TEXT: 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 following 
  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. 
  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.  
   
  CR 
  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 
  7 
  7 
  9 
  10 
  11 
    
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face. 
  APLs 
  are 
  given 
  in 
  even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the 
  higher or the lower adjacent APL. 
  APL 
  also 
  affects 
  the 
  amount 
  of 
  experience you may gain at the end of the 
  adventure. If your character is three character 
  levels or more either higher or lower than the APL 
  this adventure is being played at, that character will 
  receive only half of the experience points awarded 
  for the adventure. This simulates the face that 
  either your character was not as challenged as 
  normal, or relied on help by higher-level characters 
  to reach the objectives. 
  Note: LIVING GREYHAWK adventures are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1st-level characters may find 
  difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If your group is APL 1 
  there are three things that you can do to help even 
  the score. 
  1. 
  Attempt to create a table of six 1st level 
  characters, or try to enlist higher-level 
  characters to play at that table.  
  2. 
  Advise characters to buy riding dogs to 
  help protect them, and fight for them. All 
  riding dogs are considered trained to 
  attack. PCs who want their dogs to attack 
  must succeed at a Handle Animal or 
  Charisma 
  check 
  (DC 
  10). 
  Failure 
  indicates that the animal will not attack 
  that round. This is a free action (spoken 
  command) that may be attempted each 
  round. If an animal loses half or more hp 
  in a single round it flees, unless another 
  check is successful.  
  3. 
  A group of APL 1 characters that desires 
  an extra hand can “enlist an iconic.” The 
  stats for the 1st level versions or Tordek, 
  Mialee, Lidda, and Jozan are included at 
  the end of this adventure. The group may 
  pick 
  one 
  of 
  these 
  characters 
  to 
  accompany them on the adventure. The 
  DM controls that NPC. 
   
   
  
  APL 8−10  - Round 1 
  Encounter Summary 
  In the wake of the victory at Longbridge in the 
  summer of 592 CY, Jian Destron and Rakehell 
  Chert realised that the Free State must strike 
  before the Scarlet Brotherhood has a chance to re-
  enforce its garrison around Scant. Therefore, in 
  the early spring of 593 CY, they mustered a force 
  of about 1,000 of the Army of Rebellion in 
  Sornhill to clear the Volanots of Brotherhood 
  troops, a prelude to a two-pronged assault on 
  Scant itself.  
  Less than a month ago the town of 
  Tarlesan was liberated after heavy fighting. Now 
  the Army of Rebellion stands poised to assail its 
  final objective - the port of Obelton, not 10 
  leagues north of Scant. Auxiliary forces in the 
  form of War Companies will assist the Army of 
  Rebellion in their task. 
  The PCs have been assigned to the Army 
  of Rebellion's 4th Braetad, also known as the 
  Cliffrunners, under the command of Verelan 
  Halwyr, Braetern of the Storm Coast. The PCs are 
  assigned the spearhead of the force in the 
  Volanots. They will be part of the Army's main 
  effort against the fortified port of Obelton, which 
  stands on the Straits of Gearnat, not 10 north 
  leagues from Scant.   
   
  Encounter 1: The PCs leave the camp and head 
  out into the Volanots. 
   
  Encounter 2: In this encounter the PCs will come 
  across Onnwallon soldiers in a captured enemy 
  position, torturing a hochebi to death. Their 
  consciences may dictate that they attempt to stop 
  this. 
   
  Encounter 3: In this encounter the PCs come 
  across a strongpoint still manned by hochebi 
  forces who have pinned down the remains of an 
  Onnwallon patrol. The PCs must take the ridgeline 
  to complete their mission. 
   
  Objectives:  
   
  1: Victory Condition: Destroy all hochebi 
  resistance. 
   
  2: Victory Condition: Gain intelligence regarding 
  hochebi troop positions. Take prisoners if possible 
  and send them back to be interrogated. 
   
  NOTE TO GMS: 
  1. 
  This Round will last exactly 2 hours. 
  Stop 
  play 
  and 
  move 
  onto 
  the 
  conclusion when told to do so by the 
  Event Coordinators.  
  2. Please report whether the PCs have 
  fulfilled the victory conditions or not 
  to the event co-ordinators. 
   
  Player's Introduction 
  Read aloud or paraphrase the following: 
   
  The 1st, 3rd and 4th Altads of the Cliffrunners 
  are encamped about the tiny village of Dorelos 
  in the Cantred of Obelstone.  Perched atop 
  one of the many rugged ridges of the Volanots, 
  the village has been transformed into an 
  armed camp. A ditch and palisade has been 
  thrown up around the perimeter guarded by 
  green-cloaked Free State Regulars. 
  Two days ago you set out from the 
  base camp of the Army of Rebellion in 
  Tarlesan, taking the winding muddy t ails 
  west toward what is the farthest western limit 
  of Free Onnwal. For now. With you marched 
  the Regulars and a la ge contingent of 
  Militiamen - farmers who in happier t mes 
  would be turning the soil now for the spring 
  planting.    
  r
  r
  i
  ,
   
  i
  i
   
  There is a mood of confidence and 
  optimism in the camp; a feeling that at last the 
  tide has turned against the Scarlet Scourge 
  and that after nine long years of war, victory 
  might be close at hand.  
  It is about an hour before dawn. The 
  eastern sky brightens from midnight blue, to 
  gold to blood red. 
  "A red sky for a red day " says a 
  sertern of the Regulars as he gazes east over 
  the palisades. Turning to look at the men 
  mustering in the twilight, his eyes glitter.  
  "Blood will be spilt this day" he says.  
  Just then a soldier, so young in years that he 
  must have been but a boy when the wars first 
  came to Onnwal's shores, approaches.  
  "Worthy sirs, the braetern would have 
  words with you." 
   
  Mission Briefing 
  Read aloud or paraphrase the following: 
  Verelan Halwyr, Braetern of the Storm Coast, 
  awaits you in one of the larger houses of the 
  v llage. The main liv ng quarters has been 
  converted into a war room. Officers of the Free
  State 
  Regulars 
  pour 
  over 
  maps 
  and 
  
  requisition, while runners come and go 
  variously bearing dispatches and orders. 
  The 
  Braetern 
  is 
  a 
  tall, 
  broad-
  shouldered man in his thirt es. Close cropped 
  blonde hair caps a square-jawed, handsome 
  face. Halwyr wears a lov ngly maintained set 
  of banded mail, embossed with the arms of 
  Onnwal. His long green cloak is clasped with 
  the silver four-pointed star marking his rank A 
  finely cra ted bastard sword is girthed at the 
  braetern's hip.  
  i
  i
  f
  l
  r
  i
  r
  ,
   
  Your escort announces you. Halwyr 
  looks up from the map before him. His grey 
  eyes regard you speculatively, as though 
  weighing up your strengths and weaknesses.  
  "Take your ease a moment while you 
  have yet the chance," the braetern says. "I 
  have some deeds worthy of the like of 
  yourselves.  You are all doughty warriors or 
  puissant in your own fields of expertise and so 
  it had fallen to you to c ear strong points in 
  this area that my regulars cannot. Follow 
  behind the main vanguard. When they reach 
  strong points they cannot breach they will 
  instead bottle the scarlet scum up until you 
  can deal with them. Take any prisoners you 
  can and return them here under with any 
  groups of soldiers returning this way.  
  With Heironeous’ grace we will clear 
  these hills of Brotherhood forces and be in a 
  position 
  to 
  assault 
  Scant 
  itself. 
  Your 
  contribution is critical to the success of the 
  mission. A m yourselves, for today we win this 
  war! 
   
  Allow the PCs to ask any questions they deem 
  necessary but Halwyr knows little more than he 
  has imparted here. Once they are ready proceed to 
  encounter 1. 
   
  Encounter One : Departure 
  Read aloud or paraphrase the following: 
  You make you final preparations. About you 
  nigh six hundred other warriors are doing the 
  same in the shelter if the eastern slope of the 
  ridge. Some are men of the Regulars, checking 
  their weapons and armour straps with the 
  assurance of professional warriors. Others are 
  like yourselves, members of War Companies, 
  motley 
  collections 
  of 
  freeswords 
  and 
  dwoeomercasters. Finally the men of the 
  militia stand shivering either with the pre-
  dawn chill or with fear. They are clad in 
  leather jacks and bear spear and short bow. 
  Green-cloaked Regulars lead these companies 
  of erstwhile farmers and fishers, and they pass 
  through the ranks now offering words of 
  encouragement. 
  A 
  sertern 
  moves 
  among 
  the 
  companies, g ving each in turn the order to 
  move out. He gives you a nod, and 
  shouldering your kit, you pass out under the 
  gate, where the banner of the Green and Gold 
  of Onnwal, snaps in the cool breeze. The 
  guards upon the gate raise their spears in 
  salute as you pass.  
  Behind you, company after company 
  of the men of Onnwal raise their voices in 
  song and march out under the gate, armed for 
  war and girthed for battle. Ahead under the 
  shadows of the dying night lies Obelton and 
  beyond it the Straits of Gearnat. That way lies 
  your foe, your freedom and, mayhap, your fate. 
   
  Before proceeding to encounter two allow the PCs 
  to make any preparations they deem, necessary. 
   
  Encounter Two: Onwards 
  In this encounter PCs may help some injured 
  soldiers and gain some information about what lies 
  ahead. There is no combat here. 
   
  Read aloud or paraphrase the following: 
  It is now light and you have been heading in 
  the direction of the fighting for several hours. 
  Ahead of you several small groups of soldiers 
  are clustered around a series of strong points 
  which they have just captured. The g oaning 
  of several injured men assails your ears  as you 
  get closer. A man detaches himself from the 
  group and comes toward you. 
   
  Hail fellow warriors! We have taken 
  this place and sent many scarlet scum to hell! 
  It was a hard fight – this portion of the hills is 
  held by their elite troops but by strength of 
  arms and true hearts we prevailed! You are too
  late for the fighting here but hurry onwards for 
  this day we free Onnwal!” 
   
  If the PCs wish they may question this optimistic 
  warrior. Grendann is a career soldier, who 
  although sick of this war now sees an end in sight. 
  Now middle-aged he is brave and battle scarred. If 
  the PCs seem friendly Grendann will ask if they 
  can offer any assistance to the wounded.  
  As he asks this, a pain-filled scream fills the air. 
  One of the defenders still lives and is even now 
  being tortured. The hochebi knows nothing 
  beyond general information about troop positions 
  ahead (which he will impart to anyone listening in 
  an attempt to stop the torturing) but the soldiers 
  are torturing him anyway – revenge is sweet. If the 
  
  PCs do not intervene the soldiers will continue 
  torturing the hochebi until he dies. All the soldiers 
  have lost loved ones and desire revenge. If the 
  hochebi sees the PCs or hears an argument 
  between them and the soldiers he will beg for 
  mercy. 
   
  Development: This is primarily a role-
  playing encounter. No doubt some of the PCs will 
  have a differing opinion on the morality of 
  torturing a hochebi to death. Threats or reasoned 
  arguments will finally win the day here and the 
  soldiers will desist. If given good enough reasons. 
  Note: there are no officers here, all were slain in 
  the fighting. 
   
   
  Once the PCs have resolved or ignored 
  the torturing of the hochebi continue onward to 
  encounter 3. 
   
   
  Encounter Three: The Wall 
  This encounter follows directly after encounter 
  two. 
   
  Read aloud or paraphrase the following: 
  Ahead of you, you can see a cluster of men in 
  the green and gold of the F ee State clustered 
  about and behind the crest of a low ridge, over 
  which several are peering cautiously. 
  r
   
  l
  When the PCs approach the position they will be 
  hailed by the troops and swiftly conveyed into the 
  presence of an officer. 
   
  “Thank Heironeous that you have come," 
  gasps the man lying on the floor in front of 
  you with an arrow through his thigh.  
  "I am Brallen and I command here” 
   
  Saying this he gestures at the band of 
  men about him before continuing: 
   
  “Did you see the b oody ruin we 
  inflicted on the Hochebi back there eh? Now 
  we avenge our brethren who have suffered at 
  the hands of those scarlet scum! No however 
  we can go no further. Over a dozen of my men 
  lie dead yonder and my lads will go no further. 
  The hochebi up there are expert archers and 
  none can close enough to dig them out. Will 
  you try?” 
   
  Peering cautiously over the crest of 
  the hill your heart sinks. Beyond is a shallow 
  valley that then rises steeply toward a bluff 
  about one hundred feet away. Atop that bluff 
  you can make out signs of fortifications before 
  you have to jerk you head back into cover as 
  an arrow sprouts from the ground in front of 
  you. From above you can hear faint jeering in 
  the hochebi’s accursed language. 
   
