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. 
   
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  VER5-02  
   
   
   
   
   
   
   
  Fallen Hero 
   
  A One-Round D&D® LIVING GREYHAWK™  
  Verbobonc Regional Adventure 
   
   
  by Ron Lundeen 
  Circle Edit: Tim Sech 
   
   
  Old Baron Rollof Avgustin returned from fighting in Veluna a hero, but old men do not live forever—even war heroes.  
  A few nobles and adventurers have been invited to Avgustin’s manor house near Loren’s Ford to witness the Baron’s 
  funeral.  Not all guests wish House Avgustin well in this sad time; an enemy is in your midst.  No character with Infamy 
  with House Avgustin may play this scenario.  Recommended for characters that have played VER3-04 A Matter of Love 
  and VER4-09: Wicked Three.  A one-round adventure for APLs 4 to 12. 
   
  
  Fallen Hero 
   
  Page 2 
  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 DM (or 
  usually just DM). Sometimes (and almost all the time in 
  the cases of home events) the senior gamemaster is also 
  the table DM. You don’t have to be a HERALD-LEVEL GM 
  to run this adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the  Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up 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. 
  
  Fallen Hero 
   
  Page 3 
   
  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 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  Verbobonc.  Characters native to Verbobonc pay one 
  Time Unit per round, all others pay two Time Units per 
  round.  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time Unit.  
  Luxury Upkeep costs 100gp per Time Unit. 
   
  Areas of Influence 
   
   
   
   
  This adventure allows the use of the following influence 
  points for purposes of the Verbobonc Influence 
  document: 
  • 
  Viscount Langard 
  • 
  Noble Houses (Avgustin, Stefania, Saflynd) 
  • 
  Council of Abbots (all) 
  • 
  Any Kron Hills Influence. 
   
  Adventure Background 
   
  Baron Rollof Avgustin was an old warrior.  He had spent 
  most of his life as master of Verbobonc’s War College and 
  as Provost Marshall of Verbobonc (head of the 
  Verbobonc Standing Army), before Lord Simon Milinous 
  usurped his title in late CY 592.  Baron Avgustin did not 
  contest this unlawful shift in authority, and to this day 
  none know why.  Rumors persist that the Baron, getting 
  on in years, took the theft of his title as a signal to retire. 
   
  However, Baron Avgustin did not retire.  In the early 
  summer of 594 CY, an army of undead and demons 
  invaded Veluna, and the Archclericy sent a call for help 
  to all friendly nations.  Several volunteers of Verbobonc 
  rallied to the call, and Baron Avgustin surprised everyone 
  by offering to lead these troops into Veluna.  The Baron 
  kept his own council, but many thought this was a last 
  bid for glory from a grizzled old veteran. 
   
  Baron Avgustin led the forces of Verbobonc to several 
  victories in Veluna, and his skilled generalship was 
  widely admired.  Baron Avgustin returned to his 
  expansive holdings in southwestern Verbobonc as a hero. 
   
  Baron Avgustin’s close friend and companion was 
  Captain Yronl (ih-RON-uhl).  Yronl appeared in VTF3-04 
  Hunt Club during the attack on the town of Loren’s Ford, 
  and in VER4-05 Dwarven Dawn commanding the 
  fortification of Loren’s Ford.  When Avgustin went off to 
  fight in Veluna, Captain Yronl wanted to go with him, 
  but Avgustin insisted that he needed a loyal man to stay 
  behind and guard his lands.  Reluctantly, Captain Yronl 
  agreed.  Captain Yronl has one secret that even Baron 
  Avgustin does not know—he is secretly a worshipper of 
  Trithereon, 
  god 
  of 
  freedom, 
  retribution, 
  and 
  individuality.  Trithereon is a good god, and therefore not 
  illegal in Verbobonc, but worshippers of Trithereon often 
  clash with followers of St. Cuthbert, the state religion. 
  Although there are many followers of Trithereon in 
  Verbobonc, no one in the ranking military or the nobility 
  of Verbobonc worships Trithereon.  To do so would 
  invite suspicion, outrage, and ostracization.  Therefore, 
  Captain Yronl has kept his worship of the Summoner a 
  secret.  In Baron Avgustin’s absence, Captain Yronl 
  discovered an ancient shrine to Trithereon in the woods 
  near Avgustin’s estate.  Baron Avgustin’s niece, Elise, 
  discovered Yronl there while out riding one day, and 
  Yronl has been explaining the worship of Trithereon to 
  her.  Elise is only a little girl, but she is already a secret 
  Trithereon worshipper herself. 
   
  The time spent fighting in a foreign land took a heavy toll 
  on the aged Baron Avgustin, and in the spring of 595 CY, 
  days before this scenario begins, Baron Rollof Avgustin 
  died peacefully of old age. 
   
  The Baron is survived by his young son Ivar, his feeble 
  wife Sasha, his younger sister Katerina (who has one 
  surviving child, Elise).  Refer to the family tree in 
  Appendix Three.  Ivar is now fifteen years old, and 
  practically a man.  Ivar was raised in the expectation of 
  taking over the House Avgustin estates, which are some 
  of the largest in all of the Viscounty of Verbobonc.  Ivar is 
  a pleasant young man who now bears enormous 
  responsibility.  This has made him a target of one of the 
  most feared assassins operating in Verbobonc. 
   
  After the Greyhawk Wars ten years ago, Iuz the Evil sent 
  three agents undercover into the realm of Verbobonc.  
  These three agents have been behind much trouble in the 
  region since the Living Greyhawk Campaign began.  One 
  is a hooded woman who leads the giant invasion of the 
  Kron Hills.  The other is a master of disguise, Ryjenis the 
  Imposter, who was recently unmasked.  The other is a 
  dwarven assassin.  The first two villains are the focus of 
  
  Fallen Hero 
   
  Page 4 
  other Verbobonc scenarios.  This scenario focuses on the 
  activities of Obmi, Iuz’s dwarf assassin in Verbobonc. 
   
  Obmi has led a colorful and evil career in the service of 
  Iuz.  He is old but a still-powerful fighter/rogue/assassin. 
   His beard is gray and he wields a powerful magical 
  hammer.  Obmi is well known for moving about virtually 
  undetected, and escaping certain capture. 
   
  Obmi’s plan is to throw House Avgustin’s large estate 
  into utter chaos.  Once the guests start arriving at Baron 
  Avgustin’s estate, Obmi engineers a collapse to kill most 
  of the mounts so that no one may easily escape.  He then 
  employs a ruse to distract the funeral attendees, and kills 
  Baron Avgustin’s son Ivar.  He intends to kill Baron 
  Avgustin’s niece Elise as well, but the characters have 
  their chance to stop him before all the heirs of House 
  Avgustin are slain. 
   
  Review of VER3-04 A Matter of 
  Love 
   
  Some of the events in VER3-04 A Matter of Love 
  revolved around House Avgustin.  Many years ago, Baron 
  Avgustin’s sister Katerina married a knight from 
  Furyondy named Gregor Brandenburg.    After years of 
  happy marriage, Katerina bore a son named Julius.  
  Almost ten years later, by now an old woman, Katerina 
  surprised everyone by giving birth to a daughter named 
  Elise.  Gregor returned to his homeland in CY 583 to 
  fight in the Greyhawk Wars, and died there. 
   
  Several years later, Julius discovered that his father was 
  descended from the legendary vampire Kas, Vecna’s 
  lieutenant.  Julius discovered that his father’s family had a 
  “treasure” locked away in the Kron Hills.  Julius also 
  discovered that the key was an old necklace his father 
  had given to his mother when they were betrothed years 
  ago. 
   
  Julius stole the necklace, and entered an ancient crypt-
  shrine to Kas in the Kron Hills.  A group of Vecnan 
  cultists exploring there killed Julius just before he was 
  able to unlock his “treasure.”  This “treasure” is an opaque 
  wall of force imprisoning hundreds of vampires.  A party 
  of adventurers, investigating the theft of the necklace 
  and Julius’ disappearance, stumbled upon the cultists just 
  as they killed Julius.  The adventurers killed the cultists, 
  and returned the necklace and Julius’ body to House 
  Avgustin.  Julius was unwilling to be raised, and is buried 
  in the family cemetery.  The adventurers never touched 
  the necklace to the wall, and thus the vampires within 
  remain imprisoned. 
   
  Note that this is the “official” synopsis of VER3-04 A 
  Matter of Love, based on the results of the majority of 
  tables that played it.  Not all tables played these events 
  the same way—some tables were unable to return Julius’ 
  body, others let the cultists escape, and a few tables did 
  touch the necklace to the force field, releasing the 
  vampires. For those characters who did, a special surprise 
  awaits them in Encounter One.  
   
  Adventure Summary 
   
  The characters begin on the way to Baron Avgustin’s 
  manor house near Loren’s Ford.  They are about an hour 
  away from Loren’s Ford, when one of the characters is 
  attacked while traveling ahead of the others. 
   
  When the characters arrive at the Splashing Pony in 
  Loren’s Ford, they receive a second note (forged by 
  Obmi) canceling their invitation.  Hopefully, the 
  characters will be perceptive and curious enough to 
  arrive the next morning anyway. 
   
  The characters arrive and are met by Ivar Avgustin, Baron 
  Avgustin’s son.  As they are shown into the house, a 
  stable collapse occurs.  Investigation reveals that all is not 
  right on this sad day. 
   
  The characters are introduced to several members of the 
  Avgustin family, and other attendees.  They may also pay 
  their respects to Baron Avgustin’s corpse, laid out in a 
  shrine to St. Cuthbert.  Someone notices that Baron 
  Avgustin’s niece, Elise, has gone missing in the rain.  
  Captain Yronl knows where she might be found, and 
  presents the characters with a choice: they can help him 
  find Elise while the House Guard protects the funeral 
  guests, or the characters can protect the funeral guests 
  themselves. 
   
  If the characters seek out Elise, they find her at prayer in 
  a secret shrine to Trithereon.  Captain Yronl shares her 
  faith, and asks the characters to keep this secret.  The 
  group is attacked by a pack of chokers sent by Obmi. 
   
  If the characters stay, they fight a number of elementals 
  summoned by Obmi to desecrate Baron Avgustin’s 
  corpse and provide a distraction. 
   
  Whether the characters went after Elise or not, they 
  return to a somber group.  Lady Sasha Avgustin notices 
  that her son, Ivar, is gone.  The characters find him slain 
  
  Fallen Hero 
   
  Page 5 
  inside the manor, with wet tracks leading to the front 
  garden of the manor house.  There in the front garden, 
  the characters face Obmi, the Hammer of Iuz.  Rather 
  than fight them himself, Obmi summons three of his 
  minions to do his dirty work, and vanishes. 
   
  After this fight, the grief-stricken Lady Sasha Avgustin 
  selects one of the most polite and brave heroes to bear 
  her husband’s armor (now or in the future). 
   
  Bishop Haufren arrives the next morning to perform 
  funeral rites and to announce (unless the characters 
  reveal Yronl’s and Elise’s secret faith) that Lady Elise 
  Brandenburg will be the new head of House Avgustin, 
  with Captain Yronl as her regent until she comes of age.  
   
  Note: Heavy Rain 
   
  Throughout the two days of this adventure, the area 
  around Loren’s Ford is assaulted by a severe, heavy 
  rainstorm.  This storm is entirely natural, and can be 
  mitigated by some high-level spells if the characters 
  choose to use them.  However, you should remember the 
  penalties of heavy rain, as they apply in most encounters 
  of this adventure: 
   
  • 
  Visibility ranges are cut in half. 
  • 
  All characters suffer a -4 on Spot, Search, and 
  Listen checks. 
  • 
  Ranged weapon attacks that are likely to be 
  affected by rain (such as arrows or bolts, but not 
  most magic attacks like scorching ray) suffer a -4 
  to attack rolls. 
  • 
  Unprotected flames are extinguished.  Protected 
  flames dance wildly and have a 50% chance of 
  being extinguished. 
  • 
  The rain is only accompanied by mild wind, so 
  there are no Wind Effects to apply. 
   
  Before Play 
   
  Be sure no character has Infamy with House Avgustin; 
  such characters would not be invited to the funeral, and 
  therefore cannot play this scenario.  Remind players that 
  Infamy can be cancelled out with Influence points, and 
  that Influence Points with the Viscount can substitute 
  for any other Influence—such as Influence with House 
  Avgustin needed to cancel out Infamy with House 
  Avgustin.  See the Influence Document in the Files 
  section of the Verbobonc yahoogroup for more details on 
  Influence Points. 
   
  The Victim 
  You must choose one Victim from among the characters. 
   This character is under attack when the rest of the party 
  arrives in Encounter One.  Without letting the players 
  know why, ask to see the following ARs (if applicable to 
  the current character) and choose one character as Victim 
  in the following order: 
   
  • 
  First, look at ARs from VER3-04 A Matter of 
  Love.  Choose a character with Information 
  from the Vampires filled in. This character will 
  be attacked by the vampire of his loved one in 
  Encounter One.  In case of a tie, choose the 
  character with the highest level. 
   
  • 
  If none of the above, look at ARs from VER3-06 
  Never Read Somebody’s Diary.  Check that AR 
  and the next three, to see if the character 
  purchased the Spider Dagger.  If so, this 
  character will be attacked by vengeful drow 
  rangers in Encounter One (even if the 
  character later sold the spider dagger). In case of 
  a tie, choose the character with the lowest Spot 
  bonus.  
   
  • 
  If none of the above, look at ARs from VER3-07 
  Decision at Sheernobb.  Check to see if any 
  characters Hunted Down the Assassins. If so, 
  this character is attacked by a vengeful ogre 
  mage assassin in Encounter One.  In case of a 
  tie, choose the character with the most hit 
  points. 
   
  • 
  If none of the above, look at the ARs from the 
  Assault on Outpost 13 Interactive.  Check to see 
  if any character earned the Enmity of the Giant 
  Army.  If so, that character is attacked by an 
  ogre mage assassin in Encounter One.  In case 
  of a tie, choose the character with the most hit 
  points. 
   
  • 
  If none of the above, look at the ARs from 
  VER4-08 Beauty and Two Beasts.  Check to see 
  if any character has Landholdings in Formerly 
  Milinous Lands.  That character is attacked by 
  hired killers sent by the previous tenant of his 
  estate.  In case of a tie, choose the character with 
  the lowest Spot bonus. 
   
  • 
  If none of the above, then choose the character 
  with the lowest Spot bonus.  That character is 
  attacked by bandits out hunting in the rain. 
   
  
  Fallen Hero 
   
  Page 6 
  Each character receives an invitation to the funeral 
  separately. The Victim is on his or her way to Loren’s 
  Ford alone, either walking or mounted (whichever is 
  typical).  The other characters have all met up 
  beforehand, and are traveling together (via mounts, 
  walking, wind walk, or whichever other way they chose 
  to travel as a group).  As they have been traveling 
  together for a day, the non-Victim characters are free to 
  cast whatever hours-long preparatory spells they’d like on 
  each other (but not on the Victim).  This adventure 
  begins right at dusk, when the characters are about an 
  hour outside of Loren’s Ford. 
   
  Some Victims may claim that they never travel alone, but 
  always with some other character.  This is silly; everyone 
  travels alone at least some of the time, as most of the 
  roads in the Viscounty are safe.  The roads around the 
  trading hub of Loren’s Ford, in particular, are well 
  patrolled and rarely dangerous. 
   
  You can even separate the Victim from his or her cohort 
  (if he is playing one at this table)—in this case, the cohort 
  rides up with the rest of the characters in Encounter 
  One, having fallen behind a bit. 
   
  Forgery Checks:  Look over the character sheets of each 
  player, and note each character’s Forgery bonus.  Then, 
  ask each player to roll a d20, and add the Forgery bonus 
  (that is, they’re making Forgery rolls, but they don’t know 
  it).  You’ll use the results of these rolls in Encounter 
  Two. 
   
   
  Introduction 
   
  The word spread like wildfire across the Viscounty:  
  Baron 
  Rollof Avgustin, 
  hero and general of 
  Verbobonc, has died.  The aged man returned after 
  serving with distinction in Veluna, rumors say, to die 
  peacefully in his sleep at home. 
   
  This news is sad, but most of you imagine the old 
  Baron’s death wouldn’t impact your life as an 
  adventurer of Verbobonc.  Many of you hadn’t even 
  met Baron Avgustin.  To your surprise, however, each 
  of you received an invitation to the funeral. 
   
  Give the characters a copy of Player Handout #1.  Each 
  player gets their own copy of this letter, wherever they 
  are staying in Verbobonc.  After they have read the letter, 
  continue with Encounter One. 
   
  If the characters want a little more information, a DC 15 
  Gather Information check reveals that there was 
  something suspicious about the Baron’s death.  If the 
  check exceeds 25, however, the character is certain that 
  the gossip nothing more than rumor (in fact, Baron 
  Avgustin died peacefully in his sleep). 
   
  If the characters want to know more about House 
  Avgustin, have them make Knowledge (nobility and 
  royalty), Knowledge (local – VTF) or bardic knowledge 
  checks.  Reveal the following information: 
   
  DC 10: Baron Avgustin has been a Lord of Verbobonc for 
  over 30 years, and spent much of that time as Provost 
  Marshall of Verbobonc, the general of the Verbobonc 
  Standing Army and head of Verbobonc’s War College 
  (for the training of officers).  House Avgustin has one of 
  the largest and richest lands among the noble houses of 
  Verbobonc.  Baron Avgustin was well-loved by his 
  people. 
   
