TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  PAL4M-01 
   
   
   
   
   
   
   
  Alone Together 
   
  A One-Round D&D LIVING GREYHAWK®  
  Theocracy of the Pale Regional Mini-mission 
  Version 1.1 
   
  By Derek Schubert 
  Triad Editor: Lance White 
   
  The devastation of Tenh has displaced many from their homes.  In the foothills of the Griffs, some 
  outcasts find common bonds and help each other survive, while others look for easy victims.  A rustic 
  mini-mission for APLs 2-10, part of the "Scouting Tenh" missions. 
  
  Alone Together 
   
  Page 1 
  Introduction 
  This is an RPGA® Network mini-scenario for the 
  Dungeons & Dragons® game. A two-hour time 
  block has been allocated for each round of this 
  scenario. The following guidelines are here to help 
  you with the preparation of the game. Read this 
  page carefully so that you know and can 
  communicate to your players the special aspects of 
  playing an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single-sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
   
  Read this entire adventure at least once before 
  you run your game. Be sure to familiarize yourself 
  with any special rules, spells, or equipment 
  presented in the adventure. It may help to highlight 
  particularly important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  Keep in mind that you must have at least four 
  players (not counting the judge), for the game 
  session to be a sanctioned RPGA event. As well, 
  you cannot have more than six players participating 
  in the game. 
  Playing the Game  
   
   
   
   
  Instruct the players either to prepare their 
  characters to participate in the adventure before the 
  session begins, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction. 
   
  Once you are ready to play, it is handy to 
  instruct each player to place a nametag in front of 
  him or her. The tag should have the player’s name 
  at the bottom, and the character’s name, race, and 
  gender at the top. This makes it easier for the 
  players (and the judge) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to 
  learn 
  about 
  equipment 
  and 
  weapons 
  their 
  characters are carrying. That said, you as the judge 
  can bar the use of even core rulebooks during 
  certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide 
  when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so 
  that you may present it as written to the players, 
  while other text is for your eyes only. Text for the 
  players will be in bold italics. It’s strongly 
  recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific 
  situation or to actions of the player characters. 
  Tracking 
   
   
   
   
   
  This mini-mission will not be reported to the 
  RPGA. 
  LIVING GREYHAWK 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  If players do not 
  have a LIVING GREYHAWK character generated, get 
  a copy of the current LIVING GREYHAWK character 
  generation guidelines, and a character sheet from 
  your convention coordinator or the RPGA Web 
  site, and then have any players without a character 
  create one.  Once all players have a LIVING 
  GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed to 
  have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
  LIVING GREYHAWK Levels of Play  
   
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportioned to the average 
  character level of the PCs participating in the 
  adventure. To determine the Average Party Level 
  (APL): 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs 
  
  Alone Together 
   
  Page 2 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  trained for war), other than those brought by 
  virtue 
  of 
  a 
  class 
  ability 
  (i.e. 
  animal 
  companions, 
  familiars 
  paladin’s mounts, etc.) use 
  the 
  sidebar 
  chart 
  to 
  determine the number of 
  levels you add to the sum 
  above. 
  Add 
  each 
  character’s 
  animals 
  separately. A single PC may 
  only bring four or fewer 
  animals of this type, and 
  animals with different CRs 
  are 
  added 
  separately.  
  Nevertheless, if a character 
  has the Mounted Combat 
  feat, he may bring a single 
  warhorse, light or heavy, 
  with him in the adventure 
  and it will not count toward 
  the APL calculation. 
  3. Sum the results of 1 and 2, 
  and divide by the number of characters playing 
  in the adventure.  Round to the nearest whole 
  number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face. 
  APLS 
  are 
  given 
  in 
  even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use either 
  the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience and 
  gold a PC may gain at the end of the adventure. If 
  a player character is three character levels or more 
  either higher or lower than the APL at which this 
  adventure is being played, that character will 
  receive only one-half of the experience points for 
  the adventure.  Further, if the PC is three character 
  levels or more lower than the APL at which this 
  adventure is being played, that PC will receive 
  one-half gold for the adventure as well.  This 
  simulates the fact that either the PC was not 
  challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  Further, a PC who is four or more levels higher 
  than the highest APL supported by the adventure 
  may not play the scenario unless the highest APL 
  supported by the adventure is APL 12. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Four or five 1st-
  level characters may find 
  difficulty with the challenges 
  in 
  a 
  LIVING 
  GREYHAWK 
  adventure. If a group is APL 
  1 there are two things that 
  the group can do to help 
  even the score. 
  1. Attempt to create a table 
  of 
  six 
  1st-level 
  characters, or try to enlist 
  higher-level characters to 
  play at that table. 
  2. Advise characters to buy 
  riding 
  dogs 
  to 
  help 
  protect them, and fight 
  for them. All riding dogs 
  are considered trained to 
  attack. PCs who want 
  their dogs to attack must 
  succeed at a Handle Animal or Charisma 
  check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a 
  move action (spoken command) that may be 
  attempted each round. If the animal is 
  wounded or has taken any nonlethal damage 
  or ability score damage, the DC increases to 
  12. 
  Time Units and Upkeep  
   
   
   
  This is a Regional mini-mission, set in the 
  Theocracy of the Pale.  Characters native to the 
  Pale pay one Time Unit; all others pay two Time 
  Units. 
   
