TEXT: HIG3-06 Brother Against Brother Conversion Document 
   
  This document describes how to use HIG3-06 
  Brother Against Brother with the 3.5 rules adapted 
  for Living Greyhawk. It assumes that the Judge 
  running this scenario has a working knowledge of 
  both the 3.0 and 3.5 rules. However, it does not 
  assume an expert knowledge of the 3.5 rules set. 
  Conversion 
  does 
  require 
  some 
  additional 
  preparation time; do not try to run this scenario 
  under 3.5 rules without doing this preparation. 
  Scenario Preparation 
  Get copies of the D&D v.3.5 Accessory Update 
  Booklet and the Living Greyhawk Campaign 3.5 
  Conversion Document and read through them 
  before you run your game. You do not have to 
  read through all of the D&D v.3.5 Accessory 
  Update Booklet, just the portions that you will need 
  to run your game (the Core section and whatever 
  supplements 
  your 
  scenario 
  requires). 
  You, 
  however, should be familiar with the Living 
  Greyhawk Campaign 3.5 Conversion Document, 
  particularly where it notes the changes in classes, 
  spells, and feats. 
  Encounter Changes 
  ENCOUNTER ONE (pp. 5 – 7) 
  1) Page 6:  Philador’s Globe now has DR 
  15/adamantine and magic. 
  ENCOUNTER SIX (pp. 13 – 15) 
  1) Due to changes in monster CRs and 
  spells, the creatures encountered and 
  their tactics have changed and should 
  look as follows: 
  APL 4 (EL 7) 
  Copperflame: Hp 23; see Appendix One. 
  Black Bear: Hp 19; see Monster Manual. 
  Spriggan: Hp 22 (37 if enlarged); see Appendix 
  Two. 
  Grugach Warrior (3): Hp 18, 20, 22; see 
  Appendix One. 
   
  Tactics: Prior to the arrival of the PCs, 
  Copperflame has cast longstrider on herself, 
  magic fang on her bear animal companion’s first 
  claw, and barkskin on the spriggan.  The Grugach 
  Warriors move to intercept any front line fighters.  
  The spriggan attempts to use his shatter and 
  scare abilities on such PCs until there is an 
  opportunity to flank for a sneak attack.  Should the 
  spriggan become severally injured, he uses his 
  enlarge ability to gain more hit points and combat 
  ability. 
   
  Copperflame 
  sends 
  her 
  animal 
  companions attempt to target spell-casters while 
  she uses her damaging spells against them. 
   
  APL 6 (EL 9) 
  Copperflame: Hp 33; see Appendix One. 
  Black Bear, advanced: Hp 49; see Monster 
  Manual. 
  Spriggan (2): Hp 20, 24 (35, 39 if enlarged); see 
  Appendix Two. 
  Grugach Warrior (3): Hp 33, 35, 37; see 
  Appendix One. 
   
  Tactics: Prior to the arrival of the PCs, 
  Copperflame has cast longstrider on herself, 
  greater magic fang on her bear animal 
  companion’s first claw, and barkskin on one 
  spriggan.  The Grugach Warriors move to 
  intercept any front line fighters.  The spriggans 
  attempts to use his shatter and scare abilities on 
  such PCs until there is an opportunity to flank for a 
  sneak attack.  Should either of the spriggans 
  become severally injured, he uses his enlarge 
  ability to gain more hit points and combat ability.  
  Copperflame sends her animal companion attempt 
  to target spell-casters while she uses her 
  damaging spells against them. 
   
  APL 8 (EL 11) 
  Copperflame: Hp 43; see Appendix One. 
  Brown Bear: Hp 51; see Monster Manual. 
  Nymph: Hp 27; see Monster Manual. 
  Grugach Warrior (3): Hp 48, 50, 52; see 
  Appendix One. 
   
  Tactics: Prior to the arrival of the PCs, 
  Copperflame has cast longstrider and hide from 
  animals on herself, barkskin, greater magic fang  
  on her lion animal companion’s first claw and 
  nature’s favor on the bear. The nymph has cast 
  longstrider, resist energy (fire), barkskin, and hide 
  from animals on herself.  She has also cast 
  protection from elements (fire) on the bear.  The 
  Grugach Warriors move to intercept any front line 
  fighters.  The nymph provides spell support and 
  does not use her beauty abilities unless she 
  cannot escape direct conflict using her dimension 
  
  door. Copperflame sends her animal companion 
  attempt to target spell-casters while she uses her 
  damaging spells against them. 
   
  APL 10 (EL 13) 
  Copperflame: Hp 53; see Appendix One. 
  Polar Bear: Hp 68; see Monster Manual. 
  Nymph (2): Hp 25, 29; see Monster Manual. 
  Grugach Warrior (3): Hp 71, 73, 75; see 
  Appendix One. 
   
  Tactics: Prior to the arrival of the PCs, 
  Copperflame has cast longstrider, barkskin (+4 
  AC), resist energy (electricity), and hide from 
  animals on herself, greater magic fang on her bear 
  animal companion’s first claw and nature’s favor 
  and animal growth on the bear. The nymphs have 
  cast longstrider, resist energy (fire), barkskin, and 
  invisibility to animals on themselves.  They have 
  also cast protection from elements (fire) on the 
  bear and protection from elements (acid) on 
  Copperflame.  The Grugach Warriors move to 
  intercept any front line fighters.  The nymphs 
  provide spell support and do not use thier beauty 
  abilities unless they cannot escape direct conflict 
  using their dimension door. Copperflame sends 
  her animal companion attempt to target spell-
  casters while she uses her damaging spells 
  against them. 
   
  APL 12 (EL 15) 
  Copperflame: Hp 63; see Appendix One. 
  Polar Bear: Hp 68; see Monster Manual. 
  Carwin the Satyr Rogue: Hp 50; see Appendix 
  One. 
  Sallosia the Nymph: Hp 47; see Monster Manual. 
  Grugach Warrior (3): Hp 88, 90, 92; see 
  Appendix One. 
  Tactics: Prior to the arrival of the PCs, 
  Copperflame has cast longstrider, barkskin (+5 
  AC), resist energy (electricity), antilife shell, 
  embrace the wild (for blindsight) and hide from 
  animals on herself, greater magic fang on her bear 
  animal companion’s first claw and nature’s favor 
  and animal growth on the bear. She also has cast 
  on the satyr.  The nymph has cast longstrider, 
  resist energy (fire), barkskin, and hide from 
  animals on herself.  She has also cast protection 
  from elements (fire) on the bear.  The Grugach 
  Warriors move to intercept any front line fighters.  
  The satyr hides in plain sight moving to get a 
  sneak attack.  If possible not possible, he uses his 
  hide in plain sight ability to move in position to use 
  his pipes without affecting his companions.  The 
  nymph provides spell support and does not use 
  her beauty abilities unless she cannot escape 
  direct conflict using her dimension door. 
  Copperflame sends her animal companion attempt 
  to target spell-casters while she uses her 
  damaging spells against them. 
   
  ENCOUNTER SEVEN (pp. 16 – 18) 
  1) The 
  names 
  of 
  several 
  spells have 
  changed: enlarge is now called enlarge 
  person, and improved invisibility is now 
  called greater invisibility. 
  2) The bonuses received for cat’s grace, 
  endurance, enlarge person, and greater 
  magic weapon have changed.  Use the 
  values for 3.5.   
  Appendix Changes  
  1) There are several changes to Stat Blocks 
  in Appendix One.  If a creature or NPC is 
  not 
  listed, 
  their 
  statistics 
  have 
  not 
  changed.  Use the following changes to 
  Appendix One: 
  Encounter One 
   
  All APLs 
   
  Elven Scouts (6), male high elf Rgr5: Medium-
  size Humanoid; HD 5d8+5; hp 34; Init +2 (Dex); 
  Spd 30 ft; AC 16 (+2 Dex, +4 Chain shirt); BA/G: 
  +5/+7; Atks +7 melee (1d8+3/crit 19-20, long 
  sword), or +7 ranged (1d8/crit x3, longbow); Full 
  Atk +7 melee (1d8+3/crit 19-20, long sword), or 
  +5/+5 ranged (1d8/crit x3, longbow); SA favored 
  enemies (orc, human); SQ elven traits; AL CG; SV 
  Fort +5, Ref +3, Will +1; Str 14, Dex 15, Con 13, 
  Int 12, Wis 11, Cha 10. 
   
