TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
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  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
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  VER6-05 
   
   
   
   
  Reclamation 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™  
  Verbobonc Regional Adventure 
  Version 1 
   
  by Rob Silva 
  Circle Reviewer: Tim Sech 
  Triad Edit: Michael Maenza and Vernon L. Vincent 
  Playtesters: Tom Bohla, Shaun Burton, Mark Fischer, Mike Lundin, Harold Ravlin, Frank Salata, Sam Shyamani, John 
  Williams 
   
  Cartography: Russel Akred 
   
   
  A well-known merchant rumored to have shady dealings requests your assistance in the recovery of some missing 
  goods. This is a one-round Verbobonc regional adventure with both role-playing and combat elements for PC levels 1-12 
  (APLs 2-10). Highly recommended for PCs that have played VERIntro6-02 Forest for the Trees, VER6-01 Discontent 
  of our Winter, VER6-03 Castle Estival, VTF6-05 Autumn and VER6-04 Sign of the Black Orchid. Also recommended, 
  but not required, is VER6-02 Delve the Wizard’s Dungeon. 
   
  Metaorganizational Focus: Elven Clans of the Gnarley, The Battirovka Family, Verbobonc Town Project (Ketter’s 
  Hearth, Terre Verte) 
   
  
  VER6-05 Reclamation 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D
  ® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK PC. Second player and DMs gain rewards for 
  sanctioned RPGA play if they are members of the 
  DUNGEONS & DRAGONS REWARDS program. Playing this 
  adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK PC 
  creation and development, RPGA event sanctioning, and 
  DUNGEONS & DRAGONS REWARDS, visit the RPGA 
  website at www.rpga.com.  
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D rule 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 PCs 
  (NPCs) and monsters appear in abbreviated form in the 
  adventure text. Full information on NPCs and monsters 
  are given in Appendix 1. For your convenience, that 
  appendix is split by APL 
   
  Along with this adventure you’ll find a RPGA 
  Session 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 PCs to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average PC level of the PCs 
  participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the PC 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 PC 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 PC’s 
  animals separately. A single PC may only bring four 
  or fewer animals of this type, and animals with 
  different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of PCs 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. 
  
  VER6-05 Reclamation 
   
  Page 2 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player PC is 
  three PC levels or more either higher or lower than the 
  APL at which this adventure is being played, that PC 
  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 PCs to reach the objectives. 
   
  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 PCs 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 PCs to buy riding dogs to help protect 
  them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Verbobonc Regional 
  adventure. All PCs from Verbobonc pay one (1) TU, all 
  others pay two (2) 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. PCs that fail to pay at 
  least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A PC that does not pay for at least Standard Upkeep 
  may also avoid the above-described penalties by living off 
  the wild. If the PC possesses four or more ranks in the 
  Survival skill and succeeds at a DC 20 Survival check, the 
  PC 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 PC 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 
  During the height of the giant incursions, the Viscounty 
  of Verbobonc embarked upon a program of expansion 
  within its borders. Writs were issued permitting the 
  creation of new towns and settlements with the goal of 
  both fostering new outposts and locations and creating a 
  line of defense for detecting the movements of the giants. 
   
  A number of these towns were located in the Gnarley 
  Forest. While some attempted to co-exist within the 
  harmony of nature, others saw the opportunity for vast 
  financial gain by reaping of nature’s resources. In late 595 
  the Elven Clans of the Gnarley Forest, in conjunction 
  with the Gnarley Druids, approached the Viscount with 
  their displeasure with the recent population increase of 
  several towns within the great forest. The Viscount, 
  seeking the support of the clans and druids in the 
  conflict against the Cowled Lady, agreed to halt all future 
  construction but some within the Gnarley-folk do not 
  feel that this is enough and they have set into motion a 
  plan to restore balance in nature.  
   
  Since the defeat of the giant invaders, the elves and 
  druids of the Gnarley have withdrawn from the 
  Viscounty. Some say that they have been approached by 
  ambassadors from the kingdom of Celene with offers of 
  assistance. Others say that the elves have been searching 
  for artifacts of great power to be used against the citizens 
  of Verbobonc. Whatever the reason, the elves have 
  adopted 
  an 
  increasingly 
  hostile 
  stance 
  against 
  Verbobonc. 
   
  The Viscounty itself has fallen on hard times in the 
  aftermath of the giant war. A time that was supposed to 
  be filled with happiness and joy as the hateful invaders 
  had been put to the sword once and for all, has instead 
  become a time of strife and hunger. A harsh winter, 
  combined with the spoiling of many of the Viscounty’s 
  traditional food sources, has resulted in rampant 
  starvation across the land. In Verbobonc City, and 
  elsewhere, voices are raised in anger and accusation. The 
  nobility, supposedly charged with the safeguarding of the 
  citizenry upon their lands, has been slow to respond. This 
  has been compounded by devastating losses suffered by 
  the Mounted Borderers, the Viscounty’s law enforcement 
  arm.    
   
  Sir Wellborn Estival, scion of the family that built Castle 
  Estival during the Keoish occupation of Verbobonc, has 
  recently come into his inheritance and taken possession 
  
  VER6-05 Reclamation 
   
  Page 3 
  of the castle that bears his family name. In distress over 
  the rampant starvation and lack of action, Estival ordered 
  relief supplies from the town of Caltaran in Dyvers to be 
  delivered. While the initial shipment was waylaid near 
  the town of Ketter’s Hearth, in the Gnarley Forest, by 
  brigands hoping to exploit the tension between the 
  various noble houses, it was recovered and eventually 
  distributed.  
   
  During the investigation for the missing relief supplies, a 
  patrol of orcs from the evil outpost of Blackthorn were 
  discovered scouting in the great forest. Additionally, a 
  warning from an unidentified druid was delivered to the 
  residents of Ketter’s Hearth and the other towns in the 
  Gnarley. The message warned the townsfolk to leave or 
  face the wrath of the great forest itself. The warning thus 
  far has gone unheeded and the population of the Gnarley-
  towns continues to grow.   
   
  As time has passed, the rumors of massing hordes in the 
  southern Gnarley have continued to grow, fueled by 
  stories of a rise in power near the reputed location of 
  Blackthorn. A threat to the Gnarley Forest has risen, 
  given credence to reports of an imminent invasion! 
   
  Anxious for information, the Battirovka Family of 
  merchants has asked their members to gather whatever 
  intelligence they can on the Gnarley threat. One of their 
  number, a Halfling merchant named Algernon Tuck 
  (pronounced Took) –owner and operator of the 
  Humming’s End Shipping Company, has made contact 
  with a power guild in the City of Dyvers known as the 
  Alliance. The Alliance maintains relationships and 
  contacts with most of the criminal organizations 
  throughout the Flanaess, they have been abstained from 
  direct involvement; until now. Recently they have been 
  extended their reach and have turned an eye to 
  Verbobonc.  
   
  In the course of discussions with the Alliance, Tuck was 
  approached by its members and an offer of membership 
  was made. Realizing that he had reached the limit of his 
  advancement in the Battirovka Family, he accepted the 
  Alliance’s offer. Tuck, along with a handful of his most 
  trusted brothers and cousins, has been laying the 
  groundwork for a hostile take-over. The Alliance has 
  been shipping supplies and people into Verbobonc 
  through Algernon’s company, Humming’s End Shipping.  
   
  Balancing on the razor’s edge, Algernon knows that any 
  slip up will cost him his life if not worse. So when 
  shipments started to go missing he began to worry. Not 
  wanting to get his family involved he has contracted 
  adventures to look into the matter.  
   
  The Blackthorns, having taken notice of the Borderer’s 
  lack of presence, have started making greater incursions 
  into the Gnarley Forest. Not ones to squander an 
  opportunity they hijacked the caravans. As the orcish 
  hordes increased their presence, the Elven Clans have 
  finally decided to act. Using an item of great power they 
  have recovered, they plan to heal the great forest by 
  purging the human inhabitants and settlements from the 
  face of the land. Temporarily taken residence in the town 
  of Ketter’s Hearth (one of the few towns with which they 
  have diplomatic relations), they plan to use the artifact 
  and remove the town of Terre Vert.  
   
  The Blackthorns, mistakenly believe that the elves are 
  there to join with the humans to find and destroy them. 
  As a result they are planning a surprise attack on the 
  town during an overcast night, when their ancient foes 
  will be at a severe disadvantage without the moonlight.  
   
  ADVENTURE SUMMARY 
  Introduction:  
  The party receives an offer for employment from The 
  Humming’s End Shipping Company. If they accept they 
  must travel to Sobanwych and meet with Algernon Tuck 
  at the shipping company’s distribution center. 
   
  Encounter 1: Family Business 
  The party meets with Algernon who explains the job. 
  Family members get a private visit.  
   
  Encounter 2: Clear Sailing 
  Traveling by Rhenee barge the party makes its way up the 
  Serault River towards the ambush site. Along the way 
  they are attacked by animals inhabiting the river.  
    
  Encounter 3: The Ambush Site 
  The party final arrives at the ambush site and investigate. 
  Tracks lead off into the Gnarley. Close inspection of the 
  evidence reveals some interesting information about the 
  goods being shipped.  
   
  Encounter 4: Blackthorn Camp 
  Following the tracks lead to a camp of the Blackthorns. 
  Largely abandoned, the party may infiltrate, through 
  guile or strength, and discover that a war party is on the 
  way to Ketter’s hearth.  
   
  Encounter 5: Trail Markers 
  The party runs across the bodies of an elven scouting 
  party slain by the Blackthorns. Searching the bodies 
  reveals that the elves are planning something at 
  
  VER6-05 Reclamation 
   
  Page 4 
  TerreVert. The party will have to decide which town to 
  save.   
   
  Encounter 6: Ketter’s Hearth 
  The party arrives at Ketter’s Hearth. If they traveled 
  overland the battle is in full swing when they arrive. If 
  they traveled by magical means the have time to prepare 
  of the Blackthorn attack.  
   
  Encounter 7: Terre Verte 
  The party arrives at Ketter’s Hearth. If they traveled 
  overland the battle is in full swing when they arrive. If 
  they traveled by magical means the have time to prepare 
  of the Blackthorn attack.  
   
  Encounter 8: An Offer You Can’t Refuse 
  Returning to Sobanwych, Algernon compensates the 
  party if successful. Family members may receive an 
  invitation to join the new world order.  
   
  Encounter 9: Partners 
  If the party conveys certain information to Algernon, he 
  requests their discretion and silence so that he has a 
  chance to inform appropriate groups. 
   
  Conclusion 
  There are several possible conclusions that can result 
  from this adventure. 
  Conclusion A: The party recovers the hijacked goods 
  and stops the Blackthorn attack.  
  Conclusion B: The party fails to recover the missing 
  goods and find out about the destruction of TerreVert.  
  Conclusion C: The party recovers the stolen goods but 
  fails to eliminate the Blackthorns and do not find out 
  about the destruction of TerreVert.  
   
  PREPARATION FOR PLAY 
  Portions of this adventure take place in the towns of 
  Hummings End, Ketter’s hearth and Terre Vert, which 
  are part of the Verbobonc Town Project. PCs with citizen 
  certificates for these towns receive the benefits listed on 
  that certificate.  
  For more background and information on Terre Vert and 
  Humming’s End, the Dungeon Master (DM) is 
  encouraged to visit the town Yahoo discussion groups: 
  http://games.groups.yahoo.com/group/TerreVert/ 
  http://games.groups.yahoo.com/group/HummingsEnd/ 
  http://games.groups.yahoo.com/group/kettershearth 
   
  This discussion groups has additional resources that may 
  prove helpful in detailing the portions of the town not 
  covered by this adventure. Additionally, the DM is 
  encouraged to review the entry for Hummings End, 
  Ketter’s Hearth and TerreVert in the Walker’s Guide to 
  Verbobonc. 
   
   
   
   
   
  ENVIRONMENTAL CONDITIONS 
  Substantial portions of this adventure take place in the 
  heavily wooded Gnarley Forest. The DM is strongly 
  encouraged to review the chapters in the Dungeon 
  Master’s Guide on wilderness terrain. For ease of 
  reference, selections of this information have been 
  reprinted in Appendix Four. 
   
  INTRODUCTION 
  Regardless of where in Verbobonc the PC is at the 
  moment they receive a missive from The Humming’s 
  End Shipping Company requesting their help in an 
  urgent matter. Give them Player Handout: Request 
  from Algernon.  
   
  PCs that are members of the Family receive Player 
  Handout: Request from Eddie. 
   
  Allow the PC the opportunity to make whatever 
  preparations they wish. In the morning they should start 
  heading towards the town of Humming’s End. If any PC 
  wishes to research the town, the shipping company or 
  Algernon Tuck refer to Appendix 3: Legwork.  
   
  ENCOUNTER 1: FAMILY 
  BUSINESS 
   
  The journey to Sobanwych is uneventful and all PCs get 
  there around the same time.  During their travels, 
  however, they hear a number of rumors. Refer to 
  Appendix 3: Legwork for more information on this. 
   
  There are a number of places where the PCs can ask for 
  directions to the Humming’s End Shipping Company. 
   
  The PCs are ushered into a waiting room by the mayor’s 
  assistant Eddie. After a couple of minutes Eddie shows 
  them into the Mayor’s office.  
   
  Read or paraphrase the following: 
  The town of Sobanwych lies in the Gnarley Forest 
  along the Serault River Humming’s End has long 
  been rumored to be a haven for outsiders and those 
  with a criminal inclination, however – as you walk 
  the streets of the town, the evidence appears quite to 
  the contrary as your presence has generated very little 
  interest. Indeed, the streets are clean and well 
  
  VER6-05 Reclamation 
   
  Page 5 
  maintained and the locals have kept very much to 
  themselves. 
   
  Ahead, your destination awaits you – the Humming’s 
  End Shipping Company. Arriving, you are ushered 
  quickly into an office by a polite Halfling named 
  Eddie where another halfling smiles at you from 
  behind a large desk. 
   
  “Thank you for coming. I am Algernon Tuck, 
  president of The Humming’s End Shipping Company. 
  Would you like some refreshments?”  
   
  If any characters express a wish for refreshment, 
  Algernon dismisses Eddie, who returns shortly with the 
  requested beverage. Once the characters are ready, 
  Algernon continues. 
   
  “Alright! Let’s get down to brass tacks. I run this 
  shipping business, with a side business specializing in 
  high end gnomish statuary. The business has proven 
  lucrative in many of the southern towns, like Swan 
  and 
  Sheernobb, 
  as 
  well 
  as 
  Verbobonc 
  City. 
  Unfortunately, a recent caravan carrying a shipment 
  of valuable statues has gone missing along the Serault 
  River and I have reason to believe it’s been hijacked.  
   
  “I wish to hire you to recover my goods. I have 
  arranged for transportation by Rhennee barge from 
  Sobanwych to the site of the theft. As a favor I would 
  also ask you to also find the parties responsible and, 
  in no uncertain terms, express to them my 
  displeasure. If you could dissuade them from hitting 
  my caravans in the future I would be in your debt. 
   
  Of course, in return for your services, I would be 
  willing to pay [10xAPL] wheatsheaves, however I will 
  definitely reward thoroughness and a job well done.”  
   
  Interacting with Algernon: 
   
  What did the shipments consist of? 
  “As I said - gnomish statuary. There’s a big market for 
  it, especially the Shalandra model, although the 
  Pappy Nackle has seen an increase in sales.”   
   
  Who would want to steal from you? 
  “Anyone with an eye for art and coin, or perhaps 
  someone wishing to sabotage my business. However, 
  none of my competitors would do something like 
  this.” 
    
  Don’t you have tied to the criminal underground? 
  Me? Never! I’m an upstanding businessman.  
    
  How many shipments have been hit? 
  Only a few, however the problem seems to be getting 
  worse with the rumors of unrest in the Gnarley 
  Forest. 
   
  Why not contact the Mounted Borderers? 
  The Borderers are still hurting from the war and do 
  not have the man power to see to this. Besides, the 
  reports of the theft could be mistaken. I’d rather have 
  you investigate before involving the Borderers. 
   
  The Plan 
  If a member of the Battirovka Family is present, 
  Algernon places that character in charge of the recovery 
  effort 
  Furthermore; 
  he 
  conveys 
  the 
  following 
  information to all members of the Battirovka Family 
  prior to the party departing Sobanwych. 
  • 
  The 
  gnomish 
  statuaries 
  contain 
  secret 
  compartments used in the smuggling in of 
  goods and coin.  
  • 
  Algernon expects them to keep this hidden 
  from the rest of the party by whatever means 
  necessary.  
  • 
  Eliminate all those who would dare steal from 
  the family. To let any live would be a sign of 
  weakness and that cannot be allowed.  
  • 
  The most important item to recover is a 
  message from Algernon contacts in Dyvers. It 
  is a list of future shipments and must be 
  recovered.  
   
  Algernon has arranged for an associate to teleport the 
  party to Sobanwych where another associate, a Rhennee 
  barge captain will take them up the Serault River to the 
  ambush site. Traveling by barge is much quicker them 
  overland. It is not possible to teleport directly to the 
  ambush site accurately since the caster is unfamiliar with 
  the location.  
  Treasure:  
  APL 2:  Coin – 20 gp,  
  APL 4:  Coin – 40 gp,  
  APL 6:  Coin – 60 gp,  
  APL 8:   Coin – 80 gp,. 
  APL 10:  Coin – 100 gp,  
   
  Development:  
  Any PC that declines employment is politely dismissed 
  and the adventure is over for them. 
   
  Once the party is ready to proceed, continue from here: 
   
  
  VER6-05 Reclamation 
   
  Page 6 
  A slight rapping on the door draws your attention. 
  Algernon looks up, shuffling a few papers on his desk 
  as he does so. 
   
  “Come.” 
   
  The door opens and Eddie pokes his head in, “Sorry to 
  bother you sir, but Mihai has arrived.” 
   
  “Excellent,” replies Algernon, “show him in.” 
   
  Eddie’s head is replaced as a tall, swarthy Rhennee 
  man enters the room. Grunting a greeting towards 
  you, he extends his hand toward Algernon, “Thank 
  you for coming, Mihai. These are the individuals I 
  mentioned earlier.” 
   
  Turning to you, Algernon continues, “Mihai is the 
  captain of several barges that run my cargo along the 
  Serault River. I’ve made arrangements with him to 
  take you to the last known location of my missing 
  shipment. If you’ll go with him, then we can get this 
  business underway and find out happened. Good 
  luck.” 
   
  Proceed to Encounter 2: Clear Sailing 
   
  ENCOUNTER 2: CLEAR 
  SAILING 
  Mihai has three barges moored at a small dock in town. 
  The trip up river will take two days. Each barge can 
  accommodate three medium size creatures each. Allow 
  the PCs to arrange themselves as they see fit among the 
  barges.  
   
  The Rhennee normally do not allow animals larger then 
  medium size on their barges by Algernon has paid them 
  well and they will grudgingly make an exception, 
  however under no circumstance will they allow ‘unusual’ 
  animals on their boat. The DM is the final arbiter on what 
  constitutes unusual. 
   
  During the second day of travel the barges are attacked by 
  some of the native animals of River. The animals are 
  hungry and looking for a quick meal. They flee if reduced 
  to 1/3 normal hit points.  
   
  APL 2 (EL 3) 
   
  �Crocodile: hp 22; Monster Manual 271. 
   
  APL 4 (EL 5) 
   
  �Crocodiles (2): hp 22, 22; Monster Manual 271. 
   
  APL 6 (EL 7) 
   
  �Crocodiles (2): hp 22, 22; Monster Manual 271. 
  . 
  �Crocodile, giant: hp 59; Monster Manual 
   
  271 
   
  APL 8 (EL 9) 
   
  �Crocodile, giant (4): hp 59, 59, 59, 59;  Monster 
  Manual 271 
   
  APL 10 (EL 11) 
   
  �Advanced Crocodile, giant (4): hp 147, 147, 147, 
  147; See appendix 1. 
   
  DM Note: The EL of this encounter has been increased 
  by one (1) to reflect the favorable environment for the 
  crocodiles in which the combat happens.  
   
  Combat modifiers: 
  Any PC on a barge attacked by a crocodile who attempts 
  to charge or move full speed must succeed on a DC 5 
  Balance check. Failure means that the PC cannot charge 
  is at half speed for the round. Failure by 5 or more 
  indicates that the PC cannot more. Failure by 10 or more 
  indicates that the PC has fallen prone. Failing two checks 
  in a row by 10 or more indicates that the PC has fallen 
  overboard.   
   
  Development: 
  Once the party has defeated this encounter, proceed to 
  Encounter Three: Ambush Site. 
   
  ENCOUNTER 3: AMBUSH 
  SITE 
  Mid-afternoon on the second day of travel party arrives at 
  the site of the ambush. Mihai orders his men to land 
  100ft or so down river, however none of the rhennee go 
  with the party to investigate.  
   
  None of the Rhennee goes with the party to investigate.  
   
  Read of paraphrase the following. 
  The Serault River bends gently to the east putting the 
  late afternoon sun to your back north along the river. 
   
  A shout grabs your attention as one of the Rhenee 
  polemen points to a bloated body entangled on a tree 
  root near the western shore. 
   
  Mihai quickly barks a few orders to his men to land 
  the barges, then turns toward you. 
   
  
  VER6-05 Reclamation 
   
  Page 7 
  “We will wait here while you check out the bodies.” 
   
  Mihai refuses to accompany the party, saying that his 
  orders were to simply convey them to the location of the 
  ambush.   
   
  Once the party proceeds, continue from here. 
   
  The soggy ground slurps at your boots and you make 
  your way toward the body casually bobbing in the 
  warm current.  
   
  The body lies some one-hundred feet away from where 
  the Rhenee land the barge.  
   
  There are 15 bodies strewn about a small camp. Several 
  broken crates lie about along with a statue of a gnomish 
  woman which is missing its head.   
   
  What happened? 
  The barges carrying the goods landed for the night and 
  were attacked, under cover of darkness, by a Blackthorn 
  patrol.  After eliminating all of the merchants and barge-
  folk the Blackthorns went about opening their plunder 
  hoping to fine something useful. Instead all they found 
  were statues of gnomes. Never ones to let good booty go 
  to waste, the Blackthorns took all the statues back to their 
  camp deeper in the Gnarley.  
   
  The bodies 
  All fifteen of the bodies show signs of a violent death. 
  Two of them are bound by rough rope. A DC 15 Heal 
  check reveals that they were filleted alive.  
   
  A DC 10 Search check reveals that all of valuable 
  equipment has been stripped from the corpses.  
   
  If the party attempts to speak with the dead, all of the 
  bodies resist the spell. (Assume a will save of +2). If they 
  fail the save they provide answers to any questions 
  related to the Blackthorn attack but will attempt to evade 
  questions about its employer.  
   
  Speak with dead 
  If the party attempts to speak with the dead, all of the 
  bodies resist the spell. (Assume a Will save of +2). If they 
  fail the save they provide answers to any questions 
  related to the Blackthorn attack but will attempt to evade 
  questions about its employer.  
   
  Searching the Statue 
   A DC 35 Search check (members of the Battirovka 
  Family receive a +15 bonus) reveals a concealed hollow 
  space in the base of the statue. Inside the space is a bag 
  filled with numerous gems. A DC 20 Appraise check 
  estimates their value at 5,000 gp.  
   
  Tracks 
  Anyone succeeding on a DC 5 Search check or a DC 0 
  Survival check can easily make out a large number of 
  tracks heading off to the northwest.  
   
  A DC 20 (+5 to Gnarley Rangers and druids) Survival 
  reveal the tracks were made by several orcs, bugbears and 
  gnolls. The tracks appear to be a couple of weeks old.  
   
  Development: From here the party must decide what to 
  do next. They may return to the barges and go back to 
  Sobanwych, failing to complete their task or they may 
  follow the Blackthorn trail. If the party continues, the 
  Rhenee will not wait here, but return to Sobanwych.  
   
  If anyone wishes to return to Humming’s End, proceed 
  to the Conclusion – paraphrasing as necessary. The 
  adventure is over for these characters.  
   
  If the characters follow the tracks, proceed to Encounter 
  4: The Blackthorn Camp 
   
  ENCOUNTER 4: THE 
  BLACKTHORN CAMP 
  Deep in the Gnarley the Blackthorns have established a 
  small camp from which to launch excursions and 
  reconnaissance patrols.   
   
  The camp is little more than a collection of tents 
  clustered near a tributary of one of the many uncharted 
  rivers that spider through the Gnarley. The camp is 
  largely uninhabited. Most of the warriors have left to 
  attack the elves currently taking up residence in the town 
  of Ketter’s Hearth. 
   
  There are eight (8) sentry post scattered around the camp 
  sitting in tree stands 30ft up. Each post is manned by a 
  member of the Blackthorn charge with defending the 
  shaman and women and child who remain in the camp. 
  Most of the women and children are on the far side of the 
  tributary and are to be considered noncombatants. The 
  shaman is napping in the largest tent.  
   
  As long as the party is taking any precaution to remain 
  hidden the may sneak up on the camp. Allow the sentries 
  a Spot and Listen check vs. the party’s Hide and Move 
  Silently. The forest around the clearing is considered 
  medium forest and as such the maximum encounter 
  distance is 2d8x10ft.  
  
  VER6-05 Reclamation 
   
  Page 8 
   
  The party may approach the clearing in any fashion they 
  please. It is entirely possible to by-pass combat entirely 
  through stealth and/or guile. On the other hand, if they 
  are brave (or foolish) enough to walk up the path let them 
  have it. However, if the party is brave (or foolish) enough 
  to walk up the path, then let them have it. 
   
  APL 2 (EL 4) 
  �Gnoll sentry (8): hp 11, 11, 11, 11, 11, 11, 11, 11; 
  Monster Manual 130. 
  APL 4 (EL 6) 
  �Orc scout (4): hp 17, 17, 17, 17; See Appendix 
  One 
  �Gnoll sentry (4): hp 17, 17, 17, 17; See Appendix 
  One 
  APL 6 (EL 8) 
  �Orc scout (4): hp 24, 24, 24, 24; See Appendix 
  One 
  �Gnoll sentry (4): hp 24, 24, 24, 24; See Appendix 
  One 
  APL 8 (EL 10) 
  �Orc scout (4): hp 60, 60, 60, 60; See Appendix 
  One 
  �Gnoll sentry (4): hp 45, 45, 45, 45; See Appendix 
  One 
  APL 10 (EL 12) 
  �Orc scout (4): hp 68, 68, 68, 68; See Appendix 
  One 
  �Gnoll sentry (4): hp 71, 71, 71, 71; See Appendix 
  One 
   
  DM Note: A circumstance modifier of -1 has been 
  applied to the EL of this encounter due to the tactics 
  involved and relatively easy in which the combat can be 
  avoided.  
   
  Tactics:  The PCs may attempt to sneak into the camp. 
  The judge should roll Spot and Listen checks opposed by 
  the characters Hide and Move Silently. The medium 
  density of the forest provides enough cover to allow any 
  character a hide check. Listen checks are at a -2 penalty 
  per 10ft. Please refer to Appendix 7; Forest terrain for 
  more information.  
   
  If the party is spotted, the sentries sound the alarm by 
  ringing bells in their tree stands and then jumping down 
  to engage the intruders using their safewing emblems to 
  reach the ground unharmed.  
   
  The orcs move to engage the party in melee (using the 
  spring attack feat in conjunction with expeditious dodge 
  and skirmish ability to improve their AC) as the gnolls 
  assault the party with arrows.  
   
  The shaman and remaining inhabitants attempt to flee 
  into the Gnarley. They will fight to the death to buy the 
  women and children enough time to escape.  With that 
  said, all the sentries attempt to flee once the women and 
  children are safely away. If any children are cornered by 
  the party they fall to the ground and whimper in orc for 
  their mothers. It should be clear to the characters that the 
  women and children are not a threat to them.  
   
  Any character reaching the large pavilion tent in camp 
  undetected finds the shaman asleep on a straw litter. The 
  tent also houses a rough table covered with maps and 
  several statues of gnomes.  
   
  Read or paraphrase the following: 
   
  The interior of the large tent is dominated by a rough-
  hewn table covered by dried animal skin maps. An old 
  bugbear embracing a shaggy wolf snores softly on a 
  straw litter in the corner. Stationed around the room 
  as four statues of gnomish woman in various poses, 
  one of which has seen better days.  
   
  If awakened, the shaman recoils in fear and clutches at a 
  charm around his neck to ward off the PCs. A successful 
  DC 25 Diplomacy check or a DC 15 Intimidate check 
  calm him enough to converse with the PCs. Failure by 5 
  or more causes Jogug to shout for the sentries.   
   
  Read or paraphrase the following: 
  The ancient bugbear looks around and whispers 
  “Jogug tell you what you want if you promise not to 
  hurt little ones and go fast. Jogug not want to loss any 
  more Blackthorn to evil pointy ears. You talk to 
  Jogug?” 
   
  If the party agrees Jogug will relay the following if asked.  
  • 
  Under the leadership of Bigsmash, most of the 
  tribe left several days ago to attack an army of 
  pointy-ears and humans.  
  • 
  The Blackthorns have been raiding barges and 
  caravans since the pointy ears and men on 
  horses have not been around.  
  • 
  The Blackthorns (points to a black spike 
  through his nose) have been receiving orders 
  and help from their red-faced cousins from the 
  south.  
  • 
  Their red-faced cousins state that the time for 
  the Blackthorns to rule forest.  
  • 
  Animals in the Gnarley have been becoming 
  meaner. Blackthorns blame stinkin’ pointy ears. 
    
  
  VER6-05 Reclamation 
   
  Page 9 
  • 
  The carvings of the little people are ugly but 
  Bigsmash said that they would keep the flies 
  away.   
   
  A second DC 20 Diplomacy or Intimidate DC 10 check 
  reveals the following if Jogug is specifically asked about 
  Bigsmash: 
  All APLS 
  • 
  Bigsmash is a follower of Grummsh; he even cut 
  out his eye to be more like the orc god.  
  • 
  Bigsmash always leads the charge into battle 
  followed closely by his captains. An orc priest of 
  Grummsh, an orc mage and a gnoll archer.  
  • 
  Bigsmash has a very short temper and gets very 
  mean and angry when fighting, especially 
  against pointy ears.  
  • 
  Bigsmash loves when his captains make him big 
  ogre.  
  • 
  Sparto, the gnoll, really, really hates the pointy 
  ears. 
   
  APLS 8 and 10 
  • 
  Bigsmash so mean that even his spit can hurt 
  you. If he hit you in the eye you go blind.  
  • 
  Sparto has fancy bow that really hurt pointy 
  ears.  
  • 
  Rebub, the cleric, not like other girls. She goes 
  into fight and kills lots too.  
  • 
  Durgo, the wizard, really cheap. He make one 
  spell happen to all other Blackthorns. He really 
  like making the fly and hard for pointy ears to 
  hit.   
   
  Searching the tent 
  Maps: The maps are crude and written in orc. Any 
  character that can read orc or succeeds with a DC 10 
  Knowledge [Geography] check identifies the Blackthorn 
  camp (labeled: Bigsmash house) and the major 
  Verbobonc towns in the Gnarley Forest (Twilight Falls, 
  Ketter’s hearth, TerreVert, Sobanwych, Humming’s End, 
  and Ruby Falls).  
   
  A second map show a more detailed rendering of the 
  town of Ketter’s Hearth, annotated to show the town 
  defenses and a secluded staging area. Scrawled across the 
  map in orc is “Bigsmash kill all of army when no moon 
  in sky. That teach them!”  
   
  Characters making a DC 10 Knowledge [Nature] check 
  know that the weather over the past few days has resulted 
  in overcast skies during the evening.  
   
  Statues:  
  There are four statues in the tent. The face of one is chip 
  and battered. Two of the statues have hidden 
  compartments. A DC 35 Search check (members of the 
  Battirovka Family receive a +15 bonus) locates the hidden 
  compartment.  
   
  One statue contains a sealed document. The document 
  appears to be a manifest of some sort. Observant PC 
  might wonder why the manifest list would be hidden in a 
  statue. The manifest is actually a coded message to 
  Algernon listing the names of high ranking members of 
  the family marked for elimination so that the Alliance 
  can assume control of the Verbobonc crime world.  
   
  A successful DC 25 Spot check reveals the list to be a 
  forgery. If identified as such, a member of the Battirovka 
  Family that makes a DC 35 Decipher Script sees the list 
  for what it truly is.  
   
  The second statue contains a small box filled with blast 
  discs and an opal (the gem detect as magic).  
   
  At this point the characters have many options. If they 
  choose to return to the barges and head back to 
  Humming’s 
  End 
  proceed 
  to 
  the 
  Conclusion, 
  paraphrasing as necessary.  If they choose to follow the 
  Blackthorn raiding party to Ketter’s Hearth proceed to 
  Encounter 5: Ketter’s Hearth 
   
  Treasure:  
   
  APL 2: Loot: 12 gp; Magic: 166 gp – 8 safewing 
  emblems (166 gp each). 
   
  APL 4: Loot: 226 gp; Magic: 200 gp – 8 safewing 
  emblems (166 gp each); 8 potions of cure light wounds 
  (33 gp each). 
   
  APL 6: Loot: 744 gp; Magic: 900 gp – 8 safewing 
  emblems (166 gp each), 4 +1 rings of protection (666 gp 
  each), 16 potions of cure light wounds (66 gp each) 
   
  APL 8: Loot: 221 gp; Magic: 6431 gp – 4 +1 
  composite longbows (866 gp each), +1 falchions (786 gp 
  each), 8 safewing emblems (166 gp each), +1 studded 
  leather armor (391 gp each), 4 +1 leather armor (386 gp 
  each), 4 +1 studded leather armor (391gp each), 4 
  gauntlets of ogre power (1333gp each), 4 amulet of health 
  +2 (1333gp each), 4 +1 ring of protection (666gp each), 24 
  potions of cure light wounds (100gp each), 8 potions of 
  barkskin (200gp each), 8 potions of cure moderate 
  wounds (200gp each). 
   
  APL 10: Loot: 104 gp; Magic: 7167 gp – 4 +1 
  falchions (786gp each), 4 +1 leather armor (391gp each), 8 
  safewing emblems (166gp each), 4 gauntlets of ogre 
  power (1333gp each), 4 amulet of health +2 (133gp each), 
  4 +1 ring of protection (666gp each), 4 +1 composite 
  longbow (+ 2 Str) (866gp each), 4 +1 leather armor (386gp 
  
  VER6-05 Reclamation 
   
  Page 10 
  each), 16 potions of cure light wounds (66gp each), 8 
  potions of cure moderate wounds (200gp each), 8 potions 
  of barkskin (200gp each). 
   
  Development: note any PC that opens the message 
  and/or deciphers the true meaning of the message as it 
  will affect Encounter 8: An Offer You Can’t Refuse.  
   
  ENCOUNTER 5: TRAIL 
  MARKERS 
   
  Along the way to Ketter’s Hearth, the party comes across 
  the site of a recent battle. There are several bodies, both 
  orc and elf, along the trail. The elves were on their way to 
  TerreVert. The elves plan to destroy the town by 
  invoking their magic. The ritual causes the Gnarley to 
  grow wildly, consuming the town structures and return 
  to forest to what it was before settlement.  
   
  If the PCs put any effort into investigating the find the 
  following: 
  • 
  There are 5 elven bodies. This is a normal elven 
  patrol. It seems that they died of a combination 
  of slashing wounds and arrows.  
  • 
  There are 4 orc bodies. Three have a black spike 
  through their noses. The other has its face 
  painted red. All have arrows protruding from 
  their bodies.  
  • 
  The orc tracks continue north while it appears 
  that the elves were headed west.  
  • 
  One of the elves, wearing a Gnarley ranger pin, 
  has a note. Player Handout: Elven Note  
  • 
  All valuables are gone.  
   
  Development: The party may either continue on to 
  Ketter’s Hearth and face the Blackthorn war party or they 
  may go to TerreVert to try and stop the elves from 
  destroying the town.  
   
  They are currently equal distance from both towns and 
  since both attacks are happening in two days (the same 
  amount of time it will take them to travel to either 
  location) they cannot stop both unless the split the party. 
   If they wish to do so, make sure they are aware of the 
  gravity of this choice. If they players insist, then allow 
  them to split the party and give them both barrels.  
   
  If the party heads to Ketter’s hearth proceed to 
  Encounter 6: Ketter’s Hearth.  
   
  If the party heads to Terre Verte proceed to Encounter 7: 
  Terre Verte 
   
  Development: It is entirely possible that the party elects 
  to ignore both towns. If this happens proceed to the 
  conclusion as the adventure is over for them 
   
  ENCOUNTER 6: KETTER’S 
  HEARTH 
  The party arrives on the outskirts of Ketter’s Hearth at 
  dusk after three days 
   
  Allow the party to make whatever preparations they 
  wish. Parties traveling by magic have fives hours to 
  prepare. If they wish to warn the town they may. They 
  meet with Mayor Nightbreeze (female elf druid) who 
  immediately starts preparing the town for the attack and 
  asks the party to stand watch so the innocents can be 
  evacuated. The Blackthorns are watching the Town and 
  will move the attack up if they notice something queer 
  such as the towns-folk being armed or fortification being 
  built. Any noticeable condition will result in an 
  immediate attack.  
   
  Read or Paraphrase the following if the party traveled by 
  ordinary means: 
   
  As the last rays of Pelor fade from the horizon the 
  town of Ketter’s Hearth comes into view. The road 
  here was a tough one. Dodging Blackthorn patrols 
  coupled with the rough terrain has taken its toll. 
  Perched atop a small rise you spy dozens of tents and 
  tepees 
  scattered 
  among 
  the 
  town 
  buildings. 
  Shattering the serenity is the realization that a large, 
  well trained group of Blackthorns are poised to 
  slaughter all those in town. Just as you shake the 
  thought from your mind a horn blows in the distance 
  and parts of the famed High hedge of Ketter’s Hearth 
  withers and dies.  
   
  Waves of orcs, gnolls and bugbears break from the 
  tree line opposite you and charge onto the town. Not 
  far from your position a group of children, both 
  human and elf, huddle together crying. A lone man 
  draws his axe and charges the group of Blackthorns 
  while yelling at the children to run. A second later he 
  is viciously cut down as the gnolls lets fly a volley of 
  arrows at the running children.  
   
  Any PC that has played VER6-04 Sign of the Black 
  Orchid recognizes the man as Panin (a contestant 
  competing of the Mithral pendant).  
   
  
  VER6-05 Reclamation 
   
  Page 11 
  DM Note: There are about a hundred Blackthorn 
  warriors attacking Ketter’s Hearth. The opponents listed 
  are the group that the PCs happen to run into and battle. 
  Other then that the fog of war rule is in place.   
   
  APL 2 (EL 6) 
  �Bigsmash: Male orc Bbn1/Ftr1; hp 26; See 
  Appendix One. 
  �Sparto: Male gnoll Rgr2; hp 27; See Appendix 
  One. 
  �Rebub: Female orc Clr2; hp 19; See Appendix 
  One. 
  �Durgo: Male Orc Wiz2; hp 11; See Appendix One. 
   
  APL 4 (EL 8) 
  �Bigsmash: Male orc Bbn2/Ftr2; hp 48; See 
  Appendix One. 
  �Sparto: Male gnoll Ftr2/Rgr2; hp 46; See 
  Appendix One. 
  �Rebub: Female orc Clr4; hp 34; See Appendix 
  One. 
  �Durgo: Male Orc Wiz4; hp 21; See Appendix One. 
   
  APL 6 (EL 10) 
  �Bigsmash: Male orc Bbn2/Ftr4; hp 70; See 
  Appendix  One. 
  �Sparto: Male gnoll Ftr2/Rgr3/OBw1; hp 62; See 
  Appendix  One. 
  �Rebub: Female orc Clr6; hp 48; See Appendix 
  One. 
  �Durgo: Male Orc Wiz5/WWv1; hp 36; See 
  Appendix One. 
   
