TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at beldred@midsouth.rr.com.  For LIVING 
  GREYHAWK campaign questions email rpgahq@wizards.com. 
  YEO5-05 
   
   
   
   
   
  Into The Scarlet Flames 
  A One-Round D&D® LIVING GREYHAWKTM  
  Yeomanry Regional Adventure 
  Version 1.3 
   
  by Matthew Crook 
  Reviewer: Yeomanry Triad  
  Circle Reviewer: Steven Conforti 
  Playtesters: Griff Eldred, James Giesler, W. Hopper, Corey Kobernick, Brock Sides, Mike Smith 
   
   
   
  A man’s associate has gone missing in a dangerous land.  He is unable to go to the rescue, but he is willing to pay to have 
  some stout-hearted Yeomen rescue his companion.  A Yeomanry regional adventure for APLs 2-8. 
   
   
  
  YEO5-05 Into The Scarlet Flames 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics provides 
  player information for you to paraphrase or read aloud 
  when 
  appropriate. 
  Sidebars 
  contain 
  important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives.  
  
  YEO5-05 Into The Scarlet Flames 
   
  Page 2 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  the Yeomanry.  Characters native to the Yeomanry pay 
  one Time Unit per round, all others pay two Time Units 
  per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. 
  ADVENTURE BACKGROUND 
  ABOUT THE YEOMANRY 
  The Yeomanry is situated in a valley between the Jotens 
  and the Tors in the southwest corner of the Sheldomar 
  Valley.  The moderately sized realm is nearly surrounded 
  by the Crystalmists and its spurs, though its eastern 
  border with Keoland is generally regarded as the eastern 
  bank of the Javan across from the county of Cryllor.  Its 
  border continues south to where the great river enters 
  the Hool Marshes and the lands of the Sea Princes.  The 
  climate is hot nearly year-round in the central valley, 
  though the temperature moderates as one approaches the 
  foothills, particularly in late fall and winter.  The 
  Yeomanry is a land populated primarily by freemen 
  farmers, who are mostly a Suel-Flan mix. 
   
  The Yeomanry is one of the few representative 
  democracies in the Flanaess.  Any citizen of majority, 
  who has carried the spear for the nation, either now or in 
  the past, is eligible to elect a spokesman on his behalf 
  from his community who serves in the Council of 
  Common Grosspokesmen in Loftwick.   
   
  The people of the Yeomanry are rural, cloistered folk 
  with little exposure to either foreigners or magic.  They 
  are religious and superstitious, yet reservedly friendly to 
  travelers.  Many Yeomen have served in the Militia and 
  are stout defenders of their homes. 
   
  You can learn more about the Yeomanry at its official 
  website: http://yeomanry.living-greyhawk.com. 
  NEWICK (POP. 2,100) 
   
  Newick is a walled frontier town located near the 
  border of the Hool Mashes.  Its 2,100 residents make 
  their living from farming, fishing, and light forestry.  As 
  one of the first sizable towns between seized lands and 
  the relative freedom of the Yeomanry, Newick serves as 
  the (temporary) home for dozens of refugees at any given 
  time.  Due to this large transitional population, Newick 
  can get a bit rough at times, and the militia has a 
  reputation for treating lawbreakers harshly.  There are a 
  number of hastily-constructed inns and taverns in town - 
  the one patronized by adventurers is called Haranshire 
  House, named for the region in which Newick stands.  It 
  is run by an incredibly irritating gnome named Erdenson 
  - nicknamed "Centipede" due to his ridiculously bushy 
  eyebrows.  Rumor has it that he is tolerated because he 
  knows secrets that lead to a huge cache of magical 
  treasure buried somewhere in the Hool. 
   
   
  The town’s Grosspokesman is Melinda Windomere, 
  a strong, slim, dark-haired woman in her early 40s who 
  enjoys wearing fine silks.  Although she is a bit 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  
  YEO5-05 Into The Scarlet Flames 
   
  Page 3 
  unorthodox in her governance of the region, she is a 
  woman of law and keeps her promises.  As a result, she is 
  respected locally but distrusted amongst other members 
  of the Council.  The Yeoman Dustdiggers, led by Olan 
  Demeter, have a very strong presence in the town due to 
  the significant archaeological discoveries that have been 
  found in the region over the last few years.  
   
  Recently an important refugee from the Hold of the 
  Sea Princes has taken refuge near Newick.  She is Della, 
  the 'Rogue Queen of Monmurg,' and is rumored to be a 
  medusa.  A number of local adventurers can confirm this, 
  and as such the local residents give her a wide berth. 
  BACKGROUND 
   
  Shortly after the fall of the Hold of the Sea Princes to 
  the forces of the Scarlet Brotherhood, several groups in 
  the Yeomanry sent agents into the Hold to establish an 
  intelligence network and/or to help those who wished to 
  escape the tyranny of the occupation.  The Yeoman 
  Military sent several such agents.  These agents were 
  usually skilled merchants, craftsmen, and laborers with 
  training 
  in 
  intelligence 
  gathering 
  and 
  partisan 
  recruitment.  
   
  In 588 CY, the militia sent a young woman of mixed 
  heritage named Nimora Justaris to take over one of the 
  established networks in the western portion of the hold. 
  After several years of running the intelligence operation, 
  she began associating with a wizard named Kevis.  Kevis 
  is a disillusioned Scarlet Brotherhood member that 
  discovered Nimora’s secret and chose to help her instead 
  of reporting her.  His activities were not exclusive to 
  passing intelligence.  He also helps slaves escape from the 
  Hold of the Sea Princes through a network of safe houses 
  and guides. 
   
  Over the last few years, agents of the Scarlet 
  Brotherhood have begun to suspect that some of the 
  citizenry of the Hold of the Sea Princes and members of 
  the Brotherhood were helping slaves migrate to other 
  countries across the Flanaess.  They began watching 
  places of most likely transit from the Hold of the Sea 
  Princes to areas more friendly to slaves’ plight.  They 
  even began inserting covert agents of their own as 
  escapees to ferret out those helping escaped slaves.   
   
  Eventually, one name came up on several reports – 
  Kevis.  The Brotherhood had the wizard and his 
  associates watched.  The Brotherhood found and assigned 
  an apprentice, Halma Varnus, to the wizard to keep a 
  constant watch over his activities and to allow the 
  apprentice to benefit from his instruction as a crafter of 
  wondrous items. 
   
  With evidence from his apprentice and other 
  Brotherhood spies, he and innkeeper Nimora Justaris 
  were arrested with a group of slaves bound for freedom in 
  the Sheldomar Valley.  They have been charged with 
  treason by aiding the escape and theft of slaves from their 
  rightful owners.  The shokal (highest ranking officers in 
  the law enforcement division of the Scarlet Brotherhood) 
  sentenced the pair of liberators to the maximum sentence 
  of death by slow torture.  
   
  The shokal gave all the credit for busting up the 
  slave escape ring to his shodeen (law enforcement 
  officials) and neglected to give any credit to any other 
  groups and agents in the Brotherhood, such as the 
  apprentice.  Because of his arrogance, cruelty and conceit, 
  the apprentice, Halma Varnus, has secretly made her way 
  into the Yeomanry to inform members of the Yeomanry 
  government of the capture of the wizard Kevis and 
  Nimora Justaris. 
   
  Unbeknownst to even Halma, who succumbed to 
  her true masters’ magical suggestions to “right this wrong 
  done to their faction” willingly, the Scarlet Brotherhood 
  has already interrogated and gathered what they desired 
  from the two captives and has dangled them close to the 
  Yeomanry in the hopes that just such a rescue attempt 
  will provide them a chance to counter-insert an agent of 
  their own.  Halma has been programmed (using geas, 
  suggestion, modify memory, and various other magical spells 
  and effects), and the Brotherhood only waits to see who 
  takes the bait. 
  ADVENTURE SUMMARY 
  Introduction: 
   
  PCs that are members of the Yeomanry Militia are 
  given orders to meet with the commander of the local 
  militia in Newick for a covert mission.  They are told that 
  the mission will be explained further by the local 
  commander.  Other PCs find themselves at the Burly 
  Halfling Inn in Trevorton when they are approached by a 
  non-descript man and a hooded figure.  He tells them 
  that he has a problem that requires the skills of 
  adventurers and asks the party if they will accompany 
  him to a private room in the back.   
  Encounter 1: 
   
  In the private room the PCs learn that the man’s 
  name is Jesson and the hooded figure is a woman named 
  Halma Varnus.  Jesson details a story of an associate of his 
  named Nimora Justaris, who has been recently taken by 
  the authorities in the Hold of the Sea Princes. He would 
  like his associate rescued from the outpost.  Halma 
  Varnus offers details about the outpost and the 
  circumstances of the capture and informs the party that 
  her master was captured at the same time.   
  Encounter 2: 
   
  The PCs are required to navigate the Hool Marshes. 
  Ask the characters how they will get to the outpost. 
  Characters with previous experience in the Hool may 
  choose to seek out guides amongst those they know. 
  Those who don’t know anyone will have to set out on 
  their own into the swamp.  Either way, on the morning of 
  the second day in the Hool Marshes, the PCs are attacked 
  
  YEO5-05 Into The Scarlet Flames 
   
  Page 4 
  by predatory animals looking for an easy meal.  The 
  animals attack as the PCs enter a marshy draw where they 
  are forced to be in water 2½ feet deep.   
  Encounter 3: 
   
  The evening of the second day the party makes it 
  through the marshes to the edge of the Hool River.  No 
  combat encounter occurs.  This is an opportunity for the 
  party to rest, heal themselves and prepare for the next 
  stage of the journey.  Prompt the party for a watch order 
  and make the party perform Spot and Listen checks for 
  the encounter to facilitate a degree of paranoia and 
  danger. 
  Encounter 4: 
   
  The PCs have several options for making their way 
  to the outpost.  Some characters may be friends with 
  Marceaux, the halfling, and pursue him in either Bogspur 
  or Attakapas. Some other characters may be allies, or even 
  members of, the orc tribe called the Broken Tooth Clan 
  and may pursue their allies/tribe in the Hool. Finally, 
  they party may not know anyone, in which case they are 
  heading out into the Hool following the directions they 
  were given. 
   
  4A: For those without guidance and heading into the 
  Hool, the PCs cross the Hool River and proceed to the 
  outpost.  They are attacked by a pack of wild dogs 
  (wolves, worgs, etc. depending on the APL) at twilight on 
  the second day of their journey from the river.  The 
  animals see the PCs as a source of food for the pack. 
   
  4B: For those who seek out Marceaux, the PCs have 
  some means of traveling down the river (a boat from 
  Marceaux).  The second day on the river they are 
  ambushed by lizardfolk.  The Brotherhood has not been 
  dealing with the lizardfolk population on the Hool River; 
  they are simply taking advantage of the party’s presence. 
   
  4C: For allies/members of the Broken Tooth Clan, 
  the PCs take the route provided by the Broken Tooth 
  Clan and decide to cross closer to the outpost.  They are 
  attacked by a Scarlet Brotherhood outrider and his pack 
  on the second day of the journey.   
  Encounter 5: 
   
  The outpost of Okalasna Kendeen (Ancient Suloise, 
  translation “Forever Harsh”) is located in an isolated bend 
  of the river.  From several strategic locations the PCs can 
  observe the outpost and see the cruelty performed on 
  captives.  The PCs will be able to spy their quarry in the 
  outpost yard over the course of the day, and prepare 
  spells for entering the outpost. 
  Encounter 6: 
   
  The PCs have several options for entering the 
  outpost: bluff, stealth, or assault.  With bluff and stealth, 
  the PCs may enter the outpost, locate the captives and 
  attempt a rescue.  If the party succeeds, they find the 
  captives as described in Encounter 7. Failure results in 
  proceeding to Encounter 8.  For those parties making an 
  assault proceed to directly to Encounter 8. 
  Encounter 7: 
   
  The PCs make their way into the small cell block of 
  Okalasna Kendeen. They are able to locate the wizard and 
  the Yeomanry agent.  Both are shackled and the wizard is 
  held with dimensional shackles to prevent magical means 
  of travel.  Both are battered and bruised and are unable to 
  move on their own, due to injury. 
  Encounter 8: 
   
  Either upon entry or exit of the outpost, the PCs 
  might have to contend with the current garrison of the 
  outpost.  This is a straight fight.  The members of the 
  Brotherhood will fight with the intent of driving the 
  characters away. Every other round, more of the 
  encampment will join in the attempt. Characters who 
  foolishly choose to stand their ground will be 
  overwhelmed by numbers and suffer the consequences. 
  Those who flee will hear the hounds at their heels the 
  whole way back to the Yeomanry. 
  Conclusion: 
   
  Either the PCs have completely failed in their 
  mission to rescue Nimora Justaris and have been 
  captured or have returned to the Yeomanry with the 
  wizard, Kevis, and/or Nimora Justaris.  Captured PCs 
  have been imprisoned by the Scarlet Brotherhood 
  working in the mines of the Hellfurnaces.  Any pure-
  blooded Suel characters or cohorts are curse-branded as 
  well.  Successful PCs have taken the Brotherhood’s two 
  prisoners.  The mission also provides a singular source for 
  new information about the Hool: the liberated wizard 
  Kevis. Or so it seems … 
  PREPARATION FOR PLAY 
  Check the PCs for the following information: 
  • 
  Determine if there are any members of the party in 
  the Yeomanry Militia or Yeomanry Army. 
  • 
  Determine if any PCs participated in COR2-01 As He 
  Lays Dying and purchased the Badge of Valesh Kem, 
  YEO3-01 Guard Dogs and purchased the Badge of Kesh 
  Urvail, or YEO4-05 Whispers of Deceit and purchased 
  the Badge of Nyrong Sindan.  
  • 
  Determine if any PCs participated in YEO3-07 Squeal 
  Like a Pig and have earned the Ally status with the 
  Broken Tooth orcs. 
  • 
  Determine if any PCs participated in YEO1-06 Cold 
  Blooded or YEO3-07 Squeal Like a Pig and might know 
  Marceaux. 
  • 
  Determine if any PCs participated have any 
  influence/enmity, distinguishing marks, etc. with 
  the Scarlet Brotherhood. 
  
