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.  
   
  PAL4-09 
   
   
    
   
   
   
   
   
  Retribution 
   
  A One-Round D&D LIVING GREYHAWK®  
  Theocracy of the Pale Regional Adventure 
  Version 1.0 
   
  by Jef Parr 
  Triad Reviewer: Donovan Hicks 
   
   
  Idle days along the Yol River turn to alarm when rangers report coming across the paths of ogre bands moving fast 
  through the Phostwood. The faithful of the Pale seek shelter in their homes, but malice travels on thundering 
  drumbeats from across the river, deep within the ghostly forest. A Pale regional adventure for the noble and the savage 
  of APLs 4-12. 
  
  PAL4-09 Retribution 
  Page 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 record-
  keeping 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. 
   
  Keep in mind that you must have at least four players 
  (not counting the judge), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
  Playing the Game 
   
   
   
   
   
  Instruct the players either to prepare their characters 
  to participate in the adventure before the session begins, or 
  wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction. 
   
  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 judge) 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 judge 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 bold 
  italics. 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. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  judge fill out the RPGA Tracking Sheet. The judge should 
  complete the top of the form and list his name and RPGA 
  number. The players should each list their name and 
  RPGA number. After the form is filled out it should be 
  given to the Event Coordinator. 
  LIVING GREYHAWK 
   
   
   
   
  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, and then have any 
  players without a character create one. Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above 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. 
  Nevertheless, if a character has the Mounted 
  Combat feat, he may bring a single warhorse, light or 
  
  PAL4-09 Retribution 
  Page 2 
  # 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 
  heavy, with him in the adventure and it will not 
  count 
  toward 
  the 
  APL 
  calculation. 
  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 and gold a 
  PC may gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character will receive only one-half of the 
  experience points for the adventure. Further, if the PC is 
  three character levels or more lower than the APL at 
  which this adventure is being played, that PC will receive 
  one-half gold for the adventure as well. This simulates the 
  fact that either the PC was not challenged as much as 
  normal or relied on help by higher-level characters to 
  reach the objectives. 
   
  Further, a PC who is four or more levels higher than 
  the highest APL supported by the adventure may not 
  play the scenario unless the highest APL supported by 
  the adventure is APL 12. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Four or five 1st-level characters may 
  find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If a group is APL 1 there are two 
  things that the group can do to help even the score. 
  1. 
  Attempt to create a table of six 1st-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 move 
  action (spoken command) that may be attempted 
  each round. If the animal is wounded or has taken 
  any nonlethal damage or ability score damage, the 
  DC increases to 12. 
  Time Units and Upkeep
   
   
   
   
  This is a standard 1-round 
  Regional adventure, set in the 
  Theocracy of the Pale. Characters 
  native to Theocracy of the Pale 
  pay one Time Unit per round, all 
  others pay two Time Units per 
  round. 
   
  Adventurer’s 
  Standard 
  Upkeep costs 12gp per Time 
  Unit. Rich Upkeep costs 50gp 
  per Time Unit. Luxury Upkeep 
  costs 100gp per Time Unit. 
  Characters that fail to pay at least 
  Standard Upkeep will retain 
  temporary ability damage until 
  the next adventure, must buy 
  new spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  For as long as the Theocracy of the Pale has been in 
  existence, relations between the Pale and the elves of the 
  Phostwood have been simple; stay out of the woods and 
  there will be no problems. In return, the Sylvan tribes 
  have allowed access through their territory via a single 
  well-marked route (Treaty Road) that leads to the Tenh. 
  While the Grugach (wild elf) tribes are loosely allied with 
  the Sylvan elves, this courtesy does not apply to anyone 
  or anything else that foolishly wanders into their portion 
  of the central Phostwood. This balance has just been 
  altered. 
   
  On day –6, a priest of the Ebongleam Heresy 
  (Dimreian Pholtan) was adventuring in the eastern 
  Phostwood with a large group of henchmen and 
  followers. After fighting their way through one of the 
  
  PAL4-09 Retribution 
  Page 3 
  dark magic pockets, they chanced upon an abandoned 
  druidic grove. The priest found a small ivory and gem-
  encrusted statuette of a dancing satyr, which radiated 
  heavy Abjuration and chaotic magics. He left his men to 
  continue to search for artifacts and other things of value, 
  travelling by magic to Coldriver to meet up with his 
  friend, a Nyronder merchant, who he knew was 
  travelling up to the Pale via the Yol River.  
   
  The presence of the statuette was the symbol of a 
  bargain struck three millennia ago between the grugach 
  of the Phostwood and the encroaching presence of the 
  Unseelie fey court. When the grugach had almost shut 
  these faeries out of the Oerthly realm, the lord of the 
  Unseelie sent the tortured soul of an elder treant, named 
  Sephron Dreamkiller, to distract the grugach. This treant 
  did more than that; it destroyed two of the tribes before 
  the grugach yielded to the wishes of the Unseelie court. 
  Sephron has been dormant since then, but the lingering 
  energy of his rampage is one of the causes of the Dark 
  Plague, which is evident in the phosphorescence and the 
  dark pockets of chaotic magic in the Phostwood. 
   
  Day –4, the remains of the Dimreian adventuring 
  party are found by a band of the Carca Grugach. Most of 
  the adventurers have been crushed into pulp, with a few 
  survivors severely wounded and babbling in a semi-
  coherent trance. The removal of the statuette allowed this 
  treant to take physical form again. All of the Dimreians 
  were wearing holy symbols of Pholtus and the Grugach 
  are easily able to get the last known location of their 
  leader—Coldriver. 
   
  To deal with the released evil of Sephron 
  Dreamkiller, tribal elders and witchdoctors (brujos) have 
  decided the only way to fight the threat is with the 
  Blooddance. This powerful ceremony instills the focus of 
  a hunter with the blade-frenzy of a dervish. It is also a 
  tool of retribution, using the blood of the guilty to correct 
  their wrong. To finish the ceremony, blood from the 
  guilty party (i.e. the Dimreian who removed the totem) is 
  required. Knowing the Sylvan tribes might not be as 
  understanding of the need for exacting punishment, the 
  grugach plan on waiting until after their honor has been 
  restored before seeking assistance in the upcoming 
  campaign against the Dreamkiller.  
   
  The Blooddance Ritual requires the blood from the 
  one who has brought woe upon the Grugach mixed with 
  a large amount of blood from willing (participants) and at 
  least one unwilling (sacrifice) member of the creature 
  type to be hunted. The participants anoint themselves in 
  blood, drawing designs and arcane symbols on 
  themselves. They are also unable to rationally deal with 
  anyone associated with the original guilty party. 
   
  The Dimreian priest, who brought back and sold the 
  statuette, was attacked by the grugach scouts searching 
  for him. Incidentally, several of the clergy of Pholtus in 
  the village of Coldriver were also attacked in the same 
  manner. After getting jumped in his sleep, he cast word of 
  recall and went back to Dimre. In all cases, the attacks 
  were swift, surprising, and with minimal injury. 
   
  A note on the grugach: They are wild and feral in 
  nature. Despite a loose alliance with the more organized 
  sylvan tribes, the grugach can rarely communicate 
  peacefully amongst themselves, much less with anyone 
  else. Without extraordinary reasons, such as a missive 
  from a Phostaldaron elder, the normal reaction of the 
  grugach is to kill outsiders on sight. 
   
  PCs of less than third level that enter the Phostwood 
  do so at their own risk. The DM should also read the 
  current Phostaldaron document before running this 
  scenario. 
  Adventure Summary 
  The PCs start in Coldriver. There are several events 
  occurring for the PCs to discover all is not well in the 
  region. The prime hook is a pair of sylvan elves arguing 
  in the open streets. One is a Cemina ranger and the other 
  is a Vorima (the title of a Tië Lassëaron, a Phostaldaron 
  diplomat). 
   
  The Vorima tells the PCs there is a task they can do 
  for her that will benefit both the Phostaldaron and the 
  Pale. She would like the PCs to travel to the Mórë tribe in 
  search of information about what is happening in the 
  area. She knows the Grugach extremists are planning on 
  attacking Coldriver but doesn’t know why. In her mind 
  this is a chance for the outsiders to protect themselves 
  with minimal sylvan-elf involvement. 
   
  The PCs travel rapidly though the Phostwood, 
  having a few minor encounters to set them on edge prior 
  to a big one with Bloodcaps (half-fiend gnomes) just 
  outside of Mórë territory. Bloodcaps are just one of the 
  many creatures used as underlings by the Unseelie court 
  to wreak havoc for their twisted amusement. [Note: these 
  creatures are distinct from Redcaps, which appear in the 
  Monster Manual III.] 
   
  The sylvan tribe of the Mórë is surprised to have 
  outsiders dumped in their lap but is willing to listen to 
  the indirect request of the Tië Lassëaron and allow the 
  PCs a chance to prove themselves. The prime elder, 
  Briak’Te, is a rumormonger for the region and has just 
  gotten wind of the Grugach being put on edge. 
   
  After receiving information from Briak’Te, the PCs 
  can make a choice: request ritual combat with the 
  Grugach to satisfy their need for revenge on the 
  ‘Pholtans’ or go to the depths of the Phostwood and 
  engage whatever has the Grugach so frightened. 
  Preparation for Play 
  In order to add to the suspense of being in the 
  Phostwood, the judge should have each player include 
  the initiative bonus and Spot/Listen/Sense Motive 
  
  PAL4-09 Retribution 
  Page 4 
  bonuses on initiative cards and have them submit ten d20 
  rolls.   
   
  Encounter 1: 15-30 min: The judge should find out 
  which PCs speak (understand) Elven for the extra 
  dialogue between the two elves in Coldriver. Be aware 
  only those PCs get the flavor info and Phostaldaron PCs 
  should know they shouldn’t share it. 
   
  Encounter 2: 45 min: To add to the feel of the 
  Phostwood, the judge should have the PCs roll Spot and 
  Listen checks on a regular basis, to keep them on edge. 
  Due to thick undergrowth and uneven ground, all of the 
  Phostwood is considered difficult terrain. 
   
  Mile 5 - The Dying Ogre: Use pre-rolled Initiatives. 
  The ogre appears 75 feet away on Initiative count 15 and 
  double-moves toward the party. Each PC gets a hidden 
  Sense Motive check (DC 20), to notice the creature is 
  about to collapse on its own. 
   
  Mile 15 - The Bloodcaps: After the text introducing 
  the gnomes, go straight into Initiative, asking each player 
  in turn what they are doing that round. 
   
  Encounter 3: 60 min: The Mórë Elves: While 
  concerned about the actions of the Grugach, the Mórë are 
  not interested in dealing with the PCs. This is why they 
  have the elder, Briak’Te, an incorrigible prankster, deal 
  with them. However, if the PCs put up with Briak’Te, he 
  can tell them some valuable information about the entire 
  situation. 
   
  Encounter 4a: Confront the Grugach: The grugach 
  want to fight. If requested, they listen to the PCs but are 
  very ornery and irritable until the fight starts. 
   
  Encounter 4b: Investigating the Phostwood: The 
  judge should keep PCs on edge as stated earlier. The first 
  encounter should be well within the PCs’ capability, 
  especially since it has been staggered. If they stick around 
  for the untiered encounter, have fun. 
   
  Divination school spells 
  Spells of the Divination school do not work properly 
  within the Phostwood. This interference is due to the 
  intrusion of other extraplanar realms in the Phostwood 
  onto the Material Plane. 
  Divination 
  When rolling the failure chance for the spell divination, 
  divide in half rounding down ((70%+CL%)/2=X). If the 
  roll is below that X, the spell functions normally. If it is 
  between X and the spell failure chance (70%+CL%), the 
  PC gets two answers: the correct one from the respective 
  agency and another one similar but containing 
  contradictory or misleading information (be clear to the 
  PC that they heard both at the same time). If the spell 
  fails, they get the secondary information. For example, a 
  9th-level caster normally has a 79% chance for a right 
  answer. In the Phostwood, a roll of 01-39 gives the right 
  answer, a roll of 40-79 gives double answers, and a roll of 
  80-100 gives the wrong answer. 
  Scrying: 
  Regardless of their location, PCs (or NPCs) trying to scry 
  on objects within the Phostwood will find it to be a 
  difficult task. 
   
  Questions regarding the creature the grugach are 
  afraid of: (Sephron’s Will save is +17) This is as per the 
  normal rules for the scry spell. If the save is made, the 
  party sees nothing; if it is failed, the party sees the 
  following: 
  You see a small grove of dead trees around a massive 
  twisted and blackened oak. Sleeping peacefully at 
  the base of the tree is a single wolf. It snorts in its 
  sleep and a ripple passes over the slumbering 
  creature. The wolf shimmers a multi-hued color and 
  several tentacles sprout out of its body and flail 
  about for a split second. 
  • 
  Knowledge (nature): DC 30 to recognize the tree as a 
  dead treant. 
  Questions regarding the source of the Dark Plague or the 
  Unseelie court: 
  The sensor yields a blurry image; you think you can 
  make out a massive table laden with food and drink. 
  At the edge of your vision is a multitude of figures 
  aligned along both sides of the table… 
  At this point, determine who is watching the scrying and 
  who is not. The PCs not participating can make a Spot 
  check (DC 10), to see a small ring of mushrooms sprout 
  around the scrying PC(s). Allow each PC who made the 
  check a partial action. 
   
  If all PCs are removed from the mushroom circle, 
  read the following after allowing the PCs some 
  interaction. 
  A deep voice rumbles, “Hello. Hello? It is most 
  inconsiderate to get my attention and then not be 
  there for the conversation.” You hear the voice yet 
  only see your companions.  
  If any PC returns to investigate the scrying device, 
  continue. 
   
  If the PC(s) remains within the mushroom circle for 
  1 full round, read the following.  
  With a touch of additional concentration, the image 
  snaps clear. But before you can look around, the 
  view zooms away as the sensor is wrenched from its 
  point in space. A large yellow eye, akin to that of a 
  cat or a goat, fills the view. It darts back and forth 
  for a few seconds until it focuses directly on you.  
   
  “Good day to you, mortal. As you can see, I am 
  amidst my repast, so thus I will chat”—the word 
  emerges with disdain—“with you at a later date. Do 
  not worry about coming to me; I shall find you.” 
  
  PAL4-09 Retribution 
  Page 5 
  With that, a massive hand closes over the sensor and 
  with an audible pop the spell is cancelled. 
  Augury 
  The augury spell doesn’t work at all, as the markers keep 
  flipping and changing their answers until picked up. 
  Contact other Plane, Summon Planar Ally 
  In the Phostwood, these spells have a 50% chance (roll of 
  01-50) of only contacting creatures on the plane of 
  Pandemonium or in the Far Realms (in both cases, the 
  language is completely alien and unintelligible). 
  Otherwise (a roll of 51-100), the spell works normally. 
  Introduction 
  You have been in the southwestern corner of the 
  Theocracy of the Pale for most of the week. All was 
  peaceful and quiet until two days ago, when you 
  encountered a pair of Prelatal Army scouts on their 
  way back to Castle Egremont from the Phostwood. 
   
  They were patrolling the Treaty Road when they 
  encountered multiple signs of ogre troops. While 
  they both agreed the beasts crossed the road at a 
  good speed and were heading to the north and east, 
  they disagreed on whether the group was an 
  organized band or not. The younger man of the pair 
  thought they were moving in an even more 
  disorganized fashion than normal, while the other 
  thought they were a typical raiding party.  
   
  Then yesterday you encountered some Rhennee 
  docked along the river selling food. It was strange 
  that they didn’t try to steal anything or sell you any 
  useless junk. Even more unsettling is the fact those 
  blue and yellow barges with red trim looked really 
  familiar—a lot like some Rhennee craft you saw 
  travelling down the river when you were camped 
  near the Egremont… but Rhennee never backtrack 
  their route. 
   
  You arrive in Coldriver late in the evening. 
  Everything is normal for a small village in the 
  Theocracy of the Pale. Apparently, you have arrived 
  in time for a local harvest festival. You can hear a 
  single deep drum pounding a steady beat in the 
  background once every few seconds. A group of 
  nearby locals are talking about how the drumming 
  began at noon today, coming from somewhere 
  across the river. There is no festival, but something 
  is obviously going on. 
   
  You awake this morning, refreshed if a bit stiff. 
  The shutters of your room are open, letting in the 
  crisp morning air. 
   
  As you stand there, you see a squad of town 
  guard rush up the street toward the large stone 
  building that is the Church of Pholtus. There is a 
  second commotion down by the main gate. You can 
  barely make out a Tenha refugee yelling at one of the 
  gate guards, gesturing toward a white-robed figure 
  hanging limp between two of his companions. One 
  of them is holding a bandage to the side of the robed 
  figure’s face. 
   
  Something must have happened during the 
  night that may perhaps lead you to adventure once 
  more. As you continue about your business, you 
  notice there is now more than one drum pounding 
  in the distance. 
   
  As the PCs leave the inn, they ‘coincidentally’ arrive 
  at the exit at the same time unless they are already 
  travelling together. There is a crowd gathering in the 
  streets, making it difficult for the PCs to leave. Allow 
  players a chance to introduce their characters to each 
  other at this point as necessary. 
  Encounter One: Coldriver  
  Having met new and old companions, you are 
  interrupted by a stable boy who tugs at (insert PC’s 
  name) sleeve. 
   
  “Sir! Sir! Did ya hear? The deacon was attacked 
  last night. They say a demon appeared in his room 
  while he slept and slashed at his cheek with a talon. 
  Then the beast spat in the poor deacon’s face and 
  lapped up his blood before leaping out the window. 
  The temple guards never saw a thing.” 
  The boy, Elro, is really excited at the news and sprints off. 
  He doesn’t know anything more and is just repeating 
  what he has heard from others. Each of these possible 
  informational encounters should be really quick, a bit of 
  information that they know and then shuffle the PCs 
  along as quickly as possible. 
  A. Barkeep 
   
  Herld, the barkeep, is irritated. All this chaos has 
  diverted his customers’ attention from eating and 
  drinking. He is short with any PC who tries to talk to 
  him; however, he appreciates any PC who tries to restore 
  order and tell the townspeople to go about their business. 
  Give the party a +2 circumstance modifier to Gather 
  Information checks with Herld if they do this. The few 
  other customers still in the common room know nothing 
  more than what the stable boy, Elro, told them. 
  • 
  Gather Information DC10: Problems sleeping 
  with that racket? Got me some fine hand-made 
  wax plugs for the ears, just a silver a pair. 
  • 
  Gather Information DC 15: Some Rhennee 
  stopped by before splitting town. Looked all 
  agitated. I got the hetman to talk a bit; said they 
  were going back up to Spiral. I know they were 
  up that direction before they showed up here. 
  • 
  Gather Information DC 20: There was one of them 
  woody-elves here last night just before I closed 
  
  PAL4-09 Retribution 
  Page 6 
  up; the fella looked mighty angry. Kept asking 
  in his pidgin tongue about something called 
  “Vorima”. 
  • 
  Gather Information DC 25: There was a rather 
  snotty Pholtan here a few days ago, talking with 
  a Nyronder merchant. The merchant was buying 
  drinks for everyone. Good for me but not the 
  best of business sense. Why get everyone drunk, 
  then not even try to sell them anything? 
  B. Main gate 
  You make your way down to the town gate where the 
  refugees are arguing with guards. Now that you are 
  close enough, you can see that the youth in the 
  white robes is a young acolyte of Pholtus. He has 
  apparently recovered enough to be slumping in a 
  chair with one of the guards examining the wound. 
   
  The guards are refusing to let the refugees get any 
  farther inside without a pass. The refugees are trying to 
  get permission to take the missionary who tends to them 
  up to the temple to get his injury dressed. The veteran 
  guards recognize the wound as a mere scalp slash, messy 
  but harmless.  
  Gerih, male human, Com1/Clr1, AL LG. 
  • 
  Personality: He is naive and easily shaken. 
  • 
  Description: He is a young Oeridian man. He wears 
  well-worn robes. His hair is dark brown and his eyes 
  are hazel. He stands just a little over five feet and has 
  a very small frame. 
  Gerih was up late over the night tending to a few 
  refugees with minor diseases and infections, keeping 
  them isolated from the general population. When he 
  returned to the supply room for additional healing herbs, 
  he was attacked. He was jumped from out of the shadows 
  and pinned down. His attacker spoke to him in a vile 
  tongue, spit in his face, and tried to tear his head off. He 
  is shaken and is not able to recall any description. 
   
  If the PCs try to figure out the language that his 
  attacker used, Gerih acknowledges it was Sylvan.  
  Skill checks: Note that any curative spell will have erased 
  the injury. 
  • 
  Heal DC 15: The wound has been made by a crude 
  stone knife. 
  • 
  Heal DC 20: The cut was specifically made, not the 
  normal cut of an attack.  
  C. Church of Pholtus 
  Two squads of Coldriver’s guardsmen stand outside 
  the main entrance of the Temple of Pholtus. They 
  have spread out around the small plaza and are 
  fairly alert. One of the guards catches sight of your 
  small group heading towards the temple. 
   
  “Hold, Citizens! Name and profession, if you 
  please?” 
  Allow the PCs time to answer. The sergeant bows to any 
  Pholtan clerics/paladins and says the following. 
  “Thank you, good sirs (and madams). May I presume 
  you wish to talk to the deacon?” 
  The guards at the temple of Pholtus allow only 
  clerics/paladins of Pholtus to see the deacon. However, if 
  the party has a combined total of ten Favors of Pholtus, 
  the guards recognize the PCs are loyal and heroic citizens 
  of the Pale and allow a short audience, sans weapons. 
  (Note: These favors will not be spent; they are simply to 
  reflect the deeds done by the PCs for the region.) 
   
  The guards are willing to tell the party the official 
  version of what happened last night.  
  • 
  The deacon was attacked last night in his sleep. He 
  got a wicked cut across the head but was able to 
  chase off the fiend before it could cause any more 
  trouble. 
  � Deacon Kerit, male human, Clr5, AL LG.  
  • 
  Personality: The deacon is a devout Pholtan but not 
  an original thinker. 
  • 
  Description: He is a middle-aged Oeridian man 
  who is very neat and tidy. His priestly robes are 
  immaculate at all times and compliment his well-
  groomed black hair. His steely gaze forces all who 
  meet him to notice his grey eyes. He is a man of 
  average height and is just a little heavy for his 
  height. 
  The deacon is angry. He was attacked in his sleep by what 
  he believes to be a follower of the Old One. He recalls a 
  stone knife and obscured facial features. It pinned him 
  down in his bed, spit in his face, and then cut open his 
  scalp. It didn’t say anything, just jumped out the window. 
   
  He has already cured himself, erasing any sign of the 
  injury. However, Diplomacy may permit a loyal Pholtan 
  or companion into his bedroom to aid in a search. 
  Skill checks:  
  Diplomacy: 
  • 
  DC 10: Permission to enter his bedchamber to search 
  for clues if the requestor is Pholtan. 
  • 
  DC 15: Permission to bring in other loyal Pholtans to 
  perform a more thorough search. 
  • 
  DC 20: Permission to bring in the unwashed (non-
  Pholtans) to aid in the search. 
  Search: 
  • 
  DC 15: Humanoid-sized scuff marks on the 
  windowsill. Checking the grounds outside reveal 
  only tracks left by the guards walking their patrols.  
  
  PAL4-09 Retribution 
  Page 7 
  • 
  DC 20: Crumbled bits of ash and mud just inside the 
  windowsill.  If the ash/mud compound is found, 
  Phostaldaron or bard PCs may make a Knowledge 
  (local - Nyrond and Her Environs) check (DC 20) to 
  determine a face mask of mud and ash is a typical 
  warrior’s blessing by the grugach tribe of the Feanor. 
  • 
  DC 25: A bit of feather by the bedpost. 
  Knowledge (nature): 
  • 
  DC 15: The feather tuft is that of an eagle. 
  • 
  DC 20: The feather tuft is specifically that of a giant 
  eagle. If the feather is correctly identified as part of a 
  giant eagle feather, a Phostaldaron or bard PC may 
  make a Knowledge (local - Nyrond and Her 
  Environs) check (DC 15) to know the grugach tribe 
  of Sorne uses giant eagles for fighting and scouting. 
  Additionally a giant eagle feather also makes for a 
  good trophy. 
  D. A pair of sylvan elves arguing on the street just past 
  the Pholtan temple. 
   
