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 
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  please visit www.wizards.com/d20 
   
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  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 
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  PEOPLE, ORGANIZATIONS, PLACES, OR EVENTS IS PURELY COINCIDENTAL. © 2006 WIZARDS OF THE 
  COAST, INC AND THE ADVENTURE AUTHOR OR AUTHORS. 
   
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  For questions specific to this document and your region, please e-mail your triad point of contact (POC) at 
  poc@bandit-kingdoms.net; for LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  BDK6-09 
   
   
   
   
   
  To Bleed or To Die 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™  
  Bandit Kingdoms Regional Adventure 
  Version 1.0 
   
   
  by David “Keyoke” Polansky 
  Circle Reviewer: Chris Tulach 
  Reviewers: Theo Judd 
  Playtesters: 
   
   
  Either Prince Zeech is preparing for the biggest party of the century or a massive war. Commander Marionnen’s 
  garrison has declared their undying allegiance to the Prince of Redhand and has mobilized along the borders. The 
  cambion commander now looks east towards the former lands of the Reyhu and Duchy of the Artonsomay while 
  Alhaster begins a grand celebration. The armies of the Prince now chant “To bleed or to die for Redhand!” Members of 
  Hellstone Tower, Citizens of Redhand, members of the Brotherhood of the Sundered Axe and the Defenders of 
  Morannon, are encouraged to participate in this adventure. Part four and the conclusion of the Breaking Up is Hard to 
  Do series. A one-round Bandit Kingdoms adventure set in Redhand for characters level 7-13 (APLs 8-12). 
   
  
  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, 2007.  
   
  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 rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1. For your 
  convenience, that appendix is split by APL 
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
   
   LIVING GREYHAWK LEVELS OF 
  PLAY 
  Because players bring their own 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.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of 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. 
   
  To Bleed or To Die 
   
  Page 2 
  
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  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. 
   
  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 Bandit Kingdoms. Characters native to the Bandit 
  Kingdoms pay 1 Time Unit per round; all others pay 2 
  Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. 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 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 DC 20 
  Survival check, 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 
  BDK6-09 To Bleed or to Die is the final adventure in the 
  Breaking Up Is Hard To Do series, and thus has tie-ins 
  with the previous adventures in that series. In addition, it 
  involves the plans and fates of several major and minor 
  NPCs, as well as the destiny of a meta-organization (the 
  Brotherhood of the Sundered Axe). All of these are 
  detailed as follows. 
   
  Major NPC: Prince Zeech 
  The story of Prince Zeech is one of sedition and 
  treachery. Once a lawful ruler in the Shield Lands and a 
  follower of Heironeous, he and his domain of Redhand 
  broke with the Shield Lands in 577 CY. In 579 CY, the 
  Shield Lands were invaded by the Horned Society; as city 
  after city fell, Prince Zeech and his forces stood neutral 
  by the sidelines. It was about this time that rumors of 
  Zeech's conversion to Hextor began to surface. Since 
  then, Zeech has been unremitting in his devotion to the 
  Oeridian god of war and tyranny and emulates his patron 
  in many ways. 
   
  Of course, Zeech did not stop at neutrality; when Iuz 
  brought his forces to bear on the area during the 
  Greyhawk wars, Prince Zeech willingly swore fealty to 
  Iuz. For this, he was allowed to keep control of his 
  domain, with only nominal subservience to the four 
  Iuzian clerics of Balmund. His service to Iuz and his 
  minions has been outwardly loyal in the ensuing years; 
  however, recent events such as the Siege of Hallorn and 
  the formation of the Northern Alliance have encouraged 
  Prince Zeech toward secession once again.  
   
  Late last year, during the events of BDK5-08: 
  Hirelings, he secured a pact of non-aggression with the 
  Warfields to the west. With his left flank thus secured, 
  Stoink and Dimre to his right already preoccupied with a 
  war against the Northern Alliance, and Cranzer of 
  Riftcrag apparently occupied with his own troubles, 
  Prince Zeech feels that now is the perfect time to secede 
  from Iuz's Empire. Declaring a grand, week-long 
  celebration to commemorate his secession from the 
  Shield Lands, Zeech plans to cap the festival by seceding 
  from the Empire of Iuz when his populace is at their 
  most devoted (or so he hopes). Commander Marionnen's 
  public declaration of allegiance to him was surprising, 
  and he is very suspicious as to the reasons behind this 
  move. However, for now he does not wish to jeopardize 
  this unexpected alliance and is proceeding as planned. 
   
  To Bleed or To Die 
   
  Page 3 
  
  Major NPC: Marionnen 
  The half-fiend commander of Trallant Keep, Marionnen 
  is charged with watching the border between the Empire 
  and the County of Urnst. Unbeknownst to most in the 
  Bandit Kingdoms, however, Marionnen is a servant to 
  Pazrael, a powerful demon lord who controls the Abyssal 
  layer known as Torremor. During the Greyhawk wars, 
  Pazrael and Iuz formed a tenuous alliance which resulted 
  in each side exchanging troops. Pazrael sent Marionnen, 
  among other forces of his, to aid Iuz in taking the Bandit 
  Kingdoms and the lands of the Horned Society. Thus, 
  Marionnen was content to play border guard for the time 
  being. However, Iuz launched an invasion of Torremor 
  last year; while the results of this war are not widely 
  known, it was enough for Marionnen that when his spies 
  discovered 
  the 
  reason 
  behind 
  Zeech's 
  planned 
  celebration, he and his forces publicly declared their 
  undying allegiance to the Prince of Redhand. Marionnen 
  has always wanted his own domain on Oerth; should 
  Zeech perish, who better than his new ally to rule 
  Redhand? 
   
  Minor NPC: Elhilbor 
  The captain of Zeech's secret police, Elhilbor, is the 
  Prince's strongest supporter. Now that the nest of rebel 
  scum known as the Brotherhood of the Sundered Axe has 
  been largely dealt with, Elhilbor has turned most his 
  attention back to Prince Zeech and his plans for 
  secession. So long as he remains with Zeech, any 
  assassination attempts on the Prince are bound to fail. 
   
  Minor NPC: Malthos 
  Malthos, a wizard and member of Hellstone Tower, is not 
  doing so well these days. While he has achieved his 
  dream of becoming a green star adept, he is now hunted 
  by minions of Prince Zeech for his interference in 
  Alhaster. Add to this his growing addiction to star metal, 
  as well as his lack of friends due to his greedy and 
  narcissistic manner, and he is very much at his wit’s end.  
   
  Meta-Organization: 
  Brotherhood 
  of 
  the 
  Sundered Axe 
  The Brotherhood owes its beginnings to Zeech's 
  decisions to first secede from the Shield Lands and then 
  join Iuz during the Greyhawk Wars. While most of those 
  who opposed the "Prince" were either slain or exiled to 
  the Shield Lands, a small number have remained hidden 
  in Redhand. Forming into small and secretive cells, the 
  Brotherhood had managed to keep itself well hidden 
  until the foolish actions of certain PC members lead to 
  the organization's discovery by Elhilbor and his secret 
  police. Now they have been almost completely wiped out 
  in Alhaster as well as the majority of Redhand, and the 
  executioners have been kept busy hanging any members 
  who were caught alive. Even the leader of the 
  Brotherhood was not immune to the purge; now he lies 
  in Prince Zeech’s most secure prison, tortured daily so 
  that the last few agents and cells can be located and 
  expunged. 
   
  Recent Events: 
  Deciding that Zeech's celebration will provide the 
  perfect cover for an assassination, Marionnen plots in 
  Trallant. Obviously, the first move will be to capture and 
  replace Elhilbor, or at least eliminate him. After that, 
  replacing Zeech's guards and arranging the Prince's death 
  will be simple matters. Capturing Elhilbor will require a 
  pawn who is unassociated with Marionnen, as he will 
  need at least some plausible deniability once Zeech is 
  dead (or in the event the pawn is captured). Thus, he 
  selected the wizard Malthos; after a couple weeks of 
  chasing, his demonic minions caught the wizard in 
  Stoink. Malthos was then taken to a meeting with a 
  "servant of the Iuzian clerics of Balmund." Though 
  normally a bit of a coward, Malthos readily agreed to the 
  task when promised freedom from Zeech's minions and, 
  more importantly, a lifetime supply of starmetal. Malthos 
  was given a large supply of gold and instructed to hire 
  some very competent mercenaries or adventurers to aid 
  him in this endeavor. 
   
  Malthos has made agreements with agents of the 
  Shield Lands; in turn, they have helped him contact the 
  much reduced Brotherhood, who has promised its aid in 
  this matter. Unfortunately, Malthos was not very subtle 
  with his other hiring attempts, which have come to the 
  attentions of Elhilbor's agents. However, all his efforts to 
  find out more about the rogue wizard’s plans have been 
  for naught, as another, more discreet organization is 
  keeping things “secret.” 
   
  ADVENTURE SUMMARY 
  This adventure will follow one of two major paths. Either 
  the PCs will choose to support Malthos, or they will 
  choose to support Elhilbor. For more information, see 
  DM’s Aid #1. 
   
  Introduction: Another Dragon to Slay 
  The PCs either receive sending spells from one of 
  Elhilbor’s wizards and/or Malthos or more general calls 
  for mercenaries from both sides. They are instructed to 
  report to Alhaster or Balmund, respectively. 
   
  Encounter 1: Wizard Green 
  The PCs meet with Malthos in Balmund. As Malthos gets 
  to the details of his plot, they are interrupted by another 
  To Bleed or To Die 
   
  Page 4 
  
  man’s arrival. He gives away little, but what he does say 
  will allow the mission to succeed. 
   
  Encounter 2: Into the Palace 
  On the second night of Prince Zeech’s festival, the PCs, 
  along with Malthos, disguise themselves as a hobgoblin 
  patrol and make their way into the palace. Just when they 
  seem safe, a trap threatens to reveal all. 
   
  Encounter 3: An Inevitable Showdown 
  After surviving the trap, the PCs meet with the 
  Brotherhood agent and approach their target. They must 
  trust their contact or see through Elhilbor’s disguse; then 
  they have only to defeat him and his inevitable ally. 
   
  Encounter 4: Guests of Trallant 
  If the PCs accompany Malthos back from Alhaster, they 
  find themselves met by an overwhelming force of 
  demons. With little chance of fleeing and little hope of 
  survival if attacked, surrendering brings them to discover 
  Malthos’s unknown master, Commander Marionnen. 
  Malthos is given his just reward, and the PCs are 
  rewarded and turned loose. 
   
  Encounter 5: To Serve Redhand 
  The PCs meet with Elhilbor in Alhaster. After assuring 
  their loyalty, he asks for their aid in capturing Malthos by 
  serving as his bodyguards at night. 
   
  Encounter 6: He Smuggled in a WHAT!? 
  On the second night of their vigil, the wizard Malthos 
  shows up for Elhilbor. He brings along a golem in 
  gaseous form, hidden within a bag of holding. With the 
  attack repelled, and Malthos hopefully captured, the PCs 
  are rewarded and asked to stick around for the remainder 
  of the festival as honored guests. 
   
  Encounter 7: Out of the Palace 
  If the PCs chose not to accompany Malthos, or they 
  choose to attempt a rescue of the Brotherhood Leader 
  after defending Elhilbor, they must use magic or the aid 
  of the Brotherhood agent to escape. The methods vary 
  depending on whom the PCs supported, and those who 
  defended Elhilbor receive a taste of the same trap as in 
  Encounter 2. 
   
  Encounter 8: Under the Sea 
  Choosing to rescue the Brotherhood Leader, the PCs set 
  sail from Alhaster to find Prince Zeech’s most secret of 
  prison cells. Diving in near a strange rock formation, they 
  search for an air-filled cave. However, before they can 
  find it and rescue the leader, they must deal with a local 
  kraken and/or his minions. 
   
  Conclusions: 
  Seven conclusions exist based on PC actions. 
   
  PREPARATION FOR PLAY 
  Before beginning, find out if the PCs qualify for any of 
  the following and show them the listed Player Handout. 
  • 
  Member of Hellstone Tower 
  • 
  Member of the Brotherhood of the Sundered Axe 
  • 
  Member of the Defenders of Morannon Keep 
  • 
  Citizen of Redhand (if none of the above) 
  • 
  Enmity of or Influence with Malthos (see BDK5-03 
  The Secret Ingredient, BDK5-07 Ebongleam, or 
  BDK6-04 The Last Word) 
  • 
  Favor or Influence with Redhand or Prince Zeech 
  (all referred to as Favor of Redhand from now on) 
  (numerous sources) 
  • 
  Banned from Redhand, Branded Criminal of 
  Redhand, or Enmity of Zeech (all referred to as 
  Enmity of Redhand from now on) (numerous 
  sources) 
   
  Give out the appropriate handout, as shown below. 
   
  If a PC does not have Enmity of Malthos but does have 
  one of the following: 
  • 
  Favor of Malthos (Player Handout #1a) 
  • 
  Hellstone Tower Member (Player Handout #1b) 
  • 
  Brotherhood of the Sundered Axe Member or 
  Enmity of Redhand (Player Handout #1c) 
   
  If a PC does not have Enmity of Redhand but does have 
  one of the following: 
  • 
  Favor of Redhand or Enmity of Malthos (Player 
  Handout #2) 
  • 
  Citizen of Redhand (Player Handout #2) 
  • 
  Defender of Morannon Keep (Player Handout #2) 
   
  Divination Spells: 
  For the most part, simply answer questions asked with 
  commune and divination as you see fit based on the 
  adventure. Remember that any questions asked that 
  directly involve the brotherhood leader will need to get 
  past nondetection (CL 13). 
   
  A good answer for divinations involving Elhilbor 
  and Malthos would be the following: 
  A useful tool, a pitiful fool, and the right to rule. 
   
  To Bleed or To Die 
   
  Page 5 
  
  REGIONAL WARNING 
  If your players are unfamiliar with the Bandit Kingdoms 
  region, read the following aloud before running this 
  event: 
   
  It is important to realize at all times that the Bandit 
  Kingdoms are under the control of Iuz, the Old One, 
  a chaotic, evil deity who revels in torture, depravity 
  and trickery. Government officials tend to imitate 
  many of the attributes of their dread lord. Things that 
  you might take for granted in other lands, such as 
  freedom of worship and the rule of law, are not 
  valued by the rulers of the Combination of Free 
  Lords. You may be able to strike at Iuz, but seldom 
  can you strike at him overtly without paying the final 
  price. Be warned, life is short for those who openly 
  defy Old Wicked. 
   
  INTRODUCTION: ANOTHER 
  DRAGON TO SLAY 
  If any PCs received handouts, add in the text in 
  parentheses. 
   
   As they say, another day, another dragon to slay. 
  With this day’s dawn, you must find something new 
  to pay the bills (though the message you received last 
  night hints at a job offer). 
   
  Give the PCs a chance to mention the message. If they do 
  not, or did not receive one, continue with the following 
  generic introduction. 
   
  Your search for today's “dragon” has brought you to 
  the Drunken Hydra tavern in Hallorn. There, while 
  enjoying nice, cold ale (seemingly chilled by a funny 
  little winged ice creature working in the kitchen) you 
  peruse the flyers posted on the walls just below the 
  draconic heads which give this tavern its name. 
  While most are simple requests for merchant guards, 
  one in particular catches your eye: an announcement 
  that Prince Zeech of Redhand is calling for 
  mercenaries to report to the constable in Alhaster. 
  Your eyes catch the phrases "good pay," "the favor of 
  the Prince," and, in smaller letters, “pardons for past 
  mistakes.” 
   
  Give the players a little time to discuss this offer before 
  continuing with the following. 
   
  An old dwarf sitting at a nearby table notes your 
  attention on the flyer, and, after listening to your 
  discussion, gets up and moves toward you. "Sounds 
  t'me like ye are a competent group o'mercenaries. Tell 
  ya what—forget that there fool's bargain, and I ken 
  get you in on a better contract. What d'ye say?" 
   
  Taurbon Axegrinder: male dwarf warrior 5. 
  • 
  He is gruffly friendly, with a mercantile tone. 
  • 
  The contract will be for a mage by the name of 
  Malthos. 
  • 
  While high risk (which he downplays), it will pay 
  well. 
  • 
  If interested, go to the Mug and Hearth in Balmund 
  in 4 days and ask the barkeep for a "Wizard Green." 
   
  The players must now decide who they will support. 
  • 
  If they choose Malthos, go to Encounter 1. 
  • 
  If they choose Redhand, go to Encounter 5. 
   
