TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  GEO4-08 
   
   
   
   
   
   
  Massacre at Clear Sky 
   
  A One-Round D&D LIVING GREYHAWK®  
  Geoff Regional Adventure 
  Version 1.0 
  Round One 
  by John Pieper & Nora Palmer 
  Special thanks to: Tripp Elliott, Jason Gonding, Sean Hillman, Brad Lester, Eric Menge and Stephen 
  Mumford for contributing to the design of Clear Sky, and John Olsen and Mary Worrest for their help with 
  maps. 
  Playtested by: Bonnie Humphrey Jr., Bill Kronick, Chrism Kronick, Brian Mahoney, Angus Smith, Leigh 
  Smith, Sean Hillman, Matt Tyler, Byron Roberts, Christopher Griffin, Jim Robb, Shawn Lasseter, Alex 
  Miles-Lasseter, John Olsen, Wes Wright, Joe Tom. 
  A series of vicious raids conducted by half-orcs has shattered the calm between Clear Sky and the rest of 
  Geoff.  The half-orcs of Clear Sky claim to have no connection to the attacks, but something isn’t right.  
  Either the inhabitants of Clear Sky are lying, or some other threat exists.  Whatever it might be, tension 
  between Clear Sky and the rest of Geoff is growing.  The answer lies in the history of Geoff, Clear Sky, 
  and the fundamental nature of half-orcs.  A Geoff Regional scenario for APLs 4-12. 
  
  Massacre at Clear Sky 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer to 
  three and a half hours. The rest of the time is spent 
  in preparation before game play, and scoring after 
  the game. The following guidelines are here to help 
  you with both the preparation and voting segment of 
  the game. Read this page carefully so that you 
  know and can communicate to your players the 
  special aspects of playing an RPGA scenario.  
   
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with 
  any special rules, spells, or equipment presented in 
  the adventure. It may help to highlight particularly 
  important passages.  
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction.  
  Keep in mind that you must have at least four 
  players (not counting the DM), for the game session 
  to be a sanctioned RPGA event. As well, you 
  cannot have more than six players participating in 
  the game. 
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or 
  her. The tag should have the player’s name at the 
  bottom, and the character’s name, race, and gender 
  at the top. This makes it easier for the players (and 
  the DM) to keep track of who is playing which 
  character. 
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use 
  of even core rulebooks during certain times of play. 
  For example, the players are not free to consult the 
  Dungeon Master’s Guide when confronted with a 
  trap or hazard, or the Monster Manual when 
  confronted with a monster.  
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while 
  other text is for your eyes only. Text for the players 
  will be in italics. It’s strongly recommended that you 
  paraphrase the player text instead of reading it 
  aloud. Some of this text is general and must be 
  adapted to the specific situation or to actions of the 
  player characters. 
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  If players do not 
  have a LIVING GREYHAWK character generated, 
  get a copy of the current LIVING GREYHAWK 
  character generation guidelines, and a character 
  sheet from your convention coordinator or the 
  RPGA Web site, ant then have any players without 
  a character create on.  Once all players have a 
  LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is 
  also recommended that you have a copy of the 
  LIVING GREYHAWK Gazetteer. 
  Living Greyhawk Levels of Play  
   
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges are proportioned to the average 
  character level of the PCs participating in the 
  adventure. To determine the Average Party Level 
  (APL): 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs 
  trained for war), other than those brought by 
  virtue 
  of 
  a 
  class 
  ability 
  (i.e. 
  animal 
  companions, familiars paladin’s mounts, etc) 
  use the sidebar chart to determine the number 
  of levels you add to the sum above. Add each 
  character’s animals separately. A single PC 
  may only bring four or fewer animals of this 
  
  Massacre at Clear Sky 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  type, and animals with different CRs are 
  added separately. 
  3. Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
   Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
   
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use 
  either the higher or the lower adjacent APL. 
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your 
  character is three character levels or more either 
  higher or lower than the APL this adventure is 
  being played at, that character will receive only 
  half of the experience points awarded for the 
  adventure. This simulates the fact that either your 
  character was not as challenged as normal, or 
  relied on help by higher-level characters to reach 
  the objectives. 
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1st-level characters may find 
  difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If your group is APL 1 
  there are three things that you can do to help even 
  the score. 
  1. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs 
  who want their dogs to attack must succeed at 
  a Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a free action (spoken 
  command) that may be attempted each round. 
  If an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
  Time Units and Upkeep  
   
   
  This is a standard one-round Regional adventure, 
  set in the Grand 
  Duchy of Geoff. 
   Characters 
  native to Geoff 
  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. 
  
  Massacre at Clear Sky 
   
  Page 4 
  Adventure Background 
  For many years, many in Geoff have regarded the 
  camp of Clear Sky with suspicion.  While the half-
  orcs of Clear Sky strive to live according to the 
  Flannae laws of the Gyri, Korbec, a half-orc cleric, 
  tries to rescue the half-orcs of Clear Sky from what 
  he views as the weakness of their human side.  In 
  his eyes, Clear Sky should be a mighty force to be 
  feared, and not subject to the laws of pathetic 
  humans.  Korbec argued with the Elders of Clear 
  Sky over that philosophy, and left some time ago 
  in disgust.  However, a group of his followers still 
  live in Clear Sky, and they continue to exert 
  influence on other half-orcs.  For several years, he 
  searched for a way to increase Clear Sky’s 
  strength so that they are able and willing to take 
  their rightful place in the world.  These efforts 
  included the occasional raid or two to feed and 
  enrich Korbec’s followers.  Korbec used the raids 
  to drive wedges between Clear Sky and the rest of 
  Geoff, most notably the Knights of the Watch.  
  Several of Korbec’s followers were involved in the 
  attack on Unrelenting Sphinx Gundar Kevitz.  In 
  the past, Clear Sky raids usually involved 
  sneaking in somewhere and grabbing a sheep or 
  two, but Korbec’s raids were brutal affairs.  
  Homesteads were looted and burned, people were 
  killed, 
  and 
  whole 
  herds 
  were 
  stolen 
  or 
  slaughtered.  For most, it is hard to tell if a half-orc 
  is from Clear Sky or not while he destroys their 
  livelihood.  As a result, tensions between Clear 
  Sky and the rest of Geoff grow. 
  Recently, Korbec stumbled across an Ur-Flan 
  shrine.  At first, he dismissed it as human trash, 
  but he returned to it, and with further studying, he 
  saw how it could be used to bring out the orc side 
  of Clear Sky.  Drawing upon his personal 
  knowledge and what he gained from the shrine, he 
  forged a ritual designed to hone Clear Sky into a 
  weapon that would strike fear into the hearts of 
  Korbec’s enemies and establish Clear Sky’s 
  proper place in the world.  As designed, the ritual 
  destroys any half-orc who, by Korbec’s definition, 
  is too human tainted.  Unfortunately, Ur-Flan 
  magic corrupts and twists anything it touches.  
  Unknown to Korbec, the end result will not hone 
  Clear Sky, but destroy it. 
  Adventure Summary  
  Introduction 
  Depending on the player character’s (PC) meta-
  org affiliations, they are asked to investigate these 
  attacks by half-orc raiders.  The powers that be 
  want these attacks stopped for various reasons. 
  Encounter 1:  The Road to Clear Sky 
  The PCs meet on the road to Clear Sky if they 
  have not already.  As the party approaches the 
  camp, they see in the distance two wagons 
  escorted by one of Padrig’s reeves, Cadan ap 
  Trennis.  A group of half-orcs, including a Clear 
  Sky half orc named Yerroc, attacks the wagons.  
  The PCs need to either defeat or drive off the half-
  orc attack.  A member of Clear Sky has a chance 
  to recognize Yerroc, and vice versa. 
  Encounter 2:  Arrival at Camp Clear Sky 
  The PCs arrive at Clear Sky, see the camp for the 
  first time, and meet with Eliseg.  The PCs may 
  mention the fight on the road to the guards, but it 
  is not necessary. 
  Encounter 3:  Meeting with Eliseg 
  The party meets Eliseg and talks to him about the 
  raids.  Eliseg mentions the fact that not all half-
  orcs embrace the Clear Sky way.  He points out 
  the rules of Clear Sky.  If the ambushers were all 
  killed, Eliseg asks some guards to bring the 
  bodies back if they were left near the road.  If they 
  were brought to Clear Sky, Eliseg asks to see the 
  bodies.  He hopes he can identify some of them.  
  If Yerroc is still alive, Eliseg brings him out to be 
  interrogated.  Yerroc curses Eliseg and calls him a 
  traitor for denying his orc heritage.  Eliseg 
  responds by telling Yerroc that he does not deny 
  his orc blood, but favors his human blood more. 
  Encounter 4:  Silent Half-Orcs Still Tell Tales 
  Yerroc has more information.  His tent contains a 
  chest with incriminating papers.  The PCs must 
  disable a trap (or traps) and unlock the chest.  The 
  papers mention Yerroc’s co-conspirators and his 
  master, Korbec.  The papers hint at what Korbec 
  is up to. 
  Encounter 5:  Wandering, with Purpose 
  The PCs need to find the other members of 
  Yerroc’s group.  By wandering around the camp, 
  they can find the three.  One is a tanner, one is a 
  bowyer/fletcher, and one is a guard.  Between the 
  three of them, the party learns that Korbec is 
  preparing a ritual designed to do something to 
  Clear Sky and he hired a giant to prepare the 
  chamber.  Afterwards, they can join the half-orcs 
  for dinner, if the PCs wish. 
  
  Massacre at Clear Sky 
   
  Page 5 
  Encounter 6:  Giants, Old and Young 
  The PCs meet the giant, Cnut, and his apprentice 
  Syroc.  When they tell him about what Korbec is 
  up to, Cnut realizes that what he was told might 
  not exactly agree with what was done, and draws 
  a map showing the exact location of the ritual. 
  Encounter 7:  Uninvited Guests 
  The party arrives at the front gate.  To enter, they 
  must disable a trap and unlock the gate.  Or they 
  could just smash it down. 
  Encounter 8:  Final Fight 
  The party finally finds Korbec and attempts to stop 
  the ritual.  The speed with which the party 
  succeeds determines the fate of Clear Sky. 
  Introduction 
  The DM needs to collect some information from 
  the PCs before beginning.  Have the PCs write 
  down where they are from and their meta-orgs 
  memberships.  Their meta-org memberships 
  determine how they are brought into the module.   
  If a PC is from Clear Sky, use that first.  If two PCs 
  have overlapping meta-orgs, use a different one 
  for each PC. 
  The meta-orgs that the module uses as hooks are: 
   The Army of Liberation, Gyric mobility, the 
  Knights of the Watch, and Clear Sky. 
  If the PC is a member of the Old Faith meta-org, 
  make a note of it.  The information is used to alter 
  the descriptions given in Encounter Eight. 
  Check to see if any PC has the Sikloei ring from 
  the Geoff module, GEO3-03 Curiosity Killed the 
  Cat.  It plays a role in the meeting that takes place 
  in Encounter Six. 
  If the PC is a member of the Army of Liberation, 
  they receive a summons from Cadofyth Morgan 
  Hazeleye. 
  The army camp outside of Hochoch appears to 
  be in good shape.  The army continues to gain 
  strength after the slaughter at Gorna last year. 
   Checking in with the guards at the main 
  entrance gets you directions to the Cadofyth 
  command tent near the middle of the tent city.  
  After a few minutes, you reach the massive 
  expanse of canvas.  The guard outside takes 
  your summons and slips into the tent.  A 
  moment later, you hear “Enter,” from the 
  guard.  Stepping in, Morgan leans over a map 
  of Gyruff, engrossed in military planning.  He 
  wastes no time getting down to business. 
  “I need you to ride out to Clear Sky to speak 
  with Eliseg.  Half-orc raids are increasing, and 
  if Eliseg and the Elders don’t do something 
  about it, I’ll have no choice but to take some 
  sort of action.  Don’t threaten him, but impress 
  upon him my seriousness.” 
  In some ways, Morgan admires Eliseg for his 
  organizational efforts.  They do provide many 
  members for his wolf packs when the request 
  goes out, so Morgan tends to view them favorably. 
   On the other hand, in Morgan’s eyes, Clear Sky 
  has a long way to go to be truly capable.  Clear 
  Sky still lacks order. 
  What Morgan knows: 
  • 
  Four farmsteads have been attacked. 
  • 
  Three caravans, one army, two ffolk, have 
  been attacked. 
  • 
  All of them were located in Arweth. 
  • 
  The Olwythi attempted to track them, but 
  lost the trail after a short while.  Morgan is 
  certain that the attackers used magic. 
  • 
  The attacks occurred north and west of 
  Clear Sky. 
  • 
  A wood elf from the Dim has been 
  reported missing after an attack by half-
  orcs. 
  If the PC is a member of the Knights of the Watch, 
  they have received a summons from Vilina Lea. 
  As you ride into Northkeep, the banners, the 
  cleanliness, the attention to detail in this place 
  reminds you of the power of the Order and 
  swells your pride in them.  As you approach 
  the stables, a squire comes over to you and 
  speaks.  “Sir, Watcher Vilina Lea is expecting 
  you.  This way, please.” 
  Following the squire up flights of stairs and 
  down long passageways, leads you to a solid 
  iron door.  The squire knocks gently, then 
  opens the door, sticks his head in, and speaks 
  softly.  A second later, he opens the door fully 
  and motions for you to enter. 
  Vilina Lea sits behind a large desk as you enter 
  the room.  She motions for you to take a seat, 
  pauses, and then speaks. 
  “I want you to ride out to Clear Sky today and 
  talk to Eliseg about the number of half-orc 
  
  Massacre at Clear Sky 
   
  Page 6 
  raids taking place.  I’m certain that Eliseg has 
  been trying to do something about the raids, 
  but impress upon him the urgency of the 
  situation.  If steps aren’t taken soon to rectify 
  matters, the Knights or the Gran March army 
  may be asked to do something about it.  I 
  doubt that solution would be one favorable to 
  Eliseg.” 
  Vilina Lea is fairly sure that Eliseg is not behind 
  these raids, but she is worried that he may have 
  lost control of Clear Sky. 
  What Vilina knows: 
  • 
  The attackers were all half-orcs. 
  • 
  One army and two private caravans were 
  attacked. 
  • 
  The Army of Liberation attempted to track 
  the attackers, but lost the trail. 
  • 
  The attacks were carried out with almost 
  military precision. 
  If the PC is a member of the Gyruff nobility, they 
  have received a request from Regent Sierra 
  Blackblade. 
  You receive a message sealed by the signet of 
  the Regent.  The message was rather short on 
  details.  It simply requested presence if you 
  were available, to look into a local issue. 
  When you arrive at the Regent’s quarters in 
  Caer Rhiniog, a guardsman escorts you inside. 
   Sierra 
  Blackblade 
  sits 
  behind 
  a 
  desk, 
  engrossed in a stack of papers.  Seeing you, 
  she stands up with a smile, comes around the 
  desk, bids you to take a seat, and dismisses 
  the guard.  “Good to see you, <insert PC name 
  here>. 
  “I asked you to here because of a series of 
  related events.  I am referring, of course, to the 
  increasing number of raids involving half-orcs. 
   The situation is spiraling out of control, and 
  we, as nobles, have a duty to protect our Ffolk. 
   I want you to ride out to Clear Sky and talk to 
  Eliseg, the leader of Clear Sky.  They just 
  moved to their winter quarters, and should be 
  settled in by now.  See if you can find anything 
  out.  I am not certain, but based on information 
  I have, I do not believe that Clear Sky is 
  responsible for these raids.  I leave the 
  investigation in your capable hands.” 
  If asked why she does not believe the half-orcs of 
  Clear Sky are to blame, she mentions that Eliseg 
  and the Elders made a secret agreement with 
  Owen.  If Clear Sky helped the war effort, the 
  government of Geoff would grant Clear Sky a 
  territory some day.  This information is not 
  generally known. 
  Sierra met Eliseg once, and she was impressed 
  by his manner.  She is worried about him, since he 
  is a powerful druid.  His loss could hurt the war 
  effort.  She does not want to see Clear Sky 
  destroyed, since they provide many fighters and 
  other adventurers for wolf packs. 
  What Sierra knows: 
  • 
  Four farmsteads have been attacked. 
  • 
  Three caravans, one army, two ffolk, have 
  been attacked. 
  • 
  All of them were located in Arweth. 
  • 
  The Olwythi attempted to track them, but 
  lost the trail after a short while. 
  • 
  The attacks occurred north and west of 
  Clear Sky. 
  • 
  A grey elf of the Oyt was reported missing 
  after an attack by half-orcs. 
  If the PC is a member of Clear Sky, they have 
  received a summons from Padrig ap Bedwyn. 
  Dashing Panther Padrig ap Bedwyn’s office is 
  small and spartan.  The furniture is well made 
  and massively sturdy.  Padrig himself vibrates 
  with energy as he paces back and forth behind 
  the scarred oaken desk.  His stance and the 
  way he carries himself suggests someone 
  more used to action rather than dealing with 
  papers and decrees.  He stops and looks at 
  you. 
  “Member(s) of Clear Sky, I have been very 
  patient during the recent series of half-orc 
  raids that have plagued Arweth.  But if 
  something is not done soon, I will have to ask 
  Sierra, the Commandant, or Watcher Kevitz to 
  take some sort of action!”  Padrig’s voice 
  almost rises to a shout, and then he visibly 
  forces himself to calm down.  With an 
  apologetic grin, he continues.  “I know you 
  have recently moved to your winter quarters, 
  but now that you have settled in, I hope you 
  can conduct more patrols.  As I appoint 
  reeves, I will direct them to work with you as 
  needed.  The Ffolk are not happy, and they are 
  demanding action.  Please, help me resolve 
  this situation soon.  Find a solution.” 
  
  Massacre at Clear Sky 
   
  Page 7 
  Padrig has not interacted with half-orcs very much, 
  and as a result he tends to fall back on 
  stereotypes.  He looks a little surprised when a 
  half-orc shows calm, or reasons with him.  He 
  sees Clear Sky as a generally beneficial ally, but 
  occasionally troublesome.  Padrig is a worshipper 
  of 
  Mayaheine, and he wears the symbol 
  prominently. 
  What Padrig knows: 
  • 
  Four farmsteads have been attacked. 
  • 
  All of them were located in Arweth. 
  • 
  The farms were burned, the livestock 
  taken, and the people were killed. 
  • 
  All the attackers were half-orcs, based on 
  the few people that survived. 
  If the PC is not a member of any of the above 
  organizations, they have received a request from 
  Padrig ap Bedwyn. 
  Dashing Panther Padrig ap Bedwyn’s office is 
  small and spartan.  The furniture is well made and 
  massively sturdy.  Padrig himself seems to vibrate 
  with energy as he paces back and forth behind the 
  scarred oaken desk.  His stance and the way he 
  carries himself suggests someone more used to 
  action rather than sending out papers and 
  decrees.  He stops and looks at you. 
  “Thank you for coming today.  I have been 
  recently installed in my position as Llwyr, and I am 
  still 
  appointing 
  reeves 
  and 
  other 
  officials.  
  Unfortunately, this business of raids by half-orcs 
  needs to be settled soon, and I lack the manpower 
  to fix things.  It is my intention to appoint you a 
  temporary reeve, or sheriff, and have you 
  investigate these raids.  Go to Clear Sky and talk 
  to their leader, Eliseg.  Find out what you can and 
  do your best to resolve the situation.  At the 
  moment, I can only afford to pay you (APL x 5 gp) 
  each.  I realize it isn’t much, but you may keep any 
  gear you confiscate from any raiders you 
  encounter.  Any questions? Good luck.” 
  Padrig gives each PC a braided loop that goes 
  over the shoulder and under the arm.  It looks like 
  an epaulette that has a knotted cord attached to it. 
  Padrig’s full-time reeves recognize the bearer of 
  the knot work as a temporary reeve.  Any full-time 
  reeve outranks the reeve PCs.  
  Padrig hasn’t interacted with half-orcs very much, 
  and as a result he tends to fall back on 
  stereotypes.  He wants to find a solution, but his 
  knightly training doesn’t give him many tools for 
  dealing with the generally chaotic half-orcs.  Most 
  adventurers are too independent for Padrig to feel 
  completely comfortable.  Padrig is a worshipper of 
  Mayaheine, and he wears a symbol prominently. 
  What Padrig knows: 
  • 
  Four farmsteads have been attacked. 
  • 
  All of them were located in Arweth. 
  • 
  The farms were burned, the livestock 
  taken, and the people were killed. 
  • 
  All the attackers were half-orcs, based on 
  the few people that survived. 
  Once all of the PCs have been asked to 
  investigate, go to Encounter One. 
  Encounter One: The Road to 
  Clear Sky 
  DM Note:  When role-playing half-orcs, or reading 
  box text where half-orcs are speaking, try to read 
  complicated or long words as if the speaker is not 
  very familiar with the words.  This reflects the fact 
  that many half-orcs did not grow up speaking Flan 
  or Common as their first language and the fact 
  that half-orcs tend to speak simply.  Clear Sky 
  half-orcs tend to speak in a more educated tone, 
  but even they tend to test new words out. 
  As you set out towards Clear Sky, others make 
  their way in the same general direction as you 
  despite the approach of winter and the news of 
  the half-orc raids in the countryside. 
  At this point, have the characters introduce 
  themselves. 
  After several hours, the sky begins to clear.  
  Occasionally, small copses of trees dot the 
  hilly countryside. 
  As the sun touches the hills in front of you, 
  you turn down the road that leads to Clear Sky. 
   Faint wisps of smoke from Clear Sky’s 
  campfires can be seen in the distance.  Two 
  heavily laden supply wagons approach from 
  the direction of Clear Sky.  Perhaps on their 
  way to the Fort Honor border keep nearby.  
  The carts, each drawn by two horses, move 
  slowly 
  through 
  a 
  large 
  grove 
  of 
  trees 
  overhanging the road.  A human wearing a 
  chain shirt and a pair of swords rides on a 
  horse along side the two wagons.  The road 
  under the trees is a little drier than usual, but 
  still damp. 
  
  Massacre at Clear Sky 
   
  Page 8 
  With a roar and a series of twangs, arrows 
  shoot from the forest, striking several horses 
  and teamsters with wet smacks that produce 
  howls and whinnies of pain.  Half-orcs armed 
  with longbows stand up from their ambush 
  positions and roar in triumph.  The teamsters 
  on the wagons let out screams that form an 
  unpleasant counterpoint to the shrieks of their 
  injured animal companions and the roars of 
  their attackers.  The traveling companion has 
  been pinned under his fallen steed.  He 
  manages to draw one weapon, but he can only 
  watch in frustration as the attackers advance. 
  The raiders have consumed an elixir of hiding 
  several rounds before the wagons arrived.  The 
  effects have been calculated into their stat blocks. 
  At the beginning of the fight, the PCs are 60’ away 
  from the closest wagon.  The roadway is 30’ 
  across.  A 15’ block on each side of the road 
  allows normal movement.  Beyond 15’ off the 
  road, the trees inhibit movement.  All characters 
  are limited to half movement and cannot run or 
  charge.  The NPCs start in the trees on either side 
  of the wagon.  The trees provide cover and 
  concealment. 
  The road does not have enough viable plant 
  material for an entangle spell to function. 
  The raiders shoot arrows at only one horse in 
  each wagon.  This prevents the other horse from 
  moving the wagon.  Haret and Yerroc stay down, 
  figuring that the fighters are sufficient to capture 
  the wagons.  When they realize that the party is 
  there, they take steps to deal with the new tactical 
  situation.  Haret directs the fighters to attack the 
  party and casts spells in support.  At all APLs, 
  Yerroc attempts to maneuver to a position where 
  he can flank the party.  Yerroc fights until he is 
  either dead or unconscious.  At all APLs, Yerroc 
  has a locked gauntlet, which gives him a +10 
  bonus against disarm checks. 
  During the combat, members of a Clear Sky meta-
  org have the opportunity to recognize Yerroc.  The 
  Clear Sky PC needs a successful Spot check (DC 
  10+APL) during the combat to recognize him.  
  Clear Sky Elders get a +4 circumstance bonus.  At 
  the same time, Yerroc gets the opportunity to 
  recognize a PC Clear Sky member or Clear Sky 
  elder.  Yerroc recognizes a member or elder of 
  Clear Sky with a successful Spot check (DC 20).  
  Yerroc receives a +4 circumstance bonus if the 
  PC is a Clear Sky elder.  If Yerroc successfully 
  recognizes a Clear Sky member or elder, he 
  directs his attacks at that PC.  If there are multiple 
  members and/or elders, Yerroc attacks elders first, 
  then members. 
  After the combat, members and elders of Clear 
  Sky get a second Spot check with a +2 bonus in 
  addition to any other bonuses they may have. 
  If a PC heals Cadan’s horse, Cadan can get out 
  from underneath and assist the party.  Otherwise, 
  Cadan does not assist the PCs in the attack, but 
  he is not considered helpless since he has a 
  weapon in hand and threatens the area around 
  him. 
  APL 4 (EL 7) 
  Cadan ap Trennis: Human Rgr 2; hp 15 (currently 
  11); see Appendix One. 
  Haret: Male Half-Orc Clr 4; hp 31; see Appendix 
  One. 
  Gru, Tef, Vorg, Zej: Male Half-Orc Bbn 1; hp 14; 
  see Appendix One. 
  Yerroc: Male Half-Orc Bbn 1/Rog 3; hp 29; see 
  Appendix One. 
  APL 6 (EL 9) 
  Cadan ap Trennis: Human Brd 1/Ftr 1/Rgr 2; hp 
  27 (currently 20); see Appendix One. 
  Haret: Male Half-Orc Clr 6; hp 45; see Appendix 
  One. 
  Gru, Tef, Vorg, Zej: Male Half-Orc Bbn 2; hp 23; 
  see Appendix One. 
  Yerroc: Male Half-Orc Bbn 1/Rog 5; hp 42; see 
  Appendix One. 
  APL 8 (EL 11) 
  Cadan ap Trennis: Human Brd 2/Ftr 1/Rgr 3; hp 
  38 (currently 28); see Appendix One. 
  Haret: Male Half-Orc Clr 8; hp 59; see Appendix 
  One. 
  Gru, Tef, Vorg, Zej: Male Half-Orc Bbn 2/Ftr 2; hp 
  39; see Appendix One. 
  Yerroc: Male Half-Orc Bbn 1/Rog 7; hp 52; see 
  Appendix One. 
  APL 10 (EL 13) 
  Cadan ap Trennis: Human Brd 2/Ftr 2/Rgr 4; hp 
  51 (currently 38); see Appendix One. 
  
