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. 
  DYVINTRO4-01 
   
   
   
   
   
   
   
   
  The Trade 
   
  A One Round D&D LIVING GREYHAWK® 
  Dyvers Introductory Adventure 
   
  Author: Mason Mines 
  Maps: David Rudaitis 
  Editor: Tom Christy 
   
  Gnarley spider silk is all the rage amongst the fashionable and well to do in the city of sails and commands 
  a high price. Will the players brave the fabled elven city of Locdrathnaii to obtain it? 
   
  
  The Trade 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for 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 the game and scoring after the game. The 
  following guidelines are here to help you with both 
  the preparation and scoring 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 revised version of 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 to prepare their characters now. 
  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 (not counting the 
  DM) 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 bold italic font. 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 will 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, a character sheet, and a 
  LIVING GREYHAWK master item log sheet from your 
  convention coordinator or the RPGA web site, and 
  then have any players without a character create 
  one. 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 
  This is an introductory adventure and can only be 
  played by 1st-level characters. 
  Note: Four or sometimes even five 1st-level 
  characters may find difficulty with the challenges in 
  a LIVING GREYHAWK adventure. There are two 
  things that you can do to help even the score. 
  1. Attempt to create a table of six 1st-level 
  characters. 
  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 make a successful 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 
  
  The Trade 
   
  Page 3 
  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 1-round Regional adventure, set 
  in Dyvers. Characters native to Dyvers pay one 
  Time Unit per round, all others pay two Time Units 
  per round. Adventurer’s Standard Upkeep costs 
  12gp per round. Rich Upkeep costs 50gp per round. 
  Luxury Upkeep costs 100gp per round. 
  The Current Effect of the Dock Fire on 
  the Populace of the Free and 
  Independent City of Dyvers 
  At this point in time, the Free and Independent City 
  of Dyvers continues to recover from the massive fire 
  in the dock district. Although the Magister and 
  Gentry have tried their best to aid the displaced and 
  shore up the economy, prices have begun to rise. 
  (Any item purchased in this scenario is 130% of 
  normal value.) 
  Using Divination Spells in This Module  
  Due to the priesthood receiving numerous requests 
  for aid from the victims of the Dock District fire, they 
  are unable and unwilling to waste spell slots for 
  divination spells, since more readily useful ones can 
  be cast. This is because they feel the homeless are 
  more worthy of their efforts, and are to some extent 
  afraid of the negative publicity coming from helping 
  the Gentry over the common soul. 
  Adventure Summary and 
  Background 
  The Introduction to The Trade begins when the 
  PCs overhear two conversations at the Three Bells 
  Tavern. The first involves a half-orc Beasthunter 
  named Kassedan who is attempting to hire two 
  inexperienced looking youths to accompany him on 
  an expedition for Gnarley spider silk, used to make 
  a fine cloth in high demand amongst the fashionable 
  and well-to-do of Dyvers society. 
  The second story overheard at the Three Bells is a 
  bard’s tale of a run down hunting lodge chanced 
  upon in the Gnarley. The teller of the tale, 
  Hermanthe, is a female human bard. She relates 
  how a group of adventurers sheltered at the lodge 
  overnight and reported attacks by sentient plants 
  and giant insects that forced them to flee before 
  they could investigate further. Hermanthe suspects 
  that this is one of the dwellings of the mad mage 
  Pheol of Thom (untrue). 
  In truth, the adventurers impinged upon the 
  inhospitable Ozymandias of Lar, a Gnarley druid. 
  Ozymandias’ companion, fearfully referred to by 
  Kassedan as “The Teeth,” gave Kassedan more 
  than he bargained for when he tried to trap the great 
  bear for its pelt. Kassedan lost his arm in the 
  encounter and has developed a deep fear of the 
  creature. 
  Kassedan knows the way: As long as the players 
  stay with Kassedan, they will be able to negotiate 
  the Gnarley without fear of getting lost, up to the 
  point where he betrays them and springs the 
  ambush. If they head out on their own, they must 
  make a successful Survival check (DC 10) to find 
  the way to Locdrathnaii or the way back to Dyvers. 
  If they fail the survival check, they will spend 1 extra 
  time unit during the adventure finding their way 
  around. 
  Encounter One: It takes 8 hours of foot travel to 
  reach Encounter One from the Three Bells Tavern. 
  Encounter One is south of Westguard, along the 
  road to Sobanwych, and just inside the forested 
  Gnarley. 
  In Encounter One, Kassedan is attacked by “The 
  Teeth,” Ozymandias’ druidic companion bear. “The 
  Teeth” has been patrolling on Ozymandias’ orders 
  in an effort to thwart Kassedan’s return and 
  consequent further harm to the forest. 
  Encounter Two takes the players to the edge of 
  Locdrathnaii, where they attempt to collect the 
  Gnarley spider silk. Elapsed time: 12 hours. 
  Encounter Three: The players return with the silks 
  to the edge of the deforested area to meet up with 
  Kassedan and are ambushed. Elapsed time: 13 
  hours. Hereafter Hermanthe’s spells dissipate. 
  Encounter Four: Ozymandias’ lodge in which the 
  players 
  either 
  gain 
  or are refused aid by 
  Ozymandias. 
  Encounter Five involves the rescue of any 
  captured players from the Blackthorn orcs and 
  resolves any attempts to track down Kassedan, 
  who makes his way back to the Blackthorn 
  encampment. Elapsed time from Ozymandias’ 
  lodge to the Blackthorn Encampment: 2 hours. 
  The Denouement involves the return to Dyvers and 
  dealings with any authority groups.  
  
