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.  
   
  BDK3−03 
   
   
   
   
   
   
  Trouble at Baco Canyon 
   
  A One-Round D&D LIVING GREYHAWK
  ® 
  Bandit Kingdoms Regional Adventure 
  Version 1.0 
   
   
   
   
  by Keith Symcox 
  Reviewed by Jason Bulmahn 
   
   
   
  A request to escort a funeral wagon of an old acquaintance seemed like a good way of getting out of sight after some of 
  the things you have done to Old Wicked’s forces.  After all, who would ever come looking for you in the Rift Barrens?  
  An adventure for parties of APL 4 – 12. 
  
  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. 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 three 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. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses voting for 
  any reported results. Give the Scoring Packet to your 
  event coordinator.  
  Trouble at Baco Canyon 
   
  Page 2 
  
  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. 
  2. 
  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. 
  # 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 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  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. Three or four, or 
  sometimes even five 1
  st-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 1
  st-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 Regional adventure, set in 
  the bandit kingdoms.  Characters native to the bandit 
  kingdoms 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. 
  Trouble at Baco Canyon 
   
  Page 3 
  
  Adventure Background 
  The plots hatched by the Temple Grimacing in Stoink 
  (detailed in BDK2-2 Trouble at Ankheg Springs) last year 
  were seemingly defeated by the betrayal and disgrace of 
  their champion, Arvad Michelson.  In fact, Lord 
  Bloodhand, High Priest and 1
  st sealer of fate of the 
  Temple, did get what he needed:  the location of the 
  annual Conclave of the rift barrens nomadic clans.  
  During the past year, further researches into the archives 
  looted from the laboratory of the Elvish wizard, Miridor, 
  have convinced him that the elf was in possession at one 
  time of an item that acted as a key to many of the wards 
  protecting the Fellreev.   
   
  His researches have led him to identify Tulosh 
  Silverhoof, first and greatest of the Rift Barrens Nomads 
  as the person who killed Miridor.  Magical attempts to 
  scry or otherwise divine the location of Tulosh’s burial 
  tomb in a place called Baco Canyon have been 
  unsuccessful.  Several attempts at subversion and torture 
  of captured shaman have not revealed the location of the 
  tomb.  Apparently this knowledge is a closely held secret 
  of the head Shaman of the clans. 
   
  He has therefore assigned his 3
  rd Sealer of Fate, 
  Ulmak, to detail a party of infiltrators and assassins into 
  the conclave with the express mission of finding out the 
  location of Baco Canyon from the shaman.  The leader of 
  this mission is the assassin, Hulfdan.  Bloodhand has 
  further committed the resources of the temple to ferry a 
  strong force of orcish infantry into the area to escort the 
  treasure out of the barrens should the assassins find it.  
  Lastly, he has made a compact with the Red Dragon of the 
  Rift, Morginstaler, to personally bring the artifact back to 
  him if it can be found. 
   
  Hulfdan’s plan to ferret out the location of Baco 
  Canyon started with the assassination of Roche 
  Brighteagle, a landowner in the Thorpe of Ankheg 
  Springs on the edge of the barrens who had been an 
  irritant in a previous mission.  Included in the 
  assassination was the destruction of most of the rest of 
  the Brighteagle clan.  Hulfdan then plans on using his 
  ally in the clans to propose to the Conclave that they bury 
  Roche in Baco Canyon. 
   
  Wishing to subvert Ulmak, Elmira the Flayer, the 2
  nd 
  Sealer of Fate in the temple, has sent her primary assassin, 
  Rugari, to both spy on Hulfdan and also to attempt to get 
  the treasure for herself.  Rugari is to make sure that the 
  mission to obtain the gem succeeds, and if possible, 
  embarrass Ulmak’s agents. 
    
  Adventure Summary  
  Encounter 1:  Here the heroes meet Tovar and Shining 
  Rock and are asked to accompany Ilyena to the conclave 
  of the nomads to bury her husband. 
   
  Encounter 2:  The heroes meet with Ilyena and 
  begin their journey into the barrens.  They have an 
  opportunity to discover information about the politics of 
  the clans, and may talk to Roche’s spirit if they desire. 
   
  Encounter 3:  The heroes come on the site of a battle 
  between a band of ogres and one of Elmira’s assassins.  
  They have a decision here whether to finish off the last of 
  the ogres or show him mercy.  Do they loot the ogre cave 
  or leave it?  They will also find in the cave a parchement 
  that gives some clue that there are multiple parties 
  interested in the Conclave.  They may find evidence that 
  they are actively being hunted for their actions in earlier 
  scenarios. 
   
  Encounter 4:  The heroes will have an opportunity 
  to interact with the conclave.  They might be able to 
  negotiate with Gothman Deerstalker for a superior light 
  warhorse.  At dinner that night, they will get information 
  that might lead them to discover what is going on in the 
  conclave.  They might or might not discover Hulfdan and 
  confront him. 
   
  Encounter 5:  The heroes are part of the defense of 
  the conclave as the orcish troops of Lord Bloodhand 
  descend upon the conclave.  Morginstaler lands on the 
  Conclave tent and may receive the amulet with the 
  directions to Baco Canyon from one of Hulfdan’s 
  assistants.  The heroes may or may not attack 
  Morginstaler and may negotiate with him to get the 
  amulet back. 
   
  Encounter 6:  The heroes will get more information 
  about the makeup of the assassins they are against.  They 
  must make a decision whether or not to loot the ancient 
  tombs that they find. 
   
  Encounter 7:  The heroes must determine how to 
  get through the traps and wards into the tomb of Tulosh 
  Silverhoof. 
   
  Encounter 8:  The heroes have a chance to talk with 
  Tulosh Silverhoof’s ghost and must make a decision 
  whether to attack the ghost and take the gem or leave the 
  gem with him. 
   
  Encounter 9:  The heroes will have to face both the 
  assassins 
  that 
  are 
  remaining 
  along 
  with 
  their 
  Sparrowhawk allies to get away with the gem.  They must 
  decide what to do with the gem.  
   
  Introduction 
  It seemed pretty standard for adventurers such as 
  yourself…you were walking down a gloomy street in 
  the outskirts of Stoink when you heard the sound of 
  combat down an alley.  Coming around the corner, 
  you saw an elderly man in the distinctive garb of the 
  Rift Barrens nomads against a wall, being assailed by 
  eight thuggish looking orcs.  You and several other 
  passersby managed to make quick work of the thugs, 
  and it wasn’t until the battle was over that you noticed 
  that two of them had on the livery of the Iuzite 
  Temple Grimacing in Stoink.  The nomad, a hal  elf 
  by his build, looked each of you over carefully, 
  thanked you for sav ng his l e, and asked you to do 
  him a valuable service and meet him outside of town 
  the next morning at the blasted tree next to the 
  ruined temple just east of Stoink.  So, here you are, 
  and it ooks as though most of the people who helped 
  last night aren’t as trusting as you, since only a few are 
  here just now.  Looks like several of last night’s 
  f
  i
  if
   l
  Trouble at Baco Canyon 
   
  Page 4 
  
  helpers just wanted to share in the looting of some 
  well equipped thugs 
   
   
  i  
   
   
   
   
  Encounter One 
  Message from the Past 
  Take this opportunity to allow the players to introduce 
  themselves to the other members of the party.  Have each 
  player describe his/her character’s physical appearance , 
  and any information that he/she would have revealed 
  that morning while sitting around, including any 
  standing disguises.  Find out which, if any, players have 
  the influence point with Ilyena Michelson from the 
  module BDK2-2 Trouble at Ankheg Springs.   
   
  Additionally, find out at this point whether any of 
  the pc’s sitting at the table belong to the Defenders of the 
  Greenkeep or has earned the favor of the Defenders of 
  the Greenkeep (from BDK 1-6, The Elven Connection).  
  If so, give them player handout #1. 
   
  As the sun begins to rise towards its zenith and the 
  conversation starts to turn towards the foolishness of 
  adventurers who go to blasted trees at the bidding of 
  an old man in an alley, you see two riders approaching 
  across the fields leading a string of sleek looking 
  horses.  As they get closer, you can see that one of 
  them is the man from the night before.  The other 
  appears to be a  teenage human girl also dressed in the 
  style of the nomads. 
   
  The players may make a spot check to notice:    
   
  DC 10:  The horses are of a different breed than those 
  normally found around here, as they look more like an 
  appaloosa than your standard Morgan or Thoroughbred 
  that most riders around this area favor.  Those making a 
  Knowledge: local (Bandit Kingdoms) DC 15 will 
  recognize them as the preferred steeds of the nomads. 
   
  DC 13:  The older man appears to have several sets of 
  bruises that you don’t remember from last night.  If asked 
  about them, he will spit on the ground and murmur 
  about “ignorant men who think that all strangers are their 
  prey.” 
   
  DC 15:  The girl has several tattoos at the base of her 
  neck that are nearly covered by her clothing and cloak.  
  The heroes cannot see enough of them to make any 
  determination of what they represent.  She is also 
  wearing an amulet that detects as magical if any PC 
  attempts it (abjuration and divination). 
   
  � Tovar Brighteagle:  Male Half Elven Ranger 6;  See 
  appendix 1 
   
  � Shining Rock:  Female Half Elven Druid 2/ Ranger 1:  
  See appendix 1 
   
  Allow the players a chance to greet the man who will 
  respond in kind, then say: 
   
  My friends, it to be sure is that I am glad to be seeing 
  you!  But were there not eight of you last of the night?   
   
  If any of the characters have the favor of Ilyena 
  Michelson, he will direct the next comments to them: 
   
  Ah well, matters not.  Is it not the will of the Gods 
  that I search throughout for those who help my son 
  and grandson, yet find them not until I am beset and 
  in need of help, just as was Roche!  Wastu Hile!  I am 
  called Tovar Brighteagle and I bring you greetings 
  and friendship from Ilyena of the Brighteagle!  Rock 
  and Tree have I searched for the brave wanderers who 
  to be helping her in the past.  I bring word to you that 
  she wishes to bring honor on your house as she must 
  travel on a most sorrowful journey.  Will you and 
  those standing with you come with me to be with her 
  at this time?  
   
  If none of the characters at the table have the favor of 
  Ilyena Michelson, read this: 
   
  My name is Tovar Brighteagle and I to be looking for 
  many days now for those who helped my grandson n
  the past, but time has now flowed downstream until I 
  can look no longer.  You are people of good heart who 
  help an old man in need…can I ask you to come with 
  me to act as escort to sister-son’s funeral procession? 
  I promise you the gratitude of Ilyena of the 
  Brighteagle if you help her. 
   
  � Tovar can tell them that he is looking for people he 
  can trust to escort his grandson’s wife. 
  � They are traveling with the grandson’s body to the 
  ancestral burial ground in the rift barrens. 
  � He would prefer not to discuss the manner of his 
  grandson’s death, other than to hint that it was 
  suspicious.  
  � Ilyena would not agree to a nomadic escort, Tovar 
  disagrees, but is abiding by her wishes.  Because he 
  has given his word, he will try to get at least one 
  person with the favor of Ilyena Michelson to 
  accompany him back. 
   
  Under no circumstances will he offer money or make any 
  promise of gain other than the “gratitude” mentioned 
  earlier.  If the PC’s press the point, the girl will say to the 
  older man:   
  Ur-father, these are not good hearted people after all. 
  They wish for nothing but their gold, leave them to it 
  and let us return, for it is better to return alone than 
  to return with common mercenaries.   
   
  Unless the PC’s relent and agree to go for the honor of his 
  clan, he will sadly depart.  The adventure is now over and 
  score the scenario.  
   
  Trouble at Baco Canyon 
   
  Page 5 
  
   
  Assuming that the heroes agree to accompany Tovar 
  and Shining Rock, he will lend them each a sturdy 
  nomadic mount and they will start galloping towards 
  Ankheg Springs.  Should the PC’s have animals that they 
  wish to have accompany them, Tovar will tell them that 
  they can leave them at the with a person that he trusts 
  implicitly, and that he promises that they will catch up to 
  them later on.  He will guarantee their safety.  Those 
  animals will meet up with the party in Encounter 4, at the 
  Conclave. 
   
  Encounter Two 
  A Wake at the Ranch 
  You didn’t know that so many miles could be covered 
  in so short a time, but in the last 24 hours you have 
  covered almost 100 miles, thanks to the foresight of 
  the nomads.  Every 10 miles or so, another nomad 
  would suddenly appear out the darkness leading a 
  string of fresh remounts, and after a moment you 
  were off running again.  Even your saddle sores have 
  saddle sores by the time you finally crest the lip of the 
  small valley in the rift barrens and see the hamlet of 
  Ankheg Springs in front of you.   
   
  This ride is extremely taxing on the players, as the 
  continual galloping of the horses (along with the fatigue 
  of traveling through the night) makes this the equivalent 
  of a forced march.  To keep the players from each making 
  14 saves, allow them to group them into blocks of four 
  hours.  Use the standard rules from p. 143 in the Player’s 
  Handbook.  But group the CON checks for the hours 
  over the 8
  th to DC 12 (hours 1-4), 16 (hours 5-8), and 20 
  (hours 9-12).  Since each check is for four hours of forced 
  march, any failed save results in a loss of 4d6 subdual 
  damage.  Allow a circumstance modifier of ½ the 
  character’s ride skill ranks to this check, to account for 
  the fact that experienced riders will be more likely to 
  understand how to pace themselves on horseback.  Any 
  PC who falls below zero hp is considered to be 
  unconscious and tied to his horse for the remainder of 
  the journey to Ankheg Springs.  Use this to give some 
  flavor to the ride and give the players the feel for the skill 
  of the nomads.   
   
  Read this to any of the players who are still 
  conscious. 
   
  You notice that neither of the nomads even looks very 
  winded by the journey.  Within minutes you are at 
  the Michelson thorp, and you see a woman dressed in 
  the fashions of women in the bandi  kingdoms, but 
  wearing a shawl in the colors and design of the 
  nomads standing on the porch of the ranch house as f
  expecting you. 
  t
  i  
   
   
   i
   
   
  The woman is Ilyena of the Brighteagle, the sister to 
  Arvad Michelson from Trouble at Ankheg Springs and 
  widow of Roche Brighteagle.  See appendix 2 for a family 
  chart of the Brighteagle clan.  After being allowed to 
  recover a bit and wash up, Ilyena invites them into the 
  ranch house.  At an appropriate point, Ilyena will say: 
   
  “Friends, I thank you for coming once again to my 
  aid.  Let me tell you the sad story.  After Arvad left, 
  assassins from the Temple Grimacing rode through 
  town looking for my brother.  When they didn’t find 
  him here, they burned the barn and tried to burn the 
  ranch house. Fortunately, they were in a hurry and 
  we were able to put that fire out.  Roche and I were 
  married in the tradition of the nomads and settled 
  down here to raise a family.”  (you notice that she rubs 
  her belly while she says that).  For the last year we 
  lived mostly in peace, even the rains came when they 
  should.  About a month ago, we heard a rumor that 
  something terrible had happened to Roche’s family in
  the barrens.  Roche left with one of the hands to 
  investigate, and never returned.  About two weeks 
  ago, one of the farmers came across the skeleton of a 
  horse with Roche’s saddle on it.  We searched the area 
  far and wide, and finally found the remains of my 
  husband, decapitated and left unburied in a gully in 
  the barrens.”  She stops for a moment as her voice 
  catches and dries her eyes.  “I would like you to do me 
  the honor of coming with me to escort Roche’s body 
  to h s family burial site in the Barrens.  Will you do 
  me this honor?”
   
  Ilyena is willing to answer any questions that she can.  
  Information she knows (or thinks she knows): 
   
  � Tovar and Shining Rock are the only two of Roche’s 
  family still alive.  The others were all murdered a 
  month ago.  Tovar is his grandfather and Shining 
  Rock his first cousin.  There are many in the 
  Brighteagle clan, but they are more distantly related. 
  � She is pregnant with Roche’s child.  She knows it 
  will be twin boys. 
  � She doesn’t know who murdered Roche.  She 
  suspects the Sparrowhawk clan, a rival nomadic clan 
  with a history of feuding with the Brighteagle. 
  � She doesn’t know any of the details of the murder of 
  the rest of Roche’s family, but she does know that 
  according to the nomadic custom, her baby is the 
  legitimate heir to the Brighteagle clan.  Roche’s 
  father had handed over the clan to his eldest son, but 
  both are dead and Roche is next in line. 
  � Should the PCs try to raise Roche or ask him, he will 
  respond that he will not agree to come back if it 
  would harm his children’s prospects. 
  � She wanted non nomads to accompany her, since she 
  isn’t convinced that it wasn’t nomads who killed her 
  husband’s family, and there are no Brighteagle 
  kinsmen within reach.  
  � She suspects the Sparrowhawk clan, as Roche had 
  several run-ins with Hirdan Sparrowhawk over water 
  rights in the last year. 
  Trouble at Baco Canyon 
   
  Page 6 
  
  � The burial place is next to the rift canyon, and will 
  coincide with a conclave of the clans to discuss the 
  fratricide. 
   
   She will lead them in to the Living room of the ranch 
  house, where Roche’s coffin is set in state.  Roche has 
  been dead long enough that it would take a resurrection 
  spell to raise him.  This is against nomadic custom, so she 
  will not agree to it.  The raised body would be considered 
  outcast and would jeopardize her children’s eventual clan 
  leadership.  If there is a cleric in the party who can speak 
  with dead, she will allow for the “communing with the 
  spirits”.  If successful, Roche can tell them that he was hit 
  from behind while riding his horse down a ravine.  As he 
  fell off, he got a glimpse of a man in black with a snake 
  tattoo on his arm.  Many members of the men of the Rift 
  have a snake tattoo, which might lead the heroes to some 
  erroneous conclusions.  Unfortunately, Roche’s sight was 
  wrong and while it looked like a snake, it was actually of a 
  Yuan-ti.  The Yuan-ti tattoo is the sign of the assassins of 
  temple Grimacing, but the players have no way to 
  understand that at this point.  
   
