TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any 
  form without permission of the author. To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network. 
   
  ESA6-01 
   
   
   
   
   
   
   
   
  Knife’s Edge 
   
  A 1-Round D&D LIVING GREYHAWK®
  Splintered Suns Meta-Regional Adventure 
  Version 1.0 
   
  by Pieter Sleijpen 
   
  Reviewer: Krishna Simonse 
  Playtesters: Dirkje Westerbeek, Floris Kraak, Karin Westerbeek, Krishna Simonse, Ward van Oosterum 
   
   
  The treaty of Nonzfyr holds promise of much needed peace between Sunndi and Ahlissa, but a piece of paper is only 
  worth as much as the people that enforce its contents. Tensions run high, and trust low. Is a murder in the Hollow 
  Highlands the spark that burns the agreement to a crisp, or do calmer minds prevail? Sequel to TSS4-04 Crossfire. A 1-
  round investigative adventure for APL 4–12. 
   
   
   
   
   
   
   
   
  
  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 one (1) point.  
   
  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 Further 
  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 Appendix 1.  
   
  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 
  to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  # 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 
   
   
  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. 
  ESA6-01 Knife’s Edge 
   
  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 Meta-Regional adventure, set 
  in the Splintered Suns.  Characters native to the Splintered 
  Suns pay one Time Unit per round, all others pay two Time 
  Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit.  Rich Upkeep costs 50 gp per Time Unit.  Luxury 
  Upkeep costs 100 gp 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 scenario. 
   
  A character that 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 DC 20 Survival 
  check, 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 
  Since the independence of Sunndi from the Great 
  Kingdom in CY 455 there has been a conflict over the exact 
  border in the Hollow Highlands. Even with the end of the 
  Great Kingdom due to the disappearance of Ivid V, the 
  creation of Ahlissa with the crowning of Xavener as the 
  new overking and the peace treaty between Ahlissa and 
  Sunndi in CY 593, this conflict was not resolved. At the 
  time it was deemed a minor problem, but over time tension 
  in the region grew and neither Hazendel nor Xavener can 
  ignore it much longer or they risk war. 
  Were it not for the presence of the rich silver mines 
  known as the Calling Mines the issue would have been 
  relatively easy to resolve. Politicians are masters at devising 
  compromises that make both sides look like winners, 
  resolving a potential conflict without damaging any side’s 
  pride in the process. The silver mines though offer untold 
  riches. Due to their dangerous nature, threatening the 
  sanity of those working in them, they also forms a rallying 
  point for those that fight against oppression and tyranny. 
  After all, few people volunteer to work in them and for its 
  current owners, Ahlissa is forced to use convicts to mine 
  the silver. Pride is one thing, but combined with greed 
  and/or misplaced ideals it becomes much more difficult to 
  deal with. 
  Still, Ahlissa, let alone Sunndi, can’t afford a conflict of 
  the magnitude that it threatens to become. Neither Sunndi 
  nor Ahlissa might admit it, but the rebellion in the Calling 
  Mines in CY 594 actually created opportunities for both 
  sides to bring negotiations about the region to a successful 
  end. The rebellion allowed Xavener to directly intervene in 
  the ruling of the mines, making it much easier to force his 
  will upon those who operate the mines. At the same time 
  the escaped convicts, some of which were innocent but not 
  a few were heartless criminals, caused big problems for the 
  locals, alienating them from those they hold responsible: 
  the Highland Liberators. What is more, due to the war with 
  the bullywugs, Sunndi is unable to deal with the problems, 
  giving Ahlissa the opportunity to be the good guy for a 
  change1. Or so the rulers of both Sunndi and Ahlissa hoped. 
   
  In the autumn of CY 595 the clans of the Hollow 
  Highlands, after pleas from Hazendel to be sensible, 
  accepted the claim of Ahlissa on the Calling Mines and the 
  relatively small region of the Hollow Highlands between it 
  and Hexpools. In return, Ahlissa offered their help in 
  hunting down the escaped convicts and allowed the 
  Hollow Highlanders to settle the region in their control, 
  granting them the same rights as the Clans in the Sunndian 
  part (except that taxes are paid to Ahlissa and not to 
  Sunndi). Whether or not it is the start of a lasting peace or 
  just a lull in the fighting, allowing both sides to prepare for 
  the coming war, remains to be seen. 
   
  The first signs are good, and the Ahlissan soldiers 
  guided by the Burrowers (the militia of the Hollow 
  Highland Clans) are making good progress. As always there 
  are rumors that the Ahlissans have attacked and killed 
  innocent Highlanders, and that the Highlanders are hiding 
  the convicts despite the wishes of their leaders. Rumors 
  being rumors most people take them with a grain of salt. 
  Leaders of both sides keep their eyes and ears open to 
  prevent these rumors from leading a life of their own. Still, 
  it would be foolish to deny that the situation is tense and 
  that only a small spark could light a bonfire. 
   
  Not everybody wants peace. The hunted convicts, 
  obviously, are far from happy with the agreement. They 
  lack the resources to do much about it. The Hollow 
  Highland Liberators, a faction of fanatic Trithereon 
  worshippers, believes that the Highlanders have made a 
  deal with the devil and sold their soul. They do not accept 
  the treaty either, but their friendship with the locals has 
  kept a tight reign on their ability to take action. For some 
  though, the lust for retribution had long since changed in a 
                                              
   
  1 Some cynics say that Xavener is behind the rebellion for 
  these reasons. Considering the costs and risks, few believe 
  such rumors. 
  ESA6-01 Knife’s Edge 
   
  Page 3 
  
  lust for vengeance and not even friends would stand in 
  their way of preventing this abomination from happening.  
   
  At first these people believed that the Ahlissans would 
  prove Sunndi’s folly without any outside interference. The 
  idea that the Ahlissan forces sent into the region would be 
  disciplined, and difficult to provoke never crossed their 
  minds. Every Ahlissan after all is a cruel vindictive tyrant 
  whose civility is just a thin layer of veneer, isn’t it? When 
  the treaty did not fall apart by it’s self, they started to worry 
  and came to the conclusion that they had to help a bit. 
  Perhaps all the Ahlissans needed was a little push to help 
  them lose their self control and reveal their true nature to 
  the rest of the world? A few innocent Highlanders would 
  die in the process, but it would be by the blades of the 
  Ahlissans and they are not responsible for what the 
  Ahlissans do, are they?  
   
  A plan was quickly made. They would lure the 
  Ahlissans into a village of Highlanders, preferably a clan 
  known for their short temper and hatred of the Ahlissans 
  (the Durmin clan, dwur, would be perfect). Murder a 
  couple of the soldiers, one survivor staggering into the 
  midst of the common soldiers and make it appear the 
  Highlanders are behind it. Simple, or so they think, but 
  they had not counted on the presence of hopefully calmer 
  minds. Can the adventurers put out the fuse, and capture 
  the real culprits before the keg of alchemist fire explodes? 
   
  Running the Scenario 
  TSS6-01 Knife’s Edge is set in the northern parts of the 
  Hollow Highlands in the border region between Sunndi 
  and Ahlissa. More information on Sunndi can be found at 
  http://www.sunndi.org. Of special importance are the parts 
  of 
  “counties 
  and 
  nobles” 
  (http://www.sunndi.org/sunndi/counties.html) and the 
  laws of Sunndi (http://www.sunndi.org/policies/law.html). 
  The website also contains a detailed map of region.  
   
  The DM has to take a few things into account while 
  running this scenario: 
   
  # As the adventure is set in the Hollow Highlands, in 
  Sunndi, any benefits from meta- organization specific for 
  these regions apply. Make sure you and your players are 
  aware of this. The most prominent meta-organization is the 
  Sunndian organization of the Burrowers: the militia of the 
  Hollow Highlands. The Samryntar, the church of the dwur 
  pantheon, also have a central role in this scenario. 
   
  # While the Hollow Highlands are part of Sunndi, they 
  are only nominally bound to the laws and traditions of the 
  rest of Sunndi. Each clan rules supreme in it’s own 
  territory, and while in general the clans loosely follow 
  Sunndian law; the details can be very different. For 
  example, the Hollow Highlanders tend to react much more 
  aggressive to strange creatures and events than those in 
  central Sunndi. Half-orcs and Ahlissans are received coolly, 
  and some clans treat them even with downright hostility. 
  Half-orcs and Ahlissans should feel much less welcome 
  than in the rest of Sunndi and only a fool would openly 
  flaunt any allegiance to the Knight Protectors of the Great 
  Kingdom or an organization with similar goals. On the 
  other hand, the Clans are much more forgiving for people 
  defending themselves than is usual in the more civilized 
  parts of Sunndi. 
   
  Adventure Summary  
  TSS6-01 Knife’s Edge is set in the northern parts of the 
  Hollow Highlands at the clanhold of the dwur clan 
  Durmin. It starts as an investigative scenario, which quickly 
  turns into action packed chase through the Underoerth. 
  Can the PCs solve the mystery? And can they capture the 
  real murderers alive? Or will the conflict escalate beyond 
  anybody’s control?  
   
  Introduction: The adventure starts either in Zelradton or 
  Irongate depending on the allegiances the PCs hold. Here 
  they are asked to help hunt down the convicts that escaped 
  from the Calling Mines, perhaps cleaning up the mess they 
  are partially responsible for as well. As a semi-independent 
  faction they are also to keep their eyes open, and to keep 
  both sides from attacking each other. 
   
  Encounter 1 [A Tankard of Dwur Stout]: The adventure 
  starts with the PCs enjoying a tankard of ale at the tavern 
  The Dented Tankard in the clanhold of the Durmin clan. 
  Rumor has it that a large band of convicts is hiding nearby 
  and those hunting criminals, including the Ahlissan 
  soldiers, have come to the stronghold to capture these 
  convicts. Tension between the Ahlissans and the locals 
  runs high, but for now nothing bad happens. 
   
  Encounter 2 [The Fuse Is Lit]: When a heavily wounded 
  Ahlissan soldier staggers into the tavern, anger rises. A 
  tavern brawl is almost unavoidable, but some of the guests 
  would love to see it become more than that.   
   
  Encounter 3 [A Mystery to Be Solved]: Whether the PCs 
  fought on one side or the other, or not at all, they are asked 
  to solve the murder before the conflict escalates. What 
  clues can the PCs find, and will they do so on time? 
   
  Encounter 4 [Knocking on the Temple’s Door]: 
  Eventually the clues should take the PCs to the doorsteps 
  of the local temple of the Samryntar. The criminals are in 
  there, but how to get in when the clergy is part of the 
  problem? 
   
  Encounter 5 [A Chase through Eternal Darkness]: 
  With inside help, the murderers have escaped the clanhold 
  through the dark corridors of Underoerth. If the PCs want 
  to capture them, they have to follow and the road through 
  the land of eternal darkness is far from easy. 
   
  Encounter 6 [Horrors in the Dark]: While chasing the 
  escaped convicts the PCs are ambushed by horrors from the 
  dark. Is their presence coincidence or not? 
   
  Encounter 7 [A Fork in the Road]: The murderers are no 
  fools, and they left a false trail, but which is the right one? 
  Go left or right, it might mean the difference between 
  victory and failure. 
  ESA6-01 Knife’s Edge 
   
  Page 4 
  
   
  Encounter 8 [A Misunderstanding]: If the PCs take the 
  wrong road, they are ambushed by what at a first glance 
  appears to be the criminals. In reality it is a group of locals 
  who believe the PCs to be murderers on the hunt for them.  
   
  Encounter 9 [End of the Hunt]: If the PCs take the right 
  road, they catch up with the real murderers. A 
  confrontation is inevitable. 
   
  Conclusion: If the PCs were patient and observant, they 
  prevented a conflict between Ahlissan and Sunndian 
  forces, preventing the first event of a chain that eventually 
  might have led to a war between the two nations. Who 
  knows, they might even have learned about corruption 
  with the ranks of the Samryntar. If they were hasty and 
  quick to draw conclusions they might have started a war. 
   
  Important Note:  
  Questions and Answers 
  The text of this adventure in many of the encounters lists 
  example questions that trigger certain responses from the 
  NPCs. These are by no means meant to be what the players 
  must ask verbatim. As the Dungeon Master, you need to 
  judge the intent of the question and decide if it’s reasonable 
  to trigger the listed response. The intent of this method is 
  to stop NPCs from blurting out all they know, regardless of 
  the context, in an adventure that is designed to be a 
  mystery investigation (of sorts). 
   
  Introduction 
  There are two possible introductions into this scenario 
  depending on the PC’s allegiance. If the PCs are (loyal) 
  citizens or allies of Ahlissa the adventure starts in 
  Zelradton, capital of the principality of Ahlissa and HQ of 
  the Ahlissan soldiers stationed in the northern parts of the 
  Hollow Highlanders. Inhabitants, or allies, of the Iron 
  League states start in Irongate, where the leaders of the 
  Iron League recruit their agents to help Sunndi in its 
  plight. PCs that fit neither description are most likely to 
  start in Irongate as well, since the Iron League is much 
  more likely to hire independent agents than the Ahlissan 
  government.  
   
  Use you judgment, and don’t be afraid to change the 
  Introduction used if the official one does not make much 
  sense (e.g. a party of five Ahlissan worshippers of 
  Trithereon). Just remember that Ahlissa favors disciplined 
  agents and worshippers of Zilchus, while Sunndi favor 
  good and chaotic agents and worshippers of Trithereon and 
  Pelor. When the group consists of split allegiances, chose 
  for the majority. 
   
  Running the event in a time sensitive environment: 
  When you run the scenario at a convention or game day, or 
  want to reduce the time playing, summarize the 
  Introduction section. Tell the players for whom they are 
  working, how much they get paid and what they have to 
  do. If the players object, the adventure is over. If they 
  accept, immediately start with Encounter 1. 
   
  In Zelradton 
  Zelradton, capitol of the principality of Ahlissa, is a small 
  fortress city bustling with military activity. Any mercenary 
  looking for a job in southern Ahlissa visits the city, as do 
  those traveling by land between Onwall, Irongate and 
  Ahlissa. For whatever reason, the PCs are in Zelradton 
  when the Ahlissan military approaches them. 
   
  Zelradton, capital of the principality of Ahlissa and 
  headquarters of the southern armies, is a small but 
  well-defended city. Its streets are bustling with 
  activity and many a merchants, soldier, and mercenary 
  walks through its small winding streets. Literally 
  towering above the city is the Twisted Tower, home of 
  the cities ruler, the arch-mage Reydrich, prince of 
  Ahlissa. He built it with the aid of fiends and it has a 
  sinister appearance as well as a dark reputation. 
   
  Any mercenary or patriotic adventurer looking for 
  a job in the Ahlissan army eventually ends up in the 
  city. Recruiters frequently prowl the city’s taverns and 
  inns looking for the right people for the right job, so 
  when one came visiting your tavern looking for able-
  bodied adventurers you were not surprised at all. 
  Apparently the military was looking for men and 
  women for a job in the northern parts of the Hollow 
  Highlands, and it did not involve guard duty at the 
  Calling Mines. The recruiter could not give you any 
  details, directing you to the military headquarters at 
  the Malendrenn, a plush and opulent, but extremely 
  well fortified, palace.  
   
  So here you are, whether driven by curiosity, 
  greed, patriotism or some other reason, waiting in a 
  big hallway in front of a small wooden door and you 
  are not the only one. With you are several more 
  people, all with the look of adventurers, some of 
  which you might know, some of which are total 
  strangers to you. 
   
  The PCs are standing in a well-lit hallway in the military 
  headquarters in front of a small office. There are stone 
  benches in the window across the door as well as some 
  wooden benches along the wall. The windows overlook a 
  courtyard where soldiers are practicing their weapons. The 
  inner walls are covered with banners and carpets and at 
  regular intervals a silent, unmoving, well-armed Ahlissan 
  stands guard. Soldiers, messengers and a few civilians 
  frequent the halls, without paying attention to the PCs. The 
  PCs were told to wait here until alertn (lieutenant) Gregern 
  is ready to receive them.  
   
  This is a good time for the PCs to introduce themselves 
  to the rest before proceeding with the adventure. Once 
  finished, read out aloud or paraphrase the following: 
   
  After having waited for a few minutes, the door opens 
  to allow a young soldier to leave the room. The soldier 
  looks tired and dusty, as if he came directly from the 
  ESA6-01 Knife’s Edge 
   
  Page 5 
  
  road after a long trip. The man motions you to go in, 
  while he himself marches down the hallway. Inside, a 
  large desk, covered with neatly stacked papers, 
  dominates a roughly 20 by 20 feet big room. Behind 
  the desk on the wall on each side of a large window 
  hang banners, one depicting the symbol of the United 
  Kingdom of Ahlissa and the other showing the 
  heraldry of Zelradton. A fire in a small fireplace 
  warms the room, which has a rather Spartan look 
  about it. 
   
  Standing behind the desk is a man about forty 
  years old with short brown curly hair, a weather worn 
  clean shaven face and a crooked nose. While his green 
  uniform looks new and clean, he has the looks of a 
  veteran. 
   
  “Welcome,” the man starts with a loud steady 
  voice that would turn a drill sergeant green with envy, 
  “I am alertn Gregern. You are the adventurers looking 
  for a job I take it?” 
   
  Assuming the PCs answer his question affirmatively, 
  Gregern wants to know their names, area of expertise and 
  why they applied for the job. He is not looking for the 
  patriotic answer, and if anything, such a speech would only 
  cause his eyebrows to rise. As long as the answers are 
  reasonable, he does not care, and dutifully notes things 
  down on a piece of parchment in front of him.  
   
  Gregern is a no-nonsense type of officer, who earned 
  his rank in the field, which makes him well suited to deal 
  with adventurers in the eyes of his superiors. He is glad to 
  be out of the field, having seen enough of the horrors of 
  battle, but he has a soft spot for the young and eager, 
  reminding him of the days he was young. It is likely the 
  PCs have many questions, and if possible he gladly answers 
  them. Below follow a few of the more likely questions and 
  their answers. 
   
  What kind of job? 
   
  “Didn’t they tell you?” A look of irritation flashes 
  across his face for an instant, before it turns stoic 
  again. “No matter. We want you to aid the Ahlissan 
  army capturing escaped criminals in the northern 
  parts of the Hollow Highlands. The Ahlissan army can 
  handle most of the criminals, but a few have proven to 
  especially well skilled and shrewd using the political 
  situation 
  to 
  their 
  advantage. 
  Adventurers 
  are 
  somehow respected in Sunndi, and since you are not 
  part of our army, you might get in places were regular 
  soldiers cannot come.” 
   
  Any names? 
   
  “I don’t have the details. Captain Hoshir, the man 
  in charge of the operation, has a list, though that list 
  likely contains the names of people who either died or 
  had the brains to leave the area completely.” 
   
  What is the Ahlissan army doing in Sunndi? 
   
  “A lot of criminals escaped the Calling Mines 
  during the rebellion 1.5 years ago. Due to the war in 
  the south of Sunndi against the bullywugs and the 
  Wastrians, Sunndi itself cannot deal with the influx 
  of vicious criminals in the region. They requested 
  Ahlissan aid and we gladly provide it. Some of our best 
  men and women are now in the region hunting down 
  the devious desperados and returning them where 
  they belong: in the Calling Mines or on the gallows. 
  Like I said though, even our best have their limits.” 
   
  You want us to use tactics you cannot? 
   
  Gregarn looks a bit disgusted, “Nothing of the 
  sort. The Ahlissan soldiers are highly distrusted by the 
  locals. They might be more willing to talk to 
  adventurers. Besides, some of the criminals are very 
  dangerous. You are simply more suited to deal with 
  those. We are soldiers after all, not bounty hunters.” 
   
  How long do we need to stay on the job? 
   
  “Depends on how successful we are. We will hire 
  you for a month for the time being after which you 
  can decide for yourself whether you want to stay on 
  any longe. Assuming it is still necessary.” 
   
  Can we harm any of the locals? 
   
  “Only out of self-defense, and even then we prefer 
  you to use nonlethal force. The locals are a proud and 
  anarchic people, quick to take insult and equally quick 
  to draw a weapon to avenge said insult. We want to 
  keep the peace, and killing them is not an option! In 
  fact, not everybody is happy with the treaty, and they 
  might try to lure you into attacking them.” 
   
  Can you tell us something about the region? 
   
  “The Hollow Highlands are dry rocky hills filled 
  with mines, caverns, sinkholes and canyons – hence 
  its name. The area you are going to travel in is 
  relatively safe and besides the escaped outlaws there 
  are no known monsters in the region. Occasionally 
  though horrors from the darkness below creep up so I 
  cannot guarantee complete safety. 
   
  The locals consist of anarchic undisciplined clans 
  and tribes forming an alliance with each other and 
  Sunndi. These clans are predominantly dwarven and 
  gnomish, but there are also several human (virtually 
  all Oeridian) and halfling tribes living in the region. 
  The locals know the region like the back of their hand, 
  and they favor guerilla warfare – using the many 
  caverns and mines to great advantage to pop up out of 
  nowhere and disappear quickly again. They are 
  dangerous one on one combatants, but lack structured 
  regiments and units.”  
   
  Where are we expected? 
   
  “We operate from a camp in an area the locals call 
  Dolbek.” 
   
  How much does the job pay? 
   
  “The usual: [1gp x APL] per day. So for one month 
  that would be [APL 4: 120 gp; APL 6: 180 gp; APL 8: 240 
  gp; APL 10: 300 gp; APL 12: 360 gp]. Of course, the 
  ESA6-01 Knife’s Edge 
   
  Page 6 
  
  Ahlissan military is a owerful political force and it 
  always good to have high placed friends in our fair 
  country.” 
   
  Development: If the PCs accept the job, Gregern hands 
  them their orders, as well as the necessary traveling papers. 
  If the PCs need transportation, they can borrow riding 
  horses for the trip and they can get a guide as well. Inside 
  the Hollow Highlands horses are not of that much use, and 
  the PCs are expected to return them once they arrive at the 
  camp in Daggerfist Valley. They also get food for underway, 
  but they are expected to bring their own gear. Since it is 
  late in the morning, the PCs still have time enough to do 
  some shopping. Zelradton is a large city, and has a gp limit 
  of 40,000 gp. The PCs can buy anything below that limit, 
  provided they have access on their ARs. They are expected 
  to leave the city early in the morning the next day. Proceed 
  with Encounter 1 once they do. 
   
  Special note for members of the Royal Merchants 
  MO: Any member of the Royal Merchants is taken aside 
  and asked to keep their eyes open for anything weird 
  taking place in the region. Something fishy is going on, 
  something much more dangerous than a mere conflict 
  between two nations. 
   
  In Irongate 
  The Free City of Irongate is an independent metropolis on 
  the eastern coast of the Azure Sea. Nicknamed the Fortress 
  City, it guards the bottleneck between Ahlissa and Onnwal 
  and it is one of the few good harbors in the region. As one 
  of the first to successfully resist the Great Kingdom in the 
  southern provinces, it became the center of those rebellious 
  states, becoming the main link of the allegiance known as 
  the Iron League. It is here that the remaining members of 
  the Iron League still come together to discuss politics and 
  where agents of the League start the search for 
  independent agents when there is need for such. 
   
  Irongate, also known as the Fortress City, is an 
  impressive metropolis that has kept its enemies at bay 
  for centuries. It is here that the rebellion against the 
  tyrants of the Great Kingdom in the south started, and 
  where those newly independent states formed the 
  Iron League and it is here that the ideals of that 
  alliance are still staunchly defended. Many an 
  adventurer flocks to the city, hoping to find an 
  honorable job in the service of the Iron League or the 
  many merchants that call the city home. 
   
  You are enjoying some free time in one of the 
  many taverns in the city, when you note one of the 
  maids talking to a young woman in a simple but 
  elegant green dress. In itself this is not strange, but 
  since the maid is pointing at you and several other 
  adventurer types it drew your attention. After a short 
  discussion, the maid nods, moves over to the 
  barkeeper who gives here a small key after a short 
  whispered conversation. In the meantime, the lady 
  moves to the back of the tavern.  
   
  Before you can react, the maid moves over 
  towards you. “Begging ye pardon sir/lady, but that lady 
  over there is looking for some skilled adventurers 
  looking for a job. I hope ye don’t mind, but I told them 
  ye might be interested. She would like to have a word 
  with ye in the backroom. She will pay ye for your time, 
  and knowing her, it will definitely be worth your time. 
  What do ye say?” 
   
   
   
   
  The lady in green, Myranda, has made an appearance in 
  several Sunndi mini scenarios (SND2-03M The Onnwalian 
  Envoy and the SND3-02M Harsh Words), as well as TSS4-
  04 Crossfire (extra introduction). Members of the Jade 
  Mask who have worked in Sunndi know her as the main 
  liaison between adventurers in that nation and the Jade 
  Mask. Note that you might need to adjust the descriptions 
  if the PCs and Myranda are old acquaintances. 
   
  If the PCs ignore the maid’s request, the adventure is 
  over before it started – for each of them, ten others. If they 
  show any interest, the maid asks them to wait for a few 
  minutes while she prepares the room and asks other 
  adventurers whether they want to join as well. She quickly 
  approaches several other adventurers (the remaining PCs), 
  unless all the PCs are sitting on one table, and then 
  disappears in the back together with the lady in green. 
  While waiting the PCs get a good look at the others that 
  talked with the maid, which is a good moment for the 
  players to describe their PCs to the others. 
   
  After a few minutes of waiting, the maid returns, 
  asking you to follow her to the backroom together 
  with the other adventurers. She brings you to a small 
  cozy room at the back of the tavern. On the floor is a 
  plush carpet and there are several comfortable looking 
  chairs arranged around a low wooden table. Next to 
  the window, staring outside, but quickly turning 
  around to greet you, stands the lady in the green dress. 
  She is a lady of average height for a human, with sharp 
  facial features, long brown hair and a pale 
  complexion. A dimple in her chin gives her a rather 
  cute appearance. She wears a golden chain around her 
  neck and a silver brooch in the form of a rose on the 
  right side of her chest. 
   
  “Good evening, adventurers,” she starts with a 
  pleasant voice with a Sunndian accent and a rolling r. 
  “Take a seat,” while pointing at the chairs, “and a 
  drink,” while pointing at the pitchers of wine and ale 
  as well as several glasses and tankards on the table. 
  “My name is Myranda, and I hope you are the people I 
  am looking for.”  
   
  At this time Myranda is expecting introductions from the 
  PCs present. She is a polite young woman with a good 
  sense of humor, but she is not looking for idle conversation 
  and tries to keep the conversation focused on her plight. 
  All she is interested in at the moment is a name, and the 
  area of expertise of the PC in question. She is used to 
  dealing with adventurers and it is hard to bring her out of 
  balance.  
  ESA6-01 Knife’s Edge 
   
  Page 7 
  
   
  Once introductions have been made, she hopes the 
  PCs take the lead. After all, she favors people that show 
  initiative, but if not, she starts by telling why she needs the 
  PCs, hoping questions follow. Below are some of the more 
  likely questions and answers.  
   
  � Myranda: Female human (Oeridian) Rog4 (AL NG; 
  Bluff +9, Diplomacy +13, Sense Motive +8) 
   
  What kind people are you looking for? 
   
  “Able bodied adventurers who as a group know 
  how to deal with both battles of swords, wits and 
  words. An adventurer with some expertise in 
  wilderness survival would also be very useful. Being 
  friends with the Hollow Highland Clans and being 
  able to deal with Ahlissans without resorting to 
  violence are also good.” 
   
  What kind of job? 
   
  “One that requires sharp eyes, perseverance and 
  patience. Last year a lot of criminals escaped from the 
  Calling Mines during a massive rebellion against a too 
  oppressive regime. Some of these convicts are causing 
  a lot of problems, and we requested the Ahlissans to 
  clean up their mess since our soldiers are rather 
  occupied in the south. While the Ahlissan soldiers are 
  capable, some of the criminals have proven to be 
  powerful 
  enough 
  to 
  require 
  the 
  presence 
  of 
  adventurers for their capture. Besides, we want 
  independent eyes nearby to make sure the Ahlissans 
  do not use their mandate to harm innocents. Nor do 
  we want hotheads to provoke the Ahlissans into an 
  attack. You see, not all like the current treaty and 
  some of them do not want to realize that it is 
  necessary for Sunndi’s survival.” 
   
  So what do we do to get there? 
   
  “O yes, my apologies. You are to travel to the valley 
  known as Dolbek. The Ahlissan operate from that 
  region.  Few people live there. There is plenty of water 
  and it appears reasonably defended.” 
   
  Appears? 
   
  “Did I say “appears”? Sorry, I meant to say it IS 
  defended.” 
   
  Who exactly are we to apprehend? 
   
  “The Ahlissans provided us with a long list of 
  missing convicts and guards. Most of them are either 
  dead or had the brains to leave the region. Captain 
  Hoshir, the Ahlissan in charge of the operation, 
  probably has a better idea on whom, what and where.” 
   
  What is happening in the south? 
   
  “You mean you do not know about the invasion of 
  Sunndi by the bullywugs and Wastrians?” 
   
  How long do we need to stay on the job? 
   
  “It depends on how quick the last bands of 
  convicts are arrested of have fled the region. For now I 
  was hoping to hire you for one month, and we will see 
  what happens afterwards.” 
   
  Can we harm any of the Ahlissans? 
   
  “You will be working closely with Ahlissan 
  soldiers so I doubt there is any need for v olence. In 
  the unlikely case they do attack you, try to keep them 
  alive. Dead people are much harder to question, and 
  even more difficult to put to trial.” 
  i
   
  Can you tell us something about the region? 
   
  “The Hollow Highlands are dry rocky hills filled 
  with mines, caverns, sinkholes and canyons – hence 
  its name. The area you are going to travel within is 
  relatively safe and besides the escaped outlaws there 
  are no known monsters in the region. Occasionally 
  though horrors from the darkness below creep up so I 
  cannot guarantee complete safety. 
   
  The locals consists of proud, honorable and 
  freedom loving clans and tribes who form an alliance 
  with each other and Sunndi. These clans are 
  predominantly dwarven and gnomish, but there are 
  also several human (virtually all Oeridian) and 
  halfling tribes living in the region. The locals know 
  the region like the back of their hands, and they favor 
  guerilla warfare – using the many caverns and mines 
  to great advantage to pop up out of nowhere and 
  disappear quickly again.”  
   
  When do you want us to leave? 
   
  “As soon as possible, though I can understand if 
  you need a day or two to arrange your affairs.” 
   
  How much does the job pay? 
   
  “The usual: [1gp x APL] per day. So for one month 
  that would be [APL 4: 120 gp; APL 6: 180 gp; APL 8: 240 
  gp; APL 10: 300 gp; APL 12: 360 gp]. Of course, the 
  Ahlissan military is a powerful political force and if 
  you help them, you might earn some powerful friends 
  amongst their ranks.” 
   
  Who are you? 
   
  “I am a diplomat in the service of the Congress of 
  Lords of Sunndi. I have been appointed by Count 
  Kestor of Corul.” 
   
  A DC 15 Knowledge (the Splintered Suns) check or a 
  DC 20 Knowledge (nobility and royalty) allows the PCs to 
  recognize the name as belonging to one of the more 
  prominent counts of Sunndi who has an active interest in 
  foreign politics. He was vital in providing Onnwal with aid 
  in their struggle against the Scarlet Brotherhood. He is 
  rumored to be a powerful wizard. PCs from Sunndi gain a 
  +5 circumstance bonus on this check, and they can make it 
  untrained. A DC 25 Knowledge (arcana) check, points out 
  that Count Kestor is not just a powerful wizard, but also a 
  reformed necromancer who has written a few tomes on the 
  ESA6-01 Knife’s Edge 
   
  Page 8 
  
  dangers of necromancy and how to use arcane magic in the 
  fight against undead. 
   
  Development: If the PCs need some time to think on the 
  offer, they get till next morning. If they accept, they can 
  make a trip to the embassy of Sunndi before noon. If they 
  do not show up, Myranda is going to assume they are not 
  interested.  
   
  If they accept, Myranda quickly writes down their 
  names and asks them to come to the Sunndian embassy the 
  following morning to formalize things. Here they can also 
  collect the necessary papers, and if needed, the means for 
  transport to Nonzfyr. The PCs have time enough to buy 
  various supplies in Irongate. Irongate has a gp limit of 
  100,000, but obviously the PC still needs to have access 
  before the character can buy something. 
   
  Proceed with Encounter 1 once preparations are 
  finished. 
   
  Special note for members of the Jade Mask MO: 
  Any member of the Jade Mask is taken aside and asked to 
  keep their eyes open for anything weird taking place in the 
  region. Something fishy is going on, something much more 
  dangerous than a mere conflict between two nations. 
   
  Encounter 1:  
  A Tankard of Dwur Stout 
  Once the PCs are ready with their preparations, read out 
  loud or paraphrase the following: 
   
  The trip to the Hollow Highlands was untroubled, and 
  soon after being hired you were coordinating the hunt 
  on the convicts with Ahlissan soldiers and the Hollow 
  Highland militia, known as the Burrowers. Days have 
  passed, and little happened until finally news arrived 
  of a particular dangerous band camping near the 
  clanhold of the Durmin clan. You and the Ahlissan 
  soldiers quickly marched of towards the dwur citadel 
  in the hope to arrive there before the convicts have 
  once again fled. 
   
   
  Travel through the Hollow Highlands is far from 
  easy, and the weather is not helping either. The 
  consistent rain, fog and mud of the wet season might 
  be a change from the constant heat and dust that 
  usually plague the region, but which one is better 
  remains to be seen. By the time you and the Ahlissan 
  soldiers arrive at the citadel it is almost the end of the 
  day and you are all soaking wet and at least the 
  common soldiers look cold and miserable. 
  At a first glance the compound surrounded by an 
  earthen wall and wooden palisade does not look much 
  like a dwur citadel, but then you note the weather 
  worn overgrown stone gate in the valley slope and 
  realize the biggest part of the citadel lays below 
  ground. Grim silent clan wardens in chain mail guide 
  you to the gate where you are ordered to wait while 
  they get the proper authorities outside to arrange your 
  stay. From the small muddy square the smell of cattle 
  and the stench of leatherworkers is hard to miss, and 
  you have a good view of the small stone buildings with 
  thatched roofs that lie here. The dwur working here 
  give you hostile glances, but other than that you are 
  ignored. 
   
  More information on the clan citadel can be found in 
  Appendix 7. The PCs are traveling with twenty Ahlissan 
  soldiers, their captain (Hoshir) a guide from the Burrowers 
  (Gregern), and an Ahlissan diplomat (Lord Taraskan, the 
  Ahlissan envoy from TSS4-04 Crossfire). If a PC succeeds at 
  a DC 20 Knowledge (the Splintered Suns) or a DC 25 
  Knowledge (history) or Bardic Knowledge check the 
  character knows the Durmin clan as proud people 
  desperately clinging to a proud past and lost grandeur. 
  Skirmishes with soldiers from the Great Kingdom and the 
  fact that their silver mines ran empty reduced them to their 
  current state as cattle herders and leatherworkers. They are 
  not known for their friendship with the Ahlissans, and the 
  fact that the escaped convicts chose to camp here is not too 
  strange when that fact is taken into account despite its 
  closeness to the Ahlissans. PCs from Sunndi gain a +5 
  circumstance bonus on this check. Of course, the PCs can 
  also simply ask for this information from their guide. 
   
  While waiting, the PCs can talk with the locals, but 
  they are not very talkative. They remain polite even to 
  Ahlissans, but there simply is not much to talk about. The 
  weather is always a safe subject, and the locals can confirm 
  the rumors about the presence of the convicts in the 
  neighborhood, but that is about it. After a couple of 
  minutes a female dwarf with long black braided hair, in full 
  plate, with two more clan wardens, arrives. The female 
  introduces herself as sheriff Noriff, and welcomes the 
  Ahlissans and PCs to the Clanhold of the Durmin Clan. She 
  has arranged for room and board in the Dented Tankard in 
  the Burrows below, promising full cooperation. PCs that 
  succeed in a DC 12 Sense Motive check realize she is not 
  happy about it, and she seems to be troubled. She doesn’t 
  show any hatred though.  
   
  Before the PCs and Ahlissans can enter the citadel, 
  they have to leave their horses and *Large* sized or bigger 
  animals in the stables Outside. This is not open for 
  negotiations, but the stable-masters are skilled in taking 
  care of most types of beasts (though they do fret over 
  dangerous animal companions, wanting a promise they do 
  not attack any of the cattle and sheep of the clan). At first 
  this is directed at centaurs as well, but with a bit of talking 
  they are allowed in after having given a few demeaning 
  promises. Note though that most buildings have been 
  designed for dwarves, and while humans and elves would 
  feel somewhat cramped, large sized creatures would 
  actually have difficulties walking around. Druids in animal 
  form are treated as animals until they show they are 
  wildshaped humanoids and they are asked to at least keep 
  in some decent shape. 
   
  Once the PCs are ready, they are brought to the 
  Dented Tankard. Read out aloud or paraphrase the 
  following: 
   
  ESA6-01 Knife’s Edge 
   
  Page 9 
  
  You are quickly guided through a large smooth well-
  light corridor down into the hill. Soon you see several 
  doors and windows not unlike the typical fronts of 
  houses in a human city, some carved directly out of 
  the cavern walls, others made out of stone blocks like 
  a normal house. It is a lively area, and many a dwarf 
  stares at you and your company in open curiosity. The 
  corridor winds down for about 10 minutes, sometimes 
  opening into small caverns not unlike small town 
  squares, or forking into other corridors, not unlike 
  regular crossings, when you suddenly emerge at the 
  top of a huge well-light cavern.  
   
  The cavern seems to consist of three plateaus with 
  the road sloping down the cavern wall connecting all 
  three plateaus. Each plateau rises roughly 10 feet 
  above the plateau below. A statue of a dwur miner 
  carved out of a huge stalactite stands in the middle 
  plateau. Stately carved murals giv ng the impression 
  of big buildings and many big doors suggest this to be 
  the main town square of the citadel. You and your 
  company are taken down to the second plateau into 
  one of the bigger buildings. Instead of wooden signs, a 
  dented tankard is carved in the stone above the doors: 
  the Dented Tankard, which apparently is going to be 
  your home while here at the citadel.  
  i
   
  On the outside the tavern annex inn looks relatively small, 
  but it extends a considerable end towards the back, down 
  and up behind the entrance. Most of the corridors and 
  rooms seem to follow a natural cavern with stonewalls and 
  wooden floors forming the barriers between the different 
  rooms, but a significant portion has been carved from the 
  rocks as well. The walls, floors and ceiling of the common 
  room, as well as the sleeping quarters assigned to the PCs 
  and Ahlissan soldiers are covered with wooden panels and 
  carpets. These rooms are lit by everburning lanterns bolted to 
  the walls in small cabinets that can be closed for those 
  preferring to sleep in darkness. The rooms are heated 
  through an ingenious system of steam tubes and there are 
  no fireplaces. Only a small portion of the corridors is lit, 
  since a big part of the complex is not being used anymore, 
  and because most guests and all employees have darkvision 
  anyway. 
   
  Entering the inn/tavern through the main door ends 
  up in a small hallway with stairs leading up and down, and a 
  corridor leading further away from the entrance. The 
  counter for the inn is located in this hallway. A big door 
  leads into the common room which looks homely, and is 
  cramped with sturdy looking wooden tables and chairs. The 
  ceiling is made for dwur, and while it is high enough for 
  humans and elves, they might feel uncomfortable. The 
  room is lit with everburning torches and heated with a large 
  fireplace. There is a large bar and a wooden podium. The 
  common room is big enough for roughly 40 guests. There is 
  a backroom for 20 more guests, but it is closed most of the 
  evenings. A map of the common room, back room and 
  kitchen can be found in DM’s Aid 1. It contains no secret 
  information and it can be shown to the players during this 
  encounter and Encounter 2. 
   
