KET3-02
And Battles to be Won
A One-Round D&D LIVING GREYHAWK®
Ket Regional Adventure
Triad Editor: Chris Chesher
Circle Edit: David Christ
by Stephen Baker
The Tusman Hills are home to some very independent and difficult tribesmen with some odd practices. How much
will you risk to help free some captives from their control?
An adventure for characters level 1-8
®
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.
This is an RPGA® Network scenario for the Dungeons & or the Monster Manual when confronted with a
Dragons® game. A four-hour time block has been monster.
allocated for each round of this scenario, but the actual Some of the text in this scenario is written so that
playing time will be closer to three hours. The rest of the you may present it as written to the players, while other
time is spent in preparation before game play, and text is for your eyes only. Text for the players will be in
scoring after the game. The following guidelines are here gray boxes. It’s strongly recommended that you
to help you with both the preparation and voting paraphrase the player text instead of reading it aloud.
segment of the game. Read this page carefully so that you Some of this text is general and must be adapted to the
know and can communicate to your players the special specific situation or to actions of the player characters.
aspects of playing an RPGA scenario.
Scoring
Preparation After the players have completed the scenario or the
First you should print this scenario. This scenario was time allotted to run the scenario has run out, the players
created to support double-sided printing, but printing it and DM score the game. The RPGA has three ways to
single sided will work as well. There is enough room score its games. Consult your convention coordinator to
along the inside margin to bind the adventure, if you determine which method to use for this scenario:
desire. 1. No-vote scoring: The players write their names and
Read this entire adventure at least once before you RPGA numbers on the scoring packet grid. You fill
run your game. Be sure to familiarize yourself with any in the top of the grid. That is all. No one is rated.
special rules, spells, or equipment presented in the This method is used for people who are just playing
adventure. It may help to highlight particularly for fun.
important passages. 2. Partial scoring: The players rate the game master
When you run an RPGA D&D adventure we and the scenario on their player voting sheet, and
assume that you have access to the following books: the provide personal information, but don’t vote for
Player’s Handbook, the Dungeon Master’s Guide, and other players. The game master rates the scenario
the Monster Manual. We also assume that you have a set and completes personal and event information, but
of dice (at least one d4, d6, d8, d10, d12, and d20), some does not rate the players as a team or vote for
scrap paper, a pencil, an RPGA scoring packet, and your players. This method is used when there is no
sense of fun. It is also a good idea to have a way to track competition, but the event coordinator wants
movement during combat. This can be as simple as a pad information on how the game masters are
of graph paper and a pencil, as handy as a vinyl grid map performing, or the game master wants feedback on
and chits, or as elaborate as resin dungeon walls and his or her own performance.
miniatures. 3. Voting: Players and game masters complete the
Instruct the players either to prepare their entire packet, including voting for best player. If
characters now, or wait until you read the introduction, this method is used, be sure to allow about 15-20
depending on the requirements of the scenario as minutes for the players to briefly describe their
described in the introduction. characters to the other players, and about 5-10
Keep in mind that you must have at least three minutes for voting. This method is used when the
players (not counting the DM), for the game session to players want to know who played the “best”
be a sanctioned RPGA event. As well, you cannot have amongst the group, or when the adventure is run in
more than six players participating in the game. tournament format with winners and prizes.
Once you are ready to play, it is handy to instruct
each player to place a nametag in front of him or her. The When using voting, rank the players in order of your
tag should have the player’s name at the bottom, and the voting choice while they are completing their forms, so
character’s name, race, and gender at the top. This makes that you are not influenced by their comments on your
it easier for the players (and the DM) to keep track of abilities. It’s a good idea to have the players vote while
who is playing which character. you determine treasure and experience awards for the
The players are free to use the game rules to learn scenario.
about equipment and weapons their characters are After voting, give the Scoring Packet to your event
carrying. That said, you as the DM can bar the use of coordinator.
even core rulebooks during certain times of play. For
example, the players are not free to consult the Dungeon This is a LIVING GREYHAWK Adventure. As a
Master’s Guide when confronted with a trap or hazard, LIVING adventure it is expected that players bring
And Battles to be Won Page 2
their own characters with them. If players do not have By following these four steps, you will have
a LIVING GREYHAWK character generated, get a determined the APL. Throughout this adventure, APLs
copy of the current LIVING GREYHAWK character categorize the level of challenge the PCs will face.
generation guidelines, and a character sheet from your APLS are given in even-numbered increments. If the
convention coordinator or the RPGA Web site, ant APL of your group falls on an odd number, ask them
then have any players without a character create on. before the adventure begins whether they would like
Once all players have a LIVING GREYHAWK to play a harder or easier adventure. Based on their
character, play can begin. choice, use either the higher or the lower adjacent
Along with the other materials that you are assumed to APL.
have in order to run a D&D game, it is also APL also affects the amount of experience you
recommended that you have a copy of the LIVING may gain at the end of the adventure. If your character
GREYHAWK Gazetteer. is three character levels or more either higher or lower
than the APL this adventure is being played at, that
Living Greyhawk Levels of Play character will receive only half of the experience
points awarded for the adventure. This simulates the
Because players bring their own characters to LIVING face that either your character was not as challenged as
GREYHAWK games, this adventure’s challenges are normal, or relied on help by higher-level characters to
proportioned to the average character level of the PCs reach the objectives.
participating in the adventure. To determine the
Average Party Level (APL): Note: LIVING GREYHAWK adventures are designed
1. Determine the character level for each of the for APL 2 and higher. Three or four, or sometimes even
PCs participating in the adventure. five 1st-level characters may find difficulty with the
challenges in a LIVING GREYHAWK adventure. If
2. If PCs bring animals that have been trained your group is APL 1 there are three things that you can
for combat (most likely being war horses, do to help even the score.
dogs trained for war), other than those
brought by virtue of a class ability (i.e. animal 1. Attempt to create a table of six 1st-level
companions, familiars paladin’s mounts, etc) characters, or try to enlist higher-level
use the following chart to determine the characters to play at that table.
number of levels you add to the sum above. 2. Advise characters to buy riding dogs to help
Add each character’s animals separately. A protect them, and fight for them. All riding
single PC may only bring four or fewer dogs are considered trained to attack. PCs
animals of this type, and animals with who want their dogs to attack must succeed at
different CRs are added separately. a Handle Animal or Charisma check (DC 10).
Failure indicates that the animal will not
CR 1 2 3 4 attack that round. This is a free action (spoken
1/4 & 1/6 0 0 0 1 command) that may be attempted each round.
1/3 & 1/2 0 0 1 1 If an animal loses half or more hp in a single
1 1 1 2 3 round it flees, unless another check is
2 2 3 4 5 successful.
3 3 4 5 6
4 4 6 7 8
5 5 7 8 9 Time Units and Upkeep
6 6 8 9 10 This is a standard one-round Regional adventure, set in
7 7 9 10 11 Ket. Characters native to Ket pay one Time Unit per
round, all others pay two Time Units per round.
3. Sum the results of 1 and 2, and divide by the Adventurer’s Standard Upkeep costs 12 gp per round.
number of characters playing in the Rich Upkeep costs 50 gp per round. Luxury Upkeep
adventure. Round to the nearest whole costs 100 gp per round.
number.
4. If you are running a table of six PCs, add one
to that average.
And Battles to be Won Page 3
Adventure Summary and Smuggling has been going on in the hills for centuries
now, generally as a means of avoiding tariffs or
Background providing merchants in either Ket or Tusmit with
illegal goods. Tribesmen generally have few moral
The adventure will begin in the city of Lopolla, capital qualms about the goods, so long as they do not get hurt
of Ket, located some 3 days hard ride from the Tusman in delivering them or passing them through their
Hills. A young woman will ask the adventurers to territory. Recently, however, they have been informed
rescue her father, a mercenary captain of the Iron that a string of slaves have been smuggled along with
Shield who has been captured during a foray into the the regular goods and they have reacted poorly to this
Hills. If they accept, the party will find themselves in news – one fact which this particular tribe prides
the Hills before long and escorted by tribesmen to a themselves upon in terms of independence from Ket
natural arena. Here, they will be told that the “innocent and Tusmit is an absolute ban on slavery.
captives” were part of a smuggling operation. They can
then choose to get the captives set free or help stop the Many Tusman tribesmen go into the outside world as
smuggling – both choices will lead to a chase but they mercenaries and they have a better understanding than
will have different reasons and outcomes. Once the most about the terms and conditions of such service.
chase begins, the party will have to escape from the Whereas many would interpret any incursion onto
Tusman Hills with the tribesmen in hot pursuit, ala their soil as a hostile act to result in the deaths of the
“Most Dangerous Game.” There will be some intruders, the Tusman tribesmen frequently allow
encounters en route with local wildlife and one mercenaries to go free, though usually only after a
crossing a small but fast river before they can exit the substantial payment.
hills. Once past, they will have to confront the head of
the smugglers, a corrupt local military commander, The Hunt of the Spear: The tribesmen of the hills are
who is waiting for them: he plans to stop their efforts willing to allow actions to speak louder than words,
to either free the captives or stop his smuggling. under their own terms. The worship of Istus plays a
major role here, again. The Tribesmen have devised an
Background: elaborate ritual to test anyone that wishes to assist
them or challenges their laws. The Hunt of the Spear is
a huge game, with the tribesmen starting the pursuit of
Tusman Tribesmen: The tribes of the Tusman hills are
a person or persons some four hours after they are
independent and fiercely proud of their ability to resist
released into the hills. Magic to assist in travel and
both Ket and Tusmit. They are horsemen when
movement is specifically prohibited in the Hunt,
needed, and they do prize the horses raised by both
though they really have very little they can do to
nations for trade. The favored weapon of the
prevent it. It is a very dangerous affair, as the
Tribesmen is the Longspear, which provides them with
tribesmen take it very seriously and try to wound, kill
a weapon that is not only capable of being thrown for a
or otherwise prevent the quarry from reaching the
range attack but can also be set to receive a cavalry
final destination – killing is generally the last resort
charge.
but there is no real prohibition at work here, just a
societal inclination. Anyone who reaches the final
The tribesmen speak Baklunish with a pronounced
chosen destination are allowed to go free or win their
accent. They are generally contemptuous of “city folk”
point of contention with the tribes.
but find most forms of magic both interesting and
useful. Though they lack a formal education, for the
The Iron Shield: A mercenary company of light
most part, tribesmen are all very interested in the
cavalry and light infantry which generally numbers
world around them, far more so than your average
approximately 250 total troops. They hire themselves
villager or farmer. They take advice to heart, if it is
out in groups of 20, with 5 riders and 15 light infantry.
provided openly and with good reason but they
All of the troops are trained with mobility and speed in
frequently have to experience “mistakes” for
mind and are generally better at hit and run tactics
themselves. Much of this attitude is connected to the
rather than stand up fights. Most of the members of
strong worship of Istus and the concept of “fate” being
the Iron Shield have been in trouble with the law
a personal and vital element to any long and
before joining and seek to travel to distant lands for a
prosperous life.
variety of reasons – they are not questioned too closely,
although the Iron Shield will not accept anyone
accused of rape or serial murder.
And Battles to be Won Page 4
The Iron Shield is named for a shield of meteoric iron into it. As far as he is concerned, foreigners are
owned by Elir Bloodax, the Barbarian Elf founder of benighted, lawless individuals who deserve anything
the company. All prospective members must swear an bad that happens to them. It is his weakness for horse
oath upon the shield itself to uphold the honor and races that got him into the monetary troubles enabling
values of the company and it is reputed to have a the smugglers to entice him into their operation.
magical binding effect. Whether this is true or not Gradually, he slid toward Lawful Evil, his current
remains a mystery but Elir does call the shield alignment (he started Lawful Neutral). He now has a
Truthbinder. Members of the Iron Shield (upper small stable of fine racehorses that is the envy of his
ranks) are required to learn Sylvan – they use this counterparts in Sirthoq – he explains it away as good
tongue to communicate and write letters and notes for investments and race winning returns.
secrecy, reasoning that the majority of people
intercepting them cannot read it. Qazir is also a member of the Brotherhood of Sorcery
and uses his powers very discretely, so much so that
Standard Iron Shield Infantry: Str 14, Dex 14, Con this power is not known outside a very small circle of
14, Int 12, Wis 10, Cha 10. Uses a longsword and large his closest friends. That the Brotherhood suspects
shield, with a Composite Shortbow for range attacks. Qazir of some impropriety is not known to him, but he
Dressed in a chain shirt with good running boots (high has been informed of the problems in the hills and is
quality leather) and a moderate weight backpack. As a taking steps to ensure his participation is not
highly trained warrior, the tendency is to choose discovered.
