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. © 2008 Wizards of the 
  Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  DYV8-06 
   
   
   
   
   
  Plain Facts 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™  
  Dyvers Regional Adventure 
   
   
  by Michael Mockus 
  Circle Reviewers: Tim Sech 
  Triad Reviewers: Kevin Elmore 
  Playtesters: David Blackwell, Michael Born, Keith Delzeit, Stephan Pfuetze, Damien Smith, Tim Stack II 
   
   
  Robert Lord Navoy leads his Free Army contingent across the Meadowlands in open war against Blackthorn. The city 
  sits behind her walls in roiling terror. The city needs facts of what it is to face. What can you discover? A one-round 
  Dyvers regional adventure set in the Free Lands of Dyvers for characters level 1-15 (APLs 2-12). The penultimate 
  adventure of the Gnarley Threat, leading directly into DYVINT8-01 The End. 
   
  Resources for this adventure [and the authors of those works] include Complete Arcane [Richard Baker], Monster 
  Manual IV [Gwendolyn F.M. Kestral], Monster Manual V, and Spell Compendium [Matthew Sernett, Jeff Grubb, Mike 
  McArtor]. 
  
  DYV8-06 Plain Facts 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D
  ® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 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 rule 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. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  Session 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 determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. Determine the character level for each of the PCs 
  participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  
  4. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard 1-round Dyvers adventure set in 
  Meadowlands of the Free City of Dyvers. As of 
  September 1, 2007, there is no Time Unit cost to play 
  the adventure portion of this adventure; however, 
  standard Time Unit costs still apply to crafting, magic 
  item creation, performing or other non-adventure 
  related activities or penalties. The cost for Standard 
  Upkeep is 12 gp for PCs whose home region is in 
  Dyvers, or 24 gp for out-of-region PCs. Both Rich 
  Upkeep and Luxury Upkeep cost 75 gp regardless of 
  home region.  
   
  PCs that fail to pay at least Standard Upkeep will 
  retain temporary ability damage until the next adventure, 
  must buy new spell component pouches and healer’s kits, 
  and may suffer other in-game penalties (or possibly gain 
  in-game benefits) as may be detailed in this adventure. 
   
  A PC that does not pay for at least Standard Upkeep 
  may also avoid the above-described penalties by living off 
  the wild. If the PC possesses four or more ranks in the 
  Survival skill and succeeds at a DC 20 Survival check, the 
  PC 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 PC has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on this 
  roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 
  3 
  of 
  the 
  Living 
  Greyhawk 
  Campaign 
  Sourcebook. 
   
  ADVENTURE BACKGROUND 
  Late 595, the first seeds of invasion were planted in the 
  Gnarley Forest. Over the following two years, the 
  Blackthorn orcs increased in number and exerted more 
  influence in the forest. The following year, a mountain 
  erupted within the forest, spewing forth orcs. This 
  mountain serves as a conduit between the Pomarj and the 
  Gnarley, allowing Turrosh Mak’s force to travel beneath 
  the land and easily penetrate into the heart of the 
  civilized lands. With this foothold, the Mak’s forces 
  threaten Celene, Greyhawk, and the Free Lands of 
  Dyvers. 
   
  The Mak’s intentions were not initially obvious, but 
  with a deal struck with Greyhawk and no immediate 
  interest in Celene, he has focused his intention on the 
  city of Dyvers. Other than just an easy route to the 
  civilized lands, the tunnels from the Pomarj have 
  provided them with interesting contacts and powerful 
  allies. 
   
  Now with his forces consolidated and focus 
  narrowed, he marches. Despite having two years to 
  prepare, the Free City of Dyvers is woefully unprepared 
  for the orcs, due to political maneuvering and years of 
  complacency. It seems unlikely that the city can 
  withstand an assault. 
   
  Now it is the time for the adventurers to lend what 
  aid they can to find out what they can about the 
  oncoming horde so the city may better prepare.  
   
  ADVENTURE SUMMARY 
  Introduction – The city’s population boom has passed 
  and things are settling back to “normal,” but things feel 
  anything but normal. War is coming. 
   
  Encounter 1: Recruits – The Dyvers Adventures Guild 
  proposes contracts to the populace, enlisting adventurers 
  to aid in the defense of the city. 
   
  DYV8-06 Plain Facts 
   
  Page 2 
  
  Encounter 2: Information – An opportunity to ask 
  around the city about what is going on, specifically with 
  regards to the Adventurer’s Guild, but also the general 
  state of affairs in the city. 
   
  Encounter 3: First Contact – While marching toward 
  the front-lines to meet up with the Free Army 
  contingent, the PCs are accosted by roaming orcish 
  cavalry. 
   
  Encounter 4: Avaunt Garde – The players meet with the 
  captain in charge of camp and are informed they will 
  infiltrate an orcish encampment. 
   
  Encounter 5: Insinuate – The PCs breach the orcish 
  camp and have an opportunity to ask around and gather 
  information. 
   
  Encounter 6: Save our Bacon – All heck breaks loose, 
  and the PCs are needed to help defend their new 
  comrades. 
   
  Encounter 7: More Talking? – On day 2 in the orc camp 
  the PCs may wrap up their information gathering. 
   
  Encounter 8: Retreat – Returning to the Free Army 
  encampment, the PCs find it in flames and have an 
  opportunity to confront the culprits. 
   
  Conclusion: Returning to the City, our adventurers 
  report in, are paid, and prepares for war. 
   
  PREPARATION FOR PLAY 
  DM Note: It is important to note if anyone in the party is 
  of a Dyvers regional meta-org. In particular you need to 
  know about members in: 
   
  • 
  The Constabulary 
  • 
  Dyvers Free Army 
  • 
  Free Marines 
  • 
  Navy 
  • 
  Dyvers Dweomercrafters Guild 
  • 
  Dyvers Adventurers Guild 
   
  Beyond handouts, it is not necessary to track the meta-
  orgs beyond Encounter 1. 
   
  INTRODUCTION 
  In the winter of 595, people denied that the Pomarj 
  could truly threaten so far north as to endanger the 
  freedom and safety of the Free City of Dyvers. New 
  pioneers in the town of Tricaster were angered when 
  the city did little to protect their homesteads and 
  businesses. Instead of unity, the threat has lead to 
  power groups, gentry to merchant man, to each seek 
  their own private bargains to protect either the city or 
  their private interests. The commoner or journeyman 
  tradesman are now left with the grief of the 
  inevitable. Now the Magister has settled into 
  acceptance and wages war openly across the 
  Meadowland fief.  
   
  The stink of salt, sweat, and who can only say 
  what else assaults your nostrils as your caravel bumps 
  up against the mooring post of the dock. The noonday 
  sun, on this early summer day, only seems to 
  empower the smell of the Dock District as you 
  prepare to go ashore. You bustle against several other 
  “rugged” types gathering their gear, also waiting for 
  the gangplanks to be laid out. 
   
  Now would be an appropriate time for the PCs to 
  describe themselves to each other, particularly if they 
  have never met before. Once they are through with this, 
  proceed to Encounter 1. 
   
  1: RECRUITS 
  The adventurers are recruited to aid in the current 
  conflict to the south, that has grown to full blown war. If 
  they already haven’t spoken with each other, they are 
  formerly introduced, and the Dyvers Adventurer’s Guild 
  forms them into units. Member of the Constabulary, Free 
  Army, Free Navy, Marines, or Dyvers Dweomercrafters 
  Guild are assigned to work with those who are new to the 
  city or not a member of any of these meta-organizations. 
  They also have an opportunity to gather information 
  (Encounter 2) during this encounter, or immediately 
  following. 
   
  As you wander down the dock into the Dock District 
  and the city beyond, you notice that each dock has 
  several small children accosting newcomers as they 
  enter the city. Several seem to be handing scrolls to 
  people, while several other are crying out some sort 
  of message to those arriving in the city. As you near 
  the end of the dock you can make out the message 
  over the bustle of the crowds. 
   
  At the foot of your embankment point, a boy of 
  but 8 or 9 shouts out, “WAR IS HERE. The city is 
  calling out to all freemen, sell-swords, adventurers, 
  and any with notable skill in battle to converge upon 
  these same docks at the 4
  th bell past midday. The 
  Adventurers Guild will be serving as intermediaries 
  DYV8-06 Plain Facts 
   
  Page 3 
  
  for the city to arrange for support troops to help hold 
  back the forces of Turrosh Mak south in the 
  Meadowland Fief…(repeat)” 
   
  If a PC stops to question one of the criers for more 
  information, he states that this is all he knows, but that 
  more information will likely be available at the 4
  th bell. 
  The papers being handed out to some of those arriving 
  are bills simply stating the same information the crier is 
  calling out. 
   
  If there is a member of the Dyvers Free Army, Marines, 
  Free Navy, Dweomercrafters Guild, or Constabulary 
  present, provide him the appropriate of Players Handout 
  #1-4. 
   
  The PCs have about 4 hours to blow here; they are free to 
  go about their business and return later, purchase 
  supplies at the Great Market, or gather information about 
  the current state of affairs and what is going on (see 
  Encounter 2). At the 4
  th bell, read the following for those 
  gathered in the Dock District. 
   
  The Dock District has been arranged with a number 
  of tables at the base of every pier. The throng in the 
  Dock District continues to grow as you await some 
  clarification on exactly what is wanted of you and 
  what it will pay. You consider putting both hands on 
  your coin purse as the number of people has left little 
  room to breath. Your anxiety is quenched as a middle-
  aged man ascends an ad hoc crate structure and 
  addresses the crowd. 
   
  “I am Guildmaster Tovesh Marlyle of the 
  Adventurer’s Guild. I have been given authority by 
  Her Magistry Larissa Hunter herself, to extend 
  employment to you, in aid of this great city. Whether 
  you be foreigner or patriot, all will be measured of 
  their abilities and put to task for a reasonable 
  wheatsheaf.  
   
  "For the past two years, we have sat behind our 
  walls and hoped that the flood of orcs that infest the 
  Gnarley would either recede or turn its interests in 
  directions other than Dyvers. Those were idle 
  fantasies. This very day the honorable Robert Lord 
  Navoy fights at the head of the Meadowlands Free 
  Army. He plans to show the Mak’s horde the true 
  ferocity of our people.  
   
  "Now we enlist you to do your part, to answer the 
  call of your heart or your coin purse. 
   
  "I ask you now to present yourself to one of the 
  clerks, provided by the temple of Zilchus, at the 
  tables before you so we may measure your skill and 
  find an appropriate task for you. Those of various 
  guilds have already received instruction via your 
  superiors, and we will be with your shortly.” 
   
  Members 
  of 
  the 
  Free 
  Army, 
  Navy, 
  Marines, 
  Constabulary, and Dyvers Dweomercrafters Guild have 
  already received instructions (Player’s Handouts 1-4). 
  For all others, they are to present themselves to a clerk 
  and briefly describe their ability. The clerks take their 
  names and ask them to stand aside; they are assigned 
  duties very shortly. If questioned about pay, they receive 
  commissions of the following amount; 50gp + 25gp/APL 
  (i.e. 250gp @ APL 8). 
   Each PC is drawn up a 
  contract specifying terms and pay. They are to be paid at 
  the end of the month for their service. In the event they 
  are killed, families receive half that amount. 
   
  You are gathered up with several other adventuring 
  types, some of which claiming affiliation to one of the 
  several guilds of the city. A young army lieutenant 
  explains your task. 
   
  “My name is Henson Yorn, Lieutenant in the 
  Dyvers Free Army. You have been chosen for your 
  skill to be deployed along with the Meadowland 
  Division of the Free Army. There, you will serve 
  Navoy’s forces as forward scouts. We hope that with 
  your varied talents, you can provide skill that the 
  common soldier cannot provide. You have the 
  remainder of the day to make preparations. We ask 
  you leave at first light. Once there, please present 
  yourself, and you will receive more specific orders.” 
   
  The lieutenant has little more information to provide. He 
  can provide instructions on how to reach the forward 
  detachment of the Army forces. 
   
  Development: At this point, the PCs have a few 
  reasonable options. They can prepare for their journey, 
  gather some information, or refuse to help. If they choose 
  the latter, the adventure ends here. If they choose to find 
  out some more about recent events, see Encounter 2. 
  Once they have expended any time necessary and are 
  ready to leave the city, proceed to Encounter 3. 
   
  2: INFORMATION 
  This encounter provides the PCs an opportunity to get a 
  feel for what is going on in the city. It may also offer 
  them a glimpse of what is to come. This is an optional 
  encounter and should not be allowed to take up a large 
  amount of time during the session. 
   
  If the players are at this encounter prior to the 4
  th 
  bell meeting, they might not have time to complete a 
  Gather Information check (1d4+1 hours), If their first 
  DYV8-06 Plain Facts 
   
  Page 4 
  
  check takes 5 hours, simply adjust the success by -4. They 
  do not have time for a second check prior to the meeting 
  but may come back to this encounter as often as they like 
  prior to leaving the city the following morning. 
   
  Gather Information 
  Provided that the PCs succeed at least a DC 15 Gather 
  Information 
  check 
  they 
  receive 
  the 
  following 
  information.  
   
  • 
  Robert Lord Navoy leads a contingent of Dyvers 
  Free Army upon the fields of the Meadowlands. 
  Some rumor this as a play to gather power once 
  the orcish horde is turned back. 
  • 
  The Gentry Council has been in heated debate 
  on how best to control the panic and fear 
  amongst the populace. 
  • 
  Many feel the Mak will soon break Navoy's 
  troops if more are not sent, but the Magister 
  refuses to weaken the city's defenses. 
   
  Depending on how much they exceed a DC 15 by, they 
  may also catch wind of some other rumors. 
   
  Check DC 
  Number of Rumors 
  18 
  1 
  23 
  3 
  28 
  5 
  33 
  6 
  40+ 
  7 
   
  Roll a d20 to determine which rumors the PCs 
  encounter. 
   
  1. 
  Elemental priests are attacking the city, first burning 
  down the temple of Nerull, then exploding one of 
  the towers of the Dyvers Dweomercrafters Guild.  
  2. 
  The Constabulary Sewer Patrol has resorted to lining 
  the walls of the sewers with explosive runes to 
  protect them. Three unwary adventurers died just 
  last week. 
  3. 
  The head of the Alliance has gone missing, but you 
  can be sure as Carceri that you didn’t hear it from 
  me. 
  4. 
  A group of half-orcs, eager to please Turrosh Mak, 
  has set fire to several businesses within Dyvers.  
  5. 
  It's getting harder to bribe constables now, since 
  Sheriff Krembo had one constable publicly flogged 
  to near-death. 
  6. 
  One Rhennee boy was beaten up by some locals; as 
  he ran away, he screamed, "You'll be sorry," before 
  disappearing. 
  7. 
  A goblin has gained an audience with the Gentry by 
  promising to give information about the forces in 
  the Meadowlands. 
  8. 
  The Gentry consider Larissa Hunter to be weak and 
  inexperienced; some people are looking at naming 
  Klabert Grandheart as the new magister. 
  9. 
  Ever since that explosion in the Temple District, 
  there have been a lot of strange noises at night. 
  10. Vandals have stolen Ethane Leardyn's head off of 
  Thrommel's Arch. 
  11. Greyhawk has bought off Maraven; Eastguard will 
  not be able to help Dyvers. 
  12. The guildmaster and veteran contractors of the 
  DVPC are all were-rats. 
  13. The Dweomercrafters Guild has created Ooze 
  Elementals 
  14. The guildmasters of the tower of necromancy and 
  transmutation were killed recently 
  15. The harbormaster has struck a deal with Markessa 
  the Red to help ferry refugees away from the city. 
  16. Ship captains are beginning to report foreign ports 
  are turning away Dyversian refugees. 
  17. The Rhennee population in Drown Town has 
  doubled in the past few months. 
  18. The Gentry Council has called for Larissa Hunter to 
  step down after several horrible missteps dealing 
  with the Lord Mayor of Greyhawk. 
  19. Goblins on worgs and orcs on some type of grey-
  horned demon have been spotted venturing from 
  the Gnarley and attacking caravans. 
  20. A demon prince now holds sway in the city and is 
  building a power base amongst the disenfranchised 
  and monstrous races of the city. 
   
