TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of 
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit 
  www.wizards.com/d20. 
   
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. 
  Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the 
  adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at POC@yeomanry.net.  For 
  LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  YEO8-01 
   
   
   
   
  A Widow’s Tears 
  A One-Round D&D® LIVING GREYHAWKTM  
  Yeomanry Regional Adventure 
  Version 1.0 
   
  by G. Havard Albright, Jr. 
  Reviewers: Yeomanry Triad 
  Circle Reviewer: Steven Conforti 
  Playtesters: Will Newell, David Joyner, Don Ward, Greg Fox, Joe Rollo, Scott Morgan 
   
   
   
  What solace can any adventurer give an aging crone, alone in the woods, her missing husband 
  unreturned for a fortnight now? What solace indeed can slack the flow of a widow’s tears? A Yeomanry 
  regional adventure for APLs 2-10, and Part Two (and the Conclusion) of the Sins of Our Fathers series. 
  Note: This adventure will be of particular interest to outdoorsy types and members of the military. 
  Resources: Complete Arcane [Richard Baker], Complete Divine [David Noonan], Complete Warrior 
  [Andy Collins, et al], Magic Item Compendium [Andy Collins, et al], Monster Manual II [Ed Bonny, et al], 
  Players Handbook II [David Noonan], Races of the Wild [Skip Williams], Spell Compendium [Matthew 
  Sernett, et al]. 
   
   
  
  YEO8-01 A Widow’s Tears 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA event from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house. 
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the session Dungeon Master 
  (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You must be at 
  least a HERALD-LEVEL GM to run this adventure. 
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  one (1) point. 
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2008. 
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com. 
  PLAYERS READ NO 
  FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need 
  copies of the following D&D books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual. 
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Information on 
  nonplayer 
  characters 
  (NPCs) 
  and 
  monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in the Appendices. 
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after 
  play. You’ll also find a LIVING GREYHAWK adventure 
  record (AR). You need one copy of this for each 
  participating player. 
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To calculate the Average Party 
  Level (APL), follow the process below: 
  1. Determine the character level for each of the 
  PCs participating in the adventure. Each PC 
  may bring one animal, plus any creatures 
  gained from class abilities to help in combat. 
  (PCs can bring more creatures but they 
  cannot help in combat). If you deem that the 
  animal bestows a significant benefit in combat 
  add the animal’s CR to the level of the PC it is 
  accompanying for calculating APL. (Animals 
  gained from class abilities and one standard 
  horse, warhorse, or riding dog for a PC with 
  Mounted Combat do not affect APL). 
  2. Sum the results of step 1 and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  3. If you are running a table of six PCs, add one 
  to that average. 
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs face. APLS are given in 
  even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before the 
  adventure begins whether they would like to play a 
  
  YEO8-01 A Widow’s Tears 
   
  Page 2 
  harder or easier adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC can gain at the end of the 
  adventure. A player character more than three 
  levels higher than the APL at which the adventure 
  is played cannot participate. If a player character 
  is more than two levels away from the APL at 
  which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the 
  PC was not challenged as much as normal or 
  relied on help by higher-level characters to reach 
  the objectives. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success: 
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  These APL calculation rules reference version 7.0 
  of the Living Greyhawk Campaign Sourcebook. If 
  you are playing this adventure in 2008, check the 
  current version of the LGCS and follow any 
  updated rules presented within. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, 
  set in the Yeomanry. Characters native to the 
  Yeomanry pay one Time Unit per round, all others 
  pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp 
  per Time Unit. Rich Upkeep costs 50 gp per Time 
  Unit. Luxury Upkeep costs 100 gp per Time Unit. 
  Characters who fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  adventure. 
   
  A character who does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild. If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on 
  this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
  PREPARATION FOR PLAY 
  Is This a Military Adventure? 
   
  As Yeoman officials consider the events of this 
  adventure important to the defense of the 
  Yeomanry, members of any branch of the Yeoman 
  military may count the TUs spent on this 
  adventure toward any annual TU commitment 
  required by their enlistment. 
  Is This a Dustdigger Adventure? 
   
  As this adventure does NOT significantly 
  involve archaeological matters, students in the 
  Academy of Lore may NOT count this adventure 
  toward any TUs they must spend per year in 
  study. See individual certificates for more details. 
  Is This a Promotion Worthy Adventure? 
   
  Heroic deeds in the name of the Yeoman 
  military are possible in this adventure, and as 
  such, the possibility for promotion exists. In order 
  for a PC to be considered for promotion at the end 
  of this adventure, the PC must do the following: 
  1. The DM and all Yeomanry military PCs 
  present at the table must unanimously agree 
  that the PC has performed an action and 
  behaved in a manner that would make them a 
  good leader of men in their unit. There must 
  be at least two other military PCs playing the 
  adventure 
  besides 
  the 
  PC 
  up 
  for 
  advancement. Only one PC can be nominated 
  for advancement per adventure. 
  2. The player so nominated must then gather the 
  names and email addresses of all Yeomanry 
  military players and the DM at the table. 
  3. The player must then submit a small summary 
  of what happened in the adventure and why 
  he 
  or 
  she 
  should 
  be 
  considered 
  for 
  promotion, emailing 
  this 
  information 
  to 
  yeomanry-triad@yahoogroups.com. 
  4. The Triad will then discuss your promotion and 
  determine whether promotion is granted. You 
  will be notified via email, and a promotion 
  certificate will be sent to you via snail mail. 
  
  YEO8-01 A Widow’s Tears 
   
  Page 3 
   
  In order to be considered for promotion, the 
  Yeomanry military character must have spent a 
  minimum of one year of real time at the rank below 
  that being applied for. So in order to be considered 
  for Serjeant, the player must have spent one full 
  year as a Yeoman, and one full year below that as 
  an unranked soldier. 
  Other preparation 
  DMs should determine a number of relevant 
  factors before the adventure starts: 
  • 
  Encounters in this adventure take place at 
  least a day apart. Party members will be 
  able to recover spells and reusable items 
  between encounters. Taking this into 
  account, the ELs are one lower than they 
  would normally be, based on the party’s 
  preparedness for each encounter. 
  • 
  Before play begins, determine the lowest 
  Hide and Move Silently skills in the party. 
  Make sure characters take their armor 
  penalties into account. If and when the 
  party begins to move stealthily in this 
  adventure, 
  use 
  that 
  lowest 
  figure, 
  assumed to Take 10 (10+lowest skill), 
  against the creatures’ Listen and Spot 
  checks to determine surprise. If the 
  creatures do not spot the party, the party 
  will achieve surprise on the creatures. If 
  the creatures are able to spot the party 
  first, they will have surprise on the party. 
  • 
  Woodsy-types- This module is set almost 
  entirely in wooded areas. As such, a 
  number of classes have advantages that 
  need to be identified at the beginning of 
  the 
  mission. 
  Woodland 
  Stride, 
  in 
  particular, will allow characters, but not 
  their animal companions, to move off the 
  paths that the party travels. 
  • 
  Determine which characters have any of 
  the following rewards from YEO6-06 Howl 
  at the Moon: Favor of Woodsend-
  Redeemed, 
  Favor 
  of 
  Woodsend-
  Refused, and Free Squire’s Friendship. 
  Make note of any character that has either 
  Favor but NOT the Friendship. 
  • 
  Identify each character’s race and if any 
  character is a Ruathar (prestige class from 
  Races of the Wild). These factors will play 
  an extreme part in Encounter 5. 
  • 
  Marching Order- Have the party pre-
  determine a 5-ft wide and 10-ft wide 
  marching order in order to speed play. 
  ADVENTURE BACKGROUND 
  ABOUT THE YEOMANRY 
  The Yeomanry is situated in a valley between the 
  Jotens and the Tors in the southwest corner of the 
  Sheldomar Valley. The moderately sized realm is 
  nearly surrounded by the Crystalmists and its 
  spurs, though its eastern border with Keoland is 
  generally regarded as the eastern bank of the 
  Javan across from the county of Cryllor. Its border 
  continues south to where the great river enters the 
  Hool Marshes and the lands of the Sea Princes. 
  The climate is hot nearly year-round in the central 
  valley, though the temperature moderates as one 
  approaches the foothills, particularly in late fall and 
  winter. The Yeomanry is a land populated 
  primarily by freemen farmers, who are mostly a 
  Suel-Flan mix. 
   
  The 
  Yeomanry 
  is 
  one 
  of 
  the 
  few 
  representative democracies in the Flanaess. Any 
  citizen of majority, who has carried the spear for 
  the nation, either now or in the past, is eligible to 
  elect a spokesman on his behalf from his 
  community who serves in the Council of Common 
  Grosspokesmen in Loftwick. 
   
  The people of the Yeomanry are rural, 
  cloistered folk with little exposure to either 
  foreigners or magic. They are religious and 
  superstitious, yet reservedly friendly to travelers. 
  Many Yeomen have served in the Militia and are 
  stout defenders of their homes. 
   
  You can learn more about the Yeomanry at its 
  official website: http://www.yeomanry.net. 
  BACKGROUND 
  Several years ago, a Sithig druid became 
  obsessed with the destruction of the Yeomanry 
  and the return of the land to its natural, pre-man 
  state. As such, he began working to achieve his 
  goals. Several plans have been set in motion to 
  help him along the way, but he has yet to reveal 
  himself. 
   
  About a year ago, a small village called 
  Woodsend was savagely attacked by a pack of 
  wild dogs. These dogs, lead by a shape-shifting 
  canomorph, were part of the Sithig druid’s 
  scouting party, an early attempt to see how 
  effectively normal animals could prove in retaking 
  their natural lands from the humanoids. While the 
  town was eventually saved by a wandering band 
  of adventurers and the pack of dogs broken to 
  scamper off in all directions, the evil druid saw 
  
  YEO8-01 A Widow’s Tears 
   
  Page 4 
  what even small animals can do. The canomorph 
  was a scout, and perhaps a lieutenant (using 
  humanoid thinking), in the Sithig druid’s “Army of 
  Liberation for the Land.” Somewhere out there are 
  Majors, and even the Sithig General himself. 
   
  One of these higher-ranking assistants to the 
  Sithig druid is the halfling druid, Nosfuz Eyereak. 
  His operation began long before the canomorph’s 
  siege, but has taken much longer to come to 
  fruition. 
  The 
  woods 
  have 
  always 
  been 
  a 
  dangerous place, and people have always been 
  attacked by wild animals. Nosfuz Eyereak has 
  simply decided to help the process: he’s training 
  wild animals to stalk and attack humanoids. All 
  wild animals he and his friends can catch. Meeting 
  up with a half-orc named Ferox with a perverse 
  hatred for humans and elves, the druid soon 
  realized that exploiting Ferox’s talents as an 
  animal trainer would make the process happen 
  that much faster. 
  ADVENTURE SUMMARY 
  Introduction- 
   
  A bunch of boxed text that throws the party 
  right into what’s been going on in the area 
  Encounter 1- On the Road to Nowhere 
   
  Travelling along the road, random info from 
  last town, and a chance encounter with a possible 
  old friend. 
  Encounter 2- The Widow’s Tears 
   
  Plucking 
  heart-strings 
  to 
  encourage 
  the 
  mission. 
  Encounter 3- When Animals Go Bad 
   
  The first wild animals attack the party, with 
  differing animals by APL. 
  Encounter 4- Elves Gone Wild 
   
  An encounter with wild elves, to either be 
  diplomacized, fought, or somehow avoided. 
  Encounter 5- When Animals Attack 
   
  The second encounter with wild animals, with 
  some help from the elves. If not, it’s a tough fight. 
  Encounter 6-A Line in the Trees 
   
  The point beyond which the elves will not 
  venture (and the PCs actions become more 
  relevant). 
  Encounter 7- Rangers and Druids and Bears, Oh 
  My! 
   
  The final group of baddies with pets and prep 
  time, assuming the PCs trip any trap in Encounter 
  7. 
  Conclusion- 
   
  A variety of outcomes based on the PCs’ 
  actions. 
  Epilogue- The Woodsend Gift 
  INTRODUCTION 
  The path from Shalehal to Whitehurst has 
  always been a long one. Travellers must travel 
  the road from Shalehal through Woodsend to 
  The Westburn Road, and then cut back on the 
  other side of the Kendeen River. That or take 
  the road all the way into Loftwick and then turn 
  back. For several years there has been talk of 
  creating a quicker path, and of the potential for 
  a village at the river’s crossing. Nothing much 
  has come of this, as the thirty odd miles of 
  wilderness that separates the two towns is 
  dense and rumored to be haunted. Few hardy 
  travelers have ever dared the wood. 
   
  All of this changed almost a year ago. A 
  merchant took a small party and headed north 
  into the woods, eager to be the first to 
  establish the route. His arrival in Whitehurst 
  severely 
  overdue—a 
  message 
  from 
  the 
  merchant had made the long trip by road and 
  he still hadn’t arrived—the militia dispatched a 
  unit to investigate. It left three months ago. It 
  never returned either. Several border guards 
  have likewise been lost in the areas there and 
  south along the river towards Kendeen Pass. 
  Some, however, have escaped with strange 
  tales. 
   
  They are not alone. Several lumber-cutters 
  and trappers have reported odd behavior 
  amongst the wildlife. Deer, normally skittish 
  and eager to flee, have charged and attacked 
  hunters. Hawks, which rarely hunt anything 
  larger than a rabbit, have attacked women 
  gathering fruit that grows wild in abundance. A 
  farmer even swears that a rabbit attacked his 
  dog while they were hunting. 
   
  There seems to be no explanation for these 
  strange events. And in the past few weeks, the 
  attacks have grown more common and closer 
  to town. Militiamen in the vicinities have been 
  activated and most are stationed on the 
  woods-side of Shalehal. Adventurers begin to 
  flood the area, with hopes of fame and 
  
  YEO8-01 A Widow’s Tears 
   
  Page 5 
  fortune—the merchant’s missing shipment—
  so close at hand. 
  ENCOUNTER 1: ON THE 
  ROAD TO NOWHERE 
  Travelling along the road, random info from last 
  town. (~20 mins.) 
   
  Given the information in the Introduction, allow 
  the party members to provide their own reasons 
  for being in Shalehal. Militia members will be 
  activated and asked, as adventurer-types a little 
  more experienced with weird stuff than the local 
  militiamen, to try to get the bottom of these bizarre 
  attacks. Druids, rangers, and other woodsy-types 
  may be interested in rooting out the cause of the 
  odd behavior. Adventurers of other types may be 
  there for whatever reason they choose. There is 
  no direct hook here. The party is assumed to have 
  met in Shalehal or before, become interested or 
  drafted into involvement, and are out to find what 
  they may. 
   
  Characters might have liked to have Gathered 
  Information in Shalehal before setting out. Allow 
  the combined party a single roll with the following 
  modifiers: 
   
  Per elf in the party: 
  +1 
   
  Per ranger or druid in the party: 
  +1 
   
  Per half-orc in the party: 
  -2 
   
  Per other “strange race” in the party: -4 
   
  Played YEO3-06 Rhythm of Drums: 
  +3 
  (awarded only once per party- They know the local 
  Border Guard Commander, an elf named Denalle.) 
  D20 Roll 
  Information Gathered 
  <15  
  “I hear it’s the fishes! They gots 
  poisoned, and now the critters what 
  eats them gets poisoned with the 
  madness too! Don’t eat no fishes!” 
  16-20 
  “Them woods ain’t haunted. I think 
  they just holy or somethin’. Don’t be 
  telling none of them elves I told ya 
  this, but I think it’s where they go to do 
  all their holly-and-oak tree huggin’, if 
  ya know what I mean. Don’t get me 
  wrong, to each his own. I’m a C o’ 
  Seven man myself.” 
  21-25 
  “Them’s Sithig woods. Lots of the 
  woods round the country are now, 
  didn’t ya hear? They took some 
  woods up north, even took over one of 
  our forts, I heard.” 
  26-30 
  “I found me a weird collar on a otter I 
  trapped. Damned creature died ten 
  feet from the trap after chewing its 
  own leg off. I’ve heard of wolves doin’ 
  that, but never an otter. Wish I hadn’t 
  lost that collar.” 
  31+  
  “Come to think of it, there’s this weird 
  little halfling sorcerer guy that comes 
  to town every few months with a half-
  orc ranger. They buys bunches of 
  food and leathers and then heads out 
  again. Was just through here about a 
  week or so ago. Maybe they got 
  something to do with it. Never trusted 
  no one who ran with orcs.”  
   
  As the party is settling into this information and 
  travelling a 5-ft wide game trail, they come across 
  a small group moving the other way. If the party is 
  not Moving Silently, the other group will take to the 
  sides of the woods, as indicated below, until they 
  identify the party. If the party is Moving Silently, 
  they will come face-to-face with the other party at 
  approximately 40 feet, with no surprise on either 
  side. Adjust the boxed text appropriately. 
   
  Conditions: The woods are shadowy during 
  the day due to their density. Movement on the 
  path is at half-speed unless the character has 
  some exception. 
   
  As you travel along the game trail, there is 
  a rustle to your left, and then a figure steps 
  out. Dressed in full plate, he seems to have 
  been wrapped in a cloak. “Hail, and well met 
  travelers. Where are you headed?” A tall, thin 
  blonde haired man, his crest identifies him as 
  a Free Squire of the Yeomanry. A half-dozen 
  others step from behind trees or stand from 
  where they had hidden in the shrubs. 
  All APLs (Untiered EL 11) 
  Jayce Entrigal, Male Human Paladin11 of 
  Delleb: hp 83; see Appendix 6. 
  Free Guards, Male Human Fighter4 (3): hp 
  36; see Appendix 6. 
  Border 
  Guards, 
  Male/Female 
  Human 
  Rogue3 (2): hp 16; see Appendix 6. 
   
  Development: If the party doesn’t move 
  stealthily and doesn’t realize it should after this 
  encounter, allow any druid, ranger, or Border 
  Guard in the party to make a DC 10 Intelligence 
  check. Allow this check after each encounter in 
  
  YEO8-01 A Widow’s Tears 
   
  Page 6 
  which the party is surprised by not moving 
  stealthily. Success indicates they realize that, with 
  the amount of noise the party is making, they will 
  likely let the entire wood know they are coming. 
   
  If any of the PCs have played YEO6-06 Howl 
  at the Moon, they recognize Free Squire Jayce 
  Entrigal and he likewise recognizes them. From 
  here, the encounter should turn into a friendly 
  conversation. If any PC has either Favor of 
  Woodsend but does NOT have the Free Squire’s 
  Friendship, Free Squire Entrigal will be very 
  standoffish with that PC, as some aspect of that 
  PC caused him to be suspicious the first time. 
  Assuming most of the party has the Friendship or 
  is new to his acquaintance, he will begin as 
  Friendly towards the party. If the majority of the 
  party has the Favor and not the Friendship, he 
  will start as Indifferent to the party. 
   
  If Free Squire Entrigal starts as Indifferent 
  towards the party, he will be more suspicious of 
  them. He will want to know who they are and 
  where they are going before he reveals anything 
  to them. If they attempt to lie to him, he will use his 
  Sense Motive (+8) to try to see through it. He is 
  hunting a fugitive, and will suspect the party of 
  possible involvement until they convince him 
  otherwise, either through roleplay or a Diplomacy 
  check (DC 15 to shift to Friendly). 
   
  Assuming he starts Friendly towards the party 
  or they are able to win him over, Jayce Entrigal 
  tells them he is currently pursuing a fugitive who 
  fled from Whitehurst, a horse-thief and accused 
  murder, though that case has yet to be tried. He 
  expresses concern that the party has seen no sign 
  of his fugitive, especially so if there are rangers, 
  druids, or Border Guards visibly present in the 
  party. He will attempt to engage in friendly 
  conversation with anyone who either has his 
  Friendship or is new to him, granting him the 
  benefit of the doubt. He will attempt to avoid 
  anyone who has the Favor, but not his 
  Friendship. These PCs can try to interact with 
  him, but will have to convince him that whatever 
  put him off before was not part of their regular 
  character. 
  These 
  non-Friendship 
  PCs 
  can 
  attempt to either roleplay making friends or can 
  attempt a DC 25 Diplomacy check (Unfriendly to 
  Friendly) to earn his respect. See what his 
  expectations are below. 
   
  Jayce is a good fellow and is always on the 
  lookout for adventurers and explorers who can 
  help sate his curiosity and fulfill his quest for 
  knowledge. He will attempt to interact in a friendly 
  manner with any PC who is willing to do so. Those 
  who wish can exchange pleasantries with him and 
  will be presently surprised at his cordiality. 
   
  Those who are friendly to him will receive the 
  Friendship of the Free Squire on their AR. 
   
  A PC will NOT receive this benefit if: 
  • 
  He is rude or dismissive of Jayce. 
  • 
  He refuses to give his name or gives a 
  false name (for whatever reason). 
  • 
  He behaves erratically or strangely, or in 
  any way embarrasses Jayce or his men. 
   
  Therefore, it is not necessary for every PC at 
  the table to receive the benefit. Those who show 
  little interest in interacting with him do not receive 
  it nor do those he has already started to distrust 
  (unless he is won over), while those who are polite 
  and befriend him do. 
  ENCOUNTER 2: A WIDOW’S 
  TEARS 
  Plucking heart-strings to encourage the mission. 
  (~10 mins.) 
   
  There is no threat here, only encouragement 
  to continue on, a title for the module, and some 
  useful information. 
   
  A stream of smoke appears above the trees 
  ahead, against the setting sun. A solid and 
  steady, controlled strand, it shows clearly that 
  someone lives in these woods. The sun travels 
  but a small ways in the sky before the game 
  trail you’ve been following broadens into a 
  path, one that leads to an old log cabin. On the 
  porch, an old woman sits and rocks, a sniffling 
  sound coming occasionally from her. Human, 
  with a wad of gray hair tucked up under a 
  faded red kerchief, she is short and stout, but 
  obviously strong by the look of her arms. 
   
  Allow the party to prepare as they choose. 
  There is no danger here, but the party may think it 
  is a trap. Assuming the party calls out or shows 
  themselves in some way, continue as follows. If 
  they choose to sneak up or scout the area first, 
  allow them to do as they wish and adjust the 
  boxed text accordingly, using Widow Josen’s 
  personality and current state as a guide. 
   
  As you approach, the woman wipes her 
  face with a damp cloth, streaking the tears. 
  “Don’t get many travellers through here any 
  mores. If you’re bandit-types, ain’t got much 
  but you’re welcome to it”  
  
  YEO8-01 A Widow’s Tears 
   
  Page 7 
   
  Assuming 
  the 
  party 
  approaches 
  her 
  respectfully and visibly, and speak politely, she will 
  invite them into the house and make them some 
  tea while they talk. If there are “strange” 
  individuals in the group (either unusual or 
  commonly 
  hostile 
  races—asherati, 
  centaur, 
  kobold, half-orc—or normal race characters prone 
  to excessively odd or eccentric behavior), she will 
  instead conduct her conversations warily from the 
  porch. Any strange races or characters will also 
  make her much more hesitant to share information 
  at all. 
   
  If the PCs convince the woman they are 
  adventurers and not bandits, she will tell them her 
  tale, either inside over tea, or from the porch. 
   
  “Adventurers, eh? My husband thought he 
  was. He left ‘bout a week ago, I reckon. Don’t 
  expects I’ll be seeing him again. He went off 
  into them woods and ain’t nothin’ but a 
  trapper. I done tole’ him that but he wadn’t 
  lissenin’ nohows. Kept arguin’ with me ‘bout 
  his days in the Giant Wars and his militia days. 
  Took his armor, crossbow, and spear and 
  headed out, he did. Thought he was gonna 
  solve the wild animals problem for everyones.” 
    