  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time Unit. 
   Luxury Upkeep costs 100gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the next adventure, must buy new spell component 
  pouches and healer’s kits, and may suffer other in-
  game penalties (or possibly gain in-game benefits) 
  as may be detailed in this scenario. 
   
  A character that does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild.  If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a 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 
  
  Alone Together 
   
  Page 3 
  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 
  The blink dogs of Tenh, like most of that land's 
  residents, have had a tough life in the past decade. 
   Packs of the intelligent canines used to live on the 
  plains of Tenh for thousands of years, away from 
  human settlements.  The sadistic occupying forces 
  of Stonehold and Iuz enjoyed slaughtering blink 
  dogs when they could find them, but most packs 
  survived.  When the Ethereal hordes arrived, 
  though, many packs of blink dogs perished, while 
  some escaped to the safety of the hills.  They 
  scraped by as lowland Tenh was reduced to dust.  
  In a further blow, the strange energies of the 
  Codex of the Infinite Planes that banished the 
  Ether creatures also severed the blink dogs' link 
  with the Ethereal Plane, preventing them from 
  blinking and crippling their ability to hunt. 
   
  One pair of these non-blinking blink dogs has 
  chosen to join with some Tenha refugees in the 
  hills.  These farmers were slaves under the 
  Stoneholders, but escaped their overseers in the 
  chaos of the Ether invasion.  The old matriarch is 
  ill and the younger people do not dare move her.  
  This family, too, has only barely stayed alive by 
  foraging in the scrubby hills.  But together, the 
  blink dogs and humans enjoy a slightly better 
  existence.  The humans had never even heard of 
  blink dogs, so they believe these helpful dogs to be 
  a gift from the gods in their time of need.  The blink 
  dogs talk with each other but cannot talk effectively 
  with the humans. 
   
  But the foothills of the Griff Mountains are still 
  dangerous.  Displacer beasts, ancestral enemies 
  of blink dogs, have found and destroyed a few 
  isolated packs of the non-blinking blink dogs in the 
  hills.  Scouting parties of Stonehold barbarians 
  prowl the mountains, killing and robbing refugees 
  and waiting for the time to strike against the Pale 
  (as hinted at in the intro module "Dawn Break").  
  Some Stoneholders and displacer beasts realize 
  how much faster they can kill their enemies by 
  working together—temporarily, of course—and 
  one such group has just found the camp of the 
  Tenha refugees with their blink dog allies.... 
  Adventure Summary 
  Introduction: The PCs set out from Atherstone, 
  either working for the Army (to scout a designated 
  section of the hills) or helping some Tenhas (to 
  bring back news of their village). 
  Encounter One: The PCs find a ruined farming 
  village near the foothills.  A plume of smoke over 
  the hills leads them up into the hills. 
  Encounter Two: The PCs meet the Tenhas and the 
  blink dogs.  The Tenhas tell about their flight from 
  the lowlands.  They do not know about the nearby 
  enemies stalking them.  PCs with access to 
  translation-magic can talk with the blink dogs, too. 
   The blink dogs will recover naturally in a few 
  months -- though they do not know it -- but only 
  powerful magic can restore them sooner. 
  Encounter Three: Shortly after the PCs find the 
  refugees, displacer beasts and Stoneholders 
  attack, eager for carnage and (admittedly scarce) 
  plunder.  The non-blinking blink dogs help the PCs 
  at APL2, but they need to be protected at higher 
  APLs. 
  Encounter Four: The PCs can interrogate the 
  Stoneholders or follow their trail back to a camp 
  containing a whole Fist (about a hundred men).  
  Wise PCs will not stir up trouble here, but will bring 
  back word to the Pale. 
  Conclusion: The PCs can help the Tenhas move to 
  the safety of the Pale.  The blink dogs would like to 
  come along, too, if the PCs promise a welcoming 
  environment.  The PCs may choose to tell the 
  Palish authorities about the enemies in the hills, to 
  help the planned advance into Tenh. 
  Cast of Characters 
  A) The Tenha family.  All seven are Flan humans. 
   Most of their Tenha pride has been beaten out of 
  them by a hard year in the hills.  They are mostly 
  farmers, and are divided over whether to struggle 
  here indefinitely or break camp and make for the 
  Pale.  See Encounter Two. 
  B) The blink dogs: They are a young mated pair, 
  without pups.  The rest of their pack is dead, killed 
  by ether creatures. 
  C) The Stoneholder raiders: a Fist (war band) 
  including warriors, barbarians, rogues, a bard, and 
  more.  At APLs 8 and 10, the PCs encounter the 
  lieutenant, 
  Dorvund 
  Eye-tooth, 
  second-in-
  command of this Fist.  He is craftier than are most 
  