  Ilyena will make sure that the heroes are 
  comfortable and then get started with a couple of hands 
  getting the wagon ready for the journey into the barrens. 
   
  Encounter Three 
  The Dusty Trail 
  Several days of very slow travel have simply 
  reinforced just exactly how dry, dusty and boring the 
  rift barrens are.  The nearly flat terrain extends for as 
  far as the eye can see as you get closer and closer to 
  the Great Rift.  The vegetation, what little of it there 
  is, consists of straggly grass and sagebrush, with the 
  occasional tumbleweed rolling across the plain for 
  good measure.  Those of you from the city can’t 
  imagine how people could live out here without 
  going insane. 
   
  The travel has been slow because of the burial 
  wagon.  Decorated in Nomadic shawls and beadwork, 
  it is the only color from horizon to horizon, but the 
  wagon just isn’t made for speed.  Each gully that you 
  have crossed in this trackless waste is the loss of 
  another hour.  It is truly amazing just how many 
  gullies and ravines a terrain this flat can have.  Up 
  ahead, your scout calls back that he sees a dead horse 
  in a gully about 200 feet in front of you.  The pools of 
  dried blood and broken weapons indicate that there 
  was quite a fight.  
   
   
  t
   
   
  The horse has a partially visible brand upon its flank, but 
  the horse will have to be turned over to recognize it (DC 
  15 knowledge: BK or bardic knowledge or DC 20 
  knowledge:  religion).    
   
  There are obvious tracks leading from the fight to a 
  cavern about 40 feet down the streambed.  When the pc’s 
  get ready to go into the cave, read or paraphrase the 
  following:  
  The mouth of the cave seems to be the where part of 
  the stream used to flow underground.  It leads into a 
  natural tunnel about 10 feet wide.  The footsteps and 
  drag marks indicate that many creatures have passed 
  this way in the last mon h or so. 
  Trap: Just inside the entrance to the cave is a trap that was 
  set up by the ogres to prevent any of their rivals from the 
  rift from sneaking up on them.  In APL 4, this trap is non 
  functional. 
   
  APL 6 
  � Falling Block Trap:  CR 5; +15 melee (6d6, x2); Search 
  (DC 20); Disable Device (DC 25).  Note:  Can strike all 
  characters in 10’ by 10’ area. 
   
  APL 8 
  � Falling Block Trap:  CR 7; +17 melee (8d6, x2); Search 
  (DC 22); Disable Device (DC 27).  Note:  Can strike all 
  characters in 10’ by 10’ area. 
   
  APL 10 
  � Falling Block Trap:  CR 9; +19 melee (10d6, x2); 
  Search (DC 24); Disable Device (DC 29).  Note:  Can 
  strike all characters in 10’ by 10’ area. 
   
  APL 12 
  � Falling Block Trap:  CR 11; +21 melee (12d6, x2); 
  Search (DC 26); Disable Device (DC 31).  Note:  Can 
  strike all characters in 10’ by 10’ area. 
   
  f
   
  i
  After about 50 feet, the tunnel opens into a large 
  cavern.  The cavern has the distinctive smell o  those 
  who do not care for personal or social hygiene.  Crude 
  graffiti illustrates what you guess must be ogre 
  humor.  In the center of the room is a cooking fire 
  roasting what looks like a human leg, while on the 
  left side of the cavern is a rude altar on which are the 
  bodies of three gaudily tattooed ogres.  At the feet of 
  the ogres are the heads of several hobgoblins and the 
  staring head of a human.  In a corner of the room a 
  badly wounded ogre is lying down.  When you enter 
  the cavern, he struggles to a sitting position and holds 
  h s cudgel.  “Go away small ones, or I kill you.” He 
  says as with an effort he lifts the club. 
   
  Creature:  Xuv is the only survivor of an ambush that the 
  ogres set for a temple assassin and his hobgoblin 
  followers.  He is crushed that the rest of his family group 
  was killed, and is bitter towards “small ones”.  A 
  Diplomacy check (DC 10) will be enough to have him 
  continue to talk to the heroes.  Make careful note of the 
  attitudes that the pc’s use towards him.  You might 
  mention to good aligned pc’s that he hasn’t done 
  anything to you, but if they wish to kill him, he can’t put 
  up much resistance.  Killing him is not an evil act, but if 
  they treat him well (let him keep his loot, heal him or 
  such), then they will see him again in encounter 9.  If 
  they torture, intimidate, loot or have a nasty or 
  Trouble at Baco Canyon 
   
  Page 7 
  
  condescending attitude, then (should he survive) he 
  will go back to the rift and leave them to their fate in 
  encounter 9. 
   
  What Xuv knows: 
  � His comrades were killed by a black garbed small 
  one and his hobgoblin servants.  They are over there. 
  � Yes, it is a human arm he is eating.  You can’t have 
  any, but there is some leg cooking. 
  � They have lived here for a couple of months.  They 
  came out of the rift looking for easier pickings than 
  what is available in the rift. 
  � He doesn’t care if you search the ‘small ones” as he 
  doesn’t want anything to do with them.  He will not 
  allow the pc’s to loot his home. 
   
  � Xuv:  CR 6; Advanced male ogre Bbn 5, hp 88 
  (wounded currently at 6 hp), see appendix 1. 
   
  Should the PCs decide to loot the cave, they will find 600 
  gp worth of salable gear and 240 gp in gold and silver.  If 
  they take it, Xuv will not help them in encounter 9.  
  Taking the papers on the assassin does not constitute 
  looting the cave. 
   
  A quick search of the cavern reveals the rest of the 
  body of the human.  The torso of the human has a tattoo 
  of a Yuan-ti on his forearm.   A search of the assassin’s 
  possessions reveals several pieces of parchment.  If any of 
  the characters has either the Wanted for Questioning or 
  Hunted cert from Trouble at Ankheg Springs, then one 
  of the papers has a crude drawing of that hero.  One of the 
  other papers is player handout #2. 
   
  Should the heroes scry on Hulfdan at this point, 
  remember to allow him a check to notice.  Up until the 
  conclave meeting starts, he is posing as a male Redfox 
  clan member.  Detect magic will detect his headband 
  (illusion on head), potion of haste (transmutation at belt) 
  and misdirection (illusion at belt).  None of his other 
  items are with him at this point.  As he will not drink the 
  potion of misdirection until the conclave in encounter 4, 
  he will detect correctly. 
   
  The Next Day: 
  The next day after the Ogre encounter, read the 
  following. 
   
  Midmorning on the third day since your departure 
  from Ankheg Springs finds you still on the plains. 
  The terrain has gotten progressively more desolate as 
  you have traveled further into the rift barrens, until 
  now you understand just how lush the sagebrush of a 
  few days ago really was.  A few cactus and some other 
  prickly plants grow sparsely on this dry dusty plain. 
  As your path takes you into another gully, you notice 
  that to your left the streambed just seems to end.  
   
   
  l
  l
   
  If the pcs decide to investigate, read the following.  
  Shining rock or Tovar can tell them that this is the rift. 
   
  The edge of the streambed ends like a knife cut it.  
  Before you stretches an amazing sight.  The Rift 
  Canyon.  The other side of the canyon is so far away, 
  it must be almost ten miles.  Yet from only a half of a 
  mile away, the terrain was so flat that you had no idea 
  that you were close to the canyon.  The walls of the 
  canyon are nearly sheer and made of sandstone. On 
  the other side of the canyon wall you can see different 
  geological strata showing the history of the Oerth.  
  Shining Rock smiles at your amazement and says:  
  “Behold the Great Canyon.  Here our ancestors tell us 
  that the god Vatun fought the great beast Nigulash in 
  the dawn of the world.  The battle raged for time 
  beyond measure until finally Vatun slew the beast at 
  this place.  So great was his blow that his sword 
  cleaved the very Oerth.  It is a good sign, we are now 
  close to the conclave.” 
   
  While there are few, if any, worshippers of Vatun in the 
  clans today, this story has remained from their ancient 
  days with the Reavers in the far north of the Oerth.  
  Indeed, the heroes are only an hour away from the 
  conclave site.   
   
  Encounter Four 
  The Conclave 
  A note about Nomadic culture:   
  Guests may not be attacked in this culture and any attack 
  will be viewed as a disgrace to the attacking clan.  Be 
  aware that the PCs will be held responsible for any 
  random mayhem that they cause.  If they are caught 
  stealing, the penalty is to have one’s left hand cut off (1
  st 
  offense).  Murder is grounds for execution.  If the PCs 
  insist on creating mayhem, give them the outlawed trait 
  on the AR. 
   
  As you climb a slight incline in the p ains, (a welcome 
  break from the flat monotony of the last couple of 
  days) a pair of nomads stands up from behind some 
  scrub and look at you.  One of the nomads lifts a horn 
  to his lips and blows a clear note that rings out across 
  the plains, then beckons for you to advance.  From 
  the top of the incline you can see that the floor of the 
  plain seems to have dropped about 50 feet as if by 
  some huge sinkhole.  It must stretch for a mi e in 
  diameter.  In the bottom of the sinkhole are hundreds 
  of tents, each colorfully festooned with ribbons and 
  feathers in distinct patterns.  From the bottom of the 
  sinkhole, you see a group of red cloaked riders 
  approaching, also blowing horns in answer and, you 
  assume, greeting. 
   
  When the riders arrive, they call out greetings in Flan, 
  while waving spears and lances in the air.  Should any of 
  the PCs misinterpret that, and draw weapons, make sure 
  that Tovar or Shining Rock put a stop to it before it comes 
  to blows by telling the PC that they were just showing 
  welcome.  The greeters are members of the Redfox clan.  
  When the leader realizes that the PCs do not speak Flan, 
  he will say in broken common: 
   
  Trouble at Baco Canyon 
   
  Page 8 
  
  “Shining Rock, you to be hurrying to Schnuruv nga” 
  he pauses and looks at Tovar, who says “Conclave”. 
  “Even now, Jubarta has called to the clans to meet.  
  We have you to been looking for all this day.  Bad 
  omens n sky, div ning pool she is most dire.  Jubarta 
  say you come quick, he to be important thinking you 
  are.  You go now, we keep lookout.”  With that, his 
  group of horsemen gal op off to the right whooping 
  and crying out in h gh spirits, apparently unmoved by 
  these dire predictions. 
  i
  i
  i
   
  l
  i
   
   
   
   
   
   
   
   
   
  Shining Rock is required at the Conclave because she is 
  the only shaman left for the Brighteagle and all shaman 
  must be present for some of the business to be transacted.  
  Ilyena will go because of the business of with Roche. 
   
  As the heroes progress down the side of the 
  sinkhole, they can see that the tents are sectioned off into 
  twelve outer zones, each zone with the banners of its clan.  
  The center of the sinkhole sits a very large tent, with the 
  banner of a silver horseshoe.   
   
  A conclave is normally a festive occasion, with clans 
  using this opportunity to trade, barter and marry one 
  another; a time of competitions and feasting.  With the 
  incursions of Iuz, life has become more and more 
  difficult.  Even the rains have failed in the barrens two of 
  the last three years, and the nomads are feeling the 
  pressure.  As the Priests of Iuz in Stoink have 
  consolidated their power, they have been stretching their 
  control even into the barrens, and raids on the herds have 
  increased.  Despite that, there is a market here, and items 
  from the PHB that are not obviously urban in nature can 
  be purchased.    
   
  The area reserved for the Brighteagle clan is almost 
  deserted, but those few there rise to greet Ilyena and 
  Tovar with respect.  Ilyena and Shining Rock will go into 
  one of the larger tents to change and clean up.  Any pc 
  following will be politely asked to stay outside (if male) or 
  allowed to come in and bathe with them (if female).  They 
  will change into a native costume that resembles a sari 
  decorated with eagle feathers.  
   
  During the time that they are in the Brighteagle area 
  of the conclave, they are being spied upon by a disguised 
  temple assassin, Varnosh.  He will make a spot role versus 
  the disguise of any disguised PC that is hunted or wanted 
  for questioning by temple assassins.  He will recognize 
  any undisguised PCs.  He will take no action, but after the 
  PCs go into the tent, he will pass the information to 
  Hulfgar.   
   
  � Varnosh, temple grimacing assassin, see appendix 1 
   
  Once in the Brighteagle tent, Ilyena will ask them to stay 
  with the body and make sure that it stays safe.  She will 
  ask one of the party to accompany her…someone who 
  would not be a liability in a social situation. 
   
  There are several places that the pcs might go during 
  the time that Ilyena and Shining Rock are in the 
  Conclave tent.  They are listed below. 
   
  1. The Conclave Tent. 
  This tent is a huge structure made of decorated hides 
  that looks as if it could hold 500 people.  It sits 
  directly in the center of the sinkhole and dominates 
  the tent city.  Vents are open in the roof of the tent 
  and the sounds of voices come from inside it, with the 
  ebb and flow of speeches and argumentation. There 
  are two doors to the tent, both guarded by a pair of 
  serious looking nomads armed with spears. 
   
  No stats are given for the guards, as if the pcs attack the 
  guards, they have horribly offended nomadic protocol 
  and will be captured and executed for the insult.  In case 
  it comes to a fight, throw warriors with the same stats as 
  Tovar at them until they are subdued or escape.  They 
  receive the enmity of the Nomads and the adventure is 
  over. 
   
  No outsider (pc) will be allowed into the tent unless 
  escorted by Shining Rock, Ilyena or Tovar.  Given that 
  Tovar is guarding the body of Roche, he is out.  Messages 
  can be passed into the tent freely, however. 
   
  If a pc accompanies Ilyena and Shining Rock to the 
  conclave tent, read the following.  Note that they will not 
  bring a pc who is a liability with them (very low charisma, 
  lives off the wild, visible curse (pox mask, no heartbeat, 
  dead white skin, demon names on arms, etc.). 
   
  Inside the tent there must be more than 300 nomads, 
  both men and women.  Sitting on a large cushion on a 
  raised platform in the center of the tent is a middle 
  aged man wearing a green robe with the embroidery 
  of a silver horseshoe.  He is listening to two men who
  are arguing vigorously with raised voices.  As you 
  enter, you hear one, a swarthy half orc of a man 
  wearing green and black with the symbol of a raven 
  on his robes, say “No, you cannot allow one who has 
  married an outlander and abandoned the clan to 
  receive such an honor!  How can you think this, 
  Hirdan!” The other man, a stunted, almost dwarflike 
  human with graying hair and dressed in robes of red 
  with a geometric black pattern, shouts back “Why 
  should you object to this honor to the Brighteagle?  If 
  even the Sparrowhawk do not object, then why 
  should the Ravensong?”  At that point the man in the 
  green robes notices Ilyena and holds up his hand for 
  silence.  “Welcome, sister.”  He calls across the tent. 
  “We are just discussing the matter of your husband’s 
  funeral ceremony.  Come and join us.” At this point 
  he notices the rest of the party and frowns at Shining 
  Rock.  “Sister, Ilyena might not be aware, but you 
  know the custom: there are to be no outsiders at the 
  conclave!”  And he gestures for the PC to exit. 
  The man in green robes is Jubarta, head druid of the 
  nomads.  The Sparrowhawk clan, under the leadership of 
  Hirdan, has proposed to bury Roche in the most sacred 
  and secret of the burial sites:  Baco Canyon.  Only the 
  greatest of the leaders of the clans are ever interred there, 
  and they are all alive in the songs of the tribe.  This is a 
  shock to the leaders of the other clans, as no one has been 
  Trouble at Baco Canyon 
   
  Page 9 
  
  considered important enough to be buried there since 
  before the Greyhawk wars.  This is the controversy that 
  the heroes have walked into when they enter the tent.  
  Allow them to argue for their continued admittance to 
  the conclave and give them a +2/-2 circumstance bonus 
  depending upon their role-play, but tradition is against 
  them and it will require a DC (23+apl) diplomacy check 
  to openly stay in the tent during the discussions.  Ilyena 
  will assure them that she will be fine with Shining Rock 
  and asks the PC to go back to the main tent. 
   
  If one or more PCs figure a way to be in the 
  meeting tent. 
  The discussion will proceed for hours, with each of the 
  clans voicing its opinion.  It seems as though everyone is 
  able to talk at these meetings, and most do.  It becomes 
  apparent that the Sparrowhawk clan is the main 
  instigator of the plan to bury Roche at Baco Canyon.  
  Most of the other clans are suspicious of why this 
  traditional enemy of the Brighteagle would wish to do 
  such an honor.  Ilyena speaks in favor of the 
  Sparrowhawk proposal, but she does not wish to push it if 
  it will antagonize the rest of the clans.   
   
  Any PC detecting evil (such as a paladin, obvious 
  spellcasting in the tent would be severely disapproved 
  of), will detect that about 15 people within range are evil, 
  including one of the major shaman (the one from 
  Ravensong) and Hirdan Sparrowhawk.  It should be 
  noted that the head druid does not detect at all as if 
  protected from divination. 
   
  After about 4 hours (at about mid afternoon), Hirdan 
  accuses the Shaman of resisting this proposal because he 
  does not know where Baco Canyon is.  He tells the 
  assembly that this Shaman has never buried anyone in 
  the Canyon and the knowledge probably died with his 
  predecessor, who was assassinated during the Greyhawk 
  wars.  To this, the Shaman replies: 
   
  Fool sh Hirdan, you do not know of what you speak. 
  Know that the amulet of the Shamans contains the 
  information to the Canyon.  I did not need to learn of 
  its location, as I wear it next to my heart every day. 
  i
   
   
  Soon after this, Hirdan calls for a vote on the proposal, 
  which is defeated soundly.  Strangely, Hirdan seems 
  satisfied with the conclusion.  Near the end of the 
  conclave, Hulfdan the assassin, disguised as a woman in 
  Ravensong clothes, will leave the conclave and go to a 
  neighboring tent.  Hulfdan has cast misdirection on 
  himself and traded his aura with that of the redfox clan 
  druid, so he will detect as neutral good, with no magic on 
  him.  In that tent, he will change disguises using a hat of 
  disguise and leave as a Sparrowhawk man.  He (she) will 
  then proceed to a tent in the far edge of the Sparrowhawk 
  area of the conclave and enter the tent.  He will then lay 
  down on his back with a curved edge ceremonial dagger 
  on his chest and appear to go to sleep.  This is actually a 
  prearranged signal to the Priests of Temple Grimacing in 
  Stoink, who are scrying him frequently.  This is the sign 
  to attack immediately, although the PCs should have no 
  way of knowing this. 
   