  Set-Up: The hochebi are dug in along a long low 
  ridgeline roughly one hundred feet ahead of the 
  party. The hochebi themselves are spread out with 
  gaps of thirty feet between them. In the centre of 
  the line lurk the trolls, hiding out of sight for the 
  moment. The hochebi occupy a series of trenches 
  and strongpoint consisting of shallow trenches and 
  low earthen walls. Hochebi occupying the area 
  have one half cover (+4 AC bonus and +2 Reflex 
  save bonus) until PCs enter melee combat with 
  them. 
   
  The PCs are on their own here as no 
  troops will join them in the attack. Of the forty 
  men who started out in the assault over half now 
  lie dead or wounded. The rest have no wish to 
  continue, at least for a little while. 
  Dependant on the APL the following 
  Brotherhood forces are defending this area: 
   
  APL 8 (EL 11) 
  Trolls (2): hp 63 each; see Appendix One 
  Hochebi Ftr5 (7): hp 44; see Appendix One 
   
  APL 10 (EL 13) 
  Trolls, Bar1 (4): hp 76 each; see Appendix Two 
  Hochebi Ftr5 (8): hp 51; see Appendix Two 
   
  Tactics: As soon as the PCs break cover the 
  bowmen on the ridge above will start firing at 
  them, each concentrating on a single charging 
  target. However, several archers will immediately 
  target any character spell casting in the open. Once 
  the PCs get to within thirty feet of the ridge the 
  trolls will break cover and charge down into the 
  middle of the PCs. They will immediately rage (if 
  applicable) and attempt to flank PCs where 
  possible. The bowmen will continue to fire when 
  this occurs, but only at unengaged targets (until 
  they run out of these). 
   
  Treasure: Depending on the APL of the 
  table the following loot can be garnered here. 
  APL 8: Loot: 405 gp; Coin 2 gp 
  APL10: Loot: 463 gp; Coin 2 gp 
   
  Development: The Brotherhood forces here are 
  elite troops and will fight to the finish. Once the 
  PCs have taken the position the rest of the soldiers 
  will move up to occupy the strongpoint. Several 
  will stop and tend to some of the fallen as not all 
  were slain by the hochebi. Soldiers entering the 
  captured objective will also loot the hochebi fallen 
  in the PCs have not done so. 
   
  
  Conclusion 
  Assuming the PCs are successful in their task, read 
  aloud or paraphrase the following:  
   
  Brallen's men quickly take up the positions so 
  recently vacated by their foe, rolling the 
  bloodied, stinking corpses of the hochebi out 
  of the trenches. Brallen himself takes a green 
  cloak from one of the slain Free Army 
  Regulars and, attaching it to a spear, fashions 
  a make-shift banner. This he drives into the 
  ground at the highest point of the ridge. 
  "For Free Onnwal!" he cries.  
  His men take up the cry.  
  Looking about, you see many similar banners 
  now fluttering from the surrounding peaks, 
  marking land at las  liberated from the tyranny
  of the Scarlet Sign. 
  t
   
   
  Here ends Round 1 of Storm on the Volanots. 
   
  NOTE TO GMS: If the PCs are still in combat 
  when the round ends determine the outcome 
  of the fight by the number of each side still 
  alive. If there are more PCs alive and active, 
  assume that they win and that the enemy are 
  put to flight. If there are more of the enemy 
  alive, assume the PCs flee.  
  Any objectives unachieved by the end 
  of the round are assumed to be failed.  
  Have the PCs nominate a runner to 
  return to headquarters to report the events that 
  have befallen them. 
  Meanwhile proceed to Round 2. Do 
  not wait for the runner to return before doing 
  so.   
   
  
  Experience Point Summary 
  To award experience for this adventure, add up the 
  values for the objectives accomplished and assign 
  the experience award accordingly. Then assign the 
  discretionary role-playing experience award. The 
  role-playing award should be given for consistent 
  character portrayal and contribution to the fun of 
  the game. You can award different role-playing 
  amounts to different characters. Award the total 
  value (objectives + roleplaying) to each character 
  Encounter Three:  
  Defeating the hochebi and their troll minions 
  APL 8:  
   
   
  330 XP 
  APL 10:  
   
   
  390 XP 
   
  Discretionary Role-playing Award 
  APL 8:  
   
   
  113 XP 
  APL 10:  
   
   
  135 XP 
   
  Total possible experience  
  APL 8:  
   
   
  443 XP 
  APL 10:  
   
   
  525 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 Meta-
  regional scenario, characters from Meta-region 5 
  may spend additional Time Units to practice 
  professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  Treasure Key 
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
   
  Encounter Three 
  APL 8: Loot: 405 gp; Coin 2 gp 
  APL10: 463 gp; Coin 2 gp 
   
  Maximum Treasure Totals 
  The maximum amount of treasure that a player 
  character is able to take from this module is linked 
  to the APL at which the module is played. These 
  totals are: 
  APL 8:  407 gp  
  APL 10: 465 gp  
   
  
  Appendix One 
  APL 8 
  Troll (2): CR 5; Large Giant (8 ft. tall); HD 
  6d8+36; hp 63; Init +2 (+2 Dex); Spd 30 ft.; AC 
  18 [flat-footed 16, touch 11], (–1 size, +2 Dex, +7 
  natural); Atks +9 melee (1d6+6, claws x2) or +4 
  melee (1d6+3, bite); Face/Reach 5 ft. x 5 ft./10 ft.; 
  SA Rend 2d6+9; SQ Regeneration 5, scent, 
  darkvision 90 ft.; AL CE; SV Fort +11, Ref +4, 
  Will +3; Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 
  6. 
   
  Skills and Feats: Listen +5, Spot +5; 
  Alertness, Iron Will. 
   
  Rend: If a troll hits with both claw 
  attacks, it latches onto the opponent’s body and 
  tears the flesh.  This attack automatically deals an 
  additional 2d6+9 points of damage 
   
  Regeneration: Fire and acid deal normal 
  damage to a troll, all other damage regenerates at 5 
  points per round.  Limbs chopped off can be 
  reattached immediately or grow back in 3d6 
  minutes. 
   
  Scent: Can detect creatures within 30 ft. 
  by sense of smell. If the odour is up wind this 
  detection range extends to 60 ft. Similarly if the 
  odour is downwind the detection range drops to 
  15 ft. Can follow tracks by sense of smell by 
  making a Wisdom check (DC 10). 
   
  Possessions: None. 
   
  Hochebi Archer, Ftr5 (7): CR 5; Medium 
  humanoid  (6 ft. tall); HD 1d8+1 and 5d10+5; hp 
  44; Init +2 (+2 Dex); Spd 30 ft.; AC 19 [touch 12, 
  flat-footed 17]; Atks +6/+1 melee (1d8 [x2/19-
  20], longsword), +10/+5 ranged (1d 8 [x3], 
  longbow); AL LE; SV Fort +7, Ref +3, Will +1. 
   
  Str 11, Dex 15, Con 13, Int 10, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Hide +2, Jump +3, Listen 
  +4, Move Silently +4, Spot +4, Swim +3; 
  Alertness, Point Blank Shot, Precise Shot, Rapid 
  Shot. 
   
  Possessions: Chainmail, large steel shield, 
  longsword, masterwork longbow, 20 masterwork 
  arrows, 2 gp. 
  
  Appendix Two 
  APL 10
  Troll, Bar1 (4): CR 6; Large Giant (8 ft. tall); HD 
  6d8+36; hp 76; Init +6 (+2 Dex, +4 Improved 
  Initiative); Spd 40 ft.; AC 18 [flat-footed 16, touch 
  11], (–1 size, +2 Dex, +7 natural); Atks +10 melee 
  (1d6+6, claws x2) or +5 melee (1d6+3, bite); 
  Face/Reach 5 ft. x 5 ft./10 ft.; SA Rend 2d6+9, 
  rage; SQ Regeneration 5, scent, darkvision 90 ft., 
  fast movement; AL CE; SV Fort +13, Ref +4, Will 
  +3; Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6. 
   
  Skills and Feats: Climb +10, Jump +10, 
  Listen +5, Spot +5; Alertness, Improved Initiative, 
  Iron Will. 
   
  Rend: If a troll hits with both claw 
  attacks, it latches onto the opponent’s body and 
  tears the flesh.  This attack automatically deals an 
  additional 2d6+9 points of damage 
   
  Regeneration: Fire and acid deal normal 
  damage to a troll, all other damage regenerates at 5 
  points per round.  Limbs chopped off can be 
  reattached immediately or grow back in 3d6 
  minutes. 
   
  Scent: Can detect creatures within 30 ft. 
  by sense of smell. If the odour is up wind this 
  detection range extends to 60 ft. Similarly if the 
  odour is downwind the detection range drops to 
  15 ft. Can follow tracks by sense of smell by 
  making a Wisdom check (DC 10). 
  Rage: 1/day; temporarily gains +4 to Strength, +4 
  to Constitution and a +2 morale bonus on Will 
  saves, but suffers a –2 penalty to AC. Rage lasts 11 
  rounds. 
   
  Possessions: None. 
   
  Hochebi Archer, Ftr6 (8): CR 6; Medium 
  humanoid  (6 ft. tall); HD 1d8+1 and 6d10+6; hp 
  51; Init +6 (+2 Dex, +4 Improved Initiative); Spd 
  30 ft.; AC 19 [touch 12, flat-footed 17]; Atks 
  +7/+2 melee (1d8 [x2/19-20], longsword), 
  +11/+6 ranged (1d8 [x3], longbow); AL LE; SV 
  Fort +7, Ref +3, Will +1. 
   
  Str 11, Dex 15, Con 13, Int 10, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Hide +2, Jump +3, Listen 
  +4, Move Silently +4, Spot +5, Swim +3; 
  Alertness, Improved Initiative, Point Blank Shot, 
  Precise Shot, Rapid Shot. 
   
  Possessions: Chainmail, large steel shield, 
  longsword, masterwork longbow, 20 masterwork 
  arrows, 2 gp. 
   
  
  Appendix Three 
  New Rules Items
  
   
  APL 8−10  - Round 2 
   
  Encounter Summary 
   
   
   
  .
  i
  The PCs have been assigned to the Army of 
  Rebellion's 4th Braetad, also known as the 
  Cliffrunners, under the command of Verelan 
  Halwyr, Braetern of the Storm Coast. The PCs are 
  scouting the right (northern) flanks of the main 
  body of the Army of Rebellion host before 
  Obelton. 
  The spearhead has assailed the first line 
  of defences around Obelton and are now pressing 
  hard towards the port. However, in this round they 
  encounter the first of the misshapen spawn of the 
  sinister fortress of Obelstone.   
   
  Encounter 1: In this encounter the PCs encounter 
  some stragglers and can gain information about 
  Brotherhood troop movements. 
   
  Encounter 2: In this encounter the PCs enter the 
  village of Hardenn and do battle with monstrous 
  trolls and their master. 
   
  Objectives 
  1: Victory Condition: Clear Hardenn of enemy 
  forces. 
   
  2: Victory Condition:  
  Gather 
  information 
  about 
  enemy 
  troop 
  movements and ascertain the fate of the previous 
  patrols. 
   
  Please report whether the PCs have fulfilled 
  the victory conditions or not to the main 
  Living Greyhawk desk/event co-ordinator. 
   
  Player's Introduction 
  Read aloud or paraphrase the following: 
  It is close to noon. Just as Pelor gains the 
  zenith, he is swallowed up in a vast swathe of 
  black cloud, spreading quickly out of the 
  north. The air grows heavy and clammy. In 
  short order the entire sky is transformed into a 
  glowering leaden dome. With a rumbling peal 
  of thunder that echoes through the hills, fat 
  raindrops start to fall, falteringly at first, but 
  increasing in intensity until they hammer 
  down on you in yardstaves. In moments you 
  are soaked through to the skin. The already 
  muddy trails become morasses of mud and 
  dirty brown water. 
   
  Mission Briefing: 
  Read aloud or paraphrase the following: 
  As you trudge through the muddy torrent that 
  was once the trail, through the sheets of rain 
  you make out a banner ahead atop a hilltop. A 
  sodden gonfalon bearing the green and gold 
  stands planted in the lee of the ridge. About it 
  are posted a large group of Regulars, their 
  cloaks drenched with rain and weighed down 
  with clinging mud. Several train crossbows at 
  you as you approach. 
  Then a man emerges form the middle 
  of the group and tells them to lower their 
  weapons. It is only when you spot the bastard 
  sword girthed at his hip that you recognise 
  Braetern Halwyr Verelan.  
  “Men, I have worrying news. Not five 
  miles to the west from here lies the hamlet of 
  Hardenn. I have now sent two patrols to 
  secure the hamlet but I have not heard 
  anything from either patrol. I fear the worst.” 
  He pauses for a moment. 
   
