TEXT: LKoK 60 – To Shake the Pillars of the World Enemies 
   
  1 
  All ATLs 
   
  Bapto is only a possible enemy in ATL’s 7 and 
  higher, and does not wish to fight the PCs at all.   
   
  Bapto 
       Male Ka'Asa Mountains Stone Giant  
       AL N Large Giant (Earth) 
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +2 
       Melee: Greatsword +17 (2d8+12) or 2  
       slam +17 (1d4+8) 
       Full Attack: Greatclub +17/+12 (2d8+12)           
      or 2 slams 17 (1d4+8) 
       Ranged: rock +11 (2d8+12) 
       Base Atk: +10 Grp: +22 
       SA: Rock Throwing 
       Speed: 30 ft in hide armor (6 squares);  
       base speed 40 ft 
  ---------------------------------------------------------- 
  Defense 
       hp: 119 
       AC: 25, touch11, flat-footed 23 
       Fort: +13, Ref: +6, Will: +7 
       SQ: Darkvision 60 ft., low-light vision,   
       rock catching 
  ---------------------------------------------------------- 
  Traits 
       Racial:  
       Abilities: Str 27, Dex 15, Con 19, Int 10,  
       Wis 12, Cha 11 
       Skills: Climb +11, Hide +6, Jump +11,  
       Spot +12 
       Feats: Combat Reflexes, Iron Will, Point  
       Blank Shot, Power Attack, Precise Shot 
       Languages: Merchant's Tongue, Giant 
   
   
   
   
   
   
   
   
   
   
   
   
  
  LKoK 60 – To Shake the Pillars of the World Enemies 
   
  2 
  ATL 1 Enemies 
   
  Encounter 2 
   
  ATL1 Hobgoblins 
       Male Kors Hobgoblin Warrior1 
       AL CE Medium  
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +4 
       Melee: Greataxe +5 (1d12+4) 
       Base Atk: +1 Grp: +4 
       Speed: 20 
  ---------------------------------------------------------- 
  Defense 
       hp: 12 
       AC: 18, touch13, flat-footed 15 
       Fort: +6, Ref: +4, Will: -1 
       SQ: Darkvision 60 ft 
  ---------------------------------------------------------- 
  Traits 
       Abilities: Str 16, Dex 18, Con 18, Int 6,                     
   
         Wis 8, Cha 6 
       Skills: Hide 4, Ride 4 
       Feats: Weapon Focus (Greataxe) 
       Languages: Kors 
  ---------------------------------------------------------- 
  Equipment:  
  Breastplate, Greataxe 
   
  Encounter 4 
   
  ATL1 Chasm Lurker 
        Ka'Asa Mountains Chasm Lurker  
       AL N Huge Magical Beast 
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +1 
       Melee: Bite +11 (2d6+7) 
       Full Attack: Bite +11 (2d6+7) and 4 leg                                                 
   
  rakes +7 (1d4+3) 
       Base Atk: +6 Grp: +21 
       SA: Improved grab, rake 1d4+3, web 
       Speed: 30 ft., (6 squares), climb 20 ft. 
  ---------------------------------------------------------- 
  Defense 
       hp: 12 
       AC: 17, touch9, flat-footed 16 
       Fort: +7, Ref: +9, Will: +4 
       SQ: Darkvision 60 ft., immunity to mind-
   
  influencing effects, low-light vision, 
   
  tremorsense 60 ft. 
  ---------------------------------------------------------- 
  Traits 
       Abilities: Str 24, Dex 13, Con 15, Int 11,  
  Wis 
  10, Cha 12 
       Skills: Balance +5, Climb +16, Jump +16, 
   
  Move Silently +4, Tumble +4 
       Feats: Iron Will, Lightning Reflexes,  Weapon 
  Focus (leg rake) 
  ---------------------------------------------------------- 
  Description and Errata 
       A huge, eight legged creature resembling a hybrid 
  of a lizard and a spider 
       Combat Text -  
  The PCs will not end up in the Chasm Lurker's web in 
  this module, so no description of the web is included 
   
  Encounter 5 
   
  ATL1 Kalamaran Ranger 
       Male Kalamaran Ranger 1 
       AL CN Medium Humanoid 
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +2 
       Melee: Warhammer +3 (1d8+2/x3) 
       Ranged: Composite (+2 Str) Longbow +4 
   
  (1d8+2/x3) 
       Base Atk: +1 Grp: +3 
       SA:  
       Speed: 30 ft (6 squares) 
  ---------------------------------------------------------- 
  Defense 
       hp: 10 
       AC: 14, touch12, flat-footed 12 
       Fort: +4, Ref: +4, Will: +2 
       SQ: Favored Enemy (Humanoid (Dwarf))  
  +2, 
  Wild Empathy +2 
  ---------------------------------------------------------- 
  Traits 
       Racial:  
       Abilities: Str 14, Dex 14, Con 14, Int 12,  
  Wis 
  14, Cha 12 
       Skills: Handle Animal +5, Hide +6, Listen  
  +8, 
  Move Silently +6, Search +5,  
  Sense Motive +4, 
  Spot +8, Survival  
  +6 
       Feats: Alertness, Track, Weapon Focus 
   
  (Longbow) 
       Languages: Kalamaran, Brandobian, 
   
  Merchant's Tongue 
  ---------------------------------------------------------- 
  Equipment:  
  Arrows (20); Warhammer; MW leather armor; 
  Composite +2 Longbow 
  ---------------------------------------------------------- 
      
       Combat Text -  
  The Legions' Rangers will used ranged combat as 
  long as feasible. 
   
  ATL1 Kalamaran Legionnaire 
       Male Kalamaran Human Warrior 1 
       AL LN Medium humanoid 
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +2 
  
  LKoK 60 – To Shake the Pillars of the World Enemies 
   
  3 
       Melee: Shortsword +5 (1d6+3/19-20x2) 
  Ranged: Javelin +3 (1d6+3/x2) 
       Base Atk: +1 Grp: +4 
       Speed: 20 feet (4 squares) 
  ---------------------------------------------------------- 
  Defense 
       hp: 10 
       AC: 19, touch12, flat-footed 17 
       Fort: +4, Ref: +2, Will: +1 
  ---------------------------------------------------------- 
  Traits 
       Abilities: Str 16, Dex 14, Con 14, Int 12, Wis 12, 
  Cha 10 
       Skills: Climb +1, Jump -5, Intimidate +4, Ride +6 
       Feats: Point Blank Shot, Weapon Focus 
  (shortsword) 
       Languages: Brandobian, Low Kalamaran, 
  Merchant's Tongue 
   ---------------------------------------------------------- 
  Equipment:  
  Breastplate; Heavy steel Shield; Javelin; Shortsword 
  ---------------------------------------------------------- 
       Combat Text -  
  Legionnaires will throw javelins in the first round and 
  then cluster together to support melee combat if at all 
  possible 
   
  ATL1 Hobgoblins 
       Male Kors Hobgoblin Warrior1 
       AL CE Medium  
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +4 
       Melee: Greataxe +5 (1d12+4) 
       Base Atk: +1 Grp: +4 
       Speed: 20 
  ---------------------------------------------------------- 
  Defense 
       hp: 12 
       AC: 18, touch13, flat-footed 15 
       Fort: +6, Ref: +4, Will: -1 
       SQ: Darkvision 60 ft 
  ---------------------------------------------------------- 
  Traits 
       Abilities: Str 16, Dex 18, Con 18, Int 6,                     
   
         Wis 8, Cha 6 
       Skills: Hide 4, Ride 4 
       Feats: Weapon Focus (Greataxe) 
       Languages: Kors 
  ---------------------------------------------------------- 
  Equipment:  
  Breastplate, Greataxe 
   
  Encounter 6 (optional) 
   
  ATL1 Kalamaran Legionnaire 
       Male Kalamaran Human Warrior 1 
       AL LN Medium humanoid 
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +2 
       Melee: Shortsword +5 (1d6+3/19-20x2) 
  Ranged: Javelin +3 (1d6+3/x2) 
       Base Atk: +1 Grp: +4 
       Speed: 20 feet (4 squares) 
  ---------------------------------------------------------- 
  Defense 
       hp: 10 
       AC: 19, touch12, flat-footed 17 
       Fort: +4, Ref: +2, Will: +1 
  ---------------------------------------------------------- 
  Traits 
       Abilities: Str 16, Dex 14, Con 14, Int 12, Wis 12, 
  Cha 10 
       Skills: Climb +1, Jump -5, Intimidate +4, Ride +6 
       Feats: Point Blank Shot, Weapon Focus 
  (shortsword) 
       Languages: Brandobian, Low Kalamaran, 
  Merchant's Tongue  
  ---------------------------------------------------------- 
  Equipment:  
  Breastplate; Heavy steel Shield; Javelin; Shortsword 
  ---------------------------------------------------------- 
       Combat Text -  
  Legionnaires will throw javelins in the first round and 
  then cluster together to support melee combat if at all 
  possible 
  
