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.  
   
  SHL3−07 
   
   
   
   
   
   
   
   
   
  Noble Intentions 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Shield Lands Regional Adventure 
  Version 1.0 
   
   
  by The Shield Lands Triad 
  Reviewed by Jason Bulmahn 
   
   
  You have been ordered to capture an officer in Iuz’s army and return him to the Shield Lands for questioning.  When 
  complications arise even before you leave Critwall, how will you choose which way leads to success and which to failure 
  and dishonor?  A Living Greyhawk adventure for character levels 1-14.  This adventure uses the revised Dungeons & 
  Dragons rules. 
  
  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.  
   
  Noble Intentions 
   
  Page 2 
  
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are two things 
  that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful.Time Units and Upkeep 
   
   
  Time Units and Upkeep  
  This is a standard one-round Regional adventure, set in 
  the Shield Lands.  Characters native to the Shield Lands 
  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. 
  Noble Intentions 
   
  Page 3 
  
  Adventure Background 
  Recent reports from Greycloaks and informants in the 
  occupied lands tell of a drastic decrease in the confusion 
  and in-fighting between the forces of Vayne in Law’s 
  Forge and Waquonis in Admundfort.  Beginning in 
  Harvester, Iuz’s troops were seen reoccupying various 
  keeps, forts and castles throughout the occupied 
  territory.  One such keep is located at Lardon, the 
  ancestral holding of House Lardon of the Council of 
  Lords. 
   
  Three groups are set to meet up at Lardon; the 
  current, small occupying force consisting of a few clerics 
  of Iuz, some humanoid troops and one or two (reports 
  vary) hunter-killer groups.  These troops guard a large 
  number of slaves and a few Pathfinder prisoners.  Headed 
  towards Lardon from Law’s Forge is a much larger groups 
  of troops including orc heavy infantry, hobgoblin light 
  cavalry, troll berserkers (with ogre handlers), a covey of 
  Iuzian clerics, hill giant artillerists and a number of 
  mercenary wizards and sorcerers of the Black Hand.  The 
  third group is one of Iuz’s elite officers recently given 
  command of Lardon.  The officer is escorted by an 
  entourage of mixed composition sworn to his service and 
  protection. 
   
  Early reports placed the officer at Lardon a least a 
  day before the main force arrived from Law’s Forge.  
  Using reports from the border forts, Greycloaks and 
  Pathfinder mission across the border, Knight Bannerette 
  Incosee of the Bronze Band created a plan to capture the 
  officer and extract much better intelligence on what is 
  going on in the fallen lands and perhaps confirm rumors 
  of the High Priestess Althea being in Law’s Forge. 
   
  Since the mission revolved in part around Lardon, 
  Count Lardon insisted that several magical family 
  heirlooms be recovered from Lardon before the new 
  garrison arrives.  Supported by several other Council 
  lords, most notably Lord Natan Enerick of Bright Sentry, 
  Count Lardon insisted on the grounds that such items 
  should not fall into enemy hands. 
   
  Led by Lady Katarina, the remaining lords of the 
  Council voted down Lardon’s proposal due to lack of 
  evidence that the items still remained in Lardon after so 
  long.  Outvoted, Count Lardon and his supporters 
  conceded the defeat and allowed the original mission to 
  proceed unhindered. 
   
  Lady Katarina ordered Incosee to proceed.  The 
  knight then placed three skilled tacticians in charge of 
  the plan and hand picked a small group of Pathfinders to 
  carry it out. 
   
  Adventure Summary  
  The adventure begins with the PCs sitting around the 
  table in one of the mission planning rooms within 
  Critwall Castle.  With them are Rocalen (their Pathfinder 
  duty officer), Ersanna (a Greycloak) and Sir Galodin (a 
  Knight of Holy Shielding).  The group is working out the 
  details of the PCs’ upcoming mission into occupied 
  territory to capture an officer in Iuz’s army. 
   
  As the plan is coming together, a member of the 
  Council of Lords, Count Janek Lardon enters the room 
  and asks for an update on the mission.  The duty officer is 
  confused by some of the Lord’s questions and explains 
  that though earlier plan for the mission included 
  scouting the Lord’s ancestral keep at Lardon, Knight 
  Bannerette Incosee of the Knights of Holy Shielding 
  removed that object from the table as it added too great a 
  risk of discovery for the Pathfinders and thus increased 
  the possibility of failure of the primary objective of the 
  mission.   
   
  Clearly infuriated by the change in plans, Lord 
  Lardon leaves attempting to maintain an air of 
  composure by graciously acceding to the changes 
  without undue complaint. 
   
  After the meeting, the PCs spend the late afternoon 
  gathering supplies for their mission.  Shortly after 
  dinner, a messenger arrives from the Council of Lords 
  asking the PCs to appear before them in the Chambers of 
  the Council in Castle Critwall. 
   
  The PCs arrive to find the council’s twenty four seats 
  mostly empty.  In attendance are only four nobles; Lord 
  Lardon, Lord Enerick, Countess Terza Docamald and Earl 
  Rannas Danjor.  Speaking for the other three, Lord 
  Lardon explains the purpose of the Gathering.  After 
  more thorough consideration, the Council of Lords has 
  decided to add the original scouting objective back into 
  the mission portfolio.  Before engaging Iuz’s forces to 
  capture his officer, the PCs are ordered to scout Count 
  Lardon’s keep, determine if it has been looted, burned or 
  otherwise disturbed and recover an item from a secret 
  room in the basement of an Inn nearby.  Due to the 
  change in plans, they are to leave immediately. 
   
  The PCs head towards Fort Valorous in the east 
  between Gensal and the South Keep Outpost.  When 
  they arrive, they have a rather bizarre encounter with the 
  “Bird Man” who keeps a tremendous number of birds of 
  various species for relaying messages between outposts 
  and forts. 
   
  Later at the fort, they meet with a Greycloak named 
  Quatain to get more current intelligence on troop 
  movements in the occupied lands.  Quatain’s information 
  tells them that their target is farther along the road to 
  Lardon then expected.  Now the officer would arrive a 
  Noble Intentions 
   
  Page 4 
  
  few days _before_ the larger body of troops, they would 
  meet up on the road about a half day outside Lardon. 
   
  Leaving early seems to have been a fortuitous benefit 
  of the change in plans, but fate seems to have an ironic 
  sense of humor this time around.  The advantage 
  provided by your early arrival is counterbalanced by the 
  rapidity of Iuz’s troop movement.  Rather than having 
  time to scout Lardon’s keep and recover the items, the 
  PCs faced a dilemma of how to proceed; scout Lardon 
  Keep, but allow the officer to meet up with the troops 
  from Law’s Forge making it nigh impossible to capture 
  the officer, capture the officer, but allow the Troops from 
  Law’s Forge to reinforce Lardon Keep, essentially ending 
  any chance to recover Count Lardon’s heirlooms or leave 
  immediately without resting and try to accomplish both 
  parts of the mission. 
   
  Hoping to accomplish their complete mission 
  profile, the PCs leave Fort Valorous after stopping only 
  long enough to eat a hot meal, the PCs head east into the 
  occupied lands towards Lardon.   
   
  The PCs arrive at Lardon to find only a small 
  garrison there as expected; almost too small.  While 
  approaching, the PCs are beset by hordes of undead 
  hidden beneath the earth in shallow graves.  After a fierce 
  battle, the PCs manage to reach the outskirts of the town. 
   They find no slaves or prisoners.  Clue suggest that the 
  undead they just fought were actually only recently 
  created from the slave and prisoner population. 
   
  Following the directions given them by Count 
  Lardon, the PCs make their way to the keep only to find 
  that the apparent small garrison isn’t nearly as small as 
  they expected.  Another fierce battle erupts and sounds 
  the alarm to the rest of Lardon that Pathfinders are 
  attacking.   
   
  The PCs make a fighting retreat only to meet yet 
  another groupd of defeneders lying in ambush on the 
  way out of town, but these are from the column headed 
  for Lardon from Law’s Forge.  Even though the PCs 
  manage to overcome the enemy and escape, they must 
  retreat to Gensal in failure; the officer they south to 
  capture has already joined the large column and Lardon 
  was far to heavily defended for them to recover Count 
  Lardon’s heirlooms. 
   
  A few days later back in Critwall, the PCs are being 
  debriefed by the three people who helped them plan the 
  mission.  As their tale unfolds, it becomes apparent that 
  the PCs ignored their original orders and changed the 
  plan.  When the PCs try to explain that Count Lardon 
  and other Council members ordered them to deviate 
  from the mission specs, Rocalen tells them that no such 
  orders were ever relayed to any Pathfinder duty officers, 
  the Greycloaks or the Knights of Holy Shielding.  
  Without proof, the PCs are guilty of disobeying orders.   
   
  Just as things are about to get heated, Lady Katarina 
  enters and speak in defense of the PCs.  She explains to 
  the duty officer thaty the changes came at the last minute 
  and she and Incosee left for South Keep before passing 
  along the order changes to anyone besides the PCs.  
  Although it is obvious the three officers are unsure, they 
  are better trained than to question the Knight 
  Commander of the Shield Lands and leave when the 
  Lady dismisses them. 
   
  Lady Katarina explains that she isn’t interested in the 
  details of what happened; she already has a pretty good 
  idea what they were.  She reassures the PCs that they 
  were only following the orders of a noble and thus are 
  not guilty of any wrongdoing themselves.  If questions 
  are asked, she will make sure the PCs are not blamed for 
  the missions failure. She tells them it is unfortunate the 
  opportunity to capture a high ranking officer in Iuz’s 
  army was lost, but such are the fortunes of war.  From the 
  way Lady Katarina says it, the PCs leave unsure if she was 
  referring to the War of Reclamation, or something else. 
   
  Introduction 
  The adventure begins with the PCs sitting around the 
  table in one of the mission planning rooms within 
  Critwall Castle.  With them are Sergeant Rocalen (their 
  Pathfinder duty officer), Ersanna (a Greycloak) and Sir 
  Galodin (a Knight of Holy Shielding).  The group is 
  working out the details of the PCs’ upcoming mission 
  into occupied territory to capture an officer in Iuz’s army. 
  Read or paraphrase the following: 
   
  It is late morning on the eleventh day o  Patchwall, 
  593 CY.  You find yourself in one of the planning 
  rooms in Castle Critwall sitting around the table with
  a group of fellow Pathfinders and three Shield Lands’ 
  officers.  The first is Sergeant Rocalen, one of the 
  many Pathfinder duty officers who assigns the 
  Pathfinder missions; the second is a Greycloak named 
  Ersanna, and the third is a Sir Galodin  a Knight of 
  Holy Shielding and commander of a small outpost 
  near Torkeep.   
  f
   
  ,
   
  For the last hour you have been discussing your 
  next mission.  An officer in Iuz’s army is headed for 
  the town of Lardon in the occupied lands.  You 
  mission is to intercept and capture him before he 
  reaches his destination. 
   
  Ersanna stands and leans over the map-covered 
  table pointing to a spot on the map with the tip of her 
  dagger. 
   
  “Our last report placed Gorchart here, about four 
  days from Lardon.”  With a flick of her wrist the 
  dagger point changes targets and points to a spot 
  farther to the north. “And this is where the 
  Noble Intentions 
   
  Page 5 
  
  reinforcements from Law’s Forge were last; about five 
  days from Lardon.” 
   
   
  i
  l
   
  l
   
  “That doesn’t give you much time.” adds Sergeant 
  Rocalen, “You’ll have to leave first thing in the 
  morning to reach Fort Valorous in time to cross the 
  border and intercept your target before he reaches 
  Lardon. 
   
  Sir Galodin leans back in his seat, the weariness 
  of his rapid trip from Torkeep apparent on his face.  
  Scratching the scruff of his unshaven face, he says “I 
  have run across Gorchart before.  He is no fool.  He 
  will have scouts out ranging and will send riders to 
  join up with the column from Law’s Forge as soon as 
  possible. On the last day of h s journey he will send 
  advance riders to Lardon to inform them of his 
  impending arriva .  Your attack needs to happen 
  before that.” 
  Give the PCs Player’s Handout #1.  Here is what the PCs 
  know or can be told by one of the three officers. 
   
  � Gorchart is headed to Lardon from Axeport via 
  Jondo.  The trip will take about five days.  Reports 
  place him having left Axeport yesterday morning. 
  � Gorchart is accompanied by an entourage of mixed 
  composition sworn to his service and protection. 
  � Only visual scouting has worked on Gorchart as he 
  and his entourage seemed to be magically protected 
  from divination magic. 
  � A large force of reinforcements is headed to Lardon 
  from Law’s Forge in the north headed south to 
  Docamald and then southwest to Lardon. 
  � The Law’s Forge reinforcements left several days ago, 
  but are traveling slow and have a much longer trip 
  ahead of them.  They will arrive in Lardon in six 
  days. 
  � The Column from Law’s Forge consists of about five 
  hundred troops including orc heavy infantry, 
  hobgoblin light cavalry, troll berserkers (with ogre 
  handlers), a covey of Iuzian clerics, hill giant 
  artillerists and a number of mercenary wizards and 
  sorcerers of the Black Hand. 
  � Lardon is currently garrisoned by a few clerics of Iuz, 
  some humanoid troops and one or two (reports vary) 
  hunter-killer groups; no more than fifty troops in all. 
   These troops guard a large number of slaves 
  (perhaps one hundred) and a few Pathfinder 
  prisoners (an unknown number, if any). 
  � Lardon is the ancestral home of Count Janek Lardon 
  of the Council of Lords. 
  � By horseback, it will take the PCs two days to reach 
  Fort Valorous and two more to reach the Lardon 
  area.  The can catch Gorchart between Jondo and 
  Lardon in about four and a half days. 
  � They are to meet a Greycloak named Quatain at Fort 
  Valorous in two days to get more current scouting 
  intelligence. 
   