  “I charge you with exploring the 
  hamlet and with destroying whatever is 
  lurking there. Find out what happened to my 
  men and rescue any who still live  The v llage 
  lies atop a hill and is a key strategic position 
  for us. It follows that the Brotherhood will 
  have fortified it in some fashion. Destroy 
  Weather Conditions 
  During the second round of Storm on the Volanots a squall, heavily laden with rain, is blown in from the 
  Gearnat adding further misery to the Free State forces attempting to extricate themselves from the 
  Brotherhood trap in which they find themselves. This squall is just one in a series of rainstorms that have 
  battered the hills over the last few weeks.  
  This has two main affects: 
  Rain: Rain reduces visibility ranges by half, resulting in a –4 penalty to Spot and Search checks. Any 
  unprotected flames are automatically extinguished and protected flames (such as lanterns) have a 50% chance 
  of being extinguished. Ranged attacks suffer a –4 circumstance penalty to hit. 
  Flash Floods: Runoff from heavy rain forces creatures in its path to make a Fortitude save (DC 15). 
  Large or smaller creatures failing the save are swept away by the rushing water, taking 1d6 points of subdual 
  damage per round (1d3 points on a successful Swim check). Huge creatures that fail are knocked down and 
  face potential drowning. Gargantuan and Colossal creatures are checked, but they only drown if the water 
  rises above their heads. For more information regarding Weather Hazards refer to the DUNGEON MASTER’s 
  Guide pages 87-88. 
  
  Spotting the 
  Note: The trolls faced by the PCs in this 
  encounter are immune to fire. Describe this to the 
  PCs in lurid detail when they attempt to kill the 
  troll using fire. For 
  more 
  information 
  regarding the half-
  elemental 
  template 
  refer to Appendix 
  Three of this module 
  or the Manual of the 
  Planes, pages 188-190. 
  Also remember that 
  prior to the start of 
  this encounter Palis 
  has cast two 2nd level 
  and one 1st level 
  spell. 
  Rope Tricks
  Inanimate objects are practically 
  impossible to spot, requiring a 
  successful Spot check (DC 40) to 
  notice it. Even a successful Spot 
  check 
  will 
  only 
  give 
  the 
  successful character a hunch that 
  something invisible is in the 
  general vicinity of the relevant 
  rope trick.  
  Make a separate check 
  for each rope trick. 
   
  Spells such see invisibility
  will 
  automatically 
  allow 
  the 
  caster to notice both rope tricks if 
   are in range of the spell. 
  te however such spells do not 
  allow the caster to see into a rope
  they
  No
  Once 
  the 
  PCs have proceeded 
  to this section read or 
  paraphrase 
  the 
  following: 
  them.”  
   
  With a gesture he dismisses you, 
  turning to answer the inquiry of a breathless 
  messenger. It is time to gather your gear, wipe 
  the streaming rain from your eyes and head 
  westward – to Hardenn and who knows what. 
   
   
  Encounter One: The Deadly 
  Struggle 
  Describe in general terms the PCs progress 
  through the bleak hills that make up the Volanots. 
  After about an hour of travel they come across the 
  following scene.  
   
  trick. 
   
  t
  Read, or paraphrase the following: 
  Ahead of you lies the wrack of a mighty 
  struggle. 
  Scattered 
  about 
  the 
  ground, 
  entwined in and around the shattered remains 
  of a hochebi defensive position can be seen at 
  least a score of bodies. Almost half s ill wear 
  the green and gold of Onnwal. All is silent 
  except the incessant sound of the rain that set 
  your nerves on edge. The ground is growing 
  muddier and muddier and is slowly turning 
  into a quagmire. From the small network of 
  trenches ahead of you that perch precariously 
  to the skyline you suddenly notice a small 
  flash of movement.  
   
  Set Up: The party have discovered a small 
  Brotherhood strongpoint. All the defenders have 
  been slain and the remainder of the victorious 
  Onnwalon forces have moved on to tackle the 
  defences at Hardenn. 
   
  Two individuals yet live however in the 
  trenches above. One hochebi survived the assault 
  by playing dead. Although severely wounded he 
  begun to loot the bodies of his fallen comrades. In 
  the process of this he uncovered the unconscious 
  body of Bramlen, an Onnwallon soldier, who is 
  scarcely more than a boy. Rudely awakened by the 
  hochebi’s pawing, Bramlen sought to defend 
  himself. Thus far the combat (if you can call it 
  that), has been evenly matched. Both combatants 
  are exhausted and severely injured. 
   
  All APLs 
  Bramlen, human male War1: hp 8 (2); see 
  Appendix One and Two 
  Hochebi male War1: hp 7 (1); see Appendix One 
  and Two. 
   
  As soon as the hochebi is aware of the PCs 
  approach he will surrender, realising that he is 
  hopelessly outmatched. He will throw himself on 
  the PCs mercy. Bramlen however is absolutely 
  terrified and will beg the PCs to slay his attacker. If 
  they don’t he will attempt to. 
   
  Bramlen: He is a 14 year old boy wearing 
  over-sized armour, who has undergone little or no 
  training. The songs of the bards did not prepare 
  him for the ferocity of combat and his experience 
  has shaken him severely. 
   
  Treasure: No coins or magic are to be 
  found here but the PCs can loot some equipment 
  if they wish.  
   
  All APLs: Loot 45 gp 
   
  Development: This encounter is in effect a moral 
  quandary. While the hochebi doubtless deserves 
  his death he may possess valuable information that 
  headquarters may find vital. Bramlen is also a 
  problem. Terrified beyond belief he desires the 
  death of his attacker and will not listen to reason. 
  The PCs will have to come up with a solution to 
  this problem, or Bramlen will seek to slay the 
  hochebi as soon as he is able, losing his innocence 
  in the process. 
   
  Encounter Two:  
  Hardenn 
  This encounter takes place once the PCs approach 
  the abandoned hamlet of Hardenn.  
   
  Ahead of you what 
  little remains of the small hamlet of Hardenn 
  huddles around a small square. The five 
  
  peasant houses that make up this settlement 
  have obviously suffered heavily at the hands of 
  the occupying forces. All have been damaged 
  severely by fire and mos  lack roofs.  
  t
   
  .
  r
   
  As you get closer however you see 
  something even more disconcerting. Bodies 
  clad in the green and gold litter the square. It
  seems that a vicious combat was fought here 
  recently. Many of the bodies seem to have 
  literally been torn apart so ferocious was the 
  combat. Limbs and other unidentifiable body 
  parts lie intermingled among the larger 
  remains  At least fifty soldiers probably made 
  their final stand here: most died in the village 
  square but a few seem to have tried to flee 
  before being b ought down. Disturbingly there 
  are no enemy corpses to be seen here. 
  Whatever 
  killed 
  these 
  men 
  was 
  either 
  incredibly powerful or inhumanly fast. 
   
  The walls of several of the buildings 
  overlooking the square seem to have symbols 
  daubed on them in blood although what they 
  might say is a matter of pure conjecture at this 
  distance. 
   
  Set Up: The sorcerer Palis is using his spells and 
  his attendant half-fire elemental trolls to lure any 
  inquisitive contingents of Free State troops to their 
  doom in the village. Up to now they have only had 
  to contend with reasonably inexperienced regular 
  troops and militia. Thus he has simply observed 
  the carnage and not directly participated in it. Palis 
  has cast two rope trick spells at opposite ends of the 
  village square at, in each lurks a single half-fire 
  elemental troll. Palis is hiding in the rope trick at the 
  opposite end of the square to where the PCs start. 
  Both rope tricks have been set at a height of fifteen 
  feet above the ground. 
  It should be noted that as the attendant 
  rope has been pulled up into both rope tricks so that 
  both spells and the creatures hiding within them 
  are invisible. Thus unless the PCs possess some 
  means of seeing invisible creatures and objects 
  they will likely be flat-footed by their adversary’s 
  initial attack from such an unlikely direction.  
  Dependant on the APL the following 
  Brotherhood forces are hiding in the village: 
   
   
  APL 8 (EL 11) 
  Half-fire elemental troll Bar1 (2): hp 76 each; 
  see Appendix One. 
  Palis human male Sor9: hp 37; see Appendix 
  One. 
   
  APL 10 (EL 13) 
  Half-fire elemental troll Bar3 (2): hp 102 each; 
  see Appendix Two. 
  Palis human male Sor11: hp 45; see Appendix 
  Two. 
   
  When the trolls attack read or paraphrase the 
  following dependant on the exact situation: 
   
  Suddenly, and literally out of nowhere, two 
  large red skinned trolls launch themselves at 
  you. They appear to spring out of what can 
  only be described as two square gashes in the 
  air that seem to be surrounded by a strange 
  greyish mist. These holes in the stuff of reality 
  are about fifteen feet off the ground. As the 
  trolls launch themselves at you, you notice that 
  they seem to be fading in and out of reality. 
  One moment they are there, the next they are 
  faded and insubstantial. 
   
  A successful Spellcraft check (DC 22) will identify 
  the holes in the air as those caused by a rope trick 
  while an additional check (DC 23) will indicate that 
  the trolls are under the effect of a blink spell. 
  Tactics: Palis and his minions will 
  observe the PCs, hoping that they will eventually 
  enter the square to either decipher the writing on 
  the walls (which is actually gibberish “written” by 
  the trolls) or to see if anyone has survived the 
  massacre.  
   
  Palis will already have cast mage armour 
  upon himself, gaining a +4 armour bonus. As the 
  PCs enter the square he will quaff his potions of 
  Charisma (gaining 1d4+1 additional points of 
  Charisma) and resist elements (fire) or protection from 
  elements (fire) (dependant on APL). Time permitting 
  he will also cast protection from good followed by 
  mirror image upon himself (gaining 1d4+3 images). 
  Immediately before combat begins each troll will 
  quaff its potion of blinking and Palis will cast haste 
  upon himself followed by haste on the troll hiding 
  in the same rope trick. Obviously the PC’s actions 
  could alter this sequence of actions.  
  The following tactical notes represent the 
  planned tactics of Palis and the trolls. Obviously 
  PC actions could force changes to these tactics. 
   
  Round One: Palis will allow the PCs to 
  enter the square before unleashing his minions. He 
  would prefer them to split up but if they don’t he 
  will swing into action anyway. The half-fire 
  elemental trolls will leap out of the rope tricks and 
  rage, attacking the nearest obvious spell caster if 
  they have enough actions left (it is likely that the 
  hasted troll will be able to do this). Palis will remain 
  in his rope trick and will cast haste on the other troll 
  if it is in range. He will follow this with magic missile 
  cast at the nearest PC. Note that although Palis 
  himself is not invisible the rope trick is. Thus PCs, 
  unless they enter the rope trick, will only be able to 
  
  see at the most half of Palis (granting him a +4 
  cover bonus to his AC and a +2 bonus to his 
  Reflex saves). 
   
  Round Two: The trolls (hopefully under 
  the effects of haste by now) will throw circular walls 
  of fire (with the heat side facing inwards dealing 2d4 
  points of heat damage per round to anyone within 
  the wall) around themselves and the PC they are 
  fighting. If they are able they will also attack. Palis 
  will throw a fireball at any target of opportunity and 
  will follow this up with a phantasmal killer targeted 
  on an obvious fighter-type (unless someone is 
  trying to get into his rope trick). Palis does not mind 
  catching his minions in the area of affect of his 
  fireballs as they are immune to their effects. At APL 
  10 Palis will try and use his cone of cold first (but will 
  be careful not to catch his minions in its effects). 
   
  Round Three and beyond: The trolls 
  will continue to melee and Palis will continue to 
  use his spells mercilessly to hound the PCs. At 
  APL 10 Palis will flee if the combat goes against 
  him. 
   
  Treasure: The amount of treasure found here 
  depends upon the APL of the module. As many of 
  the magic items used by the PC’s adversaries are 
  disposable delete any items used in the course of 
  the melee. The listed value of the wands assumes 
  no charges are expended from the device. 
   
  APL 8: Loot 16 gp; Coin 2 gp; Magic +1 
  cloak of resistance (83 gp), wand of melf’s acid arrows 
  [3rd level caster; 9 chg.] (810 gp), potion of cure 
  moderate wounds (25 gp), +2 bracers of armour (333 
  gp), potion of charisma (25 gp), potion of resist elements 
  (25 gp), potion of blinking (2) (62 gp each). 
   
