TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of 
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit 
  www.wizards.com/d20. 
   
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. 
  Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the 
  adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at POC@yeomanry.net.  For 
  LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  YEO8-02 
   
   
   
   
  Opposing Forces 
  A One-Round D&D® LIVING GREYHAWKTM  
  Yeomanry Regional Adventure 
  Version 1.0 
   
  by Philip Loyer 
  Reviewers: Yeomanry Triad 
  Circle Reviewer: Steven Conforti 
  Playtesters: Wes Walker, Brad Ellis, Jon Nooner, Travis Reed, Trey Reed, Merrick Brown, Jimmy 
  Cancienne, David Gloss 
   
   
   
  A wealthy merchant in the city of Loftwick has issued a call for adventurers; riches, fame, and glory have 
  been promised. What a scavenger hunt! Recommended for multi-talented parties of adventurers. A 
  Yeomanry regional adventure for APLs 6-14. 
   
   
  Resources: Complete Warrior [Andy Collins et al.], Fiend Folio [Eric Cagle et al.], Magic Item 
  Compendium [Andy Collins et al.], Races of the Wild [Skip Williams], Sandstorm [Bruce R. Cordell et al.], 
  Spell Compendium [Matthew Sernett et al.]. 
   
  
  YEO8-02 Opposing Forces 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA event from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house. 
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the session Dungeon Master 
  (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You must be at 
  least a HERALD-LEVEL GM to run this adventure. 
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  one (1) point. 
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2008. 
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com. 
  PLAYERS READ NO 
  FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need 
  copies of the following D&D books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual. 
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Information on 
  nonplayer 
  characters 
  (NPCs) 
  and 
  monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in the Appendices. 
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after 
  play. You’ll also find a LIVING GREYHAWK adventure 
  record (AR). You need one copy of this for each 
  participating player. 
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To calculate the Average Party 
  Level (APL), follow the process below: 
  1. Determine the character level for each of the 
  PCs participating in the adventure. Each PC 
  may bring one animal, plus any creatures 
  gained from class abilities to help in combat. 
  (PCs can bring more creatures but they 
  cannot help in combat). If you deem that the 
  animal bestows a significant benefit in combat 
  add the animal’s CR to the level of the PC it is 
  accompanying for calculating APL. (Animals 
  gained from class abilities and one standard 
  horse, warhorse, or riding dog for a PC with 
  Mounted Combat do not affect APL). 
  2. Sum the results of step 1 and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  3. If you are running a table of six PCs, add one 
  to that average. 
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs face. APLS are given in 
  even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before the 
  adventure begins whether they would like to play a 
  
  YEO8-02 Opposing Forces 
   
  Page 2 
  harder or easier adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC can gain at the end of the 
  adventure. A player character more than three 
  levels higher than the APL at which the adventure 
  is played cannot participate. If a player character 
  is more than two levels away from the APL at 
  which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the 
  PC was not challenged as much as normal or 
  relied on help by higher-level characters to reach 
  the objectives. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success: 
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  These APL calculation rules reference version 7.0 
  of the Living Greyhawk Campaign Sourcebook. If 
  you are playing this adventure in 2008, check the 
  current version of the LGCS and follow any 
  updated rules presented within. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, 
  set in the Yeomanry. Characters native to the 
  Yeomanry pay one Time Unit per round, all others 
  pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp 
  per Time Unit. Rich Upkeep costs 50 gp per Time 
  Unit.  Luxury Upkeep costs 100 gp per Time Unit. 
  Characters who fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  adventure. 
   
  A character who does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild. If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on 
  this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
  PREPARATION FOR PLAY 
  Is This a Military Adventure? 
   
  As Yeoman officials do NOT consider the 
  events of this adventure important to the defense 
  of the Yeomanry, members of any branch of the 
  Yeoman military may NOT count the TUs spent on 
  this adventure toward any annual TU commitment 
  required by their enlistment. 
  Is This a Dustdigger Adventure? 
   
  As this adventure does NOT significantly 
  involve archaeological matters, students in the 
  Academy of Lore may NOT count this adventure 
  toward any TUs they must spend per year in 
  study. See individual certificates for more details. 
  Is This a Promotion-Worthy Adventure? 
   
  Heroic deeds in the name of the Yeoman 
  military are NOT possible in this adventure. 
  ADVENTURE BACKGROUND 
  ABOUT THE YEOMANRY 
  The Yeomanry is situated in a valley between the 
  Jotens and the Tors in the southwest corner of the 
  Sheldomar Valley. The moderately sized realm is 
  nearly surrounded by the Crystalmists and its 
  spurs, though its eastern border with Keoland is 
  generally regarded as the eastern bank of the 
  Javan across from the county of Cryllor. Its border 
  continues south to where the great river enters the 
  Hool Marshes and the lands of the Sea Princes. 
  The climate is hot nearly year-round in the central 
  valley, though the temperature moderates as one 
  approaches the foothills, particularly in late fall and 
  winter. The Yeomanry is a land populated 
  primarily by freemen farmers, who are mostly a 
  Suel-Flan mix. 
   
  The 
  Yeomanry 
  is 
  one 
  of 
  the 
  few 
  representative democracies in the Flanaess. Any 
  citizen of majority, who has carried the spear for 
  the nation, either now or in the past, is eligible to 
  elect a spokesman on his behalf from his 
  
  YEO8-02 Opposing Forces 
   
  Page 3 
  community who serves in the Council of Common 
  Grosspokesmen in Loftwick. 
   
  The people of the Yeomanry are rural, 
  cloistered folk with little exposure to either 
  foreigners or magic. They are religious and 
  superstitious, yet reservedly friendly to travelers. 
  Many Yeomen have served in the Militia and are 
  stout defenders of their homes. 
   
  You can learn more about the Yeomanry at its 
  official website: http://www.yeomanry.net. 
  LOFTWICK 
  The capital of the Yeomanry League, Loftwick 
  stands high above the Yeoman Valley, at the 
  southernmost end of the High Crags, a spur of the 
  Jotens. Surrounded by high walls, and by higher 
  peaks, Loftwick is a commanding presence in the 
  western dales of the Yeoman Valley. Loftwick 
  serves as a trading center for the western League, 
  and extensive dockworks line the edge of the Wick 
  River, some few miles south of Loftwick. Loftwick 
  is 
  divided 
  into 
  numerous 
  wards 
  and 
  neighborhoods, including the Leatherworkers, 
  Goldsmiths, and Masons wards, identified by the 
  major guild in the ward, and other residential 
  neighborhoods including High Cross and Low 
  Cross, Five Points, and Death’s Privy. Among 
  Loftwick’s well-known landmarks are the Gnome 
  Clockworks, Blacksun Tower, the High Church of 
  Heironeous, and the Fellcrack. 
  BACKGROUND 
  Thomas Dreslin is a wealthy merchant, his father 
  was a wealthy merchant, his father's father was a 
  wealthy merchant, and so on. Throughout his life, 
  he has heard stories from his relatives about his 
  many-times-great-grandfather Talin Dreslin, who 
  was one of the greatest merchants of his time. 
  Thomas has always aspired to be as much like his 
  distant ancestor as he could be. His family is 
  already very wealthy; they own land, farms, shops, 
  an array of different holdings. However, Thomas 
  thought he needed to prove himself to get the 
  respect he deserved from his family and peers. He 
  did well for himself, but not so well that he stood 
  out among all the other very wealthy merchants, 
  just on par. He could never figure out how Talin 
  had become so very good at selling things to 
  people. 
   
  Then one day he came across a very old 
  family history that revealed 
  much to him. 
  Apparently, old Talin had a magic chalice that 
  made people like him a lot more than they really 
  should. Immediately, Thomas was very interested 
  in this chalice. The text described how Talin was 
  buried with his prized chalice, and gave vague 
  clues as to where this crypt is located. Thomas is 
  not a deceitful man by nature, but nonetheless 
  thought that if he could get others to like him more, 
  he could definitely turn a tidier profit. 
   
  Unfortunately, Thomas left most of his findings 
  spread upon his study table. One of his assistants, 
  Morlain Crot, stumbled upon it and took all the 
  documents for himself. When Thomas discovered 
  the robbery, he was worried Morlain would get the 
  chalice before he could. Luckily, Thomas still had 
  a message with a cryptic riddle as a clue. He knew 
  he could never deal with the rigors of finding and 
  exploring an ancient crypt, so he hit upon the idea 
  of holding a contest. However, Thomas did not 
  know that at the same time, Morlain hired a group 
  of mercenaries to find the chalice. 
   
  The adventure starts in the city of Loftwick. 
  The city offers the PCs many resources in finding 
  the tomb, preparing for the adventure, etc. 
  Locations of interest include a bookshop, the city 
  hall where local records are kept, a cartographer's 
  shop, and the Academy of Lore. Other shops and 
  temples are available for the PCs to obtain 
  standard equipment and spells before they search 
  for the crypt. 
   
  The crypt itself is located roughly 90 miles 
  south-southwest of Loftwick. The crypt's entrance 
  is inside a cave, one now inhabited by displacer 
  beasts. The crypt has several traps, as Talin did 
  not want his chalice taken from him easily. 
  ADVENTURE SUMMARY 
  Encounters 1 and 2 are in the city of Loftwick, 
  capital of the Yeomanry. Encounters 3 – 7 take 
  place at the crypt site. 
   
  Encounter 1: The Call to Adventure - The first 
  encounter consists of the PCs at a local tavern, 
  they hear that Thomas Dreslin is holding a 
  scavenger hunt and all those interested should 
  come to the City Hall tomorrow. The PCs arrive at 
  the designated time to find many other adventurer 
  types and curious on-lookers. Thomas Dreslin 
  announces he will give a reward to whoever 
  retrieves all the items. 
   
  Encounter 2: Finding Out What's What - The 
  PCs can look for items in whatever order they 
  want, but to find the chalice, they must decrypt the 
  message and solve the clues. Knowledge checks 
  can glean a few more clues about the chalice and 
  
  YEO8-02 Opposing Forces 
   
  Page 4 
  its location. The University at Loftwick has an 
  expert who can decrypt the message and solve 
  the clues. A trip to the cartographer's shop can 
  give the PCs more information. 
   
  Encounter 3: Let Sleeping Dogs Lie - Once the 
  PCs find the cave hiding the entrance to the crypt, 
  they also find a pack of displacer beasts with 
  which they must deal. 
   
  Encounter 4: The Door that Speaks - Once the 
  PCs get to the crypt, they must solve a riddle a 
  riddle.  If the PCs touch the door to the crypt 
  without solving the riddle or disabling the trap, they 
  set off the trap. 
   
  Encounter 5: Things from the Past - The PCs 
  enter the crypt and find a mural that depicts Talin 
  Dreslin's life. They may find treasure also. 
   
  Encounter 6: Choosing a Path - The PCs are 
  confronted with three paths leading to the burial 
  vault of Talin Dreslin, but each holds its own perils. 
   
  Encounter 7: The Opposing Force – Once the 
  PCs reach the final room, they find another puzzle. 
  When they solve the puzzle, they are confronted 
  by a group of mercenaries hired by Morlain. These 
  adventurers threaten to take the chalice unless the 
  PCs agree to pay them 5 times the stated reward. 
  If the PCs pay them, the opposing force will leave 
  quietly. However, if the PCs do not cough up the 
  gold, the opposing force will attack the party. 
   
  Conclusion - If the PCs retrieve the chalice 
  and give it to Thomas Dreslin, he is extremely 
  happy and gives them their reward. 
  INTRODUCTION 
  The adventure begins in The Leaky Tub, a local 
  tavern in the city of Loftwick. 
   
  You find yourself in the city of Loftwick, 
  capital of the Yeomanry. It would seem things 
  lately have taken a downward turn; no raging 
  dragons 
  terrorizing 
  the 
  countryside, 
  no 
  kobolds taking away mother’s newborn babes. 
  Traveling with friends, some old, some new, 
  you are in search of your next adventure. 
   
  Allow the PCs to introduce themselves to each 
  other. 
   
  Merilla, the local barmaid, approaches the 
  table to check on her patrons, making sure 
  they are all satisfied. As soon as she turns 
  away, a young boy rushes in through the front 
  door of the inn. “Everyone! Everyone! Lord 
  Thomas Dreslin is holding a grand scavenger 
  hunt. He asks all those interested come hear 
  him speak in front of the City Hall tomorrow 
  morning at 9 bells. He promises glory and 
  adventure to all who take on his quest!” 
   
  The PCs can obviously say they are not 
  interested in hearing Dreslin speak. If they choose 
  not to do so, the adventure ends here. 
  ENCOUNTER 1: THE CALL 
  TO ADVENTURE 
  Assuming the PCs go listen to Dreslin, they find 
  quite a few people gathered in front of the City 
  Hall. Feel free to play this out a little bit by having 
  random adventurers or townsfolk talk to the PCs. 
  Some ideas for possible roleplay encounters are: 
  • 
  A farmer who takes an interest in the PCs, 
  asking them why they are here or what 
  Dreslin’s scavenger hunt is all about. 
  • 
  An over-confident adventurer boasting he will 
  win the scavenger hunt. 
  • 
  A young woman who has come to flirt with 
  male adventurers, hoping to find a husband. 
  The PCs can also use this time to attempt to 
  Gather Information about Dreslin if they arrive 
  early. 
  • 
  DC 5: Thomas Dreslin is a merchant based in 
  the city of Loftwick. 
  • 
  DC 10: Dreslin is very wealthy and a 
  successful business man in his own right. 
  • 
  DC 15: Dreslin is fair and honest in all of his 
  dealings. He also comes from a long line of 
  merchants. 
  • 
  DC 20: One of his distant relatives is said to 
  have been the greatest merchant of his time. 
  • 
  DC 25: Many believe his distant relative held 
  some sort of magical power to influence those 
  around him to make him much wealthier. 
  After conversing with the locals or Gathering 
  Information, Dreslin appears on the courthouse 
  steps to address those who are gathered. 
   
  “Welcome to you all. I am Thomas Dreslin, 
  a local merchant. I have called you here to give 
  you an exciting opportunity for a different sort 
  of adventure. I am giving you the opportunity 
  to participate in the first Grand Scavenger 
  Hunt of Loftwick. It will be a race against time, 
  danger, and, of course, each other! For the 
  winners of the hunt, they receive (APL x 
  
  YEO8-02 Opposing Forces 
   
  Page 5 
  100gp) gold pieces as reward. If you wish to 
  undertake this quest, please see my clerk here. 
  He will give you a list of items and answer any 
  questions you have. Thank you and good 
  luck!” After Dreslin leaves the stage, you hear 
  murmurs in the crowd. You see many people 
  lining up in front of Dreslin’s clerk. The people 
  are of all types and from all walks of life; you 
  see young boys, older men, men and women 
  who are obviously adventurers by their style of 
  dress, even a couple of elderly women. 
   
  Assuming the PCs wish to undertake the 
  quest they can go to Bashi, Dreslin’s business 
  clerk. Bashi, is of Touv descent, about 5’7” with 
  short, curly black hair. Bashi is not rude to the 
  PCs, but he is not over-friendly either. He has a 
  business-like tone when speaking with the PCs. 
   
  “Good day. May I have your name and age, 
  please?” 
   
  After the PCs give Bashi the information, they 
  may ask him some questions. After about three 
  questions, however, he tells them he must register 
  the rest of those interested and thanks them for 
  their time and interest. 
   
  Some things that Bashi knows: 
  • 
  Dreslin’s distant grandfather was one of the 
  most successful businessmen of his time. 
  Talin created an empire almost overnight. 
  • 
  Dreslin himself does not know the exact 
  location of the chalice. However, he does 
  know the chalice is most likely underground. 
  • 
  Bashi does not know what the chalice does or 
  even if it does anything. 
  • 
  Time is of the essence. Not only are you and 
  other adventurers looking for the chalice, he 
  suspects a former associate of Dreslin’s is 
  also on the hunt for it. 
  • 
  Dreslin is a good and honest man who has 
  always treated him with fairness in all of their 
  dealings. 
  • 
  Bashi has no direct knowledge of what 
  dangers might lay ahead, but he does tell the 
  PCs that one of the documents Dreslin’s 
  distant grandfather left behind speaks of a 
  choice that must be made in order to gain 
  access to the chalice. 
   
  Once the PCs have finished registering and 
  talking to Bashi, he hands them Player Handouts 
  #1 and #2, and urges them to hurry. Player 
  Handout #1 is the list of items for the scavenger 
  hunt. Player Handout #2 has the encrypted 
  message. 
  ENCOUNTER 2: FINDING 
  OUT WHAT’S WHAT 
  The point of the scavenger hunt is to find the 
  chalice. The rest of the items are red herrings to 
  divert the hunters’ attention from the chalice as 
  something significant. The PCs can get the items 
  in any order. If the PCs do not leave for the crypt 
  by tomorrow morning, they will be too late. The 
  crypt has been looted, and the adventure is over.  
   
  The PCs may decide to go to the City Hall to 
  search for information on Dreslin’s Crypt. The City 
  Hall actually holds a record of the location of the 
  crypt, but this can be found only after days of 
  searching through records. If the PCs go to the 
  City Hall, try to discourage this by telling them it 
  soon becomes obvious it will take many days to 
  find the information. If they insist anyway, the 
  contest is over before they leave Loftwick; the 
  crypt has been looted and the adventure is over. 
   
