TEXT: IUZ3-01 
   
   
   
   
   
   
   
   
  Across the Border 
   
  A One−Round D&D LIVING GREYHAWK®  
  Iuz’s Border States Meta−regional Adventure 
  Version 1.0 
   
   
   
   
  by Jason Bulmahn 
   
   
   
   
   
   
  A stranger in need asks you for a simple favor, help a friend of his get out of danger. Unfortunately, his friend is in 
  Dorakaa, the capitol of Iuz's domain. Part 1 of the Machinations plot line. An adventure for the bravest of heroes, levels 
  5-13. 
   
   
   
   
   
   
  Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of the author. To 
  learn more about the Open Gaming License and the d20 system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended for 
  tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three hours. The rest of the time is spent in 
  preparation before game play, and scoring after the game. 
  The following guidelines are here to help you with both 
  the preparation and voting segment of the game. Read this 
  page carefully so that you know and can communicate to 
  your players the special aspects of playing an RPGA 
  scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill in 
  the top of the grid. That is all. No one is rated. This 
  method is used for people who are just playing for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and provide 
  personal information, but don’t vote for other players. 
  The game master rates the scenario and completes 
  personal and event information, but does not rate the 
  players as a team or vote for players. This method is 
  used when there is no competition, but the event 
  coordinator wants information on how the game 
  masters are performing, or the game master wants 
  feedback on his or her own performance. 
  3. 
  Voting: Players and game masters complete the entire 
  packet, including voting for best player. If this method 
  is used, be sure to allow about 15-20 minutes for the 
  players to briefly describe their characters to the other 
  players, and about 5-10 minutes for voting. This 
  method is used when the players want to know who 
  played the “best” amongst the group, or when the 
  adventure is run in tournament format with winners 
  and prizes.  
   
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
   
  After voting, give the Scoring Packet to your event 
  coordinator.  
   
  Across the Border 
  Iuz’s Border State Meta-regional 
  Page 2 
  
  This is a LIVING GREYHAWK Adventure. As a LIVING 
  adventure it is expected that players bring their own 
  characters with them. If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on. Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
   
  Living Greyhawk Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the 
  PCs participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs 
  trained for war), other than those brought by 
  virtue of a class ability (i.e. animal companions, 
  familiars paladin’s mounts, etc) use the 
  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. 
   
  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 
  5 
  6 
  7 
   
  3. 
  Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Three or four, or sometimes even five 
  1
  st-level characters may find difficulty with the challenges 
  in a LIVING GREYHAWK adventure. If your group is 
  APL 1 there are three things that you can do to help even 
  the score. 
  1. 
  Attempt to create a table of six 1
  st-level 
  characters, 
  or 
  try 
  to 
  enlist 
  higher-level 
  characters to play at that table. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs who 
  want their dogs to attack must succeed at a 
  Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a free action (spoken 
  command) that may be attempted each round. If 
  an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
  This is a standard one-round Meta-regional adventure, set 
  in Iuz’s Border States. Characters native to the Bandit 
  Kingdoms, Furyondy, Highfolk, Perrenland, and the 
  Shield Lands pay one Time Unit per round, all others pay 
  two Time Units per round. Adventurer’s Standard 
  Upkeep costs 12gp per Time Unit. Rich Upkeep costs 
  50gp per Time Unit. Luxury Upkeep costs 100gp per 
  Time Unit. 
   
  Across the Border 
  Iuz’s Border State Meta-regional 
  Page 3 
  
  Adventure Background 
  Felkas Kilran is a man in deep trouble. Recruited by a 
  mysterious organization, Felkas was tasked with the 
  impossible. His job was to travel deep into Iuz’s domain, 
  to his capitol city of Dorakaa, and once there learn as 
  much as he could about the Old One’s current 
  machinations. To his credit, he has been most successful, 
  garnering information of vital importance to all that 
  stand deep within the shadow of the Old One. 
   
  Unfortunately, Felkas was not as careful as he should 
  have been. A group of clerics, reporting directly to the 
  lesser Boneheart, have become suspicious of Felkas and 
  as time has passed, they have begun to suspect his true 
  identity. So far, he has been able to keep hidden, but his 
  pursuers are getting more persistent. Normally, he would 
  just flee to safer lands, but he is being watched and would 
  not make it far beyond the city without help. To this end, 
  he has sent a message to his friends in the organization to 
  arrange for an escort out of the domain of Iuz. This is 
  where the PCs come in. 
   
  Adventure Summary  
  This adventure begins in the home region of the PCs, 
  when they are contact by an agent of a mysterious 
  organization, one that operates inside of Iuz’s domain. 
  The contact explains to the PCs that there may be some 
  work for them, if they are willing, having heard of their 
  previous exploits. If agreeable, this agent arranges for 
  their transportation to Furyondy, and the town of 
  Redoubt, not far from the border of Iuz’s domain. 
   
  Once there, a young woman who calls herself The 
  Shade contacts the PCs. Shade is a member of the 
  organization and has just received the message from 
  Felkas requesting aid. After assuring the PCs loyalty, 
  Shade fills them in on the mission and arranges for their 
  transport to deep within the Vesve forest where they will 
  begin their journey to rescue Felkas. Assuming the PCs 
  agree, they are sent out immediately. 
   
  Arriving at the border to Iuz’s domain within the 
  Vesve, the group meets an elven contact that gives them 
  common outfits, a pair of draft horses and a wagon laden 
  with goods. They are to pose as crooked merchants on 
  their way to Dorakaa to make a steep profit. This wagon 
  also contains a hidden compartment for all of their 
  precious gear and a place to stow Felkas once retrieved. 
  Making their way, they quickly come upon a border 
  patrol that question their intent and demand a toll but let 
  them go without question. 
   
  Soon after, the party runs afoul slave traders intent 
  upon gaining a few more chattel to meet his quota. The 
  PCs become prime targets in this raid and some may be 
  dragged off to the slave pits not to far away (conveniently 
  along the way). No matter the outcome of the previous 
  encounter, the PCs soon approach the slave pit and all of 
  the depravities it contains. Here they may have to rescue 
  some of their friends or might decide to liberate some of 
  the oppressed. Those with strong convictions may have a 
  difficult decision to make at this juncture. 
   
  Depending upon their actions up to this point, the 
  PCs may attract the attention of a stealthy demon that 
  suspects the PCs are more than they appear. If their 
  actions warrant it, this demon will begin to follow the 
  PCs from this point onward, spying on them for any 
  obvious sign of their true nature. Continuing on their 
  journey, the PCs must cross the Dulsi River, under the 
  scrutiny of the army that controls the newly created 
  bridge. 
   
  Across the river, the PCs have a long way to travel 
  before reaching Dorakaa across one of the most desolate 
  plains in the Old Ones domains. Some vile creatures 
  inhabit this place and the PCs must deal with some of 
  these, under bad portents and evil omens. 
   
  Finally, upon reaching the Road of Skulls, just 
  outside the city, the PCs meet up with Felkas, who is 
  desperate to get away and sure he is being followed. Soon 
  after, a group of clerics and their escorts arrive on the 
  scene, intent upon taking Felkas and all of the PCs back 
  to Dorakaa. If being followed by the demon, it also 
  reveals itself at this time, lending to the battle that is sure 
  to ensue. 
   
  Assuming the PCs survive, they can easily make 
  their way out, using their false identities, and escorting 
  Felkas back to his friends. Although unwilling to divulge 
  all the details to the heroes, Felkas does give them a few 
  hints about the danger that is brewing in the lands of 
  torment. 
   
  It is important to note that this adventure can be 
  very long.  Although it can be run during a normal four 
  hour time period, this forces the roleplaying to be kept to 
  a minimum.  It is suggested that they event organizer lay 
  out six hours for this event if possible. 
   
  Introduction 
  The introduction is broken into five parts, one for each 
  region in the meta-region that is Iuz’s Border States. 
  Please refer to the section that corresponds to the region 
  that you are currently in while running this event. 
   
  Bandit Kingdoms 
  When you are ready to begin, read or paraphrase the 
  following to the players. 
   
  Across the Border 
  Iuz’s Border State Meta-regional 
  Page 4 
  
  The gloomy weather has not yet let up in the town of 
  Balmund. Winter seems to be holding on longer than
  usual this year and there appears to be no end n 
  sight. Heavy sleet and driving winds have kept most 
  of the townsfolk at home, huddled around their 
  hearths, hoping for some sign of spring. 
   
  i
  f
  i
  .
  i
  i
   
   
   
  i
  i
  t
   
  Unfortunately, this does not include you.  Two 
  days ago, you found a drenched piece of parchment 
  that someone had apparently slipped into your 
  pocket. Upon taking a closer look, you came to realize 
  that it was a summons of a sort, asking to meet with 
  you at the Showdown Saloon on this very night. 
  Although barely legible, you could make out a 
  signature at the bottom that read Keth. Sitting in the 
  common room, trying to gather a bit of warmth into 
  your chilled bones, you see others about the room, 
  with a very similar piece of parchment sitting in front 
  of them as well. 
   
  At this point, ask the PCs what they are doing. They may 
  decide to strike up a conversation with one another, or 
  simply wait for the arrival of Keth. The parchment that 
  was slipped into their pocket was placed there by Keth, a 
  local member of The Organization.  Keth has decided 
  that the PCs are worthy of possible membership and may 
  have what it takes to help defy the Old One.  To this end, 
  he has called them all here to speak with them on this 
  matter.  After about an hour of waiting, Keth enters and 
  approaches each of the PCs in turn, asking them to join 
  him in his room upstairs.  He gives them no further 
  information unless they do so.  When the party is fully 
  gathered, proceed with the following. 
   
  “Greetings, and great thanks for heeding my call.” 
  Keth begins, looking each of you dead on.  “I have 
  recognized each of your for your deeds both here and 
  abroad and have judged you to be worthy to our 
  cause.  I have been asked to gather a number of brave 
  souls together to lend us some aid.  Now, I know what 
  you are all thinking, so let me explain. There are 
  those who walk among us who brave danger of 
  unbelievable proportions to defy the Old One.” With 
  that he spits on the ground. “In times of need, those 
  with this level o  bravery gather together, to fight and 
  work as one, helping all against h s will. I have asked 
  you here because it seems to me that each of you 
  shares these qualities at least to some extent or might 
  be useful to our cause.  I cannot promise any great 
  reward, nor can I promise your safety, but let it be 
  known that all those who would wish to see an end to 
  the Old One’s tyranny would do well to aid us.  Now 
  is your chance, what is your choice?” 
   
  This is a test of the PCs faith and convictions in these 
  ideals.  Keth will give them little more information (as he 
  knows little himself).  The PCs may very well be skeptical 
  about his claim. If this is too much for them to overcome, 
  he leaves telling them that perhaps he misjudged them.  
  If the PCs agree to aid him, read or paraphrase the 
  following. 
   
  “I knew I chose the rightly.  Well, if your conviction 
  is strong then you will take this next step that I am 
  about to ask of you   If not, then I thank you for your 
  time here and ask that you divulge none of this to 
  anyone.  If you wish to proceed, you must travel to 
  the Furyondian garrison town of Redoubt, there you 
  must go to a small inn called The Last Stand.  Once 
  there, another operative of my organ zation will 
  contact you, called The Shade. I can tell you little else 
  I am afraid but hope that you will undertake this 
  journey.  I know you have what it takes.” W th that he 
  stands up and departs, thanking you all once again 
  before closing the door. 
  If the PCs agree to go on this journey, proceed to 
  Encounter 1 – Doubt in Redoubt.  If not, the adventure 
  ends here. 
   
  Furyondy 
  When you are ready to begin, read or paraphrase the 
  following to the players. 
   
  The gloomy weather has not yet let up in the city of 
  Libernon. Winter seems to be holding on longer than
  usual this year and there appears to be no end n 
  sight. Heavy sleet and driv ng winds have kept most 
  of the townsfolk at home, huddled around their 
  hearths, hoping for some sign of spring. 
   
  Unfortunately, this does not include you.  Two 
  days ago, you found a drenched piece of parchment 
  that someone had apparently slipped into your 
  pocket. Upon taking a closer look, you came to realize 
  that it was a summons of a sort, asking to meet with 
  you at the Horn of Plenty inn on this very night. 
  Although barely legible, you could make out a 
  signature at the bottom that read “Ellyana.” Sitting in 
  the common room, trying to gather a bit of warmth 
  into your chilled bones, you see o hers about the 
  room, with a very similar piece of parchment sitting 
  in front of them as well. 
   
  At this point, ask the PCs what they are doing. They may 
  decide to strike up a conversation with one another, or 
  simply wait for the arrival of Ellyana Freespeaker. The 
  parchment that was slipped into their pocket was placed 
  Across the Border 
  Iuz’s Border State Meta-regional 
  Page 5 
  
  there by Ellyana, a cleric of Trithernon and local member 
  of The Organization.  Ellyana has decided that the PCs 
  are worthy of possible membership and may have what it 
  takes to help defy the Old One.  To this end, she has 
  called them all here to speak with them on this matter.  
  After about an hour of waiting, Ellyana enters.  She is an 
  attractive human woman with long, curled brown hair 
  and hazel eyes.  She wears chainmail armor beneath a 
  surcoat of blue with the emblem of Trithereon.  Around 
  her neck is a copper-colored rune of pursuit. Ellyana will 
  approach each of the PCs in turn, asking them to join her 
  in her room upstairs.    She gives them no further 
  information unless they do so.  When the party is fully 
  gathered, proceed with the following. 
   
  “Greetings, and great thanks for heeding my call.” 
  Ellyana begins, looking each of you dead on.  “I have 
  recognized each of you for your deeds both here and 
  abroad and have judged you to be worthy to our 
  cause.  Some of you provided assistance to me in the 
  past, for which I again thank you. Rest assured that 
  since that time I am more careful of those with whom 
  I associate.  As a result, I was the one selected to 
  gather a number of brave souls together to lend us 
  some aid. Now, I know what you are al  thinking, so 
  let me explain. There are those who walk among us 
  who brave danger of unbelievable proportions to defy 
  the Old One.” With that she spits on the ground. “In 
  times of need, those with this level of bravery gather 
  together, to fight and work as one, helping all against 
  his will. I have asked you here because it seems to me 
  that each of you shares these qualities at least to some 
  extent or might be useful to our cause.  I cannot 
  promise any great reward, nor can I promise your 
  safety, but let it be known that all those who would 
  wish to see an end to the Old One’s tyranny would do 
  well to aid us.  Now is your chance, what is your 
  choice?” 
   
  l
  i
  t
   
   
   
  i
   
   
  This is a test of the PCs faith and convictions in these 
  ideals.  Ellyana will give them little more information (as 
  she knows little herself).  The PCs may very well be 
  skeptical about her claim. If this is too much for them to 
  overcome, she leaves after telling them that perhaps she 
  misjudged them.  If the PCs agree to aid her, read or 
  paraphrase the following. 
   