  APL 10: Loot 16 gp; Coin 4 gp; Magic 
  +2 cloak of resistance (333 gp), wand of stinking 
  cloud [5th level caster; 9 chg.] (2,025 gp), potion of 
  cure moderate wounds (25 gp), +2 bracers of armour (333 
  gp), potion of charisma (25 gp), potion of protection from 
  elements (62 gp) potion of blinking (2) (62 gp each). 
   
  Development: The hamlet itself consists of five 
  ramshackle buildings suffering from considerable 
  battle damage. All of these buildings are of typical 
  peasant construct (thatched with wattle and daub 
  over a solid wooden framework) and contain 
  nothing of interest to the PCs.  
  It is likely that the PCs will not possess 
  the means to permanently destroy these trolls 
  although impeding their regeneration should be 
  within the power of most groups. Thus although 
  they may be able to reduce them to zero hit points, 
  continued occupation of the village is unadvisable. 
   
  Conclusion 
  Read aloud or paraphrase the following:  
   
  t
   
  By the time the battle is won, the rain has 
  eased somewhat. A now familiar hush falls 
  over the battlefield - the hush of death, the 
  quietness of spilt blood soaking into the earth. 
  To the west, Pelor smites the earth with spears 
  of light that shine through rents in the storm 
  clouds. The sunlight glints on the towers and 
  roofs of Obelton, and upon the shimmering 
  sea beyond. A dark mist hangs low to north, 
  shrouding the terrible spires of Obelstone.  
  As the clouds and mis s lift a little 
  further, you suddenly notice columns of black 
  smoke rising up out of the valleys behind you, 
  as though a great burning were consuming the 
  land. A cold shard of dread pierces your 
  hearts.   
  Here ends Round 2 of Storm on the Volanots. 
   
  NOTE TO GMS: If the PCs are still in combat 
  when the round ends determine the outcome 
  of the fight by the number of each side still 
  alive. If there are more PCs alive, assume that 
  they win and that the enemy are put to flight. 
  If there are more of the enemy alive, assume 
  the PCs flee.  
  Any objectives unachieved by the end 
  of the round are assumed to be failed.  
  Have the PCs nominate a runner to 
  return to headquarters to report the events that 
  have befallen them. Meanwhile proceed to 
  Round 3. Do not wait for the runner to return 
  before doing so.   
  
  Experience Point Summary 
  To award experience for this adventure, add up the 
  values for the objectives accomplished and assign 
  the experience award accordingly. Then assign the 
  discretionary role-playing experience award. The 
  role-playing award should be given for consistent 
  character portrayal and contribution to the fun of 
  the game. You can award different role-playing 
  amounts to different characters. Award the total 
  value (objectives + roleplaying) to each character. 
  Encounter Two 
  Destroying the trolls and their master 
  APL 8:  
   
   
  330 XP 
  APL 10:  
   
   
  390 XP 
   
  Discretionary Role-playing Award 
  APL 8:  
   
   
  113 XP 
  APL 10:  
   
   
  135 XP 
   
  Total possible experience  
  APL 8:  
   
   
  443 XP 
  APL 10:  
   
   
  525 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 Meta-
  regional scenario, characters from Meta-region 5 
  may spend additional Time Units to practice 
  professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  Treasure Key 
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
   
  Encounter Two 
  All APLs: Loot 45 gp 
   
  Encounter Two 
  APL 8: Loot 16 gp; Coin 2 gp; Magic +1 cloak of 
  resistance (83 gp), wand of melf’s acid arrows [3rd 
  level caster; 9 chg.] (810 gp), potion of cure moderate 
  wounds (25 gp), +2 bracers of armour (333 gp), potion of 
  charisma (25 gp), potion of resist elements (25 gp), potion 
  of blinking (2) (62 gp each). 
   
  APL 10: Loot 16 gp; Coin 4 gp; Magic 
  +2 cloak of resistance (333 gp), wand of stinking 
  cloud [5th level caster; 9 chg.] (2,025 gp), potion of 
  cure moderate wounds (25 gp), +2 bracers of armour (333 
  gp), potion of charisma (25 gp), potion of protection from 
  elements (62 gp) potion of blinking (2) (62 gp each). 
   
  Maximum Treasure Totals 
  The maximum amount of treasure that a player 
  character is able to take from this module is linked 
  to the APL at which the module is played. These 
  totals are: 
  APL 8:  625 gp  
  APL 10:  1,050 gp  
  
  Appendix One 
  APL 8 
  Encounter One 
  Hochebi 
  Footmen 
  (1): 
  CR 
  ½; 
  Medium 
  humanoid  (6 ft. tall); HD 1d8 + 1; hp 8; Init +1 
  (+1 Dex); Spd 30 ft.; AC 18 [touch 11, flat-footed 
  17]; 
  Atks 
  +3 
  melee 
  (1d8+2 
  [x2/19-20], 
  longsword); AL LE; SV Fort +3, Ref +1, Will +0.  
  Str 14, Dex 13, Con 13, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Hide +1, Listen +3, 
  Move Silently +3, Spot +3; Alertness. 
   
  Possessions: chainmail, large steel shield, 
  longsword. 
   
  Bramlen, human male War1: CR ½; Medium 
  Humanoid (5 ft. 10 in. tall); HD 1d8+1; hp 9; Init 
  +0; Spd 20 ft.; AC 15 [touch 10, flatfooted 14] (+4 
  Scale mail, +1 Dex); Atks +1 melee (1d8 [19-
  20/x2] longsword), or +1 melee (1d4 [19-20/x2] 
  dagger) AL LN; SV Fort +2, Ref +1, Will +0. Str 
  11, Dex 12, Con 12, Int 11, Wis 10, Cha 10. 
   
  Skills and Feats: +0 Appraise, +1 Balance, +0 
  Bluff, +0 Climb, +1 Concentration, +0 Craft, +0 
  Diplomacy, +0 Disguise, +1 Escape Artist, +0 
  Forgery, +0 Gather Information, +1 Handle 
  Animal, +0 Heal, +1 Hide, +2 Intimidate, +1 
  Jump, +3 Listen, +1 Move Silently, +0 Perform, 
  +2 Ride, +0 Scry, +0 Search, +0 Sense Motive, +3 
  Spot, +1 Swim, +1 Use Rope, +1 Wilderness 
  Lore;  Alertness. 
  Possessions: Scale mail, longsword, dagger. 
   
  Encounter Two 
  Palis, male human Sor9: CR 9; Medium-size 
  humanoid; HD 9d4+9; hp 37; Init +4 (+4 
  Improved Init); Spd 30 ft.; AC 12 [touch 10, flat-
  footed 12]; Atk +4 melee (1d4, dagger); SA Spells; 
  AL LE; Fort +5, Ref +4, Will +8; Str 10, Dex 10, 
  Con 12, Int 15, Wis 12, Cha 17. 
   
  Skills and Feats: Concentration +17, 
  Knowledge (arcane) +12, Hide +1, Listen +7, Scry 
  +10, Spellcraft +14 Spot +7; Alertness, Combat 
  Casting, 
  Improved 
  Initiative, 
  Spell 
  Focus 
  (Evocation), Spell Focus (Illusion). 
   
  Spells Known (6/7/7/7/4; base DC = 13 
  + spell level): 0-dancing lights*, detect magic, flare*, 
  ghost sound*, light*, mage hand, ray of frost, read magic; 
  1st- mage armour, magic missile*, protection from good, ray 
  of enfeeblement, shield; 2nd- blindness, invisibility*, mirror 
  image*, rope trick; 3rd- fireball*, haste, slow; 4th- minor 
  globe of invulnerability, phantasmal killer*. 
   
  *Spell: DC of these spells, where 
  applicable, are at a +2 due to Spell Focus 
  (Evocation) and Spell Focus (Illusion). 
   
  Possessions: +1 cloak of resistance, wand of 
  melf’s acid arrows (9 ch.), potion of cure moderate wounds, 
  +2 bracers of armour, 12 gp. 
   
  Half-Fire Elemental/Troll Bar1 (2): CR 8; 
  Large Outsider (Fire) (8 ft. tall); HD 6d6+36 and 
  1d12+6; hp 76; Init +8 (+4 Dex, +4 Improved 
  Initiative); Spd 40 ft.; AC 25 [flat-footed 21, touch 
  13], (–1 size, +4 Dex, +8 natural, +4 chain shirt); 
  Atks +10 melee (1d6+6, claws x2) or +5 melee 
  (1d6+3, bite); Face/Reach 5 ft. x 5 ft./10 ft.; SA 
  Rend 
  2d6+9, 
  spell-like 
  abilities, 
  rage; 
  SQ 
  Regeneration 
  5, 
  scent, 
  darkvision 
  90 
  ft., 
  immunities, fast movement; AL CE; SV Fort +13, 
  Ref +4, Will +3; Str 23, Dex 18, Con 23, Int 8, 
  Wis 9, Cha 8. 
   
  Skills and Feats: Climb +10, Jump +10, 
  Hide +7, Listen +8, Move +7, Spot +8, Swim +9; 
  Alertness, Improved Initiative, Iron Will. 
   
  Rend: If a troll hits with both claw 
  attacks, it latches onto the opponent’s body and 
  tears the flesh. This attack automatically deals an 
  additional 2d6+9 points of damage. 
  Spell-like Abilities: The troll can cast 
  burning hands, produce flame, flaming sphere, wall of fire. 
  DC = 9 + spell level. Each ability is usable once 
  per day and are cast as a 7th level wizard. 
   
  Regeneration: 
  Acid 
  deals 
  normal 
  damage to a troll, all other damage regenerates at 5 
  points per round. Limbs chopped off can be 
  reattached immediately or grow back in 3d6 
  minutes. 
   
  Scent: Can detect creatures within 30 ft. 
  by sense of smell. If the odour is up wind this 
  detection range extends to 60 ft. Similarly if the 
  odour is downwind the detection range drops to 
  15 ft. Can track by sense of smell by making a 
  Wisdom check (DC 10). 
  Immunities: The troll is immune to 
  poison and fire. It also gains a +4 racial bonus on 
  Fortitude saves against poison. 
  Rage: 1/day; temporarily gains +4 to 
  Strength, +4 to Constitution and a +2 morale 
  bonus on Will saves, but suffers a –2 penalty to 
  AC. Rage lasts 11 rounds. 
   
  Possessions: Chain shirt, potion of blinking. 
  
  Appendix Two 
  APL 10
  Encounter One 
  Hochebi 
  Footmen 
  (1): 
  CR 
  ½; 
  Medium 
  humanoid  (6 ft. tall); HD 1d8 + 1; hp 8; Init +1 
  (+1 Dex); Spd 30 ft.; AC 18 [touch 11, flat-footed 
  17]; 
  Atks 
  +3 
  melee 
  (1d8+2 
  [x2/19-20], 
  longsword); AL LE; SV Fort +3, Ref +1, Will +0.  
  Str 14, Dex 13, Con 13, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Hide +1, Listen +3, 
  Move Silently +3, Spot +3; Alertness. 
   
  Possessions: chainmail, large steel shield, 
  longsword. 
   
  Bramlen, human male War1: CR ½; Medium 
  Humanoid (5 ft. 10 in. tall); HD 1d8+1; hp 9; Init 
  +0; Spd 20 ft.; AC 15 [touch 10, flatfooted 14] (+4 
  Scale mail, +1 Dex); Atks +1 melee (1d8 [19-
  20/x2] longsword), or +1 melee (1d4 [19-20/x2] 
  dagger) AL LN; SV Fort +2, Ref +1, Will +0. Str 
  11, Dex 12, Con 12, Int 11, Wis 10, Cha 10. 
   
  Skills and Feats: +0 Appraise, +1 Balance, +0 
  Bluff, +0 Climb, +1 Concentration, +0 Craft, +0 
  Diplomacy, +0 Disguise, +1 Escape Artist, +0 
  Forgery, +0 Gather Information, +1 Handle 
  Animal, +0 Heal, +1 Hide, +2 Intimidate, +1 
  Jump, +3 Listen, +1 Move Silently, +0 Perform, 
  +2 Ride, +0 Scry, +0 Search, +0 Sense Motive, +3 
  Spot, +1 Swim, +1 Use Rope, +1 Wilderness 
  Lore;  Alertness. 
  Possessions: Scale mail, longsword, dagger. 
   
  Encounter Two 
   
  Palis, male human Sor11: CR 11; Medium-size 
  humanoid; HD 11d4+11; hp 45; Init +4 (+4 
  Improved Init); Spd 30 ft.; AC 12 [touch 10, flat-
  footed 12]; Atk +5 melee (1d4, dagger); SA Spells; 
  AL LE; Fort +6, Ref +5, Will +10; Str 10, Dex 10, 
  Con 12, Int 15, Wis 12, Cha 17. 
   
