TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  PER4−04 
   
   
   
   
   
   
   
  Battles In The Yatils 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Perrenland Regional Adventure 
  Version 1.0 
   
   
   
  by Wes Nicholson 
  Maps by Mark Somers and James Dempsey 
  Reviewed by Jason Bulmahn 
   
   
   
  A force of evil is on the march from the southern Yatils to the ruined Ur-Flan city of Kir Russ. Nobody knows why they 
  are heading there, but it can’t be a good thing for Perrenland or the Flanaess for them to succeed. With all that’s going 
  on in our neighbouring countries, few troops can be spared to stop the advance of this force. Which means it’s up to 
  some foolish brave adventurers to do the job. A one round scenario for APLs 4 to 14. 
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are here 
  to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  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 gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses voting for 
  any reported results. Give the Scoring Packet to your 
  event coordinator.  
   
  Battles in the Yatils 
   
  Page 2 
  
  This is a LIVING GREYHAWK Adventure. As a LIVING 
  adventure it is expected that players bring their own 
  characters with them. If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on. Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. 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 two things 
  that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a 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 1 round Regional adventure, set in 
  Perrenland.  Characters native to Perrenland pay one 
  Time Unit per round, all others pay two Time Units per 
  round.  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time Unit.  
  Luxury Upkeep costs 100gp per Time Unit. 
   
  Battles in the Yatils 
   
  Page 3 
  
  Adventure Background 
  This is the third in the Bandits! series of adventures.   It is 
  helpful, but not necessary, if players have played Bandits! 
  and Highway Robbery before playing this adventure. 
  Bandits is no longer available to play in 2004, and 
  Highway Robbery retires at the end of 2004. 
        In Bandits!, caravans were being attacked on the 
  Krestingstrek in the Yatil Mountains.   In Highway 
  Robbery, the attacks got worse and trade with Ket and 
  lands beyond was being badly affected. In this scenario, 
  the PCs also learned that an evil female NPC was 
  gathering an army of undead and lycanthropes in the 
  Yatil Mountains, and that she most probably was 
  planning some kind of assault against south-west 
  Perrenland. 
        This adventure is two-tiered, with the intention of 
  encouraging players to join major meta-organisations in 
  Perrenland.   As a result, some groups may get less reward 
  than they might expect from this adventure. 
   
  Adventure Summary  
  DM’s Introduction 
  This is a combat adventure.The PCs are part of a much 
  larger force of regular and irregular troops that have been 
  sent to the ruins of the Ur-Flan city of Kir Russ to stop an 
  army of undead and their horrible leader – Ko’Ram 
  Mander, a half-fiend dragon.    Only at the highest APL 
  will the PCs have even a chance of facing her in combat. 
        Ko’Ram Mander has two main purposes at this time.   
  One, is to prevent the opening of a tunnel to Tusmit 
  which her intel says is being pushed through from Kir 
  Russ.   This is bad intel – the tunnel is actually someplace 
  else but that’s another story.   The other purpose is to 
  raise her dead mate, and his skeleton is most definitely 
  within the ruined city.    She has other purposes too, but 
  to avoid spoiling future adventures for you, those will be 
  addressed as they come up, and only the minimum 
  knowledge you need to run the adventure will be given. 
   
  Adventure Summary 
  The adventure begins with the PCs being briefed, (along 
  with several hundred NPCs) about the threat.   Members 
  of the military will be handed special equipment and will 
  get a tougher assignment than non military types.   You 
  will need to determine which path to take for each table 
  (either Soft or Hard). 
        The first real encounter begins with the PCs given a 
  sector of ground to cover at the approaches to Kir Russ.   
  Of course, they get attacked by a force of undead, testing 
  the waters to see how much resolve the Perrenders have. 
        Following the skirmish with the undead, the PCs are 
  approached by a “soldier” in a tattered uniform who begs 
  them to come and help his wounded comrades in the 
  next sector.    This is a trap and smart PCs will get to 
  become the hunter rather than the hunted during this 
  encounter. 
        After the diversion, all the forces are ordered into the 
  ruined city.   As luck would have it (and so you get a game 
  to run) the PCs get to meet Ko’Ram Mander in the flesh, 
  just as she’s preparing to call her mate back from the 
  dead.   At most APLs, she will have her henchman deal 
  with the interlopers and, if that fails, she will transform 
  into dragon shape and prepare to deal with the 
  interlopers once and for all.   If the PC’s are high enough 
  level, they just might get to fight her. 
        Important DMs Note:   A number of PCs have the 
  cursed rapier, Friendslayer.   This scenario will give them 
  a way, during or immediately after the final combat, to rid 
  themselves of this item permanently.  But, they have the 
  choice to lose it, or keep it and discover a hitherto 
  unknown property of the weapon. 
        Final DM’s Note:   The forces at work here are evil in 
  the extreme.  From the moment the first combat begins, 
  any Detect Evil spell (or similar ability) is limited as the 
  entire battlefield (and within Kir-Russ itself) radiates evil. 
   It’s not strong enough to overwhelm anyone, just 
  enough to make detection of any singular thing quite 
  impossible. 
   
  Introduction 
  Read or paraphrase the following: 
   
  The menace beind a number of the attacks on 
  caravans passing through the Yatil Mountains in 
  south-west Perrenland has finally been revealed. It 
  appears that what was, at first, thought to be simply 
  rag-tag groups of bandits has turned out to be an army 
  of undead and lycanthropes – led by an evil woman 
  who has yet to reveal her identity. As a result, you 
  have all agreed to be a part of an army that will face 
  the forces of evil near the ruins o  the Ur-Flan city of
  Kir Russ – the woman’s alleged fortress. 
  f
   
        Today – shortly before the first battle – you find 
  yourselves at a makeshift Auszug (Army) base, and 
  there 
  are 
  quartermasters 
  running 
  everywhere 
  delivering packages to units like yours. 
   
  DM’s Note (Very Important):    Make sure you find out 
  who, if anyone, has the cursed rapier “Friendslayer” in 
  their possession (possibly picked up during PER3-04 
  Tinderbox).   It matters in the final encounter! Make a 
  note of this somewhere prominent. 
   
  Further DM’s Note:  At this point you also need to 
  determine whether the PCs will take the SOFT path or 
  the HARD path.   To do this, find out how many of them 
  Battles in the Yatils 
   
  Page 4 
  
  are in the Auszug, Old Kerk, Pax Mercuri, 
  Voormannsgardt, or Grafsgardt Meta-Organisations.     
  � If they are all members of any of these meta-orgs, 
  then they automatically take the HARD path. No 
  choice. 
  � If no PC’s are in any of the above meta-orgs, then the 
  entire party takes the SOFT path. No choice (though 
  see Note below). 
  � If some are in and some are not, tell them that some 
  assistance (by way of LOANED equipment) is 
  available to their group if they agree to take on a 
  tougher assignment than would be normally given 
  to them (the HARD path).   They must decide on 
  that information alone whether to accept the 
  tougher assignment and once the decision is made, 
  that’s how they play it. 
   
