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.  
   
  FUR4-05 
    
   
   
   
   
   
   
   
  An Armor Tale 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Furyondy Regional Adventure 
  Version 1.0 
   
   
   
  by Dylan Norris and Steve Bergen,  
  with contributions by Michelle Sharp 
  Reviewed by Chris Tulach 
   
   
   
   
  Rumor has it that an item thought lost has now been found.  But it is being used in an unusual place.  Who among you 
  will have the courage and ingenuity to validate the tale?   A Furyondy regional adventure for characters of level 1 to 13 
  (APL 2 to 12). 
   
   
   
   
   
  
  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.  
   
  An Armor Tale 
   
  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. 
  # 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 
  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. 
  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 one-round Regional adventure, set in 
  Furyondy.  Characters native to Furyondy 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. 
  An Armor Tale 
   
  Page 3 
  
  Adventure Background 
  During the Border Wars with Iuz, the Lanistor family 
  was decimated.  The only known surviving member of 
  the family was Rayvelis Lanistor (Head of the War 
  College of Chendl).  All other members of the family 
  were presumed dead and reported lost even though not 
  all bodies were recovered.  One member of the family 
  actually survived the war but was taken prisoner, a cousin 
  to Rayvelis.   
   
  Now, several years later, there is a rumor that a 
  human has been seen leading border raiding parties 
  wearing plate mail embossed with the crest of the 
  Lanistor family.   
   
  Adventure Summary  
  Upon hearing this rumor, Rayvelis Lanistor immediately 
  tries to recruit a party to recover the armor, discover if 
  possible who the human is, how he came to possess it, 
  and return it to the Lanistor estate.  In the process of 
  investigating the armor, the party discovers the cousin 
  who wore the armor into the Border Wars might still be 
  alive.  He had been held here for a time but had been 
  moved and is now believed to be working as a slave in a 
  mine inside the borders of Iuz. 
   
  In the process of investigating the armor, the party 
  discovers the cousin who wore the armor into the Border 
  Wars might still be alive.  He had been held here for a 
  time but had been moved and is now believed to be 
  working as a slave in a mine inside the borders of Iuz. 
   
   
  Encounter One: The servant of the House of Lanistor 
  approaches the party to ask for aid.  Upon the PC’s 
  agreeing to speak with his master, he leads them to the 
  War College to speak with Rayvelis Lanistor. 
   
  Encounter Two: Rayvelis Lanistor greets the party and 
  thanks them for agreeing to speak with him.  He then 
  asks for their aid.  Lanistor tells the party of the rumors 
  that have surfaced and his hopes that the armor can be 
  recovered.  He tells them very little about the armor 
  beyond its description and that it is a family heirloom.  
  The one point he does stress is that no one but a Lanistor 
  should wear the armor.  Since he is the only Lanistor left, 
  he would greatly appreciate the armors return as well as 
  any information about the individual that is brazen 
  enough to wear his family crest. 
   
  Encounter Three: Upon accepting the quest, the 
  characters travel to Crockport to begin their search.  
  Listening for rumors at the Crockpot Inn gains the 
  characters some vital information about The outlying 
  areas have been suffering from raids by a group of the 
  Old One’s minions in the area.  Quite often, the human 
  leader of the raiding force seemed to be wearing armor 
  that bears the crest of the Lanistor family of Lanistor.  
  Further rumors suggest that there seems to be an enclave 
  of the Old One on the border that is the likely source of 
  the raiders. 
   
  Encounter Four: If the PCs choose to try to lay a trap for 
  the raiders in the outlying enclave, they will be attacked 
  three to four days after arriving.  If they instead attempt 
  to discover the location of the enclave, they will 
  encounter the raiding band a few days out of Crockport. 
  Either way, the hobgoblin leader will not be present.   
   
  Encounter Five: The characters track the raiding party 
  back to the enclave.  While following the trail of the 
  raiders, the party encounters what appears to be an ogre 
  with an attitude.   
   
  Encounter Six: While on the trail of the orc raiding 
  party, the PC’s come upon a lone orc hunter.  If captured 
  he will provide information to the party.  If the party 
  chooses to attack and kill him without questioning him, 
  then this information may be lost. 
   
  Encounter Seven:  Approaching the enclave, the PCs 
  discover high earthen walls built up against a hill, which 
  makes it harder to detect.  Inside the enclave are huts for 
  the raiders, a central command hut, and a slave hut.  In 
  the command post is Mallin, the human leader, with 
  some of his forces. If the PCs capture him, they may 
  determine how he came to possess the armor.  Inside the 
  slave hut, they may find a message from Sir Thornton 
  Lanistor, describing his capture.  
   
  Conclusion:  After discovering the location of and 
  recovering the armor, the characters will at this point 
  return to Chendl to report their findings and return the 
  armor to Sir Rayvelis Lanistor.  
   
  Introduction 
  Winter is finally beginning to loosen its grip on the 
  kingdom and you have returned once again to the 
  dark shield over Chendl and are enjoying a nice, tall 
  mug of ale or the company of friends at the Rusty 
  Pommel Inn when a middle-aged man approaches 
  you.  He is dressed in the simple livery of a servant of
  the defunct House Lanistor. 
   
   
  Encounter One 
  The characters are in Chendl, taking their ease at the 
  Rusty Pommel Inn, when approached by one of the 
  An Armor Tale 
   
  Page 4 
  
  Lanistor family household and asked to accept this 
  mission.  The servant will first approach any of the PC’s 
  who he recognizes from helping clear his master’s name 
  (PC’s with his favor from FUR3-01 Redemption). If none 
  are present, he will approach the most honorable looking 
  in the party starting with paladins, then clerics, etc until a 
  suitable party member is located.   
    
  “E… Excuse me? Would you be [insert PC name here 
  from above]? 
   
   
   
   
  i
   
  i
  l
  i
  i
   
   
  The servant’s name is Darvin, and he is in Chendl to 
  order wine for his master.  While he started out meek, he 
  is now much more sure of himself, as he is convinced 
  that he knows the PC. 
   
  The PC in question will either admit or deny their 
  identity, depending on their background and personality. 
   Once an identity has been established continue on with 
  the boxed text below.  Should there be no suitable PC’s 
  available, continue with the alternate boxed text below, 
  marked “Alternate.” 
   
   
  “I knew it!  Oh, my master will be thrilled that 
  you are here!  I am Darvin, servant to Rayvelis 
  Lanistor, in case I forgot to mention that already.   
   
  Times have been dark for my lord, and another 
  blow seems to be falling.  I am sure that he will want
  to meet with you.  An item of importance to him has 
  appeared in a peculiar place.  Will you come?” 
  Alternate:  “Oh!  I’m sorry!  I thought you were 
  someone else.”  Darv n stops for a moment, as though 
  debating with himself.  “My lord may wish to speak 
  with you for a moment upon an issue of great 
  importance.  Could you meet with him for a 
  moment?“ 
   
  Assuming that the PC’s agree to the request, Darvin will 
  guide the PC’s to the War College.  Characters wishing to 
  learn more about Rayvelis Lanistor, may make Gather 
  Information checks while traveling with Darvin.  Give 
  them each piece of information up to the highest DC 
  they completed. 
   
  � DC 5: Sir Lanistor is a Knight of the Hart with 
  many loyal years of service to Furyondy. 
  � DC 15: Rayvelis Lanistor is the only known 
  surviving member of the Lanistor Family.  He 
  has sworn vengeance on the forces of The Old 
  One for the fall of his family.  He was accused of 
  causing the evils that shut the war college down 
  in 592 CY and later cleared. 
  � DC 20: Although he retains his knighthood and 
  position at the War College and within the 
  military, Sir Lanistor’s right to hold his family 
  lands was taken from him when he was killed in 
  593 CY, consistent with Furyondy’s “Dead Shall 
  Not Rule” law.  The lands have been in trust by 
  the crown while an heir is sought. Lanistor’s 
  years of service to the crown have resulted in 
  this time for him to request or advise the King 
  on this matter.   
  � DC 25: Rayvelis Lanistor has never taken a wife 
  and has no known heir.  He is totally obsessed 
  with the fall of the Old One, and has sworn 
  never to wed until the battle is over and 
  Furyondy is victorious. 
   
  Encounter Two 
  The War College, Furyondy’s premiere training 
  facility for Her knights and greatest military minds, is 
  located only about an hour or so outside Chendl on a 
  large hill overlooking the city.  
  Although initially 
  it appears more like an estate, the purpose of the 
  complex becomes obvious as you approach.  Siege 
  engines, obstacle courses and other implements of 
  war are easily visible from the path.  A large gate 
  allows egress through the whitewashed walls around 
  the college. 
  Inside the compound, Darvin bids you wait as he 
  lets Sir Lanistor know of your arrival.  Darv n shortly 
  returns and escorts you to Sir Lanistor’s quarters. The 
  rooms are surprisingly sparse but suggest the 
  economy of a militaristic man. At a desk near one 
  wall, Sir Lanistor stands and approaches you.  He is a 
  tal , muscular man with golden blond hair.  He wears 
  plate mail covered by a fine surcoat emblazoned with 
  the Lanistor crest: a shield with a quad field 
  alternating silver and black with a rampant lion in the 
  top left corner and the shield of Furyondy n the 
  lower right. With a bow, he says, “Good day to you all. 
   Darvin told me of your willingness to assist in these 
  dark times.  You see, my family has been in Furyondy 
  for a long time, but now it seems all that is left is to 
  gather the heirlooms of the past.  That is where you 
  come in.” 
   
  “It has recently come to my attention that an 
  officer with one of Old Wicked’s raid ng parties is 
  sporting armor bearing the Lanistor family crest.  I 
  am personally unable to leave my duties at the 
  moment to verify the tale.  If you could accomplish 
  this simple errand for me, it would be remembered.  I 
  wish for you to investigate this, and if possible, return 
  the armor.  If I am correct, this is the armor lost with
  my cousin in the Northern Crusade,” Lanistor’s face 
  reddens with anger as he continues, “No beast nor 
  An Armor Tale 
   
  Page 5 
  
  man should wear that armor, unless he is a Lanistor. 
  There are grave consequences for such a disgrace.” 
   
   
  f
   
   
   
   
   
   
  Sir Lanistor takes a moment to calm himself, and 
  pours himself a glass of wine from a pitcher on the 
  desk.  “I am willing to reward you well for verifying 
  the validity o  the tale and if true, handsomely for the 
  armor’s return.” 
  PC’s can make a Sense Motive check (DC 20) to 
  determine that he is not telling everything he knows.  In 
  truth, he is spinning the story his way to make him seem 
  like he is doing the PC’s a favor by allowing them to run 
  an errand for him.   However, there are some aspects of 
  the mission that he is unwilling to talk about, such as the 
  armor’s curse. Rayvelis will attempt to get the idea across 
  to the PC’s that they should not put the armor on without 
  actually saying anything about the curse.  Should the PCs 
  agree, Lanistor will direct them to follow Darvin, and he 
  will provide them with whatever other information they 
  need. 
  Should the PC’s agree: 
  “Excellent!  My servant was well minded to discover 
  you and bring you to me.  Most of the raids have 
  taken place near Crockport.  There is a merchant 
  caravan that is heading that way.  You may travel with 
  them if you wish.  Otherwise, I have little more 
  information than that to give you.  Please take this 
  ring bearing my crest as a token that I have given you 
  leave to be in possession of the armor if you are 
  detained.” 
  Should they decline: 
  “I am sorry.  I have nothing more to offer you.  I have
  pressing business.” He then stands and indicates you 
  should leave.   
  The adventure is now over for these PCs unless they 
  happen to want to go to Crockport on their own. 
   
  Encounter Three 
  Your journey to Crockport has been uneventful as 
  you approach the gates to the city.  Little has changed 
  in the battered streets, although there are now open 
  gates manned by several well-armed guards.  Though 
  there has been a great deal of rebuilding since the 
  Great Northern Crusade, much of the town still lies 
  abandoned.  The Crockpot Inn exudes the faint aroma 
  of a hearty peasants stew.  For those of you that have 
  been here before, life at the inn seems relatively 
  unchanged. 
   
  The Crockpot Inn is a two-story building made of large 
  cobblestones and mortar.  The interior is made of a 
  variety of stones including granite, jasper, dolomite and 
  sandstone.  The furniture is built of sturdy pine planks, 
  smooth and occasionally chipped from wear.  The 
  common room is small and plainly furnished.  The only 
  decorations are a plaque with a carved crock-pot, a large 
  very dusty speckled bass mounted above the bar and a 
  faded area above the mantel in the shape of a scimitar.  
  Three large crock pots are embedded into the fireplace on 
  long metal poles which give off an aromatic smell of the 
  inn’s specialized stew, with spices extra cost (all covered 
  by adventurers standard lifestyle).  The menu includes a 
  choice of: noodles tomatoes and sausage, mutton stew, 
  beef stew and “holey” wheat bread (with many holes).  
  Drinks are Crock Ale (bitter dark brown ale) or Belgros 
  Best (pale ale: 1 silver Sheridan per glass not included in 
  adventurers standard).     
   
