TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  SHE4-02 
   
   
   
   
   
   
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  A 2-Round Continuous D&D LIVING GREYHAWK®  
  Sheldomar Valley Meta-Regional Adventure 
  Version 1.0  - Premiere Version
   
  by Chad Clary and Marc Yudson 
   
   
   
  Mysterious things happened in Hochoch during the Brenin's last  
  absence. Perhaps dark things will stir now that the Court of the  
  Grand Duchy is quiet once more.  A Living Greyhawk Sheldomar Valley  
  Metaregional for APLs 8-16. 
   
   
   
  
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  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer 
  to three and a half hours. The rest of the time is 
  spent in preparation before game play, and 
  scoring after the game. The following guidelines 
  are here to help you with both the preparation 
  and voting segment of the game. Read this page 
  carefully so that you know and can communicate 
  to your players the special aspects of playing an 
  RPGA scenario.  
  Preparation 
   
   
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
  Read this entire adventure at least once before 
  you run your game. Be sure to familiarize yourself 
  with any special rules, spells, or equipment 
  presented in the adventure. It may help to 
  highlight particularly important passages.  
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We 
  also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap 
  paper, a pencil, an RPGA table tracking form, and 
  your sense of fun. It is also a good idea to have a 
  way to track movement during combat. This can 
  be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or 
  as elaborate as resin dungeon walls and 
  miniatures. 
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of 
  the scenario as described in the introduction.  
  Keep in mind that you must have at least four 
  players (not counting the DM), for the game 
  session to be a sanctioned RPGA event. As well, 
  you cannot have 
  more than six players 
  participating in the game. 
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or 
  her. The tag should have the player’s name at the 
  bottom, and the character’s name, race, and 
  gender at the top. This makes it easier for the 
  players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to 
  learn about equipment and weapons their 
  characters are carrying. That said, you as the DM 
  can bar the use of even core rulebooks during 
  certain times of play. For example, the players 
  are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or 
  the Monster Manual when confronted with a 
  monster.  
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while 
  other text is for your eyes only. Text for the 
  players will be in gray boxes. It’s strongly 
  recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text 
  is general and must be adapted to the specific 
  situation or to actions of the player characters. 
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players 
  bring their own characters with them.  If players 
  do not have a LIVING GREYHAWK character 
  generated, get a copy of the current LIVING 
  GREYHAWK character generation guidelines, 
  and a character sheet from your convention 
  coordinator or the RPGA Web site, and then 
  have any players without a character create one.  
  Once all players have a LIVING GREYHAWK 
  character, play can begin. 
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it 
  is also recommended that you have a copy of 
  the LIVING GREYHAWK Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges are proportioned to the average 
  character level of the PCs participating in the 
  adventure. To determine the Average Party 
  Level (APL): 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained 
  for combat (most likely being war horses, 
  dogs trained for war), other than those 
  brought by virtue of a class ability (i.e. 
  animal 
  companions, 
  familiars 
  paladin’s 
  mounts, etc) use the sidebar chart to 
  
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  # 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 
  determine the number of levels you add to 
  the sum above. Add each character’s 
  animals separately. A single PC may only 
  bring four or fewer animals of this type, and 
  animals with different CRs are added 
  separately. 
  3. Sum the results of 1 and 2, and divide by the 
  number 
  of 
  characters 
  playing 
  in 
  the 
  adventure.  Round to the nearest whole 
  number. 
  4. If you are running a table of six PCs, add 
  one to that average. 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs 
  will face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder 
  or easier adventure. Based on their choice, use 
  either the higher or the lower adjacent APL. 
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your 
  character is three character levels or more either 
  higher or lower than the APL this adventure is 
  being played at, that character will receive only 
  half of the experience points awarded for the 
  adventure. This simulates the face that either 
  your character was not as challenged as normal, 
  or relied on help by higher-level characters to 
  reach the objectives. 
  Note: LIVING GREYHAWK adventures are 
  designed for APL 2 and higher. Four or 
  sometimes even five 1st-level characters may 
  find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If your group is APL 1 
  there are two things that you can do to help 
  even the score. 
  1. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs 
  who want their dogs to attack must succeed 
  at a Handle Animal or Charisma check (DC 
  10). Failure indicates that the animal will not 
  attack that round. This is a move action 
  (spoken command) that may be attempted 
  each round. If an animal loses half or more 
  hp in a single round it flees, unless another 
  check is successful. 
  Time Units and Upkeep 
   
  This is a standard 2-round Sheldomar Valley 
  Meta-Regional 
  adventure, 
  set 
  in 
  Geoff.  
  Characters native to Sheldomar Valley pay one 
  Time Unit per round, all others pay two Time 
  Units per round.  Adventurer’s Standard Upkeep 
  costs 12gp per Time Unit.  Rich Upkeep costs 
  50gp per Time Unit.  Luxury Upkeep costs 
  100gp per Time Unit. 
  Adventure Summary and 
  Background 
  It is Hochoch in the Spring of CY 594.  A general 
  feeling of unease has come over the populace 
  since the Knights of the Watch took control over 
  the city of Hochoch.  Perhaps the cause is the 
  assault on Bedwyn the Fat’s estate in Hochoch. 
  Or maybe it was the rioting that followed.  The 
  fire at Caer Dwr Gwyldy certainly didn’t help 
  matters.  Regardless, it is no great secret that 
  Watcher Kevitz is currently the strongest political 
  force within Hochoch.  There are, however, 
  other forms of force in play within the city and 
  the nearby Gran March, just over the river. 
  Encounter One – The PCs begin the adventure 
  within the recently constructed Defiant Gesture 
  tavern.  They are interrupted in their dinner by a 
  Knight of the Watch entering the tavern to 
  proclaim a curfew set in place by Watcher 
  Gundar Kevitz.  A heavily cloaked man flees the 
  tavern as soon as the Watcher departs, drawing 
  the attention of the PCs.  The man uses any 
  
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  means at his disposal in order to bypass any 
  who attempt to stop his departure. 
  Encounter Two – The PCs have the opportunity 
  to investigate the man, the curfew, and the link 
  between those events.  If they speak with the 
  Knights of the Watch they are allowed to violate 
  the curfew during the investigation as long as 
  their actions remain within the bounds of 
  established law.  The investigation leads inside 
  the walls of Caer Dwr Gwyldy to the place of 
  death of a murdered Griffon Guard and to the 
  Midnight Ravens who may have knowledge of 
  the events. 
  Encounter Three – The PCs are allowed to 
  meet with the Midnight Ravens at one of the 
  guild’s numerous places of business within the 
  city of Hochoch.  When the PCs arrive, that 
  building is engulfed in flames.  Shortly afterward 
  the PCs are contacted by a ranking member of 
  the Midnight Ravens who meet with them inside 
  the original Safe House from GEO1-06 Return of 
  the Grand Duke.  The Safe House is attacked in 
  the middle of the conversation. 
  Encounter Four – The PCs are able to reverse 
  track their assailants to the Side of Beef butcher 
  shop.  They engage the remnants of the group 
  responsible for the murder of the Griffon Guard, 
  gaining access to the body of the Guardsman 
  and other useful bits of information. 
  Encounter Five – The PCs are drawn to a 
  Gathering of the Midnight Ravens where their 
  findings 
  are 
  discussed 
  in 
  much 
  detail.  
  Background information regarding the dealings 
  of Withington with an Illithid several years ago 
  are related.  The PCs are given a guide to the 
  crawl spaces within Caer Dwr Gwyldy that lead 
  them 
  to 
  a 
  meeting 
  place 
  with 
  Galimar 
  Withington. 
   Encounter Six – After they negotiate the outer 
  defenses within the crawl spaces the PCs will be 
  guided to the resting place of the Illithid who 
  assisted Gyruff and was murdered.  It is here 
  that Withington chooses to meet with the PCs to 
  discuss the coming of the Coven and the 
  circumstances behind it. 
  Encounter Seven – The PCs leave Caer 
  Gwyldy in search of the members of the Coven 
  that have come to Hochoch in search of 
  Withington.  The cavern outside of the city is 
  exceptionally easy for them to find, as if the 
  Coven wishes to be found.  The PCs battle with 
  the leader of the Coven advance team. 
   Conclusion – The PCs receive different views 
  on the events depending on how they choose to 
  relate 
  the 
  information 
  that 
  they 
  have 
  discovered.  Regardless, there is little doubt that 
  the Coven will return to Hochoch. 
  Background 
  The Midnight Ravens are a large organization 
  suspected to be involved in numerous criminal 
  activiites. They are rumored to be based out of 
  the Grand Duchy of Gyruff. Their exact size and 
  their primary base of operations is unknown, but 
  their influence creeps into the outer reaches of 
  the Sheldomar Valley.  
  The Coven is a guild of Mind Merchants and 
  other subtle professionals who have a tendency 
  for vicious, brutal, but effective tactics. The 
  Coven is based out of the Underoerth, and their 
  number include primarily Illithids, Duergar, and 
  hapless Thralls of all shapes and sizes. At the 
  beginning of the adventure, they have already 
  taken steps to find Withington, whom they feel 
  owes them a great debt. They have murdered 
  and interrogated many members of the Midnight 
  Ravens, and have established a forward 
  waypoint to base all further forages into the city 
  of Hochoch. It is their belief that the Midnight 
  Ravens may lead them to their prey, and to that 
  end, they intend to manipulate adventurers as 
  well. 
  Introduction, Or “Why would my 
  PC be here?” 
  The module begins in Hochoch in the Grand 
  Duchy of Geoff.  The assumption is that the PCs 
  have traveled through various means to arrive in 
  time for the start of the module.  There are 
  several primary reasons for that travel: 
  • 
  The Grand Duchy has been plagued by 
  infernal influences for the past several 
  months.  Starting with an incident inside 
  the Boar’s Knuckle in Hochoch, the 
  most popular Gyri tavern, Demons and 
  Devils have been sighted and fought.  
  The latest assault by a large number of 
  Devils has seen the capture and 
  snatching of Bedwyn, Llwyr of Arweth 
  Cantrev and one of the few remaining 
  Gyri nobles.  For many PCs, this is 
  reason enough to travel and investigate 
  such matters. 
   
  
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  • 
  The Coven has performed operations in 
  other nations within the Sheldomar 
  Valley in an attempt to flush Withington 
  out into the open by threatening those 
  they believe to be close to the former 
  Chancellor of Gyruff.  A brief discussion 
  of these operations: 
   
  o 
  In Niole Dra, the Midnight Ravens 
  sent a group to investigate the 
  murder of one of their placed 
  businessmen. 
   
  The 
  group 
  encountered the Coven members 
  who performed the deed, offering 
  up a grisly warning for the entirety 
  of the Midnight Ravens.  The 
  warning was received, and the 
  Ravens have sent other operatives 
  into Niole Dra to recruit travellers to 
  Geoff that may be able to help them 
  in stopping future murders.   
   
  o 
  In Hookhill, the Coven performed 
  another murder of a Midnight 
  Ravens operative.  Once again, the 
  purpose of the murder was to 
  deliver a warning to the ranking 
  members of the Midnight Ravens.  
  The slain operative had ties within 
  the entire Sheldomar Valley, as she 
  was a very successful merchant 
  and caravan master selling rare 
  magical items to any that could pay 
  for quality.  Influential friends of the 
  operative have been working to 
  quietly investigate the cause of the 
  murder 
  and 
  through 
  various 
  divinations the trail has led directly 
  to Hochoch.   
   
  Thus, many Meta Regional Organizations as 
  well as concerned citizens could have an 
  interest in why unsolved murders are taking 
  place within multiple regions of the Sheldomar 
  Valley with evidence leading to a Hochoch under 
  an entirely new type of siege. 
  Encounter One – Random Acts 
  of Bloody Murder 
   
  The module opens within a recently constructed 
  inn and tavern just outside the walls of the city of 
  Hochoch known as The Defiant Gesture.  It is 
  late spring in CY 594 and the snow has just this 
  morning finished melting in the streets of 
  Hochoch.  The Gesture is busier than one would 
  normally expect for this time of year, a packed 
  house holding out long into the night, every 
  night.  The Gesture has developed a strong 
  business faster than might be expected, as it is 
  the only place for those who arrive in the 
  evening to find a room for the night.  The gates 
  of Hochoch are closed after dark to all but the 
  most desperate of arrivals.  The Defiant Gesture 
  is also quite popular among those who wish to 
  avoid the gate procedures of the city but still 
  wish to conduct business in the vicinity. 
  The long winter of CY 593-594 has ended.  A 
  string of defeats on the battlefield, leading to 
  loss of life and territory has left the residents 
  of the city of Hochoch exhausted.  As one of 
  the few remaining alehouses in the vicinity of 
  the city, The Defiant Gesture has been used 
  as a place to forget one’s troubles and 
  conduct business in comfort since the day it 
  was finished.  From dawn until long into the 
  night the lower tavern area of the Gesture 
  has been busy.  The ale has flowed 
  throughout, supplemented by food and 
  spirits imported from over the Javan by the 
  proprietor. 
   
  The 
  rooms 
  upstairs 
  are 
  comfortable and larger than the average 
  within the walls of the city.   
  This night is much like any of the others 
  within the Gesture since its completion two 
  weeks ago.  Men and women gather in large 
  numbers to drink away their many cares for a 
  few hours, to talk about the war, or to play a 
  game or two. 
  Occasionally a shout is heard as the liquor 
  fuels an argument between neighbors.  A 
  bard sings an ancient song of the mountains 
  upon the stage set on the far wall across 
  from the bar.  Her voice is in fine form and in 
  other times the song would be well-received 
  but the people of Hochoch do not appear to 
  be in the mood for entertainment, no matter 
  how skilled.  After a moment, she gauges the 
  reaction of the crowd and decides that a 
  break would be a good idea. 
  Allow the PCs some time to explore the tavern if 
  they choose.  The odds are quite good that they 
  won’t have been here before.  A map for 
  reference is included in the Appendix, should 
  more detail regarding the Gesture be required.  
  In one corner, almost a dozen patrons surround 
  a high-stakes (for Hochoch) game of cards, 
  offering side wagers on the outcome.  If the PCs 
  
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  approach anyone within the tavern and RP, they 
  may discover the following rumors.  The PCs 
  may also make a DC 15 Gather Information 
  check to obtain some of the rumors available: 
   
  � 
  “I heard some crazy guy in robes bought 
  a pair of orc arms from a priest of Wee 
  Jas.” 
  � 
  “The Brenin isn’t dead.  He’ll depose 
  that fool Skotti, assume the throne of 
  Keoland and lead the armies of the 
  Sheldomar to save us.” 
  � 
  “A lone shadow from the Dim Forest 
  stalks the men and women of Hochoch, 
  leaving their children to tell the tale.” 
  � 
  “Those damned Knights of the Watch 
  seem to be eating just fine.  I’m sure the 
  Giants are keeping their lapdogs well 
  fed with scraps from the table of Gyruff.” 
  � 
  “I heard there was an elf sneaking 
  around Hochoch stealing children off to 
  the Dim Forest to sacrifice for the Old 
  One.  Of course, the bloody Knights 
  can’t find him.” 
  The most common people the PCs may wish to 
  speak with within the Gesture, would most likely 
  be the barkeep and the bard, who will have just 
  started a break when a PC walks up to her. 
   
  The Barkeep:  She is exceptionally attractive 
  but has the air of a woman that would have 
  sharp words for a man who made unwelcome 
  advances. 
   
  She 
  cheerfully 
  answers 
  any 
  questions about business in the tavern (it’s quite 
  good, considering), the Knights (she does not 
  care much for them but will be quite diplomatic 
  about that fact), etc.  She is remarkably well-
  informed about the events of Hochoch for the 
  past few months.  In an attempt to raise the 
  mood in the room, she introduces herself as 
  Paige and offers a drink at half price to any PC 
  who speaks with her.  She is the owner of the 
  place, so has no trouble buying drinks for 
  customers in an attempt to draw out more 
  business from them and create a name for the 
  Gesture.  She also calls for the pair of bouncers 
  on duty if there is any problem inside The 
  Defiant Gesture.   
  Finally, if any ask her, she explains the gate 
  entrance procedures that have come into place 
  in Hochoch:  the gates are closed between dark 
  and dawn, all who enter must hold a bar of cold 
  iron and a bar of silver and all must be willing to 
  subject themselves to clerical magic on entrance 
  for a morality test. 
  The Bard:  She introduces herself as Becca and 
  accepts any tips the PCs may wish to give her.  
  She laments the state of business in the city, 
  pointing down to her cup that has about half a 
  dozen coppers in it.  She apologizes after a 
  moment and says that she needs to start 
  another set or she won’t have earned enough 
  coins tonight to stay in Hochoch for much 
  longer.   
  She knows each of the rumors stated above and 
  discusses them freely with the PCs if engaged 
  and given a reason not to go back up on stage 
  instead.  She frowns on the more politically 
  incorrect of the statements and softens them in 
  discussion with the PCs. 
  After a few moments of RP if the party chooses 
  to talk with anyone, or immediately if they do 
  not, begin the adventure in earnest by reading 
  the following: 
  The bard rises to the stage once more.  She 
  sits down in the center, taking up her lap 
  harp that had been set against the small 
  stool.  She pauses and looks out over the 
  crowd, saying something that cannot be 
  heard.  Finally, she shrugs and begins to 
  play.  Several moments later the bard’s song 
  is interrupted in mid-sentence by the front 
  door of the tavern opening.   
  A strong breeze enters the common room, 
  causing the torches to flicker and the light in 
  the fireplace to darken for a moment.  The 
  owl sigil of the Knights of the Watch is seen 
  as a young man steps inside.  He glances 
  around and withdraws a scroll from a case at 
  his belt.  Opening the case and unrolling the 
  parchment he begins to read: 
  “By the order of Unrelenting Sphinx Gundar 
  Kevitz a curfew is in place in the city of 
  Hochoch and its environs.  All travel after 
  dusk by any persons not of the Knights or 
  the Hochoch Town Watch is unlawful and 
  will be punished according to the laws of the 
  city.  This order is effective immediately and 
  all citizens will disperse to their homes and 
  The Defiant Gesture tavern will close for the 
  night.” 
  With a glance around the tavern the man 
  turns and retreats back out into the night 
  moving in the direction of the River Gate and 
  the next tavern on his list.  When the door 
  
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  closes, shouts are heard from every corner 
  of the common room, cursing the Knights in 
  general and Kevitz in particular. 
  Pause for a moment to allow the PCs to have a 
  moment to declare an action.  The primary 
  choices in this situation could be either to move 
  to restore order in what is quickly becoming an 
  ugly situation or to pursue the young messenger 
  out the door. 
  If the PCs choose to try to restore order the 
  bouncers and Paige the barkeep will gratefully 
  accept all help but the PCs will be encouraged 
  to use as little force as possible and certainly try 
  to save as much of the furniture as possible.  
  Proceed immediately to the next set of boxed 
  text in this section. 
  If the PCs follow the messenger out the door 
  he will be moving at a rapid clip toward the gates 
  of Hochoch, though they will be able to catch 
  him within sight of the Gesture.  He refers all 
  questions to the Unrelenting Sphinx, as the 
  order was penned by his hand within the past 
  hour.  He also informs the PCs (those that are 
  not members of the Town Watch, Knights, 
  Peers, or Griffon Guard) that they need to return 
  to their rooms or they are in violation of the 
  curfew themselves.  They also need to remain 
  outside the city, as the gates are closed to all 
  who are not on official business.  He then goes 
  on his way. 
  If the PCs give a good look around the tavern 
  at the crowd, allow them a Spot check.  DC 25 
  gives them a statement that a single figure sits 
  at one of the coveted corner tables near the 
  kitchen and the stage, heavily cloaked and 
  absolutely still.  A full tankard sits untouched 
  where it has been since the PCs entered the 
  tavern.  Any weapons, belongings, or features 
  are completely covered by the heavy cloak, 
  although the bulkiness of heavy armor with 
  spikes cannot be concealed entirely.  This man 
  has Nondetection in effect at 10th Caster Level.  
  A Paladin’s Detect Evil ability will fail to detect 
  the presence of any evil greater than average 
  within the tavern.  If the PCs start to move in that 
  direction to speak with the man interrupt them 
  with the next set of boxed text in this section. 
  If the PCs choose to do nothing, they are 
  spectators to the events that immediately follow. 
  “PLEASE.” Paige calls from the top of the 
  bar where she had climbed as soon as the 
  mood in the tavern started becoming ugly.  
  Her voice carries from one side of the 
  common room to the other without difficulty, 
  cutting through the shouting.  “I like this 
  even less than you do.  First round of drinks 
  for everyone in the tavern is on the house 
  tomorr-“ 
  A heavily cloaked man rises from his chair in 
  the corner and moves quickly toward the 
  front door.  When one of the barmaids does 
  not move quickly enough to get out of the 
  way the man reaches to his belt and takes a 
  sickle to hand.  A sickening crunch is heard 
  as a heavy blow is landed on the small 
  woman’s neck.  The man’s hood falls back 
  far enough to reveal the basic facial features 
  of a heavily scarred Baklunish man.  There is 
  no reaction on the face of the man as blood 
  gouts into the air and he shoves the woman 
  off to one side out of his way like an errant 
  side of beef.  A few seconds later, he is out 
  the door and into the night. 
  If the PCs pursue, begin combat utilizing the 
  listed tactics, statistical information and the 
  appropriate map for this encounter in the 
  Appendix. 
  If the PCs move to assist the barmaid they are 
  joined by Paige, who jumps down off of the bar 
  and produces a Cure Light Wounds potion in the 
  first round. 
  If the PCs choose to do nothing at all, they 
  may purchase rooms in the Gesture for the 
  night.  This is included in Adventurer’s Standard, 
  as Paige has lowered the prices of rooms to 
  build business and reputation.  Proceed to the 
  appropriate section of Encounter Two. 
  Tactics: 
  This man is a Thrall, under the mental control of 
  an individual within Hochoch.  That individual 
  wishes to bait the PCs into becoming involved 
  with events that are taking place under the 
  current of daily life within the city.  The Thrall 
  makes every attempt to escape the vicinity of 
  the Defiant Gesture, though he does not attempt 
  to lose the PCs entirely. After a few rounds, if 
  the PCs do not engage him in direct melee, he 
  “accidentally” makes a “wrong” turn into a blind 
  alley.  There is no surrender under any 
  circumstances.  The judge may need to add 
  random alleyways to account for the Thrall’s 
  movements. 
  APL 8/10 – At these APLs, the Thrall is very 
  blunt, using Power Attack, Pain Touch, and 
  Cruelest Cut. The intention is to use these only 
  
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  to escape and draw the PCs away from the 
  tavern and any source of local authority.  If the 
  Thrall is grappled, he uses his Armor Spikes as 
  a light weapon to deal damage to the PC 
  involved in the grapple.   
  APL 12/14/16 – Use the same tactics as APL 
  8/10, with the addition of the use of Improved 
  Bull Rush to assist him in pushing PCs out of his 
  way. 
  Encounter Summary: 
  • 
  APL 8 (EL 11) – Baklunish Thrall (Human 
  Ftr6/Rav5) hp 107; See Appendix I 
  • 
  APL 10 (EL 13) – Baklunish Thrall (Human 
  Ftr6/Rav7) hp 127; See Appendix I  
  • 
  APL 12 (EL 15) – Baklunish Thrall (Human 
  Ftr8/Rav7) hp 146; See Appendix I  
  • 
  APL 14 (EL 17) – Baklunish Thrall (Human 
  Ftr8/Rav9) hp 166; See Appendix I  
  • 
  APL 16 (El 19) – Baklunish Thrall (Human 
  Ftr8/Rog2/Rav9) hp 179; See Appendix I  
  Aftermath: 
  If the PCs are defeated by the Thrall, move to 
  the Conclusion that is appropriate given their 
  circumstance. 
  If the PCs choose to track the Thrall to see 
  where it goes, it moves into a blind alleyway and 
  wait there for the PCs to arrive.  If the PCs do 
  not arrive for 10 minutes, the Thrall begins 
  searching for the PCs, attacking and killing any 
  person in the streets that it comes upon.  The 
  judge is encouraged to randomly place mutilated 
  bodies in the streets to hammer home to the 
  PCs the result of their lack of ability to find and 
  destroy this monster. 
  If the PCs choose to engage the Town Watch 
  or the Knights of the Watch in this matter 
  rather than violate curfew any further they find a 
  pair of Knights of the Watch on patrol after a few 
  minutes of searching.  The PCs are thanked for 
  their vigilance.  The PCs are asked to guide the 
  authorities to the last place the murderer was 
  seen.  The group comes upon the Thrall in the 
  midst of attacking a random watch patrol in the 
  streets as noted above.  When the PCs arrive 
  they arrive just in time to watch the Thrall finish 
  off that patrol and turn to them.  The Knights do 
  not engage the Thrall unless the PCs flee, as 
  they are stunned by the casual destruction of a 
  pair of their fellow Watchers.  If the PCs flee 
  back to the Gesture and their rooms, proceed to 
  the appropriate section of Encounter Three. 
  Encounter Two – Or Perhaps 
  Not So Random 
  2a) The Body of the Thrall 
  The body of the PC's attacker is Baklunish, 6’1, 
  235 lbs, with dark skin and dark hair. He has 
  ritual scarring on his temples, which appears to 
  be a pair of rings - one above the other on each 
  side.  
  Judge’s Note: Throughout the remainder of the 
  adventure, the ritual scarring as described 
  above is present on all NPCs labeled as a thrall. 
  He is also heavily scarred all over his body, 
  which might lead one to believe he has 
  previously participated with some level of 
  regularity in unarmed combat, most likely 
  gladiatorial. He has no papers or identification 
  on him. He has a small pouch of gold coins on 
  his body. If the PCs subdued the Thrall to the 
  point of unconsciousness, they will find that he 
  dies of unknown causes. A successful heal 
  check (DC 20) will reveal that his body simply 
  shut down. 
  The Thrall will not accept a Raise Dead or 
  Resurrection attempt, and a Speak with the 
  Dead attempt only results in the man screaming 
  unintelligibly. He does not react coherently to the 
  PCs under any circumstances.  
  2b) Discussing with the Knights of 
  the Watch 
  If the PCs have a member of the Knights of the 
  Watch in their party, or if they are forthcoming 
  about their encounter with the Baklunish 
  murderer, then the Knights of the Watch are 
  cooperative in the sharing of information.  
  Knights of the Watch – Street Patrol:  
  The Knights who are currently patrolling the 
  streets have little information. They may share 
  the following information with the PCs if they are 
  asked. 
  “There was an attack on Caer Dwr Gwyldy 
  earlier tonight. I understand one of the 
  Griffon Guard was killed. There were several 
  assailants, and at least 3 or 4 of them got 
  away, taking the body with them. The streets 
  are not safe tonight, hence the curfew. We 
  are looking for them now. However our leads 
  are scarce. If you seek more information, I 
  recommend you speak with the Griffon 
  Guard at the Keep itself. They are handling 
  
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  the investigation. I doubt they will receive 
  visitors tonight, so you may consider 
  speaking with them first thing in the 
  morning.” 
  These Knights know little more. The assailants 
  were not described in great detail. They were 
  informed to look for suspicious activity. They are 
  courteous and respectful to adventurers who 
  return the same courtesy. If the PCs are rude 
  and snide, the Knights are curt and less 
  informative, however they still honor their 
  knightly codes.  
  Unrelenting Sphinx Gundar Kevitz:  
  Kevitz has returned from Caer Dwr Gwyldy, and 
  is resting at the time of the attack at the Defiant 
  Gesture. Kevitz only speaks directly with PCs if 
  they have an explicit favor with the Knights of 
  the Watch, or if they have a member of the 
  Knights of the Watch in their party. If the PCs 
  are insistant upon waking Kevitz in the middle of 
  the night, he is visibly annoyed.  However, he 
  conducts himself appropriately due to the 
  severity of the situation. He has already been 
  awakened for the attack on Caer Dwr Gwyldy. 
  He has since returned to bed, but will see the 
  PCs if necessary. 
  Kevitz can provide the PCs with the same 
  information gained from the Knights’ Street 
  Patrol 
  listed 
  above, 
  plus 
  the 
  following 
  information:  
  • 
  The Griffon Guard killed was Grehr 
  Steelheart, while he was on patrol in 
  Caer Dwr Gwyldy.  
  • 
  One of the Griffon Guardsman stationed 
  at Caer Dwr Gwyldy known as “the 
  Earth Druid” ran off the attackers. Four 
  were killed but several escaped, taking 
  Grehr’s body. 
  • 
  It is assumed the intruders did not 
  accomplish their objective.  
  • 
  The dead intruders all had the same 
  ritual markings as the Baklunish man in 
  the street. 
  • 
  None of the Divinations performed on 
  the 
  men 
  revealed 
  any 
  relevant 
  information. All of the men’s souls 
  seemed tormented to the point of 
  insanity. 
  • 
  It is suggested the PCs speak with the 
  Griffon Guard stationed at Caer Dwr 
  Gwyldy 
  • 
  There have been several other murders 
  lately, but no clues have been found. 
  Each murder was committed neatly and 
  steps were clearly taken to foil pursuers. 
  2c) Discussions with the Griffon 
  Guard 
  The approach to Caer Dwr Gwyldy feels 
  longer than it actually is. The sky is grey and 
  hazy, and the pitter patter of light rain pours 
  into deep murky puddles along the side of 
  the road. The sky has been a swirl of greys 
  and darker greys in the overcast sky has 
  become a constant in Hochoch. Ahead, 
  several man stand outside the gates of Caer 
  Dwr Gwyldy. 
  Four men dressed in the tabard of the Castle 
  Guard stand in drenched uniforms. They 
  have clearly sour expressions on their faces 
  and they look miserable. Two Knights of the 
  Watch stand with them, adamantly attentive 
  and unwavering as the elements weather 
  away at them. Their hands move to the hilts 
  of their weapons as you approach. 
  “State your name and your business.” 
  The castle guards are replaced every 8 hours. 
  These Knights were assigned to stand guard at 
  the front gates when the Knights first arrived to 
  investigate the murder. They remain stationed 
  here for the 48 hours and if the PCs arrive the 
  next day, they are still stationed. There have 
  been no other visitors to the Keep other than the 
  original contingent of Knights. There are no 
  other Knights on site than these at the front 
  gate. They have no more information than other 
  current Knight patrols. 
  Captain of the Griffon Guard, Rhodri of 
  Llentrev: 
  If the PCs arrive with inquiries regarding the 
  attack, they are brought to the Captain of the 
  Griffon Guard. There are currently only six 
  Griffon Guardsmen stationed to Caer Dwr 
  Gwyldy. With one of them now deceased, they 
  have little time for distractions.  
  Gather Information (DC 20) or Knowledge: Geoff 
  (DC 15) will provide the following information: 
  Rhodri of Llentrev is the Captain of the 
  Griffon Guard (not to be confused with 
  