  DC 15: Baron Avgustin has a wife named Sasha and a son 
  named Ivar who is just coming in to manhood. 
   
  DC 20: A couple of years ago, Baron Avgustin’s nephew, 
  Julius, went insane.  He stole some heirloom from his 
  widowed mother, Baron Avgustin’s sister, and was later 
  killed by some cultists of Vecna.  (Characters who 
  participated in VER3-04 A Matter of Love earn this result 
  if their skill roll beats a DC of 10.) 
   
  DC 25: Baron Avgustin relies heavily on the advice and 
  friendship of Captain Yronl, a member of his house 
  guard. (Some characters may have met Captain Yronl in 
  previous scenarios.) 
   
  DC 30: You can sketch out the House Avgustin Lineage 
  from Appendix Three for the character in its entirety 
  (except, of course, that Ivar isn’t dead). 
   
  DC 40: It is rumored that Captain Yronl worships some 
  deity in secret, and that even Baron Avgustin didn’t know 
  of Captain Yronl’s religious leanings.  The deity probably 
  isn’t evil—as Captain Yronl is a good man—but he must 
  have some reason for keeping his faith hidden. 
   
  Encounter One: 
  Now That’s Not Fair! 
   
  Independently, each of you chose to make your way 
  to the Splashing Pony in Loren’s Ford.  Several of you 
  (indicate all the characters except the Victim) have 
  encountered each other on the road and, finding 
  
  Fallen Hero 
   
  Page 7 
  yourselves with a common destination, have chosen 
  to travel together.  Heavy rain has poured from the 
  sky these last few days, with no sign of letting up. 
   
  Inform the characters that today is the 3
  rd of Coldeven, 
  595 CY, and the funeral is to begin at dawn tomorrow.  
  Allow the characters other than the Victim to decide on a 
  marching order and cast any hours-long spells they’d like 
  on each other. 
   
  To the Victim, read: 
   
  You are making your way through the cold rain on 
  the road to the Splashing Pony in Loren’s Ford.  Lady 
  Avgustin’s letter hints of companionship there, but as 
  dusk closes in you are wet and alone.  Lightning 
  flickers in the low clouds.  You pass a stand of dark 
  trees by the side of the road, and a spray of dislodged 
  rain is your only warning as you are suddenly 
  attacked. 
   
  The Victim may make a Spot check based on the Hide 
  check of the attacker(s) to act in the surprise round (the 
  Victim has a -4 to Spot checks because of the rain).  The 
  heavy rain mutes smells, so the Scent ability provides no 
  help in this ambush.  Based on the reason you chose the 
  Victim, his attackers vary: 
   
  Vampire Loved One 
  APL 4 (EL 5) 
  �Vampire Spawn: hp 29; see Monster Manual.  This 
  vampire spawn looks like the Victim’s loved one.  If the 
  loved one is Small in size (like a halfling or a child), this 
  vampire spawn is Small:  give this vampire spawn +1 to 
  AC and attack rolls, +4 to Hide checks, -4 to grapple 
  checks, reduce its damage dice to 1d4 and reduce its 
  speed to 20 ft. 
  �Wolves (2): hp 13 each; see Monster Manual. 
  APL 6 (EL 7) 
  �Vampire: War6; hp 39; see Appendix One.  This 
  vampire looks like the Victim’s loved one.  If the loved 
  one is Small in size (like a halfling or a child), this 
  vampire is Small:  give this vampire +1 to AC and attack 
  rolls, +4 to Hide checks, -4 to grapple checks, reduce its 
  damage dice to 1d4 and reduce its speed to 20 ft. 
   
  APL 8 (EL 9) 
  �Vampire: War8; hp 52; see Appendix One.  This 
  vampire looks like the Victim’s loved one.  If the loved 
  one is Small in size (like a halfling or a child), this 
  vampire is Small:  give this vampire +1 to AC and attack 
  rolls, +4 to Hide checks, -4 to grapple checks, reduce its 
  damage dice to 1d4 and reduce its speed to 20 ft. 
   
  APL 10 (EL 11) 
  �Vampire: War10; hp 65; see Appendix One.  This 
  vampire looks like the Victim’s loved one.  If the loved 
  one is Small in size (like a halfling or a child), this 
  vampire is Small:  give this vampire +1 to AC and attack 
  rolls, +4 to Hide checks, -4 to grapple checks, reduce its 
  damage dice to 1d4 and reduce its speed to 20 ft. 
   
  APL 12 (EL 13) 
  �Vampire: War12; hp 78; see Appendix One.  This 
  vampire looks like the Victim’s loved one.  If the loved 
  one is Small in size (like a halfling or a child), this 
  vampire is Small:  give this vampire +1 to AC and attack 
  rolls, +4 to Hide checks, -4 to grapple checks, reduce its 
  damage dice to 1d4 and reduce its speed to 20 ft. 
   
  Vengeful Drow Rangers 
  APL 4 (EL 5) 
  �Drow Rangers (3): male drow Rgr1; hp 10 each; see 
  Appendix One. 
   
  APL 6 (EL 7) 
  �Drow Rangers (3): male drow Rgr3; hp 24 each; see 
  Appendix One. 
   
  APL 8 (EL 9) 
  �Drow Rangers (3): male drow Rgr5; hp 38 each; see 
  Appendix One. 
  �Medium viper animal companions (3): hp 9 each; see 
  Monster Manual. 
   
  APL 10 (EL 11) 
  �Drow Rangers (3): male drow Rgr7; hp 52 each; see 
  Appendix One. 
  �Medium viper animal companions, advanced (3): hp 
  18 each; see Appendix One. 
   
  APL 12 (EL 13) 
  �Drow Rangers (3): male drow Rgr9; hp 66 each; see 
  Appendix One. 
  �Medium viper animal companions, advanced (3): hp 
  18 each; see Appendix One. 
   
  Ogre Mage Assassin 
  APL 4 (EL 5) 
  �Ogre Assassin: female ogre Rog4; hp 71; see Appendix 
  1.  This ogre begins combat invisible, as she has just 
  consumed a potion of invisibility. 
   
  
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  APL 6 (EL 7) 
  �Ogre Mage: hp 37; see Monster Manual.  This ogre 
  mage has already used its cone of cold and polymorph 
  abilities for the day, reducing its CR by 1.  This ogre mage 
  begins combat invisible. 
   
  APL 8 (EL 9) 
  �Ogre Mage Assassin: female ogre mage Rog2; hp 71; 
  see Appendix 1.  This ogre mage begins combat invisible. 
   
  APL 10 (EL 11) 
  �Ogre Mage Assassin: female ogre mage Rog6; hp 107; 
  see Appendix 1.  This ogre mage begins combat invisible. 
   
  APL 12 (EL 13) 
  �Ogre Mage Assassins (2): female ogre mage Rog6; hp 
  107 each; see Appendix 1.  These ogre mages begin 
  combat invisible. 
   
  Hired Killers/Bandits 
  APL 4 (EL 5) 
  �Thugs (5): male human Ftr1; hp 11 each; see Appendix 
  One. 
  APL 6 (EL 7) 
  �Thugs (4): male human Ftr2/Rog1; hp 23 each; see 
  Appendix One. 
  APL 8 (EL 9) 
  �Thugs (4): male human Ftr2/Rog3; hp 33 each; see 
  Appendix One. 
  APL 10 (EL 11) 
  �Thugs (4): male human Ftr4/Rog3; hp 45 each; see 
  Appendix One. 
  APL 12 (EL 13) 
  �Thugs (4): male human Ftr6/Rog3; hp 70 each; see 
  Appendix One. 
  Development: Clues to the Ambush:  This encounter 
  isn’t nearly as personal unless the Victim knows why he 
  or she has been singled out for attack.  In some cases (as 
  with the vampire), it’s obvious.  In other cases, have the 
  foe utter curses as it attacks, explaining why the character 
  has been singled out (“Our sacred dagger will taint your 
  hands no longer!” or “The giant forces will crush their 
  enemies!” or “The lordling you forced into hiding sends 
  his regards!”). 
   
  Development: Rescue!  Let the Victim think he’s all 
  alone for the surprise round and the first round of 
  combat.  However, the rest of the party is just beyond a 
  rise in the road, 200 feet behind the Victim.  The other 
  characters hear the roar of the ambusher(s), even over the 
  rain, and may roll initiative in the second round of 
  combat. 
   
  Development: Vampire Loved One! If the vampire 
  loved one is driven off, it does not come back for the rest 
  of the adventure. 
   
  Treasure 
  The ambushers only have a small amount of valuable loot 
  and coin on their person, amounting to 25 gp times the 
  APL, as follows: 
  APL 4: L: 100 gp. 
  APL 6: L: 150 gp. 
  APL 8: L: 200 gp. 
  APL 10: L: 250 gp. 
  APL 12: L: 300 gp. 
   
  Encounter Two: 
  At the Splashing Pony 
   
  The Splashing Pony is a tall, narrow inn freshly 
  whitewashed and gleaming in the lantern light.  Dark 
  black cloth hangs in large loops from the eaves of 
  every building in Loren’s Ford, including the 
  Splashing Pony.  The black cloth hangs soggy and 
  forlorn in the pounding rain.  Despite the town’s air 
  of mourning, the strains of song and raucous laughter 
  ring out from inside the inn. 
   
  The entertainment at the Splashing Pony is an exuberant 
  halfling bard named Arne Halefellow.  He is not from 
  this area, but heard of the dire news from the local 
  populace.  He’s performing silly songs and jokes for free, 
  in order to lift the spirits of the crowd.  He is very good at 
  his profession (Perform +19). 
   
  Once the characters enter the Splashing Pony, they can 
  accept their free rooms by checking in with the 
  innkeeper, a big friendly man named Kelden (characters 
  may have met Kelden in VER4-05 Dwarven Dawn).  
  When the characters introduce themselves to Kelden, he 
  has something for them: 
   
  Well, you’ve got your rooms for a couple of days, as 
  promised.  They aren’t too big, but they’re dry.  Feel 
  free to spread your cloaks out by the fire.  Oh, I also 
  had a messenger stop by a couple of hours ago, and 
  I’m supposed to give you these. 
   
  Kelden hands each character a copy of Player Handout 
  #2. 
   
  
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  These notes are forgeries, penned by Obmi himself.  Roll 
  a Forgery check for Obmi (+12), and oppose this roll with 
  the Forgery checks from the characters you made before 
  the start of the adventure.  If any character expresses 
  suspicion of the second note, or even calls for a Forgery 
  check of his own, give that character a +2 bonus to his 
  Forgery result.  Characters who pull out the first letter 
  and compare them earn an additional +2 bonus.  The 
  characters cannot take 10 or 20 on this skill check, and 
  there is no retry. 
   
  Characters that beat Obmi’s Forgery check notice subtle 
  differences in the letters that lead them to believe that 
  one of them is a fake (they don’t know which one, 
  technically, but it would logically be the second). 
   
  Obmi couldn’t resist including a mocking message 
  within his forged notes.  The characters may notice the 
  secret message on their own, but you can call for a DC 20 
  Intelligence check to alert the players that the first letter 
  of each line reads down the page to spell a dire warning. 
   
  Troubleshooting: Clueless Characters: It’s possible that 
  some tables (particularly at low APLs) will fail to notice 
  the forgery and fail to decipher the ominous message.  
  This is fine.  However, they have probably enough 
  interest to at least investigate the sudden cancellation the 
  next morning, when they are greeted as expected guests.  
  If they ask around at Avgustin’s manor, it’s clear no one 
  there sent a second note. 
   
  If the characters decide to take the forged note’s 
  instruction and leave the area, chalk up a resounding 
  victory for Obmi and end the scenario now. 
   
  Troubleshooting: Eager Characters: Some characters 
  may choose to press on to Avgustin Manor at night (or 
  bypass the Splashing Pony entirely).  If so, they arrive at 
  Avgustin Manor well after dark, and no one will let them 
  through the front gates until morning.  The characters 
  have to face a night in the cold rain, unless they have 
  some protection (like Leomund’s secure shelter), but the 
  adventure proceeds as normal in the morning. 
   
  In the morning, the characters have an easy ride through 
  the pouring rain to Avgustin Manor. 
   
  Encounter Three: 
  May I See To Your Mounts? 
   
  The Avgustin manor house is a stately structure 
  behind a high hedge.  The gates in the hedge are wide 
  open, and you are shown in to an open yard.  Before 
  you is the large, three-story manor house itself, with 
  wide wings spreading out to the left and right.  To the 
  right is a large, two-story stable with some sort of 
  lodging above it.  The stable doors are open in the 
  rain, and you see a grizzled, white-haired dwarf 
  pounding out horseshoe nails just inside the stable 
  where it’s dry.  A pair of dirty human lads rush out of 
  the stable through the rain toward you, and are 
  instantly soaked (assuming the party has even one 
  mount of some kind). 
   
   
  To your left is a large open area.  It appears as though 
  it was once a parade ground, if the barracks on the far 
  side of it are any indication.  However, the barracks 
  look unused, and the entire parade ground has been 
  replanted with flowers.  The flowers are all soggy 
  from the pounding rain, however, and the parade-
  ground-turned-garden is now a flower-choked mud 
  hole.  Two basket-carrying servants skirt the mud 
  hole toward a side entrance into the manor house. 
   
   
  Standing near an impressive marble fountain is a tall 
  boy, no more than 15 summers old.  He wears a fine 
  leather cloak to keep the rain off.  His eyes are 
  bloodshot, but his face looks clean and healthy.  He 
  gives you a low bow. 
  “Good heroes, I’m very pleased to make your 
  acquaintance.  I am Lord Ivar Avgustin, son of Baron 
  Rollof Avgustin, and I welcome you to my home.  Let 
  the stable boys see to your mounts, and I’ll take you 
  inside where it’s dry.” 
   
  The stable boys anxiously take whatever mounts the 
  characters have (they are used to unusual creatures like 
  hippogriffs or dire animals) and lead them off to the 
  stable. 
   
  Meanwhile, Ivar greets the characters as much like a man 
  as he can.  He looks each character seriously in the eye, 
  asks his or her name, and shakes his or her hand firmly.  
  All the while, he leads the party toward the elegant front 
  doors of the manor house. 
   
  Ivar leads the way into the manor house.  Ivar is polite 
  and understanding of adventurers’ often-coarse manners, 
  but he won’t allow animals into the house other than 
  Tiny familiars. 
   
  Ask the characters who would be the last to enter the 
  manor house, and direct the following to that character: 
   
  Just as you are about to step in from the rain and join 
  your companions, you hear a horrible grinding noise 
  from off to your right.  The stable tilts at a crazy angle, 
  
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  then collapses in on itself with a resounding crash.  
  You hear the horrible shrieks of horses crushed to 
  death in the collapse, then silence. 
   
  Any mount that was in the stable is potentially hurt by 
  the collapse, taking damage as though in a trap as follows: 
   
  All APLs 
  �Collapsing Stable: CR 9; mechanical; proximity 
  trigger; repair reset; Atk +14 melee touch (14d6 damage, 
  crush); multiple targets (all targets in lower level of 
  stable); Search DC 24, Disable Device DC 24.  Note: 
  animals that aren’t “hit” by the collapse are still showered 
  with rubble, taking 4d6 damage (DC 18 Reflex half). 
   
  Although some characters may worry about their 
  mounts, other characters may realize that the old dwarf 
  and the two stable boys were in the collapse as well. 
   
  Whether or not the characters rush back outside to help, 
  several servants come running over to look for survivors 
  and pick out valuables (the servant quarters were above 
  the stable).  Have characters examining the wreckage of 
  the stable make Search checks against the following DCs: 
   
  DC 10: The character uncovers a House Avgustin horse, 
  slain in the collapse (there is a 25% chance it is a PC 
  mount instead). 
   
  DC 15: The character discovers the body of one of the 
  stable boys, crushed to death in the collapse. 
   
  DC 20: The character discovers the other stable boy, 
  miraculously still alive under a heavy beam supported by 
  a horse’s body.  The boy is unconscious, at -8 hit points, 
  but survives.  If revived, the boy can say that just before 
  the attack, he saw old Grelph (the grizzled old dwarven 
  blacksmith) walk over to a support post, grab a section of 
  it, and disappear into thin air.  The stable immediately 
  collapsed right afterward, as though the support post was 
  the only think keeping it up. 
   
  DC 25: The character finds several support posts from 
  the stable, weakened with acid in several places. 
   
  DC 30: The character uncovers the body of a white-
  haired dwarf, hidden away in a rolled-up horse blanket.  
  A DC 15 Heal check indicates the dwarf has been dead 
  for hours, and was killed by a single hammer blow to the 
  temple which shattered his skull and killed him instantly 
  (any character with the sneak attack ability can confirm 
  that this was a sneak attack from a very skilled 
  combatant).  This body is the real Grelph.  If spoken to 
  (via speak with dead), he remembers his last glimpse of a 
  gray-bearded dwarf sneaking up on him as he got up to 
  relieve himself in the night. 
   
  What Happened?  This is Obmi’s early plan to keep the 
  guests from leaving the manor easily.  He killed Grelph 
  in the middle of the night last night, and disguised 
  himself as the blacksmith.  He spent the last few hours 
  weakening the support posts for the stables with acid, 
  and cutting another large support section loose.  Obmi is 
  good at disguise, so the stable boys didn’t think anything 
  unusual was going on (although if pressed, they’ll admit 
  that Grelph’s usual limp seemed missing).  Obmi waited 
  until the heroes showed up and stabled their mounts.  He 
  then stepped over to the loose support section, used 
  dimension door to get away with it, and the stable came 
  down like a house of cards. 
   
