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 beldred@midsouth.rr.com.  For LIVING 
  GREYHAWK campaign questions email rpgahq@wizards.com. 
  YEO6-04 
   
   
   
   
  Blood Shadows 
  A One-Round D&D® LIVING GREYHAWKTM  
  Yeomanry Regional Adventure 
  Version 1.3 
   
  by Rich Oliver 
  Reviewer: Yeomanry Triad  
  Circle Reviewer: Steven Conforti 
  Playtesters: Matthew Crook, Christopher Newcomb, Jason Bilbrey, Sam Eldred, and Harry Eldred. 
   
   
   
  The town of Singleton in the northeastern corner of the Yeomanry has always been a bone of contention between the 
  League and the Kingdom of Keoland. Control of the town has shifted back and forth across the years. The Yeomanry has 
  the strongest claim currently, with their control for the past several hundred years. Whispers of renewed interest in the 
  town from Keoland have sent you east to Singleton to gauge the lay of the land. A Yeomanry regional adventure for 
  APLs 6-12, and Part 1 of the Iron River series. 
   
  Note: This adventure will be of particular interest to military PCs and all loyal Yeomen. 
   
   
  
  YEO6-04 Blood Shadows 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  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. 
  Sidebars 
  contain 
  important 
  information for you, including special instruction on 
  running the adventure. 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).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives.  
  
  YEO6-04 Blood Shadows 
   
  Page 2 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  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 that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character 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. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. 
  ADVENTURE BACKGROUND 
  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.org. 
  LOFTWICK 
  The capital of the Yeomanry League, Loftwick stands 
  high above the Wick Valley, at the southernmost end of 
  the High Crags, a spur of the Jotens. Surrounded by high 
  walls, and by higher peaks, Loftwick is a commanding 
  presence in the western dales of the Yeomanry League. 
  Loftwick serves as a trading center for the western 
  League, and extensive dockworks line the bank of the 
  Wick River, some few miles south of Loftwick. 
  Loftwick 
  is 
  divided 
  into 
  numerous 
  wards and 
  neighborhoods, 
  including 
  the 
  Leatherworkers, 
  Goldsmiths and Masons wards, identified by the major 
  guild in the ward, and other residential neighborhoods, 
  including High Cross and Low Cross, Five Points, and 
  Death’s Privy. Among Loftwick’s well-known landmarks 
  are the Gnome Clockworks, Blacksun Tower, the High 
  Church of Heironeous, and the Fellcrack. 
  The temperate, almost semi-tropical climate of the 
  Yeomanry ensures mild winters in Loftwick, while the 
  cool breezes falling from the High Crags, and carried 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  
  YEO6-04 Blood Shadows 
   
  Page 3 
  southward from the Jotens make the summers less 
  oppressive than they might be otherwise. Snow is rare in 
  the Yeomanry, though early morning frost is common 
  during the coldest days of winter. Springtime rains lessen 
  as Summer comes, but afternoon thunderstorms occur on 
  a near daily basis. In both Spring and Fall, there is a 
  danger from the occasional hurricane coming north from 
  the Azure Sea. 
  RHUEK-MEHGAR 
  Situated in the farthest eastern reaches of the Joten 
  Mountains, the town of Rhuek-Mehgar began as a simple 
  Dwarven mining camp. As the tin was worked out, the 
  once bustling camp became little more than a last chance 
  for failures and dregs. 
  There had always been small amounts of iron in the ore 
  mined at Rhuek-Mehgar, but when Nakhenges stumbled 
  into a new cavern with a major vein of iron ore, he 
  revived the camp, and became a wealthy dwarf in the 
  process. 
  Today, Rhuek-Mehgar is a dwarven settlement of 
  considerable size— underground. To the casual 
  observer who never enters the Ways under the 
  Jotens here, the town seems meager indeed, with 
  only a few small buildings rising out of the mud, 
  with gravel “paths” haphazardly winding about. 
  SINGLETON 
  Located on the northeast frontier of the Yeomanry, 
  Singleton is strictly a border town whose purpose is to 
  defend the Yeomanry's flanks from marauding giants and 
  humanoids. Citizens in the region also whisper that the 
  town also protects the Yeomanry from Keoland 
  expansion, but they keep this quiet lest they anger people 
  with more influence than they. Singleton is a rugged, 
  harsh town filled with grizzled soldiers, hard-working 
  farmers, and anxious adventurers as the town serves as a 
  base of operations for those who wish to explore the 
  northern frontier. It is home to a number of thrown-
  together inns and taverns who cater to these people. It 
  also is home to the best armorer in the Yeomanry, Mervis 
  Jordmanum (LN human male Exp11), a mammoth of a 
  man who supposedly killed an ogre with his bare hands 
  as a teenager. Jordmanum gets the bulk of his ore from 
  the mines at Rhuek-Mehgar, but still relies on some 
  overland trade from the Javan to get more rare ores. 
  Theodain Eriason recently has been spotted in town - 
  rumors are running rampant as to the reason why. 
  BACKGROUND 
  For centuries, the border town of Singleton has changed 
  hands between the Yeomanry and Keoland. For the last 
  few centuries however, the Yeomanry has had the 
  strongest claim. 
  The “disputed” territory again came into question during 
  the Greyhawk Wars, when Keoland used the excuse of 
  coming to Sterich’s aid in an attempt to annex the area. 
  Keoland has since tried to illegally mine valuable ores 
  from the Little Hills and the easternmost mountains of 
  the Jotens, citing mineral rights granted while the 
  Yeomanry was a vassal of the kingdom. 
  Tempers flared between the Yeomanry and Keoland once 
  again when the Keoland pressed the League to rejoin the 
  kingdom and take a seat on the council. National 
  sentiment on both sides led to several confrontations 
  between the Yeomanry ambassador’s party and Keoish 
  locals as the ambassador traveled to the meeting and 
  following the announcement that the Yeomanry had 
  declined the offer to rejoin the kingdom. 
  While the Yeomanry maintains an informal presence on 
  the council in the form of Ambassador Stephon Kelven, 
  the citizens of the League went to great lengths to assure 
  Keoland that there was no desire to submit and rejoin the 
  kingdom. At the disastrous meeting of the Council of the 
  Land, the ambassador distinguished himself in several 
  acts of valor. 
  The situation around Singleton had cooled somewhat in 
  the last few years. Cryllor had not crossed the Javan, and 
  the infamous Count Manz was apparently missing for 
  some time. The situation remained somewhat stable 
  during this time period. Recently however, the count has 
  returned and set aside his regent. Manz himself has cast 
  his gaze once again westward to the lands of the 
  Yeomanry and to Singleton. 
  After the death of Kimbertos, King of Keoland, when the 
  regent refused to supply or pay the Yeomanry 
  mercenaries, the Army of Freedom was removed from 
  the battlefields of Geoff and Sterich. Following events 
  last year at the Escarpment, (Blighted Souls) the Army of 
  Freedom was moved from the Escarpment around Old 
  Hardwick, and into the area surrounding Singleton. With 
  a distinguished battlefield record, nearly 2000 able-
  bodied men at arms were mustered out of the Army of 
  Freedom. While some favored re-enlisting in the smaller 
  mercenary companies, nearly half remained in the area, 
  settling down and reinforcing the militia. 
  In the Yeomanry, eyes have looked eastward following 
  the Freeholder’s disappearance. Adventurers through-out 
  the Yeomanry have searched for any trace of Marius 
  Lindon to no avail. With the renewed interest in 
  Singleton expressed by Count Manz, many believe that 
  the Freeholder’s disappearance could have been 
  engineered to distract the League while Manz moved 
  into Singleton. 
  ADVENTURE SUMMARY 
  This adventure is placed against the backdrop of political 
  and military maneuvering in the Yeomanry and 
  Singleton specifically. 
  
  YEO6-04 Blood Shadows 
   
  Page 4 
  PCs will be given the task of delivering a message from 
  Melinda Windomere to Spokesman Baldric of Singleton. 
  Melinda Windomere is the acting Freeholder in Lindon’s 
  absence. She describes the letter as orders for Baldric 
  regarding recent troop movements in and around Cryllor 
  which seem to indicate that Singleton will be invaded. In 
  reality, the letter contains orders for Baldric regarding a 
  possible lead on the location of the Freeholder. 
  Following their meeting with the acting Freeholder, the 
  party will encounter a maid who will offer them a good 
  luck charm. She is in reality a Scarlet Brotherhood spy 
  who will use the trinket to track the party. If they refuse 
  it, she will attempt to plant it on them. 
  On the road to Singleton, the PCs will encounter a pack 
  of (giant, fiendish) Tyrgs. The collars on the Tyrgs seem 
  to indicate that they are bred and possibly sent to waylay 
  the PCs. The collar has the same basic design and 
  leatherwork as the bracer planted on the party by the 
  maid. 
  The PCs have been told to make all haste, and that means 
  taking the New Road. Unfortunately, the Ramp is half-
  destroyed and a long line of merchants waits to use the 
  elevators. The merchants have refused to use the 
  elevators at night because they’ve been ambushed and 
  sometimes killed. Farrier will let the PCs go down the 
  elevator ahead of the line, if they kill whatever is 
  attacking the merchants. Once down the PCs can run out 
  on their promise, or they can track down and kill several 
  Otyughs. 
  Once the PCs have reached Singleton, they will be sent 
  to see the Spokesman, former Free Captain of Battles 
  Baldric. On the way into town, they’ll encounter a 
  peculiar breeze. Baldric will read Melinda’s letter and 
  send the PCs to escort a freight caravan from the mines at 
  Rhuek-Mehgar to Singleton. 
  Once in Rhuek-Mehgar, the PCs will be “greeted” by an 
  irate merchant who’s been waiting on an escort of militia. 
  The contact in Rhuek-Mehgar will confirm that the PCs 
  will take the Keewee merchant back to Singleton. There’s 
  an increased presence of Keolanders in Rhuek-Mehgar, 
  and someone has dropped a few Keoish maps of the area 
  which show a different border for the two countries. 
  Returning to Singleton, the PCs will encounter a band of 
  humans. All of them are Suel-descended, and wearing 
  Keoish garb and armor. This is actually a group of Scarlet 
  Brotherhood agents attempting to stir up trouble. Since 
  they want word to get out that Keewee agents are causing 
  trouble; they’ll refrain from killing the PCs outright. 
  However the agents aren’t willing to die for this and be 
  found out as SB agents (scars, tattoos, every one of them 
  being Suel, etc.), so they’ll attempt to high-tail it out of 
  there if things go too badly for them. 
  Once the PCs return to Singleton, they’ll be debriefed by 
  the former Free Captain of Battles, Baldric. 
  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 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. 
   
  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 
  Sergeant, the player must have spent one full year as a 
  Yeoman, and one full year below that as an unranked 
  soldier. 
  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. 
  INTRODUCTION 
  Your steps echo on the grand staircase of the 
  Common Council Building as you climb to the third 
  floor for your meeting with Melinda Windomere, 
  acting Freeholder. 
  
  YEO6-04 Blood Shadows 
   
  Page 5 
  Throughout the building, workers and bureaucrats 
  scurry about on oh so very important tasks. So 
  important that no one could be spared to escort you 
  to the acting Freeholder’s offices. 
  From the scuttlebutt you’ve been able to pick up, 
  repairs and patches are being made in a hurry for 
  some 
  big 
  announcement 
  next 
  month. 
  The 
  bureaucrats you’ve bumped into have imperiously 
  swept you out of the way, citing “important work for 
  the acting Freeholder,” while on their little quests to 
  get approval or to graciously grant it. 
  At the head of the stairs you’re greeted with an 
  impressive view: a rotunda, perhaps 30 feet across 
  with hallways exiting to the left and right. Ahead 
  you see a span of windows, looking out over 
  Loftwick. Above you a small dome with windows at 
  the base allows the bright afternoon sunshine to 
  spill into the rotunda. On the stone floor of the 
  rotunda, you can see an old, old design of a shield 
  with two spears flanking a sword. While most 
  people simply walk past, you see the earliest 
  symbols of the Yeomanry with new appreciation. 
  Somehow the design has been worked into the floor 
  as if the artist had painted it just under the surface 
  of the stone. 
  The directions you were given said, “Up the stairs to 
  the left and then right.” As you walk down the hall, 
  you see pictures of the various former Freeholders. 
  Finally, near the end of the hall, you come across the 
  last two pictures: Crispin Redwall and Marius 
  Lindon. 
  Since the Freeholder’s disappearance, calls have 
  gone out for Redwall’s return, but he has not 
  answered. Some take this silence as an indication 
  that foul play is afoot and that strange forces are 
  uniting against the Yeomanry by removing the 
  Freeholders as they can. 
  On your right, double doors stand open. A warm 
  chestnut stain covers the inside of the doors, and 
  sun streams into the room from unshuttered 
  windows on the outside wall. Before you, a great, 
  russet colored bearskin rug covers the floor in front 
  of an enormous desk. 
  ENCOUNTER 1: 
  SWEPT UNDER THE RUG 
  If the PCs explore the office, continue with the text 
  below. If they choose not to explore, proceed with 
  Encounter 2. 
  You walk slowly into the office, taking in the 
  sumptuous appointments. The office seems more 
  like a backwoods hunting lodge than the office of 
  the most powerful man in the Yeomanry. 
  You hear a startled yelp, and a woman stands up 
  behind the desk. She holds a small jug and a rag, and 
  from her clothes you can see that she must be a 
  maid. 
  “Excuse me, sirs! Ye startled me. I just be cleaning 
  the Freeholder’s office. Is there somewhat ye need of 
  me?” 
  Assuming the PCs answer in the negative, read the 
  following. 
  “Well, then, begging yer pardon, but I’d be pleased 
  if’n ye could close the door behind ye. If the acting 
  Freeholder knew somewhat that yer in here, I’d be 
  in a bit of hot water, y’understand?” 
  If the PCs answer in the positive, read the following. 
  The maid steps from behind the desk, and herds you 
  toward the door. “I be pleased te help ye. But, beggin 
  yer pardon, sirs, it be somewhat later. I be cleaning 
  the Freeholder’s office now, but it be a real honor to 
  help such fine gentlemen as yerselfs, after I be done 
  cleaning for the acting Freeholder.” 
  The PCs should now be out of the room. If they did not 
  look around, they’ll have a moment or two before 
  Encounter 2. Otherwise Encounter 2 follows on the heels 
  of Encounter 1. If this is the case, give the PCs a Spot 
  Check (DC = 27) to notice that Kiers has seen the maid 
  and frowned. 
  ENCOUNTER 2: 
  HALL PASS 
  See Encounter 1 to determine if Kiers has reacted to the 
  maid or not, and whether the PCs are able to spot this. 
  With the door to the Freeholder’s office shut firmly 
  behind you, you realize that you have no idea where 
  your meeting with acting Freeholder Melinda 
  Windomere is taking place. 
  Fortunately you see a face familiar to some of you, as 
  a man dressed in fine robes stops in the hall by your 
  side. He smiles and gestures with open arms. You 
  can see the flash of jewelry on his hands and arms. 
  “Welcome good friends; welcome Champions of the 
  Spear to Loftwick. For those of you who do not know 
  me, I am Kiers, steward to the acting Freeholder, 
  Grosspokeswoman Windomere. I was afraid you 
  might have gotten turned around when the time for 
  your meeting with Lady Windomere came and you 
  were absent.” 
  He turns and begins to walk back down the hall 
  toward the rotunda, “Come, she has matters of great 
  importance to speak with you about.” Catching the 
  eyes of those of you who know him, Keirs continues, 
  “Quite different than Newick, eh? I fear that despite 
  the comforts available, the Lady only wishes to 
  
