TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  BDK4−04 
   
    
   
   
   
   
   
   
   
  Emissary  
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Bandit Kingdoms Regional Adventure 
  Version 1.0 
   
   
  by David Finan and Tom Thowe 
  Reviewed by Jason Bulmahn 
   
   
  An emissary of the Old One travels to the Fellreev.  What his mission is, no one knows. The only thing certain is that 
  things are about to get interesting.  An adventure for APLs 2-8. 
   
   
   
   
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are here 
  to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses voting for 
  any reported results. Give the Scoring Packet to your 
  event coordinator.  
   
  BDK4-04 Emissary 
   
  Page 2 
  
  This is a LIVING GREYHAWK Adventure. As a LIVING 
  adventure it is expected that players bring their own 
  characters with them. If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, and then have any 
  players without a character create one. Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars, paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the fact that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are two things 
  that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  the Bandit Kingdoms.  Characters native to the Bandit 
  Kingdoms pay one Time Unit per round, all others pay 
  two Time Units per round.  Adventurer’s Standard 
  Upkeep costs 12gp per Time Unit.  Rich Upkeep costs 
  50gp per Time Unit.  Luxury Upkeep costs 100gp per 
  Time Unit. 
  BDK4-04 Emissary 
   
  Page 3 
  
  Adventure Background 
  The Defenders of Greenkeep inhabit the southern 
  portion of the Fellreev just south of the Artonsamay 
  River, north of Fleichshriver and Steelbone Meadows. 
  They are a motley collection of refugees, bandits, 
  usurpers and people fleeing from the Old One and other 
  enemies. These bands are disorganized and scattered, 
  existing at a tribal level and raiding each other for 
  supplies.  They have learned not to raid the Fanlareshen 
  elves, however, since they already have too many 
  enemies.  
   
  The Defenders of Greenkeep are made up of three 
  major and five minor tribes, with each tribe named after 
  their current leader. All of the tribes are nomadic, 
  lodging only during the winter at hidden sites guarded 
  by each tribe (see DM Aid #1 for more background on the 
  region and the leaders of the Defenders). 
   
  The tribes have tenuous relations with each other, 
  operating in a shifting framework of alliances with minor 
  tribes jockeying for position with the major tribes. The 
  instability caused by the constantly shifting factions has 
  created friction with the other “free” occupants of the 
  Fellreev, and is the greatest obstacle to stronger alliances 
  with other organizations in the forest. 
   
  In late summer each year, all of the tribes meet at a 
  rendezvous. This meeting is part political mission and 
  part celebration. The leaders settle grievances or start 
  new ones, trade plunder while the people mingle, and 
  collectively relax for having made it through another 
  year.  
   
  Adventure Summary  
  In the camps and hovels of the Defenders of Greenkeep, 
  everything is being made ready for the end of summer 
  and the arrival of fall.  As tradition, they make for their 
  annual meeting to trade goods and greet the other 
  tribesmen of the Defenders. The gathering will allow the 
  tribes a chance to celebrate the passing of another year 
  and enjoy the bounty of a good harvest. Unlike previous 
  years, they are expecting company that has the Defenders 
  and many others within the Fellreev on edge.  
   
  Shortly after the festivities begin, a group of 
  Defenders are sent to escort an emissary of the Old One, 
  along with his entourage and wagons of trade goods into 
  the forest.  Many tribesmen protest, but the leaders of the 
  largest tribes confirm that the emissary, Chorsat Wensai, 
  has been granted permission to parlay with the council 
  and tribes. To the dismay of many of the Defenders, the 
  emissary will be permitted to wander the camp and speak 
  to all present (albeit under guard). 
   
  Unknown to the Defenders or Chorsat, many of the 
  local druids have noted the arrival of the emissary. 
  Furious at the Defenders for inviting an agent of the Old 
  One into the forest, they have begun moving their forces 
  into position in the nearby woods, while observing the 
  events in the Greenkeep camp.  
   
  Meanwhile, an intrepid band of adventurers are 
  heading towards Rookroost, skirting the Fellreev for 
  safety and in a vain attempt to stay out of the rain. 
   
  Encounter 1: Ambush!: Ducking into a copse of 
  trees for cover from the rain, the PCs are greeted by a 
  grizzled wood elf highwayman and his party. The bandits 
  insist on a token contribution for the use of the trail and 
  cover of the trees. The party can fight or talk with the 
  bandits. During the encounter, the PCs may discover 
  information about a small army gathered nearby, and a 
  wagon that left it heading into the forest.  
   
  Encounter 2: Peaceful Contact?: With the 
  information from the highwayman, the party can scout 
  the army and can see the many orcs, kobolds, and 
  humans keeping busy around camp. Skirting the army, it 
  is easy to find the wagon tracks heading north into the 
  Fellreev. The party can set off after the wagon or they can 
  foolishly attempt to deal with the army. 
   
  Encounter 3: Mistaken Identity: After several 
  hours of travel through the forest, the party runs into a 
  checkpoint manned by Defenders of Greenkeep. They 
  are trying to cover up the wagon tracks, and are surprised 
  at the party’s appearance. If the PCs are willing to sheath 
  their weapons and be bound, the guards will take them to 
  their leader to straighten things out.  If the party chooses 
  to fight, then they can track their way to the Defenders’ 
  camp. 
   
  If the party is led thru the forest by the Defenders, a 
  feral stranger appears, screaming in rage at the Defenders 
  before attacking the bound party and Defenders. He will 
  wreak as much havoc as he can before being killed or 
  retreating into the forest. 
   
  Encounter 4: Rendezvous: As the afternoon begins 
  to wane, the party is escorted into the Defenders’ camp, 
  where they see the wagon loaded with supplies. The PCs 
  are greeted by elders of the three strongest tribes, who 
  interrogate them and permit them to stay until the 
  following day, when they will be escorted out of the 
  Fellreev.  
   
  In the meantime, the party may interact with the 
  tribesmen of the Defenders of Greenkeep. In addition, 
  they will learn that the owner of the wagon is a cleric of 
  the Old One, who seems to be attempting to win the 
  favor of the locals. The party has some time to try to sway 
  people back from the all-too-happy disposition of Old 
  Wicked’s diplomat.  
   
  Encounter 5: The Council of Elders: The 
  tribesmen gather at the heart of the camp and begin a 
  council of elders, starting with hearing complaints 
  against lawbreakers. Eventually, the council elders bring 
  BDK4-04 Emissary 
   
  Page 4 
  
  the emissary forth to speak to the gathered tribes.  The 
  emissary makes an offer for the tribes to join Iuz, offering 
  amnesty, supplies, and magic in exchange for an oath of 
  fealty to the Old One and a small garrison to be built in 
  the Defender’s territory, manned by the Old One’s 
  troops. Following the invitation, tribesmen rally for and 
  against the alliance; during the council the PCs are 
  permitted to speak for or against this as they wish. 
   
  Encounter 6: Things that Bump in the Night: As 
  the party and the emissary sleep in the same guarded hut, 
  the emissary and his bodyguard slip out of the hut and 
  disappear into the forest with the help of one of the 
  tribes. The characters may become aware of the night’s 
  activities. 
   
  Encounter 7: Invasion!: As morning arrives, it is 
  discovered that some of the tribes disappeared during the 
  night. The remaining tribal elders explain that the 
  missing tribes have taken the emissary up on his offer 
  and are leading the Old One’s troops back to the 
  campgrounds to destroy the rest. Scouts have revealed 
  that the enemies’ forces are already circling the camp, 
  cutting of their escape routes. The party is asked to help 
  the Defenders escape by either clearing a path into the 
  forest or by slowing the oncoming army’s advancing 
  front line.  The PCs could also opt to simply flee the area. 
   
  Encounter 8: Hold the Line!: If the PCs decide to 
  hold off the approaching army, they stand in line with 
  the other Defenders. 
   
  Encounter 9: Clear the Way!: If the PCs decide to 
  open a line of retreat for the Defenders, they encounter a 
  pair of fiends deeper in the forest.  (If the PCs decided to 
  flee, then they only run into one of the fiends.) 
   
  Regional Warning 
  for New Players 
  It is important to realize at all times that the Bandit 
  Kingdoms are under the control of Iuz, a chaotic, evil 
  deity who revels in torture, depravity and trickery.  
  Government officials tend to imitate many of the 
  attributes of their dread lord.  Things that you might 
  take for granted in other regions, such as freedom of 
  worship and the rule of law, are not valued by the 
  rulers in the Combination of Free Lords.  You may be 
  able to strike at Iuz, but seldom can you strike at him 
  overtly.  Be warned, life is short for those who openly
  defy Old Wicked. 
   
   
  t
  i
   
   
  It will be useful later in the scenario to know the 
  following information: 
   
  � Are any of the PCs members of the Defenders of 
  Greenkeep or the Druids of the Fellreev? 
  � Does any of the PCs have influence with the Druids 
  of the Fellreev? 
   
  Introduction 
  As your group travels towards Rookroost along the 
  southern border of the Fellreev, you hurry along, 
  trying to beat the oncoming rain clouds that have 
  been advancing for the last hour or so.  Passing 
  through a small copse of trees, you pause to rest for a 
  moment, the foliage providing pro ection from the 
  expected rain. 
   
  Rest doesn’t greet you, though, as the bushes 
  around suddenly erupt with arrows. A small elf in 
  greens and browns with a mask over his face pops out 
  of cover just ahead of you. “Stand and deliver good 
  folks!” he yells, “Time to pay the toll. Cooperate and 
  we won’t have to hurt anyone.”  You can make out the 
  shapes of perhaps a dozen more thugs in the bushes 
  around you, all armed with bows.  With only an 
  occasional arm or leg visible through the plant cover, 
  it’s obv ous this group picked a good ambush site. 
  This is the regular ambush point of Yisan Krayvi and his 
  gnome accomplice Liyend. They are a pair of 
  highwaymen who have been doing good business of late, 
  robbing travelers passing through the area. They aren’t 
  interested in politics and are only interested in making a 
  buck. They have pulled this routine many times and the 
  two of them have a well thought out plan.  Neither of 
  them is rash or stupid. They do, however, value their lives 
  and will run rather than fight to the death.  
   
  The arrows around the party are mostly an illusion 
  the gnome sorcerer has thrown up, as are the extra people 
  in the woods. Unless the party interacts with the arrows 
  there is no save. The gnome will mostly concentrate on 
  the illusion spell but will also cast additional spells for 
  defense or attack as needed. While the PCs and Yisan 
  talk, the gnome stays fully concealed from the view of the 
  PCs (since his skill at hiding is not as good as Yisan’s). 
   
  Yisan is no fool and realizes the illusion will only last 
  as long as the travelers don’t touch them. This doesn’t 
  allow for a lot of time, and a little money is better than 
  none. He will try to come to a quick arrangement for 
  some money. If the party pays 25gp a person he will let 
  them pass. In addition, he will in an offhanded way tell 
  the party the following: 
   
  “Nice doing business with you.  I would be careful 
  about heading further east along the forest’s edge. 
  Ever since the soldiers and wagons came, the woods 
  seem downright angry. Business seems to have fallen 
  off some too…least ‘til now.  Anyway, stick to the 
  forest, and you should stay out of their sight.” 
  BDK4-04 Emissary 
   
  Page 5 
  
   
   
   
  If the party decides to fight, there is a covered pit 
  trap directly in front of Yisan. He will let those who want 
  to engage in melee charge him, hopefully falling into the 
  pit.  Use DM’s Aid #3 to set up the map, if necessary, with 
  Yisan stepping out behind the pit. Yisan will target 
  spellcasters and other archers first, allowing the pit to 
  protect him against melee. 
   
  While the elf starts shooting anyone within 30 feet, 
  the gnome will use whatever spells he can against any 
  apparent spellcasters that Yisan has not engaged. If the 
  battle starts to go poorly, both Yisan and Liyend will 
  make a break for it, heading back to their campsite long 
  enough to grab some supplies and make a hurried retreat. 
  If the party captures or kills Yisan or Liyend, they will 
  find a journal (Player Handout #1) with notes about 
  where the army is camped and how to best avoid it. If 
  Yisan and Liyend escape, their retreat can be followed by 
  anyone who makes a DC 10 Track check. In the camp 
  they will find a journal with notes about the number of 
  troops, wagons and locations of the army’s main bivouac. 
   
  Trap: At all APLs there is a camouflaged pit trap in 
  front of Yisan. Anyone who moves forward to engage 
  Yisan will have a chance of falling in it. If they charge, 
  they will have a greater chance of falling in the pit. 
   
  Medium Forest (p. 87 DMG): Most of the forest 
  floor is covered with light undergrowth, although there 
  are patches of heavy undergrowth and game runs clear of 
  brush.  For details on the effects of undergrowth and 
  trees, refer to the DMG. 
   
  APL 2 [EL 5] 
  � Yisan Krayvi (archer): hp 18; see Appendix I. 
  � Liyend (illusionist): hp 6; see Appendix I. 
  � Camouflaged Pit Trap: CR 1; Mechanical; location 
  trigger; manual reset; DC 22 Reflex avoids if 
  charging/DC 20 Reflex avoids if normal movement; 10’ 
  deep (1d6 falling damage); Multiple Targets (first target 
  in each of two adjacent 5’ squares, 10 ft. by 10 ft trap); 
  Search DC 20; Disable Device DC 20. 
   
  APL 4 [EL 7] 
  � Yisan Krayvi (archer): hp 35; see Appendix I. 
  � Liyend (illusionist): hp 15; see Appendix I. 
  � Camouflaged Pit Trap: CR 1; Mechanical; location 
  trigger; manual reset; DC 22 Reflex avoids if charging/ 
  DC 20 Reflex avoids if normal movement; 10’ deep (1d6 
  falling damage); Multiple Targets (first target in each of 
  two adjacent 5’ squares, 10 ft. by 10 ft. trap); Search DC 
  20; Disable Device DC 20. 
   
  APL 6 [EL 9] 
  � Yisan Krayvi (archer): hp 45; see Appendix I. 
  � Liyend (illusionist): hp 24; see Appendix I. 
  � Camouflaged Poison Spike Pit Trap: CR 3; 
  mechanical; location trigger; manual reset; DC 22 Reflex 
  avoids if charging; DC 20 Reflex avoids if not charging; 
  10’ deep (1d6 fall); Multiple Targets (first target in each of 
  2 adjacent 5 ft squares, 10 ft. by 10 ft. trap); pit spikes (Atk 
  +10 melee, 1d4 spikes per target, 1d4+1 plus poison each); 
  poison (black adder venom, DC 11 Fortitude save resists, 
  1d6 Con/ 1d6 Con); Search DC 20, Disable Device DC 20. 
   
  APL 8 [EL 11] 
  � Yisan Krayvi (archer): hp 55; see Appendix I. 
  � Liyend (illusionist): hp 33; see Appendix I. 
  � Camouflaged Poison Spike Pit Trap: CR 5; 
  mechanical; location trigger; manual reset; DC 22 Reflex 
  avoids if charging; DC 20 Reflex avoids if not charging; 
  10’ deep (1d6 fall); Multiple Targets (first target in each of 
  2 adjacent 5 ft squares, 10 ft. by 10 ft. trap); pit spikes (Atk 
  +10 melee - touch attack for poison, 1d4 spikes per target 
  1d4+1 plus poison each, poison contact variety); poison 
  (sassone leaf residue,  DC 16 Fortitude save resists, 2d12 
  damage/1d6 Con); Search DC 20, Disable Device DC 20. 
   
  Development: Even if the PCs don’t investigate the 
  army, they will most likely try to go around the area 
  directed on the map.  The adventurers come upon the 
  wagon ruts in the ground, which should lead them on 
  into the adventure. 
   
  Encounter 2:   
  Peaceful Contact? 
  Following 
  the 
  route 
  you 
  acquired 
  from 
  the 
  highwayman, you find yourself within view o  the 
  army. They appear to be busy constructing a 
  defensible encampment as if they plan on staying, at 
  least for a little while. Several patrols can be seen 
  making their way through the area around the camp, 
  while a large numbers o  orcs, kobolds and humans 
  can be seen working on temporary field fortifications
  surrounding the camp. In the mud nearby, a set of 
  wagon tracks can be seen heading into the Fellreev.  
  f
  f
   
   
  The party can easily avoid the army and its patrols, as it 
  appears to be very focused on getting its temporary 
  fortification done before anything else happens. It should 
  be easy for the party to sneak around and examine the 
  wagon tracks. The tracks can be easily followed (Track 
  check DC 5) due to the recent rains. Also easily visible are 
  the tracks of the two horses pulling the cart.  It will take a 
  successful Track check (DC 20) to tell that the wagon was 
  heavily loaded, though.  
  BDK4-04 Emissary 
   
  Page 6 
  
   
  The party can attack the army if they wish and the 
  DM is encouraged to use all of its forces to capture the 
  PCs. If this happens, the module is over as the party is 
  imprisoned and sent to the silver mines for 10 TUs and 
  gains whip scars, increasing their Wanted status (see the 
  Bandit Kingdoms Metacampaign Sourcebook). The 
  increase in Wanted status and the TU loss can be 
  prevented by spending 1 IP with Iuz.  
   
  If the party chooses to approach the army peacefully, 
  they may, through spending 1 IP or a Diplomacy check 
  (DC 20), find out that two high ranking officials took a 
  wagonload of weapons, food, and other mundane goods 
  into the Fellreev for some kind of meeting.  
   
  All APLs 
  � 4
  th Level Clerics of Iuz (5): see Appendix I. 
  � 6
  th Level Clerics of Iuz (3): see Appendix I. 
  � 6
  th Level Sorcerers (3): see Appendix I. 
  � 3
  rd Level Orc Barbarian (20): see Appendix I. 
  � 1
  st Level Orc Barbarian (28): see Appendix I. 
  � Orcs (48): see Monster Manual. 
  � Kobolds (48): see Monster Manual. 
   
  Encounter 3: 
  Mistaken Identity 
  Following the ruts in the ground is easy.  The recent 
  rains have made the muddy tracks quite visible.  
  Rainwater still drips off the large tree leaves 
  overhead, echoing a light patter around you. 
   
  Without warning, a human dressed in greens and 
  browns stands up from behind a bush with his back 
  facing you, wiping off his muddy hands. As he turns 
  around, his eyes widen in surprise as he sees you. 
  “Wha..? Hold, strangers!  Uh…move, and…you’ll be 
  fired upon!” 
   
  There is another guard (or two others, at higher APLs) 
  farther into the forest (see DM’s Aid #4) that will hear his 
  companion’s exclamation. The guard caught unawares is a 
  fighter.  These men have been set here to keep watch and 
  make sure that the emissaries of Iuz stick to the 
  agreement for this meeting. They are part of Ondrish 
  Zelweil’s band within the Defenders of Greenkeep and 
  are skilled woodsmen, knowledgeable with how to fight 
  in the woods even when outnumbered. Currently, they 
  are under orders to bring anyone suspicious found in the 
  forest to the conclave, and to cover the tracks left by the 
  Old One’s emissary’s wagon. Their leader hopes that 
  anyone captured might prove the emissary’s ill intent. 
   
  The guards’ goal is to peacefully bring the party in. 
  They won’t fire the first shot (unless they are made 
  hostile) but will attack if fired upon, fading back into the 
  woods and sniping at the party.  Their goal is to warn the 
  rest of the tribes about the adventurers.  After all, the PCs 
  probably outnumber the guardsmen. 
   
  Medium Forest (p. 87 DMG): Most of the forest 
  floor is covered with light undergrowth, although there 
  are patches of heavy undergrowth and game runs clear of 
  brush.  For details on the effects of undergrowth and 
  trees, refer to the DMG. 
   
  APL 2 [EL 3] 
  � Defender – Warrior: hp 11, see Appendix I. 
  � Defender – Ranger: hp 17, see Appendix I. 
   
  APL 4 [EL 5] 
  � Defender – Fighter: hp 13, see Appendix I. 
  � Defender – Ranger: hp 18, see Appendix I. 
  � Riding Dog (Animal Companion): hp 13, see MM p. 
  272. 
   
  APL 6 [EL 7] 
  � Defender – Fighter (2): hp 30, 35, see Appendix I. 
  � Defender – Ranger: hp 18, see Appendix I. 
  � Riding Dog (Animal Companion): hp 13, see MM p. 
  272. 
   
  APL 8 [EL 9] 
  � Defender – Fighter (2): hp 45, 50, see Appendix I. 
  � Defender – Ranger: hp 27, see Appendix I. 
  � Advanced Riding Dog (Animal Companion): hp 28, 
  see Appendix I. 
   
  Assuming the group tries diplomacy, the guards start out 
  unfriendly to the party. They can be swayed to 
  indifferent or better, but their orders will not allow even 
  their friends and fellow tribesmen (members of the 
  Defenders of Greenkeep metaorg) to pass by with 
  anything less than their weapons secured.  Due to Old 
  Wicked having an agent in the forest, nothing is being 
  left to chance. 
   
  Only one Diplomacy check is made for the party.  
  Depending on who is talking, PCs can assist with the 
  Diplomacy role. If a PC lies during negotiations, that PC 
  needs to make a DC 15 Bluff check. Each failed Bluff 
  check adds an additional -2 penalty to the Diplomacy roll. 
   
  The guards will take the following actions on those 
  that agree to their demands (see the chart in the PHB pg 
  72); use the chart below to discover the results of 
  Diplomacy checks. 
   
  Defender Attitude & Result 
  • 
  Hostile: Attacks PCs. 
  BDK4-04 Emissary 
   
  Page 7 
  
  • 
  Unfriendly: Manacled, blindfolded, and weapons 
  bound. 
  • 
  Indifferent: Manacled and weapons bound. 
  • 
  Friendly: weapons bound. 
  • 
  Helpful: same as friendly. 
   
  The guards will be Friendly to any member of the 
  Defenders of Greenkeep metaorg, unless the PC attacks. 
  If a PC is openly wearing a symbol of Iuz, the party will 
  suffer a -2 circumstance penalty to their Diplomacy 
  check.  In addition, the guards’ attitude towards the 
  bearer of the symbol will never improve above unfriendly 
  (meaning that they will always seek to manacle, 
  blindfold, and peace-bind the weapons of the PC). 
   
  If their attitude towards the party becomes friendly, 
  the guards will secure the PCs’ weapons (full round 
  action to draw).  If their attitude is indifferent toward a 
  PC, the guards will manacle them and secure their 
  weapons.  If they are unfriendly, they will also blindfold 
  the PCs.  
   
  If 
  the 
  PCs 
  do 
  not 
  let 
  themselves 
  be 
  manacled/weapons bound/blindfolded, then the guards 
  will ask the PCs to leave.  If they do not, then treat the 
  guards as hostile. 
   
  If the party attacks, the guards will flee after a few 
  rounds of missile fire and warn the rendezvous of the 
  party’s approach. The party can continue to follow the 
  wagon’s trail to the Defender’s campsite with a DC 15 
  Track check (the tracks haven’t been fully hidden yet). 
  When they arrive, they will be treated as enemies and 
  their surrender demanded until some questions can be 
  answered. This will also have dire consequences later, as 
  the party will be treated with a great deal of suspicion. 
   
  While the party is conducting diplomacy and the 
  Defenders are securing party members, they are being 
  watched by a silent visitor. A druid of the Fellreev is 
  watching them and is growing incensed at the party, but 
  even more so at the Defenders of Greenkeep. 
   
  He is currently using the spell tree shape to appear 
  as a large dead branch leaning on several other branches.  
  This is in a tree 25 feet up in the air on a heavy tree limb.  
  A PC can make a Spot check (DC 21) to notice the 
  unusual tree; allow a +2 circumstance bonus on this roll if 
  the players have 5 ranks in Knowledge Nature. After the 
  last person in the party is secured, the druid breaks 
  concealment.  When he changes out of tree form, he will 
  stay in the tree and throw spells from his high vantage 
  point after confronting his targets (below).  The tree limb 
  the druid is on is quite large (18 inches wide) which 
  shouldn’t require a balance check to stand on or fight 
  from. If the party leaves the forest or kills all the 
  guardsmen, he does not attack the party. If any 
  guardsmen are captured alive, the druid still attacks.  
   