  Skills: Climb +6, Hide +15, Knowledge 
  (geography) +6, Listen +10, Move Silently +15, 
  Search +11, Spot +10, Survival +8. Feats: 
  Endurance, Precise Shot, Point Blank Shot, Rapid 
  Shot, Track. 
   
  SQ: Elven Traits (Ex)–Sleep immunity, 
  +2 save vs. Enchantment, low-light vision, 
  proficient: long sword or rapier, proficient: 
  longbows and shortbows. 
   
  Equipment: Long sword, longbow, 20 
  arrows, mithral chain shirt, cloak of elvenkind, 
  boots of elvenkind. 
   
  Annugrial, male high elf Rgr7: Medium-size 
  Humanoid; HD 7d8+7; hp 46; Init +3 (Dex); Spd 30 
  ft; AC 17 (+3 Dex, +5 Chain shirt +1); BA/G: 
  
  +7/+9; Atk +9 melee (1d8+3/crit 19-20, long 
  sword), or +10 ranged (1d8/crit x3, longbow); Full 
  Atk +9/+4 melee (1d8+3/crit 19-20, long sword), or 
  +8/+8/+5 ranged (1d8/crit x3, longbow); SA 
  favored enemies (orc, human), spells; SQ elven 
  traits, woodland stride; AL CG; SV Fort +6, Ref +5, 
  Will +3; Str 14, Dex 16, Con 13, Int 12, Wis 12, 
  Cha 10. 
   
  Skills: Climb +7, Hide +15, Knowledge 
  (geography) +6, Listen +13, Move Silently +15, 
  Search +13, Spot +13, Survival +11. Feats: 
  Combat Reflexes, Endurance, Many Shot, Precise 
  Shot, Point Blank Shot, Rapid Shot, Track. 
   
  SQ: Elven Traits (Ex)–Sleep immunity, 
  +2 save vs. Enchantment, low-light vision, 
  proficient: long sword or rapier, proficient: 
  longbows and shortbows. 
   
  Equipment: Long sword, longbow, 20 
  arrows, mithral chain shirt +1, cloak of elvenkind, 
  boots of elvenkind. 
   
  Ranger Spells Prepared (2, base DC = 11 
  + spell level): Entangle, Resist energy. 
  Encounter Four 
   
  APL 4 
   
  Grugach Warrior, male wild elf Bbn1, Ftr1: 
  Medium-size Humanoid; HD 1d10+1d12+2; hp 20; 
  Init +1 (Dex); Spd 40 ft; AC 15 (+4 chain shirt, +1 
  Dex); BA/G: +2/+4; Atks +4 melee (1d12+3/crit x3, 
  greataxe), or +3 ranged (1d8+2/crit x3, longbow); 
  SA rage; SQ elven traits, fast movement; AL CN; 
  SV Fort +5, Ref +1, Will +0; Str 15, Dex 12, Con 
  13, Int 8, Wis 11, Cha 10. 
  Skills: Climb +4, Intimidate +4, Listen +4, 
  Survival +4. Feats: Improved Sunder, Power 
  Attack. 
   SA: Rage (Ex)–1/day, Grugach Warrior can 
  fly into a screaming blood frenzy for 6 rounds. 
  Grugach Warrior gains +4 Str, +4 Con, and a +2 
  morale bonus vs. fear, but suffers -2 to AC. After 
  the rage, Grugach Warrior is winded. 
   SQ: Elven Traits (Ex)–Sleep immunity, +2 
  save vs. Enchantment, low-light vision, proficient: 
  long sword or rapier, proficient: longbows and 
  shortbows. 
   
  Equipment: greataxe, mighty longbow 
  [+2], quiver w/20 arrows, chain shirt, flask of oil 
  (x2), torch (x2), tinderbox, large sack. 
   
  APL 6  
   
  Grugach Warrior, male wild elf Bbn2, Ftr1:  
  Medium-size Humanoid; HD 1d10+2d12+3; hp 28; 
  Init +1 (Dex); Spd 40 ft; AC 15 (+4 chain shirt, +1 
  Dex); BA/G: +3/+5, Atks +6 melee (1d12+4/crit x3, 
  +1 greataxe), or +4 ranged (1d8 +2/crit x3, 
  longbow); 
  SA 
  rage; 
  SQ 
  elven 
  traits, 
  fast 
  movement, uncanny dodge; AL CN; SV Fort +6, 
  Ref +1, Will +2; Str 15, Dex 12, Con 13, Int 8, Wis 
  11, Cha 10. 
  Skills: Climb +4, Intimidate +5, Listen +5, 
  Survival +5. Feats: Improved Sunder, Iron Will, 
  Power Attack. 
   SA: Rage (Ex)–1/day, Grugach Warrior can 
  fly into a screaming blood frenzy for 6 rounds. 
  Grugach Warrior gains +4 Str, +4 Con, and a +2 
  morale bonus vs. fear, but suffers -2 to AC. After 
  the rage, Grugach Warrior is winded. 
   SQ: Elven Traits (Ex)–Sleep immunity, +2 
  save vs. Enchantment, low-light vision, proficient: 
  long sword or rapier, proficient: longbows and 
  shortbows. Uncanny Dodge–Dex bonus to AC. 
  Equipment: +1 greataxe (one only), mighty 
  darkwood longbow [+2], quiver w/20 arrows, chain 
  shirt, flask of oil (x2), torch (x2), tinderbox, large 
  sack. 
   
  APL 8 
   
  Grugach Warrior, male wild elf Bbn3, Ftr2:  
  Medium-size Humanoid; HD 2d10+3d12+5; hp 43; 
  Init +1 (Dex); Spd 40 ft; AC 15 (+4 chain shirt, +1 
  Dex); BA/G: +5/+8; Atks +10 melee (1d12+5/crit 
  x3, +1 greataxe), or +6 ranged (1d8+2/crit x3, 
  longbow); SA rage; SQ elven traits, fast 
  movement, uncanny dodge, trap sense; AL CN; 
  SV Fort +7, Ref +2, Will +3; Str 16, Dex 12, Con 
  13, Int 8, Wis 11, Cha 10. 
  Skills: Climb +6, Intimidate +6, Listen +6, Survival 
  +6. Feats: Improved Sunder, Iron Will, Power 
  Attack, Weapon Focus (greataxe). 
   SA: Rage (Ex)–2/day, Grugach Warrior can fly 
  into a screaming blood frenzy for 6 rounds. 
  Grugach Warrior gains +4 Str, +4 Con, and a +2 
  morale bonus vs. fear, but suffers -2 to AC. After 
  the rage, Grugach Warrior is winded. 
   SQ: Elven Traits (Ex)–Sleep immunity, +2 save 
  vs. Enchantment, low-light vision, proficient: long 
  sword or rapier, proficient: longbows and 
  shortbows. Uncanny Dodge (Ex)–Dex bonus to 
  AC; Trap Sense (Ex)– Grugach Warrior has an 
  intuitive sense that alerts him to danger from traps, 
  granting a +1 bonus on Reflex saves and a +1 
  dodge bonus to AC against attacks by traps. 
  Equipment: +1 greataxe (one only), mighty 
  darkwood longbow [+2], quiver w/20 arrows, chain 
  shirt, cloak of elvenkind (one only), potion of cure 
  moderate wounds, flask of oil (x2), torch (x2), 
  tinderbox, large sack. 
   