Dodge and Mobility first, followed by Weapon Focus
and so on, together with Running at some point in the
later levels. The goal for most is to achieve Spring Adventure Synopsis
Attack as soon as possible. Many of the better Iron
Shield become Rogues for at least one level to practice Introduction: Approached by the daughter of the
Tumbling and their ability to attack from a flank. Iron Shield captain and asked to rescue him from
captivity – also asked by the Brotherhood of Sorcery (if
Brotherhood of Sorcery: The Brotherhood has noted needed).
rumors recently of slaves in Ket who do not conform
to the standards proscribed by the law. Their attempts Encounter #1: A trip from Lopolla to the Tusman hills
to track down the source have led to the Tusman Hills and probable escort by the Tribesmen to the Arena.
and a dead end. They hired the Iron Shield captain
over and above his standard contract and were hoping Encounter #2: Confrontation in the arena to start the
he could lead them to the contact in Ket. They are “Hunt of the Spear”.
truly sorry he has been captured, both for his sake and
their own information, and will be willing to provide Encounter #3: Getting out of the arena into the hills
both cash to the adventurers and information in order and moving away to escape
to have them free him from the Tribesmen.
Encounter #4: Moving through the hills and a fight
The Brotherhood is worried about this particular with a Griffin or three (at higher levels).
incident as they have a high-placed official in the area
who is both a member and powerful. He has not heard Encounter #5: Find the river that marks the edge of
or seen anything about this, or rather he has not the territory – crossing over and an encounter on the
reported anything. They are suspicious of him, but river or just beyond it with a small band of tribesmen.
cannot prove anything at this point. If he is involved,
however, it is in their best interest to bring him to Encounter #6: Confrontation with the corrupt
justice. Military Commander Qazir, who has been waiting for
them to get to Cracked Tree Pass.
Qazir Moquoth: A follower of Al’Akbar in the town of
Sirthoq (Lopolla Province, located directly beside the Conclusion: Thanks of the tribesmen (or not,
Tusmen hills) and a highly-placed member of the local depending on the choice) or freedom of the captives.
military, responsible for security in the region Payment and thanks from the Brotherhood of Sorcery
bordering on the Tusmen hills. Thus far, he has for the actions in breaking the band of smugglers.
reasoned his breach of the laws by virtue of the fact Possible alternate conclusion if the characters are
that he is only involved in smuggling out of Ket, not defeated or leave.
And Battles to be Won Page 5
company (20 men) of Iron Shield troops. She has no
valuables to offer, save a gold ring left by her mother as
Introduction a memento before her death but will be very grateful
for any assistance.
A slender figure moves through the crowd, dressed Her father, Ulric, was leading his mercenary company
in the casual way of foreigners in Ket. She pauses that was contracted to guard a caravan from Tusmit to
for an instant at the edge of a dark alley, the light of Ket. It was apparently waylaid by the hill tribes and
the sun fading away on the horizon. The woman her father and most of the mercenaries were captured
looks at the crowd with a worried expression on her – a letter of ransom was delivered to a nearby Kettite
face. military outpost and has just reached her. She has no
All this happens in an instant and then she is gone, funds, again, but wants to have her father rescued.
stepping down the alleyway. Adventurers are her only option, as the military of Ket
refuses to go into the hills on such a mission and the
It is early evening in Lopolla, the capital of Ket and the merchant was apparently killed in the ambush.
party is assumed to already be wandering together.
Alternatively, set the introduction in the Golden Jenna will lead the adventurers back to her room at the
Gryphon inn and have Jenna hesitate before heading Golden Gryphon Inn and talk with them there, should
upstairs to her room. they so desire. She can show them her possessions
(very orderly and located in a single large chest, with
Any PC may attempt a Spot check (DC 20) to note that some clothes laid out on shelving here) that contain
the woman was specifically looking at the adventurers nothing of any assistance.
just before she stepped into the alleyway. Any who
succeed may attempt a further Sense Motive (DC 22) to The letter reads as follows:
determine she was not worried but rather moving very
purposefully. “Jenna Ulricsdaughter,
Jenna is approximately 5’2”, 108 pounds, with dusty Your father is being held by us. Bring the ransom,
blonde hair and grey-green eyes. Her clothing is either you or your representatives, to the Cracked
foreign, though she does make some concessions to Tree Pass at high noon on the 7th day. Do not be
Kettite tradition and keeps herself mostly covered. At late.”
her waist is a rapier and dagger pairing. She has been
attending a private school in Lopolla for fencing, The letter is unsigned and there is absolutely no
somewhat not in keeping with local traditions but indication what the ransom might be. The paper is
allowances have been made because of her father. vellum – expensive but generally available in Ket. The
handwriting, if compared, can be determined to not be
Unbeknownst to Jenna, she is actually being followed Jenna’s father – who it is will remain a mystery (it is
by an invisible member of the Brotherhood of Sorcery, that of the Sub-Chieftain). Jenna does have some
Vezim. It will take a Spot check (DC 30) to determine papers her father left and will allow the adventurers to
the presence of this spellcaster, and a further Spot see these. They are written in Sylvan and detail
check (DC 20) to determine roughly where he stands. movements of the Iron Shield.
The surrounding street noise makes it almost
impossible (Listen check [DC 35] in the streets) to One sheet does have a letter to Elir (head of the Iron
detect his presence but it is slightly easier in the Shield) explaining the new contract to escort
alleyway (Listen check [DC25]). merchants for this season and the fact that it is for
nearly four times the going rate (2000 gp for the
If the adventurers do not do anything within a short season). Ulric was suspicious but needed the cash so
period of time, Jenna will return and beckon one of he accepted.
them, preferably the military looking types of the
group (if there are none that meet this description she To reach Cracked Tree Pass will require leaving in the
will choose someone at random). morning immediately if the party is walking, or one
day later if they are all on horseback. It will take two
It is Jenna’s hope to persuade the adventurers to try to days by horseback or three walking to reach the Pass.
rescue her father, a mercenary captain who leads a
And Battles to be Won Page 6
Vezim, the invisible member of the Brotherhood of
Sorcery, will reveal himself after listening outside the All APLs
room to the tale. He will knock on the door and
introduce himself accordingly. If spotted earlier he Jenna Ulricsdaughter: female human Ftr2/Rog1, 23
will not make any threatening gestures and attempt to hp; see Appendix One.
negotiate peacefully. He will reveal his connection to Vezim al’Hazid: male human Sor4, 21 hp; see
the Brotherhood and request the assistance of the Appendix One.
adventurers again if they have not agreed to help Alric; male human Brd1/Sor1/Bar2; hp 34; see
Jenna. Vezim can offer up to 50 gp per adventurer for Appendix One.
this task, for the security of Ket. Layta/Aethelia; female humans Brd2/Sor2; hp 16
each; see Appendix One.
If asked, he will indicate that the Brotherhood is
investigating the hills and is concerned about the latest
ambush. They have indications that there is something
illicit happening, indeed something rather repugnant,
Encounter One: Into the Hills!
though they have no proof. If pressed, and there are
no women present, he will indicate there are slaves
Travel through Ket is not difficult along the main
who are used for depraved purposes, not to mention
roads and three days pass quite quickly. Before
the fact that terrible drugs are also being smuggled.
long, the rugged Tusman Hills are visible.
(The actual type of drugs is not known and he will
If desired, have the characters establish a routine for
refuse to elaborate at all on what is happening with the
marching order and camps. They will pass a good
slaves). Any evidence that the adventurers can gather
amount of traffic (in both directions).
would be appreciated and perhaps even compensated
to a greater degree if it is very important.
Once they enter the Tusman Hills, it is probable that
the adventurers will be spotted and tracked by the
Should he be greatly pressed (fail any Sense Motive or
locals. A Wilderness Lore check (DC 16) roll is
opposed Diplomacy roll by 15 or more) or there is a
required per person in the party to disguise the entry.
member of the Brotherhood of Sorcery present, he will
Those with 5 ranks of Wilderness Lore or more can try
admit that two ransom notes were sent, one here and
to cover more than one set of tracks and the presence
one to Sirthoq. The recipient in Sirthoq is not known
of the other but it increases the difficulty by 4
but is presumably part of the smuggling operation.
(however it means the other does not have to roll). A
Another operative is working on that but the news is
party with horses has a situational modifier of +4 to
not expected for a few days, at a minimum (too late to
difficulty. If they are spotted, they will be surrounded
be of use).
during the night by a tribal hunting party (14 strong)
and given the option of either fighting or
Possible Interaction and Red Herrings (Do not use
surrendering.
these if you want to avoid this situation or if there
are any concerns about timing in the event):
In the event that the party tries to fight, the tribesmen
will have half their ranks farther back in the night
In the common room that night the party will be able
(about 80 feet). The first group will attempt to retreat,
to encounter a trio of traveling adventurers as well, if
while those further back cover them with arrow fire. It
they so desire. Alric, Layta and Aethelia are
is considered a clear, moonlit night for the purposes of
adventurers from the City of Greyhawk. They are
vision and the tribesmen have acclimatized enough to
friendly and interested in discussing events and ideas
not need a light.
about adventures. This is included strictly for role-
playing purposes – they have no bearing on the
If the party avoids being spotted, they can gradually
outcome of the module. Nevertheless, they can
make their way to the Cracked Tree Pass. There, a
interact and discuss whatever is presented to them – if
dozen waiting tribesmen can either be avoided or met
they are encountered in the common room they will
– if met they will be led to Encounter Two. If they
be discussing and looking at a treasure map they have
avoid them, they can listen to the conversation and get
just acquired. All three will be quite friendly with
the idea where the prisoners are located. Getting there
people, especially those of the opposite sex, though
will require two more Wilderness Lore rolls as above.
they do know the laws and traditions of Ket and can
follow them if they are so required.
And Battles to be Won Page 7
Any failure will mean being surrounded rapidly by a Chieftain of the Hands of Istus. This tribe is one of
dozen tribesmen. many in the hills and claims this territory.
The arena is noted in the module under the next
encounter, as are the guards associated with the Off to one side (Spot check [DC 20]) is a well crafted
prisoners (6 of them, three located at the entrance to stone doorway into the side of the hill (non-Dwarven
the prison room, three just outside in the arena). Once make, DC 10 stonecutting to recognize this). Beyond
freed, proceed to the next encounter as the Tribes will this door is a twenty foot stone corridor (rough
call a Hunt of the Spear to get everyone back. corridor but passable, ten feet wide) leading to an iron
bound door. Beyond is a small room (10 by 10) with a
Should the party be caught by the tribesmen, they will set of iron grills with a lock that leads to a larger room
be marched for 8 hours straight at a rapid pace and (20 by 20) where the 20 guards of the caravan are kept,
arrive at the arena at nightfall. If not caught, they will along with the Captain.
also arrive at this time, but on the next day.
A single party member will be allowed to visit the
APL 2 & 4 (EL 10) Captain and ask some questions (keep it brief). Captain
Ulric will say little, just that they are prisoners and
Tusman Tribesmen (14): Human male Bar1; hp 14; were all captured alive. The merchants in the caravan
see Appendix One are dead as far as he knows (they are not but nobody in
the tribes will admit to this). He did not know of the
smuggling until after they were captured and would
APL 6 & 8 (EL 12) never have accepted the job knowing that.
Tusman Tribesmen (14): Human male Bar2.Ftr1;
hp 30; see Appendix One All APLs
Should anyone be an obvious worshipper of Istus, they Wounded Iron Shield Guards; human males War2;
will be allowed to put questions to those escorting hp 17 (currently at 17 hp but 100 points of subdual
them and will be answered briefly but informatively damage from conditions).