  Creatures: 
  � Belgros (male human Rog 5): The innkeeper is now 
  nearly 30 years of age, has a slick and greedy air about 
  him.  Belgros is the type of fellow who would (or maybe 
  has) wheel and deal with Iuz himself if there was a profit 
  to be had.  He has long black hair, hazel eyes, and a dark 
  shadow of a mustache.  His eyes seem to absorb 
  everything, but give no hint of emotion.   
   
  � Buxea the barwench (female human Com1) still 
  prowls the floor, avoiding bar brawls in search of empty 
  bowls and flagons.  Buxea maintains a sense of humor, 
  and is ready to laugh if given cause by the party.     
   
  Listening for rumors or Gathering Information at 
  the Inn may gain the characters some vital information.   
  � The outlying areas have been suffering from 
  raids by a group of the Old One’s minions.  
  Quite often, the leader of the raiding force 
  seemed to be wearing armor that bears a crest.  
  � PCs questioning folks directly will be able to 
  determine that this does fit the description of 
  the Lanistor family crest. 
  � Further questioning reveals the leader stands 
  just less than six feet tall and has a build 
  consistent with a human warrior.  
  � There seems to be an enclave of the Old One on 
  the border that appears to be the source of the 
  raiders.  
  � The enclave is thought to be northeast from 
  town. 
   
  Development: At this point, the characters have a choice 
  to make.  They can take up residence at one of the 
  outlying holdings and wait for a raid to come to them, or 
  An Armor Tale 
   
  Page 6 
  
  they can attempt to discover the location of the enclave 
  that is sending out the raiders.   
   
  Encounter Four  
  The PCs will discover some members of the raiding 
  parties.  The method of their discovery will depend on 
  their decision in the previous encounter.     
   
  If the characters choose to lay a trap for the raiding 
  party, ask them how long they wish to wait for the 
  raiding party to arrive.  Nothing will happen for the first 
  two days.  If PCs change their actions based on this, go to 
  the appropriate section.  If they persist, then continue as 
  follows:    
   
  You spend a few dull and boring days remaining 
  hidden at one of the outer farms surrounding 
  Crockport. By this time you are starting to doubt the 
  wisdom of waiting for the raiding party to come to 
  you.  On the eve of the third day after your arrival in
  the area, your trap finally yields results. 
   
   
   
   
   
  Use the party’s lowest Hide check against the raiders’ 
  Spot check and Move Silently check against the raiders 
  Listen check (assume the opponents have a 10 on their 
  check) to determine if the party is successful in 
  ambushing the raiders.  Allow up to a +5 circumstance 
  bonus for good planning on the part of the characters (i.e. 
  hiding in a barn, covering armor, etc.) 
   
  If they chose not to set up an ambush, PCs may 
  successfully discover the location of the enclave with a 
  successful Survival check (DC 20) for those that have the 
  Track feat or Search check (DC 25).  If they are 
  successful, they are able to come upon the enclave 
  unaware.  Use the first section of box text.  If they fail, 
  use the alternative text.  Regardless, the PCs will meet up 
  with the same set of raiders as night is falling.   
     
  The tracks of the raiding force fade in and out as you 
  follow them.  You are able to stay on the trail with 
  some diligence.  After more than half a day, your skin
  begins to crawl as you hear a sound in the distance 
  and feel as though you are being watched. 
   
  Alternative text: 
   
  As you wander around the countryside for a couple of 
  days in the general direction you’ve been told the 
  attacks have been coming from you hear a sound in 
  the distance. 
   
  Creatures: A patrol has been sent out from the enclave to 
  gather information about activity in the area.  The patrol 
  consists of three to four orcs rangers and their orc cleric 
  leader. 
   
  APL 2 (EL 4) 
  � Orcs (2), hp 5, see Monster Manual. 
  � Orc Ranger, hp 10, see Appendix. 
  � Orc Cleric of Iuz, hp 10, see Appendix. 
   
  APL 4 (EL 6) 
  � Orc Rangers (3), hp 17, see Appendix. 
  � Orc Cleric of Iuz, hp 24, see Appendix. 
   
  APL 6 (EL 8) 
  � Orc Rangers (4), hp 24, see Appendix. 
  � Orc Cleric of Iuz, hp 35, see Appendix. 
   
  APL 8 (EL 10) 
  � Orc Rangers (4), hp 40, see Appendix. 
  � Orc Cleric of Iuz, hp 49, see Appendix. 
   
  APL 10 (EL 12) 
  � Orc Rangers (4), hp 56, see Appendix. 
  � Orc Cleric of Iuz, hp 63, see Appendix. 
   
  APL 12 (EL 14) 
  � Orc Rangers (4), hp 72, see Appendix. 
  � Cleric of Iuz, hp 66, see Appendix. 
   
  Development: At this point, PCs may follow the trail to 
  the enclave (Track DC 15).  Alternatively, PCs who 
  capture the orcs may intimidate them into revealing the 
  location of the camp, but little else beyond “We have 
  many powerful friends.”  If PCs attempt an Intimidate, 
  use standard rules from the PHB. 
   
  Treasure:  The PCs may acquire some coin in loot from 
  the raider’s equipment.  In addition, the cleric is carrying 
  a wand of cure light wounds at APL 6, and a wand of cure 
  moderate wounds at higher APLs.  
   
  APL 2: L: 12 gp; C: 0 gp; M: 0 gp 
   
  APL 4: L: 13 gp; C: 0 gp; M: 0 gp 
  APL 6: L: 13 gp; C: 0 gp; M: 12 gp 
   
  APL 8: L: 13 gp; C: 0 gp; M: 75 gp 
   
  APL 10: L: 13 gp; C: 0 gp; M: 150 gp 
  APL 12: L: 13 gp; C: 0 gp; M: 375 gp 
   
  Encounter Five 
  The characters track the raiding party back to the enclave. 
   While following the trail of the raiders, the party 
  encounters what appears to be an ogre with an attitude. 
   
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  Creatures: This ogre is a result of the fiends that 
  inhabited the vicinity prior to the reclamation of 
  Crockport.  As the area is not fully cleared yet, the local 
  authorities have not dealt him with.     
   
  APL 2 (EL 3) 
  � Ogre, hp 29, see Monster Manual 
   
  APL 4 (EL 5) 
  � Half-fiend ogre, hp 33, see Appendix. 
  � Orcs (3), hp 5, see Monster Manual. 
   
  APL 6 (EL 7) 
  � Half-fiend ogre, hp 53, see Appendix. 
   
  APL 8 (EL 9) 
  � Half-fiend ogre, hp 81, see Appendix. 
   
  APL 10 (EL 11) 
  � Half-fiend ogre, hp 103 
   
  APL 12 (EL 13) 
  � Half-fiend ogre, hp 125, see Appendix. 
   
  Tactics: When possible, the ogre rages and charges the 
  nearest PC bearing a symbol of a good deity, using his 
  Smite Good ability.  At APL12, he begins with Unholy 
  Blight, catching as many PCs as possible prior to his rage 
  and charge.  
   
  Treasure:  The ogre has minor loot, which the PCs may 
  acquire.   
   
  ALL APLs: L: 4 gp; C: 0 gp; M: 0 gp 
   
  Encounter Six 
  While on the trail of the orc raiding party, the PC’s come 
  upon a lone orc hunter.  They notice him with a 
  successful Spot check (DC 15).  Should the PCs not 
  notice the orc, skip to Encounter Seven. If captured he 
  will provide information to the party.  If the party 
  chooses to attack and kill him without questioning him, 
  then this information may be lost.  
   
  All APLs 
  � Orc (1), hp 4, see Monster Manual. 
   
  The information that he can provide if captured and 
  successfully Intimidated (see rules in the PHB).  PCs may 
  also obtain this information with a successful Diplomacy 
  check (DC 35: changing from Hostile to Friendly, as per 
  the PHB).  Regardless of how well the PCs do on their 
  check, they should ask associated questions in order to 
  obtain this information.  
  � The leader of the enclave is a human. 
  � The leader just arrived at the outpost within the 
  last few weeks to take over. 
  � The armor has been at the enclave since the 
  Border Wars. 
  � The enclave does have some human slaves.   
  � The leader is a great warrior but some of his 
  assistants use powerful magic as well.  
  � He knows the general layout of the enclave and 
  can describe information as presented on the 
  map. 
   
  Encounter Seven 
  As you approach the enclave, you discover it to have 
  h gh earthen walls built up against and partially into a 
  hill, which makes it harder to detect.  Inside the 
  enclave are huts for the raiders, a central command 
  hut, and a hut with stakes driven into the ground 
  around it. This looks like possibly some type of a slave 
  hut.  This enclave looks like it has been here for a 
  while; it’s a wonder it hadn’t been dealt with earlier. 
  i
   
  See DM Aid 2 for a map of the enclave. The gates are held 
  closed by an Immovable Rod. This is in place to challenge 
  the party when they attempt to open the gates.  It detects 
  as magic, but the gates are not trapped although they 
  cannot be opened from the outside except by a DC 30 
  STR check.  There are three pairs of regular orcs stationed 
  around the top of the wall as lookouts. Allow the PCs to 
  notice them and plan accordingly.  If the guards noticed 
  the party, they sound the alarm and take one shot at the 
  PCs but do not leave their posts or otherwise attack 
  unless approached directly.  In the command post is the 
  human leader with some of his forces.   
   
  SLAVE HUT: There were a few humans held here and 
  used for base labor in the past.  If the characters Search 
  the hut (DC 10), they will find a loose stone in the floor.  
  Under this is a scribbled on piece of leather that looks 
  like it was torn from a sack.  Sir Thornton Lanistor, 
  cousin to the master of the War College, wrote a message. 
   Give the PCs Players Handout 1.  This is another way 
  that the characters can discover that he survived the war. 
   
  Creatures: 
  � Mallin: Mallin, the leader, recently took over this 
  compound to increase control in the region.  Upon 
  arriving, he claimed the armor to wear to irritate the local 
  nobility.  Further questioning may reveal that the knight 
  that wore the armor is no longer here (use Intimidate 
  rules as found in the PHB).  He was taken to work in a 
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  mine further into the lands of Iuz as a slave.  The leader 
  will not willingly give up the armor while conscious.   
   
  All APLs 
  � Orc (6), hp 4, see Monster Manual 
   
  APL 2 (EL 5) 
  � Orc Barbarian (2)*, hp 14, see Appendix. 
  � Cleric of Iuz, hp 10, see Appendix. 
  � Mallin, hp 20, see Appendix. 
  � Necromancer, hp 5, see Appendix. 
  *note if a party of 6 1
  st level characters, drop to (1) 
   
  APL 4 (EL 7) 
  � Orc Barbarian (2), hp 23, see Appendix. 
  � Cleric of Iuz, hp 17, see Appendix. 
  � Mallin, hp 36, see Appendix. 
  � Necromancer, hp 9, see Appendix. 
   
  APL 6 (EL 9) 
  � Orc Barbarian (2), hp 45, see Appendix. 
  � Cleric of Iuz, hp 31, see Appendix. 
  � Mallin, hp 52, see Appendix. 
  � Necromancer, hp 17, see Appendix. 
   
  APL 8 (EL 11) 
  � Orc Barbarian (2), hp 65, see Appendix. 
  � Cleric of Iuz, hp 45, see Appendix. 
  � Mallin, hp 68, see Appendix. 
  � Necromancer, hp 31, see Appendix. 
   
  APL 10 (EL 13) 
  � Orc Barbarian (2), hp 85, see Appendix. 
  � Cleric of Iuz, hp 59, see Appendix. 
  � Mallin, hp 94, see Appendix. 
  � Necromancer, hp 49, see Appendix. 
   
  APL 12 (EL 15) 
  � Orc Barbarian (4), hp 104, see Appendix. 
  � Cleric of Iuz, hp 75, see Appendix. 
  � Mallin, hp 124, see Appendix. 
  � Necromancer, hp 55, see Appendix. 
   
  Tactics: Mallin is wearing the Lanistor cursed armor and 
  the curse (arrow attraction) is in effect (see DMG pg 274). 
   The barbarians will rage and attempt to close and flank 
  obvious spellcasters, to immobilize them first.  Mallin 
  will assist them.  The necromancer will begin with 
  support spells (e.g. haste, mass enlarge person, etc) before 
  progressing to damaging spells such as scorching ray.  
  When beginning to cast damage spells, he will focus on 
  Mallin’s foe. 
   
