TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  NMR4-01 
   
   
   
   
   
  Big Game Hunter 
   
  A One-Round D&D LIVING GREYHAWK®  
  Nyrond and Her Environs Metaregional Adventure 
  Version 1.2 
  By Craig Hier 
   
   
   
   
  The streets of Rel Mord are home to many dangers. Some have sharp fangs, others nasty daggers. But there exists a far 
  more hideous and foul evil than all the vermin and bandits combined . . . Nobility.  A high-level scenario for only the 
  bravest and most capable of adventurers.  An adventure for APLs 8-14. 
  
  Big Game Hunter 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least four players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM fill out an RPGA Tracking Sheet.  After the form is 
  filled out it should be given to the senior DM or Event 
  Coordinator. 
  Living Greyhawk 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  If PCs bring animals that have been trained for combat 
  (most likely being war horses, dogs trained for war), 
  other than those brought by virtue of a class ability 
  (i.e. animal companions, familiars paladin’s mounts, 
  etc) use the sidebar chart to determine the number 
  of levels you add to the sum above. 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. 
  Sum the results of 1 and 2, and divide by the number of 
  characters playing in the adventure.  Round to the 
  nearest whole number. 
  If you are running a table of six PCs, add one to that 
  average. 
  
  Big Game Hunter 
   
  Page 3 
  # 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 
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If 
  your character is three character 
  levels or more either higher or 
  lower than the APL this adventure 
  is being played at, that character 
  will receive only half of the 
  experience points awarded for the 
  adventure. This simulates the face 
  that either your character was not 
  as challenged as normal, or relied 
  on help by higher-level characters 
  to reach the objectives. 
   
  Note: LIVING GREYHAWK 
  adventures are designed for APL 2 
  and higher. Four or five 1st-level 
  characters may find difficulty with 
  the challenges in a LIVING 
  GREYHAWK adventure. If your 
  group is APL 1 there are two things 
  that you can do to help even the 
  score. 
  1. 
  Attempt to create a table of six 1st-level 
  characters, 
  or 
  try 
  to 
  enlist 
  higher-level 
  characters to play at that table. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs who 
  want their dogs to attack must succeed at a 
  Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a free action (spoken 
  command) that may be attempted each round. If 
  an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Metaregional adventure, set 
  in the Kingdom of Nyrond and the Theocracy of the Pale. 
   Characters native to the Nyrond and Her Environs 
  Metaregion pay one Time Unit per round, all others pay 
  two Time Units per round.  Adventurer’s Standard 
  Upkeep costs 12gp per Time Unit.  Rich Upkeep costs 
  50gp per Time Unit.  Luxury Upkeep costs 100gp per 
  Time Unit. 
  Cast 
  Introduction 
  Lord Tristan Brickings (Arst7, 48hp) – Noble Hunter 
  and general pain. 
  Alistair Crisster (Exp3, 29hp) – Manservant to Lord 
  Tristan 
  Sgt. Gissly (Ftr5, 35hp) – Watch member on patrol in 
  the Noble section. 
  Town of Silverford 
  Sheriff Lostin (Pal1/Rng3, 30hp) 
  – Sheriff of Silverford, a small 
  town in the Pale. 
  Miles Glorrin (Ftr4/Rng6, 75hp) 
  – Bartender of the Mountain’s 
  Gorge 
  Lynn Glorrin (Exp1, 2hp) – 
  Barmaid of the Mountain’s Gorge 
  Father Swinter (Clr5, 25hp) – 
  Local Priest of Pholtus 
  Not Appearing 
  Lord Gellim Writton (Rng10, 
  67hp) – The other noble hunter in 
  the contest. 
  Adventure Background 
  The White Roc 
   
   
   
   
  The legend of the white roc originates from the north but 
  nobody has been able to determine its exact place of 
  origin.  The legend tells of a giant white bird.  Although 
  no reports of its exact size exist, it is thought to have a 
  100-foot wingspan.  It lives in the highest snow covered 
  peaks and has rarely been seen. 
   
  Most sightings have come from travelers who 
  became lost in the mountains.  One story tells of how the 
  roc scooped up a young shepherd who had gotten lost 
  during a sudden blizzard.  The shepherd who was barely 
  conscious claims to have been picked up and flown out of 
  the mountains to safety in the foothills below. 
   
  All of the stories have the same theme: the bird is a 
  good and noble creature.  There have never been any 
  reports of it snatching domesticated livestock or any 
  humanoids.  Other tales suggest it feeds off of fiends and 
  other unnatural creatures. 
  The Noble Huntsman 
   
   
   
  The Wild Boar Inn hosts many of the male nobles of the 
  Nyrond court.  Tales of past conquests and noble deeds 
  are as common in taverns as water is in the Gearnet Sea.  
  
  Big Game Hunter 
   
  Page 4 
  It is at one of the finer tables that three nobles were 
  engaged in a serious game of one-upmanship when the 
  character of one of the contestants was called into 
  question. 
   
  The gentleman called into question was a Lord 
  Tristan Brickings, a minor noble whose great grandfather 
  had come into a great deal of money in shipping and 
  trade.   The insulter was a young, brash nobleman called 
  Lord Gellim Writton whose father was granted a 
  Lordship by former King Archibald for his noble and 
  selfless devotion to the Kingdom.  Both are nobles but 
  from very different backgrounds.  Brickings is a spoiled 
  brat who thinks the world revolves around him.  On the 
  other hand, Writton considers himself a servant of the 
  people and will do anything to help the common man. 
   
  Not sitting still for the insult leveled against him, 
  Lord Brickings demanded satisfaction.  It was decided 
  that the best way to settle the disagreement between the 
  nobles was to have a contest.  Each gentleman was to go 
  and hunt the most fantastic monster possible.  They are 
  to return to the Wild Boar Inn within a month with a 
  trophy from the hunt where the crowd will determine 
  the winner. 
    
  Writton set out the very next day with little but the 
  gear on his back.  Brickings, on the other hand, spent the 
  next week pondering his options, consulting with 
  outfitters, and buying gear.  Alistair Crisster, the 
  manservant to Lord Brickings, knew that his master 
  requires help in the wild; at a minimum needing porters 
  and protectors. 
  Adventure Summary 
  Walking through the Noble district in Rel Mord, the 
  adventurers find themselves helping Lord Brickings’ 
  servant Alistair Crisster through a bewildering turn of 
  events.  Moving to Lord Brickings’ stables, they find a 
  large pile of equipment arrayed in and around a pair of 
  wagons.  Alistair Crisster, Lord Brickings’ butler, will ask 
  them to help finish packing the gear so that they might 
  get under way. 
   
  The PCs are now left with two partially loaded 
  wagons and their employer wandering off.  If the PCs 
  just leave, the watch will be around to collect them as 
  Lord Brickings has reported them as stealing his supplies. 
   
  Once the PCs catch up with Brickings he will do 
  little more than insult and ignore them.  Crisster will step 
  in to finish briefing the PCs at this point. 
   
  After several days of traveling they will reach the 
  town of Silverford.  The town is really just a small inn and 
  a few outlying houses.  The locals will tell stories of a 
  peaceful, giant white bird that, according to legend, 
  rescues lost climbers.  Lord Brickings will quickly tempt 
  trouble with the local priest.  The PCs must try and find a 
  diplomatic way of continuing the mission or spend a few 
  days walking back to Nyrond hoping that the Lord will 
  enjoy his time at the New Dawn Camp. 
   
  Following the clues or just stumbling around blindly 
  will result in traveling deeper and higher into the 
  mountains.  Once inside the mountains themselves, 
  Crisster suggests setting up a base camp.  
   
  A druidic ogre Mage will visit the camp with some 
  friends trying to figure out what the party wants in his 
  mountains.  The party can either fight or talk to them.  
  Talking will reveal more clues to the roc’s good nature. 
   
  The next morning Brickings suggests that they 
  journey farther from the base camp than just a half-day. 
   
  The third night out of the base camp the party is 
  attacked by a combination of rust monsters and stone 
  giants.  Exploration of the cave will lead to some clues 
  about the white roc. 
   
  After camping once again, the path will take them to 
  a wide ledge overlooking some smaller mountains.  Here 
  the party gets their first look at the fabled white roc. 
    
  At this point, the party can either help the obnoxious 
  hunter slay the roc or let it go on its way.  If they attempt 
  to kill the bird, play it out as normal.  If they stop Lord 
  Brickings from killing the bird, the party will be attacked 
  by a pack of winter wolves on the way back.  Either way, 
  the party gets an opportunity for a pretty nice trophy.  
   
  The party escorts the conquering hero back to the 
  Wild Boar Inn.  If Brickings presents the roc as his 
  trophy he will loose his challenge as well as what little 
  respect he had in the court.  On the other hand, if they 
  bring back the demonic wolf as a trophy, he will be 
  regarded as the winner and will gain respect amongst his 
  peers. 
  Introduction 
  The air is thick with humidity in Rel Mord today.  
  To add to the oppression of the day, it is also 
  unbearably hot.  Fate has guided your steps to a road 
  in the part of town where you are more likely to see 
  a member of the royal court than a street urchin 
  pandering for a copper.   
   
  A slamming door jars the tranquility of the 
  scene.  Ahead, a man in a most handsome traveling 
  outfit steps out of the doorway, yelling back over his 
  shoulder. 
   
  “WHAT do you mean you couldn’t find 
  anybody?  You worthless troglodyte!  It is a miracle I 
  retain your services” 
   
  The man being chastised now makes his way 
  into the street, following his employer.  He is a tall, 
  slender man dressed in the garb of a manservant. 
   
  “I couldn’t swing a 10 foot pole without 
  smacking a dozen qualified people!  Very poor 
  
  Big Game Hunter 
   
  Page 5 
  attempt Crisster!  Why look there . . . .”  He points in 
  your direction. “You . . . you . . . and you over there!  
  Come, you shall have the honor of attending Lord 
  Tristan Brickings of his most noble of hunts!!” 
   
  With that he sets off down the street, smiling at 
  the ladies and nodding to the other gentlemen.  The 
  man addressed as Crisster approaches.  “Come, 
  quickly, we have work to do and we must catch his 
  lordship before he reaches the city gate.”  He turns 
  and waits to follow you inside. 
  � Lord Tristan Brickings:  Human Ari7, See Appendix 
  Five. 
  � Alistair Crisster:  Human Exp3, See Appendix Five. 
   
  Nothing the PCs do or say will cause Lord Brickings to 
  turn around or engage in any meaningful dialog.  All 
  attempts will be rebuked with “Crisster will answer your 
  questions, get a move on.” or “I’m not paying you for 
  conversation, get my gear!” or “This is a grand adventure!  
  You are an adventurer are you not!” 
   
  Alistair Crisster will be more helpful in his 
  responses although the need for speed is very apparent.  
  He will try to get the PCs to cooperate by mentioning 
  that his Lordship will pay them quite handsomely (100gp 
  per APL) since they are obviously very experienced and 
  over qualified.  Failing that he will hint that his master is 
  highly favored in the Nyrond court and impressing him 
  on this mission could bring the notice of some very 
  important people.  The kind of people who would look 
  favorably on helping keep Brickings alive.  
   
  If Crisster is still unable to convince the PCs that it is 
  a good idea to help his lordship, the watch will arrive.  It 
  seems Lord Brickings considers randomly pointing to 
  somebody to be a binding contract.  Sergeant Griss will 
  show up and fine them for breech of contract. The PCs 
  will have to pay 1,000 gp each or spend some time in jail.  
  If they land in jail it will take the entire TU to sort it out.  
  Either way will earn the heroes some disfavor.  
   
  Crisster will direct the heroes through the house and 
  out back to a small stable.  Arrayed around the stable are 
  two large carts and a mountain of equipment.  Read or 
  paraphrase the following: 
  Crisster walks out the back door and into a sea of 
  camping equipment.  Almost every sort of item is 
  strewn around the manor’s backyard.  There is a 
  large canvas pavilion, a score of brass lanterns, poles 
  ranging from 2 to 11 feet in length, several casks of 
  ale and wine, a portable oven and much more.  
  Almost lost in this sea of commerce are two large 
  carts and a stable.   
   
  Also of interest is the fact that the assembled 
  gear comes from a wide range of merchants.  Some 
  bear the insignia of the Brendigund trading house; 
  others come from places as far away as Ket.  The 
  majority bears the Brickings Trading Consortium’s 
  livery. 
   
  Crisster points to the carts and adds, “We need 
  to load the gear as quickly as possible.  Time is of the 
  essence.”  As an aside he notes “My master will of 
  course pay you for your services and I can assure you 
  he has much more coin than sense.”  He offers a 
  weak smile. 
  Loading the carts will take the party about an hour.  
  Crisster will continue to get more and more agitated as 
  time goes on.  His concern for his employer’s safety is 
  apparent.  If a PC happens to follow Brickings, he has 
  found a pub that is much to his liking and decided to stay 
  for a drink or two.  If this information is giving to 
  Crisster he will calm noticeably. 
   
  During the loading process, the heroes may question 
  Crisster about what is going on.  Crisster is a friendly and 
  humble man; albeit in a great hurry.  He will not dwell on 
  his master’s shortcomings, but he also will not deny 
  them.  He knows the following nuggets of information: 
  • 
  Lord Brickings is going on a hunt for some sort of 
  trophy.  The destination is the Raker Mountains 
  north of the Pale above the eastern border of the 
  Troll Fens. 
  • 
  He doesn’t know what the hunt is for exactly but 
  Lord Brickings’ eagerness was amplified after a 
  courier brought a recent caravan logbook to the 
  house. 
  • 
  Lord Brickings made a wager with another 
  gentleman, Lord Gellim Writton.  The winner will 
  be the noble who brings back the finest trophy as 
  judged by the attending at the Wild Boar Inn. 
  • 
  Lord Brickings is a good man and very popular at 
  Court.  If anything were to happen to him, the Royal 
  court would be upset and would investigate. 
  If the party does not help, his Lordship will most likely 
  report them as thieves.  If the party looks ready to leave 
  the scenario, Sergeant Griss comes around.  He will 
  inform the party that a warrant for their arrest by a one 
  Lord Tristan Brickings.  He will note that the stuff 
  reported stolen is right here and they had better hurry 
  after Lord Brickings or they will be spending some time 
  in the lock-up. 
   
  Some rumors about Lord Brickings that PCs may 
  know with relevant Knowledge (Local), Knowledge 
  (Nobility and Royalty), or Bardic Knowledge (DM may 
  determine the appropriate DC) are as follows: 
  • 
  Lord Brickings is actually a high level ranger; he just 
  enjoys playing the fool. (False) 
  • 
  Lord Brickings is a favorite of the Nyrond Court.  
  His following is generally with the more snooty and 
  blue-blooded members of court.  They enjoy the way 
  
  Big Game Hunter 
   
  Page 6 
  he informs the lower classes of their lesser station. 
  (True) 
  • 
  Brendigund and Brickings are cousins. (False) 
  • 
  A group of bandits once robbed him.  Their limbs 
  were found hanging from trees near the site of the 
  robbery. (True) 
  • 
  Brickings has ruined inns that have not given him 
  what he requested. (False) 
  • 
  Brickings is a ranking official in the Rel Mord 
  Thieves’ Guild. (False) 
  • 
  Brickings does deal with the somewhat shadier 
  elements. (True) 
  The real purpose of his journey is to reopen the silver 
  mine at Silverford. (False) 
  Encounter One: A Royal Pain 
  Catching up to Lord Brickings is very easy.  He takes 
  almost every opportunity to chat with the ladies and 
  sample a pub’s finest brews as he passes. 
   
  “It is high time you got off your behinds and 
  started moving.  I see you have the gear.  That is all 
  of it, I trust?  Come, we haven’t all day.  It is a long 
  trip and we must be quick about it.” 
   
  He turns and quickens his pace.  He seems 
  rather 
  indifferent 
  towards 
  you 
  and 
  your 
  companions.  All attempts at conversation are met 
  with a gruff comment or two about attending to the 
  carts or yourself. 
   
  Quickly leaving the comforts of Rel Mord 
  behind the road continues north.  The large carts 
  Lord Brickings is using are obviously the finest that 
  coin could buy.  Easily outpacing other carts on the 
  road the journey is sure to take but a few days. 
  Lord Brickings is very pompous and can barely tolerate 
  those he views as beneath his station.  In this case, that 
  means the party.  He will treat them with distain and 
  talk to them as little as possible. 
   
  When he does talk to them, either to have them do 
  something or answering a question, he will say things 
  like the following. 
  • 
  Please refrain from standing up wind; your odor is 
  quite unnerving. 
  • 
  Yes, yes, quite nice.  Does the monkey know any 
  other tricks? 
  • 
  Please bother Crisster with your annoying questions. 
  • 
  Ah, a Lord of Sterich, how nice for you.  Would you 
  like a lollipop? 
  • 
  I care not about the concerns of the simpletons 
  ruling your country.  I am a Nyrondese noble and 
  you will do well to remember that. 
  • 
  If you are whining so that I may enjoy the sound of 
  your voice, please stop. 
  • 
  I thought you people were trained for this sort of 
  thing.   
  • 
  Does it hurt when you think?  Or do you just refrain 
  from doing so out of habit? 
  • 
  I think the cart needs attending.  Why don’t you 
  check under the wheel? 
  Encounter Two: Trip North 
  The trip will take eight days with the eighth day ending 
  as the party reaches the small town of Silverford.  Each 
  night on the road will be the same.  The only difference 
  will be the name of the inns. 
   
  Feel free to only do the first night if the players are 
  not in the mood to roleplay.  If they are and if time 
  permits, feel free to do as many of the nights as you like. 
  The inns: 
  • 
  The Lucky Toadstool (Nyrond) 
  • 
  One Too Many (Nyrond) 
  • 
  Grog’s Place (Nyrond) 
  • 
  The Green’s Reach (Nyrond) 
  • 
  Pholtus’ Glory (Pale) 
  • 
  The Pious Pilgrim (Pale) 
  • 
  The Pious Pilgrim (Pale) 
  • 
  The Mountain’s Gorge (Pale) 
   
  Lord Brickings’ caravans have used each inn, except 
  the Mountain’s Gorge, extensively.  As such, he is well 
  known and respected in each.   
  The day wanes and the road winds past an inn.  
  Brickings swaggers up and enters the place as if he 
  owns it.  Given his apparent wealth, he just might.   
   
  His voice carries in the night air as he demands 
  the finest room and that a meal be brought up at 
  once.  The innkeeper rushes to his side, takes his 
  cloak, and carries it upstairs.  His Lordship follows 
  the good fellow and bellows at Crisster that he is not 
  to be disturbed. 
  The Party is standing either in the street or inn.  Crisster 
  will inform the heroes that Lord Brickings is not to be 
  disturbed and he is going to see to the horses. 
  