  Cemina PCs will know Voseial on sight but not the 
  Tië Lassëaron. Have PCs make a Spot check (DC 5) when 
  they leave the temple. 
  Exiting the Church of Pholtus, you notice a pair of 
  sylvan elves arguing, one male and one female. The 
  male, on the left, is dressed in muted greens and 
  greys and appears to be well suited for travel 
  through the Phostwood. His long auburn hair has 
  been bound in a queue with broad, snowy-white 
  feathers woven into it. Several handaxes are 
  sheathed on his body, some appearing to be made of 
  silver or cold iron. While clearly agitated, he is still 
  extremely respectful to the female. She stands 
  listening carefully to what he is saying. The elegant 
  braids and knots of her hair and finer clothes show 
  she cares for more than mere function. Her 
  encompassing cloak appears to be embroidered with 
  thousands of alder leaves. Only with a second look 
  do you notice the cloak is actually made from leaves 
  connected in an unknown manner. 
  • 
  Listen check DC 15. Only PCs who make the check 
  and can speak/understand Elven may understand 
  the conversation, otherwise it comes across as 
  gibberish. 
  “You must listen to me, Vorima. The sun priests will 
  be angry and in their foolishness they will look to 
  you. I have sent Zebic on swift wings to matron 
  Ironcrown, who will…” 
   
  The male, Voseial (vo-SAY-all), notices the PCs 
  watching and becomes silent, glaring warily at them. Let 
  the PCs react if any understood. The female, Neesa (neh-
  AY-sah; her title is Vorima), downplays the entire 
  situation, but before she addresses the party, she beckons 
  forth any Phostaldaron PCs who are present, speaking to 
  them in Elven; otherwise skip to the speech text “For 
  non-Phostaldaron 
  PCs” 
  after 
  Neesa’s 
  stat 
  block. 
  Ironcrown is the name of the giant owl that directs the 
  giant owl commune, located at the edge of the Cemina 
  village. Zebic is a giant owl, a friend to Voseial.  
  Ironcrown is the matriarch of the giant owls. 
  For Phostaldaron PCs only: 
  You have heard about the Tië Lassëaron, but this is 
  the first time you have encountered one in your 
  long life. She speaks to you, “Warrior, the Way of 
  Leaves requires your service. Do you accept the 
  duty?” 
   
  Allow the PC to answer, filling in any gaps the player 
  doesn’t know about the Tië Lassëaron. The PC should 
  address her as Vorima. She will be shocked if the answer 
  is no. If the answer is yes, read the following. 
  “You bring honor to your tribe and pride to Calion. I 
  would be pleased if you would introduce me to your 
  companions.” 
  Neesa: Female elf Brd12 (Bluff +12, Diplomacy +20, 
  Sense Motive +12). 
  • 
  Personality: She is pleasant and charming. Neesa is 
  very formal when dealing with anyone not of elven 
  descent. 
  • 
  Description: She is a very attractive sylvan elf 
  woman with chestnut hair and hazel eyes. She is 
  dressed in fine elven clothing and a leaf cloak.  
  • 
  Motivation: As part of the Tië Lassëaron, she is 
  looking to strengthen the relationship between the 
  Phostaldaron and the Pale. She has just found out 
  from Voseial that grugach extremists have banded 
  together and are preparing for an attack on 
  Coldriver. If they proceed with this, it will wreck all 
  ties between the Pale and the Phostaldaron. 
  However, the sylvan and grugach tribes have only a 
  tenuous alliance and she needs to find out more 
  before attempting to contact the renegades directly. 
   
  In the meantime, by informing the PCs that the 
  Mórë tribe (sylvan elves) may have additional knowledge 
  about the situation, she hopes they can help the Palites 
  prepare for the onslaught. She also trusts the fact that 
  grugach do not work well together, and it will take 
  several days before they attack. 
   
  The Tië Lassëaron is an elite group within the 
  Phostaldaron of bards, rogues, and clerics, who seek to 
  aid the combined tribes through diplomatic actions. They 
  know that due to the humanoid wars the Phostaldaron 
  has been depleted in numbers to the point that their 
  survival has been endangered. The Tië Lassëaron is 
  devoted to pursuing diplomatic means to ensure the 
  survival of their people. 
  For non-Phostaldaron PCs: 
  
  PAL4-09 Retribution 
  Page 8 
   
  Vorima Neesa has Voseial stand back as she 
  approaches the party.  
  The cloaked female gestures for the male to stay 
  behind as she approaches. A pleasant feeling washes 
  over you as she nears and bows, speaking Common 
  slowly and in very formal tones. “Greetings, 
  Sunpeople. I am Vorima of the Phostaldaron. We are 
  friends and you may address me by my name, Neësa. 
  Allow the PCs a chance to respond and introduce 
  themselves. 
  “I am happy to meet all. I have heard of things 
  happening in town. Can you explain these to me?” 
  Allow the PCs a chance to respond. 
  “Interesting; perhaps I can offer help. The tribe of 
  Mórë is but five leagues’ journey away. They are 
  close with the shadows and whispers of the night. 
  The elder, Briak’Te, may have answers to what is 
  happening. Voseial will be most happy to show you 
  the way.” 
  • 
  Sense Motive DC 10: Voseial most certainly isn’t 
  happy to act as guide. 
  If asked why she is assisting the PCs, she repeats she is a 
  friend to the Sunpeople (Pholtans) and friends help 
  friends. Some PCs may insist on knowing more before 
  agreeing. She will repeat she doesn’t know much herself 
  and the PCs could be great heroes to both the 
  Phostaldaron and the Pale if they can figure out what is 
  happening. She offers great rewards to PCs who refuse to 
  help otherwise. 
   
  Let the players have five minutes to buy items before 
  the PCs leave town. It is important to press home that 
  they are in a hurry and should get to the ferry crossing as 
  soon as possible.  
  Encounter Two: The Phostwood 
  Marathon 
  Once across the Yol River, Voseial hops off the ferry 
  and whistles a series of warbling notes, pauses a 
  second, and then repeats it. He turns to the party, 
  speaking in unrefined Common. 
  “Mórë are long run to west. I move very fast. Do best 
  to keep up. This route will come near Riaswa, but it 
  is quickest way. Spending the night out in the 
  Blight, not a good idea.” 
  Voseial: Male elf Rgr10. 
  • 
  Personality: He is serious and focused, not used to 
  speaking Common. He will refer to other 
  Phostaldaron PCs as “younger cousin” or “older 
  cousin”, but calls Cemina PCs ”brother” or “sister”. 
  • 
  Description: He is a sylvan elf of the Cemina 
  (KEM-in-ah) tribe and wields numerous throwing 
  axes. There are giant Owl feathers woven into his 
  hair. 
  • 
  Motivation: He is a typical loner and only speaks 
  when spoken to. His major task for the Phostaldaron 
  is the monitoring of denizens infected by the Dark 
  Plague. He answers some questions but is clearly 
  impatient. He says nothing about the grugach 
  planning on attacking Coldriver. 
  Voseial, who typically travels alone or with other 
  Phostaldaron, wants to reach the Mórë, 16 miles away, by 
  nightfall. If the party can match Speed 40 ft. (his with 
  longstrider) and is also unhindered by the undergrowth 
  (he has Trackless Step), they can cover the 16 miles by 
  hustling (at 8 miles per hour) for two hours. PCs with a 
  Speed of 20 ft. or lower annoy him, but he grudgingly 
  slows to whatever speed the party requires, asking them 
  to alternate hustling and walking if needed. (Walking 
  Speed 20 ft. through the forest covers only one mile per 
  hour.) 
  • 
  The birdcall was to let the Istari watchers know he 
  was skirting their territory and crossing as fast as 
  possible. 
  • 
  Riaswa, one of the dark magic pockets found in the 
  Phostwood. “Very dangerous places.” 
  • 
  The PCs are currently in Istari territory. The first 
  four miles (one hour as he hustles through the 
  difficult terrain) will be safe since that is still within 
  their territory. 
  • 
  There are dangerous creatures out in the blighted 
  areas. Voseial will be up ahead and should be able to 
  warn in case of an attack. Other extra-quick and 
  scout-type PCs could act as flankers while travelling 
  through the Phost. 
  • 
  If PCs ask about weapons, he will recommend 
  having silver and cold iron ready. He assumes that 
  anyone entering the Phostwood possesses magic 
  weapons. 
  • 
  His friend Zebic, a giant owl, left earlier, heading 
  back to the Cemina village to bring word of what he 
  has found out. 
  Nodding, he picks up some dirt and rubs it on his 
  leg while murmuring a spell. With that, he beckons 
  you to follow him and leaps into the undergrowth 
  with nary a sound, charging off into the darkness. 
  Overland Travel: There are 16 miles to cover. Vosieal 
  would merely hustle for 2 hours, but PCs are likely to be 
  slower and hindered by the terrain. Movement can be 
  found in the Player’s Handbook on pages 163-164. 
  Effects of hustling: 
  
  PAL4-09 Retribution 
  Page 9 
  • 
  Hour two: 1 point nonlethal dmg, -2 to Str and Dex 
  • 
  Hour three: 2 points nonlethal dmg, -2 to Str and 
  Dex 
  • 
  Hour four: 4 points nonlethal dmg, -2 to Str and Dex 
  • 
  Hour five: 8 points nonlethal dmg, -2 to Str and Dex 
  This must be travelled by foot, as the undergrowth is too 
  thick for horses, though riding dogs won’t have much of 
  a problem. Magical travel will likely bypass the minor 
  events at the mile markers. If this method is used, Voseial 
  recommends setting down just outside Mórë territory as 
  a sign of respect; go straight to Mile 16. 
   
  Spotting: Nothing can be spotted beyond seventy-
  five 
  feet, 
  due 
  to 
  the 
  excessive 
  foliage 
  and 
  phosphorescence of the blight on the trees. 
  Mile 5 
  Travel has been fairly easy, although the faintly 
  glowing lights in the distance constantly seem to 
  indicate 
  someone 
  may 
  be 
  following 
  you. 
  Background animal noises will randomly stop then 
  start again. 
  The PCs are taking a short breather; resolve any subdual 
  damage and penalties. Have the PCs make Spot and 
  Listen checks just to get them on edge and to set a 
  pattern; i.e. the few natural sounds of the forest have 
  stopped again. Voseial is about fifty feet ahead. 
  Bursting out of the obscuring foliage is a massive 
  ogre, twice the normal size. Bits of froth dribble 
  down its jaw as it charges towards the party. Meaty 
  fists swing at its side, bound with bands of iron and 
  studded with wicked obsidian shards. A large icon of 
  a grinning skull bounces against its bare chest.  
  Begin initiative (as stated in the prep section) On 
  initiative count 15 (Init modifier +1), a single ogre breaks 
  through the cover at seventy-five feet and charges 
  (double move due to underbrush) towards the party with 
  no weapons in hand. PCs who make a Sense Motive 
  check (DC 20) notice the creature is on the verge of 
  collapse. Most attacks have no visible effects as it is about 
  to die anyway. On its next turn, it keels over, dead from 
  rage expiration. Its back has several dozen crudely 
  fletched arrows imbedded in it. 
   
  If any PCs search the body, Voseial backtracks far 
  enough to yell at the PCs. Phostaldaron PCs also 
  recognize the same danger. 
  With the brief commotion, your guide has 
  backtracked a little. Glancing at the body, Voseial’s 
  eyes grow wide, “Flee you fools, don’t steal the kill!” 
  he bellows before turning and running at full speed 
  to the northwest. 
  The PCs may search the body. Any non-Phostaldaron 
  who sticks around longer than 5 rounds is attacked by a 
  force of grugach identical to those from Encounter 4, 
  with no chance of negotiation or ritual combat. This 
  takes the place of the Bloodcap encounter later. 
  Make sure the PCs understand the possible danger they 
  are in here.  
   
  These 
  grugach 
  will 
  refuse 
  any 
  attempt 
  of 
  communication by a Phostaldaron PC. Normally, Voseial 
  and other Phostaldaron PCs would be able to parlay with 
  the grugach, but the introduction of outsiders to very 
  aggressive grugach is too risky in Voseial’s mind. By 
  fleeing, he hopes the PCs will take the hint and flee as 
  well.  
  • 
  Search DC 10: Some coins. 
  • 
  Search DC 15: Maximized potion of cure light wounds 
  (13hp). 
  • 
  Search DC 20: Scroll of mass cure light wounds 
  (1d8+11hp).  
  All APLs: Loot – 0 gp, Coin – 10 gp, Magic – potion of cure 
  light wounds, maximized (117gp), scroll of mass cure light 
  wounds (93gp). 
   
  Note to judge: The ogre was feebleminded, which is 
  why it ran from the grugach and didn’t use the curative 
  potion. There is almost no way for the PCs to know this, 
  aside from powerful magic like arcane sight. 
  Mile 9 
  Travel through the woods has still been fairly easy, 
  although the faintly glowing lights in the distance 
  always keep you alert and paranoid. Background 
  animal noises are still present, fading in and out in 
  volume.  
  The PCs may take a short breather. Resolve the subdual 
  damage and penalties. Have PCs make Spot and Listen 
  checks just to get them on edge and to set a pattern; the 
  few natural sounds of the forest have stopped again. 
  Voseial is about fifty feet ahead.  
  Perched on a nearby branch is a pair of forest jays 
  chirping and chattering away. Suddenly, one of the 
  birds shifts into an amorphous ball and slams into 
  the other, absorbing it immediately. The undulating 
  mass slowly resumes the shape of a jay and 
  continues its raspy song.  
  This is a pseudonatural creature that has been released 
  into the Material Plane. Allow the PCs to do whatever 
  they want with it. 
  Mile 15 
  Travel has been getting rougher while the glowing 
  lights of the Phost trees have been growing more 
  intense. Background noises, no longer discernable 
  as to their sources, still randomly stop and start 
  after a few seconds.  
  Again, resolve the subdual damage and penalties.  
  
  PAL4-09 Retribution 
  Page 10 
  It is getting dark, and though you find it hard to 
  believe, the Phost is getting spookier. All day you’ve 
  had the feeling something has been pacing you, and 
  even Voseial looks unsettled as he approaches the 
  party from his position in point. 
  Take the time to answer a few questions as necessary. 
  • 
  A grugach war band attacked the ogre, and, with the 
  PCs in tow, Voseial had no intention of waiting 
  around for them to arrive. 
  • 
  He admits the Grugach are way out of their territory. 
  • 
  Diplomacy DC 15: Voseial is quite sure of his 
  abilities, yet he only has an uneasy feeling but no 
  evidence the group has been followed. He hasn’t said 
  anything since he doesn’t want to upset the PCs 
  without a good reason. 
  After answering what he can, Voseial speaks. “We 
  did not go as far as I like, but we are almost there. 
  When the moon drops another finger’s width on the 
  horizon we should be there. I move ahead and talk 
  with Mórë. I will not bring outsiders to their village 
  without permission. This I do for your lives. I 
  should be back soon. Be wary of the darkness.” 
  If there is a Phostaldaron PC, no doubt they will want to 
  join him. Voseial points out it may be best if they babysit 
  the other PCs. If there is a Mórë elf, they know they 
  should wait until the posted scout returns with 
  permission to allow outsiders into the village. 
   
  If the entire party is Phostaldaron, they can 
  continue. Additionally, all Phostaldaron know it is 
  impolite to simply appear in the village via magical travel; 
  there is a meeting stone a mile away that is the common 
  destination for such travel. 
   
  In either case, they encounter the bloodcaps while 
  on the move. 
   
  Ask what spells are still up and how much time is 
  left on them. There is a large band of bloodcaps out to 
  cause mischief somewhere behind the PCs. The boss of 
  the band is a sorcerer of high level (two over the APL). 
  The PCs never see this sorcerer, but he is the reason the 
  bloodcaps go after the party and not the NPCs. He 
  charms a few monsters, then uses Rary’s telepathic bond to 
  communicate that they should go hunting with a few of 
  his minions. He assigns at least 4 of his followers to rob 
  the PCs and then take the rest of the band off to bother 
  one of the elf tribes. 
   
  Bloodcaps 
  (half-fiend 
  gnomes) 
  are 
  vicious, 
  bloodthirsty creatures and are used as thugs by the 
  unseelie court. Similar in appearance and physiology to 
  mundane gnomes, they have the habit of soaking their 
  headgear in the blood of their victims, hence their name. 
  They have no allegiance to anything other than 
  themselves or their master once they pledge an oath.  
   
  Important: Unlike other half-fiends, the corruption 
  of the members of the unseelie court does not physically 
  manifest; i.e. they have no wings and the altered creature 
  is nearly indistinguishable from the original. This holds 
  true with the seelie court as well (half-celestials).  Allow a 
  Knowledge (the planes) check with a DC of 15+hit dice 
  (rather than 10+) to identify them as half-fiends. Also, 
  these half-fiends cannot use their spell-like abilities or 
  smite good ability until they have been on the Material 
  Plane for a full 24 hours. These have been removed from 
  the stat blocks in Appendix One. 
   
  They attack the party simply for the joy of slaying 
  and possible loot. They know Voseial as a ranger 
  dedicated to slaying chaotic outsiders, and they fear his 
  cold iron outsider bane handaxes so they wait until he 
  leaves the PCs. 
  Tactics: The two lead bloodcaps, Ferris and Quintin, are 
  posing as being critically injured; they try to infiltrate 
  and ambush the PCs while they are defending against an 
  invisible monster(s). Both have taken potions of 
  nondetection and the speaker, Ferris, has also taken a potion 
  of glibness that was brewed and given to him from one of 
  the other bloodcaps (Brd7) of the pack: Bluff +30, lies can 
  bypass magical detection.  
   
  Twenty minutes after Voseial has left, have the PCs 
  on lookout hear something running toward the party 
  from the trail they came down.  
  A pair of gnomes emerges out of the brush heading 
  towards the party. One is supporting the other and 
  both are dressed in dark and somber clothing; only 
  their dull red caps and the swathes of blood 
  covering them let them stand out from the shadows. 
   
  Both have short swords on their hips and short 
  bows over their shoulders. The healthier one has 
  what looks like a studded wardog’s collar looped 
  haphazardly around the hilt of his sword. He 
  catches a glimpse of your group and begins to drag 
  his companion towards you. 
  PCs only have a few seconds to decide whether to help 
  them. 
   
  If the PCs decide to let them near: 
  “Thank you, masters. There are some unseen beasts 
  following us. They killed both of our mounts and 
  savaged poor Quintin here. I managed one while 
  protecting…” His speech is interrupted by a 
  horrible noise coming from the trail.  
  The bloodcaps are now in a good position to ambush the 
  PCs. Round 1 begins. 
   
  If the PCs attack or refuse to let them come any 
  closer, read the following: 
  The hopeful smile turns to a scowl. “Curse you then! 
  May whatever deity you follow know of your callous 
  and selfish heart on judgement day!” He drops his 
  
  PAL4-09 Retribution 
  Page 11 
  companion against a tree and draws his short sword, 
  preparing to face his attackers. Terrible noises 
  rapidly approach.  
  Round 1 begins. 
   
  Tactics: Allow round 1 to occur normally, with the 
  gnomes attempting to move closer to the PCs if invited in 
  for ‘safety’ and study PCs for use of the Chink in the 
  Armor feat (APL6+). During round one, the invisible 
  monster(s) arrives at 65 ft away from the PCs and screams 
  its challenge. On round two have the invisible creature 
  go after the closest PC. Have Ferris ‘assist’ one of the PCs 
  by moving adjacent and offering a magic potion (flavored 
  water). This is actually a feint for his sneak attack, so roll 
  for the victim using their Sense Motive. 
   
  The bloodcap playing possum, Quintin, is waiting 
  for one of the PCs to check on his injuries. When one 
  does, he blows a concealed tube of insanity mist into that 
  PC’s face. 
  They have other bloodcaps sneaking 
  up on the PC’s position, starting at about 90 ft away. 
  These will wait until the monster screams. Remember to 
  apply –1 to Spot checks per 10’ and –5 to checks for 
  distraction due to combat. If it is apparent that the PCs 
  will slaughter the monster(s) before the extra bloodcaps 
  get a chance to ambush, those bloodcaps flee.  
   
  APL 4 (EL 6) 
  � Ferris and Quintin: Male half-fiend gnome Rog2 
  (2); hp 12, 12; see Appendix One – Encounter Two. 
  � Worg, Pseudonatural: hp 36; see Appendix One – 
  Encounter Two. 
  APL 6 (EL 9) 
  � Ferris and Quintin: Male half-fiend gnome Rog4 
  (2); hp 24, 24; see Appendix One – Encounter Two. 
  � Worgs, Pseudonatural (2): hp 36, 36; see Appendix 
  One – Encounter Two. 
  � Bloodcap soldiers (2): Male half-fiend gnome ex-
  Mnk1/Ftr1; hp 16, 16; see Appendix One – Encounter 
  Two. 
  APL 8 (EL 10) 
  � Ferris and Quintin: Male half-fiend gnome Rog6 
  (2); hp 36, 36; see Appendix One – Encounter Two. 
  � Owlbear, Pseudonatural (1): hp 46; see Appendix 
  One – Encounter Two. 
  � Bloodcap soldiers (2): Male half-fiend gnome ex-
  Mnk2/Ftr1; hp 24, 24; see Appendix One – Encounter 
  Two. 
  APL 10 (EL 12) 
  � Ferris and Quintin: Male half-fiend gnome Rog8 
  (2); hp 48, 48; see Appendix One – Encounter Two. 
  � Owlbear, Pseudonatural (2): hp 46, 46; see 
  Appendix One – Encounter Two. 
  � Bloodcap soldiers (3): Male half-fiend gnome ex-
  Mnk2/Ftr2, hp 33, 33, 33; see Appendix One – 
  Encounter Two. 
  APL 12 (EL 14) 
  � Ferris and Quintin: Male half-fiend gnome Rog10 
  (2); hp 60, 60; see Appendix One – Encounter Two. 
  � Grey Render (1): hp 127; see Appendix One – 
  Encounter Two. 
  � Bloodcap soldiers (4): Male half-fiend gnome ex-
  Mnk2/Ftr4; hp 51, 51, 51, 51; see Appendix One – 
  Encounter Two. 
  Voseial and the Mórë arrive about 5 minutes after the 
  fight is finished. They spread about the party, keeping 
  alert for a second attack. The Mórë are dressed in 
  encompassing cloaks and wear cowls, which obscure 
  their faces. 
  Voseial leans down and takes a closer look at one of 
  the downed gnomes. Voseial’s normally impassive 
  face tightens with anger, “Bloodcaps!” he barks, and 
  slams his handaxe into its skull. “I must go. The 
  Mórë have agreed to meet with you. Do not offend 
  them by speaking while in the woods. Their elder 
  will be able to answer your questions.” 
   
  He takes a deep breath and calls out in a pair of 
  deep throaty hoots. A giant gray owl slips from the 
  upper canopy and lands without a sound next to the 
  ranger, who climbs onto its back. Together they take 
  off, flying along your back trail. 
  The Mórë consider conversation while in the Phostwood 
  foolish in the extreme and make their displeasure known 
  to any PC who repeatedly violates this silent ‘suggestion’. 
  One of the Mórë waves his hand in front of his face, 
  getting your attention. He points two fingers at his 
  eyes while locking gaze with each of you in turn. 
  Then firmly cups his hand over his mouth. After 
  this, he points to the west where the four other 
  Mórë are melding into the shadows in a flanking 
  formation to the group. The elf hunches over and 
  scurries 
  forward, 
  quickly 
  blending 
  into 
  the 
  vegetation. 
  Make the players sit quiet for a few minutes, while you 
  manipulate their figures on the table, keeping them 
  basically in order. Anytime they say anything aloud, one 
  of the Mórë comes up and points at them while glaring.  
   