  If they split up, have the adventure follow whichever has 
  the majority, but give them the chance to reach a 
  consensus. 
  • 
  If Malthos, then those supporting Redhand are hired 
  to guard an Elhilbor look-alike (unbeknownst to 
  them). They are paid a modest fee (50 gp each) and 
  the adventure is basically over for them. 
  • 
  If Elhilbor, then those remaining supporting 
  Malthos find they have been stood up (and the 
  adventure is basically over for them as well). 
  • 
  Try to avoid the PCs splitting up on this issue. If 
  they are truly and irreconcilably divided, suggest 
  that perhaps some of them should play a different 
  character. 
   
  ENCOUNTER 1: WIZARD 
  GREEN 
  This encounter occurs if the PCs choose to support 
  Malthos. 
   
  As you approach the gates to the township of 
  Balmund, you are eyed carefully by the guards. They 
  appear to be searching you intently for something, 
  but what that might be is not apparent. They ask you 
  your name and business as usual. 
   
  If any PCs are in Disguise, the guards make a Spot check 
  (+2 modifier) to attempt to recognize them. If any PCs are 
  Wanted by the Church of Iuz, consult the Bandit 
  Kingdoms Meta-Campaign Guidebook for guidelines on 
  bonuses the guards should receive. If a Wanted PC is 
  spotted, the guards insist the PC stop and surrender 
  himself. Normally, guards would be easily bribable 
  (represented in the increased upkeep cost for Wanted 
  To Bleed or To Die 
   
  Page 6 
  
  PCs), but because the priestess Jaleena has gone on the 
  warpath following an attack on her temple, the guards are 
  more resilient to simple bribes. 
   
  PCs who submit to the guards are captured. Any PC 
  with a WCI score of 2-3 is imprisoned for 4 TUs before 
  being released (and the adventure is over for them). Any 
  PC with a WCI score of 4-5 is imprisoned for 8 TUs 
  before escaping (with all his or her gear). Any PC with a 
  WCI score of 6-7 is imprisoned for 12 TUs before 
  escaping (with no gear; such PCs must invoke the charity 
  of friends clause in the LGCS). Any PC with a WCI score 
  of 8+ or higher is simply killed and animated to serve in 
  Cranzer’s army. The body CAN NOT be recovered, even 
  through the “Your Work Really, Really Must Continue” 
  or “Your Work Shall Continue” effect. 
   
  The current reward for wanted PCs has been 
  doubled in Balmund, hence, if the PCs offer a bribe equal 
  to double the reward for their capture, the guards let 
  them pass, with the exception of an Enemy of the State, 
  who cannot bribe his way through (such characters 
  should know better than to be caught by 1st-level 
  guards). In this event, the PCs will have to use magic (like 
  modify memory or suggestion) to keep the guards from 
  tipping off the local rulers. Otherwise, the guards sound 
  the alarm and the whole town begins crawling with 
  Iuzians and mercenaries out to nab the PC. 
   
  Knocking the guards out simply delays the 
  inevitable. When they are found, they sound the alarm, 
  with consequences as above. Killing the guards is an evil 
  act and should be noted on the offending PCs’ ARs; the 
  Triad should also be contacted with the player’s name and 
  RPGA #. However, even killing them does not silence 
  them completely (unless their corpses are rendered 
  useless for speak with dead), and besides that there are 
  many witnesses about. If the PCs attempt to kill any and 
  all witnesses, these characters should be removed from 
  play immediately for evil acts, and the Triad should be 
  contacted with their names and RPGA #s. Basically, this 
  is not a good time for the PCs to get caught, but this 
  encounter serves to punish foolish PCs. 
   
  Balmund Gate Guards (4): human War1; hp 5. 
   
  Entering the town, you manage to find directions to 
  the Mug and Hearth, though it’s somewhat difficult. 
  All that the locals want to talk about is a festival 
  Zeech is apparently planning next week. 
   
  Give the PCs a chance to use the Gather Information skill 
  if they want. See Appendix Four for the rumors they 
  might hear and how to adjudicate it. 
   
  The Mug and Hearth in Balmund is a simple, but 
  well-built and maintained establishment, which 
  caters to the many traveling merchants who pass to 
  and from Alhaster and the eastern Bandit Kingdoms. 
  As you enter, you find no one present besides a single 
  drunk and the innkeeper, who asks, "May I help you 
  sirs (and madams)?" When you ask for a “Wizard 
  Green,” he directs you up a flight of stairs to a private 
  room on the second floor. A small table of snacks 
  awaits you as he murmurs, "Your friend should be 
  here in a short while. Enjoy the food." He closes the 
  door behind him. 
   
  After nearly half an hour, a man suddenly appears 
  in the corner of the room nearest the window. 
  Dressed in flowing robes of silver and blue, the most 
  striking thing about him is the green tinge to his 
  skin, which almost sparkles. He studies you all 
  carefully. 
   
  Those who played BDK5-03: Secret Ingredient, BDK5-07 
  Ebongleam, or BDK6-04: The Last Word may recognize 
  him as Malthos the mage, in which event, read the 
  following: 
   
  You quickly recognize the man as Malthos, (the mage 
  who had you collect his cargo from the Rhenee barge 
  in Alhaster)/(the mage you met in Stoink)/(the mage 
  who had you guard his chest in Balmund). 
   
  Malthos is paranoid. If any PC has the Enmity of 
  Malthos, he makes a Spot check (+6) against their 
  disguise. If he recognizes them: 
   
  “What?! What are you doing here?”, Malthos cries, 
  pointing at (PC names). He looks like he is about to 
  flee. 
   
  If someone in the party does not immediately make a DC 
  25 Diplomacy check (with -10 for fast diplomacy), 
  Malthos flees and does not return. 
   
  Assuming the check is made: 
   
  The mage calms down as you explain yourselves. “I 
  am not sure if I should trust you at all, but you make a 
  valid point.” 
   
  Continuing: 
   
  “The reason I had you sent here is so I could secretly 
  offer you a dangerous task with a high reward. The 
  dangerous task is kidnapping one Elhilbor, leader of 
  Prince Zeech’s secret police. The high reward is 
  (2,000/3,000/5,000) gold pieces…each. Are all of you 
  still interested?” 
   
  To Bleed or To Die 
   
  Page 7 
  
  Malthos: Male human Wiz5 (conjurer)/Green Star 
  Adept1/Mage of the Arcane Order4 
  • 
  He is fairly desperate, but remains condescending 
  and arrogant. 
  • 
  He will not say why he wants Elhilbor, just that he 
  needs him alive. 
  • 
  He will be going with the party to aid them. 
  • 
  If pressed and given a DC 15 diplomacy check, he 
  will offer them 500 gold pieces each up front - but 
  only if they agree. 
  • 
  He will wait until they all agree before mentioning 
  the specifics of how to get in 
  • 
  He will also hand the PCs a request from the 
  Brotherhood (Player Handout #3). 
   
  After all PCs agree: 
   
  Malthos moves away from the corner he arrived in 
  and picks up a goblet of wine from a table on the far 
  wall. Casting a quick dwoemer, he examines the glass. 
  Satisfied with the result, he begins sipping it slowly. 
  Then he turns back to you. "I am glad we are all in 
  accordance; allow me to explain my plan for getting 
  us inside." 
   
  • 
  Malthos cast detect poison to make sure the wine 
  was not poisoned. A DC 15 Spellcraft check 
  confirms this. Have him react appropriately (by 
  fleeing) if the PCs have poisoned his glass. 
  • 
  A patrol of palace guards will "disappear" while on 
  leave in two night’s time. 
  • 
  He and the party will use a scroll of seeming to 
  disguise themselves as the guards and enter the 
  palace that way, 
  • 
  An agent exists inside the palace who will help them 
  find Elhilbor, as he has recently begun sleeping in a 
  different room each night. 
   
  As Malthos sums up the plan: 
   
  "A decent plan, Malthos," says a cool voice as the door 
  suddenly swings open. A man in dark clothing steps 
  in and shuts the door behind him. Malthos seems 
  paralyzed with shock; the man glances at him and 
  snaps, "Oh calm down. I would have already done far 
  worse if I was one of Elhilbor's minions. As I was 
  about to say, a decent plan save that your lack of 
  subtlety in looking for aid has caught Elhilbor's 
  attention. Tell me, did you really expect to catch the 
  spider unprepared? In his own web?" He chuckles 
  quietly. 
   
  Nobody of Importance: Male human Rogue 5; Init +6; 
  Will +2. 
  • 
  He refuses to mention anything about himself, save 
  that he offers his aid. 
  • 
  He is actually a cultist of Vecna. With Iuz and his 
  minions distracted, a cult to the Whispered One has 
  cropped up in the Bandit Kingdoms. 
  • 
  He does not have an evil aura (by virtue of his ring of 
  mind shielding). 
  • 
  His organization is seeing that Elhilbor receives false 
  and conflicting information about this mission. 
  • 
  He knows that Elhilbor plans on arranging several of 
  his agents to disguise themselves as him at night. 
  Each agent is guarded by a patrol of guards. 
  • 
  Meanwhile, Elhilbor assumes his cover identity at 
  night: Baron Ulik of Morannon. 
   
  The cultist will not reveal his loyalties to the PCs 
  following Bluff, Diplomacy, or Intimidate checks. If 
  attacked or if a PC attempts to cast a spell, he will attempt 
  to escape. If the PCs successfully charm him, he will still 
  not admit who he works for (as he would not do so even 
  for a friend). If the PCs successfully cast suggestion or 
  dominate on him, he will admit who he is and who he 
  works for.  
   
  If the PCs attack or cast any spells on him, and his 
  organization finds out (either by the cultist telling them 
  or by him not showing up), they will withdraw their aid 
  from this endeavor. Elhilbor will be able to find out more 
  about the PCs and will ensure he is better defended. This 
  will have repercussions in Encounter 3. 
   
  While initially suspicious of the man, Malthos calms 
  down once he hears the man’s information. Since the 
  man asks for nothing in return, Malthos does not think it 
  a problem to hear what he has to say. 
   
  Treasure: If the PCs ask for an advance, Malthos provides 
  them with the following: 
   
  All APLs: Coin: 500 gp 
   
  Once the PCs are ready to go, proceed to Encounter 2. 
   
  ENCOUNTER 2: INTO THE 
  PALACE 
  The same evening you agreed to Malthos's task, he 
  teleports half of you into a safe house deep inside 
  Alhaster. The following morning he returns for the 
  rest. The next several days pass with agonizing 
  slowness as you sit inside the small house while 
  Malthos teleports in and out, gathering supplies. You 
  can hear the sounds of the festivities going on all over 
  To Bleed or To Die 
   
  Page 8 
  
  the city; it sounds like Zeech is throwing a grand 
  party...and you're missing it.  
   
  Give the PCs time to decide if they are doing anything 
  while waiting inside the house. Malthos absolutely 
  refuses to allow them to leave unless they are using 
  teleportation magic to appear outside of Redhand. If 
  asked politely, he will allow PC wizards to copy up to two 
  spells from his spellbook while he is occupied, for the 
  standard fee of 50 gp x spell level (as mentioned on page 
  179 of the Player’s Handbook). Scribing PCs must pay 
  normal scribing costs. 
   
  Finally, the second night of the festival arrives. 
  Malthos gathers you into the main chamber two 
  hours past midnight. "Well, the time has come for us 
  to embark on this grand scheme," he says confidently. 
  "We should be dealing with Elhilbor in less than an 
  hour." 
   
  Once the party has buffed as they wish, Malthos uses his 
  scroll of seeming to make the party and himself appear 
  like hobgoblin guards. The PC should decide which one 
  of them will appear to be the sergeant. Preferably, this 
  should be a character with good social skills. 
   
  Malthos pulls out and casts a spell from a scroll. 
  Looking around you find that all of you now resemble 
  goblin or hobgoblin soldiers in the livery of Redhand; 
  [PC] is dressed as your sergeant. Malthos speaks from 
  beneath his disguise, "From here, we exit into an 
  alleyway and then quickly join in the crowds. We are 
  only a few minutes from the palace barracks gate, 
  where we should not have too much trouble getting 
  in, as the patrol we are replacing has been off duty 
  and enjoying the festival.” He pauses to hand [PC] an 
  off-duty writ. He continues, “Once inside the 
  barracks, we make our way through the mess hall and 
  into the kitchens, where that agent you mentioned 
  should be waiting. With his help, we find the real 
  Elhilbor, capture him, and then I will teleport away 
  with him - you may accompany me if you wish. If not, 
  we will meet again at the Mug and Hearth in one 
  week. Any questions?" 
   
  • 
  Malthos expects this operation to go quite easily, as 
  he severely underestimates Elhilbor. 
  • 
  He has a bag of holding type III with him to carry 
  Elhilbor in. 
  • 
  If the PCs wish to accompany him afterwards, he 
  offers to sell them a scroll of greater teleport (CL 18) 
  as well as a description of where he is headed (a 
  chamber lit by torches on the walls inside Trallant). 
  The scroll costs 3,150 gp. 
  • 
  Malthos forged the off-duty writ by taking 10 for a 
  21. He has an example if the PCs wish to make their 
  own (+8 to the check). 
   
  Heading through the streets is quite difficult due to the 
  press of the partying crowd. 
  • 
  It will take 30 minutes, with a DC 12 Strength check 
  every 5 minutes of movement. 
  • 
  Failure results in no progress for that PC (or party, if 
  they wait for the PC), while failure by 5 or more 
  results in an additional 5 minute delay as the PC is 
  caught up in a current heading somewhere else. 
  • 
  A PC can tow another PC by adding +2 to the 
  strength check DC. 
   
  Additionally, you can toss in a few interesting side tracks 
  (such as a well-endowed female half-orc kissing and 
  latching-onto the "sergeant" or a half-elf sorcerer who is 
  charming every female he lays eyes on, to the crowd's 
  amusement) if time permits. 
   
  Each of these events shouldn't take more than 5 
  minutes to resolve; if the PCs have any ongoing spell 
  effects active, make sure to keep track of the time this 
  takes. 
   
  For the purposes of describing what's going on, 
  think of a big Mardi Gras festival, and then add magic. 
   
  Once the PCs arrive at the gate, read or paraphrase 
  the following: 
   
  Finally leaving the crowds behind, you arrive at the 
  gates to the palace barracks. Far off to your right you 
  can see the main palace gates, where a steady stream 
  of coaches is leaving. Closer at hand, however, you do 
  not see anyone near the gates you are approaching 
  until you are at them. Then, a hobgoblin corporal 
  comes out of his guard house, looking like he's been 
  doing some celebrating of his own. Taking your off 
  duty writ from [PC sergeant], he squints down at it, 
  and then barks, "Oy! This writ ran out hours ago! 
  Why should I let you back inside?" 
   
  The writ's expiration is actually illegible, but all such 
  writs expire at midnight. During the festival, the gate 
  guards generally make allowances, but this one is looking 
  for a bribe. Getting past him requires:  
  • 
  A DC 25 Diplomacy/Bluff check that points out 
  something you consider reasonable. 
  • 
  A 25 gold piece or more bribe (good alcohol of equal 
  value also accepted). 
  To Bleed or To Die 
   
  Page 9 
  
  • 
  The PC “sergeant“ might realize he outranks the 
  corporal and pull rank, at which point the corporal 
  acquiesces. 
  • 
  Attacking the guard alerts his partner in the 
  guardhouse, who sounds the alarm bell. 
   
  Once through the gates and inside the barracks, you 
  feel deafened in the sudden silence, broken only by 
  snores coming from various doors. Consulting a map, 
  Malthos quickly leads you down a hallway and 
  through the deserted mess hall. He approaches a door 
  on the opposite side of the hall, pauses, and gestures 
  for you to proceed with him. 
   
  The door is not trapped. See DM’s Map #1 for this room. 
  Keep a rough track of how much time the PCs spend in 
  this room, as a patrol passes the exit door every 5 minutes 
  and may hear them inside. 
   
  On the other side of the door is a peculiar room. 35 
  feet wide, 45 feet long, and 15 feet high, it is 
  patterned with 5 by 5 tiles with a glowing, red hand 
  imprinted on them. 9 make a box pattern on the floor 
  and ceiling while another 3 run along each wall. Each 
  sheds the light of a torch. At the other end of the 
  room sits another door. Malthos murmurs, "We 
  should hurry. A patrol comes by the other side of that 
  door every few minutes or so." 
   
  The trap for this room is rather complex. It only triggers 
  at night, when at least two creatures are in the area 
  between the center red hand tile and the door opposite 
  their entry. The actual trap is located in the center red 
  hand tile and is hidden from magical detection by a 
  Nystul's magic aura spell (CL 13).  
   
  APL 8 (EL 10) 
   
  Heightened (7th) Mind Fog Trap: CR 8; spell; 
  visual trigger (true seeing); automatic reset (10 minutes); 
  spell effect (heightened [7th] mind fog, 15th level caster, 
  DC 20 Will save negates); Search DC 32; Disable Device 
  DC 32. 
   
