
  crossbow, quiver, 20 bolts, spell component pouch, 
  scrolls of 2x confusion, fireball, protection from 
  elements, see invisibility, dispel magic, 2x web and fly, 
  potion of cure light wounds, cure moderate wounds 
  and invisibility, wand of magic missile [5
  th level, 25 
  charges], cloak of resistance +1, ring of protection +1. 
   
  Man at Arms, male human War7 (30): CR 6; 
  Medium-size humanoid (human); HD 7d8+10; hp 37; 
  Init +0; Spd 30 ft.; AC 18, touch 10, flat-footed 18; Base 
  Atk +7; Grp +9; Atk +11 melee (1d8+2/19-20/x2, 
  masterwork longsword) or +8 missile (1d8/x3, 
  longbow); Full Atk +11/+6 melee (1d8+2/19-20/x2, 
  masterwork longsword) or +8/+3 missile (1d8/x3, 
  longbow); AL LN/LE; SV Fort +6, Ref +2, Will +2; Str 
  14, Dex 10, Con 12, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +5, Intimidate +7, Listen 
  +5, Ride +7, Spot +5; Alertness, Power Attack, 
  Toughness, Weapon Focus [long sword].  
   
  Possessions: Banded mail, heavy wooden shield, 
  masterwork longsword, dagger, longbow, quiver, 20 
  masterwork arrows, 84 gp, signal whistle. 
   
  Sergeant, male human Ftr7 (3): CR 7; Medium-size 
  humanoid (human); HD 7d10+14; hp 60; Init +1; Spd 
  20 ft.; AC 17, touch 11, flat-footed 16; Base Atk +7; Grp 
  +10; Atk +12 melee (2d6+6/ 19-20/x2, masterwork 
  greatsword) or +9 missile (1d8/x3, longbow); Full Atk 
  +12/+7 
  melee 
  (2d6+6/19-20/x2, 
  masterwork 
  greatsword) or +9/+4 missile (1d8/x3, longbow); AL LE; 
  SV Fort +9, Ref +3, Will +4; Str 16, Dex 12, Con 14, Int 
  10, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +3, Handle Animal +4, 
  Jump +3, Listen +2, Profession [military commander] 
  +5, Ride +7, Spot +2; Blind-Fight, Cleave, Combat 
  Reflexes, Great Fortitude, Iron Will, Power Attack, 
  Weapon Focus [greatsword], Weapon Specialisation 
  [greatsword].  
   
  Possessions: 
  Masterwork 
  greatsword, 
  dagger, 
  longbow, quiver, 20 masterwork arrows, banded mail, 
  18 pp, signal whistle, potion of cure light wounds x2, 
  potion of cure serious wounds, tanglefoot bag x2. 
   
  Act Three, Caught 
  Belker, advanced 11 HD: CR 8; Tall Huge Elemental 
  (Air, Extraplanar); HD 11d8+33; hp 82; Init +5; Spd 30 
  ft., fly 50 ft. (perfect); AC 23, touch 12, flat-footed 19; 
  Base Atk+8; Grp +15; Atk +12 melee (2d6+6, wing); Full 
  Atk +12/+12 melee (2d6+6, wing) and +10/+10 melee 
  (1d4+3, claw) and +10 melee (1d6+3, bite); SA Smoke 
  claws; SQ 60 ft. darkvision, elemental traits, smoke 
  form; AL NE; SV Fort +6, Ref +11, Will +3; Str 22, Dex 
  19, Con 17, Int 6, Wis 11, Cha 11. 
   
  Skills and Feats: Listen +7, Move Silently +13, Spot 
  +7; Alertness, Improved Natural Attack (wings), 
  Multiattack, Weapon Finesse (which it does not use 
  anymore),  
   
  Smoke Claws (Ex): A belker in smoke form (see 
  below) can engulf opponents by moving on top of 
  them. It fills the air around one Large or smaller 
  opponent without provoking an attack of opportunity. 
  The target must succeed on a DC 18 fortitude save or 
  inhale part of the creature. Smoke inside the victim 
  solidifies into a claw and begins rip at the surrounding 
  organs, dealing 3d4 points of damage per round. An 
  affected creature can attempt another fortitude save 
  each subsequent round to cough out the semivaporous 
  menace. 
   
  Smoke Form (Su): At will a belker can assume 
  smoke form. It can switch form once per round as a 
  free action and can spend up to 20 rounds per day in 
  smoke form. A belker in smoke form can still fly at a 
  speed of 50 ft (perfect), but is otherwise similar to a 
  gaseous form spell. 
   
   
  The Prisoner 
   
  Page 35 
  
  Appendix 2: Fist of Hextor 
  (Source: Sword and Fist, page 18) 
   
  While many view the Fist of Hextor simply a effective 
  if brutal mercenaries, they are in fact templars sworn to 
  the service of their unforgiving deity. The world is a 
  dark and unforgiving place, or so says the Church of 
  Hextor, wherein the strong survive by ruling the weak 
  and forging order from chaos. To support its dogma, 
  the Church established this elite company of templars 
  and made them available for hire to those who causes 
  complemented the Church's ultimate goals (and who 
  could, naturally, afford to pay the hefty tithes necessary 
  to maintain a crack unit of well-armed and well-trained 
  men and women). The Fists are infamous for their 
  efficient brutality: Nowhere will an employer in need 
  of military aid locate mercenaries more dedicated to 
  ensuring that the rule of law prevails over the forces of 
  anarchy and confusion. 
   