  Big Game Hunter 
   
  Page 7 
   
  If the party helps situate the horse and cargo in the 
  stables, make a note of it.  If they just go about their 
  business and leave the grunt work to Crisster, it should 
  affect Crisster’s attitude toward the party in all of his 
  future interactions with them.  If the party helps Crisster 
  at this time and in other future encounters, they will 
  receive the “Favor of Alistair Crisster” regardless of 
  whether they are ultimately successful in Lord Brickings’ 
  goal. 
   
  One of the few perks of working for Lord Brickings 
  is the apparently bottomless expense account.  PCs will 
  not be asked for a copper while they are staying at any 
  inn with Lord Brickings. 
   
  Brickings spends each night going over the caravan 
  log that first sparked his interest in this particular quest.  
  It contains an account of one of the guards who swears he 
  saw a giant white bird flying over the Raker Mountains.  
  They were just coming to a new town on their route 
  called Silverford when he happened to catch the sun 
  reflect of a tiny speck.  As he watched the speck it was 
  apparent it was a white bird.  Given the distance away, the 
  guard figured it was immense. 
   
  Brickings also has many maps and books on 
  adventuring and outdoor survival.  It is clear that he has 
  very little experience roughing it.  This lack of experience 
  will become evident in later encounters. 
   
  If a character decides to interrupt his reading he will 
  get huffy and demand that they leave.  If they insist on 
  bothering him, he will have them arrested.  Lord 
  Brickings is very influential and wealthy.  His caravans 
  travel this route and he could do some serious financial 
  damage to anybody who crosses him.  The local watch 
  will always do what he requests.  The offending character 
  will be carted off and put in the slammer over night.  
  They will be released in the morning to continue on with 
  the scenario. 
   
  Characters sitting in the common room may have 
  the opportunity to hear some more background 
  information on his Lordship.   
   
  Some of the rumors that the players can overhear are 
  listed at the end of the Introduction.  Feel free to make 
  up some more. 
  After several days of travel, proceed to Encounter Three. 
  Encounter Three: Mountain’s 
  Gorge Inn 
  The day’s travel has concluded in the foothills of the 
  Raker Mountains.  Nestled at the base of the 
  mountains is the small town of Silverford.  The 
  town consists of a store, which is closed for the day, 
  a small inn and pub, a jailhouse, the requisite 
  church of Pholtus, and a few outlying homes. 
   
  Lord Brickings surveys the town and then heads 
  for the inn.  With an air of some disgust he walks 
  into the small building.  “What do you mean you do 
  not have a suite!” comes thundering though the 
  night air.  A light comes on over at the jailhouse and 
  a head can be seen peering though the window.   
   
  “Give me the best room that this layer of the 
  abyss can provide.  And do not forget my meal!” 
  replace the previous shout.  With that Crisster bolts 
  inside to attend to his obviously distressed master. 
  Allow the stalwart heroes a moment to regroup.  At this 
  point, the sheriff will be coming toward them but still a 
  ways off.  Brickings will have gone upstairs followed by 
  Crisster.  If the party enters the inn, read or paraphrase 
  the following: 
  The inn is quite small but well appointed.  It has the 
  feel of family home and, looking at the staff, it looks 
  to be a family business. 
   
  The innkeeper is a tall, lean man of about 45 
  summers.  He has a small scar on his check and salt-
  and-pepper hair.  Standing behind the bar, he cracks 
  a broad smile as you enter.  The serving girl has 
  many of the same facial features of the man behind 
  the bar.  She stands about 5 feet tall and has stringy 
  blond hair that falls loosely around her face.  
   
  “Have a seat anywhere!” The man bellows.  “My 
  name is Miles Glorrin and I run this place.  If there 
  is anything me or my daughter Lorin can do for you, 
  just ask.” 
  Miles will be a gracious and attentive host.  He has a lot 
  of information that the party might find useful.  Do not 
  just throw the players the information, they have to ask.   
  Miles’ information: 
  • 
  When silver was discovered in the mountains 100 
  years ago a mining operation was started.  Silverford 
  was founded to supply that operation.  The silver has 
  long run dry but the tourist trade manages to keep 
  the operation going. (The tourists come because of 
  the legend of white roc) 
  • 
  Most of the tourists are sightseers and hunters such 
  as his Lordship. 
  • 
  The Legend of the White Roc is just that, a story, a 
  myth. 
  • 
  He has lived here for 17 years (since his daughter 
  was born) and hasn’t seen hide or feather of this 
  supposed roc. 
  • 
  One of the legends tells of a young woman who had 
  gone into the mountains to collect some flowers that 
  grow there.  A freak blizzard rolled in and caught her 
  unprepared. 
   
  As 
  she 
  was 
  falling 
  into 
  unconsciousness, she felt a giant talon grab her.  
  
  Big Game Hunter 
   
  Page 8 
  When she awoke, she was safely out of the 
  mountains lying in a pile of pine needles. 
  • 
  Nobody around here claims to be that girl. 
  • 
  Another reason the story must be myth is that in the 
  past 17 years not a single piece of livestock has 
  mysteriously disappeared.   
  Part Two: Enter the Sheriff  
   
   
  Within ten minutes of Lord Brickings encounter 
  with the innkeeper another local makes his way into 
  the inn.  His dress appears almost like a uniform, a 
  gray cloak, black boots and belt and a matching shirt 
  and pants.  He glances at Miles who nods and smiles 
  at him.  
   
  The newcomer looks over the party with a 
  scrutinizing eye.  A broad smile crosses his face.  
  “Hail and well met, fair travelers.  I am Sheriff 
  Turrac Lostin.  It is a treat when our small 
  community can play host to a group such as you.  
  Pray tell me of yourselves.” 
  He will take a seat near or at the party’s table.  He is 
  genuinely interested in the background of the heroes.  It 
  is his job to know who is in town and he wants to know 
  as much about them as possible to avoid any possible 
  trouble. 
   
  He knows the same information as Miles (see above) 
  with the exceptions listed below.  His versions of the 
  legend will be slightly different in the telling.  After all, 
  these kinds of tales always get changed from person to 
  person. 
  • 
  He has lived here for 10 years. 
  • 
  He claims to have seen the bird.  It was at dawn and a 
  long way off but it had to be the bird. 
  • 
  He will politely remind the party that the Pale 
  doesn’t tolerate people preaching religions other 
  than Pholtus.  You can worship your own deities but 
  don’t do it in public or loudly.  The local priest 
  doesn’t take kindly to “heretics” but the rest of us are 
  more understanding. 
  Part Three: This is the Pale after all  
   
  The banter with the residents in the inn has been 
  interesting and informative.  Other residents of the 
  small hamlet have come in, enjoyed a pleasant meal 
  and left leaving just the party, Sheriff and the inn’s 
  staff to tidy up. 
   
  It is at this time the door opens once again to 
  allow a tall, thin man in the regalia of a priest of 
  Pholtus to enter the establishment.  He takes off the 
  heavy outer cloak that shielded him from the 
  dropping temperatures and places it with care on 
  the hooks by the door.  He turns and evaluates the 
  party, nods to both Miles and Sheriff Lostin.   
  “Good evening all, may the light of Pholtus guide 
  you all.  I heard tell that some visitors had come to 
  see the Mountains.  As I am sure Miles and Turrac 
  have already done, I bid you welcome to our small 
  town and offer you the services of the church for 
  your morning prayers.  My name is Father Swinter 
  and I guide these people in the ways of Pholtus.”   
  He will stand and wait for the players to offer a seat or 
  engage in conversation.  If none of the players offer a 
  seat, the sheriff will do so in short order. 
   
  He is making sure the party is not out to cause 
  spiritual trouble to the residents of the community.  He 
  will note any openly displayed holy symbols, but will 
  make no comment about them unless a PC begins to 
  proselytize.  If asked about the roc, he has never seen it 
  but knows others who have (such as Sheriff Lostin).  He 
  believes the creature must be a gift from Pholtus.  He is a 
  reasonably pleasant person.  He is not looking to cause 
  any trouble; just making sure the party is well behaved. 
   
  Of course, trouble is about to come to them in the 
  form of Lord Brickings.  The Brickings family has been 
  devout worshippers of Heironious for generations.  And 
  he needs some more wine. 
  A set of footfalls can be heard on the stairs coming 
  into the common room.  The familiar bellowing of 
  Lord Brickings soon drowns this sound out.  “By the 
  hairy toes of Yondalla can’t a man get a refill?  My 
  tankard has been empty for at least ten minutes.  
  Where is that Heironious-forsaken serving wench?” 
   
  The locals are stunned by the outburst.  Father 
  Swinter is turning a few shades of red.  He turns 
  towards Brickings and says, “Excuse me sir?  What 
  was that you just said?” 
   
  Looking at the audacious priest, Lord Brickings 
  retorts, “I was talking to the seemingly inadequate 
  staff of this establishment, not you.  Isn’t there some 
  water that needs blessing somewhere?” 
  At this point, the players should stop the ensuing 
  theological tirades from both sides.  Lord Brickings will, 
  with his usual tact, state that the priest shouldn’t talk to 
  his betters about things that are not his business.  Only 
  after the Priest starts with the “One true path” and “light 
  of Pholtus” will Brickings indicate that he and his are 
  devote followers of Heironious.  You may use the sample 
  dialog below or go off on your own. 
  Father Swinter:  Sir, we are all on the path Pholtus 
  sets for us.  I am sure your needs will be meet in due 
  time. 
  Lord Brickings: Look here little man, take your 
  inane prattle and be gone from my sight before I am 
  forced to take this matter up with your betters. 
  
  Big Game Hunter 
   
  Page 9 
  FS: I report directly to Pholtus.  He guides us in all 
  things.  Perhaps you need to let the Light of Pholtus 
  light your way. 
  LB: Pholtus?!  That dogma is for the common and 
  uneducated.  Heironious is the faith of the Nobility 
  and the more right-minded individuals. 
  FS: Perhaps you are an example sent by Pholtus to 
  show us that the lack of “nobility” in the Pale is in 
  fact one of his greatest blessing. 
  LB: Look here my “good” man.  Heironious sets forth 
  that a good and noble hierarchy fosters a sense of 
  order and lawfulness.  The Pale could do well to take 
  that lesson to heart. 
  FS: Perhaps you need to be shown the Light of 
  Pholtus in a more direct way… 
  LB: Perhaps we should have another Nyrondese 
  torch party in Wintershiven. 
  At this point the damage is done.  Father Swinter will 
  demand that the Sheriff arrest the heretic and prepare 
  him for immediate transport to a New Dawn Camp.  At 
  this point it can only get worse for the PCs. 
   
  If Lord Brickings does manage to get carted off to a 
  New Dawn Camp, you can either have Crisster insist the 
  party wait (at the cost of a TU), they can complete the 
  mission without him, or they can simply go home. 
   
  Waiting will allow the adventure to continue but 
  Lord Brickings will be much milder and a devout 
  worshiper of Pholtus.  Adjust the following encounters 
  accordingly. 
  Encounter Four: Base Camp 
  This Encounter occurs at a Low Pass altitude.  See DM 
  Aid One for details about the effects of altitude.  A 
  suggested map of this Encounter area (which will likely 
  also be used for Encounter Five) is provided as Map #1. 
   
  The 
  following assumes that the party has 
  successfully navigated the minefield that was the 
  previous encounter.   
  This mid autumn morning arrives with a heavy 
  blanket of gray clouds wrapped around the 
  mountains like a cold and damp blanket.  This does 
  nothing to enlighten the mood of your big game 
  hunter as he ambles down to the common room two 
  full hours after sunrise. 
   
  “What a typical day for this dreary land.” He 
  mumbles under his breath just loud enough for 
  everybody to clearly hear.  “Let’s see what this 
  forsaken inn calls breakfast and then we better get 
  going.”  
   
  The breakfast was quite a contrast to the day.  It 
  was warm and tasted decent enough.  The road into 
  the mountains is worn and in need of repair but the 
  excellent carts make good time.   
   
  As the surrounding hills give way to the 
  mountains a light snow begins to fall.  Within two 
  hours, the snow has started to pile up on the ground. 
   The abandoned silver mine comes and goes.  The 
  road past it dwindles into what can barely be called a 
  trail.  The going slows considerably. 
   
  A few hours later, Brickings stops the party.  
  “We will make our base camp here.” Lord Brickings 
  announces with an air of authority.  “You lot get to 
  work while I scout the area”.  The area is a lightly 
  wooded glen that seems pretty well sheltered.  
  Crisster begins the unloading of the carts and starts 
  constructing the base camp. 
  If just Crisster constructs the camp, it will be well after 
  dark before things get done.  His lordship will start 
  yelling at people to get them involved in the process after 
  about an hour.  If everybody pitches in, the base camp 
  will soon be constructed. 
   
  Brickings will take the opportunity to explore the 
  area within an eighth of a mile around the camp.  He will 
  not, under any circumstances, go too far away from his 
  hired help.  His investigations reveal nothing but make 
  him feel important. 
  Encounter Five: Druid 
  Encounter. 
  This Encounter occurs at a Low Pass altitude.  See DM 
  Aid One for details about the effects of altitude. 
   
  During the first two days, the pattern of getting up, 
  going into the mountains surrounding the camp and 
  finding nothing is established. 
   
  During the night watches, have the people on watch 
  make listen checks.  Tell the person who had the highest 
  result that they hear the baying of wolves in the far 
  distance. 
   
  On the third night, a late night visitor comes to the 
  camp.  On this night’s listen check, the DC to hear the 
  druid and his companions is 23.  If successful, they will 
  hear a large creature sneaking around in the bushes just 
  outside of camp.  If they can see that far, they will see a 
  large body crouching behind a tree. 
   
  If the party does not hear the druid and his group, 
  the ogres will use their stealth to approach the party from 
  all sides.  The ogre-kin will spread out on one side and the 
  druid will approach from the other. 
   
  With his weapon drawn, he will approach and ask in 
  Giant “What are you doing in my mountains?” in the 
  gruff way only an ogre can manage.  If the PCs do not 
  attack on sight, a peaceful dialog can be established. 
  
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  While the party may decide that this is a peaceful 
  encounter, Lord Brickings will wake up soon and start 
  attacking on his own.  The party has a round to stop him 
  from getting his bow and arrows and attacking the 
  nearest ogre. 
   
  If his lordship actually manages to hit a barbarian, it 
  will immediately charge.  If the party attacks the 
  charging barbarian, assume a full melee is underway as 
  the remaining ogres will attack.   
   
  The Druid, Krunk Silverbough, has decided that 
  these mountains are under his protection.  He will be a 
  bit put out at the PCs coming to his home to hunt for 
  sport but understands that is the nature of humanoids.  
  He has the following information that may assist the 
  party: 
  • 
  The roc does in fact exist in this area.  It makes it 
  nest a few days north of here. 
  • 
  Hunting the roc is not the wisest thing.  It fills a 
  great niche in the balance and removing it will cause 
  a great swing that will need corrected. 
  • 
  Seldom does the roc view the world as other animals 
  do.  Where they would see easy prey, the roc sees 
  opportunity. 
  • 
  As with all things, there are forces that balance the 
  roc.  These forces have been growing as of late 
  perhaps you have heard their song on the night air? 
  • 
  You must do as you must and I as I must.  It would 
  be sad if our paths were to cross in the wrong way. 
  Under no circumstances will Krunk come out and say a 
  pack of half-fiend wolves is terrorizing the area.  That 
  would be too overt an action against the balance in his 
  mind.  He knows that killing the roc would tip the 
  balance towards evil almost irrevocably but won’t stop 
  the party from pursuing their course.  He has come to 
  investigate the strange newcomers and make sure they 
  know about the balance and act with that knowledge. 
  Creatures 
   
   
   
   
   
  APL 8 (EL 11) 
  � Krunk Silverbough: Ogre Mage Drd1; hp 43; See 
  Appendix One 
  � Howler: Wolf Animal Companion; hp 13; See 
  Appendix One 
  � Gnuurl: Ogre Mage Bbn1; hp 47; See Appendix One 
  APL 10 (EL 13) 
  � Krunk Silverbough: Ogre Mage Drd3; hp 61; See 
  Appendix One 
  � Howler: Wolf Animal Companion; hp 26; See 
  Appendix One  
  � Gnuurl: Ogre Mage Bbn3; hp 67; See Appendix One 
  APL 12 (EL 15) 
  � Krunk Silverbough: Ogre Mage Drd5; hp 80; See 
  Appendix One 
  � Howler: Wolf Animal Companion; hp 26; See 
  Appendix One  
  � Gnuurl: Ogre Mage Bbn3; hp 67; See Appendix One 
  � Ogre Barbarians (2): Bbn6 hp 100; See Appendix 
  One 
  APL 14 (EL 17) 
  � Krunk Silverbough: Ogre Mage Drd7; hp 93; See 
  Appendix One 
  � Howler: Wolf Animal Companion; hp 39; See 
  Appendix One  
  � Gnuurl: Ogre Mage Bbn5; hp 87; See Appendix One 
  � Ogre Barbarians (4): Bbn6 hp 100; See Appendix 
  One 
  If the party decides that this is a combat adventure that is 
  fine as well.  A simple search of the druid’s body will 
  reveal pieces of a very large white feather.  Searching the 
  others will reveal simple drawings of a big white bird.  
  Further, the ogre party came in from the north and can 
  be tracked that direction with a tracking DC of 12 (since 
  it is recent and there is snow on the ground). 
  Encounter Six: New Plan 
  This Encounter occurs at a Low Pass altitude.  See DM 
  Aid One for details about the effects of altitude. 
   
  This morning Lord Brickings will decide that the 
  base camp is not deep enough into the mountains and 
  they will have to set out on an expeditionary journey.  If 
  the party has not discovered the direction to take, 
  Brickings will just start going north.  Read or paraphrase 
  the following: 
  Another dull and cloudy day is on tap for the day’s 
  activities.  After preparing for the day’s journey, 
  Lord Brickings emerges from his tent and makes an 
  announcement.  “Fellows, it has become clear that to 
  be successful we must journey further into the 
  mountains.  To this end we are going to be away 
  from the base camp for several days.  I know this 
  may be hard for some of you but I am sure you will 
  survive.  Come; get a move on you lazy pack of 
  gnomes.” 
  Lord Brickings starts heading into the mountains 
  immediately.  The players have just enough time to outfit 
  their characters for an extended mountain journey and 
  catch Lord Brickings before he gets too far away. 
  
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  The first day and night are uneventful except that 
  the wolves are easier to hear.  All members of the middle 
  watch will be able to hear them. 
  Encounter Seven: Giants and 
  Rust Monsters 
  This Encounter occurs at a Low Pass altitude.  See DM 
  Aid One for details about the effects of altitude.  A map of 
  this Encounter area is provided as Map #2. 
   
  Just after midday on the second day, the party finds 
  itself traversing a trail up the side of a mountain.  It is 
  here they discover a large cave.  Please read or paraphrase 
  the following: 
  The trail clings to the side of the mountain gently 
  twisting its way upward.  To the left, a sheer face 
  rushes to the summit some 500 feet above.  To the 
  right, a steep drop into the trees 100 feet below. 
   