  Treasure:  
  APL 4: Loot – 19gp, Coin – 50 gp, Magic – horn of fog 
  (167gp each). 
  APL 6-12: Loot – 94 gp, Coin – 50 gp, Magic – horn of fog 
  (167gp each). 
  
  PAL4-09 Retribution 
  Page 12 
  Encounter Three: The Mórë 
  Your silent escorts flit silently in and out of the 
  darkness, only pausing to manipulate hidden 
  objects in bushes and fallen logs. More than once, 
  you are led in an obvious detour away from the game 
  trail that presumably leads to their village. 
   
  The trail dips slightly, leading toward what 
  looks like a gully. The vegetation now looks healthy, 
  like that of the deep heart of a normal forest rather 
  than the depths of the infamous Phostwood. 
  As the PCs get close to the village, they can see some 
  signs of battle, a few broken spots on the palisade and 
  scorch marks on the surrounding plant life. 
  Once inside the village walls, your escorts remove 
  their headgear and chat between themselves in a 
  succinct manner, using gestures rather than 
  descriptive words. The village itself appears to be a 
  collection of several small buildings melded into 
  the trees and terrain, surrounding a central meeting 
  hall. Each is decorated with a motif of a prowling 
  cat, a perched owl, a sleeping fox, a housed turtle, 
  and a leaping squirrel.  
   
  Several sylvan elves have begun to cluster 
  around the party, observing quietly. You notice the 
  Mórë village lacks the general background noise of 
  most villages; in fact, you have hardly heard more 
  than a dozen words from the sylvan elves. A younger 
  female in a tan cloak beckons the party to follow her 
  to the largest building in the village. 
  Mórë: sylvan elves (Siahaneine in Elven)  
  • 
  Personality: The Mórë sylvan elves are quiet and 
  subtle. Misdirection is a common theme in the tribe. 
  • 
  Description: The clothing of these elves involves a 
  lot of tans and subdued greens, with faint blue 
  blotches dabbled sparingly. Everyone has a hood or a 
  cowl to be pulled over the head at any given time.  
  • 
  Motivation: The Mórë is a primarily sylvan tribe 
  noted for their nocturnal habits and skills. Most of 
  the tribe is completely uninterested in interacting 
  with the PCs, content to simply observe them. The 
  Mórë will often attempt to pilfer/return small items 
  from each other as a way of greeting and establishing 
  social ranking within the tribe. The proper response 
  to a borrowing attempt is to feign it didn’t happen 
  and discourage the attempt without bringing 
  attention to it, or simply try to take it back in the 
  same manner. The drawing of weapons or vocal 
  accusations is frowned upon. 
  The PCs’ guide, Nialia, only speaks Elven and isn’t 
  interested in talking with the PCs unless they are 
  Phostaldaron and then only to learn of her older brother 
  Nialo whom she has not heard from for sometime.  
  Mórë role-playing scenes: 
  A few yards away, you notice two young Mórë pass 
  each other, nearly brushing one another. The first 
  stumbles and falls to his knees. The girl promptly 
  turns around and assists the fallen boy up. In doing 
  so, you see her place a small item into his pocket. 
  Allow the PCs a chance to react to this. Phostaldaron PCs 
  know about this custom of secretly passing along minor 
  trinkets. If the PCs ask their guide, she gives a puzzled 
  look, pretending that nothing happened, even though it 
  was readily apparent to everyone. 
  A Mórë child moves into view, stopping in the 
  middle of your path. Wearing only a vest and short-
  pants, he looks over your group for a few seconds, 
  before offering a spindly pale green plant with 
  lavender flowers.  
  Knowledge (nature) (DC 10): This is a stinging nettle. It 
  may be held, sans gloves, via a Dexterity check (DC 12) 
  without being stuck by the nettles. If the Dexterity check 
  fails, the character must make a Fort save (DC 10) against 
  the plant toxin or suffer 0 primary/-1 Dex secondary 
  damage. 
   
  The surrounding elves simply watch without 
  reaction.  
  Your small group reaches the steps to the great hall. 
  Waiting outside, sitting on the log steps is a visibly 
  elder sylvan elf observing the party’s approach. He 
  has an ornate staff at his side, carved in the likeness 
  of a whole tree. At the top of the staff, nestled in its 
  branches, is a small owl, apparently peering down at 
  a climbing squirrel. Midway along the staff is a fox 
  chasing its tail. Near the bottom is a puma 
  attempting to turn over a turtle, which forms the 
  base of the staff. 
   
  The elf stands and bows to your group, then 
  speaks the first words of Common you have heard 
  from one of the Mórë.  
   
  “Welcome, outsiders. What is it you wish of the 
  Mórë?”  
  Allow the PCs a chance to respond.  
  “Perhaps, perhaps, But first you must show me you 
  are worthy of Mórë assistance. A few minor tasks, 
  no?”  
  � Elder Briak’Te: Male elf, Rog7/Shd5.  
  • 
  Personality: Briak’Te is slightly suspicious of 
  outsider PCs, yet very talkative for a Mórë. He is the 
  most extroverted of the entire tribe and will enjoy 
  making the PCs look foolish. This is why he agreed 
  to be the one to meet with the PCs. PCs should 
  quickly note he is unlike any of the other Mórë 
  elves. 
  
  PAL4-09 Retribution 
  Page 13 
  • 
  Description: He is an ancient  sylvan elf (600 years 
  old), skinny and wiry. His hair actually has a touch of 
  grey in it, but his eyes are still bright green and 
  follow everything happening around him. Briak’Te 
  stands just under five feet in height. 
  • 
  Motivation: He was a rogue/scout of infamy in his 
  youth and now is content to dispense advice to the 
  young. He does have a weakness for gossip and 
  spying, anything that happens in the Phostwood he 
  probably knows about. He is fond of hearing of 
  human presumption, especially that of the Pholtans. 
  A few ribald or embarrassing anecdotes about Palites 
  will always improve his mood.  
  Briak’Te has acquired some rumors about the grugach. 
  What he has heard has made him reluctant to share it 
  with outsiders. If the PCs can prove they are worthy of 
  the tribe’s assistance he will sell the information to them. 
  Each success by the PCs will reduce the amount he will 
  charge them. He will not answer any questions at this 
  time. 
  The Trials: 
  Only one PC may participate in each task at a time. Once 
  the trial has been passed, or all PCs have given up, that 
  task is no longer available to be done. Mórë clerics are 
  more than willing to provide healing for a modest fee. 
   
  #1 – Path of the Puma (stalking) – Acquire your subject 
  without getting killed 
  The elderly elf leads your party to a large pen 
  between two trees. The enclosure is filled with 
  brush. Somewhere inside you can hear rustling and 
  snorting. 
   
  “This is a minor game meant to keep our babes 
  occupied while we work. There is a blue wooden ball 
  inside there that I want you to get, a toy for Tusker. 
  He is an irritable sort, so if he sees you, he will 
  probably try and gore you. But we do love him 
  dearly, so please do not hurt him. If he notices you, 
  you should simply jump over the fence.” 
  The pen is sixty-feet square and filled with brush and 
  debris. A wild boar is in one corner. Briak’Te wants a 
  single PC to go in and bring out the ball (hidden in one of 
  the center squares) in less than a minute without alerting 
  Tusker (the boar) to his presence. The PC must enter the 
  pen using Hide and Move Silently against the boar’s Spot 
  and Listen checks, find the ball (Search check, DC 20), 
  and then exit using Hide and Move Silently. 
   
  There is a sap looped around one of the fence posts 
  that could be used as a weapon against the boar without 
  causing it permanent injury if a PC looks or asks about 
  this. If a PC does end up hurting or killing the pig, the 
  Mórë elder will make a big deal out of it, just to make the 
  PCs feel bad.  
  APL 4-6-8 (EL 2) 
  � Wild Boar (1): hp 25; see Monster Manual, page 
  270.  
  APL10, APL12 (EL 4) 
  � Dire Boar (1): hp 52; see Monster Manual, page 63. 
   
  #2 – Path of the Owl (alertness) – Use Spot/Listen to find 
  targets and score ten points 
  “Good, now follow me.” Briak’Te leads the party over 
  to a group of five Mórë children, who are juggling in 
  a circle. You watch for a few minutes, noticing that 
  every time one of the juggling balls is passed, one of 
  the children softly whistles. 
   
  “This is a fun little game that we use to practice 
  our vigilance. Let me see.” He pauses, then speaks as 
  he points to each of the passed juggling balls, “Two, 
  One, Foul, Two, Three, Foul, Two. Not bad for an old 
  elf; who is next?” 
  Prior to a pass, one of the children will drop the pitch of 
  the whistling, which indicates the number of stripes on 
  the ball. A successful Listen DC 15 results in a +2 
  circumstance bonus to the Spot check.  
   
  Rules: Each ball has a number of stripes on it. The 
  PC must accurately call the number of stripes on the 
  tossed juggling ball to earn that many points. If they say 
  nothing or guess the incorrect number (via a Spot check 
  that didn’t achieve the listed DC as indicated by the d10, 
  but did meet the DC for one of the lesser scores), it 
  counts as a foul. Three fouls is a Strike. 
   
  If the PC calls a foul on a ball with an incomplete 
  line (a Spot check of 5 higher than the DC to notice the 
  line is incomplete), they can reduce their foul count by 
  one. If they call a number on a ball with an incomplete 
  line, that is a Strike. The character loses if he gets three 
  strikes. By allowing PCs to roll their own Spot check, 
  they can determine how well they think they saw the 
  ball. The judge may have spectating elves lay side bets 
  while this is going on. 
   
  The judge should have the PC roll for Listen and 
  Spot, while you roll a hidden d10 to indicate which ball 
  was actually passed each round.  
  • 
  1-2: One Stripe. Spot DC 10 
  • 
  3-4:Two Stripes. Spot DC 15 
  • 
  5: Three Stripes. Spot DC 20 
  • 
  6-7: One Stripe (incomplete). Spot DC 10 
  • 
  8-9: Two Stripes (one line incomplete). Spot DC 15  
  • 
  10: Three Stripes (one line incomplete). Spot DC 20 
   
  
  PAL4-09 Retribution 
  Page 14 
  #3 – Path of the Squirrel (agility) – Climb to acquire a 
  mixed bag of nuts and berries from caches set high in a 
  tree 
  Briak’Te nods his approval at your progress so far. 
  “Not bad for outsiders. Anyway, my eldest trains 
  squirrels to collect nuts from the trees. I can see 
  some of their caches up in that tree. If you would 
  not mind, I would like a nice mixture of some 
  acorns, junipers, and pinecones to munch on. Oh, 
  and to make it a challenge, please do not let any get 
  dirty, it simply ruins the taste.” 
  If the PCs cast a spell to make such a task easier, have 
  Briak’Te mock and shame them into physically going up 
  and retrieving the food. 
  • 
  The PC must climb without aid (Climb DC 10) up to 
  a branch set at APL x 10 feet up. Once on the branch, 
  the PC must make a Balance check (DC 14) for each 
  round he spends away from the trunk. Failure means 
  he cannot move. Failing by 5 or more means he falls. 
  • 
  To find each of the three squirrel caches (located five 
  feet, ten feet, and fifteen feet away from the trunk of 
  the tree) the PC must make a Search check (DC 10). 
  • 
  Once the cache has been found, the PC can retrieve a 
  handful of stored food items. A Dexterity check (DC 
  10) is required to transfer the nuts into a pouch. If 
  the Dexterity check is failed, a nut or berry slips free. 
  A Reflex save (DC 15) is needed to catch the loose 
  item before it falls to the ground. 
  The PC has three minutes to bring back the snacks before 
  Briak’Te asks another PC to do it for him. A PC can keep 
  attempting this until they run out of time. 
   
  #4 – Path of the Turtle (safety) – Open the Puzzle Box 
  Briak’Te points you to a stone shaped like a turtle on 
  a log. On the back rests a wooden box. “Bring me 
  what you find inside the puzzle box. I want it intact, 
  but be careful how you handle the box.” 
  • 
  If the box loses contact with the turtle pedestal, a 
  magical trap will activate. 
  � Bestow Curse Trap: CR 4; magical; movement 
  trigger; auto reset in 2 rounds; spell effect (bestow curse, 
  5th-level cleric, DC 14 Will save negates; -4 to attack 
  rolls, saving throws, ability checks, and skill checks); 
  Search DC 28; Disable Device DC 28. 
  • 
  The top of the cube is a false lid. It takes a Search DC 
  20 to discover the false nature of the lid and to find 
  the real one on the bottom of the cube. 
  • 
  The real lid has a series of gears that press up against 
  the hinges. An Intelligence check (DC 15) allows the 
  PC to rotate them in the correct manner so they do 
  not interfere with the hinges. 
  • 
  The real lid has a needle trap, which is triggered 
  when attempting to open it. 
  � Poisoned Needle Trap: CR 2; mechanical; touch 
  trigger; manual reset; Atk +12 melee (1 plus poison, 
  needle); poison (Large monstrous scorpion venom, DC 
  14 Fortitude save resists, 1d4 Con/1d4 Con); Search 
  DC 19; Disable Device (DC 15). 
  • 
  An Open Locks check (DC 25) is needed to open the 
  box and to extract the egg that is inside. 
   
  #5 – Path of the Fox (wits)  
  This one is not offered unless the PCs ask for it. PCs 
  should know the importance of cleverness for a rogue 
  culture. The presence of the five animal motifs, but that 
  only four of the animal related challenges have been 
  offered, should give players a hint. PCs may ask if there is 
  another task, but Briak’Te will not acknowledge there is 
  another one until the PCs ask for one regarding 
  intelligence, wits, or cleverness.  
  Briak’Te laughs, “Clever, clever. Now let us see what 
  you think of this.” He pulls out a piece of paper with 
  some writing on it and hands it to the party. “Simply 
  solve three of the five.” 
  Give the players Player Handout #1. The answers to the 
  riddles on the handout are as follows: 
  Riddle 1: A key 
  Riddle 2: A stage 
  Riddle 3: Stove, fire, and smoke 
  Riddle 4: A well 
  Riddle 5: A bow and arrow 
   
  After the trials, Briak’Te offers answers based on the 
  PCs’ performances. He asks for 500gp (less 100gp for each 
  success). The relevant information Briak’Te shares is as 
  follows: 
  • 
  A few days ago something occurred off to the far 
  west that has put sand into the grugach loincloths. 
  The grugach blame the Sunpeople (Pholtans). 
  • 
  His sources say several bands of hot-headed grugach 
  have taken it upon themselves to restore their honor 
  from the Sunpeople. They are poised to strike at 
  Coldriver. They are acting without the sanction of 
  their leaders. 
  • 
  In his memory (as an old elf) he doesn’t recall any 
  incident that brought members from two tribes of 
  grugach together for a common goal, much less 
  members from multiple tribes of them. This 
  unnerving fact prevents the Mórë from directly 
  intervening. He supposes this will hold true for all 
  the Sylvan tribes. 
  
  PAL4-09 Retribution 
  Page 15 
  • 
  Briak’Te doesn’t know the details but does know the 
  general location of where it occurred deep in the 
  western Phostwood where even minions of Old 
  Wicked fear to tread. This is a path of misery and 
  horror, where only the mighty should tread 
  (Encounter 4B). He will not give directions to this 
  area at APLs 4 or 6. 
  • 
  Grugach, while wild, revere ritual combat.  
  In the interest of promoting peace between the 
  Sunpeople and the Phostaldaron, Briak’Te will suggest if 
  the PCs wish to offer themselves in ritual combat as an 
  apology for the actions of the Pholtans, the grugach will 
  take it very favorably. (Give out Player Handout #2.) He 
  can also arrange it so PCs can meet with the grugach 
  unimpeded. Also, if the PCs take it upon themselves to go 
  scout out the released creature, Briak’Te is sure that 
  performing this act will be a sufficient apology to the 
  grugach as well. 
   
  If all 5 tasks are completed (not necessarily by the 
  same PC), as a bonus, Briak’Te will make available to the 
  PCs that participated in the trials a special set of Boots and 
  Cloaks of Elvenkind, called a Ghillie (with a hard “g” sound) 
  Suit.  
   
  Treasure: Mórë Ghillie Suit 
  All APLs: Loot – 0 gp, Coin – 0 gp, Magic – Mórë Ghillie 
  Suit (Boots) (2 TU and 9,250 gp or 4,625 gp), Mórë Ghillie 
  Suit (Cloak) (2 TU and 11,550 gp or 7,675 gp), plus a silk 
  shirt as tough as leather and leather pants. 
  Encounter Four A: It’s 
  Clobbering Time! 
  You awake at dawn and are invited to a small 
  breakfast with Briak’Te. “I have followed your 
  desires and sent word to the grugach. I believe they 
  will accept your offer. When you encounter them, 
  yell ‘viddite’ [vid-DEE-teh], if you wish to fight for 
  the honor of the sun priests. Yell ‘sovua’ [so-VOO-ah] 
  if you wish to parley first, but do not speak overly 
  long. 
   
  “There is small clearing a short distance away 
  from our village that lies in unclaimed territory. I 
  told them you would meet them there. Let me 
  remind you, the grugach are quite chaotic but 
  honorable. Please do not violate their rules; we will 
  not intervene if you do so.” 
   
  Leaving the Mórë village, you follow the path 
  Briak’Te pointed out. It is only a short while before 
  you find the clearing. On the far side you can see a 
  few dozen figures standing at the edge of visibility, 
  making no attempts at hiding. Dressed in skins and 
  adorned with crude tattoos and multiple piercings, 
  the grugach are clearly keeping a close eye on your 
  party. 
  Allow the PCs a chance to respond. If they do not 
  announce they are coming for the pipe or honor-debt, the 
  chosen grugach will simply attack. 
   
  If the PCs choose the pipe (sovua) the grugach 
  become hostile, since they didn’t make the journey just 
  for a chat. They will not attack immediately, but their 
  attitude will change. Read the following: 
  You can see some of the wild elves in the front row 
  muttering among themselves, frowning and making 
  obscene 
  gestures. 
  A 
  minute 
  after 
  your 
  announcement, three stately grugach with ornate 
  headdresses and an escort of twelve warriors push 
  through the masses and close half the distance to 
  stop in the center of the clearing. 
  These grugach warchiefs are only willing to listen to the 
  PCs because Briak’Te told them the Sunpeople were here 
  to offer combat to clean their debt of honor. In their 
  mind, any discussion is simply a precursor to fighting. 
  They only speak Elven. The Grugach warchiefs have had 
  protection from evil cast upon them before dealing with the 
  PCs; their warriors act as a barrier between them and the 
  PCs. Any attempts to charm or use similar mind-affecting 
  spells mean immediate retaliation as per a break in the 
  honor duel. One of the chiefs is a Sor14 and he dimension 
  doors the other two out of the way while the grugach 
  champions attack. 
   
  A single PC may try to reason with them. Multiple 
  characters may try to do so, but only one at a time. The 
  grugach do not appreciate multiple people talking at once 
  to them. Unless the PCs can shift the grugach’s mood to 
  Friendly (DC 35), they still want to fight. (See page 72 of 
  the Player’s Handbook.) If the PCs are able to talk the 
  grugach out of the combat, the grugach will not turn over 
  any of the Dimreian equipment. 
  Bonuses to the Diplomacy check: 
  • 
  +5 if the PCs brought one of the dead bloodcaps with 
  them and give it to the grugach. +2 if they only have 
  evidence of the creatures. 
  • 
  +5 if the talking PC is wearing the Amulet of the 
  Phost (This item comes from PAL1-05 Alliance 
  Reborn.). +2 if someone else is wearing it.  
  • 
  +2 if three or more of the party are elven. 
  • 
  +2 if any of those elves are part of the Phostaldaron. 
  Penalties to the Diplomacy check: 
  • 
  -2 if the PC who talks uses more than ten words at a 
  time. Grugach are succinct. 
  • 
  -5 if the speaker is not an elf. 
  • 
  -2 for each PC displaying a symbol of Pholtus. The 
  presence of these PCs is a reminder to the grugach of 
  what has happened and makes it harder to dissuade 
  them from craving satisfaction.  
  
  PAL4-09 Retribution 
  Page 16 
  If the PCs announce viddite (“honor”), the grugach 
  become Indifferent in attitude and respond as follows: 
  The crowd of grugach responds, “viddite!” and lets 
  loose a mighty roar that causes the trees to tremble 
  slightly. Even though you can only see about thirty 
  wild elves, you begin to suspect there are far more 
  than that just beyond the tree line. 
   
  A pair of grugach step forward into the clearing; 
  they are both wearing loincloths and some sort of 
  chain vest. The male has several small trophies 
  attached to his mohawk and steps out first. He 
  raises matching machetes to either side, then points 
  them to your group. “Viddian am I. Who falls first?” 
  A female dressed in much the same way steps to his 
  side and begins swaying side-to-side, listening to the 
  thundering drums in the background. 
   
  Both appear to be covered liberally with fresh 
  blood. The rest of the grugach crowd begins to chant 
  in unison to their graceful movement.  
   
  A third, wearing a mask of a hawk and wielding 
  a bow, steps forward. Another, dressed in a simple 
  cloak with an antler crown, quickly joins him; he 
  gestures for a wolf to sit with the rest of the crowd. 
  Lastly, a female dressed in heavy hide armor joins 
  them. All five kneel as a tall grugach, partially 
  obscured by a translucent nimbus and wearing a 
  beaked mask, steps forward and lays a blessing upon 
  the archer first, then the other four. 
  All of the grugach combatants will be under the effects of 
  protection from evil from a priest of the Sorne (Aerdrie 
  Faenya CL15). Indicate to the PCs that this is the time for 
  prepping. 
   
  The first two grugach have participated in the blood-
  dance. They will only fight one-on-one, unless two PCs 
  attack the same grugach. During the honor duel, all of 
  the grugach will attack for non-lethal damage with their 
  weapons (at the standard penalty to hit). Spells that cause 
  lethal damage will not be used by the grugach unless the 
  dictates of the honor duel have been violated. Because of 
  this, all encounters have been reduced by 3 in EL.  
  Once finished with their preparations, the four 
  grugach approach to within sixty feet of you and 
  announce themselves. The shaman in the heavy hide 
  armor follows a short distance behind. She casts a 
  few more spells on the combatants, then draws a 
  line in the ground between her and the warriors, 
  then thrusts her hand out, holds it in the air, and 
  closes it to make a fist. 
  They wait for one of the PC spellcasters to do the same 
  before combat begins. Purposefully delaying the combat 
  will only irritate the grugach. 
  � Viddian of the Carca, blood-dancer, fights 
  defensively as he moves up. 
  � Gruald of the Carca, blood-dancer, fights 
  defensively as she moves up. 
  � Vamm of the Sorne, ranger, archer. 
  � Exxic of the Fearno, a druid, enters the field to 
  heal injuries. He summons fire elementals to fight 
  creatures summoned by PCs or if more than 3 PCs 
  enter the combat .  
  If the PCs break the rules, he directs his animal 
  companion to attack one of the spellcasters while he 
  starts summoning more fire elementals. 
  � Sube of the Feanaro, a priest of Obad-Hai, remains 
  behind the line with healing and prepares the warriors; 
  she can also attempt to turn/rebuke any elementals or 
  subtype creatures summoned by PCs. She does not 
  target PCs with spells unless they break the rules. 
  APL 4 (EL 9, reduced to EL 6 for tactics) 
  � Viddian: Male grugach Ftr2/Rgr2/Bbn1; hp 44, see 
  Appendix One – Encounter Four A. 
  � Gruald: Female grugach Rgr2/Ftr2; hp 33, see 
  Appendix One – Encounter Four A.  
  � Vamm: Male grugach Rgr4; hp 31, see Appendix 
  One – Encounter Four A. 
  � Exxic: Male grugach Drd5; hp 38, see Appendix 
  One – Encounter Four A. 
  � Sube: Female grugach Clr5; hp 38, see Appendix 
  One – Encounter Four A. 
  APL 6 (EL 11, reduced to EL 8 for tactics) 
  � Viddian: Male grugach Ftr2/Rgr2/Bbn1/ Dervish2; 
  hp 62, see Appendix One – Encounter Four A. 
  � 
  Gruald: 
  Female 
  grugach 
  Rgr2/Ftr2/Bbn1/ 
  Dervish1; hp 53, see Appendix One – Encounter Four 
  A.  
  � Vamm: Male grugach Rgr6; hp 45, see Appendix 
  One – Encounter Four A. 
  � Exxic: Male grugach Drd7; hp 52, see Appendix 
  One. 
  � Sube: Female grugach Clr7; hp52, see Appendix 
  One – Encounter Four A. 
  APL 8 (EL 13, reduced to EL 10 for tactics) 
  � Viddian: Male grugach Ftr2/Rgr2/Bbn1/ Dervish4; 
  hp 80, see Appendix One – Encounter Four A. 
  Gruald: Female grugach Rgr2/Ftr2/Bbn1/ Dervish3; 
  hp 71, see Appendix One – Encounter Four A.  
  � Vamm: Male grugach Rgr8; hp 59, see Appendix 
  One – Encounter Four A. 
  