  “I knew I chose the rightly.  Well, if your conviction 
  is strong then you will take this next step that I am 
  about to ask of you.  If not, then I thank you for your 
  time here and ask that you divulge none of this to 
  anyone.  If you wish to proceed, you must travel 
  north to Redoubt and go to a small inn called The 
  Last Stand.  Once there, another operative of my 
  organ zation will con act you, called The Shade. I can
  tell you little else, I am afraid, but hope that you will 
  undertake this journey.  I know you have what it 
  takes.” With that she stands up and departs, thanking 
  you all once again before closing the door. 
  If the PCs agree to go on this journey, proceed to 
  Encounter 1 – Doubt in Redoubt.  If not, the adventure 
  ends here. 
   
  Highfolk 
  When you are ready to begin, read or paraphrase the 
  following to the players. 
   
  The gloomy weather has not yet let up in the town of 
  Highfolk. Winter seems to be holding on longer than
  usual this year and there appears to be no end in 
  sight. Heavy sleet and driv ng winds have kept most 
  of the townsfolk at home, huddled around their 
  hearths, hoping for some sign of spring. 
   
  Unfortunately, this does not include you.  Two 
  days ago, you found a drenched piece of parchment 
  that someone had apparently slipped into your 
  pocket. Upon taking a closer look, you came to realize 
  that it was a summons of a sort, asking to meet with 
  you at the Hero’s Rest Tavern on this very night. 
  Although barely legible, you could make out a 
  signature at the bottom that read Imbric Galerin. 
  Sitting in the common room, trying to gather a bit of 
  warmth into your chilled bones, you see others about 
  the room, with a very similar piece of parchment 
  sitting in front of them as well. 
   
  At this point, ask the PCs what they are doing. They may 
  decide to strike up a conversation with one another, or 
  simply wait for the arrival of Imbric. The parchment that 
  was slipped into their pocket was placed there by Imbric 
  Galerin, a local member of The Organization. Imbric has 
  decided that the PCs are worthy of possible membership 
  and may have what it takes to help defy the Old One.  To 
  this end, he has called them all here to speak with them 
  on this matter.  After about an hour of waiting, Imbric 
  enters and approaches each of the PCs in turn, asking 
  them to join him in his room upstairs.  He gives them no 
  further information unless they do so.  When the party is 
  fully gathered, proceed with the following. 
   
  “Greetings, and great thanks for heeding my call.” 
  Imbric begins, looking each of you dead on.  “I have 
  recognized each of your for your deeds both here and 
  abroad and have judged you to be worthy to our 
  cause.  I have been asked to gather a number of brave 
  souls together to lend us some aid.  Now, I know what 
  Across the Border 
  Iuz’s Border State Meta-regional 
  Page 6 
  
  you are all thinking, so let me explain. There are 
  those who walk among us who brave danger of 
  unbelievable proportions to defy the Old One.” With 
  that he spits on the ground. “In times of need, those 
  with this level o  bravery gather together, to fight and 
  work as one, helping all against h s will. I have asked 
  you here because it seems to me that each of you 
  shares these qualities at least to some extent or might 
  be useful to our cause.  I cannot promise any great 
  reward, nor can I promise your safety, but let it be 
  known that all those who would wish to see an end to 
  the Old One’s tyranny would do well to aid us.  Now 
  is your chance, what is your choice?” 
  f
  i
  i
  i
  l
   
  i
   
  f
  i
   
  This is a test of the PCs faith and convictions in these 
  ideals. Imbric will give them little more information (as 
  he knows little himself).  The PCs may very well be 
  skeptical about his claim. If this is too much for them to 
  overcome, he leaves telling them that perhaps he 
  misjudged them.  If the PCs agree to aid him, read or 
  paraphrase the following. 
   
  “I knew I chose the rightly.  Well, if your conviction 
  is strong then you will take this next step that I am 
  about to ask of you.  If not, then I thank you for your 
  time here and ask that you divulge none of this to 
  anyone.  If you wish to proceed, you must travel to 
  the Furyondian garrison town of Redoubt, there you 
  must go to a small inn called The Last Stand.  Once 
  there, another operative of my organ zation will 
  contact you, called The Shade. I can tell you little else 
  I am afraid but hope that you will undertake this 
  journey.  I know you have what it takes.” W th that he 
  stands up and departs, thanking you al  once again 
  before closing the door. 
  Creatures: Imbric Galerin is a non-descript human of 
  mixed descent.  He arrives at the Hero’s Rest dressed in 
  brown leathers with a gray cloak pulled tightly over his 
  black hair and wearing high mud stained boots. 
    
  � Imbric Galerin: human, rog5/rng4. 
   
  If the PCs agree to go on this journey, proceed to 
  Encounter 1 – Doubt in Redoubt.  If not, the adventure 
  ends here. 
   
  Perrenland 
  When you are ready to begin, read or paraphrase the 
  following to the players. 
   
  The gloomy weather has not yet let up in the City Of 
  Traft. Winter seems to be holding on longer than 
  usual this year and there appears to be no end in 
  sight. Heavy sleet and driv ng winds have kept most 
  of the townsfolk at home, huddled around their 
  hearths, hoping for some sign of spring. 
   
  Unfortunately, this does not include you.  Two 
  days ago, you found a drenched piece of parchment 
  that someone had apparently slipped into your 
  pocket. Upon taking a closer look, you came to realize 
  that it was a summons of a sort, asking to meet with 
  you at The Raggletail Tavern on this very night. 
  Although barely legible, you could make out a 
  signature at the bottom that reads “Rex Rillander”. 
  Sitting in the common room, trying to gather a bit of 
  warmth into your chilled bones, you see others about 
  the room, with a very similar piece of parchment 
  sitting in front of them as well. 
   
  At this point, ask the PCs what they are doing. They may 
  decide to strike up a conversation with one another, or 
  simply wait for the arrival of Rex. The parchment that 
  was slipped into their pocket was placed there by Rex, a 
  local member of The Organization.  Rex has decided that 
  the PCs are worthy of possible membership and may 
  have what it takes to help defy the Old One.  To this end, 
  he has called them all here to speak with them on this 
  matter.  After about an hour of waiting, Rex Rillander 
  enters and approaches each of the PCs in turn, asking 
  them to join him in his room upstairs.  He is clearly a 
  “ladies’ man” with a swashbuckling style about him and a 
  huge ego (which is probably justifiable) – yet on this 
  occasion he is quite serious. He gives them no further 
  information unless they follow him upstairs. When the 
  party is fully gathered, proceed with the following. 
   
  “Greetings, and great thanks for heeding my call.” Rex 
  begins, looking each of you dead on.  “I have 
  recognized each of your for your deeds both here and 
  abroad and have judged you to be worthy to our 
  cause.  I have been asked to gather a number of brave 
  souls together to lend us some aid.  Now, I know what 
  you are all thinking, so let me explain. There are 
  those who walk among us who brave danger of 
  unbelievable proportions to defy the Old One.” With 
  that he spits on the ground. “In times of need, those 
  with this level o  bravery gather together, to fight and 
  work as one, helping all against h s will. I have asked 
  you here because it seems to me that each of you 
  shares these qualities at least to some extent or might 
  be useful to our cause.  I cannot promise any great 
  reward, nor can I promise your safety, but let it be 
  known that all those who would wish to see an end to 
  the Old One’s tyranny would do well to aid us.  Now 
  is your chance, what is your choice?” 
   
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  Iuz’s Border State Meta-regional 
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  This is a test of the PCs faith and convictions in these 
  ideals.  Rex will give them little more information (as he 
  knows little himself).  The PCs may very well be skeptical 
  about his claim. If this is too much for them to overcome, 
  he leaves telling them that perhaps he misjudged them.  
  If the PCs agree to aid him, read or paraphrase the 
  following. 
   
  “I knew I chose the rightly.  Well, if your conviction 
  is strong then you will take this next step that I am 
  about to ask of you.  If not, then I thank you for your 
  time here and ask that you divulge none of this to 
  anyone.  If you wish to proceed, you must travel to 
  the Furyondian garrison town of Redoubt, there you 
  must go to a small inn called The Last Stand.  Once 
  there, another operative of my organ zation will 
  contact you, called The Shade. I can tell you little else 
  I am afraid but hope that you will undertake this 
  journey.  I know you have what it takes.” W th that he 
  stands up and departs, thanking you al  once again 
  before closing the door. 
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  If the PCs agree to go on this journey, proceed to 
  Encounter 1 – Doubt in Redoubt.  If not, the adventure 
  ends here. 
   
  Note that the organization presented in this 
  adventure has nothing to do with the Dark Wave 
  Organisation (often known simply as The Organisation). 
  PCs that ask questions to this end, are quickly told 
  otherwise. 
   
  Shield Lands 
  This introduction is for PCs playing this event in the 
  Shield Lands. When you are ready to begin, read or 
  paraphrase the following to the players. 
   
  The gloomy weather has not yet let up in the city of 
  Critwall. Winter seems to be holding on longer than 
  usual this year and there appears to be no end n 
  sight. Heavy sleet and driving winds have kept most 
  of the townsfolk at home, huddled around their 
  hearths, hoping for some sign of spring. 
   
  Unfortunately, this does not include you. Two 
  days ago, you found a drenched piece of parchment 
  that someone had apparently slipped into your 
  pocket. Upon taking a closer look, you came to realize 
  that it was a summons of a sort, asking to meet with 
  you at the Weary Shield tavern on this very night. 
  Although barely legible, you could make out a 
  signature at the bottom that read Quatain. Sitting in 
  the common room, trying to gather a bit of warmth 
  into your chilled bones, you see o hers about the 
  room, with a very similar piece of parchment sitting 
  in front of them as well. 
   
  At this point, ask the PCs what they are doing. They may 
  decide to strike up a conversation with one another, or 
  simply wait for the arrival of Quatain. The parchment 
  that was slipped into their pocket was placed there by 
  Quatain, a mysterious member of the Greycloaks. 
  Quatain the Cold is human male of average height and 
  build and dark countenance. He is grim, and blunt to the 
  point of being rude. He has no patience for anything 
  other than his mission; that being to drive Iuz from the 
  Shield Lands and kill his followers as possible. A 
  Knowledge (Shield Lands) check (DC20) reveals he is 
  rumored to have killed more of Iuz’s minions than any 
  other Greycloak. Members of the Greycloaks will know 
  that he generally travels alone, rarely returns to the 
  reclaimed lands and spends weeks in the occupied lands. 
  He is also rumored to have an extensive network of 
  contacts throughout Iuz’s empire. Anything that would 
  bring him to Critwall personally must be very important. 
   
  Quatain has decided that the PCs are worthy of 
  possible membership and may have what it takes to help 
  defy the Old One. To this end, he has called them all here 
  to speak with them on this matter. After about an hour of 
  waiting, Quatain enters and approaches each of the PCs 
  in turn, asking them to join him in his room upstairs. He 
  gives them no further information unless they do so. 
  When the party is fully gathered, proceed with the 
  following. 
   
  “Greetings, and great thanks for heeding my call.” 
  Quatain begins, looking each of you dead on. “I have 
  recognized each of your for your deeds both here and 
  abroad and have judged you to be worthy to our 
  cause. I have been asked to gather a number of brave 
  sou s together to lend us some aid. Now, I know what
  you are all thinking, so let me explain. There are 
  those who walk among us who brave danger of 
  unbelievable proportions to defy the Old One.” With 
  that he spits on the ground. “In times of need, those 
  with this level o  bravery gather together, to fight and 
  work as one, helping all against h s will. I have asked 
  you here because it seems to me that each of you 
  shares these qualities at least to some extent or might 
  be useful to our cause. I cannot promise any great 
  reward, nor can I promise your safety, but let it be 
  known that all those who would wish to see an end to 
  the Old One’s tyranny would do well to aid us. Now is 
  your chance, what is your choice?” 
   
  This is a test of the PCs faith and convictions in these 
  ideals. Quatain will give them little more information (as 
  he knows little himself). The PCs may very well be 
  Across the Border 
  Iuz’s Border State Meta-regional 
  Page 8 
  
  skeptical about his claim. If this is too much for them to 
  overcome, he leaves telling them that perhaps he 
  misjudged them. If the PCs agree to aid him, read or 
  paraphrase the following. 
   
  “I knew I chose the rightly. Well, if your conviction is 
  strong then you will take this next step that I am 
  about to ask of you. If not, then I thank you for your 
  time here and ask that you divulge none of this to 
  anyone. If you wish to proceed, you must travel to the 
  Furyondian garrison town of Redoubt, there you 
  must go to a small inn called The Last Stand. Once 
  there, another operative of my organ zation will 
  contact you, called The Shade. I can tell you little else 
  I am afraid but hope that you will undertake this 
  journey. I know you have what it takes.” With that he 
  stands up and departs, thanking you al  once again 
  before closing the door. 
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  If the PCs agree to go on this journey, proceed to 
  Encounter 1 – Doubt in Redoubt. If not, the adventure 
  ends here. 
   
  Encounter One 
  Doubt in Redoubt 
  After the PCs have had a chance to introduce themselves 
  to one another and begin their journey to the Furyondy 
  town of Redoubt, read or paraphrase the following to 
  them. 
   
  Your journey to the Furyondy garrison town of 
  Redoubt was mostly uneventful, aside from the 
  weather that has been plagued by sleet and occasional 
  snow. Now, standing only a few miles from the town, 
  you can clearly make out the five-towered castle that 
  dominates the landscape and the town surrounding it. 
  Making your way into the town, you are informed of 
  the curfew that exists from dusk until dawn for all 
  those not given specific leave by the Baroness 
  Kalistren, ruler of these lands. All of the soldiers 
  present certainly give you the impression that this is 
  a rule that is not taken ligh ly. 
   
   The town of Redoubt is primarily a military town; one of 
  the few this close to Iuz’s lands that survived the 
  Greyhawk wars. Most of the people living in this town 
  are either soldiers themselves or support the soldiers in 
  some way. The grim folk of this walled community have 
  seen too much bloodshed over the years and it is 
  apparent in their mood and outlook. The town is ruled 
  over by Baroness Jelleneth Kalinstren, whose current 
  ambitions lie in reclaiming much of the lands stolen by 
  the Old One. All lawlessness in the town is handled by 
  the military with punishments that are often swift and 
  harsh. Breaking curfew alone can net a week of hard 
  labor (1 TU) and a fine of 50 gp. 
   
  The PCs will undoubtedly want to make their way to 
  the Last Stand inn here in town. Asking around the town 
  locates the inn without difficulty. Upon approaching the 
  inn, read or paraphrase the following to the players. 
   
  Just down the road from you is the simple two-story 
  bui ding that you seek. Made of wood with a stone 
  base, the Last Stand inn looks warm and inviting 
  compared to the cold gloom that has chilled your 
  bones. A fl ckering golden l ght plays from behind 
  the heavily frosted windows. 
   
  Inside, you find a simple common room with 
  only a few guests huddled around the large fireplace, 
  sharing quiet conversation. An old man bearing many 
  scars approaches you, taking your cloaks and hats and 
  putting them on pegs next to the door. “What can I 
  help ye with this cold evening? Rooms or perhaps just 
  a hot meal, we have plenty of both for only a few 
  Sheridans.” 
   
  The old man is Krestok, the owner and sole employee of 
  the Last Stand. A veteran of the Greyhawk Wars, Krestok 
  has since retired to a more simple life. His prices are 
  quite reasonable (Sheridans are the Furyondy name for 
  Silver Pieces) and a single room can be had for only 2sp, 
  while a meal of spiced beef stew, roasted turnips, 
  cornbread, and golden mead can be had for only 1sp. The 
  rooms are comfortable and warm, the food delicious. 
  Note that the Last Stand is an inn, not a tavern, and while 
  Krestok will serve more mead to those who have a taste 
  for it, he frowns upon drunkenness and is not afraid to 
  cut anyone off who has had too much. 
   