  Note: You may offer the HARD path to groups who do 
  not meet the criteria if you believe they can handle it, 
  however they should be cautioned that the risk, without 
  the loaned equipment, might be too high (and if no PC is 
  in any of the listed meta-orgs, then they won’t be offered 
  any loaned equipment). 
        If the PCs are taking the soft path, or the hard path 
  and either don’t need, or forego, loaned equipment, then 
  proceed to Encounter One. 
        If they are taking the HARD path with the benefit of 
  loaned equipment, read the following: 
   
  f
  t
  . 
  A quartermaster hurries over to your unit with some 
  equipment that she hands to [insert name of highest 
  ranked Auszugen or just pick a PC if they are in other 
  meta-orgs].    There is a list of who gets what, and the 
  quartermaster appears to be waiting for a signature, 
  and to take back the items you don’t use.   She looks 
  at you sternly and says, “Make sure you don’t break 
  any o  this stuff – I wan  it back in pristine condition
  I’m holding YOU [points to the PC] responsible”.   It 
  seems quartermasters are the same wherever you 
  meet them.    
   
  The list allocates equipment to members of the above-
  mentioned meta-orgs only.   PCs who are not in one of 
  these meta-orgs do not get to take any equipment.   
  ONLY if anyone thinks to ask can you tell them that the 
  quartermaster need never know who’s going to use the 
  equipment once battle is joined.  In other words, taking 
  something for someone else to use is OK, but the 
  quartermaster won’t advertise that fact. 
   
  � At APL 4, APL 6 and APL 8, each qualified PC gets 
  two potions of Cure Light Wounds and ONE OF:  A 
  ring of Protection +2 OR Bracers of Armor +2 OR +2 
  Amulet of Natural Armor; OR a +2 weapon of their 
  choice (may be +1 Ghost Touch) from the DMG. 
  � At APL 10, each qualified PC gets two potions of 
  Cure Moderate Wounds and ONE OF: A ring of 
  Protection +3 OR Bracers of Armor +3 OR +3 
  Amulet of Natural Armor; OR a +3 weapon of their 
  choice from the DMG.  This may be a +2 weapon 
  with an ability that “costs” +1 (see DMG). 
  � At APL 12 and APL 14, each qualified PC gets two 
  potions of Cure Serious Wounds and ONE OF: A 
  ring of Protection +3 OR Bracers of Armor +3 OR +3 
  Amulet of Natural Armor; OR a +3 weapon of their 
  choice.  This may be a +2 weapon with an ability that 
  “costs” +1. 
  � At APL 14, only a paladin (and no other PC) who 
  requests that they would like a Holy Avenger gets 
  the option of borrowing one - but at the cost of 
  taking NO other equipment (it’s the Avenger for 
  them, or the other stuff for the team’s benefit – they 
  can’t have both).  
  The paladin must be the one to ask for the 
  sword, or it will NOT be offered otherwise.   Non-
  paladin’s can’t get one of these, even for another 
  party member. Assume the conversation (if it’s not 
  for personal use) goes something like: 
   
        NON-PALADIN PC: “Hmm, a Holy Avenger 
  would be nice...” 
        NPC: “I don’t think we actually have any of 
  those, and even if we did I couldn’t issue it to 
  YOU because then we wouldn’t have one if a 
  paladin actually needed it …” 
  t
  i
   
  As you will see on the AR, the Holy Avenger is not 
  available for purchase at the end of the scenario. 
        The quartermaster takes away all equipment not 
  chosen by a qualified PC.   At this point (or later), PCs 
  may hand equipment to non-qualified PCs if they wish to 
  do so. 
   
  Encounter One 
  Let Battle Be Joined 
  This encounter begins with the PC’s posted on watch just 
  before dawn.   All hell is about to break loose and, of 
  course, the PC’s are in the thick of it. It’s basically a 
  straight up assault. There’s no finesse here at all.  
   
  You have your equipment, and you have your 
  assignmen .  In typ cal military fashion, your orders 
  are contradictory.  “Hold your ground” and “back up 
  the sections to either side of you”.   How do the field 
  force commanders expect you to do both?   At least a 
  Battles in the Yatils 
   
  Page 5 
  
  low berm (1), which is five feet in front of you, 
  provides a little bit of cover.   If only there had been 
  time to dig pits and spike them … and all that other 
  defensive stuff you’ve read about or studied in the 
  Auszug or Pax! 
   
  t
  l
   
  !
   
  Soon, it’s almost dawn, and you can vaguely see 
  shapes in the mist to either side of your assigned 
  sector.   Peering intently forward, you realise that the 
  mist is limiting your vision to only 10 feet.  
        Suddenly, you think maybe there was some 
  movemen , but it’s hard to tell.  The ground is 
  definitely shaking, and there’s a lot of “something” 
  moving out there in the mist. Then, from your right, 
  there’s a blood curdling yell, and a Perrender charges 
  forward into the mist towards an opponent you 
  cannot see. 
   
        “Back him up!” comes the cry, and you can hear, 
  along the line, the hastily prepared Perrender 
  defences being abandoned! But there are also shouts 
  of “Ho d the line!”   Confusion has set in  How will 
  you respond? 
    
  (1) Note that a “berm” is a low ridge or embankment. 
   
  There are two ways this can go.  The PCs can join the 
  charge, and meet their opponents head-on in the field of 
  battle; or, they can wait at their post and let their 
  opponents come to them.  If they join the assault, the 
  berm (5ft high, 5ft wide) will prevent PCs from charging, 
  and will cost 2 squares to cross. Any PC crossing the 
  berm uses a move action which provokes an attack of 
  opportunity from any undead on the other side. When 
  they are on the other side, they will realise that some 
  undead are trying to charge the PCs!   
        If the PCs wait, the berm provides cover against 
  opponents on the opposite side, but not against foes on 
  top of it.   The undead (who are attacking) will attempt to 
  cross the berm if they can, thus provoking AoO’s from 
  PCs who choose to wait. Remember, the berm costs a 
  move action to cross. 
        DM’s Note:   Visibility is limited to 40’ due to the 
  mist.  This affects low light and darkvision as well. 
  Therefore, opponents may not see each other until they 
  are nearly upon each other! 
   
  Tactics:  The undead have two orders and, like their 
  living opponents, the orders are somewhat contradictory. 
  First, get over the berm and engage the enemy; second, 
  kill anything that lives in your path. Note, also, that no 
  PCs or Undead can “charge” through the berm. 
   