  You may have to paraphrase the following if the PCs 
  are blindfolded. 
   
  Suddenly, a loud screech is heard from above! 
  Swinging into view from around a tree trunk is a 
  small humanoid form, hanging from a tree limb by 
  one arm.  From over twenty feet in the air, the figure 
  screeches in rage again at the assembled group. It 
  barely calms enough to shriek out, “Rrrr…Squatters, 
  liars, cheats! Break yourrrr word will you?! First Old 
  Wicked noooow YOU. Some Defenders you arrrrre! 
  Rrrrrr…I will fix this problem!!!” 
   
   
  Keep in mind that this is all suggested boxed text. PCs 
  can interrupt at any time.  If combat begins, there is no 
  surprise to worry about – roll for initiative. 
   
  If a PC has influence with the Fellreev druids, they 
  may spend one influence point (IP) to get the druid to 
  not attack him (the druid recognizes the PC as an 
  occasional ally and leaves them alone).  Additional 
  influence can be used to protect other members of the 
  party – one IP per two additional people (possibly 
  including the guardsmen).  If the entire party can not be 
  “protected” this way, only the individuals spending IP 
  may benefit from their influence.   Also note that 
  influence used now will carry over to Encounter 8, 
  although this will protect only the PCs spending the IPs 
  – the group would only be protected in Encounter 8 if 
  each PC had influence to spend with Druids of the 
  Fellreev. 
   
  If the characters spend influence with the Druids of 
  the Fellreev to allow for no combat, the druid mentions: 
   
  “These fools endanger the forest with what they do.  
  Make sure YOOOOU do not do the same…” 
   
  APL 2 [EL 3] 
  � Beschel, Fellreev Druid: hp 25, see Appendix I. 
  � Black Bear (Animal Companion): hp 19, see MM p. 
  269. 
   
  APL 4 [EL 5] 
  � Beschel, Fellreev Druid: hp 25, see Appendix I. 
  � Black Bear (Animal Companion): hp 19, see MM p. 
  269. 
  � Dire Wolverine: hp 45, MM p. 66. 
   
  APL 6 [EL 7] 
  � Beschel, Fellreev Druid: hp 34, see Appendix I. 
  � Advanced Black Bear (Animal Companion): hp 37, 
  see Appendix I. 
  � Tendriculous: hp 94, see MM p. 241. 
   
  BDK4-04 Emissary 
   
  Page 8 
  
  APL 8 [EL 9] 
  � Beschel, Fellreev Druid: HP 45, see Appendix I. 
  � Advanced Black Bear (Animal Companion): hp 37, 
  see Appendix A. 
  � Treant: HP: 66 see MM p. 244. 
   
  Note: The actual EL of the encounter is one greater than 
  listed above, but is reduced due to the assistance of the 
  Defenders. 
   
  The Druid attacks with all the forces at his disposal.  
  After casting entangle, he will target armed unbound 
  people first, as he can take out the others later. If the 
  party gains the upper hand or his animal companion is 
  killed, the druid will flee to warn the other Druids of the 
  Fellreev. If the guardsmen flee attacking PCs, then the 
  druid will attack the characters once the scouts are gone. 
   
  The guards have no problem taking off the PCs’ 
  manacles after the druid attacks.  Of course, they will 
  probably be busy attacking the druid and his companions 
  themselves. If the PCs ask to be released during the 
  attack, a guard simply tosses the keys to a PC and resumes 
  their defense. 
   
  Tactics and other notes: 
   
  All APLs: If the Defenders are escorting the PCs, 
  they will begin shooting arrows at the druid when he 
  attacks. If a PC asks to be released, allow a Diplomacy 
  check (DC 10) or an Intimidate check (depending on 
  how the player roleplays it) to see if a guard lets them 
  loose.  If successful, one guard will toss his key ring (with 
  four keys) to a non-blindfolded PC and resume attacking 
  the following round.  If all the PCs are bound and 
  blindfolded, then the guard will remove one PC’s 
  blindfold and hand the key ring to the PC – taking an 
  additional round to accomplish this, and losing another 
  round of arrow fire. 
   
  APL 2: The druid will stay in the tree and use ranged 
  spells to defeat his foes.  His bear companion is hidden in 
  the brush at the base of the tree (Spot DC 15 if within 20 
  feet only), and has been ordered to guard the tree from 
  anyone trying to climb up.  If it is spotted and attacked, it 
  will defend itself. 
   
  APL 4: Same as above, but after the druid casts 
  entangle, it will order the dire wolverine to attack as a 
  move action.  The creature starts 30 feet away from the 
  party with full concealment (though it can see the druid 
  up in the tree). 
   
  APL 6: As APL 4, but the order to attack is directed at 
  the tendriculous and is a free action.  The tendriculous is 
  50 feet away from the druid, opposite from the party 
  hidden with full concealment.  If the tendriculous comes 
  within 20 feet of the druid’s tree (in pursuit of the PCs), 
  then the bear will climb up the opposite side of the tree, 
  as it is nervous around the tendriculous. 
   
  APL 8: As APL 6, but the order to attack is directed at 
  the treant.  The treant orders two (previously) animated 
  trees to attack in the first round.  In following rounds, 
  the treant attacks the PCs, using Improved Sunder to 
  destroy weapons that can hurt it, if need be. 
   
  Encounter 4: Rendezvous 
   
  Read or paraphrase the following.  You may need to 
  modify the text if the PCs attacked the Defenders of 
  Greenkeep guardsmen in Encounter 3. 
   
  After dealing with the feral human, you are led 
  deeper into the forest by the Defenders. Occasionally, 
  deep ruts can be seen in the soil as if a heavy wagon 
  has passed this way. With just a few hours before 
  sunset, the smel s of smoke and cooking food are 
  clearly coming from ahead. Your escorts lead you into 
  a large clearing containing countless tents and 
  cooking fires. The noise of bartering, laughter, and 
  music can be heard emanating from the tents and the 
  people milling about them.  As you enter the clearing, 
  the noise is quick y silenced as several heavily armed 
  men move cautiously out of the crowd toward you.  
  l
  l
   
  This is the rendezvous of the Defenders.  If the PCs have 
  chased off or killed any of the guards, any survivors will 
  likely have made it here ahead of them. This encounter 
  will become much more difficult for the characters in 
  this case. The Defenders will only accept the PCs’ 
  surrender and will insist they turn over any and all 
  weapons until the elders can sort everything out. The PCs 
  will not succeed in any diplomacy efforts if they have 
  been directly responsible for the deaths of any of the 
  guards in Encounter 3 and survivors lived to tell. The 
  party will be taken to a “prison tent” and told to not come 
  out until called, upon penalty of death. Eventually, they 
  will be questioned and released, provided they have a 
  good reason why they are here or why they attacked the 
  guards. Regardless, the party will be distrusted by most of 
  the Defenders and will have to work hard to earn their 
  trust. 
   
  If the PCs arrive in the company of the guards and 
  cooperated with them to fight off the druid, or if the PCs 
  bring back the bodies of the dead guards (who may vouch 
  for the PCs via speak with dead), the Defenders will allow 
  them to stay the night as well as offering them the 
  hospitality of the camp and inviting them as guests. The 
  elders will wait for the party to accept this invitation. 
  They will then be released to the camp as a whole.  
  BDK4-04 Emissary 
   
  Page 9 
  
   
  As they wander the camp, they will see that the 
  Defenders are a poor lot.  The characters will find many 
  people staring at them and looking their equipment over, 
  but none will actually try to steal any. While wandering, 
  the party will discover the wagon they’ve been trailing. 
   
  Near the southern edge of camp is the wagon that 
  your group must have been tracking earlier.  A small 
  crowd has gathered around the mostly empty cart.  At 
  the rear of the wagon stand two figures.  One appears 
  to be a handsome younger man in heavy armor, while 
  the other seems to be an older, fatherly kind of figure. 
  While the first is handing out various goods from the 
  back of the wagon, the other man casts a spell and 
  places his hand upon an elderly man’s shoulders. 
   
   
  The priest casting a spell (DC18 Spellcraft) is removing a 
  man’s blindness. After a bit, the two move on.  Passing 
  within earshot of the party, one man smiles, looking 
  directly at the PCs and says, “Blessing of Iuz upon you.” 
  If the party attacks, they will be stopped by many of the 
  Defenders, who state that it is considered a great insult to 
  attack guests of the meet. 
   
  All APLs 
  � Chorsat Wensai: hp 65, see Appendix II. 
  � Zorsch Fiend (bodyguard): hp 75, see Appendix II. 
   
   
  If the characters talk with the followers of Iuz, they 
  will find two amiable men with almost a missionary 
  mentality.  They are here to find allies, and as true 
  followers of the god of deceit, they play the part 
  wonderfully.  Both emissaries will act the same, and will 
  not antagonize the PCs in any way.  Even insults will not 
  get a reaction out of these two.  
   
  All over camp, if the people ask, they hear about how 
  generous these two emissaries have been. A successful 
  Gather Information check can learn the following: 
   
  � DC 5 – “The Old One wants to help us fight off 
  Nerullites in the woods and will equip us to defend 
  ourselves.” 
  � DC 10 – “I heard that he is going to give us all the 
  food we need to get through the winter.”  
  � DC 15 – “He even said we would get the Fellreev as 
  our own lands.” 
  � DC 20 – “The emissaries just want to build a fort 
  here to help keep us safe.” 
  � DC 25 – “They said I can go back to Rookroost – that 
  I would be pardoned!” 
   
   
  The Gather Information check may be changed by 
  the modifiers in DM Aid #2: Diplomacy Tracker used to 
  track the emissary’s favor with the Defenders. 
   
  Make sure to keep track of the players’ actions in 
  camp, for it may affect any diplomacy they try. It may be 
  necessary to have the players encounter some small 
  groups discussing the above information. These small 
  knots of people should be heatedly discussing what the 
  emissaries want and what they will need to give in 
  return.  Feel free to use any information in DM Aid #1 
  on the Defenders to help create the atmosphere in the 
  camp. It should become obvious to the party that the 
  emissaries are trying to get the Defenders to do 
  something, but haven’t actually said what yet (although a 
  high Gather Information check may give a hint). 
   
  At this point, the emissaries of Iuz have earned a 
  total of 75 points of favor with the Defenders.  Use the 
  modifiers in DM Aid #2 to keep a running total of what 
  the party does that increases or decreases this total.  Note 
  that it is possible for the PCs to actually increase the favor 
  that the emissaries accumulate (with or without intent). 
   
  During the rendezvous, the tribesmen are busy 
  trading and telling stories.  Use DM’s Aid #1 to provide 
  more background on the various tribes and tribesfolk 
  present.  For example, the Yakoro tribe is made up of orcs 
  and half-orcs.  They don’t get along with the Faindek 
  tribe, which is entirely human.  Also, the Kreade tribe 
  doesn’t have many members that can craft items, but they 
  raid many caravans outside of the Fellreev and often have 
  fine trade items that they have no use for.  This is a place 
  for families to meet, relationships to be made or 
  broken…in short, a miniature short-lived village. 
   
  Below are a couple of short examples of encounters 
  the PCs might witness while wandering the camp. 
   
   
   
  l
  A pair of bickering figures: 
   
   “What need do I have for set of porcelain dolls? 
  Look, you throw in that wolf pelt and 100 hands of 
  rope, and you’ve got yourself a trade…” 
  A mother cleaning the face of a crying baby: 
   
  “I know, El yn.  I know you’re upset.  Just give 
  the medicine time, and the swelling may go down.” 
   
  Development: After the players have had time to explore 
  the camp, move on to Encounter 5. 
   
  Encounter 5:  
  The Council of Elders 
  As the sun sets, the elders summon the tribesfolk 
  together for the Council.  After all are gathered, the 
  tribal leaders begin handing out rulings and 
  BDK4-04 Emissary 
   
  Page 10 
  
  punishments for crimes committed during the 
  previous year. During these trials, you can clearly see 
  the emissaries of the Old One among the mass of 
  people. On occasion, individuals in the crowd 
  approach them and speak briefly, then move away. 
   
  The tribesfolk approaching the emissaries are just a 
  continuation of earlier interactions.  If time allows, feel 
  free to roleplay out one or two ‘hearings’ held by the 
  tribal leaders. 
   
  Below are some examples of the hearings: 
   
  An orc and an elf that had a disagreement, and the ruling 
  they get from the council: 
   
   
  t
   
   
  !
  l
  i
  i
  f
  i
   
   
  “…Heurok, you shall either return the goods you 
  stole from Urah and his other orc companions, plus 
  two weapons of his choice…or give him back twice 
  the value of the items you stole from him in trade 
  goods, also of his choice.”
   
  An old man wants to stop his daughter marrying into a 
  different tribe: 
   
  “We will not keep your daughter from marrying 
  into the Zebinnel tribe.  It is not our place to keep 
  two people apart.  If you cannot stop her, then 
  perhaps she has grown old enough to decide for 
  herself…” 
   
  Finally, the time will come for the tribe to hear from the 
  stranger bearing gifts. 
   
  After a number of cases have been heard, Ondrish 
  Zelweil, one of the tribal leaders, stands up to make 
  an announcement. 
   
  “Many of you here have heard that ambassadors 
  from the Old One have come to address the tribes.  
  These visitors will now have their momen  to speak.” 
  The half-elf motions to the clearing in front of him 
  and takes a seat. 
  The older of the two emissaries steps out into the 
  clearing and turns to face the crowd. “For some time 
  now you have scratched out a living in this forest.  
  You are loved by none and attacked by many. The 
  druids barely tolerate you, the undead show you no 
  mercy…all this while you can hardly even feed your 
  children   Where are your allies, the elves?!  They 
  hide behind their river, letting your blood buy them 
  safety.  The men of Fort Hendricks – when was the 
  last time they aided you with food?  When was the 
  last time their wizards aided you with magic?  They 
  are nowhere to be seen; they sit safely behind the 
  wal s of their hidden keep, laughing while your 
  warriors die, your children suffer, and all go without 
  food or comfort. 
   
  “I offer you a chance to rectify this!  My master 
  bids me to make this offer to you. Consider it well, for 
  we truly wish to be your friends. Iuz, in his mercy, 
  has offered to equip and train your warriors, teach 
  you the arts of wizardry, and prov de food for your 
  hungry. In addition, he will decree that the Fellreev 
  south of the Artonsamay is the domain of Greenkeep; 
  you are free to p ck those that will lead by whatever 
  means you deem. Finally he offers a general amnesty 
  and pardon for all previous crimes committed by any 
  of those calling themselves the Defenders of 
  Greenkeep.  
   
  “In return for these most generous gifts, my 
  master asks little. First, a small fort is to be 
  constructed here, manned by his troops – with your 
  consent and support, of course. Second, that all swear 
  fealty to Iuz and obey all the laws o  h s land. Finally, 
  that you agree to raise a levy of troops yearly to serve 
  as scouts in the army of Iuz. Think carefully on what 
  is offered.  It is, without question, generous and 
  considerably more then your ‘allies’ have given you.” 
  With that, the emissary takes his seat. 
   
  Ondrish rises to his feet and looks into the 
  crowd. “Does anyone else wish to speak of this 
  proposal?”  
  If a PC wishes to say something, he is allowed his time to 
  speak to the tribes.  Use DM Aid #2 to adjust the tribes’ 
  opinion on the offer. 
   
  The crowd reacts as the DM’s aid shows, either with 
  occasional nods of approval (if the Diplomat has a large 
  amount of favor), or mutterings of dissent (if the 
  Diplomat has little favor).  No other NPCs speak in 
  response to speeches given by Emissary or by the PCs. 
   
  If no PCs step forward, Ondrish takes the elders into 
  private council to deliberate on this offer.  Though the 
  PCs are not privy to the meeting of the tribal leaders, 
  heated discussions often leak out into the night. The 
  party can gather the mood of the Defenders, using the 
  same modifiers as before (Encounter 4).  Using the 
  points tracked in DM Aid #2, the party can determine on 
  a DC 10 Gather Information check the following facts: 
   
  80-100 – A majority appear very interested  
  50-75   - It seems split pretty close to 50/50 
  25-50   - A majority appear not to be interested 
  0-25     - Only a few diehards show any interest. 
   
  After almost an hour of discussion, the council 
  emerges from the tent. The three leaders of the most 
  powerful tribes stand together, but one of the men 
  looks visibly upset.  
   
  Ondrish is the one to announce, “We have 
  carefully weighed the offer and must refuse.  The 
  BDK4-04 Emissary 
   
  Page 11 
  
  emissaries will be escorted out of the woods at first 
  light as agreed.”  With little discussion amongst the 
  leaders, the men disperse. 
   
  Harmene Dolirand is the one who disagrees with the 
  decision, and he storms away from the other leaders to 
  his own people. 
   
  The party is shown a tent they may use as their own 
  to sleep in. It is a large communal tent that has been 
  given for their use. Guards are posted by their tent exits, 
  as is common for strangers in camp, and everyone settles 
  in for the night.  
   
  Encounter 6: Things 
  That Bump In the Night 
  While the PCs sleep, Defenders loyal to Harmene 
  Dolirand (and whoever else is defecting, per the DM’s 
  Aid #2 chart) have begun quietly breaking camp. They 
  have contacted the Iuz emissaries and accepted the offer, 
  even if the others didn’t. Harmene escorts the emissaries 
  of Iuz out of the encampment and back to their army 
  with a small contingent of his troops. Meanwhile, back in 
  camp, small groups of his remaining people begin 
  sabotaging equipment, weapons, and armor to give his 
  troops an edge in the coming fight. 
   
  If any of the PCs stay up to keep watch, they have a 
  Listen check (DC 15) to hear the noises of people moving 
  around camp (more noises than a sleeping camp should 
  make).  The two guardsmen in front of their tent don’t 
  know what’s going on, since they didn’t even hear the 
  noise, and they don’t let the PCs leave during the night – 
  no matter what excuses they use (their attitudes are 
  Indifferent, but they have their orders).  The most a PC 
  can hope for, with a Diplomacy or Bluff check, would be 
  to send off one of the two guards to ‘check things out’.  
  That will result in the oblivious guards not noticing 
  anything unusual, and they will shrug their shoulders at 
  the increased activity in camp.  That doesn’t prevent PCs 
  from sneaking out to check things on their own (by 
  invisibility, cutting a hole in the back of the tent, etc.).  
  Use the fighter stat blocks below for the two guardsmen 
  in front of the PCs’ tent. 
   
  Characters outside of their tents can make a Spot 
  check (DC 21) to notice a small knot of people disappear 
  into the woods to the south of camp (the retreating 
  traitor tribes).  A Spot check (DC 15) will notice a small 
  group of saboteurs. 
   
  If the characters confront any of the saboteurs, they 
  will be told to mind their own business and look after 
  their own family.  If they persist, the saboteurs will look 
  around to see who is looking, give a disgusted look and 
  wander off (to join their retreating brethren in the 
  forest). They will not fight the PCs unless defending 
  themselves. 
   
  APL 2 [EL3] 
  � Traitor Warrior (2): hp 9, 9, see Appendix I. 
  � Traitor Fighter: hp 10, see Appendix I. 
   
  APL 4 [EL5] 
  � Traitor Barbarian (2): hp 20, 20, see Appendix I. 
  � Traitor Fighter: hp 15, see Appendix I. 
   
  APL 6 [EL7] 
  � Traitor Barbarian (2): hp 35, 35, see Appendix I. 
  � Traitor Fighter: hp 26, see Appendix I. 
   
  APL 8 [EL9] 
  � Traitor Barbarian (2): hp 50, 50 see Appendix I. 
  � Traitor Fighter: hp 41, see Appendix I. 
   
  Inquisitive PCs that follow the retreating tribe members 
  must make their standard Hide and Move Silently checks 
  to avoid being seen or heard by the traitors.  If the PC is 
  caught outside of camp by the retreating tribesmen, he is 
  held as a prisoner until after the attack so no alert is given 
  and thrown in prison until after the scenario is over – see 
  the Captured! Conclusion. 
   
  Use the stats for the traitors below as fleeing 
  tribesmen, if the PCs decide to follow them.  The longer 
  the characters follow them, the more tribesmen they see 
  collecting.  Every 15 minutes, double the number of foes 
  for each particular APL.  After one hour, one group (a 
  single APL’s worth) will stop and stand guard as the rest 
  of the traitors move on (going to the temporary 
  fortifications outside the Fellreev). 
   
  If the PCs do not hear or spot the commotion, they 
  will be as surprised in the morning as everyone else – go 
  to Encounter 7a. If they did spot nightly activities or get 
  otherwise involved during the night go to Encounter 7b. 
   
  Encounter 7: Invasion! 
  Use encounter 7a or 7b as appropriate. 
   
  7a 
  Your party wakes in the morning to yells, screams of 
  panic, and the sound of many people trying to pack 
  up and move at once.  A runner enters your tent. 
   
  “You have been called to meet with Ondrish!  
  Please, come quickly!”  
   
   
  The boy knows little, but is able to tell the players 
  that it appears some of the tribes disappeared in the 
  night.  Their families have left camp before the morning 
  BDK4-04 Emissary 
   
  Page 12 
  
  fires were started. Several guards were also found dead. 
  He leads them to the hut that contains the remaining 
  leaders of the Defenders of Greenkeep. Using the results 
  from Encounter 5, they will see the following number of 
  people.  
   
  � 76-100: 3 – Brim Kreade, Ondrish Zelweil, and one 
  of the smaller tribe leaders, Svigena Moskene. 
   
  � 51-75: 4 - Brim Kreade, Ondrish Zelweil, and the 
  smaller tribe leaders, Svigena Moskene and Vileem 
  Odrik. 
   
  � 26-50: 5 - Brim Kreade, Ondrish Zelweil, and the 
  smaller tribe leaders, Svigena Moskene, Vileem 
  Odrik, and Budik Zebbinel.  
   
  � 1-25: 6 - Brim Kreade, Ondrish Zelweil, and the 
  smaller tribe leaders, Svigena Moskene, Vileem 
  Odrik, Budik Zebbinel, and Zaneydel Faindek. 
   
  Brim, the leader of one of the larger tribes, has a 
  strained look on his face.  “There was treachery about 
  last n ght!  Some of the tribes fled the camp, killing 
  guards, sabotaging equipment, and leaving with the 
  Old One’s emissaries. They traveled south, meeting 
  with a large army which is now headed towards us.  
  We’re trapped between them and fast moving forces 
  circling around to our rear.  To make things worse, 
  traitors appear to be acting as scouts and advising Old 
  Wicked’s forces. We need your help!  Our forces are 
  weakened with the assassinated guards and the 
  missing tribesmen. 
  i
   
   
   
   
   
   
  Brim pauses before going on, “Are you willing to 
  aid us? Our people will be slaughtered if we cannot 
  flee deeper into the Fellreev!” 
  Allow the PCs a moment to respond.  If they agree, 
  continue. 
   
  “Very good.  We need you to stand with our warriors 
  to slow the advancing army…or perhaps deal with 
  some of the creatures that are circling around our 
  encampment. The line of defense is being assembled 
  now.  We need every able-bodied warrior we can find 
  to keep the Old One’s slime off our backs!” 
   
  Ondrish, the leader who spoke last night at the 
  council meeting, puts his hand on Brim’s shoulder.  
  “Wait, Brim.  Don’t force them into a hasty decision.” 
  He eases the intense man back a bit and looks at your 
  group.  “It is not certain how long we have, really. We 
  are currently organizing an evacuation, but it is 
  difficult with so many people-” 
   
  “And they are in the same boat as us!” Brim 
  interrupts.  “Look; it’s simple.  You can stand with us 
  and hold back the forces of the Old One while our 
  families escape, or you can run away to clear a path of
  retreat for the women and children.  A pair of 
  powerful fiends was spotted by some of our scouts 
  just a few minutes ago to the north.  I suppose you 
  could even try to sneak away in a different direction 
  on your own…but without your help, people here are 
  going to die!” 
   