  Massacre at Clear Sky 
   
  Page 9 
  Haret: Male Half-Orc Clr 10; hp 73; see Appendix 
  One. 
  Gru, Tef, Vorg, Zej:  Male Half-Orc Bbn 4/Ftr 2; 
  hp 57; see Appendix One. 
  Yerroc: Male Half-Orc Bbn 1/Rog 9; hp 62; see 
  Appendix One. 
  APL 12 (EL 15) 
  Cadan ap Trennis: Human Brd 2/Ftr 2/Rgr 6; hp 
  63 (currently 47); see Appendix One. 
  Haret: Male Half-Orc Clr 12; hp 87; see Appendix 
  One. 
  Gru, Tef, Vorg, Zej: Male Half-Orc Bbn 4/Ftr 4; hp 
  73; see Appendix One. 
  Yerroc: Male Half-Orc Bbn 1/Rog 11; hp 72; see 
  Appendix One. 
  The trapped guard manages to extricate himself 
  from under his horse just as the fight ends.  He 
  offers his thanks and introduces himself as Cadan 
  ap Trennis, the son of a minor noble who has 
  recently found employment as a reeve appointed 
  by Watcher Padrig ap Bedwyn.  Cadan comes 
  from the Tallwood family, a minor noble house that 
  used to own land in the far western reaches of 
  Geoff (Knowledge: Nobility DC 18). 
  He says that he was tasked to escort these supply 
  wagons from Fort Honor to Clear Sky and back 
  again, given the increased number of recent raids. 
   He thought that his presence would have been 
  enough to deter an attack, but the number and 
  power of the attackers disproved that idea.  Cadan 
  is very worried about the threat of such a powerful 
  force, since there are probably more such parties 
  out raiding. 
  While the PCs and Cadan are talking, Cadan sees 
  to the wagons.  He uses a wand of cure light 
  wounds to heal the wagon drivers and horses.  He 
  uses one charge per PC if requested. 
  Cadan was providing an escort for a Cymorth of 
  the Quartermaster Corps.  The Cymorth, Herad ap 
  Tullen, insists on heading back to Clear Sky to get 
  new horses, since the injured horses cannot pull 
  the fully laden carts.  Cadan, as the official law in 
  the area, concurs and begins directing the wagons 
  back to Clear Sky.  Both of them are worried about 
  additional attacks, and if they hurry, they can get 
  to Clear Sky, get fresh horses, and return to Fort 
  Honor by nightfall.  
  If the party asks what to do with the bodies, Cadan 
  suggests either dragging them into the woods a 
  little way for the animals to dispose of, or taking 
  them to Clear Sky to see what Eliseg can make of 
  them. 
  Overall, Cadan admires the half-orcs and their 
  attempts to follow the ways of the Flan.  He does 
  anticipate stopping at Clear Sky often to ask about 
  things happening around the camp. 
  Once the PCs decide to proceed to Clear Sky, go 
  to Encounter Two. 
  Encounter Two: Arrival at 
  Camp Clear Sky 
  At the top of the ridge, you can see Clear Sky 
  about a quarter mile away.  The camp is ringed 
  with a dirt embankment capped by a wooden 
  fence.  Inside, you see a variety of shelters, 
  ranging from the typical Gyric tepee to 
  wigwams, yurts, and other, more unusual 
  styles of dwelling.  As you get closer you are 
  able to make out more details.  The sounds of 
  a stable can be heard just behind part of the 
  wall.  Wicked looking thorns cover the entire 
  length of the wall.  To your right, you can 
  barely see a small blacksmith’s forge, down by 
  a large creek that moves around the north side 
  of Clear Sky. 
  Approaching the gate, three guards casually 
  lean axes against their shoulders as they stare 
  at you.  They are well dressed in gleaming 
  breastplates, and all of them appear to be alert 
  and ready for trouble.  The largest of the three 
  holds a hand up as you approach and speaks.  
  “Bore da, travellers. I am Ullich ap Llen.  I take 
  it you have business with the Ffolk of Clear 
  Sky?” 
  Ullich personally greets any Clear Sky elders in 
  the party. 
  Include this text if the party has captured or dead 
  half-orcs with them. 
  The guard sees the half-orcs you have brought 
  in various states of disarray, cocks an 
  eyebrow, and asks, “Trouble?” 
  Ullich ap Llen is well known in Clear Sky for his 
  level headedness.  Some of his detractors claim 
  he is not really a half-orc, but rather an ugly 
  human, because he never rages.  Given his 
  unflappable nature, he frequently volunteers for 
  guard duty at the main gate.  Any member or elder 
  of Clear Sky knows Ullich, at least by reputation. 
  
  Massacre at Clear Sky 
   
  Page 10 
  Ullich does not especially like the Knights of the 
  Watch, because he thinks their ways are too 
  restrictive for the Gyri.  Actually, he pities them for 
  their rules.  He is far too polite to say anything. 
  Once the PCs have given their reason for coming 
  to Clear Sky, Ullich asks the youngest guard, Iosc 
  (pronounced Ee-yosh), to escort the PCs to 
  Eliseg.  Iosc lacks some of Ullich’s diplomacy, and 
  occasionally asks difficult or awkward questions.  
  Iosc is very handsome for a half-orc.  He is part 
  flannae, with black hair and green eyes, and his 
  tusks are smaller than usual.  Clear Sky members 
  and elders know that he assists Eliseg with minor 
  matters.  He most frequently acts as a gofer for 
  Eliseg.  Iosc knows a great deal about the goings 
  on in Clear Sky. 
  DM Note:  Speaking the orc language in Clear 
  Sky is a major social blunder.  Any non-half-orc 
  character heard speaking orc receives a –4 
  penalty to Diplomacy checks.  Half-orc characters 
  receive a diplomatic reminder from a fellow 
  member not to speak such in camp.  Clear Sky 
  members and elders automatically know this 
  knowledge. 
  Encounter Three: Meeting 
  with Eliseg 
  Iosc leads you to Eliseg’s tent near the middle 
  of Clear Sky.  The wagons are directed to the 
  stables.  Looking around, the camp appears to 
  be busy with a variety of activities. Everything 
  is neat and well ordered.  The half-orcs of 
  Clear Sky make their living by herding sheep, 
  hunting 
  and 
  trapping, 
  crafting, 
  and 
  adventuring.  Evidence of all those activities 
  surrounds you. 
  Give the players Player’s Handout #1. 
  As you walk towards the center of Clear Sky, 
  Iosc enthusiastically points out items of note.  
  It appears that the camp is laid out in a ring 
  around a large cleared central area.  Within the 
  area you pass through, the women and some 
  of the children are starting to prepare the 
  evening meal. In the distance, the sound of a 
  hammer striking an anvil can be heard.   
  Once through the ring of tents, you see that 
  the center of Clear Sky consists of a large 
  amphitheatre that gently descends into the 
  ground.  Log seats occupy the slope, and at 
  the bottom, in the middle, a huge fire pit fills 
  the space.  Iosc points out, at the upper edge 
  of the amphitheatre, a wooden framework built 
  on a large platform.  Tightly stretched on the 
  frame is a beautifully decorated animal hide.  
  Written at the top, you see the words “Rules of 
  Clear Sky,” followed by a series of statements 
  written in Flan. 
  Give the players Player’s Handout #2. 
  Eventually, Iosc stops at a large tent, taller and 
  wider than most.  The tent is partially open, 
  and inside you see two half-orcs sitting and 
  talking quietly.  The first one appears to be a 
  cleric, for he wears a large holy symbol 
  (Knowledge: Religion (DC 12) to recognize the 
  symbol of Trithereon) over a suit of full plate 
  mail.  Next to him is a very old half-orc with 
  grizzled features and wispy white hair.  He is 
  wrapped in the robes of a druid that bear the 
  symbol of the Old Faith (Knowledge: Religion 
  (DC 8) to recognize the symbol of Obad-Hai).  
  Behind him, an enormous pile of fur makes a 
  faint snoring sound.  The two stop talking as 
  Iosc enters the tent.  Iosc says to the old druid, 
  “Elder Eliseg, guests have come to see you.”  
  Chairs are arranged in a semi-circle and Eliseg 
  motions for all of you to sit. “Bore da.  
  Welcome.  I am Eliseg, the founder of Clear 
  Sky.  This is my friend Hazen.  Please, sit.” 
  The enormous pile of fur behind Eliseg is his 
  animal companion Yarg, a dire wolverine. 
  Eliseg greets the party warmly, regardless of the 
  party makeup. 
  DM Note:  Eliseg and Hazen’s stats are included 
  in Appendix Two. 
  “The seats are all well-padded as you can see. 
   I am no longer young, and old bones like 
  comfort more now.  What brings you here 
  today?” 
  After the party has mentioned why they are here, 
  read the following. 
  “Half-orc raids.  Clear Sky half-orcs have 
  raided in the past.  Usually they take a few 
  sheep or some cattle.  When we find out, we 
  make them pay for the trouble they caused.  As 
  far as I know, no Clear Sky half-orcs have 
  raided recently. But these new raids, they 
  sound far worse.  People killed, farms burned, 
  these are things that no true Clear Sky half-orc 
  would do.  We offer a refuge for all half-orcs, 
  but only some are willing to live here and 
  accept our laws.”  He points out the tent to the 
  wooden framework near the center of camp.  
  
  Massacre at Clear Sky 
   
  Page 11 
  “Those are the rules of Clear Sky.  If half-orcs 
  break them and do not make res-ti-tu-tion, they 
  are usually thrown out.  Our position is far too 
  ten-u-ous to put up with such behavior.  Since 
  you have been asked to find out what you can, 
  I would like it if you would look into these 
  matters.  You may have free run of the camp.  
  We should have nothing to hide from each 
  other or the leaders of Gyruff.” 
  If a PC asks about a rule, Eliseg explains the 
  meaning using the information provided in DM Aid 
  #1 – Clear Sky Camp Gazetteer. 
  If the PCs mention the fight on the road, Eliseg 
  asks where the fight occurred and if the bodies 
  were brought to Clear Sky.  
  If all of the attackers were killed, and the party left 
  the bodies at the ambush site, continue with this 
  section. 
  “Did you bring them back?  It is possible that 
  some of them could have been from Clear Sky. 
   Iosc, tell the guard about the site and send a 
  patrol to bring in the bodies.” 
  If the PCs want to bring the bodies back, they 
  may. 
  Iosc sprints out of the tent.  Eliseg gazes 
  fondly after him and comments to no one in 
  particular," It is good to be young." 
  An hour later, Iosc jogs back to Eliseg’s tent and 
  quietly announces that the bodies have been 
  brought back to camp. 
  While the group is waiting for the guards to return, 
  Eliseg makes small talk and deal with a variety of 
  minor issues.  This does not need to be role 
  played out. 
  If the attackers were killed and the party brought 
  the bodies with them, the guards just brought in 
  the bodies, or the PCs go and get the bodies, read 
  the following. 
  Eliseg walks with you to see the corpses of the 
  half-orcs that attacked you on the road.  He 
  grabs each one by the ear and closely 
  examines each face.  Sniffing the air with each 
  one.  “Most of these half-orcs were not 
  members of Clear Sky, but this one was.  His 
  name was Yerroc.  I don’t know a great deal 
  about him, but he has lived in Clear Sky for 
  several years.  We have talked about him in 
  our elder meetings.  He nearly broke several 
  rules, but made res-ti-tu-tion each time. 
  “Yerroc had been on the edge for some time.  I 
  hoped that he would come back to the ways of 
  Clear Sky, but now he has left us forever.  
  Perhaps he may yet help Clear Sky.  His things 
  may reveal more than Yerroc himself.  Iosc, 
  would you show our guests where Yerroc’s 
  tepee is?  When you are done, I invite you to 
  stay for the evening meal.  We’re having 
  venison stew.” 
  If some of the attackers are still alive, start here. 
  If Yerroc was knocked out or incapacitated, Eliseg 
  heals him to the point of consciousness. 
  The party can interrogate the captured prisoners 
  and even rough them up a little.  Subdual damage 
  is permitted, since Clear Sky does not consider 
  that to be fighting (see the Rules of Clear Sky).  
  Eliseg does not allow the party to kill a prisoner, 
  since that is a violation of Gyric law (and an evil 
  act).  If the PCs kill a prisoner, Eliseg arrests them 
  if he can, otherwise he reports them to Padrig or 
  some other authority. 
  If Eliseg is asked to assist, he does.  While Eliseg 
  appears 
  to 
  be 
  a 
  kindly 
  old 
  half-orc, 
  he 
  understands the way half-orcs think, and he 
  knows how to apply psychological pressure.  He is 
  perfectly willing to offer advice.  Even Yerroc is not 
  immune to this pressure. 
  Yerroc is considered to be fanatical.  He would die 
  for Korbec if it saved Clear Sky.  If Yerroc is 
  questioned, he says very little unless someone 
  asks why he worked against Clear Sky.  He says 
  the following: 
  “Clear Sky is no refuge for half-orcs.  It is a 
  place for weak fools and cowards who hide 
  from the true source of half-orc power: the 
  Orcs!  Eliseg has rejected his true self by 
  establishing this camp.  But I follow those who 
  follow the ways of the orcs, because they 
  know what it is to be a true half-orc, proud of 
  their Orc blood!  All of you act like you are 
  ashamed to be part Orc!  You insist on acting 
  like humans.  Chained like humans to laws and 
  customs and things the weak do so they are 
  not crushed by the strong!” 
  Any attempts to get more information out of Yerroc 
  generally require major spells or an incredible 
  Intimidate check (DC 22+APL).  Clear Sky half-
  orcs get a +2 circumstance bonus; Eliseg’s 
  assistance gives a +2 circumstance bonus; and 
  excellent role-playing gives a +2 circumstance 
  bonus.  If all the attempts fail, Yerroc says nothing. 
  
  Massacre at Clear Sky 
   
  Page 12 
  If spells like dominate person are used, he reveals 
  the following information: 
  • 
  There are others in camp that thinks the 
  same way as Yerroc. 
  • 
  There is information in his tent. 
  • 
  The name of the person he serves is 
  Korbec. 
  • 
  Korbec is conducting a ritual. 
  • 
  Korbec left Clear Sky many years ago. 
  Yerroc gets a new Will to the spell used when 
  questioned about the four points above because 
  of his fanatical nature.  He thinks that the only way 
  to save Clear Sky is to help Korbec, and this is not 
  helping.  If an elf, half-elf, or fey-touched person 
  cast the spell, Yerroc receives a +2 circumstance 
  bonus to the Will save.  This does not stack, so if 
  an elven, fey-touched person casts the spell, the 
  circumstance bonus is still +2. 
  If Haret was captured, he reveals the information 
  outlined below with a successful Diplomacy or 
  Intimidate check (DC 14+APL).  He knows the 
  following: 
  • 
  He used to live in Gorna (after the giants 
  captured it). 
  • 
  He was hired by a half-orc named Keth. 
  • 
  He doesn’t think that Keth is a member of 
  Clear Sky. 
  • 
  Haret has led two raids.  He was 
  instructed once on a raid against a farm to 
  capture prisoners if possible.  They 
  kidnapped a young flannae girl. 
  • 
  He recruited the other half-orcs that 
  assisted him on this raid, but he didn’t 
  always work with them. 
  • 
  He thinks there are three or four raiding 
  groups. 
  Gru, Tef, Vorg and Zej all know about the same 
  things, since they were hired as a group.  They 
  reveal information with a successful Diplomacy or 
  Intimidate check (DC 8+APL).  They know the 
  following: 
  • 
  They used to live near Het Kilde. 
  • 
  Haret recruited them for a mission that 
  would pay lots. 
  • 
  They have been eating really good, and 
  have gotten some nice swag (treasure). 
  • 
  On one occasion they were told not to kill 
  someone.  Instead, they dragged them off 
  and handed them over to some other half-
  orcs.  They didn’t get names, but they 
  wore eye patches.  (DM Note: these two 
  are Holg and Engong from Encounter 
  Eight.) 
  • 
  Other than those points, Yerroc, Haret, 
  Gru, Tef, Vorg and Zej don’t have a great 
  deal of information.  Korbec only revealed 
  a small piece of the puzzle to each of his 
  followers, in case they were caught. 
  After the questioning is complete, continue with 
  the following. 
  Eliseg’s face sags.  “Ah.  I see.”  He pauses for 
  a moment.  “Yerroc had been on the edge for 
  some time.  I hoped that he would come back 
  to the ways of Clear Sky, but he has left us 
  forever.  Perhaps he may yet help Clear Sky.  
  His things may reveal more than Yerroc 
  himself.  Iosc, would you show our guests 
  where Yerroc’s tepee is?  When you are done, I 
  invite you to stay for the evening meal.  We’re 
  having venison stew.” 
  When the party is ready to go to Yerroc’s tent, go 
  to Encounter Four. 
  Encounter Four: Silent Half-
  Orcs Still Tell Tales 
  As the party walks to Yerroc’s tent, Iosc asks any 
  obvious Knights of the Watch several questions. 
  • 
  “Why do the Knights hate Clear Sky?”   
  • 
  “What does Watcher Kevitz think of Clear 
  Sky?” 
  • 
  “Can anyone become a member of the 
  Knights?  Why or why not?” 
  • 
  “Do you know many half-orcs?” 
  • 
  “Are there a lot of rules?” 
  • 
  “Are all the rules hard to follow?” 
  If there are no members of the Knights, Iosc asks 
  other members of the party questions about 
  adventuring.  Iosc is eager to start his adventuring 
  career, but Eliseg has held him back, saying he is 
  not ready yet.  In spite of that, Iosc has fought 
  some Kobolds and Goblins in minor skirmishes. 
  • 
  “What’s the most exciting time you ever 
  had on one of your adventures?” 
  
  Massacre at Clear Sky 
   
  Page 13 
  • 
  “When were you most scared?” 
  • 
  “Do you have people’s respect?” 
  • 
  “Do people listen to you?  Are you 
  feared?” 
  • 
  “What’s the biggest thing you ever killed?” 
  • 
  “How do you fight Giants?” 
  Iosc is impressionable, and he has received most 
  of his schooling from Clear Sky members.  Half-
  orcs and Knights are fundamentally different 
  philosophically and Iosc is curious about why that 
  is.  He does not hate the Knights, since he knows 
  virtually nothing about them except rumors.  He 
  vaguely dislikes them because that is the 
  prevailing opinion in Clear Sky, but he has talked a 
  lot with Eliseg, who has a more moderate outlook 
  than many people. 
  As far as adventuring, Iosc has listened to stories 
  told by older half-orcs, the elders, and Eliseg, but 
  he is always hungry for more stories. 
  After walking across most of Clear Sky, Iosc 
  points to a non-descript tepee and announces, 
  “This is it.” 
  If the party wants to search the tent flap, they are 
  free to do so.  It is not trapped. 
  Inside the tepee, Yerroc’s belongings are well 
  maintained.  A rope bed sits against one wall, 
  while a small travel desk sits on top of a chest.  A 
  pole with pegs holds articles of clothing, while an 
  empty armor stand is located next to the bed. 
  The travel desk is not trapped or locked.  It 
  contains 
  some 
  personal 
  notes 
  in 
  Yerroc’s 
  handwriting.  The notes are mostly reminders to 
  do various chores and pick up some things when 
  he goes to Hochoch. 
  The chest is locked and trapped.  The trap is 
  designed to destroy evidence first and injure 
  second.  Pressing on certain rivets on the back of 
  the chest disables the trap(s).  At APL 4, the lock 
  is simple quality (DC 20).  At APL 6 and 8, the lock 
  is average quality (DC 25).  At APL 10 and 12, the 
  lock is good quality (DC 30).  Yerroc has the key, if 
  the PCs search him.  Using the key does not 
  disable the traps. 
  DM Note: extinguishing Alchemist’s Fire is a 
  successful Reflex save (DC 15).  The save has 
  been bumped up slightly for CR calculation and 
  the nature of the trap, since there are three vials. 
  All of the magical traps are single use. 
  APL 4 (EL 4) 
  Alchemist’s Fire Trap: CR 3; +13 ranged 
  (3d6/3d6 (3 vials)); Reflex save resists secondary 
  damage (DC 16); Search (DC 22); Disable Device 
  (DC 20). 
  Poisoned Needle Trap: CR 1; +10 ranged (1) 
  plus Carrion Crawler Brain juice (Paralysis/0); Fort 
  save resists (DC 13); Search (DC 21); Disable 
  Device (DC 20). 
  APL 6 (EL 6) 
  Burning Hands Trap: CR 3; (5d4); Reflex save 
  resists (DC 11); Search (DC 26); Disable Device 
  (DC 26) (faint Evocation). 
  Poisoned Needle Trap: CR 3; +16 ranged (1) 
  plus Giant Wasp poison (1d6 Dex/1d6 Dex); Fort 
  save resists (DC 18); Search (DC 24); Disable 
  Device (DC 22). 
  Poisoned Needle Trap: CR 3; +16 ranged (1) 
  plus Large Scorpion poison (1d6 Str/1d6 Str); Fort 
  save resists (DC 18); Search (DC 24); Disable 
  Device (DC 22). 
  APL 8 (EL 8) 
  Heightened Glyph of Warding: CR 5; (5d8 acid); 
  5’ radius around chest, Reflex save for half (DC 
  16); Search (DC 29); Disable Device (DC 29) 
  (moderate Evocation). 
  Heightened Feeblemind Trap: CR 7; Will 
  negates (DC 19); Search (DC 31); Disable Device 
  (DC 31) (moderate Enchantment). 
  APL 10 (EL 10) 
  Fire Storm Trap: CR 9; (15d6); 2 10’ squares, 
  Reflex save for half (DC 22); Search (DC 33); 
  Disable Device (DC 33) (strong Evocation). 
  Heightened Feeblemind Trap: CR 7; Will 
  negates (DC 19); Search (DC 31); Disable Device 
  (DC 31) (moderate Enchantment). 
  APL 12 (EL 12) 
  Fire Storm Trap: CR 9; (15d6); 2 10’ squares, 
  Reflex save for half (DC 22); Search (DC 33); 
  Disable Device (DC 33) (strong Evocation). 
  Energy Drain Trap: CR 10; 2d4 negative levels; 
  +15 ranged touch; Fort partial (DC 23); Search 
  (DC 34); Disable Device (DC 34) (strong 
  Necromancy). 
  
  Massacre at Clear Sky 
   
  Page 14 
  Heightened Feeblemind Trap: CR 7; Will 
  negates (DC 19); Search (DC 31); Disable Device 
  (DC 31) (moderate Enchantment). 
  If the party opens the chest without setting off the 
  fire or acid trap, they receive Player’s Handout 
  #3.  If they set off that trap, they receive Player’s 
  Handout #4.  Yerroc did not write the note found 
  in the chest.  Comparing the notes from the desk 
  to this note will make that clear.  The styles are 
  totally different. 
  If the note is damaged, the party may use a 
  mending or make whole spell to restore the note to 
  its original form.  The party must come up with the 
  idea themselves.  If the party successfully restores 
  the note, give them Player’s Handout #3 instead 
  of Player’s Handout #4. 
  In addition to the note, the chest contains some 
  fancy clothing and furs.  These are ruined if the 
  trap goes off.   
  Eliseg and Hazen are both available to cast 
  restoration 
  or 
  healing 
  spells 
  if 
  necessary.  
  Between the two, they can cast any spells needed, 
  including heal, restoration and greater restoration. 
   At standard NPC spellcasting costs. 
  Once the party has finished searching the tent, go 
  to Encounter Five. 
  Encounter Five: Wandering, 
  with Purpose 
  If the party successfully disabled the trap, the 
  party has three names of half-orcs who have 
  conspired with Yerroc: Kera, Vorroloc, and Yesh.  
  If the party set off the trap, they only have one 
  name: Kera. 
  All three can be gathered without difficulty.  They 
  suspect nothing, since they were away from camp 
  before the evening meal.  They do not know that 
  Yerroc was captured. 
  Kera, Vorroloc, and Yesh are not as devoted as 
  Yerroc.  A successful Diplomacy or Intimidate 
  check (DC 12+APL) reveal what information they 
  have.  Award good role-playing by the players with 
  a +2 circumstance bonus. 
  If Yerroc is still alive and conscious when these 
  interrogations start, read this box text. 
  Off in the distance, you can hear Yerroc 
  screaming that Eliseg will destroy the soul of 
  the half-orcs and they must follow Gruumsh.  
  A moment later, you hear a series of thumps.  
  Quiet reigns. 
  Kera knows: 
  • 
  Korbec, a cleric, has been planning a 
  ritual for some time, but he has only 
  recently been able to move forward.   
  • 
  Kera went with Korbec to speak to a 
  Stone Giant named Cnut (pronounced K-
  noot).   
  • 
  She can provide directions to Cnut’s 
  place, but she doesn’t know where the 
  ritual place is located. 
  • 
  Cnut helped clear and repair the ritual 
  chamber. 
  • 
  Korbec said that Cnut was easy to fool, 
  and he would never know what the ritual 
  was actually intended to do. 
  • 
  Korbec needs people for the ritual. 
  • 
  The purpose of the ritual is to lead Clear 
  Sky back to its roots by eliminating the 
  weak. 
  • 
  The ritual will take place in a matter of 
  days. 
  Vorroloc knows: 
  • 
  Cnut helped clear and repair the ritual 
  chamber. 
  • 
  Vorroloc helped kidnap two elves, one 
  grey and one wood. 
  • 
  The raids are part of Korbec’s strategy to 
  make the Flan push the half-orcs away. 
  • 
  He never visited the chamber.  Korbec 
  said it was forbidden as long as he lived in 
  Clear Sky. 
  Yesh knows: 
  Korbec needs eight “gifts” for Gruumsh.  Each 
  gift strengthens Gruumsh’s hold over Clear 
  Sky. 
  The ritual required some pieces from the 
  camp: earth, water, metal, and a little bit of the 
  skin that the rules are written upon. 
  Raids were conducted to feed Korbec’s 
  followers and gain sacrifices. 
  He never visited the chamber. 
  