  Treasure: PCs may loot the bodies for treasure.  See 
  below if anyone states they are taking or donning 
  Mallin’s (the commander) armor.  In addition to the 
  armor, at all APLs, Mallin wears gloves of arrow snaring.  
  At APL4 and above, PCs are able to recover the 
  immovable rod.  At APL 4 and up, the wizard has a wand 
  of magic missiles (caster level varies based on APL). At 
  APL8 and above, the commander wears a vest of 
  resistance +2. At APL 10 and above, the commander uses 
  an ioun stone (pink rhomboid) and the cleric has a 
  metamagic rod of lesser extension.  At APL 12, the cleric 
  has a periapt of wisdom +4. 
   
  APL 2: L: 141 gp; C: 0 gp; M: 333 gp 
   
  APL 4: L: 141 gp; C: 0 gp; M: 762 gp 
   
  APL 6: L: 141 gp; C: 0 gp; M: 812 gp 
   
  APL 8: L: 141 gp; C: 0 gp; M: 1157 gp 
   
  APL 10: L: 141 gp; C: 0 gp; M: 2059 gp 
   
  APL 12: L: 10 gp; C: 0 gp; M: 3095 gp 
   
  Development: If the PCs capture Mallin, they may 
  determine how he came to possess the armor.  When 
  questioned, he reveals that it belonged to a knight that 
  was injured and left for dead years ago in the war.  He was 
  found and brought to this enclave to be used as a slave.  
  The others here arrived more recently and are unaware of 
  the associated background. 
   
  If any characters don the Lanistor armor that is 
  recovered from the Mallin, inform them of the fact that 
  they are suddenly enamored of it and are unwilling to 
  take it off.  This armor is cursed. 
   
  Conclusion 
  Conclusion A: This conclusion is used if any character 
  returns wearing the armor.  If there is time, allow some 
  role-play with Sir Lanistor and convey his extreme 
  displeasure.  That PCs will NOT receive his favor, 
  regardless of what other information is given. Other PCs 
  in their party may overcome this, but only if they bring 
  word of the cousin, the curse is removed prior to the end 
  of the module, the armor is ultimately returned AND 
  they succeed in convincing him they were not involved 
  (Diplomacy DC 25).  
   
  As you return to Chendl, you realize that (insert name 
  of character wearing the armor) has become 
  increasingly obsessed with the armor he/she is 
  wearing and you wonder what reaction it will receive 
  from Sir Lanistor.  Will he be p eased that the armor 
  is again in the hands of the forces of good, or will the 
  fact that someone dared to wear his house symbol 
   
  l
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  without permission ruin all the goodwill you have 
  developed? 
   
  Conclusion B: If the characters were successful in 
  recovering the armor and did not wear it, but failed to 
  uncover any news of the lost cousin read the following: 
   
  As you return triumphantly to Chendl to report to Sir 
  Lanistor, you wonder again how such armor could fall
  into the hands of the enemy. 
   
   
   
  These PCs will receive the Favor of Sir Lanistor for their 
  assistance. 
   
  Conclusion C: If the characters were unable to recover 
  the armor and also failed to discover information 
  regarding the lost cousin, read the following: 
   
  As you return dejectedly to Chendl to report your 
  findings to Sir Lan stor, you wonder how you will 
  explain gaining tidings of the armor and not being 
  able to recover it. 
  i
   
  These PCs do not receive the favor of Sir Lanistor. 
   
  Conclusion D: If the characters recovered and did not 
  don the armor and also discovered information about the 
  lost cousin, read the following: 
   
  As you return triumphantly to Chendl to report to Sir 
  Lanistor, you wonder again how such armor could fall
  into the hands of the enemy.  You wonder how Sit 
  Lanistor will react to the news that his cousin may 
  still be alive. As your destination nears, you wonder 
  just where else what you have discovered may lead. 
   
   
   
   
   
  These PCs will receive the Favor of Sir Lanistor for their 
  assistance. 
   
  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 Four 
  Defeat the raiders  
  APL2 120 xp; APL4 180 xp; APL6 240 xp;  
  APL8 300 xp; APL10 360 xp; APL12 420 xp. 
   
  Encounter Five 
  Defeat the ogre 
  APL2 90 xp; APL4 150 xp; APL6 210 xp;  
  APL8 270 xp; APL10 330 xp; APL12 390 xp. 
   
  Story Award 
  Question the orc hunter (Encounter Six) OR Question 
  the enclave leader (Encounter Seven) 
  APL2 10 xp; APL4 15 xp; APL6 20 xp;  
  APL8 25 xp; APL10 30 xp; APL12 35 xp. 
   
  Encounter Seven 
  Gain control of the enclave 
  APL2 150 xp; APL4 210 xp; APL6 270 xp;  
  APL8 330 xp; APL10 390 xp; APL12 450 xp. 
   
  Story Award 
  Discover the fate of Thornton Lanistor 
  APL2 40 xp; APL4 60 xp; APL6 80 xp;  
  APL8 100 xp; APL10 120 xp; APL12 140 xp. 
   
  Story Award 
  Recover and return the armor to Sir Lanistor 
  APL2 30 xp; APL4 45 xp; APL6 60 xp;  
  APL8 75 xp; APL10 90 xp; APL12 105 xp. 
   
  Discretionary roleplaying award 
  APL2 10 xp; APL4 15 xp; APL6 20 xp;  
  APL8 25 xp; APL10 30 xp; APL12 35 xp. 
   
  Total possible experience:  
   
  APL2 450 xp; APL4 675 xp; APL6 900 xp;  
  APL8 1125 xp; APL10 1350 xp; APL12 1575 xp. 
   
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
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  Page 10 
  
  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 Four 
   
  APL 2: L: 12 gp; C: 0 gp; M: 0 gp 
   
  APL 4: L: 13 gp; C: 0 gp; M: 0 gp 
   
  APL 6: L: 13 gp; C: 0 gp; M: wand of cure light 
  wounds (12 gp). 
   
  APL 8: L: 13 gp; C: 0 gp; M: wand of cure moderate 
  wounds (75 gp) 
   
  APL 10: L: 13 gp; C: 0 gp; M: wand of cure moderate 
  wounds (150 gp). 
   
  APL 12: L: 13 gp; C: 0 gp; M: wand of cure moderate 
  wounds (150 gp). 
   
  Encounter Five:   
   
  APL 2: L: 4 gp; C: 0 gp; M: 0 gp 
   
  APL 4: L: 4 gp; C: 0 gp; M: 0 gp 
   
  APL 6: L: 4 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 4 gp; C: 0 gp; M: 0 gp 
   
  APL 10: L: 4 gp; C: 0 gp; M: 0 gp 
   
  APL 12: L: 4 gp; C: 0 gp; M: 0 gp 
   
  Encounter Seven:   
   
  APL 2: L: 141 gp; C: 0 gp; M: gloves of arrow snaring 
  (333 gp).  
   
  APL 4: L: 141 gp; C: 0 gp; M: gloves of arrow snaring 
  (333 gp), wand of magic missiles (13 gp), immovable rod 
  (416 gp).  
   
  APL 6: L: 141 gp; C: 0 gp; M: gloves of arrow snaring 
  (333 gp), wand of magic missiles (63 gp), immovable rod 
  (416 gp).   
   
  APL 8: L: 141 gp; C: 0 gp; M: gloves of arrow snaring 
  (333 gp), wand of magic missiles (75 gp), immovable rod 
  (416 gp), vest of resistance +2 (333 gp).   
   
  APL 10: L: 141 gp; C: 0 gp; M: gloves of arrow snaring 
  (333 gp), wand of magic missiles (61 gp), immovable rod 
  (416 gp), vest of resistance +2 (333 gp), ioun stone - pink 
  rhomboid (666 gp), lesser metamagic rod of extension 
  (250 gp).   
   
  APL 12: L: 10 gp; C: 0 gp; M: gloves of arrow snaring 
  (333 gp), wand of magic missiles (61 gp), immovable rod 
  (416 gp), vest of resistance +2 (333 gp), ioun stone - pink 
  rhomboid (666 gp), lesser metamagic rod of extension 
  (250 gp), periapt of wisdom +4 (1333 gp).   
   
  Total Possible Treasure 
  APL 2: L: 157 gp; C: 0 gp; M: 333 gp - Total:  490 gp 
  [maximum = 450 gp].  
  APL 4: L: 158 gp; C: 0 gp; M: 762 gp - Total: 920 gp 
  [maximum = 650 gp].  
  APL 6: L: 158 gp; C: 0 gp; M: 824 gp - Total: 982 gp 
  [maximum = 900 gp].  
  APL 8: L: 158 gp; C: 0 gp; M: 1232 gp - Total: 1390 gp 
  [maximum = 1300 gp].  
  APL 10: L: 158 gp; C: 0 gp; M: 2209 gp - Total: 2367 
  gp [maximum = 2300 gp].  
  APL 12: L: 27 gp; C: 0 gp; M: 3542 gp - Total: 3569 gp 
  [maximum = 3300 gp].  
   
  Items for the Adventure 
  Record 
   
  Special Items 
  Lanistor Hereditary Armor is cursed +3 Plate Mail of 
  Arrow Attraction with the condition of Lanistor family 
  name to overcome the curse; no PCs are considered 
  members of the Lanistor Family.  Therefore, no PC may 
  meet the condition to overcome the curse. If the curse is 
  broken, the armor falls apart and is destroyed. Only one 
  PC at the table may keep this item.  Should any PC at a 
  table keep this item, no PCs receive Sir Lanistor’s favor.  
  Any previous favor or recognition of Sir Lanistor is 
  likewise negated for this PC.  The name of the PCs who 
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  Page 11 
  
  keep this armor should be forwarded to the Furyondy 
  Triad. 
   
  Favor of Sir Lanistor: In thanks for recovering his 
  ancestral family armor, Sir Lanistor will allow the PCs 
  access to the armory and enchanters at the Furyondy War 
  College and his ancestral home.  As a result, the PC may 
  add one of the following enhancements to their armor or 
  shield: 
  Acid 
  Resistance, 
  Cold 
  Resistance, 
  Sonic 
  Resistance, Moderate Fortification, Spell Resistance (15) 
  and Wild.  Alternatively, the PC may choose to have one 
  of the following enhancements added to the weapon of 
  their choice: Keen, Axiomatic, Ki Focus or Merciful.  
  These enhancements may only be added following 
  Furyondy Regional events, and only one such 
  enhancement may be selected.  Once the favor is used, 
  the DM should cross it off the Adventure Record or write 
  “used AR #” across its face.    
   
  Item Access 
   
  APL 2: 
  gloves of arrow snaring (Freq Adv, DMG) 
  Lanistor hereditary armor (Freq Adv, see above) 
   
  APL 4: (All of APL 2 plus the following) 
  wand of magic missiles (Freq Adv, 1
  st level, DMG) 
  immovable rod (Freq Adv, DMG) 
   
  APL 6: (All of APL’s 2-4 plus the following) 
  wand of cure light wounds (Freq Adv, 1
  st level, DMG) 
  wand of magic missiles (Freq Adv, 5
  th level, DMG) 
   
  APL 8: (All of APL’s 2-6 plus the following) 
  vest of resistance +2 (Freq Adv, DotF) 
  wand of cure moderate wounds (Freq Adv, 3
  rd level, 
  DMG) 
   
  APL 10: (All of APL’s 2-8 plus the following) 
  lesser metamagic rod of extension (Freq Adv, DMG) 
  wand of magic missiles (Freq Adv, 7
  th level, DMG) 
  pink rhomboid ioun stone (Freq Adv, DMG) 
   
  APL 12: (All of APL’s 2-10 plus the following) 
  periapt of wisdom +4 (Freq Adv, DMG) 
  An Armor Tale 
   
  Page 12 
  
  Appendix 1: NPC Statistics 
  Encounter 4 
   
  APL 2 
  Orc Ranger: male orc Rgr1; CR1; Medium Humanoid; 
  HD 1d8+2; hp 10; Init +1; Spd 30 ft; AC 16 (touch 12, 
  flat-footed 14) [+3 armor, +1 shield, +2 dex]; BA/G 
  +1/+4; Atk +4 melee (1d8+3 /19-20, longsword) or +3 
  ranged (1d6+3, javelin); Full Att +4 melee (1d8+3/19-
  20, longsword) or +3 ranged (1d6+3, javelin); SA 
  Favored enemy (human +2), wild empathy; SQ 
  Darkvision 60 ft., light sensitivity; AL CE; SV Fort +4 
  Ref +4 Will +0; Str 17, Dex 14, Con 15, Int 10, Wis 10, 
  Cha 6 
   
  Skills and Feats: Climb +5, Handle Animal +2, 
  Hide +4, Listen +2, Move Silently +4, Search +2, Spot 
  +3, Survival +4; Combat Reflexes, Track.   
   
  Favored Enemy (Ex):  +2 bonus on Bluff, Listen, 
  Sense Motive, Spot, and Survival checks, and a +2 
  bonus on weapon damage when using these skills 
  against or attacking humans. 
   