  If the heroes confront Hulfdan and somehow forstall 
  his signal to the priests, they will eventually figure out 
  that something is wrong.  Also, remember that there is 
  another assassin in the camp (Rugari), that Hulfdan 
  cannot describe, so even if the PCs manage to circumvent 
  this attempt at disruption, they have no way of knowing 
  that he is also sending a message simultaneously with 
  Hulfdan’s.  Barring something really unusual on the 
  heroes part, encounter 5 will still occur, although you 
  may have to substitute an enthralled Sparrowhawk 
  nomad for the assassin if the heroes have managed to root 
  out Hulfdan’s entire group.  
   
  � Hulfdan:  See Appendix 1 
   
  2. The Horse market. 
  Two things need to be emphasized here.  First, there is 
  only one horse available as described here.  Secondly, 
  they must call in the favor of Ilyena Michelson from 
  BK2-2 Trouble at Ankheg Springs AND make a 
  diplomacy check DC 20 to have him agree to sell it.  
  Should two pcs wish to purchase it, Gothman will gladly 
  play them off on another to get a higher price. 
   
  Wandering through the horse market, you see corral 
  after corral filled with prime horses, with nomads 
  very appreciatively calling out bids for different 
  horses and arranging trades.  One of the stalls seems 
  to cater to a higher class clientele than the others.  
  There, a grizzled man of indeterminate age is 
  negotiating with several prominent RedFox warriors 
  over a very nice looking chestnut mare. 
   
  This is the stall of the famous horse trader, Gothman 
  Deerstalker.  A bardic knowledge check of DC 10 or 
  knowledge local:  BK of DC 15 will have heard of him and 
  know that he is renowned for his quality horses. 
   
  The man finishes his negotiations with the Redfox, 
  watches them lead off the mare and then turns you 
  and says “Wastu Domrani Ilmota Hai?” 
   
  Heroes who speak Flan will understand that he has asked 
  “What can I do for you foreigners?”  Heroes who answer 
  back in Flan will obtain a +2 circumstance modifier to 
  diplomacy checks with Gothman.  He will gladly show 
  them his stock.  Anyone making a handle animal check of 
  DC 10 or appraise of DC 20 will notice that there is one 
  animal there that is decidedly superior to all the others 
  they have ever seen. 
   
  If they are willing to call in the favor of Ilyena 
  Michelson and can make a diplomacy check of DC 20, he 
  will agree to sell the horse to the hero “as a favor to Ilyena 
  of the Brighteagle”.  This nomadic thoroughbred is the 
  prize of his herd and he will sell it for no less than 5000 
  gp and the favor of Ilyena Michelson and ONLY to a hero 
  that possesses the favor of Ilyena Michelson.  He only has 
  the one superior horse, but will gladly sell standard light 
  Trouble at Baco Canyon 
   
  Page 10 
  
  warhorses for cost in the PHB.  The stallion is listed on 
  the adventure record, but his main feature is his that it is 
  awakened, with an intelligence of 7.  It only speaks Flan, 
  but will not do even that unless under stress, and 
  Gothman will simply mention that it is “quite an 
  intelligent horse.”  He is willing and expecting to dicker 
  about the price.  He will not go below 5000 gp, will start 
  at 10000 gp and then haggle his way down to 5000 gp.  
  Have the party make diplomacy and bluff and sense 
  motive checks to get the price down.  Have fun with the 
  negotiations.  Every time that their diplomacy or bluff 
  beats his sense motive, have Gothman knock the next 
  increment off the price (see below for comments he will 
  make).  Remember that Gothman is a horse trader and 
  has no compunction about having the PCs pay more than 
  the market price.  Any money that they settle for over the 
  market price should be listed in the other coin spent 
  section of the AR. 
   
  � Gothman Deerstalker:  Human Rng 8/Dru 4.  
  Diplomacy +9, Sense Motive +10, Animal Handling +18, 
  Spot +15, Bluff +8, Ride +20, Animal Empathy +10 
   
  Sample comments from Gothman: 
   
  -For the love I hold for the Brighteagle, I will cut 
  my own throat and let you steal this horse from me 
  for only 8000 gp. 
   
  -I will lower the price to 7000 gp if you promise 
  never to tell a soul.  My reputation would be 
  destroyed forever. 
   
  -You seek to make me the laughingstock of my 
  clan? Just kill me now and take the horses, it would 
  be less shameful than selling h m for less than 6000 
  gp 
   
  i
   
   
   
   
  -When my children are begging upon your 
  doorstep this winter, remember that I sold you this 
  horse for only 5000 gp and give them your charity. 
   
  If the players stop before getting to 5000, give them a spot 
  check DC 10 to notice that Gothman seems disappointed. 
   
  3. The Marketplace 
  In the stalls surrounding the conclave tent are many 
  vendors of foods and equipment.  Any item from the 
  Player’s Handbook that is not obviously urban in nature 
  is available at the stalls at standard prices + (30% - 
  diplomacy check). 
   
  Encounter Five 
  Claws in the Night 
  Overview and timeline of this encounter:   
  With the signal from either Hulfdan, Rugari or the 
  Temple Grimacing in encounter four, the troops of Iuz 
  have moved into position under the cover of darkness 
  and await the arrival of Morginstaler the dragon.  They 
  are to charge the camp in the chaos brought on when 
  Morginstaler swoops onto the Conclave tent.  As soon as 
  the signal is sent, Hulfdan, Rugari and two of their 
  assassin apprentices assassinate the clan shaman of the 
  Runninghorse, Bluecrane and Ravensong clans along 
  with Jubarta (the shamans with the functioning amulets), 
  and take their amulets.  Under the cover of the confusion 
  of Morginstaler’s arrival, Rugari slips out of camp and 
  gives the Ravensong clan amulet to Muzkag, the 
  commander of the troops of Iuz.  He then rides to the pre-
  arranged meeting place to wait for Hulfdan and the 
  Sparrowhawk traitors. 
   
  The first indication that the heroes will have that 
  something is wrong is when Morginstaler swoops out of 
  the night sky and breathes fire on the conclave tent and 
  the area around it.  The Bugbear Commander Vurak has 
  been detailed with a squad of heavy infantry to find and 
  destroy the outsiders in the Brighteagle tent (especially if 
  any of them have been recognized as wanted by the 
  temple from Trouble at Ankheg Springs).  At APL 10+, 
  Commander Vurak has bribed Morginstaler to help 
  attack the heroes, since he has heard of their prowess.  
  Morginstaler is treacherous, and sticks to the letter of the 
  agreement with Vurak, throwing one fireball and then 
  leaving Vurak to his own devices.  
   
  During the mayhem of the attack, Hulfdan and the 
  Sparrowhawk riders take one of the amulets and head for 
  Baco Canyon, abandoning their fellow nomads to the 
  tender mercies of Iuz. 
   
  The Discussion in the tent 
  No matter whether they stayed in the conclave tent in 
  encounter 4 or went shopping, they will eventually end 
  up in the Brighteagle tent eating a meal with Tovar, 
  Shining Rock, Ilyena and several other Brighteagle 
  clansmen.  As everyone wants to know what transpired in 
  the tent (rumors about Roche have been floating rampant 
  around the conclave all day), Ilyena gives them the story 
  of the meeting.  See the section in encounter 4 for details 
  of what happened in the conclave tent.  After mentioning 
  the statement of the druid’s about the talisman, Shining 
  Rock will show great interest and pull out a very similar 
  looking amulet out of her robes.  Read or paraphrase the 
  following: 
   
  This is the symbol of clan shaman.  In ancient times, 
  one of these was made for each of the clans to signify 
  who was the holder of the tales of the clan.  Then 
  there were 13, one for each of the clans plus one for 
  the Silverhoof, the head shaman of the clans who 
  takes the name of our first and greatest leader, Tulosh 
  Silverhoof, who led us to these lands and away from 
  those who would destroy us in that ancient time. 
   
  I received this talisman before it was my time.  I 
  was only just starting my apprenticeship with my 
  master and uncle Evos.  One night about a month ago, 
  he came to me and told me of a strange dream that he 
  had had, one filled with strange and awful portents.  
  He gave me this to wear and told me that he would 
  explain its use and purpose later.  He told me to hide 
  it and not let anyone in the clans see it before it was 
  the right time, as the wearer would be in deadly 
  danger.  Within a day, he had disappeared. We later 
  Trouble at Baco Canyon 
   
  Page 11 
  
  found him with the rest of his family massacred in 
  the barrens. 
   
  She knows little of the talisman but can tell the party: 
  � of the five left, one is the Silverhoof amulet, held by 
  the head shaman, Govar. 
  � the head shaman has no clan, but was originally of 
  the Ravensong. 
  � He has been head shaman for about 10 years. 
  � The Sparrowhawk amulet has long since been lost to 
  the tribes. 
  � The other three amulets are worn by the clan 
  shaman of the Ravensong, Runninghorse, and 
  Bluecrane clans.  All three of them have great weight 
  in the councils of the clans. 
  � The wearer cannot be scryed. 
   
  The Attack upon the Camp. 
  As discussion is dying down at the table as to what to do, 
  the party will hear a horn blast from outside the tent, and 
  the sounds of screaming from the direction of the 
  conclave tent.  When they go outside, they will be able to 
  see that the conclave tent is on fire and that there is a 
  large flying shape wheeling around to make a pass at the 
  conclave.  Outside is massive confusion, with the sounds 
  of horns blaring.  Read the following: 
   
   
   
  i
  As you look outside the tent you see a scene of utter 
  chaos.  To the north and east there appears to be 
  fighting going on, from the sound of it, the nomads 
  are fighting some foe on foot.  Just swooping down on 
  top of the burning conclave tent is a sight that might 
  make a proud warrior blanche:  a full grown dragon. 
  His red scales glint in the firelight.  As you watch in 
  horror, he tosses a nomadic hero into the air and then 
  catches him and swallows in one gulp, much as you 
  would toss up a peanut and catch it in your mouth.  As
  your mind tries to grasp what you just saw, you catch 
  a gl mpse of a squadron of heavy orcish infantry 
  charging you. 
   
  A bardic knowledge check (DC 15) or a knowledge-BK 
  (DC 22) will tell you that this is Morginstaler, the red 
  dragon of the rift.  Refer to DM map 1 for the layout of 
  the conclave and the positions of the orcs and 
  Morginstaler.  Note that at low apls, Morginstaler is an 
  overpowering encounter and that the heroes are not 
  expected to attack him.  See appendix 1 for any party that 
  might consider attacking Morginstaler. 
   
  APL 4 (EL 6) 
  � Orcs (8), hp: 4.  See Monster Manual p.146 
  � Bugbear Commander, hp 19, see Monster Manual 
   
  APL 6 (EL 8) 
  � Orcs Bbn1 (8), hp 16, see appendix 1 
  � Bugbear Commander Ftr3/Sor1, hp 43, see appendix 
  1 
   
  APL 8 (EL 10) 
  � Orcs, Bbn 3 (8), hp 30, see appendix 1 
  � Bugbear Commander, Ftr5/Sor1, hp 55. see appendix 
  1 
   
  APL 10 (EL 12) 
  � Orcs, Bbn 5 (6), hp 43, see appendix 1 
  � Bugbear Commander, Ftr8/Sor1, hp 72, see appendix 
  1 
   
  APL 12 (EL 14) 
  � Orcs, Bbn 5 (8), hp 43, see appendix 1 
  � Bugbear Commander, Ftr6/Sor1/Rvgr4, hp 134,  see 
  appendix 1 
   
  Tactics:  Encounter distance at start:  40 feet.  Distance to 
  the conclave tent:  100 ft.  The orcs have been ordered to 
  create as much havoc as possible and kill the nomads 
  wherever they find them.  As that is an order much to the 
  liking of the orcs, they are after it with gusto.  
  Commander Vurak, the bugbear commander, has been 
  given specific orders to kill the heroes.  He has been told 
  that there  are hunted PCs in the Brighteagle tent and so 
  is leading his squad there to collect the reward. At higher 
  apl’s, he has made a deal with Morginstaler to assist the 
  attack.  At lower APL’s, Morginstaler is busy attacking the 
  camp during the combat and does not help the orcs.   
   
  Morginstaler’s tactics:  APL 4-8:  On round 1, he is 
  sitting on the conclave tent.  He will cast haste on himself 
  and then use his full action to breath fire on a group of 
  nomads.  As a free action, he will say to no one in 
  particular “I am here, puny one, come out and give t 
  to me”  Round 2, he will cast expeditious retreat and 
  prepare an attack to snatch any PC who charges him.  
  Round 3, he will cast detect magic on himself and ready 
  the same action.  For the remainder of the combat, he will 
  have a readied action to counter a charge, but will 
  otherwise spend the rounds eating the roasted nomads. 
   i
  ,
  .
  l
   
  APL 10-12:  On round 1, he will cast haste on 
  himself, then use his extra action to throw a fireball at the 
  party as they come out of the tent.  He will then say to the 
  bugbear commander “Yurak  that fusfills my contract 
  with you   You shou d have paid me more.”   On round 
  2, He will first cast expeditious retreat on himself and 
  then breathe fire on a group of nomads near the conclave 
  tent.  He will say in this round to no one in particular that 
  the party can see “I am here, puny one, come out and 
  give it to me”.  He is saying this to Varnosh the temple 
  assassin who is to give him the necklace.  For the rest of 
  the combat, he will warily eat the roasted nomads while 
  waiting for something.  He will have ready a snatch attack 
  if some PC decides to charge him.   
   
  If the heroes start to cast buffing spells in 
  preparation to attack him, note Morginstaler’s spellcraft 
  check.  Should he understand what they are doing, he 
  will give them a curt warning to desist.  If the party 
  insists on preparing, he will use his hasted move action to 
  advance, then full attack on the offending PC.  
  Trouble at Baco Canyon 
   
  Page 12 
  
   
  As the heroes finish off the troops, read or 
  paraphrase the following. 
   
  Over at the main conclave tent you see the dragon 
  being approached by a man in the formal garb of an 
  assassin of Temple Grimacing.  He hands the dragon 
  an amulet, then says something.  The dragon takes the 
  amulet in a claw that is surprisingly gentle for such a 
  huge and fearsome beast, then turns to the assassin 
  and snatches him in his jaws.  The man’s scream of 
  pain is cut short as he is bitten in two and his upper 
  half swallowed.  The dragon then says, with a sly 
  glance in your direction, “Ah, the amulet the temple 
  wants.  I hope that I don’t lose it!” 
   
  Development:  Lord Bloodhand has made a deal with 
  Morginstaler to bring the amulet of the head shaman to 
  the temple in Stoink.  In exchange Morginstaler will 
  receive an item that he values highly, worth 10,000 gp.  
  Morginstaler has learned that another amulet is in the 
  possession of Muzkag and he figures that he might be 
  able to sell this one back to the party and then take 
  Muzkags and collect two treasures!  The dragon does not 
  particularly like the assassins, but wants the gold and 
  items.  Morginstaler figured it better to eat any witnesses 
  of the transaction in case he can work a better deal later 
  on.  If confronted, the dragon will mock them and 
  disdain to finish them off unless threatened, as he sees no 
  profit in fighting the heroes.  Note that spellcasting in 
  his presence will be considered threatening.  If a PC 
  starts to cast a spell, allow him a spot check to notice that 
  the dragon is staring at him and preparing to pounce.  He 
  will talk with the heroes, as he is quite vain and does not 
  believe that any humanoid could stand up to him.  
  Possible questions and answers: 
   
  � Varnosh, temple assassin apprentice, see appendix 1. 
   
  � Morginstaler, Adult Red Dragon, see appendix 1 
   
  Who is leading the attack? 
  (Diplomacy DC 10 or he is insulted and his reaction 
  profile shifts one column more hostile). 
  Dare you ask?  Who else but I.  But if you mean who leads 
  the humanoids, it is Muzkag. 
   
  Who is Muzkag? 
  Lord Bloodhand’s captain of the guard at their temple in 
  Stoink. 
   
  Why are you attacking? 
  Do I need a reason?  I am the lord of the barrens and the 
  rift and I do what I wish! 
   
  Can we have the amulet? 
  I have made a pact to deliver this trinket.  I will perform 
  this mission unless I misplace it.  (Innuendo check DC 10 
  to understand that he is offering to negotiate the price of 
  “misplacing” it) 
     
  Have the party roleplay this negotiation, then allow one 
  PC to make a diplomacy check to haggle the price down 
  from a starting value of 20,000.  For every point of 
  diplomacy above 20, lower this amount by 1,000 gp to a 
  minimum of 10,000.  For the purposes of the bribe, 
  Morginstaler counts full value of magic items. 
   
  Alternatively, if it looks as though the party cannot 
  manage to raise that much money, Morginstaler will 
  innuendo (DC 10) that he might be persuaded to “lose” it 
  on the way home… that it might get lost in his horde and 
  not be able to find it again.  His price for that is 5000 gp, 
  although start him off higher than that and make the 
  heroes negotiate him down.  Morginstaler has no 
  compunction about betraying Lord Bloodhand if he can 
  profit from it. 
   
  Any insults to the dragon or his kin, will cause 
  him to immediately attack the insulter and attempt to eat 
  him.  Only a diplomacy check of DC 30 will get him to 
  stop before digesting the offender.  Any discussion 
  which is not respectful will adjust his attitude one 
  column more hostile (from an initial indifferent).  If they 
  get to hostile, he will attack. 
   