  The PCs have three choices.  They can slow the 
  advancing army (Encounter 8), attack the pair of fiends 
  in the rear to open a way for the tribesfolk to get out 
  (Encounter 9), or worry about themselves and flee.  If 
  the party chooses to flee (and not aid the Defenders), use 
  Encounter 9, but bump the encounter down by one foe 
  (see Encounter 9 for more details). 
   
  The council only has their gratitude to offer for the 
  adventurers’ help, but time is short.  The PCs have five 
  minutes before the first of the advancing army hits the 
  edge of the camp. The more time they waste here, the 
  closer the army gets. 
   
  If the PCs spend too much time planning things out 
  or debating the choices, go to Encounter 8. 
   
  7b 
  You were alerted in the night of strange goings on, 
  and have warned the Defenders still in camp.  They 
  immediately begin preparations for evacuating the 
  rendezvous. Some of the women and chi dren begin 
  heading out. 
  l
   
  i
   
   
  As morning approaches, though, it is apparent 
  that all of the families will not be evacuated before 
  dawn.  The tribal leaders gather your group in the 
  main tent with them. 
  Use the remaining tribal leader description shown above 
  in Encounter 7a. 
   
  Brim, the leader of one of the larger tribes, has a 
  strained look on his face.  “There was treachery about 
  last n ght!  Some of the tribes fled the camp, killing 
  guards, sabotaging equipment, and leaving with the 
  Old One’s emissaries. They traveled south, meeting 
  with a large army which is now headed towards us.  
  We’re trapped between them and fast moving forces 
  circling around to our rear.  To make things worse, 
  traitors appear to be acting as scouts and advising Old 
  Wicked’s forces. We need your help!  Our forces are 
  weakened with the assassinated guards and the 
  missing tribesmen. 
  BDK4-04 Emissary 
   
  Page 13 
  
   
  Brim pauses before going on, “Are you willing to 
  aid us? Our people will be slaughtered if we cannot 
  flee deeper into the Fellreev!” 
   
   
   
   
  i
   
  Allow the PC’s a moment to respond.  If they agree, 
  continue. 
   
  “Very good.  We need you to stand with our warriors 
  to slow the advancing army…or perhaps deal with 
  some of the creatures that are circling around our 
  encampment. The line of defense is being assembled 
  now.  We need every able-bodied warrior we can find 
  to keep the Old One’s slime off our backs!” 
   
  Ondrish, the leader who spoke last night at the 
  council meeting, puts his hand on Brim’s shoulder.  
  “Wait, Brim.  Don’t force them into a hasty decision.” 
  He eases the intense man back a bit and looks at your 
  group.  “It is not certain how long we have, really. We 
  are currently organizing an evacuation, but it is 
  difficult with so many people-” 
   
  “And they are in the same boat as us!” Brim 
  interrupts.  “Look; it’s simple.  You can stand with us 
  and hold back the forces of the Old One while our 
  families escape, or you can run away to clear a path of
  retreat for the women and children.  A pair of 
  powerful fiends was spotted by some of our scouts 
  just a few minutes ago to the north.  I suppose you 
  could even try to sneak away in a different direction 
  on your own…but without your help, people here are 
  going to die!” 
   
  The same choices as Encounter 7a, but the PCs have more 
  time available – almost an hour.  They can make any 
  preparations they might be able to pull off in that amount 
  of time (such as digging trenches, setting traps, etc.). 
   
  Encounter 8: Hold the Line! 
  As your party is shown your spot in the battle line, 
  you catch glimpses of other hastily assembled bands 
  moving into the woods to your right and left.  A 
  heavy rain begins to fall, obscuring vision and mak ng
  it difficult to see. Distant drums can be heard ahead of 
  you in the pouring rain.  Soon after, shouts cut 
  through the surrounding canopy, as others down the 
  battle line point out the approaching soldiers.  All 
  that can be done now is to buy as much time as 
  possible for the retreating families behind you. 
   
  This is a timed event.  It ends when the PCs decide they 
  have held as long as they can.  Keep track of the total 
  number of rounds that pass, as this will determine the 
  party’s success.  
   
  This combat takes place with the following 
  conditions: 
   
  Rain (per p. 94 DMG): -4 penalty to Listen, Search, 
  and Spot checks.  -4 penalty to ranged weapon attacks.  
  Unprotected flames are extinguished and protected 
  flames (such as lanterns) have a 50% of being 
  extinguished. 
   
  Medium Forest (p. 87 DMG): Most of the forest 
  floor is covered with light undergrowth, although there 
  are patches of heavy undergrowth and game runs clear of 
  brush.  For details on the effects of undergrowth and 
  trees, refer to the DMG. 
   
  Visibility in the forest around the camp is limited to 
  a maximum distance of 160 feet.  The approaching army 
  is not hiding as they are moving, so it only requires a DC 
  16 (due to distance) check to see them at that range.  The 
  enemies’ Spot check to see the party will depend on 
  whether the PCs are hiding or not (use base DC 0 or the 
  worst PC Hide check +1 per 10 feet to determine if the 
  enemy spots the party at that range).  If neither side spots 
  each other, reduce the range by 50 feet each round until 
  one side sees the other.  Determine surprise normally. 
   
  On the designated rounds (not including the 
  surprise round), place additional forces at the same point 
  as where the first forces were spotted.  The result should 
  be waves of forces for the PCs to keep at bay. 
   
  APL 2 [EL 5] 
  � Kobolds (8): hp 4 each, see Appendix I. 
   
  Plus, Every Other Round: 
  � Kobolds (4): hp 4 each. 
   
  APL 4 [EL 7] 
  � Orcs (8): hp 5 each, see Appendix I. 
   
  Plus, Every Other Round: 
  � Orcs (4): hp 5 each. 
   
  APL 6 [EL 9] 
  � Orc Barbarians (8): hp 13 each, see Appendix I. 
  � Cleric of Iuz: hp 28, see Appendix I. 
   
  Plus, Every Other Round: 
  � Orcs Barbarians (4): hp 13 each, see Appendix I. 
  � Cleric of Iuz: hp 28, see Appendix I. 
   
  APL 8 [EL 11] 
  � Orc Barbarians (8): hp 28 each, see Appendix I. 
   
  Plus on the Third and Seventh Rounds: 
  � Orc Barbarians (3): hp 26 each, see Appendix I. 
  � Cleric of Iuz: hp 36, see Appendix I. 
  BDK4-04 Emissary 
   
  Page 14 
  
   
  Plus on the Fifth and Ninth Rounds: 
  � Orc Barbarians (3): hp 26 each, see Appendix I.  
  � Mercenary Sorcerer: hp 34, see Appendix I. 
   
  Unknown to both sides, the Druids of the Fellreev have 
  been watching the Defenders’ camp and have positioned 
  their own forces. They care only to protect the forest 
  from all interlopers and intruders, but are content to 
  watch unless certain conditions occur. The Druids will 
  begin attacking three rounds after a fire spell has been 
  used in the battle.  They will attack the caster of any 
  spells that damaged the forest first, and then broaden to 
  the attacking Iuz forces. The druids will not attack the 
  PCs unless they cast a fire/ forest damaging spell AFTER 
  they have shown up on the battlefield.  If a PC tries to 
  interact with the druid, distracting it from its attacks, it 
  will hit the offending PC with a lightning strike for good 
  measure.  These are not friends of the PCs, and it should 
  be made apparent.  If the Iuz soldiers are wiped out, then 
  the druid will turn his attention on the adventurers.  
  Note that the druids have commanded their animal 
  companions to stay nearby to keep shared spells up on 
  both of them.   
   
  Use the below boxed text to help describe the druid’s 
  appearance. 
   
  The waves of combatants keep coming and coming!  
  Just as you spot some of the Defenders’ battle line 
  break and run to your right, something else enters the 
  battlefield.  Just ahead o  you, a feral-looking human 
  appears, literally stepping out of a tree trunk!  
  Walking out of the same tree just behind him is a 
  massive grizzly bear.  The man seems to be of Flan 
  descent, but you can hardly tell that with all of the 
  twigs in his hair.  The bestial figure howls at the top 
  of his lungs as he points about indiscriminately, and 
  the forest comes alive around you! 
  f
   
  APL 2 [EL 7] 
  � Fellreev Druid: hp 56, see Appendix I. 
  � Animal Companion, Brown Bear: hp 63, see 
  Appendix I. 
   
  APL 4 [EL 9] 
  � Fellreev Druid: hp 80, see Appendix I. 
  � Animal Companion, Brown Bear: hp 92, see 
  Appendix I. 
   
  APL 6 [EL 11] 
  � Fellreev Druid: hp 97, see Appendix I. 
  � Advanced Brown Bear (Animal Companion): hp 92, 
  see Appendix I. 
   
  APL 8 [EL 13] 
  � Fellreev Druid: hp 114, see Appendix I. 
  � Advanced Brown Bear (Animal Companion): hp 
  115, see Appendix I. 
   
  During combat rounds, make sure to describe the chaos 
  of combat to the PCs’ left and right (the other areas of the 
  battle – effectively, the other APLs).  Screams and 
  explosions can be heard around the PCs, and this will 
  pick up once the druids show.   
   
  At APLs 2-6, an enemy sorcerer nearby (but not 
  attacking the PCs) casts fireball during the seventh 
  round, guaranteeing the druid’s involvement by the tenth 
  round.  At APL 8, the mercenary sorcerer will likely cast 
  fireball during his first round of combat (round five). 
   
  The druids are not worked into the APL of the 
  combat and are not intended to be fought by the PCs. It 
  should be made clear by the mass devastation around 
  them that fighting them is a bad idea.  In fact, PCs that 
  cast fire spells about are well-advised to run immediately 
  when the druid arrives.  If they don’t, they will be subject 
  to the druid’s direct wrath. 
   
  If the druid from Encounter 3 survived the combat, 
  feel free to describe him attacking Iuz troops nearby.  In 
  any case, it should be clear that these druids are not 
  completely sane, and reasoning with them is an exercise 
  in futility. 
   
  For PCs that used influence with the Druids of the 
  Fellreev in Encounter 3, it carries over into this 
  encounter, so long as they don’t use area effect spells that 
  cause fires (including using alchemist’s fire).  They can 
  also choose to use influence now, although they will only 
  be able to protect themselves (and any animal 
  companions, familiars, and cohorts that they have). 
   
  The PCs only need to hold off the enemy forces for 
  10 rounds (a minute) or long enough for the druids to 
  appear (which may be sooner than ten rounds at higher 
  APL tables).  With the rain coming down, though, there 
  is no indication of how long they need to keep fighting.  
  Certainly when the druids attack, the PCs can (and 
  should) be leaving the combat.  There are a number of 
  other powerful druids in the distance raining death on 
  the enemy.  The druids are not interested in talking – 
  even to PC druids.  Their anger is apparent and being 
  expressed by ice storms and lightning bolts pouring from 
  the sky. 
   
  When the party has finally had enough and flees, 
  proceed to the Heroic Conclusion. 
   
  Encounter 9: Clear The Way! 
  Quickly and quietly, your party makes its way deeper 
  into the Fellreev.  Somewhere ahead of you are 
  BDK4-04 Emissary 
   
  Page 15 
  
  supposed to be a pair of fiendish creatures blocking 
  the Defenders’ escape route.  This cursed heavy rain 
  that’s begun to fall doesn’t make identifying shapes 
  among the trees any easier. 
   
  This combat takes place with the following conditions: 
   
  Rain (per p. 94 DMG): -4 penalty to Listen, Search, 
  and Spot checks.  -4 penalty to ranged weapon attacks.  
  Unprotected flames are extinguished and protected 
  flames (such as lanterns) have a 50% of being 
  extinguished. 
   
  Medium Forest (p. 87 DMG): Most of the forest 
  floor is covered with light undergrowth, although there 
  are patches of heavy undergrowth and game runs clear of 
  brush.  For details on the effects of undergrowth and 
  trees, refer to the DMG. 
   
  Visibility in the forest around the camp is limited to 
  a maximum distance of 160 feet.  The enemy is 
  attempting to hide as they move, taking a penalty for not 
  moving at half speed. 
   
  Have both sides roll a Spot check at 160 feet to 
  determine if either side sees / surprises the other. 
   
  The DC to Spot the enemy varies by APL: 
   
  � APL2: Base DC 13 + 1 per 10 ft. 
  � APL4: Base DC 34* + 1 per 10 ft. 
  � APL6: Base DC 9 + 1 per 10 ft. 
  � APL8: Base DC 17 + 1 per 10 ft. 
   
  (*If the PC’s are fleeing the camp, rather than helping, 
  the DC to spot the Barghest at APL 4 is 39 + 1 per 10 ft.) 
   
   
  The enemies’ Spot check to see the party will depend on 
  whether the PCs are hiding or not (use base DC 0 or the 
  worst PC’s Hide check +1 per 10 feet to determine if the 
  enemy spots the party at that range).  If neither side spots 
  each other, reduce the range by 50 feet each round until 
  one side sees the other. 
   
  If the PCs decided to cut and run in Encounter 7, 
  they only run into a single fiend. The first fiend listed 
  (with the * after the name) is the foe the adventurers face 
  in this case. 
   
  APL 2 [EL 5] 
  � Howler*: hp 39, see MM pg 155. 
  � Quasit Rider: hp 13, see Appendix I. 
   
  APL 4 [EL 7] 
  � Greater Barghest*: hp 67, see MM pg 23. 
  � Vorr: hp 23, see Appendix I. 
   
  APL 6 [EL 9] 
  � Armanite*: hp 55, see Appendix I. 
  � Babau: hp 66, see MM pg 40. 
   
  APL 8 [EL 11] 
  � Piscoloth*: hp 58, see Appendix I. 
  � Advanced Babau: hp 126, see Appendix I. 
   
  Tactics and other notes: 
  APL 2: The quasit will remain invisible and use its 
  mounted combat feat to allow the mount (the howler) to 
  dodge a single blow, with a ride check, each turn. 
   
  There is an exotic saddle readily apparent on the 
  howler.  With the rain falling, the PCs may be able to spot 
  the invisible quasit (though whether the PCs see him or 
  not, the 50% miss chance still applies while he’s still 
  invisible).  Give the PCs a Spot check against the quasit’s 
  Hide roll.  If the quasit stays on the back of the howler, 
  then apply a +5 circumstance bonus to its Hide check.  If 
  the quasit flies off the howler’s back and has no other 
  concealment (other than the invisibility), then there is no 
  bonus applied. There are no other invisibility modifiers 
  applied due to the rain. 
   
  APL 4: The barghest has both itself and the vorr 
  covered in an invisibility sphere.  The barghest will take 
  time to mass bull’s strength himself and the vorr, and 
  then cast blink on himself before throwing a crushing 
  despair at the group. 
   
  The vorr will stay hidden near the greater barghest 
  and wait for a chance to flank before attacking (and 
  possibly tripping) someone.  It will use its shadow 
  abilities to help avoid toe-to-toe combat. 
   
  APL 6: If the armanite sees the group before they see 
  it, the tanar’ri will try to summon a mass of dretch.  
  Otherwise, it will move to the best place it can manage to 
  allow for a charge.  If the situation allows for it, he will 
  try an overrun / trample. 
   
  The babau will hide near the armanite and prepare 
  for a flank (teleporting from hiding, if need be).  If it 
  doesn’t need to move more than 5 ft. in a round, it will 
  attempt to summon another babau while still hiding. 
   
  If the babau attacks a prone PC (such as one knocked 
  down from the armanite), then it will power attack with 
  its full bonus. 
   
  APL 8: The piscoloth will attack using most of its 
  magical abilities from hiding, if it can. It will first throw a 
  stinking cloud on the front of the adventurers’ group, and 
  then begin to summon yugoloths each round, while still 
  hiding. 
   
  The advanced babau will stay near the piscoloth, 
  delaying for a flank attack.  If it doesn’t need to move 
  more than 5 feet in a round, it will attempt to summon 
  another babau while still hiding (this babau will not be 
  advanced, however). 
  BDK4-04 Emissary 
   
  Page 16 
  
   
  When the party finishes, go to the Heroic 
  Conclusion if they fought both fiends.  Use the Not-so-
  heroic Conclusion if they fled the battle, fighting only 
  the single fiend. 
   
  Heroic Conclusion  
  You watch as the scattered Defenders flee deeper into 
  the Fellreev.  Though the Defenders have suffered a 
  terrible blow, the remaining tribes have been saved. 
   
   
   
   
  Several days later, you meet with the tribal elders, 
  who applaud your efforts on their behalf and now 
  consider you to be honored brothers and tribesmen.  
  Ondrish offers you his own battle-worn gauntlets 
  in appreciation of your efforts.  “They are magical, 
  and they will certainly aid you in any future battles 
  you may have with the Old One.” 
   
  The magical gauntlets are gloves of fortunate striking.  In 
  addition, PCs that are members of the Defenders of 
  Greenkeep metaorg will be privately approached and 
  offered a good luck charm (an amulet of fortune 
  prevailing).  PCs that are members of the Druids of the 
  Fellreev metaorg will meet an agent of their group 
  shortly after the adventure and be offered a magical ring 
  (of animal friendship), in appreciation for any assistance 
  they may have given in getting the Old One’s forces out 
  of the forest, assuming they did not personally attack any 
  Fellreev druids during the scenario. 
   
  Heroes will also be awarded influence with the 
  Defenders – one influence point for clearing a path in 
  “Clear the Way” and two influence points for remaining 
  behind in “Hold the Line”. 
   
  Make sure to cross out any items the PCs don’t 
  currently have access to (for example, if PCs later in their 
  career join the Fellreev Druids, they will not ‘suddenly’ 
  gain access to the ring of animal friendship). 
   
  Not−so−heroic Conclusion  
  You flee through the forest, having difficulty 
  escaping the encircling army.  Ignoring the screams 
  and cries for help, you are able to fight your way free 
  of the battle.  As the day winds on, you encounter 
  pockets of survivors that can recount horror stories of 
  the attack and the decimation of the Defenders’ 
  ranks. One of the remaining council leaders spots 
  you, angrily cursing you as cowards and swearing that 
  you are no longer welcome in the company of the 
  Defenders.  
   
  Characters that choose the not-so-heroic flight receive 
  ‘Enmity of the Defenders.’ 
   
  Make sure to cross out any items the PCs don’t currently 
  have access to. 
   
  Captured! Conclusion  
  Spending time being questioned by orcs is not your 
  favorite thing, but it’s better than the whipping you 
  received most of the previous night.  Your 
  questioners have been asking you about the escaping 
  tribesmen, and there is little truth you can tell them. 
  Luckily, you know when to spill your guts, and when
  to keep quiet.  Once they’re through with you, they 
  release you along the southern edge of the forest.  
  Perhaps the time spent under the knife is better than 
  what some of the Defenders of Greenkeep got… 
   
  PCs captured by forces of Iuz spend an additional 2 TUs 
  while being held and ‘questioned’ by the soldiers. 
   
  Make sure to cross out any items the PCs don’t 
  currently have access to. 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 1: Ambush! 
  Defeating the bandits. 
   
  APL2 150 xp;  APL4 210 xp; APL6 270 xp;  
  APL8 330 xp. 
   
  Encounter 3: Mistaken Identity 
  Defeating the guards. 
  APL2 90 xp;  APL4 150 xp; APL6 210 xp;  
  APL8 270 xp. 
  ~or~ 
  Helping the Defenders against the Druid. 
  APL2 90 xp;  APL4 150 xp; APL6 210 xp;  
  APL8 270 xp. 
   
  Encounter 5: The Council of Elders 
  Lowering the influence gained by the Emissary. 
  APL2 30 xp;  APL4 60 xp; APL6 90 xp;  
  APL8 120 xp. 
   
  Encounter 7: Hold the Line!... 
  Holding the line against the invaders: 
  APL2 150 xp;  APL4 210 xp; APL6 270 xp;  
  APL8 330 xp. 
   
  Encounter 8: Clear the Way! 
  Defeating both fiends 
  BDK4-04 Emissary 
   
  Page 17 
  
  APL2 150 xp;  APL4 210 xp; APL6 270 xp;  
  APL8 330 xp. 
  ~or~ 
  Defeating only one fiend (if fleeing) 
  APL2 90 xp;  APL4 150 xp; APL6 210 xp;  
  APL8 270 xp. 
   
  Discretionary roleplaying award 
  APL2 30 xp;  APL4 30 xp; APL6 30 xp;  
  APL8 30 xp. 
   
  Total possible experience:  
   
  APL2 450 xp;  APL4 675 xp; APL6 900 xp; 
  APL8 1,125 xp. 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  Encounter One:  Ambush! 
   
  APL 2: L: 82 gp; C: 9 gp; M: potion of cure light 
  wounds (4 gp), elixir of hiding (20 gp), scroll of silent 
  image (2 @ 2 gp each), Liyend’s Spellbook Vol. I (241 gp). 
   
  APL 4: L: 53 gp; C: 11 gp; M: +1 composite longbow 
  (+1) (208 gp), potion of cure light wounds (2 @ 4 gp 
  each), elixir of hiding (20 gp), boots of elvenkind (208 
  gp), scroll of rope trick (12 gp), scroll of silent image (2 @ 
  2 gp), Liyend’s Spellbook Vol. I (241 gp). 
   
  APL 6: L: 41 gp; C: 14 gp; M: +1 composite longbow 
  (+2) (216 gp), potion of cure light wounds (2 @ 4 gp 
  each), elixir of hiding (20 gp), boots of elvenkind (208 
  gp), +1 chain shirt (104 gp), slaying arrow (orc) (190 gp), 
  scroll of fireball (31 gp), scroll of rope trick (12 gp), scroll 
  of silent image (2 @ 2 gp), cloak of resistance +2 (333 gp),
  Liyend’s Spellbook Vol. I (241 gp), Liyend’s Spellbook 
  Vol. II (258 gp). 
   
   
  APL 8: L: 41 gp; C: 14 gp; M: +1 shocking composite 
  longbow (+2) (716 gp), potion of cure light wounds (2 @ 
  4 gp each), elixir of hiding (20 gp), boots of elvenkind 
  (208 gp), +2 chain shirt (354 gp), slaying arrow (orc) (190 
  gp), scroll of fireball (31 gp), scroll of rope trick (12 gp), 
  scroll of silent image (2 @ 2 gp), cloak of resistance +2 
  (333 gp), Liyend’s Spellbook Vol. I (241 gp), Liyend’s 
  Spellbook Vol. II (258 gp). 
   
  Encounter Three:  Mistaken Identity 
   
  APL 2: L: 2 gp; C: 6 gp; M: brooch of shielding (125 
  gp), +1 hide armor (97 gp). 
   
  APL 4: L: 2 gp; C: 10 gp; M: brooch of shielding (125 
  gp), +1 hide armor (97 gp), dust of tracelessness (20 gp), 
  bag of tricks (gray) (75 gp). 
   
  APL 6: L: 2 gp; C: 10 gp; M: brooch of shielding (125 
  gp), +1 hide armor (97 gp), dust of tracelessness (20 gp), 
  bag of tricks (rust) (250 gp). 
   
  APL 8: L: 2 gp; C: 10 gp; M: brooch of shielding (125 
  gp), +2 hide armor (347 gp), dust of tracelessness (20 gp), 
  bag of tricks (rust) (250 gp). 
   
  Total Possible Treasure 
   
  APL 2: L: 84 gp; C: 15 gp; M: 491 gp  - Total: 590 gp 
  (Max 450 gp) 
   
  APL 4: L: 55 gp; C: 21 gp; M: 1018 gp  - Total: 1094 gp 
  (Max 650 gp) 
  BDK4-04 Emissary 
   
  Page 18 
  
   
  APL 6: L: 43 gp; C: 24 gp; M: 2117 gp  - Total: 2184 gp 
  (Max 900 gp) 
   
  APL 8: L: 43 gp; C: 24 gp; M: 3117 gp  - Total: 3184 gp 
  (Max 1300 gp) 
   
  Special 
   
  Hardened in Battle 
  Due to the harrowing experience the hero went through 
  in aiding the Defenders of Greenkeep, the PC now has 
  access to one of the following feats from the Miniatures 
  Handbook.  Circle the feat access gained: 
   
  Second Wind (for PCs in “Hold the Line!”) 
   
   
  or 
   
  Danger Sense (for PCs in “Clear the Way!”) 
   