  Massacre at Clear Sky 
   
  Page 15 
  The ritual is supposed to take place in a matter 
  of days. 
  While each one is not as fanatical as Yerroc, none 
  of them are totally comfortable with Clear Sky.  
  When asked why they betrayed Clear Sky, they 
  reply: 
  “Clear Sky is no refuge for half-orcs.  It is a 
  sham!  You are trying to fool us by offering 
  false hope.  We have seen the looks of the Flan 
  when we go to Hochoch.  They hate us.  They 
  sneer at us because we are stupid.  The 
  Knights harass us.  Kevitz wants us dead.  
  Why should we pretend to get along with those 
  who hate us?  Let us live as orcs, so that we 
  may face our enemies openly, in battle!” 
  If Eliseg is present, or if the PCs talk to him 
  afterwards, he gives more details. 
  “Korbec, huh?  He was a member of Clear Sky 
  several years ago, but he fled after he 
  preached the word of Gruumsh.  In fact, he 
  was nearly killed by many of our members for 
  speaking so.  It rep-re-sent-ed the real end of 
  One Eye’s influence on Clear Sky.  I believe the 
  anniversary of that event is in several days, 
  but the exact date escapes me. 
  These half-orcs and Korbec failed to see 
  something unique.  Many overlook it.  Half-
  orcs are part orc, but they are also part human. 
   We are part of the land.  The Brenin 
  recognized that, and because of that we serve 
  the Brenin.  Half-orcs have the right and the 
  ability to choose which half they embrace.  
  That is one of the greatest gifts that Clear Sky 
  gives to us, the gift of choice.” 
  Eliseg pauses for a moment, and Hazen 
  speaks.  “Those half-orcs and Korbec define 
  courage in only one way.  While it takes 
  courage to live in the orc way, it also takes 
  courage to live in the Flan way.  It requires a 
  different kind, the courage to not react or give 
  in to insults, and not consider yourself a 
  coward.  That is another kind of courage, and it 
  is one that few half-orcs have in abundance.” 
  Eliseg continues.  “Kera (or These traitors) will 
  be turned over to either Watcher Padrig or the 
  army for trial.  While we would prefer to judge 
  them, they have caused pain to others, and so 
  others must judge them.” 
  When the party has finished interrogating the half-
  orc(s), the PCs may search their residences.  If 
  the party does not think to search their residences, 
  Iosc asks if they want to repeat what they did at 
  Yerroc’s tent.  In Kera’s tent, the party can find a 
  letter from Korbec hinting at what the ritual will do. 
   Vorroloc and Yesh’s tents contain more details 
  about the ritual itself. 
  Kera draws a map leading to Cnut’s place.  It is 
  located in the foothills of the Barrier Peaks, just to 
  the west of the Dim Forest.  The journey takes 
  about four to five days on foot.  The party will not 
  penalized if they take a little longer to arrive, but 
  try to build a sense of urgency. 
  Give the PCs Player’s Handout #5 when they 
  search Kera’s tent, add Player’s Handout #6 if 
  they captured Vorroloc and Yesh. 
  Dinner can be a fun role-playing experience, if 
  time permits.  The brief guide to Clear Sky in DM 
  Aid #1:  Clear Sky Camp Gazetter provides 
  details that can be used to flesh out any necessary 
  or pertinent aspects of the camp.  Invent a 
  character or two if the PCs want to talk.  Eliseg 
  can have all the answers, and in a way he does.  
  Eliseg has found a path that works for him.  Others 
  may still be conflicted, and thus more interesting 
  for role-playing purposes. 
  PCs may notice that some half-orcs refer to 
  themselves as “horcs.”  Some half-orcs do not 
  want to call themselves half of the side they have 
  turned away from, so they have invented a name 
  that minimizes their divided nature.  On the other 
  hand, many half-orcs do not want to call 
  themselves something that sounds like a cat 
  coughing up a hairball.  Generally both sides 
  agree to disagree, although the occasional fist has 
  flown after prolonged debate.  This one has 
  stumped even Eliseg. 
  During the meal, Eliseg mentions that Clear Sky 
  has been trying to work out a more permanent 
  location with Sierra and Cuthalion Cuern.  The 
  best option would be a land grant far to the west, 
  in Melgorn.  That would give them a buffer area 
  away from the rest of Geoff, but not so far that 
  they would be completely cut off.  The second 
  option would move Clear Sky into the Stark 
  Mounds, where they would become vassals to the 
  Gnome King.  Eliseg chuckles at that.  It would not 
  be a bad solution, but Clear Sky would be less 
  free, and the arrangement could be a little 
  awkward.  The third option would move Clear Sky 
  to the Downlands.  The last option would be to end 
  Clear Sky and move the half-orcs into Hochoch or 
  Preston, but that would not work well since the city 
  would have trouble absorbing such numbers, and 
  
  Massacre at Clear Sky 
   
  Page 16 
  the inhabitants of Clear Sky are used to living in 
  the countryside. 
  Once the PCs are ready to go to the Stone Giant 
  house, go to Encounter Six. 
  Encounter Six: Giants, Old 
  and Young 
  After many miles of travel, you locate the 
  landmarks near the stone giant’s house.  The 
  house is on top of a small, steeply sided hill.  A 
  stone walkway leads up to the front step.  At 
  the beginning of the walkway, a large bell is 
  mounted on an iron tripod.  A sign reads, in 
  both Giant and Common, “If you come to see 
  Cnut, ring the bell.”  A striker sits in a holder 
  next to the bell.  The striker is about four feet 
  long. 
  The sides of the hill are about 15’ tall and easily 
  climbable.  The path is the only way up to the 
  house that does not involve climbing.  Cnut can 
  see all the way down the path to the bell at the 
  bottom.  The path is 75’ long and 10’ wide. 
  If the party moves up the walkway without ringing 
  the bell, a heightened alarm spell (Search DC 29, 
  Disable Device DC 29) is set off as soon as the 
  party walks ten feet down the path.  Cnut yells in 
  Giant, “Can’t you read!”  Then he sticks his head 
  out the door.  When he sees the party, he is highly 
  suspicious, even though the Stone Giants as a 
  whole have declared their neutrality in the 
  Giant/Tyv war.  Cnut does not trust Tyv a great 
  deal.  If the party continues to advance, Cnut yells 
  in Common, “Stop!  Strangers beware!”  He 
  picks up a rock.  If they continue to advance, he 
  yells for help and attacks. 
  If the party acts in a generally hostile way, Cnut 
  demands that they leave.  The party needs to 
  make a Diplomacy check (DC 12+APL) to get 
  back in Cnut’s good graces.  If a member of the 
  party has the Sikloei ring from Curiosity Killed the 
  Cat, it provides a +5 circumstance bonus to the 
  diplomacy check.  That bonus only applies once.  
  Syroch recognizes the ring as soon as she sees it, 
  and actively seeks to help the person who wears 
  it. 
  All APLs (EL 19) 
  Cnut, Stone Giant Elder:  Sor 9; hp 197; see 
  Appendix Two. 
  Syroch, Female Stone Giant Elder:  Sor 6; hp 
  181; see appendix Two. 
  Dire Bears (4): see Monster Manual p. 63 
  The location of Korbec’s ritual is on a stone tablet 
  in the house.  If the party attacks Cnut, they can 
  find the tablet, but the PCs arrive in the ritual 
  chamber after two victims are dead because it 
  takes a while to find the tablet and make a copy of 
  the map (the tablet is 4’x4’ and weighs around 150 
  pounds). 
  If one of the PCs rings the bell, Cnut sticks his 
  head out the door to see who has come to visit.  
  When he sees the party, he gives them an odd 
  look, but he invites them into his house.  Cnut has 
  an apprentice, a younger Stone Giantess Elder 
  who has a pair of dire bear companions.  Cnut has 
  two bears of his own. 
  Cnut wears a white apron with purple trim, while 
  Syroch wears a white apron with red trim.  The 
  purple trim means that Cnut is very old, well 
  respected, and highly expert among his people.  
  Syroch’s apron represents a middle rank.  She is 
  also respected, but she has not yet reached 
  Cnut’s level of expertise.  A PC can determine this 
  with a Knowledge: Arcane, Nature, or Nobility and 
  Royalty (DC 12+APL). 
  “Hmmm.  It’s not everyday that Tyv come to 
  see old Cnut.  What is it that you want?” 
  If the party asks about Korbec, Cnut gives the 
  following information. 
  “The half-orc?  Ah, yes, he wanted me to help 
  him clear out an old chamber not too far away 
  from here.  He said he was conducting magical 
  research that might benefit his neighbors.  He 
  didn’t say exactly how, come to think of it.  He 
  did pay well, and I enjoyed the challenge.  The 
  work was interesting.” 
  If the party inquires further, Cnut replies. 
  “He wanted a very elaborate setup in the 
  middle of the chamber.  Very detailed.  The 
  measurements had to be exact.  I haven’t done 
  such work for quite some time.  The Sakhut’s 
  projects never called for my full abilities.  This 
  was a challenge.” 
  If the party role-plays well or they make a 
  successful Diplomacy check (DC 10+APL), Cnut 
  tells the party where the ritual chamber is. 
  “Hmmm.  I guess I should have inquired more 
  closely about what Korbec’s ultimate goals 
  were.  The chamber is very old, older than the 
  
  Massacre at Clear Sky 
   
  Page 17 
  giants, nearly older than the elves.  It had a 
  comfortable feeling to it, but sometimes it gave 
  me shivers.  Mighty magics were once worked 
  there.  The stones retained shadows of the 
  works done there, but I could not fully read 
  their stories.” 
  With that, Cnut quickly draws a map showing the 
  location of the chamber.  He points out the general 
  direction to the ritual and mentions several 
  landmarks that help orient the party. 
  “Take this map with my blessing.  I hope you 
  are successful.”  
  Encounter Seven: Uninvited 
  Guests 
  After a brief jaunt, you arrive at the entrance to 
  Korbec’s chamber.  A solid-looking iron gate with 
  a large lock blocks your way.   
  Once the PC get to the gate, they can take up to 
  three rounds to prepare, cast spells, and open the 
  gate.  At the start of the fourth round Korbec, 
  starts killing victims, one every other round; this in 
  addition to any other killings that may have already 
  occurred because of their actions.  When Korbec 
  kills a victim, have the moaning occur as 
  described in the box text of Encounter Eight. 
  At APL 4, the lock is simple quality (DC 20).  At 
  APL 6 and 8, the lock is average quality (DC 25).  
  At APL 10 and 12, the lock is good quality (DC 
  30).  The lock is trapped.  If the trap is set off, a 
  noise signals Korbec and his followers that 
  someone is outside trying to get in.  Attempting to 
  break down the door or physically break the lock 
  sets off the trap. 
  APL 4 (EL 0) 
  Mechanical Striker Trap: CR 0; (0); makes a lot 
  of noise; Search (DC 16); Disable Device (DC 16). 
  APL 6 (EL 0) 
  Mechanical Striker Trap: CR 0; (0); makes a lot 
  of noise; Search (DC 18); Disable Device (DC 18). 
  APL 8 (EL 0) 
  Mechanical Striker Trap: CR 0; (0); makes a lot 
  of noise; Search (DC 20); Disable Device (DC 20). 
  APL 10 (EL 0) 
  Mechanical Striker Trap: CR 0; (0); makes a lot 
  of noise; Search (DC 24); Disable Device (DC 24). 
  APL 12 (EL 0) 
  Mechanical Striker Trap: CR 0; (0); makes a lot 
  of noise; Search (DC 26); Disable Device (DC 26). 
  Encounter Eight:  Final Fight 
  If one of the party scouts ahead, Korbec has not 
  reached the point where he begins to sacrifice his 
  victims.  Modify the text accordingly if the party 
  took actions that allowed Korbec to start killing 
  victims.  The box text should be read when the 
  majority of the party arrives. 
  Moving down the corridor, you hear a steady 
  chanting that builds towards a grand finale.  
  Turning a corner, you see a set of stairs 
  leading down into a huge circular room.  The 
  first thing that catches your eye is the half-orc 
  dressed in full plate mail, standing, chanting, 
  in the middle of eight altars topped with 
  chained bodies.  A small circular trench 
  perhaps a few inches wide and less than that 
  deep is sunk into the floor, connecting the 
  altars together and enclosing the half-orc in 
  the middle.  The room is dimly lit by thousands 
  of softly glowing runes that cover the floor, but 
  the light is green and eldritch.  Overhead, the 
  ceiling is domed and covered in points of light. 
  A faint musty smell is overlaid with the 
  coppery tang of blood.  The half-orc’s chanting 
  rises to a crescendo as he raises a spear in his 
  hands and stares down at one of the bodies.  
  Roll for initiative. 
  DM Note:  Pay very close attention to the ritual, 
  since even one round can make a huge difference 
  in the outcome of the module. 
  If the PC is a druid or an Old Lore Bard and a 
  member of an Old Faith or Old Lore Bard meta-
  org: 
  This chamber represents something horrifying.  
  The shape and other clues about the room tell the 
  Old Faith member that Vecna or one of his 
  followers could have used this room to perform Ur-
  Flan rituals.  Ur-Flan magic corrupts everything 
  that it touches; nothing Korbec does in this room 
  can be beneficial to himself or Clear Sky.  Old 
  Faith Druids and Old Lore Bards have are taught 
  to recognize Ur-Flan markings and what terrible 
  consequences they represent.  This room sets 
  
  Massacre at Clear Sky 
   
  Page 18 
  these PCs on edge.  However, do not impose any 
  negative penalties on the PC for this knowledge. 
  The room is dimly lit, so any character with low 
  light or darkvision can see without penalty.  Those 
  PCs who have no means of seeing in near 
  darkness are effectively blind unless they have a 
  light source. 
  The PCs cannot charge Korbec since they do not 
  have a clear path to him.  Korbec has been 
  casting for a while, so he has used all of his 
  higher-level spells.  Korbec’s spell saves are 
  higher because of his level, but he prefers to 
  continue the ritual rather than cast offensive 
  spells.  If necessary, he starts casting.  Korbec 
  accepts attacks of opportunity if it allows him to 
  reach a “gift”.  He does not have to make 
  concentration checks to continue the ritual. 
  The “gifts” have been drugged, beaten, and 
  starved to reduce their hit points.  The last two that 
  Korbec attacks are barely conscious at 1 hp.  
  Generally, Korbec wants to kill “gifts” whenever 
  possible.  Given the choice of attacking a PC or a 
  “gift,” Korbec goes for the “gift.”  Korbec cannot 
  use spells to kill “gifts,” he must use a weapon.  If 
  necessary, he will use his fists. 
  Korbec moves next to a victim and makes a 
  standard attack (AC 5).  If successful, Korbec 
  automatically does enough damage to put the 
  victim beyond –10 hit points.  Mark off round 1 
  when Korbec kills the first victim.  The round count 
  increases by one when Korbec kills another victim. 
  At all APLs, Korbec and his followers have drunk 
  their potions.  Korbec told them he was not exactly 
  sure if there would be any backlash once the ritual 
  was completed, and he wanted his followers to be 
  prepared.  At all APLs, Holg and Engong have 
  Locked Gauntlets that give them each a +10 
  bonus against attempts to disarm them. 
  When the first “gift” is killed, read the following: 
  Blood pours from the stilled body on the altar. 
   Channels set into the stone slab under the 
  body steer the blood into a large circular 
  groove on the floor that connects the altars 
  together.  Several runes set into the groove 
  begin to glow red as blood pours into them.  A 
  faint, yet vast moan of satisfaction fills the air 
  in the chamber. 
  Each time a “gift” is offered, this effect occurs.  
  The moaning grows louder each time. 
  The conclusion depends on when the party stops 
  the ritual.  The ritual is considered stopped when 
  one of three things happens: 
  • 
  Korbec dies. 
  • 
  All the victims are killed. 
  • 
  All the remaining “gifts” are freed so that 
  they cannot be sacrificed on an altar. 
  At all APLs, Korbec has been casting for a while, 
  and has used up all of his higher-level spells. 
  When combat starts, Korbec speeds up the killing 
  process, trying to move in a fashion to allow him 
  the opportunity to attack a new victim once a 
  round instead of every other round. 
  Korbec’s assistants try to defend him against any 
  attempts to disrupt the ritual.  At all APLs except 4, 
  Vola uses her slippers of spider climbing to stand 
  on the wall above the door and sneak attack the 
  first PC through the door that she can see.  At APL 
  4, she tries to set up flanks with Holg and Engong. 
  Keth begins his bard song either when the alarm 
  sounds or when the party arrives at the entrance 
  to the chamber.  He starts the combat on the 
  opposite side of the room from the entrance. 
  Holg and Engong try to bottle up the party in the 
  doorway.  They allow a couple of PCs to enter so 
  that Vola can shoot at them. 
  APL 4 (EL 7) 
  Korbec, Male Half-Orc Clr 8:  hp 51; see 
  Appendix One. 
  Holg and Engong, Male and Female Half-Orc:  
  Bbn 1/Ftr 1; hp 22, 22; see Appendix One. 
  Keth, Male Half-Orc:  Brd 2; hp 12; see Appendix 
  One. 
  Vola, Female Half-Orc:  Bbn 1/Rog 1; hp 15; see 
  Appendix One. 
  APL 6 (EL 9) 
  Korbec, Male Half-Orc:  Clr 10; hp 63; see 
  Appendix One. 
  Holg and Engong, Male and Female Half-Orc:  
  Bbn 2/Ftr 2; hp 39, 39; see Appendix One. 
  Keth, Male Half-Orc:  Brd 4; hp 22; see Appendix 
  One. 
  Vola, Female Half-Orc:  Bbn 1/Ftr 1/Rog 2; hp 27; 
  see Appendix One. 
  
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  Page 19 
  APL 8 (EL 11) 
  Korbec, Male Half-Orc:  Clr 10/Con 2; hp 72; see 
  Appendix One. 
  Holg and Engong, Male and Female Half-Orc:  
  Bbn 2/Ftr 4; hp 55, 55; see Appendix One. 
  Keth, Male Half-Orc:  Brd 6; hp 32; see Appendix 
  One. 
  Vola, Female Half-Orc:  Bbn 1/Ftr 2/Rog 3; hp 39; 
  see Appendix One. 
  APL 10 (EL 13) 
  Korbec, Male Half-Orc:  Clr 10/Con 4; hp 83; see 
  Appendix One. 
  Holg and Engong, Male and Female Half-Orc:  
  Bbn 2/Ftr 4/Eye 2; hp 73; see Appendix One. 
  Keth, Male Half-Orc:  Brd 8; hp 42; see Appendix 
  One. 
  Vola, Female Half-Orc:  Bbn 2/Ftr 2/Rog 3/Shd 1; 
  hp 53; see Appendix One. 
  APL 12 (EL 15) 
  Korbec, Male Half-Orc:  Clr 10/Con 6; hp 93; see 
  Appendix One. 
  Holg and Engong, Male and Female Half-Orc:  
  Bbn 2/Ftr 4/Eye 4; hp 91; see Appendix One. 
  Keth, Male Half-Orc:  Brd 10; hp 52; see 
  Appendix One. 
  Vola, Female Half-Orc:  Bbn 2/Ftr 2/Rgr 2/Rog 
  3/Shd 1; hp 65; see Appendix One. 
  If the ritual is successfully disrupted, or Korbec is 
  killed, a contingent teleport spell sends his body to 
  a safe location unknown to the PCs. 
  Once the PCs have disrupted the ritual, proceed to 
  the appropriate Conclusion based on how many 
  victims were killed by Korbec. 
  • 
  Two or less killed: go to Conclusion A. 
  • 
  Three or Four killed: go to Conclusion B. 
  • 
  Five or Six killed: go to Conclusion C. 
  • 
  All Eight killed: go to Conclusion D. 
  Conclusion A:  Best Possible 
  For several moments, the air in the chamber is 
  thick with silence.  The moaning has stopped 
  and the glowing symbols slowly fade into 
  darkness. 
  The quiet sounds of weeping from the 
  frightened people still chained to the sacrificial 
  altars begin to fill the room.  One of them, a 
  young woman, asks you to help her get out of 
  this horrible place.  She is bruised and weak, 
  but anxious to get back home to her family 
  near Hochoch.  She asks the party to help her 
  get home. 
  Give the party a few minutes real-time to be 
  heroes, and then get them back to Clear Sky 
  (which lies between here and Hochoch). 
  As you approach the gates of Clear Sky, Ullich ap 
  Llen once again greets you. 
  “Bore da, travellers.  Welcome back.  I will 
  send word to Eliseg that you have returned.” 
  You are escorted to Eliseg’s tent, where he 
  awaits your arrival.  He anxiously surveys your 
  group, looks briefly disappointed then asks 
  what aid he can provide.  Eliseg summons 
  several half-orcs to assist your weary charges 
  to a nearby tent where they can rest and eat 
  before continuing the journey back to their 
  families.  Any needing special assistance will 
  receive it.  
  “I assume all went well with your quest, as all 
  has been quiet here.  We did have a few hot 
  tempers in the camp, but the half orcs who 
  raged were rendered harmless until their 
  madness subsided.  They are recovering 
  nicely.  So, what happened with Korbec?” 
  Once the PCs give their report, continue. 
  Eliseg stands a little straighter, as if preparing 
  for a blow, and asks:   
  “Tell me, have you seen Iosc?  The prisoner 
  (or prisoners) escaped a few hours ago, and 
  Iosc chased after her (or them).  I haven’t seen 
  Iosc since.  I hope he’s all right. 
  The PCs should say they have not seen Iosc at 
  this point. 
  In that case, please come with me to tell Ullich. 
   Now that I know Iosc is missing, we must 
  begin searching for him. 
  As you approach the gate, you hear a 
  commotion.  Cadan ap Trennis has just arrived 
  on horseback and draped across his saddle 
  before him is the lifeless body of Iosc.  Cadan 
  
  Massacre at Clear Sky 
   
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  looks visibly moved and as he hands Iosc 
  down to Ullich he says:  
  “He was surrounded.  There were three of 
  them, and he managed to kill them all, but his 
  wounds were too great.  He died just before I 
  arrived at the scene of the attack.  I don’t often 
  see such bravery in lads so young.”  
  If the party asks, the attackers were either the 
  three captured half-orcs from encounter 5, or the 
  one half-orc and some accomplices. 
  Cadan dismounts and follows Ullich as he 
  approaches you.   
  Eliseg stares in disbelief.  He suddenly looks 
  much older.  He reaches out to Ullich, takes 
  Iosc in his arms and carries him to the 
  platform where the Rules of Clear Sky Camp 
  are displayed.  Along the route, all the half-
  orcs stop what they are doing and follow the 
  elder.  Eliseg lays Iosc on a blanket on the 
  ground next to the platform. 
  Eliseg disappears into his tent and emerges a 
  moment later, carrying a pouch.  He walks up 
  to the platform and sets the pouch next to 
  Iosc’s body.  Eliseg opens the pouch and 
  begins removing vials of liquids.  He works 
  swiftly and expertly, rubbing various oils and 
  unguents on various parts of Iosc’s body.  
  When he is through, he stands up, faces the 
  sun, and begins casting a spell.  The crowd 
  around watches expectantly, for they have 
  seen this spell cast in the past when a member 
  of Clear Sky was returned home slain.  Several 
  minutes pass, and Iosc’s body begins to glow 
  faintly.  As you watch, his body glows brighter 
  and brighter until the light engulfs Iosc’s body. 
   At that, Eliseg touches the light, and with a 
  flash, the light changes and vanishes, leaving 
  the new form behind. 
  Standing next to the platform that bears the 
  rules by which he lived, Iosc slowly stretches 
  his silver wings.  His sleek black fur shimmers 
  in the early winter sun.  With a screech, the 
  griffon launches himself into the air and soars 
  away. 
  The PCs receive both the Friend and Hero of 
  Clear Sky favors. 
  DM Note:  Iosc’s reincarnation as a silver/black 
  griffon is the Land’s way of showing support for 
  the half-orcs. 
  The End 
  Conclusion B:  Not Bad 
  For several moments, the air in the chamber is 
  thick with silence.  The moaning has stopped 
  and the glowing symbols slowly fade into 
  darkness. 
  The quiet sounds of weeping from the 
  frightened people still chained to the sacrificial 
  altars begin to fill the room.  One of them, a 
  young woman, asks you to help her get out of 
  this horrible place.  She is bruised and weak, 
  but anxious to get back home to her family 
  near Hochoch.  She asks the party to help her 
  get home. 
  As you approach the gates of Clear Sky, you 
  are once again greeted by Ullich ap Llen. 
  “Bore da, travellers.  Welcome back.  I will 
  send word to Eliseg that you have returned.” 
  You are escorted to Eliseg’s tent, where he 
  awaits your arrival.  He anxiously surveys your 
  group, looks briefly disappointed then asks 
  what aid he can provide.  Eliseg summons 
  several half-orcs to assist your weary charges 
  to a nearby tent where they can rest and eat 
  before continuing the journey back to their 
  families.  Any needing special assistance 
  receive it.  
  “I assume all went well with your quest, as all 
  has been fairly quiet here.  A group of half-orcs 
  raged, but they were rendered mostly harmless 
  until their madness subsided.  Most of them 
  are recovering nicely. Some will take a while to 
  recover fully.  Only a few tents were destroyed, 
  and the smithy was damaged.  What happened 
  with Korbec?” 
  Once the PCs give their report, continue. 
  Eliseg stands a little straighter, as if preparing 
  for a blow, and asks:   
  “Tell me, have you seen Iosc?  The prisoner 
  (or prisoners) escaped a few hours ago, and 
  Iosc chased after her (or them).  I haven’t seen 
  Iosc since.  I hope he’s all right. 
  The PCs should report they have not see him. 
  In that case, please come with me to tell Ullich. 
   Now that I know Iosc is missing, we must 
  begin searching for him. 
  