  Creatures: Sir Galodin is a friendly man, popular with 
  the soldiers and good with at axe and lance.  Unlike some 
  from the Order of the Holy Shield, Sir Galodin is modest, 
  open-minded and fair.  He tries to judge everyone based 
  on their actions, not their standing, rank or position.  If 
  rumors are true, this has caused him some trouble with 
  minor nobles and arrogant officers with whom he did not 
  agree.  Though he considers his own words carefully, he 
  does not hesitate to speak his mind once set.  He is 
  willing to listen to the counsel of others; even the 
  lowliest soldier, if he hears wisdom in their words.  Once 
  an order is given, he expects it followed. 
   
  � Sir Galodin: Male human Ftr6/Clr2/KoHS2. 
   
  Sergeant Rocalen is a somber man of dark complexion 
  and bedraggled appearance.  Though tall he is otherwise 
  non-descript and slightly overweight. 
   
  � Sergeant Rocalen: Male human, War9. 
   
  Ersanna is quiet and serious, but not morose.  In fact she 
  has a bit of a dark sense of humor when you get to know 
  her.  She has a light complexion and light brown hair.  
  Her neat appearance compliments her attractive features 
  and thin half-elven frame despite the obvious wear of her 
  armor and weapons. 
   
  � Ersanna: Female half-elf Rgr7. 
   
  Allow the players to interact with the NPCs and work out 
  the details of the mission.  The DM should feel free to 
  help the PCs in character come up with a reasonable plan 
  for where and when to ambush Gorchart, but for the 
  most part allow the players to do most of the work.  The 
  three officers in this room are smart and experienced and 
  will advise against any obviously stupid plans.  Just as 
  they are about to finish, read or paraphrase the following: 
   
  As your p an is coming together the door to the room 
  suddenly opens and in walks a well-dressed man in 
  his late forties.  His fine clothes, immaculately 
  trimmed beard and hair and obvious wealth mark him 
  immediately as a noble.  Rocalen, Ersanna turn to the 
  man with surprised looks on their faces and quickly 
  stand.  Sir Galodin, already standing, nods his head in 
  the man’s direction and addresses him. 
   
  “Count Lardon!  What an unexpected surprise.  
  We were not informed you would be joining us.  If we 
  had known, we would have waited.” 
  Noble Intentions 
   
  Page 6 
  
   
  t
   
   
  “
   
   
   
  l
   
  i
  t
   
   
   
   
  If the PCs have not stood by this time, the Count looks at 
  those still sitting and says without obvious sarcasm  
   
  “Please, do not get up on my account.” 
   
  The Count speaks “So you’ve already finished 
  then good Knigh ?  I hope all went well.  This is an 
  important mission.  If you don’t mind, please share 
  your plan with me for recovering my family’s 
  heirlooms.” 
  A look of concern falls across Sir Galodin’s face as 
  he says Forgive me my lord, we have made no plans 
  to recover your heirlooms.  That part of the mission 
  was removed by Knight Bannerette Incosee this 
  morning.” 
   
  Count Lardon’s face begins to turn red in anger, 
  but Sir Galodin continues before he can speak 
  “Knight Bannerette Incosee received the orders 
  directly from Lady Katarina.  I was told that capturing 
  Gorchart is the primary concern and any deviation 
  risks the success of that mission.” 
   
  In an icy tone, Count Lardon responds “I see.  
  Well then, I suppose I should be talking to Countess 
  Walworth and her lapdog Incosee.  As you were then 
  my good Knight.” 
  Turning to leave, Count Lardon pauses a moment 
  to say over his shoulder “Oh, and good hunting to you 
  Pathfinders.” 
  Development: The PCs can easily see without a Sense 
  Motive check that Count Lardon was not pleased by the 
  changes to the mission. 
   
  If asked, Sir Galodin can explain the the original 
  mission included a secondary objective of scouting 
  Lardon Keep in hopes of recovering some magical 
  heirlooms stored within.  Because the timing of this 
  mission is so delicate, that objective was removed this 
  morning.  Apparently no one informed Count Lardon. 
  Once the PCs are comfortable with their mission, read or 
  paraphrase the following: 
   
  With a look of satisfaction on his weary face, Sir 
  Galodin brings the meeting to an end. “This seems 
  like a solid p an.  You will need to leave before 
  sunrise tomorrow, so get some rest and a hot meal.  
  You’ll be traveling fast, so if you do not have horses, I 
  with have the stablehands ready them for you.  I’ll 
  also see to it that your saddlebags have something 
  good to eat in them for the trip.  Dismissed! 
  Encounter One: 
  A Change of Plans 
  After the meeting, the PCs can spend the late afternoon 
  gathering supplies for their mission.  Shortly after 
  dinner, a messenger arrives from the Council of Lords 
  asking the PCs to appear before them in the Chambers of 
  the Council in Castle Critwall. 
   
  The PCs arrive to find the council’s twenty four seats 
  mostly empty.  In attendance are only four nobles; Count 
  Lardon, Lord Enerick, Countess Terza Docamald and Earl 
  Rannas Danjor.  Speaking for the other three, Lord 
  Lardon explains the purpose of the Gathering. 
   
  “Ah.  Thank you for coming on such short notice 
  Pathfinders.  How are the preparations for your 
  mission coming along?” 
   
  Not waiting for a response, Lord Lardon 
  continues.  “I’m sure you’re curious why you’ve been 
  summoned.  After we met this morning and I learned 
  our orig nal plans had been changed, I took i  upon 
  myself to speak with my fellow Council lords to see if 
  the changes had been… well, poorly considered.  
  We’ve all agreed they were.” 
   
  “We would like for you to revise your mission 
  profile to include scouting Lardon Keep and 
  recovering a few items from storage. Since Lardon is 
  on your way, this should not hinder the other part of 
  your mission to any great degree… though I assume 
  you’ll need to leave within the next few hours rather 
  than tomorrow morning.” 
   
  The items I seek are in the basement of the 
  town’s largest Inn, the Golden Stag.  Were I not away 
  from Lardon when the Shield Lands fell to Iuz, I 
  would have taken them with me, but that was not 
  possible.  Your mission provides and excellent 
  opportunity to recover them for the good of the 
  Shield Lands.” 
  “If you have any questions, now is the time to ask 
  them; once this meeting adjourns, you’ll be leaving 
  Critwall I assume.” 
  Count Lardon is the only one of the lords present who 
  speaks directly to the PCs unless they are overly rude or 
  refuse to carry out the mission.  Then Lord Enerick 
  speaks up and dresses down the PCs harshly, reminding 
  them of their duty and, more importantly, that refusing 
  the orders of a member of the Council of Lords may have 
  severe consequences, including a Writ of Treason and a 
  sentence of death. He will then grin and say something 
  along the lines that everyone hopes the pathfinders will 
  do the “right” thing, and that the pathfinder’s actions will 
  ultimately decide the Council’s actions.  
  Noble Intentions 
   
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  Count Lardon is willing to share the following 
  information with the PCs if asked. 
   
  � Lardon is along their path.  They should stop there 
  before attempting to capture Gorchart.  It will be 
  easier that way. 
  � The PCs should bring back an oak chest bound in 
  silver.  The chest is magically locked, so do not try to 
  open it. 
  � The chest should be in the basement of the Golden 
  Stag Inn behind a secret door (the location of which 
  is described).  The inn is the largest building in 
  Lardon and the only one with three stories. 
  � The contents of the chest are none of the PCs 
  concern, but they are personal heirlooms of the 
  Lardon family which might be useful to the Shield 
  Lands. 
  � The chest was stored outside Lardon Keep to protect 
  it should the keep, the obvious target of any attack, 
  fall.  Who would think to look in the basement of an 
  inn to find items precious to a noble house? 
  � Upon your return to Critwall, deliver the chest to 
  Shelton Halfhand who will in turn deliver it to me 
  (Count Lardon). 
  � Requests for something in writing earn the ire of the 
  council lords.  Count Lardon is quick to ask if the 
  PCs intended to insult them, or it was simply a 
  mistake.  If it comes down to it, they will refuse to 
  provide written orders on the grounds that if the 
  PCs are captured, the note could easily be taken from 
  them… far more easily than the information could 
  be taken by torture.  If the PCs suggest they leave the 
  orders in Critwall until they return, Count Lardon 
  will point out that “orders don’t do much good if 
  you don’t have them with you…, unless you 
  mean to suggest we are not trustworthy…” 
   
  When the PCs have no more questions, the are 
  dismissed.  Most PCs will find this a bit odd and some 
  might try to locate someone else in authority to verify 
  their new orders.  These are the whereabouts of some 
  likely NPCs the PCs might look for. 
   
  � Sir Galodin – returned to Torkeep immediately after 
  the meeting. 
  � Sergeant Rocalen – Sent to Bright Sentry on an 
  errand. 
  � Ersanna – Returned to the border shortly before 
  sundown. 
  � Lady Katarina – Currently at South Keep organizing 
  the rebuilding of its defenses after it successful 
  recovery. 
  � Knight Bannerette Incosee – left to rejoin the 
  Bronze Band at South Keep. 
  � Any of the council Lords present at their meeting 
  – The PCs are told they are “in conference and do 
  not wish to be disturbed”. 
  � Members of the Council of Lords not present at 
  the meeting – No other members of the Council of 
  Lords are present in Critwall.  With the recent 
  recovery of South Keep, most are off commanding 
  troops or working in some other capacity towards 
  the defense of the Shield Lands. 
  � Anyone else – Other duty officers, church 
  members, etc. will all claim ignorance of the changes 
  in the plan, but tell the PCs, “If the orders came from 
  the Council of Lords, you’d best do it.” 
   
  Encounter Two: 
  The Bird Man of Fort Valorous 
  The timing of this event is critical if the PCs are going to 
  capture Gorchart.  With the added task of scouting 
  Lardon and recovering the chest from the Golden Stag 
  Inn, the PCs will need to leave Critwall immediately by 
  horse.  Travel by foot will not allow them enough time to 
  get where they are going before their quarry does.  
  Magical means to travel from Critwall to Fort Valorous 
  may be possible, but since none of the PCs have ever 
  been to this fort before, they will have negative modifiers 
  for unfamiliarity on spells like teleport, etc.  Regardless of 
  whether the PCs arrive early, Quatain will not arrive until 
  late in the day on 13 Patchwall (i.e., two days after the 
  event begins). 
   
  When the PCs arrive at Fort Valorous, read or 
  paraphrase the following: 
   
  You arrival at Fort Valorous provides you with an 
  unexpected surprise; a man in a stained tunic 
  shouting at you. 
   
  “Have you seen him?”  My bird!  Did you see my 
  bird?” 
   
  The man calls to you from the walls of the 
  outpost as he rushes along the walkway towards the 
  main gatehouse.  Disappearing inside, you can still 
  hear him shouting about his bird. 
   
  Reappearing inside the open gates, the man 
  comes at you with a stiff-legged gait, taking short, 
  hurried steps giving him an awkward, ungainly 
  manner.  As he nears you, you notice the stains on his 
  tunic 
  are 
  actually 
  bird 
  droppings, 
  which 
  unfortunately, can also be seen in his spare, wiry hair 
  along with more than a few feathers. 
   
  “I said, HAVE… YOU… SEEN… MY… BIRD?” 
  he repeats more loudly and slowly in a screeching 
  voice as if you were both deaf and ignorant.  He then 
  proceeds to stare at you from two small rapidly 
  Noble Intentions 
   
  Page 8 
  
  twitching eyes with an unnatural tilt to h s narrow 
  head.  Every few seconds he breaks his stare to rub a 
  cheek upon one shoulder or another. 
  i
   
   
  i
   
   
  l
   
   
   
  This is Hade, the “Bird Man” of Fort Valorous.  Aside 
  from his bizarre behavior and odd mannerisms, Hade is 
  actually extremely knowledgeable about avian life forms 
  of all kinds.  His expertise includes subjects covering 
  most avian, air and flying creatures. 
   
  At the moment, he is anxiously awaiting the return 
  of one of his carrier pigeons.  Hade is the local keeper of 
  the messenger birds used at the outposts to transport 
  routine messages between forts and outposts.  The bird 
  he is looking for is overdue and has him worried.  It 
  carries an important message for a Greycloak called 
  Quatain.  The PCs have not seen this particular bird, but 
  they have seen others (which doesn’t help). 
   
  Allow the PCs to interact with Hade however they 
  wish.  He will explain who he is and why he’s looking for 
  a bird if asked.  Throughout the conversation, he should 
  be played with many oddly bird-like mannerisms and 
  speech patterns.  Use you imagination. 
   
  After a few minutes, read or paraphrase the 
  following: 
   
  Suddenly in mid-sentence, Hade stops and awkwardly 
  runs forward a few steps looking into the northern 
  sky.  Squinting, he shrieks “There he is… but they’re 
  after him!  Fly little bird fly home to Poppy! 
   
  At first even the most sharp eyed of your group 
  cannot see when Hade is pointing at, but soon several 
  dark shapes appear at the edge of sight.  The specks 
  rapidly get closer and details become apparent.  A 
  carrier pigeon is being pursued by a murder of ravens! 
  At the moment the ravens seem to be toying with the 
  p geon; diving at it only to pull away at the last 
  second. 
  Hade screeches “SAVE HIM!” 
  If the PCs want to help, they can.  Let them do whatever 
  they like.  Anything that comes close to injuring the 
  ravens will drive them off.  Continue when the raven 
  leave. 
   
  As if accustomed to this, a few soldiers on the wall 
  pul  out longbows and join you in taking pot shots at 
  the ravens.  A few come dangerously close to killing 
  one, but the ravens break off before they are injured. 
  The tired little pigeon, now safe,  arcs directly for 
  Hade and lands softly on his outstretched forearm.  
  “There’s a good bird.” He says gently stroking the 
  birds head, “Come with me… Poppy will feed you.” 
  The PCs will spot a message tied to the birds leg.  If asked 
  about it Hade tells them they cannot see it.  “Quatain
  would be very cross if I gave away his secrets!” 
   
  � Hade: Male human Rgr2/Exp4. 
   