  The widow has little to offer in the way of 
  directions, having no idea where her husband 
  went—she rarely travels far from the cottage these 
  days. She does know, however, that her husband 
  saw some men in the woods towards Kendeen 
  Pass and set off to follow them. If pressed, she 
  remembers it was a half-orc and a halfling he saw. 
  She doesn’t think there’s any chance of him 
  coming home, and, having finished her chores for 
  the day, she sits and rocks and watches the 
  woods in the hopes that he will come. 
   
  Widow Josen: Female Human Commoner3 
  (Profession (cook)-4, Profession (seamstress)-3). 
   
  Development: Widow Josen is an older 
  human woman, short and sturdily built. She has 
  mothered six children who have all moved closer 
  to civilization and don’t come by to visit as often as 
  she would like. Raising the children and taking 
  care of an off-the-beaten-path house while your 
  husband is away trapping has left her a strong 
  woman, both physically and emotionally, but the 
  loss of her husband has started to wear her down. 
  Cheerful banter will bring a smile to her lips, but it 
  will only last a moment before she is looking down, 
  or glancing out an open window at the woods. Her 
  plain grey dress is probably the only dress she 
  wears, but she takes pride in her red kerchief, as if 
  she wearing it for a special occasion. 
  ENCOUNTER 3: WHEN 
  ANIMALS GO BAD 
  The first wild animals attack the party, with 
  differing animals by APL. (~30 mins.) 
   
  As previously noted, unless the party indicates 
  they are attempting to Move Silently and Hide as 
  they move, they will be surprised by each 
  encounter, as the now-predatory animals will hear 
  their stomping and romping about, as well as the 
  usual party banter that adventuring parties 
  normally engage in. 
   
  If the party is moving as stealthily as they are 
  can, make the animals’ first Spot and Listen 
  check, as outlined below. If successful, read the 
  boxed text below. If not, allow each member of the 
  party DC (5+APL) Spot and Listen checks to see 
  the animals. {While this format for Spot and Listen 
  is unusual, the animals are not trying to hide 
  themselves but are trained predators and so move 
  relatively stealthily. Someone in the party will likely 
  make the roll.} If neither side sees the other, they 
  stumble upon each other at 10 feet. If the animals 
  spot the party, they attack outright. If the party 
  spots the animals but remains unseen, they can 
  attempt to bypass as outlined below in the 
  CREATURES section. If the party does manage to 
  surprise the animals, adjust the boxed text as 
  necessary. 
   
  Conditions: The woods are shadowy during 
  the day due to their density. Movement on the 
  path is at half-speed unless the character has 
  some exception. 
   
  Trudging through the woods is never the 
  stuff of childhood fairy-tales, especially with 
  packs and gear. The forest here and further 
  west is thick and the terrain rough, with gullies 
  and creak beds cutting the line of sight to just 
  the next rise. A narrow five-foot game trail is 
  all there is to follow, cut out by deer and 
  perhaps elk over the years, but still heavy with 
  reaching branches. 
   
  A rustle is all the warning you receive as 
  the bush around you explodes with hostile life. 
   
  Creatures: All of these monsters get a +2 
  bonus to their normal Will saves due to a worn 
  magic item. Each monster has its Listen and Spot 
  bonuses listed in case the party decides to Hide 
  and Move Silently. If the creatures fail to spot the 
  party, the party can either attack or try to bypass 
  the encounter (as per standard DMG rules, 
  avoiding the fight counts the same as winning the 
  
  YEO8-01 A Widow’s Tears 
   
  Page 8 
  fight in this case). If the party attempts to bypass 
  the creatures, allow the creatures two more 
  chances to spot the party—one as the party is 
  passing them and one as the party moves away 
  from them. Having a ranger or druid assist with 
  this attempted bypass adds a +2 modifier to the 
  Hide and Move Silently DCs the creatures need to 
  make on the second and third attempts.  
   
  Also, all the ELs have been adjusted down 
  one level to reflect the party’s ability to rest and 
  recover all spells in the days between encounters. 
  APL 2 (EL 3) 
  Dire Badger (2): hp 30 each; Listen +6, Spot 
  +6; see Monster Manual, page 62. 
  APL 4 (EL 5) 
  Dire Lion: hp 66; Listen +7, Spot +7; see 
  Monster Manual, page 63. 
  Lion: hp 38; Listen +5, Spot +5; see Monster 
  Manual, page 274. 
  APL 6 (EL 7) 
  Dinosaur, Megaraptor (2): hp 81 each; Listen 
  +12, Spot +12; see Monster Manual, page 60. 
  APL 8 (EL 9) 
  Dire Tiger (2): hp 132 each; Listen +6, Spot 
  +7; see Monster Manual, page 65. 
  APL 10 (EL 11) 
  Dire Elephant (2): hp 270 each; Listen +8, 
  Spot +8; see Appendix 5. 
   
  Tactics: Begin each encounter at 20 to 80 feet 
  (2d4) with the brush and trees providing some 
  degree of cover and concealment. All creatures, if 
  they identify the party, will immediately move in 
  and engage. 
   
  These creatures, like all others in this module 
  that the party encounters, are feral, completely 
  beyond any normal reasoning. They attack 
  humanoids without hesitation, targeting humans 
  and elves first, followed by any others. 
   
  Treasure: 
  All APLs: L: 0 gp, C: 0 gp, M: 2 collars of 
  resistance-will (111 gp each). 
   
  Development: All of the animals are wearing 
  enchanted collars, a collar of resistance-will (see 
  DM Aid: New Rules Items). These items are 
  placed on the creatures immediately before 
  release. They haven’t been seen before because 
  none of the survivors noticed them on the 
  creatures that attacked them, and some of the 
  creatures, irritated by the humanoid scents on the 
  collars, have rubbed them off (see the GATHER 
  INFORMATION section of Encounter 1). 
   
  If the party doesn’t move stealthily and doesn’t 
  realize it should after this encounter, allow any 
  druid, ranger, or Border Guard in the party to 
  make a DC 10 Intelligence check. Allow this check 
  after each encounter in which the party is 
  surprised by not moving stealthily. Success 
  indicates he realizes that with the amount of noise 
  the party is making, they will likely let the entire 
  wood know they are coming. 
  ENCOUNTER 4: ELVES 
  GONE WILD 
  An encounter with wild elves, to either be 
  diplomacized, fought, or somehow avoided. (~30 
  mins.) 
   
  This encounter assumes the party has been 
  moving through the woods for a few days now. 
  They are deep into these woods and are travelling 
  game trails and burned out paths, with no sign of 
  humanoid habitation or presence. Animal signs 
  are in abundance, however. 
   
  Conditions: The woods are shadowy during 
  the day due to their density. Movement on the 
  path is at half-speed unless the character has 
  some exception. 
   
  Days of travel into the heavily forested hills 
  around the Hellfurnaces has left with you with 
  no further clues, no signs of the trapper, no 
  feral animal attacks. It is not the sound of 
  something attacking, however, that catches 
  your attention. It is the deafening silence. It 
  seems as if all at once the entire forest has 
  gone silent around you, as if in anticipation of 
  something. You move your eyes across the 
  forest, finding no cause at first. Then, stepping 
  from behind an old, gnarled pine directly along 
  your current path, two elves appear. Their 
  unkempt hair holds pieces of stick and 
  feathers and they wear animal hides and 
  leathers. Each holds a sturdy bow with an 
  arrow on the string, but held pointing tip 
  towards the ground. Looking to your sides, 
  you see that several more elves, dressed 
  similarly, stand beside and up amongst trees 
  on either side of you. They stand with arrows 
  nocked, but not drawn. 
  
  YEO8-01 A Widow’s Tears 
   
  Page 9 
   
  The elves are curious as to why these people 
  have trespassed so far into their hunting grounds. 
  They have no formal treaty with the Yeomanry. As 
  members of the elven tribe whose name translates 
  as Bear-on-two-legs-ready-to-strike, they and their 
  ancestors have hunted these lands for generations 
  and see the party as trespassers. 
   
  However, the elves are well aware of the 
  civilization beyond their woods, even if they 
  choose to have no part in it. They are also aware 
  of the trouble with the animals and the fact that the 
  outlanders who have moved into the valley are the 
  root of most of the problems. They are not, 
  however, certain where the party stands—whether 
  they are allies of the other outlanders, hunters or 
  grave-robbers come to raid their lands, or 
  something else entirely. 
   
  The elves will say as little as possible, instead 
  asking the party to identify themselves and their 
  purpose in these woods, their hunting grounds. 
  They will listen closely to the party’s replies, trying 
  to judge them, both as potential allies and as 
  potential threats. 
   
  If the party acknowledges their trespass and 
  offers to make amends, the elves will ask what 
  payment they offer for crossing their lands. They 
  have no use for money, but will accept (APL x 
  1000 gp) in gear and equipment. This equipment 
  need not be magical, but should be functional for 
  these wild elves. If the offer is money, or too little 
  goods, the elves will decline. For money, they will 
  say they have no need of it. For too little, they will 
  imply that if this is all the party can spare, perhaps 
  the party needs it more than they do (implying that 
  the party is too poor to pay…).  
   
  Once the parley has been established and the 
  modifiers determined, the party can attempt to use 
  Diplomacy on these wild elves. Their initial 
  reaction is Unfriendly, unless there is a Ruathar 
  (prestige class from Races of the Wild) in the 
  party, in which case they will begin Indifferent (see 
  below). 
  Modifiers to Diplomacy Roll 
   
  Per elf in the party:  
  +2 
   
  Per half-elf or centaur in the party: 
  -1 
   
  Per half-orc or kobold in the party: 
  -4 
   
  Per other race in the party: 
  -2 
   
  Per non-elf ranger or druid: 
   
  +1 
   
  Refusing to sheath weapons for parley: -4 
   
  Acknowledging the trespass: 
  +1 
   
  Offering payment (see above): 
  +2 
   
  Mentioning putting a road through here: -4 
   
  Grovelling, begging, showing weakness: -2 
   
  Identifying quest for animal madness: 
  +4 
   
  Roleplaying modifier: 
  +/-4 
   
  It will take the party an initial Diplomacy roll of 
  DC 15 to shift the wild elves to Indifferent, a DC 25 
  for Friendly, and a DC 40 for Helpful. This roll is to 
  convince the elves that the party means no threat 
  to them or their lands and that it is actually willing 
  to help with the Animal Madness problem, if it can. 
  It is possible, on a roll of 5 or less, that the elves 
  will become Hostile. In this case, they will fire and 
  retreat, trying to disengage in as many directions 
  as possible and re-assemble to add flanking fire 
  onto any pursuers. Their first attack will be half-
  hearted as they plant shafts at the feet of the party 
  members and begin their withdrawal, concerned 
  about the party’s potential magical superiority. As 
  noted, those who aren’t pursued will lay down 
  flanking fire to try to help their brothers and sisters 
  to escape into the woods. In this case, the 
  encounter with the Wild Elves is over and the party 
  is on its own from here on out. It is impossible for 
  the Elves to become Hostile if there is a Ruathar in 
  the party unless the party attacks the elves first. 
    
  If the party is able to sway them to Indifferent, 
  or if there is a Ruathar in the party, allow another 
  roll, this time to see if the elves will provide escort 
  and cover fire. It will take the party a Diplomacy 
  roll of DC 15 to shift the wild elves to Friendly, and 
  a DC 30 for Helpful. If the party is able to sway the 
  wild elves to Friendly or better, the elves will offer 
  to provide an armed escort to where they are 
  going. If they are unable to sway the wild elves 
  with two rolls, the elves will instead leave them be, 
  heading off into the woods away from them, 
  presuming that they will get themselves killed soon 
  enough anyways. 
   
  Creatures:  
  All APLs (Untiered EL 15) 
  Aherai, 
  Female 
  Wild 
  Elf 
  Ranger2/Fighter4/Occult Slayer2: hp 69; see 
  Appendix 6. 
  Delepha, Male Wild Elf Ranger2/Fighter6: 
  hp 69; see Appendix 6. 
  Hunters, 
  Male/Female 
  Wild 
  Elf 
  Ranger2/Fighter4 (4): hp 47 each; see 
  Appendix 6. 
  
  YEO8-01 A Widow’s Tears 
   
  Page 10 
  Archers, 
  Male/Female 
  Wild 
  Elf 
  Ranger2/Fighter1 (12): hp 22 each; see 
  Appendix 6. 
   
  Tactics: The elves seek to stay away from 
  melee combat, using hit and run tactics in order to 
  wear down an opponent over time, rather than 
  facing him head on. Assuming the party is unable 
  either to reach a peaceable agreement or refuses 
  to allow the Hostile elves to withdraw, the elves 
  will try to stay at least 200 feet away from the party 
  and use concentrated missile fire to take down 
  their opponents one at a time. They understand 
  the threat of spell casters well and will focus all fire 
  on any spellcasters they can identify, starting with 
  the less heavily armored and moving to the more 
  heavily armored spell-casters. Heavily armored 
  melee fighters will be avoided until last. If such 
  heavily armored individuals pursue the elves, they 
  will attempt first to simply double move away as 
  quickly as possible. If the armored enemies follow, 
  they will run, trying to draw the more heavily 
  armored individual in between their brethren to 
  attack in a crossfire. If the enemy is too powerful, 
  or quickly is able to eliminate more than a fourth of 
  the group, the rest will simply flee into the woods 
  in as many different directions as possible, using 
  their Woodland Stride and Trackless Step abilities, 
  if they have acquired them. 
   
  Treasure: The party does NOT gain the Story 
  Objective experience points for this encounter if 
  they fight the wild elves. 
  ENCOUNTER 5: WHEN 
  ANIMALS ATTACK 
  The second encounter with wild animals, with 
  possible help from the elves. If not, it’s a tough 
  fight. (~30 mins.) 
   
  If the wild elves are present and the party is 
  NOT moving as stealthily as they can, the elves 
  will attempt to impress upon them the importance 
  of such tactics in these woods. If the party insists 
  on NOT Moving Silently, allow them to do so, but 
  the elves will fall back about 200 feet, following the 
  party by noise and trail rather than by their side. It 
  will take the elves three rounds to catch up and 
  help the party in this case. 
   
  If the party asks, the elves will send ahead a 
  scout who can move swiftly and silently. This 
  scout will easily find the animals first and allow the 
  party to achieve surprise, if they so choose, with 
  the elves directing them to within 80 feet of the 
  animals before springing the ambush. 
   
  Make the animals’ first Spot and Listen check 
  as outlined below. If successful, read the boxed 
  text below. If not, allow each member of the party 
  (and a roll for each wild elf, if they are present) DC 
  (5+APL) Spot and Listen checks to see the 
  animals. {While this format for Spot and Listen is 
  unusual, the animals are not trying to hide 
  themselves but are trained predators and so move 
  relatively stealthily. Someone in the party will likely 
  make the roll.} If neither side sees the other, they 
  stumble upon each other at 10 feet. If the animals 
  spot the party, they attack outright. If the party 
  spots the animals but remains unseen, they can 
  attempt to bypass as outlined below in the 
  CREATURES section. If the party does manage to 
  surprise the animals, adjust the boxed text as 
  necessary. 
   
  Conditions: The woods are shadowy during 
  the day due to their density. Movement on the 
  path is at half-speed unless the character has 
  some exception. 
   
  Days have passed since meeting the elves. 
  Assuming their directions are accurate, you 
  should come to the hidden valley within 
  another day or so. The game in the area has 
  been sparse and, surprisingly this deep into 
  the woods, skittish. Even birds seem to leap 
  from trees anytime the party approaches. 
   
  Or perhaps it wasn’t your party that caused 
  the birds to flee… something is coming... or 
  somethings, as they swarm from around trees 
  directly at you. 
   
  Creatures: All of these monsters get a +2 
  bonus to their normal Will saves due to a worn 
  magic item. Each monster has its Listen and Spot 
  bonuses listed in case the party decides to Hide 
  and Move Silently. (If there is no Listen skill listed, 
  assume it is +0.) If the creatures fail to spot the 
  party, the party can either attack or choose to try 
  to bypass the encounter (as per standard DMG 
  rules, avoiding the fight counts the same as 
  winning the fight in this case). If the party attempts 
  to bypass the creatures, allow the creatures two 
  more chances to spot the party—one as the party 
  is passing them and one as the party is moving 
  away from them. Having a ranger or druid assist 
  with this attempted bypass adds a +2 modifier to 
  the Hide and Move Silently DCs the creature 
  needs to make on the second and third attempts. 
   
  Also, all the ELs have been adjusted down 
  one level to reflect the party’s ability to rest and 
  recover all spells in the days between encounters. 
  
  YEO8-01 A Widow’s Tears 
   
  Page 11 
  All APLs (Elves assisting the party) 
  Hunter, Male Wild Elf Ranger2/Fighter4: hp 
  47; see Appendix 6. 
  Archers, 
  Male/Female 
  Wild 
  Elf 
  Ranger2/Fighter1 (3): hp 22 each; see 
  Appendix 6. 
  APL 2 (EL 5, 2 with elves’ assistance) 
  Snake, Large Viper (3): hp 18 each; Listen 
  +5, Spot +6; see Monster Manual, page 280. 
  APL 4 (EL 7, 4 with elves’ assistance) 
  Monstrous Spider, Huge: hp 60; Spot +12, 
  tremorsense, 60 ft; see Monster Manual, page 
  289. 
  Monstrous Spider, Large (3): hp 27 each; 
  Spot +12, tremorsense, 60 ft; see Monster 
  Manual, page 289. 
  Monstrous Spider, Medium: hp 14; Spot 
  +12, tremorsense, 60 ft; see Monster Manual, 
  page 288. 
  APL 6 (EL 9, 6 with elves’ assistance) 
  Rhinoceros (5): hp 78 each; Listen +14, Spot 
  +3; see Monster Manual, page 278. 
  APL 8 (EL 11, 8 with elves’ assistance) 
  Girallon (6): hp 68 each; Spot +6, scent; see 
  Monster Manual, page 126. 
  APL 10 (EL 13, 10 with elves’ assistance) 
  Monstrous Scorpion, Gargantuan (2): hp 
  165 each; Spot +4, tremorsense, 60 ft; see 
  Monster Manual, page 288. 
  Monstrous Scorpion, Huge (3): hp 83 each; 
  Spot +4, tremorsense, 60 ft; see Monster 
  Manual, page 287. 
   
   
  Tactics: Begin the encounter at 20 to 80 
  feet (2d4) with the brush and trees providing some 
  degree of cover and concealment. All creatures, if 
  they identify the party, will immediately move in 
  and engage. 
   
  These creatures, like all others in this module 
  that the party encounters, are feral, completely 
  beyond any normal reasoning. They attack 
  humanoids without hesitation, targeting humans 
  and elves first, followed by any others. 
   
  The wild elven guides will fire en masse at a 
  single target, trying to bring it down. They will look 
  to shift their fire only to aid a PC who is in danger 
  of being overwhelmed or who is knocked 
  unconscious (or killed). They will not follow the 
  orders of the party, but can be influenced to 
  channel their fire together at a selected target. If 
  the creatures are close to one of them, the wild elf 
  will fire as he moves away, and the other elves will 
  concentrate their fire to support their brethren, 
  regardless of any party influence. The wild elves 
  expect the party to engage while they add fire 
  support and will do all they can to avoid direct 
  engagement themselves. 
   
  Treasure: 
  APL 2: L: 0 gp, C: 0 gp, M: 3 collars of 
  resistance-will (111 gp each). 
  APL 4: L: 0 gp, C: 0 gp, M: 5 collars of 
  resistance-will (111 gp each). 
  APL 6: L: 0 gp, C: 0 gp, M: 5 collars of 
  resistance-will (111 gp each). 
  APL 8: L: 0 gp, C: 0 gp, M: 6 collars of 
  resistance-will (111 gp each). 
  APL 10: L: 0 gp, C: 0 gp, M: 5 collars of 
  resistance-will (111 gp each). 
   
  Development: All of the animals are wearing 
  enchanted collars, a collar of resistance-will (see 
  DM Aid: New Rules Items). These items are 
  placed on the creatures immediately before 
  release. They haven’t been seen before because 
  none of the survivors noticed them on the 
  creatures that attacked them, and some of the 
  creatures, irritated by the humanoid scents on the 
  collars, have rubbed them off (see the GATHER 
  INFORMATION section of Encounter 1). 
   
  If the party doesn’t move stealthily and doesn’t 
  realize it should after this encounter, allow any 
  druid, ranger, or Border Guard in the party to 
  make a DC 10 Intelligence check. Allow this check 
  after each encounter in which the party is 
  surprised by not moving stealthily. Success 
  indicates he realizes that, with the amount of noise 
  the party is making, they will likely let the entire 
  wood know they are coming. 
  ENCOUNTER 6: A LINE IN 
  THE TREES 
  The point beyond which the elves will not venture 
  (and the PCs’ actions become more relevant). 
  ~(15 mins.) 
   
  The wild elves will lead the party as quickly as 
  the party can travel, mostly along similar game 
  trails that occasionally broaden and once even 
  
  YEO8-01 A Widow’s Tears 
   
  Page 12 
  across a waist-deep stream. After another two 
  days travel, the party reaches the edge of the wild 
  elf territory. 
   
  Conditions: It is dusk. The woods are 
  shadowy during the day due to their density. 
  Movement on the path is at half-speed unless the 
  character has some exception. 
   
  The path you’ve been following has 
  broadened, up to ten or twelve feet at most 
  spots, obviously more used in the recent past, 
  even still showing signs of wagon tracks 
  fading back into the dirt. Cresting a ridge as 
  the sun begins to set, your elven guide comes 
  to a stop. The other elves come from the 
  woods to his side and all look to the land 
  beyond. Running downhill gently on the other 
  side, the forest continues, running right up to 
  the mountains in the distance and even up the 
  side quite some ways. 
   
  “There, ahead, is the valley. This ridge 
  marks the end of our lands. Beyond it, we will 
  not go. But from here, we have seen the smoke 
  of fires burning, and from there,” he points 
  further along the path with his bow, “the 
  Animal Madness spreads.” 
   
  The elves can provide little further information 
  and, regardless of the offer, will not proceed 
  further. They know little to nothing of the land 
  beyond than what they can see from here and 
  other points along the ridge. They know nothing 
  but that all the mad animals come from that 
  direction and seem to have a preference for 
  attacking over fleeing, which is a sign of their 
  madness. They know of the collars which the 
  beasts wear, and are therefore convinced there is 
  a human cause for the madness, but have no idea 
  what that cause is. 
   
  From here the party must continue on its own. 
  They can camp out for the night or they can press 
  on in the darkness. There is a clear ten-foot wide 
  path for the party to follow, should they so choose. 
  Further up the path, about a quarter of a mile from 
  the actual base camp of the animal trainers, is a 
  trap set to capture the unwary as they approach. If 
  the party goes completely off the path, they avoid 
  the trap entirely. 
   
  Trap: A basic spiked pit trap has been placed 
  under a ten-foot section of the path and covered 
  over. Small vines, used as strings, have been 
  further tied into the under-frame of the trap, 
  reaching up to branches of nearby trees, causing 
  them to shake and the birds within them to take to 
  the air, something that those in the base camp can 
  see. 
  All APLs  (EL 2) 
  Camouflaged Pit Trap: Search DC 24; 
  mechanical, manual reset; location trigger; see 
  Appendix 6. 
   
  Development: If the characters are able to 
  avoid the trap, they will be able to get within sight 
  distance of the camp without further incident. If 
  they set off the trap, the large group of birds that 
  suddenly takes flight will alert the camp, and they 
  will be prepared for the party as outlined below. 
  ENCOUNTER 7: RANGERS 
  AND DRUIDS AND BEARS, 
  OH MY! 
  The final group of baddies with pets and prep time, 
  assuming the PCs trip a trap in Encounter 7. (~40 
  mins.) 
   
  This encounter assumes the party has tripped 
  the trap-wire and that the encampment has been 
  alerted. If the party avoided the trap (either by 
  avoiding the path or detecting it), then the NPCs 
  will not be as prepared. In this case, there will be 
  one or two of them milling about the camp while 
  the others are in random caves about random 
  tasks. They will take time to buff and then enter 
  battle, taking them an extra round or two to get 
  there to get the spells already assumed to be up 
  cast. 
   