  Development: As there may be a couple ways the PCs 
  reached this encounter, you may either need to return to 
  Encounter 1 or proceed to Encounter 3. 
   
  3: FIRST CONTACT 
  This encounter leads the party out of Southgate en route 
  to the Meadowland. As they journey to their meeting 
  place with the Free Army contingent, they encounter a 
  small forward contingent of Pomarj forces. Have the 
  players make a Spot check. The amount they exceed the 
  APL by--times 10--is the number of feet this encounter 
  begins. (i.e., a check of 12 at APL 2 starts the encounter at 
  100 feet). The terrain is nondescript, with an occasional 
  group of trees to break it up. 
   
  Your trek out from the city has gone uneventful so 
  far. The grass of the rolling plains is broken up by the 
  occasional outcropping of trees. Off in the distance 
  DYV8-06 Plain Facts 
   
  Page 5 
  
  you see a rolling cloud of dust that is stirred up by a 
  large grey creature. A single horn juts from its 
  forehead. It charges in your direction. 
   
  Players may make a DC 14 Knowledge (nature) to 
  identify it as some sort of rhinoceros. For more 
  information, they need to succeed on an appropriate 
  Knowledge check per the actual creature at their APL. 
   
  APL 2 (EL 5) 
   
  Orc Rider: hp 9; Ride +8, Mounted Combat Monster 
  Manual 203. 
   
  Orc Caster: Sorcerer 1; hp 5; Appendix 1. 
   
  Rhinoceros: hp 88; Monster Manual 278. 
   
   
  APL 4 (EL 7) 
   
  Orc Caster: Sorcerer 4; hp 20; Appendix 1. 
   
  Orc Rider 4: hp 36; Appendix 1. 
   
  Warbeast Rhinoceros: hp 111; Appendix 1. 
   
  APL 6 (EL 9) 
   
  Orc Caster: Sorcerer 4: hp 20; Appendix 1. 
   
  Orc Rider (2): barbarian 2/ fighter 2; hp 36 each; 
  Appendix 1. 
   
  Warbeast Rhinoceros(2): hp 111 each; Appendix 1 
   
  APL 8 (EL 11) 
   
  Orc Caster: Sorcerer 6; hp 30; Appendix 1. 
   
  Orc Rider: barbarian 2/ fighter 4; hp 52; Appendix 1. 
   
  Razor Rhinoceros: hp 155; Appendix 1 
   
  APL 10 (EL 13) 
   
  Orc Caster: Sorcerer 8; hp 40; Appendix 1. 
   
  Orc Rider (2): barbarian 2/ fighter 4; hp 52 each; 
  Appendix 1. 
   
  Razor Rhinoceros (2): hp 155 each; Appendix 1 
   
  APL 12 (EL 15) 
   
  Orc Caster: Sorcerer 12; hp 60; Appendix 1. 
   
  Orc Rider (2): barbarian 2/ fighter 7; hp 78 each; 
  Appendix 1. 
   
  Warbeast Razor Rhinoceros (2): hp 198 each; 
  Appendix 1 
   
  Tactics: The rider charges his mount across the field, 
  reserving his attacks for once he is adjacent to the PCs. 
  The sorcerer attempts to cast dispel magic when available 
  but otherwise uses his abilities from a safe distance, using 
  fly and invisibility as appropriate. At APLs 4 and above, 
  be sure the orc rider uses his Mounted Combat feat to 
  avoid attacks against his rhinoceros mount. When most 
  advantageous the sorcerer casts slapping hand, to grant 
  attacks of opportunity to his allies. 
   
  Development: Once the PCs have dispatched this first 
  encounter with the orcs, they are free to proceed on to 
  their meeting with the Free Army.  
   
  4: AVAUNT GARDE 
  Having successfully beaten back or fled from the orcish 
  rhinoceros cavalry, the PCs continue on to their meeting 
  with Dyvers’s forward guard of the Free Army. Here they 
  are awarded some information on the current state of 
  affairs and provided the information for their next step, 
  the infiltration of the orcish army. 
   
  Your encounter with the orcish cavalry behind you, 
  you arrive at a Dyvers Free Army encampment. A boy 
  no older than 17 wearing a tabard emblazoned with 
  the Dyvers crest meets you as you approach. With the 
  most authority he can muster he demands you halt 
  and state your purpose. 
   
  This is Private Jerrmy Fallow. He provides the PCs a 
  chance to state you’re their business. Once the PCs 
  introduce themselves, he continues. 
   
  “Ah yes the free-swords. We received word that the 
  Magister would be sending reinforcements. So where 
  are the rest?” he pauses. 
   
  He expected several dozen and freely shares that, as well 
  as a bit of disappointment in the fact that the Magister 
  has only sent a handful. 
   
  “I’d best get you to the Captain. I believe Captain 
  Regis is responsible for all non-military personnel, 
  camp followers, and the like.” 
   
  He escorts you through rows of ordered tents 
  where you see a multitude of young men and a 
  spattering of grizzled veterans going through 
  mundane camp tasks. You are led to a dull green tent 
  where the private announces you. As you are led into 
  the tent, a grey-haired squint-eyed man is introduced 
  as Captain Regis. He stands around a large field table 
  with maps and scrolls scattered about, querying over 
  them with two other older gentlemen. 
   
  Once introductions are complete, the Captain speaks up 
   
  “You arrive at a very opportune time. As it may 
  happen, circumstances have presented a unique 
  opportunity that requires skills I cannot currently 
  fulfill within this camp.” 
   
  DYV8-06 Plain Facts 
   
  Page 6 
  
  He openly answers the following questions for the PCs. 
  Use the answers as a guide-- embellish or paraphrase as 
  you see fit. 
   
  What will you have us do? 
  We’ve been exchanging blows with an orc encampment 
  not a long distance from here. They attack, and we 
  counter. This has gone on for some time. We’ve been able 
  to interrogate some but we’ve only been able to get a few 
  small pieces of information out of them. From the 
  snippets we’ve gathered, we’d like you to find out more 
  for us. 
   
  What have you found out so far? 
  First, the orcs are expecting a fresh batch of troops. I do 
  not believe these are orcish regulars. I also fear they will 
  be on the move soon, but we need more details. 
   
  What do you believe the reinforcements are? 
  We don’t know at yet. That is where you come in. 
   
  How will we find this out? 
  We wish to insinuate you into the orc camp. Hopefully 
  from within the camp you will be able to gather much 
  more information. 
   
  Why haven’t you sent men already? 
  My men are not suited for such work; they do not have 
  the proper skill set. 
   
  How will we do this? 
  Well, we will turn you into orcs… It came to me just last 
  week. Such a simple plan. We sent word to have the 
  proper magics delivered to us. Just yesterday with the 
  word that you’d be arriving, the proper scrolls were 
  delivered. Once we have you turned into orcs, simply slip 
  into their ranks after our next battle.  
   
  If the PCs ask about a time where they were 
  transformed into orcs for a Velunan mission, he says this 
  is not as complicated spell as that.  
   
  When will we begin? 
  We’ll send an incursion against the orcs once the sun is 
  fully up in the morning. That will be the time. 
   
  What does it pay? 
  According to the papers I’ve been sent, your contracts 
  specify you’ll be paid at the end of the month. So you are 
  my beck unless you wish to chance desertion. 
   
  From here, the Captain fills them in on all the details of 
  the plan. Roleplay this or provide it directly to the players 
  as you see fit. 
   
  The players have 2 options: they can choose to 
  undergo a polymorph any object spell, which should be 
  permanent, or if that is too unsavory for them, they may 
  choose to undergo an extended veil spell. The captain 
  explains there is a certain risk to choosing veil. Each orc 
  they interact with has the potential to see through the 
  veil. Once their mission is completed, they are welcome 
  to dispel the polymorph.   
   
  Once the PCs have decided on the method, they 
  have until morning to get ready, trade out spells, etc.  
   
  Well before first light, Private Fallow rouses the PCs and 
  brings them to the Captain so they can finish their 
  preparations. Once they are complete, he proceeds. 
   
  “First we will eat,” the captain states. A camp cook 
  serves you up a warm bowl of mealed oats. A 
  gentleman in well soiled wizard's robes follows in 
  shortly after and removes several scrolls from a cases. 
   
  The wizard separates you into two groups, those 
  choosing to depend on illusion and those accepting 
  polymorph. He reads from the scrolls, and you see 
  your companions shimmer or shift into the form of 
  orcs. 
   
  “The polymorph will be permanent; you only 
  need fear dispelling magics. The veil will be more 
  easily penetrated so be wary of overly interacting 
  with the orcs, though this may be hard with your 
  upcoming 
  mission. 
  We 
  will 
  hide 
  you 
  in a 
  camouflaged blind on a field we expect to engage the 
  orcs upon today. When the battle ends, insinuate 
  yourself amongst them. Our wizard will not be able to 
  maintain the veil much past two days; do find out as 
  much as you can and return the morning of the 
  second day. We will await you here.” 
   
   
  The PCs are provided a casting of heroes feast. The wizard 
  is casting polymorph any object and veil from scrolls. He 
  is only 10
  th level but succeeds at all his caster level checks. 
  The veil lasts for 46 hours, and the Will save is DC 24 (do 
  not check for this unless the players push their luck, 
  simply assume the orcs fail). For those who choose 
  polymorph, the effects are as follows: 
   
  Orc: they lose any current racial benefits or stat 
  modifiers, which are replaced with +4 Str, -2 Int, -2 Wis, -
  2 Chr, light sensitivity and darkvision 60 ft.. 
   
  The PCs are also provided with enough helms of 
  comprehend languages so that at least 4 of the PCs may 
  comprehend Orcish. If 3 PCs already either have helms 
  or can speak Orcish, they are only afforded 1, etc. They 
  are also provided a wand of tongues(10 charges) 
  otherwise they must speak in Common, which orcs do 
  know. 
   
  DYV8-06 Plain Facts 
   
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  Development: This encounter leads directly into 
  encounter 5. The PCs are able to slip back amongst the 
  orcs. 
   
  5: INSINUATE 
  This encounter takes the PCs through the entire first day 
  at the orcish encampment. If at least one player (if not 
  all), keeps some notes on the information they are 
  gathering, it makes this encounter, and encounter 7, 
  move more smoothly. 
   
  If at any point in time, the PCs foolishly decide to go 
  the brute force route and attack the camp outright, allow 
  them to do so. They gain no further information. Use the 
  orcs from encounter 3 and 6 as well as 100 standard orcs, 
  20 ogres, 10 ogre barbarians, and 10 ogre mages from the 
  Monster Manual. If such a situation arises, fleeing is an 
  option. Feel free to instill the proper amount of fear, but 
  there is no need to purposely kill them if they flee. 
   
   
  You head out during the first rays of dawn with a 
  contingent of soldiers. They’ve tucked you away in a 
  small area of brambles. In but a few minutes you hear 
  the ring of steel on steel, the grunt of orcs, and 
  enraged shouts of soldiers. The forces retreat, and you 
  are able to inconspicuously retreat back with the orc 
  forces.  
   
  The daylight hours are spent in rest, but as the 
  sun dims, the camp becomes active. No time better to 
  meet and make friends with those amongst the horde. 
   
  During this encounter, the PCs have an opportunity to 
  speak with several of the orcs who have managed to come 
  by pieces of useful information. Doing so takes time to 
  get to know the individual orcs and gain their trust. The 
  orcs sleep most of the day, so they basically have 2 nights 
  (12 hours) to gather this information.  
   
  They may attempt to split up to cover more bases. If 
  they do, first allow them a DC 10 Wisdom check to know 
  that in such a hostile situation, there is safety in numbers. 
  Should they insist, have one of the PCs encounter one of 
  the orcs specific to the encounter who actually has 
  information; the others run into grunts or know-
  nothings. 
   
  Have the PCs perform a Wisdom check in order to 
  evaluate a rough semblance of the number of orcs 
  present.  
   
  DC 12 – If you spend a few hours counting you can 
  get an accurate number, but time is limited. 
   
  DC 15 – Maybe 75 to 150 orcs plus a bunch ogres 
   
  DC 20 – 100 orcs, and maybe 50 ogres 
   
  DC 25 – The exact numbers above. 
  If the PCs have time or choose to get an exact count, they 
  can perform a Gather Information check (1d4+1 hours 
  DC 0) and get the exact numbers as well. 
   
  Each interaction with an individual orc is the same 
  as a Gather Information check and takes 1d4+1 hours to 
  complete. Provided they have at least 1 hour of activity 
  left during the day, they can initiate an interaction. Some 
  interactions are only available during night two 
  (encounter 7), as several are out foraging the first night. 
  These orcs are marked as so. 
   
  Refer to DM’s Aid #1 for information on the various 
  orcs they may contact during the day. When they begin 
  to ask around, the first orc they run into is always Brak 
  Elf-eater. After the first encounter, if they PCs do not 
  seek out a specific orc, choose one at random. Once they 
  have spoken with one, they may gather more information 
  from him if they failed the first time, but this takes an 
  additional hour. Roleplay each interaction taking as 
  much time as you feel appropriate. Improvise additional 
  trivial details. Remember that each interaction costs the 
  PCs 1d4+1 hours of their 12 hours in the day (if the 
  interaction goes into the morning, the orc brusquely 
  excuses himself and goes to bed, cutting the interaction 
  short, but still providing the bulleted details). Encounter 
  6 occurs at the conclusion of the first evening of 
  interaction.  
   
  Development: The PCs have concluded the first full day 
  of gathering information. Proceed to encounter 6. 
   
  6: SAVE OUR BACON 
  This encounter happens at the conclusion of the first day 
  in the orcish camp, shortly before dawn. This morning, 
  several closed wagons arrive. The PCs hear horrible 
  noises coming from within. Depending on how their 
  investigations have gone, they may have some indication 
  of what is going on. 
   
  Eventually, the crates burst open, and the lashers 
  rampage through the camp. The PCs may think this is a 
  good thing. Don’t discourage this behavior. Roleplay out 
  the scene of the lashers cutting swaths though the orcs. 
  After this has gone on for a bit, allow the PCs a DC 10 
  Sense Motive to notice that the other orcs are beginning 
  to notice their inaction, and they are likely to blow their 
  cover. If this still does not encourage the PCs to take 
  action, the lashers take their focus to the PCs. 
   
  Orcs move about you, several moving towards tents or 
  other duties. The activity of the night is over, and the 
  first hint of dawn can be seen on the far horizon. But 
  suddenly, the camp erupts into a frenzy of activity. 
  You can’t get a good clue on what is going on, but you 
  DYV8-06 Plain Facts 
   
  Page 8 
  
  can hear the chants of “Vrug Dush, Vrug Dush, Vrug 
  Dush,” repeated over and over near the center of the 
  camp. 
   
  Now is the PCs' opportunity to go to the center of camp 
  and see what is going on.  If they choose to not respond, 
  simply skip the next section of box text and proceed to 
  having the lashers rampaging through the orc 
  encampment. 
   
  Arriving at the center of camp, it appears nearly every 
  orc you’ve seen today is here. A large contingent is 
  circled around a pair of orcs standing upon some 
  cross between a wagon and a reinforced carriage.  
   
  The larger of the two speaks up, “Fellow warriors 
  of the Rampaging Arrow, you are both hearty and 
  fierce. I, Vrugdush Three-Tusks, have returned from a 
  meeting with our warchief, Gnasher Barrock. I have 
  seen many fantastic devices we will unleash upon the 
  City. Our day is coming soon, and I return with one 
  of the many allies who will fight beside us when our 
  day comes…” 
   
  His speech is interrupted as the wagon lists 
  violently, shifting from side to side. In an explosion 
  of wood, the sidewalls burst open spraying the first 
  rank of on-watchers with splinters. You see the self-
  proclaimed Vrugdush thrown from his perch, strike 
  his head violently, and move no more. Possibly 
  pleased by this sign, your senses refocus as you see 
  bursting from the orifice of the wagon a creature(s) 
  waddling on stubby legs, with enormous pinchered 
  arms and four lashing tentacles. 
   