  Rounding a gentle turn, a cave opening looms 
  before you.  Roughly 30 feet tall, this cave is very 
  large and very dark.  In front of the cave are small 
  boulders about the size of a halfling. 
  At this point, a spot check is needed.  You also need to 
  make a hide check for the stone giant.  He gets a +8 for 
  being in a stone area and an additional +2 for being in a 
  niche.  That gives him a total bonus of +10 to the listed 
  hide check.  If the players make the opposed check, they 
  spot the giant(s) hiding to their left.  If they make a spot 
  check of 20 or higher, they also spot the rust monsters 
  playing just inside the cave. 
   
  Tactics: The rust monsters will make a beeline for 
  the party once a significantly armored character gets 
  within 90 feet.   
   
  The giant(s) on the other hand will wait for the party 
  to rush past their position and then try to knockdown or 
  shove a mage off of the drop-off.  They will then target 
  the strongest looking fighter and try to remove them as 
  well. 
  Creatures 
   
   
   
   
   
  APL 8 (EL 9) 
  � Stone giant: hp 119; See Monster Manual, pg 124 
  � Rust Monsters (3): hp 27; See Monster Manual, pg 
  216. 
  APL 10 (EL 11) 
  � Stone Giant Elder: hp 125; See Monster Manual, pg 
  124 
  � Karl Rockcleaver: hp 119; See Appendix Two 
  � Rust Monsters (3): hp 27; See Monster Manual, pg 
  216. 
  APL 12 (EL 13) 
  � Karl Rockcleaver: Ftr4; hp 166; See Appendix Two 
  � Rust Monsters (4): hp 27; See Monster Manual, pg 
  216. 
  APL 14 (EL 15) 
  � Karl & Krag Rockcleaver (2): Ftr4; hp 166; See 
  Appendix Two 
  � Advanced Rust Monsters (4): hp 78; See 
  Appendix Two  
   
  If a player is thrown off of the drop-off, they will 
  take very little real damage (3d6) as it is covered in loose 
  rocks and they slide down quite easily.  The end result is 
  that they are 120 feet away from the fight without a clear 
  line of sight or easy way to get back in the fight. 
   
  Climbing will require a climbing check (DC 18) to 
  climb back up.  Ropes or magic can make this check 
  much easier.   
   
  Once the locals have been dealt with, the heroes can 
  explore the cave.  The cave has been the giant’s home for 
  many years.  He recently added the rust monsters as pets. 
   He liked the way they moved around and rubbed their 
  antennae on his hand.  A set of leashes can be seen near 
  the entrance where the giant tied them up. 
   
  Obviously there are no metal items in the cave.  
  There are however scads of broken and useless leather or 
  hide items that also carry a funny smell. 
   
  The real treasure in the cave is the paintings on the 
  walls.  Amongst pictures of elk, mountain goats and other 
  normal animals is a large picture of a white bird.  There is 
  also a 12-foot long white feather in the back of the cave. 
  Encounter Eight: Roc Sighting 
  This Encounter takes place in a Low Peak altitude.  See 
  DM Aid One for details about the effects of altitude. 
   
  The hunt can either camp in the cave for the night or 
  continue onward.  Either way, the next day they spot the 
  roc.  Read or paraphrase the following: 
  The morning arrives with clear skies and warming 
  temperatures.  The sun seems to be making up for 
  lost time and is reflecting up from the snow that 
  covers the ground. 
   
  Lord Brickings resumes the journey into the 
  mountains.  After making a few strange paths the 
  trail drops into a valley of sorts between two lines of 
  mountains.  This vantage provides something not 
  before seen since entering the mountains: a view.  
   
  Snow covered mountains reach toward the sky.  
  Their sharp white peaks standing in relief against 
  the azure sky.  From here, over twenty peaks can be 
  
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  Page 12 
  seen jutting from the ragged sea of gray, green and 
  white. 
   
  Even the haughty Lord Brickings seems taken 
  aback by the majesty of the scene.  “Um . . . Let’s 
  umm . . . have aahh . . . lunch here.” He stammers.   
  During the midday meal, have the party roll a spot check. 
   If they make a DC of 20 or better they will notice a speck 
  in the sky.  At first the distance is hard to make out but 
  after viewing it for a few minutes, it can be determined 
  that it is a very large bird, very far away. 
   
  After the meal has concluded, the Roc can be seen 
  much clearer and everybody automatically sees it.  Read 
  or paraphrase the following: 
  The giant bird seems to glide effortlessly through 
  the air.  Occasionally it will bank and its striking 
  white feathers will reflect the sun making it look 
  like a star in the daytime sky. 
   
  As the great bird gets even closer something can 
  be seen hanging from its talons.  Peering closer, the 
  form can be made out.  It is a white dragon!  
   
  The bird comes to rest on a peak to the 
  northeast.  It is several miles away and the way looks 
  treacherous. 
  From this point, a path can be mapped out to get them to 
  the peak around midday tomorrow.  If they proceed on 
  the path have them make a few balance checks but the 
  entire journey is a safe one.   
   
  As they continue toward the peaks, the Roc can be 
  seen leaving and retuning to the peak several times.  This 
  is, in fact, the roc’s nest. 
   
  Once they make camp for the night, have them roll a 
  d20 and add their wisdom modifier.  If anybody makes 
  over a 15, they note that there are no wolf howls during 
  the night. 
  Encounter Nine: Between a Roc 
  and a Hard Place 
  This Encounter occurs at a Low Peak altitude.  The PCs 
  have effectively been at this altitude for 2 hours before 
  the combat begins and should have to make a DC 15 and 
  DC 16 Fortitude Save to determine whether altitude 
  affects them.  See DM Aid One for details about the 
  effects of altitude. 
  The journey to the roc’s peak is hard and at times 
  dangerous.  The roc has been circling high overhead 
  since you started your ascent. 
   
  As the trail crests a smaller peak that sticks its 
  baldhead above the tree line the roc suddenly drops 
  toward the ground.   
  The roc is heading straight for the party.  They have a 
  round in which to decide what they want to do.  At that 
  point, the roc will break off of its dive and fly in a circle 
  80 feet above the party and then head towards its peak 
  again if left alone. 
   
  If the party decides to attack the roc, go ahead and 
  resolve combat accordingly.  If they kill the roc, jump to 
  Conclusion A.  At this point they may also decide to 
  search the nest.  Doing so will only result in the badly 
  mangled carcass of a young white dragon.  It and 
  everything else in the nest is useless to the party. 
   
  If for some reason they break off the fight and 
  decide to leave, go to the next encounter as normal. 
  Creatures 
   
   
   
   
   
  APL 8 (EL 10) 
  � Elite White Roc: hp 207; See Appendix Three 
  APL 10 (EL 12) 
  � Advanced Elite White Roc: hp 276; See Appendix 
  Three 
  APL 12 (EL 14) 
  � Advanced Elite White Roc: hp 375; See Appendix 
  Three 
  APL 14 (EL 16) 
  � Advanced Elite White Roc: hp 428; See Appendix 
  Three 
   
  Tactics: Simply snatch and drop them far away. 
  Encounter Ten:  Wolf Pack 
  This Encounter occurs at a Low Pass altitude.  See DM 
  Aid One for details about the effects of altitude. 
   
  If the party decides that the Roc is an agent of good 
  and should be left to fight evil or is simply afraid, run this 
  encounter.  If the party goes ahead and kills the bird in 
  the last encounter skip this one, as the wolves no longer 
  have anything to fear in the north and have gone there. 
  The journey leading out of the mountains has been 
  somber.  Lord Brickings feels that you have betrayed 
  him and refuses to speak during the trip.   
   
  Each night the wolf calls have been getting 
  louder.  Each day the forest has been quieter. 
  The party may want to take some extra precautions 
  during this leg of the trip.  Let them plan for the 
  imminent wolf attack as much as they want. 
   
  The wolves will encircle the party and then attack 
  from all sides at once.  Have the wolves make a hide 
  check and the party a spot check.  If the wolves win, they 
  get a surprise round which they will use to close with the 
  party.  The half-fiends have a fly speed and will fly to the 
  greatest extent possible. 
  
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  Creatures 
   
   
   
   
   
  APL 8 (EL 10) 
  � Half-Fiend Winter Wolf Pack Leader: hp 57; See 
  Appendix Four 
  � Winter Wolf (4): hp 51; See Monster Manual. 
  APL 10 (EL 12) 
  � Advanced Half-Fiend Winter Wolf Pack Leader: 
  hp 124; See Appendix Four. 
  � Half-Fiend Winter Wolf (4): hp 57; See Appendix 
  Four. 
  APL 12 (EL 14) 
  � Advanced Half-Fiend Winter Wolf Pack Leader: 
  hp 148; See Appendix Four. 
  � Advanced Half-Fiend Winter Wolf (4): hp 124; See 
  Appendix Four. 
  APL 14 (EL 16) 
  � Advanced Half-Fiend Winter Wolf Pack Leader: 
  hp 220; See Appendix Four. 
  � Advanced Half-Fiend Winter Wolf (4): hp 148; See 
  Appendix Four. 
  Conclusion A – Killed the Roc 
  The great bird lays crumpled in the snow, its blood 
  slowly slipping out onto the ground.  Lord Brickings 
  has the look of a kid in a candy store with a sack for 
  of gold. 
   
  “Well, pity we can not take the entire bird.  It 
  would look magnificent stuffed in the royal palace.  
  Ah well.  Perhaps just the head will do.  And a talon 
  for good measure.  I am sure to win the wager.” 
   
  He picks up a sword and starts hacking at one of 
  the talons.  “I say, put yourselves to good use and 
  detach its head.”  
   
  The deed done, the trip back to Rel Mord is 
  uneventful.  The people who notice the giant bird 
  head in your wagon are taken aback but say nothing. 
   The sad look on their faces says more than enough. 
   
  Upon reaching Rel Mord his lordship drives 
  directly to the Wild Boar Inn.  “Wait for me here.  I 
  will return shortly.”  He swaggers into the inn and is 
  soon followed out by a host of people all of whom 
  gaze in wonder at the giant bird’s head and claw. 
   
  One of the more distinguished members of the 
  gathered throng steps forward. “Lord Writton 
  returned with the head of a Death Slaad.  Given the 
  size and bearing of this bird, I must declare him the 
  winner.  Sorry old boy.  Better luck next time.” 
   
  Brickings doesn’t move for a good two minutes. 
   The crowd shuffles back inside leaving the street to 
  the crestfallen Lord Brickings.  “Crisster . . . come, 
  we are going home.”  He turns and leaves.   
   
  Crisster goes inside the inn for a moment and 
  returns with sacks of gold. “Thanks for all your help. 
   I am sure you will find this ample reward for your 
  efforts.”  With that he runs after his master. 
  If the party reaches this Conclusion, they will receive the 
  “Disfavor of Lord Brickings” on the Adventure Record. 
  Conclusion B – Killed the 
  Wolves 
  After the hard fought battle, the corpses of the 
  corrupted wolves litter the ground.  Lord Brickings 
  lets out a laugh.  “Ha! Look at the pelts on these 
  wolves.  These would make fine trophies!  Perhaps 
  you are not as worthless as you seem.  Crisster, start 
  skinning these beasts!” 
   
  His lordship now has the air of a man reborn.  
  He even decides to lend a hand in preparing space in 
  the carts for the hides.   
   
  The trip back to Nyrond’s capital is a complete 
  change from the trip north.  Lord Brickings 
  hobnobs with the commoners and makes a fine 
  showing of his newly acquired pelts.  In short, he is 
  enjoying the role of hunter as opposed to noble. 
   
  Upon reaching Rel Mord his lordship drives 
  directly to the Wild Boar Inn.  “Wait for me here.  I 
  will return shortly.”  He swaggers into the inn and is 
  soon followed out by a host of people all of whom 
  gaze in wonder at the winter wolf pelts. 
   
  One of the more distinguished members of the 
  gathered throng steps forward. “Lord Writton 
  returned with the head of a Red Slaad.  Given the 
  size and bearing of these pelts, I must declare you 
  the winner.  Jolly good show old boy!”  
   
  The crowd cheers for Lord Brickings and go 
  back inside to celebrate.  Lord Brickings goes inside 
  for a moment and then returns with your payment.  
  “Thank you for accompanying Crisster and I on this 
  journey.  I hope you find this adequate payment for 
  your services.  Good day and good fortune to you and 
  if you find yourselves in need of something, please 
  come call on me at the manor.” 
  A party that reaches this conclusion will receive the 
  “Favor of Lord Brickings” on the Adventure Record.  
  Additionally, if they did not combat the ogres, they will 
  receive the “Favor of Krunk Silverbough” on the 
  Adventure Record. 
   
  The party will receive the “Favor of Alistair Crisster” 
  if they generally treated Crisster well during the 
  adventure and helped him with the workload.  This is 
  
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  regardless of whether they receive the Disfavor of Lord 
  Brickings. 
  Conclusion C – Oops! 
  This is if things go horribly wrong somewhere in the 
  scenario and no trophy is brought back.  Since this 
  ending can be reached through various methods there is 
  no box text per say. 
   
  The end result is that Lord Brickings loses the 
  contest by default, looses status in the court and is 
  generally upset with the party.  Crisster will still pay the 
  party for their efforts but does not thank them. 
   
  A party that reaches this conclusion will receive the 
  “Disfavor of Lord Brickings” on the Adventure Record.  
  Whether the party receives the “Favor of Krunk 
  Silverbough” requires all of the following: (a) the party 
  not attack the ogres, (b) the party not attack the roc, and 
  (c) the party slays or otherwise drives off the wolf pack. 
   
  The party will receive the “Favor of Alistair Crisster” 
  if they generally treated Crisster well during the 
  adventure and helped him with the workload.  This is 
  regardless of whether they receive the Disfavor of Lord 
  Brickings. 
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Five 
  Survive the Ogre Mage.  This could be by defeating them 
  in combat or talking to them.  Both earn the XP. 
   
  APL8  
  330 xp   
  APL10  
  390 xp  
  APL12 
  450 xp  
  APL14 
  510 xp 
   
  Encounter Seven 
  Kill the giants and rust monsters. 
  APL8  
  270 xp   
  APL10  
  330 xp  
  APL12 
  390 xp  
  APL14 
  450 xp 
   
  Encounter Nine 
  Collect the Roc’s head and claw 
  APL8  
  300 xp   
  APL10  
  360 xp  
  APL12 
  420 xp  
  APL14 
  480 xp 
   
  Encounter Ten 
  Collect the wolf pelts. 
  APL8  
  300 xp   
  APL10  
  360 xp  
  APL12 
  420 xp  
  APL14 
  480 xp 
   
  Story Award 
  Lord Brickings stays out of trouble and wins the contest. 
  APL8  
  100 xp   
  APL10  
  130 xp  
  APL12 
  160 xp  
  APL14 
  190 xp 
   
  Discretionary roleplaying award 
  APL8  
  170 xp   
  APL10  
  185 xp  
  APL12 
  200 xp  
  APL14 
  215 xp 
   
  Total possible experience:  
   
  APL8  
  1,125 xp   
  APL10  
  1,350 xp  
  APL12 
  1,575 xp  
  APL14 
  1,800 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 
  
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  blindly.  If the magic item is consumable (a potion, scroll, 
  magic bolts, etc.) and the item is used before the end of the 
  adventure, its total is subtracted from the adventure totals 
  below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Five:   
   
  APL 8: L: 21 gp; C: 0 gp; M: 701 gp 
   
  APL 10: L: 21 gp; C: 0 gp; M: 1,064 gp 
   
  APL 12: L: 14 gp; C: 0 gp; M: 1,556 gp 
   
  APL 14: L: 28 gp; C: 0 gp; M: 3.697 gp 
   
  Encounter Seven:   
   
  APL 8: L: 10 gp; C: 0 gp; M: 0 gp 
   
  APL 10: L: 10 gp; C: 0 gp; M: 1083 gp 
   
  APL 12: L: 10 gp; C: 0 gp; M: 0 gp 
   
  APL 14: L: 10 gp; C: 0 gp; M: 0 gp 
   
  Encounter Nine:   
   
  APL 8: L: 100 gp; C: 0 gp; M: 0 gp 
   
  APL 10: L: 150 gp; C: 0 gp; M: 0 gp 
   
  APL 12: L: 150 gp; C: 0 gp; M: 0 gp 
   
  APL 14: L: 175 gp; C: 0 gp; M: 0 gp 
   
  Encounter Ten:   
   
  APL 8: L: 100 gp; C: 0 gp; M: 0 gp 
   
  APL 10: L: 150 gp; C: 0 gp; M: 0 gp 
   
  APL 12: L: 150 gp; C: 0 gp; M: 0 gp 
   
  APL 14: L: 175 gp; C: 0 gp; M: 0 gp 
   
  Conclusion A:  Brickings Looses 
   
  APL 8: L: 100 gp; C: 200 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 250 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 300 gp; M: 0 gp 
   
  APL 14: L: 0 gp; C: 350 gp; M: 0 gp 
   
  Conclusion B:  Brickings Wins 
   
  APL 8: L: 100 gp; C: 350 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 400 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 450 gp; M: 0 gp 
   
  APL 14: L: 0 gp; C: 500 gp; M: 0 gp 
   
  Conclusion C:  Brickings Really Looses 
   
  APL 8: L: 0 gp; C: 100 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 150 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 200 gp; M: 0 gp 
   
  APL 14: L: 0 gp; C: 250 gp; M: 0 gp 
   
  Total Possible Treasure 
   
  APL 8: L: 241 gp; C: 350 gp; M: 701 gp 
   
  APL 10: L: 181 gp; C: 400 gp; M: 2147 gp 
   
  APL 12: L: 174 gp; C: 450 gp; M: 2831 gp 
   
  APL 14: L: 213 gp; C: 500 gp; M: 5896 gp 
   
  Note: This comes out to maximum gold if and only if 
  Lord Brickings wins.  If he loses it is 150 less than 
  maximum and if he really loses it is 250 less. 
  Special 
  Feather of the White Roc:  The feather of the white roc 
  is almost twelve feet in length.  It possesses no magical 
  properties and cannot be enchanted. 
   
  Nonmagical; Cannot be crafted; Market Price: 250 gp. 
  Favor of Lord Brickings: For assisting Lord Tristan 
  Brickings in winning his bet, he will introduce you to 
  several individuals who will upgrade magic items.  By 
  redeeming this favor and paying the difference in market 
  price, the hero can have a +2 version of any one of the 
  following items upgraded to a +4 version of the same 
  item:  Amulet of Health, Cloak of Charisma, Gloves of 
  Dexterity, Headband of Intellect or Periapt of Wisdom.  
  Cross off this favor once it is used. 
  Favor of Alistair Crisster:  At the end of his grand 
  hunt, Lord Brickings gave the 38 Myrlund’s Spoons that 
  he purchased for the journey to his servant Alistair 
  Crisster with a comment about the “abominable taste.”  In 
  exchange for your kindness to him during his time of 
  need, Crisster is willing to sell you one of his spoons.  
  You have meta-regional access to this item. 
  Disfavor of Lord Brickings:  Lord Tristan Brickings is 
  not pleased with you.  Word of this displeasure has 
  reached far and wide.  You now find that almost any 
  noble treats you with a little more disdain.  You have a –2 
  charisma modifier when dealing from any nobility in the 
  Nyrond and Her Environs Metaregion.  This lasts one 
  year from the date this AR was received. 
  Favor of Krunk Silverbough:  The ogre mage druid is 
  pleased that you have rid his mountains of a major evil 
  force.  He will sell any one item made out of Darkwood.  
  In addition, he will trade his and his companions’ items 
  with you.  This makes the “See Above” access below Meta-
  regional access.  Without this favor, the access becomes 
  Adventure access. 
  
