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 Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at beldred@midsouth.rr.com.  For LIVING 
  GREYHAWK campaign questions email rpgahq@wizards.com. 
  YEO5-02 
   
   
   
   
   
  Shield of Fury, Shield of Faith 
   
  A One-Round D&D® LIVING GREYHAWKTM  
  Yeomanry Regional Adventure 
  Version 1.2 
   
  by Rich Oliver 
  Reviewer: Yeomanry Triad  
  Circle Reviewer: Steven Conforti 
   
   
   
  A chance encounter while exploring the Little Hills leads the adventurers in search of a legendary Yeoman League 
  artifact. Can this have anything to do with the lost bolthole of the magelord Asberdies you were originally looking for?  
  A Yeomanry regional adventure for PCs of APLs 4-12. 
  
  YEO5-02 Shield of Fury, Shield of Faith 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics provides 
  player information for you to paraphrase or read aloud 
  when 
  appropriate. 
  Sidebars 
  contain 
  important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  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 dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs 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 and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives.  
  
  YEO5-02 Shield of Fury, Shield of Faith 
   
  Page 2 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  the Yeomanry.  Characters native to the Yeomanry 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. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. 
  ADVENTURE BACKGROUND 
  ABOUT THE YEOMANRY 
  The Yeomanry is situated in a valley between the Jotens 
  and the Tors in the southwest corner of the Sheldomar 
  Valley.  The moderately sized realm is nearly surrounded 
  by the Crystalmists and its spurs, though its eastern 
  border with Keoland is generally regarded as the eastern 
  bank of the Javan across from the county of Cryllor.  Its 
  border continues south to where the great river enters 
  the Hool Marshes and the lands of the Sea Princes.  The 
  climate is hot nearly year-round in the central valley, 
  though the temperature moderates as one approaches the 
  foothills, particularly in late fall and winter.  The 
  Yeomanry is a land populated primarily by freemen 
  farmers, who are mostly a Suel-Flan mix. 
   
  The Yeomanry is one of the few representative 
  democracies in the Flanaess.  Any citizen of majority, 
  who has carried the spear for the nation, either now or in 
  the past, is eligible to elect a spokesman on his behalf 
  from his community who serves in the Council of 
  Common Grosspokesmen in Loftwick.   
   
  The people of the Yeomanry are rural, cloistered folk 
  with little exposure to either foreigners or magic.  They 
  are religious and superstitious, yet reservedly friendly to 
  travelers. 
   
  You can learn more about the Yeomanry at its official 
  website: http://yeomanry.living-greyhawk.com. 
  TROLLSFOOT (POP 380) 
   
  Centrally located in the southern reaches of the 
  Little Hills, the town of Trollsfoot is perhaps the most 
  racially mixed town in all of the Yeomanry.  While the 
  population of the town is relatively small, the town can 
  claim humans, halflings, gnomes, dwarves, and elves 
  among their populace in sizeable numbers, none with a 
  majority.  They have found a common cause in defending 
  the town from occasional kobold and goblin raids.  They 
  even repelled a marauding band of ogres in 566 CY.  
  Trollsfoot purposely has no Grosspokesman, as they do 
  not want anyone of any one race to represent the entire 
  town.  One particular inn in Trollsfoot, the Hill Hole, is 
  run by a cheerful half-orc named Frutt.  The Hill Hole 
  serves the best potato soup in the land. 
  BACKGROUND 
   
  The history of the region which would become The 
  Yeomanry begins with the destruction of the Suel 
  Imperium in the Rain of Colorless Fire in CY –421.  After 
  the Suel migrated into the Sheldomar Valley, many of 
  their number chose a more peaceful existence, eschewing 
  # 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 
  
  YEO5-02 Shield of Fury, Shield of Faith 
   
  Page 3 
  the retreating Noble Houses and their ambitions to the 
  north and east. Instead these peoples, primarily lowborn 
  peasantry from the Old Imperium, did not venture far 
  from where they emerged into the Flanaess. They settled 
  the high valleys between the Jotens and the Tors and 
  mixed with the local Flannae. These new lands, 
  stretching all the way out to the Javan River, had been 
  well explored by the Suel Imperium prior to the Twin 
  Cataclysms. The explorers had established mining 
  enclaves and listening outposts decades before the onset 
  of the war, some of which produced notable settlements 
  such as Melkot in the Tors and Alran on the Jeklean 
  Coast. Certainly, dissident individuals had been escaping 
  Imperial influence to the shores of Jeklea Bay over the 
  dormant Hellfurnaces for centuries, but these lands were 
  not of great importance until the destruction of the 
  empire.  
   
  In the century following the migrations, the humble 
  folk who settled these lands were conquered and 
  subjugated by a powerful Suel mage who mercilessly 
  swept through their realm from the east. Lord Asberdies, 
  as the tyrannical wizard was known, had emerged from 
  the Dreadwood after the terrible destruction of his noble 
  house, the infamous Malhel, some years earlier. 
  Asberdies ruled the land and its people with cold-blooded 
  ruthlessness in a vain attempt to resurrect a vestige of the 
  glory of the Old Imperium. The tyrant was eventually 
  cast down after years of dominion, during which his 
  outrages ultimately grew unbearable. The Yeoman 
  farmers banded together into small cadres of around a 
  dozen fighters to overcome the forces of the mage in 
  piecemeal fashion through relentless guerrilla strikes 
  upon his forces. Legend speaks of their leader, an 
  Oeridian warrior renowned for wielding a magic sword 
  of tremendous power, known to history as The Deliverer. 
  The Deliverer was assisted by two fellow heroes, known 
  to history as The Voice and The Guardian. The Voice 
  wielded a magic spear of great power, while The 
  Guardian carried a wondrous magic shield. With their 
  leadership, Asberdies was soon harried from his throne 
  by the insurgents, who were eventually able to besiege 
  his stronghold and force him from the land entirely in 
  CY 
  -258. 
  In 
  the 
  aftermath 
  of 
  securing 
  their 
  independence, these citizen-warriors realized that they 
  had essentially formed the framework of a government. 
  They elected their own spokesmen, who in turn chose 
  leaders to direct the affairs of the realm. The 
  Grosspokesmen, as these leaders would come to be called, 
  established the officer of Freeholder, who was essentially 
  an administrator elected to run the government, military, 
  and conduct foreign policy. 
   
  The Deliverer was killed in the final assault against 
  Asberdies and buried in a hidden tomb by his bereaved 
  followers. Unknown to them, he had strayed from the 
  true path of paladinhood and was cursed by his deity to 
  become a huecuva (as detailed in YEO4-03 Dust to Dust). 
   
  One of the Deliverer’s closest companions, one of a 
  trio of heroes, was the Guardian, wielder of the magic 
  shield Fury. Following the final battle and interment of 
  the Deliverer, the Guardian also disappeared. Unknown 
  at the time was that the Guardian was in truth a woman, 
  deeply in love with the Deliverer, and carrying his child. 
  She traveled east, settling in the Little Hills, where she 
  built an inn for herself and her descendants. 
   
  Within the last two years, Asberdies has secretly 
  returned. He seeks to again dominate The Yeomanry and 
  is responsible for many of the misfortunes which have 
  befallen that land. In response, the powers of Good have 
  taken steps to cause Ghostrender, the magic sword of The 
  Deliverer, Twin Dooms, the magic spear of The Voice, 
  and The Guardian’s shield, Fury, to be returned to the 
  world of man. 
  ADVENTURE SUMMARY 
  Introduction: 
   
  The PCs begin the adventure out in the wilds, 
  pursuing another of Asberdies’ legendary boltholes, 
  hoping to find the lost Tomb of the Lich Lord. 
  Encounter 1: 
   
  Sometime after sundown in the second week of their 
  search, the PCs come upon a sheltered campsite. In the 
  campsite are several tyrgs (krenshars) prowling around a 
  large stone; the tyrgs attack the PCs on sight. 
  Encounter 2: 
   
  After taking care of the tyrgs, the party sees a lone 
  halfling woman step from the depths of the large stone. 
  She greets the party, heals their wounds if need be, and 
  asks them to join her for the evening. The halfling is 
  Provinda Dornish, girl friday for Nanny O of Midfell in 
  the Little Hills. She is delivering a message from Nanny 
  O to the party. 
  Encounter 3: 
   
  Following the directions in the message from Nanny 
  O, the party travels into the Little Hills. Coming into a 
  small valley, they find a giant beset by a several wyverns; 
  he has stuck his leg in a mineshaft and cannot defend 
  himself easily or adequately. The PCs have several 
  options for dealing with the giant, but their main 
  opponents are the wyverns. 
  Encounter 4: 
   
  The adventurers arrive in Trollsfoot. Asking around 
  they can find the inn called Faith’s Shield. 
  Encounter 5: 
   
  At Faith’s Shield, the adventurers meet the owner, 
  gather some information about her background, and 
  hopefully, determine that they are here to find the shield. 
  Conclusion: 
   
  The shield Fury tells its tale. 
  
  YEO5-02 Shield of Fury, Shield of Faith 
   
  Page 4 
  PREPARATION FOR PLAY 
   
  In addition to the normal perusal of player records, 
  note whether any PC possess Ghostrender, the sword from 
  YEO4-03 Dust to Dust. If this sword is present, it will 
  immediately be greeted by the shield Fury, and 
  Ghostrender will likewise recognize Fury. 
   
  See DM Aid: Maps for maps of the general area of the 
  adventure, as well as Encounters 1, 3, and 5. 
  Is This a Military Adventure? 
   
  As Yeoman officials consider the events of this 
  adventure important to the defense of the Yeomanry, 
  members of any branch of the Yeoman military may 
  count the TUs spent on this adventure toward any annual 
  TU commitment required by their enlistment. 
  Is This a Dustdigger Adventure? 
   
  As this adventure does significantly involve 
  archaeological matters, students in the Academy of Lore 
  may count this adventure toward any TUs they must 
  spend per year in study.  See individual certificates for 
  further details. 
  Is this a Promotion Worthy Adventure? 
   
  Heroic deeds in the name of the Yeoman military are 
  possible in this adventure, and as such, the possibility for 
  promotion exists.  In order for a PC to be considered for 
  promotion at the end of this adventure, the PC must do 
  the following: 
  1. 
  The DM and all Yeomanry military PCs present at 
  the table must unanimously agree that the PC has 
  performed an action and behaved in a manner that 
  would make them a good leader of men in their unit. 
  There must be at least two other military PCs playing 
  the adventure besides the PC up for advancement.  
  Only one PC can be nominated for advancement per 
  adventure. 
  2. 
  The player so nominated must then gather the 
  names and email addresses of all Yeomanry military 
  players and the DM at the table. 
  3. 
  The player must then submit a small summary of 
  what happened in the adventure and why he or she 
  should be considered for promotion.  Emailing this 
  information to yeomanry-triad@yahoogroups.com. 
  4. 
  The Triad will then discuss your promotion and 
  determine whether promotion is granted.  You will 
  be notified via email, and a promotion certificate will 
  be sent to you via snail mail. 
   
  In order to be considered for promotion, the 
  Yeomanry military character must have spent a 
  minimum of one year of real time at the rank below that 
  being applied for.  So in order to be considered for 
  Sergeant, the player must have spent one full year as a 
  Yeoman, and one full year below that as an unranked 
  soldier. 
  INTRODUCTION 
  It’s been a waste of your time. Near on two weeks 
  you’ve been out here in the unsettled ridges of the 
  Little Hills. How you got wrapped up in this wild 
  goose chase, you’ll never figure out. Someone has a 
  friend, who has a relative, who knows someone else 
  that overheard some adventurers talking about 
  raiding the Tower of Asberdies in Loftwick. Like 
  someone could do that and there wouldn’t be stories 
  about it. Of course it’s probably all a huge joke and 
  those adventurers are still chuckling by a warm fire. 
   
  So, now you’re out here looking for some sort of 
  “bolthole” where the Asberdies’ corpse is supposed 
  to be. And you’re not even sure you want to find it. 
  What if it sits up and says something to you? 
   
  With night coming on, you’ve been looking for 
  somewhere to camp for the night, and now, when it 
  looks like you’ve found someplace, there’s already 
  someone camping there. You can see several figures 
  moving around the campfire, throwing shadows 
  against the face of a great outcropping of stone. In 
  fact, they seem to be leaning against the rock. 
  ENCOUNTER 1: AGAINST A 
  ROCK AND A HARD NOISE 
  As you move closer to the campfire, you realize that 
  the figures are mostly on all fours. Unless they’re 
  leaning onto the stone… kind of like they’re 
  stretching… or… uh… hmm… sharpening their 
  claws? 
   
  In fact, they’re dogs, no, you see a small pack of 
  cat-like dogs? Just then you hear an ear-splitting 
  yowl. 
   
  The tyrgs (krenshars) are arranged in a semi-circle 
  around the perimeter of the campsite. Note that they are 
  aware that something is in the huge stone, but not 
  how to get at it. They are waiting, as they would wait 
  under a tree for their prey. They do keep some distance 
  away from the fire. 
  APL 4 (EL 6) 
  � Tyrgs (Krenshars) (4): hp 15 each; see Monster 
  Manual, page 163. 
  � Advanced Tyrg (Krenshar) (1): hp 72; see 
  Appendix 1. 
  APL 6 (EL 8) 
  � Advanced Tyrgs (Krenshars) (4): hp 72 each; see 
  Appendix 2. 
  