  Encounter Three: 
  Quatain the Cold 
  Regardless of when the PCs arrive, Quatain does not 
  return to the fort until late on the 13
  th.  The party is free 
  to leave earlier if they wish and not meet up with 
  Quatain. If the PCs ask anyone (including Hade) about 
  his whereabouts, all they get in return is “He comes and 
  goes as he pleases.  No one is sure ever really sure 
  where he goes or when he will return, if ever.” 
   
  Quatain finds the PCs wherever they are shortly 
  before midnight.  In his typical cold and humorless way, 
  he relates the following to the PCs. 
   
  � Gorchart has made better time than expected; he is 
  more than eight hours ahead of schedule. 
  � A message he received from Gensal (the one Hade 
  was holding for him) confirms that the column of 
  troops from Law’s Forge is also far ahead of schedule; 
  they will now arrive early as well. 
  � What’s worse, the two groups will actually meet up a 
  few hours before reaching Lardon at about the spot 
  he suspects the PCs were going to ambush Gorchart. 
  � He has no information on Count Lardon’s plan.  He 
  knew it was discussed early on, but he had been told 
  that it was no longer part of the mission. 
  � He isn’t surprised things have changed, no that some 
  noble is placing his own desires over the success of 
  an important mission. 
  � He knows the road between here and Lardon. If the 
  PCs leave immediately, they might have time to 
  scout the town and still make it to the ambush point 
  before Gorchart joins up with the larger column. He 
  also describes a ravine on the far side of Lardon 
  which would be ideal for trapping and capturing 
  Gorchart. 
  � He cannot assist the PCs.  Considering the situation, 
  he will be heading north to try and slow down the 
  troops from Law’s Forge. 
  � He suggests they forget about Count Lardon’s chest 
  and focus on capturing Gorchart. 
   
  The Greycloak is often called “Quatain the Cold” for his 
  emotionless demeanor and apparent lack of compassion 
  for his foes, though never to his face.  Quatain knows of 
  his reputation and has not dispelled any of these rumors, 
  but this is more likely because he is so fixated on his 
  Noble Intentions 
   
  Page 9 
  
  mission as a Greycloak that he does not care what others 
  think so long as he gets the job done. His nickname also 
  comes from his favored melee weapon, the longsword, 
  which can be sheathed in ice during combat. 
   
  Little is known about his previous life before he 
  joined the Greycloaks, other then it has been said he was 
  a bard of some renown before attacks of the Hierarchs. 
  Why he joined the Greycloaks and why he is so relentless 
  in his duties is also a mystery. What ever the case, 
  Quatain volunteers for the most dangerous assignments 
  and only works alone. 
   
  He has dark brown hair, steel gray eyes and a lean 
  and muscular appearance.  His face is close shaven except 
  for a well-trimmed mustache and goatee.  His weapons 
  and armor are well maintained, but also well used.  He is 
  never without his dark gray (almost black) hooded cloak 
  and matching boots. 
   
  � Quatain the Cold, male human, Brd3/Ftr2/Rgr7 
   
  At this point the PCs have three obvious options. 
   
  1. 
  Rest now and scout Lardon Keep tomorrow.  This 
  will allow Gorchart to meet up with the troops from 
  Law’s Forge making it nigh impossible to capture the 
  officer 
  2. 
  Rest now hoping to capture the officer tomorrow, 
  but allow the Troops from Law’s Forge to reinforce 
  Lardon Keep, essentially ending any chance to 
  recover Count Lardon’s chest 
  3. 
  Leave tonight without resting and try to accomplish 
  both parts of the mission.  (Lack of sleep will cause 
  fatigue and prevent most spellcasters from preparing 
  or recovering spells.) 
   
  Whichever the PCs try is up to them.  As stated 
  previously, Quatain thinks they should choose option #2, 
  but leaves the final choice up to them. 
   
  Their choice determines which encounters the PCs 
  play from here on out.  If the players choose: 
   
  Option #1 – play Encounters 4, 5 & 8. 
  Option #2 – play Encounters 6, 7 & 8 
  Option #3 – play Encounter 4, 5, 6, 7 & 8* 
   
  * Author’s Note: This event is not designed to give more 
  than the maximum normal XP or gold.  PCs who attempt 
  to accomplish all of their mission profile will face five 
  encounters of EL APL+1 or greater in rapid succession.  It 
  is unlikely they can survive all of them, let alone succeed. 
   Even if they do, they will still only receive the normal 
  maximum XP and gold for their APL.  The added in-
  character benefits they do receive will be discussed in the 
  Conclusion. 
   
  Development: Travel beyond Fort Valorous by 
  magical means is probably not an option since the PCs do 
  not have a particular destination in mind, only a general 
  area where they hope to ambush Gorchart. 
   
  Keeping track of in-game time is important after the 
  PCs leave for Lardon.  The earliest the PCs can leave is 
  after their meeting with Quatain shortly before midnight 
  on 13 Patchwall.  By horseback it will take them two days 
  (48 hours including rest breaks or 24 hours of actual 
  travel time) to reach Lardon,  and about four more hours 
  to reach the crossroads east of Lardon.  Stopping in 
  Lardon will add whatever time the PCs spend in the town 
  plus about three hours for scouting and avoiding patrols 
  or half that if the PCs don’t bother being particularly 
  careful. 
   
  Gorchart is excited about taking command of Lardon 
  and pushing hard after leaving Jondo.  He has also sent 
  word to the column from Law’s Forge to hurry and arrive 
  early as well.  Gorchart wants to make a big show of 
  marching in to Lardon at the head of a large column of 
  Iuz’s troops. 
   
  As of 6am on 16 Patchwall, Gorchart is 12 hours 
  from Lardon and bout nine hours from meeting up with 
  the troops from Law’s Forge at the point on the map 
  when the road from Docamald meets the road from 
  Jondo.  The PCs must ambush Gorchart before 3pm on 16 
  Patchwall.  If the PCs are late, they will miss the 
  opportunity to capture their target because he will be 
  protected by far too many troops for them to get near. 
   
  To make matters more difficult, the PCs do not 
  know exactly where Gorchart is.  All they know for sure 
  is he is traveling on the road between Jondo and Lardon 
  and will arrive at Lardon late in the afternoon on 16 
  Patchwall rather than the original time of late that night.  
  Until the PCs locate Gorchart, they cannot be sure they 
  have missed him or not; finding him takes the PCs about 
  three hours, or half that with a successful tracking check 
  (DC 13+APL). 
   
  Encounter Four: 
  Unexpected Company 
  The trip from Fort Valorous to Lardon takes the PCs 
  about two days by horse.  The country side is rolling hills 
  broken occasionally by small stands of trees, streams and 
  old stone fences.  Very little activity is seen on the way in. 
  The reason Lardon is so lightly garrisoned is that all 
  approaches are guarded by undead hidden in shallow 
  graves.  As the PCs near Lardon read or paraphrase the 
  following: 
   
  With Lardon not far away, you begin to see parts of 
  the town between the trees and from atop the peaks 
  Noble Intentions 
   
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  of the gentle hills that mark your approach.  From 
  this distance there does to seem to be any movement 
  in the town. 
   
  This part of the Shield Lands was once the 
  heartland of the nation.  Many manors and villages 
  marked the landscape; their harvests filling the 
  bellies o  Shield Landers everywhere and quite a few 
  families beyond.   
  f
   
  l
   
   
  Now, the land seems barren and withered.  
  Obvious attempts to farm are scatter through the 
  mostly-fallow fields.  Half plowed fields are all about, 
  their upturned earth filled with weeds or backed dry 
  by the sun. Even those wretched few that sustain 
  p ants are sickly looking in comparison to the bounty 
  this land once bore. 
  Creatures: If the party arrives during the daylight hours, 
  there will be no encounter (because of the undead’s 
  weakness in daylight). Otherwise, let the players make 
  Spot and Listen checks (DC13 + APL) to hear the undead 
  rise from their false graves, then continue: 
   
  The dry earth around you suddenly begins to crumble 
  and break open from below.  As you watch a hand, 
  then another burst from below and claw their way to 
  freedom. 
   
  APL2 (EL3) 
  � Zombies (Human Commoner) (4): hp 10, 10, 9, 8; 
  see Monster Manual. 
   
  APL4 (EL5) 
  � Ghasts (2): hp 29, 34; see Monster Manual. 
   
  APL6 (EL7) 
  � Spectre (1): hp 49; see Monster Manual. 
  � Zombies (Human Commoner) (2): hp 10, 10; see 
  Monster Manual. 
   
  APL8 (EL9) 
  � Bodaks (1): hp 62; see Monster Manual. 
  � Wraiths (2): hp 32, 35, 39; see Monster Manual. 
  � Zombies (Human Commoner) (4): hp 10 each; see 
  Monster Manual. 
   
  APL10 (EL11) 
  � Dread Wraith (1): hp 105; see Monster Manual. 
  � Zombies (Human Commoner) (6): hp 10 each; see 
  Monster Manual. 
   
  APL12 (EL13) 
  � Dread Wraith (2): hp 105, 105; see Monster Manual. 
  � Zombies (Human Commoner) (6): hp 10 each; see 
  Monster Manual. 
   
  Tactics: The undead are here to guard Lardon.  Their 
  orders are to kill anything that is to weak to command 
  them to leave off.  At various APLs they are either minor 
  undead created by the clerics stationed at LArdon, or 
  greater undead tasked by the terms of some dark alliance 
  to guard the town for Iuz. 
   
  Encounter Five: 
  Arriving at Lardon 
  Lardon was a medium size town of about 500 people 
  before it fell to Iuz.  Reports say the some of those poor 
  souls are still trapped here as slaves under the wicked 
  heel of Iuz’s clerics.  Lardon Keep sits on a hill above the 
  town and unlike the town has a stout stone wall 
  strengthened by several towers and gate houses. 
   
  Approaching the town right up to the houses and 
  shops on the outskirts is far easier than the PCs should be 
  expecting.  There are no guards; at least not outside the 
  town.  The guards, mostly orcs are situated in the 
  buildings marked with a “G” on the map (see DM’s Aid 
  #1).  These area allow them a good view of the entire 
  town.  When spotted, visitors will not hear the usual beat 
  of orcish war drums or the blare of their battle horns.  
  Instead, runners are sent to spread the word to the other 
  guards via narrow tunnels dug beneath the town by the 
  now deceased slaves.  This allows the orcs (and other 
  creatures) to pop up behind invaders without giving away 
  their advantage of stealth.  This is what will most likely 
  happen to the PCs. 
   
  Allow the PCs to describe how they are moving 
  through the town and what precautions they are taking 
  while doing so.  The orc guards all have Spot +APL and 
  Hide +APL.  When discovered, the PCs will face the 
  creatures listed below in 1d6 rounds.   
   
  The Golden Stag Inn is one of the orc guard stations, 
  so getting inside may be difficult.  There are no windows 
  or doors into the basement of the inn, so the PCs must 
  get in through one of the two doors (see DM Aid #2) on 
  the first level, or one of the windows on the second or 
  third floors.  The orc guards are on the third floor, one 
  group on each side of the building. It is certainly possible 
  for a clever party to enter and exit without ever being 
  detected. However, if the PCs are discovered inside the 
  inn, they will face the creatures listed below in 1d4 
  rounds. 
   
  After facing one group of creatures, the PCs will 
  have another 3d4 rounds to get out of town before a 
  second group of creatures arrives and attacks.  This 
  Noble Intentions 
   
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  pattern will continue until the PCs are defeated, escape or 
  face four groups of creatures. 
   
  The Lardon Tunnels: 
  Years ago, the high cleric of Iuz stationed at Lardon 
  suffered from a severe case of agoraphobia.  Rather than 
  seem weak in front of his underlings, Beltor the Pale 
  decided to put the slaves to work on a series of tunnels 
  beneath Lardon that connected all of the main buildings. 
   For security reason he did not connect the tunnel system 
  to the keep, but when not in the keep, he could go almost 
  wherever he wanted without being exposed to the hated 
  wide open skies of the surface. 
   
  This cleric was eventually found stuffed in a small 
  box.  His second in command, Felspleen the Packer, 
  reluctantly replaced him as Iuz’s faithful servant in 
  Lardon.  Unfortunately, Felspleen was shortly thereafter 
  found in small pieces throughout Lardon Keep and 
  beyond and while no one really tried, everyone is pretty 
  sure all of his parts were never identified or recovered.   
   
  The third cleric to take command of Lardon, Dartok 
  the Butcher, saw the potential for the tunnel system and 
  eventually had it expanded to include access to every 
  building in town.  He then trained his minions to use the 
  tunnels to pass messages and sound the alert without 
  even a whisper of activity on the surface. 
   
  Currently the tunnel system allows access from 
  every building in Lardon to every other building via a 
  maze-like series of passageways.  Only the largest 
  buildings lead to more than one other building, but those 
  who know the tunnels can quickly find their way 
  anywhere in Lardon almost as quickly as if they traveled 
  above ground. 
   
  The tunnels are cramped for large creatures, but 
  medium sized and smaller creatures can move quite 
  comfortably.  All of the tunnels have reinforced ceilings 
  and walls. 
   
  The Golden Stag Inn: 
  Common Room: 
  The common room of this inn is quite large and was, 
  at one time, probably quite beautiful.  The bits and 
  pieces of woodworking remaining show a high level 
  of craftsmanship and talent.  Now, of course, the 
  place it a total disaster.  Years of hosting orcish 
  soldiers has left most of the common room unfit for 
  habitation and generally disgusting by civilized 
  beings.  All manner o  substances cover the walls in 
  crude 
  graffiti, 
  ugly 
  artwork 
  and 
  numerous 
  splatterings of bodily fluids and other secretions.  The 
  once grand fireplace is covered with the rotting skins 
  of animals and perhaps a few intelligent species.  Two
  doors exit the room, one leading up to the inn’s upper 
  floors and the other to the kitchen. 
  There is nothing of value in this room. 
   