(using the information from the module). Clerics of
Istus in particular will be treated with the utmost of Captain Ulric; human male Ftr5/Rog3, hp 62
respect and this will impact on later dealings – always (currently at 62 hp but 100 points of subdual damage
provide them with the most favorable of outcomes from conditions).
with the tribesmen, when at all possible (the tribesmen
will target them last, will surrender to them if possible, APL 2 & 4
etc.). Tusman Tribesmen: Human male Bar1; hp 14; see
Appendix One
Encounter Two: Test of the APL 6 & 8
Tusman Tribesmen: Human male Bar2.Ftr1; hp 30;
Spear – The Arena see Appendix One
The rocky hills are steep and treacherous to travel. If the visitor indicates they were hired by the
Small valleys cut through the hills and shadows Brotherhood of Sorcery or can make a Bluff check (DC
dance strange patterns on the rocks. Without 15) or higher, Captain Ulric will also add a few more
warning, over a dip in the hills, a huge natural details:
amphitheater lies ahead, almost 1000 feet in
diameter. Rough stones rise upward in a semi- 1) The Sub-Chieftain seems at least sympathetic to
circle, with layers of worn seating chipped into the the cause but Ulric and his men have been
hill here and there. A sizeable crowd of people unable to provide a satisfactory alibi for their
stand at the base, perhaps 300 strong. actions;
2) All of the slaves that were being carried in the
The party will be led to the middle of the arena. There, caravan (covered wagons) were released by the
they will be approached by the Sub-Chieftain and the Tribesmen and treated with kindness. The
two champions. He will introduce himself as the Sub-
And Battles to be Won Page 8
drugs were destroyed, after one sample was this combat and may choose as many or as few to enter
used on a merchant; – but the number of champions will not change.
3) He and his men will gladly try to follow anyone Should the party insult the Sub-Chieftain or otherwise
who wishes to lead them away but he cautions be very antagonistic, he will enter in place of one of the
that his guards are severely wounded and, champions at APL 2 or APL 6 (no modification to the
perhaps more importantly, exhausted. EL as this is self-inflicted). At APL 4 or APL 8 he will
ignore the party but also not heal them up afterward.
The caravan guards are all wounded and, if the
character present is able to cast healing magics, they The second part of the test is the Hunt of the Spear
will gladly accept. They are all alive and will heal in through the hills. Here, the resolve and cunning of the
time but magical healing is much better. Every one of participants will be tested. No magic of any type may
them is exhausted and somewhat weak but not really be used to modify or otherwise assist in movement of
all that badly off. the party (spirit of the request, not the literal meaning
in some ways). Furthermore, no mounts are allowed,
After questioning the captain and any of his men, the though animal companions can be kept (even if they
single party member will be returned to the arena and are mounts) and familiars. The tribes will chase the
the Sub-Chieftain will start negotiations. party after a head start determined by how well the
The Sub-Chieftain wants to know the following: adventurers perform in the combat in the arena. The
goal is to reach the edge of Cracked Tree pass before
1) Who are they? (He sent out two ransom demands, being caught by the Hands of Istus. Again, this is non-
one for the caravan guards and one for the lethal but if the party chooses to fight at any time, the
merchants in the caravan itself) Hands will respond in kind.
2) Did they bring the ransom? (He does not really
care at all, they are here to solve a problem for The Sub-Chieftain will be as helpful as he can about
him, not pay him in gold or other currency) the Hunt of the Spear, even to the point that he will
3) What do they know of the situation? (He is emphasize that the party should not rest. If asked or
specifically seeking to find out if they know of the concerns are mentioned, he can also share the fact that
smuggling and how they view it) Dire Wolves and Griffons are found in the hills and
4) Do they believe the caravan guards to be that the party should be on the lookout.
innocent? (He actually does but cannot convince
his tribe of that) Finally, at Cracked Tree Pass, the third part of the test
5) If they believe the caravan guards innocent, will will be undertaken. This is a test of intelligence and
they submit to the Test of the Spear? (He will not cunning, which will be presented, for the party to
elaborate upon it overly, simply to say it is a test of accomplish. No details will be provided at this point,
strength, cunning and endurance. The fates will no matter the questioning or provocation.
decide who should win – the tribesmen worship
Istus, after all) Acceptance and winning the test is the only regular
6) Should they not want to submit to the Test, do way to prove the innocence of the caravan guards.
they have any other acceptable proposals to free Winning requires two of the three tests to be won by
the guards? (These will require use of Regional one side.
Influence points. The guards can be released by
spending 6 points of influence with any single The test is intended to be entirely fair and honorable.
organization in Ket or 8 of combined Anyone who points out unfair conditions will be given
organizations. No other proposals will be due consideration and the Sub-Chieftain will change
accepted, though consideration should be given if conditions to be fair (in his eyes). This includes
they are actually incredibly well thought out and waiting until morning for the test of combat, to allow a
presented. This will alter the next sequence only good night’s sleep, healing the party after the combat
inasmuch as the Hunt of the Spear will not take in the arena so the Hunt is fair and providing the party
place but all the encounters will still go off) with both a map and a general idea of the location of
Cracked Tree pass.
The Test of the Spear is a three-fold test. First is that of
pure combat. The two champions of the tribe will fight The combat in the arena begins in the center (it is
the adventurers in the arena. The adventurers may about 1000 feet in diameter). Each side will line up
choose to use whatever means are at their disposal in facing one another, 30 feet apart. The arena surface is
And Battles to be Won Page 9
coarse sand, with a rocky base some two feet down. APL 6 (EL 8)
There is no cover until the edges are reached, where Champion 1: human male Bar3/Ftr4: hp 62; See
the walls are 8 feet high (smooth rock). Up in the Appendix One.
“stands” the tribe will all watch and cheer. The Sub- Champion 2: human male Sor1/Bar2/Ftr4: hp 53;
Chieftain (or the Champion who is not participating, See Appendix One.
should the Sub-Chieftain have entered) will
commence the fight by dropping a coin. Parties will
have three rounds of preparation out on the line if they
APL 8 (EL 10)
wish to cast spells, or anything up that point for those Champion 1: human male Bar5/Ftr4: hp 80; See
of longer duration. Appendix One.
Champion 2: human male Sor1/Bar4/Ftr4: hp 69;
Everyone stands in the arena, facing one another, See Appendix One.
the heat of the sun pounding down on the sand. A
single coin is tossed into the sky, with the combat If the Chieftain gets involved in the fight.
commencing when it hits the ground.
APL 2 & 4
Combat in the arena is not intended to be lethal. Sub Chieftain: human male Bar1/Ftr2/Clr1; hp 37;
Individuals may surrender at any time and a surrender See Appendix One.
of one does not mean surrender for the side. The party
will be given one hour afterward to rest and relax APL 6
before the rest of the test will take place. Sub Chieftain: human male Bar1/Ftr4/Clr1; hp 52;
See Appendix One.
The Champions and Sub-Chieftain are a higher EL
than is actually correct. To compensate, they will not
be making any attempt to kill the party members. In
APL 8
particular, they are all in the conspiracy of the Sub- Sub Chieftain: human male Bar2/Ftr6/Clr1: hp 76;
Chieftain, who wants the caravan guards to be proven See Appendix One.
innocent. As a result, they will pull any blows that
might cause death (after a blow that would cause death
or even unconsciousness, the NPC may make a Reflex Encounter Three: The Hunt of
save (DC 15) to stop the blow from connecting. This
automatically becomes a Sense Motive check (DC 10 +
the Spear
damage prevented) from the PC, otherwise they are
obliged to surrender). The arena is now but a memory. It is hot in the
hills and a slight breeze is all that can be felt. The
Any tribesmen combatant will surrender on their next border seems an eternity away as another cliffside
action if reduced to 3 hp or less. They will not target rises up, blocking the path out of the territory of
any woman unless she is an obvious foreigner or unless the Hands of Istus.
she has attacked them in hand-to-hand.
The Hunt of the Spear will begin 8 hours after the
APL 2 (EL 4) combat in the arena, less one hour for every round
beyond the first that the combat requires. A loss in the
Champion 1: human male Bar1/Ftr2: hp 28; See
combat will not be considered detrimental, though this
Appendix One.
will not be explained beforehand. The minimum head
Champion 2: human male Sor1/Bar1/Ftr1: hp 24;
start is one hour. The horses and other equipment will
See Appendix One.
be removed before the arena combat and taken to the
head of Cracked Tree Pass at a very fast pace.
APL 4 (EL 6)
Champion 1: human male Bar1/Ftr4: hp 44; See When the Hunt of the Spear begins, emphasis should
Appendix One. be placed on the groups of warriors gathering and the
Champion 2: human male Sor1/Bar2/Ftr2: hp 39; excitement that is building. The trip through the hills
See Appendix One. is tough as the most direct route will go over the hills
themselves. A road trip is possible but it will actually
add a lot of time (though preferable under normal
And Battles to be Won Page 10
circumstances). The conditions of the hills are such The result of each hours roll is rounded down to the
that it is possible to “hustle” for a number of hours nearest 10’s digit (i.e. 8 becomes 0, 14 becomes 10, and
equal to two plus the constitution bonus of the 28 becomes 20) and added to the previous rolls. Once
character in question. After this, two hours of normal 12 is reached, move to the next encounter. After it has
movement or one of rest must be employed before been resolved, return to the calculations. When 24 is
hustling for another hour. If the character ignores this equaled or exceeded, the party has reached the river
restriction, they will take one point of temporary and is just south of the crossing point. The river is
constitution damage and 1d6 subdual damage (DC 14 about 100 feet wide, running very, very fast.
Fort save to halve the damage but no way to avoid the
loss of constitution) for each hour of hustling beyond All APL
the endurance limits. Characters with the Endurance Use Tribesmen stats from Encounter Two
feat can “hustle” for twice the amounts noted above and
will not be subject to temporary constitution damage
during a hustle.
Encounter Four: Clipped Wings
The Hunt is actually going to be deliberately diverted
by the Sub-Chieftain, who wishes to prove the caravan Before you is the mangled body of a once majestic
guards innocent. The only exception is if the griffon. The body seems almost cut in half. The
characters choose to rest for a total of more than 4 beast that did this must be truly fiendish in nature.
hours. At the end of the 4th hour, a group of 10
huntsmen will spy the characters – unless they are With the proper skill checks, the PC’s can determine
taking some extraordinary precautions (Rope Trick or that the griffon was attacked with claws (pincers
other extra-dimensional escapes are the most obvious). perhaps) from a large sized creature. The body has been
The tribesmen will start about 180 feet distant here for about a week. Scavengers have been about
(impossible Listen Checks, DC 22 Spot to checks to picking at the carcass.
notice them) and move in to a distance of 90 feet (3
rounds of checks for the people on watch). There, they Weather, as well as the tracks of other creatures over
will fire in 3 arrows each over three rounds, using the past week have obscured the tracks of the creature
cover to improve their own AC’s by 4 each. If hard- that did this.
pressed, the tribesmen will retreat away. After firing
the three arrows each, they will retreat. One hour later, No other information can be determined.
another 10 will arrive and use the same tactics. This is
repeated a total of 3 times (including the original
attack), after which the party will be left alone.
Encounter Five: Confrontation
If the party attempts to enter melee with the at the River
Tribesmen, they will simply retreat on their next
action. There is no reason for them to engage the party A tall tribesmen steps forward on the opposite side
in a straight up fight and they are just seeking to harass of the river, staring at the party and the river
and make life miserable for people. crossing. Behind him are a collection of six other
tribesmen, all smiling and pointing in your
The time it takes for the party to get to the river is the direction.
goal in this case. It is a Wilderness Lore (DC 15) roll
each hour with the following modifiers: This tribesmen are from the Spear of Fate, a
neighboring tribe, and has nothing to do with the
+2 for hustling Hunt of the Spear. Their leader merely seeks to have a
+2 situational bonus for using helpful magical spells challenging fight and perhaps an interesting
(which the tribes cannot prevent despite their afternoon. He knows of the Hunt of the Spear but
demands) does not know anything about the caravans, just that
+0 for regular movement they were passing through the territory of the Hands
-2 for any four-legged companions who weight more of Istus, not his area. This river is actually neutral
than 35 lbs (too heavy to carry easily, will need to territory, passing through the lands of both tribes. He
modify the path accordingly)
-8 for resting.