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  Rhodri Morningmist, Elder Priest of the 
  Church of Pelor). Rhodri has acted as the 
  Captain of the Brenin's personal guard since 
  long before the Legacy of Gorna (invasion of 
  the Giants).  
  Two large doors carved of thick lengths of 
  darkwood open into the large office of the 
  Captain of the Griffon Guard. A man sits 
  behind a wide desk with several neatly 
  stacks of handwritten pages before him. The 
  man is clearly Flan and has straight dark 
  brown hair, parted down the center and 
  hanging down to his eyes. He has a thick 
  handlebar mustache but is otherwise clean 
  shaven. His dark eyes continue reading the 
  passage he holds before him, seemingly 
  unnoticing as you enter. He wears a cold iron 
  gauntlet on his left hand and a plain leather 
  glove on his right. He wears a double 
  breasted green vest, with brown highlights 
  on the shoulders, silver trim on the sides, 
  and an emblem of a Golden Griffon over his 
  left breast.  
  A large oil painting hangs on the wall behind 
  him. The portrait shows a battle scene just 
  outside the walls of Gorna, while near in the 
  foreground 
  is 
  a 
  beautifully 
  intricate 
  longsword engraved with the sigil of the 
  Griffon Guard into its hilt. In the background, 
  approximately twenty paces away, a fine 
  large shield lays haphazardly tossed beside 
  a massive Fire Giant. The Giant is lying face 
  down and its face is scrunched in incredible 
  pain. A large man of Flan heritage sits on its 
  back just between its shoulder blades, with 
  massive legs wrapped around its broad thick 
  neck. He is leaning back, clearly strained, 
  and under each of his arms he has locked 
  each of its wrists. The man looks strikingly 
  similar to the guardsman before you. The 
  caption below the painting reads, ‘The Might 
  of the Land’  
  The man finally places the pages in his hand 
  neatly off to one side. He does not look 
  particularly pleased.  
  If the PCs do not immediately introduce 
  themselves, he cuts them off, asking who they 
  are. Rhodri has no interest in small talk and is 
  very experienced in dealing with adventurers. 
  He is polite with PCs of any nobility, or members 
  of the Knights of the Watch. The PCs may be 
  reminded of a Drill Sergeant. He will not be brow 
  beaten, bribed, or bullied into providing any 
  information. Rhodri has the final word of any and 
  all on goings within Caer Dwr Gwyldy, and takes 
  orders from no one but the Brenin himself. He 
  has the legal power to execute anyone he feels 
  is causing problems, and the physical prowess 
  to carry out the sentence himself. He is not 
  arrogant, but he is very confident in his ability. 
  Rhodri is currently rather agitated and in no 
  mood to waste his time in unnecessary 
  discussions. He is more cooperative once he 
  learns of the PCs’ encounter with the Baklunish 
  man outside the Defiant Gesture.  
  Rhodri may retell the events of the evening as 
  follows: 
  Rhodri’s voice is bold and commanding. 
  “Shortly 
  after 
  midnight, 
  a 
  group 
  of 
  individuals broke into Caer Dwr Gwyldy. 
  They entered through a window on the 
  second floor. There were no signs of forced 
  entry. Several castle guards were found dead 
  on the second floor. They each died from a 
  single swift blow of a small bladed weapon. 
  Each strike was precise, silent, and very 
  neat. Grehr was patrolling on the first floor 
  when he encountered the enemy. We heard 
  his yell and moved to reinforce his position. 
  He was dead before we arrived.  
  The Earth Druid arrived in time to see several 
  of the assailants before they escaped. He 
  killed 4 of them, but he saw the silhouettes of 
  others 
  escape. 
  The 
  bodies 
  of 
  these 
  assailants were badly burnt by acid, but you 
  may inspect them if you wish. They were all 
  Baklunish and each had ritual markings on 
  their temples. They were lightly armed and 
  armored. They moved quickly and efficiently. 
  It is presumed they did not complete their 
  objective, as we have found nothing missing 
  or damaged.” 
  Rhodri pauses briefly, then continues.  “They 
  took Grehr’s body with them. I am not 
  pleased in the slightest. If you wish to be 
  truly helpful, you will help us find them and 
  return his body to us.” 
  If the PCs ask to speak with any of the other 
  Griffon Guard on site, Moren ap Tawal is 
  assigned as a guide. 
  Griffon Guardsman, Moren ap Tawal:  
  Moren ap Tawal stands 5’6 and little over a 
  hundred pounds. He wears a set of loose 
  white silk shirt and pants with broad cuffs. 
  He also wears a wide low brimmed hat on his 
  bowed head, but clean shaven Flan features 
  
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  can be seen beneath it. His form while light 
  and thin, is clear cut and his musculature is 
  very defined. He walks barefoot and pads on 
  the stone floors silently. 
  Moren answers PCs questions to the best of his 
  ability.  He is friendly and cheerful, but very 
  quiet. He is very careful when choosing his 
  words, and often slow to respond. While often 
  open 
  and 
  friendly, 
  he 
  does 
  take 
  his 
  responsibilities very seriously and has the 
  utmost dedication to his duty. 
  Moren can provide the PCs with any of the 
  information that knows. He will also suggest to 
  the PCs that they may wish to inspect the sites 
  of entry and the murder scene where Grehr was 
  killed. 
  Griffon Guardsman, the Earth Druid: 
  The following information may be learned about 
  the Earth Druid with either a Knowledge Geoff 
  (DC 25) or a Bardic Lore (DC 30): 
  The Earth Druid has served in Caer Dwr Gwyldy 
  for as long as any can remember. He dedicated 
  his life as a Druid of Elhennestra to the 
  opposition of the Dark Elves and other horrors 
  from beneath the Oerth. He studied and 
  mastered the powers of the Earth to better 
  combat any such opposition. He rarely ever 
  leaves the Caer and is often referred to as the 
  Spirit of Waterwatch and the rumors are that he 
  acts as one with the castle. In a recent attack, 
  several guardsmen saw great stone arms reach 
  forth from the halls of the castle and slice a foe 
  in two with a blade of pure acid. He is feared as 
  much as he is revered. He is greatly respected 
  by his fellow guardsmen, and arguably the most 
  powerful Griffon Guardsman. 
  If the PCs arrange to meet with the Earth Druid, 
  he comes to find the PCs. Tracking down the 
  Earth Druid is nearly impossible, as he does not 
  travel as predictably nor does he use hallways 
  as a normal man would. 
  The Earth Druid stands easily eight feet tall, 
  and looks like a broad shouldered elf with 
  flesh completely comprised of smooth stone. 
  One could mistake him for a Stone Golem, as 
  his features are perfectly calm and still, but 
  his movements are much more fluid and 
  delicate. His stone appearance includes a 
  double breasted vest similar to the standard 
  livery of the Griffon Guard, a long stone robe 
  that hangs open, and a stone symbol of 
  Elhennestra. The only color to his pale, 
  reflective, grey body is a pair of green bands 
  of cloth around his upper arms, each with a 
  Golden Griffon, the symbol of the Griffon 
  Guard. He glides down the hallway towards 
  you with the bottoms of his feet trailing 
  through the surface of the stone as though it 
  were liquid. The stone ripples outward 
  slightly from his passage. He carries with 
  him a blade of pure acid in his right hand, 
  and it drips and sizzles as he moves. 
  The Earth Druid’s voice has a deep, gravelly 
  tone that rumbles from deep within his large 
  form. It is reminiscent of heavy stone plates 
  shifting on one another. The Earth Druid has 
  lived for hundreds of years and is in no apparent 
  hurry. His existence has become little more than 
  his 
  hatred 
  towards 
  the 
  horrors 
  of 
  the 
  Underoerth. His thoughts are very collected and 
  deliberate. While he is often single minded in 
  tending to his duties, he is very coherent and 
  wise, and has seen many things in his time. He 
  is an excellent source of information. 
  His retelling of the night’s events is as follows: 
  “When I heard Grehr’s screams, I went to 
  him quickly. I found several figures skulking 
  in the hallway, standing over his body. 
  Several threw themselves at me futilely and 
  died like fools. The others escaped with 
  great haste, taking with them his body. They 
  moved out and were reported leaving over 
  the wall. None of the castle guard reported 
  getting a good look at them.” 
  PC Questions: 
  • 
  How many were there? – “I saw the 
  shapes of nearly a dozen. Four were 
  killed, the rest escaped.” 
  • 
  What did they look like? – “Some were 
  smaller and some were slightly 
  larger. None stood taller than six and 
  a half feet.” 
  • 
  What were they doing? – “When I 
  arrived, they were standing around 
  his body. I noticed nothing else of 
  consequence.” 
  • 
  How were they armed? – “They all 
  wore either leather or light mithril 
  armors. They carried mostly light 
  weapons.” 
   
  
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  • 
  Anything else of note? – “Until they 
  were foolish enough to attack me, 
  they seemed very efficient in their 
  actions. 
  Their 
  casualties 
  were 
  sacrifices 
  so 
  the 
  others 
  could 
  escape. I am confident in this.” 
  From 
  here, 
  the 
  PCs 
  may 
  begin 
  their 
  investigation.  PCs must have an escort by 
  Castle Guard to wander through Caer Dwr 
  Gwldly. 
  Investigating Caer Dwr Gwyldy, site of 
  Grehr’s murder: 
  This hallway is 10’ wide and curves slightly 
  as it progresses. Shadows are cast by 
  sparsely placed torch sconces. The stone 
  tiles lie stained with blood, despite great 
  attempts to clean them. Whoever performed 
  the initial review of this area felt confident 
  that their findings were sufficient. 
  A successful survival check or a spot check (DC 
  APL + 15) reveals that between the cracks of 
  one set of tiles, there is another substance 
  mixed with the blood. An alchemy check (DC 30 
  for all APLs, and the PCs may take 20) may be 
  performed to determine the nature of the foreign 
  substance. 
   
  However, 
  it 
  requires 
  a 
  full 
  alchemical lab and several hours of undisturbed 
  work.  This check is more inconvenient than it is 
  difficult. 
  A successful alchemy check shows that the 
  foreign substance is a mix of garlic and brine. 
  Neither detect as poison. 
  Investigating Caer Dwr Gwyldy, entry point, 
  second floor: 
  The point of entry on the second floor was a 
  locked and shuttered window. The floor inside 
  the window is smooth stone tile and tracking 
  here is nearly impossible. A successful track 
  check (DC 20) on the window sill clearly shows 
  that several different individuals clearly passed 
  through this point within the last 24 hours. 
  Unfortunately, little more information can be 
  gathered from the window sill. 
  The locking mechanism was not damaged, nor 
  was it magically affected. Any individual who 
  exams the lock note that it is of masterwork 
  quality. A disable device check of DC 30 will 
  note that the lock was opened successfully on 
  the first try, and without any difficulty. The 
  individuals who opened this lock were clearly 
  professionals and very skilled at what they do. 
  If the PCs think to exam the ground outside the 
  window, a successful track check (DC APL x2) 
  reveal the passage of 6 humans, 2 dwarves, and 
  2 other humanoid types. All wore boots. The 
  PCs also note that the wall to the second floor of 
  the Keep was not climbed nor was a rope of any 
  sort used.  The trail leads off into the city of 
  Hochoch  
  2d) Asking the Midnight Ravens 
  The Midnight Ravens have no desire to be 
  found. Since they will be contacting the PCs 
  later, they are more than happy to take any 
  random amount of coin the PCs wish to offer.  
  The person the PCs contact will take their coin 
  and leave, claiming to be going to make the 
  arrangements.  However, the contact never 
  returns to the PCs.  Speaking with the Midnight 
  Ravens is detailed in Encounter 3. 
  2e) Inquiring Around Town 
  The townspeople have not heard about the 
  attack on Caer Dwr Gwyldy. They know there 
  was a fire in the Castle over a month ago on the 
  same night of Bedwyn’s event. Most are 
  generally afraid to be out after dark, and the 
  others know better. There are rumors that 
  several townspeople have been murdered in the 
  last few weeks. There have been no leads on 
  any of the murders. In general, the populace 
  knows nothing more than Hochoch is becoming 
  a worse and worse place to live. Many people 
  have left town in the last month. 
  Encounter Three – A Meeting 
  and A Test 
  As the PCs leave Caer Dwyr Gwyldy or 
  Northkeep as the case may be, a steady rain 
  begins to fall.  Spot, Listen, and any Track 
  checks will have raised DCs as a result. 
  Allow the PCs a spot check (DC 15) as they 
  travel to their next destination or are debating 
  what their course of action should be. 
  The rain that had been threatening all day 
  begins to fall.  With a clap of thunder, the 
  angry sky opens up.  You see a bit of 
  movement out of the corner of your eye as a 
  bird alights upon a nearby sign.  It seems to 
  be in no rush to fly away and calls out as it 
  notices your attention. “CAW…CAW CAW.” 
  If the PCs beat a DC 17 they will notice that the 
  bird is a raven that seems to have been cast of 
  pure silver.  If the PCs beat a DC 20 they notice 
  
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  that the bird appears to have a small rolled piece 
  of parchment tied to its left leg.  How they 
  choose to capture it is their option.  It acts as a 
  normal raven after its note is delivered and 
  follows them until that delivery is made.  In any 
  case, if the PCs attempt to keep the raven as a 
  captive it disappears from their possessions in a 
  few hours.  It radiates magic in each of its forms, 
  as it is a Figurine of Wondrous Power crafted in 
  the form of a Silver Raven. 
  The note reads: 
  “Adventurers:  I represent interested parties 
  who would meet with you to discuss certain 
  matters that have come to our attention.  
  They find random murders within Hochoch 
  to be…unprofitable.  Come to the sign of the 
  painted sun in the Low Quarter near Wagon 
  Street before the next day is out if you wish 
  to discuss ending the killings.” 
  The PCs may use this opportunity to find 
  somewhere to rest.  Allow them a reasonable 
  period of time to make preparations for the day 
  to come if they choose to do so.  It is possible 
  that the PCs choose to inform the Knights of the 
  Watch, the Griffon Guard, or the Hochoch Town 
  Watch.  If they choose to do so at this point, all 
  parties will thank them for the report but without 
  further details will be able to do very little. 
  If the PCs determine that their best course is to 
  attend the proposed meeting read the following: 
   
  As you approach the vicinity of the meeting 
  location you see smoke on the horizon.  
  Several members of the Hochoch Town 
  Watch pass you on your left, moving at a 
  dead run. They call out to either side for 
  citizens to take up buckets. 
  Allow the PCs to determine whether or not they 
  will help put out the flames or take any other 
  action in particular.  If they simply move closer: 
  The building in which you were to have met 
  the mysterious party, is engulfed in flames.  
  Perhaps a dozen Town Watchmen ring the 
  small house, throwing buckets of water as 
  citizens run up with them.  Just after you 
  come into sight of the building the roof 
  collapses, sending another large ball of 
  smoke up into the sky.    The flames rise a 
  dozen feet, heedless of the torrent falling 
  from the heavens. 
  “Keep it from going to neighboring houses, 
  lads!” An officer shouts, “The whole quarter 
  could go up!” 
  The men move in response to the order, 
  beginning to tear away any links that the 
  house has to its neighbors. 
  Allow the PCs to take any action they wish at 
  this point, or none.  If they assist in keeping the 
  fire from spreading they will be thanked for their 
  efforts by the officer, one Willem ap Lonil.  For 
  the duration of this module reactions to the PCs 
  by the Hochoch Town Watch and low ranking 
  members of the Knights of the Watch are shifted 
  favorably by one step from Neutral.  If they are 
  obvious in doing nothing the reverse is true and 
  reactions by those groups shift negatively by 
  one step from Neutral. 
  Soon after the crowd near the now ruined 
  building disperses, perhaps fifteen minutes after 
  the fire has gone out, the PCs are approached.  
  If they left the scene, this encounter can happen 
  as soon as they are out of the immediate vicinity 
  of the incident: 
  A man approaches from just ahead, “I was 
  told to deliver this message to you.”  He 
  stands just over five feet tall and looks like 
  any of a hundred that frequent the taverns in 
  Hochoch on any given evening.  Judging by 
  the smell, he’s there perhaps more often 
  than most.  “I was told to wait for an 
  answer…”  He extends a folded piece of 
  parchment toward you. 
  The message reads: 
  “The incident earlier was unfortunate but not 
  entirely unexpected.  The man delivering this 
  knows nothing of use except that he is to 
  take you to a specific place to meet with me 
  if you are willing.” 
  The messenger waits patiently, not pestering the 
  PCs for a reply.  He’s been paid well and in fact 
  knows nothing about what’s going on except that 
  Hochoch isn’t the safest place to live just now. 
  He was picked up in the Cracked Cup an hour 
  ago and given a job. 
   
  If the PCs choose to follow the messenger to 
  where he knows to take them: 
  Your guide leads you down the narrow 
  streets of the Low Quarter of Hochoch.  The 
  faint smell of smoke is still discernible on the 
  wind, a grim reminder of the disruption of life 
  in this city.  After a few moments of travel the 
  rain that started falling earlier thins a bit, 
  revealing the River Gate just at the edge of 
  your view.  Finally, the man stops, “Here it 
  
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  is.”  He nods his head in the direction of the 
  sign of the Cackling Crow Boarding House. 
  Description of the Cackling Crow: 
  The Cackling Crow seems to be in better 
  repair than most of its neighbors.  The front 
  door is unremarkable except that it is quite 
  solid.  The building is two stories high and 
  has no windows.  An alleyway runs from the 
  end of the block behind the Crow, although 
  there is no entrance to the building from that 
  side. 
  The only entrance to the Crow is through the 
  front door.  There are no secret entrances to be 
  found and no windows anywhere.  The lock on 
  the front door is not bolted, an open invitation for 
  the PCs to come in.  If the PCs choose to go in 
  using a spell or some other device, adjust their 
  entrance point for the encounter accordingly.  
  Their method of entry has no other effect on the 
  proceedings.  If the PCs ask if the lock can be 
  engaged from the inside, they discover that the 
  lock is of Amazing Quality and would require an 
  Open Lock Check (DC 40) to pick from the 
  outside.  A track check outside reveals no traffic 
  in the immediate vicinity of the door beyond the 
  footsteps of the PCs and their guide. 
  The inside of the Cackling Crow: 
  The first impression of the inside of the 
  Cackling Crow Boarding House is that of 
  darkness.  After a moment of adjustment, 
  you find that there is a light source off to the 
  left from the door.  The door opens into what 
  could be a sitting room except that there is 
  no furniture present.  A fireplace that shows 
  no sign of use is visible on the far wall. 
  If the PCs move to investigate the light source: 
  The faint trace of light visible from the front 
  door comes through an archway on the left 
  wall.  It leads to a room lined with 
  bookshelves, a single lamp set between two 
  of the rows of shelves is lit.  A staircase goes 
  up to the right of the archway to a pitch dark 
  second floor.  A second archway leaves the 
  library into a room beyond your view.   
  A coffee table sits in roughly the middle of 
  the room, surrounded by seven stuffed 
  reading chairs.  A woman sits in the chair 
  facing you, draped in dark cloth.  She quietly 
  says, “Good evening.” 
  This is the Aspect of Knowledge, among the 
  highest ranked members of the Midnight 
  Ravens.  If she is treated with respect during this 
  conversation she reveals the following bits of 
  information: 
  • 
  The body that was taken from Caer 
  Dwyr Gwyldy is still inside the city, 
  although it is being cleverly masked 
  from divination attempts. 
  • 
  Most of the random murders across the 
  city are anything but random.  All of the 
  victims had ties to the Midnight Ravens 
  in one form or another, except the 
  Griffon Guard. 
  • 
  Agents of the Midnight Ravens in other 
  nations of the Sheldomar have been 
  murdered with little cause determined. 
  • 
  The Midnight Ravens do not know who, 
  or what is in the city hunting them.   
  • 
  The Midnight Ravens would like to enlist 
  the assistance of the PCs in carrying out 
  this investigation.  It would be best if the 
  authorities knew as little about this 
  entire situation as possible. 
  • 
  Any other questions that do not have the 
  appropriate answers listed above gain 
  the response “I am not at liberty to 
  discuss that.” 
  Aspect of Knowledge – Description 
   
  If the PCs glimpse her without her cloak, her 
  current appearance is that of a beautiful young 
  woman in her mid twenties.  The disguise is 
  magically enhanced and would require a great 
  deal to penetrate.  Her hair is a deep auburn and 
  hangs just below her shoulders. 
  Aspect of Knowledge – Motivation 
  The Aspect has been chosen by the Gathering 
  of the highest officers within the Midnight 
  Ravens to contact these PCs after their 
  encounter with the Baklunish Thrall earlier.  She 
  determines whether or not they are pliable and 
  can be used to attack those who hunt the 
  Ravens.  If the PCs agree to investigate, she 
  watches them.  If they reveal the involvement of 
  the Midnight Ravens to the authorities in the city, 
  they are judged unworthy of attending a 
  Gathering and, depending upon their conduct, 
  may earn the enmity of the organization.  She 
  defends the actions of the Midnight Ravens if 
  pressed 
  about 
  them. 
   
  If 
  the 
  PCs 
  are 
  exceptionally rude or abusive to the Aspect, they 
  
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  will earn the enmity of the Midnight Ravens as 
  detailed on the AR. 
  If the PCs did not decide to lock the front 
  door behind them: 
  Allow the PCs a Listen check (DC 20+APL) to 
  hear the front door opening and then closing   
  Proceed with the listed tactics for the Coven 
  strike team for this course of events.  Their 
  tactics may need to be adjusted slightly based 
  upon any PC reactions that the strike team is 
  able to detect. 
  If the PCs decided to lock the front door 
  behind them: 
  The PCs hear the breaking of the door as the 
  Coven strike team smashes their way through 
  the door.  Proceed with the listed tactics for the 
  Coven strike team for this course of events. 
  Tactics: 
  All APLs – Artesh uses his exceptional stealth 
  skills to attempt to infiltrate the house.  If the 
  PCs have locked the outer door no one in the 
  Strike Team has the skill to be able to pick the 
  lock.  The lower members of the Strike Team 
  bash through the door and go directly into the 
  house.  Artesh waits for them to do so and then 
  sneak in a round or so later.  The Thrall Seekers 
  engage the forefront of the party while the 
  Scouts attempt to circle around toward the side 
  entrance of the sitting room.  Finally, Artesh 
  engages the PCs at what the Judge deems is 
  the most opportune time using his spring attack 
  to gain greater tactical position at the end of his 
  attacks.  If possible, he escapes if the battle 
  goes very poorly, holding onto his Invisibility 
  1/day for just that purpose.  He has not used his 
  Enlarge for the day as of the time of the battle. 
  Note:  The Aspect has a Quickened Invisibility 
  spell prepared and uses it immediately when the 
  battle begins.  If any of the PCs are members of 
  the Midnight Ravens or have treated the Aspect 
  with exceptional respect, she casts a Mass 
  Bull’s Strength on all PCs to assist them in 
  surviving the battle.  She then casts Polymorph, 
  changing into an exceptionally small vermin and 
  escaping through a crack in the floor.  Under no 
  circumstances should she become involved in 
  this battle any more than described above. 
  It is possible that the PCs reject all 
  involvement in these matters.  If they choose 
  to return to The Defiant Gesture or any other inn 
  within the city either now or during any of the 
  previous Encounters, modify the destination of 
  the Strike Team accordingly with the Alternate 
  Tactics listed below. The Strike Team’s goal is 
  to slay the PCs, no matter where they happen to 
  be. 
  Alternate Tactics – All APLs – The Strike 
  Team attempts to sneak into the PCs’ rooms.  
  The Judge should draw a standard hallway with 
  15’x15’ rooms on either side, assigning the PCs 
  rooms as they wish.  On one end of the hallway 
  will be the stairs, at the other will be a large 
  (20’x20’) common privy and wash room. The 
  Open Lock DC is 20, assuming that the PCs 
  lock their doors at night.  The Strike Team 
  members move through one room at a time 
  down the hallway dealing death as quietly as 
  they can until each PC is engaged or slain.  
  Artesh remains hidden in the outer hallway 
  unless the situation in a given room grows 
  particularly dire.  He believes himself above 
  such simple smash and grab matters. 
   