  In addition to the PCs, there are a number of other 
  guests staying at the Last Stand. An elven couple is here 
  from Highfolk, named Kirth and Somyrin. These two are 
  on their way back to Highfolk after a journey to 
  Greyhawk City. One Oeridian man staying at the inn is a 
  merchant named Oliandar who deals entirely in locks 
  (and lockpicks for those who might be interested in such 
  things). Last but not least, the inn is currently home to 
  three Furyondy soldiers from Chendyl, here on business 
  (escorting a noble to visit with the baroness). Close 
  examination reveals them to be brothers, Meryt, Colmat, 
  and Westgan by name. These three do not have much to 
  say to a bunch of upstart adventurers. 
   
  Undoubtedly, the PCs will enquire about “the 
  Shade” that they have been sent here to meet. None in 
  the tavern have any idea what they are talking about aside 
  from Krestok who replies: 
  Across the Border 
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  “Shade you say!” The old man suddenly pipes up. We 
  don’t get much shade here, especially not in the 
  winter. Who knows though, maybe a bit later?”
  “
   
   
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  Krestok knows The Shade but will tell the PCs nothing 
  more about her, simply shrugging and returning to his 
  business. The Shade does indeed plan to visit the PCs, but 
  not until much later in the evening. If the PCs have 
  turned in by midnight, she will knock on their door, 
  otherwise she is waiting for them in one of their rooms 
  when they do retire. In either case, proceed with The 
  Shade as noted below. 
   
  � Krestok: Male Human Ftr3/Exp2; hp 25; Bluff +5, 
  Sense Motive +4. 
   
  The Shade 
  As noted above, roughly around midnight, The Shade 
  pays the PCs a visit. If they are not in their room at this 
  time, she picks one of their rooms to wait in (she has a 
  key to all of the rooms). Otherwise she picks one of their 
  doors at random to knock on. In either case, none of the 
  PCs will notice her enter the inn. Once the PCs 
  encounter her, read or paraphrase the following to them. 
   
  Standing before you is a tall but lithe woman barely 
  visible under a deep blue cloak. She raises her head 
  revealing a shapely chin and inviting lips. “You may 
  call me The Shade,” she says with a calm even voice. 
  “Where are the rest of your friends?” 
   
  The Shade will not begin speaking to the PCs in earnest 
  until they are all present. If questioned, she will confirm 
  the name of the contact that sent them here and nothing 
  more. Once they are all present, continue with the 
  following. 
   
  “Now that you are all here, please be at ease,” the 
  mysterious woman continues. “As I am sure you are 
  aware, you have been sent here because you are 
  considered trustworthy by those in my organization.”
  As she speaks to you, she removes her cloak, 
  revealing her long black hair, tied neatly behind her 
  head, and sparkling blue eyes. “As a sign of that trust, 
  I am going to tell you a great many things, things that 
  you will need to survive in the times that are fast 
  approaching. First however, I must have your word of 
  secrecy. Revealing what I am about to tell you carries 
  a penal y of death most swift. What say you?”
   
  The shade gives them no more information without first 
  getting their promise. PCs that refuse are asked to leave, 
  this adventure is over for them. If all of the PCs refuse, 
  The Shade looks disappointed as she leaves. This ends the 
  adventure for the PCs as well. Once the PCs have agreed, 
  continue with the following. 
   
  “Good, then we have an understanding. Let me start 
  by saying although you are not bound by what I am 
  about to propose, should you decide to undertake , 
  there is no turning back.” She stops to look each of 
  you in the eye with a dreadfully serious look on her 
  face. “There are those in this world who would lay 
  down their very lives to see the Old One stopped. For 
  those with that level of devotion, there is an 
  organ zation, one that I will not name here. Suffice to
  say, we are dedicated to our cause above all else. This 
  dedication often takes us into harms way, into the 
  lands of the Old One, sometimes even to Dorakaa 
  itself, which is why I am here to speak with you 
  tonight. One of our order is in trouble. He believes 
  that he has been discovered and seeks an escort out of 
  enemy lands. I know this seems impossible, but you 
  may consider this a test of your mettle. Succeed and 
  you will have gained our gratitude, and I can tell you 
  that is no small thing. Failure brings death or worse. 
  Knowing that, now I must ask you if you are 
  interested. There is no shame is saying no but I hope 
  your bravery gets the better of you.” 
   
  At this point, The Shade wants a commitment to 
  undertake the quest before giving them any more 
  information. As mentioned above, declining carries no 
  shame but it does end the adventure for the PCs. If they 
  agree to go on this mission, The Shade has the following 
  information to share with them. When playing The 
  Shade, be very calm and calculating, accepting no 
  deception and very insistent about her opinions and 
  perceptions.  
   
  � Three months ago, a member of the organization, by 
  the name of Felkas, left on a mission of utmost 
  danger, to spy out the plans of the Old One in 
  Dorakaa. 
  � Since then, they have received brief reports hinting 
  that something big is afoot under his dread gaze. 
  � Only two weeks ago, they received a message 
  informing them that Felkas felt that he was in 
  trouble, his identity suspect. 
  � Earlier today, they received another message 
  requesting an escort out of Dorakaa. Apparently, 
  Felkas feels that he can make it out of Dorakaa, but 
  not without notice and would need protection 
  getting out of the Empire. 
  Across the Border 
  Iuz’s Border State Meta-regional 
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  � The PCs are to go to Dorakaa and meet with Felkas 
  just north of the city on the Road of Skulls in two 
  weeks time. 
  � The PCs are to travel there under the guise of 
  crooked merchants. All of the preparations for the 
  journey are being arranged for by an elf named 
  Bowsong, who will meet them in the Vesve. The 
  journey will begin in the northern Vesve forest and 
  take the most direct route to Dorakaa. A map will be 
  provided. 
  � Once the PCs have Felkas, they are to leave the 
  Empire by the same route that they came, as quickly 
  as possible and escort Felkas back to Verbeeg Hill, 
  the nearest sizable community. 
   
  After touching on all of the above points, The Shade is 
  more than happy to answer any simple questions the PCs 
  might have. She gives the following information if asked. 
   
  � “Tell me more about this organization.” She will not 
  give the name of the Organization, nor give any 
  further details on it, telling the PCs that they have 
  not proven themselves worthy of that information 
  yet. If they press the matter, she simple tells them 
  that they hail from all the lands that would live more 
  peacefully if the Old One were no more. 
  � “How will we recognize this Felkas?” Felkas is a man 
  of slight build with pale blond hair. He has a scar 
  across his forehead disappearing behind his scalp. If 
  the PCs are still uncertain, The Shade tells them to 
  ask him what her favorite gemstone is? The answer 
  is sapphire. 
  � “What is the pay for this mission?” There is no pay 
  for this mission. If saving a man from the hands of 
  the Boneheart’s torture is not enough for them, then 
  the Organization wants nothing to do with them. 
  � “What else can you tell us about our cover?” The PCs 
  will be posing as shady merchants out of Greyhawk. 
  Upon arriving at the meeting spot not far from 
  border, the will be provided with a wagon and 
  horses, complete with trade goods and clothing to 
  complete the disguise. The wagon will also be 
  prepared with a secret compartment for hiding 
  Felkas once they have him. 
   
  Assuming that the PCs agree to all of this, The Shade 
  thanks them and prepares to leave. She gives them a map, 
  detailing where in the Vesve they need to travel to and 
  departs, thanking them one last time before disappearing 
  into the night. Proceed to Encounter 2. 
   
  If the PCs somehow attempt to harm or fight The 
  Shade, she simple vanishes, ending the adventure for the 
  PCs. 
   
  Encounter Two 
  Across the Border 
  Assuming that the PCs leave the next morning, their 
  journey to the arranged meeting spot in the Vesve takes a 
  little less than a week by horse (the PCs are provided 
  with horses by The Shade if they do not have any 
  themselves). Read or paraphrase the following to them. 
   
  Your journey to the designated meeting spot within 
  the Vesve was mostly uneventful, with only the thrill 
  of dodging a few patrols breaking up the near 
  unending journey through the great wood. After only 
  six days, you find yourself approaching the spot 
  pointed out to you by The Shade on your map. On the 
  path up ahead, you spot a wagon laden with crates 
  hitched to a pair of horses. Stepping out of the brush 
  in front of the wagon is an elf, clad in supple leather 
  armor with an ivory bow slung over his shoulder. 
   
  The man standing on the path is called Bowsong and he 
  has been waiting for the PCs arrival. As the PCs approach, 
  he holds up his hand to halt their approach and then asks 
  them who sent them, at first in elven, then in common if 
  he receives no response. Assuming the PCs respond “The 
  Shade”, he warmly approaches and shakes each of their 
  hands. 
   
  Bowsong is a gray elf, known for his amazing feats 
  with his ivory bow. He is a member of the Organization, 
  and has made all of the preparations necessary for the 
  PCs journey. Bowsong is a prankster at heart, but he takes 
  his duty to the Organization very seriously. Although he 
  does have a bit of information to pass on to the PCs, he 
  first goes over the wagon and its contents as well as the 
  depth of their disguise. The wagon contains the 
  following. 
   
  � Two draft horses, suitable for pulling the wagon and 
  all of its cargo for long distances. 
  � Two spare wagon wheels and the tools needed to 
  replace a wheel. 
  � One extra harness for the two horses. 
  � Two crates containing eight bolts of fine dyed linen 
  each (all dark colors). 
  � One crate of fine silk cloth, black, white, and red. 
  � Two small crates containing tobacco. 
  � Four barrels of fine and potent ale from Greyhawk. 
  � Two small casks of elven wine. 
  � 100 ft. of hemp rope. 
  � Four tents. 
  � Two lanterns with eight pints of oil. 
  Across the Border 
  Iuz’s Border State Meta-regional 
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  � Enough dried rations for two weeks travel for each 
  member of the party and some to spare. 
  � One barrel of drinking water. 
  � One disguise kit. 
  � One travelers outfit for each PC present, sized 
  appropriately. 
  � A Map displaying the path of the journey (give the 
  PCs Player Handout #1) 
  � 100 gp worth of coins of various mints to be used as 
  bribes. 
  � Along the front of the wagon is a secret 
  compartment big enough for one medium or two 
  small sized creatures. Although cramped, it is 
  cleverly hidden requiring a Search check (DC 25) to 
  locate, although looking under the wagon to see how 
  it is constructed gives a +5 bonus to the check. The 
  compartment is entered from underneath the wagon 
  and can be opened from within. The compartment is 
  lead lined to prevent detection through simple 
  magics. 
   
  After going over everything in the wagon, Bowsong has 
  the following points to go over with the PCs. 
   
  � The PCs are currently only a day away from the edge 
  of the Vesve and what is traditionally knows as the 
  border of the Old One’s land. However, the PCs 
  could encounter a patrol at any time. 
  � It is best if only half the PCs look like merchants and 
  the rest look like guards of some sort. Any other mix 
  might look suspicious. PCs are warned to keep any 
  holy symbol hidden while in the empire. 
  � In speaking with patrols or any member of the 
  clergy, make sure to grovel. These are lords of their 
  domain and do not like it much if they are treated 
  otherwise. Even if victory appears simple, do not let 
  that lead to foolish actions, things are not always as 
  they seem. 
  � Do not be afraid to use bribes, but not too much.  
  Appearing too rich invites attack. 
  � If a fight does break out, make sure to leave no 
  survivors. They will summon help soon enough and 
  hunt you down. 
  � The PCs are not there to right every wrong, they can 
  help where they can, but only if it does not endanger 
  the overall mission. There is a great deal at stake with 
  this particular mission to risk it all on every inequity. 
  � Bowsong will take any horses or animals that the 
  PCs do not wish to have travel with them on this 
  dangerous mission. They will be waiting for the PCs 
  at Verbeeg Hill upon completion of their task. If the 
  PCs do not return, he swears to find them a suitable 
  home. 
  � The path leads nearly straight to Dorakaa, so be sure 
  not to deviate as it is dangerously close to Izlen and a 
  number of other minor settlements. 
  � Upon completing the mission, make sure to change 
  the organization of the goods, just in case they run 
  across the same guards again, showing them 
  different goods from when they entered. 
  � A representative of the Organization in Verbeeg Hill 
  will meet the PCs once their mission is over. 
   
  After sharing this information with the PCs, Bowsong 
  points them in the right direction and wishes them luck 
  before departing to safer lands. From here on, the PCs are 
  on their own, heading into unimaginable peril. 
   
  The Border 
  After leaving the company of Bowsong, the trail that the 
  PCs are on takes a turn dead east heading straight into 
  Iuz’s lands. As this is not one of the larger trails, the going 
  is slow at first, but it does avoid patrols for a portion of 
  their journey. Spending most of the rest of the day in the 
  Vesve, the PCs do not break clear of the great wood until 
  the late afternoon. This is also when they encounter their 
  first border patrol. Read or paraphrase the following to 
  the PCs when ready. 
   
  Your long journey through the near endless forest 
  comes to a close later that afternoon as the trees begin 
  to thin and then stop all together, replaced instead by 
  vast stretches that have been crudely cleared. Stumps 
  of all sizes, large and small, dot the landscape for 
  miles in every direction  most still covered in a thick 
  blanket of snow. Off in the far distance to the south, 
  you can see thin plumes of smoke coming from crude 
  settlements, obv ously of orc kind. To the east, storm 
  clouds hang heavy in the sky over your destination, 
  still far away but never has it been so close. 
  ,
  i
   
  Rising over a small hillock, not two hundred 
  yards away is a band of figures pushing through the 
  sleet and snow. They look like a patrol and they 
  appear to have spotted you. 
   
  The group approaching the PCs is indeed a patrol of the 
  Old Ones army. They are making their way to the PCs 
  and will arrive in ten rounds (closing 60 ft per round, 
  starting 600 ft away). PCs succeeding at a Spot skill check 
  (DC 20 –1 per round beyond the first) can determine the 
  exact number and race of those approaching. After five 
  rounds, the patrol will be able to clearly make out the PCs 
  and will notice any spellcasting that occurs out in the 
  open. If the PCs draw weapons or are seen spellcasting, 
  the patrol attacks as noted below, otherwise read or 
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  paraphrase the following to them when the patrol is 
  about thirty feet away. 
   
  Stopping thirty feet shy of your group is a patrol 
  consisting of both orcs and men. While the orcs bear 
  various symbols on their gear, both of the men bear 
  only one symbol, that of the Old One, a screaming 
  skul  on a blood red field. 
  l
   
  One of the men steps forward from the group. He 
  wears a blood red cloak and has a bone white gauntlet 
  on one hand. “Who are you that dares to enter the 
  Empire of Iuz? This is no time of year for merchants 
  and travelers are rarely welcome,” he says with a 
  sneer, obviously eyeing your heavily laden wagon. 
   
