TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of 
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit 
  www.wizards.com/d20. 
   
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. 
  Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the 
  adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at 
  beldred@midsouth.rr.com.  For LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  YEO6-03 
   
   
   
   
  Of My Enemy 
  A One-Round D&D® LIVING GREYHAWKTM  
  Yeomanry Regional Adventure 
  Version 1.0.2 
   
  by G. Havard Albright, Jr. 
  Reviewer: Yeomanry Triad 
   
  Circle Reviewer: Steven Conforti 
  Playtesters: X 
   
   
   
  Politics may make strange bedfellows indeed. Even in so traditional a place as the Yeomanry, strange 
  things may happen, for “An enemy of my enemy…” A Yeomanry regional adventure for APLs 8-12 and 
  resolution of prisoners of war taken in YEO5-06 Broken Spear. 
   
  Note: This adventure will be of particular interest to non-Elf, role-playing, fighter-heavy parties willing to 
  serve the best interests of the Yeomanry. Elves are discouraged from playing this module. Paladins may 
  be uncomfortable with the issues raised in this module. 
  
  YEO6-03 Of My Enemy 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA event from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  two (2) points.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com. 
  PLAYERS READ NO 
  FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need 
  copies of the following D&D books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information 
  on nonplayer characters (NPCs) and monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after 
  play. 
  You’ll 
  also 
  find 
  a 
  LIVING 
  GREYHAWK 
  Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To determine this modified Average 
  Party Level (APL) follow the steps below: 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), 
  other than those brought by virtue of a class 
  ability (such as animal companions, familiars 
  paladin’s mounts) or the warhorse of a 
  character with the Mounted Combat feat, use 
  the sidebar chart to determine the number of 
  levels you add to the sum of step one. Add 
  each character’s animals separately. A single 
  PC may only bring four or fewer animals of 
  this type, and animals with different CRs are 
  added separately.  
  3. Sum the results of step 1 and 2, and divide by 
  the number of characters playing in the 
  adventure. Round to the nearest whole 
  number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
  
  YEO6-03 Of My Enemy 
   
  Page 2 
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs face. APLS are given in 
  even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before the 
  adventure begins whether they would like to play a 
  harder or easier adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC can gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character receives only one-half of the experience 
  points and gold for the adventure. This simulates 
  the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level 
  characters to reach the objectives.  
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, 
  set in the Yeomanry.  Characters native to the 
  Yeomanry pay one Time Unit per round, all others 
  pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp 
  per Time Unit.  Rich Upkeep costs 50 gp per Time 
  Unit.  Luxury Upkeep costs 100 gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  adventure. 
   
  A character who does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild.  If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  ADVENTURE BACKGROUND 
  ABOUT THE YEOMANRY 
  The Yeomanry is situated in a valley between the 
  Jotens and the Tors in the southwest corner of the 
  Sheldomar Valley.  The moderately sized realm is 
  nearly surrounded by the Crystalmists and its 
  spurs, though its eastern border with Keoland is 
  generally regarded as the eastern bank of the 
  Javan across from the county of Cryllor.  Its border 
  continues south to where the great river enters the 
  Hool Marshes and the lands of the Sea Princes.  
  The climate is hot nearly year-round in the central 
  valley, though the temperature moderates as one 
  approaches the foothills, particularly in late fall and 
  winter.  The Yeomanry is a land populated 
  primarily by freemen farmers, who are mostly a 
  Suel-Flan mix. 
   
  The 
  Yeomanry 
  is 
  one 
  of 
  the 
  few 
  representative democracies in the Flanaess.  Any 
  citizen of majority, who has carried the spear for 
  the nation, either now or in the past, is eligible to 
  elect a spokesman on his behalf from his 
  # 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 
  
  YEO6-03 Of My Enemy 
   
  Page 3 
  community who serves in the Council of Common 
  Grosspokesmen in Loftwick.   
   
  The people of the Yeomanry are rural, 
  cloistered folk with little exposure to either 
  foreigners or magic.  They are religious and 
  superstitious, yet reservedly friendly to travelers.  
  Many Yeomen have served in the Militia and are 
  stout defenders of their homes. 
   
  You can learn more about the Yeomanry at its 
  official website: http://www.yeomanry.org. 
  BACKGROUND 
  The Drow have lived beneath the Yeomanry since 
  time immemorial. In fact, there is a good argument 
  for the setting of the original G-series modules in 
  our country, and the D-series running north 
  underneath us and the countries above us. Their 
  presence, however, is not and should never 
  become the “Forgotten Realms” dime-a-dozen 
  encounter. 
  The 
  reason 
  the 
  drow 
  are 
  not 
  encountered more often is as simple as it is 
  obvious—we stay out of their spaces and they 
  stay out of ours. The drow reside much deeper 
  than all but the deepest of human passages go, 
  and have little to look for in the land of the light. 
   
  Unknown to all but the oldest of the drow 
  matrons and priestesses, the drow suffered 
  horribly under Asberdies as the evil wizard 
  searched the land above and below for the magic 
  he sought to master. His reign above complete, he 
  unleashed unfathomable horrors below against the 
  drow and other subterranean races, driving them 
  deeper before him and taking what they left 
  behind. Their hatred for him was equal to the 
  same hatred that his surface subjects harbored. 
  Eventually, he stopped following. The drow were 
  unsure if he was dead or had simply become 
  involved elsewhere. They were loath to search out 
  the truth. 
   
  Other 
  threats, 
  from 
  the 
  other 
  sentient 
  subterranean races, took the role of enemy that 
  Asberdies had held, the derro and a new group, 
  the lerara, taking center stage as primary 
  enemies.  
   
  And so it has remained for several centuries; 
  humans free of Asberdies above, drow and derro 
  and lerara below. Recently however, the drow 
  priestesses have noticed some trends that seem 
  to 
  be 
  accelerating—humans 
  have 
  been 
  encountered below ground fighting both derro and 
  lerara, fighting both groups of the drow’s enemies, 
  and not staying to hold the land they have spilt 
  blood to secure. Other drow have encountered 
  groups 
  of 
  humans, 
  and 
  still 
  others 
  have 
  encountered monsters that can only signal the 
  return of Asberdies. What to make of all these 
  sudden invasions has puzzled some, but the 
  priestesses, always loyal to their Spider-Queen 
  and eager to find ways to weave their own webs 
  have stumbled blindly upon a plan hatched of just 
  such new intelligence. 
   
  A foolhardy slave who had been a priest of the 
  Church of Seven Faiths and a follower of Allitur 
  spoke strange words when he was interrogated by 
  a group of the mistresses in the drow citadel far 
  below—words that lingered on in these women’s 
  minds after the slave’s tongue had been ripped 
  from its mouth. He told them that man above had 
  freed himself of Asberdies and, though the 
  government above knew of the dreaded wizard’s 
  return, only a few hardy warrior-types and spells-
  for-hire seem to have been set against his 
  machinations so far. The slave said that the 
  government above would take allies in its battle 
  against Asberdies. The priestesses completed the 
  sacrifice joyfully, eager to pursue a new series of 
  intrigues, with a whole new playing field. 
   
  After much discussion, the high matron 
  decided to pursue the possible alliance, for 
  reasons of her own and with memories of human 
  invaders from some years before still in her mind. 
  Three families were chosen to represent the drow 
  to the humans, and to present the terms of the 
  alliance the drow seek. Once a month from then 
  on, a single slave was escorted close to the 
  surface with a simple coded message written in 
  undercommon and common asking the Yeomanry 
  government, if it wished, to send a party to escort 
  these 
  selected 
  representatives 
  to 
  discuss 
  possibilities of a treaty against common enemies, 
  both above and below, as well as providing a way 
  to respond to the message. In the months that 
  passed before the first slave successfully escaped 
  and the first message was received by way of 
  human wizards at some College or some such, 
  those three families began weaving their own 
  webs, looking forward to the opportunities that 
  being outside of the city as ambassadors might 
  provide… 
   
  ADVENTURE SUMMARY 
  Introduction A—PCs are on the road after having 
  been summoned to provide escort duty for a 
  “special interest group” to Hardwick Falls. 
   
  Introduction B—PC PRISONERS OF DROW- 
  Taken away and given “separate mission”. These 
  
  YEO6-03 Of My Enemy 
   
  Page 4 
  characters get to overhear some things as they 
  are ignored as slaves. 
   
  Encounter 1a- (Inbound Party) Fight versus 
  driders in tunnels on the way. 
   
  Encounter 1b- (Slave Party) Fight versus other 
  jealous slaves in pit to see which slaves will be 
  taken as “interpreters and bag-carriers.” 
    
  Encounter 2- (Welcome, Newcomers!) Party gets 
  to Drow place, gets reunited with slaves. Party is 
  given expectations, introduced to emissaries and 
  entourages. IF NO slave PCs, then NPCs are 
  provided as distractions/informants. 
   
  Encounter 3- (Family Politics) Party gets to know 
  drow. 
  Party 
  begins 
  to 
  move 
  out 
  through 
  underdark. NPC Drow respond to different party 
  members differently, showing different amounts of 
  willingness to interact with the party. 
   
  Encounter 4- (Meet the Neighbors!) A band of 
  Corellon Larethian extremists attack the camping 
  drow. The drow will only defend themselves if the 
  elves enter the daytents. The elves will only fire 
  volley after volley of arrows into the tents and 
  anyone leaving the tents…  
   
  Encounter 6- (What a Difference a Day) Moving 
  across the open land, two of the families whack 
  the third. It is quick, devastating, and ugly; HIGH 
  power is the name of the day. The party should 
  fear the combined might of the two families, but 
  tensions between these two should be clear from 
  the outset, and emphasized here, especially if the 
  party stepped in at all. 
   
  Encounter 7- (A Chance to Breathe) The PCs are 
  asked to take sides in the battle that is to come. 
   
  Encounter 8-(The Only Solution) A final showdown 
  between the two families. IF the party does 
  nothing, they gain no experience and the drow 
  fates determine the victor. If the party takes a side, 
  the victory is swift. The reward is determined by 
  the victor, as is the future of the Yeomanry. [EL+3, 
  with help] 
   
  CONCLUSION- (I See Dark Elves) Upon arrival, 
  several other groups of adventurers, huddled 
  around small groups of drow, make their way into 
  the halls. You did not think the drow trusted your 
  group to be the only one to escort their chosen 
  emissaries, did you? EVERY family was assigned 
  to at least one of the groups of three; several of 
  the bigger families were given several seats. 27 
  “family” entourages were to be escorted to meet 
  with the “144 human family delegates…” How 
  many separate families are now represented? 
  That is something for the politicians to sort out. 
   
  PREPARATION FOR PLAY 
  Before Play: 
  For the DM- 
  • 
  Determine if any of the players is starting 
  this module as a slave of the drow. If so, 
  have them prepare their character as 
  outlined below, in the section regarding 
  slaves. 
  • 
  For players curious about the warnings in 
  the blurb, consider the following: The 
  module deals with drow and they hate 
  elves. Elves can play but will be shunned 
  by the NPCs with whom the party will be 
  interacting throughout the module, and will 
  also face the difficult task of choosing 
  between species of elf. Paladins may be 
  forced to choose between their alignments 
  (lawful or good, rather than lawful and 
  good), a difficult place to put them in. It 
  may also ask them to side with evil, 
  something that many paladins equate to 
  evil itself. These characters are dissuaded 
  from playing for such reasons, though 
  they may do so if they choose. 
  • 
  Make sure to familiarize yourself with the 
  various NPCs, particularly the different 
  Drow from the different Drow houses. 
  Each house has its own motivation, and 
  these should be kept in mind as much as 
  possible when portraying the NPCs. 
  • 
  Pay close attention to first encounter, 
  especially if you have a split-party to start 
  with. The first encounter, in particular, is 
  keyed for a variety of different number of 
  characters, based on potential party splits. 
  It is important that the party not face the 
  wrong size encounter at this point, as it 
  could easily overwhelm them. 
  • 
  Make sure you are aware of which 
  characters speak Elven, AND which 
  characters reveal that they speak Elven. 
  The 
  drow 
  will 
  take 
  note 
  of 
  those 
  characters who demonstrate an ability to 
  understand them and may use this 
  
  YEO6-03 Of My Enemy 
   
  Page 5 
  understanding as another tool to weave 
  their web. 
  • 
  Make sure to take the opportunity to have 
  Istolil play dice with the party where 
  provided. Allow for those who wish to 
  participate and try to start in-character 
  conversation amongst the players, as 
  Istolil would as he tries to pump all 
  gathered for information he can use. Note 
  that different NPCs will take up Istolil at his 
  challenge at different times, and try to 
  include 
  those 
  NPCs 
  in 
  the 
  action 
  appropriately. The party’s understanding 
  of the drow and their interactions should 
  come mostly from what Istolil and the 
  others 
  reveal, 
  either 
  intentionally 
  or 
  accidentally, while playing dice. 
  For Slaves- 
  • 
  Determine statistics without any gear. 
  Arcane casters receive spells as outlined 
  below, but only up to half their level, 
  rounded up (there is no armor and these 
  are just slaves—there is a limit to how 
  much spellpower the drow will allow an 
  arcane caster. It is often easiest to work 
  with the casters from their old spell books 
  when determining what they now have 
  access to.)  [This is how the slaves will 
  fight with other slaves] 
  • 
  Determine statistics with basic masterwork 
  items- armor, weapons, etc. Provide 
  wizards with spells by giving one spell of 
  highest level available, two for level below 
  that, three for level below that, etc., 
  increasing one spell per lower level of 
  spell. (As escorts expected to provide 
  protection, the drow will allow them a bit 
  more in the way of spells now. These 
  spells fill out the spells they already had.) 
  [This is how they will fight during escort 
  duty for most of the rest of the encounters] 
  • 
  Determine “Charity of Friends” benefits for 
  characters, having them determine the 
  amount of money they can take as base 
  cash after the module ends. They still earn 
  module cash and benefits, and any 
  benefits from previous ARs. [This is how 
  the characters will be after the module is 
  resolved.] 
  DURING PLAY: 
  • 
  Pay attention to the various dice games. 
  Characters can increase or decrease their 
  gold earned in the mission based on the 
  results of the games. Simply note which 
  characters participate in each round, and 
  which PC or NPC wins. See the notes on 
  “Istolil’s Game” in Encounter 3 and Notes 
  for AR sections for more details. 
  • 
  NO drow in this party, under any 
  circumstances, will allow themselves to be 
  raised or resurrected by anyone other 
  than a priestess of Lloth, as is their right. 
  Any attempts to do so automatically fail. 
  Likewise, as any healing coming from the 
  party is not coming from a priestess of 
  Lloth, they will attempt to resist it with a 
  Will save, whether they are conscious or 
  not. 
  AFTER PLAY: 
  • 
  Make sure you pay attention to which 
  family survives, as their equipment should 
  be scratched off the ARs (only the 
  equipment of the families and their 
  members that are removed from play 
  during the course of the module is 
  available to the party at its conclusion. NO 
  ONE should receive complete access at 
  the bottom of the AR. 
  Is This a Military Adventure? 
   
  As Yeoman officials consider the events of this 
  adventure important to the defense of the 
  Yeomanry, members of any branch of the Yeoman 
  military may count the TUs spent on this 
  adventure toward any annual TU commitment 
  required by their enlistment. 
  Is This a Dustdigger Adventure? 
   
  As this adventure does not significantly involve 
  archaeological matters, students in the Academy 
  of Lore may NOT count this adventure toward any 
  TUs they must spend per year in study. See 
  individual certificates for more details. 
  Is this a Promotion Worthy Adventure? 
   
  Heroic deeds in the name of the Yeoman 
  military are possible in this adventure, and as 
  such, the possibility for promotion exists.  In order 
  for a PC to be considered for promotion at the end 
  of this adventure, the PC must do the following: 
  1. The DM and all Yeomanry military PCs 
  present at the table must unanimously agree 
  that the PC has performed an action and 
  behaved in a manner that would make them a 
  good leader of men in their unit. There must 
  
  YEO6-03 Of My Enemy 
   
  Page 6 
  be at least two other military PCs playing the 
  adventure 
  besides 
  the 
  PC 
  up 
  for 
  advancement.  
  Only 
  one 
  PC 
  can 
  be 
  nominated for advancement per adventure. 
  2. The player so nominated must then gather the 
  names and email addresses of all Yeomanry 
  military players and the DM at the table. 
  3. The player must then submit a small summary 
  of what happened in the adventure and why 
  he or she should be considered for promotion.  
  Emailing 
  this 
  information 
  to 
  yeomanry-
  triad@yahoogroups.com. 
  4. The Triad will then discuss your promotion and 
  determine whether promotion is granted.  You 
  will be notified via email, and a promotion 
  certificate will be sent to you via snail mail. 
   
  In order to be considered for promotion, the 
  Yeomanry military character must have spent a 
  minimum of one year of real time at the rank below 
  that being applied for.  So in order to be 
  considered for Sergeant, the player must have 
  spent one full year as a Yeoman, and one full year 
  below that as an unranked soldier. 
  INTRO A: THE PARTY 
  This section is for those party members who were 
  not captured during YEO6-03 Broken Spear. They 
  have already been hired and are en route to 
  Hardwick Falls from Loftwick. 
  The road from Loftwick to Hardwick Falls is 
  long, but a pleasant enough ride. As you will 
  be running escort duty back along this route, 
  this gives you ample time to assess the terrain 
  you’ll be passing over and to meet your 
  traveling companions. 
   
  The land passes from the craggy, low 
  mountain cliffs through the still-cold greening 
  valleys near Loftwick into the breadbasket 
  plains of new sprouts and plantings. The roads 
  are well traveled and there are several groups 
  you pass going either way, though none are in 
  such a hurry as to ride past you. 
   
  The time is not poorly spent and your 
  group has time to make itself comfortable with 
  each other, getting to know one other and 
  planning to escort as many as a “score of 
  diplomats from the lands below.” 
  That phrase alone set you on edge, but Aelfric 
  Aelfstead is an honorable and trustworthy 
  man, a lead knight of the Free Knights under 
  the Freeholder and not one to play around. 
  “Acting Freeholder Windomere has arranged, 
  through various intermediaries, a meeting with 
  potential allies of the Yeomanry. After some 
  incidents near Dark Gate that we think 
  involved the Lerara and during some other 
  subterranean excursions encountering several 
  Derro that we’ve been made aware of, the 
  Yeomanry has become concerned with the 
  growing threat, particularly from these Lerara 
  and Derro. Another group, a common enemy to 
  both, has come forward as a possible,” there is 
  a noticeable pause, and a bitterness to this 
  next bit, “ally in our defense. Though there are 
  those of us who have little faith in the words of 
  this group, we cannot deny the potential for 
  informational exchange is great. And thus this 
  mission—escort the delegation of these new 
  potential allies back here to Loftwick, that the 
  Council might meet them and discuss such 
  matters with them as they see fit.” 
   
  Everything after this is blurred as the word 
  came 
  out: 
  Drow. 
  The 
  dark-skinned 
  subterranean elves are the stuff of darkest 
  legend. They are evil and master manipulators. 
  You voiced your protests, but Aelfric Aelfstead 
  raised a hand as he shook his head. “I feel 
  much the same as you. My elven blood boils at 
  the proposition that has been made. But the 
  request to meet and discuss possible treaties 
  was made honorably, and I am bound by oath 
  and personal honor to respect it. I would hope 
  you feel the same way and can understand the 
  predicament: your personal feelings must not 
  take 
  precedence 
  over 
  the 
  good 
  of 
  the 
  Yeomanry, and that good is best served by 
  safely escorting the selected representatives 
  to Loftwick for the conference.”  
  “It is important that if you take this mission, 
  you succeed in getting the drow here to 
  Loftwick.” Aelfric sighs, shaking his head. “Or, 
  at the least, that one of the Mistresses makes 
  it. They way they fight amongst themselves…” 
  Aelfric’s voice trails off as he turns to look out 
  a window. 
  The pain in giving these orders is clear, and 
  Aelfric Aelfstead is troubled by the potential 
  treaty. His eyes as he turns back from the 
  window show the pain in following a duty he 
  knows is not unjust but might prove unwise. 
  They also harbor a question. “Can you follow 
  these orders? Can you set aside your personal 
  feelings in order to escort these individuals to 
  Loftwick?” 
  
  YEO6-03 Of My Enemy 
   
  Page 7 
  Any characters who are not willing to set aside 
  their feelings and declare so are finished with the 
  module as those characters are asked to leave the 
  meeting and the party. They should receive an AR 
  showing their participation in the round without 
  receiving any experience or rewards. 
  Developments: For the ever-present question, 
  “Are we getting paid for this?” allow characters to 
  state whether they wish to be paid for the 
  adventure. Characters who do not start as slaves 
  may state their preference—to be paid or to serve 
  for the greater good of the country. If characters 
  choose to be paid, they receive 25 gp per APL 
  (200gp at APL 8, 250gp at 10, and 300 at 12), but 
  receive no favors from the Free Knights, who look 
  down upon this type of mercenary attitude. Any 
  character who chooses to be paid also receives 
  the Disfavor of the Free Knights (see the Awards 
  section).  
  Particularly curious characters that have a number 
  of questions should be allowed to ask their 
  questions. Allow curious characters to ask all the 
  questions they would like, and then allow only 
  those characters who actively asked a question an 
  opportunity to Gather Information about the 
  mission they are on. 
  Gather Information Check (Escorts) 
  Roll above 
  Resulting Information 
  10+  
   
  Melinda Windomere has some 
  strange ideas about allies…. 
  15+  
   
  but 
  this 
  wasn’t 
  her 
  idea; 
  it 
  supposedly came from the drow 
  themselves. 
  20+  
   
  …the 
  great 
  majority 
  of 
  the 
  grosspokesmen seem willing to at 
  least 
  hear 
  out 
  the 
  offer 
  of 
  alliance… 
  25+  
   
  …supposedly at the prompting of 
  some of the Great Landholders, 
  who seem to think an alliance with 
  an underground race would open 
  new markets and expose new 
  resources…. 
  30+  
   
  …in fact, it’s believed that Jaleb 
  Kreshin has a strong hand in at 
  least hearing out the potential for 
  alliance, against the beliefs of 
  Windomere. 
  INTRO B: THE SLAVES 
  This section is for those party members who were 
  captured during YEO6-03 Broken Spear. They 
  have been abused and disciplined within inches of 
  their lives, with those who will not break being 
  sacrificed on altars to Lloth. 
  The months below ground, living in the near-
  blackness that is natural for the drow, have left 
  you as a hardened shell of what you once 
  were. You have been whipped, beaten, and 
  tortured within inches of your life. You have 
  had to fight other slaves for food and for your 
  very life. Others, those with less will or inner 
  strength, have died at the hands of your 
  masters 
  or 
  have 
  simply 
  faded 
  into 
  nothingness, dying of melancholy. 
  Your own attempts to escape have been 
  thwarted at every turn, even being sold out to 
  the drow by other slaves seeking privileges 
  and benefits in revealing your plans.  But then 
  you hear it. Your understanding of basic elven 
  has grown in your time down here. You try to 
  overhear what you can of the conversation 
  between the dark elves. As you toiled in one of 
  the mines, chipping away at the rocks the drow 
  tell you to, another drow came to speak with 
  those who guard you. If you heard this new 
  guard correctly, he told the others to select 
  some of you for another task. There is a plan 
  to take some of you above, though they are not 
  explicit as to what you will do there. You 
  cannot be sure if by ‘above,’ they simply mean 
  to a higher place in the tunnels or the surface 
  itself. Either way, it seems another chance to 
  possibly free yourself may have presented 
  itself. You slink along in your chains to 
  position yourself where you are sure to join 
  the group that has been selected. Along with a 
  half-dozen other surface-raced slaves, you are 
  herded back out the mine and towards the 
  heart of the dark elf city. 
  Developments: Particularly curious characters 
  who speak elven should be able to listen in on 
  various conversations of their masters. Only those 
  characters who speak elven will be granted an 
  opportunity to Gather Information about the 
  mission they are on. 
  Gather Information Check (Slaves) 
  Roll above 
  Resulting Information 
   
  10+  
  The slaves are going to have to 
  fight for their spots… 
  
  YEO6-03 Of My Enemy 
   
  Page 8 
  15+  
  The families need escorts and 
  porters, after all… 
  20+  
  The High Matron is sincere in her 
  desire to form some kind of bond 
  with the surface dwellers… 
  25+  
  … though not all of the families 
  are … 
  30+  
  …like House Despana who is 
  adamantly against any kind of 
  alliance with any nation that 
  recognizes surface elves.  
   
  ENCOUNTER 1A: ALWAYS 
  ON THE ROAD 
  This encounter is designed to give the characters 
  a chance to work together as a team, possibly the 
  first time, and to whet their appetite for battle. It’s 
  not designed to really push them or threaten them. 
  It is also designed to be rolled down based on the 
  number of party members in this encounter. As the 
  party may start split in two different groups (the 
  hired escorts and the slave porters), it is possible 
  that all but one character might be in the other 
  group. As such, the encounter should be scaled to 
  the appropriate number of characters as well as 
  the appropriate EL. 
  Your arrival in Hardwick Falls is pleasant 
  enough and the local Spokesman puts you up 
  in the inn at his expense, aware through his 
  friend and superior, the grosspokesman for 
  the area, that your duty there bears on the 
  future of the defense of the Yeomanry, even if 
  he doesn’t know the specifics.  
   
  Your directions to the meet are rather 
  specific, identifying tunnels and caves that you 
  are to descend through to reach the point 
  where the envoys from the drow will meet with 
  you. Perhaps a day’s worth of delving will take 
  you to where you will meet them, and from 
  there you become their protection across the 
  wide-open surface world. 
  At this point have the players identify their light 
  source, marching order, and any information you 
  feel may prove relevant.  
   
  The descent goes well, and you are making 
  good time as you head deeper into the bowels 
  of Oerth. The path you take seems relatively 
  clear and you begin to wonder if perhaps your 
  new allies have been good to their word about 
  clearing 
  the 
  path 
  before 
  you. 
  Worked 
  passageways full of dust and bones make way 
  into natural ones filled with cobwebs and 
  detritus, and then make their way back into 
  worked tunnels. Small chambers open into 
  larger vaults and then worm their way back 
  into tunnels. As you proceed ever downward, 
  the passage you’ve been following has spread 
  out into a larger cavern, though the path 
  through it is clearly marked by the tread of 
  feet. 
  At this point, allow each character to make a Spot 
  check to see the hidden driders waiting in ambush. 
  They have climbed near the ceiling and wait to 
  drop silently behind the party on the weakest 
  looking members. The driders have been aware of 
  the party for some time (from the noise, light 
  source, disturbed webs, sentry spiders, etc.), and 
  have prepared an ambush in this cave. Positioning 
  themselves with their Hide skills, the driders and 
  their ilk are some thirty feet above along the 
  ceiling ledges. Characters will have to be able to 
  see beyond 20-feet, and will have to Spot the 
  Hiding driders and company (effective Hide of 30 
  with a minimum Spot modifier of at least -3: Take 
  20, Hide +10, -1 Spot per 10-ft, being -3 from 
  almost directly below). If any party member 
  becomes aware of the enemy, the driders will 
  attack with surprise on the rest of the party. If no 
  party member spots them, they have surprise on 
  the entire party, focusing primarily on those to the 
  rear. When the party becomes aware of the 
  driders, read below: 
   
  The man-spider(s) drop(s) silently and 
  maliciously to the ground about you, eager to 
  take you as a meal. There is a keen intelligence 
  to its eyes and a strange elven twist to its ears, 
  but that is all you have time to notice before 
  the creature(s) skitter(s) towards you. 
  ONE-CHARACTER ENCOUNTER 
  APL 8 (EL 7) 
  Drider: hp 45; see Monster Manual, page 89-
  90. 
  APL 10 (EL 9) 
  Driders (2): hp 45; see Monster Manual, page 
  89-90. 
  APL 12 (EL 11) 
  Beta Drider, Male Drider Fighter1: hp 59; 
  see Appendix 3. 
  Alpha Drider, Female Drider Sorcerer1: hp 
  55; see Appendix 3. 
  
  YEO6-03 Of My Enemy 
   
  Page 9 
  Monstrous Spiders, Medium (10): hp 11; 
  see Monster Manual, page 288.  
  TWO- OR THREE-CHARACTER ENCOUNTER 
  APL 8 (EL 8) 
  Beta Drider, Male Drider Fighter1: hp 59; 
  see Appendix 1. 
  APL 10 (EL 10) 
  Beta Drider, Male Drider Fighter1: hp 59; 
  see Appendix 2. 
  Alpha Drider, Female Drider Sorcerer1: hp 
  55; see Appendix 2. 
  APL 12 (EL 12) 
  Beta Drider, Male Drider Fighter1: hp 59; 
  see Appendix 3. 
  Alpha Drider, Female Drider Sorcerer1: hp 
  55; see Appendix 3. 
  Gamma Drider, Female Drider Cleric of 
  Erythnul 1:  hp 58; see Appendix 3. 
  Monstrous Spiders, Medium (10): hp 11; 
  see Monster Manual, page 288. 
  FOUR- TO SIX-CHARACTER ENCOUNTER 
  APL 8 (EL 9) 
  Beta Drider, Male Drider Fighter2: hp 69; 
  see Appendix 1. 
  APL 10 (EL 11) 
  Beta Drider, Male Drider Fighter2: hp 69; 
  see Appendix 2. 
  Alpha Drider, Female Drider Sorcerer2: hp 
  60; see Appendix 2. 
  APL 12 (EL 14) 
  Beta Drider, Male Drider Fighter4: hp 89; 
  see Appendix 3. 
  Alpha Drider, Female Drider Sorcerer4: hp 
  71; see Appendix 3. 
  Gamma Drider, Female Drider Cleric of 
  Erythnul 1:  hp 58; see Appendix 3. 
  Delta Drider, Male Drider Fighter1: hp 59; 
  see Appendix 3. 
  Monstrous Spiders, Medium (10): hp 11; 
  see Monster Manual, page 288. 
   
  Tactics: The drider(s) begin with a spell assault 
  and levitate out of the party’s reach. 
  Treasure: The driders have their treasure upon 
  their persons, trusting no one, not even their fellow 
  driders, enough to secure the goods anywhere. 
  1 Character 
  APL 8: L: 81 gp, C: 0 gp, M: 0 (0 gp). 
  APL 10: L: 136 gp, C: 0 gp, M: item (0 gp). 
  APL 12: L: 136 gp, C: 0 gp, M: scroll of blur (2 
  gp), scroll of ray of enfeeblement (13 gp). 
  2-3 Characters 
  APL 8: L: 81 gp, C: 0 gp, M: 0 (0 gp). 
  APL 10: L: 136 gp, C: 0 gp, M: scroll of blur (2 
  gp), scroll of ray of enfeeblement (13 gp). 
  APL 12: L: 136 gp, C: 0 gp, M: scroll of blur (2 
  gp), scroll of ray of enfeeblement (13 gp), 
  Large Heavy Mace +1 (194 gp). 
  4-6 Characters 
  APL 8: L: 51 gp, C: 0 gp, M: Large Shortbow 
  +1 (196 gp). 
  APL 10: L: 51 gp, C: 0 gp, M: Large Shortbow 
  +1 (196 gp), scroll of blur (2 gp), scroll of ray 
  of enfeeblement (13 gp), scroll of gaseous 
  form (31 gp), bracers of armor +1(83 gp). 
  APL 12: L: 131 gp, C: 0 gp, M: Large 
  Shortbow +1 (196 gp), scroll of blur (13 gp), 
  scroll of ray of enfeeblement (2 gp), scroll of 
  gaseous form (31 gp), bracers of armor +1(83 
  gp), Large Heavy Mace +1 (194 gp), Hand of 
  the Mage (75 gp), Potion of Gaseous Form 
  (63 gp), scroll of protection from good (2 gp), 
  scroll of shatter (13 gp). 
  ENCOUNTER 1B: THIS ONE 
  COUNTS 
  This encounter is designed to give the characters 
  a chance to work together as a team, possibly the 
  first time, and to whet their appetite for battle. It’s 
  not designed to really push them or threaten them. 
  It is also designed to be scaled down based on the 
  number of party members in this encounter. As the 
  party may start split in two different groups (the 
  hired escorts and the slave porters), it is possible 
  that all but one character might be in the other 
  group. As such, the encounter should be scaled to 
  the appropriate number of characters as well as 
  the appropriate EL. 
  
  YEO6-03 Of My Enemy 
   
  Page 10 
   
  It did not take much to get you selected as 
  one of the recruits for the trip above. However, 
  rather than leading you to one of the way-
  stations at the perimeter of the city, they lead 
  you into one of the smaller arenas. There, 
  brightly lit under torches and sunrods, with a 
  dozen other former-surface dwellers standing 
  around on the lose dirt, you wonder what this 
  journey upward will be anyways. There are 
  three dwarves here, and a gnome. A halfling 
  stands beside one of the perhaps a dozen 
  humans who make up the greater part of the 
  slaves in the arena. 
   
  Several drow enter one of the royal boxes, 
  a group of males and two of the females, the 
  leaders in this society. There is some slight 
  commotion as they discuss something and 
  then one of the males leaves by the back as 
  one of the females approaches the railing 
  which overlooks the slaves standing on the 
  floor of the arena. “N’Thalis will be entering 
  from below in a minute. Until he leaves the 
  arena, none of you are to move. You have been 
  selected to act as porters and privileged slave-
  escorts for a trip to the surface. Those of you 
  who make this journey with us will be set free 
  in your own surface land at the conclusion of 
  the trip. However, there are more of you than 
  we need as bearers, and so we must decide 
  which of you will come with us and which will 
  stay behind. We have decided to let you all 
  decide 
  this 
  amongst 
  yourselves. 
  Prove 
  yourself worthy. Prove that you can carry our 
  burden and defend us with your lives.” 
   
  At this point, the male drow, N’Thalis 
  presumably, enters carrying a variety of 
  weapons of various styles and craftsmanship. 
  He unceremoniously dumps these on the 
  ground in the middle of the arena. “You will 
  decide which of you is allowed to come by a 
  show of strength. If you cannot defeat another 
  slave, you cannot protect your masters from 
  possibly 
  more 
  dangerous 
  opponents. 
  Demonstrate your strength and ability. Slay the 
  other slaves amongst you and earn your place 
  in the surface mission or die and earn your 
  place in the bellies of our cattle. It is your 
  choice.” As N’Thalis exits through one of the 
  several doors at the ground level of the arena, 
  the female calls out, “Kill or die,” the drow 
  signal for the battle to begin. The other slaves 
  rush for the pile of weapons… 
  ONE-CHARACTER ENCOUNTER 
  APL 8 (EL 7)  
  Ogleby, Male Gnome Wizard3: hp 14; see 
  Appendix 1. 
  Fagen, Male Human Rog3: hp 16; see 
  Appendix 1. 
  Rosetta, Female Dwarf Ftr3: hp 30; see 
  Appendix 1. 
  Baron Bigboutte, Male Human Arist4: hp 
  30; see Appendix 1. 
  APL 10 (EL 9)  
  Ogleby, Male Gnome Wizard5: hp 23; see 
  Appendix 2. 
  Fagen, Male Human Rog5: hp 26; see 
  Appendix 2. 
  Rosetta, Female Dwarf Ftr5: hp 48; see 
  Appendix 2. 
  Baron Bigboutte, Male Human Arist6: hp 
  45; see Appendix 2. 
  APL 12 (EL 11)  
  Ogleby, Male Gnome Wizard7: hp 32; see 
  Appendix 3. 
  Fagen, Male Human Rog7: hp 37; see 
  Appendix 3. 
  Rosetta, Female Dwarf Ftr7: hp 71; see 
  Appendix 3. 
  Baron Bigboutte, Male Human Arist8: hp 
  60; see Appendix 3. 
  TWO- OR THREE-CHARACTER ENCOUNTER 
  APL 8 (EL 8)  
  Ogleby, Male Gnome Wizard4: hp 18; see 
  Appendix 1. 
  Fagen, Male Human Rog4: hp 21; see 
  Appendix 1. 
  Rosetta, Female Dwarf Ftr4: hp 39; see 
  Appendix 1. 
  Baron Bigboutte, Male Human Arist5: hp 
  38; see Appendix 1. 
  APL 10 (EL 10)  
  Ogleby, Male Gnome Wizard6: hp 27; see 
  Appendix 2. 
  Fagen, Male Human Rog6: hp 32; see 
  Appendix 2. 
  
  YEO6-03 Of My Enemy 
   
  Page 11 
  Rosetta, Female Dwarf Ftr6: hp 62; see 
  Appendix 2. 
  Baron Bigboutte, Male Human Arist7: hp 
  53; see Appendix 2. 
  APL 12 (EL 12)  
  Ogleby, Male Gnome Wizard8: hp 36; see 
  Appendix 3. 
  Fagen, Male Human Rog8: hp 42; see 
  Appendix 3. 
  Rosetta, Female Dwarf Ftr8: hp 81; see 
  Appendix 3. 
  Baron Bigboutte, Male Human Arist9: hp 
  68; see Appendix 3. 
  FOUR- TO SIX-CHARACTER ENCOUNTER 
  APL 8 (EL 9)  
  Ogleby, Male Gnome Wizard5: hp 23; see 
  Appendix 1. 
  Fagen, Male Human Rog5: hp 26; see 
  Appendix 1. 
  Rosetta, Female Dwarf Ftr5: hp 48; see 
  Appendix 1. 
  Baron Bigboutte, Male Human Arist6: hp 
  45; see Appendix 1. 
  APL 10 (EL 11)  
  Ogleby, Male Gnome Wizard7: hp 32; see 
  Appendix 2. 
  Fagen, Male Human Rog7: hp 37; see 
  Appendix 2. 
  Rosetta, Female Dwarf Ftr7: hp 71; see 
  Appendix 2. 
  Baron Bigboutte, Male Human Arist8: hp 
  60; see Appendix 2. 
  APL 12 (EL 14)  
  Ogleby, Male Gnome Wizard10: hp 45; see 
  Appendix 3. 
  Fagen, Male Human Rog10: hp 53; see 
  Appendix 3. 
  Rosetta, Female Dwarf Ftr10: hp 93; see 
  Appendix 3. 
  Baron Bigboutte, Male Human Arist11: hp 
  83; see Appendix 3. 
  Tactics: PC and NPC spellcasters have spells 
  available to them as outlined under Preparation 
  for Play above. Spells for the slaves have been 
  selected along the same guidelines, reflecting 
  those the drow masters would most likely allow as 
  useful to them. The slaves use no specific tactics, 
  instead spreading out and grabbing whatever 
  weapons they can. There are enough diverse 
  weapons to allow the player character a weapon 
  of a style of his choice for this battle.  
   
  Likewise, unless the party are enslaved 
  together, the slaves they battle against will come 
  at them one at a time or in pairs, rather than 
  overrunning any character. The goal here is not to 
  defeat the slave PCs, but to test their mettle 
  against other slaves who are likewise without their 
  gear.  
   
