TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  HIG3-03 
   
   
   
   
   
   
   
   
   
  SIEGE 
   
  A One−Round D&D LIVING GREYHAWK®  
  Highfolk Regional Adventure 
  Version 1.0 
   
   
  by Chris Tulach 
  Reviewed by Jason Bulmahn 
   
   
   
   
   
   
   
   
  True darkness has fallen over Quaalsten in the heart of the Vesve Forest.  Two armies of evil lay siege to it, and those in 
  Highfolk and Flameflower struggle to provide aid to the beleaguered town, all the while preparing themselves for the 
  inevitable conflict if it is lost.  The minions of the Old One have waited long for this day, and it's up to a few brave souls 
  to deny victory to the terror that stalks the ancient forest.  An adventure for selfless, heroic PCs of levels 1-12.  Blood on 
  the Trees, Part 1.    
   
   
   
   
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
   
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
   
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill 
  in the top of the grid. That is all. No one is rated. 
  This method is used for people who are just playing 
  for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for players. 
  This method is used when there is no competition, 
  but the event coordinator wants information on how 
  the game masters are performing, or the game 
  master wants feedback on his or her own 
  performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If this 
  method is used, be sure to allow about 15-20 minutes 
  for the players to briefly describe their characters to 
  the other players, and about 5-10 minutes for voting. 
  This method is used when the players want to know 
  who played the “best” amongst the group, or when 
  the adventure is run in tournament format with 
  winners and prizes.  
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
   
  After voting, give the Scoring Packet to your event 
  coordinator.  
  Siege 
   
  Page 2 
  
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  # 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 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
   
  Living Greyhawk Levels of Play  
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-
  level characters to 
  reach 
  the 
  objectives. 
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 
  and higher. Three 
  or 
  four, 
  or 
  sometimes 
  even 
  five 
  1
  st-level 
  characters 
  may 
  find difficulty with 
  the challenges in a 
  LIVING 
  GREYHAWK 
  adventure. If your 
  group is APL 1 
  there are two things that you can do to help even the 
  score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round regional adventure, set in 
  Highfolk.  Characters native to Highfolk pay one Time 
  Unit per round, all others pay two Time Units per round. 
   Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. 
   
   
  Siege 
   
  Page 3 
  
  ADVENTURE SUMMARY AND 
  BACKGROUND 
  It has been several weeks since the town of Quaalsten, in 
  the heart of the Vesve Forest, has been under siege.  A 
  force of undead, magically disguised as grugach, have 
  positioned themselves outside of the forest town, and 
  have made it difficult for any means of transportation, 
  except for teleport spells and similar magics.   
   
  While this army keeps Quaalsten occupied and 
  Highfolk worried, another army, a humanoid one, 
  marches in from the northeast.  The commander of the 
  forces hailing from the lands of the Old One is unknown, 
  but many suspect that Azrin is responsible.  The second 
  force has only recently arrived, but those in the southern 
  Vesve and Highfolk town have become very alarmed at 
  this dark turn of events.  A call has gone out - a call to 
  arms, to aid against the gathering of evil that, many say, 
  seeks to eradicate one of the bastions of goodness in the 
  Vesve, and swing the balance of power in its favor. 
   
  The heroes start out in Highfolk, being summoned 
  to a gathering, where Tavin Ersteader, mayor of 
  Highfolk, is addressing a crowd outside the Adventurer's 
  Guildhall.  He issues a call for brave heroes to journey to 
  Quaalsten to aid the besieged town.  Hopefully, the 
  heroes are up to the challenge; if so, they are teleported to 
  Quaalsten to report in. 
   
  At Quaalsten, they are soon asked to meet with 
  Almeric Wilstone, the current leader of the Rangers of 
  the Vesve (since the Lord Marshal Elrenn Walthair has 
  been missing for quite some time).  At the meeting, an 
  assassination attempt is made, and the heroes must 
  intervene.   
   
  Afterward, Almeric discusses the possibility of 
  working as special agents for him.  He tells the heroes to 
  get some sleep, and report to his office in the morning, 
  where they may receive some work.   
   
  At night, a disturbance brings the heroes out to the 
  streets.  There, some other creatures have been creating 
  mayhem, and turn their attentions to the heroes.   
   
  In the morning, two missions are made available to 
  the heroes.  Someone or something has stolen important 
  tactical plans; apparently, they took them to the 
  humanoid camp.  Also, one of the undead camps' 
  command tents has been discovered - Almeric knows 
  that a battle is soon in coming, and hopes that by striking 
  at one of the Night Walker's lieutenants, he can 
  potentially weaken their command structure.   
   
  Before the heroes can depart, a soldier reports that 
  the north gate is being destroyed, and some of the heroes 
  need to be dispatched to deal with the threat.  Those 
  heroes, instead of retrieving the plans, must seek and 
  destroy the threat to the palisade.   
   
  Another group of heroes must dodge patrols in the 
  humanoid camp in an attempt to locate the missing 
  plans, and return to Quaalsten with them.  However, a 
  guardian has been posted, and they must effectively deal 
  with him without alerting the rest of the camp to their 
  presence.   
   
  Meanwhile, one other band of adventurers must 
  neutralize the officer in the command tent.  Therein, 
  they find a horrible surprise … 
   
  After the action ensues, a set of four blurred, hazy 
  obelisks appear on the edges of Quaalsten.  Very soon 
  afterward, the evil armies begin their mustering in 
  preparation for battle - earlier than expected by the forces 
  of good.   The heroes then have a choice - either stay 
  within Quaalsten's gates and help defend the town from 
  attack, or leave the area to bring the news elsewhere.  
   
  RECOGNITIONS AND SUCH 
  Before the adventure begins, the DM should check the 
  PCs 
  certificates 
  (for 
  Year 
  1) 
  and 
  Adventure 
  Certificates/Adventure Records (for Year 2) and look for 
  the following items: Recognition of Rythen (from HIG1
  02), Recognition of Cyrinith (from HIG1-02), Notice of 
  Geldaskar 
  Bel 
  Inaren 
  (from 
  HIG1-05), 
  Varian 
  Greenpath's Masterwork Elven Thinblade (original only; 
  not traded [it can be upgraded, though]) (from HIG1-06), 
  Nelia's Ring of Sneaking (original only; not traded) (from 
  HIG1-06), Recognition of the Knights of the High Forest 
  (from HIG2-02), and Recognition of Nelia Gertrand 
  (from HIG2-08).  These may come into play in Encounter 
  2; see that encounter for more information. 
  -
   
   
   
   
  INTRODUCTION 
  Tavin Ersteader, hero of the Greyhawk Wars, friend 
  to the elf-king of Flameflower, and mayor of 
  Highfolk, stands before the gathered assembly 
  outside the new Adventurer's Guildhall.  Heroes, 
  patriots, and mercenaries have come here, to listen 
  with heavy hearts to his speech, knowing that this 
  moment in time would remain forever with them, 
  resonating even with those not present at this 
  meeting.   
  You have come as well, even though some among 
  you have listened closely to the news brought back 
  from the Vesve, and know that the situation there has 
  become most dire.  The wind blows cold on this dark 
  Readying afternoon, as the mayor begins. 
   
  "Adventurers of Highfolk and those from 
  environs beyond, I thank you for answering my 
  summons.  As some of you are well aware, a dark 
  storm has fallen upon our brethren in the Vesve 
  Siege 
   
  Page 4 
  
  Forest.  Quaalsten, a bastion of good lying at the 
  center of the great wood has come under siege.  
  Several weeks ago, a force hundreds strong of foul 
  undead masked in powerful magic positioned 
  themselves outside of the gates of the town.  Alarmed, 
  the Hearth of the Unicorn's Heart sent word to us of 
  the situation.  The town began preparations for battle, 
  but as of this day, only a siege has been perpetuated 
  by the evil army.    
   
  "Recently, another army has moved into the area 
  from the Old One's lands.  Comprised of orcs, gnolls, 
  and worse, they have taken up position near 
  Quaalsten as well, and seem to be allied with the 
  undead force.  Our friends in Quaalsten are now 
  facing a battle against two armies, one that surely will 
  be lost without assistance from brave souls such as 
  you. 
   
  "I look out into the crowd today, and I see 
  familiar faces … some young, some old; some I have 
  talked with in the halls of the Town Council, and 
  others I have fought alongside a decade ago in the last 
  test o  our resolve.  One thing is certain - this threat 
  to our lands, our people, and our way of life must be 
  stopped.  Now.  And you, standing here today, are the 
  key to pushing back the tide of evil that now 
  threatens our friends and family in the forest.  
  Together, we can see an end to Old Wicked's 
  nefarious plans.  Together, we can bring lasting peace 
  to the Vesve Forest.  Together, we can free Quaalsten 
  from the ever-tightening grip of terror that holds it. 
  Together let us raise the green and white; for freedom 
  we fight! 
  f
   
   
   
  t
  t 
   
  l
  "If you wish to free Quaalsten, and aid the forces 
  of good, a few arcanists from the Guildsmen of the 
  High Art have agreed to teleport groups of you into 
  the town.  Once there, you will be interviewed by 
  Almeric Wilstone, the current leader of the Rangers 
  of the Vesve.  He will assign you tasks as soon as the 
  need arises.  Good luck and may Fharlanghn's hand 
  grant you a safe journey, my friends." 
  The adventurers get themselves formed up into groups; 
  the PCs are one such group.  Character introductions 
  should be made at this time.  Once they are ready to 
  depart, one of the wizards teleports them to Quaalsten.  
  Proceed to Encounter 1. 
   
  While they are waiting around, gathering supplies, 
  or talking to one another, the heroes may hear a few 
  rumors about the situation in Quaalsten.  The DM should 
  feel free to drop any of these into the laps of the PCs, to 
  let them know that things in the Vesve have become 
  most dire. 
   
  � I hear that the undead forces are made completely of 
  a powerful vampire's progeny.  They can go 
  anywhere they please, either as a mist or as bats.  No 
  one is safe. 
  � The orcs have allied themselves with gnolls and 
  giants, and have brought along fiends to use as shock 
  troops. 
  � Siege engines the likes of which have not been seen 
  before are found in the humanoid camp.  Some say 
  that they spray alchemical substances that can eat 
  away stone, and spew fire as hot as a dragon's breath. 
  � Many powerful spellcasters are performing some 
  sort of ritual in the undead camp.  It is said that the 
  ritual, when completed, will summon a massive 
  wave of negative energy that kills most living things 
  outright.   
   
   
  ENCOUNTER 1: MEETING 
  WITH ALMERIC 
  After a few moments of disorientation, your vision 
  clears and you find yourselves standing just outside of 
  a stable.  Looking around, the town appears to be 
  empty of the type of activity you would expect during 
  the afternoon hours in Quaalsten.  You can hear the 
  sounds of hammers clanging on metal, and sharp 
  voices giving orders to armed men and women.  All 
  around you, everyone seems to be preparing for war. 
   
  After a minute or so, a young male human with 
  sandy blonde hair walks up to your group.  "Welcome 
  to Quaalsten.  I'm Stelin.  You're the adventurers from 
  Highfolk, right?  I saw you teleport in like the o hers. 
   Come with me … I'm sure that Almeric Wilstone 
  will wan to speak with you as soon as possible."  He 
  turns, and begins to walk towards the town wall. 
   
  Reaching the palisade, you notice the large array 
  of troops gathered here; most seem to be no more 
  than farmers and woodsmen from the forest and its 
  outskirts.  However, all seem somber and resolute, 
  betrayed only by the hints of apprehension in their 
  eyes.  Stelin waves you over to a ladder; when you've 
  all gathered, he bows his head slightly and exits back 
  into the town streets.  Climbing up the wooden 
  ladder, you ascend a good spear's throw upward, until 
  your feet land on a solid wooden catwalk that runs 
  the length of this side of the wall.  The resonance of 
  booted footfalls makes you momentarily question the 
  stability of your position, but after a bit, you relax.   
   
  You skirt the trees placed here and there to 
  provide archer cover, and find a good vantage point to 
  look out onto what may wel  soon be the field of 
  battle.  Gazing out into the dusky forest of late 
  Siege 
   
  Page 5 
  
  afternoon, you note that the camp below is devoid of 
  light.  No fires dot the sea of tents and other hasty 
  shelters constructed on the forest floor.  Then, a 
  horrible choking odor wafts in from the breeze, 
  causing your stomach to knot itself in rap d 
  succession.  It is the putrid stench of the dead, and as 
  you stand there keeping the bile down in your throat, 
  you wonder how these men and women have been 
  able to endure the stink for so long. 
  i
   
   
  l
  f
  il
   
   
   
   
  A tall, graying human male approaches your 
  group. To many of you, he is familiar.  It is Almeric 
  Wilstone, and he bears a shield, upon which is a tree 
  on a blue field with three point up arrows in the 
  boughs.  His cloak clasp is that of a golden oak leaf. 
  "Welcome, heroes.  Thank you for making this 
  journey."  Almeric exchanges greetings with each of 
  you, smiling warmly at those faces that he remembers 
  from times past.  "I assume you have noted the 
  darkness that surrounds us.  The camp on the 
  northern end is full of wretched orcs and filthy 
  gnolls, so you can see we've attracted much more 
  unwanted attention than we normal y could handle.  
  It will only be a matter o  a few days before the battle 
  begins; I certainly hope we are prepared by that time." 
   
  As he is about to speak, several younger men 
  shout in your direction from down the catwalk.  They 
  are moving vigorously towards Almeric, and one 
  seems to have a packet of parchment in his hand.  
  "Forest Captain!  Tracker W stone!  We have dreadful
  news for you!"  The men approach, and Almeric 
  hastily greets each of them by name.  Apparently, 
  they are Rangers of the Vesve as well.  One of the 
  men thrusts the package toward Almeric.  He opens 
  it, and from within, a beautifully crafted vine 
  necklace falls to the walkway floor.  Almeric stares 
  numbly at the ground and his face turns pale.  
  "Elrenn Walthair, Lord Marshal of the Vesve, is dead." 
  As he reaches down to pick up the trinket, one of the 
  young men remarks, "As you will be soon enough".  
  Blades pop from hidden places as their deception 
  becomes apparent. 
  These "men" are actually assassins sent by Azrin to 
  murder Almeric Wilstone.  Depending on APL, they are 
  either humans disguised with change self spells, 
  nimblewrights (a type of construct, described in the 
  Appendix B), or a death slaad with a nimblewright 
  entourage.  In any case, the surprise round is theirs, 
  unless a hero makes a successful Sense Motive check (DC 
  20), which tips them off with just enough time to react 
  during the surprise.  The only person who may not 
  attempt a Sense Motive check to gain an action during 
  surprise is Almeric.  
   
  Note that the walkway is 10 feet across, and stretches 
  out for quite some ways (hundreds and hundreds of feet). 
   The outside of the walkway runs right up against the 
  wooden poles of the palisade, which are tall enough to 
  prevent anyone from being knocked down to the forest 
  floor.  The inside of the walkway offers no such 
  protection, and characters falling hit the street 40 feet 
  below (note that for characters with slow fall abilities, the 
  amount of ropes and ladders nearby suffices for meeting 
  the requirement of having a wall near you).  Every 60 feet 
  or so, a tree's canopy hangs from just above the walkway.  
  The canopies are about 20 feet in diameter.   
   
  � Almeric Wilstone, male human Rgr9:  hp 76.  See 
  Appendix A for statistics. 
   
  APL 2 (EL 4) 
  � Almeric's assailants, male human Rog2/Wiz1 (2):  
  hp 13, 13.  See Appendix A for statistics. 
   
  APL 4 (EL 6) 
  � Almeric's assailants, male human Rog3/Wiz2 (2):  
  hp 20, 20.  See Appendix A for statistics. 
   