  YEO6-04 Blood Shadows 
   
  Page 6 
  return to her home. This isn’t common knowledge, 
  but several attempts have been made on her life; we 
  fear the worse, but have no proof as of yet that it is 
  those southern devils.” Kiers stops, startled. 
  Give the PCs a Spot check (DC = 18) to see what has 
  caught his attention. 
  If the Spot check is successful, read the following: 
  Ahead, stepping through the rotunda and down the 
  stairs to the floors below, you see a strange looking 
  dwarf. He wears simple leathers with a sumptuous 
  dark red cloak, and seems to be bald under his silver 
  skullcap, but his face is dominated by a thick red 
  beard. He carries a short staff which looks more like 
  an axe without the axe head, and quickly descends 
  out of sight as Kiers hurries forward to the railing. 
  If the Spot check was unsuccessful, read the following: 
  Kiers hurries to the rotunda railing. His hands on 
  the banister are white, but you see nothing out of 
  the ordinary. Several folks of the Yeomanry are 
  walking up and down the stairway. 
  Give the PCs a Listen check (DC = 15) to hear what Kiers 
  mutters: 
  “It cannot be him. I know for certain that he is 
  elsewhere in the Sheldomar. Damn his hide, he 
  wouldn’t dare!” 
  After a moment, Kiers shakes his head, and leads 
  you on around the rotunda to the opposite hall. 
  Following a short walk, he gestures you into a small 
  office With a terse, “Wait here,” Kiers proceeds 
  through a side door into another room. 
  If the PCs attempt to eavesdrop on Kiers, give them 
  another Listen check (DC = 21). If the check is successful, 
  the PCs can obtain the following snippets of 
  conversation: 
  “Impossible!” “—by his beard from the battlements 
  and cut him loose!” “any chance—“ “—all means find 
  him!” “—can’t lose this chance!” 
  Kiers re-appears at the door, opening it wide, and 
  gestures for you to enter, “Please, the Lady is 
  waiting.” 
  ENCOUNTER 3: 
  GO EAST YOUNG MAN 
  Inside, the acting Freeholder’s office is more 
  comfortable than her steward’s, but far less so than 
  the Freeholder’s own office. It is decorated in the 
  same rustic style, although you can see small 
  feminine touches here and there. 
  “Come in, adventurers, come in.” Melinda seems to 
  be in a welcoming mood today. 
  If any of the PCs have participated in adventures where 
  Melinda played a role (assuming the PC did not make a 
  bad impression), she will chit chat about their earlier 
  encounters. This includes, but is not limited to, the 
  following Living Greyhawk adventures: Rogue Rescue, Cold 
  Blooded, Attack Dogs, Blighted Souls, the WitY 2004 
  Interactive. 
  “I have known some of you since before I took on 
  this office in the absence of the Freeholder. I have 
  made it my business to find the Freeholder, and 
  rescue him if possible. Now, however, I must set 
  that aside. 
  “I have a matter most sensitive to discuss; those of 
  you who are military, I hereby activate you. Of the 
  rest, if you do not feel you can keep our confidences, 
  please depart now. No? Your word then?” She looks 
  in turn at each of you. 
  “Word has come from the east in Singleton, on our 
  far border. The Keoish seem to be moving men at 
  arms into the area. And I have specific word today 
  that Count Manz of Cryllor intends to use those 
  men to force the sale of ore to his factors ahead of or 
  instead of our factors. This we cannot allow. If this 
  were to stand, Manz might attempt to take 
  Singleton, and I will brook no such interference. 
  Especially now. 
  “So, I am sending you to Singleton with the message 
  for Baldric, the Free Ca— pardon me, the 
  spokesman for Singleton. Following the events of 
  the last year at the Escarpment, he has retired as 
  Free Captain of Battles. 
  “Those of you who were there might know that I 
  sent Baldric north to Singleton, and ordered the 
  Army of Freedom disbanded. Most if not all settled 
  in the area. When Kimbertos fell, and the court was 
  disinclined to pay the ticket for the companies, I 
  had no choice; the Yeomanry cannot afford to house 
  and feed such a number of men in peacetime, let 
  alone pay them. 
  Melinda Windomere hands you a sealed letter. You 
  notice that the red wax seal of the Freeholder has a 
  thick oblique slash through it. “Take this directly to 
  the spokesman. Give it only to him, and ensure that 
  no other eyes see the letter or are allowed to read it, 
  save the spokesman; he will know what to do after 
  you’ve presented it to him. Once you’ve given him 
  my letter, return here with any reply. Leave in the 
  morning and make all haste.” 
  “Kiers!” the acting Freeholder’s bellow belies her 
  good mood, and the steward quickly steps into the 
  room. “See them out and on their way. Oh, and draw 
  some funds for them; they’ll also need to switch 
  horses along the way so give them a token for the 
  stables.” 
  
  YEO6-04 Blood Shadows 
   
  Page 7 
  As Kiers ushers you back out of the office, you can 
  hear the acting Freeholder mutter, “That damned 
  dwarf better not stick his nose where it doesn’t 
  belong!” 
  Back at his desk, Kiers hands each of you 10gp and a 
  token. The face of the wooden chip is burned with 
  the design of a horse’s head. The obverse bears the 
  acting Freeholder’s waxen seal and a date that is a 
  week and a day from today. “These should see you 
  through. The horse token will also serve to allow 
  you to use the elevators at the Ramp— and without 
  waiting. Your horses will be ready in the morning.  
  Good luck!” 
  If asked about the Ramp, Kiers will explain that repairs 
  on the damaged roadway continue and are perhaps one 
  third completed. The elevators, however, have been fully 
  repaired and reconditioned. They are, however, working 
  at more than full capacity. 
  ENCOUNTER 4:  
  YOU TAKE THIS… 
  You may need to alter the following text if the PC’s did 
  not meet the maid in Encounter 1. 
   
  Walking down the hall toward the rotunda and 
  stairs, you softly make plans for your upcoming 
  journey. As you begin to turn and start down the 
  stairs, you see the same maid you talked to before. 
  “Beggin’ yer pardon, sirs.” She seems reluctant to 
  bother you, but presses on. “If it please ye, seeing 
  that ye’ve just talked with the lady Freeholder and 
  all, and yer going on a trip,” she points at the horse 
  token in your hands, “ye’ll be needing some help.” 
  She reaches into a pocket on her apron, and hands 
  you a worn bracer. “This has been in my family for 
  years. Me grandmam told me it was magic and 
  would protect me and mine.” One edge of the bracer 
  is torn, and old, frayed laces hang from the other 
  side. “Yeh, ye can’t really wear it now, but I knows it 
  still works. Why I got me this here work ‘cause of it! 
  Please, sirs, take it! It’ll bring ye good luck! Besides 
  which, ye be needing this more than me if’n you be 
  doing something for her!” The maid finishes her 
  speech by spitting on the floor. 
  Assuming the PCs take the bracer read the following: 
  “Aw, thank ye sirs! It’ll help, it’ll bring ye success! 
  Good luck to ye.” 
  If the PCs refuse to take the bracer, read the following: 
  “Well, I wish ye good luck no matter, sirs.” 
  Give the PCs a Spot check (DC = 45) to see her planting 
  the bracer on the least observant PC. In other words, who 
  would take the longest to discover that the bracer has 
  been added to their gear? That is who she plants the 
  bracer on. If the PCs check later and try to find the lucky 
  charm, or search the gear of the PC holding it, they can 
  make a Search check (DC = 27).  The bracer does not 
  detect as magic or any certain alignment.  It seems to be 
  an ordinary old worn out bracer. 
  Allow the PCs to make any purchases they feel that 
  they’ll need. Requisitioning horses from the Army or 
  Militia stables will be no problem, they will be ready and 
  waiting for them the next morning as Kiers promised; 
  the DM can roleplay that if desired or speed through it to 
  save time. 
  PCs familiar with the Yeomanry will realize there are two 
  ways to reach Singleton from Loftwick.  The shorter 
  route will take them across the Escarpment and seems to 
  be what the Freeholder expects, given her mention of the 
  elevators.  The longer route is up the High Road through 
  the foothills. 
  On the New Road to Singleton, the PCs will be able to 
  make the Outpost sitting at the edge of the Escarpment 
  by evening if they push their horses; the next day, they 
  should be able to reach Fort Baxter with some extra hours 
  of travel; at Fort Baxter the PC’s can swap out their now 
  exhausted mounts.  At the end of the third day, the PCs 
  should reach Fort August with some heavy riding. The 
  road from Fort August to Singleton is rougher; this leg of 
  the trip should take the entire fourth day. 
  The PCs also have the opportunity to take the High Road, 
  up along the southernmost reaches of the Jotens, through 
  Emberton, North Reach, Fort William, Tucksvale, and 
  Fort Thomas to reach Singleton. This route will take 3 
  extra days. 
  Assuming the PCs take the shortest route, as per the 
  acting Freeholder’s wishes, proceed to Encounter 6, and 
  the Escarpment elevators. Otherwise go to Encounter 5. 
  ENCOUNTER 5: 
  …AND I’LL GIVE YOU THAT 
  This encounter can be reached in one of two ways; either 
  the PCs take the long route and this encounter happens 
  at the end of the first day of travel (the PCs will need to 
  stop for rest on the road between Emberton and North 
  Reach), or the PCs take the short route along the New 
  Road, and this encounter happens on the last day of 
  travel, shortly after the PCs have crossed the Javan. It is 
  assumed that the PCs take the short route; modify the 
  description accordingly if the long route is taken. 
  Note that this encounter can be avoided entirely if the 
  PCs refuse the maid’s trinket, prevent her from planting 
  the lucky charm on a PC, or find it early and discard it. 
  The PCs are located by agents of the Scarlet Brotherhood 
  by homing in on the lucky charm. 
  The road to Singleton stretches out ahead of you. On 
  your right as you head north, the Javan runs past 
  
  YEO6-04 Blood Shadows 
   
  Page 8 
  swift and deep. The river is wide here too, perhaps a 
  half mile across as it gathers tributaries on the way 
  to the Hool Marsh and the Azure Sea beyond. 
  The road rises and falls gently as you ride along the 
  river, over or through small streams and washes. 
  The sun stands a bit after mid-day, and the heat of 
  the day is only slightly mitigated by the breeze that 
  plays along the river. Thankfully, road dust stays 
  down around your horses’ feet, thanks to the rains 
  of a few days past. Occasionally a ship passes you on 
  the river, but traffic seems to be sporadic at best 
  today. A small wood grows next to the river ahead 
  and the road curves inland away from the banks and 
  through the trees. 
  The shade of the trees is welcome in the heat of mid-
  afternoon. As you leave the cool shade, you hear the 
  pad of many feet. Several large, cat-like creatures are 
  stalking you. As you give the alarm one of them 
  howls, and they all spring at you! 
  APL 6 (EL 8) 
  � Advanced Fiendish Tyrgs (Krenshar) (2): hp 
  72; see Appendix 1. 
  APL 8 (EL 10) 
  � Advanced Fiendish Tyrgs (Krenshar) (4): hp 
  72; see Appendix 2. 
  APL 10 (EL 12) 
  � Advanced Fiendish Displacer Beasts (2): hp 
  169; see Appendix 5. 
  APL 12 (EL 14) 
  � Advanced Fiendish Displacer Beasts (4): hp 
  169; see Appendix 6. 
   
  Tactics: The tyrgs (displacer beasts at APLs 10 and 
  12) will have surrounded the party as best they can. Each 
  round a different one will howl and attempt to stun the 
  PCs. The tyrgs will gang up on the PCs, at least two to one 
  if possible, and flank. When a tyrg is killed, it’s partner 
  will move to help another group. Once the tyrgs have lost 
  half of their number, they will attempt to flee. The tyrgs 
  have been trained by the Scarlet Brotherhood, and will 
  use better than average tactics and cooperation to bring 
  down as many PCs as possible. 
   
  Treasure: The tyrgs have no treasure themselves. 
  They do however, have studded collars which might be 
  worth something to Yeomanry authorities, or an 
  interested collector. Give PCs a Spot check (DC = 15) to 
  notice the collars are the same work and leather as the 
  bracer the maid had in Loftwick, if they accepted the 
  lucky charm, or have found it planted on one the party in 
  the 
  meantime. 
  A 
  PC 
  with 
  Knowledge: 
  Scarlet 
  Brotherhood may notice, (Spot check DC = 19) that the 
  workmanship is similar to what they’ve seen SB agents 
  with in the past. 
  Move on to Encounter 9 once this one is resolved, no 
  matter how the PC’s reached this encounter. 
  ENCOUNTER 6: 
  WATCH THAT FIRST STEP 
  This encounter can be reached if the PCs take the short 
  route on the New Road. They will travel to Farrier’s 
  Ramp, arriving at the end of the first day, if they push it. 
  If the PCs do not, then adjust the following text 
  accordingly. 
  The New Road has slowly risen over the day as you 
  traveled to the Ramp. Finally, as the Sun sets after a 
  day of heavy travel, with long shadows stretching 
  eastward ahead of you see signs of civilization. The 
  road, usually clear and this close to the Ramp well-
  paved, is covered. Freight wagons rest on the 
  roadway, blocked in place at the late hour with a 
  clear channel down the left side of the road. To 
  either side, draft horses and oxen are staked, and 
  merchants have erected tents. Guards eye you as you 
  approach the rear of the queue. 
  Mutters follow you as you skirt the rear of the line, 
  and head up the clear left lane. You hear calls of 
  “bloody militia,” “wait yer turn!” and “who do you 
  think you are?”.  
  Still, the merchants and even the guards are 
  reluctant to take on seasoned adventurers no matter 
  how much they feel that Democracy’s been cut to 
  the quick. Another half hour’s travel finds you at the 
  head of the line and the end of the road. At least for 
  now. 
  The pavestones widen into a small plaza as you 
  reach the edge of the Escarpment. To the north 
  stands the Outpost, flying the Yeomanry flag as well 
  as the pennon of the 14th Strike Harriers, a 
  Yeomanry Army company of some repute. The 14th 
  was one of the companies of the Army of Freedom 
  which 
  reconstituted 
  following 
  the 
  Army 
  of 
  Freedom’s disbanding. 
  Between the Ramp and the Outpost a strange 
  cagework of wood timber and steel rises up from the 
  depths of the Escarpment. This must be the elevator 
  system which allows some travel to continue. 
  A lone figure strides toward you from the gates of 
  the Outpost. He wears tough leathers and a thick 
  cotton shirt. A billow of apple-scented smoke 
  followed him and envelopes you all as he stops and 
  regards you. Black hair recedes in sharp widow’s 
  peaks which dominate his features. The man has 
  warm blue eyes and a ready smile that rests in a 
  close-cropped black beard. 
  “Greetings,” he says, holding out his hand, “Farrier’s 
  the name. Got some reason for jumping line?” 
  