  LKoK 60 – To Shake the Pillars of the World Enemies 
   
  4 
  ATL 3 Enemies 
   
  Encounter 2 
  ATL3 Hobgoblins 
       Male Kors Hobgoblin Barbarian1 
       AL CE Medium  
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +4 
       Melee: Greataxe +5 (1d12+4/x3) 
       Base Atk: +1 Grp: +4 
       SA: Rage 1/day, 9 rounds (Str +4, Con +4, Will 
  +2, AC-2, hp 2) 
       Speed: 30 
  ---------------------------------------------------------- 
  Defense 
       hp: 16 
       AC: 18, touch13, flat-footed 15 
       Fort: +6, Ref: +4, Will: -1 
       SQ:  Darkvision 60 ft., Fast Movement, Illiteracy, 
  ---------------------------------------------------------- 
  Traits 
       Racial:  
       Abilities: Str 16, Dex 18, Con 18, Int 6, Wis 8, 
  Cha 6 
       Skills: Hide 4, Listen 3, Ride 4, Spot 1 
       Feats:  Weapon Focus (Greataxe) 
       Languages: Kors  
  ---------------------------------------------------------- 
  Equipment:  
  Breastplate, Greataxe 
  ---------------------------------------------------------- 
   
  Encounter 4 
   
  ATL3 Chasm Lurker 
        Ka'Asa Mountains Chasm Lurker  
       AL N Huge 
   Magical Beast 
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +1 
       Melee: Bite +11 (2d6+7) 
      Full Attack: Bite +11 (2d6+7) and 4 leg rakes +7 
  (1d4+3) 
       Base Atk: +6 Grp: +21 
       SA: Improved grab, rake 1d4+3, web 
       Speed: 30 ft., (6 squares), climb 20 ft. 
  ---------------------------------------------------------- 
  Defense 
       hp: 25 
       AC: 17, touch9, flat-footed 16 
       Fort: +7, Ref: +9, Will: +4 
       SQ: Darkvision 60 ft., immunity to mind-
  influencing effects, low-light vision, tremorsense 60 ft. 
  ---------------------------------------------------------- 
  Traits 
       Racial:  
       Abilities: Str 24, Dex 13, Con 15, Int 11, Wis 10, 
  Cha 12 
       Skills: Balance +5, Climb +16, Jump +16, Move 
  Silently +4, Tumble +4 
       Feats: Iron Will, Lightning Reflexes, Weapon 
  Focus (leg rake) 
  ---------------------------------------------------------- 
  Description and Errata 
       A huge, eight legged creature resembling a hybrid 
  of a lizard and a spider 
       Combat Text -  
  The PCs will not end up in the Chasm Lurker's web in 
  this module, so no description of the web is included 
   
  Encounter 5 
   
  ATL3 Kalamaran Ranger 
       Male  Kalamaran Ranger 3 
       AL CN Medium Humanoid 
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +2 
       Melee: Warhammer +5 (1d8+2/x3) 
       Ranged: +1 Composite (+2 Str) Longbow +7 
  (1d8+3/x3) 
       Base Atk: +3 Grp: +5 
       SA:  
       Speed: 30 ft (6 squares) 
  ---------------------------------------------------------- 
  Defense 
       hp: 24 
       AC: 14, touch12, flat-footed 12 
       Fort: +5, Ref: +5, Will: +3 
       SQ: Archery Combat Style, Favored Enemy 
  (Humanoid (dwarf) +2, Wild Empathy (Ex) +6 
  ---------------------------------------------------------- 
  Traits 
       Racial:  
       Abilities: Str 14, Dex 14, Con 14, Int 12, Wis 14, 
  Cha 12 
       Skills: Handle Animal +7, Hide +8, Listen +10, 
  Move Silently +8, Search +7, Sense Motive +5, Spot 
  +10, Survival +8 
       Feats: Alertness, Endurance, Point Blank Shot, 
  Rapid Shot, Track, Weapon Focus (Longbow) 
       Languages: Kalamaran, Brandobian, Merchant's 
  Tongue  
  ---------------------------------------------------------- 
  Equipment:  
  Arrows (20); Warhammer; MW leather armor; +1 
  Composite +2 Longbow 
  ---------------------------------------------------------- 
  Description and Errata 
        
       Combat Text -  
  The Legions' Rangers will used ranged combat as 
  long as feasible 
   
  ATL3 Kalamaran Legionnaire 
  
  LKoK 60 – To Shake the Pillars of the World Enemies 
   
  5 
       Male Kalamaran Human Fighter 2 
       AL LN Medium humanoid 
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +2 
       Melee: MW Shortsword +7 (1d6+3/19-20x2) 
  Ranged: Javelin +4 (1d6+3/x2) 
       Base Atk: +2 Grp: +5 
       SA: -- 
       Speed: 20 feet (4 squares) 
  ---------------------------------------------------------- 
  Defense 
       hp: 20 
       AC: 19, touch12, flat-footed 17 
       Fort: +5, Ref: +2, Will: +1 
       SQ: -- 
  ---------------------------------------------------------- 
  Traits 
       Abilities: Str 16, Dex 14, Con 14, Int 12, Wis 12, 
  Cha 10 
       Skills: Climb +3, Jump -3, Intimidate +5, Ride +7 
       Feats: Combat Reflexes, Dodge, Point Blank 
  Shot, Weapon Focus (shortsword) 
       Languages: Brandobian, Low Kalamaran, 
  Merchant's Tongue  
  ---------------------------------------------------------- 
  Equipment:  
  MW Breastplate; Heavy steel Shield; Javelin; MW 
  Shortsword 
  ---------------------------------------------------------- 
  Description and Errata 
       Combat Text -  
  Legionnaires will throw javelins in the first round and 
  then cluster together to support melee combat if at all 
  possible 
   
  ATL3 Hobgoblins 
       Male Kors Hobgoblin Barbarian1 
       AL CE Medium  
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +4 
       Melee: Greataxe +5 (1d12+4/x3) 
       Base Atk: +1 Grp: +4 
       SA: Rage 1/day, 9 rounds (Str +4, Con +4, Will 
  +2, AC-2, hp 2) 
       Speed: 30 
  ---------------------------------------------------------- 
  Defense 
       hp: 16 
       AC: 18, touch13, flat-footed 15 
       Fort: +6, Ref: +4, Will: -1 
       SQ:  Darkvision 60 ft., Fast Movement, Illiteracy, 
  ---------------------------------------------------------- 
  Traits 
       Abilities: Str 16, Dex 18, Con 18, Int 6, Wis 8, 
  Cha 6 
       Skills: Hide 4, Listen 3, Ride 4, Spot 1 
       Feats:  Weapon Focus (Greataxe) 
       Languages: Kors  
  ---------------------------------------------------------- 
  Equipment:  
  Breastplate, Greataxe 
   
  Encounter 6 (optional) 
   
  ATL3 Kalamaran Legionnaire 
       Male Kalamaran Human Fighter 2 
       AL LN Medium humanoid 
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +2 
       Melee: MW Shortsword +7 (1d6+3/19-20x2) 
  Ranged: Javelin +4 (1d6+3/x2) 
       Base Atk: +2 Grp: +5 
       SA: -- 
       Speed: 20 feet (4 squares) 
  ---------------------------------------------------------- 
  Defense 
       hp: 20 
       AC: 19, touch12, flat-footed 17 
       Fort: +5, Ref: +2, Will: +1 
       SQ: -- 
  ---------------------------------------------------------- 
  Traits 
       Abilities: Str 16, Dex 14, Con 14, Int 12, Wis 12, 
  Cha 10 
       Skills: Climb +3, Jump -3, Intimidate +5, Ride +7 
       Feats: Combat Reflexes, Dodge, Point Blank 
  Shot, Weapon Focus (shortsword) 
       Languages: Brandobian, Low Kalamaran, 
  Merchant's Tongue  
  ---------------------------------------------------------- 
  Equipment:  
  MW Breastplate; Heavy steel Shield; Javelin; MW 
  Shortsword 
  ---------------------------------------------------------- 
  Description and Errata 
       Combat Text -  
  Legionnaires will throw javelins in the first round and 
  then cluster together to support melee combat if at all 
  possible 
  