  Encounter Summary: 
  APL 8 (EL 11) –  
  • 
  Artesh 
  Thron 
  (Duergar 
  Ftr2/Rog6/Shd1) hp 68; See Appendix I 
  • 
  (2) Thrall Scout (Human Ftr2/Rog2) hp 
  30 See Appendix I 
  • 
  (2) 
  Thrall 
  Seeker 
  (Deep 
  Halfling 
  Rgr2/Rog2) hp 27 See Appendix 
  APL 10 – 
  • 
  Artesh 
  Thron 
  (Duergar 
  Ftr4/Rog6/Shd1) hp 88; See Appendix I  
  • 
  (2) Thrall Scout (Human Ftr2/Rog4) hp 
  42; See Appendix I 
  • 
  (2) 
  Thrall 
  Seeker 
  (Deep 
  Halfling 
  Rgr4/Rog2) hp 42; See Appendix I 
  APL 12 – 
  • 
  Artesh Thron (Duergar Ftr4/Rog8/Shd1) 
  hp 111; See Appendix I  
  • 
  (2) Thrall Scout (Human Ftr4/Rog4) hp 
  59; See Appendix I  
  • 
  (2) 
  Thrall 
  Seeker 
  (Deep 
  Halfling 
  Rgr5/Rog3) hp 55; See Appendix I 
  APL 14 – 
  • 
  Artesh 
  Thron 
  (Duergar 
  Ftr4/Rog10/Shd1) 
  hp 
  126; 
  See 
  Appendix I 
  • 
  (2) Thrall Scout (Human Ftr4/Rog6) hp 
  72; See Appendix I 
  • 
  (2) 
  Thrall 
  Seeker 
  (Deep 
  Halfling 
  Rgr5/Rog5) hp 67; See Appendix I 
  APL 16 – 
  
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  • 
  Artesh 
  Thron 
  (Duergar 
  Ftr4/Rog12/Shd1) 
  hp 
  154 
  See 
  Appendix I 
  • 
  (2) Thrall Scout (Human Ftr4/Rog8) hp 
  83; See Appendix I  
  • 
  (2) 
  Thrall 
  Seeker 
  (Deep 
  Halfling 
  Rgr9/Rog4) hp 91; See Appendix I 
   
  If the PCs refuse to be baited into reverse 
  tracking the Strike Team, engage any of the 
  notable groups involved with the situation within 
  Hochoch, or to become involved in any way the 
  Illithid will give up on them.  Proceed 
  Conclusion E – Judged to be of no use. 
  Encounter Four – Meat Like Any 
  Other 
  The PCs have two options at this point:   
  � 
  They may choose to reverse track the 
  attackers back to their base within the 
  city themselves.  If this is the case, 
  proceed normally within this section. 
  � 
  They may choose to do nothing and 
  stay within their inn, doing nothing.  If 
  this is the case, proceed to the 
  appropriate section of this Encounter. 
  Silence falls abruptly in the inside of the 
  Cackling Crow with the fall of your final 
  opponent.  The city outside the Crow seems 
  unaware of the violence carried out within its 
  walls.  No sound of guards or Knights 
  rushing to this place reaches your ears. 
  If the PCs have attempted to take Artesh or one 
  of the Thralls he led as a prisoner for 
  interrogation, their Illithid master has stopped 
  their hearts.  The PCs will not gain much useful 
  information from a Speak with Dead or similar 
  divination magic, as the Thralls have very little of 
  their own personalities left.  If the PCs use a 
  Raise Dead on anyone other than Artesh they 
  receive the response as detailed in Encounter 
  2a.  Artesh reveals no information except when 
  placed under magical compulsion.  If compelled, 
  he will answer the following questions: 
  � 
  Who are you? – Artesh Thron 
  � 
  Why are you here? – To lure birds out 
  of hiding. 
  � 
  What do you do? – I am an officer 
  within the Coven.  (He will not give any 
  more information about the Coven other 
  than its simple name.) 
  The Judge should give answers along the same 
  lines for reasonable questions.  He does not 
  betray the Coven, the Illithid, or anything else of 
  importance. 
  Methods of determining the position of the Side 
  of Beef Butcher Shop: 
  � 
  If the PCs have the ability to track they 
  will have no trouble reverse tracking the 
  strike team back to the Side of Beef.  
  The strike team was in far too much of a 
  hurry to take precautions to the contrary. 
  � 
  If the PCs ask around appropriately 
  allow them a DC 15 Gather Information 
  check from time to time.  Several 
  random townspeople were about and 
  saw a hooded party of men and small 
  ones 
  moving 
  through 
  the 
  streets.  
  Several such encounters will put them in 
  very close proximity to the Side of Beef. 
  � 
  The last method is through Divination 
  magic. 
  By any of these means the PCs will likely find 
  themselves outside the Side of Beef Butcher 
  Shop. (See DM’s Aid: Map # 8 – The Butcher 
  Shop) 
  The trail has led to a large building on the 
  northern fringe of the Merchant Quarter.  It 
  sits alone on its block, streets surrounding it 
  on all sides.  A single closed door is set in 
  what is most likely the front of the building.  
  Two solidly-built double doors face out the 
  rear of the building, also closed.  A loud 
  creak is heard as the hanging placard to the 
  left of the front door swings in the breeze.  
  The picture is of a head of cattle, neatly 
  lettered words proclaiming the building as 
  the Side of Beef. 
  From the outside, the Side of Beef has a single 
  front door with double doors leading out back, as 
  stated.  All of the walls and the ceiling are made 
  of specially treated wood obtained for its 
  hardness.  A single large chimney emerges from 
  roughly the center of the building.   A faint odor 
  of rendered fat can be discerned from outside.  
  Neither the front nor the rear doors are locked, 
  as Laduguer’s Heart, Hammer, and Fist are 
  looking forward to the visit. 
  [Through the front door (Room #1)] The door 
  yields easily to your attempt to open it.  A 
  
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  long counter is revealed as the door opens, 
  lightly stained on its top.  The scent of 
  butchered meat is heavy in the air.  And you 
  detect something else that cannot be easily 
  identified.  
  Through the back door and once past the front 
  room if the PCs enter that way: 
  [Back Door]  The rear doors stick slightly, 
  mutely protesting your attempt to open them.  
  They do open, though, releasing a strong 
  scent of blood. 
  [Work Room Interior (Room #3)]  Whole sides 
  of beef hang from the ceiling, several on 
  each side of a walking path between them.  
  Centered in that path and underneath each 
  hanging side of beef is a deep trough that 
  has evidently been used to catch the blood 
  from the beef and carry it along to a circular 
  vat set in the floor.  A pair of worktables are 
  tilted on their sides facing the door. 
  Allow the PCs a DC 22 Spot check if they 
  examine the meat before the Duergar choose to 
  attack.  If they succeed they will notice the fact 
  that almost a dozen human bodies in various 
  stages of decomposition hang amongst the beef.  
  If the PCs have received an accurate description 
  of the murdered Griffon Guardsman and 
  succeed at the Spot check they will see his body 
  hanging as well. 
  Building Interior Judge’s Notes – A smaller 
  room (Room #2) is tucked into the corner of this 
  building.  Used as an office by the prior owners 
  of the Side of Beef, it has been the living space 
  of the Illithid leader of the Coven’s advance 
  team for several weeks.  The door is locked [DC 
  25 Open Locks] but is not trapped.  The Illithid 
  wants the PCs to feel as if they are 
  accomplishing 
  something 
  by 
  destroying 
  Laduguer’s Heart, Hammer, and Fist. 
  The door gives way to a smaller room than 
  the 
  others 
  within 
  the 
  Side 
  of 
  Beef.  
  Immediately upon opening the door the smell 
  of concentrated garlic reaches you, mixed 
  with other spices much more difficult to 
  define.  The walls glow faintly with the soft 
  light of various forms of fungi that have 
  grown on nearly every surface.  A still-made 
  bed sits against the north wall but it appears 
  to be covered in an unknown dark liquid that 
  does not reflect any of the ambient light in 
  the room.  A desk is against the wall just to 
  the left of the door, a single folded sheet of 
  parchment has been placed there. 
  The ichor on the bed cannot be identified without 
  an extended period of study and an Alchemist’s 
  Lab.  It will have no effect if touched except to 
  carry the smell with it until washed.  There are 
  no traps in the room.  If the PCs were strong 
  enough to reach this place the Illithid wished for 
  them to be successful.  If they were not, there 
  would have been no need for traps. 
  The parchment reads: 
  The Coven grows impatient.  Bring us that 
  which we seek and the debt will be repaid.  I 
  await your coming. 
  Examine the tactics for the appropriate APL to 
  determine the how the encounter within the Side 
  of Beef should be conducted. 
  Tactics: 
  The Duergar present were put on alert when the 
  strike team left the Butcher Shop to attack the 
  Cackling Crow in Encounter Three.  All the 
  duergar are enlarged and invisible (as noted on 
  DM Aid Map #8) when the PCs arrive.  When 
  the duergar hear the first sound of any PCs 
  arrival, the Heart begins casting spell ups.  All 
  others prepare readied actions appropriate.  The 
  judge should choose an opportune moment for 
  the attack to begin with a surprise round. 
  Hammer – He finds an opportune position and 
  set himself as a pillar for defense, striking at any 
  PCs who approach.  He attempts to pin down 
  the PCs down in one spot to allow the Fists to 
  circle around and find better attack positions.  
  He uses his elemental gem to harass any 
  bowmen or spell casters within view while he is 
  in a defensive position. 
  Heart – He concerns himself with supporting the 
  others when possible and casting to disrupt or 
  attack the PCs. 
  Fists – They move into flank positions when 
  possible to take full advantage of their reach and 
  attempt to use the Hammer in his defensive 
  position whenever possible. 
  Encounter Summary 
  APL 8 (EL 11) 
  � 
  Laduguer’s 
  Hammer, 
  (Duergar 
  Clr7/Ftr2), hp 77 See Appendix I 
  � 
  Laduguer’s Heart, (Duergar Clr 3) hp 
  25 See Appendix I 
  � 
  (3) 
  Laduguer’s 
  Fist, 
  (Duergar 
  Ftr2/Rog1) hp 26 See Appendix I 
  
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  APL 10 (EL 13) 
  � 
  Laduguer’s 
  Hammer, 
  (Duergar 
  Clr7/Ftr2/DwD1/Tem1), 
  hp 
  98 
  See 
  Appendix I 
  � 
  Laduguer’s Heart, (Duergar Clr 5) hp 
  41 See Appendix I 
  � 
  (3) 
  Laduguer’s 
  Fist, 
  (Duergar 
  Ftr2/Rog3) hp 41 See Appendix I 
  APL 12 (EL 15) 
  � 
  Laduguer’s 
  Hammer, 
  (Duergar 
  Clr7/Ftr2/DwD3/Tem1), hp 130 See 
  Appendix I 
  � 
  Laduguer’s Heart, (Duergar Clr 7) hp 
  58 See Appendix I 
  � 
  (3) 
  Laduguer’s 
  Fist, 
  (Duergar 
  Ftr4/Rog3) hp 59 See Appendix I 
  APL 14 (EL 17) 
  � 
  Laduguer’s 
  Hammer, 
  (Duergar 
  Clr7/Ftr2/DwD5/Tem1), hp 154 See 
  Appendix I 
  � 
  Laduguer’s Heart, (Duergar Clr 9) hp 
  74 See Appendix I 
  � 
  (3) 
  Laduguer’s 
  Fist, 
  (Duergar 
  Ftr4/Rog5) hp 79 See Appendix I 
  APL 16 (EL 19) 
  � 
  Laduguer’s 
  Hammer, 
  (Duergar 
  Clr7/Ftr2/DwD7/Tem1), hp 191 See 
  Appendix I 
  � 
  Laduguer’s Heart, (Duergar Clr 11) hp 
  91 See Appendix I 
  � 
  (3) 
  Laduguer’s 
  Fist, 
  (Duergar 
  Ftr4/Rog7) hp 94 See Appendix I 
  Encounter Five – The Flock 
  Gathers 
  Encounter 5A – An Exclusive 
  Invitation 
  The PCs will be invited to a Gathering of the 
  leadership of the Midnight Ravens to discuss 
  their findings thus far.  Their conduct will be 
  quite important in determining how much further 
  they are able to go toward meeting with one who 
  could answer quite a few questions.  This 
  encounter begins as they are traveling across 
  the city, whether soon after the bloodshed in 
  Encounter Four or after making reports in 
  Encounter Five. 
  The rain continues to fall, turning the already 
  muddy streets of Hochoch into a quagmire 
  that pulls at your every step.  Visibility is 
  poor, the temperature is falling, and very few 
  townspeople are out and about.  As you 
  move across the city you hear the sound of a 
  little boy crying in an alley to your left. 
  If the PCs choose to investigate: 
  A boy sits just inside the mouth of an 
  alleyway.  His tattered cloak might have been 
  black once, but has certainly become the 
  color of fresh mud given the current 
  conditions.  His knees are drawn up against 
  his chest; his hands are clasped to hold 
  himself in that position as he rocks back and 
  forth. 
  He will allow the PCs to approach and start to 
  talk with him without stopping his crying.  He will 
  reply if asked a direct question.  Add sniffles and 
  other signs of crying as you think appropriate: 
  • 
  Who are you? – “They call me Andrei.” 
  • 
  Who calls you that? – “My friends and 
  family.” 
  • 
  What’s the matter? – “I’ve been sent to 
  wait for people to come by…powerful 
  people.”  The crying stops and he looks up 
  with mock awe.  “Are YOU powerful, 
  (insert commonly known name of the PC 
  speaking with him or failing that the 
  commonly known name of any PC in 
  sight)?” 
  A sense motive check (DC15) indicates that the 
  boy is completely telling the truth, though there 
  may be more to the situation than he’s willing to 
  tell.  The crying doesn’t seem quite legitimate. 
  At this point he drops the pretext, stands, and 
  makes sure that no authorities are within view.  
  When that is accomplished: 
  “Apparently you have a fan, (insert same PC 
  name).  The Lady of Knowledge wishes you 
  to be present at a Gathering, to give a report 
  and maybe learn a little bit of what’s going 
  on.” 
  He answers questions if asked.  Most answers 
  will consist of a shrug and a smile.  Exceptions: 
  • 
  What is a Gathering? – A meeting of 
  the Aspects. 
  
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  • 
  Do outsiders normally get summoned to 
  a Gathering? – No.  The Lady must 
  really like you for some reason.  
  When there aren’t any other questions he asks 
  one of his own: 
  “I’m supposed to take you there.  Are you 
  coming?” 
  If the PCs decline, he informs them that such 
  offers only come once.  He shows them a 
  medallion he wears, a stylized raven in flight on 
  a light blue background as proof of his identity 
  and ask them again.  If they decline again he 
  stands up, shrugs, and moves out into the city, 
  heedless of the driving rain.  If they attempt to 
  follow him, he allows it and goes to the Cracked 
  Cup to buy a meal.  He stays there until the inn 
  closes, then sleeps in its common room that 
  night. 
  If the PCs accept: 
  “Alright, follow me then.”  He hops to his feet 
  and moves further down the alleyway, then 
  over several streets.  He changes direction 
  several times but always comes back to 
  moving east toward the river.  Finally, he 
  stops at a small house.  He knocks, waits a 
  moment, and then opens the door.  Sliding a 
  sack tied to his belt around to the front, he 
  reaches inside and pulls out some pieces of 
  black cloth.  He hands one to each of you, 
  “Sorry about the smell.  Orders.  Oh…keep 
  the familiars put away, too.  Bunches of 
  people in this part of the city would see 
  critters like that and think about dinner.” 
  The PCs each find themselves holding a sack 
  made from surprisingly thick cloth.  There is a 
  faint musty smell about each one as the PCs put 
  them on.  The PCs are allowed to retain their 
  weapons and other possessions.  Andrei does 
  not mention it, allowing the PCs the victory of 
  believing that they got something past him.  If 
  they refuse he shrugs and send them back 
  outside, saying, “Nothing I can do about it.  
  Wait out there, then.  Your friends may be 
  back for you.”  The door is securely locked 
  behind them, (DC 25 Open Locks x 3) 
  Once everyone’s sight is blocked: 
  A rope is tied between each of you, so that 
  none is separated from the others.  You are 
  led forward into the house, then to your left.  
  There is a pause as a door is opened.  You 
  are led forward again, then down, then left, 
  then left, then right, then down once more, 
  then up.  And so on for well over an hour.  
  Finally, you are stopped and a woman’s 
  voice reaches you, quite familiar, “Thank 
  you, Andrei.  Stay if you would…we may 
  need you to guide them back out.”  “Of 
  course, milady.” 
  Your vision is restored as the hood is drawn 
  away from your head.  The woman you had 
  been introduced to before as the Aspect of 
  Knowledge stands before you.  She no 
  longer has a concealing hood and her 
  features are strikingly beautiful beneath her 
  auburn hair. 
  “I thank you for coming, adventurers.  As 
  your sponsor at this Gathering, it falls to me 
  to explain some ground rules for your 
  behavior in this place.” 
  She pauses to allow any conversation from the 
  PCs as they have a look around.  The room they 
  are standing in is nondescript.  It is perhaps 15’ 
  on a side and has exactly one door that they are 
  facing.  Since they were not turned when they 
  arrived, it should be obvious that door is not the 
  way they entered. 
  “First, all weapons, wands, etc., will be peace 
  tied or otherwise secured at all times.  If you 
  have difficulty following this rule I am sure 
  that the Aspect of Strength will have no 
  issue with its enforcement. 
  “Second, it would be best if you only spoke 
  when spoken to.  You are guests here.  
  Guests who have been invited and have 
  information needed for a logical discussion 
  certainly, but you remain guests. 
  “Third, if you disrupt the Gathering or act 
  with a lack of respect in any way you will be 
  removed.  These are uncertain times and that 
  removal may not be gentle. 
  “Finally…we have had a comfortable working 
  arrangement in the past.  I’d like to just 
  remind you that you are here because I 
  suggested it to my peers and you represent 
  me to a certain degree.” 
  Encounter 5B – The Gathering 
  The PCs should be given a chance to secure 
  their items as necessary.  She does not move 
  until that is accomplished.  If the PCs prove 
  difficult, she attempts to gently correct their 
  behavior, reminding them of the first rule.  If they 
  continue to present a problem she asks that 
  Andrei lead them away.  She then takes the 
  
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  others forward.  If a PC is distrustful and wants 
  to have a party member behind she smiles 
  slightly at their futility and asks Andrei to wait 
  with them here. 
  When all of them are ready to her satisfaction: 
  The lady that you know as the Aspect of 
  Knowledge nods, “Right, then.”  Without 
  another word she pivots and moves to open 
  the door behind her. 
  The PCs have another opportunity to walk away 
  from the meeting at this point. 
  The room on the other side is quite large; the 
  sound of your companions’ footsteps seems 
  to be swallowed up in the depths of the 
  surrounding darkness.  A pair of candles sits 
  at each end of a long rectangular table, 
  providing the only light in the room.  Even 
  those who have Darkvision seem to be 
  having difficulty making out any walls other 
  than the one bearing the door behind you.  
  Stone pillars are spaced every few feet, 
  supporting the roof of this massive room. 
  The room is an 80’ square with the table sitting 
  directly in the center.  There are over a dozen 
  Midnight Ravens from the Aspect of Strength 
  hiding and shielded with Invisibility around the 
  room.  The table is one enormous secret door.  
  It is triggered to descend into the floor by 40’ to 
  a hallway and rooms beyond if all of the The 
  Aspects and the Convergence are present in the 
  room, hiding behind pillars near the table.  As 
  the PCs approach, the leadership of the 
  Midnight Ravens take their places.   
  Judges’ Note – If the PCs attempt any sort of 
  combat during this meeting with the Midnight 
  Ravens, remind them once of the rules set forth 
  by the Aspect of Knowledge.  If they continue to 
  force combat, take the character sheets from the 
  players and contact the Geoff triad immediately.  
  There is enough overwhelming force of the 
  Midnight 
  Ravens 
  in 
  the 
  immediate 
  area 
  (including the room the PCs are in) that there is 
  no chance for survival by the offending PCs. 
  A man sits at the center of the table directly 
  opposite where you stand.  “I believe 
  introductions are in order.  To my left are the 
  Aspects of Sight and Necessity.  To my right 
  are the Aspects of Faith and,” he pauses to 
  wait 
  for 
  the 
  lady 
  to 
  take 
  her 
  seat, 
  “Knowledge.  The Aspects of Stealth and 
  Strength send their regrets, as they are 
  attending to other matters.” 
  A successful Sense Motive check (DC 25 + 
  APL) lets the PCs know that what the 
  Convergence says isn’t quite true.  In reality, the 
  Aspects of Stealth and Strength are in the room 
  out of sight and hidden from the PCs. 
   The 
  Aspects are all wearing cloaks with lowered 
  hoods of varying colors.  All are armed and 
  wearing their normal equipment. 
  “Now, I believe that we know most of you.  
  For the sake of those who may be less 
  informed, please introduce yourselves and 
  let us talk of your findings.  Who is killing my 
  Ravens?” 
  Once the PCs have introduced themselves and 
  reported their findings, continue with the 
  meeting. 
  “Your report is troubling.  My lady of 
  Knowledge may have informed you of this 
  earlier…members of the Aspect of Necessity 
  were murdered several weeks ago, one in 
  Niole Dra, and one in Hookhill.  Both were in 
  horrific circumstances, neither was able to 
  be 
  recovered. 
   
  Parties 
  were 
  sent 
  to 
  investigate and were able to speak with the 
  murderers to some limited degree.” 
  “The murders were apparently meant to be 
  as a warning, but the ones who committed 
  them were fishing for information about 
  Galimar Withington.  There have been some 
  clues around the city that indicate that they 
  haven’t stopped that search.  I’ve lost several 
  other Ravens of varying ranks.” 
  “It may be best for you to speak with him 
  yourself.  In fact, when I contacted him and 
  we spoke of your investigation he asked that 
  you be sent to him at first opportunity.  I do 
  not know why he would request such a thing 
  but some questions I prefer not to press.” 
  “We know of a way to find him.  If you will 
  go, we will arrange a guide to the entrance.” 
  The Judge should allow the PCs to say their 
  farewells if they wish before being shown to the 
  door by the Aspect of Knowledge.  She will close 
  the door behind them and the Gathering will 
  disperse. 
  In the outer room you find Andrei.  “So that’s 
  it then?” 
  He moves to the right wall of the room and 
  begins to press specific places upon it.  With 
  an audible click a large piece of the wall 
  moves aside.  He says, “Right.  In you go.  I’ll 
  
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  need to wait a moment and close the door 
  behind us.  Light the way if you’d like.” 
  He walks through the tunnels, appearing to 
  know the way quite easily.  “I’m going to 
  miss this tunnel,” he says conversationally. 
  “You’re not of the Midnight Ravens and you 
  have seen it.  I can’t see the Convergence 
  allowing it to stay in service.  I’m sure people 
  will be closing the tunnel up as soon as 
  we’re finished.” 
  After nearly an hour of travel through the 
  winding tunnel you come to an iron-bound 
  wooden door.  “This is it, then.  Good luck.” 
  The door is unlocked and not trapped.  The PCs 
  are not given any further clues as to where they 
  are or what is behind the door.  
  Encounter 6 – Travels and 
  Conversations Most Perilous 
  6A Catacombs beneath Caer Dwr 
  Gwyldly 
  Spiral Staircase 
  Give the party some time to make any plans or 
  take any precautions they wish.  Once the PCs 
  open the door, read the following: 
  Your sight is limited by smooth sloping 
  stone walls as the staircase before you 
  spirals into darkness. The steps are tiled 
  stone that fit together nicely, and torch 
  sconces hang unlit as they have for 
  countless years before. The sound of the 
  passage you have opened continues to echo 
  down into the ancient depths. 
  The spiral staircase is 5' wide and will continue 
  to spiral down to a final distance of 500'. Every 
  25' is a secret passage and a tiny peep hole that 
  was once used for watching for intruders. Each 
  of these passages appears to trail off into the 
  depths of the earth. (These secret doors were 
  created under employed Elven supervision, and 
  do not allow the Elven natural ability to detect 
  secret doors by passing within 5'.)  
  If PCs decide to follow these passages, have 
  them wander aimlessly in a cramped passage 
  until it (seemingly) dead ends approximately a 
  mile away. Characters wearing medium armor 
  are reduced to half speed, and characters in 
  heavy armor will not fit. Small characters or 
  characters wearing light armor are unimpeded. 
  There are currently no traps on the spiral 
  staircase. Extremely observant PCs explicitly 
  spending time looking for traps will find several 
  places where particularly vicious traps could be 
  place or had been placed once before. These 
  nooks are now vacant. 
  Sewer Tunnel 
  The lengthy spiral staircase finally comes to 
  an end in a large stone room. A massive 
  archway opens into long tunnel. The walls of 
  the tunnel curve up into a curved ceiling, 15' 
  high in the center, and 20' across. On both 
  sides of the tunnel there is a low ledge, and a 
  short set of steps leads to the central floor of 
  the tunnel. The stone floor is visibly damp. 
  The tunnel gradually and slightly turns to the 
  right.  
  This tunnel twists and turns slightly gradually, 
  first right, then left, and back again, leading in a 
  single general direction, but crafted in a manner 
  as to intentionally block sight lines. For game 
  mechanics, the ledges on either side are 3' high 
  and 2' wide. Anyone wearing medium or heavy 
  armor will need to make balance checks every 
  30' to stay on the ledge. The ledges are not 
  damp, only the central floor.  
  PCs may make a relatively easy Spot check to 
  notice a set of holes set into the sides of the 
  ledges, spaced every 6', for the entire length of 
  the tunnel. A PC who makes a successful 
  Dungeoneering or Disable Device check (DC 
  20) will be able to discern that half of these 
  pipes are used for flooding the tunnel, the other 
  half for draining them. With a successful Disable 
  Device check, they will realize there is no 
  apparent arming mechanism for this effect, and 
  that it is triggered manually elsewhere in the 
  complex. For the purposes of this module, this 
  mechanism will not be triggered. However, the 
  PCs should realize it could be used quite 
  effectively with quite deadly repercussions. If the 
  PCs are not sufficiently distraught, remind them 
  the fluids pumped into the room are not 
  necessarily water. 
  Lichen Staircase 
  After several minutes of marching through 
  the damp tunnel, you find a broad staircase 
  which leads steeply up into the darkness. 
  The stairway is 10' wide and the ceiling of the 
  
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  stairway is arched like the last tunnel. 
  Several 
  small 
  platforms 
  segment 
  the 
  staircase. You notice the walls and ceiling 
  are unclean and have apparently suffered 
  from the constant humidity and exposure to 
  moisture.  
  The natural molds and fungus on the walls and 
  ceiling of this staircase have been mixed with 
  several much more toxic variety found in the 
  Underoerth.  
  Survival / Knowledge Nature  
  DC 20 - The lichen appears to be toxic 
  DC 25 - The lichen is a rare variety from the 
  Underoerth 
  DC 30 – Lichen must have been deliberately 
  cultivated to become this potent, also clearly is 
  similar to Mycanoid types 
  Physically disturbing the molds will release a 
  cloud of spores within a 5' radius of any area 
  touched, dealing piercing damage as the spores 
  attempt to burrow into the flesh of any foolish 
  victim. Wards against poison provide no defense 
  against these spores. This fungus should only 
  react if PCs intentionally attempt to climb or walk 
  on either the ceilings or walls (such as with the 
  use of a spider climb spell), or if a PC makes a 
  deliberate attempt to interact with the organic 
  substance. (untiered - Fort DC 33, 1D10 Con / 
  1D10 Con) 
  This staircase leads up a total of 30', with a 10' 
  long platform spaced after every 10' of height. 
  Again, the intent of the designer was clearly to 
  block sightlines. 
  Adamantine Ribbons 
  The staircase opens before you into a tunnel 
  with an arched ceiling. Approximately 20' 
  into the tunnel, you see a most interesting 
  sight. The entire width of the tunnel is filled 
  with hanging chains that have thin hooplike 
  links and tiny colorful beads. These bead 
  lengths run from the ceiling into a metal 
  grated floor, where they disappear from view. 
  They sway slightly as a faint warm breeze 
  blows from further down the tunnel. The 
  curtain of beads extends another 50' down 
  the tunnel." 
  A search or spot check (DC5) gives a great deal 
  of information about this portion of the tunnel.  
  The beaded chains are clearly part of yet 
  another trap. The hoop links are a very 
  malleable metal and are currently in a disarmed 
  state. The beads are tiny glass capsules with an 
  assortment of various contact poisons, gaseous 
  poisons, fungus spores, and acidic mixtures. 
  They are fragile, but will not become loose 
  unless someone attempts to force past them. 
  When the chains are in a disarmed state, one 
  may simply move through the hanging beaded 
  chains at half speed without any ill effects. 
  This trap, like the sewer tunnel, must be 
  activated manually elsewhere. When the trap is 
  activated, the chains draw taut, and the hoop 
  links straighten. The beads themselves are hung 
  from a very thin length of barbed adamantine 
  chain that hangs in the center of the each of the 
  hoop link. They are effectively disarmed or 
  shielded by the larger hoop links they hang 
  within. Only when the hoops are drawn tight, will 
  individuals risk brushing against the adamantine 
  barbs. As this trap is not currently activated, it 
  may be simply circumvented by moving at half 
  speed through the area. (Disable Device will 
  reveal this information) 
  Any character who boldly decides to ignore 
  warnings by other wiser characters should be 
  given a Wisdom check DC 10, and then if they 
  continue, simply ripped to shreds and dissolved 
  without dice rolling. They may send complaints 
  to the Geoff Triad.  
  Any means to further disable the trap must be 
  performed beneath the seamless metal grate, 
  which has been stone shaped into the floor 
  around it on all sides. Anyone entering the area 
  beneath the grate without performing further 
  searching and disabling is subject to a Reverse 
  Gravity (untiered - Search DC 32, Disable DC 
  32, Reflex DC 20), and will be flung into the 
  beaded chains with the same effect as a 
  character who would attempt to push through 
  them. 
  Hallway Maze 
  Leaving the beaded chains, the hallway 
  quickly narrows to a 10' length, barely wide 
  enough 
  for 
  two 
  walking 
  shoulder 
  to 
  shoulder. The tunnel turns a quick corner 
  and opens up into a visual atrocity. The 
  hallway before you extends in a straight line, 
  as far as the eye can see. Spaced evenly on 
  both sides of the hallway are more hallways 
  that extend either direction. Peering down 
  the side passages reveals hallways identical 
  to this one, with similar side passages. A 
  
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  virtual gridwork of identical tunnels and 
  passages disappears into the darkness. " 
  Each side passage is 10' wide and spaced every 
  30' apart. The characters are in the center 
  passage of 5 passages. Each of the 5 tunnels 
  runs parallel to a length of 600'. Where every 
  tunnel ends, is an illusion of a continuing tunnel. 
  (PCs may only attempt a Will Save to disbelieve 
  upon physical contact to such an illusion.) There 
  are several ways to circumvent this area. 
  PCs may make a very difficult tracking check 
  (DC35) to find evidence of one man sized figure 
  in  medium armor and one child or halfling sized 
  figure has travelled these lengths within the last 
  week.  
  A high level cleric may cast Find the Path which 
  will immediately lead to an exit to the area. 
  Any group that travels this area for a while 
  without luck (DM’s discretion), will automatically 
  be bumped into, Little Lost Girls. 
  Little Lost Girls 
  A small figure pads up behind you. It 
  appears to be a young Oeridian girl, with 
  straight long black hair, and large dark eyes. 
  She wears a night gown and tiny slippers, 
  and drags with her a very nice blanket. She 
  is sucking her thumb although the young girl 
  seems a bit old to be doing so. She looks 
  curiously at your group.  
  � 
  Who are you? "I'm Bethany. " 
  � 
  What are you doing here? "I live here. " 
  � 
  What do you eat? "Sometimes I go to 
  the kitchens upstairs. " 
  � 
  How did you get here? "I live with my 
  Uncle " 
  � 
  Who is your Uncle? "Uncle Gallimar " 
  � 
  How long have you been here? "A few 
  years... I'm not sure. " 
  � 
  What have you seen here? "Not many 
  people come this way. It’s really quiet 
  a lot. " 
  � 
  Where did you get that blanket? "My 
  Uncle gave it to me. " 
  � 
  Do you know how to exit this area? 
  "Yessir. " 
  � 
  Can you take us to Withington? "Um, 
  ok. " 
  The girl is much smarter than she lets on, but 
  will play up her innocence. The blanket she has 
  with her is a Cloak of Resistance +5. This is 
  available at all APLs. Any PC may take it without 
  much struggle. Bethany is a small girl and will 
  pout and be very unhappy, but can do nothing 
  against any given character. PCs only gain 
  access to this item on their Adventure Record by 
  forcefully taking this item from her.  A PC that 
  does so earns the Emnity 
  of 
  Galimar 
  Withington on the Adventure Record. 
  Mist Bridge 
  You count your way through the maze of 
  corridors to the 10th hallway. You make a 
  single right turn, followed by a single left 
  turn. With a few quick motions, the wall on 
  your left slides aside revealing another stair 
  case leading up. You travel another 50' up, 
  and you can feel the air is much warmer 
  here. The air is thick with moisture, and as 
  you exit the staircase, you find much of your 
  metal gear damp as tiny droplets are already 
  collecting.  
  You are in a large cavern with a warm mist. 
  Faint bubbling sounds echo throughout the 
  cavern. Walking forward, you see the ground 
  before you narrow to a thin bridge of stone 
  that barely pokes out of the shallow lake. It 
  extends off into the mist and deeper into the 
  cavern.   
  The mist is a natural mist which limits visibility to 
  20'. The water is 5' deep and the bridge has 
  room underneath it for a Medium sized creature 
  to hide. The water is heated by magical stone 
  plates in the corners of the room, from which the 
  bubbling sounds originate. The cavern is huge, 
  and finding these plates would be a great ordeal. 
  Players should be dissuaded from leaving the 
  bridge or entering the water. For the purposes of 
  this module, there will be no repercussions.  
  Symbol of Death 
  Leaving the stone bridge, the mist thins 
  again and the cavern tapers to a single exit. 
  A 10' wide corridor stretches slightly further 
  and the floor becomes clean tile once more. 
  After a sharp right turn, you find yourself 
  facing another long corridor.  
  A few hundred feet down the corridor, you 
  find your path blocked. Spanning across the 
  hallway is an intricately woven design of 
  pure 
  silky 
  strands, 
  completely 
  nearly 
  