  PAL4-09 Retribution 
  Page 17 
  � Exxic: Male grugach Drd9; hp 66, see Appendix 
  One. 
  � Sube: Female grugach Clr9; hp66, see Appendix 
  One – Encounter Four A. 
  APL 10 (EL 15, reduced to EL 12 for tactics) 
  � Viddian: Male grugach Ftr2/Rgr2/Bbn1/ Dervish6; 
  hp 98, see Appendix One. 
  � 
  Gruald: 
  Female 
  grugach 
  Rgr2/Ftr2/Bbn1/ 
  Dervish5; hp 89, see Appendix One – Encounter Four 
  A.  
  � Vamm: Male grugach Rgr8/OBI2; hp 73, see 
  Appendix One – Encounter Four A. 
  Exxic: Male grugach Drd11; hp 80, see Appendix One 
  – Encounter Four A. 
  � Sube: Female grugach Clr11; hp80, see Appendix 
  One – Encounter Four A. 
  APL 12 (EL 17, reduced to EL 14 for tactics) 
  � Viddian: Male grugach Ftr2/Rgr2/Bbn1/ Dervish8; 
  hp 115, see Appendix One – Encounter Four A. 
  � 
  Gruald: 
  Female 
  grugach 
  Rgr2/Ftr2/Bbn1/ 
  Dervish7; hp 107, see Appendix One – Encounter Four 
  A.  
  � Vamm: Male grugach Rgr9/OBI4; hp 97, see 
  Appendix One – Encounter Four A. 
  � Exxic: Male grugach Drd13; hp 115, see Appendix 
  One – Encounter Four A. 
  � Sube: Female grugach Clr13; hp 115, see Appendix 
  One – Encounter Four A. 
  The healing of fallen comrades is acceptable and is not 
  interfered with, though if they stand again they are 
  considered to have rejoined the combat. 
   
  If the PCs lose or surrender while maintaining the 
  rules, the honor of the Grugach is satisfied and the party 
  will be ransomed at 100 gp per APL total. If a player 
  doesn’t have the available money, they will be turned into 
  slaves. It will take 1 TU per APL for the Tië Lassëaron to 
  arrange for their freedom.  
   
  If at any point the grugach feel the rules of the 
  honor-duel have been violated, the grugach fighters 
  actively try to kill PCs, focusing on one until they die. 
  Exxic starts summoning multiple elementals. Sube casts 
  offensive spells. If the PCs lose, they are killed and their 
  bodies and goods are turned over to the Tië Lassëaron. PCs 
  can then be raised per the rules in the Player’s Handbook, 
  Dungeon Master’s Guide, and the latest version of the 
  LGCS. 
   
  If the PCs fight the duel honorably and win, then as 
  a show of respect to the PCs’ victory, the Sorne Priest will 
  accept a tongues spell from one of his arcanist assistants to 
  communicate with the PCs.  
  The battle is over and the fallen have been tended to. 
  The solemn grugach surrounded by the wispy cloud 
  returns to the field and bows in turn to each of you. 
  “The apology of the Sunpeople is accepted.” A 
  blanket full of gifts is brought forward and offered. 
  Lying on top of the adventuring gear and other 
  trinkets are several medallions. “These are the 
  possessions of those who have released the scourge.” 
  • 
  Knowledge (religion) DC 5: The medallions are holy 
  symbols of Pholtus. 
  • 
  Knowledge (religion) DC 10: The medallions are 
  holy symbols of Pholtus with several minor 
  differences. 
  • 
  Knowledge (religion) DC 15: The medallions are 
  actually unholy symbols of the Dimreian Heresy. 
  He points off to the northwest, “The Dreamkiller 
  has awoken. It will not stop until our campaign 
  succeeds. 
   
  “Its touch will destroy your sleep and leave you 
  in a waking nightmare. It controls the trees of its 
  domain and its hide is proof against arrows and 
  spears. Tell the sun priests to renew arms against 
  the vermin of the Old One, before the Dreamkiller 
  can spread its influence amongst them.” 
   
  He points off to the east, “You have restored 
  your honor. We will have peace until you leave the 
  Phostwood. But return to our lands and you die.” He 
  ends the conversation by turning and walking away. 
   
  Treasure:  
  APL 4: Loot – 78 (578) gp, Coin – 50 gp, Magic – +1 
  scimitar (193 gp each). 
  APL 6: Loot – 119 (697) gp, Coin – 50 gp, Magic – +1 
  scimitar (193 gp each), +1 chain shirt (104 gp each). 
  APL 8-12: Loot – 17 (517) gp, Coin – 50 gp, Magic – +1 
  adamantine scimitar (418 gp each), +1 scimitar (193 gp 
  each), +1 chain shirt (104 gp), +1 mighty composite longbow 
  (+2 Str bonus) (217 gp). 
   
  If the PCs fight honorably, the grugach give them 
  the gear and equipment of the Dimreians. Include access 
  to unguent of timelessness, the robe of useful items, the cloak of 
  arachnida, the broom of flying, and the iron bands of Bilarro. 
   
  All APLs: Loot – 500 gp, Coin – 0 gp, Magic –0gp 
  Encounter Four B: The Forest 
  for the Trees 
  It has been almost a week since you left the Mórë 
  grotto, and you have seen firsthand why the deep 
  portions of the Phostwood are to be shunned. The 
  
  PAL4-09 Retribution 
  Page 18 
  day before, you found a shriveled hill giant lying 
  across a murky stream, its eyes gouged out and 
  several dozen darts imbedded into its legs. The lips 
  and gums were an oily black, obvious signs of a 
  virulent poison. Prior to that, it was a pair of Iuzian 
  overseers found buried up to their necks in the soil, 
  surrounded by a ring of multi-colored toadstools 
  and no evidence of their troops. 
   
  Over the past few days it has been difficult to 
  determine the difference between day and night. 
  Several times you have caught your own shadow 
  performing actions differing from your own. Sleep 
  has been difficult; everyone who stands watch 
  constantly hears voices out in the distance. 
   
  This morning you have moved into an area clear 
  of the phosphorescent blight. Travelling through 
  the blight was merely disturbing; this portion stinks 
  of death. After an hour of travelling through the 
  massive twisted and blackened trees, most men 
  would wish for the comforting creepiness of the 
  glowing lights. 
  PCs have spent a few days searching through the 
  Phostwood, attempting to follow Briak’Te’s directions. 
  When the PCs close to about two hundred twenty feet 
  from Sephron’s grove, they attract the attention of the 
  guardian nimblewrights. 
  • 
  Spot DC 10: a pair of (or four, at APL 12) cloaked and 
  cowled figures at seventy-five feet from the party (or 
  advance scout). Each of the figures bears a badge 
  with an oak tree on a purple field. 
  • 
  Spot DC 15: they all appear to be high elves. 
  • 
  Knowledge (nobility & royalty) DC 10: All are 
  wearing variant emblems of Celene (Knights of 
  Luna). This is an elvish organization from Celene. 
  See Living Greyhawk Gazetteer, p. 159. 
  They are not trying to hide, simply using cover when the 
  PCs notice them. They are completely cloaked and have 
  no visible weapons. They will speak Elven first, then 
  Common. 
  Tactics: These constructs try to establish peaceful 
  contact with the PCs while activating their spell-like 
  abilities before attacking the PCs. They are about 150 ft. 
  away from Sephron’s grove, and want the PCs to 
  approach to within 30 ft., to be in range of animated trees. 
  They communicate with hands visible and empty to 
  show peaceful intent, yet use trees and foliage for some 
  cover. In the initial exchange of dialogue, they activate 
  cat’s grace. (Note: This is a spell-like ability with no verbal 
  or somatic component and cat’s grace has no visible effect 
  per se; it can therefore not be Spellcrafted per the rules of 
  Spellcraft in the Player’s Handbook p. 82. It does require 
  concentration, though, so usually one speaks to draw the 
  PCs’ attention while another activates its ability. The PCs 
  may get a Spot or Sense Motive check to notice the 
  action, at your discretion.) 
  “Greetings, noble lords, I would not wish to 
  mention any such crass greetings or insinuations, 
  but perhaps it would be for the best if you announce 
  yourselves and your intentions.” 
  Allow the PCs a chance to respond. 
  “Well met. We are Knights of Luna, come to 
  investigate the desecration of these woods by the 
  Old One. Would you care to come to our camp and 
  speak with our leader, Prince Brightflame?”  
  They will ask more questions only giving vague 
  information and half-truths, trying to lure the PCs in 
  closer while talking and preparing themselves for a 
  spring-attack. A Knowledge (nobility & royalty) check or 
  Bardic 
  knowledge 
  check (DC 20) recalls Melf 
  Brightflame as an elven hero in the west. 
  Tactics: When one of the nimblewrights is destroyed, 
  Sephron is alerted to intruders and animates some trees 
  to soften up the party. It continues to do so until the PCs 
  get the hint and leave. The animated tree(s) grapple their 
  victims, trying to keep them out of combat until Sephron 
  shows up. 
  APL 8 (EL 10) 
  � Nimblewrights (2): hp 75, 75; see Appendix One – 
  Encounter Four B. 
  � Animated Tree, (Treant) (1): hp 66; see Appendix 
  One – Encounter Four B. 
  APL 10 (EL 12) 
  � Nimblewrights, Ftr2 (2): hp 87, 87; see Appendix 
  One – Encounter Four B.  
  � Animated Tree, (Treant) (2): hp 66 each; see 
  Appendix One – Encounter Four B. 
  APL 12 (EL 14) 
  � Nimblewrights, Ftr2 (4): hp 87, 87, 87, 87; see 
  Appendix One – Encounter Four B. 
  � Animated Tree, (Treant) (3): hp 66, 66, 66; see 
  Appendix One – Encounter Four B. He is granted the 
  ability to animate the third tree by the Unseelie Court’s 
  power. 
  PCs are successful when they defeat the nimblewrights 
  and the initial number of animated trees. The 
  nimblewrights are a gift from the unseelie to the 
  creature, to act as sentries for the creature and as spies for 
  the court. Smart players should realize the animated trees 
  are without end. 
  You have defeated the mannequins and several of 
  the animated trees, yet two more are lumbering 
  toward you. As you prepare for the next round of 
  combat, you notice off in the distance a massive 
  swirl of dark fog rapidly approaching. Thundering 
  footsteps signal something massive coming closer. 
  
  PAL4-09 Retribution 
  Page 19 
   
  One of the destroyed mannequins props itself 
  up with great difficulty and speaks, “The great 
  master applauds the scene. He grants you a single 
  question to be answered.” 
  Only the first question spoken aloud is considered. 
  However if the PCs take the time to do so, they see the 
  animated trees moving to flank the party and to hinder 
  escape. 
   
  The answer, if called such, is snappy and insulting, 
  and depending on the question asked, may not even be 
  answered at all. This is yet another joke played on the 
  PCs. 
   
  During this time Sephron keeps making his best 
  attempt to quickly close the gap, but he is not speedy. He 
  takes five rounds to approach the party after the PCs have 
  successfully finished the requirements of the prior fight. 
  Deep within the swirling mists, you spot yet another 
  huge tree, trudging toward you, pushing smaller 
  ones out of its way.  
  This is a chance for the PCs to see Sephron, but most 
  attempts to fight him will end in death for the party. Any 
  offensive spells cast draw the attention of the animated 
  trees, which try to grapple the caster. 
   
  Treasure:  
  APL 8: Loot – 0 gp, Coin – 0 gp, Magic – +1 rapier (193 gp 
  each), +1 vest of resistance (83 gp each), ring of minor fire 
  resistance (1,000gp each)  
  APL 10: Loot – 0 gp, Coin – 0 gp, Magic – +1 rapier (193 
  gp each), +1 vest of resistance (83 gp each), ring of minor fire 
  resistance (1,000gp each) 
  APL 12: Loot – 0 gp, Coin – 0 gp, Magic – +1 rapier (193 
  gp each), +2 vest of resistance (333 gp each), ring of minor fire 
  resistance (1,000gp each) 
  Optional Encounter: 
  If the PCs participate in the Optional 
  Encounter, this scenario costs them 1 TU more 
  than the normal cost. 
  If the PCs insist on engaging Sephron, have fun. 
  Breaking through the mists, the creature stands tall 
  and speaks with a deep rumbling, “Most excellent… 
  new toys for my amusement.” Unlike the other trees 
  of this blighted grove, this one has been completely 
  blackened by flame and has a mighty toothed maw 
  in the middle of the trunk. The mere sight of it 
  sends shivers down your back, easily besting any of 
  the nightmares of your youth. 
  Untiered Encounter (EL 20) 
  � Sephron Dreamkiller: hp 215; see Appendix One 
  – Optional Encounter. 
  � Animated Tree (2 maximum at any given time): 
  hp 68 each; see Appendix One – Encounter 4 B 
   
  Tactics:   
  Order of spells (cast then move each 
  round) as he goes to investigate the intrusion: resist energy 
  (fire 30), stoneskin (DR 10/adamantine, 220 hp), bear’s 
  endurance (+4 Con, +44 hp), displacement.  Sephron lets 
  opponents suffer from the symbol of pain he has inscribed 
  on his own trunk (trigger: any non-Plant creature sees the 
  rune). He enjoys casting enervation on opposing 
  spellcasters.Sephron Dreamkiller:  
  • 
  Personality: Sephron is arrogant, twisted, and 
  thoroughly evil. He plays cat-and-mouse with the 
  PCs, hoping to capture a few. If he takes more than 
  seventy-five points of damage, he gets serious about 
  killing the party. His own survival is of low priority. 
  In order to grow and regain the strength of an elder 
  treant, he has to spend time on the Material Plane. 
  Losing a physical body is a mere annoyance. His 
  spirit will simply find another suitable tree and 
  inhabit it. When he does communicate, it is only 
  through innuendo and riddles. 
  • 
  Description: Sephron is a massive oak, barren of 
  leaves, covered instead by a pale enveloping vine. 
  His bark is twisted and blackened from fire. 
  • 
  Motivation: Sephron was brought to the Material 
  Plane by the Lord of Under-the-Hill (Unseelie court) 
  to wreak havoc amongst the grugach. After having 
  been napping for a few millennia, he is ready to find 
  a few new playmates for amusement. He appreciates 
  abject terror, flattery, and obsequiousness; this 
  makes him more talkative. He is particularly 
  interested in hearing about Iuz’s activities of late, as 
  well as any mention of the Rex Aartuk.  
  Conclusion 
  If the PCs go to the deep woods (Encounter 4b), Briak’Te 
  informs the grugach war party of the party’s actions. They 
  are impressed at the apparent sacrifice of the Sunpeople 
  to right their wrong and release the magic items of the 
  Dimreians as burial items for the PCs (access). 
   
  Successful resolution of the crisis will result in a 
  favor from the Tië Lassëaron. 
   
  If any PC dies as a result of either confronting the 
  grugach or in looking for the Dreamkiller, the Tië 
  Lassëaron are willing to absorb half of the cost of the 
  material component for raise dead, but only if they 
  perform the spell (this will reduce the cost of the spell by 
  2,500 gp). Being raised in this way will also spend the 
  favor, if earned. Another PC may make the request, thus 
  spending their favor instead. 
   
  If any PC deals more than 25 points of damage in a 
  single action (physical attack or spell) to Sephron, and his 
  physical incarnation survives the day, Sephron will 
  
  PAL4-09 Retribution 
  Page 20 
  remember the offending PC and target them with the 
  occasional nightmare spell. 
  Your party stumbles out of the Phostwood, one by 
  one, into the chilly lands of the Pale. There is still 
  much to be learned about the mystery behind the 
  ever-present phosphorescence brought on by the 
  Dark Plague.  
   
  It is now also obvious to you that the loose 
  union of elves called the Phostaldaron represents 
  several very different cultures. They can be potential 
  allies if treated correctly or tricky adversaries if 
  antagonized.  
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  role-playing) to each character. 
  Encounter Two 
  Defeat the bloodcaps 
   
  APL4: 180 xp 
   
  APL6: 270 xp 
   
  APL8: 300 xp 
   
  APL10: 360 xp 
   
  APL12: 420 xp 
  Encounter Three 
  Subdue the wild pig 
   
  APL 4: 60 xp 
   
  APL 6: 60 xp 
   
  APL 8: 60 xp 
   
  APL 10: 120 xp 
   
  APL 12: 120 xp 
  Defeat the Bestow Curse trap  
   
  all APLs: 120 xp 
  Defeat the poison needle trap  
   
  all APLs: 60 xp 
  Answer at least three of the riddles  
   
  all APLs: 150 xp 
  Encounter Four A 
  Defeat the Grugach 
   
  APL4: 180 xp 
   
  APL6: 240 xp 
   
  APL8: 300 xp 
   
  APL10: 360 xp 
   
  APL12: 420 xp 
  Encounter Four B 
  Defeat the Nimblewrights. Note: PCs can only get 
  experience for either Encounter Four A or Encounter 
  Four B, not both. 
   
  APL8: 300 xp 
   
  APL10: 360 xp 
   
  APL12: 420 xp 
  Optional Encounter: 
  PCs survive combat with Sephron (EL 20). This can only 
  happen at APLs 8, 10, and 12. 
   
  APLs 8-10-12: 540 xp 
  Story Award  
  Objective A met: Satisfied the need of the Grugach for 
  retribution against the Pholtans. 
  OR 
  Objective 
  B 
  met: 
  Communicated 
  with 
  Sephron 
  Dreamkiller 
   
  APL4 70 xp 
   
  APL6 90 xp 
   
  APL8 115 xp 
   
  APL10 135 xp 
   
  APL12 160 xp 
  Discretionary role-playing award  
   
  APL4 65 xp 
   
  APL6 90 xp 
   
  APL8 110 xp 
   
  APL10 135 xp 
   
  APL12 155 xp 
  Total 
  possible 
  experience/With 
  Optional 
  Encounter:  
   
  APL4 675 xp 
   
  APL6 900 xp 
   
  APL8 1125 xp/1665 xp 
   
  APL10 1350 xp/1890 xp 
   
  APL12 1545 xp/2085 xp 
   
  
  PAL4-09 Retribution 
  Page 21 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold. If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot. If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it. Other times they may attempt to use 
  the item blindly. If the magic item is consumable (a potion, 
  scroll, magic bolts, etc.) and the item is used before the end 
  of the adventure, its total is subtracted from the adventure 
  totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate. Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  Encounter One:  
   
  APL4: L: 0 gp; C: 100 gp; M: 0 gp 
   
  APL6: L: 0 gp; C: 100 gp; M: 0 gp 
   
  APL8: L: 0 gp; C: 100 gp; M: 0 gp 
   
  APL10: L: 0 gp; C: 100 gp; M: 0 gp 
   
  APL12: L: 0 gp; C: 100 gp; M: 0 gp 
  Encounter Two:  
   
  APL 4: Loot – 19gp, Coin – 60 gp, Magic –horn of fog 
  (167 gp each), potion of cure light wounds, maximized (117 
  gp), scroll of mass cure light wounds (93 gp). 
   
  APL 6: Loot – 94 gp, Coin – 50 gp, Magic – horn of fog 
  (167 gp each), potion of cure light wounds, maximized (117 
  gp), scroll of mass cure light wounds (93 gp). 
   
  APL 8: Loot – 94 gp, Coin – 50 gp, Magic – horn of fog 
  (167 gp each), potion of cure light wounds, maximized (117 
  gp), scroll of mass cure light wounds (93 gp). 
   
  APL 10: Loot – 94 gp, Coin – 50 gp, Magic – horn of 
  fog (167 gp each), potion of cure light wounds, maximized (117 
  gp), scroll of mass cure light wounds (93 gp). 
   
  APL 12: Loot – 94 gp, Coin – 50 gp, Magic – horn of 
  fog (167 gp each), potion of cure light wounds, maximized (117 
  gp), scroll of mass cure light wounds (93 gp). 
  Encounter Four: The Mórë  
   
  All APLs: Loot – 0 gp, Coin – 0 gp, Magic – Mórë 
  Ghillie suit (see AR). 
  Encounter Four A: 
   
  APL 4: Loot – 578 gp, Coin – 50 gp, Magic – +1 
  scimitar (193 gp each). 
   
  APL 6: Loot – 619 gp, Coin – 50 gp, Magic – +1 
  scimitar (193 gp each), +1 chain shirt (104 gp each). 
   
  APL 8: Loot – 517 gp, Coin – 50 gp, Magic – +1 
  adamantine scimitar (418 gp each), +1 scimitar (193 gp 
  each), +1 chain shirt (104 gp), +1 composite longbow (+2 Str 
  bonus) (217 gp). 
   
  APL 10: Loot – 517 gp, Coin – 50 gp, Magic – +1 
  adamantine scimitar (418 gp each), +1 scimitar (193 gp 
  each), +1 chain shirt (104 gp), +1 composite longbow (+2 Str 
  bonus) (217 gp). 
   
  APL 12: Loot – 517 gp, Coin – 50 gp, Magic – +1 
  adamantine scimitar (418 gp each), +1 scimitar (193 gp 
  each), +1 chain shirt (104 gp), +1 composite longbow (+2 Str 
  bonus) (217 gp). 
  Encounter Four B:  
   
  APL 8: Loot – 0 gp, Coin – 0 gp, Magic – +1 rapier 
  (193 gp each), vest of resistance +1 (83 gp each), ring of minor 
  fire resistance (1,000 gp each)  
   
  APL 10: Loot – 0 gp, Coin – 0 gp, Magic – +1 rapier 
  (193 gp each), vest of resistance +2 (333 gp each) ring of 
  minor fire resistance (1,000 gp each) 
   
  APL 12: Loot – 0 gp, Coin – 0 gp, Magic – +1 rapier 
  (193 gp each), vest of resistance +2 (333 gp each), ring of 
  minor fire resistance (1,000 gp each). 
  