  Through divinations, the PCs could discover 
  that the Dreslin Chalice functions like a circlet of 
  persuasion, except that it grants twice (+6) the 
  competence bonus on the holder’s Charisma-
  based checks. However, it works only for 
  descendents of Talin Dreslin. No Knowledge 
  checks will reveal any of this information. 
   
  A. 
  Getting 
  an 
  Ancient 
  Suloise 
  cookbook. 
   
  The obvious option is to go to a bookshop. 
  When the PCs arrive and ask about Ancient 
  Suloise cookbooks, the clerk replies: 
   
  “I’m not sure. You can take a look on the 
  back shelf on the right side of the store. That’s 
  where we keep the cookbooks.” 
   
  After about 15 minutes of searching, the PCs 
  find the cookbook. 
   
  “Oh good, you found it,” the clerk says. 
  “Let me see. Ok, it’s got a price of 60 gp. Wow! 
  That’s pretty expensive for a cookbook, huh?” 
   
  Go to the appropriate section of this encounter 
  for the party’s next action. When the party is ready 
  to go find the crypt, go to Encounter 3. 
   
  B. Catching pigeons. 
  
  YEO8-02 Opposing Forces 
   
  Page 6 
   
  If the PCs want to catch a pigeon, it will take 
  15 minutes for each attempt. Pigeons are fairly 
  accessible, so the PCs can do this pretty much 
  anywhere.  
   
  You look around to find a pigeon. Over by 
  a wall is an old man throwing seeds to a flock. 
   
  If a PC tries to sneak up on a pigeon, have 
  him make opposed Hide (DC 17) and Move 
  Silently (DC 15) checks. The pigeon Takes 10 on 
  Listen and Spot checks as it feeds. If the PC 
  succeeds, the pigeon is flat-footed. To catch the 
  pigeon, he has to make an attack roll to hit AC 14 
  (AC 12 flat-footed). 
   
  Go to the appropriate section of this encounter 
  for the party’s next action. When the party is ready 
  to go find the crypt, go to Encounter 3. 
   
  C. Decrypt the message and find the 
  chalice’s location. 
   
  The PCs have at least three options to decrypt 
  the message. 
   
  The first option is the PCs decrypt the 
  message by figuring it out for themselves. 
   
  If the first option fails or the players don’t want 
  to do it, the PCs can attempt a DC (APL + 10) 
  Intelligence check to decrypt it. Otherwise, go to 
  the third option. 
   
  If the PCs or the players successfully use one 
  of the first two options, give them Player Handout 
  #3. For clues to solve its meaning, have the PCs 
  attempt the following Knowledge checks: 
   
  Geography: 
   
  DC (APL + 5): Some of the clues could 
  possibly refer to geographic locations in the 
  Yeomanry. “Where the west was burned” 
  sounds a lot like Westburn. 
   
  DC (APL + 10): Also, there is Slerotin’s 
  Passage to the south of Westburn. 
   
  History: 
   
  DC (APL + 5): There used to be a Keoish fort 
  near Westburn called Justice. 
   
  DC (APL + 10): The reference to ”Where 
  eighteen entered and seventeen left” could 
  refer to the Lerara Suel and Slerotin’s 
  Passage. 
   
  A third option is the PCs take the encrypted 
  message to the University at Loftwick and pay a 
  scholar to decrypt it. If they don’t think of this 
  option, they overhear competitors saying: 
   
  “You know, I wonder if the University can 
  make any sense of this.” 
   
  If the PCs go to the University, they are 
  greeted by a young man. 
   
  As you enter the front door of the 
  University a young pimply-faced man sits 
  behind a desk in the center of the room. 
  Looking up, he sees your party. “Hello, good 
  people! How can I help you today?” 
   
  When the PCs ask if anyone can decrypt the 
  message, the young man sends them to Professor 
  Longbottom. They find Longbottom in his study, 
  hard at work on a set of documents in an unknown 
  language. 
   
  As you walk into the room, an elderly 
  gnome works diligently on a set of documents. 
  “Hmm, I wonder if it could really be true…” 
  Then Professor Longbottom seems to notice 
  you. “Oh! Excuse me. I didn’t see you standing 
  there. I do so apologize.” Abruptly, he stops as 
  a fearful look crosses his face. “Wait! Are you 
  here because of those exams? I always knew 
  my tests would get me in trouble one day.” His 
  eyes narrow as he looks over the party. “Hired 
  ruffians 
  and 
  the 
  sort, 
  I 
  suppose!” 
  He 
  brandishes his pen like a sword as he 
  continues sternly, “I am not helpless, you 
  know!”  
   
  Hopefully, the PCs explain to Longbottom that 
  they were not sent by students to rough him up. 
  After explaining their purpose, he says: 
   
  “Let me have a look at that. Ah yes! I can 
  work this out for you. However, I must charge 
  you for my services. One hundred gold pieces 
  should do it. I will need some time to work this 
  out. I should be able to decipher it in a few 
  minutes. How about you all wait outside while I 
  work this out.” 
   
  About 15 minutes later, Professor Longbottom 
  calls them back into his office. 
    
  “Here we go! The message says, ‘Before 
  justice was free. Near where the west was 
  burned. North of the passage where eighteen 
  entered and seventeen left.’ Well that certainly 
  is interesting. It’s still quite cryptic in what it 
  means. It speaks of landmarks of some sort. 
  Hmmm, can you can make anything of it?” 
   
  Give the players Player Handout #3. If the 
  PCs are still clueless as to where to go, have the 
  
  YEO8-02 Opposing Forces 
   
  Page 7 
  Professor chuckle a bit and say he has figured out 
  the clues. If the PCs ask him to tell them, he says 
  their deal was only to decrypt the message. If the 
  PCs want the clues solved, they must pay another 
  100 gp. When they agree, read the following: 
   
  “Well, it is quite elementary when it is all 
  examined together. ‘Where the west was 
  burned’ could quite possibly refer to the city of 
  Westburn. 
  ‘The 
  passage 
  where 
  eighteen 
  entered and seventeen left’ is a reference to 
  Slerotin’s Passage. The most obscure part is 
  ‘Before justice was free’. It points to a specific 
  place. 
  Before 
  the 
  Yeomanry 
  gained 
  its 
  independence, there was a Keoish military 
  outpost called Justice in the area outlined by 
  the other parts of message. Get a map of the 
  Yeomanry and take a look around there; I think 
  then you will find the place you are looking 
  for.” 
   
  If the PCs ask if he knows anything about 
  Thomas Dreslin or his ancestor Talin Dreslin, he 
  replies: 
   
  “I can’t say that I know more than anyone 
  else. He is a merchant from a family of 
  merchants. His ancestors I know nothing 
  about.” 
   
  Go to the appropriate section of this encounter 
  for the party’s next action. When the party is ready 
  to go find the crypt, go to Encounter 3. 
   
  D. Getting a map of the Yeomanry. 
   
  The PCs may go to a cartographer’s shop to 
  get a map.  
   
  You walk into the cluttered shop with 
  stacks upon stacks of papers, books, and 
  maps. Behind the counter sits a very pretty 
  young lady who looks up attentively. “Hello! 
  How can I help you today?” 
   
  When the PCs ask for a map of the Yeomanry, 
  she replies: 
   
  “You, too! We’ve had such a demand for 
  maps of the Yeomanry today--thanks to 
  Thomas’ contest--that we’ve nearly run out. 
  That will be 10 gold pieces, please.” 
   
  When the PCs buy the map, give them Player 
  Handout #4. 
   
  Possible questions: 
  • 
  Do you know anything about Thomas Dreslin? 
  “Actually, I do know a little bit. My father 
  set us up on a date once. He’s a nice guy 
  and he was very sweet to me, but just not 
  my type. He’s too concerned with his 
  reputation as a businessman, but we still 
  remain friends. I heard about the contest 
  he’s putting on. I think it has something to 
  do with an ancestor of his.” 
  • 
  Do you know anything about Talin Dreslin? 
  “Thomas really wanted to be like him. From 
  what he told me, his ancestor was a man of 
  meager means who was a good merchant 
  and worked his way up in the world. Then 
  one day, he began selling stuff like crazy. 
  Thomas was always trying to find out what 
  helped him do that. He told me he read 
  about a chalice or something that made 
  people really friendly towards Talin. He 
  said he would try to find its whereabouts.” 
   
  Go to the appropriate section of this encounter 
  for the party’s next action. When the party is ready 
  to go find the crypt, go to Encounter 3. 
  ENCOUNTER 3: LET 
  SLEEPING DOGS LIE 
  Searching the area of the clues, you find a 
  cave with a 30-foot wide mouth. To the left and 
  the right of the cave are worn statues 
  resembling knights in heavy full plate armor. 
  You also see a pack of animals sleeping at the 
  mouth of the cave. 
   
  Creatures: These beasts look like emaciated 
  panthers, with blue-black fur, six legs, and a body 
  that is nothing but muscle and bone. A pair of 
  tentacles sprouts from their shoulders and end in 
  horn-ridge pads. The party is 100 feet away from 
  the entrance to the cave. If the PCs attempt to 
  sneak 
  past 
  the 
  sleeping 
  displacer 
  beasts, 
  remember that sleeping is a -10 penalty to their 
  Listen checks. The EL of this encounter is lowered 
  by 1 since the beasts are asleep, the party is not 
  surprised, and the PCs can plan and prepare for 
  the encounter. If the displacer beasts are not 
  awakened beforehand, the party will have a 
  surprise round on them. 
  APL 6 (EL 6) 
  Displacer Beast (3): hp 59 each; see Monster 
  Manual, page 66. 
  
  YEO8-02 Opposing Forces 
   
  Page 8 
  APL 8 (EL 7) 
  Displacer Beast (4): hp 59 each; see Monster 
  Manual, page 66. 
  APL 10 (EL 9) 
  Advanced Displacer Beast, (4): hp 117 each; 
  see Appendix 3. 
  APL 12 (EL 10) 
  Evolved Displacer Beast, (6): hp 176 each; 
  see Appendix 4. 
  APL 14 (EL 11) 
  Evolved Displacer Beast, (9): hp 176 each; 
  see Appendix 5. 
   
  Tactics: Once awakened, the displacer beasts 
  will defend their home. They will attempt to flank 
  with each other, surrounding a single enemy. 
   
  Treasure: The displacer beasts have made 
  this cave their lair. If the PCs make a Search 
  check DC (APL + 10) among the debris of the 
  displacer beasts’ victims, they find some coins. 
  APL 6: L: 0 gp, C: 15 gp, M: 0 gp. 
  APL 8: L: 0 gp, C: 20 gp, M: 0 gp. 
  APL 10: L: 0 gp, C: 33 gp, M: 0 gp. 
  APL 12: L: 0 gp, C: 50 gp, M: 0 gp. 
  APL 14: L: 0 gp, C: 75 gp, M: 0 gp. 
  ENCOUNTER 4: THE DOOR 
  THAT SPEAKS 
  After the PCs deal with the displacer beasts, they 
  can enter the cave. 
   
  Conditions: There is no light in the cave. The 
  tunnel at the back of the cave is 10 feet wide and 
  unlit. Adjust the description in the boxed text 
  based on the party’s light source. 
   
  After traveling down the sloping tunnel a 
  short way, it makes a sharp turn to the left and 
  levels off. The tunnel continues until it dead-
  ends at a 5-foot wide door set in the center of 
  the 10-foot wide wall. The door has a face 
  carved on it and is flanked by two simple stone 
  pillars. 
   
  The sloping tunnel is 80 feet long at a 45-
  degree angle. Then it makes a 90-degree left turn 
  and continues straight and level for 120 feet. Each 
  stone pillar is about 2 feet in diameter. When 
  anyone approaches within 40 feet of the door, the 
  face animates. 
   
  As you approach the door, the face 
  animates and says, “Born motherless and 
  fatherless, into this world without a sin, made 
  a loud roar as I entered and never spoke again. 
  What am I?” 
   
  The answer is “thunder”. If the PCs spend too 
  much time on this or the players don’t want to 
  solve a riddle, allow them to make an Intelligence 
  check at DC (APL + 10). If they succeed, they 
  guess the correct answer and can safely open the 
  door. If they fail and touch the door, the trap sends 
  a lightning bolt down the center of the tunnel, 
  affecting all in the tunnel. 
  Strong Wooden Door: 2 in. thick; hardness 5; 
  hp 20; Break DC 23. 
   
  Trap: The trap is triggered by touching the 
  door without solving the riddle. 
  APL 6 (EL 4) 
  Lightning Bolt Trap: Search DC 28; magic 
  device; touch trigger; see Appendix 1. 
  APL 8 (EL 6) 
  Lightning Bolt Trap: Search DC 28; magic 
  device; touch trigger; see Appendix 2. 
  APL 10 (EL 8) 
  Lightning Bolt Trap (2): Search DC 28; 
  magic device; touch trigger; see Appendix 3. 
  APL 12 (EL 10) 
  Maximized Lightning Bolt Trap: Search DC 
  28; magic device; touch trigger; see Appendix 
  4. 
  APL 14 (EL 12) 
  Maximized Lightning Bolt Trap (2): Search 
  DC 28; magic device; touch trigger; see 
  Appendix 5. 
   
  Development: Once the riddle is solved or the 
  trap is disabled, the door can be opened safely. 
  ENCOUNTER 5: THINGS 
  FROM THE PAST 
  Beyond the trapped door is Talin Dreslin’s crypt. 
  Unless 
  otherwise 
  noted, 
  all 
  the 
  following 
  conditions apply in the crypt. The walls and 
  hallways are lined with everburning torches that 
  can be taken off the walls. All chambers in the 
  
  YEO8-02 Opposing Forces 
   
  Page 9 
  crypt are 30 feet x 30 feet. All ceilings are 10 feet 
  high. All doors are 5-foot wide, strong wooden 
  doors flanked by two simple stone pillars, each 
  about 2 feet in diameter and running from floor to 
  ceiling. Doors are not locked or trapped. When 
  teleported to a room, there is no way out except 
  the 
  next 
  teleportation 
  circle 
  due 
  to 
  anti-
  teleportation magic. 
   
  As you look into the large crypt, you see a 
  mural on your left. The first panel of the mural 
  shows a man in a desert climbing over dunes 
  of sand. The next shows the same man coming 
  upon a structure partly buried in the sand. 
  Then the man is standing inside a temple 
  looking at a chalice on a pedestal with a beam 
  of light shining upon it. The following panel 
  shows the man holding the chalice in one hand 
  and taking money from another man. The last 
  panel shows the man holding the chalice in the 
  air with thousands of people bowing before 
  him. 
   
  On your right are shelves with many 
  paintings, pottery, dusty books, scrolls, and 
  glassware. 
   
  At the opposite end of the room is a 
  wooden door, flanked by simple stone pillars, 
  with a large plaque upon it. On the plaque is 
  written in large letters, “This is the final resting 
  place of Talin Dreslin, The Great Merchant.” 
   
  This mural was completed before Talin Dreslin 
  died. His goal was not only to be rich, but to be 
  worshipped as a god. However, he died before 
  discovering that the chalice is not that powerful. 
   
  Treasure: A Search check (DC APL + 22) of 
  the shelves will reveal two scrolls hidden among 
  the random items, an arcane scroll of slide, and an 
  arcane scroll of greater slide. 
  APLs 6-14: L: 0 gp, C: 0 gp, M: arcane scroll 
  of slide (2 gp), arcane scroll of greater slide 
  (12 gp). 
  ENCOUNTER 6: CHOOSING 
  A PATH 
  When you open the door with the plaque, you 
  see a room with a wooden door flanked by 
  simple stone pillars in the center of each wall. 
  Each door has a word engraved above it: 
  Strength, Dexterity, or Intelligence. On the 
  floor, three 10-foot circles are clearly marked, 
  one in front of each of the doors. Between the 
  circles is written: “In life and in business you 
  have a choice; a choice to take what you want, 
  to take what you deserve, or to sit idly and let 
  life pass you by as you are thrown table 
  scraps. I now leave a choice to you. For those 
  who are strong, there is the door on the left. 
  For those who are quick, there is the door in 
  the center. For those who are clever, there is 
  the door on the right. Take what you want or 
  be left to rot.” 
   
  The PCs, together or separately, must choose 
  a door to continue. When they touch a door, all 
  within the circle for that door are teleported into 
  another room. Once activated, a teleportation 
  circle will operate for 170 minutes. 
   
  Path A: Strength 
   
  You appear at one end of a room about 50 
  feet wide and 60 feet long. There are two 
  simple stone pillars, evenly spaced, on each 
  sidewall. On the opposite side of the room is a 
  wooden door flanked by simple stone pillars, 
  with a circle on the floor before it. 
   
  There are one or more caryatid columns, 
  depending on the APL. The two pillars on each 
  side are spaced 20 feet apart from each other and 
  the corners. At APL 6, the left pillar on the 
  opposite wall is a caryatid column. At APL 8, both 
  pillars on the opposite wall are caryatid columns. 
  At APL 10, both pillars on the opposite wall and 
  the nearest pillar on the left sidewall at the PCs’ 
  end of the room are caryatid columns. At APL 12, 
  both pillars on the opposite wall and the nearest 
  pillar on both sidewalls at the PCs’ end of the 
  room are caryatid columns. At APL 14, all six 
  pillars are caryatid columns. 
   
  Creatures: In the blink of an eye, one or more 
  stone pillars become silk-draped, beautiful female 
  figures with bastard swords. They have orders to 
  kill all in the room once anyone is 10 feet from the 
  back wall of the room. 
  APL 6 (EL 6) 
  Caryatid Column: hp 60; see Appendix 6. 
  APL 8 (EL 8) 
  Caryatid Column (2): hp 60 each; see 
  Appendix 6. 
  APL 10 (EL 9) 
  Caryatid Column (3): hp 60 each; see 
  Appendix 6. 
  