  Light Sensitivity (Ex):  Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell.  (-1 
  penalty on attack rolls, Search checks, and Spot checks) 
   
  Wild Empathy (Ex):  Orc rangers can improve 
  the attitude of one animal within 30 feet.  Roll 1d20 + 
  ranger level + Cha modifier and check against 
  Influencing NPC Attitudes chart on PHB p. 72. 
   
  Possessions: longsword, javelin x3, studded leather 
  armor, light wooden shield 
   
  Orc Cleric of Iuz:  male orc Clr1; CR1; Medium 
  Humanoid; HD 1d8+2; hp 10; Init +0; Spd 30ft.; AC 14 
  (Touch 10, Flat-footed 14)[+4 armor]; BA/G +0/+1; Atk 
  +3 melee (2d6+5, greatsword) or +0 ranged (1d4+3/19-
  20, dagger); Full Att +3 melee (2d6+5, greatsword) or +0 
  ranged (1d4+3/19-20, dagger); SA Domain powers, 
  rebuke undead, spells; SQ Darkvision 60 ft., light 
  sensitivity; AL CE; SV Fort +4 Ref +0 Will +3; Str 16, 
  Dex 10, Con 14, Int 11, Wis 13, Cha 6 
   
  Skills and Feats:  Concentration +6, Spellcraft +4; 
  Weapon proficiency (greatsword) 
   
  Possessions:  greatsword, scale mail. 
   
  Spells Prepared:  (3/2+1; base DC = 11 + spell 
  level):  0 – create water, cure minor wounds, resistance; 
  1
  st – bane, cause fear, protection from good* 
   
  *Domain spell.  Domains: Evil (Cast evil spells at 
  +1 caster level), Trickery (Add Bluff, Disguise and Hide 
  to your list of cleric class skills).  
   
  APL 4
  Orc Ranger: male orc Rgr2; CR2; Medium Humanoid; 
  HD 2d8+4; hp 17; Init +2; Spd 30 ft; AC 15 (Touch 12, 
  Flat-footed 13)[+3 armor, +2 dex]; BA/G +2/+5; Atk +5 
  melee (1d8+3/19-20, longsword) or +4 ranged (1d6+3, 
  javelin); Full Att +3 melee (1d8+3/19-20, longsword) 
  and +3 melee (1d6+1/19-20, short sword) or +4 ranged 
  (1d6+3, javelin); SA Favored enemy (human +2), wild 
  empathy; SQ Darkvision 60 ft., light sensitivity; AL CE; 
  SV Fort +5 Ref +5 Will +1; Str 17, Dex 14, Con 15, Int 
  10, Wis 10, Cha 6 
   
  Skills and Feats: Climb +7, Handle Animal +3, 
  Hide +6, Listen +2, Move Silently +7, Search +2, Spot 
  +3, Survival +4; Combat Reflexes, Track, Two-weapon 
  Fighting 
   
  Favored Enemy (Ex):  Bonus on Bluff, Listen, 
  Sense Motive, Spot, and Survival skill checks as well as 
  weapon damage against favored enemies. 
   
  Light Sensitivity (Ex):  Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell.  (-1 
  penalty on attack rolls, Search checks, and Spot checks) 
   
  Wild Empathy (Ex):  Rangers can improve the 
  attitude of one animal within 30 feet.   
   
  Possessions: longsword, short sword, javelin x3, 
  studded leather armor 
   
  Orc Cleric of Iuz:  male orc Clr3; CR3; Medium 
  Humanoid; HD 3d8+6; hp 24; Init +0; Spd 20ft.; AC 16 
  (Touch 10, Flat-footed 16)[+6 armor]; BA/G +2/+5; Atk 
  +5 melee (2d6+5, greatsword) or +2 ranged (1d4+3/19-
  20, dagger); Full Att +5 melee (2d6+5, greatsword) or +2 
  ranged (1d4+3/19-20, dagger); SA Domain powers, 
  rebuke undead, spells; SQ Darkvision 60 ft., light 
  sensitivity; AL CE; SV Fort +5 Ref +1 Will +4; Str 16, 
  Dex 10, Con 14, Int 11, Wis 13, Cha 6. 
   
  Skills and Feats:  Concentration +8, Spellcraft +6; 
  Power attack, Weapon proficiency (greatsword). 
   
  Possessions:  greatsword, scale mail 
   
  Spells Prepared: (4/3+1/1+1; base DC = 11 + spell 
  level):  0 – create water, cure minor wounds, resistance 
  (2); 1
  st – bane, cause fear, divine favor, protection from 
  good*; 2
  nd – hold person, invisibility* 
   
  *Domain spell.  Domains: Evil (Cast evil spells at 
  +1 caster level), Trickery (Add Bluff, Disguise and Hide 
  to your list of cleric class skills).  
   
  APL 6
  Orc Ranger: male orc Rgr3; CR3; Medium Humanoid; 
  HD 3d8+6; hp 24; Init +2; Spd 30 ft; AC 15 (Touch 12, 
  Flat-footed 13) [+3 armor, +2 dex]; BA/G +3/+6; Atk +6 
  melee (1d8+3/19-20, longsword) or +5 ranged (1d6+3, 
  javelin); Full Att +4 melee (1d8+3/19-20, longsword), 
  +4 melee (1d6+1/19-20, short sword) or +5 ranged 
  An Armor Tale 
   
  Page 13 
   
  
  (1d6+3, javelin); SA Favored enemy (human), wild 
  empathy, combat style (two weapon combat); SQ 
  Darkvision 60 ft., light sensitivity; AL CE; SV Fort +5 
  Ref +5 Will +1; Str 17, Dex 14, Con 15, Int 10, Wis 10, 
  Cha 6 
   
  Skills and Feats: Climb +8, Handle Animal +7, 
  Hide +7, Listen +3, Move Silently +8, Search +1, Spot 
  +3, Survival +6;Track, Combat Reflexes, Endurance, 
  Skill Focus (handle animal), Two-weapon Fighting 
   
  Favored Enemy (Ex):  Bonus on Bluff, Listen, 
  Sense Motive, Spot, and Survival skill checks as well as 
  weapon damage against favored enemies. 
   
  Light Sensitivity (Ex):  Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell.  (-1 
  penalty on attack rolls, Search checks, and Spot checks) 
   
  Wild Empathy (Ex):  Orc rangers can improve 
  the attitude of one animal within 30 feet. 
   
  Possessions:  longsword, short sword, javelin x3, 
  studded leather armor 
   
  Orc Cleric of Iuz:  male orc Clr5; CR5; Medium 
  Humanoid; HD 5d8+10; hp 35; Init +0; Spd 20ft.; AC 16 
  (Touch 10, Flat-footed 16)[+6 armor]; BA/G +3/+6; Atk 
  +6 melee (2d6+5, greatsword) or +3 ranged (1d4+3/19-
  20, dagger); Full Att +6 melee (2d6+5, greatsword) or +3 
  ranged (1d4+3/19-20, dagger); SA Domain powers, 
  rebuke undead, spells; SQ Darkvision 60 ft., light 
  sensitivity; AL CE; SV Fort +6 Ref +1 Will +6; Str 16, 
  Dex 10, Con 14, Int 11, Wis 14, Cha 6 
   
  Skills and Feats:  Concentration +10, Spellcraft +8; 
  Power Attack, Weapon proficiency (greatsword) 
   
  Possessions:  greatsword, scale mail, wand of cure 
  light wounds (first level, 10 charges). 
   
  Spells Prepared:  (5/4+1/3+1/1+1; base DC = 12 + 
  spell level):  0 – create water, cure minor wounds, light, 
  resistance (2); 1
  st – bane, cause fear, divine favor, 
  entropic shield, protection from good*; 2
  nd – bear’s 
  endurance, bull’s strength, hold person, invisibility*; 3
  rd 
  – prayer, magic circle against good* 
   
  *Domain spell.  Domains: Evil (Cast evil spells at 
  +1 caster level), Trickery (Add Bluff, Disguise and Hide 
  to your list of cleric class skills).  
   
  APL 8
  Orc Ranger: male orc Rgr5; CR5; Medium Humanoid; 
  HD 5d8+15; hp 40; Init +2; Spd 30 ft; AC 15 (Touch 12, 
  Flat-footed 13)[+3 armor, +2 dex]; BA/G +5/+8; Atk +8 
  melee (1d8+3/19-20, longsword) or +7 ranged (1d6+3, 
  javelin); Full Att +6 melee (1d8+3/19-20, longsword) 
  and +6 melee (1d6+1/19-20, short sword) or +7 ranged 
  (1d6+3, javelin); SA Animal companion, favored enemy 
  (elf +2; human +4), wild empathy; SQ Darkvision 60 ft., 
  light sensitivity; AL CE; SV Fort +7 Ref +6 Will +1; Str 
  17, Dex 14, Con 16, Int 10, Wis 10, Cha 6 
   
  Skills and Feats: Climb +8, Handle Animal +9, 
  Hide +9, Listen +5, Move Silently +10, Search +1, Spot 
  +5, Survival +8; Combat Reflexes, Endurance, Skill 
  Focus (handle animal), Track, Two-weapon Fighting. 
   
  Favored Enemy (Ex):  Bonus on Bluff, Listen, 
  Sense Motive, Spot, and Survival skill checks as well as 
  weapon damage against favored enemies. 
   
  Light Sensitivity (Ex):  Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell.  (-1 
  penalty on attack rolls, Search checks, and Spot checks) 
   
  Wild Empathy (Ex):  Orc rangers can improve 
  the attitude of one animal within 30 feet.   
   
  Possessions: longsword, short sword, javelin x3, 
  studded leather armor 
   
  Orc Cleric of Iuz:  male orc Clr7; CR7; Medium 
  Humanoid; HD 7d8+14; hp 49; Init +0; Spd 20ft.; AC 16 
  (Touch 10, Flat-footed 16)[+6 armor]; BA/G +5/+8; Atk 
  +8 melee (2d6+5, greatsword) or +5 ranged [dagger 
  1d4+3/19-20); Full Att +8 melee (2d6+5, greatsword) or 
  +5 ranged [dagger 1d4+3/19-20); SA Domain powers, 
  rebuke undead, spells; SQ Darkvision 60 ft., light 
  sensitivity; AL CE; SV Fort +7 Ref +2 Will +7; Str 16, 
  Dex 10, Con 14, Int 11, Wis 14, Cha 6 
   
  Skills and Feats:  Concentration +12, Spellcraft 
  +10; 
  Combat 
  casting, 
  Power 
  Attack, 
  Weapon 
  proficiency (greatsword) 
   
  Possessions: greatsword, scale mail, wand of cure 
  moderate wounds (third level, 10 charges). 
   
  Spells Prepared:  (6/5+1/4+1/2+1/1+1; base DC = 
  12 + spell level):  0 – create water, cure minor wounds, 
  light, resistance (2), virtue; 1
  st – bane, cause fear, divine 
  favor, entropic shield, protection from good*, shield of 
  faith; 2
  nd – bear’s endurance, bull’s strength, hold 
  person, invisibility*, silence; 3
  rd – bestow curse, prayer, 
  magic circle against good*; 4
  th – confusion*, divine 
  power 
   
  *Domain spell.  Domains: Evil (Cast evil spells at 
  +1 caster level), Trickery (Add Bluff, Disguise and Hide 
  to your list of cleric class skills).  
   
  APL 10
  Orc Ranger: male orc Rgr7; CR7; Medium Humanoid; 
  HD 7d8+21; hp 56; Init +2; Spd 30 ft; AC 16 (Touch 12, 
  Flat-footed 14)[+3 armor, +1 shield (Off-hand Weapon), 
  +2 dex]; BA/G +7/+10; Atk +10 melee (1d8+3/19-20, 
  longsword) or +9 ranged (1d6+3, javelin); Full Att 
  +8/+3 melee (1d8+3/19-20, longsword) and +8 melee 
  (1d6+1/19-20, short sword) or +9+4 ranged (1d6+3, 
  javelin); SA Animal companion, favored enemy (elf +2, 
  human +4), spells, wild empathy; SQ Darkvision 60 ft., 
  light sensitivity, woodland stride; AL CE; SV Fort +7 
  Ref +7 Will +2; Str 17, Dex 14, Con 16, Int 10, Wis 10, 
  Cha 6 
  An Armor Tale 
   
  Page 14 
   
  
   
  Skills and Feats: Climb +10, Handle Animal +10, 
  Hide +11, Listen +7, Move Silently +11, Search +1, Spot 
  +6, Survival +10; Combat Reflexes, Endurance, Skill 
  Focus (handle animal), Track, Two-weapon Defense, 
  Two-weapon Fighting. 
   
  Favored Enemy (Ex):  Bonus on Bluff, Listen, 
  Sense Motive, Spot, and Survival skill checks as well as 
  weapon damage against favored enemies. 
   
  Light Sensitivity (Ex):  Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell.  (-1 
  penalty on attack rolls, Search checks, and Spot checks) 
   
  Wild Empathy (Ex):  Orc rangers can improve 
  the attitude of one animal within 30 feet.   
   