  Creatures: The patrol consists of four Jebli orcs (orcs 
  native to the northern Vesve), the Patrol Leader, and 
  Patrol Cleric (both of which are human). The leader of 
  the patrol is more than willing to let the PCs pass, so long 
  as they bribe him and his men sufficiently. If the PCs 
  give him any obvious lie, seem hesitant, or do not offer a 
  bribe he and his men proceed to search the wagon and 
  PCs (using detect magic as well as simple searches). If the 
  PCs resist or the guards find incriminating items (such as 
  holy symbols of good gods), they demand the PCs 
  surrender immediately and escort them to the nearest 
  slave pit (see encounter two). If the PCs draw a weapon, 
  fail to surrender when demanded, or take any other 
  obviously offensive action, the patrol attacks without 
  mercy. 
   
  If the PCs attempt to bribe the patrol to let them 
  pass, the Leader wants no less than 50gp to split up 
  between himself and his men (75 if the group contains 
  any obvious elves). However, if the PCs start by offering 
  more than 50gp, he assumes that they have much more 
  and will settle for no less than double their opening offer. 
  If the PCs fail to meet the amount he seeks, he demands 
  their surrender as noted above. 
   
  The PCs may attempt to disguise themselves as 
  member of the army or perhaps even clerics of Iuz. Both 
  the Patrol Leader and Patrol Cleric get a +5 circumstance 
  bonus to any check to see through this sort of deception 
  because of their familiarity with the army. In addition, 
  the patrol cleric may ask a few questions of anyone 
  attempting to pass him or herself off as a cleric, such as 
  “Who is the High Priestess of these woods?” (Halga) or 
  perhaps “Who is the lord’s mother?” (Iggwilv). Failure to 
  answer questions such as these provokes an immediate 
  attack. 
   
  All APLs (EL 8) 
  � Jebli Orcs (4): hp 10; see Appendix A. 
  � Patrol Leader: hp 40; see Appendix A. 
  � Patrol Cleric: hp 37 (47); see Appendix A 
   
  Tactics: If combat breaks out between the patrol and the 
  PCs, the captain’s first action is to blow on his signal 
  whistle (a move equivalent action that does not provoke 
  an attack of opportunity) before engaging the PCs. This 
  will summon two more patrols, identical to this one 
  minus one orc (as noted in developments below) to this 
  location in 20 rounds. These patrols will not be visible for 
  10 rounds and then spend 10 more rounds closing. If the 
  PCs defeat the patrol within the first 10 rounds and move 
  back into the Vesve, they will avoid these additional 
  patrols. 
   
  The Patrol Cleric begins combat by casting prayer 
  followed by bless to aid the other orcs before moving on 
  to other offensive spells. The Jebli orcs engage in melee 
  immediately. 
   
  Treasure: Aside from mundane gear, the Patrol 
  Leader has two potions of cure light wounds and the 
  Patrol Cleric has a scroll of invisibility purge as well as a 
  scroll of cure serious wounds. Perhaps of more value to 
  the PCs is the Patrols clothing, which gives them a +5 
  circumstance bonus to Disguise skill checks when 
  attempting to appear like common soldiers in the army of 
  the Old One. Of course, these clothes only fit mediums 
  sized characters of roughly the same build as the patrol 
  members (humans, elves, half elves, and orcs should have 
  no problem).  
   
  Developments: More powerful parties (APL 10+) 
  will have little difficulty with this encounter even if the 
  additional patrols arrive. However, as noted above, the 
  additional patrols are short one orc total (meaning only 
  seven between the two). This orc drinks a potion of 
  expeditious retreat and runs toward the settlements to 
  the south. This is in fact the northern most reaches of 
  Izlen. If the PCs have an easy time of these patrols, the 
  orc reaches Izlen in five minutes and alerts the captain. 
  Five minutes after that, a group of 6 ogres and a pair of 
  Bebeliths are sent to investigate. They will only 
  encounter the PCs, if they remain on that battle site for 
  more than twenty minutes. See the monster manual for 
  full statistics on these creatures. 
   
  Please note that the PCs receive no experience 
  points for any of these combats, as they are a failure of 
  their mission, especially when bribing the patrol is so 
  simple. 
   
  After dealing with the patrols, the PCs are free to 
  continue on their journey, making their way through the 
  hills, slowly down grade toward the bridge crossing the 
  Dulsi River. This is however about a day away and the 
  PCs have another encounter first. Proceed to Encounter 
  3, the Slave Pit. 
   
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  Encounter Three 
  The Slave Pit 
  This encounter has two parts, the first dealing with group 
  of slavers that encounter the party and attempt to take a 
  few prisoners. The second part is further up the road, the 
  slave pit used by the slavers to keep their wares. This first 
  part occurs four hours after the run in with the patrol, 
  just before dusk. 
   
  The Slavers 
  Read or paraphrase the following to the players after they 
  have continued on their journey. 
   
  Leaving the outskirts of the Vesve behind, you now 
  travel steadily east, the land gently sloping down 
  toward Lake Whyestil. As the hours roll by and the 
  afternoon leads to evening, the weather begins to 
  worsen with a blowing wind from the north 
  accompanied by a heavy sleet. Little cover exists in 
  this bleak land aside from the occasional hillock and 
  cluster of dead trees. 
   
   
   
  Just as the day begins to make way into night, 
  your wagon gets caught in a patch of deep slop, the 
  wheels refusing to move. Worse still, there is some 
  noise on the wind, barely indistinguishable from the 
  howl and not too far away. 
   
  Creatures: The noise the PCs are hearing is coming from 
  the wolves traveling with the slavers. Allow the PCs one 
  round to prepare before giving them a Spot check (DC 
  20) to notice wolves, charging the party from their flank. 
  Those that fail this check are surprised. 
   
  The wolves charge on the first round, closing to the 
  nearest PC and attempting to bite and trip them. One 
  ogre who follows behind released these wolves. The rest 
  of the slavers approach from the opposite direction 
  hoping to capture some of the PCs as noted below. 
   
  The slavers picked up the PCs trail a half mile back 
  and decided to ambush them. Visibility is only forty feet 
  in this sleet and any character wishing to move above 
  their base speed must succeed at a Balance skill check 
  (DC 15) or fall prone ten feet from their starting position. 
   
  APL 6 (EL 8) 
  � Worgs (2): hp 30; see the Monster Manual. 
  � Ogres (2): hp 26; see the Monster Manual. 
  � Zygrat the Slaver: hp 20; see Appendix A. 
   
  APL 8 (EL 10) 
  � Worgs (4): hp 30; see the Monster Manual. 
  � Ogres (4): hp 26; see the Monster Manual. 
  � Zygrat the Slaver: hp 28; see Appendix A. 
   
  APL 10 (EL 12) 
  � Winter Wolves (2): hp 51; see the Monster Manual. 
  � Ogres (6): hp 26; see the Monster Manual. 
  � Zygrat the Slaver: hp 37; see Appendix A. 
   
  APL 12 (EL 14) 
  � Winter Wolves (4): hp 51; see the Monster Manual. 
  � Ogres (4): hp 26; see the Monster Manual. 
  � Ogre Mage: hp 40; see the Monster Manual. 
  � Zygrat the Slaver: hp 45; see Appendix A. 
   
  Tactics: While the wolves and ogres are out to kill 
  anyone that gets in their way, they do not coup de grace 
  unconscious PCs, instead binding their wounds if the 
  situation permits it (hoping to capture them as slaves). 
  They only do this if left alone with an unconscious PC 
  and no others are around. If successful, the ogre will then 
  pick up the PC and carry him or her back to the slave pit 
  about half a mile up the road from here. 
   
  Zygrat is another matter entirely. His spells focus on 
  incapacitation. These he will use quickly and often, 
  hoping to neutralize any obvious spellcasters the group 
  might have. Since most of his spells require fort saves, 
  Zygrat only uses these on fighter type characters as a last 
  resort (well knowing that they have little chance of 
  success he instead uses his charm person). If he manages 
  to paralyze or otherwise incapacitate a PC, he quickly 
  picks them up and flies off up into the sleet storm. From 
  there he flies away for one round, ties up the PC 
  (utilizing his bonus from his gloves of the slaver) before 
  returning to the fight. Zygrat’s primary goal is to capture 
  more slaves, sacrificing his simple ogres if the target 
  seems valuable enough. 
   
  If given the opportunity with one or more PCs 
  captured, Zygrat uses his wand of web to immobilize the 
  party allowing his group to escape. Note that it only takes 
  Zygrat 10 rounds to reach the slave pit through use of his 
  fly spell while others must spend three times this amount 
  or more as noted below. 
   
  Zygrat has cast a number of spells on himself before 
  combat begins, most notably a bull’s strength, fly, and
  mage armor. The effects of these and other precast spells 
  are listed in his stat block in parenthesis. At APL 10 and 
  above, he has cast mass haste on himself, the ogres, and 
  the wolves two rounds before combat begins (this 
  reduces the duration by two rounds). 
   
   
  Developments: Due to this encounter, one or more 
  of the PCs may be captured and dragged off to the slave 
  pit as noted below. It may also be possible that the some 
  or all of the slavers may escape and flee back to the pit. 
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  These should be added to the encounter below in areas 
  that seem appropriate. If none of the heroes are captured, 
  the PCs may very well pass by the slave pit and continue 
  on their way. In this case proceed to encounter four. 
   
  The Slave Pit 
  Located only one half mile (roughly 2,500 feet) up the 
  path from where the PCs were attacked by the slavers is 
  their slave pit, used to hold all sorts of captives before 
  they are sold off to some horrible end. Some of the PCs 
  may have been dragged off to this pit due to their run in 
  with the slavers. Even if this is not the case, the PCs will 
  still encounter the pit and have to make a decision 
  whether or not to leave the unfortunate souls inside to 
  their doom or risk further danger in attempting to free 
  them. 
   
  If the PCs simply walk, or must track the enemy 
  back to this pit, it takes them roughly ten minutes to 
  reach the pit. If the PCs bother to get the wagon unstuck 
  and lead it to the site, this takes thirty minutes. When the 
  PCs approach, read or paraphrase the following to them. 
   
  Becoming clear through the driving sleet and 
  howling wind is a large pit just twenty feet from the 
  path. It appears to be covered by a large metal grate of 
  some sort and is belching forth a thick black smoke. 
  There appears to be no way into this pit. Not fifteen 
  feet beyond this is a small hillock made entirely of 
  stone blocks. Set into the near side is a stone door. 
  Light emanates from square window set into the door. 
   
  The covered pit is the top of the slave pit, whose floor is 
  some forty feet below. The stone hillock is the roof of the 
  common room of the slavers quarters. Entering through 
  the door leads the PCs into area 1 of the slave pit. See DM 
  Map 2 for further details. 
   
  This portion of the encounter is broken down into 
  two parts. The first describes each area in the slave pit 
  complex while the second part describes the inhabitants 
  of the slave pit, including the slavers themselves and the 
  few captives they have here. Only a few creatures are 
  linked to locations and these are static (not broken down 
  by APL) and are really only weak sentinels to keep the 
  slaves in line. All of the doors in this complex are locked 
  and have the following statistics. Only Zygrat has the 
  keys to these doors, the ogres rely upon him or others 
  who are inside to open the doors for them. 
   
  � Stone Doors: 4 in. thick; Hardness 8; Hit Points 60; 
  Break DC 28; Open Locks DC 25. 
   
  PCs that approach the pit on the surface level find that 
  the bars do not permit entry into the pit by anyone of 
  medium size or larger and small characters must succeed 
  at a Escape Artist skill check (DC 20) to wiggle through 
  the bars. Note that any PC going through must still have 
  some way of not falling forty feet to the bottom. Looking 
  into the pit reveals a vast fire pit in the middle belching 
  black smoke. A successful Spot skill check (DC 15) 
  locates the door leading into the tunnel (Area 5) as well as 
  the two skeletons standing in front of that door. For more 
  information, see Area 6, The Pit below. The bars covering 
  the pit have the following statistics. 
   
  � Iron Bars: 2 in. thick; Hardness 10; Hit Points 60; 
  Bend DC 30. 
   
  It may come to pass that the all of the PCs are captured 
  and thrown into the slave pit. If this is the case, all of 
  their gear, weapons and armor are taken from them and 
  stored in Zygrat’s personal chamber and they are thrown 
  into the pit. That evening all of the slavers are in the 
  compound (but none in the pit itself). The next morning, 
  Zygrat and his patrol (those noted above) leave the 
  complex to hunt for more prisoners. This gives the PC a 
  prime opportunity to attempt an escape, using the 
  gnomes picks and perhaps some big bones as rough 
  clubs. This should be near impossible, but they could pull 
  off an escape. The exact details of this attempt are left up 
  to the DM to devise. 
   
  Area 1 – The Common Room 
  All of the doors leading into or out of this chamber are 
  locked (the door leading out and to areas 2 and 5). 
  Knocking on the outside door summons one of the 
  slavers who looks through the small slot window to see 
  who it is. Seeing anyone other than Zygrat summons all 
  of the slavers to this chamber to deal with the 
  newcomers. Upon entering this chamber read or 
  paraphrase the following. 
   
  This large chamber appears to be the only one 
  underneath the stone dome you saw from the outside. 
  Two stairways lead down and out of this room, whi e 
  two other stone doors are on opposite ends. In the 
  center of the chamber is a large battered table 
  standing almost five feet off the ground surrounded 
  by a number of cut stumps used for stools. The 
  remains of a rather grisly meal litter the table and 
  floor. The stench of this room is that of unwashed 
  flesh and fur. 
  l
   
  PC succeeding at a Heal skill check (DC 15) can 
  determine that last nights meal was elven, but little more 
  can be made from all of the bones that are scattered about 
  the room. A crude mural on the ceiling depicts ogres 
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  doing horrible things to people of all races. There is little 
  else of interest in this room. The two stairways leading 
  down head to the ogre grotto (Area 4) and the wolf den 
  (Area 3) as noted below. The eastern door leads to 
  Zygrat’s personal chamber (Area 2) while the western 
  door leads to the guard hallway (Area 5). 
   
  Area 2 – Zygrat’s Personal Chamber 
  The door leading into this chamber is locked as noted 
  above. Written in blood on the door to this room is 
  “Bozzes Rom – Tay Out!” in broken common. Read or 
  paraphrase the following to the PCs upon entering this 
  room. 
   
  Opening the door reveals a cramped chamber packed 
  with old cloths, rusted weapons and a few bits of 
  furniture. Although messy, this room actually has a 
  mildly p easan  scent o  cinnamon. On the far wall is 
  the symbol of the Old One scratched into the stone. A 
  torch with ghostly glowing flames sheds a bit of light 
  into this small private chamber. 
  l
  t
  f
   
  This is Zygrat’s personal chamber at this particular slave 
  pit (he controls many in the area). It is packed with all of 
  the gear and garbage of five years worth of slaves. 
  Although of little value, PCs can find nearly any piece of 
  mundane gear from the phb (valued at 10 gp or less) 
  somewhere in this room with a successful Search skill 
  check (DC 20) and 10 minutes. None of this gear is in 
  good shape or of any real value (falling apart soon after 
  this adventure is over). The only real things of note are in 
  the treasure section below. 
   
  Creature: In this chamber is Zygrat’s personal 
  servant, a single Dretch. This creature has been ordered 
  to attack anyone entering Zygrat’s chamber without him. 
  Although no fearsome opponent, Zygrat has managed to 
  convince the ogres that this is a powerful demon not to 
  be trifled with. As such, his loot here is secure while he is 
  not around. 
   