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  Page 21 
  As you approach the gate, you hear a 
  commotion.  Cadan ap Trennis has just arrived 
  on horseback and draped across his saddle 
  before him is the lifeless body of Iosc.  Cadan 
  looks visibly moved and as he hands Iosc 
  down to Ullich he says:  
  “He was surrounded.  There were three of 
  them, and he managed to kill them all, but his 
  wounds were too great.  He died just before I 
  arrived at the scene of the attack.  I don’t often 
  see such bravery in lads so young.”  
  If the party asks, the attackers were either the 
  three banished half-orcs from Encounter Five, or 
  the one half-orc and some accomplices. 
  Cadan dismounts and follows Ullich as he 
  approaches you.   
  Eliseg stares in disbelief.  He suddenly looks 
  much older.  He reaches out to Ullich, takes 
  Iosc in his arms and carries him to the 
  platform where the Rules of Clear Sky Camp 
  are displayed.  Along the route, all the half-
  orcs stop what they are doing and follow their 
  elder.  Eliseg lays Iosc on a blanket on the 
  ground next to the platform. 
  Eliseg disappears into his tent and emerges a 
  moment later, carrying a pouch.  He walks up 
  to the platform and sets the pouch next to 
  Iosc’s body.  Eliseg opens it and begins 
  removing vials of liquids.  He works swiftly and 
  expertly, rubbing various oils and unguents on 
  various parts of Iosc’s body.  When he is 
  through, he stands up, faces the sun, and 
  begins casting a spell.  The crowd around 
  watches expectantly, for they have seen this 
  spell cast in the past when a member of Clear 
  Sky was returned home slain.  Several minutes 
  pass, and Iosc’s body begins to glow faintly.  
  As you watch, his body glows brighter and 
  brighter until the light engulfs Iosc’s body.  At 
  that, Eliseg touches the light, and with a flash, 
  the light changes and vanishes, leaving the 
  new form behind. 
  Standing next to the platform that bears the 
  rules by which he lived, Iosc slowly stretches 
  his silver wings.  His sleek black fur shimmers 
  in the early winter sun.  With a roar, the griffon 
  launches himself into the air and soars away. 
  The PCs receive the Friend of Clear Sky favor. 
  DM Note:  Iosc’s reincarnation as a silver/black 
  griffon is the Land’s way of showing support for 
  the half-orcs. 
  The End 
  Conclusion C: Not Good 
  For several moments, the air in the chamber is 
  thick with silence.  The moaning has stopped 
  and the glowing symbols slowly fade into 
  darkness. 
  The quiet sounds of weeping from the 
  frightened people still chained to the sacrificial 
  altars begin to fill the room.  One of them, a 
  young woman, asks you to help her get out of 
  this horrible place.  She is bruised and weak, 
  but anxious to get back home to her family 
  near Hochoch.  She asks the party to help her 
  get home. 
  As you approach the gates of Clear Sky, you 
  are greeted by an injured Ullich ap Llen.  
  Behind him, much of the camp has been 
  damaged or destroyed.  Many half-orcs are 
  setting up new tents or removing damaged 
  ones.  Numerous dead lie wrapped, waiting for 
  the funeral rites. 
  “Bore da.  I will send word to Eliseg that you 
  have returned.” 
  You are escorted to Eliseg’s tent. Eliseg 
  emerges slowly, looking exhausted.  Every 
  year of his life is etched on his face.  He 
  anxiously surveys your group, looks briefly 
  disappointed then asks what aid he can 
  provide.  Eliseg summons several half-orcs to 
  assist your weary charges to a nearby tent 
  where they can rest and eat before continuing 
  the journey back to their families.   
  “As you can see, the ritual deeply affected 
  many of our people. A large group of half orcs 
  raged, but we were finally able to overcome 
  them.  We had to kill most of them.  They were 
  too wrapped within their rage to recognize 
  their friends or even loved ones.  The camp 
  was badly damaged.  Please, tell me what 
  happened with Korbec.” 
  Once the PCs give their report, continue. 
  Eliseg stands a little straighter, as if preparing 
  for another blow, and asks:   
  “Tell me, have you seen Iosc?  The prisoner 
  (or prisoners) escaped a few hours ago, and 
  Iosc chased after her (or them).  I haven’t seen 
  Iosc since.  I hope he’s all right. 
  The players should report they have not seen him. 
  
  Massacre at Clear Sky 
   
  Page 22 
  In that case, please come with me to tell Ullich. 
   Now that I know Iosc is missing, we must 
  begin searching for him. 
  As you approach the gate, you hear a 
  commotion.  Cadan ap Trennis has just arrived 
  on horseback and draped across his saddle 
  before him is the lifeless body of Iosc.  Cadan 
  looks visibly moved and as he hands Iosc 
  down to Ullich he says:  
  “He was surrounded.  There were three of 
  them, and he managed to kill them all, but his 
  wounds were too great.  He died just before I 
  arrived at the scene of the attack.  I don’t often 
  see such bravery in lads so young.”  
  If the party asks, the attackers were either the 
  three banished half-orcs from encounter 5, or the 
  one half-orc and some accomplices. 
  Eliseg stares in disbelief.  He suddenly looks 
  much older.  He reaches out to Ullich, takes 
  Iosc in his arms and carries him to the 
  platform where the Rules of Clear Sky Camp 
  are displayed.  Along the route, members of 
  the camp briefly look up as Eliseg passes.  
  Many are too involved in their own grief to 
  notice that of another.  Eliseg lays Iosc on a 
  blanket on the ground next to the platform.  He 
  looks at Ullich and says, “I have used every 
  resource at my disposal to repair what I could. 
   I have nothing left, except words.  Please wrap 
  Iosc’s body, for there is nothing more that I 
  can do.”  Eliseg stares without seeing and 
  speaks.  “This will be a hard winter.  We have 
  almost nothing left.  The very heart has been 
  ripped from Clear Sky.” 
  The End 
  Conclusion D: Horror! 
  As you approach the gates of Clear Sky, you 
  realize that the palisade has been reduced to 
  blackened stubs.  Inside, a few remaining half-
  orcs stumble around, trying to salvage what 
  little they can.  The camp is a tangled mess; 
  what is not burned is trampled into the ground. 
   Dead half-orcs litter the ground.  You see 
  Ullich’s torn corpse, still defending the gate, 
  his weapon still in his hands. 
  As you pass into Clear Sky, a tattered old half-
  orc stumbles up to you, a symbol of Obad-hai 
  still around the figure’s neck. 
  “The entire camp appeared to frenzy almost as 
  one.  Everyone in the camp turned on each 
  other.  A handful of us managed to escape, but 
  the destruction was total.  But while I live, I will 
  try again.  The dream is worth taking another 
  chance.” 
  From the direction of the gate, you hear a 
  commotion.  Cadan ap Trennis has just arrived 
  on horseback and draped across his saddle 
  before him is the lifeless body of Iosc.  Cadan 
  looks visibly moved.  He dismounts and lifts 
  Iosc’s body from his horse.  Turning to you 
  and Eliseg he says:  
  “He was surrounded.  There were three of 
  them, and he managed to kill them all, but his 
  wounds were too great.  He died just before I 
  arrived at the scene of the attack.  I don’t often 
  see such bravery in lads so young.” 
  If the party asks, the attackers were either the 
  three banished half-orcs from encounter 5, or the 
  one half-orc and some accomplices. 
  Eliseg reaches out and brushes the blood-
  soaked hair out Iosc’s unseeing eyes.  His 
  hands begin shaking as he gently closes them. 
   Finally, his shoulders slump, and he says in a 
  flat, defeated voice, “There is no one to 
  continue my legacy.  Korbec has slain my 
  dream.  I have nothing left.”  With that, he 
  turns and walks away. 
  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 role-playing) to each 
  character. 
  Encounter One 
  Defeat or drive off the ambushing half-orcs. 
  APL4 210 xp; 
  APL6 270 xp; 
  APL8 330 xp; 
  APL10 390 xp; 
  APL12 450 xp; 
  Encounter Four 
  Deal with the trap(s). 
  
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  APL4 120 xp; 
  APL6 180 xp; 
  APL8 240 xp; 
  APL10 300 xp; 
  APL12 360 xp; 
  Encounter Eight 
  Defeat Korbec. 
  APL4 210 xp; 
  APL6 270 xp; 
  APL8 330 xp; 
  APL10 390 xp; 
  APL12 450 xp; 
  Story Award 
  Ritual stopped before finish: 
  APL4 60 xp; 
  APL6 80 xp; 
  APL8 100 xp; 
  APL10 120 xp; 
  APL12 140 xp; 
  Discretionary role-playing award 
  APL4 75 xp; 
  APL6 100 xp; 
  APL8 125 xp; 
  APL10 150 xp; 
  APL12 175 xp; 
  Total possible experience:   
  APL4 675 xp; 
  APL6 900 xp; 
  APL8 1125 xp; 
  APL10 1350 xp; 
  APL12 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. 
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is 
  the number of gold pieces a characters total and 
  coin value increase at the end of the adventure.  
  Write the total in the GP Gained field of the 
  adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time 
  Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter One 
   
  APL 4: L: 331 gp; C: 10 gp; M: 338 gp 
   
  APL 6: L: 492 gp; C: 20 gp; M: 848 gp 
  
  Massacre at Clear Sky 
   
  Page 24 
   
  APL 8: L: 152 gp; C: 40 gp; M: 2089 gp 
  APL 10: L: 144 gp; C: 70 gp; M: 2533 gp 
  APL 12: L: 211 gp; C: 100 gp; M: 6161 gp 
  Encounter Eight   
   
  APL 4: L: 345 gp; C: 20 gp; M: 913 gp 
   
  APL 6: L: 253 gp; C: 40 gp; M: 2000 gp 
  APL 8: L: 110 gp; C: 80 gp; M: 2950 gp 
  APL 10: L: 410 gp; C: 140 gp; M: 6564 gp 
  APL 12: L: 368 gp; C: 200 gp; M: 11319 gp 
  Total Possible Treasure 
  APL 4: L: 676 gp; C: 30 gp; M: 1251 gp  - 
  Total: 1957 gp (650 gp) 
  APL 6: L: 725 gp; C: 60 gp; M: 2848 gp  - 
  Total: 3633 gp (900 gp) 
  APL 8: L: 262 gp; C: 120 gp; M: 5039 gp  - 
  Total: 5421 gp (1300 gp) 
  APL 10: L: 554 gp; C: 210 gp; M: 9097 gp  - 
  Total: 9861 gp (2300 gp) 
  APL 12: L: 579 gp; C: 300 gp; M: 17480 gp  - 
  Total: 18359 gp (3300 gp) 
  Special 
  Favor: Friend of Clear Sky – The PC has helped 
  save Clear Sky from a hideous fate.  In gratitude, 
  the camp chips in to purchase up to three 
  upgrades from the following list:  
  Armor – light fortification, masterwork to +1, +1 to 
  +2  
  Shield – arrow catching, bashing, blinding  
  Weapon – giant bane, flaming, thundering 
  In addition, a bard has written a song about your 
  heroism.  You have a +2 diplomatic bonus when 
  dealing with half-orcs and the Ffolk of Geoff. 
  Favor: Hero of Clear Sky – The PC has helped 
  save Clear Sky from a hideous fate.  In gratitude, 
  the camp chips in to purchase one and only one 
  upgrade or item from the following list: 
  Armor – moderate fortification, multi step upgrade 
  (i.e. masterwork to +2, +1 to +3, or +2 to +4) 
  Shield – arrow deflection, animated, fire resistance 
  Weapon – vicious, anarchic, shocking burst 
  In addition, a bard has written a song about your 
  heroism.  You have a +4 diplomatic bonus when 
  dealing with half-orcs and the Ffolk of Geoff.  This 
  replaces the diplomatic bonus from Friend of Clear 
  Sky. 
  Influence with Cadan ap Trennis.  You have 
  saved Cadan’s life, and he truly appreciates it.  
  Cadan is only starting out, but he may move 
  upwards quickly.  Knowing him may be worth 
  more in the future.  Favor level D. 
  PCs only receive one of the following, depending 
  on what hook brought them into the module. 
  Influence with Sierra Blackblade. You have 
  succeeded at a task that Sierra asked you to 
  undertake.  She remembers your efforts on her 
  behalf.  Favor level A. 
  Influence with Watcher Kevitz.  You have 
  succeeded at a task that Watcher Kevitz ordered 
  you to undertake.  He remembers your efforts on 
  his, and the Knights’ behalf.  Favor level B. 
  Influence with Cadofyth Morgan Hazeleye.  You 
  have succeeded at a task that the Cadofyth 
  ordered you to undertake.  He remembers your 
  efforts on his, and the Army’s behalf.  Favor level 
  B. 
  Influence with Padrig ap Bedwyn.  You have 
  succeeded at a task that Padrig requested that 
  you take on.  He remembers your efforts, and may 
  call upon you in the future.  Favor level B. 
  Items for the Adventure 
  Record 
  Item Access 
  APL 4: 
  Pearl of Power, 1st level, Freq: Adventure 
  Dust of Tracelessness, Freq: Adventure 
  Vest of Resistance +1, Freq: Regional 
  Bag of Holding, Type I, Freq: Adventure 
  APL 6: 
   
  Ring of Sustenance, Freq: Adventure 
  Pearl of Power, 2nd level, Freq: Adventure 
  Slippers of Spider Climbing, Freq: Regional 
  APL 8: 
   
  Doorbreaker – A&EG p.105, Freq: Regional 
  Pearl of Power, 3rd level, Freq: Adventure 
  
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  Brooch of Shielding, Freq: Adventure 
  Circlet of Persuasion, Freq: Regional 
  APL 10: 
   
  Pipes of the Sewers, Freq: Regional 
  Hand of Glory, Adventure 
  Periapt of Wisdom +4, Freq: Regional 
  Orc Double Axe +1 Shock/+1, Freq: Regional 
  Adamantine Great Sword, Freq: Regional 
  Bag of Holding, Type II, Freq: Adventure 
  APL 12: 
  Orc Double Axe +1 Shock/+1 Frost, Freq: 
  Regional 
  Periapt of Wisdom +6, Freq: Regional 
  Ghost Hands – A&EG p.107, Freq: Adventure 
  Pearl of Power, 4th level, Freq: Adventure 
  Heward’s Handy Haversack, Freq: Adventure 
  Ring of Jumping, Freq: Regional 
  Amulet of Natural Armor +2, Freq: Regional 
  +1 Large Adamantine Great Axe, Freq: 
  Regional 
  Lens of Detection, Freq: Adventure 
  +1 Mithral Chain Shirt, Freq: Adventure 
  Vest of Resistance +2, Freq: Regional 
   
  
  Massacre at Clear Sky 
   
  Page 26 
  Appendix One – Combat Encounters 
  Encounter One - APL 4 
  Haret: Male Half-Orc Clr 4; CR 4, Medium 
  Humanoid; HD 4d8+8, hp 31, Init +0, Spd 20’/x4; 
  AC 20 (touch 12, flat-footed 20) [[+8 armor, +2 
  deflection (potion)]]; Base Atk/Grp +3/+3; Atk +6 
  melee (1d8, spear (20/x3 crit)) or +3 melee (1d4, 
  spiked gauntlet (20/x2 crit)); AL CN; SV Fort +7, 
  Ref +2, Will +8; Str 10, Dex 10, Con 14, Int 8, 
  Wis 17, Cha 8. 
  Skills and Feats: Concentration +6, Hide +4 
  (elixir +10), Knowledge: Religion +2; Combat 
  Casting, Spell Focus: Necromancy 
  Possessions: Full Plate, Masterwork Spear, 
  Spiked Gauntlet, Vest of Resistance +1, Divine 
  Focus, 2 Potions of Cure Light Wounds, Elixir of 
  Hiding, Potion of Shield of Faith +2 
  Spells Prepared (5/4/3, base DC = 13 + 
  spell level; necromancy spells are DC 14 + spell 
  level): 0—[Cure Minor Wounds (3), Guidance, 
  Read Magic]; 1—[Magic Weapon*, Doom, 
  Deathwatch, Shield of Faith]; 2—[Spiritual 
  Weapon*, Bear’s Endurance, Silence] 
  *Domain spell. Domains: [Evil (you cast evil 
  spells at +1 caster level); War (weapon focus: 
  spear)] 
  Gru, Tef, Vorg, Zej: Male Half-Orc Bbn 1, CR 1, 
  Medium Humanoid; HD 1d12+2, hp 14, Init +3, 
  Spd 40’/x4; AC 19 (touch 15, flat-footed 16) [[+3 
  dex, +4 armor, +2 deflection (potion)]]; Base 
  Atk/Grp +1/+3; Atk +3 melee (1d8+2, long sword 
  (19-20/x2 crit)) or +3 melee (1d4+2, spiked 
  gauntlet (20/x2 crit)) or +4 ranged (1d8+2, 
  composite longbow (20/x3 crit)); Full Atk +1 
  melee (1d8+2, long sword (19-20/x2 crit)) or +1 
  melee (1d4+2, spiked gauntlet (20/x2 crit)) and 
  +1 melee (1d6+1, short sword (19-20/x2 crit)) or 
  +4 ranged (1d8+2, composite longbow (20/x3 
  crit)); SA Rage; AL CN; SV Fort +4, Ref +3, Will 
  +0; Str 14, Dex 16, Con 14, Int 6, Wis 10, Cha 6. 
  Skills and Feats: Hide +9 (elixir +10), Listen +4, 
  Survival +4; Two-Weapon Fighting 
  Possessions (each): 2 Potions of Cure Light 
  Wounds, Long Sword, Short Sword, Spiked 
  Gauntlet, Chain Shirt, Mighty (+2) Composite 
  Long Bow, Elixir of Hiding, Potion of Shield of 
  Faith +2 
  Rage (Ex): HD 1d12+4, hp 16; AC 17 (touch 
  13, flat-footed 14); Grapple +5; Atk +5 melee 
  (1d8+4, long sword (19-20/x2 crit)) or +5 melee 
  (1d4+4, spiked gauntlet (20/x2 crit)); Full Atk +3 
  melee (1d8+4, long sword (19-20/x2 crit)) or +3 
  melee (1d4+4, spiked gauntlet (20/x2 crit)) and 
  +3 melee (1d6+2 short sword (19-20/x2 crit)); 
  Fort +6, Will +2, Str 18, Con 18. Lasts for 7 
  rounds, usable once per day. 
  Yerroc: Male Half-Orc Bbn 1/Rog 3, CR 4, 
  Medium Humanoid; HD 3d6+1d12+8, hp 29, Init 
  +2, Spd 40’/x4; AC 18 (touch 14, flat footed 16) 
  [[+2 dex, +4 armor, +2 deflection (potion)]]; Base 
  Atk/Grp +3/+5; Atk +6 melee (1d12+3, great axe 
  (20/x3 crit)) or +5 melee (1d4+2, spiked gauntlet 
  (20/x2 crit)) or +5 melee (1d6+2, sap (20/x2)); 
  SA Rage, Evasion, Sneak Attack; AL CE; SV 
  Fort +6, Ref +6, Will +1; Str 14, Dex 14, Con 15, 
  Int 10, Wis 10, Cha 6. 
  Skills and Feats: Disable Device +7, Hide 
  +17 (elixir +10), Move Silently +7, Open Lock 
  +7, Search +4, Sleight of Hand +8, Spot +4, 
  Survival +2, Tumble +7; Dodge, Mobility 
  Possessions: Key (to locked chest in his 
  tent), Chain Shirt, Masterwork Great Axe, 
  Spiked Gauntlet, Sap, Locked Gauntlet, Potion 
  of 
  Cure 
  Moderate 
  Wounds, 
  Dust 
  of 
  Tracelessness, Cloak of Resistance +1, Bag of 
  Holding type I, Elixir of Hiding, Potion of Shield 
  of Faith +2 
  Rage (Ex): HD 3d6+1d12+16, hp 37; AC 14 
  (touch 10, flat-footed 12); Grapple +7; Atk +8 
  melee (1d12+6, great axe (20/x3 crit)) or +7 
  melee (1d4+4, spiked gauntlet (20/x2 crit)) or +7 
  melee (1d6+4, sap (20/x2)); Fort +8, Will +4, Str 
  18, Con 19. Lasts for 7 rounds, usable once per 
  day. 
  Sneak Attack (Ex): Any time someone you 
  attack is denied their Dexterity bonus to AC, or 
  you are flanking them, you inflict an additional 
  2d6 damage. 
  Cadan ap Trennis: Male Human Rgr2, CR 2, 
  Medium Humanoid; HD 2d8+2; hp 15, Init +2, 
  Spd 30 ft/x4; AC 16 (touch 12, flat-footed 14) 
  [[+4 armor, +2 dex]]; Base Atk/Grp +2/+2; Atk +3 
  melee (1d8, long sword (19-20/x2 crit)) or Full 
  Atk +1 melee (1d8, long sword (19-20/x2 crit)) 
  and +1 melee (1d6, short sword (19-20/x2 crit)); 
  AL NG; SV Fort +5, Ref +6, Will +2; Str 10, Dex 
  15, Con 12, Int 14, Wis 12, Cha 12. 
   