  Heightened (7th) Song of Discord Trap: CR 8; 
  spell; visual trigger (true seeing); automatic reset (10 
  minutes); spell effect (heightened [7th] song of discord, 
  15th level caster, DC 20 Will save negates); Search DC 32; 
  Disable Device DC 32. 
   
  APL 10 (EL 11) 
   
  Heightened (7th) Mind Fog Trap: CR 8; spell; 
  visual trigger (true seeing); automatic reset (10 minutes); 
  spell effect (heightened [7th] mind fog, 15th level caster, 
  DC 20 Will save negates); Search DC 32; Disable Device 
  DC 32. 
   
  Heightened (9th) Song of Discord Trap: CR 10; 
  spell; visual trigger (true seeing); automatic reset (10 
  minutes); spell effect (heightened [9th] song of discord, 
  19th level caster, DC 23 Will save negates); Search DC 34; 
  Disable Device DC 34. 
   
  APL 12 (EL 12) 
   
  Heightened (9th) Mind Fog Trap: CR 10; spell; 
  visual trigger (true seeing); automatic reset (10 minutes); 
  spell effect (heightened [9th] mind fog, 19th level caster, 
  DC 23 Will save negates); Search DC 34; Disable Device 
  DC 34. 
   
  Heightened (9th) Song of Discord Trap: CR 10; 
  spell; visual trigger (true seeing); automatic reset (10 
  minutes); spell effect (heightened [9th] song of discord, 
  19th level caster, DC 23 Will save negates); Search DC 34; 
  Disable Device DC 34. 
   
  As you cross the midpoint of the chamber, suddenly 
  all the hands save the one in the center of the floor go 
  out. A thin mist appears around you, clouding your 
  senses; with a start, you realize that all your allies 
  have been replaced by enemies...or have they? 
   
  If any PC fails against the song of discord trap, have the 
  party roll initiative. Short of knocking the affected PC(s) 
  out, dispelling or negating the effect, or hitting them 
  with calm emotions, nothing can be done to stop the 50% 
  chance each round of the spell’s duration. 
   
  If the patrol happens by while the PCs are fighting 
  and the alarm goes off, Malthos will teleport away (if not 
  caught in the spell himself). The patrol does not enter the 
  room as they know about the trap. Instead, they ready 
  themselves on their side while the hobgoblins in the 
  barracks prepare on theirs. If the PCs do not have some 
  form of teleportation magic, they are attacked by elite 
  soldiers supported by priests of Hextor. 
   
  All APLs (EL 14) 
   
  Hobgoblin Fighters (12): hobgoblin Ftr5; hp 47; see 
  DMG page 117. 
   
  Human Clerics (2): human Clr10 (Hextor); hp 68; 
  AL LE; Domains: Destruction and War; see DMG page 
  115. 
   
  Once the PCs have finished with the trap, proceed to 
  Encounter 3. 
   
  To Bleed or To Die 
   
  Page 10 
  
  ENCOUNTER 3: AN 
  INEVITABLE SHOWDOWN 
  Once finished with the trap, all that remains is going 
  through the door, across the hallway, and through 
  another door. You now find yourselves in a cavernous 
  kitchen, lit only by a banked fire. As you close the 
  door behind you, a figure steps forward from where it 
  was hiding just outside the firelight. It appears to be a 
  half-orc in servant's garb, who quietly says, "It is quite 
  late." Malthos replies, “But not too late,” and then 
  motions for you speak with the half-orc. 
   
  Urgan: male half-orc Expert 5/Spymaster 1. 
  • 
  He is subdued but helpful. 
  • 
  He knows the location of all the "Elhilbors", though 
  he doesn't know which one is real. 
  • 
  He also knows that Baron Ulik is staying in a set of 
  rooms known as the “Ogre’s Suite” and can provide 
  directions. 
  • 
  He can describe the guard patrol patterns well 
  enough to help the PCs avoid them. 
  • 
  He can also provide a way out for the PCs if they 
  can't teleport and don't want to go with Malthos. 
   
  Malthos firmly trusts that Elhilbor is masquerading as 
  Baron Ulik. If the party decides to go after one of the 
  Elhilbor look-alikes, he derides them as fools but waits 
  for them in the kitchen. Each Elhilbor look-alike is 
  guarded by hobgoblin soldiers; they will sound the alarm 
  if the PCs attack. Unless the PCs have teleportation 
  magic, they are swiftly attacked by elite soldiers and 
  priests of Hextor (as in Encounter Two). Malthos, as 
  always, teleports away if he hears the alarm go off. 
   
  Assuming the party heads for "Ulik's" room: (Refer 
  to DM’s Map #2) 
   
  Following Urgan's directions, you swiftly find 
  yourselves before a massive oak door - clearly there is 
  a reason this is called the Ogre's Suite. 
   
  The door to the sitting room is not locked. The ceiling is 
  thirty feet high. 
   
  Though the sitting room beyond the door is built to 
  the same scale, the furniture and fixtures are human-
  sized. Across the way is another massive door. 
   
  The door to the bedroom is locked (DC 40). However, 
  Malthos does have a scroll of silenced knock to use if 
  none of the PCs can open locks. 
   
  The bedroom is more than twice the size of the sitting 
  room, though it seems to double as an office for the 
  occupant. Shaped like an 'L', it has a desk and 
  bookshelves along the walls nearest you, a small 
  shrine and fireplace in the corner, and a large, four-
  poster bed around the bend. Of more pressing 
  concern to you is the figure that stands up from a 
  chair by the fire, closing the book he was reading. He 
  is a youthful man, no older than 20, though it is 
  difficult to tell due to the fact that his skin, eyes, and 
  hair are completely bleached white. He is clad in 
  what appears to be flexible blood-red full plate. There 
  are no chinks in the armor, which appears to ripple as 
  you look at it. His coat of arms is emblazoned upon 
  the shield that hovers protectively in front of him, 
  and his back bristles with weapons. You can see a 
  falchion strapped to his back and a spiked chain 
  dangling from his waist. "Well?" he demands. "What 
  do you want?" 
   
  Elhilbor: Elhilbor is currently disguised as Baron Ulik. 
  He will stay in character until the party attacks; Baron 
  Ulik is very sarcastic cleric of Ralishaz with little liking 
  for fools bursting into his chambers at night. 
   
  Meanwhile, Malthos will be urging them to attack 
  Elhilbor before he has a chance to call his guards. If the 
  party hesitates or speaks with Elhilbor for more than a 
  couple minutes, Malthos will begin combat by starting to 
  cast a spell. 
   
  Elhilbor has chosen Malthos as his Bloodhound 
  Mark; thus, he is allowed to ready an action outside of 
  combat against an action by Malthos. In this case, if 
  Malthos starts casting a spell, Elhilbor reaches over to the 
  mantelpiece and triggers the secret door that hides his 
  inevitable ally. Note that the inevitable is able to observe 
  the room through a small hole in the door and is also able 
  to open the door from its side. 
   
  Elhilbor is able to recognize Malthos despite his 
  disguise due to the inevitable; he is sharing a Rary’s 
  telepathic bond with the inevitable, who can see through 
  Malthos’s disguise with either true seeing or a Spot check 
  of DC 27. 
   
  If Malthos triggers combat (as mentioned above), 
  then this readied action works like any other readied 
  action and cannot be pre-empted by the PCs unless they 
  also have the ability to ready actions outside of combat; 
  this is NOT a surprise round. If the PCs attack first, 
  however, Elhilbor will either do this just before Malthos 
  goes or on his turn, whichever comes first. Or, if the 
  inevitable wins initiative, it uses a move action to open 
  the door. 
   
  If the PCs do not have the cultists of Vecna’s aid in 
  this mission (by attacking their agent in Encounter 1), 
  To Bleed or To Die 
   
  Page 11 
  
  then double the number of inevitables (and raise the EL 
  by 2). 
   
  APL 8 (EL 9) 
   
  Elhilbor: hp 100; see Appendix One. 
   
  Zelekhut: hp 74; see Monster Manual 160 
   
  APL 10 (EL 12) 
   
  Elhilbor: hp 100; see Appendix One. 
   
  Kolyarut: hp 91; see Monster Manual 159 
   
  APL 12 (EL 15) 
   
  Elhilbor: hp 100; see Appendix One. 
   
  Marut: hp 112; see Monster Manual 159 
   
  *The EL for this encounter is for the inevitable, as 
  Elhilbor and Malthos cancel each other out. 
   
  Tactics: Malthos will focus on blasting Elhilbor and the 
  inevitable and summoning aid; meanwhile, he orders the 
  PCs to subdue Elhilbor so that his spells won't kill him. 
   
  Elhilbor has his dexterity minor aura and motivate 
  attack aura up when the battle begins; this gives both him 
  and his ally +6 to initiative and +1 to melee attacks. His 
  first actions will be opening the secret door for the 
  inevitable (unless the inevitable has already done this), 
  switching to his charisma minor aura (a swift action), 
  moving to a bell pull next to the bed, and yanking it to 
  summon reinforcements. 
   
  Depending on whether the secret door is already 
  open, this may take more than 1 turn. After that, he will 
  use smart battle tactics to avoid being cornered and to get 
  in a flank with the inevitable as much as possible. If 
  reduced to half his hp or the inevitable is destroyed, he 
  will flee through the secret door, which closes behind 
  him (triggered effect). Unless the PCs can get through or 
  past the secret door before his next turn, they lose him in 
  the tunnels beyond (he knows the tunnels like the back 
  of his hand and has had them magically treated to make 
  tracking impossible). 
   
  At APL 8, the zelekhut has true seeing up. It favors 
  using its Ride-By-Attack feat through the air, though it 
  can't do so every round due to the need to turn around. It 
  will also try to use hold monster obvious fighters; if 
  successful and they are still held next round, it coup-de-
  grace's them. Finally, if the PCs are nicely grouped, it 
  may hit them with a fear. 
   
  At APL 10, the kolyarut begins with invisibility up, 
  as well as disguise self to make himself look like a 
  hobgoblin (DC 30 Spot check), making it more difficult 
  for spell-casters to realize its weaknesses. It favors 
  attacking twice a round with its vampiric touch ability 
  (note that this is misprinted in the Monster Manual: it 
  should deal 6d6 damage at CL 13, not 5d6), unless it 
  needs to move in which case it will use its enervation 
  ability. However, like the zelekhut, if the opportunity 
  presents itself, it will use hold monster or fear. 
   
  At APL 12, the marut begins with air walk and true 
  seeing up. It prefers to strike with its fists (thus causing 
  blindness or deafness) from the air above the PCs, but 
  will also make use of its other spell-like abilities (such as 
  chain lightning, greater command, and wall of force). 
   
  The reinforcements Elhilbor ordered are slowed by 
  the simultaneous attacks of Marionnen's demons on 
  several of Zeech's most powerful bodyguards and 
  advisors. It takes them 20 rounds to arrive at the room; if 
  the PCs don't escape by then, they are attacked by elite 
  soldiers and priests of Hextor (see Encounter Two). As 
  soon as the reinforcements arrive, Elhilbor attempts to 
  escape as described above. 
   
  Results: 
  • 
  If the PCs and Malthos are defeated, go to 
  Conclusion E. 
  • 
  Elhilbor escapes, dies, or is captured. PCs may leave 
  with Malthos (Encounter 4) or go after the 
  Brotherhood Leader (Encounter 8). If they do 
  neither, the adventure is over. Go to Conclusion E. 
  • 
  If Malthos dies, the PCs will need to decide what 
  they do with his body, as well as what to do with 
  Elhilbor. If Malthos gave them the description of his 
  intended location, they can attempt to teleport there 
  (Encounter 4). Or they can end the adventure 
  (Conclusion A, but leave out the part about Trallant, 
  as well as any rewards the PCs might have received 
  from Marionnen). 
   
  Malthos leaves for the rendezvous point as quickly as 
  possible after the battle finishes (pausing only to stuff 
  Elhilbor into a bag of holding, if he didn't escape). The 
  PCs can follow him if they wish to purchase his scroll of 
  greater teleport (CL 18). 
   
  If they refuse, Malthos tells them to meet him at the 
  Mug and Hearth in Balmund a day after the end of the 
  Festival to receive their reward. He does not have the 
  money with him currently. If they are upset by this, he 
  points out that they can come with him to ensure he 
  pays. 
   
  If the PCs go with Malthos, proceed to Encounter 4. 
  If not, proceed to Encounter 7. 
   
  ENCOUNTER 4: GUESTS OF 
  TRALLANT 
  Malthos completes his casting from the scroll, and 
  the palace fades away around you. You find yourselves 
  now in a chamber lit by torches along the walls. A 
  To Bleed or To Die 
   
  Page 12 
  
  single exit lies ahead of you; however, surrounding 
  you on three sides are demons. 
   
  The largest of them, a grotesque creature 
  combining the worst features of an ape and a 
  corpulent boar, gestures at you as soon as you arrive. 
  “My master, Marionnen of Trallant, is expecting you. 
  Make no sudden moves unless you wish to meet him 
  posthumously.” It grins unpleasantly. You note that 
  all of its companions appear ready to deal with you. 
   
  All APLs (EL 17)  
   
  Babaus (8): hp 66; see Monster Manual pg 40 
   
  Glabrezus (2): hp 174; see Monster Manual 
   
  pg 45 
   
  Nalfeshnee: hp 175; see Monster Manual pg 
   
  45 
   
  Tactics: The nalfeshnee has had anticipate teleport (see 
  the Spell Compendium) cast on it, so the demons have 1 
  round of warning on the PCs. During that round, the 
  nalfeshnee tosses up an unholy aura on all the demons.  
   
  Since the demons were aware of the PCs’ arrival but 
  the PCs were not aware of the demons, the demons have 
  prepared readied actions. If the PCs roll initiative, the 
  babaus have readied actions to use dispel magic to 
  counterspell spell-casting; the glabrezus have readied to 
  use power word: stun on the first and second PCs to take 
  an action other than obeying the nalfeshnee; the 
  nalfeshnee once again requests that they come peacefully 
  and ready to activate his smite ability.  
   
  If the PCs fight back, the demons attack with lethal 
  force (though they won't coup de grace or attack fallen 
  characters, as prisoners can be useful). 
   
  Malthos, not sure what is happening but knowing he 
  has a chance of escape with his teleport and dimension 
  door, will simply delay and suggest to the PCs that they 
  do as the demons say. If fighting breaks out, he will 
  attempt to use his spells to get him and up to three 
  nearby PCs away (if they wish). 
   
  This combat is meant to be overwhelming for any 
  parties not playing down and should be described that 
  way. 
   
  • 
  If the PCs successfully flee or defeat the demons, 
  then they get away cleanly. Proceed to Conclusion B. 
  • 
  If the PCs attack and are defeated, proceed to 
  Conclusion C. 
  • 
  If the PCs agree to come peacefully, the demons take 
  them before Marionnen. The demons open the bag 
  of holding and remove Elhilbor's body, if present. 
   
  Following the demons through several tunnels, you 
  soon approach a doorway through which a large 
  throne room can be seen. As you step through the 
  doorway, you feel a slight tingle run down your spine 
  as a magical effect washes over you. 
   
  Entering the throne room targets the PCs with a greater 
  dispel magic (CL 15). Roll to dispel any other spells 
  including seeming that are affecting the PCs and 
  Malthos. The demons are still surrounding the PCs and 
  will force them through the doorway; see previous tactics 
  if the PCs try to balk at this point. 
   
  The throne room before you is decorated for the main 
  part with war trophies. A shield with a defaced 
  symbol of Heironeous, a torn and burned standard 
  bearing the swan of the County of Urnst, and many 
  more spoils ring the chamber. Lounging on an 
  elegantly carved throne of oak which rests upon a 
  small dais, you see a large man with long, dark, black 
  hair, glistening plate mail and a heavy weapon 
  consisting of a large, heavy blade on one end and a 
  spiked ball and chain on the other. Around the dais, 
  numerous warriors in heavy plate stand at attention, 
  observing you and your escorts with varied 
  expressions. 
   
  The man on the throne speaks, “Greetings. I am 
  Commander Marionnen of Trallant. As you may have 
  guessed by now, it was I, or rather my agents, who 
  hired Malthos to bring Elhilbor to me. Of course, to 
  ensure that Elhilbor did not find out who was actually 
  behind Malthos, my agents told him they served the 
  clerics of Balmund. But you don’t really care who you 
  serve, do you mageling, so long as you get your 
  reward?” With that, Marionnen gestures to the left 
  side of the camber, where two demons flank a large 
  chest. Malthos’s face takes on a look of intense 
  longing as he gazes at the chest, but before he can 
  move toward it, Marionnen continues. “Of course, 
  rewards are only given to successful minions; did you 
  get Elhilbor for me, mageling?” 
   