  Kitchen: 
  The kitchen is in much the same condition as the 
  common room and has not (thankfully) been used in 
  quite some time.  It currently looks to be where trash 
  is thrown from the common room when even the 
  orcs cannot stand it anymore.  Despite the mess, there 
  is a clear path to a set of stairs leading down into the 
  basement. 
  There is nothing of value in this room. 
   
  Basement: 
  Unlike the upstairs, the basement is largely free of 
  debris. Well worn paths lead from the bottom of the 
  stairs out the four tunnel exits in this room.  Luckily, 
  the location of the secret door described by Count 
  Lardon has not been disturbed.   
   
   
  � Secret Stone Door: 4 in. thick; hardness 8; hp 60; AC 
  5; Break DC 28, Search DC 18 + APL. 
   
  Unfortunately, the door is also trapped. 
   
  Trap: Protecting the secret door is a wall blade trap.  
  The trap is set off by anyone opening the door without 
  throwing the hidden bypass switch.  The trap resets 
  automatically after each attack, but is disabled until rest 
  manually if the bypass switch is used. 
   
  � Wall Blade Trap: CR 1 (EL1); mechanical; touch 
  trigger; automatic reset; hidden switch bypass (Search 
  DC25); Atk +10 melee (2d4/x4, scythe); Search (DC 22); 
  Disable Device (DC 22). 
   
  Inside the small, 3 ft. by 3 ft. room is the silver bound oak 
  chest described by Count Lardon.  If detected for, it does 
  glow with strong magic of a transmutation nature. The 
  chest is locked and it is clear that any attempt to tamper 
  with it would be noticed. If the party insists on opening 
  it, they will receive Count Lardon’s Ire automatically. 
  The chest contains a variety of legal papers, a signet ring 
  and an empty notebook. All of these items radiate a 
  strong magic of a transmutation nature.  
   
  Aside from the chest, there is nothing of value in 
  this room. 
   
  The Rest of the Inn: 
  f
   
  The rest of the inn is in much the same condition as the 
  common room.  Narrow paths lead to the area most often 
  used (i.e., the common room, the lookout room on the 
  third floor and the tunnel access stairs in the kitchen), 
  but refuse and debris litter all other areas.  There is 
  nothing of value in any part of the inn besides what is 
  described above. 
  Noble Intentions 
   
  Page 12 
  
   
  The Slaves: 
  The PCs will find no slaves at Lardon, nor any prisoners.  
  The fate of the poor souls imprisoned here is grim 
  indeed.  When the current high cleric of Iuz was told he 
  would be replaced by Gorchart, he had all of the slaves 
  executed and reanimated as undead.  This way, if the new 
  commander wanted anything from the “slaves” he would 
  have to ask someone else to command them to do, thus 
  ensuring the clerics of Iuz always had a hand in what 
  transpired at Lardon.  The sample cleric listed in the 
  appendix is “Ezgora the Grand”. She wears a heavy iron 
  necklace studded with blood red rubies worth 240 gp. 
   
  Creatures: 
  APL2 (EL4) 
  � Cleric of Iuz (1): hp 21; see Appendix 1. 
  � Orcs (3): hp 6, 8, 9; see Monster Manual. 
   
  APL4 (EL6) 
  � Cleric of Iuz (1): hp 21; see Appendix 1. 
  � Ogres (2): hp 29, 32; see Monster Manual. 
   
  APL6 (EL8) 
  � Cleric of Iuz (1): hp 45; see Appendix 1. 
  � Ogres (3): hp 29, 32, 39; see Monster Manual. 
   
  APL8 (EL10) 
  � Cleric of Iuz (1): hp 45; see Appendix 1. 
  � Barbarian Ogres (2): hp 79, 84; see Monster Manual.* 
   
  APL10 (EL12) 
  � Cleric of Iuz (1): hp 69; see Appendix 1. 
  � Barbarian Ogres (2): hp 97, 98; see Monster Manual.* 
   
  APL12 (EL14) 
  � Cleric of Iuz (1): hp 69; see Appendix 1. 
  � Barbarian Ogres (8): hp 74, 79, 79, 84, 84, 85, 88, 93, 
  97, 98; see Monster Manual.* 
   
  *Note: These monsters do not have the +1 enhancement 
  to their hide armor or the +1 ring of protection listed in 
  the Monster Manual. 
   
  Tactics: The creatures will depend on surprise as 
  their main advantage, being able to pop up from nearly 
  any building in town to surround the PCs.  They will, if it 
  suits them, split up to attack from multiple sides.  The 
  cleric in the group will hang back under cover and cast 
  spells to aid the orcs (or ogres).  
   
  If the PCs escape, they will not be pursued beyond 
  about one mile from Lardon.  The DM should do his best 
  to make the PCs feel like they hordes of hell are after 
  them though. 
   
  Treasure:  
   
  APL2 – loot (43 gp), coin - (40 gp)  
   
  APL4 – loot (43 gp), coin - (40 gp). 
   
  APL6 – loot (55 gp), coin - (40 gp). 
   
  APL8 – loot (55 gp), coin - (40 gp). 
   
  APL10 – loot (55 gp), coin - (40 gp). 
   
  APL12 – loot (55 gp), coin - (40 gp). 
   
  Encounter Six: 
  Trouble in the Swamp 
  To reach their ambush point, the PCs must pass through 
  a reeking swamp that exists on no current maps.  This 
  area was once a small marsh beside the river running 
  south of the road between Lardon and Jondo.  Years of 
  Iuz’s foul influence have created a true swamp filled with 
  fell creatures.  Read or paraphrase the following: 
   
  Your path towards the planned ambush site with 
  Gorchart has taken an unexpected turn.  A swamp 
  now sits where your maps showed only a small marsh. 
   There isn’t enough time to go around, and going 
  through is sure to slow you and be far more 
  dangerous than you originally p anned. 
  l
   
  After the PCs travel into the swamp for a little while, 
  read: 
   
  Not far into the swamp, noises close by alert you that 
  something has taken an interest in you.  Whatever it 
  is is getting closer… 
   
  Creatures: 
  APL2 (EL4) 
  � Harpy (1): hp 31; see Monster Manual. 
   
  APL4 (EL6) 
  � Annis (1): hp 45; see Monster Manual. 
   
  APL6 (EL8) 
  � Gray Render (1): hp 125; see Monster Manual. 
   
  APL8 (EL10) 
  � Gray Renders (2): hp 125, 130; see Monster Manual. 
   
  APL10 (EL12) 
  � Pyro-Hydra, Eleven-Headed (1): hp 118; see Monster 
  Manual. 
   
  APL12 (EL14) 
  � Pyro-Hydras, Eleven-Headed (2): hp 118, 124; see 
  Monster Manual. 
  Noble Intentions 
   
  Page 13 
  
   
  Tactics: These creatures are out looking for dinner 
  and/or protecting their territory.  None of them will 
  fight to the death if they can avoid it.  They’ll retreat at 
  less than 25% of their hit points.  If they can escape with a 
  tasty treat for later, so much the better. 
   
  Encounter Seven: 
  Taking Prisoners 
  The best spot the PCs will find to ambush Gorchart is 
  about five miles past the crossroads of the two roads 
  leading to Lardon (about where the “n” in Lardon begins 
  on the map).  The road dips into a small ravine that is 
  heavily wooded on both sides along the ridges above.  
  The ravine is long and narrow enough that once Gorchart 
  and his troops enter, they will have a hard time turning 
  around, yet going forward will expose them to attack 
  from above for a few rounds. 
   
  The sides of the ravine are not steep, but mounts will 
  have a hard time on them, and even unmounted, 
  creatures will be moving slowly.  Even better, the forests 
  on either side are thick with brackets, thorny shrubs 
  fallen limbs.  Movement through them (to avoid the 
  ravine) would be nearly as slow as going around, which 
  itself would take hours.  Gorchart is too anxious to waste 
  time and has left the bulk of his forces behind. He will 
  order his bodyguards to follow him through the ravine 
  despite their protests.  Gorchart’s reasoning is actually 
  not illogical.  They are miles away from the border near a 
  major enemy encampment; who cold possibly be waiting 
  for them? 
   
  Still, Gorchart isn’t a total moron and will be 
  specifically watching the ridge lines. This will likely pose 
  the PCs some trouble if they are trying to hide in the 
  thickets above the ravine. If he believes there is a possible 
  trap, he will instead take the ridge line and try to ambush 
  his ambushers! 
   
  The general layout of the ravine is detailed on DM 
  Aid #3.  The ravine is about one hundred yards long and 
  varies between ten and twenty feet wide along the 
  bottom.  The tops of the ridges are about 120 ft. above and 
  the walls of the ravine are spotted with small trees and 
  shrubs in scattered areas.  The forest on the ridge line 
  starts with light cover (providing concealment) about five 
  feet beyond the tops and thickens quickly to heavy cover 
  (providing total concealment) after another ten feet.  
  Both ends of the ravine gently rise back up to the level of 
  the ridge lines one hundred or so feet beyond the ends of 
  the ravine (making the total length of the ravine from 
  end to end 500 ft.). The forest cover fades to the east and 
  west on the south side of the ravine about 50 ft beyond, 
  but continues for about a half mile in both directions on 
  the north side. 
   
  Gorchart and his troops will move through the 
  ravine at their normal move (i.e., that of the slowest 
  member of the group).  Everyone will be alert and ready 
  for battle.  Melee weapons will be drawn. 
   
  Creatures: 
  APL2 (EL4) 
  � Gorchart (1): hp 28; see Appendix 2. 
  � Orcs (3): hp 6, 8, 9; see Monster Manual. 
   
  APL4 (EL6) 
  � Gorchart (1): hp 28; see Appendix 2. 
  � Ogres (2): hp 29, 32; see Monster Manual. 
   
  APL6 (EL8) 
  � Gorchart (1): hp 57; see Appendix 2. 
  � Ogres (3): hp 29, 32, 39; see Monster Manual. 
   
  APL8 (EL10) 
  � Gorchart (1): hp 57; see Appendix 2. 
  � Barbarian Ogres (2): hp 79, 84; see Monster Manual.* 
   
  APL10 (EL12) 
  � Gorchart (1): hp 89; see Appendix 2. 
  � Barbarian Ogres (2): hp 97, 98; see Monster Manual.* 
   
  APL12 (EL14) 
  � Gorchart (1): hp 89; see Appendix 2. 
  � Barbarian Ogres (8): hp 79, 79, 84, 84, 85, 88, 93, 97; 
  see Monster Manual.* 
   
  *Note: These monsters do not have the +1 enhancement 
  to their hide armor or the +1 ring of protection listed in 
  the Monster Manual. 
   
  Tactics: IT IS CRITICAL that the DM read the 
  description of Gorchart in the Appendix. At all of the 
  APLs, he has a number of abilities that make him very 
  dangerous. At APL 6 and higher, he begins to acquire 
  Blackguard levels which will make him deadly. He will 
  enter battle detecting good and will not hesitate to use 
  his corrupt weapon spell (which gives his greatsword a +1 
  to hit and confirms critical hits versus good opponents) 
  and his smite good ability on the first good aligned 
  opponent he faces. Further, his brooch of shielding may 
  frustrate mages and his light armor fortification (at APLs 
  8 and higher) will slow down fighters with good criticals. 
  At all APLs, Gorchart is being escorted by a number of 
  creatures who are devoted to keeping him alive.  Each 
  will fight to the death to protect him.  This will likely 
  make capturing him alive very difficult.  At the first sign 
  that the PCs are looking to capture Gorchart, his 
  Noble Intentions 
   
  Page 14 
  
  protectors will make every effort to ensure his escape 
  even at the cost of their own lives.  Gorchart will stay and 
  fight for as long as there is a chance of winning, or until 
  he too knows what the PCs’ true purpose is. 
   
  Gorchart is a crafty and vile devil. He hasn’t lived as 
  long as he has by being soft in combat. He will try to get 
  his troops to target ‘softies’ (unarmored troops) on the off 
  chance they are spell casters. They will use their reach to 
  try and set up lots of attacks of opportunities. He 
  absolutely loves to cruelly insult his opponents in battle 
  (which should give the party an especially satisfactory 
  feeling when they finally defeat him). His favorite insult 
  is “You fight like a Cuthbite!”, being very derisive against 
  followers of St. Cuthbert… 
   
  Treasure:  
   
  APL2 – loot (100 gp), brooch of sheilding - (156 gp). 
   
  APL4 – loot (50 gp) brooch of shielding  - (156 gp). 
   
  APL6 – loot (50 gp) brooch of shielding - (156 gp). 
   
  APL8 –brooch of shielding - (156 gp), +1 light 
  fortification half-plate – (600 gp). 
   
  APL10 – amulet of natural armor +2 – (666 gp), 
  brooch of shielding - (156 gp), +1 light fortification full 
  plate – (700 gp) unholy greatsword – (550). 
   
  APL12 – amulet of natural armor +2 – (666 gp), 
  brooch of shielding - (156 gp), +1 light fortification full 
  plate – (700 gp), unholy greatsword – (550). 
   
  Encounter Eight: 
  Iuz’s Forces Arrive 
  As the PCs begin their return trip to Fort Valorous, part 
  of the vanguard of the troops from Law’s Forge arrive and 
  begin to chase them.  Read or paraphrase the following 
  about an hour after the PCs head for home, regardless of 
  which series of encounters they have played so far. 
   
  Returning from the occupied lands is always an 
  uncomfortable experience.  The anticipation of safety 
  makes the trip seem much longer than it really is.  
  Every sound in the distance assures you that your 
  luck is finally up.  It is enough to make your heart 
  beat like the hooves of warhorses at a full gallop.  
  Except right now, you really do hear the gallop of 
  horses… and they’re getting closer! 
   
  f
   
  l
   
  The PCs are being pursued by three mounted hobgoblins 
  from the Black Hand mercenary company.  They are 
  riding ahead of the main column looking for trouble.  
  PCs who played SHL02-06 Dark Moons Rising might 
  recognize these three creatures from that event. 
   