  Alone Together 
   
  Page 4 
  Stoneholders, and ruthless when he sees an unfair 
  fight in his advantage. 
  D) The displacer beasts: They form a bachelor 
  pack.  They have caught the trail of the blink dogs 
  and are hungry for a fight. 
  Preparation for Play 
  Timetable for Running the Scenario 
  To keep within half of the four-hour convention 
  slot, the following timetable can help you in pacing. 
   If you have longer to play, adjust accordingly. 
  0:00-0:15 
  Introduction: 
  character 
  intros 
  and 
  roleplaying. 
  0:15-0:20 Encounter One: plot development. 
  0:20-0:40 Encounter Two: NPC introductions, 
  roleplaying. 
  0:40-1:40 Encounter Three: combat. 
  1:40-1:45 Encounter Four: plot development. 
  1:45-2:00 Conclusion: roleplaying and wrap-up. 
  Introduction 
  The PCs are in Atherstone, where the Pale is 
  sending out groups to scout the Tenh Stonelands 
  for the imminent invasion. It is early Harvester 
  (real-world September) as the Theocracy prepares 
  its campaign in Tenh. 
  Atherstone bustles with activity: masses of 
  troops, 
  merchants, 
  adventurers, 
  and 
  opportunists 
  and 
  hangers-on. 
   
  Most 
  buildings—be they colonnaded villas left 
  standing after the barbarian invasion, or 
  efficient new Palish construction—have been 
  retrofitted as apartments, public houses, or 
  barracks.  Even the long-suffering Tenha 
  refugees and residents seem to feed off the 
  energy in the late-summer air.  A dry wind from 
  over the plains of Tenh—now the Stonelands—
  rattles the signs of taverns and kicks up dust 
  in the streets. 
  The PCs are going to scout an area of the foothills 
  below the Griff Mountains, near where a small 
  farming village was known to exist.  Depending on 
  the makeup of the party, figure out whether they 
  would prefer to take on an official scouting mission 
  from the Church or would prefer to help some 
  Tenha refugees find out what happened to their 
  village.  The PCs have come for action, so a hook 
  should be easy.  Allow the players to introduce 
  their PCs to each other and to you. 
   
  The Church offers standard wages for 
  scouting duty [50 gp per PC], but the refugees 
  have only their thanks to give. 
  Encounter One: Ruins 
  The PCs find a ruined farming village near the 
  foothills. 
  From Atherstone, the road leads northwest 
  toward the border with the Stonelands. Palish 
  engineers have rebuilt the Tenha trade route to 
  ensure the swift movement of goods and 
  troops to the front.  Your path will skirt the 
  foothills of the Griff Mountains, diverting from 
  the road before its end at the castle of High 
  Pentress. 
   
  Built to guard Tenh from the Troll Fens, 
  High Pentress stands with the mountains at its 
  back.  Although the Pale holds the castle and 
  the lands below it, some say that the ghosts of 
  the defenders, driven mad or cut down by 
  plague when Tenh fell, haunt the castle even 
  today. 
   
  Traveling through the foothills of the Griff 
  Mountains shows you the desolation of Tenh, 
  its sweeping plains turned to dust.  The 
  cloudless sky holds no heat at night. 
   
  A few quiet days pass and bring you to the 
  ruins of a farming village, among what were 
  once productive fields.  Stone foundations jut 
  here and there among piles of rubble, the 
  handiwork of Ethereal hordes.  The wind, the 
  only sound in the area, shifts to the northeast. 
  If the PCs look through the ruins, they can tell 
  quickly that these ruins have already been picked 
  over by human scavengers.  Have the PCs make 
  Spot checks; those who make DC 15—or 
  whatever the highest roll is, if not beating DC 15—
  notice a faint haze over the hills to the east, which 
  is a plume of smoke from the camp of the Tenha 
  refugees.  Normally they try not to let smoke give 
  away their position, but today’s wind and the 
  topography of these hills allow the PCs to see it. 
  Development: When the PCs follow the signs, 
  proceed to Encounter Two. 
  Encounter Two: Hideout 
  The PCs meet the Tenhas and the blink dogs.  
  They can tell some information about their flight 
  
  Alone Together 
   
  Page 5 
  from the lowlands, but they do not know about the 
  nearby enemies stalking them. 
  The lowest foothills are barren, like the plains, 
  but higher elevations bring life: first some dry 
  grass and eventually brush and larger plants.  
  A few berries even remain on some bushes.  
  The faint sound of a bird carries on the wind 
  from somewhere among the scrub.  
  The refugees have been foraging and hunting in 
  the upper parts of the foothills, just barely getting 
  by.  Their camp is about two miles from the ruins 
  of the village.  Map #1 shows the camp, with a 
  steep rock face at the back and a small cave 
  where the old Tenha matriarch stays most of the 
  time. 
  The PCs approach from the southwest (lower left) 
  unless otherwise stated. They are met by the male 
  Tenhas, 
  standing 
  fearfully 
  over 
  their 
  just-
  extinguished campfire, and the two blink dogs.  All 
  are wary, trying to gauge the PCs’ intentions. You 
  can ask for a Diplomacy check if the PCs give 
  them any reason to be more afraid. 
  These are the Tenhas.  All are Flan, and none is 
  chaotic or evil.  You can make up some quirks or 
  distinguishing characteristics as you see fit: 
  • 
  Arretah: female Com1, age 72.  Widow.  The 
  matriarch of the family. In fragile health. 
  • 
  Dentrech: male Com2, age 48. Arretah’s 
  eldest son. Widower. He does not want to 
  move from the camp (without the PCs' help), 
  fearing that the stress of travel would kill his 
  mother. 
  • 
  Olliah: female Com1, age 21.  Dentrech’s 
  daughter.  Does not want to move. 
  • 
  Denford: male Com1, age 17.  Dentrech’s 
  son.  Undecided over whether to move. 
  • 
  Karah: female Com1, age 45. Arretah’s 
  daughter.  Does not want to move. 
  • 
  Marsedd: male Com1, age 46.  Married to 
  Karah. Wants to move. 
  • 
  Ansel: male Com1, age 19.  Son of Karah 
  and Marsedd.  Wants to move. 
  • 
  Folgarh: male Exp2, age 42. Arretah’s son. 
  Trapper whose survival skills have kept the 
  family 
  alive 
  (Survival 
  +9; 
  Skill 
  Focus 
  (Survival)).  He is teaching his nephews and 
  niece some of his skills.  He is undecided 
  about moving, since he can get along fine in 
  the hills, but he would prefer not to go on like 
  this forever. 
  If you are not inclined to get into all of their names 
  and relations, you may simply summarize them as 
  a three-generation extended family with an ailing 
  grandmother, a survivalist, and some grounds for 
  arguments. 
   