  Skills and Feats: Concentration +19, 
  Knowledge (arcane) +14, Hide +1, Listen +8, Scry 
  +10, Spellcraft +16 Spot +8; Alertness, Combat 
  Casting, 
  Improved 
  Initiative, 
  Spell 
  Focus 
  (Evocation), Spell Focus (Illusion). 
   
  Spells Known (6/7/7/7/6/4; base DC = 
  13 + spell level): 0-dancing lights*, daze, detect magic, 
  flare*, ghost sound*, light*, mage hand, ray of frost, read 
  magic; 1st- mage armour, magic missile*, protection from 
  good, ray of enfeeblement, shield; 2nd- blindness, blur*, 
  invisibility*, mirror image*, rope trick; 3rd- fireball*, haste, 
  lightening bolt*, slow; 4th- confusion, minor globe of 
  invulnerability, phantasmal killer*; 5th- cone of cold*, 
  teleport. 
   
  *Spell: DC of these spells, where 
  applicable, are at a +2 due to Spell Focus 
  (Evocation) and Spell Focus (Illusion). 
   
  Possessions: +2 cloak of resistance, wand of 
  stinking cloud (9 ch.), potion of cure moderate wounds, 
  potion of charisma, +2 bracers of armour, 48 gp. 
   
  Half-Fire Elemental/Troll Bar3 (2): CR 10; 
  Large Outsider (Fire) (8 ft. tall); HD 6d6+36 and 
  3d12+18; hp 102; Init +8 (+4 Dex, +4 Improved 
  Initiative); Spd 40 ft.; AC 25 [flat-footed 25, touch 
  13], (–1 size, +4 Dex, +8 natural, +4 chain shirt); 
  Atks +12 melee (1d6+6, claws x2) or +10 melee 
  (1d6+3, bite); Face/Reach 5 ft. x 5 ft./10 ft.; SA 
  Rend 
  2d6+9, 
  spell-like 
  abilities, 
  rage; 
  SQ 
  Regeneration 
  5, 
  scent, 
  darkvision 
  90 
  ft., 
  immunities, fast movement, uncanny dodge; AL 
  CE; SV Fort +14, Ref +5, Will +4; Str 23, Dex 18, 
  Con 23, Int 8, Wis 9, Cha 8. 
   
  Skills and Feats: Climb +12, Jump +12, 
  Hide +7, Listen +9, Move +7, Spot +8, Swim 
  +10; Alertness, Improved Initiative, Iron Will, 
  Multiattack. 
   
  Rend: If a troll hits with both claw 
  attacks, it latches onto the opponent’s body and 
  tears the flesh.  This attack automatically deals an 
  additional 2d6+9 points of damage.  
  Spell-like Abilities: The troll can cast 
  burning hands, produce flame, flaming sphere, wall of fire, 
  fire shield. DC = 9 + spell level. Each ability is 
  usable once per day and are cast as a 9th level 
  wizard. 
   
  Regeneration: 
  Acid 
  deals 
  normal 
  damage to a troll, all other damage regenerates at 5 
  points per round. Limbs chopped off can be 
  reattached immediately or grow back in 3d6 
  minutes. 
   
  Scent: Can detect creatures within 30 ft. 
  by sense of smell. If the odour is up wind this 
  detection range extends to 60 ft. Similarly if the 
  odour is downwind the detection range drops to 
  15 ft. Can track by sense of smell by making a 
  Wisdom check (DC 10). 
   
  Immunities: The troll is immune to 
  poison and fire. It also gains a +4 racial bonus on 
  Fortitude saves against poison. 
  Rage: 1/day; temporarily gains +4 to 
  Strength, +4 to Constitution and a +2 morale 
  
  bonus on Will saves, but suffers a –2 penalty to 
  AC. Rage lasts 11 rounds. 
  Uncanny Dodge: Retains Dex bonus to 
  AC when flat-footed. 
   
  Possessions: Chain shirt, potion of blinking. 
  
  Appendix Three 
  New Rules Items 
  Half-Fire Elemental Template 
  From Manual of the Planes page 189. 
   
  Much rarer than half-celestials or fiends, half-
  elementals are the result of unions between 
  elementals and mortal creatures or are created by 
  some magical infusion of elemental power into a 
  mortal at birth (usually through strange and often 
  distasteful rites). Such creatures are normally left 
  among their normal kin, never again thought of by 
  their otherworldly sires. 
   
  Half-elemental always have some aspect 
  of their elemental nature displayed in both their 
  appearance and their temperament. Half-fire 
  elementals have a reddish tint to their hair, eyes, or 
  skin. They are temperamental and quick to jump to 
  conclusions. 
   
  Creating a Half-Elemental 
  “Half-Elemental” is a template that can be added 
  to any corporeal creature with an Intelligence score 
  of 4 or more (referred to hereafter as the “base 
  creature”). Because the half-elemental is still 
  mostly flesh, it cannot be of the elemental type. 
  Instead, the creature’s type changes to “outsider.” 
  It uses all the base creature’s statistics and special 
  abilities except as noted here. 
   
  AC: Natural armour improves by +1. 
   
  Special Attacks: A half-elemental retains all 
  the special attacks of the base creature. Half-
  elementals with an Intelligence or Wisdom score 
  of 8 or higher possess the following spell-like 
  abilities, using their character level as the caster 
  level, as specified in the table. Each ability is 
  useable once per day. 
   
  Level 
  Ability 
  1-2 
  Burning hands 
  3-4 
  Produce flame 
  5-6 
  Flaming sphere 
  7-8 
  Wall of fire 
  9-10 
  Fire shield 
  11-12 
  Fire seeds 
  13-14 
  Firestorm 
  15-16 
  Incendiary cloud 
  17-18 
  Elemental swarm* 
  19+ 
  Plane shift 
   
  *Cast as a fire spell only 
   
  Special Qualities: A half-elemental has 
  all the special qualities of the base creature. Half-
  elemental are immune to disease and effects from 
  their own elements and gain a +4 racial bonus on 
  Fortitude saves against poison. 
   
  Saves: Same as the base creature 
   
  Abilities: Str +0, Dex +4, Con +0, Int +2, 
  Wis +0, Cha +2. 
   
  Skills: A half-elemental has 8 skill points, 
  plus its Intelligence bonus, per Hit Die. Treat skills 
  from the base creature’s list as class skills and other 
  skills as cross-class. If the creature has a class, it 
  gains skills for class levels normally. Any racial 
  bonuses that apply to the base creature apply to 
  the half-elemental as well. 
   
  Feats: Half-elementals have one feat for 
  every four levels or the base creature’s total of 
  feats, whichever is greater. 
   
  Climate/Terrain: Same as either the base 
  creature or the elemental. 
   
  Organisation: Same as the base creature. 
   
  Challenge Rating: Same as the base 
  creature +2. 
   
  Alignment: Same as the base creature. 
   
  Treasure: Same as the base creature. 
   
  Advancement: Same as the base creature.
   
  
  APL 8−10  - Round 3 
   
  Encounter Summary 
  t
   
  i
  r
   
  The PCs have been assigned to the Army of 
  Rebellion's 4th Braetad, also known as the 
  Cliffrunners, under the command of Verelan 
  Halwyr, Braetern of the Storm Coast.  
  In this round, the PCs discover that they 
  are encircled and are forced to fight their way out 
  of the trap that the Scarlet Brotherhood and the 
  Pomarji orcs of Turrosh Mak. 
   
   
  Encounter 1: In this encounter the PCs make a 
  final sweep of the area looking for stragglers and 
  possibly have a number of random encounters. 
   
  Encounter 2: In this encounter the PCs fight 
  monstrous half-golem spiders and their master 
   
  Objectives:  
  1: Victory Condition:  
  Slay any Brotherhood forces encountered. 
   
  2: Victory Condition:  
  Direct any stragglers back to the Free State lines 
  and discover anything possible about Brotherhood 
  troop movements. 
   
  NOTE TO GMS: 
  1: This Round will last exactly 2 hours. Stop 
  play and move onto the conclusion when told 
  to do so by the Event Coordinators.  
  2: Please report whether the PCs have fulfilled 
  the victory conditions or not to the event co-
  ordinators. 
   
  Player's Introduction 
  Read aloud or paraphrase the following: 
  Late in the afternoon, the rain finally peters 
  out. The black wrack of storm clouds passes 
  on south and Pelor breaks through, a red ball 
  of fire low in the wes .  
  Suddenly you hear a horn blast upon 
  the wind. From your vantage point, you see 
  the bloody light glittering on the mail of a 
  group of riders in the valley below you. One 
  bears a tattered banner of the green and gold. 
  Another raises a horn and blows another long 
  deep blast - the signal to regroup.  The riders
  steer their horses as far as they can up the 
  slope opposite and then dismounting, lead 
  their steeds to the summit, where they plant 
  the banner. Again and again the long 
  mournful horn-blasts echo through the hills. 
  By the time you reach the summit, 
  several other war bands have also arrived. 
  About the banner stand a group of Regulars, 
  their mail bloodied and rent, their blades 
  notched and their shields scored. In their 
  midst stands Halwyr, leaning wearily upon his 
  blade, his mail gashed across the shoulder.  
  The red rays of the westering sun, 
  bathe him in light the colour of blood as he 
  stands grim-faced, but resolute, speaking with 
  his off cers.  
   As you look on, Halwyr appears to 
  reach a decision. He nods to his officers and 
  then raises his blade, glittering and red in the 
  evening light. The gathered soldiers fall silent 
  and look to their commande  expectantly. 
  "Patriots of Onnwal," Halwyr says in 
  a clear strident voice. "You have fought well 
  and fought hard this day. You have striven 
  against the very spawn of the Hells vomited 
  forth by the Scarlet Sign to plague our land. 
  Long has been your toil and worthy the labour. 
  "Though you are deserving of rest, I must ask 
  another greet deed of you this day. In their 
  desperation, the red-robes have summoned 
  new allies to their banner. They have brought 
  Orcs of the Pomarj to Onnwal to fight us, 
  because they were too weak to face the wrath 
  of righteous men themselves. And rather than 
  face us like men, they have struck a coward's 
  blow against our baggage trains, preferring 
  plunder to open battle. 
  "And so, ere we rest this night, we 
  must teach these orcish scum to fear 
  Onnwalon steel and send them fleeing like 
  beaten whelps across the sea from whence 
  they have come! Remember the Farmers!"
  There is a ragged cheer from the 
  gathered soldiers.   
  "Serterns, muster the men, we go east 
  to settle this day's scores," Halwyr says 
  grimly.  
   
  Mission Briefing: 
  Read aloud or paraphrase the following: 
   
  About you soldiers and militiamen are 
  readying themselves for the march east. A 
  sertern approaches you. 
  
  "The braetern would have words with
  you," he says grimly. Halwyr leans against a 
  rock under the colours of Onnwal, a pensive 
  look upon his face. 
   
   
  f
   
  t
  t
  f
   
  t
   
   
  f
  . 
   
   
  "My thanks to you for your efforts this 
  day," he says, his voice low and urgent. 
  "However, I have still more weighty work for 
  you. You are among the strongest of those 
  here gathered and so I set for you the heaviest
  burden, that the burden o  others might be 
  lightened.  
  "What I am about to say must not 
  leave this circle, lest it cause panic and 
  dismay. Is that understood?" 
  Halwyr pauses for a moment before 
  continuing. 
  "Our position here is not as strong as 
  I have said. We are encircled. The orcs have 
  staved in our right flank and advance on 
  Tarlesan as we speak. On the left, the flank is 
  buckling under the waves of hochebi and 
  savages that assail it.
    
   "I will lead this command eas  to 
  break the leaguer and from there withdraw as 
  far as we mus . This will require nigh all o  the
  s rength we have here gathered. Perhaps more 
  than that.  
  "The Scarlet Ones have laid a careful 
  snare for us and even now are closing the 
  noose around our necks. If we turn east, 
  someone must watch against the west and the
  dying 
  of 
  the 
  day. 
  Otherwise 
  those 
  abominations we have faced this day will fall 
  upon our backs and destroy us. You must hold 
  the line. Whether orc or hochebi or all the 
  fiends of Hell come against you, you must 
  hold. Every moment that you can buy for us 
  with your blood will the salvation of ten o  
  these men about you. Can they and I rely upon 
  you?"     As if with one voice you are all 
  assuring Halwyr of your intention to hold the 
  lines
  “Good. You are brave men and noble. 
  We will have need of many men like yourselves 
  before this dark day is done. Your orders are to 
  make a final sweep of this area and then to 
  slowly fall back toward Tarlesan” 
   
  With that he stalks off shouting orders 
  as he goes. 
   
