TEXT: Adventure
  Keith Polster
  ®
  
  The Fright at TristOr
  A D&D® Adventure exclusively for RPGA® Network GUILD-LEVEL™ Members (2000)
  Keith Polster
  Credits
  Editing and Additional Design: Erik Mona
  Creative Director: David Wise
  Cover Illustration: Rebecca Guay
  Interior Illustrations: Matthew Mitchell
  Cartography: Todd Gamble
  Typography: Erin Dorries
  Graphic Design: Robert Campbell
  Art Director: Robert Raper
  Project Manager: Josh Fischer, Justin Ziran
  Production Manager: Chas DeLong
  Special Thanks: Rich “Provider of Leeches” Baker
  Based on the original DUNGEONS AND DRAGONS® game 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.
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  Introduction...............................................2
  The Living Greyhawk Campaign ...........2
  Preparation ............................................2
  Adventure Background..........................2
  What’s Really Happening......................3
  Adventure Synopsis...............................3
  Character Hooks....................................3
  The Road to Tristor....................................4
  The Heroes Who Came to Dinner ........5
  The Hamlet of Tristor................................6
  To Tristor!...............................................7
  Tristor Locations........................................9
  The Farms of Tristor ..................................16
  Investigating the Barn ...........................16
  Return to Tristor ....................................19
  The Horde of Tristor..................................21
  After Sara ...............................................22
  Tristor, Again..........................................22
  The Fright at Tristor...................................25
  The Sorceress’s Cottage........................25
  The Peace of Tristor...................................26
  Concluding the Adventure ....................27
  Creature Appendix .....................................28
  Giant Leech............................................32
  Table of Contents
  ®
  1
  
  IntrOductiOn
  “Their throats were cut, their innards opened to the world
  and spread all about them. Our agent in the region cannot
  guess at the hands behind these fiendish attacks, though he con-
  firms that all live in fear that this demonic villain will soon
  tire of play with animals, and will start in upon the humble
  folk of Tristor.”
  —Portion of a letter from Field Agent Marim
  of the Blinding Path to His Worshipful Mercy,
  Theocrat Ogon Tillit, Supreme Prelate of the
  Theocracy of the Pale, Coldeven, 591 CY.
  The Fright at Tristor is a DUNGEONS & DRAGONS® adven-
  ture suitable for four 1st-level player characters. Though
  it can be used as part of an ongoing game campaign, this
  adventure is designed as an introduction to the RPGA®
  Network’s exciting new LIVING GREYHAWK™ shared-
  world campaign. Players and Dungeon Masters inter-
  ested in the Theocracy of the Pale and the LIVING GREY-
  HAWK campaign are encouraged to consult the LIVING
  GREYHAWK Gazetteer, though that reference is by no
  means necessary to play this adventure.
  This adventure is playtest-balanced for four 1st-level
  characters. It also accommodates parties of more than
  four 1st-level characters, and parties of 2nd and possibly
  even 3rd level who do not mind an initial bit of easy
  going. When the player characters achieve sufficient XP
  to advance to their next level, allow them to advance
  during the course of the adventure. 
  THE LIVING GREYHAWK
  CAMPAIGN
  GUILD-LEVEL™ members of the RPGA may play The
  Fright at Tristor as part of the official LIVING GREYHAWK
  campaign. The final chapter of the adventure includes
  a response form, to be filled out by the Dungeon
  Master and sent to RPGA HQ for verification. When
  played as part of the official campaign, no more than
  six players may participate in any one playing of the
  adventure. Once the play results have been recorded,
  the RPGA will return to the Dungeon Master official
  magic item and experience certificates, which may be
  used in play at LIVING GREYHAWK events at conven-
  tions and game days.
  LIVING GREYHAWK is an international shared-world
  DUNGEONS & DRAGONS campaign. For the latest charac-
  ter creation rules and information on how you can get
  involved with the campaign, visit www.livinggrey-
  hawk.com or write to LIVING GREYHAWK, RPGA Net-
  work, P.O. Box 707, Renton WA 98057-0707.
  PREPARATION
  You, the Dungeon Master (DM), should have a copy of
  the Player’s Handbook and the DUNGEON MASTER’s Guide. A
  copy of the Monster Manual is also useful.
  Text that appears in shaded boxes is player informa-
  tion, which you may read aloud or paraphrase to player
  characters (PCs) when appropriate. Unshaded boxes
  contain important information for the DM. Creature
  and nonplayer character (NPC) statistics are provided
  with each encounter only in abbreviated form; full
  creature statistics appear in the Creature Appendix, in
  alphabetical order.
  Encounters are rated by Encounter Level (EL), if
  appropriate. The given EL rating already takes into
  account all aspects of a particular encounter, including
  the total number of monsters present and any special
  tactics or traps. Thus, the DM need not determine the
  Encounter Level—that work is already done.
  ADVENTURE BACKGROUND
  The hamlet of Tristor is a small farming community
  located in the northwestern plains of the Theocracy of
  Pale, where the steady flow of the Yol River emerges
  from the sickly mire known as the Troll Fens. Tristor is
  not far from the Duchy of Tenh, a once-proud nation
  now little more than a vicious battleground between
  forces intent upon claiming it as their own. The warring
  in Tenh, now in its fourth year, has mired Tristor and the
  surrounding region in a state of poverty. 
  Compounding this already desperate state of affairs
  is a band of orc barbarians located deep within the
  mountains to the east who have taken advantage of
  the broken spirit of the people and the absence of a
  notable military (most forces are committed to war-
  ring in Tenh) to conduct regular raids upon the towns
  and villages of the north. Very little is known about
  the orcs, save that they follow a mysterious leader
  known as the Watcher, who they venerate with an
  almost religious fervor. Since the beginning of the
  raids, less than two months ago, the entire north has
  been under martial law, at the personal orders of Theo-
  crat Ogon Tillit, Supreme Prelate of the Pale. Anyone
  caught violating this edict will be found guilty of trea-
  son and punished. In the Theocracy of the Pale, birth-
  place of the Pholtan Inquisition, punishment is no
  idle threat.
  Those who remain to protect the towns of the north
  are too old, young, or infirm to participate in the wars in
  Tenh. They do not know what to expect from the orcish
  horde, and many hope that the Theocrat will redirect
  proper soldiers from Tenh or the south to help in the
  defense of the north.
  Tristor also faces turmoil of a more personal nature—
  over the course of the last month, the surrounding area
  has been plagued by the gruesome mutilations of
  wildlife and livestock. Local investigators, too fright-
  ened to range far from the hamlet for fear of an orcish
  attack, have failed to turn up meaningful leads. The
  town’s constable has made it known that the person or
  persons responsible for finding the mutilator will be
  richly rewarded. The village has become a haven for
  disreputable bounty hunters and vigilantes, all hoping
  to solve the mystery. To date, nothing has come of
  their efforts, and the townsfolk are agitated over the
  slaughter of their animals, afraid that people will soon
  be victims themselves. 
  INTRODUCTION
  2
  
  WHAT’S REALLY
  HAPPENING 
  Twenty years ago, a wandering band of Rhennee bargefolk
  came to Tristor upon the Yol River. The gypsies camped at
  the edge of town and pawned exotic medicines and poul-
  tices to the simple farming folk. Certain bottles of this med-
  icine somehow spoiled, turning from a foul-tasting drink to
  a deadly poison. Two people died, and a young man was left
  both blind and paralyzed from the waist down. 
  The town constable arrested the Rhennee and awaited
  the arrival of a judge, but the villagers soon stormed Tris-
  tor’s jail. After a brief scuffle, they ushered the bargefolk
  outside of town to a small hill, upon which stood a lone
  oak tree. There, each Rhennee was given a mock trial,
  found guilty, and lynched. 
  As proper servants of Pholtus, however, the townsfolk
  of Tristor were not without mercy. They decided to spare
  one of the gypsies, a lad of four summers known as
  Reuven. After forcing the boy to watch the murder of his
  family, the villagers admonished him to give up his
  wicked ways and to abandon Tristor forevermore. 
  The town buried the Rhennee near the oak tree.
  Within a year, they had put the madness behind them. 
  The lone Rhennee boy, however, could not let the inci-
  dent rest. As each year passed, his hatred of the people of
  Tristor grew like an inescapable malignancy. He wan-
  dered the Flanaess for years, gathering funds in exchange
  for hard work, learning a number of trades all the while. 
  Reuven learned the ways of the forest in the distant
  Adri, saw combat in Nyrond during the Greyhawk Wars,
  and picked up a host of thiefly skills in the decrepit city
  of Seltaren, in the Duchy of Urnst. To the Sorcerers
  Nexus of Rel Astra he traded his immortal soul for the
  ability to channel magic at will. Finally, in the bandit
  town of Stoink, Reuven spent his savings on a trained
  circus bear, Tasptaddle, with which he planned to exact
  his revenge against the cruel people of Tristor. He has
  been instructing the bear to kill wildlife and farm ani-
  mals to frighten the Tristor residents, a prelude to a final
  act of villainy that will make his revenge complete.
  ADVENTURE SYNOPSIS
  On the way to Tristor, the heroes encounter an imperiled
  farmer and his granddaughter. After rescuing them from
  a crazed owlbear, the PCs spend the night at their farm-
  stead, where they come under attack by a band of the
  Watcher’s scouts.
  Once the group arrives in Tristor, they have a chance
  to interact with the populace, perhaps learning of the
  village’s dark legacy. During the first evening in town,
  the party learns of an attack on a neighboring farm,
  which leads to a series of investigations at farms hit by
  Reuven and his trained bear. These investigations culmi-
  nate in the PCs witnessing an attack upon a farmstead,
  after which the Rhennee and his companion lead them
  on a chase through the countryside.
  Near the Troll Fens, the heroes get a chance to save an
  innocent girl from another bear, and discover an orcish
  encampment. Prisoners liberated from the encampment
  suggest possible lairs for Reuven. After searching these
  lairs, the heroes get a chance to face the Rhennee in final
  combat and put an end to the fright at Tristor. 
  CHARACTER HOOKS
  If you are using this adventure in your own campaign, it
  may be adapted to any rustic location near a marsh. If the
  setting you choose is near an existing military conflict that
  would draw soldiers away from Tristor, so much the better.
  In the LIVING GREYHAWK campaign, The Fright at Tristor
  takes place in the northwestern Theocracy of the Pale. If
  the heroes are not natives, you need to come up with
  some reason to get them there, or allow the players to
  come up with the tale of their travels themselves. Some
  ideas for how to get the party involved in the events of
  this adventure follow.
  A Relative in Need: One of the heroes is related to
  Shelba Renks, an herbalist who lives in the remote village
  of Tristor (alter her race and age as appropriate). While trav-
  eling through the region looking for adventure, the player
  character hears about the animal mutilations near the vil-
  lage, and decides to visit the town to ensure Shelba’s safety. 
  A Rumor in Wintershiven: While visiting Winter-
  shiven, the imposing capital of the Theocracy of the Pale,
  one the heroes overhears tavern talk about the orcish
  marauders, and about a series of strange animal mutila-
  tions in the northern town of Tristor. According to local
  rumor, Tristor’s constable is offering big money to
  anyone who can help him end these horrifying attacks.
  Friend of the Animals: This hook is suitable for
  rangers, druids, and other nature-loving heroes: At a recent
  INTRODUCTION
  3
  
  moot in the Phostwood, rangers, druids, and their allies
  from the neighboring lands gathered to discuss matters of
  import to their communities. The gathering was notable for
  the absence of Sheaves Thunderash, a druid who presides
  over the community of Tristor, in the northwestern Pale.
  Coupled with tales of animal mutilations near Tristor, Thun-
  derash’s absence sent troubling currents through the circles
  of leadership in the woods. A hero or heroes are sent from
  the moot to Tristor, to get to the bottom of the mystery.
  Fame and Glory! Few locales in the Flanaess offer as
  many dangers as the fetid bog known as the Troll Fens.
  Rumors suggest that the retinue of an ancient Aerdi king
  can be found deep in the mire, with priceless gold and
  gems for the taking. Travel to the Pale reveals no sugges-
  tions as to the location of the fallen king, but does intro-
  duce the heroes to the trouble in Tristor. Though not as
  lucrative as discovering the trove of a fallen monarch,
  saving the residents of a terrorized village might be easier,
  and is as good a chance as any for a hero to make his name.
  The ROad
  TO TristOr
  (EL2)
  The overturned wagon sits roughly 100 feet from a two-
  story farmhouse. Behind the farmhouse stands an empty
  barn. Trunks and boxes are scattered about the road,
  along with the bodies of two dead horses. The old man
  does his best against the beast, but deep, bloody wounds
  to his chest suggest he may not last long. A young
  woman cowers beneath the wagon, inexpertly holding a
  dagger in front of her.
  Creature: The feathered creature is a starving owlbear.
  Very old and nearly blind, it attacks by sense of smell.
  The beast rushes around wildly, hoping to catch prey in
  its powerful grasp. Though intent upon eating the old
  man, it turns its attention to another potential meal if
  attacked in melee by the PCs. The owlbear has not eaten
  for days and is near death (the statistics below have been
  modified to account for the creature’s condition). 
  dOwlbear (starving): hp 47 (currently suffering
  from 22 points of subdual damage).
  NPCs: The old man, Gaeren Aramis, owns both the
  barn and farmhouse. He was escorting his granddaughter,
  Cool spring winds cut across the northern road in the
  Theocracy of the Pale. It has been hours since you
  passed Castle Arndulant, and only a handful of rustic,
  often abandoned farmsteads suggest that this is inhab-
  ited country. As your party rounds a bend in the road,
  you hear a shrill female scream coming from the
  direction of a farmstead about a quarter mile away. In
  the distance, a strange four-legged feathered creature
  menaces an overturned wagon. An elderly man stands
  between beast and wagon, attempting to fend the
  creature off with a pitchfork.
  THE ROAD TO TRISTOR
  4
  
  Brynn, to Tristor when the owlbear attacked, overturn-
  ing the wagon in its initial rush.
  dGaeren Aramis: hp 8 (currently 6).
  Gaeren, a human male of 67 years, is a devout follower
  of Pholtus. Once one of the area’s most prosperous crop
  farmers, arthritis and age forced him from a life behind
  the plow to a less physically intensive existence, eking
  out a modest living by raising cattle. Gaeren rarely com-
  plains about his knotted hands and sore joints, though
  his winces and sharp intakes of breath tell a different
  story than his cheery, self-confident demeanor.
  dBrynn Aramis: hp 4.
  Brynn, a comely young human woman of seventeen,
  is a refugee from the east, where many farms have fallen
  to marauding orcs. Her family’s farm was destroyed
  three weeks ago, leaving her the sole survivor of a family
  of six. She barely escaped with her life, and ventured
  west, to the protection of her grandfather. She is grateful
  if rescued, and is not above a little hero worship if one of
  her rescuers is a particularly good-looking human, elf, or
  half-elven male.
  Development: Assuming one or both of the owlbear
  victims survive, they invite the heroes to spend the night
  in the farmhouse. With orcs about, travel is not safe, par-
  ticularly after dark. If the PCs agree to stay the night, con-
  tinue to the next section. If they decide to press on, jump
  ahead to the next chapter: The Hamlet of Tristor.
  THE HEROES WHO
  CAME TO DINNER
  If the heroes spend the night in the house of Gaeren
  Aramis, they find their hosts cheery and pleased for the
  company. Gaeren sends Brynn to cook up a nice steak
  dinner for the heroes, explaining that his favorite cow
  was killed last night, and he does not want the meat to
  go to waste.
  Gaeren is not sure who or what got to his cow, but what-
  ever it was managed to get into a locked barn and utterly
  savage the poor creature. After seeing the results of the
  attack, Gaeren is sure that the animal mutilator plaguing
  the region is some sort of fierce monster. Whatever killed
  the animals knew and saw what it was doing, as it went
  straight for the throats. He’s sure that the owlbear was not
  responsible, as it was apparently blind. No tracks can be
  found in or around the barn, and Gaeren has butchered his
  cow, destroying any material evidence of the crime.
  Gaeren tells the party that he had planned to take Brynn
  to Tristor to stay with his son Escorel (Brynn’s father’s
  brother), the hamlet’s miller. Since the wagon was
  destroyed, however, he’s content to wait a few more days,
  figuring that the worst has already occurred.
  Brynn is an excellent cook and prepares a delicious
  meal. She is very polite, though sad—it is clear that she
  is having a difficult time with the developments of the
  past month. She does not like to talk about her family or
  the orcs who killed them, and she begins to weep when
  asked about it.
  Neither Gaeren nor Brynn know much about Tristor
  and prefer to keep the dinner conversation focused on
  the PCs. They are curious about where the heroes are
  from, what sort of skills they have, and what they plan to
  accomplish in their adventuring careers.
  After the meal, Brynn cleans the table while Gaeren
  enjoys a brief smoke from an old pipe. He invites the
  heroes to sleep in the sitting room, providing some
  old sleeping pallets to help the PCs feel more at home.
  Both Gaeren and Brynn keep rooms on the second
  floor of the old house, and leave the PCs with wishes
  for good sleep and promises of a grand breakfast in
  the morning.
  Spending the Night (EL 3)
  About three hours after midnight, the Aramis farm
  comes under attack by a band of orcs. If the heroes set a
  watch during the night, the watching PC(s) may attempt
  a Spot check (DC 19 if inside, 17 if outside) to notice
  humanoid shapes or hear movement about 100 feet away
  from the house, near the site of the battle with the owl-
  bear. Luna and Celene, Oerth’s moons, cast fair illumina-
  tion upon the farmstead.
  If no one notices the orcs, or if all the heroes sleep
  through the night, the villains break into the farmhouse,
  attempting to frighten the inhabitants by shouting and
  waving their weapons in the air. 
  Note that some heroes might spend much of this
  encounter in their bedclothes. Adjust armor classes
  accordingly.
  Creatures: These orcs, a minor scouting party broken
  off from an orcish encampment in the Troll Fens, came
  upon the Aramis farm a few hours after the PCs defeated
  THE ROAD TO TRISTOR
  Gaeren’s Farmhouse
  1. Sitting Room
  2. Dining Room
  3. Kitchen
  4. Storage
  5. Gaeren’s Room
  6. Brynn’s Room
  5
  6
  1
  4
  2
  3
  Upper Floor
  Main Floor
  N
  One Square = 5 Feet
  Gaeren’s Farmhouse
  1. Sitting Room
  2. Dining Room
  3. Kitchen
  4. Storage
  5. Gaeren’s Room
  6. Brynn’s Room
  5
  6
  1
  4
  2
  3
  Upper Floor
  Main Floor
  N
  One Square = 5 Feet
  5
  
