TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  KET3-07 
    
   
   
   
   
   
  Bounty Hunt 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Ket Regional Adventure 
  by Penn Davies and Jason R. O’Gorman 
  Triad Editor: Chris Chesher 
  Circle Edit: David Christ 
   
  The Irafa Road cuts through some of the most dangerous regions within the Bramblewood. At one end, the heartland of 
  Ket and at the other, the annexed lands of northern Bissel. What happens when something valuable to both gets 
  misplaced within the treacherous wood? It can't be good for anyone. The Bramblewood is never for the feint of heart. A 
  One Round adventure for APLs 8 to 12.  
   
   
   
  
  Bounty Hunt 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
   
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least four players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
   
  Reporting 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM fill out a reporting form.  After the form is filled out 
  it should be given to the senior DM. 
   
  Living Greyhawk 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
   
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  
  Bounty Hunt 
   
  Page 3 
   
   
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or sometimes even five 1
  st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are three things that you can do to help even the 
  score. 
  5. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  6. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  Ket. Characters native to Ket pay one Time Unit per 
  round, all others pay two Time Units per round.  
  Adventurer’s Standard Upkeep costs 12gp per Time Unit. 
   Rich Upkeep costs 50gp per Time Unit.  Luxury Upkeep 
  costs 100gp per Time Unit. 
   
   
   
   
   
   
   
   
  Adventure Background 
  The Bissel city of Thornward fell to the Ket military in 
  584 CY, and with that defeat came the task of reseeding 
  the annexed lands with new lieges, the rewarded nobility 
  of Ket. 
  Sir Heydar Gazi was vassal to one of those small bisselite 
  fiefdoms. With his death in the conflict, his lands were 
  granted as spoils to a minor Kettite noble of a merchant 
  family. His name is Kavay Hamid bey’Dasan. With his 
  new lands, he was awarded the title of Bey and his family 
  line, the hereditary rulership of the small fief. Bey Kavay 
  assumed control of the new lands and all of its assets. The 
  village of Limgate, its surrounding lands and Limgate 
  Keep officially entered Ket vassalhood that day. 
  Sir Heydar Gazi was lost in the battles for Thornward and 
  left a young son, Hosh Gazi. The new Kettite ruler, out of 
  his wish to be more noble and more of a benefactor to 
  those he would rule, decided to keep Heydar’s son as his 
  ward, and raise him like he was family. Hosh, 
  traumatized at losing his father and being relocated, has 
  grown into a xenophobic and mute, 12 year old, boy. 
  # of Animals 
  Mundane 
  Animals Effect on 
  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 
  C
  R
  7 
  7 
  9 
  10 
  11 
  
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  Page 4 
  Not all of the new Bey’s subjects were willing to submit 
  to their new lord. Singusal Evinruk, warden to the estate 
  of Sir Heydar Gazi, led a quiet rebellion with other like-
  minded people. However, after some success at raiding 
  and sabotage, the troupe he was part of was caught.  
  Singusal and some other prisoners are being sent to 
  Lopolla for special interrogations.  
  At the same time, the new Bey discovered that ruling was 
  detracting him from his business affairs in Lopolla, and 
  decided to turn the fief in Bissel over to his real son, who 
  would manage them in his place. So, Kavay is tying up his 
  affairs and sending his personal effects to his wife in 
  Lopolla. That is also the destination of his ward, Hosh. To 
  make matters simpler for him, the prisoner caravan and 
  the moving caravan are all in the same group, for the Bey 
  owns both. 
  Singusal has made plans to have his special Grey Render 
  companion help break him out of the caravan. He knows 
  of a helpful follower of Ehlonna, an Androsphinx named 
  Obri, who lives in the Bramblewoods. Singusal has the 
  password that enables him to reach a safe haven inside 
  the woods. However, after seeing Hosh, the son of his 
  former master, he has decided to help “liberate” the 
  young ward and free him from his Kettite captors and 
  take him to the safe haven as well.    
  Adventure Summary  
  The characters start the adventure not long after 
  Singusal’s Grey Render breaks him out of the caravan; 
  together, Singusal and his Render liberate the young 
  ward, and make their escape into the Bramblewoods. The 
  caravan is only four miles outside of the Fort Stivang and 
  the characters stumble upon it and the aftermath of the 
  Render attack. The caravan leader, a priest of Hextor 
  named Sirox, has control over the caravan and the rest of 
  the prisoners but he has to turn back and make repairs to 
  the wagon. He does not have the manpower to mount a 
  manhunt operation, until the characters stumble into 
  view.  
  Sirox needs the characters to track the fugitive and return 
  him and the ward unharmed. 
  The characters mount an expedition into the woods to 
  track down the warden and his young captive. 
  Encounter 1: Hellwasps. A hive of hell wasps attacks the 
  party as they pass. It has already claimed the life of the 
  grey render. 
  Encounter 2: The Sphinx. The sphinx asks a riddle, the 
  fugitive has already answered correctly and moved on. 
  They can answer the sphinx’s riddle and earn a stay at the 
  same safe spot along with the fugitive, or incorrectly and 
  be directed to the hydra. 
  Encounter 3a: Hydra (Alternative Combat A). The hydra 
  has made its lair here. 
  Encounter 3b: Capture! Having caught up with the 
  fugitives, the characters must decide whether to help 
  them on their way (encounter 4b), or return them to the 
  caravan (encounter 4a). 
  Encounter 4a: The Sphinx’s Wrath (Alternative 
  Combat B). On their way back with the captives, the 
  sphinx attacks, enraged that they have captured his 
  guests. 
  Encounter 4b: Priest of Hextor (Alternative Combat C) 
  The Priest is upset at the party for betraying him and he 
  has some hired help with him. 
  Encounter 5: The party stumbles into the hunting 
  grounds of a very nasty pack of spiders as they try to leave 
  the Bramblewoods.  These spiders are of the hunter type 
  following the lead of a fiendish phase spider. 
  Conclusion: There are three possible outcomes, based on 
  which alternative combat they do. In A the party gets to 
  the warden and brings him back, fighting the sphinx, in 
  B they sympathize with the fugitive and let him go 
  (earning the wrath of the Priest of Hextor), and in 
  alternative C they fail to get the sphinx to help them or 
  get lost, and stumble onto the hydra den. One of these 
  encounters must happen, but no more than one. 
  Tracking: Time and Distance: The characters have to 
  cross 2 miles of territory to get to the Hellwasp 
  encounter, 2 miles to get to the Sphinx, and another 2 
  miles to the safe haven/Hydra. Pages 162-164 in the 
  Player’s Handbook give overland movement rates and 
  modifiers.  Keep in mind that there is a penalty for 
  tracking at full movement.  
  At the beginning of each encounter, there is a Travelogue 
  section that details what movement and tracking it 
  required to reach that point. 
  The characters start the day at 8:00, and meet up with the 
  caravan at 10:00 am. They have 8 hours of light and 1 
  hour of twilight before nightfall.  
  Nightfall and Nightcrawlers: If ever the characters are 
  traveling at night, and not hunkering down in any sort of 
  safety (be it a camp with a watch, or up a tree, or in a cave, 
  or anything reasonable), they risk a untiered nighttime 
  encounter. 
  For every hour the characters travel after dark, they risk 
  facing one of the following combats. Randomly 
  
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  Page 5 
  determine each time which random encounter they face. 
  Once a particular combat has been faced, it treat its roll as 
  ‘nothing’ for the rest of the night. 
  Each combat, the creatures wait in ambush in the 
  darkness and the underbrush. Once in visibility range of 
  the characters (based on what ever it is at the time), or 
  20ft, which ever is more, allow them a Spot check 
  opposed against the creature’s Hide check to determine 
  surprise. If the characters can not see at least 20 ft. in the 
  darkness, they automatically fail the spot check. 
  On a 1d6 roll: 
  Roll of [1-4]  
  The characters get lucky, no combat. 
  Roll of [5] 
  All APLs (EL 10) 
  �Colossal Centipede: hp 1132; see Monster Manual  
  �Swarm, centipede: hp 31, see Monster Manual 
  Tactics: The colossal centipede rushes into the area 
  occupied by the characters and tries to bite one 
  individual. The swarm is actually the larger centipede’s 
  babies and normally ride on its back. They detach enmass 
  to feed and the mother centipede is immune to their 
  attacks. The swarm attacks the same target as the mother 
  centipede. Once a character goes down either from the 
  poison or hit point loss, the mother centipede picks on 
  the next character, but the swarm stays with the fallen 
  character, consuming his flesh for 10 rounds. The mother 
  and babies fight to the death.  Any defenseless characters 
  swarmed for ten rounds has all of its flesh consumed and 
  requires a resurrection spell. The mother does not go 
  father than 100ft from its young swarm (which only 
  moves at half the mothers speed), so smart characters can 
  flee this encounter easily.  
  Roll of [6] 
  All APLs (EL 9) 
  �Greater Shadow : hp 58; see Monster Manual 
  �Shadow (3): hp 19, 19, 19; see Monster Manual 
  Tactics: These shadows are patrolling from a not too 
  distant 
  but 
  very 
  hidden 
  site 
  of 
  evil 
  and 
  misunderstanding.  They are a on a recruitment drive and 
  need more shadows. Once the characters are engaged in 
  battle, the shadows do not give up pursuit till they either 
  can’t keep up with the characters or the characters have 
  donated a soul. If the characters split up, the shadows (as 
  a pack) go after the slowest character. Upon gaining a 
  new shadow, the remaining pack leaves. They move at a 
  hustle into the dark (nearly impossible for the characters 
  to follow). 
   
  Introduction 
  You are on the Irafa Road, the trail that cuts through 
  the dangerous and dark Bramblewood.  It’s the fourth 
  day of the journey now, having just recently left the 
  safety of Fort Stivang. The day is still young when you 
  come across a halted caravan ahead. 
  There are three wagons with a score of riders, some of 
  which appear injured. The barred side of the middle 
  wagon is lying on the road, seemingly torn from its 
  wagon. A couple of prisoners in chains are in custody, 
  kneeling down by the broken wagon. The rear wagon 
  looks to hold supplies, while the front wagon is a 
  little more opulent and rich looking than the others. 
  Most of the guards are by the men in chains, while 
  the rest of the riders can be seen sweeping the brush 
  line, shouting to other men who you cannot see 
  deeper into the forest. There are responding shouts 
  and the barking of dogs coming from deeper in the 
  woods, but those are the only sounds from the forest 
  that you can make out. The leader of the caravan, a 
  heavily armored Baklunish man, sees your approach 
  and beckons you over. Just then a guard on horseback 
  emerges from the bush. “There’s no sign of them, 
  Watch Master, he made it deep enough into the 
  brambles that our horses cannot follow. We need to 
  pursue with a patrol on foot.” 
  The Watch Master seems unhappy with this news, 
  eyeing your group again. This time he makes his way 
  towards you with purposeful strides. “I am Sirox, 
  Watch Master for Bey Kavay of Limgate, and the 
  Master of this wagon train. Who are you and why are 
  you here?” 
  Sirox wants to know if the adventurers have any 
  connections to the escaped prisoner. After introductions, 
  it should become apparent to him that they do not. Sirox 
  needs to send a group into the Bramblewoods to capture 
  a recently escaped prisoner, whom he was transporting to 
  Lopolla along with other goods and people. Sirox can be 
  determined to be a priest of Hextor with a Knowledge 
  (religion) check [DC 10], Hextor being a lawful god 
  prominent in Ket, particularly among mercenaries. 
  “One of our prisoners has escaped, as you can see. 
  They are all rebels captured in Falwur District, while 
  trying to mount an insurrection in Ket territory. We 
  were transporting them to Lopolla for interrogation, 
  along with a ward of the Bey Kavay when a large beast 
  