  Remember that this is a member of an ancient and 
  evil race; one that does not believe in keeping bargains if 
  a way can be found out of it.  If pressed, he will defend 
  himself, and pounce on the offending PC.  Note that he 
  has several precast spells in effect upon himself.  After 
  killing that hero, he will once again ask if anyone objects 
  to his leaving.  He will then fly off with the amulet to 
  Stoink.   
   
  As Morginstaler leaves with the amulet, and the 
  fighting dies down, the heroes will be able to reunite 
  with Shining Rock, Tovar and Ilyena.   
   
  NOTE:  it is important to remember that the attack 
  started with Rugari assassinating the Ravensong druid 
  and taking his amulet.  This amulet has been delivered to 
  the attacking troops.  They will eventually make it back to 
  Stoink with the amulet unless the PCs have some way of 
  figuring that out and recapturing it.  Morginstaler is 
  taking Jubarta’s amulet (the head druid) back to Lord 
  Bloodhand.  In any case, the PCs should not find any of 
  the amulets in the camp (1 with Rugari, 1 with the troops, 
  1 with Morginstaler and 1 with Hulfgar). 
   
  As reports come in from around camp, the following 
  information will become available: 
   
  � The attackers focused their attacks upon the tents of 
  the shamen in the encampment.   
  � All four of the Shaman who had a functioning 
  amulet have been killed.  
  � None of their amulets have been found. 
  � A group of Sparrowhawk horsemen were spotted 
  galloping away from the encampment just as the 
  attack began. 
  � The three clan shamen were killed before the battle 
  began.  All three died of a single slashing wound to 
  the throat. 
   
  After gaining this information, Shining Rock will tell the 
  PCs: 
  Trouble at Baco Canyon 
   
  Page 13 
  
   
  My friends, I ask that you help us once again.  Please 
  use the information on my amulet to find out what 
  these evil men are planning for our sacred burial site. 
  Keep them from what evil you can.  I fear they plan to 
  desecrate our most holy site.  When I am sure that the 
  camp is safe, I will send men to help you; but I cannot
  send warriors out of the camp now with the forces of 
  Iuz so close.  May Beory guard your steps!  
   
   
  i
  i
   
   
   
  f
   
   
  Encounter Six 
  Canyon of Death 
  Leaving the chaos of camp behind you, you follow the 
  directions on Shining Rock’s amulet out into the 
  barrens.  Ahead of you, you know that the rebels and 
  their followers cannot be too far ahead.  Suddenly, at 
  the point indicated on the amulet, perhaps two miles 
  away from the basin campsite, you come to a deep 
  cleft in the barrens leading into a narrow canyon.  At 
  the entrance to the canyon is the body of a nomad, his 
  head severed and lying on the ground against a rock 
  on the right side of the canyon.  The staring eyes look 
  at you as if with reproach. 
   
  A search of the body reveals it to be one of the lesser 
  shaman, from the Redfox clan.  He was forced to come 
  along in case the path to the canyon needed more than 
  one clan druid to enter the canyon.  When it became 
  obvious that it didn’t, he was executed.  A successful heal 
  check (DC 15) will reveal that the head was severed with 
  a single blow from a light weapon such as a short sword.  
  A tracking check (DC 10) will show that horses traveled 
  into the canyon within the last hour.   
   
  As the party moves down into the canyon, read or 
  paraphrase the following: 
   
  The starlit darkness of the night sky is quickly 
  replaced by the darkness of the canyon.  You descend 
  rapidly for several hundred yards.  You would guess 
  that you are a hundred feet below ground level 
  already.  After about 400 yards the floor of the canyon 
  levels off.  In front of you, you can see the dim 
  outl nes of what looks l ke a dark portal into the 
  underworld. Four horses have been left at the portal. 
  All of the horses have the Sparrowhawk brand.  One of 
  the horses near the portal has a saddlebag containing 
  several pieces of paper (player handout #3) and which 
  indicates why the assassins are looking for baco canyon.  
  If they have not previously confronted Hulfgar, then 
  include player handout #4.  Hulfgar forgot to take the 
  saddlebag with him in his eagerness to get into the 
  canyon.  The last sentence of player handout #3 is in old 
  Oeridian and translates “It is not wise to assume that 
  Hextor is blind.” 
   
  A successful bardic knowledge (DC 10) or 
  knowledge local:  BK (DC 15) reveals that Miridor was a 
  powerful elvish wizard who died about 200 years ago.  A 
  bardic knowledge check (DC 18) will recall the song that 
  tells of his death at the hands of wandering barbarians 
  during a quest to find a red dragon’s egg.   
   
  Development:  The four assassins from temple 
  grimacing had the druid cast pass without trace upon the 
  party, then sent the three Sparrowhawk riders to wait for 
  their signal in an adjacent canyon.  They then 
  assassinated the red fox druid and went into the tomb to 
  obtain the gem.   
   
  Passing through the portal, you find yourself in a 
  narrow twisting passageway filled with boulders.  The 
  reason those you follow left their mounts is obvious, 
  as even foot traffic is slow and single file.  The ravine
  plunges down at a steep angle until even the light of 
  the stars are blocked.  The floor of the canyon exists 
  in a permanent twilight.  After about 300 yards, you 
  reach the bottom of the canyon.  To the left and right 
  in the gloom, you see stone slabs set with strange, 
  ancient hieroglyphs and runes:  some ancient race’s 
  burial caves without a doubt. The walls of the canyon 
  here are of some ominous looking black rock. 
   
  Tomb Development:  Detect Magic radiates strong 
  necromancy from the door and the black rock.  Detect 
  Evil is negative.  A decipher script DC 20 reads “Here lies 
  Phartuthep, first of the fourth dynasty.  May Nerull curse 
  any who disturb his rest.” 
   
  If the heroes attempt to loot any of the ancient 
  tombs they are subjected to the tomb traps 1 and then, if 
  they continue, 2.  If they go to any of the ancient tombs, 
  read the following: 
   
  The stone slab of the entrance to the ancient tomb has 
  several mummified bodies in front o  it.  The remains 
  of their dress indicate that they were once nomads.  
  Their positions are those of people who died most 
  horribly, although there is not sign of physical injury 
  on them.  On the slab is written in dried blood in the 
  common tongue:  Beware the spirits of the rocks. 
   
  � Ancient tomb trap 1:  CR 8;  Magical trap; touch 
  trigger; automatic resets; Spell effect: negative energy 
  burst dealing 8d6 damage (Reflex save  DC 22 for half, 
  plus Fort save DC 20, 1d6 Wisdom (permanent)).  If one 
  of the targets is under the influence of a negative energy 
  protection, consider the level of the attacker to be 18.  
  The area of effect is a rectangular area extending 400 feet 
  in each direction from the door and 120 feet upwards.  
  This happens to be the exact dimensions of the strange 
  black rock.  Search (DC 18), Disable Device (DC 34). 
   
  � Ancient tomb trap 2:  CR 10;  Magical trap; touch 
  trigger; automatic resets after 10 rounds;  Spell effect:  
  Negative energy burst dealing 3d6 damage and 1d6 
  constitution damage every round remaining in the 
  canyon or for 10 rounds.  Fort save (DC 20) partial.  Save 
  will allow the character to avoid the constitution damage.  
  Save every round.  Area of effect:  as Ancient Tomb Trap 
  1.  Search (DC 25), Disable device (DC 45) 
   
  Trouble at Baco Canyon 
   
  Page 14 
  
  If a character sets off either trap, there will be a 
  deepening of the darkness that comes from the walls, 
  followed by a bursting wave of darkness that flows from 
  one side of the canyon to the other and strikes any being 
  in the canyon 
   
  If the heroes do not attempt the ancient tombs, 
  continue to encounter 7. 
   
  Encounter Seven 
  Decision in the Canyon 
  The assassins who went into this tomb complex were 
  defeated by the wards upon the doors of the tombs.  They 
  know that they were being followed (because of Hirdan’s 
  bat companion) and so the two survivors are waiting for 
  the PCs to get the gem and will then attempt to take it 
  from them as they leave the complex.  As they come in 
  the canyon, one of the assassins has drunk a potion of 
  clairvoyance and is watching the mouth of the canyon.  
  When they see that the heroes are in the canyon, they 
  retreat into a narrow side passage and wait for the heroes 
  to pass.  They will then hurry to the portal entrance and 
  make contact with Hirdan and his men to set up the 
  ambush as the pcs leave.  To help ensure that the heroes 
  open the tomb for them, they have left a journal entry on 
  one of the dead assassins in the tomb (Player’s Handout 
  #5).  
   
  When the PCs are ready to enter the cave, they can 
  see a cave with an open door and a lantern sitting in the 
  entrance.    When they go to the cave entrance, read the 
  following: 
   
  The cave entrance is surrounded by a collection of 
  arcane looking runes similar to the ones on the other 
  tombs in the canyon.  The door, however, is much 
  rougher and looks to be of human, perhaps nomadic 
  manufacture.  Past the door is a passageway that goes 
  straight into the hillside for about 50 feet before 
  making a right angle bend to the left.  Doors line both 
  sides of the passageway at 10 foot intervals.  From 
  around the bend in the passageway there is an eerie 
  blue glow. 
   
  When the PCs advance to the end of the passageway, they 
  can see that there is a large chamber about 20 feet beyond 
  the right angle bend.  See DM map 2. 
   
  Should any of the “heroes” attempt to loot the side 
  tombs, remind them of Shining Rock’s admonition to 
  protect the tombs.  If they insist on continuing, they will 
  have to contend with the trap: 
   
  � Warded Door.  Search DC 15 to see the ward, Arcane 
  Knowledge DC 19 to understand which spell.  Anyone 
  touching the door has the spell Phantasmal Killer cast 
  upon them at DC 22.  The spell can be suppressed by a 
  successful dispel magic against caster level 16. 
   
  Should they successfully open a warded door, all rooms 
  contain a sarcophagus containing a vaguely humanoid 
  skeleton, along with jars of spoiled spices and foodstuffs, 
  rotten burial clothes and jewelry totaling 100 gp. 
   
  When they advance towards the chamber read the 
  following: 
   
  Just inside the chamber, half in and half out, is the 
  body of a man in the garb of a temple assassin.  He has 
  a look of horror on his face, which has collapsed in on 
  itself as though his life force was sucked out of him 
  while he watched.  His hand is still clutching a small 
  journal.  The chamber before you glows with an eerie 
  blue light which emanates from a pillar in the center 
  of the room.  Surrounding the pillar are six prayer 
  stones.  Set in the outer walls of the room are thirteen 
  evenly spaced doors.  Each of the first twelve are 
  carved with the one of the symbols of the nomadic 
  clans.  The thirteenth is adorned only with the 
  carving of a silver horseshoe. At the base of this door 
  is another man in the garb of a nomad, his finger 
  touching a glyph on the door. 
   
  If the heroes look at the body in the doorway, give them 
  player handout #5. 
   
  Development:  The assassins attempted to get into 
  the tomb, but were foiled when the one assassin touched 
  the wrong door and got himself killed by a door trap in 
  the passageway.  Rugari noticed the pillar glyph and sent 
  one of the assassins in to the room to try to open the door.  
  This set off the symbol on the pillar, killing the assassin.  
  Rugari and Hulfgar determined that the symbol was still 
  active, and determined that if they tried to open the 
  tomb, they too would die.  They have therefore decided to 
  leave evidence to trick the heroes into opening the tomb 
  for them.  Rugari took his journal of kills that he keeps 
  and placed notes in there that tells the party that the 
  forces of Iuz now know the location of the tombs and will 
  be here shortly.   
   
  The seventh door has the symbol of the Brighteagle 
  clan upon it.  If the heroes examine the pillar, they can 
  see carved in it on all four sides the following:  The Word 
  of Our Lord Doth Protect Our Clans.  Above these 
  words is an ornately carved symbol.  The symbol radiates 
  magic (strong universal aura).    
   
  � Symbol of Death Pillar Trap:  CR: 9; Magical trap; 
  touch trigger (any creature not NG, CG or LG who 
  touches any of the thirteen doors); automatic resets.  Spell 
  effect:  Any person not meeting the requirements listed 
  below who touches any of the thirteen doors cause the 
  pillar symbol to cast Symbol of Death as per the spell in 
  the Player’s Handbook.  Fort save (DC 22) or death.  Save 
  negates.  The spell effects one or more creatures in the 
  pillar room with hit points totaling not more than 150 hp.  
  Lowest hp creatures save first.  Only effects characters 
  not NG, CG or LG in alignment.  Duration:  10 minutes.  
  Symbol will continue to kill any neutral or evil person 
  that enters the room for 10 mintues, then resets.  Search 
  (DC 33, only necessary if no magical means were used to 
  find the symbol); Read Magic allows a Knowledge:  
  Arcana (DC 19) to identify the type of symbol.  Disable 
  Trouble at Baco Canyon 
   
  Page 15 
  
  Device (DC 33) or Dispel Magic against an 18
  th level 
  caster. 
   
  What to do if no character in the party is of Good 
  alignment. 
   
  In this case, the heroes have two choices.  Brave the 
  pillar trap and hope that they make their will saves, or go 
  back to the nomads and get help.  If they opt for the first, 
  continue the adventure with any who survive the pillar 
  trap.  If they opt for the second, then run encounter nine 
  on the way out of the canyon.  Shining Rock and several 
  other clan druids will accompany the heroes back to the 
  cavern after the defeat of Hirdan and, by using rituals 
  known to the nomadic shaman, obtain the gem.  This will 
  then be given to the elves (who arrive shortly after the 
  attack).  Go to conclusion A, but the heroes will not get 
  the experience for defeating Tulosh. 
   
  Encounter Eight 
  The Dilemma Within 
  As you open the door you see a circular room about 40 
  feet in diameter.  In the exact center of the room is a 
  circular dais made of the same black rock that is in 
  the canyon.  On the dais are the desiccated remains of 
  a warrior long dead.  Surounding the dias are the 
  spoils of a great chief, with chests of jewels and gold 
  laid out in an offering to the honored dead. Hovering 
  over the dais is the ghostly figure of an ancient 
  nomad sitting upon an equally ghostly horse.  As you 
  step through the door, the figure looks at you with 
  hollow eyes and says in a quavery voice:  “Are you 
  those prophesized to come and steal from me what is 
  mine by conquest?  If so, come forward that I might 
  slay you and defy the prophecy.”  
   
  This is the ghost of Tulosh Silverhoof, first of the nomad 
  chieftains of the rift barrens.  The remains are also his.  
  He is bound here by the power of the gem set in the 
  center of a necklace on his body, but it has warped his 
  mind to the point where he sees it as his whole existence.  
  He will talk to the heroes as long as they make no move 
  into the chamber.  Should the heroes move in or make 
  any threatening gesture (including spell casting or turn 
  attempts), he will activate his horrific appearance ability 
  and then attack.  It is important to note that Tulosh is in 
  no way evil, only deluded.  He adamantly believes that he 
  can defend himself against any foe that should invade his 
  tomb and will do so to the death.  No argument of the 
  PCs will convince him to voluntarily give up the stone.  
  As a DM you should play up the old man aspect of the 
  ghost, making it clear that while valiant, he would be no 
  match for the forces of Iuz.  
   
  All APL’s 
  � Ghost of Tulosh Silverhoof, see appendix 1 
   
  At the end of encounter 9 is a section called The Fate of 
  the Gem.  See that section for all possibilities of what 
  happens depending upon the pcs actions.  There are 
  several actions that the pcs might do at this point that are 
  relevant to the rest of the module, so they are repeated 
  here. 
   
  If they opt to take the gem from Tulosh.  They will 
  have to fight him.  Have the person that takes the gem 
  from his corpse make a will save DC 17.  If that person 
  makes it, then proceed to the next closest person until 
  either someone fails or all the PCs who were in Tulosh’s 
  tomb (not the outer chamber) during the combat with 
  Tulosh have saved.  The first to fail feels a presence invade 
  his/her head and becomes Haunted by Tulosh Silverhoof. 
   
  If they opt to destroy it, the hero who destroys it 
  will receive the haunted trait as listed in the adventure 
  record.  If they destroy it, read the following: 
   
  “With a blinding flash, the gem shatters into a million
  shards.  In the afterglow of the light, you see 
  creatures of amazing beauty escape in the beams of 
  light as they flow past your eyes.  There is a 
  heartrending wail as if from far away, and you hear 
  the wordless scream of Tulosh Silverhoof, first and 
  greatest of the chiefs of the rift barren nomads.” 
   
  i
  f
   
  The ghost of Tulosh Silverhoof is now trapped and will 
  haunt the PC who destroyed the gem.  The character who 
  destroyed the gem receives the Haunted Trait listed on 
  the Adventure Record.   
   
   
  Encounter Nine 
  Tomb Robbers or Liberators? 
  Development (While they are in the tomb):  Hirdan 
  and his men reenter the canyon on the other side of the 
  portal and will carry off any party animals.  They will 
  attack any PCs or other guardians left behind by the 
  party.  If any of these creatures has an empathic link with 
  the heroes, then allow the heroes to know that something 
  bad is happening back at the canyon mouth.  This will 
  happen after the PCs have a chance to make their 
  decisions in encounter 8.  NOTE:  Hirdan is a druid and 
  can sense animals that are actually magical beasts, so 
  familiars left behind will be special targets of the attack. 
   
  (This text might have to be modified if the heroes are 
  aware of an attack upon their mounts or familiars at the 
  portal.)  Read or paraphrase the following: 
   
  Your journey out of the tombs and up the canyon 
  towards the portal is tiring but uneventful.  As you 
  walk through the portal at the entrance to the canyon, 
  you see three horsemen walk their horses around an 
  outcropping of rock and face you in a line.  The one in 
  the center is none other than Hirdan Sparrowhawk.  
  He calls to you “So, we have caught the defilers of our 
  most sacred holy sites!”  He sneers at you, “ Imagine 
  the disgrace to the Brighteagle clan when the 
  conclave finds out what v pers they have taken to 
  their breasts!  Drop your weapons or face the wrath of 
  the Sparrowhawk, defenders o  tradition.”  And with 
  Trouble at Baco Canyon 
   
  Page 16 
  
  that the men on either side of him couch their lances 
  and wait for a response. 
   