  YEO5-02 Shield of Fury, Shield of Faith 
   
  Page 5 
  APL 8 (EL 10) 
  � Advanced Fiendish Tyrgs (Krenshars) (4): hp 
  72 each; see Appendix 3. 
  APL 10 (EL 12) 
  � Advanced Fiendish Tyrgs (Krenshars) (8): hp 
  72 each; see Appendix 4. 
  APL 12 (EL 14) 
  � Advanced Fiendish Half-Green Dragon Tyrgs 
  (Krenshars) (8): hp 90 each; see Appendix 5. 
  ENCOUNTER 2: DRATTED 
  WOMAN 
  In the aftermath of the tyrg’s attack, you’re 
  gathering up scattered belongings, pulling the dead 
  carcasses into a pile off to one side. 
   
  At a sudden noise behind you, everyone scatters 
  for weapons, and turns to face … 
   
  … a halfling cleric stepping out of the face of 
  the rock. Brushing dust from her clothing, she looks 
  at you all; you can hear her muttering under her 
  breath as she approaches. 
   
  “Dratted. Old. Woman! I was nearly killed, and 
  you knew it all along! You sent me here without a 
  single word of warning. 
   
  This is worse than the council chamber, I nearly 
  died you old busybody! One word. Just one word of 
  warning or ‘Oh, the adventurers will be along early 
  never fear…’ but no! You had to have another of 
  your silly, stupid jokes!” 
   
  She pauses, and looks around her, realizing that 
  she has a rapt audience. 
   
  “Oh, well, hello. I am Provinda Dornish, and I 
  thank you for your help vanquishing those rotten 
  beasts.” 
   
  She bows low, and looks at you expectantly. 
   
  If the PCs do not take this chance to introduce 
  themselves, she will invite them to do so: 
   
  “May I know who my rescuers are? You do have 
  names, do you not? Surely no mother would send a 
  child into the world without a name? 
   
  After the PCs have introduced themselves, Provinda 
  settles down into being a hostess as if she were snug at 
  home in her burrow in Midfell. She will direct the PCs to 
  gather things from various boxes, bags and such, some of 
  which are still on pack ponies, and prepares quite a nice 
  little feast for the party. Note that whatever the PC feels 
  is his favorite “picnic” meal, she has come prepared to 
  feed him. Once dinner is over, Provinda will “clear the 
  table.” 
   
  Note that while Provinda reads the letter from 
  Nanny O, her voice changes from the pleasing alto tones 
  reminiscent of the slow, earthy speech of rural halflings 
  in the Little Hills, to a higher pitch, with a more refined 
  and clipped tone, even somewhat nasal sounding voice. 
  Motherly and caring though Nanny O is, she sees the 
  word from a lofty perch, while Provinda strives to remain 
  close to her family, maintaining close ties to the folk she 
  grew up with. 
   
  Provinda quickly cleans up the remains of your 
  meal, and stands. “Well, fine adventurers, now 
  comes the bill.” Reaching into an inside pocket of 
  her vest, she pulls out an intricately folded 
  parchment letter with a large bright pink wax seal. 
   
  “I was sent to find you by Oggda Oakbessel, 
  Cleric of Yondalla in Midfell. Nanny O, as we call 
  her, has become too ill to travel much, so I serve as 
  her legs, and sometimes as her eyes. She sent me 
  with a message for you. 
   
  And, as you can see this letter has remained 
  untouched and unopened. If you would inspect the 
  date here, please?” Provinda holds the parchment so 
  you can clearly see the date written across the folds 
  is some two weeks ago, shortly before you began 
  your search. Before any of you had gathered together 
  at all even. 
   
  With a soft snap, Provinda opens the letter and 
  begins to read: 
   
  ‘My Dear Children… 
   
  Please forgive Provinda’s rantings. Although she 
  was perfectly safe within the rock, she remains 
  somewhat excitable.’ 
   
  “Drat the old woman! She’s talking as if I’m not 
  here again.” 
   
  ‘I fear that your search for the lost tomb of 
  Asberdies is doomed to failure, dear children, and I 
  fear you would feel true regret if you were to find it, 
  as all the signs tell me he yet exists.’ 
   
  “What!? And I’m out here in the wilds while he’s 
  still around?” 
   
  ‘Hush, Provinda—’ “Oh, drat the woman!” 
   
  ‘Because of this, with great haste, you must 
  make your way to Trollsfoot. If Provinda hasn’t 
  strayed too far a field looking for her pet dwarf, or 
  rather if she has looked far and wide for him as I 
  believe, you should be within two days of the town.’ 
   
  “Dratted woman! Will you please stop calling 
  him ‘my dwarf?’ I don’t even like him, by Yondalla’s 
  dimples!” 
   
   ‘There you must brave evil’s demesne. Faith 
  stands alone against the darkness. The Shield of 
  Faith can be a home no longer, for if it remains only 
  
  YEO5-02 Shield of Fury, Shield of Faith 
   
  Page 6 
  thus, we are twelve by twelve by twelve again cursed. 
  If it should come to pass that Faith’s Fury is quelled, 
  the way between worlds would truly be lost. 
   
  ‘But beware the minions of the enemies’ 
  hand…’ 
   
  “Well, that’s a fine one, thank you very much. I 
  don’t need any warnings, but warn the mighty 
  adventurers? Phaugh!” 
   
  ‘and watch for pitfalls along your path. In the 
  Little Hills, that is no small thing. All is not as it 
  seems, but not all that seems straightforward is 
  simple. 
   
  The Path of Fury is dire, and not without 
  blessings, but it no pursuit for the weak or weary. 
  Indeed, you will find your way leads to the stone 
  heart of the Yeomanry itself.’ 
   
  If one of the PCs wields Ghostrender, include the 
  following paragraph in Nanny O’s letter: 
   
  ‘You in particular my [son/daughter] must take 
  care. As the bearer of Ghostrender, [PC’s name], you 
  must not succumb. While they cannot endure the 
  sword’s touch, they can and will keep it from 
  defending the Yeomanry once again. 
   
  Blessings of Yondalla on you, my children. 
   
  - Nanny O’ 
   
  “I’d take her up on her second offer if I were 
  you— the one where she’s letting you off the hook; 
  you don’t look too weak, but you’re rather weary 
  looking. Well, no matter, I’ve delivered the 
  message… as usual.” 
   
  She looks around her campsite. “You’re welcome 
  to stay the night, in fact, I’d very much appreciate it 
  if you do. I’ve got business with milady of Midfell 
  when I get back.” 
   
  With that, Provinda turns and straightens her 
  bedroll, climbs in and turns over to sleep. 
  ENCOUNTER 3: BIRDS OF 
  LEATHER FLOCK TOGETHER 
  Note: This encounter features a giant capable of 
  challenging a party at all APLs. This is intentional; 
  sometimes it is better to find a different way to persevere 
  than straight-forward fighting. The description of the 
  giant, however, should amply warn players at lower APLs 
  that they face a difficult opponent, if not impossible, to 
  defeat. The description below should be modified for the 
  number of wyverns appearing (which varies based on the 
  APL). 
   
  The giant should be placed at the “G” on the map 
  (DM Aid: Maps). 
   
  Your travels throughout the Little Hills have 
  become rather routine over the last few days: 
  following the folds and rolls of the hills, traveling in 
  the hollows when possible, or darting up and over 
  the shoulder of a hill after checking the area for 
  threats. If the danger wasn’t so real, you’d be 
  plodding by now. 
   
  As you come up around the shoulder of a 
  smaller knoll, you see a small wash leading up into 
  the remains of a mining operation. Two holes, dark 
  and forbidding and too regular to be natural cut 
  back into the hills. Your attention, however, is 
  drawn to the spectacle of a giant, flailing madly at 
  several wyverns harassing him. Huge muscles ripple 
  on his chest, back and legs, and his arms bulge with 
  effort. Heads hang from his belt, human or 
  otherwise, and his long oily and stringy hair is 
  braided with various bones and sticks. He wears 
  several bearskins stitched together, covered by a 
  hard piece of black reptilian hide, front and back. 
   
  The giant kneels on one knee, trying to pull his 
  other leg out of a hole, probably another mine shaft. 
  Each time it seems as if he might be able to brace 
  himself and get his leg out, huge muscles straining, 
  his back arched and the cords on his neck stark, a 
  wyvern floats in to snap at him, or sting him. 
   
  With a mighty roar, the giant connects— you 
  can feel the dull thud of his fist against a wyvern’s 
  head in your chest. The creature wobbles in the air, 
  nearly 
  cartwheeling 
  into 
  the 
  ground 
  before 
  recovering and flapping out of the giant’s reach 
  again. 
   
  The wyvern’s path takes it overhead, but you’re 
  relieved to see that the scaly creature doesn’t even 
  notice you in its stunned condition. Not so for the 
  giant. Turning your gaze back to the fight, you 
  realize that he has seen you. He begins to gesture at 
  you and the wyverns, making strange noises; 
  hooting and piping, in what must pass for speech 
  among his kind. 
   
  The terrible grimace on the giant’s face and his 
  frantic, angry gestures are belied by the soft tones of 
  his voice… no matter that he’s still loud enough 
  that you want to clap your hands over your ears. 
   
  He repeats the sounds and his gestures toward 
  you and the wyverns again, once or twice and you 
  begin to understand… 
   
  Have the PCs make an Int check (DC 5) if the PCs 
  have not figured out by now that the giant (Felk) is 
  asking for their help.  If they speak Giant, they 
  automatically can understand his request.  Felk also 
  speaks and understands Draconic if the PCs try to speak 
  with him in that language.  If the PCs wait long enough, 
  they may hear Felk swear at the wyverns in Draconic.  He 
  does not understand or speak Common. 
  
  YEO5-02 Shield of Fury, Shield of Faith 
   
  Page 7 
   
  Refer to one of the sections below based on the PCs’ 
  actions. 
  PCS WATCH THE FIGHT 
  APL 4 and 6 
   
  After several minutes of struggle, the giant has 
  beaten down his attackers; the wyverns lay in bloody 
  heaps at his feet, and the giant, tired near to 
  exhaustion, 
  is 
  covered 
  in 
  bleeding 
  wounds. 
  Enormous bruises purple his skin in several places. 
   
  The giant looks at you once again, his face a 
  terrible sight to behold, with a mighty roar he 
  surges up and out of the shaft trapping his leg… 
  almost. He shakes his fists at the sky and once again 
  points at you. His breathing is ragged, and his leg is 
  a bloody, mangled mess, but you have no doubt he 
  will dash you to pieces when he catches you. 
   
  Give the players an opportunity to again discuss 
  what they want to do; if they run, the giant is too hurt 
  and tired to follow them. If they continue to watch, the 
  giant will escape from the hole, and begin to attack the 
  PCs. Observant PCs will notice the giant reaching into 
  his bag and swigging a potion on a successful Spot check 
  (DC 5 + APL). 
  APL 8 
   
  The fight between the wyverns and the giant is a 
  bloody affair, long and drawn out. You watch with 
  fascination as the fortunes of both sides wax and 
  wane in turn. Several times the giant reaches into 
  his bag, and quaffs a potion to regain his strength, 
  and once or twice more wyverns appear to carry the 
  fight back to the giant. 
   
  You crouch around the side of the knoll, hiding 
  from both sides of the fierce battle, or so you’d 
  hoped. Finally, the struggle is over, and the 
  [giant/wyverns] turn in your direction. 
   
  Determine the outcome of the giant-wyvern battle in 
  whatever way you sees fit; perhaps whichever opponent 
  the PCs fear most is the winner. If the giant wins, read 
  the boxed text above for APL 4 and 6. Should the PCs 
  attempt to help the giant after the fight (healing, etc.), 
  they will need to make very good Diplomacy check (DC 
  35). If the PCs are able to help heal the giant, they earn 
  the Favor of Felk the Hill Giant on the AR.  If the 
  wyverns win, see the boxed text below for APL 10 and 12. 
  If the PCs do not help they do not earn the Favor of Felk 
  the Hill Giant and instead receive the Enmity of Felk 
  the Hill Giant effect on the AR. 
  APL 10 and 12 
   
  The battle lasts only a few minutes more. The 
  giant turns from you and fights against the wyverns, 
  but it is a futile effort. Several times the giant 
  plumbs the depths of his bag for help, potions, 
  rocks, even throwing a giant tanglefoot bag, sending 
  a wyvern crashing to the ground in a pile of sticky 
  goo. 
   
  But 
  eventually 
  the 
  gargantuan 
  wyverns 
  overwhelm the giant, and they turn their dark 
  wyrm-like gaze in your direction. 
   
  PCs must now face the wyverns. 
  PCS ATTEMPT TO HELP THE GIANT 
   
  As you surge forward in the defense of the giant, 
  the wyverns, sensing the new threat, turn and wheel 
  in your direction! 
   
  Once the PCs have defeated the wyverns, they must 
  still deal with the giant. 
   
  With a mighty roar which swiftly turns into a 
  giantish screech, the hill giant pulls himself out of 
  the mine shaft. 
   