  Woodland Stride (Ex):  Rangers may move 
  through any sort of undergrowth at their full speed 
  without taking damage or suffering any other 
  impairment.  Magically enchanted undergrowth affects 
  the ranger normally. 
   
  Possessions:  longsword, short sword, javelin x3, 
  studded leather armor 
   
  Orc Cleric of Iuz:  male orc Clr9; CR9; Medium 
  Humanoid; HD 9d8+18; hp 63; Init +0; Spd 20ft.; AC 16 
  (Touch 10, Flat-footed 16)[+6 armor]; BA/G +6/+9; Atk 
  +9 melee (2d6+5, greatsword) or +6 ranged (1d4+3/19-
  20, dagger); Full Att +9/+4 melee (2d6+5, greatsword) 
  or +6/+1 ranged (1d4+3/19-20, dagger); SA Domain 
  powers, rebuke undead, spells; SQ Darkvision 60 ft., 
  light sensitivity; AL CE; SV Fort +8 Ref +3 Will +8; Str 
  16, Dex 10, Con 14, Int 11, Wis 15, Cha 6 
   
  Skills and Feats:  Concentration +12, Listen +4, 
  Spellcraft +10; Combat Casting, Empower Spell, Power 
  Attack, Weapon proficiency (greatsword) 
   
  Possessions: greatsword, scale mail, wand of cure 
  moderate wounds (third level, 20 charges). 
   
  Spells Prepared:  (6/5+1/5+1/3+1/2+1/1+1; base 
  DC = 12 + spell level):  0 – create water, cure minor 
  wounds, light, resistance (2), virtue; 1
  st – bane, cause 
  fear, divine favor, entropic shield, protection from 
  good*, shield of faith; 2
  nd – bear’s endurance, bull’s 
  strength, hold person, invisibility*, silence, sound 
  burst; 3
  rd – bestow curse, contagion, prayer, magic 
  circle against good*; 4
  th – confusion*, divine power, 
  poison; 5
  th – dispel good*, righteous might 
   
  *Domain spell.  Domains: Evil (Cast evil spells at 
  +1 caster level), Trickery (Add Bluff, Disguise and Hide 
  to your list of cleric class skills).  
   
  APL 12 
  Orc Ranger: male orc Rgr9; CR9; Medium Humanoid; 
  HD 9d8+27; hp 72; Init +2; Spd 30 ft; AC 16 (Touch 12, 
  Flat-footed 14)[+3 armor, +1 shield (Off-hand Weapon), 
  +2 dex]; BA/G +9/+13; Atk +13 melee (1d8+3/19-20, 
  longsword) or +13 ranged (1d6+3, javelin); Full Att 
  +11/+6 melee (1d8+3/19-20, longsword) and +11 melee 
  (1d6+1/19-20, short sword) +11/+6 ranged (1d6+3, 
  javelin); SA Animal companion, favored enemy (elf +2, 
  human +4), wild empathy; SQ Darkvision 60 ft., 
  evasion, light sensitivity, swift tracker, woodland 
  stride; AL CE; SV Fort +9 Ref +8 Will +5; Str 18, Dex 
  14, Con 16, Int 10, Wis 10, Cha 6 
   
  Skills and Feats: Climb +10, Handle Animal +12, 
  Hide +13, Listen +8, Move Silently +13, Search +2, Spot 
  +7, Survival +12; Combat Reflexes, Endurance, Iron 
  Will, Skill Focus (handle animal), Track, Two-weapon 
  Defense, Two-weapon Fighting. 
   
  Favored Enemy (Ex):  Bonus on Bluff, Listen, 
  Sense Motive, Spot, and Survival skill checks as well as 
  weapon damage against favored enemies. 
   
  Light Sensitivity (Ex):  Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell.  (-1 
  penalty on attack rolls, Search checks, and Spot checks) 
   
  Swift Tracker (Ex):  Rangers may track at their 
  normal speed without the usual –5 penalty.  He takes 
  only a –10 (instead of the normal –20) penalty for 
  tracking at double speed. 
   
  Wild Empathy (Ex):  Orc rangers can improve 
  the attitude of one animal within 30 feet.  
   
  Woodland Stride (Ex):  Rangers may move 
  through any sort of undergrowth at their full speed 
  without taking damage or suffering any other 
  impairment.  Magically enchanted undergrowth affects 
  the ranger normally. 
   
  Possessions: longsword, short sword, javelin x3, 
  studded leather armor 
   
  Orc Cleric of Iuz: male orc Clr11; CR11; Medium 
  Humanoid; HD 11d8+22; hp 66; Init +0; Spd 20ft.; AC 
  16 (Touch 10, Flat-footed 16) [+6 Banded Mail]; BA/G 
  +8/+11; Atk +11 melee (2d6+5, greatsword) or +8 
  ranged (1d4+3/19-20, dagger); Full Att +11/+6 melee 
  (2d6+5, greatsword) or +8/+3 ranged (1d4+3/19-20, 
  dagger); SA Domain powers, rebuke undead, spells; SQ 
  Darkvision 60 ft., light sensitivity; AL CE; SV Fort +9 
  Ref +3 Will +9; Str 16, Dex 10, Con 14, Int 11, Wis 15, 
  Cha 6 
   
  Skills and Feats:  Concentration +12, Listen +2, 
  Search +0, Spellcraft +10, Spot +2; Combat Casting, 
  Empower Spell, Power Attack, Weapon Proficiency 
  (greatsword) 
   
  Possessions: greatsword, scale mail, wand of cure 
  moderate wounds (third level). 
   
  Spells Prepared:  (6/5+1/5+1/4+1/3+1/ 2+1/1+1 
  base DC = 12 + spell level):  0 – create water, cure minor 
  wounds, light, resistance (2), virtue; 1
  st – bane, cause 
  fear, cure light wounds, divine favor, entropic shield, 
  protection from good*, shield of faith; 2
  nd – bear’s 
  endurance, bull’s strength, hold person, invisibility*, 
  An Armor Tale 
   
  Page 15 
   
  
  silence, sound burst; 3
  rd – bestow curse, contagion, 
  prayer, magic circle against good*, magic vestment; 4
  th 
  – confusion*, divine power, poison, summon monster 
  IV; 5
  th – dispel good*, righteous might, wall of stone; 6
  th 
  –  poison (empowered), unholy blight* (empowered). 
   
  *Domain spell.  Domains: Evil (Cast evil spells at 
  +1 caster level), Trickery (Add Bluff, Disguise and Hide 
  to your list of cleric class skills).  
   
  Encounter 5 
   
  APL 4 
  Half-fiend Ogre:  male Large Outsider (Augmented 
  Giant) (native); CR 4; Large Augmented Giant; HD 
  4d8+12+3; hp 33; Init +1, Spd 30ft., fly 30ft. (average); 
  AC 19 (touch 10, flat-footed 18)[-1 size, +3 armor, +6 
  natural, +1 dex]; BA/G +3/+14; Atk +14 melee (2d8+10, 
  greatclub); Full Atk +14 melee (2d8+10, greatclub) or 
  +12 melee (1d6+10, 2 claws) and +6 melee (1d8+5, bite) 
  or +4 ranged (1d8+7, javelin); Space/Reach 10ft/10ft.; 
  SA Smite Good 1/day, darkness 3/day, desecrate; SQ 
  Darkvision 60ft, Low-light vision, Immunity – poison, 
  Acid/Cold/Electricity/Fire resistance 10, DR 5/magic 
  (natural weapons count as magic for DR), SR 14; AL 
  CE; SV Fort +7 Ref +1 Will +1; Str 25, Dex 12, Con 17, 
  Int 10, Wis 10, Cha 9. 
   
  Skills and Feats: Climb +7, Listen +2, Spot +2; 
  Toughness, Weapon Focus (Greatclub) 
   
  Possessions: large greatclub, large javelin, large 
  hide armor 
   
  APL 6 
  Half-fiend Ogre:  male Large Outsider (Augmented 
  Giant) (native) Bbn2; CR 7; Large Augmented Giant; 
  HD 4d8+2d12+18+3; hp 53; Init +1, Spd 40ft., fly 40ft. 
  (average); AC 19 (touch 10, flat-footed 19)[-1 size, +3 
  armor, +6 natural, +1 dex]; BA/G +5/+16; Atk +16 
  melee (2d8+10, greatclub); Full Atk +16 melee (2d8+10, 
  greatclub) or +14 melee (1d6+10, 2 claws) and +7 melee 
  (1d8+5, 
  bite) 
  or 
  +6 
  ranged 
  (1d8+7, 
  javelin); 
  Space/Reach 10ft/10ft.; SA Smite Good 1/day, 
  darkness 3/day, desecrate, unholy blight, Fast 
  movement, 
  Rage 
  1/day, 
  Uncanny 
  dodge; 
  SQ 
  Darkvision 60ft, Low-light vision, Immunity – poison, 
  Acid/Cold/Electricity/Fire resistance 10, DR 5/magic 
  (natural weapons count as magic for DR), SR 16; AL 
  CE; SV Fort +10 Ref +1 Will +1; Str 25, Dex 12, Con 17, 
  Int 10, Wis 10, Cha 9. 
   
  Skills and Feats: Climb +7, Listen +4, Spot +4, 
  Survival +4; Toughness, Power Attack, Weapon Focus 
  (Greatclub). 
   
  Possessions: large greatclub, large javelin, large 
  hide armor 
   
  APL 8 
  Half-fiend Ogre:  male Large Outsider (Augmented 
  Giant) (native) Bbn4; CR 9; Large Augmented Giant; 
  HD 4d8+4d12+32+3; hp 81; Init +1, Spd 40ft., fly 40ft. 
  (average); AC 19 (touch 10, flat-footed 19)[-1 size, +3 
  armor, +6 natural, +1 dex]; BA/G +7/+18; Atk +18 
  melee (2d8+10, greatclub); Full Atk +18 melee (2d8+10, 
  greatclub) or +16 melee (1d6+10, 2 claws) and +8 melee 
  (1d8+5, 
  bite) 
  or 
  +8 
  ranged 
  (1d8+7, 
  javelin); 
  Space/Reach 10ft/10ft.; SA Smite Good 1/day, 
  darkness 3/day, desecrate, unholy blight, poison 
  (3/day), Fast movement, Rage 2/day, Uncanny dodge, 
  Trap Sense +1; SQ Darkvision 60ft, Low-light vision, 
  Immunity – poison, Acid/Cold/ Electricity/Fire 
  resistance 10, DR 5/magic (natural weapons count as 
  magic for DR), SR 18; AL CE; SV Fort +12 Ref +2 Will 
  +2; Str 25, Dex 12, Con 18, Int 10, Wis 10, Cha 9. 
   
  Skills and Feats: Climb +7, Intimidate +4, Listen 
  +4, Spot +5, Survival +6; Toughness, Power Attack, 
  Weapon Focus (greatclub). 
   
  Possessions: large greatclub, large javelin, large 
  hide armor 
   
  APL 10 
  Half-fiend Ogre:  male male Large Outsider 
  (Augmented Giant) (native) Bbn6; CR 11; Large 
  Augmented Giant; HD 4d8+6d12+40+3; hp 103; Init +1, 
  Spd 40ft., fly 40ft. (average); AC 19 (touch 10, flat-
  footed 19)[-1 size, +3 armor, +6 natural, +1 dex]; BA/G 
  +9/+20; Atk +20 melee (2d8+10, greatclub); Full Atk 
  +20/+15 melee (2d8+10, greatclub) or +18 melee 
  (1d6+10, 2 claws) and +9 melee (1d8+5, bite) or +10 
  ranged (1d8+7, javelin); Space/Reach 10ft/10ft.; SA 
  Smite Good 1/day, darkness 3/day, desecrate, unholy 
  blight, poison (3/day), contagion, Fast movement, Rage 
  2/day, Improved Uncanny dodge, Trap Sense +2; SQ 
  Darkvision 60ft, Low-light vision, Immunity – poison, 
  Acid/Cold/Electricity/Fire resistance 10, DR 5/magic 
  (natural weapons count as magic for DR), SR 20; AL 
  CE; SV Fort +13 Ref +3 Will +3; Str 25, Dex 12, Con 18, 
  Int 10, Wis 10, Cha 9. 
   
  Skills and Feats: Climb +8, Intimidate +8, Listen 
  +6, Spot +6, Survival +6; Improved Bull Rush, 
  Toughness, Power Attack, Weapon Focus (Greatclub). 
   