  Chaos erupts as orcs flee in every direction, and 
  the creature(s) revel in the chaos snatching up a 
  fleeing orc in its pinchers and rending it in twain. 
   
  Ask the PCs what they are doing now. Until they engage 
  the lashers, feel free to improvise on the chaos. The PCs 
  are free to cast “buff” spells as they wish until they engage 
  the lashers or are engaged by the lashers. You can do so in 
  or out of initiative as is your preference.  
   
  APL 2 (EL 4) 
   
  Voor: hp 37; Appendix 1. 
   
  APL 4 (EL 6) 
   
  Voor (2): hp 37; Appendix 1. 
   
  APL 6 (EL 8) 
   
  Voor, advanced (2): hp 78; Appendix 1. 
   
  APL 8 (EL 10) 
   
  Dreadful Lasher: hp 142; Appendix 1. 
   
  Voor, advanced (2): hp 78; Appendix 1. 
   
  APL 10 (EL 12) 
   
  Dreadful Lasher (3): hp 142; Appendix 1. 
   
  APL 12 (EL 14) 
   
  Dreadful Lasher, advanced (3): hp 185; Appendix 1. 
   
  Tactics: While not a brilliant creature, voor are killing 
  machines. They tactically situate themselves, position 
  themselves to avoid or take advantage of attacks of 
  opportunity. They take no mercy, pull no punches. 
   
  Development: Once the PCs have defeated the voor 
  lashers, the haze of day is fully here. Chaos subsides, and 
  the orcs settle in for the day. Proceed to encounter 7. 
   
  7: MORE TALKING? 
  This encounter takes the PCs through the second day at 
  the orcish encampment. Follow the same interaction 
  rules as presented in Encounter 5. There are a few orcs 
  that PCs could not have encountered in night one 
  (Encounter 5) and likely a couple they have not spoken to 
  yet. This is the PCs' last opportunity to speak with the 
  orcs. 
   
  This encounter is over after the PCs have exhausted 
  their 12 hours of gather information. If, at the end of the 
  encounter, the PCs insist on staying beyond the two days, 
  first have the veil spell fail. This should be enough 
  encouragement for them to flee. If this does not suffice, 
  begin having them notice several orcs moving through 
  the camp interrogating people and asking for outsiders. 
  As a last resort, call for a roll-call, where each orc is 
  checked by name. 
   
  As the brightest rays of the sun begin to fade, the 
  camp begins to bustle with new activity. There is 
  much conversation on the past days' events and the 
  return of Vrugdush. Not actually having any actual 
  responsibilities in the camp affords you a second 
  chance to gather some information. 
   
  Again refer to DM’s Aid #1 for information on the 
  interactions the PCs may have. At the first rays of light 
  the next morning, it is time for the PCs to leave. They 
  simply may sneak out of camp; they are not watched 
  closely enough for anyone to notice or care. 
   
  Development: 
  The 
  PCs 
  have 
  concluded 
  their 
  reconnaissance of the orcish camp. They now head back 
  to the Free Army. Proceed to encounter 8. Also, the 
  affects of the veil during this trip, so any PCs not 
  polymorphed will appear as normal.  
  DYV8-06 Plain Facts 
   
  Page 9 
  
   
  8: RETREAT 
  The PCs have gathered what information they can and 
  now return back to the Free Army encampment. They 
  may be chased but easily lose their foes. When they 
  return to the camp, they find that others have also 
  discovered the encampment. They have an opportunity 
  to avenge the fallen soldiers. Once they have dispatched 
  the lingering orcs, they have little to do but return to the 
  city.  
   
  Your two days wallowing amongst the orcs Is over, 
  and your trip back to the Free Army encampment has 
  gone without incident. You see the smoke of cook 
  fires as you approach. Turning out of a small valley 
  you realize that the smoke is not of cook fires but of 
  tents. 
   
  When the PCs close on the camp, read or paraphrase the 
  following. 
   
  You see a full quarter of this particular detachment 
  strewn throughout the camp. The camp is not 
  abandoned, though. Bursting from the still-standing 
  command tent, agents of Blackthorn charge across 
  the camp at you. 
   
  This encounter begins with PCs 60 feet from the 
  orcs/ogres. The elementals start gliding beneath the 
  ground. Even if the PCs arrive as orcs themselves, the 
  Blackthorn forces attack anyway, so as to not let other 
  orcs claim credit for killing these humans. 
   
  APL 2 (EL 3) 
   
  God-blooded fighter: male orc fighter 2; hp 16; 
  Appendix 1.  
   
  APL 4 (EL 5) 
   
  God-blooded fighter (2): male orc fighter 2; hp 16; 
  Appendix 1.  
   
  APL 6 (EL 7) 
   
  God-blooded fighter (2): male orc fighter 2; hp 16; 
  Appendix 1.  
   
  God-blooded sorcerer: male orc sorcerer 4; hp 30; 
  Appendix 1.  
   
  APL 8 (EL 9) 
   
  God-blooded fighter (2): male orc fighter 4; hp 32; 
  Appendix 1.  
   
  God-blooded sorcerer: male orc sorcerer 6; hp 30; 
  Appendix 1.  
   
  APL 10 (EL 11) 
   
  God-blooded ogre (2): male ogre barbarian 4; hp 79; 
  Appendix 1.  
   
  God-blooded sorcerer: male orc sorcerer 6; hp 30; 
  Appendix 1.  
   
  God-blooded 
  earth 
  elemental: 
  huge 
  earth 
  elemental 16; hp 152; Appendix 1.  
   
  APL 12 (EL 13) 
   
  God-blooded ogre (2): male ogre barbarian 4; hp 79; 
  Appendix 1.  
   
  God-blooded sorcerer(2): male orc sorcerer 6; hp 
  30; Appendix 1.  
   
  God-blooded elder earth elemental: huge earth 
  elemental 24; hp 228; Appendix 1.  
   
  Tactics: The sorcerers attempt to stay out of the way, 
  taking advantage of spells like fly or invisibility, cover, 
  and the like to remain out of the direct combat or 
  avoiding easy targets. The orcs/ogres and elementals 
  engage PCs, relying on buff spells like fly or the like from 
  the sorcerer to reach troublesome combatants. 
   
  Development: There is nothing of any import left in the 
  camp and no one to report back in to. There is little left to 
  do but return to the city. 
   
  CONCLUSION 
  With the PCs returning to the City, they can report their 
  findings to the appropriate Free Army or Dyvers 
  Adventurer’s Guild contacts and anyone else they wish to 
  speak with. If time is permitting, feel free to roleplay this 
  interaction out. 
   
  You can only hope that your intelligence will be acted 
  upon. It appears that the Free Army forces on the 
  Meadowlands are no more. The forces of Blackthorn 
  or the Pomarj, lines drawn indistinctly this day, will 
  wait no longer. Gnasher Barrock marches the Mak’s 
  horde to the gate of Dyvers. 
   
  The Constabulary can barely contain the panic. 
  Dyver’s Oligarchy is left with little choice. The voice 
  of Colonel Krembo Shrift carries the message, 
  “Marshal Law”. Free City no more. 
   
  Possibly there is hope, as news of aid to the city 
  comes. A full 100 strong, soldiers march in Westgate. 
  Masterfully worked leather armors, red lacquered 
  bows, and black fletch arrow prepare to mount the 
  walls against the monstrous onslaught to come. 
   
  The drums of war beat, orcs on the march…. 
  DYV8-06 Plain Facts 
   
  Page 10 
  
  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. 
   
  3: First Contact 
  Experience objective 
  APL 2  
  150 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
   
  6: Save Out Bacon 
  Experience objective 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
   
  7: Retreat 
  Experience objective 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10  
  330 XP 
  APL 12  
  390 XP 
   
  Discretionary roleplaying award 
  Base these reward on Encounter 5: 
  APL 2  
  90 XP 
  APL 4  
  135 XP 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
  APL 10  
  270 XP 
  APL 12  
  315 XP 
   
  Total Possible Experience 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10  
  1,350 XP 
  APL 12  
  1,575 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  3: First Contact 
   
  APL 2: Coin 3 gp; Loot 4 gp; Total 7 gp. 
   
  APL 4: Coin 6 gp; Loot 137 gp; Total 143 gp. 
   
  APL 6: Coin 6 gp; Loot 274 gp; Magic 63 gp; wand of 
  fly (63 gp); Total 343 gp. 
   
  APL 8: Coin 6 gp; Loot 274 gp; Magic 448 gp; wand 
  of fly (63 gp), +1 falchion (385 gp); Total 728 gp. 
  DYV8-06 Plain Facts 
   
  Page 11 
  
   
  APL 10: Coin 6 gp; Loot 274 gp; Magic 7,436 gp; 2 +1 
  falchion (385 gp each), ring of freedom of movement 
  (6,666 gp); Total 7,713 gp. 
   
  APL 12: Coin 6 gp; Loot 274 gp; Magic 7,436 gp; 2 +1 
  falchion (385 gp each), ring of freedom of movement 
  (6,666 gp); Total 7,713 gp. 
   
  8: Retreat 
   
  APL 2: Coin 337 gp; Loot 6 gp; Total 343 gp. 
   
  APL 2: Coin 345 gp; Loot 12 gp; Total 357 gp. 
   
  APL 6: Coin 0 gp; Loot 12 gp; Magic 63 gp; wand of 
  fly (63 gp); Total 75 gp. 
   
  APL 8: Coin 0 gp; Loot 12 gp; Magic 451 gp;  +1 
  spiked chain (388 gp), wand of fly (63 gp); Total 463 gp. 
   
  APL 10: Coin 0 gp; Loot 12 gp; Magic 446 gp;  +1 
  greatclub (383 gp), wand of fly (63 gp); Total 448 gp. 
   
  APL 12: Coin 0 gp; Loot 12 gp; Magic 446 gp;  +1 
  greatclub (383 gp), wand of fly (63 gp); Total 448 gp. 
   
  Conclusion 
  The PCs are paid for their service 
  APL 2: Coin: 100 gp. 
  APL 4: Coin: 150 gp. 
  APL 6: Coin: 200 gp.  
  APL 8: Coin: 250 gp.  
  APL 10: Coin: 300 gp.  
  APL 12: Coin: 350 gp.  
   
  Treasure Cap 
  APL 2  
  450 gp 
  APL 4  
  650 gp 
  APL 6  
  900 gp 
  APL 8  
  1,300 gp 
  APL 10  
  2,300 gp 
  APL 12  
  3,300 gp 
   
   
  Total Possible Treasure 
  APL 2  
  450 gp 
  APL 4  
  650 gp 
  APL 6  
  956 gp 
  APL 8  
  1,601 gp 
  APL 10  
  8,461 gp 
  APL 12  
  8,511 gp 
   
  ADVENTURE RECORD ITEMS 
  I’m an Orc: You have chosen to remain in the form of an 
  orc. You lose all current racial benefits and gain both the 
  racial ability modifiers and qualities of an orc. The effects 
  may be dispelled (CL 17). As long as this effect is active, 
  this character is confined to play in the region of Dyvers. 
   
  I’m with Them: All members in good standing with any 
  of the following metaorgs: Free Army, Navy, Free 
  Marines, Constabulary, Dyvers Dweomercrafter’s Guild 
  or Adventurer’s Guild receive access to all items below as 
  access Regional instead of Adventure. 
   
  Veteran’s Favor: For avenging those who died at the 
  Army camp, you are gifted with access to several 
  heirlooms (All items listed below per the APL). 
   
  Orc Foe: Your time spent with the orcs has given you a 
  vast knowledge of their mentality and tactics. In a future 
  encounter with them, you may take a +2 bonus to all 
  attack rolls against orcs, and your spells against them 
  have their DCs increased by 1. Cross off once used. 
   
  Weak Spot: You’ve studied your enemy. Once you may 
  force a single orc target to reroll a successful saving 
  throw. Cross off once used. 
   
  Good Deal: You may take a 25% discount on the purchase 
  of a single item you have access to from this AR, if 
  purchased on this AR. 
   
  Let me Borrow That: For the duration of one adventure 
  in Dyvers, you may use one of the items listed in the 
  adventure below (per the PCs APL) without paying for it. 
  You most choose the item while in the city of Dyvers. 
   
  ITEM ACCESS 
  APL 2: 
  • 
  Burning veil (Adventure; MIC, 1,000 gp) 
  • 
  Ephod of authority (Adventure; MIC, 800 gp) 
  • 
  Quaal’s feather token, swan boat (Adventure; DMG) 
  • 
  Wand of fly (10 charges, CL 5
  th) (Adventure, DMG) 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  Folding boat (Adventure; DMG) 
  • 
  Caustic veil (Adventure; MIC, 2,000 gp) 
  • 
  Lenses of revelation (Adventure; MIC, 1,400 gp) 
   
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  Boots of levitation (Adventure; DMG) 
  • 
  Cord of favor (Adventure; MIC, 3,000 gp) 
  • 
  Veil of storms (Adventure; MIC, 4,000 gp) 
   
  APL 8 (all of APLs 2-6 plus the following): 
  • 
  Badge of glory (Adventure; MIC, 3,400 gp) 
  • 
  Cape of the mountebank (Adventure; DMG) 
  • 
  Veil of whispers (Adventure; MIC, 7,000 gp) 
   
  APL 10 (all of APLs 2-8 plus the following): 
  DYV8-06 Plain Facts 
   
  Page 12 
  
  • 
  Boots of speed (Adventure; DMG) 
  • 
  Phylactery of virtue (Adventure; MIC, 6,500 gp) 
  • 
  Veil of doors (Adventure; MIC, 11,000 gp) 
   
  APL 12 (all of APLs 2-10 plus the following): 
  • 
  Carpet of flying, 5 ft. by 10 ft. (Adventure; DMG) 
  • 
  Serpent veil (Adventure; MIC, 16,000 gp) 
  • 
  Winged boots (Adventure; DMG) 
   
  DYV8-06 Plain Facts 
   
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  DYV8-06 Plain Facts 
   
  Page 14 
  APPENDIX 1: APL 2
  3: FIRST CONTACT  
   
   
  R H I N O C E R O S 
  CR  4   
  N Large animal 
  Init +0; Senses Listen +14, Spot +3, low-light vision 
  AC 16, touch 9, flat-footed 16 
  hp 88 (8d8+40 HD)  
  Fort +11, Ref +6, Will +3 
  Speed 30 ft.(6 squares); 
  Melee Gore +13 (2d6+12) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +6; Grp +18 
  Atk Options Powerful Charge 
  Abilities Str 26, Dex 10, Con 21, Int 2, Wis 13, Cha 2  
  Feats Alertness, Endurance, Improved Natural Attack 
  (gore)  
  Powerful Charge (Ex) A rhinoceros deal 4d6+24 
  points of damage when it makes a charge. 
   
