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 
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  d20 SYSTEM license, please visit www.wizards.com/d20 
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  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s 
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  in the US and other countries. This material is protected under the copyright laws of the United States of 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  DYV7-03 
   
   
   
   
   
   
  Dyvisions 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™  
  Dyvers Regional Adventure 
   
   
  by Andy McCullough 
  Circle Reviewers: Tim Sech 
  Triad Reviewers: Kevin Elmore and Michael Mockus 
  Playtesters: Ken Braun, Ian Thomas-Hardin, Derek Hardin, Some Guy, Matt Cushman 
   
   
  Trade through the Gnarley Forest has been reduced to a trickle, the Nyr Dyv poses a mysterious threat to the shipping 
  lanes, and a rogue element rises in the west, surging in strength under the cry, “Achos 'r chrau chan Beryn."A request 
  for aid comes from three directions: one unknown, one unlikely, and the other unwanted.  Can the adventurers end the 
  divisions, or will more Divisions be required to end the unrest in the west?  A one-round Dyvers Regional adventure set 
  in the Westlands for characters level 1-14 (APLs 2-12). Part 3 of The Machinations Saga 
   
  Special thanks to Larry Snodgrass, Mason Mines, and Derrek Burrows for previous work on the Red Arrows and the 
  Westlands respectively.
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D
  ® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR). 
  You need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. Determine the character level for each of the PCs 
  participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  # of Animals 
  Mundane Animals 
  Effect on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  0 
  1/3 & 1/2 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  DYV7-03 Dyvisions 
   
  Page 2 
  
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard One-round Regional adventure, set in 
  Dyvers. All characters pay 1 or 2 Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 
  3 
  of 
  the 
  Living 
  Greyhawk 
  Campaign 
  Sourcebook. 
   
  ADVENTURE BACKGROUND 
  Three years ago, the ravaged docks of Dyvers caused 
  many citizens to turn to alternative sources of income.  
  Some became adventurers, while others took less legal 
  means to stave off starvation.  The Westlands have always 
  had a problem with bandits, but with this new influx of 
  desperados, things only became worse.  His back against 
  the wall, Sheriff Krembo Schift authorized his Red 
  Arrows to begin a campaign of cruelty to those that 
  would practice banditry on the Low Road.  This proved to 
  be extremely effective for a while, until one Patchwall 
  day when Beryn, the betrothed to a Bandit Leader named 
  Laruk, was apprehended while stealing goods from Lord 
  Grandhearth himself.  With adventurers from the Dyvers 
  Adventurer’s Guild standing by as witnesses, Beryn and 
  her companions were skewered through their digestive 
  tracts, and left, mounted on poles along the Low Road as 
  a reminder to other bandits that “Such is the Price of 
  banditry upon the Low Road”.  Laruk was devastated, and 
  has dedicated his life seeking justice for what was done to 
  his beloved; bringing others to his rallying call, “Achos 'r 
  chrau chan Beryn”.  Laruk correctly believes that if he can 
  bring banditry to such a level on the Low Road, the 
  Sheriff will have no choice but to come out and face him, 
  something he very much wishes.  Particularly over the 
  past 12 months, Laruk has been successful in attracting 
  followers to his call, and his group is growing.  Growing 
  enough to have caught the attention of the cult of 
  Molaho Khem who has now recently sent their emissary 
  espousing the personal freedoms that are often set aside 
  in a stringently lawful society.  This tendency was 
  brought forefront with the recent slave labor forced upon 
  the peasants of the Westlands by the Mandragore League 
  and Timbercrafter’s Guild in DYVINT6-05 Ruins of 
  Chateau Lidaere.  This event played right into the Laruk’s 
  cries of unjust cruelty; many have flocked to his banner 
  since. 
   
  Meanwhile, Sheriff Krembo Schift has in turn 
  dedicated his life to fighting banditry ever since his 
  family was killed by raiding bandits in CY 580, setting up 
  a sort of dichotomy with the beliefs of Laruk.  The Sheriff 
  is determined to bring the Low Road bandits to justice, 
  and although he has had great success in bringing 
  individuals to justice, he has had much less success with 
  the group, as their numbers continue to grow faster than 
  he can apprehend them.  For this reason, Klabert Lord 
  Grandhearth has ordered Krembo to take a new, softer 
  approach.  He is to hire members of the Dyvers 
  Adventurer’s Guild to seek a middle ground with the 
  bandits, particularly as the conflict in the Gnarley 
  becomes direr with each passing day.  Krembo is bound 
  by his own sense of duty to follow the orders of his liege 
  to the letter but also intends to subvert its intent by using 
  DYV7-03 Dyvisions 
   
  Page 3 
  
  the player characters to root out the bandits so that he 
  can bring the fist of Hextor upon them.     
   
  CULT OF MOLAHO KHEM 
  This is a cult dedicated to the hero-god Molaho Khem, 
  the god of glorious deaths.  It is a group completely 
  separated from the followers from other regions, and 
  from those converts from previous Dyvers adventures 
  such as DYV6-06 Walpurgis: The Dark Night.  In fact, the 
  cult of Molaho Khem considers followers from other 
  branches of this mythos to be heretical and will attack on 
  sight.  Its members strive for independence from 
  oppression, actually seeking out conflict in the hopes of 
  dying in glory, thereby gaining the attention of their god 
  and assurances of riches in the afterlife. This cult sought 
  out the Trintae elves in DYV 4-06 A House Divided via a 
  creature called The Eater of Souls, contacted them again 
  in the hopes of launching a two-pronged attack against 
  the divided House Grift in DYVINT5-07 Home Sweet 
  Home.  In Dyv6-04 Dyvisive Deep, they worked to keep 
  the existence of the Druid, Jumper, a secret from the 
  leaders of Dyvers so that he can be turned into an enemy 
  of the city-state by House Hoffer.  Now, they are seeking 
  converts from the Low Road Bandits, using a dogma of 
  personal freedom, and resistance to tyrannical rule in 
  preparation for the defense of the City against the 
  coming of innumerable orc hordes.  The Cult has been 
  promised financial gain from Hoffer’s benefactor for 
  their support as well as freedom from prosecution, 
  something that the Cult has so far been able to enjoy.  
   
  GENTRY 
  Set against this backdrop are the maneuverings of the 
  various members of the Dyvers Gentry Assembly.  Sheriff 
  Krembo Schift’s star is on the rise.  This, coupled with his 
  disparaging religious views with his liege, Klabert Lord 
  Grandhearth, have made the possibility of him moving to 
  another area a growing possibility.  The troubles in the 
  Westlands 
  have 
  cast 
  doubts 
  on 
  Klabert 
  Lord 
  Grandhearth’s ability to rule effectively in that fief.  
  Robert Lord Navoy has been positioning his house to 
  take over the fief in the event the troubles in the 
  Westlands cannot be contained.  Although not directly 
  involved with the bandits on the Low Road, House 
  Navoy stands to gain if the trade along the Low Road is 
  disrupted further.  Lord Dagby, looking to reduce the 
  influence of his principle detractor, House Navoy, has 
  contacted Lord Maltrus in secret to offer amnesty and a 
  fresh start to the bandits in the town of Liberty.  Lord 
  Maltrus will not show his hand, and so Lord Dagby is 
  required to make the deal with the bandits.  Lord Dagby, 
  also not wanting to show his hand early on, has asked his 
  former cohort and friend, Amir Shamani, to intervene 
  with Krembo Schift’s adventurers on his behalf. 
   
  ADVENTURE SUMMARY 
  Introduction: Another day in Dyvers 
  The PCs begin the adventure in the City of Sails and 
  receive a letter from Krembo Schift, Sheriff of Caltaran 
  asking to meet him at Westguard in three days.   
   
  Encounter One: ARRESTED! 
  Characters with the “Hatred of Hoffer” from DYV6-04 
  Dyvisive Deep are accosted by the Dyvers Constabulary.  
  The player(s) have been indicted by Lord Lambert Hoffer 
  for the murder of his son.  The charges are exaggerated, 
  but unless they fight off the Constabulary, or can pull 
  some strings, they will lose a day, or perhaps become 
  incarcerated. This means they will either need to find a 
  faster way to get to Westguard or will miss the meeting 
  with Krembo Schift entirely. 
   
  Encounter Two: More questions than answers? 
  It takes two days to get to Westguard by normal means; 
  that does not leave a lot of time but does provide just 
  enough to dig up some better questions, and maybe a few 
  good answers.  Players get an opportunity to learn who is 
  behind the Westland rebellion, some more information 
  regarding the Sheriff of Caltaran, and news of an 
  impending strike by the Cult of Molaho Khem. 
   
  Encounter Three: A taste of Glory! 
  The Cult of Molaho Khem has been tasked to maintain or 
  increase the conflict level in the Westlands.  To that end, 
  they are dispatched once again against the adventurers.  
  This will preferably occur along the road to Caltaran 
  Failing that, they strike in Westguard proper, prior to the 
  meeting with either Krembo Shrift or Amir Shamani. 
   
  Encounter Four: A meeting with whom? 
  A mysterious man approaches the adventurers discreetly 
  in Westguard, asking that the players meet with him 
  outside town instead of with the Sheriff of Caltaran.  The 
  man is Amir Shamani, and is, in fact, the mayor of 
  Liberty.  He is trying to prevent the adventurers from 
  signing an agreement with the Sheriff so that it will be 
  easier to make a counter offer, but cannot say as much 
  until he is certain the adventurers are not going to attend 
  the meeting with the Sheriff. 
   
  Encounter Five: An Unlikely Hero? 
  Krembo Shrift, the LE servant of Hextor, and sheriff of 
  Caltaran, meets with the adventurers and asks them to 
  locate the base of operations of the rogue element in the 
  Westlands so that a successful solution can be had.  The 
  DYV7-03 Dyvisions 
   
  Page 4 
  
  rogue element is naturally operating outside the law; 
  ransacking caravans.  What he will not tell the 
  adventurers is that his brand of a solution is to get a large 
  group of Red Arrows and assault the base, in an attempt 
  to wipe them out.  It is possible that this encounter does 
  not occur at all tables.  If the adventurers meet with Amir 
  and do not have exceptional travel capabilities, they will 
  not be able to be present for this encounter.  Characters 
  with the WANTED! warrant still in effect from DYV 4-
  06 A House Divided will have the chance of recognition 
  increased by 25% for this encounter. 
   
  Encounter Six: A meeting with the Mayor. 
  Either the adventurers traveled to Liberty before the 
  meeting with Krembo, or Amir finds them in Caltaran 
  after the meeting with Krembo.  Amir asks the 
  adventurers to disregard any agreement they may have 
  made with Krembo and instead try to offer a truce to the 
  bandits.  Amir identifies himself as the mayor of Liberty 
  and is confident he can get a legal pardon for the bandits 
  if they lay down their arms and move to his town in 
  Oster County.  In return, he is willing to offer each 
  member of the group a free lease to construct a business 
  in his town and a free business license to operate within 
  the city of Liberty.  Adventurers may note that double-
  crossing Krembo Shrift will not go over lightly.  
  Conversely, double-crossing Amir may cause the mayor 
  some difficulties of his own.     
   
  Encounter Seven: Some More Information 
  The PCs may gather information within the Westlands to 
  learn any information about the situation. 
   
  Encounter Eight: Whose side are you on anyway? 
  While traveling this road, the adventurers happen upon 
  two groups in combat.  On one side, the Red Arrows, on 
  the other side a group of bandits.  The bandits strive to 
  survive in a wild land stealing from the caravans that 
  cross their path.  Their leader, a man named, Laruk, has 
  become obsessed with vengeance against the Red Arrows 
  for the barbarous treatment and death of his betrothed, 
  Beryn from Dyv4-06, A House Divided.  Laruk further 
  has a general dislike for the “Heroes” of Dyvers as they 
  simply watched and let her die on a stake.  The 
  adventurers need to make a choice.  If they attack the 
  bandits, then proceed with Encounter 9: Assault!  If they 
  aid the bandits, and fight the Red Arrows, then proceed 
  with Encounter Ten: Den of Thieves? 
   
  Encounter Nine: Assault! 
  The adventurers decided to attack the bandits, and either 
  tracked them back to their base, or managed to pry the 
  information from a captive.  Once at the base, the 
  adventurers are to call upon Krembo for the negotiation.  
  Krembo has a different version of negotiation in mind 
  and shows up in force to wipe the bandits out once and 
  for all.  During the assault, a group of bandits escapes 
  through a secret tunnel.  The PCs have a chance to spot 
  them before they get away, and may either specifically 
  encounter the bandits along with the emissary of Molaho 
  Khem, or may specifically let them escape. 
   
  Encounter Ten: The den of Thieves? 
  The adventurers have been brought before the den of 
  thieves with one of three possible results.  If the 
  adventurers cannot persuade the bandits of their sincere 
  attempts to help, then the bandits will feel obliged to 
  keep the adventurers here until they can be certain that 
  they will not be able to remember how to get here, or 
  they can just fight the members of the group.  With 
  enough diplomacy, the bandits can be befriended and 
  will accept Amir’s offer.  If the diplomacy check is not as 
  successful, the adventurers need to prove their sincerity 
  by retrieving the flag of Lord Grandhearth from a nearby 
  Red Arrows fort 
   
  Encounter Eleven: Capture the flag 
  This encounter only occurs if the adventurers attempt to 
  befriend the bandits but are not completely successful.  
  The task is to capture the flag on top of a fort.  Whether 
  by force of arms or stealth, all that matters is retrieving 
  the flag. 
   
  Encounter Twelve: Emissary of Molaho Khem 
  For successfully joining the group of bandits, either by 
  successful diplomacy, or by capturing the flag, the 
  Emissary of Molaho Khem tells the story of the Cult of 
  Molaho Khem, and of Aliknor, the high priest of Molaho 
  Khem.  Characters are offered the opportunity to convert 
  to Molaho Khem, and are also given the opportunity to 
  have their lesser ring of glorious Deaths upgraded to its 
  full potential 
   
  Conclusion: Picking up the Pieces 
  Conclusion. 
   
   
  PREPARATION FOR PLAY 
  It is important to note if anyone in the party is a member 
  of any of the following Meta-orgs: 
   
  • 
  Protégé of House Navoy 
  • 
  Protégé of House Dagby 
  • 
  The Constabulary 
   
   
  Also, If any characters participated in DYVINT5-07, 
  DYNINT6-02, or DYV6-04 and have the Lesser ring of 
  DYV7-03 Dyvisions 
   
  Page 5 
  
  Glorious deaths, and is either wearing it or otherwise 
  displaying it prominently, that should be noted as well. 
   
   
  This adventure takes place in and around the City of 
  Caltaran.  Anyone with the “Wanted!” item from Dyv4-06 
  will need to deal with its effects. 
    
  INTRODUCTION 
  It is the 25
  th day of Flocktime, and the Low Summer 
  sun is beaming upon your face outside the civic 
  temple in Dyvers.  It was a long hard winter to be 
  sure, but the return of a short spring and now the 
  coming of summer have been good to the hearts of 
  the Dyversian populace.  Sure, there are always 
  slavers, and the warlord Turrosh Mak with his orc 
  hordes from Blackthorn are bearing down on Dyvers 
  and its environs, but today, with the bright sun in 
  your face, those worries seem far off. 
   
  The sharp rhetoric of the man you have been 
  watching in the Civic Temple calling himself “The 
  Voice of Molaho Khem” brings your senses back to 
  focus as he begins his tirade anew, “There is no 
  escaping the doom that is to befall us all.  Even now, 
  the forces of Turrosh Mak are consuming the Gnarley 
  forest and its inhabitants.  Soon his iron fist will fall 
  on the outlying towns, and it is only a matter of time 
  before Dyvers itself will be under attack.  The gods 
  have all forsaken you.  Where will your precious 
  ‘Guildmaster’ be when Turrosh Mak comes to call?  I 
  tell you there is but one that will stand by you when 
  the Angel of Death is near.  Embrace your 
  destruction!  Live forever in the hearts of both your 
  friends and enemies; one in song, and the other in 
  fear.  Stand tall against the oncoming horde!  Stand 
  without fear!  Stand with Molaho Khem, the Master 
  of Glorious Deaths, and the gates to immortality will 
  be thrown open before you!” 
   
  Most seem to disregard this middle-aged man of 
  Oeridian descent as one of many madmen about the 
  city telling tales of apocalypse, but some seem to be 
  taking him seriously, flocking to his call for self-
  sacrifice against insurmountable odds.  Is it for the 
  protection of the lesser man that they answer his call? 
  Or simply for the opportunity to die in battle, 
  avoiding the inevitable life of slavery that would 
  await them under Turrosh Mak’s iron fist?  A street 
  urchin moves deftly in your direction amongst the 
  growing throng of listeners.  He reaches into his 
  satchel to pull out a letter and hands it to you with a 
  smile. 
   
   
  The speaker is a follower of Molaho Khem, and is 
  known as the “The Voice of Molaho Khem”; responsible 
  for spreading the word of the Master of Glorious Deaths 
  to the populace.  He is an evangelist of sorts, with a “fire 
  and brimstone” message of doom.  His message finds a 
  home in the hearts of many who are currently without 
  hope against the oncoming horde of orcs.  PCs 
  succeeding in a DC 25 Knowledge (Religion) check 
  recognize the eight-pointed star on a red background as 
  the holy symbol of an obscure group dedicated to the 
  hero god Molaho Khem. 
  Anyone who also succeeds in 
  a DC 25 Knowledge (History) check knows that Molaho 
  Khem was a great warrior years ago that had a thirst for 
  the danger as well as the glory associated with hand-to-
  hand combat.  He was eventually slain fighting a host of 
  aliens. 
   
  The urchin is waiting for his Wheatsheaf (gold piece) tip. 
   If none comes forthright, he thanks the PC graciously, 
  and picks his pocket for APL*10 gold pieces. A DC 18 + 
  APL Spot check is required to notice.  If a player 
  character has the disfavor of the Messengers guild, then 
  the urchin picks his pocket regardless of whether he was 
  tipped or not. 
  Player Handout #1, or if the player 
  has the disfavor of the messengers Guild, they will 
  receive Player handout #3. 
  If anyone is also a 
  Protégé of House Dagby, the urchin hands him a second 
  letter. Player Handout #2 
   
  1: ARRESTED! (OPTIONAL) 
  This encounter occurs only if a player character at the 
  table has the “Hoffer Hatred” From DYV6-04 Dyvisive 
  Deep. Unless the player characters frequently travel 
  together, it is to be assumed that the group is not yet 
  assembled. 
   
  If any player has the “Disfavor of the Messenger’s 
  Guild” from Dyv7-02 Chain of Lies, Read or paraphrase 
  the following: 
   
  The small urchin nods his head, then with a wry 
  smile shouts “I think I found dem fer ya Sarge!” A 
  group of Constabulary enters the Holy Circle not 
  more than 30 feet from you and moves in your 
  direction.  The urchin darts off to meet them 
   
  Read or paraphrase the following to any player character 
  that gave the urchin a tip from the Introduction. 
   
  The small urchin nods his head after pocketing the 
  Wheatsheaf, then with a wry smile says, “Better get a 
  move on”. 
   
  Give the player character a one round head start before 
  the Constabulary arrives on the scene.  If the player 
  character 
  can 
  successfully 
  avoid 
  detection, 
  the 
  DYV7-03 Dyvisions 
   
  Page 6 
  
  Constabulary will simply continue their search.  If they 
  spot the player character and he/she flees, then they will 
  pursue.  
   
  A group of Constabulary enters the Holy Circle not 
  more than 30 feet from you and begins to survey the 
  area.  One of them looks your way and points directly 
  at you.  The group then moves in your direction. 
   
  Unless the player characters initiate combat with the 
  Dyvers Constabulary in the Holy Circle, Read or 
  paraphrase the following 
   
  Once the Constabulary group arrives, one of them 
  retrieves a scroll, and begins to read aloud, “By Order 
  of the Special Tribunal of the Gentry Assembly, you 
  are hereby ordered to surrender, and be taken into 
  custody regarding the disappearance and assumed 
  death of one Marsai Hoffer of House Hoffer whilst 
  aboard the merchant vessel ‘Easy Money’.   
   
  Any player characters that submit will be manacled, and 
  brought to an abandoned building; a Safe House where 
  convicted criminals are kept. 
   
  You have been brought to a Safe House, a place where 
  criminals are housed for safekeeping.  A dozen 
  constabulary members move about bringing papers to 
  a finely dressed man sitting at a desk. 
   
  Anyone with the title “Legendary Hero of Dyvers” or 
  “Hero of Dyvers” will be released immediately on his 
  own recognizance.  
   
  Upon being arrested, the PC is given two choices:  
  Plead innocence or guilt.  If the PC pleads guilty, then he 
  is given the opportunity to undergo a quest to recover 
  Marsai Hoffer's body in order to "make amends."  Let the 
  PC know that he can undergo the quest in order to avoid 
  a trial (though he won't know ahead of time how long it 
  will take).   
   
  If the PC chooses to plead innocence, then he is put 
  on trial.  The PC can choose to defend himself or hire a 
  barrister.  Strongly discourage the PC if he has little to no 
  ranks in Diplomacy from representing himself.  Warn 
  the player that a poor showing in court could get him 
  sentenced to several years in prison. 
   
  At the end of the adventure, one of three statuses 
  apply to the PC with "Hatred of House Hoffer: 
  1. 
  Fugitive – The PC either ran from the 
  Constabulary, or was released on his/her own 
  recognizance and never returned.  The player 
  character is now wanted throughout the Free 
  Lands of Dyvers.  Mark this on the AR. 
  2. 
  Tried and convicted – The PC stands trial and is 
  convicted for the murder of Marsai Hoffer (416 
  TUs).  This sentence is modified as below: 
   
  • 
  If the PC succeeds at a DC 20 Diplomacy 
  check, or hires a Barrister for 500 gp, the 
  sentence is reduced to “Manslaughter (40 
  TU’s)  
  • 
  If the PC succeeds at a DC 25 Diplomacy 
  check, or hires a Barrister for 2,500 GP, the 
  sentence is still Manslaughter, but the 
  sentence is cut in half (20 TU’s) 
  • 
  If the PC succeeds at a DC 35 Diplomacy 
  check, or hires a barrister for 5,000 gp, the 
  sentence is cut in half again (10 TU’s) 
  • 
  If the PC succeeds at a DC 40 Diplomacy 
  check, or hires a barrister for 7,500 gp, the 
  sentence is reduced to Assault, and 
  Unlawful Imprisonment (305 gp and 2 
  TU’s) 
  • 
   
  • 
  If the PC hires a barrister for 10,000 gp, a 
  loophole is discovered, and the PC is set 
  free. 
   
  Player characters that are a “Hero of Dyvers” 
  receive a +5 circumstance bonus to all 
  Diplomacy checks, and those that are a 
  “Legendary Hero of Dyvers” receive a +10 
  circumstance bonus.  See the Dyvers law 
  information in Appendix 6 for reductions that 
  may apply to members of the Alliance meta-
  organization.  
  All TU sentences may be further reduced 
  by 1 TU for every 100 gp or influence point that 
  a PC spends or by 10 TUs for every IP with a 
  Dyvers Gentry House that is expended. 
    
  3. 
  Make amends – The PC has agreed to go on a 
  quest to retrieve the dead body of Marsai Hoffer 
  from the Druid Jumper and return it to Dyvers 
  to be resurrected.  This action uses up 2 TUs for 
  the quest.  In addition he has earned the enmity 
  of the aquatic druid, Jumper. The PC must chip 
  in for the cost of the resurrection as seen below: 
  • 
  APL 2: 
  250 gp 
  • 
  APL 4: 
  500 gp 
  • 
  APL 6: 
  750 gp 
  • 
  APL 8: 
  1,000 gp 
  • 
  APL 10: 1,750 gp 
  • 
  APL 12: 2,500 gp 
   
  DYV7-03 Dyvisions 
   
  Page 7 
  
  Any favor spent that eliminates the cost of the 
  resurrection also eliminates this gp expenditure. 
   
  Anyone serving a TU sentence will not be allowed to 
  continue further in this adventure unless they are able to 
  do one of the following: 
   
  • Expend an influence point with a member of the 
  gentry for express purpose of allowing the PC to 
  continue in the adventure, i.e., you cannot use this 
  same Influence point to also reduce any sentence. 
  • All PC’s that are a “Hero of Dyvers” or a “Legendary 
  Hero of Dyvers” will automatically be released on 
  the own recognizance. 
  • The PC or others in his /her group must post a bail 
  of 50 gp per TU to be served.  Note that this is not 
  “spent” as the PC receives it back at the end of the 
  adventure.  The bail money must be available in 
  gold coin however, and so may require a PC to sell 
  some equipment to post bail.  
   
  2: MORE QUESTIONS THAN 
  ANSWERS 
  The PCs may decide to get some more information.  If so, 
  then the following is available with the appropriate 
  Gather Information checks.   Keep in mind that it takes 
  three days to travel to Westguard by foot and two days by 
  horse.  If traveling by foot, this leaves the party only 8 
  hours to gather information before the scheduled 
  meeting with the Sheriff of Caltaran. 
   
  House Navoy 
  Clue 
  DC 
  House Navoy is one of five houses in Dyvers 
  that has a writ of nobility. 
  15 
  Robert Lord Navoy maintains as his principle 
  residence, manor in the Meadowlands fief. 
  17 
  House Navoy gained a great deal of standing 
  within the Gentry Council for its support of 
  the Constabulary during the One Day War. 
  20 
  With its strong affiliation with the Dyvers 
  Constabulary, House Navoy seems to be the 
  most logical choice to replace House 
  Grandhearth in the Westlands should that 
  House prove unable to restore order. 
  25 
  House Navoy has asked Lord Trass Dagby to 
  dig up some “dirt” on Sheriff Krembo Schift. 
  30 
   
  Note: A Knowledge (Nobility) check can be substituted 
  for a gather information check for all of the information 
  regarding House Navoy. Expending an influence point 
  with any Gentry House, the Magister of Dyvers, or the 
  Gentry Council provides a +5 circumstance bonus to the 
  roll. 
   
  House Hoffer 
  Clue 
  DC 
  House Hoffer is in fact a minor Gentry 
  House. 
  10 
  House Hoffer is in fact an offshoot of the 
  much more powerful House Grift, who has 
  lordship over the Ehlenwood fief. 
  15 
  Lambert Hoffer is the youngest person to 
  ever be brought into the Gentry Assembly 
  (gentled). He was raised at the age of three 
  after his father was killed in a freak hunting 
  accident in Ehlenwood. 
  17 
  Marsai Hoffer was Lambert Hoffer’s only son. 
   He was recently killed by a group of 
  adventurer’s while on a ship in the Nyr Dyv 
  20 
  Lambert Hoffer has recently demanded that a 
  special tribunal be convened to investigate 
  the death of his son. 
  22 
  House Hoffer and House Grift hate each 
  other with a passion.  Rumor has it that 
  House Hoffer would like to see House Grift 
  removed from Ehlenwood with themselves 
  installed as the rightful heirs to the fief. 
  25 
  Although a minor house, Hoffer has been 
  making rather large outlays of capital of late.  
  Apparently in an attempt to have his son 
  brought back to life. 
  27 
  House Hoffer is supported financially by 
  House Emirian. 
  35 
   
  Note: A Knowledge (Nobility) check can be substituted 
  for a Gather Information check for all of the information 
  regarding House Hoffer.  Expending an influence point 
  with any Gentry House, the Magister of Dyvers or the 
  Gentry Council provides a +5 circumstance bonus to the 
  roll. 
   
  House Emirian 
  Clue 
  DC 
  Entire House History 
  20 
   
  Note: A Knowledge (Nobility) check can be substituted 
  for a Gather Information check for all of the information 
  regarding House Emirian. Expending an influence point 
  with any Gentry House, the Magister of Dyvers or the 
  Gentry Council provides a +5 circumstance bonus to the 
  roll. 
   
  DYV7-03 Dyvisions 
   
  Page 8 
  
  House Grandhearth 
  Clue 
  DC 
  House Grandhearth is the oldest and most 
  powerful Gentry House in Dyvers. 
  10 
  Klabert Lord Grandhearth resides in the 
  town of Caltaran, and also controls the 
  Westlands, including the fortifications of 
  Westguard 
  12 
  House Grandhearth is one of five houses in 
  Dyvers that has a writ of nobility 
  15 
  Grandhearth assumed control over the 
  Westlands after Enruhl Leardyn, his cousin, 
  had his patents of nobility stripped for his 
  involvement in the One Day War. 
  17 
  Lord Grandhearth has re-located his Sheriff, 
  Krembo Schift to the keep of Westguard to 
  restore order after it was discovered that the 
  Mandragore League was using forced labor 
  to excavate the ruins of Chateau Lidaere 
  20 
  Unrest continues to grow in the Westlands, 
  further fueled by the by the activities at 
  Chateau Lidaere.  The iron fist of  his sheriff, 
  has not brought order to the region, and 
  Grandhearth is losing face in the Gentry 
  Assembly   
  25 
  The unrest in the Westlands is led by a 
  group of bandits, whose membership has 
  swelled since some of their members were 
  brutally tortured and then executed along 
  the Low Road two and a half years ago. 
  27 
  Lord Grandhearth has ordered his sheriff, 
  Krembo Schift, to take a less active role in 
  the pursuit of the Bandits, and to instead 
  have Dyvers adventurers seek out the 
  bandits in the hopes that they can find a way 
  to end the unrest. 
  30 
  If Grandhearth cannot control the unrest in 
  the Westlands soon, the Gentry Assembly 
  will likely remove authority from 
  Grandhearth in the area, and give it to a 
  more “worthy” House. 
  35 
  House Navoy is the most likely replacement 
  for Grandhearth in the Westlands, and so it 
  would be in their best interests to see the 
  unrest continue. 
  40 
   
  Note: A Knowledge (Nobility) check can be substituted 
  for a Gather Information check for all of the information 
  regarding House Grandhearth. Expending an influence 
  point with any Gentry House, the Magister of Dyvers or 
  the Gentry Council provides a +5 circumstance bonus to 
  the roll. 
   
  House Dagby 
  Clue 
  DC 
  House Dagby was destroyed during the 
  Kesser Massacre in CY 595 
  10 
  The eldest son of House Dagby somehow 
  survived the Kesser Massacre, and adopted a 
  halfling former adventurer named Trass 
  Goblinsbane to be his successor. 
  20 
  Lord Trass Dagby has a small house in the 
  Town of Liberty in addition to the traditional 
  Dagby manor home in Banebridge.  He gets 
  along extremely well with most of the Baklun 
  residents in Liberty. 
  22 
  Although House Dagby resides 
  predominantly in the Meadowlands fief, 
  controlled by House Navoy, House Dagby 
  and House Navoy are at odds on many issues.
  25 
  All of the original residents of the town of 
  Liberty were former slaves from Tusmit.  
  Many were freed by Lord Trass Dagby during 
  his years as an adventurer, and some of the 
  more prominent citizens were even followers 
  of his. 
  27 
  Lord Maltrus has made an agreement with 
  Lord Dagby regarding some property in the 
  Town of Liberty. 
  30 
  Lord Trass Dagby is a member of the 
  Infiltrator’s guild in the Alliance  
  40 
   
  Note: A Knowledge (Nobility) check can be substituted 
  for a Gather Information check for all of the information 
  regarding House Dagby. Expending an influence point 
  with any Gentry House, the Magister of Dyvers or the 
  Gentry Council provides a +5 circumstance bonus to the 
  roll. 
   
  Merchant Council 
  Clue 
  DC 
  The merchant council has been holding secret 
  meetings with its members. 
  20 
  The Merchant Council is currently trying to 
  identify the threat so that it can be eliminated.
  25 
  The merchant council, not impressed with the 
  progress the Gentry assembly has made to 
  date in the Westlands, has made it clear to 
  their contacts in the shadows that something 
  needs to change to bring about the vital trade 
  through the Westlands. 
  30 
  DYV7-03 Dyvisions 
   
  Page 9 
  
   
  Note: Expending an influence point with the Merchant 
  Council provides a +5 circumstance bonus to the roll. 
   
  The Alliance 
  Clue 
  DC 
  There are outside elements operating 
  within the city limits of Dyvers 
  10 
  The outside elements have been asking 
  about adventurers that are currently within 
  the city 
  15 
  The 
  group 
  asking 
  about 
  Dyvers 
  Adventurers is a group of cultists dedicated 
  to the Hero god Molaho Khem. 
  17 
  A member of the Infiltrator’s guild has 
  been asking a lot of questions about some 
  bandits in the Westlands 
  20 
  A member of the infiltrator’s guild has 
  been asking a lot of questions regarding 
  the Krembo Schift, Sheriff of Caltaran 
  25 
  A master in the Alliance has been given 
  charge to break the deadlock in the 
  Westlands by any means necessary, 
  including the removal of the leader of the 
  Low Road Bandits. 
  30 
   
  Note:  Any player that wishes to make a Gather 
  Information check with the Alliance must expend one 
  influence point to do so. 
   
  Molaho Khem 
  Clue 
  DC 
  There was a book given the Dyvers library 
  some 7 years ago that talked about Molaho 
  Khem 
  20 
  There is a Shrine dedicated to Molaho Khem 
  upstairs in the Half-Pint Pub 
  25 
  There is a cult that has been meeting in secret 
  places about Dyvers dedicated to Molaho 
  Khem 
  30 
  There are two cults dedicated to Molaho Khem 
  in Dyvers.  One of these cults is focused on 
  Protection, and the other on Destruction. 
  35 
  One of the cults has been gaining support in 
  the Gentry Assembly to have their own Temple 
  dedicated to Molaho Khem within the city 
  limits of Dyvers. 
  40 
   
  Note: A Knowledge (Local: VTF) check can be 
  substituted for a gather information check for all of the 
  information regarding Molaho Khem. 
   
  Krembo Schift 
  Clue 
  DC 
  Sheriff of Caltaran 
  10 
  Head of the law enforcement group “The Red 
  Arrows”, who are known for their brutal 
  enforcement of law in the Westlands, 
  primarily along the Low Road 
  12 
  Krembo’s tactics are highly effective in 
  apprehending criminals and bringing them 
  to justice, a fact that has endeared him to his 
  superiors, giving him more of a free hand in 
  dealing out justice. 
  15 
  Although Sheriff Schift’s tactics are effective 
  in apprehending criminals, they also seem to 
  create more criminals, as attacks from bandits 
  along the Low Road have gradually increased 
  over the past two years. 
  20 
  Sheriff Schift has been given an ultimatum 
  from Klabert Lord Grandhearth, his liege 
  that he should use adventurers from the 
  Dyvers Adventurers Guild to reach out to the 
  bandits. 
  30 
  Krembo Schift’s star is on the rise in certain 
  sectors of Dyvers, and it is rumored that if he 
  is successful in ending the bandit situation in 
  the Westlands, he will be well positioned to 
  become the next Colonel of the Dyvers 
  Constabulary  
  40 
   
  Note: A Knowledge (Local: VTF) check can be 
  substituted for a Gather Information check for all of the 
  information regarding Krembo Schift.  Anyone that is a 
  member of the constabulary meta-org, or who expends an 
  influence point with the Constabulary receives a +5 
  circumstance bonus to the roll. 
   
  Low Road Bandits 
  Clue 
  DC 
  Operate principally along the Low Road 
  5 
  There have always been bandits along the 
  trade routes of the Low Road, but they have 
  grown in strength and numbers over the last 
  two and half years.  
  10 
  The Low Road Bandits now have a cry of 
  “Achos 'r chrau chan Beryn” which is Flan for 
  “For the blood of Beryn”  
  12 
  The Low Road Bandits do not kill when they 
  attack caravans, and rarely take most of the 
  caravan’s goods. 
  15 
  Beryn is the name of a woman that was 
  brutally “murdered” along the Low Road some 
  17 
  DYV7-03 Dyvisions 
   
  Page 10 
  
  two and a half years ago. 
  After the activities of the Mandragore League 
  and their Timbercrafter guild puppets at the 
  Chateau Lideare, the ranks of the Low Road 
  Bandits have swelled even further as the Red 
  Arrows spend more time fighting the Low 
  Road Bandits than the true evil of the League. 
  18 
  The slain woman, Beryn, was betrothed to the 
  Low Road Bandits’ current leader, a man by 
  the name of Laruk. 
  20 
  Beryn was “murdered by a group of Red 
  Arrows who caught her and some of her 
  colleagues robbing a caravan.  Adventurer’s 
  from the Dyvers Adventurer’s Guild were 
  present and did nothing to prevent its 
  occurrence. 
  22 
  Recently, the tactics of the Low Road Bandits 
  has shifted away from attacking profitable 
  caravans to attacking caravans that will 
  humiliate the Red Arrows, and their leader, 
  Krembo Schift 
  25 
  You find a peasant that propositioned by the 
  bandits just south of Caltaran.  He was 
  blindfolded and taken to a cave where he met 
  a man.  He ended up not joining the band for 
  reasons he will not say, but he estimates that 
  the base could not be more than 4 hours south 
  of Caltaran by foot. 
  30 
  You find a former member of the Low Road 
  Bandits that is now married with a small 
  family.  For 250 gp, and a promise not to turn 
  him into the Sheriff of Caltaran, he is willing 
  to make a map showing where the base was 2 
  years ago. 
  35 
   
  Note: A Knowledge (Local: VTF) check can be 
  substituted for a Gather Information check for all of the 
  information regarding the Low Road Bandits.  Anyone 
  that is a member of the constabulary meta-org, or who 
  expends an influence point with the Constabulary 
  receives a +5 circumstance bonus to the roll. 
   