  LKoK 60 – To Shake the Pillars of the World Enemies 
   
  6 
  ATL 5 Enemies 
   
  Encounter 2 
   
  ATL5 Hobgoblins 
       Male Kors Hobgoblin Barbarian2 
       AL CE Medium  
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +4 
       Melee: Masterwork Greataxe +7 (1d12+4/x3) 
       Base Atk: +2 Grp: +5 
       SA: Rage 1/day, 9 rounds (Str +4, Con +4, Will 
  +2, AC-2, hp 4) 
       Speed: 30 
  ---------------------------------------------------------- 
  Defense 
       hp: 27 
       AC: 18, touch13, flat-footed 18 
       Fort: +7, Ref: +4, Will: -1 
       SQ: Darkvision 60 ft., Fast Movement, Illiteracy, 
  Uncanny Dodge 
  ---------------------------------------------------------- 
  Traits 
       Abilities: Str 16, Dex 18, Con 18, Int 6, Wis 8, 
  Cha 6 
       Skills: Hide 4, Listen 4, Ride 4, Spot 1 
       Feats:  Weapon Focus (Greataxe) 
       Languages: Kors  
  ---------------------------------------------------------- 
  Equipment:  
  Breastplate, Masterwork Greataxe 
  ---------------------------------------------------------- 
   
  Encounter 4 
   
  ATL5 Chasm Lurker 
        Ka'Asa Mountains Chasm Lurker  
       AL N Huge 
   Magical Beast 
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +1 
       Melee: Bite +11 (2d6+7) 
      Full Attack: Bite +11 (2d6+7) and 4 leg rakes +7 
  (1d4+3) 
       Base Atk: +6 Grp: +21 
       SA: Improved grab, rake 1d4+3, web 
       Speed: 30 ft., (6 squares), climb 20 ft. 
  ---------------------------------------------------------- 
  Defense 
       hp: 45 
       AC: 17, touch9, flat-footed 16 
       Fort: +7, Ref: +9, Will: +4 
       SQ: Darkvision 60 ft., immunity to mind-
  influencing effects, low-light vision, tremorsense 60 ft. 
  ---------------------------------------------------------- 
  Traits 
       Racial:  
       Abilities: Str 24, Dex 13, Con 15, Int 11, Wis 10, 
  Cha 12 
       Skills: Balance +5, Climb +16, Jump +16, Move 
  Silently +4, Tumble +4 
       Feats: Iron Will, Lightning Reflexes, Weapon 
  Focus (leg rake) 
  ---------------------------------------------------------- 
  Description and Errata 
       A huge, eight legged creature resembling a hybrid 
  of a lizard and a spider 
       Combat Text -  
  The PCs will not end up in the Chasm Lurker's web in 
  this module, so no description of the web is included 
   
  Encounter 5 
   
  ATL5 Kalamaran Ranger 
       Male  Kalamaran Ranger 5 
       AL CN Medium Humanoid 
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +2 
       Melee: Warhammer +7 (1d8+2/x3) 
       Ranged: +1 Composite (+2 Str) Longbow +9 
  (1d8+3/x3) 
       Base Atk: +5 Grp: +7 
       SA:  
       Speed: 30 ft (6 squares) 
  ---------------------------------------------------------- 
  Defense 
       hp: 38 
       AC: 15, touch13, flat-footed 13 
       Fort: +6, Ref: +6, Will: +3 
       SQ: Animal Companion (Ex), Archery Combat 
  Style, Favored Enemy (Giant) +2, Favored Enemy 
  (Humanoid (dwarf) +2, Wild Empathy (Ex) +8 
  ---------------------------------------------------------- 
  Spells 
  1 (1/day)-Summon Nature's Ally I 
  ---------------------------------------------------------- 
  Traits 
       Racial:  
       Abilities: Str 14, Dex 15, Con 14, Int 12, Wis 14, 
  Cha 12 
       Skills: Handle Animal +9, Hide +10, Listen +12, 
  Move Silently +10, Search +9, Sense Motive +6, Spot 
  +12, Survival +10 
       Feats: Alertness, Endurance, Point Blank Shot, 
  Rapid Shot, Track, Weapon Focus (Longbow) 
       Languages: Kalamaran, Brandobian, Merchant's 
  Tongue 
  ---------------------------------------------------------- 
  Equipment:  
  Arrows (20); Warhammer; MW leather armor; +1 
  Composite +2 Longbow; Ring of Protection +1 
  ---------------------------------------------------------- 
       Combat Text -  
  
  LKoK 60 – To Shake the Pillars of the World Enemies 
   
  7 
  The Legions' Rangers will used ranged combat as 
  long as feasible 
   
  ATL5 Wolf Animal Companion 
       Female  Wolf  
       AL N Medium Animal 
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +2 
       Melee: Bite +3 (1d6+1) 
       Base Atk: +1 Grp: +2 
       SA: Trip 
       Speed: 50 ft (10 squares) 
  ---------------------------------------------------------- 
  Defense 
       hp: 13 
       AC: 14, touch12, flat-footed 12 
       Fort: +5, Ref: +5, Will: +1 
       SQ: Evasion, Link, Low-light vision, scent, share 
  spells 
  ---------------------------------------------------------- 
  Traits 
       Racial:  
       Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, 
  Cha 6 
       Skills: Hide +2, Jump +9, Listen +3, Move Silently 
  +3, Spot +3 
       Feats: Track, Weapon Focus (bite) 
   
  ATL5 Kalamaran Legionnaire 
       Male Kalamaran Human Fighter 4 
       AL LN Medium humanoid 
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +2 
       Melee: Masterwork Shortsword +9 (1d6+5/19-
  20x2) 
  Ranged: Masterwork Javelin +8 (1d6+3/x2) 
       Base Atk: +4 Grp: +7 
       SA: -- 
       Speed: 20 feet (4 squares) 
  ---------------------------------------------------------- 
  Defense 
       hp: 36 
       AC: 20, touch12, flat-footed 18 
       Fort: +6, Ref: +3, Will: +2 
       SQ: -- 
  ---------------------------------------------------------- 
  Traits 
       Racial:  
       Abilities: Str 16, Dex 14, Con 14, Int 13, Wis 12, 
  Cha 10 
       Skills: Climb +6, Jump +0, Intimidate +7, Ride +9 
       Feats: Combat Reflexes, Dodge, Point Blank 
  Shot, Weapon Focus (javelin), Weapon Focus 
  (shortsword), Weapon Specialization (shortsword) 
       Languages: Brandobian, Low Kalamaran, 
  Merchant's Tongue  
  ---------------------------------------------------------- 
  Equipment:  
  MW Breastplate; +1 Heavy steel Shield; MW Javelin; 
  MW Shortsword 
  ---------------------------------------------------------- 
  Description and Errata 
        
       Combat Text -  
  Legionnaires will throw javelins in the first round and 
  then cluster together to support melee combat if at all 
  possible 
   
  ATL5 Hobgoblins 
       Male Kors Hobgoblin Barbarian2 
       AL CE Medium  
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +4 
       Melee: Masterwork Greataxe +7 (1d12+4/x3) 
       Base Atk: +2 Grp: +5 
       SA: Rage 1/day, 9 rounds (Str +4, Con +4, Will 
  +2, AC-2, hp 4) 
       Speed: 30 
  ---------------------------------------------------------- 
  Defense 
       hp: 27 
       AC: 18, touch13, flat-footed 18 
       Fort: +7, Ref: +4, Will: -1 
       SQ: Darkvision 60 ft., Fast Movement, Illiteracy, 
  Uncanny Dodge 
  ---------------------------------------------------------- 
  Traits 
       Abilities: Str 16, Dex 18, Con 18, Int 6, Wis 8, 
  Cha 6 
       Skills: Hide 4, Listen 4, Ride 4, Spot 1 
       Feats:  Weapon Focus (Greataxe) 
       Languages: Kors  
  ---------------------------------------------------------- 
  Equipment:  
  Breastplate, Masterwork Greataxe 
  ---------------------------------------------------------- 
   
  Encounter 6 (optional) 
   
  ATL5 Kalamaran Legionnaire 
       Male Kalamaran Human Fighter 4 
       AL LN Medium humanoid 
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +2 
       Melee: Masterwork Shortsword +9 (1d6+5/19-
  20x2) 
  Ranged: Masterwork Javelin +8 (1d6+3/x2) 
       Base Atk: +4 Grp: +7 
       SA: -- 
       Speed: 20 feet (4 squares) 
  ---------------------------------------------------------- 
  Defense 
       hp: 36 
       AC: 20, touch12, flat-footed 18 
  
  LKoK 60 – To Shake the Pillars of the World Enemies 
   
  8 
       Fort: +6, Ref: +3, Will: +2 
       SQ: -- 
  ---------------------------------------------------------- 
  Traits 
       Racial:  
       Abilities: Str 16, Dex 14, Con 14, Int 13, Wis 12, 
  Cha 10 
       Skills: Climb +6, Jump +0, Intimidate +7, Ride +9 
       Feats: Combat Reflexes, Dodge, Point Blank 
  Shot, Weapon Focus (javelin), Weapon Focus 
  (shortsword), Weapon Specialization (shortsword) 
       Languages: Brandobian, Low Kalamaran, 
  Merchant's Tongue  
  ---------------------------------------------------------- 
  Equipment:  
  MW Breastplate; +1 Heavy steel Shield; MW Javelin; 
  MW Shortsword 
  ---------------------------------------------------------- 
  Description and Errata 
       Combat Text -  
  Legionnaires will throw javelins in the first round and 
  then cluster together to support melee combat if at all 
  possible 
  