  O RC S O R C E R E R 
  CR  1 
  Male orc sorcerer 1 
  NE medium humanoid (orc) 
  Init +2; Senses Listen -1, Spot -1, darkvision 60 ft. 
  Languages Common, Orcish  
  AC 12, touch 12, flat-footed 10 
  hp 5 (1d4+2 HD)  
  Fort +2, Ref +2, Will +0 
  Speed 30 ft. (6 squares); 
  Melee club +1 (1d6+1)  
  Ranged sling +2 (1d4+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +2 
  Atk Options Point Blank Shot 
  Sorcerer Spells Known (CL 1st): 
   1st (4/day)—hail of stone*, sleep (DC 14) 
   0 (5/day)—detect magic, mage hand, flare, ray of 
  frost, touch of fatigue 
  Abilities Str 12, Dex 14, Con 14, Int 6, Wis 6, Cha 16  
  Feats Point Blank Shot 
  Skills Concentration +5, Spellcraft +0 
  Possessions 4 slivers of jade 
  * see Appendix 2: New Rules Items 
   
  6: SAVE OUR BACON 
  V O O R 
  CR  4 
  Monster Manual IV 
  NE Large outsider (evil, extraplanar, yugoloth) 
  Init +2; Senses Listen +11, blind, blindsense 120. 
  Languages Abyssal, Infernal, telepathy 100 ft.  
  AC 17, touch 11, flat-footed 15 
  hp 37 (5 HD); DR 5/good 
  Immune acid, fire, gaze attacks, illusions, poison, 
  visual effects. 
  Resist cold 10, electricity 10; SR 15 
  Fort +7, Ref +6, Will +3 
  Speed 30 ft. (6 squares), climb 20 ft.; 
  Melee 4 piercing tentacles +10 each (1d6+6) and 2 
  claws +8 each (1d6+3) 
  Space 10 ft.; Reach 10 ft. (20 ft. with tentacles) 
  Base Atk +5; Grp +19 
  Atk Options Combat Reflexes, aligned strike (evil), 
  rend 2d6+9 
  Abilities Str 22, Dex 15, Con 17, Int 5, Wis 8, Cha 7  
  SQ scentless, yugoloth traits 
  Feats Combat Reflexes, Multiattack  
  Skills Climb +29, Diplomacy +0, Listen +11 , Move 
  Silently +10 , Sense Motive +7 , Survival +7 
  Rend (Ex) A voor that hits with both claw attacks 
  latches onto the opponent’s body and tears the 
  flesh. This attack automatically deals an extra 
  2d6+9 points of damage. 
  Scentless (Ex) A voor exudes no natural smell and is 
  usually undetectable by scent. A voor that has 
  been in combat within the past hour stinks of blood 
  of its foes and so can be detected by scent, but 
  only at half the normal range. 
  Skills A voor has a +8 racial bonus on Climb checks,, 
  and can always choose to take 10 on climb checks, 
  even if rushed or threatened. It also gains a +4 
  racial bonus on Listen and grapple checks. 
   
  8: RETREAT 
   
   
  E AR T H  D R AG O N  G O D-B L O O D E D  O RC 
  CR  3 
  Male orc fighter 2 
  CE medium humanoid (orc) 
  Init +1; Senses Listen -2, Spot -2 
  Languages Common, Orcish  
  AC 16, touch 11, flat-footed 15 
  hp 16 (2 HD); DR 10/-- (see Divine Endurance) 
  Fort +4, Ref +1 (see Resist Pain), Will -2  
  Speed 20 ft. in chainmail (4 squares), base 
  movement 30 ft.; 
  Melee spiked chain +5 (2d4+4) 
  Ranged javelin +3 (1d6+3) 
  Space 5 ft.; Reach 10 ft. 
  Base Atk +2; Grp +5 
  Atk 
  Options 
  Earth 
  Dragon’s 
  Breath, 
  Combat 
  Reflexes 
  Combat Gear 12 javelins 
  Abilities Str 17, Dex 12, Con 12, Int 8, Wis 7, Cha 6  
  Feats Combat Reflexes, Power Attack, Exotic 
  Weapon Proficiency (spiked chain)  
  Skills Intimidate +5 
  Possessions combat gear  
  Divine Endurance (Ex) A god-blooded creature can 
  take a free action to gain damage reduction 10/-- 
  from the mingling of divine blood with its material 
  form. The creature can suppress this ability with 
  another fee action. Once the damage reduction 
  
  has prevented 40 points of damage, the creature 
  loses all benefits of the god-blooded template, 
  including this ability, except when otherwise noted. 
  Resist Pain (Ex) Whenever a Earth Dragon-Blooded 
  creature fails a Reflex or Will saving throw against 
  an effect that deals damage, it takes half damage if 
  it succeeds on a Fortitude saving throw against the 
  same DC. This additional saving throw affects only 
  damage, not any other condition that might apply 
  from failing the original save. 
  Earth Dragon’s Breath (Ex) Once per day the Earth 
  Dragon-Blooded creature can call upon the power 
  of the Earth Dragon to belch forth a 30 foot cone 
  dealing 2 hp of acid damage as well as 2 hp of fire 
  damage. Reflex save DC 13. 
   
  DYV8-06 Plain Facts 
   
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  DYV8-06 Plain Facts 
   
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  APL 4
  3: FIRST CONTACT  
   
   
  W AR B E AS T  R H I N O C E R O S 
  CR  5   
  Monster Manual II 
  N Large animal 
  Init +0; Senses Listen +14, Spot +3, low-light vision 
  AC 20, touch 9, flat-footed 20 
  hp 111 (9d8+63 HD)  
  Fort +13, Ref +6, Will +5 
  Speed 30 ft. in scale barding (6 squares), base 
  movement 40 ft.; 
  Melee Gore +14 (2d6+13) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +6; Grp +18 
  Atk Options Powerful Charge 
  Abilities Str 29, Dex 10, Con 24, Int 2, Wis 15, Cha 2  
  SQ Combative Mount 
  Feats Alertness, Endurance, Improved Natural Attack 
  (gore)  
  Combative Mount (Ex) A rider on a warbeast 
  rhinoceros gets a +2 circumstance bonus on Ride 
  checks. A warbeast rhinoceros is proficient with 
  light, medium, and heavy armor. 
  Powerful Charge (Ex) A rhinoceros deal 4d6+24 
  points of damage when it makes a charge. 
   
  O RC S O R C E R E R 
  CR  4 
  Male orc sorcerer 4 
  NE medium humanoid (orc) 
  Init +2; Senses Listen -1, Spot -1, darkvision 60 ft. 
  Languages Common, Orcish  
  AC 12, touch 12, flat-footed 10 
  hp 20 (4d4+8 HD)  
  Fort +3, Ref +3, Will +2 
  Speed 30 ft. (6 squares); 
  Melee club +3 (1d6+1)  
  Ranged sling +4 (1d4+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4 
  Atk Options Point Blank Shot 
  Sorcerer Spells Known (CL 4th): 
   2nd (4/day)—slapping hand* 
   1st (7/day)—hail of stone*, lesser orb of fire*, sleep 
  (DC 14) 
   0 (6/day)—daze, detect magic, mage hand, flare, 
  light, ray of frost, touch of fatigue 
  �Already cast 
  Abilities Str 12, Dex 15, Con 14, Int 6, Wis 6, Cha 16  
  Feats Point Blank Shot, Precise Shot  
  Skills Concentration +6, Spellcraft +2 
  Possessions combat gear plus 7 slivers of jade, pair 
  leather gloves 
  * see Appendix 2: New Rules Items 
   
  O RC R I DE R 
  CR  4 
  male orc barbarian 2/fighter 2 
  CE medium humanoid(orc) 
  Init +1; Senses Listen -2, Spot -2 
  Languages Common, Orcish 
  AC 15, touch 11, flat-footed 15 
  hp 36 (2d12 + 2d10 + 4 HD)  
  Fort +7, Ref +2, Will -1 
  Speed 30 ft. in scale mail (6 squares), base 
  movement 40 ft.; 
  Melee falchion +6 (2d4+4) 
  Ranged javelin +5 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +7 
  Atk Options Rage, Power Attack 
  Special Actions Mounted Combat 
  Combat Gear 12 javelins 
  Abilities Str 17, Dex 12, Con 12, Int 8, Wis 7, Cha 6  
  SQ  
  Feats Mounted Combat, Skill Focus (ride), Power 
  Attack, Ride by Attack  
  Skills Ride +13, Handle Animal +3, Jump +8 
   
  6: SAVE OUR BACON 
  V O O R 
  CR  4 
  Monster Manual IV 
  NE Large outsider (evil, extraplanar, yugoloth) 
  Init +2; Senses Listen +11, blind, blindsense 120. 
  Languages Abyssal, Infernal, telepathy 100 ft.  
  AC 17, touch 11, flat-footed 15 
  hp 37 (5 HD); DR 5/good 
  Immune acid, fire, gaze attacks, illusions, poison, 
  visual effects. 
  Resist cold 10, electricity 10; SR 15 
  Fort +7, Ref +6, Will +3 
  Speed 30 ft. (6 squares), climb 20 ft.; 
  Melee 4 piercing tentacles +10 each (1d6+6) and 2 
  claws +8 each (1d6+3) 
  Space 10 ft.; Reach 10 ft. (20 ft. with tentacles) 
  Base Atk +5; Grp +19 
  Atk Options Combat Reflexes, aligned strike (evil), 
  rend 2d6+9 
  Abilities Str 22, Dex 15, Con 17, Int 5, Wis 8, Cha 7  
  SQ scentless, yugoloth traits 
  Feats Combat Reflexes, Multiattack  
  Skills Climb +29, Diplomacy +0, Listen +11 , Move 
  Silently +10 , Sense Motive +7 , Survival +7 
  Rend (Ex) A voor that hits with both claw attacks 
  latches onto the opponent’s body and tears the 
  flesh. This attack automatically deals an extra 
  2d6+9 points of damage. 
  Scentless (Ex) A voor exudes no natural smell and is 
  usually undetectable by scent. A voor that has 
  been in combat within the past hour stinks of blood 
  of its foes and so can be detected by scent, but 
  only at half the normal range. 
  
  Skills A voor has a +8 racial bonus on Climb checks,, 
  and can always choose to take 10 on climb checks, 
  even if rushed or threatened. It also gains a +4 
  racial bonus on Listen and grapple checks. 
   
  8: RETREAT 
   
   
  E ARTH D R AG O N  G O D-B L O O D E D  O RC 
  CR  3 
  Male orc fighter 2 
  CE medium humanoid (orc) 
  Init +1; Senses Listen -2, Spot -2 
  Languages Common, Orcish  
  AC 16, touch 11, flat-footed 15 
  hp 16 (2 HD); DR 10/-- (see Divine Endurance) 
  Fort +4, Ref +1 (see Resist Pain), Will -2  
  Speed 20 ft. in chainmail (4 squares), base 
  movement 30 ft.; 
  Melee spiked chain +5 (2d4+4) 
  Ranged javelin +3 (1d6+3) 
  Space 5 ft.; Reach 10 ft. 
  Base Atk +2; Grp +5 
  Atk 
  Options 
  Earth 
  Dragon’s 
  Breath, 
  Combat 
  Reflexes 
  Combat Gear 12 javelins 
  Abilities Str 17, Dex 12, Con 12, Int 8, Wis 7, Cha 6  
  SQ  
  Feats Combat Reflexes, Power Attack, Exotic 
  Weapon Proficiency (spiked chain)  
  Skills Intimidate +5 
  Divine Endurance (Ex) A god-blooded creature can 
  take a free action to gain damage reduction 10/-- 
  from the mingling of divine blood with its material 
  form. The creature can suppress this ability with 
  another fee action. Once the damage reduction 
  has prevented 40 points of damage, the creature 
  loses all benefits of the god-blooded template, 
  including this ability, except when otherwise noted. 
  Resist Pain (Ex) Whenever a Earth Dragon-Blooded 
  creature fails a Reflex or Will saving throw against 
  an effect that deals damage, it takes half damage if 
  it succeeds on a Fortitude saving throw against the 
  same DC. This additional saving throw affects only 
  damage, not any other condition that might apply 
  from failing the original save. 
  Earth Dragon’s Breath (Ex) Once per day the Earth 
  Dragon-Blooded creature can call upon the power 
  of the Earth Dragon to belch forth a 30 foot cone 
  dealing 2 hp of acid damage as well as 2 hp of fire 
  damage. Reflex save DC 13. 
   
   
  DYV8-06 Plain Facts 
   
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  DYV8-06 Plain Facts 
   
  Page 18 
  APL 6
  3: FIRST CONTACT  
   
   
  W AR B E AS T  R H I N O C E R O S 
  CR  5   
  Monster Manual II 
  N Large animal 
  Init +0; Senses Listen +14, Spot +3, low-light vision 
  AC 24, touch 9, flat-footed 20 
  hp 111 (9d8+63 HD)  
  Fort +13, Ref +6, Will +5 
  Speed 30 ft. in full plate barding (6 squares), base 
  movement 40 ft.; 
  Melee Gore +14 (2d6+13) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +6; Grp +18 
  Atk Options Powerful Charge 
  Abilities Str 29, Dex 10, Con 24, Int 2, Wis 15, Cha 2  
  SQ Combative Mount 
  Feats Alertness, Endurance, Improved Natural Attack 
  (gore)  
  Combative Mount (Ex) A rider on a warbeast 
  rhinoceros gets a +2 circumstance bonus on Ride 
  checks. A warbeast rhinoceros is proficient with 
  light, medium, and heavy armor. 
  Powerful Charge (Ex) A rhinoceros deal 4d6+24 
  points of damage when it makes a charge. 
   
  O RC S O R C E R E R 
  CR  4 
  Male orc sorcerer 4 
  NE medium humanoid (orc) 
  Init +2; Senses Listen -1, Spot -1, darkvision 60 ft. 
  Languages Common, Orcish  
  AC 12, touch 12, flat-footed 10 
  hp 20 (4d4+8 HD)  
  Fort +3, Ref +3, Will +2 
  Speed 30 ft. (6 squares); 
  Melee club +3 (1d6+1)  
  Ranged sling +4 (1d4+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4 
  Atk Options Point Blank Shot 
  Sorcerer Spells Known (CL 4th): 
   2nd (4/day)—slapping hand* 
   1st (7/day)—hail of stone*, lesser orb of fire*, sleep 
  (DC 14) 
   0 (6/day)—daze, detect magic, mage hand, flare, 
  light, ray of frost, touch of fatigue 
  �Already cast 
  Abilities Str 12, Dex 15, Con 14, Int 6, Wis 6, Cha 16  
  Feats Point Blank Shot, Precise Shot  
  Skills Concentration +6, Spellcraft +2 
  Possessions 7 slivers of jade, pair leather gloves 
  * see Appendix 2: New Rules Items 
   
  O RC R I DE R 
  CR  4 
  male orc barbarian 2/fighter 2 
  CE medium humanoid(orc) 
  Init +1; Senses Listen -2, Spot -2 
  Languages Common, Orcish 
  AC 15, touch 11, flat-footed 15 
  hp 36 (2d12 + 2d10 + 4 HD)  
  Fort +7, Ref +2, Will -1 
  Speed 30 ft. in scale mail (6 squares), base 
  movement 40 ft.; 
  Melee falchion +6 (2d4+4) 
  Ranged javelin +5 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +7 
  Atk Options Rage, Power Attack 
  Special Actions Mounted Combat 
  Combat Gear 12 javelins 
  Abilities Str 17, Dex 12, Con 12, Int 8, Wis 7, Cha 6  
  SQ  
  Feats Mounted Combat, Skill Focus (ride), Power 
  Attack, Ride by Attack  
  Skills Ride +13, Handle Animal +3, Jump +8 
   
  6: SAVE OUR BACON 
  AD V AN C E D  V O O R 
  CR  6 
  Monster Manual IV 
  NE Large outsider (evil, extraplanar, yugoloth) 
  Init +2; Senses Listen +11, blind, blindsense 120. 
  Languages Abyssal, Infernal, telepathy 100 ft.  
  AC 17, touch 11, flat-footed 15 
  hp 78 (9 HD); DR 7/good 
  Immune acid, fire, gaze attacks, illusions, poison, 
  visual effects. 
  Resist cold 10, electricity 10; SR 17 
  Fort +9, Ref +8, Will +5 
  Speed 30 ft. (6 squares), climb 20 ft.; 
  Melee 4 piercing tentacles +14 each (1d6+6) and 2 
  claws +13 each (1d6+3) 
  Space 10 ft.; Reach 10 ft. (20 ft. with tentacles) 
  Base Atk +9; Grp +23 
  Atk Options Combat Reflexes, aligned strike (evil), 
  rend 2d6+9 
  Abilities Str 22, Dex 15, Con 18, Int 5, Wis 8, Cha 7  
  SQ scentless, yugoloth traits 
  Feats Combat Reflexes, Multiattack, Weapon Focus 
  (claw) 
  Skills Climb +33, Diplomacy +0, Listen +15 , Move 
  Silently +14 , Sense Motive +11 , Survival +11 
  Rend (Ex) A voor that hits with both claw attacks 
  latches onto the opponent’s body and tears the 
  flesh. This attack automatically deals an extra 
  2d6+9 points of damage. 
  Scentless (Ex) A voor exudes no natural smell and is 
  usually undetectable by scent. A voor that has 
  been in combat within the past hour stinks of blood 
  of its foes and so can be detected by scent, but 
  only at half the normal range. 
  