  APL 8 (EL 12) 
  �Bigsmash: Male orc Bbn2/Ftr4/Eye2; hp 92; See 
  Appendix  One. 
  �Sparto: Male gnoll Ftr2/Rgr3/OBw3; hp 87; See 
  Appendix One. 
  �Rebub: Female orc Clr7/WrP1; hp 63; See 
  Appendix One. 
  �Durgo: Male Orc Wiz5/WWv3; hp 57; See 
  Appendix One. 
   
  APL 10 (EL 14) 
  �Bigsmash: Male orc Bbn2/Ftr4/Eye4; hp 134; See 
  Appendix  One. 
  �Sparto: Male gnoll Ftr2/Rgr3/OBw5; hp 105; See 
  Appendix One. 
  �Rebub: Female orc Clr7/WrP3; hp 79; See 
  Appendix One. 
  �Durgo: Male Orc Wiz5/WWv5; hp 71; See 
  Appendix One. 
   
  Tactics: By APL vs. the PCs. Allow the PCs as many 
  rounds as the like to buff describing the Blackthorns 
  cutting down townfolk and elves with gleeful abandon.  
   
  The party enters the combat at the top of the round 
  getting a surprise round of the Bigsmash and his crew.  
   
  APL 2: 
  Bigsmash: Bigsmash wades into melee (already enlarged) 
  with the biggest fighter type while raging (using his orc 
  double axe as a two-handed weapon). 
   
  Sparto: Sparto targets elves then casters using Rapid 
  Shot. 
   
  Rebub: Rebub (already enlarged) blesses the party 
  moving in to support Bigsmash with healing magic. 
   
  Durgo: Durgo cast buzzing bee on a caster forcing 
  Concentration checks then supports Bigsmash with ray 
  of enfeeblement and grease switching to scrolls when his 
  spells are depleted. 
   
  Sparto, Rebub, and Durgo will use their alchemical items 
  if the party proves hard to hit.  
   
  APL 4: 
  Bigsmash: Bigsmash wades into melee (already enlarged) 
  with the biggest fighter type while raging (using his orc 
  double axe as a two-handed weapon). 
   
  Sparto: Sparto targets elves then casters using Rapid 
  Shot. 
   
  Rebub: Rebub (already enlarged) blesses the party and 
  then moves in to support Bigsmash with spells switching 
  to melee as the situation warrants. 
   
  Durgo: Durgo will cast buzzing bee on a caster forcing 
  Concentration checks then supports Bigsmash with a 
  sudden maximized ray of enfeeblement on the biggest 
  fighter-type switching to scrolls when his spells are 
  depleted. 
   
  Sparto, Rebub, and Durgo will use their alchemical items 
  if the party proves hard to hit.  
   
  APL 6 
  Bigsmash: Bigsmash wades into melee (already enlarged) 
  with the biggest fighter type while raging Two-weapon 
  fighting. He will switch to using his orc double axe as a 
  two-handed weapon if he is having trouble hitting. 
   
  
  VER6-05 Reclamation 
   
  Page 12 
  Sparto: Sparto targets elves first. He will then attempt to 
  disarm melee opponents using his Ranged Disarm feat 
  then attack casters using Rapid Shot. 
   
  Rebub: Rebub blesses the party and then moves in to 
  support Bigsmash with spells switching to melee as the 
  situation warrants 
   
  Durgo: Durgo releases the blur in his weave (affecting 
  himself and Bisgsmash) as a move action and hastes the 
  others moving to support Bigsmash with a sudden 
  maximized ray of enfeeblement on the biggest fighter-
  type, switching to scrolls when his spells are depleted. 
   
  Sparto, Rebub, and Durgo will use their alchemical items 
  if the party proves hard to hit.  
   
  APL 8 
  Bigsmash: Bigsmash wades into melee (already enlarged) 
  with the biggest fighter type while raging Two-weapon 
  fighting. He will switch to using his orc double axe as a 
  two-handed weapon if he is having trouble hitting. 
   
  Sparto: Sparto targets elves first with his bane (elven) 
  bow. Note that he does not provoke attacks of 
  opportunity for firing in melee. He then attempts to 
  disarm melee opponents using his Ranged Disarm feat 
  then attack casters using Rapid Shot.  
   
  Rebub: Rebub will use his Divine Power feat and move 
  into melee with Bigsmash supporting with spells as the 
  situation warrants. As a move action, Durgo release one 
  spell from his weave per round (in the order listed) as his 
  standard actions he will haste his group, then support 
  with spells as needed switching to scrolls and wands 
  when his spells are depleted. 
   
  Sparto, Rebub, and Durgo will use their alchemical items 
  if the party proves hard to hit 
   
  APL 10 
  Bigsmash: 
  Bigsmash 
  wades 
  into 
  melee (already 
  enlarged). This forces PCs within range to making saving 
  throws due to the Intimidating Rage feat) with the 
  biggest fighter type while raging Two-weapon fighting 
  after attempting to blind his opponent with his blinding 
  spittle. He will switch to using his orc double axe as a 
  two-handed weapon if he is having trouble hitting. 
   
  Sparto: Sparto targets elves first with his bane (elven) 
  bow. Note that he does not provoke attacks of 
  opportunity for firing in melee. He then attempts to 
  disarm melee opponents using his Ranged Disarm feat or 
  disrupt spellcasting using his ranged precision. 
   
  Rebub: Rebub has inflamed his trooped providing all 
  others a +2 morale bonus against any charm or fear effect. 
   He will then use the Divine Power feat and move into 
  melee with Bigsmash supporting him with spells as the 
  situation warrants. As a move action, Durgo release one 
  spell from his weave per round (in the order listed) as his 
  standard actions he will haste his group then support 
  with spells as needed switching to scrolls and wands 
  when his spells are depleted 
   
  Sparto, Rebub, and Durgo will use their alchemical items 
  if the party proves hard to hit. 
   
  Treasure:  
   
  APL 2: Loot: 235 gp; Magic: 36 gp – wand of 
  resurgence (5 charges) (6gp each), 3 potions of cure light 
  wounds (12gp each), 3 scrolls of cure light wounds (6gp 
  each), 1 scroll of enlarge person (2gp each), 2 scrolls of 
  magic missile (4gp each), 1 scroll of glitterdust (12gp 
  each).  
   
  APL 4: Loot: 300 gp; Magic: 225 gp – +1 cloak of 
  resistance (83gp each), +1 leather armor (97gp each), 
  wand of resurgence (5 charges) (6gp each), 3 potions of 
  cure light wounds (12 gp each), 3 scrolls of cure light 
  wounds (6gp each), scroll of enlarge person (2gp each), 
  scroll of glitterdust (12gp each), 2 scrolls of magic missile 
  (4gp each),  
   
  APL 6: Loot: 189 gp; Magic: 1556 gp – 3 +1 cloaks of 
  resistance (250gp each), gloves of ogre power (333gp 
  each), 2 +1 rings of protection (333gp each), boots of 
  striding and springing (458gp each), wand of resurgence 
  95 charges) (6gp each), wand of magic missiles (CL5; 12 
  charges) (75gp each), 2 potions of cure moderate wounds 
  (50gp each), potion of cure light wounds (4gp each), 
  potion of invisibility (25gp each), 3 scrolls of cure light 
  wounds (6gp each), scroll of enlarge person (2gp each), 
  scroll of glitterdust (12gp each).  
   
  APL 8: Loot: 68 gp; Magic: 3956 gp – +1/+1 orc 
  double axe (221gp each), +1 hide armor (97gp each), 4 +1 
  cloaks of resistance (333gp each), gauntlets of ogre power 
  (333gp each), 4 +1 rings of protection (666gp each), 2 
  gloves of dexterity +2 (666gp each), +1 full plate (220gp 
  each), +1 light wooden shield (96gp each), wand of 
  resurgence (5 charges) (6gp each), boots of striding and 
  springing (458gp each), headband of intellect +2 (333gp 
  each), wand of magic missile (CL5, 12 charges) (75gp 
  each), 3 potions of cure moderate wounds (75gp each), 
  potion of cure light wounds (4gp each), potion of 
  invisibility (25gp each), 3 scroll of cure light wounds (6gp 
  each), scroll of glitterdust (12gp each), scroll of enlarge 
  person (2gp each).  
  
  VER6-05 Reclamation 
   
  Page 13 
   
  APL 10: Loot: 183 gp; Magic: 7548 gp – +1/+1 orc 
  double axe (388gp each), +1 hide armor (97gp each), 4 +2 
  cloaks of resistance (666gp each), gauntlets of ogre power 
  (333gp each), 3 +2 rings of protection (666gp each), 2 
  amulets of health +2 (666gp each), gloves of dexterity +2 
  (333gp each), +1 studded leather armor (97gp each), +1 
  composite bane [elf]) longbow (+2 Str) (716gp each), +1 
  full plate (200gp each), 2 +1 light wooden shield (192gp 
  each), +1 light mace (192gp each), wand of resurgence 95 
  charges) (6gp each), periapt of wisdom +2 (333gp each), 
  boots of striding and springing (458gp each), amulet of 
  health +4 (1333gp each), headband of intellect +2 (333gp 
  each), 6 potions of cure moderate wounds (150gp each), 2 
  potions of cure light wounds (6gp each), potion of 
  invisibility (25gp each), 3 scrolls of cure light wounds 
  (6gp each), scroll of freedom of movement (58gp each), 
  scroll of enlarge person (2gp each), scroll of glitterdust 
  (12gp each).  
   
  As the party strikes the final blow against their 
  opponents they hear a series of birdcalls and the 
  remaining Blackthorn forces are pelted with arrows from 
  an elven war band that enters the fray.  
   
  Read or paraphrase the following: 
   
  As the body of your last opponent falls to the ground, 
  the thunder of hooves from the southern tree line 
  draws you attention. A patrol of Mounted Borderers 
  breaks into the clearing, lancing leading, and slam 
  into the Blackthorn lines. In the blink of an eye the 
  tide of battle shifts and the Blackthorns are on the 
  run.  
   
  After the battle, Master Sergeant Delger Coopersmith of 
  the 3
  rd Company of the Mounted Borderers approaches 
  the characters and addresses them.  
   
  “Well met. Who’s in charge ‘round here?”   
   
  The sheriff ambles up to the group (Any PC who played 
  VER6-01 Discontent of Our Winter recognizes him as 
  Roscoe) and address the Mounted Borderer.  
   
  “I recon’ I is. What in the nine hells are y’all doin’ 
  Here? 
   
  “We came across their filthy camp about an hour ago 
  and been tracking them ever since.” The man looks 
  around at the devastation. “Shame we weren’t a 
  couple hours faster, would have saved lots of lives.”  
   
  At this Roscoe’s checks color and his eyes become 
  very hard. “Shame y’all didn’t stick around instead of 
  runnin’ off and takin’ all the food from these people 
  last winter.” 
   
  The master sergeant looks stunned for a second 
  before reply. “Good sir, we are the protectors of 
  Verbobonc we do not steal from its citizens! How 
  dare you!” 
   
  Roscoe cuts in. “How dare I? How dare you! You and 
  your kind ain’t welcome ‘round here. Ifing I was y’all 
  I’d be fixin’ to mosey down yonder before the 
  situation gets unpleasant.” 
   
  At this the wounded townfolk begin to gather around 
  the sheriff preparing for a fight. Master Sergeant 
  Coopersmith mounts and orders his men to leave. 
  Locking eyes with Roscoe and flatly stating “You 
  haven’t heard the last of this sheriff.” Before riding 
  off.  
   
  Development: It is entirely possible that one or more 
  PCs may elect not to assist in the battle. The party may 
  also elect to wait until the Blackthorns are done to attack 
  them. If this happens adjust the opponent’s resources and 
  hit points down by 25% and run the combat making sure 
  to note the decision on the PCs AR. In any event the 
  Blackthorns are driven back when the Mounted 
  Borderers show up.  
   
  ENCOUNTER 7: TERRE VERTE 
  The party makes haste to the town of Terre Verte in the 
  Gnarley. The journey is uneventful but the urgency of 
  speed should be impressed upon the party. The party 
  arrives at night after three days of hard travel. 
   
  As you approach the last small hill multi-colored 
  lights can be seen just over the rise. Rainbow patterns 
  and muffled chants fill the night air. Cresting the hill 
  you are momentarily blinded by the flash of light 
  erupting from the ground. Squinting you can just 
  make out about a dozen humanoid forms standing in 
  a circle holding hands and speaking arcane words. Off 
  to the side you spot what must be the residents of 
  TerreVert in a small pen guarded by a group of Elven 
  Warriors. As the prism of light subsides. All of the 
  town structures are gone—as if they never existed.  
   
  The elves are finishing the magical ritual. Upon 
  completion the Gnarley quickly grows wild – consuming 
  all non-organic (or man-made structures), including 
  furniture, but leaving all living creatures unharmed. 
  After the ritual the dozen or so elven wizards, along with 
  Rygor, will inspect their handy work, congratulate each 
  
  VER6-05 Reclamation 
   
  Page 14 
  other and begin teleporting away. A small group of elven 
  warriors patrol the area to make sure the wizards are not 
  disturbed. Once the ritual is completed they start to 
  roughly herd the awe-struck townsfolk to the north.  
   
  Allow the PCs to make whatever perpetrations they wish 
  before continuing.  
   
   
  A harsh elven voice barks a few orders and the guards 
  begin to roughly herd the residents into lines where 
  they are bound with rope. One of the older women 
  shrugs off the elven guard and shouts something 
  inaudible. The elf backhands the woman, sending her 
  flying to the ground. Chuckling can be heard from 
  the other elven guards as they shove the townsfolk 
  towards the north.  
   
  Any PC that played VER6-04 Sign of the Black Orchid 
  recognizes the wood elf who gave the order to kill the 
  humans as Rygor. The elves are marching the townsfolk 
  towards Ketter’s hearth. At this point the party must 
  decide what to do. They may attack the elves in an 
  attempt to free what looks like prisoners or they may 
  head back to Humming’s End to report to Algernon or 
  they may elect to head to Ketter’s hearth in an attempt to 
  meet up with the Blackthorns.  
   
  If the party chooses to attack the elves, then run to 
  combat as written. Enterprising characters may want to 
  track the elves and townsfolk to launch a surprise attack 
  somewhere in route. Allow them to do so, adjudicating 
  their plan to the best of your ability.  
   
  If they head to Sobanwych, proceed to Encounter 9: 
  Partners. 
   
  If they elect to go to Ketter’s Hearth they arrive too late. 
  The combined forces of the town, elven warriors and the 
  Mounted Borderers have already driven off the 
  Blackthorns proceed to the Conclusion. 
   
  APL 2 (EL 6) 
   
  Ranji: Male elf (wood) Bbn1/Ftr1; hp 22; See 
  Appendix One. 
   
  Larosen: Female elf (high) Rgr1/clr1; hp 15; See 
  Appendix One. 
   
  Ferngale: Female elf (high) Drd2; hp 15; See 
  Appendix One. 
   
  Fang:  Advanced wolf animal companion; hp 39; See 
  Appendix One. 
   
  Gelmir: Male elf (gray) Sor2; hp 12; See Appendix 
  One. 
   
  APL 4 (EL 8) 
   
  Ranji: Male elf (wood) Bbn1/Ftr2/Rgr1; hp 41; See 
  Appendix One. 
   
  Larosen: Female elf (high) Rgr1/clr3; hp 27; See 
  Appendix One. 
   
  Ferngale: Female elf (high) Drd4; hp 27; See 
  Appendix One. 
   
  Fang:  Advanced wolf animal companion; hp 57; See 
  Appendix One. 
   
  Gelmir: Male elf (gray) Sor4; hp 20; See Appendix 
  One. 
   
  APL 6 (EL 10) 
   
  Ranji: Male elf (wood) Bbn1/Ftr2/Rgr1/Hex1; hp 
  64; See Appendix One. 
   
  Larosen: Female elf (high) Rgr1/clr4/SMI1; hp 39; 
  See Appendix One. 
   
  Ferngale: Female elf (high) Drd6; hp 39; See 
  Appendix One. 
   
  Fang:  Advanced wolf animal companion; hp 75; See 
  Appendix One. 
   
  Gelmir: Male elf (gray) Sor6; hp 34; See Appendix 
  One. 
   
  APL 8 (EL 12) 
  Ranji: Male elf (wood) 
  Bbn1/Ftr2/Rgr3/Hex1/WiR1; hp 83; See Appendix 
  One. 
   
  Larosen: Female elf (high) Rgr1/clr4/SMI3; hp 51; 
  See Appendix 1. 
   
  Ferngale: Female elf (high) Drd8; hp 51; See 
  Appendix One. 
   
  Fang:  Advanced dire wolf animal companion; hp 83; 
  See Appendix One. 
   
  Gelmir: Male elf (gray) Sor6/ElS2; hp 41; See 
  Appendix One. 
   
  APL 10 (EL 14) 
   
  Ranji: 
  Male 
  elf 
  (wood) 
  Bbn1/Ftr2/Rgr3/ 
  Hex1/WiR3; hp 103; See Appendix One. 
   
  Larosen: Female elf (high) Rgr1/clr4/SMI5; hp 63; 
  See Appendix One. 
   
  Ferngale: Female elf (high) Drd8; hp 63; See 
  Appendix One. 
   
  Fang:  Advanced dire wolf animal companion; hp 
  103; See Appendix One. 
   
  Gelmir: Male elf (gray) Sor6/ElS4; hp 51; See 
  Appendix One. 
   
  Tactics: The elves abandon the humans (who proceed to 
  flee or huddle together as appropriate) to engage the 
  party. The elves avoid attacking other elves to the point of 
  not using area of affect spells if they would be included in 
  
  VER6-05 Reclamation 
   
  Page 15 
  the blast until that character draws blood on them at 
  which point they are fair game. 
   
  Tactics by APL: 
   
  APL 2:  
  Ranji: Ranji rages and moves to engage human characters 
  in melee. He always chooses to attack humans over other 
  races unless it is ill-advised (i.e. it would provoke an 
  attack of opportunity or leave the casters unprotected) 
   
  Larosen: She blesses the party on the 1
  st round, then 
  moves to support Ranji with healing and spells while 
  being mindful of an opportunity to entangle multiple 
  opponents. If out of spells (and scrolls), Larosen draws 
  her longsword and aids Ranji in melee.  
   
  Ferngale: Ferngale looks for an opportunity to entangle 
  as soon as possible so as to separate and slow down 
  opponents. She then uses her alchemist items to aid Fang 
  entering melee as a last resort. 
   
  Gelmir: Gelmir casts buzzing bee on any obvious 
  spellcasters. He then looks to hamper fighters with ray of 
  enfeeblement. Finally, he switches to the longbow when 
  he is out of spells and alchemical items.  
   
  APL 4:  
  Ranji: Ranji rages and moves to engage human 
  characters in melee. He always chooses to attack humans 
  over other races unless it is ill-advised (i.e. it would 
  provoke an attack of opportunity or leave the casters 
  unprotected) 
   
  Larosen: She blesses the party on the 1
  st round and then 
  moves to support Ranji with healing and spells while 
  being mindful of an opportunity to entangle multiple 
  opponents. If out of spells (and scrolls), Larosen draws 
  her longsword and aid Ranji in melee.  
   
  Ferngale: Ferngale casts bear’s endurance on Fang, and 
  then looks for an opportunity to cast entangle and wall of 
  smoke as soon as possible to separate and slow down her 
  opponents. She then uses her alchemist items to aid 
  Fang, entering melee as a last resort. 
   
  Gelmir: Gelmir casts buzzing bee on any obvious 
  spellcasters. He then looks to hamper fighters with ray of 
  enfeeblement before switching to scorching ray. He 
  switches to the longbow of out of spells and alchemical 
  items.  
   
  APL 6:  
  Ranji: Ranji delays for a blur spell from Larosen, drinks 
  his potion of fly, rages, and then positions himself to get a 
  full attack on human characters. He always chooses to 
  attack humans over other races unless it is ill-advised (i.e. 
  it would provoke an attack of opportunity or leave the 
  casters unprotected). He does not hesitate to use his 
  alchemical items it the situation warrants.  
   
  Larosen: She casts blur on Ranji in the 1
  st round, 
  followed by prayer on the second while moving to 
  support. She is mindful of an opportunity to cast entangle 
  on multiple opponents. If a particular opponent appears 
  “buffed” with spells she targets him with a dispel magic. 
  If out of spells (and scrolls), Larosen draws her longsword 
  and aids Ranji in melee.  
   
  Ferngale: Already in bird wildshape, Ferngale casts bear’s 
  endurance on Fang then looks to cast spike growth, 
  entangle and wall of smoke as soon as possible to separate 
  and slow down her opponents. She then uses poison and 
  her alchemist items to aid Fang, reverting to humanoid 
  and entering melee with a flame blade as a last resort. 
   
  Gelmir: Gelmir casts mirror image then look to hamper 
  fighters with empowered rays of enfeeblement or 
  catching multiple opponents in a lightning bolt before 
  switching to scorching rays. He then switches to the 
  longbow if out of spells and alchemical items.  
   
  APL 8:  
  Ranji: Ranji delays for a blur spell from Larosen, drink a 
  potion of fly, rages and positions himself to get a full 
  attack on human characters using his Hammer’s Edge 
  feat to knock them prone (with a preference for 
  spellcasting targets). He always chose to attack humans 
  over other races unless it is ill-advised (i.e. it would 
  provoke an attack of opportunity or leave the casters 
  unprotected). He does not hesitate to use his alchemical 
  items it the situation warrants.  
   
  Larosen: She casts blur on Ranji in the 1
  st round, 
  followed by prayer in the 2
  nd round while moving to 
  support. She is mindful of an opportunity to entangle 
  multiple opponents. If a particular opponent appears 
  buffed with spells, she targets him with dispel magic. If 
  out of spells (and scrolls), Larosen draws her longsword 
  and aids Ranji in melee. Larosen will not hesitate to use a 
  dimension door to move Ranji next to a human cast so he 
  can full attack.  
   
  Ferngale: Already in bird wildshape, Ferngale casts bear’s 
  endurance on Fang then look for an opportunity to cast 
  spike growth, entangle and wall of smoke as soon as 
  possible to separate and slow down opponents. She then 
  
  VER6-05 Reclamation 
   
  Page 16 
  uses area of affect spells to damage as many opponents as 
  possible. She uses poison and her alchemist items to aid 
  Fang, reverting to humanoid and entering melee with a 
  flame blade as a last resort. Note: At this level Fang 
  receives multiple attacks.  
   
  Gelmir: Gelmir casts mirror image then looks to hamper 
  fighters with empowered rays of enfeeblement or 
  catching multiple opponents in a lightning bolt before 
  switching to scorching rays. If any opponent seems to 
  have multiple spell effects active, he targets them with 
  dispel magic. He switches to longbow if out of spells and 
  alchemical items.  
   
  APL 10:  
  Ranji: Ranji delays for a blur spell from Larosen, drinks a 
  potion of fly, rages, and positions himself for a full attack 
  on human characters using his Hammer’s Edge feat to 
  knock them prone (with a preference for spellcasting 
  targets). He always attacks humans over other races 
  unless it is ill-advised (i.e. it would provoke an attack of 
  opportunity or leave the casters unprotected). He does 
  not hesitate to use his alchemical items it the situation 
  warrants.  
   
  Larosen: She cast wall of thorns to split opponents then 
  blurs Ranji. She then casts fly to take to the air and 
  support Ranji. If a particular opponent appears buffed 
  with spells she targets that opponent with dispel magic. 
  If out of spells (and scrolls), Larosen draws her longsword 
  and aids Ranji in melee. Larosen does not hesitate to use 
  dimension door to move Ranji next to a human caster 
  (even into the wall of thorns as their freedom of 
  movement spells protect them) so he can full attack.  
   
  Ferngale: Already in bird wildshape, Ferngale rapid 
  summons 1d3 dire wolves (which appear at the end of 
  her current turn - NOT the beginning of her next) 
  followed by animal growth on the summoned dire 
  wolves on her next turn before looking to cast spike 
  growth, briar web and wall of smoke as soon as possible 
  to separate and slow down her opponents. She uses her 
  area of affect spells to damage as many opponents as 
  possible. She uses poison and her alchemist items to aid 
  Fang, reverting to humanoid and entering melee with 
  flame blade as a last resort. The wolves, lead by Fang, 
  team up on one opponent to bring him down as quickly 
  as possible.   
   
  Gelmir: Gelmir casts greater dimemsion door (moving 
  around the battlefield each round to stay out of harm’s 
  way) then looks to catch multiple opponents in an 
  empowered lightning bolt (sculpting it as needed) before 
  switching 
  to 
  empowered 
  scorching 
  rays 
  and/or 
  empowered rays of enfeeblement. If any opponents seem 
  to have multiple spell effects, he targets them with dispel 
  magic. He switches to longbow if out of spells and 
  alchemical items.  
   
  Combat Modifiers: 
  Due to the amount of magical energies released by the 
  elven ritual, casting spells is a bit risky. Any spell cast has 
  a chance to be effected by this energy and produce 
  random result.  
   
  All spellcasters roll percentile dice and reference the 
  chart below. Characters may add their Spellcraft bonuses 
  to the results of the roll.  
   
  Lawful casters receive a +5 bonus to the rolls while 
  chaotic casters receive a -5. Any caster with levels in Wild 
  Mage takes a +15 to the roll. (All bonuses and penalties 
  stack) 
   
   
  Percentag
  e  
  Effect 
  0-5 
  Backlash: The caster must succeed on a 
  fort save (equal to the spell DC) or be 
  stunned for one round.  
  6-15 
  Spell fails: The spell is still lost from 
  memory.  
  16-25 
  Random Creature: The spell affects a 
  random creature within 100 ft. radius 
  26-35 
  Diminished spell: The spell is cast at half 
  caster level.  
  36-85 
  Normal: Spell is cast normally 
  86-90 
  Enhanced Level: The spell is cast at +3 
  caster levels.  
  91-95 
  Healing Spell: The caster heals 1 hit 
  point per spell level of the spell cast 
  96-100+ 
  The spell is not lost from memory 
   
  Development: Characters that attack the elves receive 
  the Marked for death award on the AR. Members of the 
  Elven Clans of the Gnarley Forest that attack the elves for 
  lethal damage receive the Wethrinaer (Deceitful 
  Traitor) award on the AR.  
   
  Proceed to Encounter 9: Partners 
   
  Treasure: 
   
  APL 2: Loot: 97 gp; Magic: 36 gp – wand of 
  resurgence (5 charges) (6gp each), 3 potions of cure light 
  wounds (12gp each), 4 scrolls of cure light wounds (8gp 
  each), scroll of detect magic (1gp each), scroll of magic 
  
  VER6-05 Reclamation 
   
  Page 17 
  missile (2gp each), scroll of color spray (2gp each), scroll 
  of remove fear (2gp each), scroll of faerie fire (2gp each).  
   
  APL 4: Loot: 431 gp; Magic: 800 gp – +1 chain shirt 
  (104gp each), +1 studded leather armor (97gp each), +1 
  light wooden shield (250gp each), wand of resurgence (5 
  charges) (6gp each), +1 hide armor (97gp each), pearl of 
  power (1
  st) (83gp each), 2 potions of cure light wounds 
  (8gp each), potion of cure moderate wounds (12gp each), 
  potion of remove blindness (31gp each), potion of 
  remove paralysis (12gp each), potion of remove curse 
  (31gp each), 4 scrolls of cure light wounds (8gp ach), 2 
  scrolls of cure moderate wounds (25gp each), scroll of 
  faerie fire (2gp each), scroll of entangle (2gp each), scroll 
  of magic missile (2gp each), scroll of blur (12gp each), 
  scroll of detect magic (1gp each), scroll of hold person 
  (12gp each).  
   
  APL 6: Loot: 283 gp; Magic: 2270 gp – +1 chain shirt 
  (104gp each), 3 +1 ring of protection (500gp each), 2 +1 
  longswords (385gp each), +1 leather armor (96gp each), 2 
  +1 light wooden shields (192gp each), 3 +1 cloaks of 
  resistance (250gp each), pearl of power (1
  st) (83gp each), 
  wand of resurgence (5 charges) (6gp each), +1 hide armor 
  (97gp each), periapt of wisdom +2 (333gp each), potion of 
  cure moderate wounds (25gp each), potion of fly (62gp 
  each), scroll of remove blindness (31gp each), scroll of 
  remove paralysis (12gp each), scroll of remove curse 
  (31gp each), 4 scrolls of cure moderate wounds (50gp 
  each), scroll of cure serious wounds (31gp each), 2 scrolls 
  of cure light wounds (4gp each), scroll of faerie fire (2gp 
  each), scroll of enlarge person (2gp each), scroll of resist 
  energy (12gp each), scroll of lesser restoration (12gp 
  each), scroll of detect magic (1gp each), scroll of magic 
  missile (2gp each), scroll of blur (14gp each), scroll of 
  hold person (14gp each).  
   
  APL 8: Loot: 218 gp; Magic: 5387 gp – +1 chain shirt 
  (104gp each), 3 +1 rings of protection (500gp each), 3 +1 
  longswords (578gp each), +1 light hammer (191gp each), 
  4 +2 cloaks of resistance (1333gp each), gloves of ogre 
  power (333gp each), 2 amulets of health +2 (666gp each), 
  +1 studded leather armor (97gp each), 2 +1 light wooden 
  shields (192gp each), pearl of power (1
  st) (83gp each), 
  boots of striding and springing (458gp each), wand of 
  resurgence (5 charges) (6gp each), +1 hide armor (97gp 
  each), periapt of wisdom +2 (333gp each), 2 potions of 
  cure moderate wounds (50gp each), potion of fly (62gp 
  each), potion of remove blindness (62gp each), scrolls of 
  remove blindness (12gp each), scroll of remove paralysis 
  (12gp each), scroll of remove curse (12gp each), 4 scrolls 
  of cure moderate wounds (50gp each), scroll of cure 
  serious wounds (31gp each), 2 potions of cure light 
  wounds (4gp each), scroll of faerie fire (2gp each), scroll 
  of entangle (2gp each), scroll of lesser restoration (12gp 
  each), scroll of resist energy (12gp each), scroll of magic 
  missile (2gp each), scroll of detect magic (1gp each), 
  scroll of hold person (12gp each), scroll of blur (12gp 
  each).  
   
   
  APL 10: Loot: 239 gp; Magic: 7167 gp – +1 chainshirt 
  (104gp each), 4 +2 rings of protection (1333gp each), 3 +1 
  longswords (578gp each), +1 light hammer (191gp each), 
  amulet of health +4 (1333gp each), gauntlets of ogre 
  power (333gp each), 3 +2 cloaks of resistance (500gp 
  each), +1 leather armor (97gp each), 2 +1 light wooden 
  shields (192gp each), boots of striding and springing 
  (458gp each), glove of dexterity +2 (333gp each), 2 
  periapts of wisdom +2 (666gp each), wand of resurgence 
  (5 charges) (6gp each), pearl of power (1
  st) (83gp each), +1 
  hide armor (97gp each), amulet of health +2 (333gp each), 
  2 potions of cure moderate wounds (50gp each), potion of 
  fly (62gp each), potion of remove blindness (31gp each), 
  scrolls of remove blindness (12gp each), 4 scrolls of cure 
  moderate wounds (50gp each), scroll of cure serious 
  wounds (31gp each), 4 scrolls of cure light wounds (8gp 
  each), scroll of faerie fire (2gp each), scroll of lesser 
  restoration (12gp each), scroll of resist energy (12gp 
  each), scroll of magic missile (2gp each), scroll of detect 
  magic (1gp each), scroll of hold person (12gp each), scroll 
  of blur (12gp each 
   
  ENCOUNTER 8: AN OFFER 
  YOU CAN’T REFUSE 
  The party returns to Sobanwych where they meet with 
  Algernon and fill him in on all that has happened. He 
  listens intently to the information and assures them that 
  he will waste no time informing the other towns in the 
  Gnarley and the Viscount.  
   
  If they party managed to recover his goods he will offer 
  then he is very pleased and offers to assist the characters 
  the next time they wish to sell an item. They receive the 
  Favor of Algernon Tuck reward on the AR. In addition, 
  they receive the items mark with an asterisk (*) in the 
  items found section.  
   
  Any PC that successfully deciphers the coded note and is 
  brave/dumb enough to mention it to Algernon provokes 
  the following dialogue after the Mayor asks the other PCs 
  to wait outside: 
   
  “You, 
  my 
  friend, 
  have 
  some 
  very 
  valuable 
  information. Information I would rather remain 
  secret.” A warm smile spreads across his face. “You 
  have shown great resourcefulness and that is a quality 
  I can use. I’m going to lay my cards on the table. The 
  family is done. Some new blood is taking over and 
  you have an opportunity to be ahead of the wave of 
  
  VER6-05 Reclamation 
   
  Page 18 
  inevitable change. So what do you say? Are you up for 
  it?” 
   
  Algernon is asking the character to join the Alliance. He 
  gives them a chance to reconsider if they refuse.  
   
  “Loyalty, I admire that in a person and I really do like 
  the stuff you’re made of so I’m going to do something 
  I normally do not. I’m going to give you chance to 
  reconsider you answer. So let me ask you again. Are 
  you with us?” 
   
  The character may make a DC 5 Sense Motive check to 
  realize that Algernon is very serious but hopeful.  
   
  Acceptance: Read the following the Family member 
  accepts the offer: 
   
  “Great! I look forward to working with you. It goes 
  without saying that if the dam leaks we’ll have to plug 
  the hole so welcome aboard. This alliance will be 
  profitable for both of us. “ 
   
  Refusal: Read the following if the Family member 
  refuses the offer:  
   
  “I’m really sorry to hear that. It’s disappointing that 
  we cannot be friends. Well good luck. I don’t guess 
  we’ll be seeing each other again.” 
   
  Any PC who refuses Algernon’s offer receives the 
  Disappointment of Algernon award on the AR.  
   
  PCs who accept his offer receive the In on the Ground 
  Floor award on the AR.   
  .   
  ENCOUNTER 9: PARTNERS 
  This encounter only occurs if the party went to TerreVert 
  and witnesses the destruction performed by the elves. 
  Algernon is a shrewd business man and recognizes an 
  opportunity to make money when he hears it. If the party 
  relays the story of what happened to the town he will be 
  very interested in an item of such power and make the 
  following offer: 
   
  “Well then, it seems that our neighbors have a very 
  powerful weapon. I’m sure that many people would 
  like to have such an item at their disposal. I would be 
  interested in acquiring such an item…for the good of 
  the Viscounty of course. I would appreciate your 
  silence on the matter of its existence. If you do this 
  for me I would be willing to do something for you. 
  What do you say? Are we partners?” 
   
  Algernon reaches into a drawer and places a large 
  velvet sack on his desk. “If we’re partners I feel it is 
  my obligation to share these with you.”  
   
  The sack contains 200 x APL (per PC) in gems. He is 
  offering to buy there silence. This decision has to be a 
  unanimous one by all PCs at the table. If one party 
  member refuses to keep silence none of them receive the 
  gems. The party may not conference privately. They all 
  must make their choice immediately.  
   
  It is possible for the PCs to bluff Algernon with a 
  successful Bluff check DC 15+APL. (each PC must 
  attempt his own skill check) If any PC attempts to bluff 
  his and fails still receives the gems but does not receive 
  the favour of Algernon Tuck but do get the Lied to 
  Algernon Award on the AR   
   
  If the table agrees award them the gems and the favour 
  of Algernon Tuck. 
   
  If the table declines his offer he is disappointed but 
  respects their decision. The do not receive the gems or 
  the favour. They do receive the Decline Algernon’s 
  offer on the AR. 
   
  Any PC that agrees to keep the secret but is unable to 
  sway his fellow party members receives the Favor of 
  Algernon but not the gems.  
   
  CONCLUSION 
  There are several possible conclusions that can result 
  from this adventure. Read each of the following 
  paragraphs with a TRUE bold and underlined 
  statement. 
   
  The party recovered the missing goods: 
  Algernon is pleased that you have recovered the 
  missing shipment of statues. True to his word, he pays 
  you the agreed-upon fee. In addition, with his 
  connections in the shipping industry, the wily 
  halfling manages to procure a few additional items in 
  which you might be interested in purchasing.  
   
  The party failed to recover the missing goods: 
  Algernon nods as you relate the tale of how you were 
  unable to recover his missing goods. Disappointment 
  lines his face as he thanks you for your efforts and 
  pays you the agreed-upon fee.  
   
  The party discovered the orcish camp 
  
  VER6-05 Reclamation 
   
  Page 19 
  No one could have expected that a simple 
  investigation into missing statues could have 
  uncovered an orcish horde from Blackthorn. 
   
  The party discovered the Elven Note 
  Knowledge of a massing elven warband preparing to 
  strike the town of Terre Verte has surprised you, 
  creating an impossible situation where no outcome 
  seems preferable. It has been distressing to learn that 
  the former allies of the Viscounty hold the land in 
  such contempt. 
   
  The party went to Ketter’s Hearth and defeated the 
  Blackthorn horde: 
  The choice to help defend Ketter’s Hearth from the 
  Blackthorn horde proved costly, but the orcish defeat 
  would not have been possible without your 
  assistance. However, the knowledge that citizens of 
  the town hold the Viscounty in such contempt has all 
  but eliminated any joy in victory. Whether this 
  position is due to the new presence of elven clansmen 
  residing in Ketter’s Heath is unknown, but it surely 
  cannot be helping the situation. 
   
  The party went to Ketter’s Hearth and failed to defeat 
  the Blackthorn horde. 
  The choice to help defend Ketter’s Hearth from the 
  Blackthorn horde proved costly, and your bitter 
  defeat is only compounded by the knowledge that 
  citizens of the town hold the Viscounty in such 
  contempt. Whether this position is due to the new 
  presence of elven clansmen residing in Ketter’s 
  Heath is unknown, but it surely cannot be helping 
  the situation. 
   
  The party attacked the elves at Terre Verte: 
  The choice to engage the elves during their magical 
  assault of Terre Verte proved costly. Regardless of 
  whether you consider it success or defeat, the pain is 
  only exacerbated by the utter shock that the town of 
  Terre Verte no longer exists – having been swallowed 
  in whole by the great forest. Whatever chance for 
  peace between the two peoples seems to have been 
  lost. 
   
  The party did not go to Ketter’s Hearth: 
  In the aftermath of your adventure, you have learned 
  that Ketter’s Hearth suffered great casualties at the 
  hands of a horde Blackthorn orcs. Such knowledge, 
  however, seems to pale in comparison when you learn 
  that the town’s citizens hold the Viscounty in such 
  contempt. Whether this position is due to the new 
  presence of elven clansmen residing in Ketter’s 
  Heath is unknown, but it surely cannot be helping 
  the situation. 
   
  The party did not go to TerreVerte: 
  The news has spread like wildfire that the town of 
  Terre Verte is gone, having been swallowed whole by 
  the great forest. In hand with this news are rumors 
  that the Elven Clans of the Gnarley Forest used 
  powerful magic to effect this change. Though the 
  former citizens of Terre Verte seem fine, the horror 
  in their eyes tells the tale of what happened far better 
  than any hearsay or innuendo. 
   
  Continue from here: 
  It seems that the seeds sown by winter’s discontent 
  have blossomed in full glory during the spring and 
  summer of the year. 
   
  The elves – once allies against a common foe – have 
  declared their anger against Verbobonc. And the 
  citizens, once loyal to the Viscount, cry out in 
  frustration against injustices both real and imagined.  
   
  It seems that lines are being drawn. Allegiances are 
  being tested. And the only thing certain is that 
  nothing is certain in these troubled times. 
   