  The Trade 
   
  Page 4 
  Introduction 
  The Trade begins when the PCs overhear two 
  conversations at the Three Bells Tavern outside 
  Westguard. 
  The first story involves a half-orc Beasthunter 
  named Kassedan who is attempting to hire two 
  inexperienced looking youths to accompany him on 
  an expedition for Gnarley spider silk, used to make 
  a fine cloth in high demand amongst the fashionable 
  and well-to-do of Dyvers society. 
  Read or paraphrase the following monologue 
  between Kassedan and the two lads: 
  You are in the Three Bells Tavern just outside of 
  Westguard. You cannot help overhearing a 
  conversation between a one armed hunter and 
  two inexperienced looking youths. “So, as I said 
  we would leave at daybreak tomorrow. I will pay 
  you each an equal share in the profit from the 
  expedition. Gnarley spider silk is always in high 
  demand amongst the clothiers of Dyvers. 
  Perhaps I can even convince Cassandra to buy 
  some this time around... She’d make us rich, 
  boys. (Glancing down at his arm) Don’t let this 
  dead limb fool you. With the one good arm, I 
  can get us to the edge of the Spider Wood, near 
  the fabled elven city of Locdrathnaii. In and out 
  without a hitch and then we’re all to Dyvers and 
  the richer for it. I just need you boys to climb 
  into the hatchling kennels and collect the 
  hatchling spider silk... that’s spun gold it is... 
  and just waiting for the taking...” The two 
  youths look at each other with a mixture of fear 
  and false courage as they weigh the hunter’s 
  offer. 
  Kassedan hires the party instead of the 2 lads if 
  they show an interest. If the party does not catch 
  the hint, Kassedan continues with the following: 
  Well, what’s it going to be boys? Are you going, 
  or do I have to find a braver lot? 
  If the party does show an interest, Kassedan offers 
  to give them an equal share of the profits in return 
  for their help. If they try to bargain for more, have 
  the character that does the talking make a 
  Diplomacy check (DC 15). If the character is 
  successful, Kassedan agrees to pay the party a 
  retainer of 30 gp (for the entire party, not per 
  character) with the proviso that the money will be 
  deducted from each character’s share of the spider 
  silk profits. 
  Kassedan claims to be a trapper who lost an arm to 
  a bear he calls “The Teeth.” He tells the group that 
  he isn’t as good in a fight as he used to be, but that 
  he can still track and knows the ways of the wood 
  well. 
  In truth, Kassedan is a rogue in league with the 
  Blackthorn orc encampment. He is telling the truth 
  when he says that he plans to hunt the Gnarley 
  spider silk and about his nemesis “The Teeth.” 
  Kassedan omits the part of the trip after he has 
  acquired the silk. The newly hired and usually 
  inexperienced guards are walked into a Blackthorn 
  ambush where they are subdued and sold into 
  slavery. Their gear is likewise purchased by the 
  Blackthorn orcs. Kassedan has been running this 
  scheme out of several settlements south of the 
  Gnarley. He plans to retire the scheme soon with 
  the profits he has made and move on to another 
  venture before anyone grows suspicious of his 
  spider silk expeditions. 
  The second story overheard at the Three Bells is a 
  bard’s tale of a run down hunting lodge chanced 
  upon in the Gnarley. The teller of the tale, 
  Hermanthe, is a female human bard. 
  A beautiful raven-haired female human spins a 
  tale about a group of adventurers who sheltered 
  at a hunting lodge, deep in the Gnarley. “In the 
  dark of night the very trees started to close in on 
  them. Branches scraped against the walls and 
  roots burrowed through the floorboards of the 
  lodge. The adventurers fled for their lives. Once 
  they were a good ways off, they looked back 
  and saw a lone man in a dark robe flanked by 
  two giant insect creatures.” The woman leans 
  forward and looks at (insert character name) 
  “Have you heard of Pheol of Thom? The mad 
  mage Pheol was expelled from the Collegia 
  Arcane for experimenting with strange insects 
  and plants. He hasn’t been heard from for over 
  twenty years. The adventurers of our tale never 
  returned to the lodge and only spoke about it to 
  their closest friends. Did they find Pheol of 
  Thom? Does his lodge still lay hidden in the 
  Gnarley?” 
  Questioning Hermanthe on the subject of Pheol 
  of Thom further reveals that he used to dwell in the 
  tower on Merroc’s rock, now used as a lighthouse 
  to guide shipping traffic along the Velverdyva River. 
  Hermanthe is very charismatic and makes it 
  known to any of the players that show an interest in 
  looking for the lodge that she would like more 
  
