TEXT: Based on the original DUNGEONS & DRAGONS
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  ONW5-02 
    
   
   
   
   
   
   
   
   
  The Rescue 
   
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Onnwal Regional Adventure 
  Version 2.0 
   
  Round 1 
   
  by Thomas Ian Smith and Thomas Ralph 
  Triad Reviewer: Jeny MacPhee 
  Circle Reviewer: Paul Looby 
   
   
  In all the years of the Brotherhood occupation many have been slain, but a worse hurt are those who have been 
  enslaved, sold, or worse — simply disappeared. Milos Feralen of Sornhill knows where some are, can you help him get 
  them back?  
  A one-round Onnwal regional module, for APL 2-12. 
   
  Note: This module cannot be played by any character possessing the additional "Rary Cert" from Kill a Kesh 
   
   
  
  The Rescue 
   
  Page 2 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  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 two (2) points.  
   
  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 
  
  The Rescue 
   
  Page 3 
  would like to play a harder or easier adventure. Based on 
  their choice, use either the higher or the lower adjacent 
  APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher or 
  lower than the APL at which this adventure is being played, 
  that character receives only one-half of the experience 
  points and gold for the adventure. This simulates the fact 
  that either the PC was not challenged as much as normal or 
  relied on help by higher-level characters to reach the 
  objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may not 
  play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 2 
  and higher. Four or five 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 1-round Regional adventure, set in 
  Onnwal, Characters native to Onnwal pay one Time Unit 
  per round, all others pay two Time Units per round. 
  Adventurer’s Standard Upkeep costs 12 gp per Time Unit. 
  Rich Upkeep costs 50 gp per Time Unit. Luxury Upkeep 
  costs 100 gp per Time Unit. 
   
  Wrath of the Slavelords  
  In 593 CY, players who had taken part in the Onnwal 
  Regional module ONW3-06 For Want of a Nail may have 
  received the AR entry “Wrath of the Slavelords”. This could 
  hinder their actions in this module 
   
  For the DM’s convenience this is repeated below: 
   
  Wrath of the Slavelords:  For your part in thwarting the 
  operations of the Slavelords in Onnwal, you have earned 
  the enmity of the Slavelords of the Pomarj, and in 
  particular of Markessa the White. This may have far 
  reaching consequences in future modules 
   
  If one or more players has this AR entry, then at the 
  beginning of this module the DM should make a secret d20 
  roll. On a 1 or 2 (a DC 20 Disguise check reduces this to 1) 
  the PC will be identified. All the Slavelord compound will 
  be on alert for the PC and the crew of the Slavelord ship 
  detailed in optional Encounter 5 (if present) will actively 
  join the hunt for the PC if they are detected on the island. 
   
  Adventure Background 
  Ryandh, the brother of Milos Feralen, a prominent 
  Onnwalon merchant, has been missing for a year since 
  travelling near the Volanots with a supply caravan. The 
  caravan was destroyed in a Brotherhood raid but Ryandh 
  and others were not found among the dead. Given the 
  Brotherhood’s practice of selling slaves to finance the war, 
  Milos set about using his family’s resources to track down 
  his brother’s fate. He discovered that he was taken to the 
  town of Stormshore in the Storm Isles and sold to slavers of 
  the Pomarj, before being taken to their way station deeper 
  in the Storm Isles. Now he needs skilled and powerful help 
  to mount a rescue, and contacts the PCs, requesting their 
  help. 
   
  The slavers are operating a way station in the isles to 
  provide food, water, repair and safe anchorage near to their 
  operations on the Onnwal coast. This particular island was 
  chosen because the shape provides a safe anchorage against 
  the storms that blow off the Sea of Gearnat in spring and 
  autumn. The island is difficult to find without knowledge 
  of the Storm Isles due to treacherous rocks and strong 
  currents in the area. The nearest other island is about 5 
  miles away.  
   
  The slavers’ island is roughly 5 miles along the 
  southwest northeast axis and 1 mile wide at its widest. The 
  northwest shores facing the Gearnat Sea are rocky and 
  windswept rising up to a low hilly ridgeline that runs the 
  length of the island, and slopes, gently down to sandy 
  beaches on the southeastern shore. The terrain is 
  predominately low scrub bush covering the entire island 
  apart from the cleared area around the outpost, which is in 
  crops. Two streams can be found, running from springs to 
  the sea one running through the slaver compound the 
  other in the northeast of the island. Apart from the 
  compound itself the only other slaver installation is a 
  watchtower on the ridgeline overlooking the compound 
  and the surrounding sea. 
            The slavers use slaves to grow crops on the island, 
  repair and re-victual their ships, and to allow slaves who are 
  injured or malnourished to recover and increase in value 
  before shipping them on to market. 
   
   
  Introduction 
  The scenario is primarily location based, with some 
  additional events that may occur based on the PCs’ actions 
  or inactions. The encounters detail the main areas that can 
  be investigated, and the additional events are listed 
  separately, along with the conditions that trigger them. 
  
  The Rescue 
   
  Page 4 
   
  The adventure starts with Milos Feralen, a prominent 
  Onnwalon merchant, contacting the party and asking for 
  help freeing his brother Ryandh Feralen who has been 
  missing for a year since travelling near the Volanots. He 
  offers a small reward and his gratitude, if the PCs will help 
  him. 
   
  If they accept, he tells the party he has found a way 
  station used by the slavers, in the Storm Isles and believes 
  that slaves, including his brother, are being held there. His 
  information suggests that there is only a small garrison, but 
  that the PCs should be wary of a slaver ship arriving. The 
  PCs receive a rough map of the island and Milos will put a 
  fast ship at their disposal, making clear that the crew are 
  civilian sailors, not marines and will be unable to assist with 
  any combat. 
   
  Encounter 1 To the Isles 
  The PCs board the ship provided, “Homewind”, a small fast 
  merchant vessel, to travel to the Isles. The travel is 
  straightforward and without incident as the captain is 
  skilled and used to dodging Brotherhood ships.  
   
  At this point the captain asks the PCs to think about 
  their plans, particularly where they want to put ashore on 
  the slavers’ island. The Captain also states that he will not 
  put his ship in danger especially from any slaver ship nor 
  can he spare any crew to assist them to do anything other 
  than to put them ashore. 
   
  Encounter 2: Reconnaissance 
  Having landed on the island, the PCs may wish to 
  reconnoitre the compound prior to breaking in. This 
  encounter details what they can find out and the risks 
  involved. It may trigger events “Patrol” or Escape”. While 
  on the island, the PCs actions (or inactions) may trigger a 
  number of possible events:  
   
  Event 1 Fog: This event comes into play if any of the 
  encounters on the island take place 2 hours before and 1 
  hour after dawn.  
   
  Event 2 Escape: This event occurs if a prisoner in the fields 
  detects the PCs, and details the prisoners’ attempts to evade 
  their guards and escape. 
   
  Event 3 Patrol: This event occurs if the slavers detect the 
  PCs or if a slave successfully escapes to the jungle, and 
  details the slavers’ response to identify and eliminate the 
  PCs. DMs should note that the opponents for this event are 
  the same those in the compound and are not additional 
  creatures. Therefore, if the PCs defeat these opponents, 
  they will not face them again in the compound.  
   
  Event 4 Hunters: This event occurs after 2 days if the PCs 
  have not been detected. It details a party of slavers hunting 
  the island for birds and small game to supplement their 
  diet. It provides the PCs with an opportunity to reduce the 
  numbers in the compound before any rescue attempt. DMs 
  should note that the opponents for this event are the same 
  those in the compound and are not additional creatures. 
  Therefore, if the PCs defeat these opponents, they will not 
  face them again in the compound. 
   
  Encounter 3: The Compound 
  This encounter details the slavers compound, inhabitants 
  and protections and how they will react to an attack. 
   
  Encounter 4: The Ship 
  This encounter only occurs at higher APLs (6+) and details 
  the slaver ship, its crew and their actions. If the PCs 
  observe the compound but are not discovered, then the 
  slaver ship will sail away with half the slaves after 3 days, 
  provided the PCs have not made a move before then. 
   
  Conclusion 
  The PCs return to Sornhill for their rewards and to decide 
  what to do with the information they have uncovered. 
   
  Introduction 
  Once the players are settled and the Player Characters have 
  been introduced to each other, proceed with the 
  introduction. The module starts in the town of Sornhill.  
   
  Read aloud or paraphrase the following: 
   
  You have recently arrived in the town of Sornhill, taking 
  an opportunity to rest from the ongoing war during a lull 
  in the fighting.  Your rest however, is disturbed, by the 
  arrival of a letter. It asks if you would be willing to meet 
  with a member of the Merchant House of Feralen on a 
  matter of some personal urgency. The letter concludes 
  with a promise of recompense for your time. 
   
  The letter asks the PCs to go immediately to meet with the 
  merchant Milos Feralen, and provides the location – a small 
  booth with the Briny Halls fishmarket.  
  
  The Rescue 
   
  Page 5 
  Due to the need to go directly to the meeting, there is no 
  time for the PCs to gather information on House Feralen. 
  However a DC 10 Knowledge (Local: Splintered Suns) 
  check will identify the house as one of the four major 
  merchant houses in Onnwal and that it has been involved 
  in supplying arms and armour to the Free State almost from 
  the beginning of the rebellion against the Scarlet 
  Brotherhood. 
   
  Assuming the PCs choose to attend the meeting, they 
  are greeted by Milos Feralan in person.  
   
  � Milos Ferelan, member of the Merchant House of 
  Ferelan 
   
  Appearance: Milos is a middle-aged man, with 
  thinning brown hair. Dressed in fine clothes, he 
  nevertheless presents a distracted, and somewhat unkempt 
  appearance.  
   
  Character: Milo’s words have an undercurrent of 
  urgency to them, and he does not appreciate frivolity. 
   
  The meeting takes place in a small booth behind some of 
  the stalls within the Briny Halls.  Although the market’s 
  produce has declined in quality and quantity since the 
  occupation, there is still trade going on, accompanied with 
  an all-pervasive smell of fish and brine. 
   
  “Good day and thank you for coming. I am Milos Feralen 
  and I need your help. My brother Ryandh was taken in a 
  Brotherhood raid while accompanying a supply caravan to 
  Tarlesan. My family knew he was alive since his body was 
  not among the slain.  
   
  “I have recently obtained information which suggests 
  that slavers are holding him in a compound on one of the 
  Storm Isles.  
   
  “Will you rescue him and the other prisoners held 
  there? I can put a ship at your disposal but no marines or 
  house guards.” 
   
  At this point Milos hands each of the PCs a small purse of 
  coin for their time and as a token of future reward should 
  they undertake this mission.  
   
  The PCs are likely to have some questions; what Milos 
  knows is shown below. 
   
  Q. Why don’t you use house guards for the rescue? 
  A. “The house is heavily involved in supplying weapons 
  and equipment to the Szek and has no spare resources 
  sufficient to mount a successful rescue.” 
   
  Q. Why don’t you ransom him back from the slavers? 
  A. “Because this would send a message to all bandits and 
  brigands that it is worthwhile to kidnap Merchants of 
  House Feralen.” 
   
  A DC 25 Sense Motive check allows the PCs to notice that 
  he is holding something back, and if pressed he will admit 
  that with the family’s commitment to the war, the finances 
  of the house would not stretch to ransoming back several 
  family members. 
   
  Q. Where did the information come from and how recent 
  is it? 
  A. “The information comes from a variety of sources. We 
  know that the Brotherhood has been selling slaves to 
  finance the war. My family’s merchant contacts report that 
  he has not turned up for sale in Blue or any other port of 
  the Pomarj and recently agents of the house discovered 
  that the slavers are operating a base hidden in the Storm 
  Isles.” 
   
  Q. What reward are you offering for rescuing your brother? 
  A. “The house is heavily involved in supplying weapons 
  and equipment to the Szek, but we should be able to 
  supply a reasonable reward for your endeavour and of 
  course you will have the thanks of House Feralen. 
   
  “Also, it is possible that the slaves could provide 
  valuable information on Brotherhood activities, not to 
  mention the boost in morale it would provide for the 
  people of free Onnwal if their family and friends were 
  known to be alive, and possibly saved.” 
   
  If the PCs accept, Milos will put the family ship Homewind 
  under the command of Captain Greyrn at their disposal and 
  will give them a rough map of the slavers’ Isle (distribute 
  Players’ Handout 1). There is little else of value he can tell 
  them, but wishes them well on their mission.  If they 
  choose not to help, the module ends here. 
   
  Treasure:  
   
  APL 2: Coin: 20 gp 
   
  APL 4: Coin: 40 gp 
   
  APL 6: Coin: 60 gp 
   
  APL 8: Coin: 80 gp 
   
  APL 10: Coin: 100 gp  
   
  APL 12: Coin: 120 gp 
   
   
  Encounter 1: To the Isles 
  Read aloud or paraphrase the following: 
   
  Boarding the Homewind you quickly set sail from 
  Sornhill. Watching Captain Greyrn and his crew at work, 
  
  The Rescue 
   
  Page 6 
  you realize that they know their business and the 
  Homewind is a fast ship. Setting sail to the north to avoid 
  the town of Stormshore, still held by the Brotherhood, you 
  reach the isles themselves without incident, not having 
  seen any Brotherhood or pirate ship which are known to 
  haunt these waters.  
   
  The Homewind is a small keelboat modified for personal 
  use by House Feralen. She has an extra mast and luxury 
  passenger cabins. While she is significantly faster than a 
  normal keelboat, she has a reduced cargo and passenger 
  capacity. The voyage takes three days, and the PCs are free 
  to do whatever they wish in this time. 
   
  As you travel carefully through the reefs and rocks and 
  islands of the Storm Isles, Captain Greyrn approaches you. 
  “Well sirs, what are your plans? I can put you ashore on 
  the eastern side of the island but the Homewind is no 
  warship. I cannot risk her in a scrap with no pirate nor 
  privateer for ‘tis a long swim home to Onnwal”. 
   
  Once the PCs agree where they want to be landed and at 
  what time, the captain tells them: 
   
  “I will land you by longboat then stand off in a small cove 
  that I seen yesterday. I will have my men stand a watch for 
  you at the landing point and know that I will be able to 
  pick you up within half an hour of you signalling me. 
  Remember these are dangerous waters and I cannae stay 
  out here forever. What do you want as a signal for pickup?” 
   
  Once the PCs and the captain should agree on a time and 
  signal, such as a fire, smoke, hanging a white sheet from the 
  scrub trees or flashing a light at night etc. Once they have 
  done so, move to Encounter 2. The captain does not have 
  men to spare to accompany the PCs, nor will he take any 
  action that would endanger the ship. He is aware of the PCs 
  mission, but seems reluctant to discuss it at any length. 
   
  Note: Counting the time for the return voyage the captain 
  can only be sure of supplies for a stay of 5 days in the 
  vicinity of the island and will refuse to stay any longer. 
   
   
   
  Encounter 2: Reconnaissance 
  Note: If the PCs decide to land between 2 hours before 
  dawn or 1 hour after, then “Event 1:  Fog” is in effect. 
  Captain Greyrn can confirm that it is a natural fog and 
  usual for the time of year. 
   
  Read aloud or paraphrase the following: 
   
  The rowboat beaches on the white sand where you asked 
  to be landed, and as you move up the beach, it heads back 
  out to the ship. As you look at the low scrub forest gently 
  rising up to the distant hills, you hear the gentle creaking 
  of Homewind coming about as she heads back to her 
  hidden cove.  
   
  Travel on the island is not difficult and is uneventful as the 
  slavers do not patrol and there is no native dangerous 
  wildlife. The PCs can reach the edge of the cleared area 
  around the camp without difficulty or risk of detection. 
  What the PCs can see depends on the time of day of their 
  approach. 
   
  If during the day: 
   
  Looking out from the edge of the scrub, you can see a 
  series of fields in which are growing wheat and various 
  root vegetables. A small herd of goats are grazing in a 
  fenced off field. Approximately 30 people in plain cotton 
  shifts are working at various locations of the fields, 
  tending the plants and animals, scaring off birds and 
  weeding, under the watchful eye of two men with dogs. 
  About a mile distant you can see the slavers compound, 
  consisting of a watchtower, several one storey buildings all 
  surrounded by what appears to be a six foot high thorn 
  fence with only one gate in the centre. Another 
  watchtower sits on the heights overlooking the 
  compound. 
   
  If the module is being played at APL6 or higher you should 
  also read aloud or paraphrase the following: 
   
  Looking out to the harbour you can see a caravel, her 
  yellow sails furled swaying gently, at the end of a wooden 
  pier. The ship looks to be at anchor as no one is visible in 
  the rigging. 
   
  PCs who have played the Onnwal Regional module 
  ONW3-06 For Want of a Nail will recognize the ship as the 
  slaver ship from that module. PCs may make a check to 
  recognize the ship as belonging to the Slavelords of the 
  Pomarj check; Knowledge (local – the Splintered Sun) (DC 
  20) or Profession (Sailor) check (DC 18). 
   
  Should the PCs examine the compound from the heights 
  above the compound, give them PCs’ Handout 2 (the PCs’ 
  map to the compound). 
   
   
  If during the night: 
  
  The Rescue 
   
  Page 7 
   
  Looking out from the edge of the scrub you can see a 
  cleared area, which you suspect, contains fields. About a 
  mile distant you can see the slavers compound lit by 
  torches around the perimeter. In the torchlight you can 
  just see a watchtower, and the outlines of several one-
  storey buildings all surrounded by a six-foot-high wall. You 
  can also see a light up on the heights overlooking the 
  compound. 
   
  If the module is being played at APL6 or higher you should 
  also read aloud or paraphrase the following 
   
  Looking out to the harbour you can see lights and shadows 
  swaying gently in the sheltered bay suggesting that there 
  is a ship at anchor. 
   
  PCs who wish to approach closer will have to make 
  opposed Move Silently checks. The guards have a –2 
  circumstance penalty on their spot checks at this point, as 
  they believe themselves to be alone on the island and are 
  concentrating on the slaves.  
   
  The dogs will smell anyone approaching within 30 feet 
  of a guard patrol (unless the PCs have taken some 
  precaution to disguised their scent), and the guards will 
  become alerted, releasing the dogs to find the PCs. 
   
  Tactics: If the guards spot the PCs they will raise an 
  alarm and try and get the slaves back to the compound 
  while the guard in the watchtower will attempt long range 
  sniping and call out  the locations of PCs within his line of 
  sight. While in the watchtower, guards have cover and 
  concealment (+4 cover bonus to AC and 20% miss chance). 
  Event 3 will occur within an hour if the PCs do not attempt 
  to storm the compound in the meantime. 
   
  If the slaves (and not the guards) spot the PCs, Event 2 
  will occur immediately. 
   
  Should the PCs attack the guards, this will trigger 
  Event 2 “Escape” immediately and Event 3 within an hour 
  if the PCs do not attempt to storm the compound. 
   
  At night the PCs are only at risk from the compound 
  guards and DMs should move on to Encounter 3 if the PCs 
  wish to approach. 
   
  APL2 (EL2) 
  � Human Slaver Guards (3): male human War1, hp 8, see 
  Appendix 1. 
  � Dog (2): hp 6, see Monster Manual, page 271. 
   
  APL4 (EL2) 
  � Human Slaver Guards (3): male human War1, hp 8, see 
  Appendix 1. 
  � Dog (3): hp 6, see Monster Manual, page 271. 
   
  APL6 (EL3) 
  � Human Slaver Guards (2): male human War1, hp 8, see 
  Appendix 1. 
  � Half-Euroz Slaver Guard (1): male half-euroz Ftr1, hp 8, 
  see Appendix 1. 
  � Dog (3): hp 6, see Monster Manual, page 271. 
   
  APL8 (EL4) 
  � Human Slaver Guards (2): male human Ftr1, hp 8, see 
  Appendix 1. 
  � Half Euroz Slaver Guard (1): male half-euroz Ftr1, hp 8, 
  see Appendix 1. 
  � Dog (3): hp 6, see Monster Manual, page 271. 
   
  APL10 (EL5) 
  � Human Slaver Guards (2): male human Ftr1, hp 8, see 
  Appendix 1. 
  � Half-Euroz Slaver Guard (1): male half-euroz Ftr2, hp 16, 
  see Appendix 1. 
  � Dog (3): hp 6, see Monster Manual, page 271. 
   
  APL12 (EL6) 
  � Human Slaver Guards (2): male human Ftr2, hp 16, see 
  Appendix 1. 
  � Half-Euroz Slaver Guard (1): male half-euroz Ftr3, hp 24, 
  see appendix 1 
  � Dog (3): hp 6, see Monster Manual, page 271. 
   
  Treasure:  
   
  APL 2: Loot – 38 gp, Coin – 4 gp. 
  APL 4: Loot – 51 gp, Coin – 2 gp. 
  APL 6: Loot –  22 gp; Coin –  8gp; Magic  –  potion of cure 
  light wounds (4 gp). 
  APL 8: Loot –  22 gp; Coin –  8gp; Magic –  potion of cure 
  light wounds (4 gp). 
  APL 10: Loot –  55 gp; Coin –  18gp; Magic –  potion of cure 
  moderate wounds (2) (25gp each). 
  APL 12: Loot –  101 gp; Coin –  20gp; Magic –  potion of 
  bull’s strength (2) (25 gp each), potion of cure moderate 
  wounds (2) (25 gp each), potion of cure moderate wounds 
  (2) (25 gp each), Quaal’s feather token (whip) (41 gp). 
   
   
  Events 
  DM Note: All the events detailed here either occur 
  naturally or as a result of the PCs’ actions. In each case they 
  detail a natural event or the slavers response to some action 
  of the PCs. The events do not include additional 
  
  The Rescue 
   
  Page 8 
  protagonists or encounters and will detail which main 
  encounter area the protagonists are from. 
   
  Event 1: Fog 
  This event always comes into play if any of the encounters 
  take place 2 hours before and 1 hour after dawn on the 
  Island and may be a help or hindrance to the PCs.  
   
  The effects of the fog are to obscure all sight, including 
  darkvision, beyond 5 feet range. Maximum visibility is 30 
  feet with a -10 circumstance penalty to Spot checks and a –
  2 circumstance penalty to Listen checks. Combat at 5ft. has 
  a 20% miss chance rising to 50% at 5-30 ft. 
   
  Event 2: Escape 
  One of the slaves has spotted the PCs and three of them 
  attempt to escape to them. They will try to hide and move 
  silently initially but if spotted by the guards (roll opposed 
  Hide checks vs the guard’s Spot), they will run to the PCs, 
  calling out for help. This will give the guards a +2 
  circumstance bonus on Spot checks to notice any PCs 
  outside the scrub area. 
   
  If the PCs are noticed, the guards will behave as in 
  Encounter 2. If they are not spotted they will release the 
  dogs and pursue the slaves to the edge of the scrubland. If a 
  slave escapes into the scrubland they will not follow, 
  instead this will activate Event 3 within 1 hour. 
   
  If the PCs rescue the escaped slaves then they will be 
  able tell the PCs the details of the slavers’ compound, the 
  locations of the other slaves at the various times of the day 
  and that the Slavelord commander keeps a personal slave 
  who is skilled in figures as a personal servant and scribe. 
  The PCs should be given the compound details map and 
  the guard and slave locations table. 
   
  Event 3: Patrol 
  The PCs have been spotted or a slave has escaped into the 
  scrubland. This event details the slavers response to either 
  occurrence. 
   
  Approximately 1 hour after the slave escapes or the 
  PCs are spotted a band of slavers led by the “Beastmaster” 
  and accompanied by the “Beast”, will leave the slavers 
  compound and move to the spot the PCs or slave was last 
  spotted. They will then attempt to track them down being 
  wary of traps or ambushes. 
   
  Note: These are not additional creatures and if slain outside 
  are not found within Encounter 3 (The Compound). Any 
  slaver guards slain should be removed from Encounter 3C. 
   
  APL 2 (EL5) 
  � Beastmaster: male half-euroz Rgr2/Bbn1, hp 22, see 
  Appendix 1. 
  � The Beast: fiendish riding dog, hp 15, see Appendix 1. 
  � Human Slaver Guards (4): mix male and female human 
  War 1, hp 8, see Appendix 1. 
   
  APL 4 (EL5) 
  � Beastmaster: male half-euroz Rgr2/Bbn1, hp 23, see 
  Appendix 1. 
  � The Beast: fiendish riding dog, hp 15, see Appendix 1. 
  � Human Slaver Guards (4): mix male and female human 
  War1, hp 8, see Appendix 1. 
   
  APL 6 (EL6) 
  � Beastmaster: male half-euroz Rgr2/Bbn1, hp 23, see 
  Appendix 1. 
  � The Beast: fiendish riding dog, hp 15, see Appendix 1. 
  � Human Slaver Guards (4): mix male and female human 
  Ftr1, hp 8, see Appendix 1. 
   
  APL 8 (EL7) 
  � Beastmaster: male half-euroz Rgr2/Bbn2, hp 31, see 
  Appendix 1. 
  � The Beast: death dog, hp 15, see Fiend Folio page 41. 
  � Human Slaver Guards (4): mix male and female human 
  Ftr1, hp 8, see Appendix 1. 
   
  APL 10 (EL8) 
  � Beastmaster: male half-euroz Rgr3/Bbn2, hp 37, see 
  Appendix 1. 
  � The Beast: hell hound, hp 22, see Monster Manual, page 
  152. 
  � Human Slaver Guards (4): mix male and female human 
  Ftr2 hp 16 see appendix 1 
   
  APL 12 (EL9) 
  � Beastmaster: male half-euroz Rgr3/Bbn3, hp 23, see 
  Appendix 1. 
  � The Beast: Barghest, hp 33, see Monster Manual, page 
  23. 
  � Human Slaver Guards (4): mix male and female human 
  Ftr3, hp 20, see Appendix 1. 
   