  If the party starts split, or if there is but one 
  slave PC, try to take this into account as you throw 
  in the other slaves as opposition. Consider that 
  any NPC slave moving to engage a PC slave has 
  likely already been in one conflict for his position 
  and is thus proportionately wounded, if the PC 
  needs that advantage.  
  Developments: If the PCs start to look like they 
  are going to lose this fight, the drow can call the 
  end of the battle early, allowing them to make the 
  cut by simply surviving, rather than by defeating 
  the other slaves. PCs will not have to fight each 
  other (though they could…), as there are enough 
  slaves in the arena to allow several PC and 
  several NPC slaves to survive to be escorts. 
  Also, it is unlikely but possible that the entire 
  player party will consist of slaves. If this is the 
  case, the group that meets the party will consist of 
  Com1/War1 Yeomanry Militiamen, who will do little 
  but stand around and appear to be terrified of the 
  drow. The Yeomanry militiamen are not given 
  statistics in the module as they will not play a part 
  in any combat, avoiding any engagements and 
  leaving them up to the drow and their “slaves” in 
  this case. This is highly unlikely, however, and as 
  long as one player character is sent to be an 
  escort and does not start as a slave, these 
  militiamen are not present. 
  ENCOUNTER 2: WELCOME, 
  NEWCOMERS! 
  After several days of travel in the underdark for 
  both parties, they finally reach the point where 
  they are designated to meet. If there are any slave 
  PCs present with the elven party, replace the 
  sentry slave with a PC instead, and adjust the 
  description below as appropriate. 
  
  YEO6-03 Of My Enemy 
   
  Page 12 
  FOR THE SLAVE PARTY: 
  After several days journey through the tunnels 
  of the underdark, you begin to wonder just 
  where the drow are going. Though they have 
  taken several upward tunnels, they’ve taken 
  others that drop down still deeper into the 
  earth. All through the deep tunnels are signs 
  that the effects of the Landstraad were felt 
  here maybe more than above ground, as 
  cracks and gaping chasms show in tunnels 
  that were safe travel before. Some tunnels are 
  completely collapsed, and you realize it is 
  these tunnels that the drow are trying to skirt 
  around. 
  At last, your party comes to a sizable chamber. 
  The drow hold council while one of their 
  number begins to examine a large rock off to 
  one side of the chamber. In their silent hand 
  language, you see a number of traditional 
  signals for luck and parting, and then most of 
  the drow escort party that came with you 
  heads back the way they came. It is only a 
  small group of you all now, nine drow and nine 
  slave porters. 
   
  The drow by the rock finds some hidden 
  latch low on the rock and a door, invisible and 
  seamless to the eye before, appears in the 
  rock’s face. The drow elf smiles and pushes 
  the door open, sliding on in. Several other 
  drow follow him and eventually the entirety of 
  your party is within. 
   
  Inside the rock are several chambers, the 
  first and biggest being where the slaves stay. 
  A second chamber is hidden from casual view 
  through a curtained archway. Occasional 
  glimpses in this second room where the drow 
  seem to spend the most time, reveals that 
  there is another curtain and, presumably, 
  another room beyond that one. 
   
  At first it is unclear what this place is, but 
  the drow make its purpose evident soon 
  enough. A number of bins hold rations and 
  barrels hold water. Some small weapons, 
  daggers and spears, lie scattered about even 
  in the front room. It is some sort of staging 
  area that the drow have most likely secured 
  from some other species. 
   
  All of the darker metal armor that the 
  majority of drow weaponry and armor is 
  crafted from is stripped away, and surface 
  armor, taken from prisoners and victims, 
  replaces it on every drow. Where their 
  equipment goes, no slave sees, though there 
  is clearly some magic involved as the air 
  crackles and dances for hours after the last of 
  the drow have switched out their black-metal 
  gear. 
   
  The slaves are placed out front, and told to 
  sit on the rock holding a torch. None argue, as 
  arguing is sure death while waiting with a 
  torch is only death if your masters choose to 
  let it be. For the next two days, the drow 
  lounge and recline in the inner chambers while 
  you and the other slaves wait in the outer 
  chamber. Attempts to open the door reveal 
  that it is likely arcanely locked, probably keyed 
  to the drow, as they seem to open it at will. 
  At this point, the slaves are waiting with the drow 
  for the other part of the party to arrive. Move on to 
  the other group and bring them up to this point as 
  well. 
   
  FOR THE ESCORT PARTY: 
  After several days in the underdark, you are 
  starting to doubt the paths you follow. Though 
  for the most part the directions have been 
  clear, there have been one or two times over 
  the past few days when you have begun to 
  wonder if you haven’t gotten lost somehow. 
  Then it appears before you. A single glow off 
  in the distance as you enter another vast 
  chamber. You aren’t sure if it’s your eyes 
  playing tricks on you or actually some light 
  until you draw slightly closer. At that point, 
  secreting yourselves as you may amongst the 
  rocks of the cavern, you approach and notice a 
  single dwarven male in dented scalemail, 
  clean-shaven of head and chin, sitting atop a 
  rock with a torch in one hand and a long sword 
  in 
  the 
  other 
  and, 
  though 
  his 
  arm 
  is 
  outstretched holding the torch, you watch his 
  head bob once or twice as though he were 
  drifting off to sleep. Could this dwarf be the 
  drow party you were sent to escort? He is in 
  the right spot, holding the right signal, but 
  where are the others? 
  Allow the party to respond to the sentry as they 
  choose. If it is a player character that has been 
  assigned to sentry duty from the slave party, allow 
  them to have as much interaction as the slave 
  character will chose to reveal at this time. 
  The dwarf stands with surprise and pounds the 
  rock he was seated upon. A secret door, cut 
  into the very stone itself, gives way and a 
  larger party exits. First, a number of slaves 
  
  YEO6-03 Of My Enemy 
   
  Page 13 
  carrying bags and weapons of various types 
  emerge. Following them, the drow make their 
  presence known, filling the chamber with their 
  stateliness even for the small number of them 
  present. In all, there are but nine drow. By the 
  way they are standing you guess them to 
  represent at least three different families, and 
  perhaps twice that number of slaves. 
  One of the drow speaks first, in Elven. (If none 
  of the escort party speaks Elven, he will ask if 
  any of their slaves can translate. If there are no 
  PC slaves, or none who volunteer to translate, 
  he will continue with the following in broken 
  common) “Welcome, New Comers!” The male 
  drow who addresses you has stepped forward 
  and executed a passing formal bow, his eyes 
  meeting only those of any females in the party. 
  “It is my pleasure to introduce you to three 
  distinguished matrons of our society. This lady 
  beside me is my Matron, Jyslin, of House 
  Despana. This,” the drow indicates the next of 
  the matrons, resplendent in her robes, her 
  adamantine spider brooch glittering in the 
  torchlight, “is Matron Ardulace of House 
  Tormtor.” Your speaker bows to the woman he 
  mentions. Ardulace is the largest of the female 
  matrons, and seems to be the oldest though 
  age is difficult to tell in surface elves and 
  almost impossible to tell in drow. “And, last 
  but not least, is Matron Pellanistra of House 
  Noquar.” Another bow is directed at this 
  woman as well. “I am merely a house servant 
  of the House Despana, and I serve at my lady 
  Jyslin’s leisure. My name,” at this point he 
  makes eye contact with the various males in 
  the party, “is Istolil of House Despana.” 
  As the drow male makes these introductions 
  and apparently waits for your party to 
  introduce itself, you have a chance to examine 
  the other drow and their slaves. There are nine 
  drow in total, the three matrons, and two 
  guards for each. Each matron also seems to 
  have a pack of four to six porters of various 
  races. 
  Allow 
  the 
  player 
  characters 
  to 
  introduce 
  themselves and make note of the demeanor and 
  attitude they choose to reveal. The drow will 
  likewise note such attitudes. Those who seem to 
  surly or aggressive will be avoided as being 
  dangerously erratic or too biased. Those who are 
  too garrulous or overly cheerful will be avoided as 
  being fools or naïve children. The drow will look for 
  those 
  members 
  of 
  the 
  player 
  party 
  that 
  demonstrate the traits and values of social 
  interaction that they themselves observe: a quiet 
  sincerity, obedience to authority, respect for 
  females and particularly elder females, a serious 
  demeanor, and attentiveness. Player characters 
  who demonstrate these traits will find some of the 
  drow party more eager to engage in conversation. 
  If no characters of this sort speak elven, then Istolil 
  will be the only one to address them in broken 
  common. Those who demonstrate a nature that 
  the drow consider to be appropriate, regardless of 
  race, will be invited to the dice game, assuming 
  that they speak Elven. 
  NOTE: If no one in the party speaks Elven and no 
  one uses magical means to maintain some 
  understanding of what takes place, a number of 
  the 
  following 
  encounters 
  will 
  need 
  to 
  be 
  significantly adjusted, as the drow, particularly 
  Istolil, will take full advantage of this. 
  ENCOUNTER 3: FAMILY 
  POLITICS 
  This encounter assumes that there is someone 
  whom the drow have considered worthy to speak 
  with (see above) who can also understand what 
  the drow are saying (speaks Elven). If there is no 
  such member in the player character party, one of 
  the NPC slaves, Aure’Agics Goldhand, will 
  approach and speak with the player character he 
  believes to be most honorable. 
  Also, if the players demonstrate a desire to 
  attempt to have their characters interact with the 
  drow, even if the drow have decided that the 
  character is too hostile or foolish for interaction, 
  this is the first chance the characters will have for 
  such interaction. 
  Moving back through the underdark the way 
  you came, you make better time with the drow 
  party now moving with you. First, the drow act 
  as excellent scouts, searching ahead and 
  behind the party to make sure there are no 
  surprises 
  coming 
  from 
  either 
  direction. 
  Second, they move incredibly fast for a group 
  with 
  slave-porters. 
  The 
  slaves 
  seem 
  to 
  understand the importance of the task they are 
  given and seem eager to carry the burdens 
  they’ve been given. Finally, your party has 
  swollen in size to nearly three times its 
  previous number. Where before you were an 
  adventuring 
  party 
  moving 
  through 
  the 
  underdark, you are now a sizable raiding party, 
  and none of the other underdark residents are 
  eager to engage a drow raiding party, even one 
  with a mix of races.  
  
  YEO6-03 Of My Enemy 
   
  Page 14 
   
  The trek is arduous, however, in its silence. 
  The drow insist that speech be kept to an 
  absolute minimum while underground. “Every 
  wall has several ears,” the drow repeat and 
  nod knowingly, as if they assume the party 
  already knows this. The drow will not speak 
  while moving. A few times, you watch as they 
  signal each other with hand signs, and you are 
  amazed by how quickly and elaborately they 
  seem to be able to hold such conversations.  
   
  It is the stops that make the silence 
  bearable. Each morning, the morning meal of 
  hard tack and dried fruits signals that camp is 
  broken and they are ready to move. A single 
  stop for a lunch break in the middle of the 
  day’s journey also grants a short nap time for 
  a few hours. After the midday rest, the journey 
  continues until camp is set up at the end of the 
  day, with a days end meal served by the 
  slaves. 
   
  It is these pauses, both the midday break 
  and the day’s end rest, that allow for some 
  interaction with your new charges. 
   
  FOR 
  DROW-APPROVED 
  INTERACTION 
  CHARACTERS: 
   
  Istolil will invite these characters to dice with him 
  as soon as the opportunity presents itself. The 
  rules for the dice game are provided below. Along 
  with Istolil in this first dice game are three other 
  drow (Relonor, Merinid, and Belgos) and any 
  approved characters (see the expectations of the 
  drow at the end of Encounter 2).   
   
  The first time Istolil dices with someone, he will 
  attempt to judge his or her disposition. He will offer 
  some drow wine from his skin and observe the 
  reactions to his offer. He will ask questions about 
  the characters’ home lives, where they grew up, 
  and where they have before encountered drow, all 
  common questions, but part of his probing to find 
  out where the party may stand on the idea of 
  forming some alliance with the drow. The other 
  drow will ask much the same types of questions, 
  but will be much less straight-forward about it and 
  will be less inclined to start a conversation with the 
  player characters than Istolil is. 
   
   
  Beyond the dice game, all of the drow are 
  approachable and mildly communicative at this 
  first opportunity, giving away little more than their 
  house affiliation initially. All drow will seek to 
  discern the party’s feelings towards the other 
  drow, and this will be the greater part of any 
  conversations the player characters have with the 
  drow throughout the adventure. It is rare for a 
  drow to ask what one thinks directly. It is second 
  nature for them to ask what someone thinks of 
  another drow, and judge what they think indirectly 
  by the reply they give. The drow will be looking for 
  favorites and animosities, rivalries and enemies, 
  and they will do so by asking about other things.  
   
  Each of the following drow also has particulars of 
  what they consider to be important to make a party 
  member “worthy” of being spoken to: 
   
  The Mistresses (Ardulace of House Tormtor, Jyslin 
  of House Despana, and Pellanistra of House 
  Noquar): These three will not speak with anyone 
  who is not female, human or dwarf, and an arcane 
  or divine caster. If all three of those requirements 
  are not met, the Mistresses have nothing to say to 
  the character. If they are, the Mistresses will deign 
  to make the acquaintance of such characters, but 
  no Mistress is foolish enough to trust the humans 
  and their compatriots any more than they trust 
  their fellow drow. They will seek to find what the 
  state of power is in this land above, seem 
  somewhat surprised that it is currently led by a 
  woman, 
  and 
  express 
  their 
  dismay 
  at 
  the 
  patriarchic nature that dominates the Council of 
  Grosspokesman. At the first sign that the 
  character does not have some knowledge that the 
  drow wishes, the drow Mistress will be done with 
  the conversation, such an admission of ignorance 
  being beyond a drow Mistress and an answer that 
  would be unacceptable back home. (Unfriendly, 
  DC 25) 
   
   
  Relonor of House Tormtor: Fighter types who 
  speak Elven and demonstrate a proper amount of 
  decorum will find Relonor a willing sparing partner, 
  but not much of a conversationalist. “Do you want 
  to spar or talk,” he’ll quip. “I can talk to myself if 
  that’s the case…”In any sparing he does, he will 
  hold back, only using 60% to 70% of his base 
  attack bonus to hit, never wanting to reveal his full 
  strength to a potential enemy. If he is losing at that 
  rate, he will yield and grudgingly acknowledge the 
  character. (Unfriendly, DC 25, 30 for short races) 
   
  Divolg of House Tormtor: Divolg will speak with 
  any who show aptitude at arcane magic, but will 
  lose interest unless they are wizards, sorcery 
  being too unscholarly in its nature to bear much 
  discussion. He will discuss magic and will consider 
  
  YEO6-03 Of My Enemy 
   
  Page 15 
  trading spells with player character wizards, 
  though he will trade his non-standard spells of 
  equal or lesser level only for two non-standard 
  spells of equal or higher level from the characters. 
  Such negotiations will take several days and this 
  will only be the beginning of the “you-show-me-
  yours-and-I’ll-show-you-mine” game wizards play 
  with their spellbooks. He has the following spells 
  available for trade: 1st—InciteSC, InhibitSC, Remove 
  ScentSC; 2nd—Aiming at the TargetSC, Sting RaySC; 
  3rd—(only available at APL 12) SpiderskinSC.  See 
  the note on this in the special notes section. 
  (Unfriendly, DC 25) 
   
   
  Istolil of House Despana: Istolil will speak with any 
  character that seeks to speak with him. He will 
  adopt 
  a 
  very 
  cheerful 
  attitude 
  whenever 
  approached. If asked any questions, he plays 
  “answer for answer” asking his question and 
  waiting for the character’s answer before he’s 
  willing to answer any questions of the others. He 
  will use his little verbal game to discern 
  relationships between members of the party and 
  anything about them worthy of note. (Indifferent, 
  DC 15) 
   
  Merinid of House Despana: Merinid grins too 
  much and too widely, and there is a sense of 
  violence just below the surface with him. He will 
  attempt to joke with anyone who tries to speak 
  with him, but his sense of humor is focused on 
  blood and vileness and sometimes leads to abuse 
  of the weaker porters that travel with the group. 
  (Hostile, DC 35) 
   
  Belgos of House Noquar: Belgos will not speak 
  with anyone who is not clearly aged, at least 
  middle aged or older in category, feeling them to 
  be 
  too 
  inexperienced 
  to 
  yield 
  him 
  much 
  knowledge. He is stingy and spiteful towards non-
  drow, feeling his age as a sign of his own 
  weakness and angry about it showing. Anyone 
  who tries to show him any kind of pity or charity 
  will earn his ire and wrath until his death. Those 
  who demonstrate their inferiority and clear 
  understanding of his superiority may convince him 
  to trade spells with them, at a rate of two non-
  standard spells for one of equal or lesser level 
  than the weaker of the two traded. He has the 
  following spells available for trade: 1st—Targeting 
  RaySC, Shock and AweSC, Ray of ClumsinessSC; 
  2nd—Baleful TranspositionSC, CombustSC; 3rd—
  (only available at APL 12) Spider PoisonSC. See 
  the note on this in the special notes section. 
  (Unfriendly, DC 25) 
   
  Anatlab of House Noquar: Anatlab has no love of 
  surface dwellers but harbors no real hate either. 
  He tries desperately to appear tough, and 
  threatens any escort he feels is challenging him. 
  He will only speak with those who seem either 
  enamored of him or awed by him, though his lack 
  of confidence in himself will make him suspicious 
  of any individuals that do behave in this way. 
  (Unfriendly, DC 25; Hostile, DC 35 for human- and 
  orc-blooded.) 
   
  FOR ELVISH-SPEAKING CHARACTERS: 
   
  Any of these characters who choose to engage in 
  the dice game, but who have not displayed the 
  proper demeanor for the drow, will receive a cool 
  reception. Relonor will leave the game if any 
  characters that join are short-race characters and 
  Merinid will leave the game if anyone without 
  approval joins, while Istolil will have to convince 
  Belgos to continue playing this time.  
   
  However, later dice games will not show this level 
  of discrimination, as the drow see the chance to 
  jockey for the loyalty of the escorts as more 
  valuable than their personal loathing for surface 
  dwellers. 
   
   
  FOR 
  CHARACTERS 
  WHO 
  SEEK 
  DROW-
  APPROVAL AFTER AN INITIAL REJECTION: 
   
  Characters who are rejected by the dark elves, 
  either because of their attitudes, behaviors, or 
  race, can attempt to win the drow over on a one-
  on-one basis, assuming they have some way to 
  communicate with the drow they wish to gain the 
  favor of (speaking elven or undercommon, most 
  likely). Each drow above has two listed entries at 
  the end of their descriptions. The first is their 
  attitude towards a character if they do not approve 
  of him or her, modified by race as noted, and the 
  second is the DC for a Diplomacy Check to 
  attempt to move that character to friendly enough 
  to be willing to interact with that character.  
   
   
  Any character trying to win the favor of the 
  drow will be obvious in this undertaking to the 
  other drow. As such, certain modifiers should be 
  applied to attempts to win the favor of the drow 
  through words instead of deeds: 
  REASON 
   
   
  MODIFIER 
  Per drow before this one 
  -2 
  Per rival family before this one -4 
  Same class as drow 
   
  +2 
  
  YEO6-03 Of My Enemy 
   
  Page 16 
  Different class from drow 
  -3 
  Situational 
   
   
  +1 to 3 
   
   
  Characters can only try to win over any 
  particular drow once during the course of the 
  adventure. Situational modifiers might be bribes, 
  gifts, confidences, etc. that will help that drow 
  strengthen their individual position, though the 
  drow realizes this for what it is. If they fail, the 
  drow will not attack, but will take the hostile stance 
  as outlined below. 
   
   
   
   
  FOR 
  CHARACTERS 
  WITHOUT 
  DROW-
  APPROVAL OR ANY ELVES: 
   
  These characters will be shunned and avoided. If 
  they try to speak with any drow, the drow will 
  simply turn and walk away from them. If they 
  persist, or make the mistake of touching the drow, 
  the drow will draw a weapon on that individual, 
  threatening to kill them if they speak to him or her 
  again. If the particular character pushes the issue, 
  the drow will follow through on the threat, attacking 
  just that character. Other drow will see this as 
  justifiable, as the character was warned, and will 
  expect the party to hold their peace or stop it, not 
  aid the character. They themselves will do nothing 
  unless it seems the drow will lose and thus lose 
  face, in which case, they demand that the party 
  stop it and discipline their unruly member who 
  agitated the drow. 
   
  ISTOLIL’S DICE GAME…. 
   
  Istolil is a fan of the game “totals,” a rather simple 
  progressive betting game that provides a strong 
  chance for comebacks, encouraging gamblers to 
  stick when they should quit. The game works this 
  way: Each round, you ante up. You roll a die each 
  round and add its value to your ‘total’, hence the 
  name. You start with a d4. After the totals are 
  determined for each player, another round of 
  antes is added to the pot. In the second round you 
  roll a d6 and add it to your total; in the third, a d8; 
  in the fourth, a d12; and in the fifth and final round 
  you roll a d20. Players can choose to opt out of 
  the game at any point by failing to continue to ante 
  up, thus choosing to leave the game with a losing 
  total. In most variations, the ante is increased with 
  each round of rolls as well, often starting as low as 
  a copper for the d4 and going as high as a 
  platinum for the d20. You have to pay the pot to 
  get a higher total. 
   
  Cheaters can attempt to manipulate the roll of their 
  die up or down (though down would produce a 
  lower total) using Sleight of Hand. First, pay 
  attention to any characters who specifically state 
  that they are watching for cheating. That character 
  is assumed to already be making spot checks for 
  suspicious activity. If no one is suspicious from the 
  outset (except the drow, who are suspicious of 
  everyone), then anytime a character attempts to 
  cheat using Slight of Hand, every other character 
  is entitled to a spot check. The first time a 
  character cheats, players receive a Spot check to 
  be suspicious of some specific activity that the 
  character is doing. The second time and all 
  following times that character attempts to cheat, 
  any who have not become suspicious can attempt 
  a Spot check to become suspicious. Any who are 
  already suspicious can attempt a Spot check on all 
  subsequent attempts to cheat to actually catch the 
  character at it. The drow will likely respond to any 
  cheaters, even fellow drow, with violence, and 
  expect anyone caught cheating to give up any 
  winnings they may have obtained. 
   
  For purposes of the module, the game will function 
  a little differently: First, each time Istolil suggests 
  they play, one, AND ONLY ONE, round of the 
  game will take place. Players will roll for their 
  characters and the DM will need to roll for each 
  NPC that participates in that particular round of the 
  game. 
   
  Players should understand that they will be rolling 
  once per chance against all other players of the 
  game, and that they will wager 100gp total during 
  the round of play to stay in the whole time. 
  (Though in an actual rendition of the game, 
  players would choose to stay in or pass as the 
  ante increased, for the sake of speed and to 
  simulate multiple rounds being played, each player 
  will ante 100gp per round of play to roll for that 
  entire round.) More rounds would eat into game 
  time that is needed for the other encounters, and 
  there are several chances to participate in the 
  game (encounters 3, 4, 6, 7, and 8). Any character 
  that wins a round wins an additional 500gp above 
  the treasure gathered in the treasure summary. 
  This 500gp can be in excess of the gold cap for 
  the module and is listed as a special benefit in the 
  AR section. Any player who loses a round loses 
  100gp from their total gold earned on the module.   
   
  As you emerge from the tunnels not far south 
  of Hardwick Falls in the dark of the night, a 
  
  YEO6-03 Of My Enemy 
   
  Page 17 
  Yeomanry militiaman in his traditional red 
  tabard and spear snaps to attention from the 
  boulder he was leaning against. He kicks out a 
  boot and another militiaman rolls to his knees 
  from behind the boulder, quickly standing as 
  well. “Sirs and madams,” the first militiaman 
  begins, “the Grosspokesman of Hardwick Falls 
  has prepared a field just down the road for the 
  escorts’ use this day. By my guess, sun up is 
  about two bells or so yet away. We’ve been 
  instructed to show ya the way to the field and 
  return to the village for a larger guard squad, 
  what’s supposed to protect you and grant you 
  a day’s rest before you begin your journey 
  wherever y’all are headed.” 
   
  The second militiaman, hurriedly brushing 
  twigs 
  and 
  dirt 
  from 
  his 
  tabard 
  and 
  straightening it, nods his agreement. “Yup. 
  Show ya to the field and guard you today…” 
  The man’s face blanches as he sees the first of 
  the drow. 
   
  “Yes, that will do nicely,” Istolil says in his 
  broken common. “One of you show us the way 
  and the other run along and secure our honor 
  guard.” 
   
  The drow travel with their own large tents, 
  separate large pavilions that provide for an 
  open common area in the middle that is 
  likewise shielded from the sun. The largest of 
  these is the outer pavilion, almost resembling 
  a carnival tent, standing almost thirty feet high 
  at its two mast points, some sixty feet apart. 
  The tent encloses an oblong area some 120-
  feet long and 60-feet wide. 
  Within this pavilion, a half-dozen other tents 
  are assembled. These smaller tents, only 10- to 
  15-feet high, are divided into two groups: 
  Mistress tents, and Escort tents, solely for the 
  drow. The Mistress tents are some thirty feet in 
  diameter, while the escort tents are smaller, 
  measuring only 20 feet, which also acts as an 
  outer room for the Mistress’s tent. Each family 
  has two such tents that are set up within the 
  main tent. 
   
  The families set up at opposite ends as 
  much as they can, with House Noquar trapped 
  in the middle. A common area off to one side is 
  where the cook fire is set up and where the 
  porters and, presumably, the party, will sleep.  
   Developments: See Map #1- The Drow Pavilion 
  for a sample of how the drow will set up. 
  ENCOUNTER 4: MEET THE 
  NEIGHBORS 
  This encounter occurs shortly after the party has 
  made it to the surface. Following the orders of the 
  drow, the party is to move at night and bunk down 
  during the day, allowing the drow the greatest 
  opportunity to observe the land they travel 
  through. As they suffer penalties during the days, 
  they are loath to move about at that time. So the 
  party sets up camp shortly before sunrise and 
  camps until sunset. Unknown to the party, a group 
  of extremist elves have learned of the various 
  escort missions and sent their operatives to 
  eliminate the devious drow before they can lure 
  the mostly-human country into serious ruin. 
  The drow pattern of sleep during the day/ 
  travel at night is now the standard, and you 
  have learned to work as well in the dark now 
  as you have in the daylight. The days are 
  miserably warm within the tents, and the 
  nights seem unbearably long without the sleep 
  the tents provide during the day.  
  The procedure for erecting these tents is 
  tedious, but after the first night above ground, 
  it seems that all know their roles and fall into 
  place. The drow watch as the porter-slaves do 
  most of the work, with whatever help you are 
  willing to provide. After the tents are up, and 
  before the sun rises, Istolil takes the chance to 
  play dice with any who are willing to take him 
  up on the challenge. 
  ISTOLIL’S DICE GAME 
  Istolil will take a chance to initiate a second dice 
  game at this point. He will participate, as will 
  Relonor, Divolg, and Anatlab, who plays to 
  impress 
  Relonor. 
  Note 
  which 
  characters 
  participate as they forfeit another 100gp ante for 
  their participation. 
  Within the pavilion, during the day, the tents 
  become stifling hot, but the need for rest to be 
  alert during the night treks forces you to find a 
  way to rest amongst the tents of the drow 
  where you may. 
  Your first indication something is wrong is the 
  sound of rain hitting the tent. Cries of surprise 
  ring out from some of the slaves in this area, 
  and you consider that it is the rain itself that 
  startles them. Then, as you realize that light 
  has begun to stream into the northern-most 
  corner of the tent, you realize it is not rain, but 
  arrows that fall. 
  
  YEO6-03 Of My Enemy 
   
  Page 18 
  The party may have posted a guard, in which case 
  they will have immediate awareness that an attack 
  is in progress. A pack of over-zealous elves, 
  swearing their fealty to Corellon Larethian, have 
  taken it upon themselves to wipe the blight of the 
  drow from the surface world. They have set up at 
  three equidistant points and work through bird-
  whistle signals, firing from approximately 100 feet 
  away. Though the tents have, as has been the 
  practice since their first day, been erected in wide-
  open spaces, the elves have some sparse cover, 
  given the distance from which they are firing.  
   
  The elves know little of the party, only having 
  been leaked that drow traveled the surface world. 
  They have little interest in negotiating, especially 
  with drow, seeing no reason to trust what they 
  consider to be born liars. As such, they will likely 
  be unwilling to talk to the party, believing anyone 
  who exits to be an evil drow shapechanged to look 
  like a surface-dweller.  
   
  The party can take the fight to the elves, 
  suffering whatever guilt may accompany that and 
  sense that they have done evil (even though the 
  elves have gone a bit over the edge, CN, and are 
  not willing to listen to reason). The party can wait 
  out the aerial bombardment, as the elves carry 
  only 60 arrows each. In this case the drow 
  become visibly and vocally more and more 
  agitated with the damage being done to their 
  protection from the sun, cajoling the party into 
  acting as the defenders they are supposed to be. 
  The party can attempt to negotiate with an enemy 
  that is hostile and currently firing at them (good 
  luck). In the last case, though they might be able 
  to convince the elves that they are not drow 
  themselves, there is no convincing these elves 
  that allowing the drow to set another foot on the 
  path to Longspear is anything but an abomination. 
   
  APL 8 (EL 10) 
  Male Elf Fighter4 (3): hp 33; see Appendix 1. 
  Male Elf Fighter6 (3): hp 50; see Appendix 1. 
  APL 10 (EL 12)  
  Male Elf Fighter6 (3): hp 50; see Appendix 2. 
  Male Elf Fighter8 (3): hp 72; see Appendix 2. 
  APL 12 (EL 15)  
  Male Elf Fighter9 (3): hp 81; see Appendix 3. 
  Male Elf Fighter11 (3): hp 99; see Appendix 
  3. 
   
  Tactics:  
  The elves will fire systematically 
  into the tent, raining down a veritable plethora of 
  arrows into a single five-foot square per pair of 
  elves at a time. At APL 8, each pair of elves puts 5 
  arrows into the 5-foot square. They will spread 
  their fire among three different 5-foot squares to 
  maximize effect, walking the fire slowly from one 
  side of the tent to the other. At APL 10, that 
  number rises to 6 arrows per team and finally up 
  to 7 arrows per pair of elves at APL 12. At the 
  higher APLs, the elves will also use a technique 
  called fall-back-fire, in which one group will 
  intentionally target an area they have already shot 
  into once before, hoping to catch those who fall 
  back into the same spaces. At APL 10, only 1 
  group will act as the fall-back-fire group, firing into 
  a space already rained on once every other round. 
  At APL 12, each group will take a turn acting as 
  fall-back-fire, repeating that pattern of fire every 
  round into one of the squares that has previously 
  been rained upon. 
   
  As the attack comes during the day, the drow 
  will absolutely refuse to aid the party, demanding 
  instead that the party do its part to protect them. 
  The drow actually feel little threat from this attack, 
  retreating back into the Mistress’s tents and using 
  their own magic and techniques to protect 
  themselves. They do, however, see this as a great 
  opportunity to test the mettle of their escorts. 
   
  The elves will continue to attack the tents until 
  they run out of arrows or are engaged in combat. 
  They will NOT close with the tents, not trusting the 
  drow in close combat, even in bright sunlight. If 
  engaged, or if anyone leaves the tent, the elves 
  closest to that person will redirect their fire at that 
  individual. If several individuals emerge in close 
  succession, the elves will attempt to regroup, 
  circling around while firing on any closing 
  pursuers. If other pairs see the elves in this 
  situation, they will join in firing on anyone pursuing 
  them. If two of the elven fire teams are eliminated, 
  the third will attempt to retreat. 
   
  Treasure: 
  The 
  drow 
  will 
  watch 
  with 
  amusement as the characters “Greyhawk” the 
  bodies. The elves carried no coin, but were fairly 
  well equipped for the task they had undertaken. 
  APL 8: L: 1320 gp, C: 0 gp, M: +1 Composite 
  Longbow of Str +2 (x6) (1050gp) +1 Chain 
  shirt (x3) (315gp), +1 Cloak of Resistance (x3) 
  (243gp), Potion of Pass without Trace (x6) 
  (150 gp), Potion of Cure Light Wounds (x6) 
  (150 gp). 
  
  YEO6-03 Of My Enemy 
   
  Page 19 
  APL 10: L: 1890 gp, C: 0 gp, M: +1 Composite 
  Longbow of Str +2 (x6) (1050gp) +1 Chain 
  shirt (x6) (630gp), +1 Cloak of Resistance (x6) 
  (486 gp) Potion of Pass Without Trace (x6) 
  (150 gp), Potion of Cure Light Wounds (x6) 
  (150 gp), Ring of Protection +1 (x3) (498 gp).  
  APL 12: L: 1890 gp, C: 0 gp, M: +2 Composite 
  Longbow of Str +2 (x6) (3050gp), +1 Chain 
  shirt (x6) (630gp), +1 Cloak of Resistance (x3) 
  (243 gp), +2 Cloak of Resistance (x3) (999 
  gp), Potion of Pass Without Trace (x6) (150 
  gp), Potion of Cure Light Wounds (x6) (150 
  gp), Ring of Protection +1 (x6) (996 gp), Boots 
  of Elvenkind (x3) (625 gp), Gloves of Dexterity 
  +2 (x3) (999 gp). 
  ENCOUNTER 6: WHAT A 
  DIFFERENCE A DAY… 
  Some days pass without incident, as you make 
  your way towards Loftwick. The ritual of 
  walking all night (the drow refuse transports- 
  how would the slaves keep up?) and sleeping 
  all day has settled into feeling almost normal, 
  though the sounds of birds during the day 
  makes what sleep does come seem less 
  restful. 
   “Glad to have another days travel over,” Istolil 
  remarks, his hands already rolling the dice. 
  Istolil smiles eagerly at those of you who have 
  played with him before. “Who’s up for another 
  game?” 
   
  “Not I,” Merinid says almost immediately. 
  “Nor I,” adds in Relonor, and both seem to 
  head off almost immediately to their tents at 
  the opposite ends of the pavilion.  
  Belgos stands for a moment, rubbing his scalp 
  with his fingers, his elbow and shoulder 
  cracking audibly with the back and forth 
  motion. He looks to his House tents, into 
  which Anatlab has already followed his sister. 
  “I’ll wager some more,” he says, looking on 
  the backs of the retreating warriors. 
  “As will I, brother wizard,” Divolg says, patting 
  Belgos on the shoulder. The older wizard turns 
  almost spitefully on the younger one, sidling 
  off to the other side of the circle where the dice 
  will fall. 
  “Well, the fighters pass and the wizards roll. 
  What of you, upsiders? Which of you will roll 
  with us this even?” The dice appear in Istolil’s 
  hands almost as if by magic and he rolls them 
  in his palm, challenging you to play. 
  Have the players identify what their characters are 
  doing and where they do it if they choose not to 
  play the game this time. 
  ISTOLIL’S DICE GAME 
  Istolil will take a chance to initiate a third dice 
  game at this point. He will participate, as will 
  Belgos 
  and 
  Divolg. 
  Note 
  which 
  characters 
  participate as they forfeit another 100gp ante for 
  their participation and resolve the dice game 
  before proceeding any further with this encounter. 
  Istolil’s laughter rings out as the dice fall 
  again, the drow seeming to have no lack of 
  mirth in the losses of others. A shriek breaks 
  through his laughter and for a moment it 
  seems he tries to laugh louder. The cry comes 
  from the inner tent of House Noquar and 
  sounds of battle come from within. 
  Allow the party to declare their actions and roll 
  initiatives. Have them react in initiative order and 
  proceed from there. The first character that enters 
  sees the following scene and others who follow 
  will likewise witness the sight. 
  The tent is in disarray, torn garments and 
  pillows tossed about. The body of Mistress 
  Pellanistra lies heaped among a pile of such 
  pillows, blood soaking one such plush and 
  dripping from its corner onto the ground. At 
  the center of the room, Anatlab staggers and 
  falls, reaching for his Mistress, as Relonor 
  recoils his chain and Merinid assumes a battle 
  ready stance. 
  Allow the players to file in and make their 
  declarations as they may before proceeding. 
  “What have you…” Belgos begins, and as you 
  turn to the old drow, you watch the old 
  wizard’s eyes flutter up and his face turn pale. 
  A single strand of drool begins to run from the 
  left corner of his mouth as Istolil steps from 
  behind him, a bloody, blackened blade in his 
  hand. 
   Istolil catches the old wizard as he falls back, 
  looking him in the eyes as Belgos struggles to 
  speak or cast some spell. “Shh, shh,” Istolil 
  tells the dying mage caringly in Elven. “It’s for 
  the best. Shh.” 
  A wicked grin appears on Relonor’s face as he 
  watches this. “Assassin!” He cries, “House 
  Despana slays House Noquar!” His chain 
  begins to spin and he steps towards Merinid. 
  
  YEO6-03 Of My Enemy 
   
  Page 20 
  “It was you,” Merinid cries, ready to charge. 
   
   
  Tactics: If battle ensues, see the tactics 
  section under Encounter 8. 
   
  Treasure: The drow insist that all of their 
  treasure be kept by their race as part of their 
  legacies, to be returned to their families as 
  appropriate. It would not do for Yeomanry soldiers 
  to be seen carrying drow family heirlooms. (This is 
  the excuse the drow use to have first pickings over 
  the 
  corpses. 
  See 
  the 
  conclusion 
  for 
  final 
  disposition of the drow’s gear). 
   
  Developments: Players will be eager to have 
  their characters interrupt the encounter above. 
  The following things happened off camera. 
  Relonor and Merinid attacked and slew Pellanistra 
  outright using poison, and engaged Anatlab, who 
  they did not expect to find in the inner tent. Finally, 
  Belgos is slain by Istolil with a poisoned blade on a 
  backstab. The only one of these that can possibly 
  be prevented would be the backstabbing of 
  Belgos, and that only if someone watches Istolil 
  specifically and readies for such an eventuality (an 
  unlikely, but small, possibility). If, by some miracle, 
  Belgos does survive the attack by Istolil, he will 
  flee immediately, using a Dimension Door spell to 
  get as far away from the other drow as he can. 
  This turn of events will deeply disturb the other 
  drow, though they will not give more of a reason 
  than Istolil’s reason for attacking Belgos, as 
  explained below. 
   
  Beyond that, the party may interact with this 
  as they wish. Neither side wishes to engage the 
  party head on yet, but both wish to lay the blame 
  at the feet of the other family. Both families 
  actually worked together to plan the elimination of 
  the third house, but now that the trap is sprung, it 
  is time for new webs to be woven, and the next 
  target is the other remaining house.  
   
  Neither side will admit to its involvement in the 
  murder, and neither Mistress will permit her 
  personal guard to be interrogated. Istolil will 
  readily volunteer his reason for slaying Belgos-
  “The wizard was the last of his house that was still 
  with us. He was weakened by his loses and would 
  have attacked to save face. I did it to spare us all a 
  fireball or two at our feet.” He shrugs this off as 
  perfectly justifiable and the other drow seem to 
  agree. 
   
  It is possible that the party may take sides at 
  this point. If so, this becomes Encounter 8, “The 
  Only Solution”, instantly. Skip Encounter 7, use 
  the combat statistics for Encounter 8, and fight it 
  out now. 
   
  It is more likely that the party will be in some 
  shock over what happened and will try to defuse 
  the situation, trying to get everything calmed 
  down. Allow the characters to make their pleas for 
  peaceful resolution and whatever diplomacy 
  checks they wish. If they are successful, they can 
  convince the drow to stand down. If not, the 
  appearance of the other two Mistresses, fully 
  buffed before they leave their personal tents, will 
  settle the issue as they will order the two sides to 
  stand down, assuming battle is not already begun. 
  NOTE: NO drow in this party, under any 
  circumstances, will allow themselves to be raised 
  or resurrected by anyone other than a priestess of 
  Lloth, as is their right. Any such attempts 
  automatically fail. Likewise, as any healing coming 
  from the party is not coming from a priestess of 
  Lloth, they will attempt to resist it with a Will save, 
  whether they are conscious or not. 
   