  PAL4-09 Retribution 
  Page 22 
  Total Possible Treasure: Depending on Encounter 
  4a/b 
  APL 4: L: 597 gp; C: 210 gp; M: 570 gp - Total: 1,377 gp 
  (cap 650 gp) 
  APL 6: L: 713 gp; C: 210 gp; M: 584 gp - Total: 1,407 gp 
  (cap 900 gp) 
  APL 8 A/B: L: 611/94 gp; C: 210/160 gp; M: 
  1,263/3,179gp - Total: 2,084/3,433 gp (cap 1,300 gp) 
  APL 10 A/B: L: 611/94 gp; C: 210/160 gp; M: 1,309/2,929 
  gp - Total: 2,130/3,183 gp (cap 2,300 gp) 
  APL 12 A/B: L: 611/94 gp; C: 210/150 gp; M: 1,309/4,955 
  gp - Total: 2,130/5,199 gp (cap 3,300 gp) 
  Items for the Adventure Record 
  Favor of the Tië Lassëaron: 
  For keeping the grugach from attacking the village of 
  Coldriver, the Tië Lassëaron have agreed to make a 
  special set of cloak and boots for any PC who wishes to 
  wait for the item and pay the cost for its creation. 
  Mórë Ghillie suit: Being tailor-made, these Boots and 
  Cloak of Elvenkind are usable only by the named PC. The 
  Mórë craft each item, but the PC must remain at the 
  village during the crafting period for correct sizing. 
  • 
  Mórë Boots: Base functions as boots of striding and 
  springing; additionally as boots of elvenkind (+5 
  competence bonus to Move Silently).  
  • 
  Mórë Cloak: Base function as a cloak of resistance +2; 
  additionally as a cloak of elvenkind (+5 competence 
  bonus to Hide). This cloak is also crafted as per a 
  Green dragonhide mantle, Resist Acid 5 (Ex). The 
  cloak may be advanced as per a basic cloak of resistance, 
  but any bonus over the +2 is lost unless both items 
  are worn together. 
  Nightmares from the Dreamkiller: You have irritated 
  the Dreamkiller. Each night that you go to sleep, you 
  must roll a d10. A 1 indicates that Sephron remembers 
  your social call and desires to revisit upon you the 
  injuries that you inflicted upon it. The DM decides at 
  what time of night the spell is cast. Make a DC 19 Will 
  save or suffer the effects of a nightmare spell. 
   
  Item Access 
  APL 4: 
  • 
  Horn of Fog (Adventure; DMG; 2,000 gp) 
  • 
  Green Dragonhide Half-Plate (Adventure; DMG; 
  1,500 gp) 
  • 
  Mórë Boots (Regional; AR; 2 TU and 9,250 gp or 
  4,625 gp) 
  • 
  Mórë Cloak (Regional; AR; 2 TU and 11,550 gp or 
  7,675 gp) 
  • 
  Green Dragonhide Light Shield (Adventure; DMG; 
  318 gp) 
  APL 6 (all of APL 4 plus the following): 
  • 
  Unguent of Timelessness (Adventure; DMG; 150 gp) 
  • 
  Robe of Useful Items (Adventure; DMG; 7,000 gp) 
  APL 8 (all of APLs 4-6 plus the following): 
  • 
  Vest of Resistance +1 (Adventure; Complete Arcane; 
  1,000 gp) 
  • 
  Adamantine Scimitar (Adventure; DMG; 3,015 gp) 
  • 
  Ring of Minor Fire Resistance (Adventure; DMG; 
  12,000 gp) 
  • 
  +1 Green Dragonhide Half-Plate (Adventure; DMG; 
  2,500 gp) 
  APL 10 (all of APLs 4-8 plus the following): 
  • 
  Vest of Resistance +2 (Adventure; Complete Arcane; 
  4,000 gp) 
  • 
  Cloak of Arachnida (Adventure; DMG; 14,000 gp) 
  • 
  +1 Green Dragonhide Light Shield (Adventure; DMG; 
  1,318 gp) 
  APL 12 (all of APLs 4-10 plus the following): 
  • 
  Broom of Flying (Adventure; DMG; 17,000 gp) 
  • 
  Iron Bands of Bilarro (Adventure; DMG; 26,000 gp) 
  • 
  +2 Green Dragonhide Half-Plate (Adventure; DMG; 
  5,500 gp) 
   
  
  PAL4-09 Retribution 
  Page 23 
  Appendix One – Encounter Two
  APL 4  
   
   
   
   
   
  Ferris and Quintin: Male half-fiend gnome Rog2; CR 
  3; Small outsider (augmented humanoid); HD 2d6+6; 
  hp 14; Init +5; Spd 20 ft.; AC 21, touch 16, flat-footed 
  15; Base Atk/Grp +1/+1; Atk +6 melee (1d4+4/19-20, 
  Small shortsword); Full Atk +6 melee (1d4+4/19-20, 
  Small shortsword); SA Sneak attack +1d6; SQ Spell-like 
  abilities 
  as 
  per 
  gnomes, 
  evasion, 
  trapfinding, 
  darkvision 60’, low-light vision, immunity to poison, 
  resist (10) acid, cold, electricity, fire, SR 12, DR 
  5/magic; AL CE; SV Fort +3, Ref +8, Will +0; Str 18, 
  Dex 20, Con 16, Int 14, Wis 10, Cha 10. 
   
  Skills and Feats: Bluff +4, Hide +14, Listen +7, Move 
  Silently +10, Sense Motive +5, Spot +5, Tumble +10, 
  Use Magic Device +5; Combat Expertise. 
   
  Possessions: Small chain shirt, Small shortsword, 
  tube of Insanity Mist (Quintin), horn of fog.  
  • 
  Insanity Mist: Fort DC 15, 1d4 Wis/2d6 Wis. 
  Worg, Pseudonatural: CR 3; Medium magical beast; 
  HD 4d10+8; hp 36; Init +2; Spd 50 ft.; AC 18, touch 12, 
  flat-footed 16; Base Atk/Grp +4/+7; Atk +7 melee 
  (1d6+4, bite); Full Atk +7 melee (1d6+4, bite); SA trip; 
  SQ darkvision 60’, low-light vision, scent, resist (10) 
  acid & electricity, DR 5/magic, alternate form, true 
  strike, mage armor & invisibility CL 6th; AL NE; SV Fort 
  +6, Ref +6, Will +3; Str 17, Dex 15, Con 15, Int 6, Wis 
  14, Cha 10. 
   
  Skills and Feats: Hide +4, Listen +6, Move Silently 
  +6, Spot +6, Survival +2 (+6 tracking by scent); 
  Alertness, Track. 
   
  Trip (Ex): A worg that hits with a bite attack can 
  attempt to trip the opponent (+1 check modifier) as a 
  free action without making a touch attack or provoking 
  an attack of opportunity. If the attempt fails, the 
  opponent cannot react to trip the worg. 
   
  Alternate Form (Su): A pseudonatural creature 
  has the ability to change forms (standard) to that of a 
  grotesque squirming mass. All foes take a –1 morale 
  penalty to hit such a creature. 
    
  True Strike (Su): Once per day, Pseudonatural 
  creatures are capable of taking a +20 insight modifier 
  on a single attack roll. 
  APL 6  
   
   
   
   
   
  Ferris and Quintin: Male half-fiend gnome Rog4; CR 
  3; Small outsider (augmented humanoid); HD 4d6+12; 
  hp 27; Init +5; Spd 20 ft.; AC 21, touch 16, flat-footed 
  16; Base Atk/Grp +3/+3; Atk +8 melee (1d4+4/19-20, 
  shortsword); Full Atk +8 melee (1d4+4/19-20, 
  shortsword); SA Sneak attack +2d6; SQ Spell-like 
  abilities as per gnomes, evasion, uncanny dodge, 
  trapfinding, trap sense +1, darkvision 60’, low-light 
  vision, immunity to poison, resist (10) acid, cold, 
  electricity, fire, DR 5/magic, SR 14; AL CE; SV Fort +4, 
  Ref +9, Will +1; Str 18, Dex 20, Con 16, Int 14, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Bluff +6, Hide +16, Listen +9, Move 
  Silently +12, Sense Motive +7, Spot +7, Tumble +12, 
  Use Magic Device +6; Chink in the Armor (see below), 
  Combat Expertise. 
    
  Chink in the Armor (Feat, Song & Silence): If 
  you take a standard action to study an opponent, you 
  can ignore half of their actual armor bonus (including 
  natural) rounding down. 
   
  Possessions: Small chain shirt, Small shortsword, 
  tube of Insanity Mist (Quintin), horn of fog.  
  Insanity Mist: Fort DC 15, 1d4 Wis/2d6 Wis. 
  Worgs, Pseudonatural (2): CR 3; Medium magical 
  beast; HD 4d10+8; hp 36; Init +2; Spd 50 ft.; AC 18, 
  touch 12, flat-footed 16; Base Atk/Grp +4/+7; Atk +7 
  melee (1d6+4, bite); Full Atk +7 melee (1d6+4, bite); SA 
  trip; SQ darkvision 60’, low-light vision, scent, 
  resist(10) acid & electricity, DR 5/magic, alternate 
  form, true strike, mage armor and invisibility CL 6th; AL 
  NE; SV Fort +6, Ref +6, Will +3; Str 17, Dex 15, Con 15, 
  Int 6, Wis 14, Cha 10. 
   
  Skills and Feats: Hide +4, Listen +6, Move Silently 
  +6, Spot +6, Survival +2 (+6 when tracking by scent); 
  Alertness, Track. 
   
  Trip (Ex): A worg that hits with a bite attack can 
  attempt to trip the opponent (+1 check modifier) as a 
  free action without making a touch attack or provoking 
  an attack of opportunity. If the attempt fails, the 
  opponent cannot react to trip the worg. 
   
  Alternate Form (Su): A pseudonatural creature 
  has the ability to change forms (standard) to that of a 
  grotesque squirming mass. All foes take a –1 morale 
  penalty to hit such creature. 
    
  True Strike (Su): Once per day, Pseudonatural 
  creatures are capable of taking a +20 insight modifier 
  on a single attack roll. 
  Bloodcap soldiers (2): Male half-fiend gnome ex-
  Mnk1/Ftr1; CR 3; Small outsider (augmented 
  humanoid); HD 1d8+1d10+6; hp 18; Init +5; Spd 20 ft.; 
  AC 18, touch 16, flat-footed 13; Base Atk/Grp +1/+5; 
  Atk +6 melee (1d4+4, unarmed strike) or +8 ranged (2, 
  +1 shuriken); Full Atk +6 or +4/+4 melee (1d4+4, 
  unarmed strike) or +8 or +6/+6 ranged (2, +1 shuriken); 
  SA flurry of blows; SQ spell-like abilities as per 
  gnomes, immune to poison, darkvision 60’, low-light 
  vision, resist(10) acid, cold, fire, electricity, SR 12; AL 
  
  PAL4-09 Retribution 
  Page 24 
  NE; SV Fort +6, Ref +5, Will +3; Str 18, Dex 20, Con 16, 
  Int 12, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +13, Move Silently +9, Spot 
  +2, Tumble +9; Improved Grapple (B), Point Blank 
  Shot, Precise Shot. 
   
  Possessions: 50 +1 shurikens (greater magic weapon, CL 
  6th). 
  APL 8  
   
   
   
   
   
  Ferris and Quintin: Male half-fiend gnome Rog6; CR 
  8; Small outsider (augmented humanoid); HD 6d6+18; 
  hp 41; Init +5; Spd 20 ft.; AC 21, touch 16, flat-footed 
  16; Base Atk/Grp +4/+4; Atk +9 melee (1d4+4/19-20, 
  masterwork shortsword); Full Atk +9 melee (1d4+4/19-
  20, masterwork shortsword); SA sneak attack +3d6; SQ 
  spell-like abilities as per gnomes, evasion, uncanny 
  dodge, trapfinding, trap sense +2, immunity to poison, 
  darkvision 60’, low-light vision, resist (10) acid, cold, 
  electricity, fire, DR 5/magic, SR 16; AL CE; SV Fort +5, 
  Ref +10, Will +2; Str 18, Dex 20, Con 16, Int 14, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Bluff +9, Hide +18, Listen +11, 
  Move Silently +14, Sense Motive +9, Spot +9, Tumble 
  +14, Use Magic Device +9; Chink in the Armor (see 
  below), Combat Expertise, Dodge. 
   
  Chink in the Armor (Feat, Song & Silence): If 
  you take a standard action to study an opponent, you 
  can ignore half of their actual armor bonus (including 
  natural) rounding down. 
   
  Possessions: Small chain shirt, small masterwork 
  shortsword, tube of Insanity Mist (Quintin), Horn of 
  Fog.  
  • 
  Insanity Mist: Fort DC15, 1d4 Wis/2d6 Wis. 
  Owlbear, Pseudonatural (1): CR 5; Large Magical 
  Beast; HD 5d10+12; hp 46; Init +1; Spd 30 ft.; AC 19, 
  touch 10, flat-footed 18; Base Atk/Grp +5/+14; Atk +9 
  melee (1d6+5, claw); Full Atk +9 melee (1d6+5, 2 claws) 
  and +4 melee (1d8+2, bite); Space/Reach 10 ft./5 ft.; SA 
  improved grab; SQ darkvision 60’, low-light vision, 
  scent, resist (10) acid & electricity, DR 5/magic, 
  alternate form, true strike, mage armor & invisibility CL 
  7th; AL N; SV Fort +9, Ref +5, Will +2; Str 21, Dex 12, 
  Con 21, Int 3, Wis 12, Cha 10. 
   
  Skills and Feats: Listen +8, Spot +8; Alertness, Track. 
   
  Improved Grab (Ex): To use this ability, an 
  owlbear must hit with a claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. 
   
  Alternate Form (Su): A pseudonatural creature 
  has the ability to change forms (standard) to that of a 
  grotesque squirming mass. All foes take a –1 morale 
  penalty to hit such creature. 
   
  True Strike (Su): Once per day, Pseudonatural 
  creatures are capable of taking a +20 insight modifier 
  on a single attack roll. 
  Bloodcap soldiers (2): Male half-fiend gnome ex-
  Mnk2/Ftr1; CR 4; Small outsider (augmented 
  humanoid); HD 2d8+1d10+9; hp 26; Init +5; Spd 20 ft.; 
  AC 18, touch 17, flat-footed 13; Base Atk/Grp +2/+6; 
  Atk +7 melee (1d4+4, unarmed strike) or +9 ranged 
  (2+1d6 fire, +1 flaming shuriken); Full Atk +7 or +5/+5 
  melee (1d4+4, unarmed strike) or +9 or +7/+7 or 
  +5/+5/+5 ranged (2+1d6 fire, +1 flaming shuriken); SA 
  flurry of blows; SQ spell-like abilities as per gnomes, 
  immunity to poison, darkvision 60’, low-light vision, 
  resist(10) acid, cold, fire, electricity, DR 5/magic, SR 
  13; AL NE; SV Fort +9, Ref +8, Will +4; Str 18, Dex 20, 
  Con 16, Int 12, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +14, Move Silently +10, Spot 
  +3, Tumble +10; Improved Grapple (B); Point Blank 
  Shot, Precise Shot, Rapid Shot. 
   
  Possessions: 50 +1 flaming shurikens (greater magic 
  weapon and flame arrow, CL 7th). 
  APL 10  
   
   
   
   
  Ferris and Quintin (2): Male half-fiend gnome Rog8; 
  CR 10; Small outsider (augmented humanoid); HD 
  8d6+24; hp 54; Init +5; Spd 20 ft.; AC 21, touch 16, flat-
  footed 16; Base Atk/Grp +6/+4; Atk +12 melee 
  (1d4+2/19-20, masterwork shortsword); Full Atk 
  +12/+7 (1d4+2/19-20, masterwork shortsword); SA 
  sneak attack +4d6; SQ spell-like abilities as per gnomes, 
  trapfinding, evasion, uncanny dodge, improved 
  uncanny dodge, trap sense +2, immunity to poison, 
  darkvision 60’, low-light vision, resist (10) acid, cold, 
  electricity, fire, DR 5/magic, SR 18; AL CE; SV Fort +5, 
  Ref +11, Will +2; Str 18, Dex 20, Con 16, Int 14, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Bluff +10, Hide +20, Listen +13, 
  Move Silently +16, Sense Motive +11, Spot +11, 
  Tumble +16, Use Magic Device +11; Chink in the 
  Armor (see below), Combat Expertise, Dodge. 
    
  Chink in the Armor (Feat, Song & Silence): If 
  you take a standard action to study an opponent, you 
  can ignore half of their actual armor bonus (including 
  natural) rounding down. 
   
  Possessions: Small chain shirt, small masterwork 
  shortsword, Tube of Insanity Mist (Quintin), horn of 
  fog.  
  • 
  Insanity Mist: Fort DC15, 1d4 Wis/2d6 Wis. 
  Owlbear, Pseudonatural (2): CR 5; Large Magical 
  Beast; HD 5d10+12; hp 46; Init +1; Spd 30 ft.; AC 19, 
  touch 10, flat-footed 18; Base Atk/Grp +5/+14; Atk +9 
  melee (1d6+5, claw); Full Atk +9 melee (1d6+5, 2 claws) 
  and +4 melee (1d8+2, bite); Space/Reach: 10 ft./5 ft.; SA 
  improved grab; SQ darkvision 60’, low-light vision, 
  
  PAL4-09 Retribution 
  Page 25 
  scent, resist (10) acid & electricity, DR 5/magic, 
  alternate form, true strike, mage armor & greater 
  invisibility CL 10th; AL N; SV Fort +9, Ref +5, Will +2; 
  Str 21, Dex 12, Con 21, Int 3, Wis 12, Cha 10. 
   
  Skills and Feats: Listen +8, Spot +8; Alertness, Track. 
   
  Improved Grab (Ex): To use this ability, an 
  owlbear must hit with a claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. 
   
  Alternate Form (Su): A pseudonatural creature 
  has the ability to change forms (standard) to that of a 
  grotesque squirming mass. All foes take a –1 morale 
  penalty to hit such creature. 
   
  True Strike (Su): Once per day, Pseudonatural 
  creatures are capable of taking a +20 insight modifier 
  on a single attack roll. 
  Bloodcap soldiers (3): Male half-fiend gnome ex-
  Mnk2/Ftr2; CR 6; Small outsider (augmented 
  humanoid); HD 2d8+2d10+12; hp 36; Init +5; Spd 20 ft; 
  AC 22, touch 17, flat-footed 17; Base Atk/Grp +3/+7; 
  Atk +8 melee (1d4+4, unarmed strike) or +10 ranged 
  (2+1d6 fire, +2 flaming shuriken); Full Atk +8 or +6/+6 
  melee (1d4+4, unarmed strike) or +10 or +8/+8 or 
  +6/+6/+6 ranged (3 + 1d6 fire, +2 flaming shuriken); SA 
  flurry of blows; SQ spell-like abilities as per gnomes, 
  immunity to poison, darkvision 60’, low-light vision, 
  resist(10) acid, cold, fire, electricity, DR 5/magic, SR 
  14, mage armor CL 10th; AL NE; SV Fort +9, Ref +8, 
  Will +4; Str 18, Dex 20, Con 16, Int 12, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +14, Move Silently +10, Spot 
  +3, Tumble +10; Combat Reflexes (B), Improved 
  Grapple (B), Point Blank Shot, Precise Shot, Quick 
  Draw, Rapid Shot. 
   
  Possessions: 50 +2 flaming shurikens (greater magic 
  weapon and flame arrow CL 10th). 
  APL 12  
   
   
   
   
  Ferris and Quintin (2): Male half-fiend gnome 
  Rog10; CR 12; Small outsider (augmented humanoid); 
  HD 10d6+30; hp 68; Init +5; Spd 20 ft.; AC 21, touch 16, 
  flat-footed 16; Base Atk/Grp +7/+7; Atk +13 melee 
  (1d4+4/19-20, masterwork shortsword); Full Atk 
  +11/+6 melee (1d4+2/19-20, masterwork shortsword); 
  SA sneak attack +5d6; SQ spell-like abilities as per 
  gnomes, 
  trapfinding, 
  evasion, 
  uncanny 
  dodge, 
  improved uncanny dodge, trap sense +3, opportunist, 
  immunity to poison, darkvision 60’, low-light vision, 
  resist (10) acid, cold, electricity, fire, DR 5/magic, SR 
  20; AL CE; SV Fort +6, Ref +12, Will +3; Str 18, Dex 20, 
  Con 16, Int 14, Wis 10, Cha 10. 
   
  Skills and Feats: Bluff +13, Hide +22, Listen +15, 
  Move Silently +18, Sense Motive +13, Spot +13, 
  Tumble +18, Use Magic Device +13; Chink in the 
  Armor (see below), Dodge, Elusive Target (see below), 
  Mobility. 
   
  Chink in the Armor (Feat, Song & Silence): If 
  you take a standard action to study an opponent, you 
  can ignore half of their actual armor bonus (including 
  natural) rounding down on your next attack. 
   
  Opportunist (Ex): Can make an AoO on another 
  character that has been struck for damage in combat. 
   
  Elusive Target (Feat, Complete Warrior): 
  Negate Power Attack, if the Foe designated by the Dodge 
  feat uses Power Attack against you, they retain the 
  penalty but deal no extra damage. Diverting Defense, If 
  flanked, designate one of the flankers with Dodge, the 
  first attack by that flanker automatically misses you 
  and is rolled against the other flanker who is now flat-
  footed. Cause Overreach, provoke an AoO by moving out 
  of a threatened square. If they miss, you may make a 
  free trip attempt as per the Improved Trip feat.  
   
  Possessions: Small chain shirt, small masterwork 
  shortsword, Tube of Insanity Mist (Quintin), Horn of 
  Fog.  
  • 
  Insanity Mist: Fort DC15, 1d4 Wis/2d6 Wis. 
  Gray Render, improved invisible (1): CR 8; Large 
  Magical Beast; HD 10d10+70; hp 127; Init +0; Spd 30 
  ft.; AC 23, touch 9, flat-footed 23; Base Atk/Grp 
  +10/+20; Atk +15 melee (2d6+6, bite); Full Atk +15 
  melee (2d6+6, bite) and +10 melee (1d6+3, 2 claws) 
  Space/Reach 10 ft./10 ft.; SA improved grab; SQ 
  darkvision 60’, low-light vision, scent, extended greater 
  invisibility and mage armor CL 12th; AL N; SV Fort +14, 
  Ref +7, Will +4; Str 23, Dex 10, Con 24, Int 3, Wis 12, 
  Cha 8. 
   
  Skills and Feats: Hide +2, Spot +10, Survival +3; 
  Cleave, Power Attack, Improved Bull Rush, Track. 
   
  Improved Grab (Ex): To use this ability, a gray 
  render must hit with its bite attack. It can then attempt 
  to start a grapple as a free action without provoking an 
  attack of opportunity. 
   
  Rend (Ex): After winning the grapple check after 
  a successful bite, a gray render deals an additional 
  2d6+9 points of damage to the target. 
  Bloodcap soldiers (4): Male half-fiend gnome ex-
  Mnk2/Ftr4; CR 8; Small outsider (augmented 
  humanoid); HD 2d8+4d10+18; hp 56; Init +5; Spd 20 ft.; 
  AC 22, touch 17, flat-footed 17; Base Atk/Grp +5/+9; 
  Atk +10 melee (1d4+4, unarmed strike) or +14 ranged 
  (4+1d6 fire, +3 flaming shuriken); Full Atk +10 or +8/+8 
  melee (1d4+4, unarmed strike) or +14 or +12/+12 or 
  +10/+10/+10 ranged (4+1d6 fire, +3 flaming shuriken); 
  SA flurry of blows; SQ spell-like abilities as per 
  gnomes, immunity to poison, darkvision 60’, low-light 
  vision, resist(10) acid, cold, fire, electricity, DR 
  5/magic, SR 16, mage armor CL12th; AL NE; SV Fort 
  
  PAL4-09 Retribution 
  Page 26 
  +10, Ref +9, Will +5; Str 18, Dex 20, Con 16, Int 12, Wis 
  12, Cha 10. 
   
  Skills and Feats: Hide +14, Move Silently +10, Spot 
  +5, Tumble +10; Combat Reflexes (B), Far Shot, 
  Improved Grapple (B), Point Blank Shot, Precise Shot, 
  Quick Draw, Rapid Shot. 
   
  Possessions: 50 +3 flaming shurikens (greater magic 
  weapon and flame arrow, 10 hrs left, CL 12th). 
   