And Battles to be Won Page 11
has to stay near it to stay out of the territory of the The fight is over when one or the other side surrenders
Hands of Istus but otherwise has free reign. or falls unconscious. If either party falls unconscious,
they must also make a Reflex save (DC 15) not to fall in
The river crossing is a series of narrow (5 feet wide, 5 the river.
feet long) floating wooden planks, water-soaked and
slick. They are lashed together very securely with If asked, these tribesmen will escort the party to
thick ropes (hardness 5, hp 30 to break). Cracked Tree Pass (they find it amusing to help out
those in trouble with another tribe) in a matter of two
The tribesman will request to face a champion of the hours. Otherwise, continue with the cumulative rolls
party on the crossing itself. The fight should be fair (no until 30 is reached.
outside magic cast into it, but buffing will be allowed)
and non-lethal (eg. subdual damage only). He uses a Should the party avoid the river crossing or come up
quarterstaff (two-weapon style). with another way to cross (entirely possible), the
tribesmen in this Encounter will greet them on the
*** Note: Since this is not part of the Hunt of the other side (they are watching the river for strangers in
Spear, magical enhancement is allowed as detailed any event) and challenge them to a combat
above. The characters should be warned, however, that nonetheless, save no special rules.
they will not be participating in the spirit of the Hunt
if they continue on afterward with those enhancement If the party insists on starting a fight with them in
spells still in place. some fashion, they will respond in kind. Use stats for
the six regular tribesmen from Encounter Two for the
Because of the narrow crossing over the river, slick and appropriate APL. The EL of the encounter will not
not entirely steady, the fight requires a Balance check change as this will essentially be self-inflicted. Because
at the beginning of each round, save the first (they will of the fact that the champion will not be trying to kill
start by tapping weapons against the other’s, and then the party, just have a good fight, the EL has been
commence, which is slow enough to avert the check in reduced by one.
the first round). Both combatants will be tied to the
side of the bridge (to prevent being swept away in the Once they are finished with the fight, a member of the
river if they fall in). It is assumed that both sides will opposing side will offer to cure the damages inflicted
be able to prevent themselves from falling with some in the fight. This will take the form of up to 3 cure
caution being applied. light wounds spells cast at 3rd level of effect (they are
actually faith healing, so if the particular player
River Combat Rules: The character in question must worships Istus, they will get 11 hp per casting
succeed at a Balance check (DC 22) to avoid the automatically) and 1 cure moderate wounds spell cast
following penalties for fighting on the crossing. The at 3rd level of effect.
roll is made at the beginning of every round.
APL 2 (EL 2)
River Fight Penalties: –2 AC, -2 Attack and –4
Dexterity. Spear of Fate Champion; human male Bar1/Ftr2;
hp 30; See Appendix One.
Situational Modifiers to the Balance Check (Feat
Situational bonuses only apply once, even if the
character has both feats):
APL 4 (EL 4)
Feats of Combat Reflexes or Dodge: +5 situational
bonus Spear of Fate Champion; human male Bar1/Ftr4;
Feats of Weapon Finesse (Weapon being used) or hp 46; See Appendix One.
Ambidexterity (Natural not virtual): +5 situational
bonus APL 6 (EL 6)
Feats of Lightning Reflexes or Acrobatic: +5 situational
bonus Spear of Fate Champion; human male Bar1/Ftr6;
Light or No Armor: +2 situational bonus hp 62; See Appendix One.
Fighting Defensively: +2 situational bonus
Medium Armor: -2 situational penalty APL 8 (EL 8)
Heavy Armor: -4 situational penalty
And Battles to be Won Page 12
feet, probably a familiar or something of that nature) or
Spear of Fate Champion; human male Bar1/Ftr8; (DC 30) for somebody from a longer distance to spot
hp 80; See Appendix One. the fact that one of the people is dead. Anyone so
Treasure: (The Champion provide any who defeat him informed may make a Spot check (DC 15) just before
with a handful of jewels worth 50 gp per player. Qazir and his bodyguard(s) fire the arrows (note the
modifier above for suspicions) – success means they
APL 2: L: 0 gp; C: 50 gp; M: 0 gp too can act in the surprise round.
APL 4: L: 0 gp; C: 50 gp; M: 0 gp
APL 6: L: 0 gp; C: 50 gp; M: 0 gp As you approach, the tribesmen turn to watch you.
APL 8: L: 0 gp; C: 50 gp; M: 0 gp Without warning, they raise their bows and loose
shots in a single fluid motion!
Encounter Six: The Final Qazir got the note of ransom for the merchants in the
caravan and wants to ensure nobody survives to blow
Challenge his little operation wide open. He is a corrupt and
venal man who believes that his word is law to the
In the distance, perhaps five hundred feet away, a extent that whatever he decides must simply be
trio of tribesmen awaits the party at the entrance to correct. His slide towards evil is a complete one. He
Cracked Tree Pass. One is leaning up against a will not simply try to incapacitate the party, but rather
hillside while the other two are seated on outright kill them, for fear of witnesses.
horseback and talking amongst themselves,
examining a gleaming chainmail hauberk. The bodyguard(s) all act the moment the party gets
within his first range increment. At that point they
This is the site of the mental challenge but it will (he) will unleash with a single shot on anyone not
actually not take place. It was to be a test of riddles and wearing armor (presuming they are a spellcaster).
require the party to win three before the other side did Qazir will be expecting the bow shot and get a single
so. Qazir killed the three tribesmen waiting and has shot off that round as well, on the same target. As the
propped one of them up against the hill (This is his party has approached he has cast all of his noted spells
second bodyguard at the higher APLs). for improvement purposes.
It is a Knowledge check (DC 22 [Knowledge Ket or This is a tough fight as Qazir has had the opportunity
Knowledge Tusmit]) to remember that the tribesmen to prepare and ready himself and his companion,
use light armor in general (and to think to check to see which would normally raise the EL, given the potential
if what is being held is heavier – it is full chain, so for ambush as well. There is one main factor to
heavier than standard for tribesmen). Any characters consider however: the bodyguard(s) are just in this for
remembering this will receive a +6 situational modifier the money. If reduced to ½ hp or less, they will
to their Spot Roll to act in the surprise round because surrender (or try to do so, at least). In addition, Qazir
they will be suspicious. Unless they specifically ask to believes he is safe from any possible retribution or
remember this fact, however, they will not think to backlash by virtue of his position – if anyone reveals
share their suspicions (it will just be “feeling”). Any that the Brotherhood hired them, he will be
with whom this knowledge has been shared get the automatically stunned for one round and unable to act.
same bonus.
The ambushers are mounted when they begin but have
nd
Qazir is taking the place of the 2 tribesman and his no intentions of using the horses. They will suffer no
bodyguard(s) that of the 3rd. They will greet the party negatives during the first turn from firing on
at a distance of 100 feet with a pair of bow shots from horseback (there are no negatives in any event). Both
stationary horseback, then dismount for the regular horses are hobbled and have been pacified for this
combat. The animals of the party are tied up securely result.
some 50 feet beyond Qazir and his bodyguard. Any
animal companions sent along have been drugged and Qazir has undertaken the following (under cover of the
knocked out (but not killed) with a total of 20 hp of “conversation” – no roll for Spellcraft unless the party
subdual damage beyond their regular hp. It is a Spot voices suspicions):
check (DC 20) for a creature that gets close (within 100
Pre-Cast Spells:
And Battles to be Won Page 13
Sethqar; human male Ftr5; hp 39; see Appendix
APL 2, APL 4, APL 6: Mage Armor, Shield (on One.
himself) Yorick: human half-orc Ftr5; hp 44; see Appendix
One.
APL 8: As above, but Cat’s Grace on all 3 as well.
Treasure (the two horses are worth 40 gp per
Qazir will also attempt to dismount as a free action on adventurer if returned alive to the authorities in Ket,
the first turn – if he fails it is still a move equivalent this is not included below and is dependent on their
and he can use the mount for cover (+4 AC generally). actions) The authorities from Ket will impound all of
the equipment from both Qazir and Sethqar but
Sethqar (and Yorick if present) have very little to provide the party with compensation. Note that this is
prepare, but have hobbled the horses to use as partial outside Ket and therefore the party is not subject to the
cover (+4 AC) while first firing at the party. The first laws for any actions they have taken:
actions after the surprise round will be to dismount
(hopefully as a free action) and use that cover. APL 2: L: 140 gp; C: 40 gp; M: 0 gp
APL 4: L: 138 gp; C: 40 gp; M: +1 Scimitar (193 gp
Stats are provided for the horses as they may be per character)
targeted. APL 6: L: 200 gp; C: 40 gp; M: +1 Scimitar (193 gp
per character); +1 Mighty Composite Longbow (+2)
All APL’s (217 gp per character)
Light Warhorses (2); Large Animal; hp 22 each; see APL 8: L: 150 gp; C: 40 gp; M: +1 Scimitar (193 gp
Monster Manual, page 197. Hobbled horses need a DC per character); +1 Mighty Composite Longbow (+2)
20 Strength check to break free. Ropes used to hobble (217 gp per character); +1 Mighty Composite Longbow
them are standard and can be cut free easily by any (+2) (217 gp per character)
bladed weapon.
APL 2 (EL 4) Conclusion A: The Prisoners
Qazir: human male Ftr2/Sor1; hp 25; see Appendix Freed
One.
Sethqar; human male Ftr1; hp 11; see Appendix It is not long before everyone notices a cloud of
One. dust in the distance and the thunder of hooves.
Riding toward you under the banner of Ket are
APL 4 (EL 6) Vezim and Jenna.
Qazir: human male Ftr4/Sor1; hp 41; see Appendix If the DM truly wishes, he can make the party roll a
One. Spot or Listen check (DC 5) to notice the approaching
Sethqar; human male Ftr3; hp 25; see Appendix horsemen but this is really not terribly important.
One.
Vezim and Jenna will ride up some 10 minutes after
APL 6 (EL 8) the combat takes place, with a squad of Threshers (10)
in tow, as well as 10 local military outriders (Light
Qazir: human male Ftr4/Sor3; hp 51; see Appendix Cavalry, treat as identical to Iron Shield Infantry, save
One. that they are armed with Scimitars and Composite
Sethqar; human male Ftr4; hp 32; see Appendix Shortbows). Vezim will apologize for not getting here
One. in time and be pleased to take Qazir into custody (alive
Yorick: human half-orc Ftr2; hp 18; see Appendix or dead). The Threshers will be out of their
One. jurisdiction and are only interested in the corrupt
garrison commander. They will ignore any breaches of
Ket law (because, after all, this is not Ket but just
APL 8 (EL 10) outside the borders) however explain what actions
might mean to foreigners. They will be displeased if
Qazir: human male Ftr5/Sor4; hp 64; see Appendix either has been killed, but only in as much as they
One.
And Battles to be Won Page 14
should be forced to work in the mines, not allowed an their equipment. However, thanks to the rapid
early release. approach of Vezim and Jenna, they will be kept alive
and a Tracking Roll (DC 15) will find all of their
Vezim will present all party members who actively equipment dumped in a nearby cave, save the most
helped with a small piece of silver jewelry (a tiny valuable magical item (1 per character is taken). If the
scimitar in silver with an onyx hilt), a token of the Tracking Roll does not succeed, let them stew for a
Brotherhood of Sorcery (influence point with the short time and then the Tribesmen arrive to find it.
Brotherhood and a value of 25gp). He will be very
pleased by the fact that the caravan guards are to be In this case, the prisoners will still be freed but Vezim
freed and that the smugglers have been stopped. will not present his favor – Jenna will still do so and
Should the party know that some of the caravan the Sub-Chieftain may, depending on the actions as per
merchants are still alive (or suspect as much) they may Conclusion A above.
inform him. He will then provide an additional 50 gp
of compensation to the party (each) for this The End
information and hope to negotiate with the tribe to go
further down the chain of command.
Jenna will thank the party with a gift of her weapon,
Experience Point Summary
the dagger Silentstrike. To award experience for this adventure, add up the
values for the objectives accomplished. Then assign the
Later that day (about two hours later) the Sub-Chieftain experience award. Award the total value (objectives
and the Champions from the arena will arrive with the plus role-playing) to each character.
caravan guards and Captain Ulric in tow. The
tribesmen will be shocked by the death of their Encounter Two: Test of the Spear: The Arena
companions before the test could be administered but Fight in the Arena (win or lose)
thank the party for their actions (presuming they were
honorable). APL 2 - 120 xp
APL 4 - 180 xp
If the party has participated within the spirit of the APL 6 - 240 xp
Test of the Spear, they will each be provided with a APL 8 - 300 xp
Favor of Istus from the Sub-Chieftain. This includes
the Confrontation at the River and all of the other Encounter Five: Confrontation at the River
restrictions on the Test (eg. no movement magic Fight the Champion from the Spears of Fate
employed and so on).