  YEO6-04 Blood Shadows 
   
  Page 9 
  Assuming the PCs tell Farrier why they have skirted the 
  line, he’ll consider their request to use the elevator. 
  Although the PCs may see some benefit in trying to sway 
  the master builder, he is a keen judge of character and 
  motivation. Their attempts are likely to be seen as self-
  serving. Farrier is, however, practical. The PCs arrival, 
  disruptive as it is, provides him with an unexpected 
  resource with which he can solve a problem. 
  “Oh, that token’s real enough. Still, I don’t see how I 
  can let you descend ‘fore all these other folk have. 
  See that line of cargo? There’s another like it down 
  at the base. An’ both are twice as along as they 
  should be. Got twice as many guards top and bottom 
  just to see that none of it’s made off with. 
  “See that elevator over there? The one what ain’t 
  running right now? Normally, it’d be running all day 
  and all night. But, it seems like we got ourselves a 
  problem. Damn fool merchants got scared of being 
  attacked when they loaded or unloaded from the 
  boxcar at night. An’ twice-damned guards say that’s 
  not part of their contract. And don’t be thinking the 
  militia will take care of this; the 14th’s at just enough 
  strength to man the Outpost and maybe, maybe 
  patrol the area once a week. Most of their men 
  scattered when your precious actin’ Freeholder 
  broke the back of the Army of Freedom! 
  “So, I suppose I can see my way clear to lettin’ y’all 
  take the elevator down first, ahead of these fine folk, 
  if you can give me your word that ye’ll kill whatever 
  beastie is jumping out at people and trying to eat 
  them.” 
  If the PCs accept, he will tell them the following: 
  "This is what we know. Several merchants have been 
  attacked. Always at night. Probably a single creature, 
  but there may be more than one; no one stuck 
  around long enough to count. Some guards went 
  looking after one attack, and we think the thing, or 
  things, come form a hole at the base, maybe 200-300 
  yards south. There's also a hole northward about a 
  half mile away. We don't know what they are, and 
  there haven't been any bodies we've been able to 
  find. Go in, kill what's down there and bring us 
  proof, and if you find any bodies, either bring them 
  out, or make us a map. 
  The PCs may decline of course, and avoid the next 
  encounter. If they take the assignment, however, and 
  renege they’ll earn Farrier’s enmity, just as fulfilling the 
  task will earn his favor. 
  Once the PCs agree, they’ll be left to their own devices 
  for the night, and taken to the elevator in the morning.  
  (If the PC’s try to insist on going down right away, Farrier 
  will tell them that the draft horses that turn the wheel 
  have already been unhooked and stabled for the night.) If 
  the PCs do refuse to help, they will be escorted to the rear 
  of the line waiting to descend (and they’ll catch a lot of 
  ribbing too). The guards will be firm, and it’s up to the 
  PCs to decide whether or not they wish to engage in a 
  fight with less-capable foes. 
  ENCOUNTER 7: 
  LOOK MA, NO STAIRS! 
  The morning sun shines brightly, throwing the 
  Ramp in stark relief. Farrier stands at the edge of 
  the Escarpment, unmoved by the vertiginous drop a 
  mere step away. As you approach, he points down at 
  the massive structure. "It only partially collapsed. 
  We’re rebuilding it, but it’s going to take some time.” 
  Farrier will give the following talk to those that seem 
  interested in the re-building or who ask questions about 
  the ramp.  He’s eager to talk about his big project, but he 
  knows a lot of folks just want to cross and don’t care 
  about the process.  If the PCs aren’t interested in the 
  ramp building, feel free to skip ahead, paraphrase this 
  part, or use the info to answer their questions. 
  See there, though, you can see the spruce timbers we 
  used to build off of. Same thing they make the masts 
  of ships with. The ramp's damaged enough that the 
  timbers are exposed all over it. We got down to a 
  twenty foot tall base structure." Farrier shakes his 
  head. Looking down, you see a great wash of earth 
  and stone, as if the Ramp were a wave that had 
  crested, and washed South over the land at the base 
  of the Escarpment. He points southward, "See over 
  there? We ran the road that way a few weeks after we 
  first got here, couple of years back. Then another 
  quake came and it shifted back north. Like Kord 
  himself was trying to fix it for us." 
  Farrier begins walking northward along the edge of 
  the Escarpment, "When we started building the 
  ramp originally, every time it rained, we had blow-
  outs. The earth would turn to mud and wash out 
  into the swamp. Eventually, we took advantage of 
  that and built up the ground around the base of the 
  ramp. Those spruce timbers I showed you? We had 
  Arithmanes drive them into the earth until he 
  reached bedrock. The same thing we're doing here 
  where the Ramp's being rebuilt, but we've added 
  something new. We're driving timber into the 
  Escarpment itself. That and the timber on the Ramp, 
  and we'll keep it tied together. See there, along the 
  edges of the base? Those buttresses will shore up the 
  walls and keep them from collapsing. We're also 
  digging down into the Ramp, and building support 
  columns inside. Arithmanes has a scheme to turn a 
  few feet of the earth just inside the walls to stone; 
  we're going to drive more spruce beams horizontally 
  to tie that into the main outer walls. With all that, 
  the Ramp should stick to the Escarpment like glue." 
  Here’s where the action picks up again if you are 
  skipping the ramp building speech: 
  
  YEO6-04 Blood Shadows 
   
  Page 10 
  The cagework of the elevators rises above you as you 
  continue on. The elevator stands on the northern 
  side of the Ramp, perhaps thirty feet from it. An 
  elaborate block and tackle system runs from one 
  side of the elevators to a giant wheel where great 
  draft horses wait to plod around the circular path. 
  Large pulleys dot the structure, guiding hawsers of 
  strong rope, perhaps six inches around. Two open 
  shafts rise up from the bottom of the Escarpment. 
  In the right hand cagework, a large platform stands 
  open and waiting. “Well, time's wasting; let's get y'all 
  down there.” 
  The platform sways as you walk onto it, and you can 
  hear the rope creaking as it stretches somewhat. 
  Farrier walks across the gangway and stops by the 
  brake mechanism, "Keep your hands inside the cage 
  at all times! Going down!" With a jerk, the cage falls, 
  and the rough wall of the Escarpment flows up past. 
  The braver of you turn and gaze out at the landscape. 
  Although you’re already lower than the height of the 
  cliff above, the shaking and rattling of the platform 
  belies the small comfort of the railing.  
  Looking down, you can see a cluster of buildings 
  near the base of the elevator. A line of wagons 
  stretches away to the east, easily the equal of what 
  you saw last night. Tents are grouped here and there 
  at the edge of the roadway too. You can see some 
  heavier wagons parked near the buildings. The 
  canvas covers flap in the early morning breeze, and 
  you can see more stone, probably from the Little 
  Hills, to supplement that salvaged from the 
  collapsed Ramp. 
  The platform slows as Farrier applies a brake. With a 
  small bump, you come to rest at the base of the 
  Escarpment. Over a hundred feet in a few seconds, 
  and no broken bones. “Thank goodness we had the 
  dwarves’ help with the elevator. Over a year in 
  continuous operation and only three accidents.” As 
  Farrier leads you off the platform, you can hear the 
  clatter as people continue to wake in the early 
  morning. “All right, let’s step lively, got to get this 
  elevator working, now.”  
  He points to the South along the base of the 
  Escarpment, “I’d keep a few dozen yards out, if I 
  were you. Not unusual for rock to fall from the 
  heights. Good luck, and good hunting.” 
  ENCOUNTER 8: 
  ONCE MORE UNTO THE 
  GARBAGE CHUTE 
  If the PCs decide to ride on, without helping Farrier, skip 
  this encounter. Make sure to note Farrier’s Wrath on the 
  Adventure Record. 
  You follow a well-used track as you travel away from 
  the base of the elevators. Passing by the enormous 
  bulk of the Ramp, it’s unbelievable to you that any 
  effort could repair the structure in a reasonable 
  length of time. As you travel further south, it 
  becomes clear how the guards were able to find the 
  hole in the ground. A great stench pervades the area, 
  and carrion birds flap and squawk as you arrive at 
  the supposed lair. In actuality the hole you have 
  been sent to seems to be the camp’s midden. 
  The hole in the base of the Escarpment is 
  conveniently far from the construction camp, but 
  still close enough that no major effort is involved in 
  carrying the garbage here. Perhaps 8–10 feet across, 
  the hole is uneven, and seems to fall some 10–20 feet 
  before curving away to become flat, each and every 
  inch of it covered in trash and filth, leavings and 
  excrescence. Surely nothing could live in that? It 
  must be a joke Masterbuilder Farrier is having with 
  you. A test to see how perceptive you are. Perhaps 
  the northern hole would yield a better hunt? 
  If the PCs ask about tracking, give them a Track check of 
  DC26 to determine that something non-human has 
  moved toward the trash hole in the past.  With all the 
  overlaying human tracks, it’s hard to tell what it is 
  though.  Whatever the PCs decide, go with the roleplay if 
  there is time.. If the PCs do jump into the hole, they’ll get 
  used to the stench somewhat, but the revulsion on 
  people’s faces when the return to the elevator should be 
  played up. If the PCs check the northern hole, catcalls 
  and derision will follow them, once they’ve reached and 
  passed the elevators, mostly from merchants the were 
  able to jump ahead of. If the PCs leave without taking 
  care of the problem, see the previous encounter for 
  details. 
  The slide down the hole is both easy and the most 
  difficult thing you’ve ever done. The reek of freshly 
  disturbed garbage fills the close air. You can feel 
  filth of every kind finding its way into your armor 
  and clothing. 
  Have the PCs make a Fortitude check (DC = 15) or they 
  throw up. Any PCs who are successful, but in close 
  proximity to others who vomit must make a second Fort 
  save at the same DC in reaction. 
  The slide down the hole shallows out in an easy 
  curve. You come to rest on an uneven floor. Every 
  step squelches under you. Your hands come away 
  from the floor wet and reeking. The hole has 
  widened and enlarged, until you can stand upright. 
  Further on, you can see that the hole turns to the 
  right and after a goodly distance, the floor begins to 
  slope down and again falls away into the 
  Escarpment. Ahead, the hole widens and enlarges 
  yet again, and garbage piles up to fill the space. The 
  pile is at least waist high, most likely washed down 
  by recent rains. 
  
  YEO6-04 Blood Shadows 
   
  Page 11 
  If the PCs begin to explore the hole at this level, they are 
  attacked by an advanced otyugh. 
  Weapons at the ready, you gingerly poke at the piles 
  of garbage, but nothing seems to be here. As you 
  turn to move on, you hear a horrendous gurgling 
  noise, and the pile of garbage begins to wash away— 
  no, no, its shifting and moving! Suddenly, tentacles 
  whip out of the noxious mess and attempt to grab 
  you and pull you down into the refuse! 
   
  APL 6 (EL 8) 
  � Advanced Otyugh (2): hp 90; see Appendix 1. 
  APL 8 (EL 10) 
  � Advanced Otyugh (3): hp 126; see Appendix 2. 
  APL 10 (EL 12) 
  � Advanced Fiendish Otyugh (3): hp 126; see 
  Appendix 3. 
  APL 12 (EL 14) 
  � Advanced Fiendish Otyugh (4): hp 162; see 
  Appendix 4. 
   
   
  Treasure: The Otyughs have nothing on their 
  bodies of course.  If the PCs search around in the 
  disgusting refuse (DC 25), they can come up with several 
  valuable items left by previous victims.  Using Detect 
  Magic will also pinpoint the magical items.  APL 6 – a 
  pouch of valuable gems, 2 scrolls, and a ring.  APL 8 – all 
  of the above and 1 more scroll.  APL 10 – all of the above 
  and a sealed potion vial.  APL 12 – all of the above and a 
  magical shortspear.  You can see the Treasure Summary 
  for details if they identify any of the items. 
  Once the PCs have taken care of the otyugh threat, they'll 
  need to return to see Farrier. Any of the tentacle ends 
  will be taken as proof of their killing of the monster(s). 
  Modify the text below as needed. 
  "So the conquering heroes return! Or are yeh 
  heading to the north hole to try your luck there? No? 
  Land and luck, that's a stink ye've found down there. 
  What's that ye have there? Hmm, looks like it's some 
  sort of tentacle; never seen this so far inland. 
  Disgustin. Well, seeing as how yeh've kept yer end of 
  it, rest assured that I appreciate it. And here's 
  something besides; you come on through the Ramp 
  and yeh'll get to the head of the line. My thanks to 
  yeh again." 
  If the PCs complete the request from Farrier, they are 
  awarded Farrier's Favor from the AR. If the PCs should 
  run away after using the elevators, they will be seen by 
  workers, who will yell after them. Those catcalls will alert 
  Farrier who will chase them for a time, yelling invectives 
  (use your imagination). Again, Farrier will hold a grudge, 
  and the PCs should get Farrier's Wrath on the AR. 
  Go to Encounter 5. 
  ENCOUNTER 9: 
  MR. SMITH GOES TO 
  SINGLETON 
  This encounter should take place after Encounter 5. If 
  the PCs have taken the long route and Encounter 5 
  occurs first, then this encounter will come on the 
  seventh day of travel.  If the PCs have taken the short 
  route then this takes place near the end of the fourth day 
  of travel. 
  A few more hours’ travel finds you approaching the 
  edges of Singleton proper; you’ve passed several 
  small farms on the way north. 
  The road has risen somewhat as you turned more 
  toward the west. As you climb the next hill, you 
  begin to smell civilization; smoke from chimneys, 
  the acrid fumes of a smelter, or possibly a tannery, 
  and the slight odor of sewage underlying everything. 
  At the top of the ridge, you can see most of the town 
  laid out before you. Small homes and shops form a 
  blocky semi-circle around a band of warehouses just 
  to the north of the center of town. The warehouses 
  surround a small lake harbor, where barges tie-up 
  and take on ore and finished goods. The harbor has 
  finished walls that rise perhaps 10 to 15 feet from 
  the lake level, with ramps and cranes to facilitate 
  loading. 
  A canal runs northward to your right out of town. 
  You can see a team of mules on the far side of the 
  canal hauling a barge up to the harbor. A broad 
  avenue leads from the warehouses south through 
  town and then jogs westward toward the foothills of 
  the Jotens. The avenue is broad and well paved, and a 
  small but swift stream runs alongside in a winding 
  path which brings it closer to and farther from the 
  road. 
  The river road from Fort August descends down the 
  ridge approaching Singleton. A small two-story 
  tower stands at the edge of the road on the periphery 
  of the town. Although there is no wall for the town, 
  several sally points, similar to the road tower, dot 
  the landscape around the town, and a short distance 
  down either side of the canal. You can see one or two 
  sites that seem to be under construction. A breeze 
  blows out from the north, carrying a strange, black 
  soot with a sweetish smell and acrid taste. The wind 
  washes over you and you feel an urge to sneeze. 
  The breeze carries the remains of several people killed via 
  disintegrate. Keoland has sent several patrols into the 
  area to gauge the situation and see how much local 
  