  Conditions: Bright, sunny day with excellent 
  visibility. Movement on and off the trail is at full 
  speed. 
   
  A small valley lies before you, tucked into 
  the base of the Hellfurnaces. Small caves, 
  some apparently dug by humanoids, litter this 
  two hundred foot deep valley, some forty feet 
  across. At its back, it widens to about 200-feet 
  as the trail comes down the middle of it like a 
  tongue to a hundred-foot wide mouth of a 
  cave. The sides of the mountain on each side 
  of the valley are sheer, making any kind of 
  rappelling assault exceedingly difficult. 
   
  Around this valley, all of the trees have 
  been cut back, leaving a wide-open space. 
  Spread around the edges of the valley are a 
  number of cages of a dozen different makes 
  and sizes, everything from wooden baskets to 
  large steel bars, big enough to hold three or 
  four horses with room to spare. 
  
  YEO8-01 A Widow’s Tears 
   
  Page 13 
   
  As you take this in, you realize that nothing 
  is moving out there, nothing apparently alive. 
  The camp looks abandoned, but for a thin wisp 
  of smoke drifting up from what appears to be a 
  cooking fire back near the farthest cave. An 
  angry roaring sound comes from one of the 
  closed cages, its walls preventing any vision 
  of what is making the horrible noise or why. 
   
  The 
  NPCs 
  will 
  actually 
  have 
  secured 
  themselves in the first set of caves, only 20-feet or 
  so from the wide entrance to the valley, hoping to 
  pull the party into the middle before springing their 
  ambush. If able to obtain surprise, they will open 
  with entangle spells (and spike growth and sleet 
  storm at higher APLs) in the surprise round. The 
  wild animal, enraged by its handlers with the intent 
  of releasing it upon the party, will be released by a 
  pull-string (rope at higher APLs) attached to its 
  cage door. Its cage is located about half-way down 
  the valley, some 100-feet in. If any character with 
  the Knowledge (nature) skill makes a DC 20 
  check, he can get an idea of what kind of animal it 
  is (its basic type and size). 
   
  Creatures:  
  APL 2 (EL 5) 
  Ferox, Male Half-Orc Ranger3: hp 21; see 
  Appendix 1. 
  Nosfuz Eyereak, Male Gnome Druid1: hp 8; 
  see Appendix 1. 
  Hairy, Badger Animal Companion: hp 8; see 
  Appendix 1.  
  “Unwanted Pain”, Male Half-Elf Hexblade1: 
  hp 8; see Appendix 1. 
  Osmarel Leftfoot, Male Halfling Warmage1: 
  hp 6; see Appendix 1. 
  Snake, Medium Viper: hp 12; see Monster 
  Manual, page 280. 
  APL 4 (EL 7) 
  Ferox, Male Half-Orc Ranger5: hp 34; see 
  Appendix 2. 
  Nosfuz Eyereak, Male Gnome Druid3: hp 
  23; see Appendix 2. 
  Hairy, Badger Animal Companion: hp 23; 
  see Appendix 2. 
  “Unwanted Pain”, Male Half-Elf Hexblade2: 
  hp 15; see Appendix 2. 
  Osmarel Leftfoot, Male Halfling Warmage2: 
  hp 11; see Appendix 2. 
  Monstrous Centipede, Large: hp 18; see 
  Monster Manual, page 286. 
  APL 6 (EL 9) 
  Ferox, Male Half-Orc Ranger7: hp 48; see 
  Appendix 3. 
  Nosfuz Eyereak, Male Gnome Druid5: hp 
  38; see Appendix 3. 
  Hairy, Badger Animal Companion: hp 23; 
  see Appendix 3. 
  “Unwanted Pain”, Male Half-Elf Hexblade2: 
  hp 15; see Appendix 3. 
  Osmarel Leftfoot, Male Halfling Warmage2: 
  hp 11; see Appendix 3. 
  Owlbear: hp 57; see Monster Manual, page 
  206. 
  APL 8 (EL 11) 
  Ferox, Male Half-Orc Ranger9: hp 61; see 
  Appendix 4. 
  Nosfuz Eyereak, Male Gnome Druid7: hp 
  53; see Appendix 4. 
  Hairy, Badger Animal Companion: hp 38; 
  see Appendix 4. 
  “Unwanted Pain”, Male Half-Elf Hexblade4: 
  hp 30; see Appendix 4. 
  Osmarel Leftfoot, Male Halfling Warmage4: 
  hp 21; see Appendix 4. 
  Megaraptor: hp 81; see Monster Manual, 
  page 60. 
  APL 10 (EL 13) 
  Ferox, Male Half-Orc Ranger11: hp 75; see 
  Appendix 5. 
  Nosfuz Eyereak, Male Gnome Druid9: hp 
  66; see Appendix 5. 
  Hairy, Badger Animal Companion: hp 53; 
  see Appendix 5. 
  “Unwanted Pain”, Male Half-Elf Hexblade6: 
  hp 45; see Appendix 5. 
  Osmarel Leftfoot, Male Halfling Warmage6: 
  hp 32; see Appendix 5. 
  Dinosaur, Tyrannosaurus: hp 183; see 
  Monster Manual, page 61. 
   
  Tactics: While all battle plans dissolve in the 
  face of actual combat, the animal trainers will use 
  the following tactics as much as possible. The 
  
  YEO8-01 A Widow’s Tears 
   
  Page 14 
  enraged animal will attack any character other 
  than the trainers it can reach, focusing solely on 
  that character before moving on to another—the 
  animals are terrified of the trainers and ready to 
  take it out on anyone else they can reach. 
   
  APL 2: Nosfuz will attempt to use entangle on 
  as many party members as possible, and then 
  target an enemy melee type with flare before 
  turning to the use of his sling. He will send Hairy 
  into combat against any enemy that tries to melee 
  with him. 
   
  Ferox will look to engage any caster types that 
  make it out of the entangle first, knowing all too 
  well, as the entire group of trainers does, that a 
  sword can only kill one man while a fireball can kill 
  many. 
   
  “Unwanted Pain” will target elves preferably, 
  using the Hexblade Curse on any elven or half-
  elven fighter type that makes it out of the entangle. 
   
  Osmarel will try to stay hidden in the entrance 
  to one of the caves, pulling the string to free the 
  enraged animal and using hail of stone on any 
  characters caught close together in the entangle, 
  and targeting caster types with readied magic 
  missiles intended to disrupt spell-casting. 
   
  APL 4: Nosfuz will attempt to use entangle on 
  as many party members as possible, and then 
  send in a summoned swarm of bats to attack 
  casters caught in the entangle. After that, he will 
  target an enemy melee type with produce flame 
  and then flare before turning to the use of his sling 
  on any casters, trapped in the entangle or 
  otherwise. He will send Hairy into combat against 
  any enemy that tries to melee with him. 
   
  Ferox will look to engage any caster types that 
  make it out of the entangle first, knowing all too 
  well, as the entire group of trainers does, that a 
  sword can only kill one man while a fireball can kill 
  many. If he cannot reach the casters, due either to 
  distance or they are trapped in the entangle, he 
  will shift to attacking fighter types, choosing 
  humans and elves before others. 
   
  “Unwanted Pain” will target elves preferably, 
  using the Hexblade Curse on any elven or half-
  elven fighter type that makes it out of the entangle. 
  If possible, she will move to help flank for Ferox, 
  bringing both of their blades to bear on a singular 
  opponent. 
   
  Osmarel will try to stay hidden in the entrance 
  to one of the caves, pulling the string to free the 
  enraged animal and using hail of stone on any 
  characters caught close together in the entangle, 
  and targeting caster types with readied magic 
  missiles intended to disrupt spell-casting. 
   
  APL 6: Nosfuz will attempt to use entangle on 
  as many party members as possible, and then 
  send in a summoned swarm of bats to attack 
  casters caught in the entangle. If he can get close 
  enough, he will use bull’s strength on Ferox. After 
  that, he will target an enemy melee type with 
  produce flame and then flare before turning to the 
  use of his sling on any casters, trapped in the 
  entangle or otherwise. He will use his poison spell 
  and send Hairy into combat against any enemy 
  that tries to melee with him. 
   
  Ferox will look to engage any caster types that 
  make it out of the entangle first, knowing all too 
  well, as the entire group of trainers does, that a 
  sword can only kill one man while a fireball can kill 
  many. If he cannot reach the casters, due either to 
  distance or they are trapped in the entangle, he 
  will shift to attacking fighter types, choosing 
  humans and elves before others. If too many 
  escape the initial entangle, he will overlap his spell 
  with Nosfuz’s first casting of it. 
   
  “Unwanted Pain” will target elves preferably, 
  using the Hexblade Curse on any elven or half-
  elven fighter type that makes it out of the entangle. 
  If possible, she will move to help flank for Ferox, 
  bringing both of their blades to bear on a singular 
  opponent and taking advantage of Ferox’s 
  Distracting Attack ability. 
   
  Osmarel will try to stay hidden in the entrance 
  to one of the caves, pulling the string to free the 
  enraged animal and using hail of stone on any 
  characters caught close together in the entangle, 
  and targeting caster types with readied magic 
  missiles intended to disrupt spell-casting. 
   
  APL 8: Nosfuz will attempt to use spike growth 
  on as many party members as possible, and then 
  send in a summoned swarm of bats to attack 
  casters caught in the spike growth. If few or none 
  of the party seem hindered by the spike growth, he 
  will lay down his entangle. If any character is riding 
  a mount or has a dog or other animal with them, 
  he will cast dominate animal on it, sending it 
  against the least-armored enemy. If he can get 
  close enough, he will use bull’s strength on Ferox. 
  After that, he will target an enemy melee type with 
  produce flame and then flare before turning to the 
  use of his sling on any casters, trapped in the 
  spike growth or otherwise.  He will use his 
  infestation of maggots and poison spells and send 
  Hairy into combat against any enemy that tries to 
  
  YEO8-01 A Widow’s Tears 
   
  Page 15 
  melee with him, trying to back away to maintain 
  missile and spell fire. 
   
  Ferox will look to engage any caster types that 
  make it out of the entangle first, knowing all too 
  well, as the entire group of trainers does, that a 
  sword can only kill one man while a fireball can kill 
  many. If he cannot reach the casters, due either to 
  distance or they are trapped in the spike growth or 
  entangle, he will shift to attacking fighter types, 
  choosing humans and elves before others. If too 
  many escape the initial spike growth or entangle, 
  he will overlap his entangle spell with Nosfuz’s first 
  casting. 
   
  “Unwanted Pain” will target elves preferably, 
  using the Hexblade Curse on any elven or half-
  elven fighter type that makes it out of the entangle. 
  She will use her Dark Companion to penalize any 
  enemy who seems to hit more or faster than the 
  rest, while moving to flank with Ferox if she can, 
  bringing both of their blades to bear on a singular 
  opponent and taking advantage of Ferox’s 
  Distracting Attack ability. 
   
  Osmarel will try to stay hidden in the entrance 
  to one of the caves. After pulling the rope, he will 
  target a fighter or rogue type with ray of 
  clumsiness and then will target any characters 
  caught close together in the entangle with hail of 
  stone. Any caster types will quickly be targeted 
  with readied Melf’s acid arrows and scorching rays 
  intended to disrupt spell-casting. 
   
  APL 10: Nosfuz will attempt to use spike 
  growth on as many party members as possible, 
  and then send in a summoned swarm of bats to 
  attack casters caught in the spike growth. As soon 
  as possible, he will cast animal growth on Hairy 
  and freedom of movement on Ferox. If few or 
  none of the party seem hindered by the spike 
  growth, he will lay down his entangle. If the party 
  seems content to stay put and use missile 
  weapons, he will cast a wind wall between the two 
  parties. If any character is riding a mount or has a 
  dog or other animal with them, he will cast 
  dominate animal on it, sending it against the least-
  armored enemy. If he can get close enough, he 
  will use bull’s strength on Ferox. After that, he will 
  target an enemy melee type with produce flame 
  and then flare before turning to the use of his sling 
  on any casters, trapped in the spike growth or 
  otherwise. He will use his infestation of maggots 
  and poison spells and send Hairy into combat 
  against any enemy that tries to melee with him, 
  trying to back away to maintain missile and spell 
  fire. 
   
  Ferox will cast protection from energy: fire on 
  himself and then engage any caster types, using 
  the freedom of movement from Nosfuz to move 
  freely through the spike growth or entangle. Ferox 
  knows all too well, as the entire group of trainers 
  does, that a sword can only kill one man while a 
  fireball can kill many. If he cannot reach the 
  casters, he will shift to attacking fighter types, 
  choosing humans and elves before others. If too 
  many escape the initial spike growth or entangle, 
  he will overlap his entangle spell with Nosfuz’s first 
  casting. 
   
  “Unwanted Pain” will target elves preferably, 
  using the Hexblade Curse on any elven or half-
  elven fighter type that makes it out of the entangle. 
  She will use her Dark Companion to penalize any 
  enemy who seems to hit more or faster than the 
  rest. The character who does the most damage to 
  any of the trainers will be the target of her Tasha’s 
  hideous laughter spells. “Unwanted” will move to 
  flank with Ferox if she can, bringing both of their 
  blades to bear on a singular opponent and taking 
  advantage of Ferox’s Distracting Attack ability. 
   
  Osmarel will try to stay hidden in the entrance 
  to one of the caves. After pulling the rope, he will 
  use a sleet storm to hinder ranged attacks and 
  further hamper movement through the spike 
  growth or entangle, trying to catch as many of the 
  party in it as possible. He will target a fighter or 
  rogue type with ray of clumsiness and will target 
  any characters caught close together in the 
  entangle with resonating bolts or lightning bolts. 
  Any caster types will quickly be targeted with 
  readied Melf’s acid arrows and scorching rays 
  intended to disrupt spell-casting. He will cast ring 
  of blades if any character tries to close and melee 
  with him, trying to move away, out of the cave, so 
  as not to get boxed in. 
   
  Treasure 
  APL 2: L: 299 gp, C: 6 gp, M: brute gauntlets 
  (41 gp), electric eel elixir (33 gp), least 
  revelation crystal (33 gp), 2 potions of cure 
  light wounds (4 gp each), divine scroll of 2 
  dawn spells (2 gp), divine scroll of babau slime 
  (2 gp), divine scroll of deep breath (2 gp), 
  divine scroll of delay disease (2 gp), divine 
  scroll of wall of smoke (2 gp), potion of shield 
  of faith +2 (4 gp). 
  APL 4: L: 272 gp, C: 9 gp, M: +1 longsword 
  (192 gp), brute gauntlets (41 gp), electric eel 
  elixir (33 gp), 2 divine scrolls of rhino’s rush (2 
  gp each), 3 potions of shield of faith +2 (4 gp 
  each), lesser revelation crystal (83 gp), 3 
  
  YEO8-01 A Widow’s Tears 
   
  Page 16 
  potions of cure light wounds (4 gp each), 
  divine scroll of 2 dawn spells (2 gp), divine 
  scroll of babau slime (2 gp), divine scroll of 
  deep breath (2 gp), divine scroll of delay 
  disease (2 gp), divine scroll of wall of smoke 
  (2 gp), least iron ward diamond (41 gp), divine 
  scroll of align fang (12 gp), divine scroll of 
  crabwalk (4 gp), divine scroll of rapid 
  burrowing (2 gp), 2 +1 studded leather armors 
  (97 gp each). 
  APL 6: L: 226 gp, C: 9 gp, M: +1 chain shirt 
  (104 gp), +1 longsword (192 gp), +1 short 
  sword (192 gp), brute gauntlets (41 gp), 
  electric eel elixir (33 gp), 2 divine scrolls of 
  rhino’s rush (2 gp each), 3 potions of shield of 
  faith +2 (4 gp each), 4 potions of cure light 
  wounds (4 gp each), least crystal of return (25 
  gp), lesser revelation crystal (83 gp), divine 
  scroll of 2 dawn spells (2 gp), divine scroll of 
  babau slime (2 gp), divine scroll of deep 
  breath (2 gp), divine scroll of delay disease (2 
  gp), divine scroll of wall of smoke (2 gp), 
  lesser iron ward diamond (166 gp), divine 
  scroll of align fang (12 gp), divine scroll of 
  crabwalk (4 gp), divine scroll of rapid 
  burrowing (2 gp), potion of cure moderate 
  wounds (25 gp), 2 +1 studded leather armors 
  (97 gp each). 
  APL 8: L: 224 gp, C: 8 gp, M: +1 chain shirt 
  (104 gp), +1 longsword (192 gp), +1 short 
  sword (192 gp), brute gauntlets (41 gp), 
  electric eel elixir (33 gp), 2 divine scrolls of 
  rhino’s rush (2 gp each), 3 potions of shield of 
  faith +2 (4 gp each), 4 potions of cure light 
  wounds (4 gp each), least crystal of return (25 
  gp), belt of growth (250 gp), lesser crystal of 
  life drinking (125 gp), 2 potions of cure 
  moderate wounds (25 gp), lesser revelation 
  crystal (83 gp), divine scroll of 2 dawn spells 
  (2 gp), divine scroll of babau slime (2 gp), 
  divine scroll of deep breath (2 gp), divine scroll 
  of delay disease (2 gp), divine scroll of wall of 
  smoke (2 gp), lesser iron ward diamond (166 
  gp), divine scroll of align fang (12 gp), divine 
  scroll of crabwalk (4 gp), scroll of rapid 
  burrowing (2 gp), divine scroll of girallon’s 
  blessing (31 gp), divine scroll of hypothermia 
  (31 gp), divine scroll of splinterbolt (12 gp), 
  ring of silent spells (166 gp), 2 +1 studded 
  leather armors (97 gp each), +1 heavy steel 
  shield (97 gp), potion of enlarge person (4 gp), 
  least crystal of arcane steel (41 gp), bag of 
  endless caltrops (41 gp). 
  APL 10: L: 198 gp, C: 13 gp, M: ghoul shell 
  armor (846 gp), 2 +1 longswords (192 gp 
  each), +1 short sword (192 gp), brute 
  gauntlets (41 gp), electric eel elixir (33 gp), 2 
  divine scrolls of rhino’s rush (2 gp each), 3 
  potions of shield of faith +2 (4 gp each), least 
  crystal of return (25 gp), belt of growth (250 
  gp), lesser crystal of life drinking (125 gp), 2 
  potions of cure moderate wounds (25 gp), 
  lesser revelation crystal (83 gp), divine scroll 
  of 2 dawn spells (2 gp), divine scroll of babau 
  slime (2 gp), divine scroll of deep breath (2 
  gp), divine scroll of delay disease (2 gp), 
  divine scroll of wall of smoke (2 gp), lesser 
  iron ward diamond (166 gp), divine scroll of 
  align fang (12 gp), divine scroll of crabwalk (4 
  gp), 2 divine scrolls of rapid burrowing (2 gp 
  each), divine scroll of girallon’s blessing (31 
  gp), divine scroll of hypothermia (31 gp), 
  divine scroll of splinterbolt (12 gp), ring of 
  silent spells (166 gp), infinite scrollcase (233 
  gp), 2 +1 studded leather armors (97 gp 
  each), +1 heavy steel shield (97 gp), 4 potions 
  of cure light wounds (4 gp each), potion of 
  enlarge person (4 gp), potion of invisibility (25 
  gp), +1 spear (191 gp), least crystal of arcane 
  steel (41 gp), bag of endless caltrops (41 gp). 
   
  Development: After defeating the trainers and 
  searching the camp, the party will discover a good 
  bit of wagon wood worked into the cages and 
  walls of the caves, and a number of items of the 
  caravan’s goods about. Whether the trainers 
  attacked the caravan or simply salvaged it after 
  the enraged animals killed the humanoids is not 
  readily clear. Most of this will have to be returned 
  to the merchants’ families, but there is a good deal 
  of treasure on the dead enemies. If any of the 
  trainers are taken alive (none will surrender 
  willingly), they will not talk to the characters about 
  why they’re doing what they’re doing other than to 
  say they hate humans and elves and want them all 
  eradicated from the forests. 
  CONCLUSION 
  Having defeated the animal trainers, the party can 
  make its report at the militia outpost in Woodsend, 
  the closest village. This ending assumes that 
  some of the party have played YEO6-07 Howl at 
  the Moon. If none have played that adventure, the 
  people of Woodsend will be much more suspicious 
  of them. Adjust the read-aloud text accordingly. 
   
  As you break from woods into a large tract 
  of clear-cut land, you begin to see the villagers 
  of the local town. Hesitant at first, they 
  
  YEO8-01 A Widow’s Tears 
   
  Page 17 
  recognize some amongst you and a cheer 
  goes 
  up. 
  “Dog 
  Killers,” 
  they 
  cry, 
  and, 
  “Woodsend’s heroes return!” 
   
  As you make your way into the hamlet, you 
  notice most of the damage from the year 
  before has been repaired. A new, more solid 
  door stands on the inn and several of the 
  farmhouses have their first floors at least 
  enclosed in stone. No dogs are visible 
  anywhere. 
   
  A dozen militiamen flow from the stone 
  barracks at the center of town across from the 
  inn, their long spears glittering in the sun. As 
  you watch, they approach only a dozen or so 
  paces, turning in on each other in two identical 
  lines, spears held at attention—an honor guard 
  for your arrival. 
   
  The PCs are debriefed in the militia outpost 
  and are hosted at the inn. Many of the NPCs they 
  met before will gather to hear their tales of 
  adventure. 
  EPILOGUE 
  For some of the PCs, the adventure ends after 
  they report in. Others, having aided this region 
  before, may yet have another reward. If any PCs 
  present played YEO6-07 Howl at the Moon and 
  received the Favor of Woodsend, those PCs 
  encounter the following. 
   
  “Um, sir? Sir Adventurer, sir?” You turn 
  from your chat with the locals to see a dozen 
  more gathered behind you. A boy, no more 
  than seven, stands before you. “We know you 
  did what you done last time you was here cuz 
  you was stuck with us and all, but you didn’t 
  have to drive the dogs away, and you could’ve 
  just tried to leave. We said our thanks to you 
  before, but we just really wanted you to know 
  how much we appreciate what you done.” 
   
  Those PCs who participated in YEO6-07 Howl 
  at the Moon and accepted the cash reward receive 
  the second part of that reward if they have not 
  already done so, as specified on that AR Favor of 
  Woodsend—Redeemed. Those who participated 
  in YEO6-07 Howl at the Moon and have the Favor 
  of Woodsend—Refused receive the Favor of the 
  People of Woodsend—Repaid, as outlined on 
  this AR, which provides them with a chunk of 
  adamantine to mold into a single weapon, armor, 
  shield, or 50 bolts or arrows. 
   
  Those who were able to befriend Jayce 
  Entrigal, the Free Squire, receive the Friendship 
  of the Free Squire. 
   
  Tables played at APLs 8 and 10 receive the 
  Hexblade 
  and 
  Warmage 
  Alternative 
  Class 
  Features in Players Handbook II. Tables played at 
  APLs 4, 6, 8, and 10 receive the Ranger 
  Alternative Class Feature option. 
   
  The End 
   
  
  YEO8-01 A Widow’s Tears 
   
  Page 18 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives 
  plus roleplaying) 
  to each 
  character. 
  Encounter 3 
  Objective: Defeating or bypassing the animals. 
   
  APL 2:  90 xp. 
   
  APL 4: 150 xp. 
   
  APL 6: 210 xp. 
   
  APL 8: 270 xp. 
   
  APL 10: 330 xp. 
  Encounter 4 
  Story Objective: Avoiding conflict with the wild 
  elves. 
   
  APL 2: 90 xp. 
   
  APL 4: 135 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 225 xp. 
   
  APL 10: 270 xp. 
  Encounter 5 
  Objective: Defeating or bypassing the animals. 
   
  APL 2: 60 xp. 
   