  The Trade 
   
  Page 5 
  information for her ballads. “I would be very thankful 
  for any information that you can bring me about the 
  legend of the sentient plants and the giant insects,” 
  she tells interested characters. “If you agree to 
  quest for the information I seek, I will cast spells 
  that will offer you some protection from the poison 
  spiders of the Locdrathnaii. Mind you, these spells 
  will protect you just long enough to flee an ambush; 
  the spiders of the Locdrathnaii have more evil than 
  just their poison and should not be trifled with.” She 
  offers to cast Delay Poison @ 14 hour duration 
  on each party member who agrees to help 
  investigate the rumors. She casts these spells and 
  only these spells immediately before the players 
  set out upon their journey to the Gnarley. 
  Players may agree to look into the rumors for 
  Hermanthe while on the hunt for Gnarley spider silk 
  with Kassedan. 
  Encounter One: The Teeth 
  In Encounter One, Kassedan is attacked by “The 
  Teeth,” Ozymandias’ druidic companion bear. “The 
  Teeth” has been patrolling this section of the 
  Gnarley on Ozymandias’ orders in an effort to 
  thwart Kassedan’s return and consequent further 
  harm to the forest. 
  “The Teeth” attacks Kassedan to the exclusion 
  of all others, pushing past other attackers in an 
  attempt to reach him. 
  Kassedan is overcome by fear at the onslaught of 
  “The Teeth.” He attempts to climb a tree, shouting 
  “Not the other arm!” The Bear attempts to subdue 
  Kassedan and drag him back to Ozymandias’ 
  grove. 
  “The Teeth” flees when it reaches half its total 
  hit points. If the players follow “The Teeth,” it 
  returns to Ozymandias. If they pursue it into the 
  Druid’s grove, they will have some explaining to do. 
  Kassedan does not follow the bear and urges the 
  players to let it go so that they can reach the 
  hatchling kennels as soon as possible. (He doesn’t 
  want to screw up his ambush rendezvous.) 
  This encounter sets the tone for the rest of the 
  module. Should the players refrain from slaying “The 
  Teeth,” Ozymandias may be convinced to help the 
  players later. If the players slay the bear, 
  Ozymandias 
  only 
  acts 
  aggressively 
  when 
  encountered later. 
  “The Teeth,” black bear: hp 24; Monster Manual 
  269. 
  Encounter Two: Locdrathnaii 
  Encounter Two takes the players to the edge of 
  Locdrathnaii. Kassedan tells them that he will await 
  their return at the edge of the deforested area. He 
  claims that he is unable to effectively negotiate 
  some of the barriers erected by the “spider folk” with 
  only one arm. The players are instructed to 
  negotiate the webs and find the hatchling kennels, 
  where the young hatchlings produce the finer silk 
  that is used to make Gnarley spider silk cloth. 
  Toxic Spider Webs: The players are instructed by 
  Kassedan not to touch the hatchling silk with their 
  bare hands as it is mildly toxic and worthless until 
  treated by him in preparation for use in the thread-
  making process (this is a lie and is intended to 
  discourage the more enterprising players from 
  simply taking the silk and failing to return to 
  Kassedan). 
  It is true that the larger webs have a mild toxicity to 
  them. It is actually this property that has been 
  leaching out of the web-covered sections of the 
  Gnarley and into the forest floor, poisoning the 
  vegetation with its high concentrations of lead and 
  other toxins. Each player must make a successful 
  Balance check (DC 10) as they pass through the 
  spider webs ringing Locdrathnaii. A failed Balance 
  check results in a brush with the toxic webbing 
  (contact poison, DC 10 Fortitude save resists, 1 
  Con/1 Con and sickened [-2 attack, -2 damage, 
  -2 saves, -2 ability and skill checks] for 24 hours) 
  (delay poison spell delays the onset of these 
  effects). 
  The Hatchling Kennels: The players encounter 
  the hatchlings. They are in a corral made of fallen 
  logs and debris webbed together into a large 
  enclosed “playpen” with an easily opened gate. If 
  the players leave the hatchlings alone, they scuttle 
  to the back of the kennel. Some of the hatchlings 
  are in humanoid form and look like babies crawling 
  around. Others are in half-spider or spider form. If 
  the hatchlings are cornered, or the players 
  attempt to capture, contain or harm them, they 
  shift to humanoid baby form and begin to cry. 
  This summons an Aranea adult who arrives 
  after 3 rounds and attacks. 
  Aranea: hp 22; Monster Manual 15. 
  The creature attempts to subdue party members 
  for ransom and questioning by webbing them and 
  casting enchantment spells. 
  
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  If the party is foolish enough to try to capture the 
  hatchlings and then decides to stay and fight the 
  Aranea, emphasize the continued crying of the 
  hatchlings and far off scuttling noises that get 
  closer and louder each round. If the party members 
  have not fled by round 8, they are captured as 
  dozens of Aranea converge on the hatchling 
  kennels to assist. 
  Captured Players: The idea is that the Aranea 
  should NEVER have to show up. Cautious players 
  will not upset the hatchlings, going about the 
  business of collecting the silk and leaving. Should 
  the players cause the hatchlings to cry, the Aranea 
  are summoned. Care should be taken to give the 
  players every opportunity to flee. The Aranea are 
  powerful foes for first level adventurers to overcome. 
  In the event that the players are insistent on fighting 
  the Aranea and are captured, allow them to be 
  ransomed after 1d2 time units have passed for 25 
  gp. If any of the players cannot pay the ransom fee, 
  allow a “concerned relative or benefactor” to pay the 
  fee for them and allow an additional 1d2 time units 
  to pass. The Aranea of Locdrathnaii have no use for 
  the player’s gear and return it with the player when 
  he is ransomed. Players do not have to pay upkeep 
  for any time units during which they are held by the 
  Aranea. 
  No Pursuit: The Aranea do not pursue fleeing 
  players. 
  The Gnarley spider silk: Littering the floor of the 
  hatchling kennel are 14 patches of the fine spider 
  silk that Kassedan seeks. Collecting the silk takes 
  one round per patch per player actively searching 
  and requires a successful Search check (DC 5) for 
  each patch. The players cannot take 10 or 20 on 
  the Search check as this is a stressful situation. 
  Treasure: 14 patches of spider silk worth 5 gp per 
  character each. 
  Encounter Three: Blackthorn 
  Ambush! 
  The players return with or without the silks to the 
  edge of the deforested area. Kassedan has taken 
  the time to prepare an ambush with the help of the 
  Blackthorn orcs. When the orcs spring the ambush 
  upon the players, they attempt to capture and 
  subdue them without killing them. 
  Smeared with Mud: Kassedan is sitting in the 
  middle of the clearing, waiting to spring the 
  ambush. He is covered with the black pungent mud 
  that is used by the Blackthorn orcs to repel the 
  swarms of bees unleashed by their clay pots. The 
  players notice the mud easily and may become 
  suspicious. 
  If they voice their concerns to 
  Kassedan, he dismisses it as being caused by 
  falling in the mud earlier. He tells them he is tired of 
  his “bad luck” and comments that he may well retire 
  after this trip. He asks about the silks and attempts 
  to put the players at ease until they approach him. 
  The Blackthorn orcs attack as soon as the players 
  approach Kassedan. If any of the players become 
  suspicious and decide to look around, allow them to 
  make a Spot check (DC 18) to notice the ambush. 
  If the players are unaware of the orcs, give the orcs 
  a surprise round when they attack. 
  Kassedan doesn’t stick around: Kassedan does 
  not take part in the fight, preferring to allow the 
  Blackthorn orcs to do the dirty work. Move him out 
  of sight as soon as possible. As soon as he is out 
  of sight, he makes his way to the Blackthorn 
  encampment with the intention of being paid by the 
  chief for the captives that are sure to follow... 
  Questioning captive orcs: Should the party win 
  the fight and then attempt to question any orc 
  survivors, the orcs report that they have been 
  trading silk to Kassedan for arms, armor, and 
  slaves for some time now under the direction of their 
  divine pendragon, Gulthias. 
  Tracking Kassedan: If the players win the fight or 
  escape and attempt to track Kassedan and/or 
  follow the orc tracks back to their origin, allow them 
  to make a Survival check (DC 10) to succeed (a 
  character does not have to have the Track feat to 
  follow tracks with a DC of 10; Player’s Handbook 
  101). If they are following Kassedan as he attempts 
  to flee the battle, then they don’t need to track him, 
  though this would be an odd turn of events as there 
  are all those orcs and bees to deal with... 
  Tactics: The orcs throw their two clay pots into the 
  camp center as soon as they are in range (range 
  increment 10 ft., maximum of five increments, see 
  Player’s Handbook 158 for rules on thrown splash 
  weapons). Each pot contains a bee hive as detailed 
  below. The orcs then charge with melee weapons, 
  attempting to subdue the party. 
  Bee pots: These nasty bee laden clay pots shatter 
  upon impact, releasing a cloud of bees. 
  The orcs have smeared themselves with a foul 
  smelling mud that repels the bees; hence they 
  ignore the affects of occupying the same square as 
  a swarm. Each swarm of bees remains in the 
  