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  blocking your path. It seems strikingly 
  similar to other arcane writings you have 
  seen before in your adventuring career. 
  If Bethany is with the party...  
  The young girl walks over to the spider web 
  and leans and stretches her tiny body in 
  such a fashion to slip between the strands 
  without disturbing the web. She pauses on 
  the other side, and looks at you expectantly.  
  Stop the party 15' from the spiderwebs. The 
  following checks may be applied to this situation: 
  Knowledge Arcana / Knowledge Religion / 
  Spellcraft / Search: This is clearly an inactive 
  Symbol of Death. It appears to be set to trigger if 
  it is disturbed. 
  Knowledge Nature / Survival: The design 
  appears to be woven naturally by the creature 
  that crafted (cast) the symbol. 
  Any individual who makes a Dex check or 
  escape artist check (DC 15) squeezes through 
  the fibers of the spiderweb without disturbing it. 
  If the PCs have ranks of Balance, they may 
  apply theirr bonus to this skill. Please note, if a 
  player rolls a Natural 1, he/she automatically 
  triggers the trap. Anyone whose bonus to 
  balance exceeds 14 does not have to roll. 
  The trap may be circumvented by any individual 
  of Flan descent. If an individual of Flan descent 
  who moves within 5' of the trap, the section of 
  wall with the trap will slide away. Anyone in 
  physical contact with that character, such as 
  holding hands, may pass through that section of 
  hallway. Otherwise the section of wall will slide 
  back into place with blinding speed. A use magic 
  device check, DC 20, may be used to simulate 
  Flan descent.  
  Symbol of Death Trap: CR 10, magic device; 
  special trigger, automatic reset (symbol of death, 
  17th level wizard, DC 23 Fortitude save 
  negates); single target; Search DC 34; Disable 
  Device DC 34 
  Ooze Hallway 
  You finish checking yourself for any loose 
  spider-silk strands and continue on once 
  more. You travel another short staircase up, 
  and find a short simple hallway, conveniently 
  plain, ending in a strangely carved large iron 
  door. A pair of circular metal disks are 
  embedded in the wall on either side of the 
  door. The floor is immaculately clean.  
  This room has three pit traps which lead to size 
  Huge Black Puddings. The sides of the pits are 
  treated to make climbing extremely difficult, and 
  to prevent the oozes from escaping. Simple 
  search and avoid tactics should circumvent 
  these. A party with Bethany may bypass these 
  without effort. 
  Pit with Black Pudding Trap: CR varies, 
  mechanical device, automatic reset; DC varies 
  Reflex save avoids; 30 ft deep; one target; Huge 
  Black Pudding(Grapple +18, Reflex DC 21 or 
  weapon or armor destroyed) 
   
  APL 8  - Search DC 23; Disable Device DC 23; 
  Reflex DC 23 
  (CR 7) 
  APL 10  - Search DC 26; Disable Device DC 26; 
  Reflex DC 26 
  (CR 9) 
  APL 12  - Search DC 29; Disable Device DC 29; 
  Reflex DC 29 
  (CR 9) 
  APL 14  - Search DC 32; Disable Device DC 32; 
  Reflex DC 32 
  (CR 11) 
  APL 16  - Search DC 35; Disable Device DC 35; 
  Reflex DC 35 
  (CR 11) 
  Hand Prints 
  On either side of the door is a pair of metal 
  disks, each carved intricately with arcane 
  symbols. The disk on the left is made of cold 
  iron, and the disk on the right is made of 
  silver. As you move closer to either disk, it 
  begins to hum slightly. The center door is 
  carved with the image of large griffon over a 
  blazened sunburst. Upon closer inspection, 
  tiny shards of silver are ingrained in the 
  surface of the door, giving it a reflective 
  gleam. 
  The door is opened by placing one hand on 
  each disk simultaneously. The door will only 
  open if the individual is wearing a signet ring of 
  Gyric Noble, a Griffon Guard ring, or a Use 
  Magic device check is made to simulate the 
  possession of one of those. Someone who 
  attempts to use the disks and fails will be hit with 
  a Chain Lightning. Whoever is touching the 
  disks will not receive a Reflex save, as they are 
  willfully touching the metal disks. 
  Chain Lightning Trap: CR varies; magical 
  device, special trigger, automatic reset;  spell 
  effect (chain lightning, 15th level wizard, Reflex 
  save negates); multiple targets (up to 15 targets) 
  
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  APL 8  - Search DC 10; Disable Device DC 25; 
  Reflex DC 20 
  (CR 9) 
  APL 10  - Search DC 10; Disable Device DC 28; 
  Reflex DC 24 
  (CR 9) 
  APL 12  - Search DC 10; Disable Device DC 31; 
  Reflex DC 28 
  (CR 11) 
  APL 14  - Search DC 10; Disable Device DC 34; 
  Reflex DC 32 
  (CR 12) 
  APL 16  - Search DC 10; Disable Device DC 37; 
  Reflex DC 36 
  (CR 12) 
  6B Meeting Withington 
  The hallway opens into a larger room, with 
  several wooden tables, and a few sheets of 
  hand written notes. A lantern stands on one 
  table besides several rows of small vials. A 
  brief glance at the hand-written notes reveal 
  writings mentioning Hookhill, Sterich, and 
  Niole Dra. Smaller scribbles and numbers 
  follow each. Several sheets contain listings 
  of expenses, checks, and balances. You also 
  notice requisition forms for various items, 
  including one for an extremely large quantity 
  of a particularly potent poison. A voice 
  speaks from the other end of the room  “Why 
  are you here?" 
   A figure with plain Oeridian features and 
  short dark hair steps out of the shadows. He 
  wears a dark clean cloak and well fitted 
  leathers. A rapier hangs visibly on his left 
  hip. His dark eyes affix firmly on your 
  group." 
  Bethany wanders away at this time. She does 
  not stay for any reason. If anyone attempts to 
  cast a spell in “Withington's” presence, he 
  attacks immediately.  
  “Withington” is a programmed illusion that he 
  helped craft quite skillfully, and has been placed 
  over a Clay Golem. It is the illusion itself 
  interacting with the PCs and not the Clay Golem. 
  Withington has left the Golem behind to deal 
  with adventurers or others who have sold out to 
  the Coven. Withington is spying on the 
  conversation and knows anything shared with 
  his illusion in this encounter. He does not show 
  his true self under any circumstances. 
  � 
  Who are you? "You should know who 
  I am, if you have come this far." 
  � 
  Do you know of the murders outside the 
  city? "I have heard of agents of the 
  Midnight Ravens in the field who 
  have been killed. I understand one 
  man 
  had 
  his 
  face 
  removed. 
  I 
  understand another was turned to 
  dust. I was also told that several of 
  the investigating party were subject 
  to a Mycanoid trap." 
  � 
  Mycanoids?!? "It is not uncommon for 
  the Coven to use resources available 
  to them from the Under-oerth." 
  � 
  Have you heard of the murders inside 
  the city? "I have heard several of the 
  Midnight Ravens’ safe houses were 
  assaulted. It is most unfortunate. I 
  have also heard the Aspect of 
  Knowledge almost fell victim to one 
  of these attacks. This time they go 
  too far. " 
  � 
  Are you a member of the Midnight 
  Ravens? " No. " 
  � 
  Are you a member of the Evro Llygadi? " 
  No. " 
  � 
  Are you a member of the Enosi? " No. " 
  � 
  Are you associated with the Midnight 
  Ravens? "Once I helped form the 
  Midnight Ravens. I have no time for 
  such things now. My business takes 
  me elsewhere. " 
  � 
  What happened when you were in 
  Sterich? "As you know, my business 
  took me to Sterich. In my line of 
  business, I make many enemies. I 
  have no desire to bring them back 
  with me here to Hochoch. This would 
  not have been a problem if it weren't 
  for loud mouthed adventurers. The 
  plague now upon this city falls on 
  their heads. " 
  � 
  Do you know who is causing the attacks 
  on the city? "These acts are the work 
  of the Coven." 
  � 
  Who is the Coven? "The Coven is a 
  guild of Duergar and Illithids, known 
  to many as Mind Merchants, and an 
  excellent source of exotic goods and 
  services." 
  � 
  Why are they here? "I believe they are 
  looking for me. When the Brenin was 
  injured after the Giants first took 
  Gorna, his clone became activated. 
  The Brenin survived, but his wound 
  was great and he was taken away 
  
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  into hiding. The clone however was 
  unstable. I sought the services of the 
  Coven to perform certain ... services 
  of the mind, for the clone. The clone 
  performed as expected until the 
  Unseelie intervened. " 
  “In the contract we agreed upon, I 
  assured the Coven that their agent 
  would not be harmed by the Gyri or 
  members 
  of 
  the 
  Griffon 
  Court. 
  However, the Unseelie slipped past 
  our defenses, possessing the Clone 
  and slaughtering the Illithid. Even the 
  Enosi were unable to detect its 
  presence. " 
  The 
  Coven 
  took 
  this 
  murder 
  personally, as can be expected. 
  However, they feel that somehow I 
  am responsible for their agent's 
  death, as his former employer. They 
  feel that as a suitable compensation, 
  they will take me as a Thrall for all 
  eternity.  Oddly, I disagree with their 
  interpretation 
  of 
  the 
  agreement. 
  Thus, I am hunted. " 
  � 
  What should we do? "The Coven has 
  pushed beyond the boundaries of 
  acceptable behavior. They have come 
  into Hochoch. They have come into 
  Caer Dwr Gwyldy. They have come 
  into the home of the Brenin. And for 
  this, they shall pay quite harshly. I 
  would ask that you deal with their 
  agents here. I have discovered that 
  they have a forward assault location, 
  just outside the Anti-Teleport field, 
  South of Hochoch, and just inside the 
  border of the Gran March. It is 
  believed to be nearby to a Gyri 
  refugee camp. You should have no 
  trouble finding it. I have other 
  preparations to attend to. If you 
  survive, I will contact you with further 
  information. " 
  � 
  Who are the Enosi? "You will have to 
  ask them. That is not for me to tell. " 
  � 
  Who are the Evro Llygadi? "You will 
  have to ask them. That is not for me 
  to tell. " 
  6C Travel Out 
  Withington leads you down a set of hallways 
  until he reaches another solid wooden door 
  bound with cold iron bands. He unfastens 
  the massive lock and the door silently opens. 
  He gestures silently into the tunnel. Once 
  you have all entered the tunnel, the door 
  shuts behind you, and several clicks lead 
  you to believe that other things were reset 
  other than the locking mechanism." 
  Travel down the tunnel out is much more 
  relieving, and when the touch of sunshine 
  hits your skin again, you fight the urge to 
  celebrate. Yet the foreboding feeling you get 
  from the knowledge you now hold sends 
  goose bumps down your spine. You slowly 
  turn things over in your mind as you make 
  your way through the countryside, south of 
  Hochoch.  
  Encounter Summary 
  All APLs 
  � 
  Black Pudding (Huge Ooze) hp 115 See 
  Monster Manual pg 201 
  � 
  Clay Golem (Large Construct) hp 90 
  See Monster Manual pg 134 
  Encounter 7 – Endgame, or An 
  Opening Gambit Concluded 
  After several hours of effort the entrance to 
  what is believed to be the entry point of the 
  Coven into the city of Hochoch comes into 
  view.  The smell of garlic and brine that you 
  picked up half an hour ago and have been 
  following is very strong here, emanating 
  from a large crack in a bare hillside. 
  Pause to allow the PCs to take any precautions 
  they may wish.  There is no other way into the 
  lair, as the interior path winds for some distance 
  generally downward before opening up.  The 
  entire cavern is warded against Divination 
  spells. 
  The crack expands almost immediately 
  beyond the edge of the hillside wall.  It winds 
  downward in a nearly perfect spiral pattern 
  for several hundred feet before it levels off in 
  front of a door that stands slightly ajar.  The 
  portal is iron-shod at the edges, with a single 
  knob at what would be chest height on an 
  average human with no visible lock.  A piece 
  of worked adamantine plate is set in the 
  center of the door, formed in the shape of a 
  mountain suspended by four dark pillars of 
  flame.  
  
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  Pause again to allow the PCs to take any 
  precautions they wish prior to entering through 
  the door.  If the door is examined they may 
  notice (DC 15 Spot) that there are four smaller 
  knobs attached to the main door knob.  These 
  are what the Illithid uses to open the door most 
  comfortably.  There are no secret passages or 
  anything similar.  Adjudicate Stone Shape or 
  similar magic according to its effect on natural 
  stone and based upon the map provided in the 
  Appendix for this Encounter. 
  A hallway extends beyond the door for a few 
  feet before turning a corner into a larger 
  room lit by moss.  A stone table is set in the 
  middle of this room, long enough to seat six 
  without difficulty.  Plates of sliced meat, 
  breads, and cheeses are set upon the granite 
  surface of the table.  A tented piece of paper 
  bearing the true name of each of you lies in 
  front of a chair.  Goblets filled with an 
  unknown liquid complete the place setting. 
  "Please," a syrupy smooth voice is heard in 
  your mind, "Have some of our refreshments.  
  You are tired.  The Coven welcomes you to 
  our bastion in Gyruff." 
  The PCs may eat and drink or not.  The food is 
  real and is not poisoned, although no Divination 
  spells will function in this cavern to confirm that 
  fact.  When the PCs leave the room and move 
  down the hallway read the following: 
   
  The hallway beyond the room bearing 
  refreshments leads forward for a few feet 
  before turning sharply and opening up into a 
  large squared cavern.  The ceiling is over 
  sixty feet high and is barely visible in the 
  light shed by growths of various molds and 
  fungi on the walls.  Perhaps a dozen alcoves 
  are visible, cut into the cavern walls at 
  random intervals. 
  In the center of the room a human stands 
  next to what appears to be a throne carved of 
  stone and a long stone table adorned with 
  leather straps along its length.  He is wearing 
  a shirt of chain mail and has a greatsword 
  strapped over his left shoulder.  Sitting on 
  the throne is what could only be an Illithid, 
  known to most as a Mind Flayer.  The 
  creature is wearing simple brown robes that 
  can be seen clearly against its light gray skin 
  tone.  A woman lounges against the 
  creature’s legs, smiling as one of its 
  tentacles caresses the ritual tattoo and old 
  wound on her left temple. 
  The creature rises as you enter, displacing 
  the woman with an almost irritated flick of 
  one of its tentacles.  It opens the front of its 
  robes, 
  displaying 
  symbols 
  ritualistically 
  burnt into its sickly looking flesh.  It is 
  surprisingly 
  well-muscled 
  and 
  its 
  movements are fluid. 
  “Tell me what you know of Gyruff, Gundar 
  Kevitz and Galimar Withington and the 
  Coven will allow you to leave this place, 
  lunchmeat slaves.”  Its syrupy smooth voice 
  whispers in your mind, “Otherwise, you will 
  join the ranks of our Thralls in Hochoch and 
  the search continues.” 
  The Mind Flayer allows the PCs to tell them 
  what it wishes to know.  It settles for information 
  about Withington as all it needs to know to let 
  the PCs leave safely.  It does, however, probe 
  for any information they are willing to give about 
  Geoff, the Knights of the Watch, and the 
  Midnight Ravens.  If the PCs choose to use this 
  option, proceed to the conclusion that is 
  appropriate for that outcome.  The Mind Flayer 
  uses its Detect Thoughts ability to sense when a 
  hostile action is coming and will leap into battle 
  with no surprise round on either side. 
  “The treachery of the Gyri will not be 
  forgotten by the Coven!” the mental voice 
  shouts as the Mind Flayer leaps high into the 
  air, unnaturally suspended before you and 
  poised to attack. 
  Initiative should be rolled at this point.  Please 
  utilize the provided map the Appendix II. 
  If the PCs successfully defeated the Mind Flayer 
  and his Thralls, read the following: 
  Silence falls in the cavern as the form of the 
  loathsome creature crumples to the floor.  A 
  bit of movement catches your eye as more 
  Mind Flayers come into existence within the 
  alcoves along the walls, one after another.  
  They abruptly move forward with perfect 
  precision, forming a circle around the body 
  of the Illithid upon the floor.  They turn away 
  from the corpse, facing the cavern walls and 
  wait for a long moment.   
  A final Mind Flayer phases into the cavern, 
  armor like none you’ve seen moving fluidly 
  with its movements.  It moves forward and 
  through the circle, disappearing from your 
  view.  A sickening crunch is heard, a sound 
  that will not be forgotten soon. 
  
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  A chorus of mental voices speaks, “The 
  knowledge of this one is returned to the 
  Hive.  The Coven will make use of it.  The 
  body is nothing, the mind is all.” 
  The circle phases out then, revealing the 
  armored Illithid kneeling next to the corpse.  
  As it phases out, a final voice speaks in your 
  mind, “Make no mistake, lunchmeat slaves.  
  The Coven will return to Gyruff to claim that 
  which is ours.  Your part in this has been 
  noted.”   
  Proceed to the conclusion that is appropriate for 
  this outcome. 
  If all of the PCs fall victim to attacks that are 
  disabling (Mind blasts, hold spells, etc.), the 
  following should be read to the PCs: 
  With uncanny efficiency, the remaining 
  Thralls disarm each of you.  The Illithid 
  ponders 
  for 
  a 
  moment, 
  his 
  tentacles 
  writhing.  A moment later the decision is 
  made and one of your number is placed on 
  the stone table and strapped down tightly. 
  The Illithid has made an educated guess as to 
  which of the PCs is most likely to come out of 
  their stupor the soonest.  The remaining Thralls 
  stand guard over the rest of the party; prepared 
  to use every one of their abilities to subdue the 
  PCs at the command of their master should 
  another of the effects wear off while the Illithid 
  waits.  When the PC strapped to the chair is 
  able to move once more the Illithid begin 
  stroking the PC’s skull with its tentacles and 
  mentally asks them to reconsider telling it about 
  Galimar Withington.   
  � 
  If the PC gives in, they and the rest of 
  the party will be released into the 
  countryside outside the cavern.   
  � 
  If the PC refuses, roll initiative.  If the 
  Illithid wins it attaches all four of its 
  tentacles and forces the rest of the PCs 
  to watch it extract the brain on the next 
  round.  It will then have another PC 
  strapped to the table and start the 
  process again until someone cracks. 
  The PCs may choose to banter with the Mind 
  Flayer. The Mind Flayer has one interest, and 
  this 
  is 
  learning 
  of 
  Galimar 
  Withington's 
  whereabouts. It attempts to learn from the PCs 
  any information it can about the Midnight 
  Ravens, the Knights of the Watch, or any other 
  organization they may be associated with. The 
  MindFlayer continually has the PCs under a 
  Detect Thoughts spell, and instantly detects any 
  PC attempting to lie to it. To succeed with a lie, 
  a PC must make a Will Save vs. the 
  MindFlayer's Mind Blast DC, appropriate to the 
  APL. If any PC is caught in a lie, the MindFlayer 
  becomes outraged and immediately leaps to the 
  attack.  
  It is possible to complete this encounter without 
  combat. If the PCs convincingly tell the 
  MindFlayer as to where to find Withington, they 
  are free to leave. Under no other conditions 
  does the MindFlayer allow the PCs to leave.  
  Tactics 
  All APLs 
  If the Mind Flayer attacks the PCs, he uses his 
  abilities to attempt to disarm the PCs and 
  subdue them.  It wants information regarding 
  Withington more than it wants the PCs dead.  It 
  views the PCs as incidental and will only kill 
  particularly stubborn parties.  If the outcome 
  becomes obvious in favor of the Coven, the 
  Mind Flayer periodically asks the PCs to 
  surrender. 
  The Thralls split up and the fighters seek out 
  spell casters and/or bowmen to allow the Mind 
  Flayer to be most effective. Thralls do not use 
  subdual damage, but the Mind Flayer retains 
  control and imposes its tactics on them as well. 
  APL 16 – The wizard uses her spells to greatest 
  effect to disable PCs in a targeted manner.  
  Encounter Summary 
  APL 8 (EL 11) 
  • 
  Mind Flayer Monk (Mind Flayer, Mnk 4) 
  hp 108; See Appendix I 
  • 
  (2) 
  Baklunish 
  Thrall 
  (Human, 
  Brbn1/Ftr6) hp 85 See Appendix I 
  APL 10 (EL 13) 
  • 
   Mind Flayer Monk (Mind Flayer, Mnk 
  6) hp 124; See Appendix I 
  • 
  (2) 
  Baklunish 
  Thrall 
  (Human, 
  Brbn1/Ftr8) hp 110; See Appendix I 
  APL 12 (EL 15) 
  • 
  Mind Flayer Monk (Mind Flayer, Mnk 8) 
  hp 144; See Appendix I 
  • 
  (2) 
  Baklunish 
  Thrall 
  (Human, 
  Brbn1/Ftr10) hp 134; See Appendix I 
  
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  APL 14 (EL 17) 
  • 
  Mind Flayer Monk (Mind Flayer, Mnk 
  10) hp 162; See Appendix I 
  • 
  (2) 
  Baklunish 
  Thrall 
  (Human, 
  Brbn1/Ftr12) hp 156; See Appendix I 
  APL 16 (EL 19) 
  • 
  Mind Flayer Monk (Mind Flayer, Mnk 
  12) hp 180; See Appendix I 
  • 
  (2) 
  Baklunish 
  Thrall 
  (Human, 
  Brbn1/Ftr12) hp 156; See Appendix I 
  • 
  Baklunish Wizard, (Human, Wiz13) hp 
  66;  See Appendix I 
  Conclusions 
  Which conclusion the PCs receive depends on 
  several factors.  The Judge should utilize each 
  conclusion in turn depending on who the PCs 
  choose to speak with of the events.  Also 
  provided are conclusions for the unsuccessful 
  outcomes that are possible in the course of this 
  scenario. 
  Conclusion A – Informing the 
  Midnight Ravens 
  The Aspect of Knowledge will send a messenger 
  to the PCs stating that she will return to the 
  scene of their meeting to speak with them if they 
  wish.  After the events are detailed she will 
  question them closely about what they may have 
  revealed to the Coven.  She suggests strongly 
  that the PCs not discuss what they have learned 
  about the Midnight Ravens and Galimar 
  Withington with the Knights of the Watch, 
  Hochoch Town Watch, or any other authorities.  
  She asks them to only speak of the return of the 
  Coven and the danger it poses to the entire 
  Sheldomar if it is not held back.  If the Aspect 
  finds that the PCs insist upon telling the 
  authorities everything that has been learned she 
  will draw upon any “Favors Owed to the 
  Midnight Ravens” certificates that may be in the 
  possession of PCs at the table. 
  If the PCs take her advice and tell the authorities 
  only the bare minimum or nothing at all they will 
  receive two of the items listed on the Adventure 
  Record:  “Favor of the Midnight Ravens of 
  Geoff” and “A Known Commodity”. 
  If the PCs either decline to follow her advice or 
  assure her that they will speak of nothing or 
  proceed to do otherwise the PCs will receive 
  “The Enmity of the Midnight Ravens” as noted 
  on the Adventure Record.  It is foolish to believe 
  that something happens in Hochoch that the 
  Aspect 
  of 
  Knowledge 
  does 
  not 
  discover 
  eventually. 
  Conclusion B – Informing the 
  Authorities 
  There are several concerned groups that are 
  anxiously awaiting word that there will be no 
  further 
  murders 
  within 
  Hochoch 
  or 
  the 
  Sheldomar Valley.   
  • 
  If the PCs give a report concerning the 
  Coven to the Knights of the Watch they 
  will be thanked for their diligence in 
  pursuing 
  the 
  investigation 
  to 
  its 
  conclusion.  They will be noted as law-
  abiding citizens and receive “The Favor 
  of the Knights of the Watch” as noted on 
  the Adventure Record.  The PCs are 
  questioned 
  closely 
  regarding 
  the 
  activities of the Midnight Ravens, as the 
  Knights find any information they may 
  gain regarding the Ravens to be useful 
  in maintaining control over the city of 
  Hochoch. 
  • 
  If the PCs give a report concerning the 
  Coven to the Hochoch Town Watch, the 
  Watch will express the same sentiment 
  as the Knights.  The primary concern of 
  the Town Watch is that the killings will 
  stop, allowing the Watch time to bolster 
  its ability to keep Hochoch quiet in these 
  disturbed times. 
  • 
  If the PCs give a report concerning the 
  Coven to the Griffon Guard the news is 
  met with consternation as another threat 
  to Gyruff is revealed to those directly 
  charged with the nation’s protection.  
  The PCs are thanked for concluding the 
  investigation and assured that the 
  Griffon Guard will be prepared to meet 
  any coming threat with whatever means 
  are required. 
  • 
  If the PCs give a report concerning the 
  events of this module to any church or 
  other official organization that group will 
  express dismay and state that their 
  organization will make preparations to 
  meet the coming threat. 
   
  Note:  If the PCs speak of the Midnight Ravens 
  (Aspects, Gathering, or method of operation) 
  they will receive “The Enmity of the Midnight 
  
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  Ravens”.  If the PCs speak of Galimar 
  Withington to any degree they will receive “The 
  Enmity of Galimar Withington.” 
  Conclusion C – The Coven Learns 
  Much 
  The result of this conclusion depends upon how 
  much information was given to the Coven and 
  about whom.  All effects are cumulative and are 
  not mitigated by whether or not the PCs inform 
  each group as to the betrayal.  The Coven is not 
  quiet 
  in 
  the 
  coming 
  months 
  about 
  the 
  information gained, assuring that each group is 
  well aware as to the source of the leak. 
  • 
  If the PCs speak of the Midnight 
  Ravens, they receive “The Enmity of the 
  Midnight Ravens” as noted on the 
  Adventure Record. 
  • 
  If the PCs speak of Galimar Withington, 
  they receive “The Enmity of Galimar 
  Withington” as noted on the Adventure 
  Record. 
  • 
  If the PCs speak of the Knights of the 
  Watch, they receive “The Enmity of the 
  Knights of the Watch” as noted on the 
  Adventure Record. 
  Conclusion D – Slain  
  If some PCs are slain in the course of combat in 
  this module they may choose to obtain a Raise 
  Dead or Reincarnate from multiple temples 
  within the city of Hochoch.  The standard price 
  for the spellcasting applies.  The module can 
  then be continued from that point. 
  If all PCs are slain or dead PCs are left upon the 
  field with surviving Coven operatives, those 
  fallen PCs are considered to be unrecoverable. 
  Conclusion E – Judged To Be Of 
  No Use 
  If the PCs refuse to be baited into participating in 
  the events of the module they will earn 
  experience for those events that occurred up to 
  that point.  The Coven will engage them in their 
  Inn rooms.  Should the PCs survive the battle 
  and continue to not participate the Illithid will 
  give up on them.  The PCs will be allowed to 
  remain in their rooms for the remainder of their 
  spent Time Units.  The PCs receive no favors 
  from the Adventure Record. 
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. 
  Then assign the experience award.  Award the 
  total value (objectives plus roleplaying) to each 
  character. 
  Encounter One 
  Defeat Thrall 
   
  APL 8 – 330 
   
  APL 10 – 390 
   
  APL 12 - 450 
   
  APL 14 - 510 
   
  APL 16 – 570 
  Encounter Three 
  Defeat Advance Thrall Strike Team 
   
  APL 8 – 330 
   
  APL 10 – 390 
   
  APL 12 - 450 
   
  APL 14 - 510 
   
  APL 16 – 570 
  Encounter Four 
  Defeat Dueregar Strike Team 
   
  APL 8 – 330 
   
  APL 10 – 390 
   
  APL 12 - 450 
   
  APL 14 - 510 
   
  APL 16 – 570 
  Encounter Six 
  Avoid, Disable or Circumvent Black Pudding 
  Trap 
   
  APL 8 – 210 
   
  APL 10 – 270 
   
  APL 12 - 270 
   
  APL 14 - 330 
   
  APL 16 – 330 
  
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  Avoid, Disable or Circumvent Hand Print Trap 
   
  APL 8 – 270 
   
  APL 10 – 270 
   
  APL 12 - 330 
   
  APL 14 - 360 
   
  APL 16 – 360 
  Find Withington 
   
  APL 8 – 330 
   
  APL 10 – 390 
   
  APL 12 - 450 
   
  APL 14 - 510 
   
  APL 16 – 570 
  Discover Coven Involvement 
   
  APL 8 – 330 
   
  APL 10 – 390 
   
  APL 12 - 450 
   
  APL 14 - 510 
   
  APL 16 – 570 
  Encounter Seven 
  Find Coven Hideout 
   
  APL 8 – 330 
   
  APL 10 – 390 
   
  APL 12 - 450 
   
  APL 14 - 510 
   
  APL 16 – 570 
  Defeat Hochoch Coven 
   
  APL 8 – 330 
   
  APL 10 – 390 
   
  APL 12 - 450 
   
  APL 14 - 510 
   
  APL 16 – 570 
  Discretionary Roleplaying Award 
  Judge may allocate up to the following for good 
  role-playing 
   
   
  APL 8 – 480 xp 
   
  APL 10  – 600 xp 
   
  APL 12  – 720 xp 
   
  APL 14  – 840 xp 
   
  APL 16 – 960 xp 
  Total Possible Experience 
   
  APL 8 – 2400 xp 
   
  APL 10  – 3000 xp 
   
  APL 12  – 3600 xp 
   
  APL 14  – 4200 xp 
   
  APL 16 – 4800 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. 
  