  
  APL 10 
   
  Grugach Warrior, male wild elf Bbn3, Ftr4: 
  Medium-size Humanoid; HD 4d10+3d12+7; hp 57; 
  Init +1 (Dex); Spd 40 ft; AC 15 (+4 chain shirt, +1 
  Dex); BA/G: +7/+10; Atk +12 melee 
  (1d12+7+1d6(cold)/crit x3, +1 frost greataxe), or 
  +8 ranged (1d8+2/crit x3, longbow); Full Atk 
  +12/+7 melee (1d12+7+1d6(cold)/crit x3, +1 frost 
  greataxe), or +8/+3 ranged (1d8+2/crit x3, 
  longbow); SA rage; SQ elven traits, fast 
  movement, uncanny dodge, trap sense; AL CN; 
  SV Fort +8, Ref +3, Will +4; Str 16, Dex 12, Con 
  13, Int 8, Wis 11, Cha 10. 
   
  Skills: Climb +8, Intimidate +6, Listen +6, 
  Survival +6. Feats: Blind-Fight, Improved Sunder, 
  Iron Will, Power Attack, Weapon Focus (greataxe), 
  Weapon Specialization (greataxe). 
   SA: Rage (Ex)–2/day, Grugach Warrior can fly 
  into a screaming blood frenzy for 6 rounds. 
  Grugach Warrior gains +4 Str, +4 Con, and a +2 
  morale bonus vs. fear, but suffers -2 to AC. After 
  the rage, Grugach Warrior is winded. 
   SQ: Elven Traits (Ex)–Sleep immunity, +2 save 
  vs. Enchantment, low-light vision, proficient: long 
  sword or rapier, proficient: longbows and 
  shortbows. Uncanny Dodge–Dex bonus to AC; 
  Trap Sense (Ex)– Grugach Warrior has an intuitive 
  sense that alerts him to danger from traps, 
  granting a +1 bonus on Reflex saves and a +1 
  dodge bonus to AC against attacks by traps. 
   
  Equipment: +1 frost greataxe (one only), 
  mighty darkwood longbow [+2], quiver w/20 
  arrows, chain shirt, cloak of elvenkind (one only), 
  potion of cure moderate wounds, flask of oil (x2), 
  torch (x2), tinderbox, large sack. 
   
  APL 12 
   
  Grugach Warrior, male wild elf Bbn5, Ftr4:  
  Medium-size Humanoid; HD 4d10+5d12+18; hp 
  82; Init +1 (Dex); Spd 40 ft; AC 15 (+4 chain shirt, 
  +1 Dex); BA/G: +9/+12; Atk +14 melee 
  (1d12+7+1d6(cold)/crit x3, +1 frost greataxe), or 
  +10 ranged (1d8+2/crit x3, longbow); Full Atk 
  +14/+9 melee (1d12+7+1d6(cold)/crit x3, +1 frost 
  greataxe), or +10/+5 ranged (1d8+2/crit x3, 
  longbow); SA rage; SQ elven traits, fast 
  movement, uncanny dodge; AL CN; SV Fort +10, 
  Ref +3, Will +4; Str 16, Dex 12, Con 14, Int 8, Wis 
  11, Cha 10. 
   
  Skills: Climb +8, Intimidate +8, Listen +8, 
  Survival +8. Feats: Blind-Fight, Improved Sunder, 
  Iron Will, Power Attack, Weapon Focus (greataxe), 
  Weapon Specialization (greataxe). 
   SA: Rage (Ex)–2/day, Grugach Warrior can fly 
  into a screaming blood frenzy for 7 rounds. 
  Grugach Warrior gains +4 Str, +4 Con, and a +2 
  morale bonus vs. fear, but suffers -2 to AC. After 
  the rage, Grugach Warrior is winded. 
   SQ: Elven Traits (Ex)–Sleep immunity, +2 save 
  vs. Enchantment, low-light vision, proficient: long 
  sword or rapier, proficient: longbows and 
  shortbows. Uncanny Dodge–Dex bonus to AC, 
  can’t be flanked; Trap Sense (Ex)– Grugach 
  Warrior has an intuitive sense that alerts him to 
  danger from traps, granting a +1 bonus on Reflex 
  saves and a +1 dodge bonus to AC against 
  attacks by traps. 
   
  Equipment: +1 frost greataxe (one only), 
  mighty darkwood longbow [+2], quiver w/20 
  arrows, chain shirt, cloak of elvenkind (one only), 
  potion of cure moderate wounds, flask of oil (x2), 
  torch (x2), tinderbox, large sack. 
   
  Encounter Six 
   
  APL 4 
   
  Grugach Warrior, male wild elf Bbn1, Ftr1: 
  Medium-size Humanoid; HD 1d10+1d12+2; hp 20; 
  Init +1 (Dex); Spd 40 ft; AC 15 (+4 chain shirt, +1 
  Dex); BA/G: +2/+4; Atks +4 melee (1d12+3/crit x3, 
  greataxe), or +3 ranged (1d8+2/crit x3, longbow); 
  SA rage; SQ elven traits, fast movement; AL CN; 
  SV Fort +5, Ref +1, Will +0; Str 15, Dex 12, Con 
  13, Int 8, Wis 11, Cha 10. 
  Skills: Climb +4, Intimidate +4, Listen +4, 
  Survival +4. Feats: Improved Sunder, Power 
  Attack. 
   SA: Rage (Ex)–1/day, Grugach Warrior can 
  fly into a screaming blood frenzy for 6 rounds. 
  Grugach Warrior gains +4 Str, +4 Con, and a +2 
  morale bonus vs. fear, but suffers -2 to AC. After 
  the rage, Grugach Warrior is winded. 
   SQ: Elven Traits (Ex)–Sleep immunity, +2 
  save vs. Enchantment, low-light vision, proficient: 
  long sword or rapier, proficient: longbows and 
  shortbows. 
   
  Equipment: greataxe, mighty longbow 
  [+2], quiver w/20 arrows, chain shirt, flask of oil 
  (x2), torch (x2), tinderbox, large sack. 
   
  Copperflame, female wild elf Drd4: Medium-size 
  Humanoid; HD 4d8; hp 23; Init +2 (Dex); Spd 30 ft; 
  AC 16 (+2 leather, +2 large wooden shield, +2 
  Dex); BA/G: +4/+4; Atks +3 melee (1d6/crit 18-20, 
  scimitar), or +5 ranged (1d4, sling); SA spells; SQ 
  animal companion, elven traits, nature sense, 
  resist nature's lure, trackless step, woodland 
  
  stride; AL CN; SV Fort +4, Ref +3, Will +7; Str 10, 
  Dex 14, Con 10, Int 10, Wis 17, Cha 11. 
   
  Skills: Concentration +7, Knowledge 
  (nature) +7, Spellcraft +7, Survival +10. Feats: 
  Animal Control, Animal Defiance. 
   SQ: Elven Traits (Ex)–Sleep immunity, +2 save 
  vs. Enchantment, low-light vision, proficient: long 
  sword or rapier, proficient: longbows and 
  shortbows. 
   
  Equipment: Leather armor, scimitar, sling, 
  20 sling bullets, large wooden shield. 
   
  Druid Spells Prepared (5/4/3, base DC = 
  13 + spell level): 0th - cure minor wounds, detect 
  magic, flare, guidance, resistance; 1st – calm 
  animals, longstrider, magic fang, summon nature’s 
  ally I; 2nd – barkskin, creeping cold, flaming 
  sphere. 
   