  3: A TASTE OF GLORY 
  After the characters have proceeded along the road to 
  Caltaran for a couple of hours, read or paraphrase the 
  following.  If the characters proceed to Westguard in a 
  manner to make this impractical, then the encounter 
  occurs in Westguard shortly after they arrive. Have the 
  PCs make sporadic Spot checks to notice the tail.  After 
  three unsuccessful attempts to spot the cultists, they will 
  attack. 
   
  APL 
  Spot DC 
  2 
  24 
  4 
  26 
  6 
  31 
  8 
  31 
  10 
  33 
  12 
  33 
   
   
  If the players notice the tail, then they may proceed with 
  Encounter Three at a time of their own choosing, if not, 
  then the cultists will be able to study their targets and 
  strike when well prepared.  When the cultists attack, read 
  the following: 
   
  With a guttural battle cry in goblinoid, a group of 
  gnome-kin appears and attacks.   From their feral cry 
  you can discern only a single name, Molaho Khem. 
   
  If anyone speaks goblin, they will be able to interpret the 
  entire battle cry as “Only in the glory of death can our 
  master Molaho Khem be served!” 
  Anyone succeeding 
  in a DC 25 Knowledge (history) check will know that 
  Molaho Khem was a great warrior centuries ago that had 
  a thirst for the danger as well as the glory associated with 
  hand-to-hand combat.  He was eventually slain fighting a 
  host. 
  Anyone that possesses a ring of glorious deaths 
  recognizes the name as that which appears on the inside 
  of their ring. 
  The assailants fight to the death. 
   
  The assailants each wear a silver band with the 
  inscription “Servant of Molaho Khem” written in Flan, 
  except for the “Chosen of Molaho Khem”, who wears a 
  gold band that has a red stone mounted on it with a small 
  eight-pointed star etched upon its surface. 
   
  APL 2 (EL 4) 
   
  Cultist Assassin: Male Spriggan barbarian 2; hp 47; 
  see Appendix 1. 
   
  APL 4 (EL 6) 
   
  Cultist Assassin: Male Spriggan barbarian 2/ 
  assassin 2; hp 48; see Appendix 1. 
   
  APL 6 (EL 8) 
   
  Cultist Assassin: Male Spriggan barbarian 2/ 
  assassin 2; hp 48; see Appendix 1. 
   
  Chosen of Molaho Khem: Male Spriggan wizard 5/ 
  arcane trickster 1; hp 46; see Appendix 1. 
   
  Tactics (APL 2-6): 
   
  All of the cultists will focus their attacks with the 
  following preference. 
  DYV7-03 Dyvisions 
   
  Page 11 
  
   
  1. 
  Heretics of Molaho Khem* 
  2. 
  Wizard/Sorcerer 
  3. 
  Archer 
  4. 
  Cleric 
  5. 
  Heavy fighter 
  6. 
  Anybody else 
   
  * A heretic of Molaho Khem is anyone that is a 
  worshipper of Molaho, but uses the “Cracked Tower” 
  holy symbol, instead of the “Eight-pointed Star” holy 
  symbol – OR – anyone that wields the intelligent 
  weapon “Silence, The Secret of Molaho Khem” 
   
  The assassins attempt to get their Death Attack off on the 
  most susceptible person.  On the following round, they 
  take a standard action to use their enlarge supernatural 
  ability, drop their short sword(s) and rage (if available to 
  them).  The Chosen of Molaho Khem does not go into a 
  rage except as a last resort or if he runs out of useful 
  spells.  The assassins will specifically NOT target anyone 
  wearing or otherwise displaying prominently a ring of 
  Glorious deaths such as that available from DYVINT5-07 
  Home Sweet Home, or DYV6-04 Dyvisive Deep.  If the 
  initial target is disposed, they move to another. If the new 
  target is invalid because they are wearing or otherwise 
  displaying prominently a ring of glorious deaths, then 
  they move to another target.  Have the PC make a DC 20 
  Sense Motive check to notice the deliberate change in 
  targets.  If there are no further targets available that are 
  valid, then the assassins make a small nod towards the 
  remaining characters and then depart in the most 
  expedient way.  If the remaining characters give chase, 
  then, and only then, do the assassin(s) fight characters 
  displaying a ring of glorious deaths.  
   
  APL 8 (EL 10) 
   
  Cultist Assassin (2): Male Spriggan barbarian 2/ 
  assassin 2; hp 48; see Appendix 1. 
   
  Chosen of Molaho Khem: Male Spriggan wizard 5/ 
  arcane trickster 2/ barbarian 1; hp 58; see Appendix 1. 
   
  APL 10 (El 12) 
   
  Cultist Assassin (2): Male Spriggan barbarian 2/ 
  assassin 4; hp 78; see Appendix 1. 
   
  Chosen of Molaho Khem: Male Spriggan wizard 5/ 
  arcane trickster 4/ barbarian 1; hp 66; see Appendix 1. 
   
  APL 12 (EL 14) 
   
  Cultist Assassin (4): Male Spriggan barbarian 2/ 
  assassin 4; hp 78; see Appendix 1. 
   
  Chosen of Molaho Khem: Male Spriggan wizard 5/ 
  arcane trickster 6/ barbarian 1; hp 74; see Appendix 1. 
   
  Tactics (APL 8-12): 
   
  The assassins attack in pairs (note that means that at APL 
  12, the assassins will target two characters, with the 
  Chosen of Molaho Khem targeting a third) and with the 
  following preference. 
   
  1. 
  Heretics of Molaho Khem* 
  2. 
  Wizard/Sorcerer 
  3. 
  Archer 
  4. 
  Cleric 
  5. 
  Heavy fighter 
  6. 
  Anybody else 
   
  The Chosen of Molaho Khem casts his most powerful 
  spell along with his impromptu sneak attack ability (if 
  available) with the following preference: 
   
  1. 
  Heretics of Molaho Khem* 
  2. 
  Heavy Fighter 
  3. 
  Cleric 
  4. 
  Archer 
  5. 
  Sorcerer/ Wizard 
  6. 
  Anybody else 
   
  * A heretic of Molaho Khem is anyone that is a 
  worshipper of Molaho, but uses the “Cracked Tower” 
  holy symbol, instead of the “Eight-pointed Star” holy 
  symbol – OR – anyone that wields the intelligent 
  weapon “Silence, The Secret of Molaho Khem” 
   
  The assassins attempt to get their Death Attack off on the 
  most susceptible person.  On the following round, they 
  take a standard action to use their enlarge supernatural 
  ability, drop their short sword(s) and rage.  The Chosen of 
  Molaho Khem does not go into a rage except as a last 
  resort, or if he runs out of useful spells.  The assassins 
  specifically do NOT target anyone wearing or otherwise 
  displaying prominently a ring of glorious deaths such as 
  that available from DYVINT5-07 Home Sweet Home, or 
  DYV6-04 Dyvisive Deep.  If the initial target is disposed, 
  they move to another. If the new target is invalid because 
  they are wearing or otherwise displaying prominently a 
  ring of glorious deaths, then they move to another target. 
   Have the PC make a DC 20 Sense Motive check to notice 
  the deliberate change in targets.  If there are no further 
  targets available that are valid, then the assassins make a 
  small nod towards the remaining characters and then 
  depart in the most expedient way.  If the remaining 
  characters give chase, then, and only then, do the 
  assassin(s) fight characters displaying a ring of glorious 
  deaths.  
   
  DYV7-03 Dyvisions 
   
  Page 12 
  
  4: A MEETING WITH WHOM? 
  Your journey to the Keep of Westguard takes you first 
  to the port City of Caltaran, seat of power to the 
  Grandhearth Family, and then to the outpost of 
  Westguard.  Although farmsteads are ever present, 
  they became increasingly less prevalent as you travel 
  into the Westlands, and the farmsteads you did notice 
  seem to be small forts as well as a place to grow crops. 
   You have not spotted any bandits per se, but you have 
  passed no fewer than four groups of men that might 
  have simply decided not to attack such a superior 
  force on the road. 
   
  Once within sight of Westguard, however, it 
  appears that law and order are again at hand.  
  Merchants freely ply their trade without apparent 
  fear of theft or looting. Beyond the keep you can 
  easily see the vast tracts of the Gnarley forest, snow 
  still clinging to barren branches, atypical for any time 
  of year, but especially in Low Summer.  Every once in 
  a while you spot one of a group of archers eyeing the 
  crowd, including yourself.  They are dressed in loose 
  fitting clothing and all wear a red sash tied about 
  their waist.  Perhaps the most striking thing about 
  them is the red-dyed bow they each carry and the 
  arrows with pitch-black fletching. They carry 
  themselves in a manner that speaks of authority. 
   
  Atop the Keep of Westguard flies the Dyvers flag, 
  a symbol of order in this rugged frontier.  As you 
  move through town, a man with a hooded cloak 
  approaches your side and softly whispers in a thick 
  Baklunish accent, “I am sorry I could not catch you in 
  Dyvers.  Do not yet meet the Sheriff.  Get a room at 
  the Three Bells Inn, and then travel 5 miles to the 
  south.  I will leave a light on for you.”  Without 
  another word, he moves away inconspicuously. 
   
  The man is Amir Shamani, the mayor of Liberty, a small 
  town in the fief of Oster County.  He ignores any further 
  attempts at communication.  If a player character insists, 
  he turns and states firmly, 
   
  “Good sir (ma’am), I assure you that I have no need of 
  your services.  I have not the coin to offer for your 
  protection.” 
   
  Unless the party arrives by some magical means, it is a 
  three-day journey from Dyvers to Westguard (two days if 
  all are mounted).  This leaves only 16 hours for the party 
  to gather information if they so choose, to meet with the 
  mayor of Liberty, and to sleep, including any time spent 
  gathering information in encounter 2. 
  If the party 
  wants to find out some information go to encounter 7.  If 
  they are going to meet with Amir, then proceed to 
  encounter 6, otherwise, they spend the night and 
  proceed with encounter 5 in the morning. 
   
  5: AN UNLIKELY HERO? 
  (OPTIONAL) 
  (See DM Map #2) 
   
  The town surrounding the keep of Westguard is not 
  large, and it is not difficult to locate the old Slatter 
  Hill Manor that is now serving as a base for the 
  Sheriff of Caltaran and his Red Arrows.  It is a large 
  stone structure, with only a single story.  Two Red 
  Arrows guard at the front door, standing slightly away 
  from it as a new granite sign with the word 
  “JUSTICE” carved on it is raised to mount above the 
  entrance.  Cast to the side in several large pieces, 
  chiseled haphazardly from its original mounting is 
  the former sign, which read “FORTUNE & VALOR”.
   
  As you approach, the two guards step forward, 
  and one of them speaks, “You look like you are here 
  to speak with Sheriff Schift.  Please excuse all of the 
  mess; we are in the process of re-decorating.  I assume 
  each of you has your letter with you?  If you would 
  allow me to see them please, I would appreciate it.” 
   
  Anyone that still has “Wanted!” active from Dyv4-06 A 
  House Divided will be immediately recognized by the 
  guard, who will keep quiet until the party is inside.  A DC 
  20 Sense Motive check reveals that something is amiss 
  with the guards.  Only characters that hand over their 
  letter are allowed to see the Sheriff. Characters that do 
  not have a letter from the Sheriff, or are wanted, and do 
  not want to hand it over to the guard, must wait outside.
   
  Once the rest of the party is inside, a group of Red 
  Arrows appears to arrest anyone that has “Wanted!” still 
  active from Dyv4-06 A House Divided.  If the character 
  tries to flee, he is successful, but becomes a fugitive in the 
  Free Lands of Dyvers, receiving the “Fugitive” status on 
  the AR. For the characters that enter to speak with the 
  Sheriff read or paraphrase the following: 
   
  Sitting at a large desk of Ip wood with his feet 
  propped on its surface is a middle aged suel man.  An 
  ornately decorated scabbard holding a greatsword lies 
  on the desk as the man is casually reviewing some 
  papers.  Without looking up, the man remarks, “I 
  assume you are the adventurer’s that I have invited?’  
   
  For APL’s 2-6, as well as tables that have no current 
  Dyvers residents, read or paraphrase the following: 
   
  DYV7-03 Dyvisions 
   
  Page 13 
  
  I must admit, that I do not recall offering you a letter, 
  but this late in the game, I guess you are just going to 
  have to do, aren’t you? 
   
  Continue below for all APL’s  
   
  Without waiting for an answer, he stands and 
  continues, “Welcome to Westguard.  I am Krembo 
  Schift, loyal servant to Klabert Lord Grandhearth; 
  Sheriff of both Caltaran, and the Westlands and 
  protector of its law-abiding citizens.”  Now that he 
  has stood, you can see that he is not a particularly 
  large man, standing a mere 5’-10”, although he does 
  appear to be well proportioned, especially given his 
  apparent age.  Around his neck on a heavy gold chain 
  is an emblem of a fisted gauntlet clutching six arrows. 
   “We have much to discuss, if you will hear me out.  
  Please, be seated.” Motioning to a set of eight chairs 
  around the table. “Before I begin, can I get you 
  anything to eat?  Drink?”  Krembo nods to one of the 
  Red Arrows guards who quickly brings over a 
  prepared tray of food to the table, before turning and 
  returning to his original post. 
   
  Sheriff Schift courteously waits for the PCs to be seated 
  before continuing.  Krembo Schift has a “Strong” Aura of 
  Evil if anyone has the means to determine it.  Anyone 
  succeeding in a DC 15 Knowledge (religion) check 
  recognizes the holy symbol of Hextor. Once all of the 
  characters are seated, continue below: 
   
  Krembo continues, “Despite the relative peace and 
  calm that I have been able to restore to this 
  community following the unlawful imprisonment 
  and enforced slave labor placed upon these 
  unfortunate peasants, the banditry along the Low and 
  River roads continues.  In the past, I have dealt with 
  these bandits to the fullest extent allowed by the law, 
  treating them as the common criminals they are.  
  Quite honestly, there are larger things in the future 
  of Dyvers that will need our collective attention, and 
  we can no longer afford the existence of this criminal 
  element along one of our trade routes.  Because of all 
  this, I am changing tactics.  I will seek a truce with 
  these bandits, but I first need to find the current 
  location of their leader, a man named ‘Laruk’.  For all 
  their diligence in applying the law in the Westlands, I 
  am afraid that both the reputation and temperament 
  of the Red Arrows make them ill-suited for this task, 
  and so I come to you, adventurers of Dyvers, to aid us. 
   Can the Westlands, in fact all of Dyvers, count on 
  you?” 
   
  Krembo Schift makes no effort to hide the fact that he is 
  a Blackguard of Hextor.  Anyone seated at the table is 
  affected by his aura of despair, receiving a –2 penalty to 
  all saves.  None of this changes the facts though, and if 
  questioned about his motives, Krembo notes some or all 
  of the following points: 
   
  • 
  If the PCs are not successful, then Krembo will have 
  no choice but to request the assistance of Imril 
  Laerephon and the garrison of Westguard, as well as 
  Uraies Schift from Caltaran to wipe out all 
  resistance.  There will be no mercy. 
   
  • 
  These are bandits.  They steal, and disturb the order 
  of civilization.  They do not deserve the chance I am 
  giving them, but it may be an opportunity for 
  everyone to “win”. 
   
  • 
  With the coming storm, Dyvers will need all of the 
  soldiers it can get.  Any military operation against 
  the bandits will cost lives, lives that will be needed 
  in the lawless time ahead. 
   
  • 
  With any luck, the bandits can be used in the future 
  as expendable militia against Turrosh Mak’s Orc 
  hordes. 
   
  • 
  It is important to set an example to those that live 
  outside the law; to let all know that such actions 
  cannot, and will not, be tolerated.  To abandon the 
  law is to move into anarchy, and in such a society, 
  commerce cannot flourish. 
   
  • 
  If the bandits are to be simply “excused” for their 
  banditry, then will not that simply encourage others 
  to do the same? 
   
  A DC 20 Sense Motive check reveals that Krembo is not 
  being completely honest.  Krembo does not willingly 
  reveal his true motivations, but as a staunchly lawful 
  individual, he only lies as an absolute last resort, even 
  excusing the PCs if they question him into a corner 
  where he must either lie or reveal too much. 
   
  • 
  Krembo hates bandits more than anything else, and 
  uses his hate to fulfill his duties to his liege, Klabert 
  Lord Grandhearth with fervor.  He always seeks 
  ways to justify conflict with them.  See Appendix 3. 
   
  • 
  Krembo intends to have the PCs locate the bandits 
  so that he can negotiate with them.  What he does 
  not share is that he also intends to capture all of the 
  bandits and drag them back to Westguard in chains 
  DYV7-03 Dyvisions 
   
  Page 14 
  
  before the negotiations start.  If they resist, then he 
  can claim justification for using lethal force. 
   
  • 
  Krembo does not want to involve the PCs at all.  He 
  is being forced to use PCs at the insistence of his 
  liege, Klabert Lord Grandhearth. 
   
  If the PCs mention that someone asked them to not meet 
  with Krembo, read or paraphrase the following: 
   
  Upon hearing this, Krembo frowns, turns to one of 
  the Red Arrows guards, and gives him a slight nod.  
  The guard quickly departs through the front door.  
  Turning back to your group, Krembo says, “Thank 
  you for informing me of this very unfortunate 
  occurrence.  I assure you that we will bring this 
  individual to justice for his interference in the 
  security matters of the Westlands.” 
   
  If the PCs do not agree to work with Krembo for any 
  reason, then read or paraphrase the following: 
   
  With a cold look, Krembo reaches into a drawer of 
  the table and pulls out a bag.  Throwing it in your 
  direction he states flatly, “Go then.  I knew this would 
  never work.  Morgan! Ready your men.  We are going 
  to end this the way it should have been ended a long 
  time ago.  Notify Imril and Uraies that we will leave 
  in 4 hours.” 
   
  Krembo tosses them each a bag of (APL * 5 gp) 
  for their trouble.  The adventure can continue with the 
  PCs seeking out Amir, or by seeking out the bandits 
  themselves without the contract with Krembo.  Also note 
  that they will also have a time limit before the Free Army 
  with Krembo at its head descends upon the Bandits 
  hideout.  If the PCs are satisfied with Krembo’s 
  explanations then read or paraphrase the following: 
   
  With a wry smile, Krembo exclaims, “It is settled 
  then.  Guildmaster Nathas has given me the latest 
  fees for contract work from your guild, so if you will 
  place your mark at the bottom of this contract, we can 
  get started.”  With that, he brandishes a contract from 
  the desk, and places a copy in front of each of you.    
  See Player Handout #4 
   
  As a reference, Krembo Schift is the equivalent 
  of a Captain in the Constabulary. Once the contracts are 
  signed, then read or paraphrase the following: 
   
  “Excellent!” Krembo exclaims with perhaps the first 
  grin you have seen across the man’s hard face.  “I will 
  tell you that we do not know exactly where to find 
  this ‘Laruk’.  We presume that there must be a base of 
  operations somewhere and that this ‘Laruk’ would be 
  there.  We have followed the tracks of the bandits in 
  the past, which have led us to some small caves along 
  the Serault River southwest of Caltaran.  Occasionally 
  these had supplies and the like, but we have never 
  found anything that looks like a base.”  Krembo then 
  reaches inside a drawer of the desk and retrieves a 
  large sack of coins. Throwing it onto the desk in front 
  of you, he says, “Here is the retainer as agreed, as well 
  as a gift to Laruk. Once you find the bandits’ hideout, 
  break this trinket, and it will initiate a sending spell 
  giving me directions to your location.  If you need 
  anything further, please speak with my captain, 
  Morgan Ravenshome”, motioning to a dark haired 
  Oeridian man in the corner of the room.   
   
  The trinket does in fact activate a sending spell, and 
  radiates Evocation if magic is detected.  The gift of which 
  Krembo speaks is the engagement ring Laruk gave to 
  Beryn before she was brutally executed by a group of Red 
  Arrows.  If asked what the significance is, Krembo will 
  respond that Laruk will know.  The ring is not magical. 
   
  If requested, Morgan Ravenshome assigns one of his 
  Red Arrows to act as a tracker for the party.  This may or 
  may not be necessary depending on party composition 
  and their actions in Encounter 8.  Note that having a 
  member of the Red Arrows along with the party may 
  severely limit their options in future encounters. The 
  tracker will have a Survival skill check 19, which is just 
  enough to track the bandits from Encounter #8 to their 
  hideout. 
   
  If the PCs do not request the tracker, then one 
  secretly follows them, tracking them to the best of his 
  abilities, as a backup plan in case the PCs lose heart and 
  “forget” to break the trinket. 
  From 
  this 
  point 
  forward, have the PCs make Spot checks periodically per 
  the table below.  The tail follows them 100 feet back.  The 
  following DCs DO NOT take into account any range 
  penalties that may apply to PCs' Spot checks due to range 
  (typically -10 for 100 ft.).   
   
  APL 
  Hide 
  Spot 
  2 
  17 
  17 
  4 
  17 
  17 
  6 
  20 
  20 
  8 
  30 
  30 
  10 
  30 
  30 
  12 
  35 
  35 
   
  If the PCs confront him, he does not fight but tries to 
  flee.  If captured, he offers the following: 
  DYV7-03 Dyvisions 
   
  Page 15 
  
   
  • 
  The Sheriff thought it would be a good idea to keep 
  an eye on you in case you ran into trouble.  Knowing 
  adventurers, he figured you would not have felt it 
  was required. 
  • 
  He apologizes; he is just following orders. 
  • 
  If checked, he is NOT evil. 
  • 
  He genuinely knows nothing about what is going 
  on, other than what he was told by Morgan 
  Ravenshome (Captain of Red Arrows): he was to 
  follow the group of PCs, and if they found the 
  bandits' hideout, he was to break some trinket. 
  • 
  If the PCs look at the trinket, it is very similar to the 
  one given them by Krembo Schift, 
   
  All APLs 
   
  Krembo Schift: Male Human AL LE, Strong Aura of 
  Evil) 
   
  The PCs have several choices.  They can go meet with the 
  mayor of Liberty, if they have not already done so in 
  Encounter 6 “Meeting with the Mayor”, or they can 
  ask around town for more information in Encounter 7 
  “Some More Information”, or they can proceed into the 
  Westlands after the Low Road Bandits in Encounter 8 
  "Whose Side Are you on Anyway?” 
   
  6: A MEETING WITH THE 
  MAYOR (OPTIONAL) 
  This encounter can either occur before or after 
  Encounter 5 “An Unlikely Hero”, or not at all.  The 
  encounter is geared towards a nighttime encounter. If 
  the characters “arrive” early, then they have to wait until 
  the evening hours before Inacio makes himself visible. 
   
  Traveling south until you are just out of sight from 
  Westguard, a soft orange glow suddenly appears off to 
  your right, shining through the grass rather than 
  above it, meaning that it cannot be more than a 
  couple of feet off the ground. 
   
  If the PCs met with Krembo Schift before coming here, 
  then they are being followed, unless they are traveling in 
  such a manner as to make it impractical (See Encounter 
  #5). If the PCs move to investigate the flame, read or 
  paraphrase the following: 
   
  As you move to within 100 feet of the light source, it 
  becomes increasingly clear that it is a large fire, 
  although there are no people in sight. 
   
  Have the PCs make Spot checks.  Anyone succeeding a 
  DC 25 Spot check correctly identifies the fire to be a 
  creature of some sort.  Anyone who also succeeds a DC 17 
  Knowledge (planes) check correctly identifies it as a 
  small fire elemental. The elemental is, in fact, Inacio, the 
  familiar of Amir Shamani, mayor of Liberty, and was sent 
  here to escort the party to Amir.  Inacio notices the party 
  once they are within 60 ft, unless they take extraordinary 
  measures to conceal themselves.  Once the party is 
  within 30 feet, read or paraphrase the following: 
   
  Coming upon the large flame, you see that there is a 
  “trail” of charred prairie grasses leading to, or coming 
  from the south.  Beside the flame is steel bucket with 
  a hole cut in one side, and covered in black soot on its 
  interior.   
   
  If anyone can understand Ignan, read or paraphrase the 
  following: 
   
  Once you are within the 30 feet, the fire begins to 
  speak.  “Welcome my most esteemed friends.  My 
  name is Inacio, and I will be your guide to my master, 
  who awaits your arrival.  If you would but follow me, 
  we should be there in a couple of hours.”  The fire 
  then begins to move along the charred trail to the 
  south.  It moves as fast as a horse until it is some 60 ft. 
  away, and then stops.  “I shall not exceed your 
  capacity to follow, but you must follow me if we are to 
  get there…” 
   
  If no one can understand Ignan, then read or paraphrase 
  the following: 
   
  Once you are within about 30 feet, the fire begins pop 
  and crackle at a furious rate; embers flying from its 
  center, but cooling before they land in the tall 
  grasses.  After several moments, it starts to move 
  along the charred trail to the south.  It moves as fast 
  as a horse until it is about 60 ft away, stops, and then 
  pops and crackles for a few more seconds. 
   
  Inacio is here to lead the party to Amir.  He moves 60 feet 
  in front of the party and then waits for the party to catch 
  up to within 30 feet.  The steel bucket was used by Inacio 
  to conceal his light until he was in the right spot.  He 
  then threw off his bucket and suddenly became visible in 
  the night.  Inacio made the trail on his way here from 
  Amir’s tent, so it is possible to get to the tent without the 
  familiar’s aid.  There is nothing special about the bucket.  
  If anyone in the party attacks Inacio, he simply flees to 
  the southeast.  Note that the trail leads to the south, not 
  southeast.  Once the party is following Inacio, read or 
  paraphrase the following: 
  DYV7-03 Dyvisions 
   
  Page 16 
  
   
  You follow the flame along the scorched trail for 
  several miles.  The flame stops periodically to wait for 
  the party to approach, and then continues on at its 
  brisk “pace”.  Then, ahead of you, you begin to make 
  out what appears to be a large tent set up in the 
  middle of the plains. 
   
  Amir has cast Mordenkainen’s faithful hound as a guard 
  outside the tent.  If the party is approaching with Inacio, 
  then Amir dispels the effect before the party is near 
  enough for them to realize it was there.  In the event the 
  party is not arriving with Inacio, then the spell will come 
  into effect including the watchdog’s bite attack. 
  If 
  the party is approaching with Inacio, then read or 
  paraphrase the following:   
   
  As you approach the tent, the flame’s light shows that 
  the tent is very colorful, perhaps to the point of being 
  flamboyant.  Vibrant silk scarves, with an emphasis 
  on red and orange, are tied to the tent in strips, 
  creating a striped-like pattern on its surface; the 
  nighttime wind fluttering the scarves against the 
  tent's otherwise dull surface.  The tent is rectangular, 
  a full 30 feet long and some 20 feet wide with two red 
  banners (banderoles) attached atop poles planted in 
  the ground on either side of the front tent flaps that 
  are neatly pulled back and tied.  The area around the 
  tent has had all the grass burned back in a 60-foot 
  radius, leaving no living plant life in the area.  The 
  flame you have been following moves without pause 
  into the tent and hops up onto a brazier.  
      
  The grass has been burned away as a safety precaution.  
  Amir and his familiar Inacio both deal with a lot of fire, 
  and having grass in the area has proved unsafe to them in 
  the past.  It also can be an effective defense from those 
  that would attempt to sneak in.  Once the PCs decide to 
  enter the tent, read or paraphrase the following: 
   
  Moving into the tent, the smell of sweet incense fills 
  the smoky air around you.  The floor is covered with a 
  rich carpet, clearly of Baklunish manufacture.  All 
  about the inside of the tent are a series of lit braziers, 
  their heat increasing the ambient temperature to the 
  point where it is warm, although not uncomfortably 
  so.  In the center of the tent are seven comfortable 
  lush cushions surrounding the brazier upon which 
  your guide “sits”.  A man wearing a bright red robe is 
  already in the process of standing from a desk upon 
  which sits a large tome he had been reading.  The 
  man is slender but tall, clearly of Baklunish descent 
  with thick black hair, dark eyes, and a graying goatee 
  trimmed to a point beneath his chin.  With a broad 
  smile, he strides in your direction and shakes the 
  hand of each of you with both of his, saying with a 
  Baklunish accent, “Welcome!  I am so glad you came”. 
   Once he has welcomed everyone, the smile quickly 
  falls from his face, being replaced by an austere look.  
  With his right hand placed across his breast, the man 
  begins, “My name is Amir Shamani, originally from 
  the lands of Tusmit far to the West where I was once 
  a slave, but now from the town of Liberty, a place for 
  new beginnings.  I believe you have met my familiar, 
  Inacio, although I doubt you understood his 
  introduction.  I assure you he did not take it 
  personally; he has become quite accustomed to 
  talking to himself.  I must apologize for the nature of 
  our visit.  I wish it could be otherwise, but I am afraid 
  that there is more behind the events transpiring than 
  simply bandits on the Low Road.  Will you hear me 
  out?”  Amir motions for you to be seated on one of the 
  cushions about the central brazier where Inacio is 
  perched, as he sits himself. 
   
  If the PCs agree to listen, Amir shares the following 
  pieces of information with them. 
   
  • 
  Krembo Schift has no intention of negotiating with 
  the bandits.  He plans to storm their base, and when 
  they resist, which they will, he will try to kill them 
  all. 
  • 
  The tighter Krembo tightens his grip on the bandits, 
  the faster they seem to be able to replenish their 
  losses.  The cruelty of his Red Arrows, and the lack 
  of protection they have in turn received since the fall 
  of House Leardyn has led many to the bandit leader 
  Laruk.  Many do not believe that Krembo can be 
  successful against them this time either. 
  • 
  Amir offers an alternative.  As the mayor of Liberty, 
  he has arranged for members of the Low Road 
  Bandits to move to the town and participate in a 
  more normal life, away from the cruelty of Krembo 
  Schift and Red Arrows. 
  • 
  If the PCs signed the contract with Krembo earlier, 
  then Amir apologizes and notes that assisting the 
  bandits in this manner will be unlawfully breaking 
  their contract with Krembo and House Grandhearth. 
  • 
  If the PCs have not yet seen Krembo, Amir asks 
  them not to, or at least to not mention his 
  involvement as it could further complicate matters 
  in an already complicated situation. 
  • 
  Amir agrees that the bandits are, in fact, bandits, 
  living outside the law.  While unjust in their 
  activities, it is no less unjust the punishment they 
  will receive for their activities to date. 
  DYV7-03 Dyvisions 
   
  Page 17 
  
  • 
  Amir points out that they are all pawns in a 
  masterful game, Krembo and himself included.  To 
  find the players, you must first determine who is to 
  win and who is to lose if the bandits live or die, if 
  order is restored to the Westlands or is not, if trade 
  flows freely not just along the Low Road, but 
  through the Gnarley forest, along the Nyr Dyv, and 
  into Greyhawk City, or does not.  It is not as 
  important which side you choose but to know that 
  you are in fact choosing a side and why.   
  • 
  The events of the last several years all seem to play 
  into a single strategy bent on the destruction of 
  Dyvers.  Look at some of the facts: 
  • 
  Unrest in the Gnarley.  After the cruelty House 
  Grift exacted upon the denizens of the Gnarley 
  before Helsim Grift assumed control, is it any 
  wonder that they choose to hide instead of 
  standing to fight with Dyvers? 
  • 
  It has snowed in the Gnarley forest.  This is not 
  a natural weather pattern for this part of the 
  Flanaes and is likely the result of some 
  malignant force in the Gnarley forest. 
  • 
  I have heard rumors, but have not been able to 
  confirm them, of an evil druid with Kuo-toan 
  minions disrupting trade on the Nyr Dyv. 
  • 
  Greyhawk has closed its ports to all ships flying 
  the flag of Dyvers. 
  • 
  A new cult of fanatics has come to Dyvers, 
  attacking Dyvers adventurers, a bastion of 
  strength for the city over the years.  Is it 
  possible that they will either distract, or destroy 
  that group?  And for what purpose? 
  • 
  Even the timing of the Horde of Turrosh Mak 
  seems too coincidental to be chance. 
  • 
  Now, Krembo Schift wants to wage a war 
  against bandits disenfranchised by the torture 
  and subsequent execution of the leaders 
  betrothed, a woman name Beryn, for stealing 
  some food.  It “feels” like he is intentionally 
  picking a fight.  Why?  
   
  Anyone making a DC 20 Sense Motive Check notes that 
  Amir is not being completely truthful.  In fact, he is 
  shading things intentionally to his point of view.  Some 
  of the above is not necessarily true, some is just his 
  opinion, and cannot be substantiated, although he 
  believes they are likely to be true. 
  Once 
  Amir 
  has 
  shared the above facts with the PC’s, and has answered 
  their questions, read or paraphrase the following: 
   
  “I am afraid that, given the uncertain situation that 
  we find ourselves, it would not be prudent for me to 
  be able to offer you definitive proof for the plan that I 
  speak.  Such an action could drastically complicate 
  the situation in the Westlands and the rest of Dyvers 
  if it were to fall into the wrong hands.  Quite frankly, 
  I trust you enough to share this information with you 
  in casual conversation but, unfortunately, not enough 
  to give you written authentication.  So, the long and 
  short of it is that you are just going to have to trust 
  me, and the Low Road bandits will as well if we are to 
  succeed.  Once you have convinced the bandits, head 
  to Liberty.  There is a small pub in our town.  I will 
  meet you there.”  Amir rises from his cushion and 
  turns to return to his desk.  Before he sits at his desk, 
  he pauses.  With his back still to you he begins to 
  speak, “There is an old saying in the West that seems 
  very appropriate.  I apologize, however, for it is not 
  nearly as poetic as it is in my native tongue.  ‘May you 
  go to market with the silver tongue of Mouqol, for 
  you go to sell what no one wants to buy.’  Good Luck.” 
   With that, Amir sits at his desk and continues his 
  studies.    
   
  Amir answers any further questions the PCs may have 
  but will make it quite clear that he considers it rude to 
  continue after business was concluded. 
   
  All APLs 
   
  Amir Shamani: Male Human (Baklunish); AL LN, 
  Int 22, Wizard 12 
   
  Inacio: Outsider (Fire) AL LN, Int 11. 
   
  The PCs have several choices.  They can go meet with 
  Sheriff Krembo Schift, if they have not already done so in 
  Encounter 5 “Unlikely Hero”, they can ask around 
  town for more information in Encounter 7 “Some More 
  Information”, or they can proceed into the Westlands 
  after the Low Road Bandits in Encounter 8 "Whose Side 
  Are you on Anyway?".  Additionally, they may proceed 
  with informing Sheriff Schift of everything Amir told 
  them.  The adventure can continue, but only by helping 
  Krembo. 
   
  7: SOME MORE 
  INFORMATION 
  The PCs may decide to get some more information.  If so, 
  then the following is available with the appropriate 
  Gather Information checks.  Note that several DCs have 
  been lowered due to the closer proximity of the PCs to 
  the events that are transpiring. 
  If the PC’s met with 
  Krembo Schift before coming here, then they are being 
  followed, unless they are traveling in such a manner as to 
  make it impractical (See Encounter #5).   
   
  DYV7-03 Dyvisions 
   
  Page 18 
  
  Amir Shamani 
  Clue 
  DC 
  Amir Shamani is a man of Baklunish descent 
  that is currently the mayor of Liberty. 
   
  15 
  Amir Shamani was a former slave from the 
  Baklunish west. 
  17 
  Amir Shamani, with many of the current 
  inhabitants of Liberty were freed from 
  slavery and brought to Dyvers in CY 593 
  20 
  Amir Shamani is the former cohort of Lord 
  Trass Dagby. 
  25 
   
  Note: A Knowledge (Local: VTF) check can be 
  substituted for a Gather Information check for all of the 
  information regarding Amir Shamani. Residents of the 
  town Liberty receive a +10 circumstance bonus to the 
  roll. 
   
  House Navoy 
  Clue 
  DC 
  House Navoy is one of five houses in Dyvers 
  that has a writ of nobility. 
   
  15 
  Robert Lord Navoy maintains as his principle 
  residence, manor in the Meadowlands fief. 
  17 
  House Navoy gained a great deal of standing 
  within the Gentry Council for its support of 
  the Constabulary during the One Day War. 
  20 
  With its strong affiliation with the Dyvers 
  Constabulary, House Navoy seems to be the 
  most logical choice to replace House 
  Grandhearth in the Westlands should that 
  House prove unable to restore order. 
  25 
  House Navoy has asked Lord Trass Dagby to 
  dig up some “dirt” on Sheriff Krembo Schift. 
  30 
   
   
   
  Note: A Knowledge (Nobility) check can be substituted 
  for a Gather Information check for all of the information 
  regarding House Navoy. Expending an influence point 
  with any Gentry House, The Magister of Dyvers or the 
  Gentry Council provides a +5 circumstance bonus to the 
  roll. 
   