  Troubleshooting: Obmi’s abilities.  Some characters 
  may try to track down or otherwise identify the saboteur. 
   Unfortunately, Obmi is incredibly difficult to find.  
  Spells fail to locate him as though he had mind blank 
  active (note that this means characters that detect evil 
  when they see him in disguise in the stable won’t detect 
  him as evil).  This cannot be penetrated by any kind of 
  scrying.  This ability is a gift from Iuz that makes Obmi 
  very good as his work.  Obmi has also examined the 
  layout of the manor house and grounds in precise detail, 
  and is able to dimension door around with exceptional 
  accuracy virtually at will (How Obmi can do this is a 
  secret to be later revealed).  You should not need any 
  statistics for Obmi in this scenario; he is a background 
  schemer to scare and taunt the characters.  If the 
  characters confront Obmi directly, assume he succeeds at 
  any necessary save or survives any single blow and then 
  escapes.  In this scenario, Obmi is a plot element, not an 
  opponent. 
   
  Encounter Four: 
  Survived By…  
   
  After the stable incident, the characters are led to meet 
  some of the funeral guests, who are gathered out back 
  behind the manor. 
   
  The back patio of the Avgustin Manor house is 
  spacious, nearly thirty feet square.  A large canvas has 
  been erected like a pavilion over the patio, keeping 
  those huddled beneath it dry.  The back patio opens 
  onto a wide expanse of lawn stretching to a thick 
  forest and a small lake.  Just at the edge of the forest, 
  near the lake, is a stone-and-wood shrine to St. 
  Cuthbert.  The shrine is only one room with double 
  
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  doors open wide.  Within the shrine is a stone altar, 
  and lying upon it is an old man dressed in fine clothes 
  bearing the crest of House Avgustin. 
   
  Because of the pounding rain, most of the black-clad 
  guests here remain on the patio under the canvas.  
  Only the young man who met you at the front of the 
  manor house stands out in the rain, a few paces from 
  the open doors of the shrine, head bowed. 
   
  This is a free-form roleplaying encounter, designed to 
  introduce the characters to some of the notable figures 
  present at the funeral.  They include: 
   
  • 
  Lady Sasha Avgustin: This grieving widow 
  loved her husband dearly.  Sasha is a gray-haired 
  old woman with severe arthritis.  She moves 
  only with difficulty, from chair to chair.  She 
  seems older than her 50 years because the last 
  few months have been hard on her.  Sasha could 
  make a claim to lead House Avgustin, but she 
  has no interest in ruling.  As the head of the 
  manor house and hostess of the characters, 
  Sasha deserves respect from the characters.  
  Note which characters are particularly polite to 
  Sasha, as she remembers this in the Conclusion. 
   
  • 
  Ivar Avgustin:  Baron Avgustin’s son is a 
  pleasant, sturdy lad just coming into manhood.  
  He is sad at his loss but exceedingly polite, and 
  it’s clear he is well educated and has good 
  manners.  However, rather than stand with the 
  others under the canvas tent, Ivar stands a 
  lonely vigil in the rain near his father’s corpse.  
  He is openly appreciative to any characters that 
  will stand in the rain with him and let him 
  grieve.  Ivar hopes to be a good ruler and great 
  hero like his father was.  After a ceremony by 
  Viscount Langard next week, Ivar expects to 
  become the new Baron Avgustin (but, alas, he 
  won’t live that long). 
   
  • 
  Lady Katerina Brandenburg: Baron Avgustin’s 
  sister is a nervous, addled old woman.  Her 
  sanity has deteriorated rapidly since her son 
  died, and she only hangs on out of devotion to 
  her young daughter, Elise.  Katerina is a tall 
  waspish woman who seems eerily disconnected 
  from the events around her.  She is nearly sixty 
  years old. 
   
  • 
  Elise Brandenburg: Baron Avgustin’s niece is a 
  polite little girl who is generally upbeat and 
  positive despite losing her father to war and 
  brother to madness.  She loves horses, and it’s 
  possible that the collapse of the stable bothers 
  her more than the loss of her uncle.  If the 
  characters talk to her, she cries about the horses 
  and the stable boy that was killed.  Later, she 
  runs off down the nearby horse path once no 
  one’s looking (see the Development, later in this 
  Encounter). 
   
  • 
  Captain Yronl: Baron Avgustin’s most trusted 
  advisor is this proud-looking man.  Although 
  Captain Yronl does not yet have the highest 
  rank in the House Avgustin guard, most of the 
  guardsmen defer to his skilled leadership.  
  Baron Avgustin was a very close friend and like 
  a father to Yronl, and Yronl bears his sadness 
  and loss like a heavy load.  He is polite to the 
  characters, particularly those who are law-
  enforcement types in the Viscounty. 
   
  • 
  House Avgustin Tribunes: To provide some 
  defense to the proceedings, Captain Yronl has 
  selected seven of Avgustin’s most trusted 
  guardsmen to keep an unobtrusive eye on 
  proceedings.  They’d rather not speak to the 
  guests, and keep an eye out for danger.  Each is 
  equipped with half plate and halberds.  They 
  generally stay out of the way. 
   
  • 
  Walker Tama: This tall woman is a priest of 
  Fharlanghn and cartographer from Loren’s 
  Ford. She has been friends with Baron Avgustin 
  for several years.  She befriends any obvious 
  cleric in the party, particularly worshippers of 
  the Dweller on the Horizon. 
  • 
  Darby Bristlenoggin: This dour old gnome has 
  been sent by Prince Jimm to pay his respects.   
  He is a long-bearded old patriarch with short-
  cropped hair.  Darby is a prosperous gem 
  merchant, but he keeps his wealth well hidden 
  under his somber funeral garb.  Darby didn’t 
  know Baron Avgustin well, but he’s sad the old 
  man is dead and concerned what might happen 
  to Avgustin’s lands.  Darby pumps the 
  characters for their opinions about Ivar 
  Avgustin, and implies that many have high 
  hopes for the soon-to-be Baron.  
   
  Development: It’s clear that Elise is very distraught by 
  the collapse of the stables.  At some opportune time, she 
  flees the area to head to a secret place she knows in the 
  woods.  The characters can only notice her leave with a 
  
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  DC 25 + APL Spot check (remember the penalties due to 
  the rain).  If successful, they see her dart down the bridle 
  path on the other side of the lake, out of sight. 
   
  Whether the characters see Elise leave or not, her 
  disappearance is almost immediately noted.  Lady 
  Katerina demands that someone go after her.  Captain 
  Yronl volunteers to go look for her (even if the characters 
  didn’t see her leave, Captain Yronl has a good idea of 
  where she’s gone), but he’s unwilling to venture down 
  the riding path without backup.  Captain Yronl tells the 
  characters that he can either take them, in case Elise is in 
  trouble, or he can take the House Avgustin guardsmen, 
  leaving the characters to watch over the funeral guests. 
   
  If the characters decide to go after Elise with Captain 
  Yronl, move on to Encounter Five.  If the characters stay 
  and let the guardsmen go, move on to Encounter Six. 
   
  Encounter Five: 
  Looking for Elise 
   
  Alongside Captain Yronl, you travel up the bridle 
  path curving around a sparse wood.  After about 
  twenty minutes (or 30 minutes, if the slowest party 
  member moves 20 feet per round or slower), Captain 
  Yronl starts looking for some sign through the trees 
  and rain.  He seems to notice whatever it was he was 
  looking for, and pauses only long enough to say, “It’s 
  very important to both me and Elise that you keep 
  what you’re about to see here a secret.”  He then 
  presses on directly into the forest. 
   
  Any character with the Track feat may make a DC 16 
  Survival check to notice that Elise indeed went this way a 
  short time ago.  Her tracks veer off the bridle path near a 
  distinctive stump. 
   
  Five minutes later, you come upon a stone structure 
  no bigger than a haystack.  The structure looks very 
  old, and is covered with lichen.  One side of the 
  structure is open, but the interior looks dry.  Inside 
  the structure is Elise Brandenburg, kneeling before a 
  wooden shrine topped by lit candles and a three-
  armed symbol: the Rune of Retribution. 
   
  Characters that succeed at a DC 10 Knowledge (religion) 
  check identify this rune as the holy symbol of Trithereon, 
  Chaotic Good god of retribution and freedom. 
   
  The Attack: As soon any character (or Captain Yronl) 
  nears the shrine, several skulking chokers attack.  These 
  chokers are agents of Obmi, sent to kill Elise in her secret 
  shrine.  They are led by their queen, Gut-throttle, an 
  adept of no small skill.  Obmi bosses the other chokers 
  around, but at least pretends to treat Gut-throttle with 
  some respect.  The chokers are spread out in the 
  underbrush around the hut, and attack the characters 
  from several sides at once.  Roll Hide checks for the 
  chokers opposed by Spot checks from the characters.  
  Characters that succeed may act in the surprise round. 
   
  APL 4 (EL 6) 
  �Gut-Throttle: female choker Adp4; hp 54; see 
  Appendix One. 
  �Chokers (2): hp 16 each; see Monster Manual. 
   
  APL 6 (EL 8) 
  �Gut-Throttle: female choker Adp6/Rog2; hp 83; see 
  Appendix One. 
  �Chokers (3): hp 16 each; see Monster Manual. 
   
  APL 8 (EL 10) 
  �Gut-Throttle: female choker Adp10/Rog2; hp 111; see 
  Appendix One. 
  �Advanced chokers, 6HD (3): hp 45 each; see 
  Appendix One. 
   
  APL 10 (EL 12) 
  �Gut-Throttle: female choker Adp14/Rog2; hp 138; see 
  Appendix One. 
  �Advanced chokers, 6HD (6): hp 45 each; see 
  Appendix One. 
   
  APL 12 (EL 14) 
  �Gut-Throttle: female choker Adp18/Rog2; hp 166; see 
  Appendix One. 
  �Half-Fiendish advanced chokers, 6HD (6): hp 51 
  each; see Appendix One. 
   
  Tactics: Captain Yronl runs to the shrine and defends 
  Elise to the best of his ability.  The chokers attack the 
  characters first, assuming they can then finish Elise and 
  Captain Yronl at their leisure.  Gut-throttle casts as many 
  damaging spells as possible every round, but she prefers 
  to spread her damage-dealing spells around.  At APL 12, 
  she starts with stoneskin precast. 
   
  Development: Normally, chokers live underground and 
  hunt alone.  Any character who makes a DC 13 
  Knowledge (nature) or Knowledge (dungeoneering) 
  check will know that this is a highly unusual attack for 
  chokers; they are likely working for someone (or 
  something) else.  If the characters capture and 
  interrogate her, Gut-throttle reveals that she works for 
  Obmi, a gray-bearded dwarf who works for Iuz.  She was 
  
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  sent to this shrine to kill Elise and any other witnesses.  
  Gut-throttle reveals this information only if the 
  characters 
  successfully 
  demoralize 
  her 
  with 
  an 
  Intimidate check.  The other chokers are Gut-Throttle’s 
  brood, and they just do as she commands. 
   
  Elise is afraid in the attack, but she tries not to let it show 
  (DC 12 Sense Motive to reveal that the choker attack 
  scared her).  When the fight is over, read: 
   
  Avgustin’s niece clutches at Captain Yronl’s tabard as 
  he leads her away from the shrine.  She looks at all of 
  you, then turns her face up to look at Captain Yronl.  
  “Captain, they know our secret worship place.  Can 
  they keep the secret?” 
   
  Captain Yronl looks you over.  “The worship of the 
  Summoner is not illegal in the Viscounty, but 
  unheard of among the nobility.    The Cuthbertines 
  would withdraw their support, and most military 
  officers would distance their troops from the noble’s 
  lands.  In these dangerous times, these lands need 
  protection of the Cuthbertines and the military.  Lord 
  Ivar does not know.  Not even the Baron knew of my 
  secret faith…and Elise’s.  Please, keep what you have 
  seen here to yourselves.” 
   
  Whether the characters agree or not is out of Yronl’s 
  hands.  If the characters probe him more completely on 
  this issue, Yronl admits that he believes in doing good 
  works above all else.  However, he is a secret anarchist (as 
  are most worshippers of Trithereon), and feels that most 
  nobles are an oppressive burden on the populace. Even 
  Baron Avgustin, he felt, lived his hero’s life on the work 
  of the peasants.  Yronl desperately hopes Ivar will work to 
  become an equal of the people, rather than an oppressor. 
   
  When the characters return to the manor, skip ahead to 
  Encounter Seven. 
   
  Encounter Six: 
  The Elements of Distraction 
   
  Captain Yronl and a half dozen soldiers hustle down 
  the bridle path and are soon lost from sight.  The 
  funeral attendees mingle under the large canvas tent 
  stretched over the patio.  Over near the lake stands 
  the ornate shrine to St. Cuthbert, carved in stone and 
  exotic wood.  Baron Avgustin’s body, wrapped in 
  finery, lies pale on the altar. 
   
  “A sad day for all,” says a quavering voice near you.  
  The speaker is a stunning woman with deep black 
  eyes and thick dark hair spilling down over an 
  expensive funeral gown.  “I’ve only just arrived, and 
  we haven’t met.  I am Lady Meinwen (pronounced 
  “main – when”) Saflynd.” The woman gives a brief 
  curtsey. 
   
  Lady Meinwen is the wife of Lord Alywen Saflynd, the 
  noble with lands to the west of House Avgustin.  The 
  Saflynds have strong ties to House Avgustin (and were 
  vassals of House Avgustin only three generations ago).  
  Lord Saflynd was unable to attend the Baron’s funeral due 
  to pressing matters, and sent his wife in his stead.  
  Meinwen is quite comfortable in regal company, but she 
  is not one to stand on formality and is always happy to 
  meet new people. 
   
  Meinwen is a friendly, likeable woman who chitchats 
  with the characters.  She tries to naturally steer the 
  conversation in the direction of their past exploits in 
  western Verbobonc, particularly in the Iron Wood.  She 
  tries to find out whether any of them know Lord 
  Shannus well, and what they think of him (Shannus is an 
  elven dragon disciple who appeared in VER2-02 Granite 
  Keep, VER2-06 Glory Town, VER3-03 Glory Dimmed, 
  and VER4-03 Glory’s Warriors.  In mid 594 CY, he was 
  elevated to nobility by the Viscount in exchange for 
  keeping the Iron Wood purged of lycanthropes). 
   
  A DC 25 Knowledge (nobility and royalty) or Bardic 
  Knowledge reveals that the Saflynds and Lord Shannus 
  do not get along well (Alywen Saflynd thinks Shannus is 
  an untrustworthy half-monster, and Shannus thinks 
  House Saflynd has ties to lycanthropes).  Meinwen tries 
  to be discreet in her inquiries, but she’s looking for any 
  inside information she can get on Lord Shannus from the 
  characters. 
   
  When you feel the discussions with Lady Meinwen are 
  winding down, have the characters make Spot checks.  To 
  whichever character gets the highest (no matter the 
  result), read: 
   
  Your gaze drifts over the lake near the shrine of St. 
  Cuthbert where Avgustin’s body rests.  There is a 
  flash in the rain near the far side of the lake, as 
  though someone had tossed a bit of glass or gemstone 
  into the water from the dense forest.  You peer into 
  the forest, but see no one there.  Suddenly, with a 
  roar, the surface of the lake rises up and surges 
  toward the shrine. 
   
  Obmi has just summoned some elementals with 
  elemental gems (and, at higher APLs, superior elemental 
  gems).  The water elemental rushes toward the shrine, 
  
  Fallen Hero 
   
  Page 14 
  intending to batter it down and destroy the body within.  
  The other elementals arrive in the second round of 
  combat (the earth elemental from the ground, and the air 
  elemental from out of the forest) and do the same.  If the 
  characters approach, the elementals turn on them 
  instead. 
   
  APL 4 (EL 6) 
  �Earth Elemental, Medium: hp 30; see Monster 
  Manual. 
  �Water Elemental, Large: hp 68; see Monster Manual. 
   
  APL 6 (EL 8) 
  �Earth Elemental, Large: hp 68; see Monster Manual. 
  �Water Elemental, Huge: hp 152; see Monster Manual. 
  APL 8 (EL 10) 
  �Earth Elemental, Huge: hp 152; see Monster Manual. 
  �Water Elemental, Greater: hp 199; see Monster 
  Manual. 
  APL 10 (EL 12) 
  �Earth Elemental, Greater: hp 199; see Monster 
  Manual. 
  �Water Elemental, Elder: hp 228; see Monster Manual. 
  APL 12 (EL 14) 
  �Air Elemental, Elder: hp 204; see Monster Manual. 
  �Earth Elemental, Elder: hp 228; see Monster Manual. 
  �Water Elemental, Elder: hp 228; see Monster Manual. 
  Tactics: These elementals batter on whoever is nearest.   
  Since they are summoned creatures, any number of 
  simple tricks can make this combat substantially easier 
  for the characters (protection from evil, dispel magic 
  against the minimum caster level needed to summon the 
  elemental via summon nature’s ally, banishment, and so 
  forth).  If no good target is within reach, the creatures 
  batter at Baron Rollof Avgustin’s corpse, defacing it quite 
  completely. 
   
  Development:  In the chaos of the battle, the characters 
  can’t tell which guests may have fled where.  Certainly, 
  none of the guests approach the shrine, and many of 
  them scatter out from the patio.  Ivar slips into the manor 
  house, where he is killed by Obmi (the characters 
  discover this in Encounter Eight).  The elemental attack 
  was just a distraction, and Obmi uses it to his best 
  advantage (he’s able to dimension door into the house; 
  that’s how he gets from the woods into the sitting room 
  so quickly). 
   