  APL 4: 120 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 240 xp. 
   
  APL 10: 300 xp. 
  Encounter 6 
  Objective: Defeating or bypassing the trap. 
   
  APL 2: 60 xp. 
   
  APL 4: 60 xp. 
   
  APL 6: 60 xp. 
   
  APL 8: 60 xp. 
   
  APL 10: 60 xp. 
  Encounter 7 
  Objective: Defeating the animal trainers. 
   
  APL 2: 150 xp. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
  Total possible experience 
   
  APL 2: 450 xp. 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
  TREASURE SUMMARY 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes. Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold. If you feel it is reasonable 
  that characters can go back to loot the bodies, and 
  those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by 
  the local watch, and so on), characters may return 
  to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted 
  from the encounter totals given below. 
   
  The coin total is the number of gold pieces 
  each character gains if they take the coin available. 
  A normal adventuring party can usually gather this 
  wealth in a round or so. If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure. Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it. Other times they may attempt to use the 
  
  YEO8-01 A Widow’s Tears 
   
  Page 19 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure. Write the total in the GP Gained field of 
  the adventure certificate. Because this is a Regional 
  adventure, characters may spend additional Time 
  Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter 3: 
  APL 2: L: 0 gp, C: 0 gp, M: 2 collars of 
  resistance-will (111 gp each). 
  APL 4: L: 0 gp, C: 0 gp, M: 2 collars of 
  resistance-will (111 gp each). 
  APL 6: L: 0 gp, C: 0 gp, M: 2 collars of 
  resistance-will (111 gp each). 
  APL 8: L: 0 gp, C: 0 gp, M: 2 collars of 
  resistance-will (111 gp each). 
  APL 10: L: 0 gp, C: 0 gp, M: 2 collars of 
  resistance-will (111 gp each). 
  Encounter 5: 
  APL 2: L: 0 gp, C: 0 gp, M: 3 collars of 
  resistance-will (111 gp each). 
  APL 4: L: 0 gp, C: 0 gp, M: 5 collars of 
  resistance-will (111 gp each). 
  APL 6: L: 0 gp, C: 0 gp, M: 5 collars of 
  resistance-will (111 gp each). 
  APL 8: L: 0 gp, C: 0 gp, M: 6 collars of 
  resistance-will (111 gp each). 
  APL 10: L: 0 gp, C: 0 gp, M: 5 collars of 
  resistance-will (111 gp each). 
  Encounter 7: 
  APL 2: L: 299 gp, C: 6 gp, M: brute gauntlets 
  (41 gp), electric eel elixir (33 gp), least 
  revelation crystal (33 gp), 2 potions of cure 
  light wounds (4 gp each), divine scroll of 2 
  dawn spells (2 gp), divine scroll of babau slime 
  (2 gp), divine scroll of deep breath (2 gp), 
  divine scroll of delay disease (2 gp), divine 
  scroll of wall of smoke (2 gp), potion of shield 
  of faith +2 (4 gp). 
  APL 4: L: 272 gp, C: 9 gp, M: +1 longsword 
  (192 gp), brute gauntlets (41 gp), electric eel 
  elixir (33 gp), 2 divine scrolls of rhino’s rush (2 
  gp each), 3 potions of shield of faith +2 (4 gp 
  each), lesser revelation crystal (83 gp), 3 
  potions of cure light wounds (4 gp each), 
  divine scroll of 2 dawn spells (2 gp), divine 
  scroll of babau slime (2 gp), divine scroll of 
  deep breath (2 gp), divine scroll of delay 
  disease (2 gp), divine scroll of wall of smoke 
  (2 gp), least iron ward diamond (41 gp), divine 
  scroll of align fang (12 gp), divine scroll of 
  crabwalk (4 gp), divine scroll of rapid 
  burrowing (2 gp), 2 +1 studded leather armors 
  (97 gp each). 
  APL 6: L: 226 gp, C: 9 gp, M: +1 chain shirt 
  (104 gp), +1 longsword (192 gp), +1 short 
  sword (192 gp), brute gauntlets (41 gp), 
  electric eel elixir (33 gp), 2 divine scrolls of 
  rhino’s rush (2 gp each), 3 potions of shield of 
  faith +2 (4 gp each), 4 potions of cure light 
  wounds (4 gp each), least crystal of return (25 
  gp), lesser revelation crystal (83 gp), divine 
  scroll of 2 dawn spells (2 gp), divine scroll of 
  babau slime (2 gp), divine scroll of deep 
  breath (2 gp), divine scroll of delay disease (2 
  gp), divine scroll of wall of smoke (2 gp), 
  lesser iron ward diamond (166 gp), divine 
  scroll of align fang (12 gp), divine scroll of 
  crabwalk (4 gp), divine scroll of rapid 
  burrowing (2 gp), potion of cure moderate 
  wounds (25 gp), 2 +1 studded leather armors 
  (97 gp each). 
  APL 8: L: 224 gp, C: 8 gp, M: +1 chain shirt 
  (104 gp), +1 longsword (192 gp), +1 short 
  sword (192 gp), brute gauntlets (41 gp), 
  electric eel elixir (33 gp), 2 divine scrolls of 
  rhino’s rush (2 gp each), 3 potions of shield of 
  faith +2 (4 gp each), 4 potions of cure light 
  wounds (4 gp each), least crystal of return (25 
  gp), belt of growth (250 gp), lesser crystal of 
  life drinking (125 gp), 2 potions of cure 
  moderate wounds (25 gp each), lesser 
  revelation crystal (83 gp), divine scroll of 2 
  dawn spells (2 gp), divine scroll of babau slime 
  (2 gp), divine scroll of deep breath (2 gp), 
  divine scroll of delay disease (2 gp), divine 
  scroll of wall of smoke (2 gp), lesser iron ward 
  diamond (166 gp), divine scroll of align fang 
  (12 gp), divine scroll of crabwalk (4 gp), divine 
  scroll of rapid burrowing (2 gp), divine scroll of 
  girallon’s blessing (31 gp), divine scroll of 
  
  YEO8-01 A Widow’s Tears 
   
  Page 20 
  hypothermia 
  (31 
  gp), 
  divine 
  scroll 
  of 
  splinterbolt (12 gp), ring of silent spells (166 
  gp), 2 +1 studded leather armors (97 gp 
  each), +1 heavy steel shield (97 gp), potion of 
  enlarge person (4 gp), least crystal of arcane 
  steel (41 gp), bag of endless caltrops (41 gp). 
  APL 10: L: 198 gp, C: 13 gp, M: ghoul shell 
  armor (846 gp), 2 +1 longswords (192 gp 
  each), +1 short sword (192 gp), brute 
  gauntlets (41 gp), electric eel elixir (33 gp), 2 
  divine scrolls of rhino’s rush (2 gp each), 3 
  potions of shield of faith +2 (4 gp each), least 
  crystal of return (25 gp), belt of growth (250 
  gp), lesser crystal of life drinking (125 gp), 2 
  potions of cure moderate wounds (25 gp 
  each), lesser revelation crystal (83 gp), divine 
  scroll of 2 dawn spells (2 gp), divine scroll of 
  babau slime (2 gp), divine scroll of deep 
  breath (2 gp), divine scroll of delay disease (2 
  gp), divine scroll of wall of smoke (2 gp), 
  lesser iron ward diamond (166 gp), divine 
  scroll of align fang (12 gp), divine scroll of 
  crabwalk (4 gp), 2 divine scrolls of rapid 
  burrowing (2 gp each), divine scroll of 
  girallon’s blessing (31 gp), divine scroll of 
  hypothermia 
  (31 
  gp), 
  divine 
  scroll 
  of 
  splinterbolt (12 gp), ring of silent spells (166 
  gp), infinite scrollcase (233 gp), 2 +1 studded 
  leather armors (97 gp each), +1 heavy steel 
  shield (97 gp), 4 potions of cure light wounds 
  (4 gp each), potion of enlarge person (4 gp), 
  potion of invisibility (25 gp), +1 spear (191 gp), 
  least crystal of arcane steel (41 gp), bag of 
  endless caltrops (41 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 299 gp, C: 6 gp, M: 684 gp – Total: 
  989 gp (450 gp). 
  APL 4: L: 272 gp, C: 9 gp, M: 1,417 gp – Total: 
  1,698 gp (650 gp). 
  APL 6: L: 226 gp, C: 9 gp, M: 1,892 gp – Total: 
  2,127 gp (900 gp). 
  APL 8: L: 224 gp, C: 8 gp, M: 2,826 gp – Total: 
  3,058 gp (1,300 gp). 
  APL 10: L: 198 gp, C: 13 gp, M: 4,100 gp – 
  Total: 4,311 gp (2,300 gp). 
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Collar of Resistance-Will: This magical animal 
  collar provides a wearer of animal intelligence with 
  a +2 competence bonus to Will saves. Faint 
  abjuration; 
  CL 
  6th; 
  Craft 
  Wondrous 
  Item, 
  resistance; Price: 1,334 gp; Weight —. 
  Favor of the People of Woodsend- Repaid: The 
  people of Woodsend have not forgotten your 
  selflessness, but still wish to repay you. Out of the 
  graciousness of their heart, the people of 
  Woodsend have gifted you with a chunk of rock. 
  This rock was identified by a local druid as 
  adamantine, and is sufficient in size to craft any 
  one weapon, armor, or shield, or 50 bolts or 
  arrows. Mark this favor as USED when the item is 
  crafted. 
  Alternative Class Feature Training: Having 
  witnessed the following alternative class features 
  in action, this PC can spend double the normal 
  costs and time for retraining to experiment with 
  and discover these alternative class features for 
  himself (as explained in the Players Handbook II). 
  He must be the appropriate class and level to 
  receive the option: APLs 4, 6, 8, 10 - Ranger 
  (Distracting Attack), APLs 8, 10 - Hexblade (Dark 
  Companion), Warmage (Eclectic Learning). 
  Friendship of the Free Squire: Jayce Entrigal, 
  Free Squire, has befriended this PC, and is willing 
  to lend this PC a hand. As a Paladin of Delleb, 
  Jayce enjoys research and study, as well as 
  challenging tasks. 
  You may have expend this favor to have Jayce 
  take the time to track down any item the PC had 
  (Frequency: Adventure) within the last 13 ARs, 
  effectively re-granting that access as of the AR 
  this favor is expended. This costs 2 additional TUs 
  for this PC. 
  If this PC is a member of the Yeomanry Military or 
  Yeomanry Church of Seven Faiths, Jayce will put 
  in a little more effort: this favor can be expended to 
  go back up to 26 ARs. 
   
  If this PC has both the Free Squire’s 
  Friendship and the Friendship of the Free 
  Squire, he can double the time amounts 
  mentioned above for both ARs accessible and TU 
  cost for this search. 
  This favor can only be spent to gain the boon 
  above for this AR and the next 3 beyond it. After 
  that, Jayce has been forced to move on to other 
  
  YEO8-01 A Widow’s Tears 
   
  Page 21 
  duties. If the friendship benefit is NOT used within 
  the next 3 adventures, it does not go away, but is 
  not usable in this manner again until this PC again 
  encounters Jayce Entrigal. 
  After the favor is used, mark it as USED. However, 
  the PC now owes Jayce a favor in return. 
  Item Access 
  APL 2: 
  Brute 
  Gauntlets 
  (Adventure; 
  Magic 
  Item 
  Compendium; Limit 1) 
  Collar of Resistance-Will (Adventure; See Above; 
  Limit 1) 
  Divine Scroll of 2 Dawn Spells (Adventure; Spell 
  Compendium; Limit 5) 
  Divine Scroll of Babau Slime (Adventure; Spell 
  Compendium; Limit 5) 
  Divine Scroll of Deep Breath (Adventure; Spell 
  Compendium; Limit 5) 
  Divine Scroll of Delay Disease (Adventure; Spell 
  Compendium; Limit 5) 
  Divine Scroll of Wall of Smoke (Adventure; Spell 
  Compendium; Limit 5) 
  Electric 
  Eel 
  Elixir 
  (Adventure; 
  Magic 
  Item 
  Compendium; Limit 3) 
  Revelation Crystal - Least (Adventure; Magic Item 
  Compendium; Limit 1) 
  APL 4 (all of APL 2 plus the following): 
  Divine Scroll of Align Fang (Adventure; Spell 
  Compendium; Limit 5) 
  Divine Scroll of Crabwalk (Adventure; Spell 
  Compendium; Limit 5) 
  Divine Scroll of Rapid Burrowing (Adventure; Spell 
  Compendium; Limit 5) 
  Divine Scroll of Rhino’s Rush (Adventure; Spell 
  Compendium; Limit 5) 
  Iron Ward Diamond - Least (Adventure; Magic 
  Item Compendium; Limit 1) 
  Revelation Crystal - Lesser (Adventure; Magic 
  Item Compendium; Limit 1) 
  APL 6 (all of APLs 2, 4 plus the following): 
  Crystal of Return - Least (Adventure; Magic Item 
  Compendium; Limit 1) 
  Iron Ward Diamond - Lesser (Adventure; Magic 
  Item Compendium; Limit 1) 
  APL 8 (all of APLs 2, 4, 6 plus the following): 
  Bag of Endless Caltrops (Adventure; Magic Item 
  Compendium; Limit 1) 
  Belt 
  of 
  Growth 
  (Adventure; 
  Magic 
  Item 
  Compendium; Limit 1) 
  Crystal of Arcane Steel - Least (Adventure; Magic 
  Item Compendium; Limit 1) 
  Crystal of Life Drinking - Lesser (Adventure; Magic 
  Item Compendium; Limit 1) 
  Divine Scroll of Girallon’s Blessing (Adventure; 
  Spell Compendium; Limit 5) 
  Divine Scroll of Hypothermia (Adventure; Spell 
  Compendium; Limit 5) 
  Divine Scroll of Splinterbolt (Adventure; Spell 
  Compendium; Limit 5) 
  Ring of Silent Spells (Adventure; Magic Item 
  Compendium; Limit 1) 
  APL 10 (all of APLs 2, 4, 6, 8 plus the following): 
  Ghoul Shell Armor (Adventure; Magic Item 
  Compendium; Limit 1) 
  Infinite 
  Scrollcase 
  (Adventure; 
  Magic 
  Item 
  Compendium; Limit 1) 
   
   
   
  
  YEO8-01 A Widow’s Tears 
   
  Page 22 
  APPENDIX 1 – APL 2 
   
  ENCOUNTER 7 
   
   
   
   
  F E RO X 
  CR 3 
  Male half-orc ranger 3 
  NE Medium humanoid (half-orc) 
  Init +2; Senses Listen +7, Spot +7 
  Languages Common, Orc  
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +4 armor) 
  hp 21 (3d8+3 HD);  
  Fort +4, Ref +5, Will +2 
  Speed 30 ft. in light armor (6 squares), base movement 
  30 ft.; 
  Melee masterwork longsword +6 (1d8+3) and 
   
  masterwork short sword +5 (1d6+1) or 
  Ranged masterwork composite longbow (+3 Str) +6 
  (1d8+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +6 
  Special Actions +2 damage vs.humans 
  Combat Gear masterwork chain shirt, masterwork 
  longsword, masterwork short sword, masterwork 
  composite longbow (+3 Str), 20 arrows, brute 
  gauntlets, electric eel elixir 
  Abilities Str 16, Dex 15, Con 12, Int 8, Wis 13, Cha 6 
  SQ Darkvision, Orc Blood, 1st Favored Enemy (human), 
  Wild Empathy, Two-Weapon Fighting Combat Style 
  Feats Track, Weapon Focus (longsword), Endurance, 
  Power Attack 
  Skills Handle Animal +4, Knowledge (nature) +5, Listen 
  +7, Spot +7, Survival +7 
  Possessions combat gear plus backpack, 22 gp 
  Sources Brute gauntlets, electric eel elixir (Magic Item 
  Compendium) 
   
  N O SF UZ  E Y ER E A K 
  CR 1 
  Male gnome druid 1 
  NE small humanoid (gnome) 
  Init +1; Senses Listen +6, Spot +4 
  Languages Common, Druidic, Gnome  
  AC 16, touch 12, flat-footed 15 
   (+1 size, +1 Dex, +2 armor, +2 shield) 
  hp 8 (1d8+2 HD);  
  Fort +4, Ref +1, Will +4 (+2 vs. illusions) 
  Speed 20 ft. in light armor (4 squares), base movement 
  20 ft.; 
  Melee club +2 (1d4+1) or 
  Ranged masterwork sling +3 (damage) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +2 
  Atk Options Spells 
  Combat Gear leather armor, heavy wooden shield, 
  masterwork sling, 10 sling bullets, revelation crystal 
  (least), potion of cure light wounds, divine scroll of 2 
  dawn spells, divine scroll of babau slime, divine scroll 
  of deep breath, divine scroll of delay disease, divine 
  scroll of wall of smoke 
  Druid Spells Prepared (CL 1st): 
   1st—entangle, pass without trace 
   0—guidance, flare, resistance 
  Spell-Like Abilities (CL 1st): 
   1st—speak with (burrowing) animals (1/day) 
  �Already cast 
  Abilities Str 12, Dex 13, Con 14, Int 10, Wis 15, Cha 8  
  SQ Low-light Vision, +1 racial attack bonus against 
  kobolds, +1 to the DC of illusion spells cast, Animal 
  Companion, Nature Sense, Wild Empathy 
  Feats Spell Focus (Conjuration)  
  Skills Concentration +6, Craft (alchemy) +2, Handle 
  Animal +3, Hide +5, Knowledge (nature) +4, Listen 
  +6, Spot +4, Survival +6  
  Possessions combat gear plus backpack, spell 
  component pouch, 1 gp 
  Sources Revelation crystal (Magic Item Compendium); 
  dawn, babau slime, deep breath, delay poison, wall of 
  smoke (Spell Compendium)  
   
  H A I R Y, N O SF UZ’ S  A N I MA L CO M P A NI O N 
  Female badger animal companion 
  N(E) Small animal (mammal) 
  Init +3; Senses Listen +3, Spot +3 
  AC 15, touch 14, flat-footed 12 
   (+1 size, +3 Dex, +1 natural) 
  hp 8 (1d8+2 HD); 
  Fort +4, Ref +5, Will +1 
  Speed 30 ft. in no armor (6 squares), base movement 
  30 ft., burrow 10 ft.; 
  Melee 2 claws  +4 (1d2-1) and 
    
  bite -1 (1d3-1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp -5 
  Special Actions Rage 
  Abilities Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6  
  SQ Low-light vision, Scent, Link, Share Spells 
  Feats Track, Weapon Finesse  
  Skills Escape Artist +7, Listen +3, Spot +3 
  Rage (Ex) A badger that takes damage in combat flies 
  into a berserk rage on its next turn, clawing and biting 
  madly until it or its opponent is dead. It gains +4 to 
  Strength, +4 to Constitution, and -2 to Armor Class. 
  The creature cannot end its rage voluntarily. 
  Description A furry animal with a squat, powerful body, 
  Hairy has strong forelimbs armed with long claws for 
  digging. Hairy is 3 feet long and weighs in at over 30 
  pounds. 
   
  “U N WA NT E D  P A IN” 
  CR 1 
  Female half-elf hexblade 1 
  CN Medium humanoid (half-elf) 
  
  YEO8-01 A Widow’s Tears 
   
  Page 23 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common, Elven, Infernal  
  AC 16, touch 11, flat-footed 15 
   (+1  Dex, +3 armor, +2 shield) 
  hp 8 (1d10 HD) 
  Fort +0, Ref +1, Will +1 
  Speed 30 ft. in light armor (6 squares), base movement 
  30 ft.; 
  Melee masterwork longsword +5 (1d8+2) or 
  Ranged masterwork longbow +2 (1d6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +3 
  Atk Options Hexblade’s Curse 
  Combat Gear masterwork studded leather armor, 
  heavy 
  steel 
  shield, 
  masterwork 
  longsword, 
  masterwork longbow, 20 arrows 
  Abilities Str 14, Dex 13, Con 10, Int 12, Wis 8, Cha 15  
  SQ Low-light Vision, Elven Blood 
  Feats Weapon Focus (longsword)  
  Skills 
  Concentration 
  +3, 
  Diplomacy 
  +7, 
  Gather 
  Information +4, Handle Animal +3, Knowledge 
  (arcana) +4, Listen +0, Search +2, Spellcraft +2, Spot 
  +0 
  Possessions combat gear plus backpack, 12 gp 
  Hexblade’s Curse (Su): Once per day, as a free action, 
  a hexblade can unleash a curse upon a foe. The 
  target must be visible to the hexblade and within 60 
  feet. The target of a hexblade’s curse takes a -2 
  penalty on attacks, saves, ability checks, skill checks, 
  and weapon damage rolls for 1 hour thereafter. A 
  successful Will save (DC 10+ � hexblade’s level + 
  hexblade’s Cha modifier) negates the effect. Multiple 
  hexblade’s curses don’t stack, and any foe that 
  successfully resists the effect cannot be affected by 
  the same hexblade’s curse for 24 hours. Any effect 
  that removes or dispels a curse eliminates the effect 
  of a hexblade’s curse.  
  Sources Hexblade (Complete Warrior) 
   
  O S M A R EL  L EFT FO O T 
  CR 1 
  Male halfling warmage 1 
  CE Small Humanoid (halfling) 
  Init +7; Senses Listen +2, Spot +0 
  Languages Common, Halfling, Infernal, Elven  
  AC 18, touch 14, flat-footed 15 
   (+1 size, +3 Dex, +3 armor, +1 shield) 
  hp 6 (1d6+1 HD) 
  Fort +2, Ref +4, Will +3 
  Speed 20 ft. in light armor (4 squares), base movement 
  20 ft.; 
  Melee masterwork spear +2 (1d6) or 
  Ranged masterwork sling +6 (1d3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +1 
  Atk Options Warmage Edge, spells 
  Combat Gear masterwork studded leather armor, 
  buckler, masterwork spear, masterwork sling, 10 
  sling bullets, potion of cure light wounds, potion of 
  shield of faith +2 
  Warmage Spells Known (CL 1st): 
   1st (4/day)—accuracy, burning hands, chill touch, fist 
  of stone, hail of stone, magic missile, lesser orb of 
  acid, lesser orb of cold, lesser orb of electricity, 
  lesser orb of fire, lesser orb of sound, shocking 
  grasp, true strike 
   0 (5/day)—acid splash, disrupt undead, light, ray of 
  frost 
  �Already cast 
  Abilities Str 11, Dex 16, Con 12, Int 15, Wis 10, Cha 8  
  SQ Low-light Vision, Armored Mage (light) 
  Feats Improved Initiative 
  Skills Climb +2, Concentration +5, Handle Animal +1, 
  Hide +7, Jump +2, Knowledge (arcana) +6, Listen +2, 
  Move Silently +5, Spellcraft +6  
  Possessions combat gear plus backpack, spell 
  component pouch, 1 gp 
  Warmage Edge (Ex): A warmage is specialized in 
  dealing damage with his spells. Whenever a 
  warmage casts a spell that deals hit point damage, 
  he adds his intelligence bonus (if any) to the amount 
  of damage dealt. For instance, if a 1st-level warmage 
  with a 17 Intelligence casts magic missile, he deals 
  1d4+1 points of damage normally, plus an extra 3 
  points of damage due to his Intelligence bonus. The 
  bonus from the warmage edge special ability applies 
  only to spells that he casts as a warmage, not to 
  those he might have by virtue of levels in another 
  class. A single spell can never gain this extra 
  damage more than once per casting. For instance, a 
  fireball deals the extra damage to all creatures in the 
  area it affects. However, if a 3rd-level warmage casts 
  magic missile and produces two missiles, only one of 
  them (of the warmage’s choice) gains the extra 
  damage, even if both missiles are directed at the 
  same target. If a spell deals damage for more than 1 
  round, it deals this extra damage each round. 
  Sources Warmage (Complete Arcane) 
   
   
   
  
  YEO8-01 A Widow’s Tears 
   
  Page 24 
  APPENDIX 2 – APL 4 
   
  ENCOUNTER 7 
   
   
   
   
  F E RO X 
  CR 5 
  Male half-orc ranger 5 
  NE Medium humanoid (half-orc) 
  Init +3; Senses Listen +9, Spot +9 
  Languages Common, Orc  
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 armor) 
  hp 34 (5d8+5 HD);  
  Fort +5, Ref +7, Will +2 
  Speed 30 ft. in light armor (6 squares), base movement 
  30 ft.; 
  Melee +1 longsword +8 (1d8+4) and 
   
  masterwork short sword +7 (1d6+1) or 
  Ranged masterwork composite longbow (+3 Str) +9 
  (1d8+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +8 
  Special Actions +4 damage vs humans, +2 damage vs 
  elves 
  Combat Gear masterwork chain shirt, +1 longsword, 
  masterwork short sword, masterwork composite 
  longbow (+3 Str), 20 arrows, brute gauntlets, electric 
  eel elixir, 2 divine scrolls of rhino’s rush, potion of 
  shield of faith +2 
  Ranger Spells Prepared (CL 2nd): 
   1st—charm animal� 
  �Already cast 
  Abilities Str 16, Dex 16, Con 12, Int 8, Wis 13, Cha 6 
  SQ Darkvision, Orc Blood, 1st Favored Enemy (human), 
  Wild Empathy, Two-Weapon Fighting Combat Style, 
  Animal Companion, 2nd Favored Enemy (elf) 
  Feats Track, Weapon Focus (longsword), Endurance, 
  Power Attack 
  Skills Handle Animal +6, Knowledge (nature) +7, Listen 
  +9, Spot +9, Survival +9 
  Possessions combat gear plus backpack, 22 gp 
  Distracting Attack (Ex): Beginning at 4th level, 
  whenever you hit an enemy with a weapon attack 
  (whether melee or ranged), that enemy is considered 
  flanked by you for the purposes of adjudicating your 
  allies’ attacks. For example, if your rogue ally attacks 
  that enemy, not only would she gain a +2 bonus on 
  her melee attack roll but she could also add her 
  sneak attack damage to a successful melee attack.  
   