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  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a 
  characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP 
  Gained 
  field 
  of 
  the 
  adventure 
  certificate.  
  Because this is a Regional scenario, characters 
  may spend additional Time Units to practice 
  professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter One: 
  APL 8: L: 201 gp; C: 156 gp; M: Cloak of 
  Resistance +4 (16,000 gp) Sickle +1 (2306 gp) 
  APL 10 L: 1 gp; C: 156 gp; M: Cloak of 
  Resistance +4 (16,000 gp) Full Plate +1 (2650 
  gp) Armor Spikes +1 
  (2350 gp) Sickle +1, 
  Human Bane (8306 gp) 
  APL 12 L: 1 gp; C: 156 gp; M Cloak of 
  Resistance +5 (25,000 gp) Full Plate +1, Light 
  Fortification (5650 gp) Armor Spikes +1 Frost 
  (8350 gp) Sickle +1, Human Bane (8306gp) 
  APL 14 L: 1 gp; C: 156 gp; M Cloak of 
  Resistance +5 (25,000 gp) Full Plate +2, 
  Moderate Fortification (26,650 gp) Armor Spikes 
  +1, Frost (8350 gp) Sickle +1, Wounding, 
  Human Bane (32,306 gp) 
  APL 16 L: 1 gp; C: 156 gp; M Cloak of 
  Resistance +5 (25,000 gp) Full Plate +2, Heavy 
  Fortification (50,650 gp)  Armor Spikes +1, 
  Frost, Keen (18,350 gp) Sickle +2, Wounding, 
  Human Bane (50,306 gp) 
   
  Encounter Three 
  APL 8 L: 257 gp; C: 0 gp; M Amulet of Natural 
  Armor +1 (2000 gp) Bastard Sword +1 (2335 gp) 
  3 Cloak of Resistance +1 (1000 gp) 2 Heavy 
  Steel Shield +1 (1170 gp) Mithral Chain Shirt +1 
  (2250 gp) Mithral Heavy Shield +1 (2170 gp) 
  Ring of Protection +1 (2000 gp) 2 Chain Shirt +1 
  (1250 gp) 2 Studded Leather +1 (1175 gp) 
  APL 10 L: 193 gp; C: 0 gp; M Amulet of Natural 
  Armor +1 (2000 gp) Bastard Sword +1 (2335 gp) 
  Boots of Striding and Springing (5500 gp) Cloak 
  of Resistance +2 (4000 gp) Mithral Chain Shirt 
  +1 (2250 gp) Mithral Heavy Shield +1 (2170 gp) 
  Ring of Protection +1 (2000 gp) 2 Chain Shirt +1 
  (1250 gp) 2 Heavy Steel Shield +1 (1170 gp) 2 
  Rapier +1 (2320 gp) 2 Amulet of Natural Armor 
  +1 (2000 gp) 2 Cloak of Resistance +1 (1000 
  gp) 2 Studded Leather +1 (1175 gp) 
   
  APL 12 L: 69 gp; C: 0 gp; M 3 Amulet of Natural 
  Armor +1 (2000 gp) Bastard Sword +1 (2335 gp) 
  Boots of Striding and Springing (5500 gp) Cloak 
  of Resistance +2 (4000 gp) Gauntlets of Ogre 
  Power +2 (4000 gp) Mithral Chain Shirt +1 
  (Shadow, Silent Moves) (9750 gp) Mithral Heavy 
  Shield +2 (5170 gp) 3 Ring of Protection +1 
  (2000 gp) 2 Chain Shirt +1 (1250 gp) 2 Heavy 
  Steel Shield +1 (1170 gp) 2 Necklace of 
  Fireballs type I (1650 gp) 2 Rapier +1 (2320 gp) 
  2 Cloak of Resistance +1 (1000 gp) 4 Short 
  Sword +1 (4310 gp) 2 Studded Leather +1 (1175 
  gp) 
  APL 14 L: 69 gp; C: 0 gp; M Amulet of Health +2 
  (4000 gp) Bastard Sword +1 (Acidic Burst) 
  (18,335 gp) Boots of Striding and Springing 
  (5500 gp) 3 Cloak of Resistance +2 (4000 gp) 
  Gauntlets of Ogre Power +2 (4000 gp) Mithral 
  Chain Shirt +1 (Shadow, Silent Moves) (9750 
  gp) Mithral Heavy Shield +2 (5170 gp) Ring of 
  Protection +2 (8000 gp) 2 Amulet of Natural 
  Armor +1(2000 gp) Short 4 Sword +1 (2310 gp) 
  2 Studded Leather +2 (4175 gp) 2 Chain Shirt 
  +1 (1250 gp) 2 Heavy Steel Shield +1 (1170 gp) 
  2 Necklace of Fireballs type II (2700 gp) 2 
  Rapier +1 (Vicious) (8320 gp) 2 Ring of 
  Protection +1 (2000 gp) 
  APL 16 L: 69 gp; C: 0 gp; M  
  Amulet of Health +4 (16,000 gp ) Bastard 
  Sword +1 (Acidic Burst) (18,335 gp) Boots of 
  Striding and Springing (5500 gp) Cloak of 
  Resistance +4 (16,000 gp) Gauntlets of Ogre 
  Power +4 (16,000 gp) Mithral Chain Shirt +1 
  (Shadow, Silent Moves) (9750 gp) Mithral 
  Heavy Shield +3 (10,170 gp) Ring of Protection 
  +2 (8000 gp) Amulet of Natural Armor +1 (2000 
  gp) 4 Short Sword +1 (Flaming) (8310 gp) 2 
  Studded Leather +2 (4175 gp) 2 Chain Shirt +1 
  (4250 gp) 4 Cloak of Resistance +2 (4000 gp) 2 
  Heavy Steel Shield +1 (4170 gp) 2 Necklace of 
  Fireballs type II (2700 gp) 2 Rapier +1 (Vicious) 
  (8320 gp) 2 Ring of Protection +1 (2000 gp) 
   
  Encounter Four 
  
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  APL 8 L: 266 gp; C: 0 gp; M Cloak of 
  Resistance +1(1000 gp) Elemental Gem (Earth) 
  (2250 gp) 3 Guisarme +1 (2309 gp) Gauntlets of 
  Ogre Power +2 (4000 gp) Heavy Steel Shield +1 
  (1170 gp) Warhammer +1 (2312 gp) Pearl of 
  Power (1st Level) (1000 gp) 
  APL 10 L: 266 gp; C: 0 gp; M Cloak of 
  Resistance +2 (4000 gp) 3 Potion of Haste (750 
  gp) Elemental Gem (Earth) (2250 gp) 3 
  Guisarme +1 (2309 gp) Gauntlets of Ogre Power 
  +2 (4000 gp) Heavy Steel Shield +1 (1170 gp) 
  Warhammer +1 (Shock) (8312 gp) Pearl of 
  Power (1st Level) (1000 gp) Cloak of Resistance 
  +1 (1000 gp) Elixir of Fire Breath (1100 gp) 3 
  Salve of Slipperiness (1000 gp) 
  APL 12 L: 250 gp; C: 0 gp; M Amulet of Health 
  +2 (4000 gp) Cloak of Resistance +3 (9000 gp) 
  Cloak of Resistance +1 (1000 gp) Elemental 
  Gem (Earth) (2250 gp) Elixir of Fire Breath 
  (1100 gp) Gauntlets of Ogre Power +2 (4000 gp) 
  Heavy Steel Shield +2 (4170 gp) Warhammer 
  +1 (Shock) (8312 gp) Light Mace +1 (2305 gp) 
  Pearl of Power (1st Level) (1000 gp) 3 
  Greatsword +1 (2350 gp) 3 Guisarme +1 (2309 
  gp) 3 Potion of Haste (750 gp) 3 Salve of 
  Slipperiness (1000) 
  APL 14 L: 130 gp; C: 0 gp; M Adamantine Full 
  Plate (16,200 gp) Amulet of Health +2 (4000 gp) 
  Cloak of Resistance +3 (9000 gp) Cloak of 
  Resistance +1 (1000 gp) Elemental Gem (Earth) 
  (2250 gp) Gauntlets of Ogre Power +2 (4000 gp) 
  Heavy Steel Shield +2 (4170 gp) Warhammer 
  +1 (Shock, Thundering) (18,312 gp) Elixir of Fire 
  Breath (1100 gp) Light Mace +1 (2305 gp) Pearl 
  of Power (1st Level) (1000 gp) Periapt of 
  Wisdom +2 (4000 gp) Potion of Shield of Faith 
  +5 (900 gp) 3 Boots of Striding and Springing 
  (5500 gp) 3 Greatsword +1 (2350 gp) 3 
  Guisarme +1 (2309 gp) 3 Potion of Haste (750 
  gp) 3 Salve of  Slipperiness (1000 gp) 
  APL 16 L: 130 gp; C: 0 gp; M Adamantine Full 
  Plate (16,200 gp) Amulet of Health +4 (16,000 
  gp) Cloak of Resistance +3 (9000 gp) Elemental 
  Gem (Earth) (2250 gp) Gauntlets of Ogre Power 
  +4 (16,000 gp) Heavy Steel Shield +2 (4170 gp) 
  Warhammer +2 (Shock, Thundering) (32312 gp) 
  Cloak of Resistance +1 (1000 gp) Elixir of Fire 
  Breath (1100 gp) Light Mace +1, Spell Storing 
  (8305 gp) Pearl of Power (2nd Level) (4000 gp) 
  Periapt of Wisdom +2 (4000 gp) Potion of Shield 
  of Faith +5 (900 gp) 3 Boots of Striding and 
  Springing (5500 gp) 3 Greatsword +1 (2350 gp) 
  3 Guisarme +2 (8309 gp) 3 Oil of Magic  
  Vestment +5 (3000 gp) 3 Potion of Haste (750 
  gp) 3 Salve of Slipperiness (1000 gp) 
  Encounter Seven  
  APL 8 L: 20 gp; C: 0 gp; M Necklace of Natural 
  Weaponry – Frost (2600 gp) Bracers of Armor 
  +4 (16,000 gp) 2 Greatsword +1 (2350 gp) 
  APL 10 L: 20 gp; C: 0 gp; M Necklace of Natural 
  Weaponry – Frost (2600 gp) Bracers of Armor 
  +5 (25,000 gp) 2 Greatsword +1 Merciful (8350 
  gp) 
  APL 12 L: 20 gp; C: 0 gp; M Necklace of Natural 
  Weaponry - Unholy, Shock (18,600 gp) Bracers 
  of Armor +7 (49,000 gp) Potion of Flaming Fists 
  (300 gp) Ring of Protection +3 (18,000 gp) 2 
  Greatsword +2 Merciful (18,350 gp) 
  APL 14 L: 20 gp; C: 0 gp; M Necklace of Natural 
  Weaponry - (Human Bane, Dwarf Bane, Elf 
  Bane, Gnome Bane) (32,600 gp) Bracers of 
  Armor +8 (64,000 gp) Potion of Flaming Fists 
  (300 gp) Ring of Protection +3 (18,000 gp) Ring 
  of Shocking Blows (13,000 gp) Cloak of 
  Resistance +3 (9000 gp) Ki Straps (5000 gp) 2 
  Greatsword +3 Merciful (32,350 gp) 
  APL 16 L: 20 gp; C: 0 gp; M Necklace of Natural 
  Weaponry - (Brilliant Energy, Wounding) (72,600 
  gp) Bracers of Armor +8 (64,000 gp) Potion of 
  Flaming Fists (300 gp) Ring of Protection +3 
  (18,000) Ring of Shocking Blows (13,000 gp) 
  Vest of Resistance +3 (9000 gp) Cloak of 
  Charisma +6 (36,000 gp) Gloves of Dexterity +6 
  (36,000 gp) 2 Greatsword +3 Merciful (32,350 
  gp) Amulet of Health +2 (4000 gp) Headband of 
  Intellect +4 (16,000 gp) Cloak of Resistance +3 
  (9000 gp) 
  Total Possible Treasure (Maximum 
  Reward Allowed) 
  APL 8: L: 333.9 gp; C: 15.6 gp; M: 8121 gp) – 
  Total: 8470.5 gp (2400 gp). 
  APL 10: L: 479.9 gp; C: 15.6 gp; M: 14,670 gp) – 
  Total: 15,165.5 gp (3500gp). 
  APL 12: L: 340.4 gp; C: 15.6 gp; M: 30,339.5 gp) 
  – Total: 30385.5 gp (6000gp). 
  APL 14: L: 237.9 gp; C: 15.6 gp; M: 52,209.5 gp) 
  – Total: 52463 gp (11,200gp). 
  APL 16: L: 220.4 gp; C: 15.6 gp; M: 86,709.5 gp) 
  – Total: 86945.5 gp (20,000gp). 
  
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  Items for the Adventure 
  Record 
  Favor of the Knights of the Watch: This favor 
  allows the character to effectively "cut the red 
  tape" in a particular encounter where a Knight of 
  the Watch would be able to act under more 
  favorable circumstances. For example, the 
  character could go armed where normally they 
  would not be allowed, they might be able to view 
  a closed crime scene, or enter a restricted area. 
  Characters who are already members of the 
  Knights of the Watch may use this favor to 
  reduce time in grade for their next promotion. 
  Enmity of the Knights of the Watch: The 
  Knights of the Watch are very displeased with 
  the character. The character is considered 
  hunted. The next time the character is detained 
  within the Sheldomar Valley by a Lawful 
  Orgnization for any reason, they are passed into 
  the custody of the Knights of the Watch, where 
  they will find themselves spending 12 TU 
  performing various acts of mundane labor. 
  Favor of the Midnight Ravens: A character 
  may expend this favor to automatically succeed 
  at any one Gather Information, Knowledge 
  Local, or Knowledge Nobility check of DC 30 or 
  lower. Doing so requires 24 hours for sufficient 
  resources to be made available. This favor may 
  only be expended within the Sheldomar Valley. 
  This favor may also be used to reduce time in 
  grade for a member of the Midnight Ravens. 
  Enmity of the Midnight Ravens: In any 
  scenario the character participates in, within the 
  Sheldomar Valley where he or she pays at least 
  2 TU, they must pay an additional TU due to 
  coincidental travelling inconveniences. 
  Enmity of Gallimar Withington: You have 
  angered one of the more reknown assassins 
  who operates wihtin the Sheldomar Valley. This 
  enmity will come into play when the character 
  least expects it. In addition, the character 
  receives a -4 to all charisma based checks when 
  dealing with any criminal elements within the 
  Sheldomar Valley, as most professionals of the 
  darker trades are wary to associate with the 
  individual. 
  Item Access 
   
  APL 8 
  Amulet of Natural Weaponry (adventure) 
  Upgrade to Frost Weapon (meta-regional) 
   
  APL 10 (all items from APL 8 plus) 
  Upgrade to Wounding Weapon (meta-regional) 
  Potion of Flaming Fists (meta-regional) 
   
  APL 12(all items from APL 10 plus) 
  Bracers of Armor +7 (meta-regional) 
  Ring of Protection +3 (meta-regional) 
  Upgrade to Shocking Weapon 
   
  APL 14 (all items from APL 12 plus) 
  Ring of Shocking Blows (meta-regional) 
  Ki Straps (adventure) 
   
  APL 16 (all items from APL 14 plus) 
  Brilliant Energy Upgrade 
  Cloak of Charisma +6 
  Gloves of Dexterity +6 
   
  
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  Appendix I – NPCs 
  The stat blocks for this adventure have been 
  deliberately chosen by the authors and are 
  considered properly balanced for each APL.  
  They should not be modified by the judge for 
  any reason. 
  APL 8 (EL 11) 
  Encounter One 
  Baklunish Thrall, Human, Ftr6/Rav5; CR 
  11; 
  Medium 
  Humanoid; 
  5'/5'; 
  HD 
  11d10+33; hp 107; Init +1; Spd 20 ft/x3; AC 
  21(+8 armor, +2 shield, +1 dex); Atk 
  +17/+12/+7 One-handed  (1d6+7,19-20/x2, 
  Sickle +1); SV Fort +16, Ref +10, Will +7; 
  AL CE; Str 18(+4), Dex 12(+1), Con 
  16(+3), Int 12(+1), Wis 6(-2), Cha 6(-2); 
  Skills and Feats: Handle Animal -1, 
  Intimidate +12, Knowledge (local) +8, 
  Knowledge (religion) +10, Survival +5;  
  Blind-Fight, Improved Critical (Sickle), Iron 
  Will, Lightning Reflexes, Power Attack, 
  Improved Sunder, Weapon Focus (Sickle), 
  Weapon 
  Specialization 
  (Sickle), 
  Fast 
  Healing 
  Pain Touch 2/day – An unarmed 
  melee touch attack that deals 1d8+5 points 
  of damage.  If done through a weapon the 
  damage is 1d4+5;    
  Aura of Fear 2/day – Enemies within 
  20’ of the character suffer a -2 morale 
  penalty on all saving throws for as long as 
  they remain within range;   
  Cruelest Cut 1/day – With a 
  successful strike, the character deals 1d4 
  points of temporary Constitution damage in 
  addition to normal damage. 
  Possessions: Cloak of Resistance +4, 
  Masterwork Full Plate, Masterwork Armor 
  Spikes, Sickle+1, Explorer’s Outfit, Small 
  Belt Pouch (156 gp) 
  Encounter Three 
  Artesh 
  Thron, 
  Dwarf 
  (Duergar), 
  Ftr2/Rog6/Shd1; 
  CR 
  10; 
  Medium 
  Humanoid; 5'/5'; HD 6d6+1d8+2d10+27; hp 
  68; Init +3; Spd 20 ft/x4; AC 23 (+5 armor, 
  +3 shield, +3 dex, +1 deflection, +1 natural); 
  Atk +9/+4 One-handed  (1d10+3,19-20/x2, 
  Bastard Sword +1); SA   Darkvision 120’, 
  1/day Enlarge Person, Invisibility (Self) as 
  Sor9, Immune to Paralysis, Phantasms and 
  Poison, Stonecunning (+2), Stability (+4), 
  +2 racial saving throw bonus against spells 
  and effects, +1 racial bonus against orcs and 
  goblinoids, +4 dodge bonus against giants, 
  +4 to Appraise and Craft checks that deal 
  with stone or metal, +4 racial bonus to Move 
  Silently, +1 racial bonus to Listen and Spot, 
  Light Sensitivity; Sneak Attack +3d6, 
  Trapfinding, Trap Sense +2, Evasion, 
  Uncanny Dodge, Hide in Plain Sight SV 
  Fort +10, Ref +12, Will +5; AL CE; Str 14 
  (+2), Dex 16 (+3), Con 16 (+3), Int 12 (+1), 
  Wis 12 (+1), Cha 6 (-2);  
  Skills and Feats: Escape Artist +14, 
  Hide +16, Jump +6, Listen +12, Move 
  Silently +20, Perform (Dance) +3, Search 
  +10, Spot +13, Tumble +16;  Blind-Fight, 
  Combat Reflexes, Dodge, Mobility, Spring 
  Attack, Exotic Weapon Proficiency (Bastard 
  Sword) 
   
  Possessions: Amulet of Natural 
  Armor +1, Bastard Sword +1, Cloak of 
  Resistance +1, Explorer’s Outfit, Mithral 
  Chain Shirt +1, Mithral Heavy Shield +1, 
  Ring of Protection +1 
  Enlarged: Large Humanoid; 10’/10’ 
  (natural); AC 21 (+5 armor, +3 shield, +2 
  dex, -1 size, +1 deflection, +1 natural); Atk 
  +9/+4 
  One-handed 
  (2d8+4, 
  19-20/x2, 
  Bastard Sword +1); Str 16 (+3), Dex 14 
  (+2); 
   
  Thrall Scout, Human, Ftr2/Rog2 (x2); CR 
  4; Medium Humanoid; 5'/5'; HD 
  2d6+2d10+8; hp 30; Init +7; Spd 30 ft/x4; 
  AC 20 (+5 armor, +3 shield, +3 dex); Atk 
  +7 One-handed  (1d6,18-20/x2, Masterwork 
  Rapier); SA Evasion, Sneak Attack +1d6, 
  Trapfinding; SV Fort +5, Ref +6, Will +3; 
  
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  AL NE; Str 10 (+0), Dex 17 (+3), Con 14 
  (+2), Int 12 (+1), Wis 12 (+1), Cha 10 (+0); 
   
  Skills and Feats: Balance +6, Disable 
  Device +6, Escape Artist +4, Hide +4, 
  Listen +8, Move Silently +4, Open Lock +8, 
  Search +6, Spot +8, Tumble +4; Dodge, 
  Improved Initiative, Iron Will, Weapon 
  Finesse, Weapon Focus (Rapier) 
   
  Possessions:  Chain Shirt +1, Explorer’s 
  Outfit, Heavy Steel Shield +1, Masterwork 
  Rapier, Tanglefoot Bag x2, Thunderstone x2 
   
  Thrall Seeker, Halfling (Deep), Rgr2/Rog2 
  (x2); CR 4; Small Humanoid; 5'/5'; HD 
  2d6+2d8+8; hp 27; Init +4; Spd 20 ft/x4; 
  AC 20 (+4 armor, +4 dex, +1 size, +1 
  deflection); Atk +10 One-handed  (1d4,19-
  20/x2, Masterwork Short Sword), +8 Two-
  Weapon (primary)  (1d4/19-20/x2, 
  Masterwork Short Sword), +8 Two-Weapon 
  (secondary)  (1d4/19-20/x2, Masterwork 
  Short Sword); SA Darkvision 60’, +1 racial 
  bonus on all saving throws, Stonecunning 
  (+2), +2 morale bonus on saving throws 
  against fear, +2 to Appraise and Craft 
  checks that deal with stone or metal Wild 
  Empathy, Evasion, Favored Enemy 
  (Human) +2, Track, Combat Style (Two-
  Weapon Combat), Sneak Attack +1d6, 
  Trapfinding; SV Fort +7, Ref +12, Will +2; 
  AL NE; Str 10 (+0), Dex 18 (+4), Con 14 
  (+2), Int 12 (+1), Wis 10 (+0), Cha 10 (+0); 
  Skills and Feats: Balance +10, 
  Escape Artist +8, Hide +14, Jump -1, Listen 
  +9, Move Silently +10, Open Lock +9, Spot 
  +6, Survival +5, Tumble +8; Weapon 
  Finesse, Weapon Focus (Short Sword) 
  Possessions: Cloak of Resistance +1 
  Explorer’s Outfit, Masterwork Short Sword 
  x2, Studded Leather +1, Tanglefoot Bag x2, 
  Thunderstone x2 
  Encounter 4 
  Laduguer's Hammer, Dwarf (Duergar), 
  Clr7/Ftr2; CR 10; Medium Humanoid; 
  5'/5'; HD 7d8+2d10+27; hp 77; Init +1; Spd 
  20 ft/x3; AC 22 (+8 armor, +3 shield, +1 
  dex); Atk +13/+8 One-handed  (1d8+5, 
  20/x3, Warhammer +1); SV Fort +12 Ref +4 
  Will +8, AL LE; Str 18 (+4), Dex 13 (+1), 
  Con 16 (+3), Int 10 (+0), Wis 14 (+2), Cha 7 
  (-2); 
   
  Skills and Feats: Concentration +14, 
  Knowledge 
  (religion) 
  +11;  
  Blind-Fight, Dodge, Endurance, Power 
  Attack, 
  Toughness, 
  Weapon 
  Focus 
  (Warhammer) 
   
  Special Abilities: Darkvision 120’, 1/day 
  Enlarge Person, Invisibility (Self) as Sor9, 
  Immune to Paralysis, Phantasms and Poison, 
  Stonecunning (+2), Stability (+4), +2 racial 
  saving throw bonus against spells and 
  effects, +1 racial bonus against orcs and 
  goblinoids, +4 dodge bonus against giants, 
  +4 to Appraise and Craft checks that deal 
  with stone or metal, +4 racial bonus to Move 
  Silently, +1 racial bonus to Listen and Spot, 
  Light Sensitivity 
   
  Enlarged: Large Humanoid; 10’/10’ 
  (natural); AC 20 (+8 armor, +3 shield, -1 
  size); Atk +13/+8 One-handed (2d6+6, 
  20/x3, Warhammer +1); Ref +3; Str 20 (+5), 
  Dex 11 (+0);  
   
  Spells Prepared (5/4+1/4+1/2+1/1+1; 
  Base DC = 12 + Spell Level); 0 – Cure 
  minorx2, 
  Resistance 
  x2;guidance;1st 
  -  
  Shield of Faith, entropic shield, bless, bane 
  protection from good*; 2nd – bear’s 
  endurance, bull’s strength, darkness, silence, 
  soften earth and stone*; 3rd – Dispel Magic, 
  Summon Monster III (hell hound), Magic 
  Circle against Good*; 4th – Freedom of 
  Movement, Stone Spikes* 
   
  Possessions:  Cloak of Resistance +1, 
  Cold Weather Outfit, Elemental Gem 
  (Earth), Full Plate, Gauntlets of Ogre Power 
  +2, Heavy Steel Shield +1, Warhammer +1 
   
  Laduguer's Heart, Dwarf (Duergar), 
  Clr3; CR 4; Medium Humanoid; 5'/5'; HD 
  3d8+9; hp 25; Init +1; Spd 20 ft/x3; AC 21 
  (+8 armor, +2 shield, +1 dex); Atk +2 One-
  
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  handed   (1d6, 20/x2, Light Mace); SV Fort 
  +6, Ref +2, Will +6; AL LE; Str 10 (+0), 
  Dex 12 (+1), Con 16 (+3), Int 10 (+0), Wis 
  16 (+3), Cha 8 (-1); 
   
  Skills and Feats: Concentration +9, 
  Spellcraft +6;  Combat Casting, Extend 
  Spell 
   
  Special Abilities:  Darkvision 120’, 
  1/day Enlarge Person, Invisibility (Self) as 
  Sor3, Immune to Paralysis, Phantasms and 
  Poison, Stonecunning (+2), Stability (+4), 
  +2 racial saving throw bonus against spells 
  and effects, +1 racial bonus against orcs and 
  goblinoids, +4 dodge bonus against giants, 
  +4 to Appraise and Craft checks that deal 
  with stone or metal, +4 racial bonus to Move 
  Silently, +1 racial bonus to Listen and Spot, 
  Light Sensitivity 
   
  Enlarged: Large Humanoid; 10’/10’ 
  (natural); AC 19 (+8 armor, +2 shield, -1 
  size); Atk +2 One-handed (1d6+1, 20/x2, 
  Light Mace); Ref +1; Str 12 (+1), Dex 10 
  (+0); 
   
  Spells Prepared:  (4/3+1/2+1; DC = 13 
  + Spell level) 0 - Cure minorx2, Resistance 
  x2; 1 – Cure Light Wounds x2, bane, 
  Protection from Good*; 2nd –Hold Person, 
  Sound Burst, Soften Earth and Stone* 
   
  Possessions:  Full Plate, Heavy Steel 
  Shield, Light Mace, Pearl of Power (1st 
  Level) 
   
  Laduguer's 
  Fist, 
  Dwarf 
  (Duergar), 
  Ftr2/Rog1; CR 4; Medium Humanoid; 5'/5'; 
  HD 1d6+2d10+9; hp 26; Init +2; Spd 20 
  ft/x4; AC 15 (+3 armor, +2 dex); Atk +7 
  Two-handed  (2d4+5,20/x3, Guisarme +1), 
  +5 
  Two-handed 
   
  (2d6+4 
  19-20/x2, 
  Greatsword); SV Fort +6, Ref +4, Will +0; 
  AL NE; Str 16 (+3), Dex 14 (+2), Con 16 
  (+3), Int 10 (+0), Wis 10 (+0), Cha 6 (-2); 
   
  Skills and Feats: Bluff +2, Hide +5, 
  Jump +4, Listen +5, Move Silently +9, 
  Search +4, Spot +5, Tumble +8; Combat 
  Reflexes, Dodge, Quick Draw, Weapon 
  Focus (Guisarme) 
   