  YEO5-05 Into The Scarlet Flames 
   
  Page 5 
  • 
  Note the races of all PCs, including subraces of 
  human PCs. PCs of mixed human stock that have the 
  traits of Suel humans (red or blond hair with blue or 
  green eyes) will be subject to being Branded a 
  traitor if captured by the Scarlet Brotherhood. 
  Is This a Military Adventure? 
   
  As Yeoman officials consider the events of this 
  adventure important to the defense of the Yeomanry, 
  members of any branch of the Yeoman military may 
  count the TUs spent on this adventure toward any annual 
  TU commitment required by their enlistment. 
  Is This a Dustdigger Adventure? 
   
  As this adventure does not significantly involve 
  archaeological matters, students in the Academy of Lore 
  MAY NOT count this adventure toward any TUs they must 
  spend per year in study. See individual certificates for 
  more details. 
  Is this a Promotion Worthy Adventure? 
   
  Heroic deeds in the name of the Yeoman military are 
  possible in this adventure, and as such, the possibility for 
  promotion exists.  In order for a PC to be considered for 
  promotion at the end of this adventure, the PC must do 
  the following: 
  1. 
  The DM and all Yeomanry military PCs present at 
  the table must unanimously agree that the PC has 
  performed an action and behaved in a manner that 
  would make them a good leader of men in their unit. 
  There must be at least two other military PCs playing 
  the adventure besides the PC up for advancement.  
  Only one PC can be nominated for advancement per 
  adventure. 
  2. 
  The player so nominated must then gather the 
  names and email addresses of all Yeomanry military 
  players and the DM at the table. 
  3. 
  The player must then submit a small summary of 
  what happened in the adventure and why he or she 
  should be considered for promotion.  Emailing this 
  information to yeomanry-triad@yahoogroups.com. 
  4. 
  The Triad will then discuss your promotion and 
  determine whether promotion is granted.  You will 
  be notified via email, and a promotion certificate will 
  be sent to you via snail mail. 
   
  In order to be considered for promotion, the 
  Yeomanry military character must have spent a 
  minimum of one year of real time at the rank below that 
  being applied for.  So in order to be considered for 
  Sergeant, the player must have spent one full year as a 
  Yeoman, and one full year below that as an unranked 
  soldier. 
  INTRODUCTION 
  YEOMANRY MILITARY OR ARMY PCS 
  Determine if there are any members of the party in the 
  Yeomanry Militia or Yeomanry Army. If so, take them 
  aside and read the below to them.  This section is not for 
  all party members. 
   
  You are in the Stout Servant Inn in Newick 
  when you are approached by a young man.  The 
  young man approaches your table and bows.  Sirs 
  (and Madams), I am from the office of the militia 
  and your services have been requested.  Will you 
  please come with me, to the Grosspokesman’s 
  office? 
   
  If any of the PCs refuse to come with the page, the 
  adventure is over for them.  Give them their AR with no 
  experience or gold. 
   
  You are escorted to an office you’ve been to 
  several times before. Kiers, the Grosspokesman’s 
  steward, has placed you all in a room and left for a 
  few minutes. When he returns, he sits behind a desk 
  and says, “You have been called here on a matter of a 
  sensitive nature.  One of our operatives operating in 
  the Hold of the Sea Princes has been captured.  I 
  have a letter here for you. Word has been sent to 
  your contact in Trevorton and you are expected 
  there 
  in 
  three 
  days. 
  I’m 
  sorry 
  M’Lady 
  Grosspokesman and Acting Freeholder cannot meet 
  with you personally. She’s away in Loftwick at the 
  moment and I act on her behalf in her absence.” The 
  older man looks on, hoping you understand. 
   
  Provide a copy of Player Handout #1 for all members 
  of the Yeomanry Militia or Army; this is the letter Kiers 
  provides.  When the PCs proceed to Trevorton, continue 
  below. 
  FOR ALL PCS 
   
  This section is for all PCs. 
   
  You are lounging in the Burley Halfling Inn in 
  Trevorton.  The fire is burning low in the hearth but 
  is still managing to keep dampness of the spring 
  rain from being uncomfortable.  There are several 
  local farmers sitting in a corner telling stories and 
  complaining about the weather.  A bard plays a 
  somber tune in the corner.  After you finish your 
  dinner, a man comes up to your table clad in a dark 
  brown cloak and softly says, “Greetings, I am Jesson. 
   You look as you may be just the people I am in need 
  of, that being the adventuring sort.” He winks at you 
  knowingly. “Would you mind coming with me to a 
  private room I have reserved here.  I have a business 
  proposition I would like to discuss with you and 
  some others who would meet us there.” 
  
  YEO5-05 Into The Scarlet Flames 
   
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  If any of the PCs refuse to come with Jesson, the 
  adventure is over for them.  Give them their AR with no 
  experience or gold. 
  � Jesson (Captain Tomar Weilm): Male Human 
  (Flan) Rgr8; AL NG. 
   
  Description:  Tomar Weilm has the look of an old 
  campaigner or world traveler.  He has a penetrating stare 
  that develops over years of adversity.  Only 5 ft. 7 in., he 
  blends in well with the crowd.  His dark brown cloak 
  shows the wear of many a day on the road. 
  ENCOUNTER 1: GUYS IN 
  SOME SERIOUS TROUBLE 
  You enter a private dining chamber illuminated by 
  two oil lamps suspended from the ceiling.  A large 
  table and eight chairs are the only furnishings in the 
  room.  A young woman with long red hair in a dark 
  cloak sits in the chair to the right of the head of the 
  table.  Jesson moves to the head of the table and 
  gestures for you to be seated as he sits at the head. 
   
  “An associate of mine has gone missing in the 
  Hold of the Sea Princes.  My friend, Halma, saw her 
  and another captured by agents of the Scarlet 
  Brotherhood.  I can not allow for my organization’s 
  activities to be discovered, so I would like for you to 
  journey to the outpost where she is being held and 
  bust her out.  I am willing to pay you for your 
  services.” 
   
  The PCs may then question Jesson and his friend, 
  Halma.  Jesson can tell the PCs the following: 
  • 
  The woman he is looking for is named Nimora 
  Justaris.  She is a small woman with light brown hair 
  and grey eyes.   When you get to the outpost you will 
  recognize her by saying, “The sun sets slowly in the 
  west…”  This will be answered by, “…the sun shall 
  set less slowly on the Brotherhood in the Hold.” 
  • 
  He will offer to pay each of the PCs 100 gp, but can 
  easily be bargained up to 50 x the APL in gp at APLs 
  4 and up (200 gp at APL 4, 300 gp at APL 6, 400 gp at 
  APL). 
  • 
  The PCs need to bring anyone rescued back to this 
  inn in Trevorton. 
   
  Halma can tell the PCs the following: 
  • 
  The outpost is named Okalasna Kendeen and is 
  located several days into the Hool Marshes along the 
  north shore of the Hool River  
  • 
  The garrison is relatively small as most sent to the 
  outpost don’t last long under the strict law of the 
  Scarlet Brotherhood.  If someone is sent to the 
  outpost they are usually there to be tortured to 
  death, and the Brotherhood doesn’t want anyone to 
  have any chance of contact with them, thus the 
  remote location.   
  • 
  Her master, Kevis, was the other person taken by the 
  Brotherhood, and they were taken by force. 
  • 
  If the PCs can rescue her master, she can allow 
  wizard PCs to copy a spell from her spellbook. 
   
  PCs may become suspicious and ask questions. Any 
  Sense Motive checks will result in the PCs being unable 
  to detect any lies as Halma and Jesson tell the PCs only 
  the absolute truth as they believe it. If the PCs ask Jesson 
  or Halma where their information comes from, provide 
  the following: 
   
  Jesson will look at Halma at this point. She will 
  sheepishly hide her eyes as she replies. “My master, 
  and I before this as well I guess, used to serve the 
  Brotherhood. My master though had long since 
  broken with them and has been helping Nimora 
  sneak slaves to freedom here. With his capture, I 
  realize where my true loyalties lie. I … I care about 
  him. Probably more than I should.  This is how I 
  know where they are being held and this is why I 
  have escaped here, to the man that Nimora told 
  Kevis and I to contact if we should ever have to flee.” 
   
  Be aware that Halma truly believes all this at the 
  moment and thus this is NOT a lie or bluff.  After the PCs 
  get any or all of the information above, Halma and Jesson 
  bid them a good evening and depart, heading out of town 
  towards Newick. 
   
  Treasure: The payment from Jesson is the only 
  treasure here. 
  ENCOUNTER 2: THINKING 
  WITH YOUR STOMACH 
  Note: Prompt the party for how they plan to cross the 
  Hool Marshes. Have them set up marching orders, 
  discuss issues of being in waist-deep water, bugs, typical 
  predators, etc. If none of them mention the halflings or 
  the orcs or any indication of seeking guidance, feel free 
  to drop a hint by asking which direction they will travel 
  to get there and if they will be passing through any other 
  settlements before they get there. If they still chose not 
  to seek out aid from the residents of the area, this will 
  have consequences in Encounter 4. 
   
  The morning dawns and you set out on your 
  journey.  The few farmers that notice you heading 
  into the Hool Marshes on the edge of Trevorton 
  shake their heads and return to their work.   
   
  As you journey into the Hool, you are forced to 
  dodge bogs, quicksand, and swarms of gnats.  The 
  travel is slow, and it takes a full day to travel only 
  nine miles.   
  
  YEO5-05 Into The Scarlet Flames 
   
  Page 7 
   
  You find a reasonably dry place to camp for the 
  night on a small knoll, only to find yourself greeted 
  by a rain storm in the middle of the night.  
   
   The next day the overcast clouds and lack of 
  wind makes the sultry air nearly unbearable.  Your 
  progress is somewhat better as you find what 
  appears to be a trail in the middle of the marsh. 
  Occasionally you see cloven hoof prints on the 
  ground along the trail.   
   
  Near the end of the second day you come upon a 
  small creek. The other side of the creek is 
  considerably higher and the trees taller and more 
  sparse.  From your position on the other side of the 
  creek, you see the remains of a small structure off to 
  your left, across the creek. 
   
  Anyone looking for tracks along the trail will be able 
  to discern that the trail is littered with deer tracks with a 
  DC 15 Survival or DC 10 Knowledge (nature) check.  
  Anyone with the Track feat may attempt to make a DC 20 
  Knowledge (nature) or Survival check to recognize that 
  there are other tracks belonging to a predatory dinosaur. 
   
  Assuming curiosity get the better of the party, they 
  will then be crossing the creek to reach the ruins, where 
  the dinosaurs have hidden awaiting prey. The Spot check 
  to see a deinonychus is DC 22. The Spot check to see a 
  megaraptor is DC 19.  See DM Aid: Map of Encounter 2. 
  APL 2 (EL 3)  
  � Deinonychus: hp 36; see Monster Manual, page 
  60. 
  APL 4 (EL 5)  
  � Deinonychus (2): hp 36 each; see Monster 
  Manual, page 60. 
  APL 6 (EL 7)  
  � Megaraptor, Advanced: hp 110; see Appendix 3. 
  APL 8 (EL 9)  
  � Megaraptors (3): hp 81 each; see Monster Manual, 
  page 60. 
   
  Tactics: The dinosaurs hunt the area around the 
  creek for deer and other animals that take advantage of 
  the less tepid water.  At all APLs the dinosaurs will strike 
  the party as they begin to come out of the water, 
  attacking the party member in the lead. The dinosaurs are 
  animals looking for a meal.   
   
  At APLs 2 and 6, the dinosaur will attack until it has 
  lost 75% of its hit points (27 for the deinonychus, 83 for 
  the advanced megaraptor) and then flee.  At APLs 4 and 8, 
  the dinosaurs will not flee until they are the only creature 
  left or they have been separated and are not fighting the 
  same opponent, and then only at the 75% hp lost mark 
  (27 for the deinonychus, 61 for the megaraptor). 
   
  If a party member is knocked unconscious by one of 
  the dinosaurs, the dinosaur will grab the PC in its jaws 
  and try taking them away (provoking attacks of 
  opportunity).  They will flee (double moves only as the 
  trees and ground clutter prevent any additional 
  movement) through the undergrowth to a place a mile 
  away to feast on the PC.   
   
  Firing a bow or making ranged attacks on fleeing 
  dinosaurs are subject to a 20% miss chance due to the 
  large 
  amount 
  of 
  ground 
  clutter 
  that 
  provides 
  concealment.  Tracking a dinosaur is a DC 8 Survival 
  check by anyone with the Track feat or a DC 15 Search 
  check for anyone else.  Those making search checks must 
  make three checks or be forced to lose two rounds trying 
  to reacquire the trail while the dinosaur gets to enjoy its 
  meal. 
   
  Treasure: none. 
   
  The Ruins: The ruins appear to be the remains of a 
  farm house.  The stone walls are chest high.  A close 
  examination of the area will reveal a stone circular lid 
  that covers a half-full, stagnant, slime-covered cistern.  
  Bits of metal can be found inside the walls but nothing of 
  any use can be gathered from the ruins.  
  ENCOUNTER 3: DO YOU 
  THINK I HAD A CHOICE? 
  As night falls, you hear the cries of swamp birds 
  behind you, the low rumble of crocodiles grunting 
  and bull frogs chirping.  The cloud cover that has 
  haunted you all day is beginning to break up and the 
  nearly full moon casts an eerie light on the swamp 
  around you. 
   
  Tactics: Use this encounter to increase the paranoia 
  in the party.  Have them arrange their miniatures on the 
  battle mat, set watches and perform Spot and Listen 
  checks during each of the watches. 
   
  As the morning dawns, the sun brightly shines 
  on the cloudless day.  You determine that you are 
  but a short way from your destination and pack up 
  camp, eager to get on the road. 
   
