TEXT: FUR5-03 
   
   
   
   
  Time Will Tell 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Furyondy Regional Adventure 
  Version 1.0 
  by Morgan Meachum and Andrew Nuxoll 
  Reviewed by Chris Tulach 
   
  The trials and tribulations of keeping Molag in control of the nation of Furyondy continue in the face of full-scale battle 
  with the Old One’s forces breaking out elsewhere. While rumors of the war and what directions it will take are rampant, 
  the commander of Molag has his own worries. Extremely lethal guerilla warfare has begun. Whole companies have 
  gone missing or been found slaughtered. It is time to call for expert reinforcements. Are you up to the task of taking the 
  fight to the elite troops of Old Wicked in what is sure to be a down and dirty fight with those adept at hit and run 
  tactics? This is an extremely dangerous Military mission in support of the garrison at Molag. PCs with infamy with the 
  Furyondy Military may be offered a chance to redeem themselves. This adventure is designed for PCs level 5-14 (APL 6 
  to 12). 
  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 furypoc@wmis.net; 
  for LIVING GREYHAWK campaign questions email rpgahq@wizards.com.   
   
  
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign------a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting------
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table DM (or 
  usually just DM). Sometimes (and almost all the time in 
  the cases of home events) the senior gamemaster is also 
  the table DM. You don’t have to be a HERALD-LEVEL GM 
  to run this adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth one (1) point.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the  Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  FUR5-03 Time Will Tell 
   
  Page 1 
  
  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 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  Furyondy.  Characters native to Furyondy pay one Time 
  Unit per round, all others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. 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 scenario. 
   
  A character that 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  
  The first major blow to the Old One was struck when 
  Molag fell to Furyondy’s Military. Furyondy troops are 
  now firmly in control of the area. Certainly never one to 
  take defeat lying down, Iuz has mustered troops and is 
  expected to launch an assault very soon. In an effort to 
  both cause chaos and dishearten the troops currently in 
  control of Molag and the surrounding area, Iuz sent a 
  crack commando team to harass and destroy as many of 
  the forces of Furyondy that they can; be it supply 
  caravans, scouting parties or even companies of soldiers 
  on the move. The best trackers the military has been able 
  to muster have either been slaughtered and left rotting in 
  the field or simply disappeared. With a complete lack of 
  success in stopping these guerilla attacks, the military has 
  decided to once again call upon the stalwart adventurers 
  and mercenaries of Furyondy for aid against this stealthy 
  foe. 
  Adventure Summary 
  The PCs begin the adventure ambushed en-route to 
  Molag to answer the call of the military. The gnolls are 
  the main strike force of the guerillas at work in the area.  
   
  In the meantime, a defector approaches Molag 
  offering them the hidden location of the guerilla band. 
  He wants them killed for turning on him and trying to 
  kill him. He barely escaped and he wants revenge on 
  them for their treachery. He feels the easiest way to do 
  this is by double-crossing them to the very forces they 
  have been fighting.  He offers to lead a Furyondy military 
  force right to the guerillas to ambush them.  
   
  The party speaks with Captain Silvertree who 
  provides as many details as he is able about the attacks 
  and if the party is willing to accept the mission, he 
  introduces them to the defector.  
   
  The party travels to the location in whatever manner 
  they see fit and the defector leads them into the cave 
  through the “secret” back entrance. The cave is protected, 
  though, and the party runs into the entire guerilla force. 
  In the ensuing combat, which goes very badly for the 
  party, the defector wishes he had never brought the party 
  through the back entrance and the unknown ring of 
  wishes on his finger returns the party to the point in time 
  just before they entered the cave. 
  FUR5-03 Time Will Tell 
   
  Page 2 
  
   
  The party now has knowledge of the combatants in 
  the cave and can choose how to prepare and enter the 
  cave with that foreknowledge. A set of guards must be 
  overcome at the entrance and the rest of the guerilla band 
  must be defeated farther into the cavern complex. After 
  defeating the guerilla band the PCs return to Molag and 
  report on their mission, receiving a reward from the 
  military for their bravery and success. 
   
   
  Preparation for Play 
  Prior to beginning the scenario the GM should check to 
  see if any PC’s are a member of the Furyondy Infantry 
  Scouts. They will be thanked for reporting for duty at 
  Molag for this difficult mission. Any other military 
  organization members are thanked for volunteering for 
  this mission as well. Note any PC who currently has 
  infamy/disfavor of the Furyondy military. Please ask all 
  PC’s for three Spot checks and three Listen checks as well 
  at this time and note any particular situations that may 
  affect that roll like the favored enemy ability of rangers.  
  Use a random set of the three rolls in Encounter One for 
  the Spot check and again in Encounter Five for the 
  Listen check. 
   
  Introduction 
  You spotted the no ice posted by the Military 
  stationed at Molag requesting seasoned adventurers 
  and mercenaries to report to the city for a special 
  mission. Being between opportunities at the moment, 
  you decide to answer the call and spend the day 
  buying supplies for the trip. After crossing the Veng 
  River, you notice odd, animal like tracks in the wet 
  mud near the riverbank heading east, away from the 
  direction of Molag.  
  t
   
   
  Those PCs without the Track feat can just barely follow 
  the tracks but those with the Track feat can gain the 
  following information, with a successful Survival check. 
  • 
  DC 15: the tracks were made by 6 gnolls. 
  • 
  DC 20: the tracks are fresh being less than a day 
  old. 
  • 
  DC 25: the tracks do not appear to be creatures 
  coming down to the water to drink. They appear 
  to follow no set pattern and travel through the 
  soft mud of the riverbank for almost a mile 
  before cutting inland. 
  • 
  DC 30: no effort was made to cover up the tracks 
  and, in fact, the gnolls seem to have gone out of 
  their way to travel quite some distance through 
  the soft mud of the riverbank. 
  Have the party arrange themselves on the map how they 
  wish to pursue the tracks. If the party has no desire to 
  follow the tracks then proceed to Encounter Two. If they 
  follow the tracks, proceed to Encounter One.   
   
   
   
   
  Encounter One 
  As the trail enters a copse of trees, it narrows to ten feet 
  wide. All the gnolls have positioned themselves with full 
  cover except for one. This one has positioned himself to 
  view the trail. All other gnolls are expecting the twang of 
  the bow and are to lean out from full cover and fire in the 
  surprise round at the sound of this gnoll’s bow firing. 
  Have the PCs make an opposed Spot check versus the 
  gnolls’ Hide checks, assuming the gnolls take 20 on their 
  Hide (Spot DC 20+APL).  
  Thinking to rid the area of a problem, you follow the 
  tracks as they lead in a Northeasterly direction, away 
  from Molag. There was no time frame for the mission 
  so if you are a day late because you had to take care of 
  some wandering creatures, so be it. The trail leads to a 
  sparsely populated copse of trees. 
  Those PC’s who beat the Spot check are not surprised and 
  should be read the box text below. 
  As the breeze lazily moves a leaf in the tree above, you 
  catch a glimpse of reflected light from a large black 
  eye surrounded by fur. So this is likely the problem 
  plaguing Molag; it seems like it was just a twist of fate 
  that blew that leaf out of the way long enough for you 
  to see the ambush you knew was coming. 
  For the rest of the players that were surprised read the 
  following after the surprise round. 
  Just as the thought that this would be a good place for 
  an ambush enters your head, you tense as the familiar 
  TWANG of a bow firing sounds out. Almost 
  immediately after the first bowstring hums, you hear 
  several more fire from all around you and you realize 
  you are caught in an ambush.  
  Creatures: This guerilla raiding party consists of five 
  gnoll archers and Grawl, their barbarian leader. Roll 
  initiative separately for each combatant, as it is an unfair 
  advantage for the gnolls if they all go on the same 
  initiative and that initiative happens to be before a 
  significant portion of the party gets to act. They are 
  positioned in pairs on either side of the ten-foot path, 
  within 15 feet of the path. The second pair of archers is 
  forty feet beyond the first. Grawl and the remaining 
  FUR5-03 Time Will Tell 
   
  Page 3 
  
  archer are paired 10 feet beyond the second set of 
  archers. All of the archers are in trees, 10 feet above the 
  ground. Grawl is on the ground. The second pair of 
  archers waits until the lead character is even with their 
  position before initiating the ambush. The archers all 
  take a surprise round shot before initiative is rolled. Until 
  this point, all but one of the second set of archers is using 
  the tree as total cover and is not visible.  
  APL 6 (EL 8)  
  Grawl, male fiendish gnoll Rng1/Bbn1/Rog1: hp 43; 
  see Appendix One. 
  Gnoll Archers (5): male gnolls Rog1, hp 28; see 
  Appendix One. 
  APL 8 (EL 10)  
  Grawl, male fiendish gnoll Rng2/Bbn2/Rog1: hp 62; 
  see Appendix Two. 
  Gnoll Archers (5): male gnolls Rng2/Rog1, hp 44; see 
  Appendix Two. 
  APL 10 (EL 12) 
  Grawl, male fiendish gnoll Rng2/Bbn3/Rog3: hp 86; 
  see Appendix Three. 
  Gnoll Archers (5): male gnolls Rng2/Rog1, hp 44; see 
  Appendix Three. 
  APL 12 (EL 14) 
  Grawl, male fiendish gnoll Rng2/Bbn3/Rog3: hp 86; 
  see Appendix Four. 
  Gnoll Archers (5): male gnolls Rog5/Rng2, hp 70; see 
  Appendix Four. 
  Tactics:  The barbarian rages and takes a 5 ft. step out 
  from full cover. At APL 12 he has applied oil of foebane to 
  his battleaxe.   
   
  The archers make their action in the first round a 
  Rapid Shot if they have that feat, aiming at a flat-footed 
  opponent, preferably not all attempting to strike the 
  same party member. If multiple PCs are flatfooted, they 
  will first select any character with no armor worn then 
  anyone with a symbol of any kind prominently displayed 
  (e.g. a tabard or shield emblazoned with a holy symbol of 
  their god or heraldic device then anyone with heavy 
  armor. This is a well-trained unit and they realize they 
  have a much better chance at critically injuring someone 
  who is not likely to react to their missile fire with well-
  trained reflexes.  
   
  The barbarian attempts to use his higher movement 
  to position himself next to a spellcaster (someone with no 
  armor or someone bearing a symbol prominently 
  displayed). If no one matching his target description is 
  within a double move through non-threatened squares he 
  charges the nearest opponent using his belt of one 
  mighty blow (at APLs 8 and above) and smiting them 
  with a full power attack.  He uses his gloves of fortunate 
  striking to re-roll the first attack with his primary weapon 
  that is below 11.
   
  The archers descend from the trees by jumping and 
  taking no damage with a successful Jump check (DC 15).  
  After they have fired again in the first round of combat, 
  they draw their weapons, jump, then finish their move to 
  position themselves best for flanking in combat.  
   
  All gnolls try and flank when fighting to maximize 
  their damage potential, using the same progression of 
  target reads as above. The two gnolls from the front 
  positions and the two gnolls from the rear positions try to 
  stay apart from each other for as long as they can to avoid 
  area of effect spells. 
   
  Treasure: 
  APL 6: Loot – 443 gp, Coin – 0 gp, Magic – gloves of 
  fortunate striking (167 gp each). 
  APL 8: Loot – 443 gp, Coin – 0 gp, Magic – gloves of 
  fortunate striking (167 gp each), belt of one mighty blow 
  (125 gp each). 
  APL 10: Loot – 443 gp, Coin – 0 gp, Magic – gloves of 
  fortunate striking (167 gp each), belt of one mighty blow 
  (125 gp each). 
  APL 12: Loot – 443 gp, Coin – 0 gp, Magic – battleaxe +1 
  (193 gp each), gloves of fortunate striking (167 gp each),
  belt of one mighty b ow (125 gp each). 
   
  l
   i  
   
   
   
   
  Encounter Two 
  You arrive n Molag to find the gates open and many 
  troops practicing on the fields surrounding the city. 
  Shouldn’t the city prepare for the battle rumored to 
  be on the horizon by tightening up its defenses and 
  closing the city up tight? Yet just the opposite is true; 
  the city is bustling with activity and appears on the 
  surface to be a thriving metropolis.  
  You are questioned at the perimeter of the camp 
  surrounding the city. When you pass muster with the 
  guards, they lead you in 
  i
   
  through the gates where the 
  preparations for war are very evident in the defenses 
  surrounding the thick rock walls. Your guard escort 
  passes you off to another guard at the gate and this 
  one leads you through the city to a small manor home 
  that looks l ke a miniature granite keep. This appears 
  to be the headquarters for some branch of the 
  FUR5-03 Time Will Tell 
   
  Page 4 
  
  military. The guard states, “These good souls are 
  reporting for the special mission  I will escort them to
  the parlor to await Cap ain Silvertree”. The door 
  guard just nods as you pass by. Depositing you in the 
  aforementioned parlor, the guard salutes with a smirk 
  and turns on his heel and departs. Within moments a 
  scribe enters and asks you the basic questions about 
  your profession and your area of expertise. He jots 
  down your responses and exits as quickly as he 
  entered. 
  ,
   
  t
  l
   
  t
  t
   
   
  f
  f
  i
  The PCs are made to wait for approximately ninety 
  minutes before a cleric of Heironeus and two guards 
  arrive.  The cleric explains he intends to cast two spells to 
  check the PCs for ill intent.  Assuming they agree, he 
  casts zone of truth (DC 14 to resist) and then detect evil.  
  (The PCs may make Spellcraft rolls if they like). If any 
  PCs decline to allow themselves to be questioned they are 
  escorted to the gates out of Molag by a three guard escort. 
  The military has neither the time nor the patience to fool 
  around with civilians who are not interested in 
  participating in a military operation by the military’s 
  rules. This PC can no longer participate in this scenario.   
   
  If any PC has an item that detects as evil, an 
  explanation must be given.  The cleric requires that the 
  item be destroyed unless the PC succeeds at a Diplomacy 
  check (DC 20) Even if it is not destroyed, the item is still 
  confiscated until the PCs have completed their mission 
  unless the Diplomacy check exceeds DC 30.
   
  If any PC detects as evil, an explanation must be 
  given. In that case, a Diplomacy check (DC 20) is 
  required for the PC to continue to participate in this 
  adventure.  If this check fails the adventure is over for 
  that player and they gain experience for encounter one if 
  they did encounter it.   
  The cleric questions the PCs.  He asks each of them the 
  following questions: 
  • 
  What is your name, title and country of origin? 
  • 
  Why have you come to Molag? 
  • 
  Do you intend to bring your skills and talents to bear 
  for the good of Furyondy and her allies? 
  The PC’s answers are dutifully recorded.  Then the PCs 
  are led to a large office toward the rear of the building.  
  Proceed to Encounter Three. 
   