  Special Abilities:   Darkvision 120’, 
  1/day Enlarge Person, Invisibility (Self) as 
  Sor3, Immune to Paralysis, Phantasms and 
  Poison, Stonecunning (+2), Stability (+4), 
  +2 racial saving throw bonus against spells 
  and effects, +1 racial bonus against orcs and 
  goblinoids, +4 dodge bonus against giants, 
  +4 to Appraise and Craft checks that deal 
  with stone or metal, +4 racial bonus to Move 
  Silently, +1 racial bonus to Listen and Spot, 
  Light Sensitivity; Sneak Attack +1d6, 
  Trapfinding  
  Enlarged: Large Humanoid; 10’/10’ 
  (natural); AC 13 (+3 armor, +1 dex, -1 size); 
  Atk 
  +7 
  Two-handed 
  (2d6+6, 
  20/x3, 
  Guisarme +1), +5 Two-handed (3d6+5, 19-
  20/x2, Greatsword); Ref +3; Str 18 (+4), 
  Dex 12 (+1); 
  Possessions: Greatsword, Guisarme 
  +1, Studded Leather 
  Encounter Seven 
  Mind Flayer Monk, Mind Flayer, Monk 4; 
  CR 11; Medium Abberation; 5'/5'; HD 
  8d8+4d8+36; hp 108; Init +1(dex); Spd 40'; 
  AC 23 (+3 Nat, +1 Dex, +5 Wis, +4 Arm); 
  Atk 
  +15/+15/+15/+15 
  (Flurry 
  +13/+13/+13/+13/+13) 
  1D8 
  +4 
  (+1D6 
  electricity) (20/x2); SV Fort +9, Ref +7, 
  Will +15; AL LE; Str 19, Dex 12, Con 16, 
  Int 16, Wis 20, Cha 18; 
  Skills and Feats: Hide +15(16), 
  Move Silently +15(16), Spot +15(20), Listen 
  +15(20), Sense Motive +15(20), Tumble 
  +15(16), Balance +15(16); Power Attack, 
  Expertise, Improved Grapple, Improved 
  Unarmed Strike, Combat Reflexes, Hold the 
  Line, Weapon Focus: Unarmed 
  Special Abilities: Evasion, Flurry of 
  Blows, Ki Strike (magic), Slow Fall 20', 
  Telepathy 100', SR 16, Improved Grab, 
  Mind Blast (DC 20), Stunning Fist (DC 17) 
  Equipment: Necklace of Natural 
  Weaponry - Frost, Bracers of Armor +4 
  
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  Baklunish Thrall, Human Brbn1/Ftr6; CR 
  7; 
  Medium 
  Humanoid; 
  5'/5'; 
  HD 
  1d12+6d10+35; hp 85; Init +2 (dex); Spd 
  40; AC 14(15 Dodge) (+4 Chain, +2 Dex, -2 
  Rage); 
  Atk 
  +15/+10 
  +1 
  Greatsword 
  2D6+10 (19-20/x2); SV Fort +12, Ref +6, 
  Will (special); AL CE; Str 23, Dex 14, Con 
  20, Int 8, Wis 8, Cha 8; 
  Skills and Feats: Weapon Focus 
  GreatSword, Power Attack, Cleave, Combat 
  Reflexes, Dodge, Mobility, Spring Attack, 
  Lightning Reflexes 
  Equipment: 
  Chain 
  Shirt, 
  +1 
  GreatSword 
  APL 10 (EL 13) 
  Encounter One 
  Baklunish Thrall, Human, Ftr6/Rav7; CR 
  13; 
  Medium 
  Humanoid; 
  5'/5'; 
  HD 
  13d10+39; hp 127; Init +1; Spd 20 ft/x3; AC 
  22(+9 armor, +2 shield, +1 dex); Atk 
  +19/+14/+9 One-handed  (1d6+7,19-20/x2, 
  Sickle +1 (Human Bane)); Atk +21/+16/+11 
  One-handed (1d6+9+2d6, 19-20/x2, Sickle 
  +1 (Human Bane vs. Human)); SV Fort +17, 
  Ref +11, Will +8; AL CE; Str 19(+4), Dex 
  12(+1), Con 16(+3), Int 12(+1), Wis 6(-2), 
  Cha 6(-2); 
  Skills and Feats: Handle Animal -1, 
  Intimidate +14, Knowledge (local) +9, 
  Knowledge (religion) +12, Survival +6;  
  Blind-Fight, 
  Cleave, 
  Improved 
  Critical 
  (Sickle), Iron Will, Lightning Reflexes, 
  Power Attack, Improved Sunder, Weapon 
  Focus 
  (Sickle), 
  Weapon 
  Specialization 
  (Sickle), Fast Healing 
  Pain Touch 3/day – An unarmed 
  melee touch attack that deals 1d8+7 points 
  of damage.  If done through a weapon the 
  damage is 1d4+7;   
  Aura of Fear 2/day – Enemies within 
  20’ of the character suffer a -2 morale 
  penalty on all saving throws for as long as 
  they remain within range;   
  Cruelest Cut 1/day – With a 
  successful strike, the character deals 1d4 
  points of temporary Constitution damage in 
  addition to normal damage. 
  Possessions: Cloak of Resistance +4, 
  Full Plate +1, Armor Spikes +1, Sickle +1 
  (Human Bane), Explorer’s Outfit, Small 
  Belt Pouch (156 gp) 
   
  Encounter Three 
  Artesh 
  Thron, 
  Dwarf 
  (Duergar), 
  Ftr4/Rog6/Shd1; 
  CR 
  12; 
   
  Medium 
  Humanoid; 5'/5'; HD 6d6+1d8+4d10+33; hp 
  88; Init +3; Spd 30 ft/x4; AC 23 (+5 armor, 
  +3 shield, +3 dex, +1 deflection, +1 natural); 
  Atk +11/+6 One-handed  (1d10+3,17-20/x2, 
  Bastard Sword +1); SA Darkvision 120’, 
  1/day Enlarge Person, Invisibility (Self) as 
  Sor11, Immune to Paralysis, Phantasms and 
  Poison, Stonecunning (+2), Stability (+4), 
  +2 racial saving throw bonus against spells 
  and effects, +1 racial bonus against orcs and 
  goblinoids, +4 dodge bonus against giants, 
  +4 to Appraise and Craft checks that deal 
  with stone or metal, +4 racial bonus to Move 
  Silently, +1 racial bonus to Listen and Spot, 
  Light Sensitivity Sneak Attack +3d6, 
  Trapfinding, Trap Sense +2, Evasion, 
  Uncanny Dodge, Hide in Plain Sight; SV 
  Fort +11, Ref +13, Will +6; AL CE; Str 14 
  (+2), Dex 16 (+3), Con 16 (+3),  Int 12 (+1), 
  Wis 12 (+1), Cha 6 (-2); 
  Skills and Feats: Escape Artist +14, 
  Hide +17, Jump +6, Listen +12, Move 
  Silently +21, Perform (Dance) +3, Search 
  +10, Spot +14, Tumble +16;  Blind-Fight, 
  Combat Reflexes, Dodge, Mobility, Spring 
  Attack, Exotic Weapon Proficiency (Bastard 
  Sword), Improved Critical (Bastard Sword) 
   
  Possessions: Amulet of Natural Armor 
  +1, Bastard Sword +1, Boots of Striding and 
  Springing, Cloak of Resistance +2, 
  Explorer’s Outfit, Mithral Chain Shirt +1, 
  Mithral Heavy Shield +1, Ring of Protection 
  +1 
  
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  Enlarged: Large Humanoid; 10’/10’ 
  (natural); AC 21 (+5 armor, +3 shield, +2 
  dex, -1 size, +1 deflection, +1 natural); Atk 
  +11/+6 
  One-handed 
  (2d8+4, 
  17-20/x2, 
  Bastard Sword +1); Str 16 (+3), Dex 14 
  (+2); 
   
  Thrall Scout, Human, Ftr2/Rog4 (x2); CR 
  6; 
  Medium 
  Humanoid; 
  5'/5'; 
  HD 
  4d6+2d10+12; hp 42; Init +7; Spd 30 ft/x4; 
  AC 21 (+5 armor, +3 shield, +3 dex); Atk 
  +9 One-handed  (1d6+1,18-20/x2, Rapier 
  +1); SA Evasion, Sneak Attack +2d6, Trap 
  Sense +1, Trapfinding, Uncanny Dodge; SV 
  Fort +6, Ref +7, Will +4; AL NE; Str 10 
  (+0), Dex 17 (+3), Con 14 (+2), Int 12 (+1), 
  Wis 12 (+1), Cha 10 (+0); 
   
  Skills and Feats: Balance +8, Disable 
  Device +8, Escape Artist +6, Hide +6, 
  Listen +10, Move Silently +6, Open Lock 
  +10, Search +8, Spot +10, Tumble +6 
  Dodge, Mobility, Improved Initiative, Iron 
  Will, Weapon Finesse, Weapon Focus 
  (Rapier) 
   
  Possessions:  Chain Shirt +1, Explorer’s 
  Outfit, Heavy Steel Shield +1, Rapier +1, 
  Tanglefoot Bag x2, Thunderstone x2 
   
  Thrall Seeker, Halfling (Deep), Rgr4/Rog2 
  (x2); CR 6; Small Humanoid; 5'/5'; HD 
  2d6+4d8+12; hp 42; Init +4; Spd 20 ft/x4; 
  AC 20 (+4 armor, +4 dex, +1 size, +1 
  natural); Atk +12 One-handed  (1d4,19-
  20/x2, Masterwork Short Sword), +10 Two-
  Weapon 
  (primary) 
   
  (1d4/19-20/x2, 
  Masterwork Short Sword), +10 Two-
  Weapon 
  (secondary) 
   
  (1d4/19-20/x2, 
  Masterwork Short Sword); SA Darkvision 
  60’, +1 racial bonus on all saving throws, 
  Stonecunning (+2), +2 morale bonus on 
  saving throws against fear, +2 to Appraise 
  and Craft checks that deal with stone or 
  metal Wild Empathy, Evasion, Favored 
  Enemy (Human) +2, Track, Combat Style 
  (Two-Weapon 
  Combat), 
  Sneak 
  Attack 
  +1d6, Trapfinding, Endurance; SV Fort +8, 
  Ref +13, Will +3; AL NE; Str 10 (+0), Dex 
  19 (+4), Con 14 (+2), Int 12 (+1), Wis 10 
  (+0), Cha 10 (+0); 
   
  Skills and Feats: Balance +10, Escape 
  Artist +9, Hide +16, Jump -1, Listen +11, 
  Move Silently +12, Open Lock +9, Spot +8, 
  Survival +7, Tumble +9; Dodge, Weapon 
  Finesse, Weapon Focus (Short Sword) 
  Possessions: Amulet of Natural 
  Armor +1, Cloak of Resistance +1, 
  Explorer’s Outfit, Masterwork Short Sword 
  x2, Studded Leather +1, Tanglefoot Bag x2, 
  Thunderstone x2 
   
  Encounter Four 
  Laduguer's Hammer, Dwarf (Duergar), 
  Clr7/Ftr2/DwD1/Tem1; CR 12; Medium 
  Humanoid; 5'/5'; HD 7d8+3d10+1d12+33; 
  hp 98; Init +1; Spd 20 ft/x3; AC 23 (+8 
  armor, +3 shield, +1 dex, +1 dodge); Atk 
  +15/+10 One-handed (1d8+7+1d6, 20/x3, 
  Warhammer +1 (Shock)); SV Fort +17, Ref 
  +5, Will +13; AL LE; Str 18 (+4), Dex 13 
  (+1), Con 16 (+3), Int 10 (+0), Wis 14 (+2), 
  Cha 7 (-2); 
   
  Skills and Feats: Concentration +15, 
  Knowledge (religion) +12, Listen +4, Spot 
  +4; Blind-Fight, Dodge, Endurance, Power 
  Attack, 
  Toughness, 
  Weapon 
  Focus 
  (Warhammer) 
   
  Special Abilities:  Darkvision 120’, 
  1/day Enlarge Person, Invisibility (Self) as 
  Sor11, Immune to Paralysis, Phantasms and 
  Poison, Stonecunning (+2), Stability (+4), 
  +2 racial saving throw bonus against spells 
  and effects, +1 racial bonus against orcs and 
  goblinoids, +4 dodge bonus against giants, 
  +4 to Appraise and Craft checks that deal 
  with stone or metal, +4 racial bonus to Move 
  Silently, +1 racial bonus to Listen and Spot, 
  Light 
  Sensitivity; 
   
  Mettle, 
  Weapon 
  Specialization 
  (Warhammer), 
  Defensive 
  Stance (8 rnds, -2 Str Afterward), Spells 
   
  Enlarged: Large Humanoid; 10’/10’ 
  (natural); AC 20 (+8 armor, +3 shield, -1 
  
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  size); 
  Atk 
  +15/+10 
  One-handed 
  (2d6+8+1d6, 
  20/x3, 
  Warhammer 
  +1 
  (Shock)); Ref +4; Str 20 (+5), Dex 11 (+0);  
   
  Defensive Stance: Medium Humanoid; 
  5'/5'; hp 115; AC 27 (+8 armor, +3 shield, 
  +1 dex, +5 dodge); Atk +16/+11 One-
  handed  (1d8+8+1d6, 20/x3, Warhammer +1 
  (Shock)); SV Fort +21, Ref +7, Will +15; 
  Str 20 (+5), Dex 13 (+1), Con 20 (+5), Int 
  10 (+0), Wis 14 (+2), Cha 7 (-2); 
   
  Enlarged 
  Defensive 
  Stance: 
  Large 
  Humanoid; 10’/10’ (natural); hp 115; AC 25 
  (+8 armor, +3 shield, +5 dodge, -1 size); Atk 
  +16/+11 One-handed (2d6+9+1d6, 20/x3, 
  Warhammer +1 (Shock)); SV Fort +21, Ref 
  +6, Will +15; Str 22 (+6), Dex 11 (+0), Con 
  20 (+5), Int 10 (+0), Wis 14 (+2), Cha 7 (-
  2); 
   
  Spells Prepared (5/4+1/4+1/2+1/1+1; 
  Base DC = 12 + Spell Level); 0 – Cure 
  minorx2, 
  Resistance 
  x2;guidance;1st 
  -  
  Shield of Faith, entropic shield, bless, bane 
  protection from good*; 2nd – bear’s 
  endurance, bull’s strength, darkness, silence, 
  soften earth and stone*; 3rd – Dispel Magic, 
  Searing Light, Magic Circle against Good*; 
  4th – Freedom of Movement, Stone Spikes* 
   
  Possessions:  Cloak of Resistance +2, 
  Cold Weather Outfit, Elemental Gem 
  (Earth), Full Plate, Gauntlets of Ogre Power 
  +2, Heavy Steel Shield +1, Warhammer +1 
  (Shock) 
   
  Laduguer's Heart, Dwarf (Duergar), 
  Clr5; CR 6; Medium Humanoid; 5'/5'; HD 
  5d8+15; hp 41; Init +1; Spd 20 ft/x3; AC 21 
  (+8 armor, +2 shield, +1 dex); Atk +3 One-
  handed  (1d6,20/x2, Light Mace); SV Fort 
  +8, Ref +3, Will +8; AL LE; Str 10 (+0), 
  Dex 12 (+1), Con 16 (+3), Int 10 (+0), Wis 
  17 (+3), Cha 8 (-1); 
   
  Skills and Feats: Concentration +11, 
  Spellcraft +8; Combat Casting, Extend Spell  
   
   
  Special Abilities:  Darkvision 120’, 
  1/day Enlarge Person, Invisibility (Self) as 
  Sor5, Immune to Paralysis, Phantasms and 
  Poison, Stonecunning (+2), Stability (+4), 
  +2 racial saving throw bonus against spells 
  and effects, +1 racial bonus against orcs and 
  goblinoids, +4 dodge bonus against giants, 
  +4 to Appraise and Craft checks that deal 
  with stone or metal, +4 racial bonus to Move 
  Silently, +1 racial bonus to Listen and Spot, 
  Light Sensitivity 
   
  Enlarged: Large Humanoid; 10’/10’ 
  (natural); AC 19 (+8 armor, +2 shield, -1 
  size); Atk +3 One-handed (1d6 +1, 20/x2, 
  Light Mace); Ref +2; Str 12 (+1), Dex 10 
  (+0); 
   
  Spells Prepared:  (5/4+1/3+1/2+1; DC = 
  13 + Spell level) 0 - Cure minorx2, 
  Resistance x2, Detect Poison; 1 – Cure Light 
  Wounds 
  x2, 
  Bane, 
  Magic 
  Weapon, 
  Protection from Good*; 2nd – Cure Moderate 
  Wounds, Hold Person, Sound Burst, Soften 
  Earth and Stone*; 3rd Summon Monster III 
  (hell hound), Searing Light, Magic Circle 
  against Good 
   
  Possessions:  Cloak of Resistance +1, 
  Elixir of Fire Breath, Full Plate, Heavy Steel 
  Shield, Light Mace, Pearl of Power (1st 
  Level) 
   
  Laduguer's 
  Fist, 
  Dwarf(Duergar), 
  Ftr2/Rog3; CR 6; Medium Humanoid; 5'/5'; 
  HD 3d6+2d10+15; hp 41; Init +2; Spd 20 
  ft/x4; AC 15 (+3 armor, +2 dex); Atk +9 
  Two-handed  (2d4+5,20/x3, Guisarme +1), 
  +7 
  Two-handed 
   
  (2d6+4 
  19-20/x2,  
  Greatsword); SV Fort +7, Ref +5, Will +1; 
  AL NE; Str 16 (+3), Dex 14 (+2), Con 17 
  (+3), Int 10 (+0), Wis 10 (+0), Cha 6 (-2); 
  Skills and Feats: Bluff +4, Hide +7, 
  Jump +6, Listen +7, Move Silently +11, 
  Search +6, Spot +7, Tumble +10; Combat 
  Reflexes, Dodge, Quick Draw, Weapon 
  Focus (Guisarme) 
   
  Special Abilities:  Darkvision 120’, 
  1/day Enlarge Person, Invisibility (Self) as 
  Sor5, Immune to Paralysis, Phantasms and 
  Poison, Stonecunning (+2), Stability (+4), 
  
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  +2 racial saving throw bonus against spells 
  and effects, +1 racial bonus against orcs and 
  goblinoids, +4 dodge bonus against giants, 
  +4 to Appraise and Craft checks that deal 
  with stone or metal, +4 racial bonus to Move 
  Silently, +1 racial bonus to Listen and Spot, 
  Light Sensitivity; Sneak Attack +2d6, 
  Trapfinding, Evasion 
   
  Enlarged: Large Humanoid; 10’/10’ 
  (natural); AC 13 (+3 armor, +1 dex, -1 size); 
  Atk 
  +9 
  Two-handed 
  (2d6+6, 
  20/x3, 
  Guisarme +1), +7 Two-handed (3d6+5, 19-
  20/x2, Greatsword); Ref +4; Str 18 (+4), 
  Dex 12 (+1); 
   
  Possessions: Greatsword, Guisarme +1, 
  Potion of Haste, Salve of Slipperiness, 
  Studded Leather 
  Encounter Seven 
  Mind Flayer Monk, Mind Flayer, Monk 6; 
  CR 13; Medium Abberation; 5'/5'; HD 
  8d8+6d8+42; hp 124; Init +5(dex); Spd 50'; 
  AC 25 (+3 Nat, +1 Dex, +5 Wis, +5 Arm, 
  +1 Monk); Atk +16/+16/+16/+16 (Flurry 
  +15/+15/+15/+15/+15) 1D8 +4 (+1D6 Fire, 
  +2D6 Unholy) (20/x2); SV Fort +10, Ref 
  +8, Will +16; AL LE; Str 19, Dex 12, Con 
  16, Int 16, Wis 20, Cha 18; 
  Skills and Feats: Hide +17(18), 
  Move Silently +17(18), Spot +17(22), Listen 
  +17(22), Sense Motive +17(22), Tumble 
  +17(18), Balance +17(18); Power Attack, 
  Expertise, Improved Grapple, Improved 
  Unarmed Strike, Combat Reflexes, Hold the 
  Line, Weapon Focus: Unarmed, Improved 
  Disarm, Snatch Weapon (B), Improved 
  Initiative 
  Special Abilities: Evasion, Flurry of 
  Blows, Ki Strike (magic), Slow Fall 20', 
  Telepathy 100', SR 16, Improved Grab, 
  Mind Blast (DC 21), Stunning Fist (DC 18) 
   
  Equipment: 
  Necklace 
  of 
  Natural 
  Weaponry - Frost, Bracers of Armor +5 
   
  Baklunish Thrall, Human Brbn1/Ftr8; CR 
  9; 
  Medium 
  Humanoid; 
  5'/5'; 
  HD 
  1d12+8d10+45; hp 110; Init +2 (dex); Spd 
  40; AC 14(15 Dodge) (+4 Chain, +2 Dex, -2 
  Rage); 
  Atk 
  +18/+13 
  +1 
  Merciful 
  Greatsword 2D6+1D6+11 (19-20/x2); SV 
  Fort +12, Ref +6, Will (special); AL CE; Str 
  24, Dex 14, Con 20, Int 8, Wis 8, Cha 8; 
  Skills and Feats: Weapon Focus 
  GreatSword, Power Attack, Cleave, Combat 
  Reflexes, Dodge, Mobility, Spring Attack, 
  Lightning Reflexes, Hold the Line, Expert 
  Tactician 
  Equipment: Chain Shirt, +1 Merciful 
  GreatSword 
  APL 12 (EL 15) 
  Encounter One 
   
  Baklunish Thrall, Human, Ftr8/Rav7; CR 
  15; 
  Medium 
  Humanoid; 
  5'/5'; 
  HD 
  15d10+45; hp 146; Init +1; Spd 20 ft/x3; AC 
  22(+9 armor, +2 shield, +1 dex); Atk 
  +21/+16/+11 One-handed  (1d6+6,19-20/x2, 
  Sickle +1 (Human Bane)); Atk +23/+18/+12 
  One-handed (1d6+7+2d6, 19-20/x2, Sickle 
  +1 (Human Bane vs. Human)); SV Fort +21, 
  Ref +12, Will +9; AL CE; Str 19(+4), Dex 
  12(+1), Con 16(+3), Int 12(+1), Wis 6(-2), 
  Cha 6(-2); 
  Skills and Feats: Handle Animal -1, 
  Intimidate +16, Knowledge (local) +10, 
  Knowledge (religion) +13, Survival +7;  
  Blind-Fight, Great Fortitude, Improved 
  Critical (Sickle), Iron Will, Lightning 
  Reflexes, Power Attack, Cleave, Improved 
  Bull Rush, Improved Sunder, Weapon Focus 
  (Sickle), Weapon Specialization (Sickle), 
  Fast Healing 
  Pain Touch 3/day – An unarmed 
  melee touch attack that deals 1d8+7 points 
  of damage.  If done through a weapon the 
  damage is 1d4+7;  
  Aura of Fear 2/day – Enemies within 
  20’ of the character suffer a -2 morale 
  penalty on all saving throws for as long as 
  they remain within range;  
  
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  Cruelest Cut 1/day – With a 
  successful strike, the character deals 1d4 
  points of temporary Constitution damage in 
  addition to normal damage. 
  Possessions: Cloak of Resistance +5, 
  Full Plate +1(Light Fortification), Armor 
  Spikes +1 (Frost), Sickle +1 (Human Bane), 
  Explorer’s Outfit, Small Belt Pouch (156 
  gp) 
  Encounter Three 
  Artesh 
  Thron, 
  Dwarf 
  (Duergar), 
  Ftr4/Rog8/Shd1; 
  CR 
  14; 
  Medium 
  Humanoid; 5'/5'; HD 8d6+1d8+4d10+39; hp 
  101; Init +3; Spd 30 ft/x4; AC 24 (+5 armor, 
  +4 shield, +3 dex, +1 deflection, +1 natural); 
  Atk +14/+9 One-handed  (1d10+1d6+3,17-
  20/x2, Bastard Sword +1);SA  Darkvision 
  120’, 1/day Enlarge Person, Invisibility 
  (Self) as Sor13, Immune to Paralysis, 
  Phantasms and Poison, Stonecunning (+2), 
  Stability (+4), +2 racial saving throw bonus 
  against spells and effects, +1 racial bonus 
  against orcs and goblinoids, +4 dodge bonus 
  against giants, +4 to Appraise and Craft 
  checks that deal with stone or metal, +4 
  racial bonus to Move Silently, +1 racial 
  bonus to Listen and Spot, Light Sensitivity 
  Sneak Attack +4d6, Trapfinding, Trap Sense 
  +2, Evasion, Uncanny Dodge, Improved 
  Uncanny Dodge (Rog12), Hide in Plain 
  Sight; SV Fort +11, Ref +14, Will +6; AL 
  CE; Str 16 (+3), Dex 17 (+3), Con 16 (+3), 
  Int 12 (+1), Wis 12 (+1), Cha 6 (-2); 
    
  Skills and Feats: Escape Artist +16, 
  Hide +25, Jump +6, Listen +14, Move 
  Silently +29, Perform (Dance) +3, Search 
  +12, Spot +16, Tumble +20;  Blind-Fight, 
  Combat Reflexes, Dodge, Mobility, Spring 
  Attack, Exotic Weapon Proficiency (Bastard 
  Sword), Improved Critical (Bastard Sword), 
  Expert Tactician 
   
  Possessions: Amulet of Natural Armor 
  +1, Bastard Sword +1, Boots of Striding and 
  Springing, 
  Cloak 
  of 
  Resistance 
  +2, 
  Explorer’s Outfit, Gauntlets of Ogre Power 
  +2, Mithral Chain Shirt +1 (Shadow, Silent 
  Moves), Mithral Heavy Shield +2, Ring of 
  Protection +1 
   
  Enlarged: Large Humanoid; 10’/10’ 
  (natural); AC 22 (+5 armor, +4 shield, +2 
  dex, -1 size, +1 deflection, +1 natural); Atk 
  +14/+9 
  One-handed 
  (2d8+5, 
  17-20/x2, 
  Bastard Sword +1); Str 18 (+4), Dex 15 
  (+2); 
   
  Thrall Scout, Human, Ftr4/Rog4 (x2); CR 
  8; 
  Medium 
  Humanoid; 
  5'/5'; 
  HD 
  4d6+4d10+16; hp 59; Init +8; Spd 30 ft/x4; 
  AC 23 (+5 armor, +3 shield, +4 dex, +1 
  deflection); 
  Atk 
  +13/+8 
  One-handed  
  (1d6+1,18-20/x2, Rapier +1);SA Evasion, 
  Sneak Attack +2d6, Trap Sense +1, 
  Trapfinding, Uncanny Dodge; SV Fort +7, 
  Ref +9, Will +5; AL NE; Str 10 (+0), Dex 
  18 (+4), Con 14 (+2), Int 12 (+1), Wis 12 
  (+1), Cha 10 (+0); 
  Skills and Feats: Balance +11, 
  Disable Device +8, Escape Artist +9, Hide 
  +11, Listen +10, Move Silently +11, Open 
  Lock +11, Search +8, Spot +10, Tumble +9; 
  Dodge, Mobility, Improved Initiative, Iron 
  Will, Weapon Finesse, Weapon Focus 
  (Rapier), Weapon Specialization (Rapier) 
   
  Possessions:  Chain Shirt +1, Explorer’s 
  Outfit, Heavy Steel Shield +1, Necklace of 
  Fireballs Type I, Rapier +1, Ring of 
  Protection 
  +1, 
  Tanglefoot 
  Bag 
  x2, 
  Thunderstone x2 
   
  Thrall Seeker, Halfling (Deep), Rgr5/Rog3 
  (x2); CR 8; Small Humanoid; 5'/5'; HD 
  3d6+5d8+16; hp 55; Init +5; Spd 20 ft/x4; 
  AC 22 (+4 armor, +5 dex, +1 size, +1 
  deflection, +1 natural); Atk +14/+9 One-
  handed  (1d4+1,19-20/x2, Short Sword +1), 
  +12/+7 Two-Weapon (primary)  (1d4+1, 19-
  20/x2, Short Sword +1), +12 Two-Weapon 
  (secondary)  (1d4+1, 19-20/x2, Short Sword 
  +1); SA Darkvision 60’, +1 racial bonus on 
  all saving throws, Stonecunning (+2), +2 
  morale bonus on saving throws against fear, 
  
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  +2 to Appraise and Craft checks that deal 
  with stone or metal,  Wild Empathy, 
  Evasion, Favored Enemy (Human) +4, 
  Track, 
  Combat 
  Style 
  (Two-Weapon 
  Combat), Sneak Attack +2d6, Trapfinding, 
  Endurance; SV Fort +9, Ref +14, Will +4; 
  AL NE; Str 10 (+0), Dex 20 (+5), Con 14 
  (+2), Int 12 (+1), Wis 10 (+0), Cha 10 (+0); 
  Skills and Feats: Balance +12, 
  Escape Artist +12, Hide +19, Jump +1, 
  Listen +13, Move Silently +15, Open Lock 
  +10, Spot +10, Survival +8, Tumble +13; 
  Dodge, Weapon Finesse, Weapon Focus 
  (Short Sword) 
  Possessions: Amulet of Natural 
  Armor +1, Cloak of Resistance +1, 
  Explorer’s Outfit, Short Sword +1 x2, 
  Studded Leather +1, Tanglefoot Bag x2, 
  Thunderstone x2 
   
  Encounter Four 
  Laduguer's Hammer, Dwarf (Duergar), 
  Clr7/Ftr2/DwD3/Tem1; CR 14; Medium 
  Humanoid; 5'/5'; HD 7d8+3d10+3d12+52; 
  hp 130; Init +1; Spd 20 ft/x3; AC 24 (+8 
  armor, +4 shield, +1 dex, +1 dodge); Atk 
  +17/+12/+7 
  One-handed 
   