  House Hoffer 
  Clue 
  DC 
  House Hoffer is in fact a minor Gentry House.
  10 
  House Hoffer is in fact an off shoot of the 
  much more powerful House Grift, who has 
  lordship over the Ehlenwood fief. 
  15 
  Lambert Hoffer is the youngest person to ever 
  be brought into the Gentry Assembly 
  (gentled). He was raised at the age of three 
  after his father was killed in a freak hunting 
  accident in Ehlenwood. 
  17 
  Marsai Hoffer was Lambert Hoffer’s only son.  
  He was recently killed by a group of 
  adventurer’s while on a ship in the Nyr Dyv 
  20 
  Lambert Hoffer has recently demanded that a 
  special tribunal be convened to investigate the 
  death of his son. 
  22 
  House Hoffer and House Grift hate each other 
  with a passion.  Rumor has it that House 
  Hoffer would like to see House Grift removed 
  from Ehlenwood with themselves installed as 
  the rightful heirs to the fief. 
  25 
  Although a minor house, Hoffer has been 
  making rather large outlays of capital of late.  
  Apparently in an attempt to have his son 
  brought back to life. 
  27 
  House Hoffer is supported financially by 
  House Emirian. 
  35 
   
  Note: A Knowledge (Nobility) check can be substituted 
  for a Gather Information check for all of the information 
  regarding House Hoffer.  Expending an influence point 
  with any Gentry House, The Magister of Dyvers or the 
  Gentry Council provides a +5 circumstance bonus to the 
  roll. 
   
  House Emirian 
  Clue 
  DC 
  Entire House History 
  20 
   
  Note: A Knowledge (Nobility) check can be substituted 
  for a Gather Information check for all of the information 
  regarding House Emirian. Expending an influence point 
  with any Gentry House, The Magister of Dyvers or the 
  Gentry Council provides a +5 circumstance bonus to the 
  roll. 
   
  House Grandhearth 
  Clue 
  DC 
  House Grandhearth is the oldest and most 
  powerful Gentry House in Dyvers. 
  10 
  Klabert Lord Grandhearth resides in the town 
  of Caltaran, and also controls the Westlands, 
  including the fortifications of Westguard 
  12 
  House Grandhearth is one of five houses in 
  15 
  DYV7-03 Dyvisions 
   
  Page 19 
  
  Dyvers that has a writ of nobility 
  Grandhearth assumed control over the 
  Westlands after Enruhl Leardyn, his cousin, 
  had his patents of nobility stripped for his 
  involvement in the One Day War. 
  17 
  Lord Grandhearth has re-located his Sheriff, 
  Krembo Schift to the keep of Westguard to 
  restore order after it was discovered that the 
  Mandragore League was using forced labor to 
  excavate the ruins of Chateau Lidaere 
  20 
  Unrest continues to grow in the Westlands, 
  further fueled by the by the activities at 
  Chateau Lidaere.  The iron fist of  his sheriff, 
  has not brought order to the region, and 
  Grandhearth is losing face in the Gentry 
  Assembly   
  25 
  The unrest in the Westlands is led by a group of 
  bandits, whose membership has swelled since 
  some of their members were brutally tortured 
  and then executed along the Low Road two and 
  a half years ago. 
  27 
  Lord Grandhearth has ordered his sheriff, 
  Krembo Schift, to take a less active role in the 
  pursuit of the Bandits, and to instead have 
  Dyvers adventurers seek out the bandits in the 
  hopes that they can find a way to end the 
  unrest. 
  30 
  If Grandhearth cannot control the unrest in the 
  Westlands soon, the Gentry Assembly will 
  likely remove authority from Grandhearth in 
  the area, and give it to a more “worthy” House. 
  35 
  House Navoy is the most likely replacement for 
  Grandhearth in the Westlands, and so it would 
  be in their best interests to see the unrest 
  continue. 
  40 
   
  Note: A Knowledge (Nobility) check can be substituted 
  for a Gather Information check for all of the information 
  regarding House Grandhearth. Expending an influence 
  point with any Gentry House, The Magister of Dyvers or 
  the Gentry Council provides a +5 circumstance bonus to 
  the roll. 
   
  House Dagby 
  Clue 
  DC 
  House Dagby was destroyed during the Kesser 
  Massacre in CY 595 
  10 
  The eldest son of House Dagby somehow 
  survived the Kesser Massacre, and adopted a 
  halfling former adventurer named Trass 
  Goblinsbane to be his successor. 
  20 
  Lord Trass Dagby has a small house in the Town 
  of Liberty in addition to the traditional Dagby 
  22 
  manor home in Banebridge.  He gets along 
  extremely well with most of the Baklun 
  residents in Liberty. 
  Although House Dagby resides predominantly 
  in the Meadowlands fief, controlled by House 
  Navoy, House Dagby and House Navoy are at 
  odds on many issues. 
  25 
  All of the original residents of the town of 
  Liberty were former slaves from Tusmit.  Many 
  were freed by Lord Trass Dagby during his years 
  as an adventurer, and some of the more 
  prominent citizens were even followers of his. 
  27 
  Lord Maltrus has made an agreement with Lord 
  Dagby regarding some property in the Town of 
  Liberty. 
  30 
  Lord Trass Dagby is a member of the 
  Infiltrator’s guild in the Alliance  
  40 
   
  Note: A Knowledge (Nobility) check can be substituted 
  for a Gather Information check for all of the information 
  regarding House Dagby. Expending an influence point 
  with any Gentry House, The Magister of Dyvers or the 
  Gentry Council provides a +5 circumstance bonus to the 
  roll. 
   
  Merchant Council 
  Clue 
  DC 
  The merchant council has been holding secret 
  meetings with its members. 
  20 
  The Merchant Council is currently trying to 
  identify the threat so that it can be eliminated. 
  25 
  The merchant council, not impressed with the 
  progress the Gentry assembly has made to date 
  in the Westlands, has made it clear to their 
  contacts in the shadows that something needs 
  to change to bring about the vital trade through 
  the Westlands. 
  30 
   
  Note: Expending an influence point with the Merchant 
  Council provides a +5 circumstance bonus to the roll. 
   
  The Alliance 
  Clue 
  DC 
  There are outside elements operating within 
  the city limits of Dyvers 
  10 
  The outside elements have been asking about 
  adventurers that are currently within the city 
  15 
  The group asking about Dyvers Adventurers is a 
  group of cultists dedicated to the Hero god 
  Molaho Khem. 
  17 
  DYV7-03 Dyvisions 
   
  Page 20 
  
  A member of the Infiltrator’s guild has been 
  asking a lot of questions about some bandits in 
  the Westlands 
  20 
  A member of the infiltrator’s guild has been 
  asking a lot of questions regarding the Krembo 
  Schift, Sheriff of Caltaran 
  25 
  A master in the Alliance has been given charge 
  to break the deadlock in the Westlands by any 
  means necessary, including the removal of the 
  leader of the Low Road Bandits. 
  30 
   
  Note:  Any player that wishes to make a Gather 
  Information check with the Alliance must expend one 
  influence point to do so. 
   
  Molaho Khem 
  Clue 
  DC 
  There was a book given the Dyvers library some 
  7 years ago that talked about Molaho Khem 
  20 
  There is a Shrine dedicated to Molaho Khem 
  upstairs in the Half-Pint Pub 
  25 
  There is a cult that has been meeting in secret 
  places about Dyvers dedicated to Molaho Khem
  30 
  There are two cults dedicated to Molaho Khem 
  in Dyvers.  One of these cults is focused on 
  Protection, and the other on Destruction. 
  35 
  One of the cults has been gaining support in 
  the Gentry Assembly to have their own Temple 
  dedicated to Molaho Khem within the city 
  limits of Dyvers. 
  40 
   
  Note: A Knowledge (Local: VTF) check can be 
  substituted for a Gather Information check for all of the 
  information regarding Molaho Khem. 
   
  Krembo Schift 
  Clue 
  DC 
  Sheriff of Caltaran 
  5 
  Head of the law enforcement group “The Red 
  Arrows”, who are known for their brutal 
  enforcement of law in the Westlands, primarily 
  along the Low Road 
  7 
  Krembo’s tactics are highly effective in 
  apprehending criminals and bringing them to 
  justice, a fact that has endeared him to his 
  superiors, giving him more of a free hand in 
  dealing out justice. 
  10 
  Although Sheriff Schift’s tactics are effective in 
  apprehending criminals, they also seem to 
  create more criminals, as attacks from bandits 
  along the Low Road have gradually increased 
  12 
  over the past two years. 
  Sheriff Schift has been given an ultimatum 
  from Klabert Lord Grandhearth, his liege that
  he should use adventurers from the Dyvers 
  Adventurers Guild to reach out to the bandits. 
  20 
  Krembo Schift’s star is on the rise in certain 
  sectors of Dyvers, and it is rumored that if he is 
  successful in ending the bandit situation in the 
  Westlands, he will be well positioned to 
  become the next Colonel of the Dyvers 
  Constabulary  
  30 
   
  Note: A Knowledge (Local: VTF) check can be 
  substituted for a Gather Information check for all of the 
  information regarding Krembo Schift.  Anyone that is a 
  member of the constabulary meta-org, or who expends an 
  influence point with the Constabulary receives a +5 
  circumstance bonus to the roll. 
   
  Low Road Bandits 
  Clue 
  DC 
  Operate principally along the Low Road 
  5 
  There have always been bandits along the trade 
  routes of the Low Road, but they have grown in 
  strength and numbers over the last two and half 
  years.  
  5 
  The Low Road Bandits now have a cry of “Achos 
  'r chrau chan Beryn” which is Flan for “For the 
  blood of Beryn”  
  7 
  The Low Road Bandits do not kill when they 
  attack caravans, and rarely take most of the 
  caravan’s goods. 
  10 
  Beryn is the name of a woman that was brutally 
  “murdered” along the Low Road some two and a 
  half years ago. 
  12 
  After the activities of the Mandragore League 
  and their Timbercrafter guild puppets at the 
  Chateau Lideare, the ranks of the Low Road 
  Bandits have swelled even further as the Red 
  Arrows spend more time fighting the Low Road 
  Bandits than the true evil of the League. 
  13 
  The slain woman, Beryn, was betrothed to the 
  Low Road Bandits’ current leader, a man by the 
  name of Laruk. 
  15 
  Beryn was “murdered by a group of Red Arrows 
  who caught her and some of her colleagues 
  robbing a caravan.  Adventurer’s from the 
  Dyvers Adventurer’s Guild were present and 
  did nothing to prevent its occurrence. 
  17 
  Recently, the tactics of the Low Road Bandits 
  has shifted away from attacking profitable 
  caravans to attacking caravans that will 
  humiliate the Red Arrows, and their leader, 
  20 
  DYV7-03 Dyvisions 
   
  Page 21 
  
  Krembo Schift 
  You find a peasant that propositioned by the 
  bandits just south of Caltaran.  He was 
  blindfolded and taken to a cave where he met a 
  man.  He ended up not joining the band for 
  reasons he will not say, but he estimates that the 
  base could not be more than 4 hours south of 
  Caltaran by foot. 
  22 
  You find a former member of the Low Road 
  Bandits that is now married with a small family. 
   For 250 gp, and a promise not to turn him into 
  the Sheriff of Caltaran, he is willing to make a 
  map showing where the base was 2 years ago. 
  25 
   
  Note: A Knowledge (Local: VTF) check can be 
  substituted for a Gather Information check for all of the 
  information regarding the Low Road Bandits.  Anyone 
  that is a member of the constabulary meta-org, or who 
  expends an influence point with the Constabulary 
  receives a +5 circumstance bonus to the roll. 
   
   
  8: WHOSE SIDE ARE YOU ON 
  ANYWAY? 
  At some point, whether by gathering information in 
  either Dyvers or Westguard and finding someone with 
  information regarding the location of the Bandits 
  hideout, or by simply traveling along the Low Road, since 
  that is where one would expect to find the Low Road 
  Bandits, the PCs come across a group of bandits in a 
  skirmish with a group of Red Arrows.   
   
  If the PCs met with Krembo Schift before coming 
  here, then they are being followed, unless they are 
  traveling in such a manner as to make it impractical (See 
  Encounter 5). 
  Read or paraphrase the following: 
   
  You travel along the famed Low Road; highway to the 
  Gnarley Forest, Celene, and the dark Temple of 
  Elemental Evil in Verbobonc, vital trade route to 
  lands of Dyvers, and ongoing flash point between the 
  free-loving bandits of the Low Road and the 
  authoritative Sheriff of Caltaran and his Red Arrows.  
  Traveling along it now southwest from the port town 
  of Caltaran as it follows the Serault River you can just 
  make something out ahead along the side of the road. 
   Then approaching you along the road, you see a pair 
  of men running.  Seeing you, they stop, place their 
  hands in the air over their heads in a sign of 
  submission, turn away from your group, and run to 
  the west, off the road.  In the air above the distant 
  objects are a group of birds. 
   
  At APLs 8 and above continue with the following: 
   
  Most of the birds seem to be leisurely flying 
  overhead, but two are moving about very erratically. 
   
  Anyone making a DC 15 Knowledge (Nature) check 
  realizes that the two erratically flying birds are not 
  behaving naturally and that they appear to be fighting 
  each other. 
   
  Continue below for all APLs. 
   
  Anyone making a DC 25 Listen check hears the sounds of 
  battle ahead.  If the PCs chase after the men, they catch 
  them. The men are terrified merchants from a caravan 
  that was just sacked by the Low Road Bandits. 
  Questioning them reveals the following. 
   
  • 
  They were attacked by bandits, who cut loose their 
  horses and beat their guards senseless. 
  • 
  The bandits did not use lethal force but were 
  determined. 
  • 
  One of the bandits looked as if he had recently been 
  crying. 
  • 
  They told us to go before they had a change of heart 
  and decided to mount us on poles 
  • 
  Just then, a group of Red Arrows showed up, and 
  they started fighting each other.  We ran. 
   
  If the PCs continue along the Low Road, then read or 
  paraphrase the following: 
   
  Ahead is a sight not common in the lands of Dyvers.  
  Alongside the road are the decaying remains of five 
  humanoid figures mounted to poles, picked clean by 
  birds and washed by the rains over time.  One of the 
  poles has been cleaved in two and has been discarded 
  alongside the road.  Also, along the side of the road 
  are two shovels and a pick.  As you approach, the 
  sounds of battle in the distance reach your ears near 
  two overturned wagons.  Between the two wagons lie 
  the bodies of four men, dressed as caravan guards.  
  Behind the near wagon, their backs to you, are a 
  group of red-sashed men in light armor, occasionally 
  firing an arrow toward the opposing overturned 
  wagon.  
   
  A group of bandits had been searching for comrades of 
  theirs and found them at this location.  While the bandits 
  pulled them off the poles to make graves for them, a 
  caravan came along.  The bandits decided to pause their 
  burial service to make off with some of the caravan’s 
  goods.  Using non-lethal force, they subdued the guards 
  DYV7-03 Dyvisions 
   
  Page 22 
  
  and began to rob the wagons.  Before they finished, a 
  group of Red Arrows appeared, and a fight is currently 
  ensuing.  Both groups have overturned one of the 
  wagons, and are firing volleys of arrows at each other.  
  When the PCs arrive, neither side holds the advantage.  
  The PCs may either participate in helping one side or the 
  other, or they may simply watch.  If the PCs choose not 
  to participate, then the Low Road Bandits are victorious 
  but badly beaten. 
   
  Treasure: One of the wagons has a false bottom beneath 
  the driver’s seat.  PCs succeeding at a Search check per 
  the following table find the listed treasure. 
   
  APL 
  Search DC 
  2 
  16 
  4 
  18 
  6 
  20 
  8 
  22 
  10 
  24 
  12 
  26 
   
  ENCOUNTER 8.A – FIGHT THE BANDITS 
  The PCs can easily approach the Red Arrows position.  If 
  they approach in a visible manner, then read or 
  paraphrase the following: 
   
  One of the men glances in your direction and yells 
  “REAR!”  As one, the entire contingent of Red Arrows 
  turns toward you with arrows nocked. 
   
  The Red Arrows do not fire on the PCs as long as the PCs 
  make some show that they are on their side.  PCs may 
  attempt a DC 25 Diplomacy check to have the Red 
  Arrows lower their bows.  The –10 modifier for rushed 
  Diplomacy is already included. Showing the contract 
  with Krembo Schift, or demonstrating submission such 
  as throwing down weapons, placing both hands in the air, 
  etc., also suffices. 
   
  Once the PCs are with the Red Arrows, the bandits' 
  attitude is Hostile. Any attempt to approach the bandits 
  peacefully requires that their attitudes be shifted to 
  “Friendly.”  The Bandits do not surrender to the Red 
  Arrows under any circumstances but can be convinced to 
  surrender to members of the Dyvers Constabulary by 
  shifting their attitude to “Helpful.” 
   
  Tactics:  The bandits all have bows readied and are using 
  lethal damage at this point.  They fight to the death, as 
  that is what they will receive if they fail.   
   
  Development: It may be difficult to extract the location 
  of the bandit’s lair from them.  If the PCs manage to 
  subdue one of them, he can be intimidated per the rules 
  in the Player’s Handbook.  He can be befriended with a 
  DC 50 Diplomacy check, which should be further 
  modified with circumstance penalties based on the PC's 
  actions in combat.  There are also numerous magical 
  means to enlist their aid. 
   
  It is also possible to track the bandits back to their 
  hideout with a DC 19 Survival check, but doing so 
  requires retracing their steps over the day, which requires 
  10 consecutive checks. 
  PCs may also have located 
  someone in Dyvers or Westguard that could provide a 
  map or steer them in the right direction.    
   
  APL 2 (EL 4) 
   
  Bandits (4): Male human warrior 1; hp 10;  
   
  Bandit Leader: Male human ranger 2; hp 17;  
   
  APL 4 (EL 6) 
   
  Bandits (4): Male human fighter 1; hp 12;  
   
  Bandit Leader: Male human ranger 2/Ftr3; hp 41 
   
  APL 6 (EL 8) 
   
  Bandits (4): Male human ranger 2; hp 17;  
   
  Bandit Leader: Male human ranger 3/ fighter 4; hp 
  56;  
   
  APL 8 (EL 10) 
   
  Bandits (5): Male human ranger 3; hp 17;  
   
  Bandit Leader: Male human ranger 5/ fighter 4; hp 
  70;  
   
  APL 10 (EL 12) 
   
  Bandits (6): Male human ranger 2/ fighter 3; hp 41;  
   
  Bandit Leader: Male human ranger 6/ fighter 4; hp 
  77;  
   
  APL 12 (EL 14) 
   
  Bandits (6): Male human ranger 3/ fighter 4; hp 56;  
   
  Bandit Leader: Male human ranger 6/ fighter 6; hp 
  93; 
   
  ENCOUNTER 8.B – FIGHT THE RED 
  ARROWS 
  The PCs can easily approach the bandits position.  If they 
  approach in a visible manner then read or paraphrase the 
  following: 
   
  One of the men glances in your direction and yells 
  “REAR!”  As one, the entire contingent of bandits 
  turns toward you with arrows nocked. 
   
  The bandits do not fire on the PCs as long as the PCs 
  make some show that they are on their side.  PCs may 
  DYV7-03 Dyvisions 
   
  Page 23 
  
  attempt a DC 25 Diplomacy check to have the bandits 
  lower their bows.  The –10 modifier for rushed 
  diplomacy is already included.  
   
  If the PCs accepted a tracker from Krembo Schift in 
  Encounter 5 An Unlikely Hero, then one of the Red 
  Arrows below is already with the PCs as their tracker. 
   
  If the PCs have one of the Red Arrows tracking them 
  from Encounter 5 An Unlikely Hero, then he stays 
  hidden and reports the PCs' activities back to Krembo 
  Schift.  All PCs earn the “Fugitive” status on the AR for 
  attacking the Red Arrows. If the PCs fight the Red 
  Arrows and do not kill all of them or leave them in a 
  condition that a speak with dead functions, then they 
  earn the “Fugitive” status on the AR. 
   
  Tactics: Under no circumstances do the Red Arrows flee 
  from the scene without a fight.  If half their number is 
  incapacitated, they flee.  If they cannot flee, they 
  surrender. 
  Development:  Because of the PCs' assistance, the 
  bandits immediately have a “Friendly” reaction to the 
  PCs.  PCs succeeding at a DC 20 Spot check notices that 
  one of the bandits has been crying because of the loss of 
  his comrades.  If the PCs offer to assist the bandits with 
  burying their comrades, their reaction is changed to 
  “Helpful”.  Alternatively, a DC 20 Diplomacy check shifts 
  the bandits’ attitude to “Helpful” as well. 
   
  The bandits do not agree to take the PCs to their lair 
  unless their attitude has been shifted to “Helpful”.
   
  PCs that received the “Wanted” status from DYV4-06 
  A House Divided, even if its effects have since been 
  removed, receive a +20 circumstance bonus to the roll. 
   
  Any PC that has a reputation for living outside the 
  law such as that provided by the Dread Pirate prestige 
  class receives a +10 circumstance bonus to the roll.  
   
  The DM should use his/her discretion in assigning 
  other circumstances bonuses and/or penalties depending 
  on the PC’s actions. 
   
  If the PCs are willing to “cast their lot” with the 
  bandits by killing one of the unconscious Red Arrows 
  soldiers (an evil act that should be noted on the AR and 
  brought to the notice of the Dyvers triad), the bandits 
  initial attitude is shifted to “Helpful”.  Note that the 
  bandits do not ask the PCs to kill one of the Red Arrows 
  while they are helpless, and will, in fact, discourage it, 
  though they do not stop the PCs trying to “prove” their 
  commitment to the bandits' cause. 
   
  APL 2 (EL 4) 
   
  Red Arrow Recruits (4): male human warrior 1; hp 
  5;  
   
  Wesnic: male human ranger 2; hp 17; 
   
  APL 4 (EL 6) 
   
  Red Arrow Recruits (4): male human fighter 1; hp 
  12; 
   
  Wesnic: male human ranger 2/fighter 3; hp 41;  
   
  APL 6 (EL 8) 
   
  Red Arrow Initiates (4): male human ranger 2; hp 
  17 
   
  Wesnic: male human ranger 3/fighter 4; hp 56;  
   
  APL 8 (EL 10) 
   
  Red Arrow Initiates (5): male human ranger 2; hp 
  17;  
   
  Wesnic: male human ranger 5/fighter 4; hp 70;  
   
  APL 10 (EL 12) 
   
  Red Arrow Runners (6): male human ranger 
  2/fighter 3; hp 41; 
   
  Wesnic: male human ranger 6/fighter 4; hp 77;  
   
  APL 12 (EL 14) 
   
  Red Arrow Runners (6): male human ranger 
  3/fighter 4; hp 56; 
   
  Wesnic: male human ranger 6/fighter 6; hp 93; 
   
  ENCOUNTER 8.C – ENJOY THE SHOW 
  If the PCs are not going to pick sides in this encounter, 
  then it passes without them.  Read or paraphrase the 
  following: 
   
  After an initially wary posture from the Red Arrows, 
  they turn their attention to the bandits. Then, the 
  leader of Red Arrows, in a daring move, organizes a 
  charge.  One man attempts to charge around the right 
  flank of the bandits with his shield up.  Pausing only 
  a few seconds, the remainder charge around the left 
  flank.  The bandits though do not bite on the bait, and 
  instead of loosing their volley on the first man, hold 
  for the second group, mowing them down.  Two of 
  the Red Arrows do manage to make it to the bandits' 
  overturn wagon and kill two of them before being 
  slain themselves.  The whole thing is over in seconds. 
   
  Development: It may be difficult to extract the location 
  of the bandits' lair from them.  The bandits do not trust 
  the PCs and have not seen them do anything to “commit 
  them to their cause”.   There are numerous magical means 
  to get them to show the PCs where their base is, but note 
  that doing so leads to conflict in the event of a failed 
  attempt. 
   
  It is also possible to track the bandits back to their 
  hideout with a DC 19 Survival check, but doing so 
  DYV7-03 Dyvisions 
   
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  requires retracing their steps over the day (10 hours), 
  requiring 10 consecutive checks. If the PCs accepted a 
  tracker from Krembo Schift in Encounter 5 An 
  Unlikely Hero, then he participated with the Red 
  Arrows attack and so is currently dead. 
   
  PCs may also have located someone in Dyvers or 
  Westguard that could provide a map or steer them in the 
  right direction. 
   
  The bandits have an initial attitude towards the PCs 
  based upon APL per the table below: 
   
  APL 
  Initial Attitude 
  DC to “Helpful” 
  2 
  Friendly 
  20 
  4 
  Friendly 
  20 
  6 
  Indifferent 
  30 
  8 
  Indifferent 
  30 
  10 
  Unfriendly 
  40 
  12 
  Unfriendly 
  40 
   
  If the PCs assist the bandits with burying their comrades 
  without being asked, then the bandits' Initial attitude will 
  improve by one step.  
   
  PCs that received the “Wanted” status from DYV4-06 
  A House Divided, even if its effects have since been 
  removed, receive a +20 circumstance bonus to the roll. 
   
  Any PC that has a reputation for living outside the 
  law such as that provided by the Dread Pirate prestige 
  Class receives a +10 circumstance bonus to the roll.  
   
  The DM should his/her discretion in assigning other 
  circumstances bonuses/penalties depending on the PC’s 
  actions. 
   
  If the PCs are willing to “cast their lot” with the 
  bandits by killing one of the unconscious Red Arrows 
  soldiers (an evil act that should be noted on the AR and 
  brought to the notice of the Dyvers triad), the bandits 
  initial attitude is shifted to “Helpful”.  Note that the 
  bandits do not ask the PCs to kill one of the Red Arrows 
  while they are helpless, and will, in fact, discourage it, 
  though they do not stop the PCs trying to “prove” their 
  commitment to the bandits' cause. 
   
  9: ASSAULT! 
  (See DM Map #3) 
   
  Once the PCs arrive at the entrance to the bandits' cave, 
  they need to find the hidden entrance unless they are 
  escorted by one of the bandits from Encounter 8.  If the 
  PCs met with Krembo Schift in Encounter 5 and have 
  not discovered their tail, then allow them another 
  opportunity to see him before proceeding (see 
  Encounter 5 for required DCs). 
   
  To find the secret entrance, PCs need to make a 
  Search check with the following DC: 
   
  APL 
  Search DC 
  2 
  16 
  4 
  18 
  6 
  20 
  8 
  22 
  10 
  24 
  12 
  26 
   
  If the PCs are unable to find the entrance or would like to 
  call Krembo Schift using the trinket, then proceed with 
  Encounter 9.A.  If the PCs manage to find the entrance 
  to the cave and wish to proceed inside before calling 
  Krembo, proceed with encounter 9.B 
   
  ENCOUNTER 9.A - SEND IN KREMBO 
  When the PCs break the trinket to call on Krembo Schift, 
  read or paraphrase the following: 
   
  Breaking the trinket given to you by the Sheriff of 
  Caltaran was not what you expected.  It simply broke, 
  nothing more.  As you ponder how to continue 
  beyond this point, you start to hear the rumbling of 
  horses in the distance.  Coming upon your position is 
  a group of armed men.  The man in the lead is 
  mounted on a jet-black heavy horse of exceptional 
  size.  Its blood red eyes knowingly pierce through 
  your soul with an understanding beyond that 
  possessed by a mere mount.  Its rider, armored in 
  black full plate with spikes and wearing a helm with 
  eight red spikes for a crest is equally imposing.  The 
  Sheriff of Caltaran has come, and apparently he is 
  dressed to kill.  “You have done well, adventurers.  
  Now it is time to see about successfully negotiating 
  with these vermin.  Lieutenant!  Dismount and have 
  your men secure the caverns.  I will have a talk with 
  this Laruk.  If anyone resists…Kill them.”  Then 
  leaning over his horse, he says softly, “Mayhem, stay 
  here with our adventurers.  Help them if anyone tries 
  to come in after us.”  Krembo and his men dismount 
  and in no time find a secret entrance into a cave.  
  Krembo enters, with the rest of Red Arrows close 
  behind. 
   
  If the PCs interact with Krembo, he provides the 
  following pieces of information. 
   
  • 
  He has had the PCs followed since leaving Caltaran.  
  No offense, but it is always best to have a back-up 
  plan.  As it turns out, one was not needed, and you 
  DYV7-03 Dyvisions 
   
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  have performed beyond my expectations.  You have 
  done a great service to Dyvers. 
  • 
  Since he had the PCs followed, he was able to be 
  nearby when you called. 
  • 
  Krembo fully intends to negotiate with anyone that 
  throws down arms and surrenders in the spirit of 
  negotiation.  If anyone resists, then he is well within 
  his rights to defend himself and his men to the full 
  extent allowed by the law (lethal force). 
  • 
  Mayhem is his Fiendish Servant, a trusted mount, 
  and loyal companion. 
   
  Several moments after Krembo enters the cave, have the 
  PCs make a Spot check.   
   
  APL 
  Spot DC 
  2 
  16 
  4 
  18 
  6 
  20 
  8 
  22 
  10 
  24 
  12 
  26 
   
  If anyone succeeds, read or paraphrase the following:     
   
  Some 60 feet on the other side of the ridge into which 
  the hidden cave entrance led, a section of earth flips 
  up, and a group of men climbs out into the plains, 
  moving quickly off to the west.  Mayhem, the 
  Sheriff’s fiendish mount, whinnies, and looks directly 
  at you, apparently waiting to see what you will do. 
   
  The Sheriff of Caltaran has flushed out the bandit leader, 
  Laruk.  The Sheriff has gotten bogged down inside the 
  bandit cave, and Laruk is trying to escape. 
   
  If Mayhem believes that the PCs are intentionally 
  letting Laruk go, then Krembo learns of this later and 
  seeks to arrest the PCs for abetting a known fugitive.  The 
  PCs can fool Mayhem if everyone successfully makes a 
  Bluff check against Mayhem's Sense Motive score of +1.  
  He may be fiendish, but he's not exceptionally clever.  
  Those who do not convince Mayhem that they did not 
  simply let Laruk go receive the "Fugitive" item on the AR. 
   
  APL 2 (EL 4) 
   
  Bandits (4): male human warrior 1; hp 10; Appendix 
  1.  
   
  Laruk: male human rogue 2; hp 12; Appendix 1. 
   
  APL 4 (EL 6) 
   
  Bandits (4): male human fighter 1; hp 12; Appendix 
  1.  
   
  Laruk: male human rogue 4/ fighter 1; hp 29; 
  Appendix 1. 
   
  APL 6 (EL 8) 
   
  Bandits (4): male human fighter 1/ rogue 1; hp 21; 
  Appendix 1.  
   
  Laruk: male human rogue 4/ fighter 2/ avenging 
  executioner 1; hp 42; Appendix 1. 
   
  APL 8 (EL 10) 
   
  Bandits (4): male human fighter 1/ rogue 1; hp 21; 
  Appendix 1.  
   
  Bandit: male human cleric 2; hp 13; Appendix 1. 
   
  Laruk: male rogue 4/ fighter 2/ avenging 
  executioner 3; hp 54; Appendix 1. 
   
  APL 10 (EL 12) 
   
  Bandits (4): male human fighter 4/ rogue 1; hp 48; 
  Appendix 1.  
   
  Bandit: male human cleric 28; hp 13; Appendix 1. 
   
  Bandit: male human wizard 21; hp 13; Appendix 1. 
   
  Laruk: male rogue 4/ fighter 2/ avenging 
  executioner 4; hp 60; Appendix 1. 
   
  APL 12 (EL 14) 
   
  Bandits (4): male human fighter 4 /rogue 2/ holy 
  liberator 1; hp 66; Appendix 1.  
   
  Bandit: male human cleric 7; hp 38; Appendix 1. 
   
  Bandit: male human wizard 7; hp 29; Appendix 1. 
   
  Laruk: male rogue 4/ fighter 3/ avenging 
  executioner 5; hp 73; Appendix 1. 
   
  ENCOUNTER 9.B – GO IT ALONE 
  The PCs either made the Search check above in 
  Encounter 9 and have decided to proceed into the 
  cavern or else were led here by one of the bandits from 
  Encounter 8 In either case, read or paraphrase the 
  following: 
   
  You have discovered an entrance to some sort of cave 
  with a small entrance alongside the bank of the 
  Serault River.  Squeezing into the cave one at a time, 
  you enter into the top of a large subterranean cavern. 
  Two torches flank the entrance to this roughly 
  spherical room.  The light from your own source 
  reflects off the cavern floor some 20 feet below.  The 
  room is filled with supplies; the ill-gotten gain from 
  caravans along the Low Road. 
   
  If the PCs befriended the bandits in Encounter 8, then 
  their escort locates the secret door, and deactivate the pit 
  trap.  Otherwise, the PCs need to find the secret door 
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  behind one of the crates and deal with the trap on the 
  other side. 
   
  If the PCs set off the trap, then immediately start 
  initiative, and move to Encounter 10. 
   
  APL 2 (EL 3) 
   
  Camouflaged Pit Trap: CR 3; mechanical; location 
  trigger; no reset; DC 15 Reflex save avoids; 3d6 dam); 
  Search DC 17; Disable Device DC 17 
   
  APL 4 (EL 5) 
   
  Camouflaged Pit Trap: CR 5; mechanical; location 
  trigger; no reset; DC 18 Reflex save avoids; 4d6 dam, 
  spikes + med. spider venom (DC 14 1d4 str/1d6 str); 
  Search DC 22; Disable Device DC 22 
   
  APL 6 (EL 7) 
   
  Camouflaged Pit Trap: CR 7; mechanical; location 
  trigger; no reset; DC 18 Reflex save avoids; 4d6 dam, 
  spikes + large scorpion venom (DC 18 1d6 str/1d6 str); 
  Search DC 24; Disable Device DC 26 
   
  APL 8 (EL 9) 
   
  Camouflaged Pit Trap: CR 9; mechanical; location 
  trigger; no reset; DC 21 Reflex save avoids;  4d6 dam, 
  spikes + purple worm poison (DC 24 1d6 str/1d6 str); 
  Search DC 26; Disable Device DC 26. 
   
  APL 10 (EL 10) 
   
  Camouflaged Pit Trap: CR 10; mechanical; location 
  trigger; no reset; DC 22 Reflex save avoids; 6d6 dam, 
  spikes + purple worm poison (DC 24 1d6 str/1d6 str); 
  Search DC 28; Disable Device DC 28. 
   
  APL 12 (EL 10) 
   
  Camouflaged Pit Trap: CR 10; mechanical; location 
  trigger; no reset; DC 24 Reflex save avoids; 4d6 dam, 
  spikes + dragon bile poison (DC 26 3d6 str/0 str); Search 
  DC 28; Disable Device DC 28. 
   
  10: THE DEN OF THIEVES 
  There is a myriad of ways the PCs can arrive at this point. 
   In general, there are three likely results, but there can 
  certainly be others. 
   
  • 
  PCs came to talk to Laruk and the Low 
  Road Bandits to get them to leave (10.A). 
  • 
  PCs came to kill/capture Laruk and the 
  Low Road Bandits (10.B). 
  • 
  PCs came to talk to Laruk and the Low 
  Road bandits but were interrupted by 
  Krembo and his men (10.C). 
   
  In addition, the PCs may initially plan on behaving one 
  way and then change their mind, so play this out 
  however seems most appropriate. 
   
  Unless the PCs avoided or disarmed the trap and 
  continued down the hall quietly, then the bandits are 
  ready with two bandits in the hallway taking the full 
  defensive option and two behind them with spears at the 
  ready.  
   
  ENCOUNTER 10.A – TALK TO LARUK 
  Once the PCs are in sight of the room, read or paraphrase 
  the following: 
   
  Before you lies what appears to be an empty room.  
  Suddenly, two men spring into the 10-foot-wide 
  hallway with shields ready, while two more move 
  behind them with spears readied.  More men move 
  into view behind these readied men as well as a 
  gnome of some sort standing beside a large dog like 
  creature.  The gnome does not look the same as the 
  gnomekin that attacked you earlier.  He is well kept, 
  dressed in bright colors, with a rather interesting 
  hairstyle.  One of the men in back begins to speak, 
  “Why have you come here?” 
   
  The gnome is the Emissary of Molaho Khem and is here 
  to continue his attempts to convert the Low Road 
  Bandits.  He is not a combatant and flees if attacked.  The 
  dog is his Elven Hound mount.  As the PCs attempt to 
  convince Laruk to leave, the Emissary of Molaho Khem 
  tries to convince the bandits to stay and fight, bringing 
  up some of the following points: 
   
  • 
  Do not leave. The people of the Westlands have to 
  depend on you to carry the battle of righteousness 
  against the evil authority of Krembo Schift and his 
  Red Arrows. 
  • 
  You have known only a life of complete freedom for 
  these many years; now you are going to set that aside 
  for a plow?  How long do you think it will be before 
  you yearn for a freer life? 
  • 
  If you cower away from the Sheriff and his men, 
  then what hope does another have to carry on with 
  what you have begun?  Continue on at least until you 
  can name a successor. 
   