  Allow the PCs to settle down in the inn. The PCs get 
  assigned to two-person rooms, and can freely choose with 
  whom they want to share a room. The Ahlissan soldiers get 
  to sleep in two big sleeping rooms. The PCs and the 
  soldiers get their dinner served at the inn, while the 
  Ahlissan officers (including the diplomat) and the guide are 
  to dine with the sheriff to discuss upcoming events. If a PC 
  objects to the arrangement, they are taken aside, either by 
  the Ahlissan diplomat (if working for the Ahlissans) or by 
  sheriff Noriff (if working for Sunndi). Both mention that 
  the meeting is going to be rather formal, and it is doubtful 
  anything meaningful is going to be said. He/she also 
  prefers somebody not associated with the Ahlissan army to 
  keep an eye on the common soldiers and ordinary guests of 
  the tavern to make sure they do not kill one another. The 
  PCs can be sure to be consulted when any real decisions are 
  going to be made. Once again, the dwur have made their 
  decision on it, and no amount of arguing can change it. 
  Angry PCs can decide to grumble in their rooms, or wander 
  through town (though any PC not from Sunndi is not 
  allowed to leave the town square). They will probably miss 
  Encounter 2, but choices have consequences. 
   
  Once settled, dinner is served in the common room for 
  the PCs and the Ahlissan soldiers. Since some of the 
  soldiers remained above ground to take care of the horses, 
  only 14 out of 20 soldiers are eating dinner here at the time. 
  They have to share the room with 10 dwur of the Durmin 
  clan who are also enjoying a bite and a drink. These are 
  sitting apart from the Ahlissans, but within sight and they 
  clearly do not like the Ahlissans or characters showing 
  obvious friendship with them.  
   
  In a corner are also two tough looking humans, a male 
  and a female, who when approached introduce themselves 
  as Derstenn and Renka, two bounty hunters from Ahlissa. 
  Derstenn is in reality the disguised (it is a mundane 
  disguise) Shekal, who some PCs might remember from 
  TSS4-04 Crossfire. Allow a DC [APL 4: 27; 6-10: 28; 12: 30] 
  Spot check to recognize that Derstenn is a Suel disguised as 
  an Oeridian. PCs that played TSS4-04 Crossfire gain a +4 
  circumstance bonus on this check and realize who he is if 
  they succeed at the check.  
   
  More information on the important NPCs can be 
  found below. A section with rumors is provided to spice up 
  any conversations. 
   
  NPC Personalities 
  The initial attitude of the Durmin clan members is 
  indifferent, except when dealing with dwur and gnomes 
  (friendly) and Ahlissans (unfriendly). Regular Diplomacy 
  checks as discussed in the Skills section of the Players 
  Handbook can modify this attitude. A result of Hostile leads 
  to a tavern brawl, see the Troubleshooting section below for 
  more information. The same section also provides typical 
  behavior associated with a particular attitude. The Ahlissans 
  are Indifferent towards the PCs, unless the PCs themselves 
  are 
  Ahlissans 
  (friendly) 
  or 
  open 
  Trithereonites 
  (unfriendly). Note though that the PCs could have 
  modified this initial attitude before this encounter if they 
  wish. A Hostile attitude means the Ahlissans completely 
  ignore that character, though characters that force 
  ESA6-01 Knife’s Edge 
   
  Page 10 
  
  themselves upon the Ahlissans can start a brawl as well. 
  Remember that certain favors from previous adventures 
  can modify the associated Diplomacy checks. 
   
  � “Derstann” (a.k.a. Shekal): Male human [APL 
  dependent]; see below. 
   
  Appearance: Derstann is a lean thin man with short 
  brown hair and an olive colored skin. He wears a hunter’s 
  outfit and his face is weather worn. He has blue eyes. He is 
  armed with rapier and a crossbow, and characters with 
  sharp eyes note his beautifully crafted mithral chain shirt.  
   
  In reality this is just a simple non-magical disguise. 
  Piercing the disguise requires a Spot check as discussed 
  above. He is a pure blood Suel with short almost white hair 
  and the scars of manacles around his wrists.  
   
  Personality: Derstann seems to be a tough, grim hunter 
  of men with no sense of humor or interest in conversation. 
  Only when the escaped convicts are discussed, does he get 
  involved and only to gather the information needed to 
  hunt them down. In reality Shekal is a sly, shrewd 
  manipulator of people who deeply detests the Ahlissan 
  authorities. 
   
  Confronting Derstann: When confronted by characters 
  about his disguise he states he has made some enemies in 
  life (an occupational hazard so to speak) and the disguise 
  simply makes it easier to do his job. It is not a lie (he is not a 
  bounty hunter, he did make enemies in life and it is one 
  goal of his disguise), but PCs who beat his Bluff check 
  realize Derstann is a bit nervous about it as if it is not the 
  complete truth. PCs who accuse him of being an escaped 
  convict himself only get denials. Since they do not have 
  any proof and Derstann is a master manipulator it might 
  trigger a brawl earlier than planned. If the PCs are working 
  for the Sunndians, the Ahlissan soldiers come to his 
  defense and if they are Ahlissans, the dwur don’t accept the 
  PCs harassing their guests. If they push it, a fight is bound 
  to start. See the troubleshooting section below. 
   
  Note that he does recognize any PCs he met in the 
  Calling Mines during TSS4-04 Crossfire. It is just that he 
  hopes the PCs do not recognize him. If the PCs did aid the 
  prisoners willingly during that adventure, he does take 
  them aside, whispering that he feels it is his task to hunt 
  down the bad apples amongst the escaped prisoners since 
  he is partially responsible for their escape. Of course, it also 
  provides him with some cash, but what is wrong with that? 
  He is hiding his identity to prevent an arrest by the 
  Ahlissans. The first part is a lie, the second obviously is not. 
   
  � Renka Threefingers: Female Rng2; see below (AL N). 
   
  Appearance: Renka is a lean, broad-shouldered woman 
  with long brown braided hair and a tanned weather worn 
  face. She is not particular pretty, and has the looks of a 
  hunter. Her left hand is badly mauled, and misses three 
  fingers – the results of an unfortunate encounter with an 
  owlbear or so she says. 
   
  Personality: Renka is a coarse, direct woman with little 
  social grace. Still, she is hardly shy. Only the densest of 
  observers will miss that she is in love with Derstann – an 
  unlikely couple when you get to know them better. She has 
  little interest in the PCs, except when it pertains to her 
  profession as a bounty hunter. Something you might use to 
  your advantage if one of the PCs is wanted, asking whether 
  she has seen the PC in question somewhere before, but 
  never connecting the two, let alone attempting to arrest 
  them. She focuses most of her attention on Derstann. 
   
  Note: While she is in love with Derstann, she does not 
  come to his defense in case of any violence during a tavern 
  brawl (see Encounter 2). If Derstann is arrested, and when 
  she is faced with evidence of his treachery, she feels 
  ashamed and she becomes curt towards the PCs, somehow 
  blaming them for the betrayal. Even then she does not use 
  violence though. 
   
  � Valona Durmin: Female dwarf Exp4 (AL LG; 
  innkeeper). 
   
  Appearance: Valona is short, and stocky (if not 
  downright fat) even for a dwarf. She has long braided light 
  brown hair and a pale skin. Since she mostly works in the 
  hot kitchen, she tends to have a ruddy complexion. Inside 
  the tavern she is never seen without her leather apron. 
   
  Personality: Valone is a silent hard working woman who 
  does not tend to fraternize with her guests. She is a bit of a 
  perfectionist, sometimes driving her employees to madness 
  over the tiniest of details. Valona takes great pride in her 
  cooking, and she is surprisingly good, especially 
  considering the fact that dwur do not have a good 
  reputation where cooking is concerned. She knows what 
  non-dwur like, and is more than willing to cook it. If 
  somebody compliments her on her cooking, especially if 
  they insist in doing it to her in person, they soon get extra 
  big portions, the best parts and even some free drinks. 
   
  � Durmin Clan Members (10): Female/male dwarf 
  Varies (AL LG, NG). 
   
  Sample names: Azric (m), Dolten (m), Jardeth (f), 
  Torunn (f), Valgrim (m) and Yurdis (f). 
   
  Appearance: As can be expected, all guests from the 
  Durmin clan are dwur. They have typical lengths and 
  weights for dwur, and as such they appear short and stocky 
  to the average human. Blond and light brown hair colors 
  dominate with the occasional red haired dwur. Both male 
  and females have long braided hair. Contrary to popular 
  belief, dwur females do not have beards, and they do not 
  wear armor in daily life. They are only armed with daggers. 
  They do love strong bitter ale and equally strong tasting 
  bitter food. 
   
  Personality: Proud, stubborn and grim (though 
  reasonably polite) towards strangers. When discussing 
  amongst themselves though they are more animated, and 
  they are certainly prone to laughter.  
   
  � Tavern Employees (4): Female dwur Com1 (AL NG). 
   
  Names: Bazidred, Gilya, Naliz and Urnidis 
   
  Appearance: All the people working at the Dented 
  Tankard are dwur from the Durmin clan. See above for 
  possible descriptions. Feel free to make them up on the fly 
  when such is required. 
  ESA6-01 Knife’s Edge 
   
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  Personality: All four employees of the Dented Tankard 
  are silent and polite. They do not chat with the guests, 
  including the locals, when on duty, leaving them to their 
  own devices. Getting their attention might be a tad 
  difficult, and they do not serve others without some clearly 
  visible sign help is required. It is how the locals prefer to be 
  served and it has little to do with the PCs or Ahlissans 
  being distrusted strangers. 
   
  � Ahlissan soldiers (14): Female/male human War1; 
  See Appendix 1-5 (AL LN). 
   
  Sample names: Alyshizia (f), Jiranen (m), Lasara (f), 
  Rinshern (m), Walfrenden (m). 
   
  Appearance: The Ahlissan soldiers consist of a mix of 
  human males and females with the males slightly 
  dominating. Most of the Ahlissans are Oeridians with 
  brown short hair, olive color skin and brown eyes. Only a 
  few are pure Oeridian, most have some Suel (lighter hair, 
  skin and eyes) and Flann (darker hair, and eyes) blood. 
  There are no pure Suel or Flan amongst the soldiers. They 
  all wear the Ahlissan uniforms proudly – at the start of the 
  evening still clean and perfect, but by the end of the 
  evening certainly more sloppy and dirty. In the tavern they 
  are only armed with a dagger, and they do not wear their 
  chain mails or shields. 
   
  Personality: Proud, and silent at the start of the evening, 
  but boastful and loud by the end.  
   
  Rumors 
  While talking with various people in the tavern the PCs 
  may learn the following tidbits of news and rumors. Select 
  a few if you are running the event in a time sensitive 
  environment. 
   
  � Some of the Ahlissan soldiers grumble about their 
  assignment in the Hollow Highlands. They all seem to 
  want to join the action in the Hestmark Highlands around 
  Wyverntor against the bandits and raiders in that area even 
  though they are not part of Prince Harnnad’s army (prince 
  of Nulbish). At least the soldiers in that region get into 
  some real fights, and they do not have to walk on eggshells 
  like they have to do in this region. 
   
  � Apparently the icy area around the Frozen Spire seems 
  to be retreating. So at least some of the adventurers that 
  flocked to the area were successful. Preparations are made 
  for a military expedition into the region, but the selection 
  of the members of said expedition is done with extreme 
  care. The Ahlissans wonder what the adventurers found in 
  the region that makes their officers so careful. 
   
  � The war in the south of Sunndi is of some concern to 
  the Hollow Highlanders. After some initial losses, it seems 
  to have ended in a stalemate with Corul being completely 
  overrun and Stalward on the brink of falling. There are 
  rumors of a decisive battle that is soon going to take place 
  though whether the battle is about Eyedrinn, New Keep, 
  Pitchfield or Hobrand Castle (which would cut off the 
  main road between Dullstrand and Sunndi) is not known. 
   
  � Some of the dwarves whisper among one another that 
  Xavenier was behind the rebellion in the Calling Mines in 
  an attempt to not only gain more control over the mines, 
  but more importantly to have an excuse to invade the 
  Hollow Highlands. These dwarves think that the so-called 
  help in capturing the escaped convicts is just an excuse to 
  spy upon the region. While some of the Ahlissans might 
  actually share this opinion, they do not express it except to 
  their closest friends. 
   
  � Both the Ahlissans and the dwur warn the PCs about 
  the Calling Mines. Madness is a common affliction 
  amongst those that worked in it, whether as an inmate or a 
  guard. The madness is not harmless either, and those 
  afflicted by it often die in violent ways when they 
  completely lose their self-control. 
   
  � The dwur are worried about Wastrians infiltrating 
  Sunndi government, noting an increased tension between 
  the human citizens and the non-humans. They also think 
  Wastrians, or at least the humans from central plains, are 
  behind Hazendel’s friendly behavior towards the Ahlissans. 
  They hope Hazendel is either correct, or if not, comes to his 
  senses before it is too late. 
   
  Development: The goal of this encounter is to highlight 
  the tension between the Ahlissan soldiers and the Hollow 
  Highland Clans. Try to get the players to interact with the 
  various NPCs provided above, or depict a few interactions 
  between the Ahlissans and the Durmin dwur if the players 
  show little interest in acting by themselves. At some point 
  for example, the Ahlissan soldiers can offer a keg of ale to 
  the dwur in the common room. An offer that is received 
  very coolly by most of the dwur and downright refused by a 
  couple of other dwur, who state that they do not accept 
  drinks from murderers. This in return greatly angers the 
  Ahlissan soldiers, but they are calmed in time by their 
  companions (or perhaps the PCs). Use the information 
  provided above in the NPC and rumor section to run this 
  encounter.  
   
  You should proceed with Encounter 2 before any of 
  the PCs leave the common room (unlikely to happen before 
  the end of dinner), when things grow stale or after ten (in 
  time sensitive environments) to thirty minutes of role-
  playing. Note that Encounter 2 is preceded by two 
  Ahlissans leaving the common room, but since this 
  happens several times (toilet, a bit of fresh air, etc.) there is 
  no need to mention it. 
   
  Troubleshooting: It is certainly possible one or more of 
  the players refuse to enter the citadel without their trusted 
  companion. The dwur do not relent in this regard, and even 
  the hint of offering a bribe is going to get disgusted 
  reactions. They try to remain polite as long as the PC 
  remains polite about it, pointing out that the PCs are about 
  to enter a dwur citadel, which was build for dwur and not 
  for large-sized creatures. They also point out that it is highly 
  unlikely the PCs need their animals, but are willing to 
  ESA6-01 Knife’s Edge 
   
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  promise that the PCs can take the animal down in case of 
  unexpected trouble. A PC can stay Outside if he wants to, 
  but in that case the character is going to miss the first part 
  of the adventure. That is the price the PC has to be pay for 
  trying to be stubborn about it. Do NOT give that character 
  experience for Encounter 2. 
   
  The goal of the convicts is to start a brawl between the 
  Ahlissan soldiers and the dwur locals – if the PCs initiate 
  such a brawl earlier so much the better. Encounter 2 
  provides the details of what happens during such a brawl, 
  but in this case it does NOT start with the wounded 
  Ahlissan sertern (sergeant) staggering into the common 
  room. The PCs after all provided the spark. In that case the 
  fight probably ends with the arrest of the PCs as discussed 
  in the Development section in said encounter. That night 
  one of the Ahlissans is murdered, and the PCs are released 
  under the condition that they investigate the murder. From 
  there the adventure proceeds as normal, though it might 
  cost the PCs their favor with the Ahlissan army as discussed 
  in the Troubleshooting section of Encounter 2 and the 
  Conclusion. 
   
  It is also possible that the players express that their 
  characters keep a close eye on the Ahlissans, and that they 
  trail everyone leaving the common room. If they do so, let 
  some of the Ahlissan soldiers react unfriendly, if not 
  downright hostile, because they do not need a babysitter 
  when going to the toilet. Or in case of a different sex, act as 
  if the NPC feels sexually harassed or acts all too eager for a 
  sexual encounter (assuming you are playing the game with 
  adults who feel comfortable with such things – certainly do 
  not provide all the details). If they still insist, they prevent 
  the murder, forcing “Derstann” to his bardic abilities to 
  start a fight. When this happens, do not let him succeed 
  automatically, but give the PCs a fair chance within the 
  D&D rules to note what is happening and react to it. Use 
  the information provided in Encounter 2 and adapt it as 
  needed.  
   
  Encounter 2: 
  The Fuse Is Lit  
  When you are ready to run this encounter, read out aloud 
  or paraphrase the following to characters that keep an eye 
  on the door or succeed at a DC 20 Spot or Listen check: 
   
  The door into the common room burst open with a 
  loud crash, but the sound barely rises above the loud 
  noise of the guests trying to make themselves heard 
  by one another. Certainly few people note it. A sturdy 
  looking male Ahlissan soldier stumbles through the 
  door with in his arms the body of a female soldier. He 
  is covered in blood and while not all of it is his, he is 
  clearly not in a very good condition. The gaping 
  wound on his head leaves little doubt about that. 
  Blood is dripping from the woman’s clothing, and she 
  looks deadly pale. You are not sure whether she is 
  alive or not. 
   
  The PCs recognize the Ahlissan as sertern (the Ahlissan 
  equivalent of a sergeant) Arnend, one of the soldiers who 
  were present during the meal. He is the regiment’s 
  wrestling champion and while he is difficult to anger, once 
  he explodes he becomes incredibly dangerous. The female 
  soldier is Quinara and rumors tell she and Arnend are 
  lovers. Allow the PCs a single standard action before the 
  other Ahlissans spot him, you could ask for initiative if you 
  want to. Arnend is not about to let him self being pushed 
  aside, he wants vengeance, and reacts really violently to 
  such an act. A DC 25 Sense Motive check allows a PC 
  directly observing his behavior to recognize he is under the 
  effect of a Charm. Only really smart quick acting PCs, 
  located at exactly the right location, can get him out of 
  sight before it is too late. Of course, Arnend does allow 
  healing. For Quinara it is too late, she has been killed by a 
  stab into her back from behind – a masterstroke that killed 
  her instantly. 
   
  If none of the PCs spotted him in time, and/or the PCs 
  have done their action, proceed with the following. 
  Depending on the PCs actions you might need to adapt it. 
   
  Suddenly the noise dies down only disturbed by a few 
  that had not been paying as much attention, but who 
  quickly stop as well. All attention is drawn to the male 
  Ahlissan soldier standing in the door opening. The 
  man is covered in blood, and has a gaping wound on 
  his head, bleeding a lot, though not life threatening – 
  certainly not to a battle hardened soldier. The man 
  clearly has been in a fight of sorts, and his clothes are 
  ripped. You are not sure how much of the blood is his 
  or of somebody else. He is carrying the body of a 
  woman soldier in his arm. Blood is dripping from her, 
  her arms dangle limply and she looks very pale. The 
  man points at the dwur sitting at the other side of the 
  common room and screams in rage: “Traitors! 
  Murderers! You killed Quinara.”  
   
  For the first few seconds both the Ahlissans and dwur just 
  stare in shocked silence at the scene. It doesn’t take an 
  expert to realize that the dwur are just as shocked and 
  surprised by the turn of events as the Ahlissans – either 
  that or they are expert actors.  
   
  If not stopped, Arnend carefully lays the body of 
  Quinara down, and then storms at the dwur with a drawn 
  small sized rapier ready. Astute PCs might wonder where 
  he got the rapier from, it is certainly is not standard 
  military issue and they have never seen him carry it before. 
  At the same time the rest of the soldiers and the dwur come 
  into action as well – a tavern brawl seems inevitable. At 
  first, only Arnend uses lethal force, but if Derstenn thinks 
  he is unobserved, a few well-placed suggestions, quickly turn 
  the fight lethal. If casting a spell would draw too much 
  attention, he might try to use the chaos to kill a dwur or 
  Ahlissan soldier himself, causing major trouble once the 
  fighting died down. If it looks like the fight is going to end, 
  he tries to flee, allow Spots checks as normal, but remember 
  that any PC involved in the fight takes a -10 penalty to such 
  a check because of distractions. Renka and the tavern 
  personel successfully try to stay out of the fighting. After a 
  ESA6-01 Knife’s Edge 
   
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  couple of rounds both the Ahlissan officers, sheriff Noriff 
  and a couple of Clan Wardens appear on the scene, quickly 
  ending any fighting. 
   
  Of course, it is unlikely that the PCs move to the side 
  and do nothing. The easiest way to deal with the problem at 
  hand is to immediately jump on the furious Arnend, while 
  either persuading or browbeating the Ahlissans from 
  taking any actions. The dwur only get into action if 
  assaulted and so they do not cause any problems at the start. 
  Only PCs not directly involved in subduing Arnend, can 
  attempt to calm the Ahlissans. The main speaker should 
  either make a DC 25 Diplomacy or Intimidate check. 
  Others can try and assist the main speaker, which can be 
  done with either Diplomacy or Intimidate regardless of the 
  main speaker’s method. Make the players work for it, and 
  try to express the anger and outrage of the Ahlissan 
  soldiers, rage that is seeking an outlet. Ultimately the dice 
  should decide the result.  
   
  Modify the check by the following cumulative 
  circumstantial modifiers: 
  • 
  PC is a member of a military meta-organization: +2 
  • 
  PC is an officer in a military organization: +2 
  • 
  PC has 5 ranks in Profession (soldier): +2 
  • 
  PC is an open worshipper of Zilchus: +2 
  • 
  PC is an open worshipper of Trithereon: -2 
  • 
  Attitude towards the PCs is Helpful: +5 
  • 
  Attitude towards the PCs is Friendly: +2 
  • 
  Attitude towards the PCs is Unfriendly: -2 
  • 
  Attitude towards the PCs is Hostile: -5 
  • 
  PC is a dwarf, gnome or halfling: -2 
  • 
  Companions are using lethal force against Arnend: -5 
  • 
  Derstann/Shekal operates unopposed: -5 
  • 
  PC make use of the soldiers patriotism: +4 
  • 
  PC reminds them of their standing orders not to use 
  violence against any locals without a direct order or in 
  direct self-defense: +4 
  • 
  Any modifiers due to favors and disfavors from past 
  adventures: varies 
  • 
  Good role-playing: between +1 to +4 
   
  While the PCs are working the crowd, Derstann/Shekal 
  tries to oppose their attempts to settle things peacefully. 
  Derstann acts like the angry soldiers, though a successful 
  Sense Motive check opposed by his Bluff check does show 
  he is not really agitated about the whole affair. He mixes in 
  the group of soldiers, but he is not the leader and hence is 
  not going to be the one doing the talking. A successful Spot 
  check opposed by his Hide check (or Bluff when a PC is 
  keeping a strict eye on him) does make the PCs realize he is 
  moving around the crowd, whispering things in their ears. 
  If confronted, he denies any accusations, but if the PCs try 
  to detain him or succeed in a standard Intimidate check he 
  tries to flee. 
   
  If the check fails, only spells such as enthrall and 
  calm emotions could calm things down long enough for the 
  sheriff to arrive. Remember that casting a spell on the 
  Ahlissan soldiers *before* the fight is on, is very likely to be 
  taken as a hostile action against the Ahlissans, possibly 
  automatically causing the failure of a diplomatic approach. 
  Once the fight starts there is little the PCs can do about it 
  on lower APLs, except prevent it from escalating in lethal 
  force by disabling Arnend, hopefully realizing what 
  Derstann/Shekal is doing in time, and stabilizing 
  unconscious people. Though they also could throw 
  themselves into the brawl with fervor fighting the dwur 
  and/or the Ahlissan soldiers – hopefully only with their 
  fists. On higher APLs the fight itself is probably not much 
  of a challenge, though preventing deaths  might be harder. 
  In any event it is a tavern brawl, use your imagination when 
  describing the fight and try to prevent it from becoming a 
  simple “attack-hit-attack” sequence. Use the chairs, 
  tankards and so on even if it might not make much sense 
  from a game mechanical point of view. If 2/3rd of the 
  opponents are knocked out, the fight quickly ends with 
  both sides quickly surrendering. 
   
  Terrain: Like any common room in a tavern it is filled with 
  solid heavy oak tables and chairs. There is little space left, 
  and while the floor is even, due to the presence of chairs 
  and tables it imposes a -2 penalty to Tumble skill checks 
  and running and charging is impossible. Large sized or 
  bigger creatures actually need to squeeze with all the 
  penalties associated with that condition. On the other 
  hand, characters can use the tables to their advantage by 
  jumping on them, which requires a DC 10 Jump check (no 
  need for a running start) and costs 10 feet of movement and 
  gaining a +1 modifier on attack rolls to those still standing 
  on the floor. It is less of an option for characters taller than 
  dwur, because of the height of the ceiling. Small sized 
  characters can also use them for cover, granting them a +4 
  cover bonus to AC and a +2 cover bonus on Reflex saves. 
  Chairs and tankard form great improvised weapons, 
  respectively dealing 1d6 and 1d3 lethal damage. They 
  shatter when the attack scores a critical or a natural 1. Clay 
  jars only deal 1d3 nonlethal damage and are shattered after 
  one use. 
   
  All APLs 
  � Ahlissan Soldiers (13): Female/male human War1; 
  hp 5; see Appendix 6. 
  � Durmin Clanmembers (10): Female/male dwarf 
  Varies1-3; hp 5-12; See Appendix 6. 
  � Renka Threefinger: Female human Rng2; hp 17; See 
  Appendix 6. 
   
  APL 4 (EL 5) 
  � “Derstann” (a.k.a. Shekal): Male human Brd4; hp 26; 
  See Appendix 1. 
  � Sertern Arnend: Male human Mnk1/Ftr1; hp 16; See 
  Appendix 1. 
   
  APL 6 (EL 7) 
  � “Derstann” 
  (a.k.a. 
  Shekal): 
  Male 
  human 
  Brd4/Rog1/Asn1; hp 34; See Appendix 2. 
  ESA6-01 Knife’s Edge 
   
  Page 14 
  
  � Sertern Arnend: Male human Mnk1/Ftr3; hp 34; See 
  Appendix 2. 
   
  APL 8 (EL 9) 
  � “Derstann” 
  (a.k.a. 
  Shekal): 
  Male 
  human 
  Brd4/Rog2/Asn2; hp 46; See Appendix 3. 
  � Sertern Arnend: Male human Mnk2/Ftr4; hp 49; See 
  Appendix 3. 
   
  APL 10 (EL 11) 
  � “Derstann” 
  (a.k.a. 
  Shekal): 
  Male 
  human 
  Brd4/Rog3/Asn3; hp 58; See Appendix 4. 
  � Sertern Arnend: Male human Mnk2/Ftr4/reaping 
  mauler2; hp 65; See Appendix 4. 
   
  APL 12 (EL 13) 
  � “Derstann” 
  (a.k.a. 
  Shekal): 
  Male 
  human 
  Brd6/Rog3/Asn3; hp 70; See Appendix 5. 
  � Sertern Arnend: Male human Mnk3/Ftr4/reaping 
  mauler3; hp 80; See Appendix 5. 
   
  Tactics: It is a tavern brawl. There are not many tactics 
  except to hit as many opponents as possible in as little time 
  as possible.  
   
  Arnend on the other hand is furious and under the 
  effects of a suggestion spell. He is out for blood, and anybody 
  that stands in his way is going to get hurt. While filled with 
  rage, he still is an experienced soldier who has had his fair 
  share of battles, so he does follow some rudimentary tactics. 
  His target though is the person standing in front of him, 
  and he is not about to switch targets quickly. Note that he 
  might use the rapier during the first round, it is of the 
  incorrect size and not exactly his favorite. He drops it 
  quickly, switching to his favored weapons: fist and grapple. 
   
  Derstann/Shekal does not confront the PCs directly, 
  unless they block his escape and even then he tries to 
  escape, not kill the PCs. In a tavern brawl he tries to murder 
  a dwarf or Ahlissan soldier before fleeing. Observant 
  characters might see him doing it. Afterwards, some of the 
  dwur and Ahlissans certainly remember it, assuming they 
  calm down enough and are specifically asked about 
  Derstann’s/Shekal’s behavior. 
   
  Treasure: Looting Derstann/Shekal and Dernand’s rapier. 
   
  APL 4: L (19 gp); C (5 gp); M cloak of resistance +1 (83 
  gp), dwarvencraft rapier (52 gp), +1 mithral shirt (175 gp), 2 
  potion of cure light wounds (4 gp each). 
   
  APL 6: L (44 gp); C (5 gp); M cloak of resistance +1 (83 
  gp), +1 dwarvencraft rapier (218 gp), +1 mithral shirt (175 gp), 
  2 potion of cure light wounds (4 gp each). 
   
  APL 8: L (69 gp); C (5 gp); M cloak of resistance +2 (333 
  gp), +1 dwarvencraft keen rapier (718 gp), +1 mithral shirt (175 
  gp), 2 potion of cure light wounds (4 gp each). 
   
  APL 10: L (44 gp); C (5 gp); M cloak of resistance +2 (333 
  gp), +1 dwarvencraft deadly precision rapier (1552 gp), +1 keen 
  rapier (693 gp), +1 mithral shirt (175 gp), 2 potion of cure light 
  wounds (4 gp each). 
   
  APL 12: L (44 gp); C (5 gp); M cloak of resistance +2 (333 
  gp), +1 dwarvencraft deadly precision rapier (1552 gp), +1 keen 
  rapier (693 gp), +1 mithral shirt (175 gp), ring of protection +2 
  (667 gp), 2 scrolls of cure light wounds (arcane) (4 gp each), 
  scroll of silence (arcane) (17 gp). 
   
  Detect Magic results: Cloak of resistance +1 and +2 
  (Faint Abjuration), +1 dwarvencraft rapier (Faint Evocation), 
  +1 
  dwarvencraft 
  deadly 
  precision 
  rapier 
  (Moderate 
  Transmutation), +1 dwarvencraft and normal keen rapier 
  (Moderate 
  Transmutation), 
  +1 
  mithral 
  shirt 
  (Faint 
  Abjuration), potion of cure light wounds (Faint Conjuration), 
  ring of protection +2 (Faint Abjuration), scroll of cure light 
  wounds (Faint Conjuration), scroll of Silence (Faint Illusion). 
   
  Development: About 15 minutes after Arnend stumbled 
  into the common room, Lord Taraskan (Ahlissan Envoy), 
  captain Hoshir and sheriff Noriff together with a small 
  contingent of clan soldiers barge into the tavern. Any 
  fighting still going on is quickly put to end, and all three 
  want an explanation about what is going on. Once briefed 
  on events they are shocked about the brutal murder, and 
  immediately initiate an investigation. Strangely enough, 
  the PCs are perfectly suited to lead such an investigation. 
  They are not as closely associated with either side, and as 
  adventurers they tend to be much more skilled in such 
  things than simple soldiers and dwur commoners.  
   
  If the PCs want to renegotiate their contract, it is 
  quickly pointed out that they are paid handsomely enough 
  and that in a way it is part of their job description. After 
  some discussion though, they are willing to offer Arnend’s 
  blade as a reward (and even if the PCs never talked about it, 
  others did). Of course, it also earns them a favor with the 
  Ahlissan Army, which is never a bad thing. Sheriff Noriff 
  does not offer an additional reward. To be honest, she does 
  not mourn the death of an Ahlissan soldier and only the 
  blemish to her clan’s honor in offering enough protection 
  makes her helpful. The idea of a clan member actually 
  being the murderer does not even cross her mind. She does 
  offer all the cooperation of the clan, assigning a one of her 
  men as an aide to the PCs. 
   
  � Lord Taraskan: Male human (Oeridian) Rog3 (AL LN; 
  Bluff +7, Diplomacy +9). 
   
  Appearance: Sir Taraskan is a tall, gaunt man with a pock 
  marked face, and a pale complexion. Most of the time he 
  looks rather nervous, always fiddling with his thin long-
  fingered hands. He is dressed formally. 
   
  Personality: A coward at heard, he hides his fears behind 
  a thin layer of aloofness and proper etiquette. He is a bit of a 
  snob with little respect for mercenaries, and even less for 
  idealists fighting for vague concepts such as freedom and 
  equality. 
   
  � Sheriff Noriff: Female dwarf Ftr5 (AL NG; Intimidate 
  +7). 
   
  Appearance: Noriff is tall and lean for a dwarf, with long 
  braided black graying hair and a broad nose. She has dark 
  brown eyes, and she tends to look angry almost always.  
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  Personality: Grim, humorless and determined. She 
  tends to hold grudges for a long time, but is honest enough 
  to admit any mistakes she makes. She never asks somebody 
  to do something she would not do herself. She has no love 
  for Ahlissans, but treats them with professional courtesy.  
   
  � Borik Steelsword:  Male dwarf Rgr2 (AL NG). 
   
  Appearance: Borik is a typical dwarf with long braided 
  black hair and large beard. He has dark brown eyes and a 
  broad nose, wearing simple clothes and rarely smiling. 
   
  Personality: Silent, observant and polite. From the 
  moment he is assigned to the PCs as a guide and liaison 
  with the locals he does what they request as long as within 
  reason (the safety of his clan and the citadel are very 
  important). He does report whatever he sees to the sheriff. 
   
  Troubleshooting: It is certainly possible one or more PCs 
  killed one of the dwur and/or Ahlissan soldiers (excluding 
  Derstann/Shekal and Arnend). Such an act would be 
  murder, which is punishable by death both in Ahlissa and 
  Sunndi. As long as the PCs do not brag about it, the 
  authorities are going to assume it was an accident though, 
  giving them a way for the PCs to avoid murder charges.  
   
  The PC who committed the murder has to pay a fine of 
  100 gp x APL, which can be paid by spending a favor with 
  the Ahlissan Army or a Zilchite Money Counter in case the 
  victim was an Ahlissan soldier, and they have to redeem 
  himself by helping the authorities solve the murder of 
  Quinara. In that case that character does NOT earn the 
  favor of the Ahlissan Army if they solve it, but neither are 
  they punished any further for the murder. A PC that 
  refuses the offer is executed, though he can be resurrected 
  afterwards (raise dead is not enough since the PC is 
  beheaded). PCs might be able to flee the scene, but in that 
  case the adventure is over for that character, and the 
  character becomes wanted for murder both in Ahlissa and 
  Sunndi. 
   
  A lesser crime would be if the PCs actually started the 
  brawl. In that case they do not get the blade Arnend is 
  using since he never faced the PCs with it. If they flee, 
  which is not easy considering they are underground in an 
  area with limited exits, the adventure is over, but there are 
  no other consequences. If they are arrested, they are 
  awakened the following morning by a very grumpy sheriff 
  Noriff. That night one of the Ahlissan soldiers was 
  murdered, and they are blaming the Durmin clan for it. She 
  offers to forget any charges if they solve the murder. As 
  above this does remove the favor with the Ahlissan Army. 
  More information can be found in the Conclusion. 
   
  Encounter 3: 
  A Mystery to Be Solved  
  Once things have settled down in the Broken Tankard, it is 
  likely the PCs want to investigate the events that lead up to 
  it: the brutal murder of Quinara and the assault on Arnend. 
  Like most mysteries there are many places the PCs could go 
  to gather clues. The following section details what the PCs 
  can find and where they can find it. 
   
  Arnend 
  Unlike Quinara, Arnend’s body does radiate a faint magical 
  aura –assuming the PCs did not dispel it– which is 
  recognized as belonging to the Enchantment school with a 
  DC 18 Spellcraft check. Most of the blood on him belongs 
  to somebody else, but he does have several superficial 
  wounds. A DC 5 Heal check recognizes these as made by 
  what appears to be a rapier and the nails of a small sized 
  humanoid (one without claws). A DC 15 Heal check is 
  needed to find the scratch on his neck and realize it was 
  made by what appears to be an arrow or bolt. Unlike the 
  sword cuts and scratches, this wound is poisoned (see 
  Encounter 9 for more details on the type of poison since it 
  is APL dependent), but the wound was too small and 
  Arnend shrugged of its effects. Note that if the PCs used 
  lethal force against Arnend there is a -5 circumstance 
  penalty to any Heal checks. 
   
  Once calmed down, the PCs can question Arnend and 
  they can learn what happened. Quinara and Arnend were 
  lovers, and but such relationships are not allowed in the 
  army (definitely not between a superior and a private). So at 
  first he tells that he was taking a leak when he heard a 
  woman scream. He rushed towards the sounds and found a 
  small dwarf standing over the corpse of Quinara, grinning 
  widely with large round eyes filled with madness with a 
  bloodied rapier in his hands (the rapier discussed below). A 
  struggle ensued, and he managed to grab the blade, but the 
  dwarf managed to escape his grapple and fled into the 
  darkness. 
   
  There are several things that should sound wrong to 
  the astute PCs. With a successful DC 10 Sense Motive 
  check the characters realize that Arnend is much more 
  distressed about Quinara’s death than can be expected over 
  the loss of a fellow soldier. If the check was 25 or higher 
  they also realize he is/was under some kind of magical 
  charm. Furthermore, if they ask around, nobody heard a 
  woman scream. While it is certainly possible that Arnend 
  was the only one hearing the scream it is rather unlikely, 
  especially since the privy is nowhere near where Quinara 
  was attacked. Finally, Arnends story does not really explain 
  how he got back into the common room with the corpse, 
  and why he became so angry at the dwur. 
   
  If confronted with these facts, he tries to come up with 
  some weak excuses, but since he is a terrible liar these are 
  easy to recognize as such. After a bit of pushing, and 
  certainly when the PCs promise to keep things private, he 
  finally tells what truly happened. He and Quinara sneaked 
  out for a private meeting, hoping that everybody was too 
  preoccupied to note. While searching for a hidden corner 
  or room, they were rather preoccupied with one another 
  and they did not pay much attention to their surroundings. 
  Quinara was kissing him when she suddenly went limb in 
  his arms and slowly slid onto the floor. Behind her stood a 
  small dwarf, grinning with large round madness filled eyes. 
  He took the dwarf by surprise, and a struggle ensued. He is 
  not sure what happened next, it all happened to quick. He 
  vaguely remembers hearing somebody casting a spell, 
  seeing the face of a blue eyed human and suddenly 
  knowing that the dwur of the clan were behind the murder 
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  and planning to kill all the Ahlissans. He grabbed Quinara’s 
  body, and went back as quick as possible, remembering that 
  he did hear the sound of a crossbow being shot and feeling 
  a minor stab of pain at his neck, at the same time he heard 
  an angry human voice talk in a strange guttural language. 
  He has no idea how he got the rapier, but he thinks he got 
  it from the murderous dwarf during the struggle.  
   
  Carefully comparing his story to when his friends saw 
  Quinara and Arnend for the last time reveals there is a hole 
  of roughly half an hour. Arnend has no recollection of what 
  happened in that time. Perhaps he did not shake of the 
  effects of the poison? 
   
  Note: If Arnend was killed, he can still tell the above 
  story if interviewed with a speak with dead spell. Do take the 
  limitations of that spell into account! 
   
  Quinara 
  A PC examining the corpse of Quinara needs to make a 
  Heal check. A DC 5 Heal check is enough to realize she was 
  killed by one master stroke in her back with a piercing 
  weapon – likely a small rapier. The blade went in between 
  two ribs straight into her heart. She died almost instantly. 
  Anybody comparing the wound with Arnend’s rapier 
  realizes it is likely she was indeed killed with that blade. 
  She shows no other wounds or bruises, and the blade with 
  which she was killed was not poisonous. Neither is there 
  any magical aura present on her.  
   
  If the PC succeeded at a DC 15 Heal check it becomes 
  apparent she died very recently – rigor mortis has not yet 
  settled in (which does after roughly 3 hours) and the blood 
  is still wet. This information might sound superfluous since 
  the PCs saw her only 1 hour before, but remember that 
  seeing somebody in D&D is no guarantee it is actually that 
  person. 
   