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  Page 6 
  broke out of the Bramblewood and attacked the 
  caravan.  It went straight for this wagon you see here” 
  he gestures to the barred side broken on the ground 
  “and grabbed one of the prisoners, setting it down 
  gently at the edge of the road.  Then, seeming to 
  respond to direction from the prisoner, it went 
  straight for the lead wagon, smashed open the door, 
  and captured poor Hosh, the Bey’s ward.  Then, the 
  prisoner and his beast fled into the wood, with the 
  boy in the creature’s arms. My problem now is that in 
  order to repair the wagons and make it back to the 
  fort by dark I need all my men.  I also need someone 
  to go and recover the fugitive and rescue the Bey’s 
  ward.  If you can do that second task for us, you 
  would be serving the boy, the law of Ket, and 
  yourselves, as I can reward you for success. 
  Additional information Sirox can relay if he is asked: 
  • 
  Sirox has the proper papers to prove his story is 
  true, and is willing to show them. 
  • 
  Hosh is the ward of the Bey because his father 
  was the previous lord of the Bey’s Bisselite 
  holdings, now dead. He is a quiet, withdrawn 
  lad, with short light hair and brown eyes.  He is 
  being sent to stay with the Bey’s wife. 
  • 
  The Bey owns the entire caravan; it is primarily 
  his belongings being transported to Ket. 
  • 
  The Bey plans to return to Lopolla, and leave his 
  ex-Bisselite holdings in the hands of his eldest 
  son. 
  • 
  The front door to the wagon is smashed, but 
  nothing else seems disturbed and everyone is all 
  right. The beast had attacked some of the guards 
  and injured them but they have already been 
  healed.  
  • 
  Hopefully, the characters can catch up to the 
  fugitives before nightfall. Night time in the 
  Bramblewoods is a very, very dangerous place to 
  be. Sirox’s can not stress this enough, that his 
  best advice is, that come nightfall, to just 
  hunker down somewhere and hold up till 
  morning. Leave a trail or markers, and come 
  morning, he shall lead a search party for them to 
  help them back to safety and recover the bodies 
  of the dead.  
  • 
  If something unexpected happens and they do 
  not meet up with the rescue party tomorrow 
  noon, then get out of the Bramblewood (and 
  back to a fort) as soon as possible. Staying too 
  long in the deep Bramblewoods is incredibly 
  dangerous, as powerful creatures shall pick up 
  your presence and come searching you out. 
  A Survival check [DC 20] or a Knowledge (arcana) check 
  [DC 25] determines that it was a grey render that attacked 
  the caravan. It left plenty of footprints and claw marks as 
  evidence.  
  The guards can show the path that the fugitive took and 
  in which direction he was headed. The characters have to 
  track the group after that; either with their own skills, or 
  trained tracking dogs can be lent to them. 
  �Tracking Dog (2): Dog, riding, see Monster Manual 
  The dogs can track by scent and they have a Survival skill 
  of +5 when tracking their quarry (this includes their 
  racial bonus).  
  Development: The characters are traveling into the 
  Bramblewood, a very dangerous place.  They need not 
  travel far, following the obvious trail (Search or Survival 
  check [DC 8]) to get to the next encounter. No horses or 
  other large creatures will be able to penetrate the wood 
  safely, taking 5d6 of non-lethal damage per hour of travel 
  through the thorny, close packed yarpick trees, although 
  creatures with forest as a listed habitat do not have this 
  problem.   
  As per the Dungeon Master’s Guide, page 86, there is a 
  chance of becoming lost.  A Survival check [DC 15] is 
  needed every hour or portion thereof, with synergy 
  bonuses possible from Knowledge (geography) or the 
  correct Knowledge (local).  The lead character makes this 
  check.   
  Note: This check is not necessary if the party is still 
  successfully tracking their targets.  Any party that 
  remains lost for 3 hours without realizing it finds 
  themselves at Encounter Three A: The Hydra.  A party 
  must successfully Track themselves to in order to get 
  back to the point they last left the trail of the fugitive and 
  start the tracking process over again. Keep track of the 
  hours it takes to do this. Time is not on the character’s 
  side. 
   
  Encounter One: Hell Wasps 
  Travelogue: To reach this point, the characters must 
  successfully Track (DC8) for Two miles of mixed trail and 
  rough forest (3/4 overland movement modifier). If at 
  anytime, the characters are traveling at night, reference 
  the Nightcrawler encounter in the Background section. 
  Your quarries’ trail winds away from the Infra road, 
  clearing the brambles after about 2 miles.  Crossing 
  
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  into a ravine, you come to a spot with a pair of 
  discarded manacles lying in the dirt. The trail then 
  continues along the ravine, which opens into a large 
  flattish area, perhaps a quarter mile in diameter, 
  choked with brambly bushes about three feet high. 
  The path you follow winds along through the 
  brambles, around the thicker and taller clumps, 
  which reach 10 feet in places, and then opens into a 
  clearing in the middle of the bramble patch.  In the 
  middle of the clearing is a large grey lump.” 
  Once the characters approach closer: 
  The gray form is a lifeless body of a large humanoid. 
  It looks to have been very strong, with a steeply 
  sloped forehead and hairless body.  There are several 
  deep gashes on it.  This is undoubtedly the beast you 
  have been following. 
  The wasps are still active, and have a devious cunning 
  with their hive mind. The path the characters are 
  following goes right between two briars. When the 
  characters approach within ten feet of the body or 
  attempt to retreat out of the bramble patch, the hellwasps 
  attack.  
  The clearing they are in is about twenty-five by fifty feet 
  in dimensions, with a twisting five-foot pathway through 
  the brambles exiting each end.  Attempting to travel 
  through the brambles without suitable precautions deals 
  2d6 damage every round. Treat the brambles as ‘heavy 
  undergrowth’ per the rules on page 87 of the Dungeon 
  Master’s Guide.  
  Creatures: 
  APL 8 (EL 8) 
  �Hellwasp Swarm: hp 93; see Monster Manual 
   
  APL 10 (EL 10) 
  �Hellwasp Swarm (2): hp 93, 93; see Monster Manual 
   
  APL 12 (EL 12) 
  �Hellwasp Swarm (4): hp 93, 93, 93, 93; see Monster 
  Manual  
   
  Tactics: The wasps form a hive mind and have 
  experience coordinating attacks against all sorts of prey, 
  including intelligent prey.  The swarms, if there are more 
  than one, will rise out of the brambles spaced around the 
  party.   
  Allow all characters a Spot check, opposed by the swarms 
  Hide check (+19) to determine if the characters are 
  caught unaware and surprised.  
  The wasps attempt to engulf as many targets as they can, 
  looking to kill as quickly as possible.  They pursue fleeing 
  prey only to the edge of the bramble field, or to about a 
  hundred feet into the air, before returning to their 
  already felled prey. Anyone doing area effect damage 
  (such as fireballs) to area’s close to the wasp’s nests, 
  becomes a priority target, even prompting the swarms to 
  go past the above listed limits. 
  The brambles are not particularly flammable, but can be 
  set on fire if characters are persistent.  Unfortunately, the 
  wasps are resistant to fire, and are unharmed by smoke.  
  They do not like restricted vision and try to exit a thick 
  cloud of smoke or darkness. 
  Defeating the hellwasps gives the characters time to 
  search the remains of other swarm victims. In the dense 
  part of the patch, scattered around hidden hives rising up 
  from the ground about twenty feet away from the path, 
  are the remains of previous victims and their gear. 
  Treasure: This treasure is hidden beneath the thickets in 
  near the hives. Any character that moves into the same 
  square as a hive, notices the treasure. Those who do not 
  search the thickets (and find the hives), do not find the 
  treasure.  
   
  APL 8: L: 0 gp; C: 60 gp; M: 3 Potions of cure serious 
  wounds (186 gp per character) 
   
  APL 10: L: 0 gp; C: 60 gp; M: bracers of archery, lesser 
  (417 gp per character) 
   
  APL 12: L: 0 gp; C: 60 gp; M: vest of escape (433 gp 
  per character) 
  Development: From here on out, the Track checks 
  become more difficult.  The prey is taking pains to move 
  more carefully, making the difficulty go up to DC 20.  
  Every missed tracking check causes the necessity for a 
  Survival check, DC 15, to avoid becoming lost.  Once lost, 
  if the party does not realize this for three hours, the have 
  stumbled on encounter Two: The Hydra as above.  The 
  difficulty to notice you are lost is Survival DC 20, -1 per 
  hour lost.  Check the Dungeon Master’s Guide page 86 
  for more details if necessary. 
  Only the lead character can make these checks. 
  If the party can track successfully for four miles, they 
  reach encounter Two: The Sphinx’s Riddle. See tracking: 
  Time and distance. 
   
  Encounter Two: 
  The Sphinx’s Riddle 
   
  
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  Travelogue: To reach this point, the characters must 
  successfully Track (DC20) for Two miles of mainly rough 
  forest (1/2 overland movement modifier). If at anytime, 
  the characters are traveling at night, reference the 
  Nightcrawler encounter in the Background section. 
  You have been on the trail of the escaped prisoner for 
  some time. Without the large, gray beast the fugitive’s 
  leaving less obvious tracks, as well, it appears he 
  might be taking steps to hide his trail. That must be 
  slowing him down. Perhaps you have a chance to 
  catch up with him.   
  Eventually, the trail comes to a small, rocky section of 
  the woods and you come across the remains of a small 
  fire, still smoldering. 
  A Survival check DC 15 indicates that the fire is only an 
  hour or two old and was not used for cooking, while a 
  Track check DC 20 indicated the fugitive’s tracks do not 
  leave the clearing again.  There are, however, many large 
  catlike prints (Search or Track check DC 10) all over the 
  clearing, as well as several very large feathers. 
  Once the party has finished investigating: 
  Suddenly, you hear a scraping on the rock and you 
  look over to see a large, golden furred creature has 
  taken a position on the top of the outcropping. It is 
  bigger than a riding horse, with a tawny lion’s body, 
  great falcon wings, and a humanoid face. The beast 
  looks down at you. It speaks in common, in a 
  booming voice: “I am Obri, do you seek to answer my 
  riddle?” 
  This creature is an androsphinx named Obri. The sphinx 
  is a follower of Ehlonna and is a chosen protector of this 
  area of the Bramblewoods. It is currently sitting on a rock 
  outcropping that is a 20ft vertical wall on the side facing 
  the characters and it stretches on for over 60ft on its 
  length. Spot check [DC 20]: There are faint markings that 
  are on its surface which seem to indicate a story, and 
  there are bushels or flowers placed in the cracks. The 
  sphinx is midway along the outcropping.  
  Should the characters attack the sphinx, go to Encounter 
  Four A: The Sphinx’s Wrath. 
   The fugitive came to him and answered his riddle. The 
  sphinx then helped him and the boy by flying the two of 
  them over to a secret set of ruins where they can rest for 
  the night. Obri considers the man and boy to be under 
  his care for the night and as long as they stay at the ruins. 
  Obri is neutral to the party but is also curious about them. 
   If questioned, he is willing to share this information 
  (paraphrase as necessary): 
  • 
  A man and boy came not long ago, and 
  answered the riddle.  They are therefore under 
  Obri’s protection. 
  • 
  Obri transported them to a safe place in the 
  ruins, from which he believes they’ll be 
  traveling further into the Bramblewoods 
  tomorrow, to friends. 
  • 
  He knows who the friends are, but refuses to say 
  more than that they are wood elves. 
  • 
  If the characters can answer the riddle correctly, 
  he’ll direct them to the same place.  He cannot 
  carry them. 
  • 
  If the characters say that they are after the 
  fugitive, Obri warns them that he is under his 
  protection. 
  • 
  The party has one collective guess, which they 
  must all agree on. 
  • 
  The wall is a shrine to the goddess of the 
  woodlands. For centuries, this place has served 
  as a gathering spot for those who have heeded 
  the calling, those that number has greatly 
  decreased in the last life span of a human. The 
  forces of good within the Bramblewood are 
  falling (though Obri refuses to say how or why). 
  • 
  Only those who do not possess evil in their 
  hearts may take the test of the riddle. All those 
  who wish to partake of the Riddle, must first 
  open themselves up for magical testing. It is 
  painless. Once everyone has agreed, Obri casts 
  detect evil on the party. If there are any evil 
  aura’s detected (including those from items) 
  Obri refuses them the Riddle, saying their only 
  hope now is to seek out the cave at the end of 
  <that path over there> in the ravine. Seek the 
  plaque at the back of the cave. Obri says no 
  more on the subject. 
  Before you read the riddle to the players, inform them 
  out of game, that after they hear the riddle (repeat it as 
  much as they ask for) they must decide on how they wish 
  to answer the riddle. Only one answer for the group can 
  be given.  
  Obri’s Riddle  
  In enclosing halls as white as milk, 
  Lined with a skin as soft as silk, 
  Within a center fountain crystal-clear, 
  A golden apple doth appear. 
  