  Malthos informs him of the party’s success or failure. 
   
  Marionnen: Commander Marionnen is actually a half-
  fiend with the ability to assume the alternate form of a 
  humanoid at will. In addition, he is capable of using 
  charm person several times per day as a spell-like ability. 
  The human warriors at his side are knights from the 
  Shield Lands who have long been charmed by 
  Marionnen and broken of their will. They now serve him 
  dutifully and will defend him with their lives. 
   
  Marionnen is confident, but short tempered, 
  especially if the PCs and Malthos failed to get Elhilbor. 
  He loves feeling in control and playing the part of 
  royalty. 
  To Bleed or To Die 
   
  Page 13 
  
  • 
  If the PCs failed, he has the PCs escorted out while 
  Malthos is imprisoned. 
  • 
  If Elhilbor died, Marionnen rewards the PCs with 
  some of Elhilbor’s equipment (dependent upon APL) 
  and then has them escorted out. Malthos receives his 
  “reward” (see below). 
  • 
  If Elhilbor was captured, Marionnen not only 
  rewards them as above, he also promises them a 
  grand reward once his plan is complete. They are 
  escorted out after Malthos receives his “reward” (see 
  below). 
  • 
  If the PCs wish, they may ask for Malthos’s release as 
  their favor from him. He will agree to this and 
  release Malthos to them. They will then be escorted 
  out. Proceed to Conclusion B, though modify the 
  box text to deal with the changes. 
  • 
  In all cases, Marionnen warns them against 
  revealing that he was behind this. 
   
  Read or paraphrase the following for Malthos’s reward: 
   
  “Very well, mageling, it seems you have earned your 
  reward,” says the Commander of Trallant. Malthos 
  hurries over to the chest and begins opening it. As he 
  does, a green glow shines from under the lid. 
  However, fully opening the chest reveals nothing but 
  the green glow, which expands to include more than 
  half the room. The two demons flanking the chest 
  grab his shoulders and tear the back of his robes. 
  There, in the small of his back, resides an odd tattoo 
  composed of angles and lines. Marionnen smiles 
  slightly. “It seems my information was correct. 
  Cranzer has been looking for members of your 
  organization, mageling. Presenting you to him should 
  soothe any ruffled feathers he may have over my 
  actions.” 
   
  Malthos struggles for a moment, even getting a 
  spell off despite the demons holding him, but 
  nothing happens. He slumps down to the ground in 
  despair. As you are escorted out, you hear Marionnen 
  ordering him to be taken to his “guest room.” 
   
  Proceed to Conclusion A. 
   
  Treasure: The PCs are awarded the following items 
  (enough to make the gp cap). Marionnen will still hold 
  the items of lower APLs for a short time (i.e. Adventure 
  access) even if the items are not listed in the treasure 
  entry. Elhilbor’s items are indicated by a * on the AR. 
   
  APL 8: Magic: 1,300 gp – +1 shadowed, hellforged 
  chain shirt of silent moves (800 gp), gloves of fortunate 
  striking (166 gp), heward’s handy haversack (166 gp), +1 
  heavy mithral shield (168 gp) 
   
  APL 10: Magic: 2,666 gp – amulet of health +4 (1,333 
  gp), cloak of charisma +4 (1,333 gp) 
   
  APL 12: Magic: 3,374 gp – +1 merciful hellforged 
  longsword of sudden stunning (917 gp), mask of lies 
  (1,416 gp), scepter of obedience (1,041 gp) 
   
  ENCOUNTER 5: TO SERVE 
  REDHAND 
  This encounter occurs if the PCs choose to support 
  Redhand. 
   
  With your journey to Alhaster behind you, you enter 
  the city to find the streets are packed with people 
  celebrating. You quickly gather that Prince Zeech has 
  declared a week-long festival to commemorate his 
  secession from the Shield Lands. 
   
  Give the PCs a chance to do Gather Info if they want. See 
  Appendix Four for the rumors they hear. 
   
  If the PCs did NOT receive a sending from Elhilbor, 
  read or paraphrase the following: 
   
  You find it difficult to get directions from the 
  partying crowd, but you finally find yourselves before 
  the constable’s office of Alhaster. Another crowd, 
  mercenaries this time, awaits you here. Looking 
  around, you get the feeling that your group might just 
  be the best in the gathering. 
   
  This opinion is apparently shared by the 
  constable. After looking your over, he gives a 
  judicious nod and has a pair of guards escort you to 
  the palace for a meeting with a lord named Elhilbor 
  about a “special task.” 
   
  You are taken through several back streets, thus 
  avoiding the crowds, and quickly arrive at the palace 
  gates. There, the gate guards only give your group a 
  quick glance over before allowing you through. A 
  short walk through the palace leaves you in an austere 
  office, with a man in blackened chain lacking any 
  sign of rank or insignia. 
   
  If the PCs DID receive a sending from Elhilbor, read or 
  paraphrase the following: 
   
  Though you find it difficult moving through the 
  crowds, you eventually make it to the gates of the 
  palace. The guards at the gate appear to be expecting 
  you; once they find your name on a piece of 
  parchment, they whistle up another pair of guards to 
  escort you to Lord Elhilbor. 
  To Bleed or To Die 
   
  Page 14 
  
   
  A short walk through the palace leaves you in an 
  austere office, with a man in blackened chain lacking 
  any sign of rank or insignia. 
   
  Continuing for both, read or paraphrase the following: 
   
  The guards who brought you to the office now depart, 
  leaving you alone with the man. He studies each of 
  you for a moment before speaking. "As some of you 
  may know, I am Elhilbor, servant of Prince Zeech. 
  You were called here because I have a task which I 
  believe you may be able to help me accomplish." 
   
  At this point, if any PCs have Enmity of Redhand or are 
  unknown to Elhilbor, he will ask them to swear to cause 
  no intentional harm to Redhand, Prince Zeech, or his 
  servants. Should any characters plan to violate this when 
  swearing, they must succeed on a Bluff check against 
  Elhilbor's Sense Motive check of 31. Any PC that refuses 
  or lies will be escorted out of Redhand by a patrol of 
  guards. 
   
  Elhilbor: male human marshal 3/ranger 1/ rogue 
  1/bloodhound 2/exemplar 1/justiciar 2/spymaster 3; see 
  Appendix One. 
  • 
  He is intelligent, diplomatic, and loyal to Redhand. 
  • 
  He wishes to capture and arrest the wizard Malthos. 
  • 
  Malthos is wanted for suspected sedition against the 
  Prince. 
  • 
  Malthos apparently plans on assassinating him; he 
  will use this to set a trap for Malthos. 
  • 
  He wishes to hire the PCs as secret bodyguards at 
  night. 
  • 
  During the day, he is well defended, so Malthos will 
  likely try at night. 
  • 
  He will offer 375 gold per PC for this, double that 
  amount if Malthos is captured alive. 
  • 
  Johrase mercenaries will be paid an extra ten 
  percent. 
   
  If the PCs agree, read or paraphrase the following: 
   
  "Excellent. As it is nearly noon, I'll have a guard 
  escort you to your rooms and lunch. Afterwards, I 
  suggest you get some rest as your duties will begin at 
  midnight this evening. Until then..." 
   
  As he finishes, a guard enters and holds the door 
  for you to leave. Following the guard through the 
  palace corridors, you are brought to a modest set of 
  apartments. Two bed chambers flank a sitting room 
  that opens into the corridor. 
   
  There, a fine spread of food awaits your 
  consumption, along with plenty of ale, wine, and 
  water. The guard leaves you, closing the doors behind 
  him as he leaves. 
   
  Should the PCs open the doors, they find the guard along 
  with another one standing outside. While the PCs are not 
  imprisoned per se, the guards do curtail their movements 
  to a minimum. After all, the PCs are supposed to be a 
  secret. 
   
  ENCOUNTER 6: HE 
  SMUGGLED IN A WHAT?! 
  As midnight approaches, you are all somewhat 
  startled as a secret door opens in the back of your 
  sitting room, and Elhilbor gestures for you to follow. 
  Leading you through a short maze of tunnels, you 
  arrive at much larger bed chamber.  
   
  He closes the secret door in this room behind 
  you, then turns and speaks, "Now, I suspect that 
  should Malthos come, it will likely be closer to 
  midnight than dawn. Therefore I will remain awake, 
  thanks to this," he continues, touching a ring on his 
  hand, "until two hours or so before dawn. After I 
  retire, you will still be on guard, so keep a good 
  watch. Should the mage show up, your job will be to 
  keep him and any minions occupied until the guard 
  shows up. They will be summoned when someone 
  pulls this bell pull. Any questions?" 
   
  While the PCs guard, Elhilbor will engage in various 
  light activities: reading, working on papers, occasionally 
  asking the PCs about their adventures. While he is not 
  interested in gambling, he’ll agree to a few rounds of 
  chess if a PC suggests it. Treat a chess match as an 
  opposed Intelligence check. 
   
  Malthos does not show up this night; a couple hours 
  before dawn, Elhilbor will go to sleep. When he does, he 
  removes his gear, hanging it on a stand near his bed. This 
  stand is warded by an alarm spell set to an audible alarm. 
  At the sound of the alarm, Elhilbor awakens. Any PC 
  standing within 10 feet of the stand is kicked out of the 
  palace by a patrol of guards Elhilbor summons, unless 
  they convince him they are innocent (DC 35 Diplomacy 
  check if the truth or a DC 42 Bluff check if they are lying, 
  including a +10 because such a lie is very hard to believe). 
   
  As dawn arrives, read or paraphrase the following: 
   
  Not long after dawn arrives, you notice Elhilbor 
  stirring. Getting up, he tells you to return to your 
  chambers through the secret passage he used to bring 
  you here. His day bodyguards and servants will be 
  arriving momentarily. As before, he suggests you 
  enjoy a meal before retiring to await the next night. 
  To Bleed or To Die 
   
  Page 15 
  
   
  The day passes uneventfully. As midnight approaches on 
  the second night, read or paraphrase the following: 
   
  Once again, Elhilbor shows up just before midnight 
  through the secret door in your chambers. Leading 
  you back to his room, he retires to his bed to relax 
  and read a book by candlelight. The first hour of your 
  watch creeps past, as does most of the second with no 
  sign of any mage-assassins. 
   
  Meanwhile, Malthos has successfully infiltrated the 
  palace, along with a bag of holding which holds a golem 
  in gaseous form; the golem has squeezed to fit into the 
  bag. Upon arriving at Elhilbor’s chambers, he applies an 
  oil of silence to a large collar. After that, he lets the golem 
  out of the bag of holding and dismisses the gaseous form 
  spell. Next, he places the collar around its neck and then 
  uses a scroll of silenced knock on the locked double-
  doors to Elhilbor’s chambers. He then casts silent fox’s 
  cunning, silent shield, and silent fire shield in that order. 
   
  At this point announce a surprise round, so any with 
  Feign Surprise may act; during it, Malthos casts 
  nerveskitter (from down the hall to be out of range of the 
  silence effect) and uses his dust of disappearance and the 
  golem opens the doors. 
   
  You are surprised to see the doors suddenly open 
  without a sound; a huge behemoth of [clay, iron, or 
  stone] can be seen on the other side. It steps through 
  the door. 
   
  APL 8 (EL 9)* 
   
  Malthos: hp 74; see Appendix One 
   
  Clay Golem: hp 90; AC 28, touch 8, flat-footed 28; 
  see Monster Manual 134 
  APL 10 (EL 12)* 
   
  Malthos: hp 74; see Appendix One 
   
  Iron Golem: hp 129; AC 36, touch 8, flat-footed 36; 
  see Monster Manual 136 
  APL 12 (EL 15)* 
   
  Malthos: hp 74; see Appendix One 
   
  Greater Stone Golem: hp 271; AC 33, touch 6, flat-
  footed 33; see Monster Manual 136 
   
  *The EL for this encounter is for the golem, as Malthos 
  and Elhilbor cancel each other out. Because the PCs are 
  prepared for the attack and have the benefit of Elhilbor’s 
  marshal auras, the ELs have been reduced by 1. 
   
  Tactics: Elhilbor will have his marshal auras up, granting 
  the PCs +6 to Initiative and Dexterity checks and +1 to 
  melee attacks. On his first round, he will pull the bell 
  pull, and then hold back until Malthos makes his 
  presence known. He will avoid the golem and try to stun 
  and knock out Malthos. 
   
  At all APL's, the golem will begin with greater mage 
  armor (CL 10) cast on it and with a collar upon which an 
  oil of silence has been applied. The golem has been 
  ordered to go after the nearest enemy, and will do so 
  until none remain. It tries to remain on the edges of 
  Malthos’ solid fog (see below). 
   
  Malthos will try to keep away from the combat while 
  performing battlefield control. Use the tactics given here 
  if you are not sure how to handle his spells. He begins by 
  casting solid fog inside the room to try to slow down the 
  PCs. Following that, he casts Evard’s black tentacles 
  centered on the same location as the solid fog. He targets 
  any PCs breaking out of the fog with his most powerful 
  spells first (Otiluke’s resilient sphere, scorching ray, 
  glitterdust, ray of enfeeblement, and magic missile in 
  order of preference). If he has nothing better to do and 
  knows there are characters in the fog cloud then he uses 
  his Spellpool to call a fireball spell centered inside or a 
  lightning bolt straight down the middle (as long as it 
  won’t hamper his respective golem). Remember he can 
  use his open slots to call spells from his Spellpool if 
  necessary. His invisibility will last until the start of his 
  action on the 5th round (6th, if counting the surprise 
  round). If, at APL 12, the golem appears to be taking a lot 
  of damage, he will cast transmute mud to rock on it, fully 
  healing it. When given a shot at Elhilbor, Malthos prefers 
  him over other targets. 
   
  The reinforcements will not arrive for 20 rounds due 
  to simultaneous attacks by Marionnen's demons on 
  Zeech's most powerful bodyguards and advisors. If they 
  do and the fight is still going, use the hobgoblins and 
  clerics from Encounter Two. This probably swiftly ends 
  the fight. The PCs still get full experience and their 
  reward if this happens. 
   
  Results: 
  • 
  If Elhilbor dies or is captured, the PCs are kicked out 
  of the palace and given a day to get out of town. 
  Before they do, a message is sent to them from the 
  Brotherhood. 
  • 
  If Malthos escapes, the PCs are kept around for the 
  rest of the festival, guarding Elhilbor at night 
  (though Malthos does not return). While they gain 
  no favors, Elhilbor will pay them 375 gold per 
  person for their efforts. They also receive a message 
  from the Brotherhood, which includes instructions 
  on how to get out of the palace unseen. 
  • 
  If Malthos dies/is captured, the PCs are paid their 
  375/750 gold, get some of Malthos’s equipment, and 
  receive a favor. They are allowed to stay at the palace 
  until the end of the festival. They also receive a 
  To Bleed or To Die 
   
  Page 16 
  
  message from the Brotherhood, which includes 
  instructions on how to get out of the palace unseen. 
   
  Give them Player Handout #3 (and #4 if necessary). 
   
  Treasure: Elhilbor rewards the following items to the 
  PCs (enough to make the gp cap). He will still keep items 
  for lower APLs available to the PCs for purchase for a 
  short time (i.e. Adventure access) even if they are not 
  listed in the treasure entry. Malthos’ items are indicated 
  by a 
  † on the AR. 
   
  APL 8: Loot: 25 gp; Coin: 750 gp; Magic: 458 gp – 
  brooch of shielding (125 gp), gloves of dexterity +2 (333 
  gp) APL 10: Coin: 750 gp; Magic: 1759 gp – headband of 
  intellect +4 (1333 gp), scroll of cloudkill (93 gp) 
   
  APL 10: Loot: 25 gp; Coin: 750 gp; Magic: 941 gp – 
  brooch of shielding (125 gp), cloak of resistance +2 (333 
  gp), gloves of dexterity +2 (333 gp), hat of disguise (150 
  gp) 
   
  APL 12: Loot: 25 gp; Coin: 750 gp; Magic: 1,357 gp – 
  bag of holding type II (416 gp), brooch of shielding (125 
  gp), cloak of resistance +2 (333 gp), gloves of dexterity +2 
  (333 gp), hat of disguise (150 gp) 
   
  If they wish to rescue the Brotherhood Leader, proceed 
  to Encounter 7. If not, proceed to Conclusion F. 
   
  ENCOUNTER 7: OUT OF THE 
  PALACE 
  If the PCs have teleportation magic available and know of 
  a place near the docks to teleport to, they may do so; 
  proceed to Encounter 8. If not, then they must get out 
  with the aid of the Brotherhood agent (or possibly their 
  own ingenuity). 
   