  Favored Enemy: Orcs (+2) 
  
  Massacre at Clear Sky 
   
  Page 27 
   
  Skills and Feats: Handle Animal +6, 
  Knowledge (dungeoneering) +3, Knowledge 
  (geography) +7, Knowledge (nature) +9, Listen 
  +6, Move Silently +6, Ride +9, Spot +6, Survival 
  +6, Swim +2; Combat Expertise, Improved 
  Disarm, Track, Two-Weapon Fighting 
   
  Possessions: 
  Masterwork 
  Long 
  Sword, 
  Masterwork Short Sword, Masterwork Chain 
  Shirt, Cloak of Resistance +1, Wand of Cure 
  Light Wounds 
   
  
  Massacre at Clear Sky 
   
  Page 28 
  Encounter One – APL 6 
  Haret: Male Half-Orc Clr 6; CR 6, Medium 
  Humanoid; HD 6d8+12, hp 45, Init +0, Spd 
  20’/x3; AC 20 (touch 12, flat-footed 20) [[+8 
  armor, +2 deflection (potion)]]; Base Atk/Grp 
  +4/+4; Atk +6 melee (1d8+1, spear +1 (20/x3 
  crit)) or +4 melee (1d4, spiked gauntlet (20/x2 
  crit)); AL CN; SV Fort +8, Ref +3, Will +9; Str 10, 
  Dex 10, Con 14, Int 8, Wis 17, Cha 8. 
  Skills and Feats: Concentration +8, Hide +5 
  (elixir +10), Knowledge: Religion +2; Combat 
  Casting, Spell Focus: Necromancy, Profane 
  Boost 
  Possessions: Masterwork Full Plate, +1 
  Spear, Spiked Gauntlet, Vest of Resistance +1, 
  Divine Focus, Potion of Cure Moderate Wounds, 
  Elixir of Hiding, Potion of Shield of Faith +2 
  Spells Prepared (5/4/4/3, base DC = 13 + 
  spell level; necromancy spells are DC 14 + spell 
  level): 0—[Cure Minor Wounds (3), Guidance, 
  Read Magic]; 1—[Magic Weapon*, Doom, 
  Deathwatch, Shield of Faith]; 2—[Spiritual 
  Weapon*, Bear’s Endurance, Silence, Sound 
  Burst]; 3—[Magic Circle Against Good*, Dispel 
  Magic, Wrack] 
  *Domain spell. Domains: [Evil (you cast evil 
  spells at +1 caster level); War (weapon focus: 
  spear)]. 
  Gru, Tef, Vorg, Zej: Male Half-Orc Bbn 2, CR 2, 
  Medium Humanoid; HD 2d12+4, hp 23, Init +3, 
  Spd 40’/x4; AC 19 (touch 15, flat-footed 19) [[+3 
  dex, +4 armor, +2 deflection (potion)]]; Base 
  Atk/Grp +2/+4; Atk +5 melee (1d8+2, long sword 
  (19-20/x2 crit)) or +4 melee (1d4+2, spiked 
  gauntlet (20/x2 crit)) or +5 ranged (1d8+2, 
  composite longbow (20/x3 crit)); Full Atk +3 
  melee (1d8+2, long sword (19-20/x2 crit)) and 
  +3 melee (1d6+1, short sword (19-20/x2 crit)) or 
  +4 melee (1d4+2, spiked gauntlet (20/x2 crit)) or 
  +5 ranged (1d8+2, composite longbow (20/x3 
  crit)); SA Rage, Uncanny Dodge; AL CN; SV 
  Fort +5, Ref +3, Will +0; Str 14, Dex 16, Con 14, 
  Int 6, Wis 10, Cha 6. 
  Skills and Feats: Hide +15 (elixir +10), 
  Listen +4, Survival +4; Two-Weapon Fighting 
  Possessions: Potion of Cure Moderate 
  Wounds, Masterwork Long Sword, Masterwork 
  Short Sword, Spiked Gauntlet, Chain Shirt, 
  Mighty (+2) Composite Longbow, Elixir of 
  Hiding, Potion of Shield of Faith +2 
  Rage (Ex): HD 2d12+8, hp 27; AC 17 (touch 
  13, flat-footed 17); Grapple +6; Atk +7 melee 
  (1d8+4, long sword (19-20/x2 crit)); Full Atk +5 
  melee (1d8+4, long sword (19-20/x2 crit)) or +4 
  melee (1d4+4, spiked gauntlet (20/x2 crit)) and 
  +5 melee (1d6+2, short sword (19-20/x2 crit)); 
  Fort +7, Will +2, Str 18, Con 18. Lasts for 7 
  rounds, usable once per day. 
  Yerroc: Male Half-Orc Bbn 1/Rog 5, CR 6, 
  Medium Humanoid; HD 5d6+1d12+12, hp 41, 
  Init +2, Spd 40’/x4; AC 18 (touch 14, flat footed 
  18) [[+2 dex, +4 armor, +2 deflection (potion)]]; 
  Base Atk/Grp +4/+6; Atk +7 melee (1d12+4, 
  great axe (20/x3 crit)) or +6 melee (1d4+2, 
  spiked gauntlet (20/x2 crit)) or +6 melee (1d6+2, 
  sap (20/x2)); SA Rage, Evasion, Sneak Attack, 
  Uncanny Dodge; AL CE; SV Fort +5, Ref +6, 
  Will +3; Str 14, Dex 14, Con 15, Int 10, Wis 10, 
  Cha 6. 
  Skills and Feats: Disable Device +9, Hide 
  +21 (elixir +10), Move Silently +11, Open Lock 
  +9, Search +6, Sleight of Hand +11, Spot +6, 
  Survival +2, Tumble +11; Dodge, Mobility, Iron 
  Will 
  Possessions: Key (to locked chest in his 
  tent), Masterwork Chain Shirt, +1 Great Axe, 
  Spiked Gauntlet, Locked Gauntlet, Sap, Potion 
  of 
  Cure 
  Moderate 
  Wounds, 
  Dust 
  of 
  Tracelessness, Bag of Holding type I, Elixir of 
  Hiding, Potion of Shield of Faith +2 
  Rage (Ex): HD 5d6+1d12+16, hp 49; AC 16 
  (touch 12, flat-footed 16); Grapple +7; Atk +9 
  melee (1d12+7, great axe (20/x3 crit)) or +8 
  melee (1d4+2, spiked gauntlet (20/x2 crit)) or +8 
  melee (1d6+2, sap (20/x2)); Fort +8, Will +5, Str 
  18, Con 19. Lasts for 7 rounds, usable once per 
  day. 
  Sneak Attack (Ex): Any time someone you 
  attack is denied their Dexterity bonus to AC, or 
  you are flanking them, you inflict an additional 
  3d6 damage. 
  Cadan 
  ap 
  Trennis: 
  Male 
  Human 
  Brd1/Ftr1/Rgr2, CR 4, Medium Humanoid; HD 
  1d6+1d10+2d8+4; hp 27, Init +3, Spd 30 ft/x4; 
  AC 19 (touch 14, flat-footed 14) [[+5 armor, +3 
  dex, +1 deflection]]; Base Atk/Grp +3/+3; Atk +4 
  melee (1d8, long sword (19-20/x2 crit)) or Full 
  Atk +2 melee (1d8, long sword (19-20/x2 crit)) 
  and +2 melee (1d6, short sword (19-20/x2 crit)); 
  AL NG; SV Fort +6, Ref +8, Will +3; Str 10, Dex 
  16, Con 12, Int 14, Wis 12, Cha 12. 
  
  Massacre at Clear Sky 
   
  Page 29 
  Favored 
  Enemy: 
  Orcs 
  (+2); 
  Bardic 
  Knowledge: 1d20+3 
  Skills and Feats: Diplomacy +4, Gather 
  Information +2, Handle Animal +7, Knowledge 
  (dungeoneering) +3, Knowledge (geography) 
  +7, Knowledge (nature) +9, Listen +6, Move 
  Silently +7, Perform (instrument) +3, Ride +12, 
  Sense Motive +2, Spot +6, Survival +6, Swim 
  +4; Combat Expertise, Improved Disarm, Track, 
  Two-Weapon Fighting, Combat Reflexes, Dodge 
  Possessions: 
  Masterwork 
  Long 
  Sword, 
  Masterwork Short Sword, +1 Chain Shirt, Ring 
  of Protection +1, Wand of Cure Light Wounds 
  Spells Per Day (2, base DC = 11 + spell 
  level). 
  Spells Known: 0—[Know Direction, Mage 
  Hand, Mending, Message]. 
  
  Massacre at Clear Sky 
   
  Page 30 
  Encounter One – APL 8 
  Haret: Male Half-Orc Clr 8; CR 8, Medium 
  Humanoid; HD 8d8+16, hp 59, Init +0, Spd 
  20’/x3; AC 22 (touch 13, flat-footed 22) [[+9 
  armor, +3 deflection (potion)]]; Base Atk/Grp 
  +6/+6; Atk +8 melee (1d8+1, spear +1 (20/x3 
  crit)) or +7 melee (1d4, spiked gauntlet (20/x2 
  crit)); Full Atk +8/+3 (1d8+1, spear +1 (20/x3 
  crit)) or +7/+2 melee (1d4, spiked gauntlet 
  (20/x2 crit)); AL CN; SV Fort +9, Ref +3, Will 
  +12; Str 10, Dex 10, Con 14, Int 8, Wis 18, Cha 
  8. 
  Skills and Feats: Concentration +10, Hide 
  +5 (elixir +10), Knowledge: Religion +2; Combat 
  Casting, Spell Focus: Necromancy, Profane 
  Boost 
  Possessions: +1 Full Plate, +1 Spear, 
  Spiked Gauntlet, Ring of Protection  +1, Vest of 
  Resistance +1, Divine Focus, 2 Potions of Cure 
  Moderate Wounds, Potion of Shield of Faith +3, 
  Elixir of Hiding 
  Spells Prepared (6/6/4/4/3, base DC = 14 + 
  spell level; necromancy spells are DC 15 + spell 
  level): 0—[Cure Minor Wounds (3), Guidance 
  (2), Read Magic]; 1—[Magic Weapon*, Shield of 
  Faith, 
  Doom, 
  Deathwatch, 
  Divine 
  Favor, 
  Entropic Shield]; 2—[Spiritual Weapon*, Bear’s 
  Endurance, Silence, Sound Burst]; 3—[Magic 
  Circle 
  Against 
  Good*, 
  Blindness/Deafness, 
  Dispel 
  Magic, 
  Wrack]; 
  4—[Divine 
  Power*, 
  Freedom of Movement, Spell Immunity] 
  *Domain spell. Domains: [Evil (you cast evil 
  spells at +1 caster level); War (weapon focus: 
  spear)]. 
  Gru, Tef, Vorg, Zej: Male Half-Orc Bbn 2/Ftr 2, 
  CR 4, Medium Humanoid; HD 2d12+2d10+8, hp 
  39, Init +3, Spd 40’/x4; AC 20 (touch 16, flat-
  footed 20) [[+3 dex, +4 armor, +3 deflection 
  (potion)]]; Base Atk/Grp +4/+6; Atk +7 melee 
  (1d8+3, orc double axe +1 (20/x3 crit)) or +6 
  melee (1d4+2, spiked gauntlet (20/x2 crit)) or +7 
  ranged (1d8+2, composite longbow (20/x3 crit)); 
  Full Atk +5 melee (1d8+3, orc double axe +1 
  (20/x3 crit)) and +5 melee (1d8+1, orc double 
  axe (20/x3 crit)) or +6 melee (1d4+2, spiked 
  gauntlet (20/x2 crit)) or +7 ranged (1d8+2 
  composite longbow (20/x3 crit)); SA Rage, 
  Uncanny Dodge; AL CN; SV Fort +8, Ref +3, 
  Will +0; Str 14, Dex 17, Con 14, Int 6, Wis 10, 
  Cha 6. 
  Skills and Feats: Hide +15 (elixir +10), 
  Listen +5, Survival +4, Swim -2; Two-Weapon 
  Fighting, 
  Exotic 
  Weapon 
  Proficiency: 
  Orc 
  Double Axe, Weapon Focus: Orc Double Axe 
  Possessions: Potion of Cure Moderate 
  Wounds, +1/Masterwork Orc Double Axe, Chain 
  Shirt, Mighty (+2) Composite Longbow, Potion of 
  Shield of Faith +3, Elixir of Hiding 
  Rage (Ex): HD 2d12+2d10+16, hp 47; AC 
  18 (touch 14, flat-footed 18); Grapple +8; Atk +9 
  melee (1d8+5, orc double axe (20/x3 crit)) or +8 
  melee (1d4+4, spiked gauntlet (20/x2 crit)); Full 
  Atk +7 melee (1d8+5, orc double axe (20/x3 
  crit)) and +7 melee (1d8+2 orc double axe 
  (20/x3 crit)) or +8 melee (1d4+4, spiked gauntlet 
  (20/x2 crit)); Fort +10, Will +2, Str 18, Con 18. 
  Lasts for 7 rounds, usable once per day. 
  Yerroc: Male Half-Orc Bbn 1/Rog 7, CR 8, 
  Medium Humanoid; HD 7d6+1d12+24, hp 61, 
  Init +2, Spd 40’/x4; AC 20 (touch 15, flat footed 
  20) [[+2 dex, +5 armor, +3 deflection (potion)]]; 
  Base Atk/Grp +6/+8; Atk +9 melee (1d12+4 
  great axe +1 (20/x3 crit)) or +8 melee (1d4+2, 
  spiked gauntlet (20/x2 crit)) or +8 melee (1d6+2, 
  sap (20/x2)); Full Atk +9/+4 melee (1d12+4 
  great axe (20/x3 crit)) or +8/+3 melee (1d4+2, 
  spiked gauntlet (20/x2 crit)) or +8/+3 melee 
  (1d6+2, sap (20/x2)); SA Rage, Evasion, Sneak 
  Attack, Uncanny Dodge; AL CE; SV Fort +8, Ref 
  +8, Will +5; Str 14, Dex 14, Con 16, Int 10, Wis 
  10, Cha 6. 
  Skills and Feats: Disable Device +11, Hide 
  +23 (elixir +10), Move Silently +13, Open Lock 
  +11, Search +8, Sleight of Hand +13, Spot +8, 
  Survival +2, Tumble +13; Dodge, Mobility, Iron 
  Will 
  Possessions: Key (to locked chest in his 
  tent), Masterwork Chain Shirt, +1 Great Axe, 
  Spiked Gauntlet, Locked Gauntlet, Sap, Potion 
  of 
  Cure 
  Moderate 
  Wounds, 
  Dust 
  of 
  Tracelessness, Bag of Holding type I, Cloak of 
  Resistance +1, Potion of Shield of Faith +3, 
  Elixir of Hiding 
  Rage (Ex): HD 7d6+1d12+40, hp 77; AC 18 
  (touch 13, flat-footed 18); Grapple +10; Atk +11 
  melee (1d12+7, great axe (20/x3 crit)) or +10 
  melee (1d4+2, spiked gauntlet (20/x2 crit)) or 
  +10 melee (1d6+2, sap (20/x2)); Full Atk +11/+6 
  melee (1d12+7, great axe (20/x3 crit)) or +10/+5 
  melee (1d4+2, spiked gauntlet (20/x2 crit)) or 
  +10/+5 melee (1d6+2, sap (20/x2)); Fort +10, 
  Will +7, Str 18, Con 20. Lasts for 8 rounds, 
  usable once per day. 
  
  Massacre at Clear Sky 
   
  Page 31 
  Sneak Attack (Ex): Any time someone you 
  attack is denied their Dexterity bonus to AC, or 
  you are flanking them, you inflict an additional 
  4d6 damage. 
  Cadan 
  ap 
  Trennis: 
  Male 
  Human 
  Brd2/Ftr1/Rgr3, CR 6, Medium Humanoid; HD 
  2d6+1d10+3d8+6; hp 38, Init +3, Spd 30 ft/x4; 
  AC 19 (touch 14, flat-footed 14) [[+5 armor, +3 
  dex, +1 deflection]]; Base Atk/Grp +5/+5; Atk +6 
  melee (1d8+1, long sword (19-20/x2 crit)) or Full 
  Atk +4 melee (1d8+1, long sword (19-20/x2 crit)) 
  and +4 melee (1d6, short sword (19-20/x2 crit)); 
  AL NG; SV Fort +6, Ref +9, Will +5; Str 10, Dex 
  16, Con 12, Int 14, Wis 12, Cha 12. 
  Favored 
  Enemy: 
  Orcs 
  (+2); 
  Bardic 
  Knowledge: 1d20+4 
  Skills and Feats: Diplomacy +6, Gather 
  Information +2, Handle Animal +7, Knowledge 
  (arch. 
  and 
  eng.) 
  +3, 
  Knowledge 
  (dungeoneering) +3, Knowledge (geography) 
  +7, Knowledge (local) +4, Knowledge (nature) 
  +9, Knowledge (nobility) +3, Listen +6, Move 
  Silently +7, Perform (Instrument) +5, Ride +12, 
  Search +3, Sense Motive +4, Spot +8, Survival 
  +10, Swim +4; Combat Expertise, Endurance, 
  Improved Disarm, Track, Two-Weapon Fighting, 
  Combat Reflexes, Dodge, Negotiator 
  Possessions: +1 Long Sword, Masterwork 
  Short Sword, +1 Chain Shirt, Ring of Protection 
  +1, Wand of Cure Light Wounds 
  Spells Per Day (3/1, base DC = 11 + spell 
  level). 
  Spells Known: 0—[Ghost Sound, Know 
  Direction, Mage Hand, Mending, Message]; 1—
  [Expeditious Retreat, Feather Fall]. 
  
  Massacre at Clear Sky 
   
  Page 32 
  Encounter One – APL 10 
  Haret: Male Half-Orc Clr 10; CR 10, Medium 
  Humanoid; HD 10d8+20, hp 73, Init +0, Spd 
  20’/x3; AC 23 (touch 14, flat-footed 23) [[+9 
  armor, +4 deflection (potion)]]; Base Atk/Grp 
  +7/+7; Atk +9 melee (1d8+1, spear +1 (20/x3 
  crit)) or +7 melee (1d4, spiked gauntlet (20/x2 
  crit)); Full Atk +9/+4 (1d8+1, spear +1 (20/x3 
  crit)) or +7/+2 melee (1d4, spiked gauntlet 
  (20/x2 crit)); AL CN; SV Fort +10, Ref +4, Will 
  +13; Str 10, Dex 10, Con 14, Int 8, Wis 20, Cha 
  8. 
  Skills and Feats: Concentration +12, Hide 
  +5 (elixir +10), Knowledge: Religion +2; Combat 
  Casting, Spell Focus: Necromancy, Profane 
  Boost, Greater Spell Focus: Necromancy 
  Possessions: +1 Full Plate, +1 Spear, 
  Spiked Gauntlet, Vest of Resistance +1, Periapt 
  of Wisdom +2, Divine Focus, 2 Potions of Cure 
  Moderate Wounds, Potion of Shield of Faith +4, 
  Elixir of Hiding 
  Spells Prepared (6/6/5/4/4/3, base DC = 15 
  + spell level; necromancy spells are DC 17 + 
  spell level): 0—[Cure Minor Wounds (3), 
  Guidance 
  (2), 
  Read 
  Magic]; 
  1—[Magic 
  Weapon*, Shield of Faith, Doom, Deathwatch, 
  Divine Favor, Entropic Shield]; 2—[Spiritual 
  Weapon*, Bear’s Endurance, Cure Moderate 
  Wounds, Silence, Sound Burst]; 3—[Magic 
  Circle 
  Against 
  Good*, 
  Blindness/Deafness, 
  Dispel Magic, Wrack]; 4—[Divine Power*, Cure 
  Critical Wounds, Freedom of Movement, Spell 
  Immunity]; 5—[Flame Strike*, Righteous Might, 
  Mass Inflict Light Wounds] 
  *Domain spell. Domains: [Evil (you cast evil 
  spells at +1 caster level); War (weapon focus: 
  spear)]. 
  Gru, Tef, Vorg, Zej: Male Half-Orc Bbn 4/Ftr 2, 
  CR 6, Medium Humanoid; HD 4d12+2d10+12, 
  hp 57, Init +3, Spd 40’/x4; AC 21 (touch 17, flat-
  footed 21) [[+3 dex, +4 armor, +4 deflection 
  (potion)]]; Base Atk/Grp +6/+8; Atk +10 melee 
  (1d8+3, orc double axe +1 (20/x3 crit)) or +8 
  melee (1d4+2, spiked gauntlet (20/x2 crit)) or +9 
  ranged (1d8+2, composite longbow (20/x3 crit)); 
  Full Atk +8/+3 melee (1d8+3, orc double axe +1 
  (20/x3 crit)) and +8/+3 melee (1d8+2, orc double 
  axe +1 (20/x3 crit)) or +8/+3 melee (1d4+2, 
  spiked gauntlet (20/x2 crit)) or +9/+4 ranged 
  (1d8+2 composite longbow (20/x3 crit)); SA 
  Rage, Uncanny Dodge; AL CN; SV Fort +9, Ref 
  +4, Will +1; Str 14, Dex 17, Con 14, Int 6, Wis 
  10, Cha 6. 
  Skills and Feats: Hide +15 (elixir +10), 
  Listen +7, Survival +6, Swim -2; Two-Weapon 
  Fighting, 
  Exotic 
  Weapon 
  Proficiency: 
  Orc 
  Double Axe, Weapon Focus: Orc Double Axe, 
  Improved Two-Weapon Fighting 
  Possessions: Potion of Cure Moderate 
  Wounds, +1/+1 Orc Double Axe, Spiked 
  Gauntlet, Chain Shirt, Mighty (+2) Composite 
  Longbow, Potion of Shield of Faith +4, Elixir of 
  Hiding 
  Rage (Ex): HD 4d12+2d10+24, hp 69; AC 
  19 (touch 15, flat-footed 19); Grapple +10; Atk 
  +12 melee (1d8+5, orc double axe (20/x3 crit)) 
  or +10 melee (1d4+4, spiked gauntlet (20/x2 
  crit)); Full Atk +10/+5 melee (1d8+5, orc double 
  axe (20/x3 crit)) and +10/+5 melee (1d8+3 orc 
  double axe (20/x3 crit)) or +10/+5 melee (1d4+4, 
  spiked gauntlet (20/x2 crit)); Fort +11, Will +3, 
  Str 18, Con 18. Lasts for 7 rounds, usable once 
  per day. 
  Yerroc: Male Half-Orc Bbn 1/Rog 9, CR 10, 
  Medium Humanoid; HD 9d6+1d12+24, hp 75, 
  Init +3, Spd 40’/x4; AC 22 (touch 17, flat footed 
  22) [[+3 dex, +5 armor, +4 deflection (potion)]]; 
  Base Atk/Grp +7/+9; Atk +10 melee (1d12+4 
  great axe +1 (20/x3 crit)) or +9 melee (1d4+2, 
  spiked gauntlet (20/x2 crit)) or +9 melee (1d6+2, 
  sap (20/x2)); Full Atk +10/+5 melee (1d12+4 
  great axe +1 (20/x3 crit)) or +9/+4 melee 
  (1d4+2, spiked gauntlet (20/x2 crit)) or +9/+4 
  melee (1d6+2, sap (20/x2)); SA Rage, Evasion, 
  Sneak 
  Attack, 
  Uncanny 
  Dodge, 
  Improved 
  Uncanny Dodge; AL CE; SV Fort +10, Ref +11, 
  Will +7; Str 14, Dex 16, Con 16, Int 10, Wis 10, 
  Cha 6. 
  Skills and Feats: Disable Device +13, Hide 
  +26 (elixir +10), Move Silently +16, Open Lock 
  +14, Search +12, Sleight of Hand +16, Spot +8, 
  Survival +2, Tumble +16; Dodge, Mobility, Iron 
  Will, Elusive Target 
  Possessions: Key (to locked chest in his 
  tent), +1 Chain Shirt, +1 Great Axe, Spiked 
  Gauntlet, Sap, Locked Gauntlet, 2 Potions of 
  Cure Moderate Wounds, Dust of Tracelessness, 
  Bag of Holding type II, Cloak of Resistance +1, 
  Bracers of Dexterity +2, Potion of Shield of Faith 
  +4, Elixir of Hiding 
  Rage (Ex): HD 9d6+1d12+44, hp 95; AC 18 
  (touch 12, flat-footed 18); Grapple +11; Atk +12 
  melee (1d12+7, great axe +1 (20/x3 crit)) or +11 
  
  Massacre at Clear Sky 
   
  Page 33 
  melee (1d4+4, spiked gauntlet (20/x2 crit)) or 
  +11 melee (1d6+4, sap (20/x2)); Full Atk +12/+7 
  melee (1d12+7, great axe +1 (20/x3 crit)) or 
  +11/+9 melee (1d4+4, spiked gauntlet (20/x2 
  crit)) or +11/+9 melee (1d6+4, sap (20/x2)); Fort 
  +12, Will +9, Str 18, Con 20. Lasts for 8 rounds, 
  usable once per day. 
  Sneak Attack (Ex): Any time someone you 
  attack is denied their Dexterity bonus to AC, or 
  you are flanking them, you inflict an additional 
  5d6 damage. 
  Improved Uncanny Dodge (Ex): Yerroc can 
  only be flanked by a 13th level rogue or higher. 
  Cadan ap Trennis: Male Human Brd 2/Ftr 2/Rgr 
  4, 
  CR 
  8, 
  Medium 
  Humanoid; 
  HD 
  2d6+2d10+4d8+8; hp 51, Init +3, Spd 30 ft/x4; 
  AC 19 (touch 14, flat-footed 19) [[+5 armor, +3 
  dex, +1 deflection]]; Base Atk/Grp +7/+7; Atk +8 
  melee (1d8+1, long sword (19-20/x2 crit)) or Full 
  Atk +6/+1 melee (1d8+1, long sword (19-20/x2 
  crit)) and +6 melee (1d6+1, short sword (19-
  20/x2 crit)); AL NG; SV Fort +8, Ref +10, Will 
  +5; Str 10, Dex 17, Con 12, Int 14, Wis 12, Cha 
  14. 
  Favored Enemy: Orcs (+2), Magical Beasts 
  (+4); Bardic Knowledge: 1d20+4 
  Skills and Feats: Diplomacy +6, Gather 
  Information +2, Handle Animal +7, Hide +6, 
  Knowledge (arch. and eng.) +3, Knowledge 
  (dungeoneering) +3, Knowledge (geography) 
  +7, Knowledge (history) +3, Knowledge (local) 
  +4, Knowledge (nature) +9, Knowledge (nobility) 
  +3, Listen +6, Move Silently +13, Perform 
  (Instrument) +5, Ride +15, Search +3, Sense 
  Motive +4, Spot +11, Survival +10, Swim +8; 
  Combat 
  Expertise, 
  Endurance, 
  Improved 
  Disarm, Track, Two-Weapon Fighting, Combat 
  Reflexes, Dodge, Negotiator 
  Possessions: +1 Long Sword, +1 Short 
  Sword, +1 Chain Shirt, Ring of Protection +1, 
  Cloak of Charisma +2, Wand of Cure Light 
  Wounds 
  Bard Spells Per Day (3/1, base DC = 12 + 
  spell level). 
  Spells Known: 0—[Ghost Sound, Know 
  Direction, Mage Hand, Mending, Message]; 1—
  [Expeditious Retreat, Feather Fall]. 
  Ranger Spells Per Day (0/1, base DC 11 + 
  spell level). 
  Spells Known: 1—[Pass Without Trace]. 
  