  From here, go to Encounter Seven. 
     
  Encounter Seven: 
  Coming Back Together 
   
  At this point, you’ve got to get the party back on track, 
  based on what they’ve done so far. 
   
  If the characters went to rescue Elise, they return just as 
  the House Avgustin Guardians are finishing their battle 
  with the elementals.  The Guardians were unable to 
  prevent Baron Avgustin’s body from being badly 
  damaged, however, and this puts everyone in a worse 
  mood.  Anyone present can tell the characters that the 
  elemental attack came from out of the woods.  If the 
  characters investigate that direction, they find the 
  elemental gem on a DC 15+APL Search check (see 
  below). 
   
  These characters earn the “learned of Yronl’s and Elise’s 
  deity” entry on the AR. 
   
  If the characters stayed to protect the attendees, they 
  are free to search the woods in the direction the 
  elementals came from if they choose.  On a DC 15+APL 
  Search check, they discover an elemental gem (see 
  below).  Very soon, Captain Yronl and Elise return with 
  three (out of eight) Guardians.  The other Guardians were 
  all slain, and the survivors can describe the choker attack 
  in great detail.  Ultimately, however, Captain Yronl and 
  the Guardians were able to prevail over the horrid 
  aberrations. 
   
  These characters earn the Influence with House Saflynd 
  on the AR, as long as they shared any information about 
  Shannus with Lady Meinwen Saflynd. 
   
  Treasure: If the characters search back into the woods 
  where the elementals came from, a DC 15+APL Search 
  check reveals a single gemstone, discarded in Obmi’s 
  haste to be gone before his elementals attacked.  This is 
  an elemental gem of some type (refer to the AR).  The 
  characters also find a large chunk of wood that was once a 
  support pillar of the stable (Obmi dropped it here after he 
  escaped the stable via dimension door). 
  APL 4: M: elemental gem (transparent), (187 gp per 
  character). 
  APL 6: M: improved elemental gem (transparent), (275 
  gp per character). 
  APL 8: M: greater elemental gem (transparent),  
  (379 gp per character). 
  APL 10 and 12: M: elder elemental gem (transparent), 
  (637 gp per character). 
   
  Once the characters have caught up, read: 
  
  Fallen Hero 
   
  Page 15 
   
  The funeral attendees return from the rain to the 
  shelter of the canvas covering over the patio in ones 
  and twos.  The canvas is beginning to bulge 
  downward in spots due to the weight of the collected 
  rain.  Despite the frightening sight they have just 
  witnessed, the attendees animatedly describe (your 
  party’s heroics or the heroics of the House Guard) in 
  fighting the elementals. 
   
  Lady Sasha Avgustin looks around with an expression 
  of concern and, as more people return, rising panic.  
  “Has anyone seen Ivar?” she asks aloud.  “Has anyone 
  seen my son?” 
   
  Sure enough, Ivar is missing from the returning crowd.  
  If the characters ask around, a DC 20 Gather Information 
  check reveals that he was last seen heading into the 
  manor house.  A DC 20 Search check while Tracking also 
  shows that he entered the manor house.  The characters 
  may have other helpful ways, such as locate object, to find 
  Ivar.  They all lead to the sitting room inside the manor 
  house, and the next Encounter. 
   
  Encounter Eight: 
  One Less Heir 
   
  When the characters enter the manor house, read: 
   
  The patio doors of the Avgustin manor house open 
  into a large tastefully-decorated drawing room.  From 
  behind a stout leather sofa you see a rapidly spreading 
  pool of blood and an outstretched hand, clenched in a 
  fist. 
   
  Behind the sofa lies Ivar, slain by a single blow to the 
  head by a heavy bludgeoning weapon.  Any character 
  with the sneak attack ability can, with a DC 15 Heal 
  check, determine that the killer had the sneak attack 
  ability as well. 
   
  Ivar did not die without a struggle.  Clenched in his fist is 
  a clump of short gray hairs he tore from Obmi’s beard as 
  he was struck down. 
   
  If the characters try to raise Ivar from the dead, they find 
  that they are unable. Obmi is pretty thorough when he 
  targets some for death.  
   
  Development:  Tracks:  Even characters without the 
  Track feat can identify wet, muddy footprints that simply 
  appear in the sitting room behind the couch.  The prints 
  are wide and the owners pace is short, like a dwarf (a DC 
  18 Search check is needed to notice the pace).  The tracks 
  lead right out the front door of the manor, into the rain.  
  When the characters follow the Killer, go to the next 
  Encounter. 
   
  Encounter Nine: 
  Showdown 
   
  Once the characters go out front, they come face to face 
  with Obmi the Killer, Hammer of Iuz. 
   
  Standing alone in the parade-ground-turned-garden is 
  a tall dwarf with an iron-gray beard.  His feet are 
  firmly planted in the mud and broken flowers, and he 
  handles a massive hammer casually. 
   
   
  “Hmph,” he grunts.  “I didn’t get to finish everything 
  I wanted to do here, thanks to you chumps, but I still 
  call today a success for Ol’ Obmi.  I see my note didn’t 
  fool you any.  Smart.  You might be just smart enough 
  to survive to see me again.  That’ll be too bad for you, 
  because I’ll probably just kill you then.” 
   
   
  With a quick action, the iron-bearded dwarf pulls 
  some charms off a silver bracelet and flings them 
  toward you.  The charms resolve into a muscled 
  duergar and a shifty-looking woman. 
   
   
  “Get ‘em, lads, and I’ll pay you triple,” says Obmi. If 
  any character has access to the Nymph’s Kiss feat from 
  VER4-09 Wicked Three, Obmi points at those characters 
  and adds, “Start with that one (or them).  I owe (him or 
  her or them) one for the dryad incident.”  With a 
  flash, Obmi winks out of sight. 
   
  Have all the characters make Spot checks immediately 
  (remember the penalty due to rain).  Those that succeed 
  on a DC 12+APL notice that Obmi threw three charms, 
  not two (a clue that there is a third villain around here 
  somewhere). 
   
  These foes are called by a special bracelet of friends Obmi 
  wears.  They are surprised to be suddenly thrown into a 
  fight, but they’re not entirely unprepared.  Each has a 
  special contingency (placed by the Cowled Lady) that 
  activates a spell when they are called by the bracelet.  The 
  Cowled Lady has the Craft Contigent Spell Feat* (See 
  Appendix 2: New Rules Items) from Complete Arcane 
  and thus was able to do this.  The duergar barbarian gets 
  heroism (or greater heroism, at higher APLs).  The 
  human ranger gets false life (or empowered false life, at 
  higher APLs).  The halfling assassin gets greater 
  invisibility (at all APLs). 
  
  Fallen Hero 
   
  Page 16 
   
  Obmi, of course, gets away for good.  The characters do 
  not get the chance to fight him here. 
   
  APL 4 (EL 7) 
  �Urtgrim: male duergar Bbn5: hp 55; see Appendix 
  One. 
  �Genda Two-Fangs: female human Rgr2: hp 15; see 
  Appendix One. 
  �Skreet: male Halfling Rog2: hp 14; see Appendix One. 
   
  APL 6 (EL 9) 
  �Urtgrim: male duergar Bbn7: hp 75; see Appendix 
  One. 
  �Genda Two-Fangs: female human Rgr4: hp 31; see 
  Appendix One. 
  �Skreet: male Halfling Rog4: hp 22; see Appendix One. 
   
  APL 8 (EL 11) 
  �Urtgrim: male duergar Bbn9: hp 95; see Appendix 
  One. 
  �Genda Two-Fangs: female human Rgr6: hp 45; see 
  Appendix One. 
  �Skreet: male Halfling Rog4/Ftr1/Asn1: hp 40; see 
  Appendix One. 
   
  APL 10 (EL 13) 
  �Urtgrim: male duergar Bbn11: hp 115; see Appendix 
  One. 
  �Genda Two-Fangs: female human Rgr8: hp 59; see 
  Appendix One. 
  �Skreet: male Halfling Rog4/Ftr1/Asn3: hp 52; see 
  Appendix One. 
   
  APL 12 (EL 15) 
  �Urtgrim: male duergar Bbn13: hp 135; see Appendix 
  One. 
  �Genda Two-Fangs: female human Rgr10: hp 73; see 
  Appendix One. 
  �Skreet: male Halfling Rog4/Ftr1/Asn5: hp 64; see 
  Appendix One. 
   
  Tactics: These foes start about sixty feet away from the 
  lead character.  Urtgrim enlarges himself if reasonable to 
  do so (that is, unless someone moves right up to him 
  right away), then rages and closes with whoever he can.  
  Genda is mostly a coward, but she tries to move up and 
  deliver full attacks with her two weapons.  She fights 
  defensively if she starts taking damage.  Skreet 
  maneuvers into positions where he can make sneak 
  attacks (or death attacks, at higher APLs) under his 
  greater invisibility.  Due to the mud and rain, the 
  characters have a +8 circumstance bonus to spot Skreet as 
  he fights (remember invisible characters get +20 to Hide 
  if they’re moving, and +40 if they stay still), but this 
  bonus is partially offset by the -4 Spot penalties due to the 
  rain.  These foes only give up if reduced to single digit hit 
  points and given the option to surrender (except for 
  Urtgrim, who fights to the death). 
   
  Terrain: the mud adds +2 to the DC of all Tumble checks 
  in the area, but doesn’t otherwise impede movement. 
   
  Treasure: Loot Obmi’s minions: 
  APL 4: L: 387 gp; C: 0 gp; M: +1 chain shirt, (104 gp per 
  character); +1 scythe, (193 gp per character); potion of fly, 
  (62 gp per character); potion of cure moderate wounds, 
  (25 gp per character); +1 rapier, (193 gp per character; 
  potion of invisibility, (25 gp per character). 
  APL 6: L: 448 gp; C: 0 gp; M: +1 chain shirt, (104 gp per 
  character); +1 scythe, (193 gp per character); potion of fly, 
  (62 gp per character); potion of cure serious wounds, (62 
  gp per character); +1 studded leather armor, (97 gp per 
  character); +1 rapier, (193 gp per character); potion of 
  invisibility, (25 gp per character). 
  APL 8: L: 445 gp; C: 0 gp; M: +1 chain shirt, (104 gp per 
  character); +1 maiming scythe, (693 gp per character); 
  potion of fly, (62 gp per character); potion of cure serious 
  wounds, (62 gp per character); +1 studded leather armor, 
  (97 gp per character); +1 rapier, (193 gp per character); 
  potion of invisibility, (25 gp per character). 
  APL 10: L: 95 gp; C: 0 gp; M: +1 chain shirt, (104 gp per 
  character); +1 maiming scythe, (693 gp per character); 
  potion of fly, (62 gp per character); +1 mithral breastplate, 
  (433 gp per character); potion of cure serious wounds, (62 
  gp per character); +1 studded leather armor, (97 gp per 
  character); +1 rapier, (193 gp per character); potion of 
  invisibility, (25 gp per character). 
  APL 12: L: 45 gp; C: 0 gp; M: +1 chain shirt, (104 gp per 
  character); +1 maiming scythe, (693 gp per character); 
  potion of fly, (62 gp per character); boots of speed, (1,000 
  gp per character); +1 mithral breastplate, (433 gp per 
  character); +1 light pick (2), (192 gp per character each); 
  potion of cure serious wounds, (62 gp per character); +1 
  studded leather armor, (97 gp per character); +1 rapier, 
  (193 gp per character); potion of invisibility, (25 gp per 
  character). 
   
  Development: Questioning the Minions:  These 
  minions of Obmi are actually very well informed.  If the 
  characters are able to successfully demoralize any of them 
  by use of the Intimidate skill, they reveal that they live 
  and train in a fortress high up in the Lortmils.  Obmi 
  lives there, too, although he comes and goes quite a bit, 
  and Obmi often entertains a pale-skinned woman who 
  always wears a heavy cloak.  Both Obmi and the woman 
  come and go at strange times, with magic.  There are also 
  
  Fallen Hero 
   
  Page 17 
  a lot of giants hanging around the keep, mostly hill 
  giants, ogres, and trolls.  They are thoroughly bad people 
  who enjoy the occasional murderous missions Obmi 
  sends them on. 
   
  Once this encounter is over, go to the Conclusion. 
   
  Conclusion 
   
  When Lady Sasha learns of her son’s death, she is too 
  stricken with grief to even cry.  However, she selects the 
  most noble, polite, and brave among the heroes (don’t 
  choose a character that hasn’t been polite to Lady Sasha, 
  and don’t choose a character that doesn’t wear medium or 
  heavier armor).  Lady Sasha invites that character to 
  become the new bearer of Strength of the Land, her 
  husband’s armor. Write this on the Critical Event 
  Summary of who she selects if the PCs wishes this armor. 
  The Verbobonc Triad will then contact this player. 
   
  The old woman gestures arthritically to a guardsman 
  from her chair.  “Engart, will you please fetch Rollof’s 
  armor for this brave hero?”  The guardsman looks 
  shocked, but Lady Sasha nods grimly, “He would want 
  it passed on to a new hero, and this one has showed 
  himself (or herself) to be worthy.” 
   
  Allow the chosen character to read the supplemental AR 
  for this adventure, and decide whether he or she will 
  accept this gift.  The character need not purchase the 
  armor now, but the possible bearer of the armor must be 
  selected at this time.  If the character doesn’t want this 
  armor for whatever reason, Lady Sasha selects another 
  character to bequeath her husband’s armor upon. 
   
  The following morning, Bishop Haufren arrives to give 
  the proper Cuthbertine funeral rites.  Bishop Haufren 
  was delayed a day due to the downpour. 
   
  The wide carriage trundles into the yard of Avgustin 
  Manor and stops with a squelch next to the remains 
  of the stable.  The carriage door opens in the morning 
  rain and out steps a paunchy old man wearing 
  vestments of St. Cuthbert.  Bishop Haufren has 
  finally arrived. 
   
  With the Bishop is a dour-looking contingent of 
  assistant priests who seem more like bodyguards than 
  clerics.  Bishop Haufren approaches Lady Sasha 
  Avgustin, perched on a chair beneath a wide 
  umbrella, and the old woman begins crying anew. 
   
  Bishop Haufren talks with Captain Yronl and with 
  the group of you for the better part of an hour to 
  determine the extent of the damage to House 
  Avgustin. 
   
  Bishop Haufren is a 14
  th level cleric of St. Cuthbert.  If the 
  characters need any spells that he could provide (such as 
  raise dead), he will cast it for free if they provide any 
  necessary material component. 
   
  If the characters learned of Yronl’s and Elise’s secret 
  worship of Trithereon, ask the characters if they wish to 
  reveal this secret to the Bishop.  If they do, skip to the 
  Alternate Conclusion.  Otherwise, continue on. 
   
  By this time, all the guests have migrated to the back 
  yard under the sagging awning, looking at the altar 
  holding both Baron Avgustin and his son. 
   
  Bishop Haufren stands in the rain near the alter, a 
  pair of his priests holding a cape over his bald head to 
  keep off the pounding rain. 
   
  “Before I begin the ceremony,” Bishop Haufren 
  announces, “I want to remind you that there are two 
  men dead here.” The guests look around at each other, 
  confused that the Bishop should state such an 
  obvious fact.  But the Bishop continues.  “Brave and 
  good men, but merely men nonetheless.  You think 
  you see old age, and the work of an assassin that has 
  succeeded.  I see new life, and the work of an assassin 
  that has failed.  This Obmi, this ‘Hammer of the Old 
  One’, tried to kill a noble house of Verbobonc 
  yesterday, and he failed.  House Avgustin lives on.  
  Men are dead, but the house lives on, because of these 
  heroes.” 
   
  Bishop Haufren gestures to the characters, and the 
  gathered crowd looks at them appreciatively. 
   
  “I would like to invite Lady Elise Brandenberg, by all 
  rights now head of House Avgustin, to stand by me 
  while I administer the sacred rites over her uncle and 
  cousin.  I would also like to invite Captain Yronl to 
  stand behind Elise, from now until she comes of age, 
  as her Regent.” 
   
  The little girl and Captain Yronl step out into the rain 
  next to Bishop Haufren, and the Bishop begins the 
  funeral rites over the fallen hero and his son. 
   
  The End 
   
   
  
  Fallen Hero 
   
  Page 18 
  Alternate Conclusion 
  If the characters reveal Captain Yronl’s and Elise’s secret, 
  Bishop Haufren is not going to name them as the leaders 
  of House Avgustin (even though that was his orders from 
  Viscount Langard).  For the time being, House Avgustin 
  is leaderless, as Bishop Haufren doesn’t bring it up.  
  Conclude with the following shorter text: 
   
  By this time, all the guests have migrated to the back 
  yard under the sagging awning, looking at the altar 
  holding both Baron Avgustin and his son. 
   
  Bishop Haufren stands in the rain near the alter, a 
  pair of his priests holding a cape over his bald head to 
  keep off the pounding rain. 
   
  “Before I begin the ceremony,” Bishop Haufren 
  announces, “I want to thank the heroes here for 
  trying their best to end yesterday’s threat. If they had 
  acted quicker, perhaps House Avgustin would have a 
  leader still this day.” 
   
  Without further comment, the Bishop begins the 
  funeral rites over the fallen hero and his son. 
   