  APL 6 (EL 7) 
  � Nimblewright:  hp 55.  See Appendix A for statistics.  
  Note that this construct wears a cloak of arachnida. 
   
  APL 8 (EL 9) 
  � Nimblewrights (2):  hp 55, 55.  See Appendix A for 
  statistics.  Note that one of the constructs wears a cloak of 
  arachnida.   
   
  APL 10 (EL 11) 
  � Nimblewrights (4):  hp 55, 55, 55, 55.  See Appendix 
  A for statistics.  Note that one of the constructs wears a 
  cloak of arachnida; two others each carry one bead of 
  force.   
   
  APL 12 (EL 14) 
  � Galoruug, death slaad:  hp 112.  See the Monster 
  Manual for statistics.  Also, see Appendix A for 
  equipment he carries. 
   
  � Nimblewrights (2):  hp 55, 55.  See Appendix A for 
  statistics.  Note that one of the constructs wears a cloak of 
  arachnida; two others each carry one bead of force.   
   
  Tactics:  At all APLs, the goal of the assailants is to kill 
  Almeric Wilstone.  The heroes are just in the way, and 
  Siege 
   
  Page 6 
  
  the killers attempt to clear the area of them as quickly as 
  possible (usually, this means shoving them over the 
  edge).  Almeric fights at all APLs; although at APLs 2-4, 
  he falls to the ground during the initial attack, and has to 
  take a move-equivalent action to get up during the 
  normal initiative round.  The nimblewright(s) attempt to 
  use the cloak of arachnida to keep the heroes from their 
  target, while at APL 12, Galoruug is ready to cast 
  implosion at Almeric on his initiative.  Also, Galoruug 
  can turn himself invisible and then attempt to summon 
  more slaad if things get too sticky.  As a DM, you should 
  do everything in your power to attempt to kill Almeric.  
  Select one of the players to run Almeric during the 
  combat in addition to their own PC.  Once Almeric is 
  dead, the assailants attempt to leave by throwing ropes 
  over the outside of the palisade and scaling down to the 
  ground.     
   
  Development:  Within 8 rounds, four other town 
  militia (see Appendix A for their statistics) come to the 
  heroes' aid.  If the assailants are escaping, several archers 
  take bowshots at them as they make their way from the 
  gates of Quaalsten into the undead camp.  If the assailants 
  are captured, they are under the strictest orders not to 
  talk.  Magical coercion, or speak with dead may provide 
  some information from the humans or the death slaad, 
  but the nimblewrights are unshakable.  Those that can 
  talk know the following: 
   
  � They were hired by a powerful orc chieftain named 
  Urtalar, Torcher of Milik-Zel.  He is the commander 
  of the forces of evil humanoids camped to the north. 
    
  � Apparently, he is working directly for Field Marshal 
  Azrin, some elven man in the service of Iuz. 
  � They know nothing about the undead camp, except 
  that (supposedly) they are allied with the Old One's 
  humanoids in some way. 
  � They were under orders to infiltrate the town, 
  disguise themselves as comrades, and get close 
  enough to deliver the package and kill Almeric. 
  � None of them have any idea what was in the package 
  until Almeric opened it. 
  � The humans hail from the Bandit Kingdoms; the 
  slaad came here from Limbo out of curiosity. 
   
  If Almeric is dead, Kirilia Layften (female human Rgr7; 
  hp 53), a Woods Lieutenant of the Vesve, takes 
  command.  After a couple hours of questioning, she 
  releases the heroes to go get a good night's rest, and 
  report back to her in the morning with possible 
  assignments.  Kirilia urges the heroes not to discuss the 
  possibility of Elrenn's demise until more details are 
  known. 
   
  If Almeric is saved, he is very grateful for the heroes' 
  presence.  He tells them that he has a mission for them in 
  the morning, and the heroes should report here just after 
  dawn to receive the details.  Almeric urges the heroes not 
  to discuss the possibility of Elrenn's demise until more 
  details are known. 
   
  Treasure:  APL 2:  L: 8 gp; C: 0 gp; M: 2 dusts of 
  tracelessness (21 gp per packet per character). 
   
  APL 4:  L: 8 gp; C: 0 gp; M: 2 dusts of tracelessness 
  (20 gp per packet per character), 2 potions of gaseous 
  form (62 gp per potion per character). 
   
  APL 6:  L: 0 gp; C: 0 gp; M: cloak of arachnida (500 gp 
  per character).  
   
  l
   
   
  APL 8:  L: 0 gp; C: 0 gp; M: cloak of arachnida (500 gp 
  per character). 
   
  APL 10:  L: 0 gp; C: 0 gp; M: 2 beads of force (166 gp 
  per bead per character), cloak of arachnida (500 gp per 
  character). 
   
  APL 12:  L: 0 gp; C: 0 gp; M: 2 beads of force (166 gp 
  per bead per character), boots of speed (666 gp per 
  character), cloak of arachnida (500 gp per character). 
   
  No matter what the outcome, go to Encounter 2 when 
  the fight is done and things have been resolved. 
   
   
  ENCOUNTER 2: MERKWORT'S 
  INN AND TAVERN  
  The inn that has been reserved for you is near the 
  south gate.  Known as Merkwort's, it is a squat two-
  story building; its only readily identifiable feature is a 
  long, twisting gray brick chimney.  Inside, a well-
  built o der human male is stoking the dying embers 
  of a fire.  The tables are sparsely dotted with patrons, 
  but the pepper-bearded man stops fussing with the 
  fire, turns to you and says in a Suloise accent, 
  "Welcome, travelers.  Name's Merkwort.  This is my 
  inn. I'll get you some rooms, if you wish.  Rigella'll be 
  with you shortly with some food and ale.  Have a seat 
  and relax." 
  Merkwort (male human Ftr2/Exp3; hp 33) is a veteran of 
  the Greyhawk Wars, and while accommodating, he 
  wishes he could get out there and fight against the evil 
  that surrounds the town.  However, Almeric and other 
  Rangers of the Vesve have convinced him to keep his 
  establishment open to house, feed, and water incoming 
  "irregulars" from Highfolk (such as the PCs).  There is no 
  real menu to select from (patrons get bread and a meat 
  broth), and the choices of drink are limited to ale and 
  water.  Resources have been conserved since the siege 
  began several weeks ago.   
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  Page 7 
  
   
  Talking with Merkwort and several of the other 
  patrons here yields the following information, if the 
  heroes ask around for it (give away small snippets of 
  information, unless a player role-plays his PC gathering 
  the information convincingly, or a Gather Information 
  check [DC 10] is made for each bullet point of 
  information): 
   
  � The town has been under siege for more than six 
  weeks now.  The undead arrived first, and the town 
  was alerted to their presence by a group of 
  adventurers that broke through their camp, and 
  informed the Rangers of the Vesve and the Hearth 
  of the Unicorn's Heart (temple to Ehlonna).  
  Apparently, these creatures were masking their 
  presence by appearing to be wood elves or grugach 
  elves.  A powerful illusion covered them all, and they 
  went relatively unnoticed, as they did not scar the 
  land around them as they moved towards Quaalsten. 
   Many suspect that powerful teleportation magics 
  were also used to move the forces.   
  � Soon after they arrived, a short and bloody skirmish 
  broke out.  After losing three dozen men to various 
  undead monstrosities, including a giant shadow bat 
  creature, the rest of the Rangers and other militia 
  pulled back into Quaalsten.  It was apparent that 
  their resources were indeed vast, and we would need 
  to build up a sizable army to have a chance at 
  defeating them.  Since then, they have taken up 
  positions closer to the gates of the town, and have 
  slain all those who have ventured close enough.  The 
  magic of the wizards from Highfolk keeps us 
  supplied and our troops fresh; thank the gods for 
  that. 
  � Apparently, rumor has it that a man of Baklunish 
  decent with great unholy power commands this 
  army.  His motives for attacking Quaalsten are 
  unknown, but it is now certain that he has allied 
  with the minions of the Old One.  
  � Now, just about a week ago, another army made its 
  way through from the northeast.  This faction is 
  composed of evil humanoids that fly the banners of 
  their respective tribes, along with the symbols of Iuz 
  himself.  They have made camp outside the northern 
  part of the town, and their commander is unknown, 
  but several suspect a man known as Azrin.  
  Apparently, he is some sort of elf traitor that has 
  become a powerful ally of the Old One.  
  � Ever since the arrival of the humanoid camp, both 
  armies have been preparing for an all-out attack on 
  the town.  I know that representatives from 
  Highfolk and Flameflower have been here often 
  enough, and the call went out recently to bolster our 
  troops with adventurer reinforcements.  An attack is 
  imminent; it's only a matter of a few days now.  I 
  hope that we'll be prepared when the time comes; 
  although I don't know if we can stand up to the 
  combined might of two armies in any case.  
   
  MEETING WITH OSLEN 
  Review each PC's recognitions and things as addressed by 
  the heading "Recognitions and Such" from the 
  Adventure Summary.  The hero with the most of the 
  following items is contacted by one of the patrons during 
  the course of the evening: Favor of Cyrinith, Notice of 
  Geldaskar Bel Inaren, Varian Greenpath's Masterwork 
  Elven Thinblade (original only; not traded [it can be 
  upgraded/converted, though]), and Recognition of the 
  Knights of the High Forest.  If there are two or more PCs, 
  with the same number of the above items, then all are 
  contacted (modify the text below as appropriate).  If none 
  of the PCs possess any of the above, then this contact 
  does not occur.   
   
  A half-elven man, dressed in fine supple leather, 
  orders a tankard of ale for the selected hero, and waves 
  him/her over to his seat.  Once seated, he has the 
  following to say to him/her: 
   
  "Welcome to Quaalsten, my friend.  You may not 
  remember me, but I do you. I am Oslen Oakbough, 
  Knight of the High Forest.  You have shown your 
  support of our order in the past, and I feel it is 
  necessary to inform you of another troubling matter 
  that has come to our attention of late.  You have given 
  us your aid and trust; and so I give it in return to you. 
   
  t
  i
  -
  i
   
   
  "While the adventurer contingen  brought in 
  from Highfolk and further afield should help us 
  greatly, those in command here have been awaiting 
  the arrival of the Furyondy forces from Ironstead.  To 
  date, they have not even begun to rally troops.  
  Apparently, Commander Helmend Fannen wishes to 
  keep his force at Ironstead and prepare them for a 
  possible attack on his fort.  This inaction endangers 
  the future of both Quaalsten and the Vesve Forest. 
   
  "From what I know, the commander's demeanor 
  has been very strange of late, and it seems to have 
  influenced h s decision making skills.  It is not 
  known exactly how long he has been behav ng as 
  such, but some say that ever since his return after 
  being kidnapped last year, he has acted a bit off.  Most 
  have claimed it was just the impressions of his 
  harrowing experiences, but the Knights think there's 
  much more to this than can be easily observed.   
   
  "This is where you come in. After you are done 
  with your duty here, I would like you and some 
  others selected by us to journey to Ironstead and find 
  out exactly what is happening there.  We have a 
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  Page 8 
  
  Knigh  there who is gathering information  he will 
  inform you of his findings once you arrive.  You do 
  not have to accept this task, but I would like to know 
  if you are interested in meeting with me once the 
  imminent threat here has been dealt with.  Tell no 
  one of what was spoken between us; the matter 
  involving the Furyondy garrison is not well known, 
  and I wish to maintain secrecy in the selection of 
  individuals for the task ahead.  What say you?" 
  t
  ;
   
  Oslen Oakbough waits for an answer.  Adventurers that 
  ask for compensation are gently turned down by him.  If 
  the hero agrees to help, Oslen thanks the PC, informs 
  him/her that he'll soon be in contact again, and leaves.  
  The hero gains the Favor of Oslen Oakbough, listed on 
  the Adventure Record.  The DM should also record the 
  player's character information on the Critical Events 
  Summary, and submit it to the Highfolk Triad.  If this 
  event is being played after the first-run of the scenario at 
  Conflagration IV in April 2003, but still before August 1, 
  2003, void the rest of the Critical Events Summary, but 
  still submit the character information portion. 
   
  Should the hero inform others of the conversation 
  he/she had with Oslen, the favor gained above is forfeit.  
  If the character tells only the other PCs about it, the DM 
  is free to adjudicate whether or not the favor is lost, based 
  on the actions of the other PCs now "in the know". 
   
  MEETING WITH ETHRAM 
  Review each PC's recognitions and things as addressed by 
  the heading "Recognitions and Such" from the 
  Adventure Summary.  The hero with the most of the 
  following items is contacted later that evening in his/her 
  room: Recognition of Rythen, Nelia's Ring of Sneaking 
  (original only; not traded), and Recognition of Nelia 
  Gertrand.  If there are two or more PCs, with the same 
  number of the above items, then all are contacted (either 
  separately or in the same room; modify the text below as 
  appropriate).  If none of the PCs possess any of the above, 
  then this contact does not occur. 
   
  After the hero is asleep in his/her room, they are 
  startled to consciousness by a cloaked form shrouded in 
  darkness.  The man makes certain any other heroes in the 
  room are indeed unconscious (and they do not wake, 
  since he has drugged them with knockout poison) before 
  proceeding.  How the man was able to gain access to the 
  room is a mystery, but he was able to bypass any security 
  the hero/heroes had set up, and speaks in a hushed voice 
  throughout. 
   
  "It is good to have the pleasure of finally meeting you. 
   I am Ethram, and I represent a group of concerned 
  individuals in Highfolk.  You are familiar with some 
  of my associates, and they wish to offer you an 
  opportunity to earn something more rewarding than 
  mere gold or magic.  It has come time for the 
  infestation to be cleared from our happy home, and 
  we need more exterminators.  Perhaps you would be 
  interested in ridding Highfolk town of a mutually 
  annoying insect?  This one has buried itself deep into 
  the town's body, and will require both finesse and 
  strength to pull out before the damage is irreparable.   
   
  "After you have finished with your task here, we 
  will contact you and provide you with more 
  information, assuming you're interested.  So, how 
  about cleaning up the Old One's mess there, once and 
  for all?" 
   
   
   
   
  Ethram waits for a response, and either acknowledges the 
  acceptance with no more than a simple "good" or says 
  nothing to a declination.  In any case, he leaves as soon as 
  possible, using dimension door.  If the hero has agreed to 
  help, he/she gains the Favor of Ethram, listed on the 
  Adventure Record.  The DM should also record the 
  player's character information on the Critical Events 
  Summary, and submit it to the Highfolk Triad.  If this 
  event is being played after the first-run of the scenario at 
  Conflagration IV in April 2003, but still before August 1, 
  2003, void the rest of the Critical Events Summary, but 
  still submit the character information portion. 
   
   
  ENCOUNTER 3: A GOOD 
  NIGHT'S REST? 
  For heroes at APL 2 and 4, skip this encounter and go to 
  Encounter 4.  For other heroes, read the following: 
   
  Your restful slumber at Merkwort's is interrupted by 
  the sounds of shouting and men fighting nearby 
  outside.  Looking out the window, you can see people
  moving about at the south wall.  A voice rings out, 
  "Someone help us!  We're under attack!" The sounds 
  of the dying soldiers dispel the last wisps of the cloud 
  of sleep in your head, as you contemplate your next 
  actions. 
  Outside, near the south gate, creatures from the evil 
  forces are killing the guardsmen positioned there.  There 
  are currently 10 guardsmen and 4 veteran guardsmen 
  (see Appendix A for their statistics) alive near the gate; 
  several others lay dead around them.  The door on the inn 
  is 200 feet from the south wall and gate.  Resolve the 
  combat against the guardsmen round-by-round until the 
  heroes arrive; at that time, the monsters target the 
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  Page 9 
  
  characters instead.  The monsters attack mercilessly, 
  unless they are down to less than 10 hit points, upon 
  which they attempt to flee. 
   