  APL 6  
   
  Grugach Warrior, male elf Bbn2, Ftr2:  Medium-
  size Humanoid; HD 2d10+2d12+4; hp 35; Init +1 
  (Dex); Spd 40 ft; AC 15 (+4 chain shirt, +1 Dex); 
  BA/G: +4/+7; Atks +8 melee (1d12+4/crit x3, 
  greataxe), or +3 ranged (1d8+2/crit x3, longbow); 
  SA rage; SQ elven traits, fast movement, uncanny 
  dodge; AL CN; SV Fort +7, Ref +1, Will +2; Str 16, 
  Dex 12, Con 13, Int 8, Wis 11, Cha 10. 
  Skills: Climb +4, Intimidate +6, Listen +5, 
  Survival +5. Feats: Improved Sunder, Iron Will, 
  Power Attack, Weapon Focus (greataxe). 
   SA: Rage (Ex)–1/day, Grugach Warrior can 
  fly into a screaming blood frenzy for 6 rounds. 
  Grugach Warrior gains +4 Str, +4 Con, and a +2 
  morale bonus vs. fear, but suffers -2 to AC. After 
  the rage, Grugach Warrior is winded. 
   SQ: Elven Traits (Ex)–Sleep immunity, +2 
  save vs. Enchantment, low-light vision, proficient: 
  long sword or rapier, proficient: longbows and 
  shortbows. Uncanny Dodge–Dex bonus to AC. 
  Equipment: greataxe, mighty longbow [+2], 
  quiver w/20 arrows, chain shirt, flask of oil (x2), 
  torch (x2), tinderbox, large sack. 
   
  Copperflame, female wild elf Drd6: Medium-size 
  Humanoid; HD 6d8; hp 33; Init +2 (Dex); Spd 30 ft; 
  AC 16 (+2 leather, +2 large wooden shield, +2 
  Dex); BA/G: +5/+5; Atks +5 melee (1d6/crit 18-20, 
  scimitar), or +7 ranged (1d4, sling); SA spells; SQ 
  animal companion, elven traits, nature sense, 
  resist nature's lure, trackless step, wild shape, 
  woodland stride; AL CN; SV Fort +5, Ref +4, Will 
  +8; Str 10, Dex 14, Con 10, Int 10, Wis 17, Cha 
  11. 
   
  Skills: Concentration +9, Knowledge 
  (nature) +9, Spellcraft +9, Survival +12. Feats: 
  Animal Control, Animal Defiance, Natural Spell. 
   SQ: Elven Traits (Ex)–Sleep immunity, +2 save 
  vs. Enchantment, low-light vision, proficient: long 
  sword or rapier, proficient: longbows and 
  shortbows. Wild Shape (Sp)–2/day, Copperflame 
  may assume the form of a natural animal, from 
  Small to Medium-size.  
  Equipment: Leather armor, scimitar, sling, 20 sling 
  bullets, large wooden shield. 
  Druid Spells Prepared (5/4/4/3, base DC = 13 + 
  spell level): 0th – cure minor wounds, detect magic, 
  flare, guidance, resistance; 1st – calm animals, 
  longstrider, faerie fire, summon nature’s ally I; 2nd 
  – barkskin, creeping cold, flame blade, flaming 
  sphere; 3rd – greater magic fang, poison, summon 
  nature’s ally III. 
   
  Black Bear, druidic companion:  Medium-size 
  animal; HD 5d8+10; hp 49; Init +1 (Dex); Spd 40 
  ft; AC 15 (+1 Dex, +4 natural); BA/G: +3/+8; Atk 
  Claw +8 melee (1d4+4); Full Atk 2 claws +8 melee 
  (1d4+5) and bite +3 melee (1d6+2); SQ Low-light 
  vision, scent; AL N; SQ: Evasion, link, share 
  spells; SV Fort +6, Ref +5, Will +2; Str 20, Dex 13, 
  Con 15, Int 2, Wis 12, Cha 6. 
  Skills: Climb +5, Listen +6, Spot +6, Swim +9. 
  Feats: Endurance, Power Attack, Run. 
   
  APL 8 
   
  Grugach Warrior, male wild elf Bbn3, Ftr3:  
  Medium-size Humanoid; HD 3d10+3d12+6; hp 50; 
  Init +1 (Dex); Spd 40 ft; AC 15 (+4 chain shirt, +1 
  Dex); BA/G: +6/+9; Atk +10 melee (1d12+4/crit x3, 
  greataxe), or +7 ranged (1d8+2/crit x3, longbow); 
  Full Atk +10/5 melee (1d12+4/crit x3, greataxe), or 
  +7/2 ranged (1d8+2/crit x3, longbow); SA rage; 
  SQ elven traits, fast movement, uncanny dodge, 
  trap sense; AL CN; SV Fort +7, Ref +3, Will +4. 
  Str 16, Dex 12, Con 13, Int 8, Wis 11, Cha 10. 
  Skills: Climb +7, Intimidate +6, Listen +6, 
  Survival +6. Feats: Improved Sunder, Iron Will, 
  Power Attack, Weapon Focus (greataxe). 
   SA: Rage (Ex)–1/day, Grugach Warrior can fly 
  into a screaming blood frenzy for 6 rounds. 
  Grugach Warrior gains +4 Str, +4 Con, and a +2 
  morale bonus vs. fear, but suffers -2 to AC. After 
  the rage, Grugach Warrior is winded. 
   SQ: Elven Traits (Ex)–Sleep immunity, +2 save 
  vs. Enchantment, low-light vision, proficient: long 
  sword or rapier, proficient: longbows and 
  shortbows. Uncanny Dodge–Dex bonus to AC; 
  Trap Sense (Ex)– Grugach Warrior has an intuitive 
  sense that alerts him to danger from traps, 
  
  granting a +1 bonus on Reflex saves and a +1 
  dodge bonus to AC against attacks by traps. 
  Equipment: greataxe, mighty longbow [+2], 
  quiver w/20 arrows, chain shirt, flask of oil (x2), 
  torch (x2), tinderbox, large sack. 
   
  Copperflame, female wild elf Drd8: Medium-size 
  Humanoid; HD 8d8; hp 43; Init +2 (Dex); Spd 30 ft; 
  AC 16 (+2 leather, +2 large wooden shield, +2 
  Dex); BA/G: +6/+6; Atks +6/+1 melee (1d6/crit 18-
  20, scimitar), or +8/+3 ranged (1d4, sling); SA 
  spells; SQ animal companion, elven traits, nature 
  sense, resist nature's lure, trackless step, wild 
  shape, woodland stride; AL CN; SV Fort +6, Ref 
  +4, Will +10; Str 10, Dex 14, Con 10, Int 10, Wis 
  18, Cha 11. 
   
  Skills: Concentration +11, Knowledge 
  (nature) +11, Spellcraft +11, Survival +15. Feats: 
  Animal Control, Animal Defiance, Natural Spell. 
   SQ: Elven Traits (Ex)–Sleep immunity, +2 save 
  vs. Enchantment, low-light vision, proficient: long 
  sword or rapier, proficient: longbows and 
  shortbows. Wild Shape (Sp)–3/day, Copperflame 
  may assume the form of a natural animal, from 
  Small to Large.  
  Equipment: Leather armor, scimitar, sling, 20 sling 
  bullets, large wooden shield. 
  Druid Spells Prepared (6/5/4/4/3, base DC = 14 + 
  spell level): 0th – cure minor wounds (x2), detect 
  magic, flare, guidance, resistance; 1st – calm 
  animals, longstrider, faerie fire, hide from animals, 
  summon nature’s ally I; 2nd – barkskin, creeping 
  cold, flame blade, flaming sphere; 3rd – greater 
  magic fang, nature’s favor, poison, summon 
  nature’s ally III; 4th – dispel magic, flame strike, 
  languor.  
   
  Nymph, for statistics see Monster Manual 
  Druid Spells Prepared (6/5/4/3/1, base DC = 13 + 
  spell level): 0th – cure minor wounds (x2), detect 
  magic, flare, light, resistance; 1st – calm animals, 
  longstrider, faerie fire, hide from animals, 
  obscuring mist; 2nd – barkskin, creeping cold, hold 
  animal, resist energy; 3rd – cure moderate wounds, 
  dominate animal, protection from elements; 4th – 
  dispel magic. 
   