  His leg is a bloody mess, and you can see broken 
  bones sticking out of his calf. He sits down, 
  breathing heavily, and begins to rummage around in 
  his bag. 
   
  If the PCs approach to offer healing or other help, 
  the giant gratefully accepts. If not, he will proceed to 
  quaff several potions; screaming in pain as his bones are 
  re-knit and the wounds close. 
   
  He reaches again into the bag, looking at you, 
  and tosses each of you a bundle; skins wrapped 
  around a flask somewhat larger than a wine bottle. 
   
  The giant will rest and recuperate, and the PCs are 
  free to leave or stay; the giant will not make any 
  aggressive moves toward the adventurers. The PCs will 
  earn the Favor of Felk the Hill Giant on the AR. 
  Creatures: 
  APL 4 (EL 6) 
  � Felk: Male Hill Giant Ftr5; hp 148; see Appendix 1. 
  � Wyvern (1): hp 74; see Monster Manual, page 259. 
  APL 6 (EL 8) 
  � Felk: Male Hill Giant Ftr5; hp 148; see Appendix 2. 
  � Wyverns (2): hp 74 each; see Monster Manual, 
  page 259. 
  APL 8 (EL 10) 
  � Felk: Male Hill Giant Ftr5; hp 148; see Appendix 3. 
  � Wyverns (4): hp 74 each; see Monster Manual, 
  page 259. 
  APL 10 (EL 12) 
  � Felk: Male Hill Giant Ftr5; hp 148; see Appendix 4. 
  
  YEO5-02 Shield of Fury, Shield of Faith 
   
  Page 8 
  � Advanced Wyverns (2): hp 149 each; see 
  Appendix 4. 
  APL 12 (EL 14) 
  � Felk: Male Hill Giant Ftr5; hp 148; see Appendix 5. 
  � Advanced Wyverns (4): hp 149 each; see 
  Appendix 5. 
   
  Treasure: If the PCs are given bottles by Felk in 
  thanks, they are his Giant’s potions of cure moderate wounds 
  (see the Treasure Summary), one per PC.  Felk’s potions 
  are destroyed in combat if he is slain by the PCs or the 
  wyverns, but the PCs can recover his armor and club in 
  that case. 
  ENCOUNTER 4: THE SIGN OF 
  THE FAITHFUL 
  Toward the end of the second day, you reach the end 
  of your journey in Trollsfoot. The wide path of the 
  road gives way at the edge of town to wide pavers cut 
  from the nearby hills. Only the center of the road 
  remains unpaved, a shallow gutter for drainage. 
  Trollsfoot sits nestled into the surrounding hills, 
  spread out in fact from the base of Hook Mount an 
  old hill riddled with mines and at least one quarry. 
   
  You pass several homes and a few businesses on 
  your way into town, and notice that people on the 
  street tend to hurry indoors. Shopkeepers eye you 
  suspiciously until you pass past their door. 
   
  Reaching the town square, you find a broad, 
  grassy area, bordered by trees and hedges, peering 
  beyond, you can see an old fountain, made from the 
  same stone as the pavers of the road. 
   
  On this side of the square you can see the Hill 
  Hole, a renowned inn settled at and into the base of 
  Hook Mount, and well-known for its potato soup. 
  Across the square, nearly obscured by the trees of 
  the green stands another inn, under a sign in the 
  shape of a shield, painted with a tankard 
  emblazoned with the sign of Pelor. 
   
  Again, if the PCs are unable to discern that this is a 
  sign of the faith, give the PCs an Int check (DC 5 + APL) 
  to realize that this is their ultimate goal. 
   
  If the PCs wish to ask around about finding anything 
  in the clues given by Nanny O, give them standard 
  Gather Information checks (DC 10 + APL). Because of 
  the recent events in Trollsfoot, most of its inhabitants are 
  suspicious of strangers; PCs must make a Diplomacy 
  check (DC 5 + APL) in order to get people to stop and 
  listen to their attempts to gather information. For the 
  most part, asking about faith and such, will result in the 
  following exchange, or something similar: 
   
  “Oh, I know Faith of course. Eyup, right over 
  there,” he says, pointing to the inn with the Pelorian 
  tankard on the sign. He takes a sniff, “Mmm, smells 
  like Faith’s baking her bread again. That’ll mean 
  stew for yeh t’night. Right good cook she is.” 
   
  Similar statements made by townspeople should 
  clue the adventurers in that Faith is both a person and the 
  Inn. 
  ENCOUNTER 5: THE FAITH 
  AND THE FURY 
   
  This encounter in the taproom of Faith’s can be quite 
  open-ended. If one of the PCs wields Ghostrender from 
  YEO4-03 Dust to Dust, then the Fury will recognize and 
  acknowledge the sword immediately. Otherwise, the PCs 
  have several options, depending on if they vocalize (and 
  someone overhears) that they’ve been looking for faith 
  (or actually Faith, although it’s doubtful they know at this 
  point they’re looking for an actual person). 
   
  The group of adventurers gathered near the fire have 
  been sent to waylay anyone who attempts to get the 
  shield; based on the information they were given, they 
  will react to “Fury” or “Faith,” by attacking (but see below) 
  anyone who is asking about them; and will attack Faith if 
  she is identified (they will not initiate combat upon 
  learning Faith’s identity, if they have some idea they can 
  capture her). 
   
  Note that the adventurers do not know exactly what 
  they are looking for; they’ve been told to take care of 
  anyone asking about Fury or Faith, to find and take Faith, 
  or kill her if necessary. 
   
  Place tables and chairs and such as you see fit (see 
  DM Aid: Maps); they will be dragged out of the way to 
  provide a cleared fighting space (the kobolds will not 
  venture outdoors to fight, unless they have no choice). 
   
  Stepping into the inn, you’re greeted by a warm 
  fire, and the enticing smells of baked bread and 
  hearty stew. Common tables in the main room have 
  at most one or two people each, except for a knot of 
  six or seven men gathered at a trestle table half in 
  shadow, to one side of a stove against the wall to 
  your right. 
   
  “Welcome to Faith’s!” you’re warmly greeted by a 
  buxom young woman wiping her hands on an apron 
  stained in places with beer and stew. “Have a seat 
  anywhere. What’s your drink?” 
   
  If anyone wields Ghostrender, proceed to the marked 
  section below as the PCs move toward a table.  Otherwise, 
  the serving maid proceeds to lead the party to a table, 
  taking their drink order, and generally they have a 
  normal tavern experience. 
   
  As you take a seat at one of the larger tables in 
  the room, your eyes are drawn to the huge fireplace 
  across the taproom. The hearth must be ten feet 
  across, the fireplace itself carried up through the 
  
  YEO5-02 Shield of Fury, Shield of Faith 
   
  Page 9 
  roof 
  by 
  enormous 
  fieldstones, 
  with 
  mortar 
  blackened by the soot of many, many years. 
   
  Above the mantle of the fireplace, a great shield 
  is mounted on the chimney. It seems to be a large 
  steel shield, perhaps white in color once, though it’s 
  now a dull gray. Faint markings are difficult to see, 
  but look like a pair of spears flanking a sword in the 
  center. 
   
  If the party asks around for information on Faith, 
  Fury, or anything related to the information Nanny O 
  gave to the party, make a Listen check for the 
  “adventurers” gathered near the fire. Since Tarek, the 
  leader, has Listen +14 at APL 4, it’s unlikely that they will 
  miss someone asking about this information. 
   
  This band of adventurers, actually a rakshasa and 
  several kobolds warriors, have been tasked with finding 
  and capturing or killing Faith, great-granddaughter many 
  times removed of the Guardian, the first wielder of the 
  shield, Fury. They do not know who they are working for, 
  who Faith is, or her family history. Tarek has changed his 
  shape and used a arcane scroll of seeming (CL 9th) on his 
  kobold helpers. They will appear as normal human 
  mercenaries, if a bit short, (being kobolds). Observant 
  PCs may notice (Spot check, DC 20 + APL) before any 
  fighting breaks out that each of the humans looks just 
  like the others; they are hiding beneath hoods, but can’t 
  completely keep from being seen. 
   
  Any declarations by newly arrived PCs of the 
  “evilness” of the humanoids will be greeted by hoots of 
  derision from the other patrons; after all they have been 
  by the fire all day, and caused no trouble, while the PCs 
  have just arrived and have immediately thrown out 
  accusations. 
   
  Once the PCs have asked about faith (Faith), and 
  have tried to gather some information about what they 
  were told by Nanny O, she will approach them and 
  introduce herself as the owner of the inn. 
   
  Faith is a strong, competent woman of middle years. 
  Although she married years ago, she has no children. Her 
  husband is a farrier and runs a livery one door down fro 
  the inn. 
   
  It’s easy to tell that Faith was once a great beauty in 
  her youth. Unlike many, she did not use this to her 
  advantage over others, and continues to be a “good soul” 
  as most people would call her. 
   
  If Faith is asked about herself, or the PCs wonder 
  why they were supposed to find her, she will give them 
  the standard history of the inn and her ancestors: 
  • 
  The inn has been in her family for years. 
  • 
  The shield has always hung over the fireplace (as far 
  as she knows). 
  • 
  All the generations of her family have lived here, 
  back to the many-times removed grandmother who 
  was in a great battle according to family legend. 
  • 
  Every generation since has had one daughter (and 
  however many sons) who has inherited the inn; the 
  women have owned the inn back to the first who 
  came from the west. 
  • 
  The inn is call Faith’s Shield because it has sheltered 
  her people for year, traced back through the 
  maternal line; all of whom were called Faith. 
   
  Tarek is aware, by now of who Faith is, and now 
  plans on taking her captive later that night. He has not 
  made any untoward moves while gathering information 
  on the situation. 
  IF A PC WIELDS GHOSTRENDER 
   
  A booming voice comes from across the inn 
  from the fireplace, “Well, well, well. Look what the 
  cat dragged in.” 
   
  At the sound of the voice, filling the main room 
  of the inn, all talk ceases, and the stark clatter of one 
  or two utensils is quite loud. Everyone looks toward 
  the fireplace, and the group sitting nearby stands 
  and looks around in puzzlement. 
   
  Above the mantle of the fireplace, a great shield 
  is mounted on the chimney. It seems to be a large 
  steel shield, perhaps white in color once, though it’s 
  now a dull gray. Faint markings are difficult to see, 
  but look like a pair of spears flanking a sword in the 
  center. 
   
  “I swear, Ghosty, you’re a sight for sore eyes… or 
  whatever the hell it is I see with.” The voice is hearty, 
  loud and gravelly, and you think of a dwarf sitting 
  on a pile of gold coins drinking ale when you hear it. 
  “What’s it been, eight, nine hundred years or more?” 
   
  Another voice answers, spooking the patrons of 
  the inn even further, as Ghostrender acknowledges 
  the voice, “Well, Fury, small chance to find ye in a 
  tavern, eh?” In contrast, Ghostrender’s voice is 
  smooth and modulated, and the sword retains much 
  of the accented speech from many years ago. 
  AFTER THE CHAT: PCS & FAITH OR 
  GHOSTRENDER & FURY  
   
  As you sit, trying to figure out your next move, 
  one of the adventurers sitting to one side of the fire 
  rises, and begins to walk to your table. 
   
  Unlike his companions, this fellow wears well 
  tailored clothes, and light chain gleams over his 
  dark red tunic. Where his men hunker down, and 
  seem to move in darts and fits, he exudes confidence 
  and moves with the grace of a fencer. 
  
  YEO5-02 Shield of Fury, Shield of Faith 
   
  Page 10 
   
  As he nears, you catch a whiff of spices and 
  leather. “Good eve,” he says, “I am Tarek ibn 
  Fahraqh.” His voice is heavy and deep and he speaks 
  with an accent you can’t quite place. 
   
  “I 
  could 
  not 
  help 
  but 
  overhear 
  your 
  conversation…” 
   
  Give the PCs a Spot check (DC 20 + APL) to notice 
  that the rakshasa keeps his hands out of sight. Note that 
  the rakshasa is extremely subtle about this. This is not a 
  cheap way for the PCs to learn what he is; but there is a 
  chance for very adept observers to notice something 
  strange about his hands. Do not give this out as a 
  throwaway.  Read the below only if the PCs make the 
  Spot check: 
   
  As the adventurer comes closer to your table, 
  you notice that something is different about his 
  hands. He seems to keep his hands under his tunic. 
  When he gestures, his movements are strangely 
  fluid and graceful, and although he moves too 
  quickly for you to examine his hands, his 
  movements don’t seem hurried. 
   
  At this point, Tarek can proceed in a number of ways 
  based on the PCs understanding of the situation.  He’ll 
  use his abilities to determine what the PCs know and 
  then act accordingly: 
  PCS KNOW WHAT THEY SEEK 
   
  “I see that you now know what it is we both 
  seek. Please, please. Keep your seats. I am no threat 
  to you. I do not wish to risk dangerous 
  confrontation here; what of the innocent patrons of 
  Faith’s Shield, eh? What of them in a dangerous 
  melee?” Tarek speaks softly, standing by your table. 
   
  I propose this. Let us have a contest of arms. I 
  have seen your carnivals at the height of mid-winter. 
  Perhaps you would prefer to ‘bear wrassel’ I believe 
  is the term? No? A strict assessment of arms then? 
  My companions versus you, then?” 
   