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  No doors there are to this stronghold, 
  Yet thieves break in and steal the gold. 
  The answer to the riddle is- it’s an egg. 
   
   
   
  Development: 
  Result: Incorrect answer 
  Should the characters not answer the riddle correctly, 
  they get told that the correct path for them to follow is 
  the one that continues down to the lowlands. Unless 
  they answer the riddle correctly, the sphinx does not 
  help the characters find the fugitive. Obri watches them 
  go, calmly, saying only “look for the cave”. The 
  characters are on the hydra trail. Go to Encounter Three 
  A: Hydra.  
   
  Result: Correct answer 
  If the riddle is answered correctly, Obri indicates that the 
  correct path is the one into the deep Bramblewood and 
  gives detailed directions to follow; here they can meet up 
  with the fugitive. Go to Encounter Three B: Capture! 
   
  Unsatisfied Customer: 
  It quite possible that characters who got the riddle wrong 
  may come back to the sphinx after facing the hydra. They 
  may have unresolved issues of mistrust with the sphinx. 
  Its much too late to try the riddle again. The sphinx does 
  not involve itself in combat with the characters, and 
  merely flies away laughing and laughing. It does not fly 
  in the direction of the fugitive and the safe haven.  
   
   
  Encounter Three A: Hydra 
  The characters did not solve the riddle, or they pressed 
  on after getting lost. 
  Travelogue: To reach this point, the characters must 
  have either failed their tracking checks (and possibly 
  have gotten lost) and failed to find the Sphinx’s clearing 
  (which automatically brings the characters to the Hydra); 
  or failed the Sphinx’s Riddle are deceived into following 
  a path that leads Two Miles to the Hyda’s Lair. The 
  terrain is a mixture of paths and heavy forest (3/4 
  overland movement modifier). If at anytime, the 
  characters are traveling at night, reference the 
  Nightcrawler encounter in the Background section. 
  The path has been clearly marked and is wide, with 
  hard packed earth or stone for most of the way 
  making tracking very difficult. Something has been 
  down this trail, probable many things, but details 
  beyond that are hard to tell. The trail leads down into 
  a ravine where a large, cavernous entrance, perhaps 
  twenty feet wide reveals a cave.  Deep inside, around a 
  corner, you can see the faint glow of firelight. 
  A Survival check [DC 13] reveals a large number of tracks 
  of some huge reptile, crossing all over the area. 
  On entering: 
  The interior of the cave is about 100 feet long, kidney 
  shaped, and gently curving to the left.  After 60 feet it 
  opens up from 15 feet to a 80 foot semi-circular 
  chamber. The cavern is 50ft in height. On the far side 
  is a small fire, about the size of a torch, with some 
  lumps scattered around, possibly your quarry. 
  In actuality, the light is a everburning torch, and a hydra 
  crouches to the left of the entrance, on a fifteen foot 
  sleeping ledge.  Once anyone tries to leave the room or it 
  is spotted (Spot DC 10) it drops down and attacks, trying 
  to herd opponents further into the room. 
  Creature: 
  APL 8 (EL 11) 
  �Ten Headed Pyrohydra: hp 108; see Monster Manual 
   
  APL 10 (EL 13) 
  �Twelve Headed Pyrohydra: hp 129; see Monster 
  Manual 
   
  APL 12 (EL15) 
  �Fiendish Twelve-Headed Pyrohydra: hp 129; see 
  Appendix One. 
  Tactics: Read the combat section for the hydra and make 
  yourself familiar with the difficulties in attacking the 
  heads and the special rules for its multi head attacks, 
  especially in regards to attacks of opportunity. 
  The hydra simply moves into the largest mass of targets 
  where its heads can be the most effective (it attacks with 
  all heads, even when it moves or charges). When it can, it 
  breathes on the strongest opponent with as many breath 
  weapons combined on the same target. Once a character 
  goes down, the hydra concentrates on the next closest 
  target. It pursues the characters outside its cave and all 
  around the ravine, unless there is a downed character 
  inside, which the hydra then stays to eat and lets the 
  other characters escape (until its attacked again). Bodies 
  
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  Page 10 
  eaten are unrecoverable unless the hydra is slain and 
  gutted (this happens automatically at the end of the 
  adventure if the Hextor cleric is retrieving the bodies of 
  the party). 
  Once the hydra has been defeated, the cave is revealed to 
  contain a fair amount of coin from various deceased 
  adventurers, as well as a few magical items scattered 
  about. 
  Treasure: 
  This treasure is spewed about the back of the cave and 
  around the everburning torch. 
   
  APL 8: L: 9 gp; C: 250 gp; M: Periapt of wisdom +2 
  (333 gp per character) 
   
  APL 10: L: 9 gp; C: 450 gp; M: Periapt of wisdom +2 
  (333 gp per character), lens of detection (292 gp per 
  character) 
   
  APL 12: L: 9 gp; C: 200 gp; M: Periapt of wisdom +4 
  (1333 gp per character), lens of detection (292 gp per 
  character) 
  Development: Most importantly, at the very back of the 
  cave, is a bronze plaque. It reads in common; 
  “You should have bought an Egg” 
  The hydra’s lair is a safe place for the characters to rest 
  during the night (as long as they dispatch the hydra first, 
  or at least come up with some cohabitation policies, like 
  who gets the top bunk). 
   
  Encounter Three B: Capture! 
  Travelogue: To reach this point, the characters must 
  have had the Sphinx point out the proper path and give 
  directions. The fugitive and the boy were flown by the 
  Sphinx, so they left no trail from this point. The sphinx’s 
  instructions are so good, that the characters automatically 
  pass checks for becoming lost while on this route. The 
  trail is only one mile to the safe haven. The terrain is a 
  clear trail (no overland movement modifier). If at 
  anytime, the characters are traveling at night, reference 
  the Nightcrawler encounter in the Background section. 
  The fugitive is in a small cave, with chimney hole in the 
  roof. Near the cave mouth are toppled marble columns 
  suggesting a structure here long ago. The fugitive has 
  made a fire for him and the boy and he is cooking some 
  rabbits. 
  When the heroes arrive the fugitive is wary of them, and 
  asks their intentions.  He surrenders if things look like 
  they will come to combat, and will not risk the boy. If he 
  finds out that they are there for him, he is visibly 
  saddened. He won’t make any attempt at resisting the 
  heroes, as he knows he is outmatched (he doesn’t even 
  have a sword or armor).  
  If given the chance to explain, he does: 
  “My name is Singusal, my old master was Lord 
  Heydar Gazi of Bissel, this boy’s true father.  When 
  the old Lord was killed in the fighting against the 
  invaders, the Bey took him in as a ward, but I know 
  his father wouldn’t want that for him.  I am trying to 
  have him raised among his people, not the people 
  who slew his father. I didn’t mean to cause problems, 
  just to help the boy.  I have friends that we are 
  heading towards, if you’ll let us go, I’ll pass the word 
  along that you’re friends to be trusted.” 
  He can also give the following information: 
  • 
  Singusal acted as a game warden, and was 
  adopted by the grey render.  When he was 
  captured it was away hunting, but it must have 
  tracked him down, and freed him.  He directed 
  it to also free the boy. 
  • 
  His eventual goal it to take the boy to his uncle 
  who is leading a band of freedom fighters in 
  Falwur District. 
  • 
  His friends are a group he has heard of known 
  as the Knights of the Bramblewoods, fighting 
  against the tyranny of Ket.  He’s confident that 
  they will find him, and will help once he has 
  explained his plight. He has a special contact 
  with a tribe of wood elves about 4 miles from 
  here. He’s been told that they will be expecting 
  him and the boy, but he fears for the life of 
  anyone else. 
  • 
  If they choose to take him back to Sirox, he 
  won’t resist, but please, don’t kill the boy.  
  Hosh, the boy, will corroborate all of this, but only speaks 
  in monosyllables and rather distantly.  He will indicate 
  he’d rather go with Singusal than go to Lopolla. A detect 
  thoughts spell reveals a traumatized and distant youth. By 
  Ket standards, he has not been mistreated, just given a 
  home and family. By Eastern standards, he’s a red headed 
  stepchild. 
  �Singusal: Male human, Rng6 
  �Hosh Gazi: Male human, com1 
   
  It is getting dark, and Singusal warns that they should 
  wait out the night before making any decisions.  Allow 
  the characters to take any precautions they wish. 
  Development: The Heroes now have two choices: 
  
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  1. 
  Take the two back to Sirox: Go to Encounter 
  Four A: The Sphinx’s Wrath 
  2. 
  Assist them in finding the Knights of the 
  Bramblewoods: Go to Encounter Four B: 
  Hextor’s Vengeance 
  They could also do anything else they like, but all roads 
  should lead to either Encounter Three A, Four A, or Four 
  B. 
   
  Encounter Four A: The Sphinx’s 
  Wrath 
   
  This encounter is reached either by attacking the sphinx 
  (which will require a little adaptation) or by trying to take 
  the fugitives back to the caravan. 
  In the morning, after finding out that the heroes have the 
  warden captive via forest friends, the sphinx finds them 
  and attacks. 
  You are tramping back through the wood, through a 
  relatively open area.  It is almost a field, with grasses 
  and bushes reaching perhaps two feet in height. You 
  note up ahead a large flying figure breaking from the 
  tree line, coming towards you.  It is Obri, and he 
  opens his vast mouth widely and roars. 
  The Spot check [DC 20] is needed to be able to react in 
  the surprise round. Obri is enraged that they are 
  compelling his protected guests, and attacks.  He does 
  not endanger the two fugitives (i.e. gives his 3
  rd roar) as 
  long as either of them are alive. If they are dead or not 
  present (such as fighting at the riddle rock) then the 3
  rd 
  roar is used. Be sure to read the effects carefully, for it can 
  destroy all potions, and magic items with stone or crystal 
  as component parts. 
  Creatures: 
  APL8 (EL 11) 
  �Androsphinx Clr2: hp 146; see Appendix One. 
   
   APL 10 (EL13) 
  �Androsphinx Clr4: hp 162; see Appendix One. 
   
  APL12 (EL15) 
  �Androsphinx Clr6: hp 183; see Appendix One. 
   
  Tactics: The sphinx has no intention of engaging in 
  melee combat before he is ready, preferring to use spells 
  from range.  He circles at a range of about 40 feet away 
  and 20 feet up.    
  He uses his first roar in the surprise round and his 
  second in the first regular round. He then uses his spells, 
  starting with the highest levels and working down 
  through appropriate ones.  If he uses all of his combat 
  spells, he’ll then close to melee. He gives chases to the 
  characters, even if it means chasing them into the trees, 
  away from the ambush clearing.  
  Development: Once the sphinx is defeated, it’s smooth 
  walking to the edge of the Bramblewood.  Unfortunately 
  a nest of huge spiders has taken up residence on the 
  shortest path.  Go to Encounter Five: Spiders. 
  Treasure: Once the sphinx is defeated, its body holds a 
  money pouch with some coins, and a few items. 
   