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  Items for the Adventure Record 
  Item Access  
   
   
   
  APL 8: 
   
  +2 Hide Armor (See Above; DMG; 4,165 gp) 
   
  +2 Chain Shirt (See above; DMG; 4,250 gp) 
   
  Murlynd’s Spoon (Metaregional; DMG; 7,500 gp) 
  APL 10 (all of the APL 8 items, plus the following): 
   
  Monk’s Belt (Adventure; DMG;.13,000 gp) 
   
  +2 Large Greatsword (See Above, DMG, 4,350gp) 
  APL 12 (all of the APL 8-10 items, plus the following): 
   
  +1 Light Darkwood Shield (See Above; DMG; 
  1,203gp) 
   
  +3 Hide Armor (See Above; DMG; 9,165gp) 
   
  +2 Breast Plate (See Above; DMG; 4,350gp) 
  APL 14 (all of the APL 8-12 items, plus the following): 
   
  +3 Chain Shirt (See Above; DMG; 9,250gp) 
   
   
  
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  DM Aid One – Mountainous Travel 
   
  High altitude can be extremely fatiguing-or sometimes 
  deadly to creatures that aren't used to it. Cold becomes 
  extreme, and the lack of oxygen in the air can wear 
  down even the hardiest of warriors. Acclimated 
  Characters: Creatures accustomed to high altitude 
  generally fare better than lowlanders. Any creature 
  with an Environment entry that includes mountains is 
  considered native to the area, and acclimated to the 
  high altitude. Characters can also acclimate themselves 
  by living at high altitude for a month. Characters who 
  spend more than two months away from the 
  mountains must reacclimatize themselves when they 
  return. Undead, constructs, and other creatures that do 
  not breathe are immune to altitude effects. 
   
  Altitude Zones: In general, mountains present three 
  possible altitude bands: low pass, low peak/high pass, 
  and high peak.  
  Low Pass (lower than 5,000 feet): Most travel in low 
  mountains takes place in low passes, a zone consisting 
  largely of alpine meadows and forests. Travelers may 
  find the going difficult (which is reflected in the 
  movement 
  modifiers 
  for 
  traveling 
  through 
  mountains), but the altitude itself has no game effect.  
  Low Peak or High Pass (5,000 to 15,000 feet): 
  Ascending to the highest slopes of low mountains, or 
  most normal travel through high mountains, falls into 
  this category. All non-acclimated creatures labor to 
  breathe in the thin air at this altitude. Characters must 
  succeed on a Fortitude save each hour (DC 15, +1 per 
  previous check) or be fatigued. The fatigue ends when 
  the character descends to an altitude with more air. 
  Acclimated characters do not have to attempt the 
  Fortitude save.  
  High Peak (more than 15,000 feet): The highest 
  mountains exceed 20,000 feet in height. At these 
  elevations, creatures are subject to both high altitude 
  fatigue (as described above) and altitude sickness, 
  whether or not they're acclimated to high altitudes. 
  Altitude 
  sickness 
  represents 
  long-term 
  oxygen 
  deprivation, and it affects mental and physical ability 
  scores. After each 6-hour period a character spends at 
  an altitude of over 15,000 feet, he must succeed on a 
  Fortitude save (DC 15, +1 per previous check) or take 1 
  point of damage to all ability scores. Creatures 
  acclimated to high altitude receive a +4 competence 
  bonus on their saving throws to resist high altitude 
  effects and altitude sickness, but eventually even 
  seasoned mountaineers must abandon these dangerous 
  elevation. 
   
  
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  Appendix One – Encounter Five 
   
  APL 8  
   
   
   
   
   
  Krunk Silverbough: Ogre Mage Drd1: CR 9; Large 
  Giant; HD 5d8+1d8+18; hp 43; Init +4; Spd 50 ft., fly 40 
  ft. (good); AC 20 (-1 size, +5 natural, +5 +2 Hide, +1 
  masterwork light darkwood shield), touch 9, flat-footed 
  20; BAB +3; Gpl +12; Atk: +7 melee (1d8+7/18-20, large 
  scimitar); Full Atk: +7 melee (1d8+7/18-20, large 
  scimitar) or +2 ranged (2d6/x3, longbow); Space/Reach 
  10ft./10ft.; SQ Animal Companion, Darkvision 90 ft., 
  link with Companion, low-light vision, Nature Sense, 
  regeneration 5, spell resistance 19, Wild empathy; AL 
  N; SV Fort +9, Ref +1, Will +5; Str 21, Dex 10, Con 17, 
  Int 14, Wis 14, Cha 17.  
   
  Skills 
  and 
  Feats: 
  Concentration 
  +11, 
  Knowledge(Nature) + 7, Listen +10, Spellcraft +10, 
  Spot +10, Survival +7, Combat Expertise, Improved 
  Initiative, Track 
   
  Spell-Like Abilities: At will—darkness, invisibility; 
  1/day— charm person (DC 14), cone of cold (DC 18), 
  gaseous form, polymorph, sleep (DC 14). Caster level 9th. 
  The save DCs are Charisma-based. 
   
  Flight (Su): An ogre mage can cease or resume 
  flight as a free action. While using gaseous form it can fly 
  at its normal speed and has perfect maneuverability. 
   
  Regeneration (Ex): Fire and acid deal normal 
  damage to an ogre mage.  An ogre mage that loses a 
  limb or body part can reattach it by holding the 
  severed member to the stump. Reattachment takes 1 
  minute. If the head or some other vital organ is 
  severed, it must be reattached within 10 minutes or the 
  creature dies. An ogre mage cannot regrow lost body 
  parts. 
   
  Animal Companion (Ex): A druid may begin 
  play with an animal companion selected from the 
  following list: badger, camel, dire rat, dog, riding dog, 
  eagle, hawk, horse (light or heavy), owl, pony, snake 
  (Small or Medium viper), or wolf. If the campaign 
  takes place wholly or partly in an aquatic environment, 
  the following creatures are also available: crocodile, 
  porpoise, Medium shark, and squid. This animal is a 
  loyal companion that accompanies the druid on her 
  adventures as appropriate for its kind. 
   
  Nature Sense (Ex): A druid gains a +2 bonus on 
  Knowledge (nature) and Survival checks. 
   
  Wild Empathy (Ex): A druid can improve the 
  attitude of an animal. This ability functions just like a 
  Diplomacy check made to improve the attitude of a 
  person. The druid rolls 1d20 and adds her druid level 
  and her Charisma modifier to determine the wild 
  empathy check result. 
   
  The typical domestic animal has a starting attitude 
  of indifferent, while wild animals are usually 
  unfriendly. 
   
  To use wild empathy, the druid and the animal 
  must be able to study each other, which means that 
  they must be within 30 feet of one another under 
  normal conditions. Generally, influencing an animal in 
  this way takes 1 minute but, as with influencing 
  people, it might take more or less time. 
   
  A druid can also use this ability to influence a 
  magical beast with an Intelligence score of 1 or 2, but 
  she takes a –4 penalty on the check. 
   
  Druid Spells Prepared (3/2; Save DC 12 + Spell 
  Level): 0 – Detect Magic, Light, Cure Minor Wounds; 1 - 
  Entangle, Longstrider 
   
  Howler: Animal Companion: CR -; Medium Animal; 
  HD 2d8+4; hp 13; Init +2; Spd 50 ft.; AC 14 (+2 natural, 
  +2 Dex), touch 12, flat-footed 12; BAB +1; Gpl +2; Atk: 
  +3 melee (1d6+1, bite); Full Atk: +3 melee (1d6+1, bite); 
  SQ Low-light Vision, Scent, Link, Share Spells; SA 
  Trip; AL N; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, 
  Con 15, Int 2, Wis 12, Cha 6.  
   
  Skills and Feats: Hide +2, Listen +3, Move Silently 
  +3, Spot +3, Survival +1; Track; Weapon Focus (bite) 
   
  Tricks: Attack, Come 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+1 check modifier) 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 wolf.  
   
  Skills: *Wolves have a +4 racial bonus on Survival 
  checks when tracking by scent. 
   
  Link (Ex): A druid can handle her animal 
  companion as a free action, or push it as a move action, 
  even if she doesn’t have any ranks in the Handle 
  Animal skill. The druid gains a +4 circumstance bonus 
  on all wild empathy checks and Handle Animal checks 
  made regarding an animal companion. 
   
  Share Spells (Ex): At the druid’s option, she may 
  have any spell (but not any spell-like ability) she casts 
  upon herself also affect her animal companion. The 
  animal companion must be within 5 feet of her at the 
  time of casting to receive the benefit. If the spell or 
  effect has a duration other than instantaneous, it stops 
  affecting the animal companion if the companion 
  moves farther than 5 feet away and will not affect the 
  animal again, even if it returns to the druid before the 
  duration expires.  
  
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  Additionally, the druid may cast a spell with a 
  target of “You” on her animal companion (as a touch 
  range spell) instead of on herself. A druid and her 
  animal companion can share spells even if the spells 
  normally do not affect creatures of the companion’s 
  type (animal). 
   
  Gnuurl: Ogre Mage Bbn1: CR 9; Large Giant; HD 
  5d8+1d12+18; hp 47; Init +4; Spd 50 ft., fly 40 ft. (good); 
  AC 20 (-1 size, +5 natural, +6 chain shirt +2), touch 9, 
  flat-footed 20; BAB +4; Gpl +13; Atk: +8 melee 
  (3d6+7/19-20, great sword); Full Atk: +8 melee 
  (3d6+7/19-20, great sword) or +3 ranged (2d6/x3, 
  longbow); Space/Reach 10ft./10ft.; SQ Darkvision 90 
  ft., Low-light vision, Rage, Regeneration 5, Spell 
  resistance 19; AL N; SV Fort +9, Ref +1, Will +3; Str 21, 
  Dex 10, Con 17, Int 14, Wis 14, Cha 17.  
   
  Skills and Feats: Concentration +11, Intimidate +6, 
  Jump +15, Listen +10, Spellcraft +10, Spot +10, Combat 
  Expertise, Improved Initiative, Power Attack;  
   
  Spell-Like Abilities: At will—darkness, invisibility; 
  1/day— charm person (DC 14), cone of cold (DC 18), 
  gaseous form, polymorph, sleep (DC 14). Caster level 9th. 
  The save DCs are Charisma-based. 
   
  Flight (Su): An ogre mage can cease or resume 
  flight as a free action. While using gaseous form it can fly 
  at its normal speed and has perfect maneuverability. 
   
  Regeneration (Ex): Fire and acid deal normal 
  damage to an ogre mage.  An ogre mage that loses a 
  limb or body part can reattach it by holding the 
  severed member to the stump. Reattachment takes 1 
  minute. If the head or some other vital organ is 
  severed, it must be reattached within 10 minutes or the 
  creature dies. An ogre mage cannot regrow lost body 
  parts. 
   
  Fast Movement (Ex): A barbarian’s land speed is 
  faster than the norm for his race by +10 feet. This 
  benefit applies only when he is wearing no armor, light 
  armor, or medium armor and not carrying a heavy load. 
  Apply this bonus before modifying the barbarian’s 
  speed because of any load carried or armor worn. 
   
  Illiteracy: Barbarians are the only characters who 
  do not automatically know how to read and write. A 
  barbarian may spend 2 skill points to gain the ability to 
  read and write all languages he is able to speak. 
   
  A barbarian who gains a level in any other class 
  automatically gains literacy. Any other character who 
  gains a barbarian level does not lose the literacy he or 
  she already had. 
   
  Rage (Ex): A barbarian can fly into a rage a certain 
  number of times per day. In a rage, a barbarian 
  temporarily gains a +4 bonus to Strength, a +4 bonus to 
  Constitution, and a +2 morale bonus on Will saves, but 
  he takes a –2 penalty to Armor Class. The increase in 
  Constitution increases the barbarian’s hit points by 2 
  points per level, but these hit points go away at the end 
  of the rage when his Constitution score drops back to 
  normal. (These extra hit points are not lost first the way 
  temporary hit points are.) While raging, a barbarian 
  cannot use any Charisma-, Dexterity-, or Intelligence-
  based skills (except for Balance, Escape Artist, 
  Intimidate, and Ride), the Concentration skill, or any 
  abilities that require patience or concentration, nor can 
  he cast spells or activate magic items that require a 
  command word, a spell trigger (such as a wand), or 
  spell completion (such as a scroll) to function. He can 
  use any feat he has except Combat Expertise, item 
  creation feats, and metamagic feats. A fit of rage lasts 
  for a number of rounds equal to 3 + the character’s 
  (newly improved) Constitution modifier. A barbarian 
  may prematurely end his rage. At the end of the rage, 
  the barbarian loses the rage modifiers and restrictions 
  and becomes fatigued (–2 penalty to Strength, –2 
  penalty to Dexterity, can’t charge or run) for the 
  duration of the current encounter (unless he is a 17th-
  level barbarian, at which point this limitation no 
  longer applies; see below). 
   
  A barbarian can fly into a rage only once per 
  encounter. At 1st level he can use his rage ability once 
  per day. At 4th level and every four levels thereafter, he 
  can use it one additional time per day (to a maximum 
  of six times per day at 20th level). Entering a rage takes 
  no time itself, but a barbarian can do it only during his 
  action, not in response to someone else’s action. 
  
  Big Game Hunter 
   
  Page 20 
  APL 10  
   
   
   
   
   
  Krunk Silverbough: Ogre Mage Drd3: CR 11; Large 
  Giant; HD 5d8+3d8+24; hp 61; Init +4; Spd 50 ft., fly 40 
  ft. (good); AC 20 (-1 size, +5 natural, +5 +2 Hide, +1 
  masterwork light darkwood shield), touch 9, flat-footed 
  20; BAB +5; Gpl +14; Atk: +9 melee (1d8+7/18-20, large 
  scimitar); Full Atk: +9 melee (1d8+7/18-20, large 
  scimitar) or +4 ranged (2d6/x3, longbow); Space/Reach 
  10ft./10ft.; SQ Animal Companion, Darkvision 90 ft., 
  link with Companion, low-light vision, Nature Sense, 
  regeneration 5, Spell resistance 20, Trackless Step, 
  Wild empathy, Woodland Stride; AL N; SV Fort +10, 
  Ref +2, Will +6; Str 21, Dex 10, Con 17, Int 14, Wis 14, 
  Cha 17.  
   
  Skills and Feats: Concentration +13, Diplomacy +5, 
  Handle Animal +6, Heal +5, Knowledge(Nature) +8, 
  Listen +10, Spellcraft +11, Spot +10, Survival +7, 
  Combat Expertise, Improved Initiative, Track 
   
  Spell-Like Abilities: At will—darkness, invisibility; 
  1/day— charm person (DC 14), cone of cold (DC 18), 
  gaseous form, polymorph, sleep (DC 14). Caster level 9th. 
  The save DCs are Charisma-based. 
   
  Flight (Su): An ogre mage can cease or resume 
  flight as a free action. While using gaseous form it can fly 
  at its normal speed and has perfect maneuverability. 
   
  Regeneration (Ex): Fire and acid deal normal 
  damage to an ogre mage.  An ogre mage that loses a 
  limb or body part can reattach it by holding the 
  severed member to the stump. Reattachment takes 1 
  minute. If the head or some other vital organ is 
  severed, it must be reattached within 10 minutes or the 
  creature dies. An ogre mage cannot regrow lost body 
  parts. 
   
  Animal Companion (Ex): A druid may begin 
  play with an animal companion selected from the 
  following list: badger, camel, dire rat, dog, riding dog, 
  eagle, hawk, horse (light or heavy), owl, pony, snake 
  (Small or Medium viper), or wolf. If the campaign 
  takes place wholly or partly in an aquatic environment, 
  the following creatures are also available: crocodile, 
  porpoise, Medium shark, and squid. This animal is a 
  loyal companion that accompanies the druid on her 
  adventures as appropriate for its kind. 
   
  Nature Sense (Ex): A druid gains a +2 bonus on 
  Knowledge (nature) and Survival checks. 
   
  Wild Empathy (Ex): A druid can improve the 
  attitude of an animal. This ability functions just like a 
  Diplomacy check made to improve the attitude of a 
  person. The druid rolls 1d20 and adds her druid level 
  and her Charisma modifier to determine the wild 
  empathy check result. 
   
  The typical domestic animal has a starting attitude 
  of indifferent, while wild animals are usually 
  unfriendly. 
   
  To use wild empathy, the druid and the animal 
  must be able to study each other, which means that 
  they must be within 30 feet of one another under 
  normal conditions. Generally, influencing an animal in 
  this way takes 1 minute but, as with influencing 
  people, it might take more or less time. 
   
  A druid can also use this ability to influence a 
  magical beast with an Intelligence score of 1 or 2, but 
  she takes a –4 penalty on the check. 
   
  Woodland Stride (Ex): Starting at 2nd level, a 
  druid may move through any sort of undergrowth 
  (such as natural thorns, briars, overgrown areas, and 
  similar terrain) at her normal speed and without taking 
  damage or suffering any other impairment. However, 
  thorns, briars, and overgrown areas that have been 
  magically manipulated to impede motion still affect 
  her. 
   
  Trackless Step (Ex): Starting at 3rd level, a druid 
  leaves no trail in natural surroundings and cannot be 
  tracked. She may choose to leave a trail if so desired. 
   
  Druid Spells Prepared (4/3/2; Save DC 12 + 
  Spell Level): 0 – Detect Magic, Light, Cure Minor 
  Wounds(x2); 1 -- Entangle, Longstrider, Cure Light Wounds; 
  2 – Flaming Sphere, Owl’s Wisdom 
   
  Howler: Animal Companion: CR -; Medium Animal; 
  HD 4d8+8; hp 26; Init +3; Spd 50 ft.; AC 17 (+4 natural, 
  +3 Dex), touch 13, flat-footed 14; BAB +3; Gpl +5; Atk: 
  +6 melee (1d6+2, bite); Full Atk: +6 melee (1d6+2, bite); 
  SQ Low-light Vision, Scent, Link, Share Spells, 
  Evasion; SA Trip; AL N; SV Fort +6, Ref +6, Will +5; Str 
  14, Dex 16, Con 15, Int 2, Wis 12, Cha 6.  
   