  ENCOUNTER 7: A CHANCE 
  TO BREATHE 
  After that, the party will need a moment to 
  consider what is going on. The drow likewise need 
  an opportunity to pitch their case to the party, 
  hoping to have the party side with them in the next 
  battle. Each house, Tormtor and Despana, will 
  choose one character from the party that seems to 
  most understand their drow nature and support 
  their family. (Thus, two characters will be 
  approached, one by each family.) Tormtor will 
  send Divolg to make the request of the party 
  member whom they select; Istolil will make the 
  request of the party member he deems most 
  supportive for house Despana. The offers will be 
  made secretly and away from the table, and both 
  will push the character selected as hard as they 
  can for a commitment, an oath bond, a sworn 
  word, that the PC will back the side they are 
  asking the question for. 
  The moon rises slowly that night, and the party 
  breaks camp, assembles, and moves out with 
  nary a word being spoken. There is little 
  conversation that night, though it seems the 
  drow speak amongst themselves in their 
  secret language of hand signals. Each family 
  seems engaged in heated debate as the night 
  passes by, and both are sure to keep some of 
  
  YEO6-03 Of My Enemy 
   
  Page 21 
  the party, and most of the remaining porters, 
  between them. 
   
  At mid-moon, the meal break is tense and 
  still. Each move by any drow seems to bring all 
  within reach of their weapons. The remaining 
  slaves seem to freeze and disappear behind 
  trees and barrels when they are able, choosing 
  not to be seen even at the risk of being 
  punished for the absence. 
   
  And, as daybreak looms on the horizon, 
  turning the blackness a dull shade of azure, 
  there is little chatter as the tents as assembled. 
  No tent is set up in the middle anymore- there 
  is no third family. The middle becomes the 
  neutral ground between the two families left. 
   
  It is surprising, but also expected, when 
  Istolil places his dice in a tin cup and starts 
  shaking them loud enough for all to hear. “So 
  come on then, you lot, enough with the down-
  turned face, eh? Let’s get back to the dice and 
  wine and good times, before we get where 
  we’re going.” He shakes the dice, cajolingly. 
  “Less’n yer scared, that is. I could understand 
  ya being afraid, I guess.” 
   
  Relonor is seething at the comment, but it 
  brings him to mid-tent first. Standing below 
  and looking up at the perpetually grinning 
  Istolil, Relonor drops his coin bag at his feet. 
  “Never call me coward,” he says. 
   
  Istolil passes the threat as he continues to 
  walk around, making eye contact with any who 
  will meet his gaze. “Who else?” 
  Istolil’s Dice Game 
  Istolil will take a chance to initiate a fourth dice 
  game at this point. He will participate, as will 
  Relonor. Note which characters participate as they 
  forfeit another 100gp ante for their participation. 
  During the dice game, have Divolg approach and 
  take the opportunity to speak with the character 
  selected. Take that player away from the table and 
  play out the encounter with Divolg. 
  As soon as the encounter with Divolg is 
  concluded, follow the same procedure with Istolil 
  as he takes his confidant aside and asks him for 
  support. Do not allow the first player to inform the 
  party of his agreement or refusal to side with the 
  first family until you have taken the second player 
  out of earshot. 
  It is possible that each player will commit his PC to 
  supporting a different family. If so, the party will 
  then have to decide how to resolve this issue 
  internally and which oath they will break. It is 
  possible that one or the other player will be 
  unwilling to commit to the protection of a family. If 
  so, the party should have a clear-cut purpose in 
  defending the appropriate family when the time 
  comes. The family that is refused will feel slighted 
  and will automatically assume the party has sided 
  with their rivals. It is possible that both players will 
  refuse to commit to either family. If so, both 
  families will assume that the party has been won 
  over by their rivals and will react accordingly. 
  DIVOLG’S ARGUMENT: 
  Divolg signals you, seeking to get your 
  attention. Once he has you aside, he makes a 
  strange request. “Could you escort me outside 
  for a bit? I saw some plants as the pavilion 
  was set up that I wish to collect samples of.” 
  “I wish to go alone, no need to trouble the 
  others,” he says, and there is a pleading look 
  to his eyes that is unsettling in a drow. 
  Allow the character to decide whether to escort 
  him to the mulberry shrubs. If the PC refuses, or 
  offers to collect them for him, he will try his best to 
  express a scientific reason that he must do it. If 
  the PC still refuses, House Tormtor will mark the 
  party as likely hostiles in the battle to come. 
  Assuming the character agrees to go off alone 
  with Divolg, the drow, now blind in the daylight and 
  stumbling along without some aid, continues 
  below. The DM is encouraged to free-play this as 
  best he can, providing the arguments as needed 
  to seek the character’s agreement on the matter. 
  “Thank you for agreeing to escort me. It really 
  is nothing to come out here to collect this, 
  especially as the sun has already begun to 
  set,” Divolg says, tripping over a root and 
  catching himself on your arm, his gnarled 
  fingers grazing against your forearm. “Sorry,” 
  he says, letting go hastily. 
  “It is not the shrub that interests me actually. 
  It’s more where you stand on the incident of 
  the other eve—the slaughter of House Noquar 
  by House Despana.” Divolg spits out this last 
  word as he begins to examine the shrub, 
  waiting for your reply. 
  “I am gravely concerned, my friend,” the word 
  comes strangely from a drow, “that House 
  Despana is not finished with their attempt to 
  control this affair about ground, seeking to 
  make theirs the only voice to be heard. And 
  they hide not their feelings in the courts 
  below—they are no friends to the men above, I 
  
  YEO6-03 Of My Enemy 
   
  Page 22 
  assure you.” Again he pauses, observing your 
  reaction. 
  If at any point the character seems not to care for 
  the fate of House Tormtor or if the character 
  seems inclined to refuse to do his duty of 
  protecting the Mistress of House Tormtor, Divolg 
  will not necessarily ask as forthrightly as outlined 
  below. This is assuming the character agrees that 
  an attack in imminent and that the character 
  shows every intention of defending House Tormtor 
  if necessary. 
  “I fear for the life of my Mistress, in all 
  honesty. I fear that, before we reach this Loft-
  Wick, the Despana will make their move and 
  try to silence House Tormtor. Where do you 
  stand on this?” 
  “I can assure you, House Tormtor will not 
  initiate any attacks against House Despana, 
  but, if such a fight breaks out, it will be grisly, 
  much more brutal than the demise of House 
  Noquar, and will force you to choose a side. 
  Will you stand with us? Will you stand with 
  House Tormtor?” 
  As nothing Divolg says is a lie, there is no reason 
  for him to roll a Bluff check, though those who roll 
  a Sense Motive check above 20 can determine 
  that Divolg is holding something back, likely his 
  concern for his Mistress or his own life. Divolg 
  says there is no plan to force the issue (since 
  there is not yet, as they do not know where the 
  escorts stand), and he cannot say when or how 
  the combat will come or how the party should 
  prepare. Assuming the character agrees, continue 
  below. 
  “I thank you, for you are truly an honorable 
  person, regardless of your species.” Divolg 
  attempts a bow. “When the battle does break 
  out, if you can focus your efforts on fighting 
  off House Despana, then we can worry about 
  protecting the Mistress.” The small drow 
  wizard looks back to the pavilion. “There will 
  not be much time for planning, and though 
  your group might find a moment to speak 
  among itself, beware spending too much time 
  speaking too loudly. Despana’s ears are strong 
  and clear.” 
  If the character does not agree to help House 
  Tormtor, Divolg will seem shocked and offended, 
  stating that he cannot believe the PCs would help 
  Despana. He will not accept that there is a third 
  position—either you are with House Tormtor or 
  you are against it. He will push it to this point, 
  explaining that he cannot assure the safety of any 
  of the escorts if he is not sure they are on his side.  
  “I may be able to curtail my area effects to 
  avoid those of you I’ve come to trust, but I 
  cannot speak for my Mistress. If she is unsure 
  of your loyalty, she will not hesitate to fire.” 
  ISTOLIL’S ARGUMENT: 
   The 
  character 
  selected 
  by 
  Istolil 
  will 
  be 
  approached as the dice game breaks up that 
  night, assuming the character selected was one to 
  play the dice game. If not, Istolil will excuse 
  himself for a round or two of the dice game, 
  seeking to relieve himself, and will discreetly seek 
  out his choice amongst the characters then. 
  “Here now, some night, eh?” Istolil’s smile 
  reaches from ear to ear and you wonder if 
  certain legends about cats started with the 
  drow. “Some dreadful business the other 
  night, what not and all?” The boisterous drow 
  pauses, waiting for you to comment. 
  “Like as not, t’ain’t over yet, ya catch me 
  meaning? I’m doubting that House Tormtor is 
  done with just taking down the Noquars. My 
  thinking says they wants to be the only family 
  what’s getting to Lofty-Wick. How’s yer noggin 
  think on it?” Again he pauses for your answer. 
  “My peoples got no love fer the surface 
  people, but that be not a family trait so much 
  as a racial one. I was of a mind that the reason 
  fer us t’be up in here is to try and sees what’s 
  what and how that can be a-changing. But it 
  seems Tormtor’s ready to just keep things as 
  they is, if you’re seeing what I am.” 
  Istolil looks around cautiously, and seems to 
  sniff the air. “I trust not their wizard, that 
  crippled fool, Divolg,” he says. “He magics the 
  very air to spy on us, I fear.” 
  Istolil will try his best to impart a sense of unease 
  to his chosen character, trying to play off a 
  seeming fear of House Tormtor. He will not say as 
  much and will pretend offense at any such 
  implication, but he shades his ideas with this fear. 
  Istolil shrugs. “I guess it be the way of things. 
  Their house is a young’un, our’n old. Noquar 
  was between us, and so they got clipped out 
  first. We can only be next; t’ain’t no other 
  families but us and them. So, where you and 
  yers on this? You going to stand by us when 
  them Tormtors come after us?” 
  Like Divolg, Istolil will beat around the bush, trying 
  to get the player to answer what he’s asking 
  
  YEO6-03 Of My Enemy 
   
  Page 23 
  before he asks it, and feeling out how the 
  character stands. As nothing Istolil says is am 
  outright lie, there is no reason for him to roll a Bluff 
  check, though those who roll a Sense Motive 
  check above 20 can determine that Istolil is 
  holding something back, likely his concern for his 
  Mistress or his own life. If the character agrees, 
  Istolil says there is no plan to force the issue 
  (since there is not yet, as they do not know where 
  the escorts stand), and he cannot say when or 
  how the combat will come or how the party should 
  prepare. Assuming the character agrees, continue 
  below. 
  “Right! Quite right! We’ll show them now, 
  won’t we? You and yers take care of them, and 
  me and Merinid will do what we can to shield 
  the Mistress. But yer gonna have to be the 
  ones what puts an end to their threat, a’ight? 
  We’ll aid, but if we mix it up, we’re likely to 
  start scorching each other and what not, like 
  as we don’t know each other’s straut-E-gees 
  and the like.” 
  If the character does not agree to help House 
  Despana, Istolil will seem shocked and offended, 
  stating that he cannot believe they would help 
  Tormtor. He will not accept that there is a third 
  position—either you are with House Despana or 
  you are against it. He will push it to this point, 
  explaining that he cannot assure the safety of any 
  of the escorts if he is not sure they are his side.  
  “I reckon as how you see protecting your 
  hides as more important than my Mistress and 
  all,” Istolil looks hurt by the idea, “but I can’t 
  be taking up for what might happen once 
  things start flying then. Merinid and my 
  Mistress are both known for their tempers, and 
  if they ain’t sure yer with them, they like as 
  think you’s ‘gainst ‘em.” 
   Once both characters have had the request made 
  and responded to one way or the other, allow the 
  party a few moments to discuss the issue and 
  reach some kind of consensus as to where they 
  will stand. If you are lucky and two highly 
  honorable characters both give their word, then 
  you as DM can sit back and enjoy the fireworks. 
  After the party has either decided which side of the 
  battle they will fight on, reached an impasse as to 
  which side they will fight on, or come to some 
  other decision as to their course of action, proceed 
  with Encounter 8. 
  Developments:  It is possible that the party may 
  try to behave in a very “discourteous manner” in 
  an attempt to keep the two families separated. The 
  drow will not tolerate this, considering it much the 
  same as being prisoners, something they likewise 
  will not tolerate. The Mistresses, under no 
  circumstances, will allow any of the characters into 
  their inner tents at this point, nor will any of the 
  drow be pleased with having constant shadows. If 
  the party takes it upon themselves to force 
  themselves between these two families, they may 
  find the two families tearing through them to get to 
  each other. If necessary, have one of the drow 
  make this observation to the party. If they insist on 
  shadowing every drow in every action, other than 
  the Mistresses, allow them. When the fighting 
  starts, remember the drow will judge who is 
  against them as anyone who is not with them… 
  ENCOUNTER 8: THE ONLY 
  SOLUTION 
  The next night after the discussions of taking 
  sides, the battle commences. Each family uses 
  one member to antagonize and provoke a member 
  of the other family into attacking at essentially the 
  same time. The Mistresses, waiting for the signals 
  in their inner tents, are fully buffed and ready to 
  rain down the wrath of Lloth on any that threaten 
  the well being of their personal house. 
  The next night’s travel passes quietly and 
  dourly, all lost in their own thoughts. The drow 
  eye each other hostilely and each of you 
  questioningly. There is a silence that seems to 
  follow you, as if nature itself senses and 
  watches for violence; poised and coiled, ready 
  to spring. 
  That dawn, the pavilion is erected in silence. It 
  is with some apparent effort that Istolil makes 
  his way towards the middle of the tent after the 
  dawning meal. “A’ight, already. It’s sour as the 
  grave in here, and I’d like to rock the old belly 
  once or twice more before I’m taken to the 
  True Queen. Let’s roll some bones before the 
  bones might roll, eh?” He calls out to no one in 
  particular. 
  ISTOLIL’S DICE GAME 
  Istolil will take a chance to initiate a fifth and final 
  dice game at this point. Note which characters 
  participate as they forfeit another 100gp ante for 
  their participation.  
  Allow the party to decide who will play this evening 
  before revealing anyone else. If no character will 
  dice with him, Istolil will stand there alone for a 
  moment, before cajoling them as cowardly. At this 
  
  YEO6-03 Of My Enemy 
   
  Page 24 
  remark, Relonor will come forward to join the 
  game. The first round of the game is resolved fully 
  before continuing, allowing the fifth and final game 
  to affect the character’s fortune for this round. 
  After the fifth round is concluded, continue below. 
  It is assumed that anyone playing in the game is 
  still in the game, as the game doesn’t conclude 
  until the scene ends (or it is interrupted…). 
  With fewer players and less banter, the game 
  goes quickly tonight. Merinid sits off to the 
  side, sharpening the blade of his longsword 
  while Divolg apparently studies a botany tome 
  he is fond of amending the notes in. A second 
  game begins and Istolil is hot with dice this 
  evening. His fingers and hands seem to dance 
  as he waits for his turn with the dice and when 
  he does roll, it’s in fancy sweeps and spirals. 
  Allow characters who ask for a chance to see if 
  something is amiss or who seem to be suspicious 
  of the same Spot checks (DC 20) to realize that 
  there is some kind of communication going on, 
  only it’s in the drow’s silent hand language. Allow 
  characters who make the Spot checks to make 
  Sense Motive checks (DC 20) to realize that one 
  drow is badgering or baiting another. In the case 
  of the dice game, Istolil is insulting Relonor’s 
  courage repeatedly, made even worse by the 
  beating at dice Relonor has taken throughout the 
  trip. In the case of the other two, Divolg is doing 
  much the same to Merinid, telling him that he 
  could do nothing but die if he attempted to harm 
  House Tormtor. 
  Without warning, Relonor roars and surges 
  across the dice ring, knocking Istolil a clean 
  ten feet beyond the ring as he pulls his chain 
  free and shakes it lose. 
  Almost at the same time, be it the fates or 
  Fortubo, Merinid also cries out, charging 
  across the tent towards Divolg, sword drawn, 
  as Divolg’s hands begin to dance an arcane 
  pattern. 
  And so it begins. Relonor, trying diligently to obey 
  his Mistress’s command to avoid starting the 
  battle, has taken all of the insults he is willing to 
  from Istolil, whom he has never liked. The surprise 
  round was Relonor’s body slam, augmented in 
  effect by Istolil’s readied action to tumble away, 
  making it look like Relonor struck him harder than 
  he did. Merinid also acted as a surprise round, 
  leaping up from the chair he was perched on to 
  move towards Divolg, blade drawn. Divolg’s 
  readied action, casting Mirror Image to protect 
  himself, comes as everyone rolls initiative. 
  APL 8 (EL 11) 
  Ardulace of House Tormtor, female drow 
  Clr8: hp 56; see Appendix 1. 
  Divolg of House Tormtor, male drow Wiz4: 
  hp 18; see Appendix 1. 
  Relonor of House Tormtor, male drow Ftr4: 
  hp 33; see Appendix 1.  
  APL 10 (EL 13) 
  Ardulace of House Tormtor, female drow 
  Clr10: hp 70; see Appendix 2. 
  Divolg of House Tormtor, male drow Wiz6: 
  hp 26; see Appendix 2. 
  Relonor of House Tormtor, male drow Ftr6: 
  hp 50; see Appendix 2. 
  APL 12 (EL 15) 
  Ardulace of House Tormtor, female drow 
  Clr12: hp 84; see Appendix 3. 
  Divolg of House Tormtor, male drow Wiz8: 
  hp 33; see Appendix 3. 
  Relonor of House Tormtor, male drow 
  Ftr6/EWM2: hp 66; see Appendix 3. 
  OR 
  APL 8 (EL 11) 
  Jyslin of House Despana, female drow 
  Clr8: hp 54; see Appendix 1. 
  Istolil of House Despana, male drow Rog4: 
  hp 21; see Appendix 1. 
  Merinid of House Despana, male drow 
  Bbn2/Ftr2: hp 36; see Appendix 1. 
  APL 10 (EL 13) 
  Jyslin of House Despana, female drow 
  Clr10: hp 78; see Appendix 2. 
  Istolil of House Despana, male drow 
  Rog5/Asn1: hp 32; see Appendix 2. 
  Merinid of House Despana, male drow 
  Bbn2/Ftr4: hp 53; see Appendix 2. 
  APL 12 (EL 15) 
  Jyslin of House Despana, female drow 
  Clr12: hp 93; see Appendix 3. 
  Istolil of House Despana, male drow 
  Rog5/Asn3: hp 42; see Appendix 3. 
  Merinid of House Despana, male drow 
  Bbn2/Ftr6: hp 69; see Appendix 3. 
  
  YEO6-03 Of My Enemy 
   
  Page 25 
   
  Tactics: Each drow should be entered into 
  initiative as a separate entity; this is an excellent 
  time to use initiative cards. If the characters have 
  taken a side and act as such, they will presumably 
  move to engage the drow they have chosen to 
  fight against. In such a case, that drow family will 
  feel more betrayed by the escorting party, which is 
  supposed to be made up of loyal guards, than by 
  the rival family, from whom they expect as much. 
  The drow family that the party attacks will respond 
  by attacking the party full force. The other drow 
  family will settle back to watch the show, as much 
  as they can. When necessary, or when attacked, 
  they will respond by aiding in attacking the one 
  that attacked them. Either Divolg or Istolil, 
  whichever made the deal that the party accepted, 
  will help out as best he can, making himself a 
  target at the same time. If it is House Tormtor the 
  party aids, Divolg will help the entire party, adding 
  some extra firepower where he may. If it is House 
  Despana the party aids, Istolil will help only the 
  individual he made the offer to, seeking to flank 
  with that individual or stay near and protect that 
  individual only, not concerned with the rest of the 
  party. 
  If the party has taken one side and stands on it 
  loyally, then that family will act as a support unit 
  for the party as they eliminate the rival family. If 
  the party refused to take sides and then interferes 
  in any way, both families will consider them 
  enemies now, and both families will attack them 
  while continuing their attack on the rival family. 
  The two families together should wipe the floor 
  with the party, but with their attention divided 
  between each other and the party; this should be 
  quite a fight. If the party stands by and does 
  nothing, it may take the DM a while to play out the 
  battle between the two families. If so, feel free to 
  speed things along “on screen” since the players 
  have chosen to keep their characters “off 
  screen”—count each attack as two, use average 
  damage, etc, in order to speed up the resolution of 
  the encounter. 
   
  Note that if the characters do not participate in 
  the battle at all, they receive no experience from 
  this encounter and the drow will not be inclined to 
  share the loot with them upon arriving in Loftwick. 
   
  Treasure: The drow insist that all of their 
  treasure be kept by their race as part of their 
  legacies, to be returned to their families as 
  appropriate. It would not do for Yeomanry soldiers 
  to be seen carrying drow family heirlooms. (This is 
  the excuse the drow use to have first pickings over 
  the 
  corpses. 
  See 
  the 
  conclusion 
  for 
  final 
  disposition of the drow’s gear). 
   
  Developments:  A good bit of this encounter 
  will require the DM to free-form the reactions of 
  the remaining drow, as things go from bad to 
  worse. It is possible the party could break up this 
  fight, but several factors will be against them. If the 
  party committed to a side, then that side believes 
  themselves to have an ally in the party and will 
  behave accordingly, trying not to include the party 
  into the area of spells or other attacks. It is 
  possible that initially both sides may believe this to 
  be the case. If the party did not commit to one 
  side, that side will assume that the party has 
  already been enticed by the other side and will 
  treat them as enemies from the beginning of 
  melee, ignoring them unless they attempt to 
  interfere with the attempt to eliminate the other 
  family in any way. Either way, if the party does 
  anything to prevent the fight and not to help one 
  side, the group that is being prevented will feel 
  that they have been betrayed by the party and 
  then consider them as enemies as well. (Thus, 
  preventing one member of a family from fighting 
  would be seen as an attack on that family because 
  you have weakened its ability to fight back.) It is 
  possible the party may have to fight both families 
  and may not make it back with either Mistress. 
  Once one side is defeated, the other side will call 
  for cessation of hostilities, if they are engaged with 
  the party, pointing out that they have no reason to 
  continue fighting. There will be a coldness to the 
  drow, but they will not seek to fight the party 
  further unless the party insists on fighting. If the 
  party did not engage that family, instead standing 
  by their oath to that family, then the drow will be 
  ecstatic, congratulating the party on their success. 
  If the party survives and supported the other family 
  or if the party does nothing while the families work 
  it out, the drow will still call a cessation to 
  hostilities, but will report negatively on their escort 
  to the officials who ask them about it, thereby 
  preventing the characters from earning the favor, 
  Favor of the Free Knights, as outlined below. If 
  they sided with the family that was defeated, they 
  also receive the Disfavor of the Free Knights.. 
  If the party manages to preserve at least one of 
  the Mistresses and safely get her to Loftwick, they 
  can consider the mission successful, as the Free 
  Knights will. 
   
  
  YEO6-03 Of My Enemy 
   
  Page 26 
  CONCLUSION: I SEE DARK 
  ELVES…. 
  As the party approaches the city, they are spotted 
  and quickly rushed into the council. 
  As you approach the gates of the city of 
  Loftwick, 
  there 
  are 
  trumpets 
  and 
  other, 
  stranger horns sounding in welcome. An 
  honor guard of Yeomanry militiamen comes 
  running from the gate and forms two lines to 
  either side, a processional guard to help you 
  through the crowds, which are enormous. It 
  seems that every citizen of Loftwick has come 
  out to see the drow, and the drow, presuming 
  this crowd to be a sign of recognition of their 
  royalty, take the opportunity to make the most 
  of it, smiling and waving at the crowd. There 
  are some boos and jeers but for the most part 
  they are drowned out by the cheers of the 
  masses, thrilled with this new and exotic type 
  of elf. 
  As you are ushered into the Chambers of the 
  Council of Grosspokesmen, you realize what 
  has drawn the crowd so quickly. Yours is not 
  the only group sent to escort drow—about the 
  assembly are perhaps two dozen other drow, 
  standing about in small groups of six or nine. 
  The 
  speak 
  amongst 
  themselves 
  in 
  low 
  whispers though you see several signal across 
  the room using the types of hand signals 
  you’ve become accustomed to seeing the drow 
  use. 
   The Mistress (es) with you bows once to the 
  entire party, and smiles wickedly at all of you. 
  “I thank you for your escort. I hope we have a 
  chance to entertain you in our city some day, 
  as a chance to repay you as you deserve. Until 
  then, my House can only offer you the 
  following as gratuity for your services. You 
  may keep our porters as well, which was part 
  of the agreement we made with your masters 
  before we surfaced.” One of the males brings 
  up a sack, and in it you see several of the 
  items that belonged to the other drow families. 
  “Though what is drow is drow, what is mine is 
  mine to give away, and I give these to you. 
  Much easier to explain than should we keep 
  them.” She winks once and turns majestically, 
  her cloak fluttering out behind her as she sets 
  off to engage with one of the other groups of 
  drow about the room. 
  With 
  that, 
  the 
  drow 
  seem 
  to 
  consider 
  themselves done with you. There is not even a 
  backwards glance in your direction from any of 
  the family.  
  You all are escorted into some side chambers 
  where Free Squires and scribes wait to debrief 
  you and take down your reports. 
  The End 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives 
  plus roleplaying) 
  to each 
  character. 
  Encounter 1A or 1B 
  Defeating the driders/spiders or surviving the 
  arena. 
   
  APL 8: 270 xp. 
   
  APL 10: 330 xp. 
   
  APL 12: 420 xp. 
  Encounter 4 
  Defeating, outlasting, or dissuading the elves. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 450 xp. 
  Encounter 8 
  Protecting at least one of the drow Mistresses. 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
   
  APL 12: 450 xp. 
  Story Award 
  Successfully escorting one of the Drow Mistresses 
  to Loftwick. 
   
  APL 8: 200 xp. 
   
  APL 10: 200 xp. 
   
  APL 12: 200 xp. 
  Discretionary Roleplaying Award 
   
  APL 8: 25 xp. 
   
  APL 10: 70 xp. 
   
  APL 12: 55 xp. 
  Total possible experience 
   
  APL 8: 1,125 xp. 
  
  YEO6-03 Of My Enemy 
   
  Page 27 
   
  APL 10: 1,350 xp. 
   
  APL 12: 1,575 xp. 
  TREASURE SUMMARY 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces 
  each character gains if they take the coin available. 
   A normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field of 
  the adventure certificate.  Because this is a 
  Regional 
  adventure, 
  characters 
  may 
  spend 
  additional Time Units to practice professions or 
  create items immediately after the adventure so this 
  total may be modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
   
  Encounter Intro (Payment for Services): 
  APL 8: L: 0 gp, C: 200 gp, M: 0 gp. 
  APL 10: L: 0 gp, C: 250 gp, M: 0 gp 
  APL 12: L: 0 gp, C: 300 gp, M: 0 gp 
  Encounter 1A (Driders): 
  1 Character 
  APL 8: L: 81 gp, C: 0 gp, M: 0 (0 gp). 
  APL 10: L: 136 gp, C: 0 gp, M: 0 (0 gp). 
  APL 12: L: 136 gp, C: 0 gp, M: scroll of blur (2 
  gp), scroll of ray of enfeeblement (13 gp). 
  2-3 Characters 
  APL 8: L: 81 gp, C: 0 gp, M: 0 (0 gp). 
  APL 10: L: 136 gp, C: 0 gp, M: scroll of blur (2 
  gp), scroll of ray of enfeeblement (13 gp). 
  APL 12: L: 136 gp, C: X gp, M: scroll of blur (2 
  gp), scroll of ray of enfeeblement (13 gp), 
  Large Heavy Mace +1 (194 gp). 
  4-6 Characters 
  APL 8: L: 51 gp, C: 0 gp, M: Large Shortbow 
  +1 (196 gp). 
  APL 10: L: 51 gp, C: 0 gp, M: Large Shortbow 
  +1 (196 gp), scroll of blur (2 gp), scroll of ray 
  of enfeeblement (13 gp), scroll of gaseous 
  form (31 gp), bracers of armor +1(83 gp). 
  APL 12: L: 131 gp, C: X gp, M: Large 
  Shortbow +1 (196 gp), scroll of blur (13 gp), 
  scroll of ray of enfeeblement (2 gp), scroll of 
  gaseous form (31 gp), bracers of armor +1(83 
  gp), Large Heavy Mace +1 (194 gp), Hand of 
  the Mage (75 gp), Potion of Gaseous Form 
  (63 gp), scroll of protection from good (2 gp), 
  scroll of shatter (13 gp). 
   Encounter 4(The Neighbors): 
  APL 8: L: 1320 gp, C: 0 gp, M: +1 Composite 
  Longbow of Str +2 (x6) (1050gp) +1 Chain 
  shirt (x3) (315gp), +1 Cloak of Resistance (x3) 
  (243gp), Potion of Pass Without Trace (x6) 
  (150 gp), Potion of Cure Light Wounds (x6) 
  (150 gp). 
  APL 10: L: 1890 gp, C: 0 gp, M: +1 Composite 
  Longbow of Str +2 (x6) (1050gp) +1 Chain 
  shirt (x6) (630gp), +1 Cloak of Resistance (x6) 
  (486 gp) Potion of Pass Without Trace (x6) 
  
  YEO6-03 Of My Enemy 
   
  Page 28 
  (150 gp), Potion of Cure Light Wounds (x6) 
  (150 gp), Ring of Protection +1 (x3) (498 gp).  
  APL 12: L: 1890 gp, C: 0 gp, M: +2 Composite 
  Longbow of Str +2 (x6) (3050gp), +1 Chain 
  shirt (x6) (630gp), +1 Cloak of Resistance (x3) 
  (243 gp), +2 Cloak of Resistance (x3) (999 
  gp), Potion of Pass Without Trace (x6) (150 
  gp), Potion of Cure Light Wounds (x6) (150 
  gp), Ring of Protection +1 (x6) (996 gp), Boots 
  of Elvenkind (x3) (625 gp), Gloves of Dexterity 
  +2 (x3) (999 gp).  
  Encounter 8 (The Only Solution): 
  APL 8: L: 187 gp, C: 167 gp, M: Breastplate 
  +1(121gp), Breastplate +1(121gp), Buckler 
  +1(97gp), Bracers of armor +1(83 gp), Amulet 
  of health +2 (333 gp), Ring of protection +1 
  (167 gp), Wand of enlarge person (63 gp), 
  Cloak of resistance +1 (83 gp). 
  OR 
  APL 8: L: 269 gp, C: 467 gp, M: Full plate +1 
  (229 gp), Heavy steel +1 shield (98 gp), 
  Amulet of health +2 (333 gp), Pearl of power 
  1st-level (83 gp), Chain shirt +1 (113 gp), 
  Cloak of resistance +1 (83 gp). 
  APL 10: L: 147 gp, C: 369 gp, M: Breastplate 
  +1(121gp), Breastplate +1(121gp), Buckler 
  +1(97gp), Buckler +1(97gp), Amulet of health 
  +2 (333 gp), Periapt of wisdom +2 (333 gp), 
  Ring of protection +1 (167 gp), Wand of 
  enlarge person (63 gp), Cloak of resistance +1 
  (83 gp) Rapier +1 (193gp), Bracers of Armor 
  +2 (333gp). 
   
  OR 
  APL 10: L: 205 gp, C: 250 gp, M: Full plate +1 
  (221gp), Heavy steel +1 shield (98gp), Amulet 
  of health +2 (333gp), Pearl of power 1st-level 
  (83gp), Ring of protection +1 (167gp), Periapt 
  of wisdom +2 (333gp), Chain shirt +1 (104gp), 
  Cloak of resistance +1 (83gp), Rapier +1 
  (193gp), Breastplate +1 (113gp), Amulet of 
  natural armor +1 (167gp). 
   
  APL 12: L: 120 gp, C: 114 gp, M: Amulet of 
  health +2 (333gp), Ring of protection +1 
  (167gp), Periapt of wisdom +2 (333gp), Rapier 
  +1 (193gp), Amulet of natural armor +1 
  (167gp), Breastplate +2 (363gp), Buckler +2 
  (347gp), Silent lesser rod of metamagic 
  (250gp), Wand of enlarge person (63gp), 
  Bracers of armor +2 (333gp), Ring of 
  protection +1 (167gp), Cloak of resistance +1 
  (83gp), Wand of magic missile (1st) (63gp), 
  Wand of shocking grasp (63gp), Breastplate 
  +1 (121gp), Buckler +1 (97gp), Cloak of 
  resistance +1 (83gp), Adamantine spiked 
  chain +1 (419gp). 
  OR 
  APL 12: L: 125 gp, C: 286 gp, M: Amulet of 
  health +2 (333gp), Pearl of power 1st-level 
  (83gp), Ring of protection +1 (167gp), Periapt 
  of wisdom +2 (333gp), Amulet of natural armor 
  +1 (167gp), Heavy +1 mace (193gp), Full 
  plate +2 (471gp), Heavy steel +2 shield 
  (348gp), Scroll of cure light wounds (div) 
  (4gp), Scroll of resist energy (div) (13gp), 
  Cloak of resistance +1 (83gp), Rapier +1 
  (193gp), Buckler +1 (97gp), Chain shirt +2 
  (354gp), Breastplate +1 (113gp), Amulet of 
  natural armor +1 (167gp), Longsword +1 
  (193gp), Heavy steel +1 shield (98gp), Cloak 
  of resistance +1 (83gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 8: L: 1,320 gp, C: 251-281 gp, M: 1,908-
  2,104 gp – Total: 3,479- 3,705 gp (1,300 gp). 
  APL 10: L: 1,941- 2,026 gp, C: 250 gp, M: 
  2,964-3,289 gp – Total: 5,155- 5,565 gp 
  (2,300 gp). 
  APL 12: L: X gp, C: 300 gp, M: X gp – Total: X 
  gp (3,300 gp). 
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Special 
  Trading Spells with Divolg of House Tormtor: 
  Wizards who were deemed acceptable by the 
  drow may trade spells with one of their wizards. 
  The wizard in question traded away two non-
  standard spells, _____________(from AR___) and 
  _________________(from 
  AR___), 
  for 
  the 
  following 
  spell 
  to 
  be 
  added 
  to 
  their 
  spellbook:_______________. The spells traded 
  must be of equal or higher level than the one 
  received. This is only awarded to wizards who met 
  the drow’s acceptance requirements and who 
  chose to interact with Divolg. They will not be 
  trusted then to trade with Belgos. 
   
  
  YEO6-03 Of My Enemy 
   
  Page 29 
  Trading Spells with Belgos of House Noquar: 
  Wizards who were deemed acceptable by the 
  drow may trade spells with one of their wizards. 
  The wizard in question traded away two non-
  standard spells, _____________(from AR___) and 
  _________________(from 
  AR___), 
  for 
  the 
  following 
  spell 
  to 
  be 
  added 
  to 
  their 
  spellbook:_______________. The spells traded 
  must be of equal or higher level than the one 
  received.  This is only awarded to wizards who 
  met the drow’s acceptance requirements and who 
  chose to interact with Belgos. They will not be 
  trusted then to trade with Divolg. 
  Winning Dice Roller: This bonus gold is awarded 
  to any character who actually wins one or more of 
  Istolil’s dice games. The character wins 500gp 
  above the adventure gold per win. This character 
  won ____ games. This gold is in addition to other 
  gold earned in the adventure and can exceed the 
  gold cap for this module only. (The total cannot 
  exceed 5 combined with the number of losing rolls 
  below). 
  Losing Dice Roller: This gold is deducted from 
  any character who competed and lost in one or 
  more of Istolil’s dice games. The character forfeits 
  100gp of his or her adventure gold per loss. This 
  character lost ____ games. This loss is applied 
  after all gold for the module has been earned, 
  netting the character less in the module than those 
  who did not wager and lose. (The total cannot 
  exceed 5 combined with the number of winning 
  rolls above). 
  Favor of the Free Knights: This favor is earned 
  for successfully escorting at least one of the 
  Mistresses to the Council Chamber of the 
  Grosspokesmen. Characters may use this favor to 
  increase a weapon, armor, or shield from +1 to +2 
  or from +2 to +3 enhancement by paying the 
  difference. Characters may use two favors of the 
  Free Knights to upgrade a weapon as above and 
  also add Holy to the weapon at the same time by 
  paying the difference, but both enhancements 
  must be added at the same time. Characters may 
  also retain this favor for use at a later time. This 
  favor cannot be received by any character who 
  took pay for this mission at the beginning, or by 
  any party that sided with the family that loses the 
  showdown. 
  Disfavor of the Free Knights: This disfavor is 
  earned for failing to follow a directive entrusted to 
  you by the Free Knights. By siding with the losing 
  side in the drow family conflict, you have been 
  exposed as betraying your duties as an escort. 
  You will never be considered for Free Guard 
  status. This disfavor is earned by any member that 
  chose to be paid for the escort duty OR if the party 
  sided with the drow that lose the family showdown. 
  Badge of Bondage: Characters who were 
  prisoners of the drow (captured in YEO5-06 
  Broken Spear) have access to the feat Badge of 
  Bondage, as presented in Dragon #315. 
  Item Access 
   
  APL 8 (all of the following): 
  • 
  *Wand of Enlarge Person (Adventure; DMG) 
  • 
  ^ Pearl of power 1st-level (Adventure; DMG) 
   
  APL 10 (all of APL 8 plus the following): 
  • 
  *Bracers of Armor +2 (Adventure; DMG) 
   
  APL 12 (all of APLs 8, 10 plus the following): 
  • 
  Hand of the Mage (Adventure; DMG) 
  • 
  +2 Composite Longbow of Str +2 (Adventure; 
  DMG) 
  • 
  Cloak of Resistance +2 (Adventure; DMG) 
  • 
  Boots of Elvenkind (Adventure; DMG) 
  • 
  *Adamantine spiked chain +1 (Adventure; 
  DMG) 
  • 
  *Wand of magic missile (1st) (Adventure; 
  DMG) 
  • 
  *Wand of shocking grasp (Adventure; DMG) 
  • 
  *Breastplate +2 (Adventure; DMG) 
  • 
  * Buckler +2 (Adventure; DMG) 
  • 
  * Silent lesser rod of metamagic (Adventure; 
  DMG) 
  • 
  ^ Full plate +2 (Adventure; DMG) 
  • 
  ^ Heavy steel +2 shield (Adventure; DMG) 
  • 
  ^ Chain shirt +2 (Adventure; DMG) 
   
  * Only available if House Tormtor dies. 
  ^ 
  Only 
  available 
  if 
  House 
  Despana 
  dies.
  