  Generally, 
  the 
  Tenhas 
  are 
  tired 
  and 
  malnourished.  They have a few weapons: daggers 
  (one tied to a stick as a crude spear), slings, clubs, 
  and Folgarh’s handaxe. They are still prideful but 
  try not to alienate potential rescuers. The NPCs 
  might start pleading for help in leaving these 
  wretched hills, at least if the PCs look trustworthy. 
   
  Folgarh (the trapper) is slightly better off, being 
  the one among them with actual skill in survival.  
  He has taught the kids enough that the whole 
  group could get by awhile longer, but he is getting 
  tired of having to do most of the work to support 
  them. 
   
  Staying with the Tenhas are a mated pair of 
  blink dogs that have lost their ability to blink or 
  dimension door, because of the planar instabilities 
  over Tenh. The blink dogs will recover naturally in 
  a few months—though they do not know it—but 
  can be restored to blinking with a successful break 
  enchantment against CL 20th (probably out of 
  reach of the PCs). 
   
  The blink dogs simply showed up a few 
  months ago, joining the camp after determining 
  that the Tenhas would not hurt them.  They help 
  the humans by catching and bringing back small 
  animals, and are obviously smarter than average 
  dogs.  The Tenhas consider them to be gifts from 
  Berei in this trying time. 
  • 
  The blink dogs: these are a male and a 
  female, both with tawny-dun fur and a little 
  mangy.  The female is slightly lighter-colored.  
  As 
  lawful 
  good 
  creatures, 
  they 
  value 
  cooperation, even with this odd adopted pack. 
  A successful Knowledge (arcana) check (DC 14) 
  identifies them as blink dogs; every 5 points 
  beyond DC 14 gives additional information, such 
  as that they are usually lawful good but are usually 
  reclusive. 
   
  PCs with access to tongues or comprehend 
  languages can talk with (or at least understand) 
  the blink dogs.  The dogs relate the death of their 
  pack by ether creatures, the sudden loss of their 
  blinking ability last year and the ensuing fear, and 
  their decision to join these humans.   As creatures 
  of the plains, they feel ill at ease in the hills. 
  
  Alone Together 
   
  Page 6 
  Development: When the conversation is starting 
  to lag, or you decide it has been long enough, it is 
  time for the fight!  Go to Encounter Three. 
  Encounter Three: Cats and 
  Dogs of War 
  Shortly after the PCs find the refugees, the 
  displacer beasts and Stoneholders attack, eager 
  for carnage and (admittedly scarce) plunder. 
   
  The blink dogs try to help, but they may be 
  liabilities at higher APLs.  The humans retreat to 
  the cave and guard against attack.  Let the PCs be 
  the heroes. 
   
  Note: The two waves of opponents arrive 
  separately and this encounter is written as two 
  fights, to fill out the ELs for full experience.  If the 
  fights were combined, each APL would have a 
  single combat of EL = APL+3 (APL+2, at APL 10). 
   
  Use Map #1 for this encounter. 
  Allies 
  All APLs (EL 3) 
  Blink Dogs, non-blinking (2): hp 22 each; see 
  Monster Manual page 28.  These blink dogs 
  cannot blink or dimension door and are 
  estimated at CR 1 each. 
  Tactics: The blink dogs are smart and are used to 
  working together, but they are little more than 
  higher-HD war dogs now.  They maneuver to give 
  flanking bonuses to each other (or to PCs) and try 
  to protect the refugees. 
  Enemies: Wave One (Displacer Beasts) 
  These displacer beasts are neutral evil.  They are 
  members of a bachelor pack, working with the 
  humans temporarily. 
  APL 2 (EL 4) 
  Displacer Beast: hp 51; see Monster Manual 
  page 66 (Large Magical Beast, CR 4). 
  APL 4 (EL 6) 
  Displacer Beasts (2): hp 54 each; see Monster 
  Manual page 66 (Large Magical Beast, CR 4). 
  APL 6 (EL 7) 
  Displacer Beasts (3): hp 54 each; see Monster 
  Manual page 66 (Large Magical Beast, CR 4). 
  APL 8 (EL 9) 
  Displacer Beasts (6): hp 54 each; see Monster 
  Manual page 66 (Large Magical Beast, CR 4). 
  APL 10 (EL 11) 
  Displacer Beasts (4): hp 54 each; see Monster 
  Manual page 66 (Large Magical Beast, CR 4). 
  Huge Advanced Displacer Beast, 12 HD (1): 
  hp 132; see Appendix One. 
  Setup: The displacer beasts approach with stealth 
  ahead of the Stoneholders. The beasts sense 
  ample hunting here and have outpaced the 
  humans. If more than one, they move in with a 
  dispersed formation (not all in an easy spell-burst). 
   