  Skills and Feats: Hide +3, Listen +3, Move Silently 
  +3, Spot +3, Survival +2; Track, Weapon Focus (bite), 
  Combat Reflexes 
   
  Tricks: Attack, Come, Defend, Fetch 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+1 check modifier) 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 wolf.  
   
  Skills: *Wolves have a +4 racial bonus on Survival 
  checks when tracking by scent. 
   
  Link (Ex): A druid can handle her animal 
  companion as a free action, or push it as a move action, 
  even if she doesn’t have any ranks in the Handle 
  Animal skill. The druid gains a +4 circumstance bonus 
  on all wild empathy checks and Handle Animal checks 
  made regarding an animal companion. 
   
  Share Spells (Ex): At the druid’s option, she may 
  have any spell (but not any spell-like ability) she casts 
  upon herself also affect her animal companion. The 
  animal companion must be within 5 feet of her at the 
  
  Big Game Hunter 
   
  Page 21 
  time of casting to receive the benefit. If the spell or 
  effect has a duration other than instantaneous, it stops 
  affecting the animal companion if the companion 
  moves farther than 5 feet away and will not affect the 
  animal again, even if it returns to the druid before the 
  duration expires.  
   
  Additionally, the druid may cast a spell with a 
  target of “You” on her animal companion (as a touch 
  range spell) instead of on herself. A druid and her 
  animal companion can share spells even if the spells 
  normally do not affect creatures of the companion’s 
  type (animal). 
   
  Evasion (Ex): If an animal companion is subjected 
  to an attack that normally allows a Reflex saving throw 
  for half damage, it takes no damage if it makes a 
  successful saving throw. 
   
  Gnuurl: Ogre Mage Bbn3: CR 11; Large Giant; HD 
  5d8+3d12+18; hp 67; Init +4; Spd 50 ft., fly 40 ft. (good); 
  AC 20 (-1 size, +5 natural, +6 chain shirt +2), touch 9, 
  flat-footed 20; BAB +6; Gpl +15; Atk: +12 melee 
  (3d6+9/19-20, greatsword +2); Full Atk: +12/7 melee 
  (3d6+9/19-20, greatsword +2) or +5/+0 ranged (2d6/x3, 
  longbow); Space/Reach 10ft./10ft.; SQ Darkvision 90 
  ft., Low-light vision, Rage, Regeneration 5, Spell 
  Resistance 20, Trap Sense, Uncanny Dodge; AL N; SV 
  Fort +10, Ref +2, Will +4; Str 21, Dex 10, Con 17, Int 14, 
  Wis 14, Cha 17.  
   
  Skills and Feats: Concentration +11, Intimidate +6, 
  Jump +15, Listen +10, Spellcraft +10, Spot +10, Combat 
  Expertise, Improved Initiative, Power Attack 
   
  Spell-Like Abilities: At will—darkness, invisibility; 
  1/day— charm person (DC 14), cone of cold (DC 18), 
  gaseous form, polymorph, sleep (DC 14). Caster level 9th. 
  The save DCs are Charisma-based. 
   
  Flight (Su): An ogre mage can cease or resume 
  flight as a free action. While using gaseous form it can fly 
  at its normal speed and has perfect maneuverability. 
   
  Regeneration (Ex): Fire and acid deal normal 
  damage to an ogre mage.  An ogre mage that loses a 
  limb or body part can reattach it by holding the 
  severed member to the stump. Reattachment takes 1 
  minute. If the head or some other vital organ is 
  severed, it must be reattached within 10 minutes or the 
  creature dies. An ogre mage cannot regrow lost body 
  parts. 
   
  Fast Movement (Ex): A barbarian’s land speed is 
  faster than the norm for his race by +10 feet. This 
  benefit applies only when he is wearing no armor, light 
  armor, or medium armor and not carrying a heavy load. 
  Apply this bonus before modifying the barbarian’s 
  speed because of any load carried or armor worn. 
   
  Illiteracy: Barbarians are the only characters who 
  do not automatically know how to read and write. A 
  barbarian may spend 2 skill points to gain the ability to 
  read and write all languages he is able to speak. 
   
  A barbarian who gains a level in any other class 
  automatically gains literacy. Any other character who 
  gains a barbarian level does not lose the literacy he or 
  she already had. 
   
  Rage (Ex): A barbarian can fly into a rage a certain 
  number of times per day. In a rage, a barbarian 
  temporarily gains a +4 bonus to Strength, a +4 bonus to 
  Constitution, and a +2 morale bonus on Will saves, but 
  he takes a –2 penalty to Armor Class. The increase in 
  Constitution increases the barbarian’s hit points by 2 
  points per level, but these hit points go away at the end 
  of the rage when his Constitution score drops back to 
  normal. (These extra hit points are not lost first the way 
  temporary hit points are.) While raging, a barbarian 
  cannot use any Charisma-, Dexterity-, or Intelligence-
  based skills (except for Balance, Escape Artist, 
  Intimidate, and Ride), the Concentration skill, or any 
  abilities that require patience or concentration, nor can 
  he cast spells or activate magic items that require a 
  command word, a spell trigger (such as a wand), or 
  spell completion (such as a scroll) to function. He can 
  use any feat he has except Combat Expertise, item 
  creation feats, and metamagic feats. A fit of rage lasts 
  for a number of rounds equal to 3 + the character’s 
  (newly improved) Constitution modifier. A barbarian 
  may prematurely end his rage. At the end of the rage, 
  the barbarian loses the rage modifiers and restrictions 
  and becomes fatigued (–2 penalty to Strength, –2 
  penalty to Dexterity, can’t charge or run) for the 
  duration of the current encounter (unless he is a 17th-
  level barbarian, at which point this limitation no 
  longer applies; see below). 
   
  A barbarian can fly into a rage only once per 
  encounter. At 1st level he can use his rage ability once 
  per day. At 4th level and every four levels thereafter, he 
  can use it one additional time per day (to a maximum 
  of six times per day at 20th level). Entering a rage takes 
  no time itself, but a barbarian can do it only during his 
  action, not in response to someone else’s action. 
   
  Uncanny Dodge (Ex): At 2nd level, a barbarian 
  retains his Dexterity bonus to AC (if any) even if he is 
  caught flat-footed or struck by an invisible attacker. 
  However, he still loses his Dexterity bonus to AC if 
  immobilized. If a barbarian already has uncanny dodge 
  from a different class, he automatically gains improved 
  uncanny dodge (see below) instead. 
   
  Trap Sense (Ex): Starting at 3rd level, a barbarian 
  gains a +1 bonus on Reflex saves made to avoid traps 
  and a +1 dodge bonus to AC against attacks made by 
  traps. These bonuses rise by +1 every three barbarian 
  levels thereafter (6th, 9th, 12th, 15th, and 18th level). 
  Trap sense bonuses gained from multiple classes stack. 
  
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  Page 22 
  APL 12  
   
   
   
   
   
  Krunk Silverbough: Ogre Mage Drd5: CR 13; Large 
  Giant; HD 5d8+5d8+30; hp 80; Init +4; Spd 50 ft., fly 40 
  ft. (good); AC 22 (-1 size, +5 natural, +6 +3 Hide, +2 +1 
  light darkwood shield), touch 9, flat-footed 22; BAB +6; 
  Gpl +15; Atk: +10 melee (1d8+7/18-20, large scimitar); 
  Full Atk: +10/+5 melee (1d8+7/18-20, large scimitar) or 
  +4 ranged (2d6/x3, longbow); Space/Reach 10ft./10ft.; 
  SQ Animal Companion, Darkvision 90 ft., link with 
  Companion, 
  low-light 
  vision, 
  Nature 
  Sense, 
  regeneration 5, Spell resistance 21, Resist Nature’s 
  Lure, Trackless Step, Wild empathy, Wild shape, 
  Woodland Stride; AL N; SV Fort +11, Ref +2, Will +7; 
  Str 21, Dex 10, Con 17, Int 14, Wis 15, Cha 17.  
   
  Skills and Feats: Concentration +16, Diplomacy +5, 
  Handle Animal +6, Heal +5, Knowledge(Nature) +8, 
  Listen +10, Spellcraft +11, Spot +10, Survival +7, 
  Combat Expertise, Improved Initiative, Track, Skill 
  focus (Concentration) 
   
  Spell-Like Abilities: At will—darkness, invisibility; 
  1/day— charm person (DC 14), cone of cold (DC 18), 
  gaseous form, polymorph, sleep (DC 14). Caster level 9th. 
  The save DCs are Charisma-based. 
   
  Flight (Su): An ogre mage can cease or resume 
  flight as a free action. While using gaseous form it can fly 
  at its normal speed and has perfect maneuverability. 
   
  Regeneration (Ex): Fire and acid deal normal 
  damage to an ogre mage.  An ogre mage that loses a 
  limb or body part can reattach it by holding the 
  severed member to the stump. Reattachment takes 1 
  minute. If the head or some other vital organ is 
  severed, it must be reattached within 10 minutes or the 
  creature dies. An ogre mage cannot regrow lost body 
  parts. 
   
  Animal Companion (Ex): A druid may begin 
  play with an animal companion selected from the 
  following list: badger, camel, dire rat, dog, riding dog, 
  eagle, hawk, horse (light or heavy), owl, pony, snake 
  (Small or Medium viper), or wolf. If the campaign 
  takes place wholly or partly in an aquatic environment, 
  the following creatures are also available: crocodile, 
  porpoise, Medium shark, and squid. This animal is a 
  loyal companion that accompanies the druid on her 
  adventures as appropriate for its kind. 
   
  Nature Sense (Ex): A druid gains a +2 bonus on 
  Knowledge (nature) and Survival checks. 
   
  Wild Empathy (Ex): A druid can improve the 
  attitude of an animal. This ability functions just like a 
  Diplomacy check made to improve the attitude of a 
  person. The druid rolls 1d20 and adds her druid level 
  and her Charisma modifier to determine the wild 
  empathy check result. 
   
  The typical domestic animal has a starting attitude 
  of indifferent, while wild animals are usually 
  unfriendly. 
   
  To use wild empathy, the druid and the animal 
  must be able to study each other, which means that 
  they must be within 30 feet of one another under 
  normal conditions. Generally, influencing an animal in 
  this way takes 1 minute but, as with influencing 
  people, it might take more or less time. 
   
  A druid can also use this ability to influence a 
  magical beast with an Intelligence score of 1 or 2, but 
  she takes a –4 penalty on the check. 
   
  Woodland Stride (Ex): Starting at 2nd level, a 
  druid may move through any sort of undergrowth 
  (such as natural thorns, briars, overgrown areas, and 
  similar terrain) at her normal speed and without taking 
  damage or suffering any other impairment. However, 
  thorns, briars, and overgrown areas that have been 
  magically manipulated to impede motion still affect 
  her. 
   
  Trackless Step (Ex): Starting at 3rd level, a druid 
  leaves no trail in natural surroundings and cannot be 
  tracked. She may choose to leave a trail if so desired. 
   
  Resist Nature’s Lure (Ex): Starting at 4th level, a 
  druid gains a +4 bonus on saving throws against the 
  spell-like abilities of fey. 
   
  Wild Shape (Su): At 5th level, a druid gains the 
  ability to turn herself into any Small or Medium 
  animal and back again once per day. Her options for 
  new forms include all creatures with the animal type. 
  This ability functions like the polymorph spell, except as 
  noted here. The effect lasts for 1 hour per druid level, 
  or until she changes back. Changing form (to animal or 
  back) is a standard action and doesn’t provoke an attack 
  of opportunity. 
   
  The form chosen must be that of an animal the 
  druid is familiar with.  
   
  A druid loses her ability to speak while in animal 
  form because she is limited to the sounds that a 
  normal, untrained animal can make, but she can 
  communicate normally with other animals of the same 
  general grouping as her new form. (The normal sound 
  a wild parrot makes is a squawk, so changing to this 
  form does not permit speech.) 
   
  A druid can use this ability more times per day at 
  6th, 7th, 10th, 14th, and 18th level, as noted on Table: 
  The Druid. In addition, she gains the ability to take the 
  shape of a Large animal at 8th level, a Tiny animal at 
  11th level, and a Huge animal at 15th level. 
   
  The new form’s Hit Dice can’t exceed the 
  character’s druid level. 
   
  Druid Spells Prepared (5/4/3/1; Save DC 12 + 
  Spell Level): 0 – Detect Magic, Light, Cure Minor 
  
  Big Game Hunter 
   
  Page 23 
  Wounds(x3); 1 -- Entangle, Longstrider, Cure Light Wounds, 
  Obscuring Mists; 2 – Flaming Sphere, Owl’s Wisdom, Resist 
  Energy; 3 – Spike growth 
   
  Howler: Animal Companion: CR -; Medium Animal; 
  HD 4d8+8; hp 26; Init +3; Spd 50 ft.; AC 17 (+4 natural, 
  +3 Dex), touch 13, flat-footed 14; BAB +3; Gpl +5; Atk: 
  +6 melee (1d6+2, bite); Full Atk: +6 melee (1d6+2, bite); 
  SQ Low-light Vision, Scent, Link, Share Spells, 
  Evasion; SA Trip; AL N; SV Fort +6, Ref +6, Will +5; Str 
  14, Dex 16, Con 15, Int 2, Wis 12, Cha 6.  
   
  Skills and Feats: Hide +3, Listen +3, Move Silently 
  +3, Spot +3, Survival +2; Track, Weapon Focus (bite), 
  Combat Reflexes 
   
  Tricks: Attack, Come, Defend, Fetch 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+1 check modifier) 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 wolf.  
   
  Skills: *Wolves have a +4 racial bonus on Survival 
  checks when tracking by scent. 
   
  Link (Ex): A druid can handle her animal 
  companion as a free action, or push it as a move action, 
  even if she doesn’t have any ranks in the Handle 
  Animal skill. The druid gains a +4 circumstance bonus 
  on all wild empathy checks and Handle Animal checks 
  made regarding an animal companion. 
   
  Share Spells (Ex): At the druid’s option, she may 
  have any spell (but not any spell-like ability) she casts 
  upon herself also affect her animal companion. The 
  animal companion must be within 5 feet of her at the 
  time of casting to receive the benefit. If the spell or 
  effect has a duration other than instantaneous, it stops 
  affecting the animal companion if the companion 
  moves farther than 5 feet away and will not affect the 
  animal again, even if it returns to the druid before the 
  duration expires.  
   
  Additionally, the druid may cast a spell with a 
  target of “You” on her animal companion (as a touch 
  range spell) instead of on herself. A druid and her 
  animal companion can share spells even if the spells 
  normally do not affect creatures of the companion’s 
  type (animal). 
   
  Evasion (Ex): If an animal companion is subjected 
  to an attack that normally allows a Reflex saving throw 
  for half damage, it takes no damage if it makes a 
  successful saving throw. 
   
  Gnuurl: Ogre Mage Bbn3: CR 11; Large Giant; HD 
  5d8+3d12+18; hp 67; Init +4; Spd 50 ft., fly 40 ft. (good); 
  AC 20 (-1 size, +5 natural, +6 chain shirt +2), touch 9, 
  flat-footed 20; BAB +6; Gpl +15; Atk: +12 melee 
  (3d6+9/19-20, greatsword +2); Full Atk: +12/7 melee 
  (3d6+9/19-20, greatsword +2) or +5/+0 ranged (2d6/x3, 
  longbow); Space/Reach 10ft./10ft.; SQ Darkvision 90 
  ft., Low-light vision, Rage, Regeneration 5, Spell 
  Resistance 20, Trap Sense, Uncanny Dodge; AL N; SV 
  Fort +10, Ref +2, Will +4; Str 21, Dex 10, Con 17, Int 14, 
  Wis 14, Cha 17.  
   
  Skills and Feats: Concentration +11, Intimidate +6, 
  Jump +15, Listen +10, Spellcraft +10, Spot +10, Combat 
  Expertise, Improved Initiative, Power Attack 
   
  Spell-Like Abilities: At will—darkness, invisibility; 
  1/day— charm person (DC 14), cone of cold (DC 18), 
  gaseous form, polymorph, sleep (DC 14). Caster level 9th. 
  The save DCs are Charisma-based. 
   
  Flight (Su): An ogre mage can cease or resume 
  flight as a free action. While using gaseous form it can fly 
  at its normal speed and has perfect maneuverability. 
   
  Regeneration (Ex): Fire and acid deal normal 
  damage to an ogre mage.  An ogre mage that loses a 
  limb or body part can reattach it by holding the 
  severed member to the stump. Reattachment takes 1 
  minute. If the head or some other vital organ is 
  severed, it must be reattached within 10 minutes or the 
  creature dies. An ogre mage cannot regrow lost body 
  parts. 
   
  Fast Movement (Ex): A barbarian’s land speed is 
  faster than the norm for his race by +10 feet. This 
  benefit applies only when he is wearing no armor, light 
  armor, or medium armor and not carrying a heavy load. 
  Apply this bonus before modifying the barbarian’s 
  speed because of any load carried or armor worn. 
   
  Illiteracy: Barbarians are the only characters who 
  do not automatically know how to read and write. A 
  barbarian may spend 2 skill points to gain the ability to 
  read and write all languages he is able to speak. 
   
  A barbarian who gains a level in any other class 
  automatically gains literacy. Any other character who 
  gains a barbarian level does not lose the literacy he or 
  she already had. 
   
  Rage (Ex): A barbarian can fly into a rage a certain 
  number of times per day. In a rage, a barbarian 
  temporarily gains a +4 bonus to Strength, a +4 bonus to 
  Constitution, and a +2 morale bonus on Will saves, but 
  he takes a –2 penalty to Armor Class. The increase in 
  Constitution increases the barbarian’s hit points by 2 
  points per level, but these hit points go away at the end 
  of the rage when his Constitution score drops back to 
  normal. (These extra hit points are not lost first the way 
  temporary hit points are.) While raging, a barbarian 
  cannot use any Charisma-, Dexterity-, or Intelligence-
  based skills (except for Balance, Escape Artist, 
  Intimidate, and Ride), the Concentration skill, or any 
  abilities that require patience or concentration, nor can 
  he cast spells or activate magic items that require a 
  command word, a spell trigger (such as a wand), or 
  
  Big Game Hunter 
   
  Page 24 
  spell completion (such as a scroll) to function. He can 
  use any feat he has except Combat Expertise, item 
  creation feats, and metamagic feats. A fit of rage lasts 
  for a number of rounds equal to 3 + the character’s 
  (newly improved) Constitution modifier. A barbarian 
  may prematurely end his rage. At the end of the rage, 
  the barbarian loses the rage modifiers and restrictions 
  and becomes fatigued (–2 penalty to Strength, –2 
  penalty to Dexterity, can’t charge or run) for the 
  duration of the current encounter (unless he is a 17th-
  level barbarian, at which point this limitation no 
  longer applies; see below). 
   
  A barbarian can fly into a rage only once per 
  encounter. At 1st level he can use his rage ability once 
  per day. At 4th level and every four levels thereafter, he 
  can use it one additional time per day (to a maximum 
  of six times per day at 20th level). Entering a rage takes 
  no time itself, but a barbarian can do it only during his 
  action, not in response to someone else’s action. 
   