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  YEO6-03 Of My Enemy 
   
  Page 31 
  APPENDIX 1 – APL 8 
   
  ENCOUNTER 1A 
   
   
   
   
  Two- or Three-Character Encounter 
   
  Beta, Male Drider Ftr1: Large Aberration; CR 8; 
  HD 6d8+18+1d10+3; hp 59; Init +2; Spd 30 ft., 
  climb 15 ft.; AC 17, touch 11, flat-footed 15 (+6 
  natural, +2 dex, -1 size); Base Atk/Grp: +5/+11; 
  Atk +7 melee (1d6+2, mw dagger) or +7 ranged 
  (1d8, mw shortbow) or +2 melee (1d4+1 plus 
  poison, bite); Full Atk +5 melee (1d6+2, 2 mw 
  daggers) and +2 melee (1d4+1 plus poison, bite) 
  or +7 ranged (1d8, mw shortbow); SA spells, spell-
  like abilities, poison; SQ darkvision 60 ft., spell 
  resistance 17; AL CE; SV Fort +7, Ref +4, Will +8; 
  Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16. 
   
  Skills & Feats: Climb +14, Concentration +9, 
  Hide +10, Intimidate +4, Jump +5, Listen +9, Move 
  Silently 
  +12, 
  Spot +9; 
  Blind-Fight, Combat 
  Casting, Two-Weapon Fighting, Weapon Focus 
  (bite). 
   
  Poison (Ex): Injury, Fortitude DC 16, initial 
  and secondary damage 1d6 Str. The save DC is 
  Constitution-based. 
   
  Languages: 
  Elven, 
  Common, 
  and 
  Undercommon. 
   
  Spell-Like Abilities:  1/day – dancing lights, 
  clairaudience/clairvoyance, darkness, detect good, 
  detect law, detect magic, dispel magic, faerie fire, 
  levitate, suggestion (DC 16).Caster level 6th. The 
  save DCs are Charisma-based. 
   
  Spells Known (6/7/6/4, save DC = 13 + spell 
  level): 0 – daze, detect magic, ghost sound, mage 
  hand, ray of frost, read magic, resistance; 1st – 
  mage armor, magic missile, ray of enfeeblement, 
  silent image; 2nd – invisibility, web; 3rd – lightning 
  bolt. 
   
  Possessions: 
  MW Large 
  Shortbow, MW 
  Dagger (x2) (for large creature). 
   
  Description: This strange being has the head 
  and torso of a dark elf and the legs and lower body 
  of a giant spider. 
   
  Four- to Six-Character Encounter 
   
  Beta, Male Drider Ftr2: Large Aberration; CR 9; 
  HD 6d8+18+2d10+6; hp 69; Init +2; Spd 30 ft., 
  climb 15 ft.; AC 17, touch 11, flat-footed 15 (+6 
  natural, +2 dex, -1 size); Base Atk/Grp: +6/+13; 
  Atk +9 melee (1d6+3, mw dagger) or +8 ranged 
  (1d8+1, shortbow +1) or +4 melee (1d4+2 plus 
  poison, bite); Full Atk +9/+4 melee (1d6+3, 2 mw 
  daggers) and +4 melee (1d4+2 plus poison, bite) 
  or +8/+3 ranged (1d8+1, shortbow +1); SA spells, 
  spell-like abilities, poison; SQ darkvision 60 ft., 
  spell resistance 17; AL CE; SV Fort +8, Ref +4, 
  Will +8; Str 16, Dex 15, Con 16, Int 15, Wis 16, 
  Cha 16. 
   
  Skills & Feats: Climb +15, Concentration +9, 
  Hide +10, Intimidate +6, Jump +8, Listen +9, Move 
  Silently 
  +12, 
  Spot +9; 
  Blind-Fight, Combat 
  Casting, Quick Draw, Two-Weapon Fighting, 
  Weapon Focus (bite). 
   
  Poison (Ex): Injury, Fortitude DC 16, initial 
  and secondary damage 1d6 Str. The save DC is 
  Constitution-based. 
   
  Languages: 
  Elven, 
  Common, 
  and 
  Undercommon. 
   
  Spell-Like Abilities:  1/day – dancing lights, 
  clairaudience/clairvoyance, darkness, detect good, 
  detect law, detect magic, dispel magic, faerie fire, 
  levitate, suggestion (DC 16). Caster level 6th. The 
  save DCs are Charisma-based. 
   
  Spells Known (6/7/6/4, save DC = 13 + spell 
  level): 0 – daze, detect magic, ghost sound, mage 
  hand, ray of frost, read magic, resistance; 1st – 
  mage armor, magic missile, ray of enfeeblement, 
  silent image; 2nd – invisibility, web; 3rd – lightning 
  bolt. 
   
  Possessions: Large Shortbow +1, MW Dagger 
  (x2) (for large creature). 
   
  Description: This strange being has the head 
  and torso of a dark elf and the legs and lower body 
  of a giant spider. 
  ENCOUNTER 1B 
   
   
   
   
  ONE-CHARACTER ENCOUNTER 
   
  Ogleby, Male Gnome Wizard3: Small Humanoid; 
  CR 3; HD 3d4+6; hp 14; Init +2; Spd 20 ft.; AC 13, 
  touch 13, flat-footed 11 (+2 dexterity, +1 size); 
  Base Atk/Grp: +1/+1; Atk +1 melee (1d6-1, Heavy 
  Mace); Full Atk +1 melee (1d6-1, Heavy Mace); 
  SA gnome racial enemy; SQ Lowlight vision, +4 
  dodge vs. giants, Speak with Animals 1/day, +2 to 
  saves vs Illusions; AL LE; SV Fort +3, Ref +3, Will 
  +4; Str 8, Dex 14, Con 15, Int 15, Wis 12, Cha 8. 
   
  Skills & Feats: Concentration +9, Craft 
  (alchemy) +10, Knowledge (arcana) +8, Listen +4, 
  
  YEO6-03 Of My Enemy 
   
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  Spellcraft +10, Spot +3; Combat Casting, Scribe 
  Scroll, Skill Focus (alchemy). 
   
  Languages: 
  Common, 
  Gnome, 
  Undercommon. 
   
  Wizard Spells Known/Prepared (4/3/2, save 
  DC = 13 + spell level, +1 to Illusion): 0 – Acid 
  Splash (2), Mending (2); 1st – Mage Armor, 
  Enlarge Person (2); 2nd – Daze Monster (2). 
   
  Spellbook: 0 – Acid Splash, Resistance, 
  Mending, Message; 1st – Mage Armor, Enlarge 
  Person; 2nd – Daze Monster. 
   
  Possessions: None of note.   
   
  Fagen, Male Human Rog3: Medium Humanoid; 
  CR 3; HD 3d6+3; hp 16; Init +6; Spd 30 ft.; AC 13, 
  touch 13, flat-footed 10 (+2 dexterity, +1 dodge); 
  Base Atk/Grp: +2/+3; Atk +3 melee (1d6+1, Short 
  Sword) or +4 ranged (1d4+1, Dagger); Full Atk +3 
  melee (1d6+1, Short Sword) or +4 ranged (1d4+1, 
  Dagger); SA Sneak Attack +2d6; SQ Evasion; AL 
  CN; SV Fort +2 Ref +5, Will +1; Str 12, Dex 15, 
  Con 13, Int 14, Wis 10, Cha 8.   
   
  Skills & Feats: Bluff +5, Climb +7, Disable 
  Device +8, Hide +8, Listen +6, Open Lock +8, 
  Move Silently +8, Search +8, Sense Motive +6, 
  Spot +6, Swim +7; Dodge, Improved Initiative, 
  Mobility. 
   
  Languages: Common, Elven, Flan. 
   
  Possessions: None of note.   
   
  Rosetta, Female Dwarf Ftr3: Medium Humanoid; 
  CR 3; HD 3d10+6; hp 30; Init +1; Spd 20 ft.; AC 
  12, touch 11, flat-footed 11 (+1 dexterity, +1 light 
  steel shield); Base Atk/Grp: +3/+5; Atk +6 melee 
  (1d8+2/x3, 
  Battleaxe); 
  Full 
  Atk 
  +6 
  melee 
  (1d8+2/x3, Battleaxe); SA +1 to hit vs orcs (and 
  half-orcs); SQ Darkvision 60 ft, +2 saves vs 
  poison, spells, spell-like effects, +4 dodge vs. 
  giants, stonecunning; AL LN; SV Fort +6, Ref +2, 
  Will +2; Str 15, Dex 13, Con 16, Int 10, Wis 12, 
  Cha 6.  
   
  Skills & Feats: Climb +4, Jump +5, Swim +4, 
  Spot +2; Cleave, Power Attack, Toughness, 
  Weapon Focus (Battleaxe).  
   
  Languages: Common, Dwarven. 
   
  Possessions: None of note. 
   
  Baron Bigboutte, Male Human Arist4: Medium 
  Humanoid; CR 3; HD 4d8+8; hp 30; Init +3; Spd 
  30 ft.; AC 9, touch 9, flat-footed 9 (-1 dexterity); 
  Base Atk/Grp: +3/+4; Atk +4 melee (1d8+1, 
  longsword); Full Atk +4 melee (1d8+1, longsword); 
  AL NE; SV Fort +3, Ref +0, Will +6; Str 13, Dex 8, 
  Con 14, Int 10, Wis 15, Cha 13.  
   
  Skills & Feats: Appraise +9, Diplomacy +12, 
  Gather Information +8, Ride +6, Sense Motive 
  +11; Diligent, Improved Initiative, Negotiator. 
   
  Languages: Common. 
   
  Possessions: None of note. 
   
  TWO- OR THREE-CHARACTER ENCOUNTER 
   
  Ogleby, Male Gnome Wizard4: Small Humanoid; 
  CR 4; HD 4d4+8; hp 18; Init +2; Spd 20 ft.; AC 13, 
  touch 13, flat-footed 11 (+2 dexterity, +1 size); 
  Base Atk/Grp: +2/+2; Atk +2 melee (1d6-1, Heavy 
  Mace); Full Atk +2 melee (1d6-1, Heavy Mace); 
  SA gnome racial enemy; SQ Lowlight vision, +4 
  dodge vs. giants, Speak with Animals, 1/day, +2 to 
  saves vs Illusions, spell-like abilities; AL LE; SV 
  Fort +3, Ref +3, Will +5; Str 8, Dex 14, Con 15, Int 
  16, Wis 12, Cha 8.  
   
  Skills & Feats: Concentration +10, Craft 
  (alchemy) +12, Knowledge (arcana) +10, Listen 
  +4, Spellcraft +11, Spot +4; Combat Casting, 
  Scribe Scroll, Skill Focus (alchemy). 
   
  Languages: 
  Common, 
  Gnome, 
  Undercommon. 
   
  Wizard Spells Known/Prepared (4/4/3, save 
  DC = 13 + spell level, +1 if illusion): 0 – Acid 
  Splash (2), Mending (2); 1st – Mage Armor, 
  Enlarge Person (2), True Strike; 2nd – Daze 
  Monster (2), Misdirection. 
   
  Spellbook: 0 – Acid Splash, Resistance, 
  Mending, Message; 1st – Mage Armor, Enlarge 
  Person, True Strike; 2nd – Daze Monster, 
  Misdirection. 
   
  Possessions: None of note.   
   
  Fagen, Male Human Rog4: Medium Humanoid; 
  CR 4; HD 4d6+4; hp 21; Init +7; Spd 30 ft.; AC 14, 
  touch 14, flat-footed 10 (+3 dexterity, +1 Dodge); 
  Base Atk/Grp: +3/+4; Atk +4 melee (1d6+1, Short 
  Sword) or +6 ranged (1d4+1, Dagger); Full Atk +4 
  melee (1d6+1, Short Sword) or +6 ranged (1d4+1, 
  Dagger); SA Sneak Attack +2d6; SQ Evasion, 
  Uncanny Dodge; AL CN; SV Fort +2 Ref +7, Will 
  +1; Str 12, Dex 16, Con 13, Int 14, Wis 10, Cha 8. 
    
   
  Skills & Feats: Bluff +6, Climb +8, Disable 
  Device +9, Hide +10, Listen +7, Open Lock +10, 
  Move Silently +10, Search +9, Sense Motive +7, 
  Spot +7, Swim +8; Dodge, Improved Initiative, 
  Mobility. 
   
  Languages: Common, Elven, Flan. 
   
  Possessions: None of note.   
   
  
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  Rosetta, Female Dwarf Ftr4: Medium Humanoid; 
  CR 4; HD 4d10+8; hp 39; Init +1; Spd 20 ft.; AC 
  12, touch 11, flat-footed 11 (+1 dexterity, +1 light 
  steel shield); Base Atk/Grp: +4/+7; Atk +8 melee 
  (1d8+5/x3, 
  Battleaxe); 
  Full 
  Atk 
  +8 
  melee 
  (1d8+5/x3, Battleaxe); SA +1 to hit vs orcs (and 
  half-orcs); SQ Darkvision 60 ft, Stonecunning, +2 
  saves vs poison, spells, spell-like effects, +4 
  dodge vs giants; AL LN; SV Fort +7, Ref +2, Will 
  +2; Str 16, Dex 13, Con 16, Int 10, Wis 12, Cha 6.  
   
  Skills & Feats: Climb +5, Jump +6, Swim +5, 
  Spot +3; Cleave, Power Attack, Toughness, 
  Weapon 
  Focus 
  (Battleaxe), 
  Weapon 
  Specialization (Battleaxe).  
   
  Languages: Common, Dwarven. 
   
  Possessions: None of note. 
   
  Baron Bigboutte, Male Human Arist5: Medium 
  Humanoid; CR 4; HD 5d8+10; hp 38; Init +3; Spd 
  30 ft.; AC 9, touch 9, flat-footed 9 (-1 dexterity); 
  Base Atk/Grp: +3/+4; Atk +4 melee (1d8+1, 
  longsword); Full Atk +4 melee (1d8+1, longsword); 
  AL NE; SV Fort +3, Ref +0, Will +6; Str 13, Dex 8, 
  Con 14, Int 10, Wis 15, Cha 13.  
   
  Skills & Feats: Appraise +10, Diplomacy +13, 
  Gather Information +9, Ride +7, Sense Motive 
  +12; Diligent, Improved Initiative, Negotiator.  
   
  Languages: Common. 
   
  Possessions: None of note.   
   
  FOUR- TO SIX-CHARACTER ENCOUNTER 
   
  Ogleby, Male Gnome Wizard5: Small Humanoid; 
  CR 5; HD 5d4+10; hp 23; Init +2; Spd 20 ft.; AC 
  13, touch 13, flat-footed 11 (+2 dexterity, +1 size); 
  Base Atk/Grp: +2/+2; Atk +2 melee (1d6-1, Heavy 
  Mace); Full Atk +2 melee (1d6-1, Heavy Mace); 
  SA gnome racial enemy; SQ Lowlight vision, +4 
  dodge vs giants, Speak with Animals, 1/day, +2 to 
  saves vs Illusions, spell-like abilities; AL LE; SV 
  Fort +3, Ref +3, Will +5; Str 8, Dex 14, Con 15, Int 
  16, Wis 12, Cha 8.  
   
  Skills & Feats: Concentration +11, Craft 
  (alchemy) +13, Knowledge (arcana) +11, Listen 
  +5, Spellcraft +11, Spot +4; Brew Potion, Combat 
  Casting, Scribe Scroll, Skill Focus (alchemy). 
   
  Languages: 
  Common, 
  Gnome, 
  Undercommon. 
   
  Wizard Spells Known/Prepared (4/4/3/2, save 
  DC = 13 + spell level, +1 if illusion): 0 – Acid 
  Splash (2), Mending (2); 1st – Mage Armor, 
  Enlarge Person (2), True Strike; 2nd – Daze 
  Monster (2), Misdirection; 3rd – Heroism (2). 
   
  Spellbook: 0 – Acid Splash, Resistance, 
  Mending, Message; 1st – Mage Armor, Enlarge 
  Person, True Strike; 2nd – Daze Monster, 
  Misdirection; 3rd -- Heroism. 
   
  Possessions: None of note.   
   
  Description: Description. 
  Fagen, Male Human Rog5: Medium Humanoid; 
  CR 5; HD 5d6+5; hp 26; Init +7; Spd 30 ft.; AC 14, 
  touch 14, flat-footed 10 (+3 dexterity, +1 Dodge); 
  Base Atk/Grp: +3/+4; Atk +4 melee (1d6+1, Short 
  Sword) or +6 ranged (1d4+1, Dagger); Full Atk +4 
  melee (1d6+1, Short Sword) or +6 ranged (1d4+1, 
  Dagger); SA Sneak Attack +3d6; SQ Evasion, 
  Uncanny Dodge; AL CN; SV Fort +2 Ref +7, Will 
  +1; Str 12, Dex 16, Con 13, Int 14, Wis 10, Cha 8. 
    
   
  Skills & Feats: Bluff +7, Climb +9, Disable 
  Device +10, Hide +11, Listen +8, Open Lock +11, 
  Move Silently +11, Search +10, Sense Motive +8, 
  Spot +8, Swim +9; Dodge, Improved Initiative, 
  Mobility. 
   
  Languages: Common, Elven, Flan. 
   
  Possessions: None of note.   
   
  Rosetta, Female Dwarf Ftr5: Medium Humanoid; 
  CR 5; HD 5d10+10; hp 48; Init +1; Spd 20 ft.; AC 
  12, touch 11, flat-footed 11 (+1 dexterity, +1 light 
  steel shield); Base Atk/Grp: +5/+8; Atk +9 melee 
  (1d8+5/x3, 
  Battleaxe); 
  Full 
  Atk 
  +9 
  melee 
  (1d8+5/x3, Battleaxe); SA +1 to hit vs orcs (and 
  half-orcs); SQ Darkvision 60 ft, stonecunning, +2 
  saves vs poison, spells, spell-like effects, +4 
  dodge vs giants; AL LN; SV Fort +7, Ref +2, Will 
  +2; Str 16, Dex 13, Con 16, Int 10, Wis 12, Cha 6.  
   
  Skills & Feats: Climb +6, Jump +6, Swim +6, 
  Spot +3; Cleave, Power Attack, Toughness, 
  Weapon 
  Focus 
  (Battleaxe), 
  Weapon 
  Specialization (Battleaxe).  
   
  Languages: Common, Dwarven. 
   
  Possessions: None of note. 
   
  Baron Bigboutte, Male Human Arist6: Medium 
  Humanoid; CR 5; HD 6d8+12; hp 45; Init +3; Spd 
  30 ft.; AC 9, touch 9, flat-footed 9 (-1 dexterity); 
  Base Atk/Grp: +4/+5; Atk +6 melee (1d8+1, 
  longsword); Full Atk +6 melee (1d8+1, longsword); 
  AL NE; SV Fort +4, Ref +1, Will +7; Str 13, Dex 8, 
  Con 14, Int 10, Wis 15, Cha 13.  
   
  Skills & Feats: Appraise +11, Diplomacy +14, 
  Gather Information +10, Ride +8, Sense Motive 
  +13; Diligent, Improved Initiative, Negotiator, 
  Weapon Focus (longsword).  
   
  Languages: Common. 
   
  Possessions: None of note.   
  
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  ENCOUNTER FOUR________________ 
                                   
  Male Elf Fighter4 (3): Medium Humanoid (elf); CR 
  4; HD 4d10+4; hp 33; Init +3; Spd 30 ft.; AC 17, 
  touch 13, flat-footed 14 (+4 MW Chain Shirt, +3 
  dexterity); Base Atk/Grp: +4/+6; Atk +9 ranged 
  (1d8+5, +1 Composite Longbow of Str +2) or +7 
  melee (1d8+2, MW Long sword); Full Atk +9 
  ranged (1d8+5, +1 Composite Longbow of Str +2) 
  or +7/+7 ranged (1d8+4, rapid shot) or  +7 melee 
  (1d8+2, MW Long sword); SQ Immune to magical 
  sleep, +2 vs Enchantments, Low-Light Vision; AL 
  CN; SV Fort +5, Ref +4, Will +2; Str 14, Dex 16, 
  Con 13, Int 8, Wis 12, Cha 10.   
   
  Skills & Feats: Climb +2, Craft (bowmaking) 
  +2, Jump +2, Listen +3, Search +1, Spot +3, 
  Swim+2, Ride+4; Point Blank Shot, Precise Shot, 
  Rapid Shot, Weapon Focus (longbow), Weapon 
  Specialization (longbow). 
   
  Languages: Elven, Common. 
   
  Possessions: +1 Composite Longbow of Str 
  +2, MW Chain shirt, MW Longsword, 80 Arrows, 
  Potion of Pass Without Trace, Potion of Cure Light 
  Wounds.   
   
  Male Elf Fighter6 (3): Medium Humanoid (elf); CR 
  6; HD 6d10+6; hp 50; Init +3; Spd 30 ft.; AC 18, 
  touch 13, flat-footed 15 (+5 +1 Chain Shirt, +3 
  dexterity); Base Atk/Grp: +6/+8; Atk +11 ranged 
  (1d8+5, +1 Composite Longbow of Str +2) or +9 
  melee (1d8+2, MW Long sword); Full Atk +11/6 
  ranged (1d8+5, +1 Composite Longbow of Str +2) 
  or +9/+9/+4 ranged (1d8+5, rapid shot) or +9/+4 
  melee (1d8+2, MW Long sword); SQ Immune to 
  magical sleep, +2 vs Enchantments, Low-Light 
  Vision; AL CN; SV Fort +7, Ref +6, Will +4; Str 14, 
  Dex 16, Con 13, Int 8, Wis 12, Cha 10.   
   
  Skills & Feats: Climb +3, Craft (bowmaking) 
  +2, Jump +3, Listen +3, Search +1, Spot +3, 
  Swim+2, Ride+4; Dodge, Mobility, Point Blank 
  Shot, Precise Shot, Rapid Shot, Weapon Focus 
  (longbow), Weapon Specialization (longbow). 
   
  Languages: Elven, Common. 
   
  Possessions: +1 Composite Longbow of Str 
  +2 (2600gp), +1 Chain shirt (1250gp), MW 
  Longsword (315gp), 80 Arrows (4 gp), Potion of 
  Pass Without Trace (50gp), Potion of Cure Light 
  Wounds (50gp), +1 Cloak of Resistance (1000gp). 
    
  ENCOUNTER 8 
   
   
   
   
   
  Ardulace of House Tormtor; Drow elf Clr8: CR 
  9; ECL 10; Size M; HD 8d8; hp 56; Init +3; Spd 20 
  ft (base 30 ft); AC 22, touch 14, FF 19; BAB +6/+1; 
  Grapple +8; Atk: +9/+4 melee (1d6 + 2/crit 18-20, 
  Rapier MW), +10/+5 ranged (1d4/crit 19-20, 
  Crossbow, hand MW); SA Poison, spell-like 
  abilities; 
  SQ 
  Drow 
  traits, 
  Light 
  Blindness, 
  Darkvision 120 ft., immune to sleep effects; SR 19; 
  AL LE; SV Fort +7, Ref +7, Will +9; Str 14, Dex 16, 
  Con 12, Int 12, Wis 16, Cha 10. 
  Languages 
  spoken: 
  Common, 
  Elven, 
  Undercommon 
  Skills and Feats: Bluff +5, Concentration +11, 
  Diplomacy +7, Disguise +5, Hide +7, Listen +8, 
  Spot +8; Alertness, Lightning Reflexes, Skill Focus 
  (hide). 
  Special Abilities: Aura, Darkvision, Domain Evil, 
  Domain 
  Trickery, 
  Poison, 
  Spell 
  Resistance, 
  Spontaneous Casting, Turn or Rebuke Undead. 
  Racial Spells Known: 0--Dancing lights, Faerie 
  fire, Darkness. 
  Clr Spells Prepared (6/6/5/5/3): -0--Cure minor 
  wounds (2), Detect magic (2), Inflict minor 
  wounds, Resistance, 1--Blessed aimSC, Cure light 
  wounds, Divine favor, Magic weapon, Protection 
  from good*, Shield of faith, 2--Bull's strength, Cure 
  moderate 
  wounds, 
  Inflict moderate wounds, 
  Invisibility*, Spiritual weapon, 3--Clutch of orcusSC, 
  Cure serious wounds, Energy vortexSC, Flame of 
  faithSC, Magic circle against good*, 4—Confusion*, 
  Cure critical wounds, Divine power.  
  SCSpell 
  Compendium. 
   
  *Domain spell. Domains: Evil (You cast evil 
  spells at +1 caster level), Trickery (Adds Bluff, 
  Disguise, and Hide to class skills). 
  Possessions: 140 gp, Breastplate +1, Buckler +1, 
  Hand mw crossbow, Rapier mw, Amulet of health 
  +2, Silver holy symbol, Ring of protection +1.  
  Description: Ardulace was born into the upper 
  echelons of House Tormtor, the eldest daughter of 
  the house matron who was daughter of a high 
  matron. She is built more like a human than an elf, 
  and the appearance makes her look heavy or fat, 
  something she is rather vain about. Ardulace is a 
  historian as well as a priestess, and the two 
  professions have served her well as she uses her 
  investigations of the past to weave her webs for 
  the future. Ardulace values power within the 
  hierarchy of the drow above all other things and 
  sees all other people as stepping stones on her 
  path to ascension to her destined role as High 
  Matron. She is aloof and detached from all others, 
  
  YEO6-03 Of My Enemy 
   
  Page 35 
  barking orders, even at her drow bodyguards, that 
  demonstrate severity and an expectation to be 
  obeyed. Ardulace is aware of the High Matron’s 
  position on the treaty, and understands her belief 
  that the surface-dwellers may prove useful in the 
  battle 
  against 
  Asberdies 
  and 
  his 
  strange 
  machinations and abominations; she also knows 
  that House Despana is against the idea. Ardulace 
  has a large adamantine spider holy symbol she 
  displays prominently about a chain and that she 
  twiddles in her fingers when she is deep in 
  contemplation. 
  Divolg of House Tormtor; Drow elf Wiz4: CR 5; 
  ECL 6; Size M; HD 4d4+4; hp 18; Init +2; Spd 30 
  ft; AC 13, touch 12, FF 11; BAB +2; Grapple +3; 
  Atk: +5 ranged (1d8/crit 19-20, Crossbow, light 
  MW), +4 melee (1d4 + 1/crit 19-20, Dagger MW); 
  SA Poison, spell-like abilities; SQ Drow traits, 
  Light Blindness, Darkvision 120 ft., immune to 
  sleep effects; SR 15; AL LE; SV Fort +2, Ref +3, 
  Will +4; Str 12, Dex 15, Con 12, Int 18, Wis 10, 
  Cha 10. 
  Languages 
  spoken: 
  Common, 
  Elven, 
  Undercommon, Draconic, Drow Sign, Gnome, 
  Goblin 
  Skills and Feats: Knowledge (Dungeoneering) 
  +11, Concentration +8, Decipher Script +11, 
  Knowledge (Arcana) +11, Knowledge (History) +6, 
  Spellcraft +13, Knowledge (Local - Sheldomar 
  Valley) +9; Combat Casting, Toughness, Scribe 
  Scroll. 
  Special Abilities: Darkvision, Familiar, Poison, 
  Spell Resistance. 
  Racial 
  Spells 
  Known: 
  0--Dancing 
  lights, 
  Darkness, Faerie fire. 
  Wiz Spells Known (4/4/3): 0--Acid splash, Arcane 
  mark, Dancing lights, Daze, Detect magic, Detect 
  poison, Disrupt undead, Flare, Ghost sound, Light, 
  Mage hand, Mending, Message, Open/close, 
  Prestidigitation, Ray of frost, Read magic, Repair 
  minor damageSC, Resistance, Touch of fatigue, 1--
  BackbiterSC, Burning hands, Enlarge person, Hail 
  of stoneSC, InciteSC, InhibitSC, Mage armor, Magic 
  missile, Lesser orb of acidSC,  Reduce person, 
  Remove ScentSC, Summon monster i 2-- Aiming at 
  the TargetSC, Daze monster, FireburstSC, Minor 
  image, Phantasmal assailantsSC, Scorching ray, 
  Sting RaySC, Summon monster ii. 
  Wiz Spells Prepared (4/4/3): 0--Acid splash (2), 
  Daze, Detect magic, 1--BackbiterSC, Burning 
  hands, Magic missile, Lesser orb of acidSC, 2--
  FireburstSC, Phantasmal assailantsSC, Scorching 
  ray.  SCSpell Compendium. 
  Possessions: 793 gp, Bracers of armor +1, Light 
  mw crossbow, Dagger mw, Wizard's spellbook, 
  Spell component pouch, Bat familiar, Wand of 
  enlarge person. 
  Description: Divolg is a young wizard in the halls 
  of the drow, and this trek is as much a chance for 
  him to avoid enemies he’s made in the academy 
  of wizardry as it is a chance for him to represent 
  his house. Like most drow wizards, he is small and 
  thin, and matches the description one expects of 
  an elf, except for the blackish tint of the skin and 
  the color of the eyes, his being lavender. Divolg is 
  an alchemist of no small measure, and is adept at 
  many forms of botany and herbalism. He seeks to 
  observe some of the surface fauna for his own 
  purposes while on the journey. Motivated primarily 
  by his personal goals, he understands he exists at 
  the whim of the house matron, and, by proxy, of 
  Ardulace, and as such he seeks to curry her favor 
  when he can. Divolg shows little interest in 
  speaking with anyone who does not show some 
  skill at arcane magic, and will quickly lose interest 
  if they are not wizards, with whom he will discuss 
  the nuances of how magic works. Divolg is aware 
  of his house’s position on the alliance, but he 
  himself does not care one way or the other—all 
  alliances are but ephemeral things to elves after 
  all. Divolg’s left forearm is horribly scared, as if 
  burned or torn away in some horrific manner. The 
  scarring extends down to his left hand and the last 
  two fingers of that hand are feeble and seem 
  unresponsive, though they do not seem to prevent 
  Divolg from using his magic. 
   
  Relonor of House Tormtor; Drow elf Ftr4: CR 5; 
  Size M; HD 4d10+4; hp 33; Init +2; Spd 20 ft (base 
  30 ft); AC 19, touch 12, FF 17; BAB +4; Grapple 
  +7; Atk: +9 melee (2d4 + 5, Chain, spiked MW), 
  +7 ranged (1d8/crit x3, Longbow MW); SA Poison, 
  spell-like abilities; SQ Drow traits, Light Blindness, 
  Darkvision 120 ft., immune to sleep effects; SR 15; 
  AL LE; SV Fort +6, Ref +4, Will +3; Str 16, Dex 15, 
  Con 12, Int 12, Wis 12, Cha 10. 
  Languages 
  spoken: 
  Common, 
  Elven, 
  Undercommon, Gnome 
  Skills and Feats: Climb +3, Craft (Weaponsmith) 
  +5, Handle Animal +5, Jump +3, Ride +7, Swim 
  +3; Combat Reflexes, Exotic Weapon Proficiency 
  (chain, spiked), Power Attack, Weapon Focus 
  (chain, spiked), Weapon Specialization (chain, 
  spiked). 
  
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  Special Abilities: Darkvision, 
  Poison, 
  Spell 
  Resistance. 
  Racial 
  Spells 
  Known: 
  0--Dancing 
  lights, 
  Darkness, Faerie fire. 
  Possessions: 79 gp, Breastplate +1, Buckler mw, 
  Spiked mw chain, Longbow mw, Cloak of 
  resistance +1, Arrows (20). 
  Description: Relonor is the strongest of the 
  House Tormtor warriors, having proven himself in 
  battle against other houses and other enemies 
  time and again, and he is a favorite of Ardulace. 
  Tall and muscular for an elf, he wears his white 
  hair shaven short, almost to the scalp, where it 
  reveals a number of scars.  Wielding a spiked 
  chain with deadly mastery,  Relonor believes in 
  the application of brute force to solving problems 
  and sees little value in speech. He is loyal to his 
  house and sees that loyalty as the same as his 
  devotion to Lloth- he serves both blindly and 
  obediently and believes that both are the source of 
  his personal strengths and successes. Relonor 
  has a hatred for the shorter races, particularly 
  gnomes and halflings (whom he has trouble 
  distinguishing from gnomes), due to an encounter 
  with a group of svrifniblen early in his career; an 
  encounter that went very badly. He will avoid such 
  creatures at all costs, but will not suffer 
  embarrassment through this avoidance. With 
  others, he is standoffish and curt. He knows little 
  of the family’s stance on the alliance, but does 
  know that the House of Noquar lacks a coherent 
  position, and that much he will reveal. Relonor is 
  never without his spiked chain, which he wears on 
  a special sash around his waist when he is not 
  wielding it. 
  -  -  -  -  -  -  -  -  -  -  -  -  -  - -  -  -  -  -  -  -  -  -  -  - 
  Jyslin of House Despana; Drow elf Clr8: CR 9; 
  Size M; HD 8d8+8; hp 62; Init +1; Spd 20 ft (base 
  30 ft); AC 23, touch 11, FF 22; BAB +6/+1; 
  Grapple +8; Atk: +9/+4 melee (1d8 + 2, Mace, 
  heavy MW), 
  +8/+3 ranged (1d8/crit 19-20, 
  Crossbow, light MW); SA Poison, spell-like 
  abilities; 
  SQ 
  Drow 
  traits, 
  Light 
  Blindness, 
  Darkvision 120 ft., immune to sleep effects; SR 19; 
  AL CE; SV Fort +8, Ref +5, Will +9; Str 14, Dex 
  12, Con 14, Int 14, Wis 16, Cha 10. 
  Languages 
  spoken: 
  Common, 
  Elven, 
  Undercommon, Drow Sign, Gnome 
  Skills and Feats: Concentration +8, Diplomacy 
  +11, Heal +8, Knowledge (Planes) +8, Knowledge 
  (Religion) +8, Spellcraft +12; Combat Casting, 
  Lightning Reflexes, Shielded CastingRS.  RSRaces 
  of Stone. 
  Special 
  Abilities: 
  Aura, 
  Bonus 
  Languages, 
  Darkvision, Domain Destruction, Domain Evil, 
  Poison, Spell Resistance, Spontaneous Casting, 
  Turn or Rebuke Undead. 
  Racial 
  Spells 
  Known: 
  0--Dancing 
  lights, 
  Darkness, Faerie fire. 
  Clr Spells Prepared (6/6/5/5/3): 0--Cure minor 
  wounds (2), Detect magic (2), Inflict minor 
  wounds, Resistance, 1--Command, Cure light 
  wounds, Divine favor, Entropic shield, Inflict light 
  wounds*, Summon monster i, 2--Cure moderate 
  wounds, Hold person, Inflict moderate wounds, 
  Shatter*, Spiritual weapon, 3—Contagion*, Cure 
  serious wounds, Inflict serious wounds, Invisibility 
  purge, Summon monster iii, 4--Cure critical 
  wounds, Divine power, Inflict critical wounds*. 
   
  *Domain spell. Domains: Evil (You cast evil 
  spells at +1 caster level), Destruction (You gain a 
  smite attack once per day - +4 bonus on attack 
  rolls and bonus on damage equal to cleric level). 
  Possessions: 408 gp, Full plate +1, Heavy steel 
  +1 shield, Heavy mw mace, Light  mw crossbow, 
  Amulet of health +2, Silver holy symbol, Pearl of 
  power 1st-level. 
  Description: Jyslin exudes authority, as so many 
  drow women do, and took that authority, and holds 
  that authority, in that same manner. She moves 
  with a grace and a precision that belies strength 
  and a predatory nature that lurk just below her 
  surface.  Jyslin now seeks the highest throne- that 
  of the High Matron of the Church- and she works 
  diligently to increase her knowledge of Lloth and 
  the affairs of the planes to achieve that power. 
  She is driven by her insatiable desire to rule over 
  the drow, and obeys her Matron only as it suits 
  her, as she must to bide her time. Jyslin cannot 
  stand the task she has been given, despising the 
  sun and all the things that crawl under it, but sees 
  the family’s plan and seeks to use the escorts to 
  her advantage when she can. She knows her 
  family is against the alliance, though she will 
  pretend to be undecided on the matter; she knows 
  that House Tormtor is in favor of the alliance and 
  will try to lead the escorts to believe otherwise. 
  Jyslin has a crackle to her high-pitched voice, as if 
  she were trying to make her normally child-like 
  voice sound more menacing—the sound is at once 
  both amusing and disconcerting, but laughter 
  never seems an appropriate response. 
   
  Istolil of House Despana; Drow elf Rog4: CR 5; 
  Size M; HD 4d6+4; hp 21; Init +8; Spd 30 ft; AC 
  20, touch 14, FF 16; BAB +3; Grapple +4; Atk: +8 
  
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  Page 37 
  melee (1d6 + 1/crit 18-20, Rapier MW), +8 ranged 
  (1d8/crit 19-20, Crossbow, light MW); SA Poison, 
  spell-like abilities, sneak attack +2d6; SQ Drow 
  traits, Light Blindness, Darkvision 120 ft., immune 
  to sleep effects, Evasion, Uncanny Dodge, Trap 
  Sense +1; SR 15; AL CE; SV Fort +3, Ref +9, Will 
  +2; Str 12, Dex 18, Con 12, Int 15, Wis 10, Cha 
  10. 
  Languages 
  spoken: 
  Common, 
  Elven, 
  Undercommon, Drow Sign, Gnome 
  Skills and Feats: Appraise +7, Balance +9, 
  Disable Device +11, Disguise +7, Hide +9, Jump 
  +6, Listen +7, Move Silently +9, Open Lock +12, 
  Search +9, Spot +7, Tumble +9, Use Magic 
  Device +2; Improved Initiative, Weapon Finesse. 
  Special Abilities: Darkvision, Evasion, Poison, 
  Sneak Attack, Spell Resistance, Trap Sense +1, 
  Trapfinding, Uncanny Dodge. 
  Racial 
  Spells 
  Known: 
  0--Dancing 
  lights, 
  Darkness, Faerie fire. 
  Possessions: 130 gp, Rapier mw, Light  mw 
  crossbow, Chain shirt +1, Buckler mw, Masterwork 
  thieves' tools, Cloak of resistance +1. 
  Description: Istolil is everyone’s friend and 
  brother, and he has endured and secured his 
  place through making sure that no one who can 
  say otherwise is alive to say it. Cheerful for a 
  drow, Istolil smiles more than any other member of 
  the party, his perfect teeth and gleaming eyes 
  endearing him to many a heart, both drow and 
  otherwise. Istolil is a scoundrel of the highest 
  order, a scout of the greatest skill, a gambler of 
  questionable luck, and will proudly describe 
  himself as such. Beneath the smile is the 
  calculating mind of one of House Despana’s top 
  spies, one who may actually know more of his 
  House Matron’s desires than even his Mistress on 
  this mission knows, and that calculating mind is 
  what keeps him alive. Istolil is friendly to any who 
  show a decent respect for his nature- that being 
  drow, and a decent intent to gamble with him, 
  Istolil’s favorite method of winning new friends. He 
  knows well where each house stands, though he 
  will attempt to muddy the issue where he can—
  implying that Tormtor is against the alliance, 
  Noquar might be for it, and Despana seems 
  undecided, purposely trying to win the escorts 
  over as temporary allies as his Mistress has 
  commanded. Istolil’s smile stands out amongst his 
  fellows, as does his habit of toying with his bone 
  dice when he is bored or thinking.  
   