  APL 8: L: 0 gp; C: 80 gp; M: Periapt of wisdom +2 
  (333 gp per character), ring of protection +1 (167 gp per 
  character), bracers of armor +1 (83 gp per character). 
   
  APL 10: L: 0 gp; C: 250 gp; M: Periapt of wisdom +2 
  (333 gp per character), ring of protection +1 (167 gp per 
  character), bracers of armor +1 (83 gp per character), lens 
  of detection (292 gp per character) 
   
  APL 12: L: 0 gp; C: 200 gp; M: Periapt of wisdom +4 
  (1333 gp per character), ring of protection +1 (167 gp per 
  character), bracers of armor +1 (83 gp per character), lens 
  of detection (292 gp per character) 
   
  Encounter Four B: Hextor’s 
  Vengeance 
  This encounter happens instead of Encounter Three A or 
  Encounter Four A.  Trying to help the fugitive escape 
  triggers it. 
  Travelogue: To reach this point, the characters must 
  have decided to help the fugitive try and reach the 
  domain of the wood elf clan. This entails moving deeper 
  into the Bramblewoods and clearly away from where the 
  characters are supposed to be bringing him. This also 
  only happens on the second day of the adventure.  The 
  cleric of Hextor has (as promised) launched a rescue 
  mission to retrieve the characters from the forest, but 
  instead find what he believes to be the characters (the 
  fugitive) fleeing him, thus a betrayal.  The cleric and his 
  rangers catch up to the characters about three quarters 
  the way to the elf domain. The total distance between the 
  sanctuary and the edge of the elf domain is four miles of 
  rough terrain (1/2 overland movement modifier). If at 
  anytime, the characters are traveling at night, reference 
  the Night encounter in the Background section. 
  Sirox, as promised, is coming to search for the characters 
  and help them escape from the Bramblewoods. He has 
  hired on a local, Brillfenax the Ogre Mage (that he met at 
  
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  Page 12 
  the fort), to assist him and his follower Slowstep.  The 
  three of them have made good time with Brillfenax 
  carrying the other two (in flight) away from any other 
  distractions, and Slowstep’s animal companion following 
  on the ground.  
  Identifying the tracks and the situation, Sirox has made 
  an assumption that the characters have betrayed him, for 
  why else would they be heading the wrong way with the 
  fugitives and not hunkering down, waiting for rescue as 
  arranged? 
  Having determined that the characters are only a short 
  distance ahead, the trio circle around in attempt to get in 
  front of the characters and cut off their escape route. 
  They intend to kill the characters and the fugitive (and 
  let the Bramblewoods consume the evidence) and bring 
  the boy back.  The fugitive is expendable. 
  The encounter starts in a lightly wooded area with many 
  saplings, and begins with Slowstep casting Entangle.  
  Creatures: 
  APL 8 (EL 11) 
  �Sirox: Human Cleric 8; hp 59; see Appendix One. 
  �Slowstep: Human Ranger 8; hp 59; see Appendix One.  
  �Slowstep’s Companion: Male wolf; hp 26; see 
  Appendix One. 
  �Brillfenax: Ogre Mage; hp 37; see Monster Manual  
   
  APL 10 (EL 13) 
  �Sirox; Human Cleric 8; hp 59; see Appendix One. 
  �Slowstep: Human Ranger 8; hp 59; see Appendix One. 
  �Slowstep’s companion: Male wolf; hp 26; see 
  Appendix One. 
  �Brillfenax: Ogre Mage/Ranger 7; hp 114; see 
  Appendix One. 
  �Brillfenax’s Companion: Hawk; hp 13; see Appendix 
  One. 
   
  APL12 (EL 15) 
  �Sirox: Human Cleric 10; hp 73; see Appendix One. 
  �Slowstep: Human Ranger 10; hp 73; see Appendix 
  One. 
  �Slowstep’s Companion: Male wolf; hp 26; see 
  Appendix One. 
  �Brillfenax: Ogre Mage/Ranger 9; hp 133; see 
  Appendix One. 
  �Brillfenax’s Companion: Hawk; hp 13; see Appendix 
  One. 
  Tactics: Sirox is very fixed in his mind set that he has 
  been betrayed (Brillfenax is egging this idea on). He’ll 
  take the occasional free action to yell curses at the 
  characters for their betrayal, but does not stop to 
  negotiate.  
  The priest has precast magic vestment of both armor and 
  shield for a +2 enhancement to each, and greater magic 
  weapon on his weapon, for a +2 enhancement to it.  In 
  combat, he tends to rely on his underlings to occupy foes 
  while he takes full cover behind his tower shield and cast 
  spell resistance, righteous might, dispel chaos, then 
  order’s wrath.  He’ll melee or spellcast as necessary after 
  that.  If it seems useful he’ll cast dispel magic at a buffed 
  foe, and invisibility purge if there are invisible foes.  If he 
  gets down to 20 hp or less he’ll take full cover again, cast 
  deeper darkness, and try to escape in the confusion. 
  Slowstep the ranger starts with entangle to keep 
  opponents off himself and his master, and peppers 
  opponents with arrows.  The wolf attempts to trip anyone 
  who escapes the entangle.  Slowstep shares barkskin with 
  the wolf if either of them is getting into trouble. 
  Flying and invisible initially, the ogre mage scouts ahead 
  (with his hawk, also invisible).  On locating prey he 
  opens with an entangle, and then cone of cold.  Arrows 
  finish off anyone surviving.  He uses gaseous form if 
  brought below 20 hps, and try to escape. 
  Treasure: This can be recovered off the bodies. 
   
  APL 8: L: 64 gp; C: 0 gp; M: periapt of wisdom +2 
  (333 gp per character), amulet of natural armor +1 (167 gp 
  per character), +1 mighty composite longbow [+2] (292 
  per character). 
   
  APL 10: L: 193 gp; C: 0; M: periapt of wisdom +2 (333 
  gp per character), amulet of natural armor +1 (167 gp per 
  character), +1 mighty composite longbow [+2] (292 per 
  character), lens of detection (292 gp per character) 
   
  APL 12: L: 177 gp; C: 0 gp; M: periapt of wisdom +4 
  (1333 gp per character), +1 mighty composite longbow 
  [+2] (292 per character), lens of detection (292 gp per 
  character), +1 large chain shirt (112 per character) 
   
  Development: Shortly after this encounter, assuming 
  that Singusal and Hosh are still alive, they take their 
  leave, as Singusal has seen signs of the ones he is to meet. 
  He’ll explain if asked that he’s expected, and must take 
  only the boy.  The characters are pointed to the exit from 
  the Bramblewoods, away from the caravan they started 
  from.  
  Singusal warns the characters not to follow, for the clan 
  of wood elves that control this area may just kill them out 
  of principle for trespassing, regardless of the character’s 
  affiliation. Singusal is not even 100% sure of his own 
  safety, but its worth the risk. 
  
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  Page 13 
  It’s now up to the characters to get back to safety before 
  nightfall. 
   Go to Encounter Five: Spiders. 
   
   
   
   
   
   
  Encounter Five: Spiders 
  While on the way back from the hydra den, or after 
  fighting the Sphinx, or after the Hextor cleric and his 
  lackeys, the characters have one last encounter.  
  Travelogue: To reach this point, the characters must be 
  heading out of the Bramblewoods (probably to the Irafa 
  Forts).  The total distance to safety is between equal to the 
  number of miles they have previously traveled The 
  terrain is rough forest (1/2 overland movement 
  modifier). The characters come across the spiders two 
  miles before reaching safety. If at anytime, the characters 
  are traveling at night, reference the Nightcrawler 
  encounter in the background section. 
  Their route back (regardless of which way they go) leads 
  them through a thick grove of trees that opens up into a 
  large, 100 ft diameter clearing, where the trees form a 
  canopy overhead and the brush grows to be 4 ft high on 
  the forest floor. An intelligent, fiendish, phase spider and 
  some smaller hunting spiders are here, waiting high in 
  the trees in ambush. 
  In the grove of thick trees ahead, a clearing spanning 
  over 100 ft across develops in front of you. The high, 
  tree top canopy covers the sky, while dense forest 
  underbrush reaches up to 4ft in height.  
  At the center of the clearing is an old stone fountain, 
  and something is sparkling a golden color with in the 
  shallow dry poolbed.  
  The Fiendish phase spider is using treasure amassed in 
  the fountain as bait to lure in greedy humanoids. It is 
  securely webbed down and secured in place. 
  The characters get Listen checks opposed by the spiders’ 
  Move Silently checks.  The minions move in first to 
  attack, trying to bite anything that moves and isn’t 
  another spider, while their master uses its ethereal jaunt 
  ability to attack, with flanking, every other round. Being 
  hunting spiders they do not have the web slinging ability 
  (but can still use webs to dangle down), but make up for 
  it with ground speed.  
  Creatures: 
  APL 8 (EL 11) 
  �Fiendish Advanced Phase Spider (8HD): hp 85; see 
  Appendix One. 
  �Huge Monstrous Hunting Spiders (4): hp 52, 52, 52, 
  52;  see Monster Manual  
   
  APL 10 (EL 13) 
  �Fiendish Advanced Huge Phase Spider (14HD): hp 
  161; see Appendix One. 
  �Huge Monstrous Hunting Spiders (6): hp 52, 52, 52, 
  52, 52, 52; see Monster Manual  
   
  APL 12 (EL 15) 
  �Fiendish Advanced Huge Phase Spider (14HD) / 
  Rogue 3: hp 186; see Appendix One. 
  �Fiendish Huge Monstrous Hunting Spiders (6): hp 
  52, 52, 52, 52, 52, 52; see Appendix One. 
   
  Tactics:  While the other spiders move into melee, their 
  master, on each round, phases into a flanking position, 
  attacks once, and then phases out.  It spends a round 
  moving to a new position, and then repeats.  If the 
  underlings are all destroyed or if the phase spider is 
  reduced to 20 hit points, it retreats to the Ethereal plane 
  and flees the combat. 
  Treasure: This is all securely webbed down in the non-
  functional fountain, which is otherwise unremarkable. 
   
  APL 8: L: 0 gp; C: 50 gp; M: cloak of elvenkind (208 
  gp per character) 
   
  APL 10: L: 0 gp; C: 125 gp; M: ring of jumping (208 
  gp per character), potion of good hope (87 gp per 
  character), 
   
  APL 12: L: 0 gp; C: 10 gp; M: boots of striding and 
  springing  (458 gp per character) 
   
   
  Conclusion A 
   
  The characters have made it out of the Bramblewoods 
  with the fugitive. Sirox is pleased that they have done 
  their duty and rewards them for their actions.  
  The priest of Hextor offers to put the weapon upgrade 
  Vicious onto any one weapon for each character. 
  Thanks to Sirox’s rescues party meetings the characters 
  on their return trip, he is able to retrieve the remains of 
  dead characters (but ignores the remains of animals) so 
  that they may be raised or resurrected (as needed) by 
  their own resources.  
  
  Bounty Hunt 
   
  Page 14 
  Raise dead is available among the Irafa Fort chains, but to 
  obtain a resurrection spell from an NPC requires an 
  additional TU for travel time to a city. 
   