  Uncanny Dodge (Ex): At 2nd level, a barbarian 
  retains his Dexterity bonus to AC (if any) even if he is 
  caught flat-footed or struck by an invisible attacker. 
  However, he still loses his Dexterity bonus to AC if 
  immobilized. If a barbarian already has uncanny dodge 
  from a different class, he automatically gains improved 
  uncanny dodge (see below) instead. 
   
  Trap Sense (Ex): Starting at 3rd level, a barbarian 
  gains a +1 bonus on Reflex saves made to avoid traps 
  and a +1 dodge bonus to AC against attacks made by 
  traps. These bonuses rise by +1 every three barbarian 
  levels thereafter (6th, 9th, 12th, 15th, and 18th level). 
  Trap sense bonuses gained from multiple classes stack. 
  Irck & Gack: Ogre Bbn6: CR 9; Large Giant; HD 
  5d8+7d8+36; hp 100; Init +0; Spd 40 ft.; AC 20 (-1 size, 
  +5 natural, +6 +2 Breastplate), touch 9, flat-footed 20; 
  BAB +9; Gpl +21; Atk: +17 melee (3d6+12/19-20, large 
  greatsword); Full Atk: +17/+12 melee (3d6+12/19-20, 
  large 
  greatsword); 
  Space/Reach 
  10ft./10ft.; 
  SQ 
  Darkvision 
  60’, 
  Low-light 
  Vision, 
  Rage, 
  Fast 
  Movement, Uncanny Dodge, Improved Uncanny 
  Dodge, Trap Sense; AL N; SV Fort +13, Ref +3, Will +3; 
  Str 26, Dex 11, Con 18, Int 8, Wis 10, Cha 4.  
   
  Skills and Feats: Climb +6, Intimidate +4, Jump +6, 
  Listen +8, Move Silently –1, Spot +1, Survival +3; 
  Toughness, Weapon Focus (greatsword), Power Attack, 
  Improved Overrun. 
   
  Fast Movement (Ex): A barbarian’s land speed is 
  faster than the norm for his race by +10 feet. This 
  benefit applies only when he is wearing no armor, light 
  armor, or medium armor and not carrying a heavy load. 
  Apply this bonus before modifying the barbarian’s 
  speed because of any load carried or armor worn. 
   
  Illiteracy: Barbarians are the only characters who 
  do not automatically know how to read and write. A 
  barbarian may spend 2 skill points to gain the ability to 
  read and write all languages he is able to speak. 
   
  A barbarian who gains a level in any other class 
  automatically gains literacy. Any other character who 
  gains a barbarian level does not lose the literacy he or 
  she already had. 
   
  Rage (Ex): A barbarian can fly into a rage a certain 
  number of times per day. In a rage, a barbarian 
  temporarily gains a +4 bonus to Strength, a +4 bonus to 
  Constitution, and a +2 morale bonus on Will saves, but 
  he takes a –2 penalty to Armor Class. The increase in 
  Constitution increases the barbarian’s hit points by 2 
  points per level, but these hit points go away at the end 
  of the rage when his Constitution score drops back to 
  normal. (These extra hit points are not lost first the way 
  temporary hit points are.) While raging, a barbarian 
  cannot use any Charisma-, Dexterity-, or Intelligence-
  based skills (except for Balance, Escape Artist, 
  Intimidate, and Ride), the Concentration skill, or any 
  abilities that require patience or concentration, nor can 
  he cast spells or activate magic items that require a 
  command word, a spell trigger (such as a wand), or 
  spell completion (such as a scroll) to function. He can 
  use any feat he has except Combat Expertise, item 
  creation feats, and metamagic feats. A fit of rage lasts 
  for a number of rounds equal to 3 + the character’s 
  (newly improved) Constitution modifier. A barbarian 
  may prematurely end his rage. At the end of the rage, 
  the barbarian loses the rage modifiers and restrictions 
  and becomes fatigued (–2 penalty to Strength, –2 
  penalty to Dexterity, can’t charge or run) for the 
  duration of the current encounter (unless he is a 17th-
  level barbarian, at which point this limitation no 
  longer applies; see below). 
   
  A barbarian can fly into a rage only once per 
  encounter. At 1st level he can use his rage ability once 
  per day. At 4th level and every four levels thereafter, he 
  can use it one additional time per day (to a maximum 
  of six times per day at 20th level). Entering a rage takes 
  no time itself, but a barbarian can do it only during his 
  action, not in response to someone else’s action. 
   
  Uncanny Dodge (Ex): At 2nd level, a barbarian 
  retains his Dexterity bonus to AC (if any) even if he is 
  caught flat-footed or struck by an invisible attacker. 
  However, he still loses his Dexterity bonus to AC if 
  immobilized. If a barbarian already has uncanny dodge 
  from a different class, he automatically gains improved 
  uncanny dodge (see below) instead. 
   
  Trap Sense (Ex): Starting at 3rd level, a barbarian 
  gains a +1 bonus on Reflex saves made to avoid traps 
  and a +1 dodge bonus to AC against attacks made by 
  traps. These bonuses rise by +1 every three barbarian 
  levels thereafter (6th, 9th, 12th, 15th, and 18th level). 
  Trap sense bonuses gained from multiple classes stack. 
   
  Improved Uncanny Dodge (Ex): At 5th level 
  and higher, a barbarian can no longer be flanked. This 
  defense denies a rogue the ability to sneak attack the 
  barbarian by flanking him, unless the attacker has at 
  least four more rogue levels than the target has 
  
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  barbarian levels. If a character already has uncanny 
  dodge (see above) from a second class, the character 
  automatically gains improved uncanny dodge instead, 
  and the levels from the classes that grant uncanny 
  dodge stack to determine the minimum level a rogue 
  must be to flank the character. 
  APL 14  
   
   
   
   
  Krunk Silverbough: Ogre Mage Drd7: CR 15; Large 
  Giant; HD 5d8+7d8+36; hp 93; Init +4; Spd 50 ft., fly 40 
  ft. (good); AC 23 (-1 size, +5 natural, +6 +3 Hide, +3 +2 
  light darkwood shield), touch 9, flat-footed 22; BAB +8; 
  Gpl +17; Atk: +12 melee (1d8+7/18-20, large scimitar); 
  Full Atk: +12/7 melee (1d8+7/18-20, large scimitar) or 
  +7 ranged (2d6/x3, longbow); Space/Reach 10ft./10ft.; 
  SQ Animal Companion, Darkvision 90 ft., link with 
  Companion, 
  low-light 
  vision, 
  Nature 
  Sense, 
  regeneration 5, Spell resistance 22, Resist Nature’s 
  Lure, Trackless Step, Wild empathy, Wild shape, 
  Woodland Stride; AL N; SV Fort +12, Ref +5, Will +9; 
  Str 21, Dex 10, Con 17, Int 14, Wis 16, Cha 17.  
   
  Skills and Feats: Concentration +19, Diplomacy +5, 
  Handle Animal +15, Heal +6, Knowledge(Nature) +16, 
  Listen +10, Spellcraft +14, Spot +11, Survival +11, 
  Combat Expertise, Improved Initiative, Track, Skill 
  focus (Concentration), Lightning Reflexes 
   
  Spell-Like Abilities: At will—darkness, invisibility; 
  1/day— charm person (DC 14), cone of cold (DC 18), 
  gaseous form, polymorph, sleep (DC 14). Caster level 9th. 
  The save DCs are Charisma-based. 
   
  Flight (Su): An ogre mage can cease or resume 
  flight as a free action. While using gaseous form it can fly 
  at its normal speed and has perfect maneuverability. 
   
  Regeneration (Ex): Fire and acid deal normal 
  damage to an ogre mage.  An ogre mage that loses a 
  limb or body part can reattach it by holding the 
  severed member to the stump. Reattachment takes 1 
  minute. If the head or some other vital organ is 
  severed, it must be reattached within 10 minutes or the 
  creature dies. An ogre mage cannot regrow lost body 
  parts. 
   
  Animal Companion (Ex): A druid may begin 
  play with an animal companion selected from the 
  following list: badger, camel, dire rat, dog, riding dog, 
  eagle, hawk, horse (light or heavy), owl, pony, snake 
  (Small or Medium viper), or wolf. If the campaign 
  takes place wholly or partly in an aquatic environment, 
  the following creatures are also available: crocodile, 
  porpoise, Medium shark, and squid. This animal is a 
  loyal companion that accompanies the druid on her 
  adventures as appropriate for its kind. 
   
  Nature Sense (Ex): A druid gains a +2 bonus on 
  Knowledge (nature) and Survival checks. 
   
  Wild Empathy (Ex): A druid can improve the 
  attitude of an animal. This ability functions just like a 
  Diplomacy check made to improve the attitude of a 
  person. The druid rolls 1d20 and adds her druid level 
  and her Charisma modifier to determine the wild 
  empathy check result. 
  
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  Page 26 
   
  The typical domestic animal has a starting attitude 
  of indifferent, while wild animals are usually 
  unfriendly. 
   
  To use wild empathy, the druid and the animal 
  must be able to study each other, which means that 
  they must be within 30 feet of one another under 
  normal conditions. Generally, influencing an animal in 
  this way takes 1 minute but, as with influencing 
  people, it might take more or less time. 
   
  A druid can also use this ability to influence a 
  magical beast with an Intelligence score of 1 or 2, but 
  she takes a –4 penalty on the check. 
   
  Woodland Stride (Ex): Starting at 2nd level, a 
  druid may move through any sort of undergrowth 
  (such as natural thorns, briars, overgrown areas, and 
  similar terrain) at her normal speed and without taking 
  damage or suffering any other impairment. However, 
  thorns, briars, and overgrown areas that have been 
  magically manipulated to impede motion still affect 
  her. 
   
  Trackless Step (Ex): Starting at 3rd level, a druid 
  leaves no trail in natural surroundings and cannot be 
  tracked. She may choose to leave a trail if so desired. 
   
  Resist Nature’s Lure (Ex): Starting at 4th level, a 
  druid gains a +4 bonus on saving throws against the 
  spell-like abilities of fey. 
   
  Wild Shape (Su): At 5th level, a druid gains the 
  ability to turn herself into any Small or Medium 
  animal and back again once per day. Her options for 
  new forms include all creatures with the animal type. 
  This ability functions like the polymorph spell, except as 
  noted here. The effect lasts for 1 hour per druid level, 
  or until she changes back. Changing form (to animal or 
  back) is a standard action and doesn’t provoke an attack 
  of opportunity. 
   
  The form chosen must be that of an animal the 
  druid is familiar with.  
   
  A druid loses her ability to speak while in animal 
  form because she is limited to the sounds that a 
  normal, untrained animal can make, but she can 
  communicate normally with other animals of the same 
  general grouping as her new form. (The normal sound 
  a wild parrot makes is a squawk, so changing to this 
  form does not permit speech.) 
   
  A druid can use this ability more times per day at 
  6th, 7th, 10th, 14th, and 18th level, as noted on Table: 
  The Druid. In addition, she gains the ability to take the 
  shape of a Large animal at 8th level, a Tiny animal at 
  11th level, and a Huge animal at 15th level. 
   
  The new form’s Hit Dice can’t exceed the 
  character’s druid level. 
   
  Druid Spells Prepared (7/5/4/3/1; Save DC 12 + 
  Spell Level): 0 – Create Water, Detect Magic, Light (x2), 
  Cure Minor Wounds(x3); 1 -- Entangle, Longstrider, Cure 
  Light Wounds, Obscuring Mists, Magic Fang; 2 – Flaming 
  Sphere, Owl’s Wisdom, Resist Energy, Flame Blade; 3 – Spike 
  growth, Protection from Energy (Fire), Wind Wall; 4 – 
  Flame Strike 
   
  Howler: Animal Companion: CR -; Medium Animal; 
  HD 6d8+12; hp 39; Init +7; Spd 50 ft.; AC 19 (+6 
  natural, +3 Dex), touch 13, flat-footed 16; BAB +4; Gpl 
  +6; Atk: +7 melee (1d6+2, bite); Full Atk: +7 melee 
  (1d6+2, bite); SQ Low-light Vision, Scent; SA Trip; AL 
  N; SV Fort +7, Ref +6, Will +6; Str 15, Dex 17, Con 15, 
  Int 2, Wis 12, Cha 6.  
   
  Skills and Feats: Hide +3, Listen +3, Move Silently 
  +4, Spot +3, Survival +3; Track, Weapon Focus (bite), 
  Combat Reflexes, Dodge, Improved Initiative 
   
  Tricks: Attack, Come, Defend, Fetch, Down 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+1 check modifier) 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 wolf.  
   
  Skills: *Wolves have a +4 racial bonus on Survival 
  checks when tracking by scent. 
   
  Link (Ex): A druid can handle her animal 
  companion as a free action, or push it as a move action, 
  even if she doesn’t have any ranks in the Handle 
  Animal skill. The druid gains a +4 circumstance bonus 
  on all wild empathy checks and Handle Animal checks 
  made regarding an animal companion. 
   
  Share Spells (Ex): At the druid’s option, she may 
  have any spell (but not any spell-like ability) she casts 
  upon herself also affect her animal companion. The 
  animal companion must be within 5 feet of her at the 
  time of casting to receive the benefit. If the spell or 
  effect has a duration other than instantaneous, it stops 
  affecting the animal companion if the companion 
  moves farther than 5 feet away and will not affect the 
  animal again, even if it returns to the druid before the 
  duration expires.  
   
  Additionally, the druid may cast a spell with a 
  target of “You” on her animal companion (as a touch 
  range spell) instead of on herself. A druid and her 
  animal companion can share spells even if the spells 
  normally do not affect creatures of the companion’s 
  type (animal). 
   
  Evasion (Ex): If an animal companion is 
  subjected to an attack that normally allows a Reflex 
  saving throw for half damage, it takes no damage if it 
  makes a successful saving throw. 
  Skills and Feats: 
  Hide +2, Listen +3, Move Silently +3, Spot +3, Survival 
  +1; Track; Weapon Focus (bite) 
  
  Big Game Hunter 
   
  Page 27 
   
  Devotion (Ex): An animal companion gains a +4 
  morale bonus on Will saves against enchantment spells 
  and effects. 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+1 check modifier) 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 wolf.  
   
  Skills: *Wolves have a +4 racial bonus on Survival 
  checks when tracking by scent. 
   
  Gnuurl: Ogre Mage Bbn5: CR 13; Large Giant; HD 
  5d8+7d12+18; hp 87; Init +4; Spd 50 ft., fly 40 ft. (good); 
  AC 21 (-1 size, +5 natural, +6 chain shirt +3), touch 9, 
  flat-footed 21; BAB +8; Gpl +18; Atk: +15 melee 
  (3d6+13/19-20, greatsword +2); Full Atk: +15/10 melee 
  (3d6+13/19-20, greatsword +2) or +7/+2 ranged 
  (2d6/x3, longbow); Space/Reach 10ft./10ft.; SQ 
  Darkvision 90 ft., Low-light vision, Rage, Regeneration 
  5, Spell Resistance 20, Trap Sense, Uncanny Dodge; AL 
  N; SV Fort +11, Ref +2, Will +4; Str 22, Dex 10, Con 17, 
  Int 14, Wis 14, Cha 17.  
   
  Skills and Feats: Concentration +11, Handle Animal 
  +13, Intimidate +13, Jump +16, Listen +15, Spellcraft 
  +10, Spot +10, Combat Expertise, Improved Initiative, 
  Improved Overrun, Power Attack 
   
  Spell-Like Abilities: At will—darkness, invisibility; 
  1/day— charm person (DC 14), cone of cold (DC 18), 
  gaseous form, polymorph, sleep (DC 14). Caster level 9th. 
  The save DCs are Charisma-based. 
   
  Flight (Su): An ogre mage can cease or resume 
  flight as a free action. While using gaseous form it can fly 
  at its normal speed and has perfect maneuverability. 
   
  Regeneration (Ex): Fire and acid deal normal 
  damage to an ogre mage.  An ogre mage that loses a 
  limb or body part can reattach it by holding the 
  severed member to the stump. Reattachment takes 1 
  minute. If the head or some other vital organ is 
  severed, it must be reattached within 10 minutes or the 
  creature dies. An ogre mage cannot regrow lost body 
  parts. 
   
  Fast Movement (Ex): A barbarian’s land speed is 
  faster than the norm for his race by +10 feet. This 
  benefit applies only when he is wearing no armor, light 
  armor, or medium armor and not carrying a heavy load. 
  Apply this bonus before modifying the barbarian’s 
  speed because of any load carried or armor worn. 
   
  Illiteracy: Barbarians are the only characters who 
  do not automatically know how to read and write. A 
  barbarian may spend 2 skill points to gain the ability to 
  read and write all languages he is able to speak. 
   
  A barbarian who gains a level in any other class 
  automatically gains literacy. Any other character who 
  gains a barbarian level does not lose the literacy he or 
  she already had. 
   
  Rage (Ex): A barbarian can fly into a rage a certain 
  number of times per day. In a rage, a barbarian 
  temporarily gains a +4 bonus to Strength, a +4 bonus to 
  Constitution, and a +2 morale bonus on Will saves, but 
  he takes a –2 penalty to Armor Class. The increase in 
  Constitution increases the barbarian’s hit points by 2 
  points per level, but these hit points go away at the end 
  of the rage when his Constitution score drops back to 
  normal. (These extra hit points are not lost first the way 
  temporary hit points are.) While raging, a barbarian 
  cannot use any Charisma-, Dexterity-, or Intelligence-
  based skills (except for Balance, Escape Artist, 
  Intimidate, and Ride), the Concentration skill, or any 
  abilities that require patience or concentration, nor can 
  he cast spells or activate magic items that require a 
  command word, a spell trigger (such as a wand), or 
  spell completion (such as a scroll) to function. He can 
  use any feat he has except Combat Expertise, item 
  creation feats, and metamagic feats. A fit of rage lasts 
  for a number of rounds equal to 3 + the character’s 
  (newly improved) Constitution modifier. A barbarian 
  may prematurely end his rage. At the end of the rage, 
  the barbarian loses the rage modifiers and restrictions 
  and becomes fatigued (–2 penalty to Strength, –2 
  penalty to Dexterity, can’t charge or run) for the 
  duration of the current encounter (unless he is a 17th-
  level barbarian, at which point this limitation no 
  longer applies; see below). 
   
  A barbarian can fly into a rage only once per 
  encounter. At 1st level he can use his rage ability once 
  per day. At 4th level and every four levels thereafter, he 
  can use it one additional time per day (to a maximum 
  of six times per day at 20th level). Entering a rage takes 
  no time itself, but a barbarian can do it only during his 
  action, not in response to someone else’s action. 
   