  Treasure:  
  APL 2: Loot – 102 gp; Coin – 8 gp; Magic – potion of cure 
  light wounds (4 gp). 
  APL 4: Loot – 102 gp; Coin – 8 gp; Magic – potion of cure 
  light wounds (4 gp). 
  APL 6: Loot – 103 gp; Coin – 8 gp; Magic – potion of cure 
  light wounds (4 gp). 
  
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  Page 9 
  APL 8: Loot – 103 gp; Coin – 8 gp; Magic – potion of cure 
  moderate wounds (25 gp), wand of charm animal (62 gp). 
  APL 10: Loot – 67 gp; Coin – 8 gp; Magic – potion of cure 
  moderate wounds (25 gp), +1 longsword (192 gp), potion of 
  bull’s strength (4) (25 gp each), potion of cure serious 
  wounds (4) (62 gp each). 
  APL 12: Loot – 78 gp; Coin – 12 gp; Magic – potion of cure 
  serious wounds (62 gp), +1 longsword (192 gp), potion of 
  bull’s strength (4) (25 gp each), potion of cure moderate 
  wounds (4) (25 gp each). 
   
  Event 4: Hunters 
  This event occurs if the party has been on the island for 2 
  days and has not been spotted or no slave has escaped. 
   
  A band of slavers will leave the slavers’ compound and 
  move to the nearest spot of the scrubland. They will then 
  form up into a line with 15 ft. spacing and attempt to bring 
  down birds or other small game for the pot. They will be 
  alert and moving carefully but will not be expecting 
  significant opposition; hence crossbows will not be initially 
  loaded. 
   
  Note: these are not additional creatures and if slain outside 
  are not found within Encounter 4 the Compound. Any 
  slaver guards slain should be removed from Encounter 3C. 
   
  APL2 (EL 2) 
  � Human Slaver Guards (4): mix male and female human 
  War1, hp 8 see Appendix 1. 
   
  APL 4 (EL2) 
  � Human Slaver Guards (4): mix male and female human 
  War1, hp 8, see Appendix 1. 
   
  APL 6 (EL4) 
  � Human Slaver Guards (4): mix male and female human 
  Ftr1, hp 8, see Appendix 1. 
   
  APL 8 (EL4) 
  � Human Slaver Guards (4): mix male and female human 
  Ftr1, hp 8, see Appendix 1. 
   
  APL 10 (EL6) 
  � Human Slaver Guards (4): mix male and female human 
  Ftr2, hp 16, see Appendix 1. 
   
  APL 12 (EL7) 
  � Human Slaver Guards (4): mix male and female human 
  Ftr3, hp 16, see Appendix 1. 
   
  Treasure:  
  APL 2: Loot – 34 gp; – Coin 4 gp; Magic – 0 gp. 
  APL 4: Loot – 51 gp; Coin – 6 gp; Magic – 0 gp. 
  APL 6: Loot – 35 gp; Coin – 4 gp; Magic – 0 gp. 
  APL 8: Loot – 35 gp; Coin – 4 gp; Magic – 0 gp. 
  APL 10: Loot – 26 gp; Coin – 8 gp; Magic – potion of bull’s 
  strength (4) (25 gp each), potion of cure serious wounds (4) 
  (62 gp each). 
  APL 12: Loot – 37 gp; Coin – 8 gp; Magic – potion of bull’s 
  strength (4) (25 gp each), potion of cure moderate wounds 
  (4) (25 gp each). 
   
   
  Encounter 3: The Compound 
  Read aloud or paraphrase the following:  
   
  The slavers’ compound stands before you, guarded by a 
  wicked looking thorn fence. The eerie howls of the guard 
  dogs echo around. Faintly, you can hear the hushed 
  conversation of guards as they call out to each other. 
   
  Note: The occupancy of the various areas is dependent on 
  the time of day. You should read this section carefully to 
  familiarize yourself with who is where at what time. A 
  summary of the guards’ and slaves’ locations during the day 
  and night is given in Appendix 4. 
   
  All the buildings within the compound with the exception 
  of the watchtower are of light wooden construction with 
  the following stats. 
   
  � Doors: Light wood 1 in. thick; hardness 5; hp 10; AC 5; 
  Break DC 13. 
   
   � Walls: Wooden 1.5 in. thick; Hardness 5; HP 15; AC5; 
  Break DC 18. 
   
  This encounter details the slavers’ compound, inhabitants 
  and protections and how they will react to an attack. Each 
  location and its inhabitants are dealt with in turn. 
   
  Tactics: Once an alarm is raised, the various groups of 
  guards will move to their assigned alert positions as shown 
  by the dotted circles on the DM’s Map of the compound. 
  The order in which they arrive are:  
  • 
  off-duty guards to the slaves’ quarters (if night 
  time),  
  • 
  Beastmaster and his pet to the perimeter defences,  
  • 
  Commander Orsen to the Slavers’ quarters. 
   
  The PCs will then be engaged first depending on whether 
  they are closest to the perimeter gate or to the slavers’ 
  quarters.  
   
  
  The Rescue 
   
  Page 10 
  Note: In practice this should mean that each group of 
  guards 
  will 
  reach 
  the 
  PCs 
  and 
  initiate 
  combat 
  approximately five rounds after the previous combat ends. 
  This is dependant on the time of day, if the fog is down 
  when the PCs go in and where they are in the compound if 
  an alarm is raised. The DM should use his/her judgment on 
  the timing and encounter distances. As a rule of thumb, 
  more time and shorter distances at night, more so if foggy 
  at night, while shorter times and greater encounter 
  distances are the norm if action is during the day. 
   
  �Watchtower Support: Wooden 5 inch thick; Hardness 6, 
  HP 50; Break DC 30. Note: the Watchtower will only 
  topple after 2 supports are broken. 
   
  Encounter 3A: Perimeter Defences 
  The slaver compound sits on the end of the southwestern 
  tip of the island and is protected by a double thorn fence, 5 
  feet thick, which runs across the whole of the peninsula 
  from the rocky shoreline into the water on the sandy beach. 
  It is pierced by a set of double gates, which are normally 
  open in the daytime and closed at night. The northern end 
  can be bypassed by climbing round the wet rocks. This 
  requires a DC 20 Climb check with failure resulting in a 10-
  foot fall into the sea (no damage, see Dungeon Master’s 
  Guide p.303). The southern end can be bypassed by wading 
  through the water, which requires a DC 5 Balance check to 
  avoid being dragged under by the current. If this occurs a 
  DC 15 Swim check is required to get back to the shallows 
  and avoid the risk of drowning. The whole perimeter is 
  visible from a watchtower 50 feet behind the central gates. 
   
  Moving through the thorn fence is similar to passing a 
  wall of thorns. Moving through it as a part of a move action 
  will cause the person damage equal to 20 less that person’s 
  flat-footed AC points of damage. Using full round actions, a 
  gap can be cleared in 4 rounds but this will make noise 
  (though a silence spell will negate this obviously), which 
  may attract the guards and the dogs. They each get a DC 18 
  Listen check to detect the PCs. As the soil is sandy a crawl 
  space under the fence may be created in 30 minutes, 
  however this will have to avoid 4 checks by the guards on 
  their rounds, by making Hide checks with a +2 
  Circumstance bonus (assuming the PCs stop when the 
  guards are near - if not have the PCs make an opposed 
  Move Silently check against the guard’s Listen), against the 
  guards’ and dogs’ Listen and Spot Checks. Note that 
  digging in the sand will hide the PCs’ scent at this time, so 
  that the dogs will not smell them while digging. 
   
  The watchtower is manned at all times by a slaver 
  guard and is a 20 feet tall raised platform with wooden sides 
  reached by wooden ladder. At night, the gap between the 
  fences is used as a dog run for the guards’ dogs.  
   
  During the day, the gate is open and the guards are in 
  the fields with the slaves and will act as per Encounter 2, 
  while at night, two slaver guards will patrol each sector of 
  the perimeter.  
   
  Tactics: In the event of an alert, these guards will not 
  leave their areas of responsibility; hence the PCs will only 
  have to defeat one set of perimeter guards. 
   
  APL2 (EL2) 
  � Human Slaver Guards (3): male human War1, hp 8, see 
  Appendix 1. 
  � Dog (2): hp 6, see Monster Manual, page 271. 
   
  APL4 (EL2) 
  � Human Slaver Guards (3): male human War1 hp 8 see 
  Appendix 1 
  � Dogs (3): hp 6, see Monster Manual, page 271. 
   
  APL6 (EL3) 
  � Human Slaver Guards (2): male human War1, hp 8, see 
  Appendix 1 
  � Half-Euroz Slaver Guard: male half-euroz Ftr1, hp 8, 
  see Appendix 1. 
  � Dogs (3): hp 6, see Monster Manual, page 271. 
   
  APL8 (EL4) 
  � Human Slaver Guards (2): male human Ftr1, hp 8, see 
  Appendix 1. 
  � Half-Euroz Slaver Guard: male half-euroz Ftr1, hp 8, 
  see Appendix 1. 
  � Dogs (3): hp 6, see Monster Manual, page 271. 
   
  APL10 (EL5) 
  � Human Slaver Guards (2): male human Ftr1, hp 8, see 
  Appendix 1. 
  � Half-Euroz Slaver Guard: male half-euroz Ftr2, hp 16, 
  see Appendix 1. 
  � Dogs (3): hp 6, see Monster Manual, page 271. 
   
  APL12 (EL6) 
  � Human Slaver Guards (2): male human Ftr2, hp 20, see 
  Appendix 1. 
  � Half-Euroz Slaver Guard: male half-euroz Ftr3, hp 28, 
  see Appendix 1. 
  � Dogs (3): hp 6, see Monster Manual, page 271. 
   
  Treasure:  
  APL 2: Loot – 38 gp, Coin – 4 gp. 
  APL 4: Loot – 51 gp, Coin – 2 gp. 
  APL 6: Loot – 22 gp; Coin – 8gp; Magic – potion of cure 
  light wounds (4 gp). 
  
  The Rescue 
   
  Page 11 
  APL 8: Loot – 22 gp; Coin – 8gp; Magic – potion of cure 
  light wounds (4 gp). 
  APL 10: Loot – 55 gp; Coin – 18gp; Magic – potion of cure 
  moderate wounds (2) (25gp each). 
  APL 12: Loot – 101 gp; Coin – 20gp; Magic –  potion of 
  bull’s strength (2) (25 gp each), potion of cure moderate 
  wounds (2) (25 gp each), potion of cure moderate wounds 
  (2) (25 gp each), Quaal’s feather token (whip) (41 gp). 
   
  Encounter 3B: Animal Pens 
  This area of the compound holds the slavers’ dogs, the 
  beastmaster who trains them, and the beast, a half-trained 
  creature found by the beastmaster which answers only to 
  him. 
   
  The location consists of a 20 ft. diameter, 10 ft. high 
  wooden stockade surrounding the dogs’ kennels and a 15 ft. 
  square wood building used to hold the beast. Attached to 
  the end of the stockade is the beastmaster’s hut. 
   
  Both the main gate to the stockade and the door from 
  the beastmaster’s hut are barred with a strong but simple 
  bar. The kennels themselves have no doors but the door to 
  the beast’s enclosure is secured with a simple lock, 
  requiring a DC 20 Open Lock  check to open. 
   
  Other than the beastmaster’s belongings, bed and spare 
  clothing there is nothing of value here. 
   
  Tactics: In the event of the compound being attacked 
  the beastmaster will fetch the beast and together they will 
  join the perimeter defence guards after 5 rounds. If 
  intruders have successfully bypassed the perimeter, are 
  detected within the compound and no further attacks are 
  apparent, the whole group will move to engage the PCs. 
   
  APL 2 (EL4) 
  � Beastmaster: male half-euroz Rgr2/Bbn1, hp 22, see 
  Appendix 1. 
  � The Beast: fiendish riding dog, hp 15, see Appendix 1. 
   
   
  APL 4 (EL4) 
  � Beastmaster: male half-euroz Rgr2/Bbn1, hp 23, see 
  Appendix 1. 
  � The Beast: fiendish riding dog, hp 15, see Appendix 1. 
   
  APL 6 (EL4) 
  � Beastmaster: male half-euroz Rgr2/Bbn1, hp 23, see 
  Appendix 1. 
  � The Beast: fiendish riding dog, hp 15, see Appendix 1. 
   
  APL 8 (EL5) 
  � Beastmaster: male half-euroz Rgr2/Bbn2, hp 32, see 
  Appendix 1. 
  � The Beast: death dog, hp 15, see Fiend Folio page 41. 
   
  APL 10 (EL6) 
  � Beastmaster: male half-euroz Rgr3/Bbn2, hp 39, see 
  Appendix 1. 
  � The Beast: hellhound, hp 22, see Monster Manual, 
  page 152. 
   
  APL 12 (EL7) 
  � Beastmaster: male half-euroz Rgr3/Bbn3, hp 48, see 
  Appendix 1. 
  � The Beast: Barghest, hp 33, see Monster Manual, page 
  23. 
   
  Treasure: 
   
  APL 2: Loot – 38 gp, Coin – 4gp. 
  APL 4: Loot – 38 gp, Coin – 4gp. 
  APL 6: Loot – 68 gp; Coin; – 4 gp; Magic – potion of cure 
  light wounds (4 gp). 
  APL 8: Loot – 68gp; Coin; 4gp; Magic – potion of cure 
  moderate wounds (25 gp), wand of charm animal (62 gp). 
  APL 10: Loot – 41 gp; Coin; – 4 gp; Magic – potion of cure 
  moderate wounds (25 gp), +1 longsword (192 gp). 
  APL 12: Loot – 41 gp; Coin – 4 gp; – Magic potion of cure 
  serious wounds (62 gp), +1 longsword (192 gp). 
   
  Encounter 3C: Slavers’ Quarters 
  This 30 ft. by 20 ft. hut has a single door and multiple arrow 
  slits to provide light. The door itself is usually open but has 
  a heavy bar on the inside that can be closed, in which case a 
  DC 18 Strength check will enable someone outside to 
  break in. 
   
  The hut houses the slaver guards for the compound 
  when they are off duty. The furnishings consist of a 
  hammock, weapons rack and a small chest for their 
  personal belongings for each guard that includes a small 
  amount of coin. There is accommodation for twenty guards. 
  At the end next to the door there is a basin of water and a 
  bucket for night soil. 
   
  Tactics: The number of guards present depends on the 
  time of the encounter. 
   
  During the day, seven guards are present and in the 
  event of the compound being attacked these guards will 
  assemble outside their quarters and move to the point of 
  the attack, once identified, and engage the attackers. 
   
  During the night, eleven guards are present and of 
  these 4 are in armour to deal with any problems with the 
  slaves. In the event of the compound being attacked, seven 
  of the guards will assemble outside their quarters and move 
  to the point of attack, once identified, and engage the 
  attackers. The other guards will move immediately to the 
  
  The Rescue 
   
  Page 12 
  slave huts and secure them as shown on the DM’s map of 
  the compound. 
   
  Troubleshooting: if the PCs attack the guards at night 
  without raising an alarm, the guards earmarked to guard 
  the slaves will attempt to escape to their assigned duty 
  while the others hold off the attackers. 
   
  Note: At APL6 or higher i.e. when the slaver ship is in port, 
  the priority for the guards who would normally go to the 
  slave huts will be to protect the ship first, hence they will 
  go to the Docks and are included in optional Encounter 4. 
   
  APL 2 (EL2) 
  � Human Slaver Guards (4): mix male and female 
  human War 1, hp 8, see Appendix 1. 
   
  APL4 (EL4) 
  � Human Slaver Guards (6): mix male and female 
  human War1, hp 8, see Appendix 1. 
  � Half Euroz Slaver Guard: male half-euroz Ftr1, hp 8, 
  see Appendix 1. 
   
  APL 6 (EL5) 
  � Human Slaver Guards (4): mix male and female 
  human Ftr1, hp 8, see Appendix 1. 
  � Half Euroz Slaver Guard (2): male half-euroz Ftr1 hp 8 
  see appendix 1 
   
  APL 8 (EL6) 
  � Human Slaver Guards (4): mix male and female 
  human Ftr1, hp 8, see Appendix 1. 
  � Half Euroz Slaver Guard (2) male half-euroz Ftr2, hp 
  16, see Appendix 1. 
   
  APL 10 (EL7) 
  � Human Slaver Guards (4) mix male and female human 
  Ftr2 hp 16 see appendix 1 
  � Half Euroz Slaver Guard (2) male half-euroz Ftr2, hp 
  16, see Appendix 1. 
   
  APL 12 (EL8) 
  � Human Slaver Guards (4): mix male and female 
  human Ftr3, hp 24, see Appendix 1. 
  � Half Euroz Slaver Guard (2) male half-euroz Ftr3 hp 
  24, see Appendix 1. 
   
  NB: If four of these guards were encountered in event 3 
  (Patrol), then they are removed from this encounter. 
   
  Treasure: the following treasure is available depending on 
  the APL of the encounter 
   
  APL 2: Loot – 56 gp; Coin;  – 21 gp; Magic – 0 gp. 
  APL 4: Loot – 56 gp; Coin; – 21 gp; Magic – 0 gp. 
  APL 6: Loot – 45 gp; Coin; – 17 gp; Magic – potion of cure 
  light wounds (2) (4 gp each). 
  APL 8: Loot – 111 gp; Coin; – 37 gp; Magic – potion of cure 
  moderate wounds (4) (25 gp each). 
  APL 10: Loot – 164 gp; Coin; – 24 gp; Magic – potion of 
  bull’s strength (4) (25 gp each), potion of cure serious 
  wounds (4) (62 gp each), potion of cure moderate wounds 
  (4) (25 gp each). 
  APL 12: Loot – 113 gp; Coin; – 40 gp; Magic – potion of 
  bull’s strength (4) (25 gp each), potion of cure moderate 
  wounds (8) (25 gp each), Quaal’s feather token (whip) (2) 
  (41 gp each). 
   
  Encounter 3D: Slave Huts 
  These 60 ft. by 20 ft. huts have one entrance in the narrow 
  end with only narrow slits in the walls for light. The door is 
  normally kept barred from the outside at all times and the 
  furnishings are rudimentary consisting of old sacking and 
  straw for bedding and a couple of buckets.  
   
  Each hut currently holds approximately 30 slaves. 
  They will all be present during the night, but during the 
  day, only approximately 5 slaves who are healing or are too 
  ill to work will be present. The remainder will either be 
  working in the fields or working at the warehouses. The 
  slaves have not been deliberately mistreated but they have 
  been kept on minimum rations and been terrified by the 
  guards. The slaves will not be in any condition to aid the 
  PCs in any combat and can only manage a speed of 20’ per 
  round. 
   
  During the day there are no guards present at this 
  location. Instead they are dealing with the majority of the 
  slaves outside. 
   
  If the PCs attack at night and an alarm is raised, guards 
  will arrive from the Slavers’ quarters (see above) to secure 
  the slaves, following the route from their quarters shown 
  by the dotted line on the DM’s map of the compound. In 
  the event of the slaves already being freed, they will pursue 
  the slaves and attempt to recapture them. 
   
  APL2 (EL2) 
  � Human Slaver Guard (4): mix male and female human 
  War1, hp 8, see Appendix 1. 
   
  APL4 (EL4) 
  � Human Slaver Guard (4): mix male and female human 
  War1, hp 8, see Appendix 1. 
  � Half-Euroz Slaver Guard (2): male half-euroz Ftr1, hp 
  8, see Appendix 1. 
   
  
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  Page 13 
  APL6 or Higher 
  Note: At APL 6 or higher, these guards are included with 
  the crew of the ship, who rush to secure the slaves and deal 
  with any trouble once the ship is secure. In this case, the 
  priority of the slavers is protecting ship before controlling 
  the slaves. Please use Encounter 4. 
   
  Treasure:  
   
  APL 2: Loot – 34 gp; Coin – 4 gp; Magic – 0 gp. 
   
  APL 4: Loot – 44 gp; Coin – 18 gp; Magic – potion of 
  cure light wounds (2) (4 gp each). 
   
  Encounter 3E Commander’s Quarters 
  This basic 30 ft. by 15 ft. hut has one entrance and all the 
  windows securely boarded over. It is the home of Orsen the 
  slaver’s commander on the island. It consists of 2 rooms. 
  The first is the outer study, containing a table, 4 chairs, a 
  small cabinet containing a pitcher of rum, 4 tankards and 
  some food and cutlery and a small bedroll for the captain’s 
  personal scribe Ryandh Feralan. 
   
  The inner room is the commander’s bedroom and 
  contains a bed, lamp stand, wardrobe and a small locked 
  chest (Average lock, Open Lock DC 25). The chest contains 
  the commander’s gold and his personal ledgers and orders. 
   
  Tactics: At APL 2 the commander is not present. At 
  higher APLs the commander will stay out of combat giving 
  orders to his guards. If things start looking bad he will 
  attempt to escape in the launch with his personal chest. 
   
  Ryandh will be uncooperative to the PCs until the 
  commander has been defeated or he can see a realistic 
  escape opportunity. This requires a DC 15 Diplomacy check 
  with circumstance modifiers for defeating the commander 
  (+3), freeing the other slaves (+2) and defeating the guards 
  at location 4C (+2). Once convinced Ryandh will want the 
  ledgers for his family and will use the gold as a bribe to the 
  PCs, to encourage them to get the chest. He will be able to 
  open it himself as he has created a lock pick specifically for 
  the job. 
   
  APL2 
  Commander is not present. 
   
  APL4 (EL4) 
  Commander is not present. 
   
  APL6 (EL4) 
  � Commander Orsen: male half-euroz Clr3/Bbn1, hp 32, 
  see Appendix 1. 
   
  APL8 (EL5) 
  � Commander Orsen: male half-euroz Clr3/Bbn2, hp 39, 
  see Appendix 1. 
   
  APL10 (EL6) 
  � Commander Orsen: male half-euroz Clr4/Bbn2, hp 46, 
  see Appendix 1. 
   
  APL12 (EL7) 
  � Commander Orsen: male half-euroz Clr4/Bbn3, hp 55, 
  see Appendix 1. 
   
  Treasure:  
  APL2: Coin – 100 gp, Special: Commander Orsen’s Ledgers. 
  APL4: Coin – 200 gp, Special: Commander Orsen’s Ledgers. 
  APL 6: Loot – 5 gp; Coin – 300 gp; Magic – potion of cure 
  light wounds (2) (4 gp), +1 warhammer (192 gp); Special – 
  Commander Orsen’s Ledgers. 
  APL 8: Loot – 5 gp; Coin – 400 gp; Magic; – potion of cure 
  light wounds (2) (4 gp), +1 warhammer (192 gp); Special – 
  Commander Orsen’s Ledgers. 
  APL 10: Loot – 2 gp; Coin – 500 gp; Magic – +1 warhammer 
  (192 gp), +1 chainmail (108 gp) potion of cure moderate 
  wounds (2) (25 gp each); Special – Commander Orsen’s 
  Ledgers. 
  APL 12: Loot – 2 gp; Coin – 600 gp; – Magic +1 warhammer 
  (192 gp), +1 chainmail (108 gp), elixir of fire breath (91 gp), 
  potion of cure moderate wounds (25 gp), potion of cure 
  serious wounds (62 gp); Special – Commander Orsen’s 
  Ledgers. 
   
  Encounter 3F Docks and Warehouses  
  These buildings are used to store supplies for the 
  compound and to re-supply and repair slaver ships. They 
  contain a variety of foodstuffs, timber, rope, sailcloth, tar 
  and foodstuffs. 
   
  During the day there will be approximately 20 slaves 
  working here, stocking the warehouse, filling crates, 
  preparing timbers etc under the watchful eye of two slaver 
  Guards.  
   
  The small 20 ft. by 20 ft. hut is the compound kitchen, 
  where slaves prepare meals for all the people. It contains 
  various cooking and eating utensils and when in use during 
  the day, holds five slaves and two very watchful slaver 
  guards. 
   
  At APLs above 2, a small launch is tied up at the end of 
  the pier, which the slavers use for any travel within the 
  Storm Isles. At APL2 the commander has taken the launch 
  to Stormshore to pick up supplies 
  
  The Rescue 
   
  Page 14 
   
  At night, there are no guards stationed in this area, as 
  they rely on the fact that the slaves are all cowed and locked 
  in and that the watchtower gives them a view of the area. 
   
  Note: Due to the nature of much of the shipbuilding 
  supplies these buildings will catch fire very easily if subject 
  to any ignition. 
   
  Troubleshooting: Should the PCs defeat all the slavers, they 
  may wish to take and sell the contents of the warehouses. 
  However, there is nowhere near enough space on their ship 
  and the launch to take the freed slaves and the stores. 
  Should they later return, the stores will be gone. Any stores 
  they do manage to haul away somehow will immediately be 
  requisitioned by the Free State Navy. No payment will be 
  offered.  
   
  APL2 (EL2) 
  � Human Slaver Guards (4): male human War1, hp 8, see 
  Appendix 1. 
   
  APL4 (EL4) 
  � Human Slaver Guard (4): male human War1, hp 8, see 
  Appendix 1. 
  � Half Euroz Slaver Guard (2): male half-euroz Ftr1, hp 
  12, see Appendix 1. 
   
  APL6 or Higher 
   
  DM Note: at APL 6 or higher these guards are included 
  with the crew of the ship, who rush to secure the slaves and 
  deal with any trouble once the ship is secure, as defending 
  the ship is the the slavers’ main priority. Please use 
  Encounter 4. 
   
  Treasure: the following treasure is available depending on 
  the APL of the encounter. 
   
   
  APL 2: Loot – 34 gp; Coin – 4gp; Magic – 0 gp. 
   
  APL 4: Loot – 44 gp; Coin – 18gp; Magic – potion of 
  cure light wounds (2) (4 gp). 
   