   
  APL 4 Soft (EL 4) 
  � Zombie Troglodytes (4): hp 29 ea; see Monster 
  Manual page 266. 
   
  APL 4 Hard (EL 6) 
  � Ghasts (3): hp 28, 29, 30; see Monster Manual page 
  119. 
   
  APL 6 Soft (EL 6) 
  � Ghasts (3): hp 28, 29, 30; see Monster Manual page 
  119. 
   
  APL 6 Hard (EL 8) 
  � Ghasts (6): hp 28, 28, 29, 29, 30, 30; see Monster 
  Manual page 119. 
   
  APL 8 Soft (EL 7) 
  � Troll skeletons (4): hp 39 ea; see Monster Manual 
  page 227. 
   
  APL 8 Hard (EL 10) 
  � Ettin Skeletons (3): hp 63, 65, 67; see Monster 
  Manual page 227. 
  � Wraiths (3): hp 32 ea; see Monster Manual page 258. 
   
  APL 10 Soft (EL 9) 
  � Vampire spawn (6): hp 27 (2), 29(3), 35; see Monster 
  Manual page 253. 
   
  APL 10 Hard (EL 12) 
  � Ettin Skeletons (12): hp 63(4), 65(4), 67(4); see 
  Monster Manual page 227. 
   
  APL 12 Soft (EL 10) 
  � Ettin Skeletons (3): hp 63, 65, 67; see Monster 
  Manual page 227. 
  � Wraiths (3): hp 32 ea; see Monster Manual page 258. 
   
  APL 12 Hard (EL 14) 
  � Devourers (3): hp 75, 77, 82; see Monster Manual 
  page 58.   Note:  Each Devourer has 6 “Essence Points” at 
  the start of combat. 
   
  APL 14 Soft (EL 11) 
  � Zombies, Grey Renders (6): hp 130 (2), 133 (2), 136 
  (2); see Monster Manual page 267. 
   
  APL 14 Hard (EL 14) 
  � Devourers (3): hp 76 (2), 82; see Monster Manual page 
  58.   Note:  Each Devourer has 8 “Essence points” at the 
  start of combat. 
   
  Battles in the Yatils 
   
  Page 6 
  
  Encounter Two 
  Ambushed! 
  This encounter is both a trap and a combat.  The combat 
  happens no matter what - it’s just a matter of who’s in the 
  “box seat”.  A battered and bruised soldier in a torn 
  uniform is seeking help in his section – but he’s really 
  leading the PC’s into a trap.   Whether he succeeds is up 
  to them.  There is a map for this encounter, as it takes 
  place in a confined creek bed with steep sides.   Apart 
  from the trap, which potentially gives the undead a 
  surprise round, this is another straight-up fight. 
        This encounter takes place 15 minutes after the end of 
  the first combat.  For the purposes of spell duration, it 
  will take 15 minutes to get from the end of the last battle 
  to the ambush point at normal speed. This means that 
  some spells may need to be re-cast. 
   
  Read or paraphrase to the players: 
   
  f
   
    
   
       
  i
  i
   
  As the sounds of battle begin to grow quieter, 
  something large looms in front o  you in the mist. It 
  seems almost part of the mist, but a terrible feeling of 
  cold and horror coming from it tells you this is no 
  natural thing.   After about ten minutes of staying 
  extremely still (so you won’t be noticed), the feeling 
  fades and you’re sure whatever it was has moved on. 
        It is time now to regroup, for another assault is 
  surely coming soon.   As you are tending your 
  wounds, checking your weapons, or grabbing a quick 
  bite to eat, a soldier of the Pax Mercuri stumbles into 
  your section.  His uniform is in tatters, blood oozes 
  from several minor cuts, and he looks in bad shape. 
  He screams, “Thank Pelor I’ve found someone!   
  They’ve broken through in the next sector! My 
  group’s section was overrun by hideous creatures 
  from our worst nightmares!  Come and help us, 
  PLEASE!” 
   
  The man’s name is Mundig Foord, and he is, indeed, 
  injured.  But he is not a Pax Mercuri, and the next sector 
  has not been overrun - yet. Mundig waits only a few 
  seconds to see if the PC’s will follow him.   He will permit 
  his wounds to be tended (two CLW’s will fix him up), but 
  all the while he exhorts the PC’s to hurry before it is too 
  late.   He makes it sound like his wounds don’t matter, 
  and that’s true.  If he fails at his task, his current wounds 
  will be nothing compared to what he will receive from 
  his dire mistress! 
         In case anyone asks, the rest of his section group (of 
  six) were: Rex the half orc, Ariana the archer (he sounds 
  wistful when he uses her name), Marek and Jarek the 
  farm boy twins who wield pitchforks one-handed, and 
  Mellie the rogue.  At least … he thinks she’s a rogue 
  because she rolled all around the battle and cursed the 
  undead in a most unladylike manner.   This section group 
  is, indeed, the people who are in the next sector, but 
  Mundig does not know them, nor they him.  He’s 
  making a Bluff attempt (Skill + modifiers is 10 + APL, 
  plus your d20 roll of course), and he also has Perform at 
  the same level. 
        To tell that something’s not quite right with him 
  requires a Sense Motive check (vs. Mundig’s Bluff).   Pax 
  members get a +4 modifier on this check as Mundig 
  doesn’t act like a true Pax should. 
        DM’s Note: PC’s must ask for this check, it’s not a 
  right. 
        Should the PC’s spot the problem, they can either go 
  along and pretend they are unaware, or they can question 
  Mundig about what’s going on.   If he knows he’s been 
  caught, Mundig bites down hard on something in his 
  mouth and, three seconds later, he is dead. A Knowledge 
  (Alchemy) or Knowledge (Local) check will inform the 
  PCs that this is the same type of poison used so 
  effectively by members of The Dark Wave Crime 
  Syndicate in Traft City.   A Speak with Dead spell will 
  reveal the trap: that the next section is about to be 
  overrun unless the PC’s stop it, and that Mundig is in the 
  service of Ko’ram Mander – an “evil witch who controls 
  undead” (though not in the service of The Dark Wave).   
  He knows nothing else. 
        If Mundig is dead, and the PCs do not go and 
  investigate the nearby section, remind them (INT check 
  DC 5) of their orders to “back up other sections”.   If all 
  else fails, have an upper echelon Auszug officer come 
  along with a patrol to relieve the PCs, and send them to 
  look into how the soldiers are faring in the next sector. 
         Read or paraphrase the following, depending on 
  whether Mundig is there, and whether the PCs are 
  alerted or not. If Mundig isn’t there, the enemy still 
  attacks once the PCs are within range: 
   
  As you leave to travel to the next sector, you see that 
  the path winds down into a dried-up creek bed. “ It’s 
  not too far to go”, according to your guide.  And 
  Mundig is still telling you to hurry [if he is present]. 
   “Come on! It’s just through here!”   He is po nt ng
  at a pile of rocks that have been dumped at a bend in 
  the creek over many years. 
        As you round the bend, the rocks around you 
  come alive!  It’s an ambush! 
   