  APL 6 (EL 7) 
  � Invisible stalker:  hp 52.  See the Monster Manual for 
  statistics. 
   
  APL 8 (EL 9) 
  � Invisible stalkers (2):  hp 52, 56.  See the Monster 
  Manual for statistics. 
  APL 10 (EL 11) 
  � Invisible stalkers (4):  hp 48, 52, 52, 56.  See the 
  Monster Manual for statistics. 
   
  APL 12 (EL 14) 
  � Nightshade (nightwing):  hp 110.  See the Monster 
  Manual for statistics. 
   
  Tactics:  As described above, the monsters move to attack 
  the heroes once they are spotted.  They attack ferociously, 
  attempting to kill all the heroes before going back to take 
  out any of the guards.  Once the heroes arrive, the guards 
  let them fight, as their weapons and training are no 
  match for the monsters that have come over the wall.  If 
  the heroes fight for more than 2 minutes, both High 
  Lady of the Glen Alysin Thanemantle (female human 
  Clr12 [Ehlonna]; hp 87; turns/destroys undead as a Clr16 
  [+4 to check]; has greater turning from Sun domain) and 
  Alila Meningrath (female human Clr8 [Atroa]; hp 51; +2 
  to turn/destroy undead check; has Air domain [can 
  rebuke creatures with the air descriptor]) arrive to use 
  their turn abilities to deal with the situation.    
   
  Development:  After the battle, the guards take 
  stock of their losses, and the heroes are briefly 
  questioned on what has happened.  A search of the 
  immediate area turns up nothing of significance.  It is not 
  yet midnight, but the PCs need to get to sleep soon if 
  they are to get a good night's rest and regain any spells 
  lost in the battle.  If the heroes are able to interrogate the 
  invisible stalkers, they can learn the following: 
   
  � A powerful man who is called the Night Walker 
  brought them here from their home on his dread 
  realm.  It is a land of darkness, where a vast forest of 
  evil looms; in its center is a walled town wherein lies 
  the keep of the master. 
  � They were sent here to cause as much destruction 
  and death as possible; once their lives were in 
  danger, they were to flee back to the camp of the 
  walking dead. 
   
  APLs 6-8 should proceed to Encounter 5.  APLs 10-12 
  should proceed to Encounter 6. 
   
   
  ENCOUNTER 4: THE MISSION 
  (RETREIVE THE PLANS) 
  This encounter is for characters at APLs 2-4.  If Almeric 
  was slain the day before, Kirilia meets with the heroes.  
  Alter the text below as appropriate. 
   
  In the morning, you pack up your gear, leave the inn, 
  and head over to the south wall.  There, you see the 
  troops more anxious than ever; apparently, last night, 
  some creatures came over the gate, and slew quite a 
  few men and women before being stopped by none 
  other than the High Lady of the Glen and her 
  company.   
   
   
  i
  i
  .
   
  t
  f
  After chatting with several of the militia, you are 
  informed by a Ranger of the Vesve to meet with 
  Almeric in the guardhouse nearby. There, he sits at a 
  small table peaked by creased maps of the area and 
  the enemy camps.   
   
  "Thank you for joining me this morning.  I hope 
  you slept well enough, for I have a task of both 
  importance and danger for you to undertake today."  
  Almeric pulls one of the maps to the top of the pile, 
  and motions for you to gather around him.  "Last 
  evening, very near this very guardhouse, several 
  creatures came over the wall and killed a number of 
  our guards.  In the ensuing chaos, some of our supply 
  plans have disappeared.  While not the most crit cal 
  of documents, the plans could be used by the enemy 
  to hamper our ability to get necessities to our troops 
  during the confl ct. Through divination magic, we 
  have discerned the location of the plans in the 
  humanoid camp   Since it is daylight, the orcs, which
  make up the vast bulk of the forces from that army, 
  are sleeping.  The smaller gnoll contingen  stands 
  guard now.  I need you to head to this tent here", 
  Almeric stabs a finger toward the center of the 
  massive camp, "and retrieve the plans found in the 
  tent.  Stealth is paramount to success. 
   
  "As such, when you reach the north gate, Ilvin 
  Istamore, a wizard-friend o  mine, will cloak you in 
  invisibility spells to aid you in your task.  It is 
  hundreds of yards from the gate to the location of this 
  tent, which you should be able to identify by the 
  blood-red standard flying outside; on the ground 
  below are numerous spears lodged point-down in the 
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  Page 10 
  
  earth."  Almeric pulls the map off of the table and 
  folds it up.  "Take this with you in case you get lost. 
  You should head out to the north gate as soon as 
  possible.  Good luck - for green and white." 
   
   
   
   
   
   
  Almeric dismisses the heroes, and returns to his work.  
  Once the characters decide to head to the north gate, read 
  the following: 
   
  The pungent, smoke-filled air betrays the nature of 
  the camp that lies beyond the north wall.  At the gate, 
  you meet up with Ilvin, who casts his spell on each of 
  you, and informs you that it will last one hour. You 
  are lead out of the gate; now, only the expanse of the 
  enemy camp awaits you. 
  Even though it is still obvious enough to you that 
  humanoids are the primary occupants of the sprawl 
  outside the gates, it seems as if they have taken some 
  care to use the natural environment to their 
  advantage.  No doubt it is due to the ever-present line 
  of archers that dot the palisade at Quaalsten; in fact, 
  quite a bit of foliage has been removed directly 
  outside the gates, creating a "kill zone" that makes 
  sniping laughably easy.  Of course, it works both ways 
  to some degree; it's a good thing that you're invisible. 
  The heroes should have some plan of attack for the 
  retrieval of the plans. In addition, remember that they are 
  invisible, and need to communicate to one another 
  verbally, or in some other creative way, to pass ideas on to 
  one another.  Most of the orc troops are sleeping during 
  this part of the day, but the gnolls stand guard and patrol 
  in their absence.   
   
  Draw out several tents (10' by 10' and 10' by 20') and 
  fire pits on a map as the heroes progress through the 
  camp.  Have gnoll patrols move back and forth from time 
  to time, setting the initial encounter distance at line-of-
  sight (with the tents all around, this should be between 
  30 and 100 feet).  Have them make Listen checks when 
  appropriate.  If the heroes manage to alert patrols by 
  fighting with them before making off with the plans, feel 
  free to add on more patrols, staggering their entry into 
  combat by a few rounds each time.  The heroes are 
  supposed to use stealth and have little time to dawdle 
  here; allow them reasonable opportunities for escape or 
  misdirection if they are attempting to reach their goal. 
   
  THE PATROLS 
  The standard gnoll patrols consist of 3-6 gnolls; every so 
  often, a gnoll patrol includes a canine creature.  
   
  APL 2 (EL 4) 
  Standard Patrol 
  � Gnolls (3):  hp 10, 11, 12.  See the Monster Manual for 
  statistics.   
   
  Canine Patrol 
  � Gnolls (2):  hp 10, 12.  See the Monster Manual for 
  statistics. 
   
  � Worg:  hp 30.  See the Monster Manual for statistics. 
   
  APL 4 (EL 6) 
  Standard Patrol  
  � Gnolls (6):  hp 10, 10, 11, 11, 12, 12.  See the Monster 
  Manual for statistics. 
   
  Canine Patrol 
  � Gnolls (4):  hp 10, 11, 11, 12.  See the Monster Manual 
  for statistics. 
   
  � Howler:  hp 39.  See the Monster Manual for statistics. 
   
  THE TENT  
  Once the heroes have had some close calls and 
  interesting run-ins, read the following: 
   
  Ahead, you see the tent you've been looking for - a 
  tattered, blood red banner with a black spiked 
  gauntlet hangs from a gnarled sapling, no doubt 
  ripped from the forest on the journey here.  All 
  around the tent, shortspears are plunged into the dirt, 
  the ends of their hafts dangling black feathers in the 
  cool air.   
   
  The tent is large, about 20 feet long by 20 feet wide.  
  Inside the tent is Ulressk, a fiendish gnoll who is tasked 
  with guarding the plans that were stolen from Quaalsten. 
   He is a towering creature, almost 8 feet tall, and his deep 
  brown fur has been blackened by the raven feathers he 
  has tied all about his body.  His eyes grow with an eerie 
  green aura, and his teeth are vampiric fangs that drip 
  with venomous bile.  If he hears the heroes outside, he 
  takes his ravenfeather spear and walks outside to 
  investigate.  He attacks without mercy; after four rounds 
  of fighting, another patrol comes to his aid (use the 
  standard patrol, unless the heroes are doing well in the 
  combat, then use the canine patrol).   
   
  APL 2 (EL 4) 
  � Ulressk, male fiendish gnoll Brb1/Ftr1:  hp 35.  See 
  Appendix A for statistics. 
  Siege 
   
  Page 11 
  
   
  APL 4 (EL 6) 
  � Ulressk, male fiendish gnoll Brb2/Ftr2:  hp 52.  See 
  Appendix A for statistics. 
   
  Tactics:  Ulressk seeks only to kill any intruders he finds 
  in or around the tent area.  He has strict orders to kill 
  anyone trespassing, except for officers in his army.  He 
  begins any combat by raging, and attacks the strongest-
  looking character first.  Ulressk does not flee if he is 
  about to die; he would rather fall in bloody battle than 
  disgrace himself by running away.   
   
  Development:  After the defeat of the fiendish 
  gnoll, a search of his body reveals two hollowed-out boot 
  heels (Search check, DC 17).  Inside, along with two 
  beautifully cut diamonds, the heroes find a few more 
  maps and plans - important strategic maps that weren't 
  thought to be missing.  In fact, the plans on Ulressk 
  could be used by the enemy army to gain a significant 
  advantage in the battle ahead.  Inside the tent, the supply 
  plans can be found.  Also, the spear the fiendish gnoll was 
  using detects as magic; once the first PC handles it, they 
  pick up the curse it bears.  The hero may not rid 
  him/herself of the weapon; in fact, they prefer the 
  weapon to the exclusion of all others.  If it is ever 
  discarded, within one minute, it appears again on that 
  character's person, stowed away.  
   
  Treasure:  Defeat/avoid the patrols. 
   
  APL 2:  L: 22 gp; C: 0 gp; M: 0 gp. 
   
  APL 4:  L: 45 gp; C: 0 gp; M: 0 gp.  
   
  Defeat the fiendish gnoll and return the plans to 
  Quaalsten. 
   
  APL 2:  L: 4 gp; C: 300 gp; M: +1 ravenfeather spear (0 
  gp), potion of cure moderate wounds (25 gp per 
  character). 
   
  APL 4:  L: 4 gp; C: 300 gp; M: +1 ravenfeather spear (0 
  gp), potion of cure serious wounds (62 gp per character). 
   
  The heroes should attempt to exit the humanoid camp 
  and make their way back to Quaalsten as soon as possible. 
   If they have not managed to get into conflict with one of 
  the patrols, and if time allows, the DM may have a run-in 
  with a patrol.  The heroes need to move quickly through 
  the camp, as more than likely, one or more of them have 
  become visible again.  The DM should be certain to have 
  one encounter with a standard gnoll patrol at about 60 
  feet away.  If the heroes manage to exit the area quickly, 
  only one patrol gives pursuit.  If the characters spend 
  more than two rounds fighting, a gnoll canine patrol 
  appears roughly 100 feet away.  Every two rounds, 
  alternate gnoll patrols and gnoll canine patrols, until the 
  heroes decide enough is enough and begin to flee.    
   
  Have the chase continue for five rounds.  As the 
  heroes enter the kill zone established 200 feet from the 
  gates, the gnolls stop their pursuit, and each fires arrow 
  shots at the heroes until they reach the gate.  In addition, 
  the militia on the north wall (see Appendix A for 
  statistics) begins to fire upon the gnolls.  Resolve the 
  conflict round by round until the heroes are safely to the 
  gate.  Once the heroes reach the gate, go to Encounter 7. 
   
   
  ENCOUNTER 5: THE MISSION 
  (STOP THE SAPPERS) 
  This encounter is for characters at APLs 6-8.  If Almeric 
  has been killed, Kirilia briefs the heroes for the mission.  
  Adjust the following text if needed. 
   
  In the morning, you pack up your gear, leave the inn, 
  and head over to the south wall.  There, you see the 
  troops more anxious than ever; last night's harrowing 
  battle has them on pins and needles.   
   
   
   
   
  After chatting with several of the militia, you are 
  informed by a Ranger of the Vesve to meet with 
  Almeric in the guardhouse nearby. There, he sits at a 
  small table peaked by creased maps of the area and 
  the enemy camps.   
   
  "Thank you for joining me this morning.  I hope 
  you were able to get some rest, for I have a task of 
  both importance and danger for you to undertake 
  today."  Almeric pulls one of the maps to the top of 
  the pile, and motions for you to gather around him. 
  "Last evening, as you battled the invisible fiends that 
  came over the wall, another force used this 
  opportunity to gain a tactical advantage.  In the 
  ensuing chaos, some of our supply plans have 
  disappeared."  A half-elf man appears in the doorway 
  as Almeric is talking; after a moment, the Forest 
  Captain sends a scowl in his direction, as if to suggest 
  his presence is not welcome. 
   
  "Tracker Wilstone!  At the north gate … strange 
  creatures from the earth are destroying the wall!  We 
  need help at once!"  Stunned, Almeric looks at you, 
  his eyes resolute.  "Please, go help the guards at the 
  gate!  If it falls … all of our defenses against the 
  northern army will be compromised!  Go now; I'll 
  have another group retrieve the plans.  For green and 
  white!" 
  Almeric does not tolerate any discussion on the matter.  
  Either the heroes go to the north gate, or they must leave 
  the area.  When the heroes decide to depart, read the 
  following: 
   
  Siege 
   
  Page 12 
  
  You quickly wind through the busy streets of 
  Quaalsten  wondering what horror awaits at the north 
  gate.  As you get closer, you can see dozens of guards 
  rushing up to the walls; several on the catwalk are 
  firing arrows down on an unseen enemy.  Then, you 
  see the wall buckle as a gaping tear appears in the 
  wood; several men and women tumble to the street 
  below, a few land in crippling or life-ending 
  positions.  Emerging from the earth like a shark from 
  the depths of the sea, a huge toothy maw envelops 
  one of the guards, crushing bone and tearing flesh.  
  Its bloated body is grayish and rough, like a huge 
  boulder.  Clawed arms flail in all manner of 
  directions, no doubt expecting to catch on clothing, 
  wood, or flesh.  The creature is massive, and after a 
  moment, its strange bulbous eyes blink, and turn in 
  your direction. 
  ,
   
  Each xorn takes down a 30-foot section of the wall every 
  minute, until the PCs attack.  Once this occurs, the 
  creatures' attentions are focused on the heroes.  In 
  addition to the xorn, a fiendish orc wizard named 
  Nargarm has come with them to scout out the area under 
  the cover of invisibility.   
   
  APL 6 (EL 8) 
  � Elder xorn:  hp 127; AL NE.  See the Monster Manual, 
  pages 187-188, for statistics. 
   
  � Nargarm, male fiendish orc Wiz3(Abj):  hp 16.  See 
  Appendix A for statistics.   
   
  APL 8 (EL 10) 
  � Elder xorns (2):  hp 127, 132; AL NE.  See the 
  Monster Manual, pages 187-188, for statistics. 
   
  � Nargarm, male fiendish orc Wiz4(Abj):  hp 21.  See 
  Appendix A for statistics.   
   
  Tactics:  Nargarm hangs in back, trying to stay out of 
  combat, observing the actions of the heroes, assessing 
  their capabilities.  If he is somehow discovered, he 
  attempts to flee using spells if it all possible.  If he cannot 
  escape, he fights with spells and his ravenfeather spear.  
  Otherwise, he flees when the battle is over.   
   