  Merinid of House Despana; Drow elf Bbn2/Ftr2: 
  CR 5; Size M; HD 2d12+2 + 2d10+2; hp 36; Init 
  +1; Spd 30 ft (base 40 ft); AC 18, touch 11, FF 17; 
  BAB +4; Grapple +7; Atk: +9 melee (1d8 + 3/crit 
  19-20, Longsword MW), +6 ranged (1d8 + 3/crit 
  x3, Longbow, mighty (+3 Str) composite MW); SA 
  Poison, spell-like abilities; SQ Drow traits, Light 
  Blindness, Darkvision 120 ft., immune to sleep 
  effects, Rage (1/day), Uncanny Dodge; SR 15; AL 
  CE; SV Fort +7, Ref +1, Will +1; Str 16, Dex 12, 
  Con 12, Int 14, Wis 13, Cha 10. 
  Languages 
  spoken: 
  Common, 
  Elven, 
  Undercommon, Drow Sign, Gnome 
  Skills and Feats: Climb +6, Intimidate +7, 
  Survival +6, Jump +6, Listen +8, Swim +6; 
  Combat Expertise, Distracting AttackMH, Extend 
  RageCW, 
  Weapon 
  Focus 
  (longsword).  
  MHMiniatures Handbook, CWComplete Warrior. 
  Special Abilities: Darkvision, Fast Movement, 
  Illiteracy, 
  Poison, 
  Rage, 
  Spell 
  Resistance, 
  Uncanny Dodge. 
  Racial 
  Spells 
  Known: 
  0--Dancing 
  lights, 
  Darkness, Faerie fire. 
  Possessions: 2264 gp, Longsword mw, Mighty 
  longbow (+3 str) composite mw, Breastplate mw, 
  Heavy steel mw shield, Arrows (20). 
  Description: Merinid of House Despana is a 
  brutal man, scarred with the signs of the numerous 
  battles he has seen, both in the arena and in the 
  service of his House Matron. He is tall and broad 
  for an elf, and, when not in battle, moves more like 
  a human plodding on to his destination. Wielding a 
  long sword with brutal strength more than 
  precision, Merinid hacks his way through any 
  problem that presents itself. He is also skilled in 
  surviving in the underdark and makes use of that 
  skill until they reach the surface. Merinid is a bitter 
  and broken specimen of a drow male, serving his 
  matron out of fear and remembered pain at 
  previous failings. He does as his Mistress bids 
  while wishing her ill that he never speaks of. 
  Merinid sees the escorts as enemies, as he sees 
  all non-drow who wield weapons. He obeys the 
  Mistress’s command to try to make friends while 
  hoping that it provides him a later opportunity to 
  kill them. Merinid knows that House Noquar will 
  not reach the council meeting and it makes him 
  smile to himself from time to time, pleased at the 
  potential for violence. Merinid keeps his head 
  shaved, partially to set himself aside and partially 
  to reveal the horrific criss-crossing of scars that 
  cover his scalp. These scars and the seething 
  anger that seems to ever boil just below the 
  
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  surface set Merinid apart from the others even 
  when he is among them. 
   
  
  YEO6-03 Of My Enemy 
   
  Page 39 
   APPENDIX 2 – APL 10 
   
  ENCOUNTER 1A 
   
   
   
   
  TWO- OR THREE-CHARACTER ENCOUNTER 
  Beta, Male Drider Ftr1: Large Aberration; CR 8; 
  HD 6d8+18+1d10+3; hp 59; Init +2; Spd 30 ft., 
  climb 15 ft.; AC 17, touch 11, flat-footed 15 (+6 
  natural, +2 dex, -1 size); Base Atk/Grp: +5/+11; 
  Atk +7 melee (1d6+2, mw dagger) or +7 ranged 
  (1d8, mw shortbow) or +2 melee (1d4+1 plus 
  poison, bite); Full Atk +5 melee (1d6+2, 2 mw 
  daggers) and +2 melee (1d4+1 plus poison, bite) 
  or +7 ranged (1d8, mw shortbow); SA spells, spell-
  like abilities, poison; SQ darkvision 60 ft., spell 
  resistance 17; AL CE; SV Fort +7, Ref +4, Will +8; 
  Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16. 
   
  Skills & Feats: Climb +14, Concentration +9, 
  Hide +10, Intimidate +4, Jump +5, Listen +9, Move 
  Silently 
  +12, 
  Spot +9; 
  Blind-Fight, Combat 
  Casting, Two-Weapon Fighting, Weapon Focus 
  (bite). 
   
  Poison (Ex): Injury, Fortitude DC 16, initial 
  and secondary damage 1d6 Str.  The save DC is 
  Constitution-based. 
   
  Languages: 
  Elven, 
  Common, 
  and 
  Undercommon. 
   
  Spell-Like Abilities:  1/day – dancing lights, 
  clairaudience/clairvoyance, darkness, detect good, 
  detect law, detect magic, dispel magic, faerie fire, 
  levitate, suggestion (DC 16). Caster level 6th. The 
  save DCs are Charisma-based. 
   
  Spells Known (6/7/6/4, save DC = 13 + spell 
  level): 0 – daze, detect magic, ghost sound, mage 
  hand, ray of frost, read magic, resistance; 1st – 
  mage armor, magic missile, ray of enfeeblement, 
  silent image; 2nd – invisibility, web; 3rd – lightning 
  bolt. 
   
  Possessions: 
  MW Large 
  Shortbow, MW 
  Dagger (x2) (for large creature). 
   
  Description: This strange being has the head 
  and torso of a dark elf and the legs and lower body 
  of a giant spider. 
   
  Alpha, Female Drider Sor1: Large Aberration; 
  CR 8; HD 6d8+18+1d4+3; hp 55; Init +2; Spd 30 
  ft., climb 15 ft.; AC 17, touch 11, flat-footed 15 (+6 
  natural, +2 dex, -1 size); Base Atk/Grp: +4/+10; 
  Atk +6 melee (1d6+2, mw dagger) or +5 ranged 
  (1d8, shortbow) or +1 melee (1d4+1 plus poison, 
  bite); Full Atk +4 melee (1d6+2, 2 mw daggers) 
  and +1 melee (1d4+1 plus poison, bite) or +5 
  ranged (1d8, shortbow); SA spells, spell-like 
  abilities, poison; SQ darkvision 60 ft., spell 
  resistance 17; AL CE; SV Fort +5, Ref +4, Will 
  +10; Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 
  16. 
   
  Skills & Feats: Climb +14, Concentration +9, 
  Hide +10, Knowledge (arcane) +4, Listen +9, 
  Move Silently +12, Spellcraft +4, Spot +9; Combat 
  Casting, Two-Weapon Fighting, Weapon Focus 
  (bite). 
   
  Poison (Ex): Injury, Fortitude DC 16, initial 
  and secondary damage 1d6 Str. The save DC is 
  Constitution-based. 
   
  Languages: 
  Elven, 
  Common, 
  and 
  Undercommon. 
   
  Spell-Like Abilities:  1/day – dancing lights, 
  clairaudience/clairvoyance, darkness, detect good, 
  detect law, detect magic, dispel magic, faerie fire, 
  levitate, suggestion (DC 16). Caster level 6th. The 
  save DCs are Charisma-based. 
   
  Racial Spells Known (6/7/6/4, save DC = 13 + 
  spell level): 0 – daze, detect magic, ghost sound, 
  mage hand, ray of frost, read magic, resistance; 
  1st – mage armor, magic missile, ray of 
  enfeeblement, silent image; 2nd – invisibility, web; 
  3rd – lightning bolt. 
   
  Sorcerer Spells Known (5/4, save DC = 13 + 
  spell level): 0 – arcane mark, detect poison, 
  prestidigitation, touch of fatigue; 1st – alarm, arrow 
  mind. 
   
  Possessions: Large Shortbow, MW Dagger 
  (x2) (for large creature), spell component pouch, 
  scroll of blur, scroll of ray of enfeeblement. 
   
  Description: This strange being has the head 
  and torso of a dark elf and the legs and lower body 
  of a giant spider. 
  FOUR- TO SIX-CHARACTER ENCOUNTER 
  Beta, Male Drider Ftr2: Large Aberration; CR 9; 
  HD 6d8+18+2d10+6; hp 69; Init +2; Spd 30 ft., 
  climb 15 ft.; AC 17, touch 11, flat-footed 15 (+6 
  natural, +2 dex, -1 size); Base Atk/Grp: +6/+13; 
  Atk +9 melee (1d6+3, mw dagger) or +8 ranged 
  (1d8+1, shortbow +1) or +4 melee (1d4+2 plus 
  poison, bite); Full Atk +9/+4 melee (1d6+3, 2 mw 
  daggers) and +4 melee (1d4+2 plus poison, bite) 
  or +8/+3 ranged (1d8+1, shortbow +1); SA spells, 
  spell-like abilities, poison; SQ darkvision 60 ft., 
  spell resistance 17; AL CE; SV Fort +8, Ref +4, 
  
  YEO6-03 Of My Enemy 
   
  Page 40 
  Will +8; Str 16, Dex 15, Con 16, Int 15, Wis 16, 
  Cha 16. 
   
  Skills & Feats: Climb +15, Concentration +9, 
  Hide +10, Intimidate +6, Jump +8, Listen +9, Move 
  Silently 
  +12, 
  Spot +9; 
  Blind-Fight, Combat 
  Casting, Quick Draw, Two-Weapon Fighting, 
  Weapon Focus (bite). 
   
  Poison (Ex): Injury, Fortitude DC 16, initial 
  and secondary damage 1d6 Str. The save DC is 
  Constitution-based. 
   
  Languages: 
  Elven, 
  Common, 
  and 
  Undercommon. 
   
  Spell-Like Abilities:  1/day – dancing lights, 
  clairaudience/clairvoyance, darkness, detect good, 
  detect law, detect magic, dispel magic, faerie fire, 
  levitate, suggestion (DC 16).  Caster level 6th.  The 
  save DCs are Charisma-based. 
   
  Spells Known (6/7/6/4, save DC = 13 + spell 
  level): 0 – daze, detect magic, ghost sound, mage 
  hand, ray of frost, read magic, resistance; 1st – 
  mage armor, magic missile, ray of enfeeblement, 
  silent image; 2nd – invisibility, web; 3rd – lightning 
  bolt. 
   
  Possessions: Large Shortbow +1, MW Dagger 
  (x2) (for large creature). 
   
  Description: This strange being has the head 
  and torso of a dark elf and the legs and lower body 
  of a giant spider. 
   
  Alpha, Female Drider Sor2: Large Aberration; 
  CR 9; HD 6d8+18+2d4+6; hp 60; Init +3; Spd 30 
  ft., climb 15 ft.; AC 19, touch 12, flat-footed 16 (+6 
  natural, +1 armor, +3 dex, -1 size); Base Atk/Grp: 
  +5/+11; Atk +7 melee (1d6+2, mw dagger) or +7 
  ranged (1d8, shortbow) or +2 melee (1d4+1 plus 
  poison, bite); Full Atk +5 melee (1d6+2, 2 mw 
  daggers) and +2 melee (1d4+1 plus poison, bite) 
  or +7 ranged (1d8, shortbow); SA spells, spell-like 
  abilities, poison; SQ darkvision 60 ft., spell 
  resistance 17; AL CE; SV Fort +5, Ref +5, Will 
  +11; Str 15, Dex 16, Con 16, Int 15, Wis 16, Cha 
  16. 
   
  Skills & Feats: Climb +14, Concentration +11, 
  Hide +11, Knowledge (arcane) +5, Listen +9, 
  Move Silently +13, Spellcraft +5, Spot +9; Combat 
  Casting, Two-Weapon Fighting, Weapon Focus 
  (bite). 
   
  Poison (Ex): Injury, Fortitude DC 16, initial 
  and secondary damage 1d6 Str. The save DC is 
  Constitution-based. 
   
  Languages: 
  Elven, 
  Common, 
  and 
  Undercommon. 
   
  Spell-Like Abilities:  1/day – dancing lights, 
  clairaudience/clairvoyance, darkness, detect good, 
  detect law, detect magic, dispel magic, faerie fire, 
  levitate, suggestion (DC 16). Caster level 6th. The 
  save DCs are Charisma-based. 
   
  Racial Spells Known (6/7/6/4, save DC = 13 + 
  spell level): 0 – daze, detect magic, ghost sound, 
  mage hand, ray of frost, read magic, resistance; 
  1st – mage armor, magic missile, ray of 
  enfeeblement, silent image; 2nd – invisibility, web; 
  3rd – lightning bolt. 
   
  Sorcerer Spells Known (6/5, save DC = 13 + 
  spell level): 0 – arcane mark, detect poison, 
  mending, prestidigitation, touch of fatigue; 1st – 
  alarm, arrow mind. 
   
  Possessions: Large Shortbow, MW Dagger 
  (x2) (for large creature), spell component pouch, 
  scroll of blur, scroll of ray of enfeeblement, scroll 
  of gaseous form, bracers of armor +1. 
   
  Description: This strange being has the head 
  and torso of a dark elf and the legs and lower body 
  of a giant spider. 
  ENCOUNTER 1B 
   
   
   
   
  ONE-CHARACTER ENCOUNTER 
  Ogleby, Male Gnome Wizard5: Small Humanoid; 
  CR 5; HD 5d4+10; hp 23; Init +2; Spd 20 ft.; AC 
  13, touch 13, flat-footed 11 (+2 dexterity, +1 size); 
  Base Atk/Grp: +2/+2; Atk +2 melee (1d6-1, Heavy 
  Mace); Full Atk +2 melee (1d6-1, Heavy Mace); 
  SA gnome racial enemy; SQ Lowlight vision, +4 
  dodge vs giants, Speak with Animals, 1/day, +2 to 
  saves vs Illusions, spell-like abilities; AL LE; SV 
  Fort +3, Ref +3, Will +5; Str 8, Dex 14, Con 15, Int 
  16, Wis 12, Cha 8.  
   
  Skills & Feats: Concentration +11, Craft 
  (alchemy) +13, Knowledge (arcana) +11, Listen 
  +5, Spellcraft +11, Spot +4; Brew Potion, Combat 
  Casting, Scribe Scroll, Skill Focus (alchemy). 
   
  Languages: 
  Common, 
  Gnome, 
  Undercommon. 
   
  Wizard Spells Known/Prepared (4/4/3/2, save 
  DC = 13 + spell level, +1 if illusion): 0 – Acid 
  Splash (2), Mending (2); 1st – Mage Armor, 
  Enlarge Person (2), True Strike; 2nd – Daze 
  Monster (2), Misdirection; 3rd – Heroism (2). 
   
  Spellbook: 0 – Acid Splash, Resistance, 
  Mending, Message; 1st – Mage Armor, Enlarge 
  Person, True Strike; 2nd – Daze Monster, 
  Misdirection; 3rd -- Heroism. 
   
  Possessions: None of note.   
   
  Description: Description.   
   
  Fagen, Male Human Rog5: Medium Humanoid; 
  CR 5; HD 5d6+5; hp 26; Init +7; Spd 30 ft.; AC 14, 
  touch 14, flat-footed 10 (+3 dexterity, +1 Dodge); 
  Base Atk/Grp: +3/+4; Atk +4 melee (1d6+1, Short 
  
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  Page 41 
  Sword) or +6 ranged (1d4+1, Dagger); Full Atk +4 
  melee (1d6+1, Short Sword) or +6 ranged (1d4+1, 
  Dagger); SA Sneak Attack +3d6; SQ Evasion, 
  Uncanny Dodge; AL CN; SV Fort +2 Ref +7, Will 
  +1; Str 12, Dex 16, Con 13, Int 14, Wis 10, Cha 8. 
    
   
  Skills & Feats: Bluff +7, Climb +9, Disable 
  Device +10, Hide +11, Listen +8, Open Lock +11, 
  Move Silently +11, Search +10, Sense Motive +8, 
  Spot +8, Swim +9; Dodge, Improved Initiative, 
  Mobility. 
   
  Languages: Common, Elven, Flan. 
   
  Possessions: None of note.    
   
  Rosetta, Female Dwarf Ftr5: Medium Humanoid; 
  CR 5; HD 5d10+10; hp 48; Init +1; Spd 20 ft.; AC 
  12, touch 11, flat-footed 11 (+1 dexterity, +1 light 
  steel shield); Base Atk/Grp: +5/+8; Atk +9 melee 
  (1d8+5/x3, 
  Battleaxe); 
  Full 
  Atk 
  +9 
  melee 
  (1d8+5/x3, Battleaxe); SA +1 to hit vs orcs (and 
  half-orcs); SQ Darkvision 60 ft, stonecunning, +2 
  saves vs poison, spells, spell-like effects, +4 
  dodge vs giants; AL LN; SV Fort +7, Ref +2, Will 
  +2; Str 16, Dex 13, Con 16, Int 10, Wis 12, Cha 6.  
   
  Skills & Feats: Climb +6, Jump +6, Swim +6, 
  Spot +3; Cleave, Power Attack, Toughness, 
  Weapon 
  Focus 
  (Battleaxe), 
  Weapon 
  Specialization (Battleaxe).  
   
  Languages: Common, Dwarven. 
   
  Possessions: None of note. 
   
  Baron Bigboutte, Male Human Arist6: Medium 
  Humanoid; CR 5; HD 6d8+12; hp 45; Init +3; Spd 
  30 ft.; AC 9, touch 9, flat-footed 9 (-1 dexterity); 
  Base Atk/Grp: +4/+5; Atk +6 melee (1d8+1, 
  longsword); Full Atk +6 melee (1d8+1, longsword); 
  AL NE; SV Fort +4, Ref +1, Will +7; Str 13, Dex 8, 
  Con 14, Int 10, Wis 15, Cha 13.  
   
  Skills & Feats: Appraise +11, Diplomacy +14, 
  Gather Information +10, Ride +8, Sense Motive 
  +13; Diligent, Improved Initiative, Negotiator, 
  Weapon Focus (longsword).  
   
  Languages: Common. 
   
  Possessions: None of note.   
   
  TWO- OR THREE-CHARACTER ENCOUNTER 
  Ogleby, Male Gnome Wizard6: Small Humanoid; 
  CR 6; HD 6d4+12; hp 27; Init +2; Spd 20 ft.; AC 
  13, touch 13, flat-footed 11 (+2 dexterity, +1 size); 
  Base Atk/Grp: +3/+3; Atk +3 melee (1d6-1, Heavy 
  Mace) or +5 ranged (1d3, Acid Splash); Full Atk 
  +3 melee (1d6-1, Heavy Mace) or +5 ranged 
  (Spells); SA gnome racial enemy; SQ Speak with 
  Animals, 1/day, Lowlight vision, +2 to saves vs 
  Illusions; AL LE; SV Fort +4, Ref +4, Will +6; Str 8, 
  Dex 14, Con 15, Int 17, Wis 12, Cha 8.  
   
  Skills & Feats: Concentration +11, Craft 
  (alchemy) +16, Knowledge (arcana) +12, Listen 
  +5, Spellcraft +12, Spot +4; Brew Potion, Combat 
  Casting, Scribe Scroll, Skill Focus (alchemy), Still 
  Spell. 
   
  Languages: 
  Common, 
  Gnome, 
  Undercommon. 
   
  Wizard Spells Known/Prepared (4/4/4/3, save 
  DC = 13 + spell level, +1 if illusion): 0 – Acid 
  Splash (2), Mending (2); 1st – Mage Armor, 
  Enlarge Person (2), True Strike; 2nd – Daze 
  Monster (2), Misdirection, Whispering Wind; 3rd – 
  Heroism (2), Displacement. 
   
  Spellbook: 0 – Acid Splash, Resistance, 
  Mending, Message; 1st – Mage Armor, Enlarge 
  Person, True Strike; 2nd – Daze Monster, 
  Misdirection, Whispering Wind; 3rd – Heroism, 
  Displacement. 
   
  Possessions: None of note.   
   
  Fagen, Male Human Rog6: Medium Humanoid; 
  CR 6; HD 6d6+6; hp 32; Init +7; Spd 30 ft.; AC 14, 
  touch 14, flat-footed 10 (+3 dexterity, +1 Dodge); 
  Base Atk/Grp: +4/+5; Atk +5 melee (1d6+1, Short 
  Sword) or +7 ranged (1d4+1, Dagger); Full Atk +5 
  melee (1d6+1, Short Sword) or +7 ranged (1d4+1, 
  Dagger); SA Sneak Attack +3d6; SQ Evasion, 
  Uncanny Dodge, Trap Sense +2; AL CN; SV Fort 
  +3, Ref +8, Will +2; Str 12, Dex 16, Con 13, Int 14, 
  Wis 10, Cha 8.   
   
  Skills & Feats: Bluff +8, Climb +10, Disable 
  Device +11, Hide +12, Listen +9, Open Lock +12, 
  Move Silently +12, Search +11, Sense Motive +9, 
  Spot +9, Swim +10; Combat Reflexes, Dodge, 
  Improved Initiative, Mobility. 
   
  Languages: Common, Elven, Flan. 
   
  Possessions: None of note.   
   
  Rosetta, Female Dwarf Ftr6: Medium Humanoid; 
  CR 6; HD 6d10+18; hp 62; Init +1; Spd 20 ft.; AC 
  12, touch 11, flat-footed 11 (+1 dexterity, +1 light 
  steel shield); Base Atk/Grp: +6/+9; Atk +10 melee 
  (1d8+5/x3, Battleaxe); Full Atk +10/+5 melee 
  (1d8+5/x3, Battleaxe); SA +1 to hit vs orcs (and 
  half-orcs); SQ Darkvision 60 ft, +2 saves vs 
  poison, spells, spell-like effects, stonecunning; AL 
  LN; SV Fort +8, Ref +3, Will +3; Str 16, Dex 13, 
  Con 16, Int 10, Wis 12, Cha 6.  
   
  Skills & Feats: Climb +7, Jump +7, Swim +6, 
  Spot +3; Cleave, Great Cleave, Improved Bull 
  Rush, Power Attack, Toughness, Weapon Focus 
  (Battleaxe), Weapon Specialization (Battleaxe).  
   
  Languages: Common, Dwarven. 
   
  Possessions: None of note. 
  
  YEO6-03 Of My Enemy 
   
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  Baron Bigboutte, Male Human Arist7: Medium 
  Humanoid; CR 6; HD 7d8+14; hp 53; Init +3; Spd 
  30 ft.; AC 9, touch 9, flat-footed 9 (-1 dexterity); 
  Base Atk/Grp: +5/+6; Atk +7 melee (1d8+1, 
  longsword); Full Atk +7 melee (1d8+1, longsword); 
  AL NE; SV Fort +4, Ref +1, Will +7; Str 13, Dex 8, 
  Con 14, Int 10, Wis 15, Cha 13.  
   
  Skills & Feats: Appraise +12, Diplomacy +15, 
  Gather Information +11, Ride +9, Sense Motive 
  +14; Diligent, Improved Initiative, Negotiator, 
  Weapon Focus (longsword).  
   
  Languages: Common. 
   
  Possessions: None of note.   
  FOUR- TO SIX-CHARACTER ENCOUNTER 
   
  Ogleby, Male Gnome Wizard7: Small Humanoid; 
  CR 7; HD 7d4+14; hp 32; Init +2; Spd 20 ft.; AC 
  13, touch 13, flat-footed 11 (+2 dexterity, +1 size); 
  Base Atk/Grp: +3/+3; Atk +3 melee (1d6-1, Heavy 
  Mace) or +5 ranged (1d3, Acid Splash); Full Atk 
  +2 melee (1d6-1, Heavy Mace) or +5 ranged 
  (Spells); SA gnome racial enemy; SQ Speak with 
  Animals, 1/day, Lowlight vision, +2 to saves vs 
  Illusions; AL LE; SV Fort +4, Ref +4, Will +6; Str 8, 
  Dex 14, Con 15, Int 16, Wis 12, Cha 8.  
   
  Skills & Feats: Concentration +12, Craft 
  (alchemy) +18, Knowledge (arcana) +13, Listen 
  +5, Spellcraft +13, Spot +4; Brew Potion, Combat 
  Casting, Scribe Scroll, Skill Focus (alchemy), Still 
  Spell. 
   
  Languages: 
  Common, 
  Gnome, 
  Undercommon. 
   
  Wizard Spells Known/Prepared (4/5/4/3/1, 
  save DC = 13 + spell level, +1 if illusion): 0 – Acid 
  Splash (2), Mending (2); 1st – Mage Armor, 
  Enlarge Person (2), True Strike (2); 2nd – Daze 
  Monster (2), Misdirection, Whispering Wind; 3rd – 
  Heroism (2), Displacement; 4th – Confusion. 
   
  Spellbook: 0 – Acid Splash, Resistance, 
  Mending, Message; 1st – Mage Armor, Enlarge 
  Person, True Strike; 2nd – Daze Monster, 
  Misdirection, Whispering Wind; 3rd – Heroism, 
  Displacement; 4th – Confusion. 
   
  Possessions: None of note.   
   
  Fagen, Male Human Rog7: Medium Humanoid; 
  CR 7; HD 7d6+7; hp 37; Init +7; Spd 30 ft.; AC 14, 
  touch 14, flat-footed 10 (+3 dexterity, +1 Dodge); 
  Base Atk/Grp: +5/+6; Atk +6 melee (1d6+1, Short 
  Sword) or +8 ranged (1d4+1, Dagger); Full Atk +6 
  melee (1d6+1, Short Sword) or +8 ranged (1d4+1, 
  Dagger); SA Sneak Attack +4d6; SQ Evasion, 
  Uncanny Dodge, Trap Sense +2; AL CN; SV Fort 
  +3, Ref +8, Will +2; Str 12, Dex 16, Con 13, Int 14, 
  Wis 10, Cha 8.   
   
  Skills & Feats: Bluff +9, Climb +11, Disable 
  Device +12, Hide +13, Listen +10, Open Lock +13, 
  Move Silently +13, Search +12, Sense Motive +10, 
  Spot +10, Swim +11; Combat Reflexes, Dodge, 
  Improved Initiative, Mobility. 
   
  Languages: Common, Elven, Flan. 
   
  Possessions: None of note.   
   
  Rosetta, Female Dwarf Ftr7: Medium Humanoid; 
  CR 7; HD 7d10+21; hp 71; Init +1; Spd 20 ft.; AC 
  12, touch 11, flat-footed 11 (+1 dexterity, +1 light 
  steel shield); Base Atk/Grp: +7/+10; Atk +11 melee 
  (1d8+5/x3, Battleaxe); Full Atk +11/+6 melee 
  (1d8+5/x3, Battleaxe); SA +1 to hit vs orcs (and 
  half-orcs); SQ Darkvision 60 ft, +2 saves vs 
  poison, spells, spell-like effects, stonecunning; AL 
  LN; SV Fort +8, Ref +3, Will +3; Str 16, Dex 13, 
  Con 16, Int 10, Wis 12, Cha 6.  
   
  Skills & Feats: Climb +7, Jump +7, Swim +6, 
  Spot +4; Cleave, Great Cleave, Improved Bull 
  Rush, Power Attack, Toughness, Weapon Focus 
  (Battleaxe), Weapon Specialization (Battleaxe).  
   
  Languages: Common, Dwarven. 
   
  Possessions: None of note. 
   
  Baron Bigboutte, Male Human Arist8: Medium 
  Humanoid; CR 7; HD 8d8+16; hp 60; Init +3; Spd 
  30 ft.; AC 9, touch 9, flat-footed 9 (-1 dexterity); 
  Base Atk/Grp: +6/+7; Atk +8 melee (1d8+1, 
  longsword); 
  Full 
  Atk 
  +8/+3 
  melee 
  (1d8+1, 
  longsword); AL NE; SV Fort +4, Ref +1, Will +9; 
  Str 13, Dex 8, Con 14, Int 10, Wis 16, Cha 13.  
   
  Skills & Feats: Appraise +13, Diplomacy +16, 
  Gather Information +12, Ride +10, Sense Motive 
  +16; Diligent, Improved Initiative, Negotiator, 
  Weapon Focus (longsword).  
   
  Languages: Common. 
   
  Possessions: None of note.   
   
  ENCOUNTER FOUR________________ 
                                   
  Male Elf Fighter6 (3): Medium Humanoid (elf); CR 
  6; HD 6d10+6; hp 50; Init +3; Spd 30 ft.; AC 18, 
  touch 13, flat-footed 15 (+5 +1 Chain Shirt, +3 
  dexterity); Base Atk/Grp: +6/+8; Atk +11 ranged 
  (1d8+5, +1 Composite Longbow of Str +2) or +9 
  melee (1d8+2, MW Long sword); Full Atk +11/6 
  ranged (1d8+5, +1 Composite Longbow of Str +2) 
  or +9/+9/+4 ranged (1d8+5, rapid shot) or +9/+4 
  melee (1d8+2, MW Long sword); SQ Immune to 
  magical sleep, +2 vs Enchantments, Low-Light 
  
  YEO6-03 Of My Enemy 
   
  Page 43 
  Vision; AL CN; SV Fort +7, Ref +6, Will +4; Str 14, 
  Dex 16, Con 13, Int 8, Wis 12, Cha 10.   
   
  Skills & Feats: Climb +3, Craft (bowmaking) 
  +2, Jump +3, Listen +3, Search +1, Spot +3, 
  Swim+2, Ride+4; Dodge, Mobility, Point Blank 
  Shot, Precise Shot, Rapid Shot, Weapon Focus 
  (longbow), Weapon Specialization (longbow). 
   
  Languages: Elven, Common. 
   
  Possessions: +1 Composite Longbow of Str 
  +2 (2600gp), +1 Chain shirt (1250gp), MW 
  Longsword (315gp), 80 Arrows (4 gp), Potion of 
  Pass Without Trace (50gp), Potion of Cure Light 
  Wounds (50gp), +1 Cloak of Resistance (1000gp). 
    
  Male Elf Fighter8 (3): Medium Humanoid (elf); CR 
  8; HD 8d10+16; hp 72; Init +3; Spd 30 ft.; AC 19, 
  touch 14, flat-footed 16 (+5 Chain Shirt+1, +3 
  dexterity, +1 Ring of Protection +1); Base Atk/Grp: 
  +8/+10; Atk +13/8 ranged (1d8+5, +1 Composite 
  Longbow of Str +2) or +11/6 melee (1d8+2, MW 
  Long sword); Full Atk +13/8 ranged (1d8+5, +1 
  Composite Longbow of Str +2) or +11/+11/+6 
  ranged (1d8+4, rapid shot) or +11/6 melee (1d8+2, 
  MW Long sword); SQ Immune to magical sleep, 
  +2 vs Enchantments, Low-Light Vision; AL CN; SV 
  Fort +9, Ref +6, Will +4; Str 14, Dex 16, Con 14, 
  Int 8, Wis 12, Cha 10.   
   
  Skills & Feats: Climb +4, Craft (bowmaking) 
  +2, Jump +4, Listen +3, Search +1, Spot +3, 
  Swim+2, Ride+4; Dodge, Mobility, Point Blank 
  Shot, Precise Shot, Rapid Shot, Shot on the Run, 
  Weapon Focus (longbow), Weapon Specialization 
  (longbow). 
   
  Languages: Elven, Common. 
   
  Possessions: +1 Composite Longbow of Str 
  +2 (2600gp), +1 Chain shirt (1250gp), MW 
  Longsword (315gp), 80 Arrows (4 gp), Potion of 
  Pass Without Trace (50gp), Potion of Cure Light 
  Wounds (50gp), +1 Cloak of Resistance (1000gp), 
  Ring of Protection +1 (2000gp).   
  ENCOUNTER 8 
   
   
   
   
   
  Ardulace of House Tormtor; Drow elf Clr10: CR 
  11; ECL 12; Size M; HD 10d8; hp 70; Init +3; Spd 
  20 ft (base 30 ft); AC 22, touch 14, FF 19; BAB 
  +7/+2; Grapple +9; Atk: +10/+5 melee (1d6 + 3/crit 
  18-20, Rapier +1), +11/+6 ranged (1d4/crit 19-20, 
  Crossbow, hand MW); SA Poison, spell-like 
  abilities; 
  SQ 
  Drow 
  traits, 
  Light 
  Blindness, 
  Darkvision 120 ft., immune to sleep effects; SR 21; 
  AL LE; SV Fort +8, Ref +8, Will +11; Str 14, Dex 
  16, Con 12, Int 12, Wis 18, Cha 10. 
  Languages 
  spoken: 
  Common, 
  Elven, 
  Undercommon, Gnome 
  Skills and Feats: Bluff +5, Concentration +14, 
  Diplomacy +10, Disguise +5, Hide +8, Listen +10, 
  Spot +9; Alertness, Lightning Reflexes, Skill Focus 
  (hide), Skill Focus (concentration). 
  Special Abilities: Aura, Domain Evil, Domain 
  Trickery, Poison, Spell Resistance, Spontaneous 
  Casting, Turn or Rebuke Undead. 
  Racial Spells Known: 0--Dancing lights, Faerie 
  fire. 
  Clr Spells Prepared (6/6/6/5/5/3): -0--Cure minor 
  wounds (2), Detect magic (2), Inflict minor 
  wounds, Resistance, 1--Blessed aimSC, Cure light 
  wounds, Divine favor, Magic weapon, Protection 
  from good*, Shield of faith, 2--Bull's strength, Cure 
  moderate 
  wounds, 
  Inflict moderate wounds, 
  Invisibility*, Spiritual weapon, Summon monster ii, 
  3--Clutch of orcusSC, Cure serious wounds, Energy 
  vortexSC, Flame of faithSC, Magic Circle against 
  Good*, 4—Confusion*, Cure critical wounds, 
  Divine power, Inflict critical wounds, Summon 
  monster iv, 5—Dispel Good*, Flame strike, 
  Righteous might.  SCSpell Compendium. 
   
  *Domain spell. Domains: Evil (You cast evil 
  spells at +1 caster level), Trickery (Adds Bluff, 
  Disguise, and Hide to class skills). 
  Possessions: 740 gp, Breastplate +1, Buckler +1, 
  Hand mw crossbow, Amulet of health +2, Silver 
  holy symbol, Ring of protection +1, Periapt of 
  wisdom +2, Rapier +1. 
  Description: Ardulace was born into the upper 
  echelons of House Tormtor, the eldest daughter of 
  the house matron who was daughter of a high 
  matron. She is built more like a human than an elf, 
  and the appearance makes her look heavy or fat, 
  something she is rather vain about. Ardulace is a 
  historian as well as a priestess, and the two 
  professions have served her well as she uses her 
  investigations of the past to weave her webs for 
  the future. Ardulace values power within the 
  hierarchy of the drow above all other things and 
  sees all other people as stepping stones on her 
  path to ascension to her destined role as High 
  Matron. She is aloof and detached from all others, 
  barking orders, even at her drow bodyguards, that 
  demonstrate severity and an expectation to be 
  obeyed. Ardulace is aware of the High Matron’s 
  position on the treaty, and understands her belief 
  that the surface-dwellers may prove useful in the 
  battle 
  against 
  Asberdies 
  and 
  his 
  strange 
  machinations and abominations; she also knows 
  
  YEO6-03 Of My Enemy 
   
  Page 44 
  that House Despana is against the idea. Ardulace 
  has a large adamantine spider holy symbol she 
  displays prominently about a chain and that she 
  twiddles in her fingers when she is deep in 
  contemplation. 
  Divolg of House Tormtor; Drow elf Wiz6: CR 7; 
  ECL 8; Size M; HD 6d4+6; hp 26; Init +2; Spd 30 
  ft; AC 14, touch 12, FF 12; BAB +3; Grapple +4; 
  Atk: +6 ranged (1d8/crit 19-20, Crossbow, light 
  MW), +5 melee (1d4 + 1/crit 19-20, Dagger MW); 
  SA Poison, spell-like abilities; SQ Drow traits, 
  Light Blindness, Darkvision 120 ft., immune to 
  sleep effects; SR 17; AL LE; SV Fort +5, Ref +4, 
  Will +5; Str 12, Dex 15, Con 12, Int 18, Wis 10, 
  Cha 10. 
  Languages 
  spoken: 
  Common, 
  Elven, 
  Undercommon, Draconic, Drow Sign, Gnome, 
  Goblin 
  Skills and Feats: Knowledge (Dungeoneering) 
  +13, Concentration +10, Decipher Script +13, 
  Knowledge (Arcana) +13, Knowledge (History) +8, 
  Spellcraft +15, Knowledge (Local - Sheldomar 
  Valley) +9; Combat Casting, Craft Wand, Great 
  Fortitude, Toughness, Scribe Scroll. 
  Special Abilities: Darkvision, Familiar, Poison, 
  Spell Resistance. 
  Racial 
  Spells 
  Known: 
  0--Dancing 
  lights, 
  Darkness, Faerie fire. 
  Wiz Spells Known (4/4/4/3): 0--Acid splash, 
  Arcane mark, Dancing lights, Daze, Detect magic, 
  Detect poison, Disrupt undead, Flare, Ghost 
  sound, Light, Mage hand, Mending, Message, 
  Open/close, Prestidigitation, Ray of frost, Read 
  magic, Repair minor damageSC, Resistance, 
  Touch of fatigue, 1--BackbiterSC, Burning hands, 
  Enlarge person, Hail of stoneSC, InciteSC, InhibitSC, 
  Mage armor, Magic missile, Lesser orb of acidSC, 
  Reduce person, Remove ScentSC, Summon 
  monster i 2--Aiming at the TargetSC, Daze 
  monster, FireburstSC, Minor image, Phantasmal 
  assailantsSC, Scorching ray, Sting RaySC, Summon 
  monster ii 3--Dispel magic, Fireball, Invisibility 
  sphere, Lightning bolt, Suggestion. 
  Wiz Spells Prepared (4/4/4/3): 0--Acid splash (2), 
  Daze, Detect magic, 1--BackbiterSC, Burning 
  hands, Magic missile, Lesser orb of acid SC, 2--
  FireburstSC, Phantasmal assailantsSC, Scorching 
  ray, Summon monster ii, 3--Fireball, Invisibility 
  sphere, Lightning bolt.   SCSpell Compendium. 
  Possessions: 93 gp, Light mw crossbow, Dagger 
  mw, Wizard's spellbook, Spell component pouch, 
  Bat familiar, Wand of enlarge person, Bracers of 
  armor +2. 
  Description: Divolg is a young wizard in the halls 
  of the drow, and this trek is as much a chance for 
  him to avoid enemies he’s made in the academy 
  of wizardry as it is a chance for him to represent 
  his house. Like most drow wizards, he is small and 
  thin, and matches the description one expects of 
  an elf, except for the blackish tint of the skin and 
  the color of the eyes, his being lavender. Divolg is 
  an alchemist of no small measure, and is adept at 
  many forms of botany and herbalism. He seeks to 
  observe some of the surface fauna for his own 
  purposes while on the journey. Motivated primarily 
  by his personal goals, he understands he exists at 
  the whim of the house matron, and, by proxy, of 
  Ardulace, and as such he seeks to curry her favor 
  when he can. Divolg shows little interest in 
  speaking with anyone who does not show some 
  skill at arcane magic, and will quickly lose interest 
  if they are not wizards, with whom he will discuss 
  the nuances of how magic works. Divolg is aware 
  of his house’s position on the alliance, but he 
  himself does not care one way or the other—all 
  alliances are but ephemeral things to elves after 
  all. Divolg’s left forearm is horribly scared, as if 
  burned or torn away in some horrific manner. The 
  scarring extends down to his left hand and the last 
  two fingers of that hand are feeble and seem 
  unresponsive, though they do not seem to prevent 
  Divolg from using his magic. 
   