  the owlbear. They saw signs of a scuffle and a good deal
  of blood, and figured that any survivors in the house
  would make for easy pickings. Technically, their raid on
  Gaeren’s house is a violation of orders from the enig-
  matic Watcher himself, but these orcs are as cruel and
  greedy as any of their kind, and value exploiting a
  chance for plunder over orders.
  dOrcs (3): hp 5, 4, 3.
  dOrc Sergeant: hp 16; 7 gp.
  dNPCs: Gaeren and Brynn will not participate in the
  combat. Brynn is not a warrior, and Gaeren guards the
  top of the stairs with his pitchfork, awaiting any attacker
  from his advantageous position.
  Tactics: The orcs fight to the death, shouting in
  Orcish, “We die for the Watcher!” They attempt to keep
  as many heroes inside the farmhouse as possible. If dis-
  covered before they make their way inside, they do any-
  thing they can to break away from combat and run for
  the more controlled interior environment.
  Treasure: If the heroes search the bodies after the
  fight, they find a total of 12 sp, 7 gp, and a map drawn on
  a crude piece of parchment. 
  The map has several X’s on it, and was drawn by the
  scouts to alert the Watcher to the locations of nearby
  towns and villages. Once defeated, the orcs lose all spirit
  and gladly tell the heroes the purpose of the map. The
  orcs speak only Orcish, however, which may make com-
  munications difficult. If questioned about the animal
  killings, the orcs claim that their army is not responsi-
  ble. They tell the heroes that they come from a camp in
  the Troll Fens, but they will not reveal the camp’s loca-
  tion under any circumstances.
  Development:The PCs may attempt to track the orcs to
  determine their point of origin. A relatively simple check
  (DC 18) reveals tracks leading to the road. Thereafter,
  Tracking checks are made at DC 28. The orcs traveled a
  great distance, winding on and off the road, through the
  countryside more or less at random. Eventually, the heroes
  will lose the trail, without much to show for it.
  Very canny parties may attempt to allow some orcs to
  survive and flee, with the intention of following them to
  their lair. Having failed while disobeying orders, however,
  the orcs live in such fear of the Watcher (whom they have
  never seen), that they will abandon the Pale altogether,
  traveling west into the battle-torn lands of Tenh.
  After the attack, Gaeren and Brynn declare that they
  no longer feel safe outside Tristor’s walls. They ask the
  heroes to escort them to Tristor in the morning. 
  The Hamlet
  Of TristOr
  Under normal circumstances, the hamlet of Tristor is a
  welcoming if somewhat superstitious and religiously
  intolerant locale. The recent animal mutilations, coupled
  with the ever-present fear of orcish invasion and dwin-
  dling conviction that the government in Wintershiven
  will do something to address the problems facing the
  community, have changed things in Tristor. More than
  100 inhabitants of the hamlet have fled for safer lands,
  leaving only 80 residents to face whatever dangers the
  future brings. Those who remain are long-time residents,
  THE HAMLET OF TRISTOR
  6
  Regional Map
  Troll Fens
  To Castle
  Arndulant
  N
  Corris
  Farm
  Copse
  Tristor
  Burren
  Farm
  Blue Dragon’s
  Tusk
  Tadda’s
  Cottage
  Forester’s
  Cave
  Old Kedder’s
  Place
  Woodlands
  Selford
  Farm
  Light
  Woods
  Bosko
  Farm
  Cullen
  Farm
  Yol River
  0
  1 Mile
  Regional Map
  Troll Fens
  To Castle
  Arndulant
  N
  Corris
  Farm
  Copse
  Tristor
  Burren
  Farm
  Blue Dragon’s
  Tusk
  Tadda’s
  Cottage
  Forester’s
  Cave
  Old Kedder’s
  Place
  Woodlands
  Selford
  Farm
  Light
  Woods
  Bosko
  Farm
  Cullen
  Farm
  Yol River
  0
  1 Mile
  
  shopkeepers, and bounty hunters looking to pick up
  some fast coin. The Tristorans are curious but cautious,
  and all of them are concerned about the animal killings.
  Due to the exodus from the hamlet, Tristor is treated as a
  thorp for item availability, demographics, and other topics
  covered in Chapter 4 of the DUNGEON MASTER’s Guide.
  Government: Tristor is nominally under the com-
  mand of the well-respected Bishop Hemmikan, the eld-
  erly Pholtan prelate who rules from Castle Arndulant, one
  of the Brilliant Castles along the edge of the Troll Fens to
  the west. In earlier years, Hemmikan would have used his
  influence with members of the Council of the Nine, the
  ruling body of the Theocracy of the Pale, to meet the orcs
  with force and to get to the bottom of the animal mutila-
  tions. Unfortunately, since the Greyhawk Wars, Hem-
  mikan has been but a shadow of his former self. The
  modern prelate is a broken man slipped completely into a
  religious mania, a tragic figure in the midst of what is
  assumed by many to be a last tremor before death. 
  The lack of central leadership in the region has forced
  the mayors and constables of the nearby villages to fend
  for themselves, dealing with problems as they see fit.
  Tristor is unique among most of the towns of the north
  in that it does not have a mayor. The constable, Ebben Par-
  sons, the garrison commander, Rontir Athone, and the
  clerics of the temple of Pholtus share most of the town’s
  administrative duties. Currently, Rontir Athone is the
  most powerful individual among this circle, since the
  others tend to defer to his military experience in this time
  of difficulty.
  Martial Law: Athone enforces the Theocrat’s strict
  martial law ruthlessly, though most of his soldiers, inex-
  perienced youths or disgraced veterans, chafe at his ded-
  ication, viewing it instead as opportunism. In the eyes of
  his inferiors, Rontir Athone is exploiting the situation in
  Tristor to gain personal accolades when the matter is
  inevitably resolved. Regardless of personal opinions,
  however, the soldiers follow orders—anyone caught
  outside after the sun goes down is arrested and thrown
  into the village jail for a sentence of three days.
  The Bounty: Any heroes interested in learning about
  the reward offered for the discovery of the identity of Tris-
  tor’s animal mutilator are directed to Constable Parsons.
  Unfortunately, the constable is away when they arrive, and
  is expected to return the following morning. The guards at
  the garrison and gatehouse, as well as Tristor officials and
  the local barkeep, know that Parsons is investigating the
  site of orc-invaded farmsteads to the east, attempting to dis-
  cover if the orcs might be behind the animal mutilations.
  TO TRISTOR!
  Due to fear of attack, the folk of Tristor do not dispatch
  guards outside the stockade. 
  The Hanging Tree: If the heroes pause to investigate the
  lone oak tree outside Tristor, they discover a bundle of dried
  flowers at the base of the trunk. The flowers
  are at least two weeks old and bound
  together with a small piece of string. A
  Search check (DC 10) reveals a patch of
  dead bark about the width of a rope on one
  of the sturdy branches, about fifteen feet
  above the ground. Anyone directly examin-
  ing the tree will discover the words “Death
  for death,” etched in the trunk immediately
  above the flowers. 
  Though most PCs probably will not be
  able to determine this, the flowers mark
  the location of the Rhennee band’s
  unmarked grave. Reuven placed the
  flowers at this location nearly a month
  ago, when he set his plan into motion. If
  the PCs dig here they attract the atten-
  tion of the watchmen at the gatehouse,
  who dispatch three men to the oak tree
  (see the Creature Appendix for statistics).
  These men ask the PCs what they are
  doing, and offer (with tones sounding
  much more like a command) to escort
  the party to the gatehouse.
  If the heroes find some way to dig up
  the grave without tipping off the guards
  (perhaps at night, or later, with the consta-
  ble’s approval), they discover the bodies of
  twelve men and women in various stages
  of decomposition. Anyone examining the
  corpses may make a Heal check (DC 15)
  to determine that all twelve of the bodies are Rhennee.
  An additional successful check (DC 15) reveals that the
  neck of each corpse has been broken.
  When the heroes decide to make for the town, continue.
  The Hunter (EL 1 1/2)
  As you approach within shouting distance of Tris-
  tor, the gate opens, revealing a handful of men in
  chainmail armor standing within. A man on horse-
  back emerges from the gate, moving swiftly in
  your direction. He wears crude hide armor and
  swings a loaded crossbow above his head. His
  horse drags two large objects, perhaps the bodies of
  animals, behind him. The man throws back his
  head and shouts wildly.
  “Pond scum!” he says. “Get out of my way! Make
  room for the town hunter!”
  slow-moving stream flows through the village from
  the north, emerging from the east wall. The road to
  Tristor winds down a small hill, past a lone oak tree,
  to the town gate.
  At last the hamlet of Tristor comes into view. Perhaps
  forty whitewashed, thatch-roofed structures stand
  protected by a simple wooden stockade. The build-
  ings are dominated by two tall structures, a three-
  story peak-roofed dwelling that appears to be an inn,
  and a large wooden temple with a tall steeple. A
  THE HAMLET OF TRISTOR
  7
  Character Hook: A
  Relative in Need
  If you used the Relative in Need
  hook to get the characters
  involved in the adventure, one
  PC will be on the lookout for
  the town herbalist, Shelba
  Renks. Shelba keeps shop near
  the northern wall of Tristor. She
  has not had any interaction with
  the animal murders, though
  business has picked up, as
  superstitious farming wives
  have come to her for the ingredi-
  ents to (ineffective) traditional
  warding hexes.
  Shelba does not have room
  in her shop/home to house
  the party. She is, of course,
  glad to see her relative, though
  she suggests that the party
  leaves town and not concern
  themselves with the “current
  unpleasantness.” 
  Shelba has not lived in Tristor
  long, and knows nothing of the
  Rhennee incident.
  
  Since the heroes can see the rider coming, they are not
  surprised by his approach. Roll initiative to determine
  the order of actions the heroes might make to extricate
  themselves from the path of the rider. If mounted PCs
  make no immediate attempt to stop the rider or get out
  of his way (or if they are simply too slow to do so), they
  must make a successful Ride check (DC 15) or be
  thrown from their horses. The welfare of the party is of
  no concern to the rider, who continues past the group,
  dragging a dead boar and bear cub behind him.
  NPC: The heroes have encountered Maccabin the
  Hunter, one of Tristor’s more deranged residents, parad-
  ing his latest catches through the streets of the hamlet. If
  stopped and forced to talk with the PCs, he speaks boast-
  fully of his great hunting prowess, proudly proclaiming
  his record of “killing any creatures that stand in the way.”
  Maccabin is not all there. A few years ago, a large moose
  trampled him, and he has not thought right since. He
  believes that, as Tristor’s “Hunter in Extremis” (a position
  that does not exist outside Maccabin’s mind), he provides
  a great and important service to the community by killing
  all dangerous animals he encounters. After all, he con-
  fides, the recent mutilations must be the efforts of either
  the orcish horde or dangerous animals. Maccabin is con-
  vinced that the orcish marauders are in fact dangerous
  animals, so he is certain he is justified in his actions.
  If the heroes ask Maccabin too many questions, he
  becomes suspicious, thinking that they might be mem-
  bers of the orcish horde. He threatens to report them to
  the town constabulary if they do not leave him alone.
  If the PCs bring Maccabin with them to the town
  gates, the guards demand that they let him go about his
  business. If the heroes seriously injure or kill Maccabin,
  the guards attempt to arrest them.
  dMaccabin the Hunter: hp 8.
  dHorse, Heavy (Thudder): hp 16.
  Rumors Overheard in Tristor
  While visiting the hamlet, most heroes will attempt to
  learn more about the recent happenings, either by role-
  playing with the residents of the town or by using the
  Gather Information skill (DC 20, as the Tristorans are
  suspicious of outsiders). Remember that use of this skill
  takes an entire day of socializing. The general public
  knows the rumors below. Significant Tristorans, covered
  in detail at their places of residence, below, tend to have
  more specific information. 
  Demon Spirit: Many residents of Tristor believe the
  animal mutilations to be the work of an ancient Flan
  spirit, upset on the anniversary of some genocidal evil
  on behalf of the Aerdi who first settled the lands of the
  Pale. Some farmers report having seen a strange creature
  on the periphery of their lands. According to their tales,
  the monster was as big as a horse, though much wider,
  with powerful claws and fierce teeth. Sometimes, it
  crawled on all fours. Other times, it stood as a man.
  Descriptions of this possibly mythic beast vary from wit-
  ness to witness, in part because it appeared out of focus,
  as if, to coin the most recent local theory, “it was half in
  our world and half in another.”
  Precise Mutilations: One piece of information sheds
  some doubt on the popular demon spirit hypothesis.
  Nearly all of the animal victims suffered severe damage
  to the throat. The wounds of some victims, however,
  show signs of precision, as if the throats had been slit
  with a dagger or knife. 
  Knights Templar: A detachment of Knights Templar
  was dispatched from the capital about a month ago to
  put an end to the orcish threat. They enjoyed some
  minor victories in the foothills of the Rakers, but within
  a week of their arrival, contact between the knights and
  their controllers ceased. No one knows what happened
  to them, but travelers from the east speak of a scene of
  gruesome butchery. Presumably attacked by orcs, all that
  remained of the knights were bits of broken armor and
  the bones of their horses. 
  The Rhennee Affair:
  What the Villagers Know
  Most villagers in Tristor remember the 20-year-old incident
  with the Rhennee medicine band. How each individual
  remembers the event differs in the details—sometimes,
  there were twelve Rhennee, other times, half as many. In
  the recollections of many Tristorans, three natives died
  drinking the miracle cure, though a handful of residents
  remember that one local man, Kedrick, did not die, but
  instead suffered blindness and lost the use of his legs.
  Kedrick remained in town for several years until his par-
  ents died, after which he left Tristor and did not return.
  Very few residents remember that one boy was spared
  from the lynchings. Those who do are more likely to view
  the entire incident as a shameful part of the town’s past. 
  THE HAMLET OF TRISTOR
  8
  
  Tristorans will not volunteer information about the
  gypsies—most who have lived in the town since the
  incident would rather forget about the entire affair. It
  certainly is not the type of tale most enjoy sharing with
  strangers. Unless otherwise noted in the text, assume
  that the average adult resident of Tristor has a 60%
  chance of knowing about the incident. Of those who do
  know of it, only 10% will discuss it with the heroes (and
  even then only if the questioning PC makes a successful
  Charisma check at DC 17). Of those who will discuss the
  matter, about half are proud of what they did to the
  “murdering Rhennee scum.” The others are filled with
  shame and remember the event only with regret.
  TRISTOR LOCATIONS
  1. The Gatehouse (EL 2)
  Civilized PCs recognize the moons as the symbol of
  Pholtus of the Blinding Light, deity of light, resolution,
  order, inflexibility, and the sun and moons, patron of the
  Theocracy of the Pale.
  Unless the PCs caused a great deal of commotion with
  Maccabin the Hunter (see above), the town gates remain
  closed. A detachment of town guards stand watch on the
  roof of the gatehouse and call down to the party, asking
  them their business in Tristor. If Gaeren Aramis is with
  the group, or if the adventurers come up with a non-
  threatening reason for their visit, the guards open the
  gates.
  NPCs: Tristor’s guards are nervous about the orc
  attacks and have been ordered by their sergeant to vig-
  orously search any strangers entering the town. If
  Gaeren Aramis is not present, the guards demand to
  search the party. The guards confiscate the orcish map
  recovered at the Aramis farmstead, and any religious
  paraphernalia (holy symbols, religious tracts, etc.)
  related to any deity other than Pholtus. The guards do
  not know much about religion, but they do not appreci-
  ate heretics, and will play it safe “just in case.” If the
  PCs balk at this, the guards allow them to keep their
  religious trappings (but not the map), warning the PCs
  not to cause trouble in Tristor.
  The guards will, of course, have questions about the
  orcish map. If the heroes cannot explain the map to the
  guards’ satisfaction, they place the party under arrest and
  escort them to the jail (see Go Directly to Jail, below).
  The guards are on edge, and are not afraid to fight. The
  guards explain that all contraband can be collected from
  the sergeant on the following morning, assuming
  Athone decides it does not threaten Tristor.
  dTristor Guards (humans) (4): hp 7, 5, 5, 4; 8 gp.
  2. The Garrison
  The Tristor garrison complex is walled on the south and
  west with the hamlet’s stockade wall (20 feet tall) and on
  the north and east with a sturdy wooden wall (15 feet tall).
  Two buildings stand within the structure, the garrison
  barracks, and Tristor’s modest jail (see encounter key 3).
  The gate stands open during the day and remains closed
  from dusk until dawn. When closed, two guards stand at
  watch in the yard. They signal the remaining guards by
  whistle at the first sign of trouble. The gate’s lock is sturdy
  and well protected against picking (DC 20).
  NPCs: If the PCs linger near the open gate the man lead-
  ing the instruction, Sergeant Rontir Athone, takes notice
  A large thatch-roofed building peeks above a 20-
  foot-tall wooden stockade. The massive wrought-iron
  gate stands open, revealing an open yard in which
  about a dozen warriors in padded armor spar with
  longswords. A large man in chainmail directs their
  maneuvers, loudly shouting orders. 
  “That’s not the proper way to thrust! Keep your
  head up, man! Do not look at the ground! Look your
  opponent in the eyes!”
  A tall gatehouse constructed from the same lumber
  as the hamlet’s stockade walls marks Tristor’s main
  gate. To each side of the gate, the Tristorans have
  painted large blue full moons partially eclipsed by a
  smaller, waxing moon. The paint is fresh, its scent
  carried in the crisp spring air.
  THE HAMLET OF TRISTOR
  2
  3
  4
  1
  1
  5
  6
  7
  8
  9
  10
  12
  To 11
  N
  Tristor
  0
  15
  30 Feet
  Tristor
  2
  3
  4
  1
  1
  5
  6
  7
  8
  9
  10
  12
  To 11
  N
  0
  15
  30 Feet
  9
  