  All APLs (EL 0) 
  � Dretch: hp 15 (he is well fed); see the Monster 
  Manual. 
   
  Treasure: Most obviously, hanging on the wall of this 
  room is an Everburning Torch. However, a successful 
  Search skill check (DC 25) reveals a locked chest. 
  Opening the chest (DC 30) reveals a large number of gold 
  coins and jeweled trinkets. These are of some value as 
  noted in the treasure summary. Another successful 
  Search skill check (DC 25) discovers one of Zygrat’s 
  spellbooks. Although not complete, this is the only one 
  that he has at this complex. This room also contains 
  Kessarin’s spellbook as noted below as well as some of the 
  gear from the various other prisoners. 
   
  Area 3 – Wolf Den 
  There is a gate on the stairs leading down into this 
  chamber. The gate is not locked. Upon entering this 
  chamber, read or paraphrase the following to the players. 
   
  This stairs leading down to this chamber of covered 
  in a thin layer of frost, as is the walls and floor o  this 
  room. In addition the floor is covered in bones and 
  dung, obviously the lair of some wild animals. 
  f
  i
   
  This chamber is used as a pen for the wolves kept by the 
  slavers. Unless alert to attack, any remaining wolves will 
  be kept here. There is nothing else of value in this room. 
   
  Area 4 – Ogre Grotto 
  Halfway down the stairs leading into this chamber is a 
  heavy curtain of fur. Beyond this is the chamber used by 
  the ogres when they are not on watch. Read or 
  paraphrase the following to the players upon opening the 
  curtain. 
   
  Pushing aside the heavy fur curtain reveals a chamber 
  covering in straw and bones. There are a number of 
  mounds of straw and old tattered cloth obv ously 
  used as a bed for some large humanoid. In the center 
  of the chamber is small fire whose smoke disappears 
  through a small natural chimney. 
   
  Unless alerted to the PCs, most of the remaining slavers 
  can be found in this chamber. There are beds enough in 
  this chamber for all of the ogres present. A thorough 
  search of the room reveals very little of value aside from 
  10 gp in assorted coins and a masterwork dagger used by 
  the ogres to clean food from their teeth. 
   
  Area 5 – Guard Hallway 
  Both doors leading into this narrow hallway are locked 
  from the inside. Positioned here are all times are four 
  skeletons as noted below. These skeletons and the ones 
  beyond the door in Area 6 have been commanded not to 
  attack any of the slavers. They will only attack slaves if 
  they enter the chamber or climb the stairs in Area 6. 
  There is a small slit in the door leading into Area 6, 
  allowing the skeletons to watch for trouble and summon 
  the slavers if the prisoners revolt. 
   
  All APLs (EL 0) 
  � Medium-sized Skeletons (4): hp 6; see the Monster 
  Manual. 
   
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  Area 6 – The Pit 
  This pit consists of three chambers, only one of which is 
  open to the sky above. This primary chamber is forty feet 
  deep and covered by iron bars as noted in the description 
  above. This chamber also contains a rough stone staircase 
  rising up 25 ft. to a platform and door that leads to Area 5. 
  On the ground level of the pit is two caves used by the 
  slaves to stay out of the elements and get some sleep. 
  Upon entering this chamber, read or paraphrase the 
  following to the players. 
   
  This broad open chamber is nothing more than a pit, 
  the bottom o  which is covered in sleet and remains. 
  Along one side is a staircase that goes from the floor 
  of the pit up to a platform and a door. Opposite this is 
  a pair of tunnels that lead into darkness. In addition 
  there are a number of pairs of shackles bolted to the 
  wall of the bottom of the pit. Some contain the 
  skeletal remains of former prisoners, while one 
  contains a live subject. A sulouise man devoid of any 
  hair, covered in many tattoos and dressed in only a 
  think leather strip wrapped around his form. A large 
  fire pit burns coal in the center of the pit. 
   
  f
   
  The pit is broken up into three areas. The first of which is 
  the main pit that is open to the sky above. The fire in the 
  center is burning hot with coal mined by the gnomes in 
  from one of the side chambers. This chamber also 
  contains the stairs that go up to the guard hallway (Area 
  5). At the top of these stairs is a pair of skeletons that have 
  been given orders to attack anyone who climbs the stairs 
  or attempts to escape by climbing the pit. These skeletons 
  will not attack any of the slavers. Chained on the wall of 
  the side of the pit is one of the five current prisoners of 
  the pit. This strange sulouise man is Kessarin, a mage 
  who has spent occasional periods of his life in slave pits 
  such as this. Due to this fact he has gone quite insane. For 
  more information on this crazed man, see below. There 
  are also a large number of bones of all sort scattered about 
  this chamber, most half buried in the snow. The walls of 
  the pit require a Climb check (DC 20) to make any real 
  progress, although this will do them little good as the 
  bars above are quite sturdy. 
   
  All APLs (EL 0) 
  � Medium-sized Skeletons (2): hp 6; see the Monster 
  Manual. 
   
  One of the side chambers off the main pit is a coal pit. 
  Three of current prisoners, gnomish miners spend most 
  of their days in this chamber, mining the coal here for 
  warmth and food (they only get food when they produce 
  coal). The only tools that they have are very rudimentary 
  picks that could not be used for combat effectively at all (-
  2 to hit, 1d2 damage). 
   
  The other chamber is used as a sleeping pit for the 
  five prisoners (aside from Kessarin who is chained to the 
  wall). Only one of the prisoners can often be found here, 
  and that is Soliqan, and elven ranger from the Vesve who 
  is currently horribly ill with filth fever. There is little in 
  this chamber aside from filthy mats and a few moldy 
  scraps of food. 
   
  Inhabitants 
  There are only two types of inhabitants in this slave pit, 
  the slavers and the prisoners. 
   
  The following slavers are all that remain in the 
  complex when the raiding party attacks the PCs on the 
  path. If any of those escaped the combat, they would flee 
  to here and should be added to the numbers present. 
  These NPCs are not placed in any particular chamber but 
  should be placed according to the DMs needs. Often the 
  ogres will simply be in their grotto or in the common 
  chamber, only occasionally in the slave pit, beating or 
  feeding the prisoners. The wolves are often in their pen 
  or perhaps being used to torment the prisoners. Their 
  final placement is up to you. 
   
  APL 6 (EL 6) 
  � Worgs (2): hp 30; see the Monster Manual. 
  � Ogres (2): hp 26; see the Monster Manual. 
   
  APL 8 (EL 8) 
  � Worgs (4): hp 30; see the Monster Manual. 
  � Ogres (4): hp 26; see the Monster Manual. 
   
  APL 10 (EL 10) 
  � Winter Wolves (3): hp 51; see the Monster Manual. 
  � Ogres (8): hp 26; see the Monster Manual. 
   
  APL 12 (EL 12) 
  � Winter Wolves (3): hp 51; see the Monster Manual. 
  � Ogres (8): hp 26; see the Monster Manual. 
  � Ogre Mage (2): hp 40; see the Monster Manual. 
   
  In addition to the slavers, there are five prisoners 
  currently in the pit. Of them, Kessarin has been here the 
  longest (over a year now), while the gnomes were only 
  brought in three weeks ago. Soliquan has been here for 
  two months, but is now grown very ill. If freed, the 
  gnomes and Soliquan make back for safer lands, thanking 
  the PCs profusely but wishing to escape as quickly as 
  possible. Kessarin, on the other hand, wishes a bit of 
  revenge and will travel with the PCs if they will have 
  him. 
  Across the Border 
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  Page 17 
  
   
  � Kessarin the Destructive: hp 24; see Appendix A. 
   
  Kessarin is a wandering mage who has quite literally 
  lost his mind. Captured as a young boy in the Bandit 
  Kindgoms, he has spent a good deal of his life in the slave 
  pits of the Old One having escaped and been recaptured 
  more than once. His spellbook is located in Zygrat’s 
  chamber but it written in gibberish that only he 
  understands. His greatsword is there as well as his spell 
  component pouch. If freed and all of these returned to 
  him, he will offer to accompany the PCs if they will have 
  him for the remainder of this scenario. When playing 
  Kessarin, play him as a man bent on destruction, of 
  himself and those around him. This only goes so far 
  however as he is not quite suicidal. His favorite tactic is to 
  enhance himself with spells and wade into combat. 
   
  � Farlg, Begin, Solmy: hp 5; see Appendix A. 
   
  Farlg, Begin, and Solmy are three gnomish miners 
  from the Sepia Uplands who were abducted some three 
  weeks ago while on a supply run in the Vesve. Of all the 
  prisoners here, these three are in the best condition both 
  in body and spirit. They have spend their days doing 
  what they do best, mining the coal from one of the 
  smaller side caverns, giving them something to burn for 
  warmth and trade to the slavers for food. They have in 
  turn made sure both Kessarin and Soliqan are well fed. 
  Having no real combat skills, these three have become 
  resigned to their fate but are overjoyed to be free. If 
  allowed to do so, they swear to take Soliqan back to his 
  people before returning home themselves. When playing 
  the gnomes (all brothers by the way) they should be 
  played like overactive teenagers, prone to pranks and bad 
  jokes. 
   
  � Soliqan: hp 36 (currently 4); see Appendix A. 
   
  Soliqan is a high elven ranger from the Vesve. He 
  was captured about two months ago and has since caught 
  filth fever due to the poor conditions of the pit and lack 
  of proper nourishment. He has had it for almost two 
  weeks now and his Constitution is down to four. He is 
  only barely conscious and knows little about where or 
  who he is. If freed, he will go with the gnomes back to 
  safe lands and hopefully someone with the means to heal 
  him. If healed, he instead offers to lead the gnomes back 
  to safety and thanks the PCs for his rescue. When playing 
  Soliqan, he should be treated as a man on deaths door full 
  of hallucinations and incoherent ramblings.  
   
  After dealing with the slave pit, proceed to Encounter 4, 
  the River Dulsi. 
   
  Encounter Four 
  The River Dulsi 
  After the PCs leave the slave pit behind, they must travel 
  for nearly another full day before reaching the Dulsi 
  River. The going is easy though as they can get on the 
  rough road that leads from Izlen to the bridge over the 
  Dulsi River. The going is made even easier by a brief 
  break in the weather, the snow finally stops and 
  occasional shafts of sunlight break through the heavy 
  cloud canopy above. When the PCs finally approach the 
  river, read or paraphrase the following to them. 
   
  Your journey over the next day is an uneventful one. 
  Fortunately, the sky has cleared a little and the snow 
  has stopped. That combined with a worn and well-
  used trail has made travel with the wagon quite a bit 
  easier. As the day progresses, the shores of Lake 
  Whyestil draw nearer and shortly after midday, you 
  see the mouth of the Dulsi River. Not two miles away, 
  you spot a bridge that crosses the river and a bit of an 
  encampment on either side. Your map shows only a 
  ford in the river and no encampment to speak of.  
   
  Both the encampment and the bridge are relatively new 
  to this area, having only been finished a few months ago. 
  The PCs might try to find another way to cross the River, 
  but this will take far longer than they desire, as the next 
  ford is almost a day away from here to the north. 
   
  Assuming that the PCs decide to continue to toward 
  the bridge, continue with the following. 
   
  Drawing closer to the bridge, you can now clearly 
  make out the encampment on either side. The 
  buildings consist of simple log structures, patched 
  with mud and straw roofs. They number only half a 
  dozen to a side but all have smoke rising from their 
  chimneys. You can also clearly make out a number of 
  humanoids going about their business, some on 
  patrol, while others are busy constructing a 
  watchtower. Mostly orc, you do catch sight of a few 
  humans and one tall lumbering figure that can only 
  be a giant. 
   
  The PCs can approach the settlements quite freely so 
  long as they keep up their cover as merchants. The orcs 
  and ogres present certainly take notice of them but make 
  no move to stand in their way or attack them. 
   
  Once the PCs actually enter the settlement, the local 
  captain in charge of this operation approaches them. He 
  is accompanied by a number of his orcs, as well as a small 
  fiend perched upon his shoulder (for more information 
  Across the Border 
  Iuz’s Border State Meta-regional 
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  on this demon, see The Spy below). Read or paraphrase 
  the following to the players. 
   
  Upon entering the settlement, your group is 
  approached by a heavily scarred man wearing blood 
  read armor with a heavy black cloak. He is 
  accompanied by a grinning fiend that sits upon his 
  shoulder and a dozen orcs that follow behind. “Who 
  are you and what are you doing here?” The soldier 
  demands! 
   
  Creatures: The man is Captain Hazzaran who has served 
  in the army of Iuz since he was only fourteen. He has 
  been put in charge of this bridge, both to oversee its 
  construction and man it once it is complete. He is not 
  difficult to fool however and readily accepts the PCs story 
  so long as it is plausible and not any obvious threat. 
  However, he does wish to charge them a toll for using the 
  bridge. The cost is 10gp per PC as well as 30gp for the 
  wagon. This fee is non-negotiable and only doubles if the 
  PCs attempt to bargain with him. He gladly tells them 
  about the ford one day to the north if they are unwilling 
  to pay. If the PCs get belligerent, use spells, or otherwise 
  attempt to bully their way across, he orders them killed, 
  throwing everything in his disposal at them if necessary. 
   
  While all of this is happening, the fiend sitting on 
  the Captain’s shoulder is studying the PCs intently. If any 
  of the PCs are good (as it can detect good) or behave 
  oddly in any way, the fiend decides to follow them as 
  noted below. 
   
  The following numbers represent all of the enemies 
  present here at the ford. Not all of these would assail the 
  PCs at once of course, should a fight break out, but would 
  come in waves until the PCs are slain or driven off (a 
  quarter of the forces every five rounds). Note that this is 
  far more than the PCs should be able to handle and as a 
  result, will probably force a retreat and end of the PCs 
  adventure. 
   
  All APLs (EL roughly 16) 
  � Captain Hazzaran, Ftr 9: hp 70; Bluff +5, Intimidate 
  +8, Sense Motive +5, Sp0t +5. 
  � Jebli Orcs (70): hp 10; see Appendix A, Encounter 3. 
  � Ogres (16): hp 26; see the Monster Manual. 
  � Ogre Mage (4): hp 40; see the Monster Manual. 
  � Trolls (5): hp 63; see the Monster Manual. 
  � Frost Giants (2): hp 133; see the Monster Manual. 
   
  The Fiend 
  Sitting on the Captain’s shoulder, appearing to be 
  nothing more that a simple pet is a Quasit. No ordinary 
  demon, this Quasit is for more than it appears, and was 
  actually sent here by the lesser boneheart to keep watch 
  on the bridge and assure its completion. The Quasit, 
  which goes by the name of Fexassit, is actually quite a bit 
  more powerful that others of its kind, possessing 
  intelligence and abilities far beyond those normally 
  found with such lesser demons. This has been 
  accomplished over the years by various magical rituals 
  and rights to grisly to speak of here. All of this time 
  Fexassit has been loyal to the Old One and his cause. As 
  such, his skills have been recognized and put to good use. 
   