  This flanked condition lasts until either the enemy is 
  attacked by one of your allies or until the start of your 
  next turn, whichever comes first. 
   
  This ability has no effect on creatures that can’t be 
  flanked. 
  Sources Brute gauntlets, electric eel elixir (Magic Item 
  Compendium); rhino’s rush (Spell Compendium); 
  Distracting Attack (Players Handbook II) 
   
  N O SF UZ  E Y ER E A K 
  CR 3 
  Male gnome druid 3 
  NE small humanoid (gnome) 
  Init +1; Senses Listen +6, Spot +4 
  Languages Common, Druidic, Gnome  
  AC 18, touch 12, flat-footed 17 
   (+1 size, +1 Dex, +2 armor, +2 shield, +2 natural) 
  hp 23 (3d8+6 HD); DR 1/— 
  Fort +5, Ref +2, Will +5 (+2 against illusions) 
  Speed 20 ft. in light armor (4 squares), base movement 
  20 ft.; 
  Melee club +4 (1d4+1) or 
  Ranged masterwork sling +5 (1d3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4 
  Atk Options Spells 
  Combat 
  Gear 
  leather 
  armor, 
  darkwood 
  shield, 
  masterwork sling, 10 sling bullets, revelation crystal 
  (lesser), potion of cure light wounds, divine scroll of 2 
  dawn spells, divine scroll of babau slime, divine scroll 
  of deep breath, divine scroll of delay disease, divine 
  scroll of wall of smoke, iron ward diamond (least), 
  divine scroll of align fang, divine scroll of crabwalk, 
  divine scroll of rapid burrowing 
  Druid Spells Prepared (CL 3rd): 
  2nd— barkskin�, summon swarm 
  1st—entangle, pass without trace, produce flame 
   0—guidance, flare, resistance, cure minor wounds 
  Spell-Like Abilities (CL 1st): 
   1st—speak with (burrowing) animals (1/day) 
  �Already cast 
  Abilities Str 12, Dex 13, Con 14, Int 10, Wis 15, Cha 8  
  SQ Low-light Vision, +1 racial attack bonus against 
  kobolds, +1 to the DC of illusion spells cast, Animal 
  Companion, Nature Sense, Wild Empathy, Woodland 
  Stride, Trackless Step 
  Feats 
  Spell 
  Focus 
  (Conjuration), 
  Augmented 
  Summoning  
  Skills Concentration +8, Craft (alchemy) +2, Handle 
  Animal +5, Hide +5, Knowledge (nature) +6, Listen 
  +6, Spot +4, Survival +8  
  Possessions combat gear plus backpack, spell 
  component pouch, 19 gp 
  Sources Revelation crystal, iron ward diamond (Magic 
  Item Compendium); dawn, babau slime, deep breath, 
  delay poison, wall of smoke, align fang, crabwalk, rapid 
  burrowing (Spell Compendium)  
   
  H A I R Y, N O SF UZ’ S  A N I MA L CO M P A NI O N 
  Female badger animal companion 
  N(E) Small animal (mammal) 
  Init +3; Senses Listen +4, Spot +4 
  AC 18, touch 15, flat-footed 14 
   (+1 size, +4 Dex, +3 natural) 
  hp 23 (3d8+6 HD); 
  
  YEO8-01 A Widow’s Tears 
   
  Page 25 
  Fort +5, Ref +7, Will +2 
  Speed 30 ft. in no armor (6 squares), base movement 
  30 ft., burrow 10 ft.; 
  Melee 2 claws  +7 (1d2-1) and 
    
  bite +2 (1d3-1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp -2 
  Special Actions Rage 
  Abilities Str 9, Dex 18, Con 15, Int 2, Wis 12, Cha 6  
  SQ Low-light vision, Scent, Link, Share Spells, Evasion 
  Feats Track, Weapon Finesse  
  Skills Escape Artist +7, Listen +4, Spot +4 
  Rage (Ex): A badger that takes damage in combat flies 
  into a berserk rage on its next turn, clawing and biting 
  madly until it or its opponent is dead. It gains +4 to 
  Strength, +4 to Constitution, and -2 to Armor Class. 
  The creature cannot end its rage voluntarily. 
  Description A furry animal with a squat, powerful body, 
  Hairy has strong forelimbs armed with long claws for 
  digging. Hairy is 3 feet long and weighs in at over 30 
  pounds. 
   
  “U N WA NT E D  P A IN” 
  CR 2 
  Female half-elf hexblade 2 
  CN Medium humanoid (half-elf) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common, Elven, Infernal  
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +4 armor, +2 shield) 
  hp 15 (2d10 HD) 
  Fort +0, Ref +1, Will +2 (+2 vs Spells & spell-like 
  effects) 
  Speed 30 ft. in light armor (6 squares), base movement 
  30 ft.; 
  Melee masterwork longsword +6 (1d8+2) or 
  Ranged masterwork longbow +3 (1d6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4 
  Atk Options Hexblade’s Curse 
  Combat Gear +1 studded leather armor, heavy steel 
  shield, masterwork longsword, masterwork longbow, 
  20 arrows, potion of cure light wounds, potion of 
  shield of faith +2 
  Abilities Str 14, Dex 13, Con 10, Int 12, Wis 8, Cha 15  
  SQ Low-light Vision, Elven Blood, Arcane Resistance 
  Feats Weapon Focus (longsword)  
  Skills 
  Concentration 
  +3, 
  Diplomacy 
  +7, 
  Gather 
  Information +4, Handle Animal +4, Knowledge 
  (arcana) +5, Listen +0, Search +2, Spellcraft +2, Spot 
  +0 
  Possessions combat gear plus backpack, 12 gp 
  Hexblade’s Curse (Su): Once per day, as a free action, 
  a hexblade can unleash a curse upon a foe. The 
  target must be visible to the hexblade and within 60 
  feet. The target of a hexblade’s curse takes a -2 
  penalty on attacks, saves, ability checks, skill checks, 
  and weapon damage rolls for 1 hour thereafter. A 
  successful Will save (DC 10+ � hexblade’s level + 
  hexblade’s Cha modifier) negates the effect. Multiple 
  hexblade’s curses don’t stack, and any foe that 
  successfully resists the effect cannot be affected by 
  the same hexblade’s curse for 24 hours. Any effect 
  that removes or dispels a curse eliminates the effect 
  of a hexblade’s curse. 
  Arcane Resistance (Su): At 2nd level, a hexblade gains 
  a bonus equal to his Charisma bonus (minimum +1) 
  on saving throws against spells and spell-like effects. 
  Sources Hexblade (Complete Warrior) 
   
  O S M A R EL  L EFT FO O T 
  CR 2 
  Male halfling warmage 2 
  CE Small humanoid (halfling) 
  Init +7; Senses Listen +2, Spot +0 
  Languages Common, Halfling, Infernal, Elven  
  AC 19, touch 14, flat-footed 16 
   (+1 size, +3 Dex, +4 armor, +1 shield) 
  hp 11 (2d6+2 HD) 
  Fort +2, Ref +4, Will +4 
  Speed 20 ft. in light armor (4 squares), base movement 
  20 ft.; 
  Melee masterwork spear +3 (1d6) or 
  Ranged masterwork sling +7 (1d3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +2 
  Atk Options Warmage Edge, spells 
  Combat Gear +1 studded leather armor, buckler, 
  masterwork spear, masterwork sling, 10 sling bullets, 
  potion of cure light wounds, potion of shield of faith 
  +2, 2 tanglefoot bags 
  Warmage Spells Known (CL 2nd): 
   1st (5/day)—accuracy, burning hands, chill touch, fist 
  of stone, hail of stone, magic missile, lesser orb of 
  acid, lesser orb of cold, lesser orb of electricity, 
  lesser orb of fire, lesser orb of sound, shocking 
  grasp, true strike    
   0 (6/day)—acid splash, disrupt undead, light, ray of 
  frost 
  �Already cast 
  Abilities Str 11, Dex 16, Con 12, Int 15, Wis 10, Cha 8  
  SQ Low-light Vision 
  Feats Improved Initiative 
  Skills Climb +2, Concentration +6, Handle Animal +2, 
  Hide +7, Jump +2, Knowledge (arcana) +6, Listen +2, 
  Move Silently +5, Spellcraft +7  
  Possessions combat gear plus backpack, spell 
  component pouch, 1 gp 
  Warmage Edge (Ex): A warmage is specialized in 
  dealing damage with his spells. Whenever a 
  warmage casts a spell that deals hit point damage, 
  he adds his intelligence bonus (if any) to the amount 
  of damage dealt. For instance, if a 1st-level warmage 
  with a 17 Intelligence casts magic missile, he deals 
  1d4+1 points of damage normally, plus an extra 3 
  points of damage due to his Intelligence bonus. The 
  bonus from the warmage edge special ability applies 
  only to spells that he casts as a warmage, not to 
  those he might have by virtue of levels in another 
  class. A single spell can never gain this extra 
  damage more than once per casting. For instance, a 
  fireball deals the extra damage to all creatures in the 
  area it affects. However, if a 3rd-level warmage casts 
  
  YEO8-01 A Widow’s Tears 
   
  Page 26 
  magic missile and produces two missiles, only one of 
  them (of the warmage’s choice) gains the extra 
  damage, even if both missiles are directed at the 
  same target. If a spell deals damage for more than 1 
  round, it deals this extra damage each round. 
  Sources Warmage (Complete Arcane); accuracy, fist of 
  stone, lesser orb spells (Spell Compendium) 
  
  YEO8-01 A Widow’s Tears 
   
  Page 27 
  APPENDIX 3 – APL 6 
   
  ENCOUNTER 7 
   
   
   
   
  F E RO X 
  CR 7 
  Male half-orc ranger 7 
  NE Medium humanoid (half-orc) 
  Init +3; Senses Listen +11, Spot +11 
  Languages Common, Orc  
  AC 18, touch 13, flat-footed 15 
   (+3 Dex, +5 armor) 
  hp 48 (7d8+7 HD);  
  Fort +6, Ref +8, Will +3 
  Speed 30 ft. in light armor (6 squares), base movement 
  30 ft.; 
  Melee +1 longsword +10/+5 (1d8+4) and 
   
  +1 short sword +9/+4 (1d6+2) or 
  Ranged masterwork composite longbow (+3 Str) +11/+6 
  (1d8+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7/+2; Grp +10 
  Special Actions +4 damage vs humans, +2 damage vs 
  elves 
  Combat Gear +1 chain shirt, +1 longsword, +1 short 
  sword, masterwork composite longbow (+3 Str), 20 
  arrows, brute gauntlets, electric eel elixir, 2 divine 
  scrolls of rhino’s rush, potion of shield of faith +2, 
  potion of cure light wounds, crystal of return (least) 
  Ranger Spells Prepared (CL 3rd): 
   1st—charm animal �, entangle 
  �Already cast 
  Abilities Str 16, Dex 16, Con 12, Int 8, Wis 13, Cha 6 
  SQ Darkvision, Orc Blood, 1st Favored Enemy (human), 
  Wild Empathy, Two-Weapon Fighting Combat Style, 
  Animal Companion, 2nd Favored Enemy (elf), 
  Improved Two-Weapon Fighting Combat Style, 
  Woodland Stride 
  Feats Track, Weapon Focus (longsword), Endurance, 
  Power Attack, Improved Bull Rush 
  Skills Handle Animal +8, Knowledge (nature) +9, Listen 
  +11, Spot +11, Survival +11 
  Possessions combat gear plus backpack, 22 gp 
  Distracting Attack (Ex): Beginning at 4th level, 
  whenever you hit an enemy with a weapon attack 
  (whether melee or ranged), that enemy is considered 
  flanked by you for the purposes of adjudicating your 
  allies’ attacks. For example, if your rogue ally attacks 
  that enemy, not only would she gain a +2 bonus on 
  her melee attack roll but she could also add her 
  sneak attack damage to a successful melee attack.  
   
  This flanked condition lasts until either the enemy is 
  attacked by one of your allies or until the start of your 
  next turn, whichever comes first. 
   
  This ability has no effect on creatures that can’t be 
  flanked. 
  Sources Brute gauntlets, electric eel elixir, crystal of 
  return (Magic Item Compendium); rhino’s rush (Spell 
  Compendium); Distracting Attack (Players Handbook II) 
   
  N O SF UZ  E Y ER E A K 
  CR 5 
  Male gnome druid 5 
  NE small humanoid (gnome) 
  Init +1; Senses Listen +8, Spot +6 
  Languages Common, Druidic, Gnome 
  AC 18, touch 12, flat-footed 17 
   (+1 size, +1 Dex, +2 armor, +2 shield, +2 natural) 
  hp 38 (5d8+10 HD); DR 3/— 
  Fort +6, Ref +2, Will +7 (+2 against illusions; +4 vs fey) 
  Speed 20 ft. in light armor (4 squares), base movement 
  20 ft.; 
  Melee club +5 (1d4+1) or 
  Ranged masterwork sling +6 (1d3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Atk Options Spells 
  Combat 
  Gear 
  leather 
  armor, 
  darkwood 
  shield, 
  masterwork sling, 10 sling bullets, revelation crystal 
  (lesser), potion of cure light wounds, divine scroll of 2 
  dawn spells, divine scroll of babau slime, divine scroll 
  of deep breath, divine scroll of delay disease, divine 
  scroll of wall of smoke, iron ward diamond (lesser), 
  divine scroll of align fang, divine scroll of crabwalk, 
  divine scroll of rapid burrowing, potion of cure 
  moderate wounds 
  Druid Spells Prepared (CL 5th): 
  3rd—dominate animal, poison 
  2nd—barkskin �, summon swarm, bull’s strength 
  1st—entangle, pass without trace, produce flame, 
  lesser vigor 
   0—guidance (x2), flare, resistance, cure minor 
  wounds  
  Spell-Like Abilities (CL 1st): 
   1st—speak with (burrowing) animals (1/day) 
  �Already cast 
  Abilities Str 12, Dex 13, Con 14, Int 10, Wis 16, Cha 8  
  SQ Low-light Vision, +1 racial attack bonus against 
  kobolds, +1 to the DC of illusion spells cast, Animal 
  Companion, Nature Sense, Wild Empathy, Woodland 
  Stride, Trackless Step, Resist Nature’s Lure, Wild 
  Shape (1/day) 
  Feats 
  Spell 
  Focus 
  (Conjuration), 
  Augmented 
  Summoning  
  Skills Concentration +10, Craft (alchemy) +2, Handle 
  Animal +7, Hide +5, Knowledge (nature) +8, Listen 
  +8, Spot +6, Survival +11  
  Possessions combat gear plus backpack, spell 
  component pouch, 19 gp 
  Sources Revelation crystal, iron ward diamond (Magic 
  Item Compendium); dawn, babau slime, deep breath, 
  
  YEO8-01 A Widow’s Tears 
   
  Page 28 
  delay poison, wall of smoke, align fang, crabwalk, rapid 
  burrowing, lesser vigor (Spell Compendium) 
   
  H A I R Y, N O SF UZ’ S  A N I MA L CO M P A NI O N 
  Female badger animal companion 
  N(E) Small animal (mammal) 
  Init +3; Senses Listen +4, Spot +4 
  AC 18, touch 15, flat-footed 14 
   (+1 size, +4 Dex, +3 natural) 
  hp 23 (3d8+6 HD); 
  Fort +5, Ref +7, Will +2 
  Speed 30 ft. in no armor (6 squares), base movement 
  30 ft., burrow 10 ft.; 
  Melee 2 claws  +7 (1d2-1) and 
    
  bite +2 (1d3-1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp -2 
  Special Actions Rage 
  Abilities Str 9, Dex 18, Con 15, Int 2, Wis 12, Cha 6  
  SQ Low-light vision, Scent, Link, Share Spells, Evasion 
  Feats Track, Weapon Finesse  
  Skills Escape Artist +7, Listen +4, Spot +4 
  Rage (Ex): A badger that takes damage in combat flies 
  into a berserk rage on its next turn, clawing and biting 
  madly until it or its opponent is dead. It gains +4 to 
  Strength, +4 to Constitution, and -2 to Armor Class. 
  The creature cannot end its rage voluntarily. 
  Description A furry animal with a squat, powerful body, 
  Hairy has strong forelimbs armed with long claws for 
  digging. Hairy is 3 feet long and weighs in at over 30 
  pounds. 
   
  “U N WA NT E D  P A IN” 
  CR 2 
  Female Half-elf hexblade 2 
  CN Medium humanoid (half-elf) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common, Elven, Infernal  
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +4 armor, +2 shield) 
  hp 15 (2d10 HD) 
  Fort +0, Ref +1, Will +2 (+2 vs spells & spell-like 
  effects) 
  Speed 30 ft. in light armor (6 squares), base movement 
  30 ft.; 
  Melee masterwork longsword +6 (1d8+2) or 
  Ranged masterwork longbow +3 (1d6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4 
  Atk Options Hexblade’s Curse 
  Combat Gear +1 studded leather armor, heavy steel 
  shield, masterwork longsword, masterwork longbow, 
  20 arrows, potion of cure light wounds, potion of 
  shield of faith +2 
  Abilities Str 14, Dex 13, Con 10, Int 12, Wis 8, Cha 15  
  SQ Low-light Vision, Elven Blood, Arcane Resistance 
  Feats Weapon Focus (longsword)  
  Skills 
  Concentration 
  +3, 
  Diplomacy 
  +7, 
  Gather 
  Information +4, Handle Animal +4, Knowledge 
  (arcana) +5, Listen +0, Search +2, Spellcraft +2, Spot 
  +0 
  Possessions combat gear plus backpack, 12 gp 
  Hexblade’s Curse (Su): Once per day, as a free action, 
  a hexblade can unleash a curse upon a foe. The 
  target must be visible to the hexblade and within 60 
  feet. The target of a hexblade’s curse takes a -2 
  penalty on attacks, saves, ability checks, skill checks, 
  and weapon damage rolls for 1 hour thereafter. A 
  successful Will save (DC 10+ � hexblade’s level + 
  hexblade’s Cha modifier) negates the effect. Multiple 
  hexblade’s curses don’t stack, and any foe that 
  successfully resists the effect cannot be affected by 
  the same hexblade’s curse for 24 hours. Any effect 
  that removes or dispels a curse eliminates the effect 
  of a hexblade’s curse.  
  Arcane Resistance (Su): At 2nd level, a hexblade gains 
  a bonus equal to his Charisma bonus (minimum +1) 
  on saving throws against spells and spell-like effects. 
  Sources Hexblade (Complete Warrior) 
   
  O S M A R EL  L EFT FO O T 
  CR 2 
  Male halfling warmage 2 
  CE Small humanoid (halfling) 
  Init +7; Senses Listen +2, Spot +0 
  Languages Common, Halfling, Infernal, Elven  
  AC 19, touch 14, flat-footed 16 
   (+1 size, +3 Dex, +4 armor, +1 shield) 
  hp 11 (2d6+2 HD) 
  Fort +2, Ref +4, Will +4 
  Speed 20 ft. in light armor (4 squares), base movement 
  20 ft.; 
  Melee masterwork spear +3 (1d6) or 
  Ranged masterwork sling +7 (1d3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +2 
  Atk Options Warmage Edge, spells 
  Combat Gear +1 studded leather armor, buckler, 
  masterwork spear, masterwork sling, 10 sling bullets, 
  potion of cure light wounds, potion of shield of faith 
  +2, 2 tanglefoot bags 
  Warmage Spells Known (CL 2nd): 
  1st (5/day)—accuracy, burning hands, chill touch, fist 
  of stone, hail of stone, magic missile, lesser orb of 
  acid, lesser orb of cold, lesser orb of electricity, 
  lesser orb of fire, lesser orb of sound, shocking 
  grasp, true strike 
   0 (6/day)—acid splash, disrupt undead, light, ray of 
  frost 
  �Already cast 
  Abilities Str 11, Dex 16, Con 12, Int 15, Wis 10, Cha 8  
  SQ Low-light Vision 
  Feats Improved Initiative 
  Skills Climb +2, Concentration +6, Handle Animal +2, 
  Hide +7, Jump +2, Knowledge (arcana) +6, Listen +2, 
  Move Silently +5, Spellcraft +7  
  Possessions combat gear plus backpack, spell 
  component pouch, 1 gp 
  Warmage Edge (Ex): A warmage is specialized in 
  dealing damage with his spells. Whenever a 
  
  YEO8-01 A Widow’s Tears 
   
  Page 29 
  warmage casts a spell that deals hit point damage, 
  he adds his intelligence bonus (if any) to the amount 
  of damage dealt. For instance, if a 1st-level warmage 
  with a 17 Intelligence casts magic missile, he deals 
  1d4+1 points of damage normally, plus an extra 3 
  points of damage due to his Intelligence bonus. The 
  bonus from the warmage edge special ability applies 
  only to spells that he casts as a warmage, not to 
  those he might have by virtue of levels in another 
  class. A single spell can never gain this extra 
  damage more than once per casting. For instance, a 
  fireball deals the extra damage to all creatures in the 
  area it affects. However, if a 3rd-level warmage casts 
  magic missile and produces two missiles, only one of 
  them (of the warmage’s choice) gains the extra 
  damage, even if both missiles are directed at the 
  same target. If a spell deals damage for more than 1 
  round, it deals this extra damage each round. 
  Skills  
  Sources Warmage (Complete Arcane); accuracy, fist of 
  stone, lesser orb spells (Spell Compendium) 
   
   
  
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  Page 30 
  APPENDIX 4 – APL 8 
   
  ENCOUNTER 7 
   
   
   
   
  F E RO X 
  CR 9 
  Male half-orc ranger 9 
  NE Medium humanoid (half-orc) 
  Init +3; Senses Listen +14, Spot +14 
  Languages Common, Orc  
  AC 21, touch 13, flat-footed 18 
   (+3 Dex, +5 armor, +2 natural, +1 shield (Two-
  Weapon Defense)) 
  hp 61 (9d8+9 HD);  
  Fort +7, Ref +9, Will +5 
  Speed 30 ft. in light armor (6 squares), base movement 
  30 ft.; 
  Melee +1 longsword +12/+7 (1d8+4) and 
   
  +1 short sword +11/+6 (1d6+2) or 
  Ranged masterwork composite longbow (+3 Str) +13/+8 
  (1d8+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9/4; Grp +12 
  Special Actions +4 damage vs humans, +2 damage vs 
  elves 
  Combat Gear +1 chain shirt, +1 longsword, +1 short 
  sword, masterwork composite longbow (+3 Str), brute 
  gauntlets, electric eel elixir, 2 divine scrolls of rhino’s 
  rush, potion of shield of faith +2, potion of cure light 
  wounds, crystal of return (least), belt of growth, 
  crystal of life drinking (lesser), potion of cure 
  moderate wounds 
  Ranger Spells Prepared (CL 4th): 
   2nd— barkskin� 
   1st—charm animal �, entangle 
  Abilities Str 16, Dex 16, Con 12, Int 8, Wis 14, Cha 6 
  SQ Darkvision, Orc Blood, 1st Favored Enemy (human), 
  Wild Empathy, Two-Weapon Fighting Combat Style, 
  Animal Companion, 2nd Favored Enemy (elf), 
  Improved Two-Weapon Fighting Combat Style, 
  Woodland Stride, Swift Tracker, Evasion 
  Feats Track, Weapon Focus (longsword), Endurance, 
  Power Attack, Improved Bull Rush, Two-Weapon 
  Defense 
  Skills Handle Animal +10, Knowledge (nature) +11, 
  Listen +14, Spot +14, Survival +14 
  Possessions combat gear plus backpack, 22 gp 
  Distracting Attack (Ex): Beginning at 4th level, 
  whenever you hit an enemy with a weapon attack 
  (whether melee or ranged), that enemy is considered 
  flanked by you for the purposes of adjudicating your 
  allies’ attacks. For example, if your rogue ally attacks 
  that enemy, not only would she gain a +2 bonus on 
  her melee attack roll but she could also add her 
  sneak attack damage to a successful melee attack.  
   