  Allow the players to react.  They have about 2 rounds 
  before the riders are upon them.  Because of the rocky 
  terrain, the party and the riders will not see each other 
  until they are 250 ft. apart (unless the PCs move towards 
  the riders and up the nearby hill or fail to try and hide at 
  all).  If it looks like the PCs are going to avoid the 
  encounter all together, each round have them make 
  Move Silently and Hide rolls against the hobgoblins’ Spot 
  and Listen.  Remember distance modifiers for Spot and 
  Listen checks.   
   
  Read or paraphrase: 
   
  There are three riders on horses; all humanoid and all 
  moving at a swift pace.  The lead rider is well armored 
  and is astride a massive stallion.  In formation on 
  either side of him are two other horsemen with 
  powerful looking bows.  Each rider bears the clear 
  markings on banners and shields o  an open black 
  hand (palm out) on a blood red field. 
  When the PCs reveal themselves to the riders, read or 
  paraphrase the following: 
   
  As soon as the riders see you they spur their mounts 
  and burst into action.  The lead rider couches his 
  lance and charges forward.  The other two break off in 
  a shallow arc moving away from each other.  
  Meanwhi e, the other seems to make a few hand 
  motions and utters something you can’t hear from 
  this distance. 
  The terrain is rolling hills like most the area, but this 
  section consists of rough, rocky ground scattered with 
  scrub brush and hard packed earth.  Aside from the rocks 
  and hills themselves, there is little cover from vegetation. 
   
  Creatures: 
  APL2 (EL4) 
  � Dúrgakh: Male Hobgoblin Ftr2; hp 22; See Appendix 
  2. 
  � Hobgoblins (2); hp 9 each; See Monster Manual 
  p.119. 
  � Light Warhorse (1): hp 22; see Monster Manual. 
  � Light Horses (2): hp 19; see Monster Manual. 
   
  APL 4 (EL6) 
  � Dúrgakh: Male Hobgoblin Ftr2; hp 22; See Appendix 
  2. 
  � Naroth: Male Hobgoblin Ftr3; hp 28; See Appendix 2. 
  � Ghora: Female Hobgoblin Ftr2/Rng1; hp 26; See 
  Appendix 2. 
  � Light Warhorse (1): hp 22; see Monster Manual. 
  � Light Horses (2): hp 19; see Monster Manual. 
   
  APL 6 (EL8) 
  Noble Intentions 
   
  Page 15 
  
  � Dúrgakh: Male Hobgoblin Ftr6; hp 58; see Appendix 
  2. 
  � Naroth: Male Hobgoblin Ftr3; hp 28; See Appendix 2. 
  � Ghora: Female Hobgoblin Ftr2/Rng1; hp 26; See 
  Appendix 2. 
  � Heavy Warhorse (1): hp 30, AC 19 (+5 chainmail 
  barding); see Monster Manual. 
  � Light Warhorses (2): hp 22; see Monster Manual. 
   
  APL 8 (EL10) 
  � Dúrgakh: Male Hobgoblin Ftr8; hp 76, AC 20; See 
  Appendix 2. 
  � Naroth: Male Hobgoblin Ftr6; hp 52, AC 17; See 
  Appendix 2. 
  � Ghora: Female Hobgoblin Ftr2/Rnr4; hp 47; See 
  Appendix 2. 
  � Heavy Warhorse (1): hp 30, AC 19 (+5 chainmail 
  barding); see Monster Manual. 
  � Light Warhorses (2): hp 22, AC 15 (+2 leather 
  barding); see Monster Manual. 
   
  APL 10 (EL12) 
  � Dúrgakh: Male Hobgoblin Ftr10; hp 94; See Appendix 
  2. 
  � Naroth: Male Hobgoblin Ftr8; hp 76; See Appendix 2. 
  � Ghora: Female Hobgoblin Ftr2/Rnr6; hp 69; See 
  Appendix 2. 
  � Viper, Medium (Animal Companion): Female 
  medium viper animal companion; hp 23. See Appendix 2.  
  � Heavy Warhorse (1): hp 30, AC 19 (+5 chainmail 
  barding); see Monster Manual. 
  � Light Warhorses (2): hp 22, AC 15 (+2 leather 
  barding); see Monster Manual. 
   
  APL12 (EL14) 
  � Dúrgakh: Male Hobgoblin Ftr12; hp 112; See 
  Appendix 2. 
  � Naroth: Male Hobgoblin Ftr10; hp 94; See Appendix 
  2. 
  � Ghora: Female Hobgoblin Ftr2/Rnr8; hp 83; See 
  Appendix 2. 
  � Viper, Medium (Animal Companion): Female 
  medium viper animal companion; hp 23. See Appendix 2.  
  � Heavy Warhorse (1): hp 30, AC 19 (+5 chainmail 
  barding); see Monster Manual. 
  � Light Warhorses (2): hp 22, AC 15 (+2 leather 
  barding); see Monster Manual. 
  � Light Warhorses (2): hp 22, AC 15 (+2 leather 
  barding); see Monster Manual. 
   
  Tactics: At lower levels, the Iuzians will attempt to 
  overwhelm the party with their riding skills. Once Ghora 
  gets entangle cast, they will first try to tie down most of 
  the party, then lead the stragglers away from the main 
  party through Ghora’s spike stones spell, where, again, 
  they will try to overwhelm them with their riding skills.  
  They will loudly shout to each other commands in battle, 
  such as “Kill the Cleric!” or “Shoot that Elf!” If given a 
  choice in combat, they will target humans first just 
  because they hate them so much. If possible, they will try 
  to entrap the spell casters with the entangle spell, then 
  gang up and slaughter any fighter types they can. 
   
  Treasure:  
   
  APL2 – loot (37 gp), coin - (30 gp), elixir of fire 
  breath (91 gp). 
   
  APL4 – loot (78 gp), coin - (40 gp) , elixir of fire 
  breath (91 gp). 
   
  APL6 – loot (157 gp), coin - (40 gp), +1 banded armor 
  - (116 gp) , elixir of fire breath (91 gp). 
   
  APL8 – loot (105 gp), coin - (40 gp), +1 banded 
  armor, +1 lance - (192 gp) , elixir of fire breath (91 gp). 
   
  APL10 – loot (105 gp), coin - (40 gp), +1 banded 
  armor, +1 lance - (192 gp) , elixir of fire breath (91 gp). 
   
  APL12 – loot (105 gp), coin - (40 gp), +1 banded 
  armor, +1 lance - (192 gp) , elixir of fire breath (91 gp), 
  gauntlets of ogre power (333 gp). 
   
  Conclusion 
  Because of the different ways this event can play out, the 
  section tries to anticipate these differences and provide 
  an appropriate conclusion.  It is assumed that the PCs 
  returned to Fort Valorous and eventually Critwall after 
  their experiences in and/or around Lardon. 
   
  Your return journey takes you back to Fort Valorous 
  and once again you are met by Hade and he is once 
  again anxiously awaiting the return of one of his 
  birds.  Much like last time, you are unable to help 
  him, but his bird returns a short time later anyway. 
   
  From Fort Valorous you head back to Critwall to 
  report.  The journey is uneventful and at times even 
  peaceful.  It is a welcome sight to see Shield Landers 
  hard at work bringing in crops, mending fences and 
  caring for animals.  At least this close to Critwall, 
  things have returned to a semblance of normalcy. 
   
  i
  Depending on the actions of the PCs during the event, 
  continue reading all of the appropriate sets of box text. 
   
  PCs captured Gorchart: 
  Your prisoner was taken into custody at Fort Valorous 
  and sent on to Gensal for interrogation.  The troops at 
  the fort were impressed by your success and many 
  free rounds at the makeshift tavern were sent your 
  way.  A bard of the College even made up a few 
  rousing verses about your v ctory on the spot, but 
  Noble Intentions 
   
  Page 16 
  
  sadly got most of the details and names wrong 
  because he was deep in his cups by that point. 
   
  Back in Critwall, you entered the city through 
  Eastgate and traveled the Tradeway to Bohden Center 
  and then north up the Procession to Castle Critwall. 
  Sergeant Rocalen was there to greet you.  He was 
  extremely pleased by your success and promised to 
  put in a few good words for you with Lady Katarina 
  and Knight Bannerette Incosee.  After a short 
  debriefing, you were released from Pathfinder duty 
  for seven days as a reward. 
   
   
   
   
   
   
  i
  i
   
   
   
   
   
  f
   
   
  f
  For capturing Gorchart, the PCs each receive a Free 
  Lunch as listed under the Special Items section of the 
  treasure summary. 
   
  The Church of the Holy Shielding also contacts the 
  PCs, wishing to reward them for successfully capturing 
  Gorchart.  The Church will enchant one of their weapons 
  with the Holy enhancement.  The PCs must pay the cost 
  difference for their new weapon.  This is noted on the 
  AR. 
   
  PCs failed to capture Gorchart, but not because 
  of anything to do with Lardon: 
  Back in Critwall, you entered the city through 
  Eastgate and traveled the Tradeway to Bohden Center 
  and then north up the Procession to Castle Critwall. 
  Sergeant Rocalen was there to greet you.  He was not
  at all pleased with your failure, but conceded that you 
  probably tried your best.  After a short debriefing, you 
  were dismissed. 
   
  PCs failed to capture Gorchart for some reason 
  related to Lardon: 
  Back in Critwall, you entered the city through 
  Eastgate and traveled the Tradeway to Bohden Center 
  and then north up the Procession to Castle Critwall. 
  Sergeant Rocalen was there to greet you.  He was not
  at all pleased with your failure.  As soon as you 
  mention Count Lardon’s mission, he stops speaking 
  and stares at you as if unable to fathom your actions. 
   
  “You were under no orders to attempt Count 
  Lardon’s mission.  Dev ating from the orig nal plan is
  a blatant case of disobeying orders.  Do you know 
  what that means?” 
   
  Before you can respond, a woman enters the 
  room.  From her regal appearance and noble baring 
  you immediately recognize her as Lady Katarina 
  Walworth, Knight Commander of the Shield Lands. 
   
  “It means sergeant”, she says in a serious voice, 
  “that someone has made a serious mistake, but it is 
  not these Pathfinders.  On the eve of their mission, 
  there was a great deal of confusion due to the recent 
  recovery of South Keep and the rush to get their 
  mission under way.  A few details were forgotten and 
  you were not informed of the change.  They were 
  acting under the orders of the Council of Lords and 
  thus disobeyed nothing.” 
  Rocalen seems obviously surprised by the Knight 
  Commander’s arrival “As you say m’lady.  I did not 
  know.”
  “Through no fault of your own, sergeant.  You are 
  dismissed.” she says stepping out of the doorway 
  making it clear she expects Rocalen to leave now. 
  With the door closed, Lady Katarina speaks to you 
  directly.  “I am sorry to hear your mission did not go 
  well.  Gorchart’s capture would have been a useful 
  victory for us.” 
   
  Pausing a moment to collect her thoughts, she 
  continues. “I know you must be confused by some of 
  this.  Do not worry yourselves over these events.  
  Your efforts on this mission are appreciated no matter 
  the outcome.  We will have other opportunities to 
  gain the information we seek.” 
   
  “You did the right thing following the orders of 
  one o  my fellow Council members.  Duty and loyalty 
  are the cornerstones of a soldier’s life.  Just as change 
  is a necessary part of life. Things like this happen in 
  war.”  
   
  As she leaves, you wonder for a moment if she 
  was talking about the War of Reclamation, or 
  something else. 
  Lady Katarina: is beautiful in plain sort of way. She is 
  about 5 ½ feet tall with long straw colored hair. Her blue 
  eyes match the blue trim of her otherwise white dress 
  and blouse. An intricate gold holy symbol of Heironeous 
  attached to an impossibly thin gold band holds her hair 
  place (It is a Phylactery of Faithfulness). Over her blouse 
  she wears a draping cloth of red emblazoned with the 
  black keep symbol of the Shield Lands. Hers has a gold 
  stick border symbolic of her noble house. 
   
  PCs recovered Count Lardon’s chest: 
  Before you are even able to consider taking Count 
  Lardon’s chest to him personally, you are contacted 
  by a cleric of Heironeous named Shelton Half-Hand. 
  Half-Hand is rude, blunt and extremely unfriendly to 
  you as he requests in a most demanding tone, Count 
  Lardon’s chest.  He impatiently waits while you 
  unload if from your gear, sighing repeatedly as he 
  taps his foot.   
   
  In what, for the obnoxious cleric, must be his 
  kindest tome, he says “I have been asked to convey 
  thanks on behal  of Count Lardon and the Council of 
  Lords.  You have performed a great service to the 
  Noble Intentions 
   
  Page 17 
  
  Shield Lands and your efforts will not be forgotten.” 
  Without another word, he jots something down on 
  his “board”, turns and leaves ordering a few scrawny 
  acolytes to carry the chest for the trip back to Castle 
  Critwall. 
   
   
  f
   
  t
   
  For recovering Count Lardon’s chest, the PCs each 
  receive Count Lardon’s Thanks as listed under the 
  Special Items section of the treasure summary. 
   
  PCs failed to recover Count Lardon’s chest: 
  Before you are able to consider sending word to 
  Count Lardons about being unable to recover his 
  chest, you are contacted by a cleric of Heironeous 
  named Shelton Half-Hand.  Half-Hand is rude, blunt 
  and extremely unfriendly to you as he requests in a 
  most 
  demanding 
  tone, Count Lardon’s chest.  
  Without waiting for a response, he says in a curt and 
  scathing voice “You failed.  I am not surprised.  Why 
  anyone places any degree of confidence in your type 
  is beyond me.  I will convey word o  your 
  incompetence to the Council of Lords and Count 
  Lardon personally!” 
   