  THE END 
   
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each PC. 
  Encounter 2 
  Survive the crocodile attack 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10 
  330 XP 
   
  Encounter 4 
  Recover the hijacked goods 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
   
  
  VER6-05 Reclamation 
   
  Page 20 
  Encounter 6 
  Defeat the Blackthorn raiding party 
  APL 2  
  180 XP 
  APL 4  
  240 XP 
  APL 6  
  300 XP 
  APL 8  
  360 XP 
  APL 10  
  420 XP 
   
  Encounter 7 
  Defeat the elves 
  APL 2  
  180 XP 
  APL 4  
  240 XP 
  APL 6  
  300 XP 
  APL 8  
  360 XP 
  APL 10  
  420 XP 
   
  Story Award 
  Return the good to Algernon 
  APL 2  
  20 XP 
  APL 4  
  35 XP 
  APL 6  
  50 XP 
  APL 8  
  65 XP 
  APL 10  
  80 XP 
   
  Discretionary roleplaying award 
  APL 2  
  40 XP 
  APL 4  
  70 XP 
  APL 6  
  100 XP 
  APL 8  
  130 XP 
  APL 10  
  160 XP 
   
  Total possible experience: 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8                                                                  1,125 XP 
  APL 10                                                                1,350 XP 
   
    
  TREASURE SUMMARY 
  During an adventure, PCs 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 PC 
  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 PCs cannot take the time 
  to loot the bodies, they do not gain this gold. If you feel it 
  is reasonable that PCs 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), PCs may return to retrieve loot. If the PCs 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 PC 
  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 PCs may want to use them during the adventure. 
  Many times PCs 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 PCs total and coin value increase 
  at the end of the adventure. Write the total in the GP 
  Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  Encounter 1: Introduction 
   
  APL 2: Coin: 20 gp. 
   
  APL 4: Coin: 40 gp. 
   
  APL 6: Coin: 60 gp.  
   
  APL 8: Coin: 80 gp. 
   
  APL 10: Coin: 100 gp 
   
    
  Encounter 4:  Blackthorn Camp 
  APL 2: Loot: 12 gp; Magic: 166 gp – 8 safewing emblems 
  (166 gp each). 
   
  APL 4: Loot: 226 gp; Magic: 200 gp – 8 safewing 
  emblems (166 gp each); 8 potions of cure light wounds 
  (33 gp each). 
   
  APL 6: Loot: 744 gp; Magic: 900 gp – 8 safewing 
  emblems (166 gp each), 4 +1 rings of protection (666 gp 
  each), 16 potions of cure light wounds (66 gp each) 
   
  APL 8: Loot: 221 gp; Magic: 6431 gp – 4 +1 
  composite longbows (866 gp each), +1 falchions (786 gp 
  each), 8 safewing emblems (166 gp each), +1 studded 
  leather armor (391 gp each), 4 +1 leather armor (386 gp 
  each), 4 +1 studded leather armor (391gp each), 4 
  gauntlets of ogre power (1333gp each), 4 amulet of health 
  +2 (1333gp each), 4 +1 ring of protection (666gp each), 24 
  potions of cure light wounds (100gp each), 8 potions of 
  
  VER6-05 Reclamation 
   
  Page 21 
  barkskin (200gp each), 8 potions of cure moderate 
  wounds (200gp each). 
   
  APL 10: Loot: 104 gp; Magic: 7167 gp – 4 +1 
  falchions (786gp each), 4 +1 leather armor (391gp each), 8 
  safewing emblems (166gp each), 4 gauntlets of ogre 
  power (1333gp each), 4 amulet of health +2 (133gp each), 
  4 +1 ring of protection (666gp each), 4 +1 composite 
  longbow (+ 2 Str) (866gp each), 4 +1 leather armor (386gp 
  each), 16 potions of cure light wounds (66gp each), 8 
  potions of cure moderate wounds (200gp each), 8 potions 
  of barkskin (200gp each). 
   
    
  Encounter 6: Ketter’s Hearth 
  Treasure:  
   
  APL 2: Loot: 235 gp; Magic: 36 gp – wand of 
  resurgence (5 charges) (6gp each), 3 potions of cure light 
  wounds (12gp each), 3 scrolls of cure light wounds (6gp 
  each), 1 scroll of enlarge person (2gp each), 2 scrolls of 
  magic missile (4gp each), 1 scroll of glitterdust (12gp 
  each).  
   
  APL 4: Loot: 300 gp; Magic: 225 gp – +1 cloak of 
  resistance (83gp each), +1 leather armor (97gp each), 
  wand of resurgence (5 charges) (6gp each), 3 potions of 
  cure light wounds (12 gp each), 3 scrolls of cure light 
  wounds (6gp each), scroll of enlarge person (2gp each), 
  scroll of glitterdust (12gp each), 2 scrolls of magic missile 
  (4gp each),  
   
  APL 6: Loot: 189 gp; Magic: 1556 gp – 3 +1 cloaks of 
  resistance (250gp each), gloves of ogre power (333gp 
  each), 2 +1 rings of protection (333gp each), boots of 
  striding and springing (458gp each), wand of resurgence 
  95 charges) (6gp each), wand of magic missiles (CL5; 12 
  charges) (75gp each), 2 potions of cure moderate wounds 
  (50gp each), potion of cure light wounds (4gp each), 
  potion of invisibility (25gp each), 3 scrolls of cure light 
  wounds (6gp each), scroll of enlarge person (2gp each), 
  scroll of glitterdust (12gp each).  
   
  APL 8: Loot: 68 gp; Magic: 3956 gp – +1/+1 orc 
  double axe (221gp each), +1 hide armor (97gp each), 4 +1 
  cloaks of resistance (333gp each), gauntlets of ogre power 
  (333gp each), 4 +1 rings of protection (666gp each), 2 
  gloves of dexterity +2 (666gp each), +1 full plate (220gp 
  each), +1 light wooden shield (96gp each), wand of 
  resurgence (5 charges) (6gp each), boots of striding and 
  springing (458gp each), headband of intellect +2 (333gp 
  each), wand of magic missile (CL5, 12 charges) (75gp 
  each), 3 potions of cure moderate wounds (75gp each), 
  potion of cure light wounds (4gp each), potion of 
  invisibility (25gp each), 3 scroll of cure light wounds (6gp 
  each), scroll of glitterdust (12gp each), scroll of enlarge 
  person (2gp each).  
   
  APL 10: Loot: 183 gp; Magic: 7548 gp – +1/+1 orc 
  double axe (388gp each), +1 hide armor (97gp each), 4 +2 
  cloaks of resistance (666gp each), gauntlets of ogre power 
  (333gp each), 3 +2 rings of protection (666gp each), 2 
  amulets of health +2 (666gp each), gloves of dexterity +2 
  (333gp each), +1 studded leather armor (97gp each), +1 
  composite bane [elf]) longbow (+2 Str) (716gp each), +1 
  full plate (200gp each), 2 +1 light wooden shield (192gp 
  each), +1 light mace (192gp each), wand of resurgence 95 
  charges) (6gp each), periapt of wisdom +2 (333gp each), 
  boots of striding and springing (458gp each), amulet of 
  health +4 (1333gp each), headband of intellect +2 (333gp 
  each), 6 potions of cure moderate wounds (150gp each), 2 
  potions of cure light wounds (6gp each), potion of 
  invisibility (25gp each), 3 scrolls of cure light wounds 
  (6gp each), scroll of freedom of movement (58gp each), 
  scroll of enlarge person (2gp each), scroll of glitterdust 
  (12gp each).  
   
  Encounter 7: Terre Verte 
  APL 2: Loot: 97 gp; Magic: 36 gp – wand of resurgence (5 
  charges) (6gp each), 3 potions of cure light wounds (12gp 
  each), 4 scrolls of cure light wounds (8gp each), scroll of 
  detect magic (1gp each), scroll of magic missile (2gp 
  each), scroll of color spray (2gp each), scroll of remove 
  fear (2gp each), scroll of faerie fire (2gp each).  
   
  APL 4: Loot: 431 gp; Magic: 800 gp – +1 chain shirt 
  (104gp each), +1 studded leather armor (97gp each), +1 
  light wooden shield (250gp each), wand of resurgence (5 
  charges) (6gp each), +1 hide armor (97gp each), pearl of 
  power (1
  st) (83gp each), 2 potions of cure light wounds 
  (8gp each), potion of cure moderate wounds (12gp each), 
  potion of remove blindness (31gp each), potion of 
  remove paralysis (12gp each), potion of remove curse 
  (31gp each), 4 scrolls of cure light wounds (8gp ach), 2 
  scrolls of cure moderate wounds (25gp each), scroll of 
  faerie fire (2gp each), scroll of entangle (2gp each), scroll 
  of magic missile (2gp each), scroll of blur (12gp each), 
  scroll of detect magic (1gp each), scroll of hold person 
  (12gp each).  
   
  APL 6: Loot: 283 gp; Magic: 2270 gp – +1 chain shirt 
  (104gp each), 3 +1 ring of protection (500gp each), 2 +1 
  longswords (385gp each), +1 leather armor (96gp each), 2 
  +1 light wooden shields (192gp each), 3 +1 cloaks of 
  resistance (250gp each), pearl of power (1
  st) (83gp each), 
  wand of resurgence (5 charges) (6gp each), +1 hide armor 
  (97gp each), periapt of wisdom +2 (333gp each), potion of 
  cure moderate wounds (25gp each), potion of fly (62gp 
  each), scroll of remove blindness (31gp each), scroll of 
  remove paralysis (12gp each), scroll of remove curse 
  (31gp each), 4 scrolls of cure moderate wounds (50gp 
  each), scroll of cure serious wounds (31gp each), 2 scrolls 
  of cure light wounds (4gp each), scroll of faerie fire (2gp 
  each), scroll of enlarge person (2gp each), scroll of resist 
  energy (12gp each), scroll of lesser restoration (12gp 
  
  VER6-05 Reclamation 
   
  Page 22 
  each), scroll of detect magic (1gp each), scroll of magic 
  missile (2gp each), scroll of blur (14gp each), scroll of 
  hold person (14gp each).  
   
  APL 8: Loot: 218 gp; Magic: 5387 gp – +1 chain shirt 
  (104gp each), 3 +1 rings of protection (500gp each), 3 +1 
  longswords (578gp each), +1 light hammer (191gp each), 
  4 +2 cloaks of resistance (1333gp each), gloves of ogre 
  power (333gp each), 2 amulets of health +2 (666gp each), 
  +1 studded leather armor (97gp each), 2 +1 light wooden 
  shields (192gp each), pearl of power (1
  st) (83gp each), 
  boots of striding and springing (458gp each), wand of 
  resurgence (5 charges) (6gp each), +1 hide armor (97gp 
  each), periapt of wisdom +2 (333gp each), 2 potions of 
  cure moderate wounds (50gp each), potion of fly (62gp 
  each), potion of remove blindness (62gp each), scrolls of 
  remove blindness (12gp each), scroll of remove paralysis 
  (12gp each), scroll of remove curse (12gp each), 4 scrolls 
  of cure moderate wounds (50gp each), scroll of cure 
  serious wounds (31gp each), 2 potions of cure light 
  wounds (4gp each), scroll of faerie fire (2gp each), scroll 
  of entangle (2gp each), scroll of lesser restoration (12gp 
  each), scroll of resist energy (12gp each), scroll of magic 
  missile (2gp each), scroll of detect magic (1gp each), 
  scroll of hold person (12gp each), scroll of blur (12gp 
  each).  
   
   
  APL 10: Loot: 239 gp; Magic: 7167 gp – +1 chainshirt 
  (104gp each), 4 +2 rings of protection (1333gp each), 3 +1 
  longswords (578gp each), +1 light hammer (191gp each), 
  amulet of health +4 (1333gp each), gauntlets of ogre 
  power (333gp each), 3 +2 cloaks of resistance (500gp 
  each), +1 leather armor (97gp each), 2 +1 light wooden 
  shields (192gp each), boots of striding and springing 
  (458gp each), glove of dexterity +2 (333gp each), 2 
  periapts of wisdom +2 (666gp each), wand of resurgence 
  (5 charges) (6gp each), pearl of power (1
  st) (83gp each), +1 
  hide armor (97gp each), amulet of health +2 (333gp each), 
  2 potions of cure moderate wounds (50gp each), potion of 
  fly (62gp each), potion of remove blindness (31gp each), 
  scrolls of remove blindness (12gp each), 4 scrolls of cure 
  moderate wounds (50gp each), scroll of cure serious 
  wounds (31gp each), 4 scrolls of cure light wounds (8gp 
  each), scroll of faerie fire (2gp each), scroll of lesser 
  restoration (12gp each), scroll of resist energy (12gp 
  each), scroll of magic missile (2gp each), scroll of detect 
  magic (1gp each), scroll of hold person (12gp each), scroll 
  of blur (12gp each) 
   
   Encounter 9: Partners 
   
  APL 2: Coin: 400 gp. 
   
  APL 4: Coin: 800 gp. 
   
  APL 6: Coin: 1200 gp.  
   
  APL 8: Coin: 1600 gp. 
   
  APL 10: Coin: 2000 gp 
   
  Total Possible Treasure 
   
  APL 2: Loot: 344 gp; Coin: 20 gp; Magic: 238 gp; 
  Total: 584 gp. 
   
  APL 4: Loot: 957 gp; Coin: 40 gp; Magic: 1255 gp; 
  Total: 2252 gp. 
   
  APL 6: Loot: 1216 gp; Coin: 60 gp; Magic: 4726 gp; 
  Total: 6002 gp. 
   
  APL 8: Loot: 507 gp; Coin: 80 gp; Magic: 15774 gp; 
  Total: 16361 gp. 
   
  APL 10: Loot: 526 gp; Coin: 100 gp; Magic: 21882 
  gp; Total: 22508 gp. 
   
   
  REWARD NOTES: 
  Crocodile hide Boots: This is awarded if the party 
  defeats one or more crocodiles in Encounter Two. 
   
  In on the Ground Floor: This is awarded to individual 
  PCs that accept Algernon’s offer to join the Alliance.  
   
  Marked for Death: This is awarded if the party engages 
  the elves in combat in Encounter Seven and slays one or 
  more elves. 
   
  Mage Ring’s Enhancement: This is awarded if PCs 
  recover the broken statue from Encounter Three. 
   
  Gnomish Statues: This is awarded if the party recovers 
  the gnomish statues from the Blackthorn camp in 
  Encounter Four. 
   
  Favor of Algernon Tuck: This is awarded if the party 
  recovers the gnomish statues from the Blackthorn camp 
  in Encounter Four.  
   
  Disappointment of Algernon Tuck: This is awarded to 
  individual PCs that are members of the Battirovka Family 
  and do not accept Algernon’s invitation to join the 
  Alliance. 
   
  Declined Algernon Tuck’s Offer: This is awarded to 
  individual PCs if they witnessed the destruction of Terre 
  Verte and declined Algernon’s request for silence. 
   
  Lied to Algernon: This is awarded to individual PCs that 
  attempted and failed to lie to Algernon regarding the 
  events at Terre Verte. 
   
  Lle homla ve’ edani: This is awarded to PCs that engaged 
  the elves at Terre Verte but did not kill any of them. If a 
  PC already has Lle homla ve’ edani (such as from VER6-
  
  VER6-05 Reclamation 
   
  Page 23 
  04: Sign of the Black Orchid), they instead receive 
  Wethrinaer. 
   
  Wethrinaer: This is awarded to members of the Elven 
  Clans that engaged the elves at Terre Verte.  
   
   
   
  
  VER6-05 Reclamation 
   
  Page 24 
  APPENDIX 1: APL 2  
  ENCOUNTER 6: KETTER’S HEARTH 
   
  Bigsmash: Male Orc Bbn1/Ftr1; CR 2; Medium 
  humanoid (Orc); HD 1d10+1d12+6; hp 26; Init +2; Spd 
  30 ft/x4; AC 15 (+3 armor, +2 dex), touch 12, flat-footed 
  13; Base Atk +2; Grp+6; Atk +6 melee  (1d8+6/x3, orc 
  double axe) or +6 melee (1d8+6/x3, battleaxe) or +4 
  ranged (1d8/x3, composite longbow); Full Atk +6 
  melee  (1d8+6/x3, orc double axe) or +6 melee 
  (1d8+6/x3, battleaxe) or +4 ranged (1d8/x3, composite 
  longbow); SA Rage 1/day; SQ Darkvision 60ft., fast 
  movement; AL NE; SV Fort +7, Ref +2, Will +0; Str 18, 
  Dex 14, Con 16, Int 8, Wis 10, Cha 6; 
   
   
  Skills and Feats: Climb +3, Intimidate +3, Jump +3, 
  Listen +2, Survival +2; Exotic Weapon Proficiency [orc 
  double axe], Power Attack. 
   
  Power-Up Suite (Rage + enlarge): hp 30; AC 11, 
  touch 9, flat-footed 12; Grp +13; Full Atk +8 melee  
  (2d6+10/x3, orc double axe) or +8 melee (2d6+10/x3, 
  battleaxe) or +4 ranged (2d6/x3, composite longbow) or 
  +8 melee (1d6+7/19-20 x2, dagger); SV: Fort +9, Ref +1, 
  Will +2; Str 24, Dex 12, Con 20. 
   
   
  Possessions: orc double axe, composite longbow, 
  20 arrows, dagger (2), battleaxe, hide armor, backpack, 
  potion cure light wounds (2). 
    
   
  Sparto: Male Gnoll Rgr2; CR 3; Medium humanoid 
  (gnoll); HD 4d8+6; hp 27; Init +3; Spd 30 ft/x4; AC 16 
  (+3 armor, +3 dex), touch 13, flat-footed 13; Base Atk 
  +3; Grp+5; Atk +6 ranged (1d8+2/x3, mighty composite 
  longbow) or +5 melee (1d8+2, morningstar); Full Atk 
  +4/+4 ranged (1d8+2/x3, mighty composite longbow) 
  or +5 melee  (1d8+2, morningstar); SA Combat style 
  [archery-Rapid Shot]; SQ darkvision 60ft, favored 
  enemy +2 [elf], wild empathy; AL LE; SV Fort +9, Ref 
  +6, Will +1; Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 
  6; 
   
  Skills and feats: Craft (bowmaking) +5, Knowledge 
  (nature) +3, Knowledge (religion) +2, Spot +6, Survival 
  +6; Point Blank Shot, Precise Shot, Rapid Shot, Track. 
   
   
  Possessions: masterwork studded leather armor, 
  mighty composite longbow (+2 str), morningstar, 
  dagger (2), longbow, 40 arrows, backpack, tanglefoot 
  bag, alchemist fire (2), sunrod, oil (2), flint and steel, 
  potion of cure light wounds. 
   
   
  Rebub: Female Orc Clr2; CR 2; Medium humanoid 
  (orc); HD 2d8+4; hp 19; Init +2; Spd 20 ft/x3; AC 20 (+8 
  armor, +1 shield, +1 dex), touch 11, flat-footed 19; Base 
  Atk +1; Grp+3; Atk +3 melee (1d8+2, heavy mace) or +3 
  ranged (1d10/19-20 x2, heavy crossbow); Full Atk +3 
  melee (1d8+2, heavy mace) or +3 ranged (1d10/19-20 
  x2, heavy crossbow); SA rebuke undead 1/day, SQ 
  darkvision 60ft; AL NE; SV Fort +5, Ref +2, Will +5; Str 
  14, Dex 14, Con 14, Int 10, Wis 14, Cha 6; 
   
  Skills & feats: Concentration +7(+11), Diplomacy 
  +3, Heal +7, Sense Motive +7; Combat Casting. 
   
  Rebuke Undead (Su): 1/day; 1d20+0; turning 
  damage 2d6+2.  
   
  Power-Up Suite (enlarge): hp 19; AC 18, touch 9, flat-
  footed 18; Grp +8; Atk +3 melee  (2d6+3/x2, heavy 
  mace) or +3 ranged (2d8/19-20 x2, heavy crossbow); 
  Full Atk +3 melee  (2d6+3/x2, heavy mace) or +3 
  ranged (2d8/19-20 x2, heavy crossbow); SV: Fort +5, 
  Ref +1, Will +5; Str 16, Dex 12, Con 14. 
  Spells Prepared (4/3+1; base DC = 12 + spell 
  level): 0—[create water, detect magic, guidance] (2); 
  1st— [bless, cure light wounds, resurgence*, enlarge 
  person*.] 
   
  *Domain spell.  
   
  Domains: Strength (Feat of strength: +2 enhancement 
  to strength for 1 rd 1/day); War (Weapon Focus 
  [spear]). 
    
   
  Possessions: Full plate, light wooden shield, heavy 
  mace, dagger(2), holy symbol (3), backpack, tanglefoot 
  bag, sunrod, torch, tinder twig (3), anti-toxin, wand of 
  resurgence* (5 charges), scroll of cure light wounds (3). 
   
  * see Appendix 2 New Rules Items 
   
  Durgo: Male Half-Orc Wiz2; CR 2; Medium humanoid 
  (orc); HD 2d4+4; hp 11; Init +2; Spd 30 ft/x4; AC 12 (+2 
  dex), touch 12, flat-footed 10; Base Atk +1; Grp+2; Atk 
  +3 ranged touch (per spell, ray) or +2 melee touch (per 
  spell, touch) or +2 ranged  (1d8/19-20 x2, light 
  crossbow); Full Atk +2 ranged  (1d8/19-20 x2, light 
  crossbow); SA Spells; SQ darkvision 60ft; AL LE; SV 
  Fort +2, Ref +4, Will +3; Str 12, Dex 14, Con 14, Int 14, 
  Wis 10, Cha 8; 
  Skills and Feats: Concentration +7, Craft 
  (weaving) +7, Knowledge (arcana) +5, Knowledge 
  (local-VTF) +4, Spellcraft +7; Scribe Scroll, Enlarge 
  Spell. 
  
  VER6-05 Reclamation 
   
  Page 25 
  Spells Prepared (Wiz; 4/3; base DC = 12 + 
  spell level): 0 -- daze, detect magic, mage hand, stick*; 
  1
  st -- buzzing bee*, ray of enfeeblement, grease]. 
   
  Possessions: dagger (2), club, backpack, tanglefoot 
  bag (2), alchemist fire (2), anti-toxin, scroll of enlarge 
  person, scroll of glitterdust, scroll of magic missile (x2).
   
   
  * see Appendix 2 New Rules Items 
   
   
  ENCOUNTER 7: TERREVERT 
   
  Ranji: Male elf (wood) Bbn1/Ftr1; CR 2; Medium 
  humanoid (elf); HD 1d10+1d12+4; hp 22; Init +3; Spd 
  40 ft/x4; AC 17 (+4 armor, +3 dex), touch 13, flat-footed 
  14; Base Atk +2; Grp+5; Atk +6 melee (1d8+4/19-20 x2, 
  longsword) or +5 melee (1d4+3, light hammer) or +5 
  melee (1d8+2/x3, composite longbow); Full Atk +6 
  melee (1d8+4/19-20 x2, longsword) or +5 melee (1d4+3, 
  light hammer) or +5 melee  (1d8+2/x3, composite 
  longbow);  SA Rage 1/day; SQ elf traits, fast movement, 
  favored enemy +2 (humans), lowlight vision; AL CG; 
  SV Fort +6, Ref +3, Will +0; Str 16, Dex 16, Con 14, Int 
  10, Wis 10, Cha 8; 
   
  Skills and feats: Climb +3, Handle Animal +1, 
  Intimidate +1, Jump +7, Knowledge (nature) +1, Listen 
  +4, Survival +4, Swim +1; Power Attack, Weapon Focus 
  [longsword]. 
   
  Power up suite: (Rage): hp 26; AC 15, touch 11, flat 
  footed 12; Full Atk: +8 melee (1d8+7/19-20 x2, 
  longsword); SV: Fort +8, Ref +3, Will +2; Str 20, Con 18.  
   
  Possessions: Chainshirt, longsword (2), light 
  hammer, composite longbow (+2 str), 20 arrows, 
  backpack, alchemist fire, sunrod, rations, dagger (3), 
  potion of cure light wounds. 
   
   
  Larosen: Female elf (high) Clr1/Rgr1; CR 2; Medium 
  humanoid (elf); HD 2d8+2; hp 15; Init +2; Spd 40 ft/x4; 
  AC 16 (+3 armor, +1 shield, +2 dex), touch 12, flat-
  footed 14; Base Atk +1; Grp+1; Atk +6 melee (1d8+4/19-
  20 x2, longsword) or +5 melee (1d4+3, light hammer) 
  or +5 ranged (1d8+2/x3, mighty composite longbow); 
  Full Atk +6 melee (1d8+4/19-20 x2, longsword) or +5 
  melee (1d4+3, light hammer) or +5 ranged  (1d8+2/x3, 
  mighty composite longbow); SA turn undead 4/day; 
  SQ elf traits, favored enemy +2 [orc], lowlight vision; 
  AL NG; SV Fort +5, Ref +4, Will +4; Str 10, Dex 14, Con 
  12, Int 12, Wis 15, Cha 12. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +6, 
  Craft 
  (leatherworking) +3, Handle Animal +3, Heal +4, 
  Knowledge 
  (dungeoneering) 
  +3, 
  Knowledge 
  (geography) +3, Knowledge (nature) +5, Listen +6, Spot 
  +6, Survival +7, Swim -2, Tumble +4 Use Rope +4; 
  Combat Casting, Track. 
   
  Spells known: [caster level 1] (3/ 2+1) (base DC = 
  12 + spell level) 0—mending, detect magic, create 
  water; 1
  st—shield of faith, bless, entangle*; 
  *domain spell  
   
  Domains: Plant: rebuke or command plant 
  creatures; Celerity: +10ft. of movement. 
   
  Possessions: Studded leather armor, light wooden 
  shield, longsword, club, longbow, 20 arrows, dagger 
  (2), handaxe, holy symbol (3), scrolls: cure light 
  wounds (2), remove fear, wand of resurgence*
   (5 
  charges) 
  * see Appendix 2 New Rules Items 
   
  Ferngale: Female elf (high) Drd2; CR 2; Medium 
  humanoid (elf); HD 2d8+2; hp 15; Init +2; Spd 20 ft/x4; 
  AC 16 (+3 armor, +1 shield, +2 dex), touch 12, flat-
  footed 14; Base Atk +1; Grp+1; Atk +1 melee (1d8/19-20 
  x2, longsword), or +1 melee (1d6, club), or +1 melee 
  (1d4/19-20 x2, dagger), or +3 ranged (1d8/x3, 
  longbow); Full Atk +1 melee (1d8/19-20 x2, 
  longsword), or +1 melee (1d6, club), or +3 ranged 
  (1d8/x3, longbow); SA --; SQ Animal companion, elf 
  traits, lowlight vision, nature sense, woodland stride; 
  AL N; SV Fort +4, Ref +2, Will +6; Str 10, Dex 14, Con 
  12, Int 12, Wis 16, Cha 10; 
   
  Skills and Feats: Concentration +6, Handle Animal 
  +3, Heal +6, Knowledge (nature) +6, Listen +6, 
  Profession (herbalist) +5, Spellcraft +3, Spot +7, 
  Survival +7, Swim -6; Spell focus (conjuration) 
   
  Spells known: [caster level 2]; (4/3; base DC = 13 + 
  spell level); 0—[create water, detect poison, know 
  direction, mending;] 1
  st—[entangle, faerie fire, cure 
  light wounds] 
   
  Possessions: hide armor, light wooden shield, 
  longsword, club, dagger (2), longbow, 20 arrows, 
  scrolls: cure light wounds (2), faerie fire, alchemist fire, 
  tanglefoot bag (2). 
   
  Fang: Medium Animal (wolf); HD 2d8+4; HP13; Init 
  +2; Spd: 50 ft.; AC: 14 (+2 Dex, +2 natural), touch 12, 
  flat-footed 12; Base Atk +1; Grp+2; Atk: +3 melee 
  (1d6+1, bite); Full Atk: +3 melee (1d6+1, bite); 
  Space/Reach 5 ft./5 ft.; SA: Trip; SQ: Low-light vision, 
  scent; AL N; SV: Fort +5, Ref +5, Will +1; Str 13, Dex 
  15, Con 15, Int 2, Wis 12, Cha 6 
   
  Skills and Feats: Hide +2, Listen +3, Move Silently 
  +3, Spot +3, Survival +1; Track, Weapon Focus [bite] 
   
  
  VER6-05 Reclamation 
   
  Page 26 
  Gelmir: Male elf (gray) Sor2; CR 2; Medium humanoid 
  (elf); HD 2d4+2; hp 12; Init +7; Spd 30 ft/x4; AC 13 (+3 
  Dex), touch 13, flat-footed 10; Base Atk +1; Grp -1; Atk 
  +4 ranged touch (per spell, ray) or -1 melee touch (per 
  spell, touch) or +4 ranged (1d8-2/x3, longbow) or -1 
  melee (1d8-2/19-20 x2, longsword); Full Atk +4 ranged 
   (1d8-2/x3, longbow) or -1 Melee  (1d8-2/19-20 x2, 
  longsword); SA Spells; SQ elf traits, low-light vision, 
  AL CG; SV Fort +1, Ref +3, Will +3; Str 6, Dex 16, Con 
  12, 
  Int 
  14, 
  Wis 
  10, 
  Cha 
  16; 
   
  Skills and Feats: Concentration +6, Knowledge 
  (arcana) +7, Knowledge (the planes) +5, Spellcraft +9; 
  Combat Casting, Improved Initiative. 
   
  Spells per day [caster level 2] (6/5) base DC = 13 + 
  spell level; 0—detect magic, read magic, mage hand, 
  mending, message; 1
  st—ray of enfeeblement, buzzing 
  bee*. 
   
  Possessions: longsword, longbow, 20 arrows, 
  dagger (2), spell component pouch (3), sunrod, 
  tanglefoot bag (2), anti-toxin, alchemist fire, scroll of 
  magic missile, scroll of detect magic, scroll of color 
  spray.  
  * see Appendix 2 New Rules Items 
  
  VER6-05 Reclamation 
   
  Page 27 
  APL 4 
  ENCOUNTER 4: BLACKTHORN CAMP 
  Orc scout: Male Orc Rgr1/Sct1; CR 2; Medium 
  Humanoid (Orc); HD 2d8+4; hp 17; Init +2; Spd 30 
  ft/x4; AC 15 (+3 armor, +2 Dex), touch 12, flat-footed 
  13; Base Atk +1; Grp+4; Atk +4 melee  (2d4+4/18-20 x2, 
  falchion), or +3 ranged (1d8/x3, longbow), or +4 melee 
  (1d8+3/x3, battleaxe); Full Atk +4 melee  (2d4+4/18-20 
  x2, falchion), or +3 ranged (1d8/x3, longbow), or +4 
  melee (1d8+3/x3, battleaxe); SA skirmish +1d6; SQ 
  darkvision 60ft., favored enemy +2 [elf]; AL LE; SV Fort 
  +4, Ref +6, Will -1; Str 17, Dex 14, Con 14, Int 8, Wis 8, 
  Cha 6; 
   
  Skills and Feats: Hide +6, Listen +4, Move Silently 
  +6, Spot +4, Survival +4; Power Attack, Track. 
   
  Possessions: Falchion, longbow, 20 arrows, 
  studded leather armor, battleaxe, dagger (2), club, 
  backpack, acid (2), tanglefoot bag, torch, potion cure 
  light wounds, safewing emblem* 
   
   
  * see Appendix 2 New Rules Items 
   
  Skirmish (Ex): For any round in which you move at 
  least 10', you gain 1d6 damage with all melee attacks & 
  all ranged attack within 30’. Only creatures vulnerable 
  to critical hits are vulnerable to the extra damage. 
   
  Gnoll sentry: Male Gnoll Rgr1; CR 1; Medium 
  Humanoid (Gnoll); HD 2d8+4; hp 17; Init +2; Spd 30 
  ft/x4; AC 15 (+3 armor, +2 Dex), touch 12, flat-footed 
  13; Base Atk +1; Grp+3; Atk +3 ranged  (1d8+2/x3, 
  mighty composite longbow), or +3 melee  (1d8+3, 
  morningstar), or +3 melee  (1d6+3, club); Full Atk or +3 
  ranged  (1d8+2/x3, mighty composite longbow), or +3 
  melee  (1d8+3, morningstar), or +3 melee  (1d6+3, 
  club); SA--; SQ darkvision 60ft,  favored enemy +2 [elf]; 
  AL LE; SV Fort +6, Ref +4, Will +1; Str 14, Dex 14, Con 
  14, Int 8, Wis 12, Cha 6; 
   
  Skills and Feats: Listen +4, Move Silently +2, Spot 
  +4, Survival +3; Point Blank Shot, Track. 
   
  Possessions: composite longbow (+2str), longbow, 
  40 arrows, Morningstar, club, dagger (3), leather armor, 
  backpack, alchemist  fire (1), torch, anti-toxin (1), 
  potion cure light wounds, safewing emblem*.  
   
  * see Appendix 2 New Rules Items 
   
  ENCOUNTER 6: KETTER’S HEARTH 
   
   
  Bigsmash: Male Orc Bbn2/Ftr2; CR 4; Medium 
  humanoid (orc); HD 2d10+2d12+12; hp 48; Init +2; Spd 
  30 ft/x4; AC 15 (+3 armor, +2 Dex), touch 12, flat-
  footed 13; Base Atk +4; Grp +8; Atk +9 melee  
  (1d8+6/x3, masterwork orc double axe) or +8 melee 
  (1d8+6/x3, battleaxe) or +6 ranged (1d8/x3, composite 
  longbow); Full Atk +9 melee (1d8+6/x3, masterwork 
  orc double axe) or +8 melee  (1d8+6/x3, battleaxe) or +6 
  ranged (1d8/x3, composite longbow); SA Rage1/day; 
  SQ Darkvision 60ft, fast movement, uncanny dodge; 
  AL NE; SV Fort +10, Ref +3, Will +1; Str 19, Dex 14, 
  Con 16, Int 8, Wis 10, Cha 6; 
   
  Skills 
  and 
  Feats: 
  Climb 
  +4, 
  Craft 
  (weaponsmithing) +2, Intimidate +4, Jump +4, Listen 
  +2, Survival +2.; Exotic Weapon Proficiency [orc 
  double axe], Power Attack, Weapon Focus [orc double 
  axe], Reckless Rage*. 
   
  * see Appendix 2 New Rules Items 
   
   
  Power-Up Suite (Reckless Rage + enlarge): hp 
  60; AC 9, touch 6, flat-footed 8; Grp +16; Full Atk +12 
  melee  (2d6+12/x3, orc double axe) or +11 melee 
  (2d6+12/x3, battleaxe) or +5 ranged  (2d6/x3, 
  composite longbow); Space and Reach 10 ft./10ft.; SV: 
  Fort +13, Ref +2, Will +5; Str 27, Dex 12, Con 22. 
   
   
  Active Spell Table 
  Spell 
  Caster Level 
  Enlarge Person 
  4
  th 
   
   
  Possessions: 
  masterwork 
  orc 
  double 
  axe, 
  composite longbow, 20 arrows, dagger (2), battleaxe, 
  masterwork hide armor, backpack, potion cure light 
  wounds (x2), cloak of resistance +. 
   
  Sparto: 
  Male 
  gnoll 
  Ftr2/Rgr2; 
  CR5; 
  Medium 
  humanoid (gnoll); HD 4d8+2d10+12; hp 56; Init +3; 
  Spd 30 ft/x4; AC 17 (+4 armor, +3 Dex), touch 13, flat-
  footed 14; Base Atk +5; Grp +7; Atk +10 ranged  
  (1d8+2/x3, masterwork mighty composite longbow) or 
  +6 melee  (1d8+3, morningstar); Full Atk +8/+8 ranged 
  (1d8+2/x3, masterwork mighty composite longbow) or 
  +6 melee  (1d8+3, morningstar); SA Combat style  
  [archery - rapid shot]; SQ darkvision 60ft.,  favored 
  enemy +2 [elf]; AL LE; SV Fort +11, Ref +6, Will +1; Str 
  14, Dex 17, Con 14, Int 10, Wis 12, Cha 6; 
   
  Skills 
  and 
  Feats: 
  Craft 
  (bowmaking) 
  +5, 
  Knowledge (nature) +3, Knowledge (religion) +2, 
  Listen +3, Spot +7, Survival +6, Swim +3; Point Blank 
  Shot, Precise Shot, Ranged Disarm*, Rapid Shot, Track, 
  Weapon Focus [mighty composite longbow].  
  
  VER6-05 Reclamation 
   
  Page 28 
   
  Possessions: +1 studded leather armor, masterwork 
  mighty composite longbow (+2 Str), morningstar, 
  dagger (2), longbow, 40 arrows, backpack, tanglefoot 
  bag, alchemist fire (x2), sunrod, oil (x2), flint and steel, 
  potion of cure light wounds.  
   
  * see Appendix 2 New Rules Items 
   
  Rebub: Female orc Clr4; CR 4; Medium humanoid 
  (orc); HD 4d8+8; hp 34; Init +2; Spd 20 ft/x3; AC 20 (+8 
  armor, +1 shield, +1 Dex), touch 11, flat-footed 19; Base 
  Atk +3; Grp +5; Atk +6 melee (1d8+2, masterwork 
  heavy mace) or +5 ranged (1d10/19-20 x2, heavy 
  crossbow); Full Atk +6 melee (1d8+2, masterwork 
  heavy mace) or +5 ranged (1d10/19-20 x2, heavy 
  crossbow); SA turn undead 1/day, SQ darkvision 60ft  
  ;AL NE; SV Fort +6, Ref +3, Will +6; Str 14, Dex 14, Con 
  14, Int 10, Wis 15, Cha 6; 
   
  Skills and Feats: Concentration +7, Diplomacy +3, 
  Heal +7, Sense Motive +7, Spellcraft +4; Combat 
  Casting, Shielded Casting*. 
   
  Rebuke Undead (Su): 1/day; 1d20+0; turning 
  damage 2d6+4.  
    
  Spells Prepared (5/4+1/3+1; base DC = 12 + spell 
  level): 0— create water, detect magic, guidance (x2), 
  mending; 1st— bless, command, cure light wounds, 
  protection from good, enlarge person** 2
  nd--- cure 
  moderate wounds, hold person, wave of grief*, bull’s 
  strength**. 
  * see Appendix 2 New Rules Items 
   
  **Domains: 
  Strength 
  (Feat 
  of 
  strength: 
  +4 
  enhancement to strength for 1 rd 1/day); War 
  (Weapon Focus [spear]). 
   
  Power-Up Suite (enlarge): hp 34; AC 18, touch 9, flat-
  footed 17; Grp +10; Full Atk +6 melee  (2d6+3/x2, 
  heavy mace) or +5 ranged (2d8/19-20 x2, heavy 
  crossbow); SV: Fort +6, Ref +2, Will +6; Str 16, Dex 12, 
  Con 14. 
   
  Active Spell Table 
  Spell 
  Caster Level 
  Enlarge Person 
  4
  th 
   
   
  Possessions: Masterwork Full plate, masterwork light 
  wooden shield, masterwork heavy mace, dagger (2), 
  holy symbol (3), backpack, tanglefoot bag, sunrod, 
  torch, tinder twig (3), anti-toxin, wand of resurgence* 
  (5 charges), scroll of cure light wounds (3).  
  * see Appendix 2 New Rules Items 
   
   
  Durgo: Male Half-orc Wiz4; CR 4; Medium humanoid 
  (orc); HD 4d4+8; hp 21; Init +2; Spd 30 ft/x4; AC 16 (+4 
  mage armor, +2 Dex), touch 12, flat-footed 14; Base Atk 
  +2; Grp +3; Atk +4 ranged touch (per spell, ray) or +3 
  melee touch (per spell, touch) or +4 ranged (1d8/19-20 
  x2, light crossbow); Full Atk +4 ranged  (1d8/19-20 x2, 
  light crossbow); SA Spells; SQ Darkvision 60ft.; AL LE; 
  SV Fort +3, Ref +5, Will +4; Str 12, Dex 14, Con 14, Int 
  14, Wis 10, Cha 8; 
   
  Skills and Feats Concentration +9, Craft (weaving) 
  +8, Knowledge (arcana) +8, Knowledge (local) +4, 
  Spellcraft +11; Scribe Scroll, Enlarge Spell, Sudden 
  Maximize*. 
   
  Spells Prepared (Wiz; 4/4/3; base DC = 12 + spell 
  level): 0— daze, detect magic, mage hand, stick*; 1st—
  buzzing 
  bee*, 
  enlarge 
  person, 
  grease, 
  ray 
  of 
  enfeeblement; 2nd—blur, bull’s strength, glitterdust. 
   