  Skills A voor has a +8 racial bonus on Climb checks,, 
  and can always choose to take 10 on climb checks, 
  even if rushed or threatened. It also gains a +4 
  racial bonus on Listen and grapple checks. 
   
  8: RETREAT 
   
   
  E ARTH D R AG O N  G O D-B L O O D E D  O RC 
  CR  3 
  Male orc fighter 2 
  CE medium humanoid (orc) 
  Init +1; Senses Listen -2, Spot -2 
  Languages Common, Orcish  
  AC 16, touch 11, flat-footed 15 
  hp 16 (2 HD); DR 10/-- (see Divine Endurance) 
  Fort +4, Ref +1 (see Resist Pain), Will -2  
  Speed 20 ft. in chainmail (4 squares), base 
  movement 30 ft.; 
  Melee spiked chain +5 (2d4+4) 
  Ranged javelin +3 (1d6+3) 
  Space 5 ft.; Reach 10 ft. 
  Base Atk +2; Grp +5 
  Atk 
  Options 
  Earth 
  Dragon’s 
  Breath, 
  Combat 
  Reflexes 
  Combat Gear 12 javelins 
  Abilities Str 17, Dex 12, Con 12, Int 8, Wis 7, Cha 6  
  SQ  
  Feats Combat Reflexes, Power Attack, Exotic 
  Weapon Proficiency (spiked chain)  
  Skills Intimidate +5 
  Divine Endurance (Ex) A god-blooded creature can 
  take a free action to gain damage reduction 10/-- 
  from the mingling of divine blood with its material 
  form. The creature can suppress this ability with 
  another fee action. Once the damage reduction 
  has prevented 40 points of damage, the creature 
  loses all benefits of the god-blooded template, 
  including this ability, except when otherwise noted. 
  Resist Pain (Ex) Whenever a Earth Dragon-Blooded 
  creature fails a Reflex or Will saving throw against 
  an effect that deals damage, it takes half damage if 
  it succeeds on a Fortitude saving throw against the 
  same DC. This additional saving throw affects only 
  damage, not any other condition that might apply 
  from failing the original save. 
  Earth Dragon’s Breath (Ex) Once per day the Earth 
  Dragon-Blooded creature can call upon the power 
  of the Earth Dragon to belch forth a 30 foot cone 
  dealing 2 hp of acid damage as well as 2 hp of fire 
  damage. Reflex save DC 13. 
   
  G O D-B L O O D E D  O RC S O R C E R E R 
  CR  6 
  Male orc sorcerer 6 
  NE medium humanoid (orc) 
  Init +2; Senses Listen -1, Spot -1, darkvision 60 ft. 
  Languages Common, Orcish  
  AC 12, touch 12, flat-footed 10 
  hp 30 (6d4+12 HD); DR 10/-- (see Divine Endurance) 
  Fort +4, Ref +4 (see Resist Pain), Will +3 
  Speed 30 ft. (6 squares), fly 60 ft.(fly spell); 
  Melee club +4 (1d6+1)  
  Ranged sling +5 (1d4+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Atk Options Earth Dragon’s Breath, Point Blank Shot 
  Combat Gear wand of fly (10 charges) 
  Sorcerer Spells Known (CL 6th): 
   3rd (4/day)—summon monster III 
   2nd (6/day)—invisibility, slapping hand* 
   1st (7/day)—hail of stone*, lesser orb of fire*, 
  magic missile, sleep (DC 14) 
   0 (6/day)—acid splash, daze, detect magic, mage 
  hand, flare, light, ray of frost, touch of fatigue 
  �Already cast 
  Abilities Str 12, Dex 15, Con 14, Int 6, Wis 6, Cha 16  
  Feats Point Blank Shot, Precise Shot  
  Skills Concentration +8, Spellcraft +2 
  Possessions combat gear plus 7 slivers of jade, pair 
  leather gloves 
  Divine Endurance (Ex) A god-blooded creature can 
  take a free action to gain damage reduction 10/-- 
  from the mingling of divine blood with its material 
  form. The creature can suppress this ability with 
  another fee action. Once the damage reduction 
  has prevented 40 points of damage, the creature 
  loses all benefits of the god-blooded template, 
  including this ability, except when otherwise noted. 
  Resist Pain (Ex) Whenever a Earth Dragon-Blooded 
  creature fails a Reflex or Will saving throw against 
  an effect that deals damage, it takes half damage if 
  it succeeds on a Fortitude saving throw against the 
  same DC. This additional saving throw affects only 
  damage, not any other condition that might apply 
  from failing the original save. 
  Earth Dragon’s Breath (Ex) Once per day the Earth 
  Dragon-Blooded creature can call upon the power 
  of the Earth Dragon to belch forth a 30 foot cone 
  dealing 6 hp of acid damage as well as 6 hp of fire 
  damage. Reflex save DC 15. 
  * see Appendix 2: New Rules Items 
   
   
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  APL 8 
  3: FIRST CONTACT  
   
   
  R AZO R R H I N O C E R O S 
  CR  10 
  Monster Manual II (Razor Boar) 
  N Large beast 
  Init +1; Senses Listen +8, Spot +7, darkvision 60 ft., 
  low-light vision, scent 
  AC 27, touch 10, flat-footed 26 
  hp 155 (15d10+45 HD); fast healing 10; DR 20/magic 
  Fort +12, Ref +10, Will +7 
  Speed 50 ft. (10 squares); 
  Melee Gore +18 (1d8+8) and 2 hooves +13 (1d4+4) 
  or bite +18 (1d8+8) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +11; Grp +19 
  Atk Options Trample 2d6+12, vorpal horn 
  Abilities Str 27, Dex 13, Con 17, Int 2, Wis 14, Cha 9  
  Skills Wilderness Lore +6, 
  Trample (Ex) As a standard action during its turn 
  each round, a razor rhinoceros can trample 
  opponents at least one size category smaller than 
  itself. 
  This 
  attack 
  deals 
  2d6+12 
  points 
  of 
  bludgeoning damage. A trampled opponent can 
  attempt either an attack of opportunity at a -4 
  penalty or a Reflex save (DC 25) for half damage. 
  Vorpal horn (Ex) On a successful critical hit against a 
  creature of up to one size category larger than 
  itself, the razor rhinoceros’ gore attack severs the 
  opponents head (if it has one) from its body. 
  Though some creatures such as golems and 
  undead other than vampires, are not affected by 
  the loss of their heads, most creatures die when 
  their heads are cut off. 
   
  O RC S O R C E R E R 
  CR  6 
  Male orc sorcerer 6 
  NE medium humanoid (orc) 
  Init +2; Senses Listen -1, Spot -1, darkvision 60 ft. 
  Languages Common, Orcish  
  AC 12, touch 12, flat-footed 10 
  hp 30 (6d4+12 HD)  
  Fort +4, Ref +4, Will +3 
  Speed 30 ft. (6 squares), fly 60 ft.(fly spell); 
  Melee club +4 (1d6+1)  
  Ranged sling +5 (1d4+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Atk Options Point Blank Shot 
  Combat Gear wand of fly (10 charges) 
  Sorcerer Spells Known (CL 6th): 
   3rd (4/day)—summon monster III 
   2nd (6/day)—invisibility, slapping hand* 
   1st (7/day)—hail of stone*, lesser orb of fire*, 
  magic missile, sleep (DC 14) 
   0 (6/day)—acid splash, daze, detect magic, mage 
  hand, flare, light, ray of frost, touch of fatigue 
  �Already cast 
  Abilities Str 12, Dex 15, Con 14, Int 6, Wis 6, Cha 16  
  Feats Point Blank Shot, Precise Shot  
  Skills Concentration +8, Spellcraft +2 
  Possessions combat gear plus 7 slivers of jade, pair 
  leather gloves 
  * see Appendix 2: New Rules Items 
   
  O RC R I DE R 
  CR  6 
  male orc barbarian 2/fighter 4 
  CE medium humanoid(orc) 
  Init +1; Senses Listen -2, Spot -2 
  Languages Common, Orcish 
  AC 15, touch 11, flat-footed 15 
  hp 52 (2d12 + 4d10 + 6 HD)  
  Fort +8, Ref +3, Will +0 
  Speed 30 ft. in scale mail (6 squares), base 
  movement 40 ft.; 
  Melee +1 falchion +9 (2d4+5) 
  Ranged javelin +7 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Atk Options Rage, Power Attack 
  Special Actions Mounted Combat 
  Combat Gear 12 javelins 
  Abilities Str 17, Dex 12, Con 12, Int 8, Wis 7, Cha 6  
  SQ  
  Feats Mounted Combat, Skill Focus (ride), Power 
  Attack, Ride by Attack, Reckless Rage*  
  Skills Ride +15, Handle Animal +3, Jump +8 
  * see Appendix 2: New Rules Items 
   
  6: SAVE OUR BACON 
  D R E ADF U L  L AS H E R 
  CR  9 
  Monster Manual IV 
  NE Huge outsider (evil, extraplanar, yugoloth) 
  Init +5; Senses Listen +21, blind, blindsense 120. 
  Languages Abyssal, Infernal, telepathy 100 ft.  
  AC 20, touch 9, flat-footed 19 
  hp 142 (15 HD); DR 10/good 
  Immune acid, fire, gaze attacks, illusions, poison, 
  visual effects. 
  Resist cold 10, electricity 10; SR 20 
  Fort +14, Ref +10, Will +8 
  Speed 30 ft. (6 squares), climb 20 ft.; 
  Melee 4 piercing tentacles +24 each (1d8+11) and 2 
  claws +23 each (1d8+5) 
  Space 15 ft.; Reach 15 ft. (30 ft. with tentacles) 
  Base Atk +15; Grp +30 
  Atk Options Combat Reflexes, aligned strike (evil), 
  rend 2d8+16 
  Abilities Str 32, Dex 13, Con 21, Int 5, Wis 8, Cha 7  
  SQ scentless, yugoloth traits 
  
  Feats Combat Reflexes, Improved Initiative, Improved 
  Natural Armor (2), Multiattack, Weapon Focus 
  (claw) 
  Skills Climb +37, Diplomacy +0, Listen +21 , Move 
  Silently +19 , Sense Motive +17 , Survival +17 
  Rend (Ex) A voor that hits with both claw attacks 
  latches onto the opponent’s body and tears the 
  flesh. This attack automatically deals an extra 
  2d8+16 points of damage. 
  Scentless (Ex) A voor exudes no natural smell and is 
  usually undetectable by scent. A voor that has 
  been in combat within the past hour stinks of blood 
  of its foes and so can be detected by scent, but 
  only at half the normal range. 
  Skills A voor has a +8 racial bonus on Climb checks,, 
  and can always choose to take 10 on climb checks, 
  even if rushed or threatened. It also gains a +4 
  racial bonus on Listen and grapple checks. 
   
  AD V AN C E D  V O O R 
  CR  6 
  Monster Manual IV 
  NE Large outsider (evil, extraplanar, yugoloth) 
  Init +2; Senses Listen +11, blind, blindsense 120. 
  Languages Abyssal, Infernal, telepathy 100 ft.  
  AC 17, touch 11, flat-footed 15 
  hp 78 (9 HD); DR 7/good 
  Immune acid, fire, gaze attacks, illusions, poison, 
  visual effects. 
  Resist cold 10, electricity 10; SR 17 
  Fort +9, Ref +8, Will +5 
  Speed 30 ft. (6 squares), climb 20 ft.; 
  Melee 4 piercing tentacles +14 each (1d6+6) and 2 
  claws +13 each (1d6+3) 
  Space 10 ft.; Reach 10 ft. (20 ft. with tentacles) 
  Base Atk +9; Grp +23 
  Atk Options Combat Reflexes, aligned strike (evil), 
  rend 2d6+9 
  Abilities Str 22, Dex 15, Con 18, Int 5, Wis 8, Cha 7  
  SQ scentless, yugoloth traits 
  Feats Combat Reflexes, Multiattack, Weapon Focus 
  (claw) 
  Skills Climb +33, Diplomacy +0, Listen +15 , Move 
  Silently +14 , Sense Motive +11 , Survival +11 
  Rend (Ex) A voor that hits with both claw attacks 
  latches onto the opponent’s body and tears the 
  flesh. This attack automatically deals an extra 
  2d6+9 points of damage. 
  Scentless (Ex) A voor exudes no natural smell and is 
  usually undetectable by scent. A voor that has 
  been in combat within the past hour stinks of blood 
  of its foes and so can be detected by scent, but 
  only at half the normal range. 
  Skills A voor has a +8 racial bonus on Climb checks,, 
  and can always choose to take 10 on climb checks, 
  even if rushed or threatened. It also gains a +4 
  racial bonus on Listen and grapple checks. 
   
   
  8: RETREAT 
   
   
  E AR T H  D R AG O N  G O D-B L O O D E D  O RC 
  CR  5 
  Male orc fighter 4 
  CE medium humanoid (orc) 
  Init +5; Senses Listen -2, Spot -2 
  Languages Common, Orcish  
  AC 16, touch 11, flat-footed 15 
  hp 32 (4 HD); DR 10/-- (see Divine Endurance) 
  Fort +5, Ref +2 (see Resist Pain), Will -1  
  Speed 20 ft. in chainmail (4 squares), base 
  movement 30 ft.; 
  Melee +1 spiked chain +8 (2d4+6) 
  Ranged javelin +5 (1d6+4) 
  Space 5 ft.; Reach 10 ft. 
  Base Atk +4; Grp +7 
  Atk 
  Options 
  Earth 
  Dragon’s 
  Breath, 
  Combat 
  Reflexes 
  Combat Gear 12 javelins 
  Abilities Str 18, Dex 12, Con 12, Int 8, Wis 7, Cha 6  
  Feats Combat Reflexes, Power Attack, Exotic 
  Weapon Proficiency (spiked chain), Improved 
  Initiative  
  Skills Intimidate +7 
  Possessions combat gear plus +1 spiked chain 
  Divine Endurance (Ex) A god-blooded creature can 
  take a free action to gain damage reduction 10/-- 
  from the mingling of divine blood with its material 
  form. The creature can suppress this ability with 
  another fee action. Once the damage reduction 
  has prevented 40 points of damage, the creature 
  loses all benefits of the god-blooded template, 
  including this ability, except when otherwise noted. 
  Resist Pain (Ex) Whenever a Earth Dragon-Blooded 
  creature fails a Reflex or Will saving throw against 
  an effect that deals damage, it takes half damage if 
  it succeeds on a Fortitude saving throw against the 
  same DC. This additional saving throw affects only 
  damage, not any other condition that might apply 
  from failing the original save. 
  Earth Dragon’s Breath (Ex) Once per day the Earth 
  Dragon-Blooded creature can call upon the power 
  of the Earth Dragon to belch forth a 30 foot cone 
  dealing 4 hp of acid damage as well as 4 hp of fire 
  damage. Reflex save DC 14. 
   