APL 2 - 60 xp
Treasure: APL 4 - 120 xp
APL 6 - 180 xp
All APL’s: L: 0 gp; C: 50 gp; M: Silentstrike (275 gp per APL 8 - 240 xp
character)
Encounter Six: The Final Challenge
Conclusion B: Failure Defeat Qazir and his bodyguard(s)
It is entirely possible that the party will be stymied at APL 2 - 120 xp
some point or defeated by Qazir. Should they be APL 4 - 180 xp
defeated or otherwise concede before reaching Qazir, APL 6 - 240 xp
they will be unharmed but the prisoners will not be APL 8 - 300 xp
released. There will be no gift from either Vezim or
Jenna, but the party will be alive and able to leave in
one piece. Story Award
Free the captives or work to prevent smuggling
If the party reaches Qazir only to be defeated there,
they will be left alive. All of their animals and animal APL 2 - 60 xp
companions will be killed and they will be stripped of APL 4 - 60 xp
And Battles to be Won Page 15
APL 6 - 60 xp attempt to use the item blindly. If the magic item is
APL 8 - 60 xp 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
Discretionary role-playing award increase at the end of the adventure. Write the total in
the GP Gained field of the adventure certificate. Because
APL 2 - 90 xp this is a Regional scenario, characters may spend
APL 4 - 135 xp additional Time Units to practice professions or create
APL 6 - 180 xp items immediately after the adventure so this total may
APL 8 - 225 xp be modified by other circumstances.
Total possible experience: Treasure Key:
APL 2 - 450 xp L = Looted gear from enemy; C = Coin, Gems, Jewelry,
APL 4 - 675 xp and other valuables; M = Magic Items.
APL 6 - 900 xp
APL 8 – 1,125 xp Introduction
Accepting the task of investigating
Treasure Summary
APL 2: L: 0 gp; C: 50 gp; M: 0 gp
During an adventure, characters encounter treasure, APL 4: L: 0 gp; C: 50 gp; M: 0 gp
usually finding it in the possession of their foes. Every APL 6: L: 0 gp; C: 50 gp; M: 0 gp
encounter that features treasure has a “treasure” section APL 8: L: 0 gp; C: 50 gp; M: 0 gp
within the encounter description, giving information
about the loot, coins, and magic items that make up the Encounter 5: Confrontation at the River
encounter’s treasure. Defeat the Spear of Fate Champion
The loot total is the number of gold pieces each character
gains if the foes are plundered of all their earthly APL 2: L: 0 gp; C: 50 gp; M: 0 gp
possessions. Looting the bodies takes at least 10 minutes APL 4: L: 0 gp; C: 50 gp; M: 0 gp
per every 5 enemies, and if the characters cannot take APL 6: L: 0 gp; C: 50 gp; M: 0 gp
the time to loot the bodies, they do not gain this gold. If APL 8: L: 0 gp; C: 50 gp; M: 0 gp
you feel it is reasonable that characters can go back to
loot the bodies, and those bodies are there (i.e., not Encounter 6: The Final Challenge
carted off by dungeon scavengers, removed from the Defeat Qazir and his bodyguard(s)
scene by the local watch, and so on), characters may
return to retrieve loot. If the characters do not loot the APL 2: L: 140 gp; C: 40 gp; M: 0 gp
body, the gold piece value for the loot is subtracted from APL 4: L: 138 gp; C: 40 gp; M: +1 Scimitar (193 gp
the encounter totals given below. per character)
The coin total is the number of gold pieces each APL 6: L: 200 gp; C: 40 gp; M: +1 Scimitar (193 gp
character gains if they take the coin available. A normal per character); +1 Mighty Composite Longbow (+2)
adventuring party can usually gather this wealth in a (217 gp per character)
round or so. If for some reason, they pass up this APL 8: L: 150 gp; C: 40 gp; M: +1 Scimitar (193 gp
treasure, the coin total is subtracted from the encounter per character); +1 Mighty Composite Longbow (+2)
totals given below. (217 gp per character); +1 Mighty Composite Longbow
Next, the magic items are listed. Magic item treasure is (+2) (217 gp per character)
the hardest to adjudicate, because they are varied and
because characters may want to use them during the Conclusion A: The Prisoners Freed
adventure. Many times characters must cast identify,
analyze dweomer or similar spell to determine what the All APL’s: L: 0 gp; C: 50 gp; M: Silentstrike (275 gp
item does and how to activate it. Other times they may per character)
And Battles to be Won Page 16
Adventure Maximums
APL 2: 300 gp
APL 4: 600 gp
APL 6: 800 gp
APL 8: 1225gp
And Battles to be Won Page 17
Appendix I: NPC’s +2, Wilderness Lore +4; Dodge, Mobility, Weapon
Focus Greatsword,
Special Qualities: Rage: +4 Str, +4 Con, -2 AC for 7
Introduction: rounds. Afterward, -2 Str, -2 Dex for duration of
All APL’s encounter.
Jenna Ulricsdaughter; female human Ftr2/Rog1: Bard Spells: (2): O Lvl: Daze, Detect Magic, Light,
CR 3; Medium Human (5’ 2” tall); hp 21; Init +3; Spd 30 Mage Hand
ft; AC 17 (+4 for Chain Shirt, +3 Dex); Atks +5 two- Sorceror Spells: (5/4): O Lvl: Daze, Disrupt
weapon melee (d6 [crit 18-20] [x2], masterwork rapier) Undead, Ray of Frost, Read Magic 1 Lvl: Mage Armor,
and +4 two-weapon melee (d4 [crit 19-20] [x2], True Strike
masterwork dagger); Face/Reach 5 ft. x 5 ft./5 ft.; SA Possessions: Masterwork Greatsword, Backpack,
Sneak Attack +1d6; SQ None; AL CG; SV Fort +4, Ref bedroll, flint & steel, 3 days rations, watersack, lantern,
+5, Will +0; Str 10, Dex 16, Con 12, Int 12, Wis 10, Cha 3 steel flasks of oil, Light Crossbow, 20 bolts.
14.
Skills and Feats: Balance +7, Climb +6, Diplomacy Knifespray, Familiar; snake; Tiny magical animal;
+6, Escape Artist +7, Hide +7, Jump +6, Languages: CR 1/6; Hp 17; 1/4d8; Init +3 (Dex); Spd 15 ft, climb or
Baklunish, Common, Search +5, Sense Motive +4, Spot swim as well; AC 18 (+2 size, +3 Dex, +3 natural armor);
+4, Tumble +7, Use Rope +7; Dodge, Mobility, Weapon +4 melee (0 [crit 20] [x2] bite, poison, DC 11 Fort save
Finesse (Rapier), Ambidexterity, Two Weapon Combat. or 1d6 Con); Face/Reach 2 ½ ft. x 2 ½ ft./0 ft.; SA
Special Attack: Sneak Attack +1d6 if opponent is None; SQ Familiar defences; AL N; SV Fort +3, Ref +6,
flanked or denied dex. Will +6; Str 6, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Possessions: Chain Shirt, Backpack, Masterwork Skills, Feats: Balance +11, Climb +12, Hide +18,
Rapier, Masterwork Dagger, Gold Ring. Listen +8, Spot +8; Weapon Finesse (Bite).
Special Qualities: Improved Evasion: Successful
Vezim al’Hazid, Brotherhood of Sorcery; male Ref save for half results in no damage, only take half on
human Sor4: CR 4; Medium Humanoid (5’ 6” tall); hp failed save.
21; Init +3; Spd 30 ft; AC 13 (+3 Dex); Atks +3 melee Share Spells: Can Cast personal spells on familiar
(d4, [crit 19-20] [x2], masterwork dagger); or +5 ranged Empathic Link: Can communicate up to one mile
(d8 [crit 19-20] [x2] masterwork light crossbow); distant.
Face/Reach 5 ft. x 5 ft./5 ft.; SA None; SQ None; AL
LG; SV Fort +2, Ref +4, Will +4; Str 10, Dex 16, Con 12, Layta/Aethelia: female human Brd2/Sor2; CR 4
Int 10, Wis 10, Cha 16. each; Medium Humanoid (5’ 10” tall); hp 16; Init +6
Skills and Feats; Concentration +8, (Dex, Improved Initiative); Spd 30 ft; AC 12 (+2
Knowledge (Arcana) +7, Languages: Baklunish, Dexterity); Atks +5 melee (d6, [crit 18-20] [x2],
Common, Spellcraft +7; Dodge, Point Blank Shot, masterwork rapier); or +5 ranged (d8 [crit 20] [x3]
Precise Shot longbow); Face/Reach 5 ft. x 5 ft./5 ft.; SA: none; SQ:
Spells: (6/7/4): O Lvl: Daze, Detect Magic, Light, Ray Bardic Music, Bardic Knowledge; AL CG; SV Fort +0,
of Frost, Read Magic, Resistance 1 Lvl: Expeditious Ref +6, Will +6; Str 10 Dex 16 Con 10 Int 10 Wis 12
Retreat, Mage Armor, Magic Missile. 2 Lvl: Invisibility Cha 17.
Possessions: Masterwork Dagger, Mastwork Light Skills and Feats: Concentration +7, Knowledge
Crossbow, 20 bolts, Signet Ring (Brotherhood of (arcana) +7, Languages: Common, Perform +8,
Sorcery). Spellcraft +7, Tumble +8; Combat Reflexes, Improved
Initiative, Weapon Finesse Rapier.
Alric; male human; Brd1/Sor1/Bar2; CR 4; Medium Bard Spells: (3/1): O Lvl: Daze, Detect Magic,
Humanoid (6’ 3” tall); hp 34; Init +2; Spd 40 ft; AC 12 Light, Mage Hand, Prestidigitation 1 Lvl: Cure Light
(+2 Dexterity); Atks +7 melee (2d6+4, [crit 19-20] [x2], Wounds, Sleep
masterwork greatsword); or +4 ranged (d8 [crit 19-20] Sorceror Spells: (6/5): O Lvl: Daze, Disrupt
[x2] light crossbow); Face/Reach 5 ft. x 5 ft./5 ft.; SA: Undead, Flare, Ray of Frost, Read Magic 1 Lvl: Mage
none; SQ: Rage 1/day, Fast Movement, Uncanny Armor, Shield
Dodge (Dex bonus to AC), Bardic Music, Bardic Possessions: Masterwork Rapier, Backpack,
Knowledge; AL CG; SV Fort +5, Ref +4, Will +3; Str 17 bedroll, flint & steel, 3 days rations, watersack, lantern,
Dex 14 Con 14 Int 8 Wis 8 Cha 14. 3 steel flasks of oil, Longbow, 20 arrows.
Skills and Feats; Handle Animal +7, Intimidate +7,
Jump +8, Languages: Common, Perform +5, Spellcraft
And Battles to be Won Page 18
Grin and Twist, Familiars; snake; Tiny magical Spring Attack, Weapon Focus longsword, Weapon
animal; CR 1/6; Hp 8; 1/4d8; Init +3 (Dex); Spd 15 ft, Specialization longsword.
climb or swim as well; AC 18 (+2 size, +3 Dex, +3 Possessions: None.
natural armor); +4 melee (0 [crit 20] [x2] bite, poison,
DC 11 Fort save or 1d6 Con); Face/Reach 2 ½ ft. x 2 ½ APL 2, 4
ft./0 ft.; SA None; SQ Familiar defences; AL N; SV Fort Tusman Tribesmen; male humans Bar1: CR 1;
+2, Ref +6, Will +6; Str 6, Dex 17, Con 11, Int 1, Wis 12, Medium Humanoid (5’ 9” tall); hp 14; Init +2; Spd 40 ft;
Cha 2 AC 15 (+3 for Studded Leather, +2 Dex); Atks +5 melee
Skills, Feats: Balance +11, Climb +12, Hide +18, (d8+4, [crit 20] [x2], longspear); or +4 ranged (d8 [crit
Listen +8, Spot +8; Weapon Finesse (Bite). 20] [x3] longbow); Face/Reach 5 ft. x 5 ft./5 ft.; SA
Special Qualities: Improved Evasion: Successful None; SQ Rage 1/day, Fast Movement; AL CG; SV Fort
Ref save for half results in no damage, only take half on +3, Ref +2, Will +0; Str 16, Dex 14, Con 14, Int 10, Wis
failed save. 10, Cha 10.