  In an interview with her with the aid of the speak with 
  dead spell she basically confirms Arnend’s story. Since she 
  cannot lie, she immediately tells the reason why she went 
  into the back of the tavern (for a clandestine love meeting 
  with Arnend) without any of the lies or hesitations Arnend 
  gives. She never saw her assailant or anybody else and does 
  not have the faintest clue what happened. 
   
  High level PCs might decide to raise her. She does not 
  refuse it, but neither her nor the Ahlissan army reimburses 
  the diamond dust used to power the spell. Though the army 
  does pay 250 gp to the PCs for each money counter of 
  Zilchus they have, assuming they did raise Quinara. 
   
  Examining Arnend’s blade 
  At a first glance characters might conclude that Arnend’s 
  behavior is due to the strange rapier he is using. While it is 
  a magical blade, it is no way cursed. Arnend got his hands 
  on it during the struggle with Quinara’s murder, and the 
  owner really regrets that it is stolen, but there is little he 
  can do about it. It is magical though, as shown in the 
  treasure section in Encounter 2. 
   
  A close inspection of the blade reveals that it is 
  dwarven forged, which in itself is rather peculiar since the 
  dwur are not known for their love of rapiers. As any 
  weapon forged by master smiths it includes a marking of 
  the maker which is spotted with a DC 10 Search or Craft 
  (weapon smithing) check. Recognizing the marker requires 
  a DC 20 Knowledge (Royalty and Nobility), Knowledge 
  (the Splintered Suns), Craft (weapon smithing) (which 
  cannot be made untrained) or Bardic Knowledge check to 
  recognize the marking as belonging to the dwarf master 
  smith Duranog from the Iron Hills. The marking includes a 
  hidden date which PCs can spot on a DC 20 Search check 
  and decipher if they succeed in a DC 15 Decipher Script 
  check. The date is that of the year CY 594. 
   
  Duranog disappeared some years ago during a trip back 
  home from Glorvardum. He was last seen in the Hollow 
  Highlands, and there are not even speculations about what 
  happened to him. His specialty was definitely not rapiers, 
  but it is certainly possible he crafted one. He did disappear 
  *before* CY 595. 
   
  Note that master smith Delrak of the Durmin clan 
  recognizes the mark, and knows the story, but he does not 
  see the hidden date, let alone that he can decipher it. 
   
  Renka Threefingers 
  Renka Threefingers is shocked and hurt by Derstann’s 
  apparent betrayal, but she is not about to show it to some 
  strangers. She remains calm, and might give the impression 
  of a calculating cold-hearted woman. She met Derstann a 
  few days before, and never saw him talk with anybody 
  special, but she admits she did not keep any eye on him all 
  the time. She truthfully professes innocence. 
   
  Searching Derstann’s Room 
  Derstann/Shekal had a room for himself. Valona gladly 
  gives them permission to search this and she gives them a 
  skeleton key. His bedroom is a simple Spartan room only 
  containing a bed, a cupboard and a stool. The cupboard 
  contains some clothing, as well as a backpack, bedroll, and 
  basic survival gear. There are also the remains of a disguise 
  kit, including the telltale signs of somebody painting their 
  hair dark brown and to give their skin more tan. 
  Derstann/Shekal is much too skilled to leave any evidence 
  laying openly in the room. 
   
  Derstann/Shekal 
  Throughout Encounter 2 Derstann/Shekal tries to 
  undermine the PCs efforts in keeping the peace. The PCs 
  might not note it during the fight, though you should err 
  on the PCs’ side, they certainly note his absence after the 
  fight. Questioning the people involved also points out he 
  seemed to want violence to break out, and in case of a 
  brawl, he might actually have killed one or two people in a 
  quick efficient fashion. Of course, if he has escaped, there is 
  little the PCs can do about it, except search for the man on 
  the streets (see “Trailing the Suspects” below). 
   
  Alert PCs on the other hand, might have been able to 
  capture him. Information on his appearance and 
  personality are given above in Encounter 1 as well as his 
  initial reaction and answers. He denies any accusations, and 
  in general tries to buy as much time as possible. If put 
  under enough pressure (DC 10 + APL Intimidate check) or 
  is offered a favorable deal (DC 35 Diplomacy) he finally 
  snaps. Feel free to give minor circumstance bonuses on this 
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  check for proper role-playing. Remember that people can 
  ‘take 10’ on these cracks, and with the proper assists, even a 
  non-diplomatic group should be able to make the 
  Intimidate check eventually. While in general both the 
  Intimidate and the Diplomacy check takes 1 minute, 
  getting people to betray their compatriots (who you greatly 
  fear) takes a lot more time. 
   
  Derstann/Shekal can tell the following, remember that 
  when intimidated into submission he only answers the PCs 
  questions, and does not provide anything for free. 
  Remember that he is an expert manipulator, and he acts as 
  if he is fighting for a cause: 
  • 
  His real name is Shekal. He was a convict from the 
  Calling Mines who escaped during the rebellion. 
  [True] 
  • 
  He decided to stay in the Hollow Highlands to fight 
  the treacherous Ahlissans and free all remaining 
  prisoners from the Mines. [Technically true, but it 
  were not ideals that kept him in the Highlands even 
  though he suggests so.] 
  • 
  The treaty between Sunndi and Ahlissa is wrong as 
  long as Ahlissa keeps using the Calling Mines, the 
  mind-shattering effect of the mines is just inhumane. 
  [Partially false, he despises the treaty, and he wants the 
  Ahlissans out of the Calling Mines. Morals have little 
  to do with it though.] 
  • 
  He got orders from higher hand to cause trouble 
  between the Ahlissans and the local dwur. [True] 
  • 
  If he did not kill anybody, he swears he did not know 
  about the planned murders. [False]. 
  • 
  If he did murder people, he states that it is a small 
  price to pay to stop such an abomination as the Treaty 
  of Nonzfyr. [He definitely has little trouble with 
  murdering people.] 
  • 
  The rumors about the presence of a large group of 
  convicts in the region were false, set up to lure the 
  Ahlissans into the area with the Highlanders most 
  hating them nearby to increase the chance of creating 
  trouble. [True] 
  • 
  He belongs to group of five. The leader is a Suel 
  human sorcerer named Akash. He is advised by a 
  murderous dwarf, utterly insane, who calls himself 
  Hunter. The remaining two are mere muscle, escaped 
  convicts from the Calling Mines with a deep hatred for 
  the Ahlissans. [True as far as Shekal knows.] 
  • 
  They definitely had inside help, but he does not know 
  who it is. It is somebody at the local Shrine of the 
  Reforged Hammer though, because that is where he 
  had to go to in case of discovery. [Partially true – he 
  does know that Helbir, the local high priest, is the 
  traitor, but he hopes to buy more time this way and to 
  gain a stronger bargaining position. They might need 
  him to lure Helbir out of hiding.] 
  • 
  He does not know who cooked up the plan and who 
  organized it. If honest, it seems a bit complicated and 
  prone to failure. The leaders approved and he is not 
  going to disobey the leaders. [True] 
  • 
  He has never seen the faces of the leaders, nor does he 
  know their name. They tend to communicate through 
  magic, especially dreams. [True]  
  • 
  People that recognize him from TSS4-04 Crossfire 
  might ask about the fate of the other leaders of said 
  rebellion. Parndarn, the cleric of Trithereon, died 
  gloriously to make the escape of the convicts possible 
  through a backdoor, a backdoor shown to them by 
  Sunndian allies (which might have been the 
  adventurers). Brakash is still alive, but left the region.  
   
  Note that if Derstann/Shekal was killed, he refuses to be 
  resurrected. The PCs can question him with speak with dead 
  (and remember none of the clergy in the village prepared 
  the spell and there is no scroll of it available in the citadel), 
  assuming he fails his Will save. Remember the limitations 
  of that spell. 
   
  If he escaped, PCs could try to follow him to his 
  compatriots in Shrine of the Reforged Hammer. More 
  information can be found below. 
   
  The crime scene 
  Quinara was murdered in one of many empty corridors in 
  the Dented Tankard. With the help of Arnend finding it is 
  relatively easy, though even he needs some time since he 
  was not paying particular attention to his surroundings 
  when he traveled here the first time. Otherwise the 
  employees of the inn eventually find it. 
   
   There are not many things the PCs can learn here. 
  There is a lot of fresh blood, but finding any tracks in the 
  blood smears does take some searching. Finding a footprint 
  of Arnend (medium sized boots to be precise) is easy, 
  requiring a DC 10 Survival or Search check.  A DC 11 
  Survival check is required to find a footprint of a small 
  sized boot (a dwarf child perhaps). A DC 20 Survival check 
  reveals the likely presence of another medium sized 
  humanoid in the dust. With a bit of difficulty the tracks 
  lead away into the inn, but they are quickly lost amongst 
  the hard dust free floor and tracks of other people. The only 
  clear thing is that they do not lead towards the main 
  entrance. Note that tracking by scent gets the same result. 
   
  A DC 20 Search check reveals a small sized crossbow 
  bolt for a light crossbow which is poisoned (see Encounter 
  9 below exactly for what poison). Recognizing the poison 
  requires the detect poison spell combined with DC 20 
  Wisdom or Craft (alchemy) check. Without the spell a DC 
  25 Craft (alchemy) or a DC 30 Knowledge (nature) check is 
  needed. The bolt has black feathers, and does not look like a 
  standard bolt. A DC 10 Craft (weapon smithing) (can be 
  done untrained) points out that the bolt is for a repeating 
  crossbow, a weapon that is rarely used even by dwarves.  
   
  A DC 25 Search check comes up with the remains of 
  several scrolls. There are dim traces of Enchantment and 
  Illusion magic on them. 
   
  Valona Durmin and her employees 
  Valona and her employees are shocked about the events, 
  and they are very helpful to the PCs. The problem is that 
  they know very little. Velona immediately points out that 
  ESA6-01 Knife’s Edge 
   
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  since nobody saw the murderers enter or leave (in whatever 
  disguise) it is very likely they used one of the back 
  entrances. If the PCs examine these, they learn after some 
  time that indeed one has recently been used. The existence 
  of these doors is not common knowledge, but neither is it a 
  big secret. It does point out that the murderers definitely 
  had help from somebody from the citadel. None of the 
  employees was involved though. 
   
  One of the employees does remember having seen 
  something weird. At the time she thought the light was 
  paying tricks on her, but in hindsight she is not so sure. 
  Close to the murder site, she imagined seeing movement in 
  the corner of her eyes, a small dwarf having the same color 
  as the walls. When she looked at the spot again there was 
  nothing there. 
   
  If questioned about Derstann/Shekal and whether he 
  has spoken with anybody local, Valona remembers seeing 
  him having a short conversation with Helbir of the 
  Samryntar, high priest at the local shrine. Helbir did not 
  seem to know him, but the conversation did agitate him. 
  She could not hear what the conversation was about, if only 
  because they spoke in an unknown language which 
  reminded her of what troglodytes speak (Draconic to be 
  precise, but Valona does not know this). 
   
  Speaking with the locals 
  The people in the tavern at the time of the murder don’t 
  know anything. People at the town square might have 
  witnessed Derstann/Shekal leaving the tavern (see below), 
  but that is about it. 
   
  Trailing the Suspects 
  If Derstann/Shekal escaped it is relatively easy to track 
  him, especially at APL 4 where he lacks the skill to disguise 
  himself as a dwarf. At APL 4 a DC 15 Gather Information 
  check is needed to track him down to the shrine, finding 
  this out costs 1d4+1 hours, but does not cost any gold since 
  the PCs are on an official clan business. At APL 6+ the 
  check is DC 20 due to his magical disguise (he still was a 
  stranger, and he walked too fast). If the PC has the Urban 
  Tracking feat (see Races of Destiny) it costs no time and they 
  arrive mere minutes after Derstann/Shekal arrives at the 
  temple. In that case finding proof of corruption is much 
  easier. Make the necessary adjustments as you feel are 
  appropriate. 
   
  It is possible the PCs noted Derstann/Shekal fleeing 
  the scene, or allowed him to escape, to follow him, hoping 
  he leads them to his compatriots (who are already gone). 
  The PC trailing him should make a Hide check opposed by 
  Derstann’s Spot check. If successful, Derstann leads them 
  to the shrine via a rather convoluted route (quaffing the 
  potion of darkvision he has with him). Once at the shrine he 
  quickly enters it with the doors being locked behind him. 
  If the Hide check was unsuccessful Derstann notes the PC, 
  and tries to lose him. In this case Derstann tries to succeed 
  at a Hide check opposed by the PC’s Spot check. If 
  successful the PC lose him, otherwise they keep on his trail, 
  once again requiring the PC to make a Hide check opposed 
  by Derstann’s Spot check. If the PC persistently follows 
  Derstann, Derstann might resort to casting glitterdust to get 
  away. Use your judgment, but remember that the trail 
  should ultimately lead to the Shrine of the Reforged 
  Hammer anyway. 
   
  Tracking the murderers (human Suel and insane small 
  dwarf) is considerably more difficult. These kept out of the 
  public’s eye, using magic where necessary. A DC 25 Gather 
  Information check is required, again costing 1d4+1 hours. 
  A successful check only confirms people having seen mere 
  flashes of the odd couple (small dwarf and human) and the 
  trail leading both up and down from the Deep. Nobody saw 
  them enter or leave the shrine, though it is likely they did if 
  they came from the Underoerth. Note that considering 
  their skills at stealth, and their access to magic does make it 
  possible for them to pass through the Shrine without being 
  seen (especially at higher APLs). 
   
  Exits of the Citadel 
  When the PCs learn that the murder was committed by a 
  human, or at least overseen by a human, they could realize 
  that unlike a regular city there are only very limited 
  entrances into a dwur citadel (either that or they are 
  dealing with a very high level spell caster).  
   
  If asked, Borik Steelsword tells them there are only 
  two entrances open to visitors: the main gate to the Outside 
  and a gate to the Deeps. The main gates are used most often, 
  and while the guards do note down the names of everybody 
  using it, security is not particular strict under normal 
  conditions. The gate to the Deeps is closed, and guarded by 
  the clergy from the Shrine of the Reforged Hammer. The 
  high priest Helbir always has to question people using that 
  gate with magic to detect for illusions or enchantments and 
  he can only allow strangers to enter with the express 
  permission from the sheriff or the clan elder. There are a 
  few secret emergency exits, as well as some airshafts. These 
  are all very well guarded both with mechanical and magical 
  traps and regularly checked by the Clan Wardens. 
   
  Armed with that knowledge, the PCs might check up 
  the people responsible for the three entrances. At the main 
  gate there is no sign of any suspicious traffic. None of the 
  people can remember seeing familiar faces entering or 
  leaving two times without having returned in the mean 
  time and the names of strangers can all be verified with the 
  locals. Invisible opponents should have a method of 
  avoiding the dogs, but the dwur do realize strong 
  spellcasters probably could enter that way.  
   
  The Clan Wardens are less talkative about the 
  emergency exits and air shafts. Under no condition do they 
  tell the PCs where they are located, let alone that they allow 
  them check up on them. They are willing to be subjected to 
  divination spells, and to recheck the corridors themselves. 
  Since there is no sign of tampering with the doors, locks 
  and traps they conclude it is unlikely the murderers 
  entered and/or left through these. What is more, only very 
  few dwur even know where these doors are located, so if 
  the murderers used them, there is definitely a traitor 
  amongst the higher ranks of the clan. The Wardens might 
  not directly say it, but they suggest that that might be a 
  good thing to look at anyway because only very powerful 
  spellcasters could enter and leave the citadel unseen 
  without inside help. 
  ESA6-01 Knife’s Edge 
   
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  Talking with the clergy guarding the gate to the Deeps 
  is detailed in Encounter 4. Of course, without some real 
  evidence Helbir denies having allowed anybody to enter. 
  Questioning the acolytes does show Helbir recently had 
  duty at the gates (for some private meditation) and that 
  there is no way to verify whether or not it was used. 
   
  Using magic 
  Arcane eye: Perfect to trail Derstann/Shekal assuming the 
  PCs knew when he will escape (casting time is 10 minutes). 
  Other than that it is totally useless. 
   
  Commune: The scenario provides enough information to 
  deal with this spell. At best the spell speeds up the process 
  of chasing the culprits, so using it, is not going to ruin the 
  adventure. Remember though that the spell is answered by 
  the deity of the caster, and in Greyhawk the deities are not 
  omniscient. 
   
  Legend lore: The spell is relatively ineffective since the PCs 
  have no direct connection with the murderers. Hence the 
  casting time is 1d10 days or even 2d6 weeks, making it real 
  impractical. If used on the ‘insane dwarf’ (after the scenario 
  for example), it refers to the creation legend of derro (Suel 
  wizards experimenting on dwarves during the Great Suel 
  Empire). No other legends are associated with the people 
  involved. 
   
  Locate creature: If the spell is used to find Derstann/Shekal 
  (assuming he is not captured), it works fine. He is not 
  traveling with the others, hoping to hide near the temple 
  and leaving the citadel through the front door while the 
  search parties are following his allies. If cast directly after 
  Derstann/Shekal escaped, it leads them directly to the 
  Shrine of the Reforged Hammer. It cannot be used to track 
  down any of the four murderers, since there are (a) more 
  humans in the citadel and (b) the insane dwarf was not a 
  dwarf and (c) the PCs do not know the culprits well enough 
  to locate them as individuals. 
   
  Locate object: In theory the spell locate object could be used to 
  track down the repeating light crossbow, but by the time 
  the PCs know of its existence it is out of range. That is 
  assuming that the PCs do not have such an item, because 
  that would totally ruin the spell. 
   
  Scry and greater scry: It is relatively easy to scry upon 
  Derstann/Shekal, remember though that he gets a saving 
  throw. Depending on the time of the casting, they might 
  observe him talking with Helbir, the high priest of the 
  Shrine of the Reforged Hammer (when cast immediately 
  after Encounter 2, assuming he was not imprisoned or 
  otherwise delayed) or hiding in total darkness in the mines.  
   
  Without Derstann/Shekal or later on perhaps the 
  corrupt high priest, Helbir, the PCs do not have enough 
  knowledge on the four murderers to be able to scry upon 
  them unless a smart PC decides to use the rapier. In that 
  case they could scry upon the ‘insane dwarf’ who gets a +10 
  modifier on his will save to resist the spell. Later on, they 
  only note how the group is traveling through the 
  Underoerth (and much later how the murderous dwarf is 
  really a derro, and travels alone). Once they do know 
  secondhand about the culprits, they can scry (and their 
  targets gain a +5 modifier on their Will saves). The result is 
  the same as for the derro.  
   
  Note that if the PCs wait long enough the results come 
  up empty since by that time both groups have entered areas 
  protected against scrying. By then the adventure is long 
  over though. 
   
  Encounter 4: 
  Knocking on the Temple’s Door 
  At some point the PCs should end up at the doorstep of the 
  local shrine of the Samryntar. Read out aloud, or paraphrase 
  the following, but don’t forget to adapt it if the PCs are 
  approaching the shrine in an unexpected way. 
   
  The path towards the Shrine of the Reforged Hammer 
  is wide and smooth, leading steeply down. A staircase 
  has been carved in its slope, and rails and ropes seem 
  to be part of a simple elevator system for goods. The 
  staircase leads down into a small cavern not unlike a 
  small town square. The floor has been smoothened, 
  and you note a huge 15 feet wide, 15 feet high double 
  door directly across the staircase. The door is made 
  out of reinforced wood, and contains a small door for 
  the use of individual person. The sliding stone block 
  above the gate is difficult to miss, and you have no 
  doubt that in case of major trouble it can be dropped 
  quickly to completely block the gate. Right next to the 
  huge gate there is a smaller door made of stone the 
  probably leads to defensive structures of the gate. The 
  lock looks rusty though, and you doubt it has seen 
  much recent use. 
   
  To the left of the square you note a smaller double 
  door, only 7 feet wide and 10 feet high, made out of 
  stone and decorated with beautiful stone carvings 
  depicting what appears to be the creation myth of the 
  dwur. The door is flanked on the left by a large statue 
  of a dwur warrior in full plate armed with a battle axe 
  and the head of an orc in the other hand. On the right 
  the door is flanked by a large dwarf working on a 
  forge. Three stone steps lead up to the gate, and the 
  door stands open. 
   
  The wooden gate leads into a wide corridor, ending at 
  another wooden gate. The murder holes above the corridor 
  are difficult to miss by anybody walking in it. There are 
  rusty tracks in the floor used for mining wagons. The gates 
  are locked. Only sheriff Noriff, the clan elder Kardukk and 
  high priest Helbir have the keys. Normally Helbir and his 
  three assistants are responsible for guarding the gate. There 
  is a large gong on the other side so that people coming from 
  the Underoerth (mostly miners, and once in a while a 
  patrol of Burrowers passing through) can alert the guards. 
  People coming from the Underoerth are not allowed to 
  enter except with the express permission of Kardukk or 
  when recognized as a member of the clan. Helbir is 
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  expected to screen even them for mental influences or 
  illusions, though the clan never had any problems with any 
  of the horrors in centuries and they are somewhat lax (that 
  and the fact that Helbir actually is corrupt). 
   
  Of more interest to the PCs is the Shrine of the 
  Reforged Hammer – the door flanked by the two statues 
  leads into the shrine. A DC 10 Knowledge (religion) 
  recognizes the statue to the right as depicting Moradin. A 
  DC 15 Knowledge (religion) check shows that the left 
  statue is of Clangeddin Silverbeard. Dwarves gain a +5 
  circumstance bonus on this check, and they can make it 
  untrained. Worshippers of said deities recognize the statues 
  automatically. A small stone door behind the statue of 
  Clangeddin leads into the living quarters of the priests. 
  There is a small iron chain next to it that rings a bell inside, 
  as well as a small wooden shutter so that those inside can 
  look who is standing in front of the door. 
   
  Inside, a short corridor leads into a domed room lit by 
  a large sized warhammer hanging on the wall across the 
  corridor. The hammer seems to burn with silver-white 
  flames – a special variant of the continual flame spell. Below 
  the warhammer stands a statue of Moradin together with 
  his wife Berronar as well as a simple stone altar in the shape 
  of an anvil. A bright yellow flame burns on the altar. A 
  dented iron shield leans against the feet of Moradin and 
  Berronar, and it is clearly used as a doorknocker of some 
  sort. To the left and right of the statue, openings lead 
  respectively to a shrine of Dumathoin (god of the 
  mountains) and Clangeddin Silverbeard (god of war and 
  battle). A small wooden door immediately to the right 
  when entering the shrine leads to the living quarters of the 
  clergy (as well as providing a convenient way to enter the 
  area during services). 
   
  The shrine is tended by high priest Helbir and three 
  acolytes. At day time there is always one acolyte ready to 
  help people, either working at the small hospital, the forge 
  or meditating in a private shrine nearby the main worship 
  areas. At night a little bit more noise is required before any 
  of the now very grumpy acolytes arrives on the scene. The 
  most likely acolyte to answer the PCs’ call is Keldarak, a 
  young male cleric who has recently joined the ranks of the 
  Samryntar and as such tends to end up with the nasty jobs. 
  He is a bit insecure, and shy, but very helpful and polite. He 
  tends to call upon Helbir except for the most simple and 
  straightforward requests. 
   
   Note that in dwur culture religion is something 
  private, and the mass sermons common among human 
  religions are virtually absent, hence the relatively small 
  worshipping areas. 
   
  � Keldarak of the Samryntar: Male dwarf Clr1 (AL 
  LG). 
   
  Appearance: Keldarak is tall, for a dwarf anyway and 
  lean. He has long black hair and a light brown skin. His 
  somewhat short beard is braided and he has dark eyes.  
   
  Personality: Keldarak is young, shy and insecure. He 
  tends to look to his superiors for confirmation and shows 
  little initiative (at least for the moment). He loves to create 
  new things, and working behind the forge is his passion. 
  Talking about smithing of any kind is the best way of 
  putting him at ease. Note that he does suspect there is 
  something wrong with Helbir, but because he is both new, 
  loyalty and respect authorities he has not yet taken any 
  actions. 
   
  Note: He is a cleric of Moradin with the Earth and 
  Protection domains. 
   
  � Helbir of the Samryntar: Male dwarf Clr5 (Bluff +8, 
  Knowledge (religion) +7; AL NE). 
   
  Appearance: Short, thin with long graying hair and 
  small dark eyes. He squints a lot. His teeth are not in the 
  best of condition, they are yellow and  several are missing – 
  the result of his love for sweets. 
   
  Personality: Helbir seems to be a polite, but curious man 
  with a keen interest in any kinds of lore. He is proud if not 
  downright arrogant and when his authority is challenged 
  he can be mean spirited and childish. He can be a bit 
  vindictive as well. He is also very intelligent and shrewd, 
  and he prefers to admit to a lesser crime if it gets him of the 
  hook of a major one. He is only loyal to himself. 
   
  Note: Helbir is a cleric of Diirinka, the derro god of 
  magic, knowledge and cruelty. He has the Trickery and 
  Domination domains. He acts as if he is a cleric of 
  Clangeddin Silverbeard – though he is not above posing as 
  a cleric of Vargadain the dwarven god of merchants and 
  wealth if he thinks he can gets away with it (in short: if 
  none of the locals is within earshot and he hopes the PCs 
  do not talk to others about his religion – something which 
  is unlikely in the dwur eyes since talking about somebody 
  else’s religion is considered rude). Vargadain is a neutral 
  deity, and he can have evil clerics. He even has a ready 
  excuse when confronted with his lies: he gets more respect 
  as a cleric of Clangeddin and it is only a minor crime.  
   
  Note: Helbir has access to the Trickery domain, and if 
  he realizes in advance that he is going to be questioned by 
  the PCs, he casts a nondetection spell on himself. It lasts only 
  5 hours so he does not have it running continually, use 
  your judgment when and where he does have it active. If 
  active any Divination spells require a DC 20 caster level 
  check to work upon him.   
   
  Development:  While Helbir is polite towards the PCs, 
  he is not very helpful if they directly confront him with his 
  involvement in the affairs unless they have some pretty 
  solid evidence. Their best bet is to either use Divination 
  spells to corner him, or to use Derstann/Shekal to lure him 
  into a trap – Dertann/Shekal is definitely willing to make a 
  deal of catching the cleric for his freedom.  
   
  Even if Helbir is confronted with solid evidence he has 
  some very good excuses ready. Without carefully searching 
  the complex (more information follows below) or using 
  magic while questioning the cleric, chances are the PCs 
  never realize how corrupt the priest is in reality. He prefers 
  to admit to a lesser crime, helping the convicts enter and 
  leave the citadel because he was blackmailed into doing so, 
  but not knowing what their intentions were and being too 
  afraid to betray them. If asked how they blackmailed him 
  he mentions that he has done some things in the past that 
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  he is not too proud of, one of which involved some minor 
  corruption (accepting money to help people before others). 
  Hoping that the admission prevents the PCs from 
  examining his background any further while at the same 
  increasing the likelihood of a deal.  
   
  While acting out the confrontation between Helbir 
  and the PCs remember that Helbir does not care about the 
  convicts while he greatly cares about himself. It doesn’t 
  take much to get him to betray the convicts if he thinks it 
  can get him off the hook. It is also important for the fun of 
  the adventure if the PCs learn that the convicts fled with 
  Helbir’s help into Underoerth.  
   
  Helbir did overhear the criminals talking about 
  Kilrim’s Azduum, which he knows is a stone quarry. Of 
  course, he does not know whether they would be going 
  towards that area or the conversation was about something 
  else so the PCs still need to follow their tracks, but the 
  information might prove to be a great boon in Encounter 7. 
  If the PCs have enough evidence on him that it might 
  actually lead to an official investigation, he offers the 
  information for either the promise not to report him or for 
  at least allowing him to escape into the Underoerth before 
  reporting him. He offers his blessing as an additional 
  incentive for such an agreement. If they later break this 
  agreement, he removes the blessing and curses them. He 
  does NOT curse them (or more precisely he lacks the 
  emotional focus to fuel the curse) if they never made a deal 
  with him and still hand him over to the authorities. More 
  information on these rewards can be found in the 
  Conclusion. 
   
  It is certainly possible the PCs never threatened Helbir 
  with the authorities, and never actively contemplated 
  reporting about his activities. If this happens, feel free to 
  ask them what exactly they would report during a 
  debriefing. If they still forget to mention  
   
  Once he tells the PCs where the convicts went to, all 
  the PCs can do is prepare for a trip underground and do the 
  same. Proceed with Encounter 5. 
   
  Gathering Information on Helbir 
  A PC looking for specific information on Helbir amongst 
  the locals need to make a Gather Information check which 
  costs 1d4+1 hour and 1d4 gp. 
   
  DC 10: Helbir is a proud skillful cleric who likes to be in 
  charge of things. He is very susceptible to flattery. 
   
  DC 15: Helbir has a mean streak which comes to the fore 
  when his pride is hurt. He certainly has a habit of treating 
  his acolytes as servants, though others see it only as proper 
  training for the acolytes. 
   
  DC 20: Helbir is greedy, and if you want some quick help, 
  you just need to offer some gold. 
   
  DC 25: Helbir speaks Draconic and has an unhealthy 
  interest in arcane knowledge especially for a cleric of 
  Clangeddin Silverbeard. He spends an awful lot of time 
  alone in the Deeps. 
   
  Troubleshooting: It is certainly possible the PCs never 
  learn about the connection between the murderers and 
  Helbir or never dare to directly confront him with it. In 
  that case you can use Keldarak as a backup to push things 
  further. For some time now he has been suspicious about 
  Helbir’s behavior. When he learns about the PCs 
  suspicions, or their investigation, he secretly contacts them 
  in the Dented Tankard. He shares the fact that recently 
  Helbir wanted gate duty (waiting at the gate for people to 
  arrive through the Deeps) which did coincide with the 
  presence of the murderers while he rarely takes on such 
  duties. Keldarak also knows that a lot of supplies for an 
  Underoerth mission are missing, which where then 
  unexpectedly replaced before he could report it. Finally, he 
  knows Helbir is quite corrupt, something that just does not 
  sound right. 
   
  Kelderak’s testimony is enough to at least force Helbir 
  into talking, and it probably allows the PCs to realize the 
  murderers escaped into the Underoerth. With it they can 
  also go to the sheriff, who arranged a search warrant for the 
  temple, which allows Helbir to flee, but during the search 
  evidence is found that the 4 murderers did hide at the 
  temple and that they did leave through the Underoerth.   
   
  Encounter 5:  
  A Chase through Darkness 
  Even when the PCs would have rushed down to the Shrine 
  seconds after sertern Arnend stumbling into the common 
  room, maneuvering past Helbir and go straight into the 
  Underoerth, the murderers would still have had a head 
  start of more than 1 hour. It is *much* more likely that 
  more time passed between the incident in the Dented 
  Tankard and the start of the chase through Underoerth. 
  While it is certainly possible to design an exact time 
  schedule, comparing the speed of the four murderers to the 
  speed of the PCs and the start of the chase, it would only 
  make things needlessly complicated. Instead assume that 
  there are three time frames (early, standard, late) and three 
  speeds (normal, fast and extremely fast) within the PCs can 
  fall. Do not tell the players what is needed to fall into what 
  category, simply allow them to make their preparations for 
  the trip and try to find out any peculiars of how they are 
  chasing the villains. 
   
  Early: The PCs realize what is going on before the end of 
  the night and leave for the Underoerth immediately. The 
  locals advice against it, because it leaves them no time to get 
  supplies or enquire after the environment. The Underoerth 
  is also a dangerous place, a region where you are better off 
  well rested and prepared. 
   
  Normal: The PCs leave the citadel for their hunt in the 
  Underoerth the next day or early in the morning of the 
  second day. 
   
  Late: The PCs leave late in the second day or even later. If 
  they are ridiculously late, which is your call, it might 
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  actually be too late to still catch up with the criminals. Err 
  on the side of the players though. 
   
  Standard: As long as the PCs have a minimum speed of 20 
  feet their movement is considered normal. Remember 
  though that horses cannot be taken into Underoerth – 
  their presence only slows things down even more. Centaur 
  PCs automatically end up in this category unless there is 
  enough access to magic that allows them to climb or fly on 
  a regular basis. 
   
  Fast: PCs with a base speed of 40 feet or higher who are 
  either good climbers or have access to magic that makes 
  climbing much easier fall into this category. On the other 
  hand, PCs with a normal speed, but who go for a forced 
  march of 4 hours per day, also fall into this category. 
   
  Extremely Fast: Only with the help of magic can the PCs 
  fall into this category. High-level casters who conjure 
  phantom steeds or who use other spells that increase the 
  speed beyond 60 feet or higher AND include flying or 
  supernatural abilities to bypass the difficult terrain for 8 
  hours can achieve this. Note that wind walk only works 
  when the PCs know where they are going to, which is only 
  possible if they made a deal with Helbir, since it is 
  impossible to track while wind walking. These people are 
  going to miss Encounter 6 and 7, and place an awful lot of 
  trust in the word of an evil cleric who has shown to have 
  little difficulties in betraying others. 
   
  The two factors combine in three possible results: (1) early 
  catch, (2) expected catch and (3) late catch. Only when the 
  PCs are both late and slow do they end up at the late catch. 
  Normal/Extremely fast and early and fast (or better) end up 
  at the Early Catch. All others end up at the expected catch. 
   
  Early Catch: The PCs catch up with the murderers, or the 
  Burrowers (see Encounter 7) before they have left the 
  Underoerth. They overtake them by surprise. See 
  Encounter 8 and/or 9 for details. Even if they fall for the 
  tricks in Encounter 7, they are quick enough to catch up 
  with the real culprits to capture the derro (though it still 
  costs 1 additional TU).  
   
  They still are ambushed by the hook horrors as 
  described in Encounter 6. 
   
  Expected Catch: Play the scenario as described below. 
   
  Slow Catch: The downside is that the derro is long gone, 
  but the upside is that neither the Burrowers nor the 
  convicts are expecting an attack anymore, making both 
  encounters a lot easier. Even if the PCs do not fall for the 
  trick in Encounter 7 the PCs still have to pay 1 extra TU. 
   
  Preparations 
  Traveling underground is not going to be easy, and without 
  easy access to shops, it might be a good idea for the PCs to 
  make some preparations. Remember the gp limit of the 
  citadel is 200 gp, but there certainly are climbing kits, long 
  coils of silk rope and grappling hooks available. It might 
  also be a good idea to make sure there are enough light 
  sources (sunrods, lanterns, oil or better everburning torches) 
  and food for a prolonged trip. Salvaging food on the road is 
  possible, but while slightly more difficult (DC 15 Survival) 
  it is certainly time consuming. 
  If the PCs forget it, their liaison Borik offers to be their 
  guide. Borik can track, but he is no real expert. He can 
  follow the tracks of the convicts as discussed below with 
  relative ease, but he is fooled in Encounter 7. It is up to the 
  PCs to learn what is going on in that encounter. He also 
  knows the bare basics about survival underground. Note 
  that the convicts use a route that takes them outside the 
  normal paths traveled by the Burrowers, so he does not 
  know anything about what problems might lay in their way 
  or where they end up (at least until Encounter 7). 
   
  Travel through the Underoerth 
  Once the PCs have prepared, you need to learn their 
  marching order (both while simply walking, while 
  climbing up or down steep crevices and cliffs and while 
  crossing small fast flowing streams), standard tactics (what 
  spells running when, watches during the night) and what 
  kind of travel mode the PCs use (forced march, riding 
  animals, magic). In most cases there probably is not much 
  time to detail the journey through the Underoerth. Just 
  give the players a short description of the difficulties of the 
  terrain, and how cold, wet and dark the surroundings are. 
  On the other hand, many of the natural rock formations 
  can be incredibly beautiful, and characters that love 
  spelunking have the time of their life. If you do have the 
  time, you can let them face a raging torrent to cross, deep 
  chasms, claustrophobic corridors and steep cliffs.  
   
  In addition you can make them worry about losing the 
  tracks of their quarry or about facing something dangerous 
  on the road. Ask them for their Survival skill modifiers and 
  make some secret rolls behind the screen. Whether these 
  are for the Track skill or simply random encounters is for 
  the players to contemplate. In reality it is neither. The only 
  time it really matters is at Encounter 7, before that time 
  they can follow the trail of their quarry with relative ease. 
  The ground tends to be wet and muddy, and there is not 
  much traffic in this region nor environmental forces that 
  erase the tracks. 
   
  Proceed with Encounter 6 once you know enough 
  about how they are going to travel and when you think the 
  time is there for some action. Once again, do not pay too 
  much attention to the actual journey if you are running the 
  adventure in a time sensitive environment – especially if 
  you spend a lot of time role-playing in Encounter 1 and 3. 
   
  Troubleshooting: At higher APLs it is certainly possible 
  that the PCs scry upon the murderers and simply teleport 
  to them. It is somewhat risky to do this since there is a 24% 
  of the PCs ending up in the wrong location. If successful, 
  they avoid Encounter 6, which does cost them some xp, but 
  no gold. If failed, they happen to end up in the hunting 
  territory of hook horrors (see Encounter 6). Once rested, 
  they can certainly try it again, but they will have lost their 
  ESA6-01 Knife’s Edge 
   
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  surprise, instead attacking the murderers exactly as 
  described in Encounter 9. If it fails a second time, they can 
  either attack the now lone derro or the convicts. If it fails a 
  third time, they are out of luck since both parties have 
  ended up in a region protected against scrying. 
   
  Encounter 6:  
  Horrors in the Dark  
  The following encounter takes place early in the morning 
  of the second day, or late the first if the PCs are traveling 
  very fast. Certain travel modes make it unlikely the hook 
  horrors can stop the PCs and if that happens, they can avoid 
  this encounter completely (and not getting xp for it). Use 
  you judgment.  
  The chase takes the PCs right through the hunting territory 
  of a pack of hook horrors. While the convicts managed to 
  evade them, they did put the hook horrors on high alert 
  making it much more difficult for the PCs to avoid the 
  hook horrors. Still, alert and knowledgeable PCs might do 
  so.  
   
  First of all, the PCs can recognize that they have 
  entered the hunting territory of hook horrors if they 
  succeed at a DC 23 Knowledge (dungeoneering) check. A 
  DC 25 Survival check does allow a PC to recognize they just 
  entered the hunting territory of something, but what 
  exactly remains a mystery. Unless the PC recognizing the 
  fact was particularly quiet it is too late for the PCs to avoid 
  the encounter. In that case allow the PCs to discuss things, 
  before asking them to roll Listen checks opposed by the 
  Hook Horrors Move Silently check to see whether or not 
  the PCs are surprised by the start of the fight. A single quiet 
  scout though could retreat before being spotted to discuss 
  things with his or her companions before proceeding. PCs 
  that want to know more about Hook Horrors should follow 
  the standard rules concerning recognizing creatures as 
  described in the Skill section of the Players Handbook. With 
  a standard success they do know Hook Horrors are 
  relatively intelligent, can be communicated with (they 
  speak Undercommon) and are highly territorial. Fighting 
  them tends to be easier. 
   
  In theory the PCs can reason with them, if (a) they can 
  communicate with the creatures (speak Undercommon) 
  and (b) succeed at a DC 20 Diplomacy check (excluding the 
  penalties for rushing the job if a fight has already started) 
  and (c) leave the area immediately. If they want to enter the 
  caverns to proceed with the chase they need to have 
  succeeded in a DC 35 Diplomacy check to change the 
  attitude of the hook horrors towards Friendly. Otherwise a 
  fight is still inevitable when the PCs return into the 
  hunting territory of the hook horrors. Only one Diplomacy 
  check is allowed, and if it fails the hook horrors are set in 
  their particular beliefs about the PCs. Offering a lot of food 
  provides a +2 circumstance bonus on this check, raising it 
  to a +4 if it is fresh meat.  
   