  of them. He gives his soldiers a brief break and approaches.
  Athone is a severe, muscular human man in his late thir-
  ties. He wears his dark blond hair long and
  sports a bushy handlebar moustache. 
  Athone takes great pride in his position in
  Tristor, and makes it clear to the group that
  he has been stationed here by the Divine
  Guidance of Ogon Tillit, Protector of the
  People and State. As it is his job to protect the
  town, he is interested in the strange adven-
  turers. Unless they impress him with the
  urgency of their needs, however, he reminds
  them that his troops need training, and that
  he does not have much time to spare if he is
  to prepare them for a possible orc invasion.
  When dealing with something that can
  help his station in the eyes of his superiors,
  Athone can be a diligent man. If the heroes
  mention the orc map recovered at the
  Aramis farm, he becomes excited and directs
  them to his quarters within the garrison bar-
  racks. Once inside, he asks to see the map. If
  the gatehouse guards confiscated the map,
  he sends a subordinate to retrieve it. 
  The orc map verifies many of Athone’s
  suspicions. He confirms its veracity, explain-
  ing that the X’s represent villages and towns
  in the northern Theocracy of the Pale.
  Thanks to the adventurers, patrols in those
  areas will be increased immediately. 
  Athone takes the map from the PCs,
  assuring them that they will get “proper
  credit” for the find. He suggests that the
  adventurers stay at the Sogenford Inn if they
  plan to remain in town, and warns them that
  he and his men do not shirk from enforcing
  the martial law currently in place in Tristor.
  The sergeant does not know much about
  the animal killings, though he believes that
  they are probably the work of orcish spies
  trying to scare the populace. He does not have
  any proof to back up this theory, but Athone is
  not the type of soldier who always requires
  proof. The sergeant is obsessed with the orcs
  and hopes to bring an end to these terrible
  raids, as soon as his soldiers have been prop-
  erly trained in the art of warfare. He is aware
  that Constable Parsons has offered a reward
  for the capture of the person or persons
  responsible for the animal mutilations, but he
  does not know the details of the offer.
  The sergeant’s trainees are the sons and
  daughters of the remaining residents of Tris-
  tor. All are frightened, and none of them are particularly
  suited for military training.
  The garrison is home to Athone’s entire detachment
  of trained guards, a total force of sixteen men and
  women. At any one time, eight guards can be found
  within. At least four guards sleep during the day, con-
  serving energy for the night patrol.
  dRontir Athone (Sergeant): hp 40.
  dAthone’s Trainees (12): hp 5, 4, 4, 4, 4, 4, 3, 3, 3, 3, 3, 3.
  dTristor Guards (human) (8): hp 8, 6, 6, 5, 4, 4, 4, 3;
  2 gp.
  3. Jail
  This is Tristor’s modest jail. It contains four 10-foot ×
  10-foot uncomfortable cells and is manned by two
  guards. Unless the PCs have broken the law, the jail is
  currently empty.
  Cell doors are fitted with decent locks (DC 18). The
  bars are strong iron. The main door remains locked (DC
  20) throughout the day, requiring a key to open from
  both sides.
  dTristor Guards (half-elf) (2): hp 6, 6; 2-way jail
  key, 4 gp.
  4. The Sogenford Inn
  The young boy, Master Tim, offers to stable the PCs’
  horses at the cost of 2 cp per steed (per day).
  Though martial law has put a damper on the business
  of this establishment, it remains the primary gathering
  place for Tristor’s remaining residents and the only com-
  mercial accommodations available to those who have
  come to claim Constable Parsons’ reward. 
  Caged firewasps cast erratic illumination about the inn’s
  large common room. Thick wooden posts, adorned with
  genuine war-damaged round shields bearing the heraldry
  of the northern barbarian clans, support a tall ceiling. Two
  well-stoked fireplaces heat the room, where (during busi-
  ness hours) patrons dine at one of a dozen tables. A slight
  blonde human girl of fifteen busses tables, while an older
  boy takes orders from the kitchen to customers. A hulking
  man of friendly demeanor mans the bar.
  The Sogenford Inn charges standard Player’s Handbook
  prices for food, drink, and lodging.
  NPCs: The barrel-chested bartender and proprietor,
  Anders Sogenford, inherited Tristor’s inn thirteen years
  ago after defending the hamlet during one of the region’s
  infamous “Troll Winters,” when the mists surrounding
  the Troll Fens grow deep, and bands of trolls raid into
  Tenh and the Pale. Since then, the amicable man has done
  his best to make the Sogenford a welcoming, friendly
  place. He greets newcomers with a wide smile and a
  hearty pat on the back, kindly ushering them to a table.
  A three-story white stucco building with black shut-
  ters stands just inside Tristor’s main gate. Sounds of
  conversation beyond two large double doors can be
  heard. A small lad, perhaps 10 years old, stands in
  front of a hitching post, where several horses have
  been tethered. 
  A squat, drab stone building stands in the shadowy
  corner of the garrison courtyard. A heavy, ironbound
  door marks the structure’s southern wall, framed by
  two barred windows. Two sets of criminal stocks
  stand empty before the building.
  THE HAMLET OF TRISTOR
  10
  Go Directly To Jail
  Throughout this adventure, the
  PCs may find themselves in
  Tristor’s jail for a number of dif-
  ferent reasons. If arrested for
  suspicious behavior, such as
  skulking around at night (first
  offense only), having a lousy
  explanation for owning an orc
  map, or roughing up Maccabin
  the Hunter, an honest apology
  is usually good enough to get
  released—after the offending
  PCs have had a few hours to sit
  on a stone bench and think
  about their crime, of course.
  If an adventurer is arrested
  and jailed for a serious offense,
  such as theft or murder, every-
  thing gets more complicated.
  The standard sentence for theft
  from a commoner is one week
  per 10 gp (or fraction thereof)
  of stolen goods. Theft from the
  church is punishable by the
  Test of Endurance. 
  The Test of Endurance
  involves being imprisoned in
  the town jail without food for a
  period of time up to the whim
  Tristor’s ranking priest (1 week
  × 1d6 – a number of days equal
  to the PC’s Charisma modifier).
  If the prisoner survives the Test
  of Endurance, he is set free and
  banished from Tristor forever. 
  Murderers are given a short
  (some would say “mock”) trial
  and are then drowned in the vil-
  lage stream (the hanging tree
  having fallen out of fashion in
  the last two decades).
  Breaking PCs out of jail is an
  unlawful act and meets with
  resistance on behalf of the
  guards on duty, and possibly
  the guards in the garrison.
  
  Anders hails from the lands of the Snow Barbarians, in
  the distant north. Once a warrior in service to his king,
  he has long since left the fighting life behind. His skin is
  ruddy from too much sun. He speaks with a slight
  northern accent and is fluent in Common and Fruz, the
  language of the northlands.
  Anders’ family helps him run his business. His wife
  Birgit commands the kitchen with a stern eye and good
  sense, while his eldest daughter Angrid (19) is in charge
  of reservations and cleaning up after the guests. His
  younger children, Gretchin and Rälff, help in the
  kitchen and common room.
  dAnders Sogenford: hp 36.
  dBirgit, Angrid, Gretchin, and Rälff (humans):
  hp 4, 3, 2, 1; small knife, 5 gp.
  As Anders is something of a central hub of local gossip
  and history, it is likely the PCs will count on him to pro-
  vide information on the animal mutilations or the
  reward. If they do so, the proprietor launches into a
  speech that nearly seems prepared.
  Anders is not sure, but he believes Constable Parsons’
  reward is 1,000 gp to the person or persons who put a
  stop to the killings.
  A number of patrons currently enjoy the hospitality of
  goodman Sogenford. Most are happy to talk to the PCs,
  though a surreptitious Listen check (DC 18) can often
  reveal additional information.
  The Patrons
  Farmers
  These farmers will not speak to the PCs, fearing they
  are spies for Sergeant Athone, whom they do not trust.
  Eavesdropping PCs who succeed in a Listen check (DC
  18) hear the men discussing the “monster attack” at the
  Corris place, a nearby farm that recently fell victim to
  Reuven’s ministrations. These suspicious, superstitious
  farmers think that the constable should hire reputable
  mercenaries to investigate the matter. Both men
  respect the decree of martial law and will not linger
  long after dusk.
  dFarmers Nerrin and Sturn (humans): hp 3, 2;
  used handkerchief, 8 cp.
  Men In Leather 
  These toughs, Rennit and Stiv, are more trouble than
  they are worth. Bullies from a neighboring village, they
  heard about the reward offered by Constable Parsons
  and decided to try their hands at the hero business. Far
  from heroes, the men are petty, provincial, and rude.
  Their attempts to solve the mystery, however, have
  not gone completely to waste. The larger of the two,
  Rennit, picked up a trail near the site of one of the most
  recent mutilations. He thought for sure the tracks were
  those of a bear, but something happened that caused
  him to doubt his conclusion. If the PCs buy the men a
  round of drinks, Rennit explains that, after about a half-
  mile, the tracks simply vanished, as if the bear simply
  flew away. In fact, the bear did not fly away. Rennit
  simply lost the trail. He’s too proud (and arrogant) to
  admit his failure, however. 
  If the PCs seem particularly friendly (or particularly
  inexperienced), Rennit and Stiv offer to join the party for
  an equal share of the reward. They will not risk their lives
  for any of the PCs, and will in fact turn on the group if it
  appears as though it will do them financial good to do so. 
  dRennit: hp 16.
  dStiv: hp 11.
  Drunken Halfling
  Though the locals give this strange man a wide berth,
  the halfling, Finney Goodbarrel, is one of the friendlier
  inhabitants of the town. The PCs have encountered him
  at the end of a rather embarrassing drinking spree. If
  awakened from his stupor, Finney is cordial and surpris-
  ingly sharp. He asks the strangers to share a table and
  seems interested in what they have to say.
  Finney is blunt, in a friendly sort of way. He does not
  have much time for Pholtus or his stingy followers, pro-
  fessing openly that the only reason he came to this gods-
  forsaken place was to avoid bounty hunters from his
  home nation of Nyrond, where he was caught stealing
  the gem collection of a minor noble.
  Finney does not know anything about the animal muti-
  lations, but he smells an adventure, and wants in. If given
  Nestled in a corner near a warm fireplace is the body
  of a small halfling male dressed in a fine suit of
  supple leather. The man rests against the wall, his
  head tilted to the side in sleep. An empty bottle lies
  on its side in a puddle near his left leg.
  Two young human men dressed in leather armor sit
  around a large table, feasting on beef stew. Their
  loud, boasting voices dominate the common room.
  Two middle-aged human men wearing straw hats
  and dressed in dirty, well-used clothing hunch over a
  table filled with empty mugs. They speak in hushed
  whispers, casting furtive glances around the inn. 
  “There’s some strange things going on around Tris-
  tor, but I’ve learned to mind my own business and
  take everything in stride. Some unsavory types live
  here who might be responsible for some of the
  strangeness. You see, mutilated animal carcasses are
  getting some folks more than a bit upset. 
  “Bounty hunters have come to Tristor looking for
  whatever is after the animals. The reward is pretty
  tempting. If you’re after it too, I would not let the
  bounty hunters know, or else they might get rid of
  you to lessen their competition.”
  THE HAMLET OF TRISTOR
  11
  
  the opportunity, he offers to join the party for an equal
  stake in the reward money (and, later, any treasure gained).
  dFinney Goodbarrel: hp 9.
  Soldiers 
  If the PCs have previously visited the Tristor garrison or
  gatehouse, they recognize the uniforms as those of the
  town guard. The three guards are leery of sharing infor-
  mation with the party and refer them to Rontir Athone.
  They are off duty, however, and are more than happy to
  share a few drinks with the PCs. 
  After three rounds of drinks and more than an hour of
  conversation, the PCs can learn that a local farmer
  named Bind Corris lost two cattle and five goats to the
  animal killer just yesterday. One of the soldiers, Pren-
  drin, mentions that he heard that the goats’ throats had
  been slit, as if with a knife, as opposed to the cows (and
  most of the other mutilations thus far), who had been
  savaged as if by an animal or monster.
  The woman, Istella, believes that supernatural forces
  are at play and that the entire affair is “a dirty Rhennee
  curse.” As if to prove her theory, she mentions that the
  first corpse was found near the old hanging tree. Once
  she mentions the tree, however, the other two guards-
  men become quiet and the conversation abruptly (and
  uncomfortably) ends.
  If the PCs investigate the Corris farm, they can con-
  firm the guards’ story. No additional clues remain at
  that location.
  dIstella (half-elf), Prendrin, and Flent (Tristor
  Guards): hp 5, 7, 6; 4 gp.
  Jagadis Deadknife 
  The hooded figure is Jagadis Deadknife, a demented
  hunter who came to Tristor five years ago, attracted by
  the strange game native to the Troll Fens. The man’s face
  bears a frightening scar on the left side, running from
  the hairline, through a jaundiced eye, to the jaw. He
  wears a large curved knife on his belt, and his mouth
  seems set in a perpetual sneer.
  Unfriendly in the extreme, Jagadis is not interested in
  the PCs’ company. If approached, he spits out a warning,
  telling the PCs that “only women gossip in this place.” If
  the heroes press the matter, he tells them to visit him in
  his home near the river at some time in the future. He
  then asks them to leave him be, so he can listen to the
  tavern’s idle chatter. 
  dJagadis Deadknife: hp 60.
  5. Stables
  The PCs may stable their mounts at Tristor’s stable at the
  rate of 2 cp per day.
  NPC: The ostler is Muyah, a strong, pleasant Flannae
  man of fifty years. Muyah knows a lot about horses and
  has an inherent quality that makes even temperamental
  beasts trust him. A simple man, Muyah knows little of
  the problems outside the village walls. Business has
  increased, and some farmers have decided to stable their
  favorite horses in Tristor.
  Muyah’s best friend is an eleven-year-old boy, Master
  Tim, an orphan who lost his parents in a house fire six
  years ago. Tim works hard at the most menial stable tasks
  and hopes to one day run the Tristor stable, a position he
  considers very honorable.
  dMuyah (human): hp 3; Str 16; small knife, 42 gp
  hidden in small chest under hay in unused stable stall.
  dMaster Tim (human): hp 1; 3 sp. 
  6. Baug’s Brewery
  This large, low-ceilinged building is the home, ware-
  house, and brewery of Trebor Baug, one of Tristor’s few
  dwarf residents. He and his assistant, Vergun, spend
  most of the day at work in the brewery, loading up the
  wagon for deliveries as needed. Anders Sogenford is
  Baug’s best customer, of course, though his recipe is
  justly famous throughout the region. Baug sells his stuff
  wholesale for 3 sp per gallon. Customers interested in a
  single serving are referred to the Sogenford Inn.
  NPCs: Baug is a very paranoid, believing that every-
  one is out to steal his recipe for homemade ale. He is not
  completely mistaken. A dwarf in the neighboring village
  is indeed after the recipe but is biding his time, hoping
  Baug will slip up and reveal the ingredients. 
  Baug is in relatively good spirits, as he has received
  ale orders from nearby towns and hopes this means his
  business will increase further. If the PCs do not place
  an order for his ale immediately, he becomes suspicious
  of them, thinking they are after his recipe. If the heroes
  The smell of hops and malt wafts over the low stone
  wall of a large, wooded yard. Beyond the open gate,
  two stout dwarves roll a barrel from the front door of
  a one-story structure to a wagon parked nearby. The
  dwarves shoulder the barrel into the wagon and head
  back into the building.
  Nestled between the high walls of the village inn
  and Tristor’s eastern stockade wall is a long structure
  surrounded by a high wooden fence. A half dozen
  horses and three mules stand within the fence. A
  dark-skinned, shirtless man walks from animal to
  animal, feeding them from his hand.
  An imposing figure in a dull brown hooded cloak
  sits at a small table in a secluded corner of the
  common room. He sips sparingly from a goblet,
  silently observing everyone in the room.
  Three uniformed figures sit at a long table near the
  rear of the bar. Two men chat with one another while
  cutting into large chops of mutton while the third
  figure, a female half-elf, surveys the common room.
  All three are armed with longswords, and three
  shields rest against the nearby wall.
  THE HAMLET OF TRISTOR
  12
  
  start questioning the dwarf about anything, he gets
  more suspicious. 
  Baug believes that the orcs are responsible for the animal
  mutilations, but he is confident the town is safe thanks
  to Sergeant Athone’s soldiers. He harbors suspicions
  that the orcs are after his ale recipe. “Orcs are suckers for
  good ale,” he whispers conspiratorially.
  Baug remembers the Rhennee incident with pride,
  believing that the gypsies got what they deserved. He
  does not remember that Reuven was set free but admits
  that he could have forgotten if asked about it directly.
  dTrebor Baug: hp 24.
  dVergun: hp 13.
  7. Trader
  The interior of this shop is lined with shelves containing
  a number of oddments geared toward the needs of farm-
  ers, townsfolk, and travelers. General items (food, cloth-
  ing, rope, but not weapons or armor) can be purchased
  from the elderly trader, “Grandma” Parkal, at the stan-
  dard prices listed in the Player’s Handbook.
  NPC: If the PCs wander about the store, Grandma
  Parkal asks them to bring anything they want to buy to
  the counter. She is not as young as she used to be, so she
  cannot charge around the store. 
  If the heroes ask her about the orcs or the animal
  mutilations, she directs them to the Sogenford Inn. She
  says she does not involve herself in “such horridness.”
  However, she knows people there talk about it. 
  If the PCs ask Parkal about the Rhennee family who
  visited Tristor twenty years ago, she answers quickly, as
  if she thinks of them often. Grandma Parkal openly
  admits that she participated in the hangings, even
  claiming to have “led the charge against the heretics.”
  To this day she finds Rhennee distasteful, creatures of
  ill habits who do not worship proper deities. She is
  proud of what she and her fellow villagers did, and
  hopes the small boy they let leave Tristor has seen the
  light of Pholtus.
  dGrandma Parkal (human): hp 3; knitting needles,
  21 gp in change box under counter.
  8. Blacksmith
  The shop’s cramped interior pulses with heat from the
  large hearth against the back wall. The walls of the struc-
  ture’s single room are covered with horseshoes, metal
  wagon wheels, and weapons. The powerfully built half-
  elf blacksmith, Baris Hellem, spends most of his day at
  the forge, seeing to the needs of his rural clientele.
  Hellem can repair damaged weapons and metal armor at
  20% of the base Player’s Handbook cost for a replacement
  item of similar quality. 
  NPC: Baris Hellem keeps to himself, preferring the
  company of his tongs and hammer to the company of
  his peers. Though skilled in weaponwork, violence
  makes him uncomfortable. If he could get along with
  making only horseshoes, he would.
  If the PCs purchase something from his shop, Baris
  opens up to them. Though not talkative, the blacksmith
  is a good source of information about Tristor, where he
  has lived his entire adult life. He knows that this is the
  first time in three decades that animal mutilations have
  plagued the region. If the PCs mention a curse, or
  bring up the Rhennee affair, Baris explains the story.
  He does not believe in curses, however, and does not
  remember that the townsfolk released the young boy,
  Reuven. In fact, he is trying to forget the entire unfor-
  tunate incident, which he sees as “distasteful stuff.” He
  did not participate.
  dBaris Hellem (half-elf): hp 6; leather armor, long-
  sword (hanging on peg in the workshop), chest contain-
  ing 54 gp (buried under a pile of heavy metal rods),
  pouch containing 12 gp (on person).
  9. Church of Pholtus
  The sign reads “Please ring before entering.” Civilized
  PCs recognize the holy symbol on the doors as that of
  Pholtus, patron deity of the Theocracy of the Pale. The
  congregation of Tristor gathers at this church every
  Godsday to hear the prayers of the temple’s influential
  priests (who, with the constable and the sergeant,
  administer the town in the name of the Theocrat).
  The church’s interior includes a large gathering room
  (capable of seating 100 parishioners in uncomfortable,
  straight-backed pews), a robe room, storage space, a small
  library, and living quarters for the three resident clerics.
  On Godsday, all but a few of the remaining Tristorans
  flock to the church, leaving the rest of the town virtu-
  ally deserted.
  The Pholtan clerics at the temple are a good source of
  magical healing, a service they gladly provide, for free, as
  best as they are able. If a member of the party behaves
  rudely to them, or worse, blasphemes against Pholtus,
  A set of stairs leads up a small hill dominated by one
  of the largest structures in Tristor. Obviously a temple,
  the lowest story of the building is comprised of stone
  masonry. The rest of the church, including a thin
  steeple nearly 60 feet tall, has been constructed from
  planks of whitewashed wood. The massive double
  doors at the front of the temple stand closed, and have
  been painted with a large symbol of a full moon with a
  smaller, waxing moon partially eclipsing it.
  A small bell attached to a post stands before the
  doors. The post seems to bear some sort of sign.
  This low brick building is covered with black soot
  and dirt. The front doors stand wide open and the
  sounds of clanging metal can be heard from within. 
  A large two-story building stands just off the western
  edge of Tristor’s main road. The door has been
  propped open, revealing several shelves within. A
  large sign depicting a sword and a wheel of cheese
  dangles by a chain from the overhanging second floor.
  THE HAMLET OF TRISTOR
  13
  
  they will not heal that person and will ban them from
  entering the temple, on threat of imprisonment.
  NPCs: The three clerics, Aam, Arim, and
  Abbot Bartho serve the townspeople and are
  as friendly to the PCs as if the characters had
  lived in Tristor for years. 
  The most senior of the clerics, Abbot
  Bartho, is a human man of fifty-seven years
  with severe features and piercing eyes. He
  wears a straight beard on his chin. Bartho
  runs the church (and Tristor itself ) in an
  efficient manner.
  Bartho’s juniors, Aam and Arim, share a
  devotion to Pholtus, if not to Bartho or each
  other. Aam, a bald, corpulent thirty-eight-year-
  old human, follows the Blinding Light closely,
  having put out his own eyes years ago to deny
  himself the distractions of the material world.
  Despite his injury, or perhaps because of it,
  Aam follows his deity with good-hearted zeal
  and is a great source of pride in the community.
  Arim, a bitter elf male of fifty-four years, believes he
  should be the local Abbot. His jealousy for Bartho’s posi-
  tion has been noted by the bulk of the Tristor congrega-
  tion, and Arim is not popular. 
  Six underpriests (human commoners) see to the day-
  to-day upkeep of the church. 
  The recent animal mutilations caused a great deal of
  worry in the church, as the clerics (as worthy servants of
  the Blinding Light) instantly began to worry that some
  nefarious agent sought to offer the murdered animals in
  a grim sacrifice to a diabolical master. Though one priest
  (Aam) still harbors such opinions, divinations cast by
  Bartho two weeks ago suggested that the killings might
  be the work of a wild animal.
  If asked about the Rhennee hangings, the clerics relate
  that, twenty years ago, an entire Rhennee family was
  hanged when their medicines poisoned two Tristorans
  and crippled another. One of the priests, Brother Arim,
  was present at the time and tried to stop the hangings, to
  no effect. He certified that all of the hanged Rhennee
  had died, and helped to bury them in an unmarked mass
  grave beneath the old hanging tree. Arim does remember
  that Reuven was released but will not reveal that infor-
  mation unless asked directly. He has no idea what hap-
  pened to the boy after he was sent on his way.
  dBartho (Abbot): hp 28.
  dAam: hp 20.
  dArim: hp 24.
  dUnderpriests (human) (6): hp 2; holy scripture
  book, wooden holy symbol.
  10. The Home of Jagadis Deadknife
  A small path leads from the edge of the Yol River to a
  dense copse of pine trees within Tristor’s walls. A
  small shack stands in the shadows at the end of the
  path. Animal skins stretched on racks are situated
  around the shack. Animal skulls have been nailed to
  the shack’s walls, their jaws open in ghastly grins.
  The rank stench of rotten meat mixed with tree pine
  hangs heavy in the air.
  THE HAMLET OF TRISTOR
  14
  Buying Potions
  The priests of Pholtus have a
  small collection of potions,
  which they will sell to anyone
  they believe is acting in the best
  interests of their community.
  Potion
  Price (each)
  Cure light
  50 gp
  wounds (6)
  Protection
  50 gp
  from evil (3)
  Speak with
  300 gp
  animals (1)
  