  To avoid the ambush, PC’s need to make a Spot check (vs. 
  the Hide check of the particular amubushers – see 
  below).   PC’s get a +4 bonus if they had earlier specified 
  that they were taking precautions of some kind (either 
  because Mundig is dead and they know something is up, 
  or because they caught Mundig out, but pretended they 
  Battles in the Yatils 
   
  Page 7 
  
  hadn’t).  In that case, some PC’s may get the bonus and 
  others not (if they failed their Sense Motive and nobody 
  figured a way to communicate without alerting Mundig).  
         As DM, you are free to allocate additional bonuses (up 
  to a maximum of +4) for clever tactics the PC’s may be 
  employing.  Such tactics include (but are not limited to) 
  flying party members (PC’s or animals/familiars), or 
  detect evil (though this may slow the party down and get 
  Mundig agitated, and remember the whole area is faintly 
  evil right now). 
        At APL 12 (Hard) and APL 14 (Hard), only a +2 bonus 
  applies for precautions, since the attackers are 
  incorporeal and don’t need to come from behind the 
  rocks! 
       Tactics: At all APLs the undead assume they are 
  getting surprise, so their first action is to get in and flank 
  as many PCs as possible!  Exception:  At APLs where the 
  ambushers are Vampire Spawn, they will first drink their 
  potion of haste and then move in the first full round of 
  combat.   If possible, the undead will cut off the creek bed 
  both ways in order to trap the PCs.   
         While not intelligent per se, these creatures are under 
  orders and are carrying them out to the best of their 
  ability. 
        At APL 12 (Soft), APL 14 (Soft), and at APLs 10 and 
  below, PC’s who made their Spot check will presumably 
  warn the party as a whole, so there will be no surprise 
  round (though the undead will still assume there is).  If 
  there is no warning, feel free to place unaware PC’s 
  wherever you want, and allow those who made their roll 
  to place their own counter. 
        At APL 12 (Hard) and 14 (Hard), the incorporeal 
  enemies will appear both in front of and behind the PC’s 
  so the only point of the surprise round is to see if any PC 
  gets to act.  The group will be as surrounded as possible 
  by the end of the surprise round and the undead will do 
  their utmost to wipe out the team and “recruit” them into 
  Ko’ram-mander’s army. 
   
  Treasure: None, except at APL 10 (Hard) and APL 12 
  (Soft). 
   
  APL 10 (Hard) and 12 (Soft)–loot(83 gp), +1 spiked 
  chain (4) (775 gp). 
   
  DM’s Note: It is possible some groups will have 
  invisibility to undead (so don’t forget there’s a save for 
  this), or other means of not being noticed by the 
  ambushers.   If Mundig is with the group, he will do 
  whatever it takes to spring to the trap.   If Mundig is not 
  with the group, and you can come up with no plausible 
  way to make this encounter happen, then it doesn’t 
  happen.   At most APLs, it should be possible to have one 
  of the ambushers shift its feet at the wrong moment, 
  dislodging a few pebbles, and allow the PCs to locate 
  them. 
   
  APL 4 Soft (EL 4) 
  � Zombie bugbears (2): hp 40, 44; see Monster Manual 
  page 267. 
   
  APL 4 Hard (EL 6) 
  � Zombie bugbears (4): hp 40, 42, 42 44; see Monster 
  Manual page 267. 
   
  APL 6 Soft (EL 6) 
  � Zombie bugbears (4): hp 40, 42, 42 44; see Monster 
  Manual page 267. 
   
  APL 6 Hard (EL 8) 
  � Vampire Spawn (4): hp 28, 29, 30 (2); see Monster 
  Manual page 253. 
   
  APL 8 Soft and Hard (EL 9) 
  � Vampire spawn (6): hp 27 (2), 29(3), 35; see Monster 
  Manual page 253. 
   
  APL 10 Soft (EL 9) 
  � Zombie, Umber Hulks (4): HP 105 ea; see Monster 
  Manual page 267. 
   
  APL 10 Hard (EL 11) 
  � Zombie, Umber Hulks (8): HP 105 ea; see Monster 
  Manual page 267. 
   
  APL 12 Soft (EL 11) 
  � Zombie, Umber Hulks (8): HP 105 ea; see Monster 
  Manual page 267. 
   
  APL 12 Hard (EL 14) 
  � Shadows, Greater (8): hp 57(4), 58(2), 60 (2); see 
  Monster Manual page 221. 
    
  APL 14 Soft (EL 13) 
  � Bodaks (6): hp 56, 57(2), 58(2), 61; see Monster 
  Manual page 28. 
   
  APL 14 Hard (EL 16) 
  � Dread Wraiths (6): hp 104 ea; see Monster Manual 
  page 258.  
   
  Encounter Three  
  The Fiend Must Be Stopped! 
  By now, the fighting is pretty much over, with heavy 
  casualties on both sides.   What’s left of the undead 
  fighting forces are regrouping for one final battle, but the 
  Battles in the Yatils 
   
  Page 8 
  
  field force commander, Erik Hüssen, has a special task 
  for the PC’s.   Word has reached him that Ko’ram-
  mander, the leader of the undead forces, has breached the 
  cavern of Kir-Russ, and he wants a group to go in after 
  her!  
        Erik has little information of use, only that Ko’ram-
  mander was reportedly heading for the ruined citadel at 
  its centre. He does not know why, nor can he tell the PC’s 
  anything of Ko’ram-mander’s nature.   Those who have 
  played Highway Robbery may know, or think they know, 
  who (or what) she is.   It’s all idle speculation, but they are 
  about to learn the awful truth!    
        At all levels, except at APL 14 (Hard), Ko’ram-mander 
  has a trusted minion with her as a bodyguard.   It is this 
  minion the PCs will fight during APLs 2-12 and APL 14 
  (Soft).   At APL 14 (Hard), they get to fight Ko’ram-
  mander herself!  At the end of the battle, the nature of 
  Ko’ram-mander’s mistress will be revealed! 
         The DM has a map of Kir Russ, showing the citadel, 
  which he/she may show the PC’s at this time.  They can 
  get all the way in before they are noticed. 
        For the purposes of spell duration, this encounter 
  begins 15 minutes after the ambush battle ends.   As 
  noted, Erik will allow up to ten minutes (he needs at least 
  five to set up the diversion). 
   