  Convincing Laruk is an opposed Diplomacy check 
  against the Emissary of Molaho Khem.  The required DCs 
  are noted below:  
  DYV7-03 Dyvisions 
   
  Page 27 
  
   
  APL 
  DC to “Helpful” 
  2 
  20 
  4 
  24 
  6 
  28 
  8 
  32 
  10 
  35 
  12 
  38 
   
  The roll should be modified as follows: 
   
  Event 
  Modifier 
  PCs befriended bandits in 
  Encounter 8 
  +2 
  PC 
  has “Wanted” from 
  DYV4-06 A House Divided 
  +2 
  PC has criminal reputation 
  such as that from Dread 
  Pirate Prestige Class 
  +2 
  Forged documents offering 
  proof of Amir’s claim 
  +5 
  PC is a member of the 
  Dyvers Constabulary 
  -2 
   
  Development: 
  If the PCs succeed, then Laruk and his band agree to 
  leave. If the Red Arrows were still following the PCs, 
  then proceed to Encounter 10.C.  If the Red Arrows are 
  not still following them, then proceed to Encounter 12.  
  If the PCs fail to convince Laruk to leave, but are within 
  10 of the target DC, then he makes the PCs an offer.  
  Read or paraphrase the following: 
   
  After quietly listening to both sides of the argument, 
  Laruk, the leader of the Low Road Bandits, stands and 
  begins to speak, “After considering both sides of the 
  argument, and noting that you bring no proof of what 
  you say, I would like to make you an offer.  If you 
  were to join our little band, then what would be good 
  for us would be good for you.  Likewise, what would 
  be bad for us would be bad for you.  So, I would 
  propose a challenge for you then.  If you are willing 
  to join our band, then bring me one of Lord 
  Grandhearth's banners.  There is a fort not far from 
  here.  If you like, we can show you the way.” 
   
  Development: 
  If the PCs decline Laruk’s offer, and want to force a 
  solution, then proceed to Encounter 10.B.  Otherwise, 
  proceed with the Conclusion. 
   
  If the PCs take Laruk up on his offer, then proceed with 
  Encounter 11 
   
  ENCOUNTER 10.B – BRING IN THE 
  BANDITS 
  The PCs have entered the Den of Thieves, and, for 
  whatever reason, a fight is to break out.  This can be 
  because the PCs intend from the start to kill/capture 
  Laruk for Krembo Schift or because negotiations with 
  Laruk failed, and there was no other discourse but bring 
  Laruk in.  If the PCs are just now entering the room, read 
  or paraphrase the following; otherwise, proceed with 
  combat: 
   
  Before you lies what appears to be an empty room.  
  Suddenly, two men spring into the 10-foot-wide 
  hallway with shields ready, while two more move 
  behind them with spears readied.  More men move 
  into view behind these readied men as well as a 
  gnome of some sort standing beside a large dog like 
  creature.  The gnome does not look the same as the 
  gnomekin that attacked you earlier.  He is well kept, 
  dressed in bright colors, with a rather interesting 
  hairstyle.  One of the men in back begins to speak, 
  “Why have you come here?” 
   
  The gnome is the Emissary of Molaho Khem, and is here 
  to continue his attempts to convert the Low Road 
  Bandits.  He is not a combatant and flees if attacked.  The 
  dog is his Elven Hound mount. 
   
  APL 2 (EL 4) 
   
  Bandits (4): male human warrior 1; hp 10; Appendix 
  1.  
   
  Laruk: male human rogue 2; hp 12; Appendix 1. 
   
  APL 4 (EL 6) 
   
  Bandits (4): male human fighter 1; hp 12; Appendix 
  1.  
   
  Laruk: male human rogue 4/ fighter 1; hp 29; 
  Appendix 1. 
   
  APL 6 (EL 8) 
   
  Bandits (4): male human fighter 1/ rogue 1; hp 21; 
  Appendix 1.  
   
  Laruk: male human rogue 4/ fighter 2/ avenging 
  executioner 1; hp 42; Appendix 1. 
   
  APL 8 (EL 10) 
   
  Bandits (4): male human fighter 1/ rogue 1; hp 21; 
  Appendix 1.  
   
  Bandit: male human cleric 2; hp 13; Appendix 1. 
   
  Laruk: male rogue 4/ fighter 2/ avenging 
  executioner 3; hp 54; Appendix 1. 
   
  DYV7-03 Dyvisions 
   
  Page 28 
  
  APL 10 (EL 12) 
   
  Bandits (4): male human fighter 4/ rogue 1; hp 48; 
  Appendix 1.  
   
  Bandit: male human cleric 28; hp 13; Appendix 1. 
   
  Bandit: male human wizard 21; hp 13; Appendix 1. 
   
  Laruk: male rogue 4/ fighter 2/ avenging 
  executioner 4; hp 60; Appendix 1. 
   
  APL 12 (EL 14) 
   
  Bandits (4): male human fighter 4 /rogue 2/ holy 
  liberator 1; hp 66; Appendix 1.  
   
  Bandit: male human cleric 7; hp 38; Appendix 1. 
   
  Bandit: male human wizard 7; hp 29; Appendix 1. 
   
  Laruk: male rogue 4/ fighter 3/ avenging 
  executioner 5; hp 73; Appendix 1. 
   
  ENCOUNTER 10.C – HERE COMES THE 
  LAW 
  The PCs either infiltrated the cave, encountered the 
  bandits and then called for Krembo, or else were 
  followed by Krembo’s tail, and his Red Arrows are 
  interrupting.  If the PCs intentionally called Krembo, 
  then read or paraphrase the following: 
   
  Before you lies what appears to be an empty room.  
  Suddenly, two men spring into the 10-foot-wide 
  hallway with shields ready, while two more move 
  behind them with spears readied.  More men move 
  into view behind these readied men as well as a 
  gnome of some sort standing beside a large dog like 
  creature.  The gnome does not look the same as the 
  gnomekin that attacked you earlier.  He is well kept, 
  dressed in bright colors, with a rather interesting 
  hairstyle.  One of the men in back begins to speak, 
  “Why have you come here?” 
   
  When one of the PCs intentionally breaks the trinket, 
  read or paraphrase the following: 
   
  Breaking the trinket given to you by the Sheriff of 
  Caltaran was not what you expected.  It simply broke, 
  nothing more.  As you ponder how to continue 
  beyond this point a group of armed men round the 
  corner into the room.  The man in the lead is armored 
  in black full plate with spikes and wearing a helm 
  with eight red spikes for a crest.  The Sheriff of 
  Caltaran has come, and apparently he is dressed to 
  kill.  “You have done well adventurers.  Now it is time 
  to see about successfully negotiating with these 
  vermin.  Lieutenant, secure the caverns.  I want to 
  have a talk with this Laruk.  If anyone resists…Kill 
  them.”  The sheriff throws you a bag of coins saying, 
  “This should cover the remainder of our contract.  
  Meet me back in Caltaran, and we will discuss a 
  bonus.” 
   
  Presumably, the PCs do not fight the Red Arrows. This 
  being the case, read or paraphrase the following: 
   
  As the Red Arrows move to start securing the cavern, 
  the gnome and his dog spring into action to do battle 
  with the Sheriff and his men crying, “Only in the 
  glory of death can my master Molaho Khem be 
  served!”  Laruk and his bandits move to back of the 
  room and begin to open a trap door in the floor. 
   
  The bandits will flee into the trap door, and try to fight in 
  the restricted tunnel.  The Red Arrows will be pre-
  occupied with the Emissary of Molaho Khem, and it will 
  be up to the PC’s to stop Laruk. 
   
  It is conceivable that the PC’s will instead choose to fight 
  the Red Arrows.  If this occurs, then Krembo will back 
  out of the caverns unless cornered, and will let the “Law” 
  do its work.  The Low Road Bandits will flee from the 
  caverns during the fight, but will find the PC’s again once 
  they leave the caves. 
   
  11: CAPTURE THE FLAG 
  (See DM’s Map #4) 
   
  The fort of the Red Arrows is only about an hour’s walk 
  from the Bandits Hideout.  There are actually two flags.  
  The obvious one is on a pole in the center of the fort 
  compound.  The less obvious one is in one of the 
  barracks, locked in a chest.  This is a free-form encounter, 
  and there are multiple ways to succeed.  Anything that 
  seems reasonable should be allowed. 
   
  The fort is wooden, with 15 foot tall walls.  There are 
  four platforms elevated 10 feet off the floor.  The flagpole 
  is 30 feet high.  There are two barracks.  One is empty, 
  and the other has an identical contingent of Red Arrows 
  guards that are sleeping.  There is a second flag kept in a 
  locked chest inside the barracks with the sleeping guards. 
   The DC on both locks are set by APL, as are the guards 
  Spot and Listen ranks, and Laruk’s Forgery ranks. 
   
  APL 
  Spot 
  Listen 
  Open 
  Forgery 
  2 
  +4 
  +4 
  25 
  +7 
  4 
  +6 
  +6 
  25 
  +9 
  6 
  +8 
  +8 
  30 
  +9 
  8 
  +10 
  +10 
  30 
  +9 
  10 
  +12 
  +12 
  40 
  +9 
  12 
  +14 
  +14 
  40 
  +9 
    
  DYV7-03 Dyvisions 
   
  Page 29 
  
  For reference, the Fort has some defenses in place by 
  APL.  
   
  APL 2 
  • 
  None 
   
   
  Flag Pole: 3 in. thick wood; hardness 5; hp 30; AC 5; 
  Break DC 18. 
    
  APL 4 
  • 
  Flag pole greased, -5 to climb checks 
   
   
  Flag Pole: 4 in. thick wood; hardness 5; hp 40; AC 5; 
  Break DC 20. 
   
  APL 6 
  • 
  Flag pole greased, -5 to climb checks 
   
   
  Flag Pole: 4 in. thick wood; hardness 5; hp 40; AC 5; 
  Break DC 20 
   
  APL 8 
  • 
  Flag pole greased, -5 to climb checks.  
  • 
  Fort protected by the effects of unhallow 
  centered on the flagpole and with a fixed dispel 
  magic effect. CL 10 
   
   
  Flag Pole: 3 in. thick steel; hardness 10; hp 90; AC 5; 
  Break DC 28 
   
  APL 10  
  • 
  Flag pole greased, -5 to climb checks. 
  • 
  Fort protected by the effects of unhallow 
  centered on the flagpole and with a fixed dispel 
  magic effect. CL 12 
  • 
  Flag under the effect of an alarm spell (Cl 4) 
   
   
  Flag Pole: 4 in. thick steel; hardness 10; hp 120; AC 
  5; Break DC 28 
   
  APL 12 
  • 
  Flag pole greased, -5 to climb checks. 
  • 
  Fort protected by the effects of unhallow 
  centered on the flagpole and with a fixed dispel 
  magic effect. CL 14 
  • 
  Flag under the effect of an alarm spell (Cl 5) 
   
   
  Flag Pole: 4 in. thick steel; hardness 10; hp 120; AC 
  5; Break DC 28 
   
  APL 2 (EL 4) 
   
  Red Arrow Recruits (4): male human Warrior 1; hp 
  10; see Appendix 1. 
   
  APL 4 (EL 6) 
   
  Red Arrow Recruits (4): male human Ranger 2; hp 
  17; see Appendix 1. 
   
  APL 6 (EL 8) 
   
  Red Arrow Initiates (4): male human Ranger4; hp 
  17; see Appendix 1. 
   
  APL 8 (EL 10) 
   
  Red Arrow Initiates (4): male human Ranger 6; hp 
  17; see Appendix 1. 
   
  APL 10 (EL 12) 
   
  Red Arrow Runners (4): male human Ranger 8; hp 
  41; see Appendix 1. 
   
  APL 12 (EL 14) 
   
  Red Arrow Runners (4): male human Ranger 10; hp 
  41; see Appendix 1. 
   
  Development: 
  If the PC’s successfully retrieve one of the flags from 
  Grandhearth’s fort, and then they will be asked if they 
  would like to join the Low Road Bandits.  This is act plays 
  significance in determining whether the PC’s can take 
  advantage of Lord Trass Dagby’s offer in conclusion #1.  
  Proceed to Encounter 12 “The Emissary of Molaho 
  Khem”. 
   
  12: THE EMISSARY OF 
  MOLAHO KHEM 
  As long as the Emissary of Molaho Khem is not forced to 
  flee and is not killed by the Sheriff, he offers to share his 
  viewpoint with any interested PC. He does not hold it 
  against the PCs if they thwarted his attempt to convert 
  Laruk.  He tells anyone who listens the following:  
   
   
  Few written works exist about Molaho Khem. 
  The most popular work, passed from adventurer to 
  adventurer, with an original copy in the Great Library 
  of Greyhawk, is the Death Saga of Molaho Khem. The 
  tome is only seven inches wide and six inches tall. It 
  contains five printed woodcuts, each signed with the 
  monogram "E.M." The illustrations depict Khem 
  overcoming various challenges and finally being laid 
  to rest. The text is written in the Common tongue. 
  The Death Saga reveals the final days of the great 
  hero of legend, when he returned to Dar’Kesh Anam, 
  the city of his birth, to combat an alien menace.  
   
  Beginning in CY 592, The Most Glorious Aliknor 
  discovered a copy of the ancient tome.  After studying 
  DYV7-03 Dyvisions 
   
  Page 30 
  
  the text, His Glory became convinced that Molaho 
  Khem had in fact risen to become a deity, with only 
  this single text a testament to his glorious death.  
  Aliknor began worshiping the divinity of Molaho 
  Khem and recruiting others to his call.  At first, only a 
  few humanoids were drawn to the violent dogma of 
  the cult, as personal sacrifice seemed a central theme. 
   With the march of Turrosh Mak upon the Lands of 
  Dyvers and with the ensuing oppression of personal 
  liberties with the oncoming onslaught, some have 
  begun to turn towards the Master of Glorious Deaths. 
    
   
  There are rumors of other, heretical cults, some 
  even claiming that Molaho Khem is a goodly knight 
  in shining armor, still alive and fighting Old Wicked 
  somewhere in the Bandit Kingdoms.  Most followers 
  of Molaho Khem have discounted these stories as 
  fantastic tales.  The exploits of Molaho Khem always 
  deal with death and bloodshed, tales of a warrior 
  constantly thirsting for battle, in a quest to ultimately 
  seek out death in this realm and die in a manner 
  suitable to be told over the ages.  Personally, I feel 
  that the likelihood is quite high that the followers of 
  the cracked shield are a manipulation by Old Wicked 
  himself; evoking the name of the Master of Glorious 
  deaths in a blasphemous manner to draw out those 
  that would oppose him.  Even now, we are sending 
  our members to that forsaken land to spread the news 
  of the glory of Molaho Khem.   
   
  The principal tenants of Molaho Khem are: 
   
  • 
  Belief in attaining favor with the Master of Glorious 
  Deaths by sacrificing themselves in battle, preferably 
  against impossible odds. 
  • 
  Pursuit of martial prowess is the purest forms of self-
  expression. 
  • 
  The free will of the individual must not be 
  hampered.  Freely choosing to die for a cause, is the 
  ultimate form of free will and is the surest means of 
  living forever in glory with the Master of Glorious 
  Deaths 
  • 
  There is no hope of salvation for the residents of 
  Tricaster; it will fall.  The only thing that remains 
  uncertain is the manner in which it will fall.  Will it 
  fall as a tamed house pet, with barely more than a 
  whimper?  Or will it stand, fight to the end with the 
  ferocity of a lion, roaring until the end comes?  If the 
  latter, then imagine the fear that must be in the 
  hearts of the horde as they realize the fight they will 
  have for the rest of the FREE lands of Dyvers when 
  even a small hamlet faces them without fear. 
  • 
  Salvation can only be attained by giving yourselves 
  freely to Molaho Khem, embracing your own 
  destiny to die defending against the oncoming 
  hordes of Blackthorn, thereby assuring yourself 
  eternity in Glory. 
  • 
  All creatures will eventually pass from Oerth.  If you 
  were to choose the means of your passing, would you 
  choose to pass with a whimper in the twilight of old 
  age, or with a roar, shaking your fist at your enemies, 
  so that you may live in their hearts forever as fear. 
   
  In addition, He can provide the following information 
  regarding the cult of Molaho Khem: 
   
  • 
  The cult has been meeting in secret places within 
  Dyvers until a formal, permanent, temple can be 
  obtained. 
   
  • 
  The cult is garnering support within the Dyvers 
  Gentry Assembly to build a temple to Molaho Khem 
  in Dyvers. 
   
  Finally, after he has answered the PC’s questions, he will 
  offer to do all of following: 
   
  • 
  Buy the Tear of Molaho Khem from DYVint5-02 
  Raising Southguard for its full price plus 1,000 gp if 
  used in a weapon, or 1,000 gp if it has not been used 
  yet. 
   
  • 
  Buy the Tear of the Blood Moon from DYVint5-02 
  Raising Southguard for its full price plus 1,000 gp if 
  used in a weapon, or 1,000 gp if it has not been used 
  yet. 
   
  • 
  The Emissary of Molaho Khem will offer to convert 
  any PC to the Servants of Glory. 
   
  • 
  The Emissary of Molaho Khem will offer to upgrade 
  ONE Lesser Ring of Glorious Deaths per player to a 
  Ring of Glorious Deaths for half price. 
   
  Development: 
  After the meeting with the Emissary of Molaho Khem, 
  the bandits follow the PC’s the town of Liberty, proceed 
  to Conclusion #1 
   
  DYV7-03 Dyvisions 
   
  Page 31 
  
  13: CONCLUSION: PICKING 
  UP THE PIECES 
  LARUK AGREES TO LEAVE 
  True to his word, Laruk spreads the word to his 
  bandits that they can find reprieve in the town of 
  Liberty.  Shortly afterwards, banditry has come nearly 
  to a complete stop on the Low Road.   
   
  The journey to Liberty, although long, is without 
  incident.  The mood of the group, once dire and 
  serious has livened immensely, with practical jokes 
  common on a daily basis.  Arriving in the town of 
  Liberty, it appears that you have stepped into the 
  Baklunish west.  It takes a few minutes to locate the 
  only tavern in town, a small establishment called the 
  Half-Pint Pub.  Inside, A baklunish woman welcomes, 
  and sends a small boy off to go fetch the mayor.  
  When the mayor arrives, you see the familiar face of 
  Amir, and a well-dressed halfling.  Instead of the 
  mayor speaking, as you would have supposed, the 
  halfling begins, “You have done well adventurers.  I 
  knew you would though.” He says with a smile.  
  Moving to your table, he climbs up on top of the 
  chair, and produces a parchment exclaiming, “I have 
  spoken with Bailen Lord Maltrus, liege to the Oster 
  County fief, and he has agreed to allow you to move 
  here, with full amnesty for any past crimes while 
  within Oster County.  In addition, to help you get 
  started ion your new life here, I am willing to cover 
  half the costs of any new business venture for all 
  members of the Low Road Bandits.  All we need to do 
  now is out the ink on the paper.”  
   
  Sheriff Krembo Schift is praised for finally 
  putting an end to the bandit attacks, though he 
  himself does not look completely satisfied.  In public, 
  he seems to glower, like a cat denied its prey.  With 
  the bandits gone, the Red Arrows almost seem 
  languid of late.   
   
   
  Lord Dagby is new to being a member of the gentry, and 
  despite his apparently good intentions, it never occurred 
  to him that the PC’s would join the Low Road Bandits.  
  Any PC that joined the group of bandits in Encounter 10 
  or Encounter 11 has an opportunity to take advantage of 
  his generosity and get a business head start in Liberty. 
   
  If, during the course of this adventure, any Red 
  Arrows were killed, the PC’s will receive the “Fugitive” 
  status on the AR 
   
  KREMBO CAPTURES LARUK 
  Word spreads quickly throughout the Westlands that 
  the leader of the Low Road Bandits has been dealt 
  with by Sheriff Krembo Schift.  Rumors fly 
  throughout 
  Westguard 
  and 
  Caltaran, 
  but 
  the 
  consensus is that Laruk raised a flag of truce in order 
  to get close to the Sheriff.  During the negotiations, 
  Laruk pulled a hidden blade in an attempt to 
  assassinate the Sheriff.  He was quickly subdued. 
   
  Victorious in capturing the bandit leader, Sheriff 
  Schift obtained information from him regarding the 
  location of bandits, past and present.  Before impaling 
  the bandit leader on a pike in the center of 
  Westguard, Sheriff Schift publicly vows to hunt down 
  each of these bandits, even those who hide from the 
  law by posing as "honest" husbands and fathers.  It 
  seems that a brutal version of law and order have 
  taken a strong hold in the west. Many people whisper 
  their doubts about Lord Grandhearth maintaining 
  peace in the region. 
   
  The PC’s have earned Krembo’s favor, and may use it to 
  enchant any one weapon with the Bane: Human 
  enhancement, or save it for future use. 
   
  STATUS QUO 
  The PC’s successfully maintained the status in the 
  Westlands, with no resolution in sight.  Read or 
  paraphrase the following: 
   
  Whether by design or accident you group has 
  managed to defeat all attempts to bring the Westlands 
  under control.  Disruption to the trade along the 
  remaining trade routes will continue into the near 
  future.  Perhaps this difficulty will be the rise of new 
  opportunities?  Only time will tell. 
   
  The PC’s cannot earn the favor of Krembo Schift, are not 
  invited to join the Grandhearth or Dagby Houses as 
  protégés, and may not take advantage of Lord Dagby in 
  Liberty. 
   
  If, during the course of this adventure, any Red 
  Arrows were killed, the PC’s will receive the “Fugitive” 
  status on the AR. 
   
   
  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. 
   
  3: A Taste of Glory 
  Defeat the cultists of Molaho Khem 
  APL 2  
  120 XP 
  DYV7-03 Dyvisions 
   
  Page 32 
  
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
   
  8: Whose Side are you on Anyway? 
  Defeat the Red Arrows or Bandits 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
   
  10: Den of Thieves, or 11: Capture the Flag 
  Defeat the Red Arrows, or Defeat the Bandits, or 
  successfully negotiate with the bandits, or successfully 
  retrieve Grandhearth’s flag 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
   
  Discretionary roleplaying award 
  APL 2  
  90 XP 
  APL 4  
  135 XP 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
  APL 10  
  270 XP 
  APL 12  
  315 XP 
   
  Total Possible Experience 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10  
  1,350 XP 
  APL 12  
  1,575 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  3: A Taste of Glory 
  Defeat the Cult Assassins. 
   
  APL 2: L: 31, C: 0, M: lesser ring of glorious deaths 
  (41 gp per character); Total 72 gp. 
   
  APL 4: L: 64, C: 0, M: lesser ring of glorious deaths 
  (41 gp per character); Total 105 gp. 
   
  APL 6: L: 129, C: 0, M: lesser ring of glorious deaths 
  (41 gp per character), cloak of elvenkind (208 gp per 
  character), headband of intellect +2 (333 gp per 
  character); Total 711 gp. 
   
  APL 8: L: 129, C: 0, M: lesser ring of glorious deaths 
  (41 gp per character), cloak of elvenkind (208 gp per 
  character), headband of intellect +2 (333 gp per 
  character), ring of protection +2 (666 gp per character); 
  Total 1377 gp. 
   
  APL 10: L: 129, C: 0, M: lesser ring of glorious deaths 
  (41 gp per character), cloak of elvenkind (208 gp per 
  character), headband of intellect +2 (333 gp per 
  character), ring of protection +2 (666 gp per character), +1 
  mithral chain shirt (195 gp per character), gloves of 
  DYV7-03 Dyvisions 
   
  Page 33 
  
  dexterity +2 (333 gp per character), amulet of health +2 
  (333 gp per character); Total 2,030 gp. 
   
  APL 12: L: 129, C: 0, M: lesser ring of glorious deaths 
  (41 gp per character), cloak of elvenkind (208 gp per 
  character), headband of intellect +4 (1333 gp per 
  character), ring of protection +2 (666 gp per character), +1 
  mithral chain shirt (195 gp per character), gloves of 
  dexterity +2 (333 gp per character), amulet of health +2 
  (333 gp per character); Total 3,238 gp. 
   
  5: An Unlikely Hero   
  Starting the contract with Krembo 
   
  APL 2: C: 100 gp. 
   
  APL 4: C: 200 gp. 
   
  APL 6: C: 300 gp. 
   
  APL 8: C: 400 gp. 
   
  APL 10: C: 500 gp 
   
  APL 12: C: 600 gp 
   
  8: Whose Side are you on Anyway?  
  Defeating the Red Arrows or Bandits 
   
  APL 2: L: 342 gp; C: 4 gp; M: 5 Potions of cure light 
  wounds (4 gp each per character), 5 potions of cat’s grace 
  (25 gp each per character), potion of invisibility (25 gp 
  per character), Scroll of darkvision, mass (125 gp); Total 
  641 gp. 
   
  APL 4: L: 267 gp; C: 4 gp; M: 5 Potions of cure light 
  wounds (4 gp each per character), 4 potions of cat’s grace 
  (25 gp each per character), +1 composite greatbow (+2 Str 
  bonus) (242 gp per character), cloak of resistance +1 (83 
  gp per character), Belt of one mighty blow (250 gp); Total 
  991 gp. 
   
  APL 6: L: 266 gp; C: 21 gp; M: 5 Potions of cure light 
  wounds (4 gp each per character), 4 potions of cat’s grace 
  (25 gp each per character), +1 composite greatbow (+2 Str 
  bonus) (242 gp per character), cloak of resistance +1 (83 
  gp per character), ring of protection +1 (167 gp per 
  character), Counterstrike bracers (417 gp); Total 1,316 gp. 
   
  APL 8: L: 327 gp; C: 47 gp; M: 6 Potions of cure light 
  wounds (4 gp each per character), 5 potions of cat’s grace 
  (25 gp each per character), +1 blood seeking composite 
  greatbow (+2 Str bonus) (242 gp per character), cloak of 
  resistance +1 (83 gp per character), White cloak of the 
  spider (700 gp); Total 1,548 gp. 
   
  APL 10: L: 86 gp; C: 17 gp; M: 6 +1 composite 
  longbows (217 gp each per character), 6 potions of cat’s 
  grace (25 gp each per character), +1 blood seeking 
  composite greatbow (+2 Str bonus) (242 gp per character), 
  potion of cure light wounds (4 gp per character), 
  runestaff of charming (1,333 gp); Total 3,134 gp. 
   
  APL 12: L: 86 gp; C: 17 gp; M: 6 +1 composite 
  longbows (217 gp each per character), 6 potions of cat’s 
  grace (25 gp each per character), +1 blood seeking 
  composite greatbow (+2 Str bonus) (242 gp per character), 
  potion of cure light wounds (4 gp per character) , 
  Runestaff of eyes (1,833 gp); Total 5,634 gp. 
   
  9: Assault! or 10: The Den of Thieves, or 11: 
  Capture the Flag 
  Defeating the Red Arrows or Bandits 
   
  APL 2: L: 342 gp; C: 4 gp; M: 5 Potions of cure light 
  wounds (4 gp each per character), 5 potions of cat’s grace 
  (25 gp each per character), potion of invisibility (25 gp 
  per character); Total 516 gp. 
   
  APL 4: L: 267 gp; C: 4 gp; M: 5 Potions of cure light 
  wounds (4 gp each per character), 4 potions of cat’s grace 
  (25 gp each per character), +1 composite greatbow (+2 Str 
  bonus) (242 gp per character), cloak of resistance +1 (83 
  gp per character); Total 716 gp. 
   
  APL 6: L: 266 gp; C: 21 gp; M: 5 Potions of cure light 
  wounds (4 gp each per character), 4 potions of cat’s grace 
  (25 gp each per character), +1 composite greatbow (+2 Str 
  bonus) (242 gp per character), cloak of resistance +1 (83 
  gp per character), ring of protection +1 (167 gp per 
  character); Total 899 gp. 
   
  APL 8: L: 327 gp; C: 47 gp; M: 6 Potions of cure light 
  wounds (4 gp each per character), 5 potions of cat’s grace 
  (25 gp each per character), +1 blood seeking composite 
  greatbow (+2 Str bonus) (242 gp per character), cloak of 
  resistance +1 (83 gp per character); Total 848 gp. 
   
  APL 10: L: 86 gp; C: 17 gp; M: 6 +1 composite 
  longbows (217 gp each per character), 6 potions of cat’s 
  grace (25 gp each per character), +1 blood seeking 
  composite greatbow (+2 Str bonus) (242 gp per character), 
  potion of cure light wounds (4 gp per character); Total 
  1,801 gp. 
   
  APL 10: L: 86 gp; C: 17 gp; M: 6 +1 composite 
  longbows (217 gp each per character), 6 potions of cat’s 
  grace (25 gp each per character), +1 blood seeking 
  composite greatbow (+2 Str bonus) (242 gp per character), 
  potion of cure light wounds (4 gp per character); Total 
  1,801 gp. 
   
  13: Conclusion   
  Concluding the contract with Krembo 
   
  APL 2: C: 100 gp. 
   
  APL 4: C: 200 gp. 
   
  APL 6: C: 300 gp. 
   
  APL 8: C: 400 gp. 
   
  APL 10: C: 500 gp 
   
  APL 12: C: 600 gp 
   
  Treasure Cap 
  APL 2  
  450 gp 
  APL 4  
  650 gp 
  APL 6  
  900 gp 
  DYV7-03 Dyvisions 
   
  Page 34 
  
  APL 8  
  1,300 gp 
  APL 10  
  2,300 gp 
  APL 12  
  3,300 gp 
   
  Total Possible Treasure 
  APL 2  
  1,429 gp 
  APL 4  
  2,012 gp 
  APL 6  
  3,526 gp 
  APL 8  
  4,573 gp 
  APL 10  
  5,935 gp 
  APL 12  
  8,635 gp 
   
  DYV7-03 Dyvisions 
   
  Page 35 
  
  APPENDIX 1: ALL APLS
  5: AN UNLIKELY HERO 
  K R E M BO  S CHI FT 
  CR  12 
  Male 
  Human 
  Fighter 
  4/Ranger 
  1/Avenging 
  Executioner* 2/Blackguard 5 
  LE Medium Humanoid (Human)) 
  Init +0; Senses Listen +3, Spot +12 
  Aura Strong Evil, Despair 
  Languages Common, Ancient Suloise  
  AC 21, touch 10, flat-footed 21 
   (+11 armor)  
  hp 97 (12 HD) 
  Fort +19, Ref +12, Will +12 
  Speed 20 ft. in Full plate (4 squares), base movement 
  30 ft., Mounted 50 ft. 
  Melee +2 unholy Greatsword +19/+14/+9  (2d6+10/ 
  19-20+poison, +1d6 sneak attack, +1d6 Sudden 
  strike) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +16 
  Atk Options Bloody Blade, Poison, sneak attack 
  +1d6, Sudden strike + 1d6, Smite Good (2/day) 
  Special Actions Rapid Intimidation, Wild Empathy, 
  Rebuke Undead (5/day), Detect Good, Fiendish 
  Servant,  
  Combat Gear +2 Unholy Greatsword, +2 Lance,  
  Blackguard Spells Prepared (CL 5th): 
   3rd— None 
   2nd— death knell, shatter 
   1st— cause fear, corrupt weapon 
  Ranger Spells Prepared (CL 2nd): 
    1st— longstrider 
  Abilities Str 18, Dex 10, Con 12, Int 10, Wis 14, Cha 
  21  
  SQ Favored Enemy, Humanoid (human); Aura of Evil; 
  Aura of Despair; Dark Blessing 
  Feats Mounted Combat, Ride-By Attack, Spirited 
  Charge, Power Attack, Cleave, Improved Sunder, 
  Track, Weapon Focus (Greatsword), Weapon 
  Specialization 
  (Greatsword), 
  Close-Quarters 
  Fighting*. 
  Skills Handle Animal +10, Hide +0, Intimidate +18, 
  Knowledge (religion) +6, Move Silently +0, Ride 
  +17, Search +4, Spot +12, Survival +6 
  Possessions  
   
  Rebuke Undead (Su): Can rebuke undead 8 times 
  per day. A rebuking check is made on 1d20+5; 
  rebuking damage is equal to 2d6+8 on a 
  successful check. 
  Wild Empathy (Ex): You can make a check 
  (1d20+10) to improve the attitude of an animal. 
  You must be within 30 feet of the animal, and it 
  generally takes one minute to perform the action. 
  Favored Enemy: Humanoid (human) (+2 bonus) You 
  have certain types of enemies that you have 
  extensive 
  knowledge 
  about. 
  Against 
  these 
  creatures, you gain the listed bonus to Bluff, Listen, 
  Sense Motive, Spot, and Survival checks, as well 
  as weapon damage rolls. • Bloody Blade 
  Rapid intimidation (Ex): Beginning at 2nd level, you 
  can attempt to demoralize an opponent as a move 
  action instead of a standard action. See the 
  Intimidate skill (PH 77) for details.  If you have the 
  favored enemy class feature, you can add your 
  favored enemy bonus to Intimidate checks made to 
  demoralize foes of the chosen type (and subtype, if 
  applicable). 
  Bloody Blade (Ex): The fury of your attack is 
  terrifying to see. Whenever you deal sudden strike 
  damage (see below) with a melee weapon, the 
  target of the sudden strike and all opponents within 
  30 feet of you who can see the target are shaken 
  for a number of rounds equal to your avenging 
  executioner level. A successful Will save (DC 10 + 
  your avenging executioner level + your Cha 
  modifier) negates this effect. Creatures whose HD 
  exceed your character level are not affected. 
  Bloody blade is a mind-affecting fear ability. 
  Sudden Strike: Any time someone you attack is 
  denied their Dexterity bonus to AC, you inflict an 
  extra 1d6 damage.  Ranged attacks must be within 
  30 feet to gain this, and this extra damage is not 
  increased on a critical hit. Creatures that are 
  immune to critical hits ignore this damage, as do 
  creatures with concealment 
  Sneak Attack: Any time someone you attack is 
  denied their Dexterity bonus to AC, or you are 
  flanking them, you inflict an extra 1d6 damage.  
  Ranged attacks must be within 30 feet to gain this, 
  and this extra damage is not increased on a critical 
  hit. Creatures that are immune to critical hits ignore 
  this damage, as do creatures with concealment 
  Poison Use: Krembo Schift does not risk accidentally 
  poisoning himself when applying poison to a blade. 
  Aura of Evil (Ex): Krembo Schift has a strong aura of 
  Evil. 
  Detect Good (Sp): At will, as the spell 
  Dark Blessing (Su): Add +5 to all saves. 
  Smite Good(Su): 2 time(s) per day, you can add +3 
  to your attack roll; if the creature you strike is good, 
  you inflict an extra 5 points of damage 
  Aura of Despair (Su): All enemies within 10 feet of 
  you suffer a –2 morale penalty on all saving throws 
  Fiendish Servant: You can now call an especially 
  intelligent, strong, and loyal creature to serve you 
  * see Appendix 2: New Rules Items 
  DYV7-03 Dyvisions 
   
  Page 36 
  
  APL 2
  3: A TASTE OF GLORY 
   
   
   
  C U L T I S T  AS S AS S I N 
  CR  4 
  Male Spriggan* Ranger 1 
  CE Small-size fey 
  Init +9; Senses Listen +8, Spot +0 
  Aura  
  Languages Goblin, Gnome  
  AC 16, touch 16, flat-footed 16 
   (+1 size, +5 Dex,) 
  hp 37 (6 HD) 
  Fort +5, Ref +9, Will +3 
  Weakness  
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee short sword +10 (1d4+1/ (19-20)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +2 
  Atk Options Sneak Attack (3d6) 
  Special Actions Size Change, Spell-like abilities 
  Combat Gear mwk small short sword (x2) 
  Spell-Like Abilities (CL 8th, save DC 10 +spell level): 
   2nd—produce flame 
   1st—scare, shatter 
  �Already cast 
  Abilities Str 13, Dex 20, Con 12, Int 10, Wis 9, Cha 
  10  
  Feats Improved Initiative, Power Attack, Weapon 
  finesse 
  Skills Climb +5, Disable Device +7, Disguise +5, Hide 
  +14, Intimidate +6, Listen +8, Move Silently +10, 
  Open Lock +12, Sleight of Hand +10 
  Possessions lesser ring of glorious deaths, mwk 
  small short sword. 
  Size Change (Su): At will, spriggans can change their 
  size in a fashion similar to the effect of an enlarge 
  spell.  The size change from Small to Large gains 
  +8 Strength, -4 Dexterity, +6 Constitution, and -2 to 
  attack bonus and Armor class.  A spriggan’s short 
  sword has the same attribute as a large short 
  sword when enlarged.  A Spriggans small scythe 
  has the same attribute as a large scythe when 
  enlarged.  An enlarged Spriggan is unable to make 
  a sneak attack or use its spell-like abilities)  
  * see Appendix 2: New Rules Items 
   
  8: WHOSE SIDE ARE YOU ON ANYWAY?  
  B AN D I T S  (4) 
  CR  1/2 
  Male human Warrior 1 
  CG Medium-size humanoid 
  Init +2; Senses Listen +2, Spot +3 
  Languages Common  
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +4 armor) 
  hp 10 (1HD) 
  Fort +4, Ref +2, Will +0 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee longsword +1 (1d8/19-20) or longspear +1 
  (1d8) 
  Ranged longbow +4 (1d8) 
  Space 5 ft.; Reach 5 ft. or 10 ft. 
  Base Atk +1; Grp +1 
  Atk Options Point Blank Shot, Shield use 
  Abilities Str 10, Dex 14, Con 14, Int 10, Wis 12, Cha 
  10  
  Feats Point Blank Shot, Weapon Focus (Longbow) 
  Skills Ride +4, Craft (bowmaking) +4 Listen +2, Spot 
  +3 
  Possessions 
  Chain 
  shirt, 
  buckler, 
  longspear, 
  longsword, longbow, 40 arrows 
   
   
   
   
  B ANDI T L E AD E R 
  CR  2 
  Male human Ranger 2 
  CN Medium-size humanoid 
  Init +6; Senses Listen +3, Spot +5 
  Languages Common  
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +4 armor) 
  hp 17 (2 HD) 
  Fort +5, Ref +5, Will +1 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft. 
  Melee mwk longsword +4 (1d8+2/19-20)  
  Ranged composite longbow +5 (1d8+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4 
  Atk Options Point Blank Shot, Rapid Shot, Favored 
  Enemy: Orc (+2) 
  Combat Gear potion cure light wounds, potion cat’s 
  grace 
  Abilities Str 14, Dex 14, Con 14, Int 10, Wis 12, Cha 
  10  
  SQ Wild Empathy 
  Feats Improved Initiative, Point Blank Shot, Rapid 
  Shot, Track,  
  Skills , Handle Animal +2, Hide +7, Listen +3, Move 
  Silently +7, Search +5, Sense Motive +2, Spot +5, 
  Survival +6 
  Possessions Chain shirt, mwk longsword, composite 
  longbow, 40 arrows, potion cure light wounds, 
  potion cat’s grace 
   
  R E D  AR R O W  R E C R U I T S  (4) 
  CR  1/2 
  Same as Bandits (above) but with the following 
  changes: 
  Alignment: Lawful Evil 
   
   
   
   
  R E D  AR R O W  S E R G E ANT 
  CR  2 
  Same as Bandit Leader (above) but with the 
  following changes: 
  Alignment: Lawful Evil 
  Favored Enemy: Human 
   
  DYV7-03 Dyvisions 
   
  Page 37 
  
  9: ASSAULT 
   
   
  B AN D I T S  (4) 
  CR  1/2 
  Male human Warrior 1 
  CG Medium-size humanoid 
  Init +0; Senses Listen +1, Spot +1 
  Languages Common  
  AC 17, touch 10, flat-footed 17 
   (+5 armor, +2 Shield) 
  hp 10 (1HD) 
  Fort +4, Ref +0, Will +0 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee longsword +3 (1d8+2/19-20,) or longspear +3 
  (1d8+3) 
  Ranged longbow +1 (1d8) 
  Space 5 ft.; Reach 5 ft. or 10 ft. 
  Base Atk +1; Grp +3 
  Atk Options Power Attack, Bull Rush 
  Abilities Str 15, Dex 10, Con 14, Int 10, Wis 10, Cha 
  10  
  Feats Power Attack, Improved Bull Rush 
  Skills Ride +4, Craft (weaponsmith) +4 Listen +1, 
  Spot +1 
  Possessions 
  breastplate, 
  large 
  steel 
  shield, 
  longspear, longsword 
   
  L ARUK 
  CR  2 
  Male Human (Flan) Rogue 2 
  CN Medium Humanoid (Human) 
  Init +2; Senses Listen +0, Spot +2 
  Languages Common, Flan, Orc  
  AC 17, touch 12, flat-footed 15 
   (+2 Dex, +4 armor, +1 shield) 
  hp 12 (2 HD);  
  Fort +1, Ref +5, Will +1 
  Speed 30 ft. in Chain Shirt (6 squares), base 
  movement 30 ft. 
  Melee rapier +3 (1d6+2/18-20) or longspear +3 
  (1d8+3) 
  Ranged longbow +3 (1d8+2) 
  Space 5 ft.; Reach 5 ft. or 10 ft. 
  Base Atk +1; Grp +3 
  Atk Options Combat Expertise, Sneak Attack (1d6) 
  Special Actions  
  Combat Gear potion cure light wounds 
  Abilities Str 14, Dex 14, Con 12, Int 14, Wis 8, Cha 
  14  
  SQ Evasion (Ex), Trapfinding (Ex) 
  Feats Combat Expertise, Iron Will 
  Skills Bluff +7, Disguise +7, Escape Artist +4, Forgery 
  +7, Gather Information +7, Hide +6, Intimidate +9, 
  Move Silently +5, Search +7, Sense Motive +2, 
  Spot +2, Tumble +6, Use Rope +4. 
  Possessions rapier (x2), longspear, longbow, mwk 
  chainshirt, mwk buckler, potion cure light wounds 
   
  Evasion (Ex): On a successful Reflex save against a 
  magical attack, you take no damage.  
   