  Troubleshooting: Some PCs may wish to claim the launch 
  as loot. However while adequate for travel within the 
  islands, it will not last the journey on the open sea to 
  Sornhill, unless the PCs load it onto the Homewind. In this 
  case the Homewind will not have capacity for any slaves. If 
  they try to tow it behind the ship, it will be lost in a squall.  
   
   
   
  Encounter 4: The Ship 
   
  Note: This encounter is present only at APL 6 and higher. 
  At lower APLs, the ship will have left before the PCs arrive 
  on the island. 
   
  The Slaver ship in the harbour is that of Markessa The 
  White, who has arrived at the compound to take on 
  supplies and take approximately half the slaves to the 
  markets of Blue in the Pomarj. The ship will remain in 
  harbour for 3 days and then depart with half the slaves 
  unless a PC with the “Wrath of the Slavelords” is known to 
  be in the area, in which case Markessa will stay to the 
  module’s end. 
   
  Tactics: in the event of an attack on the compound, 
  Markessa and her men’s priority will be to protect the ship 
  until it is fully crewed, alert and ready for action. Once the 
  ship’s crew can protect themselves, Markessa’s priority will 
  shift to getting as many of the slaves as possible from their 
  huts to the ship. Once this is achieved, the ship will leave. 
  Only in the situation where a PC has been identified at the 
  start of the module as having the “Wrath of the Slavelords”, 
  or a PC with this is personally seen by Markessa, will she 
  take any serious interest in killing PCs. In this case, once 
  the slaves are on board the ship, the ship will lay off the 
  coast and Markessa will go hunting for her enemies. In the 
  event of a similarly identified PC being spotted before an 
  attack on the compound Markessa will take her troops and 
  hunt the PCs. However, in her arrogance she will not 
  accompany Event 3 (Patrol) and will instead try to find 
  them herself. If she cannot track or find the PCs herself, 
  she will follow the patrol and use it for bait, arriving 
  approximately 2 minutes after the end of the patrol 
  encounter. 
   
  Markessa will cast her protective spells at the first sign 
  of trouble and then try to engage the PCs with spells at long 
  range. While moving the slaves, Markessa will take 
  advantage of the cover and hide among them. Identifying 
  her among the slaves before she has cast any spells will 
  require an opposed Spot check against Markessa’s Hide 
  check (Markessa has a +2 cover bonus for the cover 
  provided by the slaves). If in dire straits, Markessa will 
  teleport out, back to her lair in the port of Blue in the 
  Pomarj. 
   
  The crew of the slaver ship is well trained and competent; 
  however, they are not at full combat alert status. Once an 
  alarm sounds, it will take the crew 20 minutes to be ready 
  to sail. During this period Markessa will keep the slaves off 
  the ship but on the pier, so as not to interfere with the 
  readiness preparation. While taking the time to make ready 
  to sail, the ship is not defenceless. On hearing the alert, 
  
  The Rescue 
   
  Page 15 
  Markessa and her solders will assemble on the pier to 
  protect the ship. One minute later, the ship will be able to 
  crew one quarter of its weapons. (see below). Five minutes 
  after the alert, the ship will have manned half its weapons 
  (see below) and Markessa will be confident enough to go 
  and get the slaves. After the 20 minutes, all the ship’s 
  weapons will be fully manned. 
   
  Note: Before any alarm has been sounded, anyone trying to 
  Hide or Move Silently near the ship or to approach the ship 
  will have their Move Silently and Hide Checks opposed by 
  Listen and Spot with a Modifier of +APL+6 (i.e. +10 at 
  APL6) or be spotted by the ship’s sentries, who will raise 
  the alarm. Modifiers of +APL+6 will oppose PCs trying 
  these skills, near the ship, after an alarm has been raised. 
   
  The slaver ship:  The slaver ship when fully crewed is 
  armed with 24 heavy crossbows, with 12 firing in alternate 
  rounds and 3 ballistae (one firing every round). Any PCs 
  visible within 360 feet of the ship will receive a broadside 
  of missiles from the crew. As long as the PCs stay at least 
  100 feet from the ship (effectively the wood piles to the 
  south of the warehouses on the map) and do not attack it or 
  the crew with spells, do not actually roll to hit. Just describe 
  bolts falling thickly around the PCs. If the PCs are foolish 
  enough to approach any closer – begin rolling attacks for 
  real. The crew will not fire on any melee combat that 
  Markessa is involved in for fear of hitting the olve (though 
  they are not bothered about the soldiers). None of the crew 
  wants to accept the consequences that would follow from 
  that, if the sorcerer survived to wreak her vengeance. 
   
  APL 6 (EL8) 
  � Markessa the White: female olve Sor8, hp 25, see 
  Appendix 1. 
  � Human Slavelord soldiers (6): mix male and female 
  human Ftr1, hp 11, see Appendix 1. 
   
  APL 8 (EL10) 
  � Markessa the White: female olve Sor10, hp 34, see 
  appendix 1 
  � Human Slavelord soldiers (6): mix male and female 
  human Ftr2, hp 18, see Appendix 1. 
   
  APL 10 (EL12) 
  � Markessa the White: female olve Sor12, hp 43, see 
  Appendix 1. 
  � Human Slavelord soldiers (6): mix male and female 
  human Ftr4, hp 32, see Appendix 1. 
   
  APL 12 (EL14) 
  � Markessa the White: female olve Sor14, hp 49, see 
  Appendix 1. 
  � Human Slavelord soldiers (6): mix male and female 
  human Ftr6, hp 46, see Appendix 1. 
   
  Treasure:  
  APL 6: Loot – 45 gp; Coin – 0 gp; Magic – potion of cure 
  moderate 
  wounds 
  (25 
  gp), 
  potion 
  of 
  remove 
  blindness/deafness (62 gp), potion of water breathing (62 
  gp), scroll of teleport (93 gp), potion of cure moderate 
  wounds (6) (25 gp each). 
   
  APL 8: Loot – 195 gp; Coin – 12gp; Magic – bracers of 
  armour +1 (83 gp), cloak of resistance +1 (83 gp), potion of 
  cure serious wounds (62 gp), potion of protection from 
  energy (fire)  (62 gp), potion of remove blindness/deafness 
  (62 gp), potion of water breathing (62 gp), scroll of teleport 
  (2) (93 gp each), scroll of wall of ice (58 gp potion of bull’s 
  strength (6) (25 gp each), potion of cure serious wounds (6) 
  (62 gp each). 
   
  APL 10: Loot – 3 gp; Coin – 6gp – Magic – bracers of 
  armour +2 (333 gp), cloak of resistance +2 (333 gp), potion 
  of cure serious wounds (62 gp), potion of protection from 
  energy (fire)  (62 gp), potion of remove blindness/deafness 
  (62 gp), potion of water breathing (62 gp), scroll of greater 
  teleport (189 gp) scroll of teleport (2) (93 gp each), scroll of 
  wall of ice (58 gp) potion of bull’s strength (6)  (25 gp each), 
  potion of cure serious wounds (6)  (62 gp each), potion of 
  heroism (6)  (62 gp each), +1 scimitar (6) (192 gp each), +1 
  studded leather armour (6) (97 gp each). 
   
  APL 12: Loot – 9 gp; Coin – 10gp; Magic –bracers of 
  armour +4 (1333 gp), cloak of resistance +4 (1333 gp), 
  potion of cure serious wounds (62 gp), potion of protection 
  from energy (fire)  (62 gp), potion of remove 
  blindness/deafness (62 gp), potion of water breathing (62 
  gp), scroll of greater teleport (189 gp) scroll of teleport (2) 
  (93 gp each), scroll of wall of ice (58 gp) potion of bull’s 
  strength (6) (25 gp each), potion of cure serious wounds (6) 
  (62 gp each), potion of heroism (6) (62 gp each), +1 scimitar 
  (6 each)  (192 gp), +1 studded leather armour (6) (97 gp 
  each). 
   
  Conclusion 
  The conclusion of the module depends on whether or not 
  the PCs were successful in freeing Ryandh and the slaves 
  and whether they have recovered Commander Orsen’s 
  Ledgers. 
   
   
   
   
   
  
  The Rescue 
   
  Page 16 
   
  If the PCs have successfully freed the slaves and Ryandh 
  Feralen: 
   
  Read aloud or paraphrase the following: 
   
  The Homewind has lived up to its name and your journey 
  back form the Storm Isles has been without incident. As 
  Sornhill comes into sight, the freed slaves give voice to a 
  massive cheer. As you look at them, you see the knowledge 
  dawning on them that they have truly escaped the 
  clutches of the dread Slavelords. Arriving in the docks, 
  you find Milos eagerly awaiting your arrival. As the two 
  brothers embrace and head to the waiting carriage, Milos 
  turns and thanks you and asks you to call at his Inn 
  tomorrow for your reward, as he wants to catch up with 
  his brother. 
   
  All PCs should gain the gratitude of the Free: 
   
  � Gratitude of the Free: In gratitude for freeing them 
  from the slavery of the Slavelords, the bearer can have free 
  Adventurer’s Standard upkeep for two Onnwal Regional 
  Modules per common year. 
   
  If the PCs have Commander Orsen’s Ledgers read aloud or 
  paraphrase the following: 
   
  Later that day as you rest in your favourite inn relaxing 
  from your recent trials, a priest of Zilchus, from the local 
  temple approaches you.  
   
  He says: “I have been tasked with a business 
  transaction. You have in your possession some ledgers you 
  recently acquired on a certain Island. If you are willing to 
  return them to their original owners unread and un-
  copied, then their owners are prepared to look favourably 
  on you and forget about recent transgressions. Will you do 
  this?” 
   
  The priest, Eward, a junior member of the local church, has 
  no idea what the ledgers are for or of the true identity of 
  the ledgers original owners. He was approached by a half-
  orc man and hired to negotiate the return of the ledgers. 
  Eward took the job in good faith and is deeply shocked to 
  learn that the ledgers are linked to the Slavelords of the 
  Pomarj and profoundly apologises for troubling the PCs. 
  Eward will agree, if asked, to help the PCs track down the 
  half-orc that hired him. However, if they investigate the 
  PCs will quickly find that the Slaver agent has vanished. It 
  seems that the Slavers have eyes and ears aplenty in 
  Sornhill… 
   
  If the PCs give Commander Orsen’s Ledgers to Eward, then 
  they gain: 
   
  � Favour of the Slavelords--For returning Commander 
  Orsen’s ledgers to them, the Slavelords of the Pomarj are 
  prepared to forget one past or future transgression against 
  them. The benefit need not be taken immediately. Once 
  used cross off the favour and the specific condition it is 
  used to erase. 
   
  If the PCs refuse to hand over the ledgers or they do not 
  have them then they gain: 
   
  � Wrath Of the Slavelords—For your part in thwarting 
  the operations of the Slavelords in Onnwal, you have 
  earned the enmity of the Slavelords of the Pomarj. This may 
  have far reaching consequences in future modules. 
   
  Read aloud or paraphrase the following: 
   
  The next day as asked you go to Milos Feralen’s Inn where 
  Milo and Ryandh both meet with you. Both the brothers 
  again thank you over refreshments grant your reward and 
  assure you of the gratitude of House Feralen. 
   
  � Gratitude of House Feralen—You have earned the 
  gratitude of House Feralen for rescuing Ryandh Feralen 
  from the clutches of the Slavelords of the Pomarj. You have 
  been awarded 3 Regional Influence Points with this 
  merchant House. 
   
  Treasure: 
   
  APL 2: Coin: 80 gp 
   
  APL 4: Coin: 160 gp 
   
  APL 6: Coin: 240 gp 
   
  APL 8: Coin: 320 gp 
   
  APL 10: Coin: 400 gp 
   
  APL 12: Coin: 480 gp 
   
  If the PCs have Commander Orsen’s Ledgers, read aloud or 
  paraphrase the following: 
   
  “You have in your possession some ledgers. It would be 
  very useful for my house to have these and use them 
  against our common enemy. I can afford to be very 
  grateful if you would give them to us.” 
   
  If the PCs hand over the Legers to House Feralen or have 
  already allowed Ryandh to take and keep possession of the 
  ledgers, then they gain the favour of house Feralen: 
   
  
  The Rescue 
   
  Page 17 
  � Favour of House Feralen—You have earned the 
  Favour of House Feralen by returning Commander Orsen’s 
  ledgers to them. You gain well liked RIP Status with House 
  Feralen and they will arrange for one weapon, shield or suit 
  of armour of your choice to be upgraded to +2. Cross 
  through this favour when used. 
   
  If the PCs decide to hand over the ledgers to the Navy or 
  Army or representative of free Onnwal then they gain the 
  Favour of the Free State Navy: 
   
  � Favour of the Free State Navy—By returning 
  Commander Orsen’s ledgers to them, you have gained 3 
  Regional Influence points with the Armed Forces of free 
  Onnwal. Serving members of the Free State Navy also gain 
  a commendation that will count as a decoration for metaorg 
  purposes. 
   
  If the PCs have failed to free the slaves and Ryandh 
  Feralen 
   
  Read aloud or paraphrase the following: 
   
  The Homewind has lived up to its name and your journey 
  back form the Storm Isles has been without incident. 
  Arriving in the Sornhill docks you find Milos eagerly 
  awaiting your arrival. As Milos sweeps his gaze over the 
  ship, the look on his face turns from one of anticipation to 
  one of worry.  
   
  “What happened? Where is Ryandh?” Milos asks. 
   
  Allow the PCs to respond. 
   
  As Milos listens his face turns pale with a look of deep 
  sadness. 
   
  “Thank you for trying”, he says and turns away. “One of my 
  servants will deliver your expenses to you at your inn.” 
   
  Treasure: 
   
  APL 2: Coin: 80 gp 
   
  APL 4: Coin: 160 gp 
   
  APL 6: Coin: 240 gp 
   
  APL 8: Coin: 320 gp 
   
  APL 10: Coin: 400 gp 
   
  APL 12: Coin: 480 gp 
   
  Campaign  
  Consequences 
  This adventure has campaign consequences and may direct 
  future events in the course of the campaign. Please send 
  your answers to tismith@ntlworld.com. General comments 
  about the module are also welcomed at this address. 
   
  1. 
  Was Ryandh Feralen rescued? How many of the other 
  slaves were killed? 
  2. 
  Was Commander Orsen’s ledger recovered? 
  1. 
  If so, what group was the ledger given to? House 
  Feralen, the Slavelords, or the Forces of Free Onnwal? 
  Or did the PCs keep it? 
  2. 
  Did Markessa the White survive? 
   
  Please email consequences to jeny.triad@gmail.com 
   
  The End 
   
   
  
  The Rescue 
   
  Page 18 
  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 2 Reconnaissance  
  Get a first look at the compound without being detected by 
  the guards 
  APL2 
  30 XP  
  APL4  
  30 XP  
  APL6  
  30 XP  
  APL8  
  30 XP 
  APL10 
  30 XP 
  APL12 
  30 XP 
   
  Encounter 3A the Perimeter Defences 
  Defeat the perimeter defences 
  APL2 (EL2)  
  60 XP  
  APL4 (EL2) 
  60 XP  
  APL6 (EL3) 
  90 XP  
  APL8 (EL4) 
  120 XP 
  APL10 (EL5) 
  150 XP 
  APL12 (EL6) 
  180 XP 
   
  Encounter 3B Animal Pens* 
  Defeat the Beast master and his Beast 
  APL2 (EL4) 
  120 XP  
  APL4 (EL4) 
  120 XP  
  APL6 (EL4) 
  120 XP  
  APL8 (EL5) 
  150 XP 
  APL10 (EL6) 
  180 XP 
  APL12 (EL7) 
  210 XP 
   
  Encounter 3C Slavers Quarters* 
  Defeat the slaver guards 
  APL2 (EL2) 
    60 XP  
  APL4 (EL4) 
  120 XP  
  APL6 (EL5) 
  150 XP  
  APL8 (EL6) 
  180 XP 
  APL10 (EL7) 
  210 XP 
  APL12 (EL8) 
  240 XP 
   
  Encounter 4 D Slave Huts 
  Defeat the slaver guards 
  APL2 (EL2) 
  60 XP  
  APL4 (EL4) 
  120 XP  
   
  Encounter 3E Commanders Quarters 
  Defeat Commander Orsen 
  APL6 (EL4) 
  120 XP  
  APL8 (EL5) 
  150 XP 
  APL10 (EL6) 
  180 XP 
  APL12 (EL7) 
  210 XP 
   
  Rescue Ryandh Feralen 
  APL2  
  30 XP  
  APL4  
  45 XP  
  APL6  
  45 XP  
  APL8  
  45 XP 
  APL10 
  60 XP 
  APL12 
  75 XP 
   
  Encounter 3F Docks and Warehouses 
  Defeat the slaver guards 
  APL2 (EL2) 
  60 XP  
  APL4 (EL4) 
  120 XP  
   
  Encounter 4 the Ship (APL6+) 
  Defeat the ship’s crew 
  APL6 (EL8) 
  240 XP  
  APL8 (EL10) 
  300 XP 
  APL10 (EL12) 
  360 XP 
  APL12 (EL14) 
  420 XP 
   
  Event 3 Patrol* 
  Defeat the patrol 
  APL2 (EL5) 
  150 XP  
  APL4 (EL5) 
  150 XP  
  APL6 (EL5) 
  150 XP  
  APL8 (EL7) 
  210 XP 
  APL10 (EL8) 
  240XP 
  APL12 (EL9) 
  270 XP 
   
  Event 4 Hunters* 
  Defeat the hunters 
  APL2 (EL2) 
  60 XP  
  APL4 (EL2) 
  60 XP  
  APL6 (EL4) 
  120 XP  
  APL8 (EL4) 
  120 XP 
  APL10 (EL6) 
  180 XP 
  APL12 (EL7) 
  210 XP 
   
  *DM Note: if event 3 is played and defeated then no 
  experience is awarded for encounter 4B and reduce 
  experience for encounter 4C by the equivalent experience 
  gained for event 4.  
   
  If event 4 is played then reduce experience for encounter 
  4C by the experience gained in event 4.  
   
  Free all the Slaves 
  None of the slaves get taken away aboard Markessa’s ship 
  
  The Rescue 
   
  Page 19 
  APL6  
  45 XP  
  APL8  
  60 XP 
  APL10 
  75 XP 
  APL12 
  90 XP 
   
  Discretionary Role-playing Award 
  APL2  
  30 XP  
  APL4  
  60 XP  
  APL6  
  60 XP  
  APL8  
  90 XP 
  APL10 
  105 XP 
  APL12 
  120 XP 
   
  Total Possible Experience:  
   
  APL2  
  450 XP  
  APL4  
  675 XP  
  APL6  
  900 XP  
  APL10 
  1125XP 
  APL8  
  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. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
   
  Introduction 
   
  APL 2: Coin: 20 gp. 
   
  APL 4: Coin: 40 gp. 
   
  APL 6: Coin: 60 gp. 
   
  APL 8: Coin: 80 gp. 
   
  APL 10: Coin: 100 gp. 
   
  APL 12: Coin: 120 gp. 
   
  Encounter 2 Reconnaissance 
   
  APL 2; Loot; 38 gp; Coin 4gp; Magic; 0 gp. 
   
  APL 4; Loot; 51 gp; Coin 2gp; Magic; 0 gp. 
   
  APL 6: Loot: 0 gp; Magic: 0 gp 
   
  APL 8: Loot: 0 gp; Magic: 0 gp 
   
  APL 10: Loot: 0 gp; Magic: 0 gp 
   
  APL 12: Loot: 0 gp; Magic: 0 gp 
   
  Encounter 3A the Perimeter Defences 
   
  APL 2: Loot; 38 gp; Coin 4gp; Magic; 0 gp. 
   
  APL 4: Loot; 51 gp; Coin 2gp; Magic; 0 gp. 
   
  APL 6: Loot; 22 gp; Coin 8gp; Magic; potion of cure 
  light wounds (4 gp). 
   
  APL 8: Loot; 22 gp; Coin 8gp; Magic; potion of cure 
  light wounds (4 gp). 
   
  APL 10: Loot; 55 gp; Coin 18gp; Magic; potion of cure 
  moderate wounds (2) (25gp each). 
   
  APL 12: Loot; 101 gp; Coin 20gp; Magic; potion of 
  bull’s strength (2) (25 gp each), potion of cure moderate 
  wounds (2) (25 gp each), potion of cure moderate wounds 
  (2) (25 gp each), Quaal’s feather token (whip) (41 gp). 
   
  Encounter 3B Animal Pens 
   
  APL 2: Loot; 68 gp; Coin; 4 gp; Magic; potion of cure 
  light wounds (4 gp). 
   
  APL 4: Loot; 68 gp; Coin; 4 gp; Magic; potion of cure 
  light wounds (4 gp). 
   
  APL 6: Loot; 68 gp; Coin; 4 gp; Magic; potion of cure 
  light wounds (4 gp. 
  
  The Rescue 
   
  Page 20 
   
  APL 8: Loot; 68gp; Coin; 4gp; Magic; potion of cure 
  moderate wounds (25 gp), wand of charm animal (62 gp). 
   
  APL 10: Loot; 41 gp; Coin; 4 gp; Magic potion of cure 
  moderate wounds (25 gp), +1 longsword (192 gp). 
   
  APL 12: Loot; 41 gp; Coin 4 gp; Magic; potion of cure 
  serious wounds (62 gp), +1 longsword (192 gp). 
   
  Encounter 3C Slavers Quarters 
   
  APL 2; Loot; 56 gp; Coin; 21 gp; Magic; 0 gp 
   
  APL 4; Loot; 56 gp; Coin; 21 gp; Magic; 0 gp 
   
  APL 6: Loot; 45 gp; Coin; 17 gp; Magic; potion of cure 
  light wounds (2) (4 gp). 
   
  APL 8: Loot; 111 gp; Coin; 37 gp; Magic; potion of cure 
  moderate wounds (4) (25gp each). 
   
  APL 10: Loot; 164 gp; Coin; 24 gp; Magic; potion of 
  bull’s strength (4) (25 gp each), potion of cure serious 
  wounds (4) (62 gp each), potion of cure moderate wounds 
  (4) (25gp each). 
   
  APL 12: Loot; 113 gp; Coin; 40 gp; Magic; potion of 
  bull’s strength (4) (25 gp each), potion of cure moderate 
  wounds (8) (25gp each), Quaal’s feather token (whip) (2) (41 
  gp each). 
   
  Encounter 3D Slave Huts 
   
  APL 2: Loot; 34 gp; Coin 4gp; Magic; 0 gp 
   
  APL 4: Loot; 44 gp; Coin 18gp; Magic; potion of cure 
  light wounds (2) (4 gp) 
   
  Encounter 3E Commanders Quarters 
   
  APL 2: Coin; 100 gp; Special; Commander Orsen’s 
  Ledgers. 
   
  APL 4: Loot; 5 gp; Coin; 200 gp; Magic; potion of cure 
  light wounds (2) (4 gp), +1 warhammer (192 gp); Special; 
  Commander Orsen’s Ledgers. 
   
  APL 6: Loot; 5 gp; Coin; 300 gp; Magic; potion of cure 
  light wounds (2) (4 gp), +1 warhammer (192 gp); Special; 
  Commander Orsen’s Ledgers. 
   
  APL 8: Loot; 5 gp; Coin; 400 gp; Magic; potion of cure 
  light wounds (2) (4 gp), +1 warhammer (192 gp); Special; 
  Commander Orsen’s Ledgers. 
   
  APL 10: Loot; 2 gp; Coin; 500 gp; Magic; +1 
  warhammer (192 gp), +1 chainmail (108 gp) potion of cure 
  moderate wounds (2) (25 gp each); Special; Commander 
  Orsen’s Ledgers. 
   
  APL 12: Loot; 2 gp; Coin; 600 gp; Magic; +1 
  warhammer (192 gp), +1 chainmail (108 gp), elixir of fire 
  breath (91 gp), potion of cure moderate wounds (25 gp), 
  potion of cure serious wounds (62 gp); Special; Commander 
  Orsen’s Ledgers. 
   
  Encounter 3F Docks and Warehouses 
   
  APL 2: Loot; 34 gp; Coin 4gp; Magic; 0 gp 
   
  APL 4: Loot; 44 gp; Coin 18gp; Magic; potion of cure 
  light wounds (2) (4 gp) 
   
   
  Optional Encounter 4 the Ship (APL6+) 
   
  APL 6: Loot; 45 gp; Coin 0gp; Magic; potion of cure 
  moderate 
  wounds 
  (25 
  gp), 
  potion 
  of 
  remove 
  blindness/deafness (62 gp), potion of water breathing (62 
  gp), scroll of teleport (93 gp), potion of cure moderate 
  wounds (6) (25 gp each). 
   
  APL 8: Loot; 195 gp; Coin 12gp; Magic; bracers of 
  armour +1 (83 gp), cloak of resistance +1 (83 gp), potion of 
  cure serious wounds (62 gp), potion of protection from 
  energy (fire)  (62 gp), potion of remove blindness/deafness 
  (62 gp), potion of water breathing (62 gp), scroll of teleport 
  (2) (93 gp each), scroll of wall of ice (58 gp potion of bull’s 
  strength (6) (25 gp each), potion of cure serious wounds (6) 
  (62gp each). 
   
  APL 10: Loot; 3 gp; Coin 6gp; Magic; bracers of armour 
  +2 (333 gp), cloak of resistance +2 (333 gp), potion of cure 
  serious wounds (62 gp), potion of protection from energy 
  (fire)  (62 gp), potion of remove blindness/deafness (62 gp), 
  potion of water breathing (62 gp), scroll of greater teleport 
  (189 gp) scroll of teleport (2) (93 gp each), scroll of wall of 
  ice (58 gp) potion of bull’s strength (6)  (25 gp each), potion 
  of cure serious wounds (6)  (62 gp each), potion of heroism 
  (6)  (62 gp each), +1 scimitar (6) (192 gp each), +1 studded 
  leather armour (6) (97 gp each). 
   