Share Spells: Can Cast personal spells on familiar Skills and Feats: Hide +6, Intuit Direction +4,
Empathic Link: Can communicate up to one mile Languages: Baklunish, Common, Move Silently +6,
distant. Spot +4, Wilderness Lore +4; Tracking, Weapon Focus
Longbow, Weapon Focus Longspear
Encounter #2: Special Qualities: Rage: +4 Str, +4 Con, -2 AC for 7
All APL’s rounds. Afterward, -2 Str, -2 Dex for duration of
Wounded Iron Shield Guards: male humans War2: encounter.
CR 1; Medium Humanoid (5’ 7” tall); hp 17 (currently Possessions: Longspear, Longbow, 40 arrows,
have 100 hp of subdual damage as well, effectively at – Studded Leather Armor.
80 hp – mostly from the effects of food and water
shortages); Init +2; Spd 30 ft; AC 17 (+4 for Chain Shirt, APL 6, 8
+2 Dex, +1 for Small Shield – no equipment or Tusman Tribesmen; male humans; Bar2/Ftr 1: CR
weapons at this point, they have been stripped by the 3; Medium Humanoid (5’ 9” tall); hp 30; Init +2; Spd 40
Tribesmen); Atks +5 melee (d8+2, [crit 19-20] [x2], ft; AC 15 (+3 for Studded Leather, +2 Dex); Atks +8
longsword); or +4 ranged (d6 [crit 20] [x3] Composite melee (d8+4, [crit 20] [x2], masterwork longspear); or
Shortbow); Face/Reach 5 ft. x 5 ft./5 ft.; SA None ; SQ +6 ranged (d8+3 [crit 20] [x3] Mighty Strength
None; AL LG; SV Fort +5, Ref +2, Will +0; Str 14, Dex longbow); Face/Reach 5 ft. x 5 ft./5 ft.; SA None; SQ
14, Con 14, Int 12, Ws 10, Cha 10. Rage 1/day, Fast Movement; AL CG; SV Fort +7, Ref
Skills and Feats: Climb +7, Jump +7, Languages: +2, Will +0; Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha
Baklunish, Common, Spot +2, Swim +7; Dodge, 10.
Mobility. Skills and Feats: Climb +8, Hide +7, Intuit
Possessions: None. Direction +5, Languages: Baklunish, Common, Move
Silently +7, Spot +5, Wilderness Lore +5; Dodge,
Captain Ulric: male human Ftr5/Rog3: CR 8; Mobility, Tracking, Weapon Focus Longbow, Weapon
Medium Humanoid (6’ 0” tall); hp 62 (currently has Focus Longspear
100 hp of subdual damage as well, effectively at –38 hp Special Qualities: Rage: +4 Str, +4 Con, -2 AC for 7
– mostly from the effects of food and water shortages); rounds. Afterward, -2 Str, -2 Dex for duration of
Init +2; Spd 30 ft; AC 17 (+5 for +1 Chain Shirt, +2 Dex, encounter.
+2 for +1 Small Shield – no equipment or weapons at Possessions: Masterwork Longspear, Mighty
this point, has been stripped by the Tribesmen); Atks Strength (+3) Longbow, 40 arrows, Studded Leather
+11/+6 melee (d8+5, [crit 19-20] [x2], +1 longsword); or Armor.
+9/+4 ranged (d6+2 [crit 20] [x3] Mighty Composite
Shortbow); Face/Reach 5 ft. x 5 ft./5 ft.; SA None ; SQ APL 2, 4
Evasion, Sneak Attack +2d6, Uncanny Dodge (Dex Sub-Chieftain Menthek; male human
bonus to AC); AL LG; SV Fort +7, Ref +6, Will +2; Str Bar1/Ftr2/Clr1: CR 4; Medium Humanoid (6’ 2” tall);
14, Dex 15, Con 14, Int 14, Ws 11, Cha 10. hp 37; Init +1; Spd 40 ft; AC 15 (+4 for Chain Shirt, +1
Skills and Feats: Climb +9, Decipher Script +7, Dex); Atks +8 melee (d8+4, [crit 20] [x2], masterwork
Handle Animal +7, Innuendo +5, Jump +10, Languages: longspear); or +6 ranged (d8 [crit 20] [x3] masterwork
Baklunish, Common, Sylvan, Spot +8, Swim +8, longbow); Face/Reach 5 ft. x 5 ft./5 ft.; SA None; SQ
Tumble +10; Dodge, Expertise, Mobility, Running, Rage 1/day, Fast Movement, Cleric of Istus; AL CG; SV
And Battles to be Won Page 19
Fort +9, Ref +1, Will +3; Str 16, Dex 12, Con 14, Int 10, +3, Will +7; Str 17, Dex 12, Con 14, Int 10, Wis 12, Cha
Wis 12, Cha 12. 12.
Skills and Feats: Climb +6, Hide +6, Intuit Skills and Feats: Climb +14, Hide +7, Intuit
Direction +4, Languages: Baklunish, Common, Move Direction +5, Languages: Baklunish, Common, Move
Silently +6, Spot +4, Wilderness Lore +4; Combat Silently +7, Spot +7, Wilderness Lore +7; Alertness,
Reflexes, Hold the Line, Tracking, Weapon Focus Combat Reflexes, Hold the Line, Iron Will, Tracking,
Longbow, Weapon Focus Longspear. Weapon Focus Longbow, Weapon Focus Longspear,
Special Qualities: Rage: +4 Str, +4 Con, -2 AC for 7 Weapon Specialization Longspear, Improved Critical
rounds. Afterward, -2 Str, -2 Dex for duration of Longspear.
encounter Special Qualities: Rage: +4 Str, +4 Con, -2 AC for 7
Spells: (3/2+1): O Lvl: Create Water, Detect rounds. Afterward, -2 Str, -2 Dex for duration of
Magic, Light 1 Lvl: Entropic Shield, Protection from encounter
Law, Shield of Faith Spells: (3/2+1): O Lvl: Create Water, Detect Magic,
Possessions: Chain Shirt, Masterwork Longspear, Light 1 Lvl: Entropic Shield, Protection from Law,
Masterwork Longbow, 40 arrows. Shield of Faith
Possessions: +1 Chain Shirt, +1 Ring of Protection,
APL 6 +1 Longspear, Masterwork Mighty Composite (+3)
Sub-Chieftain Menthek; male human Longbow, 40 arrows.
Bar2/Ftr4/Clr 1: CR 7; Medium Humanoid (6’ 2” tall);
hp 62; Init +1; Spd 40 ft; AC 15 (+4 for Chain Shirt, +1 APL 2
Dex); Atks +11/+6 melee (d8+6, [crit 20] [x2], Champion 1, Surtol; male human Bar1/Ftr2: CR 3;
masterwork longspear); or +9/+4 ranged (d8 [crit 20] Medium Humanoid (6’0” tall); hp 28; Init +2; Spd 40 ft;
[x3] masterwork longbow); Face/Reach 5 ft. x 5 ft./5 ft.; AC 16 (+4 for Chain Shirt, +2 Dex); Atks +8 melee
SA None; SQ Rage 1/day, Fast Movement, Uncanny (d8+4, [crit 20] [x2], masterwork longspear); or +6
Dodge (dex bonus to AC), Cleric of Istus; AL CG; SV ranged (d8 [crit 20] [x3] longbow); Face/Reach 5 ft. x 5
Fort +10, Ref +2, Will +4; Str 16, Dex 12, Con 14, Int 10, ft./5 ft.; SA None; SQ Rage 1/day, Fast Movement; AL
Wis 12, Cha 12. CG; SV Fort +7, Ref +2, Will +0; Str 16, Dex 14, Con 14,
Skills and Feats: Climb +12, Hide +7, Intuit Int 10, Wis 10, Cha 10.
Direction +5, Languages: Baklunish, Common, Move Skills and Feats: Climb +9, Handle Animal +2,
Silently +7, Spot +7, Wilderness Lore +6; Alertness, Jump +9, Languages: Baklunish, Common, Wilderness
Combat Reflexes, Hold the Line, Tracking, Weapon Lore +5; Dodge, Mobility, Power Attack, Tracking,
Focus Longbow, Weapon Focus Longspear, Weapon Weapon Focus Longspear.
Specialization Longspear. Special Qualities: Rage: +4 Str, +4 Con, -2 AC for 7
Special Qualities: Rage: +4 Str, +4 Con, -2 AC for 7 rounds. Afterward, -2 Str, -2 Dex for duration of
rounds. Afterward, -2 Str, -2 Dex for duration of encounter.
encounter Possessions: Chain Shirt, Masterwork Longspear,
Spells: (3/2+1): O Lvl: Create Water, Detect Longbow, 40 arrows.
Magic, Light 1 Lvl: Entropic Shield, Protection from
Law, Shield of Faith. Champion 2, Vithoq; male human Sor1/Bar1/Ftr1;
Possessions: Chain Shirt, Large Wooden Shield, CR 3; Medium Humanoid (6’ 1” tall); hp 24; Init +3;
Masterwork Longspear, Masterwork Longbow, 40 Spd 40 ft; AC 13 (+3 Dexterity); Atks +5 melee (1d12+3,
arrows. [crit 20] [x3], masterwork greatax); or +4 ranged (d8
[crit 19-20] [x2] longbow); Face/Reach 5 ft. x 5 ft./5 ft.;
APL 8 SA: none; SQ: Rage 1/day, Fast Movement; AL CG; SV
Sub-Chieftain Menthek; male human Fort +5, Ref +5, Will +2; Str 14 Dex 16 Con 12 Int 10
Bar2/Ftr6/Clr1: CR 9; Medium Humanoid (6’ 2” tall); Wis 10 Cha 12.
hp 76; Init +1; Spd 40 ft; AC 17 (+5 for +1 Chain Shirt, Skills and Feats; Climb +7, Handle Animal +7,
+1 Dex, +1 Ring of Protection); Atks +13/+8 melee Jump +8, Languages: Common, Ride +8, Spellcraft +3,
(d8+7, [crit 19-20] [x2], +1 longspear); or +11/+6 ranged Wilderness Lore +4; Dodge, Mobility, Tracking,
(d8+3 [crit 20] [x3] masterwork Mighty Composite Weapon Focus Greatax.
longbow); Face/Reach 5 ft. x 5 ft./5 ft.; SA None; SQ Special Qualities: Rage: +4 Str, +4 Con, -2 AC for 7
Rage 1/day, Fast Movement, Uncanny Dodge (dex rounds. Afterward, -2 Str, -2 Dex for duration of
bonus to AC), Cleric of Istus; AL CG; SV Fort +11, Ref encounter.
And Battles to be Won Page 20
Sorceror Spells: (5/4): O Lvl: Daze, Disrupt Dodge (Dex bonus to AC); AL CG; SV Fort +8, Ref +4,
Undead, Ray of Frost, Read Magic 1 Lvl: Mage Armor, Will +2; Str 17, Dex 14, Con 14, Int 10, Wis 10, Cha 10.
True Strike Skills and Feats: Climb +13, Handle Animal +6,
Possessions: Masterwork Great Ax, Longbow, 40 Intuit Direction +2, Jump +13, Languages: Baklunish,
arrows. Common, Wilderness Lore +7; Dodge, Mobility, Power
Attack, Spring Attack, Tracking, Weapon Focus
APL 4 Longspear, Weapon Specialization Longspear.
Champion 1, Surtol; male human Bar1/Ftr4: CR 5; Special Qualities: Rage: +4 Str, +4 Con, -2 AC for 7
Medium Humanoid (6’0” tall); hp 44; Init +2; Spd 40 ft; rounds. Afterward, -2 Str, -2 Dex for duration of
AC 16 (+4 for Chain Shirt, +2 Dex); Atks +10 melee encounter.