  .
   
  The elder xorn continue to attack the heroes until 
  reduced to less than 10 hit points.  Unfortunately for the 
  heroes, these xorn are in league with the Old One, and 
  cannot be convinced to turn from the path of evil.   
   
  Development:  After the battle, the militia takes 
  stock of their losses.  As long as the heroes fought the 
  xorn without much delay, the damage to the wall can be 
  repaired with the hard work of a few people in a matter of 
  hours.  If a section (or more) of the wall collapses from 
  the xorn's attack, the holes are too large to be covered in 
  time, and the forces of Quaalsten are significantly 
  impaired during the coming battle.  
   
  Also, the spear the fiendish orc was using detects as 
  magic; once the first PC handles it, they pick up the curse 
  it bears.  The hero may not rid him/herself of the 
  weapon; in fact, they prefer the weapon to the exclusion 
  of all others.  If it is ever discarded, within one minute, it 
  appears again on that character's person, stowed away.  
   
  If he is captured and interrogated, Nargarm reveals 
  the following under extreme coercion (Intimidate check, 
  DC 23) or magical influence (such as suggestion): 
   
  � He was sent by his tribe's leader, Urtalar, Torcher of 
  Milik-Zel, to scout out the defenses of the north 
  wall. 
  � Their army is prepared for battle; Nargarm is certain 
  that the call will come soon.  They are waiting on 
  some sort of sign, something big to happen to signal 
  the beginning of the attack. 
   
  Treasure:  APL 6:  L: 0 gp; C: 100 gp; M: +2 ravenfeather 
  spear (0 gp), dust of tracelessness (20 gp per character), 
  potion of cure serious wounds (62 gp per character), 
  potion of gaseous form (62 gp per character), scroll of fly 
  (31 gp per character), scroll of magic missile (3rd level) (6 
  gp per character), scroll of web (12 gp per character)
  APL 8:  L: 0 gp; C: 300 gp; M: +2 ravenfeather spear (0 
  gp), dust of tracelessness (20 gp per character), brooch of 
  shielding (125 gp per character), potion of cure serious 
  wounds (62 gp per character), potion of gaseous form (62 
  gp per character), scroll of fly (31 gp per character), scroll 
  of magic missile (3rd level) (6 gp per character), scroll of 
  web (12 gp per character). 
   
  Once the heroes have defeated the xorn, go to Encounter 
  7.   
   
   
  ENCOUNTER 6: THE MISSION 
  (KILL THE LEADER) 
  This encounter is for characters at APLs 10-12.  If Almeric 
  has been killed, Kirilia briefs the heroes for the mission.  
  Adjust the following text if needed. 
   
  In the morning, you pack up your gear, leave the inn, 
  and head over to the south wall.  There, you see the 
  troops more anxious than ever; last night's harrowing 
  battle has them on pins and needles.   
  Siege 
   
  Page 13 
  
   
   
   
  t
   
   
   
   
  After chatting with several of the militia, you are 
  informed by a Ranger of the Vesve to meet with 
  Almeric in the guardhouse nearby. There, he sits at a 
  small table peaked by creased maps of the area and 
  the enemy camps.   
   
  "Our diviners in the Hearth of the Unicorn's 
  Heart have used scry spells on the enemy camp to the 
  south rather extensively."  Almeric pulls a map out 
  from under some others, smoothes it out, and 
  motions you closer.  He points at a location in the 
  enemy camp, only a couple hundred yards from the 
  gate.  "We have determined that there is a command 
  tent located not too far into the undead camp.  There, 
  we have found an undead creature that seems to be a 
  high-ranking officer of sorts.  We have seen many 
  others in the camp reporting to him, and he seems to 
  be a leader in discussions and planning sessions. We 
  think he may be one of the Night Walker's progeny, 
  and may be a critical figure in their tactical command. 
   
  "What we want you to do is infiltrate the camp, 
  and destroy the creature that commands from that 
  area.  I know that these forces of evil are beginning to 
  muster; the battle will come soon enough.  We are 
  fighting two armies, and we need every edge we can 
  get.  Here, take this map, although you shouldn't 
  need it - the command tent is relatively easy to find, 
  since it is so large.  Report back as soon as your 
  mission is complete.  Good luck - for green and 
  white!" 
   
  Almeric dismisses the heroes to begin their mission.  Any 
  characters that do not wish to go on the mission must 
  leave the area.  When the heroes are ready to go, read the 
  following: 
   
  Outside the south gate, the gut-churning stench of 
  death assaults your nose and mouth.  The vast camp 
  looks a bit less imposing in the cold dayligh , but the 
  eerie silence and lack of any fire still make you give 
  pause.  You can see forms moving about, some 
  creatures still masked as elves, brandishing weapons 
  no 
  doubt 
  taken 
  from 
  their 
  rightful 
  owners.  
  Occasionally, a strange chirping sound carries its way 
  to your ears, but after a short while, you relegate it to
  a background noise.  
  Draw out a map of the camp.  Tents are positioned every 
  30-40 feet, and they are generally of the 10' by 10' variety. 
   Have the heroes take notice of the "elven" patrols (3-6 
  ghouls), and have a couple of close calls, if possible.  The 
  PCs are not spotted, however.  In fact, this is a deception 
  laid to draw powerful heroes out to be ambushed by one 
  of the real commanders here, a bone naga named 
  Zaanekral.  
   
  Zaanekral, along with several other commanders, 
  has been engaging in a bit of counter-intelligence, 
  scrying, and misdirection.  It has given one of the ghasts 
  in service to the Night Walker enough information to act 
  as a proxy commander, and has observed the goings on 
  behind the cover of improved invisibility when 
  necessary.  Its "tent" is actually a small stone mausoleum 
  that has been covered in a permanent image spell.  
  Zaanekral waits in an opportune position for the heroes 
  to take the bait, and then attacks.  Once the heroes have 
  traveled into the camp a bit, read the following: 
   
  Ahead is your destination.  The large tent 
  encompasses an area at least twice as big as other 
  tents around it.  On the outside, a symbol of a skull 
  and scythe is painted above the opening in black 
  paint.   
  The area inside is 10 feet high, 25 feet long, and 25 feet 
  wide.  The stone walls are approximately 2 inches thick.  
  Once the heroes are ready to enter, read the following: 
   
  Inside the dark tent, a large table sits in the center; 
  upon the table are many large pieces of parchment.  
  Chairs are scattered about the area.  In addition, there 
  are a few beings that look much like wild elves - their 
  bodies are covered in leaves, feathers and skin paints, 
  standing toward the back of the tent.  One of them 
  wheels to face you; he carries a shortspear adorned 
  with black feathers.  He speaks in the elven tongue, 
  his words laced with impending violence.  "Who are 
  you to dare enter my command area?  I am Zaanekral, 
  and I am your death!" 
  The undead creatures move to attack the heroes; 
  initiative should be rolled at this time.  In addition, upon 
  entering the tent (and on their initiative sequence), each 
  hero needs to make a Will save (DC 22).  Success allows 
  the PC to see through the illusion and note the 
  mausoleum's stone walls, floor, and the sarcophagus 
  where the table once was present.  Where the tent was 
  open, a stone archway leading outside is present.   
   
  APL 10 (EL 12) 
  � Zaanekral, bone naga:  hp 97.  See Appendix A for 
  statistics. 
   
  � Ghasts (2):  hp 26, 30.  One of them bears the +2 
  thundering ravenfeather spear and dust of tracelessness.  
  Another has a medallion of thoughts and a potion of 
  gaseous form.  See the Monster Manual for statistics.  
  Also see Appendix A for the equipment they carry, and 
  the modifications to the base ghast statistics. 
  Siege 
   
  Page 14 
  
   
  APL 12 (EL 14) 
  � Zaanekral, advanced bone naga:  hp 195.  See 
  Appendix A for statistics. 
   
  � Ghasts (4):  hp 26, 28, 30, 32.  One of them bears the 
  +2 
  thundering 
  ravenfeather 
  spear 
  and 
  dust 
  of 
  tracelessness.  Another has a medallion of thoughts and a 
  potion of gaseous form.  See the Monster Manual for 
  statistics.  Also see Appendix A for the equipment they 
  carry, and the modifications to the base ghast statistics. 
   
  l
   
  i
  l
  f
   
   
   
  i
  f
   
  Tactics:  The disguised undead, under command from 
  the Night Walker, attack the heroes without regard to 
  their own possible destruction.  The true bone naga 
  master of the mausoleum, the real Zaanekral, lies hidden 
  in an improved invisibility spell, fully prepared, ready to 
  trap the heroes in an ambush.  The constant detect 
  thoughts has tipped him off to the heroes' presence, and 
  it has many defensive spells already active, and he leads 
  off his attack with a wall of force spell cast over the 
  archway leading outside, effectively trapping the heroes 
  in the mausoleum.  Zaanekral then unleashes its 
  offensive fury upon the heroes, dropping delayed b ast 
  fireball spells on itself (counting on its protection from 
  fire or, at APL 12, they are energy substituted with cold, 
  from which it is immune).  Zaanekral does not surrender 
  under any circumstance; however, it attempts to teleport 
  away when it gets to 20 hit points, things appear grim, or 
  both.  It should be noted that since Zaanekral can detect 
  thoughts at will, it may alter its tactics to inflict the most 
  amount of damage possible to the heroes.  The DM 
  should utilize the cruelty of this undead creature to its 
  full extent.   
   
  Development:  Once Zaanekral is dead or defeated, 
  the heroes should make back for the town of Quaalsten.  
  After a few minutes, the undead camp begins to stir; it 
  should be made clear that some sort of large gathering is 
  taking place (the troops are beginning to muster).  The 
  ghast posing as Zaanekral has a spear that detects as 
  magic; once the first PC handles it, they pick up the curse 
  it bears.  The hero may not rid him/herself of the 
  weapon; in fact, they prefer the weapon to the exclusion 
  of all others.  If it is ever discarded, within one minute, it 
  appears again on that character's person, stowed away. 
   
  Treasure:  APL 10:  L: 0 gp; C: 0 gp; M: +2 
  thundering ravenfeather spear (0 gp), horn of blasting 
  (1000 gp per character), brooch of shielding (25 gp per 
  character), dust of tracelessness (20 gp per character), 
  potion of gaseous form (62 gp per character). 
   
  APL 12:  L: 0 gp; C: 0 gp; M: +2 thundering 
  ravenfeather spear (0 gp), horn of blasting (1000 gp per 
  character), brooch of shielding (25 gp per character), dust 
  of tracelessness (20 gp per character), potion of gaseous 
  form (62 gp per character). 
   
  After the heroes decide to head back into the town, 
  proceed to Encounter 7. 
   
   
  ENCOUNTER 7: THE BATTLE 
  BEGINS 
  Returning to Quaalsten, you inform the command of 
  the details of your mission.  They thank you once 
  again for your bravery and service, and cannot stress 
  enough the important role you have played in the 
  defense of the forest town.   
   
  You are asked to rest up over at Merkwort's, and 
  return at sundown to the south gate.   
  The heroes may wish to get some rest and spend some 
  time chatting amongst each other; if time allows, some 
  more roleplaying can be done between the PCs at 
  Merkwort's.  They may even learn some information that 
  they may have missed earlier in Encounter 2.  When 
  sundown comes, and the heroes head to the south wall, 
  read the following (keeping in mind that if Almeric is 
  dead, Kirilia should be substituted for him): 
   
  You leave Merkwort's, and walk the short distance to 
  the south wall.  There, you see hundreds of men and 
  women, all preparing for battle; checking over 
  weapons, strapp ng on armor, and saying tear-filled 
  goodbyes to their children and elders.  Torches, some 
  lit with fire, and others with magic, are being handed 
  out and placed in niches all along the wall.  One of 
  the Woods Lieutenants, a dark blonde female human 
  named Kirilia Layften, exp ains the situation to you.   
   
  ”Both armies are beginning to muster.  It looks 
  like a full-on attack will happen in a matter o  hours. 
  The siege machines the northern army has assembled 
  are being readied for use; the army outside these gates 
  is engaging in some sort of mass ritual.  Thankfully, 
  we have contacted Highfolk town, and the mayor has 
  agreed to send as many men and women as he can 
  spare for our defense.  This should at least double our 
  compliment, and provide us with some time to gather 
  our remaining allies.  Apparently, we have also gotten
  word that a large number of woodsmen have formed 
  themselves into a fighting force, and should be here 
  soon.  In addition, some of the Knights of the High 
  Forest and their allies are mak ng great speed to join 
  our forces.  Both o  these armies will attack from 
  without, while we attempt to hold from within.  With 
  great luck, and some solid planning, they should be 
  Siege 
   
  Page 15 
  
  able to break through and get into the gates via our 
  teleportation specialists we have hired from the 
  Wayfarer's Union.   
   
  "You may leave whenever you wish; your 
  obligation to Quaalsten and the Vesve was served 
  when you completed your mission earlier today.  I 
  will arrange for one of the wizards to teleport you 
  home if you want.  Or, you can stay and fight for the 
  forest here; fight against the dark tide that threatens 
  us all, and we can meet our fate together.  It is your 
  cho ce, and you will not be judged harshly if you 
  decide to go." 
  i
   
   
   
   
   
  f
   
   
  Just then as the sun begins to set, a few wizards 
  walk out from one of the guardhouses.  As they 
  trudge out into a clear space to work their magic, the 
  remaining light in the sky is snuffed out like a dying 
  candle. The sky above is almost as dark as night; you 
  can see some sort of swirling pattern barely 
  detectable in the sky, almost like viewing the surface 
  while underneath the waves of the sea.  Something 
  has happened; the troops and wizards look around in 
  shock and confusion.  Out on the wall, the guards call 
  down to the command, and they quickly climb up to 
  the catwalk to observe.  After a few moments, you 
  follow; looking about, you note that the undead army 
  is still visible, although you need to focus, as if you 
  are looking through a haze.  Then, an archer points to 
  the northeast, and you see a dark obelisk rising up 
  above the top of the wall, apparently composed of the 
  same swirling darkness as the dome that surrounds 
  the town.  To each direction you look, and you see 
  four obelisks in all.  As you take in the strange sight, a 
  crackling, thunderous sound shakes the entire town. 
  After a moment of nervousness, it passes. 
   
  The wizards, more anxious than ever, begin to 
  cast their teleport spells to bring the much-needed 
  reinforcements from Highfolk to aid in the battle 
  most assuredly to come.  However, something is 
  wrong - their spells fail, and they turn look at each 
  other in utter revulsion as a horrible revelation dawns 
  upon them.  Whatever has occurred here has blocked 
  their magic - Quaalsten's lifeline has been cut.  There 
  will be no more aid from Highfolk any time soon.  
  The forest home of Quaal is alone against two armies 
  of evil. 
   
  After some discussion and magical tests with the 
  wizards, Almeric approaches your group.  ”Most 
  dreadful news indeed, my friends.  Whatever magical 
  energy has been erected around the town has blocked 
  all transportation magics, including teleportation and 
  flying.  Also, divinations for communication seem to 
  be ineffective.  It looks like we will have to stand 
  alone, and hope our friends arrive with Fharlanghn's 
  alacrity. Our strength for the coming battle has been 
  effectively halved. 
   
  "It is now a most difficult decision you face, and 
  one you must each choose for yourselves.  I am 
  preparing an exit team to attempt to leave the town 
  and break out to Flameflower and Highfolk with the 
  news.  You can choose to accompany them, and take 
  the word back to the communities of the Vesve and 
  Highvale in hopes o  uniting the region against this 
  power.   
   