  Influence with the Defenders 
  Due to the assistance the PCs provided the Defenders of 
  Greenkeep, they have earned one or two influence 
  points.  Check thru points not awarded or as used. [  ] [  ] 
   
  Sent to the Silver Mines 
  Due to your foolish actions at the military encampment, 
  you were captured and sent to work the silver mines.  
  You spend 10 TUs laboring before you manage to free 
  yourself, but gain Whip Scars during your servitude 
  (increasing your Wanted score by one). 
   
  Enmity of the Defenders 
  Due to your flight at their hour of need, you have earned 
  the enmity of the Defenders of Greenkeep.  Members of 
  the organization are exiled and other PCs are not 
  permitted to join the Defenders of Greenkeep until the 
  enmity is removed (by spending 4 IPs with the 
  Defenders).  While in effect, the enmity gives the PC a -4 
  circumstance penalty to any Charisma-based checks with 
  members of the Defenders of Greenkeep. 
   
  Liyend’s Spellbook Volume I 
   
  Spellbook: 0—[all cantrips from the PHB, excluding 
  enchantments 
  and 
  necromancy]; 
  1st—[expeditious 
  retreat, mage armor, magic missile, silent image, shield, 
  Tenser’s floating disk, ventriloquism]; 2nd—[hypnotic 
  pattern, invisibility, rope trick] (29 pages used; Value 
  1,450 gp) 
   
  Liyend’s Spellbook Volume II 
   
  Spellbook: 2nd—[minor image, scorching ray]; 
  3rd—[displacement, fireball, lightning bolt, major image, 
  slow]; 
  4th—[dimension 
  door, 
  greater 
  invisibility, 
  phantasmal killer]. (31 pages used; Value 1,550 gp) 
   
  Items for the Adventure 
  Record 
   
  Item Access 
  APL 2: 
  elixir of hiding (Adventure, DMG) 
  brooch of shielding (Adventure, DMG) 
  Liyend’s Spellbook Vol I. (Adventure, see above) 
  gloves of fortunate striking (Adventure, MH) 
  amulet of fortune prevailing (Regional, MH) 
  ring of animal friendship (Regional, DMG) 
   
  APL 4: (All of APL 2 plus the following) 
  bag of tricks (gray) (Adventure, DMG) 
  boots of elvenkind (Adventure, DMG) 
  dust of tracelessness (Adventure, DMG) 
   
  APL 6: (All of APLs 2-4 plus the following) 
  slaying arrow (orc) (Adventure, DMG) 
  cloak of resistance +2 (Adventure, DMG) 
  bag of tricks (rust) (Adventure, DMG) 
  Liyend’s Spellbook Vol II. (Adventure, see above) 
   
  APL 8: (All of APLs 2-6 plus the following) 
  +1 shock composite longbow (+2) (Adventure, DMG) 
  +2 chain shirt (Adventure, DMG) 
  +2 hide armor (Adventure, DMG) 
   
  BDK4-04 Emissary 
   
  Page 19 
  
  Appendix I: Encounters 
   
  Encounter 1: 
   
  APL 2: 
  � Yisan Kyavi: Male Wood Elf Ftr1/Rgr2; CR 3; 
  Medium Humanoid (elf); HD 1d10+2d8; hp 16; Init +6; 
  Spd 30 ft.; AC 16 (touch 12, flat-footed 14) [+2 Dex, +4 
  chain shirt]; BA/G +3/+4; Atk +5 melee (1d8+1 [19-
  20/x2], longsword) or +7 ranged (1d8+1 [x3], comp. 
  longbow); Full Att +5 melee (1d8+1 [19-20/x2], 
  longsword) or +7 ranged (1d8+1 [x3], comp. longbow); 
  SA Favored enemy (humanoids (human) +2); SQ 
  immunity to sleep, low-light vision, wild empathy; AL 
  CN; SV Fort +5, Ref +5, Will -1 (+1 vs enchantments); 
  Str 13, Dex 15, Con 10, Int 8, Wis 9, Cha 6. 
   
  Skills and Feats: Speak Languages (Common, 
  Elven), Craft (Bowmaking) +4, Hide +8, Knowledge 
  (Religion) +1, Listen +3, Move Silently +8, Search +1, 
  Spot +4; Improved Initiative, Point Blank Shot, Rapid 
  Shot, Track, Weapon Focus (longbow). 
   
  Possessions: 
  Chain 
  shirt, 
  silver 
  dagger, 
  masterwork long sword, masterwork composite 
  longbow, arrows (50), potion of cure light wounds, 
  elixir of hiding, everburning torch. 
   
  Physical Description: A short elf, Yisan seems at 
  home in the woods, dressed in greens and browns.  
  Wearing a chain shirt and heavy leather boots, he 
  keeps his identity a mystery by covering his face with a 
  cloth mask.  His sure grip on his bow reveals his 
  practiced comfort with the weapon. 
   
  � Liyend: Male Gnome Ill1; CR 1; Small Humanoid 
  (gnome); HD 1d4+2; hp 5; Init +0; Spd 20 ft.; AC 15 
  (touch 11, flat-footed 15) [+1 size, +4 mage armor]; 
  BA/G +0/-6; Atk -1 melee (1d3-2 [19-20/x2], dagger) or 
  +1 ranged (1d6 [19-20/x2], light crossbow); Full Att -1 
  melee (1d3-2 [19-20/x2], dagger) or +1 ranged (1d6 [19-
  20/x2], light crossbow); SA Spells, spell-like abilities; 
  SQ Low-light vision, resistance to illusion (+2); AL NE; 
  SV Fort +2, Ref +0, Will +1; Str 7, Dex 11, Con 14, Int 
  13, Wis 8, Cha 10. 
   
  Skills and Feats: Speak Languages (Common, Elf, 
  Gnome), Concentration +6, Hide +5, Knowledge 
  (Arcane) +2, Knowledge (Nature) +2, Listen +1, Move 
  Silently +1, Spellcraft +3; Scribe Scrolls, Spell Focus 
  (illusion). 
   
  Spell-like Abilities (Sp): 1/day—dancing lights, 
  ghost sound (DC 10), prestidigitation, speak w/ 
  animals (burrowing mammals only).  Caster level 1
  st. 
   
  Spells Prepared (3/3; base DC = 11 + spell level, 
  illusion DC 13 + spell level): 0—[acid splash, ray of 
  frost (2); 1st—mage armor  magic missile, silent
  image]. 
  ,
   
   
   
  Spellbook: 0—[all cantrips except Enchantment 
  and Necromancy spells]; 1st—[expeditious retreat, 
  mage armor, magic missile, silent image, shield], 
  Barred Schools: Enchantment and Necromancy. 
   
  Active spells: mage armor.
   
  Possessions: Light crossbow, bolts (10), scroll of 
  silent image (2), dagger (2), spell component pouch. 
   
  Physical Description: Although he is the size of a 
  human child, Liyend’s compact build, dark tanned 
  skin, and large eyes reveal him as something more.  He 
  has a bald head and only a small tuft of a beard on his 
  chin. 
   
  APL 4: 
  � Yisan Kyavi: Male Wood Elf Ftr2/Rgr3/OotBI1; 
  CR 6; Medium Humanoid (elf); HD 2d10+4d8; hp 29; 
  Init +7; Spd 30 ft.; AC 17 (touch 13, flat-footed 14) [+3 
  Dex, +4 chain shirt]; BA/G +6/+7; Atk +8 melee (1d8+1 
  [19-20/x2], longsword) or +12 ranged (1d8+2 [x3], 
  longbow); Full Att +8/+3 melee (1d8+1 [19-20/x2], 
  longsword) or +12/+7 (1d8+2 [x3], longbow); SA 
  Favored enemy (humanoids (human) +2), ranged 
  precision +1d8, wild empathy; SQ Immunity to sleep, 
  low-light vision; AL CN; SV Fort +6, Ref +8, Will +4 (+6 
  against enchantments); Str 13, Dex 16, Con 10, Int 8, 
  Wis 9, Cha 6. 
   
  Skills and Feats: Speak Languages (Common, Elf), 
  Climb +2, Craft (bow-making) +4, Hide +11, 
  Knowledge (religion) +1, Listen +4, Move Silently +16, 
  Search +1, Spot +5; Endurance, Improved Initiative, 
  Iron Will, Point Blank Shot, Precise Shot, Rapid Shot, 
  Track, Weapon Focus (composite longbow). 
   
  Ranged Precision (Ex): As a standard action, an 
  initiate may make a single precisely aimed attack with 
  a ranged weapon, dealing extra +1d8 damage.  When 
  making this attack, the initiate must be within 30 ft. of 
  his target.  Any items that protect a creature from 
  critical hits (such as armor with the fortification 
  ability) also protect a creature from the extra damage. 
   
  Unlike a rogue’s sneak attack, the initiate’s target 
  does not have to be flat-footed or denied its Dexterity 
  bonus.  Treat the initiate’s ranged precision attack as a 
  sneak attack in all other ways. 
   
  An initiate can only use this ability with a ranged 
  weapon for which he has taken the Weapon Focus feat. 
   
  Close Combat Shot (Ex): This archer can attack 
  with a ranged weapon while in a threatened square and 
  not provoke an attack of opportunity. 
  BDK4-04 Emissary 
   
  Page 20 
  
   
  Possessions: Masterwork chain shirt, +1 composite 
  longbow (+1), arrows (50), silver dagger, masterwork 
  long sword, boots of elvenkind, potion of cure light 
  wounds (2), elixir of hiding, everburning torch. 
    
  Physical Description: A short elf, Yisan seems at 
  home in the woods, dressed in greens and browns.  
  Wearing a chain shirt and heavy leather boots, he 
  keeps his identity a mystery by covering his face with a 
  cloth mask.  His sure grip on his bow reveals his 
  practiced comfort with the weapon. 
   
  � Liyend: Male Gnome Ill3; CR 3; Small Humanoid 
  (gnome); HD 3d4+6; hp 13; Init +0; Spd 20 ft.; AC 15 
  (touch 11, flat-footed 15) [+1 size, +4 mage armor]; 
  BA/G +1/-5; Atk +0 melee (1d3-2, dagger) or +2 ranged 
  (1d6 [19-20/x2], light crossbow); Full Att +0 melee 
  (1d3-2 [19-20/x2], dagger) or +2 (1d6 [19-20/x2], light 
  crossbow); SA Spells, spell-like abilities; SQ Low-light 
  vision, resistance to illusion (+2); AL NE; SV Fort +3, 
  Ref +1, Will +2; Str 7, Dex 11, Con 14, Int 13, Wis 8, 
  Cha 10. 
   
  Skills and Feats: Speak Languages (Common, Elf, 
  Gnome), Concentration +8, Hide +5, Knowledge 
  (arcane) +2, Knowledge (geography) +2, Knowledge 
  (nature) +2, Listen +1, Move Silently +1, Spellcraft +6; 
  Greater Spell Focus (illusion), Scribe Scrolls, Spell 
  Focus (illusion). 
   
  Spell-like Abilities (Sp): 1/day—dancing lights, 
  ghost sound (DC 10), prestidigitation, speak w/ 
  animals (burrowing mammals only).  Caster level 1
  st. 
   
  Spells Prepared (4/4/2; base DC = 11 + spell level, 
  illusion DC 14 + spell level): 0—acid splash (2), ray of 
  frost (2); 1st—mage armor, magic missile (2), silent
  image; 2nd—hypnotic pattern, invisibility. 
   
   
   
  Spellbook: 0—[all cantrips except Enchantment 
  and Necromancy spells]; 1st—expeditious retreat, 
  mage armor, magic missile, silent image, shield, 
  Tenser’s floating disk, ventriloquism; 2nd—hypnotic 
  pattern, invisibility, rope trick, Barred Schools: 
  Enchantment and Necromancy. 
   
  Active spells: mage armor.
   
  Possessions: Light crossbow, bolts (10), scroll of 
  rope trick, scroll of silent image (2), dagger (2), spell 
  component pouch. 
   
  Physical Description: Although he is the size of a 
  human child, Liyend’s compact build, dark tanned 
  skin, and large eyes reveal him as something more.  He 
  has a bald head and only a small tuft of a beard on his 
  chin. 
   
  APL 6: 
  � Yisan Kyavi: Male Wood Elf Ftr2/Rgr3/OotBI 3; 
  CR 8; Medium Humanoid (elf); HD 2d10+6d8; hp 38; 
  Init +7; Spd 30 ft.; AC 18 (touch 14, flat-footed 17) [+3 
  Dex, +5 chain shirt]; BA/G +8/+10; Atk +11 melee 
  (1d8+2 [19-20/x2], longsword) or +13 ranged (1d8+3 
  [x3], +1 longbow); Full Att +11/+6 melee (1d8+2 [19-
  20/x2], longsword) or +13/+8 (1d8+3 [x3], longbow); 
  SA Close combat shot, favored enemy (humanoid 
  (human) +2), ranged precision +2d8, wild empathy; SQ 
  Immunity to sleep, low-light vision; AL CN; SV Fort 
  +7, Ref +9, Will +5 (+7 against enchantment); Str 14, 
  Dex 16, Con 10, Int 8, Wis 9, Cha 6. 
   
  Skills and Feats: Speak Languages (Common, Elf), 
  Climb +3, Craft (bow-making) +4, Hide +12, 
  Knowledge (religion) +1, Listen +4, Move Silently +17, 
  Search +1, Spot +5, Tumble +5; Endurance, Improved 
  Initiative, Iron Will, Point Blank Shot, Precise Shot, 
  Rapid Shot, Track, Weapon Focus (composite 
  longbow). 
   
  Ranged Precision (Ex): As a standard action, an 
  initiate may make a single precisely aimed attack with 
  a ranged weapon, dealing extra +2d8 damage.  When 
  making this attack, the initiate must be within 30 ft. of 
  his target.  Any items that protect a creature from 
  critical hits (such as armor with the fortification 
  ability) also protect a creature from the extra damage. 
   
  Unlike a rogue’s sneak attack, the initiate’s target 
  does not have to be flat-footed or denied its Dexterity 
  bonus.  Treat the initiate’s ranged precision attack as a 
  sneak attack in all other ways. 
   
  An initiate can only use this ability with a ranged 
  weapon for which he has taken the Weapon Focus feat. 
   
  Close Combat Shot (Ex): This archer can attack 
  with a ranged weapon while in a threatened square and 
  not provoke an attack of opportunity. 
    
  Possessions: +1 chain shirt, +1 composite longbow 
  (+2), arrows (50), silver dagger, masterwork long sword, 
  boots of elvenkind, potion of cure light wounds (2), 
  elixir of hiding, everburning torch, slaying arrow (orc). 
   
  Physical Description: A short elf, Yisan seems at 
  home in the woods, dressed in greens and browns.  
  Wearing a chain shirt and heavy leather boots, he 
  keeps his identity a mystery by covering his face with a 
  cloth mask.  His sure grip on his bow reveals his 
  practiced comfort with the weapon. 
   
  � Liyend: Male Gnome Ill5; CR 5; Small Humanoid 
  (gnome); HD 5d4+10; hp 22; Init +0; Spd 20 ft.; AC 15 
  (touch 11, flat-footed 15) [+1 size, +4 mage armor]; 
  BA/G +2/-4; Atk +1 melee (1d3-2 [19-20/x2], dagger) or 
  +3 ranged (1d6 [19-20/x2], light crossbow); Full Att +1 
  melee (1d3-2 [19-20/x2], dagger) or +3 (1d6 [19-20/x2], 
  light crossbow); SA Spells, spell-like abilities; SQ Low-
  light vision, resistance to illusion (+2); AL NE; SV Fort 
  +5, Ref +3, Will +5; Str 7, Dex 11, Con 14, Int 14, Wis 8, 
  Cha 10. 
  BDK4-04 Emissary 
   
  Page 21 
  
   
  Skills and Feats: Speak Languages (Common, Elf, 
  Gnome, Halfling), Concentration +10, Hide +5, 
  Knowledge (arcane) +3, Knowledge (geography) +4, 
  Knowledge (local) +4, Knowledge (nature) +3, Listen 
  +1, Move Silently +1, Spellcraft +8; Greater Spell Focus 
  (illusion), Scribe Scrolls, Silent Spell, Spell Focus 
  (illusion). 
   
  Spell-like Abilities (Sp): 1/day—dancing lights, 
  ghost sound (DC 10), prestidigitation, speak w/ 
  animals (burrowing mammals only).  Caster level 1
  st. 
   
  Spells Prepared (4/5/4/2; base DC = 12 + spell 
  level, illusion DC 15 + spell level): 0—acid splash (2), 
  ray of frost (2); 1st—mage armor, magic missile (3), 
  silent image; 2nd—hypnotic pattern, invisibility, 
  mirror image, shield (silenced); 3rd—hypnotic 
  pattern (silenced), slow. 
   
  Spellbook: 0—[all cantrips except Enchantment 
  and Necromancy spells]; 1st—expeditious retreat, 
  mage armor, magic missile, silent image, shield, 
  Tenser’s floating disk, ventriloquism; 2nd—hypnotic 
  pattern, invisibility, minor image, rope trick, scorching 
  ray; 3rd—fireball, major image, slow, Barred Schools: 
  Enchantment and Necromancy. 
   
  Active spells: mage armor. 
   
  Possessions: Light crossbow, bolts (10), scroll of 
  fireball, scroll of rope trick, scroll of silent image (2), 
  dagger (2), spell component pouch, cloak of resistance 
  +2. 
   
  Physical Description: Although he is the size of a 
  human child, Liyend’s compact build, dark tanned 
  skin, and large eyes reveal him as something more.  He 
  has a bald head and only a small tuft of a beard on his 
  chin. 
   
  APL 8: 
  � Yisan Kyavi: Male Wood Elf Ftr2/Rgr3/OotBI5; 
  CR 10; Medium Humanoid (elf); HD 2d10+8d8; hp 47; 
  Init +7; Spd 30 ft.; AC 19 (touch 14, flat-footed 17) [+3 
  Dex, +6 chain shirt]; BA/G +10/+12; Atk +13 melee 
  (1d8+2 [19-20/x2], longsword) or +16 ranged (1d8+3 
  [x3] +1d6 [electricity], longbow); Full Att +13/+8 melee 
  (1d8+2 [19-20/x2], longsword) or +16/+11 (1d8+3 plus 
  1d6 electricity [x3], +1 shocking longbow); SA Close 
  combat shot, favored enemy (humanoid (human) +2), 
  ranged precision +3d8, wild empathy; SQ Immunity to 
  sleep, low-light vision; AL CN; SV Fort +8, Ref +10, 
  Will +5 (+7 against enchantments); Str 14, Dex 16, Con 
  10, Int 8, Wis 9, Cha 6. 
   
  Skills and Feats: Speak Languages (Common, Elf), 
  Climb +4, Craft (bow-making) +4, Hide +12, 
  Knowledge (religion) +1, Listen +5, Move Silently +17, 
  Search +1, Spot +5, Tumble +5; Endurance, Greater 
  Weapon Focus (compound longbow), Improved 
  Critical (composite longbow), Improved Initiative, 
  Iron Will, Point Blank Shot, Precise Shot, Rapid Shot, 
  Track, Weapon Focus (composite longbow). 
   
  Ranged Precision (Ex): As a standard action, an 
  initiate may make a single precisely aimed attack with 
  a ranged weapon, dealing extra +3d8 damage.  When 
  making this attack, the initiate must be within 30 ft. of 
  his target.  Any items that protect a creature from 
  critical hits (such as armor with the fortification 
  ability) also protect a creature from the extra damage. 
   
  Unlike a rogue’s sneak attack, the initiate’s target 
  does not have to be flat-footed or denied its Dexterity 
  bonus.  Treat the initiate’s ranged precision attack as a 
  sneak attack in all other ways. 
   
  An initiate can only use this ability with a ranged 
  weapon for which he has taken the Weapon Focus feat. 
   
  Close Combat Shot (Ex): This archer can attack 
  with a ranged weapon while in a threatened square and 
  not provoke an attack of opportunity. 
   
  Possessions: +2 chain shirt, +1 shocking composite 
  longbow (+2), arrows (50), silver dagger, masterwork 
  long sword, boots of elvenkind, potion of cure light 
  wounds (2), elixir of hiding, everburning torch, slaying 
  arrow (orc). 
   
   
  Physical Description: A short elf, Yisan seems at 
  home in the woods, dressed in greens and browns.  
  Wearing a chain shirt and heavy leather boots, he 
  keeps his identity a mystery by covering his face with a 
  cloth mask.  His sure grip on his bow reveals his 
  practiced comfort with the weapon. 
   
  � Liyend: Male Gnome Ill7; CR 7; Small Humanoid 
  (gnome); HD 7d4+14; hp 31; Init +0; Spd 20 ft.; AC 15 
  (touch 11, flat-footed 15) [+1 size, +4 mage armor]; 
  BA/G +3/-3; Atk +2 melee (1d3-2 [19-20/x2], dagger) or 
  +4 ranged (1d6 [19-20/x2], light crossbow); Full Att +2 
  melee (1d3-2 [19-20/x2], dagger) or +4 (1d6 [19-20/x2], 
  light crossbow); SA Spells, spell-like abilities; SQ Low-
  light vision, resistance to illusion (+2); AL NE; SV Fort 
  +6, Ref +6, Will +6; Str 7, Dex 11, Con 14, Int 14, Wis 8, 
  Cha 10. 
   
  Skills and Feats: Speak Languages (Common, Elf, 
  Gnome, Halfling), Concentration +12, Hide +5, 
  Knowledge (arcane) +6, Knowledge (geography) +4, 
  Knowledge (local) +3, Knowledge (nature) +3, Listen 
  +1, Lightning Reflexes, Move Silently +1, Spellcraft 
  +10; Greater Spell Focus (illusion), Scribe Scrolls, 
  Silent Spell, Spell Focus (illusion). 
   
  Spell-like Abilities (Sp): 1/day—dancing lights, 
  ghost sound (DC 10), prestidigitation, speak w/ 
  animals (burrowing mammals only).  Caster level 1
  st. 
   
  Spells Prepared (4/6/5/3/2; base DC = 12 + spell 
  level, illusion DC 15 + spell level): 0—acid splash (2), 
  ray of frost (2), read magic; 1st—expeditious retreat, 
  BDK4-04 Emissary 
   
  Page 22 
  
  mage armor, magic missile (3), silent image; 2nd—
  hypnotic 
  pattern, 
  invisibility, 
  mirror 
  image, 
  scorching 
  ray, 
  shield 
  (silenced); 
  3rd—fireball, 
  hypnotic pattern (si enced), slow; 4th—greater 
  invisibility, phantasmal killer. 
  l
   
   
  Spellbook: 0—[all cantrips except Enchantment 
  and Necromancy spells]; 1st—expeditious retreat, 
  mage armor, magic missile, silent image, shield, 
  Tenser’s floating disk, ventriloquism; 2nd—hypnotic 
  pattern, invisibility, minor image, rope trick, scorching 
  ray; 3rd—displacement, fireball, lightning bolt, major 
  image, slow; 4th—dimension door, greater invisibility, 
  phantasmal killer, Barred Schools: Enchantment and 
  Necromancy. 
   
  Active spells: mage armor.
   
  Possessions: Light crossbow, bolts (10), scroll of 
  fireball, scroll of rope trick, scroll of silent image (2), 
  dagger (2), spell component pouch, cloak of resistance 
  +2. 
   
  Physical Description: Although he is the size of a 
  human child, Liyend’s compact build, dark tanned 
  skin, and large eyes reveal him as something more.  He 
  has a bald head and only a small tuft of a beard on his 
  chin. 
   