  This flanked condition lasts until either the enemy is 
  attacked by one of your allies or until the start of your 
  next turn, whichever comes first. 
   
  This ability has no effect on creatures that can’t be 
  flanked. 
  Sources Brute gauntlets, electric eel elixir, crystal of 
  return, belt of growth, crystal of life drinking (Magic Item 
  Compendium); 
  rhino’s 
  rush 
  (Spell 
  Compendium); 
  Distracting Attack (Players Handbook II) 
   
  N O SF UZ  E Y ER E A K 
  CR 7 
  Male gnome druid 7 
  NE small humanoid (gnome) 
  Init +1; Senses Listen +9, Spot +7 
  Languages Common, Druidic, Gnome  
  AC 18, touch 12, flat-footed 17 
   (+1 size, +1 Dex, +2 armor, +2 shield, +2 natural) 
  hp 53 (7d8+14 HD); DR 3/— 
  Fort +8, Ref +4, Will +9 (+2 against illusions; +4 vs fey) 
  Speed 20 ft. in light armor (4 squares), base movement 
  20 ft.; 
  Melee club +7 (1d4+1) or 
  Ranged masterwork sling +8 (1d3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +7 
  Atk Options Spells 
  Combat 
  Gear 
  leather 
  armor, 
  darkwood 
  shield, 
  masterwork sling, 10 sling bullets, revelation crystal 
  (lesser), potion of cure light wounds, divine scroll of 2 
  dawn spells, divine scroll of babau slime, divine scroll 
  of deep breath, divine scroll of delay disease, divine 
  scroll of wall of smoke, iron ward diamond (lesser), 
  divine scroll of align fang, divine scroll of crabwalk, 
  divine scroll of rapid burrowing, potion of cure 
  moderate wounds, divine scroll of girallon’s blessing, 
  divine 
  scroll 
  of 
  hypothermia, 
  divine 
  scroll 
  of 
  splinterbolt, ring of silent spells 
  Druid Spells Prepared (CL 7th): 
  4th—infestation of maggots 
  3rd—dominate animal, poison, spike growth 
  2nd—barkskin�, summon swarm, bull’s strength, 
  briar web 
  1st—entangle, pass without trace, produce flame (x2), 
  lesser vigor 
   0—guidance (x2), flare, resistance, cure minor 
  wounds (x2) 
  Spell-Like Abilities (CL 1st): 
   1st—speak with (burrowing) animals (1/day) 
  �Already cast 
  Abilities Str 12, Dex 13, Con 14, Int 10, Wis 16, Cha 8  
  SQ Low-light Vision, +1 racial attack bonus against 
  kobolds, +1 to the DC of illusion spells cast, Animal 
  Companion, Nature Sense, Wild Empathy, Woodland 
  Stride, Trackless Step, Resist Nature’s Lure, Wild 
  Shape (3/day) 
  Feats 
  Spell 
  Focus 
  (Conjuration), 
  Augmented 
  Summoning, Natural Spell  
  
  YEO8-01 A Widow’s Tears 
   
  Page 31 
  Skills Concentration +12, Craft (alchemy) +2, Handle 
  Animal +9, Hide +5, Knowledge (nature) +10, Listen 
  +9, Spot +7, Survival +11  
  Possessions combat gear plus backpack, spell 
  component pouch, 19 gp 
  Sources Revelation crystal, iron ward diamond, ring of 
  silent spells (Magic Item Compendium); dawn, babau 
  slime, deep breath, delay poison, wall of smoke, align 
  fang, crabwalk, rapid burrowing, lesser vigor, briar web, 
  infestation of maggots, hypothermia, splinterbolt (Spell 
  Compendium) 
   
  H A I R Y, N O SF UZ’ S  A N I MA L CO M P A NI O N 
  Female badger animal companion 
  N(E) Small animal (mammal) 
  Init +3; Senses Listen +5, Spot +5 
  AC 20, touch 15, flat-footed 16 
   (+1 size, +4 Dex, +5 natural) 
  hp 38 (5d8+10 HD); 
  Fort +6, Ref +8, Will +2 
  Speed 30 ft. in no armor (6 squares), base movement 
  30 ft., burrow 10 ft.; 
  Melee 2 claws  +8 (1d2) and 
    
  bite +3 (1d3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp -1 
  Special Actions Rage 
  Abilities Str 10, Dex 19, Con 15, Int 2, Wis 12, Cha 6  
  SQ Low-light vision, Scent, Link, Share Spells, Evasion, 
  Devotion 
  Feats Track, Weapon Finesse  
  Skills Escape Artist +7, Listen +5, Spot +5 
  Rage (Ex): A badger that takes damage in combat flies 
  into a berserk rage on its next turn, clawing and biting 
  madly until it or its opponent is dead. It gains +4 to 
  Strength, +4 to Constitution, and -2 to Armor Class. 
  The creature cannot end its rage voluntarily. 
  Description A furry animal with a squat, powerful body, 
  Hairy has strong forelimbs armed with long claws for 
  digging. Hairy is 3 feet long and weighs in at over 30 
  pounds. 
   
  “U N WA NT E D  P A IN” 
  CR 4 
  Female Half-elf hexblade 4 
  CN Medium humanoid (half-elf) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common, Elven, Infernal  
  AC 18, touch 11, flat-footed 17 
   (+1 Dex, +4 armor, +3 shield) 
  hp 30 (4d10 HD) 
  Fort +1, Ref +2, Will +3 (+2 vs Spells & spell-like 
  effects) 
  Speed 30 ft. in light armor (6 squares), base movement 
  30 ft.; 
  Melee masterwork longsword +8 (1d8+2) or 
  Ranged masterwork longbow +5 (1d6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +6 
  Atk Options Hexblade’s Curse, Dark Companion, 
  spells 
  Special Actions Dodge (+1 to AC vs. one enemy) 
  Combat Gear +1 studded leather armor, +1 heavy steel 
  shield, masterwork longsword, masterwork longbow, 
  20 arrows, potion of cure light wounds, potion of 
  shield of faith +2, potion of enlarge person, 2 
  tanglefoot bags 
  Hexblade Spells Prepared (CL 2nd): 
   1st (1/day)—phantom threat, entropic shield  
  Abilities Str 14, Dex 13, Con 10, Int 12, Wis 8, Cha 16  
  SQ Low-light Vision, Elven Blood, Arcane Resistance, 
  Mettle 
  Feats Weapon Focus (longsword), Dodge 
  Skills 
  Concentration 
  +4, 
  Diplomacy 
  +7, 
  Gather 
  Information +4, Handle Animal +5, Knowledge 
  (arcana) +5, Listen +0, Search +2, Spellcraft +2, Spot 
  +0 
  Possessions combat gear plus backpack, spell 
  component pouch, 7 gp 
  Hexblade’s Curse (Su): Once per day, as a free action, 
  a hexblade can unleash a curse upon a foe. The 
  target must be visible to the hexblade and within 60 
  feet. The target of a hexblade’s curse takes a -2 
  penalty on attacks, saves, ability checks, skill checks, 
  and weapon damage rolls for 1 hour thereafter. A 
  successful Will save (DC 10+ � hexblade’s level + 
  hexblade’s Cha modifier) negates the effect. Multiple 
  hexblade’s curses don’t stack, and any foe that 
  successfully resists the effect cannot be affected by 
  the same hexblade’s curse for 24 hours. Any effect 
  that removes or dispels a curse eliminates the effect 
  of a hexblade’s curse.  
  Arcane Resistance (Su): At 2nd level, a hexblade gains 
  a bonus equal to his Charisma bonus (minimum +1) 
  on saving throws against spells and spell-like effects. 
  Mettle (Ex): At 3rd level and higher, a hexblade can 
  resist magical and unusual attacks with great will 
  power or fortitude. If he makes a successful Will or 
  Fortitude save against an attack that normally would 
  have a lesser effect on a successful save (such as 
  any spell with a saving throw entry of Will half or 
  Fortitude partial), he instead completely negates the 
  effect. An unconscious or sleeping hexblade does not 
  gain the effect of mettle. 
  Dark Companion (Ex): At 4th level, you can create an 
  illusory companion resembling a panther, spun from 
  the darkness of night. Doing so takes 24 hours and 
  uses up magical materials that cost 100gp. Once 
  created, your dark companion stands with you in 
  battle, hindering your enemies’ defenses. 
   
  Any enemy adjacent to your dark companion gains 
  a -2 penalty on its saves and to its AC. Your 
  companion’s speed is equal to yours (including all 
  modes of movement you possess), and it acts during 
  your turn each round. It follows your mental 
  commands perfectly—in effect, it is merely an 
  extension of your will. 
   
  Your dark companion has no real substance, and 
  thus cannot attack or otherwise affect creatures or 
  objects. It occupies a 5-foot space. Even though any 
  creature can enter a dark companion’s 5-foot space 
  
  YEO8-01 A Widow’s Tears 
   
  Page 32 
  without restriction, it must occupy its own space in 
  order to have any effect on enemies. It is immune to 
  any damage or other effects that might harm 
  creatures, though it can be dispelled or suppressed 
  just like a spell effect. Your dark companion is treated 
  as a spell whose level is equal to � your hexblade 
  level. If it is dispelled, it automatically reforms at your 
  side 24 hours later. 
   
  A dark companion can’t create flanking situations, 
  nor does it provoke attacks of opportunity from 
  movement, 
  because 
  enemies 
  automatically 
  recognize it as an illusion. If it is more than 120 feet 
  from you at the start of your turn, or if you ever lose 
  line of effect to it, it instantly reappears adjacent to 
  you. 
  Sources Hexblade (Complete Warrior); phantom threat 
  (Spell 
  Compendium); 
  Dark 
  Companion 
  (Players 
  Handbook II) 
   
  O S M A R EL  L EFT FO O T 
  CR 4 
  Male halfling warmage 4 
  CE Small humanoid (halfling) 
  Init +7; Senses Listen +2, Spot +0 
  Languages Common, Halfling, Infernal, Elven, Orc  
  AC 19, touch 14, flat-footed 16 
   (+1 size, +3 Dex, +4 armor, +1 shield) 
  hp 21 (4d6+4 HD) 
  Fort +3, Ref +5, Will +5 
  Speed 20 ft. in light armor (4 squares), base movement 
  20 ft.; 
  Melee masterwork spear +4 (1d6) or 
  Ranged masterwork sling +8 (1d3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3 
  Atk Options Warmage Edge, spells 
  Combat Gear +1 studded leather armor, buckler, 
  masterwork spear, masterwork sling, 10 sling bullets, 
  potion of cure light wounds, potion of shield of faith 
  +2, 2 tanglefoot bags, crystal of arcane steel (least), 
  bag of endless caltrops 
  Warmage Spells Known (CL 4th): 
  2nd (4/day)-blades of fire, continual flame, fire trap, 
  fireburst, flaming sphere, ice knife, Melf’s acid 
  arrow, pyrotechnics, scorching ray, shatter, whirling 
  blade, ray of clumsiness (Eclectic Learning) 
   
  1st (7/day)—accuracy, burning hands, chill touch, fist 
  of stone, hail of stone, magic missile, lesser orb of 
  acid, lesser orb of cold, lesser orb of electricity, 
  lesser orb of fire, lesser orb of sound, shocking 
  grasp, true strike    
   0 (6/day)—acid splash, disrupt undead, light, ray of 
  frost 
  �Already cast 
  Abilities Str 11, Dex 16, Con 12, Int 16, Wis 10, Cha 8  
  SQ Low-light Vision, Armored Mage (light), Eclectic 
  Learning 
  Feats Improved Initiative, Spell Focus (evocation) 
  Skills Climb +2, Concentration +7, Handle Animal +3, 
  Hide +7, Jump +2, Knowledge (arcana) +9, 
  Knowledge (Nature) +6, Listen +2, Move Silently +5, 
  Spellcraft +10  
  Possessions combat gear plus backpack, spell 
  component pouch, 1 gp 
  Warmage Edge (Ex): A warmage is specialized in 
  dealing damage with his spells. Whenever a 
  warmage casts a spell that deals hit point damage, 
  he adds his intelligence bonus (if any) to the amount 
  of damage dealt. For instance, if a 1st-level warmage 
  with a 17 Intelligence casts magic missile, he deals 
  1d4+1 points of damage normally, plus an extra 3 
  points of damage due to his Intelligence bonus. The 
  bonus from the warmage edge special ability applies 
  only to spells that he casts as a warmage, not to 
  those he might have by virtue of levels in another 
  class. A single spell can never gain this extra 
  damage more than once per casting. For instance, a 
  fireball deals the extra damage to all creatures in the 
  area it affects. However, if a 3rd-level warmage casts 
  magic missile and produces two missiles, only one of 
  them (of the warmage’s choice) gains the extra 
  damage, even if both missiles are directed at the 
  same target. If a spell deals damage for more than 1 
  round, it deals this extra damage each round. 
  Eclectic Learning (Ex): At 3rd, 6th, 11th, and 16th level, 
  you can choose to add a new spell to your list that 
  would normally be outside your area of expertise. 
  The spell must be a sorcerer/wizard spell, but it can 
  be from any school. The spell is treated as being one 
  level higher than normal (for example, invisibility, a 
  2nd level sorcerer/wizard spell, would be treated as a 
  3rd level spell for you). You must be capable of 
  casting spells of the spell’s adjusted level—for 
  instance, you can’t choose a 3rd level sorcerer/wizard 
  spell at 6th level, because the spell is treated as a 4th 
  level spell for you. At 3rd level, Osmarel selected the 
  1st level spell, ray of clumsiness. 
  Sources Warmage (Complete Arcane); accuracy, fist of 
  stone, lesser orb spells, blades of fire, fireburst, ice 
  knife, 
  whirling 
  blade, 
  ray 
  of 
  clumsiness 
  (Spell 
  Compendium); Eclectic Learning (Players Handbook II); 
  crystal of arcane steel, bag of endless caltrops  (Magic 
  Item Compendium) 
   
   
  
  YEO8-01 A Widow’s Tears 
   
  Page 33 
   APPENDIX 5 – APL 10 
   
  ENCOUNTER 2 
   
   
   
   
  D I R E  E L E PH A NT 
  CR 10 
  N Gargantuan animal 
  Init +0; Senses Listen +8, Spot +8 
  AC 10, touch 6, flat-footed 10 
   (-4 size, +4 natural) 
  hp 270 (20d8+200 HD) 
  Fort +22, Ref +12, Will +14 
  Speed 30 ft. in no armor (6 squares), base movement 
  30 ft., climb 10 ft.; 
  Melee slam +26 (2d8+15) and 
  2 stamps +21 (2d8+7 each), or 
  gore +26 (4d6+22) 
  Space 20 ft.; Reach 10 ft. 
  Base Atk +11; Grp +26 
  Atk Options Trample 
  Abilities Str 40, Dex 11, Con 30, Int 2, Wis 15, Cha 7  
  SQ Low-light vision, scent 
  Skills Climb +23, Listen +8, Spot +8, 
  Trample (Ex): When there are several opponents, a 
  dire elephant usually attempts to trample them. As a 
  standard action during its turn each round, it can 
  trample opponents at least one size category smaller 
  than itself. This attack deals 4d6+22 points of 
  bludgeoning damage. A trampled opponent can 
  attempt either an attack of opportunity at a -4 penalty 
  or a Reflex save (DC 35) for half damage. 
  Scent (Ex): A dire elephant can detect approaching 
  enemies, sniff out hidden foes, and track by sense of 
  smell. 
  Description A dire elephant is a much larger version of 
  a normal elephant, with bony plates armoring its spine 
  and huge, vicious tusks. Its eyes are small and mean. 
  Sources Dire Elephant (Monster Manual II) 
  ENCOUNTER 7 
   
   
   
   
  F E RO X 
  CR 11 
  Male half-orc ranger 11 
  NE Medium humanoid (half-orc) 
  Init +3; Senses Listen +16, Spot +16 
  Languages Common, Orc  
  AC 20, touch 13, flat-footed 17 
   (+3 Dex, +3 armor, +3 natural, +1 shield (Two-
  Weapon Defense)) 
  hp 75 (11d8+11 HD);  
  Fort +8, Ref +10, Will +5 
  Speed 30 ft. in light armor (6 squares), base movement 
  30 ft.; 
  Melee +1 longsword +14/+9/+4 (1d8+4) and 
   
  +1 short sword +13/+8/+3 (1d6+2) or 
  Ranged masterwork composite longbow (+3 Str) 
  +15/+10/+5 (1d8+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11/6/1; Grp +14 
  Special Actions +4 damage vs. humans, +4 damage 
  vs. elves, +2 damage vs. dwarves 
  Combat Gear ghoul shell armor, +1 longsword, +1 short 
  sword, masterwork composite longbow (+3 Str), 20 
  arrows, brute gauntlets, electric eel elixir, 2 divine 
  scrolls of rhino’s rush, potion of shield of faith +2, 
  crystal of return (least), belt of growth, crystal of life 
  drinking (lesser), potion of cure moderate wounds 
  Ranger Spells Prepared (CL 5th): 
   2nd— barkskin �, protection from energy 
   1st—charm animal �, entangle 
  �Already cast 
  Abilities Str 16, Dex 16, Con 12, Int 8, Wis 14, Cha 6 
  SQ Darkvision, Orc Blood, 1st Favored Enemy (human), 
  Wild Empathy, Two-Weapon Fighting Combat Style, 
  Animal Companion, 2nd Favored Enemy (elf), 
  Improved Two-Weapon Fighting Combat Style, 
  Woodland Stride, Swift Tracker, Evasion, 3rd Favored 
  Enemy (dwarf), Two-Weapon Fighting Combat Style 
  Mastery 
  Feats Track, Weapon Focus (longsword), Endurance, 
  Power Attack, Improved Bull Rush, Two-Weapon 
  Defense 
  Skills Handle Animal +12, Knowledge (nature) +13, 
  Listen +16, Spot +16, Survival +16 
  Possessions combat gear plus backpack, 22 gp 
  Distracting Attack (Ex): Beginning at 4th level, 
  whenever you hit an enemy with a weapon attack 
  (whether melee or ranged), that enemy is considered 
  flanked by you for the purposes of adjudicating your 
  allies’ attacks. For example, if your rogue ally attacks 
  that enemy, not only would she gain a +2 bonus on 
  her melee attack roll but she could also add her 
  sneak attack damage to a successful melee attack.  
   
  This flanked condition lasts until either the enemy is 
  attacked by one of your allies or until the start of your 
  next turn, whichever comes first. 
   
  This ability has no effect on creatures that can’t be 
  flanked. 
  Sources Brute gauntlets, electric eel elixir, crystal of 
  return, belt of growth, crystal of life drinking, ghoul shell 
  armor (Magic Item Compendium); rhino’s rush (Spell 
  Compendium); Distracting Attack (Players Handbook II) 
   
  N O SF UZ  E Y ER E A K 
  CR 9 
  Male gnome druid 9 
  NE small humanoid (gnome) 
  Init +5; Senses Listen +10, Spot +8 
  Languages Common, Druidic, Gnome  
  AC 20, touch 12, flat-footed 19 
   (+1 size, +1 Dex, +2 armor, +2 shield, +4 natural) 
  hp 66 (9d8+16 HD); DR 3/— 
  Immune Venom 
  Fort +9, Ref +5, Will +10 (+2 against illusions; +4 vs. 
  fey) 
  
  YEO8-01 A Widow’s Tears 
   
  Page 34 
  Speed 20 ft. in light armor (4 squares), base movement 
  20 ft.; 
  Melee club +8/3 (1d4+1) or 
  Ranged masterwork sling +9/4 (1d3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6/1; Grp +8 
  Atk Options Spells 
  Combat 
  Gear 
  leather 
  armor, 
  darkwood 
  shield, 
  masterwork sling, 10 sling bullets, revelation crystal 
  (lesser), potion of cure light wounds, divine scroll of 2 
  dawn spells, divine scroll of babau slime, divine scroll 
  of deep breath, divine scroll of delay disease, divine 
  scroll of wall of smoke, iron ward diamond (lesser), 
  divine scroll of align fang, divine scroll of crabwalk, 2 
  divine scrolls of rapid burrowing, potion of cure 
  moderate wounds, divine scroll of girallon’s blessing, 
  divine 
  scroll 
  of 
  hypothermia, 
  divine 
  scroll 
  of 
  splinterbolt, ring of silent spells 
  Druid Spells Prepared (CL 9th): 
  5th—animal growth 
  4th—infestation of maggots, freedom of movement 
  3rd—dominate animal, poison, spike growth, wind wall 
  2nd—barkskin�, summon swarm, bull’s strength, 
  briar web, tree shape 
  1st—entangle, pass without trace, produce flame (x2), 
  lesser vigor 
   0—guidance (x2), flare, resistance, cure minor 
  wounds (x2) 
  Spell-Like Abilities (CL 1st): 
   1st—speak with (burrowing) animals (1/day) 
  �Already cast 
  Abilities Str 12, Dex 13, Con 14, Int 10, Wis 16, Cha 8  
  SQ Low-light Vision, +1 racial attack bonus against 
  kobolds, +1 to the DC of illusion spells cast, Animal 
  Companion, Nature Sense, Wild Empathy, Woodland 
  Stride, Trackless Step, Resist Nature’s Lure, Wild 
  Shape (3/day), Wild Shape (Large) 
  Feats 
  Spell 
  Focus 
  (conjuration), 
  Augmented 
  Summoning, Natural Spell, Improved Initiative 
  Skills Concentration +12, Craft (alchemy) +2, Handle 
  Animal +11, Hide +5, Knowledge (nature) +12, Listen 
  +10, Spot +8, Survival +13  
  Possessions combat gear plus backpack, spell 
  component pouch, infinite scrollcase, 1 gp 
  Sources Revelation crystal, iron ward diamond, ring of 
  silent 
  spells, 
  infinite 
  scrollcase 
  (Magic 
  Item 
  Compendium); dawn, babau slime, deep breath, delay 
  poison, wall of smoke, align fang, crabwalk, rapid 
  burrowing, lesser vigor, briar web, infestation of 
  maggots, hypothermia, splinterbolt (Spell Compendium) 
   
  H A I R Y, N O SF UZ’ S  A N I MA L CO M P A NI O N 
  Female badger animal companion 
  N(E) Small animal (mammal) 
  Init +3; Senses Listen +6, Spot +6 
  AC 23, touch 16, flat-footed 18 
   (+1 size, +5 Dex, +7 natural) 
  hp 53 (7d8+14 HD); 
  Fort +7, Ref +10, Will +3 
  Speed 30 ft. in no armor (6 squares), base movement 
  30 ft., burrow 10 ft.; 
  Melee 2 claws  +10 (1d2) and 
    
  bite +8 (1d3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +1 
  Special Actions Rage 
  Abilities Str 11, Dex 20, Con 15, Int 2, Wis 12, Cha 6  
  SQ Low-light vision, Scent, Link, Share Spells, Evasion, 
  Devotion 
  Feats Track, Weapon Finesse, Multiattack  
  Skills Escape Artist +7, Listen +6, Spot +6 
  Rage (Ex): A badger that takes damage in combat flies 
  into a berserk rage on its next turn, clawing and biting 
  madly until it or its opponent is dead. It gains +4 to 
  Strength, +4 to Constitution, and -2 to Armor Class. 
  The creature cannot end its rage voluntarily. 
  Description A furry animal with a squat, powerful body, 
  Hairy has strong forelimbs armed with long claws for 
  digging. Hairy is 3 feet long and weighs in at over 30 
  pounds. 
   