  "Or, you can stand here and fight.  The battle we 
  are about to face will be long and bloody, and it very 
  well my cost you your lives.  Since our force is not 
  nearly what we expected, adventurers with combat 
  experience will be invaluable.  In addition, should we 
  survive, we'll most likely be cut off from any 
  assistance for at least a few weeks.  It will certainly 
  test your resolve to its limits.  My exit team will leave 
  in ten minutes.  You will only have one chance to 
  make this choice, so think carefully."  Almeric turns 
  from you, and shouts to the troops, asking for 
  volunteers to make the run outside the gates, leaving 
  you to your fateful decision. 
  Ask the players to think long and hard about what choice 
  they are going to make for their character.  Also, remind 
  them that they do not have to make the choice as a group; 
  each PC can make his/her own decision on whether to 
  leave or stay.  Once everyone has decided, go to the 
  Conclusion. 
   
  Treasure:  Each character has the opportunity to 
  pick up an everburning torch at the end of the scenario.  
   
  In addition, all heroes successful in their mission 
  have the opportunity to upgrade any one masterwork suit 
  of armor/shield and any one masterwork weapon they 
  possess to a +1 version at the end of any Highfolk 
  regional scenario (APLs 2-4), or upgrade any one +1 suit 
  of armor/shield and any one +1 weapon they possess to a 
  +2 version at the end of any Highfolk regional scenario 
  (APLs 6-12).  Once both items have been chosen, this 
  benefit is void. 
   
   
  CONCLUSION 
  STAY AND FIGHT 
  For heroes deciding to stay and fight, read the following: 
   
  You stand at the wall, watching the exit team slip 
  outside the gates and fade from your sight, hoping 
  that they'll make it through and get word to Highfolk 
  and Flameflower.  Momentarily, you wonder if you 
  could've made a difference in their mission's success 
  Siege 
   
  Page 16 
  
  or failure.  Almeric stands on the catwalk, directly 
  over the south gate, and addresses the troops.  
  "Tonight, we fight for our homes, our families, our 
  very lives.  The battle will be hard, and in the 
  morning, many o  us will not be here to see the 
  sunrise.  I want you to all remember this moment, 
  this time of courage and selfless bravery against a 
  terrible evil.  No matter what else may happen, no 
  matter how dark the hour may seem, we will not let 
  Quaalsten fall.  If it is destroyed, the forces of the Old 
  One will run rampant across the forest and the lands 
  of our cousins.  If we hold, our brethren will have 
  enough time to gather their armies and come to our 
  aid. We must see the night through - we must be the 
  light for not only ourselves, but for all good folk of 
  this ancient forest we call home. For green and white 
  - for the Vesve this night!"  A rousing cheer wells up 
  from the farmers and shopkeepers made soldiers once 
  again, as you prepare yourself for the longest night 
  you've ever known - the Battle of Quaalsten is about 
  to begin. 
  f
   
   
   
  Inform the players that those characters that decided to 
  stay in Quaalsten to fight have the following 
  restrictions/notes (summarize this information in the 
  Play Notes area of the Adventure Record): 
   
  � The PC is considered out-of-play until HIG3-05 Burn 
  Away the Endless Night, scheduled to premiere 
  September 4-7, 2003, at Milwaukee Summer Revel.  
  This event is a special scenario that is only playable 
  by heroes that chose to stay in Quaalsten. 
  � There are two exceptions to the out-of-play status.  
  Summer of 2003, there are three special events: 
  Origins (June), Gen Con Indy (July), and Conflict in 
  the Vesve in La Crosse, WI (August).  The character 
  may be played in one (and only one) of these special 
  events.   
  � The second exception is only for judges (not players) 
  at Gen Con Indy and Origins.  If a player judges at 
  one (or both) of those conventions, they are allowed 
  to play the out-of-play character in the core scenarios 
  premiering at those events as either slot zeros or at 
  the convention itself.  This only applies to the 
  aforementioned conventions, and the player must 
  judge at Gen Con to be eligible to play the Gen Con 
  events with the character that decided to stay, and 
  likewise for Origins.   
  � On September 4, characters may resume normal 
  play, even if the player is not able to attend the 
  premiere convention.  They may play HIG3-05 Burn 
  Away the Endless Night at any time thereafter, but 
  this event must be comprised of a table of PCs that 
  stayed in Quaalsten during HIG3-03 Siege.   
  � Once a character resumes normal play status, they 
  may play any scenarios missed during the summer 
  season that are still legally playable (i.e. non-special 
  events).   
  � The character will be charged the normal Time Unit 
  allotment for this scenario, as well as HIG3-05 Burn 
  Away the Endless Night.  At Dan's Con of the Vale 
  IV, October 23-26, 2003, the hero will be charged 6 
  extra Time Units (either in- or out-of-region) during 
  a special event.  If the player is not able to attend 
  DCV IV, the Time Unit cost must still be paid, and 
  the player should contact Chris Tulach of the 
  Highfolk Triad for determination of the game effects 
  between the dates of November 1 - November 30, 
  2003.   
  � If this event is played after Conflagration 2003, the 
  character must pay the normal Time Unit cost plus 6 
  Time Units for this scenario.  They are then eligible 
  to play HIG3-05 Burn Away the Endless Night.  No 
  further benefit is gained at DCV IV. 
  � This information will be posted on the Highfolk 
  website 
  (www.moogoogablau.net/~highfolk 
  or 
  www.highfolk.com) for reference.   
   
  MAKING A BREAK FOR IT 
  You gather up your gear, and prepare to leave the 
  town of Quaalsten with several other volunteers.  
  Invisibility spells are placed upon you, which should 
  help immensely in your task.  As you stand just 
  outside the south gate, you look back on the swirling 
  grey mass of the forest town, hoping that it is not the 
  last time you see it standing as a bastion of good in 
  the heart of the Vesve.   
   
  Your team moves swiftly, using stealth when 
  possible, but attempting to leave the area before the 
  real battle begins.  After a tense hour's worth of travel, 
  you clear the immediate area, and find relief in the 
  obscuring tangle of the forest. After moving for a few 
  hours southwest through the dense foliage, you stop 
  to rest and eat in the cool night air.  Maps of the 
  Vesve and surrounding areas are passed around, and 
  you agree to further divide yourselves after first light, 
  so that you can report the news to as many 
  communities as possible.   
   
   
   
  You make camp and get some rest, although you 
  can't help but think about the fate of Quaalsten 
  unfolding while you lie here miles away.  When you 
  wake up in the morning, what future will the night 
  have made for Quaalsten, and indeed all of the Vesve 
  Forest? 
  Characters leaving the town pay normal Time Unit costs 
  for this scenario, and may not participate in HIG3-05 
  Siege 
   
  Page 17 
  
  Burn Away the Endless Night.  They have no other 
  restrictions. 
   
  The End 
   
   
  PASSWORD 
  At the conclusion of this event, you should give all the 
  players the password to this scenario.  Tell them to write 
  it on their adventure certificates, and inform them that it 
  will be used to unlock the adventure summary document 
  that 
  will 
  be 
  found 
  on 
  the 
  Highfolk 
  website 
  (www.moogoogablau.net/~highfolk 
  or 
  www.highfolk.com), approximately two months from the 
  conclusion of the premiere of this scenario.  The 
  password for this scenario is almeric (all lower case). 
   
   
  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 to each 
  character. 
   
  Encounter 1: Meeting with Almeric 
  Defeat the assailants. 
  APL 2 
  120 XP 
  APL 4 
  180 XP 
  APL 6 
  210 XP 
  APL 8 
  270 XP 
  APL 10 
  330 XP 
  APL 12 
  420 XP 
   
  Saving Almeric Wilstone's life. 
  APL 2 
  30 XP 
  APL 4 
  75 XP 
  APL 6 
  90 XP 
  APL 8 
  120 XP 
  APL 10 
  150 XP 
  APL 12 
  180 XP 
   
  Encounter 3: A Good Night's Rest? 
  Defeat the night creatures. 
  APL 6 
  210 XP 
  APL 8 
  270 XP 
  APL 10 
  330 XP 
  APL 12 
  420 XP 
   
  Save at least 6 guards from death. 
  APL 6 
  30 XP 
  APL 8 
  45 XP 
  APL 10 
  60 XP 
  APL 12 
  75 XP 
   
  Encounter 4: The Mission (Retreive the Plans) 
  Defeat/avoid the patrols. 
  APL 2 
  120 XP 
  APL 4 
  180 XP 
   
  Defeat the fiendish gnoll and return the plans to 
  Quaalsten. 
  APL 2 
  120 XP 
  APL 4 
  180 XP 
   
  Encounter 5: The Mission (Stop the Sappers) 
  Defeat the elder xorn. 
  APL 6 
  240 XP 
  APL 8 
  300 XP 
   
  Encounter 6: The Mission (Kill the Leader) 
  Defeat Zaanekral and his minions. 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
   
  Discretionary Award 
  Give out this award however you see fit - roleplaying, 
  accomplishing goals, performing heroic actions, etc. 
  APL 2 
  60 XP 
  APL 4 
  60 XP 
  APL 6 
  60 XP 
  APL 8 
  60 XP 
  APL 10 
  60 XP 
  APL 12 
  60 XP 
   
  Total Possible Experience 
  APL 2 
  450 XP 
  APL 4 
  675 XP 
  APL 6 
  840 XP 
  APL 8 
  1065 XP 
  APL 10 
  1290 XP 
  APL 12 
  1575 XP 
   
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
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  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  TREASURE KEY: 
  L = Looted gear from enemy; C = Coin, gems, jewelry, and 
  other valuables; M = Magic items.  Figures expressed 
  below are per character. 
   
  Encounter 1: Meeting with Almeric 
  Defeat the assailants. 
   
  APL 2:  L: 8 gp; C: 0 gp; M: 2 dusts of tracelessness 
  (21 gp per packet per character). 
   
  APL 4:  L: 8 gp; C: 0 gp; M: 2 dusts of tracelessness 
  (20 gp per packet per character), 2 potions of gaseous 
  form (62 gp per potion per character). 
   
  APL 6:  L: 0 gp; C: 0 gp; M: cloak of arachnida (500 gp 
  per character).  
   
   
   
  APL 8:  L: 0 gp; C: 0 gp; M: cloak of arachnida (500 gp 
  per character). 
   
  APL 10:  L: 0 gp; C: 0 gp; M: 2 beads of force (166 gp 
  per bead per character), cloak of arachnida (500 gp per 
  character). 
   
  APL 12:  L: 0 gp; C: 0 gp; M: 2 beads of force (166 gp 
  per bead per character), boots of speed (666 gp per 
  character), cloak of arachnida (500 gp per character). 
   
  Encounter 4: The Mission (Retreive the Plans) 
  Defeat/avoid the patrols. 
   
  APL 2:  L: 22 gp; C: 0 gp; M: 0 gp. 
   
  APL 4:  L: 45 gp; C: 0 gp; M: 0 gp. 
   
  Defeat the fiendish gnoll and return the plans to 
  Quaalsten. 
   
  APL 2:  L: 4 gp; C: 300 gp; M: +1 ravenfeather spear (0 
  gp), potion of cure moderate wounds (25 gp per 
  character). 
   
  APL 4:  L: 4 gp; C: 300 gp; M: +1 ravenfeather spear (0 
  gp), potion of cure serious wounds (62 gp per character). 
   
  Encounter 5: The Mission (Stop the Sappers) 
   
  APL 6:  L: 0 gp; C: 100 gp; M: +2 ravenfeather spear (0 
  gp), dust of tracelessness (20 gp per character), potion of 
  cure serious wounds (62 gp per character), potion of 
  gaseous form (62 gp per character), scroll of fly (31 gp per 
  character), scroll of magic missile (3rd level) (6 gp per 
  character), scroll of web (12 gp per character).  
  APL 8:  L: 0 gp; C: 300 gp; M: +2 ravenfeather spear (0 
  gp), dust of tracelessness (20 gp per character), brooch of 
  shielding (125 gp per character), potion of cure serious 
  wounds (62 gp per character), potion of gaseous form (62 
  gp per character), scroll of fly (31 gp per character), scroll 
  of magic missile (3rd level) (6 gp per character), scroll of 
  web (12 gp per character). 
  Encounter 6: The Mission (Kill the Leader) 
  Defeat Zaanekral and his minions. 
   
  APL 10:  L: 0 gp; C: 0 gp; M: +2 thundering 
  ravenfeather spear (0 gp), medallion of thoughts (1000 gp 
  per character), brooch of shielding (25 gp per character), 
  dust of tracelessness (20 gp per character), potion of 
  gaseous form (62 gp per character). 
   
  APL 12:  L: 0 gp; C: 0 gp; M: +2 thundering 
  ravenfeather spear (0 gp), medallion of thoughts (1000 gp 
  per character), brooch of shielding (25 gp per character), 
  dust of tracelessness (20 gp per character), potion of 
  gaseous form (62 gp per character). 
   
  Total Possible Treasure 
  Note that a character cannot receive more than the 
  maximum gold pieces allowed for their APL. 
   
  APL 2:  397 gp per character 
   
  APL 4:  558 gp per character 
   
  APL 6:  793 gp per character 
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  APL 8:  1118 gp per character 
   
  APL 10:  1939 gp per character 
   
  APL 12:  2605 gp per character 
   
  ITEMS FOUND DURING THE 
  ADVENTURE 
  APL 2 
  • 
  • 
  • 
  • 
  • 
  • 
  • 
  • 
  • 
  • 
  • 
  • 
  Dust of tracelessness (Adventure, DMG) 
  +1 ravenfeather spear (Curse, see above) 
  Everburning torch (Region, DMG) 
   
  APL 4 (All of APL 2 plus the following) 
  Potion of cure serious wounds (Adventure, 
  DMG) 
  Potion of gaseous form (Adventure, DMG) 
   
  APL 6 (All of APLs 2-4 plus the following) 
  +2 ravenfeather spear (Replaces +1 version, 
  curse, see above) 
  Cloak of arachnida (Adventure, DMG) 
   
  APL 8 (All of APLs 2-6 plus the following) 
  Brooch of shielding (Adventure, DMG) 
   
  APL 10 (All of APLs 2-8, except the potion of 
  cure serious wounds, plus the following) 
  +2 thundering ravenfeather spear (Replaces +2 
  version, curse, see above) 
  Medallion of thoughts (Adventure, DMG) 
  Bead of force (Adventure, DMG) 
   
  APL 12 (All of APLs 2-10, except the potion of 
  cure serious wounds, plus the following) 
  Boots of speed (Adventure, DMG) 
   
  SPECIAL (NEW ITEMS TO BE LISTED ON 
  THE ADVENTURE RECORD) 
  Only one character may possess this item at the 
  conclusion of the event; it is the character that initially 
  picked up the weapon.  Please cross this item off if this 
  character did not receive the curse.  The character that 
  picked up this weapon may add this item to their Master 
  Item List without purchasing it. 
  Ravenfeather spear:  This magical shortspear bears 
  numerous black feathers tied around the haft of the 
  weapon.  It is said that the feathers come from the raven, 
  a symbol of death and misfortune among many of the 
  humanoid tribes.  Indeed, this spear functions as a cursed 
  backbiter spear; any time the user makes an attack roll 
  with the weapon, and rolls very low (see below), it curls 
  around to strike the wielder for normal damage.  If this 
  spear is hurled, the damage is doubled.   
   
  In addition, the character is compelled to use the 
  weapon in melee combat; any time the PC wishes to 
  engage in melee combat, he/she must roll a Will save 
  (DC 15); if it results in a failure, the character must use 
  the spear throughout the combat when engaged in 
  melee.  The spear cannot be discarded normally; after one 
  minute, it reappears stowed on the character that 
  possesses this curse.  If the curse is removed by a remove 
  curse spell, the spear becomes a normal non-magical 
  shortspear. 
  APLs 2-4:  +1 ravenfeather spear; attacks owner on a 
  natural 1. 
  APLs 6-8:  +2 ravenfeather spear; attacks owner on a 
  natural 1-2. 
  APLs 10-12:  +2 thundering ravenfeather spear; 
  attacks owner on a natural 1-3. 
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, bestow curse, creator must be evil; Market Price: 
  0 gp (cursed item); Weight:  5 lb. 
   