   
   
  Encounter Three 
  Captain Silvertree is in charge of the Infantry Scouts 
  stationed at Molag. It is his branch of the military that 
  has been hit the hardest by the guerilla band. His best 
  scouts have been killed or gone missing and the heat is 
  on from above to get this situation resolved quickly 
  before the forces of the Old One attack in earnest. 
  Having almost no other recourse, the Captain has sent 
  out a call to the most skilled adventurers and mercenaries 
  that Furyondy can field to assist the military with this 
  difficult opponent.  
  A very rough looking man enters: short and slender 
  of bui d but definitely fit. He has a weathered look to 
  him as if he has spent many a day – and night for that 
  matter – outdoors in less than pleasant weather. He 
  wears all black; his studded leather is amazingly quiet 
  and even seems to draw in light. When he speaks he 
  has a low and sligh ly raspy voice.  
   
  “First let me thank you for your assistance, 
  normally the military would handle a problem of this 
  nature i self but we no longer have the personnel on 
  duty here at Molag to combat this threat. All others 
  well suited to this task have been assigned to the 
  company that is tracking the army Old Wicked (he 
  spits) has mustered against us. It is no secret – nor 
  does it need to be – that the garrison here at Molag 
  has been the victim o  a guerilla band o  exceptional 
  effectiveness. There have been several instances of 
  attacks in recent weeks and I have lost many of my 
  best men investigating these attacks. I no longer have 
  the resources to combat this menace, yet I cannot let 
  it continue to endanger the men and women of this 
  outpost. So I posted the call that you have answered. 
  You are all interested in assisting the military in 
  hunting down and capturing or killing the band of 
  guerillas that have been harassing the force here at 
  Molag aren’t you?” 
   At this point allow the PC’s to answer in the affirmative. 
  Any PC requesting any kind of payment gets the 
  following response.  
  “If you were expecting the military to pay you a fee 
  for this service you will be disappointed. Those of you 
  who answer your country’s call when in need will 
  find that the military remembers those who aid it. 
  The only reward of monetary gain to be offered n 
  this mission is the rights to any magic or equipment 
  that you acquire during the execution of this task.”  
  The Captain has been informed of any PC that has the 
  disfavor of or the infamy of the Furyondy military 
  organization by the cleric of Heironeus. The clerics are 
  required to know all of the individuals that have earned 
  the infamy of the organization and be on the lookout for 
  them. He takes that PC aside and informs him that it 
  took a lot of courage to come to Molag and volunteer to 
  perform a mission of this nature for his country knowing 
  FUR5-03 Time Will Tell 
   
  Page 5 
  
  full well that the military had an opinion of this 
  individual that was less than favorable. If this PC does 
  return successfully from this mission the military with 
  have a much more favorable view of them going forward.  
  The Captain knows the following information and relays 
  it to the PC’s in a conversational manner. He answers any 
  questions to the best of his ability but is limited to the 
  information below.   
  • 
  It is believed that the attacks started just about three 
  weeks ago. There could be other instances of attacks 
  that have gone unreported. 
  • 
  A supply wagon of weapons and forge equipment 
  was found with signs of a struggle but no bodies 
  were in the area and none of the weapons were 
  taken. 
  • 
  An entire company of infantry was found 
  slaughtered and left to rot. There were no other 
  bodies besides the men of the company. Most were 
  slain by arrows. Tracks found at the scene 
  determined that gnolls and at least one giant-size 
  humanoid were involved in the attack. 
  • 
  So far none of the Scouts previously sent to 
  investigate have been heard from and they are 
  presumed dead. 
  • 
  They must have someplace to go to ground or they 
  would have been sighted by a patrol by now.  
  • 
  Most attacks have occurred due East of Molag. 
   
   
   
  Encounter Four 
  Once the PCs agree to the mission, read the following: 
  Cap ain Silvertree abrup ly rises to his feet.  "I think 
  it's time you met your guide."  He leads you down two 
  long fl ghts of stairs to a dungeon room in a sublevel. 
   The air is thick with damp down here and the walls 
  are dripping with moisture.  The only ight comes 
  from a handful of sputtering torches. 
  t
  t
  i
  l
  l
  i
  ,
  l
   
  lt
   
  .
  l
  i
  lt
  i
  t
  The captain enters an interrogation room.  Sitting in a 
  chair by a rough-hewn wooden table is a short half-
  orc with a broad, muscled chest and long yellow 
  teeth. He wears a pair of leather leggings and a jerkin 
  typical of a woodsman.  His boots are new, and clearly 
  Furyondy military issue.  A gold ring set with a ruby 
  glints on his right hand. His right bicep bears a 
  poorly rendered tattoo of human skul  with a fanged 
  snake crawling out of the eye socket. 
  The half-orc favors the captain with a sour look, then 
  his eyes fall on your group with poorly disguised 
  surprise.  "These aren't sold ers, Captain", he says in a 
  level voice.  "No " says Captain Silvertree.  "These are 
  special forces of a sort."  The half-orc eyes your group 
  again, this time with a more thoughtful, measuring 
  look. 
  The captain turns to ook at you.  "This man calls 
  himself Dilth.  He strode into Molag two days ago and 
  told us he was willing to take us to where the 
  guerrillas are headquartered for 1000gp.  It's a story 
  I've heard before.  We have enough lies, betrayals and 
  espionage in this city already, so Di h has been given 
  a comfortable room in the dungeon to await your 
  arrival." Dilth's face flashes with anger at this remark 
  and he rumbles "It's a cold wet hell down here. I’m 
  surprised I don't have filth fever." 
  The captain continues his story with a slight smirk.  
  "Yesterday and today we interrogated our new 'ally' 
  under a ‘zone of truth’ spell   Both times he confirmed 
  the following information:" Captain Silvertree begins 
  counting off a series of facts with the fingers of his 
  left hand. 
  "One - Dilth is a ranger and lifelong resident of this 
  area.  He knows the wi derness around Molag and was 
  h red by the guerillas to identify possible ambush 
  points.  The points he describes to us match the 
  locations where we have lost troops in the past." 
  "Two - The guerillas are mostly gnolls and clearly 
  connected to Iuz's army in some way, although they 
  do not discuss this openly.  Their leaders are a pair of 
  kobolds named Lo and Kari.  Di h has only spoken 
  directly with Lo." 
  "Three - He has been to their headquarters on two 
  occasions though he was not allowed inside.  It's 
  located 'a few days walk' from the city. He refuses to 
  give further details." 
  "Four - He was recently, shall we say, 'discharged' 
  from their service.  When he came to collect his 
  payment they attempted to kill h m instead.  He 
  escaped with a serious injury that I've had taken care 
  of by our clerics." 
  "Five - To put it simply, our friend here wants 
  revenge.  He knows of a hidden, rear entrance to the 
  hideout.  The gnolls patrol the area but they don't 
  guard it.  He thinks he can get a small party inside 
  without alerting anyone." 
  "I'm dead out of leads right now.  So, unless you have 
  a better idea, I've decided to take Dilth up on his 
  offer. The Furyondian military can ill afford to pay 
  1000gp for information but we can afford to allow 
  these guerillas to con inue even less."  
  FUR5-03 Time Will Tell 
   
  Page 6 
  
  The captain wants the PCs' approval of the idea and he 
  waits for it.  The PCs can attempt to use Diplomacy to 
  lower the price of Dilth's ransom.  For every point that 
  the PCs' Diplomacy (or Intimidate) roll beats Dilth's 
  Sense Motive roll, he will agree to lower the price by 
  20gp.  Feel free to add circumstance modifiers for good 
  role-playing, as you deem appropriate.  Dilth never agrees 
  to less than 500gp. 
  The PCs are free to question Dilth further if they like.  
  Captain Silvertree even provides a zone of truth spell if 
  requested. The captain will not approve the use of 
  excessive force or illegal magic (e.g., a detect thoughts 
  spell) to extract information from Dilth.  Dilth's story is 
  indeed a true one and he intends to honor his bargain – if 
  only because he wants revenge. 
  Dilth is cooperative but not otherwise an honorable 
  person.  He is cagey about his history and for good 
  reason.  Dilth used to work as a scout in the Iuz military 
  before the Furyondy invasion.  He went AWOL in the 
  confusion and hid in the woods.  He doesn’t know how 
  the guerillas were able to contact him. He does not reveal 
  this information if he can in any way avoid doing so.  
  Before his time serving Iuz, he worked for the army of 
  the Horned Lands but betrayed them to Iuz for a large 
  sum of gold.  In short, Dilth is scum.
  Dilth’s ring of wishes has a permanent Nystul’s 
  undetectable aura spell cast upon it.  If the PCs cast detect 
  magic they see no magic on Dilth.  Dilth looted the ring 
  from a wizard he found dead in the woods years ago.  He 
  does not know it is magical. 
  The hideout is about two and half days walk south and 
  east of Molag. It's located in a limestone cave near a 
  stream in a particularly heavily wooded area. If the PCs 
  manage to extract this information from Dilth, they can 
  discover the front door to the hideout with a successful 
  Survival check (DC 25).  For each failed check, there is a 
  cumulative 20% chance that they will be discovered by a 
  gnoll patrol.  (Use the stats from Encounter Two.)  If the 
  PCs successfully discover the front door to the hideout, 
  you can skip to Encounter Six. 
  Once the PCs are ready, Captain Silvertree speaks again. 
  “I'm prepared to pay this man and release him into 
  your custody whenever you are ready.  While I don't 
  bel eve he is honorable, I want you to give him the 
  benefit of the doubt.  I expect you to honor the deal. 
  Protect him as you would any other member of your 
  party until he has done his part of the bargain. Then 
  allow h m to go on his way. I will pay h m h s ransom
  when you leave.  If he attempts to flee before he has 
  shown you the location of the hideout, you have my 
  permission to use lethal force to retrieve the king's 
  gold.” 
   
   
   
  Encounter Five 
  This encounter occurs once the PCs agree to allow Dilth 
  to lead them to the lair and the hidden back door. 
  i
  i
   
  i
  i
   
  lt
  f
   
  f
  i
  i
  i
  On the afternoon of your third day in the wilderness, 
  Dilth leads you to a small stream that runs in a deep 
  channel through the woods.  He turns and follows a 
  small game trail that runs up stream.  The running 
  water is somewhat lulling, but the half-orc seems on 
  edge.  A pair of pheasants breaks from the brush 
  nearby and Di h's sword is already out of his sheath 
  before he realizes there's no danger and relaxes again. 
  After another hal  hour, Dilth suddenly stops in the 
  middle of the trail.  He pauses and glances around 
  then stares intently at a hill that's before you. "Quiet 
  now," he breathes.  "We're getting close." The stream 
  breaks east, but Dilth gingerly steps off the path and 
  moves west.  He pauses briefly before moving on, 
  then stops again near the base o  the hill.  At h s feet, 
  you real ze, s a hole in the ground that looks like 
  some sort of large animal den. "There," he says 
  pointing.  "This is the back door to the cave.” 
  Any PC who stands next to the hole can smell the strong 
  odor of stale urine.  A successful Listen check (DC 35) 
  reveals the soft echo of water from deep within the hole. 
  The DC drops to 25 once the PC is in the hole and then 
  drops again to 20 once the PC has entered the tunnel (see 
  below). 
   
  The hole descends nearly vertically for about eight 
  feet then stops. Someone leaning over the edge of the 
  hole can clearly make out the bottom.  The hole is about 
  seven feet wide at the top but narrows to five feet at the 
  bottom.  The bottom half of the tunnel is limestone. A 
  small or medium-sized PC can easily slip down to the 
  bottom without injury. 
   
  A PC who uses the Track feat to examine the area 
  gets information depending upon their Survival check:    
  • 
  DC 10 - A boot print is evident near the hole.   
  • 
  DC 15 - Multiple humanoids have been to the hole 
  recently. 
  • 
  DC 20 - At least a dozen distinct humanoids have 
  visited the hole. Some of the prints are less than 24 
  hours old.    
  • 
  DC 25 - It appears that the humanoids never actually 
  entered the hole.  They approached it from multiple 
  directions (but usually the west) and then left.  Not 
  FUR5-03 Time Will Tell 
   
  Page 7 
  
  all the humanoids were here at the same time. The 
  oldest prints are more than a month old. 
  • 
  DC 30 - The humanoids are almost exclusively 
  gnolls, but at least one is a heavy-set human. They 
  always arrived in pairs.  The most recent prints are 
  from about mid-morning.  The next most recent 
  prints are from yesterday sometime between 5pm 
  and midnight. 
  A patrol of two gnolls circles the hill twice a day (usually 
  after breakfast and after sunset).  They are not required to 
  stop at the hole, but it is a handy place to stop, talk and 
  occasionally empty their bladders.  A PC can track the 
  gnolls around the hill to the front entrance with a second 
  Track check (DC 15).  If the PCs stay in the area too long, 
  they run a high risk of being discovered. 
   
  Once a PC reaches the bottom of the hole, she can 
  see that a small tunnel has been carved into the stone that 
  heads deeper into the hillside to the south. A successful 
  Knowledge – Dungeoneering check (DC 10) confirms 
  that the tunnel was created naturally by water, probably 
  by an old tributary of the nearby stream.  A more 
  knowledgeable PC (DC 20) can see that the tunnel shows 
  signs of occasional flooding during heavy rains.  There is 
  no danger of that happening today.  It has not rained in a 
  week and the sky has only a few clouds. 
   
  Dilth is willing to enter the hole but he won't go first 
  unless the PCs make an opposed Diplomacy or 
  Intimidate check.  When Dilth worked for the guerillas, 
  he was told that this tunnel was a back entrance but he 
  has never been in it before.  He does not know where the 
  tunnel emerges in the main cave. 
   
  If the PCs attempt to scry the cavern before entering 
  (e.g., with an arcane eye spell), keep in mind that the 
  cavern is completely dark so a spellcaster without 
  darkvision learns nothing from the scrying.  
   