  If the PCs defended Elhilbor, following the 
  instructions given in Player Handout #4 will get them to 
  the kitchen. Read or paraphrase the following: 
   
  Following the directions given in the message, you 
  open the secret door and proceed through a short 
  maze of tunnels before arriving in a cavernous 
  kitchen lit only by a banked fire. As you enter, a half-
  orc steps out of the shadows and says, “I am glad that 
  you have chosen to aid us [if the PCs worked with 
  Elhilbor, follow this with “despite your contract with 
  the false prince’s lapdog”]. I will disguise you as 
  hobgoblin and goblin guards and provide you with a 
  set of orders sending you to the docks. There, find the 
  ship ‘The Kraken’s Lament’ and tell the captain you 
  are fishermen looking for a lucky catch.” 
   
  He quickly gathers together a couple disguise 
  kits, as well as some tabards, weapons, and 
  miscellaneous pieces of armor. Once done, you find 
  yourselves looking just like a patrol of Zeech’s finest. 
   
  The agent takes 10 on the PCs’ disguises and only makes 
  minor changes to disguise them as guards. Thus, his total 
  is a 22, modified by each PC’s Charisma modifier. The 
  orders are forged with a DC 31 Forgery check. 
   
  Once the PCs are ready to go, read or paraphrase the 
  following: 
   
  Checking the corridor for any guard patrols, the half-
  orc then motions you toward the door across the hall. 
  He whispers, “Good Luck! You’d best hurry, as a guard 
  patrol comes through this corridor every five 
  minutes. That door will take you through a hall and 
  into the barracks. From there, you can easily get to 
  the barrack’s gate, where you’ll need to display those 
  orders.” He then closes the kitchen door behind you. 
   
  Opening the door across the hall, you find 
  yourselves in a peculiar room. 35 feet wide, 45 feet 
  long, and 15 feet high, it is patterned with 5 by 5 tiles 
  with a glowing, red hand imprinted on them. 9 make 
  a box pattern on the floor and ceiling while another 3 
  run along each wall. Each sheds the light of a torch. 
  At the other end of the room sits another door. 
   
  The trap for this room is rather complex. It only triggers 
  at night, when at least two creatures are in the area 
  between the center red hand tile and the door opposite 
  their entry. The actual trap is located in the center red 
  hand tile and is hidden from magical detection by a 
  Nystul's magic aura spell (CL 13).  
   
  APL 8 (EL 10) 
   
  Heightened (7th) Mind Fog Trap: CR 8; spell; 
  visual trigger (true seeing); automatic reset (10 minutes); 
  spell effect (heightened [7th] mind fog, 15th level caster, 
  DC 20 Will save negates); Search DC 32; Disable Device 
  DC 32. 
   
  Heightened (7th) Song of Discord Trap: CR 8; 
  spell; visual trigger (true seeing); automatic reset (10 
  minutes); spell effect (heightened [7th] song of discord, 
  15th level caster, DC 20 Will save negates); Search DC 32; 
  Disable Device DC 32. 
   
  APL 10 (EL 11) 
   
  Heightened (7th) Mind Fog Trap: CR 8; spell; 
  visual trigger (true seeing); automatic reset (10 minutes); 
  spell effect (heightened [7th] mind fog, 15th level caster, 
  DC 20 Will save negates); Search DC 32; Disable Device 
  DC 32. 
   
  Heightened (9th) Song of Discord Trap: CR 10; 
  spell; visual trigger (true seeing); automatic reset (10 
  minutes); spell effect (heightened [9th] song of discord, 
  To Bleed or To Die 
   
  Page 17 
  
  19th level caster, DC 23 Will save negates); Search DC 34; 
  Disable Device DC 34. 
   
  APL 12 (EL 12) 
   
  Heightened (9th) Mind Fog Trap: CR 10; spell; 
  visual trigger (true seeing); automatic reset (10 minutes); 
  spell effect (heightened [9th] mind fog, 19th level caster, 
  DC 23 Will save negates); Search DC 34; Disable Device 
  DC 34. 
   
  Heightened (9th) Song of Discord Trap: CR 10; 
  spell; visual trigger (true seeing); automatic reset (10 
  minutes); spell effect (heightened [9th] song of discord, 
  19th level caster, DC 23 Will save negates); Search DC 34; 
  Disable Device DC 34. 
   
  As you cross the midpoint of the chamber, suddenly 
  all the hands save the one in the center of the floor go 
  out. A thin mist appears around you, clouding your 
  senses; with a start, you realize that all your allies 
  have been replaced by enemies...or have they? 
   
  If any PC fails against the song of discord trap, have the 
  party roll initiative. Short of knocking the affected PC(s) 
  out, dispelling or negating the effect, or hitting them 
  with calm emotions, nothing can be done to stop the 50% 
  chance each round of the spell’s duration. 
   
  Keep track of how long the PCs remain in the room, 
  as a patrol comes by every 5 minutes. If the patrol 
  happens by while the PCs are fighting and the alarm goes 
  off. The patrol does not enter the room as they know 
  about the trap. Instead, they ready themselves on their 
  side while the hobgoblins in the barracks prepare on 
  theirs. If the PCs do not have some form of teleportation 
  magic, they are attacked by elite soldiers supported by 
  priests of Hextor. 
   
  All APLs (EL 14) 
   
  Hobgoblin Fighters (12): hobgoblin Ftr5; hp 47; see 
  DMG page 117. 
   
  Human Clerics (2): human Clr10 (Hextor); hp 68; 
  AL LE; Domains: Destruction and War; see DMG page 
  115. 
   
  Elhilbor is not pleased with them if they are caught in 
  the act; if they do not make a DC 50 Diplomacy check, he 
  has any captured PCs imprisoned until the end of the 
  festival. If they succeed on the Diplomacy check, he 
  simply has them tossed out of the palace with a warning. 
  Imprisoned PCs have all of their gear stripped. A cleric of 
  Hextor (see above) then casts mark of justice on 
  imprisoned PCs set to cause a -4 penalty on all attack 
  rolls, skill checks, ability checks, and saving throws if the 
  PC lies, then casts discern lies (DC 18) to interrogate the 
  prisoner and learn his intent for setting off the trap. 
  Meanwhile, Elhilbor oversees the interrogating and 
  makes a Sense Motive check against any Bluff of the PCs. 
  If all captured PCs succeed in deceiving Elhilbor and the 
  cleric, or they are truly innocent (which is unlikely if 
  they are in this situation), then Elhilbor releases them. If 
  they attempt to lie and fail, the adventure is over for 
  those PCs. Proceed to Conclusion F (as if the PCs had 
  aided Malthos, but failed). 
   
  Once the PCs deal with the trap, read or paraphrase 
  the following: 
   
  After the climax of the trap, the remainder of the trip 
  to the docks is a breeze. The guards at the gates barely 
  glance at your orders before letting you through and 
  returning to their warm gatehouse. 
   
  Outside the gates, the celebrating continues late 
  into the night. Joining the crowds, you soon find an 
  alley to remove your disguises before continuing on 
  your way to the docks. 
   
  Proceed to Encounter 8. 
   
  If the PCs instead aided Malthos, the Brotherhood agent 
  has a slightly more ludicrous, yet feasible, suggesting for 
  escaping the palace: 
   
  Hurrying back to the kitchens to meet with Urgan, 
  you find that the corridors are alive with the 
  movement of palace guards. However, this serves you 
  well as you are able to blend in. Arriving at the 
  kitchens, Urgan quickly directs you through another 
  door and down a corridor to a large storeroom filled 
  with crates and barrels.  
   
  "I don't know what you did, but the guards are 
  running around claiming several dozen demons 
  appeared out of nowhere! Last I heard, most of the 
  false prince's most powerful bodyguards and advisors 
  where dead! Anyway, they won't look for demons 
  inside these supply crates that are to be moved out to 
  the docks this morning." So saying, he begins 
  opening up crates and barrels. 
   
  While the idea seems somewhat ludicrous, it really is the 
  best way Urgan can get them smuggled out. There are no 
  unguarded secret passages out or sewer grates large 
  enough for them, and it's highly unlikely that they could 
  bluff or fight their way past the guards at the moment.  
   
  If they wish to try, though, the redhand room is no 
  longer trapped, and the barracks gate is defended by a 
  large force of hobgoblins (use the forces from Encounter 
  Two). The PCs will need some sort of forged writ that 
  requires a DC 23 Forgery check and a DC 34 Bluff check. 
  Attacking the gates brings in reinforcements quickly; 
  after five rounds of combat, a second patrol arrives 
  To Bleed or To Die 
   
  Page 18 
  
  accompanied by Elhilbor (but no more after this). If the 
  party is captured, see above on adjudicating the situation. 
  If the PCs attacked and killed any guards however, they 
  are simply imprisoned for 52 TUs with hardly a trial. 
  However, if the party focuses on fleeing instead of 
  attacking the guards (using fly to go over the walls for 
  example) you may assume they are able to escape into the 
  city. 
   
  Assuming they take the smuggling route: 
   
  Convinced by Urgan that the crates are the safest 
  route out, you allow yourselves to be packed in. You 
  are each given a crowbar to help you get out. Before 
  closing you inside Urgan tells you, “Look for the ship 
  called the Kraken’s Lament, and tell the captain that 
  you are fishermen looking for a lucky catch.” As you 
  lie in the cramped and stuffy darkness, you hear the 
  uproar of the palace slowly descend into the normal 
  sounds of everyday life. Soon, you hear the doors to 
  the storeroom open, and the tromp of a couple dozen 
  feet. Your crates are lifted to the tune of grunts and 
  complaints and then carried for several minutes 
  before being set down.  
   
  After the sounds of more loading, a rumbling 
  begins as the wagon you were loaded on starts 
  moving. Another hour or so passes, as the sounds of 
  the Festival reach you, though not as loud as the 
  night before. Finally, the wagon slows and your crates 
  are unloaded. The rumble of the wagon heads off into 
  the distance and silence returns. Now would probably 
  be a good time to get out. 
   
  The PCs are able to get out and may make their way to 
  the ship without trouble. 
   
  Proceed to Encounter 8. 
   
  ENCOUNTER 8: UNDER THE 
  SEA 
  Looking around the docks, you find the Kraken’s 
  Lament; a trim looking ship, its name is explained by 
  the odd bowsprit it bares: a very large preserved 
  tentacle. 
   
  As you approach the ship, you note a pair of 
  sailors keeping watch at the ramp. At your request to 
  speak with the captain, they lead you on deck, where 
  a large grey-bearded man in brightly colored clothing 
  awaits. He grins at your message and says, “A lucky 
  catch ye say? Well then, we’d best be pushing off now 
  – they say the luckiest fish swim at dawn.” He begins 
  bellowing orders to his crew, who quickly get the 
  ship underway. 
   
  Captain Samuels of the Kraken's Lament: Fighter 
  5/Expert 5 
  • 
  He’s an old sea dog, but grateful for the PCs' courage 
  • 
  The cell holding the leader appears to be part of rock 
  formation known as the Sleeping Dragon (because 
  the above water portion was sculpted by someone to 
  resemble one). 
  • 
  It's almost directly South of Alhaster and East of 
  Admunfort, in heavily patrolled waters. 
  • 
  His ship's name comes from a battle he and his crew 
  had with a kraken; he spins a wild tale of daring 
  whose only proof is the preserved kraken tentacle 
  used as a bow spirit. 
  • 
  If asked about dangers of the deeps, he mentions all 
  sorts of sea creatures, including sharks, dragon 
  turtles, and kraken. He also mentions the lack of 
  light. 
  • 
  He will provide two teleportation tokens; snap one, 
  and you and 3 others will travel to a chosen location. 
  • 
  In addition, a 7th level cleric of Osprem on board 
  will prepare and cast up to 4 1st, 3 2nd, 2 3rd, and 1 
  4th level spells for the party (selected from the PH 
  only) at normal NPC spellcasting charge. 
   
  PCs who make a DC 35 Knowledge (arcana) check realize 
  that the tentacle belonged to a kraken. A DC 25 
  Knowledge (the planes) check reveals the kraken was 
  half-water elemental. 
   
  Once the PCs are done speaking with the captain, 
  read or paraphrase the following: 
   
  The next couple days pass uneventfully as the crew 
  goes about their business keeping the ship on course. 
  The captain proves quite the storyteller; when not 
  bellowing orders at the crew, he has no problem 
  stretching your ears with an endless number of tales 
  of the sea. 
   
  Midmorning of the third day, the captain 
  mentions that the rock formation should be within 
  sight in a couple hours. However, not half an hour 
  later, the lookout spots a warship bearing the symbol 
  of Redhand, which turns its course toward your ship. 
   
  As it grows closer over the next hour, the captain 
  suggests you get ready to go overboard and swim the 
  remainder of the way. The route to Admunfort passes 
  well west of the ship’s current position, and the 
  Redhand vessel will likely escort the Kraken’s Lament 
  there once they catch up. 
   
  To Bleed or To Die 
   
  Page 19 
  
  Once the PCs are done casting preparation spells and 
  ready to go, read or paraphrase the following: 
   
  Diving into the Nyr Dyv, you make your way south, 
  hopefully toward this rock formation the captain 
  spoke of. An hour passes as you swim through murky 
  waters, with nothing but the occasional school of fish 
  meeting your gaze. 
   
  Unbeknownst to the party, a half-water elemental kraken 
  and his minions have taken over the area around the rock 
  formation. As the party approaches it, they are spotted by 
  a patrol of water elementals. At APL 8 and 10, the 
  patrolling water elementals attack the PCs. At APL 12, 
  they report back to the kraken, who, feeling like showing 
  off, uses his empowered elemental swarm spell-like 
  ability to gather some extra reinforcements before 
  proceeding to battle. 
   
  If the PCs have lights, the water elementals spot 
  them long before the PCs are able to, as the light shows 
  up from several hundred feet away. The enemies will gain 
  a surprise round against the PCs. 
   
  If the PCs are not using lights (in other words, all 
  have darkvision), the water elementals will have to be 
  within 60 feet to discover them. Thus, the PCs have a 
  chance of seeing them. Give them a DC 16 spot check 
  (taking 10, -8 for size, +8 for terrain, and +6 for distance) 
  to see the elementals. At APL 12, the elementals will not 
  engage if spotted but will instead flee and warn the 
  kraken. When the elementals and kraken return, another 
  DC 16 spot check allows the PCs to act in the surprise 
  round. 
   
  APL 8 (EL 11) 
   
  Water Elemental, Elder: hp 228; see Monster 
   
  Manual 159 
   
  APL 10 (EL 13) 
   
  Water Elementals, Elder (2): hp 228; see 
   
  Monster Manual 159 
   
  APL 12 (EL 15) 
   
  Advanced Half-Water Elemental Kraken: hp 
   
  396; see Appendix Two 
   
  Water Elementals, Large (7): hp 96*; see 
   
  Monster Manual 159 
   
  Water Elementals, Huge (3): hp 208*; see 
   
  Monster Manual 159 
   
  Water Elemental, Greater: hp 273*; see  Monster 
  Manual 159 
   
   
   
  *Hit Points maximized due to elemental  swarm. 
   
  Tactics: At APL 8, the water elemental will approach as a 
  vortex and attempt to grab all PCs inside it. 
   
  At APL 10, one water elemental will approach as a 
  vortex while the other will be in its normal form. The 
  normal one will attack those within the vortex; due to its 
  size, it does not risk being pulled in. 
   
  At APL 12, the kraken begins with a horrid wilting. 
  The following round, he approaches (jetting if he needs 
  to). The kraken prefers to stay at "arm's length" (i.e. 30 
  feet) from the majority of the party and grab as many of 
  them as possible. If they are all protected by freedom of 
  movement, however, he will close and direct all of his 
  attacks on one PC at a time. Feel free to toss in his 
  quickened cone of cold whenever he can avoid most of 
  his minions. If reduced to less than 70 hp, he will spray a 
  cloud of ink and jet away, fleeing the battlefield. 
   
  The elder water elementals will use the same tactics 
  as APL 10. The lesser water elementals will focus on those 
  PCs not caught in the vortex. 
   
  Once the PCs have defeated the patrol, they may 
  continue on to the rock formation. Have the PCs make a 
  Search check. If they beat DC 35, it takes them half an 
  hour to find the cell. For every 1 point below 35, it takes 
  them an extra ten minutes. This may mean they can't find 
  the cell before their water breathing runs out. Read or 
  paraphrase the following once they locate the cell: 
   
  After scouring the rock formation for what seems like 
  hours, you come across a tunnel opening that leads 
  into an air-filled cave. Inside, you see [a man/a pair of 
  men if Malthos was captured] manacled to the walls. 
  The edges of the cave nearest the water are marked 
  with magical runes. 
   