   
  
  PAL4-09 Retribution 
  Page 27 
  Appendix One – Encounter Four A 
  APL 4  
   
   
   
   
   
  Viddian of the Carca: Male elf (grugach) Rgr2/ 
  Ftr2/Bbn1; CR 5; Medium humanoid (elf); HD 
  2d8+2d10+1d12+10; hp 44; Init +3; Spd 40 ft.; AC 17, 
  touch 13, flat-footed 14; Base Atk/Grp +5/+7; Atk +9 
  melee (1d6+3/18-20, +1 scimitar); Full Atk +7 melee 
  (1d6+3/18-20, +1 scimitar) and +7 melee (1d6+2/18-20, 
  +1 scimitar); SA —; SQ favored enemy humans +2, rage 
  1/day, wild empathy +1; AL CN; SV Fort +9, Ref +6, 
  Will +0; Str 15, Dex 16, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +13 (+11 in armor), Jump 
  +16 (+14 in armor), Perform (dance) +7, Survival +8, 
  Tumble +13 (+11 in armor); Combat Expertise, Dodge, 
  Mobility, Two-Weapon Fighting (B), Weapon Focus 
  (scimitar). 
   
  Possessions: Chain shirt, 2 +1 scimitars. 
  Gruald of the Carca: Female elf (grugach) Rgr2/Ftr2; 
  CR 4; Medium humanoid (elf); HD 2d8+2d10+8; hp 33; 
  Init +3; Spd 30 ft.; AC 17, touch 13, flat-footed 14; Base 
  Atk/Grp +4/+6; Atk +7 melee (1d6+2/18-20, scimitar); 
  Full Atk +5 melee (1d6+2/18-20, scimitar) and +5 melee 
  (1d6+1/18-20, scimitar); SA —; SQ favored enemy 
  humans +2, wild empathy +1; AL CN; SV Fort +7, Ref 
  +6, Will +0; Str 15, Dex 16, Con 14, Int 13, Wis 10, Cha 
  8. 
   
  Skills and Feats: Balance +12 (+10 in armor), Jump 
  +15 (+13 in armor), Perform (dance) +7, Survival +7, 
  Tumble +12 (+10 in armor); Combat Expertise, Dodge, 
  Mobility, Two-Weapon Fighting (B), Weapon Focus 
  (scimitar). 
   
  Possessions: Chain shirt, 2 scimitars. 
  Vamm of the Sorne: Male elf (grugach) Rgr4; CR 4; 
  Medium humanoid (elf); HD 4d8+8; hp 31; Init +3; Spd 
  30 ft.; AC 17, touch 13, flat-footed 14; Base Atk/Grp 
  +4/+6; Atk +8 ranged (1d8+2, masterwork composite 
  longbow [+2 Str bonus]); Full Atk +8 or +6/+6 ranged 
  (1d8+2, masterwork composite longbow [+2 Str 
  bonus]); SA —; SQ favored enemy humans +2, wild 
  empathy +3; AL CN; SV Fort +6, Ref +7, Will +2; Str 14, 
  Dex 16, Con 14, Int 8, Wis 12, Cha 8. 
   
  Skills and Feats: Hide +10  (+8 in armor), Listen +8, 
  Move Silently +10 (+8 in armor), Spot +8, Survival +8; 
  Endurance (B), Point Blank Shot, Precise Shot, Rapid 
  Shot (B). 
   
  Ranger Spells Prepared (1; save DC 12): 1st—resist 
  energy. 
   
  Possessions: Chain shirt, masterwork composite 
  longbow (+2 Str bonus), dagger.  
  Exxic of the Fearno: Male elf (grugach) Drd5; CR 5; 
  Medium humanoid (elf); HD 5d8+10; hp 37; Init +3; 
  Spd 30 ft.; AC 17, touch 13, flat-footed 14; Base 
  Atk/Grp +3/+4; Atk +4 melee (1d6+1, quarterstaff); Full 
  Atk +4 melee (1d6+1, quarterstaff); SA —; SQ wild 
  shape 1/day, woodland stride, trackless step, resist 
  nature’s lure, wild empathy +4; AL CN; SV Fort +6, Ref 
  +4, Will +6; Str 12, Dex 16, Con 14, Int 8, Wis 14, Cha 8 
   
  Skills and Feats: Concentration +10, Handle Animal 
  +10, Spellcraft +3, Survival +6; Augment Summoning, 
  Spell Focus (Conjuration). 
   
  Languages: Common, Druidic, Elven, Ignan. 
   
  Druid Spells Prepared (5/4/3/1; base DC = 12 + spell 
  level): 0—cure minor wounds (3), resistance, guidance; 
  1st—cure light wounds (3), entangle; 2nd—barkskin (2), 
  chill metal; 3rd—spikes. 
   
  Possessions: Rut (Animal companion, Wolf as per 
  the Monster Manual and Animal Companions in the 
  Player’s Handbook), quarterstaff, hide armor, dagger, 
  spell component pouch. 
  Sube of the Fearno: Female elf (grugach) Clr5 - Obad-
  hai; CR 5; Medium humanoid (elf); HD 5d8+10; hp 37; 
  Init +3; Spd 20 ft.; AC 18, touch 10, flat-footed 18; Base 
  Atk/Grp +3/+3; Atk +3 melee (touch spell); Full Atk +3 
  melee (touch spell); SA —; SQ rebuke undead 9/day; 
  AL CN; SV Fort +6, Ref +1, Will +7; Str 10, Dex 10, Con 
  14, Int 8, Wis 16, Cha 14. 
   
  Skills and Feats: Concentration +10; Extra Turning, 
  Improved Turning. 
   
  Cleric Spells Prepared (5/4+1/3+1/2+1; base DC = 13 
  + spell level): 0—cure minor wounds (3), resistance, 
  guidance; 1st—burning hands*, cure light wounds (2), bless, 
  shield of faith; 2nd—produce flame*, spiritual weapon, cure 
  moderate wounds, hold person; 3rd—resist energy*, cure 
  serious wounds, prayer. 
   
  *Domain spell. Deity: Obad-Hai. Domains: Fire 
  (Turn/Destroy water creatures as a good cleric turns 
  undead. Rebuke/Command/Bolster fire creatures as an 
  evil cleric rebukes undead. Usage per day is 3+Cha 
  modifier.) Earth (Turn/Destroy air creatures as a good 
  cleric turns undead. Rebuke/Command/Bolster earth 
  creatures as an evil cleric rebukes undead. Usage per 
  day is 3+Cha modifier.) 
   
  Possessions: Green dragonhide half-plate, green 
  dragonhide light shield, dagger, wooden holy symbol, 
  spell component pouch. 
  APL 6  
   
   
   
   
   
  Viddian 
  of 
  the 
  Carca: 
  Male 
  elf 
  (grugach) 
  Rgr2/Ftr2/Bbn1/Dervish2; CR 7; Medium humanoid 
  (elf); HD 2d8+2d10+1d12+2d10+14; hp 62; Init +3; Spd 
  45 ft.; AC 19, touch 14, flat-footed 16; Base Atk/Grp 
  +7/+9; Atk +11 melee (1d6+3/18-20, +1 scimitar); Full 
  
  PAL4-09 Retribution 
  Page 28 
  Atk +11/+6 melee (1d6+3/18-20, +1 scimitar) or +9/+4 
  melee (1d6+3/18-20, +1 scimitar) and +9 melee 
  (1d6+2/18-20, +1 scimitar); SA favored enemy humans 
  +2, dervish dance 1/day, slashing blades; SQ AC bonus, 
  movement mastery, rage 1/day, wild empathy +1; AL 
  CN; SV Fort +9, Ref +9, Will +3; Str 15, Dex 16, Con 14, 
  Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +15 (+14 in armor), Jump 
  +20 (+19 in armor), Perform (dance) +9, Survival +8, 
  Tumble +15 (+14 in armor); Close-Quarters Fighting 
  (see below), Combat Expertise, Dodge, Mobility, Two-
  Weapon Fighting (B), Weapon Focus (scimitar). 
   
  AC Bonus (Ex): +1, already included above. 
   
  Dervish Dance (Ex): 1/day for 5 rounds, not 
  while raging. +1 to hit and damage when wielding a 
  slashing weapon. While in the dance, you can take a 
  full attack action and still move up to your base speed. 
  You must move at least 5 feet between each attack and 
  cannot return to the square you just exited. You are 
  subject to AoO while dancing, but can tumble 
  normally. Dervish becomes fatigued at the end of the 
  dance. 
   
  Movement Mastery (Ex): May Take 10 on Jump, 
  Perform (dance), and Tumble checks. 
   
  Slashing Blades: Scimitars are treated as a light 
  weapon. 
   
  Close-Quarters 
  Fighting 
  (Feat, 
  Complete 
  Warrior): You gain an attack of opportunity whenever 
  an enemy attempts to grapple you, even if the enemy 
  has a feat or special ability that would normally bypass 
  the attack. If you deal damage with this attack, the 
  enemy fails to start the grapple unless it has the 
  Improved Grapple feat or a special ability such as 
  improved grab. If the enemy has such an ability, you 
  may add the damage you deal as a bonus on your 
  opposed check to resist being grappled. This feat does 
  not give you extra attacks of opportunity during a 
  round or allow you to make an attack of opportunity 
  when you would be denied one for being surprised, 
  helpless, or in a similar situation. 
   
  Possessions: +1 chain shirt, 2 +1 scimitars. 
  Gruald 
  of 
  the 
  Carca: 
  Female 
  elf (grugach) 
  Rgr2/Ftr2/Bbn1/Dervish1; CR 6; Medium humanoid 
  (elf); HD 2d8+2d10+1d12+1d10+12; hp 53; Init +3; Spd 
  40 ft.; AC 18, touch 14, flat-footed 15; Base Atk/Grp 
  +6/+8; Atk +10 melee (1d6+2/18-20, masterwork 
  scimitar); Full Atk +10/+5 melee (1d6+2/18-20, 
  masterwork scimitar) or +8/+3 melee (1d6+2/18-20, 
  masterwork scimitar) and +8 melee (1d6+1/18-20, 
  masterwork scimitar); SA favored enemy humans +2, 
  dervish dance 1/day, slashing blades; SQ AC bonus, 
  movement mastery; AL CN; SV Fort +7, Ref +8, Will 
  +2; Str 15, Dex 16, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +14 (+12 in armor), Jump 
  +17 (+15 in armor), Perform (dance) +8, Survival +8, 
  Tumble +14 (+12 in armor); Combat Expertise, Dodge, 
  Mobility, 
  Two-Weapon 
  Defense, 
  Two-Weapon 
  Fighting (B), Weapon Focus (scimitar). 
   
  AC Bonus (Ex): +1, already included above. 
   
  Dervish Dance (Ex): 1/day for 4 rounds. +1 to hit 
  and damage. Otherwise, see above under Viddian’s 
  stats. 
   
  Movement Mastery (Ex): May Take 10 on Jump, 
  Perform (dance), and Tumble checks. 
   
  Slashing Blades: Scimitars are treated as a light 
  weapon. 
   
  Possessions: Chain shirt, 2 masterwork scimitars. 
  Vamm of the Sorne: male elf (grugach) Rgr6; CR 6; 
  Medium humanoid (elf); HD 6d8+12; hp 45; Init +3; 
  Spd 30 ft.; AC 17, touch 13, flat-footed 14; Base 
  Atk/Grp +6/+8; Atk +11 ranged (1d8+2, masterwork 
  composite longbow [+2 Str bonus]); Full Atk +11/+6 or 
  +9/+9/+4 ranged (1d8+2, masterwork composite 
  longbow [+2 Str bonus]); SA —; SQ favored enemy 
  humans +4, favored enemy giants +2, wild empathy +5; 
  AL CN; SV Fort +7, Ref +8, Will +3; Str 14, Dex 17, Con 
  14, Int 8, Wis 12, Cha 8. 
   
  Skills and Feats: Hide +12 (+10 in armor), Listen 
  +10, Move Silently +12  (+10 in armor), Spot +10, 
  Survival +10; Endurance (B), Manyshot (B), Point 
  Blank Shot, Precise Shot, Rapid Shot (B), Weapon 
  Focus (longbow). 
   
  Ranger Spells Prepared (2; save DC 12): 1st—resist 
  energy (2). 
   
  Possessions: Chain shirt, masterwork composite 
  longbow (+2 Str bonus), dagger. 
  Exxic of the Fearno: Male elf (grugach) Drd7; CR 7; 
  Medium humanoid (elf); HD 7d8+14; hp 52; Init +3; 
  Spd 30 ft.; AC 17, touch 13, flat-footed 14; Base 
  Atk/Grp +5/+6; Atk +6 melee (1d6+1, quarterstaff); Full 
  Atk +6 melee (1d6+1, quarterstaff); SA —; SQ 
  woodland stride, trackless step, resist nature’s lure, 
  wild shape 3/day, wild empathy +6; AL CN; SV Fort +7, 
  Ref +5, Will +7; Str 12, Dex 16, Con 14, Int 8, Wis 15, 
  Cha 8. 
   
  Skills and Feats: Concentration +12, Handle Animal 
  +12, Spellcraft +2, Survival +7; Augment Summoning, 
  Natural Spell, Spell Focus (Conjuration) 
   
  Languages: Common, Elven, Druidic, Ignan. 
   
  Druid Spells Prepared (6/5/4/2/1; base DC = 12 + 
  spell level): 0—cure minor wounds (4), resistance, guidance; 
  1st—cure light wounds (4), entangle; 2nd—barkskin (2), 
  bull’s strength, chill metal; 3rd— cure moderate wounds, 
  spikes; 4th—flame strike. 
  
  PAL4-09 Retribution 
  Page 29 
   
  Possessions: Rut (Animal companion, Wolf as per 
  the Monster Manual and Animal Companions in the 
  Player’s Handbook), quarterstaff, hide armor, dagger, 
  spell component pouch. 
  Sube of the Fearno: Female elf (grugach) Clr7 - Obad-
  hai; CR 7; Medium humanoid (elf); HD 7d8+14; hp 52; 
  Init +3; Spd 20 ft.; AC 18, touch 10, flat-footed 18; Base 
  Atk/Grp +5/+5; Atk +5 melee (touch spell); SA —; SQ 
  rebuke undead 9/day; AL CN; SV Fort +7, Ref +2, Will 
  +8; Str 10, Dex 10, Con 14, Int 8, Wis 17, Cha 14. 
   
  Skills and Feats: Concentration +10, Knowledge 
  (nature) +1; Elemental Healing (see below), Extra 
  Turning, Improved Turning. 
   
  Elemental Healing (Feat, Complete Divine): 
  Sube may expend a Rebuke attempt to cure 3d8 hp on 
  Fire and Earth elemental subtype creatures within 60 
  ft. 
   
  Cleric Spells Prepared: (5/5+1/4+1/3+1/ 1+1; base 
  DC = 13 + spell level): 0—cure minor wounds (3), 
  guidance, resistance; 1st—bless, burning hands*, cure light 
  wounds (2), shield of faith (2); 2nd— cure moderate wounds* 
  (2), hold person, produce flame*, spiritual weapon; 3rd— cure 
  serious wounds (2), prayer, resist energy*; 4th— cure critical 
  wounds, wall of fire*. 
   
  *Domain spell. Deity: Obad-Hai. Domains: Fire 
  (Turn/Destroy water creatures as a good cleric turns 
  undead. Rebuke/Command/Bolster fire creatures as an 
  evil cleric rebukes undead. Usage per day is 3+Cha 
  modifier.) Earth (Turn/Destroy air creatures as a good 
  cleric turns undead. Rebuke/Command/Bolster earth 
  creatures as an evil cleric rebukes undead. Usage per 
  day is 3+Cha modifier.) 
   
  Possessions: Green dragonhide half-plate, green 
  dragonhide light shield, dagger, wooden holy symbol, 
  spell component pouch. 
  APL 8  
   
   
   
   
   
  Viddian 
  of 
  the 
  Carca: 
  Male 
  elf 
  (grugach) 
  Rgr2/Ftr2/Bbn1/Dervish4; CR 9; Medium humanoid 
  (elf); HD 2d8+2d10+1d12+4d10+18; hp 80; Init +3; Spd 
  45 ft.; AC 19, touch 14, flat-footed 16; Base Atk/Grp 
  +9/+12; Atk +14 melee (1d6+4/18-20, +1 adamantine 
  scimitar); Full Atk +14/+9 melee (1d6+4/18-20, +1 
  adamantine scimitar) or +12/+7 melee (1d6+4/18-20, +1 
  adamantine scimitar) and +12 melee (1d6+2/18-20, +1 
  adamantine scimitar); SA favored enemy humans +2, 
  dervish dance 2/day, slashing blades, dance of death; 
  SQ AC bonus, movement mastery, rage 1/day, wild 
  empathy +1; AL CN; SV Fort +10, Ref +10, Will +4; Str 
  16, Dex 16, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +17 (+16 in armor), Jump 
  +23 (+22 in armor), Perform (dance) +11, Survival +8, 
  Tumble +17 (+16 in armor); Close-Quarters Fighting 
  (see below), Combat Expertise, Dodge, Mobility, 
  Spring Attack (B), Two-Weapon Defense, Two-Weapon 
  Fighting (B), Weapon Focus (scimitar). 
   
  AC Bonus (Ex): +1, already included above. 
   
  Dervish Dance (Ex): 2/day for 6 rounds, not 
  while raging. +2 to hit and damage when wielding a 
  slashing weapon. While in the dance, you can take a 
  full attack action and still move up to your base speed. 
  You must move at least 5 feet between each attack and 
  cannot return to the square you just exited. You are 
  subject to AoO while dancing, but can tumble 
  normally. Dervish becomes fatigued at the end of the 
  dance. 
   
  Movement Mastery (Ex): May Take 10 on Jump, 
  Perform (dance), and Tumble checks. 
   
  Slashing Blades: Scimitars are treated as a light 
  weapon. 
   
  Dance of Death: At 4th level, a dervish gains the 
  Cleave feat while in the Dervish dance. 
   
  Close-Quarters 
  Fighting 
  (Feat, 
  Complete 
  Warrior): You gain an attack of opportunity whenever 
  an enemy attempts to grapple you, even if the enemy 
  has a feat or special ability that would normally bypass 
  the attack. If you deal damage with this attack, the 
  enemy fails to start the grapple unless it has the 
  Improved Grapple feat or a special ability such as 
  improved grab. If the enemy has such an ability, you 
  may add the damage you deal as a bonus on your 
  opposed check to resist being grappled. This feat does 
  not give you extra attacks of opportunity during a 
  round or allow you to make an attack of opportunity 
  when you would be denied one for being surprised, 
  helpless, or in a similar situation. 
   
  Possessions: +1 chain shirt, 2 +1 adamantine scimitars.  
  Gruald 
  of 
  the 
  Carca: 
  Female 
  elf (grugach) 
  Rgr2/Ftr2/Bbn1/Dervish3; CR 8; Medium humanoid 
  (elf); HD 2d8+2d10+1d12+3d10+16; hp 71; Init +5; Spd 
  45 ft.; AC 18, touch 14, flat-footed 15; Base Atk/Grp 
  +8/+11; Atk +13 melee (1d6+4/18-20, +1 scimitar); Full 
  Atk +13/+8 melee (1d6+4/18-20, +1 scimitar) or +11/+6 
  melee (1d6+4/18-20, +1 scimitar) and +11 melee 
  (1d6+2/18-20, +1 scimitar); SA favored enemy humans 
  +2, dervish dance 2/day, slashing blades; SQ AC bonus, 
  movement mastery, rage 1/day, wild empathy +1; AL 
  CN; SV Fort +8, Ref +8, Will +2; Str 16, Dex 16, Con 14, 
  Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +16 (+14 in armor), Jump 
  +22 (+20 in armor), Perform (dance) +10, Survival +8, 
  Tumble +16 (+14 in armor); Combat Expertise, Dodge, 
  Mobility, Spring Attack (B), Two-Weapon Defense, 
  Two-Weapon Fighting (B), Weapon Focus (scimitar). 
   
  AC Bonus (Ex): +1, already included above. 
  
  PAL4-09 Retribution 
  Page 30 
   
  Dervish Dance (Ex): 2/day for 5 rounds. +2 to hit 
  and damage while in dance. Otherwise, see above 
  under Viddian’s stats. 
   
  Movement Mastery (Ex): May Take 10 on Jump, 
  Perform (dance), and Tumble checks. 
   
  Slashing Blades: Scimitars are treated as a light 
  weapon. 
   
  Possessions: Chain shirt, 2 +1 scimitars. 
  Vamm of the Sorne: Male elf (grugach) Rgr8; CR 8; 
  Medium humanoid (elf); HD 8d8+16; hp 60; Init +3; 
  Spd 30 ft.; AC 17, Touch 13, Flat-footed 14; Base 
  Atk/Grp +8/+10; Atk +13 ranged (1d8+3, +1 composite 
  longbow [+2 Str bonus]); Full Atk +13/+8 or +11/+11/+6 
  ranged (1d8+3, +1 composite longbow [+2 Str bonus]); SA 
  —; SQ favored enemy humans +4, favored enemy 
  giants +2, wild empathy +7, woodland stride; AL CN; 
  SV Fort +8, Ref +9, Will +3; Str 14, Dex 17, Con 14, Int 
  8, Wis 12, Cha 8. 
   
  Skills and Feats: Craft (bowmaking) +4, Hide +13 
  (+11 in armor), Knowledge (religion) +1; Listen +10, 
  Move Silently +12 (+10 in armor), Spot +10, Survival 
  +10; Endurance (B), Manyshot (B), Point Blank Shot, 
  Precise Shot, Rapid Shot (B), Weapon Focus 
  (longbow). 
   
  Ranger Spells Prepared (2; save DC 12): 1st—resist 
  energy (2). 
   
  Possessions: Chain shirt, +1 composite longbow (+2 Str 
  bonus), dagger. 
  Exxic of the Fearno: Male elf (grugach) Drd9; CR 9; 
  Medium humanoid (elf); HD 9d8+18; hp 85; Init +3; 
  Spd 30 ft; AC 17, touch 13, flat-footed 14; Base Atk/Grp 
  +6/+7; Atk +7 melee (1d6+1, quarterstaff); Full Atk 
  +7/+2 melee (1d6+1, quarterstaff); SA —; SQ wild 
  shape 3/day (Large), woodland stride, trackless step, 
  resist nature’s lure, venom immunity, wild empathy +8; 
  AL CN; SV Fort +8, Ref +6, Will +8. Str 12, Dex 16, Con 
  14, Int 8, Wis 16, Cha 8. 
   
  Skills and Feats: Concentration +14, Handle Animal 
  +14, Spellcraft +3; Survival +8; Augment Summoning, 
  Elephant’s Hide (see below), Natural Spell, Spell Focus 
  (Conjuration). 
   
  Languages: Common, Elven, Druidic, Ignan. 
   
  Elephant’s Hide (Feat, Complete Divine): 
  Exxic may spend one wild shape to give himself a 
  natural armor bonus of 7 for 10 min. 
   
  Druid Spells Prepared (6/5/5/4/2/1; base DC = 13 + 
  level): 0—cure minor wounds (4), guidance, resistance; 
  1st—cure light wounds (4), entangle; 2nd—barkskin (2), 
  bull’s strength, chill metal, resist energy; 3rd— cure moderate 
  wounds (2), poison, spikes; 4th— cure serious wounds, flame 
  strike; 5th—wall of thorns. 
   
  Possessions: Rut (Animal companion, Wolf as per 
  the Monster Manual and Animal Companions in the 
  Player’s Handbook), quarterstaff, hide armor, dagger, 
  spell component pouch. 
  Sube of the Fearno: Female elf (grugach) Clr9 - Obad-
  hai; CR 9; Medium humanoid (elf); HD 9d8+18; hp 66; 
  Init +3; Spd 20 ft; AC 19, touch 10, flat-footed 19; Base 
  Atk/Grp +6/+6; Atk +6 melee (touch spell); Full Atk +6 
  melee (touch spell); SA —; SQ rebuke undead 13/day; 
  AL CN; SV Fort +8, Ref +3, Will +10; Str 10, Dex 10, 
  Con 14, Int 8, Wis 18, Cha 14. 
   