  A PC who speaks Undercommon can try to scare the 
  hook horrors into leaving them alone, but doing so requires 
  a standard Intimidate check (DC = d20 + HD of highest 
  level target + that target’s wisdom modifier + any bonuses 
  due to size differences). So at APL 4-8 the DC is d20+21, at 
  APL 10 it is d20+28, and at APL 12 it is d20+32. Unless a PC 
  has 5 ranks in Knowledge (dungeoneering) the character 
  gets a -4 penalty on this check due to the alien nature of the 
  Hook Horrors. If the PCs choose this option, they better 
  hurry along, since if they tarry the Hook Horrors 
  eventually return with backup to attack any stragglers. 
   
  Terrain: The caverns of the Underoerth are dark, and 
  difficult terrain. The path the PCs are following is relatively 
  easy to follow, but the five feet directly next to the cavern 
  wall is considered difficult terrain (double movement costs, 
  -2 penalty to Tumble checks, impossible to run or charge 
  through). There are several smaller stalactites and 
  stalagmites. Treat these as small trees in a forest. A creature 
  standing in the same square as these pillars gains a +2 bonus 
  to Armor Class and a +1 bonus on Reflex saves (these 
  bonuses don’t stack with cover bonuses from other 
  sources). The presence of a stalagmite doesn’t otherwise 
  affect a creature’s fighting space, because it’s assumed that 
  the creature is using the stalagmite to its advantage when it 
  can. Note that the hook horrors are intelligent enough to 
  use these formations to their advantage as well. 
   
  Creatures: Hook horrors are sly hunters of cavernous 
  subterranean areas. They are territorial monsters that 
  distrust intruders and fiercely protect their hunting 
  grounds. Underground areas where hook horrors dwell 
  echo with the constant clacking and scraping sounds of 
  their hooks against stone, as they wind their way across 
  cliffsides and cavern walls. Though since the PCs edge their 
  territory, there are none of these sounds. 
   
  A typical hook horror stands about 9 feet tall and 
  weighs approximately 400 pounds, though the druid is 
  slightly smaller and weaker looking. Its long, powerfully 
  built arms and legs end in wickedly curved hooks. Its head 
  resembles a vulture’s, with a monstrous beak. Its torso is 
  shaped like a beetle’s body and covered with a rough, 
  stonelike 
  exoskeleton, 
  studded 
  with 
  sharp, 
  bony 
  protuberances. 
   
   
  Note that hook horrors do not have hands, hence 
  the reason for the Natural Spell feat for the druid at APL 10 
  and 12. Also note that they do not worship a deity, it is their 
  closeness to nature that provides them with the 
  supernatural powers. 
   
  APL 4 (EL 6) 
  � Hook horror (1): hp 65; See Appendix 2. 
   
  APL 6 (EL 8) 
  � Hook horror (2): hp 65; See Appendix 2. 
   
  APL 8 (EL 10) 
  � Hook horror (4): hp 65; See Appendix 3. 
   
  APL 10 (EL 12) 
  � Hook horror druid (1): Hook horror Drd4; hp 122; 
  See Appendix 4. 
  ESA6-01 Knife’s Edge 
   
  Page 24 
  
  � Dire bat: Animal companion; hp 30; See appendix 4. 
  � Hook horror rangers (3): Hook horror Rgr2; hp 91; 
  See Appendix 4. 
   
  APL 12 (EL 14) 
  � Hook horror druid (1): Hook horror Drd8; hp 158; 
  See Appendix 5. 
  � Dire bat, advanced: Animal companion; hp 45; See 
  appendix 5. 
  � Hook horror rangers (4): Hook horror Rgr4; hp 107; 
  See Appendix 5. 
   
  Tactics: Hook horrors are not geniuses, but they are 
  excellent hunters and they do work together well much 
  like a pack of wolves would in the natural wilderness 
  outside. Once they spot the PCs, they try to either ambush 
  the PCs or when the PCs are not moving sneaking closer 
  before attacking them, casting buff spells at APL 10 and 12 
  (preferably before the PCs enter the caverns) before the 
  combat starts. They prefer to hide at the ceiling, trying to 
  attack the PCs from all sides.  
   
  Experience has taught them that creatures from above 
  ground tend to have difficulties seeing in the darkness, and 
  they definitely target light sources, using their power 
  sunder ability to great effect. Further than that they are not 
  prone to use sunder much except when a creature proves to 
  be difficult to hit due to weapon defense (e.g. fighting 
  defensively and using Combat Expertise) or tower shields 
  and they cannot reach something else.  
   
  They are not intelligent enough to separate spell 
  casters from fighters, and tend to focus on the toughest 
  looking opponents first. They are quick to learn, and if a 
  spell caster proves to deal more damage than the toughest 
  fighter, they quickly switch targets. When dealing with 
  medium sized or smaller humanoids they prefer to trip 
  them, using their Improved Trip feat to great advantage. 
  They also use it when opponents trigger attacks of 
  opportunity due to movement. 
   
  On APL 12 the druid does not use wild shapes to take 
  an animal form except to flee the scene (saving one use for 
  this occasion). Instead he uses his Wild Shape feats to great 
  effect. 
   
  Treasure: None. The hook horrors have no use for 
  equipment. 
   
  Development: The hook horrors do not fight to the death, 
  fleeing when at 25% of its hit points or less and at APL 8 or 
  higher when 3 out of 4 are gone (either killed or fled). The 
  druid always saves one wild shape to flee the scene. If 
  captured alive, the creatures can be reasoned with, provided 
  the PCs speak Undercommon, though their vocabulary is 
  not big and they tend to speak in simple short sentences 
  with one and two-syllable words. They are angry about a 
  group of rivals entering their territory (the criminals the 
  PCs are chasing), thinking the PCs are allies of that group. 
  At the same time they hoped the PCs would make easy 
  prey, to stupid to realize that mentioning that might not 
  increase their chance of being freed alive. They do not have 
  the faintest clue of what is going on, and to be perfectly 
  honest, they do not care either. They are happy to promise 
  to leave the area to never return if the PCs allow them to go. 
   
   
  Encounter 7:  
  A Fork in the Road  
  A couple of hours after the encounter with the hook 
  horrors the PCs enter a large cavern with a small lake and 
  several good defensive ledges. It is the perfect place for a 
  camp. The bad news is that the trail of the convicts meets 
  up with the tracks of another group of 4. There are no signs 
  of a struggle. The two spend the night together, and each 
  group left in a different direction the following morning. 
  The PCs have to decide which track to follow. 
   
  It is likely that the PCs carefully examine the campsite, 
  and the tracks to decide which set of tracks to follow. If the 
  PCs have Borik with them, he can tell them that they just 
  entered one of the known underground paths. One of the 
  tracks goes towards Kilrim’s Azduum and the other to a 
  valley known as Clear Water. The first is an abandoned 
  stone quarry. The village that used it was destroyed during 
  the Greyhawk Wars. It is frequently patrolled by the 
  Burrowers since it lies close to the border with Ahlissa. 
  Clear Valley is a good campsite and is also part of the border 
  patrols. Patrols follow the paths in both directions so that 
  information in itself is not enough to help the PCs. PCs 
  that know about Kilrim’s Azduum from Helbir might 
  rightly conclude their prey is following the path towards 
  the stone quarry. 
   
  The real problem is that a DC 15 Track check in itself 
  is not enough to learn which the group they are looking for 
  is. Both consist of 3 medium sized humanoids and 1 small 
  sized humanoid and all are wearing boots. Creatures with 
  scent have a better chance, but the scent is quickly lost. 
  They need to succeed at a DC 25 Survival check if they are 
  in the Early Catch category and a DC 39 Track check when 
  they are in the Expected Catch category. By the time late 
  catch category comes here the scent has completely faded. 
   
  The easiest way to determine the correct direction is 
  using the divination spell (the time frame covered by an 
  augery is too short for this particular problem). The spell 
  points at Kilrim’s Azduum as the correct direction to take. 
  If the players do not remember this spell, allow them to 
  make a DC 19 Spellcraft check. Without the spell the PCs 
  have to resort to searching for clues and logical thinking: 
   
  � The tracks leading to Clear Water seem to belong to a 
  cohesive group. They stay close to one another and there 
  are signs they help each other on the more difficult spots. 
   
  � If the PCs back-track the trail, or were smart enough to 
  make some sketches of the footprints of their quarry, and 
  compare them to each of the trails and succeed at a DC 25 
  Search check realize that their quarry are heading to 
  Kilrim’s Azduum. 
   
  � The people going towards Kilrim’s Azduum shown 
  signs of being tired. 
  ESA6-01 Knife’s Edge 
   
  Page 25 
  
   
  If the PCs decide to go to Clear Water proceed with 
  Encounter 8. If the PCs decide to go to Kilrim’s Azduum 
  proceed with Encounter 9. 
   
  Encounter 8:  
  A Misunderstanding 
  Near the end of the third day the PCs catch up with their 
  quarry, though in this case it is not the group they are 
  looking for. If they are fast enough for an early catch (see 
  Encounter 5), they catch up with the Burrowers while they 
  are still traveling through the Underoerth – likely taking 
  them by surprise. Adjust the encounter below and use the 
  terrain description in Encounter 6 for advice on how to run 
  any fight. 
   
  Unlike with the convicts (see Encounter 9) the path of 
  the Burrowers, took them outside quickly. By the time the 
  PCs catch up with them, they have been traveling outside 
  for several hours. If the PCs have had a particular easy time 
  up until now, you can detail the exit of the caverns, giving 
  the impression something is about to happen there while in 
  reality they PCs are going to meet their prey several hours 
  later in a small valley known as Clear Water (as Borik 
  Steelsword can tell). 
   
  Fenagear’s falcon’s familiar keeps an eye out for 
  trouble, and it is likely the Burrowers are warned of the 
  PCs’ approach. If that is the case they prepare an ambush, 
  otherwise the PCs can sneak up on them without much 
  trouble. Make the necessary adjustments as needed for the 
  PCs tactics. 
   
  Terrain: Clear Water is a small shallow forested valley. The 
  Burrowers camp next to a deep crystal clear pool with steep 
  northern banks and a perfect gravel beach on the south. 
  The pool gives the valley its name, and it is a favorite 
  campsite for Burrowers, shepherds and hunters. Due to the 
  lousy weather the only people present are the 4 Burrowers. 
  The valley is considered to be a medium forest around the 
  pool, except for a small clearing right next to the pool. 
  More information on the game mechanical effects of the 
  terrain can be found in the Dungeon Master’s Guide page 87. 
   
  Creatures: Observant characters should immediately note 
  that all 4 of the people are wearing high quality foresters 
  clothing and look like people that regularly eat a good meal 
  as well as a warm bath. Characters that succeed on a DC 10 
  Spot check (do not forget to apply the –5 penalty in combat 
  due to being distracted) note the badger pins on their 
  chests and cloaks. Since by now the PCs have seen this pin 
  several times they know it is the symbol of the Burrowers, 
  the local militia. In short, these 4 people (3 humans and a 
  gnome) do not look like the typical outlaws, and that is 
  because they are not. They are who they appear to be: a 
  Burrower patrol checking the border area for trouble. 
   
  Astute PCs might note that there are no Suel native to 
  the region, and they are correct. Talek comes from Ahlissa 
  and settled in the region several years ago.  At the time he 
  was facing prosecution for his sorcerer abilities – he was an 
  easy scapegoat for the local baron. Sunndi looked like the 
  Promised Land, and while it was not what he hoped it 
  would be, he likes it here and he has been fully accepted by 
  the locals. He does not even speak with an Ahlissan accent 
  anymore. 
   
  Note that all 4 have been convinced by the outlaws 
  that the PCs are criminals. But also remember that the 
  outlaws only got a cursory glance of the PCs when they 
  were in the tavern. They only provided descriptions, and 
  could not tell anything about abilities of each character. 
   
  APL 4 (EL 7) 
  � Fenagaer: Male gnome Rog3; hp 20; See Appendix 1. 
  � Talek: Male human (Suel) Sor3; hp 19; See Appendix 
  1. 
  � Burrowers (2): Male human Bbn3; hp 32; See 
  Appendix 1. 
   
  APL 6 (EL 9) 
  � Fenagaer: Male gnome Rog5; hp 32; See Appendix 2. 
  � Talek: Male human (Suel) Sor5; hp 31; See Appendix 
  2. 
  � Burrowers (2): Male human Bbn5; hp 50; See 
  Appendix 2. 
   
  APL 8 (EL 11) 
  � Fenagaer: Male gnome Rog7; hp 44; See Appendix 3. 
  � Talek: Male human (Suel) Sor7; hp 43; See Appendix 
  3. 
  � Burrowers (2): Male human Bbn7; hp 68; See 
  Appendix 3. 
   
  APL 10 (EL 13) 
  � Fenagaer: Male gnome Rog9; hp 65; See Appendix 4. 
  � Talek: Male human (Suel) Sor9; hp 55; See Appendix 
  4. 
  � Burrowers (2): Male human Bbn9; hp 101; See 
  Appendix 4. 
   
  APL 12 (EL 15) 
  � Fenagaer: Male gnome Rog11; hp 90; See Appendix 5. 
  � Talek: Male human (Suel) Sor11; hp 67; See Appendix 
  5. 
  � Burrowers (2): Male human Bbn11; hp 121; See 
  Appendix 5. 
   
  Tactics: One of the first things to keep in mind when 
  running this encounter is that the Burrowers are good 
  aligned people who are convinced the PCs are dangerous 
  criminals. They are friends of one another, and throughout 
  the fight they take risks for each other. Drop in clues as 
  often as you can that these are good guys and that the 
  whole fight probably is based on a misunderstanding. 
   
  Talek is a sorcerer who specialized in buffing his 
  friends into becoming better fighters and that is what he 
  mainly uses his spells for. Of course, he is not above using 
  one or two of his few attack spells if a good opportunity 
  ESA6-01 Knife’s Edge 
   
  Page 26 
  
  arises. Fanagaer prefers to maneuver himself into a flanking 
  position to gain the most out of his two-weapon fighting 
  and sneak attacks. The two barbarians simply do what they 
  are best  at: fight and get hit. 
   
  Remember that the Burrowers are convinced they are 
  dealing with murderous criminals – a conviction that has 
  been partially enforced by magic. Though by now the 
  effects of the charm person spell has stopped working, so at 
  least they are open to suggestions that they are mistaken. 
  Combined with the fact that the Burrowers are soldiers, not 
  sheriffs, it explains why they use lethal force from the start. 
  They do accept a surrender, which would immediately end 
  the fight and give the PCs the opportunity to discuss 
  matters over a longer time (and hence do not suffer -10 the 
  penalty for a rushed Diplomacy check). 
   
  None of the Burrowers fight to the death. When at 
  25% of their hit points, or when more than half of their 
  members are down they prefer to flee, but if that is not 
  possible they surrender. They might be dealing with 
  murderers, but that way they at least have a chance. 
   
  Treasure:  
  Looting the Burrowers: 
   
  APL 4: L (274 gp); C (0 gp); M brooch of shielding (125 
  gp), cloak of resistance +1 (83 gp), everburning torch (9 gp), 4 
  potions of cure light wounds (4 gp each), 2 potions of darkvision 
  (25 gp each), scroll of knock (13 gp), scroll of obscuring mist (2 
  gp), 2 scrolls of see invisibility (13 gp each), wand of mage armor 
  (25 charges) (375 gp).  
   
  APL 6: L (321 gp); C (0 gp); M brooch of shielding (125 
  gp), 3x +1 chain shirt (104 gp each), cloak of resistance +1 (83 
  gp), everburning torch (9 gp), 4 potions of cure moderate wounds 
  (25 gp each), 2 potions of darkvision (25 gp each), 2 scrolls of 
  invisibility (13 gp each), scroll of knock (13 gp), scroll of 
  obscuring mist (2 gp), 2 scrolls of see invisibility (13 gp each), 
  vest of resistance +1 (83 gp), wand of alter self (10 charges) (75 
  gp). 
   
  APL 8: L (295 gp); C (0 gp); M brooch of shielding (125 
  gp), 3x +1 chain shirt (104 gp each), 3x cloak of resistance +1 
  (83 gp), everburning torch (9 gp), +1 longsword (193 gp), 
  necklace of fire balls type II (225 gp), 4 potions of cure moderate 
  wounds (25 gp each), 2 potions of darkvision (25 gp each), 4 
  potions of shield of faith (4 gp each), ring of protection +1 (167 
  gp), 2 scrolls of invisibility (13 gp each), scroll of knock (13 gp), 
  scroll of obscuring mist (2 gp), 2 scrolls of see invisibility (13 gp 
  each), vest of resistance +1 (83 gp), wand of alter self (10 
  charges) (75 gp). 
   
  APL 10: L (223 gp); C (167 gp); M brooch of shielding 
  (125 gp), +1 buckler (97 gp), 3x +1 chain shirt (104 gp each), 
  cloak of charisma +2 (333 gp), 3x cloak of resistance +1 (83 gp), 
  everburning torch (9 gp), gloves of dexterity +2 (333 gp), 2x +1 
  greatsword (196 gp), +1 longsword (193 gp), 4 potions of cure 
  moderate wounds (25 gp each), 2 potions of darkvision (25 gp 
  each), 4 potions of shield of faith (4 gp each), ring of protection 
  +1 (167 gp), 2 scrolls of invisibility (13 gp each), scroll of knock 
  (13 gp), scroll of obscuring mist (2 gp), 2 scrolls of see invisibility 
  (13 gp each), vest of resistance +1 (83 gp), wand of alter self (10 
  charges) (75 gp), wand of false life (10 charges) (75 gp). 
   
  APL 12: L (197 gp); C (167 gp); M amulet of health +2 
  (333 gp), brooch of shielding (125 gp), +1 buckler (97 gp), 3x +1 
  chain shirt (104 gp each), cloak of charisma +2 (333 gp), 3x 
  cloak of resistance +1 (83 gp), everburning torch (9 gp), gloves of 
  dexterity +2 (333 gp), 2x +1 greatsword (196 gp), +1 longsword 
  (193 gp), 4 potions of cure moderate wounds (25 gp each), 2 
  potions of darkvision (25 gp each), 4 potions of shield of faith (4 
  gp each), ring of energy resistance minor (fire) (1000 gp), ring of 
  protection +1 (167 gp), 2 scrolls of invisibility (13 gp each), scroll 
  of knock (13 gp), scroll of obscuring mist (2 gp), 2 scrolls of see 
  invisibility (13 gp each), +1 short sword (193 gp), vest of 
  resistance +1 (83 gp), wand of alter self (10 charges) (75 gp), 
  wand of false life (10 charges) (75 gp). 
   
  Detect Magic results: Amulet of health +2 (Moderate 
  Transmutation), brooch of shielding (Faint Abjuration), +1 
  buckler (Faint Abjuration), +1 chain shirt (Faint Abjuration), 
  cloak of charisma +2 (Moderate Transmutation), cloak of 
  resistance +1 (Faint Abjuration), everburning torch (Faint 
  Evocation), gloves of dexterity +2 (Moderate Transmutation),  
  +1 greatsword (Faint Evocation), +1 long sword (Faint 
  Evocation), necklace of fireballs type II (Moderate Evocation), 
  potion of cure light wounds (Faint Conjuration), potion of 
  darkvision (Faint Transmutation), potion of shield of faith 
  (Faint Abjuration), ring of energy resistance minor (fire) (Faint 
  Abjuration), ring of protection +1 (Faint Abjuration), scroll of 
  invisibility 
  (Faint 
  Illusion), 
  scroll 
  of 
  knock 
  (Faint 
  Transmutation), scroll of obscuring mist (Faint Conjuration), 
  scroll of see invisibility (Faint Divination), +1 short sword (Faint 
  Evocation), vest of resistance +1 (Faint Abjuration), wand of 
  alter self (Faint Transmutation), wand of false life (Faint 
  Necromancy), wand of mage armor (Faint Conjuration). 
   
  Development: There are three ways this encounter can go: 
  (1) the PCs approach the Burrowers peacefully (requiring 
  surprise on the PCs’ side), (2) the PCs fight, but quickly 
  realize their mistake, either using nonlethal attacks or 
  trying to settle things peacefully through diplomacy, or (3) 
  the PCs never realize their mistake and fight until the 
  opposition is dead. 
   
  In case 1, the Burrowers do grab their weapons, fearing 
  an ambush, but some quick diplomacy can at least calm 
  things down enough for some real diplomacy. Depict the 
  Burrowers as angry people, fearing the PCs to be violent 
  criminals, but who are willing to listen to whatever the PCs 
  have to say before coming to conclusions. After all, real 
  criminals would have simply ambushed them. Calming 
  them down requires a DC 25 Diplomacy check. Open 
  worshippers of a good aligned deity gain a +5 bonus on this 
  check. Members of the Burrowers (and that includes Borik) 
  gain a +4 bonus on this check as well. Note that the 
  Burrowers are part of the Sunndian military and any special 
  favor that grants a bonus on social skills with members of 
  this military also gain the bonus when dealing with the 
  Burrowers. Remember that people can take 10 on this 
  check, and that the characters can assist one another.  
   
  If the check fails a fight is unavoidable. Hopefully the 
  PCs only use nonlethal attacks, because if that is the case 
  the Burrowers stop fighting after a few rounds. No criminal 
  would use nonlethal force when faced with deadly force by 
  ESA6-01 Knife’s Edge 
   
  Page 27 
  
  others. If the PCs use lethal force, then it ends as with 
  normal fights as detailed below. If successful, the 
  Burrowers realize they have been duped and apologize 
  towards the PCs. They are still somewhat suspisious, but 
  tell them of their meeting with Zarkin and Akash and how 
  they convinced them that they were the sole survivors of an 
  attack by bandits. Fenagaer offered help, but it was rejected. 
  They just wanted to get home as quickly as possible to warn 
  them. They though they were not followed, but warned 
  Fanagaer just to be on the safe side. Once talking about it, 
  the Burrowers realize how weird the story sounds and they 
  wonder why they ever fell for it. It doesn’t take a genius to 
  realize they were under the effect of charm of some kind. 
   
  If the encounter starts with a fight, or ends up with a 
  fight, nothing is lost… yet. The PCs should quickly realize 
  they are not dealing with typical criminals, if they are 
  criminals at all. If they switch to nonlethal damage, the 
  Burrowers stop fighting after a round or 4, realizing they 
  might be mistaken and wondering what is going on. Before 
  that time the PCs can also try a DC 35 Diplomacy check 
  (which includes the –10 penalty for a rushed job). Once 
  things have settled down a normal Diplomacy check as 
  discussed above can be used. The same holds true if the PCs 
  defeat the Burrowers without killing them, more or less 
  leading to a similar result (though the Burrowers are more 
  suspisious). 
   
  In the above cases the PCs realized their mistake, and 
  return on their tracks to capture the real criminals without 
  much trouble. It costs them so much time that Zakiina is 
  gone, but the other three are still waiting as described in 
  Encounter 9. If they killed any Burrower, that character (or 
  the group when the whole group can be considered 
  responsible) loses the favor of the Ahlissan army, but at 
  least it is clear it was a misunderstanding and that nobody is 
  really responsible. There is not going to be any 
  punishment. More details can be found in the Conclusion. 
   
  Finally, the PCs can fight until all opposition is dead 
  using lethal force either convinced the Burrowers are the 
  criminals or not caring. In that case they are in trouble. 
  There are is no reason to believe they have been following 
  the wrong people, except that there is no repeating 
  crossbow and nobody is armed with poisoned weapons. So 
  it is likely they go back to the Durmin Clanhold to 
  announce their victory, only to learn they were incorrect. It 
  costs them the favor with the army, and they can decide to 
  try and capture the real criminals. Doing so though costs 1 
  TU extra and it might not be possible if there is not enough 
  time left to play it out. 
   
  Encounter 9:  
  End of the Hunt  
  Near the end of the third day the PCs catch up with their 
  quarry, assuming that they did not take a detour as 
  described in Encounter 8, or are fast enough for an early 
  catch (see Encounter 5). If they are fast enough for an early 
  catch, they catch up with the convicts while they are 
  traveling through the Underoerth – likely taking them by 
  surprise. Adjust the encounter below and use the terrain 
  description in Encounter 6 for advice on how to run any 
  fight. 
   
  Note: If Borik Steelsword is still with the PCs he more 
  or less knows where the exit lays. PCs that specifically 
  mention that they want to cast spells 30 minutes before 
  leaving Underoerth can do so. 
   
  You have been wandering through the dark, damp and 
  cold corridors below the Hollow Highlands for three 
  days. The last half hour or so the corridor became 
  slightly drier, and after one last steep climb you end 
  up in a large cavern filled with guano on the floor and 
  bats on the ceiling. A small dot of bright light can be 
  seen in the distance. Apparently the exit is near… 
   
  The cave exits in an abandoned stone quarry roughly 600 
  feet from where the PCs are now.  The quarry is known as 
  Kilrim’s Azduum, the name Helbir overheard. The convicts 
  are camping here for a few days while waiting for Shekal 
  and new orders. Akash’s bat familiar rests with the bats 
  mentioned in the boxed text above, and it is very likely it 
  warns his master of the approaching PCs. Only when the 
  PCs take extreme care do they avoid his attention. The PCs 
  can take any precautions before they leave, but remember 
  that the convicts can use that same time to prepare an 
  ambush. 
   
  Once the PCs are ready, read out aloud or paraphrase 
  the following: 
   
  The exit, or entrance depending on your point of view, 
  of the cavern is only 15 feet wide and about 10 feet 
  high. Green leaved vines form a curtain of sorts, 
  blocking part of the view of the area outside. What 
  little view you do have, shows you are at the bottom of 
  some kind of abandoned quarry. There are patches of 
  light undergrowth, but most of the region consists of 
  bare rock, gravel and mud. There are several 
  overgrown heaps of gravel and sand as well as some 
  rocks. The sides of the quarry are steep, and one road 
  leads up. Once looking outside, you realize the sky is 
  overcast, and the sun is setting. It appears to be a 
  dreary dark day. 
   
  The convicts made their camp directly outside the cave 
  entrance, allowing their derro ally some comfort against 
  the sun. If they have been alerted, they immediately put the 
  fire out and hide around the entrance behind rocks and 
  heaps of gravel. PCs that leave the cavern immediately note 
  the campfire, but must make a Spot check opposed by the 
  convicts Hide check to prevent being surprised. Of course, 
  PCs sending out a scout or trying to ambush the convicts 
  might spot them before the convicts spot the PCs. 
  Remember though that there is a bat keeping an eye on 
  them, and if the PCs start buffing directly in the entrance 
  of the cavern the convicts do attack. If they were surprised, 
  then they are relaxing around a campfire under a large 
  piece of tarp. 
   
  ESA6-01 Knife’s Edge 
   
  Page 28 
  
  Terrain: Most of the floors in the area, including the 
  cavern, might be wet, and somewhat slippery, but it has no 
  impact on movement. Tumble checks are at a –2 penalty 
  though. The curtain of vines provides concealment against 
  ranged attacks passing through the vines and a druid could 
  use it to cast an entangle on. The quarry itself is relatively 
  open with some patches of scree, a few large rocks and 
  some small overgrown hills of gravel and sand. These 
  provide some cover for the convicts to hide behind, but the 
  terrain is relatively straightforward.  
   
  Creatures: At a first glance Zakiina looks more like a 
  gnome or a small dwarf since he is using his hat of disguise to 
  change his appearances. Only when he dies does his real 
  appearance as a derro become apparent: a small, stocky 
  dwarflike creature with a pale blue-white skin and bulbous 
  pupil-less eyes. It has coarse white hair and a long 
  mustache. It also uses the illusion to appear like typical 
  Burrowers, cleaner, well fed and in uniform. 
   
  The three humans do not have the luxury of an illusion 
  to disguise themselves. They wear simple clothes that look 
  they have been patched gazillion of times and from which 
  most color has faded a long time ago. They are also 
  relatively pale and badly shaven and they look a bit 
  malnourished. All three show clear signs of having been 
  prisoners under a brutal regime: scars of manacles around 
  the wrists and ankles and the clear signs of many 
  whippings on the back and even in the face. 
   
  APL 4 (EL 7) 
  � Zakiina: Male derro; hp 16; See Monster Manual page 
  49 and Appendix 1. 
  � Akash: Male human (Suel) Sor3; hp 19; See Appendix 
  1. 
  � Convicts (2): Male human Bbn3; hp 32; See Appendix 
  1. 
   
  APL 6 (EL 9) 
  � Zakiina: Male derro Rog1/Rgr1; hp 37; See Appendix 
  2. 
  � Akash: Male human (Suel) Sor5; hp 31; See Appendix 
  2. 
  � Convicts (2): Male human Bbn5; hp 50; See Appendix 
  2. 
   
  APL 8 (EL 11) 
  � Zakiina: Male derro Rog2/Rgr1/Dark Hunter 1; hp 
  52; See Appendix 3. 
  � Akash: Male human (Suel) Sor7; hp 43; See Appendix 
  3. 
  � Convicts (2): Male human Bbn7; hp 68; See Appendix 
  3. 
   
  APL 10 (EL 13) 
  � Zakiina: Male derro Rog2/Rgr1/Dark Hunter 3; hp 
  77; See Appendix 4. 
  � Akash: Male human (Suel) Sor9; hp 55; See Appendix 
  4. 
  � Convicts (2): Male human Bbn9; hp 101; See 
  Appendix 4. 
   
  APL 12 (EL 15) 
  � Zakiina: Male derro Rog2/Rgr1/Dark Hunter 5; hp 
  95; See Appendix 4. 
  � Akash: Male human (Suel) Sor11; hp 67; See Appendix 
  4. 
  � Convicts (2): Male human Bbn11; hp 121; See 
  Appendix 4. 
   
  Tactics: The convicts’ tactics are fairly simple. They start 
  with using ranged attacks at the PCs, while Zakiina remains 
  hidden, waiting for a character to come near and then 
  striking with the speed and lethality of snake (including 
  using poison). Akash tries to use his muscle (the two 
  barbarians) as shields, shooting rays at the PCs from behind 
  their broad backs. Ultimately he cares little about their fate 
  – they are a small sacrifice to make for the cause (and that is 
  killing Ahlissans and destroying the Calling Mines). 
   
  The two barbarians try to surrender when at 25% or 
  less of their hit points. Zakiina tries to flee once both 
  barbarians are down, knowing that his fate is likely death 
  when captured. If it is impossible to flee, he fights to the 
  death. Akash fights until both bodyguards have been 
  disabled and then tries to flee. If fleeing is impossible, he 
  fights to the death, deadly afraid as he is of being returned 
  to the Calling Mines. 
   
  Note that the stat blocks do not include any buffing 
  spells since it is unpredictable when, where and how the 
  PCs attack. Do not forget to apply them if the PCs give the 
  convicts the opportunity to do so. Akash especially prefers 
  to cast protection from good on himself and his allies – having 
  faced one druid too many in his life. 
   
  Treasure:  
  Looting the convicts: 
   
  APL 4: L (160 gp); C (0 gp); M brooch of shielding (125 
  gp), everburning torch (9 gp), hat of disguise (150 gp), 2 potions 
  of darkvision (25 gp), 2 potions of cure light wounds (4 gp each), 
  scroll of knock (13 gp), scroll of obscuring mist (2 gp), 2 scrolls of 
  see invisibility (13 gp each), wand of mage armor (25 charges) 
  (375 gp). 
   
  APL 6: L (233 gp); C (0 gp); M brooch of shielding (125 
  gp), 2x +1 chain shirt (104 gp each), everburning torch (9 gp), 
  hat of disguise (150 gp), 2 potions of darkvision (25 gp), 2 potions 
  of cure moderate wounds (4 gp each), 2 scrolls of invisibility (13 
  gp each), scroll of knock (13 gp), scroll of obscuring mist (2 gp), 2 
  scrolls of see invisibility (13 gp each), vest of resistance +1 (83 gp), 
  wand of alter self (10 charges) (75 gp). 
   
  APL 8: L (277 gp); C (0 gp); M brooch of shielding (125 
  gp), 2x +1 chain shirt (104 gp each), 2x cloak of resistance (83 
  gp each), everburning torch (9 gp), hat of disguise (150 gp), 
  necklace of fireballs type II (225 gp), 2 potions of darkvision (25 
  gp), 3 potions of cure moderate wounds (4 gp each), potion of 
  invisibility (25 gp), 2 potions of shield of faith (4 gp each), 2 
  scrolls of invisibility (13 gp each), scroll of knock (13 gp), scroll of 
  obscuring mist (2 gp), 2 scrolls of see invisibility (13 gp each), 
  ESA6-01 Knife’s Edge 
   
  Page 29 
  
  vest of resistance +1 (83 gp), wand of alter self (10 charges) (75 
  gp). 
   
  APL 10: L (215 gp); C (0 gp); M brooch of shielding (125 
  gp), 2x +1 chain shirt (104 gp each), cloak of charisma +2 (333 
  gp), 3x cloak of resistance (83 gp each), everburning torch (9 gp), 
  2x +1 greatsword (196 gp each), hat of disguise (150 gp), 2 
  potions of darkvision (25 gp), 3 potions of cure moderate wounds 
  (4 gp each), potion of invisibility (25 gp), 2 potions of shield of 
  faith (4 gp each), ring of protection +1 (167 gp), 2 scrolls of 
  invisibility (13 gp each), scroll of knock (13 gp), scroll of 
  obscuring mist (2 gp), 2 scrolls of see invisibility (13 gp each), 
  vest of resistance +1 (83 gp), wand of alter self (10 charges) (75 
  gp), wand of false life (10 charges) (75 gp). 
   
  APL 12: L (215 gp); C (0 gp); M brooch of shielding (125 
  gp), 2x +1 chain shirt (104 gp each), cloak of charisma +2 (333 
  gp), 3x cloak of resistance (83 gp each), everburning torch (9 gp), 
  gloves of dexterity +2 (333 gp), 2x +1 greatsword (196 gp each), 
  hat of disguise (150 gp), 2 potions of darkvision (25 gp), 3 potions 
  of cure moderate wounds (4 gp each), potion of invisibility (25 
  gp), 2 potions of shield of faith (4 gp each), ring of energy 
  resistance minor (fire) (1000 gp), ring of protection +1 (167 gp), 2 
  scrolls of invisibility (13 gp each), scroll of knock (13 gp), scroll of 
  obscuring mist (2 gp), 2 scrolls of see invisibility (13 gp each), 
  vest of resistance +1 (83 gp), wand of alter self (10 charges) (75 
  gp), wand of false life (10 charges) (75 gp). 
   
  Detect Magic results: Brooch of shielding (Faint 
  Abjuration), +1 chain shirt (Faint Abjuration), cloak of 
  charisma +2 (Moderate Transmutation), cloak of resistance 
  (Faint Abjuration), everburning torch (Faint Evocation), gloves 
  of dexterity +2 (Moderate Transmutation), +1 greatsword 
  (Faint Evocation), hat of disguise (Faint Illusion), necklace of 
  fireballs type II (Moderate Evocation), potions of darkvision 
  (Faint Transmutation), potion of cure light wounds (Faint 
  Conjuration), potion of cure moderate wounds (Faint 
  Conjuration), potion of invisibility (Faint Illusion), potion of 
  shield of faith (Faint Abjuration), ring of energy resistance minor 
  (fire) (Faint Abjuration), ring of protection +1 (Faint 
  Abjuration), scroll of invisibility (Faint Illusion), scroll of knock 
  (Faint Transmutation), scroll of obscuring mist (Faint 
  Conjuration), scroll of see invisibility (Faint Divination), vest of 
  resistance +1 (Faint Abjuration), wand of alter self (Faint 
  Transmutation), wand of false life (Faint Necromancy), wand 
  of mage armor (Faint Conjuration). 
   
  Development: Once the convicts have been defeated, the 
  adventure is more or less over. If one or more escaped, the 
  PCs can try to recapture them. If they come up with a good 
  plan, allow them to succeed, otherwise the convict remains 
  free. Note that fleeing convicts flee in different directions, 
  making it much harder to catch. Unlike before they are also 
  now acutely aware they are being chased, and they 
  completely ignore their orders trying to get home as 
  quickly as possible, making it that much harder to catch up. 
   
  If the convicts are dead, all the PCs have to do is gather 
  the corpses and return them to the Durmin Clanhold. 
  Proceed with the Conclusion. On the other hand, if they 
  captured one or more of the convicts alive, they might 
  decide to question them before returning to the Clanhold. 
  The three humans are fanatically devoted to the destruction 
  of the Calling Mines, and they have a deep hatred for the 
  Ahlissan authorities (or any authorities for that matter). 
  They show little regret for Quinara’s death (or any other 
  death for that matter). None of three humans knew that 
  Zakiina is a derro, not that they would have recognized a 
  derro as such. He kept under the disguise of his hat all the 
  time, though Akash did know he was not a dwarf. All three 
  feared his madness and unpredictability – a madness they 
  think is the result of the Calling Mines. Since they don’t 
  know what a derro is, that information is not going to 
  unsettle them. Once the PCs know what they want to 
  know, they can transport the convicts to the Clanhold and 
  finish the adventure. Go to the Conclusion.  
   
  Conclusion 
  At its core three questions are of importance to the 
  conclusion of this adventure: 
  (1) Did any Hollow Highlander or Ahlissan besides 
  Quinara die? 
  (2) Did the PCs capture the murderers (alive or dead)?  
  (3) What did the PCs do with the corrupt dwur priest 
  Helbir? 
   
  For the PCs it is only important whether or not they caught 
  the real murderers and if they killed any innocents in the 
  process. If they were successful without killing innocents, 
  they earn the Favor of the Ahlissan Army and get paid as 
  agreed upon. It does not matter if the convicts have been 
  killed or not, though the authorities clearly prefer live 
  prisoners since they are easier to question and can be 
  punished in a court of law. Such a court case greatly aids in 
  suppressing any nasty rumors concerning the incident that 
  either blames the locals or the Ahlissans. 
   
  If they failed, or somewhere along the way killed 
  innocent people (even if duped into doing so) they lose the 
  favor, or more precisely, it is immediately spend to get 
  them out of trouble. They do get their pay check as normal, 
  and they do get to keep any loot they found. It is assumed 
  that the death of innocents truly was an accident, because 
  the Ahlissan authorities, let alone the Sunndian ones, do 
  not condone murder. Once again, it is relatively easy to 
  convince the authorities it was an accident so only people 
  proudly proclaiming they murdered anybody besides the 
  criminals are going to get arrested and convicted for 
  murder. Murder in the Hollow Highlands is punishable by 
  death, but as an ironic gesture the PC is sentenced to life 
  imprisonment in the Calling Mines. Adventurers are 
  resourceful people, and it is assumed the PC escapes after 6 
  months (or 24 TU). All this is assuming that the murder 
  was not an evil act, because in that case the character likely 
  became a NPC since evil PCs are not allowed in this 
  campaign. 
   
  The last question of importance to the PCs is about 
  what they did with the corrupt priest Helbir. He promised 
  them information, and his blessing, if they allowed him to 
  go unscathed, or even better, never mention his corruption 
  to the authorities. If they arrest him, the PCs earn the favor 
  of the Samryntar (local temple of the dwur pantheon) and 
  clerics of Beronar, Clangeddin Silverbeard and Moradin 
  ESA6-01 Knife’s Edge 
   
  Page 30 
  
  fulfil the special entry requirements for the Church 
  Inquisitor prestige class. Note that these characters still 
  have to fulfil the other requirements. If they let him go, 
  Helbir does keep his word, he does give his blessing. 
  Invoking it might have some unforeseen consequences, but 
  where these are coming from remains a mystery for now. 
  In that case they also let a criminal go, which might have 
  consequences in future scenarios. If on the other hand the 
  PCs promise to let him go to gain the information and then 
  still make sure he is arrested, he curses them instead. In 
  that case the PCs do earn the favor of the Samryntar as 
  normal. 
   