  The Trade 
   
  Page 7 
  location where its pot hit for 5 rounds then 
  disperses (disappearing for the purpose of combat). 
  Creatures: 
  Blackthorn orcs (6): hp 4 each; Monster Manual 
  203 with following changes: they have 4 hp and 10 
  Con; they are armed with short swords and wear 
  leather armor. 
  Bee Swarms (2): hp 9 each; as Spider Swarm from 
  Monster Manual 239 with following changes: the 
  swarm does 1d4 damage, it flies instead of climbs, 
  it does not have tremorsense, and its poison 
  damage is 1d2 Con/1d2 Con. 
  Kassedan, Male Half-Orc Rog3: hp22; Appendix 
  A 
  Treasure: The orc gear is of poor quality and 
  fetches virtually nothing if sold. They have no 
  treasure. Kassedan’s gear is worth 30 gp per 
  player. 
  Development: If any of the players are captured, 
  they are taken to the Blackthorn orc encampment 
  and put into shackles. See the description of the 
  first outbuilding in Encounter Five. 
  Encounter Four: 
  Ozymandias’ Lodge 
  Players who escape from Kassedan’s ambush find 
  Ozymandias’ cottage soon thereafter. If they are 
  following the tracks of Kassedan and/or the orcs, 
  they spot the lodge far off through a break in the 
  trees. 
  If the players subdued or merely drove off “The 
  Teeth” in Encounter One, Ozymandias may help 
  them. If the players harmed “The Teeth” in 
  Encounter One, they will be hard pressed to receive 
  any aid from Ozymandias. If “The Teeth” was killed, 
  Ozymandias refuses to aid the party and may even 
  attack belligerent or threatening party members. 
  Having left the aftermath of Locdrathnaii behind, 
  you stumble upon a well kempt hedge made of 
  high thorn and brambles entwined tightly 
  enough so as to prevent entrance and egress by 
  all but the smallest of rodents. The edge of the 
  web-covered canopy extends to this wall. A 
  portion of the thorn and bramble hedge has 
  been webbed over and is dead or dying. This 
  section of the hedge wall looks like it could be 
  cleared away to allow entry through the wall. 
  There is also a gate in the wall that is made of 
  oak. 
  (The gate is magically held fast though players 
  shouldn’t need to use it as the dead section of 
  brambles is easily cleared) 
  Looking through the dead section of the hedge: 
  Inside the hedge wall you can see a well-
  manicured lawn with dozens of different types of 
  small flower plots and various other odd plants. 
  A small cottage with shuttered windows and a 
  door similar to that of the gate stands in the 
  middle of the lawn. A human in brown robes is 
  busily tending to the various plants and singing 
  to himself. 
  A successful Knowledge (nature) check (DC 10) 
  reveals that most of these plants are not native to 
  this section of the Gnarley, or the Dyvers area for 
  that matter. 
  This is Ozymandias, the Druid who is described in 
  the 
  introduction. 
  Some 
  players 
  may 
  know 
  Ozymandias from the mini-module “A Simple 
  Task” by James Poppe. Ozymandias brooks few 
  intrusions and feels that anyone who travels this 
  deep into the Gnarley has either come to pillage the 
  forest or to spy upon him. He is aware of 
  Kassedan’s handiwork within the hatchling kennels. 
  The thefts of the spider silk have caused the Aranea 
  of Locdrathnaii to launch several patrols. Failing to 
  capture Kassedan, the Aranea took precautions to 
  prevent his return by webbing large sections of the 
  Gnarley around Locdrathnaii. The accumulation of 
  leaves and debris within the webs has caused a 
  canopy shadow that has deforested large local 
  sections, including a portion of Ozymandias’ grove. 
  The leaching of toxins and heavy metals from the 
  webbing into the soil is further cause for the 
  deforestation effect. The druid is none too happy 
  about this turn of events. He calls any druids or 
  rangers in the party “traitors from that muck-hole of 
  a city to the north” (Dyvers) until they convince him 
  of their good intentions (if any). 
  If the players did not kill “The Teeth” and 
  attempt to convince Ozymandias of their good 
  intentions: let them verbalize their position and 
  then have the character that does most of the 
  talking roll a Diplomacy check. If they subdued or 
  merely drove off “The Teeth” in Encounter One, use 
  the first DC listed. If they harmed “The Teeth” in 
  Encounter One, use the second DC listed. 
  Remember that Diplomacy is no substitute for role-
  play. Let them butt heads with this obstinate and 
  