  Conclusion B 
  The characters have made it out of the Bramblewoods 
  without the fugitive; instead, they chose to let him go.  
  If Singusal is willing and able to speak with the Knights 
  of the Bramblewoods, they have earned the respect of 
  that meta-organization and receive one point of influence 
  with them (whether they join or not).  
  If the characters killed Sirox, the authorities never 
  become aware of it unless a character in the party 
  informs. If Sirox was defeated, but not killed, then he 
  does not report any of the goings on to the authorities 
  either, for the shame of it, preferring to plan out his own 
  vengeance.  
  If Sirox is defeated or killed, then any bodies he may have 
  recover (and hide safely within the Bramblewood, 
  waiting his return journey) are lost forever. By the time 
  the characters can recover them, the denizens of the 
  Bramblewood have found the bodies and carried them off 
  to a fate worse than bankruptcy.  Only bodies that the 
  characters have been carrying with them can be raised or 
  resurrected (as needed). 
  Raise dead is available among the Irafa Fort chains, but to 
  obtain a resurrection spell from an NPC requires an 
  additional TU for travel time to a city. 
  If the characters are on good terms with the sphinx, they 
  may return to him (only on the way out) and he shall 
  grant them a night’s safety and in the morning, cast 
  healing and regenerative spells at standard spell prices. 
   
  Conclusion C 
  The heroes tried valiantly to find the fugitive but found 
  nothing but a Hydra den instead. The fugitive escaped. 
  There is no reward for failure except escaping with their 
  lives. 
  Thanks to Sirox’s rescues party meetings the characters 
  on their return trip, he is able to retrieve the remains of 
  dead characters (but ignores the remains of animals) so 
  that they may be raised or resurrected (as needed) by 
  their own resources. 
  Raise dead is available among the Irafa Fort chains, but to 
  obtain a resurrection spell from an NPC requires an 
  additional TU for travel time to a city. 
   
  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 One: Hellwasps 
  Survive the wasps  
  APL 8:   
  240 xp 
  APL 10:   
  300 xp  
  APL 12:   
  360 xp  
   
  Encounter Three A or Four A or Four B: Hydra 
  or Sphinx or Priest 
  Defeat the encounter 
  APL 8:   
  330 xp 
  APL 10:   
  390 xp 
  APL 12:   
  450 xp  
   
  Encounter Five: Spiders 
  Kill or drive off the phase spider. 
  APL 8:   
  330 xp 
  APL 10:   
  390 xp 
  APL 12:   
  450 xp 
   
  Story Award 
  Braving the Bramblewoods and all its extra dangers and 
  making it out alive. 
  APL 8:   
  125 xp  
  APL 10:   
  170 xp  
  APL 12:   
  215 xp 
   
  Discretionary roleplaying award 
  APL 8:   
  100 xp  
  APL 10:   
  100 xp 
  APL 12:   
  100 xp 
   
  
  Bounty Hunt 
   
  Page 15 
  Total possible experience:  
   
  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 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter One:  Hellwasps 
  This treasure is hidden beneath the thickets in near the 
  hives. Any character that moves into the same square as a 
  hive, notices the treasure. Those who do not search the 
  thickets (and find the hives), do not find the treasure. 
   
  APL 8: L: 0 gp; C: 60 gp; M: 3 Potions of cure serious 
  wounds (186 gp per character) 
   
  APL 10: L: 0 gp; C: 60 gp; M: bracers of archery, lesser 
  (417 gp per character) 
   
  APL 12: L: 0 gp; C: 60 gp; M: vest of escape (433 gp 
  per character) 
   
  Encounter Three A: Hydra   
  This treasure is spewed about the back of the cave and 
  around the everburning torch. 
   
  APL 8: L: 9 gp; C: 250 gp; M: Periapt of wisdom +2 
  (333 gp per character) 
   
  APL 10: L: 9 gp; C: 450 gp; M: Periapt of wisdom +2 
  (333 gp per character), lens of detection (292 gp per 
  character) 
   
  APL 12: L: 9 gp; C: 200 gp; M: Periapt of wisdom +4 
  (1333 gp per character), lens of detection (292 gp per 
  character) 
  -OR- 
   
  Encounter Four A: The Sphinx’s Wrath 
  Once the sphinx is defeated, its body holds a money 
  pouch with some coins, and a few items. 
   
  APL 8: L: 0 gp; C: 80 gp; M: Periapt of wisdom +2 
  (333 gp per character), ring of protection +1 (167 gp per 
  character), bracers of armor +1 (83 gp per character). 
   
  APL 10: L: 0 gp; C: 250 gp; M: Periapt of wisdom +2 
  (333 gp per character), ring of protection +1 (167 gp per 
  character), bracers of armor +1 (83 gp per character), lens 
  of detection (292 gp per character) 
   
  APL 12: L: 0 gp; C: 200 gp; M: Periapt of wisdom +4 
  (1333 gp per character), ring of protection +1 (167 gp per 
  character), bracers of armor +1 (83 gp per character), lens 
  of detection (292 gp per character) 
   
  -OR- 
   
  Encounter Four B: Hextor’s Vengeance  
  This can be recovered off the bodies. 
  
  Bounty Hunt 
   
  Page 16 
   
  APL 8: L: 64 gp; C: 0 gp; M: periapt of wisdom +2 
  (333 gp per character), amulet of natural armor +1 (167 gp 
  per character), +1 mighty composite longbow [+2] (292 
  per character). 
   
  APL 10: L: 193 gp; C: 0; M: periapt of wisdom +2 (333 
  gp per character), amulet of natural armor +1 (167 gp per 
  character), +1 mighty composite longbow [+2] (292 per 
  character), lens of detection (292 gp per character) 
   
  APL 12: L: 177 gp; C: 0 gp; M: periapt of wisdom +4 
  (1333 gp per character), +1 mighty composite longbow 
  [+2] (292 per character), lens of detection (292 gp per 
  character), +1 large chain shirt (112 per character) 
   
  Encounter Five: Spiders  
  This is all securely webbed down in the nonfunctional 
  fountain, which is otherwise unremarkable. 
   
  APL 8: L: 0 gp; C: 50 gp; M: cloak of elvenkind (208 
  gp per character) 
   
  APL 10: L: 0 gp; C: 125 gp; M: ring of jumping (208 
  gp per character), potion of good hope (87 gp per 
  character), 
   
  APL 12: L: 0 gp; C: 10 gp; M: boots of striding and 
  springing  (458 gp per character) 
   
  Maximum Treasure 
  APL 8: 
   
  1,250gp 
  APL 10:   
  2,100gp 
  APL 12:   
  3,000gp 
   
  Judge’s Note: Because there are alternative paths for 
  characters to take, the magical items found may be 
  different per encounter. Be sure to cross out magic items 
  never actually encounters (and gained) by the characters. 
  Special Items 
  �Freedom Fighters: One point of influence with the 
  Knights of the Bramblewoods Meta-org.  
  �A Harsh Man: Sirox, priest of Hextor, offers to 
  upgrade one of your weapons with the vicious 
  enhancement. Upgrade Cost: Pay the difference between 
  the current cost of the weapon and the upgraded cost. 
  This may only be used once cross off when used. 
   
  
  Bounty Hunt 
   
  Page 17 
  Appendix One: NPC’s            
   
  Encounter Three A: Hydra 
  APL 12 (EL 15) 
  �Fiendish Twelve-Headed Pyrohydra; CR 15; Huge 
  Magical Beast (Extraplanar, Fire); HD 12d10+63; hp 
  129; Init +1; Spd 20 ft., swim 20 ft.; AC 22 (touch 9, flat-
  footed 21) [-2 size, +1 Dex, +13 natural]; Base 
  Atk/Grapple +12/+26; Atk 12 x +17 melee (2d8+6, 12 
  bites); Full Atk 12 x +17 melee (2d8+6 twelve bites); 
  Space/Reach 15 ft./10 ft.; SA fire breath, smite good 
  (+12 damage); SQ darkvision 60 ft., fast healing 22, low-
  light vision, scent, damage reduction 10/magic, 
  resistance to cold 10, immunity to fire; SR 17; AL NE; 
  SV Fort +13, Ref +9, Will +6; Str 23, Dex 12, Con 20, Int 
  3, Wis 10, Cha 9.  
   
  Skills and Feats: Listen +9, Spot +10, Swim +14; 
  Blind-Fight, Combat Reflexes*, Improved Natural 
  Attack (bite), Iron Will, Toughness, Weapon Focus 
  (bite). 
   
  Feats: A hydra’s Combat Reflexes feat allows it to 
  use all its heads for attacks of opportunity. 
   
  Fire Breath: This hydra can breathe jets of fire 10 
  feet high, 10 feet wide and 20 feet long. All heads 
  breathe once every 1d4 rounds. Each jet deals 3d6 
  points of fire damage per head. A successful Reflex save 
  halves the damage. The save DC is 10 + 1/2 hydra’s 
  original number of heads + hydra’s Con modifier. 
   
  Fire attacks cannot prevent a pyrohydra’s stump 
  from growing new heads (since a pyrohydra has 
  immunity to fire), but 5 points of cold damage does. 
   
  Encounter Four A: The Sphinx’s Wrath 
  APL 8 (EL 11) 
  �Obri: Male Androsphinx Clr 2; CR 11; Large Magical 
  Beast; HD 12d10+60 [magical beast] plus 2d8+10 
  [cleric]; hp 146; Init +0; Spd 50 ft., fly 80 ft. (poor); AC 
  23 (touch 8, flat-footed 23) [-1 size, -1 dex, +13 natural, 
  +1 deflection, +1 armor]; Base Atk/Grapple +13/+25; 
  Atk +20 melee (2d4+8 claw); Full Atk +20/+20 (2d4+8 2 
  claws); Space/Reach 10 ft./5 ft.; SA Pounce, rake (+20, 
  2d4+4), roar, spells, turn undead; SQ Darkvision 60 ft., 
  low-light vision; AL CG; SV Fort +17, Ref +8, Will +14; 
  Str 27, Dex 8, Con 21, Int 16, Wis 23, Cha 21.  
   
  Skills and Feats: Concentration +9, Intimidate +19, 
  Knowledge (Nature) +20, Knowledge (Religion) +7, 
  Listen +18, Spot +21, Survival +21; Alertness, Cleave, 
  Great Cleave, Flyby Attack, Power Attack, Track 
   
  Languages:  Common, Draconic, Flan, Elvin, 
  Sylvan. 
   
  Possessions: Periapt of Wisdom +2, Ring of 
  Protection +1, Bracers of Armor +1, Cloak of Resistance 
  +1, 40gp.  
   
  Pounce (Ex): If a sphinx charges a foe, it can make 
  a full attack, including two rake attacks. 
   
  Rake (Ex): A sphinx that pounces onto a creature 
  can make two rake attacks with its hind legs. Attack 
  bonus +20 melee, damage 2d4+4. 
   
  Roar (Su): Three times per day an androsphinx 
  can loose a mighty roar. The first time it does this, all 
  creatures within 500 feet must succeed on a DC 21 
  Will save or be affected as though by a fear spell for 2d6 
  rounds. 
   
  If the sphinx roars a second time during the same 
  encounter, all creatures within 250 feet must succeed 
  on a DC 21 Fortitude save or be paralyzed for 1d4 
  rounds, and all those within 90 feet are deafened for 
  2d6 rounds (no save). If it roars a third time during the 
  same encounter, all those within 250 feet must succeed 
  on a DC 21 Fortitude save or take 2d4 points of 
  Strength damage for 2d4 rounds. In addition, any 
  Medium or smaller creature within 90 feet must 
  succeed on a DC 19 Fortitude save or be thrown to the 
  ground and take 2d8 points of damage. The force of 
  this roar is so great that it deals 50 points of damage to 
  any stone or crystalline object within 90 feet. Magic 
  items and held or carried items can avoid damage with 
  a DC 19 Reflex save. Other androsphinxes are immune 
  to these effects. The save DCs are Charisma-based. 
  Turn Undead: He turns as a 2
  nd level Cleric. 
   