  Possessions: 
  dagger 
  (x2), 
  club, 
  backpack, 
  tanglefoot bag (2), alchemist fire (2), anti-toxin, scroll 
  of enlarge person, scroll of glitter dust, scroll of magic 
  missile (x2). 
  * see Appendix 2 New Rules Items 
   
  ENCOUNTER 7: TERREVERT 
   
  Ranji: Male elf (wood) Bbn1/Ftr2/Rgr1; CR 4; 
  Medium humanoid (elf); HD 1d8+2d10+1d12+12; hp 
  41; Init +3; Spd 40 ft/x4; AC 19 (+5 armor, +3 Dex, +1 
  deflection), touch 14, flat-footed 16; Base Atk +4; Grp 
  +7; Atk +9 melee (1d8+4/19-20/x2, masterwork 
  longsword) or +8 melee (1d4+3, masterwork light 
  hammer) or +8 ranged (1d8+2/x3, masterwork mighty 
  composite longbow); Full Atk +9 melee  (1d8+4/19-
  20/x2, masterwork longsword) or +8 melee  (1d4+3, 
  masterwork light hammer) or +8 ranged (1d8+2/x3, 
  masterwork 
  mighty 
  composite 
  longbow); 
  SA 
  Rage1/day; SQ elf traits, fast movement, favored 
  enemy +2 [human], lowlight vision; AL CG; SV Fort 
  +10, Ref +6, Will +1; Str 17, Dex 16, Con 14, Int 10, Wis 
  10, Cha 8; 
   
  Skills and Feats:: Climb +4, Handle Animal +1, 
  Hide +5, Intimidate +1, Jump +8, Knowledge (nature) 
  +3, Listen +4, Move Silently +4, Survival +4, Swim +3; 
  Improved Toughness*, Power Attack, Track, Weapon 
  Focus [longsword]. 
  Power up suite: (Rage + barkskin): hp 49; AC 19, 
  touch 12, flat footed 16; Full Atk: +11 melee (1d8+7/ 
  19-20 x2, masterwork longsword); SV: Fort +12, Ref +6, 
  Will +3; Str 21, Con 18.  
   
  Spells Active                     Caster level 
  Barkskin 
  3
  rd  
   
  
  VER6-05 Reclamation 
   
  Page 29 
   
  Possessions: masterwork longsword, longsword, 
  masterwork light hammer, light hammer, masterwork 
  mighty composite longbow (+2 str), 20 arrows, dagger 
  (3), +1 chainshirt,  tanglefoot bag, alchemist fire, acid, 
  potion of cure light wounds (2), potion of cure 
  moderate wounds, potion of remove blindness.  
  * see Appendix 2 New Rules Items 
   
  Larosen Female Elf (High) Clr3/Rgr1; CR 4; Medium 
  humanoid (elf); HD 4d8+4; hp 27; Init +2; Spd 40 ft/x4; 
  AC 18 (+4 armor, +2 shield, +2 Dex), touch 12, flat-
  footed 16; Base Atk +3; Grp +3; Atk +4 melee  (1d8/19-
  20 x2, masterwork longsword) or +6 ranged (1d8/x3, 
  masterwork longbow); Full Atk +4 melee  (1d8/19-20 
  x2, masterwork longsword) or +6 ranged (1d8/x3, 
  masterwork longbow); SA Turn undead 4/day; SQ elf 
  traits, favored enemy +2 [orc], lowlight vision; AL NG; 
  SV Fort +7, Ref +6, Will +7; Str 10, Dex 14, Con 12, Int 
  12, Wis 16, Cha 12; 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +8, 
  Craft 
  (leatherworking) +3, Handle Animal +3, Heal +7, 
  Knowledge 
  (dungeoneering) 
  +3, 
  Knowledge 
  (geography) +3, Knowledge (nature) +5, Listen +7, Spot 
  +7, Survival +10, Swim +2, Tumble +4, Use Rope +4; 
  Combat Casting, Track, Augment Healing*. 
   
  Spells Active                     Caster level 
  Divine Insight 
  3
  rd  
   
   
  Spells known: 4/3+1/2+1; base DC = 13+ spell 
  level; CL3; 0—create water, detect magic, mending, 
  guidance; 1
  st—bless, entangle*, obscuring mist, shield 
  of faith; 2
  nd – barkskin*, divine insight*, resist energy. 
   
  Domains: plant: rebuke or command plant 
  creatures; celerity: +10ft. of movement;  
   
  Possessions: +1 studded leather armor, +1 light 
  wooden shield, masterwork longsword, masterwork 
  longbow, 20 arrows, club, dagger (2), alchemist fire, 
  sunrod, holy symbol (3), scroll of cure light wounds 
  (x2), scroll of cure moderate wounds, scroll of remove 
  blindness, scroll of remove paralysis, scroll of remove 
  curse, wand of resurgence* (5 charges).   
   
  *see Appendix 2 New Rules Items 
  Ferngale: Female elf (high) Drd4; CR 4; Medium 
  humanoid (elf); HD 4d8+4; hp 27; Init +3; Spd 20 ft/x4; 
  AC 20 (+4 armor, +2 shield, +3 Dex, +1 deflection), 
  touch 14, flat-footed 17; Base Atk +3; Grp +3; Atk +4 
  melee  (1d8/19-20 x2, masterwork longsword), or +3 
  melee (1d6, club), or +7 ranged (1d8/x3, masterwork 
  longbow); Full Atk +4 melee (1d8/ 19-20 x2, 
  masterwork longsword), or +3 melee  (1d6, club), or +7 
  ranged  (1d8/x3, masterwork longbow); SA--; SQ 
  Animal companion, elf traits, lowlight vision, nature 
  sense, resist nature's lure, trackless step, woodland 
  stride; AL N; SV Fort +6, Ref +5, Will +9; Str 10, Dex 16, 
  Con 12, Int 12, Wis 17, Cha 10 
   
   
  Skills and Feats: Concentration +8, Handle Animal 
  +4, Heal +8, Knowledge (nature) +7, Listen +8, 
  Profession (herbalist) +6, Spellcraft +4, Spot +8, 
  Survival +10, Swim -1; Augment Summoning, Spell 
  Focus (Conjuration). 
   
  Spells known; 5/4/3 base DC = 13 + spell level, 
  CL4; 0—create water, detect magic, know direction, 
  mending, purify food and water; 1
  st – cure light 
  wounds, entangle, faerie fire, wall of smoke*; 2
  nd – 
  bear’s endurance, resist energy, warp wood 
   
  Spells Active                     Caster level 
  Resist energy (acid) 
  4
  th ~ 10pts/attack 
   
  Possessions: +1 hide armor, +1 light wooden 
  shield, masterwork longsword, masterwork longbow, 
  20 arrows, dagger (2), club, sprig of holly (2), alchemist 
  fire, scroll of faerie fire, scroll of entangle, scroll of cure 
  light wounds (x2), scroll of cure moderate wounds, 
  pearl of power (1
  st). 
   
  * see Appendix 2 New Rules Items 
   
  Fang: Medium animal (wolf, advanced); HD 4d8+16; 
  HP 39; Init +3; Spd 50 ft.; AC 15 (+3 Dex, +4 natural), 
  touch 13, flat-footed 14; Base Atk +3; Grp +5; Atk +6 
  melee (1d6+3, bite); Full Atk: +6 melee (1d6+3, bite); 
  Space/Reach 5 ft./5 ft.; SA: Trip (+2);  SQ: Evasion, link, 
  low-light vision, scent, share spells; AL N; SV: Fort +6, 
  Ref +8, Will +2; Str 14, Dex 16, Con 16, Int 2, Wis 12, 
  Cha 6 
   
  Skills and Feats: Hide +3, Listen +3, Move Silently 
  +3, Spot +3, Survival +2; Improved Toughness*, Track, 
  Weapon Focus [bite]. 
  * see Appendix 2 New Rules Items 
   
   
   
  
  VER6-05 Reclamation 
   
  Page 30 
  Gelmir: Male elf (gray) Sor4; CR 4; Medium humanoid 
  (elf); HD 4d4+4; hp 20; Init +7; Spd 30 ft/x4; AC 13 (+3 
  Dex), touch 13, flat-footed 10; Base Atk +2; Grp +0; Atk 
  +5 ranged touch (per spell/x2, ray) or +0 melee touch 
  (per spell/x2, touch) or +5 ranged  (1d8-2/x3, longbow) 
  or +0 melee  (1d8-2/19-20 x2, longsword); Full Atk +5 
  ranged  (1d8-2/x3, longbow) or +0 melee  (1d8-2/19-20 
  x2, longsword); SA: Spells; SQ  elf traits, lowlight 
  vision; AL CG; SV Fort +3, Ref +5, Will +5; Str 6, Dex 
  16, Con 12, Int 14, Wis 10, Cha 17. 
   
  Skills and Feats: Concentration +8, Knowledge 
  (arcana) +9, Knowledge (the planes) +5, Spellcraft +11; 
  Combat Casting, Improved Initiative. 
   
  Spells per day: 6/7/4; base DC = 13 + spell level; 
  CL4; Spells known 0-detect magic, disrupt undead, 
  mage hand, message, read magic; 1
  st—buzzing bee
   N, ray 
  of enfeeblement, shocking grasp; 2
  nd—scorching ray 
   
  Possessions: longbow, 20 arrows, longsword, 
  dagger (2), alchemist fire (2), acid, anti-toxin, sunrod 
  (2), tanglefoot bag, spell component pouch (3), scroll of 
  magic missile, scroll of blur, scroll of detect magic, 
  scroll 
  of 
  hold 
  person. 
  * see Appendix 2 New Rules Items 
  
  VER6-05 Reclamation 
   
  Page 31 
  APL 6 
  ENCOUNTER 4: BLACKTHORN CAMP  
  Orc scout: Male Half-orc Rgr1/Scout2; CR 3; Medium 
  humanoid (orc); HD 3d8+6; hp 24; Init +3; Spd 30 
  ft/x4; AC 16 (+3 armor, +2 Dex, +1 deflection), touch 
  13, flat-footed 16; Base Atk +2; Grp+5; Atk +6 melee  
  (2d4+4/18-20 x2, masterwork falchion), or +5 ranged 
  (1d8/x3, masterwork longbow), or +5 melee (1d8+4/x3, 
  battleaxe); Full Atk +6 melee  (2d4+4/18-20 x2, 
  masterwork falchion), or +5 ranged  (1d8/x3, 
  masterwork longbow), or +5 melee (1d8+4/x3, 
  battleaxe); SA: Skirmish +1d6; SQ Battle fortitude, 
  darkvision 60ft., favored enemy +2 [elf], uncanny 
  dodge; AL LE; SV Fort +6, Ref +8, Will +0;Str 17, Dex 
  14, Con 14, Int 8, Wis 8, Cha 6; 
   
  Skills and Feats: Hide +8, Listen +5, Move Silently 
  +8, Spot +5, Survival +5, Tumble +3; Expeditious 
  Dodge*, Power Attack, Track. 
   
  Possessions: masterwork falchion, masterwork 
  composite longbow (Str+2), 20 arrows, masterwork 
  studded leather armor, battleaxe, dagger (2), club, 
  backpack, acid (2), tanglefoot bag, torch, potion cure 
  light wounds (x2), safewing emblem
   N 
   
  Skirmish (Ex): For any round in which you move at 
  least 10', you gain 1d6 damage with all melee attacks & 
  all ranged attack within 30’. Only creatures vulnerable 
  to critical hits are vulnerable to the extra damage. Also, 
  the Scout receives a +1 Competence bonus to AC in 
  those 
  same 
  rounds. 
   
  Battle Fortitude (Ex): You gain a +1 competence on 
  Fortitude 
  saves 
  and 
  initiative 
  checks. 
  * see Appendix 2 New Rules Items 
   
  Gnoll sentry: Male Gnoll Rgr2; CR 2; Medium 
  humanoid (gnoll); HD 3d8+6; hp 24;Init +2; Spd 30 
  ft/x4;AC 16 (+3 armor, +2 Dex, +1 deflection), touch 13, 
  flat-footed 14; Base Atk+2; Grp +4; Atk +5 ranged  
  (1d8+2/x3, masterwork mighty composite longbow) or 
  +5 melee (1d8+3, masterwork morningstar) or +4 melee 
   (1d6+3, club); Full Atk +5 ranged (1d8+2/x3, 
  masterwork mighty composite longbow) or +5 melee  
  (1d8+3, masterwork morningstar) or +4 melee (1d6+3, 
  club); SA Combat style [archery-rapid shot; SQ 
  darkvision 60ft.; favored enemy +2 [elf]; AL LE; SV Fort 
  +7, Ref +5, Will +1;Str 14, Dex 14, Con 14, Int 8, Wis 
  12, Cha 6; 
   
  Skills and Feats: Hide +3, Listen +5, Move Silently 
  +4, Spot +5, Survival +4; Point Blank Shot, Precise Shot, 
  Rapid Shot, Track. 
   
  Possessions: masterwork composite longbow (+2 Str), 
  longbow, 40 arrows, masterwork morningstar, club, 
  dagger (3), leather armor, backpack, alchemist  fire (1), 
  torch, anti-toxin (1), potion cure light wounds(x2), 
  safewing emblem*, ring of protection +1 
  * see Appendix 2 New Rules Items 
   
  ENCOUNTER 6: KETTER’S HEARTH 
   
  Bigsmash: Male Orc Bbn2/Ftr4; CR 6; Medium 
  humanoid (orc); HD 4d10+2d12+18; hp 72; Init +2; Spd 
  30 ft/x4; AC 19 (+4 armor, +2 Dex, +2 natural, +1 
  deflection), touch 13, flat-footed 17; Base Atk +6; Grp 
  +11; Atk +15 melee (1d8+12/x3, +1 orc double axe) or 
  +8 ranged (1d8/x3, composite longbow), or +11 Melee  
  (1d8+7/x3, 
  battleaxe); 
  Full 
  Atk 
  +13/+8 
  melee 
  (1d8+10/x3, +1 orc double axe), or +11/+6 melee  
  (1d8+8/x3,  +1 orc double axe) and +11 melee 
  (1d8+4/x3, masterwork orc double axe), or +8/+3 
  ranged (1d8/x3, composite longbow), or +11/+6 melee 
  (1d8+7/x3, battleaxe); SA: Rage 1/day; SQ darkvision 
  60ft., fast movement, uncanny dodge; AL NE; SV Fort 
  +11, Ref +4, Will +2; Str 20, Dex 15, Con 16, Int 8, Wis 
  10, Cha 6; 
   
  Skills 
  and 
  Feats: 
  Climb 
  +5, 
  Craft 
  (weaponsmithing) +2, Intimidate +4, Jump +5, 
  Listen+2, Survival +2, Swim +3; Exotic Weapon 
  Proficiency [orc double axe], Power Attack, Reckless 
  Rage*, Two-Weapon Fighting, Weapon Focus [orc 
  double axe], Weapon Specialization [orc double axe]. 
   
   
  Power-Up Suite (Reckless Rage + enlarge + 
  barkskin + magic vestment): hp 90; AC 15; touch 7, 
  flat-footed 11; Grp +19; Full Atk +16/+11 melee 
  (1d8+16/x3, +1 orc double axe), or +13/+8 melee  
  (2d6+12/x3,  +1 orc double axe) and +13 melee 
  (2d6+6/x3, masterwork orc double axe), or +7/+2 
  ranged  (1d8/x3, composite longbow), or +14/+9 melee 
  (2d6+13/x3, battleaxe); SV Fort +14, Ref +3, Will +6; Str 
  28, Dex 13, Con 22. 
   
  Active Spell Table 
  Spell 
  Caster Level 
  magic vestment 
  6
  th 
  barkskin 
  3
  rd 
  enlarge person 
  6
  th 
   
   
  Possessions: +1 orc double axe, longbow, 20 
  arrows, dagger (2), battleaxe, +1 hide armor, backpack, 
  +1 cloak of resistance, gauntlets of ogre power, potion 
  cure light wounds (x2), potion of cure moderate 
  wounds (x2), ring of protection +1, potion of barkskin. 
  
  VER6-05 Reclamation 
   
  Page 32 
   
   
  * see Appendix 2 New Rules Items 
   
  Sparto: Male gnoll Ftr2/Rgr3/Obw1; CR 7; Medium 
  humanoid (gnoll); HD 6d8+2d10+14; hp 70; Init +3; 
  Spd 30 ft/x4; AC 20 (+4 armor, +3 Dex, +2 natural (from 
  potion CL3), +1 deflection), touch 14, flat-footed 17; 
  Base Atk +7; Grp +9; Atk +12 ranged (2d8+3/x3, +1 
  mighty composite longbow) or +9 melee  (1d8+2, 
  morningstar); Full Atk +12/+7 ranged  (1d8+3/x3,  +1 
  mighty composite longbow), or +10/+10/+5 ranged 
  (1d8+3/x3, +1 mighty composite longbow), or +9/+4 
  melee (1d8+2, morningstar); SA Combat style [archery- 
  rapid shot], ranged precision attack +1d8; SQ 
  darkvision 60ft.,  favored enemy +2 [elf]; AL LG; SV 
  Fort +13, Ref +9, Will +5; Str 14, Dex 17, Con 14, Int 10, 
  Wis 12, Cha 6; 
   
  Skills 
  and 
  Feats: 
  Craft 
  (bowmaking) 
  +6, 
  Knowledge (nature) +4, Knowledge (religion) +2, 
  Listen +4, Spot +9, Survival +8, Swim +4; Endurance, 
  Manyshot, Point Blank Shot, Precise Shot, Ranged 
  Disarm*,Rapid Shot, Track, Weapon Focus [mighty 
  composite longbow]. 
   
  Possessions: +1 studded leather armor, mighty 
  composite longbow, (+2 Str), morningstar, dagger (2), 
  longbow, 40 arrows, backpack, tanglefoot bag, 
  alchemist fire (2), sunrod, oil (2), flint and steel, potion 
  of cure light wounds, potion of cure moderate wounds 
  (x2), potion of barkskin, +1 ring of protection, +1 cloak 
  of resistance. 
  * see Appendix 2 New Rules Items 
   
  Rebub: Female orc Clr6; CR 6; Medium humanoid 
  (orc); HD 6d8+12; hp 48; Init +2; Spd 30 ft/x3; AC 23 
  (+9 armor, +2 shield, +1 Dex, +1 deflection), touch 12, 
  flat-footed 22; Base Atk +4; Grp +6; Atk +7 melee  
  (1d8+2, masterwork heavy mace), or +6 ranged 
  (1d10/19-20 x2, heavy crossbow); Full Atk +7 melee  
  (1d8+2, masterwork heavy mace), or +6 ranged 
  (1d10/19-20 x2, heavy crossbow); SA Rebuke undead 
  1/day; SQ Darkvision 60ft.; AL NE; SV Fort +8, Ref +5, 
  Will +8; Str 14, Dex 14, Con 14, Int 10, Wis 15, Cha 6; 
   
  Skills and Feats: Concentration +7, Diplomacy +6, 
  Heal +7, Sense Motive +7, Spellcraft +5; Combat 
  Casting, Shielded Casting*, Block Arrow*. 
   
  Power-Up Suite (enlarge): hp 48; AC 21, touch 10, 
  flat-footed 20; Grp +11; Full Atk +7 melee  (2d6+3, 
  masterwork heavy mace), or +5 ranged (2d8/19-20 x2, 
  heavy crossbow); SV: Fort +8, Ref +4, Will +8; Str 16, 
  Dex 12, Con 14. 
   
  Turn Undead (Su): 1/day; 1d20+0; turning damage 
  2d6+4.  
    
  Spells Prepared (CL 6; 5/4+1/4+1/2+1; base DC = 
  12 + spell level): 0—create water, detect magic, 
  guidance (2), mending; 1st— bless, cure light wounds, 
  protection from good (2), enlarge person*; 2
  nd--- cure 
  moderate wounds (2), hold person, wave of grief*, 
  bull’s strength*; 3
  rd--- dispel magic, cure serious 
  wounds, magic vestment* 
  *Domain spell. 
   
  Domains: Strength (Feat of strength: +6 enhancement 
  to strength for 1 rd 1/day); War (Weapon Focus 
  [spear]). 
   
  Possessions: +1 Full plate, +1 light wooden shield, 
  masterwork heavy mace, dagger(2), holy symbol (3), 
  backpack, tanglefoot bag, sunrod, torch, tinder twig (3), 
  anti-toxin, wand of resurgence* (5 charges), scroll of 
  cure light wounds (3) +1 cloak of resistance, +1 ring of 
  protection, boots of striding and springing.  
  * see Appendix 2 New Rules Items 
   
  Durgo: Male Half-orc Wiz5/WarWeaver1; CR 6; 
  Medium humanoid (orc); HD 6d4+12; hp 31; Init +2; 
  Spd 30 ft/x4; AC 17 (+4 mage armor, +2 Dex, +1 
  deflection), touch 13, flat-footed 15; Base Atk +2; Grp 
  +3; Atk +4 ranged touch (per spell, ray), or +3 melee 
  touch (per spell, touch), or +4 ranged (1d8/19-20 x2, 
  light crossbow); Full Atk +4 ranged  (1d8/19-20 x2, 
  light crossbow); SA Spells; SQ Darkvision 60ft., 
  eldritch tapestry, quiescent weaving; AL LE; SV Fort 
  +4, Ref +6, Will +7; Str 12, Dex 14, Con 14, Int 15, Wis 
  10, Cha 8; 
   
  Skills and Feats: Concentration +11, Craft 
  (weaving) +10, Knowledge (arcana) +10, Knowledge 
  (local) +4, Spellcraft +13; Enlarge Spell, Scribe Scroll, 
  Spell Focus (Conjuration), Split Ray*, Sudden 
  Maximize*. 
   
  Spells Prepared (Wiz CL5; 4/4/3/2; base DC = 12 + 
  spell level; conjuration 13+ spell level): 0— daze, detect 
  magic, mage hand, stick*; 1st—buzzing bee*, enlarge 
  person, orb of sound, lesser*, ray of enfeeblement 
  2nd—blur, glitterdust, Tasha’s hideous laughter; 3rd—
  haste, rust ray*.  
   
  Possessions: 
  Dagger 
  (x2), 
  club, 
  backpack, 
  tanglefoot bag (2), alchemist fire(2), anti-toxin, scroll of 
  enlarge person, scroll of glitter dust, scroll of magic 
  missile (x2), wand of magic missile 5
  th CL (12 charges), 
  potion of invisibility, +1 cloak of resistance, +1 ring of 
  protection 
  In weave: blur  
  
  VER6-05 Reclamation 
   
  Page 33 
  Eldritch Tapestry (Su):  You can weave an eldritch 
  tapestry containing yourself and one other.  Doing so 
  takes 10 minutes and requires a DC 15 Craft (weaving) 
  check. You can cast spells up to level 5 into the 
  tapestry. 
   
  Quiescent Weaving (Su):  You can store 1 spells of level 
  5 or lower in a dormant state in your tapestry.  As a 
  move action you can release all the spells.  They take 
  effect in the order they were placed into the tapestry. 
   * see Appendix 2 New Rules Items 
   
  ENCOUNTER 7: TERREVERT 
  Ranji: Male elf (wood) Bbn1/Ftr2/Rgr2/Hexblade1; 
  CR 
  6; 
  Medium 
  humanoid 
  (elf); 
  HD 
  2d8+3d10+1d12+18; hp 64; Init +3; Spd 40 ft/x4; AC 19 
  (+5 armor, +3 Dex, +1 deflection), touch 14, flat-footed 
  16; Base Atk +6; Grp +9; Atk +11 melee (1d8+6/19-20 
  x2, +1 longsword), or +10/+5 ranged  (1d8+2/x3, 
  masterwork mighty composite longbow); Full Atk 
  +9/+4 melee (1d8+4/19-20 x2, +1 longsword) and +9 
  melee (1d4+1, masterwork light hammer), or +10/+5 
  ranged (1d8+2/x3, masterwork mighty composite 
  longbow); SA Hexblade curse (DC 9), rage1/day; SQ 
  Elf traits, fast movement, favored enemy +2 [human], 
  lowlight vision; AL CG; SV Fort +11, Ref +7, Will +3; 
  Str 17, Dex 16, Con 14, Int 10, Wis 10, Cha 8; 
   
  Skills and Feats: Climb +4, Handle Animal +1, 
  Hide +7, Intimidate +1, Jump +8, Knowledge (nature) 
  +5, Listen +4, Move Silently +7, Survival +4, Swim +3; 
  Improved Toughness*, Power Attack, Track, Two-
  Weapon Fighting, Weapon Focus [longsword, light 
  hammer] 
   
  Power up suite: (Rage + barkskin): hp 76; AC 20, 
  touch 12, flat footed 16; Grp +11; Full Atk: +11/+6 
  melee (1d8+6/19-20 x2, +1 longsword) and +11 melee 
  (1d4+2; masterwork light hammer); SV: Fort +13, Ref 
  +7, Will +5; Str 21, Con 18.  
   
  Spells Active          Caster level 
  barkskin 
  5
  th  
   
   
  Possessions: +1 chainshirt, +1 ring of deflection, +1 
  longsword, masterwork light hammer (2), masterwork 
  longsword, masterwork composite longbow (+2 str), 20 
  arrows, dagger (2), alchemist fire (2), acid (2), sunrod 
  (3), tanglefoot bag (2), potion of cure moderate wounds 
  x2, potion of fly,  potion of remove blindness. 
   
  Hexblade's Curse (Su): Once per day, as a free action, 
  you can unleash a curse upon a foe within 60 feet that 
  you can see. The target of  your curse takes a -2 
  penalty attacks, save, ability checks, skill checks, and 
  weapon damage rolls for 1 hour thereafter. A successful 
  Will save (DC 9) negates the effect. 
  * see Appendix 2 New Rules Items 
   
  Larosen Female elf (high) Clr4/Rgr1/Seeker of the 
  Misty Isle1; CR 6; Medium humanoid (elf); HD 6d8+6; 
  hp 42; Init +3; Spd 50 ft/x4; AC 20 (+4 armor, +2 shield, 
  +3 Dex, +1 deflection), touch 14, flat-footed 17; Base 
  Atk +4; Grp +4; Atk +5 melee (1d8+1/19-20 x2, +1 
  longsword), or +5 melee (1d6, masterwork club), or +8 
  ranged  (1d8/x3, masterwork longbow); Full Atk +5 
  melee (1d8+1/19-20 x2, +1 longsword), or +5 melee 
  (1d6, masterwork club), or +8 ranged (1d8/x3, 
  masterwork longbow); SA Turn undead 4/day; SQ Elf 
  traits, favored enemy +2 [orc], lowlight vision; AL NG; 
  SV Fort +10, Ref +9, Will +9; Str 10, Dex 16, Con 12, Int 
  12, Wis 18, Cha 12; 
   
  Skills and Feats: Balance +5, Concentration +10, 
  Craft (leatherworking) +3, Diplomacy +3, Handle 
  Animal 
  +3, 
  Heal 
  +10, 
  Hide 
  +4, 
  Knowledge 
  (dungeoneering) +3, Knowledge (geography) +3, 
  Knowledge (nature) +7, Knowledge (religion) +3, 
  Listen +8, Move Silently +4, Spot +8, Survival +12, 
  Swim +2, Tumble +6, Use Rope +5; Augment Healing*, 
  Divine Metamagic (Empower Spell)*, Empower Spell, 
  Track. 
   
  Domains: Plant: rebuke or command plant creatures; 
  Celerity: +10ft. of movement; travel: act normally 
  regardless of magical effects that impede your 
  movement as if you were affected by the spell freedom 
  of movement for 4 rounds. 
   
  Spells Active                     Caster level 
  resist energy (fire) 
  5
  th ~ 10 pts/ attack 
   
   
  Spells known: (5/4+1/3+1/2+1) (base DC = 14 + 
  spell level); 0- create water, detect magic, mending, 
  detect 
  poison, 
  guidance; 
  1
  st—bless, 
  entangle*, 
  obscuring mist, protection from evil, shield of faith; 2
  nd -
  - barkskin*; healing lorecall*, resist energy, silence; 3
  rd -- 
   blur*, dispel magic, prayer. 
  
  VER6-05 Reclamation 
   
  Page 34 
   
  Possessions: +1 longsword, masterwork club, 
  masterwork longbow, 20 arrows, alchemist fire (x2), 
  acid (x2), anti-toxin, sunrod (x2), +1 studded leather 
  armor, +1 light wooden shield, holy symbol (x3), +1 
  cloak of resistance, pearl of power (1
  st), scroll of remove 
  blindness, scroll of remove paralysis, scroll of remove 
  curse, scroll of cure moderate wounds (x2), scroll of 
  cure serious wounds, wand of resurgence (5 charges) 
  * see Appendix 2 New Rules Items 
   
  Ferngale: Female elf (high) Drd6; CR 6; Medium 
  humanoid (elf); HD 6d8+6; hp 42; Init +2; Spd 30 ft/x4; 
  AC 19 (+4 armor, +2 shield, +2 Dex, +1 deflection), 
  touch 13, flat-footed 17; Base Atk +4; Grp +4; Atk +5 
  melee (1d8/19-20/x2, masterwork longsword), or +4 
  melee (1d6, club), or +7 ranged (1d8/x3, masterwork 
  longbow); 
  Full 
  Atk 
  +5 
  melee 
  (1d8/19-20/x2, 
  masterwork longsword), or +4 melee (1d6, club), or +7 
  ranged (1d8/x3, masterwork longbow); SA Spells; SQ 
  Animal companion, elf traits,  lowlight vision, nature 
  sense, resist nature's lure, trackless step, wild shape 
  2/day, woodland stride; AL N; SV Fort +7, Ref +5, Will 
  +10; Str 10, Dex 14, Con 12, Int 12, Wis 19, Cha 10; 
   
  Skills and Feats: Concentration +10, Diplomacy 
  +1, Handle Animal +5, Heal +9, Knowledge (nature) +9, 
  Listen +9, Profession (herbalist) +7, Spellcraft +5, Spot 
  +8, Survival +11, Swim +0; Augment Summoning, 
  Natural Spell, Spell Focus (Conjuration). 
   
  Spells Active                     Caster level 
  resist energy (acid) 
  6
  th ~ 10 pts/ attack 
   
   
  Spells known: 5/4/4/3. base DC = 13 + spell level, 
  CL6; 0—create water, detect magic, know direction, 
  mending, purify food and water; 1
  st – cure light 
  wounds, entangle, faerie fire, wall of smoke*; 2
  nd – 
  bear’s endurance, flame blade, resist energy, warp wood 
  ; 3
  rd – greater magic fang, poison, spike growth. 
   
  Possessions; masterwork longsword, +1 hide 
  armor, +1 light wooden shield, +1 ring of protection, 
  club, dagger (2), masterwork longbow, 20 arrows, 
  alchemist fire x2, acid x2, sprig of holly x2, scroll of 
  cure light wounds (x2),scroll of cure moderate wounds 
  (x2),scroll of  faerie fire, scroll of entangle, scroll of 
  lesser restoration, scroll of resist energy, periapt of 
  wisdom +2, cloak of resistance +1.  
  * see Appendix 2 New Rules Items 
   
  Fang: Medium animal; HD 6d8+24; HP 57; Init +3; 
  Spd:50 ft.; AC:19 (+3 Dex, +2 leather barding, +6 
  natural), touch 13, flat-footed 18; Base Atk+4; Grp+7; 
  Atk +8 melee (1d6+4, bite); Full Atk: +8 melee (1d6+4, 
  bite); Space/Reach 5 ft./5 ft.; SA Trip;  SQ: Evasion, 
  devotion, low-light vision, link, scent, share spells; AL 
  N; SV Fort +8, Ref +8, Will +3; Str 17, Dex 17, Con 16, 
  Int 2, Wis 12, Cha 6 
   
  Skills and Feats: Hide +3, Listen +3, Move Silently 
  +3, Spot +3, Survival +4; Ability Focus [trip], Improved 
  Toughness*, Track, Weapon Focus [bite]. 
   
  Power up suite (greater magic fang); Atk +11 melee 
  (1d6+7, bite); Full Atk: +11/+6 melee (1d6+7, bite). 
   
  Spells Active                     Caster level 
  greater magic fang 
  6
  th  
   
  * see Appendix 2 New Rules Items 
   
  Gelmir: Male elf (gray) Sor6; CR 6; Medium humanoid 
  (elf); HD 6d4+12; hp 34; Init +8; Spd 30 ft/x4; AC 19 
  (+4 Dex, +4 mage armor,  +1 deflection), touch 15, flat-
  footed 15; Base Atk +3; Grp +1; Atk +7 ranged touch 
  (per spell, ray), or +1 melee touch (per spell, touch), or 
  +7 ranged (1d8-2/x3, longbow), or +1 melee  (1d8-2/19-
  20 x2, longsword); Full Atk +7 ranged (1d8-2/x3, 
  longbow), or +1 melee (1d8-2/19-20 x2, longsword); SA 
  Spells; SQ lowlight vision, elf traits, ;AL CG; SV Fort 
  +5, Ref +7, Will +7; Str 6(-2), Dex 18(+4), Con 14(+2), 
  Int 14(+2), Wis 10(+0), Cha 17(+3). 
   
  Skills and Feats: Concentration +11, Knowledge 
  (arcana) +11, Knowledge (the planes) +7, Spellcraft +13; 
  Combat Casting, Empower Spell, Improved Initiative. 
   
  Spells Active            Caster level 
  mage armor 
  6th 
   
   
  Possessions: longbow, 20 arrows, longsword, 
  dagger (2), alchemist fire (2), acid, anti-toxin, sunrod 
  (2), tanglefoot bag,  spell component pouch (3), scroll 
  of magic missile, scroll of blur, scroll of detect magic, 
  scroll of hold person, +1 cloak of resistance, +1 ring 
  protection 
   
  Spells per day: 6/6/5/3; base DC = 13 + spell level; 
  CL4; Spells known 0-detect magic, read magic, electric 
  jolt, message, disrupt undead, mage hand; 1
  st— buzzing 
  bee
  * mage armor; ray of enfeeblement, shocking grasp;  
  2
  nd— mirror image, scorching ray; 3
  rd – lightning bolt 
  * see Appendix 2 New Rules Items 
   
   
  
  VER6-05 Reclamation 
   
  Page 35 
  APL 8
   
  ENCOUNTER 4: BLACKTHORN CAMP 
  Orc scout: male Half-orc Ftr1/Rgr1/Scout4/Dread 
  Commando1; CR 7; Medium humanoid (orc); HD 
  6d8+1d10+21; hp 60; Init +4; Spd 40 ft/x4; AC 17 (+4 
  armor, +2 Dex, +1 deflection), touch 13, flat-footed 17; 
  Base Atk+6; Grp+11; Atk +13 melee (2d4+8/18-20 x2, +1 
  falchion), or +9 ranged (1d8+1/x3, +1 longbow), or +11 
  melee (1d8+5/x3, battleaxe); Full Atk +13/+8 Melee  
  (2d4+8/18-20 x2, +1 falchion), or  +9/+4 ranged 
  (1d8+1/x3, +1 longbow), or +11/+6 melee (1d8+5/x3, 
  battleaxe); SA Skirmish +1d6, sudden strike +1d6; SQ 
  Battle fortitude, darkvision 60ft., fast movement, 
  favored enemy +2 [elf], stealthy movement, team 
  initiative bonus,  trackless step, uncanny dodge; AL LE; 
  SV Fort +10, Ref +11, Will +1; Str 20, Dex 14, Con 16, 
  Int 8, Wis 8, Cha 6; 
   
  Skills and Feats: Hide +11, Listen +8, Move 
  Silently +11, Spot +9, Survival +7, Swim+6, Tumble +5; 
  Expeditious Dodge*, Mobility, Power Attack, Spring 
  Attack, Track, Weapon Focus [falchion]. 
  Possessions: +1 falchion, +1 composite 
  longbow (str+2), 20 arrows, +1 studded leather armor, 
  masterwork battleaxe, dagger (2), club, backpack, acid 
  (2), tanglefoot bag, torch, potion cure light wounds(2), 
  potion of barkskin, potion of cure moderate wounds, 
  safewing emblem*, gauntlets of ogre power, amulet of 
  health +2 
   
  Skirmish (Ex): For any round in which you move at 
  least 10', you gain 1d6 damage and a +1 competence 
  bonus 
  to 
  AC. 
   
  Sudden Strike (Ex): Whenever you target is denied a 
  Dexterity bonus, you deal and extra 1d6 points of 
  damage. Cannot be used while flanking unless 
  opponent 
  is 
  denied 
  its 
  Dexterity 
  bonus. 
   
  Team Initiative Bonus (Ex): All allies within 30 feet 
  who can see you (including yourself) gain a +2 
  competence bonus on initiative checks 
   
  Battle Fortitude (Ex): You gain a +1 competence on 
  Fortitude 
  saves 
  and 
  initiative 
  checks. 
   
  Stealthy Movement (Ex): You take no penalty on Hide 
  or Move Silently while moving up to your normal 
  speed, and you take only a -10 on Hide and Move 
  Silently checks when running or Charging 
   
  * see Appendix 2 New Rules Items 
   
   
  Gnoll sentry: Male Gnoll Ftr2/Rgr2; CR 4; Medium 
  humanoid (gnoll); HD 3d8+2d10+15; hp 45; Init +5; 
  Spd 30 ft/x4; AC 18 (+4 armor, +3 Dex, +1 deflection), 
  touch 14, flat-footed 15; Base Atk +4; Grp +6; Atk +8 
  ranged  (1d8+3/x3, +1 mighty composite longbow), or 
  +7 melee  (1d8+4, +1 morningstar), or +6 melee (1d6+3, 
  club); Full Atk +8 ranged (1d8+3/x3, +1 mighty 
  composite longbow), or +7 melee (1d8+4, +1 
  morningstar), or +6 melee (1d6+3, club); SA--; SQ 
  darkvision 60ft., favored enemy +2 [elf]; AL LE; SV Fort 
  +12, Ref +7, Will +2; Str 14, Dex 17, Con 16, Int 8, Wis 
  12, Cha 6; 
   
  Skills & Feats: Craft (Fletcher) +1, Hide +4, Listen 
  +5, Move Silently +5, Spot +5, Survival +4; Point Blank 
  Shot, Precise Shot, Rapid Shot, Track, Sharp-Shooting*, 
  Coordinated Shot*. 
  Possessions +1 composite longbow (+2 Str), 
  longbow, 40 arrows, +1 morningstar, club, dagger(3), 
  +1 leather armor, backpack, alchemist  fire, torch, anti-
  toxin, potion cure light wounds(x2), potion of 
  barkskin, potion of cure moderate wounds, safewing 
  emblem*, ring of protection +1 
   
  * see Appendix 2 New Rules Items 
   
  ENCOUNTER 6: KETTER’S HEARTH 
   
  Bigsmash: Male orc Bbn2/Ftr4/Eye of Gruumsh 2; CR 
  8; Medium humanoid (orc); HD 4d10+4d12+24; hp 92; 
  Init +2; Spd 35 ft/x4; AC 18 (+5 armor, +2 Dex, +1 
  deflection), touch 13, flat-footed 15; Base Atk+8; Grp 
  +13; Atk +15 melee (1d8+10/x3, +1 orc double axe), or 
  +10 ranged  (1d8/x3, composite longbow), or +13 melee 
   (1d8+7/x3, 
  battleaxe); 
  Full 
  Atk 
  +13/+8 
  melee  
  (1d8+8/x3, +1 orc double axe) and +13 melee  
  (1d8+4/x3, masterwork orc double axe), or +10/+5 
  ranged  (1d8/x3, composite longbow) or +13/+8 melee  
  (1d8+7/x3, battleaxe); SA Rage 2/day, swing blindly; 
  SQ Command the horde, darkvision 60ft., fast 
  movement, uncanny dodge; AL NE; SV Fort +14, Ref 
  +4, Will +2; Str 21, Dex 15, Con 16, Int 8, Wis 10, Cha 6; 
   
  Skills 
  and 
  Feats: 
  Climb 
  +5, 
  Craft 
  (weaponsmithing) +2, Intimidate +6, Jump +5, Listen 
  +2, Survival +2, Swim +3; Blind-Fight, Exotic Weapon 
  Proficiency (orc double axe), Power Attack, Two-
  Weapon Fighting, Weapon Focus (orc double axe), 
  Weapon Specialization (orc double axe), Reckless 
  Rage*. 
   