  Development:  If the party is without any guidance 
  from the halflings of Attakapas or the orcs of the Broken 
  Tooth Clan, proceed to Encounter 4A.  For those getting 
  the help of Marceaux and the halflings of Attakapas, 
  proceed to Encounter 4B.  For those with the help and 
  guidance of the orcs of the Broken Tooth Clan, proceed 
  with Encounter 4C. 
  
  YEO5-05 Into The Scarlet Flames 
   
  Page 8 
  ENCOUNTER 4: HERE’S 
  WHERE THE FUN BEGINS 
  This encounter has three sub-encounters; the PCs 
  encounter only one of these sub-encounters, depending 
  on their actions regarding seeking help. 
  4A: NO HELP 
   
  For those without any guidance from the halflings of 
  Attakapas or the orcs of the Broken Tooth clan: 
   
  The swampy bogs become sparser as you travel 
  south along the river.  Stagnant swamp stretches out 
  as far as you can see to the south and west.  Looming 
  in the far west, you see the snow-capped peaks of the 
  Hellfurnaces through the canopy of ancient cypress 
  trees.  Once, you see herds of antelope grazing in the 
  distance. The other side of the river is a stark 
  contrast.  The bank rises between ten and thirty feet. 
   Sheer, river-worn, grey granite shades the eastern 
  side of the river from the morning sun. 
   
  Late in the afternoon of the third day you hear 
  howls, the braying of beasts in the distance.  A few 
  minutes later, you see the approach of several large 
  wolves with the look of blood lust. 
   
  See DM Aid: Map of Encounter 4A. 
  APL 2 (EL 5) 
  � Wolves (4): hp 15 each; see Monster Manual, page 
  283; trained for combat riding. 
  � Kennel Master: male human (Olman) Rgr1; hp 
  6; see Appendix 1. 
  APL 4 (EL 7) 
  � Worgs (4): hp 36 each; see Monster Manual, page 
  256; trained for combat riding. 
  � Kennel Master: male human (Olman) Rgr2; hp 
  12; see Appendix 2. 
  APL 6 (EL 9) 
  � Dire Wolves (6): hp 50 each; see Monster Manual, 
  page 65; trained for combat riding. 
  � Kennel Master: male human (Olman) Rgr6; hp 
  36; see Appendix 3. 
  � Wolf, Kennel Master’s Animal Companion: 
  hp 30; see Appendix 3; trained for combat riding, 
  fetch, track. 
  APL 8 (EL 11) 
  � Fiendish Dire Wolves, Advanced (4): hp 75 
  each; see Appendix 4; trained for combat riding. 
  � Kennel Master: male human (Olman) Rgr8; hp 
  48; see Appendix 4. 
  � Wolf, Kennel Master’s Animal Companion: 
  hp 30; see Appendix 4; trained for combat riding, 
  fetch, track. 
   
  Tactics:  The wolf pack attacking the party is a group 
  of trained guard animals released by the Scarlet 
  Brotherhood to discourage escaped slaves.  They are 
  trained by their master to kill any humanoids they find in 
  the region.  They approach the party with hostile intent 
  and will not stop attacking or break off pursuit of any PCs 
  that flee. 
   
  At APL 2, the wolves approach in a wedge formation 
  with 5 feet separating them.  At APL 4, the worgs will 
  approach with two worgs separated by 5 feet and the 
  second pair and Kennel Master at a distance of 25 feet 
  from the first pair of worgs.  At APL 6, the dire wolves 
  will approach the party in an inverted wedge with the 
  Kennel Master riding the center dire wolf with 20 feet 
  separating each dire wolf.  At APL 8, the fiendish dire 
  wolves will approach the party in a broad line in front of 
  the party with the Kennel Master rider on the center 
  fiendish dire wolf at a span of 25 feet between each of the 
  fiendish dire wolves.  At APL 6 and 8, the Kennel 
  Master’s animal companion wolf will try to remain 
  hidden outside of combat until signaled by his master to 
  attack. 
   
  Treasure: The wolves wear silver-tooled leather 
  collars bearing the curved cross of the Scarlet 
  Brotherhood.  This plus the possessions of the Kennel 
  Master are the only treasure here. 
   
  After combat, allow the PCs to perform any 
  spellcasting they want to and then proceed to Encounter 
  5. 
  4B: HELP FROM THE HALFLINGS 
   
  For those PCs who participated in YEO1-06 Clod 
  Blooded or YEO3-07 Squeal Like a Pig but do not possess the 
  Ally: The Broken Tooth Clan effect or don’t wish to 
  seek the Clan’s help: 
   
  Passing through Bogspur on your way through 
  the Hool, you can’t pass the opportunity to see who’s 
  at the Frog Bog, the only tavern in this hamlet. In 
  the corner you see a Halfling that you can’t help but 
  recognize.  It is your old friend Marceaux from 
  Attakapas, going on to another Halfling seated next 
  to him, “Now, jus’ try you one o’ ‘dos honey ros’ed 
  cicadas.  ‘Dem’s good eat’n.  Umm-huh.  I mak’d ‘dem 
  myself las’ fall, when ‘da cicadas sing their songs an’ 
  get’in ready fo’ winter.”  The Halfling seated next to 
  Marceaux politely declines the offer making some 
  reference to needing get home because he has a hard 
  day ahead of him and leaves the tavern. 
   
  As the Halfling looks over towards you, a 
  glimmer lights into Marceaux’s face.  “Friends, wha’ 
  you doin’ in ‘de swamp again, eh?  You comin’ to see 
  ol’ Marceaux?  Hows you doin’?  You wants some 
  
  YEO5-05 Into The Scarlet Flames 
   
  Page 9 
  honey ros’ed cicadas?  Sit a spell an’ tell ol’ Marceaux 
  what you been doin’.” 
   
  If the PCs tell Marceaux that they are headed into 
  the marshes and down towards the Hool River, he will 
  tell them that the best way to get down the river is by 
  skiff and he will provide directions.  He tells them if they 
  want, he has a skiff hidden just around the back of his old 
  shack.  Tied to a large cypress tree they will find a skiff 
  and some supplies – a large batch of his honey roasted 
  cicadas. 
   
  You make your way from Bogspur to Marceaux’s 
  old shack on the edges of town.  A large skiff 20-feet 
  wide and 40-feet long rests tied to a cypress tree.  As 
  you board the craft, you see a large clay jar sealed 
  with wax and a brown clay jug, stoppered with a 
  cork. 
   
  The clay jar contains three pounds of Marceaux’s 
  Honey Roasted Cicadas, and the jug is full of Marceaux’s 
  White Lightning.   
   
  The path Marceaux recommended winds its way 
  southward passing large mounds to your right and 
  open water to your left.  Occasionally, you are forced 
  to pull your boat to one side and carry it past a 
  section of shallows. As you proceed further down 
  the waterway, you see sheer grey granite cliffs to 
  your left and to your right you see the tangle of vines 
  and trees towering, forming a corridor along the 
  river. 
   
  See DM Aid: Map of Encounter 4B. 
   
  At mid-day, the party is assaulted by a group of 
  Lizardfolk. The boat will be assaulted in 12-foot deep 
  water where there is rock outcropping to scrubland some 
  30 feet away. The ambush at APLs 2 and 4 can be spotted 
  on a DC 13 Spot check (as they are attempting to hide in 
  the water along the outcropping 30 feet away).  At APLs 6 
  and 8, the sorcerer will have pre-cast invisibility (3 times) 
  on the Lizardfolk fighters assaulting the boat.  The 
  sorcerer is hidden behind a rock outcropping allowing 
  for no chance of sight until the boat is past that point.  
  Invisibility purge or some additional means to see invisible 
  creatures will allow for the DC 13 Spot check; otherwise 
  it’s a DC 33 Spot check. 
  APL 2 (EL 4) 
  � Lizardfolk (4): hp 14 each; see Monster Manual, 
  page 169. 
  APL 4 (EL 6) 
  � Lizardfolk Ftr1 (4): hp 27 each; see Appendix 2. 
  APL 6 (EL 8) 
  � Lizardfolk Ftr3 (3): hp 46 each; see Appendix 3. 
  � Lizardfolk Sor4 (1): hp 38 each; see Appendix 3. 
  APL 8 (EL 10) 
  � Lizardfolk Ftr5 (3): hp 66 each; see Appendix 4. 
  � Lizardfolk Sor6 (1): hp 48 each; see Appendix 4. 
   
  Tactics:  The lizardfolk are arranged in ambush.  
  When the party’s boat is close to the ambush site the 
  lizardfolk will attempt to board.  At APL 8, the attack will 
  begin with the sorcerer casting glitterdust on the boat and 
  then the lizardfolk storming the boat.  The lizardfolk are 
  armed with clubs and will initially power attack for full 
  in an attempt to end the fight quickly.  After the first 
  round any lizardfolk that have missed, will use their full 
  attack bonus to hit, otherwise they will continue to 
  power attack for full. If the lizardfolk detect any 
  spellcasters, 
  they 
  will 
  target 
  them 
  with 
  their 
  thunderstones to try to make them miscast spells (20% 
  spell failure chance for any spell with a verbal component 
  if they fail the DC 15 Fort save). 
   
  Treasure: The possessions of the lizardfolk are the 
  only treasure here. 
   
  After combat, allow the PCs to perform any 
  spellcasting they want to and then proceed to Encounter 
  5. 
  4C: HELP FROM THE ORCS 
   
  For those PCs who participated in YEO3-07 Squeal 
  Like a Pig and possess the Ally: The Broken Tooth Clan 
  effect: 
   
  Passing through Bogspur on your way through 
  the Hool, you can’t pass the opportunity to see who’s 
  at the Frog Bog, the only tavern in this hamlet. As 
  you leave the tavern, after one of the vilest ales 
  you’ve ever tasted, you are greeted by a burly half-
  orc.  “Broken Tooth Brother, what you doing so near 
  clan and no come see us?  Me think you no like Forg 
  no more.  So, why you here?  You go hunting in 
  swamp?  You go to look for friends?  Forg can help.  
  Him great hunter,” as he taps his chest with his fist. 
   
  If the PCs talk to Forg and tell him something of 
  their mission into the swamp, Forg will tell them to head 
  due south from Bogspur, keep going south, cross the 
  Hool River at the nearest ford.  He will tell them to 
  beware of those on the other side of the river, saying that 
  they are cruel and enslave any that they find. 
   
  You follow Forg’s directions and ford the Hool 
  River with a small amount of difficulty.  The terrain 
  on this side of the river is dramatically different 
  from the swamp that you left.  Rocky outcroppings 
  dot the plains.  You see the remnants of fields and 
  farms.  Occasionally, you see the ruins of huge 
  buildings and stone fences that must have been 
  plantations just a few years ago.  The further from 
  the river, the tamer the area seems to be.  On the 
  second day, you spend an hour hiding and watching 
  slaves working in a field until they are moved on by 
  
  YEO5-05 Into The Scarlet Flames 
   
  Page 10 
  their overseer allowing you to pass undetected.  At 
  the end of the second day you see vultures ahead of 
  you to the south.  As you get closer to the site, you 
  see the remains of a pair of humans.  They look to 
  have been mauled by an animal. 
   
  A DC 15 Heal check determines that the humans 
  were killed by some form of dog or wolf, while a DC 20 
  Heal check determines that they were killed only 3 days 
  ago. 
   
  As you continue on, you see additional 
  skeletons bleached white with age, some wearing 
  rusted manacles.  Late in the afternoon of the third 
  day you hear howls in the distance.  A few minutes 
  later, you see the approach of several large wolves 
  with the look of bloodlust. 
   
  See DM Aid: Map of Encounter 4C. 
  APL 2 (EL 4) 
  � Wolves (3): hp 15 each; see Monster Manual, page 
  283; trained for combat riding. 
  � Kennel Master: male human (Olman) Rgr1; hp 
  6; see Appendix 1. 
  APL 4 (EL 6) 
  � Worgs (3): hp 36 each; see Monster Manual, page 
  256; trained for combat riding. 
  � Kennel Master: male human (Olman) Rgr2; hp 
  12; see Appendix 2. 
  APL 6 (EL 8) 
  � Dire Wolves (3): hp 50 each; see Monster Manual, 
  page 65; trained for combat riding. 
  � Kennel Master: male human (Olman) Rgr6; hp 
  36; see Appendix 3. 
  � Wolf, Kennel Master’s Animal Companion: 
  hp 30; see Appendix 3; trained for combat riding, 
  fetch, track. 
  APL 8 (EL 10) 
  � Fiendish Dire Wolves, Advanced (2): hp 75 
  each; see Appendix 4; trained for combat riding. 
  � Kennel Master: male human (Olman) Rgr8; hp 
  48; see Appendix 4. 
  � Wolf, Kennel Master’s Animal Companion: 
  hp 30; see Appendix 4; trained for combat riding, 
  fetch, track. 
   
  Tactics:  The wolf pack attacking the party is a group 
  of trained guard animals released by the Scarlet 
  Brotherhood to discourage escaped slaves.  They are 
  trained by their master to kill any humanoids they find in 
  the region.  They approach the party with hostile intent 
  and will not stop attacking or break off pursuit of any PCs 
  that flee. 
   
  At APL 2, the wolves approach in a wedge formation 
  with 5 feet separating them.  At APL 4, the worgs will 
  approach with two worgs separated by 5 feet and the 
  third worg and Kennel Master at a distance of 25 feet 
  from the first pair of worgs.  At APL 6, the dire wolves 
  will approach the party in an inverted wedge with the 
  Kennel Master riding the center dire wolf with 20 feet 
  separating each dire wolf.  At APL 8, the fiendish dire 
  wolves will approach the party in a broad line in front of 
  the party with the Kennel Master rider on one of the 
  fiendish dire wolves at a span of 25 feet between the 
  fiendish dire wolves.  At APL 6 and 8, the Kennel 
  Master’s animal companion wolf will try to remain 
  hidden outside of combat until signaled by his master to 
  attack. 
   
  Treasure: The wolves wear silver-tooled leather 
  collars (10 gp each) bearing the curved cross of the 
  Scarlet Brotherhood.  This plus the possessions of the 
  Kennel Master are the only treasure here. 
   