  YEO8-02 Opposing Forces 
   
  Page 10 
  APL 12 (EL 10) 
  Caryatid Column (4): hp 60 each; see 
  Appendix 6. 
  APL 14 (EL 11) 
  Caryatid Column (6): hp 60 each; see 
  Appendix 6. 
   
  Tactics: The caryatid columns are relentless 
  and fearless. If an opponent is difficult to hit or 
  deals lots of damage, they will use their Improved 
  Sunder feat to neutralize him. They will not stop 
  until the PCs have been killed, but they cannot 
  leave the room. 
   
  Development: The PCs can fight the caryatid 
  columns or flee through the door. If they flee, they 
  get xp for only the caryatid columns they defeat. If 
  they defeat none, they get no xp for this 
  encounter. Go to Encounter 7. 
   
  Path B: Dexterity 
   
  You appear at one end of a hallway about 
  10 feet wide and 80 feet long. On the other 
  side, you see a wooden door flanked by simple 
  stone pillars, with a circle on the floor before it. 
   
  Trap: Between 50-60 feet down the hall is a 
  pit trap, 10 feet x 10 feet (4 squares). It is triggered 
  when anyone steps on either of the last two 
  squares (between 55-60 feet down the hall). 
   
  At APL 14, there is also an incendiary cloud 
  trap 40 feet down the hall on the ceiling. It is 
  triggered when anyone comes within 10 feet of it. 
  If it is triggered, add a -2 circumstance penalty to 
  Search and Disable Device checks in the 
  incendiary cloud. 
  APL 6 (EL 6) 
  Wide-Mouth 
  Pit 
  Trap: 
  Search DC 26; 
  mechanical; location trigger; see Appendix 1. 
  APL 8 (EL 8) 
  Wide-Mouth 
  Pit 
  Trap: 
  Search DC 28; 
  mechanical; location trigger; see Appendix 2. 
  APL 10 (EL 9) 
  Wide-Mouth 
  Pit 
  Trap: 
  Search DC 29; 
  mechanical; location trigger; see Appendix 3. 
  APL 12 (EL 10) 
  Wide-Mouth 
  Pit 
  Trap: 
  Search DC 30; 
  mechanical; location trigger; see Appendix 4. 
  APL 14 (EL 11) 
  Incendiary Cloud Trap: Search DC 33; magic 
  device; proximity trigger; see Appendix 5. 
  Wide-Mouth 
  Pit 
  Trap: 
  Search DC 29; 
  mechanical; location trigger; see Appendix 5. 
  Go to Encounter 7. 
   
  Path C: Intelligence 
   
  You appear on one side of a room with a 
  curious sight. On the middle of the opposite 
  wall is a message that reads, “Green grass 
  grows, blue rain falls, yellow sun rises, gold at 
  the end.” On a low table in front of the wall are 
  8 blocks, each of a different color: orange, 
  blue, red, green, gold, yellow, indigo, and 
  violet. On the wall below the message are 7 
  square holes in a row. Its looks like a block 
  could fit into a hole. There is a circle on the 
  floor before the holes. 
   
  The solution is a rainbow. The correct order of 
  the blocks, from right to left is red, orange, yellow, 
  green, blue, indigo, and violet. The gold block is a 
  red herring. 
   
  Trap: If the PCs use the gold block or fill the 
  slots in an incorrect order, it triggers the trap. The 
  trap will not trigger until there are 7 blocks in the 
  holes. The trap is in the upper front left corner 
  (and the lower back right corner at APL 14) of the 
  room to cover the entire room. If it is set off, give 
  the PCs a +2 circumstance bonus on Search 
  checks to find it. 
  APL 6 (EL 6) 
  Cone of Cold Trap: Search DC 30; magic 
  device; proximity trigger; see Appendix 1. 
  APL 8 (EL 8) 
  Prismatic Spray Trap: Search DC 32; magic 
  device; proximity trigger; see Appendix 2. 
  APL 10 (EL 9) 
  Heightened Prismatic Spray Trap: Search 
  DC 33; magic device; proximity trigger; see 
  Appendix 3. 
  APL 12 (EL 10) 
  Heightened Prismatic Spray Trap: Search 
  DC 34; magic device; proximity trigger; see 
  Appendix 4. 
  
  YEO8-02 Opposing Forces 
   
  Page 11 
  APL 14 (EL 11) 
  Heightened 
  Prismatic 
  Spray 
  Trap 
  (2): 
  Search DC 33; magic device; proximity trigger; 
  see Appendix 5. 
   
  Development: Anyone who fails his Will save 
  when struck by a violet beam is Lost in the 
  Planes. The adventure is over for him, and he will 
  spend an additional 10 TUs before he returns to 
  this plane (see AR). Go to Encounter 7. 
  ENCOUNTER 7: THE 
  OPPOSING FORCE 
  You appear in what seems to be the last room 
  in the crypt. Near the far wall is a sarcophagus. 
  Above the sarcophagus are two buckets. To 
  the left of the sarcophagus is a fountain. One 
  of the buckets is labeled “5 gallons”; the other 
  “3 gallons”. To the right of the sarcophagus is 
  a 
  pedestal. 
  A 
  plaque 
  on 
  top 
  of 
  the 
  sarcophagus reads, “Bested the obstacles 
  thus far? One last puzzle I have for you. Put 
  exactly 4 gallons of water in the 5-gallon 
  bucket and place it on the pedestal to receive 
  what you have come for.” There is no circle. 
   
  The fountain is still functional and runs water 
  constantly. One method to solve the puzzle is to fill 
  the 3-gallon bucket and pour it into the 5-gallon 
  bucket, leaving it 2 gallons empty. Then fill the 3-
  gallon bucket again and pour it into the remaining 
  space of the 5-gallon bucket, leaving 1 gallon of 
  water in the 3-gallon bucket. Empty the 5-gallon 
  bucket and pour the single gallon of water from the 
  3-gallon bucket into it. Fill the 3-gallon bucket 
  again and pour it into the 5-gallon bucket. You 
  now have 4 gallons in the 5-gallon bucket. There 
  are other possible solutions to this puzzle. 
   
  When you place the 5-gallon bucket with 
  four gallons of water on the platform, a 
  compartment in the pedestal opens, revealing 
  a chalice. Also a hidden trapdoor in the ceiling 
  opens, showing sunlight shining down the 5-
  foot shaft. At that moment, two adventurers 
  appear in the room. The man in plate armor 
  addresses you. “Ah! I see you got here before 
  us. That is unfortunate for you. You see, we 
  also were sent here to retrieve the chalice. We 
  are not unreasonable, however. For a price, we 
  will leave you to carry on. Otherwise, we will 
  have to take the chalice from you.” 
   
  Creatures: Only the two fighters of the 
  opposing force are visible. The rogue and the 
  wizard are invisible, and the wizard is flying. The 
  reward the leader of the opposing force requires is 
  (APL x 500 gp). He will bargain with the PCs for 
  five rounds, giving the rogue time to get into 
  position, but he will not accept less than this 
  amount. During negotiations, the rogue tries to get 
  close to the PC who appears least armored. If 
  either side does or says something that the rogue 
  can interpret as hostile, he will immediately attack 
  his selected target. 
   
  The party can pay the price the opposing force 
  demands or attempt Diplomacy to get out of the 
  situation, but they have only five rounds to start 
  the diplomacy or pay the price. The opposing 
  force’s initial attitude is Hostile. The party has only 
  one chance to shift their attitude to Friendly on a 
  Diplomacy check DC 35 to prevent the opposing 
  force from attacking the PCs. If they fail, the rogue 
  will attack with surprise, initiating the combat. 
  APL 6 (EL 8) 
  Korgan, Male Flan Human Fighter4: hp 36; 
  see Appendix 1. 
  Reklen, Male Wood Elf Fighter4: hp 30; see 
  Appendix 1. 
  Maria, Female Halfling Rogue4: hp 21; see 
  Appendix 1. 
  Morlock, Male Gray Elf Wizard 4: hp 12; see 
  Appendix 1. 
  APL 8 (EL 9) 
  Korgan, Male Flan Human Fighter6: hp 59; 
  see Appendix 2. 
  Reklen, Male Wood Elf Fighter6: hp 45; see 
  Appendix 2. 
  Maria, Female Halfling Rogue6: hp 32; see 
  Appendix 2. 
  Morlock, Male Gray Elf Wizard 4: hp 18; see 
  Appendix 2. 
  APL 10 (EL 10) 
  Korgan, Male Flan Human Fighter8: hp 79; 
  see Appendix 3. 
  Reklen, Male Wood Elf Fighter8: hp 66; see 
  Appendix 3. 
  Maria, Female Halfling Rogue8: hp 48; see 
  Appendix 3. 
  Morlock, Male Gray Elf Wizard 4: hp 30; see 
  Appendix 3. 
  
  YEO8-02 Opposing Forces 
   
  Page 12 
  APL 12 (EL 12) 
  Korgan, Male Flan Human Fighter10: hp 98; 
  see Appendix 4. 
  Reklen, Male Wood Elf Fighter10: hp 83; see 
  Appendix 4. 
  Maria, Female Halfling Rogue10: hp 60; see 
  Appendix 4. 
  Morlock, Male Gray Elf Wizard 4: hp 38; see 
  Appendix 4. 
  APL 14 (EL 14) 
  Korgan, Male Flan Human Fighter12: hp 
  117; see Appendix 5. 
  Reklen, Male Wood Elf Fighter12: hp 99; see 
  Appendix 5. 
  Maria, Female Halfling Rogue12: hp 72; see 
  Appendix 5. 
  Morlock, Male Gray Elf Wizard 4: hp 45; see 
  Appendix 5. 
   
  Tactics: The opposing force will attack to the 
  best of their abilities in a coordinated manner. 
  Carefully note their capabilities. They buffed just 
  before teleporting into the room (see appendices). 
   
  APL 6: The rogue will Sneak Attack his 
  selected target. 
   
  APLs 8-14: The rogue has assassin levels and 
  will use his Death Attack, if possible, on his 
  selected target. 
   
  Treasure: If detect magic is used on the 
  chalice, it radiates a faint transmutation aura. 
  APL 6: L: 206 gp, C: 77 gp, M: +1 great 
  falchion (200 gp), 2 potions of protection from 
  good (4 gp each), 2 potions of shield of faith 
  +2 (4 gp each), 2 +1 mithral shirts (175 gp 
  each), least crystal of return (25 gp), bracers 
  of the entangling blast (166 gp), +1 cloak of 
  resistance (83 gp), arcane scroll of dissonant 
  chant (12 gp). 
  APL 8: L: 60 gp, C: 226 gp, M: +1 great 
  falchion (200 gp), 2 potions of protection from 
  good (4 gp each), 2 potions of shield of faith 
  +2 (4 gp each), +1 full plate (220 gp), least 
  crystal of lifekeeping (16 gp), 2 +1 mithral 
  shirts (175 gp each), +1 composite longbow 
  (Str +3) (225 gp), 3 potions of cure light 
  wounds (4 gp each), potion of pass without 
  trace (4 gp), least crystal of return (25 gp), +1 
  short 
  sword 
  (192 
  gp), 
  bracers 
  of 
  the 
  entangling blast (166 gp), +1 cloak of 
  resistance (83 gp), arcane scroll of dissonant 
  chant (12 gp), +1 ring of protection (166 gp). 
  APL 10: L: 60 gp, C: 43 gp, M: +1 great 
  falchion (200 gp), 2 potions of protection from 
  good (4 gp each), 2 potions of shield of faith 
  +2 (4 gp each), +1 full plate (220 gp), least 
  crystal of lifekeeping (16 gp), 2 gauntlets of 
  ogre power (333 gp each), 2 +1 mithral shirts 
  (175 gp each), +1 composite longbow (Str +3) 
  (225 gp), 3 potions of cure light wounds (4 gp 
  each), potion of pass without trace (4 gp), +2 
  gloves of dexterity (333 gp), least crystal of 
  return (25 gp), +1 short sword (192 gp), 
  bracers of the entangling blast (166 gp), +1 
  cloak of resistance (83 gp), arcane scroll of 
  dissonant chant (12 gp), +1 ring of protection 
  (166 gp), +2 headband of intellect (333 gp). 
  APL 12: L: 69 gp, C: 143 gp, M: +1 great 
  falchion (200 gp), 2 potions of protection from 
  good (4 gp each), 2 potions of shield of faith 
  +2 (4 gp each), +2 full plate (470 gp), least 
  crystal of lifekeeping (16 gp), 2 gauntlets of 
  ogre power (333 gp each), belt of growth (250 
  gp), 2 least crystals of energy (acid) assault 
  (50 gp each), 2 +1 mithral shirts (175 gp 
  each), +1 frost composite longbow (Str +3) 
  (725 gp), 3 potions of cure light wounds (4 gp 
  each), potion of pass without trace (4 gp), +2 
  gloves of dexterity (333 gp), least crystal of 
  return (25 gp), +1 corrosive short sword (692 
  gp), restful crystal (41 gp), bracers of the 
  entangling blast (166 gp), +1 cloak of 
  resistance (83 gp), arcane scroll of dissonant 
  chant (12 gp), +2 ring of protection (666 gp), 
  +2 headband of intellect (333 gp). 
  APL 14: L: 47 gp, C: 60 gp, M: +1 great 
  falchion (200 gp), 2 potions of protection from 
  good (4 gp each), 2 potions of shield of faith 
  +2 (4 gp each), +2 full plate (470 gp), least 
  crystal of lifekeeping (16 gp), 2 gauntlets of 
  ogre power (333 gp each), belt of growth (250 
  gp), 2 least crystals of energy (acid) assault 
  (50 gp each), +1 animated heavy steel shield 
  (764 gp), armband of elusive action (66 gp), 2 
  +1 mithral shirts (175 gp each), +1 frost bane 
  (humans) composite longbow (Str +3) (1,558 
  gp), 3 potions of cure light wounds (4 gp 
  each), potion of pass without trace (4 gp), +2 
  gloves of dexterity (333 gp), least crystal of 
  return (25 gp), +1 corrosive keen short sword 
  (1,525 gp), restful crystal (41 gp), +1 
  darkwood shield (104 gp), bracers of the 
  entangling blast (166 gp), 2 +1 cloaks of 
  resistance (83 gp each), arcane scroll of 
  
  YEO8-02 Opposing Forces 
   
  Page 13 
  dissonant chant (12 gp), +2 ring of protection 
  (666 gp), +2 headband of intellect (333 gp), 
  ring of force shield (708 gp), +2 cloak of 
  resistance (333 gp). 
  CONCLUSION 
  If the party does not get the chalice, go to 
  Conclusion A. If the party gets the chalice, but 
  does not give it to Thomas Dreslin, go to 
  Conclusion B. If the party gets the chalice and 
  gives it to Thomas Dreslin, go to Conclusion C. 
   
  Through divinations, the PCs could discover 
  that the Dreslin Chalice functions like a circlet of 
  persuasion, except that it grants twice (+6) the 
  competence bonus on the holder’s Charisma-
  based checks. However, it works only for 
  descendents of Talin Dreslin. No Knowledge 
  checks will reveal any of this information. 
  CONCLUSION A 
   
  You have failed to complete the scavenger 
  hunt and have no hope of winning the reward. 
  All you have to show for your efforts are the 
  list items you acquired and whatever loot you 
  managed to find in your quest. 
   
  Cross off all items on the AR that the PCs did 
  not get. They do NOT get a gold reward, 
  Gratitude, or a Favor from Thomas Dreslin. 
  Award only the xp and gp actually earned. (See 
  Experience 
  Point 
  Summary 
  and 
  Treasure 
  Summary.) 
  CONCLUSION B 
   
  You have decided you want to keep the 
  chalice for yourselves. However, no matter 
  what you try, the chalice doesn’t seem to do 
  anything for you. 
   
  Cross off all items on the AR that the PCs did 
  not get. They do NOT get a gold reward, 
  Gratitude, or a Favor from Thomas Dreslin. 
  Award only the xp and gp actually earned. (See 
  Experience 
  Point 
  Summary 
  and 
  Treasure 
  Summary.) 
  CONCLUSION C 
   
  You return the scavenger hunt items to 
  Thomas Dreslin, who is ecstatic when you 
  arrive. He eagerly takes the chalice, but 
  ignores everything else. Thomas says, “Thank 
  you so very much! You have helped me restore 
  a part of my family’s history and heritage. 
  Please tell me; what did you encounter in my 
  ancestor’s crypt?” 
   
  Let the PCs tell Thomas what happened. If 
  they mention encountering the evil group of 
  adventurers: 
   
  “How horrible! I suspect I know who sent 
  them. A former assistant, Morlain, found out 
  about Talin Dreslin’s Chalice about the same 
  time I did. He disappeared shortly after. I 
  suspected he was up to no good.” 
   
  When the PCs finish telling him of the 
  adventure, he concludes the meeting: 
   
  “Well, here is the gold as promised, and 
  also let me extend to you an offer. I can lay my 
  hands on a lot of different and unique things 
  and services. Please let me know if I can help 
  you acquire an item or service you’ve been 
  looking for.” 
   