  Favor of Almeric Wilstone:  You have succeeded in a 
  very important mission for the Rangers of the Vesve, and 
  Quaalsten.  For your courage Almeric has arranged for a 
  wizard friend of his to enchant your armor and a weapon. 
   You have the opportunity to upgrade any one 
  masterwork suit of armor/shield and any one masterwork 
  weapon they possess to a +1 version at the end of any 
  Highfolk regional scenario (APLs 2-4), or upgrade any 
  one +1 suit of armor/shield and any one +1 weapon they 
  possess to a +2 version at the end of any Highfolk 
  regional scenario (APLs 6-12).  The PC pays the 
  difference in cost for the item's upgrade.  Once both 
  items have been chosen, write used across the above text. 
   
  Favor of Oslen Oakbough:  Only PCs selected may 
  obtain this favor. 
   
  Favor of Ethram:  Only PCs selected may obtain this 
  favor. 
   
   
   
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  APPENDIX A: NPCS AND 
  MONSTERS 
   
  ENCOUNTER 1 
  � Typical Guardsman, War1:  Medium Humanoid 
  (usually human, elven, or half-elven); HD 1d8; hp 8; 
  Init +1; Spd 30 ft.; AC 13 (+2 leather armor, +1 Dex), 
  touch 11, flat-footed 12; Atks +1 melee (1d6, club), or 
  +2 melee (1d6 [crit x3], halfspear), or +2 ranged (1d6 
  [crit x3], shortbow); AL Varies (usually CG, NG, or LG); 
  SV Fort +2, Ref +1, Will +0. 
   
  Str 10, Dex 12, Con 10, Int 11, Wis 10, Cha 11. 
   
  Skills and Feats:  Listen +2 (+4 if human or elven), 
  Spot +2 (+4 if human or elven); Weapon Focus 
  (halfspear), Alertness (if human). 
   
  Possessions:  Leather armor, club, halfspear, 
  shortbow, 20 arrows. 
   
  � Veteran Guardsman, War3: Medium Humanoid; 
  HD 3d8+3; hp 21; Init +1 (Dex); Spd 30 ft.; AC 13 (+2 
  leather armor, +1 Dex), touch 11, flat-footed 12; Atks +4 
  melee (1d6+1, club), or +5 melee (1d6+1 [crit x3], 
  halfspear), or +4 ranged (1d6 [crit x3], shortbow); AL 
  Varies (usually CG, NG, or LG); SV Fort +4, Ref +2, 
  Will +1. 
   
  Str 13, Dex 12, Con 12, Int 11, Wis 10, Cha 12. 
   
  Skills and Feats:  Listen +3 (+5 if human or elven), 
  Spot +3 (+5 if human or elven); Weapon Focus 
  (halfspear), Alertness (if human). 
   
  Possessions:  Leather armor, club, halfspear, 
  shortbow, 20 arrows. 
   
  � Almeric Wilstone, male human Rgr9:  Medium 
  humanoid (5 ft. 6 in. tall); HD 9d10+18; hp 76; Init +2; 
  Spd 30; AC 21 (+2 Dex, +5 +1 mithral shirt of spell 
  resistance [SR 15], +4 +2 large steel shield), touch 12, 
  flat-footed 19; Atks +13/+8 melee (1d8+4 [crit 15-20], +2 
  keen longsword), or +14/+9 ranged (1d8+5 + 1d6 frost 
  [crit x3], +1 frost mighty composite longbow [+4]); SA 
  Favored enemy (orcs, demons), spells; SQ Favored 
  enemy (orcs, demons), spells; AL NG; SV Fort +10, Ref 
  +7, Will +5. 
   
  Str 14, Dex 14, Con 14, Int 12, Wis 14, Cha 12. 
   
  Skills:  Hide +14, Languages (Common, Elven, 
  Sylvan), Listen +14, Move Silently +14, Search +13, 
  Spot +14, Wilderness Lore +14.  Feats:  Ambidexterity 
  (in light or no armor), Blind-Fight, Improved Critical 
  (longsword), Point Blank Shot, Precise Shot, Rapid 
  Shot, Track, Two-Weapon Fighting (in light or no 
  armor). 
  Equipment:  +1 mithral shirt of spell resistance 
  (SR 15), +2 large steel shield, +2 keen longsword, +1 
  frost mighty composite longbow (+4), 10 sleep arrows, 
  50 +1 shock arrows, 50 +2 arrows, +2 cloak of 
  resistance, Heward's handy haversack, 4 potions of 
  cure serious wounds. 
   
   
  Personality Traits:  Resolute, irritable, forgiving. 
   
  APL 2 (EL 4) 
  � Almeric's assailants, male human Rog2/Wiz1 (2): 
   Medium-size Humanoid; HD 2d6 + 1d4; hp 13 each; 
  Init +7; Spd 30 ft.; AC 17 (+3 Dex, +4 mage armor), 
  touch 13, flat-footed 14; Atks +2 melee (1d6+1 [crit 19-
  20], short sword) or +5 ranged (1d8 [crit 19-20], light 
  crossbow with masterwork bolts); SA Sneak attack 
  +1d6, spells; SQ Evasion, spells; AL N; SV Fort +0, Ref 
  +6, Will +4. 
   
  Str 12, Dex 16, Con 10, Int 16, Wis 10, Cha 8. 
   
  Skills and Feats:  Balance +8, Climb +6, 
  Concentration +4, Escape Artist +8, Hide +8, Listen +5, 
  Knowledge (arcana) +7, Move Silently +8, Search +8, 
  Spellcraft +7, Spot +5, Tumble +8; Combat Reflexes, 
  Improved Initiative, Iron Will, Scribe Scroll. 
   
  Possessions:  Short sword, light crossbow, 10 
  masterwork bolts, dust of tracelessness. 
  Spells (1st-level wizard; 3/2; base DC = 13 + spell 
  level):  0—daze (x2), ray of frost; 1st—color spray, 
  mage armor. 
   
  APL 4 (EL 6) 
  � Almeric's assailants, male human Rog3/Wiz2 (2): 
   Medium-size Humanoid; HD 3d6 + 2d4; hp 20 each; 
  Init +7; Spd 30 ft.; AC 17 (+3 Dex, +4 mage armor), 
  touch 13, flat-footed 14; Atks +4 melee (1d6+1 [crit 19-
  20], short sword) or +7 ranged (1d8 [crit 19-20], light 
  crossbow with masterwork bolts); SA Sneak attack 
  +2d6, spells, uncanny dodge (Dex bonus to AC); SQ 
  Evasion, spells; AL N; SV Fort +1, Ref +6, Will +6. 
   
  Str 12, Dex 17, Con 10, Int 16, Wis 10, Cha 8. 
   
  Skills and Feats:  Balance +9, Climb +7, 
  Concentration +7, Escape Artist +9, Hide +9, Listen +6, 
  Knowledge (arcana) +10, Move Silently +9, Search +9, 
  Spellcraft +10, Spot +6, Tumble +9; Combat Reflexes, 
  Dodge, Improved Initiative, Iron Will, Scribe Scroll. 
   
  Possessions:  Short sword, light crossbow, 10 
  masterwork bolts, dust of tracelessness, potion of 
  gaseous form. 
   
  Spells (2nd-level wizard; 4/3; base DC = 13 + spell 
  level):  0—daze (x2), ray of frost (x2); 1st—cause fear, 
  color spray, mage armor. 
   
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  APL 6 (EL 7) 
  � Nimblewright:  CR 7; Medium-size Construct; HD 
  10d10; hp 55; Init +7; Spd 40 ft.; AC 24 (+7 Dex, +7 
  natural), touch 17, flat-footed 17; Atks +11 melee 
  (2d6+4 [crit 12-20], 2 rapier-hands); SA Spell-like 
  abilities, tripping thrust; SQ Augmented critical, 
  construct traits, SR 27, vulnerabilities; AL CN; SV Fort 
  +3, Ref +10, Will +6. 
   
  Str 19, Dex 24, Con -, Int 10, Wis 17, Cha 19. 
   
  Feats:  Combat Reflexes, Dodge, Expertise, 
  Improved Disarm, Mobility, Spring Attack. 
   
  Possessions:  Cloak of arachnida. 
   
  SA:  Spell-Like Abilities:  At will—alter self, cat's 
  grace, entropic shield, feather fall, haste.  Caster level 
  10th; save DC 14 + spell level. 
   
  Tripping Thrust (Ex):  A nimblewright's rapier-
  hand attacks are powerful enough to push over 
  creatures it own size or smaller.  An opponent who is 
  the target of a successful critical hit from a 
  nimblewright must make a Reflex save (DC 19) or be 
  knocked prone as if tripped. 
   
  SQ:  Augmented Critical (Ex):  A nimblewright 
  threatens a critical hit on a natural attack roll of 12-20.  
  On a successful critical hit, its foe is subject to a 
  tripping thrust attack (see above). 
   
  Construct Traits:  A nimblewright is immune to 
  mind-affecting 
  effects, 
  poison, 
  sleep, 
  paralysis, 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires a Fortitude save unless it 
  also works on objects.  The creature is not subject to 
  critical hits, subdual damage, ability damage, ability 
  drain, energy drain, or death from massive damage.  It 
  cannot heal itself but can be healed through repair.  It 
  cannot be raised or resurrected.  A nimblewright ha 
  darkvision (60-foot range). 
   
  Vulnerabilities: 
   
  A 
  cold 
  effect 
  slows 
  a 
  nimblewright for 3 rounds, and a fire effect stuns it for 
  1 round.  
   
  APL 8 (EL 9) 
  � Nimblewrights (2):  CR 7; Medium-size Construct; 
  HD 10d10; hp 55 each; Init +7; Spd 40 ft.; AC 24 (+7 
  Dex, +7 natural), touch 17, flat-footed 17; Atks +11 
  melee (2d6+4 [crit 12-20], 2 rapier-hands); SA Spell-like 
  abilities, tripping thrust; SQ Augmented critical, 
  construct traits, SR 27, vulnerabilities; AL CN; SV Fort 
  +3, Ref +10, Will +6. 
   
  Str 19, Dex 24, Con -, Int 10, Wis 17, Cha 19. 
   
  Feats:  Combat Reflexes, Dodge, Expertise, 
  Improved Disarm, Mobility, Spring Attack. 
   
  Possessions:  One has a cloak of arachnida. 
   
  SA:  Spell-Like Abilities:  At will—alter self, cat's 
  grace, entropic shield, feather fall, haste.  Caster level 
  10th; save DC 14 + spell level. 
   
  Tripping Thrust (Ex):  A nimblewright's rapier-
  hand attacks are powerful enough to push over 
  creatures it own size or smaller.  An opponent who is 
  the target of a successful critical hit from a 
  nimblewright must make a Reflex save (DC 19) or be 
  knocked prone as if tripped. 
   
  SQ:  Augmented Critical (Ex):  A nimblewright 
  threatens a critical hit on a natural attack roll of 12-20.  
  On a successful critical hit, its foe is subject to a 
  tripping thrust attack (see above). 
   
  Construct Traits:  A nimblewright is immune to 
  mind-affecting 
  effects, 
  poison, 
  sleep, 
  paralysis, 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires a Fortitude save unless it 
  also works on objects.  The creature is not subject to 
  critical hits, subdual damage, ability damage, ability 
  drain, energy drain, or death from massive damage.  It 
  cannot heal itself but can be healed through repair.  It 
  cannot be raised or resurrected.  A nimblewright ha 
  darkvision (60-foot range). 
   
  Vulnerabilities: 
   
  A 
  cold 
  effect 
  slows 
  a 
  nimblewright for 3 rounds, and a fire effect stuns it for 
  1 round.  
   
  APL 10 (EL 11) 
  � Nimblewrights (4):  CR 7; Medium-size Construct; 
  HD 10d10; hp 55 each; Init +7; Spd 40 ft.; AC 24 (+7 
  Dex, +7 natural), touch 17, flat-footed 17; Atks +11 
  melee (2d6+4 [crit 12-20], 2 rapier-hands); SA Spell-like 
  abilities, tripping thrust; SQ Augmented critical, 
  construct traits, SR 27, vulnerabilities; AL CN; SV Fort 
  +3, Ref +10, Will +6. 
   
  Str 19, Dex 24, Con -, Int 10, Wis 17, Cha 19. 
   
  Feats:  Combat Reflexes, Dodge, Expertise, 
  Improved Disarm, Mobility, Spring Attack. 
   
  Possessions:  One has a cloak of arachnida; two 
  others each carry one bead of force. 
   
  SA:  Spell-Like Abilities:  At will—alter self, cat's 
  grace, entropic shield, feather fall, haste.  Caster level 
  10th; save DC 14 + spell level. 
   
  Tripping Thrust (Ex):  A nimblewright's rapier-
  hand attacks are powerful enough to push over 
  creatures it own size or smaller.  An opponent who is 
  the target of a successful critical hit from a 
  nimblewright must make a Reflex save (DC 19) or be 
  knocked prone as if tripped. 
   
  SQ:  Augmented Critical (Ex):  A nimblewright 
  threatens a critical hit on a natural attack roll of 12-20.  
  On a successful critical hit, its foe is subject to a 
  tripping thrust attack (see above). 
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  Construct Traits:  A nimblewright is immune to 
  mind-affecting 
  effects, 
  poison, 
  sleep, 
  paralysis, 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires a Fortitude save unless it 
  also works on objects.  The creature is not subject to 
  critical hits, subdual damage, ability damage, ability 
  drain, energy drain, or death from massive damage.  It 
  cannot heal itself but can be healed through repair.  It 
  cannot be raised or resurrected.  A nimblewright ha 
  darkvision (60-foot range). 
   
  Vulnerabilities: 
   
  A 
  cold 
  effect 
  slows 
  a 
  nimblewright for 3 rounds, and a fire effect stuns it for 
  1 round.  
   
  APL 12 (EL 14) 
  � Galoruug, death slaad:  CR 13; hp 112.  See the 
  Monster Manual for statistics.   
   
  Possessions:  2 beads of force, boots of speed. 
   
  � Nimblewrights (2):  CR 7; Medium-size Construct; 
  HD 10d10; hp 55 each; Init +7; Spd 40 ft.; AC 24 (+7 
  Dex, +7 natural), touch 17, flat-footed 17; Atks +11 
  melee (2d6+4 [crit 12-20], 2 rapier-hands); SA Spell-like 
  abilities, tripping thrust; SQ Augmented critical, 
  construct traits, SR 27, vulnerabilities; AL CN; SV Fort 
  +3, Ref +10, Will +6. 
   
  Str 19, Dex 24, Con -, Int 10, Wis 17, Cha 19. 
   
  Feats:  Combat Reflexes, Dodge, Expertise, 
  Improved Disarm, Mobility, Spring Attack. 
   
  Possessions:  One has a cloak of arachnida. 
   
  SA:  Spell-Like Abilities:  At will—alter self, cat's 
  grace, entropic shield, feather fall, haste.  Caster level 
  10th; save DC 14 + spell level. 
   
  Tripping Thrust (Ex):  A nimblewright's rapier-
  hand attacks are powerful enough to push over 
  creatures it own size or smaller.  An opponent who is 
  the target of a successful critical hit from a 
  nimblewright must make a Reflex save (DC 19) or be 
  knocked prone as if tripped. 
   