  Spells: He casts divine spells as an 8
  th-level cleric 
  of Ehlonna, including spontaneous casting of Cure 
  spells. 
   
  Spells Prepared (6/7/6/5/4; base DC = 16 + spell 
  level): 0—detect magic( x2), guidance, light ( x2), 
  resistance; 1st— detect evil (x3), divine favor, 
  protection from evil*, shield of faith, remove fear; 
  2nd—aid*, bull’s strength, remove paralysis, resist 
  energy (x2), owl’s wisdom; 3rd— dispel magic, 
  invisibility purge, dominate animal*, searing light, 
  remove blindness/deafness; 4th—divine power, 
  freedom of movement, holy smite*, restoration. 
   
  *Domain spell. Domains: Good (domain spells +1 
  caster level); Animal (speak with animals 1/day). 
  APL 10 (EL 13) 
  �Obri: Male Androsphinx Clr 4; CR 13; Large Magical 
  Beast; HD 12d10+60 [magical beast] plus 4d8+120 
  [cleric]; hp 162; Init +0; Spd 50 ft., fly 80 ft. (poor); AC 
  23 (touch 8, flat-footed 23) [-1 size, -1 dex, +13 natural, 
  +1 deflection, +1 armor]; Base Atk/Grapple +15/+27; 
  Atk +22 melee (2d4+8 claw); Full Atk +22/+22 (2d4+8 2 
  claws); Space/Reach 10 ft./5 ft.; SA Pounce, rake (+22, 
  2d4+4), roar, spells, turn undead; SQ Darkvision 60 ft., 
  
  Bounty Hunt 
   
  Page 18 
  low-light vision; AL CG; SV Fort +17, Ref +9, Will +15; 
  Str 27, Dex 8, Con 21, Int 16, Wis 24, Cha 21.  
   
  Skills and Feats: Concentration +13 (+17 combat 
  casting), Intimidate +19, Knowledge (Nature) +22, 
  Knowledge (Religion) +11, Listen +22, Spot +22, 
  Survival +22 (+27 when tracking with Lens of 
  Detection); Alertness, Cleave, Combat Casting, Great 
  Cleave, Flyby Attack, Power Attack, Track 
   
  Languages:  Common, Draconic, Flan, Elvin, 
  Sylvan. 
   
  Possessions: Periapt of Wisdom +2, Ring of 
  Protection +1, Bracers of Armor +1, Lens of Detection, 
  250gp. 
   
  Pounce (Ex): If a sphinx charges a foe, it can make 
  a full attack, including two rake attacks. 
   
  Rake (Ex): A sphinx that pounces onto a creature 
  can make two rake attacks with its hind legs. Attack 
  bonus +21 melee, damage 2d4+3. 
   
  Roar (Su): Three times per day an androsphinx 
  can loose a mighty roar. The first time it does this, all 
  creatures within 500 feet must succeed on a DC 21 
  Will save or be affected as though by a fear spell for 2d6 
  rounds. 
   
  If the sphinx roars a second time during the same 
  encounter, all creatures within 250 feet must succeed 
  on a DC 21 Fortitude save or be paralyzed for 1d4 
  rounds, and all those within 90 feet are deafened for 
  2d6 rounds (no save). If it roars a third time during the 
  same encounter, all those within 250 feet must succeed 
  on a DC 21 Fortitude save or take 2d4 points of 
  Strength damage for 2d4 rounds. In addition, any 
  Medium or smaller creature within 90 feet must 
  succeed on a DC 21 Fortitude save or be thrown to the 
  ground and take 2d8 points of damage. The force of 
  this roar is so great that it deals 50 points of damage to 
  any stone or crystalline object within 90 feet. Magic 
  items and held or carried items can avoid damage with 
  a DC 19 Reflex save. Other androsphinxes are immune 
  to these effects. The save DCs are Charisma-based. 
  Turn Undead: He turns as a 4
  th level Cleric. 
   
  Spells: He casts divine spells as a 10
  th-level cleric 
  of Ehlonna, including spontaneous casting of Cure 
  spells. 
   
  Spells Prepared (6/7/7/6/5/4; base DC = 17 + spell 
  level): 0—detect magic (x2), guidance, light (x2), 
  resistance; 1st—detect evil (x3), divine favor, 
  protection from evil*, shield of faith, remove fear; 
  2nd—aid*, bull’s strength, remove paralysis, resist 
  energy (x2, owl’s wisdom, silence; 3rd— dispel magic 
  (x2), invisibility purge, dominate animal*, searing light, 
  remove blindness/deafness; 4th—divine power, 
  freedom of movement, holy smite*, restoration, spell 
  immunity; 5th—commune with nature*, flame strike 
  (x2), spell resistance. 
   
  *Domain spell. Domains: Good (domain spells +1 
  caster level); Animal (speak with animals 1/day). 
  APL 12 (EL 15) 
  �Obri: Male Androsphinx Clr 6; CR 15; Large Magical 
  Beast; HD 12d10+60 [magical beast] plus 6d8+30 
  [cleric]; hp 183; Init +0; Spd 50 ft., fly 80 ft. (poor); AC 
  23 (touch 8, flat-footed 23) [-1 dex, -1 size, +13 natural, 
  deflection +1, armor +1]; Base Atk/Grapple +16/+28; 
  Atk +23 melee (2d4+8, 19-20, claw); Full Atk +23/+23 
  (2d4+8, 19-20, 2 claws); Space/Reach 10 ft./5 ft.; SA 
  Pounce, rake (+23, 2d4+4), roar, spells, turn undead; SQ 
  Darkvision 60 ft., low-light vision; AL CG; SV Fort +18, 
  Ref +10, Will +16; Str 27, Dex 10, Con 21, Int 16, Wis 
  24, Cha 21.  
   
  Skills and Feats: Concentration +17 (+21 combat 
  casting), Intimidate +19, Knowledge (Nature) +24, 
  Knowledge (Religion) +15, Listen +22, Spot +22, 
  Survival +22 (+27 tracking with Lens of Detection); 
  Alertness, Cleave, Combat Casting, Great Cleave, Flyby 
  Attack, Improved Critical (claw), Power Attack, Track 
   
  Languages:  Common, Draconic, Flan, Elvin, 
  Sylvan.  
   
  Possessions: Periapt of Wisdom +4, Ring of 
  Protection +1, Bracers of Armor +1, Lens of Detection, 
  250gp. 
   
  Pounce (Ex): If a sphinx charges a foe, it can make 
  a full attack, including two rake attacks. 
   
  Rake (Ex): A sphinx that pounces onto a creature 
  can make two rake attacks with its hind legs. Attack 
  bonus +23 melee, damage 2d4+3. 
   
  Roar (Su): Three times per day an androsphinx 
  can loose a mighty roar. The first time it does this, all 
  creatures within 500 feet must succeed on a DC 21 
  Will save or be affected as though by a fear spell for 2d6 
  rounds. 
   
  If the sphinx roars a second time during the same 
  encounter, all creatures within 250 feet must succeed 
  on a DC 21 Fortitude save or be paralyzed for 1d4 
  rounds, and all those within 90 feet are deafened for 
  2d6 rounds (no save). If it roars a third time during the 
  same encounter, all those within 250 feet must succeed 
  on a DC 21 Fortitude save or take 2d4 points of 
  Strength damage for 2d4 rounds. In addition, any 
  Medium or smaller creature within 90 feet must 
  succeed on a DC 21 Fortitude save or be thrown to the 
  ground and take 2d8 points of damage. The force of 
  this roar is so great that it deals 50 points of damage to 
  any stone or crystalline object within 90 feet. Magic 
  items and held or carried items can avoid damage with 
  a DC 21 Reflex save. Other androsphinxes are immune 
  to these effects. The save DCs are Charisma-based. 
  
  Bounty Hunt 
   
  Page 19 
   
  Turn Undead: He turns as a 6
  th level Cleric. 
   
  Spells: He casts divine spells as a 12
  th-level cleric 
  of Ehlonna, including spontaneous casting of Cure 
  spells. 
   
  Spells Prepared (6/8/7/7/5/5/4; base DC = 17 + 
  spell level): 0— detect magic, detect magic, guidance, 
  light, light, resistance; 1st—detect evil (x3),, divine 
  favor, protection from evil*, shield of faith, remove fear 
  (x2); 2nd—aid*, bull’s strength, remove paralysis, resist 
  energy, owl’s wisdom, silence (x2); 3rd— dispel magic 
  (x2), invisibility purge, dominate animal*, searing light 
  (x2), remove blindness/deafness; 4th— divine power, 
  freedom of movement, holy smite*, restoration, spell 
  immunity, sending; 5th—commune with nature*, 
  flame strike (x2), dispel law, spell resistance; 6th—
  antilife shell*, blade barrier, greater dispel magic, heal. 
   
  *Domain spell. Domains: Good (domain spells +1 
  caster level); Animal (speak with animals 1/day). 
   
  Encounter Four B: Hextor’s Vengeance 
  APL 8 (EL 11) 
  �Cleric of Hextor: Male Baklunish Human Clr 8; CR 
  8; Medium Humanoid (Human); HD 8d8+16; hp 59; 
  Init +3; Spd 30 ft.; AC 22 (touch 9, flat-footed 22) [-1 
  dex, +6 armor, +6 shield, +1 natural]; Base Atk/Grapple 
  +6/+8; Atk +9 melee (1d8+4 flail); Full Atk +9/+4 
  (1d8+4, flail); SA spells; SQ ; AL LE; SV Fort +6, Ref +2, 
  Will +7; Str 14, Dex 8, Con 14, Int 12, Wis 18, Cha 10.  
   
  Skills and Feats: Concentration +13 (+17 combat 
  casting), Diplomacy +14, Knowledge (Religion) +5, 
  Spellcraft +6; Combat Casting, Improved Initiative, 
  Martial Weapon Proficiency (Flail), Skill Focus 
  (Diplomacy) Tower Shield Proficiency, Weapon Focus 
  (Flail) 
   
  Turn Undead: He turns as an 8
  th level Cleric.  
   
  Possessions: Chain Shirt, Flail, Tower Shield, 
  Amulet of Natural Armor +1, Periapt of Wisdom +2. 
   
  Spells: He casts divine spells as an 8
  th-level cleric 
  of Hextor, including spontaneous casting of Inflict 
  spells. 
   
  Spells Prepared (6/6/5/5/4; base DC = 14 + spell 
  level): 0—cure minor wounds, cure minor wounds, 
  detect magic, detect magic, light, light; 1st—bane, 
  cause fear, detect chaos, divine favor, magic weapon*,  
  shield of faith; 2nd—bear’s endurance, bull’s strength, 
  hold person, remove paralysis, resist energy, spiritual 
  weapon*; 3rd—deeper darkness, dispel magic, 
  invisibility purge, magic vestment, magic vestment*; 
  4th—cure critical wounds, cure critical wounds, 
  greater magic weapon, order’s wrath*. 
   
  *Domain spell. Domains: Law (domain spells +1 
  caster level); War (flail proficiency and focus). 
  �Slowstep: Male Baklunish Human Rgr 8; CR 8; 
  Medium Humanoid (Human); HD 8d8+16; hp 59; Init 
  +3; Spd 30 ft.; AC 17 (touch 13, flat-footed 14) [+3 dex, 
  +4 chain shirt]; Base Atk/Grapple +8/+10; Atk +10 
  melee (2d4+4/18-20 falchion) or +13 ranged (1d8+3/x3 
  longbow) or +9 ranged (1d8+3/x3 plus 1d8+3 longbow, 
  2 arrows, manyshot); Full Atk +10/+5 melee (2d4+4/18-
  20 falchion) or +11/+11/+6 ranged (1d8+3/x3 
  longbow); SA favored enemy humans +4, favored 
  enemy elves +2; SQ wild empathy, animal companion 
  (wolf), woodland stride, swift tracker; AL LE; SV Fort 
  +8, Ref +9, Will +3; Str 14, Dex 16, Con 14, Int 10, Wis 
  12, Cha 8.  
   