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  somewhat rotten S.O.B. of a druid through role-play 
  first, and then ask them to roll dice with the results 
  listed below: 
  Diplomacy check (DC 10 or 15): Ozymandias 
  gives the players directions to the Blackthorn 
  encampment. 
  Diplomacy check (DC 15 or 20): As above plus 
  Ozymandias casts any spells in his retinue to aid 
  the party. The most likely spell for him to cast is 
  cure light wounds on an injured party member. 
  Diplomacy check (DC 20 or 25): As above plus 
  Ozymandias commands Fredrick and Cristoph to 
  accompany the party with the command to defend 
  the party member that impresses him the most. 
  Note that they defend only the character they 
  were commanded to against opponents who 
  physically attack him/her. They do not follow any 
  other commands given to them by the party 
  (including charging the camp, if the party tries to 
  get them to do that). 
  Ozymandias does not leave his grove. If asked 
  to accompany them, he states that he is busy 
  repairing the damage to his hedge wall. 
  Creatures: 
  Ozymandias, 
  Male 
  Human 
  Drd4: 
  hp 
  19; 
  Appendix A. 
  “The Teeth,” Black Bear: hp 24; Monster Manual 
  269. 
  Fredrick and Cristoph, Wolves (2): hp 13, 13; 
  Monster Manual 283. 
  Deidre, Hawk: hp 4; Monster Manual 273. 
  Encounter Five: Blackthorn 
  Encampment 
  The Blackthorn encampment consists of a 10-foot-
  high wooden palisade that surrounds two wooden 
  outbuildings and a cave. The palisade has a single 
  gate with two 10-foot-wide doors that are barred 
  from the inside with two large logs. 
  The first outbuilding is for supplies and also 
  houses Gnarley spider silk and stolen arms and 
  armor. It also has several wall shackles for slaves 
  (though no slaves are currently present unless one 
  or more players were captured, in which case they 
  are here along with their equipment). If most or all of 
  the party were captured, they are put here in 
  shackles. After a day in confinement, one of the 
  players is able to break free and can free the rest of 
  the party. 
  The second outbuilding is a den for the black wolf 
  that the orcs use to patrol the forest around the 
  compound at night and his orc trainer. 
  Daytime: If the players approach the camp in the 
  day, the wolf and his trainer are sleeping in the 
  second outbuilding and can be surprised. They 
  attack any non-orc who enters the building. 
  At night: the wolf and his trainer are patrolling 
  around the outside of the compound and may spot 
  the players approach (Spot check versus the 
  players’ Hide check, or a Spot check (DC 5) if the 
  players are making no effort to be stealthy). 
  Creatures: 
  Wolf: hp 14; Monster Manual 283. 
  Orc Trainer: hp 5; Monster Manual 203 with 
  following exceptions: he is armed with a short 
  sword and a dagger and wears leather armor. 
  The 
  Cave: 
  contains 
  the 
  remainder 
  of 
  the 
  Blackthorn orcs and their acting chief. There are 
  straw pallets for about 50 orcs here. Most of these 
  orcs are campaigning against the Dyvers Ring of 
  Steel. Only 6 orcs and their acting chief remain in 
  the camp: 
  Creatures: 
  Orcs (6): hp 4 each; Monster Manual 203 with 
  following exceptions: they have 4 hp and 10 Con; 
  they are armed with short swords and wear leather 
  armor. 
  Orc Acting Chief: hp 8; Monster Manual 203 with 
  following exceptions: he has 8 hp and he is armed 
  with a battleaxe and a dagger. 
  Kassedan, Male Half-Orc Rog3: hp22; Appendix 
  A. Kassedan is here if he escaped the ambush. He 
  is a coward. If he is threatened he tries to bluster 
  and threaten his way out. If that doesn’t work he 
  cowers and whines. If the players force him into a 
  corner and are intent on taking his life he fights to 
  escape. 
  Treasure: Arms, armor, and supplies worn by orcs 
  or in storage at their encampment worth a total of 
  250 gp per player. The players can also get 
  Kassedan’s gear here if they did not get it in 
  Encounter Three. 
  
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  Denouement 
  When the party returns to Dyvers, they may wish to 
  sell the proceeds of their adventure (spider silk, 
  captured armor, etc). They may also want to inform 
  the constabulary of Kassedan, or even turn him in if 
  they managed to capture him. As the maximum 
  treasure each character can earn for this adventure 
  is 400 gp, any amount above that is confiscated by 
  Dyvers authorities upon the player’s return. Role-
  play this as it occurs with the understanding that 
  the constabulary takes Kassedan into custody, 
  other authority groups act according to their nature 
  and any special interest groups that are reported to 
  (the Ring of Steel, the Alliance, whomever the 
  players feel warrants a report) also act according to 
  their respective natures. 
  Treasure: A reward of up to 50 gp to each 
  character for Kassedan’s capture and/or information 
  received (including information given to Hermanthe) 
  may be doled out. 
  Experience Point Summary 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign 
  the discretionary role-playing experience award. The 
  role-playing award should be given for consistent 
  character portrayal and contribution to the fun of the 
  game. You can award different role-playing amounts 
  to different characters. 
  Award the total value (objectives plus role-playing) 
  to each character. 
  Introduction 
  Inquiring about Hermanthe’s story and agreeing to 
  look into the rumor of Pheol of Thom’s lodge: 
  30 xp 
  Encounter One 
  For NOT slaying “The Teeth”: 
  30 xp 
  Encounter Two 
  Acquiring the Hatchling silk without alerting the 
  Aranea adults: 
  60 XP 
  Encounter Three 
  Defeating or avoiding the Blackthorn orc ambush: 
  60 XP 
  Encounter Four 
  Gaining the assistance of Ozymandias (made a 
  successful Diplomacy check): 
  60 XP 
  Encounter Five 
  Defeating the Blackthorn orc encampment: 
  120 XP 
  Bringing Kassedan to justice in Dyvers and or 
  informing at least one organization important to the 
  players concerning Kassedan’s slave trade and 
  weapon smuggling conspiracy with the Blackthorn 
  orcs.  
  30 XP 
  Role-Playing Experience 
  60 XP 
  Total Possible Experience 
  450 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 
  