  LKoK 60 – To Shake the Pillars of the World Enemies 
   
  9 
  ATL 7 Enemies 
   
  Encounter 2 
   
  ATL7 Hobgoblins 
       Male Kors Hobgoblin Barbarian4 
       AL CE Medium  
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +4 
       Melee: +1 Greataxe +9 (1d12+5/x3) 
       Base Atk: +4 Grp: +7 
       SA: Rage: Str +4, Con +4, Will +2, AC -2, HP +8, 
  2/day (9 rounds) 
       Speed: 30 
  ---------------------------------------------------------- 
  Defense 
       hp: 49 
       AC: 18, touch13, flat-footed 18 
       Fort: +8, Ref: +5, Will: +0 
       SQ: Darkvision 60 ft., Fast Movement, Illiteracy, 
  Trap Sense +1, Uncanny Dodge 
  ---------------------------------------------------------- 
  Traits 
       Abilities: Str 17, Dex 18, Con 18, Int 6, Wis 8, 
  Cha 6 
       Skills: Hide 4, Listen 6, Ride 4, Spot 2 
       Feats: Power Attack,  Weapon Focus (Greataxe) 
       Languages: Kors  
  ---------------------------------------------------------- 
  Equipment:  
  Breastplate, Greataxe +1 
   
  Encounter 4 
   
  ATL7 Advanced Chasm Lurker 
        Ka'Asa Mountains Chasm Lurker  
       AL N Huge 
   Magical Beast 
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +1 
       Melee: Bite +12 (2d6+7) 
      Full Attack: Bite +12 (2d6+7) and 4 leg rakes +8 
  (1d4+3) 
       Base Atk: +7 Grp: +22 
       SA: Improved grab, rake 1d4+3, web 
       Speed: 30 ft., (6 squares), climb 20 ft. 
  ---------------------------------------------------------- 
  Defense 
       hp: 53 
       AC: 17, touch9, flat-footed 16 
       Fort: +7, Ref: +9, Will: +4 
       SQ: Darkvision 60 ft., immunity to mind-
  influencing effects, low-light vision, tremorsense 60 ft. 
  ---------------------------------------------------------- 
  Traits 
       Racial:  
       Abilities: Str 24, Dex 13, Con 15, Int 11, Wis 10, 
  Cha 12 
       Skills: Balance +5, Climb +17, Jump +17, Move 
  Silently +4, Tumble +4 
       Feats: Iron Will, Lightning Reflexes, Weapon 
  Focus (leg rake) 
       Languages:  
  ---------------------------------------------------------- 
  Description and Errata 
       A huge, eight legged creature resembling a hybrid 
  of a lizard and a spider 
       Combat Text -  
  The PCs will not end up in the Chasm Lurker's web in 
  this module, so no description of the web is included 
   
  Encounter 5 
   
  ATL7 Kalamaran Ranger 
       Male  Kalamaran Ranger 7 
       AL CN Medium Humanoid 
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +3 
       Melee: Warhammer +9 (1d8+2/x3) 
       Full Attack: +9/+4 
       Ranged: +1 Composite (+2 Str) Longbow +12 
  (1d8+3/x3) 
       Ranged Full Attack: +1 Composite (+2 Str)    
  Longbow +12/+7 (1d8+3/x3) 
       Base Atk: +7 Grp: +9 
       SA:  
       Speed: 30 ft (6 squares) 
  ---------------------------------------------------------- 
  Defense 
       hp: 52 
       AC: 16, touch14, flat-footed 13 
       Fort: +7, Ref: +8, Will: +4 
       SQ: Animal Companion (Ex), Archery Combat 
  Style, Favored Enemy (Giant) +2, Favored Enemy 
  (Humanoid (dwarf) +4, Wild Empathy (Ex) +10, 
  Woodland Stride 
  ---------------------------------------------------------- 
  Spells 
  1 (2/day)-Summon Nature's Ally I, Entangle 
  ---------------------------------------------------------- 
  Traits 
       Racial:  
       Abilities: Str 14, Dex 17, Con 14, Int 12, Wis 14, 
  Cha 12 
       Skills: Handle Animal +11, Hide +13, Listen +14, 
  Move Silently +13, Search +11, Sense Motive +7, 
  Spot +14, Survival +12 
       Feats: Alertness, Endurance, Manyshot, Point 
  Blank Shot, Power Attack, Rapid Shot, Track, 
  Weapon Focus (Longbow) 
       Languages: Kalamaran, Brandobian, Merchant's 
  Tongue  
  ---------------------------------------------------------- 
  Equipment:  
  
  LKoK 60 – To Shake the Pillars of the World Enemies 
   
  10 
  Arrows (20); Warhammer; MW leather armor; +1 
  Composite +2 Longbow; Ring of Protection +1, 
  Gloves of Dexterity +2 
  ---------------------------------------------------------- 
  Description and Errata 
       Combat Text -  
  The Legions' Rangers will used ranged combat as 
  long as feasible 
   
  ATL7 Wolf Animal Companion 
       Female  Wolf  
       AL N Large Animal 
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +2 
       Melee: Bite +9 (1d8+9) 
       Base Atk: +3 Grp: +13 
       SA: Trip 
       Speed: 50 ft (10 squares) 
  ---------------------------------------------------------- 
  Defense 
       hp: 34 
       AC: 15, touch11, flat-footed 13 
       Fort: +8, Ref: +6, Will: +1 
       SQ: Evasion, Link, Low-light vision, scent, share 
  spells 
  ---------------------------------------------------------- 
  Traits 
       Abilities: Str 23, Dex 14, Con 19, Int 2, Wis 12, 
  Cha 6 
       Skills: Hide -3, Jump +14, Listen +4, Move 
  Silently +2, Spot +4 
       Feats: Run, Track, Weapon Focus (bite) 
   
  ATL7 Kalamaran Legionnaire 
       Male Kalamaran Human Fighter 6 
       AL LN Medium humanoid 
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +2 
       Melee: +1 Shortsword +11 (1d6+6/19-20x2) 
       Full Attack: +1 Shortsword +11/+6 (1d6+6/19-20) 
  Ranged: Masterwork Javelin +10 (1d6+3/x2) 
       Base Atk: +6 Grp: +9 
       SA: -- 
       Speed: 20 feet (4 squares) 
  ---------------------------------------------------------- 
  Defense 
       hp: 51 
       AC: 20, touch12, flat-footed 18 
       Fort: +7, Ref: +4, Will: +3 
       SQ: -- 
  ---------------------------------------------------------- 
  Traits 
       Racial:  
       Abilities: Str 16, Dex 14, Con 14, Int 13, Wis 12, 
  Cha 10 
       Skills: Climb +8, Jump +2, Intimidate +9, Ride 
  +11 
       Feats: Combat Expertise, Combat Reflexes, 
  Dodge, Improved Trip, Point Blank Shot, Weapon 
  Focus (javelin), Weapon Focus (shortsword), 
  Weapon Specialization (shortsword) 
       Languages: Brandobian, Low Kalamaran, 
  Merchant's Tongue  
  ---------------------------------------------------------- 
  Equipment:  
  MW Breastplate; +1 Heavy steel Shield; MW Javelin; 
  +1 Shortsword 
  ---------------------------------------------------------- 
  Description and Errata 
       Combat Text -  
  Legionnaires will throw javelins in the first round and 
  then cluster together to support melee combat if at all 
  possible 
   
  ATL7 Hobgoblins 
       Male Kors Hobgoblin Barbarian4 
       AL CE Medium  
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +4 
       Melee: +1 Greataxe +9 (1d12+5/x3) 
       Base Atk: +4 Grp: +7 
       SA: Rage: Str +4, Con +4, Will +2, AC -2, HP +8, 
  2/day (9 rounds) 
       Speed: 30 
  ---------------------------------------------------------- 
  Defense 
       hp: 49 
       AC: 18, touch13, flat-footed 18 
       Fort: +8, Ref: +5, Will: +0 
       SQ: Darkvision 60 ft., Fast Movement, Illiteracy, 
  Trap Sense +1, Uncanny Dodge 
  ---------------------------------------------------------- 
  Traits 
       Abilities: Str 17, Dex 18, Con 18, Int 6, Wis 8, 
  Cha 6 
       Skills: Hide 4, Listen 6, Ride 4, Spot 2 
       Feats: Power Attack,  Weapon Focus (Greataxe) 
       Languages: Kors  
  ---------------------------------------------------------- 
  Equipment:  
  Breastplate, Greataxe +1 
   