  Massacre at Clear Sky 
   
  Page 34 
  Encounter One – APL 12 
  Haret: Male Half-Orc Clr 12; CR 12, Medium 
  Humanoid; HD 12d8+24, hp 87, Init +0, Spd 
  20’/x3; AC 24 (touch 15, flat-footed 24) [[+9 
  armor, +5 deflection (potion)]]; Base Atk/Grp 
  +9/+9; Atk +11 melee (1d8+1, spear (20/x3 crit)) 
  or +9 melee (1d4, spiked gauntlet (20/x2 crit)); 
  Full Atk +11/+6 (1d8+1, spear +1 (20/x3 crit)) or 
  +9/+4 melee (1d4, spiked gauntlet (20/x2 crit)); 
  AL CN; SV Fort +13, Ref +7, Will +16; Str 10, 
  Dex 10, Con 14, Int 8, Wis 23, Cha 8. 
  Skills and Feats: Concentration +14, Hide 
  +5 (elixir +10), Knowledge: Religion +2; Combat 
  Casting, 
  Spell 
  Focus: 
  Necromancy, 
  Extra 
  Turning, Greater Spell Focus: Necromancy, 
  Profane Burst 
  Possessions: +1 Full Plate, +1 Spear, 
  Spiked Gauntlet, Vest of Resistance +2, Periapt 
  of Wisdom +4, Divine Focus, 2 Potions of Cure 
  Serious Wounds, Potion of Shield of Faith +5, 
  Elixir of Hiding 
  Spells Prepared (6/7/5/5/4/4/2, base DC = 
  16 + spell level; necromancy spells are DC 18 + 
  spell level): 0—[Cure Minor Wounds (3), 
  Guidance 
  (2), 
  Read 
  Magic]; 
  1—[Magic 
  Weapon*, Shield of Faith, Doom, Deathwatch, 
  Divine Favor, Entropic Shield]; 2—[Spiritual 
  Weapon*, Bear’s Endurance, Cure Moderate 
  Wounds, Silence, Sound Burst]; 3—[Magic 
  Circle 
  Against 
  Good*, 
  Blindness/Deafness, 
  Dispel Magic, Wrack]; 4—[Divine Power*, Cure 
  Critical Wounds, Freedom of Movement, Spell 
  Immunity]; 5—[Flame Strike*, Insect Plague, 
  Righteous Might, Mass Inflict Light Wounds]; 6—
  [Blade Barrier*, Greater Dispel Magic] 
  *Domain spell. Domains: [Evil (you cast evil 
  spells at +1 caster level); War (weapon focus: 
  spear)]. 
  Gru, Tef, Vorg, Zej: Male Half-Orc Bbn 4/Ftr 4, 
  CR 8, Medium Humanoid; HD 4d12+4d10+16, 
  hp 73, Init +4, Spd 40’/x4; AC 24 (touch 19, flat-
  footed 24) [[+4 dex, +5 armor, +5 deflection 
  (potion)]]; Base Atk/Grp +8/+10; Atk +12 melee 
  (1d8+5, orc double axe (20/x3 crit)) or +10 
  melee (1d4+2, spiked gauntlet (20/x2 crit)) or 
  +12 ranged (1d8+2, composite longbow (20/x3 
  crit)); Full Atk +10/+5 melee (1d8+5, orc double 
  axe (20/x3 crit)) and +10/+5 melee (1d8+4, orc 
  double axe (20/x3 crit)) or +10/+5 melee (1d4+2, 
  spiked gauntlet (20/x2 crit)) or +12/+7 ranged 
  (1d8+2 composite longbow (20/x3 crit)); SA 
  Rage, Uncanny Dodge; AL CN; SV Fort +10, 
  Ref +6, Will +2; Str 14, Dex 18, Con 14, Int 6, 
  Wis 10, Cha 6. 
  Skills and Feats: Hide +15 (elixir +10), 
  Listen +7, Survival +6, Swim -2; Two-Weapon 
  Fighting, 
  Exotic 
  Weapon 
  Proficiency: 
  Orc 
  Double Axe, Weapon Focus: Orc Double Axe, 
  Improved 
  Two-Weapon 
  Fighting, 
  Weapon 
  Specialization: Orc Double Axe 
  Possessions: 2 Potions of Cure Moderate 
  Wounds, +1/+1 Orc Double Axe, +1 Mithral 
  Chain Shirt, Mighty (+2) Composite Longbow, 
  Cloak of Resistance +1, Potion of Shield of Faith 
  +5, Elixir of Hiding 
  Rage (Ex): HD 4d12+4d10+32, hp 89; AC 
  22, (touch 17, flat-footed 22); Grapple +12; Atk 
  +14 melee (1d8+7, orc double axe (20/x3 crit)) 
  or +12 melee (1d4+2, spiked gauntlet (20/x2 
  crit)); Full Atk +14/+9 melee (1d8+7, orc double 
  axe (20/x3 crit)) and +10/+5 melee (1d8+6 orc 
  double axe (20/x3 crit)) or +12/+7 melee (1d4+4, 
  spiked gauntlet (20/x2 crit)); Fort +12, Will +4, 
  Str 18, Con 18. Lasts for 7 rounds, usable once 
  per day. 
  Yerroc: Male Half-Orc Bbn 1/Rog 11, CR 12, 
  Medium Humanoid; HD 11d6+1d12+36, hp 81, 
  Init +3, Spd 40’/x4; AC 26 (touch 18, flat footed 
  26) [[+3 dex, +5 armor, +5 deflection (potion), +3 
  natural]]; Base Atk/Grp +9/+11; Atk +10 melee 
  (3d6+4 large great axe (20/x3 crit)) or +11 
  melee (1d4+2, spiked gauntlet (20/x2 crit)) or 
  +11 melee (1d6+2, sap (20/x2)); Full Atk +10/+5 
  melee (3d6+4 large great axe (20/x3 crit)) or 
  +11/+6 melee (1d4+2, spiked gauntlet (20/x2 
  crit)) or +11/+6 melee (1d6+4, sap (20/x2)); SA 
  Rage, Evasion, Sneak Attack, Uncanny Dodge, 
  Improved Uncanny Dodge, Slippery Mind; AL 
  CE; SV Fort +10, Ref +12, Will +7; Str 14, Dex 
  16, Con 17, Int 10, Wis 10, Cha 6. 
  Skills and Feats: Disable Device +15, Hide 
  +18, Move Silently +18, Open Lock +16, Search 
  +15, Sleight of Hand +18, Spot +9, Survival +2, 
  Tumble +18; Dodge, Mobility, Iron Will, Elusive 
  Target, Monkey Grip 
  Possessions: Key (to locked chest in his 
  tent), 
  +1 
  Mithral 
  Chain 
  Shirt, 
  +1 
  Large 
  Adamantine Great Axe, Spiked Gauntlet, Sap, 
  Locked Gauntlet, 2 Potions of Cure Moderate 
  Wounds, Dust of Tracelessness, Cloak of 
  Resistance +1, Bracers of Dexterity +2, Potion 
  of Barkskin +3, Ring of Jumping, Heward’s 
  Handy Haversack, Potion of Shield of Faith +5, 
  Elixir of Hiding 
  
  Massacre at Clear Sky 
   
  Page 35 
  Rage (Ex): HD 11d6+1d12+60, hp 105; AC 
  24 (touch 16, flat-footed 24); Grapple +13; Atk 
  +12 melee (3d6+7, large great axe (20/x3 crit)) 
  or +13 melee (1d4+4, spiked gauntlet (20/x2 
  crit)) or +13 melee (1d6+4, sap (20/x2)); Full Atk 
  +12/+7 melee (3d6+7, great axe (20/x3 crit)) or 
  +13/+8 melee (1d4+4, spiked gauntlet (20/x2 
  crit)) or +13/+8 melee (1d6+4, sap (20/x2)); Fort 
  +12, Will +9, Str 18, Con 21. Lasts for 8 rounds, 
  usable once per day. 
  Sneak Attack (Ex): Any time someone you 
  attack is denied their Dexterity bonus to AC, or 
  you are flanking them, you inflict an additional 
  6d6 damage. 
  Improved Uncanny Dodge (Ex): Yerroc can 
  only be flanked by a 15th level rogue or higher. 
  Cadan ap Trennis: Male Human Brd 2/Ftr 2/Rgr 
  6, 
  CR 
  10, 
  Medium 
  Humanoid; 
  HD 
  2d6+2d10+6d8+10; hp 63, Init +3, Spd 30 ft/x4; 
  AC 19 (touch 14, flat-footed 19) [[+5 armor, +3 
  dex, +1 deflection]]; Base Atk/Grp +7/+7; Atk +8 
  melee (1d8, long sword (19-20/x2 crit)) or Full 
  Atk +6/+1 melee (1d8+1, long sword (19-20/x2 
  crit)) and +6 melee (1d6+1, short sword (19-
  20/x2 crit)); AL NG; SV Fort +8, Ref +10, Will 
  +5; Str 10, Dex 17, Con 12, Int 14, Wis 12, Cha 
  14. 
  Favored Enemy: Orcs (+2), Magical Beasts 
  (+4); Bardic Knowledge: 1d20+4 
  Skills and feats: Diplomacy +6, Gather 
  Information +2, Handle Animal +7, Hide +6, 
  Knowledge (arch. and eng.) +3, Knowledge 
  (dungeoneering) +3, Knowledge (geography) 
  +7, Knowledge (history) +3, Knowledge (local) 
  +4, Knowledge (nature) +9, Knowledge (nobility) 
  +3, Listen +6, Move Silently +13, Perform 
  (Instrument) +5, Ride +15, Search +3, Sense 
  Motive +4, Spot +11, Survival +10, Swim +8; 
  Combat 
  Expertise, 
  Endurance, 
  Improved 
  Disarm, Track, Two-Weapon Fighting, Combat 
  Reflexes, Dodge, Negotiator 
  Possessions: +1 Long sword, +1 Short 
  Sword, +1 Mithral Chain Shirt, Ring of Protection 
  +1, Cloak of Charisma +2, Wand of Cure Light 
  Wounds 
  Bard Spells Per Day (3/1, base DC = 12 + 
  spell level). 
  Spells Known: 0—[Ghost Sound, Know 
  Direction, Mage Hand, Mending, Message]; 1—
  [Expeditious Retreat, Feather Fall]. 
  Ranger Spells Per Day (0/2, base DC 11 + 
  spell level). 
  Spells Known: 1—[Pass Without Trace, 
  Traveler’s Mount]. 
  
  Massacre at Clear Sky 
   
  Page 36 
  Encounter Eight - APL 4 
  Korbec: Male Half-Orc Clr 8; CR 8, Medium 
  Humanoid; HD 8d8+8, hp 51, Init -1, Spd 20’/x3; 
  AC 20 (touch 11, flat-footed 20) [[+9 armor, -1 
  dex, +2 deflection (potion)]]; Base Atk/Grp 
  +6/+6; Atk +8 melee (1d8+1, spear +1 (20/x3 
  crit)) or +6 melee (1d4, dagger (19-20/x2 crit)) or 
  +6 melee (1d4, spiked gauntlet (20/x2 crit)); Full 
  Atk +8/+3 melee (1d8+1, spear +1 (20/x3 crit)) 
  or +6/+1 melee (1d4, dagger  (19-20/x2 crit)) or 
  +6/+1 melee (1d4, spiked gauntlet (20/x2 crit)); 
  AL CN; SV Fort +8, Ref +1, Will +10; Str 10, Dex 
  8, Con 12, Int 12, Wis 18, Cha 10. 
  Skills 
  and 
  Feats: 
  Concentration 
  +11, 
  Diplomacy 
  +2, 
  Knowledge: 
  Religion 
  +12, 
  Spellcraft +10; True Believer, Still Spell, Divine 
  Metamagic (Still Spell) 
  Possessions: +1 Full Plate, +1 Spear, Cold 
  Iron Dagger, Spiked Gauntlet, Divine Focus, 2 
  Potions of Cure Serious Wounds, Potion of 
  Shield of Faith +2, 1 Pearl of Power 1st level, 
  Spell Pouch 
  Spells Prepared (6/5/4/4/3, DC = 14 + spell 
  level): 0—[Cure Minor Wounds (3), Guidance 
  (2), 
  Read 
  Magic]; 
  1—[Magic 
  Weapon*, 
  Command, Deathwatch, Sanctuary, Shield of 
  Faith]; 
  2—[Spiritual 
  Weapon*, 
  Bear’s 
  Endurance, Hold Person, Silence]; 3—[Magic 
  Circle 
  Against 
  Good*, 
  Bestow 
  Curse, 
  Blindness/Deafness, Contagion, Dispel Magic]; 
  4—[Unholy Blight*, Divine Power, Freedom of 
  Movement] 
  *Domain spell. Domains: [Evil (you cast evil 
  spells at +1 caster level); War (weapon focus: 
  spear)] 
  Holg and Engong: Male and Female Half-Orc 
  Bbn 1/Ftr 1; CR 2; HD 1d12+1d10+4, hp 22, Init 
  +2, Spd 40’/x4; AC 18 (touch 14, flat-footed 16) 
  [[+4 armor, +2 dex, +2 deflection (potion)]]; Base 
  Atk/Grp +2/+4; Atk +5 melee (1d8+2, orc double 
  axe (20/x3)) or +4 melee (1d4, spiked gauntlet 
  (20/x2 crit)); Full Atk +3 melee (1d8+2, orc 
  double axe (20/x3)) and +3 melee (1d8+1, orc 
  double axe (20/x3)) or +4 melee (1d4+2, spiked 
  gauntlet (20/x2 crit)); SQ Rage; AL CN; SV Fort 
  +7, Ref +3, Will +1; Str 14, Dex 15, Con 14, Int 
  8, Wis 10, Cha 6. 
  Skills and Feats: Intimidate +3, Listen +4, 
  Survival +4; Two-Weapon Fighting, Exotic 
  Weapon Proficiency: Orc Double Axe 
  Possessions: Masterwork Orc Double Axe, 
  Locked Gauntlet, Spiked Gauntlet, Chain Shirt, 
  Potion of Cure Moderate Wounds, Potion of 
  Shield of Faith +2, Cloak of Resistance +1 
  Rage (Ex): HD 1d12+1d10+8, hp 26; AC 18 
  (touch 14, flat-footed 16); Grapple +6; Atk +7 
  melee (1d8+4, orc double axe (20/x3)) or +6 
  melee (1d4+4, spiked gauntlet (20/x2 crit)), Full 
  Atk +5 melee (1d8+4, orc double axe (20/x3)) 
  and +5 melee (1d8+2, orc double axe (20/x3)) or 
  +6 melee (1d4+4, spiked gauntlet (20/x2 crit)); 
  Fort +9, Will +3, Str 18, Con 18. Lasts for 7 
  rounds, usable once per day. 
  Keth: Male Half-Orc Bard 2; CR 2; HD 2d6+2, 
  hp 12, Init +0, Spd 30’/x4; AC 16 (touch 12, flat-
  footed 16) [[+4 armor, +2 deflection (potion)]]; 
  Base Atk/Grp +1/+1; Atk +2 melee (1d8, long 
  sword (19-20/x2 crit)) or +1 ranged (1d6, 
  composite short bow (20/x3 crit)); AL CN; SV 
  Fort +2, Ref +4, Will +4; Str 10, Dex 10, Con 12, 
  Int 10, Wis 10, Cha 14. 
  Skills and Feats: Diplomacy +9, Gather 
  Information +7, Knowledge (history) +1, Perform 
  (instrument) +7, Perform (vocal) +7, Sense 
  Motive +5; True Believer 
  Possessions: 
  Masterwork 
  Long 
  Sword, 
  Composite Short Bow, 40 Arrows, Masterwork 
  Chain Shirt, Potion of Cure Moderate Wounds, 
  Masterwork Instrument, Cloak of Resistance +1, 
  Potion of Shield of Faith +2 
  Bard Spells Per Day (3/1, base DC = 12 + 
  spell level). 
  Spells Known: 0—[Daze, Mage Hand, 
  Mending, Prestidigitation, Summon Instrument]; 
  1—[Grease, Tasha’s Hideous Laughter]. 
  Vola: Female Half-Orc Bbn 1/Rog 1; CR 2; HD 
  1d12+1d6+2 hp 15, Init +3, Spd 40’/x4; AC 19 
  (touch 15, flat-footed 16) [[+4 armor, +3 dex, +2 
  deflection (potion)]]; Base Atk/Grp +1/+1; Atk +2 
  melee (2d6, great sword (19-20/x2 crit)) or +5 
  ranged (1d8, composite long bow (20/x3 crit)); 
  SA Rage, Evasion, Sneak Attack; AL CN; SV 
  Fort +3, Ref +5, Will +0; Str 10, Dex 16, Con 12, 
  Int 12, Wis 10, Cha 6. 
  Skills and Feats: Disable Device +5, Hide 
  +5, Listen +5, Move Silently +5, Open Lock +7, 
  Perform (dance) +2, Search +5, Spot +4, 
  Survival +4, Tumble +5; Point Blank Shot 
  Possessions: 
  Masterwork 
  Composite 
  Longbow, 40 Arrows, 2 Potions of Cure 
  
  Massacre at Clear Sky 
   
  Page 37 
  Moderate Wounds, Masterwork Great Sword, 
  Chain Shirt, Potion of Shield of Faith +2 
  Rage (Ex): HD 1d12+1d6+6, hp 19; AC 17 
  (touch 13, flat-footed 14); Grapple +3; Atk +3 
  melee (2d6+3, great sword (19-20/x2 crit)); Fort 
  +5, Will +2, Str 14, Con 16. Lasts for 6 rounds, 
  usable once per day. 
  Sneak Attack (Ex): Any time someone you 
  attack is denied their Dexterity bonus to AC, or 
  you are flanking them, you inflict an additional 
  1d6 damage. 
  
  Massacre at Clear Sky 
   
  Page 38 
  Encounter Eight - APL 6 
  Korbec: Male Half-Orc Clr 10; CR 10, Medium 
  Humanoid; HD 10d8+10, hp 63, Init +0, Spd 
  20’/x3; AC 21 (touch 12, flat-footed 21) [[+9 
  armor, -1 dex, +3 deflection (potion)]]; Base 
  Atk/Grp +7/+7; Atk +9 melee (1d8+1, spear +1 
  (20/x3 crit)) or +8 melee (1d4, dagger (19-20/x2 
  crit)) or +7 melee (1d4, spiked gauntlet (20/x2 
  crit)); Full Atk +9/+4 melee (1d8+1, spear +1 
  (20/x3 crit)) or +7/+2 melee (1d4, dagger (19-
  20/x2 crit)) or +7/+2 melee (1d4, spiked gauntlet 
  (20/x2 crit)); AL CN; SV Fort +8, Ref +3, Will 
  +11; Str 10, Dex 8, Con 12, Int 12, Wis 18, Cha 
  10. 
  Skills 
  and 
  Feats: 
  Concentration 
  +12, 
  Diplomacy 
  +2, 
  Knowledge: 
  Religion 
  +14, 
  Spellcraft +12; True Believer, Still Spell, Divine 
  Metamagic (Still Spell), Extra Turning 
  Possessions: +1 Full Plate, +1 Spear, Cold 
  Iron Dagger, Spiked Gauntlet, Divine Focus, 2 
  Potions of Cure Serious Wounds, 2 Pearls of 
  Power 1st level, 1 Pearl of Power 2nd level, Ring 
  of Sustenance, Spell Pouch, Potion of Shield of 
  Faith +3 
  Spells Prepared (6/5/5/4/4/2, DC = 14 + 
  spell level): 0—[Cure Minor Wounds (3), 
  Guidance 
  (2), 
  Read 
  Magic]; 
  1—[Magic 
  Weapon*, Command (2), Deathwatch, Shield of 
  Faith]; 
  2—[Spiritual 
  Weapon*, 
  Bear’s 
  Endurance, Hold Person (2), Silence]; 3—
  [Magic Circle Against Good*, Bestow Curse, 
  Blindness/Deafness, Dispel Magic]; 4—[Unholy 
  Blight*, Cure Critical Wounds, Divine Power, 
  Freedom of Movement]; 5—[Flame Strike*, 
  Righteous Might] 
  *Domain spell. Domains: [Evil (you cast evil 
  spells at +1 caster level); War (weapon focus: 
  spear)] 
  Holg and Engong: Male and Female Half-Orc 
  Bbn 2/Ftr 2; CR 4; HD 2d12+2d10+8, hp 39, Init 
  +3, Spd 40’/x4; AC 20 (touch 16, flat-footed 20) 
  [[+4 armor, +3 dex, +3 deflection (potion)]]; Base 
  Atk/Grp +4/+6; Atk +7 melee (1d8+3, orc double 
  axe (20/x3 crit)) or +4 melee (1d4+2, spiked 
  gauntlet (20/x2 crit)); Full Atk +5 melee (1d8+3, 
  orc double axe (20/x3 crit)) and +5 melee 
  (1d8+1, orc double axe (20/x3 crit)) or +6 melee 
  (1d4+2, spiked gauntlet (20/x2 crit)); SQ Rage, 
  Uncanny Dodge; AL CN; SV Fort +9, Ref +4, 
  Will +1; Str 14, Dex 16, Con 14, Int 8, Wis 10, 
  Cha 6. 
  Skills and Feats: Intimidate +3, Listen +4, 
  Survival +4; Two-Weapon Fighting, Exotic 
  Weapon Proficiency: Orc Double Axe, Dodge, 
  Mobility 
  Possessions: Masterwork Orc Double Axe, 
  Masterwork Chain Shirt, 2 Potions of Cure 
  Moderate Wounds, Cloak of Resistance +1, 
  Potion of Shield of Faith +3, Locked Gauntlet, 
  Spiked Gauntlet 
  Rage (Ex): HD 2d12+2d10+16, hp 47; AC 
  18 (touch 14, flat-footed 18); Grapple +8; Atk +9 
  melee (1d8+4, orc double axe (20/x3 crit)) or +8 
  melee (1d4+4, spiked gauntlet (20/x2 crit)); Full 
  Atk +7 melee (1d8+4, orc double axe (20/x3 
  crit)) and +7 melee (1d8+2, orc double axe 
  (20/x3 crit)) or +8 melee (1d4+4, spiked gauntlet 
  (20/x2 crit)); Fort +11, Will +4, Str 18, Con 18. 
  Lasts for 7 rounds, usable once per day. 
  Keth: Male Half-Orc Bard 4; CR 4; HD 4d6+4, 
  hp 22, Init +4, Spd 30’/x4; AC 18 (touch 13, flat-
  footed 18) [[+5 armor, +3 deflection (potion)]]; 
  Base Atk/Grp +3/+3; Atk +4 melee (1d8+1, long 
  sword (19-20/x2 crit)) or +3 ranged (1d6, 
  composite short bow (20/x3 crit)); AL CN; SV 
  Fort +2, Ref +4, Will +4; Str 10, Dex 10, Con 12, 
  Int 10, Wis 10, Cha 15. 
  Skills and Feats: Diplomacy +11, Gather 
  Information 
  +9, 
  Knowledge 
  (arcane) 
  +1, 
  Knowledge (geography) +1, Knowledge (history) 
  +1, Perform (instrument) +9, Perform (vocal) +9, 
  Sense Motive +7; True Believer, Improved 
  Initiative 
  Possessions: 
  Masterwork 
  Long 
  Sword, 
  Composite Short Bow, 40 Arrows, +1 Chain 
  Shirt, 2 Potions of Cure Moderate Wounds, 
  Masterwork Instrument, Cloak of Resistance +1, 
  Potion of Shield of Faith +3 
  Bard Spells Per Day (3/3/1, base DC = 12 + 
  spell level). 
  Spells Known: 0—[Daze, Flare, Mage Hand, 
  Mending, Prestidigitation, Summon Instrument]; 
  1—[Cure 
  Light 
  Wounds, 
  Grease, 
  Tasha’s 
  Hideous Laughter]; 2—[Glitterdust, Summon 
  Swarm]. 
  Vola: Female Half-Orc Bbn 1/Ftr 1/Rog 2; CR 4; 
  HD 1d12+1d10+2d6+4 hp 27, Init +3, Spd 
  40’/x4; AC 20 (touch 16, flat-footed 17) [[+4 
  armor, +3 dex, +3 deflection (potion)]]; Base 
  Atk/Grp +3/+3; Atk +4 melee (2d6, great sword 
  (19-20/x2 crit)) or +7 ranged (1d8, composite 
  long bow (20/x3 crit)); SQ Rage, Evasion, Sneak 
  
  Massacre at Clear Sky 
   
  Page 39 
  Attack; AL CN; SV Fort +5, Ref +6, Will +0; Str 
  10, Dex 17, Con 12, Int 12, Wis 10, Cha 6. 
  Skills and Feats: Disable Device +5, Hide 
  +8, Jump +7, Listen +5, Move Silently +8, Open 
  Lock +7, Perform (dance) +2, Search +5, Spot 
  +4, Survival +4, Tumble +8; Dodge, Point Blank 
  Shot, Precise Shot 
  Possessions: 
  Masterwork 
  Composite 
  Longbow, 40 Arrows, 2 Potions of Cure 
  Moderate Wounds, Masterwork Great Sword, 
  Masterwork Chain Shirt, Slippers of Spider 
  Climbing, Potion of Shield of Faith +3 
  Rage (Ex): HD 1d12+1d10+2d6+12, hp 35; 
  AC 18 (touch 14, flat-footed 15); Grapple +5; Atk 
  +6 melee (2d6+3, great sword (19-20/x2 crit)); 
  Fort +7, Will +2, Str 14, Con 16. Lasts for 6 
  rounds, usable once per day. 
  Sneak Attack (Ex): Any time someone you 
  attack is denied their Dexterity bonus to AC, or 
  you are flanking them, you inflict an additional 
  1d6 damage. 
  