  Skills and Feats: Handle Animal +10, Heal +12, 
  Knowledge (Geography) +11, Knowledge (Nature) +11, 
  Spot +12, Survival +12; Endurance, Manyshot, Point 
  Blank Shot, Precise Shot, Quickdraw, Rapid Shot, 
  Track, Weapon Focus (Longbow). 
   
  Spells: He casts divine spells as an 8
  th-level ranger. 
   
  Spells Prepared (2; base DC = 11 + spell level): 
  1st—entangle, entangle. 
   
  Possessions: chain shirt, falchion, +1 masterwork 
  mighty +2 composite longbow, 60 arrows. 
   
  �Animal Companion: Male wolf; CR -; Medium 
  Magical Beast; HD 4d8+8; hp 26; Init +2; Spd 50 ft.; AC 
  16 (touch 12, flat-footed 14) [+2 dex, +4 natural]; Base 
  Atk/Grapple +3/+5; Atk +6 melee (1d6+2 bite); Full Atk 
  +6 melee (1d6+2 bite); SA trip (+2 modifier); SQ low-
  light vision, scent, link, share spells, evasion; AL N; SV 
  Fort +5, Ref +5, Will +1; Str 14, Dex 15, Con 15, Int 2, 
  Wis 12, Cha 6.  
   
  Skills and Feats: Hide +2, Listen +3, Move Silently 
  +3, Spot +3, Survival +3 (+7 when tracking by scent); 
  Dodge, Track, Weapon Focus (Bite). 
   
  APL 10 (EL 13) 
  �Cleric of Hextor: Male Baklunish Human Clr 8; CR 
  8; Medium Humanoid (Human); HD 8d8+16; hp 59; 
  Init +3; Spd 30 ft.; AC 22 (touch 9, flat-footed 22) [-1 
  dex, +6 armor, +6 shield, +1 natural]; Base Atk/Grapple 
  +6/+8; Atk +9 melee (1d8+4 flail); Full Atk +9/+4 
  (1d8+4, flail); SA spells; SQ ; AL LE; SV Fort +6, Ref +2, 
  Will +7; Str 14, Dex 8, Con 14, Int 12, Wis 18, Cha 10.  
   
  Skills and Feats: Concentration +13 (+17 combat 
  casting), Diplomacy +14, Knowledge (Religion) +5, 
  Spellcraft +6; Combat Casting, Improved Initiative, 
  Martial Weapon Proficiency (Flail), Skill Focus 
  (Diplomacy) Tower Shield Proficiency, Weapon Focus 
  (Flail) 
   
  Turn Undead: He turns as an 8
  th level Cleric. 
   
  Possessions: Chain Shirt, Flail, Tower Shield, 
  Amulet of Natural Armor +1, Periapt of Wisdom +2. 
  
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  Spells: He casts divine spells as an 8
  th-level cleric 
  of Hextor, including spontaneous casting of Inflict 
  spells. 
   
  Spells Prepared (6/6/5/5/4; base DC = 14 + spell 
  level): 0—cure minor wounds, cure minor wounds, 
  detect magic, detect magic, light, light; 1st—bane, 
  cause fear, detect chaos, divine favor, magic weapon*,  
  shield of faith; 2nd—bear’s endurance, bull’s strength, 
  hold person, remove paralysis, resist energy, spiritual 
  weapon*; 3rd—deeper darkness, dispel magic, 
  invisibility purge, magic vestment, magic vestment*; 
  4th—cure critical wounds, cure critical wounds, 
  greater magic weapon, order’s wrath*. 
   
  *Domain spell. Domains: Law (domain spells +1 
  caster level); War (flail proficiency and focus). 
  �Slowstep: Male Baklunish Human Rgr 8; CR 8; 
  Medium Humanoid (Human); HD 8d8+16; hp 59; Init 
  +3; Spd 30 ft.; AC 17 (touch 13, flat-footed 14) [+3 dex, 
  +4 chain shirt]; Base Atk/Grapple +8/+10; Atk +10 
  melee (2d4+4/18-20 falchion) or +13 ranged (1d8+3/x3 
  longbow) or +9 ranged (1d8+3/x3 plus 1d8+3 longbow, 
  2 arrows, manyshot); Full Atk +10/+5 melee (2d4+4/18-
  20 falchion) or +11/+11/+6 ranged (1d8+3/x3 
  longbow); SA favored enemy humans +4, favored 
  enemy elves +2; SQ wild empathy, animal companion 
  (wolf), woodland stride, swift tracker; AL LE; SV Fort 
  +8, Ref +9, Will +3; Str 14, Dex 16, Con 14, Int 10, Wis 
  12, Cha 8.  
   
  Skills and Feats: Handle Animal +10, Heal +12, 
  Knowledge (Geography) +11, Knowledge (Nature) +11, 
  Spot +12, Survival +12; Endurance, Manyshot, Point 
  Blank Shot, Precise Shot, Quickdraw, Rapid Shot, 
  Track, Weapon Focus (Longbow). 
   
  Spells: He casts divine spells as an 8
  th-level ranger. 
   
  Spells Prepared (2; base DC = 11 + spell level): 
  1st—entangle, entangle. 
   
  Possessions: chain shirt, falchion, +1 masterwork 
  mighty +2 composite longbow, 60 arrows. 
  �Animal Companion: Male wolf; CR -; Medium 
  Magical Beast; HD 4d8+8; hp 26; Init +2; Spd 50 ft.; AC 
  16 (touch 12, flat-footed 14) [+2 dex, +4 natural]; Base 
  Atk/Grapple +3/+5; Atk +6 melee (1d6+2 bite); Full Atk 
  +6 melee (1d6+2 bite); SA trip (+2 modifier); SQ low-
  light vision, scent, link, share spells, evasion; AL N; SV 
  Fort +5, Ref +5, Will +1; Str 14, Dex 15, Con 15, Int 2, 
  Wis 12, Cha 6.  
   
  Skills and Feats: Hide +2, Listen +3, Move Silently 
  +3, Spot +3, Survival +3 (+7 when tracking by scent); 
  Dodge, Track, Weapon Focus (Bite). 
  �Brillfenax: Male Ogre Mage Rgr 7; CR 12; Large 
  Giant; HD 5d8+25 [giant] plus 7d8+35 [ranger]; hp 114; 
  Init +6; Spd 40 ft., fly 40 ft. (good); AC 20 (touch 11, 
  flat-footed 18) [-1 size, +2 Dex, +4 chain shirt, +5 
  natural]; Base Atk/Grapple +10/+21; Atk +16 melee 
  (3d6+10/19-20 greatsword) or +12 ranged (2d6+6x3 
  longbow); Full Atk +16/+11 melee (3d6+10/19-20 
  greatsword) or +10/+10/+5 ranged (2d6+6x3 longbow); 
  Space/Reach 10 ft./10 ft.; SA spell-like abilities, favored 
  enemy humans +4, favored enemy elves +2; SQ 
  darkvision 90 ft., low-light vision, regeneration 5, wild 
  empathy, animal companion (Hawk), woodland stride; 
  SR 19; AL LE; SV Fort +14, Ref +8, Will +7; Str 24, Dex 
  14, Con 20, Int 12, Wis 14, Cha 17.  
   
  Skills and Feats: Concentration +20, Listen +17, 
  Knowledge (Nature) +14, Spot +17, Survival +17 (+22 to 
  track with Lens of Detection); Combat Reflexes, 
  Endurance, Improved Initiative, Manyshot, Point 
  Blank Shot, Precise Shot, Rapid Shot, Track, Weapon 
  Focus (longbow). 
   
  Spell-Like Abilities: At will—darkness, 
  invisibility; 1/day—charm person (DC 14), cone of 
  cold (DC 18), gaseous form, polymorph, sleep (DC 14). 
   Caster level 9
  th.  The save DCs are charisma based. 
   
  Flight (Su): An ogre mage can cease or resume 
  flight at a normal action.  While using gaseous form it 
  can fly at its normal speed and has perfect 
  maneuverability. 
   
  Regeneration: Fire and acid deal normal damage 
  to an ogre mage. 
   
  Spells: He casts divine spells as a 7
  th-level ranger. 
   
  Spells Prepared (2; base DC = 12 + spell level): 
  1st—entangle, entangle. 
   
  Possessions: large chain shirt, large greatsword, 
  large masterwork mighty +6 composite longbow, 60 
  arrows, Lens of Detection. 
   
  �Animal Companion: Hawk; CR -; Tiny Magical 
  Beast; HD 3d8; hp 13; Init +3; Spd 10 ft., fly 60 ft. 
  (average); AC 19 (touch 15, flat-footed 16) [+2 size, +3 
  dex, +4 natural]; Base Atk/Grapple +2/-8; Atk +7 melee 
  (1d4-2 talons); Full Atk +7 melee (1d4-2 talons); SA -; 
  SQ low-light vision, link, share spells, evasion; AL N; 
  SV Fort +3, Ref +6, Will +3; Str 7, Dex 17, Con 10, Int 2, 
  Wis 14, Cha 6.  
   
  Skills and Feats: Listen +2, Spot +19; Skill Focus 
  (spot), Weapon Finesse. 
  APL 12 (EL 15) 
  �Cleric of Hextor: Male Baklunish Human Clr 10; 
  CR 10; Medium Humanoid (Human); HD 10d8+20; hp 
  73; Init +3; Spd 30 ft.; AC 21 (touch 9, flat-footed 21) [-1 
  dex, +6 armor, +6 shield]; Base Atk/Grapple +6/+8; Atk 
  +10 melee (1d8+4, +2 flail); Full Atk +10/+5 (1d8+4, +2 
  flail); SA spells; AL LE; SV Fort +7, Ref +5, Will +8; Str 
  14, Dex 8, Con 14, Int 12, Wis 20, Cha 10.  
  
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  Skills and Feats: Concentration +13 (+17 combat 
  casting), Diplomacy +14, Knowledge (Religion) +5, 
  Spellcraft +6; Combat Casting, Improved Initiative, 
  Lightning Reflexes, Martial Weapon Proficiency 
  (Flail), Skill Focus (Diplomacy) Tower Shield 
  Proficiency, Weapon Focus (Flail) 
   
  Turn Undead: He turns as a 10
  th level Cleric.  
   
  Possessions: Chain Shirt, Flail, Tower Shield, 
  Periapt of Wisdom +4. 
   
  Spells: He casts divine spells as a 10
  th-level cleric 
  of Hextor, including spontaneous casting of Inflict 
  spells. 
   
  Spells Prepared (6/7/6/5/5/4; base DC = 15 + spell 
  level): 0—cure minor wounds, cure minor wounds, 
  detect magic, detect magic, light, light; 1st—bane, 
  cause fear, cure light wounds, detect chaos, divine 
  favor, magic weapon*,  shield of faith; 2nd—bear’s 
  endurance, bull’s strength, cure moderate wounds, 
  hold person, remove paralysis, resist energy, spiritual 
  weapon*; 3rd—deeper darkness, dispel magic, 
  invisibility purge, magic vestment, magic vestment*; 
  4th—cure critical wounds, cure critical wounds, 
  freedom of movement, greater magic weapon, order’s 
  wrath*; 5th—command, greater, dispel chaos*, 
  righteous might, spell resistance. 
   
  *Domain spell. Domains: Law (domain spells +1 
  caster level); War (flail proficiency and focus). 
   