  Once the PCs indicate that they are ready 
  proceed to Encounter One. 
   
  Encounter One: The Fog of 
  War 
  Read aloud or paraphrase the following: 
  With a rallying horn-blast, Halwyr leads his 
  command down the hill and east. As they 
  march, the men lift their voices in song once 
  more.  The banner of green and gold passes 
  out of the dying light and into shadow. For a 
  long time you gaze after them until they 
  vanish into the shadows of the coming night 
  and the breeze no longer carries the echoes of 
  their song.  
  Set-Up: The PCs will undergo a number of 
  random encounters in this encounter. Indeed if 
  you time permits you can use any unused mini-
  encounter below after the PCs have encountered 
  the Spiders in Encounter Two. If no names are 
  given for soldiers, improvise. 
   
  Roll randomly on the list below to 
  determine in which order the PCs encounter the 
  groups or individuals below.  
   
  1. 
  The PCs encounter two soldiers bear the 
  body of a fallen comrade on a makeshift 
  stretcher. The injured soldier is dying, but 
  any curative magic will stop the sluggish 
  flow of blood from a gaping abdominal 
  injury. The other soldiers, Illikr and 
  Derand can relate how their unit was 
  attacked by a large group of hochebi 
  supported by fire-resistant trolls several 
  miles west of here. 
  2. 
  The PCs encounter a single Onnwallon 
  soldier staggering back through the hills. 
  Unarmed and almost catatonic he is 
  completely oblivious to his surroundings. 
  If somehow coaxed out of this state he 
  will mumble something about “grey 
  death with dripping fangs of death” 
  before falling silent. 
  3. 
  The 
  PCs 
  encounter 
  two 
  fleeing 
  Onnwallon soldiers obviously in an 
  advanced state of panic. Their unit was 
  wiped out several hours ago by a pair of 
  gigantic spiders. 
  4. 
  The 
  PCs 
  encounter 
  four 
  soldiers 
  confused but still capable of fighting who 
  are retreating in good order. They had 
  been ordered by the officer to discover 
  what is going on as they have received no 
  orders for several hours. Once briefed by 
  the PCs they will return to their unit 
  (which will then try to retreat in good 
  order). 
    
  Treasure: The PCs will not discover any treasure 
  in this encounter. 
  
    
  Development: Once the PCs have 
  encountered enough of these mini-encounters 
  proceed to Encounter Two. Alternatively the 
  Dungeon Master can swap the order of 
  Encounters One and Two and run this encounter 
  after the PCs have fought the spiders. 
   
  Encounter Two:  
  The Brood of Obelstone 
  This 
  encounter 
  follows 
  directly 
  on 
  from 
  Encounter One. In it the PCs are hounded by the 
  warped half-golem creations of the priesthood of 
  Bralm. Controlled by Telek they are scouring the 
  Volanots for any Free State stragglers. They have 
  already come across and destroyed a few groups of 
  militia by the time they catch up with the PCs. 
   
  Note: DUNGEON MASTERs should be 
  fully conversant with the rules relating to half-
  golems as described in the Monster Manual II, pages 
  209-210 and in Appendix Three of this module. In 
  particular DUNGEON MASTERS should be aware of 
  the various immunities possessed by the various 
  different types of half-golems. 
   
  Read aloud or paraphrase the following: 
  You are moving cautiously down a step sided 
  hill when above you on the ridge line you turn
  to see a sight that chills the very blood in your 
  veins. Above you, perhaps eighty feet away 
  squats the largest lifeless grey spider you have 
  ever seen! Easily twenty feet in diameter and 
  standing five feet high this is truly a 
  monstrous creature. You think for a moment 
  that it hasn’t spotted you but it suddenly s arts 
  moving nimbly in your direction.  
   
   
  t
   
  l
   
  f
  You ready spells and weapons and as
  it gets slightly closer you notice that 
  something is very wrong here. The beast’s 
  musculature is grossly misshapen – its chest is 
  massively thick and several of its legs appear 
  to have been partially melted although they are 
  stocky and undoubtedly possessed of great 
  strength. Slime coats its body but you notice 
  that its pincers seem to have been augmented 
  in some way. In a moment of sickening c arity 
  you realise that death lurks in those fangs.
   
  The creature that has just clambered over the ridge 
  is a clay half-golem monstrous gargantuan spider  
   
  At APL 10 it is followed by its companion, a flesh 
  half-golem monstrous gargantuan spider.  
  Read or paraphrase the following: 
   
  Cresting the hill you see another abomination 
  begin to move toward you. As huge as the 
  other it nevertheless seems to be markedly 
  different to the first. Several of this beast’s 
  misshapen limbs seem to have been ripped 
  from the bodies of other nameless beasts. Its 
  flesh hangs limply from its dusky body and it 
  too possesses ormidable pincers that it waves 
  menacingly at you as it begins its advance.  
   
  Set Up: The PCs are three quarters of the way 
  down a steep hill. At the foot of this hill about 120 
  feet away stands a large copse of trees clustered 
  around a swiftly running stream. A great mass of 
  brambles, gorse and other creeping growths make 
  much of this wood impenetrable to anything larger 
  than a man. The trees grow very densely together. 
  In here the PCs could find refugee from the 
  depredations of the giant spiders and their master. 
  In contrast the hillside is quite bare, clad 
  only in gorse and long grasses. There is precious 
  little cover here.  
  Dependent on the APL of the table the 
  following creatures and NPCs are encountered 
  here: 
   
  APL 8 (EL 11) 
  Clay half-golem monstrous gargantuan spider 
  (1): hp 108; see Appendix One. 
  Telek, human male Clr9 of Bralm: hp 66; See 
  Appendix One. 
   
  APL 10 (EL 13) 
  Flesh half-golem monstrous gargantuan spider 
  (1): hp 108; see Appendix Two. 
  Clay half-golem monstrous gargantuan spider 
  (1): hp 108; see Appendix Two. 
  Telek, human male Clr11 of Bralm: hp 80; see 
  Appendix Two. 
   
  Tactics: Although they are constructs half-golems 
  possess 
  rudimentary 
  intelligence 
  and 
  retain 
  knowledge and memory of its former life. These 
  spiders have been warped in the bowls of 
  Obelstone by the followers of Bralm into 
  murderous and destructive creatures, thus they will 
  seek to slay the PCs as quickly as possible leaving 
  actually tactics to Telek. 
   
  As the spiders close with the party they 
  will seek to entrap as many enemies as possible in 
  their webs. Once a PC is bound they will attempt 
  to poison him and move on to another target. If 
  wounded the spiders will fly into a berserk rage, 
  flinging themselves with reckless abandon at the 
  PCs.  
  Telek will lag behind his minions assisting 
  with spells where needed. He is cautious though 
  
  and when he first spots the PCs he will take several 
  rounds to cast defensive spells while the spiders 
  melee. Telek prefers to stay out of melee and if he 
  can he will drink his potion of flying at the earliest 
  opportunity. Telek does not want the PCs to flee 
  and so will employ his blade barrier to stop this if 
  possible.  
  Treasure: The amount of treasure found 
  here depends upon the APL of the module. As 
  some of the magic items used by Telek are 
  disposable delete any items used in the course of 
  the melee. The listed value of the wands assumes 
  no charges are expended from the device. 
  APL 8: Loot 126 gp; Coin 2 gp; Magic 
  +1 quarterstaff (216 gp), +1 cloak of resistance (83 gp), 
  potion of fly (62 gp), potion of heroism (75 gp), wand of 
  silence [3rd level caster; 6 chg.] (540 gp). 
  APL 10: Loot 126 gp; Coin 2 gp; Magic 
  +1 quarterstaff (216 gp), +1 cloak of resistance (83 gp), 
  potion of fly (62 gp), potion of heroism (75 gp), wand of 
  silence [3rd level caster; 6 chg.] (540 gp), wand of dispel 
  magic [5th level caster; 3 chg.] (675 gp). 
   
  Development: In this combat the PCs have two 
  options: fight or flee. The spiders will pursue them 
  as best they can. If Telek dies the spiders will 
  continue on their rampage but will not be directed 
  in any fashion until another powerful priest of 
  Bralm arrives to re-exert his goddess’ will upon 
  them. Although the spiders will still be a danger to 
  Onnwallon units fleeing through the hills the PCs 
  should be able to shake off their pursuit quickly. 
  At the least they will be able to gain refugee in the 
  stand of trees at the foot of the hill.  
  If the PCs are trapped in the woods at 
  the end of play assume that they manage to slip 
  away under cover of night.  
   
  Conclusion 
  Read aloud or paraphrase the following:  
   
  Bloodied and weary, you drag yourself east 
  towards Tarlesan and safety. As you march, 
  dusk deepens into the dark of night. Heavy 
  clouds blanket the sky and cover the stars. 
  Along the way you pass scores of dead - 
  hochebi, human, orc and ogre. They are 
  scattered across the landscape in bloodied 
  knots, mute evidence of the running battles 
  that have convulsed the Volanots this day. 
  i
  Of Halwyr and the Army of Rebellion, there 
  are no tidings in the hills, for the dead tell no 
  tales, other than that the pain and terror of 
  their passing written in the r pale cold faces. 
  There 
  is 
  only 
  eerie 
  silence, 
  broken 
  occasionally by the braying of horns in the 
  distance, echoing through the hills.  
  Only one thing is certain, the victory that all 
  hoped for and many expected as the sun rose 
  this morning has perished in the mud with so 
  many sons of Onnwal. As you march on 
  through the night towards Tarlesan you can 
  only pray that the hope of the Free State has 
  not died with them. 
   
  Here ends Storm upon the Volanots. 
   
  NOTE TO GMS: If the PCs are still in combat 
  when the round ends determine the outcome 
  of the fight by the number of each side still 
  alive. If there are more PCs alive, assume that 
  they win and that the enemy are put to flight. 
  If there are more of the enemy alive, assume 
  the PCs flee.  
  Any objectives unachieved by the end 
  of the round are assumed to be failed.  
  Have the PCs nominate a runner to return to 
  headquarters to report the events that have 
  befallen them. 
  
  Experience Point Summary 
  To award experience for this adventure, add up the 
  values for the objectives accomplished and assign 
  the experience award accordingly. Then assign the 
  discretionary role-playing experience award. The 
  role-playing award should be given for consistent 
  character portrayal and contribution to the fun of 
  the game. You can award different role-playing 
  amounts to different characters. Award the total 
  value (objectives + roleplaying) to each character 
   
  Encounter Two:  
  Destroying the spiders and their master 
  APL 8:  
   
   
  330 XP 
  APL 10:  
   
   
  390 XP 
   
  Discretionary Role-playing Award 
  APL 8:  
   
   
  113 XP 
  APL 10:  
   
   
  135 XP 
   
  Total possible experience  
  APL 8:  
   
   
  443 XP 
  APL 10:  
   
   
  525 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 Meta-
  regional scenario, characters from Meta-region 5 
  may spend additional Time Units to practice 
  professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  Treasure Key 
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter Two 
  APL 8: Loot 126 gp; Coin 2 gp; Magic +1 
  quarterstaff (216 gp), +1 cloak of resistance (83 gp), 
  potion of fly (62 gp), potion of heroism (75 gp), wand of 
  silence [3rd level caster; 6 chg.] (540 gp). 
  APL 10: Loot 126 gp; Coin 2 gp; Magic 
  +1 quarterstaff (216 gp), +1 cloak of resistance (83 gp), 
  potion of fly (62 gp), potion of heroism (75 gp), wand of 
  silence [3rd level caster; 6 chg.] (540 gp), wand of dispel 
  magic [5th level caster; 3 chg.] (675 gp). 
   
  Maximum Treasure Totals 
  The maximum amount of treasure that a player 
  character is able to take from this module is linked 
  to the APL at which the module is played. These 
  totals are: 
  APL 8:  625 gp  
  APL 10:  1,050 gp 
  
  Appendix One 
  APL 8 
  Telek, male human Clr9 of Bralm: CR 9; Medium-
  size humanoid; HD 9d8+18; hp 66; Init +5 (+1 Dex, 
  +4 Improved Init); Spd 20 ft.; AC 21 [touch 11, flat-
  footed 20]; Atk +12/+7 melee (1d6+4, +1 
  quarterstaff); SA Rebuke undead; AL LE; Fort +9, Ref 
  +7, Will +11; Str 15, Dex 12, Con 14, Int 11, Wis 18, 
  Cha 12. 
   