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  resistance there is to their presence. The Scarlet 
  Brotherhood agents in the area have killed one of these 
  patrols and taken their gear, masquerading as the 
  Keewees and trying to stir up trouble. See Encounter 13 
  for more info. 
  The guards stationed at the tower are Yeomanry Militia, 
  and will greet the PCs differently depending on whether 
  or not they are military and wearing or not wearing their 
  tabards. If (at least some of) the PCs wear their tabards 
  openly read the following, otherwise skip to the next 
  section of read-aloud text. 
  As you come near the guard tower, several Yeomanry 
  militia step out into the road. One, a serjeant from 
  the look of him, holds up his hand to stop you, 
  “Good day, fellows. Where’d you come from?” 
  Assuming the PCs are straightforward and don’t try to be 
  evasive with the militia, it should be an easy 
  conversation. The serjeant will determine: where the PCs 
  arrived from, was there any trouble on the road, and if so, 
  what happened, what their business in Singleton is, who 
  their business is with, how long they expect to stay, and 
  anything else the DM can think of. 
  PCs who are not wearing military tabards or who are 
  obviously not from the Yeomanry (to the casual 
  observer), will be questioned just as thoroughly, but with 
  either some distrust or outright hostility. 
  As you come near the guard tower, several Yeomanry 
  militia step out into the road. One, a serjeant from 
  the look of him, holds up his hand to stop you, “All 
  right, 
  all 
  right, 
  not 
  so 
  fast, 
  there. 
  You’re 
  mercenaries? Adventurers? Well, speak up? Where’d 
  you come from?” 
  When the PCs have answered the guard’s questions, 
  they’ll be allowed into Singleton. Should they make a 
  favorable impression, the serjeant may be inclined to 
  direct the PCs to the spokesman’s home. Otherwise, the 
  PCs will have to ask around using whatever skills apply, 
  including Gather Information, etc. (DC = 15). 
  ENCOUNTER 10: 
  OLD SOLDIERS NEVER DIE 
  This encounter should occur after the PCs arrive in 
  Singleton. Again, if the PCs are recognizable as 
  Yeomanry, they will be well received, otherwise the 
  guards will be suspicious and somewhat hostile. 
  You arrive on the doorstep of the spokesman’s 
  home. Located in a neighborhood close to the 
  warehouse district, the spokesman's home is typical 
  for Singleton, and for the Yeomanry for that matter: 
  strong wooden beams at each of the corners, with 
  cross bracing on the walls, filled in by weathered 
  white plaster and topped off with straw thatch. The 
  doors and windows are wide to allow fresh air to 
  flow through and cool the interior, and the doors 
  and shutters are halved so that the lower pair can be 
  shut against rain while the upper half of the window 
  remains open and dry under the eaves. 
  Two guards stand at either side of the stone stoop, 
  barring your way. Their armor is worn with long use, 
  and they stand with the long familiarity of men at 
  arms used to guard duty. They shift their stance as 
  you approach and give you the once over. One of the 
  guards bangs on the closed lower door and calls back 
  inside, "Militia [Adventurers, etc.] here to see you, 
  sir!" 
  "Fine, fine, Oswult," the voice from inside the house 
  is low and raspy, "Check 'em out and send 'em back." 
  The guards examine the chit you were given when 
  you entered Singleton and ask you a few questions. 
  Satisfied, they wave you back into the house, "He's 
  in the back room, last on the left." 
  Moving through the house as directed, you enter the 
  back room.  A modest desk sits in the room, and two 
  bookcases, of different sizes, stand on the left wall. A 
  table occupies the rest of the room, with a large map 
  of the Yeomanry laid out on it, and several other 
  detail maps strewn across it. Spokesman Baldric, the 
  former Captain of Free Battles and commander of 
  the Army of Freedom, stands to greet you. Dressed 
  in worn leathers, a badge of the Yeomanry shield is 
  sewn onto his tunic, and he has short graying hair, 
  and a close cropped beard also somewhat gray. 
  "Welcome 
  to 
  Singleton. 
  What 
  brings 
  you 
  [militiamen, foreign visitors, adventurers, etc.] here? 
  A message? Ah, Melinda Windomere. You can travel 
  the length and breadth of the League, and never 
  escape the touch of that woman." Baldric examines 
  the seal and looks up at you, "Did you read this letter 
  or show it to anyone else?” 
  You will need some DM creativity here if the PC’s have 
  opened the letter or tampered with it in any way.  If it’s 
  obvious it has been opened, Baldric will be quite 
  disgusted with the party and tell them he has no further 
  use for people that can not be trusted.  The mod is over 
  for them.  Mark the AR accordingly.  If it’s not obviously 
  been opened, then you will need to be creative and 
  determine if he can tell that it has been opened and read, 
  depending on what exactly the PC’s did to hide their 
  deed.  If he can’t determine that it has been opened or if 
  it has not been opened, continue on.  
   The former Captain of Battles breaks the seal and 
  begins to read. “The acting Freeholder has asked me 
  to ensure that Keoland doesn't cross the Javan. I'm 
  to ensure that the flow of raw ore from Rhuek-
  Mehgar remains uninterrupted. Not to mention my 
  responsibilities as spokesman, and my own estates. 
  How did I let her talk me into this?" 
  Baldric squares his shoulders, "No matter. I have 
  another assignment for you that must be done right 
  
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  Page 13 
  away. Take the Mountain Road to Rhuek-Mehgar 
  tomorrow morning. A freight caravan of iron ore 
  should be ready by the time you get there. Speak 
  with Mogain Fradaicson and show him these orders. 
  He's a dwarven merchant. Escort the shipment back 
  here and make sure it gets loaded onto the canal 
  barges. Change out your horses at the livery. 
  ENCOUNTER 11: 
  ALONG THE TEN BRIDGES 
  ROAD 
  The road out of Singleton is largely deserted this 
  morning. You see one or two farmers bringing 
  produce or livestock into town, and surprisingly 
  enough another militia patrol coming back into 
  Singleton. They nod at you as they pass, and warn of 
  possible sightings of raiders in the area. 
  Slowly the way rises as you ride toward the foothills 
  of the Jotens. The road follows the river, here a few 
  feet away, then several dozen yards or more, 
  sometimes crossing in a sturdy stone bridge. 
  Ten Bridges Road it’s called, and you’ve crossed half 
  of them as noon passes, and climbed through three 
  small valleys on your way. The river, if it can be 
  called that, meanders its way up into the hills, often 
  splashing down through rapids and cataracts. You 
  can see why the road is the only way to get the raw 
  ore down to Singleton. 
  Although you keep a wary eye on the lands around 
  your route, you see nothing which demands 
  investigation. The afternoon wanes on until the 
  Jotens loom high before you. The sun has set behind 
  the mountains long before you reach the small 
  dwarven mining town Rhuek-Mehgar. A few small 
  buildings nestle into a sharp ridgeline. Gravel 
  pathways curve between the buildings, eventually 
  winding back to the main entry to the dwarven 
  Ways. 
  You’re greeted as you approach the gates of the town 
  by a dwarf in a militia tabard, “Thank the Bones of 
  the Oerth you’ve arrived. Tell me you’re here to take 
  that damned merchant back to Singleton? Just don’t 
  leave him here when you go!” Whatever response 
  you might have made is drowned out in shouts 
  coming from farther on into town. 
  “Where in blazes are they?” A tall, thin man of mixed 
  Suel-Flan heritage is striding toward you. “You are 
  four DAYS late! I’ve got a schedule to keep and 
  contracts that are going to RUIN me! Get your 
  horses switched out and be prepared get going in 
  the morning. Be at the Tin Horn at dawn tomorrow.” 
  With that, the merchant strides off, back into town, 
  gesturing and yelling to anyone and everyone he 
  sees. The dwarf militiaman, shrugs his shoulders. 
  “You’ll need to see Mogain, right? You can find him 
  at the militia guardhouse. It’s few doors down from 
  the Tin Horn. Maybe you won’t have to escort him 
  back,” he points over his shoulder at the 
  disagreeable merchant. “Anyways, sorry you got 
  caught in that. Handish can be a pain when he’s, uh, 
  well, when he’s a pain. You know how Keewees can 
  be.” With a chuckle, Mercho saunters back to the 
  guard tower. 
  Finding rooms at the Tin Horn proves easy; with the 
  ore trains running intermittently, the town—at 
  least the part of the town above ground—is 
  practically empty. After stowing your gear, you meet 
  again in the common room. 
  The PCs can decide what to do. There’s not much in the 
  way of entertainment in Rhuek-Mehgar, and probably 
  the PCs will simply want to see Mogain. 
  If they wander through the little town, though, they can 
  see an occasional Keoish merchant, soldier or mercenary. 
  The Keoish stick to themselves for the most part, 
  avoiding trouble. In addition, a map of Keoish origin has 
  been distributed throughout Rhuek-Mehgar, showing 
  the border between the Yeomanry and Keoland 
  differently. In the north, the Keoish border turns 
  westward above Longspear to the foothills of the Jotens 
  and then north. The Keewees seem to be pressing their 
  claim that Singleton is part of Keoland. 
  If the PCs confront any Keolanders about the maps, 
  they’ll deny having anything to do with it. If the PCs 
  press 
  the 
  issue, 
  the 
  Keewees 
  will 
  reluctantly 
  acknowledge that it’s primarily Count Manz who is the 
  driving force behind trying to take control of Singleton. 
  ENCOUNTER 12:  
  LEAVING RHUEK-MEHGAR 
  Morning in the Jotens foothills comes early. 
  Sunshine 
  streams 
  through 
  open 
  windows 
  downstairs. Through the half-open front door, you 
  hear the shouts and curses of the merchant. 
  You found Mogain Fradaicson’s home easily enough 
  last evening. Beside the door a sign read “Dwarven 
  Factor” and in much smaller lettering “Mayor,” 
  “Justice of the Peace,” and “Barber.” No help here if 
  you ever believed you’d been cheated buying iron 
  ore. 
  The Factor was cheerful but firm. You could feel the 
  sincerity in his voice, but much as he hated to saddle 
  anyone with the duty of escorting Handish back 
  down to Singleton, there simply wasn’t anyone else. 
  Keoland was a major buyer of good Jotun iron, and 
  his patience was already at a breaking point what 
  with all the delays. 
  “Defend the Yeomanry, guard the border, keep the 
  peace, and ‘additional duties as assigned.’” It was 
  
  YEO6-04 Blood Shadows 
   
  Page 14 
  amazing how many non-militia knew about that 
  general order. People who’d never met a single 
  Yeomanry militia knew the order. Hell, even former 
  militia used it to get something; and they seemed to 
  enjoy it more than most. 
  Whatever. A quick trip to Singleton then you could 
  get quit of this loudmouth and head back to 
  Loftwick— and the other loudmouth. Three years 
  can’t come too quickly. 
  Snapping out of your reverie, you get moving.  
  Outside the Tin Horn inn, a young man waits, 
  holding the reins of a fine riding horse. “Are you the 
  ones going back to Singleton? The militia? I am 
  Gannish— my father sent me over to take you to the 
  freight yard. Before we leave, though, I have a favor 
  to ask of you. We’ve heard that the last few caravans 
  have been attacked. Their goods have been taken, 
  and everyone has been killed. 
  “I can’t let that happen. No matter what, we need 
  this ore to get to market. I don’t care if the raiders 
  get killed or just driven away. I need that ore. No 
  one, not I, not even my father is more important.” 
  Gannish looks at each of you then, seeming to 
  emphasize that his father at least is expendable. 
  “I can assure you that if the ore is not taken, even if 
  all gods forbid, my father is lost, there will be a 
  substantial reward to the guards. I’m sure he would 
  tell you the same.” 
  Assuming the PCs agree and proceed to the freight yard, 
  Gannish will take them directly. If the PCs try to 
  question Gannish and nail him down to specifics, he will 
  dance around the subject. He will not say outright that he 
  wishes his father dead. 
  Arriving at the freight yard, you can see the caravan 
  already loaded, teams harnessed and the drivers and 
  muleskinners gathered around a fire, sipping hot 
  coffee. As you approach, a man detaches himself 
  from the small building to the side of the yard. 
  “About damned time you got here. What took you so 
  long, boy?” Handish proceeds to pepper his son with 
  questions and insults as the drivers and ‘skinners 
  return to their wagons. The caravan smartens up and 
  slowly draws out of the freight yard. 
  ENCOUNTER 13: CROSS THAT 
  BRIDGE 
  The road back down out of the hills is as easy and 
  uneventful as you remember. The road winds back 
  down out of the hills smoothly, undulating as if it 
  were the stream you’ve been following. You’ve 
  stopped several times during the day to rest the 
  teams, and have passed over seven bridges. You 
  should be getting back to Singleton in a few hours at 
  most. 
  Around a slight bend in the road, you can see the 
  next bridge downhill from the bend. Near the 
  bottom of the slope, a copse of trees stands. From 
  the orderly and open rows perhaps it was an orchard 
  once but long abandoned now, as perhaps half the 
  trees appear dead. A small shack lays in ruins across 
  the next bridge, not more than forty or fifty yards 
  from the road. You rein up before the bridge, and 
  hold the caravan as you approach this place, wary of 
  an ambush. 
  Note that the Players may object to being placed at the 
  end of the bridge. Allow them to change where they stop 
  or not to stop at all if they desire. 
  Allow the PCs to make whatever preparations they 
  require. The shack is an obvious place of ambush, with 
  the orchard a close second. The orchard is open however, 
  and not much can hide there— if it were indeed an 
  orchard. 
  The orchard is actually an hallucinatory terrain, cast over a 
  fold in the land. If the PCs attempt to explore it, give 
  them a Will save, DC = 18, cast from a scroll at 12th level. 
  Resting in the depression are a band of raiders. They will 
  attack if the PCs attempt to enter the “orchard” or pass by 
  and hold up at the bridge, the raiders will attack. If the 
  caravan seems likely not to stop, the raiders will surge out 
  at them as soon as the first rider starts across the bridge. 
  As you warily start over the bridge, eyes intent on 
  the ramshackle house, you hear noise behind you 
  and turn as raiders surge out of the orchard, 
  seemingly rising up through the ground, to attack 
  you! 
  APL 6 (EL 8) 
  � Akallod, Male Human (Suel) Ftr6: hp 54 
  � Crulloc, Male Human (Suel) Rog6: hp 36 
  � Emonzush, Male Human (Suel) Wiz6: hp 28 
  � Faezladun, Male Human (Suel) Clr6: hp 45; see 
  Appendix 1. 
  APL 8 (EL 10) 
  � Akallod, Male Human (Suel) Ftr8: hp 72 
  � Crulloc, Male Human (Suel) Rog8: hp 60 
  � Emonzush, Male Human (Suel) Wiz8: hp 36 
  � Faezladun, Male Human (Suel) Clr8: hp 60; see 
  Appendix 2. 
  APL 10 (EL 12) 
  � Akallod, Male Human (Suel) Ftr10: hp 90 
  � Crulloc, Male Human (Suel) Rog10: hp 60 
  � Emonzush, Male Human (Suel) Wiz10: hp 45 
  
  YEO6-04 Blood Shadows 
   
  Page 15 
  � Faezladun, Male Human (Suel) Clr10: hp 75; 
  see Appendix 3. 
  APL 12 (EL 14) 
  � Akallod, Male Human (Suel) Ftr12: hp 108 
  � Crulloc, Male Human (Suel) Rog12: hp 72 
  � Emonzush, Male Human (Suel) Wiz12: hp 54 
  � Faezladun, Male Human (Suel) Clr12: hp 90; 
  see Appendix 4. 
  Akallod and Crulloc will throw in an occasional non-
  lethal blow on the PCs in order to be sure they don’t kill 
  them.  They want to defeat the PCs, but leave them alive 
  to tell the tale.  The merchants they will kill if possible. 
   