  After combat, allow the PCs to perform any 
  spellcasting they want to and then proceed to Encounter 
  5. 
  ENCOUNTER 5: GOT A VERY 
  BAD FEELING ABOUT THIS 
  After another day or two of uneventful travel you 
  arrive at the outpost of Okalasna Kendeen, located 
  in a secluded area of the river. Cane breaks and 
  cattails litter the area, but from one of the granite 
  ledges, you are able to get a fairly good view of the 
  outpost. A bamboo wall rings the encampment and a 
  pair of wood and bamboo towers allows guards to 
  keep watch.  A pair of shaggy ponies is tied to a large 
  post next to a water trough.  Hay litters the ground 
  around the ponies.  A canvas tarp provides shade for 
  the animals.  In the southwest corner there is a large 
  bamboo building 2-feet off of the ground on posts.  
  In the center of the encampment, there is a squat 
  wooden structure with bamboo bars along apparent 
  windows.  Along the north side of the outpost camp 
  there are six pits covered with bamboo lattices.   
   
  Throughout the day, you see several guards 
  dressed in robes and one man dressed in armor.  At 
  midday, you see two guards pull a man from one of 
  the pits.  They lean over the man for a few minutes, 
  throw him on a litter and begin carrying him toward 
  the gates. As the guards exit the compound and get 
  closer to your position you see that the litter has a 
  mangled human body on it.  They take the body past 
  the southeast corner of the wall and dump the litter. 
   Carrion birds begin to circle in the air, awaiting a 
  new meal, as the guards arrange the now-dead body 
  
  YEO5-05 Into The Scarlet Flames 
   
  Page 11 
  on a wooden prop, displaying it as some kind of 
  threat or warning. 
   
  Refer to DM Aids: Map of Okalasna Kendeen (Large 
  Scale) and Map of Okalasna Kendeen (Detailed) for 
  Encounters 5 to 8. 
   
  Provide Player Handout #2 so the PCs can make their 
  plans based on the general layout of the facility as they 
  can observe it from a distance.  The party is allowed to 
  observe the facility and formulate some means of entry.  
  If they make some move towards the outpost with the 
  intent of bluffing their way inside, proceed to Encounter 
  6. If the party decides to enter the fortress by stealth, the 
  PCs will be making Move Silently and Hide checks 
  opposed by Listen and Spot checks by any guards 
  present; proceed to Encounter 6 for details. There are 
  bells in the guard towers of the outpost and the monks 
  will ring the bell if someone is sighted. If the party 
  chooses to attack directly, proceed to Encounter 6 until 
  the fighting starts, then head directly to Encounter 8. 
   
  ENCOUNTER 6: NEVER 
  TELL ME THE ODDS 
  As the sun slips down on the horizon, you make 
  your way toward the Okalasna Kendeen.  Guards in 
  dark robes stand in the towers along the wall.  They 
  stop every few minutes and look about in the 
  moonlight.  The quarry has a quiet stillness about it, 
  and the only sound, the gentle bubbling of the lazy 
  river, is magnified. 
  ENTRY BY GUILE 
   
  You continue forward.  A guard calls out to you 
  in Ancient Suloise, “stand and be recognized.”   
   
  If the PCs do not know Ancient Suloise, the guard 
  will watch them approach and call for them to “Stand and 
  be recognized,” in a heavily accented Common. 
   
  After a few minutes, another man in armor can 
  be seen on the opposite side of the doors on the wall. 
   He calls to you, “I am Yasron Thranx, master of this 
  outpost, what business have you at the Okalasna 
  Kendeen?”   
   
  Allow the PCs to interact with Yasron Thranx for a 
  few minutes.  Modify their Bluff, Diplomacy, or 
  Intimidate checks based on the quality of their 
  interaction with Yasron, to a maximum of +/- 5.  Yasron 
  Thranx is very arrogant and can be condescending to any 
  person that is less than pure blooded Suel.  If speaking to 
  a pure blooded Suel, he will be aloof, but polite.  To all 
  others, he will be arrogant to just shy of rude.  Apply the 
  following circumstance modifiers to the PCs’ checks: 
  • 
  +2 for each Suel human party member (or those with 
  the physical appearance of a Suel human). 
  • 
  +5 for each member of the party bearing any one of 
  the Scarlet Brotherhood badges: Badge of Valesh Kem, 
  Badge of Kesh Urvail, or Badge of Nyrong Sindan. 
  • 
  +2 for any additional marks, tattoos, etc. marking 
  membership 
  or 
  influence 
  with 
  the 
  Scarlet 
  Brotherhood. 
  • 
  +5 if the PC making the Bluff, Diplomacy, or 
  Intimidate check speaks in Ancient Suloise. 
  • 
  -5 (or worse if specifically noted on the AR) for each 
  party member bearing marks denoting enmity of the 
  Scarlet Brotherhood. 
  • 
  -2 for each party member not of Suel descent 
  (include PCs of non-human descent here also). 
  • 
  -3 (in addition to the previous -2) for any party 
  members of Baklunish descent. 
   
  The PCs’ checks are opposed by Yasron Thranx’s 
  Sense Motive check.  A check that exceeds his Sense 
  Motive check will allow the party to remove the captives 
  without any kind of fight (but receive full experience as if 
  they had defeated the occupants).  If the PCs’ fail their 
  checks by 5 or more, Yasron allows the PCs into the 
  outpost and then has his guards ambush them 
  immediately; proceed to Encounter 8.  If the PCs’ fail 
  their checks by 4 or less, he allows the party to enter the 
  outpost but is suspicious; Yasron Thranx will retire to his 
  quarters and perform an augury to determine the danger 
  to himself and the garrison.  He will get a result that 
  allowing the party into the garrison is “bad” and will array 
  the garrison in the most advantageous means to ambush 
  the party and capture them.  The PCs may roam the 
  outpost and try to complete their task before Yasron has 
  finished the augury and set up the ambush; proceed to 
  Encounter 7. 
  ENTRY BY STEALTH 
   
  If the PCs attempt a stealthy entry into the outpost, 
  make opposed Listen and Spot checks by any guards 
  present (use the appropriate APL’s version of the guards 
  as in Encounter 8).  It’s a DC 15 Climb check to climb 
  over the walls of the camp, which are 15 feet high. 
  ENTRY BY ATTACK 
   
  If someone fires on the guards in the towers, they 
  will crouch behind the 3-foot tall walls (+4 to AC for 
  cover), sound the alarm bells, and return fire upon the 
  attackers, if they can.  If the PCs rush the gate, the tower 
  guards will catch the PCs in a crossfire, concentrating fire 
  on arcane casters, healers, then archers (in that order) and 
  provide Yasron Thranx direction as to where the PCs are 
  for his area of effect spells. 
  
  YEO5-05 Into The Scarlet Flames 
   
  Page 12 
  ENCOUNTER 7: WHY DON’T 
  YOU COME WITH US? 
  You enter the cell block of Okalasna Kendeen. Just 
  beside the six pit cells, there is a single stone 
  cellblock. Inside, a corridor runs between stalls, 
  each of which has manacles hanging from the walls 
  and a chain with a great hook hanging from the 
  ceiling.  In one of these is a chained woman, 
  conscious but barely able to hold herself up.  
  Further on in another is a man suspended from one 
  of the great hooks by his manacles.   
   
  If the PCs approach the woman and use the code 
  phrase for recognition she will respond with the counter 
  phrase, “…the sun shall set less slowly on the 
  Brotherhood in the Hold.” 
  � Kevis: Male Human (Suel) Wiz10; hp 41 
  (currently 2); AL NG. 
   
  Description: Standing a mere 4 ft. 10 in., Kevis is a 
  slight man with shoulder length blond hair, pale skin, 
  and piercing blue eyes. His once fine robes are torn with 
  whip slashes and knife cuts.  His forehead is covered with 
  a scarred, red brand of “traitor” flanked by the curved 
  crosses of the Scarlet Sign.  He has the following spells 
  remaining that could be of use to the PCs during the 
  escape: read magic x2, detect magic, prestidigitation, unseen 
  servant, Tenser’s floating disk, mage armor, invisibility, web, 
  glitterdust, spider climb, clairaudience, dimension door, 
  Leomund’s secret chest. 
  � Nimora Justaris: Female Human Rog6; hp 32 
  (currently 2); AL NG. 
   
  Description: Nimora has short, curly, light brown 
  hair, gray eyes, and darkly tanned skin.  She is about 5 ft. 
  1 in. tall with a round face.  A once bright, yellow dress 
  hangs in tatters around her.  Her face is bruised, eyes 
  swollen shut, and her nose appears to be broken.  
  Through the tatters of her dress, welts and bruises give 
  evidence of extended torture. 
   
  The cell doors are locked.  If the PCs have persuaded 
  Yasron Thranx to allow them to take the captives, he will 
  have provided them with the key to the doors. 
  � Bamboo Lattice Doors: 1.5 in. thick; hardness 5; 
  hp 15; Break DC 18; lock (Open Lock DC 25, 
  hardness 15, hp 30). 
   
  Treasure: Kevis is bound in dimensional shackles. 
  ENCOUNTER 8: BORING 
  CONVERSATION ANYWAY 
  If the PCs manage to recover the prisoners via stealth or 
  guile, they can avoid the combat in this encounter 
  entirely.  If they are discovered or mount a frontal assault: 
   
  As you move through the compound, you see 
  several guards armed with light crossbows and an 
  armored man carrying a heavy crossbow.  The man 
  in armor says, “It’s nice of you to join us.  We were 
  getting bored with just two charges.  It is fortunate 
  that you all chose to join us, but I don’t know that 
  you will enjoy your stay.  Disarm yourselves and 
  place your arms and armor in-front of you and take 
  three steps back.” 
   
  Allow the players about 30 seconds to let the 
  situation sink in, and then prompt each of them for an 
  answer for the request.  If the PCs choose to surrender 
  proceed immediately to the Conclusion, Captured 
  section.  Otherwise, any offensive action or any spell 
  casting prompts an attack; consider it a surprise round 
  with no one surprised and order initiative normally. After 
  this response round, proceed with combat normally.  All 
  of the guards will be prepared to fire their crossbows 
  then proceed into close combat.  Yasron Thranx is 
  prepared to cast bane (at APL 2), prayer (at APL 4), and 
  unholy blight (at APL 6 and 8). 
  APL 2 (EL 5) 
  � Yasron Thranx: male human (Suel) Clr3 of 
  Pyremius; hp 21; see Appendix 1. 
  � Guards (3): male human (Suel) Mnk1; hp 6 each; 
  see Appendix 1. 
  APL 4 (EL 7) 
  � Yasron Thranx: male human (Suel) Clr5 of 
  Pyremius; hp 34; see Appendix 2. 
  � Guards (2): male human (Suel) Mnk3; hp 18 
  each; see Appendix 2. 
  APL 6 (EL 9) 
  � Yasron Thranx: male human (Suel) Clr7 of 
  Pyremius; hp 48; see Appendix 3. 
  � Guards (4): male human (Suel) Mnk3; hp 18 
  each; see Appendix 3. 
  APL 8 (EL 11) 
  � Yasron Thranx: male human (Suel) Clr9 of 
  Pyremius; hp 61; see Appendix 4. 
  � Guards (4): male human (Suel) Mnk5; hp 30 
  each; see Appendix 4. 
   
  Tactics: The objective of the guards and Yasron 
  Thranx is to subdue the party, take them captive, 
  interrogate them, and then assign them to a slave farming 
  project in the Hold of the Sea Princes. They will be very 
  vocal about what the future holds for the PCs should they 
  indeed be captured. 
   
  Note: Their true objective, of course, is to let the 
  party escape. They will try to leave the party an avenue of 
  withdrawal, if possible. 
  
  YEO5-05 Into The Scarlet Flames 
   
  Page 13 
   
  The monks will use nonlethal damage to attack the 
  PCs, moving on after any PC is knocked unconscious.  
  Yasron Thranx will use his spells in support of the other 
  guards, but when assaulted directly will spontaneously 
  convert spells to inflict wounds or use those spells 
  memorized to inflict the maximum damage on the PCs.  
  He will not target to kill immediately and will stabilize all 
  downed PCs after all of the other PCs have been subdued, 
  fled, or surrendered. 
   
  In rounds 3, 5, 7, and 9, more monk guards will join 
  the fight (in the same numbers as the PCs first 
  encounters). The first two groups to arrive will be the 
  other guards on duty, while the last two will be the off-
  duty guards.  If the PCs choose to “see what happens”, the 
  monks will try to subdue them all.  If more than half of 
  the monks are killed and the party has taken no 
  casualties, Yasron Thranx gives the order, “Kill them all” 
  and the attempts to subdue stop.  If the party falls to the 
  monks, proceed to the Conclusion, Captured section.  If 
  the party succeeds in escaping the encampment itself, 
  proceed to the Conclusion, Free section. 
   
  Treasure:  The possessions of Yasron Thranx and the 
  guards are the only treasure here.  PCs may not manage 
  to gather all of these possessions before departing, 
  depending on how the combat proceeds and how many 
  additional groups of guards have time to arrive. 
  CONCLUSION 
  CAPTURED 
   
  You awaken to find yourselves in the custody of 
  the garrison of Okalasna Kendeen.  After a few 
  weeks of torture, you are sent in chains to labor in 
  the wheat fields of the Scarlet Brotherhood in the 
  Hold of the Sea Princes.  After several months of 
  labor, you discover a means of escape towards the 
  safety of the Yeomanry.  Eventually, you are found 
  by the Servants of Trithereon and led to safety. 
   
  Prompt any Army or Militia members for their 
  report, if they have not already expressed the desire to 
  make a report. 
   