  Note that the Samryntar is a metaorganization in 
  Sunndi. A favor with said organization can be spend as 
  described in the Sunndi Metaorganization book, or for 
  other things in past and future scenarios. As such a regular 
  favor is probably of more interest for characters that visit 
  Sunndi regularly than characters coming from other 
  regions. 
   
  A final note: Some PCs might have been asked to 
  report to the Jade Mask or the Royal Merchants. These 
  agencies are very interested in the dwarvencrafted blade, its 
  reference to a disappeared dwur master smith and the 
  presence of a derro in the conflict. They are also surprised 
  about the apparent fanatism of the escaped convicts. It 
  explains why they remained in the area, but it is still 
  strange since most criminals are not known to follow a 
  cause other than their wallet. They do not hide these 
  worries from their agents and ask the characters in their 
  debriefing to keep an eye open for other strange things 
  involving the Hollow Highlands and the Calling Mines. 
   
  Treasure 
  Pay check from the Ahlissan army or Sunndi: 
   
  APL 4: Loot: 0 gp; Coin: 120 gp; Magic: 0 gp. 
   
  APL 6: Loot: 0 gp; Coin: 180 gp; Magic: 0 gp. 
   
  APL 8: Loot: 0 gp; Coin: 240 gp; Magic: 0 gp. 
   
  APL 10: Loot: 0 gp; Coin: 300 gp; Magic: 0 gp. 
   
  APL 12: Loot: 0 gp; Coin: 360 gp; Magic: 0 gp. 
   
  � Let Helbir Go Unpunished: The characters decided 
  to let Helbir go free. This might have consequences in 
  future scenarios. 
   
  � Blessing of Helbir: From the date of playing this 
  scenario until 1 year later the PC can reroll 1 Will saving 
  throw per adventure. The player must decide to reroll 
  before the result of the original roll is announced, and has 
  to accept the reroll. For the remainder of that adventure, 
  the PC is haunted by whispering voices mocking and 
  distracting him, resulting in a -1 penalty to Initiative rolls 
  and a -2 circumstance penalty on Listen and Spot checks. 
   
  � Curse of Helbir: For the next 5 scenarios the 
  character is plagued by whispering voices mocking and 
  distracting him, resulting in a -2 penalty on Initiative rolls 
  and a -4 circumstance penalty on Listen and Spot checks. 
   
  � Favor of the Ahlissan Army: The PC gains 
  metaregional access to all items marked with an * below. In 
  addition the favor may be spend to gain one time access to 
  an armor or weapon upgrade from +1 to +2 (or when played 
  at APL 10 and 12 from +2 to +3 as well) OR access to the 
  Tactical Soldier prestige class. 
   
  � Church Inquisitor: Clerics of Moradin, Clangeddin 
  Silverbeard or Berronar Truesilver fulfill the special 
  requirement for the Church Inquisitor prestige class. 
   
  � Favor of the Samryntar: When you gain this favor, 
  you must choose one of the following (scratch the others): 
  ___ Gain access to the following spells: Close Wounds (SC), 
  Fell the Greatest Foe (SC) and Sheltered Vitality (SC). 
  ___ Regular favor with the Samryntar 
  ___ Gain one-time access to one of the following items: staff 
  of healing, or a weapon upgrade bane humanoid (orc) or bane 
  (giants), or 1 energy resistance upgrade to armor or a ring of 
  minor energy resistance. 
   
  � Hook Horror form: PCs that spend 2 TU gain access 
  to the hook horror form for the polymorph spell and shifting 
  (assuming they can shift into an aberration). 
   
  Campaign  
  Consequences 
  This module has "Campaign Consequences"; that is the 
  outcome of this module will directly affect future events in 
  the course of the campaign. The answers to some of the 
  questions below may seem trivial or pointless, but because 
  of the complex nature of the back-story and campaign all 
  information requested is vital. 
   
  Please send your answers to rolspeel@planet.nl as soon as 
  possible. General comments about the module are also 
  welcomed at this address. 
  1. 
  What region where the characters from? 
  2. 
  What APL did you play? 
  3. 
  Did the PCs prevent the Tavern Brawl? If not, did 
  anybody get killed? 
  4. 
  What happened to Shekal? 
  5. 
  What did the PCs do with Helbir? 
  6. 
  Did the PCs kill one or more of Fenagaer’s men? 
  7. 
  What did the PCs do with the 4 murderers? 
   
  The End 
   
  ESA6-01 Knife’s Edge 
   
  Page 31 
  
  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 2: The Fuse Is Lit 
  Brawl peacefully prevented or No Ahlissan or Dwur is 
  killed during the brawl: 
   
  APL4  
  30 XP  
  APL6 
  50 XP  
  APL8  
  70 XP  
  APL10  
  90 XP 
  APL12 
  110 XP 
   
  Defeat Arnend (half when killed): 
   
  APL4  
  120 XP  
  APL6 
  150 XP  
  APL8  
  180 XP  
  APL10  
  210 XP 
  APL12 
  240 XP 
   
  Capture/kill Shekal: 
   
  APL4  
  30 XP  
  APL6 
  40 XP  
  APL8  
  50 XP  
  APL10  
  60 XP 
  APL12 
  70 XP 
   
  Encounter 4: Knocking on the Temple’s Door 
  Tracing Helbir without help from his acolyte: 
  APL4  
  30 XP  
  APL6 
  60 XP  
  APL8  
  90 XP  
  APL10  
  120 XP 
  APL12 
  150 XP 
   
  Encounter 6: Horrors in the Dark 
  Defeat 
  the 
  hook 
  horrors 
  (including 
  negotiating 
  successfully): 
  APL4  
  180 XP  
  APL6  
  240 XP  
  APL8  
  300 XP  
  APL10  
  360 XP 
  APL12 
  420 XP 
   
  Encounter 8: A Misunderstanding 
  Defeat the Burrowers*: 
  APL4  
  210 XP  
  APL6  
  270 XP  
  APL8  
  330 XP  
  APL10  
  390 XP 
  APL12 
  450 XP 
  * Only provide experience for either Encounter 8 OR 9, not 
  both. 
   
  Encounter 9: End of the Hunt 
  Defeat the convicts*: 
  APL4  
  210 XP  
  APL6  
  270 XP  
  APL8  
  330 XP  
  APL10  
  390 XP 
  APL12 
  450 XP 
  * Only provide experience for either Encounter 8 OR 9, not 
  both. 
   
  Discretionary Role-playing Award 
  APL4  
  75 XP  
  APL6  
  90 XP  
  APL8  
  105 XP  
  APL10  
  120 XP 
  APL12 
  135 XP 
   
  Total Possible Experience:  
   
  APL4  
  675 XP  
  APL6  
  900 XP  
  APL8  
  1125 XP  
  APL10  
  1350 XP 
  APL12 
  1575 XP 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, usually 
  finding it in the possession of their foes. Every encounter 
  that features treasure has a “treasure” section within the 
  encounter description, giving information about the loot, 
  coins, and magic items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes per 
  every 5 enemies, and if the characters cannot take the time to 
  loot the bodies, they do not gain this gold. If you feel it is 
  reasonable that characters can go back to loot the bodies, and 
  those bodies are there (i.e., not carted off by dungeon 
  scavengers, removed from the scene by the local watch, and 
  so on), characters may return to retrieve loot. If the characters 
  do not loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure. Many 
  times characters must cast identify, analyze dweomer or similar 
  spell to determine what the item does and how to activate it. 
  Other times they may attempt to use the item blindly. If the 
  magic item is consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the adventure, its total 
  is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the GP 
  Gained field of the adventure certificate. Because this is a 
  Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  ESA6-01 Knife’s Edge 
   
  Page 32 
  
  after the adventure so this total may be modified by other 
  circumstances. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter 2: The Fuse Is Lit 
  Looting Derstann/Shekal: 
   
  APL 4: Loot: 19 gp; Coin: 5 gp; Magic: cloak of resistance 
  +1 (83 gp), dwarvencraft rapier (52 gp), +1 mithral shirt (175 
  gp), 2 potion of cure light wounds (4 gp each). 
   
  APL 6: Loot: 44 gp; Coin: 5 gp; Magic: cloak of resistance 
  +1 (83 gp), +1 dwarvencraft rapier (218 gp), +1 mithral shirt 
  (175 gp), 2 potion of cure light wounds (4 gp each). 
   
  APL 8: Loot: 69 gp; Coin: 5 gp; Magic: cloak of resistance 
  +2 (333 gp), +1 dwarvencraft keen rapier (718 gp), +1 mithral 
  shirt (175 gp), 2 potion of cure light wounds (4 gp each). 
   
  APL 10: Loot: 44 gp; Coin: 5 gp; Magic: cloak of resistance 
  +2 (333 gp), +1 dwarvencraft deadly precision rapier (1552 gp), 
  +1 keen rapier (693 gp), +1 mithral shirt (175 gp), 2 potion of 
  cure light wounds (4 gp each). 
   
  APL 12: Loot: 44 gp; Coin: 5 gp; Magic: cloak of resistance 
  +2 (333 gp), +1 dwarvencraft deadly precision rapier (1552 gp), 
  +1 keen rapier (693 gp), +1 mithral shirt (175 gp), ring of 
  protection +2 (667 gp), 2 scrolls of cure light wounds (arcane) (4 
  gp each), scroll of silence (arcane) (17 gp). 
   
  Encounter 8: A Misunderstanding 
  Looting the Burrowers: 
   
  APL 4: Loot: 274 gp; Coin: 0 gp; M brooch of shielding 
  (125 gp), cloak of resistance +1 (83 gp), everburning torch (9 gp), 
  4 potions of cure light wounds (4 gp each), 2 potions of darkvision 
  (25 gp each), scroll of knock (13 gp), scroll of obscuring mist (2 
  gp), 2 scrolls of see invisibility (13 gp each), wand of mage armor 
  (25 charges) (375 gp).  
   
  APL 6: Loot: 321 gp; Coin: 0 gp; Magic: brooch of 
  shielding (125 gp), 3x +1 chain shirt (104 gp each), cloak of 
  resistance +1 (83 gp), everburning torch (9 gp), 4 potions of cure 
  moderate wounds (25 gp each), 2 potions of darkvision (25 gp 
  each), 2 scrolls of invisibility (13 gp each), scroll of knock (13 
  gp), scroll of obscuring mist (2 gp), 2 scrolls of see invisibility (13 
  gp each), vest of resistance +1 (83 gp), wand of alter self (10 
  charges) (75 gp). 
   
  APL 8: Loot: 295 gp; Coin: 0 gp; Magic: brooch of 
  shielding (125 gp), 3x +1 chain shirt (104 gp each), 3x cloak of 
  resistance +1 (83 gp), everburning torch (9 gp), +1 longsword 
  (193 gp), necklace of fire balls type II (225 gp), 4 potions of cure 
  moderate wounds (25 gp each), 2 potions of darkvision (25 gp 
  each), 4 potions of shield of faith (4 gp each), ring of protection 
  +1 (167 gp), 2 scrolls of invisibility (13 gp each), scroll of knock 
  (13 gp), scroll of obscuring mist (2 gp), 2 scrolls of see invisibility 
  (13 gp each), vest of resistance +1 (83 gp), wand of alter self (10 
  charges) (75 gp). 
   
  APL 10: Loot: 223 gp; Coin: 167 gp; Magic: brooch of 
  shielding (125 gp), +1 buckler (97 gp), 3x +1 chain shirt (104 gp 
  each), cloak of charisma +2 (333 gp), 3x cloak of resistance +1 
  (83 gp), everburning torch (9 gp), gloves of dexterity +2 (333 gp), 
  2x +1 greatsword (196 gp), +1 longsword (193 gp), 4 potions of 
  cure moderate wounds (25 gp each), 2 potions of darkvision (25 
  gp each), 4 potions of shield of faith (4 gp each), ring of 
  protection +1 (167 gp), 2 scrolls of invisibility (13 gp each), scroll 
  of knock (13 gp), scroll of obscuring mist (2 gp), 2 scrolls of see 
  invisibility (13 gp each), vest of resistance +1 (83 gp), wand of 
  alter self (10 charges) (75 gp), wand of false life (10 charges) 
  (75 gp). 
   
  APL 12: Loot: 197 gp; Coin: 167 gp; Magic: amulet of 
  health +2 (333 gp), brooch of shielding (125 gp), +1 buckler (97 
  gp), 3x +1 chain shirt (104 gp each), cloak of charisma +2 (333 
  gp), 3x cloak of resistance +1 (83 gp), everburning torch (9 gp),  
  gloves of dexterity +2 (333 gp), 2x +1 greatsword (196 gp), +1 
  longsword (193 gp), 4 potions of cure moderate wounds (25 gp 
  each), 2 potions of darkvision (25 gp each), 4 potions of shield of 
  faith (4 gp each), ring of energy resistance minor (fire) (1000 gp), 
  ring of protection +1 (167 gp), 2 scrolls of invisibility (13 gp 
  each), scroll of knock (13 gp), scroll of obscuring mist (2 gp), 2 
  scrolls of see invisibility (13 gp each), +1 short sword (193 gp), 
  vest of resistance +1 (83 gp), wand of alter self (10 charges) (75 
  gp), wand of false life (10 charges) (75 gp). 
   
  Encounter 9: End of the Hunt 
  Looting the convicts: 
   
  APL 4: Loot: 160 gp; Coin: 0 gp; Magic: brooch of 
  shielding (125 gp), everburning torch (9 gp), hat of disguise (150 
  gp), 2 potions of darkvision (25 gp), 2 potions of cure light 
  wounds (4 gp each), scroll of knock (13 gp), scroll of obscuring 
  mist (2 gp), 2 scrolls of see invisibility (13 gp each), wand of 
  mage armor (25 charges) (375 gp). 
   
  APL 6: Loot: 233 gp; Coin: 0 gp; Magic: brooch of 
  shielding (125 gp), 2x +1 chain shirt (104 gp each), everburning 
  torch (9 gp), hat of disguise (150 gp), 2 potions of darkvision (25 
  gp), 2 potions of cure moderate wounds (4 gp each), 2 scrolls of 
  invisibility (13 gp each), scroll of knock (13 gp), scroll of 
  obscuring mist (2 gp), 2 scrolls of see invisibility (13 gp each), 
  vest of resistance +1 (83 gp), wand of alter self (10 charges) (75 
  gp). 
   
  APL 8: Loot: 277 gp; Coin: 0 gp; Magic: brooch of 
  shielding (125 gp), 2x +1 chain shirt (104 gp each), 2x cloak of 
  resistance (83 gp each), everburning torch (9 gp), hat of disguise 
  (150 gp), necklace of fireballs type II (225 gp), 2 potions of 
  darkvision (25 gp), 3 potions of cure moderate wounds (4 gp 
  each), potion of invisibility (25 gp), 2 potions of shield of faith (4 
  gp each), 2 scrolls of invisibility (13 gp each), scroll of knock (13 
  gp), scroll of obscuring mist (2 gp), 2 scrolls of see invisibility (13 
  gp each), vest of resistance +1 (83 gp), wand of alter self (10 
  charges) (75 gp). 
   
  APL 10: Loot: 215 gp; Coin: 0 gp; Magic: brooch of 
  shielding (125 gp), 2x +1 chain shirt (104 gp each), cloak of 
  charisma +2 (333 gp), 3x cloak of resistance (83 gp each), 
  everburning torch (9 gp), 2x +1 greatsword (196 gp each), hat of 
  disguise (150 gp), 2 potions of darkvision (25 gp), 3 potions of 
  cure moderate wounds (4 gp each), potion of invisibility (25 gp), 
  2 potions of shield of faith (4 gp each), ring of protection +1 (167 
  gp), 2 scrolls of invisibility (13 gp each), scroll of knock (13 gp), 
  scroll of obscuring mist (2 gp), 2 scrolls of see invisibility (13 gp 
  each), vest of resistance +1 (83 gp), wand of alter self (10 
  charges) (75 gp), wand of false life (10 charges) (75 gp). 
   
  APL 12: Loot: 215 gp; Coin: 0 gp; Magic: brooch of 
  shielding (125 gp), 2x +1 chain shirt (104 gp each), cloak of 
  charisma +2 (333 gp), 3x cloak of resistance (83 gp each), 
  ESA6-01 Knife’s Edge 
   
  Page 33 
  
  everburning torch (9 gp),  gloves of dexterity +2 (333 gp), 2x +1 
  greatsword (196 gp each), hat of disguise (150 gp), 2 potions of 
  darkvision (25 gp), 3 potions of cure moderate wounds (4 gp 
  each), potion of invisibility (25 gp), 2 potions of shield of faith (4 
  gp each), ring of energy resistance minor (fire) (1000 gp), ring of 
  protection +1 (167 gp), 2 scrolls of invisibility (13 gp each), scroll 
  of knock (13 gp), scroll of obscuring mist (2 gp), 2 scrolls of see 
  invisibility (13 gp each), vest of resistance +1 (83 gp), wand of 
  alter self (10 charges) (75 gp), wand of false life (10 charges) 
  (75 gp). 
   
  Conclusion 
  Rewards: 
   
  APL 4: Loot: 0 gp; Coin: 120 gp; Magic: 0 gp. 
   
  APL 6: Loot: 0 gp; Coin: 180 gp; Magic: 0 gp. 
   
  APL 8: Loot: 0 gp; Coin: 240 gp; Magic: 0 gp. 
   
  APL 10: Loot: 0 gp; Coin: 300 gp; Magic: 0 gp. 
   
  APL 12: Loot: 0 gp; Coin: 360 gp; Magic: 0 gp. 
   
  Total Possible Treasure 
  Looting the Burrowers in Encounter 8 (leaving the 
  convicts): 
   
  APL 4: Loot: 293 gp; Coin: 125 gp; Magic: 1017 gp - 
  Total: 1435 gp 
   
  APL 6: Loot: 365 gp; Coin: 185 gp; Magic: 1388 gp - 
  Total: 1938 gp 
   
  APL 8: Loot: 364 gp; Coin: 245 gp; Magic: 2855 gp - 
  Total: 3464 gp 
   
  APL 10: Loot: 267 gp; Coin: 472 gp; Magic: 5437 gp - 
  Total: 6176 gp 
   
  APL 12: Loot: 241 gp; Coin: 532 gp; Magic: 7480 gp - 
  Total: 8253 gp 
   
  Looting the Convicts in Encounter 9 (assumed Burrowers 
  have been untouched): 
   
  APL 4: Loot: 179 gp; Coin: 125 gp; Magic: 1076 gp - 
  Total: 1380 gp 
   
  APL 6: Loot: 277 gp; Coin: 185 gp; Magic: 1301 gp - 
  Total: 1763 gp 
   
  APL 8: Loot: 346 gp; Coin: 245 gp; Magic: 2500 gp - 
  Total: 3091 gp 
   
  APL 10: Loot: 259 gp; Coin: 305 gp; Magic: 4860 gp - 
  Total: 5424 gp 
   
  APL 12: Loot: 259 gp; Coin: 365 gp; Magic: 6877 gp - 
  Total: 7501 gp 
   
  Treasure Caps 
   
  APL 4 – 650 gp 
   
  APL 6 – 900 gp 
   
  APL 8 – 1300 gp 
   
  APL 10 – 2300 gp 
   
  APL 12 – 3300 gp 
   
  Special 
  Let Helbir Go Unpunished: The characters decided to let 
  Helbir go free. This might have consequences in future 
  scenarios. 
   
  Blessing of Helbir: From the date of playing this scenario 
  until 1 year later the PC can reroll 1 Will saving throw per 
  adventure. The player must decide to reroll before the 
  result of the original roll is announced, and has to accept 
  the reroll. For the remainder of that adventure, the PC is 
  haunted by whispering voices mocking and distracting 
  him, resulting in a -1 penalty to Initiative rolls and a -2 
  circumstance penalty on Listen and Spot checks. 
   
  Curse of Helbir: For the next 5 scenarios the character is 
  plagued by whispering voices mocking and distracting him, 
  resulting in a -2 penalty on Initiative rolls and a -4 
  circumstance penalty on Listen and Spot checks. 
   
  Favor of the Ahlissan Army: The PC gains metaregional 
  access to all items marked with an * below. In addition the 
  favor may be spend to gain one time access to an armor or 
  weapon upgrade from +1 to +2 (or when played at APL 10 
  and 12 from +2 to +3 as well) OR access to the Tactical 
  Soldier prestige class. 
   
  Church Inquisitor: Clerics of Moradin, Clangeddin 
  Silverbeard or Berronar Truesilver fulfill the special 
  requirement for the Church Inquisitor prestige class. 
   
  Favor of the Samryntar: When you gain this favor, you 
  must choose one of the following (scratch the others): 
  ___ Gain access to the following spells: Close Wounds (SC), 
  Fell the Greatest Foe (SC) and Sheltered Vitality (SC). 
  ___ Regular favor with the Samryntar 
  ___ Gain one-time access to one of the following items: staff 
  of healing, or a weapon upgrade bane humanoid (orc) or bane 
  (giants), or 1 energy resistance upgrade to armor or a ring of 
  minor energy resistance. 
   
  Hook Horror form (MM II): PCs that spend 2 TU gain 
  access to the hook horror form for the polymorph spell and 
  shifting (assuming they can shift into aberrations). 
   
  Items for the Adventure Record 
   
  Item Access 
  APL 4 
  � Brooch of shielding (Adventure, DMG) 
  � Dwarvencraft rapier (Adventure, RoS, 620 gp)* 
  � Hat of disguise (Adventure, DMG) 
  � Wand of mage armor (25 charges) (Adventure, CL 1, 
  DM, 375 gp) 
  � +1 mithral shirt (Adventure, DMG) 
   
  APL 6 (All of APL 4 plus the following) 
  � Vest of resistance +1 (Adventure, CA, 1000 gp) 
  � Wand of alter self (10 charges) (Adventure, CL 3, 
  DMG, 900 gp) 
   
  APL 8 (All of APLs 4-6 plus the following) 
  � Cloak of resistance +2 (Adventure, DMG) 
  � Necklace of fireballs type II (Adventure, DMG) 
  ESA6-01 Knife’s Edge 
   
  Page 34 
  
  � +1 dwarvencraft keen rapier (Adventure, RoS, 8620 
  gp) (Adventure, RoS/DMG)* 
   
  APL 10 (All of APLs 4-8 plus the following) 
  � Wand of false life (10 charges) (Adventure, CL 3, 
  DMG, 900 gp) 
  � +1 dwarvencraft deadly precision rapier (Adventure, 
  RoS/CV, 18620 gp)* 
  � +1 keen rapier (Adventure, DMG) 
   
  APL 12 (All of APLs 4-10 plus the following) 
  � Ring of energy resistance minor (fire) (Adventure, 
  DMG) 
  � Ring of protection +2 (Adventure, DMG) 
  ESA6-01 Knife’s Edge 
   
  Page 35 
  
  Appendix 1:  
  APL 4 
  Encounter 2: The Fuse Is Lit 
  “Derstann” (a.k.a. Shekal): Male Suel Brd4; CR 4; 
  Medium Humanoid (human); HD 4d6+8; hp 26; Init 
  +6; Spd 30 ft.; AC 17 (touch 12, flat-footed 15) [+2 Dex, 
  +5 armor]; Base Atk +3; Grp +2; Atk +2 melee (1d6-
  1/18-20, rapier) or +5 missile (1d8-1/19-20/x2, light 
  crossbow); Full Atk +2 melee (1d6/18-20, rapier) or +5 
  missile (1d8/19-20/x2, light crossbow); SQ Bardic 
  music (countersong, fascinate, inspire courage +1, 
  inspire competence) 4/day; AL NE; SV Fort +4, Ref +7, 
  Will +7; Str 8, Dex 14, Con 14, Int 12, Wis 10, Cha 18. 
   
  Skills and Feats: Balance +4, Bluff +11, Diplomacy 
  +11, Disguise +10, Hide +9, Intimidate +6, Jump +1, 
  Knowledge (arcane) +6, Move Silently +9, Perform 
  (oratory) +11, Slight of Hand +6, Spellcraft +5, Tumble 
  +9; Improved Initiative, Iron Will, Spell Focus 
  (Enchantment). 
   
  Languages Spoken: Common, Ancient Sueloise, 
  Draconic, Old Oeridian. 
   
  Spells Known (3/3/1; Base DC = 14 + spell level): 
  0—daze*, detect magic, light, mage hand, prestidigitation, 
  read magic; 1st—charm person*, cure light wounds, tasha's 
  hideous laughter*; 2nd—glitterdust, suggestion*. 
   
  * Due to Spell Focus (Enchantment) base DC = 15 
  + spell level for these spells. 
   
  Possessions: Rapier, dagger, light crossbow, 20 bolts, 
  +1 mithral shirt, cloak of resistance +1, 2 potions of cure light 
  wounds, 4 sunrods, 2 tanglefoot bags, spell component 
  pouch, disguise kit, 30 gp. 
   
  Sertern Arnend: Male human Mnk1/Ftr1; CR 2; 
  Medium Humanoid (human); HD 1d8+1d10+2; hp 16; 
  Init +6; Spd 30 ft.; AC 13 (touch 13, flat-footed 11) [+2 
  Dex, +1 Wis]; Base Atk +1; Grp +8; Atk +3 melee 
  (1d4+3/18-20, dwarvencraft rapier) or +4 melee (1d6, 
  unarmed strike); Full Atk +3 melee (1d4+3/18-20, 
  dwarvencraft rapier) or +4 melee (1d6+3, unarmed 
  strike) or +2/+2 melee (1d6+3, unarmed strike); SA 
  Stunning fist 1/day (DC 12); AL LN; SV Fort +5, Ref +4, 
  Will +3; Str 16, Dex 14, Con 13, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +4, Escape Artist +6, Jump 
  +10, Listen +3, Profession (soldier) +5, Spot +3, Tumble 
  +9; Endurance, Improved Grapple, Improved Initiative, 
  Improved Unarmed Strike, Stunning Fist. 
   
  Possessions: Small-sized dwarvencraft rapier. 
   
  Encounter 6: Horrors in the Dark 
  Hook horror (1): CR 6; Large Aberration; HD 
  10d8+20; hp 65; Init +7; Spd 20 ft., climb 20 ft.; AC 22 
  (touch 12, flat-footed 19) [-1 size, +3 Dex, +10 natural]; 
  Base Atk +7; Grp +18; Atk +13 melee (1d6+7, claw); Full 
  Atk +13/+13 melee (1d6+7, claw) and +8 melee (2d6+3, 
  bite); Space/Reach 10 ft./10 ft.; SA Improved grab, 
  power sunder, rending bite; SQ Blindsight 60 ft., 
  darkvision 60 ft., light sensitivity; AL N; SV Fort +5, 
  Ref +6, Will +8; Str 24, Dex 17, Con 14, Int 7, Wis 12, 
  Cha 9. 
   
  Skills and Feats: Climb +15, Hide +5 (+13 
  underground), Jump +9, Listen +9*, Move Silently +5; 
  Cleave, Improved Initiative, Improved TripB, Power 
  Attack, Stealthy. 
   
   
  Improved grab (Ex): If a hook horror hits an 
  opponent that is at least one size category smaller than 
  itself with both claw attacks, it deals normal damage 
  and attempts to grapple as a free action without 
  provoking an attack of opportunity. If it gets a hols, it 
  automatically hits with its rending bite attack on the 
  same round. (This replaces the normal bite attack for 
  that round.). Thereafter, the hook horror has the 
  option to conduct the grapple normally, or simply use 
  its claws to hold the opponent (-20 penalty on grapple 
  check, but the hook horror is not considered grappled). 
  In either case, each successful grapple check it makes 
  during successive rounds automatically deals damage 
  for both claws and rending bite. 
   
  Power Sunder (Ex): A hook horror attempting to 
  strike a foe’s weapon or shield does not incur an attack 
  of opportunity. On a successful power sunder attack, a 
  hook horror deals double damage. 
   
  Rending Bite (Ex): A hook horror can 
  automatically bite a grabbed foe for 3d6+10 damage. 
   
  Blindsight (Ex): A hook horror emits high-
  frequency sounds, inaudible to most other creatures, 
  that bounce off nearby objects and creatures. This 
  ability enables it to discern objects and creatures 
  within 60 feet. The hook horror usually does not need 
  to make Spot or Listen check to notice creatures within 
  range of its blindsight. A silence spell negates this 
  ability and forces the hook horror to rely on its weak 
  vision, which has a range of 10 feet. 
   
  Light Sensitivity (Ex): Exposure to bright light 
  (such as sunlight or a daylight spell) imposes a –2 
  penalty on a hook horror’s attack rolls. 
   
  Possessions: None. 
   
  Encounter 8: A Misunderstanding 
  Fenagaer: Male gnome Rog3; CR 3; Small Humanoid 
  (gnome); HD 3d6+6; hp 20; Init +2; Spd 20 ft.; AC 18 
  (touch 13, flat-footed 16) [+4 armor, +2 Dex, +1 shield, 
  +1 size]; Base Atk +2; Grp -1; Atk +5 melee (1d6+1/19-
  20, masterwork longsword) or +6 ranged (1d6/19-20, 
  masterwork light crossbow); Full Atk +5 melee 
  (1d6+1/19-20, masterwork longsword), or +3 melee 
  (1d6+1/19-20, masterwork longsword) and +2 melee 
  (1d4/19-20, masterwork short sword), or +6 ranged 
  (1d6/19-20, masterwork light crossbow); SA Sneak 
  attack: +2d6; SQ Evasion, low-light vision, +2 bonus vs. 
  Illusions, +4 dodge bonus to AC against Giant, spell-
  like abilities; AL CG; SV Fort +4, Ref +6, Will +3; Str 12, 
  Dex 15, Con 15, Int 10, Wis 12, Cha 8. 
  ESA6-01 Knife’s Edge 
   
  Page 36 
  
   
  Skills and Feats: Balance +8, Climb +5, Gather 
  Information +1, Hide +11, Jump +1, Knowledge (the 
  Splintered Suns) +5, Listen +8, Move Silently +7, Spot 
  +6,  Tumble +9; Two-Weapon Fighting, Improved 
  Buckler Defense. 
   
  Spell-like Abilities: 1/day speak with animals 
  (burrowing mammals only); CL 1. 
   
  Possessions: Masterwork longsword, masterwork 
  short sword, 3 daggers, masterwork light crossbow, 20 
  bolts, masterwork chain shirt, masterwork buckler, 
  cloak of resistance +1, everburning torch, 2 potions of cure 
  light wounds, 2 tanglefoot bag, 4 smokesticks. 
   
  Talek: Male human (Suel) Sor3; CR 3; Medium 
  Humanoid (human); HD 3d4+9; hp 19; Init +5; Spd 30 
  ft.; AC 11 (touch 11, flat-footed 10) [+1 Dex]; Base Atk 
  +1; Grp +1; Atk +1 melee (1d4/19-20, dagger) or +2 
  ranged (1d8/19-20, light crossbow); Full Atk +1 melee 
  (1d4/19-20, dagger) or +2 ranged (1d8/19-20, light 
  crossbow); SA Spells; SQ Spells; AL CG; SV Fort +3, Ref 
  +2, Will +2 (+6 vs. mind effecting spells and abilities); 
  Str 10, Dex 13, Con 14, Int 10, Wis 8, Cha 16. 
   
  Skills and Feats: Bluff +8, Diplomacy +5, 
  Concentration +8, Profession (miner) +1, Spellcraft +5; 
  Force of Personality, Improved Initiative, Improved 
  Toughness. 
   
  Spells known (6/6; Base DC = 13 + spell level): 
  0 detect magic, detect poison, light, prestidigitation, read 
  magic; 1st enlarge person, ray of enfeeblement, magic missile. 
   
  Possessions: 3 daggers, light crossbow, 20 bolts, spell 
  component pouch, brooch of shielding, 2 potions of 
  darkvision, scroll of knock, scroll of obscuring mist, 2 scrolls of 
  see invisibility, wand of mage armor (25 charges). 
   
  Burrowers (2): Male human Bbn3; CR 3; Medium 
  Humanoid (human); HD 3d12+6; hp 32; Init +1; Spd 40 
  ft.; AC 17 (touch 11, flat-footed 16) [+1 Dex, +4 armor, 
  +2 shield]; Base Atk +3; Grp +5; Atk +6 melee 
  (1d8+2/19-20, masterwork longsword) or +4 ranged 
  (1d8/x3, longbow); Full Atk +6 melee (1d8+2/19-20, 
  masterwork longsword) or +4 ranged (1d8/x3, 
  longbow); SQ Rage 1/day, trap sense +1, uncanny 
  dodge; AL CG; SV Fort +5, Ref +2, Will +2; Str 15, Dex 
  13, Con 14, Int 8, Wis 12, Cha 10. 
   
  Skills and Feats: Climb +7, Hide +2, Intimidate +4, 
  Listen +5, Move Silently +2, Survival +5; Endurance, 
  Power Attack, Stealthy. 
   
  Possessions: 
  Masterwork 
  longsword, 
  dagger, 
  longbow, 20 arrows, masterwork chain shirt, heavy 
  wooden shield, 2 tanglefoot bags, 4 sunrods, 
  miscellaneous gear, climbing kit, potion of cure light 
  wounds. 
   
  Encounter 9: End of the Hunt  
  Zakiina: Male derro; CR 3; Small Monstrous 
  Humanoid; HD 3d8+3; hp 16; Init +6; Spd 20 ft.; AC 19 
  (touch 13, flat-footed 17) [+1 size, +2 Dex, +2 natural, +3 
  armor, +1 buckler]; Base Atk +3; Grp –1; Atk +4 melee 
  (1d4/19–20, short sword) or +6 ranged (1d6 plus 
  poison/19–20, repeating light crossbow); Full Atk +4 
  melee (1d4/19–20, short sword) or +6 ranged (1d6 plus 
  poison/19–20, repeating light crossbow); SA Poison 
  use, spell-like abilities, sneak attack +1d6; SQ 
  Darkvision 60 ft., madness, spell resistance 15 
  vulnerability to sunlight; AL CE; SV Fort +2, Ref +5, 
  Will +6; Str 11, Dex 14, Con 13, Int 10, Wis 5*, Cha 16*. 
   
  * The racial madness of the derro provides a +6 
  bonus to their Charisma scores and a –6 penalty to 
  their Wisdom scores. A derro restored to sanity gains 6 
  points of Wisdom and loses 6 points of Charisma. 
   
  Skills and Feats: Bluff +5, Hide +10, Listen +1, Move 
  Silently +8; Blind-Fight, Improved Initiative. 
   
  Madness (Ex): Derro use their Charisma modifier 
  on Will saves instead of their Wisdom modifier, and 
  have immunity to confusion and insanity effects. A derro 
  cannot be restored to sanity by any means short of a 
  miracle or wish spell. 
   
  Poison Use (Ex): Derro are not at risk of 
  poisoning themselves when handling poison. 
   
  Spell-Like Abilities: At will—darkness, ghost 
  sound; 1/day— daze (DC 13), sound burst (DC 15). Caster 
  level 3rd. The save DCs are Charisma-based. 
   
  Vulnerability to Sunlight (Ex): A derro takes 1 
  point of Constitution damage for every hour it is 
  exposed to sunlight, and it dies if its Constitution score 
  reaches 0. Lost Constitution points are recovered at the 
  rate of 1 per every 24-hour period spent underground 
  or otherwise sheltered from the sun. 
   
  Possessions: Short sword, dagger, repeating light 
  crossbow, 20 bolts, studded leather, buckler, hat of 
  disguise, 5 doses medium monstrous spider venom (DC 
  14, 1d4 Str/1d4 Str). 
   
  Akash: Male human (Suel) Sor3; CR 3; Medium 
  Humanoid (human); HD 3d4+9; hp 19; Init +2; Spd 30 
  ft.; AC 12 (touch 12, flat-footed 10) [+2 Dex]; Base Atk 
  +1; Grp +0; Atk +0 melee (1d4-1/19-20, dagger) or +3 
  ranged (1d8/19-20, light crossbow); Full Atk +0 melee 
  (1d4-1/19-20, dagger) or +3 ranged (1d8/19-20, light 
  crossbow); SA Spells; SQ Spells; AL NE; SV Fort +3, Ref 
  +3, Will +2; Str 8, Dex 15, Con 14, Int 10, Wis 8, Cha 16. 
   
  Skills and Feats: Bluff +8, Diplomacy +5, 
  Concentration +8, Listen +2, Profession (miner) +1, 
  Spellcraft +5; Improved Toughness, Point Blank Shot, 
  Precise Shot. 
   
  Spells known (6/6; Base DC = 13 + spell level): 
  0 detect magic, light, message, ray of frost, read magic; 
  1st charm person, lesser acid orb, ray of enfeeblement. 
   
  Possessions: 3 daggers, light crossbow, 20 bolts, spell 
  component pouch, brooch of shielding, everburning torch, 
  2 potions of darkvision, scroll of knock, scroll of obscuring 
  mist, 2 scrolls of see invisibility, wand of mage armor (25 
  charges). 
   
  Bat 
  familiar: 
  Diminutive 
  magical 
  beast 
  (augmented animal); hp 9; Init +2; Spd 5 ft., fly 40 ft. 
  (good); AC 18 (touch 16, flat-footed 16) [+4 size, +2 Dex, 
  +2 natural]; Base Atk +1; Grp –16; SQ Blindsense 20 ft., 
  improved evasion, empathic link, low-light vision, 
  ESA6-01 Knife’s Edge 
   
  Page 37 
  
  share spells; AL NE; SV Fort +2, Ref +4, Will +4; Str 1, 
  Dex 15, Con 10, Int 7, Wis 14, Cha 4. 
   
  Skills and Feats: Hide +14, Listen +8, Move Silently 
  +6, Spot +8; Alertness. 
   
  Convicts (2): Male human Bbn3; CR 3; Medium 
  Humanoid (human); HD 3d12+6; hp 32; Init +1; Spd 40 
  ft.; AC 17 (touch 11, flat-footed 16) [+1 Dex, +4 armor, 
  +2 shield]; Base Atk +3; Grp +5; Atk +6 melee 
  (1d8+2/19-20, masterwork longsword) or +4 ranged 
  (1d8/x3, longbow); Full Atk +6 melee (1d8+2/19-20, 
  masterwork longsword) or +4 ranged (1d8/x3, 
  longbow); SQ Rage 1/day, trap sense +1, uncanny 
  dodge; AL CE; SV Fort +5, Ref +2, Will +2; Str 15, Dex 
  13, Con 14, Int 8, Wis 12, Cha 10. 
   
  Skills and Feats: Climb +7, Hide +2, Intimidate +4, 
  Listen +5, Move Silently +2, Survival +5; Endurance, 
  Power Attack, Stealthy. 
   
  Possessions: 
  Masterwork 
  longsword, 
  dagger, 
  longbow, 20 arrows, masterwork chain shirt, heavy 
  wooden shield, 2 tanglefoot bags, 4 sunrods, 
  miscellaneous gear, climbing kit, potion of cure light 
  wounds. 
   
   
  ESA6-01 Knife’s Edge 
   
  Page 38 
  
  Appendix 2: 
  APL 6 
  Encounter 2: The Fuse Is Lit 
  “Derstann” 
  (a.k.a. 
  Shekal): 
  Male 
  Suel 
  Brd4/Rog1/Asn1; CR 6; Medium Humanoid (human); 
  HD 6d6+12; hp 34; Init +6; Spd 30 ft.; AC 17 (touch 12, 
  flat-footed 15) [+2 Dex, +5 armor]; Base Atk +3; Grp +2; 
  Atk +5 melee (1d6-1/18-20, rapier) or +6 missile 
  (1d8/19-20/x2, masterwork light crossbow); Full Atk 
  +5 melee (1d6-1/18-20, rapier) or +6 missile (1d8/19-
  20/x2, masterwork light crossbow); SA Death attack 
  (DC 13), sneak attack +2d6; SQ Bardic music 
  (countersong, fascinate, inspire courage +1, inspire 
  competence) 4/day; AL NE; SV Fort +4, Ref +11, Will 
  +7; Str 8, Dex 14, Con 14, Int 14, Wis 10, Cha 18. 
   