  G O D-B L O O D E D  O RC S O R C E R E R 
  CR  6 
  Male orc sorcerer 6 
  NE medium humanoid (orc) 
  Init +2; Senses Listen -1, Spot -1, darkvision 60 ft. 
  Languages Common, Orcish  
  AC 12, touch 12, flat-footed 10 
  hp 30 (6d4+12 HD); DR 10/-- (see Divine Endurance) 
  Fort +4, Ref +4 (see Resist Pain), Will +3 
  Speed 30 ft. (6 squares), fly 60 ft.(fly spell); 
  Melee club +4 (1d6+1)  
  Ranged sling +5 (1d4+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Atk Options Earth Dragon’s Breath, Point Blank Shot 
  DYV8-06 Plain Facts 
   
  Page 21 
  
  Combat Gear wand of fly (10 charges) 
  Sorcerer Spells Known (CL 6th): 
   3rd (4/day)—summon monster III 
   2nd (6/day)—invisibility, slapping hand* 
   1st (7/day)—hail of stone*, lesser orb of fire*, 
  magic missile, sleep (DC 14) 
   0 (6/day)—acid splash, daze, detect magic, mage 
  hand, flare, light, ray of frost, touch of fatigue 
  �Already cast 
  Abilities Str 12, Dex 15, Con 14, Int 6, Wis 6, Cha 16  
  Feats Point Blank Shot, Precise Shot  
  Skills Concentration +8, Spellcraft +2 
  Possessions combat gear plus 7 slivers of jade, pair 
  leather gloves 
  Divine Endurance (Ex) A god-blooded creature can 
  take a free action to gain damage reduction 10/-- 
  from the mingling of divine blood with its material 
  form. The creature can suppress this ability with 
  another fee action. Once the damage reduction 
  has prevented 40 points of damage, the creature 
  loses all benefits of the god-blooded template, 
  including this ability, except when otherwise noted. 
  Resist Pain (Ex) Whenever a Earth Dragon-Blooded 
  creature fails a Reflex or Will saving throw against 
  an effect that deals damage, it takes half damage if 
  it succeeds on a Fortitude saving throw against the 
  same DC. This additional saving throw affects only 
  damage, not any other condition that might apply 
  from failing the original save. 
  Earth Dragon’s Breath (Ex) Once per day the Earth 
  Dragon-Blooded creature can call upon the power 
  of the Earth Dragon to belch forth a 30 foot cone 
  dealing 6 hp of acid damage as well as 6 hp of fire 
  damage. Reflex save DC 15. 
  * see Appendix 2: New Rules Items 
  DYV8-06 Plain Facts 
   
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  DYV8-06 Plain Facts 
   
  Page 23 
  APL 10 
  3: FIRST CONTACT  
   
   
  R AZO R R H I N O C E R O S 
  CR  10 
  Monster Manual II (Razor Boar) 
  N Large beast 
  Init +1; Senses Listen +8, Spot +7, darkvision 60 
  ft.low-light vision, scent 
  AC 27, touch 10, flat-footed 26 
  hp 155 (15d10+45 HD); fast healing 10; DR 20/magic 
  Fort +12, Ref +10, Will +7 
  Speed 50 ft. (10 squares); 
  Melee Gore +18 (1d8+8) and 2 hooves +13 (1d4+4) 
  or bite +18 (1d8+8) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +11; Grp +19 
  Atk Options Trample 2d6+12, vorpal horn 
  Abilities Str 27, Dex 13, Con 17, Int 2, Wis 14, Cha 9  
  Skills Wilderness Lore +6, 
  Trample (Ex) As a standard action during its turn 
  each round, a razor rhinoceros can trample 
  opponents at least one size category smaller than 
  itself. 
  This 
  attack 
  deals 
  2d6+12 
  points 
  of 
  bludgeoning damage. A trampled opponent can 
  attempt either an attack of opportunity at a -4 
  penalty or a Reflex save (DC 25) for half damage. 
  Vorpal horn (Ex) On a successful critical hit against a 
  creature of up to one size category larger than 
  itself, the razor rhinoceros’ gore attack severs the 
  opponents head (if it has one) from its body. 
  Though some creatures such as golems and 
  undead other than vampires, are not affected by 
  the loss of their heads, most creatures die when 
  their heads are cut off. 
   
  O RC S O R C E R E R 
  CR  8 
  Male orc sorcerer 8 
  NE medium humanoid (orc) 
  Init +2; Senses Listen -1, Spot -1, darkvision 60 ft. 
  Languages Common, Orcish  
  AC 12, touch 12, flat-footed 10 
  Miss Chance 50% (invisible) 
  hp 40 (8d4+16 HD)  
  Fort +4, Ref +4, Will +4 
  Speed 30 ft. (6 squares), fly 60 ft.(fly spell); 
  Melee club +5 (1d6+1)  
  Ranged sling +6 (1d4+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +8 
  Atk Options Point Blank Shot 
  Combat Gear ring of freedom of movement, wand of 
  fly (10 charges) 
  Sorcerer Spells Known (CL 8th): 
   4th (4/day)—greater invisibility�, orb of force* 
   3rd (6/day)—dispel magic, summon monster III 
   2nd (7/day)—glitterdust, invisibility, slapping hand* 
   1st (7/day)—burning hands, hail of stone*, lesser 
  orb of fire*, magic missile, sleep (DC 15) 
   0 (6/day)—acid splash, daze, detect magic, mage 
  hand, flare, light, prestidigitation, ray of frost, 
  touch of fatigue 
  �Already cast 
  Abilities Str 12, Dex 14, Con 14, Int 6, Wis 6, Cha 18  
  Feats Point Blank Shot, Precise Shot, Extra Spell*  
  Skills Concentration +10, Spellcraft +2 
  Possessions combat gear plus 7 slivers of jade, pair 
  leather gloves 
  * see Appendix 2: New Rules Items 
   
  O RC R I DE R 
  CR  6 
  male orc barbarian 2/fighter 4 
  CE medium humanoid(orc) 
  Init +1; Senses Listen -2, Spot -2 
  Languages Common, Orcish 
  AC 15, touch 11, flat-footed 15 
  hp 52 (2d12 + 4d10 + 6 HD)  
  Fort +8, Ref +3, Will +0 
  Speed 30 ft. in scale mail (6 squares), base 
  movement 40 ft.; 
  Melee +1 falchion +9 (2d4+5) 
  Ranged javelin +7 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Atk Options Rage, Power Attack 
  Special Actions Mounted Combat 
  Combat Gear 12 javelins 
  Abilities Str 17, Dex 12, Con 12, Int 8, Wis 7, Cha 6  
  SQ  
  Feats Mounted Combat, Skill Focus (ride), Power 
  Attack, Ride by Attack, Reckless Rage*  
  Skills Ride +15, Handle Animal +3, Jump +8 
  * see Appendix 2: New Rules Items 
   
  6: SAVE OUR BACON 
   
  D R E ADF U L  L AS H E R 
  CR  9 
  Monster Manual IV 
  NE Huge outsider (evil, extraplanar, yugoloth) 
  Init +5; Senses Listen +21, blind, blindsense 120. 
  Languages Abyssal, Infernal, telepathy 100 ft.  
  AC 20, touch 9, flat-footed 19 
  hp 142 (15 HD); DR 10/good 
  Immune acid, fire, gaze attacks, illusions, poison, 
  visual effects. 
  Resist cold 10, electricity 10; SR 20 
  Fort +14, Ref +10, Will +8 
  Speed 30 ft. (6 squares), climb 20 ft.; 
  Melee 4 piercing tentacles +24 each (1d8+11) and 2 
  claws +23 each (1d8+5) 
  Space 15 ft.; Reach 15 ft. (30 ft. with tentacles) 
  Base Atk +15; Grp +30 
  
  Atk Options Combat Reflexes, aligned strike (evil), 
  rend 2d8+16 
  Abilities Str 32, Dex 13, Con 21, Int 5, Wis 8, Cha 7  
  SQ scentless, yugoloth traits 
  Feats Combat Reflexes, Improved Initiative, Improved 
  Natural Armor (2), Multiattack, Weapon Focus 
  (claw) 
  Skills Climb +37, Diplomacy +0, Listen +21 , Move 
  Silently +19 , Sense Motive +17 , Survival +17 
  Rend (Ex) A voor that hits with both claw attacks 
  latches onto the opponent’s body and tears the 
  flesh. This attack automatically deals an extra 
  2d8+16 points of damage. 
  Scentless (Ex) A voor exudes no natural smell and is 
  usually undetectable by scent. A voor that has 
  been in combat within the past hour stinks of blood 
  of its foes and so can be detected by scent, but 
  only at half the normal range. 
  Skills: A voor has a +8 racial bonus on Climb 
  checks,, and can always choose to take 10 on 
  climb checks, even if rushed or threatened. It also 
  gains a +4 racial bonus on Listen and grapple 
  checks. 
   
  8: RETREAT 
   
   
  E ARTH D R AG O N  G O D-B L O O D E D  O G R E 
  CR  8 
  Male ogre barbarian 4 
  CE Large giant 
  Init +0; Senses Listen +6, Spot +2, darkvision 60 ft., 
  low-light vision 
  Languages Common, Giant  
  AC 19, touch 10, flat-footed 10 
  hp 79 (8 HD); DR 10/-- (see Divine Endurance) 
  Fort +12, Ref +2 (see Resist Pain), Will +2 
  Speed 40 ft. in +1 hide (8 squares), base movement 
  30 ft.; 
  Melee +1 greatclub +16/+11 (2d8+13) 
  Ranged javelin +6 (1d8+8) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +7; Grp +19 
  Atk Options Earth Dragon’s Breath, Power Attack 
  Combat Gear 6 javelins 
  Abilities Str 26, Dex 11, Con 18, Int 8, Wis 10, Cha 4  
  SQ trap sense +1, uncanny dodge 
  Feats Power Attack, Toughness, Weapon Focus 
  (greatclub)  
  Skills Climb +13, Hide -6, Jump +17,Listen +6, 
  Possessions combat gear plus ring of protection +1, 
  +1 greatclub 
  Divine Endurance (Ex) A god-blooded creature can 
  take a free action to gain damage reduction 10/-- 
  from the mingling of divine blood with its material 
  form. The creature can suppress this ability with 
  another fee action. Once the damage reduction 
  has prevented 40 points of damage, the creature 
  loses all benefits of the god-blooded template, 
  including this ability, except when otherwise noted. 
  Resist Pain (Ex) Whenever a Earth Dragon-Blooded 
  creature fails a Reflex or Will saving throw against 
  an effect that deals damage, it takes half damage if 
  it succeeds on a Fortitude saving throw against the 
  same DC. This additional saving throw affects only 
  damage, not any other condition that might apply 
  from failing the original save. 
  Earth Dragon’s Breath (Ex) Once per day the Earth 
  Dragon-Blooded creature can call upon the power 
  of the Earth Dragon to belch forth a 30 foot cone 
  dealing 8 hp of acid damage as well as 8 hp of fire 
  damage. Reflex save DC 18. 
   
  G O D-B L O O D E D  O RC S O R C E R E R 
  CR  6 
  Male orc sorcerer 6 
  NE medium humanoid (orc) 
  Init +2; Senses Listen -1, Spot -1, darkvision 60 ft. 
  Languages Common, Orcish  
  AC 12, touch 12, flat-footed 10 
  hp 30 (6d4+12 HD); DR 10/-- (see Divine Endurance) 
  Fort +4, Ref +4 (see Resist Pain), Will +3 
  Speed 30 ft. (6 squares), fly 60 ft.(fly spell); 
  Melee club +4 (1d6+1)  
  Ranged sling +5 (1d4+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Atk Options Earth Dragon’s Breath, Point Blank Shot 
  Combat Gear wand of fly (10 charges) 
  Sorcerer Spells Known (CL 6th): 
   3rd (4/day)—summon monster III 
   2nd (6/day)—invisibility, slapping hand* 
   1st (7/day)—hail of stone*, lesser orb of fire*, 
  magic missile, sleep (DC 14) 
   0 (6/day)—acid splash, daze, detect magic, mage 
  hand, flare, light, ray of frost, touch of fatigue 
  �Already cast 
  Abilities Str 12, Dex 15, Con 14, Int 6, Wis 6, Cha 16  
  Feats Point Blank Shot, Precise Shot  
  Skills Concentration +8, Spellcraft +2 
  Possessions combat gear plus 7 slivers of jade, pair 
  leather gloves 
  Divine Endurance (Ex) A god-blooded creature can 
  take a free action to gain damage reduction 10/-- 
  from the mingling of divine blood with its material 
  form. The creature can suppress this ability with 
  another fee action. Once the damage reduction 
  has prevented 40 points of damage, the creature 
  loses all benefits of the god-blooded template, 
  including this ability, except when otherwise noted. 
  Resist Pain (Ex) Whenever a Earth Dragon-Blooded 
  creature fails a Reflex or Will saving throw against 
  an effect that deals damage, it takes half damage if 
  it succeeds on a Fortitude saving throw against the 
  same DC. This additional saving throw affects only 
  damage, not any other condition that might apply 
  from failing the original save. 
  Earth Dragon’s Breath (Ex) Once per day the Earth 
  Dragon-Blooded creature can call upon the power 
  of the Earth Dragon to belch forth a 30 foot cone 
  dealing 6 hp of acid damage as well as 6 hp of fire 
  damage. Reflex save DC 15. 
  * see Appendix 2: New Rules Items 
   
  DYV8-06 Plain Facts 
   
  Page 24 
  
  G O D-B L O O D E D  E AR T H  E L E M E N T AL 
  CR  8 
  N Elemental (Earth, Extraplanar) 
  Init -1; Senses Listen +10, Spot +9, darkvision 60 ft. 
  Languages Common, Ignan 
  AC 18, touch 7, flat-footed 18 
  hp 152 (16 HD); DR 5/--; DR 10/-- (see Divine 
  Endurance)  
  Fort +15, Ref +4, Will +7 
  Speed 30 ft. (6 squares), earth glide; 
  Melee 2 slam +19 (2d10+9) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +12; Grp +29 
  Atk Options Push, Earth Mastery, Awesome Blow, 
  Cleave, Great Cleave, Improved Bull Rush, Power 
  Attack 
  Special Actions  
  Abilities Str 29, Dex 8, Con 21, Int 6, Wis 11, Cha 11  
  SQ elemental taint 
  Feats Awesome Blow, Cleave, Great Cleave, 
  Improved Bull Rush, Iron Will, Power Attack  
  Skills Listen +10, Spot +9 
  Earth Mastery (Ex) An earth elemental gains a +1 
  bonus on attack and damage rolls if both it and its 
  foe are touching the ground. If an opponent is 
  airborne or waterborne, the elemental takes a -4 
  penalty on attack and damage rolls. (These 
  modifiers are not included in the statistics block.) 
  Push (Ex): An earth elemental can start a bull rush 
  maneuver 
  without 
  provoking 
  an 
  attack 
  of 
  opportunity. The combat modifiers given in Earth 
  Mastery, above, also apply to the elemental’s 
  opposed Strength checks. 
  Earth Glide (Ex) An earth elemental can glide 
  through stone, dirt, or almost any other sort of 
  earth except metal as easily as a fish swims 
  through water. Its burrowing leaves behind no 
  tunnel or hole, nor does it create any ripple or other 
  signs of its presence. A move earth spell cast on 
  an area containing a burrowing earth elemental 
  flings the elemental back 30 feet, stunning the 
  creature for 1 round unless it succeeds on a DC 15 
  Fortitude save. 
  Divine Endurance (Ex) A god-blooded creature can 
  take a free action to gain damage reduction 10/-- 
  from the mingling of divine blood with its material 
  form. The creature can suppress this ability with 
  another fee action. Once the damage reduction 
  has prevented 40 points of damage, the creature 
  loses all benefits of the god-blooded template, 
  including this ability, except when otherwise noted. 
  Resist Pain (Ex) Whenever a Earth Dragon-Blooded 
  creature fails a Reflex or Will saving throw against 
  an effect that deals damage, it takes half damage if 
  it succeeds on a Fortitude saving throw against the 
  same DC. This additional saving throw affects only 
  damage, not any other condition that might apply 
  from failing the original save. 
  Earth Dragon’s Breath (Ex) Once per day the Earth 
  Dragon-Blooded creature can call upon the power 
  of the Earth Dragon to belch forth a 30 foot cone 
  dealing 16 hp of acid damage as well as 16 hp of 
  fire damage. Reflex save DC 23. 
  DYV8-06 Plain Facts 
   
  Page 25 
  
  DYV8-06 Plain Facts 
   
  Page 26 
  APL 12 
  3: FIRST CONTACT  
   
   
  W AR B E AS T  R AZ O R  R H I N O C E R O S 
  CR  11 
  Monster Manual II (Razor Boar) 
  N Large beast 
  Init +1; Senses Listen +11, Spot +10, darkvision 60 
  ft.low-light vision, scent 
  AC 31, touch 10, flat-footed 30 
  hp 198 (16d10+80 HD); fast healing 10; DR 20/magic 
  Fort +15, Ref +10, Will +9 
  Speed 50 ft. in scale barding (10 squares), base 
  movement 60 ft.; 
  Melee Gore +21 (1d8+10) and 2 hooves +16 (1d4+5) 
  or bite +21 (1d8+10) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +12; Grp +22 
  Atk Options Trample 2d6+14, vorpal horn 
  Abilities Str 30, Dex 13, Con 20, Int 2, Wis 16, Cha 9  
  Skills Wilderness Lore +7, 
  Combative Mount (Ex) A rider on a warbeast 
  rhinoceros gets a +2 circumstance bonus on Ride 
  checks. A warbeast rhinoceros is proficient with 
  light, medium, and heavy armor. 
  Trample (Ex) As a standard action during its turn 
  each round, a razor rhinoceros can trample 
  opponents at least one size category smaller than 
  itself. 
  This 
  attack 
  deals 
  2d6+12 
  points 
  of 
  bludgeoning damage. A trampled opponent can 
  attempt either an attack of opportunity at a -4 
  penalty or a Reflex save (DC 25) for half damage. 
  Vorpal horn (Ex) On a successful critical hit against a 
  creature of up to one size category larger than 
  itself, the razor rhinoceros’ gore attack severs the 
  opponents head (if it has one) from its body. 
  Though some creatures such as golems and 
  undead other than vampires, are not affected by 
  the loss of their heads, most creatures die when 
  their heads are cut off. 
   