  If the PCs inquire about the rakshasa joining the 
  fight, he will decline at lower APLs (4 to 8): 
   
   “Me? Oh, my no, I am no mere fighter. Indeed 
  you have my word that I will not interfere in the 
  fight, and the losers shall depart forthwith. If that is 
  satisfactory, shall we clear adequate space?” Tarek 
  steps to the side and waits for you to join him near 
  the bar. 
   
  Note that although the rakshasa has every intention 
  of honoring his word, he knows that not everyone is 
  trustworthy and will not give the PCs a chance to spirit 
  away the shield.  At higher APLs (10 & 12), he will join 
  the fight: 
   
   “Me? Well, ordinarily I would not join such an 
  endeavor, but perhaps this one time, if you insist?” 
  with that, Tarek grins widely, and walks to the 
  center of the taproom with his companions. 
  PCS DON’T KNOW WHAT THEY SEEK 
   
  The rakshasa will attempt to bluff the party into 
  accepting his help, so that he can strike them down later 
  outside of town, with no witnesses. 
   
  “I believe that we have been sent here for the 
  same thing. I too have only rambling words and 
  vague hints to work with. Perhaps we would be well-
  served to join forces?” 
   
  If the PCs react negatively, the rakshasa will accept 
  that graciously, and return to his seat waiting for his 
  chance to snatch Faith later that evening. 
  PC WIELDS GHOSTRENDER 
   
  This situation is handled in the boxed text above; 
  once the conversation between Fury and Ghostrender takes 
  place, the rakshasa (or just his followers at lower APLs) 
  will attack. 
   
  “So, you are the one spoken of? The Deliverer 
  returned they say. Well, I say have at you!” 
  COMBAT 
   
  Fury, mounted on the wall for some 600 years or 
  more (he was stored up in the inn’s attic for years, until 
  the existence of the shield faded from common 
  knowledge), will begin yelling for someone to get him off 
  the wall, so he can join the fight. See the Conclusion for 
  more information on who qualifies to wield Fury and the 
  Treasure Summary for what powers Fury possesses. 
   
  Tactics: Much of the tactics used by the rakshasa 
  and kobolds depends on what the PCs know and when 
  they know it.  If at all possible, the rakshasa will attempt 
  to capture Faith in order to find the item they’ve been 
  sent for (they have limited knowledge just as the PCs do). 
   When the PCs figure out they need to get the shield 
  from Faith, the rakshasa’s force will attack.  If the 
  rakshasa knows about getting the shield first, before the 
  PCs have figured this out, he will attempt to bluff the PCs 
  into leaving the inn, or otherwise getting the PCs out of 
  the way non-violently (if possible). 
   
  Note: At lower APLs (4 to 8), the rakshasa will allow 
  his companions to carry the battle. Only at APL 10 and 12 
  does he enter combat, unless directly attacked. If the 
  rakshasa reaches a “duel” agreement with the PCs, he will 
  keep his word. Because the rakshasa and the kobolds are 
  an overwhelming force together, especially at lower 
  APLs, make sure the rakshasa gets the chance to make his 
  offer; do not let the PCs jump into combat unless they 
  insist (forcing the rakshasa to join the fight raises the EL 
  to 11 or 12 at APLs 4 to 8).  The rakshasa wears a ring of 
  counterspells with magic missile cast into it at APLs 4, 6 & 8 
  and dispel magic at APLs 10 & 12. 
  
  YEO5-02 Shield of Fury, Shield of Faith 
   
  Page 11 
  APL 4 (EL 6) 
  � Tarek ibn Fahraqh: Male Rakshasa; hp 58; see 
  Appendix 1. 
  � Kobold War4 (6): hp 24 each; see Appendix 1. 
  APL 6 (EL 8) 
  � Tarek ibn Fahraqh: Male Rakshasa; hp 58; see 
  Appendix 2. 
  � Kobold War6 (6): hp 36 each; see Appendix 2. 
  APL 8 (EL 10) 
  � Tarek ibn Fahraqh: Male Rakshasa; hp 58; see 
  Appendix 3. 
  � Kobold War8 (6): hp 48 each; see Appendix 3. 
  APL 10 (EL 12) 
  � Tarek ibn Fahraqh: Male Rakshasa; hp 58; see 
  Appendix 4. 
  � Kobold War8 (6): hp 48 each; see Appendix 4. 
  APL 12 (EL 14) 
  � Tarek ibn Fahraqh: Male Rakshasa Sor2; hp 69; 
  see Appendix 5. 
  � Kobold War10 (6): hp 60 each; see Appendix 5. 
   
  Treasure:  The possessions of Tarek and his warriors 
  are the only treasure here (but see Conclusion below). 
  CONCLUSION 
  In the aftermath of the fight, the gravelly voice of 
  Fury booms out again across the taproom. “Well 
  done! It’s been nigh on two hundred years since I 
  saw anything more than a simple fist-fight.” 
   
  The shield seems to jump a bit, “If one of you 
  valorous heroes would be so kind as to detach me 
  from this wall, perhaps we could get something 
  more accomplished. What about you, [chosen PC’s 
  name]?” 
   
  Note: Fury is an intelligent, aligned unique shield 
  and can only be used by a Good PC of the shield’s 
  choosing. Fury will choose its new owner using the 
  following list in descending order. 
  1. 
  Paladin of Heironeous 
  2. 
  Paladin of another deity 
  3. 
  Cleric of Heironeous 
  4. 
  Fighter or Ranger who worships Heironeous 
  5. 
  Good-aligned Fighter or Ranger 
  6. 
  Good-aligned cleric 
  7. 
  Highest level Good-aligned PC present 
   
  If there is more than one PC in the same category, 
  the shield will choose the PC with the highest BAB. If 
  the PCs are still tied, the spear will choose the one with 
  the highest Cha score.  Whichever PC is chosen should 
  receive (and is the only who should do so) the Fury 
  reward on the AR. 
   
  “I suppose ye’d all like to hear my tale? Even ye 
  must be… especially you must be curious, 
  Ghostrender. Before ye were laid to rest with the 
  Deliverer, we both knew that day would end in 
  disaster. 
   
  Surprisingly, the Yeoman carried the day. Ye 
  doubt me? A horde of rag-tag farmers, running to 
  and fro at the behest of a, a… ah, never mind all that. 
  Yer ancestors won the day, and that was enough.” 
   
  “Ah, gently there, lad!” Fury says to the boy 
  cleaning the shield’s surface. “Rub off the dirt, eh, 
  not the enamel. Ye like me heraldry? This, this is 
  what yon militia should have on it’s tabard. We were 
  the symbols that helped carry the day, sword, spears 
  and shield. 
   
  Getting back the story, as I’m sure old Ghosty 
  has told you, we had problems even before the last 
  battle. Problems that no one else knew… and never 
  would know, except now it’s so long ago that it really 
  has no bearing. 
   
  When the Deliverer was laid to rest, and 
  Ghostrender decided to stay by his side, hoping that 
  one day he would be redeemed, the Guardian and I 
  headed east, to the frontier, where we could 
  disappear. 
   
  The Voice followed along for a time, and turned 
  to a different path, and I lost contact with Dooms. 
  Finally, the Guardian and I came to a small hamlet 
  in the hills west of the Dreadwood— the Little Hills. 
  Trollsfoot as it later came to be known, was a small 
  halfling village, open and welcoming to other non-
  evil humanoids. Over the years, I’ve seen a balance 
  maintained here among the halflings, elves, humans 
  and dwarves. 
   
  So, we’d found the place to settle and the 
  Guardian settled. After all by then, she was six 
  month’s pregnant. 
   
  At the shocked out-bursts all around you, you 
  could swear that the shield was grinning and 
  laughing so much it shook. 
   
  Ah, sorry, my friends, I’ve been waiting nigh on 
  900 years to tell this tale! 
   
  The Guardian and the Deliverer were more than 
  heroic companions fighting evil. Not at first, but 
  they were great friends immediately, and when he 
  chanced to glimpse Faith bathing one day, he knew 
  at once that she was his chosen forever. 
   
  Of course after the battle, when the Deliverer 
  lay bleeding on the field, she blamed herself. But we 
  
  YEO5-02 Shield of Fury, Shield of Faith 
   
  Page 12 
  never… ah never mind that either; it’s done and 
  gone. 
   
  Ah, Faith, I am sorry to have stood by all these 
  years, without so much as a word. But ye see I was 
  still incognito. At least until old Ghosty came in. 
  Never fear, young ‘un, we’ll have time to catch up; I 
  have lots of family gossip I can pass along to ye. 
   
  Now then, fair heroic adventurers, where do we 
  take the fight to?” 
   
  Treasure: PCs receive the Favor of Nanny Oggda 
  Oakbessel reward on the AR if they saved Faith and Fury 
  from the rakshasa and his kobolds.  Fury also has another 
  bit of important information to provide the PCs.  The 
  Guardian has left a stash of some of her equipment 
  hidden in the inn for those she knew would one day 
  come to take up her shield and her fight.  Before the PCs 
  depart the inn, he will make certain to point out the 
  location of the items and the fact that they are free to take 
  them with them.  The items available in the secret stash 
  vary based on the APL: 
  APL 4: scarf of warmth (Complete Adventurer), focusing 
  candle (Complete Adventurer). 
  APL 6: scarf of warmth (Complete Adventurer), focusing 
  candle (Complete Adventurer), masterwork military saddle 
  (Complete Adventurer), magic sleeping bag (Miniature’s 
  Handbook). 
  APL 8: scarf of warmth (Complete Adventurer), focusing 
  candle (Complete Adventurer), masterwork military saddle 
  (Complete Adventurer), magic sleeping bag (Miniatures 
  Handbook), vest of resistance +1 (Complete Arcane), badge 
  of valor (Complete Adventurer). 
  APL 10: scarf of warmth (Complete Adventurer), focusing 
  candle (Complete Adventurer), masterwork military saddle 
  (Complete Adventurer), magic sleeping bag (Miniatures 
  Handbook), vest of resistance +1 (Complete Arcane), badge 
  of valor (Complete Adventurer), medal of gallantry 
  (Complete Adventurer), gloves of fortunate strike 
  (Miniatures Handbook). 
  APL 12: scarf of warmth (Complete Adventurer), focusing 
  candle (Complete Adventurer), masterwork military saddle 
  (Complete Adventurer), magic sleeping bag (Miniatures 
  Handbook), vest of resistance +1 (Complete Arcane), badge 
  of valor (Complete Adventurer), medal of gallantry 
  (Complete Adventurer), gloves of fortunate strike 
  (Miniatures Handbook), vest of resistance +2 (Complete 
  Arcane), field provisions box (Miniatures Handbook). 
   
   
  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 1 
  Defeat the tyrgs (krenshars) 
   
  APL 4: 180 xp. 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
  Encounter 3 
  Defeat the wyverns 
   
  APL 4: 180 xp. 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
  Encounter 5 
  Defeat the rakshasa’s force 
   
  APL 4: 180 xp. 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
  Story Award 
  PCs’ actions towards Felk the hill giant (All APLs): 
   
  Neither help nor harm: 0 xp. 
   
  Slay the giant: 15 xp. 
   
  Help the giant: 30 xp. 
  Figuring out what is going on at the inn (All APLs): 
   
  Tarek figures it out first: 0 xp. 
   
  Both sides figure it out at same time: 15 xp. 
   
  PCs figure it out first: 30 xp. 
  Recovering the shield (All APLs): 
   
  Tarek recovers Fury: 0 xp. 
   
  PCs recover Fury: 30 xp. 
  Discretionary Roleplaying Award 
   
  APL 4: 45 xp. 
   
  APL 6: 90 xp. 
   
  APL 8: 135 xp. 
   
  APL 10: 180 xp. 
   
  APL 12: 225 xp. 
  