  Encounter 3: 
   
  APL 2: 
  The Guardsmen 
  � Human Defender (Warrior): Male Human War1; 
  CR 1/2; Medium Humanoid (human); HD 1d10+1; hp 
  7; Init +1; Spd 30 ft.; AC 13 (touch 11, flat-footed 12) 
  [+1 Dex, +2 leather]; BA/G +1/+1; Atk +1 melee (1d6 
  [19-20/x2], shortsword) or +2 ranged (1d6 [x3], 
  shortbow); Full Att +1 melee (1d6 [19-20/x2], 
  shortsword) or +2 ranged (1d6 [x3], shortbow); AL NG; 
  SV Fort +3, Ref +1, Will +0; Str 10, Dex 13, Con 13, Int 
  9, Wis 10, Cha 8. 
   
  Skills and Feats: Speak Languages (Common), 
  Climb +1, Handle Animal +1, Listen +3, Spot +3, Swim 
  +1; Alertness, Point Blank Shot. 
   
  Possessions: Leather armor, shortbow, arrows (20), 
  short sword, dagger, manacles (4), 50 ft. rope. 
   
  Physical Description: This human appears to have 
  lived in the forest a little too long.  His hair is a bit 
  unkempt, and he hasn’t shaved in a few weeks.  His 
  leather armor and shortbow are in good working order, 
  however.  The man looks sharp-eyed with a suspicious 
  stare. 
   
  � Human Defender (Ranger): Male Human Rgr3; 
  CR 3; Medium Humanoid (human); HD 3d8; hp 14; 
  Init +1; Spd 30 ft.; AC 15 (touch 11, flat-footed 14) [+1 
  Dex, +4 chain shirt]; BA/G +3/+4; Atk +4 melee (1d6+1 
  [19-20/x2], shortsword) or +5 ranged (1d6+1 [x3], 
  shortbow); Full Att +4 melee (1d6+1 [19-20/x2], 
  shortsword) or +5 ranged (1d6+1 [x3], shortbow); SA 
  Favored enemy (humanoid (elf) +2); SQ Wild empathy; 
  AL CG; SV Fort +3, Ref +4, Will +1; Str 12, Dex 13, Con 
  10, Int 9, Wis 11, Cha 8. 
   
  Skills and Feats: Speak Languages (Common), 
  Climb +4, Hide +5, Knowledge (Geography) +1, 
  Knowledge (Nature) +3, Listen +4, Move Silently +5, 
  Search +4, Spot +5, Survival +5 (+7 when following 
  tracks), Use Rope +3; Endurance, Point Blank Shot, 
  Precise Shot, Rapid Shot, Track, Weapon Focus 
  (shortbow). 
   
  Possessions: Composite shortbow, chain shirt, 
  short sword, dagger, arrows (20), manacles (4), 50 ft. 
  rope. 
   
  Physical Description: This wilderness warrior 
  looks completely at home in the Fellreev. His clothing 
  matches the forest canopy with a mixture of greens and 
  browns.  Even his armor is barely visible as a small 
  glimpse of a chain shirt under his all-weather cloak.  
  His compound shortbow shows him to be a strong 
  man. 
   
  The Fellreev Druid 
  � Beschel: Male Human Drd4; CR 4; Medium 
  Humanoid (human); HD 4d8+7; hp 25; Init +4; Spd 30 
  ft.; AC 16 (touch 10, flat-footed 16) [+4 hide, +2 
  natural]; BA/G +3/+4; Atk +4 melee (1d6+1 [18-20/x2], 
  scimitar) or +2 ranged (1d4+1 [19-20/x2], dagger); Full 
  Att +4 melee (1d6+1 [18-20/x2], scimitar) or +2 ranged 
  (1d4+1 [19-20/x2], dagger); SA Spells, spontaneous 
  casting (summon nature’s ally); SQ Animal companion, 
  nature sense, resist nature’s lure, trackless step, wild 
  empathy, woodland stride; AL N; SV Fort +5, Ref +0, 
  Will +6; Str 13, Dex 8, Con 12, Int 8, Wis 14, Cha 9. 
   
  Skills and Feats: Speak Languages (Common, 
  Druidic), Climb +3, Concentration +7, Handle Animal 
  +3, Knowledge (Nature) +4, Listen +5, Spot +5, Survival 
  +9; Combat Casting, Improved Initiative, Toughness. 
   
  Spells Prepared (5/4/3; base DC = 12 + spell level): 
  0—[cure minor wounds, cure minor wounds, 
  guidance, know direction, light]; 1st—[entangle, 
  longstrider, produce flame, produce flame]; 2nd—
  [barkskin, chill metal, tree shape]. 
   
  Active spells: barkskin, longstrider, tree shape. 
   
  Possessions: Brooch of shielding, +1 hide armor, 
  scimitar, dagger (2), mistletoe and holly, spell 
  component pouch. 
   
  Physical Description: This wild man looks 
  comfortable hanging from his tree limbs.  He wears 
  multiple layers of animal furs, and his hair is tangled 
  BDK4-04 Emissary 
   
  Page 23 
  
  with grass and tree branches.  The few teeth that he has 
  are bent and broken. 
   
  Druid’s Powered-Down Suite (minus barkskin, 
  longstrider): Spd 20 ft.; AC 14 (touch 10, flat-footed 14) 
  [+4 hide]. 
   
  APL 4: 
  The Guardsmen 
  � Human Defender (fighter): Male Human Ftr2; CR 
  2; Medium Humanoid (human); HD 2d10+2; hp 13; 
  Init +1; Spd 30 ft.; AC 14 (touch 11, flat-footed 13) [+1 
  Dex, +3 armor]; BA/G +2/+2; Atk +2 melee (1d6 [19-
  20/x2], shortsword) or +5 ranged (1d6 [x3], shortbow); 
  Full Att +2 melee (1d6 [19-20/x2], shortsword) or +5 
  ranged (1d6 [x3], shortbow); AL NG; SV Fort +4, Ref 
  +1, Will +0; Str 10, Dex 13, Con 13, Int 9, Wis 10, Cha 8. 
   
  Skills and Feats: Speak Languages (Common), 
  Climb +2, Handle Animal +2, Listen +3, Spot +3, Swim 
  +1; Alertness, Point Blank Shot, Precise Shot, Weapon 
  Focus (shortbow). 
   
  Possessions: 
  +1 
  leather 
  armor, 
  masterwork 
  shortbow, arrows (20), short sword, dagger, manacles 
  (4), 50 ft. rope. 
   
  Physical Description: This human appears to have 
  lived in the forest a little too long.  His hair is a bit 
  unkempt, and he hasn’t shaved in a few weeks.  His 
  leather armor and shortbow are in good working order, 
  however.  The man looks sharp-eyed with a suspicious 
  stare. 
   
  � Human Defender (ranger): Male Human Rgr4; CR 
  4; Medium Humanoid (human); HD 4d8; hp 18; Init 
  +2; Spd 30 ft.; AC 17 (touch 12, flat-footed 15) [+2 Dex, 
  +5 chain shirt]; BA/G +4/+5; Atk +5 melee (1d6+1 [19-
  20/x2], shortsword) or +8 ranged (1d6+1 [x3], 
  shortbow); Full Att +5 melee (1d6+1 [19-20/x2], 
  shortsword) or +8 (1d6+1 [x3], shortbow) ; SA Favored 
  enemy (humanoid (elf) +2), wild empathy; SQ Animal 
  companion; AL CG; SV Fort +4, Ref +5, Will +1; Str 12, 
  Dex 14, Con 10, Int 9, Wis 11, Cha 8. 
   
  Skills and Feats: Speak Languages (Common), 
  Climb +4, Hide +5, Knowledge (geography) +2, 
  Knowledge (local) +1, Knowledge (nature) +3, Listen 
  +5, Move Silently +5, Rope Use +3, Search +4, Spot +6, 
  Survival +6 (+8 when following tracks); Endurance, 
  Point Blank Shot, Precise Shot, Rapid Shot, Track, 
  Weapon Focus (composite shortbow). 
   
  Possessions: Masterwork composite shortbow, 
  arrows (20), +1 chain shirt, short sword, dagger, 
  manacles (4), 50 ft. rope. 
   
  Physical Description: This wilderness warrior 
  looks completely at home in the Fellreev. His clothing 
  matches the forest canopy with a mixture of greens and 
  browns.  Even his armor is barely visible as a small 
  glimpse of a chain shirt under his all-weather cloak.  
  His compound shortbow shows him to be a strong 
  man. 
   
  The Fellreev Druid 
  � Beschel: Male Human Drd4; CR 4; Medium 
  Humanoid; HD 4d8+7; hp 25; Init +4; Spd 30 ft.; AC 16 
  (touch 10, flat-footed 16) [+4 hide armor, +2 natural]; 
  BA/G +3/+4; Atk +4 melee (1d6+1 [18-20/x2], scimitar) 
  or +2 ranged (1d4+1 [19-20/x2], dagger); Full Att +4 
  melee (1d6+1 [18-20/x2], scimitar) or +2 ranged (1d4+1 
  [19-20/x2], dagger); SA Spells, spontaneous casting, 
  wild empathy; SQ Animal companion, nature sense, 
  resist nature’s lure, trackless step, woodland stride; AL 
  N; SV Fort +5, Ref +0, Will +6; Str 13, Dex 8, Con 12, 
  Int 8, Wis 14, Cha 9. 
   
  Skills and Feats: Speak Languages (Common, 
  Druidic), Climb +3, Concentration +7, Handle Animal 
  +3, Knowledge (Nature) +4, Listen +5, Spot +5, Survival 
  +9; Combat Casting, Improved Initiative, Toughness. 
   
  Spells Prepared (5/4/3; base DC = 12 + spell level): 
  0—cure minor wounds (2), guidance, know direction, 
  light; 1st—entangle, longstrider, produce flame (2); 
  2nd—barkskin, chill metal, tree shape 
   
  Active spells: barkskin, longstrider, tree shape. 
   
  Possessions: brooch of shielding, +1 hide armor, 
  scimitar, dagger (2), mistletoe and holly, spell 
  component pouch, dust of tracelessness, bag of tricks 
  (gray). 
   
  Physical Description: This wild man looks 
  comfortable hanging from his tree limbs.  He wears 
  multiple layers of animal furs, and his hair is tangled 
  with grass and tree branches.  The few teeth that he has 
  are bent and broken. 
   
  Druid’s Powered-Down Suite (minus barkskin, 
  longstrider): Spd 20 ft.; AC 14 (touch 10, flat-footed 14) 
  [+4 hide]. 
   
  APL 6: 
  The Guardsmen 
  � Human Defender (fighter): Male Human Ftr4; CR 
  4; Medium Humanoid (human); HD 4d10+8; hp 30, 35; 
  Init +1; Spd 30 ft.; AC 14 (touch 11, flat-footed 13) [+1 
  Dex, +3 armor]; BA/G +4/+4; Atk +4 melee (1d6 [19-
  20/x2], shortsword) or +7 ranged (1d6+1 [x3], 
  shortbow); Full Att +4 melee (1d6 [19-20/x2], 
  shortsword) or +7 ranged (1d6+1 [x3], shortbow); AL 
  NG; SV Fort +6, Ref +2, Will +1; Str 10, Dex 13, Con 14, 
  Int 9, Wis 10, Cha 8. 
   
  Skills and Feats: Speak Languages (Common), 
  Climb +4, Handle Animal +2, Jump +2, Listen +3, Spot 
  BDK4-04 Emissary 
   
  Page 24 
  
  +3, Swim +1; Alertness, Point Blank Shot, Precise Shot, 
  Rapid Shot, Weapon Focus (shortbow). 
   
  Possessions: +1 leather armor, +1 shortbow, arrows 
  (20), short sword, dagger, manacles (4), 50 ft. rope. 
   
  Physical Description: This human appears to have 
  lived in the forest a little too long.  His hair is a bit 
  unkempt, and he hasn’t shaved in a few weeks.  His 
  leather armor and shortbow are in good working order, 
  however.  The man looks sharp-eyed with a suspicious 
  stare. 
   
  � Human Defender (ranger): Male Human Rgr4; CR 
  4; Medium Humanoid (human); HD 4d8; hp 18; Init 
  +2; Spd 30 ft.; AC 17 (touch 12, flat-footed 15) [+2 Dex, 
  +5 chain shirt]; BA/G +4/+5; Atk +5 melee (1d6+1 [19-
  20/x2], shortsword) or +8 ranged (1d6+1 [x3], 
  shortbow); Full Att +5 melee (1d6+1 [19-20/x2], 
  shortsword) or +8 (1d6+1 [x3], shortbow) ; SA Favored 
  enemy (humanoid (elf) +2), wild empathy; SQ Animal 
  companion; AL CG; SV Fort +4, Ref +5, Will +1; Str 12, 
  Dex 14, Con 10, Int 9, Wis 11, Cha 8. 
   
  Skills and Feats: Speak Languages (Common), 
  Climb +4, Hide +5, Knowledge (geography) +2, 
  Knowledge (local) +1, Knowledge (nature) +3, Listen 
  +5, Move Silently +5, Rope Use +3, Search +4, Spot +6, 
  Survival +6 (+8 when following tracks); Endurance, 
  Point Blank Shot, Precise Shot, Rapid Shot, Track, 
  Weapon Focus (composite shortbow). 
   
  Possessions: Masterwork composite shortbow, 
  arrows (20), +1 chain shirt, short sword, dagger, 
  manacles (4), 50 ft. rope. 
   
  Physical Description: This wilderness warrior 
  looks completely at home in the Fellreev. His clothing 
  matches the forest canopy with a mixture of greens and 
  browns.  Even his armor is barely visible as a small 
  glimpse of a chain shirt under his all-weather cloak.  
  His compound shortbow shows him to be a strong 
  man. 
   
  The Fellreev Druid 
  � Beschel: Male Human Drd6; CR 6; Medium 
  Humanoid (human); HD 6d8+9; hp 36; Init +4; Spd 30 
  ft.; AC 17 (touch 10, flat-footed 17) [+4 hide armor, +3 
  natural]; BA/G +4/+5; Atk +5 melee (1d6+1 [18-20/x2], 
  scimitar) or +3 ranged (1d4+1 [19-20/x2], dagger); Full 
  Att +5 melee (1d6+1 [18-20/x2], scimitar) or +3 ranged 
  (1d4+1 [19-20/x2], dagger); SA Spells, spontaneous 
  casting, wild empathy; SQ Animal companion, nature 
  sense, resist nature’s lure, trackless step, woodland 
  stride, wild shape (3/day); AL N; SV Fort +6, Ref +1, 
  Will +7; Str 13, Dex 8, Con 12, Int 8, Wis 14, Cha 9. 
   
  Skills and Feats: Speak Languages (Common, 
  Druidic), Climb +3, Concentration +9, Handle Animal 
  +6, Knowledge (nature) +4, Listen +6, Spot +6, Survival 
  +10; 
  Augment 
  Summoning, 
  Combat 
  Casting, 
  Improved Initiative, Toughness. 
   
  Spells Prepared (5/4/4/2; base DC = 12 + spell 
  level): 0—cure minor wounds (2), guidance, know 
  direction, light; 1st—faerie fire, entangle, longstrider, 
  produce flame; 2nd—barkskin (2), chill metal, tree 
  shape; 3rd—speak with plants, spike growth. 
   
  Active spells: barkskin, longstrider, speak with 
  plants, tree shape. 
   
  Possessions: brooch of shielding, +1 hide armor, 
  scimitar, dagger (2), mistletoe and holly, spell 
  component pouch, dust of tracelessness, bag of tricks 
  (rust). 
   
  Physical Description: This wild man looks 
  comfortable hanging from his tree limbs.  He wears 
  multiple layers of animal furs, and his hair is tangled 
  with grass and tree branches.  The few teeth that he has 
  are bent and broken. 
   
  Druid’s Powered-Down Suite (minus barkskin, 
  longstrider): Spd 20 ft.; AC 14 (touch 10, flat-footed 14) 
  [+4 hide]. 
   
  � Black Bear (Animal Companion, Advanced): CR -; 
  Medium Animal; HD 5d8+15; hp 37; Init +1; Spd 40 ft.; 
  AC 20 (touch 12, flat-footed 18) [+2 Dex, +8 natural]; 
  BA/G +3/+8; Atk +8 melee (1d4+5, claw); Full Att +8 
  melee (1d4+5, 2 claws) and +3 melee (1d6+2, bite); SQ 
  Evasion, link to master, low-light vision, scent, share 
  spells; AL N; SV Fort +7, Ref +6, Will +2; Str 20, Dex 14, 
  Con 16, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Climb +5, Listen +5, Spot +5, 
  Swim +9; Endurance, Run. 
   
  Active spells (already worked into statistics): 
  barkskin. 
   
  Animal Companion (Black Bear) Powered-Down 
  Suite (minus barkskin): AC 17 (touch 12, flat-footed 
  15) [+2 Dex, +5 natural]. 
   
  APL 8: 
  The Guardsmen 
  � Human Defender (fighter): Male Human Ftr6; CR 
  6; Medium Humanoid (human); HD 6d10+12; hp 45, 
  50; Init +5; Spd 30 ft.; AC 16 (touch 11, flat-footed 15) 
  [+1 Dex, +5 armor]; BA/G +6/+6; Atk +6 melee (1d6 [19-
  20/x2], shortsword) or +9 ranged (1d6+3 [x3], 
  shortbow); Full Att +6/+1 melee (1d6 [19-20/x2], 
  shortsword) or +9/+4 ranged (1d6+3 [x3], shortbow); 
  AL NG; SV Fort +7, Ref +3, Will +2; Str 10, Dex 13, Con 
  14, Int 9, Wis 10, Cha 8. 
   
  Skills and Feats: Speak Languages (Common), 
  Climb +5, Handle Animal +2, Jump +2, Listen +4, Spot 
  +3, Swim +3; Alertness, Improved Initiative, Point 
  BDK4-04 Emissary 
   
  Page 25 
  
  Blank Shot, Precise Shot, Rapid Shot, Weapon Focus 
  (shortbow), Weapon Specialization (shortbow). 
   
  Possessions: +2 studded leather, +1 shortbow, 
  arrows (20), short sword, dagger, manacles (4), 50 ft. 
  rope. 
   
  Physical Description: This human appears to have 
  lived in the forest a little too long.  His hair is a bit 
  unkempt, and he hasn’t shaved in a few weeks.  His 
  leather armor and shortbow are in good working order, 
  however.  The man looks sharp-eyed with a suspicious 
  stare. 
   
  � Human Defender (ranger): Male Human Rgr6; CR 
  6; Medium Humanoid (human); HD 6d8; hp 27; Init 
  +6; Spd 30 ft.; AC 18 (touch 12, flat-footed 17) [+2 Dex, 
  +6 chain shirt]; BA/G +6/+7; Atk +7 melee (1d6+1 [19-
  20/x2], shortsword) or +10 ranged (1d6+3 [x3], 
  shortbow); Full Att +7/+2 melee (1d6+1 [19-20/x2], 
  shortsword) or +10/+5 (1d6+3 [x3], shortbow) ; SA 
  animal companion, favored enemy (humanoid (elf) +4, 
  undead +2), wild empathy; AL CG; SV Fort +5, Ref +6, 
  Will +2; Str 12, Dex 14, Con 10, Int 9, Wis 11, Cha 8. 
   
  Skills and Feats: Speak Languages (Common), 
  Climb +5, Hide +6, Jump +5, Knowledge (geography) 
  +2, Knowledge (local) +1, Knowledge (nature) +3, 
  Listen +7, Move Silently +6, Rope Use +5, Search +4, 
  Spot +8, Survival +6 (+8 when following tracks); 
  Endurance, Improved Initiative, Point Blank Shot, 
  Precise Shot, Rapid Shot, Track, Weapon Focus 
  (composite shortbow). 
    
  Spells Prepared (1; base DC = 10 + spell level): 
  1st—entangle. 
   
  Possessions: +1 composite shortbow (+1), +2 chain 
  shirt, short sword, arrows (20), dagger, manacles (4), 50 
  ft. rope, mistletoe and holly. 
   
  Physical Description: This wilderness warrior 
  looks completely at home in the Fellreev. His clothing 
  matches the forest canopy with a mixture of greens and 
  browns.  Even his armor is barely visible as a small 
  glimpse of a chain shirt under his all-weather cloak.  
  His compound shortbow shows him to be a strong 
  man. 
   
  � Riding Dog (Animal Companion, Advanced):  CR 
  -; Medium Animal; HD 4d8+12; hp 30; Init +3; Spd 40 
  ft.; AC 23 (touch 13, flat-footed 20) [+3 Dex, +6 natural, 
  +4 armor]; BA/G +3/+6; Atk +6 melee (1d6+4, bite); 
  Full Att +6 melee (1d6+4, bite); SA Trip; SQ Evasion, 
  link to master, low-light vision, scent, share spells; AL 
  N; SV Fort +7, Ref +7, Will +2; Str 16, Dex 16, Con 16, 
  Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Jump +8, Listen +6, Spot +6, Swim 
  +3, Survival +1 (+5 tracking); Alertness, Power Attack, 
  Track. 
   
  Possessions: Chain shirt barding. 
   
  The Fellreev Druid 
  � Beschel: Male Human Drd8; CR 8; Medium 
  Humanoid (human); HD 8d8+11; hp 47; Init +4; Spd 20 
  ft.; AC 18 (touch 10, flat-footed 18) [+5 hide armor, +3 
  natural]; BA/G +6/+7; Atk +8 melee (1d6+2 [18-20/x2], 
  scimitar) or +5 ranged (1d4+2 [19-20/x2], dagger); Full 
  Att +8/+3 melee (1d6+2 [18-20/x2], scimitar); SA Spells, 
  spontaneous casting, wild empathy; SQ Animal 
  companion, nature sense, resist nature’s lure, trackless 
  step, woodland stride, wild shape (4/day, large); AL N; 
  SV Fort +7, Ref +1, Will +8; Str 14, Dex 8, Con 12, Int 8, 
  Wis 14, Cha 9. 
   
  Skills and Feats: Speak Languages (Common, 
  Druidic), Climb +3, Concentration +10, Handle Animal 
  +7, Knowledge (nature) +8, Listen +7, Spot +7, Survival 
  +10; 
  Augment 
  Summoning, 
  Combat 
  Casting, 
  Improved Initiative, Toughness. 
   
  Spells Prepared (6/5/4/3/2; base DC = 12 + spell 
  level): 0—cure minor wounds (3), guidance, know 
  direction, light; 1st—faerie fire, cure light wounds, 
  entangle, longstrider, produce flame; 2nd—barkskin
  (2), chill metal, tree shape; 3rd—poison, speak with 
  plants, spike growth; 4th—ice storm (2). 
   
   
  Active spells: barkskin, longstrider, speak with 
  plants, tree shape. 
   
  Possessions: brooch of shielding, +2 hide armor, 
  scimitar, dagger (2), mistletoe and holly, spell 
  component pouch, dust of tracelessness, bag of tricks 
  (rust). 
   
  Physical Description: This wild man looks 
  comfortable hanging from his tree limbs.  He wears 
  multiple layers of animal furs, and his hair is tangled 
  with grass and tree branches.  The few teeth that he has 
  are bent and broken. 
   
  Druid’s Powered-Down Suite (minus barkskin, 
  longstrider): Spd 20 ft.; AC 16 (touch 10, flat-footed 16) 
  [+6 hide]. 
   
  � Black Bear (Animal Companion, Advanced): CR -; 
  Medium Animal; HD 5d8+15; hp 37; Init +1; Spd 40 ft.; 
  AC 20 (touch 12, flat-footed 15) [+2 Dex, +8 natural]; 
  BA/G +3/+8; Atk +8 melee (1d4+5, claw); Full Att +8 
  melee (1d4+5, 2 claws) and +3 melee (1d6+2, bite); SQ 
  Evasion, link to master, low-light vision, scent, share 
  spells; AL N; SV Fort +7, Ref +6, Will +2; Str 20, Dex 14, 
  Con 16, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Climb +5, Listen +5, Spot +5, 
  Swim +9; Endurance, Run. 
   
  Active spells: barkskin. 
   
  BDK4-04 Emissary 
   
  Page 26 
  
  Animal Companion (Black Bear) Powered-Down 
  Suite (minus barkskin): AC 17 (touch 12, flat-footed 
  15) [+2 Dex, +5 natural]. 
   