  Cross off all items on the AR that the PCs did 
  not get. They get a gold reward, Gratitude, and a 
  Favor from Thomas Dreslin. Award only the xp 
  and gp actually earned. (See Experience Point 
  Summary and Treasure Summary.) 
   
   
  The End 
   
  
  YEO8-02 Opposing Forces 
   
  Page 14 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award. Award the total 
  value (objectives 
  plus roleplaying) 
  to each 
  character. 
  Encounter 3 
  Defeat or sneak past the displacer beasts. 
   
  APL 6: 180 xp. 
    
  APL 8: 210 xp. 
   
  APL 10: 270 xp. 
   
  APL 12: 300 xp. 
   
  APL 14: 330 xp. 
  Encounter 4 
  Defeat or disable the traps. 
   
  APL 6: 120 xp. 
   
  APL 8: 180 xp. 
   
  APL 10: 240 xp. 
   
  APL 12: 300 xp. 
   
  APL 14: 360 xp. 
  Encounter 6 
  Defeat the caryatid columns, or defeat or disable 
  the traps. 
   
  APL 6: 180 xp. 
   
  APL 8: 240 xp. 
   
  APL 10: 270 xp. 
   
  APL 12: 300 xp. 
   
  APL 14: 330 xp. 
  Encounter 7 
  Successfully negotiate with or defeat the opposing 
  force. 
   
  APL 6: 240 xp. 
   
  APL 8: 270 xp. 
   
  APL 10: 300 xp. 
   
  APL 12: 360 xp. 
   
  APL 14: 420 xp. 
  Story Award 
  Give Dreslin’s Chalice to Thomas Dreslin. 
   
  APL 6: 150 xp. 
    
  APL 8: 195 xp. 
   
  APL 10: 240 xp. 
   
  APL 12: 285 xp. 
   
  APL 14: 330 xp. 
  Discretionary Roleplaying Award 
   
  APL 6: 30 xp. 
   
  APL 8: 30 xp. 
   
  APL 10: 30 xp. 
   
  APL 12: 30 xp. 
   
  APL 14: 30 xp. 
  Total possible experience 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
   
  APL 12: 1,575 xp. 
   
  APL 14: 1,800 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 
  
  YEO8-02 Opposing Forces 
   
  Page 15 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure. Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it. Other times they may attempt to use the 
  item blindly. If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure. Write the total in the GP Gained field of 
  the adventure certificate. Because this is a Regional 
  adventure, characters may spend additional Time 
  Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter 3: 
  APL 6: L: 0 gp, C: 15 gp, M: 0 gp. 
  APL 8: L: 0 gp, C: 20 gp, M: 0 gp. 
  APL 10: L: 0 gp, C: 33 gp, M: 0 gp. 
  APL 12: L: 0 gp, C: 50 gp, M: 0 gp. 
  APL 14: L: 0 gp, C: 75 gp, M: 0 gp. 
  Encounter 5: 
  APLs 6-14: L: 0 gp, C: 0 gp, M: arcane scroll 
  of slide (2 gp), arcane scroll of greater slide 
  (12 gp). 
  Encounter 7: 
  APL 6: L: 203 gp, C: 84 gp, M: +1 great 
  falchion (200 gp), 2 potions of protection from 
  good (4 gp each), 2 potions of shield of faith 
  +2 (4 gp each), 2 +1 mithral shirts (175 gp 
  each), least crystal of return (25 gp), bracers 
  of the entangling blast (166 gp), +1 cloak of 
  resistance (83 gp), arcane scroll of dissonant 
  chant (12 gp). 
  APL 8: L: 57 gp, C: 233 gp, M: +1 great 
  falchion (200 gp), 2 potions of protection from 
  good (4 gp each), 2 potions of shield of faith 
  +2 (4 gp each), +1 full plate (220 gp), least 
  crystal of lifekeeping (16 gp), 2 +1 mithral 
  shirts (175 gp each), +1 composite longbow 
  (Str +3) (225 gp), 3 potions of cure light 
  wounds (4 gp each), potion of pass without 
  trace (4 gp), least crystal of return (25 gp), +1 
  short 
  sword 
  (192 
  gp), 
  bracers 
  of 
  the 
  entangling blast (166 gp), +1 cloak of 
  resistance (83 gp), arcane scroll of dissonant 
  chant (12 gp), +1 ring of protection (166 gp). 
  APL 10: L: 57 gp, C: 50 gp, M: +1 great 
  falchion (200 gp), 2 potions of protection from 
  good (4 gp each), 2 potions of shield of faith 
  +2 (4 gp each), +1 full plate (220 gp), least 
  crystal of lifekeeping (16 gp), 2 gauntlets of 
  ogre power (333 gp each), 2 +1 mithral shirts 
  (175 gp each), +1 composite longbow (Str +3) 
  (225 gp), 3 potions of cure light wounds (4 gp 
  each), potion of pass without trace (4 gp), +2 
  gloves of dexterity (333 gp), least crystal of 
  return (25 gp), +1 short sword (192 gp), 
  bracers of the entangling blast (166 gp), +1 
  cloak of resistance (83 gp), arcane scroll of 
  dissonant chant (12 gp), +1 ring of protection 
  (166 gp), +2 headband of intellect (333 gp). 
  APL 12: L: 66 gp, C: 150 gp, M: +1 great 
  falchion (200 gp), 2 potions of protection from 
  good (4 gp each), 2 potions of shield of faith 
  +2 (4 gp each), +2 full plate (470 gp), least 
  crystal of lifekeeping (16 gp), 2 gauntlets of 
  ogre power (333 gp each), belt of growth (250 
  gp), 2 least crystals of energy (acid) assault 
  (50 gp each), 2 +1 mithral shirts (175 gp 
  each), +1 frost composite longbow (Str +3) 
  (725 gp), 3 potions of cure light wounds (4 gp 
  each), potion of pass without trace (4 gp), +2 
  gloves of dexterity (333 gp), least crystal of 
  return (25 gp), +1 corrosive short sword (692 
  gp), restful crystal (41 gp), bracers of the 
  entangling blast (166 gp), +1 cloak of 
  resistance (83 gp), arcane scroll of dissonant 
  chant (12 gp), +2 ring of protection (666 gp), 
  +2 headband of intellect (333 gp). 
  APL 14: L: 44 gp, C: 67 gp, M: +1 great 
  falchion (200 gp), 2 potions of protection from 
  good (4 gp each), 2 potions of shield of faith 
  +2 (4 gp each), +2 full plate (470 gp), least 
  crystal of lifekeeping (16 gp), 2 gauntlets of 
  ogre power (333 gp each), belt of growth (250 
  gp), 2 least crystals of energy (acid) assault 
  (50 gp each), +1 animated heavy steel shield 
  (764 gp), armband of elusive action (66 gp), 2 
  +1 mithral shirts (175 gp each), +1 frost bane 
  (humans) composite longbow (Str +3) (1,558 
  gp), 3 potions of cure light wounds (4 gp 
  
  YEO8-02 Opposing Forces 
   
  Page 16 
  each), potion of pass without trace (4 gp), +2 
  gloves of dexterity (333 gp), least crystal of 
  return (25 gp), +1 corrosive keen short sword 
  (1,525 gp), restful crystal (41 gp), +1 
  darkwood shield (104 gp), bracers of the 
  entangling blast (166 gp), 2 +1 cloaks of 
  resistance (83 gp each), arcane scroll of 
  dissonant chant (12 gp), +2 ring of protection 
  (666 gp), +2 headband of intellect (333 gp), 
  ring of force shield (708 gp), +2 cloak of 
  resistance (333 gp). 
  Encounter Conclusion C: 
  APL 6: L: 0 gp, C: 100 gp, M: 0 gp. 
  APL 8: L: 0 gp, C: 133 gp, M: 0 gp. 
  APL 10: L: 0 gp, C: 166 gp, M: 0 gp. 
  APL 12: L: 0 gp, C: 200 gp, M: 0 gp. 
  APL 14: L: 0 gp, C: 233 gp, M: 0 gp. 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 6: L: 203 gp, C: 199 gp, M: 866 gp – 
  Total: 1,268 gp (900 gp). 
  APL 8: L: 57 gp, C: 386 gp, M: 1,701 gp – 
  Total: 2,144 gp (1,300 gp). 
  APL 10: L: 57 gp, C: 249 gp, M: 3,033 gp – 
  Total: 3,339 gp (2,300 gp). 
  APL 12: L: 66 gp, C: 400 gp, M: 5,174 gp – 
  Total: 5,640 gp (3,300 gp). 
  APL 14: L: 44 gp, C: 375 gp, M: 7,373 gp – 
  Total: 7,792 gp (6,600 gp). 
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Lost in the Planes: You are lost in an unknown 
  plane. If you do not have a focus for the Prime 
  Material plane and the ability to cast plane shift, 
  you will be able to find your way home after 10 
  TUs of searching. 
  Gratitude of Thomas Dreslin: In gratitude for 
  your delivering the Dreslin Chalice to him, Thomas 
  Dreslin offers to help you buy any one item or 
  armor/weapon upgrade to which you have access, 
  including from his Favor, at a 20% discount off its 
  market value. This discount stacks with other 
  discounts. Mark this as USED when used. 
  Favor of Thomas Dreslin: Thomas Dreslin offers 
  to make available for your purchase (Frequency: 
  Regional) two items or upgrades from the 
  following lists (circle the items or upgrades 
  selected; you may choose both items/upgrades 
  from the same list): 
  • 
  A DMG item of an Open spell from Tables 
  7-17, 7-23, 7-24, and 7-26. 
  • 
  A special ability armor upgrade: acid 
  resistance, 
  animated, 
  blinking 
  (MIC), 
  called (MIC), ghost ward (MIC), healing 
  (MIC), landing (MIC), linked (MIC), wild. 
  • 
  A 
  special 
  ability 
  weapon 
  upgrade: 
  anarchic, aquatic (MIC), binding (MIC), 
  corrosive (MIC), everbright (MIC), fire, 
  frost, keen, slow burst (MIC). 
  Item Access 
  APL 6 (all of the following): 
  • 
  +1 Mithral Shirt (Adventure; DMG) 
  • 
  Arcane Scroll of Dissonant Chant (Adventure; 
  Spell Compendium; Limit 5) 
  • 
  Arcane Scroll of Slide (Adventure; Spell 
  Compendium; Limit 5) 
  • 
  Arcane Scroll of Greater Slide (Adventure; 
  Spell Compendium; Limit 5) 
  • 
  Bracers of the Entangling Blast (Adventure; 
  Magic Item Compendium; Limit 1) 
  • 
  Crystal of Return, Least (Adventure; Magic 
  Item Compendium; Limit 1) 
  • 
  Darkwood Buckler (Adventure; DMG) 
  APLs 8, 10 (all of APL 6 plus the following): 
  • 
  Crystal of Lifekeeping, Least (Adventure; 
  Magic Item Compendium; Limit 1) 
  APL 12 (all of APLs 6, 8, 10 plus the following): 
  • 
  +1 Corrosive Short Sword (Adventure; Magic 
  Item Compendium; Limit 1) 
  • 
  +1 Frost Composite, +3 Str Bonus (Adventure; 
  DMG) 
  • 
  Belt of Growth (Adventure; Magic Item 
  Compendium; Limit 1) 
  • 
  Crystal of Energy Assault (Acid), Least 
  (Adventure; Magic Item Compendium; Limit 1) 
  • 
  Restful 
  Crystal 
  (Adventure; 
  Magic 
  Item 
  Compendium; Limit 1) 
  APL 14 (all of APLs 6, 8, 10, 12 plus the 
  following): 
  
  YEO8-02 Opposing Forces 
   
  Page 17 
  • 
  +1 Animated Shield (Adventure; DMG; Limit 1) 
  • 
  +1 Corrosive Keen Short Sword (Adventure; 
  Magic Item Compendium; Limit 1) 
  • 
  +1 Frost Bane (Human) Composite Longbow, 
  +3 Str Bonus (Adventure; DMG) 
  • 
  Armband of Elusive Action (Adventure; Magic 
  Item Compendium; Limit 1) 
   
  
  YEO8-02 Opposing Forces 
   
  Page 18 
  APPENDIX 1 – APL 6 
   
  ENCOUNTER 4 
   
   
   
   
  L IG HT N IN G  BO LT  T R A P 
  CR 4 
  Description automatic reset 
  Search DC 28; Type magic device 
  Trigger touch (alarm) 
  Effect lightning bolt, 5th-level wizard, 5d6 electricity, DC 
  14 Reflex save for half damage 
  Duration instantaneous 
  Disarm 28 
  Dispel 16 
  ENCOUNTER 6 
   
   
   
   
  W I D E-M O U TH  P I T T R A P 
  CR 6 
  Description manual reset; multiple targets (all targets 
  within a 10-ft.-by-10-ft. area) 
  Search DC 26; Type mechanical 
  Trigger location 
  Effect DC 25 Reflex save avoids; 40 ft. deep (4d6, fall) 
  Disarm 25 
   
  C O N E O F  C O L D T R A P 
  CR 6 
  Description automatic reset 
  Search DC 30; Type magic device 
  Trigger proximity 
  Effect cone of cold, 9th-level wizard, 9d6 cold, DC 17 
  Reflex save for half damage 
  Duration instantaneous 
  Disarm 30 
  Dispel 20 
  ENCOUNTER 7 
   
   
   
   
  K O RG A N 
  CR 4 
  Male human (Flan) fighter 4 
  NE Medium humanoid (human) 
  Init +1; Senses Listen +1, Spot +1 
  Languages Common  
  AC 17, touch 10, flat-footed 17 
   (+7 armor) 
  hp 36 (4d10 + 8 HD);  
  Resist ; SR none 
  Fort +6, Ref +2, Will +2 
  Speed 20 ft. in half-plate (4 squares), base movement 
  30 ft. 
  Melee (two-handed)+1 great falchion +9 (1d12 + 5 18-
  20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +7 
  Atk Options Power Attack, Improved Sunder, Cleave, 
  Power Critical (great falchion) 
  Combat Gear +1 great falchion, masterwork half-plate, 
  potion of protection from good, potion of shield of 
  faith +2 
  Abilities Str 16, Dex 12, Con 14, Int 10, Wis 13, Cha 8  
  Feats Exotic Weapon Proficiency (great falchion), 
  Power Attack, Weapon Focus (great falchion), 
  Improved Sunder, Cleave, Power Critical (great 
  falchion)  
  Skills Climb -3, Handle Animal +6, Intimidate +6, Jump 
  +0, Ride +4, Swim -10, 
  Possessions combat gear plus backpack, 90 gp 
  Description You see a Flan human male in half-plate 
  armor wielding a great falchion sword two-handed. 
  Sources Great falchion (Sandstorm), Power Critical 
  (Complete Warrior) least crystal of lifekeeping (Magic 
  Item Compendium). 
   
  R E K L EN 
  CR 4 
  Male wood elf fighter 4 
  NE Medium humanoid (elf) 
  Init +4; Senses Listen +2, Spot +2 
  Languages Common, Sylvan  
  AC 19, touch 14, flat-footed 15 
   (+4 Dex, +5 armor) 
  hp 30 (4d10 HD)  
  Immune magic sleep effects 
  Resist ; SR none 
  Fort +4, Ref +5, Will +1 (+2 bonus against 
  enchantment spells or effects) 
  Speed 30 ft. in +1 mithral shirt (6 squares), base 
  movement 30 ft. 
  Melee masterwork longsword +8 (1d8 + 3 19-20/x2) 
  Ranged masterwork composite longbow (Str +3) +10 
  (1d8 + 5 x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +7 
  Atk Options Point Blank Shot, Defensive Archery, 
  Precise Shot 
  Combat Gear masterwork composite longbow (Str +3), 
  20 arrows, masterwork longsword, +1 mithral shirt, 
  potion of protection from good, potion of shield of 
  faith +2 
  Abilities Str 16, Dex 18, Con 11, Int 10, Wis 10, Cha 6  
  SQ Elf Racial Traits 
  Feats Point Blank Shot, Defensive Archery, Weapon 
  Focus (composite longbow), Precise Shot, Weapon 
  Specialization (composite longbow  
  Skills Climb +5, Handle Animal +3, Intimidate +0, Jump 
  +5, Ride +8, Swim +4 
  Possessions combat gear plus backpack, 82 gp 
  Description You see a robust elf with coppery-red hair 
  wearing a mithral shirt and wielding a composite 
  longbow. 
  Sources Defensive Archery (Races of the Wild) 
   
  M A R IA 
  CR 4 
  Female halfling rogue 4 
  CE Small humanoid (halfling) 
  Init +8; Senses Listen +3, Spot +1 
  