  YEO5-02 Shield of Fury, Shield of Faith 
   
  Page 13 
  Total possible experience 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
   
  APL 12: 1,575 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 adventure, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter 3: 
  All APLs: L: 1 gp, C: 0 gp, M: large black dragoncraft 
  hide armor (514 gp). 
  Encounter 5: 
  APL 4: L: 0 gp, C: 0 gp, M: ring of counterspells (333 gp), 
  bracers of armor +2 (333 gp), 2 potions of cure moderate 
  wounds (25 gp each), 6 +1 small leather armors (97 gp 
  each), 6 +1 small spears (192 gp each). 
  APL 6: L: 0 gp, C: 0 gp, M: ring of counterspells (333 gp), 
  bracers of armor +2 (333 gp), 2 potions of cure moderate 
  wounds (25 gp each), 6 +2 small leather armors (347 gp 
  each), 6 +1 small spears (192 gp each). 
  APL 8: L: 0 gp, C: 0 gp, M: ring of counterspells (333 gp), 
  bracers of armor +2 (333 gp), 2 potions of cure moderate 
  wounds (25 gp each), 6 +2 small leather armors (347 gp 
  each), 6 +1 small spears (192 gp each), 6 amulets of 
  natural armor +1 (167 gp each). 
  APL 10: L: 0 gp, C: 0 gp, M: ring of counterspells (333 
  gp), bracers of armor +2 (333 gp), 2 potions of cure serious 
  wounds (63 gp each), 6 +2 small chain shirts (354 gp 
  each), 6 +1 small spears (192 gp each), 6 amulets of 
  natural armor +1 (167 gp each). 
  APL 12: L: 0 gp, C: 0 gp, M: ring of counterspells (333 
  gp), bracers of armor +4 (1,333 gp), 2 potions of cure 
  serious wounds (63 gp each), 6 +2 small chain shirts (354 
  gp each), 6 +2 small spears (692 gp each), 6 amulets of 
  natural armor +1 (167 gp each), 6 +1 small slings (192 
  gp each), 6 brooches of shielding (125 gp each). 
  Conclusion: 
  APL 4: L: 0 gp, C: 0 gp, M: scarf of warmth (21 gp), 
  focusing candle (8 gp). 
  APL 6: L: 0 gp, C: 0 gp, M: scarf of warmth (21 gp), 
  focusing candle (8 gp), masterwork military saddle (18 
  gp), magic sleeping bag (83 gp). 
  APL 8: L: 0 gp, C: 0 gp, M: scarf of warmth (21 gp), 
  focusing candle (8 gp), masterwork military saddle (18 
  gp), magic sleeping bag (83 gp), vest of resistance +1 (83 
  gp), badge of valor (83 gp). 
  APL 10: L: 0 gp, C: 0 gp, M: scarf of warmth (21 gp), 
  focusing candle (8 gp), masterwork military saddle (18 
  gp), magic sleeping bag (83 gp), vest of resistance +1 (83 
  gp), badge of valor (83 gp), medal of gallantry (92 gp), 
  gloves of fortunate strike (167 gp). 
  APL 12: L: 0 gp, C: 0 gp, M: scarf of warmth (21 gp), 
  focusing candle (8 gp), masterwork military saddle (18 
  gp), magic sleeping bag (83 gp), vest of resistance +1 (83 
  gp), badge of valor (83 gp), medal of gallantry (92 gp), 
  gloves of fortunate strike (167 gp), vest of resistance +2 
  (333 gp), field provisions box (167 gp). 
  
  YEO5-02 Shield of Fury, Shield of Faith 
   
  Page 14 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 4: L: 1 gp, C: 0 gp, M: 2,993 gp – Total: 2,994 gp 
  (650 gp). 
  APL 6: L: 1 gp, C: 0 gp, M: 4,594 gp – Total: 4,595 gp 
  (900 gp). 
  APL 8: L: 1 gp, C: 0 gp, M: 5,762 gp – Total: 5,763 gp 
  (1,300 gp). 
  APL 10: L: 1 gp, C: 0 gp, M: 6,139 gp – Total: 6,140 gp 
  (2,300 gp). 
  APL 12: L: 1 gp, C: 0 gp, M: 12,541 gp – Total: 12,542 
  gp (3,300 gp). 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Favor of Nanny Oggda Oakbessel:  For heeding the 
  oracular musings of the beloved halfling cleric of Midfell, 
  you have earned her favor. 
  � Favor of Felk the Hill Giant:  Your actions have 
  proven you a friend of Felk the hill giant.  For helping to 
  free and/or heal the hill giant, he has rewarded you with 
  a small bone (whose origin you are leery of asking about). 
   The bone is inscribed with Felk’s personal rune. 
  � Enmity of Felk the Hill Giant:  Your actions have 
  proven you a foe of Felk the hill giant.  By denying him 
  assistance or by trying to harm or slay him, you have been 
  named a giantfoe.  This PC receives a -2 to all Cha-based 
  checks with giants, starts all interactions with giants in 
  the worst possible situation (i.e. hostile initial attitude 
  towards the PC), and will be a primary target of any giant 
  involved in combat with this PC and his party.  The 
  enmity remains until the PC finds some way to atone for 
  his actions against Felk (contact the Yeomanry triad for 
  details). 
  � Giant’s Potion of Cure Moderate Wounds:  This 
  potion is gratefully given to this PC by the hill giant Felk. 
   The potion bottle is larger than a wine bottle.  If 
  consumed in four individual swigs, each swig acts a potion 
  of cure moderate wounds.  If all four swigs are guzzled at 
  once (full round action), the guzzle acts as if the PC had 
  swallowed 4 potions of cure moderate wounds consecutively. 
   Mark the swigs taken here:  ★  ★  ★  ★.  Faint 
  Conjuration; CL 3rd; can’t be crafted, Price: 1,200 gp, 
  Weight: 0 lbs. 
  � Fury: Fury is an intelligent (see the Dungeon Master’s 
  Guide) +1 mithral heavy shield.  Fury is Neutral Good, with 
  Int 14, Wis 10, and Cha 14.  It can speak Common, 
  Ancient Suloise, and Old Oeridian, as well as 
  communicate telepathically with its wielder.  Fury has 
  120 ft. vision and hearing.  It starts with an initial Ego of 
  6 and initial cost of 6,020 gp.  Fury bonds with one and 
  only one Good-aligned PC; so long as that person is alive, 
  it will not willingly let anyone else wield it, initiating an 
  ego conflict with any who try.  Fury’s primary motivation 
  is to protect and heal the opponents of the evil wizard 
  Asberdies and any of his minions. 
   
  This PC must pay the shield’s initial cost of 6,020 gp 
  to complete the bonding process and wield the shield.  If 
  this PC had insufficient funds to do so, he must 
  temporarily surrender the shield to the Academy of Lore 
  "for study and safe-keeping."  The character can then 
  “purchase” Fury following any future Yeomanry regional 
  or Sheldomar Valley metaregional adventure. 
   
  This shield can not be upgraded normally.  However, 
  at the end of any Yeomanry adventure in which the PC 
  and the shield have not had a personality conflict, the PC 
  may purchase any of the following “upgrades” to the 
  shield (cost to further “bind” the shield to the user): 
  • 
  Fury can bless its allies 3/day (cost: 1,000 gp, +1 Ego). 
  • 
  Fury can use cure moderate wounds (2d8+3) on wielder 
  3/day (cost: 6,500 gp, +1 Ego). 
  • 
  Fury’s enhancement bonus increases to +2 (cost: 
  3,000 gp, +1 Ego). 
  • 
  Fury gains the animated shield special ability (cost: 
  12,000 gp, +2 Ego, must purchase enhancement 
  bonus increase first). 
   
  At no time may two PCs at the same table both wield 
  Fury in the same adventure.  If both PCs own this shield, 
  the DM must determine randomly which PC has the 
  actual shield for the adventure and which one has an 
  equivalent non-intelligent shield for the adventure. 
   
  Fury accompanies this PC for as long as it serves its 
  mission against Asberdies.  At some future time (as 
  specifically noted in a Yeomanry adventure), the shield 
  may choose to leave this PC to continue its mission with 
  another individual. 
  Item Access 
  APL 4 (all of the following): 
  • 
  Bracers of Armor +2 (Adventure; Dungeon Master’s Guide) 
  • 
  Focusing Candle (Adventure; Complete Adventurer) 
  • 
  Fury (Regional and Metaregional; See Above; Limit One) 
  • 
  Giant’s Potion of Cure Moderate Wounds (Regional; See 
  Above; Limit One) 
  • 
  Large Black Dragoncraft Hide Armor (Adventure; 
  Draconomicon) 
  • 
  Large Greatclub (Adventure; Player’s Handbook) 
  • 
  Ring of Counterspells (Adventure; Dungeon Master’s 
  Guide) 
  
  YEO5-02 Shield of Fury, Shield of Faith 
   
  Page 15 
  • 
  Scarf of Warmth (Adventure; Complete Adventurer) 
   
  APL 6 (all of APL 4 plus the following): 
  • 
  +2 Leather Armor (Adventure; Dungeon Master’s Guide) 
  • 
  Magic Sleeping Bag (Adventure; Miniatures Handbook) 
  • 
  Masterwork Military Saddle (Adventure; Complete 
  Adventurer) 
   
  APL 8 (all of APL 4, 6 plus the following): 
  • 
  Amulet of Natural Armor +1 (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Badge of Valor (Adventure; Complete Adventurer) 
  • 
  Vest of Resistance +1 (Adventure; Complete Arcane) 
   
  APL 10 (all of APLs 4, 6, 8 plus the following): 
  • 
  +2 Chain Shirt (Adventure; Dungeon Master’s Guide) 
  • 
  Gloves of Fortunate Strike (Adventure; Miniatures 
  Handbook) 
  • 
  Medal of Gallantry (Adventure; Complete Adventurer) 
   
  APL 12 (all of APLs 4, 6, 8, 10 plus the following): 
  • 
  +2 Spear (Adventure; Dungeon Master’s Guide) 
  • 
  Bracers of Armor +4 (Adventure; Dungeon Master’s Guide) 
  • 
  Brooch of Shielding (Adventure; Dungeon Master’s Guide) 
  • 
  Field Provisions Box (Adventure; Miniatures Handbook) 
  • 
  Vest of Resistance +2 (Adventure; Complete Arcane) 
   
   
   
   
  
  YEO5-02 Shield of Fury, Shield of Faith 
   
  Page 16 
  APPENDIX 1 – APL 4 
   
  ENCOUNTER 1 
   
   
   
   
  Tyrg (Krenshar): Medium Magical Beast; hp 15; see 
  Monster Manual, page 163. 
  Tyrg (Krenshar), Advanced: CR 4; Large Magical Beast; 
  HD 8d10+16; hp 72; Init +1; Spd 40 ft.; AC 15, touch 10, 
  flat-footed 14 (-1 size, +1 Dex, +5 natural); BA/Grp 
  +8/+16;  Atk +11 melee (1d8+4, bite); Full Atk +11 melee 
  (1d8+4, bite) and +9 melee (1d6+2, 2 claws);  Space/Reach 
  10 ft./5 ft.; SA scare; SQ darkvision 60 ft., low-light vision, 
  scent; AL N; SV Fort +8, Ref +7, Will +3; Str 19, Dex 12, 
  Con 15, Int 6, Wis 12, Cha 13. 
   
  Skills and Feats: Hide +4, Jump +13, Listen +4, Move 
  Silently +5; Ability Focus (scare), Multiattack, Power 
  Attack, TrackB. 
   
  Skills: A tyrg has a +4 racial bonus on Jump and 
  Move Silently checks. 
   
  Scare (Ex or Su): As a standard action, a tyrg can 
  pull the skin back from its head, revealing the 
  musculature and bony structures of its skull. This alone is 
  usually sufficient to scare away foes (treat as a Bluff check 
  with a +3 bonus).  Combining this scare ability with a 
  loud screech produces an unsettling effect that works 
  like a scare spell from a 3rd level caster (Will DC 15 
  partial). A creature that successfully saves cannot be 
  affected again by the same tyrg’s scare ability for 24 
  hours. The shriek does not affect other tyrgs. This is a 
  supernatural, sonic mind-affecting fear effect.  The save 
  DC is Cha-based. 
  ENCOUNTER 3 
   
   
   
   
  Felk: Male Hill Giant Ftr5; CR 12; Large Giant; HD 
  12d8+5d10+51; hp 148; Init +0; Spd 40 ft.; AC 21, touch 9, 
  flat-footed 20 (-1 size, +9 natural, +3 armor); BA/Grp 
  +14/+27;  Atk +23 melee (2d8+15, large greatclub) or +22 
  melee (1d4+9, slam) or +14 ranged (2d6+9, rock); Full Atk 
  +23/+18/+13 melee (2d8+15, large greatclub) or +22 
  melee (1d4+9, 2 slams) or +14 ranged (2d6+9, rock);  
  Space/Reach 10 ft./10 ft.; SA rock throwing (120 ft range 
  increment); SQ low-light vision, rock catching; AL CN; 
  SV Fort +15, Ref +5, Will +5; Str 28, Dex 10, Con 16, Int 
  10, Wis 10, Cha 11. 
   
  Skills and Feats: Climb +14, Craft (armorsmithing) 
  +10, Jump +14, Listen +9, Spot +9; Awesome Blow, 
  Cleave, Great CleaveB, Improved Bull Rush, Improved 
  OverrunB, Improved Sunder, Power Attack, Weapon 
  Focus (greatclub), Weapon Specialization (greatclub)B. 
   
  Languages: Draconic, Giant. 
   
  Possessions: 7 Giant’s potions of cure moderate wounds (see 
  Treasure Summary), large black dragoncraft* hide armor 
  (counts as masterwork, treated as one category lighter, 
  armor check penalties are reduced by 2, acid resistance 
  5(Ex)), large greatclub.  *Draconomicon, page 117. 
  Wyvern: Large Dragon; hp 74; see Monster Manual, page 
  259. 
  ENCOUNTER 5 
   
   
   
   
  Tarek ibn Fahraqh: Male Rakshasa; CR 11; Medium 
  Outsider (Native); HD 7d8+21; hp 58; Init +3; Spd 40 ft.; 
  AC 24, touch 13, flat-footed 21 (+3 Dex, +9 natural, +2 
  armor); BA/Grp +7/+7;  Atk +7 melee (1d4, claw); Full 
  Atk +7 melee (1d4, 2 claws) and +2 melee (1d6, bite); SA 
  detect thoughts, spells; SQ change shape, DR 15/good 
  and piercing, darkvision 60 ft., SR 27 (27 + class levels); 
  AL LE; SV Fort +8, Ref +8, Will +7; Str 10, Dex 16, Con 16, 
  Int 16, Wis 15, Cha 21. 
   