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  Encounter Eight - APL 8 
  Korbec: Male Half-Orc Clr 10/Con 2; CR 12, 
  Medium Humanoid; HD 10d8+2d6+12, hp 72, 
  Init +0, Spd 20’/x3; AC 22 (touch 13, flat-footed 
  22) [[+9 armor, -1 dex, +4 deflection (potion)]]; 
  Base Atk/Grp +8/+8; Atk +10 melee (1d8+1, 
  spear +1 (20/x3 crit)) or +8 melee (1d4, dagger 
  (19-20/x2 crit)) or +8 melee (1d4, spiked 
  gauntlet (20/x2 crit)); Full Atk +10/+5 melee 
  (1d8+1, spear +1 (20/x3 crit)) or +8/+3 melee 
  (1d4, dagger (19-20/x2 crit)) or +8/+3 melee 
  (1d4, spiked gauntlet (20/x2 crit)); AL CN; SV 
  Fort +8, Ref +3, Will +14; Str 10, Dex 8, Con 12, 
  Int 12, Wis 19, Cha 12. 
  Skills 
  and 
  Feats: 
  Concentration 
  +15, 
  Diplomacy 
  +5, 
  Knowledge: 
  Religion 
  +14, 
  Spellcraft +12; True Believer, Still Spell, Divine 
  Metamagic (Still Spell), Extra Turning, Reach 
  Spell 
  Possessions: +1 Full Plate, +1 Spear, Cold 
  Iron Dagger, Spiked Gauntlet, Divine Focus, 2 
  Potions of Cure Serious Wounds, 2 Pearls of 
  Power 1st level, 1 Pearl of Power 2nd level, 1 
  Pearl of Power 3rd level, Ring of Sustenance, 
  Spell Pouch, Potion of Shield of Faith +4 
  Spells Prepared (6/7/5/5/4/4/2, DC = 14 + 
  spell level): 0—[Cure Minor Wounds (3), 
  Guidance 
  (2), 
  Read 
  Magic]; 
  1—[Magic 
  Weapon*, Command (2), Deathwatch, Doom 
  (2), Shield of Faith]; 2—[Spiritual Weapon*, 
  Bear’s Endurance, Hold Person (2), Silence]; 
  3—[Magic Circle Against Good*, Bestow Curse, 
  Blindness/Deafness, Contagion, Dispel Magic]; 
  4—[Unholy Blight*, Cure Critical Wounds, Divine 
  Power, Freedom of Movement]; 5—[Flame 
  Strike*, Righteous Might, Greater Command, 
  Dispel Law]; 6—[Stoneskin*, Geas/Quest] 
  *Domain spell. Domains: [Evil (you cast evil 
  spells at +1 caster level); War (weapon focus: 
  spear); Strength (perform feat of strength, add 
  +10 to your strength for one round as free 
  action)] 
  Holg and Engong: Male and Female Half-Orc 
  Bbn 2/Ftr 4; CR 6; HD 2d12+4d10+12, hp 55, 
  Init +3, Spd 40’/x4; AC 21 (touch 17, flat-footed 
  21) [[+4 armor, +3 dex, +4 deflection (potion)]]; 
  Base Atk/Grp +6/+8; Atk +10 Two-handed 
  melee (1d8+5, orc double axe (20/x3 crit)) or +8 
  melee (1d4, spiked gauntlet (20/x2 crit)), Full Atk 
  +8/+3 melee (1d8+5, orc double axe (20/x3 crit)) 
  and +8 melee (1d8+3, orc double axe (20/x3 
  crit)) or +7 melee (1d4, spiked gauntlet (20/x2 
  crit)); SQ Rage, Uncanny Dodge; AL CN; SV 
  Fort +10, Ref +5, Will +2; Str 14, Dex 16, Con 
  14, Int 8, Wis 10, Cha 6. 
  Skills and Feats: Intimidate +5, Listen +4, 
  Survival +4; Two-Weapon Fighting, Exotic 
  Weapon Proficiency: Orc Double Axe, Weapon 
  Focus: Orc Double Axe, Dodge, Mobility, 
  Weapon Specialization 
  Possessions: 
  +1/+1 
  Orc 
  Double 
  Axe, 
  Masterwork Chain Shirt, 2 Potions of Cure 
  Moderate Wounds, Cloak of Resistance +1, 
  Potion of Shield of Faith +4, Locked Gauntlet, 
  Spiked Gauntlet 
  Rage (Ex): HD 2d12+4d10+24, hp 67; AC 
  19, touch 15, flat-footed 19; Grapple +8; Atk +12 
  Two-handed melee (1d8+7, orc double axe 
  (20/x3 crit)), Full Atk +10/+5 melee (1d8+4, orc 
  double axe (20/x3 crit)) and +10 melee (1d8+4, 
  orc double axe (20/x3 crit)); Fort +12, Will +4, 
  Str 18, Con 18. Lasts for 7 rounds, usable once 
  per day. 
  Keth: Male Half-Orc Bard 6; CR 6; HD 6d6+6, 
  hp 32, Init +4, Spd 30’/x4; AC 19 (touch 14, flat-
  footed 19) [[+5 armor, +4 deflection (potion)]]; 
  Base Atk/Grp +4/+4; Atk +5 melee (1d8+1, long 
  sword (19-20/x2 crit)) or +4 ranged (1d6, 
  composite short bow (20/x3 crit)); AL CN; SV 
  Fort +3, Ref +5, Will +5; Str 10, Dex 10, Con 12, 
  Int 10, Wis 10, Cha 15. 
  Skills and Feats: Diplomacy +12, Gather 
  Information 
  +8, 
  Knowledge 
  (arcane) 
  +1, 
  Knowledge (geography) +1, Knowledge (history) 
  +1, Perform (instrument) +8, Perform (vocal) +8, 
  Sense Motive +9; True Believer, Improved 
  Initiative, Negotiator 
  Possessions: 
  Masterwork 
  Long 
  Sword, 
  Composite Short Bow, 40 Arrows, +1 Chain 
  Shirt, 2 Potions of Cure Moderate Wounds, 
  Masterwork Instrument, Cloak of Resistance +1, 
  Circlet of Persuasion, Potion of Shield of Faith 
  +4 
  Bard Spells Per Day (3/4/3, base DC = 13 + 
  spell level). 
  Spells Known: 0—[Daze, Flare, Mage Hand, 
  Mending, Prestidigitation, Summon Instrument]; 
  1—[Charm Person, Cure Light Wounds, Grease, 
  Tasha’s Hideous Laughter]; 2—[Calm Emotion, 
  Glitterdust, Summon Swarm]. 
  Vola: Female Half-Orc Bbn 1/Ftr 2/Rog 3; CR 6; 
  HD 1d12+2d10+3d6+6 hp 39, Init +3, Spd 
  40’/x4; AC 21 (touch 17, flat-footed 18) [[+4 
  
  Massacre at Clear Sky 
   
  Page 41 
  armor, +3 dex, +4 deflection (potion)]]; Base 
  Atk/Grp +5/+5; Atk +5 melee (2d6, great sword 
  (19-20/x2 crit)) or +9 ranged (1d8+1, composite 
  long bow (20/x3 crit)); SQ Rage, Evasion, Sneak 
  Attack; AL CN; SV Fort +7, Ref +6, Will +1; Str 
  10, Dex 17, Con 12, Int 12, Wis 10, Cha 6. 
  Skills and Feats: Disable Device +5, Hide 
  +10, Jump +9, Listen +5, Move Silently +10, 
  Open Lock +7, Perform (dance) +3, Ride +4, 
  Search +5, Spot +6, Survival +4, Tumble +12; 
  Combat Reflexes, Dodge, Mobility, Point Blank 
  Shot, Precise Shot 
  Possessions: 
  Masterwork 
  Composite 
  Longbow, 40 Arrows, 2 Potions of Cure 
  Moderate Wounds, Masterwork Great Sword, 
  Masterwork Chain Shirt, Slippers of Spider 
  Climbing, Potion of Shield of Faith +4 
  Rage (Ex): HD 1d12+2d10+3d6+18, hp 51; 
  AC 19 (touch 15, flat-footed 16); Grapple +7; Atk 
  +7 melee (2d6+3, great sword (19-20/x2 crit)); 
  Fort +9, Will +3, Str 14, Con 16. Lasts for 6 
  rounds, usable once per day. 
  Sneak Attack (Ex): Any time someone you 
  attack is denied their Dexterity bonus to AC, or 
  you are flanking them, you inflict an additional 
  2d6 damage. 
  
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  Encounter Eight - APL 10 
  Korbec: Male Half-Orc Clr 10/Con 4; CR 14, 
  Medium Humanoid; HD 10d8+4d6+14, hp 83, 
  Init +0, Spd 20’x4; AC 23 (touch 14, flat-footed 
  23) [[+9 armor, -1 dex, +5 deflection (potion)]]; 
  Base Atk/Grp +9/+9; Atk +11 melee (1d8+1, 
  spear +1 (20/x3 crit)) or +9 melee (1d4, dagger 
  (19-20/x2 crit)) or +9 melee (1d4, spiked 
  gauntlet (20/x2 crit)); Full Atk +11/+6 melee 
  (1d8+1, spear +1 (20/x3 crit)) or +9/+4 melee 
  (1d4, dagger (19-20/x2 crit)) or +9/+4 melee 
  (1d4, spiked gauntlet (20/x2 crit)); AL CN; SV 
  Fort +9, Ref +4, Will +17; Str 10, Dex 8, Con 12, 
  Int 12, Wis 23, Cha 12. 
  Skills 
  and 
  Feats: 
  Concentration 
  +15, 
  Diplomacy 
  +5, 
  Knowledge: 
  Religion 
  +17, 
  Spellcraft +15; True Believer, Still Spell, Divine 
  Metamagic (Still Spell), Extra Turning, Reach 
  Spell 
  Possessions: +1 Full Plate, +1 Spear, Cold 
  Iron Dagger, Spiked Gauntlet, Divine Focus, 2 
  Potions of Cure Serious Wounds, 2 Pearls of 
  Power 1st level, 1 Pearl of Power 2nd level, 1 
  Pearl of Power 3rd level, Ring of Sustenance, 
  Periapt of Wisdom +4, Spell Pouch, Potion of 
  Shield of Faith +5 
  Spells Prepared (6/7/7/5/5/4/4/2, DC = 16 + 
  spell level): 0—[Cure Minor Wounds (3), 
  Guidance 
  (2), 
  Read 
  Magic]; 
  1—[Magic 
  Weapon*, Command (2), Deathwatch, Doom 
  (2), Shield of Faith]; 2—[Spiritual Weapon*, 
  Bear’s Endurance, Cure Moderate Wounds, 
  Hold Person (2), Owl’s Wisdom, Silence]; 3—
  [Magic Circle Against Good*, Bestow Curse, 
  Blindness/Deafness, Contagion, Dispel Magic]; 
  4—[Unholy Blight*, Castigate, Cure Critical 
  Wounds, Freedom of Movement]; 5—[Flame 
  Strike*, Righteous Might, Greater Command, 
  Dispel Law]; 6—[Stoneskin*, Antilife Shell, 
  Harm, Mass Bull’s Strength,]; 7—[Blasphemy*, 
  Repulsion] 
  *Domain spell. Domains: [Evil (you cast evil 
  spells at +1 caster level); War (weapon focus: 
  spear); Strength (perform feat of strength, add 
  +10 to your strength for one round as free 
  action)] 
  Holg and Engong: Male and Female Half-Orc 
  Bbn 2/Ftr 4/Eye 2; CR 8; HD 4d12+4d10+16, hp 
  73, Init +3, Spd 40’/x4; AC 22 (touch 18, flat-
  footed 22) [[+4 armor, +3 dex, +5 deflection 
  (potion)]]; Base Atk/Grp +8/+10; Atk +12 melee 
  (1d8+1d6+5, orc double axe (20/x3 crit)) or +9 
  melee (1d4, spiked gauntlet (20/x2 crit)), Full Atk 
  +10/+5 melee (1d8+1d6+5, orc double axe 
  (20/x3 crit)) and +10 melee (1d8+4, orc double 
  axe (20/x3 crit)); SQ Rage, Swing Blindly; AL 
  CN; SV Fort +12, Ref +4, Will +1; Str 14, Dex 
  17, Con 14, Int 8, Wis 10, Cha 6. 
  Skills and Feats: Intimidate +5, Listen +4, 
  Survival +4; Two-Weapon Fighting, Exotic 
  Weapon Proficiency: Orc Double Axe, Dodge, 
  Mobility, Weapon Focus: Orc Double Axe, 
  Weapon Specialization, Blind Fight 
  Possessions: +1 Shock/+1 Orc Double Axe, 
  Masterwork Chain Shirt, 2 Potions of Cure 
  Moderate Wounds, Cloak of Resistance +1, 
  Locked Gauntlet, Spiked Gauntlet, Potion of 
  Shield of Faith +5 
  Rage (Ex): HD 4d12+4d10+32, hp 89; AC 
  18, touch 14, flat-footed 18; Grapple +14; Atk 
  +16 melee (1d8+1d6+10, orc double axe (20/x3 
  crit)); Full Atk +14/+9 melee (1d8+1d6+10, orc 
  double axe (20/x3 crit)) and +14 melee (1d8+9, 
  orc double axe (20/x3 crit)); Fort +14, Will +3, 
  Str 22, Con 18. Lasts for 7 rounds, usable twice 
  per day.  
  Swing Blindly (Ex): Gains an extra +4 to 
  Strength while in a rage, but AC penalty is –4 
  instead of –2. 
  Keth: Male Half-Orc Bard 8; CR 8; HD 8d6+8, 
  hp 42, Init +4, Spd 30’/x4; AC 16 (touch 11, flat-
  footed 15) [[+5 armor, +1 deflection]]; Base 
  Atk/Grp +6/+6; Atk +7 melee (1d8+1, long sword 
  (19-20/x2 crit)) or +6 ranged (1d6, composite 
  short bow (20/x3 crit)), Full Atk +7/+2 melee 
  (1d8+1, long sword (19-20/x2 crit)) or +6/+1 
  ranged (1d6, composite short bow (20/x3 crit)); 
  AL CN; SV Fort +4, Ref +7, Will +7; Str 10, Dex 
  10, Con 12, Int 10, Wis 10, Cha 16. 
  Skills and Feats: Diplomacy +18, Gather 
  Information 
  +15, 
  Knowledge 
  (arcane) 
  +1, 
  Knowledge (arch. & eng.) +1, Knowledge 
  (dungeoneering) +1, Knowledge (geography) 
  +1, Knowledge (history) +1, Knowledge (local) 
  +1, Perform (instrument) +14, Perform (vocal) 
  +14, Sense Motive +13; True Believer, Improved 
  Initiative, Negotiator 
  Possessions: 
  Masterwork 
  Long 
  Sword, 
  Composite Short Bow, 40 Arrows, +1 Chain 
  Shirt, 2 Potions of Cure Moderate Wounds, 
  Masterwork Instrument, Cloak of Resistance +1, 
  Circlet of Persuasion, Pipes of the Sewers, 
  Potion of Shield of Faith +5 
  
  Massacre at Clear Sky 
   
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  Bard Spells Per Day (3/4/4/2, base DC = 14 
  + spell level). 
  Spells Known: 0—[Daze, Flare, Mage Hand, 
  Mending, Prestidigitation, Summon Instrument]; 
  1—[Charm Person, Cure Light Wounds, Grease, 
  Tasha’s Hideous Laughter]; 2—[Calm Emotion, 
  Glitterdust, Invisibility, Summon Swarm]; 3—
  [Confusion, Haste, Slow]. 
  Vola: Female Half-Orc Bbn 2/Ftr 2/Rog 3/Shd 1; 
  CR 8; HD 2d12+2d10+3d6+1d8+8 hp 53, Init 
  +3, Spd 40’/x4; AC 23 (touch 18, flat-footed 23) 
  [[+5 armor, +3 dex, +5 deflection (potion)]]; Base 
  Atk/Grp +6/+6; Atk +7 melee (2d6, great sword 
  (19-20/x2 
  crit)) 
  or 
  +10 
  ranged 
  (1d8+1, 
  composite long bow (20/x3 crit)), Full Atk +7/+2 
  melee (2d6, great sword (19-20/x2 crit)) or 
  +10/+5 ranged (1d8+1, composite longbow 
  (20/x3 crit)); SQ Rage, Evasion, Sneak Attack, 
  Uncanny Dodge, Hide in Plain Sight; AL CN; SV 
  Fort +8, Ref +8, Will +1; Str 10, Dex 17, Con 12, 
  Int 13, Wis 10, Cha 6. 
  Skills and Feats: Disable Device +5, Hide 
  +15, Jump +9, Listen +5, Move Silently +15, 
  Open Lock +7, Perform (dance) +3, Ride +4, 
  Search +5, Spot +6, Survival +4, Tumble +12; 
  Combat Reflexes, Dodge, Mobility, Point Blank 
  Shot, Precise Shot 
  Possessions: +1 Composite Longbow, 40 
  Arrows, 2 Potions of Cure Moderate Wounds, 
  Adamantine Great Sword, Mithral Chain Shirt, 
  Slippers of Spider Climbing, Potion of Shield of 
  Faith +4 
  Rage (Ex): HD 2d12+2d10+3d6+1d8+24, 
  hp 69; AC 16 (touch 11, flat-footed 16); Grapple 
  +8; Atk +9 melee (2d6+3, great sword (19-20/x2 
  crit)), Full Atk +9/+4 melee (2d6+3, great sword 
  (19-20/x2 crit)); Fort +10, Will +3, Str 14, Con 
  16. Lasts for 6 rounds, usable once per day. 
  Sneak Attack (Ex): Any time someone you 
  attack is denied their Dexterity bonus to AC, or 
  you are flanking them, you inflict an additional 
  2d6 damage. 
  Hide in Plain Sight (Su): A shadowdancer 
  can use the Hide skill even while being 
  observed.  As long as she is within 10 feet of 
  some sort of shadow, a shadowdancer can hide 
  herself from view in the open without anything to 
  actually hide behind.  She cannot, however, hide 
  in her own shadow. 
  
  Massacre at Clear Sky 
   
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  Encounter Eight - APL 12 
  Korbec: Male Half-Orc Clr 10/Con 6; CR 16, 
  Medium Humanoid; HD 10d8+6d6+16, hp 93, 
  Init +0, Spd 20’x4; AC 27 (touch 14, flat-footed 
  27) [[+9 armor, -1 dex, +5 deflection, +4 
  natural]]; Base Atk/Grp +10/+10; Atk +12 melee 
  (1d8+1, spear +1 (20/x3 crit)) or +10 melee 
  (1d4, dagger (19-20/x2 crit)) or +10 melee (1d4, 
  spiked gauntlet (20/x2 crit)); Full Atk +12/+7 
  melee (1d8+1, spear +1 (20/x3 crit)) or +10/+5 
  melee (1d4, dagger (19-20/x2 crit)) or +10/+5 
  melee (1d4, spiked gauntlet (20/x2 crit)); AL CN; 
  SV Fort +10, Ref +5, Will +20; Str 10, Dex 8, 
  Con 12, Int 12, Wis 26, Cha 12. 
  Skills 
  and 
  Feats: 
  Concentration 
  +18, 
  Diplomacy 
  +6, 
  Knowledge: 
  Religion 
  +20, 
  Spellcraft +15; True Believer, Still Spell, Divine 
  Metamagic (Still Spell, Reach Spell), Reach 
  Spell, Extra Turning 
  Possessions: +1 Full Plate, +1 Spear, Cold 
  Iron Dagger, Spiked Gauntlet, Divine Focus, 2 
  Potions of Cure Serious Wounds, 2 Pearls of 
  Power 1st level, 1 Pearl of Power 2nd level, 1 
  Pearl of Power 3rd level, 1 Pearl of Power 4th 
  level, Ring of Sustenance, Periapt of Wisdom 
  +6, Spell Pouch, Potion of Shield of Faith +5, 
  Potion of Barkskin +4 
  Spells Prepared (6/7/7/7/6/5/4/4/3, DC = 18 
  + spell level): 0—[Cure Minor Wounds (3), 
  Guidance 
  (2), 
  Read 
  Magic]; 
  1—[Magic 
  Weapon*, Command (2), Deathwatch, Doom 
  (2), Shield of Faith]; 2—[Spiritual Weapon*, 
  Bear’s Endurance, Cure Moderate Wounds, 
  Hold Person (2), Owl’s Wisdom, Silence]; 3—
  [Magic Circle Against Good*, Bestow Curse, 
  Blindness/Deafness 
  (2), 
  Contagion, 
  Dispel 
  Magic (2)]; 4—[Unholy Blight*, Cure Critical 
  Wounds 
  (2), 
  Divine 
  Power, 
  Freedom 
  of 
  Movement, Spell Immunity]; 5—[Flame Strike*, 
  Righteous Might, Greater Command (2), Dispel 
  Law]; 6—[Stoneskin*, Antilife Shell, Mass Bull’s 
  Strength, Harm]; 7—[Blasphemy*, Repulsion, 
  Word of Chaos (2)]; 8—[Power Word, Stun*, 
  Earthquake, Fire Storm] 
  *Domain spell. Domains: [Evil (you cast evil 
  spells at +1 caster level); War (weapon focus: 
  spear); Strength (perform feat of strength, add 
  +10 to your strength for one round as free 
  action); Chaos (cast chaos spells at +1 caster 
  level)] 
  Holg and Engong: Male and Female Half-Orc 
  Bbn 2/Ftr 4/Eye 4; CR 10; HD 6d12+4d10+20, 
  hp 91, Init +3, Spd 40’/x4; AC 27 (touch 18, flat-
  footed 27) [[+4 armor, +3 dex, +5 deflection 
  (potion), +1 natural, +4 natural (potion)]]; Base 
  Atk/Grp +10/+12; Atk +14 melee (1d8+1d6+5, 
  orc double axe (20/x3 crit)) or +10 melee (1d4, 
  spiked gauntlet (20/x2 crit)); Full Atk +12/+7 
  melee (1d8+1d6+5, orc double axe (20/x3 crit)) 
  and +12/+7 melee (1d8+1d6+4, orc double axe 
  (20/x3 crit)) or +12/+7 melee (1d4+2, spiked 
  gauntlet (20/x2 crit)); SA Blinding Spittle 2/day; 
  SQ Rage, Swing Blindly, Uncanny Dodge; AL 
  CN; SV Fort +14, Ref +6, Will +3; Str 14, Dex 
  17, Con 14, Int 8, Wis 10, Cha 6. 
  Skills and Feats: Intimidate +7, Listen +4, 
  Survival +4; Two-Weapon Fighting, Exotic 
  Weapon Proficiency: Orc Double Axe, Dodge, 
  Mobility, Weapon Focus: Orc Double Axe, 
  Weapon Specialization, Blind Fight, Improved 
  Two-Weapon Fighting 
  Possessions: +1 Shock/+1 Frost Orc Double 
  Axe, 
  Locked 
  Gauntlet, 
  Spiked 
  Gauntlet, 
  Masterwork Chain Shirt, 2 Potions of Cure 
  Moderate Wounds, Cloak of Resistance +1, 
  Potion of Shield of Faith +5, Potion of Barkskin 
  +4 
  Rage (Ex): HD 6d12+4d10+40, hp 111; AC 
  23, touch 14, flat-footed 23; Grapple +12; Atk 
  +18 melee (1d8+1d6+9, orc double axe (20/x3 
  crit)), Full Atk +16/+11 melee (1d8+1d6+9, orc 
  double axe (20/x3 crit)) and +16/+11 melee 
  (1d8+1d6+8, orc double axe (20/x3 crit)); Fort 
  +16, Will +5, Str 22, Con 18. Lasts for 7 rounds, 
  usable twice per day. 
  Blinding Spittle (Ex): Ranged touch attack 
  (+9 bonus) with a range of 20 feet.  Target must 
  succeed on a Reflex save (DC 18 if raging, DC 
  16 if not) or be blinded until they can rinse away 
  the spittle. 
  Swing Blindly (Ex): Gains an extra +4 to 
  Strength while in a rage, but AC penalty is –4 
  instead of –2. 
  Keth: Male Half-Orc Bard 10; CR 10; HD 
  10d6+10, hp 52, Init +4, Spd 30’/x4; AC 24 
  (touch 15, flat-footed 24) [[+5 armor, +5 
  deflection (potion), +4 natural (potion)]]; Base 
  Atk/Grp +7/+7; Atk +8 melee (1d8+1, long sword 
  (19-20/x2 crit)) or +7 ranged (1d6, composite 
  short bow (20/x3 crit)); Full Atk +8/+3 melee 
  (1d8+1, long sword (19-20/x2 crit)) or +7/+2 
  ranged (1d6, composite short bow (20/x3 crit)); 
  AL CN; SV Fort +6, Ref +11, Will +9; Str 10, Dex 
  10, Con 12, Int 10, Wis 10, Cha 18. 
  