  Treasure: half-plate armor, chain shirt,  banded mail, 
  light steel shield, greatsword, longsword, rapier, 
  quarterstaff, dagger, heavy mace, heavy crossbow, 
  shortbow, bracers, pearl, cloak, 2 oils (if unused by the 
  NPCs). 
  Most of the gear that the raiders have is stolen. Early on 
  the same day that the PCs first arrived in Singleton, the 
  raiders, a Scarlet Brotherhood band, killed and 
  disintegrated a group of Keoish mercenaries operating in 
  the area. This is the origin of the sooty breeze the PCs 
  encounter when entering Singleton. 
  Note that the raiders in this encounter are dressed in 
  typical Keoish garb taken when the mercenaries were 
  killed. Most armor, weapons, clothing and other 
  possessions are typical of what’s produced in Keoland, or 
  the Sheldomar Valley, with appropriate maker’s marks. If 
  the PCs inspect the gear, they can make a Knowledge: 
  Local (SHE) check, DC = 12, and will be able to identify 
  the gear as from the Sheldomar Valley; a 16 or higher on 
  the check identifies the gear as being Keoish. If any PC 
  makes a Search check on the gear or asks if there are 
  specific markings, a Search check DC 30, they will find 
  one piece with a mark or symbol which can be tied to the 
  Scarlet Brotherhood (and to the other SB equipment 
  found earlier in the adventure). 
  CONCLUSION 
  Once the raiders are defeated or driven away, the PCs can 
  make their way back to Singleton. Once there, they will 
  be able to escort Handish and/or Gannish to their 
  contacts at the barge harbor. 
  Based on their actions and the outcome of the encounter 
  with the raiders, the PCs have several paths of action. The 
  PCs may have defeated the raiders outright, driven them 
  off, or even been defeated themselves. In addition, the 
  PCs may have taken Gannish’s offer to stand aside as his 
  father was killed; they may have gone to Handish himself 
  to apprise him of the plot, or they may have just ignored 
  the whole issue. 
  The rest of your journey to Singleton is uneventful. 
  The guards on duty on the Jotun road recognize you 
  and the caravan bringing ore into town, and wave 
  you on through. Once you have escorted the freight 
  caravan to the barge harbor, saying your farewells to 
  the merchants, you retrace your steps to the 
  Spokesman’s home just outside the warehouse ring. 
  It’s much as you remember it, excepting the 
  different guards on duty. They ask a few questions 
  and send you back to the Spokesman. 
  If the PCs have defeated the raiders, they may believe 
  that the raiders are from Keoland, they may have found 
  evidence linking the raiders to the tyrgs and the maid in 
  Loftwick, and they may be able to connect the evidence 
  to the Scarlet Brotherhood. Read the text following if it’s 
  appropriate. Note that not all of the text following has to 
  be read; only read the parts that are appropriate! 
  “So you defeated these bandits which have been 
  raiding our iron ore shipments? Excellent news. Tell 
  me about the battle.” 
  “Ah, I can see what you mean from all of this 
  equipment. I agree; it’s all Keoish manufacture. I’d 
  heard that Count Manz was putting men across the 
  Javan, but this is the first evidence we have of it.” 
  “But you found this piece also? I believe I have seen 
  this type of work somewhere, but I will have to 
  study on it a while.” 
  “You say that you found this on the raiders, and it’s 
  the same sort of thing the maid gave you? Yes, I can 
  see that, and the same workmanship as the collars 
  you found on those tyrgs.” 
  “And you’re certain that this is Scarlet Brotherhood 
  work? It just seems so careless on their part to leave 
  something so damning. 
  If the PCs just drive the raiders off, and do not collect any 
  evidence, they may only be able to say that the raiders are 
  Keoish. 
  “So, you say that the raiders are Keoish? Do you have 
  anything to back that up with? Any evidence at all? 
  Well, I tell you that without any proof I can’t take 
  this to the acting Freeholder.” 
  If the raiders defeat the PCs, they will be left hanging 
  upside-down in a copse of trees, just outside Singleton’s 
  gates, stripped of their gear down to their smallclothes. 
  The PC’s gear will be left in a pile under the trees, with a 
  note to the effect that their “puny belongings” aren’t 
  worth keeping. Again, the PCs may be able to identify the 
  raiders as Keoish, but they’ll have no evidence; read the 
  above text for no evidence after the following when 
  they’re defeated. 
  “I’m sorry? They found you where? With only your 
  smallclothes on?” The roar of laughter erupts from 
  the Spokesman. You can tell that he’s trying to 
  
  YEO6-04 Blood Shadows 
   
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  smother his laughter, but having a difficult time. 
  “I’m sorry, I don’t mean to laugh, but the image—“ 
  “So were you able to determine anything about the 
  raiders? They’ve killed before. I wonder why they 
  left you alive? And punished you besides?” 
  The PCs most likely ignored Gannish’s offer, or informed 
  Handish of his plot. In the latter case, the PCs will be 
  “tapped on the wrist” for interfering in Keoish politics, 
  internal affairs and/or family matters by Baldric. 
  “Let me give you a bit of advice. Keoish politics are a 
  slippery slope leading to a quagmire of duty 
  obligation and retaliation. I’d keep my nose clean if 
  you know what I mean?” 
  In the case the PCs ignored the offer, and supposing that 
  Baldric finds out (50/50 chance), he’s likely to admonish 
  the PCs for not taking an active role, and just as easily 
  chastise them for not preventing anything which might 
  have happened. 
  “Just as well that you didn’t do anything. It might 
  have blown up in your faces. Next time be just as 
  sure to consider all the angles; you may need to 
  come to a different conclusion.” 
  If the PCs took Gannish’s offer, word will come back to 
  Spokesman Baldric, who will contact the necessary 
  Militia or Army branches to inform them of “unseemly” 
  behavior. 
  “You leave me no choice but to contact your 
  superiors to inform them about your actions, or 
  rather lack thereof. There are those who might say 
  that you’ve done nothing wrong, technically, or by 
  the letter of the law. However, you were charged 
  with protecting the caravan and the merchants, and 
  you allowed him to be killed. Just as if you’d done it 
  yourselves. You disgust me.  You can be sure this 
  will not be forgotten.” 
  In some cases, the PCs may not be from the Yeomanry. If 
  the PCs bring information to Baldric, then he will reward 
  them appropriately. If the PCs actions’ are such that 
  Baldric would admonish or punish them as he would a 
  Yeomanry PC, he will simply order their banishment 
  from the Yeomanry. 
   
   
  The End 
   
  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 5 
  Defeat the cat creatures. 
   
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
  Encounter 8 
  Defeat the Otyughs. 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
  Encounter 13 
  Defeat the raiders. 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
  Story Award 
  Delivered the letter to Baldric. 
   
  APL 6: 45 xp. 
   
  APL 8: 55 xp. 
   
  APL 10: 70 xp. 
   
  APL 12: 80 xp. 
  Got the ore and merchants back to Singleton safely. 
   
  APL 6: 45 xp. 
   
  APL 8: 55 xp. 
   
  APL 10: 70 xp. 
   
  APL 12: 80 xp. 
   
  Discretionary Roleplaying Award. 
   
  APL 6: 90 xp. 
   
  APL 8: 115 xp. 
   
  APL 10: 130 xp. 
   
  APL 12: 155 xp. 
  Total possible experience 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
   
  APL 12: 1,575 xp. 
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  
  YEO6-04 Blood Shadows 
   
  Page 17 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold. If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot. If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it. Other times they may attempt to use 
  the item blindly. If the magic item is consumable (a potion, 
  scroll, magic bolts, etc.) and the item is used before the end 
  of the adventure, its total is subtracted from the adventure 
  totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate. Because this is 
  a Regional 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 5: 
  APL 6: L: 0 gp, C: 0 gp, M: item (0 gp). 
  APL 8: L: 0 gp, C: 0 gp, M: item (0 gp). 
  APL 10: L: 0 gp, C: 0 gp, M: item (0 gp). 
  APL 12: L: 0 gp, C: 0 gp, M: item (0 gp). 
  Encounter 8: 
  APL 6: L: 0 gp, C: 43 gp, M: arcane scroll of scare  (13 
  gp), divine scroll of longstrider (2 gp), ring of protection +1 
  (167 gp). 
  APL 8: L: 0 gp, C: 300 gp, M: arcane scroll of scare (13 
  gp), divine scroll of longstrider (2 gp), ring of protection +1 
  (167 gp), arcane scroll of protection from arrows (13 gp). 
  APL 10: L: 0 gp, C: 800 gp, M: arcane scroll of scare (13 
  gp), divine scroll of longstrider (2 gp), ring of protection +1 
  (167 gp), arcane scroll of protection from arrows (13 gp), 
  potion of protection from energy – acid (63 gp). 
  APL 12: L: 0 gp, C: 833 gp, M: arcane scroll of scare  (13 
  gp), divine scroll of longstrider (2 gp), ring of protection +1 
  (167 gp), arcane scroll of protection from arrows (13 gp), 
  potion of protection from energy – acid (63 gp), shortspear 
  +1 ki focus (692 gp). 
  Encounter 13: 
  APL 6: L: 124 gp, C: 17 gp, M: half plate +1 (146 gp), 
  greatsword +1 (196 gp), chain shirt +1 (104 gp), rapier +1 
  (196 gp), bracers of armor +1 (83 gp), heavy mace +1 
  (193 gp), banded mail +1 (117 gp). 
  APL 8: L: 124 gp, C: 17 gp, M: half plate +1 (146 gp), 
  greatsword +1 (196 gp), chain shirt +1 (104 gp), rapier +1 
  (196 gp), bracers of armor +1 (83 gp), heavy mace +1 
  (193 gp), banded mail +1 (117 gp). 
  APL 10: L: 124 gp, C: 17 gp, M: half plate +1 (146 gp), 
  greatsword +1 (196 gp), chain shirt +1 (104 gp), rapier +1 
  (196 gp), bracers of armor +1 (83 gp), heavy mace +1 
  (193 gp), banded mail +1 (117 gp), cloak of resistance +1 
  (83 gp), pearl of power 1st (83 gp). 
  APL 12: L: 124 gp, C: 17 gp, M: half plate +2 (396 gp), 
  greatsword +1 (196 gp), chain shirt +1 (104 gp), rapier +1 
  (196 gp), bracers of armor +1 (83 gp), heavy mace +1 
  (193 gp), banded mail +1 (117 gp), cloak of resistance +1 
  (83 gp), pearl of power 1st (83 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 6: L: 124 gp, C: 60 gp, M: 1217 gp – Total: 1401 
  gp (900 gp). 
  APL 8: L: 124 gp, C: 317 gp, M: 1230 gp – Total: 1671 
  gp (1,300 gp). 
  APL 10: L: 124 gp, C: 817 gp, M: 1459 gp – Total: 
  2400 gp (2,300 gp). 
  APL 12: L: 124 gp, C: 850 gp, M: 2401 gp – Total: 
  3375 gp (3,300 gp). 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Disfavor of Farrier: This PC has abused Farrier’s 
  trust.  Farrier has banned this PC from the use of the 
  Ramp.  This PC must pay 1 additional TU for each of the 
  next 4 Yeomanry adventures. 
  
  YEO6-04 Blood Shadows 
   
  Page 18 
  � Favor of Farrier: This PC has taken care of a problem 
  for Farrier.  The Yeoman engineer has spread the word; 
  this favor counts as one generic Influence Point within 
  Yeomanry. 
  � The Lucky Charm: This small bracer was given to 
  you by a Yeoman maid.  Although it looks plain and 
  ordinary, the maid assured you it had brought her family 
  good luck for years.  The lacings to close the bracer are 
  broken, and it has an unfamiliar design worked around 
  the edges. 
  � Strung Up!: You were defeated by the Keoish raiders 
  who left you hung upside down and stripped down to 
  your smallclothes.  As word of this ignominy spreads, you 
  receive a -2 circumstance penalty to all Cha-based checks 
  in the Yeomanry for one year from the date on this AR. 
  � The Keewee Invaders!: You defeated the Keoish 
  raiders, helping former Free Captain of Battles Baldric. 
  He returns the favor by sponsoring your further 
  advancement in the military.  Next time you are 
  nominated for promotion in the Yeoman military, you 
  may spend this favor to have him cast his vote on your 
  behalf (meaning you need only one other military PC at 
  the table to vote for you).  You must still meet any other 
  requirements for promotion.  AR this favor used on: 
  __________. 
  � Foreign Entanglements: This PC allowed Handish 
  to be killed.  If you are a member of the C07F or the 
  military, you are immediately reduced to the lowest rank 
  of the metaorganization.  C07F members are barred from 
  promotion for one year from the date on this AR; military 
  members are permanently barred from promotion and 
  may never apply for the Free Guard. 
  � Foreign Entanglements: This PC told Handish 
  about the plot against his son.  Handish thanks you by 
  granting you access (Frequency Adventure) to purchase 
  the following items from Frostburn: flask of whale grease, 
  snowshoes, winter fullcloth, crampons, portable hut, 
  sugliin, ritiik. 
  � Banished!: This non-Yeoman PC acted in an unsavory 
  way and was caught.  They have been banished from the 
  Yeomanry.  Should this PC play another Yeomanry 
  adventure within 3 months of the date on this AR; there 
  is a 50% chance of them being recognized.  This drops to 
  25% within 6 months, 10% within 9 months, and 5% 
  within 12 months.  If the PC is in the Singleton area or 
  encounters former Free Captain of Battles Baldric, this 
  percentage is doubled.  If recognized, this PC is 
  immediately seized and placed in jail (costs 4 additional 
  TUs), after which they are escorted out of the Yeomanry 
  and the time clock restarts. 
  Item Access 
  APL 6 (all of the following): 
  • 
  Oil of Greater Magic Weapon +2 (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Oil of Magic Vestment +2 (Adventure; Dungeon Master’s 
  Guide) 
   
  APL 8 (all of APL 6 plus the following): 
  • 
  Oil of Greater Magic Weapon +3 (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Oil of Magic Vestment +3 (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Ring of Feather Falling (Adventure; Dungeon Master’s 
  Guide) 
   
  APL 10 (all of APLs 6, 8 plus the following): 
  • 
  Oil of Greater Magic Weapon +4 (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Oil of Magic Vestment +4 (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Pearl of Power, 1st Level Spell (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Potion of Resist Energy (Acid) 30 (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Ring of Counterspells (Adventure; Dungeon Master’s 
  Guide) 
   
  APL 12 (all of APLs 6, 8, 10 plus the following): 
  • 
  +1 Ki Focus Shortspear (Adventure; Dungeon Master’s 
  Guide) 
  • 
  +2 Half-Plate (Adventure; Dungeon Master’s Guide) 
  • 
  Oil of Greater Magic Weapon +5 (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Oil of Magic Vestment +5 (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Ring of Protection +2 (Adventure; Dungeon Master’s 
  Guide) 
   
   
  
  YEO6-04 Blood Shadows 
   
  Page 19 
  APPENDIX 1 – APL 6 
   
  ENCOUNTER 5 
   
  Advanced Fiendish Tyrg (Krenshar): Large Magical 
  Beast; CR 6; HD 8d10+16; hp 72; Init +6; Spd 40 ft.; AC 
  17, touch 11, flat-footed 15 (-1 size, +2 Dex, +6 natural); 
  Base Atk/Grp: +8/+16; Atk +11 melee (1d8+4, bite); Full 
  Atk +11 melee (1d8+4, bite) and +9 melee (1d6+4, 2 
  claws); SA Scare, Smite Good; SQ Damage reduction 
  5/magic, darkvision 60 ft., low-light vision, resistance to 
  cold and fire 10, scent, SR 13; AL LE; SV Fort +8, Ref +8, 
  Will +3; Str 19, Dex 14, Con 15, Int 6, Wis 12, Cha 13. 
   
  Skills & Feats: Hide +7, Jump +13, Listen +5, Move 
  Silently +7; Improved Initiative, Improved Natural 
  Armor, Multiattack,  TrackB. 
   
  Scare (Ex or Su): As a standard action, a tyrg can 
  pull the skin back from its head, revealing the 
  musculature and bony structures of its skull. This alone is 
  usually sufficient to scare away foes (treat as a Bluff check 
  with a +3 bonus). 
  Combining this scare ability with a loud screech 
  produces an unsettling effect that works like a scare spell 
  from a 3rd-level caster (Will DC 13 partial). A creature 
  that successfully saves cannot be affected again by the 
  same tyrg’s scare ability for 24 hours. The shriek does not 
  affect other tyrgs. This is a supernatural, sonic mind-
  affecting fear effect. The save DC is Charisma-based. 
   
  Skills: Krenshars have a +4 racial bonus on Jump 
  and Move Silently checks. 
   
  Smite Good (Su): Once per day, the tyrg can make a 
  normal melee attack to deal extra damage equal to its HD 
  total (maximum of +20) against a good foe. 
   
  Description: The tyrg is a strange, catlike carnivore 
  with extremely flexible skin on its head. A typical tyrg 
  measures 4 or 5 feet in length with a long, narrow head. It 
  weighs about 175 pounds. 
   
  Combat: Tyrgs use solitary scouts to drive prey into 
  the waiting clutches of the pride. The scout appears from 
  hiding, uses its scare ability, then chases the fleeing 
  target to join the attack. 
  ENCOUNTER 8 
   
  Advanced Otyugh: Huge Aberration; CR 6; HD 
  10d8+40; hp 90; Init -1; Spd 20 ft.; AC 18, touch 7, flat-
  footed 18 (-2 size, -1 Dex, +11 natural armor); Base 
  Atk/Grp: +10/+19; Atk +10 melee (1d8+4, tentacle); Full 
  Atk +10 melee (1d8+4, 2 tentacles) and +7 melee (1d6+4, 
  bite); SA Constrict 1d6, disease, improved grab; SQ 
  Darkvision 60 ft., scent; AL N; SV Fort +7, Ref +2, Will +8; 
  Str 19, Dex 8, Con 18, Int 5, Wis 12, Cha 6. 
   
  Skills & Feats: Hide +2*, Listen +6, Spot +6; Alertness, 
  Multiattack, Toughness, Weapon Focus (tentacle). 
   