  All PCs captured by the Scarlet Brotherhood receive 
  the Imprisoned effect on the AR.  Any Suel humans or 
  human PCs with the characteristics of Suel humans (red 
  or blond hair with blue or green eyes), not only receive 
  the Imprisoned effect on the AR, but also receive the 
  Branded effect on the AR. 
  FREE 
   
  If the PCs return with either of the captives: 
   
  Night begins to fade and the light of the false 
  dawn begins to make it easier to see.  To the south 
  you hear the sounds of several packs of hounds 
  trying to pick up your trail.  Your journey north 
  from the outpost is filled with their howls and 
  ceaseless pursuit.  As you make your way back across 
  the Hool Marsh, your charges show small signs of 
  recovery.  They are noticeably paranoid and those on 
  watch notice that they don’t sleep.  Several times 
  each night, they rise or sit and gaze to the south in a 
  vacant stare as if recalling unforgettable horror.  The 
  travel is slow, but eventually you make it back to the 
  Burly Halfling in Trevorton.  As you enter the Inn, 
  you see Jesson.   
   
  He leads you all to a private room and says, 
  “Thank you.  I have your payment here.”  He pulls 
  out several bags of coin and tosses them to you.  
  “Your services will be remembered, and you may 
  find help in the future for your deeds done here.” 
   
  Halma, who has taken Kevis in her arms and is 
  rocking him gently, says, “Thank you for freeing my 
  master.  As I promised, you may copy any spells that 
  I have in my spellbook for your efforts.” 
   
  The spells available to the PCs are listed as Halma’s 
  Spells in the Treasure Summary. 
   
  If any of the PCs are members of the Yeomanry 
  Militia or Army, take them aside and read: 
   
  Jesson takes you aside and says, “You have done 
  a service to the Yeomanry.  I, Captain Tomar Weilm, 
  could not tell you until now, but you have rescued 
  an operative we had in the Hold of the Sea Princes.  
  For this, you have my personal gratitude and that of 
  the members of my unit.  We have resources that 
  can be made available to you.” 
   
  These PCs receive the Influence with Captain 
  Tomar Weilm effect on the AR.  Prompt any Army or 
  Militia members for their report, if they have not already 
  expressed the desire to make a report. 
   
  If the PCs have rescued the Wizard Kevis, 
   
  As you begin to leave the table the Wizard Kevis 
  rises and says, “In addition to anything else you may 
  be receiving, I wish to add my thanks to you.  I was a 
  crafter of items for the Scarlet Brotherhood, now I 
  shall craft something for each of you.  You need but 
  reimburse me for the costs of the item.” 
   
  The PCs receive the Favor of the Wizard Kevis 
  effect on the AR. 
   
   
  The End 
   
  
  YEO5-05 Into The Scarlet Flames 
   
  Page 14 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter 2 
  Defeat the predators 
   
  APL 2: 90 xp. 
   
  APL 4: 150 xp. 
   
  APL 6: 210 xp. 
   
  APL 8: 270 xp. 
  Encounter 4 
  Defeat the wolf pack or lizardfolk 
   
  APL 2: 120 xp. 
   
  APL 4: 180 xp. 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
  Encounter 8 
  Defeat the guards by means of combat or avoid them via 
  stealth or guile 
   
  APL 2: 150 xp. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
  Story Award 
  Rescue both captives 
   
  APL 2: 40 xp. 
   
  APL 4: 60 xp. 
   
  APL 6: 80 xp. 
   
  APL 8: 100 xp. 
  Discretionary Roleplaying Award 
   
  APL 2: 50 xp. 
   
  APL 4: 75 xp. 
   
  APL 6: 100 xp. 
   
  APL 8: 125 xp. 
  Total possible experience 
   
  APL 2: 450 xp. 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional adventure, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter 1: 
  APL 2: L: 0 gp, C: 100 gp, M: 0 gp. 
  APL 4: L: 0 gp, C: 200 gp, M: 0 gp. 
  APL 6: L: 0 gp, C: 300 gp, M: 0 gp. 
  APL 8: L: 0 gp, C: 400 gp, M: 0 gp. 
  Encounter 4A or 4C: 
  APL 2: L: 75 gp, C: 0 gp, M: 0 gp. 
  APL 4: L: 120 gp, C: 0 gp, M: potion of barkskin +3 (50 
  gp). 
  APL 6: L: 108 gp, C: 0 gp, M: potion of barkskin +3 (50 
  gp), potion of cat’s grace (25 gp), potion of bull’s strength 
  
  YEO5-05 Into The Scarlet Flames 
   
  Page 15 
  (25 gp), ring of protection +1 (167 gp), +1 studded leather 
  (98 gp). 
  APL 8: L: 30 gp, C: 0 gp, M: potion of barkskin +3 (50 
  gp), potion of cat’s grace (25 gp), potion of bull’s strength 
  (25 gp), ring of protection +1 (167 gp), +1 studded leather 
  (98 gp), +1 composite longbow (+2 Str bonus) (217 gp), 
  +1 scimitar (193 gp). 
  Encounter 4B: 
  APL 2: L: 3 gp, C: 0 gp, M: 0 gp. 
  APL 4: L: 222 gp, C: 0 gp, M: 8 potions of cure light 
  wounds (4 gp each), 4 oils of shillelagh (4 gp each), 4 
  potions of pass without trace (4 gp each). 
  APL 6: L: 280 gp, C: 0 gp, M: 8 potions of cure light 
  wounds (4 gp each), 3 oils of shillelagh (4 gp each), 4 
  potions of pass without trace (4 gp each), potion of 
  sanctuary (4 gp), ring of protection +1 (167 gp), cloak of 
  resistance +1 (83 gp), 3 +1 heavy wooden shields (96 gp 
  each). 
  APL 8: L: 236 gp, C: 0 gp, M: 2 potions of cure light 
  wounds (4 gp each), 3 oils of shillelagh (4 gp each), 4 
  potions of pass without trace (4 gp each), potion of 
  sanctuary (4 gp), gloves of dexterity +2 (333 gp), cloak of 
  resistance +1 (83 gp), 3 +1 heavy wooden shields (96 gp 
  each), 3 potions of cure serious wounds (63 gp each), 3 
  potions of enlarge person (21 gp each), 3 +1 studded 
  leather (98 gp each). 
  Encounter 8: 
  APL 2: L: 148 gp, C: 0 gp, M: 3 screaming bolts (22 gp 
  each), 3 pinches of dust of tracelessness (21 gp each), 
  wand of cure light wounds – CL 1st (63 gp), vest of 
  resistance +1 (83 gp). 
  APL 4: L: 228 gp, C: 0 gp, M: 2 screaming bolts (22 gp 
  each), 2 pinches of dust of tracelessness (21 gp each), 2 
  javelins of lightning (125 gp each), 3 potions of owl’s 
  wisdom (25 gp each), wand of cure light wounds – CL 1st 
  (63 gp), vest of resistance +1 (83 gp). 
  APL 6: L: 285 gp, C: 0 gp, M: 4 screaming bolts (22 gp 
  each), 4 pinches of dust of tracelessness (21 gp each), 4 
  javelins of lightning (125 gp each), 5 potions of owl’s 
  wisdom (25 gp each), wand of cure light wounds – CL 1st 
  (63 gp), vest of resistance +2 (333 gp), potion of pass 
  without trace (4 gp), potion of shield of faith +2 (4 gp). 
  APL 8: L: 147 gp, C: 0 gp, M: 4 screaming bolts (22 gp 
  each), 4 pinches of dust of tracelessness (21 gp each), 4 
  javelins of lightning (125 gp each), 5 potions of owl’s 
  wisdom (25 gp each), 4 potions of greater magic fang +3 
  (150 gp each), wand of cure light wounds – CL 1st (63 
  gp), vest of resistance +2 (333 gp), potion of pass without 
  trace (4 gp), potion of shield of faith +2 (4 gp), potion of 
  blur (25 gp), +1 full plate (221 gp), brooch of shielding 
  (125 gp), Heward’s handy haversack (167 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 223 gp, C: 100 gp, M: 275 gp – Total: 598 gp 
  (450 gp). 
  APL 4: L: 450 gp, C: 200 gp, M: 621 gp – Total: 1,271 
  gp (650 gp). 
  APL 6: L: 565 gp, C: 300 gp, M: 1,803 gp – Total: 2,668 
  gp (900 gp). 
  APL 8: L: 383 gp, C: 400 gp, M: 3,629 gp – Total: 4,412 
  gp (1,125 gp). 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Spells from Halma: This PC gains access (Frequency: 
  Adventure) to copy any of the following spells from 
  Halma’s spellbook, at normal costs for scribing them into 
  the PC’s spellbook: 1st – expeditious retreat, feather fall, mage 
  armor, magic missile, shield, Tenser’s floating disk, unseen 
  servant; 2nd – invisibility, spider climb, web. 
  � Favor of the Wizard Kevis: For rescuing the wizard 
  Kevis from the Scarlet Brotherhood, he will craft an item 
  for you.  You gain access (Frequency: Regional) to 
  purchase one of the following items (circle the one 
  selected): cape of the mountebank, cloak of arachnida, eyes of 
  the eagle, Heward’s handy haversack, quiver of Ehlonna.  Mark 
  this favor as USED when it is redeemed. 
  � Influence with Captain Tomar Weilm: This 
  Yeomanry military PC gains one Influence Point with the 
  Yeoman Militia or Army.  You can exchange this 
  Influence Point to gain access (Frequency: Adventure) to 
  purchase one of the following upgrades (circle the one 
  selected): light fortification armor/shield special ability or 
  bane (giant) weapon special ability.  Mark this favor as 
  USED when it is redeemed. 
  � Imprisoned: You have been taken prisoner by agents 
  of the Scarlet Brotherhood in the Hold of the Sea Princes. 
   You spend 16 additional TUs planning and executing 
  your escape from their clutches.  Any favors with the 
  Scarlet Brotherhood can be spent to reduce this cost to a 
  minimum of 8 TUs (each favor reduces the cost by 1 TU). 
   Your imprisonment and torture grants you access to 
  acquire the Badge of Bondage feat (Dragon #315). 
  � Branded: Because of your apparent pure Suel heritage 
  and your betrayal of your “brothers” in the Scarlet 
  Brotherhood, you have been cursed with the brand of the 
  traitor – the word “traitor” in Ancient Suloise flanked on 
  both sides with the curved cross of the Scarlet Sign.  If 
  not removed, the brand provides a -6 profane penalty to 
  Cha (minimum of 1) and a further -4 circumstance 
  penalty to all Cha-based checks involving the Scarlet 
  
  YEO5-05 Into The Scarlet Flames 
   
  Page 16 
  Brotherhood.  This brand can be removed with a remove 
  curse by a 9th level caster. 
  Item Access 
  APL 2: 
  • 
  Dimensional Shackles (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Dust of Tracelessness (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Screaming Bolt (Adventure; Dungeon Master’s Guide) 
  • 
  Vest of Resistance +1 (Adventure; Complete Arcane) 
  • 
  Wand of Cure Light Wounds (CL 1st; Adventure; Dungeon 
  Master’s Guide) 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  Javelin of Lightning (Adventure; Dungeon Master’s Guide) 
   
  APL 6 (all of APLs 2, 4 plus the following): 
  • 
  Vest of Resistance +2 (Adventure; Complete Arcane) 
   
  APL 8 (all of APLs 2, 4, 6 plus the following): 
  • 
  Brooch of Shielding (Adventure; Dungeon Master’s Guide) 
  • 
  Heward’s Handy Haversack (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Potion of Greater Magic Fang +3 (Adventure; Dungeon 
  Master’s Guide) 
   
   
   
  
  YEO5-05 Into The Scarlet Flames 
   
  Page 17 
  APPENDIX 1 – APL 2 
   
  ENCOUNTER 4A OR 4C 
   
   
   
  Kennel Master: Male Human (Olman) Rgr1; CR 1; 
  Medium Humanoid (Human); HD 1d8; hp 6; Init +2; Spd 
  30 ft.; AC 15, touch 12, flat-footed 13 (+2 Dex, +3 armor); 
  BA/Grp +1/+3; Atk +4 melee (1d6+3/18-20, masterwork 
  scimitar) or +4 ranged (1d8/x3, masterwork composite 
  longbow); Full Atk +4 melee (1d6+3/18-20, masterwork 
  scimitar) or +4 ranged (1d8/x3, masterwork composite 
  longbow);  SA favored enemy (human +2); SQ wild 
  empathy +3; AL NE; SV Fort +2, Ref +4, Will +0; Str 14, 
  Dex 14, Con 10, Int 10, Wis 11, Cha 14. 
   
  Skills and Feats: Handle Animal +6, Knowledge 
  (geography) +4, Listen +4, Move Silently +6, Ride +6, Spot 
  +4, Survival +4; Mounted Combat, Ride-by-Attack, 
  TrackB. 
   
  Languages: Olman. 
   
  Possessions: masterwork composite longbow, 20 
  arrows, masterwork scimitar, masterwork studded 
  leather, traveler’s outfit. 
   
  Description: The Kennel Master is a short Olman man 
  standing only 4 ft. 11 in.  He is dark tanned and dirty 
  with long unkempt hair and a scruffy beard. 
  ENCOUNTER 8 
   
   
   
   
  Guard: Male Human (Suel) Mnk1; CR 1; Medium 
  Humanoid (Human); HD 1d8; hp 6; Init +2; Spd 30 ft.; 
  AC 15, touch 15, flat-footed 13 (+2 Dex, +3 Wis); BA/Grp 
  +0/+6; Atk +2 melee (1d6+2, unarmed strike) or +3 
  ranged (1d8/19-20, masterwork light crossbow); Full Atk 
  +2 melee (1d6+2, unarmed strike) or +0/+0 melee (1d6+2, 
  flurry of blows) or +3 ranged (1d8/19-20, masterwork 
  light crossbow);  SA unarmed strike, flurry of blows; SQ 
  AC bonus, +1 to saves vs. spells and spell-like effects; AL 
  LE; SV Fort +2, Ref +4, Will +5; Str 14, Dex 14, Con 10, 
  Int 12, Wis 16, Cha 8. 
   
  Skills and Feats: Balance +6, Climb +4, Intimidate +0, 
  Jump +4, Listen +7, Sense Motive +7, Spot +7, Tumble +6; 
  Improved Grapple, Improved Unarmed StrikeB, Pure-
  Blooded Suel*, Stunning FistB (1/day, Fort DC 13).  
  *Dragon #319. 
   