  Massacre at Clear Sky 
   
  Page 45 
  Skills and Feats: Diplomacy +21, Gather 
  Information 
  +17, 
  Knowledge 
  (arcane) 
  +1, 
  Knowledge (arch. & eng.) +1, Knowledge 
  (dungeoneering) +1, Knowledge (geography) 
  +1, Knowledge (history) +1, Knowledge (local) 
  +1, Knowledge (nobility) +1, Knowledge (planes) 
  +1, Perform (instrument) +17, Perform (vocal) 
  +17, Sense Motive +15; True Believer, Improved 
  Initiative, Negotiator, Lightning Reflexes 
  Possessions: 
  Masterwork 
  Long 
  Sword, 
  Composite Short Bow, 40 Arrows, +1 Chain 
  Shirt, 2 Potions of Cure Moderate Wounds, 
  Masterwork Instrument, Cloak of Resistance +1, 
  Circlet of Persuasion, Pipes of the Sewers, 
  Cloak of Charisma +2, Lens of Detection, Potion 
  of Shield of Faith +5, Potion of Barkskin +4 
  Bard Spells Per Day (3/5/4/3/1, base DC = 
  15 + spell level). 
  Spells Known: 0—[Daze, Flare, Mage Hand, 
  Mending, Prestidigitation, Summon Instrument]; 
  1—[Charm Person, Cure Light Wounds, Grease, 
  Tasha’s Hideous Laughter]; 2—[Calm Emotion, 
  Glitterdust, Invisibility, Summon Swarm]; 3—
  [Blink, Confusion, Haste, Slow]; 4—[Freedom of 
  Movement, Greater Invisibility].  
  Vola: Female Half-Orc Bbn 2/Ftr 2/Rgr 2/Rog 
  3/Shd 1; CR 8; HD 2d12+2d10+3d6+3d8+10 hp 
  65, Init +3, Spd 40’/x4; AC 27 (touch 18, flat-
  footed 27) [[+5 armor, +3 dex, +5 deflection 
  (potion), +4 natural (potion)]]; Base Atk/Grp 
  +8/+8; Atk +9 melee (2d6, great sword (19-20/x2 
  crit)) or +12 ranged (1d8+1, composite long bow 
  (20/x3 crit)), Full Atk +9/+4 melee (2d6, great 
  sword (19-20/x2 crit)) or +12/+12/+7 ranged 
  (1d8+1, composite longbow (20/x3 crit)); SA 
  Rage, Evasion, Sneak Attack, Uncanny Dodge, 
  Hide in Plain Sight, Track; AL CN; SV Fort +13, 
  Ref +13, Will +3; Str 10, Dex 17, Con 12, Int 13, 
  Wis 10, Cha 6. 
  Skills and Feats: Disable Device +5, Hide 
  +16, Jump +11, Knowledge (geography) +9, 
  Knowledge (nature) +3, Listen +11, Move 
  Silently +16, Open Lock +7, Perform (dance) +3, 
  Ride +4, Search +5, Spot +6, Survival +4, 
  Tumble +15; Combat Reflexes, Dodge, Mobility, 
  Point Blank Shot, Precise Shot, Combat 
  Expertise, Rapid Shot 
  Favored Enemy: Human 
  Possessions: +1 Composite Longbow, 40 
  Arrows, 2 Potions of Cure Moderate Wounds, 
  Adamantine Great Sword, +1 Mithral Chain 
  Shirt, Slippers of Spider Climbing, Potion of 
  Shield of Faith +5, Potion of Barkskin +4 
  Rage (Ex): HD 2d12+2d10+3d6+1d8+30, 
  hp 85; AC 16 (touch 13, flat-footed 16); Grapple 
  +10; Atk +11 melee (2d6+3, great sword (19-
  20/x2 crit)), Full Atk +11/+6 melee (2d6+3, great 
  sword (19-20/x2 crit)); Fort +15, Will +5, Str 14, 
  Con 16. Lasts for 6 rounds, usable once per 
  day. 
  Sneak Attack (Ex): Any time someone you 
  attack is denied their Dexterity bonus to AC, or 
  you are flanking them, you inflict an additional 
  2d6 damage. 
  Hide in Plain Sight (Su): A shadowdancer 
  can use the Hide skill even while being 
  observed.  As long as she is within 10 feet of 
  some sort of shadow, a shadowdancer can hide 
  herself from view in the open without anything to 
  actually hide behind.  She cannot, however, hide 
  in her own shadow. 
  
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  Appendix Two – NPC Statistics 
  Eliseg: Male Half-Orc Druid 16; CR 16, Medium 
  Humanoid; HD 16d8, hp 93, Init +0, Spd 30’x4; 
  AC 21 (touch 14, flat-footed 21) [[+7 armor, +4 
  deflection]]; Base Atk/Grp +12/+12; Atk +12 
  melee (1d6+1, scimitar +1 (18-20/x2)); Full Atk 
  +12/+7/+2 (1d6+1, scimitar +1 (18-20/x2)); SQ 
  Animal 
  Companion, 
  Nature 
  Sense, 
  Wild 
  Empathy, Woodland Stride, Trackless Step, 
  Resist Nature’s Lure, Venom Immunity, A 
  Thousand Faces, Timeless Body, Wild Shape 
  (Large, Huge, Plant, Tiny 5/day, Elemental 
  1/day); AL N; SV Fort +15, Ref +10, Will +24; Str 
  10, Dex 10, Con 10, Int 10, Wis 28, Cha 16. 
  Skills 
  and 
  Feats: 
  Diplomacy 
  +22, 
  Knowledge: Nature +19, Spellcraft +13, Survival 
  +28, Languages: Common, Orc, Flan, Druidic, 
  Elven, Dwarven; Quicken Spell, Natural Spell, 
  Eschew Materials, Craft Wondrous Item, Spell 
  Focus: 
  Evocation, 
  Greater 
  Spell 
  Focus: 
  Evocation 
  Possessions: Periapt of Wisdom +6, Ring of 
  Protection +4, Cloak of Charisma +6, Vest of 
  Resistance +5, +1 Scimitar, Ring of Evasion, 
  Bracers of Armor +7 
  Spells Prepared (6/8/7/7/6/6/4/4/3, base DC 
  = 19 + spell level; evocation spells are DC 21 + 
  spell level): 0—[Cure Minor Wounds (3), 
  Mending, Purify Food and Drink, Read Magic]; 
  1—[Cure Light Wounds (3), Detect Animals or 
  Plants, Endure Elements, Obscuring Mist, 
  Speak with Animals (2)]; 2—[Barkskin, Bear’s 
  Endurance, Flame Blade, Hold Animal, Owl’s 
  Wisdom, Lesser Restoration, Wood Shape]; 3—
  [Call 
  Lightning, 
  Cure 
  Moderate 
  Wounds, 
  Daylight, 
  Neutralize 
  Poison 
  (2), 
  Remove 
  Disease, Speak with Plants]; 4—[Dispel Magic, 
  Flame Strike, Freedom of Movement, Rusting 
  Grasp, Spike Stones]; 5—[Atonement, Baleful 
  Polymorph, Call Lightning Storm, Death Ward, 
  Insect Plague, Wall of Thorns]; 6—[Greater 
  Dispel 
  Magic, 
  Fire 
  Seeds, 
  Mass 
  Bear’s 
  Endurance, Quickened Owl’s Wisdom]; 7—
  [Control Weather, Creeping Doom, Fire Storm, 
  Heal]; 8—[Mass Cure Serious Wounds, Reverse 
  Gravity] 
  Hazen: Male Half-Orc Cleric 16 (Trithereon); CR 
  16, Medium Humanoid; HD 16d8+32, hp 115, 
  Init +0, Spd 20’x3; AC () [[]]; Base Atk/Grp 
  +12/+12; Atk +12 melee (1d8+1, mace +1 
  (20/x2)); Full Atk +12/+7/+2 (1d8+1, mace +1 
  (20/x2)); AL CG; SV Fort +17, Ref +11, Will +23; 
  Str 10, Dex 10, Con 14, Int 12, Wis 26, Cha 16. 
  Skills 
  and 
  Feats: 
  Concentration 
  +21, 
  Diplomacy 
  +5, 
  Knowledge: 
  Religion 
  +12, 
  Spellcraft +20, Languages: Common, Orc, Flan, 
  Elven, Dwarven; Eschew Materials, Empower 
  Turning, 
  Craft 
  Wondrous 
  Item, 
  Glorious 
  Weapons, Extra Turning, Divine Spell Power 
  Possessions: Adamantine Spiked +1 Mithral 
  Full Plate of Heavy Fortification, Gauntlet of 
  Rust, Periapt of Wisdom +6, Cloak of Charisma 
  +6, Vest of Resistance +5, +1 Ghost Touch 
  Disrupting Mace 
  Spells Prepared (6/8/8/8/7/6/5/5/4, base DC 
  = 18 + spell level): 0—[Create Water (2), Detect 
  Poison, Mending, Purify Food and Drink, Read 
  Magic]; 
  1—[Sanctuary*, 
  Command 
  (2), 
  Comprehend Languages, Divine Favor, Detect 
  Undead, Protection from Evil, Shield of Faith]; 
  2—[Status*, Align Weapon, Consecrate, Lesser 
  Restoration (2), Owl’s Wisdom, Shield Other, 
  Zone of Truth]; 3—[Prayer*, Daylight, Dispel 
  Magic, Invisibility Purge, Locate Object, Magic 
  Circle against Evil, Remove Curse, Speak with 
  Dead]; 
  4—[Spell 
  Immunity*, 
  Death 
  Ward, 
  Dimensional Anchor, Divination, Freedom of 
  Movement, Neutralize Poison, Tongues]; 5—
  [Spell Resistance*, Flame Strike, Raise Dead, 
  Slay Living (2), Symbol of Pain]; 6—[Heroes’ 
  Feast*, Greater Dispel Magic, Heal (2), Wind 
  Walk]; 7—[Repulsion*, Greater Restoration (2), 
  Holy 
  Word, 
  Word 
  of 
  Chaos]; 
  8—
  [Mordenkainen’s Magnificent Mansion*, Fire 
  Storm, Greater Spell Immunity, Holy Aura] 
  *Domain spell. Domains: [Community (Use 
  calm emotions as a spell-like ability once per 
  day, +2 bonus on Diplomacy checks); Protection 
  (You can generate a protective ward as a 
  supernatural ability.  Grant someone you touch 
  a resistance bonus equal to your cleric level on 
  their next saving throw.  Activating this power is 
  a standard action.  The protective ward is an 
  abjuration effect with a duration of one hour that 
  is usable once per day)] 
  Iosc: Male Half-Orc Bar 1/Ftr 1; CR 2, Medium 
  Humanoid; HD 1d12+1d10+4, hp 22, Init +1, 
  Spd 40’x4; AC 16 (touch 11, flat-footed 15) [[+5 
  armor, +1 dex]]; Base Atk/Grp +2/+4; Atk +3 
  melee (1d12+3, great axe (20/x3)); SQ Rage; 
  
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  AL NG; SV Fort +6, Ref +1, Will +0; Str 14, Dex 
  12, Con 14, Int 12, Wis 10, Cha 12. 
  Skills and Feats: Climb +3, Diplomacy +7, 
  Intimidate +5, Sense Motive +5, Survival +4, 
  Languages: Common, Orc, Flan; Power Attack, 
  Negotiator 
  Possessions: 
  Masterwork 
  Breastplate, 
  Masterwork Great Axe, Potion of Shield of Faith 
  +3, 2 Potions of Cure Moderate Wounds 
  Rage (Ex): HD 2d12+2d10+3d6+1d8+30, 
  hp 85; AC 16 (touch 13, flat-footed 16); Grapple 
  +10; Atk +11 melee (2d6+3, great sword (19-
  20/x2 crit)), Full Atk +11/+6 melee (2d6+3, great 
  sword (19-20/x2 crit)); Fort +15, Will +5, Str 14, 
  Con 16. Lasts for 6 rounds, usable once per 
  day. 
  Cnut: Male Stone Giant Sor 9; CR 18, Large 
  Giant; HD 14d8+9d4+115, hp 215, Init +2, Spd 
  30’x4; Space/Reach 10 ft./10 ft.; AC 36 (touch 
  16, flat-footed 34) [[-1 size, +4 armor, +2 dex, +5 
  deflection, +16 natural]]; Base Atk/Grp +14/+26; 
  Atk +21 melee (2d8+12, large great club (20/x2 
  crit)) or +21 melee (1d4+8, slam (20/x2 crit)) or 
  +15 ranged (2d8+12, rock (20/x2 crit)); Full Atk 
  +21/+16/+11 melee (2d8+12, large great club 
  (20/x2 crit)) or +21/+16/+11 melee (1d4+8, slam 
  (20/x2 crit)) or +15/+10/+5 ranged (2d8+12, rock 
  (20/x2 crit)); SA rock throwing; SQ darkvision 
  60’, low light vision, rock catching; AL N; SV Fort 
  +19, Ref +11, Will +12; Str 27, Dex 15, Con 20, 
  Int 16, Wis 12, Cha 24. 
  Skills and Feats: Climb +10, Concentration 
  +24, Craft (stonework) +32, Heal +3, Hide +0/+8 
  (in rocky terrain), Jump +10, Knowledge: Arcana 
  +15, Spellcraft +16, Spot +16; Combat Casting, 
  Combat Reflexes, Far Shot, Point Blank Shot, 
  Power Attack, Precise Shot, Skill Focus: Craft 
  (stonework), Craft Wondrous Item 
  Possessions: +1 Large Greatclub, Cloak of 
  Charisma +6, Bag of Rocks, +1 Hide Armor, 
  Ring of Protection +5, Amulet of Natural Armor 
  +5, Vest of Resistance +5, Rod of Lesser 
  Maximizing, Rod of Lesser Sculpting 
  Spells per Day (6/8/8/8/5) 
  Spells Known (8/5/4/3/2, DC = 17 + spell 
  level): 0—[Acid Splash, Detect Magic, Guidance, 
  Light, Mage Hand, Prestidigitation, Ray of Frost, 
  Read Magic]; 1—[Expeditious Retreat, Magic 
  Missile, Obscuring Mist, Shield, True Strike]; 2—
  [Cat’s 
  Grace, 
  Glitterdust, 
  Protection 
  from 
  Arrows, Touch of Idiocy]; 3—[Fireball, Protection 
  from Energy, Ray of Exhaustion]; 4—[Solid Fog, 
  Greater Invisibility] 
  Syroch: Female Stone Giant Sor 6; CR 15, 
  Large Giant; HD 14d8+6d4+100, hp 192, Init +2, 
  Spd 30’/x4; Space/Reach 10 ft./10 ft.; AC 30 
  (touch 14, flat-footed 28) [[-1 size, +3 armor, +2 
  dex, +3 deflection, +13 natural]]; Base Atk/Grp 
  +13/+25; Atk +20 melee (2d8+1d6+12, large 
  great club (20/x2 crit)) or +20 melee (1d4+8, 
  slam (20/x2 crit)) or +14 ranged (2d8+12, rock 
  (20/x2 crit)); Full Atk +20/+15/+10 melee 
  (2d8+1d6+12, large great club (20/x2 crit)) or 
  +20/+15/+10 melee (1d4+8, slam (20/x2 crit)) or 
  +14/+14/+9/+4 ranged (2d8+12, rock (20/x2 
  crit)); SA rock throwing; SQ darkvision 60’, low 
  light vision, rock catching; AL N; SV Fort +14, 
  Ref +6, Will +9; Str 27, Dex 15, Con 20, Int 10, 
  Wis 16, Cha 22. 
  Skills and Feats: Climb +10, Concentration 
  +14, Craft (stonework) +3, Heal +6, Hide +0/+8 
  (in rocky terrain), Jump +10, Spot +6; Combat 
  Casting, Combat Reflexes, Far Shot, Point 
  Blank Shot, Power Attack, Precise Shot, Rapid 
  Shot 
  Possessions: +1 Large Greatclub of Shock, 
  Cloak of Charisma +4, Bag of Rocks, Hide 
  Armor, Ring of Protection +3, Amulet of Natural 
  Armor +2 
  Spells per Day (6/7/6/4) 
  Spells Known (7/4/2/1, DC = 16 + spell 
  level): 0—[Detect Magic, Guidance, Light, Mage 
  Hand, Prestidigitation, Ray of Frost, Read 
  Magic]; 1—[Magic Missile, Obscuring Mist, 
  Shield, True Strike]; 2—[Cat’s Grace, Protection 
  from 
  Arrows]; 
  3—[Slow]
  
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  Appendix Three – New Rules 
  New Feats 
  Profane Boost (feat from Complete Divine p. 84): You can spend a rebuke attempt as a standard action 
  to place an aura of negative energy upon each creature within a 60-ft. burst.  Any inflict spell cast on one 
  of these creatures before the end of your next turn is automatically maximized, with no adjustment to the 
  spell’s level or casting time. 
  Elusive Target (feat from Complete Warrior p. 110): The Elusive Target feat enables the use of three 
  tactical maneuvers. 
  Negate Power Attack: To use this maneuver, you must designate a specific foe to be affected by your 
  Dodge feat.  If that foe uses the Power Attack feat against you, the foe gains no bonus on the damage roll 
  but still takes the corresponding penalty on the attack roll. 
  Diverting Defense: To use this maneuver, you must be flanked and you must designate one of the 
  flanking attackers to be affected by your Dodge feat.  The first attack of the round from the designated 
  attacker automatically misses you and may strike the other flanking foe instead; the attacking creature 
  makes an attack roll normally, and its ally is considered flat-footed.  If the designated attacker is making a 
  full attack against you, its second and subsequent attacks function normally. 
  Cause Overreach: To use this maneuver, you must provide an attack of opportunity from a foe by 
  moving out of a threatened square.  If the foe misses you, you can make a free trip attempt against this 
  foe, and the foe does not get a chance to trip you if your attempt fails. 
  New Spells 
  Wrack (spell from Complete Divine p. 190) 
  Necromancy [Evil] 
  Level: Cleric 3, sorcerer/wizard 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25ft.+5 ft./2 levels) 
  Area: One humanoid 
  Duration: 1 round/level 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  A humanoid subject of the spellcaster’s choosing is wracked with such pain that he doubles over and 
  collapses.  His face and hands blister and drip fluid, and the eyes cloud with blood, rendering him blind.  
  For the duration of the spell, the subject is considered helpless and cannot take actions. 
  Even when the spell ends, the subject is still visibly shaken and suffers a –2 penalty on attack rolls, 
  saves, and checks for 3d10 minutes.  The subject’s sight returns at the end of the spell’s duration. 
   
  
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  DM Aid #1:  Clear Sky Camp Gazetteer 
  Type: semi-nomadic (late spring and winter locations) 
  Leader: Eliseg ap Gell, half-orc druid of Obad-hai 
  Population: Approximately 750 half-orcs 
  Economy: 
  Adventuring, Blacksmithing, Tanning, Sheep 
  herding (approximately 4000 head) 
  In CY 588, several years after the invasion of Gyruff by Giant forces, Eliseg ap Gell established Clear Sky 
  camp for his fellow half-orcs.  Clear Sky offered a place where half-orcs could seek refuge, since they 
  were persecuted nearly everywhere they went.  The Ffolk of Gyruff frequently saw half-orcs as followers 
  of the Giants, and many half-orcs could be found within the Giant ranks.  Eliseg realized that something 
  needed to be done, or else a self-fulfilling prophecy would come true, pushing the half-orcs firmly into the 
  arms of the Giants.  With the creation of Clear Sky, Eliseg offered an alternative to the Giants. 
  Many half-orcs had rejected, or at least turned away from, their orc heritage to embrace their human side. 
   Clear Sky allowed these half-orcs to begin demonstrating that not all half-orcs were simply living 
  reminders of orc brutality. 
  Over time, Clear Sky began building its reputation.  Around CY 591, a rumor swept through Clear Sky 
  that Eliseg had made a deal with Grand Duke Owen or some other high official of Gyruff.  The details 
  remained unknown. 
  Socially and politically, Clear Sky is made up of disparate elements that manage to function in a state of 
  organized anarchy.  A council of Elders makes decisions based on input from the general camp, although 
  they make the final decision.  Eliseg is the “head” of the council, in that he is the founder of Clear Sky.  
  He wields awesome moral authority, but he is careful not to squash dissent.  Eliseg is very old for a half-
  orc, and he realizes that he will soon have to select an “heir.”  Clear Sky and Eliseg are near and dear to 
  each other’s hearts.   
  The half-orc elders agreed on a set of rules under which the camp lives.  They were written down by one 
  of the elders and are posted in a central area of the camp as a reminder to everyone.  Each half-orc 
  learns these rules and some take pride in being able to recite them all.  
  1. Everyone eats.  
  There is food available for all who live in the camp, and sometimes clothing and shelter. 
  2. Everyone pays. 
  You live with us, you pay. You have no money, you work. Don’t pay, don’t work, and you go. The 
  more you have, the more you give. Give enough, and you are an elder. 
  3. Everyone speaks. 
  We have no nobles. Everyone talks when we make a decision, and then the elders decide. 
  4. No one fights. 
  Fists and teeth are not fighting, but draw a weapon on one of us, and you draw a weapon on us 
  all. 
  5. No one steals. 
  We don’t have much, but you can’t fight next to someone you have stolen from. Orcs steal. We 
  don’t. 
  6. Everyone fights. 
  We are free because we are strong. Everyone gets a weapon, and learns how to use it. If you 
  want to learn to fight, we will teach you. You must not show fear. 
  
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  7. Otherwise, live as you will, and let others do the same. 
   
  8. If you are not a half-orc, live somewhere else. 
   
  9. If you espouse the worship of Wastri the Hopping Prophet, we will treat you like we would treat a 
  worshipper of Gruumsh One-Eye. 
  A Clear Sky elder wrote a record of Clear Sky Camp after it had first been established.  The camp 
  remains the same in many ways, but it has grown substantially since the early days. The following is that 
  early account of life in Clear Sky Camp in the elder’s own words. 
   How we live. There are about 100 adults and more than 150 children in the camp, many of them orphans 
  and refugees. We mostly herd goats, and raid the humanoids over the border. Some of us farm; more of 
  us gather in the fields and forests. 
  We also work as laborers in Hochoch. We haul wood. We dig ditches. Our adventurers give so that we 
  can buy things we need.  
  The camp – we live in crude huts and tents, surrounded by a fence, much the way of the ancient Flan. 
  Our guards are watchful. At least four guards – some only children – watch our walls at all times, for orcs 
  and other enemies. Our camp swarms with dogs and children. We have a council fire, where we serve a 
  communal meal. We keep goats, chickens and other animals. We have a crude forge, and wood lodges 
  where we keep our crafts and stores. The camp is rude and spartan, but we do not foul it as the orcs do. 
  At night, the old and the young gather at the council fires, where we sing and lie and laugh. Our songs 
  are harsh, but our voices are free. We speak Gyruff. Orcs speak Orcish, and we do not use it in the 
  Camp. 
  How we deal with humans – we follow their law and fight for the liberation of Geoff. If you break their law, 
  we will most likely turn you over to them. If you go to their town, then the Camp cannot protect you. If you 
  want to leave the Camp and steal from the humans, we will cast you out and you can live with them. 
  How we pray - On the holy days, our clerics hold ceremonies under the sky, in the rain or snow. We are 
  strong, and do not need stone halls to hide in. We have druids, and clerics of Trithereon and Kord. 
  Anyone worshiping the One-eye will be killed. The young who show promise are apprenticed to our 
  priests. 
  The old teach the young. Many of us have no families, so we watch out for each other. Any younger can 
  be punished by any of the adults. An older kid who won’t learn will be sent out to make his own way. 
  How we fight – many of us know the woods and hills. We are scouts, raiders and skirmishers. We serve 
  the Governor as guides. Some serve in the ranks. When we raid, it is quick, and bloody. We ask no 
  quarter and we give none. Our warriors are mostly lightly armed and armored, but many can run for 
  hours. We use spears and clubs, and whatever else we take from our foes. Dark night and bad weather 
  are our allies. 
  Who are our friends – we have few. Our warriors have fought for the knights. We welcome the Rangers to 
  our camp, and our proud to fight beside them. Any bard is welcome by our fires, and while our coin is 
  thin, our love for song is strong. We respect the Druids, and the servants of the Gods of Valor. 
   
  
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  DM Aid #2:  Encounter 8 Map 
  The next four pages make up the map of the final encounter.  It is suggested that these pages be 
  trimmed and assembled to form the map of the final encounter. 
   
  
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  Player Handout #1 
   
  
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  Player Handout #2 
   
   
  Rules of Clear Sky Camp 
  Everyone eats. 
  Everyone pays. 
  Everyone speaks. 
  No one fights. 
  No one steals. 
  Everyone fights. 
  Otherwise, live as you will, and let others do the same. 
  If you are not a half-orc, live somewhere else. 
  If you espouse the worship of Wastri the Hopping Prophet, we will treat you like we 
  would treat a worshipper of Gruumsh One-Eye. 
  
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  Player Handout #3 
  Kera, things go well.  Cnut has nearly completed repairing the chamber, and he suspects nothing about 
  the real purpose it will serve.  Everything will be ready for the ritual on the day I selected, the day I was 
  banished from Clear Sky for simply revealing the truth.  I need more elves.  My divinations have shown 
  that they will enhance the power of the ritual ten fold.  I will make do with what I have for now.  Your 
  efforts have greatly helped me.  I will not forget.  Gather Vorroloc and Yesh and leave Clear Sky for a 
  couple of days.  Say you have to buy supplies for the winter.  Hides are always necessary.  During that 
  time, Clear Sky shall be reborn. 
   
  
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  Player Handout #4 
  Kera, things go well.  Cnut has nearly completed… suspects nothing about the… Everything will be 
  ready…, the day I was banished from Clear Sky for simply revealing the truth.  …elves.  …ritual ten fold.  
  …efforts have greatly helped me. …leave Clear Sky for a couple of days.  Say you have to...are always 
  necessary.  …Clear Sky shall be… 
   
  
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  Player Handout #5 
  Meet me at Cnut’s place in the hills.  It is easy to find.  Just look for the Giant’s Knees in the foothills of 
  the Barrier Peaks.  At the base of them is Cnut’s house.  Make sure you ring the bell.  He hates to be 
  surprised.  We have some final details to go over before the ritual is cast. 
   
  
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  Player Handout #6 
  You have gathered enough people to enable the ritual.  I wish you had gotten more elves, but I will have 
  to make do.  I recommend that you leave camp for a couple of days.  I suspect that the ritual will have no 
  effect upon you, as you are devoted disciples of the true God.  Observe the camp from a distance, then 
  report to me, and I shall reward you.  With your aid we shall knock every piece of Law from Clear Sky by 
  flinging blood and chaos at it. 
   
  Korbec 
  
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  Critical Events Summary 
   
  1. Did the PCs engage in evil acts such as torture when questioning the Half-Orcs? 
   
   
  2. Did the PCs attack or kill the Stone Giants? 
   
   
  3. How many victims were killed in Encounter Eight? 
   
   
  4. Which Conclusion did the PCs get? 
   
   
  5. Without prompting, did any of the PCs mention they were going to report the location of the ritual 
  chamber to any authority such as the Knights of the Watch, the Old Faith, the Regent, etc?  If so, 
  who reported what to which group? 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Geoff/594/Normal Scenarios/GEO4-08 - Massacre at Clear Sky (APL 4-12)/GEO4-08 - Massacre at Clear Sky.pdf