  Without another word, he jots something down 
  on his “board”, turns and leaves saying “I will also 
  make sure your duty officer gains a better 
  understanding of your value to the Shield Lands.  
  Don’t be surprised if your next assignment is 
  mucking out stalls in the castle stables.” 
  For failing to recover Count Lardon’s chest, the PCs each 
  receive Count Lardon’s Ire as listed under the Special 
  Items section of the treasure summary. 
   
  Shelton Half-hand: is a rugged, not unhandsome, 
  looking man about 5’10” tall. He is wearing white clerical 
  garb with heavy blue trim and emblazoned with the 
  emblem of Heironeous. His hair is a muddy brown and 
  he has a neatly trimmed, close-cropped beard (but no 
  mustache). At his waist are a number of parchment tubes 
  and he is never anywhere with out his ‘board’. His board 
  is a portable writing desk he can balance on his left arm 
  while writing on it with his right. It has an inkwell which 
  can be securely closed while traveling as well as a quill 
  made from, of all things, the pintail feather of a roc! He is 
  constantly writing down notes. His official job is 
  secretary to the Council of Lords.  Shelton HATES 
  Pathfinders and will have open, unabashed contempt for 
  them. 
   
  PCs Completed Both Missions: 
  It seems you mission went better than you could have 
  hoped for.  Capturing Gorchart and recovering the 
  Count’s heirlooms is sure to help the Shield Lands 
  and bring your name to the lips of many important 
  and influen ial people. 
   
  PCs did not completed either mission: 
  There is no easy way to say it.  You failed.  
  Completely.  Though you might argue reasons for 
  your failure, none of them can change that Gorchart 
  has taken command at Lardon and keeps his secrets 
  still.  Nor can they change that Count Lardon will 
  likely never recover his heirlooms.  Whatever 
  powerful items may have been in the chest are now 
  lost to the Shield Lands and worse, may one day be 
  used against us. 
  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 Undead Guards of Lardon 
  APL2 90 xp 
  APL4 150 xp 
  APL6 210 xp  
  APL8 270 xp 
  APL10 330 xp 
  APL12 390 xp 
   
  Encounter Five 
  Defeat Iuz’s Cleric and Soldiers 
  APL2 120 xp 
  APL4 180 xp 
  APL6 240 xp  
  APL8 300 xp 
  APL10 360 xp 
  APL12 420 xp 
   
  Disable Trap before springing 
  APL2 30 xp 
  APL4 30 xp 
  APL6 30 xp  
  APL8 30 xp 
  APL10 30 xp 
  APL12 30 xp 
   
  Encounter Six 
  Defeat Swamp Creatures 
   
  APL2 120 xp 
  APL4 180 xp 
  Noble Intentions 
   
  Page 18 
  
  APL6 240 xp  
  APL8 300 xp 
  APL10 360 xp 
  APL12 420 xp 
   
  Encounter Seven 
  Defeat Gorchart’s Elite Guards 
   
  APL2 120 xp 
  APL4 180 xp 
  APL6 240 xp  
  APL8 300 xp 
  APL10 360 xp 
  APL12 420 xp 
   
  Encounter Eight 
  Defeat the Vanguard from Law’s Forge 
  APL2 120 xp 
  APL4 180 xp 
  APL6 240 xp  
  APL8 300 xp 
  APL10 360 xp 
  APL12 420 xp 
   
  Story Award 
  Recover Count Lardon’s Chest: 
  APL2 75 xp 
  APL4 120 xp 
  APL6 165 xp  
  APL8 210 xp 
  APL10 255 xp 
  APL12 300 xp 
   
  Capture Gorchart and return him to Critwall: 
  APL2 90 xp 
  APL4 135 xp 
  APL6 180 xp  
  APL8 225 xp 
  APL10 270 xp 
  APL12 315 xp 
   
  Total Possible Experience:  
   
  APL2 450 xp 
  APL4 675 xp 
  APL6 900 xp 
  APL8 1125 xp 
  APL10 1350 xp 
  APL12 1575 xp 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold.  If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot.  If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure.  Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it.  Other times 
  they may attempt to use the item blindly.  If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) and 
  the item is used before the end of the adventure, its total 
  is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately 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. 
   
  L:  Looted gear from enemy 
   
  C:  Coin, Gems, Jewelry, and other valuables 
   
  M:  Magic Items (sell value)  
   
  Encounter Five: 
  APL2 – L: 43 gp, C: 40 gp  
  APL4 – L: 43 gp, C: 40 gp 
  APL6 – L: 55 gp, C: 40 gp 
  APL8 – L: 55 gp, C: 40 gp 
  APL10 – L: 55 gp, C: 40 gp 
  APL12 – L: 55 gp, C: 40 gp 
  Noble Intentions 
   
  Page 19 
  
   
  Encounter Seven:   
  APL2 – L: 100 gp, M: 156 gp. 
  APL4 – L: 50 gp, M: 156 gp. 
  APL6 – L: 50 gp, M: 156 gp. 
  APL8 – M: 756 gp. 
  APL10 – M: 2022 gp. 
  APL12 – M: 2022 gp. 
   
  Encounter Eight: 
  APL2 – L: 37 gp, C: 30 gp, M: 91 gp. 
  APL4 – L: 78 gp, C: 40 gp. M: 91 gp. 
  APL6 – L: 157 gp, C: 40 gp, M: 207 gp. 
  APL8 – L: 105 gp, C: 40 gp, M: 283 gp. 
  APL10 – L: 105 gp, C: 40 gp, M: 283 gp. 
  APL12 – L: 105 gp, C: 40 gp, M: 616 gp. 
   
  Total Possible Treasure 
  APL 2: L: 180 gp; C: 70 gp; M: 247 gp - Total: 497 gp 
  APL 4: L: 171 gp; C: 80 gp; M: 247 gp - Total: 498 gp 
  APL 6: L: 262 gp; C: 80 gp; M: 363 gp - Total: 705 gp 
  APL 8: L: 160 gp; C: 80 gp; M: 1039 gp - Total: 1279 gp 
  APL 10: L: 160 gp; C: 80 gp; M: 2113 gp - Total: 2353 gp 
  APL 12: L: 160 gp; C: 80 gp; M: 2446 gp - Total: 2686 gp 
   
  Special 
  Free Lunch: For capturing the Iuzian officer Gorchart 
  before he could take command of the town of Lardon, 
  you earn one Time Unit worth of standard lifestyle costs 
  at no cost.  Cross this off when used. 
   
  Count Lardon’s Thanks: For recovering the chest 
  belonging to Count Lardon’s family from the Golden Stag 
  Inn, you have earned one Influence Point with Count 
  Janek Lardon of the Shield Lands Council of Lords. 
   
  Count Lardon’s Ire: For failing to recover the chest 
  belonging to Count Lardon’s family from the Golden Stag 
  Inn, you have earned angered Count Janek Lardon of the 
  Shield Lands Council of Lords.  Until you are able to earn 
  his foregiveness, you receive a -4 circumstance modifier 
  to Diplomacy with him or anyone in his service.  
   
  Reward of the Church of the Holy Shielding: For 
  successfully capturing Gorchart, the Church of the Holy 
  Shielding will enchant one of your weapons with the 
  Holy enhancement.  You must pay the difference in cost 
  for the new weapons. Write “used” across this text when 
  this reward is redeemed. 
   
  Items for the Adventure 
  Record 
  Item Access 
  APL 2-6:  
  Brooch of Shielding (Adventure, DMG) 
  Elixir of fire breath (Adventure, DMG) 
  APL 8: (All of APLs 2-6 plus the following) 
  +1 half plate of light fortification (Adventure, DMG) 
  APL 10: (All of APLs 2-8 plus the following) 
   
  Amulet of natural armor +2 (Adventure, DMG) 
  APL 12: (All of APLs 2-10 plus the following) 
  Gauntlets of ogre power (Adventure, DMG) 
   
   
    
  Noble Intentions 
   
  Page 20 
  
  Appendix 1: NPC & Monster Stats 
  Encounter Five: 
  APL 2 & 4 
  � Cleric of Iuz, Ezgora the Grand:  Female, human 
  Clr3; CR 3; HD 3D8+3; hp 21; Init +0; Spd 20 ft.; AC 17 
  (touch 10, flat-footed 17) [[+5 chainmail, +2 heavy steel 
  shield]]; Atk +4 (1d10 + 6 greatsword); AL CE; SV Fort 
  +4, Ref +1, Will +5; Str 14, Dex 11, Con 12, Int 10, Wis 
  15, Cha 13.  
        Skills and Feats: Concentration +11 (+1 Con, Hide -
  1 (-5 chainmail, -2 heavy steel shield). Cleave, power 
  attack, weapon proficiency – greatsword. 
        Spells Prepared (4/3+1/2+1; base DC = 12 + spell 
  level): 0—[detect magic, guidance x2, virtue, (4)]; 1st—
  [protection from good*, bane, cause fear, shield of 
  faith;] 2nd—[shatter*, hold person, spiritual weapon]. 
        *Domain spell. Domains: [Evil Domain (Evil spells 
  are at +1 caster level); Trickery Domain (bluff, disguise 
  and hide are class skills)]. 
   
  APL 6 & 8 
  � Cleric of Iuz, Ezgora the Grand:  Female, human 
  Clr7; CR 7; HD 7D8+7; hp 45; Init +0; Spd 20 ft.; AC 19 
  (touch 10, flat-footed 19) [[+7 Half-plate, +2 heavy steel 
  shield]]; Atk +7 (1d10 + 6 greatsword); AL CE; SV Fort 
  +6, Ref +2, Will +9; Str 14, Dex 11, Con 12, Int 10, Wis 
  16, Cha 13.  
        Skills and Feats: Concentration +7 (+1 Con, Hide +1 
  (-7 half-plate, -2 heavy steel shield).  Cleave, combat 
  casting, 
  power 
  attack, 
  weapon 
  proficiency 
  – 
  greatsword. 
        Spells Prepared (6/5+1/4+1/3+1/1+1; base DC = 13 + 
  spell level): 0—[detect magic, guidance x2, virtue x3, 
  (6)]; 1st—[protection from good*, bane, cause fear, 
  doom x2, shield of faith;] 2nd—[shatter*, hold person 
  x2, resist energy, spiritual weapon] 3rd – [magic circle 
  against good*, bestow curse, blindness/deafness, 
  invisibility purge] 4th – [confusion*, poison]. 
        *Domain spell. Domains: [Evil Domain (Evil spells 
  are at +1 caster level); Trickery Domain (bluff, disguise 
  and hide are class skills)]. 
   
  APL 10 & 12 
  � Cleric of Iuz, Ezgora the Grand:  Female, human 
  Clr11; CR 11; HD 11D8+11; hp 69; Init +1; Spd 20 ft.; 
  AC 20 (touch 11, flat-footed 19) [[+1 dex, +7 half-plate, 
  +2 heavy steel shield]]; Atk +10/+5 (1d10 + 6 
  greatsword); AL CE; SV Fort +8, Ref +4, Will +10; Str 
  14, Dex 12, Con 12, Int 10, Wis 17, Cha 13. 
        Skills and Feats: Concentration +15 (+1 Con, Hide -
  +6 (+1 dex, -7 half-plate, -2 heavy steel shield). Blind-
  fight, cleave, combat casting, power attack, weapon 
  proficiency – greatsword. 
        Spells Prepared (6/6+1/5+1/5+1/3+1/2+1/1+1); base 
  DC = 13 + spell level): 0—[detect magic, guidance x2, 
  virtue x3, (6)]; 1st—[protection from good*, bane, 
  bless, cause fear, doom x2, shield of faith;] 2nd—
  [shatter*, command, hold person x2, resist energy, 
  spiritual weapon] 3rd – [magic circle against good*, 
  bestow curse x2, blindness/deafness x2, invisibility 
  purge] 4th – [confusion*, divine power, magic weapon, 
  greater, poison ] 5th –  [dispel good*, flame strike, slay 
  living] 6th [blasphemy*, harm]. 
        *Domain spell. Domains: [Evil Domain (Evil spells 
  are at +1 caster level); Trickery Domain (bluff, disguise 
  and hide are class skills)]. 
   
  Encounter Seven: 
  APL 2 & 4 
  � Gorchart, The Black Hand of Iuz:  Male, human 
  Pal1, Rng1, Ftr1; CR 3; HD 1D10+2 (Paladin), 1D8+2 
  (Ranger), 1D10+2 (Fighter); hp 28; Init +0; Spd 20 ft.; 
  AC 17 (touch 10, flat-footed 17) [[+7 half-plate]]; Atk +6 
  (1d10 + 3 greatsword); AL CE;SV Fort +8, Ref +2, Will 
  +2; Str 15, Dex 10, Con 14, Int 10, Wis 10, Cha 15.  
   
  Possessions: half-plate, greatsword, brooch of 
  shielding. 
        Skills and Feats: Climb -1 (+2 str, -7 half-plate), 
  Concentration +6 (+2 con), Diplomacy +6 (+2 con), 
  Hide -2 (-7 half-plate), Jump +0 (+2 str, -7 half-plate),  
  Knowledge (religion) +4, Listen +4, Sense motive +4, 
  Spot +4, Survival +4. Favored Enemy +2 (humans), 
  Weapon Focus – greatsword, Iron Will, Power Attack, 
  Cleave, Track, Wild Empathy. 
   
  APL 6  
  � Gorchart, The Black Hand of Iuz:  Male, human 
  Pal1, Rng1, Ftr4, Blk 1; CR 7; HD 1D10+2 (Paladin), 
  1D8+2 
  (Ranger), 
  4D10+8 
  (Fighter), 
  1D10 
  +2 
  (Blackguard); hp 57; Init +4 (+4 improved initiative); 
  Spd 20 ft.; AC 17 (touch 10, flat-footed 17) [[+7 half-
  plate]]; Atk +11/+6 (1d10 + 7 greatsword); AL CE; SV 
  Fort +8, Ref +1, Will +3; Str 16, Dex 10, Con 14, Int 10, 
  Wis 10, Cha 15.  
   