  Relonor of House Tormtor; Drow elf Ftr6: CR 7; 
  Size M; HD 6d10+6; hp 50; Init +2; Spd 20 ft (base 
  30 ft); AC 20, touch 12, FF 18; BAB +6/+1; 
  Grapple +9; Atk: +11/+6 melee (2d4 + 5, Chain, 
  spiked MW), +9/+4 ranged (1d8/crit x3, Longbow 
  MW); SA Poison, spell-like abilities; SQ Drow 
  traits, Light Blindness, Darkvision 120 ft., immune 
  to sleep effects; SR 17; AL LE; SV Fort +7, Ref 
  +5, Will +4; Str 16, Dex 15, Con 12, Int 12, Wis 12, 
  Cha 10. 
  Languages 
  spoken: 
  Common, 
  Elven, 
  Undercommon, Gnome 
  Skills and Feats: Climb +5, Craft (Weaponsmith) 
  +5, Handle Animal +5, Jump +5, Ride +7, Swim 
  +5; Cleave, Combat Reflexes, Exotic Weapon 
  Proficiency (chain, spiked), Improved Sunder, 
  Power Attack, Weapon Focus (chain, spiked), 
  Weapon Specialization (chain, spiked). 
  Special Abilities: Darkvision, 
  Poison, 
  Spell 
  Resistance. 
  
  YEO6-03 Of My Enemy 
   
  Page 45 
  Racial 
  Spells 
  Known: 
  0--Dancing 
  lights, 
  Darkness, Faerie fire. 
  Possessions: 1379 gp, Breastplate +1, Buckler 
  +1, Spiked mw chain, Longbow mw, Cloak of 
  resistance +1, Arrows (20). 
  Description: Relonor is the strongest of the 
  House Tormtor warriors, having proven himself in 
  battle against other houses and other enemies 
  time and again, and he is a favorite of Ardulace. 
  Tall and muscular for an elf, he wears his white 
  hair shaven short, almost to the scalp, where it 
  reveals a number of scars.  Wielding a spiked 
  chain with deadly mastery,  Relonor believes in 
  the application of brute force to solving problems 
  and sees little value in speech. He is loyal to his 
  house and sees that loyalty as the same as his 
  devotion to Lloth- he serves both blindly and 
  obediently and believes that both are the source of 
  his personal strengths and successes. Relonor 
  has a hatred for the shorter races, particularly 
  gnomes and halflings (whom he has trouble 
  distinguishing from gnomes), due to an encounter 
  with a group of svrifniblen early in his career; an 
  encounter that went very badly. He will avoid such 
  creatures at all costs, but will not suffer 
  embarrassment through this avoidance. With 
  others, he is standoffish and curt. He knows little 
  of the family’s stance on the alliance, but does 
  know that the House of Noquar lacks a coherent 
  position, and that much he will reveal. Relonor is 
  never without his spiked chain, which he wears on 
  a special sash around his waist when he is not 
  wielding it. 
  -  -  -  -  -  -  -  -  -  -  -  -  -  - -  -  -  -  -  -  -  -  -  -  - 
  Jyslin of House Despana; Drow elf Clr10: CR 
  11; Size M; HD 10d8+10; hp 78; Init +1; Spd 20 ft 
  (base 30 ft); AC 24, touch 12, FF 23; BAB +7/+2; 
  Grapple +9; Atk: +10/+5 melee (1d8 + 2, Mace, 
  heavy MW), 
  +9/+4 ranged (1d8/crit 19-20, 
  Crossbow, light MW); SA Poison, spell-like 
  abilities; 
  SQ 
  Drow 
  traits, 
  Light 
  Blindness, 
  Darkvision 120 ft., immune to sleep effects; SR 21; 
  AL CE; SV Fort +9, Ref +6, Will +11; Str 14, Dex 
  12, Con 14, Int 14, Wis 18, Cha 10. 
  Languages 
  spoken: 
  Common, 
  Elven, 
  Undercommon, Drow Sign, Gnome 
  Skills and Feats: Concentration +8, Diplomacy 
  +12, 
  Heal 
  +11, 
  Knowledge 
  (Planes) 
  +10, 
  Knowledge (Religion) +10, Spellcraft +13; Combat 
  Casting, Divine VigorCW, Lightning Reflexes, 
  Shielded 
  CastingRS. 
   
  CWComplete 
  Warrior, 
  RSRaces of Stone. 
  Special 
  Abilities: 
  Aura, 
  Bonus 
  Languages, 
  Darkvision, Domain Destruction, Domain Evil, 
  Poison, Spell Resistance, Spontaneous Casting, 
  Turn or Rebuke Undead. 
  Racial 
  Spells 
  Known: 
  0--Dancing 
  lights, 
  Darkness, Faerie fire. 
  Clr Spells Prepared (6/6/6/5/5/3): 0--Cure minor 
  wounds (2), Detect magic (2), Inflict minor 
  wounds, Resistance, 1--Command, Cure light 
  wounds, Divine favor, Entropic shield, Inflict light 
  wounds*, Summon monster i, 2--Bull's strength, 
  Cure moderate wounds, Hold person, Inflict 
  moderate wounds, Shatter*, Spiritual weapon, 3—
  Contagion*, Cure serious wounds, Inflict serious 
  wounds, Invisibility purge, Summon monster iii, 4--
  Assay resistanceSC, Cure critical wounds, Divine 
  power, Inflict critical wounds*, RevenanceSC, 5--
  Blistering radianceSC, Flame strike*, Righteous 
  wrath of the faithfulSC.  SCSpell Compendium. 
   
  *Domain spell. Domains: Evil (You cast evil 
  spells at +1 caster level), Destruction (You gain a 
  smite attack once per day - +4 bonus on attack 
  rolls and bonus on damage equal to cleric level). 
  Possessions: 1008 gp, Full plate +1, Heavy steel 
  +1 shield, Heavy mw mace, Light  mw crossbow, 
  Amulet of health +2, Silver holy symbol, Pearl of 
  power 1st-level, Ring of protection +1, Periapt of 
  wisdom +2. 
  Description: Jyslin exudes authority, as so many 
  drow women do, and took that authority, and holds 
  that authority, in that same manner. She moves 
  with a grace and a precision that belies strength 
  and a predatory nature that lurk just below her 
  surface.  Jyslin now seeks the highest throne- that 
  of the High Matron of the Church- and she works 
  diligently to increase her knowledge of Lloth and 
  the affairs of the planes to achieve that power. 
  She is driven by her insatiable desire to rule over 
  the drow, and obeys her Matron only as it suits 
  her, as she must to bide her time. Jyslin cannot 
  stand the task she has been given, despising the 
  sun and all the things that crawl under it, but sees 
  the family’s plan and seeks to use the escorts to 
  her advantage when she can. She knows her 
  family is against the alliance, though she will 
  pretend to be undecided on the matter; she knows 
  that House Tormtor is in favor of the alliance and 
  will try to lead the escorts to believe otherwise. 
  Jyslin has a crackle to her high-pitched voice, as if 
  she were trying to make her normally child-like 
  voice sound more menacing—the sound is at once 
  both amusing and disconcerting, but laughter 
  never seems an appropriate response. 
  
  YEO6-03 Of My Enemy 
   
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  Istolil of House Despana; Drow elf Rog5/Asn1: 
  CR 7; Size M; HD 6d6+6; hp 32; Init +8; Spd 30 ft; 
  AC 20, touch 14, FF 16; BAB +3; Grapple +4; Atk: 
  +8 melee (1d6 + 2/crit 18-20, Rapier +1), +8 
  ranged (1d8/crit 19-20, Crossbow, light MW); SA 
  Poison, spell-like abilities, Sneak Attack (+4d6), 
  Death Attack (DC 13); SQ Drow traits, Light 
  Blindness, Darkvision 120 ft., immune to sleep 
  effects; SR 17; AL CE; SV Fort +3, Ref +11, Will 
  +2; Str 12, Dex 18, Con 12, Int 15, Wis 10, Cha 
  10. 
  Languages 
  spoken: 
  Common, 
  Elven, 
  Undercommon, Drow Sign, Gnome 
  Skills and Feats: Appraise +7, Balance +12, Bluff 
  +3, Disable Device +11, Disguise +7, Hide +12, 
  Jump +9, Listen +8, Move Silently +11, Open Lock 
  +12, Search +9, Spot +8, Tumble +11, Use Magic 
  Device +4; Combat Expertise, Improved Initiative, 
  Weapon Finesse. 
  Special Abilities: Darkvision, Death Attack, 
  Evasion, Poison, Poison Use, Sneak Attack, 
  Sneak Attack, Spell Resistance, Trap Sense, 
  Trapfinding, Uncanny Dodge. 
  Asn Spells Known: 1--Insightful feintSC, True 
  strike.  SCSpell Compendium. 
  Racial 
  Spells 
  Known: 
  0--Dancing 
  lights, 
  Darkness, Faerie fire. 
  Asn Spells Prepared: 1--Insightful feintSC. 
  Possessions: 430 gp, , Light  mw crossbow, 
  Chain shirt +1, Buckler mw, Masterwork thieves' 
  tools, Cloak of resistance +1, Rapier +1. 
  Description: Istolil is everyone’s friend and 
  brother, and he has endured and secured his 
  place through making sure that no one who can 
  say otherwise is alive to say it. Cheerful for a 
  drow, Istolil smiles more than any other member of 
  the party, his perfect teeth and gleaming eyes 
  endearing him to many a heart, both drow and 
  otherwise. Istolil is a scoundrel of the highest 
  order, a scout of the greatest skill, a gambler of 
  questionable luck, and will proudly describe 
  himself as such. Beneath the smile is the 
  calculating mind of one of House Despana’s top 
  spies, one who may actually know more of his 
  House Matron’s desires than even his Mistress on 
  this mission knows, and that calculating mind is 
  what keeps him alive. Istolil is friendly to any who 
  show a decent respect for his nature- that being 
  drow, and a decent intent to gamble with him, 
  Istolil’s favorite method of winning new friends. He 
  knows well where each house stands, though he 
  will attempt to muddy the issue where he can—
  implying that Tormtor is against the alliance, 
  Noquar might be for it, and Despana seems 
  undecided, purposely trying to win the escorts 
  over as temporary allies as his Mistress has 
  commanded. Istolil’s smile stands out amongst his 
  fellows, as does his habit of toying with his bone 
  dice when he is bored or thinking.  
   
  Merinid of House Despana; Drow elf Bbn2/Ftr4: 
  CR 7; Size M; HD 2d12+2 + 4d10+4; hp 53; Init 
  +1; Spd 30 ft (base 40 ft); AC 20, touch 11, FF 19; 
  BAB +6/+1; Grapple +9; Atk: +11/+6 melee (1d8 + 
  5/crit 19-20, Longsword MW), +8/+3 ranged (1d8 + 
  3/crit x3, Longbow, mighty (+3 Str) composite 
  MW); SA Poison, spell-like abilities, Rage 1/day; 
  SQ Drow traits, Light Blindness, Darkvision 120 ft., 
  immune to sleep effects,, Uncanny Dodge; SR 17; 
  AL CE; SV Fort +8, Ref +2, Will +2; Str 16, Dex 
  12, Con 12, Int 14, Wis 13, Cha 10. 
  Languages 
  spoken: 
  Common, 
  Elven, 
  Undercommon, Drow Sign, Gnome 
  Skills and Feats: Climb +8, Intimidate +9, 
  Survival +6, Jump +8, Listen +8, Swim +8; 
  Combat Expertise, Distracting AttackMH, Extend 
  RageCW, Powerful ChargeMH, Weapon Focus 
  (longsword), Weapon Specialization (longsword).  
  MHMiniatures Handbook, CWComplete Warrior. 
  Special Abilities: Darkvision, Fast Movement, 
  Illiteracy, 
  Poison, 
  Rage, 
  Spell 
  Resistance, 
  Uncanny Dodge. 
  Racial 
  Spells 
  Known: 
  0--Dancing 
  lights, 
  Darkness, Faerie fire. 
  Possessions: 1564 gp, Longsword mw, Mighty 
  longbow (+3 str) composite mw, Heavy steel mw 
  shield, Arrows (20), Breastplate +1, Amulet of 
  natural armor +1. 
  Description: Merinid of House Despana is a 
  brutal man, scarred with the signs of the numerous 
  battles he has seen, both in the arena and in the 
  service of his House Matron. He is tall and broad 
  for an elf, and, when not in battle, moves more like 
  a human plodding on to his destination. Wielding a 
  long sword with brutal strength more than 
  precision, Merinid hacks his way through any 
  problem that presents itself. He is also skilled in 
  surviving in the underdark and makes use of that 
  skill until they reach the surface. Merinid is a bitter 
  and broken specimen of a drow male, serving his 
  matron out of fear and remembered pain at 
  previous failings. He does as his Mistress bids 
  
  YEO6-03 Of My Enemy 
   
  Page 47 
  while wishing her ill that he never speaks of. 
  Merinid sees the escorts as enemies, as he sees 
  all non-drow who wield weapons. He obeys the 
  Mistress’s command to try to make friends while 
  hoping that it provides him a later opportunity to 
  kill them. Merinid knows that House Noquar will 
  not reach the council meeting and it makes him 
  smile to himself from time to time, pleased at the 
  potential for violence. Merinid keeps his head 
  shaved, partially to set himself aside and partially 
  to reveal the horrific criss-crossing of scars that 
  cover his scalp. These scars and the seething 
  anger that seems to ever boil just below the 
  surface set Merinid apart from the others even 
  when he is among them. 
   
   
   
   
  
  YEO6-03 Of My Enemy 
   
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  APPENDIX 3 – APL 12 
   
  ENCOUNTER 1A 
   
   
   
   
  ONE-CHARACTER ENCOUNTER 
  Beta, Male Drider Ftr1: Large Aberration; CR 8; 
  HD 6d8+18+1d10+3; hp 59; Init +2; Spd 30 ft., 
  climb 15 ft.; AC 17, touch 11, flat-footed 15 (+6 
  natural, +2 dex, -1 size); Base Atk/Grp: +5/+11; 
  Atk +7 melee (1d6+2, mw dagger) or +7 ranged 
  (1d8, mw shortbow) or +2 melee (1d4+1 plus 
  poison, bite); Full Atk +5 melee (1d6+2, 2 mw 
  daggers) and +2 melee (1d4+1 plus poison, bite) 
  or +7 ranged (1d8, mw shortbow); SA spells, spell-
  like abilities, poison; SQ darkvision 60 ft., spell 
  resistance 17; AL CE; SV Fort +7, Ref +4, Will +8; 
  Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16. 
   
  Skills & Feats: Climb +14, Concentration +9, 
  Hide +10, Intimidate +4, Jump +5, Listen +9, Move 
  Silently 
  +12, 
  Spot +9; 
  Blind-Fight, Combat 
  Casting, Two-Weapon Fighting, Weapon Focus 
  (bite). 
   
  Poison (Ex): Injury, Fortitude DC 16, initial 
  and secondary damage 1d6 Str. The save DC is 
  Constitution-based. 
   
  Languages: 
  Elven, 
  Common, 
  and 
  Undercommon. 
   
  Spell-Like Abilities:  1/day – dancing lights, 
  clairaudience/clairvoyance, darkness, detect good, 
  detect law, detect magic, dispel magic, faerie fire, 
  levitate, suggestion (DC 16). Caster level 6th. The 
  save DCs are Charisma-based. 
   
  Spells Known (6/7/6/4, save DC = 13 + spell 
  level): 0 – daze, detect magic, ghost sound, mage 
  hand, ray of frost, read magic, resistance; 1st – 
  mage armor, magic missile, ray of enfeeblement, 
  silent image; 2nd – invisibility, web; 3rd – lightning 
  bolt. 
   
  Possessions: 
  MW Large 
  Shortbow, MW 
  Dagger (x2) (for large creature). 
   
  Description: This strange being has the head 
  and torso of a dark elf and the legs and lower body 
  of a giant spider. 
   
  Alpha, Female Drider Sor1: Large Aberration; 
  CR 8; HD 6d8+18+1d4+3; hp 55; Init +2; Spd 30 
  ft., climb 15 ft.; AC 17, touch 11, flat-footed 15 (+6 
  natural, +2 dex, -1 size); Base Atk/Grp: +4/+10; 
  Atk +6 melee (1d6+2, mw dagger) or +5 ranged 
  (1d8, shortbow) or +1 melee (1d4+1 plus poison, 
  bite); Full Atk +4 melee (1d6+2, 2 mw daggers) 
  and +1 melee (1d4+1 plus poison, bite) or +5 
  ranged (1d8, shortbow); SA spells, spell-like 
  abilities, poison; SQ darkvision 60 ft., spell 
  resistance 17; AL CE; SV Fort +5, Ref +4, Will 
  +10; Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 
  16. 
   
  Skills & Feats: Climb +14, Concentration +9, 
  Hide +10, Knowledge (arcane) +4, Listen +9, 
  Move Silently +12, Spellcraft +4, Spot +9; Combat 
  Casting, Two-Weapon Fighting, Weapon Focus 
  (bite). 
   
  Poison (Ex): Injury, Fortitude DC 16, initial 
  and secondary damage 1d6 Str. The save DC is 
  Constitution-based. 
   
  Languages: 
  Elven, 
  Common, 
  and 
  Undercommon. 
   
  Spell-Like Abilities:  1/day – dancing lights, 
  clairaudience/clairvoyance, darkness, detect good, 
  detect law, detect magic, dispel magic, faerie fire, 
  levitate, suggestion (DC 16). Caster level 6th. The 
  save DCs are Charisma-based. 
   
  Racial Spells Known (6/7/6/4, save DC = 13 + 
  spell level): 0 – daze, detect magic, ghost sound, 
  mage hand, ray of frost, read magic, resistance; 
  1st – mage armor, magic missile, ray of 
  enfeeblement, silent image; 2nd – invisibility, web; 
  3rd – lightning bolt. 
   
  Sorcerer Spells Known (5/4, save DC = 13 + 
  spell level): 0 – arcane mark, detect poison, 
  prestidigitation, touch of fatigue; 1st – alarm, arrow 
  mind. 
   
  Possessions: Large Shortbow, MW Dagger 
  (x2) (for large creature), spell component pouch, 
  scroll of blur, scroll of ray of enfeeblement. 
   
  Description: This strange being has the head 
  and torso of a dark elf and the legs and lower body 
  of a giant spider. 
  TWO- OR THREE-CHARACTER ENCOUNTER 
  Beta, Male Drider Ftr1: Large Aberration; CR 8; 
  HD 6d8+18+1d10+3; hp 59; Init +2; Spd 30 ft., 
  climb 15 ft.; AC 17, touch 11, flat-footed 15 (+6 
  natural, +2 dex, -1 size); Base Atk/Grp: +5/+11; 
  Atk +7 melee (1d6+2, mw dagger) or +7 ranged 
  (1d8, mw shortbow) or +2 melee (1d4+1 plus 
  poison, bite); Full Atk +5 melee (1d6+2, 2 mw 
  daggers) and +2 melee (1d4+1 plus poison, bite) 
  or +7 ranged (1d8, mw shortbow); SA spells, spell-
  like abilities, poison; SQ darkvision 60 ft., spell 
  resistance 17; AL CE; SV Fort +7, Ref +4, Will +8; 
  Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16. 
  
  YEO6-03 Of My Enemy 
   
  Page 49 
   
  Skills & Feats: Climb +14, Concentration +9, 
  Hide +10, Intimidate +4, Jump +5, Listen +9, Move 
  Silently 
  +12, 
  Spot +9; 
  Blind-Fight, Combat 
  Casting, Two-Weapon Fighting, Weapon Focus 
  (bite). 
   
  Poison (Ex): Injury, Fortitude DC 16, initial 
  and secondary damage 1d6 Str. The save DC is 
  Constitution-based. 
   
  Languages: 
  Elven, 
  Common, 
  and 
  Undercommon. 
   
  Spell-Like Abilities:  1/day – dancing lights, 
  clairaudience/clairvoyance, darkness, detect good, 
  detect law, detect magic, dispel magic, faerie fire, 
  levitate, suggestion (DC 16). Caster level 6th. The 
  save DCs are Charisma-based. 
   
  Spells Known (6/7/6/4, save DC = 13 + spell 
  level): 0 – daze, detect magic, ghost sound, mage 
  hand, ray of frost, read magic, resistance; 1st – 
  mage armor, magic missile, ray of enfeeblement, 
  silent image; 2nd – invisibility, web; 3rd – lightning 
  bolt. 
   
  Possessions: 
  MW Large 
  Shortbow, MW 
  Dagger (x2) (for large creature). 
   
  Description: This strange being has the head 
  and torso of a dark elf and the legs and lower body 
  of a giant spider. 
   
  Alpha, Female Drider Sor1: Large Aberration; 
  CR 8; HD 6d8+18+1d4+3; hp 55; Init +2; Spd 30 
  ft., climb 15 ft.; AC 17, touch 11, flat-footed 15 (+6 
  natural, +2 dex, -1 size); Base Atk/Grp: +4/+10; 
  Atk +6 melee (1d6+2, mw dagger) or +5 ranged 
  (1d8, shortbow) or +1 melee (1d4+1 plus poison, 
  bite); Full Atk +4 melee (1d6+2, 2 mw daggers) 
  and +1 melee (1d4+1 plus poison, bite) or +5 
  ranged (1d8, shortbow); SA spells, spell-like 
  abilities, poison; SQ darkvision 60 ft., spell 
  resistance 17; AL CE; SV Fort +5, Ref +4, Will 
  +10; Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 
  16. 
   
  Skills & Feats: Climb +14, Concentration +9, 
  Hide +10, Knowledge (arcane) +4, Listen +9, 
  Move Silently +12, Spellcraft +4, Spot +9; Combat 
  Casting, Two-Weapon Fighting, Weapon Focus 
  (bite). 
   
  Poison (Ex): Injury, Fortitude DC 16, initial 
  and secondary damage 1d6 Str. The save DC is 
  Constitution-based. 
   
  Languages: 
  Elven, 
  Common, 
  and 
  Undercommon. 
   
  Spell-Like Abilities:  1/day – dancing lights, 
  clairaudience/clairvoyance, darkness, detect good, 
  detect law, detect magic, dispel magic, faerie fire, 
  levitate, suggestion (DC 16). Caster level 6th. The 
  save DCs are Charisma-based. 
   
  Racial Spells Known (6/7/6/4, save DC = 13 + 
  spell level): 0 – daze, detect magic, ghost sound, 
  mage hand, ray of frost, read magic, resistance; 
  1st – mage armor, magic missile, ray of 
  enfeeblement, silent image; 2nd – invisibility, web; 
  3rd – lightning bolt. 
   
  Sorcerer Spells Known (5/4, save DC = 13 + 
  spell level): 0 – arcane mark, detect poison, 
  prestidigitation, touch of fatigue; 1st – alarm, arrow 
  mind. 
   
  Possessions: Large Shortbow, MW Dagger 
  (x2) (for large creature), spell component pouch, 
  scroll of blur, scroll of ray of enfeeblement. 
   
  Description: This strange being has the head 
  and torso of a dark elf and the legs and lower body 
  of a giant spider. 
   
  Gamma, Female Drider Clr1 of Erythnul: Large 
  Aberration; CR 8; HD 6d8+18+1d8+3; hp 58; Init 
  +2; Spd 30 ft., climb 15 ft.; AC 17, touch 11, flat-
  footed 15 (+6 natural, +2 dex, -1 size); Base 
  Atk/Grp: +4/+10; Atk +7 melee (2d6+3, heavy 
  mace +1) or +1 melee (1d4+1 plus poison, bite); 
  Full Atk +7 melee (2d6+3, heavy mace +1) and +1 
  melee (1d4+1 plus poison, bite); SA spells, spell-
  like abilities, poison; SQ darkvision 60 ft., spell 
  resistance 17; AL CE; SV Fort +7, Ref +4, Will 
  +10; Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 
  16. 
   
  Skills & Feats: Climb +14, Concentration +10, 
  Hide +10, Knowledge (arcane) +3, Knowledge 
  (religion) +3, Listen +9, Move Silently +12, 
  Spellcraft +3, Spot +9; Combat Casting, Two-
  Weapon Fighting, Weapon Focus (bite). 
   
  Poison (Ex): Injury, Fortitude DC 16, initial 
  and secondary damage 1d6 Str. The save DC is 
  Constitution based. 
   
  Languages: 
  Elven, 
  Common, 
  and 
  Undercommon. 
   
  Spell-Like Abilities:  1/day – dancing lights, 
  clairaudience/clairvoyance, darkness, detect good, 
  detect law, detect magic, dispel magic, faerie fire, 
  levitate, suggestion (DC 16). Caster level 6th. The 
  save DCs are Charisma-based. 
   
  Racial Spells Known (6/7/6/4, save DC = 13 + 
  spell level): 0 – daze, detect magic, ghost sound, 
  mage hand, ray of frost, read magic, resistance; 
  1st – mage armor, magic missile, ray of 
  enfeeblement, silent image; 2nd – invisibility, web; 
  3rd – lightning bolt. 
   
  Cleric Spells Prepared (3/2, save DC = 13 + 
  spell level): 0 – detect magic, inflict minor wounds, 
  virtue; 1st – protection from good, shield of faith. 
  
  YEO6-03 Of My Enemy 
   
  Page 50 
   
  *Domain spell. Domains: Evil (Casts evil spells 
  at +1 caster level), War (Weapon Proficiency & 
  Focus with deity’s weapon – heavy mace). 
   
  Possessions: Large Heavy Mace +1, spell 
  component pouch. 
   
  Description: This strange being has the head 
  and torso of a dark elf and the legs and lower body 
  of a giant spider. 
  FOUR- TO SIX-CHARACTER ENCOUNTER 
  Beta, Male Drider Ftr4: Large Aberration; CR 11; 
  HD 6d8+18+4d10+12; hp 89; Init +2; Spd 30 ft., 
  climb 15 ft.; AC 17, touch 11, flat-footed 15 (+6 
  natural, +2 dex, -1 size); Base Atk/Grp: +8/+15; 
  Atk +11 melee (1d6+3, mw dagger) or +11 ranged 
  (1d8+2, shortbow +1) or +6 melee (1d4+2 plus 
  poison, bite); Full Atk +9/+4 melee (1d6+3, 2 mw 
  daggers) and +6 melee (1d4+2 plus poison, bite) 
  or +11/+6 ranged (1d8+2, shortbow +1); SA spells, 
  spell-like abilities, poison; SQ darkvision 60 ft., 
  spell resistance 17; AL CE; SV Fort +9, Ref +5, 
  Will +9; Str 16, Dex 15, Con 16, Int 15, Wis 16, 
  Cha 16. 
   
  Skills & Feats: Climb +16, Concentration +9, 
  Hide +10, Intimidate +10, Jump +11, Listen +9, 
  Move Silently +12, Spot +9; Blind-Fight, Combat 
  Casting, Point Blank Shot, Precise Shot, Quick 
  Draw, Two-Weapon Fighting, Weapon Focus 
  (bite). 
   
  Poison (Ex): Injury, Fortitude DC 16, initial 
  and secondary damage 1d6 Str. The save DC is 
  Constitution-based. 
   
  Languages: 
  Elven, 
  Common, 
  and 
  Undercommon. 
   
  Spell-Like Abilities:  1/day – dancing lights, 
  clairaudience/clairvoyance, darkness, detect good, 
  detect law, detect magic, dispel magic, faerie fire, 
  levitate, suggestion (DC 16). Caster level 6th. The 
  save DCs are Charisma-based. 
   
  Racial Spells Known (6/7/6/4, save DC = 13 + 
  spell level): 0 – daze, detect magic, ghost sound, 
  mage hand, ray of frost, read magic, resistance; 
  1st – mage armor, magic missile, ray of 
  enfeeblement, silent image; 2nd – invisibility, web; 
  3rd – lightning bolt. 
   
  Possessions: Large Shortbow +1, MW Dagger 
  (x2) (for large creature), Hand of the Mage, Potion 
  of Gaseous Form. 
   
  Description: This strange being has the head 
  and torso of a dark elf and the legs and lower body 
  of a giant spider. 
  Alpha, Female Drider Sor4: Large Aberration; 
  CR 11; HD 6d8+18+4d4+12; hp 71; Init +3; Spd 
  30 ft., climb 15 ft.; AC 19, touch 12, flat-footed 16 
  (+6 natural, +1 armor, +3 dex, -1 size); Base 
  Atk/Grp: +6/+12; Atk +8 melee (1d6+2, mw 
  dagger) or +8 ranged (1d8, shortbow) or +3 melee 
  (1d4+1 plus poison, bite); Full Atk +6/+1 melee 
  (1d6+2, 2 mw daggers) and +3 melee (1d4+1 plus 
  poison, bite) or +8/+3 ranged (1d8, shortbow); SA 
  spells, spell-like abilities, poison; SQ darkvision 60 
  ft., spell resistance 17; AL CE; SV Fort +6, Ref +6, 
  Will +12; Str 15, Dex 16, Con 16, Int 15, Wis 16, 
  Cha 16. 
   
  Skills & Feats: Climb +14, Concentration +13, 
  Hide +11, Knowledge (arcane) +8, Listen +9, 
  Move Silently +13, Spellcraft +10, Spot +9; 
  Combat Casting, Eyes in the Back of Your 
  HeadCW, Two-Weapon Fighting, Weapon Focus 
  (bite).  CWComplete Warrior. 
   
  Poison (Ex): Injury, Fortitude DC 16, initial 
  and secondary damage 1d6 Str. The save DC is 
  Constitution-based. 
   
  Languages: 
  Elven, 
  Common, 
  and 
  Undercommon. 
   
  Spell-Like Abilities:  1/day – dancing lights, 
  clairaudience/clairvoyance, darkness, detect good, 
  detect law, detect magic, dispel magic, faerie fire, 
  levitate, suggestion (DC 16). Caster level 6th. The 
  save DCs are Charisma-based. 
   
  Racial Spells Known (6/7/6/4, save DC = 13 + 
  spell level): 0 – daze, detect magic, ghost sound, 
  mage hand, ray of frost, read magic, resistance; 
  1st – mage armor, magic missile, ray of 
  enfeeblement, silent image; 2nd – invisibility, web; 
  3rd – lightning bolt. 
   
  Sorcerer Spells Known (6/7/4, save DC = 13 + 
  spell level): 0 – arcane mark, detect poison, 
  mending, message, prestidigitation, touch of 
  fatigue; 1st – alarm, arrow mind, jump; 2nd – 
  protection from arrows. 
   
  Possessions: Large Shortbow, MW Dagger 
  (x2) (for large creature), spell component pouch, 
  scroll of blur, scroll of ray of enfeeblement, scroll 
  of gaseous form, scroll of protection from good, 
  scroll of shatter, bracers of armor +1. 
   
  Description: This strange being has the head 
  and torso of a dark elf and the legs and lower body 
  of a giant spider. 
   
  Gamma, Female Drider Clr1 of Erythnul: Large 
  Aberration; CR 8; HD 6d8+18+1d8+3; hp 58; Init 
  +2; Spd 30 ft., climb 15 ft.; AC 17, touch 11, flat-
  footed 15 (+6 natural, +2 dex, -1 size); Base 
  Atk/Grp: +4/+10; Atk +7 melee (2d6+3, heavy 
  mace +1) or +1 melee (1d4+1 plus poison, bite); 
  Full Atk +7 melee (2d6+3, heavy mace +1) and +1 
  melee (1d4+1 plus poison, bite); SA spells, spell-
  like abilities, poison; SQ darkvision 60 ft., spell 
  resistance 17; AL CE; SV Fort +7, Ref +4, Will 
  
  YEO6-03 Of My Enemy 
   
  Page 51 
  +10; Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 
  16. 
   
  Skills & Feats: Climb +14, Concentration +10, 
  Hide +10, Knowledge (arcane) +3, Knowledge 
  (religion) +3, Listen +9, Move Silently +12, 
  Spellcraft +3, Spot +9; Combat Casting, Two-
  Weapon Fighting, Weapon Focus (bite). 
   
  Poison (Ex): Injury, Fortitude DC 16, initial 
  and secondary damage 1d6 Str. The save DC is 
  Constitution-based. 
   
  Languages: 
  Elven, 
  Common, 
  and 
  Undercommon. 
   
  Spell-Like Abilities:  1/day – dancing lights, 
  clairaudience/clairvoyance, darkness, detect good, 
  detect law, detect magic, dispel magic, faerie fire, 
  levitate, suggestion (DC 16). Caster level 6th. The 
  save DCs are Charisma-based. 
   
  Racial Spells Known (6/7/6/4, save DC = 13 + 
  spell level): 0 – daze, detect magic, ghost sound, 
  mage hand, ray of frost, read magic, resistance; 
  1st – mage armor, magic missile, ray of 
  enfeeblement, silent image; 2nd – invisibility, web; 
  3rd – lightning bolt. 
   
  Cleric Spells Prepared (3/2, save DC = 13 + 
  spell level): 0 – detect magic, inflict minor wounds, 
  virtue; 1st – protection from good*, shield of faith. 
   
  *Domain spell. Domains: Evil (Casts evil spells 
  at +1 caster level), War (Weapon Proficiency & 
  Focus with deity’s weapon – heavy mace). 
   
  Possessions: Large Heavy Mace +1, spell 
  component pouch. 
   
  Description: This strange being has the head 
  and torso of a dark elf and the legs and lower body 
  of a giant spider. 
   
  Delta, Male Drider Ftr1: Large Aberration; CR 8; 
  HD 6d8+18+1d10+3; hp 59; Init +2; Spd 30 ft., 
  climb 15 ft.; AC 17, touch 11, flat-footed 15 (+6 
  natural, +2 dex, -1 size); Base Atk/Grp: +5/+11; 
  Atk +7 melee (1d6+2, mw dagger) or +7 ranged 
  (1d8, mw shortbow) or +2 melee (1d4+1 plus 
  poison, bite); Full Atk +5 melee (1d6+2, 2 mw 
  daggers) and +2 melee (1d4+1 plus poison, bite) 
  or +7 ranged (1d8, mw shortbow); SA spells, spell-
  like abilities, poison; SQ darkvision 60 ft., spell 
  resistance 17; AL CE; SV Fort +7, Ref +4, Will +8; 
  Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16. 
   
  Skills & Feats: Climb +14, Concentration +9, 
  Hide +10, Intimidate +4, Jump +5, Listen +9, Move 
  Silently 
  +12, 
  Spot +9; 
  Blind-Fight, Combat 
  Casting, Two-Weapon Fighting, Weapon Focus 
  (bite). 
   
  Poison (Ex): Injury, Fortitude DC 16, initial 
  and secondary damage 1d6 Str. The save DC is 
  Constitution-based. 
   
  Languages: 
  Elven, 
  Common, 
  and 
  Undercommon. 
   
  Spell-Like Abilities:  1/day – dancing lights, 
  clairaudience/clairvoyance, darkness, detect good, 
  detect law, detect magic, dispel magic, faerie fire, 
  levitate, suggestion (DC 16). Caster level 6th. The 
  save DCs are Charisma-based. 
   
  Racial Spells Known (6/7/6/4, save DC = 13 + 
  spell level): 0 – daze, detect magic, ghost sound, 
  mage hand, ray of frost, read magic, resistance; 
  1st – mage armor, magic missile, ray of 
  enfeeblement, silent image; 2nd – invisibility, web; 
  3rd – lightning bolt. 
   
  Possessions: 
  MW Large 
  Shortbow, MW 
  Dagger (x2) (for large creature). 
   
  Description: This strange being has the head 
  and torso of a dark elf and the legs and lower body 
  of a giant spider. 
   
  ENCOUNTER 1B 
   
   
   
   
  ONE-CHARACTER ENCOUNTER 
  Ogleby, Male Gnome Wizard7: Small Humanoid; 
  CR 7; HD 7d4+14; hp 32; Init +2; Spd 20 ft.; AC 
  13, touch 13, flat-footed 11 (+2 dexterity, +1 size); 
  Base Atk/Grp: +3/+3; Atk +3 melee (1d6-1, Heavy 
  Mace) or +5 ranged (1d3, Acid Splash); Full Atk 
  +2 melee (1d6-1, Heavy Mace) or +5 ranged 
  (Spells); SA gnome racial enemy; SQ Speak with 
  Animals, 1/day, Lowlight vision, +2 to saves vs 
  Illusions; AL LE; SV Fort +4, Ref +4, Will +6; Str 8, 
  Dex 14, Con 15, Int 16, Wis 12, Cha 8.  
   
  Skills & Feats: Concentration +12, Craft 
  (alchemy) +18, Knowledge (arcana) +13, Listen 
  +5, Spellcraft +13, Spot +4; Brew Potion, Combat 
  Casting, Scribe Scroll, Skill Focus (alchemy), Still 
  Spell. 
   
  Languages: 
  Common, 
  Gnome, 
  Undercommon. 
   
  Wizard Spells Known/Prepared (4/5/4/3/1, 
  save DC = 13 + spell level, +1 if illusion): 0 – Acid 
  Splash (2), Mending (2); 1st – Mage Armor, 
  Enlarge Person (2), True Strike (2); 2nd – Daze 
  Monster (2), Misdirection, Whispering Wind; 3rd – 
  Heroism (2), Displacement; 4th – Confusion. 
   
  Spellbook: 0 – Acid Splash, Resistance, 
  Mending, Message; 1st – Mage Armor, Enlarge 
  Person, True Strike; 2nd – Daze Monster, 
  Misdirection, Whispering Wind; 3rd – Heroism, 
  Displacement; 4th – Confusion. 
   
  Possessions: None of note.   
   
  Fagen, Male Human Rog7: Medium Humanoid; 
  CR 7; HD 7d6+7; hp 37; Init +7; Spd 30 ft.; AC 14, 
  
  YEO6-03 Of My Enemy 
   
  Page 52 
  touch 14, flat-footed 10 (+3 dexterity, +1 Dodge); 
  Base Atk/Grp: +5/+6; Atk +6 melee (1d6+1, Short 
  Sword) or +8 ranged (1d4+1, Dagger); Full Atk +6 
  melee (1d6+1, Short Sword) or +8 ranged (1d4+1, 
  Dagger); SA Sneak Attack +4d6; SQ Evasion, 
  Uncanny Dodge, Trap Sense +2; AL CN; SV Fort 
  +3, Ref +8, Will +2; Str 12, Dex 16, Con 13, Int 14, 
  Wis 10, Cha 8.   
   
  Skills & Feats: Bluff +9, Climb +11, Disable 
  Device +12, Hide +13, Listen +10, Open Lock +13, 
  Move Silently +13, Search +12, Sense Motive +10, 
  Spot +10, Swim +11; Combat Reflexes, Dodge, 
  Improved Initiative, Mobility. 
   
  Languages: Common, Elven, Flan. 
   
  Possessions: None of note.   
   
  Rosetta, Female Dwarf Ftr7: Medium Humanoid; 
  CR 7; HD 7d10+21; hp 71; Init +1; Spd 20 ft.; AC 
  12, touch 11, flat-footed 11 (+1 dexterity, +1 light 
  steel shield); Base Atk/Grp: +7/+10; Atk +11 melee 
  (1d8+5/x3, Battleaxe); Full Atk +11/+6 melee 
  (1d8+5/x3, Battleaxe); SA +1 to hit vs orcs (and 
  half-orcs); SQ Darkvision 60 ft, +2 saves vs 
  poison, spells, spell-like effects, stonecunning; AL 
  LN; SV Fort +8, Ref +3, Will +3; Str 16, Dex 13, 
  Con 16, Int 10, Wis 12, Cha 6.  
   