  SQ:  Augmented Critical (Ex):  A nimblewright 
  threatens a critical hit on a natural attack roll of 12-20.  
  On a successful critical hit, its foe is subject to a 
  tripping thrust attack (see above). 
   
  Construct Traits:  A nimblewright is immune to 
  mind-affecting 
  effects, 
  poison, 
  sleep, 
  paralysis, 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires a Fortitude save unless it 
  also works on objects.  The creature is not subject to 
  critical hits, subdual damage, ability damage, ability 
  drain, energy drain, or death from massive damage.  It 
  cannot heal itself but can be healed through repair.  It 
  cannot be raised or resurrected.  A nimblewright ha 
  darkvision (60-foot range). 
   
  Vulnerabilities: 
   
  A 
  cold 
  effect 
  slows 
  a 
  nimblewright for 3 rounds, and a fire effect stuns it for 
  1 round.  
   
   
  ENCOUNTER 3 
  APL 6 (EL 7) 
  � Invisible stalker:  hp 52.  See the Monster Manual 
  for statistics. 
   
  APL 8 (EL 9) 
  � Invisible stalkers (2):  hp 52, 56.  See the Monster 
  Manual for statistics. 
   
  APL 10 (EL 11) 
  � Invisible stalkers (4):  hp 48, 52, 52, 56.  See the 
  Monster Manual for statistics. 
   
  APL 12 (EL 14) 
  � Nightshade (nightwing):  hp 110.  See the Monster 
  Manual for statistics. 
   
  ENCOUNTER 4 
  APL 2 (EL 4) 
  Standard Patrol 
  � Gnolls (3):  hp 10, 11, 12.  See the Monster Manual 
  for statistics.   
   
  Canine Patrol 
  � Gnolls (2):  hp 10, 12.  See the Monster Manual for 
  statistics. 
   
  � Worg:  hp 30.  See the Monster Manual for 
  statistics. 
   
  APL 4 (EL 6) 
  Standard Patrol  
  � Gnolls (6):  hp 10, 10, 11, 11, 12, 12.  See the 
  Monster Manual for statistics. 
   
  Canine Patrol 
  � Gnolls (4):  hp 10, 11, 11, 12.  See the Monster 
  Manual  for statistics. 
   
  APL 2 (EL 4) 
  � Ulressk, male fiendish gnoll Brb1/Ftr1:  CR 4; 
  Medium-size Outsider; HD 2d8+4 + 2d10+4; hp 35; Init 
  +1 (Dex); Spd 40 ft.; AC 15 (+1 Dex, +1 natural, +3 
  studded leather armor), touch 11, flat-footed 14; Atks 
  +8 melee (1d8+5 [crit x3], +1 ravenfeather spear) or +4 
  ranged (1d6 [crit x3], shortbow); SA Rage 1/day, smite 
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  Page 23 
  
  good 1/day; SQ Cold resistance 10, DR 5/+1, 
  darkvision 60 feet, fast movement, fire resistance 10, 
  SR 8; AL CE; SV Fort +8, Ref +1, Will +0. 
   
  Str 16, Dex 12, Con 14, Int 10, Wis 11, Cha 10. 
   
  Skills and Feats:  Climb +4, Jump +4, Intimidate 
  +1, Listen +4, Spot +3; Power Attack, Weapon Focus 
  (shortspear). 
   
  Possessions:  +1 ravenfeather spear*, potion of 
  cure moderate wounds, studded leather armor, 
  shortbow, 20 arrows, 2 diamonds (each worth 900 gp). 
   
   
  SA:  Smite Good (Su):  Once per day the creature 
  can make a normal attack to deal additional damage 
  equal to its HD total (in this case, +4) against a good 
  foe. 
   
  *New item listed in Appendix B. 
   
  APL 4 (EL 6) 
  � Ulressk, male fiendish gnoll Brb2/Ftr2:  CR 6; 
  Medium-size Outsider; HD 2d8+4 + 4d10+8; hp 52; Init 
  +1 (Dex); Spd 40 ft.; AC 15 (+1 Dex, +1 natural, +3 
  studded leather armor), touch 11, flat-footed 14; Atks 
  +10 melee (1d8+5 [crit x3], +1 ravenfeather spear) or +6 
  ranged (1d6 [crit x3], shortbow); SA Rage 1/day, smite 
  good 1/day; SQ Cold resistance 10, DR 5/+1, 
  darkvision 60 feet, fire resistance 10, SR 12; AL CE; SV 
  Fort +10, Ref +1, Will +3. 
   
  Str 16, Dex 12, Con 14, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats:  Climb +6, Jump +6, Intimidate 
  +2, Listen +5, Spot +4; Cleave, Iron Will, Power Attack, 
  Weapon Focus (shortspear). 
   
  Possessions:  +1 ravenfeather spear*, potion of 
  cure serious wounds, studded leather armor, shortbow, 
  20 arrows, 2 diamonds (each worth 900 gp). 
  SA:  Smite Good (Su):  Once per day the creature 
  can make a normal attack to deal additional damage 
  equal to its HD total (in this case, +4) against a good 
  foe. 
   
  *New item listed in Appendix B. 
   
  ENCOUNTER 5 
  APL 6 (EL 8) 
  � Elder xorn:  hp 127; AL NE.  See the Monster 
  Manual for statistics. 
   
  � Nargarm, male fiendish orc Wiz3(Abj):  CR 3; 
  Medium-size Outsider; HD 3d4+6; hp 16; Init +2 (Dex); 
  Spd 30 ft.; AC 16 (+2 Dex, +4 mage armor), touch 12, 
  flat-footed 14; Atks +4 melee (1d8+3 [crit x3], +2 
  ravenfeather spear); SA Smite good 1/day, spells; SQ 
  Cold resistance 5, darkvision 60 feet, fire resistance 5, 
  SR 6, spells; AL NE; SV Fort +3, Ref +3, Will +4. 
   
  Str 12, Dex 14, Con 14, Int 14, Wis 12, Cha 6. 
   
  Skills and Feats:  Concentration +8, Knowledge 
  (arcana) +8, Knowledge (local - Iuz-controlled Vesve 
  Forest) +8, Spellcraft +8; Combat Casting, Simple 
  Weapon Proficiency, Scribe Scroll. 
   
  Possessions:  +2 ravenfeather spear*, dust of 
  tracelessness, potion of cure serious wounds, potion of 
  gaseous form, scroll of fly, scroll of magic missile (3rd 
  level), scroll of web, 600 gp in small gems in a pouch. 
   
  SA:  Smite Good (Su):  Once per day the creature 
  can make a normal attack to deal additional damage 
  equal to its HD total (in this case, +4) against a good 
  foe. 
   
  Spells (3rd-level wizard (abjurer); 4/4/3; base DC = 
  12 + spell level):  0—daze (x2), detect magic, resistance; 
  1st—burning hands, mage armor, magic missile, 
  shield; 2nd—invisibility, protection from arrows, 
  summon swarm. 
   
  *New item listed in Appendix B. 
   
  APL 8 (EL 10) 
  � Elder xorns (2):  hp 127, 132; AL NE.  See the 
  Monster Manua, for statistics. 
   
  � Nargarm, male fiendish orc Wiz4(Abj):  CR 5; 
  Medium-size Outsider; HD 4d4+6; hp 21; Init +2 (Dex); 
  Spd 30 ft.; AC 16 (+2 Dex, +4 mage armor), touch 12, 
  flat-footed 14; Atks +5 melee (1d8+3 [crit x3], +2 
  ravenfeather spear); SA Smite good 1/day, spells; SQ 
  Cold resistance 10, DR 5/+1, darkvision 60 feet, fire 
  resistance 10, SR 8, spells; AL NE; SV Fort +3, Ref +3, 
  Will +5. 
   
  Str 12, Dex 14, Con 14, Int 15, Wis 12, Cha 6. 
   
  Skills and Feats:  Concentration +9, Knowledge 
  (arcana) +9, Knowledge (local - Iuz-controlled Vesve 
  Forest) +9, Spellcraft +9; Combat Casting, Simple 
  Weapon Proficiency, Scribe Scroll. 
   
  Possessions:  +2 ravenfeather spear*, brooch of 
  shielding, potion of cure serious wounds, scroll of fly, 
  scroll of magic missile (3rd level), scroll of web, 1800 
  gp in beautifully cut small gems in a pouch. 
   
  SA:  Smite Good (Su):  Once per day the creature 
  can make a normal attack to deal additional damage 
  equal to its HD total (in this case, +4) against a good 
  foe. 
   
  Spells (4th-level wizard (abjurer); 4/5/4; base DC = 
  12 + spell level):  0—daze (x2), detect magic, resistance; 
  1st—burning hands, mage armor, magic missile (x2), 
  shield; 2nd—invisibility, protection from arrows, 
  summon monster II, summon swarm. 
   
  *New item listed in Appendix B. 
   
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  ENCOUNTER 6 
  APL 10 (EL 12) 
  � Zaanekral, bone naga:  CR 11; Large Undead; HD 
  15d12; hp 97; Init +5; Spd 40 ft.; AC 16 (-1 size, +1 Dex, 
  +6 natural) touch 10, flat-footed 15; Atks +9 melee 
  (2d4+3 + poison, sting) and +4 melee (1d4+1 + poison, 
  bite); Face/Reach 5 ft. by 5 ft. (coiled)/10 ft.; SA Poison, 
  spells; SQ Detect thoughts, guarded thoughts, 
  immunities, SR 23, telepathy, undead traits; AL LE; SV 
  Fort +5, Ref +8, Will +11. 
   
  Str 16, Dex 13, Con -, Int 16, Wis 15, Cha 17. 
   
  Skills and Feats:  Bluff +11, Concentration +14, 
  Diplomacy +3, Hide +11, Intimidate +12, Knowledge 
  (arcana) +8, Listen +12, Sense Motive +8, Spellcraft +14, 
  Spot +12; Alertness, Combat Casting, Dodge, Improved 
  Initiative, Lightning Reflexes, Silent Spell, Spell Focus 
  (necromancy). 
   
  Possessions:  Brooch of shielding hung from a 
  necklace. 
   
  SA:  Poison (Ex):  A bone naga delivers its poison 
  via successful bite or sting attacks.  The poison from its 
  bite (Fortitude save DC 17) has the same initial and 
  secondary damage (1d4 points of Strength damage).  
  The poison from its sting (Fortitude save DC 17) is 
  more virulent; its initial damage is 1d4 points of 
  Constitution drain, and the secondary damage is 1d4 
  points of Constitution damage. 
   
  Spells:  A bone naga casts spells as a 14th-level 
  sorcerer (spells known 9/5/5/4/4/3/2/1; spells/day 
  6/7/7/7/6/6/5/3; save DC 13 + spell level). 
   
  SQ:  Detect Thoughts (Su):  A bone naga can 
  continuously detect the thoughts of those around it.  
  This ability functions like a detect thoughts spell 
  (caster level 9th; Will save DC 15), and it is always 
  active. 
   
  Guarded Thoughts (Ex):  Because of their ability 
  to shield their thoughts, bone nagas are immune to any 
  form of mind-reading. 
   
  Immunities (Ex):  Bone nagas are immune to 
  cold.  Also, because they lack flesh or internal organs, 
  they take only half damage from piercing weapons. 
   
  Telepathy (Su):  A bone naga can communicate 
  telepathically with any creature within 250 feet that 
  has a language. 
   
  Undead Traits:  A bone naga is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects, and any 
  effect that requires a Fortitude save unless it also works 
  on objects.  The creature is not subject to critical hits, 
  subdual damage, ability damage, ability drain, energy 
  drain, or death from massive damage.  A bone naga 
  cannot be raised, and resurrection works only if it is 
  willing.  The creature has darkvision (60-foot range). 
   
  Spells 
  Known 
  (14th-level 
  sorcerer; 
  6/7/7/7/6/6/5/3; base DC = 13 + spell level, 
  necromancy spells base DC = 15 + spell level):  0—
  arcane mark, daze, detect magic, ghost sound, mage 
  hand, open/close, ray of frost, read magic, resistance; 
  1st—charm person, color spray, mage armor, ray of 
  enfeeblement, shield; 2nd—blindness/deafness, blur, 
  mirror image, see invisibility, web; 3rd—fireball, haste, 
  hold person, protection from elements; 4th—
  enervation, fear, improved invisibility, stoneskin; 
  5th—cone of cold, teleport, wall of force; 6th—chain 
  lightning, disintegrate; 7th—delayed blast fireball.   
   
  � Ghasts (2):  hp 26, 30.  One of them bears the +2 
  thundering 
  ravenfeather 
  spear 
  and 
  dust 
  of 
  tracelessness.  Another has a medallion of thoughts and 
  a potion of gaseous form.  See the Monster Manual for 
  statistics.   
   
  APL 12 (EL 14) 
  � Zaanekral, advanced bone naga:  CR 13; Huge 
  Undead; HD 30d12; hp 195; Init +4; Spd 40 ft.; AC 17 (-
  2 size, +0 Dex, +9 natural) touch 8, flat-footed 17; Atks 
  +20 melee (2d6+7 + poison, sting) and +15 melee 
  (1d6+3 + poison, bite); Face/Reach 10 ft. by 10 ft. 
  (coiled)/15 ft.; SA Poison, spells; SQ Detect thoughts, 
  guarded thoughts, immunities, SR 23, telepathy, 
  undead traits; AL LE; SV Fort +10, Ref +12, Will +20. 
   
  Str 24, Dex 11, Con -, Int 16, Wis 15, Cha 17. 
   
  Skills and Feats:  Bluff +14, Concentration +18, 
  Diplomacy +6, Hide +10, Intimidate +15, Knowledge 
  (arcana) +8, Listen +15, Sense Motive +12, Spellcraft 
  +18, Spot +15; Alertness, Arcane Preparation*, Chain 
  Spell*, Combat Casting, Energy Substitution (cold)*, 
  Improved Initiative, Lightning Reflexes, Silent Spell, 
  Spell Focus (necromancy). 
   
  Possessions:  Brooch of shielding hung from a 
  necklace. 
   
  SA:  Poison (Ex):  A bone naga delivers its poison 
  via successful bite or sting attacks.  The poison from its 
  bite (Fortitude save DC 25) has the same initial and 
  secondary damage (1d4 points of Strength damage).  
  The poison from its sting (Fortitude save DC 25) is 
  more virulent; its initial damage is 1d4 points of 
  Constitution drain, and the secondary damage is 1d4 
  points of Constitution damage. 
   
  Spells:  A bone naga casts spells as a 14th-level 
  sorcerer (spells known 9/5/5/4/4/3/2/1; spells/day 
  6/7/7/7/6/6/5/3; save DC 13 + spell level). 
   
  SQ:  Detect Thoughts (Su):  A bone naga can 
  continuously detect the thoughts of those around it.  
  This ability functions like a detect thoughts spell 
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  Page 25 
  
  (caster level 9th; Will save DC 15), and it is always 
  active. 
   
  Guarded Thoughts (Ex):  Because of their ability 
  to shield their thoughts, bone nagas are immune to any 
  form of mind-reading. 
   
  Immunities (Ex):  Bone nagas are immune to 
  cold.  Also, because they lack flesh or internal organs, 
  they take only half damage from piercing weapons. 
   
  Telepathy (Su):  A bone naga can communicate 
  telepathically with any creature within 250 feet that 
  has a language. 
   
  Undead Traits:  A bone naga is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects, and any 
  effect that requires a Fortitude save unless it also works 
  on objects.  The creature is not subject to critical hits, 
  subdual damage, ability damage, ability drain, energy 
  drain, or death from massive damage.  A bone naga 
  cannot be raised, and resurrection works only if it is 
  willing.  The creature has darkvision (60-foot range). 
   