  Encounter 6: 
   
  APL 2: 
  � Traitor Guardsman (Warrior): Male Human War1; 
  CR ½; Medium Humanoid (human); HD 1d8+1; hp 6; 
  Init +0; Spd 20 ft.; AC 15 (touch 10, flat-footed 15)[+3 
  hide armor, +2 shield]; BA/G +1/+2; Atk +2 melee 
  (1d8+1 [x3], battleaxe) or +1 ranged (1d6 [x3], 
  shortbow); Full Att +2 melee (1d8+1 [x3], battleaxe) or 
  +1 ranged (1d6 [x3], shortbow); AL CE; SV Fort +3, Ref 
  +0, Will +0; Str 13, Dex 11, Con 12, Int 8, Wis 10, Cha 9. 
   
  Skills and Feats: Speak Languages (Common), 
  Climb +3, Handle Animal +1, Intimidate +3; Cleave, 
  Power Attack. 
   
  Possessions: Battleaxe, hide armor, heavy wooden 
  shield, shortbow, arrows (20), dagger. 
   
  Physical Description: This burley human looks 
  ready to start a fight.  The fur pelts he wears do little to 
  hide his bulging muscles.  He carries a battleaxe and a 
  large wooden shield. 
   
  � Traitor Guardsman (fighter): Male Human Ftr1; 
  CR 1; Medium Humanoid (human); HD 1d10; hp 6; 
  Init +1; Spd 20 ft.; AC 17 (touch 11, flat-footed 16) [+1 
  Dex, +4 scale, +2 shield]; BA/G +1/+2; Atk +3 melee 
  (1d8+1 [19-20/x2], longsword) or +2 ranged (1d6 [x3], 
  shortbow); Full Att +3 melee (1d8+1 [19-20/x2], 
  longsword) or +2 ranged (1d6 [x3], shortbow); AL NE; 
  SV Fort +2, Ref +1, Will +2; Str 12, Dex 13, Con 10, Int 
  9, Wis 11, Cha 8. 
   
  Skills and Feats: Speak Languages (Common), 
  Climb +2, Craft +1, Handle Animal +1, Intimidate +1, 
  Swim 
  +2; 
  Dodge, 
  Iron 
  Will, 
  Weapon 
  Focus 
  (longsword). 
   
  Possessions: Longsword, scale armor, heavy 
  wooden shield, shortbow, arrows (20), dagger. 
   
  Physical Description: This human warrior is 
  armed with a longsword and wooden shield.  He is 
  dressed in a patchwork of scale armor. 
   
  APL 4: 
  � Traitor Guardsman (barbarian): Male Human 
  Bbn2; CR 2; Medium Humanoid (human); HD 2d12+2; 
  hp 15; Init +0; Spd 30 ft.; AC 15 (touch 10, flat-footed 
  15) [+3 hide armor, +2 shield]; BA/G +2/+3; Atk +3 
  melee (1d8+1 [x3], battleaxe) or +2 ranged (1d6 [x3], 
  shortbow); Full Att +3 melee (1d8+1 [x3], battleaxe) or 
  +2 ranged (1d6 [x3], shortbow); SA Rage (1/day); SQ 
  Fast movement, uncanny dodge; AL CE; SV Fort +3, 
  Ref +0, Will +0; Str 13, Dex 11, Con 12, Int 8, Wis 10, 
  Cha 9. 
   
  Skills and Feats: Speak Languages (Common), 
  Climb +5, Handle Animal +1, Intimidate +3, Listen +2, 
  Spot +2, Survival +4; Cleave, Power Attack. 
   
  Possessions: Battle axe, hide armor, heavy wooden 
  shield, shortbow, arrows (20), dagger. 
   
  Physical Description: This burley human looks 
  ready to start a fight.  The fur pelts he wears do little to 
  hide his bulging muscles.  He carries a battleaxe and a 
  large wooden shield. 
   
  � Traitor Guardsman (fighter): Male Human Ftr2; 
  CR 2; Medium Humanoid (human); HD 2d10; hp 11; 
  Init +1; Spd 20 ft.; AC 17 (touch 11, flat-footed 16) [+1 
  Dex, +4 scale armor, +2 shield]; BA/G +2/+3; Atk +4 
  melee (1d8+1 [19-20/x2], longsword) or +3 ranged (1d6 
  [x3], shortbow); Full Att +4 melee (1d8+1 [19-20/x2], 
  longsword) or +3 ranged (1d6 [x3], shortbow); AL NE; 
  SV Fort +3, Ref +1, Will +2; Str 12, Dex 13, Con 10, Int 
  9, Wis 11, Cha 8. 
   
  Skills and Feats: Speak Languages (Common), 
  Climb +2, Craft +2, Handle Animal +1, Intimidate +2, 
  Swim +2; Combat Reflexes, Dodge, Iron Will, Weapon 
  Focus (longsword). 
   
  Possessions: longsword, scale armor, heavy 
  wooden shield, shortbow, arrows (20), dagger. 
   
  Physical Description: This human warrior is 
  armed with a longsword and wooden shield.  He is 
  dressed in a patchwork of scale armor. 
   
  APL 6: 
  � Traitor Guardsman (barbarian): Male Human 
  Bbn4; CR 4; Medium Humanoid (human); HD 4d12+4; 
  hp 30; Init +0; Spd 30 ft.; AC 15 (touch 10, flat-footed 
  15) [+3 hide armor, +2 shield]; BA/G +4/+6; Atk +6 
  melee (1d8+2 [x3], battleaxe) or +4 ranged (1d6 [x3], 
  shortbow); Full Att +6 melee (1d8+1 [x3], battleaxe) or 
  +4 ranged (1d6 [x3], shortbow); SA Rage (2/day); SQ 
  Fast movement, trap sense +1, uncanny dodge; AL CE; 
  SV Fort +4, Ref +1, Will +3; Str 14, Dex 11, Con 12, Int 
  8, Wis 10, Cha 9. 
   
  Skills and Feats: Speak Languages (Common), 
  Climb +6, Handle Animal +3, Intimidate +5, Listen +3, 
  Spot +3, Survival +4; Cleave, Iron Will, Power Attack. 
   
  Possessions: Battle axe, hide armor, heavy wooden 
  shield, shortbow, arrows (20), dagger. 
   
  Physical Description: This burley human looks 
  ready to start a fight.  The fur pelts he wears do little to 
  hide his bulging muscles.  He carries a battleaxe and a 
  large wooden shield. 
   
  � Traitor Guardsman (fighter): Male Human Ftr4; 
  CR 4; Medium Humanoid (human); HD 4d10; hp 22; 
  BDK4-04 Emissary 
   
  Page 27 
  
  Init +6; Spd 20 ft.; AC 18 (touch 12, flat-footed 16) [+2 
  Dex, +4 scale armor, +2 shield]; BA/G +4/+5; Atk +6 
  melee (1d8+3 [19-20/x2], longsword) or +6 ranged (1d6 
  [x3], shortbow); Full Att +6 melee (1d8+3 [19-20/x2], 
  longsword) or +6 ranged (1d6 [x3], shortbow); AL NE; 
  SV Fort +4, Ref +3, Will +3; Str 12, Dex 14, Con 10, Int 
  9, Wis 11, Cha 8. 
   
  Skills and Feats: Speak Languages (Common), 
  Climb +2, Craft +2, Handle Animal +1, Intimidate +2, 
  Listen +1, Spot +1, Swim +2; Combat Reflexes, Dodge, 
  Improved Initiative, Iron Will, Weapon Focus 
  (longsword), Weapon Specialization (longsword). 
   
  Possessions: Longsword, scale armor, heavy 
  wooden shield, shortbow, arrows (20), dagger. 
   
  Physical Description: This human warrior is 
  armed with a longsword and wooden shield.  He is 
  dressed in a patchwork of scale armor. 
   
  APL 8: 
  � Traitor Guardsman (barbarian): Male Human 
  Bbn6; CR 4; Medium Humanoid (human); HD 6d12+6; 
  hp 45; Init +0; Spd 30 ft.; AC 15 (touch 10, flat-footed 
  15) [+3 hide armor, +2 shield]; BA/G +6/+8; Atk +9 
  melee (1d8+2 [x3], battleaxe) or +6 ranged (1d6 [x3], 
  shortbow); Full Att +9/+4 melee (1d8+1 [x3], battleaxe) 
  or +6/+1 ranged (1d6 [x3], shortbow); SA Rage (2/day); 
  SQ Fast movement, improved uncanny dodge, trap 
  sense +2; AL CE; SV Fort +5, Ref +2, Will +4; Str 14, 
  Dex 11, Con 12, Int 8, Wis 10, Cha 9. 
   
  Skills and Feats: Speak Languages (Common), 
  Climb +7, Handle Animal +4, Intimidate +7, Listen +4, 
  Spot +4, Survival +5; Cleave, Great Cleave, Iron Will, 
  Power Attack. 
   
  Possessions: Masterwork battle axe, hide armor, 
  heavy wooden shield, shortbow, arrows (20), dagger. 
   
  Physical Description: This burley human looks 
  ready to start a fight.  The fur pelts he wears do little to 
  hide his bulging muscles.  He carries a battleaxe and a 
  large wooden shield. 
   
  � Traitor Guardsman (fighter): Male Human Ftr6; 
  CR 6; Medium Humanoid (human); HD 6d10; hp 33; 
  Init +6; Spd 20 ft.; AC 20 (touch 12, flat-footed 18) [+2 
  Dex, +5 scale armor, +3 shield]; BA/G +6/+7; Atk +9 
  melee (1d8+3 [19-20/x2], longsword) or +9 ranged 
  (1d6+2 [x3], +1 shortbow); Full Att +9/+4 melee (1d8+3 
  [19-20/x2], longsword) or +9/+4 ranged (1d6+2 [x3], +1 
  shortbow); AL NE; SV Fort +5, Ref +6, Will +4; Str 12, 
  Dex 14, Con 10, Int 9, Wis 11, Cha 8. 
   
  Skills and Feats: Speak Languages (Common), 
  Climb +2, Craft +2, Handle Animal +1, Intimidate +2, 
  Listen +2, Spot +2, Swim +2; Combat Reflexes, Dodge, 
  Improved Initiative, Iron Will, Lightning Reflexes, 
  Toughness, Weapon Focus (longsword), Weapon 
  Specialization (longsword). 
   
  Possessions: masterwork longsword, +1 scale 
  armor, +1 heavy wooden shield, +1 composite 
  shortbow (+1), arrows (20), dagger. 
   
  Physical Description: This human warrior is 
  armed with a longsword and wooden shield.  He is 
  dressed in a patchwork of scale armor. 
   
  Encounter 8 
   
  APL 2: 
  The Attacking Soldiers 
  � Kobold: Male Kobold War1; CR ¼; Small 
  Humanoid (reptilian); HD 1d8; hp 4 ea.; Init +1; Spd 30 
  ft.; AC 18 (touch 12, flat-footed 17) [+1 size, +1 Dex, +1 
  natural, +3 studded leather, +2 shield]; BA/G +1/-4; Atk 
  +2 melee (1d6-1 [x3], battleaxe) or +3 ranged (1d4-1, 
  javelin); Full Att +2 melee (1d6-1 [x3], battleaxe) or +3 
  ranged (1d4-1, javelin); SQ Darkvision 60 ft., light 
  sensitivity; AL LE; SV Fort +2, Ref +1, Will -1; Str 9, 
  Dex 13, Con 10, Int 10, Wis 9, Cha 8. 
   
  Skills and Feats: Speak Languages (Draconic), 
  Craft (Trapmaking) +2, Hide +6, Move Silently +2, 
  Profession (Miner) +2, Search +2, Spot +1; Weapon 
  Focus (battleaxe). 
   
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  Possessions: Battleaxe, studded leather armor, 
  heavy wooden shield, javelin (2). 
   
  Physical Description: This humanoid is about the 
  size of a gnome or halfling.  It has a scaly hide, a naked 
  tail like that of a rat, and a dog-like head with two small 
  horns.  It is armed with an axe and shield, and wears 
  studded leather armor. 
   
  The Druid 
  � Fellreev Druid: Male Human Drd7; CR 7; Medium 
  Humanoid; HD 7d8+7(+14); hp 53; Init +1; Spd 20 ft.; 
  AC 20 (touch 12, flat-footed 19) [+1 Dex, +5 hide, +1 
  Deflection, +3 natural]; BA/G +5/+7; Atk +8 melee 
  (2d6+3, +1 club); Full Att +8 melee (2d6+3, +1 club); SA 
  Wild shape (3/day); SQ Animal companion, nature 
  sense, resist nature’s lure, trackless step, wild empathy, 
  woodland stride; AL N; SV Fort +10, Ref +7, Will +11; 
  Str 14, Dex 12, Con 17, Int 10, Wis 16 (18), Cha 12. 
   
  Skills and Feats: Speak Languages (Common, 
  Druidic), Concentration +13, Handle Animal +7, Heal 
  +7, Knowledge (nature) +14, Listen +11, Spellcraft +2, 
  Spot +8, Survival +11 (+13 outdoors), Swim +5; 
  Diehard, Endurance, Lightning Reflexes, Natural Spell. 
   
  Possessions: Cloak of resistance +2, +2 hide armor, 
  periapt of wisdom +2, ring of protection +1, club, 
  BDK4-04 Emissary 
   
  Page 28 
  
  mistletoe and holly, spell component pouch, scroll of 
  tree stride. 
   
  Spells Prepared (6/5/4/3/2; base DC = 14 + spell 
  level): 0—[cure minor wounds , cure minor wounds, 
  cure minor wounds, detect magic, guidance, mending]; 
  1st—[cure light wounds, cure light wounds, entangle, 
  faerie 
  fire, 
  shillelagh]; 
  2nd—[barkskin, 
  bear’s 
  endurance, cat’s grace, warp wood]; 3rd—[call 
  lightning, protection from energy, quench]; 4th—[ice 
  storm, ice storm]. 
   
  Precast spells: barkskin, bear’s endurance, call 
  lighting, cat’s grace, protection from energy (fire), 
  shillelagh. 
   
  Physical Description: The wild-eyed man stepping 
  out of the tree has long and tangled hair.  His beard is 
  thick with dirt and thorns, and it appears unlikely that 
  he has ever bathed. 
   
  Druid’s Powered-Down Suite (minus barkskin, bear’s 
  endurance, cat’s grace, shillelagh): hp 39; Init -1; AC 15 
  (touch 10, flat-footed 15) [-1 Dex, +5 hide, +1 
  deflection]; Atk +7 melee (1d6+2, club); SV Fort +8, Ref 
  +5; Dex 8, Con 13; Concentration +10. 
   
  Animal Companion (Brown Bear) Power-Up Suite 
  (including barkskin, bear’s endurance, cat’s grace): hp 
  63; Init +3; AC 20 (touch 12, flat-footed 17); SV Fort 
  +11, Ref +8; Dex 17, Con 23. 
   
  Note: Keep in mind that the spells above 
  (including protection from energy [fire]) will only 
  remain in effect so long as the animal companion 
  remains within 5 feet of its master. 
   
  APL 4: 
  The Attacking Soldiers 
  � Orc: Male Orc War1; CR ½; Medium Humanoid 
  (orc); HD 1d8+1; hp 5 ea.; Init +0; Spd 20 ft.; AC 15 
  (touch 10, flat-footed 15) [+5 chainmail]; BA/G +1/+4; 
  Atk +4 melee (2d4+4 [18-20/x2], falchion) or +1 ranged 
  (1d6+3, javelin); Full Att +4 melee (2d4+4 [18-20/x2], 
  falchion) or +1 ranged (1d6+3, javelin); SQ Darkvision 
  60 ft., light sensitivity; AL CE; SV Fort +3, Ref +0, Will -
  2; Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6. 
   
  Skills and Feats: Speak Languages (Common, Orc), 
  Intimidate +2; Power Attack. 
   
  Possessions: Falchion, chainmail, dagger, javelin 
  (2). 
   
  Physical Description: This creature looks like a 
  primitive human with gray skin and coarse hair.  It has 
  a stooped posture, low forehead, and a pig-like face 
  with prominent lower canines that resembles a boar’s 
  tusks.  It is armed with a large curved two-handed 
  sword, and clad in chainmail. 
   
  The Druid 
  � Fellreev Druid: Male Human Drd9; CR 9; Medium 
  Humanoid (human); HD 9d8+36; hp 76; Init +1; Spd 20 
  ft.; AC 20 (touch 12, flat-footed 19) [+1 Dex, +4 hide, +1 
  deflection, +4 natural]; BA/G +6/+10; Atk +10 melee 
  (2d6+7, shillelagh); Full Att +10/+5 melee (2d6+7, 
  shillelagh); SA Spells, wild empathy, wild shape (3/day, 
  large); SQ Animal companion, nature sense, resist 
  nature’s lure, trackless step, venom immunity, 
  woodland stride; AL N; SV Fort +12, Ref +8, Will +11; 
  Str 18, Dex 12, Con 18, Int 10, Wis 16 (18), Cha 12. 
   
  Skills and Feats: Speak Languages (Common, 
  Druidic), Concentration +16, Handle Animal +7, Heal 
  +7, Knowledge (nature) +15, Listen +11, Spellcraft +6, 
  Spot +10, Survival +14 (+16 above ground), Swim +10; 
  Diehard, Empower Spell, Endurance, Lightning 
  Reflexes, Natural Spell. 
   
  Spells Prepared (6/5/5/4/3/1; base DC = 14 + spell 
  level): 0—cure minor wounds (3), detect magic, 
  guidance, mending; 1st—cure light wounds (2), 
  entangle, faerie fire, shillelagh; 2nd—barkskin, bear’s 
  endurance, bull’s strength, cat’s grace, warp wood; 
  3rd—call lightning, greater magic fang, protection 
  from energy, quench; 4th—ice storm (3); 5th—
  stoneskin. 
   
  Active spells (already worked into statistics): 
  barkskin, bear’s endurance, bull’s strength, call 
  lighting, cat’s grace, greater magic fang (+1 to all 
  natural attacks), protection from energy (fire), 
  shillelagh, stoneskin. 
   
  Possessions: Cloak of resistance +2, +1 hide armor, 
  periapt of wisdom +2, ring of protection +1, club 
  (shillelagh), mistletoe and holly, spell component 
  pouch, scroll of tree stride. 
   
  Physical Description: The wild-eyed man stepping 
  out of the tree has long and tangled hair.  His beard is 
  thick with dirt and thorns, and it appears unlikely that 
  he has ever bathed. 
   
  Druid’s Powered-Down Suite (minus barkskin, bear’s 
  endurance, bull’s strength, cat’s grace, shillelagh): hp 
  58; Init -1; AC 15 (touch 10, flat-footed 15) [-1 Dex, +5 
  hide, +1 deflection]; BA/G +6/+8; Atk +8 melee (1d6+3, 
  club); Full Att +8/+3 (1d6+3); SV Fort +10, Ref +6; Str 
  14, Dex 8, Con 14; Concentration +14, Swim +8. 
   
  � Brown Bear (Animal Companion, Advanced): CR 
  -; Large Animal; HD 8d8+56; hp 92; Init +4; Spd 40 ft.; 
  AC 24 (touch 13, flat-footed 20) [-1 size, +4 Dex, +11 
  natural]; BA/G +6/+21; Atk +17 melee (1d8+12, claw); 
  Full Att +17 melee (1d8+12, 2 claws) and +12 melee 
  (2d6+6, bite); Face/Reach 10 ft./5 ft.; SA Improved 
  grab; SQ Evasion, link to master, low-light vision, 
  BDK4-04 Emissary 
   
  Page 29 
  
  scent, share spells; AL N; SV Fort +12, Ref +10, Will +3; 
  Str 32, Dex 18, Con 24, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Listen +5, Spot +8, Swim +15; 
  Endurance, Run, Track. 
   
  Active spells (already worked into statistics): 
  barkskin, bear’s endurance, bull’s strength, cat’s grace, 
  greater magic fang (+1 to all attacks), protection from 
  energy (fire), stoneskin. 
   
  Note: Keep in mind that the spells above 
  (including protection from energy [fire]) will only 
  remain in effect so long as the animal companion 
  remains within 5 feet of its master. 
   
  Brown Bear (Animal Companion, Advanced) 
  Powered-Down 
  Suite 
  (minus 
  barkskin, 
  bear’s 
  endurance, bull’s strength, cat’s grace, greater magic 
  fang): hp 76; Init +2; AC 18 (touch 11, flat-footed 16) [-1 
  size, +2 Dex, +7 natural]; BA/G +6/+19; Atk +14 melee 
  (1d8+9, claw); Full Att +14 melee (1d8+9, 2 claws) and 
  +9 melee (2d6+4, bite); SV Fort +10, Ref +8; Str 28, Dex 
  14, Con 20; Swim +13. 
   
  APL 6: 
  The Attacking Soldiers 
  � Orc: Male Orc Bbn1; CR 1; Medium Humanoid 
  (orc); HD 1d12+1; hp 7 ea.; Init +0; Spd 30 ft.; AC 15 
  (touch 10, flat-footed 15) [+5 chainmail]; BA/G +1/+4; 
  Atk +4 melee (2d4+4 [18-20/x2], falchion) or +1 ranged 
  (1d6+3, javelin); Full Att +4 melee (2d4+4 [18-20/x2], 
  falchion) or +1 ranged (1d6+3, javelin); SA Rage 
  (1/day); SQ Darkvision 60 ft., fast movement, light 
  sensitivity; AL CE; SV Fort +3, Ref +0, Will -2; Str 17, 
  Dex 11, Con 12, Int 8, Wis 7, Cha 6. 
   
  Skills and Feats: Speak Languages (Common, Orc), 
  Climb +4, Intimidate +2, Listen +2, Spot +0; Power 
  Attack. 
   
  Possessions: Falchion, chainmail, dagger, javelin 
  (2). 
   
  Physical Description: This creature looks like a 
  primitive human with gray skin and coarse hair.  It has 
  a stooped posture, low forehead, and a pig-like face 
  with prominent lower canines that resembles a boar’s 
  tusks.  It is armed with a large curved two-handed 
  sword, and clad in chainmail. 
   
  � Cleric of Iuz: Male Human Clr4; CR 4; Medium 
  Humanoid (human); HD 4d8+7; hp 25; Init +4; Spd 20 
  ft.; AC 19 (touch 10, flat-footed 19) [+7 half plate, +2 
  shield]; BA/G +3/+4; Atk +5 melee (1d8+1, heavy mace) 
  or +3 ranged (1d6+1, javelin); Full Att +5 melee (1d8+1, 
  heavy mace) or +3 ranged (1d6+1, javelin); SA 
  Command/rebuke undead, spells, spontaneous casting 
  (inflict); AL CE; SV Fort +5, Ref +3, Will +6; Str 13, Dex 
  10, Con 12, Int 10, Wis 14, Cha 9. 
   
  Skills and Feats: Speak Languages (Common), 
  Bluff +4, Concentration +8, Diplomacy +2, Disguise -1 
  (+1 acting), Intimidate +1, Knowledge (arcane) +5, 
  Knowledge (religion) +2, Spellcraft +3; Improved 
  Initiative, Lightning Reflexes, Toughness. 
   
  Spells Prepared (5/4+1/3+1; base DC = 12 + spell 
  level): 0—cure minor wounds (2), detect magic, 
  guidance, light; 1st—bless, command, disguise self*, 
  doom, sanctuary; 2nd—hold person, invisibility*, 
  silence, sound burst. 
   
  *Domain spell. Domains: Trickery (Bluff, Disguise 
  & Hide class skills); Evil (Evil spells cast at +1 caster 
  level). 
   
  Active spells: disguise self (as an orc). 
   
  Possessions: Masterwork heavy mace, half plate, 
  heavy steel shield, javelins (2), dagger, holy symbol of 
  Iuz, spell component pouch. 
   