  Constrict (Ex): An otyugh deals automatic tentacle 
  damage with a successful grapple check. 
   
  Disease (Ex): Filth fever—bite, Fortitude DC 14, 
  incubation period 1d3 days; damage 1d3 Dex and 1d3 
  Con. The save DC is Constitution-based. 
   
  Improved Grab (Ex): To use this ability, an otyugh 
  must hit with a tentacle attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict. 
   
  Skills: *An otyugh has a +8 racial bonus on Hide 
  checks when in its lair, due to its natural coloration. 
   
  Languages: Common. 
   
  Description: A typical otyugh has a body 8 feet in 
  diameter and weighs about 500 pounds. 
   
  Combat: An otyugh attacks living creatures if it feels 
  threatened or if it is hungry; otherwise it is content to 
  remain hidden. Otyughs slash and squeeze opponents 
  with their tentacles, which they also use to drag prey into 
  their mouths. 
  ENCOUNTER 13 
   
  Akallod, 
  Male 
  Human 
  (Suel) 
  Ftr6: 
  Medium 
  Humanoid (Human); CR 6; HD 6d10+12; hp 54; Init +5; 
  Spd 20 ft/x3; AC 18 (+8 armor [half plate]), touch 10, flat-
  footed 18; Base Atk/Grapple +6/+9; Atk +11 melee, 
  (2d6+6; 19-20/x2, Greatsword +1); Full Atk +11/+6 melee 
  (2d6+6; 19-20/x2, Greatsword +1), or +8 ranged (1d10;19-
  20/x2, Heavy Crossbow); SA —; SQ —; AL LE; SV Fort 
  +7, Ref +3, Will +3; Str 16, Dex 13, Con 14, Int 10, Wis 12, 
  Cha 8. 
  Skills & Feats: Climb +3, Intimidate +7, Jump -3, Listen +3, 
  Ride +6, Spot +3, Swim -3; Dodge, Improved Initiative, 
  Power Attack, Cleave, Great Cleave, Weapon Focus 
  (Greatsword), 
  Weapon 
  Specialization 
  (Greatsword), 
  Power Critical (Greatsword). 
  Languages: Common, Ancient Suloise. 
  Possessions: half plate armor +1, great sword +1, mw heavy 
  crossbow, oil of greater magic weapon +2, oil of magic 
  vestment +2. 
  Crulloc, 
  Male 
  Human 
  (Suel) 
  Rog6: 
  Medium 
  Humanoid (Human); CR 6; HD 6d6+12; hp 36; Init +7; 
  Spd 30 ft/x4; AC 18 (+5 armor [chain shirt +1], +3 Dex), 
  touch 13, flat-footed 15; Base Atk/Grapple +4/+5; Atk +9 
  melee (1d6+2; 18-20/x2, Rapier +1), Full Atk +9 melee 
  (1d6+2; 18-20/x2, Rapier +1), or +8 ranged (1d6; 20/x3, 
  Shortbow); SA sneak attack +3d6; SQ Uncanny Dodge 
  (Ex), Trap Sense +2 (Ex), Evasion (Ex), Trapfinding (Ex); 
  AL CE; SV Fort +4, Ref +8, Will +1; Str 12, Dex 16, Con 
  14, Int 13, Wis 8, Cha 10. 
  Skills & Feats: Climb +8, Disable Device +10, Gather 
  Information +7, Hide +9, Listen +8, Move Silently+10, 
  Open Lock +11, Search +10, Sense Motive +3, Sleight of 
  
  YEO6-04 Blood Shadows 
   
  Page 20 
  Hand +6, Spot +8, Tumble +10; Dodge, Improved 
  Initiative, Weapon Finesse, Weapon Focus (Rapier). 
  Languages: Common, Ancient Suloise. 
  Possessions: chain shirt +1, rapier +1, mw shortbow. 
  Emonzush: Male Human (Suel) Wiz6: Medium 
  Humanoid (Human); CR 6; HD 6d4+12; hp 28; Init +5; 
  Spd 30 ft/x4; AC 19 (+4 mage armor, +4 shield, +1 Dex), 
  touch 11, flat-footed 18; Base Atk/Grapple +3/+2; Atk +3 
  melee (1d4-1, 19-20/x2, Dagger); Full Atk +3 melee (1d4-
  1; 19-20/x2, Dagger), or +2 melee (1d6-1; 20/x2, 
  Quarterstaff); SA —; SQ Familiar; AL LE; SV Fort +4, Ref 
  +3, Will +6; Str 8, Dex 13, Con 14, Int 16, Wis 12, Cha 10. 
  Skills & Feats: Concentration +11, Decipher Script +8, 
  Hide +3, Knowledge (arcana) +12, Listen +3, Search +5, 
  Spellcraft +14, Spot +3, Tumble +4; Dodge, Enlarge Spell, 
  Improved Initiative, Spell Focus (Evocation), Spell 
  Penetration, Scribe Scroll. 
  Languages: Common, Ancient Suel, Draconic. 
  Arcane Spells Known/Prepared (4/4/4/3, save DC = 13 + 
  spell level): 0 – Acid Splash, Detect Magic, Flare, Ray of Frost, 
  Resistance; 1st – Burning Hands, Mage Armor, Magic Missile, 
  Shield; 2nd – Bear's Endurance, Cat's Grace, Flaming Sphere, 
  Scorching Ray; 3rd – Fireball, Haste, Lightning Bolt. 
  Possessions: mw dagger, quarterstaff, bracers of armor +1. 
  Faezladun: Male Human (Suel) Clr6: Medium 
  Humanoid (Human); CR 6; HD 6d8+12; hp 45; Init +1; 
  Spd 20 ft/x3; AC 19 (+7 armor [banded mail +1], +1 
  shield, +1 Dex), touch 11, flat-footed 18; Base 
  Atk/Grapple +4/+3; Atk +4 melee (1d8; 20/x2, heavy 
  mace +1); Full Atk +4 melee (1d8; 20/x2, Heavy Mace +1, 
  or +6 ranged (1d10; 19-20/x2, MW Heavy Crossbow; SA 
  —; SQ Aura (Ex), Spontaneous Casting, Restricted Spells, 
  Rebuke Undead (Su); AL LE; SV Fort +7, Ref +3, Will +8; 
  Str 8, Dex 12, Con 14, Int 10, Wis 16, Cha 13. 
  Skills & Feats: Concentration +11, Heal +12, Knowledge 
  (religion) +9; Divine Shield, Domain Focus (Destruction; 
  Madness), Divine Spell Power. 
  Languages: Common, Ancient Suloise. 
  Divine Spells Prepared (5/5/5/4, save DC = 13 + spell 
  level): 0 – Cure Minor Wounds (x2), Detect Magic, Light, 
  Resistance; 1st – Bane, Bless, Confusion, Lesser*, Cure Light 
  Wounds, Divine Favor; 2nd – Aid, Calm Emotions, Cure 
  Moderate Wounds, Hold Person, Touch of Madness*; 3rd – 
  Bestow Curse, Cure Serious Wounds, Dispel Magic, Rage*. 
  *Domain spell. Domains: Destruction (You can smite an 
  opponent once per day, gaining a +4 bonus to your attack 
  and +6 to damage.), Madness (You subtract 1 from all 
  Wisdom-based skill checks and all Will saves. However, 
  once per day you can add 4 to a single Wisdom-based 
  check or Will save.). 
  Possessions: banded mail +1, mw light steel shield, heavy 
  mace +1, mw heavy crossbow. 
   
  
  YEO6-04 Blood Shadows 
   
  Page 21 
  APPENDIX 2 – APL 8 
   
  ENCOUNTER 5 
   
  Advanced Fiendish Tyrg (Krenshar): Large Magical 
  Beast; CR 6; HD 8d10+16; hp 72; Init +6; Spd 40 ft.; AC 
  17, touch 11, flat-footed 15 (-1 size, +2 Dex, +6 natural); 
  Base Atk/Grp: +8/+16; Atk +11 melee (1d8+4, bite); Full 
  Atk +11 melee (1d8+4, bite) and +9 melee (1d6+4, 2 
  claws); SA Scare, Smite Good; SQ Damage reduction 
  5/magic, darkvision 60 ft., low-light vision, resistance to 
  cold and fire 10, scent, SR 13; AL LE; SV Fort +8, Ref +8, 
  Will +3; Str 19, Dex 14, Con 15, Int 6, Wis 12, Cha 13. 
   
  Skills & Feats: Hide +7, Jump +13, Listen +5, Move 
  Silently +7; Improved Initiative, Improved Natural 
  Armor, Multiattack,  TrackB. 
   
  Scare (Ex or Su): As a standard action, a tyrg can 
  pull the skin back from its head, revealing the 
  musculature and bony structures of its skull. This alone is 
  usually sufficient to scare away foes (treat as a Bluff check 
  with a +3 bonus). 
  Combining this scare ability with a loud screech 
  produces an unsettling effect that works like a scare spell 
  from a 3rd-level caster (Will DC 13 partial). A creature 
  that successfully saves cannot be affected again by the 
  same tyrg’s scare ability for 24 hours. The shriek does not 
  affect other tyrgs. This is a supernatural, sonic mind-
  affecting fear effect. The save DC is Charisma-based. 
   
  Skills: Krenshars have a +4 racial bonus on Jump 
  and Move Silently checks. 
   
  Smite Good (Su): Once per day, the tyrg can make a 
  normal melee attack to deal extra damage equal to its HD 
  total (maximum of +20) against a good foe. 
   
  Description: The tyrg is a strange, catlike carnivore 
  with extremely flexible skin on its head. A typical tyrg 
  measures 4 or 5 feet in length with a long, narrow head. It 
  weighs about 175 pounds. 
   
  Combat: Tyrgs use solitary scouts to drive prey into 
  the waiting clutches of the pride. The scout appears from 
  hiding, uses its scare ability, then chases the fleeing 
  target to join the attack. 
  ENCOUNTER 8 
   
  Advanced Otyugh: Huge Aberration; CR 7; HD 
  14d8+56; hp 126; Init -1; Spd 20 ft.; AC 19, touch 7, flat-
  footed 19 (-2 size, -1 Dex, +12 natural armor); Base 
  Atk/Grp: +10/+23; Atk +14 melee (1d8+5, tentacle); Full 
  Atk +14 melee (1d8+5, 2 tentacles) and +11 melee (1d6+5, 
  bite); SA Constrict 1d6, disease, improved grab; SQ 
  Darkvision 60 ft., scent; AL N; SV Fort +8, Ref +3, Will 
  +10; Str 20, Dex 8, Con 18, Int 5, Wis 12, Cha 6. 
   
  Skills & Feats: Hide +4*, Listen +7, Spot +7; Alertness, 
  Improved Natural Armor, Multiattack, Toughness, 
  Weapon Focus (tentacle). 
   
  Constrict (Ex): An otyugh deals automatic tentacle 
  damage with a successful grapple check. 
   
  Disease (Ex): Filth fever—bite, Fortitude DC 14, 
  incubation period 1d3 days; damage 1d3 Dex and 1d3 
  Con. The save DC is Constitution-based. 
   
  Improved Grab (Ex): To use this ability, an otyugh 
  must hit with a tentacle attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict. 
   
  Skills: *An otyugh has a +8 racial bonus on Hide 
  checks when in its lair, due to its natural coloration. 
   
  Languages: Common. 
   
  Description: A typical otyugh has a body 8 feet in 
  diameter and weighs about 500 pounds. 
   
  Combat: An otyugh attacks living creatures if it feels 
  threatened or if it is hungry; otherwise it is content to 
  remain hidden. Otyughs slash and squeeze opponents 
  with their tentacles, which they also use to drag prey into 
  their mouths. 
  ENCOUNTER 13 
   
  Akallod, 
  Male 
  Human 
  (Suel) 
  Ftr8: 
  Medium 
  Humanoid (Human); CR 8; HD 8d10+16; hp 72; Init +6; 
  Spd 20 ft/x3; AC 18 (+8 armor [half plate +1]), touch 10, 
  flat-footed 18; Base Atk/Grapple +8/+11; Atk +14 melee, 
  (2d6+6; 19-20/x2, Greatsword +1); Full Atk +14/+9 melee 
  (2d6+6; 19-20/x2, Greatsword +1), or +11 ranged (1d10;19-
  20/x2, MW Heavy Crossbow); SA —; SQ —; AL LE; SV 
  Fort +8, Ref +4, Will +3; Str 16, Dex 14, Con 14, Int 10, 
  Wis 12, Cha 8. 
  Skills & Feats: Climb +4, Intimidate +8, Jump -2, Listen +4, 
  Ride +8, Spot +3, Swim -3; Dodge, Improved Initiative, 
  Power Attack, Cleave, Great Cleave, Weapon Focus 
  (Greatsword), 
  Weapon 
  Specialization 
  (Greatsword), 
  Greater Weapon Focus (Greatsword), Power Critical 
  (Greatsword). 
  Languages: Common, Ancient Suloise. 
  Possessions: half plate armor +1, great sword +1, mw heavy 
  crossbow, oil of greater magic weapon +3, oil of magic 
  vestment +3. 
  Crulloc, 
  Male 
  Human 
  (Suel) 
  Rog8: 
  Medium 
  Humanoid (Human); CR 8; HD 8d6+16; hp 48; Init +7; 
  Spd 30 ft/x4; AC 18 (+5 armor [chain shirt +1], +3 Dex), 
  touch 13, flat-footed 15; Base Atk/Grapple +6/+7; Atk +11 
  melee (1d6+2; 18-20/x2, Rapier +1), Full Atk +11/+6 
  melee (1d6+2; 18-20/x2, Rapier +1), or +10/+5 ranged 
  (1d6; 20/x3, MW Shortbow); SA sneak attack +4d6; SQ 
  Uncanny Dodge (Ex), Improved Uncanny Dodge (Ex), 
  Trap Sense +2 (Ex), Evasion (Ex), Trapfinding (Ex); AL 
  CE; SV Fort +4, Ref +9, Will +1; Str 12, Dex 17, Con 14, 
  Int 13, Wis 8, Cha 10. 
  Skills & Feats: Climb +11, Disable Device +12, Gather 
  Information +7, Hide +13, Listen +8, Move Silently+13, 
  