  A DC 23 Spellcraft check reveals that the runes created 
  an effect in the cave similar to a bottle of air, continually 
  providing breathable air to the cave. 
   
  The Brotherhood leader is chained to the wall and 
  feebleminded. He has a ring of sustenance to keep him 
  alive. If the PCs worked for Redhand and captured 
  Malthos, they find him locked up here as well, in a 
  similar condition. It is up to the PCs to decide if they 
  wish to take him with them. 
   
  Using the teleportation stones simply requires 
  breaking them while visualizing a location, however they 
  only have two stones which are capable of transporting a 
  total of six characters, so if the PCs are playing with a full 
  table of six, they may have difficulty getting everyone out 
  that way. 
   
  To Bleed or To Die 
   
  Page 20 
  
  Treasure: 
   
  All APLs: Magic: 416 gp – ring of  
  sustenance 
  (2 @ 208 each) 
   
  If the PCs aided Malthos, proceed to Conclusion D. If 
  they aided Elhilbor, proceed to Conclusion G. 
   
  CONCLUSION A 
  Conditions: 
  • 
  The PCs aided Malthos and defeated Elhilbor. 
  • 
  The PCs returned with Malthos. 
  • 
  The PCs surrendered to Marionnen. 
   
  Results: 
  • 
  If Elhilbor died, the PCs are granted some or all of 
  his possessions as payment (dependent upon APL). 
  • 
  If Elhilbor was captured, the PCs gain Service to 
  Redhand in addition to some or all of his possessions 
  (as indicated on the AR). 
   
  Barely a week after you leave Trallant, you are taking 
  your ease in a tavern when a man rushes in, quite out 
  of breath. Taking a moment to catch it, he then yells, 
  "Zeech is dead!" A shocked silence descends upon the 
  tavern; into it, he continues. "He was giving some big 
  speech at the end of that festival he was holding. 
  Apparently, he was gonna secede from the Empire! 
  Anyway, I hear they are claiming it was assassins from 
  Balmund and that they killed him by exploding! 
  Commander Marionnen of Trallant took over after 
  making some speech about getting revenge upon the 
  clerics of Balmund for this." 
   
  Listening to the crowd question the man, you 
  gather he doesn't know much else. However, as the 
  days pass and more news arrives, it becomes clear that 
  for better or worse, Marionnen is now Prince of 
  Redhand. And it's all your fault. 
   
  CONCLUSION B 
  Conditions: 
  • 
  The PCs aided Malthos and defeated Elhilbor. 
  • 
  The PCs returned with Malthos. 
  • 
  The PCs escaped from Trallant. 
   
  Results: 
  If Malthos escapes with them, the PCs gain Malthos’s 
  Gratitude. If Malthos brought them out, read or 
  paraphrase the following: 
   
  Malthos's spell brings you into a small study. As you 
  start to glance around, Malthos quickly runs over to a 
  chest in the corner. Opening it, he reveals a large 
  amount of gold as well as a scroll. "There is your 
  payment," he gasps as he grabs the scroll. (Turning 
  around, he upends his bag of holding, spilling out 
  Elhilbor.) He then chants the words on the scroll and 
  disappears. Though you do not hear from him again 
  directly, the mage sends word that should you have 
  need of any scrolls or wands, he might be able to help. 
   
  Investigation of the coin reveals that it is nothing but a 
  permanent minor image. This is likely to infuriate the 
  PCs, but Malthos is gone and there is little they can do 
  about it (his current location makes him immune to 
  scrying). He still gives them his favor and gives access to 
  Elhilbor’s equipment though. 
   
  If the PCs brought Malthos, read or paraphrase the 
  following: 
   
  After escaping Trallant and getting to a safe haven, 
  Malthos arranges for you to receive your payment 
  before departing (leaving Elhilbor for you to deal 
  with). Though you do not hear from him again 
  directly, the mage sends word that should you have 
  need of any scrolls or wands, he might be able to help. 
   
  If the PCs left Malthos, read or paraphrase the following: 
   
  After escaping Trallant and getting to a safe haven, 
  you pause to wonder about the fate of Malthos (and 
  those companions you left behind). There seems little 
  you can do for (him/them), so you go on with you 
  adventures. 
   
  If the PCs choose to go after the Brotherhood Leader at 
  this point and they have teleportation magic available to 
  get to Alhaster, they will find that the Kraken's Lament 
  has already sailed. 
   
  If the PCs do not inform Zeech of what they know, 
  read or paraphrase the following: 
   
  Barely a week after your escape, you are taking your 
  ease in a tavern when a man rushes in, quite out of 
  breath. Taking a moment to catch it, he then yells, 
  "Zeech is dead!" A shocked silence descends upon the 
  tavern; into it, he continues. "He was giving some big 
  speech at the end of that festival he was holding. 
  Apparently, he was gonna secede from the Empire! 
  Anyway, I hear they are claiming it was assassins from 
  Balmund and that they killed him by exploding! 
  Commander Marionnen of Trallant took over after 
  making some speech about getting revenge upon the 
  clerics of Balmund for this." 
   
  Listening to the crowd question the man, you 
  gather he doesn't know much else. However, as the 
  To Bleed or To Die 
   
  Page 21 
  
  days pass and more news arrives, it becomes clear that 
  for better or worse, Marionnen is now Prince of 
  Redhand. And it's all your fault. 
   
  Alternatively, if the PCs send word to Zeech about 
  Malthos' attempt to catch Elhilbor, and Elhilbor is 
  neither 
  dead 
  nor 
  captured, 
  then 
  Marionnen's 
  assassination of Prince Zeech fails. The PCs receive 
  Service to Redhand and Ire of Marionnen. Read or 
  paraphrase the following: 
   
  As you try to relax after your close call at Trallant, a 
  messenger from Redhand brings you a letter of 
  thanks from Elhilbor. Based on the contents, it seems 
  your information allowed him to uncover a plot to 
  assassinate Prince Zeech. He adds that the newly 
  independent Principality of Redhand owes you a 
  service which you may call on at any time. 
   
  CONCLUSION C 
  Conditions: 
  • 
  The PCs aided Malthos. 
  • 
  The PCs returned with Malthos. 
  • 
  The PCs were defeated by Marionnen’s troops. 
   
  Results: 
  • 
  Dead PCs’ remains may be recovered through WCI. 
  • 
  Living PCs are used as slave labor for 52 TUs before 
  escaping. 
  • 
  PC items may only be recovered through WCI 
  benefits. 
   
  Read or paraphrase the following: 
   
  Working as slave labor in Trallant is certainly not the 
  highlight of your career, though at least you're not 
  dead. Little word of the outside penetrates into the 
  slave camps you work at, but you do hear after a few 
  weeks that Prince Zeech is apparently dead. 
  Commander Marionnen is now the new prince of 
  Redhand and is quite busy making war upon 
  Balmund. 
   
  However, this means little to your working 
  conditions. As weeks turn to months, you despair that 
  you will ever escape this place alive; just as you are 
  about to collapse, however, a way out appears. The 
  sole guard watching you and your companions falls 
  asleep, allowing you to escape nearly a year after you 
  were imprisoned. With whip scars and what little 
  possessions your friends could recover, you set off to 
  reclaim your life. 
   
  CONCLUSION D 
  Conditions: 
  • 
  The PCs aided Malthos. 
  • 
  The PCs rescue the Brotherhood Leader  
   
  Results: 
  Read or paraphrase the following: 
   
  Teleporting away from the underwater prison cell, 
  you find yourselves arriving right on target. Clearly, 
  Ralishaz was too busy sneezing to curse you. After 
  getting the man you rescued cured of the feeblemind 
  spell, he thanks you and directs you to some allies of 
  his. They provide you with some useful contacts for 
  magical items, as well as promising to pay your 
  upkeep whenever you are in the area. Leaving them 
  behind, you proceed once more to the Mug and 
  Hearth in Balmund to meet Malthos for your 
  payment. 
   
  If Elhilbor got away, the PCs gain the Hero of the 
  Brotherhood plot point. Read or paraphrase the 
  following: 
   
   
  However, Malthos never shows and never sends a 
  message. While you are waiting for him at the inn,… 
   
  If Elhilbor died or was captured, the PCs gain the Hero of 
  the Brotherhood plot point. Read or paraphrase the 
  following: 
   
   
  However, Malthos never shows. Instead, you are 
  awaiting him one evening when a demon suddenly 
  appears and drops a sack before you. "Complements 
  of my master. He thanks you for your efforts in aiding 
  the fool Malthos," he says, before disappearing. Inside 
  the sack, you find (some of) the equipment Elhilbor 
  was wearing the night you captured him. 
   
  Barely a week after this encounter, you are taking 
  your ease in a tavern when… 
   
  Continuing for both, read or paraphrase the following: 
   
  …a man rushes through the door, quite out of breath. 
  Taking a moment to catch it, he then yells, "Zeech is 
  dead!" A shocked silence descends upon the inn; into 
  it, he continues. "He was giving some big speech at 
  the end of that festival he was holding. Apparently, 
  he was gonna secede from the Empire! Anyway, I 
  hear they are claiming it was assassins from Balmund 
  and that they killed him by exploding! Commander 
  Marionnen of Trallant took over after making some 
  To Bleed or To Die 
   
  Page 22 
  
  speech about getting revenge upon the clerics of 
  Balmund for this." 
   
  Listening to the crowd question the man, you 
  gather he doesn't know much else. However, as the 
  days pass and more news arrives, it becomes clear that 
  for better or worse, Marionnen is now Prince of 
  Redhand. And it seems it that it's all your fault. 
   
  CONCLUSION E 
  Conditions: 
  • 
  The PCs aided Malthos 
  • 
  The PCs were defeated by Elhilbor or Elhilbor got 
  away. 
   
  Results: 
  The PCs receive Banned in Redhand and Ire of 
  Marionnen. 
   
  Read or paraphrase the following if the PCs were 
  defeated: 
   
  Your trial is short and to the point. Elhilbor serves as 
  your judge, already recovered from the battle. You are 
  found guilty of sedition against Redhand, for which 
  the punishment is death. However, the court shows 
  leniency by allowing past acts of your group in 
  service to Redhand to decrease the penalty. 
   
  Add up all favors of Redhand and Prince Zeech the party 
  has and consult the chart below. If any PC has one or 
  more negative plot points with Redhand or Prince Zeech, 
  that specific PC's punishment is two less per plot point 
  than that party's. 
   
  0: Execution (PCs remains are recoverable) 
  1: 40 years hard labor (escape after 52 TUs) 
  2: Impressed into the Redhand Navy (jump ship after 20 
  TUs) 
  3: Exiled without possessions 
  4+: Exiled with possessions; Dead PCs are raised at their 
  expense. 
   
  Read or paraphrase the following: 
   
  While awaiting your sentencing, you hear your 
  guards chattering amongst themselves. From what 
  you gather, it appears that Prince Zeech has seceded 
  from the Empire of Iuz and has issued the order for 
  an invasion of Balmund. Perhaps it was the priests of 
  that town who hired Malthos to go on this fool’s 
  mission… 
   
  Alternately, if the PCs simply failed to kill or capture 
  Elhilbor: 
   
  It is not long before you hear the news. After your 
  failure to capture Elhilbor, a plot against Zeech’s life 
  was uncovered and foiled. This dovetailed on the 
  announcement of Zeech’s official secession from the 
  Empire of Iuz. To make matters even more 
  interesting, it appears Zeech lays the blame for the 
  plot on his life against the clerics of Balmund and 
  consequently, troops from Redhand are marching 
  north even now to settle the score. 
   
  CONCLUSION F 
  Conditions: 
  • 
  The PCs aided Elhilbor. 
  • 
  The PCs did not rescue the Brotherhood Leader 
   
  Results: 
  If Elhilbor died or was captured, the PCs receive nothing. 
  Read or paraphrase the following: 
   
  Having left Alhaster and your failure far behind, you 
  are relaxing in a tavern one day when a man rushes 
  through the door, quite out of breath. Taking a 
  moment to catch it, he then yells, "Zeech is dead!" A 
  shocked silence descends upon the inn; into it, he 
  continues. "He was giving some big speech at the end 
  of that festival he was holding. Apparently, he was 
  gonna secede from the Empire! Anyway, I hear they 
  are claiming it was assassins from Balmund and that 
  they 
  killed 
  him 
  by 
  exploding! 
  Commander 
  Marionnen of Trallant took over after making some 
  speech about getting revenge upon the clerics of 
  Balmund for this." 
   
  Listening to the crowd question the man, you 
  gather he doesn't know much else. However, as the 
  days pass and more news arrives, it becomes clear that 
  for better or worse, Marionnen is now Prince of 
  Redhand. And you can't shake the feeling that it's all 
  your fault. 
   
  If Malthos escaped, the PCs receive the Ire of 
  Marionnen. If Malthos died or was captured, the PCs 
  receive the Ire of Marionnen, the Service to Redhand 
  plot point. Read or paraphrase the following: 
   
   
  Having successfully defended Lord Elhilbor (and 
  removed the threat of the mage Malthos), you are 
  given a good set of seats at the final ceremony of 
  Prince Zeech’s celebration. Thus, you hear first hand 
  the astonishing news as Prince Zeech announces that 
  Redhand will be seceding from the Empire of the Old 
  To Bleed or To Die 
   
  Page 23 
  
  One. He continues that as the attacks upon the palace 
  have been linked to the clerics of Balmund, 
  Redhand’s first act as an independent country will be 
  declaring war on Balmund. 
   
  The crowds, at first stunned by this dual 
  declaration, quickly herald their approval with cheers 
  and whoops. In fact, looking around you, the only 
  person who doesn’t look positively jubilant is 
  Commander Marionnen of Trallant. And for some 
  strange reason, he seems to be glaring in your 
  direction… 
   
  CONCLUSION G 
  Conditions: 
  • 
  The PCs aided Elhilbor. 
  • 
  The PCs rescue the Brotherhood Leader 
   
  Results: 
  If Elhilbor died, the PCs receive Hero of the 
  Brotherhood. If they also rescued Malthos, they receive 
  Malthos’ Gratitude. Read or paraphrase the following: 
   
  Teleporting away from the underwater prison cell, 
  you find yourselves arriving right on target. Clearly, 
  Ralishaz was too busy sneezing to curse you. After 
  getting the man you rescued cured of the feeblemind 
  spell, he thanks you and directs you to some allies of 
  his. They provide you with some useful contacts for 
  magical items, as well as promising to pay your 
  upkeep whenever you are in the area. 
   
  Malthos also thanks you for your efforts in 
  freeing him, though he is still annoyed with you for 
  defeating him. He says that should you have need of 
  any scrolls or wands, he might be able to help. 
   
  A week or so later, you are relaxing in a tavern 
  when a man rushes through the door, quite out of 
  breath. Taking a moment to catch it, he then yells, 
  "Zeech is dead!" A shocked silence descends upon the 
  inn; into it, he continues. "He was giving some big 
  speech at the end of that festival he was holding. 
  Apparently, he was gonna secede from the Empire! 
  Anyway, I hear they are claiming it was assassins from 
  Balmund and that they killed him by exploding! 
  Commander Marionnen of Trallant took over after 
  making some speech about getting revenge upon the 
  clerics of Balmund for this." 
   
  Listening to the crowd question the man, you 
  gather he doesn't know much else. However, as the 
  days pass and more news arrives, it becomes clear that 
  for better or worse, Marionnen is now Prince of 
  Redhand. And you can't shake the feeling that it's all 
  your fault. 
   
  If Elhilbor survived, the PCs receive the Ire of 
  Marionnen, the Ire of Prince Zeech, Hero of the 
  Brotherhood. If they also rescued Malthos, they receive 
  Malthos’s Gratitude. 
   
   
  Teleporting away from the underwater prison 
  cell, you find yourselves arriving right on target. 
  Clearly, Ralishaz was too busy sneezing to curse you. 
  After getting the man you rescued cured of the 
  feeblemind spell, he thanks you and directs you to 
  some allies of his. They provide you with some useful 
  contacts for magical items, as well as promising to pay 
  your upkeep whenever you are in the area. 
   
  Malthos also thanks you for your efforts in 
  freeing him, though he is still annoyed with you for 
  defeating him. He says that should you have need of 
  any scrolls or wands, he might be able to help. 
   