  (1d8+7+1d6, 
  20/x3, Warhammer +1 (Shock)); SV Fort 
  +20, Ref +7, Will +15; AL LE; Str 19 (+4), 
  Dex 13 (+1), Con 18 (+4), Int 10 (+0), Wis 
  14 (+2), Cha 7 (-2); 
   
  Skills and Feats: Concentration +15, 
  Knowledge (religion) +12, Listen +6, Spot 
  +6; 
  Blind-Fight, 
  Dodge, 
  Endurance, 
  Lightning 
  Reflexes, 
  Power 
  Attack, 
  Toughness, Weapon Focus (Warhammer) 
  Special Abilities: Darkvision 120’, 1/day 
  Enlarge Person, Invisibility (Self) as Sor13, 
  Immune to Paralysis, Phantasms and Poison, 
  Stonecunning (+2), Stability (+4), +2 racial 
  saving throw bonus against spells and 
  effects, +1 racial bonus against orcs and 
  goblinoids, +4 dodge bonus against giants, 
  +4 to Appraise and Craft checks that deal 
  with stone or metal, +4 racial bonus to Move 
  Silently, +1 racial bonus to Listen and Spot, 
  Light 
  Sensitivity; 
  Mettle, 
  Weapon 
  Specialization 
  (Warhammer), 
  Defensive 
  Stance 2/day (8 rnds, -2 Str afterward), 
  Uncanny Dodge, Spells 
   
  Enlarged: Large Humanoid; 10’/10’ 
  (natural); AC 22 (+8 armor, +4 shield, -1 
  size, +1 dodge); Atk +17/+12/+7 One-
  handed (2d6+8+1d6, 20/x3, Warhammer +1 
  (Shock)); Ref +6; Str 21 (+5), Dex 11 (+0);  
   
  Defensive Stance: Medium Humanoid; 
  5'/5'; hp 150; AC 26 (+8 armor, +2 shield, 
  +1 dex, +5 dodge); Atk +18/+13/+8 One-
  handed  (1d8+8+1d6, 20/x3, Warhammer +1 
  (Shock)); SV Fort +24, Ref +9, Will +17; 
  Str 21 (+5), Dex 13 (+1), Con 22 (+6), Int 
  10 (+0), Wis 14 (+2), Cha 7 (-2); 
   
  Enlarged 
  Defensive 
  Stance: 
  Large 
  Humanoid; 10’/10’ (natural); hp 150; AC 24 
  (+8 armor, +2 shield, +5 dodge, -1 size); Atk 
  +18/+13/+9 
  One-handed 
  (2d6+9+1d6, 
  20/x3, Warhammer +1 (Shock)); SV Fort 
  +24, Ref +8, Will +17; Str 21 (+5), Dex 11 
  (+0), Con 20 (+5), Int 10 (+0), Wis 14 (+2), 
  Cha 7 (-2); 
   
  Spells Prepared (5/4+1/4+1/2+1/1+1; 
  Base DC = 12 + Spell Level); 0 – Cure 
  minorx2, 
  Resistance 
  x2;guidance;1st 
  -  
  Shield of Faith, entropic shield, bless, bane 
  protection from good*; 2nd – bear’s 
  endurance, bull’s strength, darkness, silence, 
  soften earth and stone*; 3rd – Dispel Magic, 
  Searing Light, Magic Circle against Good*; 
  4th – Freedom of Movement, Stone Spikes* 
   
  Possessions:  Amulet of Health +2, 
  Cloak of Resistance +3, Cold Weather 
  Outfit, Elemental Gem (Earth), Full Plate, 
  Gauntlets of Ogre Power +2, Heavy Steel 
  Shield +2, Warhammer +1 (Shock) 
   
  Laduguer's Heart, Dwarf (Duergar), 
  Clr7; CR 8; Medium Humanoid; 5'/5'; HD 
  7d8+21; hp 58; Init +1; Spd 20 ft/x3; AC 21 
  (+8 armor, +2 shield, +1 dex); Atk +6 One-
  handed  (1d6+1, 20/x2, Light Mace +1); SV 
  Fort +9, Ref +6, Will +9; AL LE; Str 10 
  
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  (+0), Dex 12 (+1), Con 16 (+3), Int 10 (+0), 
  Wis  17 (+3), Cha 8 (-1);  
   
  Skills and Feats: Concentration +13, 
  Spellcraft +10; Combat Casting, Lightning 
  Reflexes, Extend Spell 
   
  Special Abilities: Darkvision 120’, 1/day 
  Enlarge Person, Invisibility (Self) as Sor7, 
  Immune to Paralysis, Phantasms and Poison, 
  Stonecunning (+2), Stability (+4), +2 racial 
  saving throw bonus against spells and 
  effects, +1 racial bonus against orcs and 
  goblinoids, +4 dodge bonus against giants, 
  +4 to Appraise and Craft checks that deal 
  with stone or metal, +4 racial bonus to Move 
  Silently, +1 racial bonus to Listen and Spot, 
  Light Sensitivity 
   
  Enlarged: Large Humanoid; 10’/10’ 
  (natural); AC 19 (+8 armor, +2 shield, -1 
  size); Atk +6 One-handed (1d6+2, 20/x2, 
  Light Mace +1); Ref +5; Str 12 (+1), Dex 10 
  (+0); 
   
  Spells Prepared:  (6/5+1/4+1/3+1/2+1; 
  DC = 13 + Spell level) 0 - Cure minorx2, 
  Resistance x2, Detect Magic, Detect Poison; 
  1 – Cure Light Wounds x2, Bane, Shield of 
  Faithx2,Protection from Good*; 2nd – Cure 
  Moderate Wounds, Darkness, Hold Person, 
  Sound Burst, Soften Earth and Stone*;3rd 
  Summon 
  Monster 
  III 
  (hell 
  hound), 
  Invisibility Purge, Prayer, Magic Circle 
  Against Good* 4th – Freedom of Movement, 
  Cure Serious Wounds, Stone Spike* 
   
  Possessions:  Cloak of Resistance +1, 
  Elixir of Fire Breath, Full Plate, Heavy Steel 
  Shield, Light Mace +1, Pearl of Power (1st 
  Level) 
   
  Laduguer's Fist, Dwarf(Duergar), Ftr4/Rog3 
  (x3); CR 8;  Medium Humanoid; 5'/5'; HD 
  3d6+4d10+21; hp 59; Init +2; Spd 30 ft/x4; 
  AC 15 (+3 armor, +2 dex); Atk +11/+6 
  Two-handed  (2d4+5,20/x3, Guisarme), 
  +10/+5 Two-handed  (2d6+5 19-20/x2, 
  Greatsword); SV Fort +9, Ref +7, Will +3; 
  AL NE; Str 16 (+3), Dex 14 (+2), Con 17 
  (+3), Int 10 (+0), Wis 10 (+0), Cha 6 (-2); 
   
  Skills and Feats: Bluff +4, Hide +7, 
  Jump +6, Listen +7, Move Silently +11, 
  Search +6, Spot +7, Tumble +12; Combat 
  Reflexes, Dodge, Mobility, Power Attack, 
  Quick Draw, Weapon Focus (Guisarme) 
   
  Special Abilities: Darkvision 120’, 1/day 
  Enlarge Person, Invisibility (Self) as Sor7, 
  Immune to Paralysis, Phantasms and Poison, 
  Stonecunning (+2), Stability (+4), +2 racial 
  saving throw bonus against spells and 
  effects, +1 racial bonus against orcs and 
  goblinoids, +4 dodge bonus against giants, 
  +4 to Appraise and Craft checks that deal 
  with stone or metal, +4 racial bonus to Move 
  Silently, +1 racial bonus to Listen and Spot, 
  Light Sensitivity; Sneak Attack +2d6, 
  Trapfinding, Evasion 
   
  Enlarged: Large Humanoid; 10’/10’ 
  (natural); AC 13 (+3 armor, +1 dex, -1 size); 
  Atk +11/+6 Two-handed (2d6+6, 20/x3, 
  Guisarme +1), +10/+5 Two-handed (3d6+6, 
  19-20/x2, Greatsword +1); Ref +6; Str 18 
  (+4), Dex 12 (+1); 
   
  Possessions: Boots of Striding and 
  Springing, Greatsword +1, Guisarme +1, 
  Potion of Haste, Salve of Slipperiness, 
  Studded Leather 
   
  Encounter Seven 
  Mind Flayer Monk, Mind Flayer, Monk 8; 
  CR 15; Medium Abberation; 5'/5'; HD 
  8d8+8d8+48; hp 144; Init +5(dex); Spd 50'; 
  AC 30 (+3 Nat, +1 Dex, +5 Wis, +7 Arm, 
  +1 Monk, +3 Def); Atk +19/+19/+19/+19 
  (Flurry +18/+18/+18/+18/+18) 1D10 +5 
  (+1D6 Fire, +2D6 Unholy, +1D6 electricity) 
  (20/x2); SV Fort +11, Ref +9, Will +17; AL 
  LE; Str 20, Dex 12, Con 16, Int 16, Wis 20, 
  Cha 18; 
  Skills and Feats: Hide +19(20), 
  Move Silently +19(20), Spot +19(24), Listen 
  +19(24), Sense Motive +19(24), Tumble 
  +19(20), Balance +19(20); Power Attack, 
  Expertise, Improved Grapple, Improved 
  Unarmed Strike, Combat Reflexes, Hold the 
  
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  Line, Weapon Focus: Unarmed, Improved 
  Disarm, Snatch Weapon (B), Improved 
  Initiative 
  Special Abilities: Evasion, Flurry of 
  Blows, Ki Strike (magic), Slow Fall 20', 
  Telepathy 100', SR 18, Improved Grab, 
  Mind Blast (DC 21), Stunning Fist (DC 18), 
  Wholeness of Body 
  Equipment: Necklace of Natural 
  Weaponry - Unholy, Shock, Bracers of 
  Armor +7, Potion of Flaming Fists, Ring of 
  Protection +3 
   
  Baklunish Thrall, Human Brbn1/Ftr10; CR 
  11; 
  Medium 
  Humanoid; 
  5'/5'; 
  HD 
  1d12+10d10+55; hp 134; Init +2 (dex); Spd 
  40; AC 14(15 Dodge) (+4 Chain, +2 Dex, -2 
  Rage); 
  Atk 
  +18/+13 
  +2 
  Merciful 
  Greatsword 2D6+1D6+12 (17-20/x2); SV 
  Fort +13, Ref +6, Will (special); AL CE; Str 
  24, Dex 14, Con 20, Int 8, Wis 8, Cha 8; 
  Skills and Feats: Weapon Focus 
  GreatSword, Power Attack, Cleave, Combat 
  Reflexes, Dodge, Mobility, Spring Attack, 
  Lightning Reflexes, Hold the Line, Expert 
  Tactician, Improved Critical 
  Equipment: Chain Shirt, +2 Merciful 
  GreatSword 
  APL 14 (EL 17) 
  Encounter One 
  Baklunish Thrall, Human, Ftr8/Rav9; CR 
  17; 
  Medium 
  Humanoid; 
  5'/5'; 
  HD 
  17d10+51; hp 166; Init +1; Spd 20 ft/x3; AC 
  23(+10 armor, +2 shield, +1 dex); Atk 
  +24/+19/+14/+9 
  One-handed  
  (1d6+8+1Con,19-20/x2, 
  Sickle 
  +1 
  (Wounding, 
  Human 
  Bane)); 
  Atk 
  +26/+21/+16/+11 
  One-handed 
  (1d6+8+2d6+1Con, 19-20/x2, Sickle +1 
  (Wounding, Human Bane vs. Human)); SV 
  Fort +22, Ref +13, Will +10; AL CE; Str 
  20(+5), Dex 12(+1), Con 16(+3), Int 12(+1), 
  Wis 6(-2), Cha 6(-2); 
  Skills and Feats: Handle Animal -1, 
  Intimidate +18, Knowledge (local) +11, 
  Knowledge (religion) +15, Survival +8; 
  Blind-Fight, Great Fortitude, Improved 
  Critical (Sickle), Iron Will, Lightning 
  Reflexes, Power Attack, Cleave, Improved 
  Bull Rush, Improved Sunder, Weapon Focus 
  (Sickle), Weapon Specialization (Sickle), 
  Fast Healing 
  Pain Touch 3/day – An unarmed 
  melee touch attack that deals 1d8+9 points 
  of damage.  If done through a weapon the 
  damage is 1d4+9;   
  Aura of Fear 3/day – Enemies within 
  20’ of the character suffer a -2 morale 
  penalty on all saving throws for as long as 
  they remain within range.   
  Cruelest Cut 3/day – With a 
  successful strike, the character deals 1d4 
  points of temporary Constitution damage in 
  addition to normal damage. 
  Possessions: Cloak of Resistance +5, 
  Full Plate +2 (Moderate Fortification), 
  Armor Spikes +1 (Frost), Sickle +1 
  (Wounding, 
  Human 
  Bane), 
  Explorer’s 
  Outfit, Small Belt Pouch (156 gp) 
  Encounter Three 
  Artesh 
  Thron, 
  Dwarf 
  (Duergar), 
  Ftr4/Rog10/Shd1; 
  CR 
  16; 
  Medium 
  Humanoid; 5'/5'; HD 10d6+1d8+4d10+60; 
  hp 126; Init +3; Spd 30 ft/x4; AC 24 (+5 
  armor, +4 shield, +3 dex, +2 deflection); 
  Atk 
  +16/+11/+6 
  One-handed  
  (1d10+3+1d6,17-20/x2+1d10, 
  Bastard 
  Sword +1 (Acidic Burst));SA  Darkvision 
  120’, 1/day Enlarge Person, Invisibility 
  (Self) as Sor15, Immune to Paralysis, 
  Phantasms and Poison, Stonecunning (+2), 
  Stability (+4), +2 racial saving throw bonus 
  against spells and effects, +1 racial bonus 
  against orcs and goblinoids, +4 dodge bonus 
  against giants, +4 to Appraise and Craft 
  checks that deal with stone or metal, +4 
  racial bonus to Move Silently, +1 racial 
  bonus to Listen and Spot, Light Sensitivity, 
  
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  Sneak Attack +5d6, Trapfinding, Trap Sense 
  +3, Evasion, Uncanny Dodge, Improved 
  Uncanny Dodge (Rog15), Opportunist, Hide 
  in Plain Sight; SV Fort +13, Ref +15, Will 
  +7; AL CE; Str 16 (+3), Dex 17 (+3), Con 
  16 (+3), Int 12 (+1), Wis 12 (+1), Cha 6 (-
  2); 
  Skills and Feats: Escape Artist +18, 
  Hide +22, Jump +6, Listen +16, Move 
  Silently +26, Perform (Dance) +5, Search 
  +14, Spot +18, Tumble +24; Blind-Fight, 
  Combat Reflexes, Dodge, Mobility, Spring 
  Attack, Exotic Weapon Proficiency (Bastard 
  Sword), Improved Critical (Bastard Sword), 
  Weapon Focus (Bastard Sword), Expert 
  Tactician 
   
  Possessions: Amulet of Health +2, 
  Bastard Sword +1 (Acidic Burst), Boots of 
  Striding and Springing, Cloak of Resistance 
  +2, Explorer’s Outfit, Gauntlets of Ogre 
  Power +2, Mithral Chain Shirt +1 (Shadow, 
  Silent Moves), Mithral Heavy Shield +2, 
  Ring of Protection +2 
  Enlarged: Large Humanoid; 10’/10’ 
  (natural); AC 22 (+5 armor, +4 shield, +2 
  dex, -1 size, +2 deflection); Atk +16/+11/+6 
  One-handed (2d8+3+1d6, 19-20/x2+1d10, 
  Bastard Sword +1 (Acidic Burst)); Str 18 
  (+4), Dex 15 (+2); 
   
  Thrall Scout, Human, Ftr4/Rog6 (x2); CR 
  10; 
  Medium 
  Humanoid; 
  5'/5'; 
  HD 
  6d6+4d10+20; hp 72; Init +8; Spd 30 ft/x4; 
  AC 23(+5 armor, +3 shield, +4 dex, +1 
  deflection); 
  Atk 
  +14/+9 
  One-handed  
  (1d6+3+2d6,18-20/x2, Rapier +1 (Vicious) 
  +1d6 to wielder);SA Evasion, Sneak Attack 
  +3d6, Trap Sense +2, Trapfinding, Uncanny 
  Dodge; SV Fort +8, Ref +10, Will +6; AL 
  NE; Str 10(+0), Dex 18(+4), Con 14(+2), Int 
  12(+1), Wis 12(+1), Cha 10(+0); 
  Skills and Feats: Balance +13, 
  Disable Device +10, Escape Artist +11, 
  Hide +13, Listen +12, Move Silently +13, 
  Open Lock +13, Search +10, Spot +12, 
  Tumble +11; Blind-Fight, Dodge, Mobility, 
  Improved Initiative, Iron Will, Weapon 
  Finesse, Weapon Focus (Rapier), Weapon 
  Specialization (Rapier) 
   
  Possessions:  Chain Shirt +1, Explorer’s 
  Outfit, Heavy Steel Shield +1, Necklace of 
  Fireballs Type II, Rapier +1 (Vicious), Ring 
  of Protection +1, Tanglefoot Bag x2, 
  Thunderstone x2 
   
  Thrall Seeker, Halfling (Deep), Rgr5/Rog5 
  (x2); CR 10; Small Humanoid; 5'/5'; HD 
  5d6+5d8+20; hp 67; Init +5; Spd 20 ft/x4; 
  AC 22 (+5 armor, +5 dex, +1 size, +1 
  natural); Atk +16/+11 One-handed  (1d4+1 
  ,19-20/x2, Short Sword +1), +14/+9 Two-
  Weapon (primary)  (1d4 +1 19-20/x2, Short 
  Sword +1), +14 Two-Weapon (secondary)  
  (1d4+1, 19-20/x2, Short Sword +1);SA  
  Darkvision 60’, +1 racial bonus on all 
  saving throws, Stonecunning (+2), +2 
  morale bonus on saving throws against fear, 
  +2 to Appraise and Craft checks that deal 
  with stone or metal;  Wild Empathy, 
  Evasion, Favored Enemy (Human) +4, 
  Track, 
  Combat 
  Style 
  (Two-Weapon 
  Combat), Sneak Attack +2d6, Trapfinding, 
  Endurance, Uncanny Dodge, Trap Sense +1; 
  SV Fort +10, Ref +16, Will +5; AL NE; Str 
  10 (+0), Dex 20 (+5), Con 14 (+2), Int 12 
  (+1), Wis 10 (+0), Cha 10 (+0); 
  Skills and Feats: Balance +14, 
  Escape Artist +14, Hide +21, Jump +3, 
  Listen +15, Move Silently +17, Open Lock 
  +10, Spot +12, Survival +10, Tumble +13; 
  Dodge, Mobility, Weapon Finesse, Weapon 
  Focus (Short Sword) 
   
  Possessions: Amulet of Natural Armor 
  +1, Cloak of Resistance +2, Explorer’s 
  Outfit, Short Sword +1 x2, Studded Leather 
  +2, Tanglefoot Bag x2, Thunderstone x2 
   
  Encounter Four 
  Laduguer's Hammer, Dwarf (Duergar), 
  Clr7/Ftr2/DwD5/Tem1; CR 16; Medium 
  Humanoid; 5'/5'; HD 7d8+3d10+5d12+60; 
  
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  hp 154; Init +1; Spd 20 ft/x3; AC 25 (+8 
  armor, +4 shield, +1 dex, +2 dodge); Atk 
  +19/+14/+9 
  One-handed 
   
  (1d8+7+1d6, 
  20/x3+1d8, 
  Warhammer 
  +1 
  (Shock, 
  Thundering)); SV Fort +21, Ref +7, Will 
  +16; AL LE; Str 19 (+4), Dex 13 (+1), Con 
  18 (+4), Int 10 (+0), Wis 14 (+2), Cha 7 (-
  2); 
   
  Skills and Feats: Concentration +15, 
  Knowledge (religion) +12, Listen +8, Spot 
  +8; Blind-Fight, Combat Reflexes, Dodge, 
  Endurance, 
  Lightning 
  Reflexes, 
  Power 
  Attack, 
  Toughness, 
  Weapon 
  Focus 
  (Warhammer) 
   
  Special Abilities: Darkvision 120’, 1/day 
  Enlarge Person, Invisibility (Self) as Sor15, 
  Immune to Paralysis, Phantasms and Poison, 
  Stonecunning (+2), Stability (+4), +2 racial 
  saving throw bonus against spells and 
  effects, +1 racial bonus against orcs and 
  goblinoids, +4 dodge bonus against giants, 
  +4 to Appraise and Craft checks that deal 
  with stone or metal, +4 racial bonus to Move 
  Silently, +1 racial bonus to Listen and Spot, 
  Light 
  Sensitivity; 
  Mettle, 
  Weapon 
  Specialization 
  (Warhammer), 
  Defensive 
  Stance 3/day (8 rnds, -2 Str afterward), 
  Uncanny Dodge, Trap Sense +1, Spells 
   
  Enlarged: Large Humanoid; 10’/10’ 
  (natural); AC 23 (+8 armor, +4 shield, -1 
  size, +2 dodge); Atk +19/+14/+9 One-
  handed 
  (2d6+8+1d6, 
  20/x3+2d8, 
  Warhammer +1 (Shock, Thundering)); Ref 
  +7; Str 21 (+5), Dex 11 (+0);  
   
  Defensive Stance: Medium Humanoid; 
  5'/5'; hp 177; AC 27 (+8 armor, +2 shield, 
  +1 dex, +6 dodge); Atk +19/+14/+9 One-
  handed 
   
  (1d8+8+1d6, 
  20/x3+1d8, 
  Warhammer +1 (Shock, Thundering)); SV 
  Fort +23, Ref +9, Will +17; Str 21 (+5), Dex 
  13 (+1), Con 22 (+6), Int 10 (+0), Wis 14 
  (+2), Cha 7 (-2); 
   
  Enlarged 
  Defensive 
  Stance: 
  Large 
  Humanoid; 10’/10’ (natural); hp 177; AC 25 
  (+8 armor, +2 shield, +2 misc, +4 dodge, -1 
  size); 
  Atk 
  +20/+15/+10 
  One-handed 
  (2d6+9+1d6, 20/x3+2d8, Warhammer +1 
  (Shock, Thundering)); SV Fort +23, Ref +8, 
  Will +17; Str 23 (+6), Dex 11 (+0), Con 22 
  (+6), Int 10 (+0), Wis 14 (+2), Cha 7 (-2); 
   
  Spells Prepared (5/4+1/4+1/2+1/1+1; 
  Base DC = 12 + Spell Level); 0 – Cure 
  minorx2, 
  Resistance 
  x2;guidance;1st 
  -  
  Shield of Faith, entropic shield, bless, bane 
  protection from good*; 2nd – bear’s 
  endurance, bull’s strength, darkness, silence, 
  soften earth and stone*; 3rd – Dispel Magic, 
  Searing Light, Magic Circle against Good*; 
  4th – Freedom of Movement, Stone Spikes* 
   
  Possessions:  Adamantine Full Plate 
  (DR 3), Amulet of Health +2, Cloak of 
  Resistance 
  +3, 
  Cold 
  Weather 
  Outfit, 
  Elemental Gem (Earth), Gauntlets of Ogre 
  Power 
  +2, 
  Heavy 
  Steel 
  Shield 
  +2, 
  Warhammer +1 (Shock, Thundering) 
   
  Laduguer's Heart, Dwarf (Duergar), 
  Clr9; CR 10; Medium Humanoid; 5'/5'; HD 
  9d8+27; hp 74; Init +1; Spd 20 ft/x3; AC 21 
  (+8 armor, +2 shield, +1 dex); Atk +7/+2 
  One-handed  (1d6+1, 20/x2, Light Mace 
  +1); SV Fort +10, Ref +7, Will +12; AL LE; 
  Str 10 (+0), Dex 12 (+1), Con 16 (+3), Int 
  10 (+0), Wis 20 (+5), Cha 8 (-1);  
   
  Skills and Feats: Concentration +15, 
  Spellcraft +12; Combat Casting, Endurance, 
  Lightning Reflexes, Extend Spell 
   
  Special Abilities: Darkvision 120’, 1/day 
  Enlarge Person, Invisibility (Self) as Sor9, 
  Immune to Paralysis, Phantasms and Poison, 
  Stonecunning (+2), Stability (+4), +2 racial 
  saving throw bonus against spells and 
  effects, +1 racial bonus against orcs and 
  goblinoids, +4 dodge bonus against giants, 
  +4 to Appraise and Craft checks that deal 
  with stone or metal, +4 racial bonus to Move 
  Silently, +1 racial bonus to Listen and Spot, 
  Light Sensitivity 
   
  Enlarged: Large Humanoid; 10’/10’ 
  (natural); AC 19 (+8 armor, +2 shield, -1 
  size); Atk +6/+1 One-handed (1d6+2, 20/x2, 
  
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  Light Mace +1); Ref +6; Str 12 (+1), Dex 10 
  (+0); 
   
  Spells 
  Prepared:  
  (6/5+1/5+1/4+1/3+1/1+1; DC = 14 + Spell 
  level) 0 - Cure minorx2, Resistance x2, 
  Detect Magic, Detect Poison; 1 – Cure Light 
  Wounds 
  x2, 
  Bane, 
  Shield 
  of 
  Faithx2,Protection from Good*; 2nd – Cure 
  Moderate 
  Woundsx2, 
  Darkness, 
  Hold 
  Person, Sound Burst, Soften Earth and 
  Stone*;3rd Dispel Magic, Summon Monster 
  III (hell hound), Prayer, Searing Light, 
  Magic Circle Against Good* 4th – Freedom 
  of Movement, Cure Serious Wounds, Death 
  Ward Stone Spike*; 5th – Flame Strike, 
  Dispel Good* 
   
  Possessions:  Cloak of Resistance +1, 
  Elixir of Fire Breath, Full Plate, Heavy Steel 
  Shield, Light Mace +1, Pearl of Power (1st 
  Level), Periapt of Wisdom +2, Potion of 
  Shield of Faith +5 
   
  Laduguer's 
  Fist, 
  Dwarf(Duergar), 
  Ftr4/Rog5 
  (x3); 
  CR 
  10; 
  Medium 
  Humanoid; 5'/5'; HD 5d6+4d10+36; hp 79; 
  Init +2; Spd 30 ft/x4; AC 15 (+3 armor, +2 
  dex); 
  Atk 
  +12/+7 
  Two-handed  
  (2d4+5,20/x3, Guisarme +1), +11/+6 Two-
  handed  (2d6+5 19-20/x2, Greatsword +1); 
  SV Fort +9, Ref +7, Will +2; AL NE; Str 16 
  (+3), Dex 14 (+2), Con 18 (+4), Int 10 (+0), 
  Wis 10 (+0), Cha 6 (-2); 
   
  Skills and Feats: Bluff +6, Hide +9, 
  Jump +8, Listen +9, Move Silently +13, 
  Search +8, Spot +9, Tumble +14; Combat 
  Reflexes, Dodge, Mobility, Spring Attack, 
  Power Attack, Quick Draw, Weapon Focus 
  (Guisarme) 
  Special Abilities: Darkvision 120’, 1/day 
  Enlarge Person, Invisibility (Self) as Sor9, 
  Immune to Paralysis, Phantasms and Poison, 
  Stonecunning (+2), Stability (+4), +2 racial 
  saving throw bonus against spells and 
  effects, +1 racial bonus against orcs and 
  goblinoids, +4 dodge bonus against giants, 
  +4 to Appraise and Craft checks that deal 
  with stone or metal, +4 racial bonus to Move 
  Silently, +1 racial bonus to Listen and Spot, 
  Light Sensitivity; Sneak Attack +3d6, 
  Trapfinding, Evasion, Uncanny Dodge, Trap 
  Sense +1 
   
  Enlarged: Large Humanoid; 10’/10’ 
  (natural); AC 13 (+3 armor, +1 dex, -1 size); 
  Atk +12/+7 Two-handed (2d6+6, 20/x3, 
  Guisarme +1), +11/+6 Two-handed (3d6+6, 
  19-20/x2, Greatsword +1); Ref +6; Str 18 
  (+4), Dex 12 (+1); 
   
  Possessions: Boots of Striding and 
  Springing, Greatsword +1, Guisarme +1, 
  Potion of Haste, Salve of Slipperiness, 
  Studded Leather 
   
  Encounter Seven 
  Mind Flayer Monk, Mind Flayer, Monk 
  10; CR 17; Medium Abberation; 5'/5'; HD 
  8d8+10d8+54; hp 162; Init +5(dex); Spd 
  60'; AC 32 (+3 Nat, +1 Dex, +5 Wis, +8 
  Arm, 
  +2 
  Monk, 
  +3 
  Def); 
  Atk 
  +20/+20/+20/+20 
  (Flurry 
  +20/+20/+20/+20/+20) 1D10 +6 (+1D6 
  Fire, +2D6+2 Bane, +1D8+3 Electricity) 
  (20/x2); SV Fort +11, Ref +9, Will +17; AL 
  LE; Str 20, Dex 12, Con 16, Int 16, Wis 20, 
  Cha 18; 
  Skills and Feats: Hide +21(22), 
  Move Silently +21(22), Spot +21(26), Listen 
  +21(26), Sense Motive +21(26), Tumble 
  +21(22), Balance +21(22); Power Attack, 
  Expertise, Improved Grapple, Improved 
  Unarmed Strike, Combat Reflexes, Hold the 
  Line, Weapon Focus: Unarmed, Improved 
  Disarm, Snatch Weapon (B), Improved 
  Initiative, Coup De Grace 
  Special Abilities:  
  Evasion, 
  Flurry of Blows, Ki Strike (magic),  Slow 
  Fall 20', Telepathy 100', SR 22, Improved 
  Grab, Mind Blast (DC 23), Stunning Fist 
  (DC 25), Wholeness of Body 
  Equipment: Necklace of Natural 
  Weaponry - (Human Bane, Dwarf Bane, Elf 
  Bane, Gnome Bane), Bracers of Armor +8, 
  