  YEO8-02 Opposing Forces 
   
  Page 19 
  Languages Common, Halfling  
  AC 20, touch 15, flat-footed 20 (Uncanny Dodge) 
   (+1 size, +4 Dex, +4 armor, +1 shield) 
  hp 21 (4d6 +4 HD)  
  Resist ; SR none 
  Fort +3, Ref +9, Will +2 (+2 bonus against fear) 
  Speed 20 ft. in +1 mithral chain (4 squares), base 
  movement 20 ft. 
  Melee masterwork short sword +7 (1d4 + 1 19-20/x2) 
  Ranged sling +9 (1d3 + 1 x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +0 
  Atk Options Sneak Attack +2d6 
  Combat Gear masterwork short sword, sling, 20 sling 
  bullets, +1 mithral shirt, darkwood buckler, least 
  crystal of return 
  Abilities Str 12, Dex 18, Con 13, Int 12, Wis 10, Cha 8  
  SQ Halfling Racial Traits, Trapfinding, Evasion, Trap 
  Sense +1, Uncanny Dodge 
  Feats Improved Initiative, Weapon Focus (short sword)  
  Skills Appraise +2, Balance +11, Bluff +0, Climb +2, 
  Decipher Script +2, Diplomacy +0, Disable Device 
  +2, Disguise +0, Escape Artist +4, Forgery +2, 
  Gather Information +0, Hide +13, Intimidate +0, Jump 
  +10, Knowledge (local, Sheldomar Valley) +2, Listen 
  +3, Move Silently +11, Open Lock +5, Search +2, 
  Sense Motive +7, Sleight of Hand +3, Spot +1, Swim 
  -2, Tumble +11, Use Magic Device +0, Use Rope +5 
  Possessions combat gear plus backpack, thieves’ 
  tools, soap, 300 gp 
  Description You see a female halfling wearing a mithral 
  shirt and a darkwood buckler, wielding a short sword. 
  Sources 
  least 
  crystal 
  of 
  return 
  (Magic 
  Item 
  Compendium) 
   
  M O RLO C K 
  CR 4 
  Male gray elf wizard 4 
  CE Medium humanoid (elf) 
  Init +3; Senses Listen +2, Spot +2 
  Languages Common, Elven  
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 armor) 
  hp 12 (4d4 HD)  
  Immune magic sleep effects 
  Resist ; SR none 
  Fort +2, Ref +5, Will +6 (+2 bonus against 
  enchantment spells or effects) 
  Speed 30 ft. in no armor (6 squares), base movement 
  30 ft. 
  Melee longsword +1 (1d8 – 1 19-20/x2) 
  Ranged longbow +5 (1d8 - 1 x 3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +1 
  Atk Options Spells, Point Blank Shot, Precise Shot 
  Combat Gear longsword, longbow, 20 arrows, bracers 
  of the entangling blast, arcane scroll of dissonant 
  chant 
  Wizard Spells Prepared (CL 4th): 
   2nd—dissonant chant, �invisibility x2 
   1st—burning hands,�mage armor, magic missile, 
  ray of enfeeblement 
   0—acid splash, daze x2, ray of frost 
  �Already cast 
  Abilities Str 8, Dex 16, Con 11, Int 18, Wis 12, Cha 8  
  SQ Elf Racial Traits, Summon Familiar 
  Feats Scribe Scroll, Point Blank Shot, Precise Shot  
  Skills 
  Concentration 
  +7, 
  Decipher 
  Script 
  +11, 
  Knowledge (arcana) +11, Knowledge (history) +11, 
  Knowledge (planes) +11, Spellcraft +13, 
  Possessions combat gear plus spell component pouch, 
  backpack, spellbook, +1 cloak of resistance, 37 gp 
  Spellbook spells prepared plus 0—detect magic, mage 
  hand, read magic 
   1st—color spray, disguise self 
   2nd—flaming sphere, glitterdust, scorching ray 
  Description You see a slender elf nearly as tall as a 
  human, with pale skin, dark hair, and pointed ears. 
  Sources bracers of the entangling blast (Magic Item 
  Compendium, dissonant chant (Spell Compendium) 
   
  
  YEO8-02 Opposing Forces 
   
  Page 20 
  APPENDIX 2 – APL 8 
   
  ENCOUNTER 4 
   
   
   
   
  L IG HT N IN G  BO LT  T R A P 
  CR 6 
  Description automatic reset 
  Search DC 28; Type magic device 
  Trigger touch (alarm) 
  Effect lightning bolt, 10th-level wizard, 10d6 electricity, 
  DC 14 Reflex save for half damage 
  Duration instantaneous 
  Disarm 28 
  Dispel 21 
  ENCOUNTER 6 
   
   
   
   
  W I D E-M O U TH  P I T T R A P 
  CR 8 
  Description manual reset; multiple targets (all targets 
  within a 10-ft.-by-10-ft. area) 
  Search DC 28; Type mechanical 
  Trigger location 
  Effect DC 25 Reflex save avoids; 100 ft. deep (10d6, 
  fall) 
  Disarm 25 
   
  P R I S MA T IC  S P R A Y  T RA P 
  CR 8 
  Description automatic reset 
  Search DC 32; Type magic device 
  Trigger proximity (alarm) 
  Effect prismatic spray, 13th-level wizard, DC 20 Reflex, 
  Fortitude, or Will save, depending on effect 
  Duration instantaneous 
  Disarm 32 
  Dispel 24 
  ENCOUNTER 7 
   
   
   
   
  K O RG A N 
  CR 6 
  Male human (Flan) fighter 6 
  NE Medium humanoid (human) 
  Init +1; Senses Listen +1, Spot +1 
  Languages Common  
  AC 20, touch 11, flat-footed 19 
   (+1 Dex, +9 armor) 
  hp 59 (6d10 + 12 + 6 HD);  
  Resist ; SR none 
  Fort +7, Ref +3, Will +3 
  Speed 20 ft. in full plate (4 squares), base movement 30 
  ft. 
  Melee (two-handed)+1 great falchion +11 (1d12 + 7 18-
  20/x2) and (two-handed) +1 great falchion +6 (1d12 + 
  7 18-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6/+1; Grp +9/+4 
  Atk Options Power Attack, Improved Sunder, Cleave, 
  Power Critical (great falchion) 
  Combat Gear +1 great falchion, +1 full plate, potion of 
  protection from good, potion of shield of faith +2, 
  least crystal of lifekeeping 
  Abilities Str 16, Dex 12, Con 14, Int 10, Wis 13, Cha 8  
  Feats Exotic Weapon Proficiency (great falchion), 
  Power Attack, Weapon Focus (great falchion), 
  Improved Sunder, Cleave, Power Critical (great 
  falchion) Weapon Specialization (great falchion), 
  Improved Toughness 
  Skills Climb -1, Handle Animal +6, Intimidate +8, Jump 
  +6, Ride +4, Swim -6, 
  Possessions combat gear plus backpack, 248 gp 
  Description You see a Flan human male in full plate 
  armor wielding a great falchion sword two-handed. 
  Sources Great falchion (Sandstorm), Power Critical, 
  Improved Toughness (Complete Warrior), least 
  crystal of lifekeeping (Magic Item Compendium) 
   
  R E K L EN 
  CR 6 
  Male wood elf fighter 6 
  NE Medium humanoid (elf) 
  Init +4; Senses Listen +2, Spot +2 
  Languages Common, Sylvan  
  AC 19, touch 14, flat-footed 15 
   (+4 Dex, +5 armor) 
  hp 45 (6d10 HD)  
  Immune magic sleep effects 
  Resist ; SR none 
  Fort +5, Ref +6, Will +2 (+2 bonus against 
  enchantment spells or effects) 
  Speed 30 ft. in +1 mithral shirt (6 squares), base 
  movement 30 ft. 
  Melee masterwork longsword +10 (1d8 + 3 19-20/x2) 
  and masterwork longsword +5 (1d8 + 3 19-20/x2) 
  Ranged +1 composite longbow (Str +3) +12 (1d8 + 6 
  x3) and +1 composite longbow (Str +3) +7 (1d8 + 6 
  x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6/+1; Grp +9/+4 
  Atk Options Point Blank Shot, Defensive Archery, 
  Precise Shot, Rapid Shot, Manyshot 
  Combat Gear +1 composite longbow (Str +3), 40 
  arrows, masterwork longsword, +1 mithral shirt, 
  potion of protection from good, potion of shield of 
  faith +2, potion of cure light wounds, potion of pass 
  without trace 
  Abilities Str 16, Dex 18, Con 11, Int 10, Wis 10, Cha 6  
  SQ Elf Racial Traits 
  Feats Point Blank Shot, Defensive Archery, Weapon 
  Focus (composite longbow), Precise Shot, Weapon 
  Specialization (composite longbow, Rapid Shot, 
  Manyshot  
  Skills Climb +5, Handle Animal +3, Intimidate +0, Jump 
  +9, Ride +8, Swim +4 
  Possessions combat gear plus backpack, 281 gp 
  
  YEO8-02 Opposing Forces 
   
  Page 21 
  Description You see a robust elf with coppery-red hair 
  wearing a mithral shirt and wielding a composite 
  longbow.  
  Sources Defensive Archery (Races of the Wild) 
   
  M A R IA 
  CR 6 
  Female halfling rogue 5/assassin 1 
  CE Small humanoid (halfling) 
  Init +8; Senses Listen +3, Spot +1 
  Languages Common, Halfling  
  AC 20, touch 15, flat-footed 20 (Uncanny Dodge) 
   (+1 size, +4 Dex, +4 armor, +1 shield) 
  hp 32 (6d6 +6 HD)  
  Resist ; SR none 
  Fort +3, Ref +11, Will +2 (+2 bonus against fear) 
  Speed 20 ft. in +1 mithral chain (4 squares), base 
  movement 20 ft. 
  Melee +1 short sword +7 (1d4 + 2 19-20/x2) 
  Ranged sling +9 (1d3 + 1 x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +0 
  Atk Options Sneak Attack +4d6, Dodge, Death Attack, 
  Spells 
  Combat Gear +1 short sword, sling, 20 sling bullets, +1 
  mithral shirt, darkwood buckler, least crystal of return 
  Assassin Spells Known (CL 1st): 
   1st (1/day)—obscuring mist, true strike 
  �Already cast 
  Abilities Str 12, Dex 18, Con 13, Int 12, Wis 10, Cha 8  
  SQ Halfling Racial Traits, Trapfinding, Evasion, Trap 
  Sense +1, Uncanny Dodge, Poison Use 
  Feats Improved Initiative, Weapon Focus (short sword), 
  Dodge  
  Skills Appraise +2, Balance +11, Bluff +0, Climb +2, 
  Decipher Script +2, Diplomacy +0, Disable Device 
  +2, Disguise +3, Escape Artist +7, Forgery +2, 
  Gather Information +0, Hide +15, Intimidate +0, Jump 
  +10, Knowledge (local, Sheldomar Valley) +2, Listen 
  +3, Move Silently +13, Open Lock +5, Search +2, 
  Sense Motive +9, Sleight of Hand +3, Spot +1, Swim 
  +0, Tumble +13, Use Magic Device +0, Use Rope +5 
  Possessions combat gear plus backpack, thieves’ 
  tools, soap, spell component pouch, 637 gp 
  Description You see a female halfling wearing a mithral 
  shirt and a darkwood buckler, wielding a short sword. 
  Sources 
  least 
  crystal 
  of 
  return 
  (Magic 
  Item 
  Compendium) 
   
  M O RLO C K 
  CR 6 
  Male gray elf wizard 6 
  CE Medium humanoid (elf) 
  Init +3; Senses Listen +2, Spot +2 
  Languages Common, Elven  
  AC 18, touch 14, flat-footed 15 
   (+3 Dex, +4 armor, +1 deflection) 
  hp 18 (6d4 HD)  
  Immune magic sleep effects 
  Resist ; SR none 
  Fort +3, Ref +6, Will +7 (+2 bonus against 
  enchantment spells or effects) 
  Speed 30 ft. in no armor (6 squares), base movement 
  30 ft. 
  Melee longsword +2 (1d8 - 1 19-20/x2) 
  Ranged longbow +6 (1d8 - 1 x 3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +2 
  Atk Options Spells, Point Blank Shot, Precise Shot, 
  Spell 
  Focus 
  (Conjuration), 
  Spell 
  Focus 
  (Transmutation) 
  Combat Gear longsword, longbow, 20 arrows, bracers 
  of the entangling blast, arcane scroll of dissonant 
  chant, +1 ring of protection, 2 potions of cure light 
  wounds 
  Wizard Spells Prepared (CL 6th): 
   3rd—haste, �protection from energy (fire), slow 
   2nd—dissonant chant, glitterdust, �invisibility x2 
   1st—burning hands,�mage armor, magic missile, 
  ray of enfeeblement 
   0—acid splash, daze x2, ray of frost 
  �Already cast 
  Abilities Str 8, Dex 16, Con 11, Int 18, Wis 12, Cha 8  
  SQ Elf Racial Traits, Summon Familiar 
  Feats Scribe Scroll, Point Blank Shot, Precise Shot, 
  Spell 
  Focus 
  (Conjuration), 
  Spell 
  Focus 
  (Transmutation)  
  Skills 
  Concentration 
  +9, 
  Decipher 
  Script 
  +13, 
  Knowledge (arcana) +13, Knowledge (history) +13, 
  Knowledge (planes) +13, Spellcraft +15, 
  Possessions combat gear plus spell component pouch, 
  backpack, spellbook, +1 cloak of resistance, 237 gp 
  Spellbook spells prepared plus 0—detect magic, mage 
  hand, read magic 
   1st—color spray, disguise self, enlarge person, magic 
  weapon, obscuring mist 
   2nd—cat’s grace, darkvision, flaming sphere, Melf’s 
  acid arrow, scorching ray 
   3rd—fireball, fly, Leomund’s tiny hut 
  Description You see a slender elf nearly as tall as a 
  human, with pale skin, dark hair, and pointed ears. 
  Sources bracers of the entangling blast (Magic Item 
  Compendium, dissonant chant (Spell Compendium) 
   
  
  YEO8-02 Opposing Forces 
   
  Page 22 
  APPENDIX 3 – APL 10 
   
  ENCOUNTER 3 
   
   
   
   
  A D V A NC E D  D I S PL A C ER  B EA S T 
  CR 6 
  LE Huge magical beast 
  Init +2; Senses Listen +7, Spot +7 
  Languages Common  
  AC 15, touch 10, flat-footed 13 
   (-2 size, +2 Dex, +5 natural) 
  Miss Chance 50% 
  hp 117 (12d10 + 36 HD);  
  Resist ; SR none 
  Fort +13, Ref +12, Will +5 
  Speed 40 ft. (8 squares), base movement 40 ft. 
  Melee 2 tentacles +15 (1d6 + 5) and bite +10 (1d8 +3) 
  Space 15 ft.; Reach 10 ft. (15 ft. with tentacles) 
  Base Atk +12; Grp +25 
  Abilities Str 20, Dex 15, Con 16, Int 5, Wis 12, Cha 8  
  SQ Darkvision 60 ft., Displacement, Low-Light Vision, 
  Resistance to Ranged Attacks 
  Feats Alertness, Dodge, Stealthy, Power Attack  
  Skills Hide +10, Listen +7, Move Silently +7, Spot +5, 
  Displacement (Su) A light-bending glamer continually 
  surrounds a displacer beast, making it difficult to 
  surmise the creature’s true location. Any melee or 
  ranged attack directed at it has a 50% miss chance 
  unless the attacker can locate the beast by some 
  means other than sight. A true seeing effect allows 
  the user to see the beast’s position, but see 
  invisibility has no effect. 
  Resistance to Ranged Attacks (Su) A displacer beast 
  has a +2 resistance bonus on saves against any 
  ranged magical attack that specifically targets it 
  (except for ranged touch attacks). 
  Description This creature looks like an emaciated 
  panther, with blue-black fur, six legs, and a body that 
  is nothing but muscle and bone. A pair of tentacles 
  sprout from its shoulders and end in horny-ridged 
  pads. 
  ENCOUNTER 4 
   
   
   
   
  L IG HT N IN G  BO LT  T R A P 
  CR 6 
  Description automatic reset 
  Search DC 28; Type magic device 
  Trigger touch (alarm) 
  Effect lightning bolt, 10th-level wizard, 10d6 electricity, 
  DC 14 Reflex save for half damage 
  Duration instantaneous 
  Disarm 28 
  Dispel 21 
  ENCOUNTER 6 
   
   
   
   
  W I D E-M O U TH  P I T T R A P 
  CR 9 
  Description manual reset; multiple targets (all targets 
  within a 10-ft.-by-10-ft. area) 
  Search DC 29; Type mechanical 
  Trigger location 
  Effect DC 30 Reflex save avoids; 100 ft. deep (10d6, 
  fall) 
  Disarm 25 
   
  H E I G H T EN E D  P R I S MA TI C  S P R A Y T R A P 
  CR 9 
  Description automatic reset 
  Search DC 33; Type magic device 
  Trigger proximity (alarm) 
  Effect prismatic spray, 15th-level wizard, DC 22 Reflex, 
  Fortitude, or Will save, depending on effect 
  Duration instantaneous 
  Disarm 33 
  Dispel 26 
  ENCOUNTER 7 
   
   
   
   
  K O RG A N 
  CR 8 
  Male human (Flan) fighter 8 
  NE Medium humanoid (human) 
  Init +1; Senses Listen +2, Spot +2 
  Languages Common  
  AC 20, touch 11, flat-footed 19 
   (+1 Dex, +9 armor) 
  hp 78 (8d10 + 16 + 8 HD);  
  Resist ; SR none 
  Fort +8, Ref +3, Will +4 
  Speed 20 ft. in full plate (4 squares), base movement 30 
  ft. 
  Melee (two-handed)+1 great falchion +14 (1d12 + 9 15-
  20/x2) and (two-handed) +1 great falchion +9 (1d12 + 
  9 15-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8/+3; Grp +12/+7 
  Atk Options Power Attack, Improved Sunder, Cleave, 
  Power Critical (great falchion), Improved Critical 
  (great falchion) 
  Combat Gear +1 great falchion, +1 full plate, potion of 
  protection from good, potion of shield of faith +2, 
  least crystal of lifekeeping, gauntlets of ogre power 
  Abilities Str 18, Dex 12, Con 14, Int 10, Wis 14, Cha 8  
  Feats Exotic Weapon Proficiency (great falchion), 
  Power Attack, Weapon Focus (great falchion), 
  Improved Sunder, Cleave, Power Critical (great 
  falchion) Weapon Specialization (great falchion), 
  Improved 
  Toughness, 
  Improved 
  Critical 
  (great 
  falchion) 
  Skills Climb +0, Handle Animal +7, Intimidate +10, 
  Jump +10, Ride +4, Swim -5, 
  Possessions combat gear plus backpack, 48 gp 
  Description You see a Flan human male in full plate 
  armor wielding a great falchion sword two-handed. 
  Sources Great falchion (Sandstorm), Power Critical, 
  Improved Toughness (Complete Warrior), least 
  crystal of lifekeeping (Magic Item Compendium) 
   