  “U N WA NT E D  P A IN” 
  CR 6 
  Female Half-elf hexblade 6 
  CN Medium humanoid (half-elf) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common, Elven, Infernal  
  AC 18, touch 11, flat-footed 17 
   (+1 Dex, +1 armor, +3 shield) 
  hp 45 (6d10 HD) 
  Fort +2, Ref +3, Will +4 (+2 vs Spells & spell-like 
  effects) 
  Speed 30 ft. in light armor (6 squares), base movement 
  30 ft.; 
  Melee +1 longsword +10/5 (1d8+3) or 
  Ranged masterwork longbow +7/2 (1d6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6/1; Grp +8 
  Atk 
  Options 
  Hexblade’s 
  Curse 
  (2/day), 
  Dark 
  Companion, spells 
  Special Actions Dodge (+1 to AC vs. one enemy) 
  Combat Gear +1 studded leather armor, +1 heavy steel 
  shield, +1 longsword, masterwork longbow, 20 
  arrows, potion of cure light wounds, potion of shield 
  of faith +2, potion of enlarge person, 2 tanglefoot 
  bags, potion of invisibility 
  Hexblade Spells Prepared (CL 3rd): 
   1st (2/day)—phantom threat, entropic shield, Tasha’s 
  hideous laughter 
  Abilities Str 14, Dex 13, Con 10, Int 12, Wis 8, Cha 16  
  SQ Low-light Vision, Elven Blood, Arcane Resistance, 
  Mettle 
  Feats Weapon Focus (longsword), Dodge, Mobility, 
  Combat Casting 
  Skills 
  Concentration 
  +4, 
  Diplomacy 
  +7, 
  Gather 
  Information +4, Handle Animal +6, Knowledge 
  (arcana) +7, Listen +0, Search +2, Spellcraft +4, Spot 
  +0 
  Possessions combat gear plus backpack, spell 
  component pouch, 7 gp 
  
  YEO8-01 A Widow’s Tears 
   
  Page 35 
  Hexblade’s Curse (Su): Twice per day, as a free 
  action, a hexblade can unleash a curse upon a foe. 
  The target must be visible to the hexblade and within 
  60 feet. The target of a hexblade’s curse takes a -2 
  penalty on attacks, saves, ability checks, skill checks, 
  and weapon damage rolls for 1 hour thereafter. A 
  successful Will save (DC 10+ � hexblade’s level + 
  hexblade’s Cha modifier) negates the effect. Multiple 
  hexblade’s curses don’t stack, and any foe that 
  successfully resists the effect cannot be affected by 
  the same hexblade’s curse for 24 hours. Any effect 
  that removes or dispels a curse eliminates the effect 
  of a hexblade’s curse.  
  Arcane Resistance (Su): At 2nd level, a hexblade gains 
  a bonus equal to his Charisma bonus (minimum +1) 
  on saving throws against spells and spell-like effects. 
  Mettle (Ex): At 3rd level and higher, a hexblade can 
  resist magical and unusual attacks will great will 
  power or fortitude. If he makes a successful Will or 
  Fortitude save against an attack that normally would 
  have a lesser effect on a successful save (such as 
  any spell with a saving throw entry of Will half or 
  Fortitude partial), he instead completely negates the 
  effect. An unconscious or sleeping hexblade does not 
  gain the effect of mettle. 
  Dark Companion (Ex): At 4th level, you can create an 
  illusory companion resembling a panther, spun from 
  the darkness of night. Doing so takes 24 hours and 
  uses up magical materials that cost 100gp. Once 
  created, your dark companion stands with you in 
  battle, hindering your enemies’ defenses. 
   
  Any enemy adjacent to your dark companion gains 
  a -2 penalty on its saves and to its AC. Your 
  companion’s speed is equal to yours (including all 
  modes of movement you possess), and it acts during 
  your turn each round. It follows your mental 
  commands perfectly—in effect, it is merely an 
  extension of your will. 
   
  Your dark companion has no real substance, and 
  thus cannot attack or otherwise affect creatures or 
  objects. It occupies a 5-foot space. Even though any 
  creature can enter a dark companion’s 5-foot space 
  without restriction, it must occupy its own space in 
  order to have any effect on enemies. It is immune to 
  any damage or other effects that might harm 
  creatures, though it can be dispelled or suppressed 
  just like a spell effect. Your dark companion is treated 
  as a spell whose level is equal to � your hexblade 
  level. If it is dispelled, it automatically reforms at your 
  side 24 hours later. 
   
  A dark companion can’t create flanking situations, 
  nor does it provoke attacks of opportunity from 
  movement, 
  because 
  enemies 
  automatically 
  recognize it as an illusion. If it is more than 120 feet 
  from you at the start of your turn, or if you ever lose 
  line of effect to it, it instantly reappears adjacent to 
  you. 
  Sources Hexblade (Complete Warrior); phantom threat 
  (Spell 
  Compendium); 
  Dark 
  Companion 
  (Players 
  Handbook II) 
   
  O S M A R EL  L EFT FO O T 
  CR 6 
  Male halfling warmage 6 
  CE Small humanoid (halfling) 
  Init +7; Senses Listen +2, Spot +0 
  Languages Common, Halfling, Infernal, Elven, Orc  
  AC 19, touch 14, flat-footed 16 
   (+1 size, +3 Dex, +4 armor, +1 shield) 
  hp 32 (6d6+6 HD) 
  Fort +4, Ref +6, Will +6 
  Speed 20 ft. in light armor (4 squares), base movement 
  20 ft.; 
  Melee +1 spear +5 (1d6+1) or 
  Ranged masterwork sling +9 (1d3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +4 
  Atk Options Warmage Edge, spells 
  Combat Gear +1 studded leather armor, darkwood 
  buckler, +1 spear, masterwork sling, 10 sling bullets, 
  3 potions of cure light wounds, potion of shield of 
  faith +2, 2 tanglefoot bags, crystal of arcane steel 
  (least), bag of endless caltrops 
  Warmage Spells Known (CL 6th): 
  3rd (4/day)-fire shield, fireball, flame arrow, gust of 
  wind, ice storm, lightning bolt, poison, ring of 
  blades, sleet storm, stinking cloud, resonating bolt 
  (Advanced Learning) 
  2nd (6/day)-blades of fire, continual flame, fire trap, 
  fireburst, flaming sphere, ice knife, Melf’s Acid 
  arrow, pyrotechnics, scorching ray, shatter, whirling 
  blade, ray of clumsiness (Eclectic Learning) 
   
  1st (7/day)—accuracy, burning hands, chill touch, fist 
  of stone, hail of stone, magic missile, lesser orb of 
  acid, lesser orb of cold, lesser orb of electricity, 
  lesser orb of fire, lesser orb of sound, shocking 
  grasp, true strike    
   0 (6/day)—acid splash, disrupt undead, light, ray of 
  frost 
  �Already cast 
  Abilities Str 11, Dex 16, Con 12, Int 16, Wis 10, Cha 8  
  SQ Low-light Vision, Armored Mage (light), Eclectic 
  Learning, Advanced Learning 
  Feats Improved Initiative, Spell Focus (evocation), Extra 
  Edge 
  Skills Climb +2, Concentration +9, Handle Animal +4, 
  Hide +7, Jump +2, Knowledge (arcana) +11, 
  Knowledge (History) + 5, Knowledge (Nature) +6, 
  Listen +2, Move Silently +5, Spellcraft +12  
  Possessions combat gear plus backpack, spell 
  component pouch, 51 gp 
  Warmage Edge (Ex): A warmage is specialized in 
  dealing damage with his spells. Whenever a 
  warmage casts a spell that deals hit point damage, 
  he adds his intelligence bonus (if any) to the amount 
  of damage dealt. For instance, if a 1st-level warmage 
  with a 17 Intelligence casts magic missile, he deals 
  1d4+1 points of damage normally, plus an extra 3 
  points of damage due to his Intelligence bonus. The 
  bonus from the warmage edge special ability applies 
  only to spells that he casts as a warmage, not to 
  those he might have by virtue of levels in another 
  class. A single spell can never gain this extra 
  
  YEO8-01 A Widow’s Tears 
   
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  damage more than once per casting. For instance, a 
  fireball deals the extra damage to all creatures in the 
  area it affects. However, if a 3rd-level warmage casts 
  magic missile and produces two missiles, only one of 
  them (of the warmage’s choice) gains the extra 
  damage, even if both missiles are directed at the 
  same target. If a spell deals damage for more than 1 
  round, it deals this extra damage each round. 
  Eclectic Learning (Ex): At 3rd, 6th, 11th, and 16th level, 
  you can choose to add a new spell to your list that 
  would normally be outside your area of expertise. 
  The spell must be a sorcerer/wizard spell, but it can 
  be from any school. The spell is treated as being one 
  level higher than normal (for example, invisibility, a 
  2nd level sorcerer/wizard spell, would be treated as a 
  3rd level spell for you). You must be capable of 
  casting spells of the spell’s adjusted level—for 
  instance, you can’t choose a 3rd level sorcerer/wizard 
  spell at 6th level, because the spell is treated as a 4th 
  level spell for you. At 3rd level, Osmarel selected the 
  1st level spell, ray of clumsiness. 
  Advanced Learning (Ex): At 3rd, 6th, 11th, and 16th 
  level, a warmage can add a new spell to his list, 
  representing the result of personal study and 
  experimentation. The spell must be a wizard spell of 
  the Evocation school, and of a level no higher than 
  that of the highest-level spell the warmage already 
  knows. Once a new spell is selected, it is forever 
  added to the warmage’s spell list and can be cast just 
  like any other spell on the warmage’s list At 6th level, 
  Osmarel selected the 3rd level spell, resonating bolt. 
  Sources Warmage, Extra Edge (Complete Arcane); 
  Eclectic Learning (Players Handbook II); accuracy, fist 
  of stone, lesser orb spells, blades of fire, fireburst, ice 
  knife, whirling blade, ray of clumsiness, resonating bolt, 
  ring of blades (Spell Compendium) 
   
  
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  APPENDIX 6 – ALL APLS 
   
  ENCOUNTER 1 
   
   
   
   
  J A Y C E  E NT RI G A L 
  CR 11  
  Male human paladin 11 
  LG Medium humanoid (human) 
  Init -1; Senses Listen +2, Spot +2 
  Aura Courage (+3 to save vs. fear effects) within 10 feet 
  Languages Common, Draconic 
  AC 20, touch 10, flat-footed 20 
   (-1 Dex, +8 armor, +2 shield, +1 deflection) 
  hp 83 (11d10 HD)  
  Immune Fear, Disease 
  Fort +10, Ref +5, Will +8 
   
  Speed 20 ft. in full plate armor (4 squares), base 
  movement 30 ft.; 
  Melee +1 longsword +15/+10/+5 (1d8+3/19-20) or 
  Ranged masterwork composite longbow (Str +2) 
  +12/+7/+2 (1d8+2/x3)) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11; Grp +13 
  Atk Options Smite Evil (3/day); Turn Undead (6/day as 
  cleric 8) 
  Combat Gear masterwork full plate armor, heavy steel 
  shield, +1 longsword, +1 ring of protection, cloak of 
  charisma +2, masterwork composite longbow (Str +2) 
  Class Spells Prepared (CL 5th): 
   2nd—owl’s wisdom, shield other 
   1st—cure light wounds, divine favor 
  Abilities Str 14, Dex 8, Con 10, Int 12, Wis 14, Cha 16  
  SQ Aura of Good, detect evil, Smite Evil 3/day (+3 
  attack/+11 damage), Divine Grace (Already added 
  above.), Lay on Hands (33 hp), Aura of Courage, 
  Divine Health, Turn Undead (6/day as cleric 8), 
  special mount, remove disease 2/week 
  Feats Weapon Focus (longsword), Mounted Combat, 
  Power Attack, Glorious Weapons, Divine Vigor  
  Skills Concentration +7, Heal +16, Ride +10, Diplomacy 
  +12, Sense Motive +7, Knowledge (religion) +6, 
  Knowledge (nobility/royalty) +6 
  Possessions combat gear plus silver holy symbol of 
  Delleb, backpack 
  Sources Glorious Weapons (Complete Divine), Divine 
  Vigor (Complete Warrior) 
   
  F R E E  GU A RD S 
  CR 4 
  Male/female human fighter 4 
  LG Medium humanoid (human) 
  Init +1; Senses Listen +1, Spot +1 
  Languages Common  
  AC 18, touch 11, flat-footed 17 
   (+1 Dex, +5 armor, +1 shield) 
  hp 36 (4d10+8 HD);  
  Fort +6, Ref +2, Will +2 
  Speed 20 ft. in breastplate (4 squares), base movement 
  30 ft.; 
  Melee masterwork longspear +8 (1d8+5/x3) or 
  Ranged masterwork light crossbow +6 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +7 
  Atk Options Power Attack, Short Haft Flanker, Vexing 
  Flanker 
  Combat Gear masterwork breastplate, masterwork 
  longspear, buckler, masterwork light crossbow 
  Abilities Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8  
  Feats Weapon Focus (longspear), Power Attack, Quick 
  Draw, 
  Short 
  Haft, 
  Vexing 
  Flanker, 
  Weapon 
  Specialization (longspear) 
  Skills Climb +6, Ride +5, Swim +6, Diplomacy +1 
  Possessions combat gear plus backpack 
  Sources Short Haft, Vexing Flanker (Players Handbook 
  II) 
   
  B O RD E R  G U AR D S 
  CR 3 
  Male/female human rogue 3 
  CG Medium humanoid (human) 
  Init +6; Senses Listen +7, Spot +7 
  Languages Common, Goblin, Orcish  
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +4 armor) 
  hp 16 (3d6+3 HD);  
  Fort +2, Ref +5, Will +0 
  Speed 30 ft. in chain shirt (6 squares), base movement 
  30 ft.; 
  Melee masterwork longsword +4 (1d8+1/19-20) or 
  Ranged masterwork light crossbow +5 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3 
  Atk Options Sneak Attack +2d6 
  Combat Gear masterwork chain shirt, masterwork 
  longsword, masterwork light crossbow 
  Abilities Str 12, Dex 15, Con 13, Int 14, Wis 8, Cha 10  
  SQ Trapfinding, Evasion, Trap Sense +1 
  Feats Improved Initiative, Alertness, Stealthy 
  Skills Move Silently +10, Hide +10, Spot +7, Listen +7, 
  Search +8, Disable Device +8, Climb +7, Bluff +6, 
  Sense Motive +5, Tumble +8 
  Possessions combat gear plus backpack 
  ENCOUNTER 4 
   
   
   
   
  A H E R AI 
  CR 8 
  Female wild elf ranger 2/fighter 4/occult slayer 2 
  NG Medium humanoid (elf) 
  Init +8; Senses Listen +7, Spot +7 
  Languages Common, Elven 
  AC 20, touch 15, flat-footed 16 
   (+4 Dex, +5 armor, +1 deflection (ring of protection 
  +1)) 
  hp 69 (2d8+6d10+16 HD);  
  
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  Fort +11, Ref +10, Will +3 
  Speed 30 ft. in light armor (6 squares), base movement 
  30 ft. 
  Melee +1 longsword +11 (1d8+4/19-20/x2)  
  Ranged +1 composite longbow +14/+9 (1d8+5/20/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +10 
  Atk Options Improved Rapid Shot, Manyshot, Weapon 
  Bond, Mind over Magic, Vicious Strike 
  Special Actions +2 damage vs. humans 
  Combat Gear +1 composite longbow (+2 Str), 20 
  arrows, +1 longsword, +1 chain shirt, +1 cloak of 
  resistance, +1 ring of protection, divine scroll of 
  rhino’s rush, tanglepatch 
  Abilities Str 14, Dex 18, Con 14, Int 10, Wis 10, Cha 11  
  SQ 1st Favored Enemy (human), Wild Empathy, Archery 
  Combat Style, Magical Defense +1 
  Feats Track, Rapid Shot, Improved Initiative, Precise 
  Shot, Point Blank Shot, Weapon Focus (composite 
  longbow), 
  Weapon 
  Specialization 
  (composite 
  longbow), Manyshot,  
  Skills Hide +10, Knowledge (arcana) +2, Listen +7, 
  Move Silently +11, Spot +7, Spellcraft +1 
  Possessions combat gear plus backpack, 7 gp 
  Magical Defense (Ex): You have a +1 bonus to saving 
  throws vs. spells and spell-like abilities. 
  Weapon Bond (Su): You must choose a particular 
  weapon of at least masterwork quality as a focus for 
  your power. The chosen weapon is imbued with the 
  force of your hatred for spellcasters. A successful 
  attack with this weapon against spellcasters or 
  creatures with spell like abilities deals an extra 1d6 
  points of damage. If the weapon is lost or destroyed 
  you lose this ability until you form a bond with the 
  same kind of weapon. 
  Mind over Magic (Su): You can cause a spell or spell-
  like ability targeted against you to rebound onto the 
  originator as a free action. This ability functions like a 
  spell turning spell (caster level 7). You can use this 
  ability 1 times per day. 
  Vicious Strike (Ex): If you ready an action to disrupt a 
  spellcaster you deal double damage, if the attack 
  hits. 
  Sources Occult Slayer (Complete Warrior): rhino’s rush 
  (Spell 
  Compendium); 
  tanglepatch 
  (Magic 
  Item 
  Compendium) 
   
  D E L E P HA 
  CR 8 
  Male wild elf ranger 2/fighter 6 
  NG Medium humanoid (elf) 
  Init +8; Senses Listen +7, Spot +7 
  Languages Common, Elven 
  AC 20, touch 15, flat-footed 16 
   (+4 Dex, +5 armor, +1 deflection (ring of protection 
  +1)) 
  hp 69 (2d8+6d10+16 HD);  
  Fort +9, Ref +9, Will +2 
  Speed 30 ft. in light armor (6 squares), base movement 
  30 ft. 
  Melee +1 longsword +12 (1d8+4/19-20/x2)  
  Ranged +1 composite longbow +14/+9 (1d8+5/20/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +10 
  Atk Options Improved Rapid Shot, Manyshot 
  Special Actions +2 damage vs. humans 
  Combat Gear +1 composite longbow (+2 Str), 20 
  arrows, +1 longsword, +1 chain shirt, +1 cloak of 
  resistance, +1 ring of protection, divine scroll of 
  rhino’s rush, tanglepatch 
  Abilities Str 14, Dex 18, Con 13, Int 10, Wis 10, Cha 11  
  SQ 1st Favored Enemy (human), Wild Empathy, Archery 
  Combat Style 
  Feats Track, Rapid Shot, Improved Initiative, Precise 
  Shot, Point Blank Shot, Weapon Focus (composite 
  longbow), 
  Weapon 
  Specialization 
  (composite 
  longbow), Manyshot, Improved Rapid Shot 
  Skills Hide +14, Knowledge (nature) +5, Listen +7, 
  Move Silently +14, Spot +7, Survival +5 
  Possessions combat gear plus backpack, 7 gp 
  Sources Rhino’s rush (Spell Compendium); tanglepatch 
  (Magic Item Compendium) 
   
  W I L D EL F H UN T E R 
  CR 6 
  Male wild elf ranger 2/fighter 4 
  NG Medium humanoid (elf) 
  Init +8; Senses Listen +7, Spot +7 
  Languages Common, Elven 
  AC 19, touch 14, flat-footed 15 
   (+4 Dex, +5 armor) 
  hp 47 (2d8+4d10+6 HD);  
  Fort +9, Ref +9, Will +2 
  Speed 30 ft. in light armor (6 squares), base movement 
  30 ft. 
  Melee masterwork longsword +9 (1d8+3/19-20/x2)  
  Ranged +1 composite longbow +12/+7 (1d8+5/20/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +8 
  Atk Options Rapid Shot, Manyshot 
  Special Actions +2 damage vs. humans 
  Combat Gear +1 composite longbow (+2 Str), 20 
  arrows, masterwork longsword, +1 chain shirt, +1 
  cloak of resistance, potion of invisibility, potion of 
  shield of faith +2, divine scroll of rhino’s rush, 
  tanglefoot bag 
  Abilities Str 14, Dex 18, Con 13, Int 10, Wis 10, Cha 11  
  SQ 1st Favored Enemy (human), Wild Empathy, Archery 
  Combat Style 
  Feats Track, Rapid Shot, Improved Initiative, Precise 
  Shot, Point Blank Shot, Weapon Focus (composite 
  longbow), 
  Weapon 
  Specialization 
  (composite 
  longbow), Manyshot 
  Skills Hide +11, Knowledge (nature) +5, Listen +7, 
  Move Silently +11, Spot +7, Survival +5 
  Possessions combat gear plus backpack, 7 gp 
  Sources Rhino’s rush (Spell Compendium) 
   
  W I L D EL F A RC H E R 
  CR 3 
  Male wild elf ranger 2/fighter 1 
  NG Medium humanoid (elf) 
  Init +7; Senses Listen +7, Spot +7 
  
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  Languages Common, Elven 
  AC 18, touch 13, flat-footed 15 
   (+3 Dex, +5 armor) 
  hp 22 (2d8+1d10+3 HD);  
  Fort +6, Ref +6, Will +0 
  Speed 30 ft. in light armor (6 squares), base movement 
  30 ft. 
  Melee masterwork longsword +6 (1d8+3/19-20/x2)  
  Ranged 
  masterwork 
  composite 
  longbow 
  +7 
  (1d8+2/20/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Atk Options Rapid Shot 
  Special Actions +2 damage vs. humans 
  Combat Gear masterwork composite longbow (+2 Str), 
  20 arrows, masterwork longsword, +1 chain shirt, 
  potion of cure light wounds, potion of shield of faith 
  +3 
  Abilities Str 14, Dex 17, Con 13, Int 10, Wis 10, Cha 11  
  SQ 1st Favored Enemy (human), Wild Empathy, Archery 
  Combat Style 
  Feats Track, Rapid Shot, Improved Initiative, Precise 
  Shot, Point Blank Shot 
  Skills Hide +8, Knowledge (nature) +5, Listen +7, Move 
  Silently +8, Spot +7, Survival +5 
  Possessions combat gear plus backpack, 7 gp 
  ENCOUNTER 6 
   
   
   
   
  C A MO U FL AG E D PI T  T RA P 
  CR 2 
  Description 10-ft. x 10-ft.; 20-ft. deep 
  Search DC 24; Type mechanical 
  Trigger location; multiple targets (first target in each of 
  two adjacent 5-ft. squares) 
  Effect 2d6, fall; DC 20 Reflex save avoids 
  Duration instantaneous; manual reset 
  Disarm DC 19 
  
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  DM AID: NEW RULES 
  NEW FEATS 
  Divine Vigor (Complete Warrior) 
   
  You can channel energy to increase your speed and durability. 
   