  The End 
   
  Experience Point Summary 
   
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter One: Now That’s Not Fair! 
  Defeat the ambushers: 
   
  APL 4 
  150 XP 
   
  APL 6 
  210 XP 
   
  APL 8 
  270 XP 
   
  APL 10 
  330 XP 
    
  APL 12 
  390 XP 
   
  Encounter Two: At the Splashing Pony 
  Discover either the forgery or the secret message in the 
  second note: 
   
  APL 4 
    45 XP 
   
  APL 6 
    60 XP 
   
  APL 8 
    75 XP 
   
  APL 10 
    90 XP 
    
  APL 12 
  105 XP 
   
  Encounter Five: Looking For Elise 
   -or- 
  Encounter Six: The Elements of Distraction 
  Defeat the chokers/elementals: 
   
  APL 4 
  180 XP 
   
  APL 6 
  240 XP 
   
  APL 8 
  300 XP 
   
  APL 10 
  360 XP 
    
  APL 12 
  420 XP 
   
  Encounter Nine: Showdown  
  Defeat Obmi’s minions: 
    
  APL 4 
  210 XP 
   
  APL 6 
  270 XP 
   
  APL 8 
  330 XP 
   
  APL 10 
  390 XP 
    
  APL 12 
  450 XP 
   
  Story Award 
  Good roleplaying and combat heroics: 
   
  APL 4 
    90 XP 
   
  APL 6 
  120 XP 
   
  APL 8 
  150 XP 
   
  APL 10 
  180 XP 
    
  APL 12 
  210 XP 
   
  Total Possible Experience 
    
  APL 4 
    675 XP 
   
  APL 6 
    900 XP 
   
  APL 8 
  1125 XP 
   
  APL 10 
  1350 XP 
    
  APL 12 
  1575 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. 
   
  
  Fallen Hero 
   
  Page 19 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items. 
   
  Encounter One: Now That’s Not Fair! 
  Loot the ambushers: 
  APL 4: L: 100 gp. 
  APL 6: L: 150 gp. 
  APL 8: L: 200 gp. 
  APL 10: L: 250 gp. 
  APL 12: L: 300 gp. 
   
  Encounter Seven: Coming Back Together 
  Discover the discarded elemental gem: 
  APL 4: M: elemental gem (transparent), (187 gp per 
  character). 
  APL 6: M: improved elemental gem (transparent), (275 
  gp per character). 
  APL 8: M: greater elemental gem (transparent), (379 gp 
  per character). 
  APL 10 and 12: M: elder elemental gem (transparent), 
  (637 gp per character). 
   
  Encounter Nine: Showdown 
  Defeat and loot Obmi’s minions: 
  APL 4: L: 387 gp; C: 0 gp; M: +1 chain shirt, (104 gp per 
  character); +1 scythe, (193 gp per character); potion of fly, 
  (62 gp per character); potion of cure moderate wounds, 
  (25 gp per character); +1 rapier, (193 gp per character; 
  potion of invisibility, (25 gp per character). 
  APL 6: L: 448 gp; C: 0 gp; M: +1 chain shirt, (104 gp per 
  character); +1 scythe, (193 gp per character); potion of fly, 
  (62 gp per character); potion of cure serious wounds, (62 
  gp per character); +1 studded leather armor, (97 gp per 
  character); +1 rapier, (193 gp per character); potion of 
  invisibility, (25 gp per character). 
  APL 8: L: 445 gp; C: 0 gp; M: +1 chain shirt, (104 gp per 
  character); +1 maiming scythe, (693 gp per character); 
  potion of fly, (62 gp per character); potion of cure serious 
  wounds, (62 gp per character); +1 studded leather armor, 
  (97 gp per character); +1 rapier, (193 gp per character); 
  potion of invisibility, (25 gp per character). 
  APL 10: L: 95 gp; C: 0 gp; M: +1 chain shirt, (104 gp per 
  character); +1 maiming scythe, (693 gp per character); 
  potion of fly, (62 gp per character); +1 mithral breastplate, 
  (433 gp per character); potion of cure serious wounds, (62 
  gp per character); +1 studded leather armor, (97 gp per 
  character); +1 rapier, (193 gp per character); potion of 
  invisibility, (25 gp per character). 
  APL 12: L: 45 gp; C: 0 gp; M: +1 chain shirt, (104 gp per 
  character); +1 maiming scythe, (693 gp per character); 
  potion of fly, (62 gp per character); boots of speed, (1,000 
  gp per character); +1 mithral breastplate, (433 gp per 
  character); +1 light pick (2), (192 gp per character each); 
  potion of cure serious wounds, (62 gp per character); +1 
  studded leather armor, (97 gp per character); +1 rapier, 
  (193 gp per character); potion of invisibility, (25 gp per 
  character). 
   
  Maximum PossibleTreasure  
   
  APL 4:  
  650 gp 
   
  APL 6:  
  900 gp 
   
  APL 8:  
  1300 gp 
    
  APL 10:  
  2300 gp 
   
  APL 12:  
  3300 gp 
   
   
   
   
   
   
   
   
   
   
   
   
  
  Fallen Hero 
   
  Page 20 
  Appendix One: Non-Player Characters 
   
  APL 4 
  Encounter One: Now That’s Not Fair! 
  Vengeful Drow Rangers 
  Drow Rangers (3): male drow Rgr1; CR 2; Medium 
  humanoid (elf); HD 1d8+2; hp 10; Init +3; Spd 30 ft.; AC 
  19 (+3 Dex, +4 chain shirt, +2 masterwork large steel 
  shield), touch 13, flat-footed 16; Base Atk +1; Grp +3; Atk 
  +4 melee (1d6+2 and poison, short sword) or +4 ranged 
  (1d4 and poison, hand crossbow); SA favored enemy 
  (human) +2; SQ darkvision 120 ft., dancing lights, 
  darkness, faerie fire 1/day as 1st level caster, wild 
  empathy, SR 12; AL NE; SV Fort +4, Ref +5, Will +1 (+3 
  against spells and spell-like abilities); Str 14, Dex 17, Con 
  14, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Concentration +4, Hide +5, Listen 
  +7, Move Silently +5, Search +2, Sense Motive +2, Spot 
  +7, Survival +5; Daylight Adaptation*, Track. 
   
  Possessions: masterwork short sword (poisoned), 
  masterwork heavy steel shield, masterwork chain shirt, 
  hand crossbow with two bolts (both poisoned). 
   
  Poison (Ex): An opponent hit by a drow’s poisoned 
  weapon must succeed on a DC 13 Fortitude save or fall 
  unconscious.  After 1 minute, the subject must succeed 
  on another DC 13 Fortitude save or remain unconscious 
  for 2d4 hours.  Since this poison is not a magical effect, 
  drow and other elves are susceptible to it. 
   
  * New Rules Item:  See Appendix 2.  
   
  Ogre Mage Assassin 
  Ogre Assassin: female ogre Rog4; CR 5; Large giant; HD 
  4d8+4d6+32; hp 71; Init +6; Spd 40 ft.; AC 20 (-1 size, +2 
  Dex, +5 natural, +4 chain shirt), touch 11, flat-footed 20; 
  Base Atk +6; Grp +16; Atk +12 melee (3d6+9, greatsword) 
  or +11 melee (1d6+6, dagger); Full Atk +12/+7 melee 
  (3d6+9, greatsword) or +11/+6 melee (1d6+6, dagger); 
  Space/Reach 10 ft/10 ft; SA sneak attack +2d6; SQ 
  darkvision 90 ft., evasion, low-light vision, trapfinding, 
  trap sense +1, uncanny dodge, AL NE; SV Fort +9, Ref +7, 
  Will +2; Str 23, Dex 14, Con 18, Int 8, Wis 10, Cha 4. 
   
  Skills and Feats: Hide +8, Listen +6, Move Silently 
  +12, Spot +7; Combat Reflexes, Hold the Line*, Improved 
  Initiative. 
   
  Possessions: masterwork chain shirt, masterwork 
  greatsword, six daggers. 
   
  * New Rules Item:  See Appendix 2.  
   
  Hired Killers/Bandits 
  Thugs (5): male human Ftr1; CR 1; Medium humanoid 
  (human); HD 1d10+1; hp 11; Init +6; Spd 30 ft.; AC 16 (+2 
  Dex, +4 chain shirt), touch 12, flat-footed 14; Base Atk +1; 
  Grp +3; Atk +3 melee (1d8+3, longsword); AL NE; SV Fort 
  +3, Ref +2, Will +1; Str 15, Dex 14, Con 13, Int 8, Wis 12, 
  Cha 10. 
   
  Skills and Feats: Intimidate +4, Hide +5, Move 
  Silently +3; Dodge, Improved Initiative, Stealthy. 
   
  Possessions: masterwork chain shirt, longsword, 
  dagger. 
    
  Encounter Five: Looking for Elise 
  Gut-Throttle: female choker Adp4; CR 4; Small 
  aberration; HD 3d8+4d6+21; hp 54; Init +7; Spd 20 ft., 
  climb 10 ft.; AC 18 (+1 size, +3 Dex, +4 natural), touch 14, 
  flat-footed 15; Base Atk +4; Grp +6; Atk +6 melee (1d3+2, 
  tentacle); Full Atk +6/+6 melee (1d3+2, tentacles); 
  Space/Reach 5 ft./10 ft.; SA constrict, improved grab; SQ 
  darkvision 60 ft., quickness, weasel familiar; AL CE; SV 
  Fort +5, Ref +9, Will +11; Str 14, Dex 17, Con 16, Int 6, 
  Wis 18, Cha 6. 
   
  Skills and Feats: Climb +12, Concentration +7 (+11), 
  Hide +11, Move Silently +7; Combat Casting, Improved 
  Initiative (B), Lightning Reflexes, Stealthy. 
    
  Spells Prepared (3/3/1; base DC 14 + spell level): 0—
  cure minor wounds, ghost sound, touch of fatigue; 1st—
  bless, burning hands (2); 2nd—scorching ray. 
   
  Possessions: spell component pouch. 
   
   
  Encounter Nine: Showdown 
  Urtgrim: male duergar Bbn5; CR 6; Medium humanoid 
  (dwarf); HD 5d12+15; hp 55; Init +6; Spd 30 ft.; AC 16 (+1 
  Dex, +5 chain shirt), touch 11, flat-footed 16; Base Atk +5; 
  Grp +8; Atk +9 melee (2d4+5, scythe); SQ darkvision 120 
  ft., daylight sensitivity, fast movement, illiteracy, 
  immune to paralysis, phantasms, and poison, improved 
  uncanny dodge, rage 2/day, spell-like abilities (enlarge 
  person and invisibility 1/day as Wiz10), stability, 
  stonecutting, trap sense +1, +2 saves vs. spell like abilities 
  (not added in); AL NE; SV Fort +7, Ref +2, Will +2; Str 16, 
  Dex 13, Con 16, Int 8, Wis 12, Cha 6. 
   
  Skills and Feats: Intimidate +6, Listen +10, Move 
  Silently +4, Spot +2, Survival +9; Cleave, Power Attack. 
   
  Possessions: +1 chain shirt, +1 scythe, 3 throwing 
  axes, potion of fly. 
   
  Rage: When Urtgrim rages, his stats change as 
  follows: HD 5d12+25; hp 65; AC 14, touch 9, flat-footed 
  14; Grp +10; Atk +11 melee (2d4+8, scythe); SV Fort +9, 
  Will +4; Str 20, Con 20. 
   
  Spells Active: Urtgrim gets a heroism spell (caster 
  level 15
  th) as he arrives, giving him a +2 morale bonus on 
  attacks, saves, and skill checks.  These bonuses are not 
  included above. 
  
  Fallen Hero 
   
  Page 21 
   
  Genda Two-Fangs: female human Rgr2; CR 2; Medium 
  humanoid (human); HD 2d8+2; hp 15; Init +2; Spd 30 ft.; 
  AC 17 (+2 Dex, +5 breastplate), touch 12, flat-footed 15; 
  Base Atk +2; Grp +4; Atk +5 melee (1d4+2, light pick); 
  Full Atk +3 melee (1d4+2, light pick) and +3 melee 
  (1d4+1, light pick); SQ favored enemy (elves) +2, wild 
  empathy +2; AL NE; SV Fort +4, Ref +5, Will +1; Str 14, 
  Dex 15, Con 13, Int 8, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +7, Listen +6, Move Silently 
  +7, Search +4, Spot +6, Survival +6; Dodge, Track, Two-
  Weapon Fighting, Weapon Focus (light pick). 
   
  Possessions: mithral breastplate, 2 light picks, 
  longbow, 20 arrows, dagger, potion of cure moderate 
  wounds. 
   
  Spells Active: Genda gets a false life spell (caster 
  level 15
  th) as she arrives, giving her 1d10+10 temporary 
  hit points. 
   
  Skreet: male halfling Rog2; CR 2; Small humanoid 
  (halfling); HD 2d6+4; hp 14; Init +3; Spd 20 ft.; AC 17 (+1 
  size, +3 Dex, +3 studded leather), touch 14, flat-footed 14; 
  Base Atk +1; Grp -3; Atk +4 melee (1d4+1, rapier); SA 
  sneak attack +1d6; SQ evasion, trapfinding; AL CE; SV 
  Fort +3, Ref +7, Will +2 (+4 vs. fear); Str 11, Dex 17, Con 
  14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +8, Climb +2, Disable 
  Device +7, Hide +7, Jump +9, Listen +8, Move Silently 
  +10, Search +5, Spot +6, Tumble +10; Dodge. 
   
  Possessions: masterwork studded leather armor, +1 
  rapier, shortbow, 20 arrows, dagger, masterwork thieves 
  tools, potion of invisibility. 
   
  Spells Active: Skreet gets a greater invisibility spell 
  (caster level 15
  th) as he arrives. 
   
   
   
  
  Fallen Hero 
   
  Page 22 
  APL 6 
  Encounter One: Now That’s Not Fair! 
  Vampire Loved One 
  Vampire War6: CR 7; Medium undead (augmented 
  humanoid); HD 6d12; hp 39; Init +7; Spd 30 ft.; AC 19 (+3 
  Dex, +6 natural), touch 13, flat-footed 16; Base Atk +6; 
  Grp +10; Atk +11 melee (1d6+4 plus energy drain, slam); 
  SA blood drain, children of the night, dominate (DC 15), 
  create spawn, energy drain; SQ alternate form, DR 
  10/silver and magic, fast healing 5, gaseous form, 
  resistance to cold 10 and electricity 10, spider climb, +4 
  turn resistance; AL NE; SV Fort +5, Ref +7, Will +3; Str 
  19, Dex 16, Con -, Int 12, Wis 13, Cha 14. 
   
  Skills and Feats: Intimidate +11, Listen +3, 
  Knowledge (any one) +10, Spot +3; Alertness, Combat 
  Reflexes, 
  Dodge, 
  Improved 
  Initiative, 
  Lightning 
  Reflexes, Mobility, Spring Attack, Weapon Focus (slam). 
   
  Vengeful Drow Rangers 
  Drow Rangers (3): male drow Rgr3; CR 4; Medium 
  humanoid (elf); HD 3d8+6; hp 24; Init +3; Spd 30 ft.; AC 
  17 (+3 Dex, +4 chain shirt), touch 13, flat-footed 14; Base 
  Atk +3; Grp +5; Atk +6 melee (1d6+2/19-20 and poison, 
  short sword) or +6 ranged (1d4 and poison, hand 
  crossbow); Full Atk +4 melee (1d6+2 and poison, short 
  sword) and +4 melee (1d6+1 and poison, short sword); SA 
  favored enemy (human +2); SQ darkvision 120 ft., 
  dancing lights, darkness, faerie fire 1/day as 3rd level 
  caster, wild empathy, SR 14; AL NE; SV Fort +5, Ref +6, 
  Will +2 (+4 against spells and spell-like abilities); Str 14, 
  Dex 17, Con 14, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Concentration +4, Hide +8, Listen 
  +9, Move Silently +8, Search +2, Sense Motive +3, Spot 
  +9, Survival +7; Daylight Adaptation*, Combat Reflexes, 
  Endurance, Track, Two-Weapon Fighting. 
   
  Possessions: two masterwork short swords (both 
  poisoned), masterwork chain shirt, hand crossbow with 
  two bolts (both poisoned). 
   
  Poison (Ex): An opponent hit by a drow’s poisoned 
  weapon must succeed on a DC 13 Fortitude save or fall 
  unconscious.  After 1 minute, the subject must succeed 
  on another DC 13 Fortitude save or remain unconscious 
  for 2d4 hours.  Since this poison is not a magical effect, 
  drow and other elves are susceptible to it. 
   
  * New Rules Item:  See Appendix 2. 
   
  Hired Killers/Bandits 
  Thugs (4): male human Ftr2/Rog1; CR 3; Medium 
  humanoid (human); HD 2d10+1d6+3; hp 23; Init +6; Spd 
  30 ft.; AC 16 (+2 Dex, +4 chain shirt), touch 12, flat-footed 
  14; Base Atk +2; Grp +4; Atk +5 melee (1d8+3, longsword); 
  SA sneak attack +1d6; SQ trapfinding; AL NE; SV Fort +4, 
  Ref +4, Will +1; Str 15, Dex 14, Con 13, Int 8, Wis 12, Cha 
  10. 
   
  Skills and Feats: Intimidate +6, Hide +9, Move 
  Silently +6; Combat Reflexes, Dodge, Improved 
  Initiative, Mobility, Stealthy. 
   
  Possessions: masterwork chain shirt, masterwork 
  longsword, dagger. 
    