  This is the home of Jagadis Deadknife, easily Tristor’s least
  popular resident. A hunter by trade and an alienator of the
  common man by hobby, Jagadis prefers his solitude and
  possesses an almost sixth sense for trespassers. If the PCs
  approach the front door of the shack, read the following:
  NPC: Jagadis is willing to talk to the PCs for a while. He
  thinks a bear is responsible for the animal deaths but
  will not willingly provide the heroes with that informa-
  tion. He tracks the beast for a while after each mutila-
  tion, but it seems it can cover its trail. 
  If asked directly about bears, Jagadis discusses the sub-
  ject with a mixture of respect and enthusiasm. He knows
  a great deal about fighting bears. A bear caused the scar
  on his face. “A bear tries to drag you off, kicking and
  screaming,” he says, “burying you alive with a scream of
  death on your face.” 
  Deadknife works alone and is certain he will discover
  the creature killing the local animals. “If anyone gets in
  my way,” he warns, “their heads will adorn the side of
  my house.”
  If the heroes ask him too many questions, Jagadis
  warns them away from Tristor and goes inside his house.
  He does not come out again. 
  Jagadis does not know anything about the hanging
  tree or Rhennee, having lived in Tristor only five years.
  If the heroes met Jagadis at the inn, then came here,
  Jagadis will not accuse them of trespassing, but he will
  be no friendlier, either. 
  To hunt in the evening without being arrested for vio-
  lating the martial law, Jagadis bribes the gate watchmen. 
  dJagadis Deadknife: hp 60.
  11. Druid’s Abode
  A footpath leads from Tristor’s main gate to a copse of trees
  northeast of town. The path twists and turns through the
  trees until it ends at the base of a small knoll surrounded
  by stone pillars. In the center of this clearing rests a small
  cottage made of stone. A worn path leads to the front door. 
  This is the home of Sheaves Thunderash, the area’s res-
  ident druid. He keeps to himself and only enters town
  on rare occasions. PCs investigating the ground near the
  cabin may make a Search check (DC 10) to notice a large
  number of bear tracks. If a PC makes a successful Track
  check (DC 14), she sees the bear tracks stop and human
  footprints begin. 
  NPC: Sheaves is a night person. If the heroes come
  here during the day, Sheaves is asleep inside the cabin. If
  they visit after the sun goes down, Sheaves is not home;
  he’s out wandering in the wilderness. Sheaves is investi-
  gating the deaths of the animals in the area and has
  elected to do his work at night when all the mutilations
  supposedly occurred. He has not yet figured out who or
  what is responsible, but he will not give up until he has
  found an answer. He believes that a human is involved,
  however, claiming that animals do not kill so maliciously
  and with no apparent purpose. 
  Sheaves is responsible for the bear tracks around his cot-
  tage, as he has been doing his investigating in animal form. 
  If the heroes come here during the day and awaken
  Sheaves, he is polite and admits that he is investigating
  the animal deaths but does not have any clues. He will
  not work with the heroes, as he is a loner. 
  The druid is willing to coordinate efforts with the PCs,
  agreeing to search different parts of the region (he is cur-
  rently investigating the farms and wildlands south of
  Tristor). Should the PCs agree to this plan, Sheaves sug-
  gests that they reconvene the following evening to com-
  pare notes. He does not want them to come back too
  early, because he needs his sleep. 
  Sheaves has lived in the area five years and does not
  know about Rhennee or curses or the hanging tree. 
  Sheaves’ favorite wild shape forms are that of a grizzly
  bear, an eagle, and a small viper.
  dSheaves Thunderash: hp 41.
  12. Mill
  The mill provides the town with all types of ground
  grains. The owner is Escorel Aramis, a simple man who
  lives alone on the outskirts of town. 
  NPC: If the PCs bring Gaeren and Brynn to the mill,
  Escorel thanks them for saving and protecting his rela-
  tives. In recognition for their efforts, he invites the
  heroes to sleep in the back room of the mill while they
  remain in Tristor. 
  Escorel believes a monster or pack of monsters is the
  cause of the animal mutilations, and is hopeful something
  can be done to stop the killings. They affect the farmers’
  lives, which in turn affects the mill. Escorel is not con-
  cerned about the orcs and does not believe they are respon-
  sible for the animal deaths. He has lived in town 12 years
  and does not know much about what happened in Tristor
  prior to that. He does know that there was some problem
  with Rhennee 20 years ago but does not know specifics. He
  refers the party to the smith, Baris Hellem, who has lived
  in Tristor long enough to know the full story.
  dEscorel Aramis (human): hp 4; dagger, 17 gp.
  First Night in Tristor
  On the first night after the PCs arrive at Tristor, Reuven
  and his trained circus bear strike to the west of the
  town, at the farm of Tarn Selford. Whether the PCs
  sleep at the Sogenford Inn or at the mill, the sound of
  Near Tristor’s northern wall, a two-story structure
  stands on the eastern bank of the Yol River. A mas-
  sive wooden water wheel dips beneath the surface of
  the river, the current turning it very slowly. An
  empty wagon stands before the house, and small dog
  barks from the building’s porch. 
  The door opens and a tall, robed figure emerges. He
  stops and pulls back his hood. The man is middle-aged,
  his skin weathered by the sun. He holds a curved
  dagger in his left hand, and brushes his long hair out
  of his face with his right, revealing a deep scar that
  runs from the top of his head, through a jaundiced eye,
  to his jawline. “What can I do for you?” he rasps. “I am
  Jagadis Deadknife, and you are trespassers.” 
  THE HAMLET OF TRISTOR
  15
  
  Tristorans congregating by the gatehouse rouses them
  from their slumber.
  By the time the PCs arrive on the scene, the area near
  the gatehouse is crowded with townspeople. A young
  human boy, his shirt besmirched by a spray of drying
  blood, stands at the center of the throng. He does his
  best to keep cool while surrounded by the villagers, and
  relates the following tale.
  The townspeople surround the PCs and begin appealing to
  them to save them from whatever is killing the animals.
  If the heroes insist, they can talk to the young Selford
  lad. However, he has already told everything he knows.
  He did not see the barn explode. He just heard it. 
  Mrs. Selford is at the church, watching over her griev-
  ously wounded husband. She has no helpful information,
  but if the PCs can convince the clerics to let them get a
  glimpse of Tarn Selford, they see that his body is covered
  with burns, and that his chest bears deep scratches.
  At some point during the evening, Constable Ebben
  Parsons, who has just arrived from his tour of orc-rav-
  aged farms to the east, contacts the PCs.
  The Constable
  If the heroes question the constable before leaving to
  investigate the Selford farm, they learn that the mutila-
  tions started about a month ago. In the beginning they
  were very sporadic. In fact, the constable believes it is
  possible the animal mutilations had been going on
  longer than a month, but the townsfolk and farmers did
  not realize there was malicious intent until the attacks
  happened with more frequency. 
  There has not been any pattern to the mutilations—if a
  farmer left livestock out overnight, it usually was found
  dead the following morning. In the past two weeks, most
  of the farmers have been getting more and more careful,
  bringing their livestock inside their barns for the night.
  Parsons suspects that Selford had all his animals in the
  barn, and that the killer was forced to become bolder.
  Parsons does not understand the violence, and con-
  tends that no one in Tristor could have done anything to
  provoke the mutilations.
  If the heroes mention Rhennee, Parsons replies that
  there have not been any Rhennee in the area for the past
  20 years. “A bunch of gypsies were killed by upset towns-
  folk about 20 years ago because the Rhennee killed some
  people with poison medicine.” Parsons came to town
  shortly thereafter. 
  The constable does not like Jagadis Deadknife. If the
  heroes mention Jagadis, the constable points out that he
  might be a suspect, since he seems to enjoy killing animals. 
  Parsons also believes it is a possibility that the Watcher’s
  orcs are behind the killings, hoping to drive away those
  who would stand against them without risking orcs in
  actual attacks against armed humans. On the other hand,
  his visit to the farms of the east left few doubts that the
  orcs would have attacked people far earlier than this.
  Parsons confirms the 1,000 gp bounty on the solution
  of this mystery, and is pleased if the PCs offer to help. He
  asks that they report to him after they have investigated
  the Selford farm.
  dConstable Ebben Parsons: hp 34.
  The Farms
  Of TristOr
  It takes two hours to reach the Selford farm by foot,
  traveling on the main road west of Tristor, about half that
  if the characters are mounted.
  The scene is eerily silent, as if the nightbirds have aban-
  doned the farmstead for safer ground. The remains of
  the Selford barn, roofless and gutted by fire, lie beyond
  the empty farmhouse. 
  Though signs of fire are evident within the barn itself,
  the ground around the structure shows no sign of
  flames, suggesting that the fire in the barn was intensely
  hot, and did not last long enough to spread.
  The fresh corpses of chickens, ducks, and cows are
  strewn about the yard, both inside the animals’ grazing
  pen and around the barn and farmhouse. The necks of
  these creatures have been savagely mutilated.
  The farmhouse is intact, fully furnished, and seem-
  ingly untouched by whatever killed the animals.
  PCs making a successful Search check (DC 10) of the
  soft earth surrounding the barn discover animal tracks.
  A successful Wilderness Lore check (DC 10) identifies
  the tracks as those of a large bear. Human tracks leading
  from the farmhouse to the barn are present, as well,
  though it is impossible to tell who left them. 
  INVESTIGATING
  THE BARN
  Reuven resolved to begin his attacks on the residents of
  Tristor with a bang. Using a fireball scroll he picked up in
  the Bandit Kingdoms, the Rhennee immolated the Selford
  barn, leaving the remaining walls extremely unstable. If
  these walls are touched, the entire barn collapses. Anyone
  inside the structure suffers 2d6 points of damage from
  falling debris, Reflex save (DC 15) for half damage.
  The barn’s interior smells of burnt wood, animal hair,
  and meat. The remains of several animals can be found
  A well-worn path diverges north from the main road,
  over a small hillock. The fields nearby show signs of
  farming, though the yield looks sickly and small. The
  outline of a small farmhouse is visible beyond a line
  of Yarpick trees. The smell of burnt wood and flesh
  fills the air.
  “My dad heard our cow bellowing out in the barn.
  When he got there the barn just seemed to explode. I
  heard the noise and ran outside. My dad was near the
  back of the barn and was tore up something awful. I
  took him to the chapel. I hope they can help him. My
  ma’s hysterical. She says if dad gets better we’re moving.
  Our farm’s destroyed. All of the animals are dead.” 
  THE FARMS OF TRISTOR
  16
  
  within. A few minutes after the PCs enter the barn, they
  hear the whining of a small calf that has been trapped
  under a fallen beam. The creature is badly wounded, and
  requires magical healing.
  To release the calf, the heroes must lift the beam—a
  feat that requires a successful Strength check (DC 25, up
  to three characters may cooperate). Anyone with skills
  relevant to carpentry or architecture may make a skill
  check (DC 15) to realize that the beam supports a pile of
  rubble that in turn supports the bulk of one of the barn’s
  damaged walls, and that moving it might further destabi-
  lize the damaged barn. In fact, the entire barn collapses
  one minute after the beam has been moved, dealing 2d6
  points of damage to all within (as above). If the calf is in
  the barn at the time of the collapse, it is killed.
  If a member of the party casts speak with animals on
  the calf, it whines about its injuries and asks to be fed.
  The calf is anxious and confused about the situation.
  Through coaxing and friendly conversation, the party
  can learn the following:
  kThe calf wandered into the barn after the fire. It was
  hungry and was looking for food. The beam fell on it and
  hurt it. 
  kThe calf saw a large, hairy, four-pawed beast with a
  mouth as big as farmer Selford’s hat and teeth like a
  pitchfork. When the beast breathed, a horrid smell came
  out of its mouth. Its eyes glared red. 
  kThe calf thinks “the beast” killed everything. 
  kThe creature attacked without warning. Most of the
  animals were in the barn. The barn doors were thrown
  open, the beast charged in, and the calf escaped in the
  chaos. Later, the barn caught fire.
  dCalf: hp 4 (currently 1).
  The Bull (EL 2)
  The calf in the barn was not the only survivor of Reuven’s
  cruel attack. Cedric, the family bull, managed to escape
  death at the hands of the bear, though it is wounded and
  mad with pain. Afraid to leave the farmstead, the bull wan-
  ders the wheat fields, waiting for its fear and rage to subside.
  Anyone venturing into Selford’s fields encounters the
  bull. Those searching the fields may make a Spot check
  (DC 18) to notice the bull before it makes a mad charge
  for them. Those who fail this check are surprised when
  the battle begins. 
  Creature: Cedric is a capable opponent, but is driven
  by fear, not by a desire to do harm to the PCs. It begins the
  encounter Hostile toward the PCs. A successful use of the
  Animal Empathy skill (DC 20) can influence Cedric to an
  Unfriendly attitude (per the NPCs Attitudes section of
  Chapter 5 of the DUNGEON MASTER’s Guide). 
  If the heroes cast speak with animals on the bull, they
  learn that it was attacked by the bear and managed to injure
  the creature. The bull is confident it would have killed it if
  the bear had not fled. The bull did not pursue the bear, as it
  wanted to look for the cows (which were all killed).
  dCedric the Bull: hp 41 (currently 32).
  Moving On
  The bear tracks surrounding the barn lead to the east,
  through the Selford fields and into the nearby woods.
  Should the PCs follow the trail, they eventually emerge
  upon a neighboring farmstead (see The Bosko Farm,
  below). If they decide to return to Tristor to report to
  Constable Parsons, proceed to Jagadis Deadknife, below.
  The Bosko Farm
  If the PCs follow the bear trail from the Selford farm, they
  emerge from a light woods onto the property of Surd
  Bosko and his wife, which has just been hit by Reuven and
  his bear. The bodies of the Boskos and animals are fresh. 
  All of the animals: cows, chickens, and ducks have been
  killed, apparently all by a bear. If the PCs investigate the
  tracks, they can tell that only a few of the animals tried
  to run from the bear; most did not put up a fight. All of
  the animals were dragged outside of the barn. 
  The back door of the house also has been torn off
  its hinges. 
  Bear tracks can be found (DC 10) in the yard, in and
  around the barn, and going up to the front and back
  doors of the house. Deep claw marks score the front and
  back doors, indicating that the bear tore the doors off
  their hinges. 
  Inside the house, furniture has been overturned, cup-
  boards opened, and pillows and mattresses slashed. How-
  ever, no claw marks exist inside the house, and it is obvi-
  ous that the beddings were slashed with a knife, not claws. 
  Items strewn about inside the house include men’s
  and women’s clothing. Under a bed is a large painting of
  an old man and woman. Under another bed is the body
  of the woman in the painting. The woman’s body has a
  broken-off metal prong lodged in its back. (The prong is
  a broken tine from the metal claws Reuven wears while
  on his revenge missions.) 
  Heroes making a successful Search check (DC 10) dis-
  cover numerous tracks in the ground outside the house.
  Human tracks, possibly belonging to the Boskos, are
  present, as well as strange marks that suggest something
  heavy was dragged from just outside the house to a line
  of trees nearby. 
  If the PCs follow the drag marks, they discover a man’s
  body half-buried in a crudely dug hole (the bear buried
  the man, planning to return and eat him at a later time).
  The old man has been mauled. The bones of his ribcage
  have been crushed, and his neck is broken.
  Suffering from cuts inflicted by farmer Bosko and
  Cedric the bull, Reuven’s bear left a bloody trail, allow-
  ing PCs making a successful Search check (DC 10) to
  follow it to the east. PCs with the Track feat may make a
  check (DC 20) to notice very light human bootprints
  next to the bear’s trail.
  Following the Bear Tracks
  If the heroes follow the tracks, they find that they lead
  to another nearby farm. The tracks circle the farm, but
  As you get closer you can see that the barn is
  untouched, but the animals are dead. The house has
  been broken into, as the front door hangs loosely on
  its hinges. 
  THE FARMS OF TRISTOR
  17
  