  Encounter 6 (optional) 
   
  ATL7 Kalamaran Legionnaire 
       Male Kalamaran Human Fighter 6 
       AL LN Medium humanoid 
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +2 
       Melee: +1 Shortsword +11 (1d6+6/19-20x2) 
       Full Attack: +1 Shortsword +11/+6 (1d6+6/19-20) 
  Ranged: Masterwork Javelin +10 (1d6+3/x2) 
       Base Atk: +6 Grp: +9 
       SA: -- 
  
  LKoK 60 – To Shake the Pillars of the World Enemies 
   
  11 
       Speed: 20 feet (4 squares) 
  ---------------------------------------------------------- 
  Defense 
       hp: 51 
       AC: 20, touch12, flat-footed 18 
       Fort: +7, Ref: +4, Will: +3 
       SQ: -- 
  ---------------------------------------------------------- 
  Traits 
       Racial:  
       Abilities: Str 16, Dex 14, Con 14, Int 13, Wis 12, 
  Cha 10 
       Skills: Climb +8, Jump +2, Intimidate +9, Ride 
  +11 
       Feats: Combat Expertise, Combat Reflexes, 
  Dodge, Improved Trip, Point Blank Shot, Weapon 
  Focus (javelin), Weapon Focus (shortsword), 
  Weapon Specialization (shortsword) 
       Languages: Brandobian, Low Kalamaran, 
  Merchant's Tongue  
  ---------------------------------------------------------- 
  Equipment:  
  MW Breastplate; +1 Heavy steel Shield; MW Javelin; 
  +1 Shortsword 
  ---------------------------------------------------------- 
  Description and Errata 
       Combat Text -  
  Legionnaires will throw javelins in the first round and 
  then cluster together to support melee combat if at all 
  possible 
  
  LKoK 60 – To Shake the Pillars of the World Enemies 
   
  12 
  ATL 9 Enemies 
   
  Encounter 2 
   
  ATL9 Hobgoblins 
       Male Kors Hobgoblin Barbarian6 
       AL CE Medium  
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +4 
       Melee: +2 Greataxe +13/+8 (1d12+8/x3) 
       Base Atk: +6 Grp: +10 
       SA: Rage: Str +4, Con +4, Will +2, AC -2, HP +12, 
  2/day, 9 rounds) 
       Speed: 30 
  ---------------------------------------------------------- 
  Defense 
       hp: 71 
       AC: 18, touch13, flat-footed 18 
       Fort: +9, Ref: +6, Will: +1 
       SQ: Darkvision 60 ft., Fast Movement, Illiteracy, 
  Improved Uncanny Dodge (can't be flanked except 
  by a rogue of 10 level),  Trap Sense (Ex) +2,  
  ---------------------------------------------------------- 
  Traits 
       Abilities: Str 19, Dex 18, Con 18, Int 6, Wis 8, 
  Cha 6 
       Skills: Hide 4, Listen 8, Ride 4, Spot 3 
       Feats: Improved Bull Rush,Power Attack,  
  Weapon Focus (Greataxe) 
       Languages: Kors  
  ---------------------------------------------------------- 
  Equipment:  
  Breastplate, Gauntlets of Ogre Power, Greataxe +2 
   
  Encounter 4 
   
  ATL9  Advanced Chasm Lurker 
        Ka'Asa Mountains Chasm Lurker  
       AL N Huge 
   Magical Beast 
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +1 
       Melee: Bite +15 (2d6+7) 
      Full Attack: Bite +15 (2d6+7) and 4 leg rakes +10 
  (1d4+3) 
       Base Atk: +9 Grp: +24 
       SA: Improved grab, rake 1d4+3, web 
       Speed: 30 ft., (6 squares), climb 20 ft. 
  ---------------------------------------------------------- 
  Defense 
       hp: 77 
       AC: 17, touch9, flat-footed 16 
       Fort: +9, Ref: +10, Will: +5 
       SQ: Darkvision 60 ft., immunity to mind-
  influencing effects, low-light vision, tremorsense 60 ft. 
  ---------------------------------------------------------- 
  Traits 
       Racial:  
       Abilities: Str 24, Dex 13, Con 16, Int 11, Wis 10, 
  Cha 12 
       Skills: Balance +5, Climb +19, Jump +19, Move 
  Silently +4, Tumble +4 
       Feats: Iron Will, Lightning Reflexes, Weapon 
  Focus (bite), Weapon Focus (leg rake)  
  ---------------------------------------------------------- 
  Description and Errata 
       A huge, eight legged creature resembling a hybrid 
  of a lizard and a spider 
       Combat Text -  
  The PCs will not end up in the Chasm Lurker's web in 
  this module, so no description of the web is included 
   
  Encounter 5 
   
  ATL9 Kalamaran Ranger 
       Male  Kalamaran Ranger 9 
       AL CN Medium Humanoid 
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +4 
       Melee: Warhammer +11 (1d8+2/x3) 
       Full Attack: +11/+6 
       Ranged: +1 Composite (+2 Str) Longbow +16 
  (1d8+3/x3) 
       Ranged Full Attack: +1 Composite (+2 Str)    
  Longbow +16/+11 (1d8+3/x3) 
       Base Atk: +9 Grp: +11 
       SA:  
       Speed: 30 ft (6 squares) 
  ---------------------------------------------------------- 
  Defense 
       hp: 66 
       AC: 17, touch15, flat-footed 13 
       Fort: +8, Ref: +10, Will: +5 
       SQ: Animal Companion (Ex), Archery Combat 
  Style, Evasion, Favored Enemy (Giant) +2, Favored 
  Enemy (Humanoid (dwarf) +4, Swift Tracker, Wild 
  Empathy (Ex) +12, Woodland Stride 
  ---------------------------------------------------------- 
  Spells 
  1 (2/day)-Summon Nature's Ally I, Entangle 
  1 (1/day)-Barkskin 
  ---------------------------------------------------------- 
  Traits 
       Racial:  
       Abilities: Str 14, Dex 18, Con 14, Int 12, Wis 14, 
  Cha 12 
       Skills: Handle Animal +13, Hide +16, Listen +16, 
  Move Silently +16, Search +13, Sense Motive +8, 
  Spot +16, Survival +14 
       Feats: Alertness, Endurance, Manyshot, Point 
  Blank Shot, Power Attack, Precise Shot, Rapid Shot, 
  Track, Weapon Focus (Longbow) 
       Languages: Kalamaran, Brandobian, Merchant's 
  Tongue  
  
  LKoK 60 – To Shake the Pillars of the World Enemies 
   
  13 
  ---------------------------------------------------------- 
  Equipment:  
  Arrows (20); Warhammer; MW leather armor; +1 
  Composite +2 Longbow; Ring of Protection +1, 
  Gloves of Dexterity +2, Bracers of Archery, Lesser 
  ---------------------------------------------------------- 
  Description and Errata 
   
  ATL9 Wolf Animal Companion 
       Female  Wolf  
       AL N Large Animal 
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +2 
       Melee: Bite +9 (1d8+9) 
       Base Atk: +3 Grp: +13 
       SA: Trip 
       Speed: 50 ft (10 squares) 
  ---------------------------------------------------------- 
  Defense 
       hp: 34 
       AC: 15, touch11, flat-footed 13 
       Fort: +8, Ref: +6, Will: +1 
       SQ: Evasion, Link, Low-light vision, scent, share 
  spells 
  ---------------------------------------------------------- 
  Traits 
       Abilities: Str 23, Dex 14, Con 19, Int 2, Wis 12, 
  Cha 6 
       Skills: Hide -3, Jump +14, Listen +4, Move 
  Silently +2, Spot +4 
       Feats: Run, Track, Weapon Focus (bite) 
   
  ATL9 Kalamaran Legionnaire 
       Male Kalamaran Human Fighter 8 
       AL LN Medium humanoid 
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +2 
       Melee: +1 Shortsword +13 (1d6+6/19-20x2) 
         Full Attack: +1 Shortsword +13/+8 (1d6+6/19-
  20) 
       Ranged: Masterwork Javelin +12 (1d6+3/x2) 
       Base Atk: +8 Grp: +11 
       SA:  
       Speed: 20 feet (4 squares) 
  ---------------------------------------------------------- 
  Defense 
       hp: 67 
       AC: 22, touch13, flat-footed 20 
       Fort: +8, Ref: +4, Will: +3 
  ---------------------------------------------------------- 
  Traits 
       Abilities: Str 17, Dex 14, Con 14, Int 13, Wis 12, 
  Cha 10 
       Skills: Climb +10, Jump +4, Intimidate +11, Ride 
  +13 
       Feats: Combat Expertise, Combat Reflexes, 
  Dodge, Improved Trip, Point Blank Shot, Precise 
  Shot, Weapon Focus (javelin), Weapon Focus 
  (shortsword), Weapon Specialization (shortsword) 
       Languages: Brandobian, Low Kalamaran, 
  Merchant's Tongue  
  ---------------------------------------------------------- 
  Equipment:  
  MW Breastplate; +1 Heavy steel Shield; MW Javelin; 
  +1 Shortsword; Ring of Protection +1 
  ---------------------------------------------------------- 
  Description and Errata 
        