  The tunnel leading away from the hole is carved 
  directly out of the limestone.  It rapidly becomes 
  completely dark unless the PCs bring a light source.  The 
  floor is damp and the air is humid.  The first thirty feet of 
  the tunnel is only three feet in diameter.  Medium sized 
  PCs will need to make an Escape Artist check (DC 13) to 
  move 10ft per round through the tunnel.  After the first 
  thirty feet the tunnel’s roof becomes high enough that 
  PC’s no longer need to make the Escape Artist check to 
  crawl through this portion of the tunnel. After another 
  fifty feet the tunnel ceiling opens to where the PCs can 
  crouch (half movement).  The tunnel has also widened 
  gradually to a width of seven to nine feet.  When the PCs 
  reach this point in the tunnel, they have reached the far 
  northern end of the map depicted in DM's Aid #1.  
  Assuming the PCs can see in the dark (either with 
  darkvision or a light source) read the following: 
  Your hands and knees are wet from the crawl through 
  the tunnel. The sound of running and splashing water 
  comes from somewhere in front.  It sounds like a 
  tributary of the stream might divert into this cave 
  somewhere ahead…and not far ahead at that.  Ahead 
  of you the tunnel narrows just a little before 
  widening out into a passageway where you can all 
  walk erect and perhaps even two abreast. 
  Directly in front of the lead PC (at the northern edge of 
  the map) is an alarm spell cast by Lo, so the caster level is 
  equal to the APL.  If the lead PC takes another step, he 
  will trigger the alarm, which silently notifies the kobolds 
  in Area D of approaching danger.  Once that step is taken, 
  you should have the PC’s roll initiative and remain in 
  initiative order until this encounter ends. Count how 
  long it takes the PCs to reach the entrance to the main 
  cavern.  Keep in mind that PCs at the rear may be 
  crouching or even crawling.  Remember that if a rogue is 
  checking for traps, the PCs are able to move only one 
  movement per round, since Searching is a standard 
  action.  If you had the players make an extra Listen check 
  earlier, this is where you can use it. The kobolds 
  immediately begin casting spells to prepare for battle (see 
  tactics section below).  Unfortunately for the PCs, the 
  waterfall masks the sound of spellcasting.  The lead PC 
  needs to make a Listen check (DC 35) to hear the kobolds 
  due to distance, partially impeding walls and the 
  cacophony of the water falling.  The DC increases by 1 for 
  each 10 feet a PC is behind the lead PC and decreases by 1 
  for each 10 feet a PC moves closer to the cavern to reflect 
  the distance factor. 
  As the PCs get closer they can see that the passageway 
  opens up into a large cavern.  The combatants inside are 
  hiding out of sight and are not moving.  The waterfall 
  completely masks any small sounds they might be 
  making.  The guerillas are content to wait for the PCs to 
  come to them. If the PC’s manage to bypass the alarm 
  spell without setting it off the kobolds are in area D and 
  the gnolls are in the southern area of the cavern.  
  Now you can see into a large cavern.  The far side is 
  well beyond the edge o  your vision.  The ceiling is 
  some forty feet high and roughly dome shaped.  
  Rough ledges line either side of the walls about thirty 
  feet up.  The floor slopes slightly downward and 
  appears fairly wet and slick.  The sound of the 
  waterfall is louder now but just out of sight to left.  A 
  mist fills the air in that direction but does not 
  significantly impede your view of the attacking 
  humanoids.  As you take your first full breath of 
  f
  FUR5-03 Time Will Tell 
   
  Page 8 
  
  battle, a small silver sphere sails past and explodes 
  behind you.  It looks like you've found the guerillas. 
  Trap: At the point marked with an X on the map, the 
  ceiling has been deliberately weakened by the kobolds.  
  One of the gnolls is equipped with a necklace of missiles. 
   He repeatedly hurls spheres from the necklace into that 
  part of the cavern.  The explosion has a 10% chance per d6 
  of the fireball to collapse the ceiling in that part of the 
  cave.  In addition to the damage from the fireball, the 
  ceiling may further injure the PC standing in that spot 
  (see Trap description below).   A collapse blocks that part 
  of the cave, requiring 1d4+1 minutes of digging to 
  excavate a hole large enough for a medium sized PC to 
  crawl through (a full round action that provokes attacks 
  of opportunity).  A player with a shovel can halve that 
  time (convert fractions to rounds).  Two players with 
  shovels can reduce it to one third of that time.  
  Additional shovels will not help as there is not enough 
  room to use them.  Adamantine weapons do not reduce 
  the time required. PCs who encounter the trap and either 
  disarm it or experience its effects receive experience for 
  this portion of the encounter. 
  APL 6 (EL 3) 
   
  Collapsing Ceiling Trap: CR 3; mechanical; manual 
  trigger; no reset; Atk +12 ranged (4d6 rubble); Search DC 
  19; Disable Device DC 23; Market value 400 gp 
  APL 8 (EL 4) 
   
  Collapsing Ceiling Trap: CR 4; mechanical; manual 
  trigger; no reset; Atk +12 ranged (6d6 rubble); Search DC 
  19; Disable Device DC 23; Market value 400 gp 
  APL 10 (EL 5)  
   
  Collapsing Ceiling Trap: CR 5; mechanical; manual 
  trigger; no reset; Atk +12 ranged (8d6 rubble); Search DC 
  19; Disable Device DC 23; Market value 400 gp 
  APL 12 (EL 6)  
   
  Collapsing Ceiling Trap: CR 6; mechanical; manual 
  trigger; no reset; Atk +12 ranged (10d6 rubble); Search 
  DC 19; Disable Device DC 23; Market value 400 gp 
  Creatures: Kari and Lo, two of a set of kobold triplets, are 
  the masterminds of the recent raids on Furyondy patrols. 
   (Their third triplet brother, Murr, is elsewhere in the 
  Horned Lands right now, but occasionally comes to visit 
  his brothers.)  The kobolds are rising stars in this part of 
  the Old One’s army.  They are shrewd and charismatic 
  leaders who have selected and trained some of the best 
  warriors to fulfill their mission: to harass and weaken the 
  Furyondy military in and around Molag. 
  The kobolds have been waiting now for their overdue 
  raiding party to return (i.e., the one that attacked the 
  PCs).  The delay has been long enough at this point that 
  the kobolds are suspecting (correctly) that the gnolls 
  were killed or captured.  The kobolds have always been 
  aware that they would eventually be tracked down, and 
  their lair attacked.  They are expecting company, albeit 
  the Furyondian military and not a strike force like the 
  PCs.  Kari and Lo fully intend to abandon their lair the 
  moment it's hidden location has been compromised and 
  lay low for a month or two until they can find a new 
  hideout and resume their activities. 
  APL 6 (EL 0) 
  Kari, male kobold Sor 6: hp 25; see Appendix One. 
  Lo, male kobold Sor 6: hp 25; see Appendix One. 
  Gnoll Barbarians (3): male gnolls Bar 2, hp 47; see 
  Appendix One. 
  Fiendish Ogre (3): male large giant/large outsider 
  War 1, hp 48; see Appendix One. 
  Gnoll Archers (3): male gnolls Rog1, hp 28; see 
  Appendix One. 
  APL 8 (EL 0) 
  Kari, male kobold Sor 8: hp 33; see Appendix Two. 
  Lo, male kobold Sor 8: hp 33; see Appendix Two. 
  Gnoll Barbarians (3): male gnolls Bar 4, hp 67; see 
  Appendix Two. 
  Hill Giants (3): male large giant, hp 102; see Monster 
  Manual pg 123. 
  Gnoll Archers (3): male gnolls Rng2/Rog1, hp 44; see 
  Appendix Two. 
  APL 10 (EL 0) 
  Kari, male kobold Sor 10: hp 41; see Appendix Three. 
  Lo, male kobold Sor 10: hp 41; see Appendix Three. 
  Gnoll Barbarians (3): male gnolls Bar 6, hp 87; see 
  Appendix Three. 
  Fiendish Hill Giant (3): male large giant/large 
  outsider War 1, hp 147; see Appendix Three. 
  Gnoll Archers (3): male gnolls Rng2/Rog3, hp 59; see 
  Appendix Three. 
  APL 12 (EL 0) 
  Kari, male kobold Sor 12 hp 49; see Appendix Four. 
  Lo, male kobold Sor 12: hp 49; see Appendix Four. 
  FUR5-03 Time Will Tell 
   
  Page 9 
  
  Gnoll Barbarians (3): male gnolls Bar 8, hp 107; see 
  Appendix Four. 
  Fiendish Hill Giant (3): male large giant/large 
  outsider Bar 2, hp 164; see Appendix Four. 
  Gnoll Archers (3): male gnolls Rog5/Rng2, hp 75; see 
  Appendix Four. 
  Tactics:  The guerillas are all in area A on the map (see 
  DM’s Aid #1).  They've deliberately kept themselves out 
  of sight of the rear tunnel, so none of them are right next 
  to the entrance to that tunnel but instead around corners, 
  out of darkvision range or in the mist from the waterfall.   
  As described above, one gnoll possesses a necklace of 
  fireballs.  He is stationed at the edge of the mist about 
  twenty feet from the ladder to area D so that he has a 
  direct shot down the PCs’ entrance tunnel.  He only 
  needs to throw his spheres about fifteen feet down the 
  tunnel for the explosion to reach the weakened area.  He 
  had a readied action to toss the largest sphere into the 
  hole when the combatants arrived (see previous boxed 
  text). His primary goal is to collapse the tunnel.  Once 
  that is done he directs his fireballs to places where they 
  might harm the PCs while causing minimal damage to 
  his allies.  If threatened or there is a clear need for his 
  sword arm he enters the fray. 
  The guerillas love a good fight and wade in immediately.  
  The gnolls have fought together often enough that their 
  tactics are sound.  The "heavies" are less disciplined but 
  obey shouted requests from the gnolls if they aren't 
  unreasonable. They always use their smite ability on their 
  first attack.  None of the guerillas are willing to sacrifice 
  their lives for the battle.  If one of them drops below 10% 
  of his hit points he attempts to withdraw.  If it becomes 
  obvious to the guerillas that the fight is lost, they 
  surrender or (preferably) run for the nearest exit. 
  Kari and Lo are perched on the ledges on either side of 
  the entrance (areas C and D) in a position that gives them 
  cover from the ground but also affords them a good view 
  of the PCs in the tunnel.  They begin casting the 
  following spells after the alarm is triggered: 
  Lo  
  • 
  Round 1: Message (to the front door guardians (the 
  creatures from encounter 6) to come immediately.  
  They arrive in two rounds and descend to ready 
  positions in area A in three more rounds).   
  • 
  Round 2: Resist energy (fire).  
  • 
  Round 3: Grease (on the ladder to area D)  
  • 
  Round 4: Resist energy (electricity) 
  APL 8 and up:   
  • 
  Round 5: Shield 
   
  Kari  
  • 
  Round 1: Shield  
  • 
  Round 2: Protection from good  
  • 
  Round 3: Protection from good on Lo  
  • 
  Round 4: Resist energy (fire)  
  • 
  Round 5: Resist energy (electricity) 
  APL 10 and up:  
  • 
  Round 6: Spectral Hand 
  If the PCs haven't shown up by Round 6 (which is likely 
  because this is only about half a minute) then Lo begins 
  summoning monsters using his highest available 
  Summon Monster spell, using all available slots at that 
  spell level to do so.  Remaining lower level spell slots are 
  reserved for combat.  Kari moves to area C so that he and 
  Lo aren't too close together.  At higher APLs his Cone of 
  Cold is pointed downward so that it can affect an oblique 
  circular area. 
  As soon as the first PC enters the cavern, Lo and Kari 
  begin throwing offensive spells.  Kari is using damage 
  dealing spells and Lo is attempting to incapacitate.  Once 
  the first PC spellcaster (divine or arcane) enters the 
  cavern, the kobolds' tactics shift.  Kari begins readying 
  his combat spells to disrupt that caster's spellcasting.  
  When a second PC spellcaster enters, Lo begins readying 
  to counterspell the second caster.  If Lo doesn't have the 
  spell that is being cast, he counterspells with dispel magic 
  instead. 
  Lo and Kari are not about to fight to the death.  If either 
  of them begins to be hard-pressed, he flees as best as 
  possible.  If the gnolls retreat, the kobolds retreat as well. 
   However, given their ensconced position, flight may not 
  be possible.  If so, they attempt to surrender and honor 
  the terms of the surrender. 
  Development:  During the battle, pay close attention to 
  the environmental factors in the cave.  Moving through 
  in area A requires a DC 10 Balance check.  Therefore, 
  running or charging is not possible in this area.  
  Reaching areas B, C, D or E requires climbing a ladder 
  (DC 0 or DC 20 if it has been affected by a grease spell).  
  The low ceiling in areas D and E cause many medium 
  sized creatures to be squeezed should they enter the area. 
   (See DM’s Aid #1 for more details.) 
  FUR5-03 Time Will Tell 
   
  Page 10 
  
  This fight is designed to overwhelm the PCs.  It may not 
  succeed in doing so but do your best to hurt the PCs and 
  hurt them badly.  If the PCs still manage to beat this 
  encounter they are awarded experience for Encounters 
  Six and Seven, do not run those encounters.  During the 
  fight, it's important that Dilth stay alive.  Dilth is here to 
  guide the PCs to the hideout.  He won’t fight except to 
  defend himself and certainly won't volunteer to go first 
  into the cavern.  Make sure he is not standing under the 
  trap when combat begins!  
  If the PC’s encounter this trap but flee or die in the 
  subsequent combat without triggering the wish ring and 
  without completing the adventure then they gain 
  experience for the collapsing ceiling trap. This is noted in 
  the experience point summary. 
  Pay attention to the real time spent running this 
  encounter. It is designed to scare and overwhelm the 
  party and should not be drawn out much longer than 3 
  rounds unless the party is exceptionally successful 
  against the enemies. Even if this happens the ring should 
  still be triggered if a party member dies in this encounter. 
  Once the fight begins to go badly (e.g., the party is split 
  by the collapsing ceiling trap, a key PC is neutralized or 
  killed, etc.) Dilth accidentally activates his ring.  Read the 
  following text: 
  Dilth is clearly overwhelmed by the battle.  "We 
  aren't going to win this fight," he says with a tinge of 
  fear in his voice.  "I wish we hadn't come in here!"  At
  that instant the darkness of the cavern is replaced by 
  an instant of brigh  light.  You fight off a brief wave of 
  vertigo as Dilth suddenly stops in the middle of the 
  trail.   
   
   
  t
   
  f
  i
  li
  l
   
  i
  .
  t
  i
  He pauses and glances around then stares intently at a 
  hill that's before you.  "Quiet now," he breathes and 
  glances pointedly over his shoulder at you.  "We're 
  getting close." The stream breaks east, but Dilth 
  gingerly steps off the path and moves west.  He 
  pauses once more briefly before moving on.  Then he 
  stops again near the base o  the hill.  At h s feet is a 
  hole in the ground that looks ke some sort of arge 
  animal den. "There," he says pointing.  "This is the 
  back door to the...." Dilth trails off and his mouth 
  opens with surprise.   
  Suddenly you *know* what's n that cave.  You know 
  it as if you have been in there before. You remember a 
  fierce battle and a giant domed cavern: a battle that 
  was not going well   You know what's in the cave and 
  what awaits you there and you're not sure you want to 
  face it again. 
  Dilth's wish spell has rolled back time itself.  Give the 
  PCs a Spot check (DC 27) to notice that the ruby is 
  missing from Dilth's ring. You can also give them a 
  Spellcraft check (DC 29) to realize that they've been 
  affected by a wish spell. 
  With the exception of the actual use of the ring of wishes, 
  anything that occurred after the PCs arrived at the hole 
  the first time did not happen.  This includes spells cast, 
  consumables used, favors spent, injuries received, even 
  death. With effort the PCs can remember details of what 
  happened but it seems dreamlike and surreal. 
  At this point, the PCs may decide to try the back door 
  again.  Dilth flat out refuses to go with them if that 
  happens.  If the PCs press him to go down, he suggests 
  maybe the front door won't be so deadly.  "If you can take 
  out the door guards first and quickly maybe there's a 
  chance."  The PCs may bring up the idea of an alternate 
  entrance themselves. In either case, Dilth is willing to 
  show the PCs the front door (see Encounter Six). 
  Dilth also refuses to participate in a front door assault (or 
  even go in the front door once the PCs are successful).  
  He receives a +15 circumstance bonus to any Sense 
  Motive checks if the PCs attempt to use Diplomacy or 
  Intimidate to make him go in with them.  Even if they 
  succeed, he bolts at first opportunity. 
  Once the wish has gone off, if the PCs delay their assault 
  by more than a few hours, the gnolls and kobolds inside 
  have a similar epiphany and realize that they fought a 
  major battle in the cavern that somehow didn’t happen. 
  After some consideration, they decide to play it safe.  
  They gather up their gear and leave the cavern in order to 
  locate a new hideout. 
   