  APL 10 
   
  Grugach Warrior, male wild elf Bbn4, Ftr4: 
  Medium-size Humanoid; HD 4d10+4d12+16; hp 
  73; Init +1 (Dex); Spd 40 ft; AC 15 (+4 chain shirt, 
  +1 Dex); BA/G: +8/+11; Atk +12 melee 
  (1d12+6/crit x3, greataxe), or +9 ranged 
  (1d8+2/crit x3, longbow); Full Atk +12/+7 melee 
  (1d12+6/crit x3, greataxe), or +9/+4 ranged 
  (1d8+2/crit x3, longbow); SA rage; SQ elven traits, 
  fast movement, uncanny dodge, trap sense; AL 
  CN; SV Fort +10, Ref +3, Will +4; Str 16, Dex 12, 
  Con 14, Int 8, Wis 11, Cha 10. 
   
  Skills: Climb +8, Intimidate +6, Listen +6, 
  Survival +6. Feats: Blind-Fight, Cleave, Improved 
  Sunder, Iron Will, Power Attack, Weapon Focus 
  (greataxe), Weapon Specialization (greataxe). 
   SA: Rage (Ex)–2/day, Grugach Warrior can fly 
  into a screaming blood frenzy for 6 rounds. 
  Grugach Warrior gains +4 Str, +4 Con, and a +2 
  morale bonus vs. fear, but suffers -2 to AC. After 
  the rage, Grugach Warrior is winded. 
   SQ: Elven Traits (Ex)–Sleep immunity, +2 save 
  vs. Enchantment, low-light vision, proficient: long 
  sword or rapier, proficient: longbows and 
  shortbows. Uncanny Dodge–Dex bonus to AC; 
  Trap Sense (Ex)– Grugach Warrior has an intuitive 
  sense that alerts him to danger from traps, 
  granting a +1 bonus on Reflex saves and a +1 
  dodge bonus to AC against attacks by traps. 
   
  Equipment: greataxe, mighty longbow 
  [+2], quiver w/20 arrows, chain shirt, flask of oil 
  (x2), torch (x2), tinderbox, large sack. 
   
  Copperflame, female wild elf Drd10: Medium-
  size Humanoid; HD 10d8; hp 53; Init +2 (Dex); 
  Spd 30 ft; AC 16 (+2 leather, +2 large wooden 
  shield, +2 Dex); BA/G: +7/+7; Atks +7/+2 melee 
  (1d6/crit 18-20, scimitar), or +9/+4 ranged (1d4, 
  sling); SA spells; SQ animal companion, elven 
  traits, nature sense, resist nature's lure, trackless 
  step, venom immunity, wild shape, woodland 
  stride; AL CN; SV Fort +7, Ref +5, Will +11; Str 10, 
  Dex 14, Con 10, Int 10, Wis 18, Cha 11. 
   
  Skills: Concentration +13, Knowledge 
  (nature) +13. Spellcraft +13, Survival +17. Feats: 
  Animal Control, Animal Defiance, Empower Spell, 
  Natural Spell. 
   SQ: Elven Traits (Ex)–Sleep immunity, +2 save 
  vs. Enchantment, low-light vision, proficient: long 
  sword or rapier, proficient: longbows and 
  shortbows. Wild Shape (Sp)–4/day, Copperflame 
  may assume the form of a natural animal, from 
  Small to Large.  
  Equipment: Leather armor, scimitar, sling, 20 sling 
  bullets, large wooden shield. 
  Druid Spells Prepared (6/5/5/4/4/2, base DC = 14 
  + spell level): 0th – cure minor wounds (x2), detect 
  magic, flare, guidance, resistance; 1st – calm 
  animals, longstrider, faerie fire, hide from animals, 
  summon nature’s ally I; 2nd – barkskin, creeping 
  cold, flame blade, flaming sphere, resist energy; 
  3rd – greater magic fang, nature’s favor, poison, 
  summon nature’s ally III; 4th – dispel magic, 
  
  empowered creeping cold, flame strike, languor; 
  5th – animal growth, empowered poison. 
   
  Nymph, for statistics see Monster Manual 
  Druid Spells Prepared (6/5/4/3/1, base DC = 13 + 
  spell level): 0th – cure minor wounds (x2), detect 
  magic, flare, light, resistance; 1st – calm animals, 
  longstrider, faerie fire, hide from animals, 
  obscuring mist; 2nd – barkskin, creeping cold, hold 
  animal, resist energy; 3rd – cure moderate wounds, 
  dominate animal, protection from elements; 4th – 
  dispel magic. 
   
  APL 12 
   
  Grugach Warrior, male wild elf Bbn5, Ftr5:  
  Medium-size Humanoid; HD 5d10+5d12+20; hp 
  90; Init +1 (Dex); Spd 40 ft; AC 15 (+4 chain shirt, 
  +1 Dex); BA/G: +10/+13; Atk +14 melee 
  (1d12+6/crit x3, greataxe), or +11 ranged 
  (1d8+2/crit x3, longbow); Full Atk +14/+9 melee 
  (1d12+6/crit x3, greataxe), or +11/+6 ranged 
  (1d8+2/crit x3, longbow); SA rage; SQ elven traits, 
  fast movement, uncanny dodge, trap sense; AL 
  CN; SV Fort +10, Ref +3, Will +4; Str 16, Dex 12, 
  Con 14, Int 8, Wis 11, Cha 10. 
   
  Skills: Climb +8, Intimidate +8, Listen +8, 
  Survival +8. Feats: Blind-Fight, Cleave, Improved 
  Sunder, Iron Will, Power Attack, Weapon Focus 
  (greataxe), Weapon Specialization (greataxe). 
   SA: Rage (Ex)–2/day, Grugach Warrior can fly 
  into a screaming blood frenzy for 7 rounds. 
  Grugach Warrior gains +4 Str, +4 Con, and a +2 
  morale bonus vs. fear, but suffers -2 to AC. After 
  the rage, Grugach Warrior is winded. 
   SQ: Elven Traits (Ex)–Sleep immunity, +2 save 
  vs. Enchantment, low-light vision, proficient: long 
  sword or rapier, proficient: longbows and 
  shortbows. Uncanny Dodge–Dex bonus to AC, 
  can’t be flanked; Trap Sense (Ex)– Grugach 
  Warrior has an intuitive sense that alerts him to 
  danger from traps, granting a +1 bonus on Reflex 
  saves and a +1 dodge bonus to AC against 
  attacks by traps. 
   
  Equipment: greataxe, mighty longbow [+2], 
  quiver w/20 arrows, chain shirt, flask of oil (x2), 
  torch (x2), tinderbox, large sack. 
   
  Copperflame, female wild elf Drd12: Medium-
  size Humanoid; HD 12d8; hp 53; Init +2 (Dex); 
  Spd 30 ft; AC 16 (+2 leather, +2 large wooden 
  shield, +2 Dex); BA/G: +9/+9; Atks +9/+4 melee 
  (1d6/crit 18-20, scimitar), or +11/+6 ranged (1d4, 
  sling); SA spells; SQ animal companion, elven 
  traits, nature sense, resist nature's lure, trackless 
  step, venom immunity, wild shape, woodland 
  stride; AL CN; SV Fort +8, Ref +6, Will +12; Str 10, 
  Dex 14, Con 10, Int 10, Wis 18, Cha 12. 
   
  Skills: Concentration +15, Knowledge 
  (nature) +16, Spellcraft +15, Survival +19. Feats: 
  Animal Control, Animal Defiance, Empower Spell, 
  Natural Spell, Spell Focus (evocation). 
   SQ: Elven Traits (Ex)–Sleep immunity, +2 save 
  vs. Enchantment, low-light vision, proficient: long 
  sword or rapier, proficient: longbows and 
  shortbows. Wild Shape (Sp)–4/day, Copperflame 
  may assume the form of a natural or dire animal, 
  from Tiny to Large.  
  Equipment: Leather armor, scimitar, sling, 20 sling 
  bullets, large wooden shield. 
  Druid Spells Prepared (6/6/5/5/4/3/2, base DC = 
  14 + spell level, 15 + spell level for evocation): 0th 
  – cure minor wounds (x2), detect magic, flare, 
  guidance, resistance; 1st – calm animals, 
  longstrider, faerie fire (x2), hide from animals, 
  summon nature’s ally I; 2nd – barkskin, creeping 
  cold, flame blade, flaming sphere, resist energy; 
  3rd – embrace the wild, greater magic fang, 
  nature’s favor, poison, summon nature’s ally III; 4th 
  – dispel magic, empowered creeping cold, flame 
  strike, languor; 5th – animal growth, ice storm, 
  empowered poison; 6th – antilife shell, repel wood. 
   