  Developments: While the PCs are talking to the 
  Captain, Fexassit uses his detect good and detect magic 
  abilities to observe the PCs. Undoubtedly, he will see 
  powerful magical auras as well as possibly some good 
  auras as well. This causes him to become quite suspicious 
  of the PCs. Shortly after they leave and make their way 
  across the bridge, he decides that it would be in the Old 
  One’s best interest to follow these strange merchants and 
  keep an eye on them. He informs the Captain of his plans 
  and sets off after the PCs, first making himself invisible. 
  From this point, forward, Fexassit is always about 200 ft. 
  away from the PC under the cover of invisibility. If for 
  some reason, he needs to be closer, he assumes the form 
  of a raven and flies past for a closer look. He is 
  particularly looking for any incriminating signs or 
  obvious markings that the PCs are not what they appear 
  to be. This may prove important in Encounter 6. 
   
  There is only one way that Fexassit does not follow 
  the party. For this to occur, the party must have little to 
  no magic items visible (those in the secret compartment 
  cannot be detected) as well as no good aligned PCs 
  visible. This is up to the DM to decide. Some magic items 
  are to be expected, but if the PCs have a number of items 
  that normal merchants would never normally have, this 
  triggers Fexassit’s suspicion. In addition to this, if the 
  party fought the patrol in Encounter 2, Fexassit follows 
  them regardless, suspecting that they may be the ones 
  that were involved (news travels fast in Iuz’s realm, the 
  Quasit received a sending informing him of the 
  disturbance). 
   
  APL 6 (EL 7) 
  � Fexassit: hp 32; see Appendix A. 
   
  APL 8 (EL 9) 
  � Fexassit: hp 46; see Appendix A. 
   
  APL 10 (EL 11) 
  � Fexassit: hp 60; see Appendix A. 
   
  APL 12 (EL 13) 
  � Fexassit: hp 70; see Appendix A. 
   
  Across the Border 
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  After dealing with the bridge crossing, the PCs can 
  continue on their way to the Desolate Plain that 
  surrounds Dorakaa for many miles. Proceed to encounter 
  five. 
   
  Encounter Five 
  The Desolate Plain 
  Leaving the River Dulsi, the PCs now are at the longest, 
  most desolate stage of their journey. The journey from 
  the Dulsi River to Dorakaa is about 150 miles long and 
  will take the PCs four days with the wagon in tow. There 
  are no villages or settlements along this trail aside from 
  the occasional abandoned building or burnt down 
  farmstead. Aside from occasional snowdrifts, there is 
  little aside from sand, ash and bone along the trail. Feel 
  free to embellish the absolute desolation of these lands. 
  When setting out on this stage of the journey, read or 
  paraphrase the following to the players. 
   
  Leaving the River Dulsi behind, you now embark on 
  the longest leg of your journey, through the wide 
  wastelands that surround the Capitol City of Dorakaa. 
  As the days pass, the landscape turns from a gentle 
  plain to an absolute desolation. Only an occasional 
  abandoned tower or burnt out building marks the 
  passage of miles. The snow and sleet covering the 
  ground often parts to reveal large mounds of bones 
  piled like some grim altar. It seems that the skulls are 
  looking at you as you pass and a pale green light 
  comes from them when moon is high in the sky. 
  Nothing grows here aside from a few gnarled trees 
  struggling for life. The only animals you have seen 
  have been carrion birds that seem to be very plentiful 
  in these lands. 
   
  l
  f
  i
   
  Three days pass completely uneventfully but not 
  without a sense of growing dread. The weather has 
  turned worse, occasionally turning to blasting gales of 
  sand like snow. Only a day now to the end of your 
  journey, the clouds above have become a boiling 
  torment of black and red. Lighting arcs from their 
  lofty heads in spite of the heavy snow and hail that 
  seems to be constantly falling. Occasionally, you 
  could swear that the clouds form some withered head 
  that gazes at you before unleashing some blast of 
  lighting and snow. 
   
  The PCs have now entered the storm that surrounds Iuz’s 
  capitol of Dorakaa. When the Old One is particularly 
  angered or in a foul mood, this storm can be deadly. 
  Today is one of those days. As the day marches on the 
  storm only gets worse, eventually turning into driving 
  hail. Although not yet damaging, it only seems to be 
  getting worse and there is no shelter to be found. Tents 
  set up in this weather would be quickly destroyed. When 
  ready, read or paraphrase the following to the players. 
   
  Worsening by the minute, the near constant hail 
  stings your skin, as the clouds seem to draw ever 
  nearer. Quite suddenly, they form a large grinning 
  skul  made of blood red vapors. Opening its maw 
  wide, the huge skull slams into the ground, 
  enveloping all o  you in its gap ng maw. It is as if a 
  broiling dome of blood red fog now surrounds the 
  ground that you were standing on and there are 
  shapes moving in that fog, shapes with wicked claws 
  and angry red glowing eyes. 
   
  Creatures: When the broiling red skull envelops the 
  PCs, it creates a 50-ft. radius dome that surrounds them. 
  Floating within the broiling cloud is a number of 
  incorporeal undead creatures that immediately move 
  from the cloud wall to attack. For the duration of this 
  combat, the PCs must also deal with horribly adverse 
  weather conditions as noted below. 
   
  APL 6 (EL 7*) 
  �Allips (4): hp 26; see the Monster Manual. 
   
  APL 8 (EL 9*) 
  �Allips (4): hp 26; see the Monster Manual. 
  � Wraiths (2): hp 32; see the Monster Manual. 
   
  APL 10 (EL 11*) 
  �Wraiths (4): hp 32; see the Monster Manual. 
  � Specters (2): hp 45; see the Monster Manual. 
   
  APL 12 (EL 13*) 
  �Specters, Advanced (4): hp 78; see Appendix A. 
   
  * - All ELs are effectively one higher than listed due to 
  adverse conditions as noted below. 
   
  Tactics: The undead simply move to attack the nearest 
  PC during this fight. However, this danger is multiplied 
  by the storm that surrounds the PCs. At the beginning of 
  each round, the DM should roll on the following chart to 
  determine the current weather effect. Please note that 
  none of these results have any effect on the undead, only 
  the PCs suffer. 
   
  d6 result Weather Effect 
  1 
  Hail – driving hail slams the site dealing 2d6 
  damage to all unless the PCs succeed at a 
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  Iuz’s Border State Meta-regional 
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  Fortitude save (DC 18) for half damage. Those 
  under the wagon are immune. 
  2 
  Lightning Blast – a large bolt of lightning 
  comes arcing from the storm striking one of 
  the PCs at random. This deals 6d6 points of 
  electrical damage unless a Reflex save (DC 20) 
  is made for half. 
  3 
  Howling Wind – the wind picks up to an 
  incredible speed. All ranged attack rolls suffer 
  a –8 penalty and moving against the wind 
  (DM choice of direction) requires a Strength 
  check (DC 20). 
  4 
  Thunder Clap – a huge thunderclap occurs 
  directly above the PCs. This deafens everyone 
  for the round, giving all spells a 20% spell 
  failure chance if they have a verbal 
  component. In addition, no communication 
  is possible between PCs this round. 
  5 
  Earthquake – the ground shakes and splits 
  open, requiring each PC on the ground to 
  make a Balance skill check (DC 20) or be 
  thrown to the ground. In addition, a pit opens 
  up underneath one of the PCs. This pit is only 
  30 ft. deep but deals 3d6 damage to any PC 
  that falls down it. A Reflex save (DC 15) 
  avoids this fate. 
  6 
  Calm – everything grows eerily calm for one 
  round. Next round however, roll twice, 
  rerolling any 6’s that come up. 
   
  In addition to the weather, each undead should be 
  treated as if it were bolstered, adding four to its effective 
  HD (for example, the Allips are treated like 10 HD for the 
  purposes of turning). Anyone foolish enough to leave the 
  dome and enter the broiling cloud must deal with the 
  effects of Hail, Howling Wind, Thunderclap, and 
  Earthquake every round (as noted above, with the wind 
  blowing them back in and without the earthquake pit). 
   
  After the undead are defeated (or all turned), the 
  cloud lifts and the landscape returns to normal. Although 
  the weather is still quite horrible, the PCs can continue 
  on their journey to Dorakaa unimpeded. Any undead the 
  PCs might have control of fade away when the cloud 
  dissipates. Proceed to Encounter 6, The Road of Skulls. 
   
  Encounter Six 
  The Road of Skulls 
  When the PCs have finished dealing with the broiling 
  storm and its undead host, proceed with the following. 
   
  Although the storm continues to broi  overhead, its 
  effects seem to lessen with every step. The rest of the 
  day goes without incident as your destination grows 
  ever closer. That night, you can clearly make out a 
  soft light in the distance, the light of a large city and 
  there is only one in this area that could create such a 
  glow. Dorakaa is now less than a day away! 
  l
   
   
  f
  f
   
  Waking the next morning, the sky is a pale blue, 
  the clouds having lifted overnight. The last miles of 
  your journey are easy ones. Finally, just before noon, 
  the city comes into sight. Surrounded by stone walls 
  that must be fifty feet in height, the city is crowned 
  by a vast black cloud, ever swirling around His dread 
  domain. Wicked towers of barbed stone and metal 
  break the height o  the walls forming a landscape of 
  gloom and oppression. Even from this distance you 
  can see winged forms flying from place to place, 
  obviously those of demons. 
   
  Within an hour, you are standing on the 
  legendary Road of Skulls, a swath of land over a 
  hundred feet wide heading from Dorakaa to the 
  south, to the hills in the north. Scattered all along its 
  length are thousands o  skulls, many in small piles, 
  some all alone and more than one placed upon tall 
  blackwood staffs. There is a palpable sense of menace 
  here and images of the victims that made this grim 
  road fill your thoughts. Thankfully, according to your 
  information, Felkas should be here within hours. 
   
  The PCs have to wait two hours before Felkas emerges 
  from the city in a dead sprint to the heroes. During this 
  time, they are free to investigate the area if they like. 
  More than likely this will involve checking out the skulls 
  to see what properties they possess or at the very least, 
  which ones to avoid. When dealing with the skulls 
  themselves, see The Skulls as noted below. 
   
  If time allows during the play of this event, feel free 
  to have another patrol come down the trail and harass the 
  PCs for some GP. Treat this patrol just as the patrol from 
  Encounter 2. If there is little time, these patrols simply 
  pass by the PCs, paying them little heed as they make 
  their way back to the city. 
   
  Should the PCs lose all sense of reason and actually 
  head toward Dorakaa, they can make it right up to the 
  gates without much trouble (other than a few patrols). 
  However, there are amazingly powerful fiends here as 
  well as high ranking clerics of Iuz. Any foolish move here 
  spells certain doom. The DM is free to punish any foolish 
  adventurers that actually make it up to the city using any 
  demon less than CR 15, and a limitless supply of clerics, 
  wizards, fighters and rogues of 8th level and lower. 
   
  After two hours have passed, Felkas emerges from 
  the city (bypassing the walls via dimension door cast 
  Across the Border 
  Iuz’s Border State Meta-regional 
  Page 21 
  
  from a scroll) and begins running toward the PCs. When 
  this happens, read or paraphrase the following to them. 
   
  Keeping your eyes ever watchful toward the city of 
  dread, you suddenly spot a man some distance from 
  the black stone walls. He appears to be running 
  toward you with all the speed he can muster. 
   
  This is Felkas and he feels that he is in trouble. It takes 
  him over three minutes to reach the PCs unless they 
  make their way toward him (if taking the wagon, this 
  cuts the time to 2.5 minutes, without cuts it to 2). 
   
  � Felkas Kilran, Rog3/Wiz3 (Enc): hp 30; see 
  Appendix A. 
   
  When Felkas reaches the PCs, read or paraphrase the 
  following to them. 
   
  Bounding up to your group with as much speed as he 
  can muster is a thin man dressed in dark clothing. A 
  black cloak draped around his shoulders is flung back 
  revealing dirty blonde hair and a scar disappearing 
  underneath it from his forehead. His eyes are dark 
  and troubled. “Are you the merchants send here to 
  deal with me?” he asks nearly out of breath. “I am 
  Felkas and I pray that you have the goods that I am 
  looking for!” 
   
  Assuming that the PCs confirm their identities, he asks 
  them how refreshing The Shade is, his final bit of proof 
  that they are indeed the ones sent to help him. So long as 
  the PCs play along with his line of questioning, Felkas 
  heads to the wagon and asks to be hid immediately for he 
  is certain that some priests are following him. Just as he is 
  about to climb into the wagon, a contingent from 
  Dorakaa appears to challenge them. 
   
  Creatures: Felkas was right to be worried about his 
  safety. He has been watched in the city for some time 
  now and the clerics have been searching for him for the 
  past five days looking to arrest him. The lead in this 
  investigation is a cleric by the name of Asolgat, a devout 
  worshipper of Iuz that has great aspirations in the clergy. 
  He is accompanied by a number of highly trained guards 
  and possibly a fiend or two (depending upon the APL). 
  This group appears from under the cover of invisibility 
  (from a potion) as they make their first attacks. The PCs 
  should be allowed a Listen skill check (DC 15) to avoid 
  surprise on the first round of combat unless they have 
  some way of seeing through the invisibility in which case 
  they are spotted at range and attack immediately. 
   
  APL 6 (EL 8) 
  � Asolgat, Clr5: hp 40 (50); see Appendix A. 
  � Celbit Orcs (3): hp 26; see Appendix A. 
  � Howlers (2): hp 39; see the Monster Manual. 
   
  APL 8 (EL 10) 
  � Asolgat, Clr7: hp 58 (72); see Appendix A. 
  � Celbit Orcs (6): hp 26; see Appendix A. 
  � Red Slaad: hp 52; see the Monster Manual. 
   
  APL 10 (EL 12) 
  � Asolgat, Clr9: hp 71 (89); see Appendix A. 
  � Celbit Orcs, Elite (3): hp 40; see Appendix A. 
  � Retriever, demon: hp 55; see the Monster Manual. 
   
  APL 10 (EL 12) 
  � Asolgat, Clr11: hp 82 (104); see Appendix A. 
  � Celbit Orcs, Elite (6): hp 40; see Appendix A. 
  � Retrievers, demon (2): hp 55; see the Monster 
  Manual. 
   
  Tactics: Asolgat has cast a number of spells before 
  approaching the PCs, most notably bull’s strength and 
  endurance. Where applicable, these spells have been 
  taken into account in the stat block and are listed in 
  parenthesis. Also note that he has drank one potion of 
  heroism as well and this is not taken into account in his 
  statistics. When combat begins, he casts other spells on 
  his party to boost them, such as prayer or bless before 
  moving on to other options. Given the opportunity, he 
  will also use his lesser bonewand to activate some of the 
  skulls in the area as noted below. 
   
  The orcs move to attack the PCs immediately, first 
  closing on spellcasters to take them down quickly. The 
  outsiders that are with the group use their power to the 
  best of their abilities, closing into melee as soon as the 
  opportunity presents itself (except for the Retrievers 
  which use their rays first). 
   
  Although bent upon capturing Felkas, the villains 
  are not above destroying him is left with no other 
  options. Felkas has used a number of his spells this day 
  before arriving with the PCs. At the beginning of combat, 
  the only spells he has up and running is cat’s grace, the 
  expeditious retreat running out just as he arrives to them. 
  During the combat, he focuses on keeping out of harms 
  way, lending a hand where possible. 
   