  Treasure:  See Encounter Six and Seven. 
  Encounter Six 
  If at some point the PCs decide to check out the front 
  door to the cave, you should proceed with this encounter. 
   Read or paraphrase the following: 
  Dilth leads you around to the east away from the 
  river.  "Show care and be alert," he says with a note of 
  concern in his voice. "There are patrols about.” 
  If the PCs wish to interrupt at this point to discuss their 
  tactics for the approach let them do so. 
  The woods are thick here and you have to pick your 
  way carefully through the brush to avoid getting 
  snagged.  It's difficult to stay quiet and even Dilth, 
  who has demonstrated a fair amoun  of skill, is 
  working hard to maintain h s stealth.  As you breathe 
  through your steps you realize that you can smell a 
  cookfire from somewhere not far off.  Eventually, you 
  FUR5-03 Time Will Tell 
   
  Page 11 
  
  reach a point that you reckon is roughly south of the 
  rear entrance. 
  If the party has made little or minimal effort to maintain 
  stealth so far, have all the PCs make Move Silently checks 
  (DC 13).  If any PCs fail then read the following: 
  Dilth begins moving back north again for a few paces 
  and then stops up short.  He makes an exasperated 
  expression toward [PCs who failed the Move Silently 
  check] and speaks in a harsh whisper.  “Maybe some 
  of you should remain here to avoid alerting the 
  guards.  We'll have little chance of defeating them if 
  they hear us coming.”  As if on cue, you can hear the 
  sound of voices to the north.  They have a deep 
  rumble to them, like the sound coming from a larynx 
  twice the size of any human's.  The sound is close, too 
  close to be comfortable.  Abruptly there is a loud bark 
  and the voices quiet down out of earshot. 
  A Listen check (DC 15) is sufficient to make out what the 
  voices are saying, provided the listener can speak Giant: 
  "Gerrog, that shank is mine, you oaf."  "If this is yours 
  then I'm an halfling.  Keep your hands to yourself."  
  "You give me that shank or I'll...<bark>" 
  Dilth accepts any rational decision the PCs make about 
  how to be stealthy. He'll even accept continuing on with 
  the full party though he makes a note of disgust about it.  
  Once this decision has been made, have Dilth and all the 
  PCs who continue on with him make Move Silently 
  checks.  Dilth gets a +4 circumstance bonus because he 
  knows this part of the woods well.  These checks are 
  opposed by the guards' Listen checks (made with a -11 
  penalty 
  for 
  distance 
  and 
  the 
  guards' 
  general 
  inattentiveness).  Attempting to sneak back to inform 
  unstealthy PCs of the situation requires another Move 
  Silently check.  The dense woods provide effectively total 
  concealment so Hide/Spot checks do not come into play 
  here.   
  If the PCs are successful at being quiet read the following 
  and then skip to the “Ambushing the Guards” section 
  below: 
  You continue on roughly a score of paces to the 
  north.  Dilth walks more easi y now, as if he has come 
  this way before.  Abruptly, you spot the fl cker of fire 
  ahead and a little to the right.  With another step you 
  can make out a pair of hulk ng forms crouched over 
  it.  One of them is greedily sucking the meat from a 
  deer's hindquarters.  The other is watching him with 
  menace.  This behavior is clearly not unusual because 
  a few gnolls are lounging nearby and ignoring the 
  silent altercation.  In fact, two of the gnol s appear to 
  be asleep, or at least dozing.  The hill behind them is a 
  short, sheer cliff (about thirty feet high).  You can 
  clearly see a triangular shaped cave entrance in the 
  cliff wall directly in front of you.  The entrance is 
  only about five feet tall, quite a squeeze for someone 
  as large as these ogres/giants. 
  If the PCs fail the Move Silently check, but no PC fails 
  the check by 5 or more, the gnolls are alert but not 
  convinced they are in danger yet.  They suffer only a -6 
  penalty to future Listen checks (instead of –11).  Read the 
  following and then skip to the “Ambushing the Guards” 
  section below: 
  You continue on roughly a score of paces to the 
  north.  Dilth walks more easi y now, as if he has come 
  this way before.  Abruptly, you spot the fl cker of fire 
  ahead and a little to the right.  With another step you 
  can make out a pair of hulk ng forms crouched over 
  it.  One of them is greedily sucking the meat from a 
  deer's hindquarters.  The other is watching him with 
  menace.  This behavior is clearly not unusual because 
  the gnolls nearby are ignoring them. Instead, they 
  seem to be staring intently into the woods with bows 
  out and arrows nocked.  Two of them seem to be 
  looking right at you for a moment but then their eyes 
  shift elsewhere.  The hill beh nd them is a short, 
  sheer cliff (about thirty feet high).  You can clearly 
  see a triangular shaped cave entrance in the cliff wall 
  directly in front of you.  The entrance is only about 
  five feet tall, quite a squeeze for someone as large as 
  these ogres/giants. 
  l
   
  i
  i
  i
  If any PC fails the Move Silently check by 5 or more read 
  the following: 
  You continue on roughly a score of paces to the 
  north.  Dilth walks more easi y now, as if he has come 
  this way before.  Abruptly, [PC with worse Move 
  Silently check] slips on a mossy log.  With a crackle of 
  dry leaves, his/her boot crunches into the forest floor 
  and he/she lets out soft grunt.  Immediately, you hear 
  a series of barks and the sounds of movement not far 
  ahead.  Then in a gnoll-accented common you hear, 
  "Someone's in the woods."  The voices are getting 
  closer and you can see movement ahead. 
  l
   
  If any PC can speak gnoll, she can translate the barks as 
  "Go tell the dragon children that someone-threat is 
  behind the trees."  The guards (minus one gnoll) are 
  headed their way and looking for trouble.  When combat 
  begins the opponents are approximately fifteen feet from 
  the edge of the woods and due south of the cave entrance 
  (see DM's handout #2). 
  l
   
  i
  i
  l
  Any PCs who remained behind because they were 
  unstealthy are 75 feet away from the lead party member 
  when combat begins.  These PCs automatically can tell 
  from the sounds that stealth has failed.  They will, 
  FUR5-03 Time Will Tell 
   
  Page 12 
  
  however, need to make a Listen check (DC 15) to 
  understand what was said by the gnolls.  Due to the trees 
  and undergrowth, movement is reduced by half.  
  Running and charging is impossible. 
  The gnolls and ogres/giants move directly to where they 
  heard the sound.  If the PCs are spotted, they attack.  
  Given the dense undergrowth, anyone twenty feet away 
  has cover.  Anyone forty feet away has total cover.  So, the 
  gnolls try to stay within twenty feet without putting 
  themselves in melee.  The gnoll who ran to warn the 
  kobolds returns to the cave entrance in five rounds.  If 
  the battle is still enjoined, he enters the fray.  Otherwise, 
  he returns to assist the kobolds in the upcoming assault. 
  Ambushing the Guards: 
  In cases where the PCs can successfully ambush the 
  guards, things work much more in their favor.  Once 
  they realize they are being ambushed, the guards fight 
  back as best they can. In this situation, no attempt is 
  made to warn the others inside the cave. However, if any 
  gnoll attempts to flee he flees into the cave if possible.  
  The ogres/giants can't take the time to squeeze into the 
  hole. 
  Creatures:  
  APL 6 (EL 8) 
  Fiendish Ogre (3): male large giant/large outsider, hp 
  43; see Appendix One. 
  Gnoll Archers (3): male gnolls Rog1, hp 28; see 
  Appendix One. 
  APL 8 (EL 11) 
  Hill Giants (3): male large giant, hp 102; see Monster 
  Manual pg 123. 
  Gnoll Archers (3): male gnolls Rgr2/Rog1, hp 44; see 
  Appendix Two. 
  APL 10 (EL 13) 
  Fiendish Hill Giant (3): male large giant/large 
  outsider, hp 142; see Appendix Three. 
  Gnoll Archers (3): male gnolls Rgr2/Rog3, hp 59; see 
  Appendix Three. 
  APL 12 (EL 15) 
  Fiendish Hill Giant (3): male large giant/large 
  outsider Bar 2, hp 164; see Appendix Four  
  Gnoll Archers (3): male gnolls Rog5/Rgr2, hp 75; see 
  Appendix Four. 
  Tactics: The ogres/giants move immediately to engage 
  the nearest PC in melee.  The gnolls stay right behind 
  them and lay down missile fire.  If this fails, they enter 
  melee and fight. Once combat has begun, Dilth attempts 
  to flee if possible. 
  Remember that these combatants are not here to fight to 
  the death.  They attempt to flee or surrender if they are 
  injured below 10% of their hit points.  If it's obvious they 
  are losing the battle, they attempt to flee en masse in 
  different directions. 
   
  Treasure: 
  APL 6: Loot – 239 gp, Coin – 0 gp, Magic – none. 
  APL 8: Loot – 236 gp, Coin – 0 gp, Magic – none. 
  APL 10: Loot – 236 gp, Coin – 0 gp, Magic –none. 
  APL 12: Loot – 236 gp, Coin – 0 gp, Magic –none. 
  Development: If no gnolls escape to warn the kobolds 
  but the PCs attempt to rest and regroup after this fight, it 
  doesn’t take the creatures inside long to figure out what 
  happened.  A pair of gnolls comes out about once an hour 
  to check on the guards.  The instant they sense danger 
  (i.e., the guards are missing, they are attacked, there are 
  blood stains on the grass, etc.), they retreat back into the 
  cave to tell the others. 
  If at any point the kobolds are warned that the front door 
  guards are in danger (or missing, dead, etc.), they prepare 
  as they did in Encounter Five (except that Lo and Kari 
  both move to area C after they finish their buff spells).  If 
  the PCs are not forthcoming in five minutes, they gather 
  their belongings and flee out the back door with the 
  remaining gnolls (pausing to refresh expired buff spells 
  before they emerge). 
  Once the guerillas have fled, the PCs can attempt to 
  Track them down (DC 14).  Assuming that the PCs can 
  move at full speed while tracking, they catch up with the 
  guerillas by making a successful Track check for each 
  hour that the guerillas are ahead of them (minimum 1).  
  Each failed check delays them by 1 hour and assesses a 
  cumulative -1 penalty to successive Track checks.  Three 
  failed checks in a row means that the trail is lost.  If any 
  PC can move at full speed while tracking, only half the 
  prescribed number of track checks are required. 
  Encounter Seven 
  Once the door guards have been defeated, the PCs need 
  to enter the cave to defeat the kobolds and their gnoll 
  guerillas.  While the cave's mouth appears to be five feet 
  high, when the PCs approach they see that the ground 
  drops at the entrance making it an easy six-foot clearance. 
   This promptly increases to about twelve feet as the 
  passage goes back further into the hill.  The distance from 
  FUR5-03 Time Will Tell 
   
  Page 13 
  
  the entrance to the main cavern is about 110 ft.  This 
  makes it about sixty feet to the edge of area B as shown in 
  DM's Aid #1. 
  Creatures:  
  If the cave's occupants have been alerted to the PCs' 
  presence, then Kari and Lo have buffed up as described in 
  Encounter Five.  The gnolls and summoned creatures 
  have prepared a defense in area B and the kobolds are in 
  area A.  Lo is standing just inside the mist from the 
  waterfall and out of sight.  Kari is standing roughly 
  halfway between the ladder to area C and the ladder to 
  area B. 
  If the PCs have reached this far without alerting the 
  gnolls, then they are lounging about the south end of 
  area A.  Two of them are napping.  Kari and Lo are in area 
  D, discussing the possible fates of their missing raiding 
  party.  The kobolds have a map of the area spread out on 
  the table and are chattering dejectedly over it.  Due to the 
  gnolls inattentiveness, the distance, and the sound of the 
  waterfall it is impossible for the gnolls to hear the PCs 
  approach if the PCs make any attempt to be stealthy.  The 
  gnolls also receive a -6 penalty to Spot checks to notice a 
  PC who is hiding from them. 
  APL 6 (EL 8) 
  Kari, male kobold Sor 6: hp 25; see Appendix One. 
  Lo, male kobold Sor 6: hp 25; see Appendix One. 
  Gnoll Barbarians (3): male gnolls Bbn2, hp 47; see 
  Appendix One. 
  APL 8 (EL 10) 
  Kari, male kobold Sor 8: hp 33; see Appendix Two. 
  Lo, male kobold Sor 8: hp 33; see Appendix Two. 
  Gnoll Barbarians (4): male gnolls Bbn4, hp 67; see 
  Appendix Two. 
  APL 10 (EL 12) 
  Kari, male kobold Sor 10: hp 41; see Appendix Three. 
  Lo, male kobold Sor 10: hp 41; see Appendix Three. 
  Gnoll Barbarians (4): male gnolls Bbn6, hp 87; see 
  Appendix Three. 
  APL 12 (EL 14) 
  Kari, male kobold Sor 12 hp 49; see Appendix Four. 
  Lo, male kobold Sor 12: hp 49; see Appendix Four. 
  Gnoll Barbarians (4): male gnolls Bbn8, hp 107; see 
  Appendix Four. 
  Tactics: Once combat begins, the gnolls engage as best 
  they can.  The gnoll with the necklace of fireballs throws 
  fireballs at the PCs as long as he can avoid melee.  (The 
  EL above has been adjusted due to PC knowledge of the 
  combatants and tactics).  
  The explosions and shouts of the gnolls draw the 
  attention of the kobolds.  Kari and Lo each cast shield 
  upon themselves and clamber down the stairs to area A to 
  join the fray.  They move through the mist to gain 
  concealment as they approach.  Once they can see the 
  PCs, they throw offensive spells until one or both of 
  them drops below 50% of his hit points.  Then they 
  attempt to flee out the rear entrance (again using the mist 
  for cover).  The gnolls fight for two rounds and then 
  follow.  However, when they realize the passage requires 
  them to squeeze, they stop and attempt to surrender 
  (assuming the PCs follow them). 
  Remember that the gnolls are not willing to fight to the 
  death.  They attempt to flee or surrender if they are 
  injured below 10% of their hit points.  If it's obvious they 
  are losing the battle, they attempt to flee as described 
  above. 
  Treasure:  The guerillas are under the employ of Iuz.  As 
  such, they have little treasure other than their personal 
  belongings. 
  APL 6: Loot – 103 gp, Coin – 0 gp, Magic – 163 gp;
  Necklace of fireballs (Type I)- (138 gp each), arcane scroll 
  of protection from arrows- (25 gp each). 
   