  Skills and Feats: Balance +4, Bluff +13, Diplomacy 
  +13,  Disguise +11, Escape Artist +7, Hide +10, 
  Intimidate +6, Jump +1, Knowledge (arcane) +6, Move 
  Silently +10, Perform (oratory) +11, Slight of Hand +8, 
  Speak Modern Languages (Common, Ancient Sueloise, 
  Draconic, Old Oeridian), Spellcraft +5, Tumble +11; 
  Improved 
  Initiative, 
  Iron 
  Will, 
  Spell 
  Focus 
  (Enchantment), Weapon Finesse. 
   
  Assassin Spells Known (1; Base DC = 12 + spell level): 
  1st—disguise self, obscuring mist.  
   
  Bard Spells Known (3/3/1; Base DC = 14 + spell 
  level): 0—daze*, detect magic, light, mage hand, 
  prestidigitation, read magic; 1st—charm person*, cure light 
  wounds, tasha's hideous laughter*; 2nd—glitterdust, 
  suggestion*. 
   
  * Due to Spell Focus (Enchantment) base DC = 15 
  + spell level for these spells. 
   
  Possessions: Rapier, dagger, masterwork light 
  crossbow, 20 bolts, +1 mithral shirt, cloak of resistance +1,  
  2 potions of cure light wounds, 4 sunrods, 2 tanglefoot 
  bags, spell component pouch, disguise kit, 30 gp. 
   
  Sertern Arnend: Male human Mnk1/Ftr3; CR 4; 
  Medium Humanoid (human); HD 1d8+3d10+8; hp 34; 
  Init +6; Spd 30 ft.; AC 13 (touch 13, flat-footed 11) [+2 
  Dex, +1 Wis]; Base Atk +3; Grp +10; Atk +5 melee 
  (1d4+4/18-20, +1 rapier) or +6 melee (1d6+3, unarmed 
  strike); Full Atk +5 melee (1d4+4/18-20, +1 rapier) or +6 
  melee (1d6+3, unarmed strike) or +4/+4 melee (1d6+3, 
  unarmed strike); SA Stunning fist 1/day (DC 13); AL 
  LN; SV Fort +7, Ref +5, Will +4; Str 16, Dex 14, Con 14, 
  Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +4, Escape Artist +6, 
  Intimidate +2, Jump +10, Listen +3, Profession (soldier) 
  +5, Ride +5, Spot +3, Tumble +9; Clever Wrestling, 
  Endurance, Improved Grapple, Improved Initiative, 
  Improved Unarmed Strike, Power Attack, Stunning 
  Fist. 
   
  Possessions: Small sized +1 dwarvencraft rapier. 
   
  Encounter 6: Horrors in the Dark 
  Hook horror (2): CR 6; Large Aberration; HD 
  10d8+20; hp 65; Init +7; Spd 20 ft., climb 20 ft.; AC 22 
  (touch 12, flat-footed 19) [-1 size, +3 Dex, +10 natural]; 
  Base Atk +7; Grp +18; Atk +13 melee (1d6+7, claw); Full 
  Atk +13/+13 melee (1d6+7, claw) and +8 melee (2d6+3, 
  bite); Space/Reach 10 ft./10 ft.; SA Improved grab, 
  power sunder, rending bite; SQ Blindsight 60 ft., 
  darkvision 60 ft., light sensitivity; AL N; SV Fort +5, 
  Ref +6, Will +8; Str 24, Dex 17, Con 14, Int 7, Wis 12, 
  Cha 9. 
   
  Skills and Feats: Climb +15, Hide +5 (+13 
  underground), Jump +9, Listen +9*, Move Silently +5; 
  Cleave, Improved Initiative, Improved TripB, Power 
  Attack, Stealthy. 
   
   
  Improved grab (Ex): If a hook horror hits an 
  opponent that is at least one size category smaller than 
  itself with both claw attacks, it deals normal damage 
  and attempts to grapple as a free action without 
  provoking an attack of opportunity. If it gets a hols, it 
  automatically hits with its rending bite attack on the 
  same round. (This replaces the normal bite attack for 
  that round.). Thereafter, the hook horror has the 
  option to conduct the grapple normally, or simply use 
  its claws to hold the opponent (-20 penalty on grapple 
  check, but the hook horror is not considered grappled). 
  In either case, each successful grapple check it makes 
  during successive rounds automatically deals damage 
  for both claws and rending bite. 
   
  Power Sunder (Ex): A hook horror attempting to 
  strike a foe’s weapon or shield does not incur an attack 
  of opportunity. On a successful power sunder attack, a 
  hook horror deals double damage. 
   
  Rending Bite (Ex): A hook horror can 
  automatically bite a grabbed foe for 3d6+10 damage. 
   
  Blindsight (Ex): A hook horror emits high-
  frequency sounds, inaudible to most other creatures, 
  that bounce off nearby objects and creatures. This 
  ability enables it to discern objects and creatures 
  within 60 feet. The hook horror usually does not need 
  to make Spot or Listen check to notice creatures within 
  range of its blindsight. A silence spell negates this 
  ability and forces the hook horror to rely on its weak 
  vision, which has a range of 10 feet. 
   
  Light Sensitivity (Ex): Exposure to bright light 
  (such as sunlight or a daylight spell) imposes a –2 
  penalty on a hook horror’s attack rolls. 
   
  Possessions: None. 
   
  Encounter 8: A Misunderstanding 
  Fenagaer: Male gnome Rog5; CR 5; Small Humanoid 
  (gnome); HD 5d6+10; hp 32; Init +3; Spd 20 ft.; AC 20 
  (touch 14, flat-footed 17) [+5 armor, +3 Dex, +1 shield, 
  +1 size]; Base Atk +3; Grp +0; Atk +6 melee (1d6+1/19-
  20, masterwork longsword) or +7 ranged (1d6/19-20, 
  masterwork light crossbow); Full Atk +6 melee 
  (1d6+1/19-20, masterwork longsword), or +4 melee 
  (1d6+1/19-20, masterwork longsword) and +3 melee 
  (1d4/19-20, masterwork short sword), or +7 ranged 
  ESA6-01 Knife’s Edge 
   
  Page 39 
  
  (1d6/19-20, masterwork light crossbow); SA Sneak 
  attack: +3d6; SQ Evasion, low-light vision, +2 bonus vs. 
  Illusions, +4 dodge bonus to AC against Giant, spell-
  like abilities, uncanny dodge; AL CG; SV Fort +4, Ref 
  +7, Will +3; Str 12, Dex 16, Con 15, Int 10, Wis 12, Cha 
  8. 
   
  Skills and Feats: Balance +9, Climb +5, Escape Artist 
  +9, Gather Information +1, Hide +14, Jump +1, 
  Knowledge (the Splintered Suns) +5, Listen +10, Move 
  Silently +10, Spot +8,  Tumble +12; Two-Weapon 
  Fighting, Improved Buckler Defense. 
   
  Spell-like Abilities: 1/day speak with animals 
  (burrowing mammals only); CL 1. 
   
  Possessions: Masterwork longsword, masterwork 
  short sword, 3 daggers, masterwork light crossbow, 20 
  bolts, +1 chain shirt, masterwork buckler, cloak of 
  resistance +1, everburning torch, 2 potions of cure moderate 
  wounds, 2 tanglefoot bag, 4 smokesticks. 
   
  Talek: Male human (Suel) Sor5; CR 5; Medium 
  Humanoid (human); HD 5d4+15; hp 31; Init +6; Spd 30 
  ft.; AC 16 (touch 12, flat-footed 14) [+2 Dex, +4 armor]; 
  Base Atk +2; Grp +2; Atk +2 melee (1d4/19-20, dagger) 
  or +3 ranged (1d8/19-20, light crossbow); Full Atk +2 
  melee (1d4/19-20, dagger) or +3 ranged (1d8/19-20, 
  light crossbow); SA Spells; SQ Spells; AL CG; SV Fort 
  +4, Ref +4, Will +4 (+8 vs. mind effecting spells and 
  abilities); Str 10, Dex 14, Con 14, Int 10, Wis 8, Cha 16. 
   
  Skills and Feats: Bluff +10, Diplomacy +5, 
  Concentration +10, Profession (miner) +1, Spellcraft 
  +7; Force of Personality, Improved Initiative, Improved 
  Toughness. 
   
  Spells known (6/7/5; Base DC = 13 + spell level): 
  0 daze, detect magic, detect poison, light, prestidigitation, read 
  magic; 1st enlarge person, mage armor, ray of enfeeblement, 
  magic missile; 2nd glitterdust, resist energy. 
   
  Possessions: 3 daggers, light crossbow, 20 bolts, spell 
  component pouch, brooch of shielding, vest of resistance +1, 
  2 potions of darkvision, 2 scrolls of invisibility, scroll of knock, 
  scroll of obscuring mist, 2 scrolls of see invisibility, wand of 
  alter self (10 charges). 
   
  Burrowers (2): Male human Bbn5; CR 5; Medium 
  Humanoid (human); HD 5d12+10; hp 50; Init +1; Spd 
  40 ft.; AC 16 (touch 11, flat-footed 15) [+1 Dex, +5 
  armor]; Base Atk +5; Grp +8; Atk +9 melee (2d6+4/19-
  20, masterwork greatsword) or +7 ranged (1d8+3/x3, 
  masterwork mighty composite longbow); Full Atk +9 
  melee (2d6+4/19-20, masterwork greatsword) or +7 
  ranged (1d8+3/x3, masterwork mighty composite 
  longbow); SQ Rage 2/day, trap sense +1, improved 
  uncanny dodge; AL CG; SV Fort +6, Ref +2, Will +2; Str 
  16, Dex 13, Con 14, Int 8, Wis 12, Cha 10. 
   
  Skills and Feats: Climb +10, Hide +2, Intimidate +6, 
  Listen +7, Move Silently +2, Survival +7; Endurance, 
  Power Attack, Stealthy. 
   
  Possessions: 
  Masterwork 
  greatsword, 
  dagger, 
  masterwork mighty composite longbow {+3}, 20 
  arrows, +1 chain shirt, heavy wooden shield, 2 
  tanglefoot bags, 4 sunrods, miscellaneous gear, 
  climbing kit, potion of cure moderate wounds. 
   
  Encounter 9: End of the Hunt  
  Zakiina: Male derro Rog1/Rgr1; CR 5; Small 
  Monstrous Humanoid; HD 4d8+1d6+15; hp 37; Init +8; 
  Spd 20 ft.; AC 21 (touch 15, flat-footed 17) [+1 size, +4 
  Dex, +2 natural, +3 armor, +1 buckler]; Base Atk +4; Grp 
  +0; Atk +6 melee (1d4/19–20, short sword) or +8 
  ranged (1d6 plus poison/19–20, repeating light 
  crossbow); Full Atk +6 melee (1d4/19–20, short sword) 
  or +8 ranged (1d6 plus poison/19–20, repeating light 
  crossbow); SA Favored enemy (humanoid–dwarf: +2), 
  poison use, spell-like abilities, sneak attack +2d6; SQ 
  Darkvision 60 ft., madness, spell resistance 15 
  vulnerability to sunlight; AL CE; SV Fort +6, Ref +11, 
  Will +7; Str 10, Dex 18, Con 17, Int 10, Wis 7*, Cha 18*. 
   
  * The racial madness of the derro provides a +6 
  bonus to their Charisma scores and a –6 penalty to 
  their Wisdom scores. A derro restored to sanity gains 6 
  points of Wisdom and loses 6 points of Charisma. 
   
  Skills and Feats: Bluff +7, Craft (trap making) +5, 
  Hide +12, Knowledge (dungeoneering) +4, Listen +2, 
  Move Silently +12, Survival +0, Tumble +4; Blind-Fight, 
  Improved Initiative, Track. 
   
  Madness (Ex): Derro use their Charisma modifier 
  on Will saves instead of their Wisdom modifier, and 
  have immunity to confusion and insanity effects. A derro 
  cannot be restored to sanity by any means short of a 
  miracle or wish spell. 
   
  Poison Use (Ex): Derro are not at risk of 
  poisoning themselves when handling poison. 
   
  Spell-Like Abilities: At will—darkness, ghost 
  sound; 1/day— daze (DC 14), sound burst (DC 16). Caster 
  level 3rd. The save DCs are Charisma-based. 
   
  Vulnerability to Sunlight (Ex): A derro takes 1 
  point of Constitution damage for every hour it is 
  exposed to sunlight, and it dies if its Constitution score 
  reaches 0. Lost Constitution points are recovered at the 
  rate of 1 per every 24-hour period spent underground 
  or otherwise sheltered from the sun. 
   
  Possessions: Short sword, dagger, repeating light 
  crossbow, 20 bolts, studded leather, buckler, hat of 
  disguise, 5 doses Medium monstrous spider venom (DC 
  14, 1d4 Str/1d4 Str). 
   
  Akash: Male human (Suel) Sor5; CR 5; Medium 
  Humanoid (human); HD 5d4+15; hp 31; Init +3; Spd 30 
  ft.; AC 13 (touch 13, flat-footed 10) [+3 Dex]; Base Atk 
  +2; Grp +1; Atk +1 melee (1d4-1/19-20, dagger) or +5 
  ranged (1d8/19-20, light crossbow); Full Atk +1 melee 
  (1d4-1/19-20, dagger) or +5 ranged (1d8/19-20, light 
  crossbow); SA Spells; SQ Spells; AL NE; SV Fort +4, Ref 
  +4, Will +4; Str 8, Dex 16, Con 14, Int 10, Wis 8, Cha 16. 
   
  Skills and Feats: Bluff +10, Diplomacy +5, 
  Concentration +10, Listen +2, Profession (miner) +1, 
  Spellcraft +7; Improved Toughness, Point Blank Shot, 
  Precise Shot. 
  ESA6-01 Knife’s Edge 
   
  Page 40 
  
   
  Spells known (6/7/5; Base DC = 13 + spell level): 
  0 detect magic, detect poison, light, message, ray of frost, read 
  magic; 1st charm person, lesser acid orb, protection from good, 
  ray of enfeeblement; 2nd glitterdust, scorching ray. 
   
  Possessions: 3 daggers, light crossbow, 20 bolts, spell 
  component pouch, brooch of shielding, everburning torch, 
  vest of resistance +1, 2 potions of darkvision, 2 scrolls of 
  invisibility, scroll of knock, scroll of obscuring mist, 2 scrolls of 
  see invisibility, wand of alter self (10 charges). 
   
  Bat 
  familiar: 
  Diminutive 
  magical 
  beast 
  (augmented animal); hp 15; Init +2; Spd 5 ft., fly 40 ft. 
  (good); AC 19 (touch 16, flat-footed 17) [+4 size, +2 Dex, 
  +3 natural]; Base Atk +2; Grp –15; SQ Blindsense 20 ft., 
  improved evasion, empathic link, low-light vision, 
  share spells, speak with master; AL NE; SV Fort +2, Ref 
  +4, Will +5; Str 1, Dex 15, Con 10, Int 7, Wis 14, Cha 4. 
   
  Skills and Feats: Hide +14, Listen +8, Move Silently 
  +6, Spot +8; Alertness. 
   
  Convicts (2): Male human Bbn5; CR 5; Medium 
  Humanoid (human); HD 5d12+10; hp 50; Init +1; Spd 
  40 ft.; AC 16 (touch 11, flat-footed 15) [+1 Dex, +5 
  armor]; Base Atk +5; Grp +8; Atk +9 melee (2d6+4/19-
  20, masterwork greatsword) or +7 ranged (1d8+3/x3, 
  masterwork mighty composite longbow); Full Atk +9 
  melee (2d6+4/19-20, masterwork greatsword) or +7 
  ranged (1d8+3/x3, masterwork mighty composite 
  longbow); SQ Rage 2/day, trap sense +1, improved 
  uncanny dodge; AL CE; SV Fort +6, Ref +2, Will +2; Str 
  16, Dex 13, Con 14, Int 8, Wis 12, Cha 10. 
   
  Skills and Feats: Climb +10, Hide +2, Intimidate +6, 
  Listen +7, Move Silently +2, Survival +7; Endurance, 
  Power Attack, Stealthy. 
   
  Possessions: 
  Masterwork 
  greatsword, 
  dagger, 
  masterwork mighty composite longbow {+3}, 20 
  arrows, +1 chain shirt, heavy wooden shield, 2 
  tanglefoot bags, 4 sunrods, miscellaneous gear, 
  climbing kit, potion of cure moderate wounds. 
   
   
  ESA6-01 Knife’s Edge 
   
  Page 41 
  
  Appendix 3:  
  APL 8 
  Encounter 2: The Fuse Is Lit 
  “Derstann” 
  (a.k.a. 
  Shekal): 
  Male 
  Suel 
  Brd4/Rog2/Asn2; CR 8; Medium Humanoid (human); 
  HD 8d6+16; hp 46; Init +6; Spd 30 ft.; AC 17 (touch 12, 
  flat-footed 15) [+2 Dex, +5 armor]; Base Atk +5; Grp +4; 
  Atk +8 melee (1d6-1/18-20, masterwork rapier) or +8 
  missile (1d8/19-20/x2, masterwork light crossbow); 
  Full Atk +8 melee (1d6-1/18-20, masterwork rapier) or 
  +8 missile (1d8/19-20/x2, masterwork light crossbow); 
  SA Death attack (DC 14), sneak attack +2d6; SQ Bardic 
  music (countersong, fascinate, inspire courage +1, 
  inspire competence) 4/day, evasion, uncanny dodge; 
  AL NE; SV Fort +5, Ref +14, Will +8; Str 8, Dex 15, Con 
  14, Int 14, Wis 10, Cha 18. 
   
  Skills and Feats: Balance +4, Bluff +14, Diplomacy 
  +14, Disguise +11, Escape Artist +10, Hide +10, 
  Intimidate +6, Jump +1, Knowledge (arcane) +6, Listen 
  +2, Move Silently +10, Perform (oratory) +11, Slight of 
  Hand +8, Speak Modern Languages (Common, 
  Ancient Sueloise, Draconic, Old Oeridian), Spellcraft 
  +5, Spot +2, Tumble +12; Improved Initiative, Iron 
  Will, Spell Focus (enchantment), Weapon Finesse. 
   
  Assassin Spells Known (2; Base DC = 12 + spell level): 
  1st—disguise self, obscuring mist, true strike.  
   
  Bard Spells Known (3/3/1; Base DC = 14 + spell 
  level): 0—daze*, detect magic, light, mage hand, 
  prestidigitation, read magic; 1st—charm person*, cure light 
  wounds, tasha's hideous laughter*; 2nd—glitterdust, 
  suggestion*. 
   
  * Due to Spell Focus (enchantment) base DC = 15 
  + spell level for these spells. 
   
  Possessions: 
  Masterwork 
  rapier, 
  3 
  dagger, 
  masterwork light crossbow, 20 bolts, +1 mithral shirt, 
  cloak of resistance +2,  2 potions of cure light wounds, 4 
  sunrods, 2 tanglefoot bags, spell component pouch, 
  disguise kit, 30 gp. 
   
  Sertern Arnend: Male human Mnk2/Ftr4; CR 6; 
  Medium Humanoid (human); HD 2d8+4d10+12; hp 49; 
  Init +6; Spd 30 ft.; AC 13 (touch 13, flat-footed 11) [+2 
  Dex, +1 Wis]; Base Atk +5; Grp +12; Atk +7 melee 
  (1d4+4/15-20, +1 keen rapier) or +8 melee (1d6+3, 
  unarmed strike); Full Atk +7 melee (1d4+4/15-20, +1 
  keen rapier) or +8 melee (1d6+3, unarmed strike) or 
  +6/+6 melee (1d6+3, unarmed strike); SA Stunning fist 
  2/day (DC 14); SQ Evasion; AL LN; SV Fort +9, Ref +6, 
  Will +5; Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +4, Escape Artist +10, 
  Intimidate +5, Jump +10, Listen +3, Profession (soldier) 
  +5, Ride +5, Spot +3, Tumble +10; Clever Wrestling, 
  Combat 
  Reflexes, 
  Earth’s 
  Embrace, 
  Endurance, 
  Improved Bull Rush, Improved Grapple, Improved 
  Initiative, Improved Unarmed Strike, Power Attack, 
  Stunning Fist. 
   
  Possessions: Small sized +1 dwarvencraft deadly keen 
  rapier. 
   
  Encounter 6: Horrors in the Dark 
  Hook horror (4): CR 6; Large Aberration; HD 
  10d8+20; hp 65; Init +7; Spd 20 ft., climb 20 ft.; AC 22 
  (touch 12, flat-footed 19) [-1 size, +3 Dex, +10 natural]; 
  Base Atk +7; Grp +18; Atk +13 melee (1d6+7, claw); Full 
  Atk +13/+13 melee (1d6+7, claw) and +8 melee (2d6+3, 
  bite); Space/Reach 10 ft./10 ft.; SA Improved grab, 
  power sunder, rending bite; SQ Blindsight 60 ft., 
  darkvision 60 ft., light sensitivity; AL N; SV Fort +5, 
  Ref +6, Will +8; Str 24, Dex 17, Con 14, Int 7, Wis 12, 
  Cha 9. 
   
  Skills and Feats: Climb +15, Hide +5 (+13 
  underground), Jump +9, Listen +9*, Move Silently +5; 
  Cleave, Improved Initiative, Improved TripB, Power 
  Attack, Stealthy. 
   
   
  Improved grab (Ex): If a hook horror hits an 
  opponent that is at least one size category smaller than 
  itself with both claw attacks, it deals normal damage 
  and attempts to grapple as a free action without 
  provoking an attack of opportunity. If it gets a hols, it 
  automatically hits with its rending bite attack on the 
  same round. (This replaces the normal bite attack for 
  that round.). Thereafter, the hook horror has the 
  option to conduct the grapple normally, or simply use 
  its claws to hold the opponent (-20 penalty on grapple 
  check, but the hook horror is not considered grappled). 
  In either case, each successful grapple check it makes 
  during successive rounds automatically deals damage 
  for both claws and rending bite. 
   
  Power Sunder (Ex): A hook horror attempting to 
  strike a foe’s weapon or shield does not incur an attack 
  of opportunity. On a successful power sunder attack, a 
  hook horror deals double damage. 
   
  Rending Bite (Ex): A hook horror can 
  automatically bite a grabbed foe for 3d6+10 damage. 
   
  Blindsight (Ex): A hook horror emits high-
  frequency sounds, inaudible to most other creatures, 
  that bounce off nearby objects and creatures. This 
  ability enables it to discern objects and creatures 
  within 60 feet. The hook horror usually does not need 
  to make Spot or Listen check to notice creatures within 
  range of its blindsight. A silence spell negates this 
  ability and forces the hook horror to rely on its weak 
  vision, which has a range of 10 feet. 
   
  Light Sensitivity (Ex): Exposure to bright light 
  (such as sunlight or a daylight spell) imposes a –2 
  penalty on a hook horror’s attack rolls. 
   
  Possessions: None. 
   
  Encounter 8: A Misunderstanding 
  Fenagaer: Male gnome Rog7; CR 7; Small Humanoid 
  (gnome); HD 7d6+14; hp 44; Init +7; Spd 20 ft.; AC 21 
  (touch 15, flat-footed 18) [+5 armor, +1 deflection, +3 
  Dex, +1 shield, +1 size]; Base Atk +5; Grp +2; Atk +8 
  melee (1d6+2/19-20, +1 longsword) or +9 ranged 
  ESA6-01 Knife’s Edge 
   
  Page 42 
  
  (1d6/19-20, masterwork light crossbow); Full Atk +8 
  melee (1d6+2/19-20, +1 longsword), or +6 melee 
  (1d6+2/19-20, +1 longsword) and +5 melee (1d4/19-20, 
  masterwork short sword), or +9 ranged (1d6/19-20, 
  masterwork light crossbow); SA Sneak attack: +4d6; SQ 
  Evasion, low-light vision, +2 bonus vs. Illusions, +4 
  dodge bonus to AC against Giant, spell-like abilities, 
  uncanny dodge; AL CG; SV Fort +5, Ref +8, Will +4; Str 
  12, Dex 16, Con 15, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +9, Climb +7, Escape Artist 
  +11, Gather Information +1, Hide +16, Jump +3, 
  Knowledge (the Splintered Suns) +5, Listen +12, Move 
  Silently +12, Spot +10,  Tumble +14; Improved Buckler 
  Defense, Improved Initiative, Two-Weapon Fighting. 
   
  Spell-like Abilities: 1/day speak with animals 
  (burrowing mammals only); CL 1. 
   
  Possessions: +1 longsword, masterwork short sword, 3 
  daggers, masterwork light crossbow, 20 bolts, +1 chain 
  shirt, masterwork buckler, cloak of resistance +1, 
  everburning torch, ring of protection +1, 2 potions of cure 
  moderate wounds, 2 tanglefoot bag, 4 smokesticks. 
   
  Talek: Male human (Suel) Sor7; CR 7; Medium 
  Humanoid (human); HD 7d4+21; hp 43; Init +6; Spd 30 
  ft.; AC 16 (touch 12, flat-footed 14) [+2 Dex, +4 armor]; 
  Base Atk +3; Grp +3; Atk +3 melee (1d4/19-20, dagger) 
  or +5 ranged (1d8/19-20, light crossbow); Full Atk +3 
  melee (1d4/19-20, dagger) or +5 ranged (1d8/19-20, 
  light crossbow); SA Spells; SQ Spells; AL CG; SV Fort 
  +5, Ref +5, Will +5 (+9 vs. mind effecting spells and 
  abilities); Str 10, Dex 14, Con 14, Int 10, Wis 8, Cha 16. 
   
  Skills and Feats: Bluff +12, Diplomacy +5, 
  Concentration +12, Knowledge (arcane) +1, Profession 
  (miner) +1, Spellcraft +8; Extend Spell, Force of 
  Personality, Improved Initiative, Improved Toughness. 
   
  Spells known (6/7/7/5; Base DC = 13 + spell level): 
  0 daze, detect magic, detect poison, light, prestidigitation, read 
  magic, touch of fatigue; 1st enlarge person, grease, mage 
  armor, ray of enfeeblement, magic missile; 2nd glitterdust, 
  resist energy, web; 3rd haste, magic circle vs. law. 
   
  Possessions: 3 daggers, light crossbow, 20 bolts, spell 
  component pouch, brooch of shielding, vest of resistance +1, 
  necklace of fire balls type II, 2 potions of darkvision, 2 scrolls 
  of invisibility, scroll of knock, scroll of obscuring mist, 2 scrolls 
  of see invisibility, wand of alter self (10 charges). 
   
  Burrowers (2): Male human Bbn7; CR 7; Medium 
  Humanoid (human); HD 7d12+14; hp 68; Init +1; Spd 
  40 ft.; AC 16 (touch 11, flat-footed 15) [+1 Dex, +5 
  armor]; Base Atk +7; Grp +10; Atk +12 melee 
  (2d6+4/19-20, masterwork greatsword) or +9 ranged 
  (1d8+3/x3, masterwork mighty composite longbow); 
  Full Atk +12/+7 melee (2d6+4/19-20, masterwork 
  greatsword) or +9/+4 ranged (1d8+3/x3, masterwork 
  mighty composite longbow); SQ DR 1/–, rage 2/day, 
  trap sense +2, improved uncanny dodge; AL CG; SV 
  Fort +8, Ref +4, Will +4; Str 16, Dex 13, Con 14, Int 8, 
  Wis 12, Cha 10. 
   
  Skills and Feats: Climb +12, Hide +2, Intimidate +8, 
  Listen +9, Move Silently +2, Survival +9; Endurance, 
  Power Attack, Stealthy, Weapon Focus (greatsword). 
   
  Possessions: 
  Masterwork 
  greatsword, 
  dagger, 
  masterwork mighty composite longbow {+3}, 20 
  arrows, +1 chain shirt, heavy wooden shield, cloak of 
  resistance +1, 2 tanglefoot bags, 4 sunrods, miscellaneous 
  gear, climbing kit, potion of cure moderate wounds, 2 
  potions of shield of faith +2. 
   
  Encounter 9: End of the Hunt  
  Zakiina: Male derro Rog2/Rgr1/Dark Hunter 1; CR 7; 
  Small Monstrous Humanoid; HD 5d8+2d6+21; hp 52; 
  Init +8; Spd 20 ft.; AC 22 (touch 15, flat-footed 18) [+1 
  size, +4 Dex, +2 natural, +4 armor, +1 buckler]; Base Atk 
  +6; Grp +2; Atk +8 melee (1d4/19–20, short sword) or 
  +11 ranged (1d6 plus poison/19–20, masterwork 
  repeating light crossbow); Full Atk +8/+3 melee 
  (1d4/19–20, short sword) or +11/+6 ranged (1d6 plus 
  poison/19–20, masterwork repeating light crossbow); 
  SA Favored enemy (humanoid–dwarf: +2), poison use, 
  spell-like abilities, sneak attack +2d6; SQ Darkvision 60 
  ft., evasion, madness, stonecunning, spell resistance 15, 
  vulnerability to sunlight; AL CE; SV Fort +6, Ref +14, 
  Will +7; Str 10, Dex 18, Con 17, Int 10, Wis 7*, Cha 18*. 
   
  * The racial madness of the derro provides a +6 
  bonus to their Charisma scores and a –6 penalty to 
  their Wisdom scores. A derro restored to sanity gains 6 
  points of Wisdom and loses 6 points of Charisma. 
   
  Skills and Feats: Balance +5, Bluff +7, Craft (trap 
  making) +5, Hide +14, Knowledge (dungeoneering) +5, 
  Listen +4, Move Silently +14, Survival +1 (+3 when 
  underground), Tumble +8; Blind-Fight, Improved 
  Initiative, Point Blank Shot, Track. 
   
  Madness (Ex): Derro use their Charisma modifier 
  on Will saves instead of their Wisdom modifier, and 
  have immunity to confusion and insanity effects. A derro 
  cannot be restored to sanity by any means short of a 
  miracle or wish spell. 
   
  Poison Use (Ex): Derro are not at risk of 
  poisoning themselves when handling poison. 
   
  Spell-Like Abilities: At will—darkness, ghost 
  sound; 1/day— daze (DC 14), sound burst (DC 16). Caster 
  level 3rd. The save DCs are Charisma-based. 
   
  Vulnerability to Sunlight (Ex): A derro takes 1 
  point of Constitution damage for every hour it is 
  exposed to sunlight, and it dies if its Constitution score 
  reaches 0. Lost Constitution points are recovered at the 
  rate of 1 per every 24-hour period spent underground 
  or otherwise sheltered from the sun. 
   
  Possessions: Short sword, dagger, masterwork 
  repeating light crossbow, 20 bolts, masterwork chain 
  shirt, buckler, hat of disguise, 5 doses large scorpion 
  venom (DC 18, 1d6 Str/1d6 Str), potion of cure moderate 
  wounds, potion of invisibility. 
   
  Akash: Male human (Suel) Sor7; CR 7; Medium 
  Humanoid (human); HD 7d4+21; hp 43; Init +3; Spd 30 
  ft.; AC 17 (touch 13, flat-footed 14) [+3 Dex, +4 armor]; 
  ESA6-01 Knife’s Edge 
   
  Page 43 
  
  Base Atk +3; Grp +2; Atk +2 melee (1d4-1/19-20, 
  dagger) or +6 ranged (1d8/19-20, light crossbow) or +7 
  ranged touch (ray); Full Atk +2 melee (1d4-1/19-20, 
  dagger) or +6 ranged (1d8/19-20, light crossbow) or +7 
  ranged touch (ray); SA Spells; SQ Spells; AL NE; SV 
  Fort +5, Ref +6, Will +5; Str 8, Dex 16, Con 14, Int 10, 
  Wis 8, Cha 16. 
   
  Skills and Feats: Bluff +12, Diplomacy +5, 
  Concentration +12, Knowledge (arcane) +1, Listen +2, 
  Profession (miner) +1, Spellcraft +8; Improved 
  Toughness, Point Blank Shot, Precise Shot, Weapon 
  Focus (ray). 
   
  Spells known (6/7/7/5; Base DC = 13 + spell level): 
  0 detect magic, detect poison, light, prestidigitation, message, 
  ray of frost, read magic; 1st charm person, lesser acid orb, mage 
  armor, protection from good, ray of enfeeblement; 
  2nd glitterdust, resist energy, scorching ray; 3rd haste, ray of 
  exhaustion. 
   
  Possessions: 3 daggers, light crossbow, 20 bolts, spell 
  component pouch, brooch of shielding, everburning torch, 
  vest of resistance +1, necklace of fire balls type II, 2 potions of 
  darkvision, 2 scrolls of invisibility, scroll of knock, scroll of 
  obscuring mist, 2 scrolls of see invisibility, wand of alter self 
  (10 charges). 
   
  Bat familiar: Diminutive magical beast; hp 21; 
  Init +2; Spd 5 ft., fly 40 ft. (good); AC 20 (touch 16, flat-
  footed 18) [+4 size, +2 Dex, +4 natural]; Base Atk +3; 
  Grp –14; SQ Blindsense 20 ft., improved evasion, 
  empathic link, low-light vision, share spells, speak with 
  master; AL NE; SV Fort +2, Ref +4, Will +7; Str 1, Dex 
  15, Con 10, Int 9, Wis 14, Cha 4. 
   
  Skills and Feats: Hide +14, Listen +8, Move Silently 
  +6, Spot +8; Alertness. 
   
  Convicts (2): Male human Bbn7; CR 7; Medium 
  Humanoid (human); HD 7d12+14; hp 68; Init +1; Spd 
  40 ft.; AC 16 (touch 11, flat-footed 15) [+1 Dex, +5 
  armor]; Base Atk +7; Grp +10; Atk +12 melee 
  (2d6+4/19-20, masterwork greatsword) or +9 ranged 
  (1d8+3/x3, masterwork mighty composite longbow); 
  Full Atk +12/+7 melee (2d6+4/19-20, masterwork 
  greatsword) or +9/+4 ranged (1d8+3/x3, masterwork 
  mighty composite longbow); SQ DR 1/–, rage 2/day, 
  trap sense +2, improved uncanny dodge; AL CE; SV 
  Fort +8, Ref +4, Will +4; Str 16, Dex 13, Con 14, Int 8, 
  Wis 12, Cha 10. 
   
  Skills and Feats: Climb +12, Hide +2, Intimidate +8, 
  Listen +9, Move Silently +2, Survival +9; Endurance, 
  Power Attack, Stealthy, Weapon Focus (greatsword). 
   
  Possessions: 
  Masterwork 
  greatsword, 
  dagger, 
  masterwork mighty composite longbow {+3}, 20 
  arrows, +1 chain shirt, heavy wooden shield, cloak of 
  resistance +1, 2 tanglefoot bags, 4 sunrods, miscellaneous 
  gear, climbing kit, potion of cure moderate wounds, 2 
  potions of shield of faith +2. 
  ESA6-01 Knife’s Edge 
   
  Page 44 
  
  Appendix 4:  
  APL 10 
  Encounter 2: The Fuse Is Lit 
  “Derstann” 
  (a.k.a. 
  Shekal): 
  Male 
  Suel 
  Brd4/Rog3/Asn3; 
  CR 
  10; 
  Medium 
  Humanoid 
  (human); HD 10d6+20; hp 58; Init +7; Spd 30 ft.; AC 18 
  (touch 13, flat-footed 15) [+3 Dex, +5 armor]; Base Atk 
  +7; Grp +6; Atk +11 melee (1d6/15-20, +1 keen rapier) or 
  +11 
  missile 
  (1d8/19-20/x2, 
  masterwork 
  light 
  crossbow); Full Atk +11/+6 melee (1d6/15-20, +1 keen 
  rapier) or +11 missile (1d8/19-20/x2, masterwork light 
  crossbow); SA Death attack (DC 14), sneak attack +4d6; 
  SQ Bardic music (countersong, fascinate, inspire 
  courage +1, inspire competence) 4/day, evasion, trap 
  sense +1, uncanny dodge; AL NE; SV Fort +7, Ref +15, 
  Will +10; Str 8, Dex 16, Con 14, Int 14, Wis 10, Cha 18. 
   
  Skills and Feats: Balance +5, Bluff +15, Climb +5, 
  Diplomacy +15, Disguise +11, Escape Artist +15, Hide 
  +11, Intimidate +6, Jump +3, Knowledge (arcane) +6, 
  Listen +2, Move Silently +11, Perform (oratory) +11, 
  Slight of Hand +9, Speak Modern Languages 
  (Common, Ancient Sueloise, Draconic, Old Oeridian), 
  Spellcraft +5, Spot +2, Tumble +16; Improved Initiative, 
  Iron Will, Spell Focus (enchantment), Weapon 
  Finesse. 
   
  Assassin Spells Known (3/1; Base DC = 12 + spell 
  level): 1st—disguise self, obscuring mist, true strike; 2nd—
  alter self, cat's grace. 
   
  Bard Spells Known (3/3/1; Base DC = 14 + spell 
  level): 0—daze*, detect magic, light, mage hand, 
  prestidigitation, read magic; 1st—charm person*, cure light 
  wounds, tasha's hideous laughter*; 2nd—glitterdust, 
  suggestion*. 
   
  * Due to Spell Focus (enchantment) base DC = 15 
  + spell level for these spells. 
   
  Possessions: +1 keen rapier, 3 daggers, masterwork 
  light crossbow, 20 bolts, +1 mithral shirt, cloak of 
  resistance +2,  2 potions of cure light wounds, 4 sunrods, 2 
  tanglefoot bags, spell component pouch, disguise kit, 
  30 gp. 
   
  Sertern Arnend: Male human Mnk2/Ftr4/reaping 
  mauler 2; CR 8; Medium Humanoid (human); HD 
  2d8+6d10+16; hp 65; Init +6; Spd 30 ft.; AC 13 (touch 
  13, flat-footed 11) [+2 Dex, +1 Wis]; Base Atk +7; Grp 
  +16; Atk +10 melee (1d4+5/18-20, +1 deadly precision 
  rapier) or +11 melee (1d6+4, unarmed strike); Full Atk 
  +10/+5 melee (1d4+5/18-20, +1 deadly precision rapier) or 
  +11/+6 melee (1d6+4, unarmed strike) or +9/+9/+4 
  melee (1d6+4, unarmed strike); SA Stunning fist 2/day 
  (DC 15); SQ Adept wrestling +1, evasion; AL LN; SV 
  Fort +12, Ref +9, Will +5; Str 18, Dex 14, Con 14, Int 10, 
  Wis 12, Cha 8. 
   
  Skills and Feats: Balance +7, Escape Artist +13, 
  Intimidate +5, Jump +11, Listen +3, Profession (soldier) 
  +5, Ride +5, Spot +3, Tumble +10; Clever Wrestling, 
  Combat 
  Reflexes, 
  Earth’s 
  Embrace, 
  Endurance, 
  Improved Bull Rush, Improved Grapple, Improved 
  Initiative, Improved Unarmed Strike, MobilityB, Power 
  Attack, Stunning Fist. 
   
  Mobility (Ex):  When wearing light armor or no 
  armor, a reaping mauler gains the benefit of the 
  Mobility feat, even if he does not meet the 
  prerequisites. 
   