  Possessions: large greatclub, large javelin, large 
  hide armor 
   
  APL 12 
  Half-fiend Ogre:  male Large Outsider (Augmented 
  Giant) (native) Bbn7; CR 13; Large Augmented Giant; 
  HD 4d8+7d12+44+3; hp 114; Init +1, Spd 40ft., fly 40ft. 
  (average); AC 19 (touch 10, flat-footed 19)[-1 size, +3 
  An Armor Tale 
   
  Page 16 
   
  
  armor, +6 natural, +1 dex]; BA/G +10/+22; Atk +22 
  melee (2d8+11, greatclub); Full Atk +22/+17 melee 
  (2d8+11, greatclub) or +20 melee (1d6+11, 2 claws) and 
  +9 melee (1d8+5, bite) or +11 ranged (1d8+11, javelin); 
  Space/Reach 10ft/10ft.; SA Smite Good 1/day, 
  darkness 3/day, desecrate, unholy blight, poison 
  (3/day), contagion, blasphemy, Fast movement, Rage 
  2/day, Improved Uncanny dodge, Trap Sense +2; SQ 
  Darkvision 60ft, Low-light vision, Immunity – poison, 
  Acid/Cold/Electricity/Fire resistance 10, DR 1/- and 
  5/magic (natural weapons count as magic for DR), SR 
  21; AL CE; SV Fort +13 Ref +4 Will +4; Str 26, Dex 12, 
  Con 18, Int 10, Wis 10, Cha 9. 
   
  Skills and Feats: Climb +7, Intimidate +8, Listen 
  +8, Spot +8, Survival +7; Improved Bull Rush, 
  Toughness, Power Attack, Weapon Focus (Greatclub). 
   
  Possessions: large greatclub, large javelin, large 
  hide armor 
   
  Encounter 7 
   
  APL 2 
  Orc Barbarian: male orc Bbn1; CR1; Medium 
  Humanoid; HD 1d12+2; hp 14; Init +2; Spd 40 ft; AC 16 
  (Touch 12, Flat-footed 14)[+4 armor, +2 dex]; BA/G 
  +1/+4; Atk +4 melee [Greataxe 1d12+4 /x3] or +3 
  ranged [javelin 1d6+3]; Full Att +4 melee [Greataxe 
  1d10+4 /x3] or +3 ranged [javelin 1d6+3]; SA Rage; SQ 
  Darkvision 60 ft., fast movement, light sensitivity; AL 
  CN; SV Fort +4 Ref +2 Will -1; Str 17, Dex 14, Con 15, 
  Int 10, Wis 8, Cha 6 
   
  Skills and Feats: Climb +5, Handle Animal +1, 
  Hide +5, Listen -1, Move Silently +4, Survival +4; 
  Combat Reflexes. 
   
  Light Sensitivity (Ex):  Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell.  (-1 
  penalty on attack rolls, Search checks, and Spot checks) 
   
  Possessions:  greataxe, javelin x3, chain shirt.  
   
  Human Cleric of Iuz: male human Clr1; CR1; 
  Medium Humanoid; HD 1d8+2; hp 10; Init +4; Spd 
  20ft.; AC 18 (Touch 10, Flat-footed 18)[+8 armor]; 
  BA/G +0/+1; Atk +1 melee [greatsword 2d6+2/19-20] 
  or +0 ranged [dagger 1d4+1/19-20); Full Att +1 melee 
  [greatsword 2d6+2/19-20] or +0 ranged [dagger 
  1d4+1/19-20]; SA Domain powers, rebuke undead, 
  spells; AL CE; SV Fort +4 Ref +0 Will +4; Str 12, Dex 10, 
  Con 14, Int 13, Wis 15, Cha 8. 
   
  Skills and Feats:  Concentration +6, Knowledge – 
  Religion +3, Listen +4, Spellcraft +5, Spot +6; Improved 
  Initiative, Weapon Proficiency (greatsword). 
   
  Possessions:  greatsword, full plate 
   
  Spells Prepared:  (3/2+1; base DC = 12 + spell 
  level):  0 – create water, cure minor wounds, resistance; 
  1
  st – bane, bless, protection from good* 
   
  *Domain spell.  Domains: Evil (Cast evil spells at 
  +1 caster level), Trickery (Add Bluff, Disguise and Hide 
  to your list of cleric class skills). 
   
  Human Necromancer: male human Wiz1; CR1; 
  Medium Humanoid; HD 1d4+1; hp 5; Init+2, Spd 30 
  ft.; AC 12 (Touch 12, Flat-footed 10) [+2 Dex]; BA/G 
  +0/+0; Atk +0 melee [dagger 1d4/19-20] or +2 ranged 
  [dagger 1d4/19-20); Full Att + melee [dagger 1d4/19-
  20] or +2 ranged [dagger 1d4/19-20]; AL NE; SV Fort +1 
  Ref +2 Will +3; Str 10, Dex 14, Con 13, Int 15, Wis 12, 
  Cha 8 
   
  Skills and Feats:  Concentration +5, Listen +2, 
  Knowledge Arcana +6, Search +4, Spellcraft +6, Spot 
  +2; Heighten Spell, Scribe Scroll, Sudden Empower. 
   
  Possessions:  dagger 
   
  Spells Prepared:  (3+1/2+1; base DC = 12 + spell 
  level):  0 –acid splash, ray of frost, touch of fatigue* (2); 
  1
  st – mage armor, magic missile, ray of enfeeblement*. 
  *Necromancy 
   
  Mallin, commander: male human Ftr2; CR2; Medium 
  Humanoid; HD 2d10+4; hp 20; Init +1; Spd 20ft.; AC 22 
  (Touch 11, Flat-footed 21) [+11 armor, +1 Dex]; BA/G 
  +2/+4; Atk +4 melee [long sword 1d8+2 /19-20] or +3 
  ranged [dagger 1d4+2/19-20); Full Att +4 melee [long 
  sword 1d8+2 /19-20] or +3 ranged [dagger 1d4+2/19-
  20]; AL CE; SV Fort +5 Ref +1 Will +1; Str 15, Dex 13, 
  Con 14, Int 10, Wis 12, Cha 8 
   
  Skills and Feats:  Hide +3, Jump +5, Knowledge – 
  Religion +2, Listen +1, Ride +5, Search +0, Spot +1; 
  Cleave, Dodge, Power Attack, Weapon Focus (long 
  sword). 
   
  Possessions: long sword, Lanistor hereditary full 
  plate, gloves of arrow snaring 
   
  APL 4 
  Orc Barbarian: male orc Bbn2; CR2; Medium 
  Humanoid; HD 2d12+4; hp 23; Init +2; Spd 40 ft; AC 16 
  (Touch 12, Flat-footed 16) [+4 armor, +2 dex]; BA/G 
  +2/+5; Atk +5 melee [Greataxe 1d12+4 /x3] or +4 
  ranged [javelin 1d6+3]; Full Att +5 melee [Greataxe 
  1d10+4 /x3] or +4 ranged [javelin 1d6+3]; SA Rage 
  1/day, Uncanny Dodge; SQ Darkvision 60 ft., fast 
  movement, light sensitivity; AL CN; SV Fort +5 Ref +2 
  Will -1; Str 17, Dex 14, Con 15, Int 10, Wis 8, Cha 6 
   
  Skills and Feats: Climb +5, Handle Animal +5, 
  Hide +5, Move Silently +4, Survival +4; Combat 
  Reflexes 
  An Armor Tale 
   
  Page 17 
   
  
   
  Light Sensitivity (Ex):  Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell.  (-1 
  penalty on attack rolls, Search checks, and Spot checks) 
   
  Possessions:  greataxe, javelin x3, chain shirt.  
   
  Human Cleric of Iuz: male human Clr2; CR2; 
  Medium Humanoid; HD 2d8+4; hp 17; Init +4; Spd 
  20ft.; AC 18 (Touch 10, Flat-footed 18)[+8 armor]; 
  BA/G +1/+2; Atk +2 melee [greatsword 2d6+2/19-20] 
  or +1 ranged [dagger 1d4+1/19-20); Full Att +2 melee 
  [greatsword 2d6+2/19-20] or +1 ranged [dagger 
  1d4+1/19-20]; SA Domain powers, rebuke undead, 
  spells; AL CE; SV Fort +5 Ref +0 Will +5; Str 12, Dex 10, 
  Con 14, Int 13, Wis 15, Cha 8 
   
  Skills and Feats:  Concentration +8, Knowledge 
  Religion +4, Listen +4, Spellcraft +5, Spot +6; Improved 
  Initiative, Weapon Proficiency (greatsword).  
   
  Possessions:  greatsword, full plate 
   
  Spells Prepared:  (4/3+1; base DC = 12 + spell 
  level):  0 – create water, cure minor wounds, guidance, 
  resistance; 1
  st – bane, bless, deathwatch, protection 
  from good.* 
   
  *Domain spell.  Domains: Evil (Cast evil spells at 
  +1 caster level), Trickery (Add Bluff, Disguise and Hide 
  to your list of cleric class skills). 
   
  Human Necromancer: male human Wiz2; CR2; 
  Medium Humanoid; HD 2d4+2; hp 9; Init+2, Spd 30 
  ft.; AC 12 (Touch 12, Flat-footed 10) [+2 Dex]; BA/G 
  +1/+1; Atk +1 melee [dagger 1d4/19-20] or +3 ranged 
  [dagger 1d4/19-20); Full Att +1 melee [dagger 1d4/19-
  20] or +3 ranged [dagger 1d4/19-20]; AL NE; SV Fort +1 
  Ref +2 Will +4; Str 10, Dex 14, Con 13, Int 15, Wis 12, 
  Cha 8 
   
  Skills and Feats:  Concentration +6, Listen +2, 
  Knowledge Arcana +7, Search +5, Spellcraft +8, Spot 
  +2; Heighten Spell, Scribe Scroll, Sudden Empower 
   
  Possessions:  dagger, wand of magic missiles (1
  st 
  with 10 charges) 
   
  Spells Prepared:  (4+1/3+1; base DC = 12 + spell 
  level):  0 – acid splash, daze, ray of frost, touch of 
  fatigue* (2); 1
  st – cause fear, mage armor, magic missile, 
  ray of enfeeblement*. 
  *Necromancy 
   
  Mallin, Commander: male human Ftr4; CR4; 
  Medium Humanoid; HD 4d10+8; hp 36; Init +1; Spd 
  20ft.; AC 22 (Touch 11, Flat-footed 21)[+11 armor, +1 
  Dex]; BA/G +4/+7; Atk +7 melee [long sword 1d8+5 
  /19-20] or +5 ranged [dagger 1d4+3/19-20); Full Att +7 
  melee [long sword 1d8+5 /19-20] or +5 ranged [dagger 
  1d4+3/19-20]; AL CE; SV Fort +6 Ref +2 Will +2; Str 16, 
  Dex 13, Con 14, Int 10, Wis 12, Cha 8 
   
  Skills and Feats:  Hide +4, Jump +6, Knowledge – 
  Religion +2, Listen +2, Ride +6; Power Attack, Cleave, 
  weapon focus (long sword), Dodge, Mobility, Weapon 
  Spec (Longsword) 
   
  Possessions: long sword, Lanistor hereditary full 
  plate, gloves of arrow snarimg. 
   
  APL 6 
  Orc Barbarian: male orc Bbn4; CR4; Medium 
  Humanoid; HD 4d12+12; hp 45; Init +2; Spd 40 ft; AC 
  16 (Touch 12, Flat-footed 16) [+4 armor, +2 dex]; BA/G 
  +4/+7; Atk +7 melee [Greataxe 1d12+4 /x3] or +6 
  ranged [javelin 1d6+3]; Full Att +7 melee [Greataxe 
  1d12+4 /x3] or +6 ranged [javelin 1d6+3]; SA Rage 
  2/day, Uncanny Dodge, Trap Sense +1; SQ Darkvision 
  60 ft., fast movement, light sensitivity; AL CN; SV Fort 
  +7 Ref +3 Will +0; Str 17, Dex 14, Con 16, Int 10, Wis 8, 
  Cha 6.  
   
  Skills and Feats: Climb +5, Handle Animal +5, 
  Hide +7, Listen +0, Move Silently +6, Survival +8; 
  Combat Reflexes, Power Attack. 
   
  Light Sensitivity (Ex):  Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell.  (-1 
  penalty on attack rolls, Search checks, and Spot checks) 
   
  Possessions: greataxe, javelin x3, chain shirt.  
   
  Human Cleric of Iuz: male human Clr4; CR4; 
  Medium Humanoid; HD 4d8+8; hp 31; Init +4; Spd 
  20ft.; AC 18 (Touch 10, Flat-footed 18)[+8 armor]; 
  BA/G +3/+4; Atk +4 melee [greatsword 2d6+2/19-20] 
  or +3 ranged [dagger 1d4+1/19-20); Full Att +5 melee 
  [greatsword 2d6+2/19-10] or +3 ranged [dagger 
  1d4+1/19-20]; SA Domain powers, rebuke undead, 
  spells; AL CE; SV Fort +6 Ref +1 Will +7; Str 12, Dex 10, 
  Con 14, Int 13, Wis 16, Cha 8. 
   