       Combat Text -  
  Legionnaires will throw javelins in the first round and 
  then cluster together to support melee combat if at all 
  possible 
   
  ATL9 Hobgoblins 
       Male Kors Hobgoblin Barbarian6 
       AL CE Medium  
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +4 
       Melee: +2 Greataxe +13/+8 (1d12+8/x3) 
       Base Atk: +6 Grp: +10 
       SA: Rage: Str +4, Con +4, Will +2, AC -2, HP +12, 
  2/day, 9 rounds) 
       Speed: 30 
  ---------------------------------------------------------- 
  Defense 
       hp: 71 
       AC: 18, touch13, flat-footed 18 
       Fort: +9, Ref: +6, Will: +1 
       SQ: Darkvision 60 ft., Fast Movement, Illiteracy, 
  Improved Uncanny Dodge (can't be flanked except 
  by a rogue of 10 level),  Trap Sense (Ex) +2,  
  ---------------------------------------------------------- 
  Traits 
       Abilities: Str 19, Dex 18, Con 18, Int 6, Wis 8, 
  Cha 6 
       Skills: Hide 4, Listen 8, Ride 4, Spot 3 
       Feats: Improved Bull Rush,Power Attack,  
  Weapon Focus (Greataxe) 
       Languages: Kors  
  ---------------------------------------------------------- 
  Equipment:  
  Breastplate, Gauntlets of Ogre Power, Greataxe +2 
   
  Encounter 6 (optional) 
   
  ATL9 Kalamaran Legionnaire 
       Male Kalamaran Human Fighter 8 
       AL LN Medium humanoid 
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +2 
       Melee: +1 Shortsword +13 (1d6+6/19-20x2) 
         Full Attack: +1 Shortsword +13/+8 (1d6+6/19-
  20) 
       Ranged: Masterwork Javelin +12 (1d6+3/x2) 
  
  LKoK 60 – To Shake the Pillars of the World Enemies 
   
  14 
       Base Atk: +8 Grp: +11 
       SA:  
       Speed: 20 feet (4 squares) 
  ---------------------------------------------------------- 
  Defense 
       hp: 67 
       AC: 22, touch13, flat-footed 20 
       Fort: +8, Ref: +4, Will: +3 
  ---------------------------------------------------------- 
  Traits 
       Abilities: Str 17, Dex 14, Con 14, Int 13, Wis 12, 
  Cha 10 
       Skills: Climb +10, Jump +4, Intimidate +11, Ride 
  +13 
       Feats: Combat Expertise, Combat Reflexes, 
  Dodge, Improved Trip, Point Blank Shot, Precise 
  Shot, Weapon Focus (javelin), Weapon Focus 
  (shortsword), Weapon Specialization (shortsword) 
       Languages: Brandobian, Low Kalamaran, 
  Merchant's Tongue 
  Equipment:  
  MW Breastplate; +1 Heavy steel Shield; MW Javelin; 
  +1 Shortsword; Ring of Protection +1 
  ---------------------------------------------------------- 
  Description and Errata 
        
       Combat Text -  
  Legionnaires will throw javelins in the first round and 
  then cluster together to support melee combat if at all 
  possible 
   
  
  LKoK 60 – To Shake the Pillars of the World Enemies 
   
  15 
  ATL 11 Enemies 
   
  Encounter 2 
   
  ATL11 Hobgoblin 
       Male Kors Hobgoblin Barbarian7 
       AL CE Medium  
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +4 
       Melee: +2 Greataxe +14/+9 (1d12+8/3) 
       Base Atk: +7 Grp: +11 
       SA: Rage: Str +4, Con +4, Will +2, AC -2, HP +14, 
  2/day for 10 round 
       Speed: 30 
  ---------------------------------------------------------- 
  Defense 
       hp: 89 
       AC: 19, touch14, flat-footed 19 
       Fort: +10, Ref: +6, Will: +1 
       SQ: DR 1/--, Darkvision 60 ft., Fast Movement, 
  Illiteracy, Improved Uncanny Dodge (can't be flanked 
  except by a rogue of 11 level), Trap Sense (Ex) +2,  
  ---------------------------------------------------------- 
  Traits 
       Abilities: Str 19, Dex 18, Con 20, Int 6, Wis 8, 
  Cha 6 
       Skills: Hide 4, Listen 9, Ride 4, Spot 4 
       Feats: Improved Bull Rush, Power Attack,  
  Weapon Focus (Greataxe) 
       Languages: Kors 
  ---------------------------------------------------------- 
  Equipment:  
  Amulet of Health +2, Breastplate, Gauntlets of Ogre 
  Power, Greataxe +2, Ring of Protection +1 
   
  Encounter 4 
   
  ATL11  Advanced Chasm Lurker 
        Ka'Asa Mountains Chasm Lurker  
       AL N Huge 
   Magical Beast 
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +1 
       Melee: Bite +17 (2d6+7) 
      Full Attack: Bite +17 (2d6+7) and 4 leg rakes +12 
  (1d4+3) 
       Base Atk: +11 Grp: +26 
       SA: Improved grab, rake 1d4+3, web 
       Speed: 30 ft., (6 squares), climb 20 ft. 
  ---------------------------------------------------------- 
  Defense 
       hp: 94 
       AC: 17, touch9, flat-footed 16 
       Fort: +10, Ref: +11, Will: +5 
       SQ: Darkvision 60 ft., immunity to mind-
  influencing effects, low-light vision, tremorsense 60 ft. 
  ---------------------------------------------------------- 
  Traits 
       Abilities: Str 24, Dex 13, Con 16, Int 11, Wis 10, 
  Cha 12 
       Skills: Balance +5, Climb +19, Jump +19, Move 
  Silently +4, Tumble +4 
       Feats: Iron Will, Lightning Reflexes, Weapon 
  Focus (bite), Weapon Focus (leg rake)  
  ---------------------------------------------------------- 
  Description and Errata 
       A huge, eight legged creature resembling a hybrid 
  of a lizard and a spider 
       Combat Text -  
  The PCs will not end up in the Chasm Lurker's web in 
  this module, so no description of the web is included 
   
  Encounter 5 
   
  ATL11 Kalamaran Ranger 
       Male  Kalamaran Ranger 11 
       AL CN Medium Humanoid 
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +4 
       Melee: Warhammer +13 (1d8+2/x3) 
       Full Attack: +13/+8/+3 
       Ranged: +1 Composite (+2 Str) Longbow +18 
  (1d8+3/x3) 
       Ranged Full Attack: +1 Composite (+2 Str)    
  Longbow +18/+13/+8 (1d8+3/x3) 
       Base Atk: +11 Grp: +13 
       SA:  
       Speed: 30 ft (6 squares) 
  ---------------------------------------------------------- 
  Defense 
       hp: 80 
       AC: 22, touch15, flat-footed 18 
       Fort: +9, Ref: +11, Will: +5 
       SQ: Animal Companion (Ex), Archery Combat 
  Style, Evasion, Favored Enemy (Giant) +2, Favored 
  Enemy (Humanoid (dwarf) +4, Favored Enemy 
  (Goblinoid) +4, Swift Tracker, Wild Empathy (Ex) 
  +14, Woodland Stride 
  ---------------------------------------------------------- 
  Spells 
  1 (2/day)-Summon Nature's Ally I, Entangle 
  2 (2/day)-Barkskin, Protection from Energy 
  ---------------------------------------------------------- 
  Traits 
       Abilities: Str 14, Dex 18, Con 14, Int 12, Wis 14, 
  Cha 12 
       Skills: Handle Animal +15, Hide +17, Listen +18, 
  Move Silently +17, Search +15, Sense Motive +9, 
  Spot +18, Survival +16 
       Feats: Alertness, Endurance, Manyshot, Point 
  Blank Shot, Power Attack, Precise Shot, Rapid Shot, 
  Track, Weapon Focus (Longbow) 
       Languages: Kalamaran, Brandobian, Merchant's 
  Tongue 
  
  LKoK 60 – To Shake the Pillars of the World Enemies 
   
  16 
  ---------------------------------------------------------- 
  Equipment:  
  Amulet of Natural Armor +1, Arrows (20); 
  Warhammer; Chain Shirt +2; +1 Composite +2 
  Longbow; Ring of Protection +1, Gloves of Dexterity 
  +2, Bracers of Archery, Lesser 
  ---------------------------------------------------------- 
       Combat Text -  
  The Legions' Rangers will used ranged combat as 
  long as feasible 
     