  Skills and Feats: Bluff +19*, Concentration +13, 
  Diplomacy +15, Disguise +19 (+21 acting)*, Intimidate 
  +11, Listen +14, Move Silently +14, Perform (oratory) +15, 
  Sense Motive +12, Spellcraft +12, Spot +12; Alertness, 
  Combat Casting, Dodge. 
   
  Languages: Common, Draconic, Infernal, Sylvan, 
  Undercommon. 
   
  Skills: A rakshasa has a +4 racial bonus on Bluff and 
  Disguise checks.  *When using shape change, a rakshasa 
  gains an additional +10 circumstance bonus to Disguise 
  checks.  If reading an opponent’s mind, its circumstance 
  bonus on Bluff and Disguise checks increases by a further 
  +4. 
   
  Detect Thoughts (Su): A rakshasa can continuously 
  use detect thoughts as the spell (caster level 18th; Will DC 
  17 negates). It can suppress or resume this ability as a free 
  action. The save DC is Cha-based. 
   
  Change Shape (Su): A rakshasa can assume any 
  humanoid form, or revert to its own form, as a standard 
  action. In humanoid form, a rakshasa loses its claw and 
  bite attacks (although it often equips itself with weapons 
  and armor instead). A rakshasa remains in one form until 
  it chooses to assume a new one. A change in form cannot 
  be dispelled, but the rakshasa reverts to its natural form 
  when killed. A true seeing spell reveals its natural form. 
   
  Spells: A rakshasa casts spells as a 7th level sorcerer. 
   
  Sorcerer Spells Known (6/8/7/5; save DC 15 + spell 
  level): 0 – detect magic, light, mage hand, message, read magic, 
  resistance, touch of fatigue; 1st – charm person, magic missile, 
  shield, silent image, unseen servant; 2nd – bear’s endurance, 
  invisibility, Melf’s acid arrow; 3rd – haste, suggestion. 
   
  Possessions: arcane scroll of seeming (CL 9th), ring of 
  counterspells (magic missile), bracers of armor +2, 2 potions of 
  cure moderate wounds. 
  Kobold War4: CR 1; Small Humanoid (Reptilian); HD 
  4d8; hp 24; Init +2; Spd 30 ft.; AC 17, touch 13, flat-footed 
  15 (+1 size, +2 Dex, +1 natural, +3 armor); BA/Grp +4/-1;  
  Atk +6 melee (1d6/x3, +1 small spear) or +7 ranged (1d3, 
  small sling); Full Atk +6 melee (1d6/x3, +1 small spear) or 
  +7 ranged (1d3, small sling); SA –; SQ darkvision 60 ft., 
  
  YEO5-02 Shield of Fury, Shield of Faith 
   
  Page 17 
  light sensitivity; AL LE; SV Fort +4, Ref +3, Will +0; Str 9, 
  Dex 14, Con 10, Int 10, Wis 9, Cha 8. 
   
  Skills and Feats: Craft (trapmaking) +2, Handle 
  Animal +1, Hide +7, Jump +1, Listen +2, Move Silently 
  +3, Profession (miner) +2, Ride +4, Search +2, Spot +2; 
  Alertness, Weapon Focus (spear). 
   
  Languages: Draconic. 
   
  Skills: A kobold has a +2 racial bonus to Craft 
  (trapmaking), Profession (miner), and Search checks. 
   
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  Possessions: +1 small leather armor, +1 small spear, small 
  sling with 10 sling bullets. 
   
  
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  APPENDIX 2 – APL 6 
   
  ENCOUNTER 1 
   
   
   
   
  Tyrg (Krenshar), Advanced: CR 4; Large Magical Beast; 
  HD 8d10+16; hp 72; Init +1; Spd 40 ft.; AC 15, touch 10, 
  flat-footed 14 (-1 size, +1 Dex, +5 natural); BA/Grp 
  +8/+16;  Atk +11 melee (1d8+4, bite); Full Atk +11 melee 
  (1d8+4, bite) and +9 melee (1d6+2, 2 claws); Space/Reach 
  10 ft./5 ft.;  SA scare; SQ darkvision 60 ft., low-light 
  vision, scent; AL N; SV Fort +8, Ref +7, Will +3; Str 19, 
  Dex 12, Con 15, Int 6, Wis 12, Cha 13. 
   
  Skills and Feats: Hide +4, Jump +13, Listen +4, Move 
  Silently +5; Ability Focus (scare), Multiattack, Power 
  Attack, TrackB. 
   
  Skills: A tyrg has a +4 racial bonus on Jump and 
  Move Silently checks. 
   
  Scare (Ex or Su): As a standard action, a tyrg can 
  pull the skin back from its head, revealing the 
  musculature and bony structures of its skull. This alone is 
  usually sufficient to scare away foes (treat as a Bluff check 
  with a +3 bonus).  Combining this scare ability with a 
  loud screech produces an unsettling effect that works 
  like a scare spell from a 3rd level caster (Will DC 15 
  partial). A creature that successfully saves cannot be 
  affected again by the same tyrg’s scare ability for 24 
  hours. The shriek does not affect other tyrgs. This is a 
  supernatural, sonic mind-affecting fear effect.  The save 
  DC is Cha-based. 
  ENCOUNTER 3 
   
   
   
   
  Felk: Male Hill Giant Ftr5; CR 12; Large Giant; HD 
  12d8+5d10+51; hp 148; Init +0; Spd 40 ft.; AC 21, touch 9, 
  flat-footed 20 (-1 size, +9 natural, +3 armor); BA/Grp 
  +14/+27;  Atk +23 melee (2d8+15, large greatclub) or +22 
  melee (1d4+9, slam) or +14 ranged (2d6+9, rock); Full Atk 
  +23/+18/+13 melee (2d8+15, large greatclub) or +22 
  melee (1d4+9, 2 slams) or +14 ranged (2d6+9, rock);  
  Space/Reach 10 ft./10 ft.; SA rock throwing (120 ft range 
  increment); SQ low-light vision, rock catching; AL CN; 
  SV Fort +15, Ref +5, Will +5; Str 28, Dex 10, Con 16, Int 
  10, Wis 10, Cha 11. 
   
  Skills and Feats: Climb +14, Craft (armorsmithing) 
  +10, Jump +14, Listen +9, Spot +9; Awesome Blow, 
  Cleave, Great CleaveB, Improved Bull Rush, Improved 
  OverrunB, Improved Sunder, Power Attack, Weapon 
  Focus (greatclub), Weapon Specialization (greatclub)B. 
   
  Languages: Draconic, Giant. 
   
  Possessions: 7 Giant’s potions of cure moderate wounds (see 
  Treasure Summary), large black dragoncraft* hide armor 
  (counts as masterwork, treated as one category lighter, 
  armor check penalties are reduced by 2, acid resistance 
  5(Ex)), large greatclub.  *Draconomicon, page 117. 
  Wyvern: Large Dragon; hp 74; see Monster Manual, page 
  259. 
  ENCOUNTER 5 
   
   
   
   
  Tarek ibn Fahraqh: Male Rakshasa; CR 11; Medium 
  Outsider (Native); HD 7d8+21; hp 58; Init +3; Spd 40 ft.; 
  AC 24, touch 13, flat-footed 21 (+3 Dex, +9 natural, +2 
  armor); BA/Grp +7/+7;  Atk +7 melee (1d4, claw); Full 
  Atk +7 melee (1d4, 2 claws) and +2 melee (1d6, bite); SA 
  detect thoughts, spells; SQ change shape, DR 15/good 
  and piercing, darkvision 60 ft., SR 27 (27 + class levels); 
  AL LE; SV Fort +8, Ref +8, Will +7; Str 10, Dex 16, Con 16, 
  Int 16, Wis 15, Cha 21. 
   
  Skills and Feats: Bluff +19*, Concentration +13, 
  Diplomacy +15, Disguise +19 (+21 acting)*, Intimidate 
  +11, Listen +14, Move Silently +14, Perform (oratory) +15, 
  Sense Motive +12, Spellcraft +12, Spot +12; Alertness, 
  Combat Casting, Dodge. 
   
  Languages: Common, Draconic, Infernal, Sylvan, 
  Undercommon. 
   
  Skills: A rakshasa has a +4 racial bonus on Bluff and 
  Disguise checks.  *When using shape change, a rakshasa 
  gains an additional +10 circumstance bonus to Disguise 
  checks.  If reading an opponent’s mind, its circumstance 
  bonus on Bluff and Disguise checks increases by a further 
  +4. 
   
  Detect Thoughts (Su): A rakshasa can continuously 
  use detect thoughts as the spell (caster level 18th; Will DC 
  17 negates). It can suppress or resume this ability as a free 
  action. The save DC is Cha-based. 
   
  Change Shape (Su): A rakshasa can assume any 
  humanoid form, or revert to its own form, as a standard 
  action. In humanoid form, a rakshasa loses its claw and 
  bite attacks (although it often equips itself with weapons 
  and armor instead). A rakshasa remains in one form until 
  it chooses to assume a new one. A change in form cannot 
  be dispelled, but the rakshasa reverts to its natural form 
  when killed. A true seeing spell reveals its natural form. 
   
  Spells: A rakshasa casts spells as a 7th level sorcerer. 
   
  Sorcerer Spells Known (6/8/7/5; save DC 15 + spell 
  level): 0 – detect magic, light, mage hand, message, read magic, 
  resistance, touch of fatigue; 1st – charm person, magic missile, 
  shield, silent image, unseen servant; 2nd – bear’s endurance, 
  invisibility, Melf’s acid arrow; 3rd – haste, suggestion. 
   
  Possessions: arcane scroll of seeming (CL 9th), ring of 
  counterspells (magic missile), bracers of armor +2, 2 potions of 
  cure moderate wounds. 
  Kobold War6: CR 3; Small Humanoid (Reptilian); HD 
  6d8; hp 36; Init +2; Spd 30 ft.; AC 18, touch 13, flat-footed 
  16 (+1 size, +2 Dex, +1 natural, +4 armor); BA/Grp +6/+1;  
  Atk +8 melee (1d6/x3, +1 small spear) or +9 ranged (1d3, 
  small sling); Full Atk +8/+3 melee (1d6/x3, +1 small spear) 
  or +9 ranged (1d3, small sling); SA –; SQ darkvision 60 ft., 
  light sensitivity; AL LE; SV Fort +5, Ref +4, Will +1; Str 9, 
  Dex 14, Con 10, Int 10, Wis 9, Cha 8. 
  
  YEO5-02 Shield of Fury, Shield of Faith 
   
  Page 19 
   
  Skills and Feats: Craft (trapmaking) +2, Handle 
  Animal +3, Hide +7, Jump +3, Listen +2, Move Silently 
  +3, Profession (miner) +2, Ride +4, Search +2, Spot +2; 
  Alertness, Dodge, Weapon Focus (spear). 
   
  Languages: Draconic. 
   
  Skills: A kobold has a +2 racial bonus to Craft 
  (trapmaking), Profession (miner), and Search checks. 
   
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  Possessions: +2 small leather armor, +1 small spear, small 
  sling with 10 sling bullets. 
   
  
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  Page 20 
  APPENDIX 3 – APL 8 
   
  ENCOUNTER 1 
   
   
   
   
  Tyrg (Krenshar), Advanced Fiendish: CR 6; Large 
  Magical Beast (Extraplanar); HD 8d10+16; hp 72; Init +1; 
  Spd 40 ft.; AC 15, touch 10, flat-footed 14 (-1 size, +1 Dex, 
  +5 natural); BA/Grp +8/+16;  Atk +11 melee (1d8+4, bite); 
  Full Atk +11 melee (1d8+4, bite) and +9 melee (1d6+2, 2 
  claws); Space/Reach 10 ft./5 ft.;  SA scare, smite good; SQ 
  darkvision 60 ft., low-light vision, scent, DR 5/magic, 
  cold and fire resistance 10, SR 13 (HD +5, max 25); AL 
  NE; SV Fort +8, Ref +7, Will +3; Str 19, Dex 12, Con 15, 
  Int 6, Wis 12, Cha 13. 
   
  Skills and Feats: Hide +4, Jump +13, Listen +4, Move 
  Silently +5; Ability Focus (scare), Multiattack, Power 
  Attack, TrackB. 
   
  Skills: A tyrg has a +4 racial bonus on Jump and 
  Move Silently checks. 
   