  Skills and Feats:  Concentration +14, Knowledge 
  Religion +4, Listen +7, Search +1, Spellcraft +5, Spot +7; 
  Combat 
  Casting, 
  Improved 
  Initiative, 
  Weapon 
  Proficiency (greatsword).   
   
  Possessions:  greatsword, full plate 
   
  Spells Prepared:  (5/4+1/3+1; base DC = 13 + spell 
  level):  0 – create water, guidance, cure minor wounds, 
  resistance (2); 1
  st – bane, bless, deathwatch, magic 
  weapon, protection from good*; 2
  nd – death knell, 
  enthrall, invisibility*, shield other. 
   
  *Domain spell.  Domains: Evil (Cast evil spells at 
  +1 caster level), Trickery (Add Bluff, Disguise and Hide 
  to your list of cleric class skills). 
   
  Human Necromancer: male human Wiz4; CR4; 
  Medium Humanoid; HD 4d4+4; hp 17; Init +2, Spd 30 
  ft.; AC 12 (Touch 12, Flat-footed 10) [+2 Dex]; BA/G 
  +2/+2; Atk +2 melee [dagger 1d4/19-20] or +4 ranged 
  [dagger 1d4/19-20); Full Att +2 melee [dagger 1d4/19-
  An Armor Tale 
   
  Page 18 
   
  
  20] or +4 ranged [dagger 1d4/19-20]; AL NE; SV Fort +2 
  Ref +3 Will +5; Str 10, Dex 14, Con 13, Int 16, Wis 12, 
  Cha 8 
   
  Skills and Feats:  Concentration +10, Listen +3, 
  Knowledge Arcana +10, Search +6, Spellcraft +9, Spot 
  +2; Scribe Scroll, Delay Spell, Heighten Spell, Sudden 
  Empower.  
   
  Possessions:  dagger, wand of magic missiles (5
  th 
  with 10 charges) 
   
  Spells Prepared:  (4+1/4+1/3+1; base DC = 13 + 
  spell level):  0 – acid splash, daze, ray of frost, touch of 
  fatigue* (2); 1
  st – cause fear, enlarge person, mage 
  armor, magic missile, ray of enfeeblement*; 2
  nd false 
  life*, ghoul touch, scorching ray, spectral hand. 
  *Necromancy 
   
  Mallin, Commander: male human Ftr6; CR6; 
  Medium Humanoid; HD 6d10+12; hp 52; Init +1; Spd 
  20ft.; AC 22 (Touch 11, Flat-footed 21)[+11 armor, +1 
  Dex]; BA/G +6/+9; Atk +9 melee [long sword 1d8+5 
  /19-20] or +7 ranged [dagger 1d4+3/19-20); Full Att 
  +9/+4 melee [long sword 1d8+5/19-20] or +7/+2 ranged 
  [dagger 1d4+3/19-20]; AL CE; SV Fort +9 Ref +5 Will 
  +5; Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8 
   
  Skills and Feats:  Hide +5, Jump +7, Knowledge – 
  Religion +2, Listen +2, Ride +7; Cleave, Dodge, Elusive 
  Target, Improved Sunder, Mobility, Power Attack, 
  Weapon Focus (longsword), Weapon Specialization 
  (longsword).   
   
  Possessions: long sword, Lanistor hereditary full 
  plate, gloves of arrow snaring 
   
  APL 8 
  Orc Barbarian: male orc Bbn6; CR6; Medium 
  Humanoid; HD 6d12+18; hp 65; Init +2; Spd 40 ft; AC 
  16 (Touch 12, Flat-footed 16) [+4 armor, +2 dex]; BA/G 
  +6/+9; Atk +9 melee [Greataxe 1d12+4 /x3] or +8 
  ranged [javelin 1d6+3]; Full Att +9/+4 melee [Greataxe 
  1d12+4 /x3] or +8/+3 ranged [javelin 1d6+3]; SA Rage 
  2/day, Trap Sense +2, Improved Uncanny Dodge; SQ 
  Darkvision 60 ft., fast movement, light sensitivity; AL 
  CN; SV Fort +8 Ref +4 Will +1; Str 17, Dex 14, Con 16, 
  Int 10, Wis 8, Cha 6. 
   
  Skills and Feats: Climb +5, Handle Animal +5, 
  Hide +7, Move Silently +4, Spot +1, Survival +9, 
  Tumble +6; Combat Reflexes, Power Attack, Improved 
  Sunder 
   
  Light Sensitivity (Ex):  Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell.  (-1 
  penalty on attack rolls, Search checks, and Spot checks) 
   
  Possessions:  greataxe, javelin x3, chain shirt. 
   
  Human Cleric of Iuz: male human Clr6; CR6; 
  Medium Humanoid; HD 6d8+12; hp 45; Init +4; Spd 
  20ft.; AC 19 (Touch 10, Flat-footed 18)[+8 armor]; 
  BA/G +4/+5; Atk +5 melee [greatsword 2d6+2/19-20] 
  or +4 ranged [dagger 1d4+1/19-20]; Full Att +5 melee 
  [greatsword 2d6+2/19-20] or +4 ranged [dagger 
  1d4+1/19-20]; SA Domain powers, rebuke undead, 
  spells; AL CE; SV Fort +7 Ref +2 Will +8; Str 12, Dex 10, 
  Con 14, Int 13, Wis 16, Cha 8. 
   
  Skills and Feats:  Concentration +14, Knowledge 
  Religion +4, Listen +8, Search +1, Spellcraft +5, Spot 
  +11; Combat Casting, Improved Initiative, Power 
  Attack, Weapon Proficiency (greatsword).   
   
  Possessions:  greatsword, full plate 
   
  Spells Prepared:  (5/4+1/4+1/3+1; base DC = 13 + 
  spell level):  0 – create water, cure minor wounds, 
  guidance, resistance (2); 1
  st – bane, bless, deathwatch, 
  magic weapon, protection from good*; 2
  nd – death 
  knell, enthrall, invisibility*, shield other, status; 3
  rd – 
  animate dead, bestow curse, magic circle against good*, 
  prayer.  
   
  *Domain spell.  Domains: Evil (Cast evil spells at 
  +1 caster level), Trickery (Add Bluff, Disguise and Hide 
  to your list of cleric class skills). 
   
  Human Necromancer: male human Wiz6; CR6; 
  Medium Humanoid; HD 6d4+6+6; hp 31; Init +2, Spd 
  30 ft.; AC 12 (Touch 12, Flat-footed 10) [+2 Dex]; BA/G 
  +3/+3; Atk +3 melee [dagger 1d4/19-20] or +5 ranged 
  [dagger 1d4/19-20); Full Att +3 melee [dagger 1d4/19-
  20] or +5 ranged [dagger 1d4/19-20]; AL NE; SV Fort +3 
  Ref +4 Will +6; Str 10, Dex 14, Con 13, Int 16, Wis 12, 
  Cha 8 
   
  Skills and Feats:  Concentration +12, Knowledge 
  Arcana +12, Listen +3, Search +6, Spellcraft +12, Spot 
  +5; Chain Spell, Delay Spell, Heighten Spell, Improved 
  Toughness, Scribe Scroll, Sudden Empower.  
   
  Possessions:  dagger, wand of magic missiles (5
  th 
  with 10 charges) 
   
  Spells Prepared:  (4+1/4+1/4+1/3+1; base DC = 13 
  + spell level):  0 – acid splash, daze, ray of frost, touch of 
  fatigue* (2); 1
  st – enlarge person, grease, mage armor, 
  magic missile, ray of enfeeblement*; 2
  nd - false life*, 
  ghoul touch, scorching ray, spectral hand, summon 
  monster II; 3
  rd - fly, haste, rage, vampiric touch*.  
  *Necromancy 
   
  Mallin, Commander: male human Ftr8; CR8; 
  Medium Humanoid; HD 8d10+16; hp 68; Init +5; Spd 
  20ft.; AC 22 (Touch 11, Flat-footed 21)[+11 armor, +1 
  Dex]; BA/G +8/+11; Atk +11 melee [long sword 1d8+5 
  /19-20] or +9 ranged [dagger 1d4+3/19-20); Full Att 
  +11/+6 melee [long sword 1d8+5 /19-20] or +9/+4 
  ranged [dagger 1d4+3/19-20]; AL CE; SV Fort +10 Ref 
  +5 Will +5; Str 16, Dex 13, Con 15, Int 10, Wis 12, Cha 
  8 
  An Armor Tale 
   
  Page 19 
   
  
   
  Skills and Feats:  Hide +6, Jump +8, Knowledge – 
  Religion +2, Listen +2, Ride +8; Cleave, Dodge, Elusive 
  Target, 
  Improved 
  Initiative, 
  Improved 
  Sunder, 
  Mobility, Power Attack, Weapon Focus (longsword), 
  Weapon Specialization (longsword). 
   
  Possessions: long sword, Lanistor hereditary full 
  plate, gloves of arrow snaring, vest of resistance +2. 
   
  APL 10 
  Orc Barbarian: male orc Bbn8; CR8; Medium 
  Humanoid; HD 8d12+24; hp 85; Init +2; Spd 40 ft; AC 
  16 (Touch 12, Flat-footed 16)[+4 armor, +2 dex]; BA/G 
  +8/+12; Atk +12 melee [Greataxe 1d12+6 /x3] or +10 
  ranged [javelin 1d6+4]; Full Att +12/+7 melee [Greataxe 
  1d12+6 /x3] or +10/+5 ranged [javelin 1d6+4]; SA Rage 
  3/day, Trap Sense +2, Improved Uncanny Dodge, DR 
  1/-; SQ Darkvision 60 ft., fast movement, light 
  sensitivity; AL CN; SV Fort +9 Ref +4 Will +1; Str 18, 
  Dex 14, Con 16, Int 10, Wis 8, Cha 6. 
   
  Skills and Feats: Climb +6, Handle Animal +5, 
  Hide +7, Intimidate +5, Move Silently +4, Spot +1, 
  Survival +10; Combat Reflexes, Improved Sunder, 
  Power Attack.  
   
  Light Sensitivity (Ex):  Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell.  (-1 
  penalty on attack rolls, Search checks, and Spot checks) 
   
  Possessions:  greataxe, javelin x3, chain shirt.  
   
  Human Cleric of Iuz: male human Clr8; CR8; 
  Medium Humanoid; HD 8d8+16; hp 59; Init +4; Spd 
  20ft.; AC 18 (Touch 10, Flat-footed 18)[+8 armor]; 
  BA/G +6/+8; Atk +8 melee [greatsword 2d6+2/19-10] 
  or +6 ranged [dagger 1d4+1/19-20); Full Att +8/+3 
  melee [greatsword 2d6+2/19-20] or +6/+1 ranged 
  [dagger 1d4+1/19-20]; SA Domain powers, rebuke 
  undead, spells; AL CE; SV Fort +8 Ref +2 Will +11; Str 
  12, Dex 10, Con 14, Int 14, Wis 20, Cha 8 
   
  Skills and Feats:  Concentration +14, Knowledge 
  Religion +4, Listen +9, Search +1, Spellcraft +9, Spot 
  +13; Combat Casting, Improved Initiative, Power 
  Attack, Weapon Proficiency (greatsword),  
   
  Possessions:  greatsword, full plate, lesser 
  metamagic rod – extend spell 
   
  Spells Prepared:  (6/6+1/4+1/4+1/3+1; base DC = 
  15 + spell level):  0 – create water, cure minor wounds, 
  guidance (2), resistance (2); 1
  st – bane, bless, 
  deathwatch, divine favor, doom, magic weapon, 
  protection from good*; 2
  nd – death knell, enthrall, 
  invisibility*, status, summon monster II; 3
  rd – animate 
  dead, bestow curse, magic circle against good*, magic 
  vestment, prayer; 4
  th – death ward, divine power, 
  poison, unholy blight* 
   
  *Domain spell.  Domains: Evil (Cast evil spells at 
  +1 caster level), Trickery (Add Bluff, Disguise and Hide 
  to your list of cleric class skills). 
   
  Human Necromancer: male human Wiz8; CR8; 
  Medium Humanoid; HD 8d4+16+8; hp 49; Init +2, Spd 
  30 ft.; AC 12 (Touch 12, Flat-footed 10) [+2 Dex]; BA/G 
  +4/+4; Atk +4 melee [dagger 1d4/19-20] or +6 ranged 
  [dagger 1d4/19-20); Full Att +4 melee [dagger 1d4/19-
  20] or +6 ranged [dagger 1d4/19-20]; AL NE; SV Fort +4 
  Ref +4 Will +7; Str 10, Dex 14, Con 14, Int 16, Wis 12, 
  Cha 8 
   
  Skills and Feats:  Concentration +14, Knowledge 
  Arcana +14, Listen +3, Search +8, Spellcraft +14, Spot 
  +7; Chain Spell, Delay Spell, Heighten Spell, Improved 
  Toughness, Scribe Scroll, Sudden Empower.  
   