  Give the PCs a Spot check to see them 
  approaching; unless a spotter is flying, allow a 
  maximum spotting distance of 150 feet (PC’s Spot 
  beats NPC’s Hide by 15). 
  Tactics: The displacer beasts want to kill the blink 
  dogs, but that can wait, if they must kill intervening 
  PCs first.  At APL 2 and APL 4, a displacer beast is 
  willing to take attacks of opportunity for a round 
  while closing with a blink dog, but if any of the 
  AoOs hit, the displacer beast learns fast not to do 
  it again. If the PCs are flying out of danger, the 
  beasts gladly move in to flay the blink dogs.  The 
  displacer beasts will flee (individually) if reduced to 
  5 hp. 
  Enemies: Wave Two (Stoneholders) 
  APL 2 (EL 2) 
  Stonehold Scout: Male human Rog1; hp 7; see 
  Appendix One. 
  Stonehold Warrior: Male human War1; hp 13; 
  see Appendix One. 
  APL 4 (EL 4) 
  Stonehold Skald: Male human Brd1; hp 7; see 
  Appendix One. 
  Stonehold Scout: Male human Rog1; hp 7; see 
  Appendix One. 
  Stonehold Warriors (2): Male human War1; hp 
  13 each; see Appendix One. 
  APL 6 (EL 7) 
  Stonehold Sergeant: Male human Bbn4; hp 41; 
  see Appendix One. 
  Stonehold Skald: Male human Brd1; hp 7; see 
  Appendix One. 
  
  Alone Together 
   
  Page 7 
  Stonehold Scout: Male human Rog1; hp 7; see 
  Appendix One. 
  Stonehold Barbarians (4): Male human Bbn1; 
  hp 14 each; see Appendix One. 
  APL 8 and APL 10 (EL 9) 
  Dorvund Eye-Tooth, Stonehold Lieutenant: 
  Male human Bbn3/Rog4; hp 56; see Appendix 
  One. 
  Stonehold Sergeant: Male human Bbn4; hp 41; 
  see Appendix One. 
  Stonehold Skald: Male human Brd1; hp 7; see 
  Appendix One. 
  Stonehold Scout: Male human Rog1; hp 7; see 
  Appendix One. 
  Stonehold Barbarians (4): Male human Bbn1; 
  hp 14 each; see Appendix One. 
  Setup: The Stoneholder band comes in four 
  rounds after the displacer beasts do.  They move 
  in with a dispersed formation too, as above.  The 
  PCs can get Spot checks, probably at -5 for the 
  distraction of the fight. 
  Tactics: The skald (at all but APL 2) chants 
  truculently (Inspire Courage) in the first round and 
  keeps up the song as long as he can.  The 
  Stoneholders rush into melee, except the skald, 
  who hangs back to shoot his bow.  The barbarians 
  fight chaotically but brutally; they rage after first 
  being hit (Dorvund, at APL 8 and 10, does not rage 
  except to save his life, since he does not like to 
  lose the option of tumbling).  If the PCs are flying 
  out of danger, the barbarians slake their bloodlust 
  by cutting down Tenhas and blink dogs.  Dorvund 
  will use his potion of invisibility and flee if reduced 
  to 5 hit points. 
   
  Treasure: The Stoneholders have plenty of 
  plunder.  It is not itemized here.  See the Treasure 
  Summary for totals. 
  Development: The Stoneholders do not talk 
  willingly, but intimidation or magic can get some 
  information from them.  The rest of their warband 
  (a Fist) is several miles east of here, holed up and 
  waiting for further orders.  They have received 
  information 
  about 
  troop 
  movements 
  in 
  the 
  northwestern Pale from Ludwedge the halfling, as 
  described in the intro scenario “Dawn Break”. 
  There are several other displacer beasts at the 
  camp, but each side knows that the partnership 
  will not last much longer. 
   
  The PCs may choose to investigate (go to 
  Encounter Four) or simply go back to the Pale (go 
  to the Conclusion). 
  Encounter Four: Fist’s Camp 
  From the Stoneholders’ information or by following 
  their trail (Track DC 14), the PCs can go the few 
  miles deeper into the foothills. 
  A scrub-covered hill gives a view into the 
  sheltered valley below, which holds a large 
  camp. About twenty large skin tents stand in a 
  defensive array.  Many men—a few score at 
  least—plus about a dozen war dogs and 
  wolves, move about the camp.  A few more of 
  the inky tentacled cats gnaw on bones and 
  lazily tussle with each other at the fringes of 
  the camp.  The men and wolves stay well clear 
  of them. 
   
  Wise PCs will not stir up trouble here, but will 
  bring back word to the Pale.  If the PCs do not 
  want to be seen, then let them get away without 
  incident (but perhaps with a little scare, such as 
  suggesting that they were noticed). 
   