  Scare (Ex or Su): As a standard action, a tyrg can 
  pull the skin back from its head, revealing the 
  musculature and bony structures of its skull. This alone is 
  usually sufficient to scare away foes (treat as a Bluff check 
  with a +3 bonus).  Combining this scare ability with a 
  loud screech produces an unsettling effect that works 
  like a scare spell from a 3rd level caster (Will DC 15 
  partial). A creature that successfully saves cannot be 
  affected again by the same tyrg’s scare ability for 24 
  hours. The shriek does not affect other tyrgs. This is a 
  supernatural, sonic mind-affecting fear effect.  The save 
  DC is Cha-based. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage equal to 
  its HD total (maximum of +20) against a good foe. 
  ENCOUNTER 3 
   
   
   
   
  Felk: Male Hill Giant Ftr5; CR 12; Large Giant; HD 
  12d8+5d10+51; hp 148; Init +0; Spd 40 ft.; AC 21, touch 9, 
  flat-footed 20 (-1 size, +9 natural, +3 armor); BA/Grp 
  +14/+27;  Atk +23 melee (2d8+15, large greatclub) or +22 
  melee (1d4+9, slam) or +14 ranged (2d6+9, rock); Full Atk 
  +23/+18/+13 melee (2d8+15, large greatclub) or +22 
  melee (1d4+9, 2 slams) or +14 ranged (2d6+9, rock);  
  Space/Reach 10 ft./10 ft.; SA rock throwing (120 ft range 
  increment); SQ low-light vision, rock catching; AL CN; 
  SV Fort +15, Ref +5, Will +5; Str 28, Dex 10, Con 16, Int 
  10, Wis 10, Cha 11. 
   
  Skills and Feats: Climb +14, Craft (armorsmithing) 
  +10, Jump +14, Listen +9, Spot +9; Awesome Blow, 
  Cleave, Great CleaveB, Improved Bull Rush, Improved 
  OverrunB, Improved Sunder, Power Attack, Weapon 
  Focus (greatclub), Weapon Specialization (greatclub)B. 
   
  Languages: Draconic, Giant. 
   
  Possessions: 7 Giant’s potions of cure moderate wounds (see 
  Treasure Summary), large black dragoncraft* hide armor 
  (counts as masterwork, treated as one category lighter, 
  armor check penalties are reduced by 2, acid resistance 
  5(Ex)), large greatclub.  *Draconomicon, page 117. 
  Wyvern: Large Dragon; hp 74; see Monster Manual, page 
  259. 
  ENCOUNTER 5 
   
   
   
   
  Tarek ibn Fahraqh: Male Rakshasa; CR 11; Medium 
  Outsider (Native); HD 7d8+21; hp 58; Init +3; Spd 40 ft.; 
  AC 24, touch 13, flat-footed 21 (+3 Dex, +9 natural, +2 
  armor); BA/Grp +7/+7;  Atk +7 melee (1d4, claw); Full 
  Atk +7 melee (1d4, 2 claws) and +2 melee (1d6, bite); SA 
  detect thoughts, spells; SQ change shape, DR 15/good 
  and piercing, darkvision 60 ft., SR 27 (27 + class levels); 
  AL LE; SV Fort +8, Ref +8, Will +7; Str 10, Dex 16, Con 16, 
  Int 16, Wis 15, Cha 21. 
   
  Skills and Feats: Bluff +19*, Concentration +13, 
  Diplomacy +15, Disguise +19 (+21 acting)*, Intimidate 
  +11, Listen +14, Move Silently +14, Perform (oratory) +15, 
  Sense Motive +12, Spellcraft +12, Spot +12; Alertness, 
  Combat Casting, Dodge. 
   
  Languages: Common, Draconic, Infernal, Sylvan, 
  Undercommon. 
   
  Skills: A rakshasa has a +4 racial bonus on Bluff and 
  Disguise checks.  *When using shape change, a rakshasa 
  gains an additional +10 circumstance bonus to Disguise 
  checks.  If reading an opponent’s mind, its circumstance 
  bonus on Bluff and Disguise checks increases by a further 
  +4. 
   
  Detect Thoughts (Su): A rakshasa can continuously 
  use detect thoughts as the spell (caster level 18th; Will DC 
  17 negates). It can suppress or resume this ability as a free 
  action. The save DC is Cha-based. 
   
  Change Shape (Su): A rakshasa can assume any 
  humanoid form, or revert to its own form, as a standard 
  action. In humanoid form, a rakshasa loses its claw and 
  bite attacks (although it often equips itself with weapons 
  and armor instead). A rakshasa remains in one form until 
  it chooses to assume a new one. A change in form cannot 
  be dispelled, but the rakshasa reverts to its natural form 
  when killed. A true seeing spell reveals its natural form. 
   
  Spells: A rakshasa casts spells as a 7th level sorcerer. 
   
  Sorcerer Spells Known (6/8/7/5; save DC 15 + spell 
  level): 0 – detect magic, light, mage hand, message, read magic, 
  resistance, touch of fatigue; 1st – charm person, magic missile, 
  shield, silent image, unseen servant; 2nd – bear’s endurance, 
  invisibility, Melf’s acid arrow; 3rd – haste, suggestion. 
   
  Possessions: arcane scroll of seeming (CL 9th), ring of 
  counterspells (magic missile), bracers of armor +2, 2 potions of 
  cure moderate wounds. 
  Kobold War8: CR 5; Small Humanoid (Reptilian); HD 
  8d8; hp 48; Init +2; Spd 30 ft.; AC 19, touch 13, flat-footed 
  17 (+1 size, +2 Dex, +2 natural, +4 armor); BA/Grp +8/+4;  
  Atk +11 melee (1d6+1/x3, +1 small spear) or +11 ranged 
  
  YEO5-02 Shield of Fury, Shield of Faith 
   
  Page 21 
  (1d3, small sling); Full Atk +11/+6 melee (1d6+1/x3, +1 
  small spear) or +11 ranged (1d3, small sling); SA –; SQ 
  darkvision 60 ft., light sensitivity; AL LE; SV Fort +6, Ref 
  +4, Will +1; Str 10, Dex 14, Con 10, Int 10, Wis 9, Cha 8. 
   
  Skills and Feats: Craft (trapmaking) +2, Handle 
  Animal +3, Hide +7, Jump +4, Listen +2, Move Silently 
  +3, Profession (miner) +2, Ride +4, Search +2, Spot +2, 
  Swim +4; Alertness, Dodge, Weapon Focus (spear). 
   
  Languages: Draconic. 
   
  Skills: A kobold has a +2 racial bonus to Craft 
  (trapmaking), Profession (miner), and Search checks. 
   
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  Possessions: +2 small leather armor, +1 small spear, small 
  sling with 10 sling bullets, amulet of natural armor +1. 
   
  
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  Page 22 
  APPENDIX 4 – APL 10 
   
  ENCOUNTER 1 
   
   
   
   
  Tyrg (Krenshar), Advanced Fiendish: CR 6; Large 
  Magical Beast (Extraplanar); HD 8d10+16; hp 72; Init +1; 
  Spd 40 ft.; AC 15, touch 10, flat-footed 14 (-1 size, +1 Dex, 
  +5 natural); BA/Grp +8/+16;  Atk +11 melee (1d8+4, bite); 
  Full Atk +11 melee (1d8+4, bite) and +9 melee (1d6+2, 2 
  claws); Space/Reach 10 ft./5 ft.;  SA scare, smite good; SQ 
  darkvision 60 ft., low-light vision, scent, DR 5/magic, 
  cold and fire resistance 10, SR 13 (HD +5, max 25); AL 
  NE; SV Fort +8, Ref +7, Will +3; Str 19, Dex 12, Con 15, 
  Int 6, Wis 12, Cha 13. 
   
  Skills and Feats: Hide +4, Jump +13, Listen +4, Move 
  Silently +5; Ability Focus (scare), Multiattack, Power 
  Attack, TrackB. 
   
  Skills: A tyrg has a +4 racial bonus on Jump and 
  Move Silently checks. 
   
  Scare (Ex or Su): As a standard action, a tyrg can 
  pull the skin back from its head, revealing the 
  musculature and bony structures of its skull. This alone is 
  usually sufficient to scare away foes (treat as a Bluff check 
  with a +3 bonus).  Combining this scare ability with a 
  loud screech produces an unsettling effect that works 
  like a scare spell from a 3rd level caster (Will DC 15 
  partial). A creature that successfully saves cannot be 
  affected again by the same tyrg’s scare ability for 24 
  hours. The shriek does not affect other tyrgs. This is a 
  supernatural, sonic mind-affecting fear effect.  The save 
  DC is Cha-based. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage equal to 
  its HD total (maximum of +20) against a good foe. 
  ENCOUNTER 3 
   
   
   
   
  Felk: Male Hill Giant Ftr5; CR 12; Large Giant; HD 
  12d8+5d10+51; hp 148; Init +0; Spd 40 ft.; AC 21, touch 9, 
  flat-footed 20 (-1 size, +9 natural, +3 armor); BA/Grp 
  +14/+27;  Atk +23 melee (2d8+15, large greatclub) or +22 
  melee (1d4+9, slam) or +14 ranged (2d6+9, rock); Full Atk 
  +23/+18/+13 melee (2d8+15, large greatclub) or +22 
  melee (1d4+9, 2 slams) or +14 ranged (2d6+9, rock);  
  Space/Reach 10 ft./10 ft.; SA rock throwing (120 ft range 
  increment); SQ low-light vision, rock catching; AL CN; 
  SV Fort +15, Ref +5, Will +5; Str 28, Dex 10, Con 16, Int 
  10, Wis 10, Cha 11. 
   
  Skills and Feats: Climb +14, Craft (armorsmithing) 
  +10, Jump +14, Listen +9, Spot +9; Awesome Blow, 
  Cleave, Great CleaveB, Improved Bull Rush, Improved 
  OverrunB, Improved Sunder, Power Attack, Weapon 
  Focus (greatclub), Weapon Specialization (greatclub)B. 
   
  Languages: Draconic, Giant. 
   
  Possessions: 7 Giant’s potions of cure moderate wounds (see 
  Treasure Summary), large black dragoncraft* hide armor 
  (counts as masterwork, treated as one category lighter, 
  armor check penalties are reduced by 2, acid resistance 
  5(Ex)), large greatclub.  *Draconomicon, page 117. 
  Wyvern, Advanced: CR 10; Gargantuan Dragon; HD 
  11d12+66; hp 149; Init +0; Spd 20 ft., fly 60 ft. (poor); AC 
  21, touch 6, flat-footed 21 (-4 size, +15 natural); BA/Grp 
  +11/+35;  Atk +19 melee (3d6+12 plus poison, sting) or 
  +19 melee (4d6+12, talon) or +19 melee (4d8+12, bite); 
  Full Atk +19 melee (3d6+12 plus poison, sting) and +17 
  melee (4d6+12, 2 talons) and +17 melee (4d8+12, bite) and 
  +17 melee (3d6+6, 2 wings); Space/Reach 10 ft./5 ft.; SA 
  poison, improved grab; SQ darkvision 60 ft., immunity to 
  sleep and paralysis effects, low-light vision, scent; AL N; 
  SV Fort +13, Ref +7, Will +8; Str 35, Dex 10, Con 23, Int 6, 
  Wis 12, Cha 9. 
   
  Skills and Feats: Hide +2, Listen +17, Move Silently 
  +14, Spot +20; Ability Focus (poison), Alertness, Flyby 
  Attack, Improved Natural Attack (sting), MultiattackB. 
   
  Languages: Draconic. 
   
  Skills: A wyvern has a +3 racial bonus on Spot 
  checks. 
   
  Improved Grab (Ex): To use this ability, a wyvern 
  must hit with its talons.  It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity.  If it wins the grapple check; it establishes a 
  hold and stings. 
   
  Poison (Ex): Injury, Fort DC 23, 2d6 Con/2d6 Con.  
  Save DC is Con-based. 
  ENCOUNTER 5 
   
   
   
   
  Tarek ibn Fahraqh: Male Rakshasa; CR 11; Medium 
  Outsider (Native); HD 7d8+21; hp 58; Init +3; Spd 40 ft.; 
  AC 24, touch 13, flat-footed 21 (+3 Dex, +9 natural, +2 
  armor); BA/Grp +7/+7;  Atk +7 melee (1d4, claw); Full 
  Atk +7 melee (1d4, 2 claws) and +2 melee (1d6, bite); SA 
  detect thoughts, spells; SQ change shape, DR 15/good 
  and piercing, darkvision 60 ft., SR 27 (27 + class levels); 
  AL LE; SV Fort +8, Ref +8, Will +7; Str 10, Dex 16, Con 16, 
  Int 16, Wis 15, Cha 21. 
   
  Skills and Feats: Bluff +19*, Concentration +13, 
  Diplomacy +15, Disguise +19 (+21 acting)*, Intimidate 
  +11, Listen +14, Move Silently +14, Perform (oratory) +15, 
  Sense Motive +12, Spellcraft +12, Spot +12; Alertness, 
  Combat Casting, Dodge. 
   
  Languages: Common, Draconic, Infernal, Sylvan, 
  Undercommon. 
   
  Skills: A rakshasa has a +4 racial bonus on Bluff and 
  Disguise checks.  *When using shape change, a rakshasa 
  gains an additional +10 circumstance bonus to Disguise 
  checks.  If reading an opponent’s mind, its circumstance 
  bonus on Bluff and Disguise checks increases by a further 
  +4. 
   
  Detect Thoughts (Su): A rakshasa can continuously 
  use detect thoughts as the spell (caster level 18th; Will DC 
  
  YEO5-02 Shield of Fury, Shield of Faith 
   
  Page 23 
  17 negates). It can suppress or resume this ability as a free 
  action. The save DC is Cha-based. 
   