  Possessions: dagger, wand of magic missiles (7
  th 
  with 7charges) 
   
  Spells Prepared:  (4+1/5+1/4+1/4+1/2+1; base DC 
  = 13 + spell level):  0 – acid splash, daze, touch of 
  fatigue* (2), ray of frost; 1
  st – enlarge person, grease, 
  magic missile, mage armor, ray of enfeeblement*, true 
  strike; 2
  nd - false life*, ghoul touch, scorching ray, 
  spectral hand, summon monster II; 3
  rd fly, haste, rage, 
  vampiric touch*, wind wall; 4
  th – bestow curse, enlarge 
  person mass, ray of enfeeblement (chain spell). 
  *Necromancy 
   
  Mallin, Commander: male human Ftr8/BlkGrd2; 
  CR10; Medium Humanoid; HD 10d10+30; hp 94; Init 
  +1; Spd 20ft.; AC 24 (Touch 11, Flat-footed 21)[+11 
  armor, +1 dex, +2 shield]; BA/G +10/+13; Atk +13 
  melee [long sword 1d8+5 /17-20] or +11 ranged [dagger 
  1d4+3/17-20); Full Att +13/+8 melee [long sword 1d8+5 
  /17-20] or +11/+6 ranged [dagger 1d4+3/17-20]; SQ: 
  aura of evil, detect good, poison use, dark blessing, 
  smite good 1/day; AL CE; SV Fort +14 Ref +5 Will +5; 
  Str 16, Dex 13, Con 17, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats:  Hide +6, Jump +8, Knowledge – 
  Religion +5, Listen +2, Ride +11; Cleave, Dodge, 
  Elusive 
  Target, 
  Improved 
  Critical 
  (longsword), 
  Improved Initiative, Improved Sunder, Mobility, 
  Power Attack, Weapon Focus (longsword), Weapon 
  Specialization (longsword). 
   
  Possessions: long sword, Lanistor hereditary full 
  plate, gloves of arrow snaring, vest of resistance +2, 
  heavy steel shield, ioun stone (pink rhomboid). 
   
  Spells Prepared: (2; base DC 11 + spell level): 1
  st - 
  corrupt weapon, cure light wounds. 
   
  APL 12 
  Orc Barbarian: male orc Bbn9; CR9; Medium 
  Humanoid; HD 9d12+27+9; hp 104; Init +2; Spd 40 ft; 
  AC 16 (Touch 12, Flat-footed 16)[+4 armor, +2 dex]; 
  An Armor Tale 
   
  Page 20 
   
  
  BA/G +9/+13; Atk +13 melee [Greataxe 1d12+6/x3] or 
  +11 ranged [javelin 1d6+4]; Full Att +13/+8 melee 
  [Greataxe 1d12+6/x3] or +11/+6 ranged [javelin 1d6+4]; 
  SA Rage 3/day, Trap Sense +3, Improved Uncanny 
  Dodge, DR 1/-; SQ Darkvision 60 ft., fast movement, 
  light sensitivity; AL CN; SV Fort +9 Ref +5 Will +2; Str 
  18, Dex 14, Con 16, Int 10, Wis 8, Cha 6. 
   
  Skills and Feats: Climb +8, Handle Animal +5, 
  Hide +7, Intimidate +5, Move Silently +4, Spot +1, 
  Survival +12; Combat Reflexes, Improved Sunder, 
  Improved Toughness, Power Attack.  
   
  Light Sensitivity (Ex):  Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell.  (-1 
  penalty on attack rolls, Search checks, and Spot checks) 
   
  Possessions:  greataxe, javelin x3, +1 chain shirt. 
   
  Human Cleric of Iuz: male human Clr9; CR9; 
  Medium Humanoid; HD 9d8+18+9; hp 75; Init +4; Spd 
  20ft.; AC 19 (Touch 10, Flat-footed 19)[+9 armor]; 
  BA/G +6/+8; Atk +8 melee [greatsword 2d6+2/19-20] 
  or +6 ranged [dagger 1d4+1/19-20); Full Att +8/+3 
  melee [greatsword 2d6+2/19-20] or +6/+1 ranged 
  [dagger 1d4+1/19-20]; SA Domain powers, rebuke 
  undead, spells; AL CE; SV Fort +8 Ref +3 Will +11; Str 
  12, Dex 10, Con 14, Int 14, Wis 20, Cha 8. 
   
  Skills and Feats:  Concentration +14, Knowledge 
  Religion +5, Listen +9, Search +1, Spellcraft +10, Spot 
  +9; Combat Casting, Improved Initiative, Improved 
  Toughness, 
  Power 
  Attack, 
  Weapon 
  Proficiency 
  (greatsword). 
   
  Possessions:  greatsword, +1 full plate, periapt of 
  wisdom +4, lesser metamagic rod – extend spell.  
   
  Spells Prepared:  (6/6+1/5+1/4+1/3+1/2+1; base 
  DC = 15 + spell level):  0 – create water, cure minor 
  wounds, guidance (2), resistance (2); 1
  st – bane, bless, 
  deathwatch, divine favor, doom, magic weapon, 
  protection from good*; 2
  nd – death knell, enthrall, 
  invisibility*, resist energy, status, summon monster II; 
  3
  rd – animate dead, bestow curse, prayer, magic circle 
  against good*, magic vestment; 4
  th – death ward, divine 
  power, poison, unholy blight*; 5
  th – dispel good*, 
  righteous might, slay living. 
   
  *Domain spell.  Domains: Evil (Cast evil spells at 
  +1 caster level), Trickery (Add Bluff, Disguise and Hide 
  to your list of cleric class skills). 
   
  Human Necromancer: male human Wiz9; CR9; 
  Medium Humanoid; HD 9d4+18+9; hp 55; Init +6, Spd 
  30 ft.; AC 12 (Touch 12, Flat-footed 10) [+2 Dex]; BA/G 
  +4/+4; Atk +4 melee [dagger 1d4/19-20] or +6 ranged 
  [dagger 1d4/19-20); Full Att +4 melee [dagger 1d4/19-
  20] or +6 ranged [dagger 1d4/19-20]; AL NE; SV Fort +5 
  Ref +5 Will +7; Str 10, Dex 14, Con 14, Int 16, Wis 12, 
  Cha 8 
   
  Skills and Feats:  Concentration +15, Listen +3, 
  Knowledge Arcana +15, Knowledge – Local [Iuz] +4, 
  Search +8, Spellcraft +15, Spot +8; Chain Spell, Delay 
  Spell, Heighten Spell, Improved Initiative, Improved 
  Toughness, Scribe Scroll, Sudden Empower.   
   
  Possessions:  dagger, wand of magic missiles (7
  th 
  with 7charges) 
   
  Spells Prepared:  (4+1/5+1/5+1/4+1/ 2+1/1+1; base 
  DC = 13 + spell level):  0 – acid splash, daze, ray of frost, 
  touch of fatigue* (2); 1
  st – ray of enfeeblement*, true 
  strike, grease, enlarge person, magic missile, mage 
  armor; 2
  nd – false life*, ghoul touch, scorching ray (2), 
  spectral hand, summon monster II; 3
  rd – fly, haste, rage, 
  vampiric touch*, wind wall; 4
  th – bestow curse, enlarge 
  person mass, ray of enfeeblement (chain spell); 5
  th – 
  magic jar*, wall of force.  
  *Necromancy 
   
  Mallin, Commander: male human Ftr8/BlkGrd4; 
  CR12; Medium Humanoid; HD 12d10+48; hp 124; Init 
  +1; Spd 20ft.; AC 25 (Touch 11, Flat-footed 21)[+11 
  armor, +3 shield, +1 dex]; BA/G +12/+15; Atk +15 
  melee [long sword 1d8+5 /17-20] or +13 ranged [dagger 
  1d4+3/17-20); Full Att +15/+10/+5 melee [long sword 
  1d8+5 /17-20] or +13/+8/+3 ranged [dagger 1d4+3/17-
  20]; SQ: aura of evil, detect good, poison use, dark 
  blessing, smite good 1/day, command undead, aura of 
  despair, sneak attack +1d6; AL CE; SV Fort +14 Ref +6 
  Will +6; Str 16, Dex 13, Con 18, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats:  Hide +8, Jump +10, Knowledge 
  Religion +5, Listen +2, Ride +11; Cleave, Dodge, 
  Elusive Target, Extra Smiting, Improved Critical 
  (longsword), Improved Initiative, Improved Sunder, 
  Mobility, Power Attack, Weapon Focus (longsword), 
  Weapon Specialization (longsword). 
   
  Possessions:  Lanistor hereditary full plate, gloves 
  of arrow snaring, vest of resistance +2, ioun stone (pink 
  rhomboid), +1 heavy steel Shield, longsword  
   
  Spells Prepared:  1
  st - corrupt weapon, cure light 
  wounds; 2
  nd – death knell. 
  An Armor Tale 
   
  Page 21 
   
  
  Appendix 2: New Rules Items 
   
  Elusive Target [Tactical] 
  Trying to land a blow against you can be a maddening 
  experience.  
   
  Prerequisites: Dodge, Mobility, Base attack bonus 
  +2.  
  Benefit: The elusive target feat enables the use of 
  three tactical maneuvers. 
  Negate Power Attack: To use this maneuver, you 
  must designate a specific foe to be affected by your 
  Dodge feat.  If that foe uses Power Attack against you, 
  the foe gains no bonus on the damage roll but still 
  takes the corresponding penalty on the attack roll. 
  Diverting Defense:  To use this maneuver, you 
  must be flanked and you must designate one of the 
  flanking attackers to be affected by your Dodge feat.  
  The first attack of the round from the designated 
  attacker automatically misses you and may strike the 
  other flanking foe instead; the attacking creature 
  makes its attack roll normally and its ally is considered 
  flatfooted.  If the designated attacker is making a full 
  attack against you, its second and subsequent attacks 
  function normally.  
  Cause Overreach: To use this maneuver, you must 
  provoke an attack of opportunity from a foe by moving 
  out of a threatened square.  If the foe misses you, you 
  can make a free trip attempt against this foe, and the 
  foe does not get a chance to trip you if your attempt 
  fails. 
   
  Reference: Complete Warrior, page 110.  
   
  Improved Toughness [General] 
  You are significantly tougher than normal.  
   
  Prerequisites: Base Fort save bonus +2.  
  Benefit: You gain a number of hit points equal to 
  your current hit dice.  Each time you gain a HD (such 
  as by gaining a level), you gain one additional hit point. 
   If you lose a HD (such as by losing a level), you lose 
  one hit point permanently.   
   
  Reference: Complete Warrior, page 101.  
   
  Sudden Empower [Metamagic] 
  You cast one spell per day to greater effect without 
  special preparation.  
   
  Prerequisites: Any Metamagic feat.  
  Benefit: Once per day, you may apply the 
  Empower Spell feat to any spell you cast, without 
  increasing the level of the spell or specially preparing it 
  ahead of time.  You may still use the Empower Spell 
  feat normally, if you have it.   
   
  Reference: Miniatures Handbook, page 28.  
   
   
  An Armor Tale 
   
  Page 22 
   
  
  Appendix 3: Map of Enclave 
   
  X = location of orc guard pairs.   
   
   
   
  Enclave Dimensions  60’x90’
  Place the orc barbarians in hut next to necro 
  An Armor Tale 
   
  Page 23 
   
  
  Player Handout 1: Letter from Sir Thornton Lanistor  
   
  It has been weeks since the battle…I am losing track of days.  For a while I thought our forces 
  would take the enclave, now I am wondering if they even know we are here.  Harder yet is 
  seeing my family armor worn by the enemy.  He sees the hatred and anger in my eyes and laughs 
  at me.   
   
  I have been forced to work reinforcing the walls but now they are complete.  I heard the 
  overseers speaking of moving all of us further North, into the lands held by the Old One.  
  Someday perhaps I will escape, but hope is slim without outside help, especially  with the move 
  further into enemy lands.  
   
  If you are of good heart and loyal citizens of Furyondy I pray you take this note to my 
  kinsman, Rayvelis.  I am sure he will be grateful for news, even dark news such as my capture. 
   
  May Heironeous bless you… 
   
  Sir Thornton Lanistor, Knight of the Hart. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  An Armor Tale 
   
  Page 24 
   
  
   
  Critical Events Summary
   
  1. Did the party  
   
  a) Capture the orc hunter? 
   
   
  b) Gain the information? 
   
  2. Did the search the slave hut and find the note? 
   
  3. Did the party question Mallin?   
   
  4. Did they discover the details of Thornton’s fate? 
   
  5. Did the party recover the armor? 
   
  6. Did the party return the armor to Sir Lanistor? 
   
  7. Did any member of the party don the armor?  If so, list name and RPGA # 
   
  An Armor Tale 
   
  Page 25 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Furyondy/594/Normal Scenarios/FUR4-05 - An Armor Tale (APL 2-12)/FUR4-05 - An Armor Tale.pdf