  �Slowstep: Male Baklunish Human Rgr 10; CR 10; 
  Medium Humanoid (Human); HD 10d8+20; hp 73; 
  Init +3; Spd 30 ft.; AC 17 (touch 13, flat-footed 14) [+3 
  dex, +4 chain shirt]; Base Atk/Grapple +10/+12; Atk 
  +12 melee (2d4+4/18-20 falchion) or +15 ranged 
  (1d8+3/19-20/x3 longbow) or +11 ranged (1d8+3/19-
  20/x3 plus 1d8+3 longbow, 2 arrows, manyshot); Full 
  Atk +12/+7 melee (2d4+4/18-20 falchion) or 
  +13/+13/+8 ranged (1d8+3/19-20/x3 longbow); SA 
  favored enemy humans +4, favored enemy elves +4, 
  favored enemy dwarves +2; SQ wild empathy, animal 
  companion (wolf), woodland stride, swift tracker, 
  evasion; AL LE; SV Fort +9, Ref +10, Will +4; Str 14, 
  Dex 16, Con 14, Int 10, Wis 12, Cha 8.  
   
  Skills and Feats: Handle Animal +12, Heal +14, 
  Knowledge (Geography) +13, Knowledge (Nature) +13, 
  Spot +14, Survival +14; Endurance, Improved Critical 
  (longbow), Manyshot, Point Blank Shot, Precise Shot, 
  Quickdraw, Rapid Shot, Track, Weapon Focus 
  (Longbow). 
   
  Spells: He casts divine spells as a 10
  th-level ranger. 
   
  Spells Prepared (2/1; base DC = 11 + spell level): 
  1st—entangle, entangle; 2nd—barkskin. 
   
  Possessions: chain shirt, falchion, +1 masterwork 
  mighty +2 composite longbow, 60 arrows. 
  �Animal Companion: Male wolf; CR -; Medium 
  Magical Beast; HD 4d8+8; hp 26; Init +2; Spd 50 ft.; AC 
  16 (touch 12, flat-footed 14) [+2 dex, +4 natural]; Base 
  Atk/Grapple +3/+5; Atk +6 melee (1d6+2 bite); Full Atk 
  +6 melee (1d6+2 bite); SA trip (+2 modifier); SQ low-
  light vision, scent, link, share spells, evasion; AL N; SV 
  Fort +5, Ref +5, Will +1; Str 14, Dex 15, Con 15, Int 2, 
  Wis 12, Cha 6.  
   
  Skills and Feats: Hide +2, Listen +3, Move Silently 
  +3, Spot +3, Survival +3 (+7 when tracking by scent); 
  Dodge, Track, Weapon Focus (Bite). 
  �Brillfenax: Male Ogre Mage Rgr 9; CR 14; Large 
  Giant; HD 5d8+25 [giant] plus 9d8+45 [ranger]; hp 133; 
  Init +6; Spd 40 ft., fly 40 ft. (good); AC 21 (touch 11, 
  flat-footed 19) [-1 size, +2 Dex, +5 chain shirt, +5 
  natural]; Base Atk/Grapple +12/+23; Atk +18 melee 
  (3d6+10/19-20 greatsword) or +14 ranged (2d6+6x3 
  longbow); Full Atk +18/+13 melee (3d6+10/19-20 
  greatsword) or +12/+12/+7 ranged (2d6+6x3 longbow); 
  Space/Reach 10 ft./10 ft.; SA spell-like abilities, favored 
  enemy humans +4, favored enemy elves +2; SQ 
  darkvision 90 ft., low-light vision, regeneration 5, wild 
  empathy, animal companion (Hawk), woodland stride, 
  swift tracker, evasion; SR 19; AL LE; SV Fort +15, Ref 
  +9, Will +8; Str 24, Dex 14, Con 20, Int 12, Wis 14, Cha 
  17.  
   
  Skills and Feats: Concentration +22, Listen +19, 
  Knowledge (Nature) +18, Spot +19, Survival +19 (+24 to 
  track with Lens of Detection); Combat Reflexes, 
  Endurance, Improved Critical (longbow), Improved 
  Initiative, Manyshot, Point Blank Shot, Precise Shot, 
  Rapid Shot, Track. 
   
  Spell-Like Abilities: At will—darkness, 
  invisibility; 1/day—charm person (DC 14), cone of 
  cold (DC 18), gaseous form, polymorph, sleep (DC 14). 
   Caster level 9
  th.  The save DCs are charisma based. 
   
  Flight (Su): An ogre mage can cease or resume 
  flight at a normal action.  While using gaseous form it 
  can fly at its normal speed and has perfect 
  maneuverability. 
   
  Regeneration: Fire and acid deal normal damage 
  to an ogre mage. 
   
  Spells: He casts divine spells as a 9
  th-level ranger. 
   
  Spells Prepared (2/1; base DC = 12 + spell level): 
  1st—entangle, entangle; 2nd—cure light wounds. 
   
  Possessions: +1 large chain shirt, large greatsword, 
  large masterwork mighty +6 composite longbow, 60 
  arrows, Lens of Detection. 
   
  �Animal Companion: Hawk; CR -; Tiny Magical 
  Beast; HD 3d8; hp 13; Init +3; Spd 10 ft., fly 60 ft. 
  (average); AC 19 (touch 15, flat-footed 16) [+2 size, +3 
  dex, +4 natural]; Base Atk/Grapple +2/-8; Atk +7 melee 
  
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  (1d4-2 talons); Full Atk +7 melee (1d4-2 talons); SA -; 
  SQ low-light vision, link, share spells, evasion; AL N; 
  SV Fort +3, Ref +6, Will +3; Str 7, Dex 17, Con 10, Int 2, 
  Wis 14, Cha 6.  
   
  Skills and Feats: Listen +2, Spot +19; Skill Focus 
  (spot), Weapon Finesse. 
  Encounter Five: Spiders 
  APL 8 (EL 11) 
  �Fiendish Advanced Elite Phase Spider; CR 9; 
  Large Magical Beast; HD 8d10+40; hp 85; Init +10; Spd 
  40 ft., climb 20 ft.; AC 18 (touch 15, flat-footed 12) [-1 
  size, +6 Dex, +3 natural]; Base Atk/Grapple +8/+16; Atk 
  +13 melee (1d6+6 plus poison, bite); Full Atk +13 melee 
  (1d6+6 plus poison, bite); Space/Reach 10 ft./5 ft.; SA 
  poison, smite good (+8 damage); SQ darkvision 60 ft., 
  ethereal jaunt, low-light vision, damage reduction 
  5/magic, resistance to cold and fire 10; SR 13; AL NE; 
  SV Fort +11, Ref +12, Will +4; Str 19, Dex 22, Con 20, 
  Int 7, Wis 15, Cha 8.  
   
  Skills and Feats: Climb +12, Move Silently +16, 
  Spot +4; Ability Focus (poison), Improved Initiative, 
  Weapon Finesse. 
   
  Ethereal Jaunt (Su): A phase spider can shift from 
  the Ethereal Plane to the Material Plane as a free 
  action, and shift back again as a move action (or during 
  a move action). The ability is otherwise identical with 
  ethereal jaunt (caster level 15th).  
   
  Poison: Injury, Fortitude DC 21, initial and 
  secondary damage 1d8 Con. 
  APL 10 (EL 11) 
  �Fiendish Advanced Elite Phase Spider; CR 12; 
  Huge Magical Beast; HD 14d10+98; hp 161; Init +9; 
  Spd 40 ft., climb 20 ft.; AC 19 (touch 14, flat-footed 15) 
  [-2 size, +5 Dex, +6 natural]; Base Atk/Grapple +14/+31; 
  Atk +22 melee (2d6+13 plus poison, bite); Full Atk +22 
  melee (2d6+13 plus poison, bite); Space/Reach 10 ft./5 
  ft.; SA poison, smite good (+14 damage); SQ darkvision 
  60 ft., ethereal jaunt, low-light vision, damage 
  reduction 10/magic, resistance to cold and fire 10; SR 
  19; AL NE; SV Fort +16, Ref +14, Will +6; Str 28, Dex 
  20, Con 20, Int 7, Wis 15, Cha 8.  
   
  Skills and Feats: Climb +17, Move Silently +20, 
  Spot +4; Ability Focus (poison), Combat Reflexes, 
  Improved Initiative, Improved Natural Attack (bite), 
  Weapon Focus (bite). 
   
  Ethereal Jaunt (Su): A phase spider can shift from 
  the Ethereal Plane to the Material Plane as a free 
  action, and shift back again as a move action (or during 
  a move action). The ability is otherwise identical with 
  ethereal jaunt (caster level 15th).  
   
  Poison: Injury, Fortitude DC 24, initial and 
  secondary damage 1d8 Con. 
  APL 12 (EL 15) 
  �Fiendish Advanced Phase Spider Rogue 3; CR 12; 
  Huge Magical Beast; HD 14d10+98 and 3d6+15; hp 
  186; Init +9; Spd 40 ft., climb 20 ft.; AC 19 (touch 14, 
  flat-footed 15) [-2 size, +5 Dex, +6 natural]; Base 
  Atk/Grapple +16/+33; Atk +23 melee (2d6+13/19-20 
  plus poison, bite); Full Atk +23 melee (2d6+13/19-20 
  plus poison, bite); Space/Reach 10 ft./5 ft.; SA poison, 
  smite good (+17 damage), sneak attack +2d6; SQ 
  darkvision 60 ft., ethereal jaunt, low-light vision, 
  damage reduction 10/magic, resistance to cold and fire 
  10, trapfinding, evasion, trap sense +1; SR 22; AL NE; 
  SV Fort +17, Ref +17, Will +8; Str 28, Dex 20, Con 20, 
  Int 7, Wis 16, Cha 8.  
   
  Skills and Feats: Climb +17, Move Silently +25, 
  Spot +16; Ability Focus (poison), Combat Reflexes, 
  Improved Critical (bite), Improved Initiative, 
  Improved Natural Attack (bite), Weapon Focus (bite). 
   
  Ethereal Jaunt (Su): A phase spider can shift from 
  the Ethereal Plane to the Material Plane as a free 
  action, and shift back again as a move action (or during 
  a move action). The ability is otherwise identical with 
  ethereal jaunt (caster level 15th).  
   
  Poison: Injury, Fortitude DC 24, initial and 
  secondary damage 1d8 Con. 
   
  �Fiendish Huge Monstrous Hunting Spider (6); 
  CR 7; Huge Magical Beast (Augmented Vermin, 
  Extraplanar); HD 8d8+16; hp 52, 52, 52, 52, 52, 52; Init 
  +3; Spd 40 ft., climb 20 ft.; AC 16 (touch 11, flat-footed 
  13) [-2 size, +3 Dex, +5 natural]; Base Atk/Grapple 
  +6/+18; Atk +10 melee (2d6+6 plus poison, bite); Full 
  Atk +10 melee (2d6+6 plus poison, bite); Space/Reach 
  15 ft./10 ft.; SA poison, smite good (+12 damage); SQ 
  darkvision 60 ft., tremorsense 60 ft., vermin traits, 
  resistence to cold and fire 10, DR 10/magic; SR 17; AL 
  NE; SV Fort +10, Ref +5, Will +4; Str 19, Dex 17, Con 
  14, Int 3, Wis 10, Cha 2.  
   
  Skills and Feats: Climb +27, Hide -1, Jump +12, 
  Listen +2, Spot +10; Alertness, Endurance, Great 
  Fortitude, Iron Will, Weapon Focus (bite). 
   
  Poison: DC 16, primary and secondary damage 
  1d8 Str.
  
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  Appendix Two: Maps 
   
  Encounter One 
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Encounter Four B 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Encounter Five: 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Ket/593/Normal Scenarios/KET3-07 - Bounty Hunt (APL 8-12)/KET3-07 - Bounty Hunt.pdf