   
  APL 8: Loot – 103 gp, Coin – 0 gp, Magic – 250 gp; 
  Necklace of fireballs (Type II)- (225 gp each), arcane 
  scroll of protection from arrows- (25 gp each). 
  APL 10: Loot – 103 gp, Coin – 0 gp, Magic – 1309 gp;
  Necklace of fireballs (Type IV)- (450 gp each), headband 
  of conscious effort- (667 gp each), vest of resistance +3 
  (750 gp each), vest of resistance +1 (167 gp), arcane scroll 
  of protection from arrows- (25 gp each). 
  APL 12: Loot – 103 gp, Coin – 0 gp, Magic – 2084 gp; 
  Necklace of fireballs (Type VII)- (725 gp each), headband 
  of conscious effort- (667 gp each), vest of resistance +3 
  (750 gp each), vest of resistance +1 (167 gp), scroll of 
  power word stun (250 gp each), scroll of bigby’s clenched 
  hand (250 gp each), arcane scroll of protection from 
  arrows- (25 gp each). 
  Development: If captured, Kari and Lo quickly succumb 
  to any intimidation. They answer any questions asked but 
  attempt to Bluff the PCs 50% of the time.  The kobolds are 
  well aware that if they supply the Furyondian forces any 
  information about Iuzian troops they have a very bad 
  ending waiting for them somewhere down the road. 
  They know of other guerillas in the area but they don't 
  FUR5-03 Time Will Tell 
   
  Page 14 
  
  work with them and don't know where they are 
  headquartered. 
  Conclusion 
  Once you have completed the conclusion, if this is the 
  premiere, please complete the critical event summary at 
  the end of the event and return it to the Furyondy Plots 
  coordinator, Michelle Sharp, or RPGA HQ. While you do 
  not need to advise the players of the questions (and it is 
  preferable you do not), please make them aware you ARE 
  completing this bit of paperwork and that their actions 
  do make a difference.  Any PC actions that are not 
  adequately covered by the questions but may become 
  relevant in future modules or for the region in general 
  should be explained on the backside of the paper.    
  Please review the relevant favors before handing out the 
  ARs and mark off any favors that the PC does not obtain.   
  Conclusion A: The PC’s successfully defeat all of the 
  mercenary company, this is satisfied by both Kari and 
  Lo being killed or captured.  
  You may role-play this scenario out if you have time. The 
  PC’s receive a well-deserved reward from the military, 
  whether they accept it or not, and most PC’s would like 
  to be the recipient of this offer in character. Please adjust 
  box text according to the role-playing opportunity 
  available for this conclusion.  
  Upon your return to Molag you are ushered directly 
  to see Captain Silvertree. “Welcome back! Since you 
  have returned with your skin intact I suppose that 
  you were successful in routing the guerillas?”  
  Allow the PC’s to explain the situation as it happened to 
  them.
  “I can see that you are indeed very skilled in this type
  of warfare. Furyondy is in dire need of soldiers with 
  your exceptional skills, especially since we are short 
  of good Scouts at the moment thanks to the efforts of 
  those guerillas. Assuming that you can pass the most 
  basic tests we have, would you be interested in 
  joining up with my command right now and 
  bypassing your basic training period? You have 
  certainly proven yourselves capable and the Scouts 
  could use some good men right now with war on the 
  horizon. Either way, you have my thanks and you may 
  have the use of my personal weapon smi h and 
  armorer to add some enchantments to your weapons 
  and armor. They are quite skilled and can offer some 
  excel ent options for the enhancement of your 
  arsenals.”  
  The PC’s gain the Favor of Captain Silvertree. They also 
  gain the Favor of the Furyondy Infantry Scouts, if they 
  do not have the disfavor of the military or infamy with 
  the military from another module. PCs who have the 
  Disfavor/Infamy from a previous module will lose the 
  first such incident they attained instead of gaining the 
  favor.  If any PC lies to Captain Silvertree about either or 
  both of the kobolds escaping and no one in the party 
  contradicts the false story, the entire party gains the 
  Disfavor of the Furyondy Military.  Should a PC 
  contradict the story, only the PC telling the lie loses the 
  Favor of the Captain and receives the Disfavor of the 
  Furyondy Military. 
  Regardless of which conclusion the party earns against 
  the guerillas, if the wish ring was triggered by Dilth and 
  the party went back in time they are the recipients of the 
  Out of Order effect.    
  Conclusion B: The PC’s defeat the mercenary 
  company but one of either Kari or Lo escape. 
  Upon your return to Molag, you are ushered directly 
  to see Captain Silvertree. “Welcome back! Since you 
  have returned with your skin intact I suppose that 
  you were successful in routing the guerillas?” 
  Allow the PC’s to explain the situation as it happened to 
  them. 
  “So both of the infernal kobolds were not defeated, 
  hmmmm. I think we shall be hearing from that one 
  again some time soon. At least you were able to break 
  up their operation. Hopefully it will take some time 
  to put together a plan like this again if the little 
  creature is even able to. Even so, you have my thanks 
  and you may have the use of my personal weapon 
  smith and armorer to add some enchantments to your 
  weapons and armor. They are quite skilled and can 
  offer some excellent options for enhancements to 
  your arsenals.” 
   
   
   
  t
  l
  The PC’s gain the Favor of Captain Silvertree. They do 
  not gain the Favor of the Furyondy Infantry Scouts. 
  However, any PC who has the Disfavor/Infamy from a 
  previous module will lose the first such incident they 
  attained instead of gaining the favor, assuming they do 
  not lie to the Captain about the results of their mission.  
  If any PC lies to Captain Silvertree about either or both of 
  the kobolds escaping and no one in the party contradicts 
  the false story the entire party gains the Disfavor of the 
  Furyondy Military.  Should a PC contradict the story, 
  only the PC telling the lie loses the Favor of the Captain 
  and receives the Disfavor of the Furyondy Military. 
  Regardless of which conclusion the party earns against 
  the guerillas, if the wish ring was triggered by Dilth and 
  FUR5-03 Time Will Tell 
   
  Page 15 
  
  the party went back in time they are the recipients of the 
  Out of Order effect.    
   
  Conclusion C: The PC’s do not defeat the mercenary 
  company as both Kari and Lo escape. 
  Upon your return to Molag you are ushered directly 
  to see Captain Silvertree. “Welcome back! Since you 
  have returned with your skin intact I suppose that 
  you were successful in routing the guerillas?” 
  Allow the PC’s to explain the situation as it happened to 
  them. 
  “This could have dire consequences for the war effort. 
  The Furyondy Military thanks you for your efforts. 
  Maybe the vile little creatures will not be able to set 
  up operations again but given how skilled their 
  attacks have been to this point there seems l ttle hope 
  of that outcome. You may purchase supplies for your 
  next journey at the commissary inside the city gates, 
  good day now.”
   
  i
   
  The PC’s do not gain the Favor of Captain Silvertree nor 
  do they gain the Favor of the Furyondy Infantry Scouts. 
  If any PC lies to Captain Silvertree about either or both of 
  the kobolds escaping and no one in the party contradicts 
  the false story, the entire party gains the Disfavor of the 
  Furyondy Military.  Should a PC contradict the story, 
  only the PC telling the lie loses the Favor of the Captain 
  and receives the Disfavor of the Furyondy Military.  
  Regardless of which conclusion the party earns against 
  the guerillas, if the wish ring was triggered by Dilth and 
  the party went back in time they are the recipients of the 
  Out of Order effect.    
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter One 
  Defeat Grawl and the gnolls in the ambush 
   
  APL 6 210 xp 
   
  APL 8 270 xp 
   
  APL10 330 xp 
   
  APL12 390 xp 
  Encounter Five 
  This encounter is voided by the magic of the wish ring 
  and as such it awards no experience.  If a party defeats 
  this combat without the ring being used award xp for 
  both encounter 6 and 7.  
  NOTE 
  If the party encounters the collapsing ceiling trap but 
  somehow does not complete the adventure they still 
  receive the experience for the collapsing ceiling trap. 
  This is only awarded if they do not complete the 
  adventure. 
   
  APL 6 90xp 
   
  APL 8 120xp 
   
  APL 10 150xp 
   
  APL 12 180xp 
   
   
  Encounter Six 
  Defeat the guards at the cave entrance 
   
  APL 6 270 xp 
   
  APL 8 330 xp 
   
  APL10 390 xp 
   
  APL12 450 xp 
  Encounter Seven 
  Defeat the Kari and Lo and the gnoll mercenaries 
   
  APL 6 240 xp 
   
  APL 8 300 xp 
   
  APL10 360 xp 
   
  APL12 420 xp 
  Story Award 
  Defeat the group of mercenaries 
   
  APL6 70 xp 
   
  APL8 90 xp 
   
  APL 10 110 xp 
   
  APL 12 130 xp 
  Discretionary roleplaying award 
   
  APL6 110 xp 
   
  APL8 135 xp 
   
  APL10 160 xp 
  FUR5-03 Time Will Tell 
   
  Page 16 
  
   
  APL12 185 xp 
  Total possible experience: 
   
  APL6 900 xp 
   
  APL8 1125 xp 
   
  APL10 1350 xp 
   
  APL12 1575 xp 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter One:   
   
  APL 6: L: 443 gp; C: 0 gp; M: 167 gp- gloves of 
  fortunate striking (167 gp each) 
   
  APL 8: L: 443 gp; C: 0 gp; M: 292 gp- gloves of 
  fortunate striking (167 gp each), belt of one mighty blow 
  (125 gp each) 
   
  APL 10: L: 443 gp; C: 0 gp; M: 292 gp- gloves of 
  fortunate striking (167 gp each), belt of one mighty blow 
  (125 gp each) 
   
  APL 12: L: 443 gp; C: 0 gp; M: 602 gp-battleaxe +1 
  (193 gp each), gloves of fortunate striking (167 gp each), 
  belt of one mighty blow (125 gp each), oil of foebane- 
  (117 gp each) 
  Encounter Six:   
   
  APL 6: L: 239 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 236 gp; C: 0 gp; M: 0 gp 
   
  APL 10: L: 236 gp; C 0 gp; M 0 gp 
   
  APL 12: L: 236 gp; C: 0 gp; M 0 gp 
   Encounter Seven:   
   
  APL 6: L: 103 gp; C: 50 gp; M: 163 gp- necklace of 
  missiles (Type I)- (138 gp each), scroll of protection from 
  arrows (25 gp each) 
   
  APL 8: L: 103 gp; C: 50 gp; M: 250 gp–necklace of 
  missiles (Type II) (225 gp each), scroll of protection from 
  arrows (25 gp each). 
  APL 10: L: 103 gp; C: 50 gp; M:  1725 gp– necklace of 
  missiles (Type IV) (450 gp each), headband of conscious 
  effort (333 gp each), vest of resistance +3 (750 gp each), 
  vest of resistance +1 (167 gp), scroll of protection from 
  arrows (25 gp each). 
   
  APL 12: L: 103 gp; C: 50 gp; M: 2500 gp– necklace of 
  missiles (Type VII) (725 gp each), headband of conscious 
  effort (333 gp each), vest of resistance +3 (750 gp each), 
  vest of resistance +1 (167 gp), scroll of power word stun 
  (250 gp each), scroll of bigby’s clenched hand (250 gp 
  each), scroll of protection from arrows (25 gp each). 
  FUR5-03 Time Will Tell 
   
  Page 17 
  
  Total Possible Treasure 
  APL 6: L: 785 gp; C: 50 gp; M: 330 gp - Total:  1165 gp 
  (Maximum 900 gp). 
  APL 8: L: 782 gp; C: 50 gp; M: 542 gp - Total: 1374 gp 
  (Maximum 1300 gp). 
  APL 10: L: 782 gp; C: 50 gp; M: 2017 gp - Total: 2849 gp 
  (Maximum 2300 gp). 
  APL 12: L: 782 gp; C: 50 gp; M: 3102 gp – Total: 3934 gp 
  (Maximum 3300 gp). 
  Special 
  Favor of Captain Silvertree: You have performed a 
  valuable service for the Furyondy Infantry Scouts. His 
  personal weaponsmith will upgrade a weapon from +1 to 
  +2 or add the Bloodseeking or Exit Wound enhancement 
  to your weapon. You may instead chose to have Captain 
  Silvertree’s personal armorer upgrade a suit of armor or 
  shield from +1 to +2 or add the Anti-Impact or Death 
  Ward enhancement.  This favor counts only as access and 
  you must pay the difference in market value for the 
  upgrade. Until this favor is expended, you are deemed to 
  have an Influence Point with the Furyondy Military.  
  Favor of the Furyondy Infantry Scouts:  The Furyondy 
  Infantry Scouts are in dire need of recruits from the 
  thinning of their ranks by the guerilla band. Due to 
  excellent performance on this mission, current members 
  of the Scouts are offered a field promotion to the next 
  rank effective immediately. PCs who are not members 
  are offered an immediate position with the unit at no 
  initial cost in TUs as long as the character meets the 
  requirements for entry to the unit found in the Furyondy 
  Meta-Regional Handbook. Those PCs who have the 
  disfavor of or infamy with the Furyondy Military must 
  use this favor to remove that condition from their PC 
  instead.  
  Disfavor of the Furyondy Military: This PC gave false 
  information to the military regarding the guerilla 
  activities around Molag. The PC will be arrested on sight 
  at any such activities for a year from the date on this AR.  
  If arrested, the PC will be jailed for a term of 12TU’s. If 
  the PC is also an active member of the military, they are 
  immediately stripped of all rank and dishonorably 
  discharged. They will not be permitted to join the 
  military at any point in the future.   
  Out of Order:  Your trip through a time loop has left 
  your place in time's normal order a little distorted. At any 
  time when your turn in the initiative order comes up you 
  may elect to roll a d20 to check for a localized “hiccup” in 
  time. If the result is a natural '13' then the hiccup occurs. 
  For that round only, you are entitled to two standard 
  actions and a move action (or one full round action and 
  one standard action). This hiccup in time will only 
  happen to you once. Have your judge mark 'USED' 
  through this text when your hiccup occurs. 
   