  Sallosia the Nymph, female nymph: Medium-
  size fey; HD 10d6+10; hp 47; Init +3 (Dex); Spd 30 
  ft, 20 ft. swim; AC 17 (+4 deflection, +3 Dex); 
  BA/G: +5/+5; Atks +8 melee (1d4/crit 19-20, 
  scimitar); SA Blinding beauty, spells, spell-like 
  abilities, stunning glance; SQ Damage reduction 
  10/cold iron, low-light vision, unearthly grace, wild 
  empathy; AL CG; SV Fort +9, Ref +15, Will +15; 
  Str 10, Dex 17, Con 12, Int 16, Wis 17, Cha 20. 
   
  Skills: Concentration +14, Diplomacy +7, 
  Escape Artist +16, Handle Animal +17, Heal +16, 
  Hide +16, Listen +16, Move Silently +16, Ride +5, 
  Sense Motive +16, Spot +16, Swim +8, Use Rope 
  +3 (+5 with bindings). Feats: Augment 
  Summoning, Combat Casting, Dodge, Weapon 
  Finesse. 
     SA: Blinding Beauty (Su): This ability affects all 
  humanoids within 30 feet of a nymph. Those who 
  look directly at a nymph must succeed on a DC 18 
  Fortitude save or be blinded permanently as 
  though by the blindness spell. A nymph can 
  suppress or resume this ability as a free action. 
  The save DC is Charisma-based; Spell-Like 
  Abilities: 1/day—dimension door. Caster level 7th; 
  Stunning Glance (Su): As a standard action, a 
  wrathful nymph can stun a creature within 30 feet 
  with a look. The target creature must succeed on a 
  DC 18 Fortitude save or be stunned for 2d4 
  rounds. The save DC is Charisma-based. 
  
   SQ: Unearthly Grace (Su): A nymph adds her 
  Charisma modifier as a bonus on all her saving 
  throws, and as a deflection bonus to her Armor 
  Class. (The statistics block already reflects these 
  bonuses); Wild Empathy (Ex): This power works 
  like the druid’s wild empathy class feature, except 
  that a nymph has a +6 racial bonus on the check. 
  Equipment: Dagger. 
  Druid Spells Prepared (6/5/4/3/1, base DC = 13 + 
  spell level): 0th – cure minor wounds (x2), detect 
  magic, flare, light, resistance; 1st – calm animals, 
  longstrider, faerie fire, hide from animals, 
  obscuring mist; 2nd – barkskin, creeping cold, hold 
  animal, resist energy; 3rd – cure moderate wounds, 
  dominate animal, protection from elements; 4th – 
  dispel magic. 
   
  Encounter Seven 
   
  APL 4 
   
  Grugach Warrior, male wild elf Bbn1, Ftr1: 
  Medium-size Humanoid; HD 1d10+1d12+2; hp 20; 
  Init +1 (Dex); Spd 40 ft; AC 15 (+4 chain shirt, +1 
  Dex); BA/G: +2/+4; Atks +4 melee (1d12+3/crit x3, 
  greataxe), or +3 ranged (1d8+2/crit x3, longbow); 
  SA rage; SQ elven traits, fast movement; AL CN; 
  SV Fort +5, Ref +1, Will +0; Str 15, Dex 12, Con 
  13, Int 8, Wis 11, Cha 10. 
  Skills: Climb +4, Intimidate +4, Listen +4, 
  Survival +4. Feats: Improved Sunder, Power 
  Attack. 
   SA: Rage (Ex)–1/day, Grugach Warrior can 
  fly into a screaming blood frenzy for 6 rounds. 
  Grugach Warrior gains +4 Str, +4 Con, and a +2 
  morale bonus vs. fear, but suffers -2 to AC. After 
  the rage, Grugach Warrior is winded. 
   SQ: Elven Traits (Ex)–Sleep immunity, +2 
  save vs. Enchantment, low-light vision, proficient: 
  long sword or rapier, proficient: longbows and 
  shortbows. 
   
  Equipment: greataxe, mighty longbow 
  [+2], quiver w/20 arrows, chain shirt, flask of oil 
  (x2), torch (x2), tinderbox, large sack. 
   
  Riverain, male wild elf Sor4: Medium-size 
  Humanoid; HD 4d4+4; hp 17; Init +2 (Dex); Spd 30 
  ft; AC 12 (+2 Dex); BA/G: +3/+3; Atks +3 melee 
  (1d6/crit x3, halfspear), or +5 ranged (1d6/crit x3, 
  halfspear), or +4 ranged (1d6, javelin); SA spells; 
  SQ elven traits, summon familiar; AL CN; SV Fort 
  +4, Ref +3, Will +4; Str 10, Dex 14, Con 12, Int 10, 
  Wis 10, Cha 17. 
   
  Skills: Concentration +8, Spellcraft +7. 
  Feats: Greater Spell Focus (evocation), Spell 
  Focus (evocation). 
   SQ: Elven Traits (Ex)–Sleep immunity, +2 save 
  vs. Enchantment, low-light vision, proficient: long 
  sword or rapier, proficient: longbows and 
  shortbows. 
  Equipment: Masterwork halfspear, 10 javelins, rat 
  familiar (Render), spell component pouch, brooch 
  of shielding, wand of color spray, potion of cure 
  moderate wounds, scroll of cat’s grace. 
  Sorcerer Spells Known (cast 6/7/4, base DC = 13 
  + spell level, 15 + spell level for evocation): 0th – 
  dancing lights, daze, detect magic, ghost hand, 
  flare, ray of frost; 1st – mage armor, magic missile, 
  sleep; 2nd – shatter. 
   
  APL 6  
   
  Grugach Warrior, male elf Bbn2, Ftr2:  Medium-
  size Humanoid; HD 2d10+2d12+4; hp 35; Init +1 
  (Dex); Spd 40 ft; AC 15 (+4 chain shirt, +1 Dex); 
  BA/G: +4/+7; Atks +8 melee (1d12+4/crit x3, 
  greataxe), or +3 ranged (1d8+2/crit x3, longbow); 
  SA rage; SQ elven traits, fast movement, uncanny 
  dodge; AL CN; SV Fort +7, Ref +1, Will +2; Str 16, 
  Dex 12, Con 13, Int 8, Wis 11, Cha 10. 
  Skills: Climb +4, Intimidate +6, Listen +5, 
  Survival +5. Feats: Improved Sunder, Iron Will, 
  Power Attack, Weapon Focus (greataxe). 
   SA: Rage (Ex)–1/day, Grugach Warrior can 
  fly into a screaming blood frenzy for 6 rounds. 
  Grugach Warrior gains +4 Str, +4 Con, and a +2 
  morale bonus vs. fear, but suffers -2 to AC. After 
  the rage, Grugach Warrior is winded. 
   SQ: Elven Traits (Ex)–Sleep immunity, +2 
  save vs. Enchantment, low-light vision, proficient: 
  long sword or rapier, proficient: longbows and 
  shortbows. Uncanny Dodge–Dex bonus to AC. 
  Equipment: greataxe, mighty longbow [+2], 
  quiver w/20 arrows, chain shirt, flask of oil (x2), 
  torch (x2), tinderbox, large sack. 
   