  
  VER6-05 Reclamation 
   
  Page 36 
  Power-Up Suite (Reckless Rage + Swing Blindly + 
  enlarge + barkskin + magic vestment stoneskin + 
  resist energy (fire) + freedom of movement): hp 116; 
  AC 10, touch 5, flat-footed 8; grapple +23 (n/a); Full 
  Atk +20/+15 melee (1d8+19/x3, +1 orc double axe), or 
  +18/+13 melee  (2d6+14/x3,  +1 orc double axe) and 
  +18 melee (2d6+7/x3, masterwork orc double axe), or 
  +8/+3 ranged  (2d6/x3, composite longbow), or 
  +18/+13 melee  (1d8+16/x3, battleaxe); SV Fort +17, 
  Ref +3, Will +6; Str 33, Dex 13, Con 22. 
   
   
  Active Spell Table 
  Spell 
  Caster Level 
  freedom of movement 
  7
  th 
  stoneskin 
  7
  th (70 pts) 
  resist energy (fire) 
  7
  th (20 pts/attack) 
  barkskin 
  3
  rd 
  enlarge person  
  7
  th 
   
  Possessions: +1 - masterwork Axe, orc double, 
  longbow, 20 arrows, dagger (2), battleaxe, +1 hide 
  armor, backpack, potion cure light wounds (x2), +1 
  cloak of resistance, gauntlets of ogre power. Potion of 
  cure moderate wounds (x2), potion of barkskin, +1 ring 
  of protection, boots of striding and springing 
   
  Command the Horde (Ex): You can direct the actions 
  of any non-good orcs or half-orcs within 30 ft. of you as 
  long as their Hit Die are lower than 4.Those following 
  your orders gain a +2 morale bonus on Will saves. 
   
  Swing Blindly (Ex): You can chose to add an extra +4 to 
  Str when raging but doing so increases your AC 
  penalty from -2 to -4. 
   
  * see Appendix 2 New Rules Items 
   
  Sparto: Male Gnoll Ftr2/Rgr3/Order of the Bow 3; CR 
  9; Medium humanoid (gnoll); HD 8d8+2d10+30; hp 93; 
  Init +5; Spd 30 ft/x4; AC 20 (+4 armor, +5 Dex, +1 
  deflection), touch 16, flat-footed 15; Base Atk+9; 
  Grp+11; Atk +16 ranged (3d8+3/x3, +1 bane (elf) 
  mighty composite longbow); Full Atk +16/+11 ranged 
  (1d8+3/x3, +1 bane (elf) mighty composite longbow), 
  or +14/+14/+9 ranged (1d8+3/x3, +1 bane (elf) mighty 
  composite longbow), or +11/+6 melee (1d8+2, 
  morningstar); SA Close combat shot, combat style 
  [archery – Rapid Shot], ranged precision attack +2d8; 
  SQ darkvision 60ft., favored enemy +2 [elf]; AL LE; SV 
  Fort +15, Ref +12, Will +6; Str 14, Dex 20, Con 16, Int 
  10, Wis 12, Cha 6; 
   
  Skills 
  and 
  Feats: 
  Craft 
  (bowmaking) 
  +6, 
  Knowledge (nature) +4, Knowledge (religion) +2, 
  Listen +4, Spot +11, Survival +8, Swim +6;  Endurance, 
  Manyshot, Point Blank Shot, Precise Shot, Ranged 
  Disarm*, Rapid Shot, Track, Weapon Focus [composite 
  longbow], Woodland Archer*. 
   
  Power-up Suite (barkskin + resist energy): AC 22, 
  touch 16, flat-footed 17; grapple +11 
   
  Active Spell Table 
  Spell 
  Caster Level 
  stoneskin 
  7
  th (70 points) 
  resist energy (fire) 
  7
  th (20 pts/attack) 
  barkskin 
  3
  rd 
   
  Possessions: +1 studded leather armor +1 bane (elf) 
  Composite longbow, (+2str), morningstar, dagger (2), 
  longbow, 40 arrows, backpack, tanglefoot bag, 
  alchemist fire (2), sunrod, oil (2), flint and steel, potion 
  of cure light wounds. Potion cure moderate wounds 
  (2), potion of barkskin, +1 ring of protection, +1 cloak 
  of resistance, amulet of health +2, glove of dexterity +2,  
   
  * see Appendix 2 New Rules Items 
   
  Rebub: Female orc Clr7/Warpriest 1; CR 8; Medium 
  humanoid (orc); HD 7d8+1d10+16; hp 68; Init +2; Spd 
  30 ft/x3; AC 23 (+9 armor, +2 shield, +1 Dex, +1 
  deflection), touch 12, flat-footed 22; Base Atk +6; Grp 
  +8; Atk +9 melee (1d8+3, +1 heavy mace), or +8 ranged 
  (1d10/19-20 x2, heavy crossbow); Full Atk +9/+4 melee 
  (1d8+3, +1 heavy mace), or +8 ranged (1d10/19-20 x2, 
  heavy crossbow); SA rebuke undead 1/day; SQ 
  darkvision 60ft., rally; AL NE; SV Fort +11, Ref +6, Will 
  +11; Str 14, Dex 14, Con 14, Int 10, Wis 18, Cha 8; 
   
  Skills and Feats: Concentration +7, Diplomacy +8, 
  Heal  +7, Sense Motive +7, Spellcraft +7; Block Arrow*, 
  Combat Casting, Spell Focus (Enchantment), Shielded 
  Casting*. 
   
  Rebuke Undead (Su): 1/day; 1d20+0; turning 
  damage 2d6+8 
   
  Spells Prepared (6/5+1/4+1/3+1/2+1; base DC = 14 
  + spell level15+spell level (enchantment)): 0— create 
  water, cure minor wound, detect magic, guidance (x2), 
  mending; 1st— bless, command, cure light wounds, 
  protection from good x(2), enlarge person*; 2
  nd--- cure 
  moderate wounds (x2), hold person, wave of grief
   N, 
  bull’s strength*; 3
  rd--- dispel magic, cure serious 
  wounds, ring of blades
   
  N, magic vestment*]; 4
  th---
  freedom of movement, divine power, dominate 
  person* 
   
  
  VER6-05 Reclamation 
   
  Page 37 
  **Domains: 
  Strength 
  - 
  Feat 
  of 
  strength: 
  +7 
  enhancement to strength for 1 rd 1/day; War - Weapon 
  Focus 
  [spear]; 
  Domination 
  - 
  Spell 
  focus 
  (enchantment)) 
   
  Power-Up Suite (enlarge + ring of blades + resist 
  energy (fire)): hp 63; AC 23, touch 10, flat-footed 21; 
  Grp +13; Full Atk +9/+4 melee (2d6+4, +1 heavy mace), 
  or +6 ranged (2d8/19-20 x2, heavy crossbow); SV: Fort 
  +11, Ref +4, Will +13; Str 16, Dex 12, Con 14. 
   
  Active Spell Table 
  Spell 
  Caster Level 
  resist energy (fire) 
  7th (20 pts/attack) 
  stoneskin 
  7
  th (70 points) 
  ring of blades 
  7th 
  enlarge person 
  7
  th 
   
   
  Possessions: +1 Full plate, +1 light wooden shield, 
  masterwork heavy mace, dagger(x2), holy symbol (3), 
  backpack, tanglefoot bag, sunrod, torch, tinder twig 
  (x3), anti-toxin, wand of resurgence (5 charges), scroll 
  of cure light wounds (x3) +1 cloak of resistance, +1 ring 
  of deflection, boots of striding and springing, spear, 
  masterwork 
   
  Rally (Ex): If not currently suffering from a fear effect 
  you can use this ability as a standard action. Allies 
  within 60 feet who are suffering from any fear effect 
  and who can hear you are allowed an immediate Will 
  saving throw at the DC of the fear effect, with a +1 
  morale bonus. 
   
  * see Appendix 2 New Rules Items 
   
  Durgo: Male Half-orc Wiz5/WarWeaver3; CR 8; 
  Medium humanoid (orc); HD 8d4+32; hp 57 (77 with 
  empowered false life); Init +2; Spd 30 ft/x4; AC 15 (+4 
  armor, +2 Dex, +1 deflection), touch 13, flat-footed 13; 
  Base Atk +3; Grp +4; Atk +5 ranged touch (per spell, 
  ray), or +4 melee touch (per spell, touch), or +5 ranged 
  (1d8/19-20 x2, light crossbow); Full Atk +5 ranged  
  (1d8/19-20 x2, light crossbow); SA Spells; SQ 
  darkvision 60ft., eldritch tapestry, quiescent weaving; 
  AL LE; SV Fort +7, Ref +7, Will +8; Str 12, Dex 14, Con 
  18, Int 18, Wis 10, Cha 8;  
  Skills and Feats: Concentration +15, Craft 
  (weaving) +12, Craft (alchemy) +7, Knowledge (arcana) 
  +14, Knowledge (local) +6, Spellcraft +17; Enlarge 
  Spell,  Scribe Scroll, Spell Focus (Evocation), Split 
  Ray*, Sudden Maximize*.
    
   
  Active Spell Table 
  Spell 
  Caster Level 
  resist energy (fire) 
  7th (20 pts/attack) 
  stoneskin 
  7
  th (70 points) 
  false life 
  7
  th 
  mage armor 
  7
  th 
   
  Spells Prepared (4/5/4/3/2; base DC = 14 + 
  spell level; conjuration 15 + spell level): 0— daze,  
  detect magic, mage hand, stick*; 1st—buzzing bee*, 
  enlarge person, magic missile, orb of sound, lesser*, ray 
  of enfeeblement; 2nd—false life, glitterdust ,resist 
  energy, scorching ray; 3rd—displacement, haste, ray of 
  enfeeblement 
  [empowered]; 
  4th—battle 
  hymn*, 
  stoneskin. 
   
  In weave: resist energy (fire), stoneskin, displacement  
   
  Possessions: Dagger(x2), club, backpack, 
  tanglefoot bag (x2), alchemist fire(x2), anti-toxin, scroll 
  enlarge person, glitter dust, magic missile (x2), wand of 
  magic missile 5
  th CL (12 charges), potion of invisibility, 
  potion of cure moderate wounds (x2), headband of 
  intellect +2, amulet of health +4, +1 ring of protection, 
  +1 cloak of resistance 
   
  Eldritch Tapestry (Su):  You can weave an Eldritch 
  tapestry containing yourself and 3 others.  Doing so 
  takes 10 minutes and requires a DC 15 Craft (weaving) 
  check. You can cast spells up to level 5 into the 
  tapestry. 
   
  Quiescent Weaving (Su):  You can store 3 spells of level 
  5 or lower in a dormant state in  
  your tapestry. As a 
  move action you can release all the spells.  They take 
  effect in the order they were placed into the tapestry. 
   
  * see Appendix 2 New Rules Items 
   
  ENCOUNTER 7: TERREVERT 
  Ranji: Male elf (wood) Bbn1/Ftr2/Rgr3/Hexblade 
  1/Wild Runner 1; CR 8; Medium humanoid (elf); HD 
  3d8+4d10+1d12+32; hp 83; Init +3; Spd 50 ft/x4; AC 20 
  (+5 armor, +3 Dex, +2 deflection), touch 15, flat-footed 
   17; Base Atk +8; Grp +13; Atk +13 melee (1d8+6/19-20 
  x2,  +1 longsword), or +13 melee (1d4+4,  +1 light 
  hammer), or +13 ranged (1d8+2/x3, masterwork 
  mighty composite longbow); Full Atk +13/+8 Melee 
  (1d8+6;19-20/x2, +1 longsword) and +13 melee (1d4+4, 
  +1 light hammer), or +13/+8 ranged (1d8+2/x3, 
  masterwork 
  mighty 
  composite 
  longbow); 
  SA 
  Hexblade's curse, rage 1/day; SQ elf traits, fast 
  movement, favored enemy +2 [human], lowlight 
  vision, trackless step, wild empathy; AL CG; SV Fort  
  
  VER6-05 Reclamation 
   
  Page 38 
  +15, Ref +10, Will +5; Str 20, Dex 16, Con 16, Int 10, 
  Wis 10, Cha 8. 
   
  Skills and Feats: Climb +5, Handle Animal +1, 
  Hide +8, Intimidate +1, Jump +13, Knowledge (nature) 
  +7, Listen +7, Move Silently +8, Survival +9, Swim +4; 
  Endurance, Hammer's Edge*, Improved Bull Rush, 
  Power Attack, Track, Two-Weapon Fighting, Weapon 
  Focus [light hammer; longsword],  
   
  Power up suite: (Rage + barkskin + freedom of 
  movement): hp 99; AC 22, touch 13, flat footed 19; 
  Full Atk: 15/+10 melee  (1d8+8/19-20/x2,  +1 
  longsword) and +15 melee  (1d4+5/x2,  +1 light 
  hammer); SV: Fort +17, Ref +10, Will +7; Str 24, Con 
  20.  
   
  Spells Active                     Caster level 
  barkskin 
  7th 
  freedom of movement 
  7th 
   
  Possessions: +1 chainshirt, +1 ring of 
  deflection, 
  +1 
  longsword, 
  +1 
  light 
  hammer, 
  masterwork 
  light 
  hammer 
  (x2), 
  masterwork 
  longsword, masterwork mighty composite longbow 
  (+2 str), 20 arrows, dagger (x2), alchemist fire (x2), acid 
  (x2), sunrod (x3), tanglefoot bag (x2), potion of cure 
  moderate wounds (x2) , potion of fly,  potion of remove 
  blindness, +2 cloak of resistance, glove of ogre power, 
  amulet of health +2. 
   
  Hexblade's Curse (Su): Once per day, as a free action, 
  you can unleash a curse upon a foe within 60 feet that 
  you can see. The target of  your curse takes a -2 
  penalty attacks, save, ability checks, skill checks, and 
  weapon damage rolls for 1 hour thereafter. A successful 
  Will 
  save 
  (DC 
  9) 
  negates 
  the 
  effect. 
   
  * see Appendix 2 New Rules Items 
   
  Leronsen: Female elf (high) Clr4/Rgr1/Seeker of the 
  Misty Isle 3; CR 8; Medium humanoid (elf); HD 8d8+8; 
  hp 51; Init +3; Spd 50 ft/x4; AC 20 (+4 armor, +2 shield, 
  +3 Dex, +1 deflection), touch 14, flat-footed 17; Base 
  Atk +6; Grp +6; Atk +7 melee (1d8+1/19-20 x2,  +1 
  longsword), or +6 melee (1d6, club), or +10 ranged 
  (1d8/x3, masterwork longbow); Full Atk +7/+2 melee 
  (1d8+1/19-20 x2, +1 longsword), or +6/+1 melee (1d6, 
  club), or +10/+5 ranged (1d8/x3, masterwork longbow); 
  SA Spells, turn undead; SQ Elf traits, favored enemy +2 
  [orc], lowlight vision, wild empathy; AL NG; SV Fort 
  +13, Ref +12, Will +12; Str 10, Dex 16, Con 12, Int 12, 
  Wis 19, Cha 12; 
   
  Skills and Feats: Balance +8, Concentration +12, 
  Craft (leatherworking) +3, Diplomacy +7, Handle 
  Animal 
  +3, 
  Heal 
  +6, 
  Hide 
  +6, 
  Knowledge 
  (dungeoneering) +3, Knowledge (geography) +3, 
  Knowledge (nature) +5, Knowledge (religion) +5, 
  Listen +8, Move Silently +6, Spot +9, Survival +12, 
  Swim +2, Use Rope +5; Augment Healing*, Divine 
  Metamagic (Empower Spell)*, Empower Spell, Track. 
   
  Spells Active                     Caster level 
  Resist energy (fire) 
  7
  th 20 pts/ attack 
  Divine insight 
  7th 
  Freedom of movement 
  8th 
   
  Spells known: (6/5+1/4+1/3+1/2+1) (base DC = 14 
  + spell level); 0- create water, detect magic, mending, 
  detect poison, guidance (2); 1
  st—protection from evil, 
  bless, shield of faith, divine favor, entropic shield, 
  entangle**; 2
  nd—healing lorecall*, resist energy, 
  silence, divine insight
  *, barkskin**; 3
  rd—dispel magic, 
  prayer, wind wall,  blur*; 4
  th—panacea**, freedom of 
  movement, dimensional door**. 
  Possessions: +1 longsword, masterwork club, 
  masterwork longbow, 20 arrows, alchemist fire x2, acid 
  x2, anti-toxin, sunrod x2, +1 studded leather armor, +1 
  light wooden shield, holy symbol (3), +1 cloak of 
  resistance, pearl of power (1
  st), scrolls: remove 
  blindness, remove paralysis, remove curse, cure 
  moderate wounds (x2), cure serious wounds, wand of 
  resurgence (5 charges), +2 cloak of resistance, boots of 
  striding and springing 
   
  * see Appendix 2 New Rules Items 
   
  Ferngale: Female elf(high) Drd8; CR 8; Medium 
  humanoid (Elf); HD 8d8+8; hp 51; Init +2; Spd 30 ft/x4; 
  AC 20 (+4 armor, +2 shield, +2 Dex, +2 deflection), 
  touch 14, flat-footed 18; Base Atk +6; Grp +6; Atk +7 
  melee (1d8+1/19-20 x2, +1 longsword), or +6 melee 
  (1d6, club), or +9/+4 ranged (1d8+1/x3, +1 longbow); 
  Full Atk +7/+2 melee (1d8+1/19-20 x2, +1 longsword), 
  +6/+1 melee (1d6, club), or +9/+4 ranged  (1d8+1/x3, +1 
  longbow); SA Spells; SQ Animal companion, elf traits, 
  lowlight vision, nature sense, resist nature's lure, 
  trackless step, wild empathy, wild shape, woodland 
  stride; AL N; SV Fort +9, Ref +6, Will +13; Str 10, Dex 
  14, Con 12, Int 12, Wis 20, Cha 10. 
  Skills 
  and 
  Feats: 
  Concentration 
  +12, 
  Diplomacy +3, Handle Animal +5, Heal +11, 
  Knowledge (nature) +11, Listen +10, Profession 
  (herbalist) +9, Spellcraft +5, Spot +10, Survival +13, 
  Swim +0; Augment Summoning, Natural spell, Spell 
  Focus (Conjuration). 
   
  
  VER6-05 Reclamation 
   
  Page 39 
  Spells Active                     Caster level 
  resist energy (acid) 
  8
  th 20 pts/ attack 
  divine insight 
  7th 
   
  Spells known; (6/5/4/4/3; Base DC = 14 + 
  spell level; CL8; 0—create water, detect magic, know 
  direction, mending, purify food and water; 1
  st – cure 
  light wounds (x2), entangle, faerie fire, wall of smoke*; 
  2
  nd – barkskin, flame blade, resist energy, warp wood; 
  3
  rd— cure moderate wounds, greater magic fang, 
  poison, spike growth;  4
  th- arc of lightning*, flame 
  strike, freedom of movement. 
  Possessions; +1 longsword, +1 hide armor, +1 
  light wooden shield, +1 ring of protection, club, dagger 
  (2), masterwork longbow, 20 arrows, alchemist fire x2, 
  acid x2, sprig of holly x2, scrolls: cure light wounds x2, 
  cure moderate wounds x2, faerie fire, entangle, lesser 
  restoration, resist energy, periapt of wisdom +2, cloak 
  of resistance +2, +2 ring of protection 
   
  * see Appendix 2 New Rules Items 
   
  Fang: Medium animal (advanced wolf); HD 8d8+24; 
  HP 75; Init +4; Spd:50 ft.; AC:24 (+4 Dex, +2 leather 
  barding, +8 natural), touch 14, flat-footed 20; Base Atk 
  +6; Grp+10; Atk +11 melee (1d6+6, bite); Full Atk: 
  +11/+6 melee (1d6+6, bite); Space/Reach 5 ft./5 ft.; SA 
  Trip; SQ: Evasion, devotion, link, low-light vision, 
  scent, share spells; AL N; SV: Fort +8, Ref +8, Will +3; 
  Str 18, Dex 18, Con 17, Int 2, Wis 12, Cha 6 
   
   
   
  Skills and Feats: Hide +3, Listen +3, Move Silently 
  +3, Spot +3, Survival +4*; Ability focus [trip], Improved 
  Toughness*, Multiattack, Track, Weapon Focus [bite]. 
   
  Power up suite (greater magic fang + barkskin): AC 
  27, touch 14, flat-footed 23; Atk: +14 melee (1d6+8, 
  bite); Full Atk: +14/+9 melee (1d6+8, bite). 
   
  Spells Active                     Caster level 
  Greater magic weapon 
  8
  th  
  Barkskin 
  8th 
   
  * see Appendix 2 New Rules Items 
   
  Gelmir: Male elf (gray) Sor6/Elemental Savant 2; CR 8; 
  Medium humanoid (elf); HD 8d4+16; hp 41; Init +4; 
  Spd 30 ft/x4; AC 16 (+4 Dex, +2 deflection), touch 16, 
  flat-footed 12; Base Atk +4; Grp+2; Atk +8 ranged touch 
  (per spell, ray), or +2 melee touch (per spell, touch), or 
  +9 ranged  (1d8-1/x3,  +1 longbow), or +3 melee (1d8-
  1/19-20 x2, +1 longsword); Full Atk +9 ranged (1d8-
  1/x3, +1 longbow), or +3 melee  (1d8-1/19-20 x2, +1 
  longsword); SA Spells; SQ Elemental specialty 
  (electricity), elf traits, lowlight vision, resistance to 
  energy (electricity); AL CG; SV Fort +6, Ref +10, Will 
  +10; Str 6, Dex 18, Con 14, Int 14, Wis 10, Cha 18; 
   
  Skills and Feats: Bluff +5, Concentration +13, 
  Knowledge (arcana) +13, Knowledge (the planes) +8, 
  Spellcraft +15; Empower Spell, Energy Substitution 
  [electricity]*, Sudden Still*. 
   
  Spells Active                     Caster level 
  mage armor 
  8
  th  
   
  Spells per day: 6/6/6/5/3; base DC = 14 + spell 
  level; CL8; Spells known 0- arcane mark, detect magic, 
  disrupt undead,  electric jolt*, message, mage hand, 
  read magic; 1
  st—buzzing bee*, mage armor, magic 
  missile, ray of enfeeblement, shocking grasp; 2
  nd— 
  invisibility, mirror image, scorching ray; 3
  rd—dispel 
  magic, lightning bolt; 4
  th—dimensional door.  
   
  Possessions: longbow, 20 arrows, longsword, 
  dagger (2), alchemist fire (2), acid, anti-toxin, sunrod 
  (2), tanglefoot bag,  spell component pouch (3), scroll 
  of magic missile, scroll of blur, scroll of detect magic, 
  scroll of  hold person, +2 cloak of resistance, amulet of 
  health +2.   
   
  Elemental Specialty (Ex): You have chosen electricity 
  as your elemental specialty. When you cast a spell with 
  an energy descriptor which deals damage, its 
  descriptor and damage type change to electricity. 
  Resistance to Energy (Ex): You have Electricity 
  resistance 5. 
   
  Immunity to Sleep (Ex): You have immunity to sleep 
  effects 
   
  * see Appendix 2 New Rules Items 
  
  VER6-05 Reclamation 
   
  Page 40 
   
   
  APL 10
  ENCOUNTER 2: CLEAR 
  SAILING 
  Giant Crocodile, advanced: Huge animal; CR 6; HD 
  13d8+78 hp 147; Init +1; Spd 20 ft., Swim 30ft.; AC 16 (-
  2 size, +1 Dex, +7 natural), touch 9, flat-footed 15; Base 
  Atk +9; Grp +26; Atk +16 melee (2d10+14, bite) or +16 
  melee (1d12+14, tail slap); Full Atk +16 melee 
  (2d10+14, bite) or +16 melee (1d12+14, tail slap); 
  Space/Reach 15ft/10ft; SA Improved grab; SQ Hold 
  breath, low-light vision; AL N; SV Fort +14, Ref +10, 
  Will +4; Str 28, Dex 12, Con 20, Int 1, Wis 12, Cha 2 
  .  
  Skills and Feats: Hide +7*, Listen +5, Spot +5, 
  Swim +16; Alertness, Endurance, Improved Natural 
  Attack, Improved Toughness*, Skill Focus [hide]. 
   
  * see Appendix 2 New Rules Items 
   
  ENCOUNTER 4: BLACKTHORN CAMP 
  Orc scout: Male Half-orc Ftr1/Rgr1/Scout4/Dread 
  Commando2; CR 8; Medium humanoid (orc); HD 
  7d8+1d10+32; hp 78; Init +5; Spd 40 ft/x4; AC 17 (+4 
  armor, +2 Dex, +1 deflection), touch 13, flat-footed 17; 
  Base Atk +7; Grp +12; Atk +13 melee (2d4+8/18-20 x2, 
  +1 falchion), or +10 ranged (1d8+1/x3, +1 longbow), or 
  +12 melee (1d8+5/x3, battleaxe); Full Atk +13/+8 melee 
  (2d4+8/18-20 x2, +1 falchion), or +10/+5 ranged 
  (1d8+1/x3, +1 longbow), or +12/+7 melee (1d8+5/x3, 
  battleaxe); SA Skirmish, sudden strike; SQ Armored 
  ease, battle fortitude, darkvision 60ft., fast movement, 
  favored enemy +2 [elf], stealthy movement, team 
  initiative bonus, trackless step, uncanny dodge, wild 
  empathy; AL LE; SV Fort +10, Ref +12, Will +1; Str 21, 
  Dex 14, Con 16, Int 8, Wis 8, Cha 6; 
   
  Skills and Feats: Hide +12, Listen +9, Move 
  Silently +12, Spot +10, Survival +7, Swim +7, Tumble 
  +5; Expeditious Dodge*, Improved Toughness*, 
  Mobility, Power Attack, Spring Attack, Track.  
  Possessions: +1 Falchion, +1 composite 
  longbow (str+2), masterwork, 20 arrows, +1 studded 
  leather armor, masterwork battleaxe, dagger (2), club, 
  backpack, acid (2), tanglefoot bag, torch, potion cure 
  light wounds (x2), potion of barkskin, potion of cure 
  moderate wounds, safewing emblem*, gauntlets of 
  ogre power, amulet of health +2 
   
  Armored Ease (Ex): You reduce the armor check 
  penalty of any armor you are proficient  
  with by 
  2 (to a minimum of 0). 
   
  Skirmish (Ex): For any round in which you move at 
  least 10', you gain 1d6 damage and a +1 competence 
  bonus to AC. 
   
  Sudden Strike (Ex): Whenever you target is denied a 
  Dexterity bonus, you deal and extra 1d6 points of 
  damage.  Cannot be used while flanking unless 
  opponent is denied its Dexterity bonus. 
  Team Initiative Bonus (Ex): All allies within 30 feet 
  who can see you (including yourself) gain a +2 
  competence bonus on initiative checks 
   
  Battle Fortitude (Ex): You gain a +1 competence on 
  Fortitude saves and initiative  
  checks. 
   
  Stealthy Movement (Ex): You take no penalty on Hide 
  or Move Silently while moving up to your normal 
  speed, and you take only a -10 on Hide and Move 
  Silently checks when running or Charging 
   
  * see Appendix 2 New Rules Items 
   
  Gnoll sentry: Male gnoll Ftr4/Rgr2/Scout1; CR 
  7;Medium humanoid (gnoll); HD 4d8+4d10+24; hp 71; 
  Init +4; Spd 30 ft/x4; AC 19 (+4 armor, +4 Dex, +1 
  deflection), touch 15, flat-footed 15; Base Atk +6; Grp 
  +8; Atk +11 ranged (1d8+5/x3, +1 mighty composite 
  longbow), or +9 melee (1d8+4, +1 morningstar), or +8 
  melee (1d6+3, club); Full Atk +10/+10/+5 ranged 
  (1d8+5/x3, +1 mighty composite longbow), or +9/+4 
  melee (1d8+4, +1 morningstar), or +8/+3 melee (1d6+3, 
  club); SA Combat style [archery-rapid shot], skirmish 
  +1d6; SQ darkvision 60ft., favored enemy +2 [elf], wild 
  empathy; AL LG; SV Fort +13, Ref +11, Will +3; Str 14, 
  Dex 18, Con 16, Int 8, Wis 12, Cha 6. 
  Skills and Feats: Craft (fletcher) +1, Hide +5, 
  Listen +7, Move Silently +7, Spot +9, Survival +5; 
  Coordinated Shot*, Point Blank Shot, Precise Shot, 
  Rapid Shot, Sharp-Shooting*, Track, Weapon Focus 
  [composite 
  longbow], 
  Weapon 
  Specialization 
  [composite longbow]. 
  Possessions: +1 composite longbow (+2str), 
  longbow, 40 arrows, +1 morningstar, club, dagger (x3), 
  +1 leather armor, backpack, alchemist  fire, torch, anti-
  toxin, potion cure light wounds(x2), potion of 
  barkskin, potion of cure moderate wounds, safewing 
  emblem*, ring of protection +1 
   
  * see Appendix 2 New Rules Items 
   
  ENCOUNTER 6: KETTER’S HEARTH 
   
  
  VER6-05 Reclamation 
   
  Page 41 
  Bigsmash: Male Orc Bbn2/Ftr4/Eye of Gruumsh 4; 
  CR 10; Medium humanoid (orc); HD 4d10+6d12+50; 
  hp 135; Init +2; Spd 35 ft/x4; AC 20 (+5 armor, +2 Dex, 
  +1 natural, +2 deflection), touch 14, flat-footed 19; Base 
  +10; Grp +15; Atk +17 melee (1d8+10/x3, +1 orc double 
  axe); Full Atk +15/+10 melee (1d8+8/x3,  +1 orc double 
  axe) and +15 melee (1d8+5/x3, +1 orc double axe), or 
  +12/+7 ranged (1d8/x3, composite longbow), or 
  +15/+10 melee (1d8+7/x3, battleaxe); SA Blind-fight, 
  blinding spittle, rage 1/day, swing blindly; SQ 
  Command the horde, darkvision 60ft., fast movement, 
  ritual scarring, uncanny dodge; AL NE; SV Fort +18, 
  Ref +6, Will +4; Str 21, Dex 15, Con 20, Int 8, Wis 10, 
  Cha 6. 
   
  Skills 
  and 
  Feats: 
  Climb 
  +5, 
  Craft 
  (weaponsmithing) +2, Intimidate +8, Jump +5, Listen 
  +2, Survival +2, Swim +3; Blind-Fight, Exotic Weapon 
  Proficiency [orc double axe), Intimidating Rage*, 
  Power Attack, Reckless Rage*
   , Two-Weapon Fighting, 
  Weapon 
  Focus 
  [orc 
  double 
  axe], 
  Weapon 
  Specialization [orc double axe],  
   
   
  Power-Up Suite (Reckless Rage + swing blindly 
  + enlarge + barkskin + freedom of movement): hp 
  165; AC 10, touch 5, flat-footed 8; Grp +26 (n/a); Full 
  Atk +23/+18 melee (2d6+21/x3, +1 orc double axe), or 
  +21/+16 melee (2d6+15/x3, +1 orc double axe) and +21 
  melee (2d6+9/x3, +1 orc double axe), or +8/+3 ranged 
  (2d6/x3, composite longbow), or +18/+13 melee  
  (1d8+17/x3, battleaxe); SV Fort +22, Ref +4, Will +10; 
  Str 34, Dex 13, Con 26. 
   
   
  Active Spell Table 
  Spell 
  Caster Level 
  freedom of movement 
  8
  th 
  stoneskin 
  9
  th (90 pts) 
  protection from energy (fire) 
  9
  th (108 pts) 
  barkskin 
  3
  rd 
  enlarge person 
  9
  th 
   
  Possessions: +1/+1 Axe, orc double,  longbow, 
  20 arrows, dagger (2), battleaxe, +1 hide armor, 
  backpack, potion cure light wounds (2), +2 cloak of 
  resistance, gauntlets of ogre strength. Potion of cure 
  moderate wounds (2), potion of barkskin, +2 ring of 
  protection, boots of striding and springing, amulet of 
  health +4 
   
  Command the Horde (Ex): You can direct the actions 
  of any non-good orcs or half-orcs within 30 ft. of you as 
  long as their Hit Die are lower than 4.Those following 
  your orders gain a +2 morale bonus on Will saves. 
   
  Swing Blindly (Ex): You can chose to add an extra +4 to 
  Str when raging but doing so increases your AC 
  penalty from -2 to -4. 
  Ritual Scarring (Ex): Through frequent disfiguration of 
  your skin your natural armor bonus improves to +1. 
   
  Blinding Spittle (Ex): You can launch blinding spittle 
  at any opponent within 20 ft. With a successful ranged 
  touch attack (at a -4 penalty), you spit stomach acid into 
  the target's eyes. If the target fails a reflex save (DC 19) 
  he is blinded until he can rinse away the spittle.  This 
  ability is   
   
  * see Appendix 2 New Rules Items 
   
  Sparto: Male Gnoll Ftr2/Rgr3/Order of the Bow5; CR 
  11; Medium humanoid (gnoll); HD 10d8+2d10+33; hp 
  112; Init +6; Spd 30 ft/x4; AC 22 (+5 armor, +5 Dex, +2  
  deflection), touch 17, flat-footed 17; Base Atk +11; Grp 
  +13; Atk +19 ranged (4d8+3/x3, +1 bane (elf) mighty 
  composite longbow); Full Atk +19/+14 ranged 
  (1d8+3/x3, +1 bane (elf) mighty composite longbow), 
  or +17/+17/+12 ranged (1d8+3/x3, +1 bane (elf) mighty 
  composite longbow), or +13/+8 melee (1d8+2, 
  morningstar); SA Close combat shot, combat style 
  [archery-rapid shot]; SQ darkvision 60ft., favored 
  enemy +2 [elf], ranged precision attack, wild empathy; 
  AL NE; SV Fort +14, Ref +15, Will +8; Str 14, Dex 22, 
  Con 16, Int 10, Wis 12, Cha 6.  
   
   
  Skills & feats: Craft (bowmaking) +6, 
  Knowledge (nature) +4, Knowledge (religion) +2, 
  Listen +4, Spot +13, Survival +8, Swim +8; Endurance, 
  Manyshot, Point Blank Shot, Precise Shot, Ranged 
  Disarm*, Rapid Shot, Track, Weapon Focus [composite 
  longbow], Woodland Archer*. 
   
  Power-up Suite (barkskin): AC 24, touch 17, flat-
  footed 19; 
   
  Active Spell Table 
  Spell 
  Caster Level 
  stoneskin 
  9
  th (90 pts) 
  protection from energy (fire) 
  9
  th (108 pts) 
  barkskin 
  3
  rd 
    
  Possessions: +1 studded leather armor +1 bane 
  (elf) Composite longbow, (+2str), composite longbow 
  (+2 str), masterwork (2), morningstar, dagger (2), 
  longbow, 40 arrows, keen arrow (10), backpack, 
  tanglefoot bag, alchemist fire (x2), sunrod, oil (x2), flint  
  
  VER6-05 Reclamation 
   
  Page 42 
  and steel, potion of cure light wounds, potion cure 
  moderate wounds (x2), potion of barkskin, +2 ring of 
  protection, +2 cloak of resistance, amulet of health +4, 
  glove of dexterity +2. 
   
  Ranged Precision Attack (Ex): As a standard action you 
  may make a single precisely aimed attack with a ranged 
  weapon dealing an extra 3d8 points of damage. You 
  must be within 30 ft. of your  
  target. 
  Ranged 
  precision attacks only work against living creatures 
  with discernible Anatomies. Creature immune to 
  critical hits are immune to ranged precision attacks. 
  Items that  
  protect against critical hits also 
  protect against  
  ranged precision attacks. You can 
  only use this  
  ability with ranged weapons for 
  which you have the Weapon Focus feat. 
   
  Close Combat Shot (Ex): You can attack with a ranged 
  weapon in a threatened area and not provoke an attack 
  of opportunity. 
   
  * see Appendix 2 New Rules Items 
   
  Rebub: Female Orc Clr7/Warpriest3; CR 10; Medium 
  Humanoid (Orc); HD 7d8+3d10+20; hp 79; Init +2; Spd 
  30 ft/x3; AC 23 (+9 armor, +2 shield, +1 Dex, +1 
  deflection), touch 12, flat-footed 22; Base Atk +8; Grp 
  +10; Atk +12 melee (1d8+4, +1 heavy mace), or +10 
  ranged (1d10/19-20 x2, heavy crossbow); Full Atk 
  +12/+7 melee (1d8+4, +1 heavy mace), or +10 ranged 
  (1d10/19-20 x2, heavy crossbow); SA Rebuke undead, 
  spells; SQ darkvision 60ft., inflame, mass cure light 
  wounds, rally; AL NE; SV Fort +13, Ref +8, Will +13; 
  Str 14, Dex 14, Con 14, Int 10, Wis 18, Cha 6; 
   
  Skills and Feats: Concentration +7, Diplomacy 
  +10, Knowledge (history) +1, Sense Motive +13; Block 
  Arrow*, Combat Casting, Divine Vigor*, Shielded 
  Casting*, Spell Focus [enchantment], Weapon Focus 
  [spear]. 
  Rebuke Undead (Su): 1/day; 1d20+0; turning 
  damage 2d6+8 
  Spells Prepared (6/5+1/4+1/4+1/3+1; base DC 
  = 14 + spell level; 15+spell level(enchantment)): 0— 
  create water, cure minor wound, detect magic, 
  guidance (2), mending; 1st— bless, command, cure 
  light wounds, enlarge person**; protection from good 
  (x2); 2
  nd--- cure moderate wounds (x2), hold person, 
  wave of grief*, bull’s strength**; 3
  rd--- dispel magic (x2), 
  cure serious wounds, magic vestment*, ring of blades*; 
   4
  th---cure critical wounds, dominate person**, freedom 
  of movement (x2).   
   
  **Domains: 
  Strength 
  - 
  Feat 
  of 
  strength: 
  +8 
  enhancement to strength for 1 rd 1/day; War - Weapon 
  Focus [spear]; Domination - spell focus (enchantment) 
   
  Power-Up Suite (enlarge + magic vestment + ring of 
  blades + divine vigor): hp 99; AC 23, touch 10, flat-
  footed 21; Grp +15; Full Atk +9/+4 melee (2d6+5, +1 
  heavy mace), or +6 ranged (2d8/19-20/x2, heavy 
  crossbow); SV: Fort +13, Ref +7, Will +13; Str 16, Dex 
  12, con 14. 
   
  Active Spell Table 
  Spell 
  Caster Level 
  freedom of movement 
  8
  th 
  stoneskin 
  9
  th (90 pts) 
  protection from energy (fire) 
  9
  th (108 pts) 
  enlarge person 
  8
  th 
   
  Possessions: +1 Full plate, +1light wooden 
  shield, +1heavy mace,, +1 mace, heavy, masterwork, 
  mace, heavy, dagger (x2), holy symbol (x3), backpack, 
  tanglefoot bag, sunrod, torch, tinder twig (x3), anti-
  toxin, wand of resurgence* (5 charges), scroll of cure 
  light wounds (x3) +1 cloak of resistance, +1 ring of 
  deflection, boots of striding and springing., periapt of 
  wisdom +2, cloak of resistance +2, scroll of freedom of 
  movement, 
  scroll 
  of 
  remove 
  blindness, spear, 
  masterwork 
   
  Rally (Ex): If not currently suffering from a fear effect 
  you can use this ability as a standard action. Allies 
  within 60 feet who are suffering from any fear effect 
  and who can hear you are allowed an immediate Will 
  saving throw at the DC of the fear effect, with a +3 
  morale bonus. 
   
  Inflame (Ex): As a full-round action, you can inflame 
  the passions of your allies. You provide those who hear 
  a +2 morale bonus on saving throws against any charm 
  or fear effect. This effect lasts for 8 minutes after the 
  speech ends, and you gain the bonus as well. 
   