  Encounter Five: Looking for Elise 
  Gut-Throttle: female choker Adp6/Rog2; CR 8; Small 
  aberration; HD 3d8+8d6+33; hp 83; Init +8; Spd 20 ft., 
  climb 10 ft.; AC 19 (+1 size, +4 Dex, +4 natural), touch 15, 
  flat-footed 15; Base Atk +6; Grp +8; Atk +8 melee (1d3+2, 
  tentacle); Full Atk +8/+8 melee (1d3+2, tentacles); 
  Space/Reach 5 ft./10 ft.; SA constrict, improved grab, 
  sneak attack +1d6; SQ darkvision 60 ft., evasion, 
  quickness, weasel familiar; AL CE; SV Fort +6, Ref +14, 
  Will +12; Str 14, Dex 18, Con 16, Int 6, Wis 18, Cha 6. 
   
  Skills and Feats: Climb +12, Concentration +9 (+13), 
  Hide +17, Move Silently +13; Combat Casting, Improved 
  Initiative (B), Leadership, Lightning Reflexes, Stealthy. 
    
  Spells Prepared (3/3/2; base DC 14 + spell level): 0—
  cure minor wounds, ghost sound, touch of fatigue; 1st—
  bless, burning hands (2); 2nd—scorching ray (2). 
   
  Possessions: spell component pouch. 
   
   
  Encounter Nine: Showdown 
  Urtgrim: male duergar Bbn7; CR 8; Medium humanoid 
  (dwarf); HD 7d12+21; hp 75; Init +6; Spd 30 ft.; AC 16 (+1 
  Dex, +5 chain shirt), touch 11, flat-footed 16; Base Atk +7; 
  Grp +10; Atk +12 melee (2d4+5, scythe); Full Atk +12/+7 
  melee (2d4+5, scythe); SQ DR 1/—, darkvision 120 ft., 
  daylight sensitivity, fast movement, illiteracy, immune to 
  paralysis, phantasms, and poison, improved uncanny 
  dodge, rage 2/day, spell-like abilities (enlarge person and 
  invisibility 1/day as Wiz14), stability, stonecutting, trap 
  sense +2, +2 save vs. spell-like abilities (not added in); AL 
  NE; SV Fort +8, Ref +3, Will +3; Str 16, Dex 13, Con 16, 
  Int 8, Wis 12, Cha 6. 
   
  Skills and Feats: Intimidate +8, Listen +12, Move 
  Silently +4, Spot +2, Survival +11; Cleave, Power Attack, 
  Weapon Focus (scythe). 
   
  Possessions: +1 chain shirt, +1 scythe, 3 throwing 
  axes, potion of fly. 
   
  Rage: When Urtgrim rages, his stats change as 
  follows: HD 7d12+35; hp 89; AC 14, touch 9, flat-footed 
  14; Grp +12; Atk +14 melee (2d4+8/x4, scythe); Full Atk 
  +14/+9 melee (2d4+8/x4, scythe); SV Fort +10, Will +6; 
  Str 20, Con 20. 
   
  Spells Active: Urtgrim gets a heroism spell (caster 
  level 15
  th) as he arrives, giving him a +2 morale bonus on 
  attacks, saves, and skill checks.  These bonuses are not 
  included above. 
  
  Fallen Hero 
   
  Page 23 
   
  Genda Two-Fangs: female human Rgr4; CR 4; Medium 
  humanoid (human); HD 4d8+8; hp 31; Init +2; Spd 30 ft.; 
  AC 17 (+2 Dex, +5 breastplate), touch 12, flat-footed 15; 
  Base Atk +4; Grp +6; Atk +8 melee (1d4+2, light pick); 
  Full Atk +6 melee (1d4+2, light pick) and +6 melee 
  (1d4+1, light pick); SQ favored enemy (elves) +2, wild 
  empathy +4; AL NE; SV Fort +6, Ref +6, Will +2; Str 14, 
  Dex 15, Con 14, Int 8, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +9, Listen +8, Move Silently 
  +9, Search +6, Spot +8, Survival +8; Dodge, Endurance, 
  Track, Two-Weapon Fighting, Weapon Finesse, Weapon 
  Focus (light pick). 
   
  Spells Prepared (1; base DC 11 + spell level): 1st—
  resist energy. 
   
  Possessions: mithral breastplate, 2 masterwork light 
  picks, masterwork longbow, 20 arrows, dagger, potion of 
  cure serious wounds. 
   
  Spells Active: Genda gets a false life spell (caster 
  level 15
  th) as she arrives, giving her 1d10+10 temporary 
  hit points. 
   
  Skreet: male halfling Rog4; CR 4; Small humanoid 
  (halfling); HD 4d6+4; hp 22; Init +4; Spd 20 ft.; AC 19 (+1 
  size, +4 Dex, +4 studded leather), touch 15, flat-footed 19; 
  Base Atk +3; Grp -1; Atk +9 melee (1d4+1, +1 rapier); SA 
  sneak attack +2d6; SQ evasion, trapfinding, trap sense +1, 
  uncanny dodge; AL CE; SV Fort +4, Ref +9, Will +3 (+5 vs. 
  fear); Str 11, Dex 18, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +10, Climb +2, Disable 
  Device +9, Hide +9, Jump +9, Listen +10, Move Silently 
  +12, Search +7, Spot +8, Tumble +12; Dodge, Weapon 
  Finesse. 
   
  Possessions: +1 studded leather armor, +1 rapier, 
  shortbow, 20 arrows, dagger, masterwork thieves tools, 
  potion of invisibility. 
   
  Spells Active: Skreet gets a greater invisibility spell 
  (caster level 15
  th) as he arrives. 
   
   
  
  Fallen Hero 
   
  Page 24 
  APL 8 
  Encounter One: Now That’s Not Fair! 
  Vampire Loved One 
  Vampire War8: CR 9; Medium undead (augmented 
  humanoid); HD 8d12; hp 52; Init +7; Spd 30 ft.; AC 19 (+3 
  Dex, +6 natural), touch 13, flat-footed 16; Base Atk +8; 
  Grp +13; Atk +14 melee (1d6+5 plus energy drain, slam); 
  SA blood drain, children of the night, dominate (DC 16), 
  create spawn, energy drain; SQ alternate form, DR 
  10/silver and magic, fast healing 5, gaseous form, 
  resistance to cold 10 and electricity 10, spider climb, +4 
  turn resistance; AL NE; SV Fort +6, Ref +7, Will +3; Str 
  20, Dex 16, Con -, Int 12, Wis 13, Cha 14. 
   
  Skills and Feats: Intimidate +13, Listen +3, 
  Knowledge (any one) +12, Spot +3; Alertness, Combat 
  Reflexes, 
  Dodge, 
  Improved 
  Initiative, 
  Lightning 
  Reflexes, Mobility, Spring Attack, Weapon Focus (slam). 
   
   
  Vengeful Drow Rangers 
  Drow Rangers (3): male drow Rgr5; CR 6; Medium 
  humanoid (elf); HD 5d8+10; hp 38; Init +4; Spd 30 ft.; AC 
  18 (+4 Dex, +4 chain shirt), touch 14, flat-footed 14; Base 
  Atk +5; Grp +7; Atk +8 melee (1d6+2 and poison, short 
  sword) or +9 ranged (1d4 and poison, hand crossbow); 
  Full Atk +6 melee (1d6+2 and poison, short sword) and +6 
  melee (1d6+1 and poison, short sword); SA favored 
  enemy (human +4 and elf +2); SQ animal companion 
  (Medium viper), darkvision 120 ft., dancing lights, 
  darkness, faerie, SR resistance 16; AL NE; SV Fort +6, Ref 
  +8, Will +2 (+4 against spells and spell-like abilities); Str 
  14, Dex 18, Con 14, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Concentration +6, Hide +11, Listen 
  +11, Move Silently +11, Search +2, Sense Motive +3, Spot 
  +11, Survival +9; Daylight Adaptation*, Combat Reflexes, 
  Endurance, Track, Two-Weapon Fighting. 
   
  Possessions: two masterwork short swords (both 
  poisoned), masterwork chain shirt, hand crossbow with 
  two bolts (both poisoned). 
   
  Spells Prepared (1; save DC 11 + spell level): 1st—
  entangle. 
   
  Poison (Ex): An opponent hit by a drow’s poisoned 
  weapon must succeed on a DC 13 Fortitude save or fall 
  unconscious.  After 1 minute, the subject must succeed 
  on another DC 13 Fortitude save or remain unconscious 
  for 2d4 hours.  Since this poison is not a magical effect, 
  drow and other elves are susceptible to it. 
   
  * New Rules Item:  See Appendix 2. 
   
  Ogre Mage Assassin 
  Ogre Mage Assassin: female ogre mage Rog2; CR 9; 
  Large giant; HD 5d8+2d6+35; hp 71; Init +6; Spd 40 ft. fly 
  40 ft. (good); AC 20 (-1 size, +2 Dex, +5 natural, +4 chain 
  shirt), touch 11, flat-footed 18; Base Atk +4; Grp +15; Atk 
  +11 melee (3d6+10 greatsword) or +10 melee (1d6+7, 
  dagger); Space/Reach 10 ft/10 ft; SA sneak attack +1d6, 
  spell-like abilities; SQ darkvision 90 ft., evasion, low-light 
  vision, regeneration 5, trapfinding, spell resistance 19, AL 
  NE; SV Fort +9, Ref +6, Will +3; Str 25, Dex 14, Con 20, 
  Int 12, Wis 14, Cha 18. 
   
  Skills and Feats: Bluff +13, Concentration +13, Hide 
  +2, Listen +9, Move Silently +5, Spellcraft +2, Spot +10; 
  Combat Reflexes, Improved Feint, Improved Initiative. 
   
  Spell-Like Abilities: At will—darkness, invisibility; 
  1/day—charm person (DC 15), cone of cold (DC 19), 
  gaseous form, polymorph, sleep (DC 15).  Caster level 
  9th.  The save DCs are Charisma-based. 
   
  Possessions: masterwork chain shirt, masterwork 
  greatsword, six daggers.  
   
  Hired Killers/Bandits 
  Thugs (4): male human Ftr2/Rog3; CR 5; Medium 
  humanoid (human); HD 2d10+3d6+5; hp 33; Init +6; Spd 
  30 ft.; AC 16 (+2 Dex, +4 chain shirt), touch 12, flat-footed 
  14; Base Atk +4; Grp +7; Atk +8 melee (1d8+3, longsword); 
  SA sneak attack +2d6; SQ evasion, trapfinding; AL NE; 
  SV Fort +5, Ref +5, Will +2; Str 16, Dex 14, Con 13, Int 8, 
  Wis 12, Cha 10. 
   
  Skills and Feats: Intimidate +8, Hide +11, Move 
  Silently +11, Spot +8; Combat Reflexes, Dodge, Improved 
  Initiative, Mobility, Stealthy. 
   
  Possessions: masterwork chain shirt, masterwork 
  longsword, dagger. 
    
  Encounter Five: Looking for Elise 
   Gut-Throttle: female choker Adp10/Rog2; CR 9; Small 
  aberration; HD 3d8+12d6+45; hp 111; Init +8; Spd 20 ft., 
  climb 10 ft.; AC 19 (+1 size, +4 Dex, +4 natural), touch 15, 
  flat-footed 15; Base Atk +8; Grp +10; Atk +10 melee 
  (1d3+2, tentacle); Full Atk +10/+10 melee (1d3+2, 
  tentacles); Space/Reach 5 ft./10 ft.; SA constrict, 
  improved grab, sneak attack +1d6; SQ darkvision 60 ft., 
  evasion, quickness, weasel familiar; AL CE; SV Fort +7, 
  Ref +15, Will +14; Str 14, Dex 18, Con 16, Int 6, Wis 19, 
  Cha 6. 
   
  Skills and Feats: Climb +12, Concentration +13 (+17), 
  Hide +17, Move Silently +13; Combat Casting, Improved 
  Initiative (B), Leadership, Lightning Reflexes, Spell 
  Focus (evocation), Stealthy, Weapon Focus (ray spells). 
    
  Spells Prepared (3/4/3/2; base DC 14 + spell level, 15 
  + spell level for evocation spells): 0—cure minor wounds, 
  ghost sound, touch of fatigue; 1st—bless, burning hands 
  (2), protection from good; 2nd—scorching ray (3); 3rd—
  lightning bolt (2). 
   
  Possessions: spell component pouch. 
   
   
  
  Fallen Hero 
   
  Page 25 
  Advanced Chokers, 6HD (3): CR 4; Small aberration; 
  HD 6d8+18; hp 45 each; Init +9; Spd 20 ft., climb 10 ft.; 
  AC 20 (+1 size, +5 Dex, +4 natural), touch 16, flat-footed 
  15; Base Atk +4; Grp +8; Atk +9 melee (1d3+4, tentacle); 
  Full Atk +9 melee (1d3+4, tentacle); SA constrict, 
  improved grab; SQ darkvision 60 ft., quickness; AL CE; 
  SV Fort +5, Ref +9, Will +8; Str 19, Dex 20, Con 16, Int 6, 
  Wis 12, Cha 4. 
   
  Skills and Feats: Climb +13, Hide +15, Move Silently 
  +11; Improved Initiative (B), Iron Will, Lightning 
  Reflexes, Stealthy. 
   
   
   
  Encounter Nine: Showdown 
  Urtgrim: male duergar Bbn9; CR 10; Medium humanoid 
  (dwarf); HD 9d12+27; hp 95; Init +6; Spd 30 ft.; AC 16 (+1 
  Dex, +5 chain shirt), touch 11, flat-footed 16; Base Atk +9; 
  Grp +12; Atk +14 melee (2d4+5, +1 maiming scythe*); 
  Full Atk +14/+9 melee (2d4+5, +1 maiming scythe*); SQ 
  DR 1/—, darkvision 120 ft., daylight sensitivity, fast 
  movement, illiteracy, immune to paralysis, phantasms, 
  and poison, improved uncanny dodge, rage 3/day, spell-
  like abilities (enlarge person and invisibility 1/day as 
  Wiz18), stability, stonecutting, trap sense +3, +2 saves vs. 
  spell and spell-like abilities (not added in); AL NE; SV 
  Fort +9, Ref +4, Will +4; Str 17, Dex 13, Con 16, Int 8, Wis 
  12, Cha 6. 
   
  Skills and Feats: Intimidate +10, Listen +14, Move 
  Silently +4, Spot +2, Survival +13; Cleave, Improved 
  Critical (scythe), Power Attack, Weapon Focus (scythe). 
   
  Possessions: +1 chain shirt, +1 maiming scythe*, 3 
  throwing axes, potion of fly. 
   
  Rage: When Urtgrim rages, his stats change as 
  follows: HD 9d12+45; hp 113; AC 14, touch 9, flat-footed 
  14; Grp +14; Atk +16 melee (2d4+8, +1 maiming scythe*); 
  Full Atk +16/+11 melee (2d4+8, +1 maiming scythe*); SV 
  Fort +11, Will +6; Str 21, Con 20. 
   
  Spells Active: Urtgrim gets a heroism spell (caster 
  level 15
  th) as he arrives, giving him a +2 morale bonus on 
  attacks, saves, and skill checks.  These bonuses are not 
  included above. 
   
  *New Rules Item:  See Appendix 2. 
   
  Genda Two-Fangs: female human Rgr6; CR 6; Medium 
  humanoid (human); HD 6d8+12; hp 45; Init +2; Spd 30 
  ft.; AC 18 (+2 Dex, +6 breastplate), touch 12, flat-footed 
  16; Base Atk +6; Grp +8; Atk +10 melee (1d4+2, light 
  pick); Full Atk +8/+3 melee (1d4+2, light pick) and +8/+3 
  melee (1d4+1, light pick); SQ favored enemy (elves +4, 
  humans +2), wild empathy +6; AL NE; SV Fort +7, Ref +7, 
  Will +3; Str 14, Dex 15, Con 14, Int 8, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +11, Listen +10, Move Silently 
  +11, Search +8, Spot +10, Survival +10; Dodge, 
  Endurance, Improved Two-Weapon Fighting, Track, 
  Two-Weapon Fighting, Weapon Finesse, Weapon Focus 
  (light pick). 
   
  Ranger Spells Prepared (2; base DC 11 + spell level): 
  1st—entangle, resist energy. 
   
  Possessions: +1 mithral breastplate, 2 masterwork 
  light picks, masterwork longbow, 20 arrows, dagger, 
  potion of cure serious wounds. 
   
  Spells Active: Genda gets an empowered false life 
  spell (caster level 15
  th) as she arrives, giving her (1d10+10) 
  x 1.5 temporary hit points. 
   
  Skreet: male halfling Rog4/Ftr1/Asn1; CR 6; Small 
  humanoid (halfling); HD 1d10+5d6+12; hp 40; Init +4; 
  Spd 20 ft.; AC 19 (+1 size, +4 Dex, +4 studded leather), 
  touch 15, flat-footed 19; Base Atk +4; Grp +0; Atk +10 
  melee (1d4+1, rapier); SA death attack (Fort DC 11), 
  sneak attack +3d6; SQ evasion, poison use, trapfinding, 
  trap sense +1, uncanny dodge; AL CE; SV Fort +6, Ref 
  +11, Will +3 (+5 vs. fear); Str 11, Dex 18, Con 14, Int 10, 
  Wis 12, Cha 8. 
   
  Skills and Feats: Balance +10, Climb +2, Disable 
  Device +5, Disguise +4, Hide +16, Jump +9, Listen +8, 
  Move Silently +12, Search +7, Spot +8, Tumble +14; 
  Dodge, Mobility, Spring Attack, Weapon Finesse. 
   
  Possessions: +1 studded leather armor, +1 rapier, 
  shortbow, 20 arrows, dagger, masterwork thieves tools, 
  potion of invisibility. 
   