  APL 12: Loot; 9 gp; Coin 10gp; Magic; bracers of 
  armour +4 (1333 gp), cloak of resistance +4 (1333 gp), 
  potion of cure serious wounds (62 gp), potion of protection 
  from energy (fire)  (62 gp), potion of remove 
  blindness/deafness (62 gp), potion of water breathing (62 
  gp), scroll of greater teleport (189 gp) scroll of teleport (2) 
  (93 gp each), scroll of wall of ice (58 gp) potion of bull’s 
  strength (6) (25 gp), potion of cure serious wounds (6) (62 
  gp), potion of heroism (6) (62 gp), +1 scimitar (6)  (192 gp), 
  +1 studded leather armour (6) (97 gp). 
   
  Event 3 Patrol* 
   
  APL 2: Loot; 102 gp; Coin; 8 gp; Magic; potion of cure 
  light wounds (4 gp). 
   
  APL 4: Loot; 102 gp; Coin; 8 gp; Magic; potion of cure 
  light wounds (4 gp). 
   
  APL 6: Loot; 103 gp; Coin; 8 gp; Magic; potion of cure 
  light wounds (4 gp). 
   
  APL 8: Loot; 103 gp; Coin; 8 gp; Magic; potion of cure 
  moderate wounds (25 gp), wand of charm animal (62 gp). 
   
  APL 10: Loot; 67 gp; Coin; 8 gp; Magic potion of cure 
  moderate wounds (25 gp), +1 longsword (192 gp), potion of 
  bull’s strength (4) (25 gp each), potion of cure serious 
  wounds (4) (62 gp each). 
  
  The Rescue 
   
  Page 21 
   
  APL 12: Loot; 78 gp; Coin 12 gp; Magic; potion of cure 
  serious wounds (62 gp), +1 longsword (192 gp), potion of 
  bull’s strength (4) (25 gp each), potion of cure moderate 
  wounds (4) (25 gp each). 
   
  Event 4 Hunters* 
   
  APL 2: Loot; 34 gp; Coin; 4 gp; Magic; 0 gp 
   
  APL 4: Loot; 51 gp; Coin; 6 gp; Magic; 0 gp 
   
  APL 6: Loot; 35 gp; Coin; 4 gp; Magic; 0 gp. 
   
  APL 8: Loot; 35 gp; Coin; 4 gp; Magic; 0 gp. 
   
  APL 10: Loot; 26 gp; Coin; 8 gp; Magic; potion of bull’s 
  strength (4) (25 gp each), potion of cure serious wounds (4) 
  (62 gp each). 
   
  APL 12: Loot; 37 gp; Coin; 8 gp; Magic; potion of bull’s 
  strength (4) (25 gp each), potion of cure moderate wounds 
  (4) (25 gp each). 
   
  Conclusion* 
   
  APL 2: Coin: 80 gp 
   
  APL 4: Coin: 160 gp 
   
  APL 6: Coin: 240 gp 
   
  APL 8: Coin: 320 gp 
   
  APL 10: Coin: 400 gp 
   
  APL 12: Coin: 480 gp 
   
  Total Possible Treasure (before cap) 
   
  APL 2: Loot; 196 gp; Coin; 233 gp; Magic; 4 gp; Total 
  433 gp 
   
  APL 4: Loot; 224 gp; Coin; 445 gp; Magic; 212 gp; Total 
  881 gp 
   
  APL 6: Loot: 245 gp; Coin: 569 gp; Magic: 508 gp; Total 
  1322 gp 
   
  APL 8: Loot: 481 gp; Coin: 781 gp; Magic: 1571gp; Total 
  2833 gp 
   
  APL 10: Loot: 365 gp; Coin: 952 gp; Magic: 5040 gp; 
  Total 6357 gp 
   
  APL 12: Loot: 386 gp; Coin: 1154 gp; Magic: 7264 gp; 
  Total 8804 gp 
   
  Total Possible Treasure (after cap) 
  APL2: 400gp 
  APL4: 600gp 
  APL6: 800gp 
  APL8: 1250gp 
  APL10 2100gp 
  APL12: 3000gp 
   
   
   
   
  Special 
   
  Commander Orsen’s Ledgers: These ledgers contain details 
  of all the transactions taken place and planned for the next 
  year at the slavers compound. In the hands of House 
  Feralen it will enable them to make some very profitable 
  privateering and information brokering. In the hands of 
  the Free State Navy it will enable them to seriously cut 
  back the activities of the Slavelords of the Pomarj for the 
  next year. The Slavelords of the Pomarj would be willing to 
  forget almost anything to ensure that it was returned 
  unread by anyone else. 
   
  Items for the Adventure Record 
   
  � Gratitude of House Feralen—You have earned the 
  gratitude of House Feralen for rescuing Ryandh Feralen 
  from the clutches of the Slavelords of the Pomarj. You have 
  been awarded 3 Regional Influence Points with this 
  merchant House. 
   
  � Favour of House Feralen—You have earned the 
  Favour of House Feralen by returning Commander Orsen’s 
  ledgers to them. You gain well liked RIP Status with House 
  Feralen and they will arrange for one weapon, shield or suit 
  of armour of your choice to be upgraded to +2. Cross 
  through this favour when used. 
   
  � Favour of the Free State Navy—By returning 
  Commander Orsen’s ledgers to them, you have gained 3 
  Regional Influence points with the Armed Forces of free 
  Onnwal. Serving members of the Free State Navy also gain 
  a commendation that will count as a decoration for metaorg 
  purposes. 
   
  � Wrath Of the Slavelords—For your part in thwarting 
  the operations of the Slavelords in Onnwal, you have 
  earned the enmity of the Slavelords of the Pomarj. This may 
  have far reaching consequences in future modules. 
   
  � Favour of the Slavelords--For returning Commander 
  Orsen’s ledgers to them, the Slavelords of the Pomarj are 
  prepared to forget one past or future transgression against 
  them. The benefit need not be taken immediately. Once 
  used cross off the favour and the specific condition it is 
  used to erase. 
   
  � Gratitude of the Free: In gratitude for freeing them 
  from the slavery of the Slavelords, the bearer can have free 
  Adventurer’s Standard upkeep for two Onnwal Regional 
  Modules per common year. 
   
   � Commander Orsen’s Ledgers: These ledgers contain 
  details of all the transactions taken place and planned for 
  
  The Rescue 
   
  Page 22 
  the next year at the Slavelords of the Pomarj base in the 
  Storm Isles. 
   
  Item Access 
   
  APL 2 
  universal solvent (Frequency: Regional, CL 20th, DMG) 
   
  APL 4 (All of APL 2 plus the following) 
   
  APL 6 (All of APLs 2-4 plus the following) 
  scroll of teleport (Frequency: Adventure, CL9, DMG) 
   
  APL 8 (All of APLs 2-6 plus the following) 
  scroll of wall of ice (Frequency: Adventure, CL7, DMG) 
  wand of charm animal (Frequency: Adventure, CL1, DMG) 
   
  APL 10 (All of APLs 2-8 plus the following) 
  scroll of greater teleport (Frequency: Adventure, CL13, 
  DMG) 
  bracers of armour +2 (Frequency: Adventure, CL6, DMG) 
  cloak of resistance +2 (Frequency: Adventure, CL6, DMG) 
   
  APL 12 (All of APLs 2-10 plus the following) 
  bracers of armour +4 (Frequency: Adventure, CL12, DMG) 
  cloak of resistance +4 (Frequency: Adventure, CL12, DMG) 
  elixir of fire breath (Frequency: Adventure, CL11, DMG) 
  Quaal’s feather token (whip) (Frequency: Regional, CL 
  12th, DMG) 
   
   
   
   
   
  
  The Rescue 
   
  Page 23 
  Appendix 1:NPC Statistics 
   
  All APLs 
   
  Ryandh Feralan; Male human Rog2/Exp3; CR 4; Size M; HD 5d6+5; hp 27; Init +1 (+1 Dex); Spd 30 ft; AC 11 (touch 11, 
  flat-footed 10); Base Atk +3; Grp +2; Atk: +2 melee (1d3 – 1 nonlethal, unarmed strike); AL N; SV Fort +2, Ref +5, Will +6; 
  Str 9, Dex 12, Con 12, Int 14, Wis 16, Cha 13. 
  Skills and Feats: Appraise +12, Bluff +9, Craft (armoursmithing) +7, Craft (weaponsmithing) +7, Decipher 
  Script +10, Diplomacy +13, Forgery +10, Gather Information +8, Knowledge (Local) +7, Listen +8, Profession (Merchant) 
  +14, Profession (Scribe) +11, Sense Motive +8; Deceitful, Diligent, Skill Focus (Profession(Merchant). 
   
        Languages spoken: Common, Old Oeridian, Orc 
   
  Character Background: Since his capture by the Brotherhood, Ryandh has passed himself off as a merchant’s clerk and 
  not a member of his house, hoping to get into the situation where he could engineer his escape or rescue. Since arriving 
  at the slavers’ island, he has ingratiated himself with the commander, doing the accounts and ledgers for the slavers’ and 
  showing Commander Orsen how to skim off a tidy percentage without being caught. His plan is to lead the commander 
  to greater greed, leading to the exposure of his fraud and then offer him sanctuary in his house if he will help him 
  escape. Ryandh knows where the commander keeps the ledgers and his stash of gold, and if he realizes the camp may be 
  taken he will try to grab the ledgers even if he has to offer the location of the gold as a bribe. He will want to take the 
  information contained in the ledgers to his family. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  The Rescue 
   
  Page 24 
  APL 2 
  Encounter 2: Reconnaissance 
   
  Slaver Guard (3): Male human (Suloise) War1; CR ½; 
  Medium humanoid (human); HD 1d8+2; hp 8; Init +5 
  (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 14 
  (touch 11, flat-footed 13); Base Atk +1; Grp +3; Atk +4 
  melee (1d8+2 [19-20], longsword) or +2 ranged (1d8, 
  light crossbow), or +2 ranged touch (1d6 or 1 splash, 
  alchemist’s fire); Full Atk +4 melee (1d8+2 [19-20], 
  longsword) or +2 ranged (1d8 [19-20]), or +2 ranged 
  touch (1d6 or 1 splash, alchemist’s fire). light 
  crossbow); AL LE; SV Fort +5, Ref +1, Will -1; Str 15, 
  Dex 13, Con 16, Int 10, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +2, Handle Animal +0, 
  Jump 
  +1; 
  Improved 
  Initiative, Weapon Focus 
  (longsword) 
   
  Possessions: 1 flask alchemist’s fire, 20 bolts, light 
  crossbow, longsword, studded leather, 8gp. 
   
  Dog (2): Male dog, hp 6, see Monster Manual p.271. 
   
  Encounter 3A: Perimeter Defenses 
   
  Slaver Guard (3): Male human (Suloise) War1; CR ½; 
  Medium humanoid (human); HD  1d8+2; hp 8; Init +5 
  (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 14 
  (touch 11, flat-footed 13); Base Atk +1; Grp +3; Atk +4 
  melee (1d8+2 [19-20], longsword) or +2 ranged (1d8, 
  light crossbow), or +2 ranged touch (1d6 or 1 splash, 
  alchemist’s fire); Full Atk +4 melee (1d8+2 [19-20], 
  longsword) or +2 ranged (1d8 [19-20]), or +2 ranged 
  touch (1d6 or 1 splash, alchemist’s fire). light 
  crossbow); AL LE; SV Fort +5, Ref +1, Will -1; Str 15, 
  Dex 13, Con 16, Int 10, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +2, Handle Animal +0, 
  Jump 
  +1; 
  Improved 
  Initiative, Weapon Focus 
  (longsword) 
   
  Possessions: 1 flask alchemist’s fire, 20 bolts, light 
  crossbow, longsword, studded leather, 8gp. 
    
  Dog (2): Male dog, hp 6, see Monster Manual p.271. 
   
  Encounter 3B: Animal Pens 
  Beastmaster: Male half-orc Rgr2/Bbn1; CR 3; Medium 
  humanoid (orc); HD 2d8+4 and 1d12+2; hp 23; Init +2; 
  Spd 40 ft.; AC 16 (touch 12, flat-footed 14); Base Atk +3; 
  Grp +6; Atk +7 melee (1d8+3 [19-20], longsword) or +5 
  ranged (1d8+3 [×3], mighty composite longbow); Full 
  Atk +7 melee (1d8+3 [19-20], longsword), or +5/+4 
  melee (1d8+3 [19-20], longsword and 1d6+1 [19-20], 
  shortsword), or +5 ranged (1d8+3 [×3], mighty 
  composite longbow); SA Favored enemy humanoid 
  (human), rage 1/day, two-handed style; SQ Darkvision 
  60 ft., orc blood; AL NE; SV Fort +7, Ref +5, Will +1; Str 
  16, Dex 14, Con 14, Int 8, Wis 12, Cha 7. 
   
  Skills and Feats: Climb +8, Handle Animal +3, 
  Listen +6, Spot +6, Survival +6; Endurance, Two-
  Weapon Fighting
  B Track
  B. 
   
  Orc Blood (Ex): For all effects related to race, a 
  half-orc is considered an orc. 
   
  Power-Up Suite (raging): HD 2d8+8 and 1d12+4; 
  hp 29; AC 14 (touch 10, flat-footed 12); Grp +8; Atk +9 
  melee (1d8+5 [19-20], longsword) or +5 ranged (1d8+3 
  [×3], mighty composite longbow); Full Atk +9 melee 
  (1d8+5 [19-20], longsword), or +7/+5 melee (1d8+5 [19-
  20], longsword and 1d6+2 [19-20], shortsword), or +5 
  ranged (1d8+3 [×3], mighty composite longbow); Fort 
  +9, Will +3; Str 20, Con 18. 
   
  Skills and Feats: Climb +10. 
   
  Possessions: 20 arrows, chain shirt, mighty 
  composite longbow (+3), masterwork longsword, 
  potion of cure light wounds, shortsword, 24gp. 
   
  The Beast: Male fiendish riding dog; CR 1; Medium 
  magical beast; HD 2d10+4; hp 15; Init +2; Spd 40 ft.; AC 
  16 (touch 12, flat-footed 14); Base Atk +1; Grp +3; Atk 
  +3 melee (1d6+3, bite); Full Atk +3 melee (1d6+3, bite); 
  SA smite good +2; SQ darkvision 60 ft., cold & fire 
  resistance 5; SR 7; AL NE; SV Fort +5, Ref +5, Will +1; 
  Str 15, Dex 15, Con 15, Int 3, Wis 12, Cha 6. 
   
  Skills and Feats: Jump +8, Listen +5, Spot +5, Swim 
  +3, Survival +1 (+5 when tracking by scent) 
   
  Smite Good (Su): Once per day, the Beast can 
  choose to deal +2 damage to a good creature with a 
  melee attack. It must choose before it attacks. If the 
  attack misses, or the Beast accidentally smites a non-
  good creature, the smite good attempt is wasted for the 
  day. 
   
  Note: If the Beastmaster and beast were fought in 
  event 3 (Patrol), then they are not encountered here. 
   
  Encounter 3C: Slavers’ Quarters 
  Slaver Guard (6): Male human (Suloise) War1; CR ½; 
  Medium humanoid (human); HD  1d8+3; hp 8; Init +5 
  (+1 Dex, +4 Improved Initiative); Spd 20 ft.; AC 15 
  (touch 11, flat-footed 14); Base Atk +1; Grp +3; Atk +4 
  melee (1d8+2 [19-20], longsword) or +2 ranged (1d8. 
  light crossbow); Full Atk +4 melee (1d8+2 [19-20], 
  longsword) or +2 ranged (1d8 [19-20]. light crossbow); 
  
  The Rescue 
   
  Page 25 
  AL LE; SV Fort +5, Ref +1, Will -1; Str 15, Dex 13, Con 
  16, Int 10, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +2, Jump +2, Handle 
  Animal +3; Improved Initiative, Weapon Focus 
  (longsword) 
   
  Possessions: 20 bolts, light crossbow, longsword, 
  scale mail, 6gp. 
   
  Note: if four of these guards were encountered and 
  defeated in event 3 (Patrol) or event 4 (Hunters), then 
  only two of them remain here. 
   
  Half-Euroz Slaver Guard: Male half-orc Ftr1; CR 1; 
  Medium humanoid (orc); HD 1d10+2; hp 12; Init +2; 
  Spd 20 ft; AC 16 (touch 12, flat-footed 14); Base Atk +1; 
  Grp +5; Atk +6 melee (1d10+6, halberd); Full Atk +6 
  melee (1d10+6, halberd); SQ Darkvision 60 ft., orc 
  blood; AL LE; SV Fort +4, Ref +2, Will -1; Str 18, Dex 
  14, Con 14, Int 9, Wis 8, Cha 6. 
   
  Skills and Feats: Climb +4; Dodge, Weapon Focus 
  (halberd). 
   
  Orc blood (Ex): For all effects related to race, a 
  half-orc is considered an orc. 
   
  Possessions: Halberd, scale mail; amethyst (value 
  80gp [must be appraised]), 10gp. 
   
  Encounter 3D: Slave Huts 
  Slaver Guard (4): Male human (Baklunish) War1; CR 
  ½; Medium humanoid (human); HD  1d8+3; hp 8; Init 
  +5 (+1 Dex, +4 Improved Initiative); Spd 20 ft.; AC 15 
  (touch 11, flat-footed 14); Base Atk +1; Grp +3; Atk +4 
  melee (1d8+2 [19-20], longsword) or +2 ranged (1d8. 
  light crossbow); Full Atk +4 melee (1d8+2 [19-20], 
  longsword) or +2 ranged (1d8 [19-20]. light crossbow); 
  AL LE; SV Fort +5, Ref +1, Will -1; Str 15, Dex 13, Con 
  16, Int 10, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +2, Handle Animal +3, 
  Jump 
  +2; 
  Improved 
  Initiative, Weapon Focus 
  (longsword) 
   
  Possessions: 20 bolts, light crossbow, longsword, 
  scale mail, 6gp. 
   
  Encounter 3F: Docks and Warehouses 
   
  Slaver Guard (4): Male human (Suloise) War1; CR ½; 
  Medium humanoid (human); HD  1d8+3; hp 8; Init +5 
  (+1 Dex, +4 Improved Initiative); Spd 20 ft.; AC 15 
  (touch 11, flat-footed 14); Base Atk +1; Grp +3; Atk +4 
  melee (1d8+2 [19-20], longsword) or +2 ranged (1d8. 
  light crossbow); Full Atk +4 melee (1d8+2 [19-20], 
  longsword) or +2 ranged (1d8 [19-20]. light crossbow); 
  AL LE; SV Fort +5, Ref +1, Will -1; Str 15, Dex 13, Con 
  16, Int 10, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +2, Handle Animal +3, 
  Jump 
  +2; 
  Improved 
  Initiative, Weapon Focus 
  (longsword) 
   
  Possessions: 20 bolts, light crossbow, longsword, 
  scale mail, 6gp. 
   
  Event 3: Patrol 
  Beastmaster: Male half-orc Rgr2/Bbn1; CR 3; Medium 
  humanoid (orc); HD 2d8+4 and 1d12+2; hp 23; Init +2; 
  Spd 40 ft.; AC 16 (touch 12, flat-footed 14); Base Atk +3; 
  Grp +6; Atk +7 melee (1d8+3 [19-20], longsword) or +5 
  ranged (1d8+3 [×3], mighty composite longbow); Full 
  Atk +7 melee (1d8+3 [19-20], longsword), or +5/+4 
  melee (1d8+3 [19-20], longsword and 1d6+1 [19-20], 
  shortsword), or +5 ranged (1d8+3 [×3], mighty 
  composite longbow); SA Favored enemy humanoid 
  (human), rage 1/day, two-handed style; SQ Darkvision 
  60 ft., orc blood; AL NE; SV Fort +7, Ref +5, Will +1; Str 
  16, Dex 14, Con 14, Int 8, Wis 12, Cha 7. 
   
  Skills and Feats: Climb +8, Handle Animal +3, 
  Listen +6, Spot +6, Survival +6; Endurance, Two-
  Weapon Fighting
  B Track
  B. 
   
  Orc Blood (Ex): For all effects related to race, a 
  half-orc is considered an orc. 
   
  Power-Up Suite (raging): HD 2d8+8 and 1d12+4; 
  hp 29; AC 14 (touch 10, flat-footed 12); Grp +8; Atk +9 
  melee (1d8+5 [19-20], longsword) or +5 ranged (1d8+3 
  [×3], mighty composite longbow); Full Atk +9 melee 
  (1d8+5 [19-20], longsword), or +7/+5 melee (1d8+5 [19-
  20], longsword and 1d6+2 [19-20], shortsword), or +5 
  ranged (1d8+3 [×3], mighty composite longbow); Fort 
  +9, Will +3; Str 20, Con 18. 
   
  Skills and Feats: Climb +10. 
   
  Possessions: 20 arrows, chain shirt, mighty 
  composite longbow (+3), masterwork longsword, 
  potion of cure light wounds, shortsword, 24gp. 
   
  The Beast: Male fiendish riding dog; CR 1; Medium 
  magical beast; HD 2d10+4; hp 15; Init +2; Spd 40 ft.; AC 
  16 (touch 12, flat-footed 14); Base Atk +1; Grp +3; Atk 
  +3 melee (1d6+3, bite); Full Atk +3 melee (1d6+3, bite); 
  SA smite good +2; SQ darkvision 60 ft., cold & fire 
  resistance 5; SR 7; AL NE; SV Fort +5, Ref +5, Will +1; 
  Str 15, Dex 15, Con 15, Int 3, Wis 12, Cha 6. 
   
  Skills and Feats: Jump +8, Listen +5, Spot +5, Swim 
  +3, Survival +1 (+5 when tracking by scent) 
   
  Smite Good (Su): Once per day, the Beast can 
  choose to deal +2 damage to a good creature with a 
  melee attack. It must choose before it attacks. If the 
  attack misses, or the Beast accidentally smites a non-
  
  The Rescue 
   
  Page 26 
  good creature, the smite good attempt is wasted for the 
  day. 
   
  Slaver Guard (4): Male human (Suloise) War1; CR ½; 
  Medium humanoid (human); HD 1d8+3; hp 8; Init +5 
  (+1 Dex, +4 Improved Initiative); Spd 20 ft.; AC 15 
  (touch 11, flat-footed 14); Base Atk +1; Grp +3; Atk +4 
  melee (1d8+2 [19-20], longsword) or +2 ranged (1d8. 
  light crossbow); Full Atk +4 melee (1d8+2 [19-20], 
  longsword) or +2 ranged (1d8 [19-20]. light crossbow); 
  AL LE; SV Fort +5, Ref +1, Will -1; Str 15, Dex 13, Con 
  16, Int 10, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +2, Handle Animal +3, 
  Jump 
  +2; 
  Improved 
  Initiative, Weapon Focus 
  (longsword) 
   
  Possessions: 20 bolts, light crossbow, longsword, 
  scale mail, 6gp. 
   
  Event 4: Hunters 
   
  Slaver Guard (4): Male human (Suloise) War1; CR ½; 
  Medium humanoid (human); HD 1d8+3; hp 8; Init +5 
  (+1 Dex, +4 Improved Initiative); Spd 20 ft.; AC 15 
  (touch 11, flat-footed 14); Base Atk +1; Grp +3; Atk +4 
  melee (1d8+2 [19-20], longsword) or +2 ranged (1d8. 
  light crossbow); Full Atk +4 melee (1d8+2 [19-20], 
  longsword) or +2 ranged (1d8 [19-20]. light crossbow); 
  AL LE; SV Fort +5, Ref +1, Will -1; Str 15, Dex 13, Con 
  16, Int 10, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +2, Handle Animal +3, 
  Jump 
  +2; 
  Improved 
  Initiative, Weapon Focus 
  (longsword) 
   
  Possessions: 20 bolts, light crossbow, longsword, 
  scale mail, 6gp. 
   
   
  
  The Rescue 
   
  Page 27 
  APL 4 
  Encounter 2: Reconnaissance 
  Slaver Guard (3): Male human (Suloise) War1; CR ½; 
  Medium humanoid (human); HD 1d8+3; hp 8; Init +5 
  (+1 Dex, +4 Improved Initiative); Spd 20 ft.; AC 16 
  (touch 11, flat-footed 15); Base Atk +1; Grp +3; Atk +4 
  melee (1d8+2 [19-20], longsword) or +2 ranged (1d8, 
  light crossbow); Full Atk +4 melee (1d8+2 [19-20], 
  longsword) or +2 ranged (1d8 [19-20], light crossbow); 
  AL LE; SV Fort +5, Ref +1, Will -1; Str 15, Dex 13, Con 
  16, Int 10, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +1, Handle Animal +3, 
  Jump 
  +1; 
  Improved 
  Initiative, Weapon Focus 
  (longsword) 
   
  Possessions: 20 bolts, scale mail, light crossbow, 
  longsword, 4gp. 
   
  Dog (3): Male dog, hp 6, see Monster Manual p.271. 
   
  Encounter 3A: Perimeter Defenses 
   
  Slaver Guard (3): Male human (Suloise) War1; CR ½; 
  Medium humanoid (human); HD  1d8+3; hp 8; Init +5 
  (+1 Dex, +4 Improved Initiative); Spd 20 ft.; AC 16 
  (touch 11, flat-footed 15); Base Atk +1; Grp +3; Atk +4 
  melee (1d8+2 [19-20], longsword) or +2 ranged (1d8, 
  light crossbow); Full Atk +4 melee (1d8+2 [19-20], 
  longsword) or +2 ranged (1d8 [19-20], light crossbow); 
  AL LE; SV Fort +5, Ref +1, Will -1; Str 15, Dex 13, Con 
  16, Int 10, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +1, Handle Animal +3, 
  Jump 
  +1; 
  Improved 
  Initiative, Weapon Focus 
  (longsword) 
   
  Possessions: 20 bolts, scale mail, light crossbow, 
  longsword, 4gp. 
   