  Read, or paraphrase, to the players: 
   
  With the ambushers dealt with, and the battlefield 
  eerily quiet, you realise it has only been about 20 
  minutes since the first assault.  The sun has yet to 
  fully show her face above the mountains, and you 
  hope to live long enough to see the sun rise above the 
  majestic Yatils - mainly because that will drive at least 
  some of the undead away until the following 
  nightfall. 
        As you catch your breath, a trio of Auszug soldiers 
  approach you … 
        “Hail, heroes and well met!” 
        With a start, you recognise Erik Hüssen, the field 
  force commander for this operation. 
        “I hear you’ve had an interesting time of it so far, 
  and I’d like nothing more than to let you take a well-
  earned rest-break.  However, word has reached me 
  that the leader of this undead army has breached the 
  ruins of Kir Russ and made for the central citadel!   I 
  don’t know why, but it can’t be anything good for us. 
  I need you to get in there and stop whatever is going 
  on.    We pul ed most of the archaeologists out two 
  days ago  but the site is still under their con rol – 
  more or ess and there is one group who were way 
  into the tunnels and we couldn’t get them out.   This 
  means that any items you find while you’re in there 
  belong to the archeological council.  But you will be 
  well compensated, have no fear there.    If you find 
  the missing group of archaeologists, the council 
  would be most grateful”  
   
   
  l
  ,
  t
  l
  !
   
   
   
   
   
        “Now, to your missions!   There are still many 
  undead left out here, and we have taken heavy 
  casualties ourselves, but I will rally the troops for a 
  diversionary assault while you get into the ruins.  
  Don’t let this sacrifice be in vain  May cold iron avail 
  you, and may Pelor protect us until the starbreak!” 
   
  Erik will give the PC’s up to ten minutes to do whatever 
  is needed and get ready before he launches his assault. 
        After five to ten minutes (game time, not real time), 
  continue: 
   
  The call of a bugle sounds the charge, and you know 
  the time has come for your party to infiltrate Kir-
  Russ!  Many brave fighters are sacrificing themselves 
  right now to give you the chance to save your 
  homeland of Perrenland, and maybe even the whole 
  Flanaess!  It’s time to go! 
  Assuming they go, be aware of this: 
         DM’s Note (Very Important!):   If any PC at APL 14 
  (Hard) has the rapier called “Friendslayer”, their moment 
  has come.  It seems the sages got it only half-right.   The 
  rapier, in fact, has two names, both of them very similar.  
  It is known as both “Friendslayer” … and “Fiendslayer”.   
  If the rapier is used in this next combat, it acts as a +2 
  weapon with the special property of Bane: Evil Outsider 
  against Ko’ram-mander! The PC who owns it will know 
  when the time comes, because it hums with power and 
  leaps into the hand of the owner - obviously with some 
  purpose of its own in mind! 
   
  Continue reading or paraphrasing : 
  The ruins of Kir-Russ have been cleared out quite a 
  bit since some of you were last here.  The ramp up the 
  rubble to the citadel is clear, and there doesn’t seem 
  to be anyone watching it.  The bridge that was on the 
  other side of the citadel has collapsed, so it seems this 
  is your only way up. Making your way up to the walls, 
  you can see through a collapsed part into the interior.  
   
  DM’s Note:  If the PCs are invisible, moving silently, 
  hiding in shadows, or are otherwise undetectable to most 
  observers, they can have a surprise round once the box 
  text is done with.   It takes only one PC to be detectable 
  for Ko’ram-mander to notice them, and she knows no 
  mortal would come in here alone.   Feel free to 
  paraphrase the box text if need be. 
        PC’s who can fly, or have other means to get to the 
  top, may do so. Continue reading: 
   
  Battles in the Yatils 
   
  Page 9 
  
  In the centre of the Citadel, there is a huge skeleton 
  and a few scales that indicate the creature used to be a 
  red dragon; whilst walking around, it muttering 
  incantations, is a woman with flaming red hair and 
  red eyes.   She has a large black rock in her right hand 
  and a vial in her left hand. 
        In one corner you can see some figures slumped.  
  It’s impossible to tell from here if they are dead or 
  alive, but the pools of blood around them can’t be 
  good.   There are several backpacks lying beside them. 
   
  At APLs 4 to 14 (Soft), read: 
   
   
   
   
   
   
   
   
   
  Guarding the woman is/are (a) fearsome looking 
  creature/s. [The DM should refer to the APL list below, 
  and then describe what the PCs see] 
        Then, at all APLs if the PC’s aren’t getting a surprise 
  round: 
  Somehow, you have been noticed.  The woman looks 
  right at you at screams 
        “Meddling fools!  You have interfered with my 
  mistresses plans for the last time.   Your death is at 
  hand!”
   
  At APLs 4 to 14 (Soft), unless the PC’s got surprise: 
  The woman turns to her guardian and in a cold voice 
  says “Kill them.  Kill them all.” 
   
  At APL 14 (Hard), roll initiative.  On her action, continue 
  reading (anyone who beat her can act on their turn): 
  The woman before you is changing form.  Where 
  once stood a slender, if angry, human female, now 
  squats a fully grown red dragon!  What have you 
  gotten yourselves into? She looks over into the corner 
  at the backpacks and you could swear she’s smiling.  
  Or perhaps just anticipating lunch. 
  “So, you want those trinkets the fools brought up 
  from the lower levels?   Well then, kill me and the 
  trinkets are yours!” 
  Tactics: At all APLs other than APL 14 (Hard), the 
  undead guardian/s will do whatever it/they can to keep 
  the PCs away from Ko’ram-mander.  Within that 
  limitation, it will do the utmost to carry out the order to 
  “kill them all”.   At these APLs, Ko’ram-mander will move 
  away from the combat, leaving her minion to deal with 
  the “foolish mortals”.  Even if she is attacked in the first 
  round, she simply moves away.     
        If Ko’ram-mander is pursued, she will drop the 
  polymorph and turn back to her true form (a dragon), 
  after which time her fear aura comes into play.   Even 
  PC’s who make their save (or are immune to fear) should 
  make an INT check (DC 5) to realise that sometimes it’s 
  better to retreat than to die ...  If that doesn’t do it, 
  adventurers are small and crunchy and taste great dipped 
  in chocolate (in other words, if they are that stupid, kill 
  them). 
        For those PC’s lucky enough to fight Ko’ram-mander, 
  she has variable tactics depending on the situation.   If 
  she can get three or more PC’s in the cone of her breath
  weapon, she will use that.   If not, she uses her power 
  attack (for 10, increasing to 12 and then to 15 if she’s 
  getting more hits than misses) and where possible she 
  uses full attack on one opponent.   If she has to move to 
  get to someone, she’ll use her flyby attack where that is 
  possible.   If she can’t use flyby attack, she will use spells 
  and spell-like abilities (especially summon and darkness) 
  to best effect.   She’s not stupid, she will use all the 
  abilities she has in this fight.  
        DM’s Note:   The black rock is a Philosophers Stone, 
  a minor artifact that can be used to cast a true 
  resurrection, and this is what Ko’ram-mander intends to 
  do with it.   It’s not useful in combat, and the PCs can’t 
  keep it or buy it in the wrap-up; but the archaeologists 
  will pay the PCs handsomely for it, and even let them 
  pick from the equipment recovered from the dead 
  archaeologists when all is concluded.   It is both part of 
  the story and a way to get monetary reward into the 
  scenario somehow.  The vial is a potion of Cure Light 
  Wounds, the other ingredient needed for the True 
  Resurrection spell. 
   