  A week or so later, you begin hearing rumors that 
  Prince Zeech has seceded from the Empire of Iuz. As 
  time passes, not only are these rumors confirmed, but 
  you also hear that he has declared war on Balmund. 
  Besides that, the only changes to life are the bounty 
  hunters and assassins that have been hounding you 
  since you rescued that fellow from Prince Zeech’s 
  grasp… 
   
  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 
  Surviving or disarming the trap 
  APL 8  
  300 XP 
  APL 10  
  330 XP 
  APL 12  
  360 XP 
   
  Encounter 3 
  Defeating Elhilbor and his inevitable 
  APL 8  
  270 XP 
  APL 10  
  360 XP 
  APL 12  
  450 XP 
   
  Encounter 6 
  Defend Elhilbor 
  APL 8  
  270 XP 
  APL 10  
  360 XP 
  APL 12  
  450 XP 
   
  To Bleed or To Die 
   
  Page 24 
  
  Encounter 7 
  Surviving or disarming the trap 
  APL 8  
  300 XP 
  APL 10  
  330 XP 
  APL 12  
  360 XP 
   
  Encounter 8 
  Defeating the kraken and/or elementals 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
   
  Discretionary roleplaying award 
  APL 8  
  225 XP 
  APL 10  
  270 XP 
  APL 12  
  315 XP 
   
  Total possible experience: 
  APL 8  
  1125 XP 
  APL 10  
  1350 XP 
  APL 12 
  1575 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly 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.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter 1 
   
  All APLs: Coin: 500 gp 
   
  Encounter 6 
   
  APL 8: Loot: 25 gp; Coin: 750 gp; Magic: 458 gp – 
  brooch of shielding (125 gp), gloves of dexterity +2 (333 
  gp) 
   
  APL 10: Loot: 25 gp; Coin: 750 gp; Magic: 941 gp – 
  brooch of shielding (125 gp), cloak of resistance +2 (333 
  gp), gloves of dexterity +2 (333 gp), hat of disguise (150 
  gp) 
   
  APL 12: Loot: 25 gp; Coin: 750 gp; Magic: 1,357 gp – 
  bag of holding type II (416 gp), brooch of shielding (125 
  gp), cloak of resistance +2 (333 gp), gloves of dexterity +2 
  (333 gp), hat of disguise (150 gp) 
   
  Encounter 8 
   
  All APLs: Magic: 416 gp – ring of sustenance (2 @ 
  208 each) 
   
  Conclusion A or D  
   
  APL 8: Magic: 1,300 gp – +1 shadowed, hellforged 
  chain shirt of silent moves (800 gp), gloves of fortunate 
  striking (166 gp), heward’s handy haversack (166 gp), +1 
  heavy mithral shield (168 gp) 
   
  APL 10: Magic: 2,666 gp – amulet of health +4 (1,333 
  gp), cloak of charisma +4 (1,333 gp) 
   
  APL 12: Magic: 3,374 gp – +1 merciful hellforged 
  longsword of sudden stunning (917 gp), mask of lies 
  (1,416 gp), scepter of obedience (1,041 gp) 
   
  Total Possible Treasure 
  If the PCs aid Malthos: 
   
  APL 8: Coin 500 gp; Magic: 1,716 gp; Total 1,300 gp 
  (916 over cap) 
   
  APL 10: Coin 500 gp; Magic: 3,082 gp; Total 2,300 gp 
  (1,282 over cap) 
   
  APL 12: Coin 500 gp; Magic: 3,790 gp; Total 3,300 gp 
  (990 over cap) 
   
  To Bleed or To Die 
   
  Page 25 
  
  If the PCs aid Elhilbor: 
   
  Cell members are automatically upgraded to senior 
  cell members, regardless of prerequisites or time 
  requirements. 
   
  APL 8: Loot: 25 gp; Coin: 750 gp; Magic: 874 gp; 
  Total 1,649 gp (349 over cap) 
   
  APL 10: Loot: 25 gp; Coin: 750 gp; Magic: 1,347 gp; 
  Total 2,132 gp 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
   
  APL 12: Loot: 25 gp; Coin: 750 gp; Magic: 1,773 gp; 
  Total 2,548 gp 
   
   
  Special 
  Item Access 
  Malthos’s Gratitude: You gain Regional access to either 
  two Core arcane spells (max 5th) or one wand of a Core 
  arcane spell (max 4th) of the conjuration, evocation, or 
  necromancy school. Members of Hellstone Tower also 
  gain Regional access to greater dimension door
  SpC. 
  *Elhilbor’s Items 
  †Malthos’ items 
  APL 8: 
  • 
  Brooch of shielding
  † (Adventure; DMG) 
  • 
  Gloves of fortunate striking* (Adventure; Miniatures 
  Handbook; 2,000 gp) 
  Scroll (or wand) of _________________________ 
  Scroll of _________________________ 
  • 
  +1 heavy mithral shield* (Adventure; DMG; 2,020 
  gp) 
   
  Service to Redhand: Select one of the following: 
  • 
  +1 hellforged shadow chain shirt of silent moves* 
  (Adventure; DMG and DMG II; 9,600 gp) 
  • 
  Pardoned for crimes against Redhand (must be 
  selected if PC has enmity or is banned from 
  Redhand; remove all enmity and banned points). 
  • 
  Ring of sustenance (Adventure; DMG) 
  • 
  Scroll of greater teleport
  † (Adventure; DMG; CL 18; 
  3,150 gp) 
  • 
  Each favor of Redhand spent (including this one) 
  gains the character Regional access to one of the 
  following (cross out all others): ring of invisibility, 
  boots of speed, portable hole, monk's belt, cloak of 
  resistance +4, armbands of might
  CAd, ring of 
  theurgy
  CA, explosive enhancement
  CW, helm of 
  glorious recovery
  MH, caustic surge
  DMG2, or lightning 
  surge
  DMG2. Defenders of Morannon Keep gain access 
  to one additional item. 
   
  APL 10 (all of APL 8 plus the following): 
  • 
  Amulet of health +4* (Adventure; DMG) 
  • 
  Cloak of charisma +4* (Adventure; DMG) 
  • 
  Cloak of resistance +2
  † (Adventure; DMG) 
  • 
  Hat of disguise
  † (Adventure; DMG) 
   
  APL 12 (all of APLs 8-12 plus the following): 
  • 
  Receive the title of Squire of Redhand as well as 
  access to a half-price mansion or grand house along 
  with accompanying lands. You must be a Defender 
  of Morannon Keep or a Citizen of Redhand with at 
  least two favors with Redhand (which must be 
  spent). 
  • 
  +1 hellforged merciful longsword of sudden 
  stunning* (Adventure; DMG and DMG II; 11,015 
  gp) 
  • 
  Mask of lies* (Adventure; Complete Adventurer) 
  • 
  Scepter of obedience* (Adventure; Miniatures 
  Handbook) 
   
  • 
  Bag of holding type II
  † (Adventure; DMG) 
  Ire of Prince Zeech/Marionnen: During future Bandit 
  Kingdom adventures, you must make a Will save against 
  scrying (DC 20) or spend one extra TU dealing with 
  bounty hunters/babau assassins. This expires one year 
  after the play date. 
   
  Hero of the Brotherhood: You gain free standard 
  upkeep in future adventures set in Redhand. In addition, 
  you gain Regional access to one of the following items 
  (cross out all others): hat of disguise, ring of mind 
  shielding, wand of invisibility, wand of protection from 
  evil, or vest of escape. 
   
  Members of the Brotherhood gain Regional access to 
  all of the above items, plus one of the following (cross out 
  all others): holy weapon enhancement, medallion of 
  thoughts, or staff of healing. 
  To Bleed or To Die 
   
  Page 26 
  
  APPENDIX 1: NPCS
  Malthos 
  Pe’handru: 
  Male 
  human 
  Wiz5 
  (conjurer)/Green Star Adept2/Mage of the Arcane 
  Order4; CR 11; Medium humanoid (human); HD 
  9d4+9 plus 2d8+2 plus 16; hp 80; Init +11*; Spd 30 ft.; 
  AC 23, touch 12, flat-footed 21 (+2 Dex, +6 greater 
  mage armor, +4 shield, +1 natural); BAB/Grp +5/+4;  
  Atk +4 melee (1d6-1, slam) or +7 ranged (1d4-1/19-20, 
  mwk dagger); SA Spellpool II; SQ DR 10/adamantine 
  (100 
  points 
  total), 
  guild 
  member, 
  unnatural 
  metabolism +2; AL N; SV Fort +5, Ref +7, Will +15; Str 
  9, Dex 15, Con 12, Int 20, Wis 14, Cha 10. 
   
  *With nerveskitter. 
   
  Skills and Feats: Concentration +15 (+19 casting 
  defensively), Decipher Script +13, Hide +7, Knowledge 
  (arcana) 
  +22, 
  Knowledge 
  (architecture 
  and 
  engineering) 
  +9, 
  Knowledge 
  (geography) 
  +9, 
  Knowledge (history) +8, Knowledge (local: Iuz’s Border 
  States) +9, Knowledge (the planes) +17, Move Silently 
  +7, Spellcraft +21; Combat Casting
  B, Cooperative 
  Spell*, Improved Initiative, Quicken Spell, Scribe 
  Scroll
  B, Silent Spell
  B, Skill Focus (Knowledge [arcana]), 
  Still Spell
  B. 
   
  Languages: 
  Common, 
  Draconic, 
  Flan, 
  Old 
  Oeridian. 
   
  Spellpool (Su): If Malthos leaves a spell slot of the 
  appropriate level open, he can call a number of spells 
  per day from the Arcane Order’s Spellpool whose total 
  levels are equal to or less than five. He must pay off any 
  spell debt accrued through use of this ability within 
  four days. 
   
  Guild Member: As a member of the Arcane 
  Order, Malthos gains all the benefits of guild 
  membership, including a place to stay and eat for a 
  reduced rate, access to the order’s library, laboratory 
  workspace, and access to the group’s Spellpool. 
   
  Unnatural Metabolism (Ex): Malthos has a +2 
  bonus on saving throws against poison, sleep effects, 
  paralysis, stunning, disease, death effects, and 
  necromancy effects. 
   
  Possessions: bag of holding type II, brooch of 
  shielding, cloak of resistance +2, dust of disappearance, 
  elixir of hiding, elixir of sneaking, gloves of Dexterity 
  +2, hat of disguise, oil of silence, scroll of gaseous form, 
  masterwork dagger, spell component pouch. 
   
  Spells Prepared (5/6/6/5/4/3; CL 10; +7 ranged 
  touch): 0—acid splash, detect poison, light, mage hand, 
  message; 1st—grease (DC 16), magic missile (3), 
  nerveskitter*, ray of enfeeblement; 2nd—OPEN SLOT, 
  false life, glitterdust (DC 17), scorching ray, see 
  invisibility, silent shield; 3rd—OPEN SLOT, greater 
  mage armor (2)*, silent fox’s cunning, silent knock; 
  4th—Evard’s black tentacles, Otiluke’s resilient sphere 
  (DC 19), solid fog, stoneskin; 5th—silent dimension 
  door, silent fire shield, transmute mud to rock. 
   
  *New spell described in Appendix 3. 
   
  Active Spells: greater mage armor (CL 10), false 
  life (CL 10), see invisibility (CL 10), silent fire shield 
  (CL 10), silent fox’s cunning (CL 10), silent shield (CL 
  10), stoneskin (CL 10). 
   
  Powered-Down Suite: HD 9d4+9 plus 2d8+2; hp 
  64; Init +6; AC 13, touch 12, flat-footed 11 (+2 Dex, +1 
  natural); SQ DR 2/adamantine; Int 16.  
   
  Skills and Feats: Decipher Script +11, Knowledge 
  (arcana) 
  +20, 
  Knowledge 
  (architecture 
  and 
  engineering) 
  +7, 
  Knowledge 
  (geography) 
  +7, 
  Knowledge (history) +6, Knowledge (local: Iuz’s Border 
  States) +7, Knowledge (the planes) +15, Spellcraft +19. 
   
  Spells Prepared 1st—grease (DC 14); 2nd—
  glitterdust (DC 15); 4th—Otiluke’s resilient sphere 
  (DC 17). 
   
  Elhilbor: Male human marshal 3/ranger 1/rogue 
  1/bloodhound 2/exemplar 1/justiciar 2/spymaster 3; 
  CR 
  13; 
  Medium 
  humanoid 
  (human); 
  HD 
  5d6+4d8+4d10+26; hp 100; Init +1; Spd 30 ft.; AC 19 
  (20*), touch 11, flat-footed 18 (19*) (+1 Dex, +5 armor, 
  +3 shield); BAB/Grp +9/+10; Atk +12 melee (1d8+1 
  nonlethal/19-20 plus 1d6 non-lethal, +1 merciful 
  longsword); 
  Full 
  Atk 
  +12/+7 
  melee 
  (1d8+1 
  nonlethal/19-20 plus 1d6 nonlethal, +1 merciful 
  longsword); SA crippling strike, nonlethal force, 
  nonlethal strike +1d6, sneak attack +2d6; SQ cover 
  identity, favored enemy humans +2, magic aura, major 
  aura (motivate attack), mark (1), minor auras (motivate 
  charisma, motivate dexterity), quick change, ready and 
  waiting, scrying defense, skill artistry, skill mastery, 
  swift tracker, trapfinding, undetectable alignment, 
  wild empathy; AL LN; SV Fort +9, Ref +12, Will +8; Str 
  12, Dex 12, Con 10 (12), Int 14 (16), Wis 12, Cha 18 
  (22). 
   
  *Includes bonus from hellforged armor. 
   
  Skills and Feats: Bluff +30 (+36*), Diplomacy +34 
  (+40*), Disable Device +4, Disguise +39 (+45*), Forgery 
  +19, Gather Information +32 (+38*), Hide +15 (+20), 
  Intimidate +29 (+35*), Knowledge (local) +8, Move 
  Silently +16, Open Lock +2, Search +13, Sense Motive 
  +21, Survival +13; City Slicker†, Combat Expertise, 
  Endurance, Improved Feint, Improved Grapple, Skill 
  Focus (Bluff), Skill Focus (Diplomacy), Skill Focus 
  (Gather Information), Track. 
   
  *Bonuses in parentheses indicate bonuses with 
  Elhilbor’s Motivate Charisma active. 
   
  †This feat is from Races of Destiny but is not 
  required to run this scenario. 
  To Bleed or To Die 
   
  Page 27 
  
   
  Cover Identity (Ex): While disguised as Baron 
  Ulik, Elhilbor gets +4 on Disguise checks and +2 on 
  Bluff and Gather Information checks. 
   
  Crippling Strike (Ex): When striking a foe with a 
  Nonlethal Strike, Elhilbor deals 1 point of Strength 
  damage. 
   
  Mark (Ex): Elhilbor can target an individual 
  humanoid or monstrous humanoid foe to better hunt 
  that enemy. 
   
  Magic Aura (Sp): Elhilbor can use Nystul’s magic 
  aura at will (CL 3). 
   
  Major Aura – Motivate Attack (Ex): All allies 
  within 60 ft. gain +1 to melee attacks. 
   
  Minor Auras – Motivate Charisma, Motivate 
  Dexterity (Ex): All allies within 60 ft. gain either +6 to 
  Charisma checks and Charisma based skills or 
  Dexterity checks and Dexterity based skills. 
   
  Nonlethal Force (Ex): Elhilbor can use a lethal 
  weapon to deal nonlethal damage without taking the 
  normal -4 penalty. 
   
  Nonlethal Strike (Ex): When dealing nonlethal 
  damage and a foe is flanked or denied their Dexterity 
  modifier to AC, Elhilbor deals an additional +1d6 
  nonlethal damage. 
   
  Quick Change (Ex): Elhilbor can don a disguise 
  in 1d3 minutes and don or remove armor in half the 
  normal time. 
   
  Ready and Waiting (Ex): A bloodhound is ready 
  for trickery at all times. He can ready an action against 
  his mark, even outside the initiative sequence. 
   
  Skill Artistry (Ex): +4 competence bonus on 
  Sense Motive. 
   
  Skill Mastery (Ex): Elhilbor can take 10 on Bluff, 
  Diplomacy, and Intimidate checks. 
   
  Undetectable Alignment (Ex): Elhilbor is always 
  protected by undetectable alignment. 
   
  Languages: Common, Cold Tongue, Infernal. 
   
  Possessions: +1 heavy mithral shield, +1 merciful 
  hellforged longsword of sudden stunning, +1 
  shadowed, hellforged chain shirt of silent moves, 
  amulet of health +4, cloak of charisma +4, gloves of 
  fortunate striking, headband of intellect +2, Heward’s 
  handy haversack, mask of lies, refuge gem, scepter of 
  obedience. 
   
  Physical Description: Varies. 
   