  Items for the Adventure 
  Record 
  Item Access 
  APL 6: 
  • 
  Gloves of Fortunate Striking (Adventure; MH; 2,000 
  gp) 
  • 
  Necklace of Fireballs, Type I (Adventure; DMG; 
  1650 gp) 
  APL 8 (all of APL 2 plus the following): 
  • 
  Belt of One Mighty Blow (Adventure; MH; 1,500 gp) 
  • 
  Necklace of Fireballs Type II (Adventure; DMG; 
  2,700 gp) 
  APL 10 (all of APLs 2-8 plus the following): 
  • 
  Headband of Conscious Effort (Adventure; CV; 
  4,000 gp) 
  • 
  Necklace of Fireballs Type III (Adventure; DMG; 
  4,350 gp) 
  • 
  Vest of Resistance +1 (Adventure, CA, 1,000 gp) 
  • 
  Vest of Resistance +3 (Adventure; CA; 9,000 gp) 
  APL 12 (all of APLs 2-10 plus the following): 
  • 
  Oil of Foebane (Adventure; CV; 1,400 gp) 
  • 
  Necklace of Fireballs Type VII (Adventure; DMG; 
  8,700 gp) 
  • 
  Scroll of Power Word Stun (Adventure; DMG; 3,000 
  gp) 
  • 
  Scroll of Bigby’s Clenched Fist (Adventure; DMG; 
  3,000 gp)  
   
  FUR5-03 Time Will Tell 
   
  Page 18 
  
  Appendix One – APL 6 
  Encounter One 
   
   
   
   
  Grawl: Male fiendish gnoll Rgr1/Bbn1/Rog1; CR 
  5; Medium 
  Humanoid 
  (gnoll) 
  (7'6"); 
  HD 
  2d8+1d8+1d12+1d6+15; 43 hp; Init +2; Spd 40 ft; AC 17; 
  touch 12; flat-footed 15; BAB/Grp +3/+8; Atk +9 melee 
  (1d8+5/x3, masterwork battleaxe) or +5 ranged (1d6+5, 
  javelin); Full Atk +9 melee (1d8+5/x3, masterwork 
  battleaxe) or +5 ranged (1d6+5, javelin); SQ Darkvision 
  60ft, fiendish smite good, spell resistance 11, damage 
  reduction 5/magic, resistance 5 vs cold and fire, wild 
  empathy, favored enemy humanoids (human) (+2), 
  Rage 1/day, Sneak Attack +1d6, Trapfinding; AL CE; 
  SV Fort +10, Ref +6, Will +0; Str 20, Dex 14, Con 16, Int 
  6, Wis 11, Cha 6. 
   
  Skills and Feats: Listen +7, Spot +7, Survival +8, 
  Tumble +7; Track, Combat Reflexes, Power Attack, 
  Blind-Fight. 
   
  Possessions: Chain Shirt, gloves of fortuitous 
  striking, 5 javelins, masterwork battleaxe, masterwork 
  kukri. 
   
  Gnoll Archer:  Male gnoll Rog1; CR 2; Medium 
  Humanoid (7'11"); HD 2d8+1d6+9; 28 hp; Init +2; Spd 
  30 ft.; AC 15; touch 12; flat-footed 13;BAB/Grp: +1/+6; 
  Atk:  +6 melee (1d6+5/19-20 shortsword) or +4 ranged 
  (1d8+5/x3 mighty composite longbow +5); Full Atk:  +6 
  melee (1d6+5/19-20 shortsword) or  +3 ranged 
  (1d8+5/x3 mighty composite longbow +5); SQ 
  Darkvision 60 ft., Sneak Attack +1d6, Trapfinding; AL 
  CE; SV Fort +6, Ref +4, Will +0; Str 20, Dex 14, Con 16, 
  Int 6, Wis 11, Cha 6. 
  Skills and Feats: Climb +7, Hide +6, Knowledge 
  (Local) +1, Jump + 9, Listen +3, Move Silently +6, 
  Profession (Mercenary) +2, Spot +3, Tumble +6; Martial 
  Weapon Proficiency (Longbow, composite), Point 
  Blank Shot. 
   
  Possessions: Leather armor, 20 arrows, short 
  sword, masterwork mighty composite longbow +5. 
   
  Encounter Six 
   
   
   
   
  Fiendish Ogre: CR 4; Large giant; HD 4d8+8; hp 26; 
  Init -1; Spd 30 ft; AC 16; touch 8; flat-footed 16; 
  BAB/Grp +3/+12; Atk  +7 melee (2d8+7 greatclub); Full 
  Atk  +7 melee (2d8+7 greatclub) or  +1 ranged (1d8+5 
  Javelin); SQ Darkvision 60 ft, low-light vision, smite 
  good, damage reduction 5/magic, cold resistance 5, fire 
  resistance 5; AL CE; SR 9; SV Fort +6, Ref +0, Will +3; 
  Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7. 
  Skills and Feats: Climb +5, Listen +2, Spot +2; 
  Power Attack, Iron Will. 
   
  Smite Good (Su): Once per day, can make a 
  normal melee attack to deal extra damage equal to it 
  HD total against a good foe. 
   
  Possessions: Hide armor, greatclub, 5 javelins. 
  Gnoll Archer:  Male gnoll Rog1; CR 2; Medium 
  Humanoid (gnoll); HD 2d8+1d6+9; hp 26; Init +2; Spd 
  30 ft.; AC 15; touch 12; flat-footed 13; BAB/Grp: +1/+6; 
  Atk:  +6 melee (1d6+5/19-20 shortsword) or +4 ranged 
  (1d8+5/x3 mighty composite longbow +5); Full Atk:  +6 
  melee (1d6+5/19-20 shortsword) or  +3 ranged 
  (1d8+5/x3 mighty composite longbow +5); SQ 
  Darkvision 60 ft., Sneak Attack +1d6, Trapfinding; AL 
  CE; SV Fort +6, Ref +4, Will +0; Str 20, Dex 14, Con 16, 
  Int 6, Wis 11, Cha 6. 
  Skills and Feats: Climb +7, Hide +6, Knowledge 
  (Local) +1, Jump + 9, Listen +3, Move Silently +6, 
  Profession (Mercenary) +2, Spot +3, Tumble +6; Martial 
  Weapon Proficiency (Longbow, composite), Point 
  Blank Shot. 
   
  Possessions: Leather armor, 20 arrows, short 
  sword, masterwork mighty composite longbow +5. 
  Encounter Seven 
   
   
   
   
  Gnoll Barbarian: Male Gnoll Bbn2; CR 3; Medium 
  humanoid (gnoll); HD 2d8+2d12+12; hp 39; Init +1; 
  Spd 40 ft; AC 16; touch 11; flat-footed 16; BAB/Grp 
  +3/+8; Atk  +9 melee (1d10+7/x3 masterwork glaive); 
  Full Atk  +9 melee (1d10+7/x3 masterwork glaive); SQ 
  Darkvision 60 ft, rage 1/day, uncanny dodge; AL CE; 
  SV Fort +9, Ref +1, Will +2; Str 20, Dex 12, Con 16, Int 
  6, Wis 14, Cha 6. 
  Skills and Feats: Listen +6, Spot +6, Survival +9; 
  Combat Reflexes, Power Attack. 
  Possessions: Chain shirt, masterwork glaive. 
   
  Kari: Male kobold Sor6; CR 6; Small humanoid 
  (reptilian); HD 6d4+6; hp 25; Init +1; Spd 30 ft; AC 17; 
  touch 12; flat-footed 16; BAB/Grp +3/-3; Atk  +2 melee 
  (1d6-3 spear); Full Atk  +2 melee (1d6-3 spear) or  +5 
  ranged (1d6-3 spear); SQ Darkvision 60 ft, summon 
  familiar, light sensitivity; AL LE; SV Fort +3, Ref +3, 
  Will +5; Str 6, Dex 12, Con 12, Int 12, Wis 11, Cha 17. 
  FUR5-03 Time Will Tell 
   
  Page 21 
  
  Skills and Feats: Bluff +12, Concentration +10, 
  Spellcraft +10; Combat Casting, Silent Spell, Spell 
  Focus (Evocation). 
  Possessions: Spear, spell component pouch, scroll 
  of protection from arrows (×2), scroll of mage armor 
  (precast). 
  Spells per Day (6/7/6/4; base DC = 13 + spell level 
  (14 + spell level for evocation)) 
  Spells Known: 0—acid splash, arcane mark, daze, 
  detect magic, flare, message, ray of frost; 1st—magic 
  missile, obscuring mist, protection from good, shield; 
  2nd—resist energy, scorching ray; 3rd—haste. 
   
  Lo: Male kobold Sor6; CR 6; Small humanoid 
  (reptilian); HD 6d4+6; hp 25; Init +1; Spd 30 ft; AC 17; 
  touch 12; flat-footed 16; BAB/Grp +3/-3; Atk  +2 melee 
  (1d6-3 spear); Full Atk  +2 melee (1d6-3 spear) or  +5 
  ranged (1d6-3 spear); SQ Darkvision 60 ft, summon 
  familiar, light sensitivity; AL LE; SV Fort +3, Ref +3, 
  Will +5; Str 6, Dex 12, Con 12, Int 12, Wis 11, Cha 17. 
  Skills and Feats: Bluff +12, Concentration +10, 
  Spellcraft +10; Combat Casting, Silent Spell, Spell 
  Focus (Evocation). 
  Possessions: Spear, spell component pouch, 
  protection from arrows scroll (×2). 
  Spells per Day (6/7-1/6/4; base DC = 13 + spell 
  level (14 + spell level for evocation)) 
  Spells Known: 0—acid splash, arcane mark, daze, 
  detect magic, flare, message, ray of frost; 1st—alarm, 
  mage armor (precast once), magic missile, shield; 
  2nd—resist energy, scorching ray; 3rd—dispel magic. 
   
   
  FUR5-03 Time Will Tell 
   
  Page 22 
  
  Appendix Two – APL 8 
  Encounter One 
   
   
   
   
  Grawl: Male fiendish gnoll Rgr2/Bbn2/Rog1; CR 7; 
  Medium 
  humanoid 
  (gnoll); 
  HD 
  2d8+2d8+2d12+1d6+21; hp 62; Init +2; Spd 40 ft; AC 18; 
  touch 12; flat-footed 18; BAB/Grp +5/+10; Atk  +11 
  melee (1d8+5/x3 masterwork battleaxe) or +7 ranged 
  (1d6+5 javelin); Full Atk  +11 melee (1d8+5/x3 
  masterwork 
  battleaxe) 
  or 
  +9 
  melee (1d8+5/x3 
  masterwork battleaxe) and +9 melee (1d4+2/18-20 
  masterwork kukri) or  +7 ranged (1d6+5 javelin); SA 
  smite good; SQ Darkvision 60 ft, damage reduction 
  5/magic, cold resistance 5, fire resistance 5, wild 
  empathy, favored enemy: humanoids (human +2), 
  combat style (melee), rage 1/day, sneak attack +1d6, 
  trapfinding, uncanny dodge; AL CE; SR 12; SV Fort 
  +13, Ref +7, Will +0; Str 21, Dex 14, Con 16, Int 6, Wis 
  11, Cha 6. 
  Skills and Feats: Hide +4, Listen +9, Spot +9, 
  Survival +10, Tumble +7; Blind Fight, Combat Reflexes, 
   Power Attack, Track, Two-Weapon Fighting. 
   
  Smite Good (Su): Once per day, can make a 
  normal melee attack to deal extra damage equal to it 
  HD total against a good foe. 
   
  Possessions: Studded leather armor, belt of one 
  mighty blow, gloves of fortuitous striking, 5 javelins, 
  masterwork battleaxe, masterwork kukri. 
   
  Gnoll Archer: Male gnoll Rog1/Rgr2; CR 4; Medium 
  humanoid (7'11"); HD 2d8+1d6+2d8+15; 44 hp; Init +6; 
  Spd 30 ft; AC 15; touch 12; flat-footed 13; BAB/Grp 
  +3/+8; Atk  +8 melee (1d6+5/19-20 shortsword) or +5 
  ranged (1d8+5/x3 mighty composite longbow +5); Full 
  Atk  +8 melee (1d6+5/19-20 shortsword) or  +5 ranged 
  (1d8+5/x3 mighty composite longbow +5) or rapid shot 
  +3/+3 ranged (1d8+5/x3 mighty composite longbow 
  +5); SQ Darkvision 60 ft., wild empathy, favored enemy 
  humanoids 
  (human) 
  (+2), 
  sneak 
  attack 
  +1d6, 
  trapfinding, archery combat, As per Rapid Shot; AL CE; 
  SV Fort +9, Ref +7, Will +1; Str 20, Dex 14, Con 16, Int 
  6, Wis 12, Cha 6. 
   
  Skills and Feats: Climb +7, Hide +8, Knowledge 
  (Local) +1, Jump +10, Listen +5, Move Silently +8, 
  Profession (Mercenary) +3, Spot +6, Tumble +6; Track, 
  Improved Initiative, Point Blank Shot. 
   
   
  Possessions: Leather armor, 20 arrows, short 
  sword, masterwork mighty composite longbow +5. 
  Encounter Six 
   
   
   
   
  Gnoll Archer: Male gnoll Rog1/Rgr2; CR 4; Medium 
  humanoid (gnoll); HD 2d8+1d6+2d8+15; hp 42; Init +6; 
  Spd 30 ft; AC 15; touch 12; flat-footed 13; BAB/Grp 
  +3/+8; Atk  +8 melee (1d6+5/19-20 shortsword) or +5 
  ranged (1d8+5/x3 mighty composite longbow +5); Full 
  Atk  +8 melee (1d6+5/19-20 shortsword) or  +5 ranged 
  (1d8+5/x3 mighty composite longbow +5); SQ 
  Darkvision 60 ft., wild empathy, favored enemy 
  humanoids (human +2), sneak attack +1d6, trapfinding, 
  combat style (archery); AL CE; SV Fort +9, Ref +7, Will 
  +1; Str 20, Dex 14, Con 16, Int 6, Wis 12, Cha 6. 
  Skills and Feats: Climb +7, Hide +8, Knowledge 
  (Local) +1, Jump +10, Listen +5, Move Silently +8, 
  Profession (Mercenary) +3, Spot +6, Tumble +6; 
  Improved Initiative, Point Blank Shot, Rapid Shot, 
  Track. 
   
  Possessions: Leather armor, 20 arrows, short 
  sword, masterwork mighty composite longbow +5. 
  Encounter Seven 
   
   
   
   
  Gnoll Barbarian: Male Gnoll Bbn4; CR 5; Medium 
  humanoid (gnoll); HD 2d8+4d12+18; hp 59; Init +1; 
  Spd 40 ft; AC 16; touch 11; flat-footed 16; BAB/Grp 
  +5/+10; Atk  +11 melee (1d10+7/x3 masterwork glaive); 
  Full Atk  +11 melee (1d10+7/x3 masterwork glaive); SQ 
  Darkvision 60 ft, rage 2/day, uncanny dodge, trap sense 
  +1; AL CE; SV Fort +10, Ref +2, Will +3; Str 20, Dex 12, 
  Con 16, Int 6, Wis 14, Cha 6. 
  Skills and Feats: Listen +7, Spot +7, Survival +11; 
  Blind Fight, Combat Reflexes, Power Attack. 
  Possessions: Chain shirt, masterwork glaive. 
   
  Kari: Male kobold Sor8; CR 8; Small humanoid 
  (reptilian); HD 8d4+8; hp 33; Init +1; Spd 30 ft; AC 17; 
  touch 12; flat-footed 16; BAB/Grp +4/-2; Atk  +3 melee 
  (1d6-3 spear); Full Atk  +3 melee (1d6-3 spear) or  +6 
  ranged (1d6-3 spear); SQ Darkvision 60 ft, summon 
  familiar, light sensitivity; AL LE; SV Fort +3, Ref +3, 
  Will +6; Str 6, Dex 12, Con 12, Int 12, Wis 11, Cha 18. 
  Skills and Feats: Bluff +15, Concentration +12, 
  Spellcraft +12; Combat Casting, Silent Spell, Spell 
  Focus (Evocation). 
  Possessions: Spear, spell component pouch. 
  Spells per Day (6/7-1/7/6/4; base DC = 14 + spell 
  level (15 + spell level Evocation)) 
  Spells Known: 0—acid splash, arcane mark, 
  dancing lights, daze, detect magic, flare, message, ray of 
  frost; 1st—mage armor (precast), magic missile, ray of 
  FUR5-03 Time Will Tell 
   
  Page 23 
  
  enfeeblement, 
  shield, 
  shocking 
  grasp; 
  2nd—
  blindness/deafness, resist energy, scorching ray; 3rd—
  haste, lightning bolt; 4th—resilient sphere. 
   