  Mass Cure Light Wounds (Sp): Once per day, as the 
  spell as cast by a level 7 cleric. 
   
  * see Appendix 2 New Rules Items 
   
  Durgo: Male Half-orc Wiz5/WarWeaver5; CR 10; 
  Medium humanoid (orc); HD 10d4+40; hp 71(89 with 
  false life); Init +2; Spd 30 ft/x4; AC 18 (+4 mage armor 
  (from scroll), +2 Dex, +2 deflection), touch 14, flat- 
  
  VER6-05 Reclamation 
   
  Page 43 
  footed 16; Base Atk +4; Grp +5; Atk +6 ranged touch 
  (per spell, ray), or +5 melee touch (per spell, touch), or 
  +6 ranged (1d8/19-20 x2, light crossbow); Atk +6 
  ranged (1d8/19-20 x2, light crossbow); SA Spells; SQ 
  darkvision 60ft., eldritch tapestry, enlarged tapestry, 
  quiescent weaving; AL LE; SV Fort +8, Ref +8, Will +10 
  (+12 command the horde); Str 12, Dex 14, Con 18, Int 
  18, Wis 10, Cha 8; 
   
  Skills and Feats: Concentration +17, Craft 
  (weaving) +14, Craft (alchemy) +9, Knowledge (arcana) 
  +16, Knowledge (local) +6, Spellcraft +19; Empower 
  Spell, Enlarge Spell, Scribe Scroll, Spell Focus 
  [evocation], Split Ray*, Sudden Maximize*. 
   
  Active Spell Table 
  Spell 
  Caster Level 
  stoneskin 
  9
  th (90 pts) 
  protection from energy (fire) 
  9
  th (108 pts) 
  Spells Prepared (Wiz; 4/5/5/4/3/1; base DC = 
  14 + spell level; conjuration 15+ spell level): 0-- daze, 
  detect magic, mage hand, Stick*; 1
  st -- buzzing bee*, 
  enlarge person, magic missile, orb of sound, ray of 
  enfeeblement; 2
  nd -- false life, glitterdust (x2), scorching 
  ray; 3
  rd -- displacement, fly, haste, protection from 
  energy; 4
  th -- battle hymn*, Evard’s black tentacles, 
  stoneskin; 5
  th -- fireball [empowered] 
   
  In weave: protection from energy (fire) stoneskin, fly, 
  displacement.   
  Possessions: Dagger (x2), club, backpack, 
  tanglefoot bag (x2), alchemist fire (x2), anti-toxin, scroll 
  of mage armor, scroll of enlarge person, scroll of 
  glitterdust, scroll of magic missile (x2), wand of magic 
  missile 5
  th CL (12 charges), potion of invisibility, potion 
  of cure moderate wounds (x2), headband of intellect 
  +2, amulet of health +4, +2 ring of protection, +2 cloak 
  of resistance 
   
  Eldritch Tapestry (Su):  You can weave an eldritch 
  tapestry containing yourself and 4 others.  Doing so 
  takes 10 minutes and requires a DC 15 Craft (weaving) 
  check. You can cast spells up to level 5 into the 
  tapestry. 
   
  Quiescent Weaving (Su):  You can store 4 spells of level 
  5 or lower in a dormant state in  
  your tapestry. As a 
  move action you can release all the spells.  They take 
  effect in the order they were placed into the tapestry. 
   
  Enlarged Tapestry (Su):  Spells you cast through your 
  tapestry have their range category increased by one 
  level. 
   
  * see Appendix 2 New Rules Items 
   
  ENCOUNTER 7: TERREVERT 
   
  Ranji: 
  Male 
  elf 
  (wood) 
  Bbn1/Ftr2/Rgr3/Hexblade1/Wildrunner3; 
  CR 
  10; 
  Medium humanoid (elf); HD 3d8+6d10+1d12+40; hp 
  103; Init +3; Spd 50 ft/x4; AC 20 (+5 armor, +3 Dex, +2 
  deflection), touch 15, flat-footed 17; Base Atk +10; Grp 
  +15; Full Atk +17 melee (1d8+8/19-20, +1 longsword), 
  or +17 melee  (1d4+6, +1 light hammer), or +15 ranged 
  (1d8+2/x3, masterwork mighty composite longbow); 
  Full Atk +15/+10 melee (1d8+6/19-20, +1 longsword) 
  and +15 melee (1d4+4, +1 light hammer),  or +15/+10 
  ranged (1d8+2/x3, masterwork mighty composite 
  longbow); SA Combat style [two-weapon fighting], 
  hexblade's curse, primal scream, rage 1/day; SQ Elf 
  traits, endure elements, fast movement, favored enemy 
  +5 [human], lowlight vision, scent, trackless step, wild 
  empathy; AL CG; SV Fort +17, Ref +11, Will +6; Str 20, 
  Dex 16, Con 18, Int 10, Wis 10, Cha 8; 
   
  Skills and Feats: Climb +6, Handle Animal +1, 
  Hide +10, Intimidate +1, Jump +14, Knowledge 
  (nature) +7, Listen +9, Move Silently +10, Survival +11, 
  Swim +5; Endurance, Improved Bull Rush, Improved 
  Favored Enemy [human]*, Hammer's Edge*, Power 
  Attack, Track, Two-Weapon Fighting, Weapon Focus 
  [light hammer; longsword]. 
   
  Power up suite: (Rage + barkskin + freedom of 
  movement  + stoneskin): hp 123; AC 21, touch 13, flat 
  footed 18; Full Atk: 17/+12 melee (1d8+8/19-20, +1 
  longsword) and +17 melee (1d4+5, +1 light hammer); 
  SV Fort +19, Ref +11, Will +8; Str 24, Con 20 
   
  Spells Active                     Caster level 
  resist energy (fire) 
  9
  th 20 pts/ attack 
  barkskin 
  9th 
  freedom of movement 
  9th 
  stoneskin 
  10
  th 100 points 
   
  Possessions: +1 chainshirt, +2 ring of 
  deflection, 
  +1 
  longsword, 
  +1 
  light 
  hammer, 
  masterwork light hammer x2, masterwork longsword, 
  masterwork composite longbow (+2 Str), 20 arrows, 
  dagger x2 alchemist fire x2, acid x2, sunrod x3, 
  tanglefoot bag x2, potion of cure moderate wounds x2, 
  potion of fly, potion of remove blindness, +2 cloak of 
  resistance, glove of ogre power, amulet of health +4 
   
  
  VER6-05 Reclamation 
   
  Page 44 
  Hexblade's Curse (Su): Once per day, as a free action, 
  you can unleash a curse upon a foe within 60 feet that 
  you can see. The target of your curse takes a -2 penalty 
  attacks, save, ability checks, skill checks, and weapon 
  damage rolls for 1 hour thereafter. A successful Will 
  save (DC 9) negates the effect. 
   
  Fast Movement (Ex): Your speed increases by 10 when 
  wearing 
  medium, 
  light 
  or 
  no 
  armor. 
  Primal Scream (Su): 2 times per day, as a free action, 
  you can induce a state of feral frenzy that lasts for 9 
  rounds. 
   
  Scent (Ex): You gain the Scent special quality. You can 
  detect approaching enemies, sniff out hidden foes, and 
  track by sense of smell.   
   
  Endure Elements Sp): You can use endure elements at 
  will. Caster level is 3rd. 
   
  * see Appendix 2 New Rules Items 
   
  Leronsen Female elf (high) Clr4/Rgr1/Seeker of the 
  Misty Isle 5; CR 10; Medium humanoid (elf); HD 
  10d8+10; hp 75; Init +3; Spd 50 ft/x4; AC 22 (+4 armor, 
  +2 shield, +4 dex, +2 deflection), touch 16, flat-footed 
  18; Base Atk +7; Grp +7; Atk +8 melee (1d8+1/19-20, +1 
  longsword), or +8 melee (1d6; masterwork club), or +11 
  ranged (1d8/x3, masterwork longbow); Full Atk +8/+3 
  melee (1d8+1/19-20, +1 longsword), or +8/+3 melee 
  (1d6, masterwork club), or +11/+6 ranged (1d8/x3, 
  masterwork longbow); SA Spells, turn undead; SQ 
  Corellon's perception, elf traits, favored enemy +2 
  [orc], lowlight vision, surefooted, swiftfooted, wild 
  empathy; AL NG; SV Fort +13, Ref +13, Will +12; Str 
  10, Dex 18, Con 12, Int 12, Wis 20, Cha 12. 
   
  Skills and Feats: Balance +9, Concentration +14 
  (+18), Craft (leatherworking) +3, Diplomacy +7, 
  Handle Animal +3, Heal +6, Hide +8, Knowledge 
  (dungeoneering) +3, Knowledge (geography) +3, 
  Knowledge (nature) +7, Knowledge (religion) +4, 
  Listen +11, Move Silently +8, Spot +14, Survival +14, 
  Swim +2, Tumble +10, Use Rope +5; Augment 
  Healing*, 
  Empower 
  Spell, 
  Divine 
  Meta-
  magic*[Empower Spell], Reach Spell*, Track. 
   
  Spells Active                     Caster level 
  resist energy (fire) 
  9
  th 20 pts/ attack 
  divine insight 
  9th 
  freedom of movement 
  9th 
  stoneskin 
  10
  th (100 points) 
   
   
  Spells known: (6/6+1/5+1/4+1/3+1/2+1) (base DC 
  = 14 + spell level); 0 -- create water, detect magic, detect 
  poison, guidance (x2), mending; 1
  st -- bless, divine 
  favor, entropic shield, entangle**, protection from evil, 
  shield of faith (x2); 2
  nd – barkskin**; divine insight*, 
  healing lorecall*, invisibility purge, resist energy (2), 
  silence; 3
  rd -- dispel magic (2), fly**, prayer, wind wall; 
  4
  th -- dimensional door**,  freedom of movement, 
  panacea*, poison; 5
  th -- flame strike (2), wall of thorns**. 
  Possessions: +1 longsword, masterwork club, 
  masterwork longbow, 20 arrows, alchemist fire x2, acid 
  x2, anti-toxin, sunrod x2, +1 studded leather armor, +1 
  light wooden shield, holy symbol (3), +1 cloak of 
  resistance, pearl of power (1
  st), scroll of remove 
  blindness, scroll of remove paralysis, scroll of remove 
  curse, scroll of cure moderate wounds (x2), scroll of 
  cure serious wounds, wand of resurgence* (5 charges), 
  +2 cloak of resistance, boots of striding and springing, 
  periapt of wisdom +2, +2 gloves of dexterity, +2 ring of 
  protection 
   
  Swiftfooted (Ex): You can ignore the normal -5 penalty 
  for accelerate movement when you use Balance, Climb, 
  Hide, Move Silently and  
  Survival. Your penalty for 
  accelerated tumbling is reduced from -10 to -5. 
   
  Corellon's Perception (Ex): You gain a +5 racial bonus 
  on Listen, Search, and Spot checks. You can attempt to 
  spot or hear something you failed to notice previously 
  once per round per skill as a free action. 
   
  Surefooted (Ex): You can ignore DC modifiers on 
  Balance, Move Silently, and Tumble checks derived 
  from the surface or terrain you are moving on. 
   
  * see Appendix 2 New Rules Items 
   
  Ferngale: Female elf (high) Drd10; CR 10; Medium 
  humanoid (elf); HD 10d8+10; hp 63; Init +2; Spd 30 
  ft/x4; AC 20 (+4 armor, +2 shield, +2 Dex, +2 
  deflection), touch 14, flat-footed 18; Base Atk +7; Grp 
  +7; Atk +8 melee (1d8+1/19-20, +1 longsword), or +7 
  melee (1d6, club), or +10 ranged (1d8+1/x3, +1 
  longbow); Full Atk +8/+3 melee (1d8+1/19-20, +1 
  longsword), or +7/+2 melee (1d6, club), or +10/+5 
  ranged (1d8+1/x3, +1 longbow); SA Spells; SQ Animal 
  companion, elf traits, lowlight vision, nature sense, 
  resist nature's lure, trackless step, venom immunity, 
  wild empathy, wild shape, woodland stride; AL N; SV 
  Fort +10, Ref +7, Will +14; Str 10, Dex 14, Con 12, Int 
  12, Wis 20, Cha 10. 
  
  VER6-05 Reclamation 
   
  Page 45 
  Skills 
  and 
  Feats: 
  Concentration 
  +14, 
  Diplomacy +3, Handle Animal +5, Heal +11, 
  Knowledge (nature) +12, Listen +12, Profession 
  (herbalist) +9, Spellcraft +6, Spot +11, Survival +15, 
  Swim +1; Augment Summoning, Natural Spell, Rapid 
  Spell*, Spell Focus [conjuration]  
   
  Spells Active                     Caster level 
  resist energy (acid) 
  10
  th 20 pts/ attack 
  freedom of movement 
  10th 
  stoneskin 
  10 100 points 
   
  Spells known; (6/5/5/4/4/3; base DC = 14 + 
  spell level; CL8; 0 -- create water, detect magic, know 
  direction, mending, purify food and water;1
  st -- 
  entangle, faerie fire, cure light wounds (x2), wall of 
  smoke; 2
  nd --  barkskin, briar web, flame blade, resist 
  energy, warp wood; 3
  rd -- cure moderate wounds, 
  greater magic fang, poison, spike growth; 4
  th -- arc of 
  lightning* (x2), freedom of movement, flame strike; 5
  th 
  -- animal growth, Rapid Summon nature’s ally IV (1d3 
  dire wolves~see DM’s Aid 1), rejuvenation cocoon*. 
  Possessions; +1 longsword, +1 hide armor, +1 
  light wooden shield, +1 ring of protection, club, dagger 
  (2), masterwork longbow, 20 arrows, alchemist fire x2, 
  acid x2, sprig of holly x2, scrolls: cure light wounds x2, 
  cure moderate wounds x2, faerie fire, entangle, lesser 
  restoration, resist energy, periapt of wisdom +2, cloak 
  of resistance +2, +2 ring of protection 
  * see Appendix 2 New Rules Items 
   
  Fang: Large animal; HD: 8d8+40 (83 hp);Init +3; Spd 50 
  ft.; AC 19 (–1 size, +2 armor, +3 Dex, +5 natural), touch 
  12, flat-footed 16; Base Atk +6; Grp +18; Atk +14 melee 
  (1d8+12, bite); Full Atk: +14 melee (1d8+12, bite); 
  Space/Reach: 10 ft./5 ft.; SA Trip; SQ: Evasion, 
  devotion, link, low-light vision, scent, share spells; SV 
  Fort +10, Ref +9, Will +7; Str 26, Dex 16, Con 18, Int 2, 
  Wis 12, Cha 10 
   
  Skills and Feats: Hide +0, Listen +7, Move Silently 
  +4, Spot +8, Survival +3*, Ability focus [trip], Improved 
  Toughness*, Multiattack, Track, Weapon Focus [bite]. 
   
  Power up suite (greater magic fang + barkskin): AC 
  23, touch 12, flat footed 20; Atk +17 melee (1d8+15, 
  bite); Full Atk +17 melee (1d8+15, bite); 
   
  Spells Active                     Caster level 
  greater magic fang 
  10th 
  barkskin 
  10th 
   
  * see Appendix 2 New Rules Items 
   
  Gelmir: Male elf (gray) Sor6/Elemental Savant 4; CR 
  10; Medium humanoid (elf); HD 10d4+20; hp 51; Init 
  +4; Spd 30 ft/x4; AC 20 (+4 mage armor, +4 Dex, +2 
  deflection), touch 16, flat-footed 16; Base Atk +5; Grp 
  +3; Atk +9 ranged touch (per spell, ray), or +3 melee 
  touch (per spell, touch), or +4 melee  (1d8-1/19-20, +1 
   longsword), or +10 ranged (1d8-1/x3, +1 longbow); 
  Full Atk +4 melee (1d8-1/19-20, +1 longsword), or +10 
  ranged (1d8-1/x3, +1 longbow); SA Energy penetration, 
  elemental specialty, spells; SQ Elf traits, lowlight 
  vision, resistance to energy; AL LN; SV Fort +7, Ref 
   +11, Will +11; Str 6, Dex 18, Con 14, Int 14, Wis 10, 
  Cha 18. 
  Skills and Feats: Concentration +15, Craft 
  (alchemy) +3, Knowledge (arcana) +15, Knowledge (the 
  planes) +10, Spellcraft +17; Combat Casting, Empower 
  Spell, Energy Substitution [electricity]*, Sculpt Spell*. 
   
  Spells per day: 6/6/3/6/3/3; base DC = 14 + 
  spell level; CL8; Spells known 0 -- arcane mark, detect 
  magic, disrupt undead, electric jolt
  *, mage hand, 
  message, read magic; 1
  st -- buzzing bee*
   , mage armor, 
  magic missile, ray of enfeeblement, shocking grasp; 2
  nd 
  -- invisibility, mirror image, resist energy, scorching 
  ray; 3
  rd -- dispel magic, fly, lightning bolt; 4
  th -- orb of 
  force*, stoneskin; 5
  th -- greater dimension door*
   . 
   
  Spells Active                      
  Caster level 
  resist energy (acid, fire, cold) 
  10
  th 20 pts/ attack 
  mage armor 
  10th 
  stoneskin 
  10
  th 100 points 
   
  Possessions: longbow, 20 arrows, longsword, 
  dagger (2), alchemist fire (2), acid, anti-toxin, sunrod 
  (2), tanglefoot bag, spell component pouch (3), scrolls: 
  magic missile, blur, detect magic, hold person, +2.cloak 
  of resistance, amulet of health +2.   
   
  Elemental Specialty (Ex): You have chosen 
  Electricity as your elemental specialty. When you 
  cast a spell with an energy descriptor which deals 
  damage, its descriptor and damage type change to 
  Electricity. 
   
  Resistance to Energy (Ex): You have Electricity 
  resistance 10. 
   
  Energy Penetration (Ex): When casting spells with 
  the Electricity descriptor you have a +2 competence 
  bonus to caster level checks to overcome Spell 
  Resistance. 
   
  * see Appendix 2 New Rules Items 
  
  VER6-05 Reclamation 
   
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  APPENDIX 2: NEW RULES ITEMS
  RESURGENCE  
  Spell Compendium 
  Abjuration 
  Level: Blackguard 1, cleric 1, paladin 1 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: Instantaneous 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  The subject of a resurgence spell can make a 
  second attempt to save against an ongoing spell, spell-
  like ability, or supernatural ability, such as dominate 
  person. If the subject of resurgence is affected by more 
  than one ongoing magical effect, the subject chooses 
  one of them to retry the save against. If the subject 
  succeeds on the saving throw on the second attempt, 
  the effect ends immediately. Resurgence never restores 
  hit points or ability score damage, but it does eliminate 
  any conditions such as shaken, fatigued, or nauseated 
  that was caused by a spell, spell-like ability, or 
  Supernatural ability. If a spell, spell-like ability, or 
  supernatural ability doesn’t allow a save (such as power 
  word stun), then resurgence won’t help the subject 
  recover. 
   
  REJUVENATION COCOON  
  Spell Compendium 
  Conjuration (Healing) 
  Level: Druid 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Willing creature touched 
  Duration: 2 rounds 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  When you cast the spell, the rejuvenation cocoon 
  forms around the subject. One round after the cocoon 
  forms; it heals the subject of 10 points of damage per 
  caster level (maximum 150 hit points) and purges the 
  subject of poison and disease. At the end of the second 
  round, the rejuvenation cocoon dissipates and the 
  subject emerges, able to move and act freely. 
  The cocoon is made of force, but it is somewhat flexible 
  and responds to pressure from the inside of the 
  cocoon. The subject can’t move from the space it is in 
  while cocooned, however. The cocoon has hardness 10 
  and 10 hit points per caster level. If it is destroyed, the 
  spell ends. 
  Material Component: A cocoon of a butterfly. 
   
  RING OF BLADES Spell Compendium 
  Conjuration (Creation) 
  Level: Cleric 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level 
  This spell conjures a horizontal ring of swirling metal 
  blades around you. The ring extends 5 feet from you, 
  into all squares adjacent to your space, and it moves 
  with you as you move. Each round, at the beginning of 
  your turn, and also when you cast the spell, the blades 
  deal 1d6 points of damage +1 point per caster level 
  (maximum +10) to all creatures in the affected area. 
  Spell resistance does not apply to the damage dealt, but 
  a creature’s damage reduction does apply. The blades 
  are treated as magic, silvered, and slashing for the 
  purpose of overcoming damage reduction. 
  Material Component: A small dagger. 
   
  RUST RAY  
  Spell Compendium 
  Transmutation 
  Level: Sorcerer/wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft. /2 levels) 
  Effect: Ray 
  Target: One nonmagical ferrous 
  object or one ferrous creature 
  Duration: Instantaneous 
  Saving Throw: None or Fortitude 
  negates (object); see text 
  Spell Resistance: No 
  This russet ray corrodes metal that it touches. You must 
  succeed on a ranged touch attack with the ray to strike 
  a target. 
  It can effectively destroy any nonmagical iron or iron 
  alloy object. Such objects struck by a rust ray take 2d6 
  points of  damage +1 per two caster levels (maximum 
  +10), ignoring hardness. You can also target a weapon 
  being wielded or metal armor being worn. Metal armor 
  affected by this ray takes normal damage from the spell 
  and loses 1d4 points of Armor Class through corrosion. 
  If an item is reduced to 0 hit points, it is destroyed. 
  Ferrous creatures struck by the ray take the same 
  damage as objects. Magic items can negate the effect 
  with a successful Fortitude saving throw. 
  Material Component: Rust particles or a piece of a rust 
  monster. 
  
  VER6-05 Reclamation 
   
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  SILENT PORTAL 
  Spell Compendium 
  Illusion (Glamer) 
  Level: Assassin 1, sorcerer/wizard 0 
  Components: S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft. /2 levels) 
  Target: One portal 
  Duration: 1 minute/level (D) 
  Saving Throw: Will negates (object) 
  Spell Resistance: Yes (object) 
  This simple cantrip negates the sound of opening and 
  closing a single portal (door, window, gate, drawer, 
  chest lid, or the like). Even the squeakiest door opens 
  without a sound when under the effect of this spell. 
  Silent portal covers only the normal means of opening 
  and closing the targeted portal. Breaking a window or 
  kicking in a door still makes noise, but opening a door 
  that is loosely hanging by its hinges does not (since 
  this is the normal way a door would be opened). Portals 
  composed of magical energy are not affected by this 
  spell. In the case of magic or even intelligent portals, 
  spell resistance and a Will save (DC 10 + caster’s ability 
  modifier + other modifiers as appropriate) apply. 
   
  STICK  
  Spell Compendium 
  Transmutation 
  Level: Bard 0, sorcerer/wizard 0 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Nonmagical, unattended 
  object weighing up to 5 lb. 
  Duration: Instantaneous 
  Saving Throw: Will negates (object) 
  Spell Resistance: Yes (object) 
  Stick affixes one object weighing up to 5 pounds to 
  another object. The two items can be separated with 
  even a small amount of force, such as a wind stronger 
  than 10 mph, a mage hand or unseen servant spell, or a 
  move action by 
  any corporeal creature (which provokes attacks of 
  opportunity). 
  Material Component: A bit of dried glue. 
   
  WALL OF SMOKE  
  Spell Compendium 
  Conjuration (Creation) 
  Level: Druid 1, sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: A straight wall whose area is 
  up to one 10-ft. square/level (S) 
  Duration: 1 round/level 
  Saving Throw: Fortitude partial; 
  see text 
  Spell Resistance: No 
  This spell creates a thin wall of black smoke. The wall 
  is stationary once created. The wall blocks sight to a 
  limited 
  degree. Creatures on opposite sides of the wall that 
  cannot see over it gain concealment from each other. A 
  creature 
  can pass through a wall of smoke, but it must make a 
  Fortitude save to avoid being nauseated for 1 round. A 
  moderate wind (11+ mph), such as from a gust of wind 
  spell, destroys the wall in 1 round. This spell does not 
  function underwater. 
   
  WAVE OF GRIEF 
  Spell Compendium 
  Enchantment [Evil, 
  Mind-Affecting] 
  Level: Bard 2, blackguard 2, 
  cleric 2 
  Components: V, S, M 
  Ca sting Time: 1 standard 
  action 
  Range: 30 ft. 
  Area: Cone-shaped burst 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  All within the cone when the spell is cast take a –3 
  penalty on attack rolls, saving throws, ability checks, 
  and skill checks. 
  Material Component: Three tears. 
   
  ARC OF LIGHTNING  
  Spell Compendium 
  Conjuration (Creation) [Electricity] 
  Level: Druid 4, sorcerer/wizard 5, 
  Windstorm 5 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: A line between two creatures 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: No 
  This bolt deals 1d6 points of electricity damage per 
  caster level (maximum 15d6) to both creatures and to 
  anything in the line between them. Both creatures 
  must be in range, and you must be able to target them 
  both (as if this spell had them as its targets). Draw the 
  
  VER6-05 Reclamation 
   
  Page 48 
  line from any corner in one creature’s space to any 
  corner in the other’s space. The bolt affects 
  all squares in this line. 
  Arcane Material Component: Two small iron rods 
   
  BATTLE HYMN  
  Spell Compendium 
  Enchantment (Charm) 
  [Mind-Affecting] 
  Level: Bard 2, sorcerer/wizard 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 30 ft. 
  Targets: All allies within 30 ft. 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  (harmless) 
  Spell Resistance: Yes 
  (harmless) 
  This spell brings forth a stirring martial tune that 
  inspires all creatures within the area who are friendly 
  to you. These creatures can reroll one Will save that 
  they have just made each round for the duration of the 
  spell. The reroll must be made before the DM declares 
  whether the roll results in success or failure, and the 
  result of the second roll must be used, even if it is a 
  lower result. 
   
  BUZZING BEE  
  Spell Compendium 
  Conjuration (Creation) 
  Level: Sorcerer/wizard 1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One creature 
  Duration: 1 minute/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  This spell creates an unnerving noise that disrupts the 
  subject’s concentration. The subject is distracted and 
  takes a –10 penalty on Move Silently checks. Creatures 
  that can’t hear are not distracted. The DC of 
  Concentration checks to cast spells or maintain 
  concentration while distracted is equal to this spell’s 
  DC + the level of the spell being cast. The bee has a fly 
  speed of 180 feet (perfect). It remains near the subject 
  in spite of darkness, invisibility, polymorph, cover,  
  concealment, or any other attempt at disguising or 
  hiding. The bee remains until the spell’s duration 
  expires or the subject moves out of range. The bee can’t 
  be attacked, but it can be dispelled. 
  Material Component: A dab of honey. 
   
  DIMENSION DOOR, 
  GREATER  
  Spell Compendium 
  Conjuration [Teleportation] 
  Level: Sorcerer/wizard 5 
  Range: Touch 
  Target: You and touched objects or 
  other touched willing creatures 
  Duration: 1 round/2 levels 
  This spell functions like dimension door (PH 221), 
  except as noted above and that you can transfer the 
  targets once per round, up to a distance of 25 feet + 5 
  feet per two levels, as a move action that does not 
  provoke attacks of opportunity. 
   
  HEALING LORECALL  
  Spell Compendium 
  Divination 
  Level: Cleric 2, druid 2, ranger 1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 10 minutes/level 
  A caster with 5 or more ranks in Heal can, when 
  casting a conjuration (healing) spell, choose to remove 
  any one of the following conditions affecting the 
  subject of the spell, in addition to the spell’s normal 
  effects: dazed, dazzled, or fatigued. A caster with 10 or 
  more ranks in Heal can choose from the following 
  conditions in addition to those above: exhausted, 
  nauseated, or sickened. Also, when determining the 
  amount of damage healed by your conjuration 
  (healing) spells, you can substitute your total ranks in 
  Heal for your caster level. The normal caster level limit 
  for individual spells still applies; thus, a 3rd-level cleric 
  with 6 ranks in Heal when under the effect of healing 
  lorecall cures 1d8+5 points of damage with a cure light 
  wounds spell. 
  Material Component: A mint leaf. 
   
  PANACEA  
  Spell Compendium 
  Conjuration (Healing) 
  Level: Cleric 4, druid 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: Instantaneous 
  Saving Throw: Will half (harmless); 
  see text 
  Spell Resistance: Yes (harmless) 
  
  VER6-05 Reclamation 
   
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  This spell channels positive energy into a creature to 
  wipe away its afflictions. It immediately ends any of 
  the following conditions affecting the subject: blinded, 
  confused, 
  dazed, 
  dazzled, 
  deafened, 
  diseased, 
  exhausted, fatigued, frightened, nauseated, panicked, 
  paralyzed, shaken, sickened, and stunned. It negates 
  sleep effects and the effect of the feeblemind spell, and 
  ends any additional effects from poison, as the 
  neutralize poison spell. It also cures 1d8 points of 
  damage + 1 point per caster level (maximum +20). 
  Panacea does not remove ability damage, negative 
  levels, or drained levels. 
  Used against an undead creature, panacea deals damage 
  instead of curing the creature (which takes half 
  damage if it makes a Will saving throw), but it has no 
  other effect. 
   
  Orb of Cold, Lesser  
  Spell Compendium 
  Conjuration (Creation) [Cold] 
  Level: Sorcerer/wizard 1, warmage 1 
  Effect: One orb of cold 
  This spell functions like lesser orb of acid, except that 
  it deals cold damage. 
   
  Orb of Force  
  Spell Compendium 
  Conjuration (Creation) [Force] 
  Level: Sorcerer/wizard 4, warmage 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: One orb of force 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  You create a globe of force 3 inches across, which 
  streaks from your palm toward your target. You must 
  succeed on a ranged touch attack to hit the target. The 
  orb deals a total of 1d6 points of damage per caster level 
  (maximum 10d6). 
   
  Orb of Sound, Lesser   
  Spell Compendium 
  Conjuration (Creation) [Sonic] 
  Level: Sorcerer/wizard 1, warmage 1 
  Effect: One orb of sonic energy 
  This spell functions like lesser orb of acid, except it 
  deals 1d6 points of sonic damage, plus an additional ld6 
  points of damage per two caster levels beyond 1st: 2d6 
  at 3rd level, 3d6 at 5th level, 4d6 at 7th level, and the 
  maximum of 5d6 at 9th level or higher. 
   
  DOMINATION DOMAIN  
  Spell Compendium 
  Granted Power: You gain Spell Focus (enchantment) 
  as a bonus feat. 
  Domination Domain Spells 
  1 Command: One subject obeys selected command for 
  1 round. 
  2 Enthrall: Captivates all within 100 ft. + 10 ft./level. 
  3 Suggestion: Compels subject to follow stated course 
  of action. 
  4 Dominate Person: Controls humanoid telepathically. 
  5 Command, Greater: As command, but affects one 
  subject/ level. 
  6 Geas/Quest: As lesser geas, plus it affects any 
  creature. 
  7 Suggestion, Mass: As suggestion, plus one 
  subject/level. 
  8 True Domination†: As dominate person, but save at –
  4. 
  9 Monstrous Thrall†: As true domination, but 
  permanent and affects any creature 
   
  Safewing Emblem: (new Item) [From Spell 
  Compendium) 
  This small feathered token can be worn or carried. If 
  the owner falls at least 5 feet, the emblem becomes a 
  set of feathery wings that allow her to use a feather fall 
  effect to descend safely from any height up to 180 feet. 
  The emblem requires no activation. When the owner 
  lands, the token disappears, its magic expended. Faint 
  transmutation; CL 3rd; Craft Wondrous Item, feather 
  fall; Price 250 gp. 
   
  Sharp-Shooting [General]  
  Complete Warrior 
  Your skill with ranged weapons lets you score hits 
  others would miss due to an opponent’s cover. 
   
  Prerequisites: Point Blank Shot, Precise Shot, 
  base attack bonus +3. 
   
  Benefit: Your target’s only receive a +2 bonus to 
  Armor Class due to cover. This feat has no effect 
  against foes with no cover or total cover. 
   
  Normal: Cover normally gives a +4 bonus to AC. 
   
  Special: A fighter may select Sharp-Shooting as 
  one of his fighter bonus feats. 
   
  Reckless Rage [General]  
  Races of Stone You are considered extreme even 
  among other barbaric warriors, and you enter a deeper 
  state of rage than others. Goliath barbarians favor this 
  feat. 
   
  Prerequisites: Con 13, rage ability 
   
  Benefits: Whenever you activate your rage ability, 
  you take an additional –2 penalty to your armor class, 
  but you gain an additional +2 bonus to Strength and 
  
  VER6-05 Reclamation 
   
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  Constitution. These bonuses and penalties stack with 
  the effects of rage, greater rage, and mighty rage. 
   
  Divine Vigor [Divine] (new feat) [From Complete 
  Warrior) 
  You can channel energy to increase your speed and 
  durability. 
   
  Prerequisites: Turn or rebuke undead ability. 
   
  Benefits: As a standard action, spend one of your 
  turn or rebuke undead attempts to increase your base 
  speed by 10 feet and gain +2 temporary hit points per 
  PC level. These effects last a number of minutes equal 
  to your Charisma modifier. 
   
  Sudden Maximize [Metamagic]  
  Complete Arcane 
  You can cast a spell to maximum effect without special 
  preparation. 
   
  Prerequisites: Any metamagic feat. 
   
  Benefits: Once per day, you can apply the effect of 
  the Maximize Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Maximize Spell 
  normally if you have it. 
   
  Domain Spontaneity [Divine]  
  Complete Divine 
  You are so familiar with one of your domains that you 
  can convert other prepared spells into spells from that 
  domain. 
   
  Prerequisites: Ability to turn or rebuke undead. 
   
  Benefits: Each time you take this feat, choose a 
  domain that you have access to. You may now convert 
  prepared divine spells into any spell from that domain. 
  You expend a spell of equal or higher level, as well as 
  expending one of your daily turn undead attempts. 
  This works just as good clerics spontaneously cast 
  prepared spells as cure spells. 
   
  Special: You can take this feat multiple times. 
  Each time you take this feat, it applies to a new domain. 
   
  Reach Spell [Metamagic]  
  Complete Divine 
  You can cast touch spells without touching the spell 
  recipient. 
   
  Benefits: You may cast a spell that normally has a 
  range of touch at any distance up to 30 feet. The spell 
  effectively becomes a ray, so you must succeed on a 
  ranged touch attack to bestow the spell upon the 
  recipient. A reach spell uses up a spell slot one level 
  higher than the spell’s actual level. 
  Energy Substitution [Metamagic] (CA p79) 
  You can modify an energy-based spell to use another 
  type of energy instead. 
   
  Prerequisites: 
  Knowledge 
  (arcana) 
  5, 
  any 
  metamagic feat. 
   
  Benefits: Choose one type of energy (acid, cold, 
  electricity, fire). You can then modify any spell with an 
  energy descriptor to use the chosen type of energy 
  instead. An energy substituted spell uses a spell slot of 
  the spell’s normal level. The spell's descriptor changes 
  to the new energy type – for example, a fireball 
  composed of cold energy is an evocation [cold] spell. 
   
  Special: You can gain this feat multiple times, 
  choosing a different type of energy each time. 
   
  SCULPT SPELL [METAMAGIC]  
  Complete Arcane 
  You can alter the area of your spells. 
   
  Prerequisite: Any metamagic feat. 
   
  Benefit: You can modify an area spell by changing 
  the area’s shape to either a cylinder (10-foot radius, 30 
  feet high), a 40-foot cone, four 10-foot cubes, a ball (20-
  foot-radius spread), or a 120-foot line. The sculpted 
  spell works normally in all respects except for its 
  shape. For example, a lightning bolt whose area is 
  changed to a ball deals the same amount of damage, but 
  affects a 20-foot-radius spread. A sculpted spell uses a 
  spell slot one level higher than the spell’s actual level. 
   
  SPLIT RAY [METAMAGIC]  
  Complete Arcane 
  Your ray spells can affect an additional target. 
   
  Prerequisite: Any metamagic feat. 
   
  Benefit: You can cause any ray spell to fire one 
  additional ray beyond the number normally allowed. 
  The additional ray requires a separate ranged touch 
  attack roll to hit and deals damage as normal. It can be 
  fired at the same target as the first ray or at a different 
  target, but all rays must be aimed at targets within 30 
  feet of each other and fired simultaneously. 
  A split ray spell uses a spell slot two levels higher than 
  the spell’s actual level. 
   
  RAPID SPELL [METAMAGIC]  
  Complete Divine 
  You can cast spells with long casting times more 
  quickly. 
   
  Benefit: Only spells with a casting time greater 
  than 1 standard action can be made rapid. A rapid spell 
  with a casting time of 1 full round can be cast as a 
  standard action. A rapid spell with a casting time 
  measured in rounds can be cast in 1 full round. Rapid 
  spells with casting times measured in minutes can be 
  cast in 1 minute, and rapid spells with casting times 
  measured in hours can be cast in 1 hour. A rapid spell 
  uses up a spell slot one level higher than the 
  spell’s actual level. 
  
  VER6-05 Reclamation 
   
  Page 51 
   
  Special: A spell can be made rapid and quickened 
  only if it’s original casting time was 1 full round. This 
  feat can be applied to a spell cast spontaneously as long 
  as its original casting time was longer than 1 full round. 
   
  IMPROVED FAVORED ENEMY [GENERAL]  
  Complete Warrior 
  You know how to hit your favored enemies where it 
  hurts. 
   
  Prerequisites: Favored enemy ability, base attack 
  bonus +5. 
   
  Benefit: You deal an extra 3 points of damage to 
  your favored enemies. This benefit 
  stacks with any existing favored enemy bonus gained 
  from another class. 
   
  RANGED DISARM [GENERAL]  
  Complete Warrior 
  You can disarm a foe from a distance. 
   
  Prerequisites: Dex 15, Point Blank Shot, Precise 
  Shot, base attack bonus +5. 
   
  Benefit: Choose one type of ranged weapon with 
  which you are proficient. You can make a disarm 
  attempt with this weapon as long as your target is 
  within 30 feet. 
   
  Special: A fighter may select Ranged Disarm as 
  one of his fighter bonus feats. 
   
  Intimidating Rage  
  Complete Warrior 
  Your rage engenders fear in your opponents. 
   
  Prerequisites: Rage or frenzy ability. 
   
  Benefit: While you are raging, you designate a 
  single foe within 30 feet of you that you can attempt to 
  demoralize as a free action (see the Intimidate skill, pg. 
  76 of the PHB). A foe that you successfully demoralize 
  remains shaken for as long as you continue to rage. You 
  may only use this feat against a single foe in any 
  particular encounter  
   
  HAMMER’S EDGE [STYLE]  
  Complete Warrior 
  You are a master of the style of fighting with a hammer 
  and sword at the same time, and have learned to 
  hammer your foes into the ground with your 
  tremendous blows. 
   
  Prerequisites: Str 15, Improved Bull Rush, Two-
  Weapon Fighting, Weapon Focus (bastard sword, 
  longsword, or scimitar), Weapon Focus (warhammer or 
  light hammer). 
   
  Benefit: If you hit the same creature with both 
  your sword and your hammer in the same round, it 
  must make a Fortitude saving throw (DC 10 + 1/2 your 
  PC level + your Str modifier) or fall prone. 
   
  SHIELDED CASTING [GENERAL]  
  Races of Stone 
  You are skilled at covering yourself with your shield 
  when casting spells in combat. 
   
  Prerequisites: Concentration 5 ranks, Combat 
  Casting, Shield Proficiency. 
   
  Benefit: As long as you have a light shield, heavy 
  shield, or tower shield ready, you do not provoke 
  attacks of opportunity for casting spells in combat. 
   
  EXPEDITIOUS DODGE  
  Complete Adventurer 
  You’re good at avoiding attacks while moving quickly. 
   
  Prerequisite: Dex 13. 
   
  Benefit: When you move 40 feet or more in a 
  single turn, you gain a +2 dodge bonus to your Armor 
  Class until the beginning of your next turn. 
   
  Special: Expeditious Dodge can be used in place 
  of the Dodge feat to qualify for a feat, prestige class, or 
  other special ability. A fighter may select Expeditious 
  Dodge as one of his fighter bonus feats. 
   