  Skills and Feats: Concentration +16, Handle 
  Animal +9, Knowledge (nature) +8, Listen +6, 
  Spellcraft +7 Spot +6; Alertness, Combat Casting, 
  Improved Initiative, Lighting Reflexes, Skill Focus 
  (handle animal), Weapon Focus (quarterstaff). 
   
  Spells Prepared (6/5+1/5+1/4+1/3+1/1+1; 
  base DC = 14 + spell level): 0- cure minor wounds, detect 
  magic, guidance (2), light; 1st- bless, calm animals*, cure light 
  wounds, doom, protection from good, shield of faith; 2nd- aid, 
  bull’s strength* (2), hold person (2), silence; 3rd- blindness, 
  dispel magic, magic vestment*, protection from elements, searing 
  light; 4th- cure critical wounds, divine power, freedom of 
  movement, spell immunity*; 5th- flame strike, righteous 
  might*. 
   
  *Domain Spell. Domains: Animal (cast animal 
  friendship once per day; Knowledge (nature) is a class 
  skill), Strength (gain a +9 enhancement Strength for 
  once per day The power lasts 1 round and activation 
  is a free action). 
   
  Possessions: full plate, large steel shield, +1 
  quarterstaff, 24 gp, +1 cloak of resistance, potion of fly, 
  potion of heroism, wand of silence [3rd level caster; 6 chg.]. 
   
  Clay Half-Golem Gargantuan Monstrous Spider 
  (1): CR 10; Gargantuan Vermin (20 ft. diameter, 5 ft. 
  tall); HD 24d8; hp 108; Init +2 (+2 Dex); Spd 30 ft., 
  climb 20 ft. (40 ft., climb 20 ft.) (can’t run); AC 15 
  [flat-footed 13, touch 8], (–4 size, +2 Dex, +7 
  natural); Atks +23 melee (2d8+14 and poison, bite); 
  Face/Reach 20 ft. x 20 ft./10 ft.; SA Poison, web, 
  berserk, haste, wounds; SQ Construct, darkvision 60 
  ft., DR 10/silver, immune to piercing and slashing 
  weapons, magic immunity; AL NE; SV Fort +16, Ref 
  +11, Will +8; Str 29, Dex 15, Con -, Int -, Wis 10, 
  Cha 1. 
   
  Skills and Feats: Climb 18, Hide –2, Jump 
  +6*, Spot +7. 
   
  Poison: Fortitude save (DC 31); 2d6 
  Str/2d6 Str. 
   
  Web: Web spinning spiders can cast web 
  eight times per day. This is similar to an attack with a 
  net but has a maximum range of 50 feet, with a range 
  increment of 10 feet, and is effective against targets 
  up to one size smaller than the spider (see page 102 
  in the Player’s Handbook for details on net attacks). 
  The web anchors the target in place, allowing no 
  movement. An entangled creature can escape with 
  a successful Escape Artist check (DC 30) or burst 
  it with a Strength check (DC 36). Both are 
  standard actions. Each 5-foot section of a spider’s 
  web has 16 hp and damage reduction 5/fire. 
   
  Berserk (Ex): A clay half-golem that 
  takes damage in combat flies into a berserk rage 
  the following round, attacking wildly until either it 
  or its opponent is dead. It gains +4 Strength, +4 
  Constitution and –2 AC. A clay half-golem cannot 
  end its berserk state voluntarily.  
  Haste (Su): After it has engaged in at 
  least 1 round of combat on a given day, a clay half-
  golem can use haste upon itself once during that 
  day as a free action. The effect lasts 3 rounds and 
  is otherwise the same as the spell. 
  Wounds (Ex): The damage a clay half-
  golem deals doesn’t heal naturally. Only a spell of 
  6th level or higher with the healing descriptor (such 
  as heal) can repair it. 
   
  Construct: 
  Immune 
  to 
  all 
  mind-
  influencing 
  effects 
  (charms, 
  compulsions, 
  phantasms, patterns and morale effects) and to 
  sleep, paralysis, stunning, disease, death effects and 
  necromantic effects. Cannot heal damage on their 
  own although they can be repaired in the same way 
  as an object can. Not subject to critical hits, 
  subdual damage, ability damage, ability drain, 
  energy drain or death by massive damage. It is 
  immune to any effect that requires a Fortitude save 
  (unless the effect also works on objects).  When 
  reduced to 0 hit points it is immediately destroyed. 
   
  Immunity to Slashing and Piercing 
  (Ex): Slashing and piercing weapons, even 
  enchanted ones, deal no damage to a clay half-
  golem. 
   
  Magic Immunity (Ex): A clay half-
  golems is immune to all spells, spell-like abilities 
  and supernatural effects, except as follows. A move 
  earth spell drives it back 120 feet and deals 3d12 
  points of damage. A disintegrate spell slows the 
  creature (as the slow spell) for 1d6 rounds and deals 
  1d12 points of damage. An earthquake cast directly 
  at the clay half-golem stops it from moving that 
  round and deals 5d10 points of damage. The 
  creature gets no saving throw against any of these 
  effects. 
   
  Skills: A monstrous spider gains a +8 
  competence bonus to Hide and Move Silently 
  checks when using its webs.  
  
  Appendix Two 
  APL 10
  Telek, male human Clr11 of Bralm: CR 11; 
  Medium-size humanoid; HD 11d8+22; hp 80; Init 
  +5 (+1 Dex, +4 Improved Init); Spd 20 ft.; AC 21 
  [touch 11, flat-footed 20]; Atk +14/+9 melee 
  (1d6+4, +1 quarterstaff); SA Rebuke undead; AL LE; 
  Fort +10, Ref +7, Will +12; Str 15, Dex 12, Con 14, 
  Int 11, Wis 18, Cha 12. 
   
  Skills and Feats: Concentration +16, Handle 
  Animal +11, Knowledge (nature) +10, Listen +6, 
  Spellcraft +7 Spot +6; Alertness, Combat Casting, 
  Improved Initiative, Lighting Reflexes, Skill Focus 
  (handle animal), Weapon Focus (quarterstaff). 
   
  Spells 
  Prepared 
  (6/6+1/5+1/5+1/4+1/2+1/1+1; base DC = 14 + 
  spell level): 0- cure minor wounds, detect magic, guidance (2), 
  light, read magic; 1st- bless, calm animals, cure light wounds, 
  doom, obscuring mist, protection from good, shield of faith; 2nd- 
  aid, bull’s strength (2)*, hold person (2), silence; 3rd- 
  blindness, dispel magic, magic vestment*, prayer, protection 
  from elements, searing light; 4th- cure critical wounds, divine 
  power, freedom of movement, greater magic weapon, spell 
  immunity*; 5th- flame strike (2), righteous might*; 6th-blade 
  barrier, stoneskin*. 
   
  *Domain Spell. Domains: Animal (cast animal 
  friendship once per day; Knowledge (nature) is a class 
  skill), Strength (gain a +11 enhancement Strength for 
  once per day The power lasts 1 round and activation 
  is a free action). 
   
  Possessions: full plate, large steel shield, +1 
  quarterstaff, 24 gp, +1 cloak of resistance, potion of fly, 
  potion of heroism, wand of silence [3rd level caster; 6 chg.], 
  wand of dispel magic [5th level caster; 3 chg.]. 
   
  Clay Half-Golem Gargantuan Monstrous Spider 
  (1): CR 10; Gargantuan Vermin (20 ft. diameter, 5 ft. 
  tall); HD 24d8; hp 108; Init +2 (+2 Dex); Spd 30 ft., 
  climb 20 ft. (40 ft., climb 20 ft.) (can’t run); AC 15 
  [flat-footed 13, touch 8], (–4 size, +2 Dex, +7 
  natural); Atks +23 melee (2d8+14 and poison, bite); 
  Face/Reach 20 ft. x 20 ft./10 ft.; SA Poison, web, 
  berserk, haste, wounds; SQ Construct, darkvision 60 
  ft., DR 10/silver, immune to piercing and slashing 
  weapons, magic immunity; AL NE; SV Fort +16, Ref 
  +11, Will +8; Str 29, Dex 15, Con -, Int -, Wis 10, 
  Cha 1. 
   
  Skills and Feats: Climb 18, Hide –2, Jump 
  +6*, Spot +7. 
   
  Poison: Fortitude save (DC 31); 2d6 
  Str/2d6 Str. 
   
  Web: Web spinning spiders can cast web 
  eight times per day. This is similar to an attack with a 
  net but has a maximum range of 50 feet, with a range 
  increment of 10 feet, and is effective against targets 
  up to one size smaller than the spider (see page 
  102 in the Player’s Handbook for details on net 
  attacks). The web anchors the target in place, 
  allowing no movement. An entangled creature can 
  escape with a successful Escape Artist check (DC 
  30) or burst it with a Strength check (DC 36). Both 
  are standard actions. Each 5-foot section of a 
  spider’s web has 16 hp and damage reduction 
  5/fire. 
   
  Berserk (Ex): A clay half-golem that 
  takes damage in combat flies into a berserk rage 
  the following round, attacking wildly until either it 
  or its opponent is dead. It gains +4 Strength, +4 
  Constitution and –2 AC. A clay half-golem cannot 
  end its berserk state voluntarily.  
  Haste (Su): After it has engaged in at 
  least 1 round of combat on a given day, a clay half-
  golem can use haste upon itself once during that 
  day as a free action. The effect lasts 3 rounds and 
  is otherwise the same as the spell. 
  Wounds (Ex): The damage a clay half-
  golem deals doesn’t heal naturally. Only a spell of 
  6th level or higher with the healing descriptor (such 
  as heal) can repair it. 
   
  Construct: 
  Immune 
  to 
  all 
  mind-
  influencing 
  effects 
  (charms, 
  compulsions, 
  phantasms, patterns and morale effects) and to 
  sleep, paralysis, stunning, disease, death effects and 
  necromantic effects. Cannot heal damage on their 
  own although they can be repaired in the same way 
  as an object can. Not subject to critical hits, 
  subdual damage, ability damage, ability drain, 
  energy drain or death by massive damage. It is 
  immune to any effect that requires a Fortitude save 
  (unless the effect also works on objects).  When 
  reduced to 0 hit points it is immediately destroyed. 
   
  Immunity to Slashing and Piercing 
  (Ex): Slashing and piercing weapons, even 
  enchanted ones, deal no damage to a clay half-
  golem. 
   
  Magic Immunity (Ex): A clay half-
  golems is immune to all spells, spell-like abilities 
  and supernatural effects, except as follows. A move 
  earth spell drives it back 120 feet and deals 3d12 
  points of damage. A disintegrate spell slows the 
  creature (as the slow spell) for 1d6 rounds and deals 
  1d12 points of damage. An earthquake cast directly 
  at the clay half-golem stops it from moving that 
  round and deals 5d10 points of damage. The 
  creature gets no saving throw against any of these 
  effects. 
  
  Skills: A monstrous spider gains a +8 
  competence bonus to Hide and Move Silently checks 
  when using its webs.  
   
  Flesh Half-Golem Gargantuan Monstrous Spider 
  (1): CR 10; Gargantuan Vermin (20 ft. diameter, 5 ft. 
  tall); HD 24d8; hp 108; Init +2 (+2 Dex); Spd 30 ft., 
  climb 20 ft. (40 ft., climb 20 ft.) (can’t run); AC 13 
  [flat-footed 11, touch 8], (–4 size, +2 Dex, +5 
  natural); Atks +22 melee (2d8+12 and poison, bite); 
  Face/Reach 20 ft. x 20 ft./10 ft.; SA Poison, web, 
  berserk, SQ Construct, darkvision 60 ft., DR 5/silver, 
  magic immunity; AL NE; SV Fort +16, Ref +11, 
  Will +8; Str 27, Dex 15, Con -, Int -, Wis 10, Cha 1. 
   
  Skills and Feats: Climb 18, Hide –2, Jump 
  +6*, Spot +7. 
   
  Poison: Fortitude save (DC 31); 2d6 
  Str/2d6 Str. 
   
  Web: Web spinning spiders can cast web 
  eight times per day. This is similar to an attack with a 
  net but has a maximum range of 50 feet, with a range 
  increment of 10 feet, and is effective against targets 
  up to one size smaller than the spider (see page 102 
  in the Player’s Handbook for details on net attacks). 
  The web anchors the target in place, allowing no 
  movement. An entangled creature can escape with a 
  successful Escape Artist check (DC 30) or burst it 
  with a Strength check (DC 36). Both are standard 
  actions. Each 5-foot section of a spider’s web has 16 
  hp and damage reduction 5/fire. 
   