  
  YEO8-02 Opposing Forces 
   
  Page 23 
  R E K L EN 
  CR 8 
  Male wood elf fighter 8 
  NE Medium humanoid (elf) 
  Init +4; Senses Listen +2, Spot +2 
  Languages Common, Sylvan  
  AC 20, touch 15, flat-footed 15 
   (+5 Dex, +5 armor) 
  hp 66 (8d10 + 8 HD)  
  Immune magic sleep effects 
  Resist ; SR none 
  Fort +7, Ref +7, Will +2 (+2 bonus against 
  enchantment spells or effects) 
  Speed 30 ft. in +1 mithral shirt (6 squares), base 
  movement 30 ft. 
  Melee masterwork longsword +12 (1d8 + 3 19-20/x2) 
  and masterwork longsword +7 (1d8 + 3 19-20/x2) 
  Ranged +1 composite longbow (Str +3) +16 (1d8 + 6 
  x3) and +1 composite longbow (Str +3) +11 (1d8 + 6 
  x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8/+3; Grp +11/+6 
  Atk Options Point Blank Shot, Defensive Archery, 
  Precise Shot, Rapid Shot, Manyshot 
  Combat Gear +1 composite longbow (Str +3), 40 
  arrows, masterwork longsword, +1 mithral shirt, 
  potion of protection from good, potion of shield of 
  faith +2, potion of cure light wounds, potion of pass 
  without trace, +2 gloves of dexterity 
  Abilities Str 16, Dex 20, Con 12, Int 10, Wis 10, Cha 6  
  SQ Elf Racial Traits 
  Feats Point Blank Shot, Defensive Archery, Weapon 
  Focus (composite longbow), Precise Shot, Weapon 
  Specialization (composite longbow, Rapid Shot, 
  Manyshot, 
  Greater 
  Weapon 
  Focus 
  (composite 
  longbow)  
  Skills Climb +5, Handle Animal +3, Intimidate +0, Jump 
  +13, Ride +9, Swim +4 
  Possessions combat gear plus backpack, 81 gp 
  Description You see a robust elf with coppery-red hair 
  wearing a mithral shirt and wielding a composite 
  longbow.  
  Sources Defensive Archery (Races of the Wild) 
   
  M A R IA 
  CR 8 
  Female halfling rogue 5/assassin 3 
  CE Small humanoid (halfling) 
  Init +8; Senses Listen +3, Spot +1 
  Languages Common, Halfling  
  AC 20, touch 15, flat-footed 20 (Uncanny Dodge) 
   (+1 size, +4 Dex, +4 armor, +1 shield) 
  hp 48 (8d6 +16 HD)  
  Resist ; SR none 
  Fort +5 (+1 against poison), Ref +12, Will +3 (+2 bonus 
  against fear) 
  Speed 20 ft. in +1 mithral chain (4 squares), base 
  movement 20 ft. 
  Melee +1 short sword +10 (1d4 + 3 19-20/x2) 
  Ranged sling +11 (1d3 + 2 x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +3 
  Atk Options Sneak Attack +5d6, Dodge, Death Attack, 
  Spells 
  Combat Gear +1 short sword, sling, 20 sling bullets, +1 
  mithral shirt, darkwood buckler, least crystal of return, 
  gauntlets of ogre power 
  Assassin Spells Known (CL 3rd): 
   1st (3/day)—jump, obscuring mist, true strike 
  �Already cast 
  Abilities Str 14, Dex 18, Con 14, Int 12, Wis 10, Cha 8  
  SQ Halfling Racial Traits, Trapfinding, Evasion, Trap 
  Sense +1, Uncanny Dodge, Poison Use, Spells, 
  Improved Uncanny Dodge 
  Feats Improved Initiative, Weapon Focus (short sword), 
  Dodge  
  Skills Appraise +2, Balance +11, Bluff +0, Climb +2, 
  Decipher Script +2, Diplomacy +0, Disable Device 
  +2, Disguise +3, Escape Artist +9, Forgery +2, 
  Gather Information +0, Hide +17, Intimidate +0, Jump 
  +10, Knowledge (local, Sheldomar Valley) +2, Listen 
  +3, Move Silently +15, Open Lock +5, Search +2, 
  Sense Motive +11, Sleight of Hand +3, Spot +1, 
  Swim -2, Tumble +15, Use Magic Device +0, Use 
  Rope +5 
  Possessions combat gear plus backpack, thieves’ 
  tools, soap, spell component pouch, 137 gp 
  Description You see a female halfling wearing a mithral 
  shirt and a darkwood buckler, wielding a short sword. 
  Sources 
  least 
  crystal 
  of 
  return 
  (Magic 
  Item 
  Compendium) 
   
  M O RLO C K 
  CR 8 
  Male gray elf wizard 8 
  CE Medium humanoid (elf) 
  Init +3; Senses Listen +2, Spot +2 
  Languages Common, Elven  
  AC 18, touch 14, flat-footed 15 
   (+3 Dex, +4 armor, +1 deflection) 
  hp 30 (8d4 + 8 HD)  
  Immune magic sleep effects 
  Resist ; SR none 
  Fort +4, Ref +6, Will +8 (+2 bonus against 
  enchantment spells or effects) 
  Speed 30 ft. in no armor (6 squares), base movement 
  30 ft. 
  Melee longsword +3 (1d8 – 1 19-20/x2) 
  Ranged longbow +7 (1d8 - 1 x 3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +3 
  Atk Options Spells, Point Blank Shot, Precise Shot, 
  Spell 
  Focus 
  (Conjuration), 
  Spell 
  Focus 
  (Transmutation), +2 headband of intellect 
  Combat Gear longsword, longbow, 20 arrows, bracers 
  of the entangling blast, arcane scroll of dissonant 
  chant, +1 ring of protection, 2 potions of cure light 
  wounds 
  Wizard Spells Prepared (CL 8th): 
   4th—enervation, �greater invisibility, phantasmal 
  killer 
   3rd—�fly, haste, �protection from energy (fire), 
  slow 
  
  YEO8-02 Opposing Forces 
   
  Page 24 
   2nd—dissonant 
  chant, 
  glitterdust, 
  �invisibility, 
  scorching ray 
   1st—burning hands,�mage armor, magic missile, 
  obscuring mist, ray of enfeeblement 
   0—acid splash, daze x2, ray of frost 
  �Already cast 
  Abilities Str 8, Dex 16, Con 12, Int 20, Wis 12, Cha 8  
  SQ Elf Racial Traits, Summon Familiar 
  Feats Scribe Scroll, Point Blank Shot, Precise Shot, 
  Spell 
  Focus 
  (Conjuration), 
  Spell 
  Focus 
  (Transmutation)  
  Skills 
  Concentration 
  +12, 
  Decipher 
  Script 
  +15, 
  Knowledge (arcana) +15, Knowledge (history) +15, 
  Knowledge (local, Sheldomar Valley) +6, Knowledge 
  (planes) +15, Spellcraft +17, 
  Possessions combat gear plus spell component pouch, 
  backpack, spellbook, +1 cloak of resistance, 37 gp 
  Spellbook spells prepared plus 0—detect magic, mage 
  hand, read magic 
   1st—color spray, disguise self, enlarge person, magic 
  weapon, obscuring mist 
   2nd—bear’s endurance, cat’s grace, darkvision, 
  flaming sphere, Melf’s acid arrow 
   3rd—fireball, fly, Leomund’s tiny hut 
   4th—confusion, enervation, dimension door, greater 
  invisibility, phantasmal killer 
  Description You see a slender elf nearly as tall as a 
  human, with pale skin, dark hair, and pointed ears. 
  Sources bracers of the entangling blast (Magic Item 
  Compendium, dissonant chant (Spell Compendium) 
   
  
  YEO8-02 Opposing Forces 
   
  Page 25 
  APPENDIX 4 – APL 12 
   
  ENCOUNTER 3 
   
   
   
   
  E V O L V E D  D I S PL A C ER  B E A ST 
  CR 6 
  LE Huge magical beast 
  Init +2; Senses Listen +13, Spot +7 
  Languages Common  
  AC 15, touch 10, flat-footed 13 
   (-2 size, +2 Dex, +5 natural) 
  Miss Chance 50% 
  hp 176 (18d10 + 54 HD);  
  Resist ; SR none 
  Fort +15, Ref +12, Will +5 
  Speed 40 ft. (8 squares), base movement 40 ft. 
  Melee 2 tentacles +23 (1d6 +7) and bite +18 (1d8 + 5) 
  Space 15 ft.; Reach 10 ft. (15 ft. with tentacles) 
  Base Atk +12; Grp +26 
  Abilities Str 22, Dex 15, Con 16, Int 5, Wis 12, Cha 8  
  SQ Darkvision 60 ft., Displacement, Low-Light Vision, 
  Resistance to Ranged Attacks 
  Feats Alertness, Dodge, Stealthy, Power Attack  
  Skills Hide +12, Listen +13, Move Silently +9, Spot +7, 
  Displacement (Su) A light-bending glamer continually 
  surrounds a displacer beast, making it difficult to 
  surmise the creature’s true location. Any melee or 
  ranged attack directed at it has a 50% miss chance 
  unless the attacker can locate the beast by some 
  means other than sight. A true seeing effect allows 
  the user to see the beast’s position, but see 
  invisibility has no effect. 
  Resistance to Ranged Attacks (Su) A displacer beast 
  has a +2 resistance bonus on saves against any 
  ranged magical attack that specifically targets it 
  (except for ranged touch attacks). 
  Description This creature looks like an emaciated 
  panther, with blue-black fur, six legs, and a body that 
  is nothing but muscle and bone. A pair of tentacles 
  sprout from its shoulders and end in horny-ridged 
  pads. 
  ENCOUNTER 4 
   
   
   
   
  M A X I M IZ E D L IG HT NI NG  BO L T T R A P 
  CR 10 
  Description automatic reset 
  Search DC 28; Type magic device 
  Trigger touch (alarm) 
  Effect lightning bolt, 10th-level wizard, 60 points 
  electricity, DC 14 Reflex save for half damage 
  Duration instantaneous 
  Disarm 28 
  Dispel 21 
  ENCOUNTER 6 
   
   
   
   
  W I D E-M O U TH  P I T T R A P 
  CR 10 
  Description manual reset; multiple targets (all targets 
  within a 10-ft.-by-10-ft. area) 
  Search DC 30; Type mechanical 
  Trigger location 
  Effect DC 30 Reflex save avoids; 100 ft. deep (10d6, 
  fall) 
  Disarm 25 
  H E I G H T EN E D  P R I S MA TI C  S P R A Y T R A P 
  CR 10 
  Description automatic reset 
  Search DC 34; Type magic device 
  Trigger proximity (alarm) 
  Effect prismatic spray, 17th-level wizard, DC 23 Reflex, 
  Fortitude, or Will save, depending on effect 
  Duration instantaneous 
  Disarm 34 
  Dispel 28 
  ENCOUNTER 7 
   
   
   
   
  K O RG A N 
  CR 10 
  Male human (Flan) fighter 10 
  NE Medium humanoid (human) 
  Init +1; Senses Listen +2, Spot +2 
  Languages Common  
  AC 21, touch 11, flat-footed 20 
   (+1 Dex, +10 armor) 
  hp 98 (10d10 + 20 + 10 HD);  
  Resist ; SR none 
  Fort +9, Ref +4, Will +5 
  Speed 20 ft. in full plate (4 squares), base movement 30 
  ft. 
  Melee (two-handed)+1 great falchion +17 (1d12 + 9 +1 
  acid 15-20/x2) and (two-handed) +1 great falchion 
  +12 (1d12 + 9 + 1 acid 15-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10/+5; Grp +14/+9 
  Atk Options Power Attack, Improved Sunder, Cleave, 
  Power Critical (great falchion), Improved Critical 
  (great falchion), Great Cleave 
  Combat Gear +1 great falchion, +2 full plate, potion of 
  protection from good, potion of shield of faith +2, 
  least crystal of lifekeeping, gauntlets of ogre power, 
  belt of growth, least crystal of energy (acid) assault 
  Abilities Str 18, Dex 12, Con 14, Int 10, Wis 14, Cha 8  
  Feats Exotic Weapon Proficiency (great falchion), 
  Power Attack, Weapon Focus (great falchion), 
  Improved Sunder, Cleave, Power Critical (great 
  falchion) Weapon Specialization (great falchion), 
  Improved 
  Toughness, 
  Improved 
  Critical 
  (great 
  falchion), Great Cleave, Greater Weapon Focus 
  (great falchion) 
  Skills Climb +0, Handle Animal +9, Intimidate +12, 
  Jump +12, Ride +4, Swim -5, 
  Possessions combat gear plus backpack, 48 gp 
  Description You see a Flan human male in full plate 
  armor wielding a great falchion sword two-handed. 
  Sources Great falchion (Sandstorm), Power Critical, 
  Improved Toughness (Complete Warrior), least 
  
  YEO8-02 Opposing Forces 
   
  Page 26 
  crystal of lifekeeping, belt of growth, least crystal of 
  energy (acid) assault (Magic Item Compendium) 
   
  R E K L EN 
  CR 10 
  Male wood elf fighter 10 
  NE Medium humanoid (elf) 
  Init +4; Senses Listen +2, Spot +2 
  Languages Common, Sylvan  
  AC 20, touch 15, flat-footed 15 
   (+5 Dex, +5 armor) 
  hp 83 (10d10 + 10 HD)  
  Immune magic sleep effects 
  Resist ; SR none 
  Fort +8, Ref +8, Will +3 (+2 bonus against 
  enchantment spells or effects) 
  Speed 30 ft. in +1 mithral shirt (6 squares), base 
  movement 30 ft. 
  Melee masterwork longsword +14 (1d8 + 3 19-20/x2) 
  and masterwork longsword +9 (1d8 + 3 19-20/x2) 
  Ranged +1 frost composite longbow (Str +3) +18 (1d8 + 
  6 + 1d6 cold + 1 acid 19-20/x3) and +1 frost 
  composite longbow (Str +3) +13 (1d8 + 6 + 1d6 cold 
  + 1 acid 19-20/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10/+5; Grp +13/+8 
  Atk Options Point Blank Shot, Defensive Archery, 
  Precise Shot, Rapid Shot, Manyshot, Improved 
  Critical (composite longbow), Improved Rapid Shot 
  Combat Gear +1 frost composite longbow (Str +3), 40 
  arrows, masterwork longsword, +1 mithral shirt, 
  potion of protection from good, potion of shield of 
  faith +2, potion of cure light wounds, potion of pass 
  without trace, +2 gloves of dexterity, least crystal of 
  energy (acid) assault 
  Abilities Str 16, Dex 20, Con 12, Int 10, Wis 10, Cha 6  
  SQ Elf Racial Traits 
  Feats Point Blank Shot, Defensive Archery, Weapon 
  Focus (composite longbow), Precise Shot, Weapon 
  Specialization (composite longbow, Rapid Shot, 
  Manyshot, 
  Greater 
  Weapon 
  Focus 
  (composite 
  longbow), Improved Critical (composite longbow), 
  Improved Rapid Shot  
  Skills Climb +5, Handle Animal +3, Intimidate +0, Jump 
  +13, Ride +9, Swim +4 
  Possessions combat gear plus backpack, 81 gp 
  Description You see a robust elf with coppery-red hair 
  wearing a mithral shirt and wielding a composite 
  longbow.  
  Sources Defensive Archery (Races of the Wild), 
  Improved Rapid Shot (Complete Warrior), least 
  crystal 
  of 
  energy 
  (acid) 
  assault 
  (Magic 
  Item 
  Compendium) 
   