  they do not go to the house or the barn. Regardless of
  the PCs’ tracking skill, they lose the trail at this site
  (Reuven, suspicious that they might be leaving a trail,
  imbibed a potion of pass without trace, feeding a similar
  elixir to Tasptaddle.)
  The Cullen Farm
  The farm is owned by Zebble Cullen, a grouchy, middle-
  aged gnome who became angered at the animal mutila-
  tions, slaughtered his own animals, and took the car-
  casses to market. He plans to restock his herd when the
  threat of the killer has passed. 
  Cullen’s grouchiness may have saved his life. Because
  no animals were present, Reuven ordered his bear
  onward, deciding to put an end to the evening’s violence. 
  If the PCs approach the farmhouse, continue with
  the following: 
  NPC: This is Zebble (Zeb) Cullen. Though he puts up a
  good show of defiance, he is a coward at heart, and does
  not wish to fight the PCs.
  If the heroes tell Zeb they are investigating the animal
  mutilations, he warms up to them a little and begins
  asking them what they have learned. 
  If the heroes take a few moments to talk to Zeb, he
  tells them that last night while cleaning the barn he
  heard movement in the trees nearby. He became a little
  frightened, fearing that the sounds might be the animal
  killer. The noise persisted and Zeb hurried into the
  house. He thought he heard something growling in the
  trees, but he could not swear to it. He locked his house
  up tight and sat by the front door with his spear until he
  fell asleep early this morning. 
  Zeb does not know that the Boskos and Selfords were
  killed. If the heroes tell him about the murders, he
  shakes his head. “I told those Boskos,” he says. “I told
  them not to keep their animals. I told them to slaughter
  them and sell them and restock after this is all over. But
  they wouldn’t listen. They thought someone was going
  to play the part of a hero and get what’s killing the ani-
  mals. They should have listened to me.” 
  dZebble Cullen (gnome): hp 4; halfspear, 22 gp,
  four 10-gp gems buried near outhouse. 
  Jagadis Deadknife
  At some point, the PCs decide to return to Tristor to
  report their findings to Constable Parsons. When they
  do so, continue with the following:
  The rider is, of course, Jagadis Deadknife, a strange char-
  acter whom the PCs may have met in Tristor. Whether
  the party recognizes him, he’s been keeping tabs on
  them. Jagadis has made it his business to know every-
  thing there is to know about those who seek Constable
  Parson’s prize.
  Jagadis informs the party that the constable left Tristor a
  few hours ago, presumably to locate the PCs. “Perhaps he
  had some information for you,” he says mockingly. The
  hunter admits to seeing the constable waiting near a copse
  of trees to the south, but does not know where he is now.
  “Maybe the bear got him,” he says with a disturbing
  grin. At mention of the bear, Jagadis takes the opportunity
  to warn the PCs away from “his” quarry. “Things could get
  . . . difficult of it came to blows between you and me,” he
  says, his hands on the hilt of his sheathed knife.
  When faced with an overt threat, some parties will
  fight Jagadis. The dishonorable lout is not interested in
  challenges or the like, but he fights back if attacked. He
  is much more powerful than any one member of the
  party, and unless the PCs get lucky with some well-
  placed spells or critical hits, he likely will best them in
  melee combat. Jagadis uses his kukri, and strikes to kill.
  After he has felled one PC, he offers the rest a chance to
  call off their attack. “Perhaps you can visit Tristor in a
  few years, when you have learned how to handle your
  weapons,” he says with a derisive grin.
  dJagadis Deadknife: hp 60.
  Development: If the heroes kill Jagadis, they will
  not have the encounter, “Exit Jagadis,” detailed later in
  the adventure. 
  Revenge
  Given Jagadis’ comments about the constable waiting for
  the party near the copse of trees nearby, most parties
  probably approach the location. If they do so, they can
  find the constable’s horse tethered to a tree off the east-
  ern edge of the road.
  PCs making a successful Search check (DC 10) dis-
  cover the constable’s tracks in the soft earth just off the
  road. Apparently, Parsons paced a good deal before leav-
  ing his horse and moving quickly east, into the woods.
  The tracks are not difficult to follow, as they lead past
  broken branches and fallen leaves. The trail leads several
  hundred yards before emerging in a field of high grass.
  The road to Tristor seems barren and lifeless. Sparse
  growths of wheat line either side of the highway.
  Faint hoofbeats hint of a rider approaching from the
  south. Moments later, the traveler appears from
  behind a bend. A tall, cloaked figure, he rides his
  mount hard in your direction, pulling up a few feet
  short of your group. The figure jumps from his
  horse, pulling back his hood to reveal a scarred face
  and jaundiced eye.
  As you approach, the front door of the farmhouse
  swings open quickly, and a wrinkled runt of a gnome
  charges out of the house, brandishing a rusty halfspear.
  “What are you doing on my land?” the farmer asks
  with a scowl. “Ain’t seen you around here. If you’re
  animal killers you’re out of luck. I already killed my
  stock and sold the meat. Beat you to it, I did.” 
  A small, two-story farmhouse stands at the center of
  a yard ringed by a low stone wall. An animal pen
  beyond the home lies empty, its tall wooden door
  creaking quietly as it swings open and shut in the
  wind. Faint candlelight emerges from closed shut-
  ters on the first floor windows of the farmhouse.
  THE FARMS OF TRISTOR
  18
  
  Constable Parsons lies, wounded and dying, 100 yards east
  of the edge of the copse, deep within the field of grass.
  While waiting for the PCs, Parsons was approached by
  Reuven, who lured him into the underbrush, claiming
  to be a woodsman with information about the animal
  attacks. While the pair walked, the Rhennee signaled
  the bear by whistle. It crashed through the brush and
  scared the Constable, who began running. The bear
  overcame him, slashed at him, and was called off by
  Reuven. The Rhennee cut off the Constable’s fingers as a
  warning to the residents of Tristor. 
  NPC: Constable Parsons is delirious, within moments
  of death, and needs to be taken to the clerics in Tristor.
  Any curing abilities of the party will help him, but will
  not do anything to combat the emotional trauma associ-
  ated with his disfigurement.
  As the PCs see to his wounds, Constable Parsons mut-
  ters, “Help me, help me. The Burrens! The Burrens!” 
  Parsons heard Reuven mention that the Burrens’ farm
  would be next, but he is too incoherent because of the
  pain to elaborate on his statement. 
  Unless the PCs thought to have one of the Tristor resi-
  dents map out the region (including farm names) prior
  to their investigation, the group must return to Tristor to
  gain more information regarding Reuven’s next target. 
  PCs with the Track feat may attempt a check (DC 25) to
  note that the tracks of a large bear and humanoid compan-
  ion lead to the north, away from Tristor. The trail leads on
  for hours, eventually becoming impossible to follow.
  Reuven stole Parsons’ magical potions (which he has
  used), his gold, and the ruby reward. Ironically, the PCs
  will have to get their payment from their quarry himself.
  dConstable Ebben Parsons: hp 34 (currently 0); mas-
  terwork bastard sword, mighty [Str 16] masterwork com-
  posite longbow, full plate, large steel shield, 20 arrows.
  RETURN TO TRISTOR
  The return trip to Tristor is without incident. Any resi-
  dent of Tristor can identify the Burrens as a human farm-
  ing family who own land southeast of the city. The Bur-
  rens harvest wheat, but specialize in beef cattle. Those
  who know of the family can give directions to the farm.
  If the PCs take Constable Parsons to the church, Abbot
  Bartho informs them that, though they can heal his body,
  the damage to his soul he must heal himself. The cleric
  suggests that it may be several days before the constable
  comes out of shock and is well enough to speak.
  Bartho also regretfully informs the party that farmer
  Selford did not survive the morning. He will be buried
  the following day. If the PCs healed Selford, then he
  lives, but has fallen into a deep state of unconsciousness.
  If the PCs did not investigate the Bosko farm, the
  priests inform them that Surd Bosko missed an appoint-
  ment this morning, and, given his farm’s proximity to
  that of the Selfords, there may be cause for alarm.
  The party will most likely make haste to the Burrens’
  farm.
  The Burrens’ Farm
  About four dozen healthy cows graze in a large pen
  outside the barn. Candlelight flickers from the
  THE FARMS OF TRISTOR
  Barn
  House
  Hen
  House
  The Burren Farm
  To Tristor
  Copse
  0
  25
  50 Feet
  N
  Barn
  House
  Hen
  House
  The Burren Farm
  To Tristor
  Copse
  0
  25
  50 Feet
  N
  19
  
  Farmer Burren and his wife are well aware of the animal
  attacks in Tristor and know that if they lose their cows they
  lose their livelihoods and quite possibly their lives. In
  order to stave off an attack, Burren and his wife stay awake
  in shifts, watching the animals in the pen. The barn stays
  empty throughout the day and night, as the couple are not
  able to keep an eye on animals beyond closed doors.
  NPCs: If the PCs do not take precautions to hide them-
  selves while approaching the farmhouse, they will be
  accosted by a crossbow-wielding farmer Cend Burren.
  Burren cuts an imposing figure, his black hair and long
  mustache do little to hide the lines of hardship in his
  weathered face. Burren is not afraid to shoot if he feels
  threatened, but is willing to give the strange PCs a chance
  to explain themselves. He is, at heart, a reasonable man.
  Cend Burren asks the PCs many questions, such as if
  they know the identity of the killer(s), what farms have
  been hit recently, and if they know why the killer is
  attacking Tristor. He has not heard about the Selfords or
  Boskos, and reacts to the news of their deaths with great
  sadness. Unless the PCs have announced their suspi-
  cions regarding Reuven’s next target, the farmer reluc-
  tantly asks them if they think his farm will be next.
  Once the party has gained Burren’s trust, he invites
  them into his home. He takes a moment to wake up his
  tired wife, Edrani, and introduces her to the party.
  Edrani Burren stands nearly as tall as her husband. Her
  long blonde hair shows signs of gray. Her hands are
  coarse with years of working the land. She is a kind
  woman, and is thankful for the presence of the PCs.
  The couple shows the party around their modest, two-
  story home. In the kitchen, a number of simple knives
  have been laid out on the counter (“just in case,” as
  Edrani explains).
  With the knowledge that their farm may be next, the
  Burrens invite the PCs to stay the night. Give the players
  a copy of the map of the Burrens’ farmstead, allowing
  them to sketch out a plan of defense. 
  The tip from the wounded Constable Parsons was
  accurate. Reuven indeed plans to hit the Burrens farm
  this very evening. He has not, however, counted on the
  presence of the PCs.
  dCend Burren (human): hp 3; light crossbow, 10
  bolts, dagger, 18 sp.
  dEdrani Burren (human): hp 2; various kitchen
  knives. 
  The Attack (EL 6)
  As evening falls a deep fog begins to set in, creating an
  eerie, disturbing effect. The fog provides total conceal-
  ment beyond 10 feet to any creature on the Burrens
  farmstead (refer to table 8-10: Concealment in Chapter
  8 of the Player’s Handbook). The fog also blocks the vision
  of flying familiars, completely masking Reuven’s
  approach and making a bird’s-eye view of the farmstead
  all but impossible.
  Reuven’s plan of attack is simple. No longer content to
  order Tasptaddle to attack animals, he has decided to go
  farmhouse’s shuttered windows, and a plume of
  smoke rises from the home’s modest chimney.
  THE FARMS OF TRISTOR
  20
  
  straight for the kill. Wearing his cloak of elvenkind, the
  Rhennee killer approaches the Burrens’ farm from the
  north. He hides out in the copse of trees directly north-
  west of the farmhouse, casting the following spells on
  his ursine companion: enlarge, mage armor, and blur.
  Once all spells have taken effect, he orders the bear to
  charge the farmhouse, burst through the back door, and
  kill farmer Burren and his wife.
  NPCs: If one or more party members hides in the
  copse of trees, they have an opportunity to see Reuven
  cast the spells on the bear. Disguised as a simple woods-
  man, Reuven is not immediately identifiable as Rhen-
  nee. He appears to be at least 30 years of age, and wears
  his dark hair and beard long and wild. Reuven’s Spot
  skill is +4 for purposes of noticing a hidden character.
  Remember the thick fog—unless within 10 feet of the
  Rhennee, the hiding PC(s) will only hear his quiet spell-
  casting and violent order to attack.
  dReuven the Rhennee: hp 26; poison claws, light
  crossbow, bracers of armor +1, cloak of elvenkind, ring of pro-
  tection +1, 1,000-gp ruby (stolen from Constable Parsons).
  dTasptaddle (black bear): hp 19.
  Tactics: At Reuven’s command, the bear bursts
  through the fog toward the back of the house. It takes 1
  round for the bear to make it to the back door and a
  second round to burst the door in and move inside.
  Assuming the bear is not interrupted before reaching
  the back door, continue with the following:
  Tasptaddle is not expecting to encounter serious armed
  resistance. If faced with a PC, it attacks, attempting to
  kill. If it takes more than 10 points of damage, however,
  the bear turns to flee, running at full speed to the copse
  of trees, and from there to safety. Reuven follows. He
  has no desire to kill the PCs at this point. They were
  not present twenty years ago and do not factor in his
  bid for revenge.
  The fog can help cover the pair’s escape and will make
  it impossible for the heroes to follow them quickly. 
  The combat ends as quickly as it started. The fog
  becomes thicker, and the sounds of insects and frogs
  resume. 
  Development: The deep fog makes tracking impos-
  sible for those without the Track feat (DC 12 for those
  with it). After the fog lifts, the heroes can search for
  tracks. PCs may make a Search check (DC 10) to dis-
  cover bear and human tracks leading from the copse of
  woods to the north. The trail leads three miles (requiring
  three successful Wilderness Lore checks at DC 10) to a
  small clearing. Those who follow the entire trail may
  continue to the next encounter, Exit Jagadis. If the PCs
  lose the trail, they may return to Tristor. In that case, pro-
  ceed to the next chapter, The Horde of Tristor.
  Exit Jagadis
  The tracks continue to a grove of sablewood trees, where
  the ground is saturated with more blood. The body of
  Jagadis Deadknife lies in a nearby shrub. 
  In their flight from the Burren farm, Reuven and Tasp-
  taddle stumbled into the camp of Jagadis Deadknife.
  During the ensuing battle, the bear killed the horse and
  wounded the hunter. Jagadis wounded Tasptaddle, and
  pursued the bear rather than worry about his own
  health. He caught up with the bear in the grove and was
  killed by Reuven, whom he did not notice. 
  If the PCs search the ground around the grove (DC
  10), they discover that Jagadis apparently was tracking
  the bear when someone came out of the brush behind
  the hunter and murdered him. 
  A successful use of the Track feat (DC 14) reveals that
  the bear and human tracks continue, this time to the west,
  in the direction of Tristor. Increasingly worried about pur-
  suers and wounded from the battle with Jagadis, Reuven
  took time to cover his trail. The trail leads three miles
  west, cuts north for a mile, and then seven miles north-
  east to the Cave of the Forester, Reuven’s lair, described in
  the Fright at Tristor section (below).
  Treasure: Reuven hurried away from the scene of
  butchery, leaving Ripper, Jagadis’ +2 keen kukri, for the
  taking.
  The HOrde
  Of TristOr
  The woman in Prin Falen, the wife of Hiram Falen, a
  former adventurer who moved to the Tristor farmlands
  seven years ago. Prin’s daughter, Sara, left the family
  home to pick berries this morning, and has not been
  seen since. Prin frantically explains that her husband
  went looking for Sara, but found only her basket and
  scarf. She tried to convince Hiram to seek the help of
  Constable Parsons, but he grabbed his bow and quiver,
  muttering something about how someone had to take
  care of the killer once and for all. He headed into the
  woodlands near the marsh (to the north) several hours
  ago and has not returned. 
  As you venture back to Tristor, a wagon approaches,
  moving quickly behind a team of four horses. A
  middle-aged human woman sits at the front of the
  wagon, whipping the horses onward. She notices you
  and pulls the reins tight, slowing the wagon to a crawl.
  The bear and human tracks continue through the
  cold northland for several miles, eventually emerg-
  ing in a small clearing near a stream. The remains of
  a roan horse lie near the stream. A broken longbow
  lies across the horse. The ground is spattered with
  blood. The tracks lead through the camp and into the
  woods beyond. 
  Suddenly, the back door explodes off its hinges,
  revealing a horrible creature. The beast resembles
  a massive black bear, but the image seems dis-
  torted, as if blurred around the edges. The animal
  lets loose a fierce growl, rears up on its hind legs,
  and advances. 
  THE HORDE OF TRISTOR
  21
  
  Prin is horrified by the thought that her daughter
  might be dead and that her husband might be killed by
  whatever is murdering all of Tristor’s animals. She sobs
  wearily, begging the PCs to help her. 
  dBrin Falen (human): hp 3; 7 gp.
  AFTER SARA (EL 4)
  Sara is not dead. While looking for berries, the young
  girl walked to a nearby stream to take a drink. She fell in,
  and was swept away by the current. The girl would have
  died if not for the intervention of a wild bear, who
  plucked her from the swift flow. The bear recently lost a
  cub to Jagadis Deadknife, and has “adopted” Sara as its
  own. Sara has not left the bear’s den because she thinks
  it’s fun to have an animal friend.
  The bear’s cave is well camouflaged. It takes 5 hours of
  searching for the PCs to discover it. The cave itself is a
  simple den (no map is provided) that extends some
  twenty feet into a rocky hill.
  Creature: The mother bear, known as “Brownie” by
  local woodsfolk, is a peaceful beast. She does not take
  well to intruders, however, and defends Sara from the
  PCs. Brownie has an Unfriendly attitude toward intruders,
  which can be modified by use of the Animal Empathy
  skill. If attacked, Brownie fights to protect Sara as if the
  girl were one of her own cubs.
  dBrownie (brown bear): hp 51.
  NPC: Sara Falen is a bright six-year-old girl. She is fond
  of her new friend, and can act as mediator between the
  bear and the PCs if a member of the party reminds her
  that her family misses her. If they do so, Sara promises to
  return to the den regularly. Somehow, the creature seems
  to understand, and allows her to leave with the party. 
  If the PCs kill Brownie, Sara cries, explaining that the
  bear saved her life.
  dSara (human): hp 2. 
  A Night In The Wilderness (EL 2)
  As it took the PCs most of the day to locate Brownie’s
  den, which itself lies several hours from the main road
  and civilization, they will probably have to spend the
  evening in the woods (the bear, even if friendly to the
  PCs, does not allow them to rest in her den).
  About three hours after midnight, allow any wakeful
  sentries to make a Listen check (DC 10) to hear sounds,
  perhaps the tread of a half dozen men, in the distance. 
  If the PCs investigate by venturing closer to the noise,
  they discover a group of four bestial figures (orcs)
  pulling a human man along by a chain behind them. The
  orcs converse quietly in their feral tongue, arguing about
  whether to return to their camp or to search the wood
  for additional captives.
  The chained human figure matches the description of
  Hiram Falen (if the PCs thought to ask Prin for such).
  Creatures: These superstitious orcs are a scouting party
  from the larger camp in the Troll Fens. They discovered
  Hiram Falen while scouting the woods, and are frightened
  about what they call the “demon bear,” the creature that has
  been killing the animals and farmers of Tristor. 
  dOrcish scouts: hp 5, 4, 3, 3.
  NPC: Hiram Falen was captured four hours ago as he
  explored the forest looking for his lost daughter. Though
  dedicated to his simple farming life, there was a time
  when Hiram considered himself an adventurer. During
  his travels, he managed to pick up a smattering of
  Orcish. He heard the scouts talk about taking him to
  “the Horn of the Minotaur.” 
  Hiram is certain that the orcs were referring to the
  Blue Dragon’s Tusk, a local landmark at the southern
  edge of the Troll Fens, a few miles to the north. He
  believes that the orcs may have an encampment there.
  If reunited with his daughter, Hiram is overjoyed,
  hugging Sara tightly while unsuccessfully attempting to
  stifle tears of joy. He tells the party that his family owes
  them a great debt of gratitude.
  dHiram Falen (human): hp 5.
  Development: Armed with the possible location of
  an orcish outpost and accompanied by two civilians, the
  PCs need to make a difficult decision. If they decide to
  proceed directly to the Blue Dragon’s Tusk, Hiram
  wishes them luck, departing their company to take his
  daughter home. If they decide to return to Tristor, how-
  ever, Hiram asks if they plan to move against the orcs. If
  they do, he bravely volunteers to help them in an attack
  on the camp, inviting them to drop by his farmstead to
  pick him up. In either event, the farmer is happy to pro-
  vide the party with directions to the landmark.
  If the PCs return to Tristor, continue with the next
  section. If they press on to the orcish outpost, jump
  ahead to Attack on the Orcish Encampment.
  TRISTOR, AGAIN
  The PCs may decide to return to Tristor for any
  number of reasons—to report their findings, to alert
  the town to the death of Jagadis Deadknife, to check
  on the constable, or to recruit help for an attack upon
  the orc encampment.
  Constable Parsons remains at Tristor’s church. Though
  his hands have been bandaged and he has come out of his
  stupor, he remains distant, slipping in and out of conscious-
  ness. He remembers that a dark, bearded man coaxed him
  into the forest, telling him that he had information on the
  murders. If asked directly whether the man was a Rhennee,
  Parsons supposes that he could have been. The two had not
  gone far when something attacked him from behind. He
  remembers nothing else about the attack. If told about the
  orc camp near the Blue Dragon’s Tusk, Parsons suggests that
  the PCs report their findings to Rontir Athone.
  Should the PCs inform Sergeant Athone about their
  findings, he becomes very interested, seeing in their
  report a chance to further himself with his superiors in
  Wintershiven. He assigns four soldiers to assist the party
  in the attack (allow each player to control one soldier),
  and wishes the heroes good luck on their attack, apolo-
  gizing that he cannot give them more aid.
  NPCs: The four soldiers assigned to the group by Ser-
  geant Athone are young recruits from the army of religious
  warriors stationed in Wintershiven. They are steadfast in
  their dedication to Pholtus, often uttering a small prayer
  before charging into battle. They are dedicated to helping
  THE HORDE OF TRISTOR
  22
  