  Languages: Common, Ancient Suloise. 
   
  Possessions: monk’s outfit, masterwork light crossbow, 
  20 bolts, 1 screaming bolt, dust of tracelessness. 
   
  Description: Clad in simple, tight, fitted, dark brown 
  robes, the monks stand 5 ft. 8 in. tall with close cropped 
  blond hair and blue eyes. 
  Yasron Thranx: Male Human (Suel) Clr3 of Pyremius; 
  CR 3; Medium Humanoid (Human); HD 3d8+3; hp 21; 
  Init +0; Spd 20 ft.; AC 17, touch 10, flat-footed 17 (+2 
  shield, +5 armor); BA/Grp +2/+4; Atk +5 melee 
  (1d8+2/19-20, masterwork longsword) or +2 ranged 
  (1d10/19-20, heavy crossbow); Full Atk +5 melee 
  (1d8+2/19-20, masterwork longsword) or +2 ranged 
  (1d10/19-20, heavy crossbow);  SA spells, rebuke undead, 
  spontaneous casting; SQ aura; AL LE; SV Fort +4 (+5), Ref 
  +1 (+2), Will +6 (+7); Str 14, Dex 10, Con 12, Int 10, Wis 
  16, Cha 12. 
   
  Skills and Feats: Concentration +7, Intimidate +2, 
  Knowledge (religion) +4, Sense Motive +6; Martial 
  Weapon Proficiency (longsword), Necropolis Born*, 
  Pure-Blooded Suel**.  *Complete Arcane; **Dragon #319. 
   
  Cleric Spells Prepared (4/3+1/2+1; save DC 13 + spell 
  level): 0 – cure minor wounds x3, flare; 1st – bane, command, 
  cure light wounds, protection from goodD; 2nd – augury, cure 
  moderate wounds, shatterD. 
   
  DDomain Spell.  Domains: Evil (evil spells are cast at 
  +1 caster level); Destruction (smite (Su) 1/day – single 
  melee attack with a +4 bonus on attack and a bonus on 
  damage equal to your Clr level (if you hit); must declare 
  the smite before making the attack.). 
   
  Languages: Common, Ancient Suloise. 
   
  Possessions: silver holy symbol of Pyremius, heavy 
  crossbow, 20 bolts, masterwork longsword, heavy 
  wooden shield, masterwork breastplate, wand of cure light 
  wounds (CL 1st), vest of resistance +1*.  *Complete Arcane. 
   
  Description: Yasron Thranx is a tall man with white-
  blond hair and green eyes.  He stands 6-feet tall and has 
  the bearing of a warrior.  He is clad in armor and wears a 
  surcoat of pure white with an undercoat of a bright 
  orange-red.  He displays the holy symbol of Pyremius 
  prominently around his neck. 
  
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  APPENDIX 2 – APL 4 
   
  ENCOUNTER 4A OR 4C 
   
   
   
  Kennel Master: Male Human (Olman) Rgr2; CR 2; 
  Medium Humanoid (Human); HD 2d8; hp 12; Init +2; 
  Spd 30 ft.; AC 15, touch 12, flat-footed 13 (+2 Dex, +3 
  armor); BA/Grp +2/+4; Atk +5 melee (1d6+2/18-20, 
  masterwork scimitar) or +5 melee (1d6+2/19-20, 
  masterwork short sword) or +5 ranged (1d8+2/x3, 
  masterwork composite longbow); Full Atk +3 melee 
  (1d6+2/18-20, masterwork scimitar) and +3 melee 
  (1d6+1/19-20, masterwork short sword) or +5 ranged 
  (1d8+2/x3, masterwork composite longbow);  SA favored 
  enemy (human +2); SQ wild empathy +6; AL NE; SV Fort 
  +3, Ref +5, Will +0; Str 14, Dex 14, Con 10, Int 10, Wis 11, 
  Cha 14. 
   
  Skills and Feats: Handle Animal +7, Knowledge 
  (geography) +5, Listen +5, Move Silently +7, Ride +9, Spot 
  +5, Survival +5 (+7 to avoid lost/hazards); Mounted 
  Combat, Ride-by-Attack, TrackB, Two-Weapon FightingB. 
   
  Languages: Olman. 
   
  Possessions: masterwork composite longbow (+2 Str 
  bonus), 20 arrows, masterwork scimitar, masterwork 
  short sword, masterwork studded leather, traveler’s 
  outfit, potion of barkskin +3. 
   
  Description: The Kennel Master is a short Olman man 
  standing only 4 ft. 11 in.  He is dark tanned and dirty 
  with long unkempt hair and a scruffy beard. 
  ENCOUNTER 4B 
   
   
   
   
  Lizardfolk Ftr1: CR 2; Medium Humanoid (Reptilian); 
  HD 2d8+1d10+9; hp 27; Init +0; Spd 30 ft.; AC 20, touch 
  10, flat-footed 20 (+5 natural, +2 shield, +3 armor); 
  BA/Grp +2/+5; Atk +5 melee (1d4+3, claw) or +6 melee 
  (1d6+3, masterwork club) or +2 ranged (1d6+3, javelin); 
  Full Atk +5 melee (1d4+3, 2 claws) and +3 melee (1d4+1, 
  bite) or +6 melee (1d6+3, masterwork club) and +3 melee 
  (1d4+1, bite) or +2 ranged (1d6+3, javelin);  SA –; SQ hold 
  breath; AL N; SV Fort +5, Ref +3, Will +1; Str 17, Dex 10, 
  Con 17, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Balance +7, Climb +4, Jump +9, Swim 
  +8; Blind-FightB, Multiattack, Power Attack. 
   
  Skills: A lizardfolk has a +4 racial bonus to Balance, 
  Jump, and Swim checks. 
   
  Hold Breath: A lizardfolk can hold its breath for a 
  number of rounds equal to four times its Con score 
  before it risks drowning (see page 304 of the Dungeon 
  Master’s Guide). 
   
  Languages: Draconic. 
   
  Possessions: masterwork club, 3 javelins, masterwork 
  heavy wooden shield, masterwork studded leather, 
  thunderstone, 2 potions of cure light wounds, oil of shillelagh, 
  potion of pass without trace. 
  ENCOUNTER 8 
   
   
   
   
  Guard: Male Human (Suel) Mnk3; CR 3; Medium 
  Humanoid (Human); HD 3d8; hp 18; Init +2; Spd 40 ft.; 
  AC 15, touch 15, flat-footed 13 (+2 Dex, +3 Wis); BA/Grp 
  +2/+8; Atk +4 melee (1d6+2, unarmed strike) or +5 
  ranged (1d8/19-20, masterwork light crossbow); Full Atk 
  +4 melee (1d6+2, unarmed strike) or +2/+2 melee (1d6+2, 
  flurry of blows) or +5 ranged (1d8/19-20, masterwork 
  light crossbow);  SA unarmed strike, flurry of blows; SQ 
  AC bonus, +1 to saves vs. spells and spell-like effects, 
  evasion, still mind; AL LE; SV Fort +3, Ref +5, Will +6; Str 
  14, Dex 14, Con 10, Int 12, Wis 16, Cha 8. 
   
  Skills and Feats: Balance +10, Climb +4, Diplomacy +1, 
  Intimidate +0, Jump +9, Listen +9, Sense Motive +8, Spot 
  +9, Tumble +10; Deflect ArrowsB, Extra Stunning**, 
  Improved Grapple, Improved Unarmed StrikeB, Pure-
  Blooded Suel*, Stunning FistB (6/day, Fort DC 14).  
  *Dragon #319; **Complete Warrior. 
   
  Languages: Common, Ancient Suloise. 
   
  Possessions: monk’s outfit, masterwork light crossbow, 
  20 bolts, 1 screaming bolt, dust of tracelessness, javelin of 
  lightning, potion of owl’s wisdom. 
   
  Description: Clad in simple, tight, fitted, dark brown 
  robes, the monks stand 5 ft. 8 in. tall with close cropped 
  blond hair and blue eyes. 
  Yasron Thranx: Male Human (Suel) Clr5 of Pyremius; 
  CR 5; Medium Humanoid (Human); HD 5d8+5; hp 34; 
  Init +0; Spd 20 ft.; AC 20, touch 10, flat-footed 20 (+2 
  shield, +8 armor); BA/Grp +3/+5; Atk +6 melee 
  (1d8+2/19-20, masterwork longsword) or +3 ranged 
  (1d10/19-20, heavy crossbow); Full Atk +6 melee 
  (1d8+2/19-20, masterwork longsword) or +3 ranged 
  (1d10/19-20, heavy crossbow);  SA spells, rebuke undead 
  (+2 synergy bonus), spontaneous casting; SQ aura; AL LE; 
  SV Fort +5 (+6), Ref +1 (+2), Will +7 (+8); Str 14, Dex 10, 
  Con 12, Int 10, Wis 17, Cha 12. 
   
  Skills and Feats: Concentration +9, Intimidate +2, 
  Knowledge (religion) +6, Sense Motive +7; Martial 
  Weapon Proficiency (longsword), Necropolis Born*, 
  Pure-Blooded Suel**.  *Complete Arcane; **Dragon #319. 
   
  Cleric Spells Prepared (5/4+1/3+1/2+1; save DC 13 + 
  spell level): 0 – cure minor wounds x3, detect magic, flare; 1st – 
  bane, command, doom, protection from goodD, sanctuary; 2nd – 
  augury, cure moderate wounds x2, shatterD; 3rd – contagionD, 
  cure serious wounds, prayer. 
   
  DDomain Spell.  Domains: Evil (evil spells are cast at 
  +1 caster level); Destruction (smite (Su) 1/day – single 
  melee attack with a +4 bonus on attack and a bonus on 
  damage equal to your Clr level (if you hit); must declare 
  the smite before making the attack.). 
   
  Languages: Common, Ancient Suloise. 
   
  Possessions: silver holy symbol of Pyremius, heavy 
  crossbow, 20 bolts, masterwork longsword, heavy 
  
  YEO5-05 Into The Scarlet Flames 
   
  Page 19 
  wooden shield, masterwork full plate, wand of cure light 
  wounds (CL 1st), vest of resistance +1*, potion of owl’s wisdom.  
  *Complete Arcane. 
   
  Description: Yasron Thranx is a tall man with white-
  blond hair and green eyes.  He stands 6-feet tall and has 
  the bearing of a warrior.  He is clad in armor and wears a 
  surcoat of pure white with an undercoat of a bright 
  orange-red.  He displays the holy symbol of Pyremius 
  prominently around his neck. 
   
  
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  Page 20 
  APPENDIX 3 – APL 6 
   
  ENCOUNTER 2 
   
   
   
   
  Megaraptor, Advanced: CR 7; Large Animal; HD 
  11d8+58; hp 110; Init +2; Spd 60 ft.; AC 18, touch 11, flat-
  footed 16 (-1 size, +2 Dex, +7 natural); BA/Grp +8/+17; 
  Atk +12 melee (2d6+5, talons); Full Atk +12 melee (2d6+5, 
  talons) and +7 melee (1d4+2, 2 foreclaws) and +7 melee 
  (1d8+2, bite); Space/Reach 10 ft./5 ft.;  SA pounce; SQ 
  low-light vision, scent; AL N; SV Fort +11, Ref +9, Will 
  +5; Str 21, Dex 15, Con 21, Int 2, Wis 15, Cha 10. 
   
  Skills and Feats: Hide +9, Jump +27, Listen +13, Spot 
  +14, Survival +12; Improved Natural Armor, Run, 
  Toughness, Track. 
   
  Skills: A megaraptor has a +8 racial bonus to Hide, 
  Jump, Listen, Spot, and Survival checks. 
   
  Pounce (Ex): If a megaraptor charges a foe, it can 
  make a full attack. 
  ENCOUNTER 4A OR 4C 
   
   
   
  Kennel Master: Male Human (Olman) Rgr6; CR 6; 
  Medium Humanoid (Human); HD 6d8; hp 36; Init +2; 
  Spd 30 ft.; AC 17, touch 13, flat-footed 15 (+2 Dex, +4 
  armor, +1 deflection); BA/Grp +6/+8; Atk +9 melee 
  (1d6+2/18-20, masterwork scimitar) or +9 melee 
  (1d6+2/19-20, masterwork short sword) or +9 ranged 
  (1d8+2/x3, masterwork composite longbow); Full Atk 
  +7/+2 melee (1d6+2/18-20, masterwork scimitar) and 
  +7/+2 melee (1d6+1/19-20, masterwork short sword) or 
  +9/+4 
  ranged 
  (1d8+2/x3, 
  masterwork 
  composite 
  longbow);  SA favored enemy (human +4, magical beast 
  +2), spells; SQ wild empathy +10, animal companion; AL 
  NE; SV Fort +5, Ref +7, Will +3; Str 14, Dex 14, Con 10, 
  Int 10, Wis 12, Cha 14. 
   
  Skills and Feats: Handle Animal +11, Knowledge 
  (geography) +9, Listen +10, Move Silently +11, Ride +13, 
  Spot +10, Survival +10 (+12 to avoid lost/hazards); 
  EnduranceB, Improved Two-Weapon FightingB, Mounted 
  Combat, Power Attack, Ride-by-Attack, Spirited Charge, 
  TrackB, Two-Weapon FightingB. 
   
  Ranger Spells Prepared (2; save DC 11 + spell level): 1st 
  – entangle, longstrider. 
   
  Languages: Olman. 
   
  Possessions: masterwork composite longbow (+2 Str 
  bonus), 20 arrows, masterwork scimitar, masterwork 
  short sword, +1 studded leather, traveler’s outfit, potion of 
  barkskin +3, ring of protection +1, potion of cat’s grace, potion of 
  bull’s strength. 
   