  Lo: Male kobold Sor8; CR 8; Small humanoid 
  (reptilian); HD 8d4+8; hp 33; Init +1; Spd 30 ft; AC 17; 
  touch 12; flat-footed 16; BAB/Grp +4/-2; Atk  +3 melee 
  (1d6-3 spear); Full Atk  +3 melee (1d6-3 spear) or  +6 
  ranged (1d6-3 spear); SQ Darkvision 60 ft, summon 
  familiar, light sensitivity; AL LE; SV Fort +3, Ref +3, 
  Will +6; Str 6, Dex 12, Con 12, Int 12, Wis 11, Cha 18. 
  Skills and Feats: Bluff +15, Concentration +12, 
  Spellcraft +12; Combat Casting, Silent Spell, Spell 
  Focus (Conjuration). 
  Possessions: Spear, spell component pouch, scroll 
  – protection from arrows X2. 
  Spells per Day (6/7-1/7/6/4; base DC = 14 + spell 
  level (15 + spell Conjuration)) 
  Spells Known: 0—acid splash, arcane mark, 
  dancing lights, daze, detect magic, flare, message, ray of 
  frost; 1st—alarm, grease, mage armor (precast), 
  protection 
  from 
  good, shield; 2nd—glitterdust, 
  protection from arrows, resist energy; 3rd—dispel 
  magic, summon monster III; 4th—summon monster 
  IV. 
   
   
   
  FUR5-03 Time Will Tell 
   
  Page 24 
  
  Appendix Three – APL 10 
  Encounter One 
   
   
   
   
  Grawl: Male fiendish gnoll Rgr2/Bbn3/Rog3; CR 11; 
  Medium 
  humanoid 
  (gnoll); 
  HD 
  2d8+2d8+3d12+3d6+30; hp 86; Init +2; Spd 40 ft; AC 18; 
  touch 12; flat-footed 18; BAB/Grp +8/+14; Atk  +16 
  melee (1d8+7/x3 battleaxe +1); Full Atk  +16/+11 melee 
  (1d8+7/x3 battleaxe +1) or +14/+9 melee (1d8+7/x3 
  battleaxe +1) and  +14 melee (1d4+3/18-20 masterwork 
  kukri) or +14/+9 ranged (1d6+5 javelin); SA smite 
  good; SQ Darkvision 60 ft, damage reduction 5/magic, 
  cold resistance 10, fire resistance 10, wild empathy, 
  favored enemy humanoids (human +2), weapon style 
  (melee), rage 1/day, sneak attack +2d6, trapfinding, 
  uncanny dodge, trap sense +2, evasion; AL CE; SR 15, 
  SV Fort +14, Ref +9, Will +2; Str 22, Dex 14, Con 16, Int 
  6, Wis 11, Cha 6. 
  Skills and Feats: Hide +4, Listen +11, Spot +14, 
  Survival +12, Tumble +13; Blind Fight, Combat 
  Reflexes, Power Attack, Track, Two-Weapon Fighting, 
  Weapon Focus (Battleaxe). 
   
  Smite Good (Su): Once per day, can make a 
  normal melee attack to deal extra damage equal to it 
  HD total against a good foe. 
   
  Possessions: Studded leather armor, belt of one 
  mighty blow, gloves of fortuitous striking, battleaxe, 
  kukri, 5 javelins, battleaxe +1, masterwork kukri. 
   
  Gnoll Archer: Male gnoll Rog1/Rgr2; CR 4; Medium 
  humanoid (gnoll); HD 2d8+1d6+2d8+15; hp 42; Init +6; 
  Spd 30 ft; AC 15; touch 12; flat-footed 13; BAB/Grp 
  +3/+8; Atk  +8 melee (1d6+5/19-20 shortsword) or +5 
  ranged (1d8+5/x3 mighty composite longbow +5); Full 
  Atk  +8 melee (1d6+5/19-20 shortsword) or  +5 ranged 
  (1d8+5/x3 mighty composite longbow +5); SQ 
  Darkvision 60 ft., wild empathy, favored enemy 
  humanoids (human +2), sneak attack +1d6, trapfinding, 
  combat style (archery); AL CE; SV Fort +9, Ref +7, Will 
  +1; Str 20, Dex 14, Con 16, Int 6, Wis 12, Cha 6. 
  Skills and Feats: Climb +6, Hide +10 Knowledge 
  (Local) +1, Jump +9, Listen +5, Move Silently +8, 
  Profession (Mercenary) +3, Spot +6, Tumble +6; 
  Improved Initiative, Point Blank Shot, Rapid Shot, 
  Track. 
   
  Possessions: Leather armor, 20 arrows, short 
  sword, masterwork mighty composite longbow +5. 
  Encounter Six 
   
   
   
   
  Fiendish Hill Giant: CR 9; Large giant; HD 12d8+48; 
  hp 102; Init -1; Spd 30 ft; AC 20; touch 8; flat-footed 20; 
  BAB/Grp +9/+20; Atk  +16 melee (2d8+10 greatclub); 
  Full Atk  +16/+11 melee (2d8+10 greatclub) or  +8/+3 
  ranged (2d6+7 rock) or  +15/+15 melee (1d4+7 slam); 
  Space/Reach 10 ft./10 ft.; SA: rock throwing, smite 
  good; SQ Low-light vision, rock catching, darkvision 
  60 ft, damage reduction 10/magic, cold resistance 10, 
  fire resistance 10; AL CE; SR 17, SV Fort +12, Ref +3, 
  Will +6; Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7. 
  Skills and Feats: Climb +7, Jump +7, Listen +3, 
  Spot +6; Cleave, Improved Bull Rush, Improved 
  Sunder, Iron Will, Power Attack. 
   
  Smite Good (Su): Once per day, can make a 
  normal melee attack to deal extra damage equal to it 
  HD total against a good foe. 
   
  Possessions: Hide armor, greatclub, 5 javelins. 
  Gnoll Archer: Male gnoll Rog3/Rgr2; CR 6; medium 
  humanoid (gnoll); HD 2d8+3d6+2d8 +21; hp 56; Init 
  +2; Spd 30 ft; AC 16; touch 12; flat-footed 16; BAB/Grp 
  +5/+10; Atk  +10 melee (1d6+5/19-20 shortsword) or +8 
  ranged (1d8+5/x3 mighty composite longbow +5); Full 
  Atk  +10 melee (1d6+5/19-20 shortsword) or  +6/+6 
  ranged (1d8+5/x3 mighty composite longbow +5); SQ 
  Darkvision 60 ft, wild empathy, favored enemy 
  humanoids (human +2), sneak attack +2d6, trapfinding, 
  combat style (archery), evasion, trap sense +1, AL CE; 
  SV Fort +10, Ref +8, Will +2; Str 20, Dex 15, Con 16, Int 
  6, Wis 12, Cha 6. 
  Skills and Feats: Climb +7, Hide +10, Knowledge 
  (Local) +1, Jump +10, Listen +9, Move Silently +10, 
  Profession (Mercenary) +3, Spot +8, Tumble +8; Point 
  Blank Shot, Precise Shot, Rapid Shot, Track, Weapon 
  Focus (Longbow, composite). 
   
  Possessions: Studded leather armor, 20 arrows, 
  short sword, masterwork mighty composite longbow 
  +5. 
  Encounter Seven 
  Gnoll Barbarian: Male gnoll Bbn6; CR 7; Medium 
  humanoid (gnoll); HD 2d8+6d12+24; hp 79; Init +1; 
  Spd 40 ft; AC 16; touch 11; flat-footed 16; BAB/Grp 
  +7/+12; Atk  +13 melee (1d10+7/x3 masterwork glaive); 
  Full Atk  +13/+8 melee (1d10+7/x3 masterwork glaive); 
  SQ Darkvision 60 ft, rage 2/day, uncanny dodge, trap 
  sense +2; AL CE; SV Fort +11, Ref +3, Will +4; Str 21, 
  Dex 12, Con 16, Int 6, Wis 14, Cha 6. 
  FUR5-03 Time Will Tell 
   
  Page 25 
  
  Skills and Feats: Listen +8, Spot +8, Survival +13; 
  Blind Fight, Combat Reflexes, Power Attack. 
  Possessions: Masterwork chain shirt, masterwork 
  glaive. 
   
  Kari: Male kobold Sor10; CR 10; Small humanoid 
  (reptilian); HD 10d4+10; hp 41; Init +1; Spd 30 ft; AC 
  17; touch 12; flat-footed 16; BAB/Grp +5/-1; Atk  +4 
  melee (1d6-3 spear); Full Atk  +4 melee (1d6-3 spear) or 
   +7 ranged (1d6-3 spear); SQ Darkvision 60 ft, summon 
  familiar; AL LE; SV Fort +7, Ref +7, Will +10; Str 6, Dex 
  12, Con 12, Int 12, Wis 11, Cha 18. 
  Skills and Feats: Bluff +15, Concentration +14, 
  Spellcraft +12; Combat Casting, Silent Spell, Spell 
  Focus (Evocation), Greater Spell Focus (Evocation). 
  Possessions: Spear, Spell component pouch, 
  headband of conscious effort, vest of resistance +3. 
  Spells per Day (6/7-1/7/7/6/3; base DC = 14 + spell 
  level (+2 Evocation)) 
  Spells Known: 0—acid splash, arcane mark, 
  dancing lights, daze, detect magic, disrupt undead, 
  flare, message, ray of frost; 1st—mage armor (precast), 
  magic missile, ray of enfeeblement, shield, shocking 
  grasp; 
  2nd—blindness/deafness, 
  resist 
  energy, 
  scorching ray, spectral hand; 3rd—haste, lightning 
  bolt, ray of exhaustion; 4th—enervation, resilient 
  sphere; 5th—cone of cold. 
   
  Lo: Male kobold Sor10; CR 10; Small humanoid 
  (reptilian); HD 10d4+10; hp 41; Init +1; Spd 30 ft; AC 
  17; touch 12; flat-footed 16; BAB/Grp +5/-1; Atk  +4 
  melee (1d6-3 spear); Full Atk  +4 melee (1d6-3 spear) or 
   +7 ranged (1d6-3 spear); SQ Darkvision 60 ft, summon 
  familiar; AL LE; SV Fort +5, Ref +5, Will +8; Str 6, Dex 
  12, Con 12, Int 12, Wis 11, Cha 18. 
  Skills and Feats: Bluff +15, Concentration +14, 
  Spellcraft +12; Combat Casting, Silent Spell, Spell 
  Focus 
  (Conjuration), 
  Greater 
  Spell 
  Focus 
  (Conjuration). 
  Possessions: Spear, spell component pouch, 
  headband of conscious effort, vest of resistance +1, 
  scroll – protection from arrows (2).  
  Spells per Day (6/7-1/7/7/6/3; base DC = 14 + spell 
  level (+2 Conjuration)) 
  Spells Known: 0—acid splash, arcane mark, 
  dancing lights, daze, detect magic, detect poison, flare, 
  message, ray of frost; 1st—alarm, grease, mage armor, 
  protection 
  from 
  good, shield; 2nd—glitterdust, 
  protection from arrows, resist energy, summon 
  monster II; 3rd—dispel magic, stinking cloud, 
  summon monster III; 4th—summon monster IV, wall 
  of ice; 5th—summon monster V. 
   
  FUR5-03 Time Will Tell 
   
  Page 26 
  
  Appendix Four – APL 12
  Encounter One 
   
   
   
   
  Grawl: Male fiendish gnoll Rgr2/Bbn3/Rog3; CR 11; 
  Medium 
  humanoid 
  (gnoll); 
  HD 
  2d8+2d8+3d12+3d6+30; hp 86; Init +2; Spd 40 ft; AC 18; 
  touch 12; flat-footed 18; BAB/Grp +8/+14; Atk  +16 
  melee (1d8+7/x3 battleaxe +1); Full Atk  +16/+11 melee 
  (1d8+7/x3 battleaxe +1) or +14/+9 melee (1d8+7/x3 
  battleaxe +1) and  +14 melee (1d4+3/18-20 masterwork 
  kukri) or +14/+9 ranged (1d6+5 javelin); SQ Darkvision 
  60 ft, smite good, damage reduction 5/magic, cold 
  resistance 10, fire resistance 10, wild empathy, favored 
  enemy humanoids (human +2), weapon style (melee), 
  rage 1/day, sneak attack +2d6, trapfinding, uncanny 
  dodge, trap sense +2, evasion; AL CE; SR 15, SV Fort 
  +14, Ref +9, Will +2; Str 22, Dex 14, Con 16, Int 6, Wis 
  11, Cha 6. 
  Skills and Feats: Hide +4, Listen +11, Spot +14, 
  Survival +12, Tumble +13; Blind Fight, Combat 
  Reflexes, Power Attack, Track, Two-Weapon Fighting, 
  Weapon Focus (Battleaxe). 
   
  Smite Good (Su): Once per day, can make a 
  normal melee attack to deal extra damage equal to it 
  HD total against a good foe. 
   
  Possessions: Studded leather armor, belt of one 
  mighty blow, gloves of fortuitous striking, battleaxe, 
  kukri, 5 javelins, battleaxe +1, masterwork kukri. 
   
  Gnoll Archer: Male gnoll Rog5/Rgr2; CR 8; medium 
  humanoid (gnoll); HD 2d8+5d6+2d8 +27; hp 70; Init 
  +7; Spd 30 ft; AC 17; touch 13; flat-footed 17; BAB/Grp 
  +6/+11; Atk  +11 melee (1d6+5/19-20 shortsword) or +9 
  ranged (1d8+5/x3 mighty composite longbow +5); Full 
  Atk  +11/+6 melee (1d6+5/19-20 shortsword) or  
  +8/+8/+3 
  ranged 
  (1d8+5/x3 
  mighty 
  composite 
  longbow +5); SQ Darkvision 60 ft, wild empathy, 
  favored enemy humanoids (human +2), sneak attack: 
  +3d6, trapfinding, combat style (archery), evasion, trap 
  sense +1, uncanny dodge; AL CE; SV Fort +10, Ref +10, 
  Will +2; Str 20, Dex 16, Con 16, Int 6, Wis 12, Cha 6. 
  Skills and Feats: Climb +10, Hide +12, Jump +10, 
  Knowledge (Local) +1, Listen +9, Move Silently +12, 
  Profession (Mercenary) +3, Spot +10, Tumble +12; 
  Improved Initiative, Point Blank Shot, Precise Shot, 
  Rapid 
  Shot, 
  Track, 
  Weapon 
  Focus 
  (Longbow, 
  composite). 
   