  Development:  Hirdan sees an opportunity to not only 
  loot the tomb of Tulosh Silverhoof and curry the favor of 
  the priests of Iuz, but also to settle a grudge against the 
  Brighteagle.  The members of the Sparrowhawk clan who 
  accompanied Hirdan and his associates to the canyon 
  were not able to overcome their dread of the canyon and 
  refused to pass through the portal that is about 500 yards 
  away from the entrance.  As they were not trusted by the 
  assassins anyway, Hirdan led them off to an adjacent 
  ravine using trackless step until called for by the 
  assassins.  When the assassins returned without the loot, 
  the assassins arranged to ambush the heroes when they 
  come out of the canyon.  At apl 4, both assassins are dead 
  in the tomb.  
   
  The Sparrowhawk horsemen have returned to the 
  entrance of the canyon just up from the portal.  They 
  have taken any mounts left behind and attacked any 
  guarding PCs/creatures.   
   
  Hirdan will spend three rounds trying to convince 
  the heroes to give themselves up as tomb robbers.  He 
  will describe in great detail the gory deaths on the 
  barrens that they will suffer for this.  He doesn’t really 
  think the heroes will surrender, but he is playing for time 
  until the assassins make their move.  Should the heroes 
  surrender, their gear will be searched, Rugari’s journal 
  will be confiscated and disappear.  They will be tried by 
  an angry nomadic tribe looking for scapegoats, they will 
  be executed and their bodies left to rot in the barrens.  
  The Brighteagle will be disgraced and Hirdan 
  Sparrowhawk will be the new clan shaman.  Should they 
  be resurrected, they will receive the enmity of both the 
  rift barrens nomads and the Fellreev elves. 
   
  Tactics:  Rugari has read a scroll of illusory wall in 
  front of a small ravine just behind the portal.  He has also 
  drunk a potion of hide.  Hulfdan has cast (or drunk a 
  potion at lower apl) invisibility on himself and is hiding 
  on the other side of the portal.  Their orders for the three 
  Sparrowhawk horsemen are to keep the PCs talking for at 
  least three rounds so that they can study their opponents.  
  They will target 1) The person with the gem (if obvious), 
  2) People who are hunted by the assassins of temple 
  grimacing 3) people who are wanted for questioning by 
  temple grimacing, 4) obvious spellcasters or clerics of 
  deities other than Iuz.  Those are their targets, but they 
  will use common sense and go after ones that they can 
  get to.  They will take round four to sneak up behind 
  characters they have chosen as targets in the back of the 
  party.  When the assassins strike, the horsemen will 
  charge.   
   
  After the first round, Hulfdan and Rugari will 
  attempt to flank (tumbling where necessary) to get sneak 
  attack damage. 
   
  Xuv’s Return:  If the heroes acted in a good manner 
  to Xuv in encounter 3, then read the following just before 
  the assassins strike to the assassination target that was 
  most friendly to Xuv.  Remember that if Xuv is still badly 
  wounded (he was not healed by the party members in 
  encounter 3) that he won’t engage in hand to hand 
  against the enemy.  He will continue to shoot against 
  targets of opportunity during the combat.  He is 70 feet 
  from the initial position of Hirdan. 
   
  It is equally important to remember to take Hulfdan 
  out of the attack if he was confronted in the conclave in 
  encounter 4. 
   
  APL 6-12: 
  Suddenly, a tall figure stands up at the lip of the 
  canyon:  that of Xuv the ogre.  “Watch out, I save 
  you!” the ogre calls out in broken common and shoots 
  an arrow from a huge ongbow towards you.  By some 
  miracle it misses you and you hear a grunt of pain 
  from right behind you.  Whirling around, you see an 
  assassin not five feet from you, staggered to one knee 
  with a  huge arrow protruding from his shoulder.” 
  l
   
  Rugari, being staggered by the arrow, must spend the 
  remainder of his surprise round to stand and loses his 
  death attack.  Have the other assassin make his death 
  attack roll, then role initiative. 
   
  Since there are no assassins at apl 4, this encounter is 
  modified slightly.  In that case, Hirdan’s animal 
  companion is hiding to ambush the party.  Just as it 
  springs, Xuv throws his spear.  Read the following: 
   
  APL 4 only: 
  Suddenly, a tall figure stands up at the lip of the 
  canyon:  that of Xuv the ogre.  “Watch out, I save 
  you!” the ogre calls out in broken common and a huge 
  longspear comes hurtling towards you.  By some 
  miracle it misses you and you hear a whine of pain 
  from right behind you.  Whirling around, you see an 
  enormous wolf not five feet from you, a huge 
  longspear protruding from its shoulder.” 
   
  Outline of first rounds: 
  Round -3 and -2:  Hirdan will engage the heroes in 
  conversation to give the assassins time to study the 
  heroes.   
   
  Round -1:  Rugari and Hulfdan drink potions of 
  Haste and move to within reach of characters.  Hulfdan is 
  invisible with VERY good move silently and a -3 
  circumstance modifier because of the talking going on in 
  front.  Rugari has drunk of potion of hide and also sneaks 
  behind a character (either one who is Wanted by the 
  temple assassins, or the one who was nicest to Xuv). 
   
  Surprise round:  If Xuv befriended, his readied 
  action goes off when Rugari tries to assassinate the PC.  
  Rugari takes 14 points of damage and the PC is aware of 
  him, so the death strike fails.  As he is staggered to the 
  ground, he uses the remainder of his surprise round to 
  stand back up.  Hulfdan’s death strike goes off normally. 
   
  Round 1:  Roll for initiative.  Hirdan’s men will 
  charge on their initiative.  Hirdan will act normally and 
  call his animal to attack on his initiative.  Remember that 
  Rugari still has the poison on his blade during this round. 
   
  Trouble at Baco Canyon 
   
  Page 17 
  
  APL 4 (EL 7) 
  � Traske, Running Bear, Ftr1, see Appendix 1. 
  � Hirdan Sparrowhawk dru6, see Appendix 1. 
  � Hirdan’s animal companion, see Appendix 1. 
   
  APL 6 (EL 9 or EL 8, see text) 
  � Traske, Running Bear Ftr2, see Appendix 1. 
  � Hirdan Sparrowhawk drd5, see Appendix 1. 
  � Hulfdan, rog6, see Appendix 1. 
  � Rugari, rog6, see Appendix 1. 
   
  APL 8 (EL 11 or EL 10, see text) 
  � Traske, Running Bear Ftr5, see Appendix 1. 
  � Hirdan Sparrowhawk drd8, see Appendix 1. 
  � Hulfdan, rog6/Asn1, see Appendix 1. 
  � Rugari, rog6/Asn1, see Appendix 1. 
   
  APL 10 (EL 14 or EL 13, see text) 
  � Traske, Running Bear Ftr6, see Appendix 1. 
  � Hirdan Sparrowhawk drd10, see Appendix 1. 
  � Hulfdan, rog7/Asn4, see Appendix 1. 
  � Rugari rog5/Asn6, see Appendix 1. 
   
  APL 12 (EL 16 or EL 15, see text) 
  � Traske, Running Bear Ftr8, see Appendix 1. 
  � Hirdan Sparrowhawk drd12, see Appendix 1. 
  � Hulfdan, rog7/ Asn6, see Appendix 1. 
  � Rugari, rog6/Asn7, see Appendix 1. 
   
  If the PCs successfully defeat the assassins, and they have 
  Xuv as an ally, then read the following: 
   
  As you stand over the bodies of your enemies, you see 
  Xuv standing at the lip of the canyon, leaning heavily 
  upon a large branch.  “You help me, I help you.  Xuv 
  remember today that not all small ones are enemies.” 
  And with that turns and limps off in the direction of 
  the great rift canyon. 
   
  i
   
   
  Any PCs with the ability to detect evil will notice that 
  Xuv no longer detects as evil. 
   
  Conclusion 
   
  The Fate of the Gem 
   
  The heroes are faced with a choice here:   
  1.  Take the gem from Tulosh.  They will have to fight 
  him.  Have the person that takes the gem from his corpse 
  make a will save DC 17.  If that person makes it, then 
  proceed to the next closest person until either someone 
  fails or all the PCs who were in Tulosh’s tomb (not the 
  outer chamber) during the combat with Tulosh have 
  saved.  The first to fail feels a presence invade his/her 
  head and becomes Haunted by Tulosh Silverhoof.  Go to 
  conclusion A. 
   
  Should they fight him and loot the tomb of anything 
  besides the gem, especially of his weapon, then in 
  addition to the curse above, they will be Outlawed by the 
  Rift Barrens Nomads.  Go to conclusion D. 
   
  2.  The heroes opt to not fight him, and leave the gem in 
  his possession.  The forces of Iuz will arrive shortly and 
  wrest it from him.  They will then use the gem to breach 
  the wards surrounding the Fellreev.  They will receive the 
  disfavor of the Elves of the Fellreev, who will suffer at the 
  hands of Iuz when the forces of Iuz gather the gem in and 
  are able to invade the forest more effectively.  Any 
  member of the defenders of the greenkeep or 
  Farlanshen elves meta organ zation will be expelled 
  from the organization permanently.  Allow the PCs to 
  make this decision without any input from the DM.  Read 
  Conclusion B. 
     
  If the heroes have gained the gem, they have another 
  choice.  Do they keep it or destroy it.  The gem detects as 
  magical 
  (strong 
  auras, 
  transmutation, 
  abjuration, 
  divination) and a successful appraise check (DC 10) 
  reveals it to be worth at least 5000 gp.  By this point they 
  should have put together that the gem can be used to 
  harm the elves.  They can do one of four things:  keep it, 
  destroy it, give it to someone for safekeeping, or sell it to 
  Iuz. 
   
  If they opt to keep it, the hero who keeps it be scryed by 
  the forces of Iuz as soon as he/she leaves the complex.  
  Withing days, the character will be hunted down as the 
  full force of the Temple are called on to retrieve the gem.  
  Give the character the Brand of the Condemned and go 
  to conclusion C. 
   
  If they opt to destroy it, the hero who destroys it will 
  receive the haunted trait as listed in the adventure record.  
  If they destroy it, read the following: 
   
  “With a blinding flash, the gem shatters into a million
  shards.  In the afterglow of the light, you see 
  creatures of amazing beauty escape in the beams of 
  light as they flow past your eyes.  There is a 
  heartrending wail as if from far away, and you hear 
  the wordless scream of Tulosh Silverhoof, first and 
  greatest of the chiefs of the rift barren nomads.” 
   
  The ghost of Tulosh Silverhoof is now trapped and will 
  haunt the PC who destroyed the gem.  The character who 
  destroyed the gem receives the Haunted Trait listed on 
  the Adventure Record.  Go to conclusion A. 
   
  If they opt to give it to someone for safekeeping, the 
  logical choice is the elves.  With the disturbing 
  divinations of the last weeks, the elves of the Fellreev 
  have sent a delegation to the nomads to discuss their 
  troubles and see if they can glean what the Temple is 
  doing here.  The heroes will gain the favor of the elves of 
  the Fellreev and be named Elf Friend.  Go to conclusion 
  A. 
  Trouble at Baco Canyon 
   
  Page 18 
  
   
  If they opt to sell it to Iuz, the priests of Iuz will 
  purchase the item, but then immediately betray the 
  heroes and through them into the Gul Bortha.  Give them 
  the brand of the condemned.  They also receive the 
  Enmity of the Elves of the Fellreev.   
   
  Should they attempt to sell it to some other entity, the 
  forces of Iuz will gather it in shortly afterwards.  The net 
  effect is the same as if they left Tulosh with it.  Go to 
  conclusion B. 
   
  Conclusion A:  The Fate of the gem 
  Read this conclusion if the heroes took the gem from 
  Tulosh and either destroyed it or gave it to the elves. 
   
  The wind whistles through the sagebrush as you 
  watch Roche Brighteagle’s remains returned to the 
  earth.  The ceremony of burial, performed by Shining 
  Rock, is touch ngly simple.  The clans have suffered 
  heavy losses these last few days in both men and 
  possessions, but you can see in their faces the 
  determination to continue to live their traditional 
  lifestyle despite the depredations of Iuz.  Even more 
  unusual is the presence of several elves, who stand 
  slightly apart.  When the ceremony is over, the elves 
  advance to you.  One of them says in a low voice, “We 
  thank you for what you have done for us.  The 
  memory of the elves is long.  But be warned:  the 
  memory of the gods are longer than ours.  He who 
  will not be named will not forget what injury you 
  have done him.  Beware.”
  i
   
  i
   
   
  i
   
  i
   
  Conclusion B:  The Fate of the gem. 
  Read this conclusion if the heroes opted to leave Tulosh 
  with the gem in the tomb, or if the heroes failed in their 
  attempt to retrieve the gem. 
   
  The wind whistles through the sagebrush as you 
  watch Roche Brighteagle’s remains returned to the 
  earth.  The ceremony of burial, performed by Shining 
  Rock, is touch ngly simple.  The clans have suffered 
  heavy losses these last few days in both men and 
  possessions, but you can see in their faces the 
  determination to live their traditional lifestyle despite 
  the depredations of Iuz.  Several days later, as you are 
  just arriving back at Ankheg Springs, a lone nomad in 
  the Brighteagle dress, gallops up to your group.  
  Gaspingly, he tells of a massive assault upon the 
  stragglers left at the conclave by the forces of Iuz.  
  “There was a leader with them, an evil looking 
  human.  I got a glimpse of him while I was hiding, 
  looking for a way to escape.  He had an amulet just 
  like the one that Shining Rock has and was directing 
  his troops to head for the canyon.  I fear our burial 
  places have by now been desecrated.  Why would they 
  care?  Why would they want to defile our dead?”  
  With that, he gets back on his horse to continue to 
  warn the rest of the clans of the tragedy he witnessed. 
  Conclusion C:  The fate of the Gem 
  Read this only if the heroes opted to keep the gem. 
   
  The wind whistles through the sagebrush as you 
  watch Roche Brighteagle’s remains returned to the 
  earth.  The ceremony of burial, performed by Shining 
  Rock, is touch ngly simple.  The clans have suffered 
  heavy losses these last few days in both men and 
  possessions, but you can see in their faces the 
  determination to continue to live their traditional 
  lifestyle despite the depredations of Iuz.  After the 
  ceremony, in the tent of the new Shaman, Shining 
  Rock, you enjoy a simple meal and discuss with 
  Ilyena what her plans are now that this is all over.  
  Suddenly, a small gong hanging from the center tent 
  pole starts to sound.  Shining Rock looks at it startled 
  and then says to you “This is strange.  Someone is 
  trying to scry us.  She goes over to the gong and 
  makes several somatic gestures in front of it.  In the 
  mirrored finish of the gong, you can see the face of a 
  half orc priest of Iuz, who seems to be looking 
  directly at (insert the name of the character with the 
  gem).  Shining Rock looks at you and says “Flee now, 
  for all you are worth!  You have been marked by the 
  forces of Iuz and they come for you.”  And with that, 
  she gives orders to break camp and flee deeper into 
  the rift barrens. 
  Conclusion D:  The price of greed 
  Read this conclusion if the “heroes” opted to loot the 
  tomb of Tulosh Silverhoof of more than just the gem.  Do 
  not read this if they looted the tomb, but gave the loot to 
  the nomads. Tack this on to either conclusion A or C, 
  depending upon whether they kept the gem or got rid 
  of it. 
   
  Several days later, you see a plume of dust rising from 
  the edges of the barrens.  Within minutes, it is 
  obvious that it is a group of riders galloping hard.  
  When they get closer you can see that it is Shining 
  Rock, Ilyena and two other Brighteagle warriors that 
  you don’t immediately recognize.   All of them look 
  dusty and bedraggled, and Ilyena has a bloodstain on 
  her shoulder. 
   