  the PCs defeat the orcs, but they are not stupid. They will
  not tolerate being treated as “human shields,” and will do
  their best to spread out in the party’s marching order.
  dVasht, Ragen, Tellis, and Kline (male human
  guards): hp 7, 6, 6, 5.
  Attack on the Orc Encampment
  The orc encampment, built in the shadow of the Blue
  Dragon’s Tusk, has been constructed on a series of wooden
  docks reaching into the fetid water of the Troll Fens. The
  marsh’s depth ranges from about one foot near the shore
  to up to 10 feet near the far edge of the docks. Within 40
  feet of the shore, swamp grass grows to a height of five
  feet, obscuring vision and adding +10 to Hide checks of
  anyone standing still or treading water within it. Moving
  through the dense grass is difficult, however; anyone
  doing so suffers a –10 penalty to Hide checks.
  Gubrah, a malicious, proud bugbear captain runs the
  camp in service to the Watcher. Excessively arrogant,
  Gubrah has set only a skeleton guard. Three goblin
  archers (Spot +3) watch over the docks from a tall
  mound of earth (area 2), ready to send a volley of arrows
  into any would-be intruders.
  Due to the large number of combatants, most parties
  will have a difficult time with a straightforward attack of
  the camp. Reconnaissance of the area alerts careful par-
  ties to the large number of troops present here. Those
  who come equipped with soldiers from Tristor and who
  choose stealth over brawn have a much easier time
  defeating the encampment.
  a1. Pit Trap (EL 4)
  The wooden dock has been set with a simple deadfall
  trap (Search DC 15, Disable Device DC 15) 35 feet from
  the shore. Anyone stepping on the 5-foot-square of
  trapped dock triggers a mechanical swivel that drops the
  dock section out from under the victim, dumping him
  or her into 6 feet of water.
  Though the noise of the splash is likely to alert the
  goblin sentries (Listen +3) from area 2, it causes no phys-
  ical damage. Victims can feel thin walls surrounding the
  5-foot-square beneath the trapped dock. The walls have
  very small holes in the sides, allowing water to fill the
  “cage” they form. 
  The cage contains four giant leeches (Hide +8), who
  attempt to attach themselves to victims (see Creature
  Appendix).
  dGiant leeches (4): hp 4 each.
  2. Mound of Earth (EL 1)
  A large mound of hard earth emerges from the bog to a
  height of 35 feet. Three goblins (Hide +6) stand guard at
  the top of the mound, hidden behind tall leafy trees
  (which provide 50% cover). A rickety wooden ladder has
  been set against the north face of the mound, allowing
  access to the peak.
  d4 Goblin archers: hp 5, 4, 3, 3.
  3. Goblin Barracks (EL 2)
  A long, crudely constructed wooden hut partially
  shaded by swamp trees provides shelter for the
  encampment’s 12 goblin skirmishers. At any one time,
  eight goblins are present.
  Treasure: Aside from the goblins’ shabby equipment, a
  careful search of the barracks reveals assorted coins worth
  150 gp, a small 20-gp sapphire, and a broken wooden
  spoon engraved with a holy symbol of Erythnul the Many.
  d8 Goblins: hp 6, 5, 4, 4, 4, 4, 3, 3.
  4. Soaking Cage
  NPCs: The three beings in the soaking cage are trappers
  recently captured by a band of orc scouts. They are not
  warriors, and will not help the party in combat, even if
  completely healed.
  Six feet from the terminus of the eastern dock, a large
  wooden cage has been partially submerged in the
  water. The cage holds three prisoners submerged to
  their necks, a male half-orc who appears to have been
  severely beaten, a female human dressed in leather
  armor, and a similarly garbed, bearded human male.
  The male appears to have lost consciousness, his head
  propped above the waterline by the woman beside him.
  THE HORDE OF TRISTOR
  6
  4
  5
  2
  3
  1
  Orc
  Encampment
  N
  0
  25
  50 Feet
  6
  4
  5
  2
  3
  1
  Orc
  Encampment
  N
  0
  25
  50 Feet
  23
  
  The trappers believe that the countryside crawls with
  orcs, and that only the walls of Tristor will provide them
  with safety. Besides, they have heard the orcs worriedly
  speak of a demon bear loose in the northlands, and want
  as little to do with that as possible.
  The trappers confirm that the orcs follow some being
  known as the Watcher, who seems to lair in the Raker
  Mountains far to the northeast. Gubrah, the bugbear
  who runs this encampment, is the highest-ranking ser-
  vant of the Watcher in the region.
  If asked about the northern woods, the trappers can
  give directions to the home of Tadda, a reclusive sorcer-
  ess whom they believe is in league with the orcs and
  who may have summoned the demon bear.
  dFurthak (half-orc): hp 7 (currently 4, and suffering
  from 3 points of subdual damage).
  dMeriss (human): hp 5 (currently suffering from 3
  points of subdual damage).
  dGerbrun (human): 5 (currently 0).
  5. Orc Barracks (EL 3)
  Behind the earthen mound lies a large, well-con-
  structed wooden cabin. Gubrah’s orcs lair within, in a
  large room appointed with 20 crude cots and footlock-
  ers. The northern quarter of the cabin is the makeshift
  kitchen for the encampment, to which hunters bring
  nightly kills for preparation.
  Creatures: The bulk of Gubrah’s orcs are in the field
  (and may very well have been dispatched by the PCs). A
  small squad of five can be found within the cabin at any
  one time, usually playing at dice or wrestling with each
  other. Those who remain in the cabin resent “marsh
  duty,” and wish to return to the Rakers. Brutish and not
  exceptionally loyal, the orcs are willing to fight to the
  death only if they fear for their lives or are in the pres-
  ence of Gubrah, whom they fear more than the PCs.
  The smallest of the orcs, the shaman, Lebmak, remains
  loyal to Gubrah. If attacked, he immediately casts shield
  upon himself. Thereafter, he hides behind the other com-
  batants, attempting to pick off enemies with magic missiles.
  dOrcs (4): hp 5, 5, 4, 4.
  dOrc Shaman (Lebmak): hp 7.
  Treasure: A search of the footlockers reveals 200 gp in
  assorted coins, a copper statue of Gruumsh One-Eye
  worth 25 gp, and a steel breastplate fashioned with the
  heraldry of the Duchy of Tenh. A larger chest (1 in.
  thick; Hard 5; hp 1; AC 5; Break DC 18) protected by an
  average lock (Open Locks DC 25) contains two flasks of
  alchemist’s fire, three doses of antitoxin, a 200-gp blood-
  stone, and a 400-gp bar of solid silver.
  6. Gubrah’s Lair (EL 5)
  The northern edge of the orc encampment is domi-
  nated by a large wooden building, the lair of Gubrah. 
  Creature: A fierce combatant, Gubrah charges from
  his home at the first sign of trouble, ready to smite his
  enemies with his mighty double-bladed sword.
  dGubrah: hp 29.
  Treasure: Assorted coins worth 650 gp, set of five
  finely-crafted silver daggers (worth 50 gp each), 55 gp
  diamond earring, potion of spider climb, potion of reduce (at
  5th level).
  THE HORDE OF TRISTOR
  24
  
  The Fright
  at TristOr
  This final chapter includes a handful of locations well
  outside Tristor’s walls that might be visited during this
  adventure. 
  THE SORCERESS’S
  COTTAGE
  This modest structure is the home of Old Tadda, a reclu-
  sive herbalist. Tadda spends the bulk of her days mixing
  salves and unguents, which she sells to the forest folk
  who make their homes nearby.
  NPC: Tadda is very distrusting of strangers, preferring
  the company of her pet wolverine to that of other
  humans. The recent animal mutilations around Tristor
  have troubled her greatly, as she sees it as her part to
  assist the local wild animals. Naturally, she believes
  strangers from the south are to blame for the murders.
  If the PCs convincingly explain that they are looking
  for the animal murderer, she becomes more pleasant,
  and invites them inside.
  dTadda: hp 14.
  dWolverine: hp 25.
  The inside of Tadda’s cabin is very neat and clean, with
  jars and vials stacked on shelves along each wall. Tadda
  explains to the PCs that so many strangers fear the
  forest, seeing it as a place of danger. She sees it as a
  garden for curing the sick. She’s lived here for more than
  fifteen years, and has not been ill a single day. 
  She offers to create some healing ointment for the
  group if any PC looks particularly wounded. This foul-
  smelling stuff heals 2d4 hp per application. Tadda has
  enough ingredients for three applications, which she
  provides free of charge. The salve must be used quickly,
  she explains, as it goes bad within three days.
  If the PCs ask Tadda about a bear, she tells them that the
  only bear she knows about is Brownie, a creature who
  sounds suspiciously like the bear who “abducted” Sara.
  Tadda admits, however, that she does not get around
  much. If they are looking for a specific animal in the area,
  she suggests they talk to Old Kedder or the Forester.
  Old Kedder, Tadda explains, is a crippled hermit who
  lives deeper in the woods. He claims he is a great
  shaman, though Tadda thinks he is long past insane.
  “He does not act quite human,” she whispers, as if the
  walls of her hut had ears. Still, she admits, there may be
  something to his claims, and perhaps he has powers,
  after all. 
  The Forester, Hosk, lives in a cave just off a nearby
  stream. He keeps to himself, trapping animals for a
  living—an occupation she does not respect. Tadda dis-
  cusses the Forester with reluctance and tight lips. PCs
  may make a Sense Motive check (DC 15) to determine
  that Tadda is hiding something.
  In fact, Hosk was once Tadda’s lover. He romanced
  the older woman with tales of past derring-do. Despite
  a large scar on his left cheek, she loved him deeply,
  and the two shared a romance that lasted nearly five
  years. About ten years ago, they had a falling out, and
  have not spoken since. Tadda still loves Hosk, but is
  too proud to contact him. Unfortunately, Reuven
  killed Hosk more than a month ago, and has been
  using his cave (and identity) ever since.
  Tadda can give directions to Hosk’s cave and Old
  Kedder’s home.
  The Forester’s Cave (EL 6)
  The ground immediately in front of the cairn
  entrance (to a range of about 30 feet) has been sprinkled
  with dry sticks and gravel. Anyone attempting to sneak
  through the area suffers a -10 penalty to Move Silently
  checks. Though this tactic helps Reuven detect
  unwanted visitors, it also makes it easier for the PCs to
  detect the tracks of the Rhennee and his companion
  An ancient cairn of piled stone slabs and tree trunks
  stands at the center of a small clearing in the north-
  ern woodlands. A dark entrance marks the front of
  the cairn.
  A short path leads from the rough northern road to a
  small cabin roofed with pine boughs. A root garden
  dominates the structure’s front yard. An old fur
  hangs over the hut’s door.
  THE FRIGHT AT TRISTOR
  25
  
  (DC 8). Beyond the gravel and twigs, detecting signs of
  their passage requires the Track feat (DC 15).
  NPC: Reuven lives in this cave under the assumed
  guise of the trapper, Hosk. He wears his hair and beard
  long, and has adopted a very rustic lifestyle, adding a dab
  of makeup and an assumed accent (Bluff +5, Disguise +9)
  to round out the ruse. Assuming he hears the PCs as
  they approach (Listen +4), “Hosk” emerges from the cave
  holding an armload of furs and animal traps. He acts sur-
  prised at the appearance of the PCs, and greets them
  with a smile.
  If the PCs mention bears or the animal tracks near the
  cairn, Reuven explains that a large bear, probably seek-
  ing shelter, wandered into his cave about three hours
  ago. He was lucky to scare it off with a woodcutting axe.
  Anxious to get the PCs away from his cave (and from
  the wounded Tasptaddle, who rests within the cairn),
  Reuven suggests that they visit the home of Old Kedder,
  a strange hermit who lives at the edge of the marsh.
  Kedder, he claims, keeps a large bear as a pet. The animal
  that visited him earlier could have been Kedder’s crea-
  ture. Reuven warns the group that Kedder is sneaky,
  however, and that they should watch their backs if they
  decide to pay him a visit.
  If the heroes buy the Forester’s story about Old
  Kedder and his bear and go off the visit the hermit,
  Reuven and Tasptaddle will escape. The Rhennee plans
  to move on to another town, rest up, heal his bear, and
  return to Tristor later for more revenge. If the heroes
  come back here after dealing with Old Kedder, they
  find the cave deserted. 
  If the PCs prove insistent, Reuven allows them into
  the cave, attempting to usher them all inside while
  remaining at the back of the party. His fighting claws
  (which have been smeared with the last of his sleep
  poison), are secreted within the furs he holds in his
  arms. Once the PCs have entered the cave, Reuven whis-
  tles loudly, signaling Tasptaddle to attack.
  dReuven the Rhennee: hp 26.
  dTasptaddle (black bear): hp 19 (currently 11).
  Treasure: Though Reuven’s goal in his farm attacks
  has not been financial, he has on occasion helped him-
  self to some treasure. This he keeps in an unlocked
  chest near the back of the cairn. The chest contains 250
  gp (in assorted coins), a 200-gp silver candelabra (stolen
  from the Bosko farm), and a 1,000-gp ruby (stolen from
  Ebben Parsons).
  Old Kedder’s Place
  The journey to Old Kedder’s takes the heroes through
  a boggy area, in which can be found a number of
  animal tracks. Some of these tracks are undoubtedly
  from bears (the creatures are not uncommon in this
  region). Eventually, the party comes upon Old
  Kedder’s home, a dilapidated hovel that resembles a
  pile of discarded lumber. The ground around the home
  has been stripped back to the bare, hard earth. To the
  northeast is a wild tangle of weeds that once appar-
  ently was a garden. 
  A thin, feeble, strand of smoke rises from the
  makeshift chimney. The front door of the home
  seems to lean against the house rather than serve as
  an entrance. 
  The ground here is so hard that tracking is impossible.
  Old Kedder, a human man of 40 who looks twice his
  age, lives alone in the modest structure. Blind and
  without the use of his legs, Kedder lost his mind sev-
  eral years ago. Now he crawls around his home,
  explaining his prophetic visions to the walls and fur-
  niture. Old Kedder has come to think of himself as a
  shaman or a great and powerful oracle. If the heroes
  begin to ask him questions, he will slip into his
  shamanistic mode. 
  “I can answer all things . . . unseen questions. The power
  of the deities grants me this ability. What do you wish to
  know? Ask quickly, for my mind begins to wander.” 
  The old man does not know about the Forester. He
  knows about Tadda, whom he once took a fancy to until
  he decided she was daft. He expounds upon anything the
  heroes ask about; feel free to make up wild and unusual
  answers. His answers do not need to make sense. 
  He can, however, provide one piece of interesting
  information. If the heroes ask Kedder about Rhennee
  or the incident in Tristor 20 years ago he becomes very
  sad and quiet. Slowly, as if speaking about someone
  else, he explains the story of Kedrick, a young man
  from Tristor who suffered from chest pain and turned
  to a group of Rhennee for help. Their bottled cure
  blinded the man and ruined his legs. Two other sickly
  villagers died after drinking their miracle cures.
  Kedder explains softly that the other villagers had the
  Rhennee killed for their crimes.
  At mention of the Rhennee’s punishment, the man
  begins to cry softly. The young man, Kedder explains,
  always felt guilty about the affair, as if the blood of the
  Rhennee were on his hands. His only saving grace, the
  one thing that has kept him going all these years, is that
  the youngest of the Rhennee, a boy named Reuven, was
  spared from the hanging tree. Kedder explains that
  Kedrick, wherever he is, hopes that that little boy had a
  full life, and was able to put the madness behind him.
  dOld Kedder (human): hp 3. 
  The Peace
  Of TristOr
  After the PCs have dealt with Reuven and Tasptaddle,
  chances are they will return to the hamlet of Tristor.
  Though Parsons’ reward was recovered at Reuven’s cave,
  a return trip to Tristor allows the group a chance to play
  at being heroes. 
  Both Ebben Parsons and Rontir Athone thank the
  party for their efforts, though they urge them to keep
  the real reason behind Reuven’s attacks quiet. It would
  not do, they say, to upset the populace of Tristor into
  thinking they brought these affairs upon themselves
  (which, of course, they did). 
  If played as part of the LIVING GREYHAWK campaign,
  the events of The Fright at Tristor end here, after the
  heroes have reported their victory. If, however, the
  THE PEACE OF TRISTOR
  26
  
  adventure is being used as part of an ongoing campaign,
  a number of options for continuing play exist:
  Though the overt menace of the animal mutilations
  has been taken care of, the Watcher and his orcish horde
  remain a threat. If the heroes were successful in defeat-
  ing Reuven and were willing to keep the whole story
  quiet, Parsons and Athone likely offer them another
  reward to investigate the mountains to the northeast, in
  hopes to learn more of the Watcher. If the PCs are caus-
  ing trouble, perhaps the rulers of Tristor offer a greater
  reward, all the better to tempt the PCs into leaving town
  as soon as possible.
  By the time the group returns from the battle at
  Reuven’s cave, Constable Parsons has emerged from his
  depression over having lost his fingers. Since a finger-
  less officer of the law is of little use to the community, he
  plans to venture to Wintershiven, the capital of the
  Theocracy of the Pale, where he hopes to purchase a
  regenerate spell with the small wealth he has accumulated
  over his lifetime. With marauding orcs, the travel will be
  arduous, and he will need guards. . . .
  One of the farmers killed by Reuven left no heirs,
  leaving his land to be granted at the whim of Athone,
  Parsons, and Abbot Bartho. Lawful parties, particu-
  larly if one or more members of the group reveres
  Pholtus, might find themselves the owners of a fron-
  tier farm as thanks for their part in investigating the
  fright at Tristor.
  CONCLUDING
  THE ADVENTURE
  The Fright at Tristor should promote a group of four 1st-
  level PCs to 2nd level. It’s possible (but not likely) that a
  group of four 2nd-level characters might advance to 3rd
  level, if all encounters are defeated with little difficulty. 
  In the LIVING GREYHAWK campaign, special paper cer-
  tificates represent magic items. Likewise, experience
  points are tracked in an official Character Log. If the
  adventure is being played as part of LIVING GREYHAWK,
  you need to fill out the form below in order to receive
  official certificates for any magical treasure claimed and
  experience gained. If a magic item does not appear
  within the pages of this adventure, it cannot be claimed
  (for instance, if the PCs ventured to Wintershiven to
  purchase expensive magic items, those items will not be
  made official in the international campaign).
  The Dungeon Master should record the names and
  RPGA membership numbers of all players on the form
  included below (remember that only GUILD-LEVEL mem-
  bers of the RPGA are eligible to have their results
  “count”). Answer the additional questions at the bottom
  on the response form, and attach the form to a short
  summary of how the adventure played out. Send the
  response form and adventure summary to: Living Grey-
  hawk Results, RPGA Network, P.O. Box 707, Renton WA
  98057-0707. Hard copies only, please.
  RPGA HQ will return a packet of magic item and
  experience point certificates to the Dungeon Master
  within two weeks of receipt of the response form and
  adventure summary. It is the Dungeon Master’s respon-
  sibility to get the certificates to her players.
  THE PEACE OF TRISTOR
  27
  The Fright at TristOr RespOnse FOrm
  Dungeon Master Name: ________________________________ RPGA#: ____________________________
  Address: __________________________________________________________________________________
  _________________________________________________________________________________________
  email: __________________________________________________________________________________
  Player Name: _________________________________________ RPGA#: ___________________________
  Player Name: _________________________________________ RPGA#: ___________________________
  Player Name: _________________________________________ RPGA#: ___________________________
  Player Name: _________________________________________ RPGA#: ___________________________
  Player Name: _________________________________________ RPGA#: ___________________________
  Player Name: _________________________________________ RPGA#: ___________________________
  Roughly how many hours did it take to play The Fright at Tristor? ____________________________________
  Would you be interested in participating in another “at home” LIVING™ campaign event at some point in the
  future? __________________________________________________________________________________
  Please attach a summary of the adventure, including a list of all treasure claimed (broken down by party
  members), and where it came from. 
  