  Skills and Feats: Concentration +11, Knowledge 
  (nature) +1; Elemental Healing (see below), Extra 
  Turning (2), Improved Turning. 
   
  Elemental Healing (Feat, Complete Divine): 
  Sube may expend a Rebuke attempt to cure 4d8 hp on 
  Fire and Earth elemental subtype creatures within 60 
  ft. 
   
  Cleric Spells Prepared (5/5+1/5+1/4+1/3+1/ 1+1; 
  base DC = 14 + level): 0—cure minor wounds (3), 
  guidance, resistance; 1st— bless, burning hands*, cure light 
  wounds (2), shield of faith (2); 2nd— cure moderate wounds 
  (2), hold person (2), produce flame*, spiritual weapon; 3rd— 
  cure serious wounds (2), magic vestment, prayer, resist 
  energy*; 4th— cure critical wounds (2), summon monster IV, 
  wall of fire*; 5th—fire shield*, mass cure light wounds 
   
  *Domain spell. Deity: Obad-Hai. Domains: Fire 
  (Turn/Destroy water creatures as a good cleric turns 
  undead. Rebuke/Command/Bolster fire creatures as an 
  evil cleric rebukes undead. Usage per day is 3+Cha 
  modifier.) Earth (Turn/Destroy air creatures as a good 
  cleric turns undead. Rebuke/Command/Bolster earth 
  creatures as an evil cleric rebukes undead. Usage per 
  day is 3+Cha modifier.) 
   
  Possessions: +1 green dragonhide half-plate, green 
  dragonhide light shield, dagger, wooden holy symbol, 
  spell component pouch. 
  APL 10  
   
   
   
   
  Viddian 
  of 
  the 
  Carca: 
  Male 
  elf 
  (grugach) 
  Rgr2/Ftr2/Bbn1/Dervish6; CR 11; Medium humanoid 
  (elf); HD 2d8+2d10+1d12+6d10+22; hp 98; Init +5; Spd 
  50 ft; AC 20, touch 15, flat-footed 17; Base Atk/Grp 
  +11/+14; Atk +16 melee (1d6+4/18-20, +1 adamantine 
  scimitar); Full Atk +16/+11/+6 melee (1d6+4/18-20, +1 
  adamantine scimitar) or +14/+9/+4 melee (1d6+4/18-20, 
  +1 adamantine scimitar) and +14 melee (1d6+2/18-20, +1 
  adamantine scimitar); SA favored enemy humans +2, 
  dervish dance 3/day, slashing blades, dance of death; 
  SQ AC bonus, movement mastery, improved reaction, 
  rage 1/day, wild empathy +1; AL CN; SV Fort +11, Ref 
  +11, Will +5; Str 16, Dex 16, Con 14, Int 13, Wis 10, 
  Cha 8. 
   
  Skills and Feats: Balance +19 (+18 in armor), Jump 
  +27 (+26 in armor), Perform (dance) +13, Survival +8, 
  
  PAL4-09 Retribution 
  Page 31 
  Tumble +19 (+17 in armor); Close-Quarters Fighting 
  (see below), Combat Expertise, Dodge, Mobility, 
  Spring Attack (B), Two-Weapon Defense, Two-Weapon 
  Fighting (B), Weapon Focus (scimitar). 
   
  AC Bonus (Ex): +2, already included above. 
   
  Dervish Dance (Ex): 3/day for 7 rounds, not 
  while raging. +3 to hit and damage when wielding a 
  slashing weapon. While in the dance, you can take a 
  full attack action and still move up to your base speed. 
  You must move at least 5 feet between each attack and 
  cannot return to the square you just exited. You are 
  subject to AoO while dancing, but can tumble 
  normally. Dervish becomes fatigued at the end of the 
  dance. 
   
  Movement Mastery (Ex): May Take 10 on Jump, 
  Perform (dance), and Tumble checks. 
   
  Slashing Blades: Scimitars are treated as a light 
  weapon. 
   
  Dance of Death: At 4th level, a dervish gains the 
  Cleave feat while in the Dervish dance. 
   
  Improved Reaction (Ex): At 6th level, a dervish 
  gains a +2 bonus on Init rolls. 
   
  Close-Quarters 
  Fighting 
  (Feat, 
  Complete 
  Warrior): You gain an attack of opportunity whenever 
  an enemy attempts to grapple you, even if the enemy 
  has a feat or special ability that would normally bypass 
  the attack. If you deal damage with this attack, the 
  enemy fails to start the grapple unless it has the 
  Improved Grapple feat or a special ability such as 
  improved grab. If the enemy has such an ability, you 
  may add the damage you deal as a bonus on your 
  opposed check to resist being grappled. This feat does 
  not give you extra attacks of opportunity during a 
  round or allow you to make an attack of opportunity 
  when you would be denied one for being surprised, 
  helpless, or in a similar situation. 
   
  Possessions: +1 chain shirt, 2 +1 adamantine scimitars.  
  Gruald 
  of 
  the 
  Carca: 
  Female 
  elf (grugach) 
  Rgr2/Ftr2/Bbn1/Dervish5; CR 10; Medium humanoid 
  (elf); HD 2d8+2d10+1d12+5d10+20; hp 89; Init +5; Spd 
  50 ft; AC 19, touch 15, flat-footed 16; Base Atk/Grp 
  +10/+12; Atk +15 melee (1d6+4/15-20, +1 scimitar); Full 
  Atk +13/+8 melee (1d6+4/15-20, +1 scimitar) or +11/+6 
  melee (1d6+4/15-20, +1 scimitar) and +11 melee 
  (1d6+2/15-20, +1 scimitar); SA favored enemy humans 
  +2, dervish dance 3/day, slashing blades, dance of 
  death; SQ movement mastery, improved reaction, rage 
  1/day, wild empathy +1; AL CN; SV Fort +8, Ref +9, 
  Will +3. Str 16, Dex 16, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +18 (+16 in armor), Jump 
  +26 (+24 in armor), Perform (dance) +12, Survival +8, 
  Tumble +18 (+16 in armor); Combat Expertise, Dodge, 
  Mobility, Power Critical (scimitar) (see below), Spring 
  Attack (B), Two-Weapon Defense, Two-Weapon 
  Fighting (B), Weapon Focus (scimitar). 
   
  AC Bonus (Ex): +2, already included above. 
   
  Dervish Dance (Ex): 3/day for 6 rounds. +3 to hit 
  and damage while in dance. Otherwise, see above 
  under Viddian’s stats. 
   
  Movement Mastery (Ex): May Take 10 on Jump, 
  Perform (dance), and Tumble checks. 
   
  Slashing Blades: Scimitars are treated as a light 
  weapon. 
   
  Dance of Death: At 4th level, a dervish gains the 
  Cleave feat while in the Dervish dance. 
   
  Improved Reaction (Ex): At 6th level, a dervish 
  gains a +2 bonus on Init rolls. 
   
  Power Critical (Feat, Complete Warrior): +4 
  bonus to confirm a threat with the chosen weapon. 
   
  Possessions: Chain shirt, 2 +1 scimitars. 
  Vamm of the Sorne: Male elf (grugach) Rgr8/Order 
  of the Bow Initiate2; CR 10; Medium humanoid (elf); 
  HD 10d8+20; hp 75; Init +3; Spd 30 ft,; AC 17, touch 13, 
  flat-footed 14; Base Atk/Grp +10/+12; Atk +15 ranged 
  (1d8+3, +1 composite longbow [+2 Str bonus]); Full Atk 
  +15/+10 or +13/+13/+8 ranged (1d8+3, +1 composite 
  longbow [+2 Str bonus]); SA ranged precision +1d8; SQ 
  favored enemy humans +4, favored enemy giants +2, 
  swift tracker, wild empathy +7, woodland stride; AL 
  CN; SV Fort +8, Ref +12, Will +6; Str 14, Dex 17, Con 
  14, Int 8, Wis 12, Cha 8. 
   
  Skills and Feats: Craft (bowmaking) +4, Hide +13 
  (+11 in armor), Knowledge (religion) +1, Listen +11, 
  Move Silently +13 (+11 in armor), Spot +11, Survival 
  +10; Dodge, Endurance (B), Manyshot (B), Point Blank 
  Shot, Precise Shot, Rapid Shot (B), Weapon Focus 
  (longbow). 
   
  Ranged Precision (Ex): As a standard action, deal 
  +1d8 points of damage with a longbow when within 30 
  ft. of target.  Target must be susceptible to critical hits. 
   
  Close Combat Shot (Ex): Attack with a ranged 
  weapon with no attack of opportunity. 
   
  Ranger Spells Prepared: (2; save DC 12): 1st—resist 
  energy (2). 
   
  Possession: Chain shirt, +1 composite longbow (+2 Str 
  bonus), dagger. 
  Exxic of the Fearno: male elf (grugach) Drd11; CR 11; 
  Medium humanoid (elf); HD 11d8+22; hp 100; Init +3; 
  Spd 30 ft.; AC 17, touch 13, flat-footed 14; Base 
  Atk/Grp +8/+9; Atk +9 melee (1d6+1, quarterstaff); Full 
  Atk +9/+4 melee (1d6+1, quarterstaff); SA —; SQ; wild 
  shape 4/day (Tiny or Large), woodland stride, trackless 
  step, resist nature’s lure, venom immunity, wild 
  
  PAL4-09 Retribution 
  Page 32 
  empathy +10; AL CN; SV Fort +9, Ref +6, Will +10; Str 
  12, Dex 16, Con 14, Int 8, Wis 16, Cha 8. 
   
  Skills and Feats: Concentration +16, Handle Animal 
  +16, Spellcraft +5, Survival +8; Augment Summoning, 
  Elephant’s 
  Hide, 
  Natural 
  Spell, 
  Spell 
  Focus 
  (Conjuration). 
   
  Languages: Common, Elven, Druidic, Ignan. 
   
  Elephant’s Hide (Feat, Complete Divine): 
  Exxic may spend one wild shape to give himself a 
  natural armor bonus of 7 for 10 min. 
   
  Druid Spells Prepared (6/6/5/5/3/2/1; base DC = 13 
  + level): 0—cure minor wounds (4), guidance, resistance; 
  1st—cure light wounds (5), entangle; 2nd—barkskin (2), 
  bull’s strength, chill metal (2), resist energy; 3rd—cure 
  moderate wounds (3), poison, spikes; 4th—cure serious 
  wounds (2), flame strike; 5th—cure critical wounds, wall of 
  thorns; 6th—antilife shell. 
   
  Possessions: Rut (Animal companion, Wolf as per 
  the Monster Manual and Animal Companions in the 
  Player’s Handbook), quarterstaff, hide armor, dagger, 
  spell component pouch. 
  Sube of the Fearno: Female elf (grugach) Clr11 - 
  Obad-Hai; CR 11; Medium humanoid (elf); HD 
  11d8+22; hp 82; Init +3; Spd 20 ft.; AC 20, touch 10, 
  flat-footed 20; Base Atk/Grp +8/+8; Atk +8 melee 
  (touch spell); Full Atk +8 melee (touch spell); SA —; 
  SQ rebuke undead 13/day; AL CN; SV Fort +9, Ref +3, 
  Will +11; Str 10, Dex 10, Con 14, Int 8, Wis 18, Cha 14. 
   
  Skills and Feats: Concentration +13, Knowledge 
  (nature) +2; Extra Turning (2), Elemental Healing (see 
  below), Improved Turning. 
   
  Elemental Healing (Feat, Complete Divine): 
  Sube may expend a Rebuke attempt to cure 5d8 hp on 
  Fire and Earth elemental subtype creatures within 60 
  ft. 
   
  Cleric 
  Spells 
  Prepared: 
  (6/6+1/5+1/5+1/ 
  4+1/2+1/1+1; base DC = 14 + level): 0—cure minor 
  wounds (3), guidance, resistance; 1st— bless, burning hands*, 
  cure light wounds (3), shield of faith (2); 2nd—cure moderate 
  wounds (2), hold person (2), produce flame*, spiritual 
  weapon; 3rd—cure serious wounds (2), dispel magic, magic 
  vestment, prayer, resist energy*; 4th—cure critical wounds (3), 
  summon monster IV, wall of fire*; 5th—fire shield*, flame 
  strike, mass cure light wounds; 6th—heal, stoneskin*. 
   
  *Domain spell. Deity: Obad-Hai. Domains: Fire 
  (Turn/Destroy water creatures as a good cleric turns 
  undead. Rebuke/Command/Bolster fire creatures as an 
  evil cleric rebukes undead. Usage per day is 3+Cha 
  modifier.) Earth (Turn/Destroy air creatures as a good 
  cleric turns undead. Rebuke/Command/Bolster earth 
  creatures as an evil cleric rebukes undead. Usage per 
  day is 3+Cha modifier.) 
   
  Possessions: +1 green dragonhide half-plate, +1 green 
  dragonhide light shield, dagger, wooden holy symbol, 
  spell component pouch. 
  APL 12  
   
   
   
   
  Viddian 
  of 
  the 
  Carca: 
  Male 
  elf 
  (grugach) 
  Ftr2/Rgr2/Bbn1/Dervish8; CR 13; Medium humanoid 
  (elf); HD 2d8+2d10+1d12+8d10+26; hp 115; Init +5; 
  Spd 55 ft; AC 20, touch 15, flat-footed 17; Base Atk/Grp 
  +12/+15; Atk +17 melee (1d6+4/18-20, +1 adamantine 
  scimitar); Full Atk +17/+12/+7 melee (1d6+4/18-20, +1 
  adamantine scimitar) or +15/+10/+5 melee (1d6+4/18-
  20, +1 adamantine scimitar) and +15 melee (1d6+2/18-20, 
  +1 adamantine scimitar); SA favored enemy humans +2, 
  dervish dance 4/day, slashing blades, dance of death; 
  SQ AC bonus, movement mastery, improved reaction, 
  elaborate parry, rage 1/day, wild empathy +1; AL CN; 
  SV Fort +8, Ref +10, Will +7; Str 16, Dex 16, Con 14, Int 
  13, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +21 (+20 in armor), Jump 
  +31 (+30 in armor), Perform (dance) +14, Tumble +21 
  (+20 in armor); Two-Weapon Fighting (B), Close-
  Quarters Fighting (see below), Combat Expertise, 
  Dodge, Mobility, Power Critical (scimitar) (see below), 
  Spring Attack (B), Two-Weapon Defense, Weapon 
  Focus (scimitar). 
   
  AC Bonus (Ex): +2, already included above. 
   
  Dervish Dance (Ex): 4/day for 7 rounds, not 
  while raging. +4 to hit and damage when wielding a 
  slashing weapon. While in the dance, you can take a 
  full attack action and still move up to your base speed. 
  You must move at least 5 feet between each attack and 
  cannot return to the square you just exited. You are 
  subject to AoO while dancing, but can tumble 
  normally. Dervish becomes fatigued at the end of the 
  dance. 
   
  Movement Mastery (Ex): May Take 10 on Jump, 
  Perform (dance) and Tumble checks. 
   
  Slashing Blades: Scimitars are treated as a light 
  weapon. 
   
  Dance of Death: At 4th level, a dervish gains the 
  Cleave feat while in the Dervish dance. 
   
  Improved Reaction (Ex): At 6th level, +2 to Init 
  rolls. 
   
  Elaborate Parry (Ex): At 7th level, an extra +4 AC 
  when fighting defensively or using total defense. 
   
  Close-Quarters 
  Fighting 
  (Feat, 
  Complete 
  Warrior): You gain an attack of opportunity whenever 
  an enemy attempts to grapple you, even if the enemy 
  has a feat or special ability that would normally bypass 
  the attack. If you deal damage with this attack, the 
  enemy fails to start the grapple unless it has the 
  Improved Grapple feat or a special ability such as 
  improved grab. If the enemy has such an ability, you 
  
  PAL4-09 Retribution 
  Page 33 
  may add the damage you deal as a bonus on your 
  opposed check to resist being grappled. This feat does 
  not give you extra attacks of opportunity during a 
  round or allow you to make an attack of opportunity 
  when you would be denied one for being surprised, 
  helpless, or in a similar situation. 
   
  Power Critical (Feat, Complete Warrior): +4 
  bonus to confirm a threat with the chosen weapon. 
   
  Possessions: +1 chain shirt, 2 +1 adamantine scimitars. 
  Gruald of the Carca: Female elf (grugach) Rgr2/ 
  Ftr2/Bbn1/Dervish7; CR 12; Medium humanoid (elf); 
  HD 2d8+2d10+1d12+7d10+24; hp 107; Init +5; Spd 
  40ft; AC 21, touch 16, flat-footed 17; Base Atk/Grp 
  +12/+15; Atk +17 melee (1d6+4/15-20, +1 scimitar); Full 
  Atk +17/+12/+7 melee (1d6+4/15-20, +1 scimitar) or 
  +15/+10/+5 melee (1d6+4/15-20, +1 scimitar) and +15 
  melee (1d6+2/15-20, +1 scimitar); SA favored enemy 
  humans +2, dervish dance 4/day, slashing blades, dance 
  of death; SQ AC bonus, movement mastery, improved 
  reaction, elaborate parry; AL CN; SV Fort +9, Ref +10, 
  Will+4; Str 16, Dex 16, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +20 (+19 in armor), Jump 
  +30 (+29 in armor), Perform (dance) +14, Survival +8, 
  Tumble +20 (+19 in armor); Close-Quarters Fighting 
  (see below), Combat Expertise, Dodge, Mobility, Power 
  Critical (scimitar) (see below), Spring Attack (B), Two-
  Weapon Defense, Two-Weapon Fighting (B), Weapon 
  Focus (scimitar). 
   
  AC Bonus (Ex): +2, already included above. 
   
  Dervish Dance (Ex): 4/day for 7 rounds. +4 to hit 
  and damage. Otherwise, see above under Viddian’s 
  stats. 
   
  Movement Mastery (Ex): May Take 10 on Jump, 
  Perform (dance), and Tumble checks. 
   
  Slashing Blades: Scimitars are treated as a light 
  weapon. 
   
  Dance of Death: At 4th level, a dervish gains the 
  Cleave feat while in the Dervish dance. 
   
  Improved Reaction (Ex): At 6th level, +2 to Init 
  rolls. 
   
  Elaborate Parry (Ex): At 7th level, an extra +4 AC 
  when fighting defensively or using total defense. 
   
  Close-Quarters 
  Fighting 
  (Feat, 
  Complete 
  Warrior): See above under Viddian’s stats. 
   
  Power Critical (Feat, Complete Warrior): +4 
  bonus to confirm a threat with the chosen weapon. 
   
  Possessions: +1 chain shirt, 2 +1 scimitars. 
  Vamm of the Sorne: Male elf (grugach) Rgr8/Order 
  of the Bow Initiate5; CR 13; Medium humanoid (elf); 
  HD 13d8+20; hp 97; Init +3; Spd 30 ft.; AC 17, touch 13, 
  flat-footed 14; Base Atk/Grp +13/+15; Atk +20 ranged 
  (1d8+3, +1 composite longbow (+2 Str bonus]); Full Atk 
  +20/+15/+10 or +18/+18/+13/+8 ranged (1d8+3, +1 
  composite longbow (+2 Str bonus]); SA ranged precision 
  +3d8; SQ favored enemy humans +4, favored enemy 
  giants +2, swift tracker, wild empathy +7, woodland 
  stride; AL CN; SV Fort +9, Ref +14, Will +7; Str 14, Dex 
  18, Con 14, Int 8, Wis 12, Cha 8. 
   
  Skills and Feats: Craft (bowmaking) +4, Hide +15 
  (+13 in armor), Knowledge (religion) +1, Listen +12, 
  Move Silently +15 (+13 in armor), Spot +12, Survival 
  +10; Dodge, Endurance (B), Greater Weapon Focus 
  (longbow) (B), Improved Precise Shot, Manyshot (B), 
  Point Blank Shot, Precise Shot, Rapid Shot (B), 
  Weapon Focus (longbow). 
   
  Ranged Precision (Ex): As a standard action, deal 
  +3d8 points of damage with a longbow when within 30 
  ft. of target.  Target must be susceptible to critical hits. 
   
  Close Combat Shot (Ex): Attack with a ranged 
  weapon with no AoO. 
   
  Ranger Spells Prepared: (2; save DC 12): 1st—resist 
  energy (2). 
   
  Possessions: Chain shirt, +1 composite longbow (+2 Str 
  bonus), dagger. 
  Exxic of the Fearno: Male elf (grugach) Drd13; CR 
  13; Medium humanoid (elf); HD 13d8+26; hp 115; Init 
  +3; Spd 30 ft.; AC 17, touch 13, flat-footed 14; Base 
  Atk/Grp +9/+10; Atk +10 (1d6+1, quarterstaff); Full Atk 
  +10/+5 (1d6+1, quarterstaff); SA —; SQ wild shape 
  4/day (Tiny, Large, plant), woodland stride, trackless 
  step, resist nature’s lure, a thousand faces, venom 
  immunity, wild empathy +12; AL CN; SV Fort +10, Ref 
  +7, Will +11; Str 12, Dex 16, Con 14, Int 8, Wis 17, Cha 
  8. 
   
  Skills and Feats: Concentration +18, Handle Animal 
  +16, Spellcraft +5, Survival +8; Augment Summoning, 
  Elephant’s Hide (see below), Natural Spell, Spell Focus 
  (Conjuration). 
   
  Languages: Common, Druidic, Elven, Ignan. 
   
  Elephant’s Hide (Feat, Complete Divine): 
  Exxic may spend one wild shape to give himself a 
  natural armor bonus of 7 for 10 min. 
   
  Druid Spells Prepared (6/6/6/5/4/3/2/1; base DC = 
  13 + level): 0—cure minor wounds (4), guidance, resistance; 
  1st—cure light wounds (5), entangle; 2nd—barkskin (2), 
  bull’s strength, chill metal (2), resist energy; 3rd—cure 
  moderate wounds (3), poison, spikes; 4th—cure serious 
  wounds (2), flame strike; 5th—cure critical wounds (2), wall 
  of thorns; 6th—antilife shell, mass cure light wounds; 7th—
  heal. 
   
  Possessions: Rut (Animal companion, Wolf as per 
  the Monster Manual and Animal Companions in the 
  Player’s Handbook), quarterstaff, hide armor, dagger, 
  spell component pouch. 
  
  PAL4-09 Retribution 
  Page 34 
  Sube of the Fearno: Female elf (grugach) Clr13 - 
  Obad-Hai; CR 13; Medium humanoid (elf); HD 
  13d8+26; hp 96; Init +3; Spd 20 ft.; AC 21, touch 10, 
  flat-footed 21; Base Atk/Grp +9/+9; Atk +9 melee 
  (touch spell); Full Atk +9 melee (touch spell); SA —; 
  SQ rebuke undead 13/day; AL CN; SV Fort +10, Ref +4, 
  Will +12; Str 10, Dex 10, Con 14, Int 8, Wis 18, Cha 14. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +14 
  (+18 
  defensively), Knowledge (nature) +3; Combat Casting, 
  Extra Turning (2), Elemental Healing (see below), 
  Improved Turning. 
   
  Elemental Healing (Feat, Complete Divine): 
  Sube may expend a Rebuke attempt to cure 5d8 hp on 
  Fire and Earth elemental subtype creatures within 60 
  ft. 
   
  Cleric 
  Spells 
  Prepared: 
  (6/6+1/6+1/5+1/ 
  5+1/3+1/2+1/1+1; base DC = 14 + level): 0—cure minor 
  wounds (3), guidance, resistance (2); 1st—bless, burning 
  hands*, cure light wounds (3), shield of faith (2); 2nd—cure 
  moderate wounds (2), hold person (3), produce flame*, 
  spiritual weapon; 3rd—cure serious wounds (2), dispel magic, 
  magic vestment, prayer, resist energy*; 4th— cure critical 
  wounds (3), summon monster IV (2), wall of fire*; 5th—fire 
  shield*, flame strike, mass cure light wounds (2); 6th—greater 
  dispel magic, heal, stoneskin*, 7th–fire storm*, regenerate. 
   