  Riverain, male wild elf Sor6: Medium-size 
  Humanoid; HD 6d4+6; hp 25; Init +2 (Dex); Spd 30 
  ft; AC 12 (+2 Dex); BA/G: +4/+4; Atks +4 melee 
  (1d6/crit x3, halfspear), or +6 ranged (1d6/crit x3, 
  halfspear), or +5 ranged (1d6, javelin); SA spells; 
  SQ elven traits, summon familiar; AL CN; SV Fort 
  +5, Ref +4, Will +5; Str 10, Dex 14, Con 12, Int 10, 
  Wis 10, Cha 17. 
   
  Skills: Concentration +10, Spellcraft +9. 
  Feats: Greater Spell Focus (necromancy), Spell 
  Focus (necromancy), Weapon Focus (ray). 
   SQ: Elven Traits (Ex)–Sleep immunity, +2 save 
  vs. Enchantment, low-light vision, proficient: long 
  
  sword or rapier, proficient: longbows and 
  shortbows. 
  Equipment: Masterwork halfspear, 10 javelins, rat 
  familiar (Render), spell component pouch, brooch 
  of shielding, wand of color spray, potion of cure 
  moderate wounds, scroll of cat’s grace. 
  Sorcerer Spells Known (cast 6/7/6/4, base DC = 
  13 + spell level, 15 + spell level for necromancy): 
  0th – dancing lights, daze, detect magic, ghost 
  hand, flare, ray of frost, resistance; 1st – mage 
  armor, magic missile, ray of enfeeblement, sleep; 
  2nd – bear’s endurance, shatter; 3rd – haste. 
   
  APL 8 
   
  Grugach Warrior, male wild elf Bbn3, Ftr3:  
  Medium-size Humanoid; HD 3d10+3d12+6; hp 50; 
  Init +1 (Dex); Spd 40 ft; AC 15 (+4 chain shirt, +1 
  Dex); BA/G: +6/+9; Atk +10 melee (1d12+4/crit x3, 
  greataxe), or +7 ranged (1d8+2/crit x3, longbow); 
  Full Atk +10/5 melee (1d12+4/crit x3, greataxe), or 
  +7/2 ranged (1d8+2/crit x3, longbow); SA rage; 
  SQ elven traits, fast movement, uncanny dodge, 
  trap sense; AL CN; SV Fort +7, Ref +3, Will +4. 
  Str 16, Dex 12, Con 13, Int 8, Wis 11, Cha 10. 
  Skills: Climb +7, Intimidate +6, Listen +6, 
  Survival +6. Feats: Improved Sunder, Iron Will, 
  Power Attack, Weapon Focus (greataxe). 
   SA: Rage (Ex)–1/day, Grugach Warrior can fly 
  into a screaming blood frenzy for 6 rounds. 
  Grugach Warrior gains +4 Str, +4 Con, and a +2 
  morale bonus vs. fear, but suffers -2 to AC. After 
  the rage, Grugach Warrior is winded. 
   SQ: Elven Traits (Ex)–Sleep immunity, +2 save 
  vs. Enchantment, low-light vision, proficient: long 
  sword or rapier, proficient: longbows and 
  shortbows. Uncanny Dodge–Dex bonus to AC; 
  Trap Sense (Ex)– Grugach Warrior has an intuitive 
  sense that alerts him to danger from traps, 
  granting a +1 bonus on Reflex saves and a +1 
  dodge bonus to AC against attacks by traps. 
  Equipment: greataxe, mighty longbow [+2], 
  quiver w/20 arrows, chain shirt, flask of oil (x2), 
  torch (x2), tinderbox, large sack. 
   
  Riverain, male wild elf Sor8: Medium-size 
  Humanoid; HD 8d4+8; hp 33; Init +2 (Dex); Spd 30 
  ft; AC 12 (+2 Dex); BA/G: +5/+5; Atks +5 melee 
  (1d6/crit x3, halfspear), or +7 ranged (1d6/crit x3, 
  halfspear), or +6 ranged (1d6, javelin); SA spells; 
  SQ elven traits, summon familiar; AL CN; SV Fort 
  +5, Ref +4, Will +6; Str 10, Dex 14, Con 12, Int 10, 
  Wis 10, Cha 19. 
   
  Skills: Concentration +12, Spellcraft +11. 
  Feats: Greater Spell Focus (necromancy), Spell 
  Focus (necromancy), Spell Specialization (ray), 
  Weapon Focus (ray). 
   SQ: Elven Traits (Ex)–Sleep immunity, +2 save 
  vs. Enchantment, low-light vision, proficient: long 
  sword or rapier, proficient: longbows and 
  shortbows. 
  Equipment: Masterwork halfspear, 10 javelins, rat 
  familiar (Render), spell component pouch, brooch 
  of shielding, wand of color spray, potion of cure 
  moderate wounds, helm of comprehend 
  languages and read magic, scroll of cat’s grace. 
  Sorcerer Spells Known (cast 6/7/7/6/4, base DC = 
  13 + spell level, 15 + spell level for necromancy): 
  0th – dancing lights, daze, detect magic, detect 
  poison, ghost hand, flare, ray of frost, resistance; 
  1st – burning hands, mage armor, magic missile, 
  ray of enfeeblement, sleep; 2nd – bear’s 
  endurance, see invisibility, shatter; 3rd – fly, haste; 
  4th – greater invisibility. 
   
  APL 10 
   
  Grugach Warrior, male wild elf Bbn4, Ftr4: 
  Medium-size Humanoid; HD 4d10+4d12+16; hp 
  73; Init +1 (Dex); Spd 40 ft; AC 15 (+4 chain shirt, 
  +1 Dex); BA/G: +8/+11; Atk +12 melee 
  (1d12+6/crit x3, greataxe), or +9 ranged 
  (1d8+2/crit x3, longbow); Full Atk +12/+7 melee 
  (1d12+6/crit x3, greataxe), or +9/+4 ranged 
  (1d8+2/crit x3, longbow); SA rage; SQ elven traits, 
  fast movement, uncanny dodge, trap sense; AL 
  CN; SV Fort +10, Ref +3, Will +4; Str 16, Dex 12, 
  Con 14, Int 8, Wis 11, Cha 10. 
   
  Skills: Climb +8, Intimidate +6, Listen +6, 
  Survival +6. Feats: Blind-Fight, Cleave, Improved 
  Sunder, Iron Will, Power Attack, Weapon Focus 
  (greataxe), Weapon Specialization (greataxe). 
   SA: Rage (Ex)–2/day, Grugach Warrior can fly 
  into a screaming blood frenzy for 6 rounds. 
  Grugach Warrior gains +4 Str, +4 Con, and a +2 
  morale bonus vs. fear, but suffers -2 to AC. After 
  the rage, Grugach Warrior is winded. 
   SQ: Elven Traits (Ex)–Sleep immunity, +2 save 
  vs. Enchantment, low-light vision, proficient: long 
  sword or rapier, proficient: longbows and 
  shortbows. Uncanny Dodge–Dex bonus to AC; 
  Trap Sense (Ex)– Grugach Warrior has an intuitive 
  sense that alerts him to danger from traps, 
  granting a +1 bonus on Reflex saves and a +1 
  dodge bonus to AC against attacks by traps. 
   
  Equipment: greataxe, mighty longbow 
  [+2], quiver w/20 arrows, chain shirt, flask of oil 
  (x2), torch (x2), tinderbox, large sack. 
   
  Riverain, male wild elf Sor10: Medium-size 
  Humanoid; HD 10d4+10; hp 41; Init +2 (Dex); Spd 
  
  30 ft; AC 12 (+2 Dex); BA/G: +6/+6; Atks +6 melee 
  (1d6/crit x3, halfspear), or +8 ranged (1d6/crit x3, 
  halfspear), or +7 ranged (1d6, javelin); SA spells; 
  SQ elven traits, summon familiar; AL CN; SV Fort 
  +6, Ref +5, Will +7; Str 10, Dex 14, Con 12, Int 10, 
  Wis 10, Cha 19. 
   