  YEO6-04 Blood Shadows 
   
  Page 22 
  Open Lock +14, Search +10, Sense Motive +3, Sleight of 
  Hand +7, Spot +10, Tumble +12; Dodge, Improved 
  Initiative, Weapon Finesse, Weapon Focus (Rapier). 
  Languages: Common, Ancient Suloise. 
  Possessions: chain shirt +1, rapier +1, mw shortbow. 
  Emonzush: Male Human (Suel) Wiz8: Medium 
  Humanoid (Human); CR 8; HD 8d4+16; hp 36; Init +6; 
  Spd 30 ft/x4; AC 20 (+4 mage armor, +4 shield, +2 Dex), 
  touch 12, flat-footed 18; Base Atk/Grapple +4/+3; Atk +4 
  melee (1d4-1, 19-20/x2, MW Dagger); Full Atk +4 melee 
  (1d4-1; 19-20/x2, MW Dagger), or +3 melee (1d6-1; 20/x2, 
  Quarterstaff); SA —; SQ Familiar, Evoker; AL LE; SV Fort 
  +4, Ref +4, Will +7; Str 8, Dex 14, Con 14, Int 16, Wis 12, 
  Cha 10. 
  Skills & Feats: Concentration +13, Decipher Script +14, 
  Hide +4, Knowledge (arcana) +14, Listen +3, Search +5, 
  Spellcraft +16, Spot +3, Tumble +5; Dodge, Enlarge Spell, 
  Improved Initiative, Spell Focus (Evocation), Spell 
  Penetration, Scribe Scroll. 
  Languages: Common, Ancient Suel, Draconic. 
  Arcane Spells Known/Prepared (5/6/5/5/3, save DC = 13 
  + spell level): 0 – Acid Splash, Detect Magic, Flare, Ray of 
  Frost, Resistance; 1st – Burning Hands, Mage Armor, Magic 
  Missile (x3), Shield; 2nd – Bear's Endurance, Cat's Grace, 
  Flaming Sphere, Mirror Image, Scorching Ray; 3rd – Fireball 
  (x2), Haste, Lightning Bolt (x2); 4th – Dimension Door, Fire 
  Shield, Wall of Fire. 
  Possessions: dagger, quarterstaff. 
  Faezladun: Male Human (Suel) Clr8: Medium 
  Humanoid (Human); CR 8; HD 8d8+16; hp 60; Init +1; 
  Spd 20 ft/x3; AC 19 (+7 armor [banded mail +1], +1 
  shield, +1 Dex), touch 11, flat-footed 18; Base 
  Atk/Grapple +6/+5; Atk +6 melee (1d8; 20/x2, heavy 
  mace +1); Full Atk +6/+1 melee (1d8; 20/x2, Heavy Mace 
  +1), or +8 ranged (1d10; 19-20/x2, MW Heavy Crossbow); 
  SA —; SQ Aura (Ex), Spontaneous Casting, Restricted 
  Spells, Rebuke Undead (Su); AL LE; SV Fort +8, Ref +3, 
  Will +9; Str 8, Dex 12, Con 14, Int 10, Wis 16, Cha 14. 
  Skills & Feats: Concentration +13, Heal +14, Knowledge 
  (religion) 
  +11; 
  Divine 
  Shield, 
  Domain 
  Focus 
  (Destruction; Madness), Divine Spell Power. 
  Languages: Common, Ancient Suloise. 
  Divine Spells Known/Prepared (6/6/5/5/3, save DC = 13 
  + spell level): 0 – Cure Minor Wounds (x2), Detect Magic, 
  Light, Resistance (x2); 1st – Bane, Bless, Confusion, Lesser*, 
  Cure Light Wounds (x2), Divine Favor; 2nd – Aid, Calm 
  Emotions, Cure Moderate Wounds, Hold Person, Touch of 
  Madness*; 3rd – Bestow Curse, Cure Serious Wounds, Dispel 
  Magic, Rage*, Searing Light; 4th – Castigate, Confusion*, Cure 
  Critical Wounds. 
  *Domain spell. Domains: Destruction (You can smite an 
  opponent once per day, gaining a +4 bonus to your attack 
  and +8 to damage.), Madness (You subtract 1 from all 
  Wisdom-based skill checks and all Will saves. However, 
  once per day you can add 4 to a single Wisdom-based 
  check or Will save.). 
  Possessions: banded mail +1, mw light steel shield, heavy 
  mace +1, mw heavy crossbow. 
   
   
  
  YEO6-04 Blood Shadows 
   
  Page 23 
  APPENDIX 3 – APL 10 
   
  ENCOUNTER 5 
   
  Advanced Fiendish Displacer Beast: Huge Magical 
  Beast; CR 10; HD 15d10+75; hp 169; Init +6; Spd 40 ft.; 
  AC 18, touch 10, flat-footed 16 (-2 size, +2 Dex, +8 
  natural); Base Atk/Grp: +15/+31; Atk +22 melee (1d8+8, 
  tentacle); Full Atk +22 melee (1d8+8, 2 tentacles) and +16 
  melee (2d6+6, bite); SA Smite good; SQ Damage 
  reduction 10/magic, darkvision 60 ft., displacement, low-
  light vision, resistance to cold and fire 10, resistance to 
  ranged attacks, SR 20; AL LE; SV Fort +14, Ref +11, Will 
  +6; Str 26, Dex 15, Con 20, Int 5, Wis 12, Cha 8. 
   
  Skills & Feats: Hide +13, Listen +7, Move Silently +9, 
  Spot +7; Dodge, Improved Initiative, Weapon Focus 
  (tentacle). 
   
  Displacement 
  (Su): 
  a 
  light-bending 
  glamer 
  continually surrounds a displacer beast, making it 
  difficult to surmise the creature’s true location. Any 
  melee or ranged attack directed at it has a 50% miss 
  chance unless the attacker can locate the beast by some 
  means other than sight. A true seeing effect allows the user 
  to see the beast’s position, but see invisibility has no effect. 
   
  Resistance to Ranged Attack (Su): A displacer 
  beast has a +2 resistance bonus on saves against any 
  ranged magical attack that specifically targets it (except 
  for 
  ranged 
  touch 
  attacks). 
   
  Skills: A displacer beast has a +8 racial bonus on 
  Hide checks, thanks to its displacement ability. 
   
  Smite Good (Su): Once per day, the tyrg can make a 
  normal melee attack to deal extra damage equal to its HD 
  total (maximum of +20) against a good foe. 
   
  Description: The displacer beast is a savage and 
  stealthy carnivore that resembles a puma in some 
  respects. 
   
  Displacer beasts favor small game but will eat 
  anything they can catch. They regard all other creatures 
  as prey and tend to attack anything they meet. They have 
  a deep-seated hated of blink dogs, and the two attack each 
  other ruthlessly when their paths cross. A displacer beast 
  is the size of a Bengal tiger, about 9 feet long and 
  weighing about 500 pounds. 
   
  Combat: Displacer beasts tear at opponents with their 
  tentacles and bite foes that get close. 
   
  Languages: Displacer beasts speak Common. 
  ENCOUNTER 8 
   
  Advanced Fiendish Otyugh: Huge Aberration; CR 9; 
  HD 14d8+56; hp 126; Init -1; Spd 20 ft.; AC 19, touch 7, 
  flat-footed 19 (-2 size, -1 Dex, +12 natural armor); Base 
  Atk/Grp: +10/+23; Atk +14 melee (1d8+5, tentacle); Full 
  Atk +14 melee (1d8+5, 2 tentacles) and +11 melee (1d6+5, 
  bite); SA Constrict 1d6, disease, improved grab, smite 
  good; SQ Darkvision 60 ft., damage reduction 10/magic, 
  resistance to cold and fire 10, scent, SR 19; AL NE; SV 
  Fort +8, Ref +3, Will +10; Str 20, Dex 8, Con 18, Int 5, Wis 
  12, Cha 6. 
   
  Skills & Feats: Hide +4*, Listen +7, Spot +7; Alertness, 
  Improved Natural Armor, Multiattack, Toughness, 
  Weapon Focus (tentacle). 
   
  Constrict (Ex): An otyugh deals automatic tentacle 
  damage with a successful grapple check. 
   
  Disease (Ex): Filth fever—bite, Fortitude DC 14, 
  incubation period 1d3 days; damage 1d3 Dex and 1d3 
  Con. The save DC is Constitution-based. 
   
  Improved Grab (Ex): To use this ability, an otyugh 
  must hit with a tentacle attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict. 
   
  Smite Good (Su): Once per day, the tyrg can make a 
  normal melee attack to deal extra damage equal to its HD 
  total (maximum of +20) against a good foe. 
   
  Skills: *An otyugh has a +8 racial bonus on Hide 
  checks when in its lair, due to its natural coloration. 
   
  Languages: Common. 
   
  Description: A typical otyugh has a body 8 feet in 
  diameter and weighs about 500 pounds. 
   
  Combat: An otyugh attacks living creatures if it feels 
  threatened or if it is hungry; otherwise it is content to 
  remain hidden. Otyughs slash and squeeze opponents 
  with their tentacles, which they also use to drag prey into 
  their mouths. 
  ENCOUNTER 13 
   
  Akallod, Male Human (Suel) Ftr10: Medium 
  Humanoid (Human); CR 10; HD 10d10+20; hp 90; Init 
  +6; Spd 20 ft/x3; AC 18 (+8 armor [half plate]), touch 10, 
  flat-footed 18; Base Atk/Grapple +10/+13; Atk +16 melee, 
  (2d6+6; 17-20/x2, Greatsword +1); Full Atk +16/+11 
  melee (2d6+6; 17-20/x2, Greatsword +1), or +13 ranged 
  (1d10; 19-20/x2, Heavy Crossbow); SA —; SQ —; AL LE; 
  SV Fort +9, Ref +5, Will +4; Str 16, Dex 14, Con 14, Int 10, 
  Wis 12, Cha 8. 
  Skills & Feats: Climb +4, Handle Animal +1, Intimidate 
  +9, Jump -1, Listen +4, Ride +9, Spot +3, Swim -2; Dodge, 
  Mobility, Improved Critical (Greatsword), Improved 
  Initiative, Power Attack, Cleave, Great Cleave, Weapon 
  Focus 
  (Greatsword), 
  Weapon 
  Specialization 
  (Greatsword), Greater Weapon Focus (Greatsword), 
  Power Critical (Greatsword). 
  Languages: Common, Ancient Suloise. 
  Possessions: half plate armor +1, great sword +1, mw heavy 
  crossbow, oil of greater magic weapon +4, oil of magic 
  vestment +4. 
  Crulloc, Male Human (Suel) Rog10: Medium 
  Humanoid (Human); CR 10; HD 10d6+20; hp 60; Init +7; 
  
  YEO6-04 Blood Shadows 
   
  Page 24 
  Spd 30 ft/x4; AC 18 (+5 armor [chain shirt +1], +3 Dex), 
  touch 13, flat-footed 15; Base Atk/Grapple +7/+8; Atk +12 
  melee (1d6+2; 18-20/x2, Rapier +1), Full Atk +12/+7 
  melee (1d6+2; 18-20/x2, Rapier +1), or +11/+6 ranged 
  (1d6; 20/x3, MW Shortbow); SA sneak attack +5d6; SQ 
  Uncanny Dodge (Ex), Improved Uncanny Dodge (Ex), 
  Trap Sense +3 (Ex), Evasion (Ex), Trapfinding (Ex), 
  Improved Evasion (Ex); AL CE; SV Fort +5, Ref +10, Will 
  +2; Str 12, Dex 17, Con 14, Int 13, Wis 8, Cha 10. 
  Skills & Feats: Climb +13, Disable Device +14, Gather 
  Information +9, Hide +15, Listen +10, Move Silently+15, 
  Open Lock +16, Search +12, Sense Motive +3, Sleight of 
  Hand +8, Spot +12, Tumble +13; Dodge, Mobility, 
  Improved Initiative, Weapon Finesse, Weapon Focus 
  (Rapier). 
  Languages: Common, Ancient Suloise. 
  Possessions: chain shirt +1, rapier +1, mw shortbow. 
  Emonzush: Male Human (Suel) Wiz10: Medium 
  Humanoid (Human); CR 10; HD 10d4+20; hp 45; Init +6; 
  Spd 30 ft/x4; AC 20 (+4 mage armor, +4 shield, +2 Dex), 
  touch 12, flat-footed 18; Base Atk/Grapple +5/+4; Atk +5 
  melee (1d4-1, 19-20/x2, MW Dagger); Full Atk +5 melee 
  (1d4-1; 19-20/x2, MW Dagger), or +4 melee (1d6-1; 20/x2, 
  Quarterstaff); SA —; SQ Familiar, Evoker; AL LE; SV Fort 
  +6, Ref +6, Will +9; Str 8, Dex 14, Con 14, Int 16, Wis 12, 
  Cha 10. 
  Skills & Feats: Concentration +15, Decipher Script +14, 
  Hide +4, Knowledge (arcana) +16, Listen +6, Search +5, 
  Spellcraft +18, Spot +3, Tumble +5; Dodge, Enlarge Spell, 
  Improved Initiative, Spell Focus (Evocation), Spell 
  Penetration, Greater Spell Penetration, Spell Mastery, 
  Scribe Scroll. 
  Languages: Common, Ancient Suel, Draconic. 
  Arcane Spells Known/Prepared (5/6/6/5/4/3, save DC = 
  13 + spell level): 0 – Acid Splash, Detect Magic, Flare, Ray of 
  Frost, Resistance; 1st – Burning Hands, Mage Armor, Magic 
  Missile (x3), Shield; 2nd – Bear's Endurance, Cat's Grace, 
  Flaming Sphere, Mirror Image, Scorching Ray (x2); 3rd – 
  Fireball (x2), Haste, Lightning Bolt (x2); 4th – Dimension 
  Door, Evard's Black Tentacles, Fire Shield, Wall of Fire; 5th – 
  Baleful Polymorph, Break Enchantment, Cone of Cold. 
  Possessions: mw dagger, quarterstaff, bracers of armor +1, 
  pearl of power 1st, cloak of resistance +1. 
  Faezladun: Male Human (Suel) Clr10: Medium 
  Humanoid (Human); CR 10; HD 10d8+20; hp 75; Init +1; 
  Spd 20 ft/x3; AC 19 (+7 armor [banded mail +1], +1 
  shield, +1 Dex), touch 11, flat-footed 18; Base 
  Atk/Grapple +7/+6; Atk +7 melee (1d8; 20/x2, heavy 
  mace +1); Full Atk +7/+2 melee (1d8; 20/x2, Heavy Mace 
  +1), or +9 ranged (1d10; 19-20/x2, MW Heavy Crossbow); 
  SA —; SQ Aura (Ex), Spontaneous Casting, Restricted 
  Spells, Rebuke Undead (Su); AL LE; SV Fort +9, Ref +4, 
  Will +10; Str 8, Dex 12, Con 14, Int 10, Wis 16, Cha 14. 
  Skills & Feats: Concentration +15, Heal +16, Knowledge 
  (religion) +13; Divine Shield, Divine Vigor, Domain 
  Focus (Destruction; Madness), Divine Spell Power. 
  Languages: Common, Ancient Suloise. 
  Divine Spells Known/Prepared (6/6/6/5/4/3, save DC = 
  13 + spell level): 0 – Cure Minor Wounds (x2), Detect Magic, 
  Light, Resistance (x2); 1st – Bane, Bless, Lesser Confusion*, 
  Cure Light Wounds (x2), Divine Favor; 2nd – Aid, Calm 
  Emotions, Cure Moderate Wounds, Hold Person, Touch of 
  Madness*; 3rd – Bestow Curse, Cure Serious Wounds, Dispel 
  Magic, Rage*, Searing Light; 4th – Castigate, Confusion*, Cure 
  Critical Wounds, Greater Magic Weapon; 5th – Break 
  Enchantment, Flame Strike, Mass Inflict Light Wounds*. 
  *Domain spell. Domains: Destruction (You can smite an 
  opponent once per day, gaining a +4 bonus to your attack 
  and +10 to damage.), Madness (You subtract 1 from all 
  Wisdom-based skill checks and all Will saves. However, 
  once per day you can add 5 to a single Wisdom-based 
  check or Will save.). 
  Possessions: banded mail +1, mw light steel shield, heavy 
  mace +1, mw heavy crossbow. 
   
  
  YEO6-04 Blood Shadows 
   
  Page 25 
  APPENDIX 4 – APL 12 
   
  ENCOUNTER 5 
   
  Advanced Fiendish Displacer Beast: Huge Magical 
  Beast; CR 10; HD 15d10+75; hp 169; Init +6; Spd 40 ft.; 
  AC 18, touch 10, flat-footed 16 (-2 size, +2 Dex, +8 
  natural); Base Atk/Grp: +15/+31; Atk +22 melee (1d8+8, 
  tentacle); Full Atk +22 melee (1d8+8, 2 tentacles) and +16 
  melee (2d6+6, bite); SA Smite good; SQ Damage 
  reduction 10/magic, darkvision 60 ft., displacement, low-
  light vision, resistance to cold and fire 10, resistance to 
  ranged attacks, SR 20; AL LE; SV Fort +14, Ref +11, Will 
  +6; Str 26, Dex 15, Con 20, Int 5, Wis 12, Cha 8. 
   
  Skills & Feats: Hide +13, Listen +7, Move Silently +9, 
  Spot +7; Dodge, Improved Initiative, Weapon Focus 
  (tentacle). 
   