  Adept Wrestling (Ex):  Beginning at 2nd level, a 
  reaping mauler who is wearing light armor or no armor 
  gains a +1 bonus on all grapple checks and opposed 
  Dexterity or Strength checks.  This bonus increases to 
  +2 at 4th level. 
   
  Possessions: +1 dwarvencraft deadly precision rapier. 
   
  Encounter 6: Horrors in the Dark 
  Hook horror druid (1): Hook horror Drd4; CR 8; 
  Large Aberration; HD 14d8+56; hp 122; Init +7; Spd 20 
  ft., climb 20 ft.; AC 22 (touch 12, flat-footed 19) [-1 size, 
  +3 Dex, +10 natural]; Base Atk +10; Grp +20; Atk +15 
  melee (1d6+6, claw); Full Atk +15/+15 melee (1d6+6, 
  claw) and +10 melee (2d6+3, bite); Space/Reach 10 
  ft./10 ft.; SA Improved grab, power sunder, rending 
  bite; SQ Blindsight 60 ft., darkvision 60 ft., light 
  sensitivity, resist nature’s lure, trackless step, woodland 
  stride; AL N; SV Fort +11, Ref +7, Will +15; Str 22, Dex 
  16, Con 18, Int 10, Wis 18, Cha 11. 
   
  Skills and Feats: Climb +16, Concentration +8, Heal 
  +6, Hide +8 (+16 underground), Jump +12, Knowledge 
  (nature) +9, Listen +16*, Move Silently +5, Survival +13; 
  Cleave, Improved Initiative, Improved TripB, Natural 
  Spell, Power Attack, Stealthy. 
   
   
  Improved grab (Ex): If a hook horror hits an 
  opponent that is at least one size category smaller than 
  itself with both claw attacks, it deals normal damage 
  and attempts to grapple as a free action without 
  provoking an attack of opportunity. If it gets a hols, it 
  automatically hits with its rending bite attack on the 
  same round. (This replaces the normal bite attack for 
  that round.). Thereafter, the hook horror has the 
  option to conduct the grapple normally, or simply use 
  its claws to hold the opponent (-20 penalty on grapple 
  check, but the hook horror is not considered grappled). 
  In either case, each successful grapple check it makes 
  during successive rounds automatically deals damage 
  for both claws and rending bite. 
   
  Power Sunder (Ex): A hook horror attempting to 
  strike a foe’s weapon or shield does not incur an attack 
  of opportunity. On a successful power sunder attack, a 
  hook horror deals double damage. 
   
  Rending Bite (Ex): A hook horror can 
  automatically bite a grabbed foe for 3d6+9 damage. 
   
  Blindsight (Ex): A hook horror emits high-
  frequency sounds, inaudible to most other creatures, 
  that bounce off nearby objects and creatures. This 
  ability enables it to discern objects and creatures 
  within 60 feet. The hook horror usually does not need 
  to make Spot or Listen check to notice creatures within 
  ESA6-01 Knife’s Edge 
   
  Page 45 
  
  range of its blindsight. A silence spell negates this 
  ability and forces the hook horror to rely on its weak 
  vision, which has a range of 10 feet. 
   
  Light Sensitivity (Ex): Exposure to bright light 
  (such as sunlight or a daylight spell) imposes a –2 
  penalty on a hook horror’s attack rolls. 
   
  Spells prepared (5/4/3; Base DC = 14 + spell level): 
  0 cure minor wounds (2), detect magic, detect poison, purify 
  food and drink; 1st longstrider, magic fang, obscuring mist (2); 
  2nd barkskin (2), resist energy. 
   
  Possessions: None. 
   
  Dire bat animal companion: CR  ; Large Animal; HD 
  4d8+12; hp 30 hp; Init +6; Spd 20 ft. (4 squares), fly 40 
  ft. (good); AC 20 (touch 15, flat-footed 14) [-1 size, +6 
  Dex, +5 natural]; Base Atk +3; Grp +10; Atk +5 melee 
  (1d8+4, bite); Full Atk +5 melee (1d8+4, bite); 
  Space/Reach: 10 ft./5 ft.; SQ Blindsense 40 ft.; AL N; 
  SV Fort +7, Ref +10, Will +6; Str 17, Dex 22, Con 17, Int 
  2, Wis 14, Cha 6. 
   
  Skills and Feats: Hide +4, Listen +12, Move Silently 
  +11, Spot +8; Alertness, Stealthy. 
   
  Blindsense (Ex): A dire bat uses echolocation to 
  pinpoint creatures within 40 feet. Opponents still have 
  total concealment against the bat unless it can actually 
  see them.  
   
  Possessions: None. 
   
  Hook horror rangers (3): Hook horror Rgr2; CR 8; 
  Large Aberration; HD 12d8+36; hp 91; Init +10; Spd 20 
  ft., climb 20 ft.; AC 25 (touch 15, flat-footed 19) [-1 size, 
  +6 Dex, +10 natural]; Base Atk +9; Grp +22; Atk +17 
  melee (1d8+9, claw); Full Atk +17/+17 melee (1d8+9, 
  claw) and +12 melee (2d6+4, bite); Space/Reach 10 
  ft./10 ft.; SA Improved grab, favored enemy 
  (aberration: +2), power sunder, rending bite; SQ 
  Blindsight 60 ft., darkvision 60 ft., light sensitivity; AL 
  N; SV Fort +8, Ref +11, Will +9; Str 28, Dex 22, Con 16, 
  Int 8, Wis 15, Cha 6. 
   
  Skills and Feats: Climb +17, Hide +9 (+17 
  underground), Jump +11, Listen +10*, Move Silently 
  +10, 
  Survival 
  +5; 
  Cleave, 
  Improved 
  Initiative, 
  Improved Natural Attack (claw), Improved TripB, 
  Power Attack, Stealthy, Track, Two-Weapon Fighting. 
   
   
  Improved grab (Ex): If a hook horror hits an 
  opponent that is at least one size category smaller than 
  itself with both claw attacks, it deals normal damage 
  and attempts to grapple as a free action without 
  provoking an attack of opportunity. If it gets a hols, it 
  automatically hits with its rending bite attack on the 
  same round. (This replaces the normal bite attack for 
  that round.). Thereafter, the hook horror has the 
  option to conduct the grapple normally, or simply use 
  its claws to hold the opponent (-20 penalty on grapple 
  check, but the hook horror is not considered grappled). 
  In either case, each successful grapple check it makes 
  during successive rounds automatically deals damage 
  for both claws and rending bite. 
   
  Power Sunder (Ex): A hook horror attempting to 
  strike a foe’s weapon or shield does not incur an attack 
  of opportunity. On a successful power sunder attack, a 
  hook horror deals double damage. 
   
  Rending Bite (Ex): A hook horror can 
  automatically bite a grabbed foe for 3d6+13 damage. 
   
  Blindsight (Ex): A hook horror emits high-
  frequency sounds, inaudible to most other creatures, 
  that bounce off nearby objects and creatures. This 
  ability enables it to discern objects and creatures 
  within 60 feet. The hook horror usually does not need 
  to make Spot or Listen check to notice creatures within 
  range of its blindsight. A silence spell negates this 
  ability and forces the hook horror to rely on its weak 
  vision, which has a range of 10 feet. 
   
  Light Sensitivity (Ex): Exposure to bright light 
  (such as sunlight or a daylight spell) imposes a –2 
  penalty on a hook horror’s attack rolls. 
   
  Possessions: None. 
   
  Encounter 8: A Misunderstanding 
  Fenagaer: Male gnome Rog9; CR 9; Small Humanoid 
  (gnome); HD 9d6+27; hp 65; Init +8; Spd 20 ft.; AC 23 
  (touch 16, flat-footed 19) [+5 armor, +1 deflection, +4 
  Dex, +2 shield, +1 size]; Base Atk +6; Grp +3; Atk +10 
  melee (1d6+2/19-20, +1 longsword) or +11 ranged 
  (1d6/19-20, masterwork light crossbow); Full Atk 
  +10/+5 melee (1d6+2/19-20, +1 longsword), or +8/+3 
  melee (1d6+2/19-20, +1 longsword) and +6 melee 
  (1d4/19-20, masterwork short sword), or +11 ranged 
  (1d6/19-20, masterwork light crossbow); SA Sneak 
  attack: +5d6; SQ Evasion, improved uncanny dodge, 
  low-light vision, +2 bonus vs. Illusions, +4 dodge bonus 
  to AC against Giant, spell-like abilities; AL CG; SV Fort 
  +7, Ref +11, Will +5; Str 12, Dex 18, Con 16, Int 10, Wis 
  12, Cha 8. 
   
  Skills and Feats: Balance +12, Climb +9, Diplomacy 
  +1, Escape Artist +14, Gather Information +1, Hide +19, 
  Jump +5, Knowledge (the Splintered Suns) +5, Listen 
  +12, Move Silently +15, Spot +10,  Tumble +17; 
  Improved Buckler Defense, Improved Initiative, Two-
  Weapon Fighting, Weapon Focus (longsword). 
   
  Spell-like Abilities: 1/day speak with animals 
  (burrowing mammals only); CL 1. 
   
  Possessions: +1 longsword, masterwork short sword, 3 
  daggers, masterwork light crossbow, 20 bolts, +1 chain 
  shirt, +1 buckler, gloves of dexterity +2, cloak of resistance +1, 
   everburning torch, ring of protection +1, 2 potions of cure 
  moderate wounds, 2 tanglefoot bag, 4 smokesticks. 
   
  Talek: Male human (Suel) Sor9; CR 9; Medium 
  Humanoid (human); HD 9d4+27; hp 55; Init +6; Spd 30 
  ft.; AC 16 (touch 12, flat-footed 14) [+2 Dex, +4 armor]; 
  Base Atk +4; Grp +4; Atk +4 melee (1d4/19-20, dagger) 
  or +6 ranged (1d8/19-20, light crossbow); Full Atk +4 
  melee (1d4/19-20, dagger) or +6 ranged (1d8/19-20, 
  light crossbow); SA Spells; SQ Spells; AL CG; SV Fort 
  +6, Ref +6, Will +6 (+11 vs. mind effecting spells and 
  abilities); Str 10, Dex 14, Con 14, Int 10, Wis 8, Cha 19. 
  ESA6-01 Knife’s Edge 
   
  Page 46 
  
   
  Skills and Feats: Bluff +15, Diplomacy +6, 
  Concentration +14, Knowledge (arcane) +1, Profession 
  (miner) +1, Spellcraft +10; Empower Spell, Extend 
  Spell, Force of Personality, Improved Initiative, 
  Improved Toughness. 
   
  Spells known (6/7/7/7/5; Base DC = 14 + spell 
  level): 0 acid splash, daze, detect magic, detect poison, light, 
  prestidigitation, read magic, touch of fatigue; 1st enlarge 
  person, grease, mage armor, ray of enfeeblement, magic 
  missile; 2nd glitterdust, resist energy, scorching ray, web; 
  3rd dispel magic, haste, magic circle vs. good; 4th Otiluke’s 
  resilient sphere, stoneskin. 
   
  Possessions: 3 daggers, light crossbow, 20 bolts, spell 
  component pouch, brooch of shielding, cloak of charisma 
  +2, vest of resistance +1, 2 potions of darkvision, 2 scrolls of 
  invisibility, scroll of knock, scroll of obscuring mist, 2 scrolls of 
  see invisibility, wand of alter self (10 charges), wand of false 
  life (10 charges), 1000 gp diamond dust. 
   
  Burrowers (2): Male human Bbn9; CR 9; Medium 
  Humanoid (human); HD 9d12+27; hp 101; Init +2; Spd 
  40 ft.; AC 17 (touch 12, flat-footed 15) [+2 Dex, +5 
  armor]; Base Atk +9; Grp +12; Atk +14 melee 
  (2d6+5/19-20, +1 greatsword) or +11 ranged (1d8+3/x3, 
  masterwork mighty composite longbow); Full Atk 
  +14/+9 melee (2d6+5/19-20, +1 greatsword) or +11/+6 
  ranged (1d8+3/x3, masterwork mighty composite 
  longbow); SQ DR 1/–, rage 3/day, trap sense +3, 
  improved uncanny dodge; AL CG; SV Fort +9, Ref +5, 
  Will +5; Str 16, Dex 14, Con 14, Int 8, Wis 12, Cha 10. 
   
  Skills and Feats: Climb +14, Hide +3, Intimidate 
  +10, Listen +11, Move Silently +3, Survival +11; 
  Endurance, Improved Toughness, Power Attack, 
  Stealthy, Weapon Focus (greatsword). 
   
  Possessions: +1 greatsword, dagger, masterwork 
  mighty composite longbow {+3}, 20 arrows, +1 chain 
  shirt, heavy wooden shield, cloak of resistance +1, 2 
  tanglefoot bags, 4 sunrods, miscellaneous gear, 
  climbing kit, potion of cure moderate wounds, 2 potions of 
  shield of faith +2. 
   
  Encounter 9: End of the Hunt  
  Zakiina: Male derro Rog2/Rgr1/Dark Hunter 3; CR 9; 
  Small Monstrous Humanoid; HD 7d8+2d6+36; hp 77; 
  Init +8; Spd 20 ft.; AC 22 (touch 15, flat-footed 18) [+1 
  size, +4 Dex, +2 natural, +4 armor, +1 buckler]; Base Atk 
  +8; Grp +4; Atk +10 melee (1d4/19–20, short sword) or 
  +13 ranged (1d6 plus poison/19–20, masterwork 
  repeating light crossbow); Full Atk +10/+5 melee 
  (1d4/19–20, short sword) or +13/+8 ranged (1d6 plus 
  poison/19–20, masterwork repeating light crossbow); 
  SA Favored enemy (humanoid–dwarf: +2), poison use, 
  spell-like abilities, sneak attack +3d6; SQ Darkvision 90 
  ft., evasion, madness, stonecunning, spell resistance 15, 
  vulnerability to sunlight; AL CE; SV Fort +9, Ref +16, 
  Will +9; Str 10, Dex 18, Con 18, Int 10, Wis 7*, Cha 18*. 
   
  * The racial madness of the derro provides a +6 
  bonus to their Charisma scores and a –6 penalty to 
  their Wisdom scores. A derro restored to sanity gains 6 
  points of Wisdom and loses 6 points of Charisma. 
   
  Skills and Feats: Balance +5, Bluff +7, Craft (trap 
  making) +5, Hide +16, Knowledge (dungeoneering) +5, 
  Listen +4, Move Silently +16, Spot +4, Survival +1 (+3 
  when 
  underground), 
  Tumble 
  +8; 
  Blind-Fight, 
  Improved Initiative, Point Blank Shot, Track. 
   
  Madness (Ex): Derro use their Charisma modifier 
  on Will saves instead of their Wisdom modifier, and 
  have immunity to confusion and insanity effects. A derro 
  cannot be restored to sanity by any means short of a 
  miracle or wish spell. 
   
  Poison Use (Ex): Derro are not at risk of 
  poisoning themselves when handling poison. 
   
  Spell-Like Abilities: At will—darkness, ghost 
  sound; 1/day—daze (DC 14), sound burst (DC 16). Caster 
  level 3rd. The save DCs are Charisma-based. 
   
  Vulnerability to Sunlight (Ex): A derro takes 1 
  point of Constitution damage for every hour it is 
  exposed to sunlight, and it dies if its Constitution score 
  reaches 0. Lost Constitution points are recovered at the 
  rate of 1 per every 24-hour period spent underground 
  or otherwise sheltered from the sun. 
   
  Possessions: Short sword, dagger, masterwork 
  repeating light crossbow, 20 bolts, masterwork chain 
  shirt, buckler, hat of disguise, cloak of resistance +1, 5 doses 
  large scorpion venom (DC 18, 1d6 Str/1d6 Str), 2 doses 
  purple worm poison (DC 24, 1d6 Str/2d6 Str), potion of 
  cure moderate wounds, potion of invisibility. 
   
  Akash: Male human (Suel) Sor9; CR 9; Medium 
  Humanoid (human); HD 9d4+27; hp 55; Init +3; Spd 30 
  ft.; AC 18 (touch 14, flat-footed 15) [+3 Dex, +4 armor, 
  +1 deflection]; Base Atk +4; Grp +3; Atk +3 melee (1d4-
  1/19-20, dagger) or +7 ranged (1d8/19-20, light 
  crossbow) or +8 ranged touch (ray); Full Atk +3 melee 
  (1d4-1/19-20, dagger) or +7 ranged (1d8/19-20, light 
  crossbow) or +8 ranged touch  (ray); SA Spells; SQ 
  Spells; AL NE; SV Fort +6, Ref +7, Will +6; Str 8, Dex 
  16, Con 14, Int 10, Wis 8, Cha 19. 
   
  Skills and Feats: Bluff +15, Diplomacy +6, 
  Concentration +14, Knowledge (arcane) +1, Profession 
  (miner) +1, Spellcraft +10; Empower Spell, Improved 
  Toughness, Point Blank Shot, Precise Shot, Weapon 
  Focus (ray). 
   
  Spells known (6/7/7/7/5; Base DC = 14 + spell 
  level): 0 detect magic, detect poison, light, prestidigitation, 
  message, ray of frost, read magic, touch of fatigue; 1st charm 
  person, lesser acid orb, mage armor, protection from good, ray 
  of enfeeblement; 2nd cat’s grace, glitterdust, resist energy, 
  scorching ray; 3rd dispel magic, haste, ray of exhaustion; 
  4th dimensional anchor, enervation. 
   
  Possessions: 3 daggers, light crossbow, 20 bolts, spell 
  component pouch, brooch of shielding, cloak of charisma 
  +2, ring of protection +1, everburning torch, vest of resistance 
  +1, 2 potions of darkvision, 2 scrolls of invisibility, scroll of 
  knock, scroll of obscuring mist, 2 scrolls of see invisibility, 
  wand of alter self (10 charges), wand of false life (10 
  charges). 
  ESA6-01 Knife’s Edge 
   
  Page 47 
  
   
  Bat familiar: Diminutive magical beast; hp 27; 
  Init +2; Spd 5 ft., fly 40 ft. (good); AC 21 (touch 16, flat-
  footed 19) [+4 size, +2 Dex, +5 natural]; Base Atk +4; 
  Grp –13; SQ Blindsense 20 ft., improved evasion, 
  empathic link, low-light vision, share spells, speak with 
  master; AL NE; SV Fort +3, Ref +5, Will +8; Str 1, Dex 
  15, Con 10, Int 10, Wis 14, Cha 4. 
   
  Skills and Feats: Hide +14, Listen +8, Move Silently 
  +6, Spot +8; Alertness. 
   
  Convicts (2): Male human Bbn9; CR 9; Medium 
  Humanoid (human); HD 9d12+27; hp 101; Init +2; Spd 
  40 ft.; AC 17 (touch 12, flat-footed 15) [+2 Dex, +5 
  armor]; Base Atk +9; Grp +12; Atk +14 melee 
  (2d6+5/19-20, +1 greatsword) or +11 ranged (1d8+3/x3, 
  masterwork mighty composite longbow); Full Atk 
  +14/+9 melee (2d6+5/19-20, +1 greatsword) or +11/+6 
  ranged (1d8+3/x3, masterwork mighty composite 
  longbow); SQ DR 1/–, rage 3/day, trap sense +3, 
  improved uncanny dodge; AL CE; SV Fort +9, Ref +5, 
  Will +5; Str 16, Dex 14, Con 14, Int 8, Wis 12, Cha 10. 
   
  Skills and Feats: Climb +14, Hide +3, Intimidate 
  +10, Listen +11, Move Silently +3, Survival +11; 
  Endurance, Improved Toughness, Power Attack, 
  Stealthy, Weapon Focus (greatsword). 
   
  Possessions: +1 greatsword, dagger, masterwork 
  mighty composite longbow {+3}, 20 arrows, +1 chain 
  shirt, heavy wooden shield, cloak of resistance +1, 2 
  tanglefoot bags, 4 sunrods, miscellaneous gear, 
  climbing kit, potion of cure moderate wounds, 2 potions of 
  shield of faith +2. 
   
  ESA6-01 Knife’s Edge 
   
  Page 48 
  
  Appendix 5:  
  APL 12 
  Encounter 2: The Fuse Is Lit 
  “Derstann” 
  (a.k.a. 
  Shekal): 
  Male 
  human 
  Brd6/Rog3/Asn3; 
  CR 
  12; 
  Medium 
  Humanoid 
  (human); HD 12d6+24; hp 70; Init +7; Spd 30 ft.; AC 20 
  (touch 15, flat-footed 17) [+3 Dex, +5 armor, +2 
  deflection]; Base Atk +8; Grp +7; Atk +12 melee 
  (1d6/15-20, +1 keen rapier) or +12 missile (1d8/19-
  20/x2, masterwork light crossbow); Full Atk +12/+7 
  melee (1d6/15-20, +1 keen rapier) or +12 missile 
  (1d8/19-20/x2, masterwork light crossbow); SA Death 
  attack (DC 14), sneak attack +4d6; SQ Bardic music 
  (countersong, fascinate, inspire courage +1, inspire 
  competence, suggestion) 6/day, evasion, trap sense +1, 
  uncanny dodge; AL NE; SV Fort +8, Ref +16, Will +11; 
  Str 8, Dex 16, Con 15, Int 14, Wis 10, Cha 18. 
   
  Skills and Feats: Balance +5, Bluff +17, Climb +5, 
  Diplomacy +17, Disguise +13, Escape Artist +17, Hide 
  +11, Intimidate +6, Jump +3, Knowledge (arcane) +6, 
  Listen +4, Move Silently +11, Perform (oratory) +13, 
  Slight of Hand +11, Spellcraft +5, Spot +2, Tumble +18; 
  Combat Expertise, Improved Initiative, Iron Will, 
  Spell Focus (enchantment), Weapon Finesse.  
   
  Languages Spoken: Common, Ancient Sueloise, 
  Draconic, Old Oeridian. 
   
  Assassin Spells Known (3/1; Base DC = 12 + spell 
  level): 1st—disguise self, obscuring mist, true strike; 2nd—
  alter self, cat's grace. 
   
  Bard Spells Known (3/4/3; Base DC = 14 + spell 
  level): 0—daze*, detect magic, light, mage hand, 
  prestidigitation, read magic; 1st—charm person*, cure light 
  wounds, tasha's hideous laughter*; 2nd—glitterdust, hold 
  person*, suggestion*. 
   
  * Due to Spell Focus (enchantment) base DC = 15 
  + spell level for these spells. 
   
  Possessions: +1 keen rapier, 3 daggers, masterwork 
  light crossbow, 20 bolts, +1 mithral shirt, ring of 
  protection +2, cloak of resistance +2,  2 arcane scrolls of cure 
  light wounds, scroll of silence, 4 sunrods, 2 tanglefoot bags, 
  spell component pouch, disguise kit, 30 gp. 
   
  Sertern Arnend: Male human Mnk3/Ftr4/reaping 
  mauler 3; CR 10; Medium Humanoid (human); HD 
  3d8+7d10+20; hp 80; Init +6; Spd 30 ft.; AC 13 (touch 
  13, flat-footed 11) [+2 Dex, +1 Wis]; Base Atk +9; Grp 
  +18; Atk +12 melee (1d4+5/18-20, +1 deadly precision 
  rapier) or +13 melee (1d6+4, unarmed strike); Full Atk 
  +12/+7 melee (1d4+5/18-20, +1 deadly precision rapier) or 
  +13/+8 melee (1d6+4, unarmed strike) or +11/+11/+7 
  melee (1d6+4, unarmed strike); SA Stunning fist 3/day 
  (DC 16); SQ Adept wrestling +1, counter grapple, 
  evasion, sleeper lock (DC 14), still mind (+2 bonus 
  saves vs. Enchantment); AL LN; SV Fort +12, Ref +9, 
  Will +6; Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +10, Escape Artist +15, 
  Intimidate +5, Jump +11, Listen +3, Profession (soldier) 
  +5, Ride +5, Spot +3, Tumble +13; Clever Wrestling, 
  Combat Reflexes, Dodge, Earth’s Embrace, Endurance, 
  Improved Bull Rush, Improved Grapple, Improved 
  Initiative, Improved Unarmed Strike, MobilityB, Power 
  Attack, Stunning Fist. 
   
  Mobility (Ex):  When wearing light armor or no 
  armor, a reaping mauler gains the benefit of the 
  Mobility feat, even if he does not meet the 
  prerequisites. 
   
  Adept Wrestling (Ex):  Beginning at 2nd level, a 
  reaping mauler who is wearing light armor or no armor 
  gains a +1 bonus on all grapple checks and opposed 
  Dexterity or Strength checks.  This bonus increases to 
  +2 at 4th level. 
   
  Counter Grapple (Ex):  When grappling or 
  pinned, a reaping mauler of 3rd level or higher wearing 
  light armor or no armor can attempt either a grapple 
  check or an Escape Artist check opposed by his 
  opponent’s grapple check to free himself as normal.  If 
  he fails the check he has chosen, he can immediately 
  attempt the other check as a free action. 
   
  Sleeper Lock (Ex):  At 3rd level, a reaping mauler 
  learns how to render an opponent unconscious with 
  pressure.  If the character pins his opponent while 
  grappling and maintains the pin for 1 full round, the 
  opponent must make a Fortitude save (DC 10 + the 
  reaping mauler’s class level + the reaping mauler’s Wis 
  modifier) at the end of the round or fall unconscious 
  for 1d3 rounds. A creature with no discernible anatomy 
  has immunity to this effect. 
   
  Possessions: +1 dwarvencraft deadly precision rapier. 
   
  Encounter 6: Horrors in the Dark 
  Hook horror druid (1): Hook horror Drd8; CR 10; 
  Large Aberration; HD 18d8+70; hp 158; Init +7; Spd 20 
  ft., climb 20 ft.; AC 22 (touch 12, flat-footed 19) [-1 size, 
  +3 Dex, +10 natural); Base Atk +13; Grp +23; Atk +18 
  melee (1d6+6, claw); Full Atk +18/+18 melee (1d6+6, 
  claw) and +13 melee (2d6+3, bite); Space/Reach 10 
  ft./10 ft.; SA Improved grab, power sunder, rending 
  bite; SQ Blindsight 60 ft., darkvision 60 ft., light 
  sensitivity, resist nature’s lure, trackless step, wild 
  shape (large) 3/day, woodland stride; AL N; SV Fort 
  +13, Ref +8, Will +17; Str 22, Dex 16, Con 18, Int 10, 
  Wis 19, Cha 11. 
   
  Skills and Feats: Climb +16, Concentration +16, 
  Heal +6, Hide +8 (+16 underground), Jump +12, 
  Knowledge (nature) +9, Listen +16*, Move Silently +5, 
  Survival +21; Cheetah’s Speed, Cleave, Improved 
  Initiative, Improved TripB, Lion’s Pounce, Natural 
  Spell, Power Attack, Stealthy. 
   
   
  Improved grab (Ex): If a hook horror hits an 
  opponent that is at least one size category smaller than 
  itself with both claw attacks, it deals normal damage 
  and attempts to grapple as a free action without 
  provoking an attack of opportunity. If it gets a hols, it 
  automatically hits with its rending bite attack on the 
  ESA6-01 Knife’s Edge 
   
  Page 49 
  
  same round. (This replaces the normal bite attack for 
  that round.). Thereafter, the hook horror has the 
  option to conduct the grapple normally, or simply use 
  its claws to hold the opponent (-20 penalty on grapple 
  check, but the hook horror is not considered grappled). 
  In either case, each successful grapple check it makes 
  during successive rounds automatically deals damage 
  for both claws and rending bite. 
   
  Power Sunder (Ex): A hook horror attempting to 
  strike a foe’s weapon or shield does not incur an attack 
  of opportunity. On a successful power sunder attack, a 
  hook horror deals double damage. 
   
  Rending Bite (Ex): A hook horror can 
  automatically bite a grabbed foe for 3d6+9 damage. 
   
  Blindsight (Ex): A hook horror emits high-
  frequency sounds, inaudible to most other creatures, 
  that bounce off nearby objects and creatures. This 
  ability enables it to discern objects and creatures 
  within 60 feet. The hook horror usually does not need 
  to make Spot or Listen check to notice creatures within 
  range of its blindsight. A silence spell negates this 
  ability and forces the hook horror to rely on its weak 
  vision, which has a range of 10 feet. 
   
  Light Sensitivity (Ex): Exposure to bright light 
  (such as sunlight or a daylight spell) imposes a –2 
  penalty on a hook horror’s attack rolls. 
   
  Spells prepared (6/5/4/4/3; Base DC = 14 + spell 
  level): 0 cure minor wounds (2), create water, detect magic, 
  detect poison, purify food and drink; 1st cure light wounds, 
  longstrider, magic fang, obscuring mist (2); 2nd barkskin (2), 
  resist energy (2); 3rd greater magic fang (2), meld into stone, 
  wind wall; 4th cure serious wounds, freedom of movement, 
  spike stones. 
   
  Possessions: None. 
   
  Dire bat animal companion: CR  ; Large Animal; HD 
  6d8+18; hp 45 hp; Init +6; Spd 20 ft. (4 squares), fly 40 
  ft. (good); AC 22 (touch 15, flat-footed 16) [-1 size, +6 
  Dex, +7 natural]; Base Atk +4; Grp +12; Atk +7 melee 
  (1d8+6, bite); Full Atk +7 melee (1d8+6, bite); 
  Space/Reach: 10 ft./5 ft.; SQ Blindsense 40 ft., evasion; 
  AL N; SV Fort +8, Ref +11, Will +7; Str 18, Dex 23, Con 
  17, Int 2, Wis 14, Cha 6. 
   
  Skills and Feats: Hide +6, Listen +12, Move Silently 
  +11, Spot +8; Alertness, Stealthy. 
   
  Blindsense (Ex): A dire bat uses echolocation to 
  pinpoint creatures within 40 feet. Opponents still have 
  total concealment against the bat unless it can actually 
  see them.  
   
  Possessions: None. 
   
  Hook horror rangers (4): Hook horror Rgr4; CR 10; 
  Large Aberration; HD 14d8+42; hp 107; Init +10; Spd 
  20 ft., climb 20 ft.; AC 25 (touch 15, flat-footed 19) [-1 
  size, +6 Dex, +10 natural]; Base Atk +11; Grp +24; Atk 
  +19 melee (1d8+9, claw); Full Atk +19/+19 melee 
  (1d8+9, claw) and +14 melee (2d6+4, bite); Space/Reach 
  10 ft./10 ft.; SA Improved grab, favored enemy 
  (aberration: +2), power sunder, rending bite; SQ 
  Blindsight 60 ft., darkvision 60 ft., light sensitivity; AL 
  N; SV Fort +9, Ref +12, Will +10; Str 28, Dex 22, Con 
  16, Int 8, Wis 15, Cha 6. 
   
  Skills and Feats: Climb +17, Hide +11 (+19 
  underground), Jump +11, Listen +12*, Move Silently 
  +12, Survival +9; Cleave, Endurance, Improved 
  Initiative, Improved Natural Attack (claw), Improved 
  TripB, Power Attack, Stealthy, Track, Two-Weapon 
  Fighting. 
   
   
  Improved grab (Ex): If a hook horror hits an 
  opponent that is at least one size category smaller than 
  itself with both claw attacks, it deals normal damage 
  and attempts to grapple as a free action without 
  provoking an attack of opportunity. If it gets a hols, it 
  automatically hits with its rending bite attack on the 
  same round. (This replaces the normal bite attack for 
  that round.). Thereafter, the hook horror has the 
  option to conduct the grapple normally, or simply use 
  its claws to hold the opponent (-20 penalty on grapple 
  check, but the hook horror is not considered grappled). 
  In either case, each successful grapple check it makes 
  during successive rounds automatically deals damage 
  for both claws and rending bite. 
   
  Power Sunder (Ex): A hook horror attempting to 
  strike a foe’s weapon or shield does not incur an attack 
  of opportunity. On a successful power sunder attack, a 
  hook horror deals double damage. 
   
  Rending Bite (Ex): A hook horror can 
  automatically bite a grabbed foe for 3d6+13 damage. 
   
  Blindsight (Ex): A hook horror emits high-
  frequency sounds, inaudible to most other creatures, 
  that bounce off nearby objects and creatures. This 
  ability enables it to discern objects and creatures 
  within 60 feet. The hook horror usually does not need 
  to make Spot or Listen check to notice creatures within 
  range of its blindsight. A silence spell negates this 
  ability and forces the hook horror to rely on its weak 
  vision, which has a range of 10 feet. 
   
  Light Sensitivity (Ex): Exposure to bright light 
  (such as sunlight or a daylight spell) imposes a –2 
  penalty on a hook horror’s attack rolls. 
   
  Spells prepared (1; Base DC = 12 + spell level): 
  1st longstrider. 
   
  Possessions: None. 
   
  Encounter 8: A Misunderstanding 
  Fenagaer: Male gnome Rog11; CR 11; Small 
  Humanoid (gnome); HD 11d6+44; hp 90; Init +8; Spd 
  20 ft.; AC 23 (touch 16, flat-footed 19) [+5 armor, +1 
  deflection, +4 Dex, +2 shield, +1 size]; Base Atk +7; Grp 
  +4; Atk +11 melee (1d6+2/19-20, +1 longsword) or +12 
  ranged (1d6/19-20, masterwork light crossbow); Full 
  Atk +11/+6 melee (1d6+2/19-20, +1 longsword), or +9/+4 
  melee (1d6+2/19-20, +1 longsword) and +7 melee 
  (1d4+1/19-20, +1 short sword), or +12 ranged (1d6/19-20, 
  masterwork light crossbow); SA Crippling strike, 
  Sneak Attack: +6d6; SQ Evasion, improved uncanny 
  dodge, low-light vision, +2 bonus vs. Illusions, +4 
  dodge bonus to AC against Giant, spell-like abilities; AL 
  ESA6-01 Knife’s Edge 
   
  Page 50 
  
  CG; SV Fort +8, Ref +12, Will +5; Str 12, Dex 18, Con 
  18, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +14, Climb +11, Diplomacy 
  +3, Escape Artist +14, Gather Information +1, Hide +21, 
  Jump +5, Knowledge (the Splintered Suns) +5, Listen 
  +14, Move Silently +17, Spot +12,  Tumble +19; 
  Improved Buckler Defense, Improved Initiative, Two-
  Weapon Fighting, Weapon Focus (longsword). 
   
  Spell-like Abilities: 1/day speak with animals 
  (burrowing mammals only); CL 1. 
   
  Crippling Strike (Ex): A rogue with this ability 
  can sneak attack opponents with such precision that 
  her blows weaken and hamper them. An opponent 
  damaged by one of her sneak attacks also takes 2 points 
  of Strength damage. Ability points lost to damage 
  return on their own at the rate of 1 point per day for 
  each damaged ability. 
   
  Possessions: +1 longsword, +1 short sword, 3 daggers, 
  masterwork light crossbow, 20 bolts, +1 chain shirt, +1 
  buckler, amulet of health +2, gloves of dexterity +2, cloak of 
  resistance +1, everburning torch, ring of protection +1, 2 
  potions of cure moderate wounds, 2 tanglefoot bag, 4 
  smokesticks. 
   
  Talek: Male human (Suel) Sor11; CR 11; Medium 
  Humanoid (human); HD 11d4+33; hp 67; Init +6; Spd 
  30 ft.; AC 16 (touch 12, flat-footed 14) [+2 Dex, +4 
  armor]; Base Atk +5; Grp +5; Atk +5 melee (1d4/19-20, 
  dagger) or +7 ranged (1d8/19-20, light crossbow); Full 
  Atk +5 melee (1d4/19-20, dagger) or +7 ranged (1d8/19-
  20, light crossbow); SA Spells; SQ Spells; AL CG; SV 
  Fort +6, Ref +6, Will +7 (+12 vs. mind effecting spells 
  and abilities); Str 10, Dex 14, Con 14, Int 10, Wis 8, Cha 
  19. 
   
  Skills and Feats: Bluff +17, Diplomacy +6, 
  Concentration +16, Knowledge (arcane) +1, Profession 
  (miner) +1, Spellcraft +12; Empower Spell, Extend 
  Spell, Force of Personality, Improved Initiative, 
  Improved Toughness. 
   
  Spells known (6/7/7/7/7/5; Base DC = 14 + spell 
  level): 0 acid splash, daze, detect magic, detect poison, light, 
  message, prestidigitation, read magic, touch of fatigue; 
  1st enlarge person, grease, mage armor, ray of enfeeblement, 
  magic missile; 2nd glitterdust, resist energy, scorching ray, 
  Tasha’s hideous laughter, web; 3rd anticipate teleportation, 
  dispel magic, haste, magic circle vs. law; 4th dimension door, 
  Otiluke’s resilient sphere, stoneskin; 5th baleful polymorph, 
  wall of force. 
   
  Possessions: 3 daggers, light crossbow, 20 bolts, spell 
  component pouch, brooch of shielding, cloak of charisma 
  +2, ring of energy resistance minor (fire), vest of resistance 
  +1, 2 potions of darkvision, 2 scrolls of invisibility, scroll of 
  knock, scroll of obscuring mist, 2 scrolls of see invisibility, 
  wand of alter self (10 charges), wand of false life (10 
  charges), 1000 gp diamond dust. 
   
  Burrowers (2): Male human Bbn11; CR 11; Medium 
  Humanoid (human); HD 11d12+33; hp 121; Init +2; 
  Spd 40 ft.; AC 17 (touch 12, flat-footed 15) [+2 Dex, +5 
  armor]; Base Atk +11; Grp +15; Atk +17 melee 
  (2d6+7/19-20, +1 greatsword) or +13 ranged (1d8+3/x3, 
  masterwork mighty composite longbow); Full Atk 
  +17/+12/+7 melee (2d6+7/19-20, +1 greatsword) or 
  +13/+8/+3 ranged (1d8+3/x3, masterwork mighty 
  composite longbow); SQ DR 2/–, greater rage 3/day, 
  trap sense +3, improved uncanny dodge; AL CG; SV 
  Fort +10, Ref +5, Will +5; Str 18, Dex 14, Con 14, Int 8, 
  Wis 12, Cha 10. 
   
  Skills and Feats: Climb +17, Hide +3, Intimidate 
  +12, Listen +13, Move Silently +3, Survival +13; 
  Endurance, Improved Toughness, Power Attack, 
  Stealthy, Weapon Focus (greatsword). 
   
  Possessions: +1 greatsword, dagger, masterwork 
  mighty composite longbow {+3}, 20 arrows, +1 chain 
  shirt, heavy wooden shield, cloak of resistance +1,  2 
  tanglefoot bags, 4 sunrods, miscellaneous gear, 
  climbing kit, potion of cure moderate wounds, 2 potions of 
  shield of faith +2. 
   
  Encounter 9: End of the Hunt  
  Zakiina: Male derro Rog2/Rgr1/Dark Hunter 5; CR 
  11; Small Monstrous Humanoid; HD 9d8+2d6+44; hp 
  95; Init +9; Spd 20 ft.; AC 23 (touch 16, flat-footed 18) 
  [+1 size, +5 Dex, +2 natural, +4 armor, +1 buckler]; Base 
  Atk +10; Grp +6; Atk +12 melee (1d4/19–20, short 
  sword) or +15 ranged (1d6 plus poison/19–20, 
  masterwork repeating light crossbow); Full Atk +12/+7 
  melee (1d4/19–20, short sword) or +15/+10 ranged 
  (1d6 plus poison/19–20, masterwork repeating light 
  crossbow); SA Death attack (DC 15), favored enemy 
  (humanoid–dwarf: +2), poison use, spell-like abilities, 
  sneak attack +3d6; SQ Darkvision 90 ft., evasion, 
  madness, stonecunning, spell resistance 15, stone’s 
  hue, vulnerability to sunlight; AL CE; SV Fort +9, Ref 
  +18, Will +9; Str 10, Dex 20, Con 18, Int 10, Wis 7*, Cha 
  18*. 
   