  Dog (3): Male dog, hp 6, see Monster Manual, page 271 
   
  Encounter 3B: Animal Pens 
  Beastmaster: Male half-orc Rgr2/Bbn1; CR 3; Medium 
  humanoid (orc); HD 2d8+4 and 1d12+2; hp 23; Init +2; 
  Spd 40 ft.; AC 16 (touch 12, flat-footed 14); Base Atk +3; 
  Grp +6; Atk +7 melee (1d8+3 [19-20], longsword) or +5 
  ranged (1d8+3 [×3], mighty composite longbow); Full 
  Atk +7 melee (1d8+3 [19-20], longsword), or +5/+4 
  melee (1d8+3 [19-20], longsword and 1d6+1 [19-20], 
  shortsword), or +5 ranged (1d8+3 [×3], mighty 
  composite longbow); SA Favoured enemy humanoid 
  (human), rage 1/day, two-handed style; SQ Darkvision 
  60 ft., orc blood; AL NE; SV Fort +7, Ref +5, Will +1; Str 
  16, Dex 14, Con 14, Int 8, Wis 12, Cha 7. 
   
  Skills and Feats: Climb +8, Handle Animal +3, 
  Listen +6, Spot +6, Survival +6; Diehard, Endurance, 
  Two-Weapon Fighting
  B Track
  B. 
   
  Orc Blood (Ex): For all effects related to race, a 
  half-orc is considered an orc. 
   
  Power-Up Suite (raging): HD 2d8+8 and 1d12+4; 
  hp 29; AC 14 (touch 10, flat-footed 12); Grp +8; Atk +9 
  melee (1d8+5 [19-20], longsword) or +5 ranged (1d8+3 
  [×3], mighty composite longbow); Full Atk +9 melee 
  (1d8+5 [19-20], longsword), or +7/+5 melee (1d8+5 [19-
  20], longsword and 1d6+2 [19-20], shortsword), or +5 
  ranged (1d8+3 [×3], mighty composite longbow); Fort 
  +9, Will +3; Str 20, Con 18. 
   
  Skills and Feats: Climb +10. 
   
  Possessions: 20 arrows, chain shirt, mighty 
  composite longbow (+3), masterwork longsword, 
  potion of cure light wounds, shortsword, 24gp. 
   
  The Beast: Male fiendish riding dog; CR 1; Medium 
  magical beast; HD 2d10+4; hp 15; Init +2; Spd 40 ft.; AC 
  16 (touch 12, flat-footed 14); Base Atk +1; Grp +3; Atk 
  +3 melee (1d6+3, bite); Full Atk +3 melee (1d6+3, bite); 
  SA smite good +2; SQ darkvision 60 ft., cold & fire 
  resistance 5; SR 7; AL NE; SV Fort +5, Ref +5, Will +1; 
  Str 15, Dex 15, Con 15, Int 3, Wis 12, Cha 6. 
   
  Skills and Feats: Jump +8, Listen +5, Spot +5, Swim 
  +3, Survival +1 (+5 when tracking by scent) 
   
  Smite Good (Su): Once per day, the Beast can 
  choose to deal +2 damage to a good creature with a 
  melee attack. It must choose before it attacks. If the 
  attack misses, or the Beast accidentally smites a non-
  good creature, the smite good attempt is wasted for the 
  day. 
   
  DM Note: If the Beastmaster and beast were fought in 
  event 3 (Patrol), then they are not encountered here. 
   
  Encounter 3C: Slavers’ Quarters 
  Slaver Guard (6): Male human (Suloise) War1; CR ½; 
  Medium humanoid (human); HD  1d8+3; hp 8; Init +5 
  (+1 Dex, +4 Improved Initiative); Spd 20 ft.; AC 15 
  (touch 11, flat-footed 14); Base Atk +1; Grp +3; Atk +4 
  melee (1d8+2 [19-20], longsword) or +2 ranged (1d8, 
  light crossbow); Full Atk +4 melee (1d8+2 [19-20], 
  longsword) or +2 ranged (1d8 [19-20]. light crossbow); 
  AL LE; SV Fort +5, Ref +1, Will -1; Str 15, Dex 13, Con 
  16, Int 10, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +2, Handle Animal +3, 
  Jump 
  +2; 
  Improved 
  Initiative, Weapon Focus 
  (longsword) 
   
  Possessions: 20 bolts, light crossbow, longsword, 
  scale mail, 6gp. 
  
  The Rescue 
   
  Page 28 
   
  Note: if four of these guards were encountered and 
  defeated in event 3 (Patrol) or event 4 (Hunters), then 
  only two of them remain here. 
   
  Half-Euroz Slaver Guard (2): Male half-orc Ftr1; CR 1; 
  Medium humanoid (orc); HD 1d10+2; hp 12; Init +2; 
  Spd 20 ft; AC 16 (touch 12, flat-footed 14); Base Atk +1; 
  Grp +5; Atk +6 melee (1d10+6, halberd); Full Atk +6 
  melee (1d10+6, halberd); SQ Darkvision 60 ft., orc 
  blood; AL LE; SV Fort +4, Ref +2, Will -1; Str 18, Dex 
  14, Con 14, Int 9, Wis 8, Cha 6. 
   
  Skills and Feats: Climb +4; Dodge, Weapon Focus 
  (halberd). 
   
  Orc blood (Ex): For all effects related to race, a 
  half-orc is considered an orc. 
   
  Possessions: Halberd, scale mail; onyx (value 30gp 
  [must be appraised]), 1 vial of universal solvent, 10gp. 
   
  Encounter 3D: Slave Huts 
  Slaver Guard (4): Male human (Baklunish) War1; CR 
  ½; Medium humanoid (human); HD  1d8+3; hp 8; Init 
  +5 (+1 Dex, +4 Improved Initiative); Spd 20 ft.; AC 15 
  (touch 11, flat-footed 14); Base Atk +1; Grp +3; Atk +4 
  melee (1d8+2 [19-20], longsword) or +2 ranged (1d8, 
  light crossbow); Full Atk +4 melee (1d8+2 [19-20], 
  longsword) or +2 ranged (1d8 [19-20]. light crossbow); 
  AL LE; SV Fort +5, Ref +1, Will -1; Str 15, Dex 13, Con 
  16, Int 10, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +2, Handle Animal +3, 
  Jump 
  +2; 
  Improved 
  Initiative, Weapon Focus 
  (longsword) 
   
  Possessions: 20 bolts, light crossbow, longsword, 
  scale mail, 6gp. 
   
  Half-Euroz Slaver Guard: Male half-orc Ftr1; CR 1; 
  Medium humanoid (orc); HD 1d10+2; hp 8; Init +2; 
  Spd 20 ft; AC 16 (touch 12, flat-footed 14); Base Atk +1; 
  Grp +5; Atk +6 melee (1d10+6, halberd); Full Atk +6 
  melee (1d10+6, halberd); SQ Darkvision 60 ft., orc 
  blood; AL LE; SV Fort +4, Ref +2, Will -1; Str 18, Dex 
  14, Con 14, Int 9, Wis 8, Cha 6. 
  Skills and Feats: Climb +4; Dodge, Weapon Focus 
  (halberd). 
   
  Orc blood (Ex): For all effects related to race, a 
  half-orc is considered an orc. 
   
  Possessions: Halberd, potion of cure light wounds, 
  scale mail; moonstone (value 30gp [must be 
  appraised]), 10gp. 
   
  Encounter 3E: Commander’s Quarters 
   
  Commander 
  Orsen: 
  Male 
  half-orc 
  Clr3 
  (Shargass)/Bbn1; CR 4; Medium humanoid (orc); HD 
  3d8+6 and 1d12+4; hp 32; Init +0; Spd 30 ft.; AC 19 
  (touch 10, flat-footed 19); Base Atk +3; Grp +6; Atk +7 
  melee (1d8+4 [×3], +1 warhammer) or +6 melee (1d6+3 
  [19-20], shortsword); Full Atk +7 melee (1d8+4 [×3], +1 
  warhammer) or +6 melee (1d6+3 [19-20], shortsword); 
  SA Rage 1/day, spells; SQ darkvision 60ft., orc blood, 
  spontaneous casting (inflict); AL NE; SV Fort +7, Ref 
  +1, Will +5; Str 16, Dex 10, Con 14, Int 8, Wis 16, Cha 9. 
   
  Skills and Feats: Climb -1, Concentration +5, Heal 
  +5, Listen +7; Diehard, Endurance. 
   
  Orc Blood (Ex): For all effects related to race, a 
  half-orc is considered an orc. 
   
  Power-up Suite (bull’s strength + raging): HD 
  3d8+12 and 1d12+4; hp 40; Spd 30 ft.; AC 17 (touch 8, 
  flat-footed 17); Grp +10; Atk +11 melee (1d8+8 [×3], +1 
  warhammer) or +10 melee (1d6+7 [19-20], shortsword); 
  Full Atk +11 melee (1d8+8 [×3], +1 warhammer) or +10 
  melee (1d6+7 [19-20], shortsword); SV Fort +9, Will +7; 
  Str 24, Con 18. Note: Cannot cast spells while raging. 
   
  Possessions: Chainmail, heavy steel shield, two 
  potions of cure light wounds, shortsword, +1 
  warhammer.   
   
  Spells Prepared (4/3+1/2+1; base DC = 13 + spell 
  level): 0—detect magic, light, resistance, virtue; 1st—
  bane, cause fear*,,doom, magic weapon, 2nd—bull’s 
  strength, death knell*
  †, summon monster II. 
   
  *Domain spell. Domains: Death (death touch 
  1/day, make a melee touch attack on a living creature, 
  if successful roll 3d6, if this exceeds the creature’s hp, it 
  dies (no save)), Evil (cast evil spells at +1 caster level; 
  evil spells marked 
  † above). 
   
  Encounter 3F: Docks and Warehouses 
  Slaver Guard (4): Male human (Suloise) War1; CR ½; 
  Medium humanoid (human); HD 1d8+3; hp 8; Init +5 
  (+1 Dex, +4 Improved Initiative); Spd 20 ft.; AC 15 
  (touch 11, flat-footed 14); Base Atk +1; Grp +3; Atk +4 
  melee (1d8+2 [19-20], longsword) or +2 ranged (1d8, 
  light crossbow); Full Atk +4 melee (1d8+2 [19-20], 
  longsword) or +2 ranged (1d8 [19-20]. light crossbow); 
  AL LE; SV Fort +5, Ref +1, Will -1; Str 15, Dex 13, Con 
  16, Int 10, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +2, Handle Animal +3, 
  Jump 
  +2; 
  Improved 
  Initiative, Weapon Focus 
  (longsword) 
   
  Possessions: 20 bolts, light crossbow, longsword, 
  scale mail, 6gp. 
   
  Half-Euroz Slaver Guard (2): Male half-orc Ftr1; CR 1; 
  Medium humanoid (orc); HD 1d10+2; hp 8; Init +2; 
  
  The Rescue 
   
  Page 29 
  Spd 20 ft; AC 16 (touch 12, flat-footed 14); Base Atk +1; 
  Grp +5; Atk +6 melee (1d10+6, halberd); Full Atk +6 
  melee (1d10+6, halberd); SQ Darkvision 60 ft., orc 
  blood; AL LE; SV Fort +4, Ref +2, Will -1; Str 18, Dex 
  14, Con 14, Int 9, Wis 8, Cha 6. 
  Skills and Feats: Climb +4; Dodge, Weapon Focus 
  (halberd). 
   
  Orc blood (Ex): For all effects related to race, a 
  half-orc is considered an orc. 
   
  Possessions: Halberd, potion of cure light wounds, 
  scale mail; moonstone (value 30gp [must be 
  appraised]), 10gp. 
   
  Event 3: Patrol 
  Beastmaster: Male half-orc Rgr2/Bbn1; CR 3; Medium 
  humanoid (orc); HD 2d8+4 and 1d12+2; hp 23; Init +2; 
  Spd 40 ft.; AC 16 (touch 12, flat-footed 14); Base Atk +3; 
  Grp +6; Atk +7 melee (1d8+3 [19-20], longsword) or +5 
  ranged (1d8+3 [×3], mighty composite longbow); Full 
  Atk +7 melee (1d8+3 [19-20], longsword), or +5/+4 
  melee (1d8+3 [19-20], longsword and 1d6+1 [19-20], 
  shortsword), or +5 ranged (1d8+3 [×3], mighty 
  composite longbow); SA Favored enemy humanoid 
  (human), rage 1/day, two-handed style; SQ Darkvision 
  60 ft., orc blood; AL NE; SV Fort +7, Ref +5, Will +1; Str 
  16, Dex 14, Con 14, Int 8, Wis 12, Cha 7. 
   
  Skills and Feats: Climb +8, Handle Animal +3, 
  Listen +6, Spot +6, Survival +6; Endurance, Two-
  Weapon Fighting
  B Track
  B. 
   
  Orc Blood (Ex): For all effects related to race, a 
  half-orc is considered an orc. 
   
  Power-Up Suite (raging): HD 2d8+8 and 1d12+4; 
  hp 29; AC 14 (touch 10, flat-footed 12); Grp +8; Atk +9 
  melee (1d8+5 [19-20], longsword) or +5 ranged (1d8+3 
  [×3], mighty composite longbow); Full Atk +9 melee 
  (1d8+5 [19-20], longsword), or +7/+5 melee (1d8+5 [19-
  20], longsword and 1d6+2 [19-20], shortsword), or +5 
  ranged (1d8+3 [×3], mighty composite longbow); Fort 
  +9, Will +3; Str 20, Con 18. 
   
  Skills and Feats: Climb +10. 
   
  Possessions: 20 arrows, chain shirt, mighty 
  composite longbow (+3), masterwork longsword, 
  potion of cure light wounds, shortsword, 24gp. 
   
  The Beast: Male fiendish riding dog; CR 1; Medium 
  magical beast; HD 2d10+4; hp 15; Init +2; Spd 40 ft.; AC 
  16 (touch 12, flat-footed 14); Base Atk +1; Grp +3; Atk 
  +3 melee (1d6+3, bite); Full Atk +3 melee (1d6+3, bite); 
  SA smite good +2; SQ darkvision 60 ft., cold & fire 
  resistance 5; SR 7; AL NE; SV Fort +5, Ref +5, Will +1; 
  Str 15, Dex 15, Con 15, Int 3, Wis 12, Cha 6. 
   
  Skills and Feats: Jump +8, Listen +5, Spot +5, Swim 
  +3, Survival +1 (+5 when tracking by scent) 
   
  Smite Good (Su): Once per day, the Beast can 
  choose to deal +2 damage to a good creature with a 
  melee attack. It must choose before it attacks. If the 
  attack misses, or the Beast accidentally smites a non-
  good creature, the smite good attempt is wasted for the 
  day. 
   
  Slaver Guard (4): Male human (Suloise) War1; CR ½; 
  Medium humanoid (human); HD  1d8+3; hp 8; Init +5 
  (+1 Dex, +4 Improved Initiative); Spd 20 ft.; AC 15 
  (touch 11, flat-footed 14); Base Atk +1; Grp +3; Atk +4 
  melee (1d8+2 [19-20], longsword) or +2 ranged (1d8, 
  light crossbow); Full Atk +4 melee (1d8+2 [19-20], 
  longsword) or +2 ranged (1d8 [19-20]. light crossbow); 
  AL LE; SV Fort +5, Ref +1, Will -1; Str 15, Dex 13, Con 
  16, Int 10, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +2, Handle Animal +3, 
  Jump 
  +2; 
  Improved 
  Initiative, Weapon Focus 
  (longsword) 
   
  Possessions: 20 bolts, light crossbow, longsword, 
  scale mail, 6gp. 
   
  Event 4: Hunters 
  Slaver Guard (4): Male human (Suloise) War1; CR ½; 
  Medium humanoid (human); HD  1d8+3; hp 8; Init +5 
  (+1 Dex, +4 Improved Initiative); Spd 20 ft.; AC 15 
  (touch 11, flat-footed 14); Base Atk +1; Grp +3; Atk +4 
  melee (1d8+2 [19-20], longsword) or +2 ranged (1d8, 
  light crossbow); Full Atk +4 melee (1d8+2 [19-20], 
  longsword) or +2 ranged (1d8 [19-20]. light crossbow); 
  AL LE; SV Fort +5, Ref +1, Will -1; Str 15, Dex 13, Con 
  16, Int 10, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +2, Handle Animal +3, 
  Jump 
  +2; 
  Improved 
  Initiative, Weapon Focus 
  (longsword) 
   
  Possessions: 20 bolts, light crossbow, longsword, 
  scale mail, 6gp. 
   
  
  The Rescue 
   
  Page 30 
  APL 6 
  Encounter 2: Reconnaissance 
  Slaver Guard (2): Male human (Suloise) War1; CR ½; 
  Medium humanoid (human); HD 1d8+3; hp 8; Init +5 
  (+1 Dex, +4 Improved Initiative); Spd 20 ft.; AC 15 
  (touch 11, flat-footed 14); Base Atk +1; Grp +3; Atk +4 
  melee (1d8+2 [19-20], longsword) or +2 ranged (1d8, 
  light crossbow); Full Atk +4 melee (1d8+2 [19-20], 
  longsword) or +2 ranged (1d8 [19-20]. light crossbow); 
  AL LE; SV Fort +5, Ref +1, Will -1; Str 15, Dex 13, Con 
  16, Int 10, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +2, Handle Animal +3, 
  Jump 
  +2; 
  Improved 
  Initiative, Weapon Focus 
  (longsword) 
   
  Possessions: 20 bolts, light crossbow, longsword, 
  scale mail, 6gp. 
   
  Half-Euroz Slaver Guard: Male half-orc Ftr1; CR 1; 
  Medium humanoid (orc); HD 1d10+2; hp 8; Init +2; 
  Spd 20 ft; AC 16 (touch 12, flat-footed 14); Base Atk +1; 
  Grp +5; Atk +6 melee (1d10+6, halberd); Full Atk +6 
  melee (1d10+6, halberd); SQ Darkvision 60 ft., orc 
  blood; AL LE; SV Fort +4, Ref +2, Will -1; Str 18, Dex 
  14, Con 14, Int 9, Wis 8, Cha 6. 
   
  Skills and Feats: Climb +4; Dodge, Weapon Focus 
  (halberd). 
   
  Orc blood (Ex): For all effects related to race, a 
  half-orc is considered an orc. 
   
  Possessions: Halberd, potion of cure light wounds, 
  scale mail; moonstone (value 30gp [must be 
  appraised]), 10gp. 
   
  Dogs (3): hp 6, see Monster Manual, page 271. 
   
  Encounter 3A: Perimeter Defences 
  Slaver Guard (2): Male human (Suloise) War1; CR ½; 
  Medium humanoid (human); HD 1d8+3; hp 8; Init +5 
  (+1 Dex, +4 Improved Initiative); Spd 20 ft.; AC 15 
  (touch 11, flat-footed 14); Base Atk +1; Grp +3; Atk +4 
  melee (1d8+2 [19-20], longsword) or +2 ranged (1d8, 
  light crossbow); Full Atk +4 melee (1d8+2 [19-20], 
  longsword) or +2 ranged (1d8 [19-20]. light crossbow); 
  AL LE; SV Fort +5, Ref +1, Will -1; Str 15, Dex 13, Con 
  16, Int 10, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +2, Handle Animal +3, 
  Jump 
  +2; 
  Improved 
  Initiative, Weapon Focus 
  (longsword) 
   
  Possessions: 20 bolts, light crossbow, longsword, 
  scale mail, 6gp. 
   
  Half-Euroz Slaver Guard: Male half-orc Ftr1; CR 1; 
  Medium humanoid (orc); HD 1d10+2; hp 8; Init +2; 
  Spd 20 ft; AC 16 (touch 12, flat-footed 14); Base Atk +1; 
  Grp +5; Atk +6 melee (1d10+6, halberd); Full Atk +6 
  melee (1d10+6, halberd); SQ Darkvision 60 ft., orc 
  blood; AL LE; SV Fort +4, Ref +2, Will -1; Str 18, Dex 
  14, Con 14, Int 9, Wis 8, Cha 6. 
  Skills and Feats: Climb +4; Dodge, Weapon Focus 
  (halberd). 
   
  Orc blood (Ex): For all effects related to race, a 
  half-orc is considered an orc. 
   
  Possessions: Halberd, potion of cure light wounds, 
  scale mail; moonstone (value 30gp [must be 
  appraised]), 10gp. 
   
  Dogs (3): hp 6, see Monster Manual, page 271. 
   
  Encounter 3B: Animal Pens 
  Beastmaster: Male half-orc Rgr2/Bbn1; CR 3; Medium 
  humanoid (orc); HD 2d8+4 and 1d12+2; hp 23; Init +2; 
  Spd 40 ft.; AC 16 (touch 12, flat-footed 14); Base Atk +3; 
  Grp +6; Atk +7 melee (1d8+3 [19-20], longsword) or +5 
  ranged (1d8+3 [×3], mighty composite longbow); Full 
  Atk +7 melee (1d8+3 [19-20], longsword), or +5/+4 
  melee (1d8+3 [19-20], longsword and 1d6+1 [19-20], 
  shortsword), or +5 ranged (1d8+3 [×3], mighty 
  composite longbow); SA Favoured enemy humanoid 
  (human), rage 1/day, two-handed style; SQ Darkvision 
  60 ft., orc blood; AL NE; SV Fort +7, Ref +5, Will +1; Str 
  16, Dex 14, Con 14, Int 8, Wis 12, Cha 7. 
   
  Skills and Feats: Climb +8, Handle Animal +3, 
  Listen +6, Spot +6, Survival +6; Diehard, Endurance, 
  Two-Weapon Fighting
  B Track
  B. 
   
  Orc Blood (Ex): For all effects related to race, a 
  half-orc is considered an orc. 
   
  Power-Up Suite (raging): HD 2d8+8 and 1d12+4; 
  hp 29; AC 14 (touch 10, flat-footed 12); Grp +8; Atk +9 
  melee (1d8+5 [19-20], longsword) or +5 ranged (1d8+3 
  [×3], mighty composite longbow); Full Atk +9 melee 
  (1d8+5 [19-20], longsword), or +7/+5 melee (1d8+5 [19-
  20], longsword and 1d6+2 [19-20], shortsword), or +5 
  ranged (1d8+3 [×3], mighty composite longbow); Fort 
  +9, Will +3; Str 20, Con 18. 
   
  Skills and Feats: Climb +10. 
   
  Possessions: 20 arrows, chain shirt, mighty 
  composite longbow (+3), masterwork longsword, 
  potion of cure light wounds, shortsword, 24gp. 
   
  The Beast: Male fiendish riding dog; CR 1; Medium 
  magical beast; HD 2d10+4; hp 15; Init +2; Spd 40 ft.; AC 
  16 (touch 12, flat-footed 14); Base Atk +1; Grp +3; Atk 
  
  The Rescue 
   
  Page 31 
  +3 melee (1d6+3, bite); Full Atk +3 melee (1d6+3, bite); 
  SA smite good +2; SQ darkvision 60 ft., cold & fire 
  resistance 5; SR 7; AL NE; SV Fort +5, Ref +5, Will +1; 
  Str 15, Dex 15, Con 15, Int 3, Wis 12, Cha 6. 
   
  Skills and Feats: Jump +8, Listen +5, Spot +5, Swim 
  +3, Survival +1 (+5 when tracking by scent) 
   
  Smite Good (Su): Once per day, the Beast can 
  choose to deal +2 damage to a good creature with a 
  melee attack. It must choose before it attacks. If the 
  attack misses, or the Beast accidentally smites a non-
  good creature, the smite good attempt is wasted for the 
  day. 
   
  DM Note: If the Beastmaster and beast were fought in 
  event 3 (Patrol), then they are not encountered here. 
   
  Encounter 3C: Slavers’ Quarters 
  Human Slaver Guard (4): mix male and female human 
  Ftr1; CR 1; Medium humanoid (human); HD 1d10+2; 
  hp 9; Init +1; Spd 20 ft.; AC 15 (touch 11, flat-footed 
  14); Base Atk +1; Grp +5; Atk +4 melee (2d4+3 [×4], 
  scythe) or +2 ranged (1d8 [19-20], light crossbow); Full  
  Atk +4 melee (2d4+3 [×4], scythe) or +2 ranged (1d8 
  [19-20], light crossbow); AL NE; SV Fort +5, Ref +1, 
  Will +0; Str 14, Dex 12, Con 16, Int 10, Wis 11, Cha 8. 
   
  Skills and Feats: Climb +2, Handle Animal +3, 
  Jump +2; Dodge, Mobility, Weapon Focus (scythe). 
   
  Possessions: 20 bolts, light crossbow, scale mail, 
  scythe, 6 gp. 
   
  Half-Euroz Slaver Guard (2): Male half-orc Ftr1; CR 1; 
  Medium humanoid (orc); HD 1d10+2; hp 8; Init +2; 
  Spd 20 ft; AC 16 (touch 12, flat-footed 14); Base Atk +1; 
  Grp +5; Atk +6 melee (1d10+6, halberd); Full Atk +6 
  melee (1d10+6, halberd); SQ Darkvision 60 ft., orc 
  blood; AL LE; SV Fort +4, Ref +2, Will -1; Str 18, Dex 
  14, Con 14, Int 9, Wis 8, Cha 6. 
   
  Skills and Feats: Climb +4; Dodge, Weapon Focus 
  (halberd). 
   
  Orc blood (Ex): For all effects related to race, a 
  half-orc is considered an orc. 
   
  Possessions: Halberd, potion of cure light wounds, 
  scale mail; onyx (value 30gp [must be appraised]), 10gp. 
   