  Treasure: All APLs ring of polymorph- (2500gp), 
  Philosophers Stone (minor artifact, gp value way over cap 
  at any APL). 
   
  APL 4 Soft (EL 4) 
  � Zombie Minotaur: hp 80; see Monster Manual page 
  267. 
   
  APL 4 Hard (EL 6) 
  � Zombie grey render: hp 133; see Monster Manual 
  page 267. 
   
  APL 6 Soft (EL 7) 
  � Vampire, 5
  th level human fighter: hp 38; see Monster 
  Manual page 250. 
   
  APL 6 Hard (EL 8) 
  � Bodak: hp 58; see Monster Manual page 28. 
   
  APL 8 Soft (EL 8) 
  � Shadow, Greater: hp 58; see Monster Manual page 
  221. 
   
  Battles in the Yatils 
   
  Page 10 
  
  APL 8 Hard (EL 11) 
  � Devourer: hp 78; see Monster Manual page 58.   Note: 
   The Devourer has 9 “Essence points” at the start of 
  combat. 
   
  APL 10 Soft (EL 11) 
  � Devourer: hp 78; see Monster Manual page 58.   Note: 
   The Devourer has 10 “Essence points” at the start of 
  combat. 
   
  APL 10 Hard and APL 12 Soft (EL 13)  
  � Devourers (2): hp 78 ea; see Monster Manual page 58. 
    Note:  The Devourers have 10 “Essence points” each at 
  the start of combat. 
   
  APL 12 Hard (EL 14) 
  � Nightwing: hp 144; see Monster Manual page 197. 
    
  APL 14 Soft (EL 14) 
  � Nightwing: hp 144; see Monster Manual page 197. 
   
  APL 14 Hard (EL 18) 
  � Ko’ram-mander, Female half-fiend adult red 
  dragon: hp 275; See Appendix for statistics. 
   
  Conclusion 
  At all APLs, other than APL 14 (Hard), read : 
   
   
  The guardian has been defeated, and you turn your 
  attention to the red-haired woman.  She looks up 
  from a ritual she was performing and screams with 
  rage. 
        “Must I do everyth ng myself?  Very well, let it be 
  so!” 
   
  i
   
  l
   
   
   
   
  ! 
  i
   
   
   
   
   
        With that, the shape before you blurs and 
  shimmers and, where once stood a red-haired woman, 
  now squats a … ful  … grown … Red… Dragon!  She 
  looks over into the corner at the backpacks and you 
  could swear she’s smiling.  Or perhaps just 
  anticipating lunch. 
  “So, you want those trinkets the fools brought up 
  from the lower levels?   Well then, kill me and the 
  trinkets are yours!” 
   
  DM NOTE: VERY IMPORTANT:  If anyone has the 
  cursed rapier, Friendslayer, it is humming with power 
  right now, and trying to drag the PC(s) holding it (them) 
  towards the dragon. Only a successful STR check of DC 
  18 will hold it (and the PC) back! 
        If the PC(s) follow the rapier – or it drags them - (they 
  don’t have time to be afraid), read the following : 
  Before you or the dragon can act, the rapier you have 
  cursed for so long flies from your hand and pierces 
  the dragon’s hide, burrowing to it’s heart!  With a 
  scream that can only be one of final death, the dragon 
  bursts into crackling energy and you can barely jump 
  back in time to escape the conflagration!   When the 
  light show is over, the dragon, the skeletal dragon, 
  and your rapier, are all gone.  Nothing is left but ash 
  … 
   
  If the PC(s) actually resist the rapier’s pull, or if nobody 
  in the party has the rapier, read or paraphrase the 
  following: 
   As you fight to hold back the rapier, the dragon 
  draws a breath to snuff out your lives.  There is a 
  shimmering in the air and the face of a deformed old 
  hag appears (like something from your worst 
  nightmares)!   The dragon pauses a moment, and you 
  could swear you saw fear on it’s reptilian face! 
        “Enough!” the hag shouts commandingly. “Ko’ram-
  mander, you have failed me for the last time!   I 
  should let these mortals have you, but perhaps they 
  may be of use …  and I’d hate to waste one of them on 
  you …” 
        “Mistress, no  I can still fin sh this!” the dragon
  pleads. 
        “No, my patience is at an end.  Soon, all of the 
  Yatils will tremble with the knowledge that I have 
  returned!   But YOU will not be there to see it!  
  Begone!” 
        And with that, the ghostly figure of the old hag 
  points her bony finger at the dragon and mouths 
  some unspeakable words in a long-forgotten tongue. 
  With a crackling of ancient eldritch power, the 
  dragon, and the skeletal remains of what you realise 
  must have been her mate, are completely consumed 
  in a fiery conflagration!” 
   
  At APL 14 (Hard) – only if one or more PC’s has 
  Friendslayer : 
  As the dragon crumples to the floor, your rapier is 
  still humming with power, trying to drag you towards 
  the body! 
   
  If the PC(s) allow the rapier to lead, read the following: 
  The rapier you have cursed since the day you picked 
  it up flies from your hand and pierces the dragon’s 
  hide, burrowing to it’s heart!  With a scream that can 
  only be one of final death – clearly signifying that the 
  dragon wasn’t quite dead yet … the reptile bursts into 
  crackling energy and you can barely jump back from 
  Battles in the Yatils 
   
  Page 11 
  
  the conflagration.   When the spectacular light show 
  is over, the dragon, the skeletal dragon, and your 
  rap er, are all gone.  Nothing is left but ash …
  i
   
   
  f
   
  i
  i
   
   
  If they PC(s) resist (as above), read the following: 
  A figure appears in the air (clearly an illusion o  some 
  kind of old hag), and points a finger at the dragon’s 
  body.   There is an eruption of eldritch energy and 
  smoke, and when it clears the dragon and the skeletal 
  remains of her dead mate are nothing more than piles 
  of ash. 
   