  M A R IA 
  CR 10 
  Female halfling rogue 5/assassin 5 
  CE Small humanoid (halfling) 
  Init +8; Senses Listen +3, Spot +1 
  Languages Common, Halfling  
  AC 20, touch 15, flat-footed 20 (Uncanny Dodge) 
   (+1 size, +4 Dex, +4 armor, +1 shield) 
  hp 60 (10d6 +20 HD)  
  Resist ; SR none 
  Fort +5 (+2 against poison), Ref +13, Will +3 (+2 bonus 
  against fear) 
  Speed 20 ft. in +1 mithral chain (4 squares), base 
  movement 20 ft. 
  Melee +1 corrosive short sword +11 (1d4 + 3 + 1d6 acid 
  19-20/x2) and +1 corrosive short sword +6 (1d4 + 3 
  +1d6 acid 19-20/x2) 
  Ranged sling +12 (1d3 + 2 x2) and sling +7 (1d3 + 2 x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6/+1; Grp +4/-1 
  Atk Options Sneak Attack +6d6, Dodge, Death Attack, 
  Spells 
  Combat Gear +1 corrosive short sword, sling, 20 sling 
  bullets, +1 mithral shirt, darkwood buckler, least 
  crystal of return, gauntlets of ogre power 
  Assassin Spells Known (CL 5th): 
   2nd (2/day)—darkness, invisibility, spider climb 
   1st (4/day)—disguise self, jump, obscuring mist, true 
  strike 
  �Already cast 
  Abilities Str 14, Dex 18, Con 14, Int 12, Wis 10, Cha 8  
  SQ Halfling Racial Traits, Trapfinding, Evasion, Trap 
  Sense +1, Uncanny Dodge, Poison Use, Spells, 
  Improved Uncanny Dodge 
  Feats Improved Initiative, Weapon Focus (short sword), 
  Dodge, Mobility  
  Skills Appraise +2, Balance +11, Bluff +0, Climb +2, 
  Decipher Script +2, Diplomacy +0, Disable Device 
  +2, Disguise +3, Escape Artist +11, Forgery +2, 
  Gather Information +0, Hide +19, Intimidate +0, Jump 
  +10, Knowledge (local, Sheldomar Valley) +2, Listen 
  +3, Move Silently +17, Open Lock +5, Search +2, 
  Sense Motive +13, Sleight of Hand +3, Spot +1, 
  Swim -2, Tumble +17, Use Magic Device +0, Use 
  Rope +5 
  Possessions combat gear plus backpack, thieves’ 
  tools, soap, spell component pouch, restful crystal, 
  237 gp 
  Description You see a female halfling wearing a mithral 
  shirt and a darkwood buckler, wielding a short sword. 
  Sources least crystal of return, corrosive, restful crystal 
  (Magic Item Compendium) 
   
  M O RLO C K 
  CR 10 
  Male gray elf wizard 10 
  CE Medium humanoid (elf) 
  Init +3; Senses Listen +2, Spot +2 
  Languages Common, Elven  
  AC 19, touch 15, flat-footed 16 
   (+3 Dex, +4 armor, +2 deflection) 
  hp 38 (10d4 + 10 HD)  
  Immune magic sleep effects 
  Resist ; SR none 
  Fort +5, Ref +7, Will +9 (+2 bonus against 
  enchantment spells or effects) 
  Speed 30 ft. in no armor (6 squares), base movement 
  30 ft. 
  Melee longsword +4 (1d8 – 1 19-20/x2) 
  
  YEO8-02 Opposing Forces 
   
  Page 27 
  Ranged longbow +8 (1d8 - 1 x 3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +4 
  Atk Options Spells, Point Blank Shot, Precise Shot, 
  Spell 
  Focus 
  (Conjuration), 
  Spell 
  Focus 
  (Transmutation), +2 headband of intellect, Spell 
  Focus (Illusion, Spell Focus (Evocation) 
  Combat Gear longsword, longbow, 20 arrows, bracers 
  of the entangling blast, arcane scroll of dissonant 
  chant, +2 ring of protection, 2 potions of cure light 
  wounds 
  Wizard Spells Prepared (CL 10th): 
   5th—baleful polymorph x2, magic jar 
   4th—enervation, �greater invisibility x2, phantasmal 
  killer 
   3rd—�fly, haste, �protection from energy (fire), 
  slow 
   2nd—dissonant chant, flaming sphere, glitterdust, 
  scorching ray x2 
   1st—burning hands,�mage armor, magic missile, 
  obscuring mist, ray of enfeeblement 
   0—acid splash, daze x2, ray of frost 
  �Already cast 
  Abilities Str 8, Dex 16, Con 12, Int 20, Wis 12, Cha 8  
  SQ Elf Racial Traits, Summon Familiar 
  Feats Scribe Scroll, Point Blank Shot, Precise Shot, 
  Spell 
  Focus 
  (Conjuration), 
  Spell 
  Focus 
  (Transmutation), Spell Focus (Illusion), Spell Focus 
  (Evocation)  
  Skills 
  Concentration 
  +14, 
  Decipher 
  Script 
  +17, 
  Knowledge (arcana) +17, Knowledge (history) +17, 
  Knowledge (local, Sheldomar Valley) +8, Knowledge 
  (planes) +17, Spellcraft +19 
  Possessions combat gear plus spell component pouch, 
  backpack, spellbook, +1 cloak of resistance, 100 gp 
  gem, 537 gp 
  Spellbook spells prepared plus 0—detect magic, mage 
  hand, read magic 
   1st—color spray, disguise self, enlarge person, magic 
  weapon, obscuring mist 
   2nd—bear’s endurance, cat’s grace, darkvision, 
  Melf’s acid arrow 
   3rd—fireball, fly, Leomund’s tiny hut 
   4th—confusion, enervation, dimension door, greater 
  invisibility, phantasmal killer 
   5th—cloudkill, cone of cold, magic jar, wall of force 
  Description You see a slender elf nearly as tall as a 
  human, with pale skin, dark hair, and pointed ears. 
  Sources bracers of the entangling blast (Magic Item 
  Compendium, dissonant chant (Spell Compendium) 
   
  
  YEO8-02 Opposing Forces 
   
  Page 28 
  APPENDIX 5 – APL 14 
   
  ENCOUNTER 3 
   
   
   
   
  E V O L V E D  D I S PL A C ER  B E A ST 
  CR 6 
  LE Huge magical beast 
  Init +2; Senses Listen +13, Spot +7 
  Languages Common  
  AC 15, touch 10, flat-footed 13 
   (-2 size, +2 Dex, +5 natural) 
  Miss Chance 50% 
  hp 176 (18d10 + 54 HD);  
  Resist ; SR none 
  Fort +15, Ref +12, Will +5 
  Speed 40 ft. (8 squares), base movement 40 ft. 
  Melee 2 tentacles +23 (1d6 +7) and bite +18 (1d8 + 5) 
  Space 15 ft.; Reach 10 ft. (15 ft. with tentacles) 
  Base Atk +12; Grp +26 
  Abilities Str 22, Dex 15, Con 16, Int 5, Wis 12, Cha 8  
  SQ Darkvision 60 ft., Displacement, Low-Light Vision, 
  Resistance to Ranged Attacks 
  Feats Alertness, Dodge, Stealthy, Power Attack  
  Skills Hide +12, Listen +13, Move Silently +9, Spot +7, 
  Displacement (Su) A light-bending glamer continually 
  surrounds a displacer beast, making it difficult to 
  surmise the creature’s true location. Any melee or 
  ranged attack directed at it has a 50% miss chance 
  unless the attacker can locate the beast by some 
  means other than sight. A true seeing effect allows 
  the user to see the beast’s position, but see 
  invisibility has no effect. 
  Resistance to Ranged Attacks (Su) A displacer beast 
  has a +2 resistance bonus on saves against any 
  ranged magical attack that specifically targets it 
  (except for ranged touch attacks). 
  Description This creature looks like an emaciated 
  panther, with blue-black fur, six legs, and a body that 
  is nothing but muscle and bone. A pair of tentacles 
  sprout from its shoulders and end in horny-ridged 
  pads. 
  ENCOUNTER 4 
   
   
   
   
  M A X I M IZ E D L IG HT NI NG  BO L T T R A P 
  CR 10 
  Description automatic reset 
  Search DC 28; Type magic device 
  Trigger touch (alarm) 
  Effect lightning bolt, 10th-level wizard, 60 points 
  electricity, DC 14 Reflex save for half damage 
  Duration instantaneous 
  Disarm 28 
  Dispel 21 
  ENCOUNTER 6 
   
   
   
   
  W I D E-M O U TH  P I T T R A P 
  CR 9 
  Description manual reset; multiple targets (all targets 
  within a 10-ft.-by-10-ft. area) 
  Search DC 29; Type mechanical 
  Trigger location 
  Effect DC 30 Reflex save avoids; 100 ft. deep (10d6, 
  fall) 
  Disarm 25 
   
  I N C E N DI A R Y CL O U D  T RA P 
  CR 9 
  Description automatic reset 
  Search DC 33; Type magic device 
  Trigger proximity (alarm) 
  Effect incendiary cloud, 15th-level wizard, 4d6/round for 
  15 rounds, DC 22 Reflex save for half damage 
  Disarm 33 
  Dispel 26 
   
  H E I G H T EN E D  P R I S MA TI C  S P R A Y T R A P 
  CR 9 
  Description automatic reset 
  Search DC 33; Type magic device 
  Trigger proximity (alarm) 
  Effect prismatic spray, 15th-level wizard, DC 22 Reflex, 
  Fortitude, or Will save, depending on effect 
  Duration instantaneous 
  Disarm 33 
  Dispel 26 
  ENCOUNTER 7 
   
   
   
   
  K O RG A N 
  CR 12 
  Male human (Flan) fighter 12 
  NE Medium humanoid (human) 
  Init +1; Senses Listen +2, Spot +2 
  Languages Common  
  AC 24, touch 11, flat-footed 23 
   (+1 Dex, +10 armor, +3 shield) 
  hp 117 (12d10 + 24 + 12 HD);  
  Resist ; SR none 
  Fort +11, Ref +6, Will +7 
  Speed 20 ft. in full plate (4 squares), base movement 30 
  ft. 
  Melee (two-handed)+1 great falchion +19 (1d12 + 11 + 
  1 acid 15-20/x2) and (two-handed) +1 great falchion 
  +14 (1d12 + 11 + 1 acid 15-20/x2) and (two-handed) 
  +1 great falchion +9 (1d12 + 11 + 1 acid 15-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12/+7/+2; Grp +16/+11/+6 
  Atk Options Power Attack, Improved Sunder, Cleave, 
  Power Critical (great falchion), Improved Critical 
  (great falchion), Great Cleave, Combat Reflexes 
  Combat Gear +1 great falchion, +2 full plate, potion of 
  protection from good, potion of shield of faith +2, 
  least crystal of lifekeeping, gauntlets of ogre power, 
  belt of growth, least crystal of energy (acid) assault, 
  +1 animated heavy steel shield, +1 cloak of 
  resistance, armband of elusive action 
  Abilities Str 18, Dex 12, Con 15, Int 10, Wis 14, Cha 8  
  
  YEO8-02 Opposing Forces 
   
  Page 29 
  Feats Exotic Weapon Proficiency (great falchion), 
  Power Attack, Weapon Focus (great falchion), 
  Improved Sunder, Cleave, Power Critical (great 
  falchion) Weapon Specialization (great falchion), 
  Improved 
  Toughness, 
  Improved 
  Critical 
  (great 
  falchion), Great Cleave, Greater Weapon Focus 
  (great falchion), Greater Weapon Specialization 
  (great falchion), Combat Reflexes 
  Skills Climb +0, Handle Animal +11, Intimidate +14, 
  Jump +13, Ride +4, Swim -5, 
  Possessions combat gear plus backpack, 48 gp 
  Description You see a Flan human male in full plate 
  armor wielding a great falchion sword two-handed, 
  with a heavy steel shield floating 2 feet in front of him. 
  Sources Great falchion (Sandstorm), Power Critical, 
  Improved Toughness (Complete Warrior), least 
  crystal of lifekeeping, belt of growth, least crystal of 
  energy (acid) assault, armband of elusive action 
  (Magic Item Compendium) 
   
  R E K L EN 
  CR 12 
  Male wood elf fighter 12 
  NE Medium humanoid (elf) 
  Init +4; Senses Listen +2, Spot +2 
  Languages Common, Sylvan  
  AC 20, touch 15, flat-footed 15 
   (+5 Dex, +5 armor) 
  hp 99 (12d10 + 12 HD)  
  Immune magic sleep effects 
  Resist ; SR none 
  Fort +10, Ref +10, Will +5 (+2 bonus against 
  enchantment spells or effects) 
  Speed 30 ft. in +1 mithral shirt (6 squares), base 
  movement 30 ft. 
  Melee masterwork longsword +16 (1d8 + 3 19-20/x2) 
  and masterwork longsword +11 (1d8 + 3 19-20/x2) 
  and masterwork longsword +6 (1d8 + 3 19-20/x2) 
  Ranged +1 frost bane (humans) composite longbow 
  (Str +3) +20/+22 against humans (1d8 + 8 + 1d6 cold 
  + 1 acid + 2d6 humans 19-20/x3) and +1 frost bane 
  (humans) composite longbow (Str +3) +15/+17 
  against humans (1d8 + 8 + 1d6 cold + 1 acid + 2d6 
  humans 19-20/x3) and +1 frost bane (humans) 
  composite longbow (Str +3) +10/+12 against humans 
  (1d8 + 8 + 1d6 cold + 1 acid + 2d6 humans 19-20/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12/+7/+2; Grp +15/+10/+5 
  Atk Options Point Blank Shot, Defensive Archery, 
  Precise Shot, Rapid Shot, Manyshot, Improved 
  Critical (composite longbow), Improved Rapid Shot, 
  Power Critical (composite longbow) 
  Combat Gear +1 frost bane (humans) composite 
  longbow (Str +3), 40 arrows, masterwork longsword, 
  +1 mithral shirt, potion of protection from good, potion 
  of shield of faith +2, potion of cure light wounds, 
  potion of pass without trace, +2 gloves of dexterity, 
  least crystal of energy (acid) assault, +1 cloak of 
  resistance 
  Abilities Str 17, Dex 20, Con 12, Int 10, Wis 10, Cha 6  
  SQ Elf Racial Traits 
  Feats Point Blank Shot, Defensive Archery, Weapon 
  Focus (composite longbow), Precise Shot, Weapon 
  Specialization (composite longbow, Rapid Shot, 
  Manyshot, 
  Greater 
  Weapon 
  Focus 
  (composite 
  longbow), Improved Critical (composite longbow), 
  Improved 
  Rapid 
  Shot, 
  Greater 
  Weapon 
  Specialization (composite longbow), Power Critical 
  (composite longbow)  
  Skills Climb +5, Handle Animal +3, Intimidate +0, Jump 
  +17, Ride +9, Swim +4 
  Possessions combat gear plus backpack, 81 gp 
  Description You see a robust elf with coppery-red hair 
  wearing a mithral shirt and wielding a composite 
  longbow.  
  Sources Defensive Archery (Races of the Wild), 
  Improved Rapid Shot, Power Critical (Complete 
  Warrior), least crystal of energy (acid) assault (Magic 
  Item Compendium) 
   
  M A R IA 
  CR 12 
  Female halfling rogue 5/assassin 7 
  CE Small humanoid (halfling) 
  Init +8; Senses Listen +3, Spot +1 
  Languages Common, Halfling  
  AC 21, touch 15, flat-footed 21 (Uncanny Dodge) 
   (+1 size, +4 Dex, +4 armor, +2 shield) 
  hp 72 (12d6 +24 HD)  
  Resist ; SR none 
  Fort +6 (+3 against poison), Ref +14, Will +4 (+2 bonus 
  against fear) 
  Speed 20 ft. in +1 mithral chain (4 squares), base 
  movement 20 ft. 
  Melee +1 corrosive keen short sword +13 (1d4 + 3 + 
  1d6 acid 17-20/x2) and +1 corrosive keen short 
  sword +8 (1d4 + 3 +1d6 acid 17-20/x2) 
  Ranged sling +12 (1d3 + 2 x2) and sling +7 (1d3 + 2 x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8/+3; Grp +6/+1 
  Atk Options Sneak Attack +7d6, Dodge, Death Attack, 
  Spells 
  Combat Gear +1 corrosive keen short sword, sling, 20 
  sling bullets, +1 mithral shirt, +1 darkwood buckler, 
  least crystal of return, gauntlets of ogre power 
  Assassin Spells Known (CL 7th): 
   3rd (2/day)—deeper darkness, false life, mislead 
   2nd (3/day)—cat’s grace, darkness, invisibility, spider 
  climb 
   1st (4/day)—disguise self, jump, obscuring mist, true 
  strike 
  �Already cast 
  Abilities Str 14, Dex 18, Con 14, Int 13, Wis 10, Cha 8  
  SQ Halfling Racial Traits, Trapfinding, Evasion, Trap 
  Sense +1, Uncanny Dodge, Poison Use, Spells, 
  Improved Uncanny Dodge 
  Feats Improved Initiative, Weapon Focus (short sword), 
  Dodge, Mobility, Power Critical  
  Skills Appraise +2, Balance +12, Bluff +0, Climb +3, 
  Decipher Script +2, Diplomacy +0, Disable Device 
  +2, Disguise +3, Escape Artist +14, Forgery +2, 
  Gather Information +0, Hide +22, Intimidate +0, Jump 
  
  YEO8-02 Opposing Forces 
   
  Page 30 
  +11, Knowledge (local, Sheldomar Valley) +2, Listen 
  +3, Move Silently +20, Open Lock +5, Search +2, 
  Sense Motive +15, Sleight of Hand +4, Spot +1, 
  Swim +0, Tumble +20, Use Magic Device +0, Use 
  Rope +5 
  Possessions combat gear plus backpack, thieves’ 
  tools, soap, spell component pouch, restful crystal, 
  237 gp 
  Description You see a female halfling wearing a mithral 
  shirt and a darkwood buckler, wielding a short sword. 
  Sources least crystal of return, corrosive, restful crystal 
  (Magic Item Compendium), Power Critical (Complete 
  Warrior) 
   