  Note: if four of these guards were encountered and 
  defeated in event 3 (Patrol) or event 4 (Hunters), then 
  only two of them remain here. 
   
  Encounter 3E: Commander’s Quarters 
  Commander 
  Orsen: 
  Male 
  half-orc 
  Clr3 
  (Shargass)/Bbn1; CR 4; Medium humanoid (orc); HD 
  3d8+6 and 1d12+4; hp 32; Init +0; Spd 30 ft.; AC 19 
  (touch 10, flat-footed 19); Base Atk +3; Grp +6; Atk +7 
  melee (1d8+4 [×3], +1 warhammer) or +6 melee (1d6+3 
  [19-20], shortsword); Full Atk +7 melee (1d8+4 [×3], +1 
  warhammer) or +6 melee (1d6+3 [19-20], shortsword); 
  SA Rage 1/day, spells; SQ darkvision 60ft., orc blood, 
  spontaneous casting (inflict); AL NE; SV Fort +7, Ref 
  +1, Will +5; Str 16, Dex 10, Con 14, Int 8, Wis 16, Cha 9. 
   
  Skills and Feats: Climb -1, Concentration +5, Heal 
  +5, Listen +7; Diehard, Endurance. 
   
  Orc Blood (Ex): For all effects related to race, a 
  half-orc is considered an orc. 
   
  Power-up Suite (bull’s strength + raging): HD 
  3d8+12 and 1d12+4; hp 40; Spd 30 ft.; AC 17 (touch 8, 
  flat-footed 17); Grp +10; Atk +11 melee (1d8+8 [×3], +1 
  warhammer) or +10 melee (1d6+7 [19-20], shortsword); 
  Full Atk +11 melee (1d8+8 [×3], +1 warhammer) or +10 
  melee (1d6+7 [19-20], shortsword); SV Fort +9, Will +7; 
  Str 24, Con 18. Note: Cannot cast spells while raging. 
   
  Possessions: Chainmail, heavy steel shield, two 
  potions of cure light wounds, shortsword, +1 
  warhammer.   
   
  Spells Prepared (4/3+1/2+1; base DC = 13 + spell 
  level): 0—detect magic, light, resistance, virtue; 1st—
  bane, cause fear*,,doom, magic weapon, 2nd—bull’s 
  strength, death knell*
  †, summon monster II. 
   
  *Domain spell. Domains: Death (death touch 
  1/day, make a melee touch attack on a living creature, 
  if successful roll 3d6, if this exceeds the creature’s hp, it 
  dies (no save)), Evil (cast evil spells at +1 caster level; 
  evil spells marked 
  † above). 
   
  Encounter 4: The Boat 
  Markessa the White: female olve Sor8; CR 8; Medium 
  humanoid (elf); HD 8d4; hp 25; Init +1 (+1 Dex); Spd. 
  30 ft.; AC 11 (touch 11, flat-footed 10); Base Atk +4; Grp 
  +4; Atk +5 ranged (1d8 [19-20], light crossbow) or +4 
  melee (1d4 [19-20], dagger); Full Atk +5 ranged (1d8 
  [19-20], light crossbow) or +4 melee (1d4 [19-20], 
  dagger); SA spells; SQ Elven traits, low-light vision, 
  sleep immunity; AL LE; SV Fort +2, Ref +3, Will +6; Str 
  10, Dex 12, Con 10, Int 10, Wis 10, Cha 19. 
   
  Skills and Feats: Concentration +11, Listen +2, 
  Search +2, Spot +2; Combat Casting, Silent Spell, Spell 
  Focus (Evocation). 
   
  Spells (known: 8/5/3/2/1; per day: 6/7/7/6/4; Base 
  DC = 14 + spell level, Evocation = 15 + spell level): 0 – 
  acid splash, daze, detect magic, flare, ghost sound, ray 
  of frost, resistance, touch of fatigue; 1st – mage armour, 
  magic 
  missile, 
  protection 
  from 
  good, 
  ray 
  of 
  enfeeblement, shield; 2nd – bear’s endurance, eagle’s 
  splendour, scorching ray; 3rd – fireball, dispel magic; 
  4th – lesser globe of invulnerability. 
  
  The Rescue 
   
  Page 32 
   
  Possessions: 20 bolts, dagger, light crossbow, 
  potion of cure moderate wounds, potion of remove 
  blindness/deafness, potion of water breathing, scroll of 
  teleport. 
   
  Human Slavelord soldiers (6): mix male and female 
  human (Suloise) Ftr1; CR 1; Medium humanoid 
  (human); HD 1d10+1; hp 11; Init +7 (+3 Dex, +4 
  Improved Initiative); Spd 30 ft.; AC 16 (touch 13, flat-
  footed 13); Base Atk +1; Grp +4; Atk +4 melee (1d6+3 
  [18-20], scimitar) or +4 ,melee (1d4+3 [19-20], dagger) 
  or +5 ranged (1d8 [19-20], light crossbow); AL LE; SV 
  Fort +3, Ref +3, Will +0; Str 16, Dex 16, Con 12, Int 10, 
  Wis 10, Cha 8. 
   
  Skills and Feats: Climb +6, Jump +6, Swim +5; 
  Endurance, Improved Initiative, Weapon Focus (light 
  crossbow). 
   
  Possessions: 20 bolts, dagger, light crossbow, 
  potion of cure moderate wounds, scimitar, studded 
  leather armour. 
   
  Event 3: Patrol 
  Beastmaster: Male half-orc Rgr2/Bbn1; CR 3; Medium 
  humanoid (orc); HD 2d8+4 and 1d12+2; hp 23; Init +2; 
  Spd 40 ft.; AC 16 (touch 12, flat-footed 14); Base Atk +3; 
  Grp +6; Atk +7 melee (1d8+3 [19-20], longsword) or +5 
  ranged (1d8+3 [×3], mighty composite longbow); Full 
  Atk +7 melee (1d8+3 [19-20], longsword), or +5/+4 
  melee (1d8+3 [19-20], longsword and 1d6+1 [19-20], 
  shortsword), or +5 ranged (1d8+3 [×3], mighty 
  composite longbow); SA Favored enemy humanoid 
  (human), rage 1/day, two-handed style; SQ Darkvision 
  60 ft., orc blood; AL NE; SV Fort +7, Ref +5, Will +1; Str 
  16, Dex 14, Con 14, Int 8, Wis 12, Cha 7. 
   
  Skills and Feats: Climb +8, Handle Animal +3, 
  Listen +6, Spot +6, Survival +6; Endurance, Two-
  Weapon Fighting
  B Track
  B. 
   
  Orc Blood (Ex): For all effects related to race, a 
  half-orc is considered an orc. 
   
  Power-Up Suite (raging): HD 2d8+8 and 1d12+4; 
  hp 29; AC 14 (touch 10, flat-footed 12); Grp +8; Atk +9 
  melee (1d8+5 [19-20], longsword) or +5 ranged (1d8+3 
  [×3], mighty composite longbow); Full Atk +9 melee 
  (1d8+5 [19-20], longsword), or +7/+5 melee (1d8+5 [19-
  20], longsword and 1d6+2 [19-20], shortsword), or +5 
  ranged (1d8+3 [×3], mighty composite longbow); Fort 
  +9, Will +3; Str 20, Con 18. 
   
  Skills and Feats: Climb +10. 
   
  Possessions: 20 arrows, chain shirt, mighty 
  composite longbow (+3), masterwork longsword, 
  potion of cure light wounds, shortsword, 24gp. 
   
  The Beast: Male fiendish riding dog; CR 1; Medium 
  magical beast; HD 2d10+4; hp 15; Init +2; Spd 40 ft.; AC 
  16 (touch 12, flat-footed 14); Base Atk +1; Grp +3; Atk 
  +3 melee (1d6+3, bite); Full Atk +3 melee (1d6+3, bite); 
  SA smite good +2; SQ darkvision 60 ft., cold & fire 
  resistance 5; SR 7; AL NE; SV Fort +5, Ref +5, Will +1; 
  Str 15, Dex 15, Con 15, Int 3, Wis 12, Cha 6. 
   
  Skills and Feats: Jump +8, Listen +5, Spot +5, Swim 
  +3, Survival +1 (+5 when tracking by scent) 
   
  Smite Good (Su): Once per day, the Beast can 
  choose to deal +2 damage to a good creature with a 
  melee attack. It must choose before it attacks. If the 
  attack misses, or the Beast accidentally smites a non-
  good creature, the smite good attempt is wasted for the 
  day. 
   
  Human Slaver Guard (4): mix male and female human 
  Ftr1; CR 1; Medium humanoid (human); HD 1d10+2; 
  hp 9; Init +1; Spd 20 ft.; AC 15 (touch 11, flat-footed 
  14); Base Atk +1; Grp +5; Atk +4 melee (2d4+3 [×4], 
  scythe) or +2 ranged (1d8 [19-20], light crossbow); Full  
  Atk +4 melee (2d4+3 [×4], scythe) or +2 ranged (1d8 
  [19-20], light crossbow); AL NE; SV Fort +5, Ref +1, 
  Will +0; Str 14, Dex 12, Con 16, Int 10, Wis 11, Cha 8. 
   
  Skills and Feats: Climb +2, Handle Animal +3, 
  Jump +2; Dodge, Mobility, Weapon Focus (scythe). 
   
  Possessions: 20 bolts, light crossbow, scale mail, 
  scythe, 6 gp. 
   
  Event 4 – Hunters 
  Human Slaver Guard (4): mix male and female human 
  Ftr1; CR 1; Medium humanoid (human); HD 1d10+2; 
  hp 9; Init +1; Spd 20 ft.; AC 15 (touch 11, flat-footed 
  14); Base Atk +1; Grp +5; Atk +4 melee (2d4+3 [×4], 
  scythe) or +2 ranged (1d8 [19-20], light crossbow); Full  
  Atk +4 melee (2d4+3 [×4], scythe) or +2 ranged (1d8 
  [19-20], light crossbow); AL NE; SV Fort +5, Ref +1, 
  Will +0; Str 14, Dex 12, Con 16, Int 10, Wis 11, Cha 8. 
   
  Skills and Feats: Climb +2, Handle Animal +3, 
  Jump +2; Dodge, Mobility, Weapon Focus (scythe). 
   
  Possessions: 20 bolts, light crossbow, scale mail, 
  scythe, 6 gp. 
   
  
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  Page 33 
  APL 8 
  Encounter 2: Reconnaissance 
  Human Slaver Guard (2): mix male and female human 
  Ftr1; CR 1; Medium humanoid (human); HD 1d10+2; 
  hp 9; Init +1; Spd 20 ft.; AC 15 (touch 11, flat-footed 
  14); Base Atk +1; Grp +5; Atk +4 melee (1d10+3 [19-20], 
  heavy flail) or +2 ranged (1d8 [19-20], light crossbow); 
  Full  Atk +4 melee (1d10+3 [19-20], heavy flail) or +2 
  ranged (1d8 [19-20], light crossbow); AL NE; SV Fort 
  +5, Ref +1, Will +0; Str 14, Dex 12, Con 16, Int 10, Wis 
  11, Cha 8. 
   
  Skills and Feats: Climb +2, Handle Animal +3, 
  Jump +2; Dodge, Mobility, Weapon Focus (heavy flail). 
   
  Possessions: 20 bolts, heavy flail, light crossbow, 
  scale mail, 6 gp. 
   
  Half-Euroz Slaver Guard: Male half-orc Ftr1; CR 1; 
  Medium humanoid (orc); HD 1d10+2; hp 8; Init +2; 
  Spd 20 ft; AC 16 (touch 12, flat-footed 14); Base Atk +1; 
  Grp +5; Atk +6 melee (1d10+6, halberd); Full Atk +6 
  melee (1d10+6, halberd); SQ Darkvision 60 ft., orc 
  blood; AL LE; SV Fort +4, Ref +2, Will -1; Str 18, Dex 
  14, Con 14, Int 9, Wis 8, Cha 6. 
   
  Skills and Feats: Climb +4; Dodge, Weapon Focus 
  (halberd). 
   
  Orc blood (Ex): For all effects related to race, a 
  half-orc is considered an orc. 
   
  Possessions: Halberd, potion of cure light wounds, 
  scale mail; onyx (value 30gp [must be appraised]), 10gp. 
   
  Dog (3): hp 6, see Monster Manual, page 271. 
   
  Encounter 3A: Perimeter Defences 
  Human Slaver Guard (2): mix male and female human 
  Ftr1; CR 1; Medium humanoid (human); HD 1d10+2; 
  hp 9; Init +1; Spd 20 ft.; AC 15 (touch 11, flat-footed 
  14); Base Atk +1; Grp +5; Atk +4 melee (1d10+3 [19-20], 
  heavy flail) or +2 ranged (1d8 [19-20], light crossbow); 
  Full  Atk +4 melee (1d10+3 [19-20], heavy flail) or +2 
  ranged (1d8 [19-20], light crossbow); AL NE; SV Fort 
  +5, Ref +1, Will +0; Str 14, Dex 12, Con 16, Int 10, Wis 
  11, Cha 8. 
   
  Skills and Feats: Climb +2, Handle Animal +3, 
  Jump +2; Dodge, Mobility, Weapon Focus (heavy flail). 
   
  Possessions: 20 bolts, heavy flail, light crossbow, 
  scale mail, 6 gp. 
   
  Half-Euroz Slaver Guard: Male half-orc Ftr1; CR 1; 
  Medium humanoid (orc); HD 1d10+2; hp 8; Init +2; 
  Spd 20 ft; AC 16 (touch 12, flat-footed 14); Base Atk +1; 
  Grp +5; Atk +6 melee (1d10+6, halberd); Full Atk +6 
  melee (1d10+6, halberd); SQ Darkvision 60 ft., orc 
  blood; AL LE; SV Fort +4, Ref +2, Will -1; Str 18, Dex 
  14, Con 14, Int 9, Wis 8, Cha 6. 
   
  Skills and Feats: Climb +4; Dodge, Weapon Focus 
  (halberd). 
   
  Orc blood (Ex): For all effects related to race, a 
  half-orc is considered an orc. 
   
  Possessions: Halberd, potion of cure light wounds, 
  scale mail; onyx (value 30gp [must be appraised]), 10gp. 
   
  Dog (3): hp 6, see Monster Manual, page 271. 
   
  Encounter 3B: Animal Pens 
  Beastmaster: Male half-orc Rgr2/Bbn2; CR 4; Medium 
  humanoid (orc); HD 2d8+4 and 2d12+4; hp 32; Init +2; 
  Spd 40 ft.; AC 16 (touch 12, flat-footed 14); Base Atk +4; 
  Grp +7; Atk +8 melee (1d8+3 [19-20], longsword) or +6 
  ranged (1d8+3 [×3], mighty composite longbow); Full 
  Atk +8 melee (1d8+3 [19-20], longsword), or +6/+5 
  melee (1d8+3 [19-20], longsword and 1d6+1 [19-20], 
  shortsword), or +6 ranged (1d8+3 [×3], mighty 
  composite longbow); SA Favoured enemy humanoid 
  (human), rage 1/day, two-handed style; SQ Darkvision 
  60 ft., orc blood, uncanny dodge; AL NE; SV Fort +8, 
  Ref +5, Will +1; Str 17, Dex 14, Con 14, Int 8, Wis 12, 
  Cha 7. 
   
  Skills and Feats: Climb +9, Handle Animal +4, 
  Listen +7, Spot +6, Survival +6; Diehard, Endurance, 
  Two-Weapon Fighting
  B Track
  B. 
   
  Orc Blood (Ex): For all effects related to race, a 
  half-orc is considered an orc. 
   
  Power-Up Suite (raging): HD 2d8+8 and 2d12+8; 
  hp 40; AC 14 (touch 10, flat-footed 12); Grp +9; Atk +10 
  melee (1d8+5 [19-20], longsword) or +5 ranged (1d8+3 
  [×3], mighty composite longbow); Full Atk +10 melee 
  (1d8+5 [19-20], longsword), or +8/+7 melee (1d8+5 [19-
  20], longsword and 1d6+2 [19-20], shortsword), or +5 
  ranged (1d8+3 [×3], mighty composite longbow); Fort 
  +10, Will +3; Str 21, Con 18. 
   
  Skills and Feats: Climb +11. 
   
  Possessions: 20 arrows, chain shirt, mighty 
  composite longbow (+3), masterwork longsword, 
  potion of cure moderate wounds, shortsword, wand of 
  charm animal, 24gp. 
   
   
  Death Dog: CR 2; Medium magical beast; HD 2d10+4; 
  hp 15; Init +2 (+2 Dex); Spd 50 ft.; AC 15 (touch 12, flat-
  footed 13); Base Atk +2; Grp +4; Atk +5 melee (1d6+2, 
  bite); Full Atk 2 +5 melee (1d6+2, bite); SA Disease, 
  trip; SQ Darkvision 60 ft., low-light vision, scent; AL 
  
  The Rescue 
   
  Page 34 
  NE; SV: Fort +5, Ref +5, Will +1;Str 14, Dex15, Con 14, 
  Int 4, Wis13, Cha 7 
   
  Skills and Feats: Hide +3, Listen+6, Move Silently 
  +4, Spot +4; Weapon Focus (bite) 
   
  Disease (Ex): Any creature hit by a death dog's 
  bite attack must succeed on a Fortitude save (DC 13) 
  or contract a disease. The incubation period is 1 day, 
  and the disease deals 1d4 points of Strength damage 
  and 1d3 points of Constitution damage per day on a 
  failed fortitude save. 
   
  Trip (Ex): A death dog that hits with a bite attack 
  can attempt to trip its opponent as a free action 
  without making a touch attack or provoking an 
  attack of opportunity. If the attempt fails, the 
  opponent cannot react to trip the death dog. 
   
  Scent (Ex): A death dog can detect approaching 
  enemies, sniff out hidden foes, and track by sense of 
  smell. 
   
  Encounter 3C: Slavers’ Quarters 
  Human Slaver Guard (4): mix male and female human 
  Ftr1; CR 1; Medium humanoid (human); HD 1d10+2; 
  hp 9; Init +1; Spd 20 ft.; AC 15 (touch 11, flat-footed 
  14); Base Atk +1; Grp +5; Atk +4 melee (1d10+3 [×4], 
  heavy flail) or +2 ranged (1d8 [19-20], light crossbow); 
  Full  Atk +4 melee (1d10+3 [×4], heavy flail) or +2 
  ranged (1d8 [19-20], light crossbow); AL NE; SV Fort 
  +5, Ref +1, Will +0; Str 14, Dex 12, Con 16, Int 10, Wis 
  11, Cha 8. 
   
  Skills and Feats: Climb +2, Handle Animal +3, 
  Jump +2; Dodge, Mobility, Weapon Focus (heavy flail) 
   
  Possessions: 20 bolts, heavy flail, light crossbow, 
  scale mail, 6 gp. 
   
  Half-Euroz Slaver Guard (2): Male half-orc Ftr2; CR 2; 
  Medium humanoid (orc); HD 2d10+4; hp 16; Init +6 
  (+2 Dex, +4 Improved Initiative); Spd 20 ft; AC 17 
  (touch 12, flat-footed 15); Base Atk +2; Grp +6; Atk +8 
  melee (1d10+6, halberd); Full Atk +8 melee (1d10+6, 
  halberd); SQ Darkvision 60 ft., orc blood; AL LE; SV 
  Fort +5, Ref +2, Will -1; Str 18, Dex 14, Con 14, Int 9, 
  Wis 8, Cha 6. 
   
  Skills and Feats: Climb +4; Dodge, Improved 
  Initiative, Weapon Focus (halberd). 
   
  Orc blood (Ex): For all effects related to race, a 
  half-orc is considered an orc. 
   
  Possessions: Chainmail, masterwork halberd, 
  potion of cure moderate wounds (2); amethyst (value 
  90gp [must be appraised]), 10gp. 
   
   
   
  Encounter 3E: Commander’s Quarters 
  Commander 
  Orsen: 
  Male 
  half-orc 
  Clr3 
  (Shargass)/Bbn2; CR 5; Medium humanoid (orc); HD 
  3d8+6 and 2d12+4; hp 39; Init +0; Spd 30 ft.; AC 19 
  (touch 10, flat-footed 19); Base Atk +4; Grp +7; Atk +8 
  melee (1d8+4 [×3], +1 warhammer) or +7 melee (1d6+3 
  [19-20], shortsword); Full Atk +8 melee (1d8+4 [×3], +1 
  warhammer) or +7 melee (1d6+3 [19-20], shortsword); 
  SA Rage 1/day, spells; SQ darkvision 60ft., orc blood, 
  spontaneous casting (inflict), uncanny dodge; AL NE; 
  SV Fort +8, Ref +3, Will +4; Str 16, Dex 10, Con 14, Int 
  8, Wis 16, Cha 9. 
   
  Skills and Feats: Climb -1, Concentration +5, Heal 
  +5, Listen +7; Diehard, Endurance. 
   
  Orc Blood (Ex): For all effects related to race, a 
  half-orc is considered an orc. 
   
  Uncanny Dodge (Ex): Retains Dex bonus to AC if 
  caught flat-footed or struck by an invisible attacker, but 
  still loses it if immobilized. 
   
  Power-up Suite (bull’s strength + raging): HD 
  3d8+12 and 2d12+8; hp 49; Spd 30 ft.; AC 17 (touch 8, 
  flat-footed 17); Grp +9; Atk +12 melee (1d8+8 [×3], +1 
  warhammer) or +11 melee (1d6+7 [19-20], shortsword); 
  Full Atk +12 melee (1d8+8 [×3], +1 warhammer) or +11 
  melee (1d6+7 [19-20], shortsword); SV Fort +10, Will 
  +6; Str 24, Con 18. Note: Cannot cast spells while 
  raging. 
   
  Possessions: Chainmail, heavy steel shield, two 
  potions of cure light wounds, shortsword, +1 
  warhammer,  . 
   
  Spells Prepared (4/3+1/2+1; base DC = 13 + spell 
  level): 0—detect magic, light, resistance, virtue; 1st—
  bane, cause fear*,,doom, magic weapon, 2nd—bull’s 
  strength, death knell*
  †, summon monster II. 
   
  *Domain spell. Domains: Death (death touch 
  1/day, make a melee touch attack on a living creature, 
  if successful roll 3d6, if this exceeds the creature’s hp, it 
  dies (no save)), Evil (cast evil spells at +1 caster level; 
  evil spells marked 
  † above). 
   
   
  Encounter 4: The Ship 
  Markessa the White: female olve Sor10; CR 10; 
  Medium-sized humanoid (elf); HD 10d4; hp 31; Init +5 
  (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 12 
  (touch 11, flat-footed 11); Base Atk +5; Grp +5; Atk +6 
  ranged (1d8 [19-20], light crossbow) or +5 melee (1d4 
  [19-20], dagger); Full Atk +6 ranged (1d8 [19-20], light 
  crossbow) or +5 melee (1d4 [19-20], dagger); SA spells; 
  SQ Elven traits, low-light vision, sleep immunity; AL 
  LE; SV Fort +4, Ref +5, Will +8; Str 10, Dex 12, Con 10, 
  Int 10, Wis 10, Cha 20. 
  
  The Rescue 
   
  Page 35 
   
  Skills and Feats: Concentration +13, Listen +2, 
  Search +2, Spot +2; Combat Casting, Improved 
  Initiative, Silent Spell, Spell Focus (Evocation). 
   
  Spells (known: 9/5/4/3/2/1; per day: 6/8/7/7/6/4), 
  base DC = 15 + spell level; Evocation = 16 + spell level): 
  0 – acid splash, daze, detect magic, flare, ghost sound, 
  light, ray of frost, resistance, touch of fatigue; 1st — 
  mage armour, magic missile, protection from good, ray 
  of enfeeblement, shield; 2nd – bear’s endurance, eagle’s 
  splendour, protection from arrows, scorching ray; 3rd – 
  dispel magic, fireball, lightning bolt; 4th – ice storm, 
  lesser globe of invulnerability, 5th – cloudkill. 
   
  Possessions: 20 bolts, bracers of armour +1, cloak 
  of resistance +1, dagger, light crossbow, potion of cure 
  serious wounds, potion of protection from energy 
  (fire), potion of remove blindness/deafness, potion of 
  water breathing, scroll of teleport (2), scroll of wall of 
  ice. 
   
  Human Slavelord soldiers (6): mix male and female 
  human (Suloise) Ftr2; CR 2; Medium humanoid 
  (human); HD 2d10+4; hp 19; Init +7 (+3 Dex, +4 
  Improved Initiative); Spd 30 ft.; AC 16 (touch 13, flat-
  footed 13); Base Atk +2; Grp +4; Atk +5 melee (1d6+2 
  [18-20], scimitar) or +6 ranged (1d8 [19-20], light 
  crossbow) or +4 melee (1d4+2 [19-20], dagger); Full Atk 
  +5 melee (1d6+2 [18-20], scimitar) or +6 ranged (1d8 
  [19-20], light crossbow) or +4 melee (1d4+2 [19-20], 
  dagger); AL LE; SV Fort +5, Ref +3, Will +1; Str 14, Dex 
  16, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +3, Jump +6, Spot +3, 
  Swim +5; Diehard, Endurance, Improved Initiative, 
  Weapon Focus (light crossbow). 
   
  Possessions: 20 bolts, dagger, light crossbow, 
  masterwork scimitar, potion of bull’s strength, potion 
  of cure serious wounds, studded leather armour, 12 gp. 
  Event 3: Patrol 
  Beastmaster: Male half-orc Rgr2/Bbn2; CR 4; Medium 
  humanoid (orc); HD 2d8+4 and 2d12+4; hp 32; Init +2; 
  Spd 40 ft.; AC 16 (touch 12, flat-footed 14); Base Atk +4; 
  Grp +7; Atk +8 melee (1d8+3 [19-20], longsword) or +6 
  ranged (1d8+3 [×3], mighty composite longbow); Full 
  Atk +8 melee (1d8+3 [19-20], longsword), or +6/+5 
  melee (1d8+3 [19-20], longsword and 1d6+1 [19-20], 
  shortsword), or +6 ranged (1d8+3 [×3], mighty 
  composite longbow); SA Favoured enemy humanoid 
  (human), rage 1/day, two-handed style; SQ Darkvision 
  60 ft., orc blood, uncanny dodge; AL NE; SV Fort +8, 
  Ref +5, Will +1; Str 17, Dex 14, Con 14, Int 8, Wis 12, 
  Cha 7. 
   