  Uncanny Dodge (Ex): At 2nd level, a barbarian 
  retains his Dexterity bonus to AC (if any) even if he is 
  caught flat-footed or struck by an invisible attacker. 
  However, he still loses his Dexterity bonus to AC if 
  immobilized. If a barbarian already has uncanny dodge 
  from a different class, he automatically gains improved 
  uncanny dodge (see below) instead. 
   
  Trap Sense (Ex): Starting at 3rd level, a barbarian 
  gains a +1 bonus on Reflex saves made to avoid traps 
  and a +1 dodge bonus to AC against attacks made by 
  traps. These bonuses rise by +1 every three barbarian 
  levels thereafter (6th, 9th, 12th, 15th, and 18th level). 
  Trap sense bonuses gained from multiple classes stack. 
   
  Irck, Grick, Turg & Gack: Ogre Bbn6: CR 9; Large 
  Giant; HD 5d8+7d8+36; hp 100; Init +0; Spd 40 ft.; AC 
  20 (-1 size, +5 natural, +6 +2 Breastplate), touch 9, flat-
  footed 20; BAB +9; Gpl +21; Atk: +17 melee 
  (3d6+12/19-20, large greatsword); Full Atk: +17/+12 
  
  Big Game Hunter 
   
  Page 28 
  melee (3d6+12/19-20, large greatsword); Space/Reach 
  10ft./10ft.; SQ Darkvision 60’, Low-light Vision, Rage, 
  Fast Movement, Uncanny Dodge, Improved Uncanny 
  Dodge, Trap Sense; AL N; SV Fort +13, Ref +3, Will +3; 
  Str 26, Dex 11, Con 18, Int 8, Wis 10, Cha 4.  
   
  Skills and Feats: Climb +6, Intimidate +4, Jump +6, 
  Listen +8, Move Silently –1, Spot +1, Survival +3; 
  Toughness, Weapon Focus (greatsword), Power Attack, 
  Improved Overrun. 
   
  Fast Movement (Ex): A barbarian’s land speed is 
  faster than the norm for his race by +10 feet. This 
  benefit applies only when he is wearing no armor, light 
  armor, or medium armor and not carrying a heavy load. 
  Apply this bonus before modifying the barbarian’s 
  speed because of any load carried or armor worn. 
   
  Illiteracy: Barbarians are the only characters who 
  do not automatically know how to read and write. A 
  barbarian may spend 2 skill points to gain the ability to 
  read and write all languages he is able to speak. 
   
  A barbarian who gains a level in any other class 
  automatically gains literacy. Any other character who 
  gains a barbarian level does not lose the literacy he or 
  she already had. 
   
  Rage (Ex): A barbarian can fly into a rage a certain 
  number of times per day. In a rage, a barbarian 
  temporarily gains a +4 bonus to Strength, a +4 bonus to 
  Constitution, and a +2 morale bonus on Will saves, but 
  he takes a –2 penalty to Armor Class. The increase in 
  Constitution increases the barbarian’s hit points by 2 
  points per level, but these hit points go away at the end 
  of the rage when his Constitution score drops back to 
  normal. (These extra hit points are not lost first the way 
  temporary hit points are.) While raging, a barbarian 
  cannot use any Charisma-, Dexterity-, or Intelligence-
  based skills (except for Balance, Escape Artist, 
  Intimidate, and Ride), the Concentration skill, or any 
  abilities that require patience or concentration, nor can 
  he cast spells or activate magic items that require a 
  command word, a spell trigger (such as a wand), or 
  spell completion (such as a scroll) to function. He can 
  use any feat he has except Combat Expertise, item 
  creation feats, and metamagic feats. A fit of rage lasts 
  for a number of rounds equal to 3 + the character’s 
  (newly improved) Constitution modifier. A barbarian 
  may prematurely end his rage. At the end of the rage, 
  the barbarian loses the rage modifiers and restrictions 
  and becomes fatigued (–2 penalty to Strength, –2 
  penalty to Dexterity, can’t charge or run) for the 
  duration of the current encounter (unless he is a 17th-
  level barbarian, at which point this limitation no 
  longer applies; see below). 
   
  A barbarian can fly into a rage only once per 
  encounter. At 1st level he can use his rage ability once 
  per day. At 4th level and every four levels thereafter, he 
  can use it one additional time per day (to a maximum 
  of six times per day at 20th level). Entering a rage takes 
  no time itself, but a barbarian can do it only during his 
  action, not in response to someone else’s action. 
   
  Uncanny Dodge (Ex): At 2nd level, a barbarian 
  retains his Dexterity bonus to AC (if any) even if he is 
  caught flat-footed or struck by an invisible attacker. 
  However, he still loses his Dexterity bonus to AC if 
  immobilized. If a barbarian already has uncanny dodge 
  from a different class, he automatically gains improved 
  uncanny dodge (see below) instead. 
   
  Trap Sense (Ex): Starting at 3rd level, a barbarian 
  gains a +1 bonus on Reflex saves made to avoid traps 
  and a +1 dodge bonus to AC against attacks made by 
  traps. These bonuses rise by +1 every three barbarian 
  levels thereafter (6th, 9th, 12th, 15th, and 18th level). 
  Trap sense bonuses gained from multiple classes stack. 
   
  Improved Uncanny Dodge (Ex): At 5th level 
  and higher, a barbarian can no longer be flanked. This 
  defense denies a rogue the ability to sneak attack the 
  barbarian by flanking him, unless the attacker has at 
  least four more rogue levels than the target has 
  barbarian levels. If a character already has uncanny 
  dodge (see above) from a second class, the character 
  automatically gains improved uncanny dodge instead, 
  and the levels from the classes that grant uncanny 
  dodge stack to determine the minimum level a rogue 
  must be to flank the character. 
   
   
  
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  Appendix Two – Encounter Seven 
   
  APL 10  
   
   
   
   
  Karl Rockcleaver: Stone Giant: CR 8; Large Giant; HD 
  14d8+56; hp 119; Init +2; Spd 30 ft.; AC 27 (-1 size, +11 
  natural, +3 Hide, +2 Dex, +2 Monk’s Belt), touch 13, 
  flat-footed 23; BAB +10; Gpl +22; Atk: +17 melee 
  (2d8+12, large greatclub) or +17 melee (2d6+8, slam) or 
  +11 ranged (2d8+12, rock); Full Atk: +17/+12 melee 
  (2d8+12, large greatclub) or +17 (2d6+8, 2 slams) or +11 
  ranged (2d8 + 12, rock); Space/Reach 10ft./10ft.; SQ 
  Darkvision 60’, Low-light Vision, rock catching; SA 
  rock throwing; AL N; SV Fort +17, Ref +9, Will +8; Str 
  27, Dex 15, Con 19, Int 10, Wis 12, Cha 11.  
   
  Skills and Feats: Climb +9, Hide +8*, Jump +7, Spot 
  +12; Combat Reflexes, Iron Will, Point Blank Shot, 
  Precise Shot, Power attack 
   
  Equipment:  Monk’s Belt, large greatclub., Hide 
  armor 
   
  Rock Throwing (Ex): The range increment is 180 
  feet for a stone giant’s thrown rocks. It uses both hands 
  when throwing a rock. 
   
  Rock Catching (Ex): A stone giant gains a +4 
  racial bonus on its Reflex saves when attempting to 
  catch a thrown rock. 
   
  Skills: *A stone giant gains a +8 racial bonus on 
  Hide checks in rocky terrain. 
  APL 12  
   
   
   
   
  Karl Rockcleaver: Stone Giant Ftr4: CR 12; Large 
  Giant; HD 14d8+4d10+72; hp 166; Init +3; Spd 30 ft.; 
  AC 29 (-1 size, +11 natural, +4 +1 Hide, +3 Dex, +2 
  Monk’s Belt), touch 14, flat-footed 25; BAB +14; Gpl 
  +26; Atk: +22 melee (2d8+12, large greatclub +1); Full 
  Atk: +22/+17/+12 melee (2d8+13, large greatclub +1) or 
  +21 (2d6+8, 2 slams) or +16 ranged (2d8 + 12, rock); 
  Space/Reach 10ft./10ft.; SQ Darkvision 60’, Low-light 
  Vision, rock catching; SA rock throwing; AL N; SV 
  Fort +17, Ref +9, Will +8; Str 27, Dex 16, Con 19, Int 10, 
  Wis 12, Cha 11.  
   
  Skills and Feats: Climb +9, Hide +14*, Jump +7, Spot 
  +12; Combat Reflexes, Iron Will, Lightning Reflexes, 
  Point Blank Shot, Precise Shot, Power attack, 
  Improved Bull Rush, Improved Overrun, Skill Focus 
  (Hide), Stealthy 
   
  Equipment:  Monk’s Belt, +1 large greatclub., Hide 
  armor 
   
  Rock Throwing (Ex): The range increment is 180 
  feet for a stone giant’s thrown rocks. It uses both hands 
  when throwing a rock. 
   
  Rock Catching (Ex): A stone giant gains a +4 
  racial bonus on its Reflex saves when attempting to 
  catch a thrown rock. 
   
  Skills: *A stone giant gains a +8 racial bonus on 
  Hide checks in rocky terrain. 
  APL 14  
   
   
   
   
  Karl & Krag Rockcleaver: Stone Giant Ftr4: CR 12; 
  Large Giant; HD 14d8+4d10+72; hp 166; Init +3; Spd 30 
  ft.; AC 30 (-1 size, +11 natural, +4 +2 Hide (+1), +3 Dex, 
  +2 Monk’s Belt), touch 14, flat-footed 26; BAB +14; Gpl 
  +26; Atk: +23 melee (2d8+12, large greatclub +2); Full 
  Atk: +23/+18/+13 melee (2d8+13, large greatclub +2) or 
  +21 (2d6+8, 2 slams) or +16 ranged (2d8 + 12, rock); 
  Space/Reach 10ft./10ft.; SQ Darkvision 60’, Low-light 
  Vision, rock catching; SA rock throwing; AL N; SV 
  Fort +17, Ref +9, Will +8; Str 27, Dex 16, Con 19, Int 10, 
  Wis 12, Cha 11.  
   
  Skills and Feats: Climb +9, Hide +14*, Jump +7, Spot 
  +12; Combat Reflexes, Iron Will, Lightning Reflexes, 
  Point Blank Shot, Precise Shot, Power attack, 
  Improved Bull Rush, Improved Overrun, Skill Focus 
  (Hide), Stealthy 
   
  Equipment:  Monk’s Belt, +1 large greatclub., Hide 
  armor +1 
   
  Rock Throwing (Ex): The range increment is 180 
  feet for a stone giant’s thrown rocks. It uses both hands 
  when throwing a rock. 
   
  Rock Catching (Ex): A stone giant gains a +4 
  racial bonus on its Reflex saves when attempting to 
  catch a thrown rock. 
   
  Skills: *A stone giant gains a +8 racial bonus on 
  Hide checks in rocky terrain. 
  Advanced Rust Monster: Stone Giant Ftr4: CR 6; 
  Large Aberration; HD 13d8+13; hp 78; Init +2; Spd 40 
  ft.; AC 19 (-1 size, +8 natural, +2 Dex), touch 11, flat-
  footed 17; BAB +9; Gpl +13; Atk: +12 touch (rust, 
  antennae); Full Atk: +12/+7 touch (rust, antennae) and 
  +7 melee (1d3, bite); Space/Reach 10ft./10ft.; SQ 
  Darkvision 60’, scent; SA rust; AL N; SV Fort +7, Ref +8, 
  Will +9; Str 18, Dex 15, Con 17, Int 2, Wis 13, Cha 8.  
   
  Skills and Feats: Listen +11, Spot +11; Alertness, 
  Track, Combat Reflexes, Improved Natural Armor, 
  Lightning Reflexes 
   
  Rust (Ex): A rust monster that makes a successful 
  touch attack with its antennae causes the target metal 
  to corrode, falling to pieces and becoming useless 
  immediately. The touch can destroy up to a 10-foot 
  cube of metal instantly. Magic armor and weapons, and 
  
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  other magic items made of metal, must succeed on a 
  DC 17 Reflex save or be dissolved. The save DC is 
  Constitution-based and includes a +4 racial bonus. 
   
  A metal weapon that deals damage to a rust 
  monster corrodes immediately. Wooden, stone, and 
  other nonmetallic weapons are unaffected. 
  
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  Appendix Three – Encounter Nine 
   
  APL 8  
   
   
   
   
  Elite Roc: Gargantuan Magical Beast; CR 10; HD 
  18d8+126; hp 207; Init +4; Spd 20 ft., fly 80 ft. (average); 
  AC 19 (-4 size, +4 Dex, +9 natural), touch 10, flat-footed 
  15; BAB +13; Gpl + 37; Atk +21 melee (2d6+12, talon); 
  Full Atk +19 melee (2d8+6, bite) and +21 melee 
  (2d6+12, 2 talons); Space/Reach 20 ft./ 15 ft.; SQ Low 
  light vision; AL N; SV Fort +18, Ref +15, Will +10; Str 
  34, Dex 19, Con 24, Int 6, Wis 15, Cha 11.  
   
  Skills and Feats: Hide -3, Listen +10, Spot +14, 
  Alertness, Flyby Attack, Iron Will, Multiattack, Power 
  Attack, Snatch, Wingover. 
  APL 10  
   
   
   
   
  Advanced Elite Roc: Gargantuan Animal; CR 12; HD 
  24d8+168; hp 276; Init +4; Spd 20 ft., fly 80 ft. (average); 
  AC 20 (-4 size, +4 Dex, +10 natural), touch 10, flat-
  footed 15; BAB +17; Gpl +41; Atk +25 melee (2d6+12, 
  talon); Full Atk +23 melee (2d8+6, bite) and +25 melee 
  (2d6+12, 2 talons); Space/Reach 20 ft./ 15 ft.; SQ Low 
  light vision; AL N; SV Fort +21, Ref +18, Will +11; Str 
  34, Dex 19, Con 24, Int 6, Wis 15, Cha 11.  
   
  Skills and Feats: Hide +0, Listen +10, Spot +17, 
  Alertness, Flyby Attack, Iron Will, Multiattack, Power 
  Attack, Snatch, Wingover, Hover, Improved Natural 
  Armor 
  APL 12  
   
   
   
   
  Advanced Elite Roc: CR 14; Gargantuan Animal; HD 
  30d8+240; hp 375; Init +4; Spd 20 ft., fly 100 ft. 
  (average); AC 21 (-4 size, +4 Dex, +11 natural), touch 10, 
  flat-footed 15; BAB +22; Gpl +46; Atk +30 melee 
  (2d6+12, talon); Full Atk +28 melee (2d8+6, bite) and 
  +30 melee (2d6+12, 2 talons); Space/Reach 20 ft./ 15 ft.; 
  SQ Low light vision; AL N; SV Fort +24, Ref +21, Will 
  +12; Str 34, Dex 19, Con 24, Int 6, Wis 15, Cha 11.  
   
  Skills and Feats: Hide +3, Listen +13, Spot +17, 
  Alertness, Flyby Attack, Iron Will, Multiattack, Power 
  Attack, Snatch, Wingover, Improved Toughness, 
  Hover, Improved Natural Armor (x2) 
   
  APL 14  
   
   
   
   
  Advanced Elite Roc: CR 16; Colossal Magical Beast; 
  HD 33d8+263; hp 428; Init +4; Spd 20 ft., fly 120 ft. 
  (average); AC 23 (-8 size, +4 Dex, +17 natural), touch 6, 
  flat-footed 19; BAB +24; Gpl +52; Atk +32 melee 
  (2d6+16, talon); Full Atk +30 melee (2d8+10, bite) and 
  +32 melee (2d6+16, 2 talons); Space/Reach 20 ft./ 15 ft.; 
  SQ Low light vision; AL N; SV Fort +32, Ref +27, Will 
  +14; Str 42, Dex 19, Con 28, Int 6, Wis 15, Cha 11.  
   
  Skills and Feats: Hide +5, Listen +14, Spot +17, 
  Alertness, Flyby Attack, Iron Will, Multiattack, Power 
  Attack, Snatch, Wingover, Improved Toughness, 
  Hover, Improved Natural Armor (x3) 
   
  
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  Appendix Four – Encounter Ten 
   
  APL 8  
   
   
   
   
  Half-Fiend Winter Wolf: CR 7; Large Outsider 
  (Augmented Magical Beast, Cold); HD 6d10+24; hp 57; 
  Init +7; Spd 50 ft., fly 50 ft. (average); AC 18 (-1 size, +3 
  Dex, +6 natural), touch 12, flat-footed 15; BAB/Gpl 
  +6/+16; Atk +11 melee (1d8+9 plus 1d6 cold, bite); Full 
  Atk +11 melee (1d8+9 plus 1d6 cold, bite) and +6 melee 
  (1d6+4, 2 claws); Space/Reach 10 ft./ 5 ft.; SA Breath 
  weapon, freezing bite, trip, smite good (1/day, +6 
  damage), spell-like abilities; SQ Damage reduction 
  5/magic, darkvision 60 ft., immunity to cold, immunity 
  to poison, low-light vision, resistance to acid 10, 
  electricity 10, and fire 10, scent, spell resistance 16, 
  vulnerability to fire; AL NE; SV Fort +9, Ref +8, Will 
  +3; Str 22, Dex 17, Con 18, Int 13, Wis 13, Cha 12.  
   
  Skills and Feats: Bluff +10, Hide +10*, Listen +13, 
  Move Silently +13, Spot +13, Survival +10*, Tumble 
  +12; Alertness, Improved Initiative, Track. 
   
  A half-fiend winter wolf’s natural weapons are 
  treated as magic for the purpose of overcoming damage 
  reduction. 
   
  Breath Weapon (Su): 15-foot cone, once every 
  1d4 rounds, damage 4d6 cold, Reflex DC 17 half. The 
  save DC is Constitution-based.  
   
  Freezing Bite (Su): A winter wolf deals an extra 
  1d6 points of cold damage every time it bites an 
  opponent, as if its bite were a frost weapon. 
   
  Trip (Ex): A winter wolf that hits with a bite 
  attack can attempt to trip the opponent (+8 check 
  modifier) 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 
  winter wolf.  
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal +6 extra damage 
  against a good foe.  
   
  Spell-Like Abilities: 3/day—darkness; 1/day—
  desecrate, unholy blight (DC 15). Caster level 6th. The 
  save DCs are Charisma-based. 
   
  Skills: Winter wolves have a +1 racial bonus on 
  Listen, Move Silently, and Spot checks. Winter wolves 
  have a +2 racial bonus on Hide checks.  
   