  ATL11 Wolf Animal Companion 
       Female  Wolf  
       AL N Large Animal 
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +2 
       Melee: Bite +9 (1d8+9) 
       Base Atk: +3 Grp: +13 
       SA: Trip 
       Speed: 50 ft (10 squares) 
  ---------------------------------------------------------- 
  Defense 
       hp: 34 
       AC: 15, touch11, flat-footed 13 
       Fort: +8, Ref: +6, Will: +1 
       SQ: Evasion, Link, Low-light vision, scent, share 
  spells 
  ---------------------------------------------------------- 
  Traits 
       Abilities: Str 23, Dex 14, Con 19, Int 2, Wis 12, 
  Cha 6 
       Skills: Hide -3, Jump +14, Listen +4, Move 
  Silently +2, Spot +4 
       Feats: Run, Track, Weapon Focus (bite) 
   
  ATL11 Kalamaran Legionnaire 
       Male Kalamaran Human Fighter 10 
       AL LN Medium humanoid 
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +2 
       Melee: +2 Shortsword +17 (1d6+7/17-20x2) 
         Full Attack: +2 Shortsword +17/+12 (1d6+7/17-
  20) 
       Ranged: +1 Javelin +14 (1d6+4/x2) 
       Base Atk: +10 Grp: +13 
       SA:  
       Speed: 20 feet (4 squares) 
  ---------------------------------------------------------- 
  Defense 
       hp: 83 
       AC: 22, touch13, flat-footed 20 
       Fort: +9, Ref: +5, Will: +4 
  ---------------------------------------------------------- 
  Traits 
       Racial:  
       Abilities: Str 17, Dex 14, Con 14, Int 13, Wis 12, 
  Cha 10 
       Skills: Climb +12, Jump +6, Intimidate +13, Ride 
  +15 
       Feats: Combat Expertise, Combat Reflexes, 
  Dodge, Greater Weapon Focus (shortsword), 
  Improved Critical (shortsword) Improved Trip, Point 
  Blank Shot, Precise Shot, Weapon Focus (javelin), 
  Weapon Focus (shortsword), Weapon Specialization 
  (shortsword) 
       Languages: Brandobian, Low Kalamaran, 
  Merchant's Tongue  
  ---------------------------------------------------------- 
  Equipment:  
  +1 Breastplate; +1 Heavy steel Shield; MW Javelin; 
  +2 Shortsword; Ring of Protection +1 
  ---------------------------------------------------------- 
       Combat Text -  
  Legionnaires will throw javelins in the first round and 
  then cluster together to support melee combat if at all 
  possible 
   
  ATL11 Hobgoblin 
       Male Kors Hobgoblin Barbarian7 
       AL CE Medium  
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +4 
       Melee: +2 Greataxe +14/+9 (1d12+8/3) 
       Base Atk: +7 Grp: +11 
       SA: Rage: Str +4, Con +4, Will +2, AC -2, HP +14, 
  2/day for 10 round 
       Speed: 30 
  ---------------------------------------------------------- 
  Defense 
       hp: 89 
       AC: 19, touch14, flat-footed 19 
       Fort: +10, Ref: +6, Will: +1 
       SQ: DR 1/--, Darkvision 60 ft., Fast Movement, 
  Illiteracy, Improved Uncanny Dodge (can't be flanked 
  except by a rogue of 11 level), Trap Sense (Ex) +2,  
  ---------------------------------------------------------- 
  Traits 
       Abilities: Str 19, Dex 18, Con 20, Int 6, Wis 8, 
  Cha 6 
       Skills: Hide 4, Listen 9, Ride 4, Spot 4 
       Feats: Improved Bull Rush, Power Attack,  
  Weapon Focus (Greataxe) 
       Languages: Kors 
  ---------------------------------------------------------- 
  Equipment:  
  Amulet of Health +2, Breastplate, Gauntlets of Ogre 
  Power, Greataxe +2, Ring of Protection +1 
   
  Encounter 6 (optional) 
   
  ATL11 Kalamaran Legionnaire 
       Male Kalamaran Human Fighter 10 
       AL LN Medium humanoid 
  ---------------------------------------------------------- 
  Attack and Movement 
  
  LKoK 60 – To Shake the Pillars of the World Enemies 
   
  17 
       Init: +2 
       Melee: +2 Shortsword +17 (1d6+7/17-20x2) 
         Full Attack: +2 Shortsword +17/+12 (1d6+7/17-
  20) 
       Ranged: +1 Javelin +14 (1d6+4/x2) 
       Base Atk: +10 Grp: +13 
       SA:  
       Speed: 20 feet (4 squares) 
  ---------------------------------------------------------- 
  Defense 
       hp: 83 
       AC: 22, touch13, flat-footed 20 
       Fort: +9, Ref: +5, Will: +4 
  ---------------------------------------------------------- 
  Traits 
       Racial:  
       Abilities: Str 17, Dex 14, Con 14, Int 13, Wis 12, 
  Cha 10 
       Skills: Climb +12, Jump +6, Intimidate +13, Ride 
  +15 
       Feats: Combat Expertise, Combat Reflexes, 
  Dodge, Greater Weapon Focus (shortsword), 
  Improved Critical (shortsword) Improved Trip, Point 
  Blank Shot, Precise Shot, Weapon Focus (javelin), 
  Weapon Focus (shortsword), Weapon Specialization 
  (shortsword) 
       Languages: Brandobian, Low Kalamaran, 
  Merchant's Tongue  
  ---------------------------------------------------------- 
  Equipment:  
  +1 Breastplate; +1 Heavy steel Shield; MW Javelin; 
  +2 Shortsword; Ring of Protection +1 
  ---------------------------------------------------------- 
       Combat Text -  
  Legionnaires will throw javelins in the first round and 
  then cluster together to support melee combat if at all 
  possible 
  
  LKoK 60 – To Shake the Pillars of the World Enemies 
   
  18 
  ATL 13 Enemies 
   
  Encounter 2 
   
  ATL 13 Hobgoblins 
       Male Kors Hobgoblin Barbarian9 
       AL CE Medium  
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +4 
       Melee: +2 Greataxe +18/+13 (1d12+11) 
       Base Atk: +9 Grp: +15 
       SA: Rage:Str +4, Con +4, Will +2, AC -2, HP +18, 
  3/day, 10 rounds 
       Speed: 30 
  ---------------------------------------------------------- 
  Defense 
       hp: 113 
       AC: 20, touch14, flat-footed 20 
       Fort: +11, Ref: +7, Will: +4 
       SQ: DR 1/--,  Darkvision 60ft., Fast Movement, 
  Illiteracy, Improved Uncanny Dodge (can't be flanked 
  except by a rogue of 13 level), Trap Sense (Ex) +3  
  ---------------------------------------------------------- 
  Traits 
       Abilities: Str 22, Dex 18, Con 20, Int 6, Wis 8, 
  Cha 6 
       Skills: Hide 4, Listen 11, Ride 4, Spot 5 
       Feats: Improved Bull Rush, Iron Will, Power 
  Attack,  Weapon Focus (Greataxe) 
       Languages: Kors 
  ---------------------------------------------------------- 
  Equipment:  
  Amulet of Health +2, Breastplate+1, Belt of Giant 
  Strength +4, Greataxe +2, Ring of Protection +1 
   
  Encounter 4 
   
  ATL13  Advanced Chasm Lurker 
        Ka'Asa Mountains Chasm Lurker  
       AL N Gargantuan 
   Magical Beast 
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +2 
       Melee: Bite +21 (3d6+11) 
      Full Attack: Bite +21 (3d6+7) and 4 leg rakes +16 
  (1d6+3) 
       Base Atk: +13 Grp: +36 
       SA: Improved grab, rake 1d6+3, web 
       Speed: 30 ft., (6 squares), climb 20 ft. 
  ---------------------------------------------------------- 
  Defense 
       hp: 137 
       AC: 15, touch7, flat-footed 14 
       Fort: +13, Ref: +13, Will: +6 
       SQ: Darkvision 60 ft., immunity to mind-
  influencing effects, low-light vision, tremorsense 60 ft. 
  ---------------------------------------------------------- 
  Traits 
       Abilities: Str 32, Dex 14, Con 20, Int 11, Wis 10, 
  Cha 12 
       Skills: Balance +6, Climb +25, Jump +25, Move 
  Silently +5, Tumble +5 
       Feats: Iron Will, Lightning Reflexes, Power Attack, 
  Weapon Focus (bite), Weapon Focus (leg rake)  
  ---------------------------------------------------------- 
  Description and Errata 
       A huge, eight legged creature resembling a hybrid 
  of a lizard and a spider 
       Combat Text -  
  The PCs will not end up in the Chasm Lurker's web in 
  this module, so no description of the web is included 
   