  Skills and Feats: Climb +9, Handle Animal +4, 
  Listen +7, Spot +6, Survival +6; Diehard, Endurance, 
  Two-Weapon Fighting
  B Track
  B. 
   
  Orc Blood (Ex): For all effects related to race, a 
  half-orc is considered an orc. 
   
  Power-Up Suite (raging): HD 2d8+8 and 2d12+8; 
  hp 40; AC 14 (touch 10, flat-footed 12); Grp +9; Atk +10 
  melee (1d8+5 [19-20], longsword) or +5 ranged (1d8+3 
  [×3], mighty composite longbow); Full Atk +10 melee 
  (1d8+5 [19-20], longsword), or +8/+7 melee (1d8+5 [19-
  20], longsword and 1d6+1 [19-20], shortsword), or +5 
  ranged (1d8+3 [×3], mighty composite longbow); Fort 
  +10, Will +3; Str 21, Con 18. 
   
  Skills and Feats: Climb +11. 
   
  Possessions: 20 arrows, chain shirt, mighty 
  composite longbow (+3), masterwork longsword, 
  potion of cure moderate wounds, shortsword, wand of 
  charm animal, 24gp. 
   
  Death Dog: CR 2; Medium magical beast; HD 2d10+4; 
  hp 15; Init +2 (+2 Dex); Spd 50 ft.; AC 15 (touch 12, flat-
  footed 13); Base Atk +2; Grp +4; Atk +5 melee (1d6+2, 
  bite); Full Atk 2 +5 melee (1d6+2, bite); SA Disease, 
  trip; SQ Darkvision 60 ft., low-light vision, scent; AL 
  NE; SV: Fort +5, Ref +5, Will +1;Str 14, Dex15, Con 14, 
  Int 4, Wis13, Cha 7 
   
  Skills and Feats: Hide +3, Listen+6, Move Silently 
  +4, Spot +4; Weapon Focus (bite) 
   
  Disease (Ex): Any creature hit by a death dog's 
  bite attack must succeed on a Fortitude save (DC 13) 
  or contract a disease. The incubation period is 1 day, 
  and the disease deals 1d4 points of Strength damage 
  and 1d3 points of Constitution damage per day on a 
  failed fortitude save. 
   
  Trip (Ex): A death dog that hits with a bite attack 
  can attempt to trip its opponent as a free action 
  without making a touch attack or provoking an 
  attack of opportunity. If the attempt fails, the 
  opponent cannot react to trip the death dog. 
   
  Scent (Ex): A death dog can detect approaching 
  enemies, sniff out hidden foes, and track by sense of 
  smell. 
   
  Human Slaver Guard (4): mix male and female human 
  Ftr1; CR 1; Medium humanoid (human); HD 1d10+2; 
  hp 9; Init +1; Spd 20 ft.; AC 15 (touch 11, flat-footed 
  14); Base Atk +1; Grp +5; Atk +4 melee (1d10+3 [×4], 
  heavy flail) or +2 ranged (1d8 [19-20], light crossbow); 
  Full  Atk +4 melee (1d10+3 [×4], heavy flail) or +2 
  ranged (1d8 [19-20], light crossbow); AL NE; SV Fort 
  +5, Ref +1, Will +0; Str 14, Dex 12, Con 16, Int 10, Wis 
  11, Cha 8. 
  
  The Rescue 
   
  Page 36 
   
  Skills and Feats: Climb +2, Handle Animal +3, 
  Jump +2; Dodge, Mobility, Weapon Focus (heavy flail). 
   
  Possessions: 20 bolts, heavy flail, light crossbow, 
  scale mail, 6 gp. 
   
  Event 4: Hunters 
  Human Slaver Guard (4): mix male and female human 
  Ftr1; CR 1; Medium humanoid (human); HD 1d10+2; 
  hp 9; Init +1; Spd 20 ft.; AC 15 (touch 11, flat-footed 
  14); Base Atk +1; Grp +5; Atk +4 melee (1d10+3 [×4], 
  heavy flail) or +2 ranged (1d8 [19-20], light crossbow); 
  Full  Atk +4 melee (1d10+3 [×4], heavy flail) or +2 
  ranged (1d8 [19-20], light crossbow); AL NE; SV Fort 
  +5, Ref +1, Will +0; Str 14, Dex 12, Con 16, Int 10, Wis 
  11, Cha 8. 
   
  Skills and Feats: Climb +2, Handle Animal +3, 
  Jump +2; Dodge, Mobility, Weapon Focus (heavy flail). 
   
  Possessions: 20 bolts, heavy flail, light crossbow, 
  scale mail, 6 gp. 
   
   
   
   
  
  The Rescue 
   
  Page 37 
  APL 10 
  Encounter 2: Reconnaissance 
  Human Slaver Guard (2): mix male and female human 
  Ftr1; CR 1; Medium humanoid (human); HD 1d10+2; 
  hp 9; Init +1; Spd 20 ft.; AC 15 (touch 11, flat-footed 
  14); Base Atk +1; Grp +5; Atk +4 melee (1d10+3 [19-20], 
  heavy flail) or +2 ranged (1d8 [19-20], light crossbow); 
  Full  Atk +4 melee (1d10+3 [19-20], heavy flail) or +2 
  ranged (1d8 [19-20], light crossbow); AL NE; SV Fort 
  +5, Ref +1, Will +0; Str 14, Dex 12, Con 16, Int 10, Wis 
  11, Cha 8. 
   
  Skills and Feats: Climb +2, Handle Animal +3, 
  Jump +2; Dodge, Mobility, Weapon Focus (heavy flail). 
   
  Possessions: 20 bolts, heavy flail, light crossbow, 
  scale mail, 6 gp. 
   
  Half-Euroz Slaver Guard: Male half-orc Ftr2; CR 2; 
  Medium humanoid (orc); HD 2d10+4; hp 16; Init +6 
  (+2 Dex, +4 Improved Initiative); Spd 20 ft; AC 17 
  (touch 12, flat-footed 15); Base Atk +2; Grp +6; Atk +8 
  melee (1d10+6, halberd); Full Atk +8 melee (1d10+6, 
  halberd); SQ Darkvision 60 ft., orc blood; AL LE; SV 
  Fort +5, Ref +2, Will -1; Str 18, Dex 14, Con 14, Int 9, 
  Wis 8, Cha 6. 
   
  Skills and Feats: Climb +4; Dodge, Improved 
  Initiative, Weapon Focus (halberd). 
   
  Orc blood (Ex): For all effects related to race, a 
  half-orc is considered an orc. 
   
  Possessions: Chainmail, masterwork halberd, 
  potion of cure moderate wounds (2); amethyst (value 
  90gp [must be appraised]), 10gp. 
   
  Encounter 3A: Perimeter Defences 
  Human Slaver Guard (2): mix male and female human 
  Ftr1; CR 1; Medium humanoid (human); HD 1d10+2; 
  hp 9; Init +1; Spd 20 ft.; AC 15 (touch 11, flat-footed 
  14); Base Atk +1; Grp +5; Atk +4 melee (1d10+3 [19-20], 
  heavy flail) or +2 ranged (1d8 [19-20], light crossbow); 
  Full  Atk +4 melee (1d10+3 [19-20], heavy flail) or +2 
  ranged (1d8 [19-20], light crossbow); AL NE; SV Fort 
  +5, Ref +1, Will +0; Str 14, Dex 12, Con 16, Int 10, Wis 
  11, Cha 8. 
   
  Skills and Feats: Climb +2, Handle Animal +3, 
  Jump +2; Dodge, Mobility, Weapon Focus (heavy flail). 
   
  Possessions: 20 bolts, heavy flail, light crossbow, 
  scale mail, 6 gp. 
   
  Half-Euroz Slaver Guard (2): Male half-orc Ftr2; CR 2; 
  Medium humanoid (orc); HD 2d10+4; hp 16; Init +6 
  (+2 Dex, +4 Improved Initiative); Spd 20 ft; AC 17 
  (touch 12, flat-footed 15); Base Atk +2; Grp +6; Atk +8 
  melee (1d10+6, halberd); Full Atk +8 melee (1d10+6, 
  halberd); SQ Darkvision 60 ft., orc blood; AL LE; SV 
  Fort +5, Ref +2, Will -1; Str 18, Dex 14, Con 14, Int 9, 
  Wis 8, Cha 6. 
   
  Skills and Feats: Climb +4; Dodge, Improved 
  Initiative, Weapon Focus (halberd). 
   
  Orc blood (Ex): For all effects related to race, a 
  half-orc is considered an orc. 
   
  Possessions: Chainmail, masterwork halberd, 
  potion of cure moderate wounds (2); amethyst (value 
  90gp [must be appraised]), 10gp. 
   
  Dogs (3): hp 6, see Monster Manual, page 271. 
   
  Encounter 3B: Animal Pens 
  Beastmaster: Male half-orc Rgr3/Bbn2; CR 5; Medium 
  humanoid (orc); HD 3d8+6 and 2d12+4; hp 39; Init +2; 
  Spd 40 ft.; AC 16 (touch 12, flat-footed 16); Base Atk +5; 
  Grp +8; Atk +10 melee (1d8+4 [19-20], +1 longsword) or 
  +7 ranged (1d8+3 [×3], mighty composite longbow); 
  Full Atk +10 melee (1d8+4 [19-20], +1 longsword), or 
  +8/+6 melee (1d8+4 [19-20], +1 longsword and 1d6+1 
  [19-20], shortsword), or +7 ranged (1d8+3 [×3], mighty 
  composite longbow); SA Favoured enemy humanoid 
  (human), rage 1/day, two-handed style; SQ Darkvision 
  60 ft., orc blood, uncanny dodge; AL NE; SV Fort +8, 
  Ref +5, Will +2; Str 17, Dex 14, Con 14, Int 8, Wis 12, 
  Cha 7. 
   
  Skills and Feats: Climb +10, Handle Animal +4, 
  Listen +7, Spot +7, Survival +9; Diehard, Endurance
  B, 
  Two-Weapon 
  Fighting
  B 
  Track
  B, 
  Weapon 
  Focus 
  (longsword). 
   
  Orc Blood (Ex): For all effects related to race, a 
  half-orc is considered an orc. 
   
  Uncanny Dodge (Ex): Retains Dex bonus to AC 
  when flat-footed or struck by an invisible opponent. 
   
  Power-Up Suite (raging): HD 3d8+12 and 2d12+8; 
  hp 49; AC 14 (touch 10, flat-footed 14); Grp +10; Atk 
  +12 melee (1d8+6 [19-20], +1 longsword) or +6 ranged 
  (1d8+3 [×3], mighty composite longbow); Full Atk +12 
  melee (1d8+6 [19-20], +1 longsword), or +10/+8 melee 
  (1d8+4 [19-20], +1 longsword and 1d6+1 [19-20], 
  shortsword), or +5 ranged (1d8+3 [×3], mighty 
  composite longbow); Fort +10, Will +4; Str 21, Con 18. 
   
  Skills and Feats: Climb +12. 
   
  Possessions: 20 arrows, chain shirt, mighty 
  composite longbow (+3), +1 longsword, potion of cure 
  moderate wounds, shortsword, 24gp. 
   
  The Beast: hell hound, hp 22, see Monster Manual, 
  page 152. 
   
  
  The Rescue 
   
  Page 38 
  Encounter 3C: Slavers’ Quarters 
  Human Slavelord soldiers (4): mix male and female 
  human (Suloise) Ftr2; CR 2; Medium humanoid 
  (human); HD 2d10+4; hp 16; Init +7 (+3 Dex, +4 
  Improved Initiative); Spd 30 ft.; AC 16 (touch 13, flat-
  footed 13); Base Atk +2; Grp +4; Atk +5 melee (1d6+2 
  [18-20], scimitar) or +6 ranged (1d8 [19-20], light 
  crossbow) or +4 melee (1d4+2 [19-20], dagger); Full Atk 
  +5 melee (1d6+2 [18-20], scimitar) or +6 ranged (1d8 
  [19-20], light crossbow) or +4 melee (1d4+2 [19-20], 
  dagger); AL LE; SV Fort +5, Ref +3, Will +1; Str 14, Dex 
  16, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +3, Jump +6, Spot +3, 
  Swim +5; Diehard, Endurance, Improved Initiative, 
  Weapon Focus (light crossbow). 
   
  Possessions: 20 bolts, dagger, light crossbow, 
  masterwork scimitar, potion of bull’s strength, potion 
  of cure serious wounds, studded leather armour, 12 gp. 
   
  Half-Euroz Slaver Guard (2): Male half-orc Ftr2; CR 2; 
  Medium humanoid (orc); HD 2d10+4; hp 16; Init +6 
  (+2 Dex, +4 Improved Initiative); Spd 20 ft; AC 17 
  (touch 12, flat-footed 15); Base Atk +2; Grp +6; Atk +8 
  melee (1d10+6, halberd); Full Atk +8 melee (1d10+6, 
  halberd); SQ Darkvision 60 ft., orc blood; AL LE; SV 
  Fort +5, Ref +2, Will -1; Str 18, Dex 14, Con 14, Int 9, 
  Wis 8, Cha 6. 
   
  Skills and Feats: Climb +4; Dodge, Improved 
  Initiative, Weapon Focus (halberd). 
   
  Orc blood (Ex): For all effects related to race, a 
  half-orc is considered an orc. 
   
  Possessions: Chainmail, masterwork halberd, 
  potion of cure moderate wounds (2); amethyst (value 
  90gp [must be appraised]), 10gp. 
   
  Encounter 3E: Commander’s Quarters 
  Commander 
  Orsen: 
  Male 
  half-orc 
  Clr4 
  (Shargass)/Bbn2; CR 6; Medium humanoid (orc); HD 
  4d8+8 and 2d12+4; hp 46; Init +4; Spd 30 ft.; AC 19 
  (touch 10, flat-footed 19); Base Atk +5; Grp +8; Atk +9 
  melee (1d8+4 [×3], +1 warhammer) or +8 melee (1d6+3 
  [19-20], shortsword); Full Atk +9 melee (1d8+4 [×3], +1 
  warhammer) or +8 melee (1d6+3 [19-20], shortsword); 
  SA Rage 1/day, spells; SQ darkvision 60ft., orc blood, 
  spontaneous casting (inflict), uncanny dodge; AL NE; 
  SV Fort +9, Ref +3, Will +5; Str 16, Dex 10, Con 14, Int 
  8, Wis 16, Cha 9. 
   
  Skills and Feats: Climb -1, Concentration +6, Heal 
  +5, Listen +7; Diehard, Endurance, Improved Initiative. 
   
  Orc Blood (Ex): For all effects related to race, a 
  half-orc is considered an orc. 
   
  Uncanny Dodge (Ex): Retains Dex bonus to AC if 
  caught flat-footed or struck by an invisible attacker, but 
  still loses it if immobilized. 
   
  Power-up Suite (bull’s strength + raging): HD 
  4d8+16 and 2d12+8; hp 58; Spd 30 ft.; AC 17 (touch 8, 
  flat-footed 17); Grp +10; Atk +13 melee (1d8+8 [×3], +1 
  warhammer) or +12 melee (1d6+7 [19-20], shortsword); 
  Full Atk +13 melee (1d8+8 [×3], +1 warhammer) or +12 
  melee (1d6+7 [19-20], shortsword); SV Fort +11, Will 
  +7; Str 24, Con 18. Note: Cannot cast spells while 
  raging. 
   
  Possessions: +1 chainmail, heavy steel shield, two 
  potions of cure moderate wounds, shortsword, +1 
  warhammer  . 
   
  Spells Prepared (5/4+1/3+1; base DC = 13 + spell 
  level): 0—detect magic, light, resistance (2), virtue; 
  1st—bane, cause fear*, doom, magic weapon, summon 
  monster I; 2nd—bull’s strength, death knell*
  †, hold 
  person, summon monster II. 
   
  *Domain spell. Domains: Death (death touch 
  1/day, make a melee touch attack on a living creature, 
  if successful roll 4d6, if this exceeds the creature’s hp, it 
  dies (no save)), Evil (cast evil spells at +1 caster level; 
  evil spells marked 
  † above). 
   
  Encounter 4: The Ship 
  Markessa the White: female olve Sor12; CR 12; 
  Medium-sized humanoid (elf); HD 12d4; hp 40; Init +5 
  (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 13 
  (touch 11, flat-footed 12); Base Atk +6; Grp +6; Atk +6 
  melee (1d4 [19-20], dagger) or +7 ranged (1d8 [19-20], 
  light crossbow); Full Atk +6/+1 melee (1d4 [19-20], 
  dagger) or +7 ranged (1d8 [19-20], light crossbow); SA 
  spells; SQ Elven traits, low-light vision, sleep 
  immunity; AL LE; SV Fort +7, Ref +8, Will +11; Str 10, 
  Dex 12, Con 10, Int 10, Wis 10, Cha 21. 
   
  Skills and Feats: Concentration +15, Listen +2, 
  Search +2, Spellcraft +3, Spot +2; Combat Casting, 
  Improved 
  Initiative, 
  Silent 
  Spell, 
  Spell 
  Focus 
  (Evocation), Weapon Focus (ray). 
   
  Spells 
  (known: 
  9/5/5/4/3/2/1; 
  per 
  day 
  6/8/7/7/7/6/3; Base DC = 15 + spell level; Evocation = 
  16 + spell level): 0 – acid splash, daze, detect magic, 
  flare, ghost sound, light, ray of frost, resistance, touch 
  of fatigue; 1st – mage armour, magic missile, protection 
  from good, ray of enfeeblement, shield; 2nd – bear’s 
  endurance, eagle’s splendour, mirror image, protection 
  from arrows, scorching ray; 3rd – dispel magic, fireball, 
  fly, lightning bolt; 4th – ice storm, lesser globe of 
  invulnerability, stoneskin; 5th – cloudkill, teleport; 6th 
  – chain lightning. 
  
  The Rescue 
   
  Page 39 
   
  Possessions: 20 bolts, bracers of armour +2, cloak 
  of resistance +2, dagger, light crossbow, potion of cure 
  serious wounds, potion of protection from energy 
  (fire), potion of remove blindness/deafness, potion of 
  water breathing, scroll of greater teleport, scroll of 
  teleport (2), scroll of wall of ice. 
   
  Human Slavelord soldiers (6): mix male and female 
  human (Suloise) Ftr4; CR 4; Medium humanoid 
  (human); HD 4d10+4; hp 32; Init +7 (+3 Dex, +4 
  Improved Initiative); Spd 30 ft.; AC 17 (touch 13, flat-
  footed 14); Base Atk +4; Grp +7; Atk +8 melee (1d6+4 
  [18-20], +1 scimitar) or +7 melee (1d4+3 [19-20], 
  dagger), or +8 ranged (1d8 [19-20], light crossbow); Full 
  Atk +8 melee (1d6+4 [18-20], +1 scimitar) or +7 melee 
  (1d4+3 [19-20], dagger), or +8 ranged (1d8 [19-20], light 
  crossbow); AL LE; SV Fort +5, Ref +4, Will +1; Str 17, 
  Dex 16, Con 12, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +9, Jump +9, Swim +9; 
  Diehard, Endurance, Improved Initiative, Point Blank 
  Shot, Weapon Focus (light crossbow), Weapon 
  Specialization (light crossbow). 
   
  Possessions: 20 bolts, dagger, light crossbow, 
  potion of bull’s strength, potion of cure serious 
  wounds, potion of heroism, +1 scimitar, +1 studded 
  leather armour, 6 gp. 
  Event 3: Patrol 
  Beastmaster: Male half-orc Rgr3/Bbn2; CR 5; Medium 
  humanoid (orc); HD 3d8+6 and 2d12+4; hp 39; Init +2; 
  Spd 40 ft.; AC 16 (touch 12, flat-footed 16); Base Atk +5; 
  Grp +8; Atk +10 melee (1d8+4 [19-20], +1 longsword) or 
  +7 ranged (1d8+3 [×3], mighty composite longbow); 
  Full Atk +10 melee (1d8+4 [19-20], +1 longsword), or 
  +8/+6 melee (1d8+4 [19-20], +1 longsword and 1d6+1 
  [19-20], shortsword), or +7 ranged (1d8+3 [×3], mighty 
  composite longbow); SA Favoured enemy humanoid 
  (human), rage 1/day, two-handed style; SQ Darkvision 
  60 ft., orc blood, uncanny dodge; AL NE; SV Fort +8, 
  Ref +5, Will +2; Str 17, Dex 14, Con 14, Int 8, Wis 12, 
  Cha 7. 
   
  Skills and Feats: Climb +10, Handle Animal +4, 
  Listen +7, Spot +7, Survival +9; Diehard, Endurance
  B, 
  Two-Weapon 
  Fighting
  B 
  Track
  B, 
  Weapon 
  Focus 
  (longsword). 
   
  Orc Blood (Ex): For all effects related to race, a 
  half-orc is considered an orc. 
   
  Uncanny Dodge (Ex): Retains Dex bonus to AC 
  when flat-footed or struck by an invisible opponent. 
   
  Power-Up Suite (raging): HD 3d8+12 and 2d12+8; 
  hp 49; AC 14 (touch 10, flat-footed 12); Grp +10; Atk 
  +12 melee (1d8+6 [19-20], +1 longsword) or +6 ranged 
  (1d8+3 [×3], mighty composite longbow); Full Atk +12 
  melee (1d8+6 [19-20], +1 longsword), or +10/+8 melee 
  (1d8+4 [19-20], +1 longsword and 1d6+1 [19-20], 
  shortsword), or +5 ranged (1d8+3 [×3], mighty 
  composite longbow); Fort +10, Will +4; Str 21, Con 18. 
   
  Skills and Feats: Climb +12. 
   
  Possessions: 20 arrows, chain shirt, mighty 
  composite longbow (+3), +1 longsword, potion of cure 
  moderate wounds, shortsword, 24gp. 
   
  The Beast: hell hound, hp 22, see Monster Manual, 
  page 152. 
   
  Human Slavelord soldiers (4): mix male and female 
  human (Suloise) Ftr2; CR 2; Medium humanoid 
  (human); HD 2d10+4; hp 16; Init +7 (+3 Dex, +4 
  Improved Initiative); Spd 30 ft.; AC 16 (touch 13, flat-
  footed 13); Base Atk +2; Grp +4; Atk +5 melee (1d6+2 
  [18-20], scimitar) or +6 ranged (1d8 [19-20], light 
  crossbow) or +4 melee (1d4+2 [19-20], dagger); Full Atk 
  +5 melee (1d6+2 [18-20], scimitar) or +6 ranged (1d8 
  [19-20], light crossbow) or +4 melee (1d4+2 [19-20], 
  dagger); AL LE; SV Fort +5, Ref +3, Will +1; Str 14, Dex 
  16, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +3, Jump +6, Spot +3, 
  Swim +5; Diehard, Endurance, Improved Initiative, 
  Weapon Focus (light crossbow). 
   
  Possessions: 20 bolts, dagger, light crossbow, 
  masterwork scimitar, potion of bull’s strength, potion 
  of cure serious wounds, studded leather armour, 12 gp. 
   
  Event 4: Hunters 
  Human Slavelord soldiers (4): mix male and female 
  human (Suloise) Ftr2; CR 2; Medium humanoid 
  (human); HD 2d10+4; hp 16; Init +7 (+3 Dex, +4 
  Improved Initiative); Spd 30 ft.; AC 16 (touch 13, flat-
  footed 13); Base Atk +2; Grp +4; Atk +5 melee (1d6+2 
  [18-20], scimitar) or +6 ranged (1d8 [19-20], light 
  crossbow) or +4 melee (1d4+2 [19-20], dagger); Full Atk 
  +5 melee (1d6+2 [18-20], scimitar) or +6 ranged (1d8 
  [19-20], light crossbow) or +4 melee (1d4+2 [19-20], 
  dagger); AL LE; SV Fort +5, Ref +3, Will +1; Str 14, Dex 
  16, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +3, Jump +6, Spot +3, 
  Swim +5; Diehard, Endurance, Improved Initiative, 
  Weapon Focus (light crossbow). 
   
  Possessions: 20 bolts, dagger, light crossbow, 
  masterwork scimitar, potion of bull’s strength, potion 
  of cure serious wounds, studded leather armour, 12 gp. 
   
  
  The Rescue 
   
  Page 40 
  APL 12 
  Encounter 2: Reconnaissance 
  Human Slavelord soldiers (2): mix male and female 
  human (Suloise) Ftr2; CR 2; Medium humanoid 
  (human); HD 2d10+4; hp 16; Init +7 (+3 Dex, +4 
  Improved Initiative); Spd 30 ft.; AC 16 (touch 13, flat-
  footed 13); Base Atk +2; Grp +4; Atk +5 melee (1d6+2 
  [18-20], scimitar) or +6 ranged (1d8 [19-20], light 
  crossbow) or +4 melee (1d4+2 [19-20], dagger); Full Atk 
  +5 melee (1d6+2 [18-20], scimitar) or +6 ranged (1d8 
  [19-20], light crossbow) or +4 melee (1d4+2 [19-20], 
  dagger); AL LE; SV Fort +5, Ref +3, Will +1; Str 14, Dex 
  16, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +3, Jump +6, Spot +3, 
  Swim +5; Diehard, Endurance, Improved Initiative, 
  Weapon Focus (light crossbow). 
   