  M O RLO C K 
  CR 12 
  Male gray elf wizard 12 
  CE Medium humanoid (elf) 
  Init +3; Senses Listen +2, Spot +2 
  Languages Common, Elven  
  AC 21, touch 15, flat-footed 18 
   (+3 Dex, +4 armor, +2 shield, +2 deflection) 
  hp 45 (12d4 + 12 HD)  
  Immune magic sleep effects 
  Resist ; SR none 
  Fort +7, Ref +9, Will +11 (+2 bonus against 
  enchantment spells or effects) 
  Speed 30 ft. in no armor (6 squares), base movement 
  30 ft. 
  Melee longsword +5 (1d8 – 1 19-20/x2) and longsword 
  +0 (1d8 – 1 19-20/x2) 
  Ranged longbow +9 (1d8 - 1 x 3) and longbow +4 (1d8 
  - 1 x 3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6/+1; Grp +5/+0 
  Atk Options Spells, Point Blank Shot, Precise Shot, 
  Spell 
  Focus 
  (Conjuration), 
  Spell 
  Focus 
  (Transmutation), +2 headband of intellect, Spell 
  Focus (Illusion, Spell Focus (Evocation), Spell Focus 
  (Necromancy) 
  Combat Gear longsword, longbow, 20 arrows, bracers 
  of the entangling blast, arcane scroll of dissonant 
  chant, +2 ring of protection, 2 potions of cure light 
  wounds, ring of force shield 
  Wizard Spells Prepared (CL 10th): 
   6th—chain lightning, flesh to stone 
   5th—baleful polymorph x3, magic jar 
   4th—enervation, �greater invisibility x2, phantasmal 
  killer 
   3rd—�fly, haste, �protection from energy (fire), 
  slow x2 
   2nd—dissonant chant, flaming sphere, glitterdust, 
  scorching ray x2 
   1st—burning hands,�mage armor, magic missile, 
  obscuring mist, ray of enfeeblement 
   0—acid splash, daze x2, ray of frost 
  �Already cast 
  Abilities Str 9, Dex 16, Con 12, Int 20, Wis 12, Cha 8  
  SQ Elf Racial Traits, Summon Familiar 
  Feats Scribe Scroll, Point Blank Shot, Precise Shot, 
  Spell 
  Focus 
  (Conjuration), 
  Spell 
  Focus 
  (Transmutation), Spell Focus (Illusion), Spell Focus 
  (Evocation), Spell Focus (Necromancy)  
  Skills 
  Concentration 
  +16, 
  Decipher 
  Script 
  +19, 
  Knowledge (arcana) +19, Knowledge (history) +19, 
  Knowledge 
  (local, 
  Sheldomar 
  Valley) 
  +10, 
  Knowledge (planes) +19, Spellcraft +21 
  Possessions combat gear plus spell component pouch, 
  backpack, spellbook, +1 cloak of resistance, 100 gp 
  gem, 37 gp 
  Spellbook spells prepared plus 0—detect magic, mage 
  hand, read magic 
   1st—color spray, disguise self, enlarge person, magic 
  weapon, obscuring mist 
   2nd—bear’s endurance, cat’s grace, darkvision, 
  Melf’s acid arrow 
   3rd—fireball, fly, Leomund’s tiny hut 
   4th—confusion, enervation, dimension door, greater 
  invisibility, phantasmal killer 
   5th—cloudkill, cone of cold, magic jar, wall of force 
   6th—greater heroism, mass bear’s endurance 
  Description You see a slender elf nearly as tall as a 
  human, with pale skin, dark hair, and pointed ears. 
  Sources bracers of the entangling blast (Magic Item 
  Compendium, dissonant chant (Spell Compendium) 
   
  
  YEO8-02 Opposing Forces 
   
  Page 31 
  APPENDIX 6 – ALL APLS 
   
  ENCOUNTER 6 
   
   
   
   
  C A R Y AT ID  CO L U M N 
  CR 6 
  N Medium construct 
  Init +3; Senses Listen -5, Spot -5 
  AC 22, touch 13, flat-footed 19 
   (+3 Dex, +9 natural) 
  hp 60 (6d10 + 20 HD);   
  Immune Construct Traits 
  Resist ; SR none 
  Fort +2, Ref +5, Will -3 
  Speed 30 ft., base movement 30 ft. 
  Melee +2 bastard sword +12 (two-handed) (1d10 + 9 
  two-handed) or +2 bastard sword +12 (1d10 + 7) and 
  slam +4 (1d4 + 2) or 2 slams +9 (1d4 + 7) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +9 
  Atk Options Improved Sunder 
  Abilities Str 20, Dex 16, Con --, Int 6, Wis 1, Cha 1  
  SQ Break Weapon, Column Form, Construct Traits, 
  Hardness 8, Magic Weapon 
  Feats Improved Sunder, Power Attack, Weapon Focus 
  (bastard sword)  
  Skills Diplomacy -3, Sense Motive +4 
  Break Weapon (Su) A caryatid column is imbued with a 
  supernatural 
  defense 
  against 
  weapon 
  attacks. 
  Whenever a creature strikes a caryatid column with a 
  melee weapon, the weapon must succeed on a 
  Fortitude save (DC 13) or break and become 
  useless, dealing no damage to the caryatid column. 
  As usual, a magic weapon uses either the wielder’s 
  save bonus or its own save bonus, whichever is 
  better. 
   
  Nonmagic ranged weapons automatically shatter 
  upon hitting the caryatid column, dealing no damage. 
  Magic ranged weapons receive a Fortitude save (DC 
  13) to resist this effect. 
  Column Form (Ex) When at rest (not commanded, or 
  waiting to fulfill a command), a caryatid column takes 
  the form of a simple column of stone. This column is 
  about 2 feet in diameter, and it extends up to the 
  ceiling of the chamber or to a height of 25 feet, 
  whichever is less. Unless commanded otherwise, a 
  caryatid column remains in this form until attacked, 
  and it even allows creatures to climb it (Climb check 
  DC 15). 
   
  A caryatid column in column form looks like a pillar 
  in most respects. It does not radiate magic, and true 
  seeing does not reveal its humanoid form. Careful 
  examination of the column (Search check DC 25) 
  reveals very faint and distorted lines that make the 
  pillar resemble a woman with a sword. Anyone who 
  successful makes a Knowledge (architecture and 
  engineering) check (DC 12) notes that the column 
  serves no structural purpose since it bears none of 
  the ceiling’s weight. A close examination of the top of 
  the column (Search check DC 15) or a keen eye 
  (Spot check DC 20) shows that the column is not 
  cemented or joined to the ceiling. Dwarves and other 
  creatures with stonecunning receive a free Search 
  check as though actively looking when they pass 
  within 10 feet of a caryatid column. 
   
  Changing forms is a free action and a caryatid 
  column can change once per round. 
  Construct Traits A caryatid column is immune to mind-
  affecting effects, and to poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires a Fortitude save unless it 
  also works on objects. The creature is not subject to 
  critical hits, subdual damage, ability damage, ability 
  drain, energy drain, or death from massive damage. 
  It cannot heal itself but can be healed through repair. 
  It cannot be raised or resurrected. A caryatid column 
  has darkvision (60-foot range). 
  Hardness (Ex) Like an animated object made of stone, 
  a caryatid column has a hardness of 8. 
  Magic Weapon A magic weapon is incorporated into a 
  caryatid column at the time of its creation. This 
  weapon, usually a +2 bastard sword, functions in all 
  respects like a normal magic weapon of its type, with 
  one exception: Whenever it is out of the caryatid 
  column’s hands, it reverts to stone and becomes a 
  non-magical sculpture. Should the caryatid column 
  then pick up the weapon, it regains its normal form 
  and magical qualities. 
   
  If a caryatid column needs both hands free, it can 
  stow its weapon by simply pressing it against its side; 
  the weapon then merges with the caryatid column’s 
  body and can be retrieved by the caryatid column as 
  any character would draw a weapon. 
  Description A caryatid column looks like a simple stone 
  pillar until an unwary creature violates the stricture 
  given to the construct by its creator. In the blink of an 
  eye, the caryatid column becomes a silk-draped, 
  beautiful female figure wielding a bastard sword. 
  Sources Fiend Folio 
   
  
  YEO8-02 Opposing Forces 
   
  Page 32 
  DM AID: NEW RULES 
  NEW FEATS 
  Defensive Archery (Races of the Wild) 
   
  You can avoid attacks of opportunity when making ranged attacks while threatened. 
   
  Prerequisite: Point Blank Shot. 
   
  Benefit: You gain a +4 dodge bonus to Armor Class against attacks of opportunity provoked when 
  you make a ranged attack. 
   
  Special: A fighter may select Defensive Archery as one of his fighter bonus feats. 
  Improved Rapid Shot (Complete Warrior) 
   
  You are an expert at firing weapons with exceptional speed. 
   
  Prerequisite: Manyshot, Point Blank Shot, Rapid Shot. 
   
  Benefit: When using the Rapid Shot feat, you may ignore the -2 penalty on all your ranged attack 
  rolls. 
   
  Special: A fighter may select Improved Rapid Shot as one of his fighter bonus feats. 
  Improved Toughness (Complete Warrior) 
   
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to your current Hit Dice. Each time you gain a HD 
  (such as by gaining a level), you gain 1 additional hit point. If you lose a HD (such as by losing a level), 
  you lose 1 hit point permanently. 
   
  Special: A fighter may select Improved Toughness as one of his fighter bonus feats. 
  Power Critical (Complete Warrior) 
   
  Choose one weapon, such as a longsword or a greataxe. With that weapon, you know how to hit 
  where it hurts. 
   
  Prerequisite: Weapon Focus with weapon, base attack bonus +4. 
   
  Benefit: When using the weapon you selected, you gain a +4 bonus on the roll to confirm a threat. 
   
  Special: A fighter may select Power Critical as one of his fighter bonus feats. 
   
  You can gain Power Critical multiple times. Each time you take the feat, it may be with a different 
  weapon or the same weapon. If you take it with the same weapon, the effects of the feats stack. 
  NEW ITEMS 
  Armband of Elusive Action (Magic Item Compendium) 
   
  This solid gold band is polished to a bright shine. 
   
  An armband of elusive action allows you to protect yourself from the hazards of battlefield chaos. 
  When it is activated (mentally, as an immediate action), the band allows you to avoid provoking a single 
  attack of opportunity that your actions would otherwise incur. 
   
  An armband of elusive action functions once per day. 
   
  Faint (DC 16) transmutation; CL 3rd; Craft Wondrous Item, cat’s grace or evade attack (Complete 
  Psionic, page 89); Price 800 gp. 
  Belt of Growth (Magic Item Compendium) 
   
  This thick brass belt looks like it is riddled with cracks. It bends as though it has been stretched out of 
  shape. 
   
  When you activate a belt of growth, you instantly increase in size (as if affected by enlarge person). 
  This effect lasts for 10 minutes or until you command it to end. This ability doesn’t stack with any other 
  effect that increases your size. 
   
  A belt of growth functions once per day. It is activated by command as a standard action. 
   
  Moderate (DC 20) transmutation; CL 10th; Craft Wondrous Item, enlarge person; Price 3,000 gp; 
  Weight —. 
  
  YEO8-02 Opposing Forces 
   
  Page 33 
  Bracers of the Entangling Blast (Magic Item Compendium) 
   
  Each of these jet black bracers is set with an oval of tiny, ruby-red stones. 
   
  Bracers of the entangling blast allow you to reduce the damage dealt by your magic to ensnare those 
  affected by it. When you activate these bracers (by command, as a swift action), the next spell you cast or 
  spell-like ability you use deals only half its normal damage; however, any creature damaged by the spell 
  becomes entangled for 1d3 rounds, taking an additional 1 point of damage per level of the spell each 
  round on your turn. This damage is of the same type as normally dealt by the spell (or your choice if the 
  spell deals more than one type of damage). These bracers have no effect on a spell or spell-like ability 
  that doesn’t deal damage. 
   
  This ability functions three times per day.  
   
  Faint (DC 16) conjuration; CL 3rd; Craft Wondrous Item, web; Price 2,000 gp; Weight 1 lb. 
  Corrosive Weapon Property (Magic Item Compendium) 
   
  The surface of this weapon looks dark and pitted, and the blade appears fragile, as if the first blow 
  might break it. 
   
  When activated (a standard action by command), a corrosive weapon is sheathed in acid. The acid 
  does not harm you as long as you have the weapon in hand. The effect persists until you speak a second 
  command word. A weapon that has this property deals an extra 1d6 points of acid damage on a 
  successful hit. 
   
  Projectile weapons bestow this property upon their ammunition. 
   
  Moderate (DC 20) conjuration; CL 10th; Craft Magic Arms and Armor, acid fog, acid storm (SpC 7), 
  Melf’s acid arrow, or storm of vengeance; Price +1 bonus. 
  Crystal of Energy (Acid) Assault, Least (Magic Item Compendium) 
   
  This crystal seems to contain an incandescent green fluid. 
   
  This crystal adds 1 point of energy (acid) damage to the weapon’s damage. This bonus damage 
  doesn’t stack with any energy damage of the same type dealt by the weapon. 
   
  Faint (DC 17) evocation; CL 5th; Craft Magic Arms and Armor, Melf’s acid arrow or energy bolt (EPH 
  100); Price 600 gp; Weight —. 
  Crystal of Lifekeeping, Least (Magic Item Compendium) 
   
  This bright crystal gleams and sparkles in the light. 
   
  This augment crystal grants you a +1 competence bonus on saving throws against energy drain 
  attacks, inflict spells, death spells, and death effects. 
   
  Moderate (DC 18) necromancy; CL 7th; Craft Magic Arms and Armor, death ward; Price 200 gp; 
  Weight —. 
  Crystal of Return, Least (Magic Item Compendium) 
   
  This crystal is the color of a cloudless sky. 
   
  This crystal allows you to draw the weapon to which it is attached as a free action. 
   
  Faint (DC 17) transmutation; CL 5th; Craft Magic Arms and Armor, mage hand; Price 300 gp; Weight 
  —. 
  Restful Crystal (Magic Item Compendium) 
   
  This silver clasp is decorated with sparkling crystals shaped like stars. 
   
  A restful crystal is a great boon to any warrior who must stay always at the ready. Sleeping in armor 
  that has this augment crystal attached does not make you fatigued. 
   
  Faint (DC 17) enchantment; CL 5th; Craft Magic Arms and Armor, sleep; Price 500 gp; Weight —. 
  NEW SPELLS 
  Dissonant Chant (Spell Compendium) 
  Abjuration [Sonic] 
  Level: Bard 2, sorcerer/wizard 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels 
  Area: 100-ft.-radius emanation 
  
  YEO8-02 Opposing Forces 
   
  Page 34 
  Duration: 1 round/level (D) 
  Saving Throw: None; see text 
  Spell Resistance: Yes 
   
  Your intricate hand motions slow and then stop even as you begin chanting the arcane words that 
  unlock the spell’s power. As you conclude, your disembodied words continue on, growing both in tempo 
  and volume. 
   
  You create a distracting and discordant chant. Affected creatures that attempt spellcasting or other 
  activities that require concentration checks must make Concentration checks (DC equal to this spell’s DC 
  + the level of the spell being cast). 
   
  The DCs of activities that already require Concentration checks, such as casting defensively, 
  increase by 4. 
   
  Creatures within the area gain a +4 bonus on saving throws against language-dependent effects. 
  Slide (Spell Compendium) 
  Transmutation 
  Level: Sorcerer/wizard 1 
  Components: V 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  When you speak the word that activates the spell, the soles of your ally’s feet glow yellow as he is 
  lifted slightly off the ground. He slips five feet across the ground, into position to flank his opponent. 
   
  You slide the subject creature along the ground a distance of 5 feet in any direction. (If the creature is 
  flying or otherwise not on the ground, it moves parallel to the ground. You can’t slide the subject into a 
  space that is occupied by an ally, an enemy, or a solid object; if you attempt to do so, the spell 
  automatically ends. You cannot slide the subject up or down, but you can slide it over the edge of a cliff or 
  other drop-off if you desire. 
   
  This movement does not provoke an attack of opportunity. 
  Slide, Greater (Spell Compendium) 
  Transmutation 
  Level: Sorcerer/wizard 2 
  Components: V 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./ level 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  This spell functions like slide, except as described above, and you can slide the subject creature 20 
  feet in a straight line. This movement likewise does not provoke attacks of opportunity. 
   
   
  
  YEO8-02 Opposing Forces 
   
  Page 35 
  PLAYER HANDOUT #1 – SCAVANGER HUNT LIST 
   
  Get an ancient Suloise cookbook.  
  Get a live pigeon. 
  Decrypt the message to get the chalice. 
  Get a map of the Yeomanry. 
  Get an exotic beast hide. 
  
  YEO8-02 Opposing Forces 
   
  Page 36 
  PLAYER HANDOUT #2 – MESSAGE 
   
   
   
  RWECMW BIFOSTW GHF EMWW. QWHM GKWMW 
  OKW GWFO GHF RIMQWJ. QCMOK CE OKW VHFFHYW 
  GKWMW WSYKOWWQ WQOWMWJ HQJ FWDWQCWWQ 
  LWEO. 
  
  YEO8-02 Opposing Forces 
   
  Page 37 
  PLAYER HANDOUT #3 – DECRYPTED MESSAGE 
   
   
   
  Before justice was free. Near where the west was 
  burned. North of the passage where eighteen 
  entered and seventeen left. 
  
  YEO8-02 Opposing Forces 
   
  Page 38 
  PLAYER HANDOUT #4 – MAP OF THE YEOMANRY 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Yeomanry/598/Normal Scenarios/YEO8-02 - Opposing Forces (APL 6-14)/YEO8-02 - Opposing Forces.pdf