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  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, sum all encounters 
  and write the total in the “GP Gained” field of the 
  adventure record. Because this is a Regional 
  scenario, characters may spend additional Time 
  Units to practice professions or create items 
  immediately after the adventure. 
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables; M = Magic 
  Items. 
  Encounter Two 
  Loot: 70 gp - 14 patches of spider silk. 
  Encounter Three 
  Loot: 30 gp - Kassedan’s gear 
  Encounter Five 
  Loot: 250 gp - Arms, armor, and supplies worn by 
  orcs or in storage at their encampment. 
  Denouement 
  Coin: 50 gp - Various and sundry rewards from 
  Dyvers groups. 
  Total Possible Treasure 
  400 gp 
  
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  APPENDIX A 
  Monster/NPC Listing: 
  Introduction 
  Kassedan, Male Half-Orc Rog3: CR 3; Medium 
  Humanoid (Orc); HD 3d6+6; hp 22; Init +6; Spd 30 ft.; 
  AC 16, touch 12, flat-footed 14 [+2 Dex, chain shirt]; 
  Base Atk +2; Grap +5; Atk +5 melee (1d6+3/19-20, 
  short sword) or +5 ranged (1d8/19-20, light crossbow); 
  Full Atk +5 melee (1d6+3/19-20, short sword) or +5 
  ranged (1d8/19-20, light crossbow); SA sneak attack 
  +2d6; SQ darkvision 60 ft., evasion, trap sense +1; AL 
  LN; SV Fort +3, Ref +5, Will +1; Str 16, Dex 14, Con 14, 
  Int 12, Wis 10, Cha 12. 
  Skills: Bluff +7, Disguise +7, Gather Information +7, 
  Hide +6, Move Silently +6, Open Locks +8, Sleight of 
  Hand +6, Sense Motive +6, Tumble +6. 
  Feats: Improved Initiative, Quickdraw. 
  Languages: Common, Giant, and Orc 
  Physical Description: A six foot tall man obviously not 
  of pure human descent. He has course black hair and 
  a pronounced jaw. His left arm is missing below the 
  elbow and the scar looks fresh. 
  Possessions: chain shirt, short sword, light 
  crossbow, 10 masterwork bolts, potion of mage armor 
  (cl1, fnt, abj), 2 potions of cure light wounds (cl1, fnt, 
  con), 5 gp. 
  Encounter 1 
  “The Teeth,” Animal, Bear, Black: CR 2; Medium 
  Animal; HD 3d8+6; hp 24; Init +1; Spd 40 ft.; AC 13, 
  touch 11, flat-footed 12 [+1 Dex, +2 natural]; Base Atk 
  +2; Grap +6; Atk +6 melee (1d4+4, claw); Full Attack +6 
  melee (1d4+4, 2 claws) and +1 melee (1d6+2, bite); 
  SQ low-light vision, scent 30 ft.; AL N; SV Fort +5, Ref 
  +4, Will +2; Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6. 
  Skills: Climb +4, Listen +4, Spot +4, Swim +8. 
  Feats: Endurance, Run. 
  Encounter 2 
  Aranea: CR 4; Medium Magical Beast 
  (Shapechanger); HD 3d10+6; hp 22; Init +6; Spd 50 ft., 
  climb 25 ft.; AC 13, touch 12, flat-footed 11 [+2 Dex, +1 
  natural]; Base Atk +3; Grap +3; Atk +5 melee 
  (1d6+poison, bite) or +5 ranged, (special, web); Full 
  Atk +5 melee (1d6+poison, bite) or +5 ranged, (special, 
  web); SA poison, spells, web; SQ change shape, 
  darkvision 60 ft., low-light vision; AL N; SV Fort +5, Ref 
  +5, Will +4; Str 11, Dex 15, Con 14, Int 14, Wis 13, Cha 
  14. 
  Skills: Climb +14 (can always take 10), 
  Concentration +8, Escape Artist +5, Jump +13, Listen 
  +6, Spot +6. 
  Feats: Improved Initiative, Iron Will, Weapon Finesse. 
  Languages: Common and Sylvan. 
  Change Shape (Su): change to small or medium 
  humanoid (cannot use bite, webs, or poison) or 
  medium spider-humanoid hybrid (appears as 
  humanoid, DC 18 Spot check to reveal fangs and 
  spinnerets, can bite, webs, poison, move 30 ft.). Dispel 
  magic or death does not cause form change. True 
  seeing spell reveals true form. 
  Poison (Ex): Bite, DC 13 Fort, 1d6 Str/2d6 Str 
  Web (Ex): In spider or hybrid form, 6/day, 10 ft. range 
  (up to 5 range increments), up to large size target, 
  entangles target, DC 13 Escape Artist to escape or DC 
  17 Strength to burst free, web has 6 hp’s, hardness 0, 
  takes double damage from fire. 
  Physical Description: It appears to be a monstrous 
  spider, but it has two small humanlike arms below its 
  mandibles. 
  Sorcerer Spells Known (6/6; save DC 12 + spell 
  level):0—daze, ghost sound, light, mage hand, 
  open/close; 1st—charm person, color spray, sleep. 
  Encounter 3 
  Orc, War1: CR 1/3; Medium Humanoid (Orc); HD 
  1d8; hp 4; Init +0; Spd 30 ft.; AC 12, touch 10, flat-footed 
  12 [leather]; Base Atk +1; Grap +4; Atk +4 melee 
  (1d6+3/19-20, short sword) or +4 melee (1d4+3/19-20, 
  dagger) or +1 ranged (1d4+4, dagger); Full Atk +4 
  melee (1d6+3/19-20, short sword) or +4 melee 
  (1d4+3/19-20, dagger) or +1 ranged (1d4+4, dagger); 
  SQ darkvision 60 ft., light sensitivity; AL CE; SV Fort +2, 
  Ref +0, Will -2; Str 17, Dex 11, Con 10, Int 8, Wis 7, Cha 
  6. 
  Skills: Listen +1, Spot +1. 
  Feats: Alertness. 
  Languages: Common and Orc 
  Physical Description: Primitive human-like creature 
  with gray skin, coarse hair, stooped posture, low 
  forehead, and porcine face with prominent lower 
  canines that resemble a boar’s tusks. 
  Possessions: leather armor, short sword. 
   