  -OR- 
   
  Use Stat Blocks for Red Arrows from Encounter 8 
   
  10: THE DEN OF THIEVES 
  Use Stat Blocks from Encounter 9 
   
  11: CAPTURE THE FLAG 
  R E D  AR R O W  R E C R U I T S  (4) 
  CR  1/2 
  Male human Warrior 1 
  LE Medium-size humanoid 
  Init +2; Senses Listen +4, Spot +5 
  Languages Common  
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +4 armor) 
  hp 10 (1HD) 
  Fort +4, Ref +2, Will +0 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee longsword +1 (1d8/19-20,) or longspear +1 
  (1d8) 
  Ranged longbow +4 (1d8) 
  Space 5 ft.; Reach 5 ft. or 10 ft. 
  Base Atk +1; Grp +1 
  Atk Options Point Blank Shot, Shield use 
  Abilities Str 10, Dex 14, Con 14, Int 10, Wis 12, Cha 
  10  
  Feats Point Blank Shot, Weapon Focus (Longbow) 
  Skills Ride +2, Craft (bowmaking) +2 Listen +4, Spot 
  +5 
  Possessions Chain shirt, mwk longsword, composite 
  longbow, 40 arrows 
  .
  DYV7-03 Dyvisions 
   
  Page 38 
  
  APL 4 
  3: A TASTE OF GLORY 
   
   
   
  C U L T I S T  AS S AS S I N 
  CR  6 
  Male Spriggan* Barbarian 2 / Assassin 1 
  CE Small-size fey 
  Init +9; Senses Listen +8, Spot +0 
  Aura  
  Languages Goblin, Gnome  
  AC 19, touch 16, flat-footed 19 
   (+1 size, +5 Dex,) 
  hp 44 (8 HD) 
  Fort +5, Ref +12, Will +3 
  Weakness  
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee mwk short sword +12 (1d4+2/ (19-20)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +2 
  Atk Options Sneak Attack (4d6), Poison Use, Death 
  Attack (DC 13) 
  Special Actions Size Change, Spell-like abilities, 
  Rage, Uncanny Dodge 
  Assassin Spells Prepared (CL 1st): 
    1st—disguise self, true strike 
  Spell-Like Abilities (CL 8th, save DC 10 +spell 
  level): 
   2nd—produce flame 
   1st—scare, shatter 
  �Already cast 
  Abilities Str 14 Dex 20, Con 10, Int 12, Wis 9, Cha 10  
  Feats Improved Initiative, Power Attack, Weapon 
  finesse 
  Skills Climb +5, Disable Device +7, Disguise +10, 
  Hide +16, Intimidate +6, Listen +8, Move Silently 
  +13, Open Lock +12, Sleight of Hand +10 
  Possessions lesser ring of glorious deaths, mwk 
  small short sword, studded leather armor. 
  Size Change (Su): At will, spriggans can change their 
  size in a fashion similar to the effect of an enlarge 
  spell.  The size change from Small to Large gains 
  +8 Strength, -4 Dexterity, +6 Constitution, and -2 to 
  attack bonus and Armor class.  A spriggan’s short 
  sword has the same attribute as a large short 
  sword when enlarged.  A Spriggans small scythe 
  has the same attribute as a large scythe when 
  enlarged.  An enlarged Spriggan is unable to make 
  a sneak attack or use its spell-like abilities)  
  * see Appendix 2: New Rules Items 
   
  8: WHOSE SIDE ARE YOU ON ANYWAY? 
  B AN D I T S  (4) 
  CR  1 
  Male human Fighter 1 
  CG Medium-size humanoid 
  Init +2; Senses Listen +2, Spot +2 
  Languages Common  
  AC 17, touch 12, flat-footed 15 
   (+2 Dex, +4 armor) 
  hp 12 (1HD) 
  Fort +4, Ref +2, Will +0 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee longsword +3 (1d8+2/19-20,) or longspear +3 
  (1d8+2) 
  Ranged mwk composite longbow [+2 Strength Bonus] 
  +5 (1d8+2/x3) 
  Space 5 ft.; Reach 5 ft. or 10 ft. 
  Base Atk +1; Grp +3 
  Atk Options Point Blank Shot, Shield use 
  Combat Gear potion of cure light wounds, potion of 
  cat’s grace. 
  Abilities Str 14, Dex 14, Con 14, Int 10, Wis 12, Cha 
  10  
  Feats Point Blank Shot, Weapon Focus (Longbow) 
  Skills Ride +4, Craft (bowmaking) +2, Listen +2, Spot 
  +2 
  Possessions 
  Chain 
  Shirt, 
  buckler, 
  longspear, 
  longsword, mwk Composite Longbow [+2 Strength 
  bonus], 50 arrows, potion of cure light wounds, 
  potion of cat’s grace. 
   
   
   
   
  B ANDI T L E AD E R 
  CR  5 
  Male human Ranger 2 / fighter 3 
  CG Medium-size humanoid 
  Init +7; Senses Listen +3, Spot +5 
  Languages Common  
  AC 17, touch 13, flat-footed 14 
   (+2 Dex, +4 armor) 
  hp 41 (5 HD) 
  Fort +9, Ref +8, Will +3 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft. 
  Melee mwk longsword +7 (1d8+2/19-20)  
  Ranged +1 composite greatbow [+2 Strength bonus], 
  +10 (1d10+3/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4 
  Atk Options Point Blank Shot, Rapid Shot 
  Combat Gear potion cure light wounds 
  Abilities Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 
  10  
  SQ Wild Empathy, Favored Enemy: Orc (+2) 
  Feats Improved Initiative, Point Blank Shot, Rapid 
  Shot, 
  Track, 
  Exotic 
  Weapon 
  Proficiency 
  (greatbow), Mounted Combat, Weapon focus 
  (longbow) 
  Skills , Handle Animal +6, Hide +7, Listen +3, Move 
  Silently +7, Search +5, Sense Motive +2, Spot +5, 
  Survival +6, Ride +11 
  Possessions Chain Shirt, mwk longsword, +1 
  composite greatbow [+2 Strength bonus], cloak of 
  resistance +1, 80 arrows, potion cure light wounds  
  Wild Empathy (Ex) You can make a check 
  (1d20+10) to improve the attitude of an animal. 
  You must be within 30 feet of the animal, and it 
  generally takes one minute to perform the action. 
   
  -OR- 
  DYV7-03 Dyvisions 
   
  Page 39 
  
   
  R E D  AR R O W  R E C R U I T S  (4) 
  CR  1 
  Same as Bandits (above) but with the following 
  changes: 
  Alignment: Lawful Evil 
   
  R E D  AR R O W  S E R G E ANT 
  CR  5 
  Same as Bandit Leader (above) but with the 
  following changes: 
  Alignment: Lawful Evil 
  Favored Enemy: Human 
   
  9: ASSAULT 
  B AN D I T S  (4) 
  CR  1 
  Male human fighter 1 
  CG Medium-size humanoid 
  Init +0; Senses Listen +1, Spot +1 
  Languages Common  
  AC 17, touch 10, flat-footed 17 
   (+5 armor, +2 Shield) 
  hp 12 (1HD) 
  Fort +4, Ref +0, Will +0 
  Speed 20 ft. (4 squares), base movement 30 ft. 
  Melee longsword +3 (1d8+2/19-20) or longspear +4 
  (1d8+3;20/x3) 
  Space 5 ft.; Reach 5 ft. or 10 ft. 
  Base Atk +1; Grp +3 
  Atk Options Power Attack, Improved Bull Rush 
  Abilities Str 15, Dex 10, Con 14, Int 10, Wis 10, Cha 
  10  
  Feats Power Attack, Improved Bull Rush, Weapon 
  Focus (longspear) 
  Skills Ride +4, Craft (weaponsmith) +4, Listen +1, 
  Spot +1 
  Possessions 
  breastplate, 
  large 
  steel 
  shield, 
  longspear, longsword 
    
  L ARUK 
  CR  5 
  Male Human (Flan) Rogue 4/ Fighter 1 
  CN Medium Humanoid (Human) 
  Init +2; Senses Listen +1, Spot +5 
  Languages Common, Flan, Orc  
  AC 20, touch 13, flat-footed 20 
   (+2 Dex, +5 armor, +2 shield, +1 deflection) 
  hp 29 (5 HD);  
  Fort +5, Ref +7, Will +3 
  Speed 30 ft. in Chain Shirt (6 squares), base 
  movement 30 ft. 
  Melee rapier +7 (1d6+3/18-20) or longspear +6 
  (1d8+3) 
  Ranged longbow +6 (1d8+2) 
  Space 5 ft.; Reach 5 ft. or 10 ft. 
  Base Atk +4; Grp +6 
  Atk Options Combat Expertise, Improved Feint, 
  Sneak Attack (2d6) 
  Special Actions  
  Combat Gear potion cure light wounds 
  Abilities Str 14, Dex 14, Con 12, Int 14, Wis 8, Cha 
  14  
  SQ Evasion (Ex), Trapfinding (Ex), Uncanny Dodge 
  (Ex), Trap Sense (Ex), 
  Feats Combat Expertise, Improved Feint, Iron Will, 
  Persuasive 
  Skills Bluff +11, Decipher Script +3, Disguise +9, 
  Escape Artist +6, Forgery +9, Gather Information +9, 
  Hide +8, Intimidate +14, Listen +1, Move Silently +6, 
  Search +7, Sense Motive +2, Spot +5, Tumble +8, 
  Use Magic Device +5, Use Rope +4. 
  Possessions +1 rapier, mwk rapier, longspear, 
  longbow, +1 chainshirt, +1 buckler, potion cure light 
  wounds, cloak resistance +1, ring of protection +1 
   
  -OR- 
   
  Use Stat Blocks for Red Arrows from Encounter 8 
   
  10: THE DEN OF THIEVES 
  Use Stat Blocks from Encounter 9 
   
  11: CAPTURE THE FLAG 
  R E D  AR R O W  R E C R U I T S  (4) 
  CR  2 
  Male human Ranger 2 
  LE Medium-size humanoid 
  Init +6; Senses Listen +6, Spot +6 
  Languages Common  
  AC 17, touch 12, flat-footed 15 
   (+2 Dex, +4 armor) 
  hp 17 (2HD) 
  Fort +5, Ref +5, Will +1 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee longsword +4 (1d8+2/19-20,) or longspear +4 
  (1d8+2) 
  Ranged Masterwork composite longbow [+2 Strength 
  Bonus] +5 (1d8+2/x3) 
  Space 5 ft.; Reach 5 ft. or 10 ft. 
  Base Atk +2; Grp +4 
  Atk Options Point Blank Shot, Shield use, Rapid shot 
  Combat Gear potion of cure light wounds, potion of 
  cat’s grace. 
  Abilities Str 14, Dex 14, Con 14, Int 10, Wis 12, Cha 
  10  
  SQ Wild Empathy, Favored Enemy: Humans (+2) 
  Feats Point Blank Shot, Improved Initiative, Rapid 
  Shot, Track 
  Skills Survival +6, Craft (bowmaking) +2, Listen +6, 
  Spot +6, Handle Animal +2, Hide +5, Move Silently 
  +5, Sense Motive +2 
  Possessions 
  Chain 
  shirt, 
  buckler, 
  longspear, 
  longsword, mwk composite longbow [+2 Strength 
  bonus], 50 arrows, potion of cure light wounds, 
  potion of cat’s grace.  
  DYV7-03 Dyvisions 
   
  Page 40 
  
  APL 6 
  3: A TASTE OF GLORY 
   
   
   
  C U L T I S T  AS S AS S I N 
  CR  6 
  Male Spriggan* Barbarian 2 / Assassin 2 
  CE Small-size fey 
  Init +9; Senses Listen +8, Spot +0 
  Aura  
  Languages Goblin, Gnome  
  AC 19, touch 16, flat-footed 19 
   (+1 size, +5 Dex,) 
  hp 48 (9 HD) 
  Fort +5, Ref +12, Will +3 
  Weakness  
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee mwk short sword +13/+8(1d4+2/ (19-20)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +3 
  Atk Options Sneak Attack (4d6), Poison Use, Death 
  Attack (DC 13) 
  Special Actions Size Change, Spell-like abilities, 
  Rage, Uncanny Dodge, Improved Uncanny Dodge 
  Assassin Spells Prepared (CL 1st): 
   
  1st—disguse self, true strike  
  Spell-Like Abilities (CL 8th, save DC 10 +spell level): 
   2nd—produce flame 
   1st—scare, shatter 
  �Already cast 
  Abilities Str 14 Dex 20, Con 10, Int 12, Wis 9, Cha 10  
  Feats Improved Initiative, Power Attack, Weapon 
  finesse 
  Skills Climb +5, Disable Device +7, Disguise +10, 
  Hide +21, Intimidate +6, Listen +8, Move Silently 
  +13, Open Lock +12, Sleight of Hand +10, Tumble 
  +10 
  Possessions lesser ring of glorious deaths, mwk 
  small short sword, studded leather armor, cloak of 
  elvenkind. 
  Size Change (Su): At will, spriggans can change their 
  size in a fashion similar to the effect of an enlarge 
  spell.  The size change from Small to Large gains 
  +8 Strength, -4 Dexterity, +6 Constitution, and -2 to 
  attack bonus and Armor class.  A spriggan’s short 
  sword has the same attribute as a large short 
  sword when enlarged.  A Spriggans small scythe 
  has the same attribute as a large scythe when 
  enlarged.  An enlarged Spriggan is unable to make 
  a sneak attack or use its spell-like abilities)  
  * see Appendix 2: New Rules Items 
   
  C H O S E N  O F  M O L AHO  K H E M 
  CR  6 
  Male Spriggan* Wizard 5/ Arcane Trickster 1 
  CE Small fey  
  Init +9; Senses Listen +7, Spot -1 
  Languages Goblin, Gnome 
  AC 20, touch 16, flat-footed 15 
   (+1 size, +5 Dex, +4 armor) 
  hp 46 (11 HD);  
  Fort +3, Ref +12, Will +9 
  Speed 20 ft. in no armor (4 squares), base movement 
  20 ft.,  
  Melee small short sword +11/+6 (1d4-1 / (19-20))  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +1 
  Atk Options Sneak Attack,  
  Special Actions Size Change, Spell-like abilities,  
  Combat Gear ring of glorious deaths 
  Wizard Spells Prepared (CL 10th save DC 14 + spell 
  level): 
   3rd—Empowered 
  lesser 
  orb 
  of 
  fire*, 
  Silent 
  glitterdust, Silent scorching ray  
   2nd—Silent true strike, glitterdust, invisibility*�, 
  scorching ray 
   1st—lesser orb of fire*, mage armor*�, shield, 
  protection from good 
   0—mage hand, ghost sound, read magic, detect 
  magic 
  �Already cast 
  Spell-Like Abilities (CL 8th, save DC 10 +spell level): 
   2nd—produce flame 
   1st—scare, shatter 
  �Already cast 
  Abilities Str 8, Dex 20, Con 12, Int 18, Wis 8, Cha 10  
  SQ Ranged Legerdemain, Spell-like abilities, Spell 
  Use 
  Feats Empower Spell, Improved Initiative, Practiced 
  Spellcaster*, Scribe Scroll, Silent Spell, Weapon 
  Finesse 
  Skills Climb +3, Decipher Script +10, Disable Device 
  +14, Disguise +4, Escape Artist +12, Hide +14, 
  Knowledge (Arcane) +12, Listen +7, Move Silently 
  +11, Open Lock +12, Sleight of Hand +10, 
  Spellcraft +12 
  Possessions ring of glorious deaths, small short 
  sword, mwk scythe, headband of intellect +2 
  Size Change (Su): At will, spriggans can change their 
  size in a fashion similar to the effect of an enlarge 
  spell.  The size change from Small to Large gains 
  +8 Strength, -4 Dexterity, +6 Constitution, and -2 to 
  attack bonus and Armor class.  A spriggan’s short 
  sword has the same attribute as a large short 
  sword when enlarged.  A Spriggans small scythe 
  has the same attribute as a large scythe when 
  enlarged.  An enlarged Spriggan is unable to make 
  a sneak attack or use its spell-like abilities)  
  * see Appendix 2: New Rules Items 
   
  8: WHOSE SIDE ARE YOU ON ANYWAY? 
  B AN D I T S  (4) 
  CR  2 
  Male human Ranger 2 
  CG Medium-size humanoid 
  Init +6; Senses Listen +3, Spot +5 
  Languages Common  
  AC 17, touch 12, flat-footed 15 
   (+2 Dex, +4 armor) 
  hp 17 (2HD) 
  Fort +5, Ref +5, Will +1 
  DYV7-03 Dyvisions 
   
  Page 41 
  
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee longsword +4 (1d8+2/19-20,) or longspear +4 
  (1d8+2) 
  Ranged mwk composite longbow [+2 Strength Bonus] 
  +5 (1d8+2/x3) 
  Space 5 ft.; Reach 5 ft. or 10 ft. 
  Base Atk +2; Grp +4 
  Atk Options Point Blank Shot, Shield use, Rapid shot 
  Combat Gear potion of cure light wounds, potion of 
  cat’s grace. 
  Abilities Str 14, Dex 14, Con 14, Int 10, Wis 12, Cha 
  10  
  SQ Wild Empathy, Favored Enemy: Orc (+2) 
  Feats Point Blank Shot, Improved Initiative, Rapid 
  Shot, Track 
  Skills Survival +6, Craft (bowmaking) +2, Listen +3, 
  Spot +5, Handle Animal +2, Hide +7, Move Silently 
  +7, Sense Motive +2 
  Possessions 
  Chain 
  shirt, 
  buckler, 
  longspear, 
  longsword, mwk Composite Longbow [+2 Strength 
  bonus], 50 arrows, potion of cure light wounds, 
  potion of cat’s grace.  
   
  B ANDI T L E AD E R 
  CR  7 
  Male human Ranger 3 / Fighter 4 
  CG Medium-size humanoid 
  Init +7; Senses Listen +3, Spot +5 
  Languages Common  
  AC 18, touch 14, flat-footed 14 
   (+2 Dex, +4 armor) 
  hp 56 (7 HD) 
  Fort +10, Ref +8, Will +4 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft. 
  Melee mwk longsword +10 (1d8+2/19-20)  
  Ranged +1 composite greatbow [+2 Strength bonus], 
  +12 (1d10+5/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +9 
  Atk Options Point Blank Shot, Rapid Shot, Precise 
  Shot, Mounted Combat 
  Combat Gear potion cure light wounds 
  Abilities Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 
  10  
  SQ Wild Empathy, Favored Enemy: Orc (+2) 
  Feats Improved Initiative, Point Blank Shot, Rapid 
  Shot, 
  Track, 
  Exotic 
  Weapon 
  Proficiency 
  (greatbow), Mounted Combat, Weapon focus 
  (greatbow), Endurance, Weapon Specialization 
  (greatbow) 
  Skills , Handle Animal +6, Hide +10, Listen +3, Move 
  Silently +15, Search +5, Sense Motive +2, Spot +5, 
  Survival +7, Ride +14 
  Possessions Chain shirt, mwk longsword, +1 
  composite greatbow [+2 Strength bonus], cloak of 
  resistance +1, ring of protection +1, 80 arrows, 
  potion cure light wounds  
   
  -OR- 
   
  R E D  AR R O W  R E C R U I T S  (4) 
  CR  2 
  Same as Bandits (above) but with the following 
  changes: 
  Alignment: Lawful Evil 
  Favored Enemy: Human 
   
  R E D  AR R O W  S E R G E ANT 
  CR  7 
  Same as Bandit Leader (above) but with the 
  following changes: 
  Alignment: Lawful Evil 
  Favored Enemy: Human 
   
  9: ASSAULT 
  B AN D I T S  (4) 
  CR  2 
  Male human Fighter 1 / Rogue 1 
  CG Medium-size humanoid 
  Init +0; Senses Listen +3, Spot +3 
  Languages Common  
  AC 17, touch 10, flat-footed 17 
   (+5 armor, +2 Shield) 
  hp 21 (2HD) 
  Fort +4, Ref +2, Will +0 
  Speed 20 ft. (4 squares), base movement 30 ft. 
  Melee longsword +3 (1d8+2/19-20) or longspear +5 
  (1d8+3;20/x3) 
  Space 5 ft.; Reach 5 ft. or 10 ft. 
  Base Atk +1; Grp +3 
  Atk Options Power Attack, Improved Bull Rush, 
  Sneak Attack (1d6) 
  Abilities Str 15, Dex 10, Con 14, Int 10, Wis 10, Cha 
  10  
  SQ Trapfinding (Ex) 
  Feats Power Attack, Improved Bull Rush, Weapon 
  Focus (longspear) 
  Skills Ride +4, Craft (weaponsmith) +4, Listen +3, 
  Spot +3, Tumble -1 
  Possessions 
  breastplate, 
  large 
  steel 
  shield, 
  longspear, longsword 
   
  L ARUK 
  CR  7 
  Male Human(Flan) Rogue 4/ Fighter 2/ Avenging 
  Executioner* 1 
  CN Medium Humanoid (Human) 
  Init +2; Senses Listen +1, Spot +7 
  Languages Common, Flan, Orc  
  AC 20, touch 13, flat-footed 20 
   (+2 Dex, +5 armor, +2 shield, +1 deflection) 
  hp 42 (7 HD);  
  Fort +6, Ref +9, Will +5 
  Speed 30 ft. in Chain Shirt (6 squares), base 
  movement 30 ft. 
  Melee +1 rapier +8 (1d6+3/18-20) or mwk longspear 
  +8 (1d8+3) 
  Ranged longbow +7 (1d8+3) 
  Space 5 ft.; Reach 5 ft. or 10 ft. 
  Base Atk +5; Grp +7 
  Atk Options Arterial Strike, Combat Expertise, 
  Improved Feint, Sneak Attack (2d6), Sudden Strike 
  (1d6) 
  DYV7-03 Dyvisions 
   
  Page 42 
  
  Special Actions  
  Combat Gear potion cure light wounds 
  Abilities Str 14, Dex 14, Con 12, Int 14, Wis 8, Cha 
  15  
  SQ 
  Evasion 
  (Ex), 
  Trapfinding(Ex), 
  Uncanny 
  Dodge(Ex), Trap Sense(Ex), Bloody Blade 
  Feats Arterial Strike*, Combat Expertise, Improved 
  Feint, Iron Will, Persuasive, Quick Draw 
  Skills Bluff +13, Decipher Script +3, Disguise +11, 
  Escape Artist +6, Forgery +9, Gather Information +9, 
  Hide +8, Intimidate +16, Jump +9 Listen +1, Move 
  Silently +6, Search +7, Sense Motive +2, Spot +7, 
  Tumble +10, Use Magic Device +5, Use Rope +4. 
  Possessions +1 rapier, mwk rapier, mwk longspear, 
  longbow, +1 chainshirt, +1 buckler, potion cure light 
  wounds, cloak resistance +1, ring of protection +1 
  Bloody Blade (Ex): The fury of your attack is 
  terrifying to see. Whenever you deal sudden strike 
  damage (see below) with a melee weapon, the 
  target of the sudden strike and all opponents within 
  30 feet of you who can see the target are shaken 
  for a number of rounds equal to your avenging 
  executioner level. A successful Will save (DC 10 + 
  your avenging executioner level + your Cha 
  modifier) negates this effect. Creatures whose HD 
  exceed your character level are not affected. 
  Bloody blade is a mind-affecting fear ability 
  Sudden Strike (Ex): If an avenging executioner can 
  catch an opponent when it is unable to defend itself 
  effectively from her attack, she can strike a vital 
  spot for extra damage. Whenever an avenging 
  executioner’s target is denied a Dexterity bonus to 
  Armor Class (whether the target actually has a 
  Dexterity bonus or not), the avenging executioner 
  deals an extra 1d6 points of damage with her 
  attack. This extra damage increases by 1d6 points 
  for every two avenging executioner levels after 1st 
  (to a maximum of 3d6 at 5th level). An avenging 
  executioner can’t use sudden strike when flanking 
  an opponent unless that opponent is denied its 
  Dexterity bonus to AC.  This damage also applies 
  to ranged attacks against targets up to 30 feet 
  away. 
  Creature 
  with 
  concealment, 
  creatures 
  without discernable anatomies, and creatures 
  immune to extra damage from critical hits are all 
  immune 
  to 
  sudden 
  strikes. 
  An 
  avenging 
  executioner can’t make a sudden strike while 
  attacking the limbs of a creature whose vitals are 
  out of reach.  An Avenging Executioner can’t use 
  sudden strike to deliver non-lethal damage. 
  Weapons capable of dealing only non-lethal 
  damage don’t deal extra damage when used as 
  part of a sudden strike.  The extra damage from 
  the sudden strike ability stacks with the extra 
  damage from sneak attack whenever both would 
  apply to the same target. For the purpose of 
  qualifying for feats, prestige classes, and similar 
  options that require a minimum number of extra 
  damage dice, treat the avenging executioner’s 
  sudden strike ability as the equivalent of sneak 
  attack. 
  * see Appendix 2: New Rules Items 
   
  -OR- 
   
  Use Stat Blocks for Red Arrows from Encounter 8 
   
  10: THE DEN OF THIEVES 
  Use Stat Blocks from Encounter 9 
   
  11: CAPTURE THE FLAG 
  R E D  AR R O W  I N I T I ATE S  (4) 
  CR  4 
  Male human Ranger 4 
  LE Medium-size humanoid 
  Init +6; Senses Listen +8, Spot +8 
  Languages Common  
  AC 17, touch 12, flat-footed 15 
   (+2 Dex, +4 armor) 
  hp 31 (4HD) 
  Fort +6, Ref +6, Will +2 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee longsword +6 (1d8+2/19-20,) or longspear +6 
  (1d8+2) 
  Ranged +1 composite longbow +7 (1d8+3/x3) 
  Space 5 ft.; Reach 5 ft. or 10 ft. 
  Base Atk +4; Grp +6 
  Atk Options Point Blank Shot, Shield use, Rapid 
  shot, Precise Shot 
  Combat Gear potion of cure light wounds, potion of 
  cat’s grace. 
  Abilities Str 14, Dex 15, Con 14, Int 10, Wis 12, Cha 
  10  
  SQ Wild Empathy, Favored Enemy: Humans (+2) 
  Feats Endurance, Improved Initiative, Point Blank 
  Shot, Rapid shot, Track 
  Skills Survival +6, Craft (bowmaking) +2, Listen +8, 
  Spot +8, Handle Animal +3, Hide +7, Move Silently 
  +6, Sense Motive +4 
  Possessions 
  Chain 
  shirt, 
  buckler, 
  longspear, 
  longsword, +1 composite longbow, 50 arrows, 
  potion of cure light wounds, potion of cat’s grace.  
  DYV7-03 Dyvisions 
   
  Page 43 
  
  APL 8 
  3: A TASTE OF GLORY 
   
   
   
  C U L T I S T  AS S AS S I N  (2) 
  CR  6 
  Male Spriggan* Barbarian 2 / Assassin 2 
  CE Small-size fey 
  Init +9; Senses Listen +8, Spot +0 
  Aura  
  Languages Goblin, Gnome  
  AC 19, touch 16, flat-footed 19 
   (+1 size, +5 Dex,) 
  hp 48 (9 HD) 
  Fort +5, Ref +12, Will +3 
  Weakness  
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee mwk short sword +13/+8(1d4+2/ (19-20)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +3 
  Atk Options Sneak Attack (4d6), Poison Use, Death 
  Attack (DC 13) 
  Special Actions Size Change, Spell-like abilities, 
  Rage, Uncanny Dodge, Improved Uncanny Dodge 
  Assassin Spells Prepared (CL 1st): 
   
  1st—disguise self, true strike  
  Spell-Like Abilities (CL 8th, save DC 10 +spell level): 
   2nd—produce flame 
   1st—scare, shatter 
  �Already cast 
  Abilities Str 14 Dex 20, Con 10, Int 12, Wis 9, Cha 10  
  Feats Improved Initiative, Power Attack, Weapon 
  Finesse 
  Skills Climb +5, Disable Device +7, Disguise +10, 
  Hide +21, Intimidate +6, Listen +8, Move Silently 
  +13, Open Lock +12, Sleight of Hand +10, Tumble 
  +10 
  Possessions lesser ring of glorious deaths, mwk 
  small short sword, studded leather armor, cloak of 
  elvenkind. 
  Size Change (Su): At will, spriggans can change their 
  size in a fashion similar to the effect of an enlarge 
  spell.  The size change from Small to Large gains 
  +8 Strength, -4 Dexterity, +6 Constitution, and -2 to 
  attack bonus and Armor class.  A spriggan’s short 
  sword has the same attribute as a large short 
  sword when enlarged.  A Spriggans small scythe 
  has the same attribute as a large scythe when 
  enlarged.  An enlarged Spriggan is unable to make 
  a sneak attack or use its spell-like abilities)  
  * see Appendix 2: New Rules Items 
   
  C H O S E N  O F  M O L AHO  K H E M 
  CR  8 
  Male Spriggan* Wizard 5/ Arcane Trickster 2/ 
  Barbarian 1 
  CE Small fey  
  Init +9; Senses Listen +7, Spot -1 
  Languages Goblin, Gnome 
  AC 22, touch 16, flat-footed 15 
   (+1 size, +5 Dex, +4 armor, +2 Deflection) 
  hp 58 (13 HD);  
  Fort +5, Ref +13, Will +10 
  Speed 30 ft. in no armor (4 squares), base movement 
  30 ft.  
  Melee small short sword +13/+8 (1d4-1 / (19-20))  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +3 
  Atk Options Sneak Attack (4d6)  
  Special Actions Size Change, Spell-like abilities, 
  Rage 
  Combat Gear ring of glorious deaths 
  Wizard Spells Prepared (CL 11h save DC 14 + spell 
  level): 
   
  4th—Evard’s 
  black 
  tentacles, 
  Empowered 
  scorching ray 
   3rd—Silent scorching ray (x3) 
   2nd—Silent 
  true 
  strike, 
  silence, 
  invisibility*�, 
  scorching ray 
   1st—lesser orb of fire* (x2), mage armor*�, shield, 
  disguise self 
   0—mage hand, ghost sound, read magic, detect 
  magic 
  �Already cast 
  Spell-Like Abilities (CL 8th, save DC 10 +spell level): 
   2nd—produce flame 
   1st—scare, shatter 
  �Already cast 
  Abilities Str 8, Dex 20, Con 12, Int 19, Wis 8, Cha 10  
  SQ Ranged Legerdemain, Spell-like abilities, Spell 
  Use, Rage 
  Feats Empower Spell, Improved Initiative, Practiced 
  Spellcaster*, Scribe Scroll, Silent Spell, Weapon 
  Finesse, Improved Critical (Ray) 
  Skills Climb +3, Concentration +11, Decipher Script 
  +10, Disable Device +14, Disguise +4, Escape 
  Artist +12, Hide +17, Intimidate +8, Knowledge 
  (Arcane) +12, Listen +7, Move Silently +16, Open 
  Lock +12, Sleight of Hand +10, Spellcraft +12, 
  Tumble +13 
  Possessions ring of glorious deaths, small short 
  sword, mwk scythe, headband of intellect +2, ring 
  of protection +2 
  Size Change (Su): At will, spriggans can change their 
  size in a fashion similar to the effect of an enlarge 
  spell.  The size change from Small to Large gains 
  +8 Strength, -4 Dexterity, +6 Constitution, and -2 to 
  attack bonus and Armor class.  A spriggan’s short 
  sword has the same attribute as a large short 
  sword when enlarged.  A Spriggans small scythe 
  has the same attribute as a large scythe when 
  enlarged.  An enlarged Spriggan is unable to make 
  a sneak attack or use its spell-like abilities)  
  * see Appendix 2: New Rules Items 
   
  8: WHOSE SIDE ARE YOU ON ANYWAY? 
  B AN D I T S  (5) 
  CR  2 
  Male human ranger 2 
  CG Medium-size humanoid 
  Init +6; Senses Listen +3, Spot +5 
  DYV7-03 Dyvisions 
   
  Page 44 
  
  Languages Common  
  AC 17, touch 12, flat-footed 15 
   (+2 Dex, +4 armor) 
  hp 17 (2HD) 
  Fort +5, Ref +5, Will +1 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee longsword +4 (1d8+2/19-20,) or longspear +4 
  (1d8+2) 
  Ranged mwk composite longbow [+2 Strength Bonus] 
  +5 (1d8+2/x3) 
  Space 5 ft.; Reach 5 ft. or 10 ft. 
  Base Atk +2; Grp +4 
  Atk Options Point Blank Shot, Shield use, Rapid 
  Shot 
  Combat Gear potion of cure light wounds, potion of 
  cat’s grace. 
  Abilities Str 14, Dex 14, Con 14, Int 10, Wis 12, Cha 
  10  
  SQ Wild Empathy, Favored Enemy: Orc (+2) 
  Feats Point Blank Shot, Improved Initiative, Rapid 
  Shot, Track 
  Skills Survival +6, Craft (bowmaking) +2, Listen +3, 
  Spot +5, Handle Animal +2, Hide +7, Move Silently 
  +7, Sense Motive +2 
  Possessions 
  Chain 
  shirt, 
  buckler, 
  longspear, 
  longsword, mwk composite longbow [+2 Strength 
  bonus], 50 arrows, potion of cure light wounds, 
  potion of cat’s grace.  
   