  Creature
  Appendix
  dAam, male human Clr3: CR 3; Medium-size
  humanoid; HD 3d8+6; hp 20; Init +0; Spd 15 ft.; AC 10;
  Atk +3 melee (1d6/1d6, quarterstaff); SQ Blind; AL LG;
  SV Fort +5, Ref +1, Will +8; Str 11, Dex 10, Con 15, Int
  10, Wis 16, Cha 9. (5 ft. 3 in. tall)
  Skills and Feats: Concentration +7, Diplomacy +2,
  Knowledge (religion) +1, Listen +5; Blind-Fight, Brew
  Potion, Iron Will.
  Special Quality: Brother Aam is blind, suffering the
  attendant difficulties as explained in Chapter 3 of the
  DUNGEON MASTER’s Guide.
  Possessions: Masterwork quarterstaff, wooden holy
  symbol, liturgical beads.
  Spells Prepared (4/4/3): 0—cure minor wounds, detect
  poison, purify food and drink, resistance; 1st—endure ele-
  ments, magic weapon, protection from evil, remove fear; 2nd—
  heat metal, lesser restoration, make whole.
  dAnders Sogenford, male human Bbn4: CR 4;
  Medium-size humanoid; HD 4d12+12; hp 36; Init +2
  (Dex); Spd 40 ft.; AC 12; Atk +8 melee (1d12+4/crit 19-
  20/×2, greatsword); SA Bbn rage 2×/day; SD Uncanny
  dodge; AL NG; SV Fort +7, Ref +3, Will +2; Str 17, Dex
  15, Con 16, Int 11, Wis 13, Cha 15. (6 ft. 5 in. tall)
  Skills and Feats: Climb +8, Intimidate +7, Jump +7,
  Listen +5, Ride (horse) +7, Spot +5, Wilderness Lore +5;
  Power Attack, Sunder, Weapon Focus (greatsword).
  Possessions: Greatsword kept under bar, 57 gp in lock-
  box under bar, 132 gp kept in hidden compartment
  under bed in upstairs quarters.
  dArim, male elf Clr3: CR 3; Medium-size
  humanoid; HD 3d8+3; hp 24; Init +2 (Dex); Spd 30 ft.;
  AC 12; Atk +4 melee (1d6/1d6, quarterstaff), +5 ranged
  (1d8/crit ×3, longbow); AL LN; SV Fort +4, Ref +3, Will
  +5; Str 13, Dex 14, Con 12, Int 14, Wis 15, Cha 8. (5 ft. 2
  in. tall)
  Skills and Feats: Concentration +5, Heal +6, Knowledge
  (arcana) +8, Knowledge (religion) +8, Listen +4; Dodge,
  Toughness, Weapon Focus (longbow).
  Possessions: Masterwork quarterstaff, longbow, 20
  arrows, wooden holy symbol, healer’s kit.
  Spells Prepared (4/4/3): 0—create water, cure minor
  wounds, read magic, virtue; 1st—comprehend languages,
  divine favor, endure elements, protection from evil; 2nd—
  gentle repose, heat metal, zone of truth.
  dAthone’s Trainees, male and female Com1:
  CR 1/2; Medium-size humanoid; HD 1d4+1; hp 3;
  Init +0; Spd 30 ft.; AC 11; Atk +1 melee (1d8+1/crit
  19-20/×2, longsword); AL LG; SV Fort +1, Ref +0, Will
  +0; Str 12, Dex 10, Con 12, Int 10, Wis 11, Cha 10. (5
  ft. 6 in. tall)
  Skills and Feats: Listen +3, Spot +1, Ride (horse) +2;
  Martial Weapon Proficiency (longsword).
  Possessions: Longsword, padded armor, 2 sp.
  dBartho (Abbot), male human Clr5: CR 5;
  Medium-size humanoid; HD 5d8+5; hp 28; Init +0; Spd
  30 ft.; AC 10; Atk +3 melee (1d6–1, mace); AL LN; SV
  Fort +6, Ref +2, Will +8; Str 9, Dex 11, Con 12, Int 16,
  Wis 17, Cha 12. (6 ft. 1 in. tall)
  Skills and Feats: Bluff +3, Concentration +5, Diplomacy
  +8, Gather Information +3, Heal +10, Intimidate +3,
  Knowledge (religion) +11, Listen +5, Spot +5; Brew
  Potion, Scribe Scroll, Skill Focus: Knowledge (religion).
  Possessions: Masterwork mace; silver holy symbol;
  scrolls: Protection from elements, cure light wounds (×5);
  cloak of resistance +1.
  Spells Prepared (5/5/4/3): 0—create water, cure minor
  wounds, detect magic, detect poison, mending; 1st—bless
  water, comprehend languages, cure light wounds, protection
  from chaos, protection from evil; 2nd—animal messenger,
  augury, calm emotions, delay poison; 3rd—create food and
  water, locate object, magic circle against chaos.
  dBrownie (brown bear): CR 4; Large animal; HD
  6d8+24; hp 51; Init +1 (Dex); Spd 30 ft.; AC 15; Atk
  +11/+11/+6 melee (1d8+8 [×2], claws; 2d8+4, bite);
  Face/Reach 5 ft. × 5 ft./10 ft.; SA Improved grab; SQ
  Scent; AL N; SV Fort +9, Ref +6, Will +3. Str 27, Dex 13,
  Con 19, Int 2, Wis 12, Cha 6.
  Skills and Feats: Listen +4, Spot +7, Swim +14.
  Special Attacks: Improved Grab (Ex): On a successful
  claw hit against a Medium-size opponent, Brownie may
  attempt a grapple as a free action without provoking an
  attack of opportunity. 
  Special Qualities: Scent (Ex): Brownie can detect other
  creatures within 30 feet by sense of smell. As a partial
  action, she can note the direction in which the scent lies.
  She can determine the exact location of any creature
  within 5 feet. 
  dBrynn Aramis, female human Com1: CR 1/2;
  Medium-size humanoid; HD 1d4; hp 4; Init +1 (Dex);
  Spd 30 ft.; AC 11; Atk -2 melee (1d4–2, dagger); SV Fort
  +2, Ref +1, Will +1; AL NG; Str 7, Dex 12, Con 14, Int 11,
  Wis 12, Cha 16.  (5 ft. 3 in. tall)
  Skills and Feats: Handle Animal +4, Listen +3, Profes-
  sion (cook) +4, Ride (horse) +3, Spot +3; Skill Focus: Pro-
  fession (cook).
  Possessions: Dagger, 9 cp.
  dCedric the Bull: CR 2; Large animal; HD 5d8+15;
  hp 41 (currently 32); Init +0; Spd 30 ft.; AC 12; Atk +6
  melee (1d8+6, butt); Face/Reach 5 ft. × 10 ft./5 ft.; SQ
  Scent; AL N; SV Fort +7, Ref +4, Will +1; Str 18, Dex 10,
  Con 16, Int 2, Wis 11, Cha 4. 
  Skills and Feats: Listen +8, Spot +5.
  Special Quality: Scent (Ex): The bull can detect other
  creatures within 30 feet by sense of smell. As a partial
  action, it can note the direction in which the scent lies.
  The bull can determine the exact location of any crea-
  ture within 5 feet.
  CREATURE APPENDIX
  28
  
  dConstable Ebben Parsons, male human Ftr4:
  CR 4; Medium-size humanoid; HD 4d10+8; hp 34; Init
  +5 (+1 Dex, +4 Improved Initiative); Spd 20 ft.; AC 21;
  Atk +9 melee (1d10+5, masterwork bastard sword), +6
  ranged (1d8+3 /crit ×3, mighty [Str 16] masterwork
  composite longbow); AL LG; SV Fort +6, Ref +2, Will
  +2; Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8. (5 ft.
  11 in. tall)
  Skills and Feats: Climb +7, Jump +7, Ride +8, Swim +9;
  Dodge, Exotic Weapon Proficiency (bastard sword),
  Improved Initiative, Power Attack, Weapon Focus
  (bastard sword).
  Possessions: Potion of cure moderate wounds, potion of
  endurance, masterwork bastard sword, mighty [Str 16]
  masterwork composite longbow, full plate, large steel
  shield, 20 arrows, 23 gp, one 1,000-gp ruby (the reward).
  dFinney Goodbarrel, male halfling Rog1: CR 1;
  Small humanoid; HD 1d6+2; hp 9; Init +4 (Dex); Spd 20
  ft.; AC 17; Atk +1 melee (1d6/crit 19-20/×2, short
  sword), +1 ranged (1d8/crit 19-20/×2, light crossbow);
  AL CG; SV Fort +2, Ref +7, Will +1; Str 10, Dex 18, Con
  15, Int 12, Wis 10, Cha 14. (3 ft. 2 in. tall)
  Skills and Feats: Bluff +6, Climb +2, Disable Device +5,
  Hide +12, Jump +2, Listen +4, Move Silently +10, Open
  Lock +8, Pick Pocket +8, Search +5; Toughness.
  Possessions: Short sword, light crossbow, 10 crossbow
  bolts, leather armor, grappling hook, common lamp, oil
  (2 pints), thieves’ tools, three 200 gp gems pilfered from
  a minor Nyrondal noble.
  dFurthak, male half-orc Com2: CR 1; Medium-size
  humanoid; HD 2d4+2; hp 7 (currently 4, suffering from
  3 points of subdual damage); Init +2 (Dex); Spd 30 ft.; AC
  12; Atk +4 melee (1d3+3 subdual, unarmed strike); AL N;
  SV Fort +2, Ref +2, Will +1; Str 17, Dex 14, Con 15, Int 8,
  Wis 13, Cha 10. (6 ft. tall)
  Skills and Feats: Profession (trapping) +4; Toughness.
  Possessions: None.
  dGaeren Aramis, male human Com2: CR 1;
  Medium-size humanoid; HD 1d4; hp 8 (currently 6); Init
  +0; Spd 30 ft.; AC 10; Atk +2 melee (1d6+2, pitchfork);
  SV Fort +1, Ref +0, Will +2; AL NG; Str 15, Dex 10, Con
  13, Int 13, Wis 14, Cha 9. (5 ft. 10 in. tall)
  Skills and Feats: Craft (animal husbandry) +4, Craft
  (farming) +4, Handle Animal +1, Listen +4, Ride (horse)
  +2, Spot +4, Use Rope +1.
  Possessions: Pitchfork (simple weapon, 1d6 damage,
  reach), 32 gp.
  dGerbrun, male human Com2: CR 1; Medium-size
  humanoid; HD 2d4; hp 5 (currently 0); Init +0; Spd 30 ft.;
  AC 10; Atk +1 melee (1d3 subdual, unarmed strike); AL
  N; SV Fort +0, Ref +0, Will +0; Str 12, Dex 10, Con 11, Int
  11, Wis 10, Cha 11. (5 ft. 7 in. tall)
  Skills and Feats: Handle Animal +4, Profession (trapper)
  +5, Spot +2, Wilderness Lore +2.
  Possessions: None.
  dGoblin: CR 1/4; Small humanoid; HD 1d8; hp 4;
  Init +1 (Dex); Spd 30 ft.; AC 15; Atk +0 melee (1d8–1,
  morningstar) or +2 ranged (1d6/crit ×3, shortbow); SQ
  Darkvision, 60 ft.; AL NE; SV Fort +0, Ref +3, Will +0;
  Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8. (3 ft. tall)
  Skills and Feats: Hide +6, Listen +3, Move Silently +5,
  Spot +3; Alertness.
  Possessions: Morningstar, shortbow, 10 arrows, studded
  leather.
  dGubrah, male bugbear Ftr2: CR 5; Medium-size
  humanoid; HD 3d8+3 + fighter 2d10+2; hp 29; Init +1
  (Dex); Spd 30 ft.; AC 17; Atk +5/+5 melee (1d8/crit 19-
  20, two-bladed sword), +5 ranged (1d8/19-20, light cross-
  bow); SQ Darkvision, 60 ft.; AL CE; SV Fort +6, Ref +5,
  Will +2; Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9. (7
  ft. tall)
  Skills and Feats: Climb +6, Jump +4, Swim +6; Ambidex-
  terity, Exotic Weapon Proficiency (two-bladed sword),
  Two-Weapon Fighting.
  Possessions: Masterwork two-bladed sword, light cross-
  bow, 20 crossbow bolts, half-plate (with armor spikes),
  cloak of resistance +1.
  dHiram Falen, male human Ftr1: CR 1; Medium-
  size humanoid; HD 1d10+1; hp 10; Init +1 (Dex); Spd 30
  ft.; AC 11; Atk +3 melee, +2 ranged; AL LG; SV Fort +3,
  Ref +1, Will +2; Str 15, Dex 12, Con 12, Int 11, Wis 10,
  Cha 13. (5 ft. 6 in. tall)
  Skills and Feats: Climb +4, Handle Animal +5, Jump
  +6, Ride +5; Iron Will, Toughness, Weapon Focus
  (longsword).
  Possessions: None.
  dHorse, Heavy: CR 1; Large animal; HD 3d8+3; hp
  16; Init +1 (Dex); Spd 50 ft.; AC 13; Atk +6/+6 melee
  (1d6+3, hooves); Face/Reach 5 ft. × 10 ft./5 ft.; SQ Scent;
  AL N; SV Fort +5, Ref +4, Will +2. Str 15, Dex 13, Con 15,
  Int 2, Wis 12, Cha 6.
  Skills and Feats: Listen +6, Spot +6.
  dJagadis Deadknife, male human Rgr6: CR 6;
  Medium-size humanoid; HD 6d10+18; hp 60; Init +1
  (Dex); Spd 30 ft.; AC 13; Atk +12/+7 melee (1d4/crit 18-
  20/×2, kukri), +7/+2 ranged (1d8/crit ×3, longbow); SA
  Favored enemies: Animals +2, Vermin +1; AL CE; SV
  Fort +8, Ref +3, Will +2; Str 17, Dex 12, Con 17, Int 9,
  Wis 10, Cha 5. (6 ft. 8 in. tall)
  Skills and Feats: Climb +5, Hide +10, Listen +2, Move
  Silently +5, Search +1, Wilderness Lore +8; Improved
  Initiative, Point Blank Shot, Power Attack, Weapon
  Focus (kukri).
  Possessions: Ripper, +2 keen kukri, longbow, 20 arrows,
  leather armor, bear-tooth necklace, cloak, 22 gp.
  dMaccabin the Hunter, male human War2: CR 1;
  Medium-size humanoid; HD 1d10; hp 8; Init +0; Spd 30
  ft. (50 ft. when mounted); AC 13; Atk +4 melee (1d8 /crit
  19-20/×3, longsword), +0 ranged (1d8/crit 19-20/×2,
  light crossbow); AL NG; SV Fort +3, Ref +0, Will –2; Str
  14, Dex 10, Con 11, Int 9, Wis 6, Cha 10. (5 ft. 11 in. tall)
  CREATURE APPENDIX
  29
  