  O RC S O R C E R E R 
  CR  12 
  Male orc sorcerer 12 
  NE medium humanoid (orc) 
  Init +2; Senses Listen -1, Spot -1, darkvision 60 ft. 
  Languages Common, Orcish  
  AC 12, touch 12, flat-footed 10 
  Miss Chance 50% (invisible) 
  hp 60 (12d4+24 HD)  
  Fort +6, Ref +6, Will +6 
  Speed 30 ft. (6 squares), fly 60 ft.(fly spell); 
  Melee club +7/+2 (1d6+1)  
  Ranged sling +8/+3 (1d4+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +7 
  Atk Options Point Blank Shot 
  Combat Gear ring of freedom of movement 
  Sorcerer Spells Known (CL 12th): 
   6th (3/day)—greater dispel magic 
   5th (5/day)—animal growth, baleful polymorph (DC 
  19), prismatic ray (DC 19) 
   4th (7/day)—Evard’s black tentacles, greater 
  invisibility�, orb of force* 
   3rd (7/day)—dispel magic, fly, haste, summon 
  monster iii 
   2nd (7/day)—glitterdust, invisibility, see invisibility, 
  scorching ray, slapping hand* 
   1st (7/day)—burning hands, hail of stone*, lesser 
  orb of fire*, magic missile, sleep (DC 15) 
   0 (6/day)—acid splash, daze, detect magic, mage 
  hand, flare, light, prestidigitation, ray of frost, 
  resistance, touch of fatigue 
  �Already cast 
  Abilities Str 12, Dex 14, Con 14, Int 6, Wis 6, Cha 18  
  Feats Point Blank Shot, Precise Shot, Extra Spell*, 
  Silent Spell  
  Skills Concentration +14, Spellcraft +2 
  Possessions combat gear plus 7 slivers of jade, pair 
  leather gloves 
  * see Appendix 2: New Rules Items 
   
  O RC R I DE R 
  CR  9 
  male orc barbarian 2/fighter 7 
  CE medium humanoid(orc) 
  Init +1; Senses Listen -2, Spot -2 
  Languages Common, Orcish 
  AC 15, touch 11, flat-footed 15 
  hp 76 (2d12 + 7d10 +9 HD)  
  Fort +9, Ref +5, Will +4 
  Speed 30 ft. in scale mail (6 squares), base 
  movement 40 ft.; 
  Melee +1 falchion +14/+9 (2d4+9/15-20) 
  Ranged javelin +11/+6 (1d6+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +12 
  Atk Options Rage, Power Attack 
  Special Actions Mounted Combat 
  Combat Gear 12 javelins 
  Abilities Str 18, Dex 12, Con 12, Int 8, Wis 7, Cha 6  
  SQ  
  Feats Mounted Combat, Skill Focus (ride), Power 
  Attack, Ride by Attack, Reckless Rage*, Weapon 
  Focus (falchion) , Weapon Specialization (falchion), 
  Improved Critical (falchion), Iron Will 
  Skills Ride +18, Handle Animal +3, Jump +8 
   
  6: SAVE OUR BACON 
  AD V AN C E D  D R E ADF U L  L AS H E R 
  CR  11 
  Monster Manual IV 
  NE Huge outsider (evil, extraplanar, yugoloth) 
  barbarian 1/rogue 1 
  Init +5; Senses Listen +21, blind, blindsense 120. 
  Languages Abyssal, Infernal, telepathy 100 ft.  
  
  AC 20, touch 9, flat-footed 19 
  hp 185 (17 HD); DR 10/good 
  Immune acid, fire, gaze attacks, illusions, poison, 
  visual effects. 
  Resist cold 10, electricity 10; SR 20 
  Fort +17, Ref +12, Will +8 
  Speed 40 ft. (6 squares), climb 30 ft.; 
  Melee 4 piercing tentacles +25 each (1d8+11) and 2 
  claws +24 each (1d8+5) 
  Space 15 ft.; Reach 15 ft. (30 ft. with tentacles) 
  Base Atk +16; Grp +31 
  Atk Options Combat Reflexes, aligned strike (evil), 
  rend 2d8+16, Power Attack, Rage 1/day, Sneak 
  Attack 1d6 
  Abilities Str 32, Dex 13, Con 22, Int 5, Wis 8, Cha 7  
  SQ scentless, yugoloth traits 
  Feats Combat Reflexes, Improved Initiative, Improved 
  Natural Armor (2), Multiattack, Power Attack, 
  Weapon Focus (claw) 
  Skills Climb +38, Diplomacy +0, Listen +21 , Move 
  Silently +19 , Sense Motive +17 , Survival +17 
  Rend (Ex) A voor that hits with both claw attacks 
  latches onto the opponent’s body and tears the 
  flesh. This attack automatically deals an extra 
  2d8+16 points of damage. 
  Scentless (Ex) A voor exudes no natural smell and is 
  usually undetectable by scent. A voor that has 
  been in combat within the past hour stinks of blood 
  of its foes and so can be detected by scent, but 
  only at half the normal range. 
  Skills A voor has a +8 racial bonus on Climb checks,, 
  and can always choose to take 10 on climb checks, 
  even if rushed or threatened. It also gains a +4 
  racial bonus on Listen and grapple checks. 
   
  8: RETREAT 
   
   
  E ARTH D R AG O N  G O D-B L O O D E D  O G R E 
  CR  8 
  Male ogre barbarian 4 
  CE Large giant 
  Init +0; Senses Listen +6, Spot +2, darkvision 60 ft., 
  low-light vision 
  Languages Common, Giant  
  AC 19, touch 10, flat-footed 10 
  hp 79 (8 HD); DR 10/-- (see Divine Endurance) 
  Fort +12, Ref +2 (see Resist Pain), Will +2 
  Speed 40 ft. in +1 hide (8 squares), base movement 
  30 ft.; 
  Melee +1 greatclub +16/+11 (2d8+13) 
  Ranged javelin +6 (1d8+8) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +7; Grp +19 
  Atk Options Earth Dragon’s Breath, Power Attack 
  Combat Gear 6 javelins 
  Abilities Str 26, Dex 11, Con 18, Int 8, Wis 10, Cha 4  
  SQ trap sense +1, uncanny dodge 
  Feats Power Attack, Toughness, Weapon Focus 
  (greatclub)  
  Skills Climb +13, Hide -6, Jump +17,Listen +6, 
  Possessions combat gear plus ring of protection +1, 
  +1 greatclub 
  Divine Endurance (Ex) A god-blooded creature can 
  take a free action to gain damage reduction 10/-- 
  from the mingling of divine blood with its material 
  form. The creature can suppress this ability with 
  another fee action. Once the damage reduction 
  has prevented 40 points of damage, the creature 
  loses all benefits of the god-blooded template, 
  including this ability, except when otherwise noted. 
  Resist Pain (Ex) Whenever a Earth Dragon-Blooded 
  creature fails a Reflex or Will saving throw against 
  an effect that deals damage, it takes half damage if 
  it succeeds on a Fortitude saving throw against the 
  same DC. This additional saving throw affects only 
  damage, not any other condition that might apply 
  from failing the original save. 
  Earth Dragon’s Breath (Ex) Once per day the Earth 
  Dragon-Blooded creature can call upon the power 
  of the Earth Dragon to belch forth a 30 foot cone 
  dealing 8 hp of acid damage as well as 8 hp of fire 
  damage. Reflex save DC 18. 
   
  G O D-B L O O D E D  O RC S O R C E R E R 
  CR  6 
  Male orc sorcerer 6 
  NE medium humanoid (orc) 
  Init +2; Senses Listen -1, Spot -1, darkvision 60 ft. 
  Languages Common, Orcish  
  AC 12, touch 12, flat-footed 10 
  hp 30 (6d4+12 HD); DR 10/-- (see Divine Endurance) 
  Fort +6, Ref +4 (see Resist Pain), Will +3 
  Speed 30 ft. (6 squares), fly 60 ft.(fly spell); 
  Melee club +4 (1d6+1)  
  Ranged sling +5 (1d4+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Atk Options Earth Dragon’s Breath, Point Blank Shot 
  Combat Gear wand of fly (10 charges) 
  Sorcerer Spells Known (CL 6th): 
   3rd (4/day)—summon monster III 
   2nd (6/day)—invisibility, slapping hand* 
   1st (7/day)—hail of stone*, lesser orb of fire*, 
  magic missile, sleep (DC 14) 
   0 (6/day)—acid splash, daze, detect magic, mage 
  hand, flare, light, ray of frost, touch of fatigue 
  �Already cast 
  Abilities Str 12, Dex 15, Con 14, Int 6, Wis 6, Cha 16  
  Feats Point Blank Shot, Precise Shot, Great Fortitude 
  Skills Concentration +8, Spellcraft +2 
  Possessions combat gear plus 7 slivers of jade, pair 
  leather gloves 
  Divine Endurance (Ex) A god-blooded creature can 
  take a free action to gain damage reduction 10/-- 
  from the mingling of divine blood with its material 
  form. The creature can suppress this ability with 
  another fee action. Once the damage reduction 
  has prevented 40 points of damage, the creature 
  loses all benefits of the god-blooded template, 
  including this ability, except when otherwise noted. 
  DYV8-06 Plain Facts 
   
  Page 27 
  
  Resist Pain (Ex) Whenever a Earth Dragon-Blooded 
  creature fails a Reflex or Will saving throw against 
  an effect that deals damage, it takes half damage if 
  it succeeds on a Fortitude saving throw against the 
  same DC. This additional saving throw affects only 
  damage, not any other condition that might apply 
  from failing the original save. 
  Earth Dragon’s Breath (Ex) Once per day the Earth 
  Dragon-Blooded creature can call upon the power 
  of the Earth Dragon to belch forth a 30 foot cone 
  dealing 6 hp of acid damage as well as 6 hp of fire 
  damage. Reflex save DC 15. 
  * see Appendix 2: New Rules Items 
   
  G O D-B L O O D E D  E L D E R  E AR T H  E L E M E N T AL 
   
   
  CR  12 
  N Elemental (Earth, Extraplanar) 
  Init -1; Senses Listen +29, Spot +29, darkvision 60 ft. 
  Languages Common, Ignan 
  AC 22, touch 7, flat-footed 22 
  hp 228 (24 HD); DR 10/--;  
  Fort +19, Ref +7, Will +10 
  Speed 30 ft. (6 squares), earth glide; 
  Melee 2 slam +27 (2d10+11/19-20) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +18; Grp +37 
  Atk Options Push, Earth Mastery, Awesome Blow, 
  Cleave, Great Cleave, Improved Bull Rush, 
  Improved Sunder, Power Attack 
  Abilities Str 33, Dex 8, Con 21, Int 10, Wis 11, Cha 
  11  
  SQ elemental taint 
  Feats Awesome Blow, Cleave, Great Cleave, 
  Improved Bull Rush, Iron Will, Power Attack, 
  Improved 
  Sunder, 
  Improved 
  Critical 
  (slam),  
  Alertness  
  Skills Listen +29, Spot +29 
  Earth Mastery (Ex) An earth elemental gains a +1 
  bonus on attack and damage rolls if both it and its 
  foe are touching the ground. If an opponent is 
  airborne or waterborne, the elemental takes a -4 
  penalty on attack and damage rolls. (These 
  modifiers are not included in the statistics block.) 
  Push (Ex): An earth elemental can start a bull rush 
  maneuver 
  without 
  provoking 
  an 
  attack 
  of 
  opportunity. The combat modifiers given in Earth 
  Mastery, above, also apply to the elemental’s 
  opposed Strength checks. 
  Earth Glide (Ex) An earth elemental can glide 
  through stone, dirt, or almost any other sort of 
  earth except metal as easily as a fish swims 
  through water. Its burrowing leaves behind no 
  tunnel or hole, nor does it create any ripple or other 
  signs of its presence. A move earth spell cast on 
  an area containing a burrowing earth elemental 
  flings the elemental back 30 feet, stunning the 
  creature for 1 round unless it succeeds on a DC 15 
  Fortitude save. 
  Divine Endurance (Ex) A god-blooded creature can 
  take a free action to gain damage reduction 10/-- 
  from the mingling of divine blood with its material 
  form. The creature can suppress this ability with 
  another fee action. Once the damage reduction 
  has prevented 40 points of damage, the creature 
  loses all benefits of the god-blooded template, 
  including this ability, except when otherwise noted. 
  Resist Pain (Ex) Whenever a Earth Dragon-Blooded 
  creature fails a Reflex or Will saving throw against 
  an effect that deals damage, it takes half damage if 
  it succeeds on a Fortitude saving throw against the 
  same DC. This additional saving throw affects only 
  damage, not any other condition that might apply 
  from failing the original save. 
  Earth Dragon’s Breath (Ex) Once per day the Earth 
  Dragon-Blooded creature can call upon the power 
  of the Earth Dragon to belch forth a 30 foot cone 
  dealing 24 hp of acid damage as well as 24 hp of 
  fire damage. Reflex save DC 27. 
   
  DYV8-06 Plain Facts 
   
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  DYV8-06 Plain Facts 
   
  Page 29 
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Extra Spell [General] 
  You learn an additional spell. 
   
  Prerequisite: Caster Level 3rd. 
   
  Benefit: You learn one additional spell at any level 
  up to one level lower than the highest level spell you 
  can currently cast. Thus a 4
  th-level sorcerer (maximum 
  spell level 2
  nd) gains a new 0-level or 1
  st-level spell 
  known with which to expand her repertoire. For 
  classes such as wizard that have more options for 
  learning spells. Extra Spell is generally used to learn a 
  specific spell that the character lacks access to and 
  would be unable to research. 
   
  Special: You can gain this feat multiple times. 
  Each time, you learn an extra spell at any level up to 
  one lower than the highest level of spell you can 
  currently cast. 
   
  Source: Complete Arcane 80. 
   
  MAGIC ITEMS 
  List alphabetically; see above. 
   
  MUNDANE EQUIPMENT 
  List alphabetically; see above. 
   
  SPELLS 
  Hail of Stone 
  Conjuration (Creation) [Earth] 
  Level: Sorcerer/Wizard 1 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Medium (100 ft. + 10 ft. / level) 
  Area: Cylinder (5-ft radius, 40 ft. high) 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  You create a hail of stones that deals 1d4 points of 
  damage per caster level (maximum 5d4) to creatures 
  and objects within the area  
   
  Material Component: A piece of jade worth at least 
  5 gp. 
  Source: Spell Compendium 108 
   
  Orb of Acid 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 4, warmage 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of acid 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial 
  Spell Resistance: No 
  An orb of acid about 3 inches across shoots from your 
  palm at its target, dealing 1d6 points of acid damage per 
  caster level (maximum 15d6). You must succeed on a 
  ranged touch attack to hit your target. 
   
  A creature struck by the orb takes damage and 
  becomes sickened by the acid’s noxious fumes for 1 
  round. A successful Fortitude save negates the 
  sickened effect but does not reduce the damage. 
  Source: Spell Compendium 150 
   
  Orb of Acid, Lesser 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 1, warmage 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of acid 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial 
  Spell Resistance: No 
  An orb of acid about 2 inches across shots from your 
  palm at its target, dealing 1d8 points of damage. You 
  must succeed on a ranged touch attack to hit your 
  target. 
   