  Classes 
  Scout (new class) [From Complete Adventurer) 
  Game Rule Information 
  Scouts have the following game statistics. 
  Abilities: Dexterity helps scouts become stealthy and 
  overcome their lack of access to heavy armor. Wisdom 
  also is important because it affects many skills, 
  especially Spot and Listen, that most scouts consider 
  vital to their ability to survive in the wild and to detect 
  enemies efficiently. 
  Alignment: Any. Scouts in military service are usually 
  lawful. 
  Hit Die: d8. 
  Starting Gold: 5d4 × 10 gp. 
  Class Skills 
  A scout’s class skills (and the key ability for each skill) 
  are Balance (Dex), Climb (Sir), Craft (Int), Disable 
  Device (Int), Escape Artist (Dex), Hide (Dex), Jump 
  (Str), Knowledge (dungeoneering) (Int), Knowledge 
  (geography) (Int), Knowledge (nature) (Int), Listen 
  (Wis),Move Silently (Dex), Ride (Dex), Search (Int), 
  Speak Language (n/a), Spot (Wis), Survival (Wis), 
  Swim. (Str), Tumble (Dex), and Use Rope (Dex). 
  Skill Points at 1st Level: (8 + Int modifier) × 4. 
  Skill Points at Each Additional Level: 8 + Int 
  modifier. 
  Class Features 
  All of the following are class features of the scout. 
  Weapon 
  and 
  Armor 
  Proficiency: 
  Scouts are 
  proficient with all simple weapons, plus the handaxe, 
  
  VER6-05 Reclamation 
   
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  throwing axe, short sword, and shortbow. Scouts are 
  proficient with light armor, but not with shields. 
  Skirmish (Ex): A scout relies on mobility to deal extra 
  damage and improve her defense. She deals an extra 
  1d6 points of damage on all attacks she makes during 
  any round in which she moves at least 10 feet away 
  from where she was at the start of her turn. The extra 
  damage applies only to attacks made after the scout has 
  moved at least 10 feet. The skirmish ability cannot be 
  used while mounted. The extra damage applies only to 
  attacks taken during the scout’s turn. This extra 
  damage increases by 1d6 for every four levels gained 
  above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 
  17th level). 
  The extra damage only applies against living creatures 
  that have a discernible anatomy. Undead, constructs, 
  oozes, plants, incorporeal creatures, and creatures 
  immune to extra damage from critical hits are not 
  vulnerable to this additional damage. The scout must 
  be able to see the target well enough to pick out a vital 
  spot and must be able to reach such a spot. Scouts can 
  apply this extra damage to ranged attacks made while 
  skirmishing, but only if the target is within 30 feet. 
  At 3rd level, a scout gains a +1 competence bonus to 
  Armor Class during any round in which she moves at 
  least 10 feet. The bonus applies as soon as the scout has 
  moved 10 feet, and lasts until the start of her next turn. 
  This bonus improves by 1 for every four levels gained 
  above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 
  19th level). 
  A scout loses this ability when wearing medium or 
  heavy armor or when carrying a medium or heavy load. 
  If she gains the skirmish ability from another class, the 
  bonuses stack. 
  Trapfinding (Ex): A scout can use the Search skill to 
  locate traps with a DC higher than 20, and she can use 
  Disable Device to bypass a trap or disarm magic traps. 
  See the rogue class feature, page 50 of the Player’s 
  Handbook. 
  Battle Fortitude (Ex): At 2nd level, a scout gains a ÷1 
  competence bonus on Fortitude saves and initiative 
  checks. This bonus increases to +2 at 11th level and +3 
  at 20th level. A scout loses this bonus when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load. 
  Uncanny Dodge (Ex): Starting at 2nd level, a scout 
  cannot be caught flat-footed and reacts to danger 
  before her senses would normally allow her to do so. 
  See the barbarian class feature, page 26 of the Player’s 
  Handbook. 
  Fast Movement (Ex): Starting at 3rd level, a scout’s 
  gains a ÷10 foot enhancement bonus to her base land 
  speed. At 11th level, this bonus increases to ÷20 feet. 
  See the monk class feature, page 41 of the Player’s 
  Handbook. 
  A scout loses this benefit when wearing medium or 
  heavy armor or when carrying a medium or heavy load. 
  Trackless Step (Ex): Beginning at 3rd level, a scout 
  cannot be tracked in natural surroundings. See the 
  druid class feature, page 36 of the Player’s Handbook. 
  Bonus Feats: At 4th level and every four levels 
  thereafter (8th, 12th, 16th, and 20th level), a scout 
  gains a bonus feat, which must be selected from the 
  following list: Acrobatic, Agile, Alertness, Athletic, 
  Blind-Fight, Brachiation
  †, Combat Expertise, Danger 
  Sense
  †, Dodge, Endurance, Far Shot, Great Fortitude, 
  Hear the Unseen
  †, Improved Initiative, Improved 
  Swimming
  †, Iron Will, Lightning Reflexes, Mobility, 
  Point Blank Shot, Precise Shot, Quick Draw, Quick 
  Reconnoiter
  †, Rapid Reload, Shot on the Run, Skill 
  Focus, Spring Attack, Track. She must meet all the 
  perquisites for the feat. 
  † New feat described in Chapter 3 of Complete 
  Adventurer. 
  Evasion (Ex): Beginning at 5th level, a scout can avoid 
  damage from certain attacks with a successful Reflex 
  save. See the monk class feature, page 41 of the Player’s 
  Handbook. 
  Flawless Stride (Ex): Starting at 6th level, a scout can 
  move through any sort of terrain that slows movement 
  such as undergrowth, rubble, and similar terrain) at her 
  normal speed and without taking damage or suffering 
  any other impairment. 
  This ability does not let her move more quickly rough 
  terrain that requires a Climb or Swim check to 
  navigate, nor can she move more quickly through 
  terrain or undergrowth that has been magically 
  manipulated to impede motion. 
  A scout loses this benefit when wearing medium or 
  heavy armor or when carrying a medium or heavy load. 
  Camouflage (Ex): Beginning at 8th level, a scout can 
  use the Hide skill in any sort of natural terrain. See the 
  ranger class feature, page 48 of the Player’s Handbook. 
  She loses this benefit when wearing medium or heavy 
  armor hen carrying a medium or heavy load. 
  Blindsense (Ex): At 10th level, a scout gains the 
  Blindsense ability out to 30 feet. This ability functions 
  as described on page 306 of the Monster Manual. 
  Hide in Plain Sight (Ex): Beginning at 14th level, a 
  scout can use the Hide skill in natural terrain even 
  while being observed. See the ranger class feature, page 
  48 of the Player’s Handbook. A scout loses this benefit 
  when wearing medium or heavy armor or when 
  carrying a medium or heavy load. 
  Free Movement (Ex): At 18th level and higher, a 
  scout can slip out of bonds, grapples, and even the 
  effects of confining spells easily. This ability duplicates 
  
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  the effect of a freedom of movement spell, except that 
  it is always active. A scout loses this benefit when 
  wearing medium or heavy armor or when carrying a 
  medium or heavy load. 
  Blindsight (Ex): A 20th-level scout gains the blind-
  sight ability out to 30 feet. Her senses become so acute 
  that she can maneuver and fight flawlessly even in 
  total darkness. Invisibility, darkness, and most kinds of 
  concealment are irrelevant, though the scout must 
  have line of effect to a creature or object to discern it. 
   
   
  Table 1-2: The Scout 
  Lev
  el 
  Base 
  Attack 
  Bonus 
  Fo
  rt 
  Sa
  ve 
  Re
  f 
  Sa
  ve 
  Wi
  ll 
  Sa
  ve Special 
  1st +0 
  +0 +2 +0 Skirmish (+1d6), trapfinding 
  2nd +1 
  +0 +3 +0 Fast movement +10 ft., skirmish
  (÷1d6, +1 AC), trackless step 
  3rd +2 
  +1 +3 +1 Battle 
  fortitude 
  +1, 
  uncanny
  dodge 
  4th +3 
  +1 +4 +1 Bonus feat 
  5th +3 
  +1 +4 +1 Evasion, skirmish (+2d6, +1 AC) 
  6th +4 
  +2 +5 +2 Flawless stride 
  7th +5 
  +2 +5 +2 Skirmish (+2d6, +2 AC) 
  8th +6/+1 +2 +6 +2 Camouflage, bonus feat 
  9th +6/+1 +3 +6 +3 Skirmish (+3d6, +2 AC) 
  10t
  h 
  +7/+2 +3 +7 +3 Blindsense 30 ft. 
  11t
  h 
  +8/+3 +3 +7 +3 Battle fortitude +2, fast movement
  +20 ft., skirmish (+3d6, +3 AC) 
  12t
  h 
  +9/+4 +4 +8 +4 Bonus feat 
  13t
  h 
  +9/+4 +4 +8 +4 Skirmish (+4d6, +3 AC) 
  14t
  h 
  +10/+5 +4 +9 +4 Hide in plain sight 
  15t
  h 
  +11/+6
  /+1 
  +5 +9 +5 Skirmish (+4d6, +4 AC) 
  16t
  h 
  +12/+7
  /+1 
  +5 +1
  0 
  +5 Bonus feat 
  17t
  h 
  +12/+7
  /+1 
  +5 +1
  0 
  +5 Skirmish (+5d6, +4 AC) 
  18t
  h 
  +13/+8
  /+3 
  +6 +1
  1 
  +6 Free movement 
  19t
  h 
  +14/+9
  /+4 
  +6 +1
  1 
  +6 Skirmish (+5d6, +5 AC) 
  20t
  h 
  +15/+1
  0/+5 
  +6 +1
  2 
  +6 Battle fortitude +3, blindsight 30
  ft., bonus feat 
   
  Eye of Gruumsh (new feat) [From Complete 
  Warrior) 
   
  Requirements 
  To qualify to become an eye of Gruumsh, a PC must 
  fulfill all of the following criteria. 
  Race: Orc or half-orc 
  Alignment: Chaotic evil, chaotic neutral, or neutral 
  evil. 
  Base Attack Bonus: +6. 
  Feats: Exotic Weapon Proficiency (orc double axe), 
  Weapon Focus (orc double axe). 
  Special: The PC must be a worshiper of Gruumsh and 
  must put out his own right eye in a special ritual. None 
  of the eye of Gruumsh’s special abilities function if the 
  PC regains sight in both eyes. 
  Class Skills 
  The eye of Gruumsh’s class skills (and the key ability 
  for each skill) are Climb (Str), Intimidate (Cha), Jump 
  (Str), Ride (Dex), Survival (Wis), and Swim (Str). See 
  Chapter 4: Skills in the Players Handbook for skill 
  descriptions. 
  Skill Points at Each Level: 2 + Int Modifier 
  Class Features 
  All of the following are class features of the eye of 
  Gruumsh prestige class. 
  Weapon and Armor Proficiency: Eyes of Gruumsh 
  gain no proficiency with any weapon or armor. 
  Blind-Fight: An eye of Gruumsh gains Blind-Fight as a 
  bonus feat. In addition, he suffers no adverse effects 
  from the loss of one of his eyes. 
  Command the Horde (Ex): An eye of Gruumsh can 
  direct the actions of any nongood orcs or half-orcs that 
  are within 30 feet of him and whose Hit Dice are lower 
  than his PC level. Those who follow the PC’s orders 
  gain a +2 morale bonus on Will saves. Any eligible orc 
  or half-orc that willingly goes against the eye of 
  Gruumsh’s directions loses this bonus immediately. 
  Rage (Ex): An eye of Gruumsh can fly into a rage just 
  as a barbarian can, with all the same benefits and 
  drawbacks (see page 25 of the Player’s Handbook). An 
  eye of Gruumsh’s class levels stack with his barbarian 
  levels (if any) for determining the number of times per 
  day he can use his rage ability. Add together the PC’s 
  levels in the eye of Gruumsh and barbarian classes and 
  refer to Table 3-3: The Barbarian on page 25 of the 
  Player’s Handbook to determine the number of rages 
  per day. For example, a 6th-level barbarian/2nd-level 
  eye of Gruumsh could rage three times per day (the 
  same as an 8th-level barbarian), while a 4th-level eye of 
  Gruumsh with no levels in barbarian could rage twice 
  per day (the same as a 4th-level barbarian). 
  Swing Blindly (Ex): An eye of Gruumsh’s rage 
  becomes more powerful when he reaches 2nd level, 
  but at the cost of lowered defenses. The PC adds an 
  
  VER6-05 Reclamation 
   
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  extra +4 to Strength while in a rage, but his Armor 
  Class penalty goes from -2 to -4. 
  Ritual Scarring (Ex): Through frequent disfiguration 
  of his own skin, an eye of Gruumsh’s natural armor 
  bonus improves by +1 at 3rd level (or to +1 if he didn’t 
  already have a natural armor bonus). This bonus 
  increases by another +1 for every three eye of Gruumsh 
  levels gained thereafter. 
  Blinding Spittle (Ex): An eye of Gruumsh of 4th level 
  or higher can launch blinding spittle at any opponent 
  within 20 feet. With a successful ranged touch attack 
  (at a -4 penalty), he spits his stomach acid into the 
  target’s eyes. An opponent who fails a Reflex save (DC 
  10 + eye of Gruumsh’s class level + eye of Gruumsh’s 
  Con modifier) is blinded until he or she can rinse away 
  the spittle. This attack has no effect on creatures that 
  don’t have eyes or don’t depend on vision. Blinding 
  spittle is usable twice per day at 4th level and four 
  times per day at 7th level. 
  Blindsight (Ex): At 5th level, an eye of Gruumsh gains 
  Blindsight (see page 306 of the Monster Manual) out to 
  5 feet. The range increases to 10 feet at 8th level. 
  Sight of Gruumsh (Ex): At 10th level, an eye of 
  Gruumsh gains the ability to see the moment of his 
  own 
  death 
  through 
  his 
  missing 
  eyes. 
  This 
  foreknowledge gives him a +2 morale bonus on all 
  saving throws and Armor Class from then on. He also 
  does not go unconscious when reduced to negative hit 
  points; however, the PC still dies at -10 hit points. 
  (Whether or not the vision is accurate is irrelevant-the 
  PC believes it to be true.) 
   
  Table 2-10: The Eye of Gruumsh 
  Leve
  l 
  Base 
  Attac
  k 
  Bonu
  s 
  Fort 
  Save 
  Ref 
  Sav
  e 
  Will 
  Save Special 
  1st 
  +1 
  +2 
  +0 +0 
  Blind-Fight, command the
  horde, rage 
  2nd +2 
  +3 
  +0 +0 
  Swing blindly 
  3rd +3 
  +3 
  +1 +1 
  Ritual scarring +1 
  4th +4 
  +4 
  +1 +1 
  Blinding spittle 2/day 
  5th +5 
  +4 
  +1 +1 
  Blindsight 5ft. 
  6th +6 
  +5 
  +2 +2 
  Ritual scarring +2 
  7th +7 
  +5 
  +2 +2 
  Blinding spittle 4/day 
  8th +8 
  +6 
  +2 +2 
  Blindsight 10 ft. 
  9th +9 
  +6 
  +3 +3 
  Ritual scarring +3 
  10th +10 +7 
  +3 +3 
  Sight of Gruumsh 
   
   
  Order of the Bow Initiate (new feat) [From 
  Complete Warrior) 
   
  Requirements 
  To qualify to become an Order of the Bow initiate, a PC 
  must fulfill all the following criteria. 
  Base Attack Bonus: +5. 
  Skills: Craft (bowmaking) 5 ranks, Knowledge 
  (religion) 2 ranks. 
  Feats: Point Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Focus (longbow, shortbow, or the composite 
  version of either). 
  Class Skills 
  The Order of the Bow initiate's class skills (and the key 
  ability for each skill) are Climb (Str), Craft (Int), 
  Knowledge (religion) (Int), Ride (Dex), Spot (Wis), and 
  Swim (Str). 
  Skill Points at Each Level: 2 + Int modifier. 
  Class Features 
  All of the following are class features of the Order of 
  the Bow initiate prestige class. 
  Weapon and Armor Proficiency: Order of the Bow 
  initiates gain no proficiency with any weapon or 
  armor. 
  Ranged Precision (Ex): As a standard action, an 
  initiate may make a single precisely aimed attack with 
  a ranged weapon, dealing an extra 1d8 points of 
  damage if the attack hits. When making a ranged 
  precision attack, an initiate must be within 30 feet of 
  his target. An initiate's ranged precision attack only 
  works against living creatures with discernable 
  anatomies. Any creature that is immune to critical hits 
  (including undead, constructs, oozes, plants, and 
  incorporeal creatures) is not vulnerable to a ranged 
  precision attack, and any item or ability that protects a 
  creature from critical hits (such as armor with the 
  fortification special ability) also protects a creature 
  from the extra damage. 
  Unlike with a rogue's sneak attack, the initiate's target 
  does not have to be flat-footed or denied its Dexterity 
  bonus, but if it is, the initiate's extra precision damage 
  stacks with sneak attack damage. Treat the initiate's 
  ranged precision attack as a sneak attack in all other 
  ways. 
  The initiate's bonus to damage on ranged precision 
  attacks increases by +1d8 every two levels. 
  An initiate can only use this ability with a ranged 
  weapon for which he has taken the Weapon Focus feat. 
  Close Combat Shot (Ex): At 2nd level, an initiate can 
  attack with a ranged weapon while in a threatened 
  square and not provoke an attack of opportunity. 
  Greater Weapon Focus (Ex): At 4th level, an Order of 
  the Bow initiate gains the Greater Weapon Focus feat 
  with a single ranged weapon for which he has taken 
  the Weapon Focus feat even if he has not attained 8th 
  level as a fighter. 
  
  VER6-05 Reclamation 
   
  Page 55 
  Sharp-Shooting: At 6th level, an initiate gains the 
  Sharp-Shooting feat (see below) even if he does not 
  meet the prerequisites. 
  Extended Precision (Su): A 10th-level Order of the 
  Bow initiate's senses and feel for "the shot" become so 
  attuned that he may make ranged precision attacks 
  (and sneak attacks, if he has the ability) at a range of up 
  to 60 feet. 
   
  Table 2-26: The Order of the Bow Initiate 
  Leve
  l 
  Base 
  Attac
  k 
  Bonu
  s 
  Fort 
  Save 
  Ref 
  Sav
  e 
  Will 
  Save Special 
  1st 
  +1 
  +0 
  +2 +2 
  Ranged precision +1d8 
  2nd +2 
  +0 
  +3 +3 
  Close combat shot 
  3rd +3 
  +1 
  +3 +3 
  Ranged precision +2d8 
  4th +4 
  +1 
  +4 +4 
  Greater Weapon Focus 
  5th +5 
  +1 
  +4 +4 
  Ranged precision +3d8 
  6th +6 
  +2 
  +5 +5 
  Sharp-Shooting 
  7th +7 
  +2 
  +5 +5 
  Ranged precision +4d8 
  8th +8 
  +2 
  +6 +6 
  – 
  9th +9 
  +3 
  +6 +6 
  Ranged precision +5d8 
  10th +10 +3 
  +7 +7 
  Extended precision 
   
   
  Warpriest (new feat) [From Complete Divine) 
   
  Requirements 
  To qualify to become a warpriest, a PC must fulfill all 
  the following criteria. 
  Base Attack Bonus: +5. 
  Skills: Diplomacy 8 ranks, Sense Motive 5 ranks. 
  Feats: Combat Casting. 
  Spells: Able to cast at least one divine spell from one of 
  the following domains’ spell lists: Destruction, 
  Protection, Strength, or War. A PC who can cast at least 
  one spell from a domain counts a having access for this 
  purpose. 
  Special: Ability to turn or rebuke undead. 
  Class Skills 
  The warpriest’s class skills (and the key ability for each 
  skill) are Concentration (Con), Craft (Int), Diplomacy 
  (Cha), Handle Animal (Cha), Knowledge (history) 
  (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), 
  and Swim (Str). See Chapter 4 of the Player’s 
  Handbook for skill descriptions. 
  Skill Points at Each Level: 2 + Int modifier. 
  Class Features 
  All of the following are class features of the warpriest 
  prestige class. 
  Weapon and Armor Proficiency: Warpriests gain 
  proficiency with all simple and martial weapons, with 
  all types of armor, and shields (including tower 
  shields). 
  Spells per Day / Spells Known: A warpriest 
  continues advancing in divine spellcasting ability. 
  When a warpriest gains a new even-numbered level, 
  the PC gains new divine spells per day (and spells 
  known, if applicable) as if he had also gained a level in 
  whatever divine spellcasting class he belonged to 
  before he added the prestige class. He does not, 
  however, gain any other benefit a PC of that class 
  would have gained (improved chance of controlling or 
  rebuking undead, more frequent remove disease, and 
  so on). 
  For example, an 8th-level cleric / 2nd level warpriest 
  gains divine spells per day as if he had risen to 9th level 
  as a cleric. When he next gains a level as a warpriest, 
  making him an 8th-level cleric / 3rd-level warpriest, 
  his number of divine spells does not change; but when 
  he improves his warpriest levels to 4th, he gains divine 
  spells per day as if he had risen to 10th level as a cleric. 
  If a PC had more than one divine spellcasting class 
  before he became a warpriest, the play must decide 
  which class to assign each even-numbered level of 
  warpriest for the purpose of determining divine spells 
  per day and spells known. 
  Bonus Domain: At 1st level, a warpriest gains the 
  Glory domain (if he turns undead) or the Domination 
  domain (if he rebukes undead). 
  Rally (Ex): A warpriest who is currently not suffering 
  from a fear effect can use this ability as a standard 
  action. Allies within 60 feet who are suffering from any 
  fear effect and who can hear the warpriest are allowed 
  another saving throw against the fear effect, with a +1 
  morale bonus per warpriest level. 
  Turn or Rebuke Undead (Su): Levels of warpriest 
  stack with any of the PC’s cleric or paladin levels when 
  turning or rebuking undead. 
  Inflame (Ex): As a full-round action, the warpriest can 
  inflame the passions of his allies. All who can hear the 
  warpriest gain a morale bonus on saving throws against 
  ay charm or fear effect. The bonus begins at +2 for a 
  2nd-level warpriest and increases by +2 for each even-
  numbered level thereafter (+4 at 4th level, +6 at 6th 
  level, and so on). The effect lasts for 5 minutes after the 
  speech ends, plus 1 minute per level of the warpriest. 
  The warpriest also gains this bonus. 
  Mass Cure Light Wounds (Sp): Starting at 3rd level, a 
  warpriest can use mass cure light wounds once per day 
  as a spell like ability. Treat the warpriest’s caster level 
  for this effect as equal to his highest divine caster level. 
  Fear Aura (Su): Once per day starting at 5th level, a 
  warpriest can emanate a fear aura in a 20-foot radius for 
  
  VER6-05 Reclamation 
   
  Page 56 
  1 round per level. Foes must make a Will save (DC 10 + 
  warpriest’s class level + warpriest’s Cha modifier) or be 
  affected as if by a fear spell. 
  Heroes’ Feast (Sp): Once per day, a warpriest of 6th 
  level or higher can use heroes’ feast as a spell-like 
  ability. 
  Haste (Sp): At 7th level, a warpriest gains the ability to 
  use haste three times per day as a spell-like ability 
  Mass Heal (Sp): Once per day, a warpriest of 9th level 
  or higher can use heroes’ feast as a spell-like ability. 
  Treat the warpriest’s caster level for this effect as equal 
  to his highest divine caster level. 
  Implacable Foe (Su): At 10th level the warpriest can 
  channel positive (or negative) energy to keep allies 
  fighting 
  even 
  after 
  suffering 
  mortal 
  wounds. 
  Activating this ability requires only a move action, but 
  the warpriest must concentrate to maintain it each 
  round after that. 
  While active, the warpriest emanates an aura with a 
  100-foot radius. Allies within the radius may ignore the 
  effects of being reduced to 0 or less hp. However, any 
  creature reduced to –20 hp dies immediately. When 
  the effect ends, or if a creature moves more than 100 
  feet from he warpriest, the normal effects of the 
  damage apply immediately. 
  If the warpriest normally turns undead, this ability 
  affects living allies. If the warpriest normally rebukes 
  undead, this ability affects undead allies. 
   
  Table 2-24: The Warpriest 
  Lev
  el 
  Base 
  Atta
  ck 
  Bon
  us 
  For
  t 
  Sav
  e 
  Ref 
  Sav
  e 
  Wil
  l 
  Sav
  e 
  Special 
  Spells 
  per
  Day/Spells 
  Known 
  1st +1 
  +2 +0 +0 Bonus domain, 
  rally, turn or 
  rebuke undead 
  – 
  2nd +2 
  +3 +0 +0 Inflame +2 
  +1 
  level 
  of
  existing divine
  spellcasting 
  class 
  3rd +3 
  +3 +1 +1 Mass cure light 
  wounds 
  – 
  4th +4 
  +4 +1 +1 Inflame +4 
  +1 
  level 
  of
  existing divine
  spellcasting 
  class 
  5th +5 
  +4 +1 +1 Fear aura 
  – 
  6th +6 
  +5 +2 +2 Heroes’ 
  feast, 
  inflame +6 
  +1 
  level 
  of
  existing divine
  spellcasting 
  class 
  7th +7 
  +5 +2 +2 Haste 
  – 
  8th +8 
  +6 +2 +2 – 
  +1 
  level 
  of 
  existing divine 
  spellcasting 
  class 
  9th +9 
  +6 +3 +3 Mass heal 
  – 
  10th+10 +7 +3 +3 Implacable foe, 
  inflame +8 
  +1 
  level 
  of 
  existing divine 
  spellcasting 
  class 
   
   
  DREAD COMMANDO (new class) [From Heroes 
  of Battle) 
   
  Entry Requirements 
  Base Attack Bonus: +5. 
  Skills: Hide 6 ranks, Move Silently 6 ranks. 
  Feats: Dodge, Mobility. 
  table 5-3: The Dread Commando Hit Die: d8 
  Lev
  el 
  Base 
  Attack 
  Bonus
  Fo
  rt 
  Sav
  e 
  Re
  f 
  Sav
  e 
  Wi
  ll 
  Sav
  e Special 
  1st +1 
  +0 +2 +0 Sudden 
  strike 
  +1d6, 
  team 
  initiative bonus 
  2nd +2 
  +0 +3 +0 Armored ease 2 
  3rd +3 
  +1 +3 +1 Sudden strike +2d6 
  4th +4 
  +1 +4 +1 Armored 
  ease 
  4,stealthy 
  movement 
  5th +5 
  +1 +4 +1 Sudden strike +3d6 
  Class Skills (6 + Int modifier per level): Climb, Craft, 
  Disable Device, Disguise, Escape Artist, Hide, Jump, 
  Knowledge (geography), Listen, Move Silently, Open 
  Lock, Profession, Search, Spot, Swim, Use Rope. 
  CLASS FEATURES 
  As he advances in level, a dread commando gains 
  abilities that steadily increase his effectiveness against 
  unsuspecting foes, while at the same time increasing 
  his maneuverability 
  while armored. He becomes an even more capable 
  infiltrator or member of a shock troop as he advances 
  in level.  
  Sudden Strike (Ex): If you can catch an opponent 
  when she is unable to defend herself effectively from 
  your attack, you can strike a vital spot for extra damage. 
  Whenever yourtarget is denied her Dexterity bonus to 
  AC against your attack (whether the target actually has 
  a Dexterity bonus to Armor Class or not), you deal an 
  extra 1d6 points of damage with your attack. The extra 
  damage increases to 2d6 at 3rd level and to 3d6 at 5th 
  level. Ranged attacks count as sudden strikes only if 
  the target is within 30 feet; you can’t strike with deadly 
  
  VER6-05 Reclamation 
   
  Page 57 
  accuracy from beyond this range. You can only use 
  sudden strike against living creatures with discernible 
  anatomies—undead, constructs, oozes, plants, and 
  incorporeal creatures lack vital areas to attack. Any 
  creature that is immune to extra damage from critical 
  hits is not vulnerable to sudden strike damage. You 
  must be able to see the target well enough to pick out a 
  vital spot and must be able to reach such a spot. You 
  cannot make a sudden strike while striking a creature 
  with concealment or striking the limbs of a creature 
  whose vitals are out of reach. You can’t use sudden 
  strike to deliver nonlethal damage. Weapons capable of 
  dealing only nonlethal damage don’t deal extra damage 
  when used as part of a sudden strike. The extra damage 
  from the sudden strike ability stacks with extra damage 
  from a sneak attack whenever both would apply to the 
  same target. 
  Team Initiative Bonus (Ex): You are skilled at 
  keeping a team organized and ready for danger. All 
  allies within 30 feet who can see you (including 
  yourself) gain a competence bonus on initiative checks 
  equal to your class level. 
  Armored Ease (Ex): You learn to adapt your 
  movements to the restrictive nature of armor. 
  beginning at 2nd level, you reduce the armor check 
  penalty of any armor with which you are proficient by 
  2 (to a minimum of 0). At 4
  th level, this reduction 
  increases to 4 points (to a minimum of 0). 
  Stealthy Movement (Ex): You learn to remain quiet 
  and hidden even while mobile. Beginning at 4th level, 
  you take no penalty on Hide or Move Silently checks 
  while moving at up to your normal speed, and you take 
  only a –10 penalty on Hide and Move Silently checks 
  when running or charging (instead of the usual –20). 
   
  WAR WEAVER (new class) [From Heroes of 
  Battle) 
  Entry Requirements 
  Skills: Craft (weaving) 6 ranks, Knowledge (arcana) 6 
  ranks 
  Feats: Enlarge Spell 
  Spells: Ability to cast 3rd-level arcane spells 
  CLASS FEATURES 
  As a war weaver, you gain abilities that allow your 
  spells to affect multiple allies at once.  
  Eldritch Tapestry (Su): Upon entering the class, you 
  gain an understanding of the rudiments of the war 
  weaver’s craft. You can thread together unseen strands 
  of life force to connect willing allies in a magically 
  resonant 
  network known as an eldritch tapestry. Doing so takes 
  10 minutes and requires a DC 15 Craft (weaving) 
  check. 
  (Most war weavers take 10 on the check.) When you 
  weave an eldritch tapestry, you can connect a number 
  of allies 
  equal to your bonus in your arcane spellcasting ability 
  score (Intelligence for wizards, Charisma for sorcerers 
  and 
  bards). Creatures must be within line of sight to have 
  their life force woven into an eldritch tapestry, and 
  they must 
  be living creatures. An eldritch tapestry lasts for 24 
  hours or until you weave a new one. You’re always 
  connected to 
  your own eldritch tapestry, and you don’t count against 
  the limit of allies that can be connected. Once you have 
  woven an eldritch tapestry, you can send your spells 
  across the life-force strands to your allies. Although 
  you cast but a single spell, you can have it affect every 
  creature in your eldritch tapestry as if the group were a 
  single creature. The maximum level of spell you can 
  cast into an eldritch tapestry is equal to your class level. 
  For example, a 5th-level wizard/2nd-level war weaver 
  with an Intelligence of 16 could cast a 2nd-level spell 
  such as bull’s strength and have it affect herself and the 
  three allies connected to her eldritch tapestry. Each of 
  the four PCs would gain a +4 enhancement bonus to 
  Strength—at the cost of a single spell, not four separate 
  castings. Only spells with the “harmless” designation in 
  their 
  saving throw entry or ones requiring willing targets 
  can be cast into an eldritch tapestry. In addition, spells 
  with a range of personal cannot be cast through an 
  eldritch tapestry. If a spell has a costly material 
  component or an XP cost, you must expend one 
  casting’s worth of the material component or pay the 
  XP cost for each creature targeted by the spell 
  (including yourself). For example, sharing a stoneskin 
  spell with four allies requires the expenditure of 
  diamond dust worth a total of 1,250 gp. An eldritch 
  tapestry doesn’t change the range of a spell. To cast 
  bull’s strength, for example, you must touch all your 
  allies. You can touch as many willing targets as you can 
  reach as part of the casting, but all targets must be 
  touched in the same round you finish casting the spell. 
  You can exclude specific creatures connected to an 
  eldritch  tapestry from a spell if you like. 
   
  If the spell requires decision-making on your part, 
  you must make the same decision for everyone the 
  spell is 
  meant to affect. For instance, if you cast protection 
  from energy through the eldritch tapestry, you must 
  choose the same energy type for everyone affected by 
  the spell. 
  
  VER6-05 Reclamation 
   
  Page 58 
   
  An eldritch tapestry doesn’t allow your spells to 
  affect illegal targets. You can’t affect objects with spells 
  cast into 
  your eldritch tapestry, even if those objects are held by 
  your allies (for instance, you can’t use eldritch tapestry 
  to deliver a greater magic weapon spell). 
  Quiescent Weaving (Su): Beginning at 2nd level, you 
  can weave a single spell into your eldritch tapestry for 
  later use. For each level you gain beyond 2nd, you can 
  store one additional spell as a quiescent weaving in 
  your eldritch tapestry. The maximum level of spell that 
  you can weave into your eldritch tapestry with this 
  ability is equal to your class level. 
  Quiescent weaving enables you to prepare beneficial 
  spells you know your allies will need in a crisis. You 
  can release the quiescent spells right away at the 
  beginning of a fight, then commence with more 
  offensive spellcasting. 
  table 5-5: The War Weaver Hit Die: d4 
  Lev
  el 
  Base 
  Attack 
  Bonus 
  Fo
  rt 
  Sav
  e 
  Re
  f 
  Sav
  e 
  Wi
  ll 
  Sav
  e Special 
  Spellcasting 
  1st +0 
  +0 +0 +2 Eldritch 
  tapestry 
  ---- 
  2nd +1 
  +0 +0 +3 Quiescent 
  weaving 1 
  +1 level of existing 
  arcane 
  spellcasting
  class 
  3rd +1 
  +1 +1 +3 Quiescent 
  weaving 2  
   
  +1 level of existing
  arcane 
  spellcasting
  class 
   
  4th +2 
  +1 +1 +4 Quiescent 
  weaving 3  
  +1 level of existing
  arcane 
  spellcasting
  class 
   
  5th +2 
  +1 +1 +4 Enlarged 
  tapestry, 
  quiescent 
  weaving 4 
  +1 level of existing
  arcane 
  spellcasting
  class 
   
  Class Skills (2 + Int modifier per level): Concentration, 
  Craft, Knowledge (arcana), Profession, Spellcraft. 
   
  3 
  To make a quiescent weave, you must designate the 
  eldritch tapestry as the target for the spell as you cast it 
  (regardless of what the spell’s normal target is). The 
  spell is now woven into the eldritch tapestry in a 
  dormant state; 
  it doesn’t use up its duration or affect targets in any 
  way.  
   
  As a move action, you can release all the spells in 
  your quiescent weaving. They immediately and 
  instantaneously take effect in the order they were cast. 
  The same restrictions apply to a quiescent weaving that 
  apply to any other spell woven into an eldritch tapestry 
  (they must be “harmless,” cannot have a range of 
  personal, and require 
  separate expenditures of material components or XP 
  for each target). The quiescent spells affect only legal 
  targets 
  at the time you release them.  
   
  For example, if you have bull’s strength and 
  protection from energy in your eldritch tapestry as 
  quiescent weavings, you still have to touch your allies 
  during the move action to target them with the spells. 
  Spellcasting: At each level other than 1st level, you 
  gain new spells per day (and spells known, if 
  applicable) and an increase in caster level as if you had 
  also gained a level in an arcane spellcasting class to 
  which you belonged before 
  adding the prestige class level. You do not, however, 
  gain any other class feature a PC of that class would 
  have gained. If you had more than one arcane 
  spellcasting class before becoming a war weaver, you 
  must decide to which 
  class to add each level for the purpose of determining 
  spells per day, spells known, and caster level. 
  Enlarged Tapestry (Su): At 5th level, you can stretch 
  your magic across your eldritch tapestry beyond 
  normal distances. Spells you cast through an eldritch 
  tapestry have their range category increased: touch 
  spells become close range, close-range spells become 
  medium range, and medium-range spells become long 
  range. Long-range spells and spells with fixed ranges 
  are unaffected. 
   
  SEEKER OF THE MISTY ISLE (new class) [From 
  Complete Divine) 
  REQUIREMENTS 
  To qualify to become a seeker of the Misty Isle, a PC 
  must fulfill all the following criteria. 
  Race: Elf or half-elf. 
  Skills: Knowledge (religion) 4 ranks, Survival 8 ranks. 
  Spells: Able to cast 2nd-level divine spells. 
  Special: Must be inducted into the order by another 
  member. 
  CLASS SKILLS 
  The seeker of the Misty Isle’s class skills (and the key 
  ability for each skill) are Balance (Dex), Climb (Str), 
  Concentration (Con), Craft (Int), Diplomacy (Cha), 
  Hide (Dex), Jump (Str), Knowledge (geography) (Int), 
  Knowledge (religion) (Int), Listen (Wis), Move Silently 
  (Dex), Ride (Dex), Speak Language (n/a), Spellcraft 
  (Int), Spot (Wis), and Survival (Wis). 
  See Chapter 4 of the Player’s Handbook for skill 
  descriptions. 
  
  VER6-05 Reclamation 
   
  Page 59 
  Skill Points at Each Level: 6 + Int modifier. 
   
  Table 2–19: The Seeker of the Misty Isle 
  Lev
  el 
  Base 
  Atta
  ck 
  Bon
  us 
  For
  t 
  Sav
  e 
  Ref 
  Sav
  e 
  Wil
  l 
  Sav
  e 
  Special 
  Spells 
  per
  Day/Spells 
  Known 
  1st +0 
  +2 +2 +0 Extra 
  domain 
  (Travel) 
  +1 
  level 
  of
  existing class 
  2nd +1 
  +3 +3 +0 — 
  +1 
  level 
  of
  existing class 
  3rd +2 
  +3 +3 +1 — 
  +1 
  level 
  of
  existing class 
  4th +3 
  +4 +4 +1 Swiftfooted 
  +1 
  level 
  of
  existing class 
  5th +3 
  +4 +4 +1 Corellon’s 
  perception, 
  surefooted 
  --- 
  6th +4 
  +5 +5 +2 Find the path 
  +1 
  level 
  of
  existing class 
  7th +5 
  +5 +5 +2 Extra 
  domain 
  (Magic) 
  +1 
  level 
  of
  existing class 
  8th +7 
  +6 +6 +2 – 
  +1 
  level 
  of
  existing class 
  9th +6 
  +6 +6 +3 Arcane sight 
  +1 
  level 
  of
  existing class 
  10th +7 
  +7 +7 +3 Discern 
  location 
  --- 
   
   
  CLASS FEATURES 
  All of the following are class features of the seeker of 
  the Misty Isle prestige class. 
  Weapon and Armor Proficiency: Seekers of the 
  Misty Isle are proficient with all martial weapons and 
  with all light and medium armor. 
  Extra Domain: A seeker of the Misty Isle gains the 
  granted power and spell access of the Travel domain at 
  1
  st level and the Magic domain at 7th level. For an 
  explanation of how nonclerics receive domain spells, 
  see the Extra Domains section at the beginning of this 
  Chapter. 
  Spells per Day/Spells Known: When a new seeker of 
  the Misty Isle level is gained, the PC gains new spells 
  per day (and spells known, if applicable) as if she had 
  also gained a level in whatever spellcasting class in 
  which she could cast 2nd-level divine spells before she 
  added the prestige class. She does not, however, gain 
  any other benefit a PC of that class would have gained 
  (improved chance of controlling or rebuking undead, 
  wild shape ability, and so 
  on). This essentially means that she adds the level of 
  seeker of the Misty Isle to the level of whatever other 
  spellcasting class the PC has, then determines spells 
  per day accordingly. 
   