  Prerequisite: Turn or rebuke undead ability. 
   
  Benefit: As a standard action, spend one of your turn or rebuke undead attempts to increase your 
  base speed by 10 feet and gain +2 temporary hit points per character level. These effects last a number 
  of minutes equal to your Charisma modifier. 
  Extra Edge (Complete Arcane) 
   
  Your ability to deal spell damage is particularly striking. 
   
  Prerequisite: Warmage level 4th. 
   
  Benefit: You gain a +1 bonus on your warmage edge, plus an additional +1 bonus per four warmage 
  levels. For instance, an 8th-level warmage with 18 Intelligence gets a +7 bonus on the damage dealt by 
  any spell that deals hit point damage. 
   
  Normal: A character’s warmage edge is equal to his Intelligence modifier. 
  Glorious Weapons (Complete Divine) 
   
  You can channel positive or negative energy to imbue your allies’ weapons with an alignment. 
   
  Prerequisite: Ability to turn or rebuke undead. 
   
  Benefit: You can spend a turn or rebuke attempt as a standard action to align the melee weapons 
  (including natural weapons) of all allies within a 60-ft. burst as good (if you channel positive energy) or 
  evil (if you channel negative energy). Such weapons can overcome damage reduction as if they had the 
  appropriate alignment. The effect lasts until the end of your next turn. 
  Short Haft (Players Handbook II) 
   
  You have trained in polearm fighting alongside your comrades in arms, sometimes reaching past 
  them while they shield you, and sometimes shielding them while they attack from behind you. 
   
  Prerequisite: Proficiency with a reach weapon, Weapon Focus with a reach weapon, base attack 
  bonus +3. 
   
  Benefit: As a swift action, you can choose to lose the benefit of wielding any reach weapon other 
  than a spiked chain or a whip. In return, you can use that weapon to threaten and attack spaces adjacent 
  to you. With another swift action, you can give up this feat’s benefit in order to regain the use of your 
  weapon’s superior reach. 
   
  Special: A fighter can select Short Haft as one of his fighter bonus feats. 
  Vexing Flanker (Players Handbook II) 
   
  You excel in picking apart an opponent’s defenses when your allies also threaten him. 
   
  Prerequisite: Combat Reflexes. 
   
  Benefit: You gain a +4 bonus on your attack rolls when flanking. 
   
  Normal: Flanking grants a +2 bonus on attack rolls. 
   
  Special: A fighter can select Vexing Flanker as one of his fighter bonus feats. 
  NEW ITEMS 
  Bag of Endless Caltrops (Magic Item Compendium) 
   
  This nondescript brown leather pouch is secured with a piece of twisted wire that has several sharp 
  points. 
   
  Five times per day, you can reach into this pouch and pull out a handful of caltrops (enough to cover 
  a 5-foot square). In addition to the activation cost, filling a 5-foot square with caltrops by hand requires a 
  standard action. 
   
  The caltrops produced are not magical and follow all the rules for normal caltrops (PH 126). It is 
  activated by manipulation as a move action. 
   
  Moderate (DC 19) conjuration; CL 9th; Craft Wondrous Item, Leomund’s secret chest; Price 800 gp; 
  Weight 5 lbs. 
  
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  Belt of Growth (Magic Item Compendium) 
   
  This thick brass belt looks like it is riddled with cracks. It bends as though it has been stretched out of 
  shape. 
   
  When you activate a belt of growth, you instantly increase in size (as if affected by enlarge person). 
  This effect lasts for 10 minutes or until you command it to end. This ability doesn’t stack with any other 
  effect that increases your size. 
   
  A belt of growth functions once per day. It is activated by command as a standard action. 
   
  Moderate (DC 20) transmutation; CL 10th; Craft Wondrous Item, enlarge person; Price 3,000 gp; 
  Weight —. 
  Brute Gauntlets (Magic Item Compendium) 
   
  This pair of heavy black leather gauntlets is set with metal studs. 
   
  Brute gauntlets allow you to temporarily increase your physical might. These gauntlets have 3 
  charges, which are renewed each day at dawn. Spending 1 or more charges grants you a morale bonus 
  on Strength checks, Strength-based skill checks, and melee weapon damage for 1 round. 
   
  1 charge: +2 morale bonus. 
   
  2 charges: +3 morale bonus. 
   
  3 charges: +4 morale bonus. 
   
  They are activated by command as a swift action. 
   
  Faint (DC 16) transmutation; CL 3rd; Craft Wondrous Item, bull’s strength; Price 500 gp; Weight —. 
  Collar of Resistance-Will (New Item) 
   
  This nondescript brown leather collar is crafted from fine leather. 
   
  This magical animal collar provides a wearer of animal intelligence with a +2 competence bonus to 
  Will saves. 
   
   
  Faint abjuration; CL 6th; Craft Wondrous Item, resistance; Price: 1,334 gp; Weight —. 
  Crystal of Arcane Steel (Magic Item Compendium) 
   
  The needlelike iron deposits in this spherical quart crystal pulsate with arcane energy. 
   
  A crystal of arcane steel is designed for those who can blend magical and martial arts into a single 
  strike. It functions only when attached to a melee weapon. 
   
  Least: This crystal grants a +1 insight bonus on your weapon damage roll when delivering a spell or 
  spell-like ability through a melee attack with the weapon. 
   
  Lesser: As the least crystal, and it also grants you a +1 insight bonus on the attack roll. 
   
  Greater: As the lesser crystal, and it also increases the save DC of the spell or spell-like ability by 1. 
   
  Faint (DC 17) transmutation; CL 5th; Craft Magic Arms and Armor, magic weapon; Price 500 gp 
  (least), 2,000 gp (lesser), 6,000 gp (greater); Weight —. 
  Crystal of Life Drinking (Lesser) (Magic Item Compendium) 
   
  This transparent black crystal has a faint, sickly glow. 
   
  A crystal of life drinking (lesser) bestows a small amount of life energy upon you each time you 
  damage a living creature with the weapon to which it is attached. Dealing nonlethal damage with the 
  weapon doesn’t activate the crystal’s effect. 
   
  Each time you deal damage to a living creature with the weapon to which this crystal is attached, you 
  heal 3 points of damage. When the crystal has healed a total of 30 points of damage, it becomes inert 
  until the following day. 
   
  Faint (DC 17) necromancy; CL 5th; Craft Magic Arms and Armor, vampiric touch; Price 1,500 gp; 
  Weight —. 
  Crystal of Return (Least) (Magic Item Compendium) 
   
  This crystal is the color of a cloudless sky. 
   
  A crystal of return allows a weapon to leap into its owner’s hand. 
   
  This least crystal allows you to draw the weapon to which it is attached as a free action. 
   
  Faint (DC 17) transmutation; CL 5th; Craft Magic Arms and Armor, mage hand; Price 300 gp; Weight 
  —. 
  Electric Eel Elixir (Magic Item Compendium) 
   
  This vial contains blue liquid with sparkling yellow motes dancing within it. 
  
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  Imbibing electric eel elixir turns your skin silvery and grants you a +1 enhancement bonus to your 
  existing natural armor bonus. (A creature without natural armor has an effective natural armor bonus of 
  +0). 
   
  Furthermore, one time while the elixir is in effect, you can make a melee touch attack that deals 
  1d8+1 points of electricity damage. You gain a +3 circumstance bonus on the attack roll if the target is 
  wearing metal armor. The elixir’s effect lasts for 12 hours. 
   
  Faint (DC 16) transmutation; CL 3rd; Craft Wondrous Item, alter self, shocking grasp; Price 400 gp; 
  Weight —. 
  Ghoul Shell Armor (Magic Item Compendium) 
   
  This armor consists of shaped and fitted sections of ghoul flesh sewn together to cover the entire 
  body, except for the head, hands, and feet. A gaunt face is emblazoned on the chestpiece. 
   
  This suit of +1 leather allows you to make up to three touch attacks per day that replicate the ghoul 
  touch spell (Fort DC 15 negates). 
   
  The suit’s effect is activated mentally as a standard action. 
   
  Strong (DC 21) necromancy; CL 12th; Craft Magic Arms and Armor, create undead, Knowledge 
  (religion) 5 ranks; Price 10,160 gp; Weight 15 lbs. 
  Infinite Scrollcase (Magic Item Compendium) 
   
  This elaborate mahogany tube has a slit that runs along its length. A wooden dowel, capped on the 
  ends with gold, fits against the slit, locking into place with jeweled clasps. 
   
  An infinite scrollcase holds up to fifty scrolls or other parchments, which can be placed within it or 
  removed as with any normal scrollcase. When you activate an infinite scrollcase, the desired scroll unfurls 
  through the slit, ready to read or cast from. When you cast a spell from a scroll unfurled from an infinite 
  scrollcase, you gain a +4 competence bonus on Concentration checks made to cast that spell 
  defensively. 
   
  If you have at least a +1 base attack bonus, you can retrieve a scroll from an infinite scrollcase as 
  part of a move action, similar to drawing a weapon. It is activated by manipulation as a move action. 
   
  Moderate (DC 19) conjuration; CL 9th; Craft Wondrous Item, Leomund’s secret chest; Price 2,800 gp; 
  Weight 3 lbs. 
  Iron Ward Diamond (Magic Item Compendium) 
   
  This dun and ecru diamond is incredibly durable. 
   
  An iron ward diamond lends its toughness to armor, helping it absorb blows in combat. 
   
  Least: The least version of this augment crystal grants you damage reduction 1/—. This damage 
  reduction stacks with similar damage reduction granted by any other source. Once the clasp has 
  prevented a total of 10 points of damage, it becomes inert until the following day. 
   
  Lesser: As the least crystal, except that it grants damage reduction 3/— until it has prevented a total 
  of 30 points of damage. A lesser iron ward diamond functions only when attached to medium or heavy 
  armor. 
   
  Greater: As the least crystal, except that it grants damage reduction 5/— until it has prevented a total 
  of 50 points of damage. A greater iron ward diamond functions only when attached to heavy armor. 
   
  Moderate (DC 18) evocation; CL 7th; Craft Magic Arms and Armor, stoneskin; Price 500 gp (least), 
  2,000 gp (lesser), 8,000 gp (greater); Weight —. 
  Revelation Crystal (Magic Item Compendium) 
   
  This tiger’s-eye gem bears a striking resemblance to the eye of a cat, its gaze seeming to dart about. 
   
  A revelation crystal helps you battle foes who rely on invisibility. 
   
  Least: When you damage an invisible creature using a weapon with this augment crystal attached, 
  the creature emits a glowing golden aura for 1 round, allowing everyone to know the square or squares it 
  occupies and where it moves during that duration. The aura is as bright as a torch. Despite the glow in 
  the square, creatures that attack the invisible foe still suffer a 50% miss chance; the glow merely allows 
  them to determine the appropriate square to attack. 
   
  Lesser: As the least crystal, but any active invisibility effects on the damaged creature are also 
  suppressed for 1 round (even if the invisibility is natural or extraordinary). 
  
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  Greater: As the lesser crystal, but it also suppresses active effects on the damaged creature that 
  grant concealment or similar effects (such as blur or displacement) for 1 round. This has no effect on 
  concealment granted by the environment (such as fog or a darkness spell). 
   
  Moderate (DC 19) divination; CL 9th; Craft Magic Arms and Armor, true seeing; Price 400 gp (least), 
  1,000 gp (lesser), 5,000 gp (greater); Weight —. 
  Ring of Silent Spells (Magic Item Compendium) 
   
  Sculpted teeth surround the soft silk padding of this copper band, like a mouth biting down on a gag. 
   
  When you activate a ring of silent spells, it creates a silence effect, as the spell, centered on you. 
  While this effect lasts, you can cast up to three spells of 3rd level or lower without verbal components (as 
  though using the Silent Spell feat, except that the spells do not require a higher level spell slot or 
  increased casting time). 
   
  This ability functions once per day. It is activated by command as a swift action. 
   
  Faint (DC 17) illusion; CL 5th; Forge Ring, Silent Spell, silence; Price 2,000 gp; Weight —. 
  Tanglepatch (Magic Item Compendium) 
   
  Vines, creeping ivy, and gnarled roots knot together to form this dense tangle of vegetation. 
   
  To use a tanglepatch, you must throw it (it can be thrown up to 50 feet). When it lands, it creates an 
  entangle effect (as the spell) centered on the point of impact, with a duration of 5 rounds. Once activated, 
  a tanglepatch is expended and cannot be used again. It is activated by being thrown as a standard action. 
   
  Faint (DC 16) transmutation; CL 3rd; Craft Wondrous Item, entangle; Price 200 gp; Weight 1 lb. 
  NEW SPELLS 
  Align Fang (Spell Compendium) 
  Transmutation [see text] 
  Level: Druid 2, ranger 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: 1 minute/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  You kneel beside your animal companion and press a sprig of mistletoe against its forehead, calling 
  upon the power of nature. 
   
  Align fang makes a creature’s natural weapons good-, evil-, lawful-, or chaotic-aligned, as you 
  choose. A natural weapon that is aligned can overcome the damage reduction of certain creatures, 
  usually outsiders of the opposite alignment. This spell has no effect on a natural weapon that is already 
  treated as being aligned, such as the claw or bite attack of most demons. 
   
  You can’t cast this spell on a manufactured weapon, such as a sword. 
   
  When you cast this spell to make a natural weapon good-, evil-, lawful-, or chaotic-aligned, align fang 
  is a good, evil, lawful, or chaotic spell, respectively. 
  Babau Slime (Spell Compendium) 
  Transmutation 
  Level: Abyss 3, druid 1, sorcerer/wizard 1 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 minute/level 
  Saving Throw: Fortitude negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  You press the viscous ball of demon sweat between your fingers and speak the eldritch words. Your 
  flesh and equipment begin to weep hot red tears that quickly form a coating over your body. 
  
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  This demon-inspired transmutation causes the subject to secrete a slimy red layer of jelly that coats 
  its skin, armor, and equipment. A creature that strikes a slime-protected subject with an unarmed strike, a 
  touch attack (including a touch spell), or a natural weapon takes 1d8 points of acid damage. Any creature 
  in a grapple with the target of babau slime takes 1d8 points of acid damage at the beginning of its turn. 
   
  Arcane Material Component: A drop of babau slime. 
  Briar Web (Spell Compendium) 
  Transmutation 
  Level: druid 2, ranger 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: 40-ft.-radius spread 
  Duration: 1 minute/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  With a sound like a thousand knives being unsheathed, the plants in the area grow sharp thorns and 
  warp into a thick briar patch. 
   
  This spell causes grasses, weeds, bushes, and even trees to grow thorns and wrap and twist around 
  creatures in or entering the area. The spell’s area becomes difficult terrain, and creatures move at half 
  speed within the affected area. Any creature moving through the area also takes 1 point of nonmagical 
  piercing damage for each 5 feet moved. 
   
  A creature with freedom of movement or the woodland stride ability is unaffected by this spell. 
  Crabwalk (Spell Compendium) 
  Transmutation 
  Level: Bard 1, druid 1, ranger 1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 minute/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  The creature you touch now moves much faster, scuttling about with disconcerting ease. 
   
  When the subject of this spell charges, it gains a +4 bonus on its attack roll and takes no penalty to 
  Armor Class. This benefit replaces the normal +2 bonus on attack rolls and -2 penalty to AC that a charge 
  attack normally confers. If the creature is capable of multiple attacks after a charge, such as a lion with 
  the pounce ability, the bonus applies only to the first attack. 
   
  Material Component: A crab’s leg. 
  Dawn (Spell Compendium) 
  Adjuration 
  Level: Druid 0, ranger 1 
  Components: V 
  Casting Time: 1 swift action 
  Range: 15 ft. 
  Target: All creatures in a 15-ft. radius burst centered on you 
  Duration: Instantaneous 
  Saving Throw: Fortitude negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  With a cry similar to a rooster’s, you cast the spell. For a moment you feel as if you had just 
  awakened from a comfortable nap, but as the feeling fades, those around you begin to stir. 
   
  All sleeping creatures in the affected area awaken. Those who are unconscious because of nonlethal 
  damage wake up and are staggered. This spell does not affect dying creatures. 
  
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  Deep Breath (Spell Compendium) 
  Conjuration (Creation) [Air] 
  Level: Druid 1, ranger 1, sorcerer/wizard 1 
  Components: V 
  Casting Time: 1 immediate action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
   
  You let out a quick cry and instantly feel your chest swell with air, as if you had taken a deep breath. 
  Strangely, you feel no need to exhale. 
   
  Your lungs instantly fill with air, and continue to refill with air for the duration of the spell. When the 
  spell’s duration expires, you can continue to hold your breath as if you had just gulped down a lungful of 
  air. 
   
  You can cast this spell with an instant utterance, quickly enough to save yourself from drowning after 
  being suddenly plunged into water. 
  Delay Disease (Spell Compendium) 
  Conjuration (Healing) 
  Level: Cleric 1, druid 1 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 24 hours 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  You press your focus to the creature and implore the contagion that ravages it to be dormant. As the 
  spell takes effect, a dim yellow glow passes over the creature’s body. 
   
  The progress of any nonmagical disease that already afflicts the target is halted for the duration of the 
  spell. Delay disease allows the subject to skip the required saving throw against the disease for the day 
  that the spell is in effect. During this period, the subject accrues no further ability damage from the 
  disease. A skipped saving throw counts as neither a success nor a failure for the purpose of recovery 
  from the disease. Furthermore, the incubation period of any disease to which the subject is exposed 
  during the spell’s duration does not begin until the spell expires. Delay disease does not cure any 
  damage that a disease might already have dealt, and it has no effect on magical or supernatural 
  diseases. 
  Girallon’s Blessing (Spell Compendium) 
  Transmutation 
  Level: Cleric 3, druid 3, sorcerer/wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 10 minutes/level 
  Saving Throw: Fortitude negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  The touched subject appears to be in discomfort for an instant before arms erupt from its torso with a 
  damp squelch. 
   
  You give the subject an additional pair of arms. Each of its arms—new and old—ends in a clawed 
  hand with fingers and an opposable thumb. The creature’s original arms (if any) are its primary arms, and 
  new limbs are secondary limbs (if the subject had no arms, the arms created by the spell are its primary 
  arms). 
   
  The creature gains four claw attacks, each using its base attack bonus + its Str modifier for attack 
  rolls. Each claw deals 1d4 points of damage + the subject’s Str modifier, and if an opponent is struck by 
  two or more claws in 1 round, the subject can rend it for an additional 2d4 points of damage + 1-1/2 times 
  its Str modifier. 
  
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  A creature cannot use normal weapons and the claw attacks in the same round, and the subject does 
  not gain additional claw attacks from a high base attack bonus. 
   
  Material Component: A few strands of girallon hair. 
  Hypothermia (Spell Compendium) 
  Evocation [Cold] 
  Level: Cleric 4, druid 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial 
  Spell Resistance: Yes 
   
  The fighter drops to her knees, her face pale and a bluish cast to her lips and fingers. A cloud of 
  frosted breath escapes her lips as she whispers. “So . . . c-c-cold . . .” 
   
  The subject takes 1d6 points of cold damage per caster level (maximum 10d6) and becomes 
  fatigued. A successful Fortitude save halves the damage and negates the fatigue. 
  Infestation of Maggots (Spell Compendium) 
  Necromancy 
  Level: Druid 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 round/2 levels 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
   
  You touch your foe with the dust of dead flies on your fingers, giving birth to hundreds of writhing 
  maggots in his flesh. 
   
  With a successful melee touch attack, you infest a creature with maggotlike creatures. If the touched 
  creature fails a Fortitude saving throw, the magical maggots deal 1d4 points of Constitution damage each 
  round at the beginning of your turn. The subject makes a new Fortitude save each round to negate the 
  damage in that round and end the effect. 
   
  The infestation can be removed with a remove disease or heal spell. 
   
  Material Component: A handful of dead, dried flies. 
  Rapid Burrowing (Spell Compendium) 
  Conjuration (Healing) 
  Level: Druid 1, ranger 1 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 10 minutes/level 
  Saving Throw: Fortitude negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  Splaying your fingers like a mole’s forepaws completes the spell. With your touch, the target’s digging 
  appendages increase in size and sharpness. 
   
  This spell increases the touched creature’s burrow speed by 20 feet. It has no effect on other modes 
  of movement, nor does it grant the subject a burrow speed or the ability to burrow through stone if the 
  creature cannot already do so. 
  Rhino’s Rush (Spell Compendium) 
  Transmutation 
  Level: Paladin 1, ranger 1, Wrath 1 
  
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  Components: V, S 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
   
  A violent fury consumes you. You seek nothing more than to charge at your enemies and bash in 
  their heads. 
   
  This spell allows you to propel yourself in a single deadly charge. The first charge attack you make 
  before the end of the round deals double damage on a successful hit. 
  Splinterbolt (Spell Compendium) 
  Conjuration (Creation) 
  Level: Druid 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One or more streams of splinters 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  You extend your hand toward your foe, flicking a single sliver of wood into the air, and a splinter 
  larger than a titan’s javelin whistles through the air. 
   
  You must make a ranged touch attack to hit the target. If you hit, the splinterbolt deals 4d6 points of 
  piercing damage. A splinterbolt threatens a critical hit on a roll of 18-20. 
   
  You can fire one additional splinterbolt for every four levels beyond 3rd (to a maximum of three at 11th 
  level). You can fire these splinterbolts at the same or different targets, bit all splinterbolts must be aimed 
  at targets within 30 feet of each other and fired simultaneously. 
   
  A creature’s damage reduction, if any, applies to the damage from this spell. The damage from 
  splinterbolt is treated as magic and piercing for the purpose of overcoming damage reduction. 
   
  Material Component: A splinter of wood. 
  Vigor, Lesser (Spell Compendium) 
  Conjuration (Healing) 
  Level: Cleric 1, druid 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: 10 rounds + 1 round/level (max 15 rounds) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  The sounds of battle ring in your ears as you lay hands on your fallen comrade. You can spare 
  neither time nor magic to do more right now, but the blood flow slows to a trickle and her breathing 
  becomes less labored, even as you are called to the aid of another. 
   
  The subject gains fast healing 1, enabling it to heal 1 hit point per round until the spell ends and 
  automatically becoming stabilized if it begins dying from hit point loss during that time. Lesser vigor does 
  not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or 
  attach lost body parts. 
   
  The effects of multiple vigor spells do not stack; only the highest-level effect applies. 
  Wall of Smoke (Spell Compendium) 
  Conjuration (Creation) [Water] 
  Level: Druid 1, sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: A straight wall whose area is up to one 10-ft. square/level (S) 
  
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  Duration: 1 round/level 
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: No 
   
  You wave your hand in a circular motion, and black smoke swirls into existence as a dark wall. 
   
  This spell creates a thin wall of black smoke. The wall is stationary once created. The wall blocks 
  sight to a limited degree. Creatures on opposite sides of the wall that cannot see over it gain concealment 
  from each other. A creature can pass through a wall of smoke, but it must make a Fortitude save to avoid 
  being nauseated for 1 round. 
   
  A moderate wind (11+ mph), such as a gust of wind spell, destroys the wall in 1 round. 
   
  This spell does not function underwater. 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Yeomanry/598/Normal Scenarios/YEO8-01 - A Widow's Tears (APL 2-10)/YEO8-01 - A Widow's Tears.pdf