  B ANDI T L E AD E R 
  CR  9 
  Male human Ranger 5 / Fighter 4 
  CG Medium-size humanoid 
  Init +7; Senses Listen +3, Spot +13 
  Languages Common  
  AC 17, touch 13, flat-footed 14 
   (+2 Dex, +4 armor) 
  hp 70 (9 HD) 
  Fort +11, Ref +9, Will +4 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft. 
  Melee longsword +11/+6 (1d8+2/19-20)  
  Ranged +1 Seeking composite greatbow [+2 Strength 
  bonus], +14/+9 (1d10+5/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +11 
  Atk Options Point Blank Shot, Rapid Shot, Precise 
  Shot, Mounted Combat 
  Combat Gear potion: cure light wounds 
  Ranger Spells Prepared (CL 1st, Save DC 11 + Spell 
  level): 
    1st—entangle 
  Abilities Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 
  10  
  SQ Wild Empathy, Favored Enemy: Orcs (+4), 
  Favored Enemy: Goblins (+2), Animal Companion 
  Feats Improved Initiative, Point Blank Shot, Rapid 
  Shot, 
  Track, 
  Exotic 
  Weapon 
  Proficiency 
  (greatbow), Mounted Combat, Weapon focus 
  (greatbow), Endurance, Weapon Specialization 
  (greatbow), Precise Shot 
  Skills , Handle Animal +6, Hide +20, Listen +3, Move 
  Silently +18, Search +5, Sense Motive +2, Spot 
  +13, Survival +7, Ride +14 
  Possessions Chain shirt, mwk longsword, +1 
  composite greatbow [+2 Strength bonus], cloak of 
  resistance +1, 80 arrows, potion cure light wounds  
   
  -OR- 
   
  R E D  AR R O W  R E C R U I T S  (5) 
  CR  2 
  Same as Bandits (above) but with the following 
  changes: 
  Alignment: Lawful Evil 
  Favored Enemy: Human 
   
   
   
   
   
  R E D  AR R O W  S E R G E ANT 
  CR  9 
  Same as Bandit Leader (above) but with the 
  following changes: 
  Alignment: Lawful Evil 
  Favored Enemy: Human 
   
  9: ASSAULT 
  B AN D I T S  (4) 
  CR  2 
  Male human Fighter 1 / Rogue 1 
  CG Medium-size humanoid 
  Init +0; Senses Listen +3, Spot +3 
  Languages Common  
  AC 17, touch 10, flat-footed 17 
   (+5 armor, +2 Shield) 
  hp 21 (2HD) 
  Fort +4, Ref +2, Will +0 
  Speed 20 ft. (4 squares), base movement 30 ft. 
  Melee longsword +3 (1d8+2/19-20) or longspear +5 
  (1d8+3; 20/x3) 
  Space 5 ft.; Reach 5 ft. or 10 ft. 
  Base Atk +1; Grp +3 
  Atk Options Power Attack, Improved Bull Rush, 
  Sneak Attack (1d6) 
  Abilities Str 15, Dex 10, Con 14, Int 10, Wis 10, Cha 
  10  
  SQ Trapfinding 
  Feats Power Attack, Improved Bull Rush, Weapon 
  Focus (longspear) 
  Skills Ride +4, Craft (weaponsmith) +4, Listen +3, 
  Spot +3, Tumble -1 
  Possessions 
  breastplate, 
  large 
  steel 
  shield, 
  longspear, longsword 
   
  B ANDI T C L E R I C 
  CR  2 
  Male Human Cleric 2 
  CN Medium Humanoid (Human) 
  Init +0; Senses Listen +2, Spot +2 
  Languages Common  
  AC 17, touch 10, flat-footed 17 
   (+5 armor, +2 shield) 
  hp 13 (2 HD) 
  Fort +3, Ref +0, Will +5 
  DYV7-03 Dyvisions 
   
  Page 45 
  
  Speed 20 ft (4 squares), base movement 20 ft., 
  Melee Masterwork morningstar +5 (1d8+2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +3 
  Atk Options Spell Use, Smite, Turn Undead(Su)  
  Special Actions  
  Combat Gear breastplate, heavy steel shield, MW 
  morningstar 
  Cleric Spells Prepared (CL 2nd; save DC 12 + spell 
  level): 
   1st—magic weapon (D), divine favor, protection 
  from evil, sanctuary 
   0—detect magic, read magic, detect poison, 
  guidance 
  D: Domain spell. Deity: Molaho Khem.  
  Domains: Destruction, War  
  �Already cast 
  Abilities Str 14, Dex 10, Con 10, Int 8, Wis 14, Cha 
  14  
  SQ Spontaneous casting, Restricted spells 
  Feats Power Attack, Weapon Focus (morningstar), 
  Domain Spontaneity* (Destruction). 
  Skills Concentration +5, Knowledge (religion) +4. 
  Possessions Breastplate, Heavy steel shield, MW 
  morningstar 
  * see Appendix 2: New Rules Items 
   
  L ARUK 
  CR  9 
  Male Human (Flan) Rogue 4/ Fighter 2/ Avenging 
  Executioner* 3 
  CN Medium Humanoid (Human) 
  Init +2; Senses Listen +1, Spot +7 
  Languages Common, Flan, Orc  
  AC 20, touch 13, flat-footed 20 
   (+2 Dex, +5 armor, +2 shield, +1 deflection) 
  hp 54 (9 HD);  
  Fort +7, Ref +10, Will +6 
  Speed 30 ft. in Chain Shirt (6 squares), base 
  movement 30 ft. 
  Melee +1 rapier +11/+6 (1d6+4/18-20) or +1 ranseur 
  +11/+6(2d4+5) 
  Ranged longbow +9/+4 (1d8+3) 
  Space 5 ft.; Reach 5 ft. or 10 ft. 
  Base Atk +7; Grp +10 
  Atk Options Arterial Strike, Combat Expertise, 
  Improved Feint, Improved Disarm, Sneak Attack 
  (2d6), Sudden Strike (2d6) 
  Combat Gear potion cure light wounds 
  Abilities Str 16, Dex 14, Con 12, Int 14, Wis 8, Cha 
  16  
  SQ 
  Bloody 
  Blade(Ex), 
  Evasion(Ex), 
  Rapid 
  Intimidation(Ex), 
  Trapfinding(Ex), 
  Uncanny 
  Dodge(Ex), Trap Sense(Ex) 
  Feats Arterial Strike*, Combat Expertise, Improved 
  Feint, Improved Disarm, Iron Will, Persuasive, 
  Quick Draw  
  Skills Bluff +16, Decipher Script +3, Disguise +14, 
  Escape Artist +6, Forgery +9, Gather Information 
  +12, Hide +8, Intimidate +19, Jump +10, Listen +1, 
  Move Silently +6, Search +7, Sense Motive +2, 
  Spot +7, Tumble +10, Use Magic Device +6, Use 
  Rope +4. 
  Possessions +1 rapier, MW rapier, +1 ranseur, 
  longbow, +1 chainshirt, +1 buckler, potion of cure 
  light wounds, cloak resistance +1, ring of protection 
  +1, gauntlets of ogre power, longspear 
  Bloody Blade (Ex): The fury of your attack is 
  terrifying to see. Whenever you deal sudden strike 
  damage (see below) with a melee weapon, the 
  target of the sudden strike and all opponents within 
  30 feet of you who can see the target are shaken 
  for a number of rounds equal to your avenging 
  executioner level. A successful Will save (DC 10 + 
  your avenging executioner level + your Cha 
  modifier) negates this effect. Creatures whose HD 
  exceed your character level are not affected. 
  Bloody blade is a mind-affecting fear ability 
  Sudden Strike (Ex): If an avenging executioner can 
  catch an opponent when it is unable to defend itself 
  effectively from her attack, she can strike a vital 
  spot for extra damage. Whenever an avenging 
  executioner’s target is denied a Dexterity bonus to 
  Armor Class (whether the target actually has a 
  Dexterity bonus or not), the avenging executioner 
  deals an extra 1d6 points of damage with her 
  attack. This extra damage increases by 1d6 points 
  for every two avenging executioner levels after 1st 
  (to a maximum of 3d6 at 5th level). An avenging 
  executioner can’t use sudden strike when flanking 
  an opponent unless that opponent is denied its 
  Dexterity bonus to AC.  This damage also applies 
  to ranged attacks against targets up to 30 feet 
  away. 
  Creature 
  with 
  concealment, 
  creatures 
  without discernable anatomies, and creatures 
  immune to extra damage from critical hits are all 
  immune 
  to 
  sudden 
  strikes. 
  An 
  avenging 
  executioner can’t make a sudden strike while 
  attacking the limbs of a creature whose vitals are 
  out of reach.  An Avenging Executioner can’t use 
  sudden strike to deliver non-lethal damage. 
  Weapons capable of dealing only non-lethal 
  damage don’t deal extra damage when used as 
  part of a sudden strike.  The extra damage from 
  the sudden strike ability stacks with the extra 
  damage from sneak attack whenever both would 
  apply to the same target. For the purpose of 
  qualifying for feats, prestige classes, and similar 
  options that require a minimum number of extra 
  damage dice, treat the avenging executioner’s 
  sudden strike ability as the equivalent of sneak 
  attack. 
  * see Appendix 2: New Rules Items 
   
  -OR- 
   
  Use Stat Blocks for Red Arrows from Encounter 8 
   
  10: THE DEN OF THIEVES 
   
  Use Stat Blocks from Encounter 9 
   
  DYV7-03 Dyvisions 
   
  Page 46 
  
  11: CAPTURE THE FLAG 
  R E D  AR R O W  R E C R U I T S  (4) 
  CR  6 
  Male human Ranger 6 
  LE Medium-size humanoid 
  Init +6; Senses Listen +10, Spot +10 
  Languages Common  
  AC 18, touch 13, flat-footed 16 
   (+2 Dex, +5 armor, +1 deflection) 
  hp 45 (4HD) 
  Fort +7, Ref +7, Will +3 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee longsword +8/+3 (1d8+2/19-20,) or longspear 
  +8/+3 (1d8+2) 
  Ranged +1 composite longbow +9/+4 (1d8+3/x3) 
  Space 5 ft.; Reach 5 ft. or 10 ft. 
  Base Atk +6; Grp +8 
  Atk Options Manyshot, Point Blank Shot, Shield use, 
  Rapid shot, Precise Shot 
  Combat Gear potion of cure light wounds, potion of 
  cat’s grace 
  Ranger Spells Prepared (CL 3rd save DC 11 + spell 
  level): 
   1st—entangle 
  �Already cast 
  Abilities Str 14, Dex 15, Con 14, Int 10, Wis 12, Cha 
  10  
  SQ Wild Empathy, Favored Enemy: Humans (+4), 
  Favored Enemy Orc (+2) 
  Feats Blind Fight, Endurance, Improved Initiative, 
  Manyshot, Point Blank Shot, Rapid shot, Track 
  Skills Survival +6, Craft (bowmaking) +3, Listen +10, 
  Spot +10, Handle Animal +4, Hide +9, Move 
  Silently +9, Sense Motive +6 
  Possessions +1 chain shirt, buckler, longspear, 
  longsword, +1 composite, 50 arrows, ring of 
  protection +1, potion of cure light wounds, potion of 
  cat’s grace.  
   
   
  DYV7-03 Dyvisions 
   
  Page 47 
  
  APL 10 
  3: A TASTE OF GLORY 
   
   
   
  C U L T I S T  AS S AS S I N  (2) 
  CR  8 
  Male Spriggan* Barbarian 2 / Assassin 4 
  CE Small-size fey 
  Init +9; Senses Listen +8, Spot +0 
  Aura  
  Languages Goblin, Gnome  
  AC 22, touch 16, flat-footed 19 
   (+1 size, +5 Dex) 
  hp 78 (11 HD) 
  Fort +5, Ref +12, Will +3 
  Weakness  
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee short sword +16/+11(1d4+2/ (19-20)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +5 
  Atk Options Sneak Attack (5d6), Poison Use, Death 
  Attack (DC 13) 
  Special Actions Size Change, Spell-like abilities, 
  Rage, Uncanny Dodge, Improved Uncanny Dodge 
  Combat Gear mwk small short sword, +1 Mithral 
  Chain shirt, mwk Scythe 
  Assassin Spells Prepared (CL 1st): 
   
  2nd—fox’s cunning�, invisibility� 
   
  1st—disguise self, true strike  
  Spell-Like Abilities (CL 8th, save DC 10 +spell level): 
   2nd—produce flame 
   1st—scare, shatter 
  �Already cast 
  Abilities Str 14 Dex 22, Con 12, Int 18, Wis 9, Cha 10  
  Feats Improved Toughness*, Improved Initiative, 
  Power Attack, Weapon finesse 
  Skills Climb +5, Disable Device +7, Disguise +14, 
  Hide +23, Intimidate +6, Listen +8, Move Silently 
  +18, Open Lock +12, Sleight of Hand +10, Tumble 
  +18 
  Possessions lesser ring of glorious deaths, mwk 
  small short sword, +1 mithral chain shirt, mwk 
  Scythe, cloak of elvenkind, gloves of dexterity +2, 
  amulet of health +2 
  Size Change (Su): At will, spriggans can change their 
  size in a fashion similar to the effect of an enlarge 
  spell.  The size change from Small to Large gains 
  +8 Strength, -4 Dexterity, +6 Constitution, and -2 to 
  attack bonus and Armor class.  A spriggan’s short 
  sword has the same attribute as a large short 
  sword when enlarged.  A Spriggans small scythe 
  has the same attribute as a large scythe when 
  enlarged.  An enlarged Spriggan is unable to make 
  a sneak attack or use its spell-like abilities)  
  * see Appendix 2: New Rules Items 
   
  C H O S E N  O F  M O L AHO  K H E M 
  CR  10 
  Male Spriggan* Wizard 5/ Arcane Trickster 4/ Bar 1 
  CE Small fey  
  Init +9; Senses Listen +7, Spot -1 
  Languages Goblin, Gnome 
  AC 20, touch 16, flat-footed 15 
   (+1 size, +5 Dex, +4 armor, +2 Deflection) 
  hp 58 (13 HD);  
  Fort +5, Ref +13, Will +10 
  Speed 30 ft. in no armor (4 squares), base movement 
  30 ft.,  
  Melee small short sword +13/+8 (1d4-1 / (19-20))  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +3 
  Atk Options Sneak Attack (4d6)  
  Special Actions Size Change, Spell-like abilities, 
  Rage 
  Combat Gear ring of glorious deaths 
  Wizard Spells Prepared (CL 11; save DC 15 + spell 
  level): 
   
  5th—wall of force, Silent empowered scorching 
  Ray 
   
  4th—Evard’s 
  black 
  tentacles, 
  Empowered 
  scorching ray, greater invisibility� 
   3rd—Silent glitterdust, fly�, Silent scorching ray 
  (x2) 
   2nd—Silent true strike, silence, invisibility�, 
  scorching ray (x2) 
   1st—lesser orb of fire* (x2), mage armor�, shield, 
  protection from good 
   0—mage hand, ghost sound, read magic, detect 
  magic 
  �Already cast 
  Spell-Like Abilities (CL 8th, save DC 10 +spell level): 
   2nd—produce flame 
   1st—scare, shatter 
  �Already cast 
  Abilities Str 8, Dex 20, Con 12, Int 20, Wis 8, Cha 10  
  SQ Ranged Legerdemain, Spell-like abilities, Spell 
  Use, Rage, Size Change 
  Feats Empower Spell, Improved Initiative, Practiced 
  Spellcaster, Scribe Scroll, Silent Spell, Weapon 
  Finesse, Danger Sense, Energy Substitution 
  (electricity), Energy Admixture (electricity) 
  Skills Climb +3, Concentration +13 Decipher Script 
  +10, Disable Device +14, Disguise +4, Escape 
  Artist +18 Hide +21, Intimidate +8, Knowledge 
  (Arcane) +12, Listen +7, Move Silently +18, Open 
  Lock +12, Sleight of Hand +10, Spellcraft +12, 
  Tumble +19 
  Possessions ring of glorious deaths, small short 
  sword, mwk scythe, headband of intellect +2 
  Size Change (Su): At will, spriggans can change their 
  size in a fashion similar to the effect of an enlarge 
  spell.  The size change from Small to Large gains 
  +8 Strength, -4 Dexterity, +6 Constitution, and -2 to 
  attack bonus and Armor class.  A spriggan’s short 
  sword has the same attribute as a large short 
  sword when enlarged.  A Spriggans small scythe 
  has the same attribute as a large scythe when 
  enlarged.  An enlarged Spriggan is unable to make 
  a sneak attack or use its spell-like abilities)  
  * see Appendix 2: New Rules Items 
  DYV7-03 Dyvisions 
   
  Page 48 
  
  8: WHOSE SIDE ARE YOU ON ANYWAY? 
  B AN D I T S  (5) 
   
   
   
  CR 5 
  Male human Ranger 2/Fighter 3 
  CG Medium-size humanoid 
  Init +7; Senses Listen +3, Spot +5 
  Languages Common  
  AC 18, touch 13, flat-footed 15 
   (+2 Dex, +4 armor) 
  hp 41 (5HD) 
  Fort +8, Ref +7, Will +2 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee longsword +7 (1d8+2/19-20,) or longspear +4 
  (1d8+2) 
  Ranged +1 composite longbow [+2 Strength Bonus] 
  +8/+8 (1d8+2/x3) 
  Space 5 ft.; Reach 5 ft. or 10 ft. 
  Base Atk +5; Grp +7 
  Atk Options Point Blank Shot, Shield use, Rapid 
  shot, Mounted Combat, Mounted Archery 
  Combat Gear potion of cat’s grace 
  Abilities Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 
  10  
  SQ Wild Empathy, Favored Enemy: Orcs (+2) 
  Feats Point Blank Shot, Improved Initiative, Rapid 
  shot, Track, Mounted Archery, Mounted Combat, 
  Weapon focus (longbow) 
  Skills Survival +6, Listen +3, Spot +5, Handle Animal 
  +6, Hide +7, Move Silently +7, Sense Motive +2, 
  Ride +11, Search +5 
  Possessions 
  Chain 
  shirt, 
  buckler, 
  longspear, 
  longsword, +1 composite longbow [+2 Strength 
  bonus], 50 arrows, potion of cat’s grace.  
   
  B ANDI T L E AD E R 
  CR  10 
  Male human Ranger 6 / Fighter 4 
  CG Medium-size humanoid 
  Init +7; Senses Listen +3, Spot +13 
  Languages Common  
  AC 17, touch 13, flat-footed 14 
   (+2 Dex, +4 armor) 
  hp 77 (10 HD) 
  Fort +11, Ref +9, Will +4 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft. 
  Melee longsword +12/+7 (1d8+3/19-20)  
  Ranged +1 Seeking, Blood Seeking composite 
  greatbow 
  [+2 
  Strength 
  bonus], 
  +15/+10 
  (1d10+5/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +12 
  Atk Options Point Blank Shot, Rapid Shot, Precise 
  Shot, Mounted Combat, Manyshot 
  Combat Gear potion cure light wounds 
  Ranger Spells Prepared (CL 1st, Save DC 11 + Spell 
  level): 
    1st—entangle, longstrider 
  Abilities Str 14, Dex 17, Con 14, Int 10, Wis 12, Cha 
  10  
  SQ Wild Empathy, Favored Enemy: Orcs (+4), 
  Favored Enemy: Goblins (+2), Animal Companion 
  Feats Improved Initiative, Point Blank Shot, Rapid 
  Shot, 
  Track, 
  Exotic 
  Weapon 
  Proficiency 
  (greatbow), Mounted Combat, Weapon focus 
  (greatbow), Endurance, Weapon Specialization 
  (greatbow), Precise Shot, Manyshot 
  Skills , Handle Animal +6, Hide +20, Listen +3, Move 
  Silently +21, Search +8, Sense Motive +2, Spot 
  +13, Survival +7, Ride +15 
  Possessions Chain Shirt, longsword, +1 seeking, 
  blood seeking* composite greatbow [+2 Strength 
  bonus], 80 arrows, potion cure light wounds  
  * see Appendix 2: New Rules Items 
   
  -OR- 
   
  R E D  AR R O W  R I D E R S  (6) 
  CR  5 
  Same as Bandits (above) but with the following 
  changes: 
  Alignment: Lawful Evil 
  Favored Enemy: Human 
   
  R E D  AR R O W  S E R G E ANT 
  CR  10 
  Same as Bandit Leader (above) but with the 
  following changes: 
  Alignment: Lawful Evil 
  Favored Enemy: Human 
   
  9: ASSAULT 
  B AN D I T S  (4) 
  CR  5 
  Male human Fighter 4 / Rogue 1 
  CG Medium-size humanoid 
  Init +0; Senses Listen +3, Spot +3 
  Languages Common  
  AC 19, touch 10, flat-footed 19 
   (+5 armor, +2 Shield) 
  hp 48 (5HD) 
  Fort +6, Ref +3, Will +1 
  Speed 20 ft. (4 squares), base movement 30 ft. 
  Melee longsword +8 (1d8+4/19-20) or MW longspear 
  +10 (1d8+8;20/x3) 
  Space 5 ft.; Reach 5 ft. or 10 ft. 
  Base Atk +4; Grp +8 
  Atk Options Power Attack, Improved Bull Rush, 
  Sneak Attack (1d6) 
  Abilities Str 18, Dex 10, Con 14, Int 10, Wis 10, Cha 
  10  
  SQ Trapfinding (Ex) 
  Feats Blind-Fight, Power Attack, Improved Bull Rush, 
  Weapon Focus (longspear) 
  Skills Ride +4, Craft (weaponsmith) +4, Listen +3, 
  Spot +3, Tumble +1 
  Possessions 
  breastplate, 
  large 
  steel 
  shield, 
  longspear, longsword 
   
  B ANDI T C L E R I C 
  CR  5 
  Male Human Cleric 5 
  CN Medium Humanoid (Human) 
  DYV7-03 Dyvisions 
   
  Page 49 
  
  Init +0; Senses Listen +3, Spot +3 
  Languages Common  
  AC 17, touch 10, flat-footed 17 
   (+5 armor, +2 shield) 
  hp 28 (5 HD) 
  Fort +4, Ref +1, Will +7 
  Speed 20 ft (4 squares), base movement 20 ft., 
  Melee Mwk morningstar +8 (1d8+3)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +6 
  Atk Options Spell Use, Smite, Turn Undead (Su)  
  Special Actions  
  Cleric Spells Prepared (CL 5th; save DC 13 + spell 
  level): 
   3rd—magic vestments (D), invisibility purge, prayer 
   2nd—spiritual weapon (D), align weapon, bull’s 
  strength, hold person 
   1st—magic weapon (D), divine favor, protection 
  from evil, entropic shield, remove fear 
   0—read magic, detect magic, detect poison, create 
  water 
  D: Domain spell. Deity: Molaho Khem.  
  Domains: Destruction, War  
  �Already cast 
  Abilities Str 16, Dex 10, Con 10, Int 8, Wis 17, Cha 
  14  
  SQ Spontaneous casting, Restricted spells 
  Feats Power Attack, Weapon Focus (morningstar), 
  Divine Might, Domain Spontaneity (Destruction). 
  Skills Concentration +8, Knowledge (Religion) +7. 
  Possessions Breastplate, heavy steel shield, mwk 
  morningstar 
   
   
  B ANDI T W I Z ARD 
  CR  5 
  Male Human (Flan) Wizard 5 
  CG Medium Humanoid (Human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common, Flan, Orc, Elf  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor) 
  hp 21 (5 HD) 
  Fort +2, Ref +2, Will +4 
  Speed 30 ft. in no armor (6 squares), base movement 
  30 ft., 
  Melee dagger +1 (1d4-1; 19-20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +1 
  Atk Options Spell Use  
  Wizard Spells Prepared (CL 5th; save DC 14 + spell 
  level): 
   3rd— stinking cloud, lightning bolt (x2)  
   2nd—glitterdust, web, Silent magic missile, mirror 
  image  
   1st—mage armor*�, magic missile (x2), ray of 
  enfeeblement, shield   
   0— daze, detect magic, light, read magic 
  �already cast 
  Abilities Str 8, Dex 12, Con 12, Int 19, Wis 10, Cha 
  10  
  SQ Familiar, Evoker 
  Feats Skill Focus (Concentration), Spell Focus 
  (Evocation), Greater Spell Focus (Evocation), Craft 
  Magic Arms and Armor, Scribe Scroll 
  Skills Concentration +12, Knowledge (arcana) +12, 
  Knowledge (arch & eng) +12, Knowledge (nobility) 
  +12, Knowledge (religion) +12, Spellcraft +14. 
  Possessions 
  cloak 
  of 
  resistance +2, dagger, 
  headband of intellect +2 
   
  Familiar: You have called a Cat as a magical 
  companion. 
   
  L ARUK 
  CR  10 
  Male Human (Flan) Rogue 4/ Fighter 2/ Avenging 
  Executioner* 4 
  CN Medium Humanoid (Human) 
  Init +2; Senses Listen +1, Spot +7 
  Languages Common, Flan, Orc  
  AC 20, touch 13, flat-footed 20 
   (+2 Dex, +5 armor, +2 shield, +1 deflection) 
  hp 60 (10 HD);  
  Fort +7, Ref +11, Will +7 
  Speed 30 ft. in Chain Shirt (6 squares), base 
  movement 30 ft. 
  Melee +1 rapier +12/+7 (1d6+4/18-20) or +1 frost 
  ranseur +12/+7 (2d4+5+1d6 cold) 
  Ranged longbow +10/+5 (1d8+3) 
  Space 5 ft.; Reach 5 ft. or 10 ft. 
  Base Atk +8; Grp +11 
  Atk Options Arterial Strike, Combat Expertise, 
  Improved Feint, Improved Disarm, Sneak Attack 
  (2d6), Sudden Strike (2d6) 
  Combat Gear potion of cure light wounds 
  Abilities Str 16, Dex 14, Con 12, Int 14, Wis 8, Cha 
  16  
  SQ 
  Bloody 
  Blade(Ex), 
  Evasion(Ex), 
  Rapid 
  Intimidation(Ex), 
  Trapfinding(Ex), 
  Uncanny 
  Dodge(Ex), Trap Sense(Ex) 
  Feats Arterial Strike*, Combat Expertise, Improved 
  Feint, Improved Disarm, Iron Will, Persuasive, 
  Quick Draw 
  Skills Bluff +18, Decipher Script +3, Disguise +16, 
  Escape Artist +6, Forgery +9, Gather Information 
  +14, Hide +8, Intimidate +21, Jump +10 Listen +1, 
  Move Silently +6, Search +7, Sense Motive +2, 
  Spot +13, Tumble +10, Use Magic Device +6, Use 
  Rope +4. 
  Possessions +1 rapier, mwk rapier, +1 frost ranseur, 
  longbow, +1 chainshirt, +1 buckler, potion cure light 
  wounds, cloak resistance +1, ring of protection +1, 
  gauntlets of ogre power, longspear 
  Bloody Blade (Ex): The fury of your attack is 
  terrifying to see. Whenever you deal sudden strike 
  damage (see below) with a melee weapon, the 
  target of the sudden strike and all opponents within 
  30 feet of you who can see the target are shaken 
  for a number of rounds equal to your avenging 
  executioner level. A successful Will save (DC 10 + 
  your avenging executioner level + your Cha 
  DYV7-03 Dyvisions 
   
  Page 50 
  
  modifier) negates this effect. Creatures whose HD 
  exceed your character level are not affected. 
  Bloody blade is a mind-affecting fear ability. 
  Dread Blade (Ex): Starting at 4th level, you can 
  exploit the terror you inspire to further brutalize 
  your target. You treat shaken, frightened, or 
  panicked creatures as flat footed for the purpose of 
  dealing sudden strike damage. 
  Rapid intimidation (Ex): Beginning at 2nd level, you 
  can attempt to demoralize an opponent as a move 
  action instead of a standard action. See the 
  intimidate skill (PH 77) for details.  If you have the 
  favored enemy class feature, you can add your 
  favored enemy bonus to Intimidate checks made to 
  demoralize foes of the chosen type (and subtype, if 
  applicable). 
  Sudden Strike (Ex): If an avenging executioner can 
  catch an opponent when it is unable to defend itself 
  effectively from her attack, she can strike a vital 
  spot for extra damage. Whenever an avenging 
  executioner’s target is denied a Dexterity bonus to 
  Armor Class (whether the target actually has a 
  Dexterity bonus or not), the avenging executioner 
  deals an extra 1d6 points of damage with her 
  attack. This extra damage increases by 1d6 points 
  for every two avenging executioner levels after 1st 
  (to a maximum of 3d6 at 5th level). A avenging 
  executioner can’t use sudden strike when flanking 
  an opponent unless that opponent is denied its 
  Dexterity bonus to AC.  This damage also applies 
  to ranged attacks against targets up to 30 feet 
  away. 
  Creature 
  with 
  concealment, 
  creatures 
  without discernable anatomies, and creatures 
  immune to extra damage from critical hits are all 
  immune to sudden strikes. A avenging executioner 
  can’t make a sudden strike while attacking the 
  limbs of a creature whose vitals are out of reach.  
  An Avenging Executioner can’t use sudden strike 
  to deliver non-lethal damage. Weapons capable of 
  dealing only non-lethal damage don’t deal extra 
  damage when used as part of a sudden strike.  The 
  extra damage from the sudden strike ability stacks 
  with the extra damage from sneak attack whenever 
  both would apply to the same target. For the 
  purpose of qualifying for feats, prestige classes, 
  and similar options that require a minimum number 
  of 
  extra 
  damage 
  dice, 
  treat 
  the 
  avenging 
  executioner’s sudden strike ability as the equivalent 
  of sneak attack. 
  * see Appendix 2: New Rules Items 
   
  -OR- 
   
  Use Stat Blocks for Red Arrows from Encounter 8 
    
  10: THE DEN OF THIEVES 
   
  Use Stat Blocks from Encounter 9 
   
  11: CAPTURE THE FLAG 
   
  R E D  AR R O W  R U N N E R S  (4) 
  CR  8 
  Male human Ranger 8 
  LE Medium-size humanoid 
  Init +6; Senses Listen +12, Spot +12 
  Languages Common  
  AC 18, touch 13, flat-footed 16 
   (+2 Dex, +5 armor, +1 deflection) 
  hp 59 (8HD) 
  Fort +9, Ref +10, Will +4 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee longsword +8/+3 (1d8+2/19-20) or longspear 
  +8/+3 (1d8+2) 
  Ranged +1 composite longbow +11/+6 (1d8+3/x3) 
  Space 5 ft.; Reach 5 ft. or 10 ft. 
  Base Atk +8; Grp +10 
  Atk Options Manyshot, Point Blank Shot, Shield use, 
  Rapid shot, Precise Shot,  
  Combat Gear potion of cure light wounds, potion of 
  cat’s grace 
  Ranger Spells Prepared (CL 3rd save DC 11 + spell 
  level): 
   1st—entangle, alarm� 
  �Already cast 
  Abilities Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 
  10  
  SQ Wild Empathy, Favored Enemy: Humans (+4), 
  Favored Enemy Orc (+2) 
  Feats Blind Fight, Endurance, Improved Initiative, 
  Manyshot, Point Blank Shot, Rapid shot, Track, 
  Weapon Focus (Longbow) 
  Skills Survival +6, Craft (bowmaking) +3, Listen +12, 
  Spot +12, Handle Animal +4, Hide +9, Move 
  Silently +9, Sense Motive +6 
  Possessions +1 chain shirt, buckler, longspear, 
  longsword, +1 composite longbow, 50 arrows, ring 
  of protection +1, potion of cure light wounds, potion 
  of cat’s grace.  
   
  DYV7-03 Dyvisions 
   
  Page 51 
  
  APL 12
  3: A TASTE OF GLORY 
  C U L T I S T  AS S AS S I N 
  CR  8 
  Male Spriggan* Barbarian 2 / Assassin 4 
  CE Small-size fey 
  Init +9; Senses Listen +8, Spot +0 
  Aura  
  Languages Goblin, Gnome  
  AC 22, touch 16, flat-footed 19 
   (+1 size, +6 Dex, +5 armor) 
  hp 78 (11 HD) 
  Fort +5, Ref +12, Will +3 
  Weakness  
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee Mwk short sword +16/+11(1d4+2/ (19-20)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +5 
  Atk Options Sneak Attack (5d6), Poison Use, Death 
  Attack (DC 18) 
  Special Actions Size Change, Spell-like abilities, 
  Rage, Uncanny Dodge, Improved Uncanny Dodge 
  Assassin Spells Prepared (CL 4th, save DC 14 + 
  spell level): 
   
  2nd—fox’s cunning�, invisibility� 
   
  1st—disguise self, true strike  
  Spell-Like Abilities (CL 8th, save DC 10 +spell level): 
   2nd—produce flame 
   1st—scare, shatter 
  �Already cast 
  Abilities Str 14 Dex 22, Con 12, Int 18, Wis 9, Cha 10  
  Feats Improved toughness, Improved Initiative, Power 
  Attack, Weapon finesse 
  Skills Climb +5, Disable Device +7, Disguise +14, 
  Hide +23, Intimidate +6, Listen +8, Move Silently 
  +18, Open Lock +12, Sleight of Hand +10, Tumble 
  +18 
  Possessions lesser ring of glorious deaths, mwk 
  small short sword, mwk scythe,+1 mithral chain 
  shirt, cloak of elvenkind, gloves of dexterity +2, 
  amulet of health +2 
  Size Change (Su): At will, spriggans can change their 
  size in a fashion similar to the effect of an enlarge 
  spell.  The size change from Small to Large gains 
  +8 Strength, -4 Dexterity, +6 Constitution, and -2 to 
  attack bonus and Armor class.  A spriggan’s short 
  sword has the same attribute as a large short 
  sword when enlarged.  A Spriggans small scythe 
  has the same attribute as a large scythe when 
  enlarged.  An enlarged Spriggan is unable to make 
  a sneak attack or use its spell-like abilities)  
  * see Appendix 2: New Rules Items 
   
  C H O S E N  O F  M O L AHO  K H E M 
  CR  12 
  Male Spriggan* Wizard 5/ Arcane Trickster 6/ 
  Barbarian 1 
  CE Small fey  
  Init +9; Senses Listen +7, Spot -1 
  Languages Goblin, Gnome 
  AC 20, touch 16, flat-footed 15 
   (+1 size, +5 Dex, +4 armor) 
  hp 46 (11 HD);  
  Fort +6, Ref +14, Will +11 
  Speed 30 ft. in no armor (6 squares), base movement 
  30 ft.,  
  Melee small short sword +14/+9 (1d4-1 / (19-20))  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +3 
  Atk Options Sneak Attack, Impromptu Sneak Attack  
  Special Actions Size Change, Spell-like abilities 
  Combat Gear ring of glorious deaths,  
  Wizard Spells Prepared (CL 15th save DC 16 + spell 
  level): 
  6th–Energy Admixture (electricity) scorching ray(x2). 
  5th-wall of force, Silent Empowered scorching ray (x2), 
  4th-Evard’s 
  black 
  tentacles, 
  dimension 
  door, 
  Empowered scorching ray, greater invisibility�, 
  3rd–Silent glitterdust, fly�, Silent mirror image, Silent 
  scorching ray (x2), 
  2nd–Silent true strike, silence, invisibility�, scorching 
  ray (x2), 
  1st-true strike (x2), mage armor�, shield, protection 
  from good, 
  0-mage hand, ghost sound, read magic, detect magic 
  �Already cast 
  Spell-Like Abilities (CL 8th, save DC 10 +spell level): 
   2nd—produce flame 
   1st—scare, shatter 
  �Already cast 
  Abilities Str 8, Dex 20, Con 12, Int 22, Wis 8, Cha 10  
  SQ Ranged Legerdemain, Spell-like abilities, Spell 
  Use 
  Feats 
  Danger 
  Sense*, 
  Energy 
  Substitution* 
  (electricity), 
  Energy 
  Admixture 
  (electricity), 
  Empower Spell, Improved Initiative, Practiced 
  Spellcaster*, Scribe Scroll, Silent Spell, Weapon 
  Finesse 
  Skills Climb +3, Concentration +15, Decipher Script 
  +10, Disable Device +14, Disguise +10, Escape 
  Artist +20, Hide +23, Intimidate +8, Knowledge 
  (arcane) +12, Listen +7, Move Silently +20, Open 
  Lock +12, Sleight of Hand +10, Spellcraft +12, 
  Tumble +21 
  Possessions ring of glorious deaths, small short 
  sword, mwk scythe, headband of intellect +4. 
  Size Change (Su): At will, spriggans can change their 
  size in a fashion similar to the effect of an enlarge 
  spell.  The size change from Small to Large gains 
  +8 Strength, -4 Dexterity, +6 Constitution, and -2 to 
  attack bonus and Armor class.  A spriggan’s short 
  sword has the same attribute as a large short 
  sword when enlarged.  A Spriggans small scythe 
  has the same attribute as a large scythe when 
  enlarged.  An enlarged Spriggan is unable to make 
  a sneak attack or use its spell-like abilities)  
  * see Appendix 2: New Rules Items 
   
  DYV7-03 Dyvisions 
   
  Page 52 
  
  8: WHOSE SIDE ARE YOU ON ANYWAY? 
  B AN D I T S  (6) 
   
   
   
  CR 7 
  Male human Ranger 3/Fighter 4 
  CG Medium-size humanoid 
  Init +7; Senses Listen +6, Spot +8 
  Languages Common  
  AC 18, touch 13, flat-footed 15 
   (+2 Dex, +4 armor) 
  hp 56 (7HD) 
  Fort +10, Ref +8, Will +2 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee longsword +9 (1d8+2/ (19-20),) or longspear 
  +9 (1d8+2/ (x3)) 
  Ranged +1 composite longbow [+2 Strength Bonus] 
  +12/+12 (1d8+4/x3) 
  Space 5 ft.; Reach 5 ft. or 10 ft. 
  Base Atk +7; Grp +9 
  Atk Options Point Blank Shot, Shield use, Rapid 
  shot, Mounted Combat, Mounted Archery 
  Combat Gear potion of cat’s grace 
  Abilities Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 
  10  
  SQ Wild Empathy, Favored Enemy: Orcs (+2) 
  Feats Point Blank Shot, Improved Initiative, Rapid 
  Shot, Track, Mounted Archery, Mounted Combat, 
  Weapon focus (longbow), Weapon Specialization 
  (longbow) 
  Skills Survival +6, Listen +6, Spot +8, Handle Animal 
  +6, Hide +7, Move Silently +7, Sense Motive +2, 
  Ride +13, Search +5 
  Possessions 
  chain 
  shirt, 
  buckler, 
  longspear, 
  longsword, +1 composite longbow [+2 strength 
  bonus], 50 arrows, potion of cat’s grace.  
   