  To Bleed or To Die 
   
  Page 28 
  
  APPENDIX 2: APL 12 
  ENCOUNTER 8: UNDER THE SEA 
  Advanced Half-Water Elemental Kraken: CR 15; 
  Gargantuan 
  outsider(water, 
  aquatic, 
  augmented 
  magical beast); HD 24d10+264; hp 396; Init: +6; Spd: 
  Swim 20 ft; AC 23, touch 8, flat-footed 21 (-4 size, +2 
  dex, +15 nat armor); Base Atk +24; Grp +48; Atk: +32 
  (3d8+12/19-20, tentacle); Full atk: +32/+32 (3d8+12/19-
  20, 2 tentacles) and +30/+30/+30/+30/+30/+30 (1d6+6, 
  6 arms) and +30 (4d6+6, bite); Space/Reach: 20 ft/15 ft 
  (60 ft with tentacle, 30 ft with arm); SA Improved grab, 
  constrict 3d8+12 or 1d6+6, spell-like abilities; SQ 
  Darkvision 60 ft, ink cloud, jet, low-light vision, 
  immunity to disease and water-based effects, +4 against 
  poison; AL NE; SV Fort +25, Ref +14, Will +15; Str 34, 
  Dex 14, Con 32, Int 24, Wis 22, Cha 22. 
   
  Skills and Feats: Concentration +33, Diplomacy 
  +32, Hide +17, Intimidate +28, Knowledge (arcana) 
  +20, Knowledge (geography) +34, Knowledge (nature) 
  +34, Knowledge (the planes) +20, Listen +33, Search 
  +34, Sense Motive +33, Spellcraft +20, Spot +33, 
  Survival +33, Swim +27, Use Magic Deviace +33; 
  Combat 
  Reflexes, 
  Empower 
  Spell-Like 
  Ability(elemental 
  swarm(water)), 
  Improved 
  Critical(Tentacle), Improved Initiative, Improved 
  Natural Attack(Tentacle), Iron Will, Multiattack, 
  Power Attack, Quicken Spell-like Ability(cone of cold). 
   
  Languages: Common, Aquan. 
   
  Improved Grab (Ex): To use this ability, the 
  kraken must hit with an arm or tentacle attack. It can 
  then attempt to start a grapple attempt as a free action 
  without provoking attacks of opportunity. If it wins a 
  grapple check, it establishes a hold and can constrict. 
   
  Constrict (Ex): A kraken deals automatic arm or 
  tentacle damage with a successful grapple check. 
   
  Jet (Ex): A kraken can move at a speed of 280 ft 
  once per round as a full round action. It does not 
  provoke attacks of opportunity but must move in a 
  straight line. 
   
  Ink Cloud (Ex): A kraken can emit a cloud of jet-
  black ink in an 80-foot spread once per minute as a free 
  action. The cloud provides total concealment, which 
  the kraken normally uses to escape a fight that is going 
  badly. Creatures within the cloud are considered to be 
  in darkness. 
   
  Spell-like Abilities (Sp): 1/day–acid fog, cone of 
  cold (DC 21), control water, control weather, control 
  winds, 
  dominate 
  animal 
  (DC 
  19), 
  elemental 
  swarm(water), fog cloud, horrid wilting (DC 24), ice 
  storm, obscuring mist, plane shift, water breathing. 
  Caster Level 24. 
   
  Skills: A kraken has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a hazard. 
  It can always take 10 on a Swim check. It can use a run 
  action while swimming. 
  APPENDIX 3: NEW RULES ITEMS
  To Bleed or To Die 
   
  Page 29 
  
  Half-water Elemental Template 
  Half-water elemental is a template that can be added to 
  any corporeal creature with an Intelligence score of 4 
  or more (referred to hereafter as the “base creature”). 
  Because the half-elemental is still mostly flesh, it 
  cannot be of the elemental type. Instead, the creature 
  type changes to “outsider” and it gains the water and 
  augmented subtypes. It uses all the base creature’s 
  statistics and special abilities except as noted here. 
   
  AC: Natural armor improves by +1. 
   
  Special Attacks: Half-water elementals with an 
  Intelligence or Wisdom of 8 or higher possess the 
  following spell-like abilities, using their hit dice as the 
  caster level. Each ability is usable once per day. 
  obscuring mist, fog cloud, water breathing, control 
  water, ice storm, cone of cold, acid fog, horrid wilting, 
  elemental swarm, plane shift. 
   
   Special Qualities: Half-water elemetnals are 
  immune to disease and water-based effects and gain a 
  +4 racial bonus on fortitude saves against poison. 
   
  Abilities: Str +2, Dex +0, Con +2, Int +2, Wis +2, 
  Cha +2. 
   
  Skills: A half-water elemental has 8 skill points 
  plus its Intelligence modified per hit die. Treat skills 
  from the base creature’s skill list as class skills. 
   
  CR: Same as base creature +2. 
   
  (Excerpted from Manual of the Planes, pg 189)  
   
  Chain Spell 
  You can cast spells that arc to other targets in addition 
  to the primary target. 
  Prerequisite: Any metamagic feat. 
  Benefit: Any spell that specifies a single target and has 
  a range greater than touch can be chained so as to 
  affect that primary target normally, then arc to a 
  number of secondary targets equal to your caster level 
  (maximum of 20). Each arc affects one secondary target 
  chosen by you, all of which must be within 30 feet of 
  the primary target, and none of which can be affected 
  more than once. You can choose to affect fewer 
  secondary targets than the maximum. 
   
  A chained spell uses up a spell slot three levels 
  higher than the spell’s actual level. 
   
  (Excerpted from Complete Arcane, pg 76) 
   
  Hellforged 
  The hellforged template can be added to any suit of 
  armor, shield, or weapon crafted on the Nine Hells of 
  Baator by a smith native to that plane. Chain devils 
  frequently make hellforged items for their masters, 
  who outfit entire elite regiments with them. 
   
  A hellforged suit of armor or weapon has all the 
  base statistics of the normal item except as noted here. 
  A good creature that wears hellforged armor or wields 
  a hellforged weapon takes a -1 penalty on attack rolls. 
   
  Hellforged Armor and Shields 
   
  Cost: The hellforged template add 1,000 gp to the 
  other costs associated with creating the item. 
   
  Hardness: The hardness of a hellforged armor or 
  shield is increased by 1. 
   
  Hit Points: The hit points of a hellforged armor or 
  shield are increased by 5. 
   
  Armor Check Penalty: The armor check penalty 
  imposed by a hellforged armor or shield improves by 1 
  (minimum -1). 
   
  Arcane Spell Failure: The arcane spell failure 
  chance imposed by a hellforged armor or shield 
  increases by 5% (minimum 5%). 
   
  Special: A suit of hellforged armor grants a +1 
  bonus to its wearer’s AC whenever she is adjacent to an 
  ally. 
   
  Hellforged Weapons 
   
  Cost: The hellforged template adds 1,500 gp to the 
  costs associated with creating a given weapon. 
   
  Hardness: The hardness of a hellforged weapon 
  increases by 1. 
   
  Hit Points: The hit points of a hellforged weapon 
  increase by 5. 
   
  Special: A hellforged weapon deals an extra 1 
  point of damage to any foe that the wielder flanks. 
   
  (Excerpted from Dungeon Master’s Guide II, pg 
  277) 
   
  Sudden stunning 
  Weapons with the sudden stunning ability can, to put 
  it simply, knock their targets into next week. 
   
  Activation: Activating a weapon with this ability 
  is a swift action that must occur immediately after the 
  wielder makes a successful melee attack. 
   
  Effect: On a successful melee attack, the wielder 
  may cause the weapon to emit a surge of magical 
  energy. Unless the target succeeds on a Reflex save 
  (DC 10 + 1/2 wielder’s level + wielder’s Cha modifier), 
  it is stunned for 1d4+1 rounds. This ability is usable a 
  number of times per day equal to the wielder’s 
  Charisma bonus. 
   
  Price: +2,000 gp. 
   
  Non-lethal substitution 
  You can modify an energy spell to deal nonlethal 
  damage. 
   
  Benefit: Choose one type of energy (acid, cold, 
  electricity, or fire). You can then modify any spell wth 
  the chosen descriptor to deal nonlethal damage instead 
  To Bleed or To Die 
   
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  of normal energy damage. The nonlethal spell works 
  normally in all respects except the type of damage 
  dealt. 
   
  A nonlethal spell uses a spell slot one level higher 
  than the spell’s normal level. 
   
  Mage Armor, Greater 
  Conjuration (Creation) [Force] 
  Level: Sorcerer/wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 hour/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: No 
   
  An invisible sheen of armor-shaped force surrounds 
  you. 
   
  This spell functions like mage armor (PH 249), except 
  that it requires no material component and its tangible 
  field of force provides a +6 armor bonus to Armor 
  Class. 
   
  Source: Spell Compendium, p. 136 
   
  Nerveskitter 
  Transmutation 
  Level: Sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 immediate action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: 1 round 
  Saving Throw: None (harmless) 
  Spell Resistance: Yes 
   
  You suffuse your ally with a brief, blue glow. He jerks 
  away from you, as if he can anticipate your next action. 
   
  You cast this spell when you and your party roll for 
  initiative. You enhance the subject’s reactions in 
  combat, granting it a +5 bonus on its initiative check 
  for the current encounter. If the subject does not make 
  an initiative check within 1 round, this spell has no 
  effect. 
   
  Source: Spell Compendium, p. 146 
   
  Orb of acid 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close 
  Effect: One orb of acid 
  Duration: Instantaneous 
  Saving Throw: Fortitude Partial; see text 
  Spell Resistance: No 
   
  An orb of acid about 3 inches across shoots from you 
  palm at its target, dealing 1d6 points of acid damage per 
  caster level (maximum 15d6). You must succeed on a 
  ranged touch attack to hit your target. 
   
  A creature struck by the orb takes damage and 
  becomes sickened by the acid’s noxious fumes for 1 
  round. A successful Fortitude negates the sickened 
  effect but does not reduce the damage. 
   
  To Bleed or To Die 
   
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  To Bleed or To Die 
   
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  APPENDIX FOUR: GATHERING INFORMATION 
  A Gather Information check takes 1d4+1 hours. The DC of the check is 15. For each successful check, roll 1d6 and 
  consult the chart below to randomly generate a rumor. For each 5 full points by which the PC’s Gather Information 
  check beats the DC, add 1 to the d6 roll, to a maximum of +3. 
   
  • 
  1: The clerics of Balmund have made a secret deal with Zeech. The two plan to seize the Duchy of the Artonsomay 
  from the orcs that run amok there. Zeech is announcing the alliance at a festival to celebrate the 20th year of his 
  rule later in the week. (False.) 
  • 
  2: Boneheart Cranzer is back! Ever heard of him? He’s an archmage of incredible power who serves Old Wicked as 
  governor of these Bandit Lands. He hadn’t been seen for several years but he just showed up again earlier this year. 
  He’s a dastardly fellow. Folks say he is personally responsible for the complete destruction of that forest up north 
  called the Tangles. (True.) 
  • 
  3: That Rhenee group, the Red Planks, is planning to assassinate Prince Zeech at the festival to celebrate the 20th 
  year of his reign in Redhand. Word is they are pretty sore about him closing the ports last year. (False.) 
  • 
  4: The four priests of the Old One who rule here in Balmund are supposed to answer to Cranzer, but they are 
  usually too busy bickering with each other to answer to anyone. Jaleena the Merciless is the most powerful 
  politically, but the warrior-priest Hazakar Kogo could give her a run for her money if he wanted. Xerenal the 
  Outsider and Norvin Blackteeth are the other priests but neither have the clout Jaleena and Hazakar have. As long 
  as Balmund stays divided, it is probably a ripe target for neighbors like the Warfields or even Prince Zeech. (True.) 
  • 
  5: There was a big battle down in Trallant last Reaping. Boneheart Althea attacked Commander Marionnen and 
  tried to kill him! I don’t know why she was after him, but it sure caused a lot of destruction and Marionnen barely 
  survived. I hear now Marionnen wants an alliance with Zeech to protect himself from the likes of her. (Partially 
  true. Althea was after an item that had already been stolen from Marionnen [see DYVI6-02 Fallen Hero, Risen 
  God]. Besides that, Boneheart don’t “try” to kill people.) 
  • 
  6: You ever hear of Commander Marionnen, the guy who runs the garrison in Trallant? Word is he has just allied 
  himself with Prince Zeech. They say he looks like a human, but that’s just a farce. The secret is he’s actually a 
  cambion, the spawn of a true demon! Nobody ever sees his true form… well, nobody who’s lived to tell about it 
  anyway. A fiendish fellow like that surely has some ambitious plan. I wonder what it is. (True.) 
  • 
  7: Nobody can touch Zeech! His right hand man and captain of the secret police, Elhilbor, keeps him up-to-speed 
  on all the goings-on in Redhand. You can’t spit on the ground without old E’ knowing. He’s got a number of tricks 
  up his sleeve. He even goes incognito sometimes, sneaking about in disguise and pretending like he is someone 
  else to foil plots against the prince. (True.) 
  • 
  8: Jaleena the Merciless, one of the local rulers here in Balmund, is fuming at an attempted break-in of her temple a 
  few months ago. Security has been pretty tight around here since then. The Iuzians are keeping a close eye on the 
  city gates and highway patrols have been stepped up. Best to keep on your guard. (True.) 
  • 
  9: Don’t tell anyone I said this, but something isn’t right about the alliance between Marionnen and Zeech. The 
  ruler of Trallant (Marionnen) is ambitious to be sure, and he and Zeech seem a bit too close for comfort. When you 
  add in the fact that the armies of Trallant and Redhand have been doing “routine training exercises” along the 
  border, it’s pretty apparent that something big is about to happen. I’m willing to bet whatever that is will happen at 
  Prince Zeech’s big shindig down in Alhaster next week. (True.) 
  To Bleed or To Die 
   
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  DM’S AID ONE: PLOT FLOWCHART 
   
   
   
  To Bleed or To Die 
   
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  DM’S MAP ONE: REDHAND ROOM TRAP  
  (ENCOUNTER 2 AND 7) 
   
   
   
  To Bleed or To Die 
   
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  DM’S MAP TWO: OGRE’S SUITE (ENCOUNTER 3 AND 6) 
   
   
   
  To Bleed or To Die 
   
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  DM’S MAP THREE: DEMON AMBUSH (ENCOUNTER 4) 
   
   
  To Bleed or To Die 
   
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  PLAYER HANDOUT ONE−A 
   
  Received from a sending spell: 
   
  This is Malthos. I have another task. Meet me at Mug and Hearth in Balmund in four days. Bring 
  others. Tell barkeep "Wizard green." 
  To Bleed or To Die 
   
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  PLAYER HANDOUT ONE−B 
  Received from a sending spell: 
   
  Associate, 
  This is Malthos, also of the Tower. Meet me at Mug and Hearth in Balmund in four days. Bring 
  others. Tell barkeep "Wizard green." 
   
   
  To Bleed or To Die 
   
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  PLAYER HANDOUT ONE−C 
  Received from a sending spell: 
   
  I am Malthos. We share Redhand as enemy. Meet me at Mug and Hearth in Balmund in four days. 
  Bring others. Tell barkeep "Wizard green." 
   
  To Bleed or To Die 
   
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  PLAYER HANDOUT TWO 
  Received from a sending spell: 
   
  Friend, 
  I speak for Elhilbor. Meet in Alhaster in six days. Speak to gate guards. Bring others. Task involves 
  mage Malthos. Rewards: money, favors, pardons. 
  To Bleed or To Die 
   
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  PLAYER HANDOUT THREE 
  Friends, 
   
  I represent a group that seeks the downfall of the false “prince” 
  Zeech and a return of Redhand to the Shield Lands. Recently, 
  however, our organization has been penetrated by Zeech’s lapdog 
  Elhilbor, and many of our members have been captured by his 
  secret police. Among those taken was our leader, a powerful 
  servant of the Archpaladin.  
   
  Through much gathering of knowledge, we have located his 
  prison; it is secreted in an air-filled cave deep beneath the Nyr 
  Dyv. If you would be willing to rescue him, we would gladly 
  reward you with contacts to various magical item vendors in the 
  Shield Lands. Our agent in the palace can put you in touch with a 
  loyal captain who can get you to within swimming distance of the 
  prison. 
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  PLAYER HANDOUT FOUR 
   
  If you wish to aid our cause, you must sneak out of your rooms an hour before midnight. Use the 
  secret door Elhilbor has been using; you can open it from your side by pressing the right eye of the 
  stuffed moose head in the sitting room. Follow the passage beyond, taking a right, a left, and another 
  left, and then open the secret door at the dead end (the button will be waist high on the left wall). 
  This will bring you to the kitchens, where I will meet you. Do NOT let this letter fall into Elhilbor’s 
  hands.  
   
  To Bleed or To Die 
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Bandit Kingdoms/596/Normal Scenarios/BDK6-09 - To Bleed or to Die (APL 8-12)/BDK6-09 - To Bleed or to Die.pdf