  Swarm, Bee (Adapted from Spider Swarm): CR 1; 
  Diminutive Vermin (Swarm); HD 2d8; hp 9; Init +3; Spd 
  20 ft., fly 20 ft.; AC 17, touch 17, flat-footed 14 [+4 size, 
  +3 Dex]; Base Atk +1; Grap -; Atk swarm (1d4+poison); 
  Full Atk swarm (1d4+poison); Face/Reach 10 ft./0 ft.; 
  SA distraction, poison; SQ darkvision 60 ft., swarm, 
  vermin; AL N; SV Fort +3, Ref +3, Will +0; Str 1, Dex 17, 
  Con 10, Int -, Wis 10, Cha 2. 
  Skills: Listen +4, Spot +4. 
  Feats: None 
  Swarm (Ex): not subject to criticals, flanking, 
  tripping, grappling, bull rushing, immune to weapon 
  damage. Immune to spells/effects that target specific 
  number of creatures. +50% damage from area 
  spells/effects. Susceptible to high winds (see DMG 95, 
  MM 317). Susceptible to fire (see MM 237). 
  
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  Distraction (Ex): living creature that begins turn w/ 
  spider swarm in its space must succeed at a DC 11 
  Fort save or be nauseated (only make single move 
  action) for 1 round. Concentration check to cast spells 
  or use skills requiring patience and concentration (DC 
  20 + SL). 
  Poison (Ex): swarm, DC 11 Fort, 1d2 Con/1d2 Con. 
  Physical Description: A horrible, swarming army of 
  large bees. 
   
  Kassedan, Male Half-Orc Rog3: See Introduction. 
  Encounter 4 
  Ozymandias, Male Human Drd4: CR 4; Medium 
  Humanoid (Human); HD 4d8+8; hp 19; Init +2; Spd 20 
  ft.; AC 18, touch 12, flat-footed 16 [+2 Dex, +1 hide 
  armor, heavy wooden shield]; Base Atk +3; Grap +4; Atk 
  +5 melee (1d6+1/18-20, mw scimitar) or +4 melee 
  (1d4+1/19-20, dagger) or +6 ranged (1d4+1, mw sling) 
  or +5 ranged (1d4+1/19-20, dagger); Full Atk +5 melee 
  (1d6+1/18-20, mw scimitar) or +4 melee (1d4+1/19-20, 
  dagger) or +6 ranged (1d4+1, mw sling) or +5 ranged 
  (1d4+1/19-20, dagger); SA nature sense, animal 
  companion, wild empathy, woodland stride; SQ 
  trackless step, resist nature’s lure; AL N; SV Fort +6, 
  Ref +5, Will +6; Str 12, Dex 14, Con 14, Int 10, Wis 14, 
  Cha 10. 
  Skills: Concentration +9, Handle Animal +3, 
  Knowledge (nature) +7, Spellcraft +4, Survival +9. 
  Feats: Track, Spell Focus (evocation), Lightning 
  Reflexes. 
  Languages: Common and Druidic. 
  Trackless Step (Ex): Leaves no trail, cannot be 
  tracked. 
  Resist Nature’s Lure (Ex): +4 to saves vs. spell-like 
  abilities of feys. 
  Nature Sense (Ex): +2 to knowledge (nature) and 
  survival checks. 
  Wild Empathy (Ex): Improve attitude of animal (same 
  as diplomacy). 1d20+druid level+Cha. 30 ft., 1 minute 
  to perform. Can also use on magical beast with Int of 2 
  or less at -4 penalty. 
  Woodland Stride (Ex): Move through natural thorns, 
  briars, etc. at normal speed w/o suffering damage or 
  other impairment. However magic still affects him. 
  Physical Description: A tall blonde man with brown 
  weathered skin dressed in brown robes. His face is 
  clean shaven and gaunt. 
  Possessions: +1 hide armor (cl3, fnt, abj), heavy 
  wooden shield, mw scimitar, mw sling, 10 mw bullets, 
  dagger, brooch of shielding (20 ch) (cl1, fnt, abj), 
  walking stick. 
  Druid Spells Prepared (5/4/3; save DC 12 + spell 
  level [14 + spell level for evocation]):0—cure minor 
  wounds, flare, mending, read magic, resistance; 1st—
  cure light wounds, entangle, magic fang, obscuring 
  mist; 2nd—barkskin, bull’s strength, flaming sphere. 
   