  Skills: Concentration +14, Spellcraft +13. 
  Feats: Greater Spell Focus (evocation), Point 
  Blank Shot, Spell Focus (evocation), Spell 
  Specialization (ray), Weapon Focus (ray). 
   SQ: Elven Traits (Ex)–Sleep immunity, +2 save 
  vs. Enchantment, low-light vision, proficient: long 
  sword or rapier, proficient: longbows and 
  shortbows. 
  Equipment: Masterwork halfspear, 10 javelins, rat 
  familiar (Render), spell component pouch, brooch 
  of shielding, wand of color spray, potion of cure 
  moderate wounds, helm of comprehend 
  languages and read magic, scroll of shadow 
  evocation, scroll of cat’s grace. 
  Sorcerer Spells Known (cast 6/7/7/7/6/3, base DC 
  = 13 + spell level, 15 + spell level for evocation): 
  0th – dancing lights, daze, detect magic, detect 
  poison, ghost hand, flare, ray of frost, read magic, 
  resistance; 1st – enlarge person, mage armor, 
  magic missile, ray of enfeeblement, sleep; 2nd – 
  blindness/deafness, bear’s endurance, see 
  invisibility, shatter; 3rd – fly, haste, lightning bolt; 4th 
  – greater invisibility, stoneskin; 5th – cone of cold. 
   
  Griffon, Advanced: Huge-size Magical Beast; HD 
  13d10+65; hp 147; Init +2 (Dex); Spd 30 ft, fly 80 
  ft. (average); AC 19 (-2 size, +2 Dex, +9 natural); 
  BA/G: +13/+29; Atk Bite +20 melee (3d6+8); Full 
  Atk Bite +20 melee (3d6+8) and 2 claws +15 
  melee (1d6+4); Space/Reach 15 ft./10 ft.; SA 
  Pounce, rake; SQ Darkvision 60 ft., low-light 
  vision, scent; AL N; SV Fort +10, Ref +7, Will +5; 
  Str 26, Dex 15, Con 20, Int 5, Wis 13, Cha 8. 
   
  Skills: Jump +12, Listen +9, Spot +13
   
  SA: Pounce (Ex) – If a griffon dives upon 
  or charges a foe, it can make a full attack, 
  including two rake attacks; Rake (Ex) – A griffon 
  that pounces on an opponent can make two rake 
  attacks (+15 melee) with its hind legs for 1d8+4 
  slashing damage each.  
   
  APL 12 
   
  Grugach Warrior, male wild elf Bbn5, Ftr5:  
  Medium-size Humanoid; HD 5d10+5d12+20; hp 
  90; Init +1 (Dex); Spd 40 ft; AC 15 (+4 chain shirt, 
  +1 Dex); BA/G: +10/+13; Atk +14 melee 
  (1d12+6/crit x3, greataxe), or +11 ranged 
  (1d8+2/crit x3, longbow); Full Atk +14/+9 melee 
  (1d12+6/crit x3, greataxe), or +11/+6 ranged 
  (1d8+2/crit x3, longbow); SA rage; SQ elven traits, 
  fast movement, uncanny dodge, trap sense; AL 
  CN; SV Fort +10, Ref +3, Will +4; Str 16, Dex 12, 
  Con 14, Int 8, Wis 11, Cha 10. 
   
  Skills: Climb +8, Intimidate +8, Listen +8, 
  Survival +8. Feats: Blind-Fight, Cleave, Improved 
  Sunder, Iron Will, Power Attack, Weapon Focus 
  (greataxe), Weapon Specialization (greataxe). 
   SA: Rage (Ex)–2/day, Grugach Warrior can fly 
  into a screaming blood frenzy for 7 rounds. 
  Grugach Warrior gains +4 Str, +4 Con, and a +2 
  morale bonus vs. fear, but suffers -2 to AC. After 
  the rage, Grugach Warrior is winded. 
   SQ: Elven Traits (Ex)–Sleep immunity, +2 save 
  vs. Enchantment, low-light vision, proficient: long 
  sword or rapier, proficient: longbows and 
  shortbows. Uncanny Dodge–Dex bonus to AC, 
  can’t be flanked; Trap Sense (Ex)– Grugach 
  Warrior has an intuitive sense that alerts him to 
  danger from traps, granting a +1 bonus on Reflex 
  saves and a +1 dodge bonus to AC against 
  attacks by traps. 
   
  Equipment: greataxe, mighty longbow 
  [+2], quiver w/20 arrows, chain shirt, flask of oil 
  (x2), torch (x2), tinderbox, large sack. 
   
  Riverain, male wild elf Sor12: Medium-size 
  Humanoid; HD 12d4+12; hp 49; Init +2 (Dex); Spd 
  30 ft; AC 14 (+2 natural, +2 Dex); Atks +7/+2 
  melee (1d6/crit x3, halfspear), or +9/+4 ranged 
  (1d6/crit x3, halfspear), or +8/+3 ranged (1d6, 
  javelin); SA spells; SQ elven traits, summon 
  familiar; AL CN; SV Fort +7, Ref +6, Will +8; Str 
  10, Dex 14, Con 12, Int 10, Wis 10, Cha 22. 
   
  Skills: Concentration +16, Spellcraft +15. 
  Feats: Greater Spell Focus (evocation), Point 
  Blank Shot, Precise Shot, Spell Focus (evocation), 
  Spell Specialization (ray), Weapon Focus (ray). 
   SQ: Elven Traits (Ex)–Sleep immunity, +2 save 
  vs. Enchantment, low-light vision, proficient: long 
  sword or rapier, proficient: longbows and 
  shortbows. 
  Equipment: Masterwork halfspear, 10 javelins, rat 
  familiar (Render), spell component pouch, brooch 
  of shielding, wand of color spray, potion of cure 
  moderate wounds, helm of comprehend 
  languages and read magic, scroll of shadow 
  evocation, cloak of charisma +2, amulet of natural 
  armor +2. 
  Sorcerer Spells Known (cast 6/8/8/7/7/6/4, base 
  DC = 15 + spell level, 19 + spell level for 
  evocation): 0th – dancing lights, daze, detect 
  magic, detect poison, ghost hand, flare, ray of 
  frost, read magic, resistance; 1st – enlarge person, 
  mage armor, magic missile, ray of enfeeblement, 
  sleep; 2nd – blindness/deafness, cat’s grace, 
  
  bear’s endurance, see invisibility, shatter; 3rd – fly, 
  greater magic weapon, haste, lightning bolt; 4th – 
  greater invisibility, Otiluke’s resilient sphere, 
  stoneskin; 5th – cone of cold, feeblemind; 6th – 
  chain lightning. 
   
  Griffon, Advanced: Huge-size Magical Beast; HD 
  18d10+90; hp 202; Init +2 (Dex); Spd 30 ft, fly 80 
  ft. (average); AC 19 (-2 size, +2 Dex, +9 natural); 
  BA/G: +13/+29; Atk Bite +26 melee (3d6+8); Full 
  Atk Bite +26 melee (3d6+8) and 2 claws +21 
  melee (1d6+4); Space/Reach 15 ft./10 ft.; SA 
  Pounce, rake; SQ Darkvision 60 ft., low-light 
  vision, scent; AL N; SV Fort +13, Ref +10, Will +7; 
  Str 27, Dex 15, Con 20, Int 5, Wis 13, Cha 8. 
   
  Skills: Jump +12, Listen +12, Spot +16
   
  SA: Pounce (Ex) – If a griffon dives upon 
  or charges a foe, it can make a full attack, 
  including two rake attacks; Rake (Ex) – A griffon 
  that pounces on an opponent can make two rake 
  attacks (+21 melee) with its hind legs for 1d8+4 
  slashing damage each. 
   
   
  After this, you should be able to run your scenario 
  with minimal trouble. Keep in mind the various skill 
  conversions (Survival to Survival and Pick Pocket 
  to Slight of Hand, for example) and you should 
  have no trouble. Good luck and have a good 
  game. 
   
   
    
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Highfolk/593/Normal Scenarios/HIG3-06 - Brother Against Brother (APL 4-12)/HIG3-06 - Scenario Conversion.pdf