  For every two caster levels beyond 1st, your orb 
  deals an additional 1d8 points of damage: 2d8 at 3rd 
  level, 3d8 at 5th level, 4d8 at 7th level, and the 
  maximum of 5d8 at 9th level or higher. 
  Source: Spell Compendium 150 
   
  Orb of Fire, Lesser 
  Conjuration (Creation) [Fire] 
  Level: Sorcerer/wizard 1, warmage 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of fire 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial 
  Spell Resistance: No 
   
  This spell functions like lesser orb of acid, except 
  that it deals fire damage. 
  Source: Spell Compendium 151 
   
  
  Orb of Force 
  Conjuration (Creation) [Force] 
  Level: Sorcerer/wizard 4, warmage 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of force 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  As you gather the energies of the spell, you feel against 
  your palm a spherical weight that seems almost bonded 
  to your skin. The sphere grows, until with a final 
  precise movement, you release the translucent blue 
  orb, sending it hurtling toward your intended target. 
  You create a globe of force 3 inches across, which 
  streaks from your palm toward your target. You must 
  succeed on a ranged touch attack to hit the target. The 
  orb deals 1d6 points of damage per caster level 
  (maximum 10d6) 
  Source: Spell Compendium 151 
   
  Slapping Hand 
  Evocation [Force] 
  Level: Sorcerer/wizard 2 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./ level) 
  Effect: One Tiny hand 
  Duration: Instantaneous 
  Saving Throw: None; see text 
  Spell Resistance: Yes 
  You complete the spell and blow into the leather glove. 
  Immediately a blue –white translucent hand appears 
  next to the enemy and smacks it across the side of the 
  head – not enough to hurt it, but hard enough to give 
  others nearby a chance to attack. 
  This spell distracts the subject, causing it to 
  immediately provoke attacks of opportunity from 
  creatures threatening its space. The spell allows no 
  saving throw, but a slapped creature can negate the 
  effect with a DC 20 Concentration check. 
  Focus:  A leather glove. 
  Source: Spell Compendium 191 
   
  TEMPLATES 
  God-blooded  
  “God-blooded” is an acquired template that can be 
  added to a creature (referred to hereafter as the base 
  creature) flavored by the deity in question, as defined 
  in the specific deity entries. 
   
  Challenge Rating: Same as the base creature +1 
   
  Special Actions: The base creature gains the 
  following special actions. 
   
  Divine Endurance: A god-blooded creature can 
  take a free action to gain damage reduction 10/-- from 
  the mingling of divine blood with its material form. 
  The creature can suppress this ability with another free 
  action. Once the damage reduction has prevented 40 
  points of damage, the creature loses all benefits of the 
  god-blooded template, including this ability, except 
  when otherwise noted. 
   
  Other Abilities: All god-blooded creatures receive 
  other abilities based on the blood they bathe in. See the 
  deity entries below. 
   
  Level Adjustment: +1. 
  Earth Dragon-Blooded 
   
  Special Actions: An Earth Dragon-Blooded 
  creature gains the following special actions. 
   
  Resist Pain(Ex): Whenever a Earth Dragon-
  Blooded fails a Reflex or Will saving throw against an 
  effect that deals damage, it takes half damage if it 
  succeeds on a Fortitude saving throw against the same 
  DC. This additional saving throw affects only damage, 
  not any other conditions that might apply from failing 
  the original save. 
   
  Earth Dragon’s Breath(Ex): Once per day the 
  Earth Dragon-Blooded creature can call upon the 
  power of the Earth Dragon to belch forth a 30 foot 
  cone dealing the creatures HD in acid damage, as well 
  as its HD in fire damage. Reflex saves (DC 10 + ½ HD + 
  Con modifier) reduces the damage by half. 
   
  Source: Monster Manual V 64 
   
  DYV8-06 Plain Facts 
   
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  DYV8-06 Plain Facts 
   
  Page 31 
  DM’S AID 1 
  This aid is meant to accompany Encounter 5: Insinuate and Encounter 7 More Talking?. 
   
   Brakk Elf-eater: male orc ranger 4. 
   
  Brak is a grizzled veteran of the Pomarj. 
  Greeting: “Haven’t seen you around here before, so what 
  news have you seen?”  
  Challenge: In order to get him to speak, the PC needs to 
  succeed at a DC 12 + APL Diplomacy check. Only a single 
  check may be made. If the PCs are able to succeed at a 
  single Bardic Lore DC 15 or Perform (storyteller) [or 
  similar auditory perform skill], they receive a +2 
  circumstance bonus. If they offer any type of gift, such as 
  a pot of ale, gold, or a minor weapon, they receive another 
  +2. 
  What he knows 
  • 
  Vrugdush Three-Tusk commands this company. 
  • 
  He’s been in the Gnarley for 3 years now; he’s 
  glad they are on the move. 
  • 
  Kuuurk knows where they’ll be hitting the 
  humans next. 
  • 
  Makkel the Cook has a special surprise for 
  tonight; you should look him up. 
   
  Kuuurk Tuskripper: male orc fighter 3. 
   
  Typical orc 
  Greeting: “You talking to me?” 
  Challenge: They must gain his friendship with a Bluff DC 
  10 + ½ APL check or Diplomacy 15+APL check. Of 
  course, gold buys a lot of friends. They may buy the 
  encounter at 25gp / APL. 
  What he knows 
  • 
  Pudgil is responsible for special cavalry. 
  • 
  I’m happy to finally be rid of those pesky 
  humans we’ve been clashing with. We’ll 
  surprise them attacking in the middle of the 
  day. 
  • 
  Greegor used to patrol the northern lands of the 
  Pomarj. 
  • 
  We’ve been baiting those humans for days. 
  Could’ve destroyed them long ago. 
   
  Makkel the Cook: male orc expert 5. 
   
  Makkel is a potbellied orc, not fit for battle. 
  Greeting: “No food now, you wait for the bell.” 
  Challenge: Makkel loves tales and information. During 
  this encounter PCs may perform up to 6 Knowledge 
  checks to teach him something he does not know. One 
  must succeed at a DC 16+APL check, while two others 
  must succeed at DC 14+ ½ APL checks. Special: If they 
  wish to spend a second interaction here they can make 
  another attempt to get the 3 successes. 
  What he knows 
  • 
  Pudgil is responsible for special cavalry. 
  • 
  Hemlek will be leaving with a raiding party 
  against the humans. 
  • 
  Badash burned down another tent last week. 
  • 
  Plug’s seen most of the whole lands of Dyvers. 
  He’s got some good stories. 
   
  Greegor Smash: male half-orc fighter. 
   
  You have not seen many half-orcs in camp, by the 
  look of the weaponry on this one, he must be worthy to 
  be here. 
  Greeting: “I grow weary of sitting about this camp.” 
  Challenge: He’s bored. He talks with any PC able to 
  disarm him. Each PC gets one chance at a disarm check. 
  He matches any weapon the PC uses in size and 
  handedness. (Atk 5 + (APL x 1 ½) 
  What he knows 
  • 
  Badash has asked me to help control some new 
  beasts. He referred to them as lashers 
  (Knowledge (Planes), see Appendix 1 for more 
  info). 
  • 
  I think he is simply looking to put some brawn 
  between him and them. 
  • 
  Plug’s been playing with that stupid box for 2 
  days. I’d like to smash it. 
  • 
  I can’t believe I was ordered here, when I had a 
  chance to destroy some goblins that choose to 
  break free from the Mak. 
   
  Hemlek Left-Axe: male orc fighter 4. 
   
  A well proportioned half-orc missing fingers off his 
  right hand and carrying a double-bladed axe strapped to 
  his back. 
  Greeting: “Wipe that grin off your face, or you’ll see how 
  fast I can draw that axe.” 
  Challenge: Not available during day 2. PCs must show 
  how fast they can draw their weapons. He is impressed 
  only by PCs using the Quick Draw feat (or duplicating it). 
  Alternately a PC must him in an Initiative check. DC 17 + 
  ½ APL. 
  What he knows 
  • 
  Brakk has been sneaking out and capturing 
  halflings. Boy, do they squeal. 
  
  • 
  If we could only get our hands on some boats or 
  those nifty birds like Greyhawk city has, Dyvers 
  would be easy pickins. 
  • 
  At least I’ll get some action. We’re going to push 
  in any day now and wipe out the meager army 
  we’ve been playing with. 
  • 
  Gutrip hates those God-bloods. 
   
  Gutrip  Vurz Gruumshkin: male orc cleric. 
   
  He turns his head to look at you, and the 
  disfigurement of a follower of Gruumsh is obvious. 
  Greeting: “Praise be to Gruumsh, may he deliver the weak 
  to our spear points.” 
  Challenge: PCs must be able to speak the dogma of 
  Gruumsh. Knowledge (Religion) DC 15 + ½ APL check 
  to win him over. 
  What he knows 
  • 
  We’ve received orders to leave any caravans 
  flying the Greyhawk banner alone, some sort of 
  “Treat Me” with them. 
  • 
  Can’t wait to get to use the new magic items we 
  found in UnderOerth. 
  • 
  The follower of the self proclaimed Earth 
  Dragon god are an affront to Gruumsh. Now 
  they drink his “blood” and claim it aids them in 
  battle, bah. 
  • 
  Based on our druids, the weather should cloud 
  up for our arrival at the gates. 
   
  Badash Badash: male orc wizard. 
   
  A rather scrawny orc with an evil sneer of graying 
  teeth.  
  Greeting: “Fire, Fire, soon all will burn.” 
  Challenge: Badash may only be encountered on Day 2, as 
  he is off with Vrugdush. The PCs must be able to offer 
  Badash one spell that is not core--per the LGCS--of a level 
  equal to ½ APL.  
  What he knows 
  • 
  A large flash went ripping through camp. We 
  weren’t sure what it was, but we’ve heard that 
  several orcish soldiers rose from the ground to 
  fight again for the Mak. 
  • 
  Plug was too friendly with those goblins when 
  they moved through camp. 
  • 
  I look forward to moving into the high towers 
  they’ve got in the city. 
  • 
  Pudgil had done a good job with those mounts, 
  but watch their horns, saw one cleave a head 
  right off some orc’s shoulders. 
   
  Pudgil Open-Fist: male orc barbarian (STR +3 + ½ APL) 
   
  This orc is a demonstration in disproportion. 
  Forearms as large as his biceps and legs like those of a 
  goblin 
  Greeting: “What you staring at, ugly? Come here I’ll show 
  you what for.” 
  Challenge: The PCs must beat Pudgil in a feat of strength, 
  arm wrestling. To gain his respect (and information) they 
  must beat him 3 out of 5 matches in arm-wrestling 
  (opposed Strength check). If he loses 2 matches he rages 
  for +2.  
  What he knows 
  • 
  About a year ago, we came across these 
  magnificent rhino creature; they serve as 
  excellent mounts. I’ve been acting as their 
  trainer. 
  • 
  Vrugdush will arrive tomorrow with more 
  allies. 
  • 
  Badash Badash will be in charge of the allies 
  Vrugdush is bringing. 
  • 
  Badash has requested Greegor in handling these 
  new allies. 
   
  Plug Dangle: male orc. 
   
  Possibly the runt of the little 
  Greeting: “Can you help me open this?” 
  Challenge: He has a box that he is jamming slivers of 
  metal into the keyhole. If someone can open it for him, 
  he is happy to talk with them. An Open Locks DC 
  18+APL check succeeds. Don’t hint at it to the PCs, but if 
  they smash the box (Break DC 20; 10 hp; hardness 2), he 
  is equally happy. 
  What he knows 
  • 
  Those goblins we’ve got in the sewers should 
  bring the city down around them. 
  • 
  The Westlands are too hard to protect. We could 
  take them at will, but if we just scare them, 
  they’ll leave troops out there and diminish the 
  troops in the city. 
  • 
  Those treaties we’ve signed with those 
  Greyhawkers should keep them out of things. 
  Heck, if we get enough gold, they might even 
  help. 
  • 
  I hear the Mak will be present and the first to 
  march into the city. 
   
  Vrugdush Three-Tusk, leader of the Rampaging 
  Arrows: male orc. 
   
  Description: A full head taller than almost every orc 
  and nearly as big as an ogre, this mighty chieftain 
  commands respect and obedience from all around him. 
  Greeting: “Yes, you of low-birth, what do you want of the 
  mighty Vrugdush?” 
  DYV8-06 Plain Facts 
   
  Page 32 
  
  Challenge: PCs may only encounter Vrugdush on the 
  second day. First, they must succeed at a Bluff DC 10 + ½ 
  APL check, as well as a Diplomacy 15+APL check. 
  Secondly, PCs must have succeeded at 4 other 
  interactions. If they only perform one of these, they get 
  the first piece of information and no more. 
  What he knows 
  • 
  We will march tomorrow at sunset, in two days, 
  we’ll be tearing down the walls brick by brick. 
  • 
  A mysterious stranger with a glowing sword and 
  a magnificent mount has pledge his service, 
  though we may be more beholden to him. 
  • 
  The weak and cowardly black elves remain 
  hidden in their holes, but we have more 
  powerful allies now. 
  • 
  The city of Dyvers will be eaten from within. All 
  we need do is arrive and mop things up. 
   
  DYV8-06 Plain Facts 
   
  Page 33 
  
  DYV8-06 Plain Facts 
   
  Page 34 
  PLAYER HANDOUT 1 
  Players who are members of the Dyvers Free Army, Navy or Free Marines receive these orders in Encounter 1.  
   
   
   
  By Order of Magister Larissa Hunter, 
   
  You are hereby ordered into permanent duty. 
  You are forbidden to leave the city walls 
  without leave of your commanding officer. 
  Present yourself at the 4th bell of Flocktime 
  18 (today). Report at the Dock District 
  where you will be given further orders. 
  Military orders will be presented at the 
  western most pier. 
  
  PLAYER HANDOUT 2 
  Players who are members of the Constabulary receive these orders in Encounter 1.  
   
   
  By Order of Colonel Krembo Schift, 
   
  You are to report for permanent city –side 
  duties. You are to curtail any other 
  extraneous endevours. You are to be 
  attached for duties outside the city proper, 
  attached to the Free Army. Report to the 
  Adventurer’s Guild at the Docks at 4th bell. 
  They will have your remaining orders  
  DYV8-06 Plain Facts 
   
  Page 35 
  
  PLAYER HANDOUT 3 
  Players who are members of the Dyvers Dweomercrafter’s Guild receive these orders in Encounter 1.  
   
   
   
   
  To all members of the Dyvers Dweomercrafter’s Guild 
   
  Upon more close inspection by Guild officers as well as 
  the Temple of Zilchus, it would appear that our 
  contracts for the mutual defense of the city in times 
  of trouble possibly extend to affairs outside the city 
  walls. Should you wish to remain a member in good 
  standing, please report to the Dock District at the 4th 
  bell. 
  DYV8-06 Plain Facts 
   
  Page 36 
  
  PLAYER HANDOUT 4 
  Players who are members of the Dyvers Dweomercrafter’s Guild receive these orders in Encounter 1.  
   
   
   
   
  Valued member of the Dyvers Adventurer’s Guild 
   
  Potential contracts have been retained for you 
  establishing employment for the next 30 days. 
  We request that you please report to the 
  gathering at the 4th bell at the Dock District. 
   
  Your humble Guildmaster, 
   Tovesh Marlyle 
  DYV8-06 Plain Facts 
   
  Page 37 
  
  DYV8-06 Plain Facts 
   
  Page 38 
  CRITICAL EVENTS SUMMARY 
  To be collected at Weekend in Dyvers 2008, Please deliver directly to Michael Mockus. Unlike a traditional Critical 
  Events Summary this is more free form for the PCs to compile. You can hand this sheet directly to the PCs and allow 
  them to fill it out during the adventure. 
   
  What important information were you able to gather from the orcs and delivered to the authorities of Dyvers? 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Dyvers/598/Normal Scenarios/DYV8-06 - Plain Facts (APL 2-12)/DYV8-06 - Plain Facts.pdf