  Possessions: Studded leather armor, 20 arrows, 
  short sword, masterwork mighty composite longbow 
  +5. 
  Encounter Six 
   
   
   
   
  Fiendish Hill Giant: Bbn2; CR 11; Large giant; HD 
  12d8+2d12+84; hp 164; Init +1; Spd 40 ft; AC 22; touch 
  10; flat-footed 22; BAB/Grp +11/+24; Atk  +20 melee 
  (2d8+13 greatclub); Full Atk  +20/+15/+10 melee 
  (2d8+13 greatclub) or  +12/+7/+2 ranged (3d6+9 rock) 
  or  +20 melee (1d4+9 slam); Space/Reach 10ft./10ft.; SA 
  rock throwing, smite good; SQ Low-light vision, rock 
  catching, darkvision 60 ft, damage reduction 10/magic, 
  cold resistance 10, fire resistance 10, rage 1/day, 
  uncanny dodge; AL CE; SR 19; SV Fort +17, Ref +5, 
  Will +8; Str 28, Dex 12, Con 22, Int 5, Wis 14, Cha 4. 
  Skills and Feats: Climb +12, Jump +11, Listen +5, 
  Spot +7; Power Attack, Cleave, Improved Bull Rush, 
  Improved Sunder, Iron Will. 
   
  Possessions: Studded leather armor, greatclub, 5 
  javelins. 
  Gnoll Archer: Male gnoll Rog5/Rgr2; CR 8; medium 
  humanoid (gnoll); HD 2d8+5d6+2d8 +27; hp 70; Init 
  +7; Spd 30 ft; AC 17; touch 13; flat-footed 17; BAB/Grp 
  +6/+11; Atk  +11 melee (1d6+5/19-20 shortsword) or +9 
  ranged (1d8+5/x3 mighty composite longbow +5); Full 
  Atk  +11/+6 melee (1d6+5/19-20 shortsword) or  
  +8/+8/+3 
  ranged 
  (1d8+5/x3 
  mighty 
  composite 
  longbow +5); SQ Darkvision 60 ft, wild empathy, 
  favored enemy humanoids (human +2), sneak attack: 
  +3d6, trapfinding, combat style (archery), evasion, trap 
  sense +1, uncanny dodge; AL CE; SV Fort +10, Ref +10, 
  Will +2; Str 20, Dex 16, Con 16, Int 6, Wis 12, Cha 6. 
  Skills and Feats: Climb +10, Hide +12, Jump +10, 
  Knowledge (Local) +1, Listen +9, Move Silently +12, 
  Profession (Mercenary) +3, Spot +10, Tumble +12; 
  Improved Initiative, Point Blank Shot, Precise Shot, 
  Rapid 
  Shot, 
  Track, 
  Weapon 
  Focus 
  (Longbow, 
  composite). 
   
  Possessions: Studded leather armor, 20 arrows, 
  short sword, masterwork mighty composite longbow 
  +5. 
   
  FUR5-03 Time Will Tell 
   
  Page 27 
  
  Encounter Seven 
   
   
   
   
  Gnoll Barbarian: Male Gnoll Bbn8; CR 9; Medium 
  humanoid (gnoll); HD 2d8+8d12+30; hp 99; Init +1; 
  Spd 40 ft; AC 16; touch 11; flat-footed 16; BAB/Grp 
  +9/+14; Atk  +15 melee (1d10+7/x3 masterwork glaive); 
  Full Atk  +15/+10 melee (1d10+7/x3 masterwork 
  glaive); SQ Darkvision 60 ft, rage 3/day, uncanny 
  dodge, trap sense +2, damage reduction 1/--; AL CE; SV 
  Fort +12, Ref +3, Will +6; Str 21, Dex 12, Con 16, Int 6, 
  Wis 14, Cha 6. 
  Skills and Feats: Listen +9, Spot +9, Survival +13; 
  Blind Fight, Combat Reflexes, Iron Will, Power Attack. 
  Possessions: Chain shirt, masterwork glaive. 
   
  Kari: Male kobold Sor12; CR 12; Small humanoid 
  (reptilian); HD 12d4+12; hp 49; Init +1; Spd 30 ft; AC 
  17; touch 12; flat-footed 16; BAB/Grp +6/+0; Atk  +5 
  melee (1d6-3 spear); Full Atk  +5/+0 melee (1d6-3 
  spear) or  +8/+3 ranged (1d6-3 spear); SQ Darkvision 60 
  ft, summon familiar; AL LE; SV Fort +8, Ref +8, Will 
  +10; Str 6, Dex 12, Con 12, Int 12, Wis 11, Cha 19. 
  Skills and Feats: Bluff +15, Concentration +15, 
  Spellcraft +15; Combat Casting, Silent Spell, Spell 
  Focus (Evocation), Greater Spell Focus (Evocation), 
  Spell Focus (Necromancy). 
  Possessions: Spear, spell component pouch, 
  headband of conscious effort, vest of resistance +3, 
  scroll bigby's clenched fist. 
  Spells per Day (6/7-1/7/7/7/5/3; base DC = 14 + 
  spell level [+2 Evocation, +1 Necromancy]) 
  Spells Known: 0—acid splash, arcane mark, 
  dancing lights, daze, detect magic, disrupt undead, 
  flare, message, ray of frost; 1st—mage armor (precast), 
  magic missile, ray of enfeeblement, shield, shocking 
  grasp; 
  2nd—blindness/deafness, 
  resist 
  energy, 
  scorching ray, shatter, spectral hand; 3rd—fireball, 
  haste, lightning bolt, ray of exhaustion; 4th—bestow 
  curse, enervation, resilient sphere; 5th—cone of cold, 
  wall of force; 6th—chain lightning. 
   
  Lo: Male kobold Sor12; CR 12; Small humanoid 
  (reptilian); HD 12d4+12; hp 49; Init +1; Spd 30 ft; AC 
  17; touch 12; flat-footed 16; BAB/Grp +6/+0; Atk  +5 
  melee (1d6-3 spear); Full Atk  +5/+0 melee (1d6-3 
  spear) or  +8/+3 ranged (1d6-3 spear); SQ Darkvision 60 
  ft, summon familiar; AL LE; SV Fort +6, Ref +6, Will 
  +8; Str 6, Dex 12, Con 12, Int 12, Wis 11, Cha 19. 
  Skills and Feats: Bluff +15, Concentration +15, 
  Spellcraft +15; Combat Casting, Silent Spell, Spell 
  Focus 
  (Conjuration), 
  Greater 
  Spell 
  Focus 
  (Conjuration), Spell Focus (Illusion). 
  Possessions: Spear, spell component pouch, 
  headband of conscious effort, vest of resistance +1, 
  scroll power word stun, scroll of protection from 
  arrows (2). 
  Spells per Day (6/7-1/7/7/7/5/3; base DC = 14 + 
  spell level [+2 (Conjuration); +1 (Illusion)]) 
  Spells Known: 0—acid splash, arcane mark, 
  dancing lights, daze, detect magic, detect poison, flare, 
  message, ray of frost; 1st—alarm, grease, mage armor 
  (precast), protection from good, shield; 2nd—
  glitterdust, mirror image, protection from arrows, 
  resist energy, summon monster II; 3rd—dispel magic, 
  displacement, stinking cloud, summon monster III; 
  4th—phantasmal killer, summon monster IV, wall of 
  ice; 5th—summon monster V, wall of stone; 6th—
  summon monster VI. 
  FUR5-03 Time Will Tell 
   
  Page 28 
  
  Appendix Five – All APLs
  Encounter Four 
   
   
   
   
  Dilth: Male half-orc Rgr4; CR 4; Medium humanoid 
  (orc); HD 4d8+8; hp 31; Init +0; Spd 30 ft; AC 15; touch 
  10; flat-footed 15; BAB/Grp +4/+8; Atk  +9 melee 
  (1d8+4/19-20 masterwork longsword); Full Atk +7 
  melee (1d8+4/19-20 masterwork longsword) and +7 
  melee (1d6+2/19-20 masterwork shortsword); or  +5 
  ranged (1d8+4/x3 masterwork composite longbow +4); 
  SQ Darkvision 60 ft, wild empathy, favored enemy: 
  humanoids (human +2), combat style (melee); AL NE; 
  SV Fort +6, Ref +4, Will +2; Str 18, Dex 10, Con 14, Int 
  10, Wis 12, Cha 6. 
  Skills and Feats: Hide +5, Knowledge (Geography) 
  +2, Knowledge (Nature) +4, Listen +7, Move Silently 
  +5, Spot +7, Survival +6; Endurance, Diehard, Power 
  Attack, Track. 
  Possessions: Arrows (20), backpack: bedroll, spade, 
  tindertwig (4), antitoxin, fire resistant chain shirt +1, 
  masterwork 
  longsword, 
  masterwork 
  composite 
  longbow +4, 50 pp, masterwork shortsword, waterskin. 
  Spells Prepared (1; base DC = 11+ spell level): 1—
  charm animal. 
   
  FUR5-03 Time Will Tell 
   
  Page 29 
  
  DM Aid #1:  The Barrel 
   
   
   
   
  Area A: This main floor of the cavern is wet, slick and covered with a fair amount of scree.  A Balance check (DC 10) is 
  required to while moving across this floor.  At the south end of this area the mercenaries have a row of bedrolls for 
  sleeping.  The ceiling is dome shaped and peaks at about sixty feet from the floor of this area. 
  Area B: This ledge is about 25 feet above the floor of area A.  An iron ladder (Climb DC 0) has been bolted into the wall 
  at the point shown on the map.  This area sees a lot of traffic.  The ceiling is about twenty feet high near the edge and 
  descends gradually as you move further from area A.  It eventually returns to the surface (see Encounter Six). 
  Area C: This ledge is about 30 feet above the floor of area A.  It is currently unused.  Kari and Lo have used it for storing 
  plundered goods in the past.  As a result, an iron ladder identical to the one at area B is embedded in the wall near the 
  south end of this area. 
  Area D: This ledge is about 30 feet above the floor of area A.  The kobolds, Lo and Kari, have taken this ledge at their 
  headquarters. Amenities include two nests made of straw, a workbench, a small bookshelf with less than a dozen books, 
  a table, two chairs, and a chest filled with miscellaneous equipment.  An iron ladder identical to the one at areas B and C 
  FUR5-03 Time Will Tell 
   
  Page 30 
  
  is used to reach the ledge from area A.  The ceiling here is only about 3½ feet high in most parts of this area.  Anyone 
  taller than that is effectively squeezed while in the area (half movement; -4 to attack rolls and AC; see DMG p.29) 
  Area E: This ledge is about 25 feet above the floor of area A.  The crack in the floor that separates this ledge from area C 
  looks like it might collapse if walked upon but in fact it is sound.  The ceiling is about five feet high in most parts of this 
  area.  Anyone taller than that is effectively squeezed while in the area (half movement; -4 to attack rolls and AC; see 
  DMG p.29) 
  Area F: A cascade of water trickles down the wall of the cave here from several fissures in the ceiling.  The water pools 
  in area F before flowing back into the ground toward the water table.  The result of the cascade is a continual plume of 
  mist that is effectively identical to an Obscuring Mist spell.  The dashed line on the map shows the extent of this effect. 
  FUR5-03 Time Will Tell 
   
  Page 31 
  
  DM Aid #2:  The Throat 
   
  This map depicts the front entrance to the guerillas’ hideout.  The cliff face is roughly 30’ tall in this area. 
   
   
   
   
   
   
   
   
   
   
   
   
  FUR5-03 Time Will Tell 
   
  Page 32 
  
  GM Aid: New Rules Items 
  Magic Items: 
  Oil of Foebane: When this oil is applied to a weapon you may choose a favored enemy type that it applies to. Against 
  creatures of that type, the weapon acts as a +5 magic weapon and deals an extra 2d6 points of damage. Furthermore, 
  while you wield the weapon, you gain a +4 resistance bonus on saving throws against effects created by creatures of that 
  type. The effects of this oil last for 14 rounds.   The spell is automatically cancelled 1 round after the weapon leaves your 
  hand for any reason. You cannot have more than one foebane weapon active at a time. 
  If this oil is applied to a magic weapon, the powers of the oil supersede any that the weapon normally has, rendering the 
  normal enhancement bonus and powers of the weapon inoperative for the duration of the oils effect. This oil is not 
  cumulative with any other spell that might modify the weapon in any way. This oil does not work on artifacts. 
  Gloves of Fortuitous Striking: Best worn by the cleverest of warmakers, these gloves allow their wearer to attempt to 
  change an unfortunate strike at an enemy to a more accurate one. Once per day, after the wearer of the gloves has made 
  an attack roll (but before it’s determined whether the roll succeeded), he may choose to make the attack roll again. He 
  must use the second result even if it is lower. The wearer can’t use this ability if he has already made the attack roll again 
  because of another ability he possess, not can he use another ability he possesses to make the attack roll again after he 
  uses the gloves. The gloves can only be used after they are worn continuously for 24 hours. If they are taken off, they 
  become inactive until they are again donned and worn for a full 24 hours.  
  Belt of One Mighty Blow: Once per day, as a swift action, the wearer of this belt can active the belt to gain extra 
  damage on her next melee attack. A light weapon deals an extra 1d8 points of damage, a one-handed weapon deals an 
  extra 2d6 damage, and a two-handed weapon deals an extra 3d6 points of damage. The belt can only be used after being 
  worn continuously for 24 hours. If it is taken off, it becomes inactive until it is again donned and worn for a full 24 
  hours. 
  Headband of Conscious Effort: Anyone wearing a headband of conscious effort can make a Concentration check in 
  place of a required Fortitude saving throw. This ability can be activated once per day. Activating the headband is an 
  immediate action that does not provoke attacks of opportunity.  
  Vest of Resistance: These garments offer magic protection in the form of a +1 to +5 resistance bonus on all saving 
  throws.  
  FUR5-03 Time Will Tell 
   
  Page 33 
  
   
  Critical Event Summary 
  LG FUR5−03 – Time Will Tell 
  (Return to HQ or to Michelle Sharp) 
  Please be sure to answer all questions.  Thanks. 
   
  1. 
  Did the PC’s encounter the ambush in Encounter One?  
   
  Yes 
   
  No 
   
  2. 
  Did Dilth survive the entire scenario? 
   
   
   
   
  Yes 
   
  No 
   
  3. 
  Did the PC’s let Dilth live if he did survive the scenario? 
   
   
  Yes 
   
  No 
   
  4. 
  Did Dilth’s ring become activated?   
   
   
   
  Yes  
   
  No 
   
  5. 
  Did any of the mercenary company escape? 
   
   
   
  Yes 
   
  No 
   
  a. 
  If so, which ones? 
   
  6. 
  Did any PC’s agree to join the Furyondy Infantry Scouts at no initial cost?  Yes 
   
  No 
   
  7. 
  Comments (Optional). Please explain any unusual circumstances 
  FUR5-03 Time Will Tell 
   
  Page 34 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Furyondy/595/Normal Scenarios/FUR5-03 - Time Will Tell (APL 6-12)/FUR5-03 - Time Will Tell.pdf