  *Their natural coloration grants them a +7 racial 
  bonus on Hide checks in areas of snow and ice. A 
  winter wolf has a +4 racial bonus on Survival checks 
  when tracking by scent. 
  APL 10  
   
   
   
   
  Advanced Half-Fiend Winter Wolf (Pack Leader): 
  CR 9; Huge Outsider (Augmented Magical Beast, 
  Cold); HD 10d10+60; hp 124; Init +6; Spd 50 ft., fly 50 
  ft. (average); AC 19 (-2 size, +2 Dex, +9 natural), touch 
  10, flat-footed 17; BAB/Gpl +10/+28; Atk +18 melee 
  (2d6+15 plus 1d6 cold, bite); Full Atk +18 melee 
  (2d6+15 plus 1d6 cold, bite) and +16 melee (1d8+8, 2 
  claws); Space/Reach 10 ft./ 10 ft.; SA Breath weapon, 
  freezing bite, trip, smite good (1/day, +10 damage), 
  spell-like abilities; SQ Damage reduction 5/magic, 
  darkvision 60 ft., immunity to cold, immunity to 
  poison, low-light vision, resistance to acid 10, 
  electricity 10, and fire 10, scent, spell resistance 20, 
  vulnerability to fire; AL NE; SV Fort +13, Ref +9, Will 
  +5; Str 30, Dex 15, Con 22, Int 13, Wis 14, Cha 12.  
   
  Skills and Feats: Bluff +14, Hide +13*, Listen +18, 
  Move Silently +16, Spot +18, Survival +15*, Tumble 
  +15; Alertness, Improved Initiative, Multiattack, Track. 
   
  A half-fiend winter wolf’s natural weapons are 
  treated as magic for the purpose of overcoming damage 
  reduction. 
   
  Breath Weapon (Su): 15-foot cone, once every 
  1d4 rounds, damage 4d6 cold, Reflex DC 21 half. The 
  save DC is Constitution-based.  
   
  Freezing Bite (Su): A winter wolf deals an extra 
  1d6 points of cold damage every time it bites an 
  opponent, as if its bite were a frost weapon. 
   
  Trip (Ex): A winter wolf that hits with a bite 
  attack can attempt to trip the opponent (+20 check 
  modifier) 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 
  winter wolf.  
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal +10 extra damage 
  against a good foe.  
   
  Spell-Like Abilities: 3/day—darkness, poison (DC 
  16); 1/day—contagion (DC 15), desecrate, unholy blight 
  (DC 15). Caster level 10th. The save DCs are Charisma-
  based. 
   
  Skills: Winter wolves have a +1 racial bonus on 
  Listen, Move Silently, and Spot checks. Winter wolves 
  have a +2 racial bonus on Hide checks.  
   
  *Their natural coloration grants them a +7 racial 
  bonus on Hide checks in areas of snow and ice. A 
  winter wolf has a +4 racial bonus on Survival checks 
  when tracking by scent. 
  
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  Half-Fiend Winter Wolf: CR 7; Large Outsider 
  (Augmented Magical Beast, Cold); HD 6d10+24; hp 57; 
  Init +7; Spd 50 ft., fly 50 ft. (average); AC 18 (-1 size, +3 
  Dex, +6 natural), touch 12, flat-footed 15; BAB/Gpl 
  +6/+16; Atk +11 melee (1d8+9 plus 1d6 cold, bite); Full 
  Atk +11 melee (1d8+9 plus 1d6 cold, bite) and +6 melee 
  (1d6+4, 2 claws); Space/Reach 10 ft./ 5 ft.; SA Breath 
  weapon, freezing bite, trip, smite good (1/day, +6 
  damage), spell-like abilities; SQ Damage reduction 
  5/magic, darkvision 60 ft., immunity to cold, immunity 
  to poison, low-light vision, resistance to acid 10, 
  electricity 10, and fire 10, scent, spell resistance 16, 
  vulnerability to fire; AL NE; SV Fort +9, Ref +8, Will 
  +3; Str 22, Dex 17, Con 18, Int 13, Wis 13, Cha 12.  
   
  Skills and Feats: Bluff +10, Hide +10*, Listen +13, 
  Move Silently +13, Spot +13, Survival +10*, Tumble 
  +12; Alertness, Improved Initiative, Track. 
   
  A half-fiend winter wolf’s natural weapons are 
  treated as magic for the purpose of overcoming damage 
  reduction. 
   
  Breath Weapon (Su): 15-foot cone, once every 
  1d4 rounds, damage 4d6 cold, Reflex DC 17 half. The 
  save DC is Constitution-based.  
   
  Freezing Bite (Su): A winter wolf deals an extra 
  1d6 points of cold damage every time it bites an 
  opponent, as if its bite were a frost weapon. 
   
  Trip (Ex): A winter wolf that hits with a bite 
  attack can attempt to trip the opponent (+8 check 
  modifier) 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 
  winter wolf 
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal +6 extra damage 
  against a good foe.  
   
  Spell-Like Abilities: 3/day—darkness; 1/day—
  desecrate, unholy blight (DC 15). Caster level 6th. The 
  save DCs are Charisma-based. 
   
  Skills: Winter wolves have a +1 racial bonus on 
  Listen, Move Silently, and Spot checks. Winter wolves 
  have a +2 racial bonus on Hide checks.  
   
  *Their natural coloration grants them a +7 racial 
  bonus on Hide checks in areas of snow and ice. A 
  winter wolf has a +4 racial bonus on Survival checks 
  when tracking by scent. 
  APL 12  
   
   
   
   
  Advanced Half-Fiend Winter Wolf (Leader): CR 11; 
  Huge Outsider (Augmented Magical Beast, Cold); HD 
  12d10+72; hp 148; Init +6; Spd 50 ft., fly 50 ft. (average); 
  AC 19 (-2 size, +2 Dex, +9 natural), touch 10, flat-footed 
  17; BAB/Gpl +12/+30; Atk +20 melee (3d6+15 plus 1d6 
  cold, bite); Full Atk +20 melee (3d6+15 plus 1d6 cold, 
  bite) and +18 melee (1d8+8, 2 claws); Space/Reach 15 
  ft./ 10 ft.; SA Breath weapon, freezing bite, trip, smite 
  good (1/day, +12 damage), spell-like abilities; SQ 
  Damage reduction 10/magic, darkvision 60 ft., 
  immunity to cold, immunity to poison, low-light 
  vision, resistance to acid 10, electricity 10, and fire 10, 
  scent, spell resistance 22, vulnerability to fire; AL NE; 
  SV Fort +14, Ref +10, Will +5; Str 30, Dex 15, Con 22, 
  Int 13, Wis 14, Cha 13.  
   
  Skills and Feats: Bluff +16, Hide +15*, Listen +20, 
  Move Silently +18, Spot +20, Survival +17*, Tumble 
  +17; Alertness, Improved Initiative, Improved Natural 
  Attack (bite), Multiattack, Track. 
   
  A half-fiend winter wolf’s natural weapons are 
  treated as magic for the purpose of overcoming damage 
  reduction. 
   
  Breath Weapon (Su): 15-foot cone, once every 
  1d4 rounds, damage 4d6 cold, Reflex DC 22 half. The 
  save DC is Constitution-based.  
   
  Freezing Bite (Su): A winter wolf deals an extra 
  1d6 points of cold damage every time it bites an 
  opponent, as if its bite were a frost weapon. 
   
  Trip (Ex): A winter wolf that hits with a bite 
  attack can attempt to trip the opponent (+22 check 
  modifier) 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 
  winter wolf.  
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal +12 extra damage 
  against a good foe.  
   
  Spell-Like Abilities: 3/day—darkness, poison (DC 
  17); 1/day—blasphemy (DC 18), contagion (DC 15), 
  desecrate, unholy blight (DC 15). Caster level 12th. The 
  save DCs are Charisma-based. 
   
  Skills: Winter wolves have a +1 racial bonus on 
  Listen, Move Silently, and Spot checks. Winter wolves 
  have a +2 racial bonus on Hide checks.  
   
  *Their natural coloration grants them a +7 racial 
  bonus on Hide checks in areas of snow and ice. A 
  winter wolf has a +4 racial bonus on Survival checks 
  when tracking by scent. 
   
  Advanced Half-Fiend Winter Wolf: CR 9; Huge 
  Outsider (Augmented Magical Beast, Cold); HD 
  10d10+60; hp 124; Init +6; Spd 50 ft., fly 50 ft. (average); 
  AC 19 (-2 size, +2 Dex, +9 natural), touch 10, flat-footed 
  17; BAB/Gpl +10/+28; Atk +18 melee (2d6+15 plus 1d6 
  cold, bite); Full Atk +18 melee (2d6+15 plus 1d6 cold, 
  bite) and +16 melee (1d8+8, 2 claws); Space/Reach 15 
  ft./ 10 ft.; SA Breath weapon, freezing bite, trip, smite 
  good (1/day, +10 damage), spell-like abilities; SQ 
  Damage 
  reduction 
  5/magic, 
  darkvision 
  60 
  ft., 
  immunity to cold, immunity to poison, low-light 
  
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  Page 34 
  vision, resistance to acid 10, electricity 10, and fire 10, 
  scent, spell resistance 20, vulnerability to fire; AL NE; 
  SV Fort +13, Ref +9, Will +5; Str 30, Dex 15, Con 22, Int 
  13, Wis 14, Cha 12.  
   
  Skills and Feats: Bluff +14, Hide +13*, Listen +18, 
  Move Silently +16, Spot +18, Survival +15*, Tumble 
  +15; Alertness, Improved Initiative, Multiattack, Track. 
   
  A half-fiend winter wolf’s natural weapons are 
  treated as magic for the purpose of overcoming damage 
  reduction. 
   
  Breath Weapon (Su): 15-foot cone, once every 
  1d4 rounds, damage 4d6 cold, Reflex DC 21 half. The 
  save DC is Constitution-based.  
   
  Freezing Bite (Su): A winter wolf deals an extra 
  1d6 points of cold damage every time it bites an 
  opponent, as if its bite were a frost weapon. 
   
  Trip (Ex): A winter wolf that hits with a bite 
  attack can attempt to trip the opponent (+20 check 
  modifier) 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 
  winter wolf.  
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal +10 extra damage 
  against a good foe.  
   
  Spell-Like Abilities: 3/day—darkness, poison (DC 
  16); 1/day—contagion (DC 15), desecrate, unholy blight 
  (DC 15). Caster level 10th. The save DCs are Charisma-
  based. 
   
  Skills: Winter wolves have a +1 racial bonus on 
  Listen, Move Silently, and Spot checks. Winter wolves 
  have a +2 racial bonus on Hide checks.  
   
  *Their natural coloration grants them a +7 racial 
  bonus on Hide checks in areas of snow and ice. A 
  winter wolf has a +4 racial bonus on Survival checks 
  when tracking by scent. 
  APL 14  
   
   
   
   
  Advanced Half-Fiend Winter Wolf (Leader): CR 13; 
  Huge Outsider (Augmented Magical Beast, Cold); HD 
  18d10+108; hp 220; Init +6; Spd 50 ft., fly 50 ft. 
  (average); AC 21 (-2 size, +2 Dex, +11 natural), touch 10, 
  flat-footed 19; BAB/Gpl +18/+36; Atk +26 melee 
  (3d6+15 plus 1d6 cold, bite); Full Atk +26 melee 
  (3d6+15 plus 1d6 cold, bite) and +24 melee (1d8+8, 2 
  claws); Space/Reach 15 ft./ 10 ft.; SA Breath weapon, 
  freezing bite, trip, smite good (1/day, +18 damage), 
  spell-like abilities; SQ Damage reduction 10/magic, 
  darkvision 60 ft., immunity to cold, immunity to 
  poison, low-light vision, resistance to acid 10, 
  electricity 10, and fire 10, scent, spell resistance 28, 
  vulnerability to fire; AL NE; SV Fort +17, Ref +13, Will 
  +9; Str 30, Dex 15, Con 22, Int 13, Wis 14, Cha 14.  
   
  Skills and Feats: Bluff +23, Hide +21*, Listen +26, 
  Move Silently +24, Spot +26, Survival +23*, Tumble 
  +23; Alertness, Improved Initiative, Improved Natural 
  Armor x2, Improved Natural Attack (bite), Multiattack, 
  Track. 
   
  A half-fiend winter wolf’s natural weapons are 
  treated as magic for the purpose of overcoming damage 
  reduction. 
   
  Breath Weapon (Su): 15-foot cone, once every 
  1d4 rounds, damage 4d6 cold, Reflex DC 25 half. The 
  save DC is Constitution-based.  
   
  Freezing Bite (Su): A winter wolf deals an extra 
  1d6 points of cold damage every time it bites an 
  opponent, as if its bite were a frost weapon. 
   
  Trip (Ex): A winter wolf that hits with a bite 
  attack can attempt to trip the opponent (+28 check 
  modifier) 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 
  winter wolf.  
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal +12 extra damage 
  against a good foe.  
   
  Spell-Like Abilities: 3/day—darkness, poison (DC 
  21); 1/day—blasphemy (DC 19), contagion (DC 16), 
  desecrate, horrid wilting (DC 20), summon monster IX 
  (fiends only), unholy blight (DC 16). Caster level 18th. 
  The save DCs are Charisma-based. 
   
  Skills: Winter wolves have a +1 racial bonus on 
  Listen, Move Silently, and Spot checks. Winter wolves 
  have a +2 racial bonus on Hide checks.  
   
  *Their natural coloration grants them a +7 racial 
  bonus on Hide checks in areas of snow and ice. A 
  winter wolf has a +4 racial bonus on Survival checks 
  when tracking by scent. 
   
  Advanced Half-Fiend Winter Wolf: CR 11; Huge 
  Outsider (Augmented Magical Beast, Cold); HD 
  12d10+72; hp 148; Init +6; Spd 50 ft., fly 50 ft. (average); 
  AC 19 (-2 size, +2 Dex, +9 natural), touch 10, flat-footed 
  17; BAB/Gpl +12/+30; Atk +20 melee (3d6+15 plus 1d6 
  cold, bite); Full Atk +20 melee (3d6+15 plus 1d6 cold, 
  bite) and +18 melee (1d8+8, 2 claws); Space/Reach 15 
  ft./ 10 ft.; SA Breath weapon, freezing bite, trip, smite 
  good (1/day, +12 damage), spell-like abilities; SQ 
  Damage reduction 10/magic, darkvision 60 ft., 
  immunity to cold, immunity to poison, low-light 
  vision, resistance to acid 10, electricity 10, and fire 10, 
  scent, spell resistance 22, vulnerability to fire; AL NE; 
  SV Fort +14, Ref +10, Will +5; Str 30, Dex 15, Con 22, 
  Int 13, Wis 14, Cha 13.  
   
  Skills and Feats: Bluff +16, Hide +15*, Listen +20, 
  Move Silently +18, Spot +20, Survival +17*, Tumble 
  
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  Page 35 
  +17; Alertness, Improved Initiative, Improved Natural 
  Attack (bite), Multiattack, Track. 
   
  A half-fiend winter wolf’s natural weapons are 
  treated as magic for the purpose of overcoming damage 
  reduction. 
   
  Breath Weapon (Su): 15-foot cone, once every 
  1d4 rounds, damage 4d6 cold, Reflex DC 22 half. The 
  save DC is Constitution-based.  
   
  Freezing Bite (Su): A winter wolf deals an extra 
  1d6 points of cold damage every time it bites an 
  opponent, as if its bite were a frost weapon. 
   
  Trip (Ex): A winter wolf that hits with a bite 
  attack can attempt to trip the opponent (+22 check 
  modifier) 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 
  winter wolf.  
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal +12 extra damage 
  against a good foe.  
   
  Spell-Like Abilities: 3/day—darkness, poison (DC 
  17); 1/day—blasphemy (DC 18), contagion (DC 15), 
  desecrate, unholy blight (DC 15). Caster level 12th. The 
  save DCs are Charisma-based. 
   
  Skills: Winter wolves have a +1 racial bonus on 
  Listen, Move Silently, and Spot checks. Winter wolves 
  have a +2 racial bonus on Hide checks.  
   
  *Their natural coloration grants them a +7 racial 
  bonus on Hide checks in areas of snow and ice. A 
  winter wolf has a +4 racial bonus on Survival checks 
  when tracking by scent 
   
  
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  Appendix Five – Lord Brickings and Crisster 
   
  Lord Tristan Brickings:  Medium humanoid 
  (human) Ari7; HD 7d8+13; hp 48; Init +1; Spd 30 ft.; 
  AC 13 (+1 Dex, +1 Defl, +1 Natural), touch 12, flat-
  footed 12; BAB/Gpl +5/+6; Atk +7 melee (1d6+2, +1 
  shortsword) or +7 ranged (1d6+1, +1 shortbow); Full 
  Atk +7 melee (1d6+2, +1 shortsword) or +7 ranged 
  (1d6+1, +1 shortbow); Space/Reach 5 ft./5 ft.; AL LN; 
  SV Fort +3, Ref +3, Will +4; Str 12, Dex 12, Con 12, Int 
  12, Wis 8, Cha 14. 
   
  Skills and Feats: Appraise +11, Knowledge (Local – 
  NMR Metaregion) +11, Knowledge (Nature) +11, 
  Knowledge (Nobility & Royalty) +14, Profession 
  (Merchant) 
  +7, 
  Ride 
  +11;.Skill 
  Focus 
  (Knowledge(Nobility 
  & 
  Royalty)), 
  Skill 
  Focus 
  (Profession (Merchant)), Toughness (2). 
   
  Equipment:  +1 Shortsword, +1 Shortbow, +1 Ring 
  of Protection, +1 Amulet of Natural Armor, and lots of 
  other stuff stored on his wagon. 
   
  Alistair Crisster:  Medium humanoid (human) Exp3; 
  HD 3d8+12; hp 29; Init +1; Spd 30 ft.; AC 11 (+1 Dex), 
  touch 11, flat-footed 10; BAB/Gpl +2/+1; Atk +1 melee 
  (1d4-1, dagger); Full Atk +1 melee (1d4-1, dagger); 
  Space/Reach 5 ft./5 ft.; AL LN; SV Fort +3, Ref +3, Will 
  +4; Str 8, Dex 12, Con 12, Int 11, Wis 10, Cha 10. 
   
  Skills and Feats: Diplomacy +6, Knowledge 
  (Nobility & Royalty) +6, Profession (Butler) +6, Ride 
  +6;. Toughness (3). 
   
  Equipment:  Dagger. 
   
   
  
  Big Game Hunter 
   
  Page 37 
  Appendix Six – New Rules 
   
  From COMPLETE WARRIOR: 
  Improved Toughness [General] 
  You are significantly tougher than normal. 
   
  Prerequisite:  Base Fortitude save bonus +2. 
   
  Benefit:  You gain a number of hit points equal to 
  your current Hit Dice.  Each time you gain a HD (such 
  as by gaining a level), you gain 1 additional hit point.  If 
  you lose a HD (such as by losing a level), you lose 1 hit 
  point permanently. 
   
  Special:  A fighter may select Improved 
  Toughness as one of his fighter bonus feats. 
   
   
   
  
  Big Game Hunter 
   
  Page 38 
  Map #1 – Base Camp 
   
   
   
  
  Big Game Hunter 
   
  Page 39 
  Map #2 – Giant’s Cave 
   
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region Nyrond and Environs/594/Normal Scenarios/NMR4-01 - Big Game Hunters (APL 8-14)/NMR4-01 - Big Game Hunter.pdf