  This is also the point in which the quasit spy, 
  Fexassit makes himself known. If, while spying on the 
  PCs, Fexassit observes the PCs worshipping or using the 
  symbol of a good god or obviously speaking of their plan, 
  means, goals, or allegiances, the quasit joins in the melee. 
  He uses his sneak attack ability to best effect, attacking 
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  and then turning invisible the next round to regain the 
  advantage. He flees if brought to less than 25% of his 
  original hit points. If not convinced of the PCs treachery, 
  he instead watches them and after the combat is over, he 
  flies to Dorakaa to report, with the PCs none the wiser.  
   
  The Skulls 
  Scattered all over the trail are a number of skulls that 
  carry powerful magics, allowing those who possess the 
  right tools to utilize those magics. These skulls are placed 
  atop blackwood staffs in ever increasing numbers as one 
  approaches the city. Although their exact position on the 
  field of battle is up to the DM, no two skulls are closer 
  than 40 ft. from one another. These skulls are only on the 
  Road of Skulls (so clever PCs can bypass this threat by 
  staying off the road, even though they were told to meet 
  Felkas on it). To determine the effects any given skull, 
  roll a 1d10 and consult the following chart. 
   
  d10 result Skull Power 
   
  1 
  The skull screams if any good aligned 
  creature comes within 50 ft of the skull. 
   
  2 
  The skull can belch forth a 15 ft. radius cloud 
  of acid once per day. This acid does 4d6 
  damage per round to those inside its radius. A 
  Reflex save (DC 15) halves this damage. The 
  acid lasts for 1d4 rounds unless dispersed. 
   
  3 
  Skull can cast magic missile once per round 
  up to five times per day. This is cast at 5th as a 
  5th level wizard. The missiles take the 
  appearance of teeth. 
   
  4 
  The skull radiates a protection from good 
  effect with a 30 ft. radius. This effect is always 
  active. 
   
  5 
  The skull can fire a ray of enfeeblement from 
  its eye sockets twice per day. This effect is cast 
  at 6th level and has a Fort save (DC 13). This 
  works in all ways like the spell of the same 
  name. 
   
  6 
  The skull can cast shout once per day as a 7th 
  level caster. The Fort save for this effect is DC 
  16. 
   
  7 
  The skull can be commanded to explode as a 
  fireball cast at 8th level. The successful Reflex 
  save (DC 14) halves this damage. 
   
  8 
  The skull can cast cause fear three times per 
  day as a 5th level caster. A successful Will 
  save (DC 15) negates this effect. 
   
  9 
  The skull has two attributes, roll again, 
  ignoring any rerolling any result of 9 or 
  higher. 
   
  10 
  The skulls magic has faded. It still radiates 
  magic of a type (necromancy or evocation) 
  but will no longer function. 
   
  The skulls are also protected versus theft and destruction. 
  Characters that remove a skull suffer one negative level 
  until they are put down. Once put down, the skulls 
  strangely vanish and reappear on their pole. PCs can 
  attempt to destroy the skulls (AC 13, hardness 5, hp 8). 
  Doing so carries a bad omen. Any PC that destroys a 
  enchanted skull on the Road of Skulls comes under the 
  effect of a doom that lasts for 24 hours unless a remove 
  curse is cast by at least an 8th level caster. 
   
  After defeating the cleric and his minions, the PCs would 
  be well advised to begin the journey home. Assuming 
  that they do not wait around, they can make their escape 
  without incident. PCs that linger, run into patrols, similar 
  to those from Encounter 2. Felkas, if alive, is desperate to 
  leave immediately and will leave on his own if left with 
  no other alternative. Assuming the PCs survive and begin 
  the journey home with Felkas, proceed to the conclusion. 
   
  Conclusion 
  Assuming that the players have succeeded and survived, 
  read or paraphrase the following to them. 
   
  The journey home was fraught with peril, from 
  roaming patrols to avoiding an entire regiment of the 
  Old Ones army, but in the end, you manage to make 
  it back to the borders of the Vesve forest without 
  further incident. Felkas has been very quite this time, 
  speaking little of his ordeal and only mention ng the 
  organization in vague references that yield no real 
  information. 
  i
   
   
   
  Making your way through the great wood, Felkas 
  appears to ease quite a bit. Somehow, leaving he 
  dominion of the Old One has done a great deal for his 
  spirit. You have even seen the grim man smile now 
  and again. 
  Pulling the wagon into the small town of Verbeeg 
  Hill, your journey is almost over. Felkas directs you 
  to a small inn called “Melick’s Pub”, a respectable 
  place not far from the mighty Velverdyva River. 
  Stabling the horses and stowing the wagon, Felkas 
  gets a room and asks you all to join him for a bit of a 
  parlay. 
   
  Opening the door to the room, you are 
  confronted with the tall black cloak of The Shade, 
  hanging on a peg on the wall. She is waiting for you 
  all within. Felkas moves to take a seat next to her and 
  the two of them begin a quiet conversation. Speaking 
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  Iuz’s Border State Meta-regional 
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  louder, The Shade says, “No, I think they have 
  deserved to at least hear some of what they have 
  fought so hard to learn.” She motions all of you closer. 
   
  Felkas looks unsure but then begins, his voice 
  unsteady and fearful. “The Old One is up to 
  something, this much I am sure of. I have seen 
  creatures, new things of terror, the likes of which I 
  have never seen before. Wreathed in flame, but made 
  of dead flesh, with a cruel intelligence and truly 
  terrible powers. They are like nothing else in his 
  army and all others fear them. Fortunately they are 
  still few, but as the weeks past, I began to see more of
  them, and of different kinds.” Felkas pauses for a 
  moment to shudder. “I fear that the Old One has 
  something new to use on the battlefield, and I am 
  afraid that we will have no way to stop it.” 
   
   
   
  The Shade shakes her head. “Don’t worry my 
  friend, we will find a way.” She then turns to you, “I 
  wish to thank you once again for all that you have 
  done, know that our organization appreciates your 
  work greatly and that is something that we will not 
  soon forget. Now if you will excuse us, we have much
  still to discuss.” 
   
  With that, she escort you out, and with a wink, 
  closes the door. Standing in the hall, you can’t help 
  but wonder what this is all about, and what the future 
  will hold. 
   
  The adventure is now over for the PCs. Please note that 
  under no circumstance do they get to keep the wagon or 
  its cargo. If Felkas should happen to die, they do not get 
  to keep any of his possessions either, as a mysterious 
  member of the organization shows up to claim these 
  things if they attempt to. Proceed to the experience and 
  treasure summary to determine the PCs final totals. 
  Thank you for running this event. 
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Please note that while some encounters award 
  experience above and beyond what can be gained on the 
  AR, no PCs may earn more than these limits. Also make 
  note that some encounters (such as the border patrol and 
  bridge settlement) do not award any experience for their 
  defeat, as these are fights that should not be fought. 
   
  Encounter Three 
  Defeating the Slavers on the road 
   
  APL6 240 xp; APL8 300 xp; APL10 360 xp;  
  APL12 420 xp. 
   
  Defeating the Slavers in the pit 
   
  APL6 180 xp; APL8 240 xp; APL10 300 xp;  
  APL12 360 xp. 
   
  Encounter Four 
  Defeating the Fexassit 
   
  APL6 90 xp; APL8 120 xp; APL10 150 xp;  
  APL12 180 xp. 
   
  Encounter Five 
  Defeating the Undead within the storm 
   
  APL6 240 xp; APL8 300 xp; APL10 360 xp;  
  APL12 420 xp. 
   
  Encounter Six 
  Defeating the Cleric of Iuz and his minions 
   
  APL6 240 xp; APL8 300 xp; APL10 360 xp;  
  APL12 420 xp. 
   
  Story Award 
  Bribing the patrol (Enc 2) and captain (Enc 4): 
  APL6 30 xp; APL8 35 xp; APL10 45 xp; 
  APL12 50xp. 
   
  Rescuing the prisoners (Enc 3) 
  APL6 30 xp; APL8 40 xp; APL10 45 xp; 
  APL12 55xp. 
   
  Rescuing the Felkas (Enc 6) 
  APL6 60 xp; APL8 75 xp; APL10 90 xp; 
  APL12 105xp. 
   
  Discretionary roleplaying award 
  APL6 60 xp; APL8 75 xp; APL10 90 xp; 
  APL12 105xp. 
   
  Total possible experience:  
   
  APL6 900 xp; APL8 1,125 xp; APL10 1,350 xp; 
  APL8 1,575xp; 
  (Note that these are less are the caps, no PC can earn 
  more than these amounts) 
   
  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 
  Across the Border 
  Iuz’s Border State Meta-regional 
  Page 24 
  
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold. If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot. If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate. Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L: Looted gear from enemy 
  C: Coin, Gems, Jewelry, and other valuables 
  M: Magic Items (sell value)  
   
  Encounter Two: Across the Border 
   
  APL 6-12: L: 124 gp; C: 0 gp; M: potion of cure 
  moderate wounds x2 50 gp, scroll of invisibility purge 31 
  gp, scroll of cure serious wounds 31 gp. 
   
   
  Encounter Three: The Slavers 
  The Slavers on the Road  
   
  APL 6: L: 25 gp; C: 0 gp; M: gloves of the slaver 41 gp, 
  potion of cure moderate wounds x2 50 gp, scroll of hold 
  person x2 25 gp; wand of web (10 charges) 75 gp. 
   
  APL 8: L: 25 gp; C: 0 gp; M: gloves of the slaver 41 gp, 
  potion of cure moderate wounds x2 50 gp; ring f 
  protection +1 166 gp, scroll of hold person x2 25 gp; wand 
  of web (10 charges) 75 gp. 
   
  APL 10: L: 0 gp; C: 0 gp; M: gloves of the slaver 41 gp, 
  potion of cure moderate wounds x2 50 gp; ring f 
  protection +1 166 gp, scroll of hold person x2 25 gp; wand 
  of web (10 charges) 75 gp, +1 whip 192 gp. 
   
  APL 12: L: 0 gp; C: 0 gp; M: gloves of the slaver 41 gp, 
  headband of intellect +2 333 gp, potion of cure moderate 
  wounds x2 50 gp; ring f protection +1 166 gp, scroll of 
  hold person x2 25 gp; wand of web (10 charges) 75 gp, +1 
  whip 192 gp. 
   
  The Slave Pit  
   
  APL 6: L: 25 gp; C: 300 gp; M: everburning torch 7 
  gp, Slavers Spellbook 21 gp. 
   
  APL 8: L: 25 gp; C: 500 gp; M: everburning torch 7 
  gp, Slavers Spellbook 21 gp. 
   
  APL 10: L: 25 gp; C: 700 gp; M: everburning torch 7 
  gp, Slavers Spellbook 21 gp. 
   
  APL 12: L: 25 gp; C: 900 gp; M: everburning torch 7 
  gp, Slavers Spellbook 21 gp. 
   
  Encounter Six: The Road of Skulls 
   
  APL 6: L: 180 gp; C: 0 gp; M: +1 full plate 220 gp, 
  potion of heroism 75 gp, potion of cure moderate wounds 
  x2 50 gp, Lesser Bonerod (5 charges, see appendix B) 187 
  gp, potion of cure light wounds x3 6 gp. 
   
  APL 8: L: 300 gp; C: 0 gp; M: +1 greatsword 196 gp, 
  +1 full plate 220 gp, +1 cloak of resistance 83 gp, potion of 
  heroism 75 gp, potion of cure moderate wounds x2 50 gp, 
  Lesser Bonerod (5 charges, see appendix B) 187 gp,
  potion of cure light wounds x6 12 gp. 
   
   
  APL 8: L: 150 gp; C: 0 gp; M: +1 greatsword 196 gp, 
  +1 full plate 220 gp, periapt of wisdom +2 333 gp, +1 cloak 
  of resistance 83 gp, potion of heroism 75 gp, potion of 
  cure moderate wounds x5 125 gp, wand of doom 62 gp, 
  Lesser Bonerod (5 charges, see appendix B) 187 gp. 
   
  APL 8: L: 300 gp; C: 0 gp; M: +1 greatsword of frost 
  695 gp, +1 full plate 220 gp, periapt of wisdom +2 333 gp, 
  +1 cloak of resistance 83 gp, potion of heroism 75 gp, 
  potion of cure moderate wounds x8 200 gp, wand of 
  doom 62 gp, Lesser Bonerod (5 charges, see appendix B) 
  187 gp. 
   
   
  Total Possible Treasure 
  APL 6: Total: 800 gp 
  APL 8: Total: 1,250 gp 
  APL 10: Total: 2,100 gp 
  APL 12: Total: 3,000 gp 
   
  Across the Border 
  Iuz’s Border State Meta-regional 
  Page 25 
  
   
  Special 
  See appendix B for new items gained. In addition to this, 
  PCs that successfully rescue Felkas receive the following. 
   
  � Gratitude of The Shade: The mysterious woman, 
  known only as the Shade has promised you her gratitude 
  for escorting Felkas out of Dorakaa.  
   
  Across the Border 
  Iuz’s Border State Meta-regional 
  Page 26 
  
  DM Map #1 – Overall Map 
   
  DM Map #2 – The Slave Pit 
   
  Across the Border 
  Iuz’s Border State Meta-regional 
  Page 27 
  
  Appendix A − Statistics 
  Encounter 2 – Across the Border 
  All APLs 
  � Jebli Orc: Male Orc Rgr1; Medium-sized 
  Humanoid (Orc); HD 1d10+2; hp 10; Init +2; Spd 30; 
  AC 15 (flat footed 13, touch 12); Atk +4 melee (1d6+4, 
  Shortsword, 19-20 crit), +4 melee (1d6+2, Shortsword, 
  19-20 crit); SA: Favored enemy (elf +1); SQ: Light 
  sensitivity, Darkvision 60 ft.; AL CE; SV Fort +4, Ref 
  +2, Will -1; STR 18, DEX 14, CON 14, INT 8, WIS 9, 
  CHA 8. 
   
  Skills and Feats: Hide+4, Move Silently+4, Spot+2, 
  Wilderness Lore+2; Track, Weapon Focus: Shortsword. 
   
  Light Sensitivity (Ex): Orcs suffer a –1 penalty to 
  attack rolls in bright sunlight or within the radius of a 
  daylight spell. 
   
  Possessions: shortsword x2, studded leather, 
  alchemist’s fire x2. 
   
  � Patrol Leader: Male Human Rog1/Ftr4; Medium-
  sized Humanoid (human); HD 1d6+4d10+5; hp 40; Init 
  +7; Spd 20; AC 20 (flat footed 17, touch 13); Atk +9 
  melee (1d8+5, Masterwork Longsword, 19-20 crit); +7 
  ranged (1d10, Heavy Crossbow, x3 crit); +7 melee 
  (1d4+3, Spiked Gauntlet); AL CE; SV Fort +5, Ref +6, 
  Will +1; STR 16, DEX 16, CON 12, INT 10, WIS 10, 
  CHA 9. 
   
  Skills and Feats: Bluff+3, Climb+3, Hide+1, 
  Intimidate+5, Jump+0, Listen+4, Move Silently+1, 
  Ride+6, Sense Motive+6, Spot+4, Tumble+1; Cleave, 
  Improved Initiative, Power Attack, Sunder, Weapon 
  Focus: Longsword, Weapon Specialization: Longsword.
   