  Possessions: half-plate, greatsword, brooch of 
  shielding. 
        Skills and Feats: Climb -1 (+2 str, -7 half-plate), 
  Concentration +7 (+2 con), Diplomacy +6 (+2 con), 
  Hide +0 (-7 half-plate), Intimidate +4 (+2 cha), Jump +3 
  (+2 str, -7 half-plate),  Knowledge (religion) +4, Listen 
  +4, Sense motive +4, Spot +4, Survival +4. Favored 
  Enemy +2 (humans), Weapon Focus – greatsword, 
  Weapon Specialization – greatsword, Improved 
  Initiative, Improved Sunder, Iron Will, Power Attack, 
  Noble Intentions 
   
  Page 21 
  
  Cleave, Track, Wild Empathy. Smite Good 1xday, Aura 
  of Evil, detect good, poison use. 
  Spells Prepared (1; base DC = 12 + spell level): 1st—
  corrupt weapon. 
   
  APL 8  
  � Gorchart, The Black Hand of Iuz:  Male, human 
  Pal1, Rng1, Ftr4, Blk 1; CR 7; HD 1D10+2 (Paladin), 
  1D8+2 
  (Ranger), 
  4D10+8 
  (Fighter), 
  1D10 
  +2 
  (Blackguard); hp 57; Init +4 (+4 improved initiative); 
  Spd 20 ft.; AC 18 (touch 10, flat-footed 18) [[+8 +1 light 
  fortification half-plate]]; Atk +11/+6 (1d10 + 7 
  greatsword); AL CE; SV Fort +8, Ref +1, Will +3; Str 16, 
  Dex 10, Con 14, Int 10, Wis 10, Cha 15.  
   
  Possessions: +1 light fortification half-plate, 
  greatsword, brooch of shielding. 
        Skills and Feats: Climb -1 (+2 str, -7 half-plate), 
  Concentration +7 (+2 con), Diplomacy +6 (+2 con), 
  Hide +1 (-6 +1 light fortification half-plate), Intimidate 
  +4 (+2 cha), Jump +4 (+2 str, -6 +1 light fortification 
  half-plate),  Knowledge (religion) +4, Listen +4, Sense 
  motive +4, Spot +4, Survival +4. Favored Enemy +2 
  (humans), Weapon Focus – greatsword, Weapon 
  Specialization – greatsword, Improved Initiative, 
  Improved Sunder, Iron Will, Power Attack, Cleave, 
  Track, Wild Empathy. Smite Good 1xday, Aura of Evil, 
  detect good, poison use. 
  Spells Prepared (1; base DC = 12 + spell level): 1st—
  corrupt weapon. 
   
  APL 10 & 12  
  � Gorchart, The Black Hand of Iuz:  Male, human 
  Pal1, Rng1, Ftr4, Blk 5; CR 11; HD 1D10+2 (Paladin), 
  1D8+2 
  (Ranger), 
  4D10+8 
  (Fighter), 
  5D10 
  +2 
  (Blackguard); hp 89; Init +4 (+4 improved initiative); 
  Spd 20 ft.; AC 21 (touch 10, flat-footed 21) [[+9 +1 light 
  fortification full plate, amulet of natural armor +1]]; 
  Atk +15/+10/+5 (1d10 + 7 greatsword); AL CE; SV Fort 
  +13, Ref +5, Will +7; Str 16, Dex 10, Con 14, Int 10, Wis 
  10, Cha 16.  
   
  Possessions: +1 light fortification full plate, unholy 
  greatsword, brooch of shielding, amulet of natural 
  armor +2. 
        Skills and Feats: Climb -1 (+2 str, -7 half-plate), 
  Concentration +11 (+2 con), Diplomacy +6 (+2 con), 
  Hide +6 (-5 +1 light fortification full plate), Intimidate 
  +8 (+2 cha), Jump +5 (+2 str,  -5 +1 light fortification 
  full plate),  Knowledge (religion) +4, Listen +4, Sense 
  motive +4, Spot +4, Survival +4. Favored Enemy +2 
  (humans), Weapon Focus – greatsword, Weapon 
  Specialization – greatsword, Improved Initiative, 
  Improved Sunder, Iron Will, Power Attack, Cleave, 
  Track, Wild Empathy. Smite Good 3xday, aura of 
  despair, aura of evil, command undead, dark blessing, 
  detect good, poison use, sneak attack +1D6, fiendish 
  servant (Snaps – see below). 
  Spells Prepared (2/2/1; base DC = 13 + spell level): 
  1st—corrupt weapon, doom. 2
  nd-bull’s strength, death 
  knell. 3
  rd-contagion. 
   
  � Snaps, Fiendish Dire Rat (Fiendish Companion): 
   Female fiendish dire rat, Small Augmented Animal, 
  Extraplanar; HD 3d8+3; hp 21; Init +3; Spd 40ft., climb 
  20 ft.; AC 16, touch 15, flat footed 13 (+1 size, +3 dex, +2 
  natural); base attack/grapple (+1/-3) Atk +6 base melee 
  (1d4 plus disease); SA disease, smite good; SQ dark 
  vision 60’, low light vision, resistance to cold and fire 5, 
  scent, spell resistance 8; AL CE; SV Fort +13, Ref +5, 
  Will +7; STR 11, DEX 17, CON 12, INT 6, WIS 12, 
  CHA 4. 
   
  Skills & Feats: Climb +11, Hide +8, Listen +4, 
  Move Silently +4, Spot +4, Swim +11; Alertness, 
  Weapon Finesse
  B, Weapon Focus - bite. Empathic link, 
  improved evasion, share savings throws, share spells. 
    
  Special Attacks: Disease. Filth fever – bite, 
  Fortitude DC 11, incubation period 1d3 days, damage 
  1d3 Dex and 1d3 Con. The save DC is Constitution 
  based. Smite Good 1xday. 
  Noble Intentions 
   
  Page 22 
  
  Encounter Eight: 
  APL2 
  � Dúrgakh: Male Hobgoblin Ftr2; CR2; Medium 
  Humanoid ; HD 2d10+6 (Fighter); hp 22; Init +2; Spd 
  20 ft.; AC 19; Atk +6 base melee, +4 base ranged; +8 
  (1d8+4, Lance, Masterwork); +6 (1d8+4, Longsword); 
  SQ: Darkvision (Ex); AL CE; SV Fort +6, Ref +2, Will -1; 
  STR 18, DEX 14, CON 16, INT 10, WIS 8, CHA 8. 
   
  Possessions: 30gp, longsword; masterwork lance, 
  banded mail; heavy steel shield; light warhorse (w/ bit 
  and bridle, military saddle and saddlebags); elixir of fire 
  breath. 
   
  Skills & Feats: Handle Animal+2, Listen+0, Move 
  Silently-2, Ride+7; Mounted Combat, Ride-By Attack, 
  Weapon Focus: Lance 
   
  APL 4 
  � Dúrgakh: Male Hobgoblin Ftr2; CR2; Medium 
  Humanoid ; HD 2d10+6 (Fighter); hp 22; Init +2; Spd 
  20 ft.; AC 19; Atk +6 base melee, +4 base ranged; +8 
  (1d8+4, Lance, Masterwork); +6 (1d8+4, Longsword); 
  SQ: Darkvision (Ex); AL CE; SV Fort +6, Ref +2, Will -1; 
  STR 18, DEX 14, CON 16, INT 10, WIS 8, CHA 8. 
   
  Possessions: 30gp, longsword; masterwork lance, 
  banded mail; heavy steel shield; light warhorse (w/ bit 
  and bridle, military saddle and saddlebags) ; elixir of 
  fire breath. 
   
  Skills & Feats: Handle Animal+2, Listen+0, Move 
  Silently-2, Ride+7; Mounted Combat, Ride-By Attack, 
  Weapon Focus: Lance. 
   
  � Naroth: Male Hobgoblin Ftr3; CR3; Medium 
  Humanoid; HD 3d10+6 (Fighter); hp 28; Init +4; Spd 
  20 ft.; AC 17; Atk +6 base melee, +7 base ranged; +7 
  (1d8+1, mighty composite longbow +1); +6 (1d8+3, 
  Longsword); SQ: Darkvision (Ex); AL CE; SV Fort +5, 
  Ref +5, Will +0; STR 16, DEX 18, CON 14, INT 12, 
  WIS 8, CHA 8. 
   
  Possessions: 5gp, longsword, mighty composite 
  longbow +1, Arrows (40), chainmail, light warhorse (w/ 
  bit and bridle, military saddle and saddlebags). 
   
  Skills 
  & 
  Feats: 
  Handle 
  Animal+5, 
  Move 
  Silently+3, Ride+12, Spot+2, Mounted Archery, 
  Mounted Combat, Point Blank Shot, Precise Shot. 
   
  � Ghora: Female Hobgoblin Ftr2/Rgr1; CR3; Medium 
  Humanoid; HD 1d8+2 (Ranger), 2d10+4 (Fighter); hp 
  26; Init +4; Spd 20 ft.; AC 17; Atk +5 base melee, +7 base 
  ranged; +7 (1d8+1, Mighty composite longbow +1); +5 
  (1d8+3, Longsword); SQ: Darkvision (Ex); AL CE; SV 
  Fort +7, Ref +4, Will +1; STR 14, DEX 18, CON 14, INT 
  10, WIS 12, CHA 10. 
   
  Possessions: 5gp, mighty composite longbow +1, 
  longsword, Arrows (40), chain shirt, light warhorse (w/ 
  bit and bridle, military saddle and saddlebags). 
   
  Skills & Feats: Handle Animal+2, Hide+7, 
  Knowledge (nature)+3, Move Silently+11, Ride+10, 
  Survival+4; Favored Enemy Humans +2, Mounted 
  Archery, Mounted Combat, Point Blank Shot, Precise 
  Shot, Rapid Shot, Track, Wild Empathy. 
   
  APL 6 
  � Dúrgakh: Male Hobgoblin Ftr6; CR6; Medium 
  Humanoid; HD 6d10+18 (Fighter); hp 58; Init +6; Spd 
  20 ft.; AC 19; Atk +10/+5 base melee, +8/+3 base 
  ranged; +12/+7 (1d8+6, Lance, Masterwork); +10/+5 
  (1d8+4, Longsword); SQ: Darkvision (Ex); AL CE; SV 
  Fort +8, Ref +4, Will +1; STR 18, DEX 15, CON 16, INT 
  10, WIS 8, CHA 8. 
   
  Possessions: 30gp, longsword, masterwork lance, 
  banded mail, heavy steel shield, heavy warhorse (w/ bit 
  and bridle, military saddle; saddlebags and chainmail 
  barding) ; elixir of fire breath. 
   
  Skills & Feats: Handle Animal+6, Listen+0, Move 
  Silently-2, Ride+13, Improved Initiative, Mounted 
  Combat, Ride-By Attack, Spirited Charge, Trample, 
  Weapon Focus lance), Weapon Specialization (lance). 
   
  � Naroth: Male Hobgoblin Ftr3; CR3; Medium 
  Humanoid; HD 3d10+6 (Fighter); hp 28; Init +4; Spd 
  20 ft.; AC 17; Atk +6 base melee, +7 base ranged; +7 
  (1d8+1, mighty composite longbow +1); +6 (1d8+3, 
  Longsword); SQ: Darkvision (Ex); AL CE; SV Fort +5, 
  Ref +5, Will +0; STR 16, DEX 18, CON 14, INT 12, 
  WIS 8, CHA 8. 
   
  Possessions: 5gp, longsword, mighty composite 
  longbow +1, Arrows (40), chainmail, light warhorse (w/ 
  bit and bridle, military saddle and saddlebags). 
   
  Skills 
  & 
  Feats: 
  Handle 
  Animal+5, 
  Move 
  Silently+3, Ride+12, Spot+2, Mounted Archery, 
  Mounted Combat, Point Blank Shot, Precise Shot. 
   
  � Ghora: Female Hobgoblin Ftr2/Rgr1; CR3; Medium 
  Humanoid; HD 1d8+2 (Ranger), 2d10+4 (Fighter); hp 
  26; Init +4; Spd 20 ft.; AC 17; Atk +5 base melee, +7 base 
  ranged; +7 (1d8+1, Mighty composite longbow +1); +5 
  (1d8+3, Longsword); SQ: Darkvision (Ex); AL CE; SV 
  Fort +7, Ref +4, Will +1; STR 14, DEX 18, CON 14, INT 
  10, WIS 12, CHA 10. 
   
  Possessions: 5gp, mighty composite longbow +1, 
  longsword, Arrows (40), chain shirt, light warhorse (w/ 
  bit and bridle, military saddle and saddlebags). 
   
  Skills & Feats: Handle Animal+2, Hide+7, 
  Knowledge (nature)+3, Move Silently+11, Ride+10, 
  Noble Intentions 
   
  Page 23 
  
  Survival+4; Favored Enemy Humans +2, Mounted 
  Archery, Mounted Combat, Point Blank Shot, Precise 
  Shot, Rapid Shot, Track, Wild Empathy. 
   
  APL 8 
  � Dúrgakh: Male Hobgoblin Ftr8; CR8; Medium 
  Humanoid; HD 8d10+24 (Fighter); hp 76; Init +6; Spd 
  20 ft.; AC 20; Atk +12/+7 base melee, +11/+6 base 
  ranged; +14/+9 (1d8+6, masterwork lance); +12/+7 
  (1d8+4, Longsword); SQ: Darkvision (Ex); AL CE; SV 
  Fort +9, Ref +4, Will +1; STR 18, DEX 16, CON 16, INT 
  10, WIS 8, CHA 8. 
   
  Possessions: 30gp, longsword, masterwork lance, 
  +1 chainmail, heavy steel shield, heavy warhorse (w/ 
  bit and bridle, military saddle; saddlebags and 
  chainmail barding) ; elixir of fire breath. 
   
  Skills & Feats: Handle Animal+8, Listen+0, Move 
  Silently+1, Ride+15, Improved Initiative, Mounted 
  Combat, Power Attack, Ride-By Attack, Spirited 
  Charge, Trample, Weapon Focus: Lance, Weapon 
  Specialization: Lance. 
   