  * The racial madness of the derro provides a +6 
  bonus to their Charisma scores and a –6 penalty to 
  their Wisdom scores. A derro restored to sanity gains 6 
  points of Wisdom and loses 6 points of Charisma. 
   
  Skills and Feats: Balance +6, Bluff +7, Craft (trap 
  making) +5, Hide +19, Knowledge (dungeoneering) +5, 
  Listen +4, Move Silently +19, Spot +4, Survival +5 (+7 
  when 
  underground), 
  Tumble 
  +8; 
  Blind-Fight, 
  Improved Initiative, Point Blank Shot, Track. 
   
  Madness (Ex): Derro use their Charisma modifier 
  on Will saves instead of their Wisdom modifier, and 
  have immunity to confusion and insanity effects. A derro 
  cannot be restored to sanity by any means short of a 
  miracle or wish spell. 
   
  Poison Use (Ex): Derro are not at risk of 
  poisoning themselves when handling poison. 
   
  Spell-Like Abilities: At will—darkness, ghost 
  sound; 1/day— daze (DC 14), sound burst (DC 16). Caster 
  level 3rd. The save DCs are Charisma-based. 
   
  Vulnerability to Sunlight (Ex): A derro takes 1 
  point of Constitution damage for every hour it is 
  exposed to sunlight, and it dies if its Constitution score 
  ESA6-01 Knife’s Edge 
   
  Page 51 
  
  reaches 0. Lost Constitution points are recovered at the 
  rate of 1 per every 24-hour period spent underground 
  or otherwise sheltered from the sun. 
   
  Stone’s Hue (Su):  When within 5 feet of a stone 
  or earth wall, a dark hunter can take on the coloration 
  of the stone and may seem to blend into the surface of 
  the wall. As long as the dark hunter is within 5 feet of 
  the wall, she gains a +10 circumstance bonus on Hide 
  checks and can successfully hide herself from view in 
  the open without having anything to actually hide 
  behind. 
   
  Possessions: Short sword, dagger, masterwork 
  repeating light crossbow, 20 bolts, masterwork chain 
  shirt, buckler, hat of disguise, cloak of resistance +1, gloves of 
  dexterity +2, 5 doses large scorpion venom (DC 18, 1d6 
  Str/1d6 Str), 2 doses purple worm poison (DC 24, 1d6 
  Str/2d6 Str), potion of cure moderate wounds, potion of 
  invisibility. 
   
  Akash: Male human (Suel) Sor11; CR 11; Medium 
  Humanoid (human); HD 11d4+33; hp 67; Init +3; Spd 
  30 ft.; AC 18 (touch 14, flat-footed 15) [+3 Dex, +4 
  armor, +1 deflection]; Base Atk +5; Grp +4; Atk +4 
  melee (1d4-1/19-20, dagger) or +8 ranged (1d8/19-20, 
  light crossbow) or +9 ranged touch (ray); Full Atk +4 
  melee (1d4-1/19-20, dagger) or +8 ranged (1d8/19-20, 
  light crossbow) or +9 ranged touch (ray); SA Spells; SQ 
  Spells; AL NE; SV Fort +6, Ref +7, Will +7; Str 8, Dex 
  16, Con 14, Int 10, Wis 8, Cha 19. 
   
  Skills and Feats: Bluff +17, Diplomacy +6, 
  Concentration +16, Knowledge (arcane) +1, Profession 
  (miner) +1, Spellcraft +12; Empower Spell, Improved 
  Toughness, Point Blank Shot, Weapon Focus (ray). 
   
  Spells known (6/7/7/7/7/5; Base DC = 14 + spell 
  level): 0 acid splash, detect magic, detect poison, light, 
  message, prestidigitation, ray of frost, read magic, touch of 
  fatigue; 1st charm person, lesser acid orb, mage armor, 
  protection from good, ray of enfeeblement; 2nd cat’s grace, 
  glitterdust, resist energy, scorching ray, Tasha’s hideous 
  laughter; 3rd anticipate teleportation, dispel magic, haste, ray 
  of exhaustion; 4th dimension door, enervation, dimensional 
  anchor; 5th baleful polymorph, wall of force. 
   
  Possessions: 3 daggers, light crossbow, 20 bolts, spell 
  component pouch, brooch of shielding, cloak of charisma 
  +2, everburning torch, ring of energy resistance minor (fire), 
  ring of protection +1, vest of resistance +1, 2 potions of 
  darkvision, 2 scrolls of invisibility, scroll of knock, scroll of 
  obscuring mist, 2 scrolls of see invisibility, wand of alter self 
  (10 charges), wand of false life (10 charges). 
   
  Bat familiar: Diminutive magical beast; hp 33; 
  Init +2; Spd 5 ft., fly 40 ft. (good); AC 22 (touch 16, flat-
  footed 20) [+4 size, +2 Dex, +6 natural]; Base Atk +4; 
  Grp –13; SQ Blindsense 20 ft., improved evasion, 
  empathic link, low-light vision, share spells, speak with 
  master, SR 16; AL NE; SV Fort +3, Ref +5, Will +9; Str 1, 
  Dex 15, Con 10, Int 11, Wis 14, Cha 4. 
   
  Skills and Feats: Hide +14, Listen +8, Move Silently 
  +6, Spot +8; Alertness. 
   
  Convicts (2): Male human Bbn11; CR 11; Medium 
  Humanoid (human); HD 11d12+33; hp 121; Init +2; 
  Spd 40 ft.; AC 17 (touch 12, flat-footed 15) [+2 Dex, +5 
  armor]; Base Atk +11; Grp +15; Atk +17 melee 
  (2d6+7/19-20, +1 greatsword) or +13 ranged (1d8+3/x3, 
  masterwork mighty composite longbow); Full Atk 
  +17/+12/+7 melee (2d6+7/19-20, +1 greatsword) or 
  +13/+8/+3 ranged (1d8+3/x3, masterwork mighty 
  composite longbow); SQ DR 2/–, greater rage 3/day, 
  trap sense +3, improved uncanny dodge; AL CE; SV 
  Fort +10, Ref +5, Will +5; Str 18, Dex 14, Con 14, Int 8, 
  Wis 12, Cha 10. 
   
  Skills and Feats: Climb +17, Hide +3, Intimidate 
  +12, Listen +13, Move Silently +3, Survival +13; 
  Endurance, Improved Toughness, Power Attack, 
  Stealthy, Weapon Focus (greatsword). 
   
  Possessions: +1 greatsword, dagger, masterwork 
  mighty composite longbow {+3}, 20 arrows, +1 chain 
  shirt, heavy wooden shield, cloak of resistance +1,  2 
  tanglefoot bags, 4 sunrods, miscellaneous gear, 
  climbing kit, potion of cure moderate wounds, 2 potions of 
  shield of faith +2. 
   
  ESA6-01 Knife’s Edge 
   
  Page 52 
  
  Appendix 6:  
  Various APL Independent NPCs
  Ahlissan Soldiers (13): Female/male human War1; 
  CR ½; Medium Humanoid (human); HD 1d8+4; hp 9; 
  Init +0; Spd 30 ft.; AC 12 (touch 10, flat-footed 12) [+2 
  armor]; Base Atk +1; Grp +2; Atk +2 melee (1d3+1§, fist) 
  or -3 melee (1d6+1, chair); Full Atk +1 melee (1d3+1§, 
  fist) or -3 melee (1d6+1, chair); AL LN; SV Fort +3, Ref 
  +0, Will +0; Str 12, Con 12, Dex 11, Int 10, Wis 10, Cha 
  8. 
   
  Skills and Feats: Handle Animal +3, Intimidate +3, 
  Ride +4; Endurance, Toughness. 
   
  Possessions: Dagger, leather armor. 
   
  Durmin Clanmembers (10): Female/male dwar Com 
  & Exp1-3; CR ½; Medium Humanoid (dwarf); HD 
  varies; hp 5-12; Init +0; Spd 20 ft.; AC 10 (touch 10, flat-
  footed 10); Base Atk +0, +1 or +2; Grp +1, +2 or +3; Atk 
  +1, +2 or +3 melee (1d3+1 nonlethal, fist); Full Atk +1, 
  +2 or +3 melee (1d3+1 nonlethal, fist); AL NG; SV Fort 
  +1, Ref +0, Will +3; Str 12, Dex 10, Con 13, Int 11, Wis 
  10, Cha 8. 
   
  Skills and Feats: Varies; Varies (non combat related). 
   
  Renka Threefinger: Female human Rgr2; CR 2; 
  Humanoid (human); HD 2d8+4; hp 17; Init +1; Spd 30 
  ft.; AC 11 (touch 11, flat-footed 10); Base Atk +2; Grp 
  +8; 
  Atk 
  +5 
  melee 
  (1d8+2/19-20, 
  masterwork 
  longsword) or +4 melee (1d3+2 nonlethal, fist); Full 
  Atk +5 melee (1d8+2/19-20, masterwork longsword) or 
  +4 melee (1d3+2 nonlethal, fist); SA Favored enemy 
  (humanoid – human: +2); SQ Wild empathy; AL LN; 
  SV Fort +5, Ref +4, Will +1; Str 15, Dex 13, Con 14, Int 
  10, Wis 12, Cha 8.  
   
  Skills and Feats: Hide +6, Knowledge (nature) +5, 
  Listen +6, Move Silently +6, Search +5, Spot +6, 
  Survival +8 (+10 when tracking); Improved Unarmed 
  Strike, 
  Improved 
  Grapple, 
  Track, 
  Two-Weapon 
  Fighting. 
   
  ESA6-01 Knife’s Edge 
   
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  Appendix 7:  
  Durmin Clanhold at a Glance 
   
  Durmin Clanhold (citadel): Conventional (Clan 
  Elder plus Council); AL NG; gp limit 200 gp*; Assets 
  1500 gp; Population 150; Isolated (144 dwarf, 5 gnome, 
  1 human); Armed Forces 15 clan wardens (8x War1, 4x 
  War2, 3x Ftr2). 
   
  * The gp limit for weapons, armor, jewels, and 
  precious metal is 1000 gp. 
   
  Authority Figures: Kardukk Durmin (male dwarf 
  Ftr7), clan elder of the Durmin clan; Helbir Durmin 
  (male dwarf Clr[APL dependent]), high priest of the 
  Samryntar; Noriff Durmin (female dwarf Ftr5), sheriff; 
  Delrak Durmin (male dwarf Exp8), master smith; 
  Valona Durmin (female dwarf Exp4), innkeeper of the 
  Dented Tankard. 
   
  Important Temples: Shrine of the Reforged 
  Hammer (temple of the Samryntar –dwur pantheon– 
  focus lies on Clangeddin Silverbeard). 
   
  The aura of the Durmin Clanhold is one of faded glory. 
  Everything looks weathered and worn, and many of 
  the houses are abandoned and in bad repair. The dwur 
  built sturdy though, and there is no risk of anything 
  collapsing. It is clear to even the casual observer the 
  Citadel has had better times. When founded, the 
  citadel was located on top of a rich silver and gem 
  mine, but it has virtually run empty for a long time 
  now and most of the inhabitants left. Now the clan is 
  mostly self-sufficient, trading what few items it needs 
  from the outside world for the little silver still mined 
  below. 
   
  The Durmin clan though still consists of proud 
  people who are known for their martial prowess, 
  stubbornness and their hatred for the Ahlissans. This 
  close to the border of the Great Kingdom it has 
  suffered a lot during the many skirmishes over the past 
  few centuries and like all dwur they are slow to forgive. 
  It is a testimony to Hazendel’s skill that he managed to 
  get Kardukk to agree to the treaty, but agree he did and 
  as long as the Ahlissans do not break their part of the 
  bargain, he is going to keep his side. 
   
  If you really want to anger any member of the 
  Durmin clan, you should mention that they are 
  nothing more than cattle herders and leather workers, 
  especially when mentioned in contempt. It is a sure 
  way to start a fight. 
   
  Outside 
  While most of the stronghold is built underground, a 
  small section lies directly outside the gates on a 
  compound walled by earthen walls and palisades. The 
  streets are not paved, and depending on the season it is 
  dusty or muddy. The smell of cattle, the stench of 
  leather workers and forges is strong here. No dwur 
  lives in this district, but the stables for the clan’s cattle, 
  as well as the forge, a small brewery and the leather 
  ESA6-01 Knife’s Edge 
   
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  workers are located here in small sturdy stone 
  buildings with thatched roofs. By day there is a lot of 
  activity in the district, but by night it grows silent and 
  empty except for the guard dogs that roam free and the 
  couple of clan wardens that guard its walls. Nobody 
  lives here, though a few dwur do guard their 
  possessions during the night. 
   
  The entrance into the real citadel is a sturdy 
  looking gate with strong reinforced doors. Like the rest 
  of the citadel it has the looks of faded glory over it, and 
  most of the rooms are dark, damp and abandoned for a 
  long time. The carved heraldry of the clan (the head of 
  a boar with behind it a diagonally crossed pick and 
  hammer) can only be seen with some difficulty, faded 
  away due to erosion. By day the gate stands open, 
  overlooked by one clan warden. By night it is closed, 
  though knocking on the door calls forth the guard, 
  who opens the small door (too small for horses, let 
  alone wagons) for known clan members and allies of 
  the clan. Others are in bad luck. 
   
  Top Side 
  Once the living area for the rich and influential, as well 
  as the ruling seat of the citadel’s council and the clan 
  elder, but now it is abandoned. The dwur do not like to 
  be reminded of their past glory, nor do they like to 
  waste resources on maintaining an area that is not 
  needed anymore. The gates to the area are closed, and 
  locked, and only the sheriff and the clan elder have the 
  keys. Since the gates of the corridors leading to the 
  district are in heavily populated areas, and impossible 
  to open by individuals, only magic allows somebody to 
  enter the region unnoticed. Everything of value has 
  been taken, so there is little reason to be here though 
  and risk the traps the dwur left behind. 
   
  The Burrows 
  The main living areas of the citadel and not much 
  unlike human villages except that its streets are 
  underground and its ‘houses’ much more spread out 
  along the corridors. The fronts of these houses can be 
  deceptively small since the family homes behind it can 
  extend much further into the ground than is apparent 
  at first glance. The more important streets are lit with 
  everburning torches welded to the walls, but most 
  corridors are dark since the dwur do not need light to 
  see. It is a busy area, and only a few houses on its 
  fringes are abandoned. These are frequently checked 
  by the clan wardens for vermin both of the non-
  sentient as the sentient kind.  
   
  Unlike in human towns, craftsmen do not live 
  above their workshops, instead working in separate 
  areas mostly located Outside or in a few cases in the 
  Deeps. So except for a few general shops around the 
  central square (see below) there are no workshops in 
  the region. Even in their faded glory, the area smells 
  surprisingly fresh, and is dry, showing the skill of dwur 
  in ventilating their caverns. The absence of any 
  workshops might have helped greatly in this regard. 
   
  A large cavern forms a town square of sorts, which 
  functions as a market, and around which lie the 
  citadel’s only inn/tavern The Dented Tankard as well as 
  the clanhall (once the office of the mines with murals 
  still remembering that time) and the sheriff’s office. 
  There are a few shops here. There are also several 
  warehouses here. Down near the Deep also lays a 
  bathhouse which is run by a small family of gnomes. 
   
  The temple of the Samryntar lies on the border 
  between the Burrows and the Deeps, forming a strong 
  line of defense against any horrors that might come 
  from below. Luckily that only happens rarely. There is 
  little to be gained in the citadel, assuming there are 
  even any organized forces below the Hollow 
  Highlands that would have an interest in the surface 
  world. Due to its martial focus, the temple is mainly 
  dedicated to Clangedding Silverbeard the dwur deity 
  of war and battle. 
   
  The Deep 
  Like Top Side this area has been mostly abandoned, 
  though unlike the Top Site dwur never lived in this 
  area. It consists of the upper parts of the mines as well 
  as a few now abandoned forges. Also unlike Top Side it 
  is not completely abandoned. A few of the veins do still 
  deliver silver and once in a while a party of miners goes 
  below to mine. These groups tend to be preceeded by a 
  few scouts to verify that there are no dangerous 
  predators in the area since there are several access 
  points to the Underoerth. Some of the corridors are 
  also used as secret underground roads to the rest of the 
  Highlands. 
  ESA6-01 Knife’s Edge 
   
  Page 55 
  
  Appendix 8 
  New Rules Items
  Feats 
  Cheetah’s Speed [Wild] 
  (Source: Complete Divine, page 78) 
  You can run with the speed of the cheetah. 
   
  Prerequisites: Ability to wild shape. 
   
  Benefit: You can spend one wild shape to change 
  your base land speed to 50 feet. You may also sprint as a 
  cheetah: Once per hour you may move 10 times your 
  normal speed as part of a charge. This effect lasts 1 
  hour. 
   
  Clever Wrestling [General] 
  (Source: Complete Warrior, page 97) 
  You have a better than normal chance to escape or 
  wriggle free from a big creature’s grapple or pin. 
   
  Prerequisites: Small or Medium size, Improved 
  Unarmed Strike. 
   
  Benefit: When your opponent is larger than 
  Medium, you gain a circumstance bonus on your 
  grapple check to escape a grapple or pin. The size of the 
  bonus depends on your opponent’s size according to 
  the following table. 
   
  Opponent Size 
   
  Bonus
  Large 
   
   
  +2 
  Huge 
   
   
  +4 
  Gargantuan 
   
  +6 
  Colossal  
   
  +8 
   
  Earth’s Embrace [General] 
  (Source: Complete Warrior, page 97) 
  You can crush opponents when you grapple them. 
   
  Prerequisites: Str 15, Improved Grapple or 
  improved grab, Improved Unarmed Strike. 
   
  Benefit: While grappling, if you pin your 
  opponent, you deal an extra 1d12 points of damage in 
  each round that you maintain the pin. You must hold 
  your opponent immobile as normal (with an opposed 
  grapple check), but you must also remain immobile, 
  giving opponents (other than the one you’re pinning) a 
  +4 bonus on attack rolls against you (but you are not 
  helpless). You do not gain this extra damage against 
  creatures that are immune to critical hits. 
   
  Normal: You may deal normal damage to a 
  pinned opponent by making a successful grapple 
  check. 
   
  Force of Personality [General] 
  You have cultivated an unshakable belief in your self-
  worth. Your sense of self and purpose are so strong that 
  they bolster your willpower. 
   
  Prerequisite: Cha 13. 
   
  Benefit: You add your Charisma modifier (instead 
  of your Wisdom modifier) to Will saves against mind-
  affecting spells and abilities. 
   
  Improved Buckler Defense [Fighter] 
  (Source: Complete Warrior, page 100) 
  You can attack with an off-hand weapon while 
  retaining a buckler’s shield bonus to your Armor Class. 
   
  Prerequisite: Shield Proficiency. 
   
  Benefit: When you attack with a weapon in your 
  off-hand, you may still apply your buckler’s shield 
  bonus to your Armor Class. 
   
  Normal: Without this feat, a character wielding a 
  buckler who attacks with an off-hand weapon loses the 
  buckler’s shield bonus to AC until his or her next turn. 
   
  Lion’s Pounce [Wild] 
  (Source: Complete Divine, page 82) 
  You can deliver a terrible attack at the end of a charge. 
   
  Prerequisites: Ability to wild shape. 
   
  Benefit: When you charge, you may spend a wild 
  shape as a free action to make a full attack at the end of 
  the charge. 
   
  Normal: Without this feat, you may only make a 
  single attack after a charge. 
   
  Items 
  Deadly Precision [weapon enhancement] 
  (Source: Complete Adventurer, page 127) 
  A deadly precision weapon deals an extra 2d6 points of 
  damage when its wielder makes a successful sneak 
  attack. This ability does not bestow the ability to make 
  sneak attacks upon a user who does not already have it. 
   
  Moderate transmutation; CL 12th; Craft Magic 
  Arms an Armor, keen edge; Price +2 bonus. 
   
  Dwarvencraft Weapons 
  (Source: Races of Stone, page 159) 
  While masterwork weapons are available from any 
  skilled craftsman, the dwarves have perfected their 
  skills to an almost magical degree. They possess secrets 
  of smithing and weapon engineering that outstrip 
  cultures that are less challenged by both their natural 
  environment and competition for its limited resources. 
  While many dearf weaponsmsiths and armorers are 
  capable of crafting masterwork items, as normal, dwarf 
  smiths have created another category of quality that 
  goes beyond masterwork. Appropriately, such items are 
  generally referred to as dwarvencraft items. 
   
  Dwarvencraft items are always of masterwork 
  quality. Only items crafted primarily of metal or stone 
  are available in dwarvencraft quality. An item must be 
  declared a dwarvencraft item at the time of its creation; 
  items cannot be upgraded to dwarvencraft quality once 
  finished. Dwarvencraft items are crafted using the 
  rules for masterwork crafting on page 71 of the Player’s 
  Handbook. The dwarvencraft component of an item has 
  a Craft DC of 22. Prices for dwarvencraft items include 
  the cost for masterwork quality. 
  ESA6-01 Knife’s Edge 
   
  Page 56 
   
  
   
  A dwarvencraft item is stronger and harder than a 
  comparable masterwork item. A dwarvencraft item’s 
  hardness increases by 2, and it gains an additional 10 
  hit points. In addition, it gains a +2 bonus on all saving 
  throws. All of these effects stack with the similar 
  bonuses for magic items if the dwarvencraft item is 
  made magical. 
   
  A dwarvencraft item cost 600 gp more than a 
  standard weapon of its type. Dwarvencraft armor and 
  shields cost 300 gp more than standard armor and 
  shields. 
   
  Prestige Classes 
  Reaping Mauler 
  (Source: Complete Warrior, page 75) 
  Truly wise adventurers are always wary of unarmed 
  opponents, for such adversaries are usually more than 
  they seem. Such an opponent might even be a reaping 
  mauler – the worst nightmare of a character who 
  depends on weapon skills to win.  Anyone who dares to 
  wield a weapon against a reaping mauler had better 
  make use of it quickly, 
  because 
  the 
  opportunity 
  won’t last for long. 
   
  Reaping maulers are the 
  back-breakers, 
  the 
  limb-
  twisters, 
  and 
  the 
  neck-
  snappers among pit fighters. 
   Grapplers of the highest 
  order, they wear nothing 
  heavier than light armor in combat to maximize their 
  flexibility, and they use no weapons to achieve their 
  gruesome victories, for they prefer the intimacy of a 
  barehanded kill.  A reaping mauler wants to be close 
  enough to taunt his opponent with whispers while 
  crushing the life out of it, to smell its fear, and to watch 
  the despair creep over its face when the opponent 
  realizes just how useless its weapons are during a 
  grapple. 
   
  Most of those attracted to the reaping mauler 
  prestige class are fighters, but it is not uncommon for 
  barbarians or rangers to embrace this path. Monks have 
  natural ability in this direction, but the class sometimes 
  feels to chaotic for such a character. Paladins and 
  clerics have also been known to dabble in this prestige 
  class, treating the combat style as both good, hearty 
  sport and a means to render opponents unconscious 
  without killing them. Druids sometimes become 
  reaping maulers to enhance their ability to tame 
  animals by hand, and even rogues occasionally adopt 
  the class. Bards, sorcerers, and wizards usually lack the 
  physical strength to be good candidates for the class, 
  but they respect reaping maulers for their obvious 
  spell-disrupting abilities. 
   
  NPC reaping maulers are burly, rowdy individuals 
  who carry themselves with an air of invulnerability. 
  When it comes to the simple pleasures of life – drink 
  and food – they believe the world exists for their 
  convenience. In a reaping mauler’s mind, there is no 
  problem that can’t be solved with brawn. If something 
  can be taken by force, he feels that it must naturally 
  belong to him, and rarely does anyone oppose this 
  concept. 
  Hit Die:  d10 
   
  Requirements 
  To qualify to become a reaping mauler, a character 
  must fulfill all the following criteria. 
  Base Attack Bonus:  +5. 
  Skills:  Escape Artist 5 ranks, Tumble 5 ranks. 
  Feats:  Clever Wrestling, Improved Unarmed Strike. 
  Special:  The candidate must have defeated at least 
  three opponents one size category larger than himself 
  with his bare hands. 
   
  Class Skills 
  The reaping mauler’s class skills (and the key ability for 
  each skill) are Climb (Str), Craft (Int), Escape Artist 
  (Dex), Intimidate (Cha), Jump (Str), Perform (Cha), 
  Profession (Wis), Swim (Str), and Tumble (Dex). 
  Skill Points at Each Level:  2 + Int modifier. 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st
  +1 
  +2 
  +2 
  +0 
  Improved Grapple, Mobility 
  2nd
  +2 
  +3 
  +3 
  +0 
  Adept wrestling +1 
  3rd 
  +3 
  +3 
  +3 
  +1 
  Counter grapple, sleeper lock 
  4th
  +4 
  +4 
  +4 
  +1 
  Adept wrestling +2 
  5th
  +5 
  +4 
  +4 
  +1 
  Devastating grapple 
   
  Class Features 
  All of the following are class features of the reaping 
  mauler prestige class. 
  Weapon and Armor Proficiency:  Reaping maulers 
  gain no proficiency with any weapon or armor. 
  Improved Grapple (Ex):  When wearing light armor 
  or no armor, a reaping mauler gains the benefit of the 
  Improved Grapple feat, even if he does not meet the 
  prerequisites. 
  Mobility (Ex):  When wearing light armor or no 
  armor, a reaping mauler gains the benefit of the 
  Mobility feat, even if he does not meet the 
  prerequisites. 
  Adept Wrestling (Ex):  Beginning at 2nd level, a 
  reaping mauler who is wearing light armor or no armor 
  gains a +1 bonus on all grapple checks and opposed 
  Dexterity or Strength checks.  This bonus increases to 
  +2 at 4th level. 
  Counter Grapple (Ex):  When grappling or pinned, a 
  reaping mauler of 3rd level or higher wearing light 
  armor or no armor can attempt either a grapple check 
  or an Escape Artist check opposed by his opponent’s 
  grapple check to free himself as normal.  If he fails the 
  check he has chosen, he can immediately attempt the 
  other check as a free action. 
  Sleeper Lock (Ex):  At 3rd level, a reaping mauler 
  learns how to render an opponent unconscious with 
  ESA6-01 Knife’s Edge 
   
  Page 57 
   
  
  pressure.  If the character pins his opponent while 
  grappling and maintains the pin for 1 full round, the 
  opponent must make a Fortitude save (DC 10 + the 
  reaping mauler’s class level + the reaping mauler’s Wis 
  modifier) at the end of the round or fall unconscious 
  for 1d3 rounds. A creature with no discernible anatomy 
  has immunity to this effect. 
  Devastating Grapple (Ex): 
   If a 5th level reaping mauler 
  pins his opponent while 
  grappling and maintains the 
  pin 
  for 
  3 
  consecutive 
  rounds, the opponent must 
  make a Fortitude save (DC 
  10 + the reaping mauler’s 
  class level + the reaping mauler’s Wis modifier) at the 
  end of the third round or die. A creature with no 
  discernible anatomy is immune to this ability. 
   
  Dark Hunter 
  (Source: Complete Warrior, page 20) 
  Dark hunters specialize in hunting down and 
  eliminating creatures in the dark, twisting caves of the 
  Underdark, 
  often 
  protecting 
  underground 
  communities or those people who make their living 
  under the earth (such as miners or hunters). They use 
  stealth, ambush, and deception to single out foes and 
  remove them one by one. A typical strategy is to localte 
  the enemy, then hide against a nearby wall of earth or 
  stone. The dark hunter then waits for her enemy to 
  pass by, leaping out to attack when target least expects 
  it. A dark hunter uses her knowledge of underground 
  terrain to find the best areas to create pits, cave-ins, and 
  rockslides, often enabling her to eliminate the enemy 
  without drawing her axe. If a dark hunter is 
  outnumbered, she retreats into the darkness, hiding 
  until she can pick off individual targets. 
   
  Because they spend so much time in the stark 
  wilderness of caves and caverns, dark hunters are 
  slightly ostracized by other members of society. Most 
  individuals live among others of their own kind, so the 
  rootless existence of the dark hunter seems like a social 
  aberration. Still, great honor is to be found in 
  protecting the clan from attack, so dark hunters are 
  given respect. None of this concerns the individual, 
  who cares little for what others think; she finds 
  purpose in what she does every time she brings down 
  another one of her enemies. She prefers to work alone, 
  but also knows that cooperation with others has its 
  advantages. 
   
  Rangers are the most likely characters to become 
  dark hunters. Druids, rogues, and fighters are also 
  common. Feral tribes of barbaric dwarves sometimes 
  produce dark hunters, who track down their foes in 
  silence and then explode into action once they ambush 
  their prey. Half-orcs make excellent dark hunters, 
  since they are often found on the fringes of society 
  anyway. Elves, with their abiding hatred of the drow, 
  sometimes follow this path. 
   
  Hit Die:  d8 
   
  Requirements 
  To qualify to become a dark hunter, a character must 
  fulfill all the following criteria. 
  Base Attack Bonus:  +5. 
  Skills:  Craft (trapmaking) 5 ranks, Knowledge 
  (dungeoneering) 2 ranks, Move Silently 2 ranks, 
  Survival 2 ranks. 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st
  +1 
  +0 
  +2 
  +0 
  Improved Stonecunning 
  2nd
  +2 
  +0 
  +3 
  +0 
  Enhanced Darkvision 
  3rd 
  +3 
  +1 
  +3 
  +1 
  Sneak attack +1d6 
  4th
  +4 
  +1 
  +4 
  +1 
  Stone’s hue 
  5th
  +5 
  +1 
  +4 
  +1 
  Death attack 
  Feats:  Blind-Fight, Track. 
   
  Class Skills 
  The dark hunter’s class skills (and the key ability for 
  each skill) are Climb (Str), Concentration (Con), Craft 
  (Int), Disable Device (Int), Hide (Dex), Knowledge 
  (dungeoneering) (Int), Listen (Wis), Move Silently 
  (Dex), Profession (Wis), Spot (Wis), Survival (Wis), 
  Swim (Str), and Use Rope (Dex). 
   
  Skill Points at Each Level:  4 + Int modifier. 
   
  Class Features 
  All of the following are class features of the dark 
  hunter prestige class. 
   
  Weapon and Armor Proficiency:  Reaping 
  maulers gain no proficiency with any weapon or armor. 
   
  Improved Stonecunning (Ex):  A dark hunter 
  gains the stonecunning ability possessed by dwarves 
  (see page 15 of the Player’s Handbook), or, if the 
  character already has the ability, she increases her 
  bonus from +2 to +4 on checks to notice unusual 
  stonework, such as sliding walls, stonework traps, new 
  constructions, unsafe stone surfaces, shaky stone 
  ceilings and the like. This bonus also applies on Search 
  checks made to detect stonework traps. 
   
  Enhanced Darkvision (Ex):  Dark hunters spend 
  most of their lives in the darkest caverns they can find. 
  As a dark hunter’s skills improve, her almost mystical 
  understanding of the deep caverns sharpens her inborn 
  visual acuity, If a dark hunter dos not already have 
  darkvision when she attains 2nd level, she gains it at a 
  range of 30 feet. If she already had darkvision, she adds 
  30 feet to the range. Once a dark hunter attains 4th 
  level, her darkvision range increases by an extra 30 feet. 
   
  This bonus stacks with other natural or 
  extraordinary abilities that improve darkvision, but it 
  does nothing to improve magically granted darkvision. 
   
  Any condition that causes the character to lose her 
  normal darkvision also causes the enhanced darkvision 
  to fail. 
   
  Sneak Attack (Ex): If a dark hunter can catch an 
  opponent when he is unable to defend himself 
  ESA6-01 Knife’s Edge 
   
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  effectively from her attack, she can strike a vital spot 
  for extra damage. Any time the dark hunter’s target 
  would be denied a Dexterity bonus to AC (whether the 
  target actually has a Dexterity bonus or not), the dark 
  hunter’s attack deals an extra 1d6 points of damage. 
  Should the rogue score a critical hit with a sneak 
  attack, this extra damage is not multiplied. 
   
  It takes precision and penetration to hit a vital 
  spot, so ranged attacks can count as sneak attacks only 
  if the target is within 30 feet. 
   
  With a sap (blackjack) or an unarmed strike, a 
  rogue can make a sneak attack that deals nonlethal 
  damage instead of lethal damage. She cannot use a 
  weapon that deals lethal damage to deal nonlethal 
  damage in a sneak attack, not even with the usual -4 
  penalty. 
   
  A rogue can sneak attack only living creatures 
  with 
  discernible 
  anatomies—undead, 
  constructs, 
  oozes, plants, and incorporeal creatures lack vital areas 
  to attack. Any creature that is immune to critical hits is 
  not vulnerable to sneak attacks. The rogue must be able 
  to see the target well enough to pick out a vital spot 
  and must be able to reach such a spot. A rogue cannot 
  sneak 
  attack 
  while 
  striking 
  a 
  creature 
  with 
  concealment or striking the limbs of a creature whose 
  vitals are beyond reach. 
   
  If a dark hunter gets a sneak attack bonus from 
  another source (such as rogue levels), the extra damage 
  stacks. 
   
  Stone’s Hue (Su):  When within 5 feet of a stone 
  or earth wall, a dark hunter can take on the coloration 
  of the stone and may seem to blend into the surface of 
  the wall. As long as the dark hunter is within 5 feet of 
  the wall, she gains a +10 circumstance bonus on Hide 
  checks and can successfully hide herself from view in 
  the open without having anything to actually hide 
  behind. 
   
  Death Attack (Ex):  If a dark hunter studies his 
  victim for 3 rounds and then makes a sneak attack with 
  a melee weapon that successfully deals damage, the 
  sneak attack has the additional effect of possibly either 
  paralyzing or killing the target (dark hunter’s choice). 
  While studying the victim, the dark hunter can 
  undertake other actions so long as his attention stays 
  focused on the target and the target does not detect the 
  dark hunter or recognize the dark hunter as an enemy. 
  If the victim of such an attack fails a Fortitude save (DC 
  10 + the assassin’s class level + the dark hunter’s Int 
  modifier) against the kill effect, she dies. If the saving 
  throw fails against the paralysis effect, the victim is 
  rendered helpless and unable to act for 1d6 rounds plus 
  1 round per level of the dark hunter. If the victim’s 
  saving throw succeeds, the attack is just a normal sneak 
  attack. Once the dark hunter has completed the 3 
  rounds of study, he must make the death attack within 
  the next 3 rounds. If a death attack is attempted and 
  fails (the victim makes her save) or if the dark hunter 
  does not launch the attack within 3 rounds of 
  completing the study, 3 new rounds of study are 
  required before he can attempt another death attack. 
   
  Monsters 
  Hook Horror 
  (Source: Monster Manual II, page 126, adapted to 3.5) 
  Large Aberration 
  Hit Dice: 10d8+20 (65 hp) 
  Initiative: +7 
  Speed: 20 ft., climb 20 ft. 
  AC: 22 (-1 size, +3 Dex, +10 natural), touch 12, flat-
  footed 19 
  Base Attack/Grapple: +7/+18 
  Attack: claw +13 melee (1d6+7) 
  Full Attack: 2 claws +13 melee (1d6+7) and bite +8 
  melee (2d6+3) 
  Space/Reach: 10 ft./10 ft. 
  Special Attacks: Improved grab, power sunder, rending 
  bite 
  Special Qualities: Blindsight 60 ft., darkvision 60 ft., 
  light sensitivity 
  Saves: Fort +5, Ref +6, Will +8 
  Abilities: Str 24, Dex 17, Con 14, Int 7, Wis 12, Cha 9 
  Skills: Climb +15, Hide +5*, Jump +9, Listen +9*, Move 
  Silently +5 
  Feats: Cleave, Improved Initiative, Improved TripB, 
  Power Attack, Stealthy 
  Environment: Any underground 
  Organization: Solitary, pack (5-20), or clan (21-40) 
  Challenge Rating: 6 
  Treasure: Standard 
  Alignment: Usually neutral 
  Advancement: 11-15 HD (Large); 16-30 (Huge) 
   
  Sly hunters of cavernous subterranean areas, hook 
  horrors are territorial monsters that distrust intruders 
  and 
  fiercely 
  protect 
  their 
  hunting 
  grounds. 
  Underground areas where hook horrors dwell echo 
  with the constant clacking and scraping sounds of their 
  hooks against stone, as they wend their way across 
  cliffsides and cavern walls. 
   
  A hook horror stands about 9 feet tall and weighs 
  approximately 400 points. Its long, powerfully built 
  arms and legs end in wickedly curved hooks. Its head 
  resembles a vulture’s, with a monstrous beak. Its torso 
  is shaped like a beetle’s body and covered with a rough, 
  stonelike exoskeleton, studded with sharp, bony 
  protuberances. 
   
  Hook horrors normally live in extended family 
  groups or clans, each of which is ruled by the eldest 
  female. The eldest male usually leads the clan’s hunters 
  and warriors. The clan stores its eggs communally, in a 
  central, well-defended area of its home system of 
  caverns or warrens. 
   
  Hook horrors are omnivores, consuming lichens, 
  fungi, plants, and any animal they can catch. Meat is 
  their preferred food, and drow is rumored to be one of 
  their favored meals. 
   
  Hook horrors speak Undercommon. 
  ESA6-01 Knife’s Edge 
   
  Page 59 
   
  
   
  Combat
  Hook horrors attack in groups, using their climbing 
  skills to ambush foes from above. They fight 
  cooperatively and work together against the largest and 
  best armed opponents. Hook horrors use their arm 
  hooks to trip foes. If a battle goes poorly, they retreat 
  by scaling walls. 
   
  Improved grab (Ex): If a hook horror hits an 
  opponent that is at least one size category smaller than 
  itself with both claw attacks, it deals normal damage 
  and attempts to grapple as a free action without 
  provoking an attack of opportunity. If it gets a hols, it 
  automatically hits with its rending bite attack on the 
  same round. (This replaces the normal bite attack for 
  that round.). Thereafter, the hook horror has the 
  option to conduct the grapple normally, or simply use 
  its claws to hold the opponent (-20 penalty on grapple 
  check, but the hook horror is not considered grappled). 
  In either case, each successful grapple check it makes 
  during successive rounds automatically deals damage 
  for both claws and rending bite. 
   
  Power Sunder (Ex): A hook horror attempting to 
  strike a foe’s weapon or shield does not incur an attack 
  of opportunity. On a successful power sunder attack, a 
  hook horror deals double damage. 
   
  Rending Bite (Ex): A hook horror can 
  automatically bite a grabbed foe for 3d6+10 damage. 
   
  Blindsight (Ex): A hook horror emits high-
  frequency sounds, inaudible to most other creatures, 
  that bounce off nearby objects and creatures. This 
  ability enables it to discern objects and creatures 
  within 60 feet. The hook horror usually does not need 
  to make Spot or Listen check to notice creatures within 
  range of its blindsight. A silence spell negates this 
  ability and forces the hook horror to rely on its weak 
  vision, which has a range of 10 feet. 
   
  Light Sensitivity (Ex): Exposure to bright light 
  (such as sunlight or a daylight spell) imposes a –2 
  penalty on a hook horror’s attack rolls. 
   
  Skills: Hook horror have a +8 racial bonus on 
  Climb checks and can always choose to take 10 on 
  Climb checks, even if rushed or threatened.  
   
  * Hook horrors gain a +8 racial bonus on Listen 
  checks. Hook horrors have a +8 racial bonus on Hide 
  checks when in subterranean areas. 
   
  ESA6-01 Knife’s Edge 
   
  Page 60 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region The Splintered Suns/596/Normal Scenarios/ESA6-01 - Knifes Edge (APL 4-12)/ESA6-01 - Knifes Edge.pdf