  Physical Description: This creature looks like a 
  primitive human with gray skin and coarse hair.  It has 
  a stooped posture, low forehead, and a pig-like face 
  with prominent lower canines that resembles a boar’s 
  tusks.  It is armed with a large mace, and clad in plate 
  armor. [with disguise self spell active] 
   
  The Druid 
  � Fellreev Druid: Male Human Drd11; CR 11; 
  Medium Humanoid; HD 11d8+44; hp 93; Init +1; Spd 
  20 ft.; AC 21 (touch 12, flat-footed 20) [+1 Dex, +6 hide, 
  +1 deflection, +4 natural]; BA/G +8/+12; Atk +12 melee 
  (2d6+7, shillelagh); Full Att +12/+7 melee (2d6+7, 
  shillelagh); SA Spells, wild empathy, wild shape (4/day, 
  large); SQ Animal companion, nature sense, resist 
  nature’s lure, trackless step, venom immunity, 
  woodland stride; AL N; SV Fort +13, Ref +8, Will +12; 
  Str 18, Dex 12, Con 18, Int 10, Wis 16 (18), Cha 12. 
   
  Skills and Feats: Speak Languages (Common, 
  Druidic), Concentration +18, Handle Animal +10, Heal 
  +7, Knowledge (nature) +15, Listen +13, Spellcraft +6, 
  Spot +13, Survival +14 (+16 above ground), Swim +10; 
  Diehard, Empower Spell, Endurance, Lightning 
  Reflexes, Natural Spell. 
   
  Spells Prepared (6/6/5/5/4/2/1; base DC = 14 + 
  spell level): 0—cure minor wounds (3), detect magic, 
  guidance, mending; 1st—cure light wounds (2), 
  entangle, faerie fire, shillelagh, speak with animals;
  2nd—
   
  barkskin, bear’s endurance, bull’s strength, cat’s 
  grace, warp wood; 3rd—greater magic fang (3), 
  protection from energy, quench; 4th—dispel magic, 
  ice storm (3); 5th—call lightning storm, stoneskin; 
  6th—anti-life shell. 
   
  Active spells (already worked into statistics): anti-
  life shell, barkskin, bear’s endurance, bull’s strength, 
  BDK4-04 Emissary 
   
  Page 30 
  
  call lighting storm, cat’s grace, greater magic fang (3) 
  (each giving +2 to up to 3 natural attacks), protection 
  from energy (fire), shillelagh, stoneskin. 
   
  Possessions: cloak of resistance +2, +3 hide armor, 
  periapt of wisdom +2, ring of protection +1, club 
  (shillelagh), mistletoe and holly, spell component 
  pouch, scroll of tree stride, scroll of empowered ice 
  storm, scroll of lightning storm. 
   
  Physical Description: The wild-eyed man stepping 
  out of the tree has long and tangled hair.  His beard is 
  thick with dirt and thorns, and it appears unlikely that 
  he has ever bathed. 
   
  Druid’s Powered-Down Suite (minus barkskin, bear’s 
  endurance, bull’s strength, cat’s grace, shillelagh): hp 
  71; Init -1; AC 15 (touch 10, flat-footed 15) [-1 Dex, +5 
  hide, +1 deflection]; BA/G +8/+10; Atk +10 melee 
  (1d6+3, club); Full Att +10/+5 melee (1d6+3, club); SV 
  Fort +11, Ref +6; Str 14, Dex 8, Con 14; Concentration 
  +16, Swim +8. 
   
  � Brown Bear (Animal Companion, Advanced): CR 
  -; large animal; HD 8d8+56; hp 92; Init +4; Spd 40 ft.; 
  AC 24 (touch 13, flat-footed 20) [-1 size, +4 Dex, +11 
  natural]; BA/G +6/+21; Atk +18 melee (1d8+13, claw); 
  Full Att +18 melee (1d8+13, 2 claws) and +13 melee 
  (2d6+7, bite); Face/Reach 10 ft./5 ft.; SA Improved 
  grab; SQ Evasion, link to master, low-light vision, 
  scent, share spells; AL N; SV Fort +12, Ref +10, Will +3; 
  Str 32, Dex 18, Con 24, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Listen +5, Spot +8, Swim +15; 
  Endurance, Run, Track. 
   
  Active spells (already worked into statistics): anti-
  life shell, barkskin, bear’s endurance, bull’s strength, 
  cat’s grace, greater magic fang (+2 to all attacks), 
  protection from energy (fire), stoneskin. 
   
  Note: Keep in mind that the spells above 
  (including protection from energy [fire]) will only 
  remain in effect so long as the animal companion 
  remains within 5 feet of its master. 
   
  Animal Companion (Brown Bear) Powered-Down 
  Suite (minus barkskin, bear’s endurance, bull’s 
  strength, cat’s grace, greater magic fang): hp 76; Init +2; 
  AC 18 (touch 11, flat-footed 16) [-1 size, +2 Dex, +7 
  natural]; BA/G +6/+19; Atk +17 melee (1d8+9, claw); 
  Full Att +14 melee (1d8+9, 2 claws) and +9 melee 
  (2d6+4, bite); SV Fort +10, Ref +8; Str 28, Dex 14, Con 
  20; Swim +13. 
   
  APL 8: 
  The Attacking Soldiers 
  � Orc: Male Orc Bbn3; CR 3; Medium Humanoid 
  (orc); HD 3d12+3; hp 22 ea.; Init +0; Spd 30 ft.; AC 15 
  (touch 10, flat-footed 15) [+5 chainmail]; BA/G +3/+6; 
  Atk +6 melee (2d4+4 [18-20/x2], falchion) or +3 ranged 
  (1d6+3, javelin); Full Att +6 melee (2d4+4 [18-20/x2], 
  falchion) or +3 ranged (1d6+3, javelin); SA rage (1/day); 
  SQ Darkvision 60 ft., fast movement, light sensitivity, 
  uncanny dodge, trap sense +1; AL CE; SV Fort +4, Ref 
  +1, Will -1; Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6. 
   
  Skills and Feats: Speak Languages (Common, Orc), 
  Climb +4, Intimidate +2, Listen +2, Spot +1, Survival 
  +1; Cleave, Power Attack. 
   
  Possessions: Falchion, chainmail, dagger, javelin 
  (2). 
   
  Physical Description: This creature looks like a 
  primitive human with gray skin and coarse hair.  It has 
  a stooped posture, low forehead, and a pig-like face 
  with prominent lower canines that resembles a boar’s 
  tusks.  It is armed with a large curved two-handed 
  sword, and clad in chainmail. 
   
  � Cleric of Iuz: Male Human Clr6; CR 6; Medium 
  Humanoid (human); HD 6d8+9; hp 36; Init +4; Spd 20 
  ft.; AC 19 (touch 10, flat-footed 19) (+2 AC vs good) [+7 
  half plate, +2 shield]; BA/G +4/+5; Atk +6 melee 
  (1d8+1, heavy mace) or +4 ranged (1d6+1, javelin); Full 
  Att +6 melee (1d8+1, heavy mace) or +4 ranged (1d6+1, 
  javelin; SA Command / rebuke undead, spells, 
  spontaneous casting (inflict); AL CE; SV Fort +6, Ref 
  +4, Will +7; Str 13, Dex 10, Con 12, Int 10, Wis 14, Cha 
  9. 
   
  Skills and Feats: Speak Languages (Common), 
  Bluff +4, Concentration +10, Diplomacy +2, Disguise -1 
  (+1 acting), Intimidate +1, Knowledge (arcane) +5, 
  Knowledge (religion) +5, Spellcraft +4; Combat 
  Casting, Improved Initiative, Lightning Reflexes, 
  Toughness. 
   
  Spells Prepared (5/4+1/4+1/2+1; base DC = 12 + 
  spell level): 0—cure minor wounds (2), detect magic, 
  guidance, light; 1st—bless, command, disguise self*, 
  doom, sanctuary; 2nd—hold person, invisibility*, 
  silence, sound burst (2); 3rd—dispel magic, magic 
  circle against good*, prayer 
   
  *Domain spell. Domains: Trickery (Bluff, Disguise 
  & Hide class skills); Evil (Evil spells cast at +1 caster 
  level). 
   
  Active spells: disguise self (as an orc), magic circle 
  against good. 
   
  Possessions: Masterwork heavy mace, half plate, 
  heavy steel shield, javelins (2), dagger, holy symbol of 
  Iuz, spell component pouch. 
   
  Physical Description: This creature looks like a 
  primitive human with gray skin and coarse hair.  It has 
  a stooped posture, low forehead, and a pig-like face 
  with prominent lower canines that resembles a boar’s 
  BDK4-04 Emissary 
   
  Page 31 
  
  tusks.  It is armed with a large mace, and clad in plate 
  armor. [with disguise self spell active] 
   
  � Mercenary Sorcerer: Male Human Sor6; CR 6; 
  Medium Humanoid (human); HD 6d4+1d10+12; hp 
  32; Init +5; Spd 30 ft.; AC 19 (touch 11, flat-footed 18) 
  [+1 Dex, +4 mage armor, +4 shield]; BA/G +3/+2; Atk 
  +3 melee (1d8-1 [x3], longspear) or +4 ranged (1d8 [19-
  20/x2], light crossbow); Full Att +3 melee (1d8-1 [x3], 
  longspear); SA spells; AL NE; SV Fort +5, Ref +5, Will 
  +7; Str 8, Dex 13, Con 12, Int 9, Wis 10, Cha 14. 
   
  Skills and Feats: Speak Languages (Common), 
  Concentration +10, Bluff +4, Knowledge (arcane) +4, 
  Spellcraft +3; Combat Casting, Improved Initiative, 
  Spell 
  Focus 
  (evocation), 
  Greater 
  Spell 
  Focus 
  (evocation). 
   
  Spells Normally Able to Cast (6/7/6/3) 
   
  Spells Known  (6/5/5/3; base DC = 12 + spell level, 
  evocation DC = 14 + spell level): 0—acid splash, daze, 
  detect magic, light, mending, message, prestidigitation; 
  1st—burning hands, mage armor, magic missile, 
  shield; 2nd—false life, web; 3rd—fireball. 
   
  Active spells (already worked into statistics): false 
  life, mage armor, shield. 
   
  Possessions: Masterwork longspear, dagger, light 
  crossbow, bolts (20), spell component pouch, cloak of 
  resistance +2, scroll of expeditious retreat, scroll of see 
  invisibility, scroll of haste. 
   
  Physical Description: This human wields a 
  longspear and a dagger.  Though he wears no armor, he 
  looks confident and ready to fight. 
   
  Mercenary Sorcerer Powered-Down Suite (minus 
  false life, mage armor, shield): hp 21; AC 11 (touch 11, 
  flat-footed 10) [+1 Dex];. 
   
  The Druid 
  � Fellreev Druid: Male Human Drd13; CR 13; 
  Medium Humanoid (human); HD 13d8+52; hp 110; 
  Init +1; Spd 30 ft.; AC 23 (touch 12, flat-footed 22) [+1 
  Dex, +6 hide, +1 deflection, +5 natural]; BA/G +9/+13; 
  Atk +14 melee (2d6+8, shillelagh); Full Att +14/+9 
  melee (2d6+8, shillelagh); SA Spells, wild empathy, 
  wild shape (4/day, large); SQ Animal companion, a 
  thousand faces, nature sense, resist nature’s lure, 
  trackless step, venom immunity, woodland stride; AL 
  N; SV Fort +14, Ref +9, Will +14; Str 18, Dex 12, Con 
  18, Int 10, Wis 17 (21), Cha 12. 
   
  Skills and Feats: Speak Languages (Common, 
  Druidic), Concentration +20, Handle Animal +10, Heal 
  +8, Knowledge (nature) +15, Listen +16, Spellcraft +6, 
  Spot +16, Survival +17 (+19 above ground), Swim +10; 
  Craft Wondrous Item, Diehard, Empower Spell, 
  Endurance, Lightning Reflexes, Natural Spell. 
   
  Spells Prepared (6/7/6/5/5/4/2/1; base DC = 14 + 
  spell level): 0—cure minor wounds (3), detect magic, 
  guidance, mending; 1st—cure light wounds (2), 
  entangle, faerie fire, longstrider, shillelagh, speak with 
  animals; 2nd—barkskin, bear’s endurance, bull’s 
  strength, cat’s grace, chill metal, warp wood; 3rd—
  greater magic fang (3), protection from energy, quench; 
  4th—dispel magic, ice storm (4); 5th—baleful 
  polymorph, empowered poison, stoneskin, tree stride; 
  6th—anti-life shell, greater dispel magic; 7th—
  empowered call lightning storm. 
   
  Active spells (already worked into statistics): anti-
  life shell, barkskin, bear’s endurance, bull’s strength, 
  empowered call lighting storm, cat’s grace, greater 
  magic fang (3) (each giving +3 to up to 3 natural 
  attacks), longstrider, protection from energy (fire), 
  shillelagh, stoneskin. 
   
  Possessions: cloak of resistance +2, +3 hide armor, 
  periapt of wisdom +4, ring of protection +1, club 
  (shillelagh), mistletoe and holly, spell component 
  pouch, scroll of tree stride, scroll of empowered ice 
  storm, scroll of lightning storm. 
   
  Physical Description: The wild-eyed man stepping 
  out of the tree has long and tangled hair.  His beard is 
  thick with dirt and thorns, and it appears unlikely that 
  he has ever bathed. 
   
  Druid’s Powered-Down Suite (minus barkskin, bear’s 
  endurance, bull’s strength, cat’s grace, longstrider, 
  shillelagh): hp 84; Init -1; Spd 20 ft.; AC 18 (touch 11, 
  flat-footed 18) [-1 Dex, +7 hide, +2 deflection]; BA/G 
  +9/+11; Atk +12 melee (1d6+5, staff); Full Att +12/+7 
  melee (1d6+5, staff); SV Fort +12, Ref +7; Str 14, Dex 8, 
  Con 14; Concentration +18, Swim +8. 
   
  � Brown Bear (Animal Companion, Advanced): CR 
  -; Large Animal; HD 10d8+70; hp 115; Init +4; Spd 50 
  ft.; AC 27 (touch 13, flat-footed 23) [-1 size, +4 Dex, +14 
  natural]; BA/G +7/+22; Atk +20 melee (1d8+14, claw); 
  Full Att +20 melee (1d8+14, 2 claws) and +15 melee 
  (2d6+8, bite); Face/Reach 10 ft./5 ft.; SA Improved 
  grab; SQ Devotion, evasion, link to master, low-light 
  vision, scent, share spells; AL N; SV Fort +12, Ref +10, 
  Will +3; Str 33, Dex 19, Con 24, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Listen +6, Spot +9, Swim +15; 
  Endurance, Power Attack, Run, Track. 
   
  Active spells (already worked into statistics): anti-
  life shell, barkskin, bear’s endurance, bull’s strength, 
  cat’s grace, greater magic fang (+3 to all attacks), 
  longstrider, protection from energy (fire), stoneskin. 
   
  Note: Keep in mind that the spells above 
  (including protection from energy [fire]) will only 
  remain in effect so long as the animal companion 
  remains within 5 feet of its master. 
  BDK4-04 Emissary 
   
  Page 32 
  
   
  Animal Companion (Brown Bear) Powered-Down 
  Suite (minus barkskin, bear’s endurance, bull’s 
  strength, cat’s grace, greater magic fang, longstrider): 
  hp 95; Init +2; Spd 40 ft.; AC 20 (touch 11, flat-footed 
  18) [-1 size, +2 Dex, +9 natural]; BA/G +7/+20; Atk +15 
  melee (1d8+9, claw); Full Att +15 melee (1d8+9, 2 
  claws) and +10 melee (2d6+4, bite); SV Fort +11, Ref +9; 
  Str 29, Dex 15, Con 20; Swim +13. 
   
  Encounter 9: 
   
  APL 2: 
  � Quasit Rider: Male Quasit; CR 2; Tiny Outsider 
  (chaotic, extraplanar, evil); HD 3d8; hp 13; Init +3; Spd 
  20 ft., fly 50 ft. (perfect); AC 18 (touch 15, flat-footed 
  15) [+2 size, +3 Dex, +3 natural]; BA/G +3/-6; Atk +8 
  melee (1d3-1 plus poison, claw); Full Att +8 melee (1d3-
  1 plus poison, 2 claws) and +3 melee(1d4-1, bite); 
  Space/Reach 2 ½ ft./0 ft.; SA Poison, spell-like abilities; 
  SQ Alternate form, DR 5/cold iron or good, darkvision 
  60 ft., fast healing 2, immunity to poison, resistance to 
  fire 10; AL CE; SV Fort +3, Ref +6, Will +4; Str 8, Dex 
  17, Con 10, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Bluff +6, Diplomacy +2, Disguise 
  +0 (+2 acting), Hide +17, Intimidate +2, Knowledge 
  (arcana) +6, Listen +7, Move Silently +9, Ride +6, 
  Spellcraft +8, Spot +6; Mounted Combat, Weapon 
  Finesse. 
   
  Poison (Ex): Injury, Fortitude DC 13, initial 
  damage 1d4 Dex, secondary damage 1d4 Dex. 
   
  Spell-like abilities (Sp): At will—detect good, 
  detect magic, and invisibility (self only); 1/day—cause 
  fear (as the spell, except that its area is a 30-foot radius 
  from the quasit, save DC 11).  Caster level 6
  th. 
   
  Alternate Form (Su): A quasit can assume other 
  forms at will as a standard action.  This ability 
  functions as a polymorph spell cast on itself (caster 
  level 12
  th), except that a quasit does not regain hit 
  points for changing form, and this individual quasit 
  can only turn into a wolf.  The quasit in alternate form 
  loses its poison attack. 
   
  Possessions: none. 
   
  Physical Description: A tiny humanoid-shaped 
  creature with spiky horns and bat wings hovers nearby. 
   Its hands and feet are long and slender, with long, 
  claw-tipped digits.  Warts and pustules cover its 
  greenish skin. 
   
  APL 4: 
  � Vorr: CR 4; Medium Outsider (chaotic, evil, 
  extraplanar); HD 3d8+6; hp 19; Init +3; Spd 40 ft.; AC 
  16 (touch 13, flat-footed 13) [+3 Dex, +3 natural]; BA/G 
  +3/+6; Atk +6 melee (2d4+3, bite); Full Att +6 melee 
  (2d4+3, bite), +1 (1d3+1, 2 claws); SA Sneak Attack 
  +2d6, trip; SQ Darkvision 60 ft., scent, shadow form, 
  shadow jump; AL CE; SV Fort +5, Ref +6, Will +3; Str 
  16, Dex 17, Con 14, Int 7, Wis 11, Cha 14. 
   
  Skills and Feats: Hide +9, Listen +8, Move Silently 
  +9, Search +4, Spot +8, Survival +6 (+14 when tracking 
  by scent); Alertness, Blind-fight. 
   
  Trip (Ex): A vorr that hits with a bite attack can 
  attempt to trip the opponent as a free action without 
  making a touch attack or provoking an attack of 
  opportunity.  If the attempt fails, the opponent cannot 
  react to trip the vorr. 
   
  Shadow Form (Su): Once per day, a vorr can 
  assume the form of a living shadow for up to 10 
  minutes.  While in shadow form, the vorr can move at 
  normal speed on any surface, including walls an 
  ceilings, and even across liquids.  It can be detected by 
  effects that detect thoughts, life, or presences 
  (including true seeing); otherwise a vorr gains a +15 
  circumstance bonus on Hide checks.  While in shadow 
  form, a vorr gains DR 15 / cold iron and good, is 
  immune to critical hits, damage to ability scores from 
  non-magical attacks, deafness, disease, drowning, 
  poison, and stunning.  It takes half damage from fire 
  and acid. 
   
  Shadow Jump (Su): A vorr can travel between 
  shadows as if by a dimension door spell.  The starting 
  and ending point of the jump must be in shadow and 
  must be at least 10 ft. apart.  This is a standard action, 
  and can be used for a total of 60 ft. per day. 
   
  Physical Description: This creature stands about 4 
  ft. tall at the shoulder and looks similar to a black 
  hyena but with a much more intelligent-looking face.  
  It is covered with bristly black and gray fur and has a 
  long, rat-like tail. 
   
  APL 6: 
  � Armanite: Male Tanar’ri; CR 7; Large Outsider 
  (chaotic, extraplanar, evil, tanar’ri); HD 5d8+15; hp 37; 
  Init +0; Spd 40 ft., fly 40 ft. (poor); AC 25 (touch 9, flat-
  footed 25) [-1 size, +6 natural, +8 plate barding, +2 large 
  shield]; BA/G +5/+14; Atk +9 melee (1d8+5 [x3], heavy 
  lance) or +9 melee (1d10+5 [19-20/x2], heavy flail); Full 
  Att +9 melee (1d8+5, heavy lance or 1d10+5 [19-20/x2], 
  heavy flail), +4 melee (1d6+2, 2 hooves); Face/Reach 10 
  ft./5 ft.; SA charge, summon tanar’ri; SQ Darkvision 60 
  ft., DR 5/cold iron or good, immunities (electricity & 
  poison), resistances (acid, cold, and fire 10), summon 
  tanar’ri, telepathy; SR 18; AL CE; SV Fort +7, Ref +4, 
  Will +5; Str 20, Dex 11, Con 17, Int 8, Wis 12, Cha 13. 
   
  Skills and Feats: Bluff +9, Hide +4, Intimidate +9, 
  Jump +17, Listen +9, Spot +9, Survival +9; Ride-by 
  Attack, Trample. 
  BDK4-04 Emissary 
   
  Page 33 
  
   
  Charge (Ex): When armanites charge with lances, 
  they deal double damage just as mounted lancers do. 
   
  Summon Tanar’ri (Sp): Once per day, an 
  armanite can attempt to summon 1d10 dretches or 
  another armanite with a 30% chance of success. 
   
  Possessions: Lance, full plate barding, heavy steel 
  shield. 
   
  Physical Description: Looking like a pale undead 
  centaur with the horns of a bull, this creature wears 
  full plate barding, with the bristles of spines of it’s 
  inhuman form sticking through gaps in the armor. 
   
  APL 8: 
  � Piscoloth: CR 9; Medium Outsider (evil, 
  extraplanar); HD 9d8+18; hp 58; Init +4; Spd 30 ft., 
  swim 20 ft.; AC 24 (touch 10, flat-footed 24) [+14 
  natural]; BA/G +9/+13; Atk +13 melee (2d6+4/19-
  20/x3, pincer); Full Att +13 melee (2d6+4/19-20/x3, 2 
  pincers) and +11 melee (paralysis, 8 tentacles); SA 
  Augmented critical, paralysis, spell-like abilities, 
  summon yugoloth; SQ All-around vision, darkvision 60 
  ft., DR 10/good, immunities (acid and poison), 
  resistances (cold, fire, and electricity 10), telepathy 100 
  ft.; SR 20; AL NE; SV Fort +8, Ref +6, Will +6; Str 19, 
  Dex 11, Con 15, Int 6, Wis 10, Cha 14. 
   
  Skills and Feats: Intimidate +15, Hide +12, Listen 
  +12, Move Silently +12, Search +10, Sense Motive +4, 
  Spot +12, Swim +12; Multiattack, Improved Initiative, 
  Power Attack, Skill Focus (Intimidate). 
   
  Augmented Critical (Ex): A piscoloth’s pincer 
  attack threatens a critical hit on a natural roll of 19-20.  
  On a successful critical hit with the pincer, it deals 
  triple damage. 
   
  Paralysis (Ex): Those hit by a piscoloth’s tentacle 
  attack must make a Fortitude save (DC 16) or be 
  paralyzed for 2d6 minutes. 
   
  Spell-like Abilities (Sp): At will—blink, fear, 
  detect good, detect magic, protection from good, scare 
  (DC 14), see invisibility; 3/day—melt into stone, 
  phantasmal killer (DC 16), stinking cloud (DC 15); 
  2/day—greater teleport.  Caster level 9
  th. 
   
  Summon Yugoloth (Sp): 3/day—summon 4 
  skeroloths with a 60% chance of success. 
   
  Physical Description: This fish-tailed, walleyed 
  creature has the red, chitinous body of a lobster, the 
  talons of a bird, and the head of a carrion crawler.  Its 
  arms, though humanoid, end in a set of crablike 
  pincers. 
   