  *Domain spell. Deity: Obad-Hai. Domains: Fire 
  (Turn/Destroy water creatures as a good cleric turns 
  undead. Rebuke/Command/Bolster fire creatures as an 
  evil cleric rebukes undead. Usage per day is 3+Cha 
  modifier.) Earth (Turn/Destroy air creatures as a good 
  cleric turns undead. Rebuke/Command/Bolster earth 
  creatures as an evil cleric rebukes undead. Usage per 
  day is 3+Cha modifier.) 
   
  Possessions: +2 green dragonhide half-plate, +1 green 
  dragonhide light shield, dagger, wooden holy symbol, 
  spell component pouch. 
   
  
  PAL4-09 Retribution 
  Page 35 
  Appendix One – Encounter Four B
  APL 8  
   
   
   
   
   
  Nimblewrights (2): CR 7; Medium Construct; HD 
  10d10+20; hp 80; Init +7; Spd 40 ft.; AC 24, touch 17, 
  flat-footed 17; Base Atk/Grp +7/+11; Atk +12 melee 
  (2d6+5/15-20, +1 rapier-hand); Full Atk +12 melee 
  (2d6+5/15-20, 2 +1 rapier-hands); SA spell-like abilities, 
  tripping thrust; SQ augmented critical, construct traits, 
  SR 27, vulnerabilities; AL N; SV Fort +4, Ref +11, Will 
  +7; Str 19, Dex 24, Con –, Int 10, Wis 17, Cha 19. 
   
  Skills and Feats: Balance +9, Jump +19, Tumble +22; 
  Combat Expertise, Combat Reflexes, Dodge, Improved 
  Disarm, Mobility, Spring Attack. 
   
  Spell-Like Abilities: At will-alter self, cat’s grace, 
  entropic shield, feather fall, haste. CL 10th, DC 14+ spell 
  level. 
   
  Augmented 
  Critical 
  (Ex): 
  Nimblewrights 
  threaten on a natural attack roll of 15-20. 
   
  Tripping Thrust (Ex): The rapier hand attacks are 
  powerful enough to push over creatures equal or 
  smaller in size to the Nimblewright. An opponent that 
  was the target of a successful critical hit must succeed 
  in a Reflex save (DC 19) or be knocked prone as if 
  tripped. 
   
  Construct Traits: Immunity to mind-affecting 
  affects, poison, sleep, paralysis, stunning, disease, death 
  effects, necromantic effects, and any Fort saves (unless 
  it works on objects). Not subject to critical hits, 
  subdual damage, or ability damage. 
   
  Vulnerabilities: Any cold damage slows a 
  nimblewright for 3 rounds and any fire damage stuns it 
  for 1 round. 
   
  Possessions: Ring of minor fire resistance, +1 rapier-
  hands (2), vest of resistance +1.  
  Animated Tree (as Treant): CR 8; Huge Plant; HD 
  7d8+35; hp 68; Init -1; Spd 30ft; AC 20, touch 7, flat 
  footed 20; Base Atk/Grp +5/+22; Atk +12 melee (2d6+9, 
  slam); Full Atk +12 melee (2d6+9, 2 slams); 
  Space/Reach 15 ft./15 ft.; SA trample 2d6+13; SQ DR 
  10/slashing, low-light vision, plant traits, vulnerability 
  to fire; AL N; SV Fort +10, Ref +1, Will +7; Str 29, Dex 
  8, Con 21, Int -, Wis -, Cha -. 
   
  Skills and Feats: Improved Sunder, Iron Will, 
  Power Attack. 
  APL 10  
   
   
   
   
  Nimblewrights, Ftr2 (2): CR 9; Medium Construct; 
  HD 2d10+10d10+20; hp 105; Init +7; Spd 40 ft.; AC 28, 
  touch 17, flat-footed 21; Base Atk/Grp +9/+13; Atk +17 
  melee (2d6+5/15-20, +1 rapier-hand); Full Atk +17 
  melee (2d6+5/15-20, 2 +1 rapier-hands); SA spell-like 
  abilities, tripping thrust; SQ augmented critical, 
  construct traits, SR 27, vulnerabilities; AL N; SV Fort 
  +8, Ref +12, Will +8; Str 19, Dex 24, Con –, Int 10, Wis 
  17, Cha 19. 
   
  Skills and Feats: Balance +9, Jump +19, Tumble +26; 
  Combat Reflexes, Combat Expertise, Dodge, Improved 
  Disarm, Karmic Strike (see below), Mobility, Spring 
  Attack, Weapon Finesse. 
   
  Spell-Like Abilities: At will-alter self, cat’s grace, 
  entropic shield, feather fall, haste. CL 10th, DC 14+ spell 
  level. 
   
  Augmented 
  Critical 
  (Ex): 
  Nimblewrights 
  threaten on a natural attack roll of 15-20.  
   
  Tripping Thrust (Ex): The rapier hand attacks are 
  powerful enough to push over creatures equal or 
  smaller in size to the Nimblewright. An opponent that 
  was the target of a successful critical hit must succeed 
  in a Reflex save (DC 19) or be knocked prone as if 
  tripped. 
   
  Construct Traits: Immunity to mind-affecting 
  affects, poison, sleep, paralysis, stunning, disease, death 
  effects, necromantic effects, and any Fort saves (unless 
  it works on objects). Not subject to critical hits, 
  subdual damage, or ability damage. 
   
  Karmic Strike (Feat, Complete Warrior): You 
  can make an attack of opportunity against an opponent 
  that hits you in melee.  On your action, you choose to 
  take a –4 penalty to your AC in exchange for the ability 
  to make an AoO against any creature that makes a 
  successful melee attack or melee touch attack against 
  you. The opponent that hits you must be in your 
  threatened area, and this feat does not grant you more 
  AoOs than you are normally allowed in a round. You 
  specify on your turn that you are activating this feat, 
  and the change to your AC and your ability to make 
  these special AoOs last until your next turn. 
   
  Vulnerabilities: Any cold damage slows a 
  nimblewright for 3 rounds and any fire damage stuns it 
  for 1 round. 
   
  Possessions: Ring of minor fire resistance, +1 rapier-
  hands (2), vest of resistance +2. 
  Animated Tree (as Treant) (2): CR 8; Huge Plant; HD 
  7d8+35; hp 68; Init -1; Spd 30ft; AC 20, touch 7, flat 
  footed 20; Base Atk/Grp +5/+22; Atk +12 melee (2d6+9, 
  slam); Full Atk +12 melee (2d6+9, 2 slams); 
  Space/Reach 15 ft./15 ft.; SA trample 2d6+13; SQ DR 
  10/slashing, low-light vision, plant traits, vulnerability 
  
  PAL4-09 Retribution 
  Page 36 
  to fire; AL N; SV Fort +10, Ref +1, Will +7; Str 29, Dex 
  8, Con 21, Int -, Wis -, Cha -. 
   
  Skills and Feats: Improved Sunder, Iron Will, 
  Power Attack. 
  APL 12  
   
   
   
   
  Nimblewrights, Ftr2 (4): CR 9; Medium Construct; 
  HD 2d10+10d10+20; hp 105; Init +7; Spd 40 ft.; AC 28, 
  touch 17, flat-footed 21; Base Atk/Grp +9/+13; Atk +17 
  melee (2d6+5/15-20, +1 rapier-hand); Full Atk +17 
  melee (2d6+5/15-20, 2 +1 rapier-hands); SA spell-like 
  abilities, tripping thrust; SQ augmented critical, 
  construct traits, SR 27, vulnerabilities; AL N; SV Fort 
  +8, Ref +12, Will +8; Str 19, Dex 24, Con –, Int 10, Wis 
  17, Cha 19. 
   
  Skills and Feats: Balance +9, Jump +19, Tumble +26; 
  Combat Reflexes, Combat Expertise, Dodge, Improved 
  Disarm, Karmic Strike (see below), Mobility, Spring 
  Attack, Weapon Finesse. 
   
  Spell-Like Abilities: At will-alter self, cat’s grace, 
  entropic shield, feather fall, haste. CL 10th, DC 14+ spell 
  level. 
   
  Augmented 
  Critical 
  (Ex): 
  Nimblewrights 
  threaten on a natural attack roll of 15-20.  
   
  Tripping Thrust (Ex): The rapier hand attacks are 
  powerful enough to push over creatures equal or 
  smaller in size to the Nimblewright. An opponent that 
  was the target of a successful critical hit must succeed 
  in a Reflex save (DC 19) or be knocked prone as if 
  tripped. 
   
  Construct Traits: Immunity to mind-affecting 
  affects, poison, sleep, paralysis, stunning, disease, death 
  effects, necromantic effects, and any Fort saves (unless 
  it works on objects). Not subject to critical hits, 
  subdual damage, or ability damage. 
   
  Karmic Strike (Feat, Complete Warrior): You 
  can make an attack of opportunity against an opponent 
  that hits you in melee.  On your action, you choose to 
  take a –4 penalty to your AC in exchange for the ability 
  to make an AoO against any creature that makes a 
  successful melee attack or melee touch attack against 
  you. The opponent that hits you must be in your 
  threatened area, and this feat does not grant you more 
  AoOs than you are normally allowed in a round. You 
  specify on your turn that you are activating this feat, 
  and the change to your AC and your ability to make 
  these special AoOs last until your next turn. 
   
  Vulnerabilities: Any cold damage slows a 
  nimblewright for 3 rounds and any fire damage stuns it 
  for 1 round. 
   
  Possessions: Ring of minor fire resistance, +1 rapier-
  hands (2), vest of resistance +2. 
  Animated Tree (as Treant) (2): CR 8; Huge Plant; HD 
  7d8+35; hp 68; Init -1; Spd 30ft; AC 20, touch 7, flat 
  footed 20; Base Atk/Grp +5/+22; Atk +12 melee (2d6+9, 
  slam); Full Atk +12 melee (2d6+9, 2 slams); 
  Space/Reach 15 ft./15 ft.; SA trample 2d6+13; SQ DR 
  10/slashing, low-light vision, plant traits, vulnerability 
  to fire; AL N; SV Fort +10, Ref +1, Will +7; Str 29, Dex 
  8, Con 21, Int -, Wis -, Cha -. 
   
  Skills and Feats: Improved Sunder, Iron Will, 
  Power Attack. 
   
  
  PAL4-09 Retribution 
  Page 37 
   
   
  Optional Encounter 
  Sephron 
  Dreamkiller, 
  Treant, 
  Nec3/Clr3/ 
  Geomancer9: 
  CR 
  20; 
  Huge 
  Plant; 
  HD 
  7d8+3d4+3d8+9d6+132; hp 215; Init -1; Spd 35 ft.; AC 
  24 (-2 size, -1 Dex, +13 natural, +4 mage armor), touch 7, 
  flat-footed 24; Base Atk/Grp +14/+31; Atk +21 melee 
  (2d6+9 piercing, slam); Full Atk +21 melee (2d6+9 
  piercing, 2 slams); Space/Reach 15 ft./15 ft.; SA 
  trample 2d6+13, improved grab; SQ DR 10/slashing, 
  low-light vision, plant traits, vulnerability to fire, 
  adaptive hide, improved grab, prohibited schools 
  (Enchantment and Evocation), rebuke undead 4/day, 
  spin webs, thorns; AL CE; SV Fort +21, Ref +6, Will 
  +17; Str 29, Dex 8, Con 22, Int 18, Wis 12, Cha 12. 
   
  Skills and Feats: Concentration +20, Diplomacy +2, 
  Hide –2 (+13 in forested areas), Intimidate +8, 
  Knowledge (arcana) +14, Knowledge (nature) +7, 
  Knowledge (religion) +8, Listen +15, Sense Motive +15, 
  Spellcraft 
  +14, 
  Spot 
  +15, 
  Survival 
  +8 
  (+10 
  aboveground); Greater Spell Focus (Necromancy), 
  Improved Sunder, Iron Will, Lightning Reflexes, 
  Power Attack, Practiced Spellcaster (Nec) (2) (see 
  below), Scribe Scroll (B), Spell Focus (Necromancy). 
   
  Cleric Spells Prepared (4/3+1/1+1; base DC = 11 + 
  spell level): 0—detect magic, guidance (2), virtue; 1st—
  protection from law*, shield of faith, protection from good, 
  obscuring mist; 2nd—shatter*, bear’s endurance.  
   
  *Domain spell. Domains: Trickery, add Bluff, 
  Disguise and Hide to class skills; Chaos, all chaos 
  spells are cast at +1 CL. 
   
  Wizard 
  Spells 
  Prepared 
  (4/5+1/5+1/5+1/ 
  4+1/3+1/2+1; base DC = 14 (16 Necromancy) + spell 
  level) 0—detect magic (2), mage hand, daze (2); 1st—mage 
  armor (21), ray of enfeeblement (2), shield, ventriloquism; 
  2nd— blindness, mirror image (2), resist energy (2), see 
  invisibility; 3rd—dispel magic, displacement, slow (2), 
  stinking cloud, vampiric touch; 4th— enervation (3), fear, 
  globe of invulnerability, stoneskin; 5th—baleful polymorph, 
  cloudkill, symbol of pain, teleport; 6th—eyebite, flesh to stone, 
  antimagic field. Precast spells: mage armor, symbol of pain. 
   Sephron gains spells per day as a Nec12; with his 
  Practiced Spellcaster feats, he has a caster level of 20 
  normally, but his Ley Lines special ability gives him a 
  caster level of 22 in forested areas. 
   
  Possessions: Spellbook (Sephron has his spells 
  scribed into the stones surrounding his grove). He has 
  the components for his spells (including valuable ones) 
  attached to his branches. 
   
   
  Geomancer SQ: Spell versatility 6; Ley Lines: 
  Forest x2 (caster level is 2 higher when in the chosen 
  region); Drift (see below). 
   
  Drift (1/1/2/2/3/3/4): Upper branches infested 
  with kudzu; touch causes flowers to wilt; swift as an 
  elk; bark now adapts to surrounding area; can spin 
  webs like a monstrous spider; thorns grow on body 
  (Piercing dmg with slams, unarmed attacker takes 1d6 
  piercing damage); can grab like a bear. 
   
  Improved Grab (Ex): To use this ability, Sephron 
  must hit with a slam attack. He can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. 
   
  Animate Trees (Sp): A treant can animate trees 
  within 180 feet at will, controlling up to two trees at a 
  time. It takes one full round for the animated trees to 
  uproot itself, or it can attack anything within reach. 
  Thereafter it has a speed of 10 ft. and fights as a treant 
  in all respects. The animated trees lose their ability to 
  move if the treant that animated them is incapacitated 
  or moves out of range. The ability is otherwise similar 
  to liveoak (CL 12th). Animated trees have the same 
  vulnerability to fire that a treant has. 
   
  Trample: Medium and smaller creatures can be 
  trampled for 2d6+13. Ref save (DC 22) for half damage. 
   
  Practiced Spellcaster (Feat, Complete Divine): 
  Add 4 to caster level of chosen spellcasting class, but 
  no higher than your total HD.  Sephron has taken this 
  feat twice.  
  
  PAL4-09 Retribution 
  Page 38 
  Special Rules 
  Prestige classes 
   
   
   
   
  Geomancer (Complete Divine) 
  Dervish (Complete Warrior) 
  Order of the Bow Initiate (Complete Warrior) 
  Feats  
   
   
   
   
   
   
  Close-Quarters Fighting (CW): Benefit: You gain 
  an attack of opportunity whenever an enemy attempts 
  to grapple you, even if the enemy has a feat or special 
  ability that would normally bypass the attack. If you 
  deal damage with this attack, the enemy fails to start 
  the grapple unless it has the Improved Grapple feat or a 
  special ability such as improved grab. If the enemy has 
  such an ability, you may add the damage you deal as a 
  bonus on your opposed check to resist being grappled. 
  This feat does not give you extra attacks of opportunity 
  during a round or allow you to make an attack of 
  opportunity when you would be denied one for being 
  surprised, helpless, or in a similar situation. 
   
  Chink in the Armor (S&S): Benefit: If you take a 
  standard action to study an opponent, you can ignore 
  half of their actual armor bonus (including natural) 
  rounding down. 
   
  Elemental Healing (CD): Benefit: You can spend 
  a rebuke attempt as a standard action to send a burst of 
  healing energy in a 60-foot burst. This affects all 
  creatures with an elemental subtype that you could 
  normally rebuke; such creatures are healed of 1d8 
  points of damage per two cleric levels. For example, a 
  cleric with the Fire domain could use this feat to heal a 
  fire elemental or any other creature with the fire 
  subtype. Special: You may only activate this feat by 
  spending a rebuke attempt that would normally be 
  used to rebuke creatures with a specific elemental 
  subtype. 
   
  Elephant’s Hide (CD): Benefit: You can spend one 
  wild shape to give yourself a natural armor bonus of 7. 
  This does not stack with any natural armor you 
  currently possess. The effect lasts for 10 minutes. 
   
  Elusive Target (CW): Negate Power Attack, if the 
  Foe designated by the Dodge feat uses Power Attack 
  against you, they retain the penalty but deal no extra 
  damage. Diverting Defense, If flanked, designate one of 
  the flankers with Dodge, the first attack by that flanker 
  automatically misses you and is rolled against the other 
  flanker who is now flat-footed. Cause Overreach, 
  provoke an AoO by moving out of a threatened square. 
  If they miss, you may make a free trip attempt as per 
  the Improved Trip feat. 
   
  Karmic Strike (CW): Benefit: You can make an 
  attack of opportunity against an opponent that hits you 
  in melee. On your actions, you choose to take a –4 
  penalty to your Armor Class in exchange for the ability 
  to make an attack of opportunity against any creature 
  that makes a successful melee attack or melee touch 
  attack against you. The opponent that hits you must be 
  in your threatened area, and this feat does not grant 
  you more attacks of opportunity than you are normally 
  allowed in a round. You specify on your turn that you 
  are activating this feat, and the change to your Armor 
  Class and your ability to make these special attacks of 
  opportunity lasts until your next turn. 
   
  Power Critical (CW): Benefit: When using the 
  weapon you selected, you gain a +4 bonus on the roll to 
  confirm a threat. 
   
  Practiced Spellcaster (CD): Benefit: Your caster 
  level for the chosen spellcasting class increases by +4.  
  This can’t increase your caster level beyond your HD.  
  However, even if you can’t benefit from the full bonus 
  immediately, if you later gain noncaster-level HD you 
  may be able to apply the rest of the bonus.  A character 
  with two or more spellcasting classes (such as a 
  bard/sorcerer or a ranger/druid) must choose which 
  class gains the effect.  This does not affect your spells 
  per day or spells known.  It only increases your caster 
  level, which would help you penetrate SR and increase 
  the duration and other effects of your spells. 
  Templates 
   
   
   
   
   
  Pseudonatural (Manual of the Planes) 
  New Creatures 
   
   
   
   
  Nimblewright (from Monster Manual II, pg 162): CR 
  7; Medium Construct; HD 10d10+20; hp 80; Init +7; 
  Spd 40 ft.; AC 24, touch 17, flat-footed 17; Base 
  Atk/Grp +7/+11; Atk +11 melee (2d6+4/15-20, rapier-
  hand); Full Atk +11 melee (2d6+4/15-20, 2 rapier-
  hands); SA spell-like abilities, tripping thrust; SQ 
  augmented 
  critical, 
  construct 
  traits, 
  SR 
  27, 
  vulnerabilities; AL N; SV Fort +4, Ref +11, Will +7; Str 
  19, Dex 24, Con –, Int 10, Wis 17, Cha 19. 
   
  Skills and Feats: Balance +9, Jump +19, Tumble +22; 
  Combat Expertise, Combat Reflexes, Dodge, Improved 
  Disarm, Mobility, Spring Attack. 
   
  Spell-Like Abilities: At will-alter self, cat’s grace, 
  entropic shield, feather fall, haste. CL 10th, DC 14+ spell 
  level. 
   
  Augmented 
  Critical 
  (Ex): 
  Nimblewrights 
  threaten on a natural attack roll of 15-20. 
  
  PAL4-09 Retribution 
  Page 39 
   
  Tripping Thrust (Ex): The rapier hand attacks are 
  powerful enough to push over creatures equal or 
  smaller in size to the Nimblewright. An opponent that 
  was the target of a successful critical hit must succeed 
  in a Reflex save (DC 19) or be knocked prone as if 
  tripped. 
   
  Construct Traits: Immunity to mind-affecting 
  affects, poison, sleep, paralysis, stunning, disease, death 
  effects, necromantic effects, and any Fort saves (unless 
  it works on objects). Not subject to critical hits, 
  subdual damage, or ability damage. 
   
  Vulnerabilities: Any cold damage slows a 
  nimblewright for 3 rounds and any fire damage stuns it 
  for 1 round. 
   
  Note: the rapiers are actually built into the hand 
  and cannot be dropped. 
   
   
  
  PAL4-09 Retribution 
  Page 40 
   
   
  Player Handout #1 
  Briak’Te’s Riddles 
  Riddle 1: 
  I’ve little strength, but mighty powers; 
  I guard small hovels and great towers, 
  But if perchance my master leaves, 
  He must ensure he safeguards me. 
   
  Riddle 2: 
  What has wings, But can not fly. 
  Is enclosed, But can outside lie. 
  Can open itself up, Or close itself away. 
  Is the place of kings and queens, And doggerel of every means. 
  What is it upon which I stand? Which can lead us to different lands. 
   
  Riddle 3: 
  I give you a group of three. 
  One is sitting down, and never will get up. 
  The second eats as much as is given him, 
  Yet is always hungry. 
  The third goes away and never returns. 
   
  Riddle 4: 
  Tall she is, and round as a cup, 
  Yet all the king’s horses 
  Can’t draw her up. 
   
  Riddle 5: 
  Pull with all your might, only a whistle you’ll gain 
  But almost out of sight, someone may shrink in pain. 
   
  
  PAL4-09 Retribution 
  Page 41 
   
   
  Player Handout #2 
  Briak’Te’s notes on the grugach 
  Honor by Combat: 
  During the preparation time, any may offer a personal challenge to the lead champion by crossing the expanse and 
  smacking him on the chest. The champion is usually the first one to come forward and speak. The fight will continue 
  normally, except this pair will now engage in single hand-to-hand combat. Until one falls, they are to be left alone. 
  The healing of fallen comrades is acceptable and will not be interfered with, though if they stand again they will be 
  considered to have rejoined the combat. Executing a coup-de-grace is considered poor form during the honor combat. If 
  the rules are violated, expect beheadings. 
  The warriors separate from the spellcasters by drawing a line in the ground. Spellcasters participate by preparing the 
  warriors. PC spellcasters will not be engaged or attacked unless they cross the line into the field. If they wish to enter 
  the honor duel, a spellcaster can cross the line, summon and direct a single monster, or change shape to join in the 
  fight. 
  Any damaging or offensive spell casting (those that specifically target opponents) will violate the honor combat. Expect 
  an attack in force and no chance for quarter if this is done. 
  (Scrawled beneath this line is a note in shaky handwriting.) 
  You may be able to get away with stilled spells that have no visible effect. Using spells with no visible effect that are 
  stilled, silent, and use no components are likely to work without suspicion. Prayer, dispel magic, and counterspells are 
  considered honorable. 
  If the PCs fall or surrender while maintaining the rules, the honor of the grugach is satisfied and the party will be 
  ransomed off for appropriate gifts. 
  If at any point the grugach feel the rules of the honor combat have been violated, the grugach will do their best to 
  slaughter all of the offenders. Their bodies and goods will be turned over to the Tie Lassëaron. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/PAL (Theocracy of the Pale)/PAL4-09 Retribution (3E).pdf