  Shin ng Rock confronts your group in a tone  
  both hurt and angry as she says, “How could you have 
  defiled the most sacred of the tombs of our ancestors?  
  Did you not realize the shame that you have put on 
  our clan?  We were responsible for bringing you to 
  the conclave, and for that we have been exiled from 
  the clans.  We have been hunted for days as outlaws, 
  and only we four are left of the glory of the 
  Brighteagle.  May you enjoy your ill gotten wealth, for 
  I curse you from the bottom of my heart.  Tovar is 
  dead, Ilyena is homeless, her children will be 
  outcasts; all because of you.”  With that, she breaks 
  into tears, angrily rejecting any comfort from anyone 
  and calls for the nomadic party to ride away, deeper 
  into the rift barrens. 
  Trouble at Baco Canyon 
   
  Page 19 
  
   
  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 3:  The Dusty Trail 
   
  Defeating the Trap: 
  APL 6 
  150 XP 
  APL 8 
  210 XP  
  APL 10 270 XP 
  APL 12 330 XP 
   
  Gaining Xuv’s Friendship 
  All APL’s  30 XP 
   
   
  Encounter 5:  Claws in the Night 
   
  Defeat the Orcs and commander Vurak, 
  APL 4 
  180 XP 
  APL 6 
  240 XP 
  APL 8 
  300 XP  
  APL 10 360 XP 
  APL 12 420 XP 
   
  Negotiate with Morginstaler for amulet 
  All APL’s 30 XP 
   
  Encounter 8:  The Decision in the Canyon 
   
  Defeat the ghost of Tulosh Silverhoof 
  All APLs  180 XP 
   
  Encounter 9:  Tomb Robbers or Liberators 
   
  Defeat the assassins and nomads 
  APL 4 
  210 XP 
  APL 6 
  240 XP  
  APL 8 
  330 XP 
  APL 10 450 XP 
  APL 12 510 XP 
   
  Conclusion 
   
  Discretionary roleplaying award and story award. 
  APL 4 
  45 XP 
   
  APL 6 
  30 XP 
   
  APL 8 
  45 XP 
  APL 10 35 XP 
   
  APL 12 65 XP 
   
  Total Possible Experience 
  APL 4 
  675 XP 
  APL 6 
  900 XP 
  APL 8 
  1125 XP 
  APL 10 1350 XP 
  APL 12 1575 XP 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  L:  Looted gear from enemy 
   
  C:  Coin, Gems, Jewelry, and other valuables 
   
  M:  Magic Items (sell value)  
   
  Encounter Three:  The Dusty Trail 
   
  All APL: L: 100 gp; C: 10 gp; M: 0 gp 
   
  (only given if Xuv’s cave looted) 
  Trouble at Baco Canyon 
   
  Page 20 
  
   
  Encounter Five:   
  APL 4: L: 140 gp; C: 110 gp; M: 0 gp 
  APL 6: L: 200 gp; C: 0 gp; M: 165 gp 
  APL 8: L: 200 gp; C: 0 gp; M: 140 gp 
  APL 10: L: 295 gp; C: 0 gp; M: 365 gp 
  APL 12: L: 305 gp; C: 0 gp; M: 960 gp 
   
   
  Encounter Nine:   
  APL 4: L: 125 gp; C: 0gp; M: 115 gp 
  APL 6: L: 125 gp; C: 0 gp; M: 300 gp 
  APL 8: L: 200 gp; C: 0 gp; M: 610 gp 
  APL 10: L: 265 gp; C: 0 gp; M: 1055 gp 
  APL 12: L: 195 gp; C: 0 gp; M: 1440 gp 
   
  Total Possible Treasure 
  APL 4: L: 265 gp; C: 120 gp; M: 115 gp 
  APL 6: L: 425 gp; C: 10 gp; M: 465 gp 
  APL 8: L: 500 gp; C: 0 gp; M: 750 gp 
  APL 10: L: 660 gp; C: 0 gp; M: 1420 gp 
  APL 12: L: 650 gp; C: 0 gp; M: 2400 gp 
   
  Items for the Adventure Record 
  Brand of the Condemned:  The mark of those 
  condemned of Iuz is branded on the back of both of your 
  hands, commemorating the 12 TU that you spent in the 
  dungeons of the Gul Bortha of Temple Grimacing. 
   
  Hunted by Assassins 
  Assassins of the Temple Grimacing in Stoink are hunting 
  this character.  Any cleric of Iuz or Government official 
  may make a Knowledge (Bandit Kingdoms) check (DC 
  20) to recognize the character and call for his or her 
  arrest.  This stacks with the “Hunted by Assassins” from 
  BDK2-2 Trouble at Ankheg Springs. 
   
  Outlawed by the Rift Barren’s Nomads: 
  This character has been outlawed for looting the tomb of 
  the founding hero, Tulosh Silverhoof.    This character is 
  unable to play any regional scenario taking place in the 
  rift barrens without succeeding at a disguise check of DC 
  25.  If this character interacts with a nomad of the rift 
  barrens in other settings, that nomad will start with a 
  hostile attitude towards the player character.   
   •   Check this box to indicate that the character spent an 
  extra time unit avoiding nomadic warparties on this 
  scenario and may add 800 gp to the monies received for 
  this scenario. 
   
  Influence/Enmity with the Elves of the Fellreev 
  This character has received (check one) 
  •   Influence.  The Character is named “Elf Friend” and 
  gains a +2 Circumstance modifier to charisma based skills 
  when dealing with good or neutrally aligned elves in the 
  Fellreev. 
  •   Enmity.  The Elves of the Fellreev have been 
  endangered by the actions of this character.  This 
  character may not join any meta org that is based in the 
  Fellreev forest.  The character takes a -2 Circumstance 
  penalty to charisma based skills when dealing with good 
  or neutrally aligned elves in the Fellreev, but gains a +2  
  with drow and other evil elves.   
   
  Haunted: 
  This character is haunted by the ghost of the nomadic 
  hero, Tulosh Silverhoof.  He will do his utmost to make 
  sure that you fail whatever you are doing.  He will aid the 
  attack of any incorporeal creature that attacks you in 
  melee, giving them a +2 to hit you.  Additionally, once per 
  adventure, he will attempt to startle you while you are 
  attempting to hide.  If you fail a will save (DC 18), you 
  will cry out, giving your opponent a +10 on their spot 
  check. 
   
  Stallion of the Rift 
  You have obtained a descendent of the great awakened 
  stallion, Silverhoof, father of the herds of the rift barren’s 
  nomads.  This superior light warhorse has the following 
  characteristics: 
   
  Size L; CR 3; HD 5d8 + 20, hp 48; AC 15 (-1 size, +2 dex, 
  +4 natural); AL N; Speed 60 ft.  Attacks:  2 hooves +8 
  melee (1d4+6), +3 bite (d3+4); Fort +8, Ref +6, Will +3; Str 
  18 Con 19 Dex 14 Int 7, Wis 13, Cha 6. 
   
  Skills and Feats:  Run, Endurance.  Skills:  Decipher 
  Script +3, Jump +8,Listen +7, Spot +7.  The horse is 
  intelligent and understands Flan.   
   
  Prerequisite:  As per adventure; Market Price:  5000 
  gp; (Frequency:  Adventure) 
   
  Item Access 
  APL 4:  Hat of Disguise 
  APL 6:  Gauntlets of Ogre Power 
   
  APL 4 items   
  APL 8:  Periapt of Wisdom (+2) 
   
  APL 4 & 6 Items 
  APL 10:  Potion of Cure Critical Wounds 
   
  APL 4, 6 & 8 Items 
  APL 12:  Gloves of Dexterity (+2) 
   
  Amulet of Health (+2) 
   
  APL 4, 6, 8 & 10 items 
   
  Trouble at Baco Canyon 
   
  Page 21 
  
  Appendix One:  NPCs 
   
  Encounter 1:  (all apls) 
  � Tovar Brighteagle.  Male Half Elven Rng 6:  CR 6; 
  Medium sized Humanoid; HD 6d8+6:  hp 37; Init +2 
  (+2 Dex); Spd  30 ft; AC 14 (Touch 12, Flat footed 12)[+2 
  Dex, leather armor]; Atks +5/+5/+0 two weapon melee 
  (1d8+1 longsword and 1d6+1 shortsword ) or +7/+1 
  (1d8+1), +9/+3 missile (d6 + 1, mighty composite short 
  bow); SA:  Two weapon fighting, Favored enemies (Ex):  
  goblinoids, animals; AL: NG; SV  Fort +3, Ref +7, Will 
  +6. Str 13, Dex 14, Con 12, Int 14, Wis 14, Cha 10. 
   
  Languages:  Flan, common, orc 
   
  Skills:  Animal Empathy +6, Hide +4, Intuit 
  Direction +5, Ride +13, Spot +7, Wilderness Lore +6 
   
  Feats:  Iron Will, Weapon focus:  Short bow, Skill 
  focus:  ride 
   
  Possessions:  Masterwork longsword, mighty (+2) 
  composite short bow, shortsword, leather armor, 
  dagger, light warhorse, 12 sp, 34 cp 
   
  Spells/day: 2 
   
  Spells memorized:  1
  st Level:  Pass without trace, 
  resist elements 
   
  � Shining Rock of the Brighteagle.  Female Half 
  Elven Rng 1/Druid 2:  CR3;  Medium sized Humanoid; 
  HD 3d8+6:  hp 23; Init +7 (+3 Dex, improved initiative); 
  Spd  30 ft; AC 15 (Touch 13, Flatfooted 12)[+3 Dex, 
  leather armor]; Atks +2 melee (d6, shortspear), +5 
  missile (d4, sling); SA:  Two Weapon Fighting, Favored 
  Enemy:  Goblinoids; SQ:  Nature Sense, Woodland 
  Stride, 
  Animal 
  Companion: 
   
  Light 
  Warhorse, 
  undetectable by scrying (amulet); AL: NG; SV  Fort +7, 
  Ref +3, Will +6. 
  Str 11, Dex 17, Con 15, Int 12, Wis 16, Cha 12; Age:  17. 
   
  Languages:  Flan, common 
   
  Skills:  Animal Empathy + 6, Diplomacy + 3, 
  Handle Animal + 9, Intuit Direction + 4, Knowledge 
  Nature + 4, Ride + 9, Scry +3, Wilderness Lore +9 
   
  Feats: Combat reflexes, Improved initiative  
   
  Equipment:  Shortspear, sling, dagger, Clan 
  Brighteagle amulet of non-detection, leather armor, 23 
  sp, 5 cp 
   
  Spells prepared (4/3/0; base DC = 13 + spell level):  
  Orisons: Cure Minor Wounds, Detect Poison, Purify 
  Food and Drink, Create Water; 1
  st Level:  Animal 
  Friendship, Calm Animals, Invisibility to Animals. 
   
  Encounter 2: (all apls) 
  � Ilyena of the Brighteagle (nee Michelson):  
  Female Human Dru 2: CR 2; HD 2d8+1: 11 hp; Init +2; 
  Spd 30 ft; AC 12 (touch 12, flatfooted 10); Atk:  +1 
  melee, +2 missile; SQ:  Nature Sense, Woodland Stride, 
  Animal companion:  riding horse; AL NG; Saves:  Fort 
  +4, Ref +2, Will +7; Str 10, Dex 14, Con 12, Int 12, Wis 
  15, Cha 15. 
   
  Languages:  Common, Flan, Elven 
   
  Skills:  Animal empathy +6, craft (woodcarving) 
  +3, handle animal +5, ride +6, wilderness lore +6 
   
  Feats:  Dodge, Iron Will 
   
  Possessions:  dagger, sling, shortspear, 740 gp in 
  gems, 130 gp, 55 sp 
   
  Spells prepared:  (4/3; base DC 12 = spell level):  
  Orisons:  purify food and drink, create water, light, cure 
  minor wounds; 1
  st level:  goodberry, animal friendship, 
  resist elements 
   
  Encounter 3:  (all apls) 
  Xuv:  Advanced Male Ogre Bbn 5, CR 6, Large Giant; 
  HD 4d8+5d12+27: hp 88; Init +3 (Dex); Speed: 40 ft; AC 
  21 (Touch 12, Flat footed 18)[-1 size, +5 natural, +4 
  chainshirt); Atks: +14/+9 melee (Huge greatclub, 2d6 + 
  10), Missile +12/+7 (huge mighty (+4) composite 
  longbow, 2d8 + 4); Face/Reach 10 ft; SQ:  Rage 2/day, 
  Fast Movement, uncanny dodge (can’t be flanked), 
  uncanny dodge (dex to AC); Fort +10, Ref +5, Will +2; 
  Str 24, Dex 16, Con 16, Int 6, Wis 10, Cha 7. 
   
  Languages:  common, giant 
   
  Skills:  Climb +5, Listen +6, Spot +5, wilderness 
  lore +3 
   
  Feats:  Point blank shot, power attack, precise shot 
   
  Equipment:  +1 Huge Greatclub, chain shirt, MW 
  huge mighty (+4) composite longbow, 50 gp, 143 sp, 
  722 cp. 
   
  Encounter 5: 
  APL 6 (EL 8) 
  � Temple Soldiers, Advanced male orc, Bbn 1, CR 2, 
  AL CE, HD d8 + d12, hp 16; AC 15 (breastplate); Speed:  
  30 ft; Init:  +0; Attacks:  Melee +5 (greataxe, 1d12+3), 
  Missle +2 (javelin, d6 + 2);  SQ:  Darkvision 60 ft, light 
  sensitivity, fast movement, rage 1/day; Fort +4, Ref +0, 
  Will –1; Str 15, Con 11, Dex 10, Int 9, Wis 8, Cha 8 
   
  Languages:  common, orcish 
   
  Feats:  Weapon focus (greataxe)  
   
  Skills:  Listen +1, spot +1, jump +4 
   
  Equipment:  Greataxe, breastplate, short sword 
   
  � Commander Yurak, Advanced male bugbear Ftr 
  3/sorc 1; CR 5; AL CE; HD 3d8+3d10+d4+14, hp 43; AC 
  18 (25*) (+5 breastplate, +1 Dex, +2 shield, +7 deflection 
  (shield spell precast); Init:  +1; Attacks:  Melee +11 
  (bastard sword, d10+5, crit 19-20), Missile +6 (javelin, 
  d6 +5);  SQ:  Darkvision 60 ft; Fort +5, Ref +5, Will +5; 
  Str 20, Con 14, Dex 13, Int 9, Wis 10, Cha 11 
   
  Languages:  common, goblin, orcish 
   
  Feats:  Exotic Weapon proficiency (bastard sword), 
  weapon focus (bastard sword), combat reflexes 
   
  Skills:  Climb +4, Hide +3, Listen +5, Move Silently 
  +6, Spot +3, Wilderness Lore +4 
   
  Spells:  5/3;  Cantrips:  detect magic, disrupt 
  undead,  prestidigitation, resistance.   1
  st level:  Shield* 
  (precast), protection from good 
   
  Equipment:  Gauntlets of Ogre Power, MW 
  bastard sword, breastplate, short sword, large steel 
  shield, holy symbol of Iuz 
   
  Trouble at Baco Canyon 
   
  Page 22 
  
  APL 8 (EL 10) 
  � Temple Soldiers, Advanced male orc, Bbn 3, CR 4, 
  AL CE, HD d8 + 3d12, hp 30; AC 15 (breastplate); 
  Speed:  30 ft; Init:  +0; Attacks:  Melee +8 (greataxe, 
  1d12+4), Missle +4 (javelin, d6 + 3);  SQ:  Darkvision 60 
  ft, light sensitivity, fast movement, rage 1/day, 
  uncanny dodge (dex to AC); Fort +5, Ref +1, Will +2; 
  Str 16, Con 11, Dex 10, Int 9, Wis 8, Cha 8 
   
  Languages:  common, orcish 
   
  Feats:  Weapon focus (greataxe), iron will  
   
  Skills:  Listen +1, spot +1, jump +4 
   
  Equipment:  Greataxe, breastplate, short sword 
   
  � Commander Yurak, Advanced male bugbear Ftr 
  5/sorc 1; CR 7; AL CE; HD 3d8+5d10+d4+14, hp 55; AC 
  20 (27*) (+5 breastplate, +2 Dex, +3 shield, +7 deflection 
  (shield spell precast); Init:  +1; Attacks:  Melee +13/+8 
  (bastard sword, d10+7, crit 19-20), Missile +8/+3 
  (javelin, d6 +5);  SQ:  Darkvision 60 ft; Fort +5, Ref +5, 
  Will +5; Str 21, Con 14, Dex 14, Int 9, Wis 10, Cha 11 
   
  Languages:  common, goblin, orcish 
   
  Feats:  Exotic Weapon proficiency (bastard sword), 
  weapon focus (bastard sword), combat reflexes, weapon 
  specialization (bastard sword) 
   
  Skills:  Climb +4, Hide +3, Listen +8, Move Silently 
  +6, Spot +5, Wilderness Lore +4 
   
  Spells:  5/3;  Cantrips:  detect magic, disrupt 
  undead,  prestidigitation, resistance.   1
  st level:  Shield* 
  (precast), protection from good 
   
  Equipment:  Gauntlets of Ogre Power, MW 
  bastard sword, breastplate, short sword, +1 large steel 
  shield, holy symbol of Iuz  
   
  APL 10 (EL 11) 
  � Temple Soldiers, Advanced male orc, Bbn 5, CR 6, 
  AL CE, HD d8 + 5d12 + 12, hp 55; AC 15 (breastplate); 
  Speed:  30 ft; Init:  +0; Attacks:  Melee +12/+7 (greataxe, 
  1d12+6), Missle +6/+1 (javelin, d6 + 3);  SQ:  Darkvision 
  60 ft, light sensitivity, fast movement, rage 1/day, 
  uncanny dodge (dex to AC), uncanny dodge (cannot be 
  flanked); Fort +8, Ref +1, Will +2; Str 18, Con 14, Dex 
  10, Int 9, Wis 8, Cha 8 
   
  Languages:  common, orcish 
   
  Feats:  Weapon focus (greataxe), iron will, blind 
  fighting  
   
  Skills:  Listen +3, spot +3, jump +4, climb +3 
  Equipment:  MW Greataxe, breastplate, short 
  sword 
   
  � Commander Yurak, Advanced male bugbear Ftr 
  8/sorc 1; CR 10; AL CE; HD 3d8+9d10+d4+24, hp 72; 
  AC 22 (29*) (+8 Platemail, +2 Dex, +2 shield, +7 
  deflection (shield spell precast); Init:  +1; speed 20 ft.; 
  Attacks:  Melee +19/+14 (bastard sword, d10+10, crit 
  17-20), Missile +14/+9 (javelin, d6 +6);  SQ:  Darkvision 
  60 ft; Fort +9, Ref +7, Will +8; Str 24, Con 16, Dex 14, 
  Int 9, Wis 10, Cha 11 
   
  Languages:  common, goblin, orcish 
   
  Feats:  Exotic Weapon proficiency (bastard sword), 
  weapon focus (bastard sword), combat reflexes, weapon 
  specialization (bastard sword), close quarters fighting, 
  blindfighting, power attack, iron will 
   
  Skills:  Climb +7, Hide +3, Listen +10, Move 
  Silently +6, Spot +9, Wilderness Lore +4 
   
  Spells:  5/3;  Cantrips:  detect magic, disrupt 
  undead,  prestidigitation, resistance.   1
  st level:  Shield* 
  (precast), protection from good*(precast) 
   
  Equipment:  Gauntlets of Ogre Power, +1 bastard 
  sword, breastplate, short sword, large steel shield, 
  potion of haste, holy symbol of Iuz 
   
  APL 12 (EL 14) 
  � Temple Soldiers, Advanced male orc, Bbn 5, CR 6, 
  AL CE, HD d8 + 5d12 + 6, hp 49; AC 15 (breastplate); 
  Speed:  30 ft; Init:  +0; Attacks:  Melee +12/+7 (greataxe, 
  1d12+6), Missle +6/+1 (javelin, d6 + 3);  SQ:  Darkvision 
  60 ft, light sensitivity, fast movement, rage 1/day, 
  uncanny dodge (dex to AC), uncanny dodge (cannot be 
  flanked); Fort +8, Ref +1, Will +3; Str 18, Con 14, Dex 
  10, Int 9, Wis 10, Cha 8 
   
  Languages:  common, orcish 
   
  Feats:  Weapon focus (greataxe), iron will, blind 
  fighting  
   
  Skills:  Listen +3, spot +3, jump +4, climb +3 
   
  Equipment:  MW Greataxe, breastplate, short 
  sword 
   
  � Commander Yurak, Advanced male bugbear Ftr 
  6/sorc 
  1/Ravager 
  4; 
  CR 
  12; 
  AL 
  CE; 
  HD 
  3d8+10d10+d4+54, hp 117; AC 22 (29*) (+9 platemail, 
  +1 Dex, +2 shield, +7 deflection (shield spell precast)); 
  Init:  +2; speed 20 ft.; Attacks:  Melee +20/+15/+10 
  (bastard sword, d10+10, crit 17-20), Missile +14/+9 
  (javelin, d6 +7);  SQ:  Darkvision 60 ft, Pain touch 2/day 
  (d6+d8+4 damage with unarmed strike), Aura of Fear 
  10’ (-2 morale penalty on all saving throws inside this 
  range), Cruelest Cut 1/day (d4 con damage in addition 
  to melee damage); Fort +14, Ref +8, Will +9; Str 24, Con 
  18, Dex 14, Int 9, Wis 10, Cha 11 
   
  Languages:  common, goblin, orcish 
   
  Feats:  Exotic Weapon proficiency (bastard sword), 
  weapon focus (bastard sword), combat reflexes, weapon 
  specialization (bastard sword), close quarters fighting, 
  iron will, Dirty fighting, Improved unarmed strike, 
  power attack, blindfighting. 
   