  Skills & Feats: Climb +7, Jump +7, Swim +6, 
  Spot +4; Cleave, Great Cleave, Improved Bull 
  Rush, Power Attack, Toughness, Weapon Focus 
  (Battleaxe), Weapon Specialization (Battleaxe).  
   
  Languages: Common, Dwarven. 
   
  Possessions: None of note. 
   
  Baron Bigboutte, Male Human Arist8: Medium 
  Humanoid; CR 7; HD 8d8+16; hp 60; Init +3; Spd 
  30 ft.; AC 9, touch 9, flat-footed 9 (-1 dexterity); 
  Base Atk/Grp: +6/+7; Atk +8 melee (1d8+1, 
  longsword); 
  Full 
  Atk 
  +8/+3 
  melee 
  (1d8+1, 
  longsword); AL NE; SV Fort +4, Ref +1, Will +9; 
  Str 13, Dex 8, Con 14, Int 10, Wis 16, Cha 13.  
   
  Skills & Feats: Appraise +13, Diplomacy +16, 
  Gather Information +12, Ride +10, Sense Motive 
  +16; Diligent, Improved Initiative, Negotiator, 
  Weapon Focus (longsword).  
   
  Languages: Common. 
   
  Possessions: None of note.   
  TWO- OR THREE-CHARACTER ENCOUNTER 
   
  Ogleby, Male Gnome Wizard8: Small Humanoid; 
  CR 8; HD 8d4+16; hp 36; Init +2; Spd 20 ft.; AC 
  13, touch 13, flat-footed 11 (+2 dexterity, +1 size); 
  Base Atk/Grp: +4/+4; Atk +4 melee (1d6-1, Heavy 
  Mace) or +6 ranged (1d3, Acid Splash); Full Atk 
  +4 melee (1d6-1, Heavy Mace) or +6 ranged 
  (Spells); SA gnome racial enemy; SQ Speak with 
  Animals, 1/day, Lowlight vision, +2 to saves vs 
  Illusions, spell-like abilities; AL LE; SV Fort +4, Ref 
  +4, Will +7; Str 8, Dex 14, Con 15, Int 17, Wis 12, 
  Cha 8.  
   
  Skills & Feats: Concentration +13, Craft 
  (alchemy) +19, Knowledge (arcana) +14, Listen 
  +5, Spellcraft +15, Spot +4; Brew Potion, Combat 
  Casting, Scribe Scroll, Skill Focus (alchemy), Still 
  Spell. 
   
  Languages: 
  Common, 
  Gnome, 
  Undercommon. 
   
  Wizard Spells Prepared (4/5/4/4/2, save DC = 
  14 + spell level, +1 if illusion): 0 – Acid Splash (2), 
  Mending (2); 1st – Mage Armor, Enlarge Person 
  (2), True Strike (2); 2nd – Daze Monster (2), 
  Misdirection, Whispering Wind; 3rd – Heroism (2), 
  Displacement, Keen Edge; 4th – Confusion (2). 
   
  Spellbook: 0 – Acid Splash, Resistance, 
  Mending, Message; 1st – Comprehend Languages, 
  Mage Armor, Enlarge Person, True Strike, 
  Comprehend Languages; 2nd – Daze Monster, 
  Misdirection, Whispering Wind; 3rd – Heroism, 
  Displacement, Keen Edge; 4th – Confusion, Detect 
  Scrying. 
   
  Possessions: None of note.   
   
  Fagen, Male Human Rog8: Medium Humanoid; 
  CR 8; HD 8d6+8; hp 42; Init +7; Spd 30 ft.; AC 14, 
  touch 14, flat-footed 10 (+3 dexterity, +1 Dodge); 
  Base Atk/Grp: +6/+7; Atk +7 melee (1d6+1, Short 
  Sword) or +9 ranged (1d4+1, Dagger); Full Atk 
  +7/+2 melee (1d6+1, Short Sword) or +9 ranged 
  (1d4+1, Dagger); SA Sneak Attack +4d6; SQ 
  Evasion, Uncanny Dodge, Improved Uncanny 
  Dodge; AL CN; SV Fort +3, Ref +9, Will +2; Str 12, 
  Dex 17, Con 13, Int 14, Wis 10, Cha 8.   
   
  Skills & Feats: Bluff +10, Climb +12, Disable 
  Device +13, Hide +14, Listen +11, Open Lock +14, 
  Move Silently +14, Search +13, Sense Motive +11, 
  Spot +11, Swim +12; Combat Reflexes, Dodge, 
  Improved Initiative, Mobility. 
   
  Languages: Common, Elven, Flan. 
   
  Possessions: None of note.   
   
  Rosetta, Female Dwarf Ftr8: Medium Humanoid; 
  CR 8; HD 8d10+24; hp 81; Init +2; Spd 20 ft.; AC 
  13, touch 12, flat-footed 11 (+2 dexterity, +1 light 
  steel shield); Base Atk/Grp: +8/+11; Atk +12 melee 
  (1d8+5/19-20; x3, Battleaxe); Full Atk +12/+7 
  melee (1d8+5/19-20; x3, Battleaxe); SA +1 to hit 
  vs orcs (and half-orcs); SQ Darkvision 60 ft, +2 
  saves 
  vs 
  poison, 
  spells, 
  spell-like 
  effects, 
  stonecunning; AL LN; SV Fort +9, Ref +4, Will +3; 
  Str 16, Dex 14, Con 16, Int 10, Wis 12, Cha 6.  
  
  YEO6-03 Of My Enemy 
   
  Page 53 
   
  Skills & Feats: Climb +8, Jump +7, Swim +7, 
  Spot +4; Cleave, Great Cleave, Improved Bull 
  Rush, Improved Critical (Battle Axe), Power 
  Attack, Toughness, Weapon Focus (Battleaxe), 
  Weapon Specialization (Battleaxe).  
   
  Languages: Common, Dwarven. 
   
  Possessions: None of note. 
   
  Baron Bigboutte, Male Human Arist9: Medium 
  Humanoid; CR 8; HD 9d8+18; hp 68; Init +3; Spd 
  30 ft.; AC 9, touch 9, flat-footed 9 (-1 dexterity); 
  Base Atk/Grp: +6/+7; Atk +8 melee (1d8+1, 
  longsword); 
  Full 
  Atk 
  +8/+3 
  melee 
  (1d8+1, 
  longsword); AL NE; SV Fort +5, Ref +4, Will +9; 
  Str 13, Dex 8, Con 14, Int 10, Wis 16, Cha 13.  
   
  Skills & Feats: Appraise +14, Diplomacy +17, 
  Gather Information +13, Ride +11, Sense Motive 
  +17; 
  Diligent, 
  Improved 
  Initiative, 
  Lightning 
  Reflexes, Negotiator, Weapon Focus (longsword).  
   
  Languages: Common. 
  Possessions: None of note.   
  FOUR- TO SIX-CHARACTER ENCOUNTER 
  Ogleby, 
  Male 
  Gnome 
  Wizard10: 
  Small 
  Humanoid; CR 10; HD 10d4+20; hp 45; Init +2; 
  Spd 20 ft.; AC 13, touch 13, flat-footed 11 (+2 
  dexterity, +1 size); Base Atk/Grp: +5/+5; Atk +5 
  melee (1d6-1, Heavy Mace) or +7 ranged (1d3, 
  Acid Splash); Full Atk +5 melee (1d6-1, Heavy 
  Mace) or +7 ranged (Spells); SA gnome racial 
  enemy; SQ Speak with Animals, 1/day, Lowlight 
  vision, +2 to saves vs Illusions; AL LE; SV Fort +5, 
  Ref +5, Will +8; Str 8, Dex 14, Con 15, Int 17, Wis 
  12, Cha 8.  
   
  Skills & Feats: Concentration +9, Craft 
  (alchemy) +21, Knowledge (arcana) +16, Listen 
  +6, Spellcraft +17, Spot +5; Brew Potion, Combat 
  Casting, Scribe Scroll, Skill Focus (alchemy), 
  Silent Spell, Spell Focus (Evocation), Still Spell. 
   
  Languages: 
  Common, 
  Gnome, 
  Undercommon. 
   
  Wizard Spells Known/Prepared (4/5/5/4/4/2, 
  save DC = 14 + spell level, +1 if illusion, +2 if 
  evocation): 0 – Acid Splash (2), Mending (2); 1st – 
  Comprehend Languages, Mage Armor, Enlarge 
  Person, True Strike (2); 2nd – Daze Monster (2), 
  Misdirection, Shatter, Whispering Wind; 3rd – 
  Heroism (2), Displacement, Keen Edge; 4th – 
  Confusion (2), Detect Scrying;  5th – Mind Fog (2). 
   
  Spellbook: 0 – Acid Splash, Resistance, 
  Mending, Message; 1st – Mage Armor, Enlarge 
  Person, True Strike, Comprehend Languages; 2nd 
  – Daze Monster, Misdirection, Shatter, Whispering 
  Wind; 3rd – Heroism, Displacement, Keen Edge; 
  4th – Confusion, Detect Scrying; 5th – Mind Fog. 
   
  Possessions: None of note.   
   
  Fagen, Male Human Rog10: Medium Humanoid; 
  CR 10; HD 10d6+10; hp 53; Init +7; Spd 30 ft.; AC 
  14, touch 14, flat-footed 10 (+3 dexterity, +1 
  Dodge); Base Atk/Grp: +7/+8; Atk +8 melee 
  (1d6+1, Short Sword) or +10 ranged (1d4+1, 
  Dagger); Full Atk +8/+3 melee (1d6+1, Short 
  Sword) or +10 ranged (1d4+1, Dagger); SA Sneak 
  Attack +5d6; SQ Evasion, Uncanny Dodge, 
  Improved Uncanny Dodge, Trap sense +3; AL CN; 
  SV Fort +4, Ref +10, Will +3; Str 12, Dex 17, Con 
  13, Int 14, Wis 10, Cha 8.   
   
  Skills & Feats: Bluff +12, Climb +14, Disable 
  Device +15, Hide +16, Listen +13, Open Lock +16, 
  Move Silently +16, Search +15, Sense Motive +13, 
  Spot +13, Swim +14; Combat Reflexes, Dodge, 
  Improved Initiative, Mobility, Spring Attack. 
   
  Crippling Strike (Ex): A rogue with this ability 
  can sneak attack opponents with such precision 
  that her blows weaken and hamper them. An 
  opponent damaged by one of her sneak attacks 
  also takes 2 points of strength damage. Ability 
  points lost due to damage return on their own at 
  the rate of 1 point per day for each damaged 
  ability. 
   
  Languages: Common, Elven, Flan. 
   
  Possessions: None of note.   
   
  Rosetta, 
  Female 
  Dwarf 
  Ftr10: 
  Medium 
  Humanoid; CR 10; HD 10d10+20; hp 93; Init +1; 
  Spd 20 ft.; AC 13, touch 12, flat-footed 11 (+2 
  dexterity, +1 light steel shield); Base Atk/Grp: 
  +10/+13; Atk +15 melee (1d8+5/19-20; x3, 
  Battleaxe); Full Atk +15/+10 melee (1d8+5/19-20; 
  x3, Battleaxe); SA +1 to hit vs orcs (and half-orcs); 
  SQ Darkvision 60 ft, +2 saves vs poison, spells, 
  spell-like effects; AL LN; SV Fort +10, Ref +5, Will 
  +4; Str 16, Dex 14, Con 16, Int 10, Wis 12, Cha 6.  
   
  Skills & Feats: Climb +9, Jump +9, Swim +8, 
  Spot +4; Cleave, Dodge, Great Cleave, Greater 
  Weapon Focus (Battle Axe), Improved Bull Rush, 
  Improved Critical (Battle Axe), Power Attack, 
  Toughness, Weapon Focus (Battleaxe), Weapon 
  Specialization (Battleaxe).  
   
  Languages: Common, Dwarven. 
   
  Possessions: None of note. 
   
  Baron Bigboutte, Male Human Arist11: Medium 
  Humanoid; CR 10; HD 11d8+22; hp 83; Init +3; 
  Spd 30 ft.; AC 9, touch 9, flat-footed 9 (-1 
  dexterity, +1 dodge); Base Atk/Grp: +8/+9; Atk +10 
  melee (1d8+1, longsword); Full Atk +10/+5 melee 
  (1d8+1, longsword); AL NE; SV Fort +5, Ref +4, 
  Will +10; Str 13, Dex 8, Con 14, Int 10, Wis 16, 
  Cha 13.  
  
  YEO6-03 Of My Enemy 
   
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  Skills & Feats: Appraise +16, Diplomacy +19, 
  Gather Information +15, Ride +13, Sense Motive 
  +19; 
  Diligent, 
  Improved 
  Initiative, 
  Lightning 
  Reflexes, Negotiator, Weapon Focus (longsword).  
   
  Languages: Common. 
   
  Possessions: None of note.   
  ENCOUNTER FOUR________________ 
                                
  Male Elf Fighter9 (3): Medium Humanoid (elf); CR 
  9; HD 9d10+18; hp 81; Init +3; Spd 30 ft.; AC 19, 
  touch 14, flat-footed 16 (+5 Chain Shirt+1, +3 
  dexterity, +1 Ring of Protection +1); Base Atk/Grp: 
  +9/+11; Atk +15/10 ranged (1d8+6, +2 Composite 
  Longbow of Str +2) or +12/7 melee (1d8+2, MW 
  Long sword); Full Atk +15/10 ranged (1d8+6, +2 
  Composite Longbow of Str +2) or +13/+13/+8 
  ranged (1d8+4, rapid shot) or +12/7 melee (1d8+2, 
  MW Long sword); SQ Immune to magical sleep, 
  +2 vs Enchantments, Low-Light Vision; AL CN; SV 
  Fort +9, Ref +7, Will +5; Str 14, Dex 16, Con 14, 
  Int 8, Wis 12, Cha 10.   
   
  Skills & Feats: Climb +4, Craft (bowmaking) 
  +2, Jump +4, Listen +3, Search +1, Spot +3, 
  Swim+3, Ride+4; Dodge, Mobility, Point Blank 
  Shot, 
  Precise 
  Shot, 
  Rapid 
  Shot, 
  Sharp 
  ShootingCW, Shot on the Run, Weapon Focus 
  (longbow), 
  Weapon 
  Specialization 
  (longbow).  
  CWComplete Warrior. 
  Languages: 
  Elven, 
  Common. 
   
  Possessions: +2 Composite Longbow of Str 
  +2 (6600gp), +1 Chain shirt (1250gp), MW 
  Longsword (315gp), 80 Arrows (4 gp), Potion of 
  Pass Without Trace (50gp), Potion of Cure Light 
  Wounds (50gp), +1 Cloak of Resistance (1000gp), 
  Ring of Protection +1 (2000gp).   
   
  Male Elf Fighter11 (3): Medium Humanoid (elf); 
  CR 11; HD 11d10+22; hp 99; Init +4; Spd 30 ft.; 
  AC 20, touch 15, flat-footed 16 (+5 Chain Shirt+1, 
  +4 dexterity, +1 Ring of Protection +1); Base 
  Atk/Grp: +11/+13; Atk +19/14/9 ranged (1d8+7, +2 
  Composite Longbow of Str +2) or +14/9/4 melee 
  (1d8+2, MW Long sword); Full Atk +19/14/9 
  ranged (1d8+7/19-20, +2 Composite Longbow of 
  Str +2) or +17/+17/+12/+7 ranged (1d8+7/19-20, 
  rapid shot) or +14/9/4 melee (1d8+2, MW Long 
  sword); SQ Immune to magical sleep, +2 vs 
  Enchantments, Low-Light Vision; AL CN; SV Fort 
  +11, Ref +9, Will +6; Str 14, Dex 18, Con 14, Int 8, 
  Wis 12, Cha 10.   
   
  Skills & Feats: Climb +5, Craft (bowmaking) 
  +2, Jump +4, Listen +3, Search +1, Spot +3, 
  Swim+4, Ride+5; Dodge, Mobility, Point Blank 
  Shot, Precise Shot, Ranged DisarmCW, Rapid 
  Shot, Sharp ShootingCW, Shot on the Run, 
  Weapon Focus (longbow), Weapon Specialization 
  (longbow).  CWComplete Warrior. 
   
  Languages: Elven, Common. 
   
  Possessions: +2 Composite Longbow of Str 
  +2 (8600gp), +1 Chain shirt (1250gp), MW 
  Longsword (315gp), 80 Arrows (4 gp), Potion of 
  Pass Without Trace (50gp), Potion of Cure Light 
  Wounds (50gp), +2 Cloak of Resistance (4000gp), 
  Ring of Protection +1 (2000gp), Boots of Elvenkind 
  (2500gp), Gloves of Dexterity +2 (4000gp).   
  ENCOUNTER 8 
   
   
   
   
  Ardulace of House Tormtor; Drow elf Clr12: CR 
  13; ECL 14; Size M; HD 12d8; hp 84; Init +3; Spd 
  20 ft (base 30 ft); AC 24, touch 14, FF 21; BAB 
  +9/+4; Grapple +11; Atk: +12/+7 melee (1d6 + 
  3/crit 18-20, Rapier +1), +13/+8 ranged (1d4/crit 
  19-20, Crossbow, hand MW); SA Poison, spell-like 
  abilities; 
  SQ 
  Drow 
  traits, 
  Light 
  Blindness, 
  Darkvision 120 ft., immune to sleep effects; SR 23; 
  AL LE; SV Fort +9, Ref +9, Will +12; Str 14, Dex 
  16, Con 12, Int 12, Wis 19, Cha 10. 
  Languages 
  spoken: 
  Common, 
  Elven, 
  Undercommon, Gnome 
  Skills and Feats: Bluff +5, Concentration +17, 
  Diplomacy +10, Disguise +5, Hide +10, Listen 
  +10, Spellcraft +2, Spot +9; Alertness, Divine 
  VigorCW, Lightning Reflexes, Skill Focus (hide), 
  Skill Focus Concentration. 
  Special Abilities: Aura, Domain Evil, Domain 
  Trickery, Poison, Spell Resistance, Spontaneous 
  Casting, Turn or Rebuke Undead. 
  Racial Spells Known: 0--Dancing lights, Faerie 
  fire. 
  Clr Spells Prepared (6/7/6/6/5/4/3): -0--Cure 
  minor wounds (2), Detect magic (2), Inflict minor 
  wounds, Resistance, 1—Bless, Blessed aimSC, 
  Cure light wounds, Divine favor, Magic weapon, 
  Protection from good*, Shield of faith, 2--Bull's 
  strength, Cure moderate wounds, Inflict moderate 
  wounds, Invisibility*, Spiritual weapon, Summon 
  monster ii, 3--Clutch of orcusSC, Cure serious 
  wounds, Energy vortexSC, Flame of faithSC, Magic 
  circle against good*, Ring of bladesSC, 4—
  Confusion*, Cure critical wounds, Divine power, 
  Inflict critical wounds, Summon monster iv, 5—
  Dispel Good*, Flame strike, Righteous might, 
  Righteous wrath of the faithfulSC, 6--Mass bull's 
  strength, Mislead*, Summon Monster vi.  SCSpell 
  Compendium. 
  
  YEO6-03 Of My Enemy 
   
  Page 55 
   
  *Domain spell. Domains: Evil (You cast evil 
  spells at +1 caster level), Trickery (Adds Bluff, 
  Disguise, and Hide to class skills). 
  Possessions: 740 gp, Hand mw crossbow, 
  Amulet of health +2, Silver holy symbol, Ring of 
  protection +1, Periapt of wisdom +2, Rapier +1, 
  Amulet of natural armor +1, Breastplate +2, 
  Buckler +2, Silent lesser rod of metamagic. 
  Description: Ardulace was born into the upper 
  echelons of House Tormtor, the eldest daughter of 
  the house matron who was daughter of a high 
  matron. She is built more like a human than an elf, 
  and the appearance makes her look heavy or fat, 
  something she is rather vain about. Ardulace is a 
  historian as well as a priestess, and the two 
  professions have served her well as she uses her 
  investigations of the past to weave her webs for 
  the future. Ardulace values power within the 
  hierarchy of the drow above all other things and 
  sees all other people as stepping stones on her 
  path to ascension to her destined role as High 
  Matron. She is aloof and detached from all others, 
  barking orders, even at her drow bodyguards, that 
  demonstrate severity and an expectation to be 
  obeyed. Ardulace is aware of the High Matron’s 
  position on the treaty, and understands her belief 
  that the surface-dwellers may prove useful in the 
  battle 
  against 
  Asberdies 
  and 
  his 
  strange 
  machinations and abominations; she also knows 
  that House Despana is against the idea. Ardulace 
  has a large adamantine spider holy symbol she 
  displays prominently about a chain and that she 
  twiddles in her fingers when she is deep in 
  contemplation. 
   
  Divolg of House Tormtor; Drow elf Wiz8: CR 9; 
  Size M; HD 8d4+8; hp 33; Init +3; Spd 30 ft; AC 
  16, touch 14, FF 13; BAB +4; Grapple +5; Atk: +8 
  ranged (1d8/crit 19-20, Crossbow, light MW), +6 
  melee (1d4 + 1/crit 19-20, Dagger MW); SA 
  Poison, spell-like abilities; SQ Drow traits, Light 
  Blindness, Darkvision 120 ft., immune to sleep 
  effects; SR 19; AL LE; SV Fort +6, Ref +6, Will +7; 
  Str 12, Dex 16, Con 12, Int 18, Wis 10, Cha 10. 
  Languages 
  spoken: 
  Common, 
  Elven, 
  Undercommon, Draconic, Drow Sign, Gnome, 
  Goblin 
  Skills and Feats: Knowledge (Dungeoneering) 
  +15, Concentration +12, Decipher Script +15, 
  Knowledge (Arcana) +15, Knowledge (History) +9, 
  Spellcraft +17, Knowledge (Local - Sheldomar 
  Valley) +10; Combat Casting, Craft Wand, Great 
  Fortitude, Toughness, Scribe Scroll. 
  Special Abilities: Darkvision, Familiar, Poison, 
  Spell Resistance. 
  Racial 
  Spells 
  Known: 
  0--Dancing 
  lights, 
  Darkness, Faerie fire. 
  Wiz Spells Known (4/5/4/4/3): 0--Acid splash, 
  Arcane mark, Dancing lights, Daze, Detect magic, 
  Detect poison, Disrupt undead, Flare, Ghost 
  sound, Light, Mage hand, Mending, Message, 
  Open/close, Prestidigitation, Ray of frost, Read 
  magic, Repair minor damageSC, Resistance, 
  Touch of fatigue, 1--BackbiterSC, Burning hands, 
  Enlarge person, Hail of stoneSC, InciteSC, InhibitSC, 
  Mage armor, Magic missile Lesser orb of acidSC,, 
  Reduce person, Remove ScentSC, Shocking 
  grasp, Summon monster i 2--Aiming at the 
  TargetSC, Daze monster, FireburstSC, Minor image, 
  Phantasmal assailantsSC, Scorching ray, Sting 
  RaySC, Summon monster ii 3--Dispel magic, 
  Fireball, 
  Invisibility 
  sphere, 
  Lightning 
  bolt, 
  SpiderskinSC, 
  Suggestion 
  4--Burning 
  bloodSC, 
  Confusion, Greater invisibility. 
  Wiz Spells Prepared (4/5/4/4/3): 0--Acid splash 
  (2), Daze, Detect magic, 1--BackbiterSC, Burning 
  hands, Hail of stoneSC, Magic missile, Lesser orb 
  of acidSC, 2--FireburstSC, Phantasmal assailantsSC, 
  Scorching ray, Summon monster ii, 3--Fireball, 
  Invisibility sphere, Lightning bolt, Suggestion, 4--
  Burning bloodSC, Confusion, Greater invisibility.  
  SCSpell Compendium. 
  Possessions: 143 gp, Light mw crossbow, 
  Dagger mw, Wizard's spellbook, Spell component 
  pouch, Bat familiar, Wand of enlarge person, 
  Bracers of armor +2, Ring of protection +1, Cloak 
  of resistance +1, Wand of magic missile (1st), 
  Wand of shocking grasp. 
  Description: Divolg is a young wizard in the halls 
  of the drow, and this trek is as much a chance for 
  him to avoid enemies he’s made in the academy 
  of wizardry as it is a chance for him to represent 
  his house. Like most drow wizards, he is small and 
  thin, and matches the description one expects of 
  an elf, except for the blackish tint of the skin and 
  the color of the eyes, his being lavender. Divolg is 
  an alchemist of no small measure, and is adept at 
  many forms of botany and herbalism. He seeks to 
  observe some of the surface fauna for his own 
  purposes while on the journey. Motivated primarily 
  by his personal goals, he understands he exists at 
  the whim of the house matron, and, by proxy, of 
  Ardulace, and as such he seeks to curry her favor 
  when he can. Divolg shows little interest in 
  speaking with anyone who does not show some 
  skill at arcane magic, and will quickly lose interest 
  
  YEO6-03 Of My Enemy 
   
  Page 56 
  if they are not wizards, with whom he will discuss 
  the nuances of how magic works. Divolg is aware 
  of his house’s position on the alliance, but he 
  himself does not care one way or the other—all 
  alliances are but ephemeral things to elves after 
  all. Divolg’s left forearm is horribly scared, as if 
  burned or torn away in some horrific manner. The 
  scarring extends down to his left hand and the last 
  two fingers of that hand are feeble and seem 
  unresponsive, though they do not seem to prevent 
  Divolg from using his magic. 
   
  Relonor 
  of 
  House 
  Tormtor; 
  Drow 
  elf 
  Ftr6/EWM2: CR 9; Size M; HD 8d10+8; hp 66; Init 
  +3; Spd 20 ft (base 30 ft); AC 21, touch 13, FF 18; 
  BAB +8/+3; Grapple +11; Atk: +13/+8 melee (2d4 
  + 6, Chain, spiked +1), +12/+7 ranged (1d8/crit x3, 
  Longbow MW); SA Poison, spell-like abilities; SQ 
  Drow traits, Light Blindness, Darkvision 120 ft., 
  immune to sleep effects; SR 19; AL LE; SV Fort 
  +10, Ref +6, Will +4; Str 16, Dex 16, Con 12, Int 
  12, Wis 12, Cha 10. Exotic Weapon Master, 
  Complete Warrior, page 30. 
  Languages 
  spoken: 
  Common, 
  Elven, 
  Undercommon, Gnome 
  Skills and Feats: Climb +5, Craft (Weaponsmith) 
  +5, Handle Animal +5, Intimidate +6, Jump +5, 
  Ride +8, Swim +5; Cleave, Combat Reflexes, 
  Exotic 
  Weapon 
  Proficiency 
  (chain, 
  spiked), 
  Improved Sunder, Power Attack, Weapon Focus 
  (chain, spiked), Weapon Specialization (chain, 
  spiked). 
  Special Abilities: Darkvision, 
  Poison, 
  Spell 
  Resistance. 
  Racial 
  Spells 
  Known: 
  0--Dancing 
  lights, 
  Darkness, Faerie fire. 
  Exotic Weapon Stunt (Ex): Exotic Reach: When 
  wielding an exotic weapon with reach, the 
  character may make an attack of opportunity 
  against a foe that provokes such an attack even if 
  the foe has cover (but not total cover). 
  Exotic Weapon Stunt (Ex): Flurry of Strikes: 
  When wielding an exotic double weapon or spiked 
  chain with both hands, the character can elect to 
  use a full attack action to make a flurry of strikes.  
  When doing so, he may make one extra attack in 
  the round at his full base attack bonus, but this 
  attack takes a -2 penalty, as does each other 
  attack made in that round and until the exotic 
  weapon master’s next turn.  The extra attack may 
  be with either end of the double weapon. 
  Possessions: 479 gp, Breastplate +1, Buckler +1, 
  Longbow mw, Cloak of resistance +1, Arrows (20), 
  Adamantine spiked chain +1. 
  Description: Relonor is the strongest of the 
  House Tormtor warriors, having proven himself in 
  battle against other houses and other enemies 
  time and again, and he is a favorite of Ardulace. 
  Tall and muscular for an elf, he wears his white 
  hair shaven short, almost to the scalp, where it 
  reveals a number of scars.  Wielding a spiked 
  chain with deadly mastery,  Relonor believes in 
  the application of brute force to solving problems 
  and sees little value in speech. He is loyal to his 
  house and sees that loyalty as the same as his 
  devotion to Lloth- he serves both blindly and 
  obediently and believes that both are the source of 
  his personal strengths and successes. Relonor 
  has a hatred for the shorter races, particularly 
  gnomes and halflings (whom he has trouble 
  distinguishing from gnomes), due to an encounter 
  with a group of svrifniblen early in his career; an 
  encounter that went very badly. He will avoid such 
  creatures at all costs, but will not suffer 
  embarrassment through this avoidance. With 
  others, he is standoffish and curt. He knows little 
  of the family’s stance on the alliance, but does 
  know that the House of Noquar lacks a coherent 
  position, and that much he will reveal. Relonor is 
  never without his spiked chain, which he wears on 
  a special sash around his waist when he is not 
  wielding it. 
  -  -  -  -  -  -  -  -  -  -  -  -  -  - -  -  -  -  -  -  -  -  -  -  - 
  Jyslin of House Despana; Drow elf Clr12: CR 
  13; Size M; HD 12d8+12; hp 93; Init +1; Spd 20 ft 
  (base 30 ft); AC 26, touch 12, FF 25; BAB +9/+4; 
  Grapple +11; Atk: +12/+7 melee (1d8 + 3, Mace, 
  heavy 
  +1), 
  +11/+6 
  ranged 
  (1d8/crit 
  19-20, 
  Crossbow, light MW); SA Poison, spell-like 
  abilities; 
  SQ 
  Drow 
  traits, 
  Light 
  Blindness, 
  Darkvision 120 ft., immune to sleep effects; SR 23; 
  AL CE; SV Fort +10, Ref +7, Will +12; Str 14, Dex 
  12, Con 14, Int 14, Wis 19, Cha 10. 
  Languages 
  spoken: 
  Common, 
  Elven, 
  Undercommon, Drow Sign, Gnome 
  Skills and Feats: Concentration +12, Diplomacy 
  +13, 
  Heal 
  +13, 
  Knowledge 
  (Planes) 
  +12, 
  Knowledge (Religion) +12, Spellcraft +14; Combat 
  Casting, Divine Spell PowerCD, Divine VigorCW, 
  Lightning 
  Reflexes, 
  Shielded 
  CastingRS.  
  CDComplete Divine, CWComplete Warrior, RSRaces 
  of Stone. 
  Special 
  Abilities: 
  Aura, 
  Bonus 
  Languages, 
  Darkvision, Domain Destruction, Domain Evil, 
  
  YEO6-03 Of My Enemy 
   
  Page 57 
  Poison, Spell Resistance, Spontaneous Casting, 
  Turn or Rebuke Undead. 
  Racial 
  Spells 
  Known: 
  0--Dancing 
  lights, 
  Darkness, Faerie fire. 
  Clr Spells Prepared (6/7/6/6/5/4/3): 0--Cure 
  minor wounds (2), Detect magic (2), Inflict minor 
  wounds, Resistance, 1--Command, Cure light 
  wounds, Divine favor, Entropic shield, Inflict light 
  wounds*, Shield of faith, Summon monster i, 2--
  Bull's strength, Cure moderate wounds, Hold 
  person, 
  Inflict 
  moderate 
  wounds, 
  Shatter*, 
  Spiritual weapon, 3—Contagion*, Cure serious 
  wounds, Dispel magic, Inflict serious wounds, 
  Invisibility purge, Summon monster iii, 4--Assay 
  resistanceSC, Cure critical wounds, Divine power, 
  Inflict critical wounds*, RevenanceSC, 5--Blistering 
  radianceSC, 
  Flame 
  strike, 
  Mass 
  inflict 
  light 
  wounds*, Righteous wrath of the faithfulSC, 6—
  Harm*, Mass cure moderate wounds, Vigorous 
  circleSC.  SCSpell Compendium. 
   
  *Domain spell. Domains: Evil (You cast evil 
  spells at +1 caster level), Destruction (You gain a 
  smite attack once per day - +4 bonus on attack 
  rolls and bonus on damage equal to cleric level). 
  Possessions: 3833 gp, Light  mw crossbow, 
  Amulet of health +2, Silver holy symbol, Pearl of 
  power 1st-level, Ring of protection +1, Periapt of 
  wisdom +2, Heavy +1 mace, Full plate +2, Heavy 
  steel +2 shield, Scroll of cure light wounds (div), 
  Scroll of resist energy (div). 
  Description: Jyslin exudes authority, as so many 
  drow women do, and took that authority, and holds 
  that authority, in that same manner. She moves 
  with a grace and a precision that belies strength 
  and a predatory nature that lurk just below her 
  surface.  Jyslin now seeks the highest throne- that 
  of the High Matron of the Church- and she works 
  diligently to increase her knowledge of Lloth and 
  the affairs of the planes to achieve that power. 
  She is driven by her insatiable desire to rule over 
  the drow, and obeys her Matron only as it suits 
  her, as she must to bide her time. Jyslin cannot 
  stand the task she has been given, despising the 
  sun and all the things that crawl under it, but sees 
  the family’s plan and seeks to use the escorts to 
  her advantage when she can. She knows her 
  family is against the alliance, though she will 
  pretend to be undecided on the matter; she knows 
  that House Tormtor is in favor of the alliance and 
  will try to lead the escorts to believe otherwise. 
  Jyslin has a crackle to her high-pitched voice, as if 
  she were trying to make her normally child-like 
  voice sound more menacing—the sound is at once 
  both amusing and disconcerting, but laughter 
  never seems an appropriate response. 
   
  Istolil of House Despana; Drow elf Rog5/Asn3: 
  CR 9; Size M; HD 8d6+8; hp 42; Init +8; Spd 30 ft; 
  AC 21, touch 13, FF 18; BAB +5; Grapple +6; Atk: 
  +10 melee (1d6 + 2/crit 18-20, Rapier +1), +10 
  ranged (1d8/crit 19-20, Crossbow, light MW); SA 
  Poison, spell-like abilities, Sneak attack (+5d6), 
  death attack (DC 16); SQ Drow traits, Light 
  Blindness, Darkvision 120 ft., immune to sleep 
  effects, Improved Uncanny Dodge, Evasion, Trap 
  Sense +1, Save bonus against poison +1; SR 19; 
  AL CE; SV Fort +4, Ref +12, Will +3; Str 12, Dex 
  18, Con 12, Int 16, Wis 10, Cha 10. 
  Languages 
  spoken: 
  Common, 
  Elven, 
  Undercommon, Drow Sign, Gnome 
  Skills and Feats: Appraise +8, Balance +10, Bluff 
  +3, Disable Device +12, Disguise +8, Hide +11, 
  Jump +7, Listen +9, Move Silently +11, Open Lock 
  +13, Search +14, Spot +9, Tumble +12, Use 
  Magic Device +4; Combat Expertise, Improved 
  Initiative, Weapon Finesse. 
  Special Abilities: Darkvision, Death Attack, 
  Evasion, Improved Uncanny Dodge, Poison, 
  Poison Use, Save Bonus against Poison, Sneak 
  Attack, Spell Resistance, Trap Sense, Trapfinding, 
  Uncanny Dodge. 
  Asn Spells Known (3/2): 1--Feather fall, Insightful 
  feintSC, True strike, 2--Ice knifeSC, Invisibility. 
  Racial 
  Spells 
  Known: 
  0--Dancing 
  lights, 
  Darkness, Faerie fire. 
  Asn Spells Prepared (3/1): 1--Insightful feintSC 
  (2), 
  True 
  strike, 
  2--Invisibility. 
   
  SCSpell 
  Compendium. 
  Possessions: 230 gp, Light mw crossbow, 
  Masterwork thieves' tools, Cloak of resistance +1, 
  Rapier +1, Buckler +1, Chain shirt +2. 
  Description: Istolil is everyone’s friend and 
  brother, and he has endured and secured his 
  place through making sure that no one who can 
  say otherwise is alive to say it. Cheerful for a 
  drow, Istolil smiles more than any other member of 
  the party, his perfect teeth and gleaming eyes 
  endearing him to many a heart, both drow and 
  otherwise. Istolil is a scoundrel of the highest 
  order, a scout of the greatest skill, a gambler of 
  questionable luck, and will proudly describe 
  himself as such. Beneath the smile is the 
  calculating mind of one of House Despana’s top 
  spies, one who may actually know more of his 
  
  YEO6-03 Of My Enemy 
   
  Page 58 
  House Matron’s desires than even his Mistress on 
  this mission knows, and that calculating mind is 
  what keeps him alive. Istolil is friendly to any who 
  show a decent respect for his nature- that being 
  drow, and a decent intent to gamble with him, 
  Istolil’s favorite method of winning new friends. He 
  knows well where each house stands, though he 
  will attempt to muddy the issue where he can—
  implying that Tormtor is against the alliance, 
  Noquar might be for it, and Despana seems 
  undecided, purposely trying to win the escorts 
  over as temporary allies as his Mistress has 
  commanded. Istolil’s smile stands out amongst his 
  fellows, as does his habit of toying with his bone 
  dice when he is bored or thinking.  
   
  Merinid of House Despana; Drow elf Bbn2/Ftr6: 
  CR 9; Size M; HD 2d12+2 + 6d10+6; hp 69; Init 
  +1; Spd 20 ft (base 30 ft); AC 21, touch 11, FF 20; 
  BAB +8/+3; Grapple +11; Atk: +13/+8 melee (1d8 
  + 6/crit 17-20, Longsword +1), +10/+5 ranged (1d8 
  + 3/crit x3, Longbow, mighty (+3 Str) composite 
  MW); SA Poison, spell-like abilities, Rage 1/day; 
  SQ Drow traits, Light Blindness, Darkvision 120 ft., 
  immune to sleep effects, Uncanny Dodge; SR 19; 
  AL CE; SV Fort +10, Ref +4, Will +4; Str 17, Dex 
  12, Con 12, Int 14, Wis 13, Cha 10. 
  Languages 
  spoken: 
  Common, 
  Elven, 
  Undercommon, Drow Sign, Gnome 
  Skills and Feats: Climb +10, Intimidate +11, 
  Survival +6, Jump +10, Listen +8, Swim +10; 
  Combat Expertise, Distracting AttackMH, Extend 
  RageCW, Improved Critical (longsword), Powerful 
  ChargeMH, Weapon Focus (longsword), Weapon 
  Specialization 
  (longsword). 
   