  � Advanced Babau: Male Tanar’ri; CR 8; Large 
  Outsider (chaotic, extraplanar, evil, tanar’ri); HD 
  11d8+77; hp 126; Init +4; Spd 40 ft.; AC 19 (touch 9, 
  flat-footed 19) [-1 size, +10 natural]; BA/G +11/+25; Atk 
  +19 melee (1d8+10, claw); Full Att +19 melee (1d8+10, 
  2 claws), and +17 melee (1d8+5, bite); Face/Reach 10 
  ft./10 ft.; SA sneak attack +2d6, spell-like abilities, 
  summon tanar’ri; SQ darkvision 60 ft., DR 10/cold iron 
  or good, immunities (electricity & poison), protective 
  slime, resistances (acid, cold, and fire 10), Telepathy 
  100 ft.; SR 14; AL CE; SV Fort +14, Ref +7, Will +8; Str 
  30, Dex 10, Con 24, Int 14, Wis 13, Cha 16. 
   
  Skills and Feats: Climb +23, Disable Device +16, 
  Disguise +17, Escape Artist +14, Hide +18, Listen +23, 
  Move Silently +22, Open Lock +14, Search +24, Slight 
  of Hand +14, Survival +1 (+3 following tracks), Use 
  Rope +0 (+2 with bindings); Cleave, Improved 
  Initiative, Multi-attack, Power Attack. 
   
  Spell-like Abilities (Sp): At will—darkness, 
  dispel magic, see invisibility, greater teleport (self plus 
  50 lbs of equipment only).  Caster level 7
  th. 
   
  Protective Slime (Su): A slimy red jelly coats the 
  babau’s skin.  Any weapon that touches it takes 1d8 
  points of acid damage from the corrosive goo, and the 
  weapon’s hardness does not reduce this damage.  A 
  magic weapon may attempt a DC 22 Reflex save to 
  avoid taking this damage.  A creature who strikes this 
  babau with an unarmed attack, unarmed strike, touch 
  spell, or natural weapon takes this damage as well, but 
  can negate the damage with a DC 22 Reflex save.  The 
  save DCs are Constitution-based. 
   
  Summon Tanar’ri (Sp): Once per day, a babau can 
  attempt to summon 1 babau with a 40% chance of 
  success.  This ability is the equivalent of a 3
  rd-level spell. 
   
  Physical Description: Reeking of Decay, this large 
  gaunt humanoid is covered in black, leathery skin. 
  Behind its pointed ears, a large curved horn rises out of 
  the back of its skull.  A mouth of jagged teeth takes up 
  half of the foul creature’s head. 
   
  � Skeroloth (if summoned): CR 3; Small Outsider 
  (evil, extraplanar); HD 4d8+4; hp 22; Init +7; Spd 40 ft., 
  burrow 20 ft., climb 20 ft.; AC 20 (touch 14, flat-footed 
  17) [+1 size, +3 Dex, +6 natural]; BA/G +4/+0; Atk +8 
  melee (1d3, claw); Full Att +8 melee (1d3, 4 claws); SA 
  Sneak attack +1d6, spell-like abilities, summon 
  yugoloth; SQ Cringe, darkvision 60 ft., immunities 
  (poison and acid), resistances (cold, fire, and electricity 
  10), telepathy 100 ft.; AL NE; SV Fort +5, Ref +7, Will 
  +3; Str 11, Dex 16, Con 12, Int 5, Wis 8, Cha 11. 
   
  Skills and Feats: Climb +15, Hide +18, Listen +6, 
  Move Silently +14, Spot +6; Improved Initiative, 
  Weapon Finesse. 
   
  Spell-like Abilities (Sp): At will—daze (DC 10), 
  detect good, jump; 3/day—burning hands (DC 11), 
  expeditious retreat.  Caster level 4
  th. 
   
  Cringe (Su): As a standard action, a skeroloth can 
  cower in fear.  This is a mind-affecting effect.  Any 
  opponent attempting to strike or otherwise directly 
  BDK4-04 Emissary 
   
  Page 34 
  
  attack a cringing skeroloth, even with a targeted spell, 
  must attempt a Will save (DC 12).  If the save succeeds, 
  the opponent can attack normally and is immune to 
  the effect of that skeroloth’s cringing for one day.  If 
  the save fails, the opponent can’t follow through with 
  the attack, that part of the attacker’s action is lost, and 
  the attacker can’t directly attack that skeroloth for as 
  long as it continues to cringe.  If the skeroloth stops 
  cringing and then cringes again, the opponent may 
  attempt a new will save to attack it. 
   
  Physical Description: This insectoid creature has 
  six legs and moves about equally well on two, four, or 
  all six of its limbs. (Its pale red-gray skin fades to a 
  milky white whenever the creature is frightened – 
  which is nearly all the time.) 
  BDK4-04 Emissary 
   
  Page 35 
  
  Appendix II: Emissaries of Iuz 
   
  � Chorsat Wensai: Male Human Clr10; CR 10; 
  Medium Humanoid (human); HD 10d8+20; hp 65; Init 
  +3; Spd 30 ft.; AC 9 (touch 9, flat-footed 9) [-1 Dex]; 
  BA/G +7/+7; Atk +7 melee (1d4 [19-20/x2], dagger) or 
  +6 ranged (1d4 [19-20/x2], dagger); Full Att +7/+2 
  melee (1d4 [19-20/x2], dagger) or +6 ranged (1d4 [19-
  20/x2], dagger); SA Rebuke / command undead, spells; 
  AL CE; SV Fort +9, Ref +2, Will +10; Str 10, Dex 8, Con 
  14, Int 12, Wis 16, Cha 14. 
   
  Skills and Feats: Speak Languages (Abyssal, 
  Common), Bluff +17, Diplomacy +24, Disguise +2 (+4 
  acting), Healing +8, Intimidate +6, Knowledge 
  (Religion) +8, Sense Motive +10, Spellcraft +5; Combat 
  Casting, Improved Initiative, Negotiator, Persuasive, 
  Skill Focus (Diplomacy). 
   
  Spells Prepared (6/5+1/5+1/4+1/3+1/2+1; base DC 
  = 13 + spell level): 0—[create water, create water, cure 
  minor wounds, cure minor wounds, cure minor 
  wounds, purify food and drink]; 1st—[cure light 
  wounds, cure light wounds, cure light wounds, cure 
  light wounds, protection from good*, sanctuary]; 
  2nd—[cure moderate wounds, cure moderate wounds, 
  invisibility*, lesser restoration, lesser restoration, make 
  whole]; 3rd—[cure serious wounds, create food & 
  water, nondetection*, remove blindness, remove 
  disease]; 4th—[confusion*, cure critical wounds, 
  neutralize poison, restoration]; 5th—[mass cure light 
  wounds, raise dead, unholy blight*]. 
   
  *Domain spell. Domains: Trickery (Bluff, Disguise 
  & Hide class skills); Evil (Evil spells cast at +1 caster 
  level). 
   
  Possessions: Holy symbol of Iuz, spell component 
  pouch, traveler’s clothes, dagger. 
   
  Physical Description: This man seems to be an 
  older, fatherly kind of figure.  He is unarmed, in simple 
  clothes, and the symbol of Iuz hangs around his neck. 
   
  � Zorsch Fiend (bodyguard): Male Human, 
  Ftr7/BkG3; CR 11; Medium Humanoid; HD 10d10+20; 
  hp 75; Init +1; Spd 20 ft.; AC 18 (touch 11, flat-footed 
  17)[+1 Dex, +7 breastplate]; BA/G +7/+11; Atk +13 
  melee (2d6+9 plus poison [19-20/x2], greatsword) or +8 
  ranged (1d8 plus poison [19-20/x2], light crossbow); 
  Full Att +13/+8 melee (2d6+9 plus poison [19-20/x2], 
  greatsword) or +8 ranged (1d8 plus poison [19-20/x2], 
  light crossbow); SA Aura of despair, rebuke / command 
  undead; poison use, smite good 1/day; SQ Aura of evil, 
  dark blessing, detect good; AL CE; SV Fort +11, Ref +5, 
  Will +5; Str 16 (18), Dex 12, Con 14, Int 8, Wis 12, Cha 
  12. 
   
  Skills and Feats: Handle Animal +5, Hide +6, 
  Intimidate +7, Knowledge (Religion) +1, Ride +3; 
  Blind-Fight, Cleave, Combat Reflexes, Improved 
  Sunder, Improved Unarmed Strike, Power Attack, 
  Quick Draw, Weapon Focus (greatsword), Weapon 
  Specialization (greatsword). 
   
  Poison Use (Ex): A blackguard never risks 
  poisoning himself when applying poison to a blade. 
   
  Spells Prepared (2; base DC = 11 + spell level): 
  1st—cure light wounds, doom. 
   
  Possessions: 
  +1 
  greatsword, 
  +2 
  breastplate, 
  gauntlets of ogre power, six doses of medium spider 
  venom (Fortitude DC 14, 1d4 Str/1d4 Str), holy symbol 
  of Iuz, spell component pouch. 
   
  Physical Description: This man appears to be a 
  younger handsome-looking fellow in heavy armor.  He 
  is armed with a greatsword, which is carried on his 
  back. 
   
  BDK4-04 Emissary 
   
  Page 36 
  
  Appendix III: New Rules 
   
  Order of the Bow Initiate 
  When asked “What is Truth?,” an initiate of the Order 
  of the Bow picks up his bow, fires an arrow, and 
  without saying a word, lets his mastery of the weapon 
  serve as the gauge of the archer’s progress along the 
  way.  By learning the meditative art of the Way of the 
  Bow, the archer improves his discipline, precision, and 
  spirituality.  Order of the Bow initiates see their 
  weapons as extensions of their being, and the use of a 
  bow as a spiritual experience. 
   
  Fighters are the most common initiates of the 
  Order of the Bow.  Rangers, paladins, and even 
  barbarians utilize these skills and philosophies as well.  
  Some rogues and bards have been known to enter the 
  order, but they are rare indeed. 
   
  NPC initiates are most often encountered 
  teaching others the ways of archery or wandering the 
  lands looking for true challenges for their skill. 
   
  Requirements: To qualify to become an Order of the 
  Bow initiate, a character must fulfill all the following 
  criteria: 
   
  Base Attack Bonus: +5 
   
  Skills: Craft (bowmaking): 5 ranks, Knowledge 
  (religion): 2 ranks 
   
  Feats: Point Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Focus (longbow, shortbow, or the composite 
  version of either) 
   
  Class Skills: The Order of the Bow initiate’s class skills 
  are Climb, Craft, Knowledge (religion), Ride, Spot, and 
  Swim. 
   
  Skill Points at Each Level: 2 + Int modifier. 
   
  Class Features: All of the following are class features 
  of the Order of the Bow initiate prestige class (up to 5
  th 
  level): 
   
  Weapons and Armor Proficiency: Order of the 
  Bow initiates gain no proficiencies with any weapon or 
  armor. 
   
  Ranged Precision (Ex): As a standard action, an 
  initiate may make a single precisely aimed attack with 
  a ranged weapon, dealing an extra 1d8 points of 
  damage if the attack hits.  When making a ranged 
  precision attack, an initiate must be within 30 feet of 
  his target.  An initiate’s ranged precision attack only 
  works against living creatures with discernible 
  anatomies.  Any creature that is immune to critical hits 
  (including undead, constructs, oozes, plants, and 
  incorporeal creatures) is not vulnerable to a ranged 
  precision attack, and any item or ability that protects a 
  creature from critical hits (such as armor of 
  fortification special ability) also protects a creature 
  from the extra damage. 
   
  Unlike a rogue’s sneak attack, the initiate’s target 
  does not have to be flat-footed or denied its Dexterity 
  bonus, but if it is, the initiate’s extra precision damage 
  stacks with sneak attack damage.  Treat the initiate’s 
  ranged precision attack as a sneak attack in all other 
  ways. 
   
  The initiate’s bonus to damage on ranged attacks 
  increases by +1d8 every two levels. 
   
  An initiate can only use this ability with a ranged 
  weapon for which he has taken the Weapon Focus feat. 
   
  Close Combat Shot (Ex): At 2
  nd level, an initiate 
  can attack with a ranged weapon while in a threatened 
  square and not provoke an attack of opportunity. 
   
  Greater Weapon Focus: At 4
  th level, an Order of 
  the Bow initiate gains the Greater Weapon Focus feat 
  with a single ranged weapon for which he has taken 
  the Weapon Focus feat even if he has not attained 8
  th 
  level as a fighter. 
  (Source: Excerpted from Complete Warrior p.68) 
   
  BDK4-04 Emissary 
   
  Page 37 
  
  DM Aid #1: Defenders of Greenkeep Background 
   
  Defenders Of Greenkeep 
  The eastern Fellreev south of the Artonsamay River 
  was a state dominated by humans but with significant 
  numbers of renegade sylvan elves and half-elves. Merry 
  followers of Olidammara, the Greenkeepers escaped 
  the massacre at Steelbone Meadows and withdrew into 
  their corner of the Fellreev. They suffered much from 
  raids by wizards, clerics and orcs under Iuz. Some hung 
  on, helping and being helped by the Reyhu-elf alliance 
  across the river. They avoid the plains to the south. 
   
  The Major Tribes and Leadership 
  Tribe of Bim Kreade (CN- male human): Bim and his 
  band are one of the longest running residents of this 
  section of the Fellreev. Fleeing here after the massacre 
  at Steelbone Meadows, his hearty band fought through 
  fiends and orcs before finally coming to rest in this 
  corner of the Fellreev. His band is the most capable 
  from a military standpoint but they have little skill in 
  forestry, trading and farming.  They subsist almost 
  entirely by raiding Iuz supply trains to the camps north 
  of Fleischriver; as well as the Urzun and Dazark orc 
  encampments. 
   
  This tribe currently has no allies – the minor 
  tribes are upset over raids into their territories by Bim 
  and his band. Bim Kreade currently has a death 
  warrant out for him for raids against Iuz supply trains. 
  (Human-90%, Half-Elf-10%) 
   
  Tribe of Ondrish Zelweil (NG- male half-elf): 
  Ondrish leads a band of predominantly half-elves, 
  which gives them reasonably close ties to the Sylvan 
  Elves in the Fellreev. While not fully allied, the 
  majority of the trade between the Defenders of 
  Greenkeep and the Rehyu-Elf alliance happens 
  through this tribe. Baila, Ondrish’s emissary to the 
  Scouts of Clan Fanlareshen, arranges meetings 
  between the two groups, which has helped this tribe 
  adapt well to forest life. 
   
  Because of the cooperation of the Sylvan Elves of 
  the Fellreev, this tribe has acquired access to certain 
  spells and skirmishing techniques that have allowed 
  them to hold their own against the frequent raids of 
  Iuz. Ondrish believes that biding their time is the best 
  option and prefers to slowly grow the tribe’s power 
  while staying out of direct sight of the Old One. These 
  actions have not come without cost; Ondrish fields a 
  much smaller force then the other tribes. He must 
  devote a much larger portion of his tribe to food 
  gathering than the others who relay more on raiding. 
   
  Ondrish's relationship with the elves has lead to 
  some jealousy amongst several of the minor and major 
  houses. On at least one occasion it has erupted into 
  open combat. (Half-Elf-65%, Human-30%, Halfling-
  5%) 
   
  Tribe of Harmene Dolirand (CN- male human): 
  Harmene is first and foremost a survivor. Having fled 
  from Horned Society lands, he has managed to stay 
  one step ahead of those who would see his death. 
   
  His band are a chaotic bunch that believe in rule 
  through strength. Violent duels for leadership occur 
  frequently and are always fatal to the challenger. His 
  group is suspected of not only using poison, but 
  trading it for goods and services that they need to 
  survive. The tribe sports the largest number of 
  combatants of any of the other tribes, but they are 
  undisciplined and lack the coordination to be anything 
  more then a violent mob – albeit one that can do quite 
  a bit of damage. 
   
  Currently Harmene has been trying to coax many 
  of the minor tribes into an alliance by offering them 
  goods aquired in reported successful raids on Jebli orcs. 
  So far, it appears he is having some success. He 
  currently has a loose alliance with all the minor tribes. 
  He has made overtures to Ondrish and Bim but thus 
  far has been turned down. Due to his affiliations with 
  the Horned Society, Harmene also has a Death 
  Warrant out for him if captured. (Human-95%, Half-
  Orc-5%) 
   
  The Minor Tribes and Leadership 
  Minor Tribe of Budek Zebinnel (CN- male human): 
  Budek Zebinnel is originally from Rookroost. He had a 
  very profitable thieving operation both before and after 
  the occupation. Unfortunately, a disagreement about 
  membership fees, authorized activities and such had 
  him fleeing the city. He’s had to stay one-step ahead of 
  the Rookroost Thieves Guild ever since. Budek has 
  knowledge of the tunnels under Rookroost, but avoids 
  using them for fear of being caught by the Guild. 
   
  Budek runs a very efficient group of thieves. His 
  band’s reputation is wide spread amongst the 
  Defenders of Greenkeep. Lately, he has started 
  branching out into river piracy and has met with some 
  success. As of yet this has not caused any conflicts with 
  the Red Planks, but how long this will last, no one 
  knows. Budek Zebinnel has a price on his head from 
  the Rookroost Thieves Guild (50gp). (Human-95%, 
  Half-Elf-4%, Halfling-1%) 
   
  BDK4-04 Emissary 
   
  Page 38 
  
  Minor Tribe of Svigena Moskene (N- male human): 
  Svigena survived the fall of Capitol in the Duchy of 
  Artonsamay. He once served as officer in the guard and 
  remembers very little of the events surrounding the 
  fall of Capitol. To this day he has no knowledge of how 
  he ended up in the Fellreev or who healed his wounds. 
  Svigena runs a tight ship and regularly sends his men 
  out to attack caravans of Iuz on their way to Fort 
  Skagund. His group has a deep and bitter hatred for Iuz 
  and his forces and they take every opportunity to 
  harass them. The result is that he has lost almost all 
  those who fled here with him. For this group every 
  battle could be their last. (Human-75%,Half-Elf-
  15%,Gnome-5%,Dwarf-3%,Elf-2%). 
   
  Minor Tribe of Vileem Odrik (CN- male elf): Vileem 
  Odrik was a promising member of the sylvan elves 
  community. A respected fighter who was well liked, he 
  fell out of favor after an argument he was involved in 
  lead to the death of several elves. He would have been 
  tried and hung, but Vileem managed to escape with a 
  small group of supporters. He has eked out an 
  existence with the Defenders since then by providing 
  them with valuable training and knowledge of the 
  forest. He maintains his innocence to this day. 
  (Human-50%, Half-Elf 25%, Elf- 25%) 
   
  Minor Tribe of Zaneydel Faindek (NE- male 
  human): Zaneydel Faindek comes from the wastes just 
  north of the Fellreev. A former tribal chieftain with the 
  Wolf Nomads, he fled into the Fellreev after surviving 
  an orc ambush that wiped out most of his tribe.  He is 
  an excellent cavalryman, and maintains the Defenders 
  only source of cavalry and horses (albeit a small one). 
  This tribe has been useful in raids on the plains to the 
  south and in scouting out potential caravans to attack. 
  Zaneydel hates all orcs and half-orcs, seeing them as 
  the reason for his current problems. His tribe has 
  never taken an orc or half-orc alive as a prisoner and 
  they do not get along with Yakoro’s tribe at all. 
  (Human-100%) 
   
  Minor Tribe of Yakoro the Maul (NE- male half-
  orc): Yakoro used to lead a squad of Old Wicked’s 
  forces. After losing a couple caravans to raiders, he 
  found himself unpopular with Cranzer and in fear for 
  his life. For their failures, his unit was to be decimated, 
  so his group decided to flee for the Fellreev. This group 
  is mostly shunned by the other tribes, but Yakoro’s 
  group is almost always used in raiding Iuz’s caravans. 
  Their knowledge of caravan routes, guards and ability 
  to look like troops of Iuz have proved invaluable. This 
  has allowed them come to an uneasy truce with most of 
  the other tribes. There is a bitter hatred between this 
  tribe and Zaneydel Faindek’s tribe.  At meetings, their 
  members stay far apart. (Half-Orc-85%,Orc-15%) 
  BDK4-04 Emissary 
   
  Page 39 
  
  DM Aid #2 – Diplomacy Tracker 
   
  Total Diplomacy Earned  
  Results 
   
  76-100 points 
  Five tribes accept the offer and defect. 
   
  51-75 points 
  Four tribes accept the offer and defect. 
   
  26-50 points 
  Three tribes accept the offer and defect. 
   
  1-25 points 
  Two tribes accept the offer and defect. 
   
  � The Emissaries start at 75 points of diplomacy earned. 
   
  Use this to monitor how the PCs’ actions increase or decrease the Defenders’ approval of the emissaries and their offer. 
  If the adventurers try to HELP the emissaries, reverse the direction of the modifiers that the influence changes. 
   
  Modifiers: 
   
   
   
   
   
   
  Tribes Left after Defection: 
   
  Currently a member of Defenders of Greenkeep 
  -5 
  76-100: 3 – Brim Kreade, Ondrish 
  Per IP with the Defenders of Greenkeep 
  -3 
   
  Zelweil, and Svigena Moskene. 
  Brought guards bodies back 
  -1 
  51-75:  4 – as above, plus Vileem  
  Per 10 pts healing or 1 ailment cured 
  -1 
   
  Odrik. 
   
  (max 50 pts/5 ailments) 
   
  26-50:  5 – as above, plus Budik 
  PC’s Diplomacy check (per +5 over DC 10 made) 
  -2 
   
  Zebbinel. 
  Per 10gp of equipment or money (bribes) 
  -2 
  01-25:  6 – as above, plus Zaneydel 
  Guards dead at PCs’ hands 
  +10 
   
  Faindek. 
  Guards bodies not brought back 
  +2 
  Party attacks emissaries 
  +5 
  Party attacks anyone in camp 
  +5 
  BDK4-04 Emissary 
   
  Page 40 
  
   
  DM Aid #3 – Ambush Map 
   
   
   
  BDK4-04 Emissary 
   
  Page 41 
  
   
  DM Aid #4 – Encounter Three Map 
   
   
  BDK4-04 Emissary 
   
  Page 42 
  
   
   Player Handout #1 (Bandit Journal) 
   
  Day 1: Of all the luck!  First, this cursed weather brings traffic to a crawl…and now an army 
  moves in next door! How am I supposed to make a living? Well, I suppose I should scout out 
  where they are posting lookouts in case I have to make a run for it.  It would not do at all to 
  run into a scout or patrol.  
   
  Day 2: Gods, but that was a close call for yours truly…the little guy and I did a little sneak 
  and peak on the army’s bivouac, and it looks like they are setting up to stay a while. They are 
  working on earthen ramparts, ditches and they appear to be a pretty organized group. They 
  have a pair of lookouts to the northeast, northwest, southeast and southwest. Nothing 
  major… just a few lookouts.  It should be easy enough to skirt around them to the east and get 
  further into the Fellreev – they won’t follow me there if I have to run. They have a wagon 
  with them loaded down with something heavy from the tracks it made. I will try to get a look 
  at it if the opportunity presents itself.  
   
  Day 3: Well, getting close didn’t work out.  About the time I got into position to get closer and 
  look at the wagon, a bunch of guards came to hitch up a team of horses.  Two people then 
  headed into the Fellreev with the wagon. I decided I didn’t need to know what was in there.  
  Something about the two driving it just didn’t look right. Matter of fact, I think I am going to 
  pack up and head out this place.  It has gotten too busy and I haven’t seen a passer-by for 3 
  days. Maybe my luck is changing though…Liyend just let me know his ‘contacts’ told him 
  about a group of travelers coming this way. Perhaps I can pick up some traveling money and be 
  on my way.  
   
  BDK4-04 Emissary 
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Bandit Kingdoms/594/Normal Scenarios/BDK4-04 - Emissary (APL 2-8)/BDK4-04 - Emissary.pdf