  Berserk (Ex): A flesh half-golem that 
  takes damage in combat flies into a berserk rage 
  the following round, attacking wildly until either it 
  or its opponent is dead. It gains +4 Strength, +4 
  Constitution and –2 AC. A flesh half-golem 
  cannot end its berserk state voluntarily.  
   
  Construct: 
  Immune 
  to 
  all 
  mind-
  influencing 
  effects 
  (charms, 
  compulsions, 
  phantasms, patterns and morale effects) and to 
  sleep, paralysis, stunning, disease, death effects and 
  necromantic effects. Cannot heal damage on their 
  own although they can be repaired in the same way 
  as an object can. Not subject to critical hits, 
  subdual damage, ability damage, ability drain, 
  energy drain or death by massive damage. It is 
  immune to any effect that requires a Fortitude save 
  (unless the effect also works on objects).  When 
  reduced to 0 hit points it is immediately destroyed. 
   
  Magic Immunity (Ex): A flesh half-
  golem is immune to all spells, spell-like abilities 
  and supernatural effects, except as follows. Fire- 
  and cold-based effects slow them (as the spell) for 
  2d6 rounds, with no saving throw. An electricity 
  effect breaks any slow effect on the golem and 
  cures 1 point of damage for each 3 points of 
  damage it would otherwise deal.  
  Skills: A monstrous spider gains a +8 
  competence bonus to Hide and Move Silently 
  checks when using its webs. 
  
  Appendix Three 
  New Rules Items  
  Half-Golem 
  Monster Manual II, page 208. 
   
  Half-golems are the results of good-intentioned 
  actions taken too far. While the application of a 
  poultice infused with curative herbs or the casting 
  of a spell can save the life of an injured or diseased 
  person, only powerful magic can replace a missing 
  limb. Such magic is often beyond the reach of the 
  ordinary person working in a quarry or a mill, or 
  scything a field of grain, who suffers the loss of 
  one or more limbs. 
   
  Arcane artisans applied their knowledge 
  of golem, construction to come up with a way to 
  restore such a person to wholeness. While the 
  initial results were promising, there was a limit to 
  the effectiveness of the technique – many people 
  who received one or more new limbs through this 
  process proved unable to withstand the trauma of 
  the transformation and became permanently evil as 
  a result. Individuals of evil intent now exploit this 
  limitation, purposely creating ravening, unholy 
  crosses between living beings and golems. 
   
  Construction 
  There are two steps to making a half-golem. The 
  first is constructing the limbs, and the second id 
  attaching the limbs.  
   
  Moulding a limb from clay, preparing one 
  made of flesh, carving it from stone, or forging it 
  from iron requires an appropriate skill (see the 
  specific half-golem descriptions for details) and 
  can be done by anyone. Infusing a formed limb 
  with magic requires the Craft Wondrous Item and 
  Craft magic Arms and Armour feats. It takes one 
  month to complete the magical rituals. The creator 
  must labour for at least eight hours each day in a 
  specially prepared laboratory or workroom. The 
  chamber is similar to an alchemist’s laboratory and 
  costs 500 gp to establish. 
   
  When not working on the rituals, the 
  creator must rest and can perform no other 
  activities, just as if he or she were creating a golem. 
  As with a golem, it the creator is personally 
  constructing the limbs, he or she can perform the 
  building and the rituals together. 
   
  Once created, the limbs are treated a spell 
  completion items. Any character capable of casting 
  the appropriate level of spell (see specific 
  description) can attach a limb. All that’s left to do 
  is perform the final gestures and speak the words 
  needed to imbue the limb with magic. All the 
  limbs to be attached to a particular body must be 
  of the same type – it’s not possible, for instance, to 
  attach a limb made of iron to a half-golem that 
  already has a new limb made of stone. Any such 
  attempt automatically fails, leaving the second type 
  of limb unattached. 
   
  The Danger 
  Each time a limb is attached to his or her body the 
  recipient makes a Will save. The DC of the save 
  varies according to the number of new limbs the 
  character has received. 
   
   
  DC 
  First new limb 
  15 
  Second new limb 
  19 
  Third new limb 
  25 
  Fourth new limb 
  33 
  Fifth new limb 
  43 
  Sixth new limb  
  55 
   
  A character who succeeds at all the saves he or she 
  is required to make takes on the attributes of a 
  half-golem as described below – except that the 
  character retains his or her alignment, gains a +4 
  bonus to Constitution, and does not change type 
  or gain construct traits. As soon as the character 
  fails one of these required saves, he or she 
  becomes a half-golem of neutral evil alignment. 
  The character then has no Cons tuition score and 
  character’s type changes to construct, granting him 
  or her construct traits. A neutral evil half-golem 
  retains the memories and knowledge of its former 
  life, but its personality becomes murderous and 
  cruel. It demonstrates the hatred of flesh creatures 
  common to elementals, and it seeks methods 
  appropriate to its class to slaughter as many flesh 
  creatures as possible. 
   
  Creating a Half-Golem 
  “Half-Golem” is a template that can be added to 
  any animal, beast, giant, humanoid creature, 
  magical beast, or monstrous humanoid (referred to 
  hereafter as the character). There is no minimum 
  level or Hit Dice requirement to become a half-
  golem. The character’s type changes to construct 
  once a Will save is failed. Each half-golem takes on 
  the characteristics of a particular type of golem 
  (flesh, clay, stone or iron) as described later in this 
  section. 
  
   
  A half-golem’s abilities are primarily 
  those of the character, with the following 
  exceptions. 
   
  Hit Dice: Same as character. 
   
  Initiative: Same as character –1, to 
  account for the half-golem’s redued Dexterity (see 
  Abilities below). 
   
  Speed: Same as character, but a half-
  golem cannot run. 
   
  AC: A half-golem replaces any natural 
  armour bonus it may have had with a new natural 
  armour bonus that varies according to it type (see 
  the table below). The change to Dexterity (see 
  Abilities, below) also affects the half-golem’s 
  Armour Class. 
   
  Attacks: Same as character. 
   
  Damage: Same as character. 
   
  Face/Reach: Same as character. 
   
  Special Attacks: Same as character (and 
  see the table below). 
   
  Special Qualities: Same as character, 
  plus construct traits (upon a failed Will save), 
  damage reduction (see table below), and others by 
  type (see table below). 
   
  Saves: A half-golem gains a +2 racial 
  bonus to Fortitude saves; otherwise same as 
  character. 
   
  Abilities: Half-golems have -2 Dex, +4 
  Con (or no Con upon a failed Will save), -6 Int, +0 
  Wis and -6 Cha. Strength varies by type (see the 
  table below). The number of limbs attached does 
  not alter a half-golem’s Strength score.  
   
  Skills: Same as character, modified by 
  new ability modifiers. The drop in Intelligence 
  does not retroactively remove skill points spent. 
   
  Feats: Same as character. 
   
   
  Climate/Terrain: Same as character. 
   
  Organisation: Solitary, pair, or squad (5-
  20). 
   
  Challenge Rating:  Same as character 
  +3. 
   
  Treasure: Standard. 
   
  Alignment: Same as character (if all Will 
  saves succeed) or always neutral evil (if any Will 
  save fails). 
   
  Common Half-Golems 
   
  Flesh 
  Clay 
  Stone 
  Iron 
  Natural 
  armour 
  +5 
  +7 
  +9 
  +11 
  Special 
  attacks 
   
   
  Slow 
  Breath 
  Weapon 
  Damage 
  reduction 
  5/silver 
  10/silver 
  15/+1 
  25/+2 
  Special 
  qualities 
  Berserk 
  Berserk, 
  haste, 
  immune 
  to 
  piercing 
  and 
  slashing 
   
  Rust 
  vulnerability 
  Strength 
  +6 
  +8 
  +10 
  +12 
  Magic 
  immunity 
  As flesh 
  golem 
  As clay 
  golem 
  As 
  stone 
  golem 
  As iron 
  golem 
   
  Combat 
  A half-golem fights as the character from which it 
  is created. Half-golems are usually straightforward, 
  unsubtle combatants that rely on their great 
  strength to win the day. They rarely use teamwork 
  or cooperation even when banded together. 
   
  Construct Traits: A half-golem is 
  immune to mind-affecting effects, poison, sleep, 
  paralysis, stunning, disease, death, death effects, 
  necromantic effects, and any effect that requires a 
  Fortitude save unless it also works on objects. The 
  creature is not subject to critical hits, subdual 
  damage, ability damage, ability drain, energy drain, 
  or death from massive damage. It cannot heal itself 
  but can be healed through repair. It cannot be 
  raised or resurrected. A half-golem has darkvision 
  (60-foot range). 
   
  Magic Immunity (Ex): Half-golems 
  completely resist all magical and supernatural 
  effects, except as noted in the appropriate golem 
  descriptions (see Monster Manual). 
   
  Half-Golem Characters 
  Half-golem characters are shunned by society, sot 
  hey either seek revenge against the world around 
  them or retreat from it. Those who seek revenge 
  generally become fighters or rogues. Those who 
  retreat from it become barbarians, rangers, or 
  druids. A rare few become, or remain, evil clerics.  
   
  Sample Half-Golems 
  A half-golem looks like a bizarre and horrifying 
  melding of a golem and the character it once was. 
  The materials of its golem limbs twine and crawl 
  across its flesh, like ivy growing across a building 
  or tree. In many cases, a half-golem’s flesh is 
  horribly scarred and has the pale grey colour of 
  death. Half-golems speak whatever languages they 
  
  spoke before their transformations, but their 
  voices are harsh and strangled. 
   
  Flesh Half-Golem 
  A flesh half-golem is a tortured soul whose 
  replacement limbs were stolen from the dead. 
  Flesh golem’s replacement limbs are rudely 
  stitched to their bodies and may have different 
  skin colour or texture form the rest of the 
  character’s skin. 
   
  Berserk (Ex): A flesh half-golem that 
  takes damage in combat flies into a berserk rage 
  the following round, attacking wildly until either it 
  or its opponent is dead. It gains +4 Strength, +4 
  Constitution and -2 AC. A flesh half-golem cannot 
  end its berserk state voluntarily. If the flesh half-
  golem is a barbarian, the bonuses and the penalty 
  are cumulative with the barbarian rage class 
  feature. 
   
  Construction 
  The pieces of a flesh golem must come from 
  corpses of the same size and type as the recipient 
  (for instance a Medium-size humanoid character 
  can not use Small animal limbs). The limbs must 
  not have decayed significantly. “Construction” of 
  the 
  limb 
  requires 
  a 
  successful 
  Craft 
  (leatherworking) or Heal check (DC 20). The 
  rituals costs 10,000 gp and 200 XP and requires 
  bull’s strength and geas/quest. Attaching the limb 
  requires the ability to cast 6th-level arcane spells. 
   
  Clay Half-Golem 
  A clay half-golem has a grotesquely distorted 
  musculature, such as an overlarge chest, arms 
  attached by thick knots of muscle at the shoulder, 
  stubby fingers, or arms that hang almost to the 
  ground. Its features often appear partially melted. 
  Typically it drips bits of clay, and its limy 
  replacement “flesh” coast its weapons. 
  Berserk (Ex): A flesh half-golem that 
  takes damage in combat flies into a berserk rage 
  the following round, attacking wildly until either it 
  or its opponent is dead. It gains +4 Strength, +4 
  Constitution and -2 AC. A clay half-golem cannot 
  end its berserk state voluntarily. If the flesh half-
  golem is a barbarian, the bonuses and the penalty 
  are cumulative with the barbarian rage class 
  feature. 
  Wounds (Ex): The damage a clay half-
  golem deals doesn’t heal naturally. Only a spell of 
  6th level or higher with the healing descriptor (such 
  as heal) can repair it. 
  Haste (Su): After it has engaged in at 
  least 1 round of combat on a given day, a clay half-
  golem can use haste upon itself once during that 
  day as a free action. The effect lasts 3 rounds and 
  is otherwise the same as the spell. 
  Immunity to Slashing and Piercing 
  (Ex): Slashing and piercing weapons, even 
  enchanted ones, deal no damage to a clay half-
  golem. 
   
  Construction 
  A clay limb must be sculpted from a single block 
  of clay weighing at least 100 pounds. The sculpting 
  requires 
  a 
  successful 
  Craft 
  (sculpting) 
  or 
  Profession (mason) check (DC 20). The rituals 
  cost 12,000 gp and 240 XP and require animate 
  objects and geas/quest. Attaching the limb requires 
  the ability to cast 6th-level divine spells. 
   
  Note 
  Additional information regarding Stone and Iron 
  half-golems is not included here. 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Onnwal/593/Special Missions/ONS3-01 - Storm on the Volanots (APL8-10)/ONS3-01 - Storm on the Volanots.pdf