  Encounter 5 
   
  ATL13 Kalamaran Ranger 
       Male  Kalamaran Ranger 13 
       AL CN Medium Humanoid 
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +4 
       Melee: Warhammer +15 (1d8+2/x3) 
       Full Attack: +15/+10/+5 
       Ranged: +1 Composite (+2 Str) Longbow +20 
  (1d8+3/x3) 
       Ranged Full Attack: +1 Composite (+2 Str)    
  Longbow +20/+15/+5 (1d8+3/x3) 
       Base Atk: +13 Grp: +15 
       SA:  
       Speed: 30 ft (6 squares) 
  ---------------------------------------------------------- 
  Defense 
       hp: 97 
       AC: 22, touch15, flat-footed 18 
       Fort: +10, Ref: +12, Will: +6 
       SQ: Animal Companion (Ex), Archery Combat 
  Style, Camouflage, Evasion, Favored Enemy (Giant) 
  +2, Favored Enemy (Humanoid (dwarf) +4, Favored 
  Enemy (Goblinoid) +4, Swift Tracker, Wild Empathy 
  (Ex) +16, Woodland Stride 
  ---------------------------------------------------------- 
  Spells 
  1 (2/day)-Summon Nature's Ally I, Entangle 
  2 (2/day)-Barkskin, Protection from Energy 
  3 (1/day)-Cure Moderate Wounds 
  ---------------------------------------------------------- 
  Traits 
       Racial:  
       Abilities: Str 14, Dex 19, Con 14, Int 12, Wis 14, 
  Cha 12 
       Skills: Handle Animal +17, Hide +19, Listen +20, 
  Move Silently +19, Search +17, Sense Motive +10, 
  Spot +20, Survival +18 
       Feats: Alertness, Endurance, Improved Precise 
  Shot, Manyshot, Point Blank Shot, Power Attack, 
  
  LKoK 60 – To Shake the Pillars of the World Enemies 
   
  19 
  Precise Shot, Rapid Shot, Toughness,Track, Weapon 
  Focus (Longbow) 
       Languages: Kalamaran, Brandobian, Merchant's 
  Tongue 
  ---------------------------------------------------------- 
  Equipment:  
  Amulet of Natural Armor +1, Arrows (20); 
  Warhammer; Chain Shirt +2; +1 Composite +2 
  Longbow; Ring of Protection +1, Gloves of Dexterity 
  +2, Bracers of Archery, Lesser 
  ---------------------------------------------------------- 
       Combat Text -  
  The Legions' Rangers will used ranged combat as 
  long as feasible 
   
  ATL13 Wolf Animal Companion 
       Female  Wolf  
       AL N Large Animal 
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +2 
       Melee: Bite +11 (1d8+10) 
       Base Atk: +4 Grp: +15 
       SA: Trip 
       Speed: 50 ft (10 squares) 
  ---------------------------------------------------------- 
  Defense 
       hp: 51 
       AC: 17, touch11, flat-footed 17 
       Fort: +9, Ref: +7, Will: +1 
       SQ: Devotion, Evasion, Link, Low-light vision, 
  scent, share spells 
  ---------------------------------------------------------- 
  Traits 
       Racial:  
       Abilities: Str 24, Dex 14, Con 19, Int 2, Wis 12, 
  Cha 6 
       Skills: Hide -3, Jump +15, Listen +5, Move 
  Silently +2, Spot +5 
       Feats: Power Attack, Run, Track, Weapon Focus 
  (bite) 
   
  ATL13 Kalamaran Legionnaire 
       Male Kalamaran Human Fighter 12 
       AL LN Medium humanoid 
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +2 
       Melee: +2 Shortsword +21 (1d6+11/17-20x2) 
         Full Attack: +2 Shortsword +21/+16/+11 
  (1d6+7/17-20) 
       Ranged: +1 Javelin +16 (1d6+6/x2) 
       Base Atk: +12 Grp: +17 
       SA:  
       Speed: 20 feet (4 squares) 
  ---------------------------------------------------------- 
  Defense 
       hp: 99 
       AC: 23, touch13, flat-footed 21 
       Fort: +10, Ref: +6, Will: +5 
       SQ:  
  ---------------------------------------------------------- 
  Traits 
       Racial:  
       Abilities: Str 20, Dex 14, Con 14, Int 13, Wis 12, 
  Cha 10 
       Skills: Climb +16, Jump +10, Intimidate +15, Ride 
  +17 
       Feats: Combat Expertise, Combat Reflexes, 
  Dodge, Greater Weapon Focus (shortsword), Greater 
  Weapon Specialization (shortsword), Improved 
  Critical (shortsword) Improved Trip, Point Blank Shot, 
  Power Attack, Precise Shot, Weapon Focus (javelin), 
  Weapon Focus (shortsword), Weapon Specialization 
  (shortsword) 
       Languages: Brandobian, Low Kalamaran, 
  Merchant's Tongue 
  ---------------------------------------------------------- 
  Equipment:  
  Amulet of Natural Armor +1; +1 Breastplate; +1 
  Gauntlets of Ogre Power; Heavy steel Shield; MW 
  Javelin; +2 Shortsword; Ring of Protection +1 
  ---------------------------------------------------------- 
       Combat Text -  
  Legionnaires will throw javelins in the first round and 
  then cluster together to support melee combat if at all 
  possible 
   
  ATL 13 Hobgoblins 
       Male Kors Hobgoblin Barbarian9 
       AL CE Medium  
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +4 
       Melee: +2 Greataxe +18/+13 (1d12+11) 
       Base Atk: +9 Grp: +15 
       SA: Rage:Str +4, Con +4, Will +2, AC -2, HP +18, 
  3/day, 10 rounds 
       Speed: 30 
  ---------------------------------------------------------- 
  Defense 
       hp: 113 
       AC: 20, touch14, flat-footed 20 
       Fort: +11, Ref: +7, Will: +4 
       SQ: DR 1/--,  Darkvision 60ft., Fast Movement, 
  Illiteracy, Improved Uncanny Dodge (can't be flanked 
  except by a rogue of 13 level), Trap Sense (Ex) +3  
  ---------------------------------------------------------- 
  Traits 
       Abilities: Str 22, Dex 18, Con 20, Int 6, Wis 8, 
  Cha 6 
       Skills: Hide 4, Listen 11, Ride 4, Spot 5 
       Feats: Improved Bull Rush, Iron Will, Power 
  Attack,  Weapon Focus (Greataxe) 
       Languages: Kors 
  ---------------------------------------------------------- 
  Equipment:  
  
  LKoK 60 – To Shake the Pillars of the World Enemies 
   
  20 
  Amulet of Health +2, Breastplate+1, Belt of Giant 
  Strength +4, Greataxe +2, Ring of Protection +1 
   
  Encounter 6 (optional) 
   
  ATL13 Kalamaran Legionnaire 
       Male Kalamaran Human Fighter 12 
       AL LN Medium humanoid 
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +2 
       Melee: +2 Shortsword +21 (1d6+11/17-20x2) 
         Full Attack: +2 Shortsword +21/+16/+11 
  (1d6+7/17-20) 
       Ranged: +1 Javelin +16 (1d6+6/x2) 
       Base Atk: +12 Grp: +17 
       SA:  
       Speed: 20 feet (4 squares) 
  ---------------------------------------------------------- 
  Defense 
       hp: 99 
       AC: 23, touch13, flat-footed 21 
       Fort: +10, Ref: +6, Will: +5 
       SQ:  
  ---------------------------------------------------------- 
  Traits 
       Racial:  
       Abilities: Str 20, Dex 14, Con 14, Int 13, Wis 12, 
  Cha 10 
       Skills: Climb +16, Jump +10, Intimidate +15, Ride 
  +17 
       Feats: Combat Expertise, Combat Reflexes, 
  Dodge, Greater Weapon Focus (shortsword), Greater 
  Weapon Specialization (shortsword), Improved 
  Critical (shortsword) Improved Trip, Point Blank Shot, 
  Power Attack, Precise Shot, Weapon Focus (javelin), 
  Weapon Focus (shortsword), Weapon Specialization 
  (shortsword) 
       Languages: Brandobian, Low Kalamaran, 
  Merchant's Tongue 
  ---------------------------------------------------------- 
  Equipment:  
  Amulet of Natural Armor +1; +1 Breastplate; +1 
  Gauntlets of Ogre Power; Heavy steel Shield; MW 
  Javelin; +2 Shortsword; Ring of Protection +1 
  ---------------------------------------------------------- 
       Combat Text -  
  Legionnaires will throw javelins in the first round and 
  then cluster together to support melee combat if at all 
  possible 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/AD&D 3rd Edition/RPGA/Living Kalamar Organised Play/Adventures/LKoK60_Pillars_Enemies.pdf