  Development:  When the PCs leave, go to the 
  Conclusion. 
  Conclusion 
  The following assumes that the PCs succeeded in 
  stopping the barbarians and displacer beasts, and 
  rescued the Tenha family and blink dogs. 
   
  The PCs can help the Tenhas move to the 
  safety of the Pale.  Old Arretah is fragile but can be 
  moved without harm.  The blink dogs would like to 
  come along, too, if the PCs promise a welcoming 
  environment and some open rangeland to wander. 
  The PCs may choose to tell the Palish authorities 
  about the enemies in the hills, to help the planned 
  advance into Tenh.  The Pale pays 50 gp per PC 
  for any (true) information that the PCs give. 
  Whether the Stoneholders will still be there in two 
  months is another matter…. 
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  
  Alone Together 
   
  Page 8 
  value 
  (objectives 
  plus 
  roleplaying) 
  to 
  each 
  character. 
  Encounter Three 
  Defeat displacer beasts 
   
  APL2 120 xp 
   
  APL4 180 xp 
   
  APL6 210 xp 
   
  APL8 270 xp 
   
  APL10 330 xp 
  Defeat Stoneholders 
   
  APL2 60 xp 
   
  APL4 120 xp 
   
  APL6 210 xp 
   
  APL8 270 xp 
   
  APL10 270 xp 
  Story Awards 
  Rescue Tenhas and blink dogs 
   
  APL2 15 xp 
   
  APL4 13 xp 
   
  APL6 10 xp 
   
  APL8 8 xp 
   
  APL10 8 xp 
  Tell Pale the location of Stoneholders 
   
  APL2 15 xp 
   
  APL4 13 xp 
   
  APL6 10 xp 
   
  APL8 8 xp 
   
  APL10 8 xp 
  Discretionary roleplaying award 
   
  APL2 15 xp 
   
  APL4 12 xp 
   
  APL6 10 xp 
   
  APL8 7 xp 
   
  APL10 9 xp 
  Total possible experience: 
   
  APL2 225 xp 
   
  APL4 338 xp 
   
  APL6 450 xp 
   
  APL8 563 xp 
   
  APL10 625 xp 
  Treasure Summary 
  [Explanation of treasure and looting enemies 
  removed.]  
  Total Possible Treasure 
  The below figures include 50 gp per PC from the 
  Church. 
  APL 2: L: 14 gp; C: 217 gp; M: 0 gp  - Total: 231 
  gp (cap 225 gp) 
  APL 4: L: 62 gp; C: 267 gp; M: 0 gp  - Total: 304 
  gp (cap 325 gp) 
  APL 6: L: 194 gp; C: 267 gp; M: 33 gp  - Total: 494 
  gp (cap 450 gp) 
  APL 8: L: 233 gp; C: 267 gp; M: 514 gp  - Total: 
  1014 gp (cap 650 gp) 
  APL 10: L: 233 gp; C: 417 gp; M: 514 gp  - Total: 
  1164 gp (cap 1150 gp) 
  Items for the Adventure 
  Record 
  Item Access 
  Since this is a mini mission, it provides no special 
  access. 
  
  Alone Together 
   
  Page 9 
  Appendix One – NPCs 
  Encounter Three  
   
   
   
  All APLs: mix and match from this roster 
  Stonehold Warrior: Male human War1; CR 1/2; 
  Medium Humanoid (human); HD 1d8+5; hp 13; 
  Init +0; Spd 30 ft.; AC 14, touch 10, flat-footed 
  14; 
  Base 
  Atk/Grp 
  +1/+3; Atk +3 melee 
  (1d8+2/x3, battleaxe) or +1 ranged (1d6/x3, 
  shortbow); Full Atk +3 melee (1d8+2/x3, 
  battleaxe) or +1 ranged (1d6/x3, shortbow); SA 
  —; SQ —; AL CN; SV Fort +4, Ref +0, Will +0; 
  Str 14, Dex 11, Con 14, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +4, Intimidate +3, 
  Jump +4; Endurance, Toughness. 
   
  Languages: Flan dialect only. 
   
  Possessions:  Studded leather, light wooden 
  shield, battleaxe, dagger, shortbow, 20 normal 
  arrows. 
   
  Stonehold Scout: Male human Rog1; CR 1; 
  Medium Humanoid (human); HD 1d6+1; hp 7; 
  Init +6; Spd 30 ft.; AC 15, touch 12, flat-footed 
  13; 
  Base 
  Atk/Grp 
  +0/+1; Atk +1 melee 
  (1d6+1/19-20, shortsword) or +2 ranged (1d6/x3, 
  shortbow); Full Atk +1 melee (1d6+1/19-20, 
  shortsword) or +2 ranged (1d6/x3, shortbow); SA 
  sneak attack +1d6; SQ trapfinding; AL CE; SV 
  Fort +1, Ref +4, Will +0; Str 12, Dex 15, Con 13, 
  Int 14, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +4, Hide +5, Jump 
  +4, Knowledge (local – Core) +6, Listen +4, 
  Move Silently +5, Search +6, Spot +4, Survival 
  +2, Tumble +5, Use Rope +6; Dodge, Improved 
  Initiative. 
   