  MHMiniatures 
  Handbook, CWComplete Warrior. 
  Special Abilities: Darkvision, Fast Movement, 
  Illiteracy, 
  Poison, 
  Rage, 
  Spell 
  Resistance, 
  Uncanny Dodge. 
  Racial 
  Spells 
  Known: 
  0--Dancing 
  lights, 
  Darkness, Faerie fire. 
  Possessions: 1364 gp, Mighty longbow (+3 str) 
  composite mw, Arrows (20), Breastplate +1, 
  Amulet of natural armor +1, Longsword +1, Heavy 
  steel +1 shield, Cloak of resistance +1. 
  Description: Merinid of House Despana is a 
  brutal man, scarred with the signs of the numerous 
  battles he has seen, both in the arena and in the 
  service of his House Matron. He is tall and broad 
  for an elf, and, when not in battle, moves more like 
  a human plodding on to his destination. Wielding a 
  long sword with brutal strength more than 
  precision, Merinid hacks his way through any 
  problem that presents itself. He is also skilled in 
  surviving in the underdark and makes use of that 
  skill until they reach the surface. Merinid is a bitter 
  and broken specimen of a drow male, serving his 
  matron out of fear and remembered pain at 
  previous failings. He does as his Mistress bids 
  while wishing her ill that he never speaks of. 
  Merinid sees the escorts as enemies, as he sees 
  all non-drow who wield weapons. He obeys the 
  Mistress’s command to try to make friends while 
  hoping that it provides him a later opportunity to 
  kill them. Merinid knows that House Noquar will 
  not reach the council meeting and it makes him 
  smile to himself from time to time, pleased at the 
  potential for violence. Merinid keeps his head 
  shaved, partially to set himself aside and partially 
  to reveal the horrific criss-crossing of scars that 
  cover his scalp. These scars and the seething 
  anger that seems to ever boil just below the 
  surface set Merinid apart from the others even 
  when he is among them. 
   
   
   
  
  YEO6-03 Of My Enemy 
   
  Page 59 
  APPENDIX 7 – ALL APLS 
   
  THE DROW SLAVES 
   
  There will likely be a need for NPC slaves to fill out 
  the ranks of those who are not PC-slave porters 
  for the drow. Each family is assigned two slave-
  porters, but they are not, as is common, aligned to 
  the houses. The drow diplomats accepted those 
  slaves appointed from the pits of the High 
  Priestess to avoid “plants” and “secret assassins” 
  being brought along subversively by any one 
  house to the detriment of the others. As such, any 
  slaves that are not PCs are not aligned to any 
  house and show little interest in any combats—
  they had no trouble fighting each other in the 
  arena for the chance at freedom, but have been 
  broken beyond the desire to fight for their own 
  freedom against the drow or to side with any 
  family in the battle that is to come.  
   
  The following NPCs can be used as the slave-
  porters, should the party demonstrate curiosity or 
  interest in these NPCs. With the exception of the 
  first, none actively take part in the module unless 
  the party pursues their involvement. If there are 
  Player Characters that began the module as 
  slave-porters 
  themselves, 
  they 
  replace 
  the 
  members of this list from the bottom to the top 
  (leaving the first NPCs as the most likely to be 
  encountered, unless the party is all slaves). 
   
  Aure’Agics Goldhand, Male dwarf Rog3 
  Aure is a fully shaved dwarf (the one encountered 
  sitting on the rock in Encounter 3 if no player 
  character slaves are present) who remembers 
  nothing of his life before becoming a slave to the 
  drow. He is scarred across most of his back and 
  shoulders, or as much of it as you can see, and 
  there are some deep scars that run across his 
  clean-shaven head and face. Aure’Agics is quick 
  for a dwarf, and his ability to move just a little more 
  than his fellows has kept him alive amongst his 
  fellow slaves for many years. Aure craves nothing, 
  seeks nothing, and expects nothing but death at 
  the hands of the drow—the proposition that they 
  will be freed at the end of the journey is too 
  unbelievable for him to even hope for. Of all the 
  slaves, Aure’Agics is the most talkative and likely 
  to spend times amongst the PCs, though he also 
  appears in some ways to be the most broken of 
  the slaves as well. He knows much of the politics 
  of the families—that Tormtor favors alliance, that 
  Despana is against it, and that Noquar is 
  undecided or not stated—and will gladly share this 
  if he is asked about it while none of the drow are 
  around. Aure’Agics stands out, other than for 
  being clean-shaven and heavily scarred, for his 
  golden-capped canine teeth, which the drow 
  apparently gave up on trying to take away from 
  him. 
   
  Malachus, Male human Clr3 
  Malachus is a recent capture, a servant of Delleb 
  like his leader, whom the drow apparently still hold 
  below (or so he thinks…). Thin and wiry, Malachus 
  is perpetually nervous and is disturbed now by his 
  acts in the arena, where he was forced to fight 
  other slaves for his life. A talented healer if called 
  upon, Malachus shows little interest in anything 
  but reaching the end of this trek and gaining his 
  promised freedom, after which he plans to atone 
  for his acts while serving the drow. Malachus 
  mumbles to himself incessantly about “those poor 
  souls” though he is unwilling to reveal more, 
  simply calling on Delleb to protect them all on this 
  journey and that they live long enough to gain 
  insight from what has happened. 
   
  Shebeme, Female half-orc Bbn3 
  Large, brusque, and ugly, Shebeme is a half-orc 
  female taken from an underground orcish tribe, 
  where she was slowly earning respect as a 
  warrior. She speaks no common and wishes no 
  interaction with anyone from the party, unless they 
  are half-orcs. The drow have explained to her that 
  she will go free when they reach the human city 
  and she looks forward to that day eagerly, hoping 
  to return to her home beneath the earth as soon 
  as possible. She will try to convince any strong 
  half-orc player characters to join her. 
   
  Quintin Smallfires, Male halfling Exp6 
  Quintin was a cook for several years at a bakery 
  he owned in Hardwick before the “Great Fall” as 
  he calls it. Round even for a halfling with 
  prodigious amounts of ear hair, Quintin is truly an 
  amazing pastry cook, and has been used as a 
  cook by the drow since they took him prisoner 
  shortly after the “Great Fall”. Having angered a 
  Priestess by refusing to use human body parts in 
  pastries (though not in meat-pies); he eventually 
  landed himself with most of the other prisoners in 
  hard labor. At the thought of gaining his freedom, 
  
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  Quintin was one of the first to arm himself and 
  seek out others to kill, for the idea of getting back 
  up top and opening a new bakery and forgetting all 
  this nastiness below is his only dream, and now all 
  he lives for. Quintin will have little to say to the 
  party, and will tend to redirect any questions he is 
  asked back at the party in the form of questions 
  about Hardwick (or Hardwick Falls, as it is now 
  called) and pastries they’ve tried.  
   
  Dorhan Steelheart, Female dwarf Ftr3 
  Dorhan was born the daughter of a weaker and 
  lesser dwarven family and fought her whole life to 
  prove the strength of her family. She is tall for a 
  dwarf, but leaner than many of her fellows, and 
  she uses he build to her advantage, using her 
  greater reach to strike and her suppleness to 
  dodge out of the way. Had she not been captured 
  by a drow slaving party, she’d likely have earned a 
  high position amongst the dwarven warriors and 
  would have made her family proud. In her mind, 
  she formulates her return to the dwarven citadel at 
  Urrakbek where she plans to raise a team to take 
  vengeance upon these drow that enslaved her and 
  her kin. She knows little of the goings-on of the 
  drow nor is she interested in their affairs, only 
  wishing a chance at freedom to return to take her 
  revenge. She is stand-offish except to any 
  dwarves, whom she will question for information 
  about her family and clan. 
   
  Epimezius Aundrancachou, Male gnome Wiz3 
  This gnome is, or was, an alchemist before he was 
  captured 
  while 
  collecting 
  rare 
  subterranean 
  mushrooms and lichens. He has a mop of bright 
  red hair atop his head and he is often squinting (as 
  he lost his glasses in the encounter in which he 
  was captured). Epimezius has spent most of his 
  time as a slave mining and toiling in a variety of 
  the drows’ work camps and has fared better than 
  any would have expected. He is eager to get back 
  to Loftwick, and from there to home, and see what 
  some of the new substances he has secreted 
  about his person do…Epimezius has little useful 
  knowledge for the party and can’t see clearly 
  enough to be sure that who he is talking to is who 
  he thinks it is, making some of the conversations 
  with him strange. 
   
  HOUSE NOQUAR 
  There is little to no chance of House Noquar 
  surviving to make it to Loftwick. They will either be 
  eliminated by the other two families or flee to avoid 
  such a fate. There is no chance they will accept 
  healing or any type of revivification from the player 
  characters or the other families. As such, each of 
  the members of House Noquar is only listed once 
  here as part of a description. If it is necessary to 
  use statistics (skills or feats, ability checks, etc), 
  assume that they are identical to the character 
  listed with them for statistical purposes, and that 
  they differ in the personality as listed. 
   
   “Pellanistra of House Noquar” 
  (If statistics are necessary for Pellanistra, use the 
  matching statistics at that level for Jyslin of House 
  Despana) 
  Description: Pellanistra is young, and her position 
  in this assemblage, though she considers it a sign 
  of honor worthy of her due respect, is actually 
  almost a sacrificial offering by the Matron of House 
  Noquar. Pellanistra thinks herself a favorite of the 
  Matron; nothing could be further from the truth. 
  Pellanistra is shorter than any other drow with the 
  party, but her size does not prevent her from 
  projecting the loudest voice. Pellanistra is not as 
  smart as several others of the House Mistresses, 
  but she is persistent, determined, and apparently 
  blessed with luck, though that seems to be running 
  out. As Lloth despises luck, it being the thing that 
  allows the fly to escape the well-laid web, so too 
  do several of the other Mistresses despise 
  Pellanistra, which does not seem to bother her in 
  the slightest. Pellanistra commands by over-
  shouting the others, being forceful and demanding 
  in her expectations of all others, especially these 
  new volunteer slaves (she seems unclear on non-
  drow being anything but slaves). She has little 
  useful knowledge, the House Matron having told 
  her that she would receive more instructions when 
  she reached the overworld capital, though she 
  does know that the Matrons and Mistresses of 
  House Noquar had not yet decided their position 
  when she left. Pellanistra is more recognizable by 
  her voice, which often precedes her in recognition. 
   
   “Belgos of House Noquar” 
  (If statistics are necessary for Belgos, use the 
  matching statistics at that level for Divolg of House 
  Tormtor, with the exceptions of the limited spells 
  he has available, as listed in Encounter 3: Family 
  Politics) 
  Description: Belgos is an old drow, the oldest 
  you’ve ever seen and clearly the oldest in this 
  party, though not nearly as old as several elves 
  you have met are alleged to be. His emaciated 
  frame cracks as he moves, as broken bones and 
  joints that seem to have healed poorly pull at the 
  man. Even with his apparent infirmity, there is a 
  sharpness to Belgos’ eye that shows why he is still 
  a part of his drow house, even if you fail to notice 
  
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  the intricate arcane patterns woven black-on-black 
  into his robe and cloak. Belgos values his own life 
  above all else and pursues knowledge of what the 
  other drow in the party are up to through any 
  means he can, fearful that such an extended stay 
  away from the city can only spell doom for a house 
  assemblage with a weak leader, as he sees 
  Pellanistra to be. Belgos is impatient and 
  demanding of non-drow, but submissive, almost 
  sycophantic, to other drow, as he struggles to hold 
  his position against the infirmities of numerous 
  battles and age. Belgos knows that House Noquar 
  is undecided and he realizes that this is a 
  dangerous position to be in, so he is unlikely to 
  reveal as much to anyone, though he will be 
  curious what others know. Belgos is easily 
  recognizable by his embroidered robe and cloak, 
  which bear arcane symbols instead of web-work, 
  and by the creaking and cracking sounds he 
  makes when he stands and walks.  
   
   “Anatlab of House Noquar” 
  (If statistics are necessary for Anatlab, use the 
  matching statistics at that level for Merinid of 
  House Despana)  
  Description: Anatlab is the oldest living brother of 
  Pellanistra and one of her most ardent supporters, 
  and as such was selected to go with her on this 
  sojourn. Anatlab is shorter than the other male 
  drow, though not as short as his sister, and he is 
  perhaps the youngest of the drow, somewhat 
  unsure of himself around this pack of hardened 
  veterans, though he would fight to prove otherwise 
  to anyone who presumed to say as much. Anatlab 
  cares for little but his sister, whom he feels he 
  owes his life to, and he will do anything to protect 
  and save her from harm. Anatlab hates humans 
  and half-orcs, but doesn’t mind dwarves or the 
  other shorter races, whom he finds somewhat 
  entertaining, as his family once had a gnome 
  jester. Other than this dislike for humans and half-
  orcs, Anatlab is eager to prove himself worthy of 
  this trip, and as such seeks approval from 
  wherever he can find it, making him fairly 
  amenable to the party if they acknowledge and 
  recognize his obvious superiority to them in every 
  way. Anatlab knows that the House Noquar has 
  not decided where it stands on the issue of 
  alliance with the surface-dwellers, although he has 
  little understanding of why this seems to bother 
  Pellanistra and Belgos so much. Anatlab stands 
  out amongst the drow as the most and least drow-
  like, almost as if he is trying to hard to be what a 
  drow is supposed to be without a clear enough 
  understanding of what that is. 
   
   
  
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  DM AID: MAP #1 – THE DROW PAVILION 
  
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  DM AID: NEW RULES 
  NEW FEATS 
  Badge of Bondage [General] (Dragon #315, January 2004) 
   
  Your experiences as a slave have made you more resistant to torture and mental manipulation. 
   
  Prerequisite: Your body must bear some obvious sign of your former bondage—whip scars on your 
  back, an owner’s brand on your neck, or the like. 
   
  Benefit: You receive a +1 insight bonus on all Fortitude and Will saves. You also receive a +2 
  competence bonus on Bluff checks. 
   
  Distracting Attack [General] (Miniatures Handbook) 
   
  You are skilled at interfering with opponents in melee.. 
   
  Prerequisite: base attack bonus +1. 
   
  Benefit: When you make a melee attack against a creature, whether you are successful or not, all 
  other creatures get a +1 circumstance bonus on attack rolls against that creature until the start of your 
  next turn. 
   
  Special: A fighter may select Distracting Attack as a bonus feat. 
   
  Divine Spell Power [Divine] (Complete Divine) 
   
  You can channel energy into some of your divine spells to make them more powerful. 
   
  Prerequisite: Ability to turn undead or rebuke undead. 
   
  Benefit: You can spend a turn or rebuke attempt as a free action and roll a turning check (with a 
  special +3 bonus, plus any other modifiers you’d normally apply to your turning check). Treat the result of 
  the turning check as a modifier to your caster level on the next divine spell you cast in that round. 
   
  For example, if a cleric used this feat and rolled a 16 on his turning check, he would add a +2 bonus 
  to his caster level for the next divine spell he casts in the round. Had he rolled an 8, he would instead 
  apply a –1 penalty to his caster level for the next divine spell he cast in the round. 
   
  If you don’t cast a divine spell before your next turn, you lose the effect of the check result. This feat 
  has no effect on your arcane spellcasting ability. 
   
  Divine Vigor [Divine] (Complete Warrior) 
   
  You can channel energy to increase your speed and durability. 
   
  Prerequisite: Turn or rebuke undead ability. 
   
  Benefit: As a standard action, spend one of your turn or rebuke undead attempts to increase your 
  base speed by 10 feet and gain +2 temporary hit points per character level. These effects last a number 
  of minutes equal to your Charisma modifier. 
   
  Extend Rage [General] (Complete Warrior) 
   
  You are able to maintain your rage longer than most. 
   
  Prerequisite: Rage or frenzy ability. 
   
  Benefit: Each of the uses of your rage or frenzy ability lasts an additional 5 rounds beyond its normal 
  duration. 
   
  Special: You can take this feat multiple times. Its effects stack. 
   
  Eyes in the Back of Your Head [General] (Complete Warrior) 
   
  Your superior battle sense helps minimize the threat of flanking attacks. 
   
  Prerequisite: Wis 13, base attack bonus +1. 
   
  Benefit: Attackers do not gain the usual +2 bonus on their attack rolls when flanking you. This feat 
  grants no effect whenever you are attacked without benefit of your Dexterity modifier to Armor Class, 
  such as when you are flat-footed. You may still be sneak-attacked when flanked. 
  
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  Normal: When you are flanked, the flanking opponents receive a +2 bonus on their attack rolls 
  against you. 
   
  Powerful Charge [General] (Miniatures Handbook) 
   
  You can charge with extra force. 
   
  Prerequisite: Medium or larger, base attack bonus +1. 
   
  Benefit: When you charge, if your melee attack hits, it deals an extra 1d8 points of damage (if you’re 
  Medium). For Large creatures, the extra damage is 2d6; for Huge, 3d6; for Gargantuan, 4d6; for Colossal, 
  6d6. 
   
  This feat works only when you make a charge. It does not work when you’re mounted. If you have the 
  ability to make multiple attacks on a charge, you may apply this extra damage to only one of those 
  attacks in a round. 
   
  Special: A fighter may select Powerful Charge as one of his fighter bonus feats. 
   
  Ranged Disarm [General] (Complete Warrior) 
   
  You can disarm a foe from a distance. 
   
  Prerequisite: Point Blank Shot, Precise Shot, base attack bonus +5, Dex 15. 
   
  Benefit: Choose one type of ranged weapon with which you are proficient. You can make a disarm 
  attempt with this weapon as long as your target is within 30 feet. 
   
  Special: A fighter may select Ranged Disarm as a bonus feat. 
   
   
  Sharp Shooting [General] (Complete Warrior) 
   
  Your skill with ranged weapons lets you score hits others would miss due to an opponent’s cover. 
   
  Prerequisite: Point Blank Shot, Precise Shot, base attack bonus +3. 
   
  Benefit: Your targets only receive a +2 bonus to Armor Class due to cover. This feat has no effect 
  against foes with no cover or total cover. 
   
  Special: A fighter may select Sharp-Shooting as a bonus feat. 
   
  Shielded Casting [General] (Races of Stone) 
   
  You are skilled at covering yourself with your shield when casting spells in combat. 
   
  Prerequisite: Concentration 5 ranks, Combat Casting, Shield Proficiency. 
   
  Benefit: As long as you have a light shield, heavy shield, or tower shield ready, you do not provoke 
  attacks of opportunity for casting spells in combat. 
   
  NEW SPELLS 
  Aiming at the Target (Spell Compendium) 
  Abjuration 
  Level: Sorcerer/wizard 2 
  Components: S 
  Casting Time: 1 immediate action 
  Range: Personal 
  Target: You 
  Duration: Concentration, up to 20 minutes; see text 
   
  As you intone the words of power to release this spell, you feel far more focused on the spell on 
  which you have been concentrating. 
   
  When you cast this spell, you increase your ability to concentrate on a spell you have already cast. 
  You can cast this spell while maintaining concentration on another spell. Aiming at the target gives you a 
  +10 circumstance bonus on Concentration checks you make to maintain concentration on the other spell, 
  and its effect lasts as long as you concentrate on the other spell (to a maximum of 20 minutes). 
   
  
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  Assay Spell Resistance (Spell Compendium) 
  Divination 
  Level: Clr 4, Sor/Wiz 4 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
  This spell enables you to divine the exact nature and vulnerabilities of a single creature's magical 
  defenses, giving you a +10 bonus on caster level checks to overcome spell resistence. Assay resistence 
  is effective only against one specific creature per casting, and you must be able to see the creature when 
  you cast the spell. 
   
  Backbiter (Spell Compendium) 
  Necromancy 
  Level: Sorcerer/wizard 1 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One weapon 
  Duration: 1 round/level or until discharged 
  Saving Throw: Will negates; see text 
  Spell Resistance: Yes (object) 
   
  The weapon you indicate during the spell’s casting briefly shimmers with a black aura that disappears 
  in an eyeblink. 
   
  You cast this spell on any melee weapon. The next time that weapon is used to make a melee attack, 
  its shaft twists around so that the weapon strikes the wielder instead. The weapon hits automatically, and 
  no attack roll is made. 
   
  The wielder gets no warning or knowledge of the spell’s effect on his weapon, and although he makes 
  the attack, he the self-dealt damage can’t be consciously reduced (though damage reduction applies) or 
  changed to nonlethal damage. Once the weapon attacks its wielder (whether successfully or not), the 
  spell is discharged. 
   
  Magic weapons targeted by this spell receive a Will save. An item in a creature’s possession uses its 
  own Will save bonus or its wielder’s bonus, whichever is higher. 
   
  Focus: A dagger. 
   
  Baleful Transposition (Spell Compendium) 
  Conjuration (Teleportation) 
  Level: Sorcerer/wizard 2 
  Components: V 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Targets: Two creatures of up to Large size 
  Duration: Instantaneous 
  Saving Throw: Will negates  
  Spell Resistance: Yes 
   
  Seeing your friend imperiled, you cast about for a likely target and settle upon a nearby foe. With a 
  word, your ally stands free while your foe faces death. 
   
  Two target creatures, of which you can be one, instantly swap positions. A solid object such as the 
  ground, a bridge, or a rope must connect the creatures. Both subjects must be within range. Objects 
  carried by the creatures (up to the creatures’ maximum loads) go with them, but other creatures do not, 
  even if they are carried. The movement is instantaneous and does not provoke attacks of opportunity. 
   
  If either creature succeeds on its Will save, the spell is negated. 
  
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  Blessed Aim (Spell Compendium) 
  Divination 
  Level: Clr 1, Pal 1, Blk 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 50 ft. 
  Effect: 50-ft. spread, centered on you 
  Duration: 1 minute/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: No 
   
  With the blessing of your deity, you bolster your allies’ aim with an exhortation. 
   
  This spell grants your allies within the spread a +2 morale bonus on ranged attack rolls. 
   
  Blistering Radiance (Spell Compendium) 
  Evocation [Fire, Light] 
  Level: Clr 5, Sor/Wiz 4 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Long (400ft. + 40ft./level 
  Area: 50ft-radius spread 
  Duration: 1 round/level 
  Saving Throw: None and Fortitude partial; see text 
  Spell Resistance: Yes 
  A blazing ball of light is hurled toward the point you designate, erupting into a brilliant hovering 
  sphere. All sighted creatures in the area are dazzled (no save), and the heat from the blistering radiance 
  deals 2d6 points of fire damage to all creatures and objects in the area each round on your turn (Fortitude 
  save for half). Like fireball, blistering radiance erupts if it strikes any material body or solid barrier before 
  attaining the prescribed range, and you must make a successful ranged touch attack to send the sphere 
  through a narrow opening or passage. 
      Blistering radiance counters or dispels any darkness spell of equal or lower level. 
      Material Component: A bit of tinder and a small lens. 
   
  Burning Blood (Spell Compendium) 
  Necromancy 
  Level: Sorcerer/wizard 4 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One living creature; see text 
  Duration: 1 round/level (D) 
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: Yes 
   
  The taste of copper fills your mouth and bloody splatters punctuate the last few words that unlock the 
  spell. You gag slightly as the blood in your mouth congeals, but disappears even as you release the spell. 
   
  You taint a living creature’s blood with a hot, corrosive infusion, dealing 1d8 points of acid damage 
  and 1d8 points of fire damage per round. The subject can attempt a Fortitude save each round to negate 
  the damage, but a successful save does not negate damage in future rounds. Searing pain limits the 
  subject to a single move in any round when it fails its Fortitude save. 
   
  Burning blood does not affect creatures of the construct, elemental, ooze, plant, or undead types. 
   
  Material Component: A drop of blood and a pinch of saltpeter. 
   
  Clutch of Orcus (Spell Compendium) 
  Necromancy [Evil] 
  
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  Level: Clr 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One humanoid 
  Duration: Concentration, up to 1 round/level 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes  
   
  Reaching out a hand twisted by tension into a grasping claw, you squeeze your foe’s heart from afar, 
  anticipating the moment its smoking remains will rest in your palm. 
   
  Magical force grips the subject's heart (or similar vital organ) and begins crushing it. The victim reacts 
  as if having a heart attack (it is paralyzed) and takes 1d12 points of damage per round. Concentration is 
  required to maintain the spell each round. A conscious victim gains a new saving throw each round to end 
  the spell. If the victim dies as a result of this spell, its smoking heart appears in the casters hand. 
   
  Combust (Spell Compendium) 
  Evocation [Fire] 
  Level: Sorcerer/wizard 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Touched creature or combustible object that weighs no more than 25 lbs./level 
  Duration: Instantaneous; see text 
  Saving Throw: Reflex partial 
  Spell Resistance: Yes 
   
  You rub the oil against the flint and murmur the ancient words, touching your target. It immediately 
  smolders and then bursts into bright flames. 
   
  This spell makes a combustible object or a creature’s combustible equipment burst into flame, even if 
  damp. 
   
  If the target is a creature, the initial eruption of flame causes 1d8 points of fire damage per caster 
  level (maximum 10d8) with no saving throw. Further, the creature must make a DC 15 Reflex save or 
  catch fire (DMG 303). 
   
  If the target is a combustible, unattended object, the initial eruption of flame deals fire damage to the 
  object as noted above. The object catches fire and takes 1d6 points of fire damage each round until 
  consumed or someone puts out the fire. 
   
  Material Component: A drop of oil and a piece of flint. 
   
  Energy Vortex (Spell Compendium) 
  Evocation [Acid, Cold, Fire, Electricity] 
  Level: Clr 3, Drd 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 20 ft. 
  Target: All creatures within a 20-ft.radius burst centered on you 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes  
   
  Energy wells up inside you and explodes outward in a furious burst. 
   
  When you cast energy vortex, you choose one of four energy types: acid, cold, fire, or 
  electricity. A blast of that energy type bursts in all directions from you, dealing 1d8 points of 
  damage + 1  point per caster level (maximum +20) to nearby creatures other than you. If you are 
  willing to take the damage yourself, you deal twice as much damage. You don't get a Reflex save, 
  but spell resistance applies, as do any resistances and immunities you have to the energy type. 
   
  
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  Fireburst (Spell Compendium) 
  Evocation [Fire]  
  Level: Sorcerer/wizard 2 
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: 10 ft.  
  Effect: Burst of fire extending 10 ft. from you  
  Duration: Instantaneous  
  Saving Throw: Reflex half  
  Spell Resistance: Yes 
   
  With a grand circular gesture the air around you fills with flame. An instant later the fire explodes 
  outward, engulfing everything close to you. 
   
  Fireburst causes a powerful explosion of flame to burst from you, damaging anyone within 10 feet of 
  you. All creatures and objects within that area, except for you and any creatures or objects that share 
  your space, take 1d8 points of fire damage per caster level (maximum 5d8). 
   
  Material Component: A bit of sulfur. 
   
  Flame of Faith (Spell Compendium) 
  Evocation 
  Level: Clr 3, Pal 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Nonmagical weapon touched 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  Using your faith as a guide for your magic, you touch the weapon and it bursts into flame. 
   
  You can temporarily turn any single normal or masterwork melee weapon into a magic, flaming one.  
  For the duration of the spell, the weapon acts as a +1 flaming burst weapon. 
   
  Hail of Stone (Spell Compendium) 
  Conjuration (Creation) [Earth] 
  Level: Sorcerer/wizard 1 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: Cylinder (5-ft. radius, 40 ft. high) 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  You hold the jade chip before you and blow on it as you end the spell. The chip flares with a green 
  flame and vanishes as rocks begin to fall on your pursuers. 
   
  You create a rain of stones that deals 1d4 points of damage per caster level (maximum 5d4) to 
  creatures and objects within the area. 
   
  Material Component: A piece of jade worth at least 5 gp. 
   
  Ice Knife (Spell Compendium) 
  Conjuration (Creation) [Cold] 
  Level: Assassin 2, sorcerer/wizard 2 
  Components: S, M 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft./level) 
  Effect: One icy missile 
  
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  Duration: Instantaneous 
  Saving Throw: Fortitude partial or Reflex half; see text 
  Spell Resistance: Yes 
   
  You shake your hand as if to free it from some substance you disdain. As you do, a magical shard of 
  ice blasts from your hand and speeds to its target, the sound of cracking ice following in its wake. 
   
  You must succeed on a normal ranged attack to hit (with a +2 bonus on the attack roll for every two 
  caster levels). If it hits, an ice knife deals 2d8 points of cold damage and 2 points of Dexterity damage (a 
  successful Fortitude save negates the Dexterity damage). Creatures that have immunity to cold also take 
  no Dexterity damage automatically. 
   
  A knife that misses creates a shower of ice crystals in a 10-foot-radius burst (see Missing with a 
  Thrown Weapon, PH 158, to determine where the shard hits). The icy burst deals 1d8 points of cold 
  damage to all creatures within the area (Reflex half). 
   
  Material Component: A drop of water or piece of ice. 
   
  Incite (Spell Compendium) 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Bard 1, cleric 1, sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: Creatures in a 10-ft. burst 
  Duration: 1 minute/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  You cast this spell and your opponent is swallowed in a spiral of sparkling motes that urge your 
  targets to act. 
   
  Affected creatures are not allowed to delay or to ready an action. If a subject is currently delaying, it 
  acts as soon as the spell is cast. If the subject currently has an action readied, it loses that action. 
   
  Inhibit (Spell Compendium) 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Bard 1, cleric 1, sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  You cast this spell and a spiral of dark motes surrounds your foe, slowing and distracting him from the 
  task at hand. 
   
  You inhibit your foe from acting until the following round, acting immediately before you on your 
  initiative count. 
   
  Insightful Feint (Spell Compendium) 
  Divination 
  Level: Assassin 1, sorcerer/wizard 1 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
   
  With a chuckle you whisper the words that will make your ruse more effective. 
  
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  You gain a +10 insight bonus on the next single Bluff check that you make to feint in combat (if it is 
  made before the start of your next turn). You can make the feint as a move action, or once as a free 
  action if you have the Improved Feint feat. 
   
  Phantasmal Assailants (Spell Compendium) 
  Illusion (Phantasm) [Fear] 
  Level: Sorcerer/wizard 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature 
  Duration: Instantaneous 
  Saving Throw: Will disbelief (if interacted with), then Fortitude half; see text 
  Spell Resistance: Yes 
   
  You point at your intended target. Instantly, shadowy shapes form at your flank and rush toward the 
  creature you indicate, surrounding it. Others nearby do not notice the images that plague your target. 
   
  You create phantasmal images of nightmare creatures in the target’s mind, visible only as shadowy 
  shapes to you and unseen by all others. If the target succeeds on an initial Will save, it recognizes that 
  the images are not real, and the spell fails. If not, the phantasms strike the target, dealing 8 points of 
  Wisdom damage and 8 points of Dexterity damage (4 points each on a successful Fortitude save). If the 
  subject of a phantasmal assailant succeeds in disbelieving and is wearing a helm of telepathy, the spell 
  can be turned back upon you with the same effect. 
   
  Orb of Acid, Lesser (Spell Compendium) 
  Conjuration (creation) [Acid] 
  Level: Sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of acid 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  Your quick, precise movements culminate in your open palm facing your target. An orb of dark green 
  acid flies from your hand. 
   
  An orb of acid about 2 inches across shoots from your palm at its target, dealing 1d8 points of acid 
  damage. You must succeed on a ranged touch attack to hit your target. 
   
  For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd 
  level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher. 
   
  Ray of Clumsiness (Spell Compendium) 
  Transmutation 
  Level: Sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels 
  Effect: Ray 
  Duration: 1 minute/level 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  A crackling ray leaps from your outstretched hand. The green ray seems almost sluggish in reaching 
  its target, though it takes only an eyeblink to do so. 
   
  You must succeed on a ranged touch attack with the ray to strike a target. The energy of the ray 
  stiffens the subject’s muscles and joints, making it more difficult for the subject to move. The subject takes 
  
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  a penalty to Dexterity equal to 1d6+1 per two caster levels (maximum penalty 1d6+5, minimum Dexterity 
  1). 
   
  Remove Scent (Spell Compendium) 
  Transmutation 
  Level: Bard 1, druid 1, ranger 1, sorcerer/wizard 1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 10 minutes/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  With a touch of a wax-covered finger to the subject, you inhale deeply and smell nothing. 
   
  This spell hides the scent of the creature or object touched for the duration of the spell. The scent 
  ability (MM 314) cannot detect a creature under the effect of a remove scent spell. It also negates the 
  harmful effects of the noxious stench exuded by certain creatures, such as ghasts, for the duration of the 
  spell. 
   
  Material Component: A pinch of unscented candle wax. 
   
  Repair Minor Damage (Spell Compendium) 
  Transmutation 
  Level: Sorcerer/wizard 0 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Construct touched 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  As if with the eye of an expert craftsman, your touch draws out a minor dent in the construct’s 
  surface. 
   
  When laying your hand upon a construct that has at least 1 hit point remaining, you transmute its 
  structure to repair the damage it has taken. The spell repairs 1 point of damage to a construct. 
   
  Revenance (Spell Compendium) 
  Conjuration (Healing) 
  Level: Brd 6, Blk 4, Clr 4, Pal 4  
  Components: V, S, DF 
  Casting Time: 1 standard action  
  Range: Touch 
  Target: Dead ally touched 
  Duration: 1 min./level 
  Saving Throw: None; see text 
  Spell Resistance: Yes (harmless) 
  You touch a recently slain ally and temporarily restore her to life so she may continue to fight. The 
  target can have been dead for up to 1 round/caster level. She functions as if a raise dead spell had been 
  cast upon her, except that she does not lose a level and has half of her full normal hit points. She is alive 
  (not undead) for the duration of the spell and can be healed normally, but dies as soon as the spell ends. 
  While the subject is under this spell, she is not affected by spells that raise the dead. 
     The target gains a +1 morale bonus on attacks, damage, saves, and checks against the creature that 
  killed her. 
   
  
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  Righteous Wrath of the Faithful (Spell Compendium) 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Clr 5, Purification 7 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 30 ft. 
  Targets: All allies within 30 ft.-radius burst centered on you 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes 
  When you cast this spell, you fire your allies and companions with a divine madness or fury that 
  greatly enhances their combat ability.  
   
  Allies gain one additional melee attack each round, at their highest attack bonus, when making a full 
  attack (not cumulative with other effects that grant extra attacks, such as haste.)  They also gain a +3 
  morale bonus on melee attack rolls and damage rolls.  (This bonus on melee attack rolls does stack with 
  the bonus provided by haste.). 
   
  Ring of Blades (Spell Compendium) 
  Conjuration (Creation) 
  Level: Clr 3, Wmg 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level 
   
  This spell conjures a horizontal ring of swirling metal blades around you. The ring extends 5 feet 
  from you, into all squares adjacent to your space, and it moves with you as you move. Each round on 
  your turn, starting when you cast the spell, the blades deal 1d6 points of damage +1 point per caster level 
  (maximum +10) to all creatures in the affected area.  
   
  Spell resistance does not apply to the damage dealt, but a creature's damage reduction does apply.  
  The blades are treated as magic, silvered, and slashing for the purposes of overcoming DR. 
   
   
  Shock and Awe (Spell Compendium) 
  Enchantment [Mind-Affecting] 
  Level: Assassin 1, bard 1, sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Close (25 ft. + 5 ft./2 levels 
  Targets: One creature/level, no two of which are more than 30 ft. apart. 
  Duration: 1 round 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  Upon completing this spell, you feel a nagging compulsion to divert your attention from your enemies. 
  Shaking off the feeling, you note with satisfaction that your enemies seem even more distracted than you. 
   
  This spell distracts its targets, preventing them from reacting with the deftness they might otherwise 
  possess. Only effective when cast in the surprise round of combat and against flat-footed creatures, this 
  spell causes those it affects to take a –10 penalty on their next initiative check. Targets that cannot be 
  caught flat-footed (such as a rogue with uncanny dodge) cannot be affected by this spell. 
   
  Spider Poison (Spell Compendium) 
  Necromancy 
  Level: Assassin 3, sorcerer/wizard 3 
  Components: V, S, M 
  
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  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: Instantaneous; see text 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
   
  You hold the husk of the spider in your hand and speak the words of the spell. The husk vanishes, 
  but leaves in your palm the brief glowing image of a spider. 
   
  You poison a subject by making a successful melee touch attack. The poison deals 1d6 points of 
  Strength damage immediately and another 1d6 points of Strength damage 1 minute later. Each instance 
  of damage can be negated by a Fortitude save (DC 10 + � your caster level + your relevant spellcasting 
  ability modifier (Intelligence for wizards and assassins, Charisma for sorcerers)). 
   
  Material Component: A poisonous spider, alive or dead. 
   
  Spiderskin (Spell Compendium) 
  Transmutation 
  Level: Druid 3, sorcerer/wizard 3 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 10 minutes/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  You cast this spell upon yourself, and your flesh glows yellow. The glow quickly subsides, but you feel 
  your flesh thicken, its surface growing harder and more like a carapace. 
   
  The spell grants the recipient a +1 enhancement bonus to its existing natural armor bonus, a +1 racial 
  bonus on saves against poison, and a +1 racial bonus on Hide checks for every three caster levels you 
  have. This means that the bonuses to natural armor, saves, and Hide checks improve to +2 at caster 
  level 6th, +3 at caster level 9th, +4 at 12th, and +5 at 15th. 
   
  The enhancement bonus provided by spiderskin stacks with the subject’s natural armor bonus, but 
  not with other enhancement bonuses to natural armor. A creature without natural armor has an effective 
  natural armor bonus of +0, much as a character wearing only normal clothing has an armor bonus of +0. 
   
  Arcane Material Component: The leg of a spider. 
   
  Sting Ray (Spell Compendium) 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Bard 2, sorcerer/wizard 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Ray 
  Duration: 1 round/level 
  Saving Throw: Will partial 
  Spell Resistance: Yes 
   
  From your outstretched hand leaps forth a ray of glittering energy apparently composed of countless 
  minuscule writhing insects. The hum of minute chitinous bodies scrambling over one another fills the air. 
   
  You must succeed on a ranged touch attack with the ray to strike a target. When this ray successfully 
  strikes, it creates a sensation of many tiny insects biting and crawling on the victim’s body. The target can 
  attempt a Will save each round to shake off the effect. Until the spell is shrugged off, the victim is 
  hampered by the unsettling feeling of all the stinging and biting, and is able to perform only a single move 
  or standard action each round. The victim also takes a –2 penalty to AC. 
   
  In addition, if the victim attempts to cast a spell, it must succeed on a Concentration check with a DC 
  equal to the sting ray’s DC + the level of the spell the subject is attempting to cast. For example, if a 6th-
  
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  level sorcerer with a Charisma score of 16 casts sting ray on a wizard casting a fireball, the Concentration 
  check DC is 19 (16 [sting ray DC] +3 [fireball spell level]). 
   
  A successful Will save negates the effect restricting the subject’s action to one move or one standard 
  action each round, nor does the subject need to make a Concentration check each time it wishes to cast 
  a spell. However, the subject still takes the penalty to AC for the duration of the spell with a successful 
  save. 
   
  Material Component: Four dried stinging insects (bees, wasps, and so on). 
   
  Targeting Ray (Spell Compendium) 
  Divination 
  Level: Bard 1, sorcerer/wizard 1 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Ray 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  From your clenched fist you produce a luminous ray. The ray pulsates between the target creature 
  and you. 
   
  The ray acts as a rangefinder for you and any allies. You must succeed on a ranged touch attack with 
  the ray to strike a target. It provides a +1 insight bonus per three caster levels on ranged attacks directed 
  at the subject for the duration of the spell. Your allies need not see you, but they must be able to see the 
  ray. You can otherwise act normally for the duration of the spell. Allies who can see the target of the ray 
  receive the bonus even if you lose line of sight to the target. 
   
  Focus: A small metal or stone tube. 
   
  Vigorous Circle (Spell Compendium) 
  Conjuration (Healing) 
  Level: Clr 6, Drd 6 
  Components: V, S 
  Casting Time: 1 standard action 
  Range:  20 ft. 
  Effect: One creature/two levels (no two can be more then 30 ft apart.) 
  Duration: 10 rnds + 1 rnd/level (max 40 rnds) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  This spell is the same as mass lesser vigor, except that it grants fast healing at the rate of 3 hit points 
  per round. 
   
  
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