  Deidre, Animal, Hawk: CR 1/3; Tiny Animal; HD 1d8; 
  hp 4; Init +3; Spd 10 ft., fly 60 ft. (average); AC 17, touch 
  15, flat-footed 14 [+2 size, +3 Dex, +2 natural]; Base Atk 
  +0; Grap -10; Atk +5 melee (1d4-2, talons); Full Atk +5 
  melee (1d4-2, talons); S/R 2.5x0; SQ low-light vision; 
  AL N; SV Fort +2, Ref +5, Will +2; Str 6, Dex 17, Con 10, 
  Int 2, Wis 14, Cha 6. 
  Skills: Listen +2, Spot +14. 
  Feats: Weapon Finesse. 
   
  Frederick and Cristoph, Wolves: CR 1; Medium 
  Animal; HD 2d8+4; hp 13 each; Init +2; Spd 50 ft.; AC 
  14, touch 12, flat-footed 12 [+2 Dex, +2 natural]; Base 
  Atk +1; Grap +2; Atk +3 melee (1d6+1, bite); SA trip; SQ 
  low-light vision, scent 30 ft.; AL N; SV Fort +5, Ref +5, 
  Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6. 
  Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, 
  Survival +1 (+5 tracking by scent). 
  Feats: Track, Weapon Focus (bite). 
  Trip (Ex): Bite attack, attempt trip (at +1) as free 
  action w/o touch attack or provoking Attack of 
  Opportunity. Cannot be tripped back. 
   
  “The Teeth,” Animal, Bear, Black: See Encounter 
  One. 
  Encounter 5 
  Orc Trainer, War1: CR 1/2; Medium Humanoid 
  (Orc); HD 1d8+1; hp 5; Init +0; Spd 30 ft.; AC 12, touch 
  10, flat-footed 12 [leather]; Base Atk +1; Grap +4; Atk +4 
  melee (1d6+3/19-20, short sword) or +4 melee 
  (1d4+3/19-20, dagger) or +1 ranged (1d4+4, dagger); 
  Full Atk +4 melee (1d6+3/19-20, short sword) or +4 
  melee (1d4+3/19-20, dagger) or +1 ranged (1d4+4, 
  dagger); SQ darkvision 60 ft., light sensitivity; AL CE; SV 
  Fort +3, Ref +0, Will -2; Str 17, Dex 11, Con 12, Int 8, 
  Wis 7, Cha 6. 
  Skills: Listen +1, Spot +1. 
  Feats: Alertness. 
  Languages: Common and Orc 
  Physical Description: Primitive human-like creature 
  with gray skin, coarse hair, stooped posture, low 
  forehead, and porcine face with prominent lower 
  canines that resemble a boar’s tusks. 
  Possessions: leather armor, short sword, dagger. 
   
  Wolf: CR 1; Medium Animal; HD 2d8+4; hp 14; Init 
  +2; Spd 50 ft.; AC 14, touch 12, flat-footed 12 [+2 Dex, 
  +2 natural]; Base Atk +1; Grap +2; Atk +3 melee 
  (1d6+1, bite); SA trip; SQ low-light vision, scent 30 ft.; 
  AL N; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 
  15, Int 2, Wis 12, Cha 6. 
  Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, 
  Survival +1 (+5 tracking by scent). 
  Feats: Track, Weapon Focus (bite). 
  
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  Trip (Ex): Bite attack, attempt trip (at +1) as free 
  action w/o touch attack or provoking Attack of 
  Opportunity. Cannot be tripped back. 
   
  Orc Acting Chief, War1: CR 1/2; Medium Humanoid 
  (Orc); HD 1d8+1; hp 8; Init +0; Spd 30 ft.; AC 13, touch 
  10, flat-footed 13 [studded leather]; Base Atk +1; Grap 
  +4; Atk +4 melee (1d8+4/x3, battle axe) or +4 melee 
  (1d4+3/19-20, dagger) or +1 ranged (1d4+3, dagger); 
  Full Atk +4 melee (1d8+4/x3, battle axe) or +4 melee 
  (1d4+3/19-20, dagger) or +1 ranged (1d4+3, dagger); 
  SQ darkvision 60 ft., light sensitivity; AL CE; SV Fort +3, 
  Ref +0, Will -2; Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 
  6. 
  Skills: Listen +1, Spot +1. 
  Feats: Alertness. 
  Languages: Common and Orc 
  Physical Description: Primitive human-like creature 
  with gray skin, coarse hair, stooped posture, low 
  forehead, and porcine face with prominent lower 
  canines that resemble a boar’s tusks. 
  Possessions: studded leather armor, battle axe, 
  dagger. 
   
  Orc, War1: CR 1/3; Medium Humanoid (Orc); HD 
  1d8; hp 4; Init +0; Spd 30 ft.; AC 12, touch 10, flat-footed 
  12 [leather]; Base Atk +1; Grap +4; Atk +4 melee 
  (1d6+3/19-20, short sword) or +4 melee (1d4+3/19-20, 
  dagger) or +1 ranged (1d4+4, dagger); Full Atk +4 
  melee (1d6+3/19-20, short sword) or +4 melee 
  (1d4+3/19-20, dagger) or +1 ranged (1d4+4, dagger); 
  SQ darkvision 60 ft., light sensitivity; AL CE; SV Fort +2, 
  Ref +0, Will -2; Str 17, Dex 11, Con 10, Int 8, Wis 7, Cha 
  6. 
  Skills: Listen +1, Spot +1. 
  Feats: Alertness. 
  Languages: Common and Orc 
  Physical Description: Primitive human-like creature 
  with gray skin, coarse hair, stooped posture, low 
  forehead, and porcine face with prominent lower 
  canines that resemble a boar’s tusks. 
  Possessions: leather armor, short sword. 
   
  Kassedan, Male Half-Orc Rog3: See Introduction. 
   
  
   
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  Appendix B 
  Maps: 
   
  
   
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