  Languages: Flan dialect, Common, Cold 
  Tongue. 
   
  Possessions:  Studded leather, shortsword, 
  2 daggers, shortbow, 20 normal arrows, 1 flask 
  alchemist’s fire, 50 ft hemp rope, grappling hook, 
  1000 gp in stolen coins and gems. 
   
  Stonehold Skald: Male human Brd1; CR 1; 
  Medium Humanoid (human); HD 1d6+1; hp 7; 
  Init +2; Spd 30 ft.; AC 16, touch 12, flat-footed 
  14; Base Atk/Grp +0/+0; Atk +0 melee (1d8/19-
  20, 
  longsword) 
  or 
  +3 
  ranged 
  (1d6/x3, 
  masterwork shortbow); Full Atk +0 melee 
  (1d8/19-20, longsword) or +2 ranged (1d6/x3, 
  masterwork shortbow); SA —; SQ bardic 
  knowledge +2, bardic music 1/day (countersong, 
  inspire courage +1, fascinate); AL CN; SV Fort 
  +1, Ref +4, Will +1; Str 10, Dex 14, Con 12, Int 
  13, Wis 8, Cha 15. 
   
  Skills and Feats: Appraise +6, Bluff +6, 
  Diplomacy +4, Knowledge (geography) +1, 
  Knowledge (history) +3, Knowledge (nature) +3, 
  Perform (sing) +6, Sense Motive +3, Survival +1, 
  Tumble +5; Point Blank Shot, Precise Shot. 
   
  Languages: Flan dialect, Common, Cold 
  Tongue. 
   
  Bard Spells Known (2; save DC = 12 + spell 
  level): 
  0—daze, 
  ghost 
  sound, 
  mending, 
  message. 
   
  Possessions:  Chain shirt, longsword, 2 
  daggers, masterwork shortbow, 20 normal 
  arrows, tanglefoot bag, 300 gp in topaz gems. 
   
  Stonehold Barbarian: Male human Bbn1; CR 1; 
  Medium Humanoid (human); HD 1d12+2; hp 14; 
  Init +1; Spd 40 ft.; AC 15, touch 11, flat-footed 
  14; 
  Base 
  Atk/Grp 
  +1/+3; Atk +4 melee 
  (1d12+3/x3, greataxe) or +2 ranged (1d6/x3, 
  shortbow); Full Atk +4 melee (1d12+3/x3, 
  greataxe) or +2 ranged (1d6/x3, shortbow); SA 
  —; SQ rage 1/day; AL CN; SV Fort +4, Ref +1, 
  Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, 
  Cha 8. 
   
  Skills and Feats: Climb +4, Intimidate +3, 
  Jump +8, Listen +5, Survival +5; Endurance, 
  Weapon Focus (greataxe). 
   
  Languages: Flan dialect only. 
   
  Rage (Ex): +4 to Str, +4 to Con, +2 on Will 
  saves, -2 to AC for up to 7 rounds. 
   
  Possessions:  Chain shirt, greataxe, dagger, 
  shortbow, 20 normal arrows. 
   
  Stonehold Sergeant: Male human Bbn4; CR 4; 
  Medium Humanoid (human); HD 4d12+8; hp 41; 
  Init +1; Spd 30 ft.; AC 16, touch 11, flat-footed 16 
  (uncanny dodge); Base Atk/Grp +4/+7; Atk +9 
  melee (1d8+4/x3, masterwork longspear) or +5 
  ranged (1d8+3/x3, composite longbow [+3 Str 
  bonus]); 
  Full 
  Atk 
  +9 
  melee 
  (1d8+4/x3, 
  masterwork longspear) or +5 ranged (1d8+3/x3, 
  
  Alone Together 
   
  Page 10 
  composite longbow [+3 Str bonus]); SA —; SQ 
  rage 2/day, trap sense +1, uncanny dodge; AL 
  CE; SV Fort +6, Ref +2, Will +2; Str 16, Dex 13, 
  Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +7, Intimidate +6, 
  Jump +11, Listen +8, Survival +8; Combat 
  Reflexes, 
  Power 
  Attack, 
  Weapon 
  Focus 
  (longspear). 
   
  Languages: Flan dialect, Common. 
   
  Rage (Ex): +4 to Str, +4 to Con, +2 on Will 
  saves, -2 to AC for up to 7 rounds. 
   
  Uncanny Dodge (Ex): This barbarian can 
  react to danger before his senses would 
  normally allow him to do so.  He retains his 
  Dexterity bonus to AC even when caught flat-
  footed. 
   
  Possessions: 
  Masterwork 
  breastplate, 
  masterwork 
  longspear, 
  dagger, 
  composite 
  longbow (+3 Str bonus), 20 normal arrows, 3 
  flasks of alchemist’s fire, 2 potions of cure light 
  wounds, potion of bull’s strength. 
   
  Physical Description: Typical Stoneholder of 
  Flan-Suel extraction, pale with freckles, wavy 
  red-brown hair worn long and wild.  He wears 
  wolf pelts over his armor. 
   