  Most Fists of Hextor are fighters, monks or clerics, 
  but ex-barbarians, ex-paladins, rangers, and wizards are 
  all 
  counted 
  among 
  their 
  number. 
  The 
  chief 
  qualifications for membership are (apart from 
  veneration of Hextor, Champion of Evil and Scourge of 
  Battle) a willingness to utilize cruelty and harsh 
  measures to crush dissent, a belief that power is the 
  greatest reward life offers, and a willingness to endure 
  all manner of hardship in service to these ideals. 
   
  NPC Fists of Hextor are usually mercenary 
  soldiers engaged in some martial enterprise on behalf 
  of the nearest temple dedicated to Hextor. Sometimes 
  small groups or even solitary Fists are encountered, 
  though these too are often carrying out a specific task 
  or mission for the Church. 
   
  Hit Dice: d10 
   
   
   
  Requirements 
  To qualify to become a Fist, a character must fulfil all 
  the following criteria. 
   
  Alignment: Lawful evil, or lawful neutral. 
   
  Base Attack Bonus: +5. 
   
  Feats: Power Attack, Cleave, Spiked gauntlet 
  weapon proficiency. 
   
  Intimidate: 4 ranks. 
   
  Spot: 4 ranks. 
   
  Knowledge (religion): 4 ranks. 
   
  Other: Must worship Hextor, and must survive 
  the ritual ceremony of induction into the Fist of 
  Hextor. 
   
  Class Skills 
  The Fist of Hextor's class skills (and the key ability for 
  each skill) are Climb (Str), Intimidate (Cha), 
  Knowledge (religion) (Int), Profession (Int), Ride 
  (Dex), Sense Motive (Wis), and Spot (Wis). See Chapter 
  4: Skills in the Player's Handbook for skill descriptions. 
   
  Skill Points at Each Level: 2 + Int modifier. 
   
  Class Feature 
   
  Weapon and Armor Proficiency: All Fists of 
  Hextor are proficient with all simple and martial 
  weapons, with all types of armor, and with shields. 
   
  Brutal Strike: The Church of Hextor trains its 
  templars to fight with ruthless efficiency. Every action, 
  the Fist may add this bonus either to one attack roll or 
  one damage roll, but not both. You must declare where 
  the bonus applies at the start of your action. 
   
  Strength Boost: Starting at 2nd level, the Fist can 
  call upon Hextor for a +4 Strength bonus once per day. 
  The Fist may boost his Strength one additional time per 
  day for every three levels above 2nd. This bonus lasts 
  for 4 rounds plus the Fist's level. 
   
  Frightful Presence: When a Fist of Hextor 
  reaches 3rd level, he gains the extraordinary ability to 
  instil fear in others as a free action once per day. The 
  Class 
  Level 
  Base 
  Attack 
  Bonus 
  Fortitude 
  Reflex 
  Will 
  Special 
  1 
  +1 
  +2 
  +0 
  +0 
  Brutal strike +1 
  2 
  +2 
  +3 
  +0 
  +0 
  Strength Boost 1/day 
  3 
  +3 
  +3 
  +1 
  +1 
  Frightful presence 1/day 
  4 
  +4 
  +4 
  +1 
  +1 
  Brutal strike +2 
  5 
  +5 
  +4 
  +1 
  +1 
  Strength boost 2/day 
  6 
  +6 
  +5 
  +2 
  +2 
  Frightful presence 2/day 
  7 
  +7 
  +5 
  +2 
  +2 
  Brutal strike +3 
  8 
  +8 
  +6 
  +2 
  +2 
  Strength boost 3/day 
  9 
  +9 
  +6 
  +3 
  +3 
  Frightful presence 3/day 
  10
  +10
  +7
  +3
  +3
  Brutal strike +4
  The Prisoner 
   
  Page 36 
  
  Fist must make some dramatic action in the round in 
  which he uses the ability, and it only affects those who 
  see (or possibly hear, depending on the dramatic act) 
  the Fist. The ability has a range of 5 feet per level. All 
  those (except for other Fists) within range are 
  frightened for 5d6 rounds. Those who succeed at a Will 
  saving throw are merely shaken. The DC for the Will 
  save is 10 + the Fist's level + the Fist's Charisma 
  modifier. This extraordinary ability creates a mind-
  affecting fear effect. The Fist may use this one 
  additional time per day for every three levels above 3rd. 
  The Prisoner 
   
  Page 37 
  
  Appendix 3: Maps 
   
  Map A – General Area 
  (Source – Ivid the Undying) 
   
   
  The Prisoner 
   
  Page 38 
  
  Map B – The Slave’s Transport Camp 
   
  The Prisoner 
   
  Page 39 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region The Splintered Suns/593/Normal Scenarios/TSS3-06 - The Prisoner (APL 2-10)/TSS3-06 - The Prisoner.pdf