  Spells 
  Known 
  (14th-level 
  sorcerer; 
  6/7/7/7/6/6/5/3, 
  with 
  prepared 
  spells 
  6/7/7/5/5/6/3/0); base DC = 13 + spell level, 
  necromancy spells base DC = 15 + spell level):  0—
  arcane mark, daze, detect magic, ghost sound, mage 
  hand, open/close, ray of frost, read magic, resistance; 
  1st—charm person, color spray, mage armor, ray of 
  enfeeblement, shield; 2nd—blindness/deafness, blur, 
  mirror image, see invisibility, web; 3rd—fireball, haste, 
  hold person, protection from elements; 4th—
  enervation, fear, improved invisibility, stoneskin; 
  5th—cone of cold, teleport, wall of force; 6th—chain 
  lightning, disintegrate; 7th—delayed blast fireball. 
   
  Spells Prepared with Arcane Preparation:  
  3rd—energy substituted (cold) fireball (x2); 4th—
  silent energy substituted (cold) fireball; 6th—chained 
  hold person, silent teleport; 7th—energy substituted 
  (cold) delayed blast fireball, chained enervation (x2). 
   
  * Builder book feat listed in Appendix B. 
   
  � Ghasts (2):  hp 26, 28, 30, 32.  One of them bears the 
  +2 thundering ravenfeather spear and dust of 
  tracelessness.  Another has a medallion of thoughts and 
  a potion of gaseous form.  See the Monster Manual  for 
  statistics. 
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  APPENDIX B: NEW RULES 
  AND BUILDER BOOK ITEMS 
  Arcane Preparation [General] 
  You can prepare an arcane spell ahead of time as a 
  wizard does.   
   
  Prerequisites:  You must be able to cast spells as a 
  bard or sorcerer before you can take this feat. 
   
  Benefit:  Each day, you are able to prepare one or 
  more spells as a wizard does.  If you are a sorcerer or 
  bard, this means that you can prepare a spell with a 
  metamagic feat ahead of time, instead of casting it as a 
  full-round action. 
   
  The prepared spell remains in your mind and 
  occupies one of your spell slots until you cast it or 
  change it.  A prepared spell uses a spell slot of the 
  spell's normal level, modified by any other metamagic 
  feats. 
   
  Tome and Blood, page 38. 
   
  Chain Spell [Metamagic] 
  You can cast spells that arc to other targets in addition 
  to the primary target. 
   
  Prerequisites:  Any other metamagic feat. 
   
  Benefit:  You can chain any spell that specifies a 
  single target and has a range greater than touch.  The 
  chained spell affects that target (the primary target) 
  normally, then arcs to a number of secondary targets 
  equal to your caster level.  Each arc affects one 
  secondary target.  You choose the secondary targets as 
  you like, but they must all be within 30 feet of the 
  primary target, and no target can be affected more than 
  once.  You can affect fewer secondary targets than the 
  maximum. 
   
  If the chained spell deals damage, the secondary 
  targets each take half as many dice of damage as the 
  primary target (rounded down) and can attempt Reflex 
  saving throws for half of the secondary damage.  For 
  spells that do not do not deal points of damage, the 
  save DCs against arcing effects are reduced by 4.  For 
  example, a 10th-level wizard casts a chained cause fear 
  on a nearby goblin and can specify up to ten secondary 
  targets.  The goblin, as primary target, must make a 
  Will save against DC 14, while those affected by the 
  secondary arcs save against DC 10. 
   
  A chained spell uses up a spell slot three levels 
  higher than the spell's actual level. 
   
  Tome and Blood, page 39. 
  Energy Substitution [Metamagic] 
  You can modify a spell that uses one type of energy to 
  use another type of energy. 
   
  Prerequisites:  Any other metamagic feat, 5 ranks 
  in Knowledge (arcana). 
   
  Benefit:  Choose one type of energy: acid, cold, 
  electricity, fire, or sonic.  You can modify a spell with 
  an energy designator to use the chosen type of energy 
  instead.  A substituted spell works normally in all 
  respects except the type of damage dealt. 
   
  A substituted spell uses a spell slot of the spell's 
  normal level, modified by any other metamagic feats.   
   
  Special:  You can gain this feat multiple times, 
  each time it applies to a different type of energy.   
   
  Tome and Blood, page 40. 
   
  Ravenfeather Spear 
  This magical shortspear bears numerous black feathers 
  tied around the haft of the weapon.  It is said that the 
  feathers come from the raven, a symbol of death and 
  misfortune among many of the humanoid tribes.  
  Indeed, this spear functions as a cursed backbiter spear; 
  any time the user makes an attack roll with the 
  weapon, and rolls very low (see below), it curls around 
  to strike the wielder for normal damage.  If this spear is 
  hurled, the damage is doubled.   
   
  In addition, the character is compelled to use the 
  weapon in melee combat; any time the PC wishes to 
  engage in melee combat, he/she must roll a Will save 
  (DC 15); if it results in a failure, the character must use 
  the spear throughout the combat when engaged in 
  melee.  The spear cannot be discarded normally; after 
  one minute, it reappears stowed on the character that 
  possesses this curse.  If the curse is removed by a 
  remove curse spell, the spear becomes a normal non-
  magical shortspear. 
  APLs 2-4:  +1 ravenfeather spear; attacks owner on 
  a natural 1. 
  APLs 6-8:  +2 ravenfeather spear; attacks owner on 
  a natural 1-2. 
  APLs 10-12:  +2 thundering ravenfeather spear; 
  attacks owner on a natural 1-3. 
  Caster Level: 10th; Prerequisites: Craft Magic Arms and 
  Armor, bestow curse, creator must be evil; Market 
  Price: 0 gp (cursed item); Weight:  5 lb. 
   
  New item created for this scenario. 
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                NIMBLEWRIGHT 
  Medium-Size Construct 
  Hit Dice: 10d10 (55 hp) 
  Initiative: +7 
  Speed: 40 ft. 
  AC: 24 (+7 Dex, +7 natural), touch 17, flat-footed 17 
  Attacks: 2 rapier-hands +11 melee 
  Damage: Rapier-hand 2d6+4/12-20 
  Face/Reach: 5 ft. by 5 ft./5 ft. 
  Special Attacks: Spell-like abilities, tripping thrust 
  Special Qualities: Augmented critical, construct traits, 
  SR 27, vulnerabilities 
  Saves: Fort +3, Ref +10, Will +6 
  Abilities: Str 19, Dex 24, Con -, Int 10, Wis 17, Cha 19 
  Feats: Combat Reflexes (B), Dodge (B), Expertise (B), 
  Improved Disarm (B), Mobility (B), Spring Attack (B) 
   
  Climate/Terrain: Any land or underground 
  Organization: Solitary 
  Challenge Rating: 7 
  Treasure: Standard 
  Alignment: Always chaotic 
  Advancement: 11-15 HD (Medium-size); 16-30 HD 
  (Large) 
   
  Nimblewrights are rapier-wielding constructs that 
  disguise themselves as living humanoids.  They often 
  serve as hired bodyguards, but many are employed to 
  infiltrate organizations and secret societies or spy on 
  individuals.  Unlike most constructs, a nimblewright is 
  created with intelligence and a distinct personality that 
  allows for intuitive thinking and responsiveness.  Like 
  a golem, a nimblewright is a powerful creation that 
  combines awesome magic with elemental forces.  Its 
  animating force is a spirit from the Elemental Plane of 
  Water.  The process of creating a nimblewright binds 
  the unwilling spirit to the artificial body and subjects it 
  to the will of its creator. 
   
  An undisguised nimblewright appears as a 
  nondescript, steel-colored, mechanical human.  When 
  disguised, it wears clothes and uses spells to hide its 
  true nature.  In this way, it can appear as almost any 
  Medium-size humanoid it wishes to become. 
   
  Nimblewrights speak Common, Elven, and 
  Dwarven. 
   
  COMBAT 
  A nimblewright is an extremely dexterous combatant.  
  In battle, it brings to bear all of its special fighting 
  skills to deprive opponents of their weapons before 
  running them through.  If a nimblewright has ample 
  warning of a fight, it enhances its combat skills with 
  cat's grace and haste before joining melee. 
   
  The monster fights with two rapiers that are 
  actually parts of its body.  These rapiers are treated as 
  natural weapons.  When not in use, the weapons fold 
  into its forearms.  A nimblewright can fully deploy 
  both rapiers as a free action. 
   
  Spell-Like Abilities:  At will—alter self, cat's 
  grace, entropic shield, feather fall, haste.  Caster level 
  10th; save DC 14 + spell level. 
   
  Tripping Thrust (Ex):  A nimblewright's rapier-
  hand attacks are powerful enough to push over 
  creatures it own size or smaller.  An opponent who is 
  the target of a successful critical hit from a 
  nimblewright must make a Reflex save (DC 19) or be 
  knocked prone as if tripped. 
   
  Augmented Critical (Ex):  A nimblewright 
  threatens a critical hit on a natural attack roll of 12-20.  
  On a successful critical hit, its foe is subject to a 
  tripping thrust attack (see above). 
   
  Construct Traits:  A nimblewright is immune to 
  mind-affecting 
  effects, 
  poison, 
  sleep, 
  paralysis, 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires a Fortitude save unless it 
  also works on objects.  The creature is not subject to 
  critical hits, subdual damage, ability damage, ability 
  drain, energy drain, or death from massive damage.  It 
  cannot heal itself but can be healed through repair.  It 
  cannot be raised or resurrected.  A nimblewright ha 
  darkvision (60-foot range). 
   
  Vulnerabilities: 
   
  A 
  cold 
  effect 
  slows 
  a 
  nimblewright for 3 rounds, and a fire effect stuns it for 
  1 round. 
   
  CONSTRUCTION 
  A nimblewright's body is a hollow humanoid shell 
  made of flexible precious metal alloys weighing 500 
  pounds.  It costs 35,000 gp to create, which includes 
  15,000 gp for the body.  Assembling the body requires a 
  successful Craft (sculpting) or Profession (mason) 
  check (DC 16).  The creator must be 18th level and able 
  to cast arcane spells.  Completing the ritual drains 
  1,600 XP from the creator and requires the geas/quest, 
  haste, limited wish, and polymorph any object spells. 
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                       BONE NAGA 
  Large Undead 
  Hit Dice: 15d12 (97 hp) 
  Initiative: +5 
  Speed: 40 ft. 
  AC: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-
  footed 15 
  Attacks: Sting +9 melee and bite +4 melee 
  Damage: Sting 2d4+3 plus poison, bite 1d4+1 plus 
  poison 
  Face/Reach: 5 ft. by 5 ft. (coiled)/10 ft. 
  Special Attacks: Poison, spells 
  Special Qualities: Detect thought, guarded thoughts, 
  immunities, SR 23, telepathy, undead traits 
  Saves: Fort +5, Ref +8, Will +11 
  Abilities: Str 16, Dex 13, Con -, Int 16, Wis 15, Cha 17 
  Feats: Alertness, Combat Casting, Dodge, Improved 
  Initiative, Lightning Reflexes, metamagic feat (any 
  one), Spell Focus (any one school) 
   
  Climate/Terrain: Temperate and warm land and 
  underground 
  Organization: Solitary 
  Challenge Rating: 11 
  Treasure: None 
  Alignment: Always lawful evil 
  Advancement: 16-21 HD (Large); 22-45 HD (Huge) 
   
  A bone naga was once a living dark naga.  After its 
  death, it was transformed into a skeletal undead 
  creature by another dark naga through a horrific ritual. 
    
   
  A bone naga looks like a 12-foot long, serpentine 
  skeleton.  Its skull bears an eerie resemblance to that of 
  a human, except that the bone naga sports long fangs 
  that can deliver a debilitating poison.  A cold, cruel 
  light burns in the creature's eye sockets, giving it an air 
  of unspeakable hatred and malice.  Its tail ends in a 
  vicious bone stinger which, like its teeth, delivers 
  poison with every hit. 
   
  Though it despises its servitude, a bone naga 
  unswervingly obeys its creator, attacking even other 
  nagas if so commanded.  Should its master die, a bone 
  naga becomes free-willed and can choose its own 
  destiny. 
   
  COMBAT 
  Bone nagas under the control of masters are given 
  explicit instructions on how to deal with enemies.  
  Beyond that, these highly intelligent undead can make 
  their own decisions about methods for defeating 
  particular foes. 
   
  A bone naga typically uses its mind-reading 
  abilities to determine its foes' strengths and 
  weaknesses before joining combat.  It often begins by 
  trying to intimidate its enemies with telepathic taunts. 
   Thereafter, it resorts to spellcasting to soften up the 
  more powerful-looking opponents before entering 
  melee.  A bone naga is likely to focus its melee attacks 
  on living opponents rather than undead or constructs, 
  since the living are susceptible to its poison. 
   
  Poison (Ex): A bone naga delivers its poison via 
  successful bite or sting attacks.  The poison from its 
  bite (Fortitude save DC 17) has the same initial and 
  secondary damage (1d4 points of Strength damage).  
  The poison from its sting (Fortitude save DC 17) is 
  more virulent; its initial damage is 1d4 points of 
  Constitution drain, and the secondary damage is 1d4 
  points of Constitution damage.  
   
  Spells: A bone naga casts spells as a 14th-level 
  sorcerer (spells known 9/5/5/4/4/3/2/1; spells/day 
  6/7/7/7/6/6/5/3; save DC 13 + spell level). 
   
  Detect Thoughts (Su): A bone naga can 
  continuously detect the thoughts of those around it.  
  This ability functions like a detect thoughts spell 
  (caster level 9th; Will save DC 15), and it is always 
  active. 
   
  Guarded Thoughts (Ex): Because of their ability 
  to shield their thoughts, bone nagas are immune to any 
  form of mind-reading. 
   
  Immunities (Ex): Bone nagas are immune to cold. 
   Also, because they lack flesh or internal organs, they 
  take only half damage from piercing weapons. 
   
  Telepathy (Su): A bone naga can communicate 
  telepathically with any creature within 250 feet that 
  has a language. 
   
  Undead Traits: A bone naga is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects, and any 
  effect that requires a Fortitude save unless it also works 
  on objects.  The creature is not subject to critical hits, 
  subdual damage, ability damage, ability drain, energy 
  drain, or death from massive damage.  A bone naga 
  cannot be raised, and resurrection works only if it is 
  willing.  The creature has darkvision (60-foot range). 
  Siege 
   
  Page 29 
  
  CRITICAL EVENTS SUMMARY FOR CONFLAGRATION 2003 
   
  1.  Did Almeric Wilstone survive? 
   
   
   
   
   
  Yes 
  No 
   
  2.  Did the heroes retrieve the supply plans?  
   
   
   
  Yes  
  No  
  NA 
   
  3.  Did the heroes retrieve the battle plans? 
   
   
   
   
  Yes 
  No 
  NA 
   
  4.  Did the heroes stop the xorns before a section of the north wall came down? 
  Yes 
  No 
  NA 
   
  5.  Did Nargarm escape? 
   
   
   
   
   
   
  Yes  
  No 
  NA 
   
  6.  Did Zaanekral escape? 
   
   
   
   
   
   
  Yes 
  No 
  NA 
   
  7.  Did a hero volunteer to help Oslen?  If so, please list the character name, player name, and contact information 
  below. 
   
  ___________________________________________________________________________________ 
   
  8.  Did a hero volunteer to help Ethram?  If so, please list the character name, player name, and contact information 
  below. 
   
  ___________________________________________________________________________________ 
   
  9.  How many heroes (out of the total possible) stayed in Quaalsten? 
   
  _____ out of  _____ 
  Siege 
   
  Page 30 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Highfolk/593/Normal Scenarios/HIG3-03 - Siege (APL 2-12)/HIG3-03 - Siege.pdf