  All APLs: 
        If the face has not yet appeared it does so now.   
  Paraphrase as necessary. 
   
  The shimmering figure of the old hag turns to you all 
  and glares: 
        “So, you have defeated my servants yet again?   
  This is not the end, you know!  You are all marked by 
  my sight and I will have my revenge!  Go now, and 
  tell your pathetic excuses for leaders that I am 
  returning … to claim THAT which is MINE!” 
        With this, the image disappears, leaving you little 
  else to do but wonder who this old hag might be; as 
  well as sift through the ash for any trinkets that may 
  have survived the dragon’s death. Finally, you need to 
  return any borrowed equipment to the quartermaster 
  who will, no doubt, complain about the condition it’s 
  in.    
        Amongst the ashes, all you find is a ring and the 
  black rock.  Anything else worth hav ng has been 
  destroyed.   As you are leaving, you spot Erik Hüssen 
  staggering across the battlefield.   He is bleeding 
  heavily, but doesn’t seem to be in mortal peril right 
  now.   There are, p tifully, very few others still 
  standing, though it’s apparent the undead threat has 
  been ended.   You can only hope that “the old hag” in 
  the illusion doesn’t have another force somewhere, 
  because there is no way this sector can withstand 
  another major battle any time soon. 
  The slumped figures in the corner are very dead – 
  probably destined to join the army of evil but for your 
  efforts this day. 
    
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter One  
  Experience objective (Soft)  
  APL4 120 xp; APL6 180 xp; APL8 210 xp;  APL10 270 
  xp; APL12 300 xp; APL14 330 xp. 
   
  Experience objective (Hard) 
   
  APL4 180 xp; APL6 240 xp; APL8 300 xp;  APL10 360 
  xp; APL12 420 xp; APL14 420 xp. 
   
  Encounter Two 
  Experience objective (Soft)  
  APL4 150 xp; APL6 180 xp; APL8 240 xp;  APL10 270 
  xp; APL12 330 xp; APL14 390 xp. 
   
  Experience objective (Hard) 
   
  APL4 180 xp; APL6 240 xp; APL8 300 xp;  APL10 360 
  xp; APL12 420 xp; APL14 480 xp. 
   
  Encounter Three 
  Experience objective (Soft)  
  APL4 150 xp; APL6 210 xp; APL8 270 xp;  APL10 330 
  xp; APL12 390 xp; APL14 420 xp. 
   
  Experience objective (Hard) 
   
  APL4 180 xp; APL6 240 xp; APL8 300 xp;  APL10 360 
  xp; APL12 420 xp; APL14 540 xp. 
   
  Discretionary roleplaying award 
  Based on how the PC’s handle the quatermaster in camp, 
  how they deal with the trap in Encounter 2, and perhaps 
  how they handle Erik.  
  APL4 135 xp; APL6 180 xp; APL8 225 xp;  APL10 270 
  xp; APL12 315 xp; APL14 360 xp. 
   
  Total possible experience:  
   
  Soft: 
  APL4  555 xp; APL6 750 xp;APL8 945xp;  APL10 1140 
  xp; APL12 1335 xp; APL14 1500xp. 
   
  Hard: 
  APL4  675 xp; APL6 900 xp; APL8 1125xp;  APL10 
  1350 xp; APL12 1575 xp; APL14 1800xp. 
   
  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. 
  Battles in the Yatils 
   
  Page 12 
  
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  Encounter Three 
   
  All APLs: L: 0 gp; C: 0 gp; M: 6000 gp* 
  * I have no idea what the Stone is worth, but this amount 
  means everyone gets a suitable reward.   The ring is worth 
  30000 gp, which comes to 2500 per PC. 
   
  Total Possible Treasure 
        APL 4 (Soft): L: 0 gp; C: 0 gp; M: 480 gp  - Total: 480 gp 
        APL 4 (Hard): L: 0 gp; C: 0 gp; M: 600 gp  - Total: 600 
  gp 
        APL 6 (Soft): L: 0 gp; C: 0 gp; M: 640 gp  - Total: 640 gp 
        APL 6 (Hard): L: 0 gp; C: 0 gp; M: 800 gp  - Total: 800 
  gp 
        APL 8 (Soft): L: 0 gp; C: 0 gp; M: 1000 gp  - Total: 1000 
  gp 
        APL 8 (Hard): L: 0 gp; C: 0 gp; M: 1250 gp  - Total: 1250 
  gp 
        APL 10 (Soft): L: 0 gp; C: 0 gp; M: 1680 gp  - Total: 1680 
  gp 
        APL 10 (Hard): L: 83 gp; C: 0 gp; M: 2017 gp  - Total: 
  2100 gp 
        APL 12 (Soft): L: 83 gp; C: 0 gp; M: 2317 gp  - Total: 
  2400 gp 
        APL 12 (Hard): L: 0 gp; C: 0 gp; M: 3000 gp  - Total: 
  3000 gp 
        APL 14 (Soft): L: 0 gp; C: 0 gp; M: 4800 gp  - Total: 4800 
  gp 
        APL 14 (Hard): L: 0 gp; C: 0 gp; M: 6000 gp  - Total: 
  6000 gp 
   
  Special 
  � The Notice Of “The Old Hag”:   You have been 
  noticed by the ghostly image of “the old hag”.   The effect 
  of this will become clear to you at a later time.   
   
  � Loss of cursed item:   In saving Perrenland, you have 
  done yourself a favour as well – perhaps.   The cursed 
  rapier, Friendslayer, was consumed in the final 
  showdown with Ko’ram-mander, the half fiend dragon.   
  You no longer have this weapon.  This might not be the 
  blessing it seems at first glance. 
   
  � Cursed item – additional property:   During your 
  battle with the fiendish red dragon, Ko’ram-mander, it 
  became clear that your cursed rapier “Friendslayer” had at 
  least one hitherto unknown property.    It may have been 
  misnamed and should have been called “Fiendslayer”.   
  The rapier has the property of Bane: Evil Outsiders, 
  giving an additional +2 to its magical enhancement and 
  an additional 2d6 damage against such creatures. 
   
  Unfortunately, this discovery has not affected the 
  other properties of the weapon.  It is still cursed and will 
  still force you to use it and to potentially attack allies per 
  the original curse. 
   
  Items for the Adventure 
  Record 
   
  All the Special stuff needs to go on the AR. 
   