  B ANDI T L E AD E R 
  CR  12 
  Male human Ranger 6 / Fighter 6 
  CG Medium-size humanoid 
  Init +7; Senses Listen +3, Spot +15 
  Languages Common  
  AC 17, touch 13, flat-footed 14 
   (+2 Dex, +4 armor) 
  hp 93 (12 HD) 
  Fort +12, Ref +11, Will +5 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft. 
  Melee longsword +12/+7 (1d8+3/19-20)  
  Ranged +1 Seeking*, Exit Wound* composite 
  greatbow 
  [+2 
  Strength 
  bonus], 
  +18/+13/+8  
  (1d10+5/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +12 
  Atk Options Point Blank Shot, Rapid Shot, Precise 
  Shot, Mounted Combat, Manyshot 
  Combat Gear potion cure light wounds 
  Ranger Spells Prepared (CL 3rd, Save DC 11 + Spell 
  level): 
    1st—entangle, longstrider 
  Abilities Str 14, Dex 18, Con 14, Int 10, Wis 12, Cha 
  10  
  SQ Wild Empathy, Favored Enemy: Orcs (+4), 
  Favored Enemy: Goblins (+2), Animal Companion 
  Feats Improved Initiative, Improved Precise Shot, 
  Point Blank Shot, Rapid Shot, Track, Exotic 
  Weapon Proficiency (greatbow), Mounted Combat, 
  Weapon focus (greatbow), Endurance, Weapon 
  Specialization (greatbow), Precise Shot, Manyshot 
  Skills , Handle Animal +6, Hide +21, Listen +3, Move 
  Silently +22, Search +8, Sense Motive +2, Spot 
  +15, Survival +7, Ride +18 
  Possessions Chain Shirt, longsword, +1 seeking, 
  blood seeking composite greatbow [+2 Strength 
  bonus], 80 arrows, potion cure light wounds  
  * see Appendix 2: New Rules Items 
   
  -OR- 
   
  R E D  AR R O W  R I D E R S  (6) 
  CR  5 
  Same as Bandits (above) but with the following 
  changes: 
  Alignment: Lawful Evil 
  Favored Enemy: Human 
   
   
   
  R E D  AR R O W  S E R G E ANT 
  CR  10 
  Same as Bandit Leader (above) but with the 
  following changes: 
  Alignment: Lawful Evil 
  Favored Enemy: Human 
   
  9: ASSAULT! 
  B AN D I T S  (4) 
  CR  8 
  Male Human Fighter 4/ Rogue 2/ Holy Liberator* 1 
  CG Medium-size humanoid 
  Init +0; Senses Listen +2, Spot +3 
  Languages Common  
  AC 22, touch 11, flat-footed 22 
   (+7 armor, +4 shield, +1 deflection) 
  hp 66 (7HD) 
  Fort +9, Ref +5, Will +4 
  Speed 20 ft. (4 squares), base movement 30 ft. 
  Melee +1 longspear +12/+7 (1d8+9 (20/x3)), or 
  longsword +10/+5 (1d8+4 (19-20)) 
  Space 5 ft.; Reach 5 ft. or 10 ft. 
  Base Atk +6; Grp +10 
  Atk Options Arterial Strike, Bull Rush, Power Attack, 
  Sneak Attack, Smite Evil  
  Abilities Str 18, Dex 10, Con 14, Int 10, Wis 10, Cha 
  10  
  SQ Evasion (Ex), Aura of Good (Ex), Detect Evil(Sp), 
  Smite Evil(Su), Sneak Attack, Trapfinding(Ex), 
  Code of Conduct 
  Feats Iron Will, Power Attack, Improved Bull Rush, 
  Weapon 
  Focus 
  (Longspear), 
  Weapon 
  Specialization (Longspear), Arterial Strike*, Close-
  Quarters Fighting*. 
  Skills 
  Climb 
  +4, 
  Craft(weaponsmithing) 
  +6, 
  Diplomacy +7, Heal +1, Jump -1, Knowledge 
  (Religion) +2, Listen +2, Ride +4, Sense Motive +5, 
  Spot +3, Tumble +1 
  DYV7-03 Dyvisions 
   
  Page 53 
  
  Possessions +2 breastplate, +2 large steel shield, +1 
  longspear, longsword, ring of protection +1.  
   
  B ANDI T C L E R I C 
  CR  7 
  Male Human Cleric 7 
  CN Medium Humanoid (Human) 
  Init +0; Senses Listen +3, Spot +3 
  Languages Common  
  AC 23, touch 11, flat-footed 23 
   (+9 armor, +3 shield, +1 deflection) 
  hp 38 (7 HD) 
  Fort +6, Ref +3, Will +9 
  Speed 20 ft. in full-plate (4 squares), base movement 
  30 ft., 
  Melee Mwk morningstar +10 (1d8+3)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +8 
  Atk Options Spell Use, Smite, Turn Undead (Su)  
  Special Actions  
  Cleric Spells Prepared (CL 7th; save DC 13 + spell 
  level): 
   4th- divine power (D), freedom of movement 
   3rd—magic vestment (D), invisibility purge, prayer, 
  blindness/deafness 
   2nd—spiritual weapon (D), bull’s strength (x2), hold 
  person, silence 
   1st—magic weapon (D), remove fear, divine favor 
  (x2), entropic shield, obscuring mist 
   0—read magic, detect poison, guidance (x2), 
  create water, purify food and drink 
  D: Domain spell. Deity: Molaho Khem.  
  Domains: Destruction, War  
  �Already cast 
  Abilities Str 16, Dex 10, Con 10, Int 8, Wis 17, Cha 
  14  
  Feats Extra Turning, Power Attack, Weapon Focus 
  (morningstar), Divine Might, Domain Spontaneity 
  (Destruction). 
  Skills Concentration +10, Knowledge (religion) 
  +9. 
  Possessions mwk morningstar, mwk full-plate, mwk 
  steel shield   
   
  B ANDI T W I Z ARD 
  CR  7 
  Male Human (Flan) Wizard 7 
  CG Medium Humanoid (Human) 
  Init +0; Senses Listen +0, Spot +0 
  Languages Common, Flan, Orc, Elf  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor) 
  hp 29 (7 HD) 
  Fort +5, Ref +5, Will +7 
  Speed 30 ft. in no armor (6 squares), base movement 
  30 ft., 
  Melee dagger +2 (1d4-1)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +2 
  Atk Options Spell Use 
  Wizard Spells Prepared (CL 7th; save DC 13 + spell 
  level): 
   4th- Silent lightning bolt, dimension door, greater 
  invisibility 
   3rd—stinking cloud (x2), lightning bolt (x2)  
   2nd—glitterdust, web, Silent magic missile (x2), 
  mirror image  
   1st—mage armor�, magic missile (x2), ray of 
  enfeeblement (x2), shield   
   0— daze, detect magic, light, read magic 
  �Already cast 
  Abilities Str 8, Dex 12, Con 12, Int 19, Wis 10, Cha 
  10  
  SQ Familiar, Evoker 
  Feats Skill Focus (Concentration), Spell Focus 
  (Evocation), Greater Spell Focus (Evocation), Craft 
  Magic Arms and Armor, Scribe Scroll, Silent Spell 
  Skills Concentration +14, Knowledge (arcana) +14, 
  Knowledge (arch & eng) +14, Knowledge (nobility) 
  +14, Knowledge (religion) +14, Spellcraft +16. 
  Possessions 
  cloak 
  of 
  resistance +2, dagger, 
  headband of intellect +2 
   
  Familiar: You have called a Cat as a magical 
  companion. 
  Evoker: You are specialized in the school of 
  Evocation.  You can prepare one additional 
  Evocation spell per spell level each per day. You 
  gain a +2 bonus to Spellcraft checks to learn spells 
  from this school.  Enchantment and Transmutation 
  spells are prohibited to you 
   
  L ARUK 
  CR  12 
  Male Human (Flan) Rogue 4/ Fighter 3/ Avenging 
  Executioner* 5 
  CN Medium Humanoid (Human) 
  Init +2; Senses Listen +1, Spot +7 
  Languages Common, Flan, Orc  
  AC 23, touch 13, flat-footed 20 
   (+2 Dex, +7 armor, +3 shield, +1 deflection) 
  hp 73 (12 HD);  
  Fort +7, Ref +13, Will +8 
  Speed 30 ft. in Chain Shirt (6 squares), base 
  movement 30 ft. 
  Melee +1 rapier +14/+9 (1d6+4/15-20) or +1 frost 
  ranseur +14/+9 (2d4+5+1d6 cold) 
  Ranged longbow +12/+7 (1d8+3) 
  Space 5 ft.; Reach 5 ft. or 10 ft. 
  Base Atk +9; Grp +13 
  Atk Options Arterial Strike, Combat Expertise, 
  Improved Feint, Improved Disarm, Sneak Attack 
  (2d6), Sudden Strike (3d6) 
  Special Actions  
  Combat Gear potion of cure light wounds 
  Abilities Str 18, Dex 16, Con 12, Int 14, Wis 8, Cha 
  17  
  SQ 
  Bloody 
  Blade 
  (Ex), 
  Bloody 
  Murder(Ex), 
  Evasion(Ex), 
  Rapid 
  Intimidation(Ex), 
  Trapfinding(Ex), 
  Uncanny 
  Dodge(Ex), 
  Trap 
  Sense(Ex) 
  DYV7-03 Dyvisions 
   
  Page 54 
  
  Feats Arterial Strike*, Combat Expertise, Improved 
  Feint, Improved Critical (rapier), Improved Disarm, 
  Iron Will, Persuasive, Quick Draw 
  Skills Bluff +18, Decipher Script +3, Disguise +16, 
  Escape Artist +7, Forgery +9, Gather Information 
  +14, Hide +9, Intimidate +22, Jump +15 Listen +1, 
  Move Silently +7, Search +7, Sense Motive +2, 
  Spot +13, Tumble +11, Use Magic Device +6, Use 
  Rope +5. 
  Possessions +1 rapier, mwk rapier, +1 frost ranseur, 
  belt of giant strength +4, longbow, +1 chainshirt, +1 
  buckler, potion cure light wounds, cloak resistance 
  +1, ring of protection +1, gloves of dexterity +2, 
  longspear 
  Bloody Blade (Ex): The fury of your attack is 
  terrifying to see. Whenever you deal sudden strike 
  damage (see below) with a melee weapon, the 
  target of the sudden strike and all opponents within 
  30 feet of you who can see the target are shaken 
  for a number of rounds equal to your avenging 
  executioner level. A successful Will save (DC 10 + 
  your avenging executioner level + your Cha 
  modifier) negates this effect. Creatures whose HD 
  exceed your character level are not affected. 
  Bloody blade is a mind-affecting fear ability. 
  Bloody Murder (Ex): Starting at 5th level, if you deal 
  enough damage with a melee attack to drop a 
  creature (typically by reducing it to below 0 hit 
  points or killing it), all enemies within 30 feet of you 
  who can see the target become frightened for 1 
  round. A successful Will save (DC 10 + your 
  avenging executioner level + your Cha modifier) 
  lessens the effect to shaken. Creatures whose HD 
  exceed your character level are not affected. 
  Bloody murder is a mind-affecting fear ability. 
  Dread Blade (Ex): Starting at 4th level, you can 
  exploit the terror you inspire to further brutalize 
  your target. You treat shaken, frightened, or 
  panicked creatures as flat footed for the purpose of 
  dealing sudden strike damage. 
  Rapid intimidation (Ex): Beginning at 2nd level, you 
  can attempt to demoralize an opponent as a move 
  action instead of a standard action. See the 
  intimidate skill (PH 77) for details.  If you have the 
  favored enemy class feature, you can add your 
  favored enemy bonus to Intimidate checks made to 
  demoralize foes of the chosen type (and subtype, if 
  applicable). 
  Sudden Strike (Ex): If an avenging executioner can 
  catch an opponent when it is unable to defend itself 
  effectively from her attack, she can strike a vital 
  spot for extra damage. Whenever an avenging 
  executioner’s target is denied a Dexterity bonus to 
  Armor Class (whether the target actually has a 
  Dexterity bonus or not), the avenging executioner 
  deals an extra 1d6 points of damage with her 
  attack. This extra damage increases by 1d6 points 
  for every two avenging executioner levels after 1st 
  (to a maximum of 3d6 at 5th level). An avenging 
  executioner can’t use sudden strike when flanking 
  an opponent unless that opponent is denied its 
  Dexterity bonus to AC.  This damage also applies 
  to ranged attacks against targets up to 30 feet 
  away. 
  Creature 
  with 
  concealment, 
  creatures 
  without discernable anatomies, and creatures 
  immune to extra damage from critical hits are all 
  immune 
  to 
  sudden 
  strikes. 
  An 
  avenging 
  executioner can’t make a sudden strike while 
  attacking the limbs of a creature whose vitals are 
  out of reach.  An Avenging Executioner can’t use 
  sudden strike to deliver non-lethal damage. 
  Weapons capable of dealing only non-lethal 
  damage don’t deal extra damage when used as 
  part of a sudden strike.  The extra damage from 
  the sudden strike ability stacks with the extra 
  damage from sneak attack whenever both would 
  apply to the same target. For the purpose of 
  qualifying for feats, prestige classes, and similar 
  options that require a minimum number of extra 
  damage dice, treat the avenging executioner’s 
  sudden strike ability as the equivalent of sneak 
  attack. 
  * see Appendix 2: New Rules Items 
   
  -OR- 
  Use Stat Blocks for Red Arrows from Encounter 8 
   
  10: THE DEN OF THIEVES 
  Use Stat Blocks from Encounter 9 
   
  11: CAPTURE THE FLAG 
  R E D  AR R O W  R U N N E R S  (4) 
  CR  10 
  Male human Ranger 10 
  LE Medium-size humanoid 
  Init +6; Senses Listen +14, Spot +14 
  Languages Common  
  AC 18, touch 13, flat-footed 16 
   (+2 Dex, +5 armor, +1 deflection) 
  hp 73 (4HD) 
  Fort +10, Ref +11, Will +5 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee longsword +10/+5 (1d8+2/19-20,) or longspear 
  +10/+5 (1d8+2) 
  Ranged +1 Seeking composite greatbow +13/+8 
  (1d8+3/x3) 
  Space 5 ft.; Reach 5 ft. or 10 ft. 
  Base Atk +10; Grp +12 
  Atk Options Exotic Weapon Proficiency (Greatbow), 
  Manyshot, Point Blank Shot, Shield use, Rapid 
  shot, Precise Shot 
  Combat Gear potion of cure light wounds, potion of 
  cat’s grace. . 
  Ranger Spells Prepared (CL 3rd save DC 11 + spell 
  level): 
   1st—entangle, alarm� 
  �Already cast 
  Abilities Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 
  10  
  SQ Wild Empathy, Favored Enemy: Humans (+6), 
  Favored Enemy Orc (+2), Favored Enemy Elf (+2) 
  DYV7-03 Dyvisions 
   
  Page 55 
  
  Feats Blind Fight, Endurance, Improved Initiative, 
  Manyshot, Point Blank Shot, Rapid shot, Track, 
  Weapon Focus (Longbow) 
  Skills Survival +6, Craft (bowmaking) +3, Listen +12, 
  Spot +12, Handle Animal +4, Hide +9, Move 
  Silently +9, Sense Motive +6 
  Possessions +1 chain shirt, buckler, longspear, 
  longsword, +1 seeking composite greatbow, 50 
  arrows, ring of protection +1, potion of cure light 
  wounds, potion of cat’s grace.  
   
  DYV7-03 Dyvisions 
   
  Page 56 
  
  APPENDIX 2: NEW RULES ITEMS 
  SPRIGGAN 
  Reference Fiend Folio, page 162, updated for v.3.5 
  Natural Form 
  Small Fey 
  Hit Dice: 
  5d6+5 (22 hp) 
  Initiative: 
  +9 
  Speed: 
  20 ft. 
  AC: 
  19 (+1 size, +4 Dex, +4 chain shirt) 
  Attacks: 
  Short sword +9 melee 
  Damage: 
  Short sword 1d6 
  Face/Reach: 
  5ft. by 5ft./5ft. 
  Special Attacks: 
  Sneak attack +3d6, spell like 
  abilities 
  Special Qualities: 
  Low-light vision, size change 
  Saves: 
  Fort +2, Ref +9, Will +3 
  Abilities: 
  Str 10, Dex 20, Con 12, Int 11, Wis 
  9, Cha 11 
  Skills: 
  Climb +5, Disable Device +7, Hide 
  +14, Listen +6, Move Silently +10, 
  Open Lock +12, Sleight of Hand 
  +10 
  Feat: 
  Improved 
  Initiative, 
  Weapon 
  Finesse (short sword) 
  Climate/Terrain: 
  Any forest 
  Organization: 
  Solitary, or pack (3-12) 
  Challenge rating: 
  3 
  Treasure: 
  Standard 
  Alignment: 
  Usually chaotic (any) 
  Advancement: 
  By character class 
  Level Adjustment: 
  +2 
   
  Enlarged Form 
  Large Fey 
  Hit Dice: 
  5d6+20 (37 hp) 
  Initiative: 
  +7 
  Speed: 
  30 ft. 
  AC: 
  16 (-1 size, +3 Dex, +4 chain shirt) 
  Attacks: 
  Short sword +6 melee 
  Damage: 
  Short sword 1d8+6 
  Face/Reach: 
  5ft. by 5ft./10ft. 
  Special Attacks: 
  Special Qualities: 
  Low-light vision, size change 
  Saves: 
  Fort +5, Ref +7, Will +3 
  Abilities: 
  Str 18, Dex 16, Con 18, Int 11, Wis 
  9, Cha 11 
  Skills: 
   
           Climb +9, Disable Device +4, Hide 
  +4, Listen +6, Move Silently +8, 
  Open Lock +10, Sleight of Hand 
  +8 
  Feat: 
  Improved 
  Initiative, 
  Weapon 
  Finesse (short sword) 
  Climate/Terrain: 
  Any forest 
  Organization: 
  Solitary, or pack (3-12) 
  Challenge rating: 
  3 
  Treasure: 
  Standard 
  Alignment: 
  Usually chaotic (any) 
  Advancement: 
  By character class 
  Level Adjustment: 
  +2 
   
  Spriggans are nomadic gnomekin with the strange ability 
  to grow to a large size at will.  They wander in packs 
  through wooded areas, sometimes venturing into towns 
  and villages.  Spriggans love to rob and pillage as they 
  journey.  They are a numerous people, but pose little 
  threat to civilized races because of their inability to 
  organize. 
   
  Spriggans resemble ugly, mean gnomes with greasy, 
  reddish-brown hair and dull, yellow skin.  They grow 
  their hair to ridiculous proportions, proudly sporting 
  bushy mustaches, sideburns, and ponytails.  They are 
  disgustingly 
  unclean 
  things, 
  exuding 
  the 
  most 
  nauseating smell of rancid flesh. 
   
  Combat:  Spriggans employ tactics intended to startle or 
  unnerve their foes.  They swarm around opponents when 
  small, only to enlarge at the last minute.  This allows 
  spriggans to use their greater reach for attack of 
  opportunity on advancing enemies.  More dexterous 
  spriggans serve as back up to their kin in melee, 
  remaining in the shadows to thwart foes by sneak attacks, 
  stealthily thieving, or casting their shatter ability. 
   
  A Spriggan can be summoned using a summon 
  natures ally IV spell. 
   
  Sneak Attack (Ex):  Anytime a spriggan’s target is 
  denied a Dexterity bonus, or when a target is flanked by a 
  Spriggan, the Spriggan deals an additional 3d6 points of 
  damage on a successful melee attack.  This damage stacks 
  with sneak attack damage from other sources, such as 
  rogue levels. 
   
  Spell-Like Abilities:  At will – produce flame, scare, 
  shatter.  Caster level 8
  th ; save DC 10 +spell level. 
   
  Size Change (Su):  At will, spriggans can change 
  their size in a fashion similar to the effect of an enlarge 
  spell.  The size change from Small to Large gains +8 
  Strength, -4 Dexterity, +6 Constitution, and –2 to attack 
  bonus and Armor class.  A spriggan’s short sword has the 
  same attribute as a Large short sword when enlarged.  An 
  enlarged Spriggan is unable to make a sneak attack or use 
  its spell-like abilities. 
   
  Skills:  Spriggans have a +4 racial bonus on Climb, 
  Disable Device, Move Silently, Open Lock, and Sleight of 
  Hand checks. 
   
  DYV7-03 Dyvisions 
   
  Page 57 
  
  AVENGING EXECUTIONER 
  Entry Requirements 
  Alignment: Any non-good 
  Base Attack Bonus: +5 
  Skills: Hide 4 ranks, Intimidate 6 ranks, Move silently 4 
  ranks. 
  Special: Must have been tragically wronged in some 
  manner. 
   
  Class Features 
  Hardened and tenacious, you use surprise and dread to 
  weaken the subjects of your hatred. 
   
  Bloody Blade (Ex): The fury of your attack is terrifying 
  to see. Whenever you deal sudden strike damage (see 
  below) with a melee weapon, the target of the sudden 
  strike and all opponents within 30 feet of you who can 
  see the target are shaken for a number of rounds equal to 
  your avenging executioner level. A successful Will save 
  (DC 10 + your avenging executioner level + your Cha 
  modifier) negates this effect. Creatures whose HD exceed 
  your character level are not affected. Bloody blade is a 
  mind-affecting fear ability.  
   
  Class Skills (6 + Int modifier per level): Balance, Bluff, 
  Climb, Craft, Disguise, Escape Artist, Hide, Intimidate, 
  Jump, Listen, Move Silently, Open Lock, Profession, 
  Spot, Use Rope. 
   
  Sudden Strike (Ex): If you can catch an opponent when 
  he is unable to defend himself effectively from your 
  attack, you can strike a vital spot for extra damage. See 
  the avenging executioner’s sudden strike class feature in 
  the sidebar below.  
   
  Rapid intimidation (Ex): Beginning at 2
  nd level, you can 
  attempt to demoralize an opponent as a move action 
  instead of a standard action. See the intimidate skill (PH 
  77) for details. 
  If you have the favored enemy class feature, you can add 
  your favored enemy bonus to Intimidate checks made to 
  demoralize foes of the chosen type (and subtype, if 
  applicable). 
   
  Dread Blade (Ex): Starting at 4
  th level, you can exploit 
  the terror you inspire to further brutalize your target. You 
  treat shaken, frightened, or panicked creatures as flat 
  footed for the purpose of dealing sudden strike damage. 
   
  Bloody Murder (Ex): Starting at 5
  th level, if you deal 
  enough damage with a melee attack to drop a creature 
  (typically by reducing it to below 0 hit points or killing 
  it), all enemies within 30 feet of you who can see the 
  target become frightened for 1 round. A successful Will 
  save (DC 10 + your avenging executioner level + your Cha 
  modifier) lessens the effect to shaken. Creatures whose 
  HD exceed your character level are not affected. Bloody 
  murder is a mind-affecting fear ability. 
   
  Sudden Strike (Ex): If a avenging executioner can catch 
  an opponent when it is unable to defend itself effectively 
  from her attack, she can strike a vital spot for extra 
  damage. Whenever a avenging executioner’s target is 
  denied a Dexterity bonus to Armor Class (whether the 
  target actually has a Dexterity bonus or not), the avenging 
  executioner deals an extra 1d6 points of damage with her 
  attack. This extra damage increases by 1d6 points for 
  every two avenging executioner levels after 1
  st (to a 
  maximum of 3d6 at 5
  th level). A avenging executioner 
  can’t use sudden strike when flanking an opponent 
  unless that opponent is denied its Dexterity bonus to AC.  
  This damage also applies to ranged attacks against targets 
  up to 
  30 
  feet 
  away
  . 
  Creat
  ure 
  with 
  conc
  ealment, creatures without discernable anatomies, and 
  creatures immune to extra damage from critical hits are 
  all immune to sudden strikes. A avenging executioner 
  can’t make a sudden strike while attacking the limbs of a 
  creature whose vitals are out of reach. 
  A avenging executioner can’t use sudden strike to deliver 
  non-lethal damage. Weapons capable of dealing only 
  non-lethal damage don’t deal extra damage when used as 
  part of a sudden strike. 
  The extra damage from the sudden strike ability stacks 
  with the extra damage from sneak attack whenever both 
  would apply to the same target. For the purpose of 
  qualifying for feats, prestige classes, and similar options 
  that require a minimum number of extra damage dice, 
  treat the avenging executioner’s sudden strike ability as 
  the equivalent of sneak attack. 
   
  Level 
  Base 
  Attack 
  Bonus 
  Fort Save 
  Ref Save 
  Will Save 
  Special 
  1
  st 
  +0 
  +0 
  +2 
  +2 
  Bloody Blade, Sudden Strike +1d6 
  2
  nd 
  +1 
  +0 
  +3 
  +3 
  Rapid intimidation 
  3
  rd 
  +2 
  +1 
  +3 
  +3 
  Sudden Strike +2d6 
  4
  th 
  +3 
  +1 
  +4 
  +4 
  Dread Blade 
  5
  th 
  +3 
  +1 
  +4 
  +4 
  Bloody Murder, Sudden Strike +3d6 
  DYV7-03 Dyvisions 
   
  Page 58 
  
  HOLY LIBERATOR 
  Requirements: to qualify to become a holy liberator, a 
  character must fulfill all the following criteria 
  Alignment: Chaotic good 
  Base attack bonus: +5. 
  Skills: Diplomacy 5 ranks, Sense motive 5 ranks. 
  Feat: Iron will 
   
  Class Skills:  
  The holy liberator’s class skills (and the key ability for 
  each skill) are Concentration (Con), Craft (Int), 
  Diplomacy (Cha), Handle Animal (cha), Heal (Wis), 
  Intimidate (Cha), Knowledge (religion) (Int), Profession 
  (Wis), Ride (Dex), and Sense Motive (Wis). See Chapter 4 
  of the Player’s Handbook for skill descriptions. 
   
  Skill Points at each level: 2 + Int Modifier. 
   
  Class Features 
  All of the following are class features of the holy liberator 
  prestige class. 
  Weapon and armor proficiency:  Holy liberators are 
  proficient with all simple and martial weapons, with all 
  types of armor, and with shields. 
   
  Spells per day:  A holy liberator has the ability to cast a 
  small number of divine spells. To cast a spell, the holy 
  liberator must have a Wisdom score of at least 10 + the 
  spell’s level, so a holy liberator with a wisdom of 10 or 
  lower cannot cast these spells. Holy liberator bonus spells 
  are based on Wisdom, and saving throws against these 
  spells have a DC of 10 + spell level + the holy liberator’s 
  Wisdom modifier.  When the holy liberator gets 0 spells 
  of a given level, such as 0 1
  st level spells at 1
  st level, he gets 
  only bonus spells.  (A holy liberator without a bonus spell 
  for that level cannot yet cast a spell of that level.) 
  The holy liberator uses the paladin spell list, with a few 
  changes.  The holy liberator’s spell list does not include 
  any spells with the law descriptor.  The following spells 
  are added to the holy liberator’s spell list:  
  1
  st – protection from law; 
  2
  nd – heroism; 
  3
  rd – magic circle against law; 
  4
  th – dispel law, freedom of movement.  
  A holy liberator prepares and casts spells just as a cleric 
  does (though the liberator cannot spontaneously cast 
  cure or inflict spells). 
   
  Aura of good (Ex):  The power of a holy liberator’s aura 
  of good (see the detect good spell) is equal to his class 
  level plus his cleric level, if any. 
   
  Detect evil (Sp):  The holy liberator can use detect evil as 
  a spell-like ability at will. 
   
  Smite evil (Su): Once per day, a holy liberator may 
  attempt to smite evil with one normal melee attack. He 
  adds his Charisma modifier (if positive) to his attack roll 
  and deals 1 extra point of damage per class level.  For 
  example, a 9
  th level holy liberator armed with a longsword 
  would deal 1d8+9 points of damage plus any additional 
  bonuses for high Strength or magical effects that 
  normally apply.  If the holy liberator accidentally smites a 
  creature that is not evil the smite has no effect but it is 
  still used up for that day.  At 5
  th level, the holy liberator 
  may smite evil twice per day and at 10
  th level three times 
  per day. 
   
  Remove fatigue (Su):  A holy liberator of 2
  nd level or 
  higher can eliminate fatigue in any creature he touches.  
  Using this ability is a standard action; the holy liberator 
  may use is a number of times per day equal to 3 + his 
  Charisma modifier. 
   
  Aura of resolve (Ex):  Beginning at 3
  rd level, the holy 
  liberator gains immunity to all charm and compulsion 
  effects.  His mind is his own, and no other creature can 
  control his thoughts or actions.  Each ally within 10 feet 
  of him gains a +4 morale bonus on saving throws against 
  Class 
  level 
  Base 
  attack 
  bonus 
  Fort 
  save 
  Ref 
  save 
  Will 
  save 
  Special 
  1
  st 
  2
  nd 
  3
  rd 
  4
  th 
  1
  st 
  +1 
  +2 
  +0 
  +0 
  Aura of good, detect evil, smite evil 
  1/day 
  0 
  - 
  - 
  - 
  2
  nd 
  +2 
  +3 
  +0 
  +0 
  Remove fatigue 
  1 
  - 
  - 
  - 
  3
  rd 
  +3 
  +3 
  +1 
  +1 
  Aura of resolve 
  1 
  0 
  - 
  - 
  4
  th 
  +4 
  +4 
  +1 
  +1 
  Break enchantment 1/week, divine 
  grace 
  1 
  1 
  - 
  - 
  5
  th 
  +5 
  +4 
  +1 
  +1 
  Smite evil 2/day 
  1 
  1 
  0 
  - 
  6
  th 
  +6 
  +5 
  +2 
  +2 
  Celestial companion 
  1 
  1 
  1 
  - 
  7
  th 
  +7 
  +5 
  +2 
  +2 
  - 
  2 
  1 
  1 
  0 
  8
  th 
  +8 
  +6 
  +2 
  +2 
  Break enchantment 2/week 
  2 
  1 
  1 
  1 
  9
  th 
  +9 
  +6 
  +3 
  +2 
  - 
  2 
  2 
  1 
  1 
  10
  th 
  +10 
  +7 
  +3 
  +3 
  Smite evil 3/day 
  2 
  2 
  2 
  1 
  DYV7-03 Dyvisions 
   
  Page 59 
  
  charm or compulsion effects.  This ability functions 
  while the holy liberator is conscious, but not if he is 
  unconscious or dead. 
   
  Divine grace (Su):  A holy liberator of 4
  th level or higher 
  applies his Charisma modifier (if positive) as a bonus on 
  all saving throws. 
   
  Break Enchantment (Sp):  Beginning at 4
  th level, a holy 
  liberator can use break enchantment once per week.  He 
  can use this ability twice per week at 8
  th level. 
   
  Celestial Companion (Sp):  Upon reaching 6
  th level, a 
  holy liberator gains the service of a celestial companion (a 
  cat, eagle, hawk, warhorse, owl, pony, riding dog, or wolf) 
  to serve him in his struggle against tyranny (see sidebar). 
   The creature has the celestial template (see page 31 of the 
  Monster Manual).  This creature may willingly act as a 
  guardian (such as a hawk), a helper (such as a cat), or a 
  mount (such as a horse).  Once per day, as a full round 
  action, a holy liberator may magically call his companion 
  from the celestial realms in which it resides.  The 
  companion immediately appears adjacent to the holy 
  liberator and remains for 2 hours per holy liberator level; 
  it may be dismissed at any time ass a free action.  The 
  companion is the same creature each time it is 
  summoned, though the holy liberator may release a 
  particular companion from service (if it has grown too 
  old to join her struggle, for instance).  Each time the 
  companion is called, it appears in full health, regardless 
  of any damage it may have taken previously.  The 
  companion also appears wearing or carrying any gear it 
  had when it was last dismissed (including barding, 
  saddle, and the like for mounts).  Calling the companion 
  is a conjuration (calling) effect.  Should the holy 
  liberator’s companion die, it immediately disappears, 
  leaving behind any equipment it was carrying.  The 
  liberator may not call another companion for thirty days 
  or until he gains a liberator level, whichever comes first, 
  even if the companion is somehow returned from the 
  dead.  During this thirty day period, the liberator takes a 
  –1 penalty on attack and weapon damage rolls.  Treat the 
  companion as a special mount for the purpose of spells 
  that specifically affect a paladin’s special mount (such as 
  heal mount). 
   
  Code of conduct:  Holy liberators must be of chaotic 
  good alignment and lose all special class abilities if they 
  ever willingly commit an act of evil.  True to their 
  alignment, holy liberators have no more formalized code 
  of conduct than that.  
   