  Displacement 
  (Su): 
  a 
  light-bending 
  glamer 
  continually surrounds a displacer beast, making it 
  difficult to surmise the creature’s true location. Any 
  melee or ranged attack directed at it has a 50% miss 
  chance unless the attacker can locate the beast by some 
  means other than sight. A true seeing effect allows the user 
  to see the beast’s position, but see invisibility has no effect. 
   
  Resistance to Ranged Attack (Su): A displacer 
  beast has a +2 resistance bonus on saves against any 
  ranged magical attack that specifically targets it (except 
  for 
  ranged 
  touch 
  attacks). 
   
  Skills: A displacer beast has a +8 racial bonus on 
  Hide checks, thanks to its displacement ability. 
   
  Smite Good (Su): Once per day, the tyrg can make a 
  normal melee attack to deal extra damage equal to its HD 
  total (maximum of +20) against a good foe. 
   
  Description: The displacer beast is a savage and 
  stealthy carnivore that resembles a puma in some 
  respects. 
   
  Displacer beasts favor small game but will eat 
  anything they can catch. They regard all other creatures 
  as prey and tend to attack anything they meet. They have 
  a deep-seated hated of blink dogs, and the two attack each 
  other ruthlessly when their paths cross. A displacer beast 
  is the size of a Bengal tiger, about 9 feet long and 
  weighing about 500 pounds. 
   
  Combat: Displacer beasts tear at opponents with their 
  tentacles and bite foes that get close. 
   
  Languages: Displacer beasts speak Common. 
  ENCOUNTER 8 
   
  Advanced Fiendish Otyugh: Huge Aberration; CR 10; 
  HD 18d8+72; hp 162; Init -1; Spd 20 ft.; AC 19, touch 7, 
  flat-footed 19 (-2 size, -1 Dex, +12 natural armor); Base 
  Atk/Grp: +13/+26; Atk +17 melee (2d6+5, tentacle); Full 
  Atk +17 melee (2d6+5, 2 tentacles) and +14 melee (1d6+5, 
  bite); SA Constrict 1d6, disease, improved grab, smite 
  good; SQ Darkvision 60 ft., damage reduction 10/magic, 
  resistance to cold and fire 10, scent, SR 23; AL NE; SV 
  Fort +10, Ref +5, Will +12; Str 21, Dex 8, Con 18, Int 5, 
  Wis 12, Cha 6. 
   
  Skills & Feats: Hide +6*, Listen +8, Spot +8; Alertness, 
  Improved Natural Armor, Improved Natural Attack 
  (tentacle), Multiattack, Toughness, Weapon Focus 
  (tentacle). 
   
  Constrict (Ex): An otyugh deals automatic tentacle 
  damage with a successful grapple check. 
   
  Disease (Ex): Filth fever—bite, Fortitude DC 14, 
  incubation period 1d3 days; damage 1d3 Dex and 1d3 
  Con. The save DC is Constitution-based. 
   
  Improved Grab (Ex): To use this ability, an otyugh 
  must hit with a tentacle attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict. 
   
  Smite Good (Su): Once per day, the tyrg can make a 
  normal melee attack to deal extra damage equal to its HD 
  total (maximum of +20) against a good foe. 
   
  Skills: *An otyugh has a +8 racial bonus on Hide 
  checks when in its lair, due to its natural coloration. 
   
  Languages: Common. 
   
  Description: A typical otyugh has a body 8 feet in 
  diameter and weighs about 500 pounds. 
   
  Combat: An otyugh attacks living creatures if it feels 
  threatened or if it is hungry; otherwise it is content to 
  remain hidden. Otyughs slash and squeeze opponents 
  with their tentacles, which they also use to drag prey into 
  their mouths. 
  ENCOUNTER 13 
   
  Akallod, Male Human (Suel) Ftr12: Medium 
  Humanoid (Human); CR 12; HD 12d10+24; hp 108; Init 
  +6; Spd 20 ft/x3; AC 19 (+9 armor [half plate +2]), touch 
  10, flat-footed 19; Base Atk/Grapple +12/+15; Atk +18 
  melee, (2d6+6; 17-20/x2, Greatsword +1); Full Atk 
  +18/+13/+8 melee (2d6+6; 17-20/x2, Greatsword +1), or 
  +15 ranged (1d10; 19-20/x2, MW Heavy Crossbow); SA 
  —; SQ —; AL LE; SV Fort +10, Ref +6, Will +5; Str 17, 
  Dex 14, Con 14, Int 10, Wis 12, Cha 8. 
  Skills & Feats: Climb +4, Handle Animal +1, Intimidate 
  +10, Jump -1, Listen +4, Ride +10, Spot +3, Swim -2, 
  Tumble -2; Dodge, Mobility, Spring Attack, Improved 
  Critical (Greatsword), Improved Initiative, Power Attack, 
  Cleave, Great Cleave, Weapon Focus (Greatsword), 
  Weapon Specialization (Greatsword), Greater Weapon 
  Focus (Greatsword), Power Critical (Greatsword), Danger 
  Sense. 
  Languages: Common, Ancient Suloise. 
  Possessions: half plate armor +2, great sword +1, mw heavy 
  crossbow, oil of greater magic weapon +5, oil of magic 
  vestment +5. 
  
  YEO6-04 Blood Shadows 
   
  Page 26 
  Crulloc, Male Human (Suel) Rog12: Medium 
  Humanoid (Human); CR 12; HD 12d6+24; hp 72; Init +8; 
  Spd 30 ft/x4; AC 19 (+5 armor [chain shirt +1], +4 dex), 
  touch 14, flat-footed 15; Base Atk/Grapple +9/+10; Atk 
  +15 melee (1d6+2; 18-20/x2, Rapier +1); Full Atk +15/+10 
  melee (1d6+2; 18-20/x2, Rapier +1), or +14/+9 ranged 
  (1d6; 20/x3, MW Shortbow); SA sneak attack +6d6; SQ 
  Uncanny Dodge (Ex), Improved Uncanny Dodge (Ex), 
  Trap Sense +4 (Ex), Evasion (Ex), Improved Evasion, 
  Sneak Attack, Trapfinding (Ex); AL CE; SV Fort +6, Ref 
  +12, Will +3; Str 12, Dex 18, Con 14, Int 13, Wis 8, Cha 
  10. 
  Skills & Feats: Climb +15, Disable Device +16, Gather 
  Information +11, Hide +18, Listen +12, Move Silently+18, 
  Open Lock +19, Search +14, Sense Motive +3, Sleight of 
  Hand +9, Spot +14, Tumble +16; Combat Expertise, 
  Dodge, Mobility, Improved Initiative, Weapon Finesse, 
  Weapon Focus (Rapier). 
  Languages: Common, Ancient Suloise. 
  Possessions: chain shirt +1, rapier +1, mw shortbow. 
  Emonzush: Male Human (Suel) Wiz12: Medium 
  Humanoid (Human); CR 12; HD 12d4+24; hp 54; Init +6; 
  Spd 30 ft/x4; AC 20 (+4 mage armor, +4 shield, +2 dex), 
  touch 12, flat-footed 18; Base Atk/Grapple +6/+5; Atk +6 
  melee (1d4-1, 19-20/x2, MW Dagger); Full Atk +6/+1 
  melee (1d4-1; 19-20/x2, MW Dagger), or +5/+0 melee 
  (1d6-1; 20/x2, Quarterstaff); SA —; SQ Familiar, Evoker; 
  AL LE; SV Fort +7, Ref +7, Will +10; Str 8, Dex 14, Con 14, 
  Int 17, Wis 12, Cha 10. 
  Skills & Feats: Concentration +17, Decipher Script +14, 
  Hide +4, Knowledge (arcana) +18, Listen +6, Search +6, 
  Spellcraft +20, Spot +4, Tumble +6; Combat Casting, 
  Dodge, Enlarge Spell, Improved Initiative, Spell Focus 
  (Evocation), Spell Penetration, Greater Spell Penetration, 
  Scribe Scroll, Spell Mastery. 
  Languages: Common, Ancient Suel, Draconic. 
  Arcane Spells Known/Prepared (5/6/6/6/4/4/3, save DC 
  = 13 + spell level): 0 – Acid Splash, Detect Magic, Flare, Ray of 
  Frost, Resistance; 1st – Burning Hands, Mage Armor, Magic 
  Missile (x3), Shield; 2nd – Bear's Endurance, Cat's Grace, 
  Flaming Sphere, Mirror Image, Scorching Ray (x2); 3rd – 
  Fireball (x2), Haste, Lightning Bolt (x2), Magic Circle Against 
  Good; 4th – Dimension Door, Evard's Black Tentacles, Fire 
  Shield, Wall of Fire; 5th – Baleful Polymorph, Break 
  Enchantment, Cone of Cold, Summon Monster V; 6th – Chain 
  Lightning, Mass Bear's Endurance, Disintegrate. 
  Possessions: mw dagger, quarterstaff, bracers of armor +1, 
  pearl of power 1st, cloak of resistance +1. 
  Faezladun: Male Human (Suel) Clr12: Medium 
  Humanoid (Human); CR 12; HD 12d8+24; hp 90; Init +1; 
  Spd 20 ft/x3; AC 19 (+7 armor [banded mail +1], +1 
  shield, +1 dex), touch 11, flat-footed 18; Base Atk/Grapple 
  +9/+8; Atk +9 melee (1d8; 20/x2 heavy mace +1); Full Atk 
  +9/+4 melee (1d8; 20/x2, Heavy Mace +1), or +11 ranged 
  (1d10; 19-20/x2, MW Heavy Crossbow); SA —; SQ Aura 
  (Ex), Spontaneous Casting, Restricted Spells, Rebuke 
  Undead (Su); AL LE; SV Fort +10, Ref +5, Will +11; Str 8, 
  Dex 12, Con 14, Int 10, Wis 17, Cha 14. 
  Skills & Feats: Concentration +17, Heal +18, Knowledge 
  (religion) +15; Combat Casting, Divine Vigor, Divine 
  Shield, Domain Focus (Destruction; Madness), Divine 
  Spell Power. 
  Languages: Common, Ancient Suloise. 
  Divine Spells Known/Prepared (6/7/6/6/4/4/3, save DC 
  = 13 + spell level): 0 – Cure Minor Wounds (x2), Detect 
  Magic, Light, Resistance (x2); 1st – Bane, Bless, Lesser 
  Confusion*, Cure Light Wounds (x2), Divine Favor, Lesser 
  Vigor; 2nd – Aid, Calm Emotions, Cure Moderate Wounds, 
  Darkness, Hold Person, Touch of Madness*; 3rd – Bestow 
  Curse, Cure Serious Wounds, Dispel Magic, Rage*, Mass Resist 
  Energy, Searing Light; 4th – Castigate, Confusion*, Cure 
  Critical Wounds, Greater Magic Weapons; 5th – Break 
  Enchantment, Flame Strike, Spell Resistance, Mass Inflict Light 
  Wounds*; 6th – Greater Dispel Magic, Harm*, Heal. 
  *Domain spell. Domains: Destruction (You can smite an 
  opponent once per day, gaining a +4 bonus to your attack 
  and +12 to damage.), Madness (You subtract 1 from all 
  Wisdom-based skill checks and all Will saves. However, 
  once per day you can add 6 to a single Wisdom-based 
  check or Will save.). 
  Possessions: banded mail +1, mw light steel shield, heavy 
  mace +1, heavy crossbow. 
   
  
  YEO6-04 Blood Shadows 
   
  Page 27 
  DM AID: MAP #1 – ENCOUNTERS FIVE & EIGHT 
   
   
  
  YEO6-04 Blood Shadows 
   
  Page 28 
  DM AID: MAP #2 – ENCOUNTER THIRTEEN 
   
   
  
  YEO6-04 Blood Shadows 
   
  Page 29 
  PLAYER HANDOUT #1 – MELINDA’S LETTER 
  Baldric— 
  I'm sending this letter with a group of militia. Send them back 
  with your reply and results when you can. 
  I know you have your hands full there, but I need you to look into 
  this. I've had word that the Freeholder may be secreted near Singleton, 
  possibly in the mines at Rhuek-Mehgar. I know it's a long shot, but 
  we have to check into it regardless. 
  If you don't have anyone to send, you can send these messengers, 
  otherwise once you've checked into it, send them back. Until then 
  they're at your disposal. 
  Regarding the Keewees, however, we've also heard that Count Manz 
  is moving troops in Cryllor to the border in preparation for crossing 
  the Javan for "peacekeeping" and to ensure that the supply of ore isn't 
  interrupted. 
  I've made it clear to Kimbertos that we will look unkindly on any 
  incursion into the Singleton area, but you know as well as I, perhaps 
  better, how easily Kimbertos would find it to claim he never received 
  our message. Hopefully, the abundance of militia from the Army of 
  Freedom who settled in the area will give Manz pause. 
  Keep a close watch, Captain. You may need to activate all your men 
  at arms to keep the Keewees out. We've dispersed the Army of Freedom 
  on the Eastern borders, but mostly in the north, at Forts August, 
  Freeman, Rockturn and Ernest. Send word when the situation 
  warrants and help will come. 
  Whatever comes, do everything you can to keep the Keewees out, but 
  find the Freeholder if at all possible. 
  Melinda 
   
   
  
  YEO6-04 Blood Shadows 
   
  Page 30 
  DM AID: AR CHEAT SHEET 
   
  Action taken by PCs 
  APL 
   
   
   
  If the “maid” gave or planted the bracer 
  on the PCs and they did not throw it out 
  or give it to anyone, award this to the 1 
  PC carrying the bracer. 
   
  ALL 
   
  The Lucky Charm 
   
   
  IF the PCs agreed to help Farrier and 
  then failed to do so for any reason, award 
  this to all PCs in the party. 
   
  ALL 
   
  Disfavor of Farrier 
   
   
  IF the PCs helped Farrier by defeating 
  the Otyughs and bringing back proof, 
  award this to all PCs in the party. 
   
  ALL 
   
  Favor of Farrier 
   
   
  Ring of Feather Falling 
   
   
  Potion of Resist Energy 30 (acid) 
   
   
  IF the PCs defeat the Otyughs AND 
  make a DC 25 search check in the 
  garbage, they gain access to the 
  following. 
  APL 8 
   
  APL 10 
  APL 12 
  +1 Ki Focus Shortspear 
   
   
  If a PC directly or indirectly causes 
  Handish the merchant to be killed, 
  award that PC this item. 
   
  ALL 
   
  Foreign Entanglements  
  (first one) 
   
   
  If a PC(s) tells Handish about the plot 
  against him by his son, award that PC(s) 
  this item. 
   
  ALL 
   
  Foreign Entanglements  
  (second one) 
   
   
  Oil of Greater Magic Weapon +2 
   
  Oil of Magic Vestment +2 
  Oil of Greater Magic Weapon +3 
   
  Oil of Magic Vestment +3 
  Oil of Greater Magic Weapon +4 
   
  Oil of Magic Vestment +4 
  Pearl of Power 1st 
   
  Ring of Counterspells 
  Oil of Greater Magic Weapon +5 
   
  Oil of Magic Vestment +5 
   
  IF the PCs defeat the raiders they may 
  get access to the following, ONLY IF 
  THE ITEMS WERE NOT USED UP BY 
  THE NPCS IN COMBAT. 
  APL 6 
  APL 8 
  APL 10 
   
  APL 12 
  +2 Half Plate 
   
  Ring of Protection +2 
  If the PCs defeat the raiders, award this 
  to all PCs in the party. 
  ALL 
  The Keewee Invaders! 
   
   
  If the PCs were defeated by the raiders, 
  award this to all PCs. 
  ALL 
  Strung Up! 
   
   
  If a non-Yeoman PCs acts in a way which 
  Baldric finds offensive or unsavory, 
  award this to that PC only. 
  ALL 
  Banished! 
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/YEO (Yeomanry)/YEO6-04 - Blood Shadows (3E).pdf