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  Potion of Flaming Fists, Ring of Protection 
  +3, Ring of Shocking Blows, Cloak of 
  Resistance +3, Ki Straps 
   
  Baklunish Thrall, Human Brbn1/Ftr12; CR 
  13; 
  Medium 
  Humanoid; 
  5'/5'; 
  HD 
  1d12+12d10+65; hp 156; Init +2 (dex); Spd 
  40; AC 14(15 Dodge) (+4 Chain, +2 Dex, -2 
  Rage); Atk +25/+20/+15 +3 Merciful 
  Greatsword 2D6+1D6+12 (17-20/x2); SV 
  Fort +14, Ref +7, Will (special); AL CE; Str 
  25, Dex 14, Con 20, Int 8, Wis 8, Cha 8; 
  Skills and Feats: Weapon Focus 
  GreatSword, Power Attack, Cleave, Expert 
  Tactician, Dodge, Mobility, Spring Attack, 
  Lightning Reflexes, Combat Reflexes, Hold 
  the Line, Improved Critical, Power Critical, 
  Greater Weapon Focus GreatSword 
  Equipment: Chain Shirt, +3 Merciful 
  GreatSword 
  APL 16 (EL 19) 
   
  Encounter One 
  Baklunish 
  Thrall, 
  Human, 
  Ftr8/Rog2/Rav9; 
  CR 
  19; 
  Medium 
  Humanoid; 5'/5'; HD 2d6+17d10+57; hp 
  179; Init +1; Spd 20 ft/x3; AC 23(+10 
  armor, 
  +2 
  shield, 
  +1 
  dex); 
  Atk 
  +25/+20/+15/+10 One-handed  (1d6+9+1 
  Con, 20/x2, Sickle +2 (Wounding, Human 
  Bane); Atk +27/+22/+17/+12 One-handed 
  (1d6+9+2d6+1 Con, 20/x2, Sickle +2 
  (Wounding, Human Bane vs. Human); SV 
  Fort +22, Ref +16, Will +10; AL CE; Str 
  20(+5), Dex 12(+1), Con 16(+3), Int 12(+1), 
  Wis 6(-2), Cha 6(-2); 
  Skills 
  and 
  Feats: 
  Climb 
  -1, 
  Concentration +4, Gather Information +2, 
  Handle 
  Animal 
  -1, 
  Intimidate 
  +20, 
  Knowledge 
  (local) 
  +13, 
  Knowledge 
  (religion) +16, Listen +0, Search +3, Spot 
  +0, Survival +9;  Blind-Fight, Great 
  Fortitude, Improved Critical (Sickle), Iron 
  Will, Lightning Reflexes, Power Attack, 
  Cleave, Improved Bull Rush, Improved 
  Sunder, Weapon Focus (Sickle), Weapon 
  Specialization (Sickle), Fast Healing 
  Pain Touch 3/day – An unarmed 
  melee touch attack that deals 1d8+9 points 
  of damage.  If done through a weapon the 
  damage is 1d4+9;   
  Aura of Fear 3/day – Enemies within 
  20’ of the character suffer a -2 morale 
  penalty on all saving throws for as long as 
  they remain within range;   
  Cruelest Cut 3/day – With a 
  successful strike, the character deals 1d4 
  points of temporary Constitution damage in 
  addition to normal damage;   
  Evasion – With a successful Reflex 
  save vs. a magical attack the character takes 
  no damage;   
  Sneak Attack +1d6 – Anytime 
  someone the character attacks is denied their 
  Dexterity bonus or the character is flanking 
  them the character inflicts an extra +1d6 
  points of damage. 
  Possessions: Cloak of Resistance +5, 
  Full Plate +2 (Heavy Fortification), Armor 
  Spikes 
  +1 
  (Frost, 
  Keen), 
  Sickle 
  +2 
  (Wounding, 
  Human 
  Bane), 
  Explorer’s 
  Outfit, Small Belt Pouch (156 gp) 
   
  Encounter Three 
  Artesh 
  Thron, 
  Dwarf 
  (Duergar), 
  Ftr4/Rog12/Shd1; 
  CR 
  18; 
  Medium 
  Humanoid; 5'/5'; HD 12d6+1d8+4d10+85; 
  hp 154; Init +4; Spd 30 ft/x4; AC 26 (+5 
  armor, +5 shield, +4 dex, +2 deflection); 
  Atk 
   
  +19/+14/+9 
  One-handed  
  (1d10+5+1d6,17-20/x2+1d10, 
  Bastard 
  Sword +1 (Acidic Burst));SA Darkvision 
  120’, 1/day Enlarge Person, Invisibility 
  (Self) as Sor17, Immune to Paralysis, 
  Phantasms and Poison, Stonecunning (+2), 
  Stability (+4), +2 racial saving throw bonus 
  against spells and effects, +1 racial bonus 
  against orcs and goblinoids, +4 dodge bonus 
  
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  against giants, +4 to Appraise and Craft 
  checks that deal with stone or metal, +4 
  racial bonus to Move Silently, +1 racial 
  bonus to Listen and Spot, Light Sensitivity; 
  Sneak Attack +6d6, Trapfinding, Trap Sense 
  +4, Evasion, Uncanny Dodge, Improved 
  Uncanny Dodge (Rog16), Opportunist, Hide 
  in Plain Sight SV Fort +17, Ref +19, Will 
  +10; AL CE; Str 18 (+4), Dex 18 (+4), Con 
  20 (+5), Int 12 (+1), Wis 12 (+1), Cha 6 (-
  2); 
  Skills and Feats: Escape Artist +25, 
  Hide +25, Jump +6, Listen +18, Move 
  Silently +29, Perform (Dance) +5, Search 
  +16, Spot +20, Tumble +27; Blind-Fight, 
  Combat Reflexes, Dodge, Mobility, Spring 
  Attack, Exotic Weapon Proficiency (Bastard 
  Sword), Improved Critical (Bastard Sword), 
  Weapon Focus (Bastard Sword), Expert 
  Tactician 
   
  Possessions: Amulet of Health +4, 
  Bastard Sword +1 (Acidic Burst), Boots of 
  Striding and Springing, Cloak of Resistance 
  +4, Explorer’s Outfit, Gauntlets of Ogre 
  Power +4, Mithral Chain Shirt +1 (Shadow, 
  Silent Moves), Mithral Heavy Shield +3, 
  Ring of Protection +2 
  Enlarged: Large Humanoid; 10’/10’ 
  (natural); AC 24 (+5 armor, +5 shield, +3 
  dex, -1 size, +2 deflection); Atk +19/+14/+9 
  One-handed (2d8+6+1d6, 19-20/x2+1d10, 
  Bastard Sword +1 (Acidic Burst)); Str 20 
  (+5), Dex 16 (+3); 
   
  Thrall Scout, Human, Ftr4/Rog8 (x2); CR 
  12; 
  Medium 
  Humanoid; 
  5'/5'; 
  HD 
  8d6+4d10+24; hp 84; Init +8; Spd 30 ft/x4; 
  AC 23 (+5 armor, +3 shield, +4 dex, +1 
  deflection); 
  Atk 
  +15/+10 
  One-handed  
  (1d6+2+2d6,18-20/x2, Rapier +1 (Vicious) 
  +1d6 to wielder);SA Evasion, Sneak Attack 
  +4d6, Trap Sense +2, Trapfinding, Uncanny 
  Dodge, 
  Improved 
  Uncanny 
  Dodge 
  (Rog12)SV Fort +10, Ref +13, Will +8; AL 
  NE; Str 10 (+0), Dex 19 (+4), Con 14 (+2), 
  Int 12 (+1), Wis 12 (+1), Cha 10(+0); 
  Skills and Feats: Balance +15, 
  Disable Device +12, Escape Artist +13, 
  Hide +15, Listen +14, Move Silently +15, 
  Open Lock +15, Search +12, Spot +14, 
  Tumble +13; Blind-Fight, Dodge, Mobility, 
  Spring Attack, Improved Initiative, Iron 
  Will, Weapon Finesse, Weapon Focus 
  (Rapier), Weapon Specialization (Rapier) 
  Possessions:  Chain Shirt +1, Cloak 
  of Resistance +2, Explorer’s Outfit, Heavy 
  Steel Shield +1, Necklace of Fireballs Type 
  II, Rapier +1 (Vicious), Ring of Protection 
  +1, Tanglefoot Bag x2, Thunderstone x2 
   
  Thrall Seeker, Halfling (Deep), Rgr9/Rog4 
  (x2); CR 13; Small Humanoid; 5'/5'; HD 
  4d6+9d8+26; hp 91; Init +5; Spd 20 ft/x4; 
  AC 22 (+5 armor, +5 dex, +1 size, +1 
  natural); Atk +20/+15/+10 One-handed  
  (1d4+1d6,19-20/x2, 
  Short 
  Sword 
  +1 
  (Flaming)), 
  +18/+13/+8 
  Two-Weapon 
  (primary)  (1d4+1d6, 19-20/x2, Short Sword 
  +1 
  (Flaming)), 
  +18/+13 
  Two-Weapon 
  (secondary)  (1d4+1d6, 19-20/x2, Short 
  Sword +1 (Flaming));SA Darkvision 60’, +1 
  racial 
  bonus 
  on 
  all 
  saving 
  throws, 
  Stonecunning (+2), +2 morale bonus on 
  saving throws against fear, +2 to Appraise 
  and Craft checks that deal with stone or 
  metal Wild Empathy, Evasion, Favored 
  Enemy (Human) +4, Track, Improved 
  Combat 
  Style 
  (Two-Weapon 
  Combat), 
  Sneak Attack +2d6, Trapfinding, Endurance, 
  Uncanny Dodge, Trap Sense +1, Woodland 
  Stride, Swift Tracker; SV Fort +12, Ref +18, 
  Will +9; AL NE; Str 10(+0), Dex 21(+5), 
  Con 14(+2), Int 12(+1), Wis 10(+0), Cha 
  10(+0); 
  Skills and Feats: Balance +13, 
  Escape Artist +14, Hide +24, Jump +5, 
  Listen +18, Move Silently +20, Open Lock 
  +10, Spot +15, Survival +14, Tumble +14; 
  Dodge, 
  Mobility, 
  Iron 
  Will, 
  Weapon 
  Finesse, Weapon Focus (Short Sword) 
  Possessions: Amulet of Natural 
  Armor +1, Cloak of Resistance +2, 
  
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  Explorer’s Outfit, Short Sword +1 (Flaming) 
  x2, Studded Leather +2, Tanglefoot Bag x2, 
  Thunderstone x2 
   
  Encounter Four 
  Laduguer's Hammer, Dwarf (Duergar), 
  Clr7/Ftr2/DwD7/Tem1; CR 18; Medium 
  Humanoid; 5'/5'; HD 7d8+3d10+7d12+85; 
  hp 191; Init +1; Spd 20 ft/x3; AC 26 (+8 
  armor, +4 shield, +1 dex, +3 dodge); Atk 
  +24/+19/+14 
  One-handed  
  (1d8+10+1d6,20/x3+1d8, Warhammer +2 
  (Shock, Thundering)); SV Fort +23, Ref 
  +10, Will +17; AL LE; Str 22 (+6), Dex 13 
  (+1), Con 20 (+5), Int 10 (+0), Wis 14 (+2), 
  Cha 7 (-2); 
   
  Skills and Feats: Concentration +15, 
  Knowledge (religion) +12, Listen +10, Spot 
  +10; Blind-Fight, Combat Reflexes, Dodge, 
  Endurance, 
  Lightning 
  Reflexes, 
  Power 
  Attack, 
  Toughness, 
  Weapon 
  Focus 
  (Warhammer) 
   
  Special Abilities: Darkvision 120’, 1/day 
  Enlarge Person, Invisibility (Self) as Sor17, 
  Immune to Paralysis, Phantasms and Poison, 
  Stonecunning (+2), Stability (+4), +2 racial 
  saving throw bonus against spells and 
  effects, +1 racial bonus against orcs and 
  goblinoids, +4 dodge bonus against giants, 
  +4 to Appraise and Craft checks that deal 
  with stone or metal, +4 racial bonus to Move 
  Silently, +1 racial bonus to Listen and Spot, 
  Light 
  Sensitivity; 
   
  Mettle, 
  Weapon 
  Specialization 
  (Warhammer), 
  Defensive 
  Stance 3/day (8 rnds, -2 Str afterward), 
  Uncanny Dodge, Improved Uncanny Dodge 
  (Rog11), Damage Reduction 3/-, Trap Sense 
  +1, Spells 
   
  Enlarged: Large Humanoid; 10’/10’ 
  (natural); AC 24 (+8 armor, +4 shield, -1 
  size, +3 dodge); Atk +24/+19/+14 One-
  handed 
  (2d6+11+1d6, 
  20/x3+2d8, 
  Warhammer +2 (Shock, Thundering); Ref 
  +9; Str 24 (+7), Dex 11 (+0);  
   
  Defensive Stance: Medium Humanoid; 
  5'/5'; hp 217; AC 30 (+8 armor, +4 shield, 
  +1 dex, +7 dodge); Atk +24/+19/+14 One-
  handed 
   
  (1d8+11+1d6, 
  20/x3+1d8, 
  Warhammer +2 (Shock, Thundering)); SV 
  Fort +27, Ref +12, Will +19; Str 24 (+7), 
  Dex 13 (+1), Con 24 (+7), Int 10 (+0), Wis 
  14 (+2), Cha 7 (-2); 
   
  Enlarged 
  Defensive 
  Stance: 
  Large 
  Humanoid; 10’/10’ (natural); hp 217; AC 28 
  (+8 armor, +2 shield, +3 misc, +4 dodge, -1 
  size); 
  Atk 
  +25/+20/+15 
  One-handed 
  (2d6+12+1d6, 20/x3+2d8, Warhammer +2 
  (Shock, Thundering)); SV Fort +27, Ref 
  +11, Will +19; Str 26 (+8), Dex 11 (+0), 
  Con 24 (+7), Int 10 (+0), Wis 14 (+2), Cha 7 
  (-2); 
   
  Spells Prepared (5/4+1/4+1/2+1/1+1; 
  Base DC = 12 + Spell Level); 0 – Cure 
  minorx2, 
  Resistance 
  x2;guidance;1st 
  -  
  Shield of Faith, entropic shield, bless, bane 
  protection from good*; 2nd – bear’s 
  endurance, bull’s strength, darkness, silence, 
  soften earth and stone*; 3rd – Dispel Magic, 
  Searing Light, Magic Circle against Good*; 
  4th – Freedom of Movement, Stone Spikes* 
   
  Possessions:  Adamantine Full Plate 
  (DR 3), Amulet of Health +4, Cloak of 
  Resistance 
  +3, 
  Cold 
  Weather 
  Outfit, 
  Elemental Gem (Earth), Gauntlets of Ogre 
  Power 
  +4, 
  Heavy 
  Steel 
  Shield 
  +2, 
  Warhammer +2 (Shock, Thundering) 
   
  Laduguer's Heart, Dwarf (Duergar), 
  Clr11; CR 12; Medium Humanoid; 5'/5'; 
  HD 11d8+33; hp 91; Init +1; Spd 20 ft/x3; 
  AC 21(+8 armor, +2 shield, +1 dex); Atk 
  +9/+4 One-handed  (1d6+1, 20/x2, Light 
  Mace +1 (Spell Storing)); SV Fort +11, Ref 
  +7, Will +13; AL LE; Str 10(+0), Dex 
  12(+1), Con 16(+3), Int 10(+0), Wis 20(+5),  
  Cha 8(-1); 
   
  Skills and Feats: Concentration +17, 
  Spellcraft +14; Combat Casting, Endurance, 
  Lightning Reflexes, Extend Spell 
  
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  Special Abilities: Darkvision 120’, 1/day 
  Enlarge Person, Invisibility (Self) as Sor11, 
  Immune to Paralysis, Phantasms and Poison, 
  Stonecunning (+2), Stability (+4), +2 racial 
  saving throw bonus against spells and 
  effects, +1 racial bonus against orcs and 
  goblinoids, +4 dodge bonus against giants, 
  +4 to Appraise and Craft checks that deal 
  with stone or metal, +4 racial bonus to Move 
  Silently, +1 racial bonus to Listen and Spot, 
  Light Sensitivity 
   
  Enlarged: Large Humanoid; 10’/10’ 
  (natural); AC 19 (+8 armor, +2 shield, -1 
  size); Atk +9/+4 One-handed (1d6+2, 20/x2, 
  Light Mace +1 (Spell Storing)); Ref +6; Str 
  12 (+1), Dex 10 (+0); 
   
  Spells 
  Prepared:  
  (6/7+1/5+1/5+1/4+1/2+1/1+1; DC = 14 + 
  Spell level) 0 - Cure minorx2, Resistance 
  x2, Detect Magic, Detect Poison; 1 – Cure 
  Light 
  Wounds 
  x2, 
  Bane, 
  Shield 
  of 
  Faithx2,Protection from Goodx2*; 2nd – 
  Cure Moderate Woundsx2, Darkness, Hold 
  Person, Sound Burst, Soften Earth and 
  Stone*;3rd 
  Dispel 
  Magicx2, 
  Summon 
  Monster III (hell hound), Prayer, Searing 
  Light, Magic Circle Against Good* 4th – 
  Freedom of Movement, Cure Serious 
  Woundsx2, Death Ward, Stone Spike*; 5th – 
  Flame Strikex2, Dispel Good*; 6th – Inflict 
  Moderate Wounds, Mass, StoneSkin* 
   
  Possessions:  Cloak of Resistance +1, 
  Elixir of Fire Breath, Full Plate, Heavy Steel 
  Shield, Light Mace +1 (Spell Storing), Pearl 
  of Power (2nd Level), Periapt of Wisdom 
  +2, Potion of Shield of Faith +5 
   
  Laduguer's 
  Fist, 
  Dwarf 
  (Duergar), 
  Ftr4/Rog7 
  (x3); 
  CR 
  12; 
  Medium 
  Humanoid; 5'/5'; HD 7d6+4d10+44; hp 94; 
  Init +2; Spd 30 ft/x4; AC 15 (+3 armor, +2 
  dex); Atk +14/+9 Two-handed  (2d4+5, 
  20/x3, Guisarme +1), +13/+8 Two-handed  
  (2d6+5 19-20/x2, Greatsword +1); SV Fort 
  +10, Ref +8, Will +3; AL NE;  Str 16 (+3), 
  Dex 14 (+2), Con 18 (+4), Int 10 (+0), Wis 
  10 (+0), Cha 6 (-2); 
   
  Skills and Feats: Bluff +8, Hide +11, 
  Jump +10, Listen +11, Move Silently +15, 
  Search +8, Spot +11, Tumble +18; Combat 
  Reflexes, Dodge, Mobility, Spring Attack, 
  Power Attack, Quick Draw, Weapon Focus 
  (Guisarme) 
   
  Special Abilities: Darkvision 120’, 1/day 
  Enlarge Person, Invisibility (Self) as Sor11, 
  Immune to Paralysis, Phantasms and Poison, 
  Stonecunning (+2), Stability (+4), +2 racial 
  saving throw bonus against spells and 
  effects, +1 racial bonus against orcs and 
  goblinoids, +4 dodge bonus against giants, 
  +4 to Appraise and Craft checks that deal 
  with stone or metal, +4 racial bonus to Move 
  Silently, +1 racial bonus to Listen and Spot, 
  Light Sensitivity; Sneak Attack +4d6, 
  Trapfinding, Evasion, Unc\anny Dodge, 
  Trap Sense +2 
   
  Enlarged: Large Humanoid; 10’/10’ 
  (natural); AC 13 (+3 armor, +1 dex, -1 size); 
  Atk +14/+9 Two-handed (2d6+6, 20/x3, 
  Guisarme +1), +13/+8 Two-handed (3d6+6, 
  19-20/x2, Greatsword +1); Ref +7; Str 18 
  (+4), Dex 12 (+1); 
   
  Possessions: Boots of Striding and 
  Springing, Greatsword +1, Guisarme +1, Oil 
  of Magic Vestment +5, Potion of Haste, 
  Salve of Slipperiness, Studded Leather 
  Encounter Seven 
  Mind Flayer Monk, Mind Flayer, Monk 
  12; CR 19; Medium Abberation; 5'/5'; HD 
  8d8+12d8+60; hp 180; Init +5(dex); Spd 
  70'; AC 35 (+3 Nat, +4 Dex, +5 Wis, +8 
  Arm, 
  +2 
  Monk, 
  +3 
  Def); 
  Atk 
  +22/+22/+22/+22 
  (Flurry 
  +23/+23/+23/+23/+23) 2D6 +8 (+1D8+3 
  Electricity, +1D6 Fire) (20/x2); SV Fort 
  +16, Ref +14, Will +22; AL LE; Str 20, Dex 
  18, Con 16, Int 16, Wis 20, Cha 24; 
  Skills and Feats: Hide +23(26), 
  Move Silently +23(26), Spot +23(28), Listen 
  +23(28), Sense Motive +23(28), Tumble 
  
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  +23(26), Balance +23(26); Power Attack, 
  Expertise, Improved Grapple, Improved 
  Unarmed Strike, Combat Reflexes, Hold the 
  Line, Weapon Focus: Unarmed, Improved 
  Disarm, Snatch Weapon (B), Improved 
  Initiative, Coup De Grace, Ability Focus 
  Special Abilities: Evasion, Flurry of 
  Blows,  
  Ki Strike (magic), (lawful), 
  Slow Fall 20', Telepathy 100', SR 22, 
  Improved Grab, Mind Blast (DC 29), 
  Stunning Fist (DC 21), Wholeness of Body, 
  Diamond Body, Abundant Step 
   
  Equipment: 
  Necklace 
  of 
  Natural 
  Weaponry - (Brilliant Energy, Wounding), 
  Bracers of Armor +8, Potion of Flaming 
  Fists, Ring of Protection +3, Vest of 
  Resistance +3, Ring of Shocking Blows, 
  Cloak of Charisma +6, Gloves of Dexterity 
  +6 
  precast - StoneSkin (13th level) 
   
  Baklunish Thrall, Human Brbn1/Ftr12; CR 
  13; 
  Medium 
  Humanoid; 
  5'/5'; 
  HD 
  1d12+12d10+65; hp 156; Init +2 (dex); Spd 
  40; AC 14(15 Dodge) (+4 Chain, +2 Dex, -2 
  Rage); Atk +25/+20/+15 +3 Merciful 
  Greatsword 2D6+1D6+12 (17-20/x2); SV 
  Fort +14, Ref +7, Will (special); AL CE; Str 
  25, Dex 14, Con 20, Int 8, Wis 8, Cha 8; 
  Skills and Feats: Weapon Focus 
  GreatSword, Power Attack, Cleave, Expert 
  Tactician, Dodge, Mobility, Spring Attack, 
  Lightning Reflexes, Combat Reflexes, Hold 
  the Line, Improved Critical, Power Critical, 
  Greater Weapon Focus GreatSword 
  Equipment: Chain Shirt, +3 Merciful 
  GreatSword 
   
  Baklunish Wizard, Human, Wiz13; CR 13; 
  Medium Humaniod; 5'/5'; HD 13d4+33; hp 
  66; Init +7; Spd 30'; AC 21 (+3 Dex, +4 
  Shield, +4 Mage Armor); Atk +8 ranged; 
  SV Fort +9, Ref +10, Will (special); AL NE; 
  Str 6, Dex 16, Con 16, Int 24, Wis 10, Cha 
  6; 
  Skills 
  and 
  Feats: 
  Concentration 
  +16(23); Combat Casting, Scribe Scroll, 
  Improved 
  Initiative, 
  Spell 
  Focus 
  Enchantment, 
  Greater 
  Spell 
  Focus 
  Enchantment, Quicken Spell, Empower 
  Spell 
  Spell List: (DC = 17+Spell Level, 
  Enchantment DC = 19 + Spell Level)   1st 
  Lvl - Charm Person x2,  Mage Armor, 
  Shield, Ray of Enfeeblement x2 2nd Lvl - 
  Touch of Idiocy x2 Tasha's Hideous 
  Laughter x2Web, False Life; 3rd Lvl - Hold 
  Person x2, Slow x2, Dispel Magic x3; 4th 
  Lvl - Confusion, Bestow Curse, Evard's 
  Black Tentacles, Empowered Touch of 
  Idiocy, Stoneskin, Polymorph; 5th Lvl - 
  Dominate Person x2, Mind Fog, Overland 
  Flight, Baleful Polymorph; 6th Lvl - Mass 
  Suggestion, Empowered Bestow Curse, 
  Quickened 
  Tasha's 
  Hideous 
  Laughter, 
  Greater Dispel Magic; 7th Lvl - Mass Hold 
  Person x2, Quickened Polymorph 
  Equipment: Amulet of Health +2, 
  Headband 
  of 
  Intellect 
  +4, 
  Cloak 
  of 
  Resistance +3 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Appendix II – DM Aids 
  DM Aids: Map #1 – The Defiant Gesture 
   
   
   
  Starting Position of the Baklunish Thrall
  Location of the Baklunish Thrall at the 
  conclusion of Boxed Text.  Please see 
  DM Aid: Map 3. 
  
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  DM Aids: Map #1 – Locations Within The Defiant Gesture 
   
  1 – The common room of The Defiant Gesture.  The patrons are allowed to shift table and chair positions 
  over the course of the day so they are normally scattered around the room.  The bar takes up most of the 
  north wall with a fireplace set in the south wall directly opposite.  A large stage is set against the eastern 
  wall. 
   
  2 – This is the kitchen.  It is of substantial size, with multiple ovens and roasting pits for various sorts of 
  game. 
   
  3 – This is the storage room.  Over a dozen kegs are stacked here along with all of the goods required to 
  keep the Inn functioning. 
   
  4, 5 – These are private dining rooms.  Each has a large table with comfortable padded chairs arranged 
  for a quiet after-dinner meal.  Both rooms have a fireplace set with sideboards holding breads, wine, and 
  cheese that is replaced daily. 
   
  6 – This is the attached stable.  It has space for seven horses, associated feed and tack as well as an 
  office/quarters for the stablemaster hired by the owner of the Gesture. 
  
  SHE4-02  
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  DM Aids: Map #2 – Outside the Defiant Gesture 
   
   
  Location of the Baklunish Thrall at the 
  conclusion of Boxed Text. 
  
  SHE4-02  
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  DM Aids: Map #3 – The Cackling Crow Boarding House 
   
   
  Aspect of Knowledge Starting Location 
  
  SHE4-02  
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  DM Aids: Map #4 – Hochoch Town Map 
   
   
  The Defiant Gesture 
  
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  DM Aids: Map #4 – Locations within Hochoch 
   
  Gates: 
  G1 – River Gate 
  G2 – Shalm’s Gate 
  G3 – North Gate 
  G4 – Oyt Gate 
   
  Low Quarter: 
  L1 – The Broken Drum Inn 
  L2 – The Cracked Cup  
   
  The Commons: 
  C1 – Iowerth Square 
  C2 – The Boar’s Knuckle (condemned) 
  C3 – The Boar’s Other Knuckle 
  C4 – Company of Giant Slayers Hall 
  C5 – The White Stag Inn 
   
  Market Ward: 
  M1 – The Giant’s Hearth Inn 
  M2 – Market Square (“Broken Wall”) 
   
  Old City: 
  O1 – Old Oak Tavern 
  O2 – Bedwyn the Fat’s Estate 
  O3 – Knights of the Watch Chapterhouse 
  O4 – Sierra Blackblade’s Estate 
   
   
   
   
   
   
   
   
  Hilltop: 
  H1 – Caer Dwr Gwyldy (Waterwatch Castle) 
  H2 – Trevol Llys (Town Hall) 
  H3 – Temple of Pelor 
  H4 – Temple of St. Cuthbert 
  H5 – Temple of Allitur 
  H6 – Temple of Ehlonna 
  H7 – Wayfarer’s Union House 
  H8 – The Brenin’s Signet Inn 
   
   
   
   
   
  
  SHE4-02  
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  DM Aids: Map #5 – Caer Dwr Gwyldy Side View 
  
  SHE4-02  
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  Page 61 
   
  DM Aids: Map #6 – Caer Dwr Gwyldy 1st Floor 
  
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  DM Aids: Map #7 – Caer Dwr Gwyldy 2nd Floor 
   
  
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  DM Aids: Map #8 – The Butcher Shop 
   
   
   
  Laduguer’s Fist 
  (Enlarged) 
  Laduguer’s Fist 
  (Enlarged) 
  Laduguer’s Fist 
  (Enlarged) 
  Laduguer’s Hammer 
  (Enlarged) 
  Laduguer’s Heart 
  (Not Enlarged) 
  
  SHE4-02  
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  Page 64 
  DM Aids: Map #9 – The Coven’s Cave 
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region Sheldomar Valley/594/Normal Scenarios/SHE4-02 - Check the Fine Print (APL 8-16)/SHE4-02 - Check the Fine Print.pdf