  CHAOS GNOME RACIAL TRAITS 
  • 
  +2 Dexterity, +2 Constitution, +2 Charisma, -2 
  Strength: Chaos Gnomes are agile and share the 
  typical 
  gnome 
  toughness. 
  Many 
  find 
  their 
  spontaneity compelling, but they are Small and 
  therefore not as strong as other humanoids. 
  • 
  Small: As a small creature, a chaos gnome gains a +1 
  size bonus to Armor Class, a +1 size bonus on attack 
  rolls, and a +4 size bonus on Hide checks, but she 
  uses smaller weapons than humans use, and her 
  lifting and carrying limits are three-quarters of those 
  of a Medium character. 
  • 
  Chaos gnome base land speed is 20 feet. 
  • 
  Low-Light Vision: A chaos gnome can see twice as 
  far as a human in starlight, moonlight, torchlight, 
  and similar conditions of poor illumination. She 
  retains the ability to distinguish color and detail 
  under these conditions. 
  • 
  Weapon Familiarity: Chaos gnomes treat gnome 
  hooked hammers as martial weapons rather than 
  exotic weapons. 
  • 
  Spell Power: A chaos gnome’s effective caster level 
  when casting spells with the chaos descriptor 
  increases by 1. This increase applies when 
  determining level-dependent spell variables and on 
  caster level checks, and it stacks with other spell 
  power abilities, such as from the hierophant prestige 
  class. 
  • 
  +4 dodge bonus to Armor Class against monsters of 
  the giant type: This bonus represents special training 
  that chaos gnomes undergo, during which they learn 
  tricks that previous generations developed in their 
  battles with giants. Any time a creature loses its 
  Dexterity bonus to Armor Class, it loses its dodge 
  bonus, too. 
  • 
  +2 racial bonus on Listen checks: Chaos gnomes 
  have keen ears. 
  • 
  Luck of Chaos (Ex): Once per day, a chaos gnome 
  can re-roll one roll that she has just made before the 
  Dungeon Master declares whether the roll results in 
  success or failure. The character must take the result 
  of the re-roll, even if it’s worse than the original roll. 
  • 
  Immunity to confusion effects. 
  • 
  Automatic Languages: Common and Gnome. Bonus 
  Languages, any. 
  • 
  Spell-Like Abilities: 1/day – entropic shield. A chaos 
  gnome with a Charisma score of at least 10 has the 
  following spell-like abilities: 1/day – daze, flare, 
  prestidigitation. Caster level 1
  st; save DC 10 + chaos 
  gnome’s Cha modifier + spell level. 
  • 
  Favored Class: Sorcerer. A multi-class chaos gnome’s 
  sorcerer class does not count when determining 
  whether she takes an experience point penalty for 
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  multi-classing. Many chaos gnomes are multi-class 
  sorcerer/clerics with the Luck domain. 
  • 
  Level adjustment +1. 
   
  Blood Seeking  
  Complete Warrior 
   
  Weapons with the blood seeking ability often have 
  strange looking sights on them.  Ammunition fired from 
  blood seeking weapons flies around cover if necessary to 
  strike a living creature, negating any bonus to Armor 
  Class the target might have due to intervening cover.  
  The shooter can even fire at a target with full cover, but 
  she must know the target is there, there must be an 
  unobstructed path for the ammunition to reach the target 
  and the target still has total concealment (and thus a 50% 
  miss chance).  The blood seeking ability doesn’t function 
  against plants, oozes, undead, and constructs. 
  Moderate divination; CL 9
  th; Craft Magic Arms and 
  Armor; Arcane Eye; Price +1 bonus 
   
  Disarming  
  Complete Warrior 
   
  This weapon ability functions differently depending 
  on whether it’s applied to a melee weapon or a ranged 
  weapon.  If applied to a melee weapon, the disarming 
  ability eliminates the opponent’s bonuses for both 
  weapon size and two-handed weapons.  If applied to a 
  ranged weapon, the disarming ability makes possible a 
  disarm attack; you can shoot a weapon out of someone’s 
  hand.  The relative weapon sizes don’t matter for a ranged 
  disarm attempt, but the defender gains a +4 bonus for 
  wielding a weapon in two hands. 
  Moderate transmutation; CL 11
  th; Craft Magic Arms and 
  Armor; telekinesis; Price +2 bonus 
   
  Exit Wound 
   
  Weapons with the exit wound ability propel their 
  ammunition entirely through living targets they hit.  
  This effect deals and extra 1d6 points of damage.  The 
  weapon or projectile continues in a straight line beyond 
  the original target.  Targets in that path are attacked using 
  the same attack roll as the original target; these additional 
  targets gain a +4 bonus to AC for each previous target in 
  the path.  When an exit wound weapon or projectile hits 
  an object, it stops.  The exit wound ability can be applied 
  to any ranged weapon; projectile weapons so enhanced 
  bestow the ability on their ammunition. 
   
  Moderate transmutation; CL 8
  th; Craft Magic Arms 
  and Armor, Melf’s Acid Arrow; Price +2 bonus. 
   
  Danger Sense  
  Complete Adventurer 
  You are one twitchy individual. 
   
  Prerequisite: Improved Initiative 
   
  Benefit: Once per day, you can re-roll an initiative 
  check you have just made. You use the better of your two 
  rolls. You must decide to re-roll before the round starts. 
   
  Divine Might [Divine]  
  Complete Warrior 
  You can channel energy to increase the damage you deal 
  in combat. 
   
  Prerequisite: Str 13, turn or rebuke undead ability, 
  Power Attack. 
   
  Benefit:  As a free action, spend one of your turn or 
  rebuke undead attempts to add you Charisma bonus to 
  your weapon damage for 1 full round. 
   
  Domain Spontaneity [Divine]  
  Complete Divine 
  You are so familiar with one of your domains that you can 
  convert other prepared spell into spells from that 
  domain. 
   
  Prerequisite: Ability to turn or rebuke undead. 
   
  Benefit:  Each time you take this feat, choose a 
  domain that you have access to.  You may now convert 
  prepared divine spells into any spell from that domain. 
  You expend a spell of equal or higher level, as well as 
  expending one of your daily turn undead attempts.  This 
  works just as good clerics spontaneously cast prepared 
  spells as cure spells. 
   
  Special:  You can take this feat multiple times.  Each 
  time you take the feat, it applies to a new domain. 
   
  Energy Substitution [Metamagic]  
  Complete Arcane 
  You can modify an energy-based spell to use another type 
  of energy instead. 
   
  Prerequisites: Knowledge (arcana) 5 ranks, any 
  metamagic feat. 
   
  Benefit: Choose one type of energy (acid, cold, 
  electricity, or fire). You can then modify any spell with an 
  energy descriptor to use the chosen type of energy 
  instead. An energy substituted spell uses a spell slot of 
  the spell’s normal level. The spell’s descriptor changes to 
  the new energy type – for example, a fireball composed of 
  cold energy is an evocation [cold] spell. 
   
  Special: You can gain this feat multiple times, 
  choosing a different type of energy each time. 
   
  Practiced Spellcaster  
  Complete Arcane 
  Choose a spellcasting class that you possess. Your spells 
  cast from that class are more powerful. 
   
  Prerequisite: Spellcraft 4 ranks. 
   
  Benefit: 
  Your 
  caster 
  level 
  for 
  the 
  chosen 
  spe3llcasting class increases by 4. This benefit can’t 
  DYV7-03 Dyvisions 
   
  Page 61 
  
  increase your caster level to higher than your hit dice. 
  However, even if you can’t benefit from the full bonus 
  immediately, if you later gain Hit Dice in levels of non-
  spellcasting classes, you might be able to apply the rest of 
  the bonus. 
   
  For example, a human 5
  th level sorcerer/3
  rd level 
  fighter who selects this feat would increase his sorcerer 
  caster level from 5
  th to 8
  th (since he has 8 hit dice). If he 
  later gained a fighter level, he would gain the remainder 
  of the bonus and his sorcerer caster level would become 
  9
  th (since he now has 9 Hit Dice). 
   
  A character with two or more spellcasting classes 
  (such as a bard/sorcerer or a ranger/druid) must choose 
  which class gains the feat’s effect. 
   
  This feat does not affect your spells per day or spells 
  known. It increases your caster level only, which would 
  help you penetrate spell resistance and increase the 
  duration and other effects of your spells. 
   
  Special: You may select this feat multiple times. 
  Each time you choose it, you must apply it to a different 
  spellcasting class. For instance, a 4
  th level cleric/5
  th level 
  wizard who had selected this feat twice would cast cleric 
  spells as an 8
  th level caster and wizard spells as a 9
  th level 
  caster. 
   
  ITEMS 
  Composite Greatbow  
  Complete Warrior 
  Greatbow, Composite: You need at least two hands to use 
  a bow, regardless of its size.  A composite greatbow is too 
  unwieldy to use while mounted.  A composite greatbow 
  sized fro a Medium character is 6 feet or more in length 
  when strung.  Composite greatbows follow all of the 
  normal rules for composite bows, including strength 
  ratings.  Each point of Strength bonus granted by the 
  bow adds 200 gp to the cost. 
   
   
  SPELLS 
  Orb of Fire 
  Complete Arcane 
  Conjuration (creation) [Fire] 
  Level: Sorcerer/Wizard 4, Warmage 4 
  Components: V, S 
  Casting time: 1 standard action 
  Range: (Close) 25 ft. + 5 ft./2 levels) 
  Effect: One orb of fire 
  Duration: Instantaneous 
  Saving throw: Fortitude partial 
  Spell Resistance: No 
  An orb of fire about 3 inches across shoots from your 
  palm at its target, dealing 1d6 points of fire damage per 
  caster level (maximum 15d6). You must succeed on a 
  ranged touch attack to hit your target. 
  A creature struck by the orb takes damage and is dazed 
  for 1 round. A successful Fortitude save negates the dazed 
  effect but does not reduce the damage. 
   
  Orb of Fire, Lesser  
  Complete Arcane 
  Conjuration (Creation) [Fire] 
  Level: Sorcerer/Wizard 1, Warmage 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of fire 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  An orb of fire about 2 inches across shoots from your 
  palm at its target, dealing 1d8 points of fire damage. You 
  must succeed on a ranged touch attack to hit your target. 
  For every 2 caster levels beyond 1
  st, your orb deals and 
  additional 1d8 points of damage: 2d8 at 3
  rd level, 3d8 at 5
  th 
  level, 4d8 at 7
  th level, and the maximum of 5d8 at 9
  th level 
  or higher. 
  Exotic Weapon 
  Cost 
  Dmg (S) 
  Dmg (M) 
  Critical 
  Range Increment 
  Weight 
  Type 
  Ranged Weapons 
  Greatbow, 
  composite 
  200 gp 
  1d8 
  1d10 
  X3 
  130 ft. 
  6 lb. 
  Piercing 
  DYV7-03 Dyvisions 
   
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  APPENDIX 3: KREMBO SCHIFT 
  Krembo Schift was born to a land-owning Suel family 
  in the Shield Lands in 553 CY.  The Schift family lands 
  lay on the banks of the Ritensa River three days ride 
  north of Critwall.  
   
  Krembo’s childhood was peaceful, but filled with hard 
  work.  From his father, Krembo learned to organize the 
  sharecroppers and farmers into a productive commune. 
   The elder Schift ruled his lands with an iron hand, 
  meting out harsh punishments to anyone found 
  lacking in their duties or giving the family less than 
  expected.  Krembo saw the results of his father’s hard 
  ways and took to heart the idea that only through 
  strength could success be achieved.   
   
  In 575 CY, Krembo married and took homestead of his 
  own land.  The young farmer was stern but fair, and 
  was a good husband and landowner.  One year later, a 
  daughter was born to the young couple.  M’ranna was a 
  lovely child and Krembo doted on her.  When she 
  learned to walk, the young man would take her on his 
  rides to oversee the family’s workers.  Everyone 
  whispered that the sweet young girl had melted the 
  master’s iron heart, for he was seen to be smiling and 
  laughing when M’ranna would share his saddle. 
   
  As M’ranna grew, Krembo continued to soften.  By the 
  harvest of 580CY, the Schift family was a model of 
  domestic tranquility.  Krembo looked back on the hard 
  man he had been and was amazed to see that his lands 
  still prospered despite his softer hand.  He mounted 
  his horse and rode out to inspect the progress on the 
  harvest.  He stood on a hill overlooking his farm, 
  quietly contemplating the changes M’ranna’s birth had 
  brought to his life, when a column of dust, signaling 
  the approach of riders from the north, caught his eye.  
  Krembo shouted an alarm to his workers and rode off 
  to see who the riders were.  
   
  As he topped a high ridge to the north of his farm, 
  Krembo spotted a horde of riders moving swiftly down 
  the east bank of the Ritensa.  Though still distant, 
  Krembo could tell the riders were wearing armor and 
  brandishing weapons.  At their current pace he knew 
  they would reach his farm within minutes.  Urging his 
  already lathered mount into a hard run, the young man 
  rushed for his home.  As he rode hard through the 
  fields he called to his workers to grab what they could 
  carry and hide in the nearby hills.  They scurried to 
  their hovels as Krembo rode up to the steps of his fine 
  home.  Calling out for his wife to bring M’ranna and 
  his sword, Krembo turned at the sound of a scream of 
  terror from behind him.  
   
  Coming over the rise at the edge of his fields was the 
  fast-moving horde. They bore down on the farm like 
  locusts, trampling crops and workers alike.  The 
  peasants scattered as the mounted bandits attacked.  
  Krembo, crying desperately for his wife, dismounted.  
  As she ran out the door carrying M’ranna she handed 
  Krembo his sword.  Krembo ordered her to take 
  M’ranna on his horse and ride south.  Knowing the 
  look in his eye, she did not argue and immediately 
  mounted the tired horse.  With M’ranna on the saddle 
  in front of her, calling out for her father, Krembo 
  watched through tears as his wife whipped the horse 
  and rode away. 
   
  Krembo tried to fight, and managed to kill a few of the 
  bandits.  But a glancing blow to his temple sent him to 
  the dust in darkness.   
   
  Not knowing how long he had been out, Krembo 
  awoke to a throbbing pain and the smell of smoke.  
  Through blurred vision the young man saw the 
  devastation left by the bandits.  His house was 
  ransacked, animals and peasants lay slaughtered by the 
  dozens, and the night sky was alight with the glow of 
  his smoldering crops.  As he tried to rise, and hand on 
  his shoulder forced him back to the ground.  A gravelly 
  voice told him to stay down until his head cleared.  
   
  Krembo turned to gaze up at a dark man wearing fine 
  red armor and holding a shield. Upon the shield was 
  the emblem of a mailed fist holding arrows.  The man 
  said his name was Drakkor and that his god had sent 
  him to save Krembo.  He gestured to a pile of bodies.  
  Krembo saw they were bandits, perhaps a dozen or 
  more, and all had been killed savagely with a blunt 
  weapon.  It was then he noticed the black iron 
  morningstar hanging from Drakkor’s belt, still 
  dripping blood.   
   
  Drakkor explained that the main bulk of the bandit 
  horde had moved on, leaving these to make sure that 
  nothing of value had been missed in their haste.  
  Drakkor had killed them and then called upon his god 
  to heal the dire wound to Krembo’s head.   
   
  Krembo asked about his family.  Drakkor said he had 
  seen a horse carrying a woman and a child falter and be 
  overtaken by pursuing bandits.  Drakkor, on foot, 
  could not reach them in time to help, and the riders 
  DYV7-03 Dyvisions 
   
  Page 63 
  
  had been killed.  Krembo asked if they had died 
  quickly and Drakkor was tight-lipped.  Krembo began 
  to weep, and Drakkor kicked him.  He told the young 
  man that no chosen of Hextor would weep.  He 
  explained that only by tracking and killing those who 
  had wronged him could his soul be healed.   
   
  Krembo, listening to Drakkor’s words, thought back on 
  recent years.  He realized that only after he had begun 
  to soften had this tragedy been allowed to happen.  He 
  asked Drakkor to take him to the place where his 
  family lay, and the priest did so.  The bodies were 
  wrapped and given burial on the hill where Krembo 
  had often sat with M’ranna watching the workers.  
  After the burial, Krembo followed Drakkor into the 
  hills and began his training.  He learned the ways of 
  war and the teachings of Hextor.  After a few years, 
  Drakkor told Krembo that he was ready.  He sent the 
  man out into the world to act as a fist on behalf of 
  Hextor.  Where strength was needed, Krembo would 
  provide it.  Where the weak needed to be controlled, 
  where order needed to be established, the Fist would 
  be there.  And Krembo’s own personal mission, to 
  stamp out the cowardly and chaotic acts of banditry, 
  eventually led him to the lands of Dyvers.   
   
  In 589 CY Krembo journeyed across the Velverdyva 
  River to the town of Caltaran.  He met with Lord 
  Mayor Grandhearth regarding reports of a well-
  organized band of outlaws, which had been raiding the 
  Low Road south of Caltaran.  Grandhearth confirmed 
  the reports and told Krembo that he was offering a 
  substantial reward for the capture of the bandits.  
  Krembo rode south, questioned merchants, travelers, 
  and farmers, and soon discovered the lair of the 
  outlaws.  After watching the bandits’ movements for a 
  few days, Krembo caught the band sleeping in camp 
  and killed them all except for the leader.  Krembo took 
  lengths of rope and tied the corpses together behind 
  his horse.  Then Krembo tied the bandit leader to the 
  end of the train and drug them all back to Caltaran.  
  There, the bandit leader was tried and hung.   
   
  Lord Grandhearth was impressed and eagerly offered 
  Krembo his reward.  The Fist declined the reward, and 
  proposed instead that Caltaran use the money to 
  sponsor a band of warriors to help control the bandit 
  problems in the region.  Grandhearth was keen on the 
  idea, and Krembo Schift was named Sheriff and given a 
  budget to hire and deputize those he saw as worthy of 
  the job.  The newly appointed Sheriff had a plan, and 
  he quickly put out a call for brave men skilled with 
  stealth and the mighty composite longbow.  In 
  Readying of 590 CY, the Red Arrows took to the roads 
  and the name of Sheriff Schift was soon whispered on 
  the lips of bandits everywhere along the Low Road. 
   
  Sheriff Schift has been a man that is both respected 
  and reviled for his tactics.  Particularly his faith in the 
  god Hextor has made him at odds with the hierarchy 
  that has controlled the Westlands with their strong 
  Heironean doctrines.  In fact, Krembo was brought 
  forth in chains by members of the Knight s of the Hart 
  during the One Day War in CY 595 by order of none 
  other than Ethane Leardyn, a strong Heironean, and 
  supporter of the Knights of the Hart.  Krembo greatly 
  enjoys his new location in Westguard, and chuckles to 
  himself when he considers that Ethane has been 
  executed for his crimes against Dyvers, and now, he, 
  Krembo Schift, is left in charge of his beloved 
  stronghold.  Krembo has even moved his base of 
  operations to an old safe house for an now outlawed 
  mercenary group, of which Ethane, and the former 
  Westguard elite supported so strongly.  Krembo like 
  Dyvers, for love does not exist within the man’s heart, 
  ad he respects the character of adventurer’s who had 
  the courage to do what was right in recommending the 
  execution of the traitor Ethane Leardyn, and stripping 
  his Heironean old man of all patents of nobility.  Yes, 
  Krembo likes Dyvers adventurers 
     
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  APPENDIX 4: WALGRIM EMIRIAN 
  House Emirian (Reprinted from Slavers! TSR11621 
  pg. 14) 
   
  Walgrim Emirian is the eldest son of a long line of 
  warrior nobles.  After adventuring for several years and 
  fighting in military campaigns against Iuz and the 
  Great Kingdom, he retired with an injury to his sword 
  arm inflicted by a strange sort of undead.  Priests have 
  had a hard time repairing the damage, and he has not 
  fully recovered the use of his arm despite spending 
  most of his personal and family fortune on various 
  magical treatments. Recent rumors have him courting 
  the wealthier females of the Gentry and merchant class 
  in order to restore his family’s wealth (his noble 
  lineage is a good prize for most potential matches) 
   
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  APPENDIX 5: WESTGUARD 
  estguard is the westernmost settlement on the 
  border of Dyvers.    Located near the Velverdyva and 
  upon the River Road, Westguard keep overlooks the 
  Kingdom of Furyondy to the north, the Gnarley Forest to 
  the southwest, and High town and Low town to west and 
  east.  
  History: 
  Elves have considered the Westguard site mystical from a 
  time predating the Keep and human settlement.  They 
  would often stop there on trips between the then elvish 
  city of Verbobonc, and the now lost elvish city of 
  Lochdrathnaii.  The keep itself originated as a simple hill 
  fort built in 65 CY by Legate Ashrand of the Aerdi 
  province of Ferrond, from his seat in Dyvers.   It served to 
  keep watch for humanoid incursions from the Gnarley 
  Forest.  In 100 CY, when Velerked Desier was crowned 
  Viceroy of Ferrond, Overking Manshen Rax began 
  withdrawing Imperial troops from small outposts like the 
  fort.  The last soldiers left the fort in 114 CY, and none 
  returned until 134 CY when the Lord Rovland 
  Grandhearth moved into the Westlands area.  Rovland 
  drove out bandit barbarians that had taken up residence 
  in the fort, and refurbished it to serve as an outpost.  The 
  settlement grew as a caravan stopover and the site of a 
  seasonal 
  tribal 
  moot 
  where 
  Ferrond 
  merchants 
  exchanged their civilized goods for the furs and raw 
  materials of local barbarians. Westguard Keep was built 
  and garrisoned upon the hill fort site in 260 CY by order 
  of Thrommel I, King of Furyondy.  In 304 CY the trade 
  war with Veluna broke out, and the Keep forces were 
  bolstered to collect outrageous tariffs from all trade on 
  the River Road.  The Keep forces were ordered to turn a 
  blind-eye towards “wandering” bandits who attacked 
  those who refused or were unable to pay the tariffs.  In 
  345 CY, the noble Knights of the Hart returned from 
  battling the Relentless Horde in northern Furyondy.  
  King Avras I of Furyondy recognized the growing threat 
  of Keoland’s designs on Veluna and possibly Furyondy.  
  He appointed the Knights to restore and strengthen 
  Westguard Keep.  The keep was heavily garrisoned just in 
  time for Keoland to annex Veluna in 350 CY.  King Avras 
  I protested the move, but sent no aid to Veluna.  Ninety 
  years later, when Keoland finally made moves towards 
  Furyondy, large forces passed through Westguard Keep 
  for the Small War (also called Short War) in 438 CY.  
  Keoland was driven from Veluna within months and the 
  Knights drove on to Bissel and Gran March.  Furyondy 
  annexed those countries with ease.  Trade along the River 
  Road expanded, and so did Westguard Keep and its 
  caravan stop.  In 477 CY, Margrave Rollo of Bissel saved 
  King Hugh III of Furyondy from a jebli horde, and Bissel 
  was returned its sovereignty out of gratitude.  In 480 CY, 
  the new menace of Iuz began threatening Furyondy’s 
  northern counties and the Knights of the Hart expanded 
  its membership during the battles.  In 488 CY, Westguard 
  Keep underwent a period of restoration that lasted for the 
  next 10 years.  The bas-relief stonework depicting 
  Heironeon moral lessons and achievements of the day 
  still adorn much of the keep proper.  The revival heralded 
  the era of courtly virtues, a time for Westguard in which 
  many heroes of renown governed in succession as Knight 
  Commanders. 
   
  The 
  noble 
  Knights 
  championed 
  Westguard against threats of invasion, pirates and the 
  beasts of the Gnarley wood.  The most notable of these 
  was Eriador Grandhearth.  After earning his rank battling 
  Iuz in northern Furyondy, he was appointed Knight-
  Commander of Westguard in 506 CY.  Over the next few 
  years, Eriador aided Celene against the humanoids in the 
  most bitter battles of the Hateful Wars.  His virtue in 
  these combats forged the link between Westguard and 
  Celene.  The Hateful Wars ended in 510 CY. Eriador 
  married Ayhntressa, a minor elven noble of the Celenian 
  court, in 530 CY.  Ayhntressa died giving birth to 
  daughter Cassia in 534 CY. The death of Eriador’s first 
  wife prompted his self-imposed exile into the fading 
  lands of the Fey Court, where his exploits earned him the 
  fabled cloak of Eriador, a gift of the Fey King.  Eriador 
  emerged from his self-imposed exile to counter the 
  growing threat of Elemental Evil and the machinations of 
  the pretender Maldreth, steward to the Knight-
  Commandership of Westguard in Eriador’s absence. 
  Eriador’s leadership turned the battle of the Host of Arnt 
  in favor of the forces of Verbobonc, aiding in the route of 
  the evil hordes at Emridy Meadow in 569 CY.  Eriador 
  disappeared shortly thereafter.  Rumors of his death by 
  minions of Vampire Lord Gulthias persist, though 
  without evidence.  His marriage to his second wife 
  during his time in exile bore him a son, Enruhl, who was 
  fostered by the Grandhearth’s of Caltaran.  Enruhl 
  became a childhood friend of Klabert Grandhearth, 
  maintaining his close relationship long after his 
  departure from Caltaran and his inheritance of Eriador’s 
  lands at Leardyn Manor.  
  With the secession of the Free and Independent City of 
  Dyvers in 526, the Knights of the Hart pledged the 
  loyalty of the order to Dyvers.  The Heironeons were 
  allowed to retain Westguard as a protectorship, with each 
  successive Heironeon Knight-Commander swearing 
  fealty to Dyvers.  In 582 CY, the Greyhawk Wars began, 
  and most of the Knights left Westguard for the frontlines 
  against Iuz.  In 584 CY, at the end of the Greyhawk Wars, 
  the growing tension with the Furyondian Knights of the 
  Hart and the Dyvers populace ignited with the 
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  suggestion by certain Knights that the city of Dyvers be 
  annexed to the greater glory of King Belvor IV of 
  Furyondy.  When Magister Margus passed by the issue 
  without comment, the outcry from the city was of such 
  intensity that Margus was ousted in favor of the young 
  Army officer, Larissa Hunter.  The newly appointed 
  Dyvers Magister, fearing rebellion, removed the 
  protectorship of Westguard from the Knights of the 
  Hart, stationing in its place the Dyvers free Army.  In a 
  face saving gesture, Larissa retained Sir Robil Kelso, 
  Knight of the Hart and relation of the Grandhearths by 
  marriage to Enruhl’s sister, as Knight Commander of the 
  garrison.  A Heironeon Paladin, Robil served Larissa 
  Hunter with irreproachable loyalty until his death in CY 
  595, when he was destroyed in conjuntion with a relic 
  from a mercenary band associated with the Horned 
  Society.  After his death, Enruhl Leardyn invited the 
  Knights of the Hart for Furyondy into the keep to restore 
  the order, which in turn the stage for the events that led 
  to the One Day War, and the eventual execution of 
  Enruhl Leardyn’s son, Ethane, and the lost of his patenets 
  of nobility.  Following Lord Leardyn’s fall from grace, 
  Klabert Lord grandhearth, Enruhl’s cousin by marriage, 
  took over control of the fief, and has run it ever since.  
  The ever-increasing heavy-handedness of the Sheriff 
  Krembo Schift has caused some concern, and the 
  banditry along the Low Road, which has always been a 
  problem, has only increased of late.  Rumors of a possible 
  replacement for Klabert Lord Grandhearth in the 
  Westlands have begun to surface, which can further de-
  stabilize the region.    
   
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  APPENDIX 6: THE LAWS OF DYVERS 
   
  Below is a list of laws and punishments a DM is most likely to deal with during a regional adventure. All GP fines are 
  assessed as a “tax” and must be paid directly to the arresting constable at the time of apprehension. These laws are 
  applied differently for Alliance members. The standard Dyvers law is listed first with the Alliance version following in 
  italics. This change applies to all Alliance guilds unless specifically noted in the law’s text. 
   
  Assault: The fine is 5 gp. Also, if weapons were used, 
  the weapons are confiscated. The fine is 4 gp for 
  Initiates, 2 gp for Journeymen, and 1 gp for Masters. 
  Weapons are not confiscated if used. 
   
  Breaking and Entering: The fine is 250 gp and 2 TUs 
  in jail. If the member is part of the Enforcers Guild, 
  Footpads Guild, or Infiltrators Guild, the fine is 100 gp 
  and 1 TU in jail for Initiates, 50 gp for Journeymen, 
  and 25 gp for Masters. There is no jail time for the top 
  two tiers. 
   
  Casting Without a Guild License: The fine is 100 gp. 
  If the spell caused damage, this fine is added to that of 
  other laws broken. The fine is 50 gp for Initiates, 25 gp 
  for Journeymen, and 10 gp for Masters. 
   
  Destruction of a Gelatinous Cube: The fine is 100 gp 
  and 2 TUs public service finding a new cube. The fine 
  is 1000 gp for Initiates, 2000 gp for Journeymen, and 
  4000 gp for Masters, but there is no public service 
  required. Alliance members should understand the 
  importance of the cubes and the service they provide 
  by constantly cleaning the sewers. 
   
  Destruction of Private Property: The fine is 150% of 
  the cost of the property. Optionally, the PC may spend 
  1 TU in jail per 50 gp of the fine. If the member is part 
  of the Cutpurses Guild, Enforcers Guild, Footpads 
  Guild, or Smugglers Guild, the fine is 100% of the cost 
  of the property for Initiates, 50% of the cost of the 
  property for Journeymen, and 25% of the cost of the 
  property for Masters. Optionally, the PC may spend 1 
  TU in jail per 100 gp of the fine. 
   
  Destruction of Public Property: The fine is 200% of 
  the cost of the property. Optionally, the PC may spend 
  1 TU in jail per 50 gp of the fine. The fine is 150% of 
  the cost of the property for Initiates, 75% of the cost of 
  the property for Journeymen, and 35% of the cost of 
  the property for Masters. Optionally, the PC may 
  spend 1 TU in jail per 100 gp of the fine. 
   
  Drawing Weapons: The fine is 2 gp, plus 1 TU doing 
  civic duties, which can be completed at the end of the 
  adventure. If you can prove that it was self-defense, the 
  fine is 1 gp. The fine is 4 gp but no time in jail for 
  Initiates, 2 gp for Journeymen, and 1 gp for Masters. 
   
  Endangering Innocents: The fine is 4 gp per innocent 
  endangered. The fine is 4 gp (total, not per innocent 
  endangered) for Initiates, 2 gp for Journeymen, and 1 
  gp for Masters. Weapons are not confiscated if used. 
   
  Manslaughter (Accidental Death): Adjudicated by the 
  Triad acting as an in-character “court.” Outcomes could 
  lead to as many as 208 TUs in prison. Adjudicated by 
  the Triad acting as an in-character “court.” Outcomes 
  could lead to as many as 104 TUs in prison for Initiates, 
  52 TUs in prison for Journeymen, and 26 TUs in prison 
  for Masters. 
   
  Murder (Intentional Death): This is an evil act. The 
  character should be turned over to the Triad for 
  removal from the campaign. This is an evil act, even for 
  Alliance members. The character should be turned 
  over to the Triad for removal from the campaign. The 
  only difference is that the character won’t be executed. 
  It may show up later in a module as an evil member of 
  the Alliance. 
   
  Performing in a Tavern Without a Guild License: 
  The fine is 100 gp. If the member is part of the Bardic 
  Hegemony, he is lawfully permitted to perform in 
  Dyversian taverns. 
   
  Poaching: The fine is 100 gp and 1 TU in jail. If the 
  member is part of the Fences Guild or Smugglers 
  Guild, the fine is 100 gp (but no TUs in jail) for 
  Initiates, 50 gp for Journeymen, and 25 gp for Masters. 
   
  Theft-Petty (Up to 100 gp of value): The fine is 200% of 
  the total value, as well as 1 TU doing civic duties. The 
  fine is 10% of the total value stolen for Initiates, 5% of 
  the total value stolen for Journeymen, and 1 gp for 
  Masters. 
   
  Theft-Grand (Over 100 gp of value): The fine is 200% 
  of the total value, as well as 1 TU in jail per 100 gp of 
  the total value. The fine is 20% of the total value stolen 
  for Initiates, 10% of the total value stolen for 
  Journeymen, and 5% for Masters, but no time in jail. 
   
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  Unlawful Imprisonment: The fine is 300 gp and 2 
  TUs in jail. If the member is part of the Enforcers 
  Guild, Footpads Guild, or Infiltrators Guild, the fine is 
  300 gp for Initiates, 150 gp for Journeymen, and 75 gp 
  for Masters, but no time in jail. 
   
  PLAYER HANDOUT #1 
   
  Greetings Esteemed Dyvers Adventurers, 
   
  A situation has been unfolding in the Westlands that is of great 
  importance.  My sources inform me that you may very well have the 
  skills necessary to bring events to beneficial conclusion.  Certainly, 
  the services of adventurer’s such as yourself are in high demand, 
  and I willing to offer a compensation package that I am certain you 
  will find agreeable. 
   
  Please meet in three days time at the Sheriff’s office outside the 
  Westguard Keep in the Westlands. 
   
  Best Regards, 
  Krembo Schift 
  Sheriff of Caltaran and the Westlands 
   
  PLAYER HANDOUT #2 
   
  Greetings friend, 
   
  Krembo Schift, the Sheriff of Caltaran, has a job for you.  I need for 
  you to take the job he offers, and see that he is successful, although 
  not in the manner he would choose.  A Baklun man will approach you 
  in the coming days with another way.  He is to be trusted as he is my 
  man, and has the interests of Dyvers in his heart.  Destroy this note 
  after you read it as it is not yet time for me to show my hand in this. 
   
  Lord Trass Dagby  
   
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  PLAYER HANDOUT #3 
   
   
   
   
   
   
   
   
   
   
   
   
  <This page is intentionally left blank> 
   
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  PLAYER HANDOUT #4 
  Independent Representative Agreement 
   
  This agreement is made on the 28th Day of Flocktime CY 597 
  between Krembo Schift, "Representative of House Grandhearth” 
  heretofore referred to as “Gentry House”, and a group of adventurers, 
  who affixing their mark upon this contract confirm that they are duly 
  licensed adventurer’s within the Free City of Dyvers, are in good 
  standing with the Dyvers Adventurer’s Guild, and shall heretofore be 
  referred to as “Adventurers”. 
   
  This written agreement supersedes any previous written or oral 
  agreements that may have been made.  
   
  The parties agree as follows: 
   
  The Gentry House wishes to procure the services of the Adventurers listed as 
  independent agents, and not an employee of the Gentry House, to perform the following 
  services: 
   
  Services:  
  The adventurers shall locate and pacify the bandit group commonly known as the Low 
  Road Bandits, heretofore referred to as “Bandits”.  Upon their detection, adventurers are 
  to notify by the means provided by the Gentry House the duly appointed law enforcement 
  authority for the Westlands fief.     
   
  Expenses:  
  The Gentry House will pay one-half all monetary fees associated with obtaining the 
  appropriate guild licensing requirements.  The Adventurers shall be responsible for 
  paying all other expenses, including travel, and entertainment. The Gentry House from 
  time to time will support the adventurers and shall be responsible for the Gentry House’s 
  own expenses. The Adventurers shall be responsible for all income and business taxes 
  due government agencies that may be applicable.  
   
  Compensation:  
  The Adventurers shall be paid a total fee of _(50 gp per APL)_____ for services rendered 
  in the manner stated below.  
   
  50% of said fee in advance,  
   
  The remaining 50% of the fee upon successful 
  completion of the services 
   
  Representations:  
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  The Adventurers will not make any representations, warranties or commitments binding 
  the Gentry House without prior written consent. 
   
  Disclosure:  
  Adventurers agree that they will not disclose or publish, or authorize anyone to disclose 
  or publish, any of the information disclosed by the Gentry House representative or 
  obtained while providing the services detailed in this agreement.  Should this contract be 
  completed or otherwise terminated, Adventurers will deliver promptly to Gentry House all 
  notes, books, records, correspondence, drawings, samples or other documents or 
  products in their possession or under their control relating to the services rendered. 
   
  Entire Agreement:  
  This agreement constitutes the entire agreement between the parties, and can only be 
  amended or changed in writing signed by all of the parties hereto to be binding. 
   
  10.  Governing Laws:  
  This agreement is entered into in the Free and Independent City of Dyvers, and the 
  parties agree that the laws of the Free and Independent City of Dyvers, shall govern this 
  agreement, and that any action or other proceedings brought to enforce this agreement 
  shall be brought in the City of Dyvers. 
   
  11.  Binding Agreement:  
  This agreement shall be binding upon the heirs, successors, legal representatives, or 
  assigns of the parties hereto. 
   
  12.  Termination:  
  This agreement shall continue until the services are completed or until terminated by 
  either party upon written notice. 
   
  Accepted And Agreed To: 
  INDEPENDENT ADVENTURERS 
  Names: 
   
   
    
  Signatures: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  (Representative of House Grandhearth)  
  DYV7-03 Dyvisions 
   
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  PLAYER HANDOUT #4 
   
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  DM MAP #2 
   
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  DM MAP #3 
   
   
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  DM MAP #4 
   
  DYV7-03 Dyvisions 
   
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  CRITICAL EVENTS SUMMARY 
   
  • 
  Were the Low Road Bandits defeated? 
  YES 
  NO 
   
  • 
  Instead of being defeated, did the Low Bandits move to Liberty? 
  YES 
  NO 
   
  • 
  If any player had the Tear of Molaho Khem, or the Tear of the  
  Blood Moon, did they seel it to the Emissary of Molaho Khem? 
  YES  
  NO 
   
  N/A 
   
  • 
  Did any PC make amends with House Hoffer and retrieve his son from the Nyr Dyv? 
   
   
  YES 
  NO 
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Dyvers/597/Normal Scenarios/DYV7-03 - Dyvisions (APL 2-12)/DYV7-03 - Dyvisions.pdf