  Possessions: 20 bolts, dagger, light crossbow, 
  masterwork scimitar, potion of bull’s strength, potion 
  of cure moderate wounds, studded leather armour, 12 
  gp. 
   
  Half-Euroz Slaver Guard: Male half-orc Ftr3; CR 3; 
  Medium humanoid (orc); HD 3d10+6; hp 24; Init +6 
  (+2 Dex, +4 Improved Initiative); Spd 20 ft; AC 17 
  (touch 12, flat-footed 15); Base Atk +3; Grp +7; Atk +9 
  melee (1d10+6, halberd); Full Atk +9 melee (1d10+6, 
  halberd); SQ Darkvision 60 ft., orc blood; AL LE; SV 
  Fort +5, Ref +3, Will +0; Str 18, Dex 14, Con 14, Int 9, 
  Wis 8, Cha 6. 
   
  Skills and Feats: Climb +4; Combat Reflexes, 
  Dodge, Improved Initiative, Weapon Focus (halberd). 
   
  Orc blood (Ex): For all effects related to race, a 
  half-orc is considered an orc. 
   
  Possessions: Chainmail, masterwork halberd, 
  potion of cure moderate wounds (2), Quaal’s feather 
  token (whip); amethyst (value 90gp [must be 
  appraised]), 10gp. 
   
  Encounter 3A: Perimeter Defences 
  Human Slavelord soldiers (2): mix male and female 
  human (Suloise) Ftr2; CR 2; Medium humanoid 
  (human); HD 2d10+4; hp 16; Init +7 (+3 Dex, +4 
  Improved Initiative); Spd 30 ft.; AC 16 (touch 13, flat-
  footed 13); Base Atk +2; Grp +4; Atk +5 melee (1d6+2 
  [18-20], scimitar) or +6 ranged (1d8 [19-20], light 
  crossbow) or +4 melee (1d4+2 [19-20], dagger); Full Atk 
  +5 melee (1d6+2 [18-20], scimitar) or +6 ranged (1d8 
  [19-20], light crossbow) or +4 melee (1d4+2 [19-20], 
  dagger); AL LE; SV Fort +5, Ref +3, Will +1; Str 14, Dex 
  16, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +3, Jump +6, Spot +3, 
  Swim +5; Diehard, Endurance, Improved Initiative, 
  Weapon Focus (light crossbow). 
   
  Possessions: 20 bolts, dagger, light crossbow, 
  masterwork scimitar, potion of bull’s strength, potion 
  of cure moderate wounds, studded leather armour, 12 
  gp. 
   
  Half-Euroz Slaver Guard: Male half-orc Ftr3; CR 3; 
  Medium humanoid (orc); HD 3d10+6; hp 24; Init +6 
  (+2 Dex, +4 Improved Initiative); Spd 20 ft; AC 17 
  (touch 12, flat-footed 15); Base Atk +3; Grp +7; Atk +9 
  melee (1d10+6, halberd); Full Atk +9 melee (1d10+6, 
  halberd); SQ Darkvision 60 ft., orc blood; AL LE; SV 
  Fort +5, Ref +3, Will +0; Str 18, Dex 14, Con 14, Int 9, 
  Wis 8, Cha 6. 
   
  Skills and Feats: Climb +4; Combat Reflexes, 
  Dodge, Improved Initiative, Weapon Focus (halberd). 
   
  Orc blood (Ex): For all effects related to race, a 
  half-orc is considered an orc. 
   
  Possessions: Chainmail, masterwork halberd, 
  potion of cure moderate wounds (2), Quaal’s feather 
  token (whip); amethyst (value 90gp [must be 
  appraised]), 10gp. 
   
  Dogs (3): hp 6, see Monster Manual, page 271. 
   
  Encounter 3B: Animal Pens 
  Beastmaster: Male half-orc Rgr3/Bbn3; CR 6; Medium 
  humanoid (orc); HD 3d8+6 and 3d12+6; hp 48; Init +2; 
  Spd 40 ft.; AC 16 (touch 12, flat-footed 16); Base Atk +6; 
  Grp +8; Atk +11 melee (1d8+4 [19-20], +1 longsword) or 
  +8 ranged (1d8+3 [×3], mighty composite longbow); 
  Full Atk +11 melee (1d8+4 [19-20], +1 longsword), or 
  +9/+8 melee (1d8+4 [19-20], +1 longsword and 1d6+1 
  [19-20], shortsword), or +8 ranged (1d8+3 [×3], mighty 
  composite longbow); SA Favoured enemy humanoid 
  (human), rage 1/day, two-handed style; SQ Darkvision 
  60 ft., orc blood, trap sense +1, uncanny dodge; AL NE; 
  SV Fort +8, Ref +6, Will +3; Str 17, Dex 14, Con 14, Int 
  8, Wis 12, Cha 7. 
   
  Skills and Feats: Climb +11, Handle Animal +6, 
  Listen +7, Spot +7, Survival +9; Diehard, Endurance
  B, 
  Power Attack, Two-Weapon Fighting
  B Track
  B, Weapon 
  Focus (longsword). 
   
  Orc Blood (Ex): For all effects related to race, a 
  half-orc is considered an orc. 
   
  Trap Sense (Ex): +1 bonus on Reflex saves to avoid 
  traps, and +1 dodge bonus to AC against attacks made 
  by traps. 
  
  The Rescue 
   
  Page 41 
   
  Uncanny Dodge (Ex): Retains his Dex bonus to 
  AC if flat-footed or struck by an invisible opponent. 
  Still loses the bonus if immobilized. 
   
  Power-Up Suite (raging): HD 3d8+12 and 
  6d12+12; hp 60; AC 14 (touch 10, flat-footed 14); Grp 
  +11; Atk +13 melee (1d8+6 [19-20], +1 longsword) or +7 
  ranged (1d8+3 [×3], mighty composite longbow); Full 
  Atk +13 melee (1d8+6 [19-20], +1 longsword), or 
  +11/+10 melee (1d8+4 [19-20], +1 longsword and 1d6+2 
  [19-20], shortsword), or +6 ranged (1d8+3 [×3], mighty 
  composite longbow); Fort +10, Will +5; Str 21, Con 18. 
   
  Skills and Feats: Climb +13. 
   
  Possessions: 20 arrows, masterwork chain shirt, 
  masterwork shortsword, mighty composite longbow 
  (+3), +1 longsword, potion of cure serious wounds, 
  24gp. 
   
  The Beast: Barghest, hp 33, see Monster Manual, page 
  23. 
  Encounter 3C: Slavers’ Quarters 
  Human Slavelord soldiers (4): mix male and female 
  human (Suloise) Ftr3; CR 3; Medium humanoid 
  (human); HD 3d10+6; hp 24; Init +7 (+3 Dex, +4 
  Improved Initiative); Spd 30 ft.; AC 17 (touch 13, flat-
  footed 14); Base Atk +3; Grp +5; Atk +6 melee (1d6+2 
  [18-20], scimitar) or +7 ranged (1d8 [19-20], light 
  crossbow) or +5 melee (1d4+2 [19-20], dagger); Full Atk 
  +6 melee (1d6+2 [18-20], scimitar) or +7 ranged (1d8 
  [19-20], light crossbow) or +5 melee (1d4+2 [19-20], 
  dagger); AL LE; SV Fort +5, Ref +4, Will +2; Str 14, Dex 
  16, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +3, Jump +6, Spot +3, 
  Swim +5; Diehard, Dodge, Endurance, Improved 
  Initiative, Weapon Focus (light crossbow). 
   
  Possessions: 20 bolts, dagger, light crossbow, 
  masterwork scimitar, potion of bull’s strength, potion 
  of cure moderate wounds, chain shirt, 12 gp. 
   
  Half-Euroz Slaver Guard (2): Male half-orc Ftr3; CR 3; 
  Medium humanoid (orc); HD 3d10+6; hp 24; Init +6 
  (+2 Dex, +4 Improved Initiative); Spd 20 ft; AC 17 
  (touch 12, flat-footed 15); Base Atk +3; Grp +7; Atk +9 
  melee (1d10+6, halberd); Full Atk +9 melee (1d10+6, 
  halberd); SQ Darkvision 60 ft., orc blood; AL LE; SV 
  Fort +5, Ref +3, Will +0; Str 18, Dex 14, Con 14, Int 9, 
  Wis 8, Cha 6. 
   
  Skills and Feats: Climb +4; Combat Reflexes, 
  Dodge, Improved Initiative, Weapon Focus (halberd). 
   
  Orc blood (Ex): For all effects related to race, a 
  half-orc is considered an orc. 
   
  Possessions: Chainmail, masterwork halberd, 
  potion of cure moderate wounds (2), Quaal’s feather 
  token (whip); amethyst (value 90gp [must be 
  appraised]), 10gp. 
   
  Encounter 3E: Commander’s Quarters 
  Commander 
  Orsen: 
  Male 
  half-orc 
  Clr4 
  (Shargass)/Bbn3; CR 7; Medium humanoid (orc); HD 
  4d8+8 and 3d12+6; hp 55; Init +4; Spd 30 ft.; AC 19 
  (touch 10, flat-footed 19); Base Atk +6; Grp +9; Atk +10 
  melee (1d8+4 [×3], +1 warhammer) or +9 melee (1d6+3 
  [19-20], shortsword); Full Atk +10 melee (1d8+4 [×3], +1 
  warhammer) or +9 melee (1d6+3 [19-20], shortsword); 
  SA Rage 1/day, spells; SQ darkvision 60ft., orc blood, 
  spontaneous casting (inflict), trap sense +1, uncanny 
  dodge; AL NE; SV Fort +9, Ref +4, Will +6; Str 16, Dex 
  10, Con 14, Int 8, Wis 16, Cha 9. 
   
  Skills and Feats: Climb -1, Concentration +6, Heal 
  +5, Listen +7, Survival +6; Diehard, Endurance, 
  Improved Initiative. 
   
  Orc Blood (Ex): For all effects related to race, a 
  half-orc is considered an orc. 
   
  Trap Sense (Ex): +1 bonus on Reflex saves made to 
  avoid traps, and +1 dodge bonus to AC against attacks 
  made by traps. 
   
  Uncanny Dodge (Ex): Retains Dex bonus to AC if 
  caught flat-footed or struck by an invisible attacker, but 
  still loses it if immobilized. 
   
  Power-up Suite (bull’s strength + raging): HD 
  4d8+16 and 3d12+12; hp 69; Spd 30 ft.; AC 17 (touch 8, 
  flat-footed 17); Grp +11; Atk +14 melee (1d8+8 [×3], +1 
  warhammer) or +13 melee (1d6+7 [19-20], shortsword); 
  Full Atk +14 melee (1d8+8 [×3], +1 warhammer) or +13 
  melee (1d6+7 [19-20], shortsword); SV Fort +11, Will 
  +8; Str 24, Con 18. Note: Cannot cast spells while 
  raging. 
   
  Possessions: +1 chainmail, elixir of fire breath, 
  heavy steel shield, potion of cure moderate wounds, 
  potion of cure serious wounds, shortsword, +1 
  warhammer  . 
   
  Spells Prepared (5/4+1/3+1; base DC = 13 + spell 
  level): 0—detect magic, light, resistance (2), virtue; 
  1st—bane, cause fear*, doom, magic weapon, summon 
  monster I; 2nd—bull’s strength, death knell*
  †, hold 
  person, summon monster II. 
   
  *Domain spell. Domains: Death (death touch 
  1/day, make a melee touch attack on a living creature, 
  if successful roll 4d6, if this exceeds the creature’s hp, it 
  dies (no save)), Evil (cast evil spells at +1 caster level; 
  evil spells marked 
  † above). 
   
   
   
   
  
  The Rescue 
   
  Page 42 
  Encounter 4: The Ship 
  Markessa the White: female olve Sor14; CR 14; 
  Medium humanoid (elf); HD 14d4; hp 46; Init +5 (+1 
  Dex, +1 Improved Initiative); Spd 30 ft.; AC 15 (touch 
  11, flat-footed 14); Base Atk +7; Grp +7; Atk +7 melee 
  (1d4 [19-20], dagger) or +8 ranged (1d8 [19-20], light 
  crossbow); Full Atk +7/+2 melee (1d4 [19-20], dagger) 
  or +8 ranged (1d8 [19-20], light crossbow); SA spells; 
  SQ Elven traits, low-light vision, sleep immunity; AL 
  LE; SV Fort +8, Ref +9, Will +13; Str 10, Dex 12, Con 10, 
  Int 10, Wis 10, Cha 21. 
   
  Skills and Feats: Concentration +17, Listen +2, 
  Search +3, Spellcraft +4, Spot +2; Combat Casting, 
  Improved 
  Initiative, 
  Silent 
  Spell, 
  Spell 
  Focus 
  (Evocation), Toughness. 
   
  Sorcerer Spells Known: (9/5/5/4/4/3/2/1; save 
  DC 15 + spell level, Evocation save DC 16 + spell level): 
  0 – acid splash, daze, detect magic, flare, ghost sound, 
  light, ray of frost, resistance, touch of fatigue; 1st – 
  mage armour, magic missile, protection from good, ray 
  of enfeeblement, shield; 2nd – bear’s endurance, eagle’s 
  splendour, mirror image, protection from arrows, 
  scorching ray; 3rd – dispel magic, fireball, fly, lightning 
  bolt; 4th – ice storm, lesser globe of invulnerability, 
  phantasmal killer, stoneskin; 5th – cloudkill, cone of 
  cold, teleport; 6th – chain lightning, disintegrate; 7th – 
  spell turning. 
   
  Possessions: 20 bolts, bracers of armour +4, cloak 
  of resistance +4, dagger, light crossbow, potion of cure 
  serious wounds, potion of protection from energy 
  (fire), potion of remove blindness/deafness, potion of 
  water breathing, scroll of greater teleport, scroll of 
  teleport (2), scroll of wall of ice. 
   
  Human Slavelord soldiers (6): mix male and female 
  human (Suloise) Ftr6; CR 6; Medium humanoid 
  (human); HD 6d10+6; hp 46; Init +7 (+3 Dex, +4 
  Improved Initiative); Spd 30 ft.; AC 17 (touch 13, flat-
  footed 14); Base Atk +6/+1; Grp +9; Atk +10 melee 
  (1d6+4 [18-20], +1 scimitar) or +9 melee (1d4+3 [19-20], 
  dagger), or +10 ranged (1d8+2 [19-20], light crossbow); 
  Full Atk +10/+5 melee (1d6+4 [18-20], +1 scimitar) or 
  +9/+4 melee (1d4+3 [19-20], dagger), or +10 ranged 
  (1d8+2 [19-20], light crossbow); AL LE; SV Fort +6, Ref 
  +5, Will +2; Str 17, Dex 16, Con 12, Int 10, Wis 10, Cha 
  8. 
   
  Skills and Feats: Climb +11, Jump +11, Swim +11; 
  Diehard, Endurance, Far Shot, Improved Initiative, 
  Point Blank Shot, Rapid Shot, Weapon Focus (light 
  crossbow), Weapon Specialization (light crossbow). 
   
  Possessions: 20 bolts, dagger, light crossbow, 
  potion of bull’s strength, potion of cure serious 
  wounds, potion of heroism, +1 scimitar, +1 studded 
  leather armour, 6 gp. 
   
  Event 3: Patrol 
  Beastmaster: Male half-orc Rgr3/Bbn3; CR 6; Medium 
  humanoid (orc); HD 3d8+6 and 3d12+6; hp 48; Init +2; 
  Spd 40 ft.; AC 16 (touch 12, flat-footed 16); Base Atk +6; 
  Grp +8; Atk +11 melee (1d8+4 [19-20], +1 longsword) or 
  +8 ranged (1d8+3 [×3], mighty composite longbow); 
  Full Atk +11 melee (1d8+4 [19-20], +1 longsword), or 
  +9/+8 melee (1d8+4 [19-20], +1 longsword and 1d6+1 
  [19-20], shortsword), or +8 ranged (1d8+3 [×3], mighty 
  composite longbow); SA Favoured enemy humanoid 
  (human), rage 1/day, two-handed style; SQ Darkvision 
  60 ft., orc blood, trap sense +1, uncanny dodge; AL NE; 
  SV Fort +8, Ref +6, Will +3; Str 17, Dex 14, Con 14, Int 
  8, Wis 12, Cha 7. 
   
  Skills and Feats: Climb +11, Handle Animal +6, 
  Listen +7, Spot +7, Survival +9; Diehard, Endurance
  B, 
  Power Attack, Two-Weapon Fighting
  B Track
  B, Weapon 
  Focus (longsword). 
   
  Orc Blood (Ex): For all effects related to race, a 
  half-orc is considered an orc. 
   
  Trap Sense (Ex): +1 bonus on Reflex saves to avoid 
  traps, and +1 dodge bonus to AC against attacks made 
  by traps. 
   
  Uncanny Dodge (Ex): Retains his Dex bonus to 
  AC if flat-footed or struck by an invisible opponent. 
  Still loses the bonus if immobilized. 
   
  Power-Up Suite (raging): HD 3d8+12 and 
  6d12+12; hp 60; AC 14 (touch 10, flat-footed 14); Grp 
  +11; Atk +13 melee (1d8+6 [19-20], +1 longsword) or +7 
  ranged (1d8+3 [×3], mighty composite longbow); Full 
  Atk +13 melee (1d8+6 [19-20], +1 longsword), or 
  +11/+10 melee (1d8+4 [19-20], +1 longsword and 1d6+2 
  [19-20], shortsword), or +6 ranged (1d8+3 [×3], mighty 
  composite longbow); Fort +10, Will +5; Str 21, Con 18. 
   
  Skills and Feats: Climb +13. 
   
  Possessions: 20 arrows, masterwork chain shirt, 
  masterwork shortsword, mighty composite longbow 
  (+3), +1 longsword, potion of cure serious wounds, 
  24gp. 
   
  The Beast: Barghest, hp 33, see Monster Manual, page 
  23. 
   
  Human Slavelord soldiers (4): mix male and female 
  human (Suloise) Ftr3; CR 3; Medium humanoid 
  (human); HD 3d10+6; hp 24; Init +7 (+3 Dex, +4 
  Improved Initiative); Spd 30 ft.; AC 17 (touch 13, flat-
  footed 14); Base Atk +3; Grp +5; Atk +6 melee (1d6+2 
  [18-20], scimitar) or +7 ranged (1d8 [19-20], light 
  
  The Rescue 
   
  Page 43 
  crossbow) or +5 melee (1d4+2 [19-20], dagger); Full Atk 
  +6 melee (1d6+2 [18-20], scimitar) or +7 ranged (1d8 
  [19-20], light crossbow) or +5 melee (1d4+2 [19-20], 
  dagger); AL LE; SV Fort +5, Ref +4, Will +2; Str 14, Dex 
  16, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +3, Jump +6, Spot +3, 
  Swim +5; Diehard, Dodge, Endurance, Improved 
  Initiative, Weapon Focus (light crossbow). 
   
  Possessions: 20 bolts, dagger, light crossbow, 
  masterwork scimitar, potion of bull’s strength, potion 
  of cure moderate wounds, chain shirt, 12 gp. 
   
  Event 4: Hunters 
  Human Slavelord soldiers (4): mix male and female 
  human (Suloise) Ftr3; CR 3; Medium humanoid 
  (human); HD 3d10+6; hp 24; Init +7 (+3 Dex, +4 
  Improved Initiative); Spd 30 ft.; AC 17 (touch 13, flat-
  footed 14); Base Atk +3; Grp +5; Atk +6 melee (1d6+2 
  [18-20], scimitar) or +7 ranged (1d8 [19-20], light 
  crossbow) or +5 melee (1d4+2 [19-20], dagger); Full Atk 
  +6 melee (1d6+2 [18-20], scimitar) or +7 ranged (1d8 
  [19-20], light crossbow) or +5 melee (1d4+2 [19-20], 
  dagger); AL LE; SV Fort +5, Ref +4, Will +2; Str 14, Dex 
  16, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +3, Jump +6, Spot +3, 
  Swim +5; Diehard, Dodge, Endurance, Improved 
  Initiative, Weapon Focus (light crossbow). 
   
  Possessions: 20 bolts, dagger, light crossbow, 
  masterwork scimitar, potion of bull’s strength, potion 
  of cure moderate wounds, chain shirt, 12 gp. 
   
  
  The Rescue 
   
  Page 44 
   
  Appendix 2 
  DM’s Map of Slavers’ Island 
   
   
   
  
  The Rescue 
   
  Page 45 
  Appendix 3 
  DM’s Map of the Compound 
   
   
  
  The Rescue 
   
  Page 46 
  Appendix 4 
  DM’s Table showing locations of Guard and slaves During the night and 
  day 
   
  During the Day 
   
  Location 
   
  Guards Encounter 
  Slaves Present 
  Notes 
  Encounter 3A the Perimeter 
  Defenses 
  One Guard in the 
  watchtower the rest in the 
  fields  
  30 slaves in the 
  fields 
   
  Encounter 3B Animal Pens 
   
  Beast master and pets 
  None 
  On alert the Beastmaster 
  and the beast will Join 
  with the Guards at 3a 
  Encounter 3C Slavers Quarters 
  Resting Guards 
  None 
   
  Encounter 3 D Slave Huts 
   
  None 
  5 ill slaves 
   
  Encounter 3E Commander’s 
  Quarters 
  Commander Orsen 
  Ryandh Feralen 
  On alert the 
  Commander will Join 
  with the Guards at 3C 
  Encounter 3F Docks and 
  Warehouses 
  Guards 
  25 slaves 
  At APL6+ Replaced by 
  encounter4 
   
  During the Night 
   
  Location 
   
  Guards Encounter 
  Slaves Present 
  Notes 
  Encounter 3A the Perimeter 
  Defenses 
  One Guard in the 
  watchtower the rest behind 
  fence 
  None 
  On alert the Beastmaster 
  and the beast will Join 
  with the Guards at 3a 
  Encounter 3B Animal Pens 
   
  Beast master and pets 
  None 
   
  Encounter 3C Slavers Quarters 
  Resting Guards 
  None 
   
  Encounter 3 D Slave Huts 
  Guards 
  60 slaves 
  These guards come from 
  4C and are not initially 
  present. At APL6+ 
  Replaced by encounter 4 
  Encounter 3E Commander’s 
  Quarters 
  Commander Orsen 
  Ryandh Feralen 
  On alert the 
  Commander will Join 
  with the Guards at 3C 
  Encounter 3F Docks and 
  Warehouses 
  None 
  None 
   
   
   
  
  The Rescue 
   
  Page 47 
   
  Appendix 5 
  New Rules Items 
  DEATH DOG  
   
  Medium-Size Magical Beast 
  Hit Dice: 2d10+4 (15 hp) 
  Initiative: +2 
  Speed: 50 ft. 
  AC: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13 
  Base Attack/Grapple: +2/+4 
  Attack: Bite +5 melee 
  Full Attack: 2 bites +5 melee 
  Damage: Bite 1d6+2 
  Face/Reach: 5 ft. by 5 ft./5 ft. 
  Special Attacks: Disease, trip 
  Special Qualities: Darkvision 60 ft., low light vision, 
  scent 
  Saves: Fort +5, Ref +5, will +1 
  Abilities: Str 14, Dex15, Con 14, Int 4, Wis13, Cha 7 
  Skills: Hide +3, Listen+6, Move Silently +4, Spot +4 
  Feats: Weapon Focus (bite) 
  Climate/Terrain: Any desert, hill, plains, mountains, or 
  underground 
  Organization: Solitary or pack (5-12) 
  Challenge Rating: 2 
  Treasure: -- 
  Alignment: Usually neutral evil 
  Advancement: 3 HD (Medium-size); 4-6 HD (Large) 
   
  Thought by some to be descendants of the mythical three-
  headed dog Cerberus, death dogs certainly don't take well to 
  guard duty. The dogs recognize the disconcerting effect their 
  two heads have on would-be prey and use that fear to their 
  advantage. Nighttime or underground hunters, death dogs 
  are roughly the size of large wolves, covered in thick black or 
  dark gray fur that enables them to blend into the dark. Death 
  dogs are ruthless predators. Those who travel in their 
  territory learn to listen for the double bark that heralds a 
  pack's approach. 
   
  COMBAT 
  Death dogs prefer to attack with overwhelming numbers. 
  They tend to pick a single opponent to harry, attempting to 
  trip that foe so the rest of the pack can leap in and finish the 
  fallen victim. Even when they're not hungry, death dogs can 
  strike briefly to infect a victim with the disease they carry, 
  which is characterized by a yellowing of the victim's skin and 
  swelling around the eyes and throat. The dogs then withdraw 
  and follow from a distance until they grow hungry enough to 
  finish the victim off 
  Disease (Ex): Any creature hit by a death dog's bite 
  attack must succeed on a Fortitude save (DC 13) or 
  contract a disease. The incubation period is 1 day, and the 
  disease deals ld4 points of Strength damage and ld3 points 
  of Constitution damage. (See Chapter 3 of the DUNGEON 
  MASTER'S Guide for more about diseases.) 
  Trip (Ex): A death dog that hits with a bite attack can 
  attempt to trip its opponent as a free action without 
  making-a touch attack or provoking an attack of 
  opportunity. If the attempt fails, the opponent cannot react 
  to trip the death dog. 
   Scent (Ex): A death dog can detect approaching enemies, 
  sniff out hidden foes, and track by sense of smell. 
   Skills: Death dogs have a +4 racial bonus on Listen and 
  Spot checks. 
   
   
  
  The Rescue 
   
  Page 48 
   
  Players’ Handout 1: 
  Map of Slavers’ Island 
   
   
   
   
   
   
   
   
  
  The Rescue 
   
  Page 49 
   
  Players’ Handout 2 
  Overview of the compound 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Splintered Suns and Scarlet Signs/Onnwal/ONW5-02 - The Rescue.pdf