  Skills:  Climb +7, Hide +3, Listen +10, Move 
  Silently +6, Spot +9, Wilderness Lore +4, concentration 
  +4 
   
  Spells:  5/3;  Cantrips:  detect magic, disrupt 
  undead,  prestidigitation, resistance.   1
  st level:  Shield* 
  (precast), protection from good* (precast) 
   
  Equipment:  Gauntlets of Ogre Power, +1 bastard 
  sword, +1 full plate, short sword, large steel shield , 
  amulet of health (+2), potion of haste, holy symbol of 
  Erythnull  
   
  Trouble at Baco Canyon 
   
  Page 23 
  
  All APLs 
  � Morginstaler:  Adult male red dragon, CR 14; Size:  
  Huge (10x20, 10’ reach); Spd 40/150 fly; AL CE; HD 
  22d12+110:  hp 253(319)*; AC 29(33)* (-2 size, +21 
  natural, *+4 Mage armor precast); Init +4; Melee:  +26 
  Claw (2x 2d6+14), +31 Bite (2d8+14), +26 Wing (2x 
  1d8+7), +26 Tail slap (2d6+21), Crush (2d8+21); SA 
  Breath Weapon, Frightful Presence, Spell Like 
  Abilities; SQ  Immunity to fire, double damage from 
  cold, SR 21, Damage reduction 5/+1, Damage reduction 
  5/cold (see precast spells), Darkvision 500 ft (Ex), 
  Blindsight 150 ft (Ex); Fort +18(20), Ref +13, Will +19; 
  Str 33(38), Dex 10,  Con 21(26), Int 16, Wis 19, Cha 16 
   
  Feats:  Power Attack, Snatch (see page 62 of 
  Monster Manual), Iron Will, Cleave, Flyby attack, 
  Improved Initiative, Quicken Spell Like Ability (allows 
  use of one spell like ability as a free action each round) 
   
  Skills:  Concentration +22, Listen +24, Spot +20, 
  Search +20, Diplomacy +18, Knowledge:  Dragonlore 
  +22, Knowledge:  Arcana +17, Jump +29, Spellcraft +19, 
  sense motive +12, appraise +15 
   
  SA:   Breath Weapon:  Fire (50 ft cone), 12d10 
  (reflex DC 25) every d4 rounds 
   
  SA: Frightful Presence:  Fear (DC 24), 4HD or less 
  run, greater than 4 HD shaken (see page 62 of monster 
  manual) 
   
  SA: Spell Like Abiltiies: Suggestion 3/day(sp), 
  eyebite 1/day (sp), discern location (sp), locate object 
  5/day (sp) 
   
  Spells:  6/5/4/5 (some spells already cast 
  today)(DC 13 + spell level, Casts as a 7
  th Level Sorceror) 
  Cantrips:  Resistance, Mage hand, Open, Arcane Mark, 
  Detect magic, Read Magic, Light, Detect Poison; 1
  st 
  level:  Mage Armor*, Shield, Endure elements*, 
  Obscuring Mist, Expeditious Retreat, Comprehend 
  Languages; 2
  nd level:  Locate Object, Endurance*, Bull 
  Strength*; 3
  rd Level:  Fireball, Haste 
   
  � Varnosh:  Adult male human temple assassin 
  apprentice Rog 2, CR 2, AL LE, HD 2d6+2, hp 16; AC 
  15 (+3 dex, +2 leather); Speed:  30 ft; Init:  +7; Attacks:  
  Melee +1 (shortsword, 1d6+1), Missle +4 (short bow, 
  d6);  SQ:  Evasion, sneak attack +1d6; Fort +1, Ref +6, 
  Will +1; Str 13, Con 12, Dex 16, Int 11, Wis 12, Cha 9 
   
  Languages:  common, orcish, goblin 
   
  Feats:  Improved initiative, point blank shot  
   
  Skills:  Listen +7, spot +6, jump +4, sense motive 
  +3, search +4, read magic +2, use magic device +3, 
  tumble +5 
   
  Equipment:  Leather armor, short sword, holy 
  symbol of Iuz 
   
  Encounter 8:  Decision in the Canyon 
  ALL APL’s 
  � The ghost of Tulosh Silverhoof, male human 
  ghost bbn 3;  AL CN; CR 5, medium sized undead 
  (incorporeal);  HD 3d12, hp 26;  Init +1; Spd 40 ft, fly 30 
  ft (perfect); AC 12 (+1 dex, +1 Cha); Attacks:  Melee +5 
  (1d4 corrupting touch);  SQ:  turn resistance +4, rage, 
  fast 
  movement, 
  rejuvenation, 
  incorporeal; 
  SA:  
  corrupting touch, manifestation, corrupting gaze (Fort 
  DC 15, 2d10 damage, 1d4 Cha permanent), horrific 
  appearance 1/day (all within sight within 60 ft.  Fort 
  DC 15 or lose 1d4 Str, 1d4 Con, 1d4 Dex all 
  permanent);  Fort +3, Ref +2, Will +3; Str 10, Con -, Dex 
  12, Int 10, Wis 14, Cha 16 
   
  See Monster Manual for descriptions of ghost’s 
  special attacks and qualities 
   
  Encounter 9:  Tomb Robbers or Liberators? 
  APL 4 (EL 7) 
  � Traske, Running Bear:  male half orc ftr 2, CR 2, AL 
  N, HD 2d10 + 4, hp 19; AC 18 (+3 Dex, +3 studded 
  leather, +2 shield); Speed:  30 ft; Init:  +3; Attacks:  
  Melee +5 (lance, 1d8 + 4, 3d8+12 when charging), 
  Missle +5 (short bow, d6);  Fort +4, Ref +4, Will +1; Str 
  16, Con 12, Dex 16, Int 11, Wis 8, Cha 10 
   
  Languages:  flan 
   
  Feats:  Mounted combat, Ride by attack, spirited 
  charge, power attack  
   
  Skills:  Listen +3, spot +3, ride +7, hide +4 
   
  Equipment:  Scimitar, Heavy Lance, Studded 
  leather, light warhorse, military saddle, short bow, 20 
  arrows 
   
  � Hirdan Sparrowhawk:  male human dru 6, CR 6; 
  AL NE; HD 6d8+12, hp 45; AC 15(19) (+3 dex, +2 
  leather, +4 natural (see precasts)); speed:  30 ft; Init +3; 
  Attacks:  Melee:  +7 (scimitar, 1d6+3, crit 18-20), Missle:  
  +7 (sling, 1d4+3); SQ:  Nature Sense, Animal 
  Companion, Woodland Stride, Trackless step, resist 
  nature’s lure, Wild shape (2/day); Fort +7, Ref +5, Will 
  +8; Str 16, Con 14, Dex 16, Int 10, Wis 16, Cha 10 
   
  Languages:  flan, common, infernal 
   
  Feats:  Mounted combat, Heighten spell, silent 
  spell, spell focus (transmutation) 
   
  Skills:  Ride +9, Handle animal +10, Animal 
  empathy +8, wilderness lore +5, knowledge:  nature +5, 
  concentration +10, spellcraft +8 
   
  Spells:  5/4/4/3  (DC 13 + spell level:  15 + spell 
  level for transmutations)  orizons:  Cure Minor 
  wounds, flare, detect magic, create water, light  1
  st level:  
  cure light wounds, invisibility to animals, magic fang, 
  pass without trace (x2) 2
  nd level:  barkskin*, charm 
  person or animal, heat metal, flame blade  3
  rd level:  
  Poison, protection from elements*, dominate animal. 
   
  � Hirdan’s animal companion:  Dire Wolf, hp 31 
  (wounded, see encounter).  See Monster Manual p.57.  
   
  APL 6 (EL 6) 
  � Traske, Running Bear:  male half orc ftr 2, CR 2, AL 
  N, HD 2d10 + 4, hp 20; AC 18 (+3 Dex, +3 studded 
  leather, +2 shield); Speed:  30 ft (60 ft while riding); 
  Init:  +3; Attacks:  Melee +6 (lance, 1d8+4, 3d8+12 when 
  charging), Missle +5 (short bow, d6);  Fort +4, Ref +4, 
  Will +1; Str 16, Con 12, Dex 16, Int 11, Wis 10, Cha 10 
   
  Languages:  flan 
  Trouble at Baco Canyon 
   
  Page 24 
  
   
  Feats:  Mounted combat, Ride by attack, spirited 
  charge, weapon focus (lance)  
   
  Skills:  Listen +3, spot +4, ride +9, hide +4 
   
  Equipment:  Scimitar, MW Heavy Lance, Studded 
  leather, light warhorse, military saddle, short bow, 20 
  arrows, large wooden shield 
   
  � Hirdan Sparrowhawk:  male human dru 5, CR 5; 
  AL NE; HD 5d8+10, hp 39; AC 15(19) (+3 dex, +2 
  leather, +4 natural (see precasts)); speed:  30 ft; Init +3; 
  Attacks:  Melee:  +6 (scimitar, 1d6+3, crit 18-20), 
  Missile:  +6 (sling, 1d4+3); SQ:  Nature Sense, Animal 
  Companion, Woodland Stride, Trackless step, resist 
  nature’s lure, Wild shape (1/day); Fort +6, Ref +4, Will 
  +7; Str 16, Con 14, Dex 16, Int 10, Wis 16, Cha 10 
   
  Languages:  flan, common, infernal 
   
  Feats:  Mounted combat, Heighten spell, silent 
  spell 
   
  Skills:  Ride +9, Handle animal +9, Animal 
  empathy +8, wilderness lore +5, knowledge:  nature +5, 
  concentration +8, spellcraft +8 
   
  Spells:  5/4/3/2  (DC 13 + spell level)  orizons:  
  Cure Minor wounds, flare, detect magic, create water, 
  light  1
  st level:  cure light wounds, invisibility to 
  animals, magic fang, pass without trace  2
  nd level:  
  barkskin*, heat metal, flame blade  3
  rd level:  Poison, 
  protection from elements*. 
   
  � Hirdan’s animal companion:  Dire Wolverine, see 
  Monster Manual.  
   
  � Hulfdan:  male human rog 6 , CR 6, AL CE, HD 
  6d6+6, hp 32; AC 17 (+4 dex, +3 armor); Speed:  30 ft; 
  Init +8; Attacks:  Melee +5 (short sword d6+1), Missile 
  +8 (mighty composite short bow, d6 + 2); SA:  sneak 
  attack +3d6, evasion, uncanny dodge (dex to AC), 
  uncanny dodge (can’t be flanked); Fort +4, Ref +9, Will 
  +2; Str 12, Con 14, Dex 18, Int 10, Wis 12, Cha 10 
   
  Languages:  common, orcish, infernal 
   
  eats:  Point blank shot, precise shot, improved 
  initiative 
   
  Skills:  Hide +11, Listen +6, Spot +5, Ride +5, 
  Disable Device +3, Escape Artist +10, Tumble +11 
   
  Equipment:  MW studded leather armor, short 
  sword, short bow, 20 arrows, Hat of Disguise 
   
  � Rugari:  male half elven rog 6 , CR 6, AL CE, HD 
  6d6+6, hp 32; AC 18 (+4 dex, +3 armor, +1 deflection); 
  Speed:  30 ft; Init +8; Attacks:  Melee +5 (short sword 
  d6+1), Missile +8 (mighty composite short bow, d6 + 2); 
  SA:  sneak attack +3d6, evasion, uncanny dodge (dex to 
  AC), uncanny dodge (can’t be flanked); Fort +4, Ref +9, 
  Will +2; Str 12, Con 14, Dex 18, Int 10, Wis 12, Cha 10 
   
  Languages:  common, orcish, infernal 
   
  Feats:  Point blank shot, precise shot, improved 
  initiative 
   
  Skills:  Hide +11, Listen +6, Spot +5, Ride +5, 
  Disable Device +3, Escape Artist +10, Tumble +11 
   
  Equipment:  MW studded leather armor, short 
  sword, short bow, 20 arrows, Ring of protection +1 
   
  APL 8 (EL 11) 
  � Traske, Running Bear:  male half orc ftr 5, CR 5, AL 
  N, HD 5d10 + 10, hp 44; AC 19 (+3 Dex, +4 chain shirt, 
  +2 shield); Speed:  30 ft (60 ft while riding); Init:  +3; 
  Attacks:  Melee +11 (lance, 1d8+6, 3d8+18 when 
  charging), Missle +8 (short bow, d6);  SQ:  Freedom of 
  movement (see Hirdan’s precasts); Fort +5, Ref +4, Will 
  +1; Str 18, Con 12, Dex 16, Int 11, Wis 10, Cha 10 
   
  Languages:  flan 
   
  Feats:  Mounted combat, Ride by attack, spirited 
  charge, weapon focus (lance), combat reflexes, weapon 
  specialization (lance) 
   
  Skills:  Listen +3, spot +6, ride +11, hide +5 
   
  Equipment:  Scimitar, MW Heavy Lance, chain 
  shirt, light warhorse, military saddle, short bow, 20 
  arrows, large wooden shield 
   
  � Hirdan Sparrowhawk:  male human dru 8, CR 8; 
  AL NE; HD 8d8+16, hp 55; AC 15(19) (+3 dex, +2 
  leather, +4 natural (see precasts)); speed:  30 ft; Init +3; 
  Attacks:  Melee:  +9/+4 (scimitar, 1d6+3, crit 18-20), 
  Missile:  +9/+4 (sling, 1d4+3); SQ:  Nature Sense, 
  Animal Companion, Woodland Stride, Trackless step, 
  resist nature’s lure, Wild shape (3/day), Wild shape 
  (large); Fort +8, Ref +5, Will +10; Str 16, Con 14, Dex 16, 
  Int 10, Wis 18, Cha 10 
   
  Languages:  flan, common, infernal 
   
  Feats:  Mounted combat, Heighten spell, silent 
  spell, spell focus:  transmutation 
   
  Skills:  Ride +12, Handle animal +9, Animal 
  empathy +8, wilderness lore +8, knowledge:  nature +5, 
  concentration +10, spellcraft +10 
   
  Spells:  6/4/4/4/1  (DC 13 + spell level)  orizons:  
  Cure Minor wounds, flare, detect magic, create water, 
  light  1
  st level:  invisibility to animals, faerie fire, magic 
  fang*, pass without trace  2
  nd level:  barkskin*, heat 
  metal, flame blade  3
  rd level:  Poison, protection from 
  elements*, silent flame blade, cure moderate wounds  
  4
  th level:  Flame strike, Freedom of movement *, 
  freedom of movement*. 
   
  � Hirdan’s animal companion:  Brown Bear, see 
  Monster Manual. Note that the brown bear has had 
  magic fang cast upon it.  
   