  Skills and Feats: Ride (horse) +2, Handle Animal +1,
  Wilderness Lore +1; Mounted Combat, Track.
  Possessions: Longsword, light crossbow, 10 crossbow
  bolts, hide armor, bear cub corpse, wild boar corpse,
  leather sack containing 8 sp, six squirrel pelts, a broken
  hammer handle, and a five-in. long length of rotten
  tree bark.
  dMeriss, female human Com2: CR 1; Medium-size
  humanoid; HD 2d4; hp 5 (currently suffering from 3
  points of subdual damage); Init +0; Spd 30 ft.; AC 10; Atk
  +1 melee (1d3 subdual, unarmed strike); AL N; SV Fort
  +0, Ref +0, Will +0; Str 12, Dex 10, Con 11, Int 11, Wis 10,
  Cha 11. (5 ft. 7 in. tall)
  Skills and Feats: Handle Animal +4, Profession (trapper)
  +5, Spot +2, Wilderness Lore +2.
  Possessions: None.
  dOrc: CR 1/2; Medium-size humanoid; HD 1d8;
  hp 4; Init +0; Spd 20 ft.; AC 14; Atk +2 melee
  (1d12+3/crit ×3, greataxe), or +0 ranged (1d6+2,
  javelin); SQ Darkvision 60 ft., light sensitivity; AL CE;
  SV Fort +2, Ref +0, Will –1; Str 15, Dex 10, Con 11, Int
  9, Wis 8, Cha 8. (6 ft. tall)
  Skills and Feats: Listen +3, Spot +2; Alertness.
  Possessions: Greataxe, javelins (2), scale mail.
  dOrc Sergeant, male orc Bbn2: CR 2; Medium-size
  humanoid; HD 2d12+4 (Bbn); hp 16; Init +1 (Dex); Spd
  30 ft.; AC 15; Atk +5 melee (1d12+3/crit ×3, greataxe), or
  +3 ranged (1d6+2, javelin); SA Bbn rage 1/day; SQ Dark-
  vision 60 ft., light sensitivity; SD Uncanny dodge; AL
  CE; SV Fort +5, Ref +1, Will -1; Str 15, Dex 12, Con 15,
  Int 12, Wis 8, Cha 8. (6 ft. tall)
  Skills and Feats: Climb +6, Intimidate +3, Jump +6,
  Listen +3, Swim +6; Weapon Focus (greataxe).
  Possessions: Greataxe, javelins (2), scale mail, 2d6 gp.
  dOrc Shaman, male orc Sor1: CR 1; Medium-size
  humanoid; HD 1d4; hp 7; Init +2 (Dex); Spd 30 ft.; AC
  12; Atk +0 melee (1d4/crit 19-20, dagger) or +2 ranged
  (1d10/crit 19-20/×3, heavy crossbow); SQ Darkvision
  60 ft., light sensitivity; AL CE; SV Fort +1, Ref +2, Will
  +1; Str 10, Dex 14, Con 13, Int 9, Wis 8, Cha 12. (5 ft. 8
  in. tall)
  Skills and Feats: Concentration +5; Toughness.
  Possessions: Dagger, heavy crossbow, toad familiar.
  Spells Known (5/4): 0—daze, flare, ray of frost, resistance;
  1st—magic missile, shield.
  dOwlbear (starving): CR 2; Large beast; HD
  5d10+20; hp 47 (currently suffering from 22 points of
  subdual damage); Init +1 (Dex); Spd 23 ft.; AC 15; Atk:
  +5/+5/+0 (1d6+5 [×2], claws; 1d8+2, bite); Face/Reach 5
  ft. × 10 ft./5 ft.; SA Improved grab, hug; SQ Scent; AL N;
  SV Fort +6, Ref +3 , Will +0. Str 21, Dex 12, Con 19, Int 5,
  Wis 12, Cha 10.
  Skills and Feats: Listen +6.
  Special Attacks: Improved Grab (Ex): An owlbear that
  hits with a claw attack attempts to start a grapple as a free
  action without provoking attacks of opportunity. Hug
  (Ex): An owlbear that gets a hold on a grab attack auto-
  matically deals 2d8+7 points of damage every round
  until the victim escapes.
  Special Qualities: Scent (Ex): The owlbear can detect
  other creatures within 30 ft. by sense of smell. As a par-
  tial action, it can note the direction in which the scent
  lies. The owlbear can determine the exact location of
  any creature within 5 feet (suffering no miss chance
  due to blindness).
  dRennit, male human War2: CR 1; Medium-size
  humanoid; HD 2d10+4; hp 16; Init +0; Spd 30 ft.; AC 12;
  Atk +6 melee (1d8+3/crit 19-20, longsword), +2 ranged
  (1d8/crit 19-20, crossbow); AL CN; SV Fort +5, Ref +0,
  Will +0; Str 16, Dex 10, Con 14, Int 8, Wis 10, Cha 11. (5
  ft. 10 in. tall)
  Skills and Feats: Listen +2, Ride +4, Wilderness Lore +1;
  Martial Weapon Proficiency (longsword), Track.
  Possessions: Leather armor, longsword, light crossbow,
  10 crossbow bolts, 16 sp.
  dReuven the Rhennee, male human Sor4/Rog2:
  CR 5; Medium-size humanoid; HD 2d6+2 + 4d4+4; hp
  26; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.;
  AC 13; Atk +1 melee (1d4+1, claws), +1 ranged (1d8/crit
  19-20, light crossbow); SA Poison claws, sneak attack; AL
  NE; SV Fort +2, Ref +5, Will +3; Str 12, Dex 13, Con 12,
  Int 16, Wis 9, Cha 17. (5 ft. 8 in. tall)
  Skills and Feats: Bluff +5, Concentration +7, Disguise
  +9, Escape Artist +6, Handle Animal +7, Hide +6, Innu-
  endo +4, Intimidate +8, Intuit Direction +4, Listen +4,
  Move Silently +11, Search +2, Spot +4, Wilderness Lore
  +3; Exotic Weapon Proficiency (claws), Dodge,
  Improved Initiative.
  Special Attack: Poison claws. Victims struck by Reuven’s
  poison claws must make a Fort save (DC 15) or fall
  asleep for 10 minutes. Those who save successfully
  suffer no deleterious effect. A save must be made for
  each successful hit. The claws have been applied with
  enough poison for five hits (regardless of whether the
  victim saves or not).
  Possessions: Claws, light crossbow, 10 crossbow bolts,
  bracers of armor +1, cloak of elvenkind, ring of protection +1.
  Spells Known (6/7/4): 0—dancing lights, daze, ghost
  sound, light, ray of frost, resistance; 1st—enlarge, mage armor,
  ray of enfeeblement; 2nd—blur.
  dRontir Athone (Sergeant), male human Ftr5:
  CR 5; Medium-size humanoid; HD 5d10+10; hp 40;
  Init +5 (+1 Dex, +4 Improved Initiative); Spd 20 ft.; AC
  20; Atk +9 melee (1d8+3/crit 17-20, longsword), +1
  ranged (1d8/crit 19-20, light crossbow); AL LG; SV
  Fort +6, Ref +2, Will +1; Str 16, Dex 12, Con 14, Int 8,
  Wis 10, Cha 10. (5 ft. 11 in. tall)
  Skills and Feats: Heal +1, Listen +4, Ride +6, Spot +5;
  Alertness, Combat Reflexes, Improved Critical (long-
  sword), Improved Initiative, Power Attack, Weapon
  Focus (longsword).
  Possessions: Longsword, light crossbow, half-plate, large
  steel shield, 25 gp.
  CREATURE APPENDIX
  30
  
  dSheaves Thunderash, male human Drd8: CR 8;
  Medium-size humanoid; HD 8d6+8; hp 41; Init +0; Spd
  20 ft.; AC 13; Atk +7/+2 melee (1d6/crit 18-20, master-
  work scimitar), +6/+1 ranged (1d4, sling); AL N; SV
  Fort +7, Ref +2, Will +9; Str 11, Dex 11, Con 13, Int 10,
  Wis 17, Cha 9. (6 ft. tall)
  Skills and Feats: Animal Empathy +10, Concentration
  +12, Listen +5, Knowledge (nature) +11, Spot +5,
  Swim +11, Wilderness Lore +14; Alertness, Dodge,
  Endurance, Track.
  Possessions: Scrolls: cure light wounds (3), endure elements
  (2), warp wood, call lightning (2), neutralize poison (2), speak
  with plants (2), flame strike (2); boots of the winterlands, horn
  of fog, necklace of prayer beads (bead of blessing), masterwork
  scimitar, sling, 20 sling bullets, hide armor, 36 gp.
  Spells Prepared (6/5/4/4/2): 0—detect magic, detect poison,
  guidance, know direction, light, resistance; 1st—cure light
  wounds (2), entangle, pass without trace, summon nature’s
  ally I; 2nd—animal trance, charm person or animal, hold
  animal, tree shape; 3rd—cure moderate wounds, neutralize
  poison, plant growth, snare; 4th—control plants, summon
  nature’s ally IV.
  dStiv, male human War2: CR 1; Medium-size
  humanoid; HD 2d10; hp 11; Init +7 (+3 Dex, +4
  Improved Initiative); Spd 30 ft.; AC 15; Atk +3 melee
  (1d6+1/crit 18-20, rapier), +3 ranged (1d8/crit 19-20,
  light crossbow); AL NE; SV Fort +3, Ref +3, Will –1; Str
  12, Dex 17, Con 10, Int 14, Wis 8, Cha 12. (5 ft. 4 in. tall)
  Skills and Feats: Climb +5, Listen +1, Ride (horse) +7, Spot
  +1, Swim +5; Improved Initiative, Weapon Finesse (rapier).
  Possessions: Leather armor, rapier, light crossbow, 10
  crossbow bolts, 10 gp.
  dTadda, female human Adp3: CR 1; Medium-size
  humanoid; HD 2d6+2; hp 14; Init +1 (Dex); Spd 30 ft.;
  AC 11; Atk +1 melee (1d4/crit 19-20, dagger); AL NG; SV
  Fort +2, Ref +2, Will +5; Str 10, Dex 12, Con 13, Int 14,
  Wis 15, Cha 11. (5 ft. 3 in. tall)
  Skills and Feats: Alchemy +10, Concentration +6,
  Handle Animal +6, Heal +7, Spellcraft +5, Wilderness
  Lore +8; Brew Potion, Dodge, Toughness.
  Possessions: Alchemist’s lab, dagger, 22 gp.
  Spells Prepared (3/3): 0—create water, cure minor
  wounds, guidance; 1st—comprehend languages, cure light
  wounds, sleep. 
  dTasptaddle (black bear): CR 2; Medium-size
  animal; HD 3d8+6; hp 19; Init +1 (Dex); Spd 30 ft.; AC
  13; Atk +6/+6/+1 melee (1d4+4, claw [×2], 1d6+2, bite);
  SA Poison claws; SQ Scent; AL N; SV Fort +5, Ref +4,
  Will +2. Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6. 
  Skills and Feats: Climb +8, Listen +4, Spot +7, Swim +8.
  Special Attack: Poison claws: Victims struck by Tasp-
  taddle’s poison claws must make a Fort save (DC 15) or
  fall asleep for 10 minutes. Those who save successfully
  suffer no effect. A save must be made for each success-
  ful hit. The claws have been applied with enough
  poison for three hits (regardless of whether the victim
  saves or not).
  Special Quality: Scent (Ex): Tasptaddle can detect other
  creatures within 30 feet by sense of smell. As a partial
  action, it can note the direction in which the scent lies.
  The bull can determine the exact location of any crea-
  ture within 5 feet. 
  dTrebor Baug, male dwarf Exp6: CR 3; Medium-
  size humanoid; HD 6d6+6; hp 24; Init –2 (Dex); Spd 20
  ft.; AC 8; Atk +4 melee (1d4–1, dagger); AL N; SV Fort
  +3, Ref +0, Will +11; Str 9, Dex 6, Con 13, Int 11, Wis 18,
  Cha 6. (5 ft. 3 in. tall)
  Skills and Feats: Appraise + 8; Bluff +4; Forgery +4;
  Knowledge (local bars and alehouses) +8; Listen +8; Pro-
  fession (brewing) +13, Sense Motive +13, Spot +10; Iron
  Will, Skill Focus: Profession (brewing), Skill Focus:
  Sense Motive.
  Possessions: Dagger, expensive hat, pouch containing 32
  gp, 198 gp hidden in empty keg in back room of shop.
  dTristor Guards, male or female human War 1:
  CR 1/2; Medium-size humanoid; HD 1d10+1; hp 6;
  Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC
  17; Atk +3 melee (1d8+2/crit 19-20, longsword), +1
  ranged (1d8/crit 19-20, light crossbow); AL LG; SV
  Fort +3, Ref +1, Will –1; Str 14, Dex 12, Con 13, Int 9,
  Wis 9, Cha 10. 
  Skills and Feats: Handle Animal +2, Listen +3, Ride
  (horse) +3, Spot +3; Alertness, Improved Initiative.
  Possessions: Longsword, light crossbow, 10 crossbow
  bolts, chainmail, small wooden shield, 1d3 gp. 
  dTristor Guards, male or female half-elf War 1:
  CR 1/2; Medium-size humanoid; HD 1d10+1; hp 6;
  Init +1 (Dex); Spd 30 ft.; AC 17; Atk +3 melee
  (1d8+2/crit 19-20, longsword), +1 ranged (1d8/crit 19-
  20, light crossbow); AL LG; SV Fort +3, Ref +1, Will -1;
  Str 14, Dex 12, Con 13, Int 9, Wis 9, Cha 10.
  Skills and Feats: Listen +4, Spot +4; Alertness.
  Possessions: Longsword, light crossbow, 10 crossbow
  bolts, chainmail, small wooden shield, 1d3 gp.
  dTristor Resident, male or female gnome
  Com1: CR 1/2; Small humanoid; HD 1d4; hp 3; Init +1
  (Dex); Spd 20 ft.; AC 12 (+1 Dex, +1 size); Atk –1 melee
  (1d4/crit 19-20, dagger); AL NG; SV Fort +1, Ref +2,
  Will +1; Str 8, Dex 10, Con 13, Int 10, Wis 11, Cha 10. 
  Skills and Feats: Listen +6, Spot +6; Alertness.
  Possessions: 1d6 sp, dagger.
  dTristor Resident, male or female human Com1:
  CR 1/2; Medium-size humanoid; HD 1d4; hp 2; Init +0;
  Spd 30 ft.; AC 10; Atk +0 melee (1d4/crit 19-20, dagger);
  AL LG; SV Fort +0, Ref +0, Will +0; Str 10, Dex 10, Con
  11, Int 10, Wis 11, Cha 10.
  Skills and Feats: Listen +5, Spot +3, Ride (horse) +2;
  Alertness, Endurance.
  Possessions: 1d6 sp, dagger.
  dTristor Resident, male or female half-elf
  Com1: CR 1/2; Medium-size humanoid; HD 1d4; hp 2;
  Init +0; Spd 30 ft.; AC 10; Atk +0 melee (1d4/crit 19-
  CREATURE APPENDIX
  31
  
  20/×2, dagger); AL LG; SV Fort +0, Ref +0, Will +0; Str
  10, Dex 10, Con 11, Int 10, Wis 11, Cha 10.
  Skills and Feats: Listen +5, Search +1, Spot +2, Ride
  (horse) +1; Alertness.
  Possessions: 1d6 sp, dagger.
  dTristor Resident, male or female halfling
  Com1: CR 1/2; Small humanoid; HD 1d4; hp 2; Init +1
  (Dex); Spd 20 ft.; AC 12 (+1 Dex, +1 size); Atk –1 melee
  (1d4/crit 19-20, dagger); AL NG; SV Fort +1, Ref +2, Will
  +1; Str 8, Dex 12, Con 11, Int 10, Wis 11, Cha 10. 
  Skills and Feats: Climb +1, Jump +1, Listen +6, Move
  Silently +3, Spot +2; Alertness.
  Possessions: 1d6 sp, dagger.
  dVergun, male dwarf War2: CR 1; Medium-size
  humanoid; HD 2d8+4; hp 13; Init +4 (Improved Initia-
  tive); Spd 20 ft.; AC 10; Atk +5 melee (1d6+2/crit 19-20,
  short sword), +2 ranged (1d10/crit 19-20, heavy cross-
  bow); AL NE; SV Fort +5, Ref +0, Will +0; Str 15, Dex 11,
  Con 14, Int 10, Wis 10, Cha 6. (4 ft. 9 in. tall)
  Skills and Feats: Escape Artist +1, Listen +2, Ride +1,
  Use Rope +2; Weapon Focus (short sword).
  Possessions: Short sword, heavy crossbow, 10 crossbow
  bolts, pouch containing six 100 gp gems and a letter
  implicating him in a scheme to steal Baug’s ale recipe
  and send it to a tavern in a nearby village.
  dWolverine: CR 2; Medium-size animal; HD
  3d8+12; hp 25; Init +4 (Dex); Spd 40 ft., burrow 10 ft.,
  climb 10 ft.; AC 16; Atk +7/+7/+2 melee (1d4+5, claws
  [×2], 1d6+2, bite); SA Rage; SQ Scent; AL N; SV Fort
  +7, Ref +7, Will +2; Str 20, Dex 19, Con 19, Int 1, Wis
  12, Cha 10.
  Skills and Feats: Climb +15, Listen +7, Spot +7.
  Special Attacks: Rage (Ex): A wolverine that takes
  damage in combat flies into a berserk rage the follow-
  ing round, clawing and biting madly until either it or
  its opponent is dead. An enraged wolverine gains +2
  Str, +2 Con, and –2 AC. The creature cannot end its
  rage voluntarily.
  Special Qualities: Scent (Ex): A wolverine can detect
  other creatures within 30 feet by sense of smell. As a par-
  tial action, it can note the direction in which the scent
  lies. It can determine the exact location of any creature
  within 5 feet.
  GIANT LEECH
  Small Vermin
  Hit Dice: 1d8 (4 hp)
  Initiative: +0
  Speed: 10 ft., swim 20 ft.
  AC: 11 (+1 size)
  Attacks: Bite, +0 melee
  Damage: Bite 1d4–3
  Face/Reach: 5 ft. × 5 ft./5 ft.
  Special Attacks: Anesthetize, blood drain, disease
  Special Characteristics: Vermin, camouflage, salt
  vulnerability
  Saves: Fort +2, Ref +0, Will +0
  Abilities: Str 6, Dex 10, Con 11, Int 1, Wis 6, Cha 2
  Skills: Hide +8, Move Silently +8
  Climate/Terrain: Temperate and tropical marshes
  Organization: Solitary or group (2–10)
  Challenge Rating: 1/4 or 1
  Treasure: None
  Alignment: Always neutral
  Advancement Range: —
  The giant leech is a dangerous parasite common in tropi-
  cal forests, marshes, and waters. It is drawn to warm-
  blooded creatures in water or damp areas and sucks
  blood from its unsuspecting victims. The creature’s saliva
  anesthetizes the unfortunate victim, who may not even
  notice the attack until he leaves the water . . . or the
  blood loss renders him weak and light-headed.
  Combat
  Giant leeches instinctively seek to attach themselves to
  any creature passing near their hiding-spot. They lurk in
  shallow waters where large mammals are likely to pass,
  swimming up to attach themselves with a horrid sucker-
  like mouth. Alert characters have little to fear from the
  giant leech.
  Anesthetize: If the leech attacks a nonaquatic creature
  in water, the victim might not detect the attack. The
  victim is entitled to a Spot skill check against DC 16 to
  notice the attack. If the Spot check fails, the victim may
  make another Spot check against DC 16 each round the
  leech is attached to notice the vermin. Many victims feel
  nothing more than a sense of weakness and lassitude,
  easily ascribed to fatigue or illness.
  Blood drain: On a successful attack, the leech attaches
  itself to the victim. In each subsequent round it does 1d2
  points of Constitution damage, to a maximum of 6 points
  of damage. Victims recover 1 point of Constitution per
  day of rest.
  Disease: Any creature bitten by a giant leech must
  make a Fort save against DC 15 or fall victim to the red
  ache (incubation time 1d3 days; damage 1d6 Strength).
  Camouflage: Giant leeches have a +4 racial bonus to
  hide checks in water due to their protective coloration.
  Salt Vulnerability: A handful of more of salt inflicts
  1d4+1 points of damage to the leech on contact and
  causes the creature to detach itself from its victim.
  CREATURE APPENDIX
  32
  
  We Die for The Watcher!
  Orcish barbarians harry the northern trade routes through
  the cold north of the Theocracy of the Pale, serving a mysterious
  lord known only as The Watcher. Plagued by a series of
  bizarre animal mutilations, the terrorized folk of the village
  of Tristor turn to adventurers to help them where
  hunters, vigilantes, and soldiers could not.  Someone,
  or some thing, is sending a message to Tristor, and all
  fear the inevitable—when the gruesome murderer
  claims its first human victim.
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3rd Edition/Modules/The Fright At Tristor.pdf