  Item Access 
   
  APL 4:  
  Ring of Sustenance (Adventure, DMG) 
  Ring of Feather Falling (Adventure, DMG) 
  Battles in the Yatils 
   
  Page 13 
  
  Pearl of Power, 2
  nd level (Adventure, DMG) 
   
  APL 6: (All of APL 4 plus the following) 
  Gloves of Dexterity +2 (Adventure, DMG) 
  Pearl of Power, 3
  nd level (Adventure, DMG) 
   
  APL 8: (All of APLs 4-6 plus the following) 
  Pearl of Power, 4
  th level (Adventure, DMG) 
   
  APL 10: (All of APLs 4-8 plus the following) 
  Flametongue (Adventure, DMG) 
   
  APL 12: (All of APLs 4-10 plus the following) 
  Goggles of night (Adventure, DMG) 
   
  APL 14: (All of APLs 4-12 plus the following) 
  Circlet of Blasting, Major (Adventure, DMG) 
   
   
  Battles in the Yatils 
   
  Page 14 
  
  Appendix I : Monster/NPC Statistics 
   
  Encounter Three 
   
  APL 14 (HARD) ONLY 
   
  � Ko’ram-mander: Female half-fiend adult red 
  dragon; CR 18; Huge Outsider (half-fiend adult red 
  dragon); HD 22d12+132, hp 275; Init +4; Spd 40 ft., fly 
  150 ft. [poor]; AC 31, touch 10, flat-footed 31; Base Atk 
  +24; Grp +43; Atk +33 melee (2d8+8, bite); Full Atk: +33 
  melee (2d8+8, bite), +29 melee (2d6+4, 2 claws), +28 
  melee (1d8+4, 2 wings), +28 melee (2d6+12, tail slap); 
  Space/Reach [15 ft/10 ft. (15 ft reach with bite)]; SA 
  [Breath weapon, crush, smite good, spells, spell-like 
  abilities]; 
  SQ 
  [Blindsense, 
  Damage 
  Reduction 
  10/magic, Darkvision (120 ft), Fire immunity, Frightful 
  Presence, keen sense, locate object, paralysis immunity, 
  poison immunity, resistance to acid, cold, and 
  electricity 10, sleep immunity, vulnerability (cold), ]; 
  SR 32; AL [CE]; SV Fort +19, Ref +15, Will +17; Str 37, 
  Dex 14, Con 23, Int 20, Wis 19, Cha 18.  
   
  Skills and Feats: Bluff +19, Concentration +17, 
  Diplomacy +16, Escape Artist +15, Intimidate +29, 
  Jump +26, Knowledge (Arcana) +23, Knowledge 
  (Local) +16, Knowledge (Religion) +18, Listen +31, 
  Search +30, Sense Motive +13, Speak Abyssal, Speak 
  Draconic, Speak Infernal, Speak Stämtal (common), 
  Speak Ur-Flan, Spellcraft +15, Spot +31; Alertness, 
  Cleave, Combat Reflexes, Flyby Attack, Improved 
  Initiative, Power Attack, Weapon Focus (claw), 
  Wingover. 
        Blindsense (Ex):   Ko’ram-mander can pinpoint 
  creatures within 60 ft.   Opponents she can’t actually 
  see still have total concealment against her. 
        Breath Weapon (Su):   50ft cone of fire, beginning 
  at the mouth.   Dmg 12d10, Reflex save (26) for half.    
  Once used, the breath weapon cannot be used again for 
  1d4 rounds. 
        Crush (ex):   As a standard action, Ko’ram-mander 
  can land on an area 15ft square and attempt to crush 
  any creature(s) of size small or less. Take 2d8+9 
  bludgeoning damage and make a Reflex Save (26) or be 
  pinned.   Standard grapple check to break free, 
  additional bludgeoning damage every round until the 
  pinned creature breaks free or the dragon moves off 
  them. 
   
  Note:   Creatures of size Medium or larger take no 
  damage from this attack and cannot be pinned. 
        Keen Senses (Ex):   Ko’ram-mander can see four 
  times as well as a human in shadowy illumination, and 
  twice as well in normal light. 
        Smite Good (Su):   Once per day, Ko’ram-mander 
  can use this ability to deal an additional 20 points of 
  damage to a good aligned opponent.  She must still hit 
  with her attack to deal this additional damage. 
        Spell-like abilities (Sp):  6/day – locate object; 
  3/day (DC 25) – darkness, poison, unholy aura; 1/day 
  (DC 
  25) 
  – 
  blasphemy, 
  contagion, 
  desecrate, 
  destruction, horrid wilting, summon monster IX 
  (fiends only), unhallow, unholy blight.  
        Cold resistance/vulnerability (Ex):    Ko’ram-
  mander is both vulnerable and resistant to cold 
  damage.    To calculate damage from a cold-based 
  attack, first roll her SR if the attack is from a spell.   If 
  the attack doesn’t penetrate the SR, she takes no 
  damage.   If she fails her SR, or there is no SR, add half 
  as much again to the damage roll.    She gets a save if 
  one is allowed for the attack. The first 10 points of 
  damage from whatever is left after the saving throw are 
  ignored, and any left over damage gets through. 
        Frightful Presence (Ex): 
  Once 
  Ko’ram-
  mander in her true form is within 180 ft of any PC, 
  they must make a Will save (24) or be affected by her 
  frightful presence.   Affected creatures up to 4 HD are 
  panicked for 4d6 rounds.  5 HD creatures and above are 
  shaken for 4d6 rounds if they fail their save. 
   
  Possessions: Ring of Polymorph (market price 
  30000 gp, cannot be made). 
   
  Physical Description: She’s a red dragon, with fiery 
  red eyes and a bad temper.  What else is there to say? 
   
  Spells Known  (6/7/7/5, base DC = 14 + spell 
  level): 0—[arcane mark, daze, detect magic, flare, 
  guidance, mage hand, read magic,]; 1st—[bane,
  burning hands, comprehend languages, identify, 
  shield]; 2nd—[flaming sphere, pyrotechnics, shatter]; 
  3rd — [fireball, flame arrow].  
   
   
   
  Battles In The Yatils 
   
  Page 15 
   
  
  DM Aid #1 Map of area for Encounter 2 
   
   
   
  Map #1 - The river 
   
  A, B, C and D are the positions of the opposition. As the numbers vary from 
  2 to 8, they will appear evenly distributed about those points, with more 
  behind the rocks where there is an imbalance.
  Battles In The Yatils 
   
  Page 16 
   
  
  DM Aid #2 Map of Kir Rüss showing Citadel and where Ko’ram-Mander is 
   
   
   
   
  Map #2 - The Citadel 
   
  A - Dragon Skeleton 
  B - Ko'ram-mander 
  C - undead guardian
  Battles In The Yatils 
   
  Page 17 
   
  
  Player Handout #1 Map of Kir Rüss showing Citadel 
   
   
   
  Battles In The Yatils 
   
  Page 18 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Perrenland/PER4-04 - Battles in the Yatils.pdf