  Description: The Kennel Master is a short Olman man 
  standing only 4 ft. 11 in.  He is dark tanned and dirty 
  with long unkempt hair and a scruffy beard. 
  Wolf, Kennel Master’s Animal Companion: Medium 
  Animal; HD 4d8+8; hp 30; Init +3; Spd 50 ft.; AC 17, 
  touch 13, flat-footed 14 (+3 Dex, +4 natural); BA/Grp 
  +3/+5; Atk/Full Atk +7 melee (1d6+3, bite); SA trip; SQ 
  low-light vision, scent, link, share spells, evasion; AL N; 
  SV Fort +6, Ref +7, Will +2; Str 14, Dex 16, Con 15, Int 2, 
  Wis 12, Cha 6. 
   
  Skills and Feats: Hide +4, Listen +3, Move Silently +4, 
  Spot +3, Survival +2 (+7 tracking by scent); TrackB, 
  Weapon Finesse, Weapon Focus (bite). 
   
  Skills: Wolves have a +4 racial bonus to Survival 
  checks when tracking by scent. 
   
  Tricks: Combat Riding, Fetch, Track. 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+2 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 wolf. 
  ENCOUNTER 4B 
   
   
   
   
  Lizardfolk Ftr3: CR 4; Medium Humanoid (Reptilian); 
  HD 2d8+3d10+15; hp 46; Init +0; Spd 30 ft.; AC 21, touch 
  10, flat-footed 21 (+5 natural, +3 shield, +3 armor); 
  BA/Grp +4/+8; Atk +8 melee (1d4+4, claw) or +9 melee 
  (1d6+4, masterwork club) or +5 ranged (1d6+4, 
  masterwork javelin); Full Atk +8 melee (1d4+4, 2 claws) 
  and +6 melee (1d4+2, bite) or +9 melee (1d6+4, 
  masterwork club) and +6 melee (1d4+2, bite) or +5 ranged 
  (1d6+4, masterwork javelin);  SA –; SQ hold breath; AL N; 
  SV Fort +6, Ref +4, Will +2; Str 18, Dex 10, Con 17, Int 10, 
  Wis 12, Cha 10. 
   
  Skills and Feats: Balance +8, Climb +8, Jump +10, 
  Swim +9; Blind-FightB, CleaveB, Multiattack, Power 
  Attack. 
   
  Skills: A lizardfolk has a +4 racial bonus to Balance, 
  Jump, and Swim checks. 
   
  Hold Breath: A lizardfolk can hold its breath for a 
  number of rounds equal to four times its Con score 
  before it risks drowning (see page 304 of the Dungeon 
  Master’s Guide). 
   
  Languages: Draconic. 
   
  Possessions: masterwork club, 2 masterwork javelins, 
  +1 heavy wooden shield, masterwork studded leather, 
  thunderstone, 2 potions of cure light wounds, oil of shillelagh, 
  potion of pass without trace. 
  Lizardfolk Sor4: CR 4; Medium Humanoid (Reptilian); 
  HD 2d8+4d4+18; hp 38; Init +2; Spd 30 ft.; AC 18, touch 
  13, flat-footed 16 (+2 Dex, +5 natural, +1 deflection); 
  BA/Grp +3/+3; Atk +3 melee (1d4, claw) or +5 ranged 
  (1d6, javelin); Full Atk +3 melee (1d4, 2 claws) and +1 
  melee (1d4, bite) or +5 ranged (1d6, javelin);  SA spells; 
  SQ hold breath, summon familiar; AL N; SV Fort +4 (+5), 
  Ref +6 (+7), Will +4 (+5); Str 10, Dex 14, Con 16, Int 12, 
  Wis 10, Cha 16. 
   
  Skills and Feats: Balance +11, Bluff +7, Concentration 
  +7, Jump +9, Spellcraft +5, Swim +9; Combat Casting, 
  Eschew Materials, Multiattack. 
  
  YEO5-05 Into The Scarlet Flames 
   
  Page 21 
   
  Skills: A lizardfolk has a +4 racial bonus to Balance, 
  Jump, and Swim checks. 
   
  Hold Breath: A lizardfolk can hold its breath for a 
  number of rounds equal to four times its Con score 
  before it risks drowning (see page 304 of the Dungeon 
  Master’s Guide).  
   
  Sorcerer Spells Known (6/7/41; save DC 13 + spell 
  level): 0 – acid splash, detect magic, light, ray of frost, read 
  magic, resistance; 1st – mage armor, magic missile, ray of 
  enfeeblement; 2nd – invisibility. 
   
  Languages: Draconic, Common. 
   
  Possessions: 3 javelins, thunderstone, ring of protection 
  +1, cloak of resistance +1, 2 potions of cure light wounds, potion 
  of pass without trace, potion of sanctuary. 
  ENCOUNTER 8 
   
   
   
   
  Guard: Male Human (Suel) Mnk3; CR 3; Medium 
  Humanoid (Human); HD 3d8; hp 18; Init +2; Spd 40 ft.; 
  AC 15, touch 15, flat-footed 13 (+2 Dex, +3 Wis); BA/Grp 
  +2/+8; Atk +4 melee (1d6+2, unarmed strike) or +5 
  ranged (1d8/19-20, masterwork light crossbow); Full Atk 
  +4 melee (1d6+2, unarmed strike) or +2/+2 melee (1d6+2, 
  flurry of blows) or +5 ranged (1d8/19-20, masterwork 
  light crossbow);  SA unarmed strike, flurry of blows; SQ 
  AC bonus, +1 to saves vs. spells and spell-like effects, 
  evasion, still mind; AL LE; SV Fort +3, Ref +5, Will +6; Str 
  14, Dex 14, Con 10, Int 12, Wis 16, Cha 8. 
   
  Skills and Feats: Balance +10, Climb +4, Diplomacy +1, 
  Intimidate +0, Jump +9, Listen +9, Sense Motive +8, Spot 
  +9, Tumble +10; Deflect ArrowsB, Extra Stunning**, 
  Improved Grapple, Improved Unarmed StrikeB, Pure-
  Blooded Suel*, Stunning FistB (6/day, Fort DC 14).  
  *Dragon #319; **Complete Warrior. 
   
  Languages: Common, Ancient Suloise. 
   
  Possessions: monk’s outfit, masterwork light crossbow, 
  20 bolts, 1 screaming bolt, dust of tracelessness, javelin of 
  lightning, potion of owl’s wisdom. 
   
  Description: Clad in simple, tight, fitted, dark brown 
  robes, the monks stand 5 ft. 8 in. tall with close cropped 
  blond hair and blue eyes. 
  Yasron Thranx: Male Human (Suel) Clr7 of Pyremius; 
  CR 7; Medium Humanoid (Human); HD 7d8+7; hp 48; 
  Init +0; Spd 20 ft.; AC 20, touch 10, flat-footed 20 (+2 
  shield, +8 armor); BA/Grp +5/+7; Atk +8 melee 
  (1d8+2/19-20, masterwork longsword) or +5 ranged 
  (1d10/19-20, heavy crossbow); Full Atk +8 melee 
  (1d8+2/19-20, masterwork longsword) or +5 ranged 
  (1d10/19-20, heavy crossbow);  SA spells, rebuke undead 
  (+2 synergy bonus), spontaneous casting; SQ aura; AL LE; 
  SV Fort +6 (+8), Ref +4 (+6), Will +8 (+10); Str 14, Dex 10, 
  Con 12, Int 10, Wis 17, Cha 12. 
   
  Skills and Feats: Concentration +11, Diplomacy +3, 
  Intimidate +2, Knowledge (religion) +8, Sense Motive +9; 
  Lightning 
  Reflexes, 
  Martial 
  Weapon 
  Proficiency 
  (longsword), Necropolis Born*, Pure-Blooded Suel**.  
  *Complete Arcane; **Dragon #319. 
   
  Cleric Spells Prepared (6/5+1/4+1/3+1/1+1; save DC 13 
  + spell level): 0 – cure minor wounds x4, detect magic, flare; 1st 
  – bane, command, divine favor, doom, protection from goodD, 
  sanctuary; 2nd – augury, cure moderate wounds x2, shatterD, 
  spiritual weapon; 3rd – contagionD, cure serious wounds x2, 
  prayer; 4th – cure critical wounds, unholy blightD. 
   
  DDomain Spell.  Domains: Evil (evil spells are cast at 
  +1 caster level); Destruction (smite (Su) 1/day – single 
  melee attack with a +4 bonus on attack and a bonus on 
  damage equal to your Clr level (if you hit); must declare 
  the smite before making the attack.). 
   
  Languages: Common, Ancient Suloise. 
   
  Possessions: silver holy symbol of Pyremius, heavy 
  crossbow, 20 bolts, masterwork longsword, heavy 
  wooden shield, masterwork full plate, wand of cure light 
  wounds (CL 1st), vest of resistance +2*, potion of owl’s wisdom, 
  potion of shield of faith +2, potion of pass without trace.  
  *Complete Arcane. 
   
  Description: Yasron Thranx is a tall man with white-
  blond hair and green eyes.  He stands 6-feet tall and has 
  the bearing of a warrior.  He is clad in armor and wears a 
  surcoat of pure white with an undercoat of a bright 
  orange-red.  He displays the holy symbol of Pyremius 
  prominently around his neck. 
  
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  APPENDIX 4 – APL 8 
   
  ENCOUNTER 4A OR 4C 
   
   
   
  Kennel Master: Male Human (Olman) Rgr8; CR 8; 
  Medium Humanoid (Human); HD 8d8; hp 48; Init +2; 
  Spd 30 ft.; AC 17, touch 13, flat-footed 15 (+2 Dex, +4 
  armor, +1 deflection); BA/Grp +8/+10; Atk +11 melee 
  (1d6+3/18-20, +1 scimitar) or +11 melee (1d6+2/19-20, 
  masterwork short sword) or +11 ranged (1d8+3/x3, +1 
  composite longbow); Full Atk +9/+4 melee (1d6+3/18-20, +1 
  scimitar) and +9/+4 melee (1d6+1/19-20, masterwork 
  short sword) or +11/+6 ranged (1d8+3/x3, +1 composite 
  longbow);  SA favored enemy (human +4, magical beast 
  +2), spells; SQ wild empathy +12, animal companion, 
  woodland stride, swift tracker; AL NE; SV Fort +6, Ref +8, 
  Will +3; Str 14, Dex 14, Con 11, Int 10, Wis 12, Cha 14. 
   
  Skills and Feats: Handle Animal +13, Knowledge 
  (geography) +11, Listen +12, Move Silently +13, Ride +15, 
  Spot +12, Survival +12 (+14 to avoid lost/hazards); 
  EnduranceB, Improved Two-Weapon FightingB, Mounted 
  Combat, Power Attack, Ride-by-Attack, Spirited Charge, 
  TrackB, Two-Weapon FightingB. 
   
  Ranger Spells Prepared (2; save DC 11 + spell level): 1st 
  – entangle, longstrider. 
   
  Languages: Olman. 
   
  Possessions: +1 composite longbow (+2 Str bonus), 20 
  arrows, +1 scimitar, masterwork short sword, +1 studded 
  leather, traveler’s outfit, potion of barkskin +3, ring of 
  protection +1, potion of cat’s grace, potion of bull’s strength. 
   
  Description: The Kennel Master is a short Olman man 
  standing only 4 ft. 11 in.  He is dark tanned and dirty 
  with long unkempt hair and a scruffy beard. 
  Wolf, Kennel Master’s Animal Companion: Medium 
  Animal; HD 4d8+8; hp 30; Init +3; Spd 50 ft.; AC 17, 
  touch 13, flat-footed 14 (+3 Dex, +4 natural); BA/Grp 
  +3/+5; Atk/Full Atk +7 melee (1d6+3, bite); SA trip; SQ 
  low-light vision, scent, link, share spells, evasion; AL N; 
  SV Fort +6, Ref +7, Will +2; Str 14, Dex 16, Con 15, Int 2, 
  Wis 12, Cha 6. 
   
  Skills and Feats: Hide +4, Listen +3, Move Silently +4, 
  Spot +3, Survival +2 (+7 tracking by scent); TrackB, 
  Weapon Finesse, Weapon Focus (bite). 
   
  Skills: Wolves have a +4 racial bonus to Survival 
  checks when tracking by scent. 
   
  Tricks: Combat Riding, Fetch, Track. 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+2 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 wolf. 
  Fiendish Dire Wolf, Advanced: CR 6; Large Magical 
  Beast (Extraplanar); HD 9d8+27; hp 75; Init +2; Spd 50 ft.; 
  AC 15, touch 11, flat-footed 13 (-1 size, +2 Dex, +4 
  natural); BA/Grp +6/+18; Atk/Full Atk +14 melee 
  (1d8+12, bite); Space/Reach 10 ft./5 ft.; SA trip, smite 
  good, bite treated as magic weapon for the purpose of 
  overcoming DR; SQ low-light vision, scent, darkvision 60 
  ft., DR 5/magic, cold and fire resistance 10, SR 14 (HD + 
  5); AL NE; SV Fort +9, Ref +8, Will +7; Str 26, Dex 15, 
  Con 17, Int 3, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +0, Listen +8, Move Silently +4, 
  Spot +8, Survival +3 (+7 tracking by scent); Alertness, 
  Improved Natural Armor, Run, TrackB, Weapon Focus 
  (bite). 
   
  Skills: A dire wolf has a +2 racial bonus on Hide, 
  Listen, Move Silently, and Spot checks.  It also has a +4 
  racial bonus to Survival checks when tracking by scent. 
   
  Tricks: Combat Riding. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage equal to 
  its HD total (max +20) against a good foe. 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip its opponent (+12 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 wolf. 
  ENCOUNTER 4B 
   
   
   
   
  Lizardfolk Ftr5: CR 6; Medium Humanoid (Reptilian); 
  HD 2d8+5d10+21; hp 66; Init +0; Spd 30 ft.; AC 22, touch 
  10, flat-footed 22 (+5 natural, +3 shield, +4 armor); 
  BA/Grp +6/+10; Atk +10 melee (1d4+4, claw) or +12 
  melee (1d6+6, masterwork club) or +7 ranged (1d6+4, 
  masterwork javelin); Full Atk +10 melee (1d4+4, 2 claws) 
  and +8 melee (1d4+2, bite) or +12/+7 melee (1d6+6, 
  masterwork club) and +8 melee (1d4+2, bite) or +7 ranged 
  (1d6+4, masterwork javelin);  SA –; SQ hold breath; AL N; 
  SV Fort +7, Ref +4, Will +2; Str 18, Dex 10, Con 17, Int 10, 
  Wis 12, Cha 10. 
   