(d8+7, [crit 20] [x2], +1 longspear); or +8 ranged (d8 Possessions: Chain Shirt, +1 Longspear, Longbow,
[crit 20] [x3] longbow); Face/Reach 5 ft. x 5 ft./5 ft.; SA 40 arrows.
None; SQ Rage 1/day, Fast Movement; AL CG; SV Fort
+7, Ref +3, Will +1; Str 17, Dex 14, Con 14, Int 10, Wis Champion 2, Vithoq; male human Sor1/Bar2/Ftr4;
10, Cha 10. CR 7; Medium Humanoid (6’ 1” tall); hp 53; Init +3;
Skills and Feats: Climb +11, Handle Animal +4, Spd 40 ft; AC 13 (+3 Dexterity); Atks +9/+4 melee
Jump +11, Languages: Baklunish, Common, (1d12+6, [crit 19-20] [x2], +1 greatax); or +8/+3 ranged
Wilderness Lore +5; Dodge, Mobility, Power Attack, (d8 [crit 19-20] [x2] longbow); Face/Reach 5 ft. x 5 ft./5
Tracking, Weapon Focus Longspear, Weapon ft.; SA: none; SQ: Rage 1/day, Fast Movement; AL CG;
Specialization Longspear. SV Fort +8, Ref +6, Will +3; Str 14 Dex 17 Con 12 Int 10
Special Qualities: Rage: +4 Str, +4 Con, -2 AC for 7 Wis 10 Cha 12.
rounds. Afterward, -2 Str, -2 Dex for duration of Skills and Feats; Climb +9, Handle Animal +9,
encounter. Jump +10, Languages: Common, Ride +8, Spellcraft +3,
Possessions: Chain Shirt, Masterwork Longspear, Wilderness Lore +4; Dodge, Mobility, Spring Attack,
Longbow, 40 arrows. Tracking, Weapon Focus Greatax, Weapon
Specialization Great ax.
Champion 2, Vithoq; male human Sor1/Bar2/Ftr2; Special Qualities: Rage: +4 Str, +4 Con, -2 AC for 7
CR 5; Medium Humanoid (6’ 1” tall); hp 39; Init +3; rounds. Afterward, -2 Str, -2 Dex for duration of
Spd 40 ft; AC 13 (+3 Dexterity); Atks +7 melee (1d12+4, encounter
[crit 19-20] [x2], +1 greatax); or +6 ranged (d8 [crit 19- Sorceror Spells: (5/4): O Lvl: Daze, Disrupt Undead,
20] [x2] longbow); Face/Reach 5 ft. x 5 ft./5 ft.; SA: Ray of Frost, Read Magic 1 Lvl: Mage Armor, True
none; SQ: Rage 1/day, Fast Movement; AL CG; SV Fort Strike
+7, Ref +5, Will +2; Str 14 Dex 17 Con 12 Int 10 Wis 10 Possessions: +1 Great Ax, Longbow, 40 arrows.
Cha 12.
Skills and Feats; Climb +7, Handle Animal APL 8
+7, Jump +8, Languages: Common, Ride +8, Spellcraft Champion 1, Surtol; male human Bar5/Ftr4: CR 9;
+3, Wilderness Lore +4; Dodge, Mobility, Tracking, Medium Humanoid (6’0” tall); hp 80; Init +2; Spd 40 ft;
Weapon Focus Greatax. AC 17 (+5 for +1 Chain Shirt, +2 Dex); Atks +15/+10
Special Qualities: Rage: +4 Str, +4 Con, -2 AC for 7 melee (d8+9, [crit 20] [x2], +1 longspear); or +12/+7
rounds. Afterward, -2 Str, -2 Dex for duration of ranged (d8 [crit 20] [x3] longbow); Face/Reach 5 ft. x 5
encounter ft./5 ft.; SA None; SQ Rage 2/day, Fast Movement,
Sorceror Spells: (5/4): O Lvl: Daze, Disrupt Uncanny Dodge (Dex bonus to AC, can’t be flanked);
Undead, Ray of Frost, Read Magic 1 Lvl: Mage Armor, AL CG; SV Fort +9, Ref +4, Will +2; Str 18, Dex 14, Con
True Strike 14, Int 10, Wis 10, Cha 10.
Possessions: +1 Great Ax, Longbow, 40 arrows. Skills and Feats: Climb +15, Handle Animal +8,
Intuit Direction +4, Jump +15, Languages: Baklunish,
APL 6 Common, Wilderness Lore +9; Cleave, Dodge,
Champion 1, Surtol; male human Bar3/Ftr4: CR 7; Mobility, Power Attack, Spring Attack, Tracking,
Medium Humanoid (6’0” tall); hp 62; Init +2; Spd 40 ft; Weapon Focus Longspear, Weapon Specialization
AC 16 (+4 for Chain Shirt, +2 Dex); Atks +12/+7 melee Longspear.
(d8+7, [crit 20] [x2], +1 longspear); or +10/+5 ranged Special Qualities: Rage: +4 Str, +4 Con, -2 AC for 7
(d8 [crit 20] [x3] longbow); Face/Reach 5 ft. x 5 ft./5 ft.; rounds. Afterward, -2 Str, -2 Dex for duration of
SA None; SQ Rage 1/day, Fast Movement, Uncanny encounter.
And Battles to be Won Page 21
Possessions: +1 Chain Shirt, +1 Longspear, APL 4
Masterwork Longbow, 40 arrows. Spear of Fate Champion: male human Bar1/Ftr4;
CR 5; Medium Humanoid (6’ 6” tall); hp 46; Init +4
Champion 2, Vithoq; male human Sor1/Bar4/Ftr4; (Dex); Spd 40 ft; AC 19 (+4 Dex, +5 for +1 Chain Shirt);
CR 9; Medium Humanoid (6’ 1” tall); hp 69; Init +4; Atks +7/+7 two-handed melee (d6+6, [crit 20] [x2],
Spd 40 ft; AC 15 (+4 Dexterity, +1 Ring of Protection); masterwork quarterstaff); or +9 ranged (d8+2 [crit 20]
Atks +11/+6 melee (1d12+6, [crit 19-20] [x2], +1 [x3] Mighty +2 Composite Longbow); Face/Reach 5 ft.
greatax); or +8/+3 ranged (d8 [crit 19-20] [x2] longbow); x 5 ft./5 ft.; SA; None; SQ Rage 1/day, Fast Movement;
Face/Reach 5 ft. x 5 ft./5 ft.; SA: none; SQ: Rage 2/day, AL CN; SV Fort +8, Ref +7, Will +1; Str 14, Dex 18, Con
Fast Movement; AL CG; SV Fort +9, Ref +8, Will +4; Str 14, Int 10, Wis 10, Cha 10.
14 Dex 18 Con 12 Int 10 Wis 10 Cha 12. Skills and Feats: Hide +7, Jump +10, Languages:
Skills and Feats; Climb +9, Handle Animal +9, Baklunish, Move Silently +8, Spot +9, Wilderness Lore
Jump +10, Languages: Common, Ride +8, Spellcraft +3, +4; Ambidexterity, Combat Reflexes, Lightning
Wilderness Lore +4; Combat, Reflexes, Dodge, Reflexes, Two Weapon Fighting, Weapon Focus
Mobility, Spring Attack, Tracking, Weapon Focus Quarterstaff, Weapon Specialization Quarterstaff.
Greatax, Weapon Specialization Great ax. Special Qualities: Rage: +4 Str, +4 Con, -2 AC for 7
Special Qualities: Rage: +4 Str, +4 Con, -2 AC for 7 rounds. Afterward, -2 Str, -2 Dex for duration of
rounds. Afterward, -2 Str, -2 Dex for duration of encounter.
encounter Possessions: +1 Chain Shirt, Masterwork
Sorceror Spells: (5/4): O Lvl: Daze, Disrupt Quarterstaff, Mighty Composite Strength (+2)
Undead, Ray of Frost, Read Magic 1 Lvl: Mage Armor, Longbow, 40 arrows.
True Strike
Possessions: +1 Great Ax, +1 Ring of Protection, APL 6
Longbow, 40 arrows. Spear of Fate Champion: male human Bar1/Ftr6;
CR 7; Medium Humanoid (6’ 6” tall); hp 62; Init +4
(Dex); Spd 40 ft; AC 20 (+4 Dex, +5 for +1 Chain Shirt,
Encounter #5: +1 Ring of Protection); Atks +9/+9/+4 two-handed
APL 2 melee (d6+7, [crit 20] [x2], +1 quarterstaff); or +11/+6
Spear of Fate Champion: male human Bar1/Ftr2; ranged (d8+2 [crit 20] [x3] Mighty +2 Composite
CR 3; Medium Humanoid (6’ 6” tall); hp 30; Init +3 Longbow); Face/Reach 5 ft. x 5 ft./5 ft.; SA; None; SQ
(Dex); Spd 40 ft; AC 17 (+3 Dex, +4 for Chain Shirt); Rage 1/day, Fast Movement; AL CN; SV Fort +9, Ref
Atks +5/+5 two-handed melee (d6+3, [crit 20] [x2], +8, Will +2; Str 14, Dex 18, Con 14, Int 10, Wis 10, Cha
masterwork quarterstaff); or +6 ranged (d8 [crit 20] [x3] 10.
longbow); Face/Reach 5 ft. x 5 ft./5 ft.; SA; None; SQ Skills and Feats: Hide +7, Jump +12, Languages:
Rage 1/day, Fast Movement; AL CN; SV Fort +7, Ref Baklunish, Move Silently +8, Spot +11, Wilderness
+5, Will +0; Str 14, Dex 17, Con 14, Int 10, Wis 10, Cha Lore +4; Ambidexterity, Combat Reflexes, Dodge,
10. Lightning Reflexes, Mobility, Two Weapon Fighting,
Skills and Feats: Hide +7, Jump +8, Languages: Weapon Focus Quarterstaff, Weapon Specialization
Baklunish, Move Silently +8, Spot +7, Wilderness Lore Quarterstaff.
+4; Ambidexterity, Combat Reflexes, Lightning Special Qualities: Rage: +4 Str, +4 Con, -2 AC for 7
Reflexes, Two Weapon Fighting, Weapon Focus rounds. Afterward, -2 Str, -2 Dex for duration of
Quarterstaff. encounter.
Special Qualities: Rage: +4 Str, +4 Con, -2 AC for 7 Possessions: +1 Chain Shirt, +1 Ring of Protection,
rounds. Afterward, -2 Str, -2 Dex for duration of +1 Quarterstaff, Mighty Composite Strength (+2)
encounter. Longbow, 40 arrows.
Possessions: Chain Shirt, Masterwork
Quarterstaff, Longbow, 40 arrows.
And Battles to be Won Page 22
APL 8 Possessions: Large Steel Shield, Masterwork
Spear of Fate Champion: male human Bar1/Ftr8; Scimitar, Masterwork Mighty Composite Strength (+2)
CR 9; Medium Humanoid (6’ 6” tall); hp 80; Init +4 Longbow, 40 arrows.
(Dex); Spd 40 ft; AC 21 (+4 Dex, +6 for +2 Chain Shirt,
+1 Ring of Protection); Atks +11/+11/+6 two-handed Sethqar; male human Ftr1; CR 1; Medium
melee (d6+8, [crit 20] [x2], +1 quarterstaff); or +13/+8 Humanoid (5’ 8” tall); 1d10+1; hp 11; Init +4 (Dex); Spd
ranged (d8+2 [crit 20] [x3] Mighty +2 Composite 30 ft; AC 20 (+4 Dex, +4 Chain Shirt, +2 Large Steel
Longbow); Face/Reach 5 ft. x 5 ft./5 ft.; SA; None; SQ Shield); Atks +3 melee (1d6+2, [crit 18-20] [x2],
Rage 1/day, Fast Movement; AL CN; SV Fort +10, Ref scimitar); or +7 ranged (d8+2 [crit 20] [x3] Mighty
+9, Will +3; Str 14, Dex 19, Con 14, Int 10, Wis 10, Cha Masterwork +2 Composite Longbow); Face/Reach 5 ft.
10. x 5 ft./5 ft.; SA; None; SQ None; AL LN; SV Fort +3,
Ref +4, Will +0; Str 14, Dex 18, Con 12, Int 8, Wis 10,
Skills and Feats: Hide +7, Jump +14, Languages:
Cha 8.