  � Naroth: Male Hobgoblin Ftr6; CR6; Medium 
  Humanoid; HD 6d10+12 (Fighter); hp 52; Init +4; Spd 
  20 ft.; AC 17; Atk +9/+4 base melee, +10/+5 base 
  ranged; +12/+7 (1d8+4, mighty composite longbow +2); 
  +9/+4 (1d8+3, Longsword); SQ: Darkvision (Ex); AL 
  CE; SV Fort +7, Ref +6, Will +1; STR 16, DEX 18, CON 
  15, INT 12, WIS 8, CHA 8. 
   
  Possessions: 5gp, longsword; mighty composite 
  longbow +2; Arrows (40), chainmail, light warhorse (w/ 
  bit and bridle, military saddle, saddlebags and leather 
  barding). 
   
  Skills & Feats: Climb+0, Handle Animal+5, 
  Jump+0, Move Silently+3, Ride+15, Spot+3, Mounted 
  Archery, Mounted Combat, Point Blank Shot, Precise 
  Shot, 
  Rapid 
  Shot, 
  Weapon 
  Focus: 
  (composite 
  longbow), 
  Weapon 
  Specialization: 
  (composite 
  longbow). 
   
  � Ghora: Female Hobgoblin Rgr4/Ftr2; CR6; Medium 
  Humanoid; HD 4d8+8 (Ranger), 2d10+4 (Fighter); hp 
  47; Init +4; Spd 20 ft.; AC 17; Atk +8 base melee, +10 
  base ranged; +10 (1d8+2, Mighty composite longbow 
  +2); +8 (1d8+3, Longsword); SQ: Darkvision (Ex); AL 
  CE; SV Fort +9, Ref +5, Will +4; STR 15, DEX 18, CON 
  14, INT 10, WIS 12, CHA 10. 
   
  Possessions: 5gp, mighty composite longbow +2, 
  longsword, Arrows (40), chain shirt, light warhorse (w/ 
  bit and bridle, military saddle, saddlebags and leather 
  barding). 
   
  Skills & Feats: Handle Animal+5, Hide+5, 
  Knowledge (nature)+4, Move Silently+7, Ride+15, 
  Survival+5; Endurance, Favored Enemy Humans +2, 
  Iron Will, Mounted Archery, Mounted Combat, Point 
  Blank Shot, Precise Shot, Rapid Shot, Track, Wild 
  Empathy. 
   
  Spells Prepared (Rgr --/1): 1st - Entangle. 
   
  APL 10 
  � Dúrgakh: Male Hobgoblin Ftr10; Medium 
  Humanoid; HD 10d10+30 (Fighter); hp 94; Init +7; Spd 
  20 ft.; AC 20; Atk +14 base melee, +13 base ranged; +14 
  (1d8+4, Longsword); +16 (1d8+7, +1 Lance); +13 (1d8, 
  Longbow, composite); SQ: Darkvision (Ex); AL CE; SV 
  Fort +10, Ref +6, Will +2; STR 18, DEX 16, CON 16, 
  INT 10, WIS 8, CHA 8. 
   
  Possessions: Longsword, +1 lance, composite 
  longbow, +1 chainmail, heavy steel shield, heavy 
  warhorse (w/ bit and bridle, military saddle; saddlebags 
  and chainmail barding) ; elixir of fire breath. 
   
  Skills& Feats: Handle Animal+10, Listen+0, Move 
  Silently+1, 
  Ride+18, 
  Improved 
  Critical: 
  Lance, 
  Improved Initiative, Mounted Archery, Mounted 
  Combat, Power Attack, Ride-By Attack, Spirited 
  Charge, Trample, Weapon Focus: Lance, Weapon 
  Specialization: Lance. 
   
  � Naroth: Male Hobgoblin Ftr8; CR8; Medium 
  Humanoid; HD 8d10+24 (Fighter); hp 76; Init +4; Spd 
  20 ft.; AC 17; Atk +11/+6 base melee, +12/+7 base 
  ranged; +13/+8 (1d8+5, 19-20/x3, mighty composite 
  longbow +3); +11/+6 (1d8+4, longsword); SQ: 
  Darkvision (Ex); AL CE; SV Fort +9, Ref +6, Will +1; 
  STR 16, DEX 18, CON 16, INT 12, WIS 8, CHA 8. 
   
  Possessions: 5gp, longsword; mighty composite 
  longbow +3; arrows (40), chainmail, light warhorse (w/ 
  bit and bridle, military saddle, saddlebags and leather 
  barding). 
   
  Skills & Feats: Climb+0, Handle Animal+5, 
  Jump+0, Listen+0, Move Silently+3, Ride+15, Spot+4, 
  Improved Critical: (composite longbow), Mounted 
  Archery, Mounted Combat, Point Blank Shot, Precise 
  Shot, 
  Rapid 
  Shot, 
  Weapon 
  Focus: 
  (composite 
  longbow), 
  Weapon 
  Specialization: 
  (composite 
  longbow). 
   
  � Ghora: Female Hobgoblin Rgr6/Ftr2; Medium 
  Humanoid ; HD 6d10+12 (Ranger), 2d10+4 (Fighter); 
  hp 69; Init +4; Spd 30 ft.; AC 18; Atk +11 base melee, 
  +12 base ranged; +11 (1d8+4, Longsword); SQ: 
  Darkvision (Ex); AL CE; SV Fort +10, Ref +6, Will +5; 
  STR 16, DEX 18, CON 14, INT 10, WIS 12, CHA 10. 
   
  Possessions: 5gp, mighty composite longbow +3, 
  longsword, Arrows (40), chain shirt +1, light warhorse 
  (w/ bit and bridle, military saddle and saddlebags). 
   
  Skills & Feats: Handle Animal+5, Hide+13, 
  Knowledge (nature)+5, Move Silently+13, Ride+15, 
  Noble Intentions 
   
  Page 24 
  
  Survival+6; Endurance, Favored Enemy Humans +4, 
  Favored Enemy Dwarves +2, Improved Critical Long 
  Bow, Iron Will, Mounted Archery, Mounted Combat, 
  Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, 
  Track, Wild Empathy. 
   
  Spells Prepared (Rgr --/2); 1st - Entangle, Resist 
  Energy. 
   
  � Viper, medium (Animal companion): Female 
  medium viper, Medium Animal; HD 4d8; hp 23; Init 
  +4; Spd 20ft., climb 20 ft.; AC 19, touch 14, flat footed 
  15 (+4 dex, +5 natural); Atk +7 base melee (1d4-1 plus 
  poison); SA poison; SQ scent; AL CE; SV Fort +3, Ref 
  +7, Will +1; STR 9, DEX 18, CON 11, INT 1, WIS 12, 
  CHA 2. 
   
  Skills & Feats: Balance +12, Climb +11, Hide +13, 
  Listen +5, Spot +5, Swim +7; Weapon Finesse. 
    
  Special Attacks: Poisonous bite (DC 11), 1D6 
  primary and secondary Con damage. 
   
  APL 12 
  � Dúrgakh: Male Hobgoblin Ftr12; CR12; Medium 
  Humanoid; HD 12d10+36 (Fighter); hp 112; Init +7; 
  Spd 20 ft.; AC 20; Atk +17/+12/+7 base melee, +13 base 
  ranged; +17/+12/+7 (1d8+5, Longsword); +19/+14/+9 
  (1d8+8, +1 Lance); +13 (1d8, Longbow, composite); SQ: 
  Darkvision (Ex); AL CE; SV Fort +11, Ref +7, Will +6; 
  STR 20, DEX 16, CON 16, INT 10, WIS 10, CHA 8. 
   
  Possessions: Longsword, +1 lance, composite 
  longbow, +1 chainmail, heavy steel shield, heavy 
  warhorse (w/ bit and bridle, military saddle; saddlebags 
  and chainmail barding) ; elixir of fire breath, gauntlets 
  of ogre power. 
   
  Skills& Feats: Handle Animal+12, Listen+0, Move 
  Silently+1, 
  Ride+20, 
  Improved 
  Critical: 
  Lance, 
  Improved Initiative, Iron Will, Mounted Archery, 
  Mounted Combat, Power Attack, Ride-By Attack, 
  Spirited Charge, Trample, Weapon Focus: Lance, 
  Weapon Focus, Greater: Lance, Weapon Specialization: 
  Lance. 
   
  � Naroth: Male Hobgoblin Ftr10; CR10; Medium 
  Humanoid; HD 10d10+30 (Fighter); hp 94; Init +4; Spd 
  20 ft.; AC 17; Atk +13/+8 base melee, +14/+9 base 
  ranged; +13/+8 (1d8+7, 19-20/x3, mighty composite 
  longbow +3); +11/+6 (1d8+4, longsword); SQ: 
  Darkvision (Ex); AL CE; SV Fort +10, Ref +7, Will +2; 
  STR 16, DEX 18, CON 16, INT 12, WIS 8, CHA 8. 
   
  Possessions: 5gp, longsword; mighty composite 
  longbow +3; arrows (40), chainmail, light warhorse (w/ 
  bit and bridle, military saddle, saddlebags and leather 
  barding). 
   
  Skills & Feats: Climb+0, Handle Animal+7, 
  Jump+0, Listen+0, Move Silently+3, Ride+17, Spot+4, 
  Improved Critical: (composite longbow), Mounted 
  Archery, Mounted Combat, Point Blank Shot, Precise 
  Shot, 
  Rapid 
  Shot, 
  Weapon 
  Focus: 
  (composite 
  longbow), 
  Weapon 
  Focus, 
  Greater: 
  (composite 
  longbow), 
  Weapon 
  Specialization: 
  (composite 
  longbow), Weapon Specialization, Greater: (composite 
  longbow). 
   
  � Ghora: Female Hobgoblin Rgr8/Ftr2; CR10; 
  Medium Humanoid; HD 8d8+16 (Ranger), 2d10+4 
  (Fighter); hp 83; Init +4; Spd 30 ft.; AC 18; Atk +13/+8 
  base melee, +14/+9 base ranged; +14/+9 (1d8+3 
  composite longbow); +13/+8 (1d8+4, Longsword); SQ: 
  Darkvision (Ex); AL CE; SV Fort +11, Ref +10, Will +6; 
  STR 16, DEX 18, CON 14, INT 10, WIS 14, CHA 10. 
   
  Possessions: 5gp, mighty composite longbow +3, 
  longsword, Arrows (40), chain shirt +1, light warhorse 
  (w/ bit and bridle, military saddle and saddlebags). 
   
  Skills & Feats: Handle Animal+8, Hide+15, 
  Knowledge (nature)+7, Move Silently+15, Ride+17, 
  Survival+8; Endurance, Favored Enemy Humans +4, 
  Favored Enemy Dwarves +2, Improved Critical: 
  (composite long bow), Iron Will, Mounted Archery, 
  Mounted Combat, Manyshot, Point Blank Shot, 
  Precise Shot, Rapid Shot, Track, Weapon Focus: 
  (composite long bow), Wild Empathy. 
   
  Spells Prepared (Rgr --/2/1); 1st - entangle, resist 
  energy. 2
  nd – spike growth. 
   
  � Viper, medium (Animal companion): Female 
  medium viper, Medium Animal; HD 4d8; hp 23; Init 
  +4; Spd 20ft., climb 20 ft.; AC 19, touch 14, flat footed 
  15 (+4 dex, +5 natural); Atk +7 base melee (1d4-1 plus 
  poison); SA poison; SQ scent; AL CE; SV Fort +3, Ref 
  +7, Will +1; STR 9, DEX 18, CON 11, INT 1, WIS 12, 
  CHA 2. 
   
  Skills & Feats: Balance +12, Climb +11, Hide +13, 
  Listen +5, Spot +5, Swim +7; Weapon Finesse, Animal 
  Tricks: Attack, Defend, Down, Seek, S ay. 
  t
    
  Special Attacks: Poisonous bite (DC 11), 1D6 
  primary and secondary Con damage. 
  Noble Intentions 
   
  Page 25 
  
  DM Aid #1: Map of Lardon 
   
   
  DM Aid #2: Map of Golden Stag Inn 
   
   
   
   
   
  Noble Intentions 
   
  Page 26 
  
  DM Aid #3: The Ravine 
   
  Noble Intentions 
   
  Page 27 
  
  Player Handout #1: Area Map of Lardon and Surrounding Occupied Territory 
   
  Noble Intentions 
   
  Page 28 
  
  SHL03-07 Noble Intentions Event Summary 
   
  Did the PCs find Count Lardon’s change in plans at the last minute odd?  
   
  YES  /  NO 
   
   
  Did the PCs leave Fort Valorous immediately after their meeting with Quatain? 
   
  YES  /  NO 
   
   
  Did the PCs go to Lardon?  
   
   
   
   
   
   
  YES  /  NO 
   
   
  Did the PCs recover the chest? 
   
   
   
   
   
   
  YES  /  NO 
   
   
  How many waves of guards did the PCs face at Lardon?  
   
   
   
  1  /  2  /  3  /  4 
   
   
  Did the PCs make it to the ravine in time to ambush Gorchart?  
   
   
  YES  /  NO 
   
   
  Did the PCs capture Gorchart? 
   
   
   
   
   
   
  YES  /  NO 
   
   
  Did the PCs make it back to Critwall with Gorchart? 
   
   
   
   
  YES  /  NO 
   
   
  Did any PC perform what the DM considered to be a treasonous act against the Council of Lords (note that such an act 
  is not necessarily evil)? 
   
   
   
   
   
   
   
   
   
   
   
  YES  /  NO 
   
   
  If so, provide the Triad with the Player Name, Character Name, Contact Information and details of 
   
  the alleged treasonous act. 
   
   
  Noble Intentions 
   
  Page 29 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Shield Lands/593/Normal Scenarios/SHL3-07 - Noble Intentions (APL 2-12)/SHL3-07 - Noble Intentions.pdf