  Spells Active: Skreet gets a greater invisibility spell 
  (caster level 15
  th) as he arrives. 
   
   
  
  Fallen Hero 
   
  Page 26 
  APL 10 
  Encounter One: Now That’s Not Fair! 
  Vampire Loved One 
  Vampire War10: CR 11; Medium undead (augmented 
  humanoid); HD 10d12; hp 65; Init +7; Spd 30 ft.; AC 19 
  (+3 Dex, +6 natural), touch 13, flat-footed 16; Base Atk 
  +10; Grp +15; Atk +16 melee (1d6+5 plus energy drain, 
  slam); SA blood drain, children of the night, dominate 
  (DC 19), create spawn, energy drain; SQ alternate form, 
  DR 10/silver and magic, fast healing 5, gaseous form, 
  resistance to cold 10 and electricity 10, spider climb, +4 
  turn resistance; AL NE; SV Fort +7, Ref +8, Will +4; Str 
  20, Dex 16, Con -, Int 12, Wis 13, Cha 14. 
   
  Skills and Feats: Intimidate +15, Listen +3, 
  Knowledge (any one) +14, Spot +3; Ability Focus 
  (dominate), 
  Alertness, 
  Combat 
  Reflexes, 
  Dodge, 
  Improved Initiative, Lightning Reflexes, Mobility, 
  Spring Attack, Weapon Focus (slam). 
   
   
  Vengeful Drow Rangers 
  Drow Rangers (3): male drow Rgr7; CR 8; Medium 
  humanoid (elf); HD 7d8+14; hp 52; Init +4; Spd 30 ft.; AC 
  18 (+4 Dex, +4 chain shirt), touch 14, flat-footed 14; Base 
  Atk +7; Grp +9; Atk +12 melee (1d6+2 and poison, short 
  sword) or +11 ranged (1d4 and poison, hand crossbow); 
  Full Atk +10/+5 melee (1d6+2 and poison, short sword) 
  and +10/+5 melee (1d6+1 and poison, short sword); SA 
  favored enemy (human +4 and elf +2); SQ animal 
  companion (Medium viper), darkvision 120 ft., dancing 
  lights, darkness, faerie fire 1/day as 7th level caster, wild 
  empathy, woodland stride, SR 18; AL NE; SV Fort +7, Ref 
  +9, Will +3 (+5 against spells and spell-like abilities); Str 
  14, Dex 18, Con 14, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Concentration +6, Hide +13, Listen 
  +13, Move Silently +13, Search +2, Sense Motive +4, Spot 
  +13, Survival +11; Daylight Adaptation*, Combat 
  Expertise, Endurance, Improved Two-Weapon Fighting, 
  Track, Two-Weapon Fighting, Weapon Finesse. 
   
  Spells Prepared (2; save DC 11 + spell level): 1st—
  entangle, resist energy. 
   
  Possessions: two masterwork short swords (both 
  poisoned), masterwork chain shirt, hand crossbow with 
  two bolts (both poisoned). 
   
  Poison (Ex): An opponent hit by a drow’s poisoned 
  weapon must succeed on a DC 13 Fortitude save or fall 
  unconscious.  After 1 minute, the subject must succeed 
  on another DC 13 Fortitude save or remain unconscious 
  for 2d4 hours.  Since this poison is not a magical effect, 
  drow and other elves are susceptible to it. 
   
  * New Rules Item:  See Appendix 2. 
   
  Medium Viper, Advanced: CR –; Medium animal; HD 
  4d8; hp 18; Init +4; Spd 20 ft., climb 20 ft., swim 20 ft.; AC 
  18 (+4 Dex, +4 natural), touch 14, flat-footed 14; Base Atk 
  +3; Grp +2; Atk +7 melee (1d4-1 plus poison, bite); SA 
  poison; SQ scent, link, share spells, evasion; AL N; SV 
  Fort +4, Ref +8, Will +2; Str 9, Dex 18, Con 11, Int 1, Wis 
  12, Cha 2. 
   
  Skills and Feats: Balance +12, Climb +11, Hide +13, 
  Listen +6, Spot +6, Swim +7; Weapon Finesse. 
   
  Poison (Ex): Poisonous bite.  Fort save (DC 11), 
  initial and secondary damage 1d6 Con. 
   
  Ogre Mage Assassin 
  Ogre Mage Assassin: female ogre mage Rog6; CR 11; 
  Large giant; HD 5d8+6d6+55; hp 107; Init +6; Spd 40 ft. 
  fly 40 ft. (good); AC 20 (-1 size, +2 Dex, +5 natural, +4 
  chain shirt), touch 11, flat-footed 20; Base Atk +7; Grp 
  +18; Atk +15 melee (3d6+12, greatsword) or +14 melee 
  (1d6+8, dagger); Full Atk +15/+10 melee (3d6+12, 
  greatsword) 
  or 
  +14/+9 
  melee 
  (1d6+7, 
  dagger); 
  Space/Reach 10 ft/10 ft; SA sneak attack +3d6, spell-like 
  abilities; SQ darkvision 90 ft., evasion, low-light vision, 
  regeneration 5, trapfinding, trap sense +2, uncanny 
  dodge, SR 19, AL NE; SV Fort +11, Ref +8, Will +5; Str 26, 
  Dex 14, Con 20, Int 12, Wis 14, Cha 18. 
   
  Skills and Feats: Bluff +18, Concentration +13, Hide 
  +11, Listen +10, Move Silently +15, Spellcraft +2, Spot 
  +10, Tumble +12; Combat Reflexes, Hold the Line*, 
  Improved Feint, Improved Initiative. 
   
  Spell-Like Abilities: At will—darkness, invisibility; 
  1/day—charm person (DC 15), cone of cold (DC 19), 
  gaseous form, polymorph, sleep (DC 15).  Caster level 
  9th.  The save DCs are Charisma-based. 
   
  Possessions: masterwork chain shirt, masterwork 
  greatsword, six daggers. 
   
  * New Rules Item:  See Appendix 2. 
   
  Hired Killers/Bandits 
  Thugs (4): male human Ftr4/Rog3; CR 7; Medium 
  humanoid (human); HD 4d10+3d6+7; hp 45 each; Init +6; 
  Spd 30 ft.; AC 16 (+2 Dex, +4 chain shirt), touch 12, flat-
  footed 14; Base Atk +6; Grp +9; Atk +11 melee (1d8+5, 
  longsword); Full Atk +11/+6 melee (1d8+5, longsword); 
  SA sneak attack +2d6; SQ evasion, trapfinding; AL NE; 
  SV Fort +6, Ref +6, Will +3; Str 16, Dex 14, Con 13, Int 8, 
  Wis 12, Cha 10. 
   
  Skills and Feats: Intimidate +10, Hide +11, Move 
  Silently +11, Spot +9; Combat Reflexes, Dodge, Improved 
  Initiative, Mobility, Stealthy, Weapon Focus (longsword), 
  Weapon Specialization (longsword). 
   
  Possessions: masterwork chain shirt, masterwork 
  longsword, dagger. 
    
  Encounter Five: Looking for Elise 
  Gut-Throttle: female choker Adp14/Rog2; CR 11; Small 
  
  Fallen Hero 
   
  Page 27 
  aberration; HD 3d8+16d6+57; hp 138; Init +8; Spd 20 ft., 
  climb 10 ft.; AC 19 (+1 size, +4 Dex, +4 natural), touch 15, 
  flat-footed 15; Base Atk +10; Grp +12; Atk +12 melee 
  (1d3+2, tentacle); Full Atk +12/+12 melee (1d3+2, 
  tentacles); Space/Reach 5 ft./10 ft.; SA constrict, 
  improved grab, sneak attack +1d6; SQ darkvision 60 ft., 
  evasion, quickness, weasel familiar; AL CE; SV Fort +8, 
  Ref +16, Will +17; Str 14, Dex 18, Con 16, Int 6, Wis 20, 
  Cha 6. 
   
  Skills and Feats: Climb +12, Concentration +17 (+21), 
  Hide +17, Move Silently +13; Combat Casting, Improved 
  Initiative (B), Leadership, Lightning Reflexes, Maximize 
  Spell, Spell Focus (evocation), Stealthy, Weapon Focus 
  (ray spells). 
    
  Spells Prepared (3/5/4/3/2; base DC 15 + spell level; 
  16 + spell level for Evocation spells): 0—cure minor 
  wounds, ghost sound, touch of fatigue; 1st—bless, 
  burning hands (3), protection from good; 2nd—
  scorching ray (3), see invisibility; 3rd—bestow curse, 
  lightning bolt (2); 4th—cure critical wounds, wall of fire. 
   
  Possessions: spell component pouch. 
   
  Advanced Chokers, 6HD (6): CR 4; Small aberration; 
  HD 6d8+18; hp 45 each; Init +9; Spd 20 ft., climb 10 ft.; 
  AC 20 (+1 size, +5 Dex, +4 natural), touch 16, flat-footed 
  15; Base Atk +4; Grp +8; Atk +9 melee (1d3+4, tentacle); 
  Full Atk +9 melee (1d3+4, tentacle); SA constrict, 
  improved grab; SQ darkvision 60 ft., quickness; AL CE; 
  SV Fort +5, Ref +9, Will +8; Str 19, Dex 20, Con 16, Int 6, 
  Wis 12, Cha 4. 
   
  Skills and Feats: Climb +13, Hide +15, Move Silently 
  +11; Improved Initiative (B), Iron Will, Lightning 
  Reflexes, Stealthy. 
   
  Possessions: none. 
   
   
  Encounter Nine: Showdown 
  Urtgrim: male duergar Bbn11; CR 12; Medium 
  humanoid (dwarf); HD 11d12+33; hp 115; Init +6; Spd 30 
  ft.; AC 16 (+1 Dex, +5 chain shirt), touch 11, flat-footed 
  16; Base Atk +11; Grp +14; Atk +16 melee (2d4+5, +1 
  maiming scythe*/19-20); Full Atk +16/+11/+6 melee 
  (2d4+5, +1 maiming scythe*/19-20); SQ DR 2/—, 
  darkvision 120 ft., daylight sensitivity, fast movement, 
  illiteracy, immune to paralysis, phantasms, and poison, 
  improved uncanny dodge, greater rage 3/day, spell-like 
  abilities (enlarge person and invisibility 1/day as Wiz22), 
  stability, stonecutting, trap sense +3, +2 vs. saves and 
  spell-like abilities (not added in); AL NE; SV Fort +10, Ref 
  +4, Will +4; Str 17, Dex 13, Con 16, Int 8, Wis 12, Cha 6. 
   
  Skills and Feats: Intimidate +11, Listen +15, Move 
  Silently +4, Spot +2, Survival +14; Cleave, Improved 
  Critical (scythe), Power Attack, Weapon Focus (scythe). 
   
  Possessions: +1 chain shirt, +1 maiming scythe*, 3 
  throwing axes, potion of fly. 
   
  Rage: When Urtgrim rages, his stats change as 
  follows: HD 11d12+66; hp 148; AC 14, touch 9, flat-footed 
  14; Grp +17; Atk +19 melee (2d4+8/19-20/x1d8, scythe); 
  Full Atk +19/+14/+9 melee (2d4+8/19-20/x1d8, scythe); 
  SV Fort +13, Will +7; Str 23, Con 22. 
   
  Spells Active: Urtgrim gets a greater heroism spell 
  (caster level 15
  th) as he arrives, giving him a +4 morale 
  bonus on attacks, saves, and skill checks, immunity to 
  fear, and 15 temporary hit points.  These bonuses are not 
  included above. 
   
  *New Rules Item:.  See Appendix 2. 
   
  Genda Two-Fangs: female human Rgr8; CR 8; Medium 
  humanoid (human); HD 8d8+16; hp 59; Init +3; Spd 30 
  ft.; AC 19 (+3 Dex, +6 breastplate), touch 13, flat-footed 
  16; Base Atk +8; Grp +10; Atk +13 melee (1d4+2, light 
  pick); Full Atk +11/+6 melee (1d4+2, light pick) and 
  +11/+6 melee (1d4+1, light pick); SQ favored enemy 
  (elves +4, humans +2), swift tracker, wild empathy +8, 
  woodland stride; AL NE; SV Fort +8, Ref +9, Will +3; Str 
  14, Dex 16, Con 14, Int 8, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +13, Listen +12, Move Silently 
  +13, Search +10, Spot +12, Survival +12; Dodge, 
  Endurance, Improved Two-Weapon Fighting, Track, 
  Two-Weapon Fighting, Weapon Finesse, Weapon Focus 
  (light pick). 
   
  Ranger Spells Prepared (2; base DC 11 + spell level): 
  1st—entangle, resist energy. 
   
  Possessions: +1 mithral breastplate, 2 masterwork 
  light picks, masterwork longbow, 20 arrows, dagger, 
  potion of cure serious wounds. 
   
  Spells Active: Genda gets an empowered false life 
  spell (caster level 15
  th) as she arrives, giving her (1d10+10) 
  x 1.5 temporary hit points. 
   
  Skreet: male halfling Rog4/Ftr1/Asn3; CR 8; Small 
  humanoid (halfling); HD 1d10+7d6+16; hp 52; Init +4; 
  Spd 20 ft.; AC 19 (+1 size, +4 Dex, +4 studded leather), 
  touch 15, flat-footed 19; Base Atk +6; Grp +2; Atk +12 
  melee (1d4+1, +1 rapier); Full Atk +12/+7 melee (1d4+1, 
  +1 rapier); SA death attack (Fort DC 13), sneak attack 
  +4d6; SQ evasion, improved uncanny dodge, poison use, 
  trapfinding, trap sense +1; AL CE; SV Fort +7 (+8 vs. 
  poison), Ref +12, Will +4 (+6 vs. fear); Str 11, Dex 19, Con 
  14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +10, Climb +2, Disable 
  Device +5, Disguise +6, Hide +18, Jump +9, Listen +8, 
  Move Silently +14, Search +7, Spot +8, Tumble +16; 
  Dodge, Mobility, Spring Attack, Weapon Finesse. 
   
  Possessions: +1 studded leather armor, +1 rapier, 
  shortbow, 20 arrows, dagger, masterwork thieves tools, 
  potion of invisibility. 
  
  Fallen Hero 
   
  Page 28 
   
  Spells Active: Skreet gets a greater invisibility spell 
  (caster level 15
  th) as he arrives. 
  
  Fallen Hero 
   
  Page 29 
  APL 12 
  Encounter One: Now That’s Not Fair! 
  Vampire Loved One 
  Vampire War12: CR 13; Medium undead (augmented 
  humanoid); HD 12d12; hp 78; Init +7; Spd 30 ft.; AC 19 
  (+3 Dex, +6 natural), touch 13, flat-footed 16; Base Atk 
  +12; Grp +17; Atk +18 melee (1d6+5 plus energy drain, 
  slam); SA blood drain, children of the night, dominate 
  (DC 20), create spawn, energy drain; SQ alternate form, 
  DR 10/silver and magic, fast healing 5, gaseous form, 
  resistance to cold 10 and electricity 10, spider climb, +4 
  turn resistance; AL NE; SV Fort +8, Ref +9, Will +6; Str 
  20, Dex 16, Con -, Int 12, Wis 14, Cha 14. 
   
  Skills and Feats: Intimidate +17, Listen +4, 
  Knowledge (any one) +16, Spot +4; Ability Focus 
  (dominate), Alertness, Blind-Fight, Combat Reflexes, 
  Dodge, 
  Improved 
  Initiative, 
  Lightning 
  Reflexes, 
  Mobility, Spring Attack, Weapon Focus (slam). 
   
   
  Vengeful Drow Rangers 
  Drow Rangers (3): male drow Rgr9; CR 10; Medium 
  humanoid (elf); HD 9d8+18; hp 66; Init +4; Spd 30 ft.; AC 
  18 (+4 Dex, +4 chain shirt), touch 14, flat-footed 14; Base 
  Atk +9; Grp +11; Atk +14 melee (1d6+2 and poison, short 
  sword) or +13 ranged (1d4 and poison, hand crossbow); 
  Full Atk +12/+7 melee (1d6+2 and poison, short sword) 
  and +12/+7 melee (1d6+1 and poison, short sword); SA 
  favored enemy (human +4 and elf +2); SQ animal 
  companion (Medium viper), darkvision 120 ft., dancing 
  lights, darkness, faerie fire 1/day as 9th level caster, 
  evasion, swift tracker, wild empathy, woodland stride, SR 
  20; AL NE; SV Fort +8, Ref +10, Will +4 (+6 against spells 
  and spell-like abilities); Str 14, Dex 19, Con 14, Int 10, 
  Wis 12, Cha 10. 
   
  Skills and Feats: Concentration +8, Hide +15, Listen 
  +15, Move Silently +15, Search +2, Sense Motive +4, Spot 
  +15, Survival +13; Daylight Adaptation*, Combat 
  Reflexes, Dual Strike*, Endurance, Improved Two-
  Weapon 
  Fighting, 
  Track, 
  Two-Weapon 
  Fighting, 
  Weapon Finesse. 
   
  Possessions: two masterwork short swords (both 
  poisoned), masterwork chain shirt, hand crossbow with 
  two bolts (both poisoned). 
   
  Spells Prepared (2; save DC 11 + spell level): 1st—
  entangle, resist energy. 
   
  Poison (Ex): An opponent hit by a drow’s poisoned 
  weapon must succeed on a DC 13 Fortitude save or fall 
  unconscious.  After 1 minute, the subject must succeed 
  on another DC 13 Fortitude save or remain unconscious 
  for 2d4 hours.  Since this poison is not a magical effect, 
  drow and other elves are susceptible to it. 
   