Baklunish, Move Silently +8, Spot +13, Wilderness
Lore +4; Ambidexterity, Combat Reflexes, Dodge, Skills and Feats: Handle Animal +3, Languages:
Lightning Reflexes, Mobility, Spring Attack, Tracking, Baklunish, Ride +8; Far Shot, Point Blank Shot,
Two Weapon Fighting, Weapon Focus Quarterstaff, Weapon Focus Composite Longbow.
Weapon Specialization Quarterstaff. Possessions: Large Steel Shield, Chain Shirt,
Special Qualities: Rage: +4 Str, +4 Con, -2 AC for 7 Scimitar, Masterwork Mighty Composite Strength (+2)
rounds. Afterward, -2 Str, -2 Dex for duration of Longbow, 40 arrows.
encounter.
Possessions: +2 Chain Shirt, +1 Ring of Protection, APL 4
+1 Quarterstaff, Mighty Composite Strength (+2) Qazir Moquoth: male human Ftr4/Sor1; CR 5;
Longbow, 40 arrows. Medium Humanoid (5’ 6” tall); 4d10+8+1d4+2; hp 41;
Init +3 (Dex); Spd 30 ft; AC 19 (+3 Dex, +4 for Mage
Encounter #6: Armor, +2 Large Steel Shield); Atks +8 melee (d6+3,
ALL APLs [crit 18-20] [x2], +1 scimitar); or +9 ranged (d8+4 [crit
Light Warhorses (2): Large Animals; CR 1; 3d8+9 20] [x3] Masterwork Strength Composite Longbow);
hp 22; Init +1 (Dex); Spd 60 ft; AC 17 (-1 size, +3 for Face/Reach 5 ft. x 5 ft./5 ft.; SA; None; SQ None; AL
Studded Leather Barding, +4 Natural, +1 Dexterity); 2 LE; SV Fort +6, Ref +4, Will +3; Str 14, Dex 16, Con 14,
Atks +4 melee (d4+3 [crit 20] [x2] hooves) and -1 melee Int 10, Wis 10, Cha 12.
(d3+1 [crit 20] [x2] bite); Face/Reach 5 ft. x 10 ft./5 ft.; Skills and Feats: Handle Animal +7, Jump +9,
SA; None; Scent; AL N; SV Fort +6, Ref +4, Will +2; Languages: Baklunish, Common, Ride +9, Spellcraft +3;
Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6. Far Shot, Point Blank Shot, Rapid Shot, Weapon Focus
Skills and Feats: Listen +7, Spot +7; None. Composite Longbow, Weapon Focus Scimitar, Weapon
Possessions: Studded Leather Barding. Specialization Composite Longbow.
Spells (5/4) 0 Lvl Daze, Detect Magic, Light, Ray of
Frost 1 Lvl Mage Armor, Shield.
APL 2
Possessions: Large Steel Shield, +1 Scimitar,
Qazir Moquoth: male human Ftr2/Sor1; CR 3;
Masterwork Mighty Composite Strength (+2)
Medium Humanoid (5’ 6” tall); 2d10+4+1d4+2; hp 25;
Longbow, 40 arrows.
Init +2 (Dex); Spd 30 ft; AC 18 (+2 Dex, +4 for Mage
Armor, +2 Large Steel Shield); Atks +6 melee (d6+2,
Sethqar; male human Ftr3; CR 3; Medium
[crit 18-20] [x2], masterwork scimitar); or +6 ranged
Humanoid (5’ 8” tall); 3d10+3; hp 25; Init +4 (Dex); Spd
(d8+2 [crit 20] [x3] Masterwork Strength Composite
30 ft; AC 20 (+4 Dex, +4 Chain, +2 Large Steel Shield);
Longbow); Face/Reach 5 ft. x 5 ft./5 ft.; SA; None; SQ
Atks +6 melee (1d6+2, [crit 18-20] [x2], masterwork
None; AL LE; SV Fort +5, Ref +2, Will +2; Str 14, Dex
scimitar); or +9 ranged (d8+2 [crit 20] [x3] Mighty
15, Con 14, Int 10, Wis 10, Cha 12.
Masterwork +2 Composite Longbow); Face/Reach 5 ft.
Skills and Feats: Handle Animal +5, Jump +7,
x 5 ft./5 ft.; SA; None; SQ None; AL LN; SV Fort +4,
Languages: Baklunish, Common, Ride +7, Spellcraft +3;
Ref +5, Will +1; Str 14, Dex 18, Con 12, Int 8, Wis 10,
Far Shot, Point Blank Shot, Rapid Shot, Weapon Focus
Cha 8.
Composite Longbow, Weapon Focus Scimitar.
Skills and Feats: Handle Animal +5, Languages:
Spells (5/4) 0 Lvl Daze, Detect Magic, Light, Ray of
Baklunish, Ride +10; Far Shot, Point Blank Shot,
Frost 1 Lvl Mage Armor, Shield.
And Battles to be Won Page 23
Precise Shot, Rapid Shot, Weapon Focus Composite Skills and Feats: Languages: Baklunish, Ride +7;
Longbow. Far Shot, Point Blank Shot, Weapon Focus Composite
Possessions: Large Steel Shield, Chain Shirt, Longbow.
Masterwork Scimitar, Masterwork Mighty Composite Possessions: Breast Plate, Large Steel Shield,
Strength (+2) Longbow, 40 arrows. Masterwork Scimitar, Masterwork (+4) Strength
Composite Longbow, 20 arrows.
APL 6
Qazir Moquoth: male human; Ftr4/Sor3; CR 7; APL 8
Medium Humanoid (5’ 6” tall); 4d10+8+3d4+6; hp 51; Qazir Moquoth: male human Ftr5/Sor4; CR 9;
Init +3 (Dex); Spd 30 ft; AC 19 (+3 Dex, +4 for Mage Medium Humanoid (5’ 6” tall); 5d10+10+4d4+8; hp 64;
Armor, +2 Large Steel Shield); Atks +9 melee (d6+5, Init +5 (Dex); Spd 30 ft; AC 21 (+5 Dex, +4 for Mage
[crit 18-20] [x2], +1 scimitar); or +10 ranged (d8+5 [crit Armor, +2 Large Steel Shield); Atks +11/+6 melee
20] [x3] +1 Strength Composite Longbow); Face/Reach (d6+5, [crit 18-20] [x2], +1 scimitar); or +14/+9 ranged
5 ft. x 5 ft./5 ft.; SA; None; SQ None; AL LE; SV Fort (d8+5 [crit 20] [x3] +1 Mighty Strength Composite
+7, Ref +5, Will +4; Str 14, Dex 16, Con 14, Int 10, Wis Longbow); Face/Reach 5 ft. x 5 ft./5 ft.; SA; None; SQ
10, Cha 12. None; AL LE; SV Fort +7, Ref +5, Will +4; Str 14, Dex
Skills and Feats: Handle Animal +7, Jump +9, 17/20, Con 14, Int 10, Wis 10, Cha 12.
Knowledge Arcana +3, Languages: Baklunish, Skills and Feats: Handle Animal +9, Jump +10,
Common, Ride +9, Spellcraft +6; Far Shot, Point Blank Knowledge Arcana +6, Languages: Baklunish,
Shot, Rapid Shot, Weapon Focus Composite Longbow, Common, Ride +10, Spellcraft +6; Far Shot, Point
Weapon Focus Scimitar, Weapon Specialization Blank Shot, Precise Shot, Rapid Shot, Weapon Focus
Composite Longbow, Weapon Specialization Scimitar. Composite Longbow, Weapon Focus Scimitar, Weapon
Spells (6/6) 0 Lvl Daze, Detect Magic, Flare, Light, Specialization Composite Longbow, Weapon
Ray of Frost 1 Lvl Mage Armor, Magic Missile, Shield. Specialization Scimitar.
Possessions: Large Steel Shield, +1 Scimitar, +1 Spells (6/6/3) 0 Lvl Daze, Detect Magic, Flare,
Mighty Composite Strength (+2) Longbow, 40 arrows. Light, Ray of Frost, Read Magic 1 Lvl Mage Armor,
Magic Missile, Shield. 2 Lvl Cat’s Grace
Sethqar; male human Ftr4; CR 4; Medium Possessions: Large Steel Shield, +1 Scimitar, +1
Humanoid (5’ 8” tall); 4d10+4; hp 32; Init +4 (Dex); Spd Mighty Composite Strength (+2) Longbow, 40 arrows.
30 ft; AC 20 (+4 Dex, +4 Chain Shirt, +2 Large Steel
Shield); Atks +7 melee (1d6+2, [crit 18-20] [x2], Sethqar; male human Ftr5; CR 5; Medium
masterwork scimitar); or +10 ranged (d8+4 [crit 20] [x3] Humanoid (5’ 8” tall); 5d10+5; hp 39; Init +6 (Dex); Spd
Mighty Masterwork +2 Composite Longbow); 30 ft; AC 20 (+4 Dex, +4 Chain Shirt, +2 Large Steel
Face/Reach 5 ft. x 5 ft./5 ft.; SA; None; SQ None; AL Shield); Atks +8 melee (1d6+2, [crit 18-20] [x2],
LN; SV Fort +4, Ref +5, Will +1; Str 14, Dex 19, Con 12, masterwork scimitar); or +14 ranged (d8+5 [crit 20] [x3]
Int 8, Wis 10, Cha 8. +1 Mighty +2 Composite Longbow); Face/Reach 5 ft. x
Skills and Feats: Handle Animal +6, Languages: 5 ft./5 ft.; SA; None; SQ None; AL LN; SV Fort +4, Ref
Baklunish, Ride +11; Far Shot, Point Blank Shot, +7, Will +1; Str 14, Dex 19/22, Con 12, Int 8, Wis 10,
Precise Shot, Rapid Shot, Weapon Focus Composite Cha 8.
Longbow, Weapon Specialization Composite Skills and Feats: Handle Animal +7, Languages:
Longbow. Baklunish, Ride +14; Far Shot, Point Blank Shot,
Possessions: Large Steel Shield, Chain Shirt, Precise Shot, Rapid Shot, Weapon Focus Composite
Masterwork Scimitar, Masterwork Mighty Composite Longbow, Weapon Specialization Composite
Strength (+2) Longbow, 40 arrows. Longbow.
Possessions: Large Steel Shield, Chain Shirt,
Yoric; male half-orc Ftr2; CR 2; Medium Humanoid Masterwork Scimitar, +1 Mighty Composite Strength
(6’ 5” tall); 2d10+4; hp 18; Init +2 (Dex); Spd 20 ft; AC (+2) Longbow, 40 arrows.
19 (+2 Dex, +5 Breast Plate, +2 Large Steel Shield); Atks
+8 melee (1d6+5, [crit 18-20] [x2], masterwork Yoric; male half-orc Ftr5; CR 5; Medium Humanoid
scimitar); or +6 ranged (d8+4 [crit 20] [x3] Mighty (6’ 5” tall); 5d10+10; hp 44; Init +4 (Dex); Spd 20 ft; AC
Masterwork +4 Composite Longbow); Face/Reach 5 ft. 20 (+3 Dex, +5 Breast Plate, +2 Large Steel Shield); Atks
x 5 ft./5 ft.; SA; None; SQ None; AL LN; SV Fort +5, +11 melee (1d6+5, [crit 18-20] [x2], masterwork
Ref +2, Will –1; Str 20, Dex 14, Con 14, Int 6, Wis 8, scimitar); or +11 ranged (d8+6 [crit 20] [x3] Mighty
Cha 6.
And Battles to be Won Page 24
Masterwork +4 Composite Longbow); Face/Reach 5 ft.
x 5 ft./5 ft.; SA; None; SQ None; AL LN; SV Fort +5,
Ref +5, Will +0; Str 20, Dex 15/18, Con 14, Int 6, Wis 8,
Cha 6.
Skills and Feats: Languages: Baklunish, Ride +12;
Far Shot, Point Blank Shot, Rapid Shot, Weapon Focus
Composite Longbow, Weapon Specialization
Composite Longbow.
Possessions: Breast Plate, Large Steel Shield,
Masterwork Scimitar, Masterwork (+4) Strength
Composite Longbow, 20 arrows.
And Battles to be Won Page 25