  Hulfdan, Rugari:  male half elven Rog 6 Asn 1, CR 7, 
  AL CE, HD 7d6+14, hp 46; AC 17 (+4 dex, +3 armor); 
  Speed:  30 ft; Init +8; Attacks:  Melee +10 (short sword 
  d6+2), Missile +10 (mighty composite short bow, d6 + 
  2); SA:  sneak attack +4d6, evasion, uncanny dodge (dex 
  to AC), uncanny dodge (can’t be flanked), death attack 
  (DC 12), poison use; Fort +4, Ref +12, Will +3; Str 14, 
  Con 14, Dex 18, Int 12, Wis 12, Cha 10 
   
  Languages:  common, orcish, infernal 
   
  Feats:  Point blank shot, precise shot, improved 
  initiative, weapon focus (shortsword), weapon finesse 
  (shortsword) 
   
  Skills:  Hide +16, Listen +12, Spot +12, Ride +5, 
  Disable Device +3, Escape Artist +16, Tumble +16 
  Trouble at Baco Canyon 
   
  Page 25 
  
   
  Spells:  Obscuring mist, spider climb 
   
  Equipment:  MW studded leather armor, short 
  sword, mighty composite short bow (+2), 20 arrows, 
  MW poisoned short sword (Giant Wasp poison, Fort 
  DC 18.  1d6 Dex, secondary 1d6 Dex), Hat of Disguise 
   
  APL 10 (EL 14) 
  � Traske, Running Bear:  male half orc ftr 6, CR 6, AL 
  N, HD 6d10 + 18, hp 58; AC 20 (+3 Dex, +5 breastplate, 
  +2 shield); Speed:  20 ft (60 ft while riding); Init:  +3; 
  Attacks:  Melee +12/+7 (lance, 1d8+7, 3d8+21 when 
  charging), Missle +11/+6 (short bow, d6);  Fort +7, Ref 
  +5, Will +2; Str 18, Con 14, Dex 16, Int 11, Wis 10, Cha 
  10 
   
  Languages:  flan 
   
  Feats:  Mounted combat, Ride by attack, spirited 
  charge, weapon focus (lance), combat reflexes, weapon 
  specialization (lance), blindfighting, trample 
   
  Skills:  Listen +3, spot +7, ride +13, hide +7 
  Equipment:  Scimitar, +1 Heavy Lance, breastplate, 
  light warhorse, military saddle, short bow, 20 MW 
  arrows, large wooden shield 
   
  � Hirdan Sparrowhawk:  male human dru 10, CR 10; 
  AL NE; HD 10d8+20, hp 69; AC 15(19) (+3 dex, +2 
  leather, +4 natural (see precasts)); speed:  30 ft; Init +3; 
  Attacks:  Melee:  +10/+5 (scimitar, 1d6+3, crit 18-20), 
  Missile:  +10/+5 (sling, 1d4+3); SQ:  Nature Sense, 
  Animal Companion, Woodland Stride, Trackless step, 
  resist nature’s lure, Wild shape (4/day), Wild shape 
  (large), Venom immunity; Fort +9, Ref +6, Will +11; Str 
  16, Con 14, Dex 16, Int 10, Wis 18, Cha 10 
   
  Languages:  flan, common, infernal 
   
  Feats:  Mounted combat, Heighten spell, silent 
  spell, spell focus:  transmutation, spell focus:  
  enchantment 
   
  Skills:  Ride +15, Handle animal +10, Animal 
  empathy +8, wilderness lore +12, knowledge:  nature 
  +5, concentration +13, spellcraft +10 
   
  Spells:  6/5/5/4/4/2  (DC 14 + spell level, DC16 + 
  spell  level with enchantments and transmutations)  
  orizons:  Cure Minor wounds, flare, detect magic, 
  create water, light  1
  st level:  cure light wounds, 
  invisibility to animals, magic fang, pass without trace 
  (x2)  2
  nd level:  barkskin (x2)*, heat metal (x2), flame 
  blade  3
  rd level:  Poison, protection from elements*, 
  flame blade (silent), cure moderate wounds   4
  th level:  
  Flame strike, Freedom of movement *, freedom of 
  movement*, dispel magic  5
  th level:  ice storm, animal 
  growth 
   
  � Hirdan’s animal companion:  Dire Wolverines (2), 
  see Monster Manual. 
   
  � Hulfdan:  male human Rog 7 Asn 4, CR 11, AL CE, 
  HD 11d6+22, hp 68; AC 17 (+4 dex, +3 armor); Speed:  
  30 ft; Init +9; Attacks:  Melee +15/+10 (short sword 
  d6+2, critical 17-20), Missile +14/+9 (mighty composite 
  short bow, d6 + 2); SA:  sneak attack +6d6, evasion, 
  uncanny dodge (dex to AC), uncanny dodge (can’t be 
  flanked), death attack (DC 15), poison use; Fort +5, Ref 
  +14, Will +4; Str 14, Con 14, Dex 20, Int 12, Wis 12, Cha 
  10 
   
  Languages:  common, orcish, infernal 
   
  Feats:  Point blank shot, precise shot, improved 
  initiative, weapon focus (shortsword), weapon finesse 
  (shortsword), improved critical (shortsword) 
   
  Skills:  Hide +16, Listen +12, Spot +12, Ride +5, 
  Disable Device +3, Escape Artist +16, Tumble +16 
   
  Spells:  Obscuring mist, spider climb, undetectable 
  alignment* 
   
  Equipment:  MW studded leather armor, short 
  sword, mighty composite short bow (+2), 20 arrows, 
  MW poisoned short sword (Purple Worm poison, Fort 
  DC 24.  1d6 Str, secondary 1d6 Str), Hat of Disguise, 
  gloves of dexterity +2 
   
  � Rugari:  male human Rog 5 Asn 6, CR 11, AL CE, 
  HD 11d6+11, hp 57; AC 20 (+5 dex, +3 armor, +2 
  deflection); Speed:  30 ft; Init +9; Attacks:  Melee 
  +15/+10 (short sword d6+2, crit 17-20), Missile +14/+9 
  (mighty composite short bow, d6 + 2); SA:  sneak attack 
  +6d6, evasion, uncanny dodge (dex to AC), uncanny 
  dodge (can’t be flanked), death attack (DC 19), poison 
  use; Fort +4, Ref +14, Will +5; Str 14, Con 12, Dex 20, 
  Int 16, Wis 14, Cha 10. 
   
  Languages:  common, orcish, infernal 
   
  Feats:  Point blank shot, precise shot, improved 
  initiative, weapon focus (shortsword), weapon finesse 
  (shortsword), improved critical (short sword) 
   
  Skills:  Hide +18, Listen +12, Spot +12, Ride +5, 
  Disable Device +3, Escape Artist +16, Tumble +18 
   
  Spells:  Obscuring mist, change self, undetectable 
  alignment*, darkness, non detection*, invisibility  
   
  Equipment:  MW studded leather armor, mighty 
  composite short bow (+2), 20 arrows, MW poisoned 
  short sword (Purple Worm poison, Fort DC 24.  1d6 
  Str, secondary 1d6 Str), Ring of Protection +2 
   
  APL 12 (EL 16) 
  � Traske, Running Bear:  male human ftr 8, CR 8, AL 
  N, HD 8d10 + 27, hp 81; AC 20 (+3 Dex, +5 breastplate, 
  +2 shield); Speed:  20 ft (60 ft while riding); Init:  +3; 
  Attacks:  Melee +15/+10 (lance, 1d8+8, 3d8+24, crit 19-
  20 when charging) or scimitar (d6+5, crit 15-20), Missle 
  +11 (short bow, d6);  Fort +7, Ref +6, Will +5Str 20, Con 
  16, Dex 16, Int 11, Wis 14, Cha 10 
   
  Languages:  flan 
   
  Feats:  Mounted combat, Ride by attack, spirited 
  charge, weapon focus (lance), combat reflexes, weapon 
  specialization (lance), blindfighting, trample, improved 
  critical (lance), improved critical (scimitar) 
   
  Skills:  Listen +3, spot +7, ride +15, hide +8 
   
  Equipment:  Scimitar, +1  Heavy Lance, 
  breastplate, light warhorse, military saddle, short bow, 
  20 MW arrows, large wooden shield 
   
  � Hirdan Sparrowhawk:  male human dru 12, CR 12; 
  AL NE; HD 12d8+24, hp 87; AC 15(20) (+3 dex, +2 
  leather, +5 natural (see precasts)); speed:  30 ft; Init +3; 
  Trouble at Baco Canyon 
   
  Page 26 
  
  Attacks:  Melee:  +12/+6 (scimitar, 1d6+3, crit 15-20), 
  Missile:  +12/+6 (sling, 1d4+3); SQ:  Nature Sense, 
  Animal Companion, Woodland Stride, Trackless step, 
  resist nature’s lure, Wild shape (4/day), Wild shape 
  (large), Wild shape (tiny), Wild shape (dire); Fort +9, 
  Ref +6, Will +12; Str 16, Con 14, Dex 16, Int 10, Wis 20, 
  Cha 10 
   
  Languages:  flan, common, infernal 
   
  Feats:  Mounted combat, Heighten spell, silent 
  spell, spell focus:  transmutation, spell focus:  
  enchantments, natural spell 
   
  Skills:  Ride +16, Handle animal +10, Animal 
  empathy +8, wilderness lore +12, knowledge:  nature 
  +6, concentration +14, spellcraft +10 
   
  Spells:  6/6/5/5/4/4/3  (DC 15 + spell level, DC 17 
  + spell level for enchantments and transmutations)  
  orizons:  Cure Minor wounds, flare, detect magic, 
  create water, light  1
  st level:  cure light wounds, 
  invisibility to animals, magic fang, pass without trace 
  (x2)  2
  nd level:  barkskin (x2)*, heat metal , greater magic 
  fang, greater magic fang*(cast on animal companion)  
  3
  rd level:  Poison (x2), protection from elements*, flame 
  blade (silent), cure moderate wounds   4
  th level:  Flame 
  strike, Freedom of movement *, freedom of 
  movement*, dispel magic  5
  th level:  ice storm, insect 
  plague, animal growth, cure critical wounds  6
  th level:  
  fireseeds, antilife shell, greater dispelling 
   
  � Hirdan’s animal companion:  Dire Bear, see 
  Monster manual.  See Hirdan’s precasts.  Greater Magic 
  Fang precast on Bear. 
   
  � Hulfdan:  male human Rog 7 Asn 6, CR 13, AL CE, 
  HD 13d6+26, hp 84; AC 18 (+5 dex, +3 armor); Speed:  
  30 ft; Init +9; Attacks:  Melee +15/+10 (short sword 
  d6+3, critical 17-20), Missile +14/+9 (mighty composite 
  short bow, d6 + 2); SA:  sneak attack +7d6, evasion, 
  uncanny dodge (dex to AC), uncanny dodge (can’t be 
  flanked), death attack (DC 17), poison use; Fort +6, Ref 
  +15, Will +6; Str 14, Con 14, Dex 20, Int 12, Wis 14, Cha 
  10 
   
  Languages:  common, orcish, infernal 
   
  Feats:  Point blank shot, precise shot, improved 
  initiative, weapon focus (shortsword), weapon finesse 
  (shortsword), improved critical (shortsword) 
   
  Skills:  Hide +20, Listen +12, Spot +12, Ride +5, 
  Disable Device +3, Escape Artist +16, Tumble +20 
   
  Spells:  Obscuring mist, spider climb, undetectable 
  alignment*,pass 
  without 
  trace*, 
  nondetection*, 
  invisibility* 
   
  Equipment:  MW studded leather armor, +1 
  poisoned 
  short 
  sword, 
  (Dragon 
  Bile 
  (from 
  Morginstaler), Fort DC 26.  3d6 Str, no secondary), 
  mighty composite short bow (+2), 20 arrows, Hat of 
  Disguise, gloves of dexterity +2 
   
  � Rugari:  male human Rog 6 Asn 7, CR 13, AL CE, 
  HD 13d6+13, hp 67; AC 18 (+5 dex, +3 armor); Speed:  
  30 ft; Init +9; Attacks:  Melee +16/+11 (short sword 
  d6+3, crit 17-20), Missile +15/+10 (mighty composite 
  short bow, d6 + 2); SA:  sneak attack +7d6, evasion, 
  uncanny dodge (dex to AC), uncanny dodge (can’t be 
  flanked), death attack (DC 20), poison use; Fort +5, Ref 
  +15, Will +8; Str 14, Con 12, Dex 20, Int 16, Wis 18, Cha 
  10 
   
  Languages:  common, orcish, infernal 
   
  Feats:  Point blank shot, precise shot, improved 
  initiative, weapon focus (shortsword), weapon finesse 
  (shortsword), improved critical (short sword) 
   
  Skills:  Hide +20, Listen +12, Spot +12, Ride +5, 
  Disable Device +3, Escape Artist +16, Tumble +20 
   
  Spells:  Obscuring mist, change self, spider climb,  
  undetectable alignment*, darkness, non detection*, 
  misdirection, improved invisibility* 
   
  Equipment:  MW studded leather armor, mighty 
  composite short bow (+2), 20 arrows, MW poisoned 
  short sword (Dragon Bile (from Morginstaler), Fort DC 
  26.  3d6 Str, no secondary) 
   
  Trouble at Baco Canyon 
   
  Page 27 
  
  Appendix 3:  Family Tree of the Brighteagle. 
   
   
  Tovar of the 
  Brighteagle
   
   
  Osol Brighteagle (Dead)  
  Roche and Ilyena’s 
  unborn twin sons 
  Shining Rock (Evos’ 
  apprentice) 
  Roche Brighteagle 
  (dead) = Ilyena 
  Michelson
  Marvak of the Brighteagle 
  (Clan leader, dead) 
  Evos (clan Druid, dead) 
  Trouble at Baco Canyon 
   
  Page 28 
  
  DM Map #1:  Map of the Conclave Site 
   
  Trouble at Baco Canyon 
   
  Page 29 
  
   DM Map #2:  Map of the Tomb Complex 
   
    
  Trouble at Baco Canyon 
   
  Page 30 
   
  
  DM Map #3:  Map of the Canyon Entrance for Encounter 9 
   
   
   
   
  Trouble at Baco Canyon 
   
  Page 31 
   
  
  Player Handout #1 
   
  You had a disturbingly vivid dream the previous evening.   
   
  You are in a forest clearing, surrounded by a circle of green clad mages and clerics.  Several you recognize from your 
  time in the Fellreev as important members of the inner circle of the defenders of the Greenkeep, although you can’t 
  remember their names.  A slender elven woman in a green tunic is looking at you.  She says, “Our diviners are troubled 
  by events that are happening around you.  We fear some great plot that may threaten our homeland and somehow you 
  have become entwined, perhaps by fate.  It may be some trickery of the old one, but what it is we cannot divine.”  She 
  looks troubled and glances over at a human next to her dressed in clerical robes with the symbol of Obad-Hai on them.  
  “We believe the plot involves the rift barrens in some way, but our vision is clouded by some sorcery of the old one.  Be 
  wary, be wise.  As you have helped us in the past, help us again.  Tell no one not of the brotherhood of this message.” 
   
  With that, the dream ends and you awaken.  It is morning and time to go to the blasted tree. 
  Trouble at Baco Canyon 
   
  Page 32 
   
  
  Player Handout #2 
   
  To Gruvar Redheart, 
   
   
  His Excellency is not pleased with the failure of Vurag and Ultak to 
  discover the adventurers that were behind the slaying of our servant Raif.  Word 
  has reached us that those same adventurers are traveling to the meeting place.  I 
  need not tell you that they must not interfere with this mission.  Standard 
  Bounty will be paid for their ears. 
   
  Contact with the horse scum has been made.  You will make sure that 
  Hulfdan and his men follow his Excellency’s plan.  You will not let Hulfdan 
  know that you are reporting to me.  The recovery of the artifact is of primary 
  importance to the temple.  If you do not return with either the artifact or its 
  location, you will follow in the footsteps of Ultak and can console him personally 
  during the remainder of his sentence in the Gul Bortha. 
   
  May you cower in obedience to these words, 
   
  Ulmak, 3rd Sealer of Fate 
   
  Trouble at Baco Canyon 
   
  Page 33 
   
  
  Player Handout #3 
   
  The following is a fragment obviously copied hurriedly: 
   
  You will not be able to scry for the gem, as it is protected in some way.  
  It should be about one half of an inch across and, if it follows the 
  pattern of the others found in Miridor’s workshop, it is probably an 
  emerald.  Some elvish humor, I presume.  It is probably set in some 
  gaudy nomad jewelry, as we are sure that none of the herder scum would 
  understand its purpose.  You will return with it as soon as it is in 
  your possession, or you will face the wrath of Lord Bloodhand. 
   
  Written in a different hand, just underneath, is the following: 
   
  Does it make sense that Miridor would hide something that could breach 
  the elven wards of the Fellreev with the nomads?  Something doesn’t ring 
  true here.  Is this just a ruse?  Remember:  It is not wise to assume that 
  Hextor is blind. 
  Trouble at Baco Canyon 
   
  Page 34 
   
  
  Player Handout #4 
   
   
  Hulfdan, 
   I have inquired, but I have reached a brick wall.  No one will 
  admit to knowing why or even if Rugari of all people is there.  Are 
  you sure you really saw him?  I fear to inquire more, as seeming to 
  be too curious carries its own penalties.  One can only guess what 
  kind of power play is brewing upstairs, but it would be wise to 
  stay out of it.  You know his reputation as well as I.  I need not 
  tell you that you are in danger if anything goes wrong.  Beware, 
  and may Old Wicked blind your foes’ eyes.  Watch out for daggers 
  in the night! 
   
  Trangar 
   
   
   
  Trouble at Baco Canyon 
   
  Page 35 
   
  
  Player Handout #5 
   
  The last three journal entries of Rugari Mortimenso 
   
  Assassinated that annoying Ravensong druid.  Used the Tol Gutak cut.  
  Amulet to Muzkag to take back to Lord Fleishschriver at the temple.  
  Had to kill 6 nomads to get out of camp.  Wonder what I should wear 
  when I present the gem to Lord Fleishschriver? 
   
  Used the left handed Bas Loth cut on that nomadic druid scum at the 
  entrance to the canyon.  I think the elbow is dropping a little when I 
  strike with the left hand.  Note to self:  practice that on next batch. 
   
  I have interpreted the symbol on the pillar.  It is a symbol of death trap 
  that seems to keep out all but good characters.  These scum think they can 
  foil me!  I have sent Trangar back to the temple for reinforcements.  Now 
  that we know where the tomb is, it should be easy to break in.  I believe 
  that a simple non detection spell will allow me to enter the room, recover 
  Garnash’s body and loot the tomb before Trangar gets back.  Then mine 
  will be the glory!  This is a glorious day for Iuz and Rugari.  I will live in 
  luxury forever with the gem of Miridor in my pocket! If I am right, then I 
  can now just walk in and take the treasure. 
    
   
   
  Trouble at Baco Canyon 
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Bandit Kingdoms/593/Normal Scenarios/BDK3-03 - Trouble at Baco Canyon (APL 4-12)/BDK3-03 - Trouble at Baco Canyon.pdf