  Skills and Feats: Balance +9, Climb +10, Jump +10, 
  Swim +10; Blind-FightB, CleaveB, Multiattack, Power 
  Attack, Weapon Focus (club), Weapon Specialization 
  (club)B. 
   
  Skills: A lizardfolk has a +4 racial bonus to Balance, 
  Jump, and Swim checks. 
   
  Hold Breath: A lizardfolk can hold its breath for a 
  number of rounds equal to four times its Con score 
  before it risks drowning (see page 304 of the Dungeon 
  Master’s Guide). 
   
  Languages: Draconic. 
   
  Possessions: masterwork club, 2 masterwork javelins, 
  +1 heavy wooden shield, +1 studded leather, thunderstone, oil 
  of shillelagh, potion of pass without trace, potion of cure serious 
  wounds, potion of enlarge person. 
  Lizardfolk Sor6: CR 6; Medium Humanoid (Reptilian); 
  HD 2d8+6d4+24; hp 48; Init +3; Spd 30 ft.; AC 18, touch 
  13, flat-footed 15 (+3 Dex, +5 natural); BA/Grp +4/+4; Atk 
  +4 melee (1d4, claw) or +7 ranged (1d6, javelin); Full Atk 
  +4 melee (1d4, 2 claws) and +2 melee (1d4, bite) or +7 
  
  YEO5-05 Into The Scarlet Flames 
   
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  ranged (1d6, javelin);  SA spells; SQ hold breath, summon 
  familiar; AL N; SV Fort +5 (+6), Ref +8 (+9), Will +5 (+6); 
  Str 10, Dex 14 (16), Con 16, Int 12, Wis 10, Cha 17. 
   
  Skills and Feats: Balance +12, Bluff +9, Concentration 
  +9, Diplomacy +5, Disguise +3 (+5 acting), Intimidate +5, 
  Jump +9, Spellcraft +7, Swim +9; Combat Casting, 
  Eschew Materials, Multiattack. 
   
  Skills: A lizardfolk has a +4 racial bonus to Balance, 
  Jump, and Swim checks. 
   
  Hold Breath: A lizardfolk can hold its breath for a 
  number of rounds equal to four times its Con score 
  before it risks drowning (see page 304 of the Dungeon 
  Master’s Guide).  
   
  Sorcerer Spells Known (6/7/63/4; save DC 13 + spell 
  level): 0 – acid splash, detect magic, disrupt undead, light, ray of 
  frost, read magic, resistance; 1st – mage armor, magic missile, ray 
  of enfeeblement, shield; 2nd – glitterdust, invisibility; 3rd – 
  summon monster III. 
   
  Languages: Draconic, Common. 
   
  Possessions: 3 javelins, thunderstone, cloak of resistance 
  +1, 2 potions of cure light wounds, potion of pass without trace, 
  potion of sanctuary, gloves of dexterity +2. 
  ENCOUNTER 8 
   
   
   
   
  Guard: Male Human (Suel) Mnk5; CR 5; Medium 
  Humanoid (Human); HD 5d8; hp 30; Init +2; Spd 40 ft.; 
  AC 16, touch 16, flat-footed 14 (+2 Dex, +3 Wis, +1 
  Monk); BA/Grp +3/+9; Atk +5 melee (1d8+2, unarmed 
  strike) or +6 ranged (1d8/19-20, masterwork light 
  crossbow); Full Atk +5 melee (1d8+2, unarmed strike) or 
  +4/+4 melee (1d8+2, flurry of blows) or +6 ranged 
  (1d8/19-20, masterwork light crossbow);  SA unarmed 
  strike, flurry of blows, ki strike (magic); SQ AC bonus, +1 
  to saves vs. spells and spell-like effects, evasion, still 
  mind, slow fall 20 ft., purity of body; AL LE; SV Fort +4, 
  Ref +6, Will +7; Str 14, Dex 14, Con 10, Int 12, Wis 17, 
  Cha 8. 
   
  Skills and Feats: Balance +10, Climb +7, Diplomacy +1, 
  Intimidate +0, Jump +10, Listen +11, Sense Motive +10, 
  Spot 
  +11, 
  Tumble 
  +12; 
  Deflect 
  ArrowsB, 
  Extra 
  Stunning**, Improved Grapple, Improved Unarmed 
  StrikeB, Pure-Blooded Suel*, Stunning FistB (6/day, Fort 
  DC 14).  *Dragon #319; **Complete Warrior. 
   
  Languages: Common, Ancient Suloise. 
   
  Possessions: monk’s outfit, masterwork light crossbow, 
  20 bolts, 1 screaming bolt, dust of tracelessness, javelin of 
  lightning, potion of owl’s wisdom, potion of greater magic fang 
  +3. 
   
  Description: Clad in simple, tight, fitted, dark brown 
  robes, the monks stand 5 ft. 8 in. tall with close cropped 
  blond hair and blue eyes. 
  Yasron Thranx: Male Human (Suel) Clr9 of Pyremius; 
  CR 9; Medium Humanoid (Human); HD 9d8+9; hp 61; 
  Init +0; Spd 20 ft.; AC 21, touch 10, flat-footed 21 (+2 
  shield, +9 armor); BA/Grp +6/+8; Atk +9 melee 
  (1d8+2/19-20, masterwork longsword) or +6 ranged 
  (1d10/19-20, heavy crossbow); Full Atk +9/+4 melee 
  (1d8+2/19-20, masterwork longsword) or +6 ranged 
  (1d10/19-20, heavy crossbow);  SA spells, rebuke undead 
  (+2 synergy bonus), spontaneous casting; SQ aura; AL LE; 
  SV Fort +7 (+9), Ref +5 (+7), Will +10 (+12); Str 14, Dex 
  10, Con 12, Int 10, Wis 18, Cha 12. 
   
  Skills and Feats: Concentration +13, Diplomacy +3, 
  Intimidate +2, Knowledge (religion) +10, Sense Motive 
  +11; Heighten Spell, Lightning Reflexes, Martial Weapon 
  Proficiency (longsword), Necropolis Born*, Pure-Blooded 
  Suel**.  *Complete Arcane; **Dragon #319. 
   
  Cleric Spells Prepared (6/5+1/5+1/4+1/3+1/1+1; save 
  DC 14 + spell level): 0 – cure minor wounds x4, detect magic, 
  flare; 1st – bane, command, divine favor, doom, protection from 
  goodD, sanctuary; 2nd – augury, cure moderate wounds x2, 
  shatterD, spiritual weapon x2; 3rd – contagionD, cure serious 
  wounds x2, magic circle against chaos, prayer; 4th – cure critical 
  wounds, divine power, freedom of movement, unholy blightD; 5th 
  – mass inflict light woundsD, heightened unholy blight. 
   
  DDomain Spell.  Domains: Evil (evil spells are cast at 
  +1 caster level); Destruction (smite (Su) 1/day – single 
  melee attack with a +4 bonus on attack and a bonus on 
  damage equal to your Clr level (if you hit); must declare 
  the smite before making the attack.). 
   
  Languages: Common, Ancient Suloise. 
   
  Possessions: silver holy symbol of Pyremius, heavy 
  crossbow, 20 bolts, masterwork longsword, heavy 
  wooden shield, +1 full plate, wand of cure light wounds (CL 
  1st), vest of resistance +2*, potion of owl’s wisdom, potion of 
  shield of faith +2, potion of pass without trace, brooch of 
  shielding, Heward’s handy haversack, potion of blur.  *Complete 
  Arcane. 
   
  Description: Yasron Thranx is a tall man with white-
  blond hair and green eyes.  He stands 6-feet tall and has 
  the bearing of a warrior.  He is clad in armor and wears a 
  surcoat of pure white with an undercoat of a bright 
  orange-red.  He displays the holy symbol of Pyremius 
  prominently around his neck. 
  
  YEO5-05 Into The Scarlet Flames 
   
  Page 24 
  DM AID: MAP OF ENCOUNTER 2 
   
   
   
  
  YEO5-05 Into The Scarlet Flames 
   
  Page 25 
  DM AID: MAP OF ENCOUNTER 4A 
   
  Attackers begin at this edge of the map. 
   
  The PCs are on this edge when the encounter begins. 
   
  All grey areas are stone outcroppings and assumed to be difficult terrain prohibiting charging but providing no other 
  modifiers.  The brown areas are dirt patches where the grass has died from grazing animals eating it too close to the 
  ground.  All ground not designated as dirt or stone is assumed to be covered with grass and plant growth. 
   
  
  YEO5-05 Into The Scarlet Flames 
   
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  DM AID: MAP OF ENCOUNTER 4B 
   
   
   
  
  YEO5-05 Into The Scarlet Flames 
   
  Page 27 
  DM AID: MAP OF ENCOUNTER 4C 
   
  Attackers begin at this edge of the map. 
   
  The PCs are on this edge when the encounter begins. 
  All ground not noted as dirt or road is assumed to be covered with grass and plant growth. 
   
  
  YEO5-05 Into The Scarlet Flames 
   
  Page 28 
  DM AID: MAP OF OKALASNA KENDEEN (LARGE SCALE) 
   
   
   
  The brown region around and in the outpost is dirt and sand.  No plants grow in the sandy dirt. 
   
   
  
  YEO5-05 Into The Scarlet Flames 
   
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  DM AID: MAP OF OKALASNA KENDEEN (DETAILED) 
   
   
   
  The 5-foot squares (yellow) are solitary confinement holes (empty).  The 10-foot squares (maroon) on either side of the 
  gate are guard towers.  A – Kevis’ Cell; B – Nimora Justaris’ Cell; C – Yasron Thranx’s Quarters (empty with the 
  exception of average living materials); D – Food Storage and Supplies (food and supplies, too bulky for any real value, 
  but safe for replenishment of expended supplies). 
   
  
  YEO5-05 Into The Scarlet Flames 
   
  Page 30 
  DM AID: NEW RULES 
  NEW FEATS 
  Badge of Bondage (Dragon #315) 
   
  Your experiences as a slave have made you more resistant to torture and mental manipulation. 
   
  Prerequisite:  Your body must bear sum obvious sign of your former bondage – whip scars on your back, an 
  owner’s brand on the neck, or the like. 
   
  Regions: Ahlissa, Bandit Kingdoms, Flan, half-orc, Ket, Lordship of the Isles, North Kingdom, Olman, Onnwal, 
  Pomarj, Scarlet Brotherhood, Sea Barons, Sea Princes, Tiger Nomads, Wild Coast, Yeomanry, Zeif. 
   
  Benefit:  You receive a +1 insight bonus on all Fortitude and Will saves.  You also receive a +2 competence bonus 
  on Bluff checks. 
  Extra Stunning (Complete Warrior) 
   
  You gain extra stunning attacks. 
   
  Prerequisites: Stunning fist, base attack bonus +2. 
   
  Benefit: You gain the ability to make three extra stunning attacks per day. 
   
  Special: You can take this feat multiple times. Its effects stack. 
  Necropolis Born (Complete Arcane) 
   
  You possess a magical understanding of the essence of mortal dread. 
   
  Benefit: An innate talent for magic grants you the following spell-like abilities as a 1st level caster: 1/day—cause fear, 
  ghost sound, touch of fatigue.  Save DC 10 + spell level + your Cha modifier. 
  Pure-Blooded Suel (Dragon #319) 
   
  Undiluted Suloise blood flows through your veins, harkening back to ancient empires and making you an 
  attractive potential associate to pro-Suel Scarlet Brotherhood racists. 
   
  Region: Suel. 
   
  Benefit:  Your notoriously short temper grants you a +1 bonus on Intimidate checks, while the resolve and magical 
  aptitude of your ancestors grants you a +1 bonus on all saving throws against spells and spell-like effects.  You also 
  receive a +2 bonus on all Charisma-based skill checks made against members of the Scarlet Brotherhood. 
   
  Special:  You may select this feat only at 1st level. 
  NEW ITEMS 
  Vest of Resistance (Complete Arcane) 
   
  These garments offer magic protection in the form of a +1 to +5 bonus on all saving throws.  Faint abjuration; CL: 
  5th; Prerequisites: Craft Wondrous Item, resistance, creator’s CL must be at least three times the vest’s bonus; Market Price: 
  1,000 gp (+1), 4,000 gp (+2); Weight: 1 lb. 
   
  
  YEO5-05 Into The Scarlet Flames 
   
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  PLAYER HANDOUT #1 
   
  Faithful Yeoman, 
   
   It is with heavy heart that I ask you to undertake 
  this journey.  An operative of ours has been captured 
  in the Hold of the Sea Princes, and she has 
  information vital to the continued success of our 
  efforts.  She knows of others working on our behalf 
  and things could go poorly if the Scarlet Brotherhood 
  made her reveal certain names. 
   Go to the Burley Halfling in Trevorton.  There you 
  will meet a man named Jesson.  He is an agent 
  working for us and can provide you with some further 
  information.  Beware!  He will be recruiting others to 
  help you on this mission.  Do not discuss your real 
  reasons for going with them.  As you will be going in 
  an unofficial capacity, do not wear anything that 
  distinguishes you as a member of the Yeomanry 
  Militia or Army.   
   Report back on your success when you return. 
   
  May fortune favor you, 
  M.W. 
   
  
  YEO5-05 Into The Scarlet Flames 
   
  Page 32 
  PLAYER HANDOUT #2 
   
  This map is a large scale map of the Okalasna Kendeen. 
   
   
   
  The brown region around and in the outpost is dirt and sand.  No plants grow in the sandy dirt. 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Yeomanry/595/Normal Scenarios/YEO5-05 - Into the Scarlet Flames (APL 2-8)/YEO5-05 - Into The Scarlet Flames.pdf