  * New Rules Item:  See Appendix 2. 
   
  Medium Viper, Advanced: CR –; Medium animal; HD 
  4d8; hp 18; Init +4; Spd 20 ft., climb 20 ft., swim 20 ft.; AC 
  18 (+4 Dex, +4 natural), touch 14, flat-footed 14; Base Atk 
  +3; Grp +2; Atk +7 melee (1d4-1 plus poison, bite); SA 
  poison; SQ scent, link, share spells, evasion; AL N; SV 
  Fort +4, Ref +8, Will +2; Str 9, Dex 18, Con 11, Int 1, Wis 
  12, Cha 2. 
   
  Skills and Feats: Balance +12, Climb +11, Hide +13, 
  Listen +6, Spot +6, Swim +7; Weapon Finesse. 
   
  Poison (Ex): Poisonous bite.  Fort save (DC 11), 
  initial and secondary damage 1d6 Con. 
   
  Ogre Mage Assassin 
  Ogre Mage Assassin: female ogre mage Rog6; CR 11; 
  Large giant; HD 5d8+6d6+55; hp 107; Init +6; Spd 40 ft. 
  fly 40 ft. (good); AC 20 (-1 size, +2 Dex, +5 natural, +4 
  chain shirt), touch 11, flat-footed 20; Base Atk +7; Grp 
  +18; Atk +15 melee (3d6+12, greatsword) or +14 melee 
  (1d6+8, dagger); Full Atk +15/+10 melee (3d6+12, 
  greatsword) 
  or 
  +14/+9 
  melee 
  (1d6+7, 
  dagger); 
  Space/Reach 10 ft/10 ft; SA sneak attack +3d6, spell-like 
  abilities; SQ darkvision 90 ft., evasion, low-light vision, 
  regeneration 5, trapfinding, trap sense +2, uncanny 
  dodge, SR 19, AL NE; SV Fort +11, Ref +8, Will +5; Str 26, 
  Dex 14, Con 20, Int 12, Wis 14, Cha 18. 
   
  Skills and Feats: Bluff +18, Concentration +13, Hide 
  +11, Listen +10, Move Silently +15, Spellcraft +2, Spot 
  +10, Tumble +12; Combat Reflexes, Hold the Line*, 
  Improved Feint, Improved Initiative. 
   
  Spell-Like Abilities: At will—darkness, invisibility; 
  1/day—charm person (DC 15), cone of cold (DC 19), 
  gaseous form, polymorph, sleep (DC 15).  Caster level 
  9th.  The save DCs are Charisma-based. 
   
  Possessions: masterwork chain shirt, masterwork 
  greatsword, six daggers. 
   
  * New Rules Item:  See Appendix 2. 
   
  Hired Killers/Bandits 
  Thugs (4): male human Ftr6/Rog3; CR 9; Medium 
  humanoid (human); HD 6d10+3d6+18; hp 70 each; Init 
  +6; Spd 30 ft.; AC 16 (+2 Dex, +4 chain shirt), touch 12, 
  flat-footed 14; Base Atk +8; Grp +11; Atk +13 melee 
  (1d8+5, longsword/17-20); Full Atk +13/+8 melee (1d8+5, 
  longsword/17-20); SA sneak attack +2d6; SQ evasion, 
  trapfinding; AL NE; SV Fort +8, Ref +7, Will +4; Str 16, 
  Dex 14, Con 14, Int 8, Wis 12, Cha 10. 
   
  Skills and Feats: Intimidate +10, Hide +12, Move 
  Silently +12, Spot +9; Combat Reflexes, Dodge, Improved 
  Critical (longsword), Improved Initiative, Mobility, 
  Stealthy, 
  Weapon 
  Focus 
  (longsword), 
  Weapon 
  Specialization (longsword). 
   
  Possessions: masterwork chain shirt, masterwork 
  longsword, dagger. 
  
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  Encounter Five: Looking for Elise 
  Gut-Throttle: female choker Adp18/Rog2; CR 13; Small 
  aberration; HD 3d8+20d6+69; hp 166; Init +8; Spd 20 ft., 
  climb 10 ft.; AC 19 (+1 size, +4 Dex, +4 natural), touch 15, 
  flat-footed 15; Base Atk +12; Grp +14; Atk +14 melee 
  (1d3+2, tentacle); Full Atk +14/+14 melee (1d3+2, 
  tentacles); Space/Reach 5 ft./10 ft.; SA constrict, 
  improved grab, sneak attack +1d6; SQ darkvision 60 ft., 
  evasion, quickness, weasel familiar; AL CE; SV Fort +10, 
  Ref +18, Will +19; Str 14, Dex 18, Con 16, Int 6, Wis 21, 
  Cha 6. 
   
  Skills and Feats: Climb +12, Concentration +21 (+25), 
  Hide +17, Move Silently +13; Combat Casting, Improved 
  Initiative (B), Improved Spell Capacity, Leadership, 
  Lightning Reflexes, Maximize Spell, Spell Focus 
  (evocation), Stealthy, Weapon Focus (ray spells). 
    
  Spells Prepared (3/5/4/4/3/2/1; base DC 15 + spell 
  level, 16 + spell level for Evocation spells): 0—cure minor 
  wounds, ghost sound, touch of fatigue; 1st—bless, 
  burning hands (3), protection from good; 2nd—
  scorching ray (3), see invisibility; 3rd—bestow curse, 
  lightning bolt (3); 4th—cure critical wounds, stoneskin, 
  wall of fire; 5th—baleful polymorph, maximized 
  scorching ray; 6th—maximized lightning bolt. 
   
  Possessions: spell component pouch (including 250 
  gp of diamond dust). 
   
  Half-Fiendish Advanced Chokers, 6HD (6): CR 6; 
  Small outsider (native); HD 6d8+24; hp 51; Init +11; Spd 
  20 ft., fly 20 ft. (average), climb 10 ft.; AC 23 (+1 size, +7 
  Dex, +5 natural), touch 18, flat-footed 16; Base Atk +4; 
  Grp +10; Atk +11 melee (1d3+6, tentacle); Full Atk 
  +11/+11 melee (1d3+6, tentacle) and +6 (1d4+3, bite); SA 
  constrict, improved grab, smite good 1/day (+6 damage); 
  SQ DR 5/magic, darkvision 60 ft., immune to poison, 
  quickness, resistance to acid 10, cold 10, electricity 10, 
  and fire 10, SR 16; AL CE; SV Fort +6, Ref +11, Will +8; 
  Str 23, Dex 24, Con 18, Int 10, Wis 12, Cha 6. 
   
  Skills and Feats: Climb +15, Hide +17, Move Silently 
  +13; Improved Initiative (B), Iron Will, Lightning 
  Reflexes, Stealthy. 
   
  Possessions: none. 
   
  Spell-Like Abilities (Sp): 3/day – darkness; 1/day – 
  desecrate, unholy blight (DC 12).  Caster level 6
  th. 
   
   
  Encounter Nine: Showdown 
  Urtgrim: male duergar Bbn13; CR 14; Medium 
  humanoid (dwarf); HD 13d12+39; hp 135; Init +6; Spd 30 
  ft.; AC 16 (+1 Dex, +5 chain shirt), touch 11, flat-footed 
  16; Base Atk +13; Grp +17; Atk +19 melee (2d4+7, +1 
  maiming scythe*/19-20); Full Atk +19/+14/+9 melee 
  (2d4+7, +1 maiming scythe/19-20); SQ DR 3/—, 
  darkvision 120 ft., daylight sensitivity, fast movement, 
  illiteracy, immune to paralysis, phantasms, and poison, 
  improved uncanny dodge, greater rage 4/day, spell-like 
  abilities (enlarge person and invisibility 1/day as Wiz26), 
  stability, stonecutting, trap sense +4, +2 vs. saves and 
  spell-like abilities (not added in); AL NE; SV Fort +11, Ref 
  +5, Will +5; Str 18, Dex 13, Con 16, Int 8, Wis 12, Cha 6. 
   
  Skills and Feats: Intimidate +13, Listen +17, Move 
  Silently +4, Spot +2, Survival +15; Blind-Fight, Cleave, 
  Improved Critical (scythe), Power Attack, Weapon Focus 
  (scythe). 
   
  Possessions: +1 chain shirt, +1 maiming scythe*, 3 
  throwing axes, potion of fly, boots of speed. 
   
  Rage: When Urtgrim rages, his stats change as 
  follows: HD 13d12+78; hp 174; AC 14, touch 9, flat-footed 
  14; Grp +20; Atk +22 melee (2d4+11/19-20/x1d8, scythe); 
  Full Atk +22/+17/+12 melee (2d4+11/19-20/x1d8, 
  scythe); SV Fort +14, Will +8; Str 24, Con 22. 
   
  Spells Active: Urtgrim gets a greater heroism spell 
  (caster level 15
  th) as he arrives, giving him a +4 morale 
  bonus on attacks, saves, and skill checks, immunity to 
  fear, and 15 temporary hit points.  In addition, he has 
  consumed a heroes’ feast (caster level 14
  th) earlier today, 
  granting him immunity to fear and poison, 1d8+7 more 
  temporary hit points, and a +1 morale bonus to attack 
  rolls and Will saves (these morale bonuses don’t stack 
  with the greater heroism spell).  None of these bonuses 
  are included above.   
   
  *New Rules Item:  See Appendix 2. 
   
  Genda Two-Fangs: female human Rgr10; CR 10; 
  Medium humanoid (human); HD 10d8+20; hp 73; Init 
  +3; Spd 30 ft.; AC 19 (+3 Dex, +6 breastplate), touch 13, 
  flat-footed 16; Base Atk +10; Grp +12; Atk +15 melee 
  (1d4+3, +1 light pick/19-20); Full Atk +13/+8 melee 
  (1d4+3, +1 light pick/19-20) and +13/+8 melee (1d4+2, +1 
  light pick/19-20); SQ evasion, favored enemy (elves +4, 
  humans +4, gnomes +2), swift tracker, wild empathy +10, 
  woodland stride; AL NE; SV Fort +9, Ref +10, Will +4; Str 
  14, Dex 16, Con 14, Int 8, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +15, Listen +14, Move Silently 
  +15, Search +12, Spot +14, Survival +14; Dodge, 
  Endurance, Improved Critical (light pick), Improved 
  Two-Weapon Fighting, Track, Two-Weapon Fighting, 
  Weapon Finesse, Weapon Focus (light pick). 
   
  Spells Prepared (2/1; base DC 11 + spell level): 1st—
  entangle, resist energy; 2nd—barkskin. 
   
  Possessions: +1 mithral breastplate, 2 +1 light picks, 
  masterwork longbow, 20 arrows, dagger, potion of cure 
  serious wounds. 
   
  Spells Active: Genda gets an empowered false life 
  spell (caster level 15
  th) as she arrives, giving her (1d10+10) 
  x 1.5 temporary hit points.  In addition, she has 
  consumed a heroes’ feast (caster level 14
  th) earlier today, 
  
  Fallen Hero 
   
  Page 31 
  granting her immunity to fear and poison, 1d8+7 more 
  temporary hit points, and a +1 morale bonus to attack 
  rolls and Will saves.  None of these bonuses are included 
  above. 
   
  Skreet: male halfling Rog4/Ftr1/Asn5; CR 10; Small 
  humanoid (halfling); HD 1d10+9d6+18; hp 64; Init +4; 
  Spd 25  ft.; AC 19 (+1 size, +4 Dex, +4 studded leather), 
  touch 15, flat-footed 19; Base Atk +7; Grp +3; Atk +13 
  melee (1d4+1, +1 rapier); Full Atk +13/+8 melee (1d4+1, 
  +1 rapier); SA death attack (Fort DC 15), sneak attack 
  +5d6; SQ evasion, improved uncanny dodge, poison use, 
  trapfinding, trap sense +1; AL CE; SV Fort +7 (+9 vs. 
  poison), Ref +13, Will +4 (+6 vs. fear); Str 11, Dex 19, Con 
  14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +10, Climb +2, Disable 
  Device +5, Disguise +8, Hide +20, Jump +9, Listen +8, 
  Move Silently +16, Search +7, Spot +8, Tumble +18; 
  Dash*, Dodge, Mobility, Spring Attack, Weapon Finesse. 
   
  Possessions: +1 studded leather armor, +1 rapier, 
  shortbow, 20 arrows, dagger, masterwork thieves tools, 
  potion of invisibility. 
   
  Spells Active: Skreet gets a greater invisibility spell 
  (caster level 15
  th) as he arrives.  In addition, he has 
  consumed a heroes’ feast (caster level 14
  th) earlier today, 
  granting him immunity to fear and poison, 1d8+7 
  temporary hit points, and a +1 morale bonus to attack 
  rolls and Will saves.  None of these bonuses are included 
  above. 
   
  *New Rules Item:  See Appendix 2. 
  
  Fallen Hero 
   
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  Appendix Two: New Rules Items 
   
  Dash [General] (from Complete Warrior) 
  You can move faster than normal. 
   
  Benefit: If you are wearing light armor or no armor and are carrying a light load, your speed is 5 feet faster. 
   
  Daylight Adaptation [General] (from the Forgotten Realms Campaign Setting) 
  Through long exile from the shadowed homelands of your kind, you have learned to endure the painful sunlight of the 
  surface world. 
  Benefit: If you are a type of creature that suffers circumstance penalties when exposed to bright light (such as 
  drow or duergar), you no longer suffer those penalties, whether the light comes from natural or magical sources of 
  illumination. 
   
  Dual Strike [General] (from Complete Adventurer) 
  You are an expert skirmisher skilled at fighting with two weapons.  Your extensive training with two weapons allows 
  you to attack with both while moving through a chaotic combat or fighting a running battle. 
   
  Prerequisites:  Improved Two-Weapon Fighting, Two-Weapon Fighting 
   
  Benefit: As a standard action, you can make a melee attack with your primary weapon and your off-hand weapon.  
  Both attacks use the same attack roll to determine success, using the worse of the two weapons’ attack modifiers.  If you 
  are using a one-handed or light weapon in your primary hand and a light weapon in your off hand, you take a -4 penalty 
  on this attack roll; otherwise you take a -10 penalty. 
   
  Each weapon deals its normal damage.  Damage reduction and other resistances apply separately against each 
  weapon attack. 
   
  Special: When you make this attack, you apply precision-based damage (such as from sneak attack) only once.  If 
  you score a critical hit, only the weapon in your primary hand deals extra critical hit damage; your off-hand weapon 
  deals regular damage. 
   
  A fighter may select Dual Strike as one of his fighter bonus feats. 
   
  Hold the Line [General] (from Complete Warrior) 
  You are trained in defensive techniques against charging foes. 
   
  Prerequisites:  Base attack bonus +2, Combat Reflexes. 
   
  Benefit: You may make an attack of opportunity against a charging opponent who enters an area you threaten.  
  Your attack of opportunity happens immediately before the charge attack is resolved. 
   
  Normal: You only get an attack of opportunity against a character that exits a square you threaten. 
   
  Maiming [Magic Weapon Special Ability] (from Miniatures Handbook) 
  A weapon with this special ability twists and digs into the flesh of the creatures it strikes true.  This weapon has a 
  random multiplier for critical hits. If the weapon normally has a x2 critical multiplier, roll 1d4 each time you 
  successfully score a critical hit to determine your multiplier.  For weapons with a x3 multiplier, roll 1d6 to determine 
  the new multiplier.  For a x4 multiplier, roll 1d8. 
  Faint transmutation; CL 5
  th; Craft Magic Arms and Armor, keen edge; Price: +1 bonus. 
   
  Craft Contingent Spell [Item Creation] as presented in Complete Arcane 
  You know how to attach semi permanent spells to a creature and set them to activate under certain conditions 
  Prerequisites: Caster level 11
  th 
  Benefit: You can make contingent any spell that you know.  Crafting a contingent spell takes one day for each 1,000 gp 
  in its base price (spell level x caster level x 100 gp).  To craft a contingent spell, you must spend 1/25 of this base price in 
  XP and use up raw materials costing one-half the base price. Some spells incur extra costs in material components or XP 
  (as noted in their descriptions), which must be paid when the contingent spell is created. 
  
  Fallen Hero 
   
  Page 33 
  Appendix Three: House Avgustin Lineage 
   
  This shows the Avgustin family lineage.  Baron Rollof Avgustin died a week ago.  His son Ivar dies during Encounter 
  Five.  
   
   
  
  Fallen Hero 
   
  Page 34 
  Map 1: Layout of House Avgustin’s Estate 
   
  This illustration shows the layout of the estate.  Feel free to show this map to the players once they’ve had the chance to 
  look around. 
   
   
   
   
  
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  Player Handout #1: First Letter 
   
   
  
  Fallen Hero 
   
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  Player Handout #2: The Second Letter 
   
   
   
  
  Fallen Hero 
   
  Page 37 
  Critical Event Summary 
   
  If you are running this event prior to May 1, 2005, please send your answer to the following question to 
  poc@verbobonc.net with the subject heading “Fallen Hero Critical Event.” 
   
  1. 
  Were Elise Brandenberg and Captain Yronl appointed the head of House Avgustin? 
   
  If a player is chosen at the table to receive the armor please tell that player to email the POC of the Verbobonc triad for 
  further information about this special item.  This is very important. Thank you! 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Verbobonc/595/Normal Scenarios/VER5-02 - Fallen Hero (APL 4-12)/VER5-02 - Fallen Hero.pdf