  If a PC had more than one spellcasting class in 
  which she could cast 2nd-level Divine spells before she 
  became a seeker of the Misty Isle, the player must 
  decide which class to assign each level of seeker of the 
  Misty Isle for the purpose of determining spells per 
  day and spells known. 
  Swiftfooted (Ex): At 4th level, the seeker can ignore 
  the normal –5 penalty for accelerated movement when 
  she uses the following skills: Balance, Climb, Hide, 
  Move Silently, and Survival (for following tracks). Her 
  penalty for accelerated tumbling is reduced from –10 
  to –5. 
  Corellon’s Perception (Ex): A 5th-level seeker of the 
  Misty Isles has sight and hearing far beyond a normal 
  elf’s, and she has attuned her senses to repetitively 
  sweep her immediate area. She gains a +5 racial bonus 
  on Listen, Search, and Spot checks. Furthermore, she 
  can attempt to spot or hear something she failed to 
  notice previously once per round per skill as a free 
  action (such attempts are ordinarily move actions).  
  Surefooted (Ex): As a side effect of the seeker of the 
  Misty Isle’s keen senses, she is always searching the 
  terrain 
  around 
  her. 
  Accordingly, 
  she 
  has 
  a 
  preternatural sense of minute details in 
  the landscape she can use to her advantage. She can 
  ignore DC modifiers on Balance, Move Silently, and 
  Tumble checks derived from the surface or terrain. 
  Find the Path (Sp): A 6
  th level seeker can use find the 
  path on herself once per day as a spell-like ability. Her 
  caster level is equal to her class level. 
  Arcane Sight (Su): Three times per day, a 9th-level 
  seeker of the Misty Isle’s eyes glow blue, enabling her 
  to use arcane sight, as the spell from a caster of the 
  seeker’s highest divine caster level. 
  Discern Location (Sp): A 10th-level seeker can use 
  discern location once per week as a spell-like 
  ability. Her caster level is equal to her class level. 
   
  ELEMENTAL 
  SAVANT 
  ((new 
  class) 
  [From 
  Complete Arcane) 
   
  Requirements 
  To qualify to become an elemental savant, a PC must 
  fulfill all the following criteria. 
  Skills: Knowledge (arcana) 8 ranks, Knowledge (the 
  planes) 4 ranks. 
  Feat: Energy Substitution (acid, cold, electricity, or 
  fire). 
  Spells: Able to cast at least three spells that have one of 
  
  VER6-05 Reclamation 
   
  Page 60 
  the following descriptors in common: acid, cold, 
  electricity, or fire. One of the spells must be at least 3rd 
  level. 
  Special: Must have made peaceful contact with an 
  elemental or outsider that has an elemental subtype 
  (air, earth, fire, or water). 
  Class Skills 
  The elemental savant’s class skills (and the key ability 
  for each skill) are Concentration (Con), Craft (Int), 
  Knowledge (arcana) (Int), Knowledge (the planes) 
  (Int), Profession (Wis), and Spellcraft (Int). 
  Skill Points at Each Level: 2 + Int modifier. 
  Class Features 
  All the following are class features of the elemental 
  savant prestige class. 
  Weapon and Armor Proficiency: Elemental savants 
  gain no proficiency with any weapon or armor. 
  Spells per Day/Spells Known: At each level except 5
  th 
  and 10th, an elemental savant gains new spells per day 
  (and spells known, if applicable) as if she had also 
  gained a level in a spellcasting class to which she 
  belonged before adding the prestige class level. She 
  does not, however, gain any other benefit a PC of that 
  class would have gained (improved chance of turning 
  or destroying undead, a bonus feat, and so on). If she 
  had more than one spellcasting class before 
  becoming an elemental savant, she must decide to 
  which class to add each level for the purpose of 
  determining spells per day and spells known. 
  Elemental Specialty (Ex): The first step toward 
  transcending mortal form requires an elemental savant 
  to choose her elemental specialty. Upon entering the 
  class, she must select an element and its associated 
  energy type (air = electricity, earth = acid, fire = fire, or 
  water =cold). This choice must match the Energy 
  Substitution feat that the savant selected to gain entry 
  to the prestige class. When the savant casts a spell that 
  normally deals energy damage, its energy descriptor 
  changes to the savant’s chosen energy type, and it deals 
  damage of that energy type instead of its normal 
  energy type. 
   
  For example, an elemental savant choosing to 
  specialize in fire could still cast meld into stone, and its 
  descriptor would not change because it does not deal 
  energy damage. However, if she casts Melf’s acid 
  arrow, the spell would deal fire damage and have the 
  fire descriptor instead of dealing acid damage and 
  having the acid descriptor. 
  Resistance to Energy (Ex): As an elemental savant 
  gains levels in this prestige class, she becomes more 
  resistant to the type of energy allied with her chosen 
  element. At 1
  st level, she gains resistance 5 against this 
  energy type. This resistance rises to 10 at 4th level and 
  20 at 7th level. 
  Immunity to Sleep (Ex): At 2nd level, as an elemental 
  savant continues to transcend her mortal form, she 
  gains immunity to sleep effects. 
  Energy Penetration (Ex): Beginning at 3rd level, an 
  elemental savant further refines her ability to wield 
  energy associated with her chosen element. When she 
  casts a spell using that type of energy, she gains a +2 
  competence bonus on caster level checks (1d20 + caster 
  level) to 
  overcome a creature’s spell resistance. At 8th level, this 
  bonus increases to +4. These bonuses 
  stack with those granted by the Spell Penetration and 
  Greater Spell Penetration feats. 
  Energy Focus (Ex): From 5th level on, an elemental 
  savant is better able to manipulate energy associated 
  with her chosen element. The save DC for any spell 
  with that energy descriptor increases by 1. At 10th 
  level, these save DCs increase by 1 again (total increase 
  of 2). These increases are cumulative with those 
  granted by the Spell Focus and Greater Spell Focus 
  feats. 
  Darkvision (Ex): At 6th level, an elemental savant 
  gains darkvision out to 60 feet. 
  Immunity to Paralysis and Poison (Ex): As an 
  elemental savant approaches elemental perfection, she 
  gains immunity to paralysis and poison at 9th level. 
  Elemental Perfection: At 10th level, an elemental 
  savant, through long association with  elemental 
  entities and extensive study of their secrets, completely 
  transcends her mortal form to become an elemental 
  creature. Her type changes to elemental. She no longer 
  needs to eat, sleep, or breathe (though she must still 
  rest to regain spells). She gains an elemental creature’s 
  immunity to stunning, and she is no longer subject to 
  extra damage from critical hits or flanking.  
  An 
  elemental savant gains the speed and movement 
  modes, natural attacks, special  attacks, and special 
  qualities of a Medium elemental of the type 
  appropriate to her elemental specialty, as noted in the 
  Monster Manual, except that the save DC against her 
  elemental attack form, if any (whirlwind, burn, or 
  vortex) is 20 + her Con modifier. Upon achieving this 
  state, an elemental savant’s appearance undergoes a 
  minor physical change, usually to the skin or eyes. 
   
  An earth elemental savant, for example, might 
  acquire gemlike eyes and hard, pebbly skin. Anyone 
  who shares the elemental savant’s predilection for 
  study of her chosen plane immediately recognizes her 
  transcendent nature. She gains a +2 circumstance 
  bonus on all Charisma-based skill and ability checks 
  when interacting with creatures that share her 
  elemental subtype (air, earth, fire, or water) and with 
  other elemental savants who have chosen her element. 
  
  VER6-05 Reclamation 
   
  Page 61 
   
  Unlike a normal elemental, an elemental savant 
  retains a soul separate from her body. She can be raised 
  from the dead as normal for a creature of her previous 
  type. 
  Energy Immunity (Ex): From 10th level on, an 
  elemental savant gains immunity to the type of energy 
  associated with her chosen element. 
   
  Table 2–7: The Elemental Savant 
  Lev
  el 
  Base 
  Atta
  ck 
  Bon
  us 
  For
  t 
  Sav
  e 
  Ref 
  Sav
  e 
  Wil
  l 
  Sav
  e 
  Special 
  Spells 
  per
  Day/Spells 
  Known 
  1st +0 
  +0 +0 +2 Elemental 
  specialty, 
  resistance 
  to 
  energy 5 
  +1 
  level 
  of
  existing class 
  2nd +1 
  +0 +0 +3  Immunity 
  to 
  sleep 
  +1 
  level 
  of
  existing class 
  3rd +1 
  +1 +1 +3 Energy 
  penetration +2 
  +1 
  level 
  of
  existing class 
  4th +2 
  +1 +1 +4 Resistance 
  to 
  energy 10 
  +1 
  level 
  of
  existing class 
  5th +2 
  +1 +1 +4 Energy focus +1 --- 
  6th +3 
  +2 +2 +5 Darkvision 
  +1 
  level 
  of
  existing class 
  7th +3 
  +2 +2 +5 Resistance 
  to 
  energy 20 
  +1 
  level 
  of
  existing class 
  8th +4 
  +2 +2 +6 Energy 
  penetration +4 
  +1 
  level 
  of
  existing class 
  9th +4 
  +3 +3 +6 Immunity 
  to 
  paralysis 
  and 
  poison 
  +1 
  level 
  of
  existing class 
  10th +5 
  +3 +3 +7 Elemental 
  perfection, 
  energy focus +2, 
  energy 
  immunity 
  --- 
   
  HEXBLADE (new class) [From Complete 
  Warrior) 
   
  GAME RULE INFORMATION 
  Hexblades have the following game statistics.  
   
  Abilities: Charisma controls many of the hexblade’s 
  special powers, including his spellcasting. Strength is 
  important for him because of its role in combat. 
  Dexterity and Constitution both contribute to the 
  hexblade’s long-term survival.  
   
  Alignment: Any nongood.  
   
  Hit Die: d10. 
   
  Class Skills 
  The hexblade’s class skills (and the key ability for each 
  skill) are Bluff (Cha), Concentration (Con), Craft (Int), 
  Diplomacy (Cha), Intimidate (Cha), Knowledge 
  (arcana) (Int), Profession (Wis), Ride (Dex), and 
  Spellcraft (Int). See Chapter 4 in the Player’s 
  Handbook for skill descriptions.  
   
  Skill Points at 1st Level: (2 + Int modifier) × 4. Skill 
  Points at Each Additional Level: 2 + Int modifier. 
  Class Features 
  All of the following are class features of the hexblade.   
   
  Weapon and Armor Proficiency: Hexblades are 
  proficient with all simple and martial weapons, and 
  with light armor but not with shields. Because the 
  somatic components required for hexblade spells are 
  simple, a hexblade can cast hex-blade spells while 
  wearing light armor without incurring the normal 
  arcane spell failure chance. However, like any other 
  arcane spellcaster, a hexblade wearing medium or 
  heavy armor or using a shield incurs a chance of arcane 
  spell failure if the spell in question has a somatic 
  component (and most do). A multiclass hexblade still 
  incurs the normal arcane spell failure chance for arcane 
  spells derived from other classes. 
  Hexblade’s Curse (Su): Once per day, as a free action, 
  a hexblade can unleash a curse upon a foe. The target 
  must be visible to the hexblade and within 60 feet. The 
  target of a hexblade’s curse takes a –2 penalty on 
  attacks, saves, ability checks, skill checks, and weapon 
  damage rolls for 1 hour thereafter. A successful Will 
  save (DC 10 + 1/2 hexblade’s class level + hexblade’s 
  Cha modifier) negates the effect. 
   
  At every four levels beyond 1st (5th, 9th, 13th, and 
  17th) a hexblade gains the ability to use his curse one 
  additional time per day, as indicated on Table 1–1. 
  Multiple hexblade’s curses don’t stack, and any foe that 
  successfully resists the effect cannot be affected again 
  by the same hexblade’s curse for 24 hours. Any effect 
  that removes or dispels a curse eliminates the effect of 
  a hexblade’s curse.  
  Arcane Resistance (Su): At 2nd level, a hexblade gains 
  a bonus equal to his Charisma bonus (minimum +1) on 
  saving throws against spells and spell-like effects.  
   
  Mettle (Ex): At 3rd level and higher, a hexblade can 
  resist magical and unusual attacks with great willpower 
  or fortitude. If he makes a successful Will or Fortitude 
  save against an attack that normally would have a lesser 
  
  VER6-05 Reclamation 
   
  Page 62 
  effect on a successful save (such as any spell with a 
  saving throw entry of Will half or Fortitude partial), he 
  instead completely negates the effect. An unconscious 
  or sleeping hexblade does not gain the benefit of 
  mettle.  
   
  Familiar: Beginning at 4th level, a hexblade can obtain 
  a familiar. Doing so takes 24 hours and uses up magical 
  materials that cost 100 gp. A familiar is a magical beast 
  that resembles a small animal and is unusually tough 
  and intelligent. The creature serves as a companion and 
  servant. The hexblade chooses the kind of familiar he 
  gets. As the hexblade advances in level, his familiar also 
  increases in power. Treat the hexblade as a sorcerer of 
  three levels lower for determining the familiar’s 
  powers and abilities (see the Familiars side-bar on page 
  52 of the Player’s Handbook). If the familiar dies or is 
  dismissed by the hexblade, the latter must attempt a 
  DC 15 Fortitude saving throw. Failure means he loses 
  200 experience points per hexblade level; success 
  reduces the loss to one-half that amount. However, a 
  hexblade’s experience point total can never go below 0 
  as the result of a familiar’s demise or dismissal. A slain 
  or dismissed familiar cannot be replaced for a year and 
  day. A slain familiar can be raised from the dead just as 
  a PC can be, but it does not lose a level or a point of 
  Constitution when this happy event occurs. A PC with 
  TABLE 1-1: THE HEXBLADE SOUL 
   
  Spells per day 
  Base 
  Class 
  level 
  Base Attack Bonus 
  Fort 
  save 
  Ref 
  save 
  Will 
  save 
  Special 
  1
  st 
  2
  nd 
  3
  rd 
  4
  th 
  1
  st 
  +1 
  +0 
  +0 
  +2 
  Hexblade’s curse 
  1/day 
  --- 
  --- 
  --- 
  --- 
  2
  nd 
  +2 
  +0 
  +0 
  +3 
  Arcane resistance 
  --- 
  --- 
  --- 
  --- 
  3
  rd 
  +3 
  +1 
  +1 
  +3 
  Mettle 
  --- 
  --- 
  --- 
  --- 
  4
  th 
  +4 
  +1 
  +1 
  +4 
  Summon Familiar 
  0 
   
   
   
  5
  th 
  +5 
  +1 
  +1 
  +4 
  Bonus 
  Feat, 
  hexblade’s 
  curse 
  2/day 
  0 
   
   
   
  6
  th 
  +6/+1 
  +2 
  +2 
  +5 
   
  1 
   
   
   
  7
  th 
  +7/+2 
  +2 
  +2 
  +5 
  Greater hexblade’s 
  curse 
  1 
   
   
   
  8
  th 
  +8/+3 
  +2 
  +2 
  +6 
   
  1 
  0 
   
   
  9
  th 
  +9/+4 
  +3 
  +3 
  +6 
  Hexblade’s curse 
  3/day 
  1 
  0 
   
   
  10
  th 
  +10/+5 
  +3 
  +3 
  +7 
  Bonus feat 
  1 
  1 
   
   
  11
  th 
  +11/+6/+1 
  +3 
  +3 
  +7 
   
  1 
  1 
  0 
   
  12
  th 
  +12/+7/+2 
  +4 
  +4 
  +8 
  Aura of unluck 
  1/day 
  1 
  1 
  0 
   
  13
  th 
  +13/+8/+3 
  +4 
  +4 
  +8 
  Hexblade’s curse 
  4/day 
  1 
  1 
  1 
   
  14
  th 
  +14/+9/+4 
  +4 
  +4 
  +9 
   
  2 
  1 
  1 
  0 
  15
  th 
  +15/+10/+5 
  +5 
  +5 
  +9 
  Bonus feat 
  2 
  1 
  1 
  0 
  16
  th 
  +16/+11/+6/+1 
  +5 
  +5 
  +10 
  Aura of unluck 
  2/day 
  2 
  2 
  1 
  1 
  17
  th 
  +17/+12/+7/+2 
  +5 
  +5 
  +10 
  Hexblade’s curse 
  5/day 
  2 
  2 
  2 
  1 
  18
  th 
  +18/+13/+8/+3 
  +6 
  +6 
  +11 
   
  3 
  2 
  2 
  1 
  19
  th 
  +19/+14/+9/+4 
  +6 
  +6 
  +11 
  Dire 
  hexblade’s 
  curse 
  3 
  3 
  3 
  2 
  20
  th 
  +20/+15/+10/+5 
  +6 
  +6 
  +12 
  Aura of unluck 
  3/day, bonus feat 
  3 
  3 
  3 
  3 
  
  VER6-05 Reclamation 
   
  Page 63 
  more than one class that grants a familiar may have 
  only one familiar at a time.  
   
  Spells: 
  Beginnin
  g at 4th 
  level, 
  a 
  hexblade 
  gains the 
  ability to 
  cast 
  a 
  small 
  number 
  of arcane 
  spells, 
  which 
  are 
  drawn 
  from the 
  hexblade 
  spell list 
  (see 
  Chapter 
  3). 
  He 
  can cast 
  any spell 
  he 
  knows 
  without 
  preparin
  g 
  it 
  ahead of time, just as a sorcerer can (see page 54 of the 
  Player’s Handbook). To learn or cast a spell, a hexblade 
  must have a Charisma score equal to at least 10 + the 
  spell level (Cha 11 for 1st-level spells, Cha 12 for 2nd-
  level spells, and so forth). The Difficulty Class for a 
  saving throw against a hexblade’s spell is 10 + the spell 
  level + the hexblade’s Cha modifier. 
   
  Like other spellcasters, a hexblade can cast only a 
  certain number of spells of each spell level per day. His 
  base daily spell allotment is given on Table 1–1. In 
  addition, he receives bonus spells per day if he has a 
  high Charisma score (see Table 1–1: Ability Modifiers 
  and Bonus Spells, page 8 of the Player’s Handbook). 
  When Table 1–1 indicates that the hexblade gets 0 
  spells per day of a given spell level (for instance, 1st-
  level spells for a 4th-level hexblade), he gains only the 
  bonus spells he would be entitled to based on his 
  Charisma score for that spell level.   
   
  The hexblade’s selection of spells is extremely limited. 
  A hexblade begins play knowing no spells, but gains 
  one or more new spells at certain levels, as indicated on 
  Table 1–2. (Unlike spells per day, his Charisma score 
  does not affect the number of spells a hexblade knows; 
  the numbers on Table 1–2 are fixed.)  
   
  Upon reaching 12th level, and at every third hexblade 
  level after that (15th and 18th), a hexblade can choose 
  to learn a new spell in place of one he already knows. 
  In effect, the hexblade “loses” the old spell in exchange 
  for the new one. The new spell’s level must be the same 
  as that of the spell being exchanged, and it must be at 
  least two levels lower than the highest-level hexblade 
  spell the hexblade can cast. For instance, upon 
  reaching 12th level, a hexblade could trade in a single 
  1st-level spell (two spell levels below the highest-level 
  hexblade spell he can cast, which is 3rd) for a different 
  1st-level spell. At 15th level, he could trade in a single 
  1st-level or 2nd-level spell (since he now can cast 4th-
  level hexblade spells) for a different spell of the same 
  level. A hexblade may swap only a single spell at any 
  given level, and must choose whether or not to swap 
  the spell at the same time that he gains new spells 
  known for the level.  
   
  Through 3rd level, a hexblade has no caster level. At 
  4th level and higher, his caster level is one-half his 
  hexblade level. 
   
  Bonus Feat: At 5th level, and every five levels 
  thereafter (10th, 15th, and 20th), a hexblade gains a 
  bonus feat, which must be selected from the following 
  list: 
  Combat 
  Casting, 
  Greater 
  Spell 
  Focus 
  (enchantment, necromancy, or transmutation only), 
  Greater Spell Penetration, Spell Focus (enchantment, 
  necromancy, or transmutation only), Spell Penetration.  
   
  Greater Hexblade’s Curse (Su): When a hexblade 
  attains 7th level, the penalty on attacks, saves, ability 
  checks, skill checks, and weapon damage rolls incurred 
  by a target of the hexblade’s curse becomes –4 instead 
  of –2.  
   
  Aura of Unluck (Su): Once per day, a hexblade of 
  12th level or higher can create a baleful aura of 
  misfortune. Any melee or ranged attack made against 
  the hexblade while this aura of unluck is active has a 
  20% miss chance (similar to the effect of concealment). 
  Activating the aura is a free action, and the aura lasts 
  for a number of rounds equal to 3 + the hexblade’s 
  Charisma bonus (if any). At 16th level and higher, a 
  hexblade can use his aura of unluck twice per day. A 
  20th-level hexblade can activate this aura three times 
  per day.  
   
  TABLE 1-2: HEXBLADE 
  SPELLS KNOWN 
  Level 
  1 
  2 
  3 
  4 
  1
  st 
  -- 
  -- 
  -- 
  -- 
  2
  nd 
  -- 
  -- 
  -- 
  -- 
  3
  rd 
  -- 
  -- 
  -- 
  -- 
  4
  th 
  2* 
   
   
   
  5
  th 
  2 
   
   
   
  6
  th 
  3 
   
   
   
  7
  th 
  3 
   
   
   
  8
  th 
  4 
  2* 
   
   
  9
  th 
  4 
  2 
   
   
  10
  th 
  4 
  3 
   
   
  11
  th 
  4 
  3 
  2* 
   
  12
  th 
  4 
  4 
  2 
   
  13
  th 
  4 
  4 
  3 
   
  14
  th 
  4 
  4 
  3 
  2* 
  15
  th 
  4 
  4 
  4 
  3 
  16
  th 
  4 
  4 
  4 
  3 
  17
  th 
  5 
  4 
  4 
  4 
  18
  th 
  5 
  5 
  4 
  4 
  19
  th 
  5 
  5 
  5 
  4 
  20
  th 
  5 
  5 
  5 
  5 
  *Provide 
  the 
  hexblade 
  has 
  sufficient charisma to have a bonus 
  spell of this level 
  
  VER6-05 Reclamation 
   
  Page 64 
  Dire Hexblade’s Curse (Su): When a hexblade attains 
  19th level, the penalty on attacks, saves, ability checks, 
  skill checks, and weapon damage rolls incurred by a 
  target of the hexblade’s curse becomes –6 instead of –4. 
   
  WILDRUNNER (new class) [From Races of the 
  Wild) 
   
  Entry Requirements 
  Race: Elf or half-elf. 
  Alignment: Any good or chaotic. 
  Skills: Hide 5 ranks, Knowledge (nature) 5 ranks, 
  Move Silently 5 ranks, Survival 8 ranks. 
  Feats: Endurance. 
   
  Hit Die: d10 
  Class Skills (4 + Int modifier per level): Balance, 
  Climb, Handle Animal, Hide, Intimidate, Jump, 
  Knowledge (nature), Listen, Move Silently, Spot, 
  Survival, Swim. 
   
  CLASS FEATURES 
  As you advance in level, you gain abilities that aid you 
  in mastering the environment and making you self-
  sufficient in the wild.  
   
  Weapon and Armor Pro• ciency: You gain no 
  pro• ciency with any weapons or armor. If you wear 
  heavy armor, you do not bene• t from your fast 
  movement ability.  
   
  Fast Movement (Ex): Your land speed is faster than 
  the norm for your race by 10 feet while wearing light, 
  medium, or no armor. This increase stacks with similar 
  increases, such as that from the barbarian class. See the 
  barbarian class feature, page 25 of the Player’s 
  Handbook.  
   
  Trackless Step (Ex): You cannot be tracked in natural 
  surroundings. See the druid class feature, page 36 of 
  the Player’s Handbook.  
   
  Primal Scream (Su): At 2nd level, you become able to 
  bring forth the power inherent within and release it in 
  a blood-chilling scream. Releasing a primal scream is a 
  free action that does not provoke attacks of 
  opportunity. A primal scream induces a state of feral 
  frenzy that lasts for a number of rounds equal to 3 + 
  your Con modi• er (minimum 1). You can use your 
  primal scream ability a number of times per day equal 
  to 3 + your Cha modi• er (minimum 1). Using a primal 
  scream always requires you to shout, so you cannot use 
  a primal scream if you cannot speak. In this frenzy, you 
  gain a +2 bonus to Strength and a +6 bonus to 
  Dexterity. In addition, your jaw elongates and your 
  teeth become razor-sharp; you gain a bite attack that 
  deals 1d6 points of damage (1d4 if you are Small, or 1d8 
  if you are Large). You can wield a weapon in one or 
  both hands at your normal attack bonus and make a 
  secondary bite attack, but in that case the bite attack 
  takes a –5 attack penalty (or –2 with the Multiattack 
  feat).  In addition to these effects, a primal scream 
  confers additional bene• ts as you gain levels, as 
  described below. All effects are cumulative. Enemies 
  Shaken: Starting at 4th level, your primal scream 
  makes enemies within 30 feet shaken when you 
  activate the ability. This is a sonic, mind-affecting fear 
  effect. Creatures in the area must make Will saves (DC 
  10 + your class level + your Cha modifier). On a failed 
  save, a creature is shaken for a number of rounds equal 
  to your class level. Creatures with more Hit Dice than 
  you are immune to this effect.  
   
  Pounce: At 6th level, you gain the ability to pounce on 
  an opponent in the round in which you activate your 
  primal scream. If you charge a foe in the same round 
  that you scream, you may make a full attack, instead of 
  the normal single attack allowed after a charge. 
   
  Enemies Cower: Beginning at 8th level, your primal 
  scream can immobilize enemies with fear when you 
  activate the ability. This is a sonic, mind-affecting fear 
  effect. It functions like the enemies shaken ability 
  described above, except that any enemy with less than 
  half your Hit Dice that fails its Will save is cowering 
  instead of shaken.  
   
  Fast Healing: At 10th level, when you activate your 
  primal scream you gain fast healing 5 for the duration 
  of your feral frenzy, as long as you have at least 1 hit 
  point. If you also have the rage class feature, you can 
  rage and use your primal scream at the same time, 
  gaining the bene• ts of both abilities.  
   
  Scent (Ex): At 2nd level, you learn to rely on senses 
  that most other people never even suspect. You gain 
  the scent special ability. You  
  
  VER6-05 Reclamation 
   
  Page 65 
  can detect opponents within 30 feet by sense of smell. 
  If the opponent is upwind, the range increases to 60 
  feet; if the opponent is downwind, it drops to 15 feet. 
  You do not detect the exact location of the source—
  only its presence somewhere within range. You can 
  take a move action to note the direction of the scent. 
  Whenever you come within 5 feet of the source, you 
  pinpoint the source’s location.  
   
  Endure Elements (Sp): Starting at 3rd level, you can 
  use endure elements on yourself at will. Your caster 
  level is equal to your wildrunner class level. 
   
  Hide in Plain Sight (Ex): Beginning at 5th level, you 
  can use the Hide skill in natural terrain even while 
  being observed. See the ranger class feature, page 48 of 
  the Player’s Handbook. 
   
  Unfettered Stride (Ex): At 7th level, you gain the 
  ability to move through or across a variety of terrain 
  features without it affecting your movement or skill 
  checks. 
  This 
  ability 
  applies 
  to 
  bogs, 
  rubble, 
  undergrowth, ice sheets, and natural stone • oors. See 
  Chapter 3 of the Dungeon Master’s Guide for the effect 
  of terrain on movement and skill checks.  
   
  Feyheart: At 9th level, your mystic bond with nature 
  changes your very being. Your type becomes fey 
  (augmented humanoid), and you gain damage 
  reduction 2/cold iron. 
  Table 5–8: The Wildrunner  
   
  Level 
  Base Attack Bonus 
  Fort Save 
  Ref Save 
  Will Save 
  Special  
  1st 
  +1 
  +2 
  +2 
  +0 
  Fast movement, trackless step 
  2
  nd 
  +2 
  +3 
  +3 
  +0 
  Primal scream, scent 
  3
  rd 
  +3 
  +3 
  +3 
  +1 
  Endure elements 
  4
  th 
  +4 
  +4 
  +4 
  +1 
  Primal scream (enemies shaken) 
  5
  th 
  +5 
  +4 
  +4 
  +1 
  Hide in plain sight 
  6
  th 
  +6 
  +5 
  +5 
  +2 
  Primal scream (pounce) 
  7
  th 
  +7 
  +5 
  +5 
  +2 
  Unfettered stride 
  8
  th 
  +8 
  +6 
  +6 
  +2 
  Primal scream (enemies cower) 
  9
  th 
  +9 
  +6 
  +6 
  +3 
  Feyheart 
  10
  th 
  +10 
  +7 
  +7 
  +3 
  Primal scream (fast healing) 
  
  VER6-05 Reclamation 
   
  Page 66 
  APPENDIX 3: LEGWORK 
  At various points throughout this adventure, the PCs will want to find out more information about certain topics. Have 
  them make the appropriate skill checks, with higher checks resulting in more information. Other knowledge skills may 
  be used, in addition to the ones listed, at the DM’s discretion. 
  The DC is increased by +5 for Bardic Knowledge checks. The DM is reminded that each Gather Information check 
  takes 1d4+1 hours.  
   
  GENERAL INFORMATION 
   
  The Viscounty of Verbobonc (Bardic Knowledge, Gather Information, Knowledge [Local: VTF]). PCs that are 
  residents of Verbobonc receive a +5 circumstance bonus on this check. 
  DC 0: 
  Verbobonc is suffering from the effects of an unusually harsh winter, which begin in early Patchwall. 
  The early winter destroyed much of the Viscounty’s food crop, before the farmers could complete 
  their harvest. Earlier this year, a man by the name of Estival sponsored several food shipments out of 
  his own pocket to help alleviate the starvation. Though the first shipment ran afoul, many others 
  have reached their destinations. 
   
  DC 5: 
  Lord Saflynd has announced that his eldest son, Daffyd, is to marry. They are searching for the right 
  lady for him. 
   
  DC 6: 
  The Mounted Borderers have been lowering their standards for members and have actually recalled 
  several retired members back to duty.  
   
  DC 7:  
  The town of Tristane, located in the southwestern part of the Viscounty, was recent found completely 
  abandoned. There is no word on what happened to the citizens, but some rumors say that one of the 
  citizens awoke an ancient spirit. Other rumors say they were captured by slavers in league with the 
  orcs of the Black Spike, which have been in evidence in the Gnarley Forest and other places. 
   
  DC 10:  
  A large number of Elves have taken up residence in the town of Ketter’s Hearth. It seems like the 
  Gnarley Clans have a good relationship with the Mayor, some druidess named Nightbreeze.  
   
  DC 11: 
  Lord and Lady Milinous, who have shied away from public appearances, have announced that they 
  will be celebrating their two year anniversary in the coming months.  
   
  DC 12:  
  A large group of travelers where discovered murdered recently on Lord Avgustin’s lands. The crime is 
  commonly referred to as the Brewfest Massacre of Humming’s End. Rumor has it a former paladin in 
  the service of Lord Shannus is responsible. 
   
  DC 15:  
  During the war last year, a group of brave adventurers journeyed to a plane of evil and recovered the 
  missing Revnash Splinter, a holy artifact of Saint Cuthbert. 
   
  DC 16: 
  Lord Rhynehurst was forced to give up a large chunk of his holdings to that New noble Lord Estival.  
   
  DC 17: 
  Emissaries have been sent looking for the druids of the Old Faith to aid in abating the harshness of 
  winter’s effects. So far, all requests for assistance have fallen on deaf ears.  Likewise with the Elven 
  clans of the Gnarley, who have began taking a more militant stance against the perceived incursions 
  by the towns that have sprung up in the great forest. The Elven Clans have gone so far as to forbid 
  their members from residing in the town of Twilight Falls. 
   
  DC 20:  
  Rumor has it the Elven Clans of the Gnarley have received ambassadors from the isolationist 
  Kingdom of Celene, which lies south of the Viscounty.  
   
  DC 21: 
  House Galans has quietly been making inquiries about some new discovery Magister Harr has made. 
  If rumors are true, House Haxx will loss a ton of coin.   
   
  DC 22:  
  Someone has been buying up all the silver in Verbobonc. Accusations by Shannus have been made 
  against the lycanthropes of the Ironwood, who – it is said – are buying it so that it will not be used 
  against them when they launch their attack. 
   
  DC 23:  
  A secret sect of Cuthbertine’s has been working in the shadows to unseat Bishop Haufren.  
   
  DC 25:   
  Someone is making a power play for leadership of the Verbobonc underworld. 
   
   
  HUMMING’S END SHIPPING COMPANY / ALGERNON TUCK 
   
  
  VER6-05 Reclamation 
   
  Page 67 
  The Viscounty of Verbobonc (Bardic Knowledge, Gather Information, Knowledge [Local: VTF]). PCs that are 
  residents of Humming’s End, family members and anyone with 5 ranks of profession (merchant) receive a +5 
  circumstance bonus on this check, 
   
   
  DC 0: 
  The Humming’s End Shipping Company is headquartered in the town of Humming’s End.  
   
  DC 5: 
  The Humming’s End Shipping Company does very well. They specialize in Gnomish Statuary.  
   
  DC 10:  
  The own and president of the Shipping co. is also the mayor of Humming’s End.  
   
  DC 15:  
  The shipping company has recently been having trouble with some of their caravans. It seems that 
  there has been an increase in hijackings.  
   
   
  DC 20:  
  Some guy was caught stealing from the shipping company. Two days later the Mounted Borderers 
  form him buried up to his neck in an ant hill. From what I hear he was alive for at least a day.    
    
   
  DC 35: 
  The shipping company is a front of some smuggling operation. 
  
  VER6-05 Reclamation 
   
  Page 68 
  APPENDIX 5: DM’S MAPS 
  MAP 1: ENCOUNTER MAP 
   
   
  
  VER6-05 Reclamation 
   
  Page 69 
  MAP 2: 
  ENCOUNTER FOUR 
   
  
  VER6-05 Reclamation 
   
  Page 70 
  APPENDIX 7: FOREST TERRAIN 
  FOREST TERRAIN 
  Forest terrain can be divided into three categories: sparse, medium, and dense. An immense forest could have all three 
  categories within its borders, with more sparse terrain at the outer edge of the forest and dense forest at its heart.  
  The table below describes in general terms how likely it is that a given square has a terrain element in it. 
  Forest Terrain Features 
    
  ———— Category of Forest ———
  — 
    
  Sparse 
  Medium 
  Dense 
  Typical trees 
  50% 
  70% 
  80% 
  Massive trees 
  — 
  10% 
  20% 
  Light undergrowth 
  50% 
  70% 
  50% 
  Heavy 
  undergrowth 
  — 
  20% 
  50% 
  Trees: The most important terrain element in a forest is the trees, obviously. A creature standing in the same square as a 
  tree 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 tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the 
  creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4, hardness 5, and 150 hp. A DC 
  15 Climb check is sufficient to climb a tree. Medium and dense forests have massive trees as well. These trees take up an 
  entire square and provide cover to anyone behind them. They have AC 3, hardness 5, and 600 hp. Like their smaller 
  counterparts, it takes a DC 15 Climb check to climb them. 
  Undergrowth: Vines, roots, and short bushes cover much of the ground in a forest. A space covered with light 
  undergrowth costs 2 squares of movement to move into, and it provides concealment. Undergrowth increases the DC 
  of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. Heavy undergrowth costs 4 
  squares of movement to move into, and it provides concealment with a 30% miss chance (instead of the usual 20%). It 
  increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 
  circumstance bonus on Hide checks. Running and charging are impossible. Squares with undergrowth are often 
  clustered together. Undergrowth and trees aren’t mutually exclusive; it’s common for a 5-foot square to have both a tree 
  and undergrowth. 
  Forest Canopy: It’s common for elves and other forest dwellers to live on raised platforms far above the surface floor. 
  These wooden platforms generally have rope bridges between them. To get to the treehouses, PCs generally ascend the 
  trees’ branches (Climb DC 15), use rope ladders (Climb DC 0), or take pulley elevators (which can be made to rise a 
  number of feet equal to a Strength check, made each round as a full-round action). Creatures on platforms or branches 
  in a forest canopy are considered to have cover when fighting creatures on the ground, and in medium or dense forests 
  they have concealment as well. 
  Other Forest Terrain Elements: Fallen logs generally stand about 3 feet high and provide cover just as low walls do. 
  They cost 5 feet of movement to cross. Forest streams are generally 5 to 10 feet wide and no more than 5 feet deep. 
  Pathways wind through most forests, allowing normal movement and providing neither cover nor concealment. These 
  paths are less common in dense forests, but even unexplored forests will have occasional game trails. 
  Stealth and Detection in a Forest: In a sparse forest, the maximum distance at which a Spot check for detecting the 
  nearby presence of others can succeed is 3d6×10 feet. In a medium forest, this distance is 2d8×10 feet, and in a dense 
  forest it is 2d6×10 feet. 
  Because any square with undergrowth provides concealment, it’s usually easy for a creature to use the Hide skill in the 
  forest. Logs and massive trees provide cover, which also makes hiding possible. 
  The background noise in the forest makes Listen checks more difficult, increasing the DC of the check by 2 per 10 feet, 
  not 
  1 
  (but 
  note 
  that 
  Move 
  Silently 
  is 
  also 
  more 
  difficult 
  in 
  undergrowth).
  
  VER6-05 Reclamation 
   
  Page 71 
  DM AID 1: SUMMONED CREATURES 
   
  Summoned dire wolf: Large Animal (summoned, 
  augmented);HD: 6d8+30 (57 hp); Init:+2; Spd 50 ft. (10 
  squares); AC: 14 (–1 size, +2 Dex, +3 natural), touch 11, 
  flat-footed 12; Base Attack/Grapple:+4/+17; Atk +13 
  melee (1d8+13, bite); Full Atk +13 melee (1d8+13, bite); 
  Space/Reach 10 ft./5 ft.; SA Trip; SQ Low-light vision, 
  scent; SV Fort +10, Ref +7, Will +6; Str 29, Dex 15, 
  Con 21, Int 2, Wis 12, Cha 10 
   
  Skills and feats:: Hide +0, Listen +7, Move Silently 
  +4, Spot +7, Survival +2*;Alertness, Run, Track
  B, 
  Weapon Focus (bite) 
   
  Summoned, animal growth DIRE WOLF; Large 
  Animal (summoned, augmented, animal growth);HD: 
  6d8+30 (57 hp); Init:+2; Spd: 50 ft. (10 squares); AC: 14 
  (–2 size, +1 Dex, +5 natural), touch 10, flat-footed 13; 
  Base Attack +4; Grp +23; Atk +17 melee (2d6+19, Bite); 
  Full Atk +17 melee (2d6+19, Bite); Space/Reach: 15 
  ft./10 ft.; SA Trip, Low-light vision, scent DR10/magic; 
  SV Fort +16, Ref +11, Will +10; Str 37, Dex 13, Con 25, 
  Int 2, Wis 12, Cha 10 
   
  Skills and feats:: Hide +6, Listen +7, Move Silently 
  -1, Spot +7, Survival +2*; Alertness, Run, Track
  B, 
  Weapon Focus (bite) 
  
  VER6-05 Reclamation 
   
  Page 72 
  PLAYER HANDOUT: REQUEST FROM ALGERNON 
   
   
  Dear Adventurer,  
   
  The Humming’s End Shipping Company has heard of you talents and seeks to 
  retain your services in a matter most urgent. You will be compensated for your 
  time and expertise. Please journey to regional distribution center in the town of 
  Sobanwych so we may discuss the matter in more detail. 
   
   
  Sincerely, 
   
  Algernon Tuck 
  Owner and president
  
  VER6-05 Reclamation 
   
  Page 73 
  PLAYER HANDOUT: REQUEST FROM EDDIE 
   
  To Whom It May Concern  
   
  Uncle Alge requires your assistance. Make haste to the Town of Sobanwych. 
   
  With Brotherly love,  
  Eddie   
  
  VER6-05 Reclamation 
   
  Page 74 
  PLAYER HANDOUT: ELVEN NOTE 
   
   
  Brother,  
  The time for recompense is near. We will remove the 
  human cyst from our homeland on the overcast night. 
  Make you way to the human abomination of TerreVerte 
  so you may bask in the renewed glory of the Gnarley.  
   
  Rygor 
   
  
  VER6-05 Reclamation 
   
  Page 75 
  PLAYER HANDOUT: MAP OF EASTERN VERBOBONC 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/VER (Verbobonc)/VER6-05 Reclamation (3E).pdf