  Dorvund Eye-Tooth, Stonehold Lieutenant: 
  Male human Bbn3/Rog4; CR 7; Medium 
  Humanoid (human); HD 3d12+4d6+14; hp 56; 
  Init +2; Spd 40 ft.; AC 17, touch 12, flat-footed 17 
  (uncanny dodge); Base Atk/Grp +6/+8; Atk +9 
  melee (1d10+4/x3, +1 halberd) or +8 ranged 
  (1d8+2/x3, composite longbow [+2 Str bonus]); 
  Full Atk +9/+4 melee (1d10+4/x3, +1 halberd) or 
  +8/+3 ranged (1d8+2/x3, composite longbow [+2 
  Str bonus]); SA sneak attack +2d6; SQ evasion, 
  improved uncanny dodge, rage 1/day, trap sense 
  +2, trapfinding, uncanny dodge; AL NE; SV Fort 
  +7, Ref +8, Will +5; Str 14, Dex 15, Con 14, Int 
  14, Wis 10, Cha 10. 
   
  Skills and Feats: Balance +3, Bluff +12, Craft 
  (trapmaking) +7, Disable Device +9, Intimidate 
  +14, Jump +15, Listen +10, Search +6, Spot 
  +10, 
  Survival 
  +9, 
  Tumble 
  +13; 
  Combat 
  Expertise, Improved Feint, Iron Will, Persuasive. 
   
  Languages: Flan dialect, Common, Giant. 
   
  Evasion (Ex): If Dorvund is exposed to any 
  effect that normally allows him to attempt a 
  Reflex saving throw for half damage, he takes 
  no damage with a successful saving throw. 
   
  Improved Uncanny Dodge (Ex): Dorvund 
  cannot be flanked except by a rogue of at least 
  11th level. 
   
  Rage (Ex): +4 to Str, +4 to Con, +2 on Will 
  saves, -2 to AC for up to 7 rounds. 
   
  Uncanny Dodge (Ex): Dorvund can react to 
  danger before his senses would normally allow 
  him to do so.  He retains his Dexterity bonus to 
  AC even when caught flat-footed. 
   
  Possessions: +1 chain shirt, +1 halberd, 
  handaxe, sap, dagger, composite longbow (+2 
  Str bonus), 20 normal arrows, 3 flasks of 
  alchemist’s fire, masterwork thieves’ tools, 
  brooch of shielding (30 points left), cloak of 
  resistance +1, 2 potions of cure light wounds, 
  potion of invisibility, potion of resist fire 10. 
   
  Physical Description: Flan-Suel Stoneholder, 
  age 30, short and wiry, freckled complexion, 
  many-braided dark blond hair, amber eyes; he 
  grins wickedly in combat to show his teeth, which 
  have been filed to points.  His magical leather 
  cloak is made of human skin, flayed from heavily 
  tattooed Rovers of the Barrens; the bronze clasp 
  (magical brooch) is of an ancient Flan design. 
   
  Huge Advanced Displacer Beast, 12 HD: CR 
  10; Huge Magical Beast; HD 12d10+60; hp 132; 
  Init +1; Spd 40 ft.; AC 17, touch 9, flat-footed 16; 
  Base Atk/Grp +12/+28; Atk +19 melee (1d8+8, 
  tentacle); Full Atk +19 melee (1d8+8, 2 
  tentacles) 
  and 
  +14 
  melee 
  (2d6+4, 
  bite); 
  Space/Reach 15 ft./10 ft. (20 ft. with tentacle); 
  SA —; SQ darkvision 60 ft., displacement, low-
  light vision, resistance to ranged attacks; AL NE; 
  SV Fort +13, Ref +9, Will +7; Str 26, Dex 13, 
  Con 20, Int 5, Wis 12, Cha 8. 
   
  Skills and Feats: Hide +10, Listen +5, Move 
  Silently 
  +5, 
  Spot 
  +5; 
  Alertness, 
  Combat 
  Reflexes, Dodge, Iron Will, Weapon Focus 
  (tentacle). 
   
  Languages: Common. 
   
  Displacement 
  (Su): 
  see 
  entry 
  under 
  Displacer Beast, Monster Manual page 66. 
   
  Resistance to Ranged Attacks (Su): see 
  entry under Displacer Beast, Monster Manual 
  page 66. 
   
  Possessions: platinum anklet worth 900 gp. 
   
  Physical Description: Like a normal displacer 
  beast, but HUGE! 
  
  Alone Together 
   
  Page 11 
   Map #1 – Tenha Camp 
   
   
  
  Alone Together 
   
  Page 12 
  Critical Event Summary 
   
  The outcome of this mini mission may influence the invasion of Tenh. Please email your feedback, 
  comments, 
  advice, 
  or 
  noteworthy 
  stories 
  about 
  this 
  scenario 
  to 
  Derek 
  Schubert 
  at 
  derek.schubert@alumni.duke.edu, with the subject “ConQuest Mini mission Feedback”. 
   
  Questions: 
  1.  If the PCs fought Dorvund, was he killed or captured? 
   
  2.  Did the PCs bring the Tenhas back to the Pale? 
   
  3.  Did the PCs bring the blink dogs back to the Pale? 
   
  4.  Did the PCs see the Stoneholders’ camp for themselves? 
   
  5.  If you have any other comments or questions, please include them.  
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Theocracy of the Pale/594/Mini Missions/PAL4M-01 - Alone Together (APL 2-10)/PAL4M-01 - Alone Together.pdf