  Change Shape (Su): A rakshasa can assume any 
  humanoid form, or revert to its own form, as a standard 
  action. In humanoid form, a rakshasa loses its claw and 
  bite attacks (although it often equips itself with weapons 
  and armor instead). A rakshasa remains in one form until 
  it chooses to assume a new one. A change in form cannot 
  be dispelled, but the rakshasa reverts to its natural form 
  when killed. A true seeing spell reveals its natural form. 
   
  Spells: A rakshasa casts spells as a 7th level sorcerer. 
   
  Sorcerer Spells Known (6/8/7/5; save DC 15 + spell 
  level): 0 – detect magic, light, mage hand, message, read magic, 
  resistance, touch of fatigue; 1st – charm person, magic missile, 
  shield, silent image, unseen servant; 2nd – bear’s endurance, 
  invisibility, Melf’s acid arrow; 3rd – haste, suggestion. 
   
  Possessions: arcane scroll of seeming (CL 9th), ring of 
  counterspells (dispel magic), bracers of armor +2, 2 potions of 
  cure serious wounds. 
  Kobold War8: CR 5; Small Humanoid (Reptilian); HD 
  8d8; hp 48; Init +2; Spd 30 ft.; AC 21, touch 13, flat-footed 
  19 (+1 size, +2 Dex, +2 natural, +6 armor); BA/Grp +8/+4;  
  Atk +11 melee (1d6+1/x3, +1 small spear) or +11 ranged 
  (1d3, small sling); Full Atk +11/+6 melee (1d6+1/x3, +1 
  small spear) or +11 ranged (1d3, small sling); SA –; SQ 
  darkvision 60 ft., light sensitivity; AL LE; SV Fort +6, Ref 
  +4, Will +1; Str 10, Dex 14, Con 10, Int 10, Wis 9, Cha 8. 
   
  Skills and Feats: Craft (trapmaking) +2, Handle 
  Animal +3, Hide +6, Jump +3, Listen +2, Move Silently 
  +2, Profession (miner) +2, Ride +4, Search +2, Spot +2, 
  Swim +3; Alertness, Dodge, Weapon Focus (spear). 
   
  Languages: Draconic. 
   
  Skills: A kobold has a +2 racial bonus to Craft 
  (trapmaking), Profession (miner), and Search checks. 
   
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  Possessions: +2 small chain shirt, +1 small spear, small 
  sling with 10 sling bullets, amulet of natural armor +1. 
   
  
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  Page 24 
  APPENDIX 5 – APL 12 
   
  ENCOUNTER 1 
   
   
   
   
  Tyrg (Krenshar), Advanced Fiendish Half-Green 
  Dragon: CR 8; Large Dragon (Extraplanar); HD 8d12+24; 
  hp 90; Init +1; Spd 40 ft., fly 80 ft. (average); AC 19, touch 
  10, flat-footed 18 (-1 size, +1 Dex, +9 natural); BA/Grp 
  +8/+20;  Atk +15 melee (1d8+8, bite); Full Atk +15 melee 
  (1d8+8, bite) and +13 melee (1d6+4, 2 claws); 
  Space/Reach 10 ft./5 ft.;  SA scare, smite good, breath 
  weapon; SQ darkvision 60 ft., low-light vision, scent, DR 
  5/magic, cold and fire resistance 10, immune to acid, 
  immune to sleep and paralysis effects, SR 13 (HD +5, max 
  25); AL NE; SV Fort +9, Ref +7, Will +3; Str 27, Dex 12, 
  Con 17, Int 8, Wis 12, Cha 15. 
   
  Skills and Feats: Bluff +13, Hide +8, Jump +23, Listen 
  +12, 
  Move 
  Silently 
  +16; 
  Ability 
  Focus 
  (scare), 
  Multiattack, Power Attack, TrackB. 
   
  Skills: A tyrg has a +4 racial bonus on Jump and 
  Move Silently checks. 
   
  Scare (Ex or Su): As a standard action, a tyrg can 
  pull the skin back from its head, revealing the 
  musculature and bony structures of its skull. This alone is 
  usually sufficient to scare away foes (treat as a Bluff check 
  with a +3 bonus).  Combining this scare ability with a 
  loud screech produces an unsettling effect that works 
  like a scare spell from a 3rd level caster (Will DC 16 
  partial). A creature that successfully saves cannot be 
  affected again by the same tyrg’s scare ability for 24 
  hours. The shriek does not affect other tyrgs. This is a 
  supernatural, sonic mind-affecting fear effect.  The save 
  DC is Cha-based. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage equal to 
  its HD total (maximum of +20) against a good foe. 
   
  Breath Weapon (Su): Using a breath weapon is a 
  standard action.  This tyrg can breathe a 30 ft. cone of 
  corrosive (acid) gas, once per day, for 6d8 acid damage, 
  Reflex save DC 17 (10 + ½ racial HD + Con modifier) for 
  half damage. 
  ENCOUNTER 3 
   
   
   
   
  Felk: Male Hill Giant Ftr5; CR 12; Large Giant; HD 
  12d8+5d10+51; hp 148; Init +0; Spd 40 ft.; AC 21, touch 9, 
  flat-footed 20 (-1 size, +9 natural, +3 armor); BA/Grp 
  +14/+27;  Atk +23 melee (2d8+15, large greatclub) or +22 
  melee (1d4+9, slam) or +14 ranged (2d6+9, rock); Full Atk 
  +23/+18/+13 melee (2d8+15, large greatclub) or +22 
  melee (1d4+9, 2 slams) or +14 ranged (2d6+9, rock);  
  Space/Reach 10 ft./10 ft.; SA rock throwing (120 ft range 
  increment); SQ low-light vision, rock catching; AL CN; 
  SV Fort +15, Ref +5, Will +5; Str 28, Dex 10, Con 16, Int 
  10, Wis 10, Cha 11. 
   
  Skills and Feats: Climb +14, Craft (armorsmithing) 
  +10, Jump +14, Listen +9, Spot +9; Awesome Blow, 
  Cleave, Great CleaveB, Improved Bull Rush, Improved 
  OverrunB, Improved Sunder, Power Attack, Weapon 
  Focus (greatclub), Weapon Specialization (greatclub)B. 
   
  Languages: Draconic, Giant. 
   
  Possessions: 7 Giant’s potions of cure moderate wounds (see 
  Treasure Summary), large black dragoncraft* hide armor 
  (counts as masterwork, treated as one category lighter, 
  armor check penalties are reduced by 2, acid resistance 
  5(Ex)), large greatclub.  *Draconomicon, page 117. 
  Wyvern, Advanced: CR 10; Gargantuan Dragon; HD 
  11d12+66; hp 149; Init +0; Spd 20 ft., fly 60 ft. (poor); AC 
  21, touch 6, flat-footed 21 (-4 size, +15 natural); BA/Grp 
  +11/+35;  Atk +19 melee (3d6+12 plus poison, sting) or 
  +19 melee (4d6+12, talon) or +19 melee (4d8+12, bite); 
  Full Atk +19 melee (3d6+12 plus poison, sting) and +17 
  melee (4d6+12, 2 talons) and +17 melee (4d8+12, bite) and 
  +17 melee (3d6+6, 2 wings); Space/Reach 10 ft./5 ft.; SA 
  poison, improved grab; SQ darkvision 60 ft., immunity to 
  sleep and paralysis effects, low-light vision, scent; AL N; 
  SV Fort +13, Ref +7, Will +8; Str 35, Dex 10, Con 23, Int 6, 
  Wis 12, Cha 9. 
   
  Skills and Feats: Hide +2, Listen +17, Move Silently 
  +14, Spot +20; Ability Focus (poison), Alertness, Flyby 
  Attack, Improved Natural Attack (sting), MultiattackB. 
   
  Languages: Draconic. 
   
  Skills: A wyvern has a +3 racial bonus on Spot 
  checks. 
   
  Improved Grab (Ex): To use this ability, a wyvern 
  must hit with its talons.  It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity.  If it wins the grapple check; it establishes a 
  hold and stings. 
   
  Poison (Ex): Injury, Fort DC 23, 2d6 Con/2d6 Con.  
  Save DC is Con-based. 
  ENCOUNTER 5 
   
   
   
   
  Tarek ibn Fahraqh: Male Rakshasa Sor2; CR 12; 
  Medium Outsider (Native); HD 7d8+2d4+27; hp 69; Init 
  +3; Spd 40 ft.; AC 26, touch 13, flat-footed 23 (+3 Dex, +9 
  natural, +4 armor); BA/Grp +8/+8;  Atk +8 melee (1d4, 
  claw); Full Atk +8 melee (1d4, 2 claws) and +3 melee (1d6, 
  bite); SA detect thoughts, spells; SQ summon familiar, 
  change shape, DR 15/good and piercing, darkvision 60 
  ft., SR 29 (27 + class levels); AL LE; SV Fort +8, Ref +8, 
  Will +10; Str 10, Dex 16, Con 16, Int 16, Wis 15, Cha 22. 
   
  Skills and Feats: Bluff +21*, Concentration +14, 
  Diplomacy +17, Disguise +21 (+23 acting)*, Intimidate 
  +13, Listen +15, Move Silently +15, Perform (oratory) +18, 
  Sense Motive +13, Spellcraft +13, Spot +13; Alertness, 
  Combat Casting, Dodge, Mobility. 
   
  Languages: Common, Draconic, Infernal, Sylvan, 
  Undercommon. 
   
  Skills: A rakshasa has a +4 racial bonus on Bluff and 
  Disguise checks.  *When using shape change, a rakshasa 
  
  YEO5-02 Shield of Fury, Shield of Faith 
   
  Page 25 
  gains an additional +10 circumstance bonus to Disguise 
  checks.  If reading an opponent’s mind, its circumstance 
  bonus on Bluff and Disguise checks increases by a further 
  +4. 
   
  Detect Thoughts (Su): A rakshasa can continuously 
  use detect thoughts as the spell (caster level 18th; Will DC 
  18 negates). It can suppress or resume this ability as a free 
  action. The save DC is Cha-based. 
   
  Change Shape (Su): A rakshasa can assume any 
  humanoid form, or revert to its own form, as a standard 
  action. In humanoid form, a rakshasa loses its claw and 
  bite attacks (although it often equips itself with weapons 
  and armor instead). A rakshasa remains in one form until 
  it chooses to assume a new one. A change in form cannot 
  be dispelled, but the rakshasa reverts to its natural form 
  when killed. A true seeing spell reveals its natural form. 
   
  Spells: A rakshasa Sor2 casts spells as a 9th level 
  sorcerer. 
   
  Sorcerer Spells Known (6/8/8/7/5; save DC 16 + spell 
  level): 0 – detect magic, ghost sound, light, mage hand, message, 
  read magic, resistance, touch of fatigue; 1st – charm person, 
  magic missile, shield, silent image, unseen servant; 2nd – bear’s 
  endurance, invisibility, Melf’s acid arrow, mirror image; 3rd – 
  dispel magic, haste, suggestion; 4th – charm monster, stoneskin. 
   
  Possessions: arcane scroll of seeming (CL 9th), ring of 
  counterspells (dispel magic), bracers of armor +4, 2 potions of 
  cure serious wounds. 
  Kobold War10: CR 7; Small Humanoid (Reptilian); HD 
  10d8; hp 60; Init +2; Spd 30 ft.; AC 21, touch 13, flat-
  footed 19 (+1 size, +2 Dex, +2 natural, +6 armor); BA/Grp 
  +10/+6;  Atk +14 melee (1d6+2/x3, +2 small spear) or +14 
  ranged (1d3+1, +1 small sling); Full Atk +14/+9 melee 
  (1d6+2/x3, +2 small spear) or +14 ranged (1d3+1, +1 small 
  sling); SA –; SQ darkvision 60 ft., light sensitivity; AL LE; 
  SV Fort +7, Ref +5, Will +2; Str 10, Dex 14, Con 10, Int 10, 
  Wis 9, Cha 8. 
   
  Skills and Feats: Craft (trapmaking) +2, Handle 
  Animal +4, Hide +6, Jump +4, Listen +2, Move Silently 
  +2, Profession (miner) +2, Ride +5, Search +2, Spot +2, 
  Swim +4; Alertness, Dodge, Weapon Focus (spear, sling). 
   
  Languages: Draconic. 
   
  Skills: A kobold has a +2 racial bonus to Craft 
  (trapmaking), Profession (miner), and Search checks. 
   
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  Possessions: +2 small chain shirt, +2 small spear, +1 small 
  sling with 10 sling bullets, amulet of natural armor +1, 
  brooch of shielding. 
   
  
  YEO5-02 Shield of Fury, Shield of Faith 
   
  Page 26 
  DM AID: MAPS 
  LITTLE HILLS AREA 
   
  
  YEO5-02 Shield of Fury, Shield of Faith 
   
  Page 27 
  ENCOUNTER 1 
   
  
  YEO5-02 Shield of Fury, Shield of Faith 
   
  Page 28 
  ENCOUNTER 3 
   
  
  YEO5-02 Shield of Fury, Shield of Faith 
   
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  ENCOUNTER 5 
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Yeomanry/595/Normal Scenarios/YEO5-02 - Shield of Fury, Shield of Faith (APL 4-12)/YEO5-02 - Shield of Fury, Shield of Faith.pdf