  Possessions: 
  masterwork 
  longsword, 
  heavy 
  crossbow, 20 bolts, spiked gauntlet, breastplate, large 
  steel shield, smokestick x2, signal whistle, potion of 
  cure moderate wounds x2. 
   
  � Patrol Cleric: Male Human Clr5 (Iuz); Medium 
  Humanoid (human); HD 5d8+10; hp 37 (47); Init +1; 
  Spd 20; AC 16 (flat footed 16, touch 10); Atk +6 (+8) 
  melee (2d6+3 (+6), masterwork Greatsword, 19-20 crit); 
  +4 ranged (1d8, light crossbow, x3 crit); AL CE; SV Fort 
  +6 (+8), Ref +2, Will +7; STR 14 (18), DEX 12, CON 14 
  (18), INT 10, WIS 16, CHA 10. 
   
  Skills and Feats: Concentration+10, Heal+7, 
  Intimidate+2, Knowledge (religion)+4, Spellcraft+4; 
  Combat 
  Casting, 
  Martial 
  Weapon 
  Proficiency: 
  Greatsword, Spell Focus: Enchantment.  
   
  Possessions: 
  masterwork 
  greatsword, 
  light 
  crossbow, bolts x20, splintmail, scroll of invisibility 
  purge, scroll of cure serious wounds. 
   
  Spells Prepared (Clr 5/4/3/2, base DC = 13 + spell 
  level, 15 + spell level for enchantment (marked in 
  bold)): 0 - Cure Minor Wounds x2, Detect Magic x2, 
  Light; 1st - Bless, Change Self*, Command x2, Doom; 
  2nd - Bull's Strength, Endurance, Hold Person, 
  Invisibility*; 3rd – Dispel Magic, Magic Circle against 
  Good*, Prayer. 
   
  *Domain spell. Domains: Evil (all evil spells cast at 
  +1 caster level); Trickery (Bluff, Disguise, and Hide are 
  class skills). 
   
  Encounter 3 – The Slaver Pit 
  APL 6 
  � Zygrat the Slaver: Male Tiefling Wiz6; Medium-
  sized Outsider; HD 6d4; hp 20; Init +2; Spd 30; AC 12 
  (16) (flat footed 14, touch 12); Atk +6 ranged (1d2+1 
  (+3) subdual, masterwork whip); SA: Spell-like abilities; 
  SQ: cold, fire, electricity resistance 5; AL NE; SV Fort 
  +4, Ref +4, Will +6; STR 12 (16), DEX 15, CON 10, INT 
  20, WIS 12, CHA 8. 
   
  Skills and Feats: Bluff+1, Concentration+9, 
  Hide+6, Knowledge (arcana)+14, Listen+4, Move 
  Silently+4, Spellcraft+14, Spot+4, Tumble+6, Use 
  Rope+11; Combat Casting, Exotic Weapon Proficiency: 
  Whip, Extend Spell, Scribe Scroll, Spell Focus: 
  Necromancy.  
   
  Possessions: gloves of the slaver, potion of cure 
  moderate wounds x2; scroll of hold person x2; wand of 
  web (10 charges); masterwork whip, 50 ft. silk rope, 
  keyring. 
   
  Spells Prepared (Wiz 4/5/4/3; base DC 15 + spell 
  level, base DC 17 + spell level for necromancy): 0 - Daze 
  x3, Detect Magic, Disrupt Undead*; 1st - Charm 
  Person, Expeditious Retreat, Mage Armor, Magic 
  Missile, Ray of Enfeeblement* x2; 2nd - Bull's 
  Strength, Ghoul Touch* x2, Invisibility, Spectral 
  Hand*; 3rd - Fly, extended Ghoul Touch*, Lightning 
  Bolt, Slow.  
   
  * Necromancy spell. Has a rat familiar that bites if 
  touched. 
   
  APL 8 
  � Zygrat the Slaver: Male Tiefling Wiz8; Medium-
  sized Outsider; HD 8d4; hp 28; Init +3; Spd 30; AC 14 
  (18) (flat footed 15, touch 14); Atk +8 ranged (1d2+1 
  (+3) subdual, masterwork whip); SA: Spell-like abilities; 
  SQ: cold, fire, electricity resistance 5; AL NE; SV Fort 
  +4, Ref +5, Will +7; STR 12 (16), DEX 16, CON 10, INT 
  20, WIS 12, CHA 8. 
  Across the Border 
  Iuz’s Border State Meta-regional 
  Page 28 
  
   
  Skills and Feats: Bluff+1, Concentration+11, 
  Hide+7, Knowledge (arcana)+16, Listen+4, Move 
  Silently+7, Spellcraft+16, Spot+5, Tumble+7, Use 
  Rope+13; Combat Casting, Exotic Weapon Proficiency: 
  Whip, Extend Spell, Scribe Scroll, Spell Focus: 
  Necromancy.  
   
  Possessions: gloves of the slaver, potion of cure 
  moderate wounds x2; ring of protection +1, scroll of 
  hold person x2; wand of web (10 charges); masterwork 
  whip, 50 ft. silk rope, keyring. 
   
  Spells Prepared (Wiz 4/6/4/4/3; base DC 15 + spell 
  level, base DC 17 + spell level for necromancy): 0 - Daze 
  x3, Detect Magic, Disrupt Undead*; 1st - Charm Person 
  x2, Expeditious Retreat, Mage Armor, Magic Missile, 
  Ray of Enfeeblement* x2; 2nd - Bull's Strength, Ghoul 
  Touch* x2, Invisibility, Spectral Hand*; 3rd - Fly, 
  extended Ghoul Touch*, Haste, Lightning Bolt, Slow; 
  4th – Fear*, Ice Storm, Stoneskin, Wall of Ice. 
   
  * Necromancy spell. Has a rat familiar that bites if 
  touched. 
   
  APL 10 
  � Zygrat the Slaver: Male Tiefling Wiz11; Medium-
  sized Outsider; HD 11d4; hp 37; Init +3; Spd 30; AC 14 
  (22) (flat footed 19, touch 18); Atk +9 ranged (1d2+2 
  (+4) subdual, +1 whip); SA: Spell-like abilities; SQ: cold, 
  fire, electricity resistance 5; AL NE; SV Fort +5, Ref +6, 
  Will +8; STR 12 (16), DEX 16, CON 10, INT 20, WIS 
  12, CHA 8. 
   
  Skills and Feats: Bluff+1, Concentration+14, 
  Hide+10, Knowledge (arcana)+19, Listen+5, Move 
  Silently+7, Spellcraft+19, Spot+5, Tumble+7, Use 
  Rope+15; Combat Casting, Empower Spell, Exotic 
  Weapon Proficiency: Whip, Extend Spell, Quicken 
  Spell, Scribe Scroll, Spell Focus: Necromancy.  
   
  Possessions: gloves of the slaver, potion of cure 
  moderate wounds x2; ring of protection +1, scroll of 
  hold person x2; wand of web (10 charges); +1 whip, 50 
  ft. silk rope, keyring. 
   
  Spells Prepared (Wiz 4/6/5/5/4/3/1; base DC 15 + 
  spell level, base DC 17 + spell level for necromancy): 0 - 
  Daze x3, Detect Magic, Disrupt Undead*; 1st - Charm 
  Person x2, Expeditious Retreat, Mage Armor, Magic 
  Missile, Ray of Enfeeblement* x2; 2nd - Bull's 
  Strength, Ghoul Touch* x3, Invisibility, Spectral 
  Hand*; 3rd - Fly, extended Ghoul Touch*, Hold 
  Person, Lightning Bolt x2, Slow; 4th – Fear*, Ice Storm, 
  Stoneskin, Wall of Ice x2; 5th – Cone of Cold, 
  Dominate 
  Person, 
  empowered 
  Lightning 
  Bolt, 
  empowered Vampiric Touch*; 6th – quickened Ghoul 
  Touch*, Mass Haste. 
   
  * Necromancy spell. Has a rat familiar that bites if 
  touched. 
   
  APL 12 
  � Zygrat the Slaver: Male Tiefling Wiz13; Medium-
  sized Outsider; HD 13d4; hp 45; Init +7; Spd 30; AC 14 
  (22) (flat footed 19, touch 18); Atk +9/+4 (+11/+6) 
  ranged (1d2+2 (+4) subdual, +1 whip); SA: Spell-like 
  abilities; SQ: cold, fire, electricity resistance 5; AL NE; 
  SV Fort +6, Ref +7, Will +9; STR 12 (16), DEX 16 (20), 
  CON 10, INT 21 (23), WIS 12, CHA 8. 
   
  Skills and Feats: Bluff+1, Concentration+16, 
  Hide+11, Knowledge (arcana)+21, Listen+6, Move 
  Silently+7, Spellcraft+21, Spot+6, Tumble+7, Use 
  Rope+16; Combat Casting, Empower Spell, Exotic 
  Weapon Proficiency: Whip, Extend Spell, Improved 
  Initiative, Quicken Spell, Scribe Scroll, Spell Focus: 
  Necromancy.  
   
  Possessions: gloves of the slaver, headband of 
  intellect +2, potion of cure moderate wounds x2; ring 
  of protection +1, scroll of hold person x2; wand of web 
  (10 charges); +1 whip, 50 ft. silk rope, keyring. 
   
  Spells Prepared (Wiz 4/6/6/5/5/4/3/1; base DC 16 
  + spell level, base DC 18 + spell level for necromancy): 
  0 - Daze x3, Detect Magic, Disrupt Undead*; 1st - 
  Charm Person x2, Expeditious Retreat, Mage Armor, 
  Magic Missile, Ray of Enfeeblement* x2; 2nd - Bull's 
  Strength, Cat’s Grace, Ghoul Touch* x2, Invisibility, 
  Spectral Hand*; 3rd - Fly, extended Ghoul Touch*, 
  Hold Person, Lightning Bolt x2, Slow; 4th - Fear*, Ice 
  Storm x2, Stoneskin, Wall of Ice x2; 5th - Cone of Cold, 
  Dominate Person x2, empowered Lightning Bolt, 
  empowered Vampiric Touch*; 6th - Chain Lightning 
  x2, quickened Ghoul Touch*, Mass Haste; 7th - Finger 
  of Death*, Power Word, Stun. 
   
  * Necromancy spell. Has a rat familiar that bites if 
  touched. 
   
  The Prisoners (All APLs) 
  � Kessarin the Destructive: Male Human Wiz5; 
  Medium-sized Humanoid (human); HD 5d4+5; hp 24; 
  Init +2; Spd 30; AC 14 (flat footed 12, touch 12); Atk +4 
  melee (2d6+3, greatsword, 19-20 crit); AL CN; SV Fort 
  +2, Ref +3, Will +4; STR 14, DEX 14, CON 12, INT 17, 
  WIS 10, CHA 8. 
   
  Skills and Feats: Concentration+9, Hide+4, 
  Intimidate+3, 
  Knowledge 
  (arcana)+9, 
  Listen+4, 
  Spellcraft+9, Spot+4; Empower Spell, Martial Weapon 
  Proficiency: Greatsword, Scribe Scroll, Spell Focus: 
  Evocation, Toughness.  
   
  Possessions: greatsword (in Area 2), leather armor 
  (worn as straps), spellbook (in Area 2). 
   
  Spells Prepared (Wiz 4/4/3/2, base DC 13 + spell 
  level, 15 + spell level for evocation spells): 0 - Daze, 
  Detect Magic x2, Flare* x2; 1st - Magic Missile* x2, 
  Across the Border 
  Iuz’s Border State Meta-regional 
  Page 29 
  
  Magic Weapon, Shield, True Strike; 2nd - Bull's 
  Strength, Endurance, Flaming Sphere*, Shatter*; 3rd – 
  Fireball* x2, Haste. * Evocation spell.  
   
  Spellbook: 0 - Arcane Mark, Dancing Lights, Daze, 
  Detect Magic, Detect Poison, Disrupt Undead, Flare, 
  Ghost 
  Sound, 
  Light, 
  Mage 
  Hand, 
  Mending, 
  Open/Close, Prestidigitation, Ray of Frost, Read 
  Magic, Resistance; 1st - Burning Hands, Cause Fear, 
  Enlarge, Expeditious Retreat, Magic Missile, Magic 
  Weapon, Shield, True Strike; 2nd - Bull's Strength, 
  Endurance, Flaming Sphere, Shatter; 3rd - Fireball, 
  Haste. 
   
  � Farlg, Begin, Solmy: Male Gnome Exp1; Small 
  Humanoid (gnome); HD 1d6+2; hp 5; Init +1; Spd 20; 
  AC 12 (flat footed 11, touch 12); Atk -3 melee (1d2+2, 
  rusty mining pick); SA: Spell-like abilities; SQ: Low-
  light vision; AL NG; SV Fort +2, Ref +1, Will +2; STR 
  14, DEX 12, CON 14, INT 11, WIS 10, CHA 10. 
   
  Skills 
  and 
  Feats: 
  Alchemy+2, 
  Appraise+2, 
  Balance+3, Climb+4, Craft (Stonemasonry)+2, Hide+5, 
  Jump+4, Listen+4, Profession (Miner)+6, Search+2, 
  Spot+2, Use Rope+3; Skill Focus: Profession (Miner).  
   
  Possessions: rags, rusty mining pick. 
   
  � Soliqan: Male Elf, High Rgr4; Medium-sized 
  Humanoid (elf); HD 4d10+8; hp 36 (currently 4); Init 
  +6; Spd 30; AC 15 (flat footed 13, touch 12); Atk +4 
  melee (1d6+2, Rapier, 18-20 crit), +4 melee (1d4+1, 
  Dagger, 19-20 crit); SA: Favored enemy (orc); SQ: Elven 
  traits, Low-light vision; AL CG; SV Fort +6, Ref +3, Will 
  +2; STR 14, DEX 14, CON 14 (currently 3), INT 10, 
  WIS 12, CHA 12. 
   
  Skills and Feats: Hide+5, Listen+7, Move 
  Silently+5, Search+2, Spot+8, Swim+2, Wilderness 
  Lore+8; Blind-Fight, Improved Initiative, Track.  
   
  Possessions: dagger, rapier, studded leather (all 
  buried in Area 2) 
   
  Spells Prepared (Rgr --/1, base DC 11 + spell level): 
  1st - Pass without Trace. 
   
  Encounter 4 – The Dulsi River 
  APL 6 
  � Fexassit: CR 7; Quasit (enhanced) Rog3; Tiny 
  Outsider (Chaotic, Evil); HD 3d8+3d6+6; hp 32; Init +4; 
  Spd 20, Fly, Perfect 50; AC 19 (flat footed 15, touch 14); 
  Atk +11 melee (1d6+1 and poison, 2 Claws), +9 melee 
  (1d4, Bite); SA: Poison, Sneak Attack +2d6, Spell-like 
  abilities; SQ: DR 5/+1, SR 15, Immunities, Resistances, 
  Regeneration 5, Alternate form, telepathy, evasion, 
  uncanny dodge; AL CE; SV Fort +5, Ref +10, Will +6; 
  STR 12, DEX 18, CON 13, INT 12, WIS 14, CHA 10. 
   
  Skills and Feats: Bluff+6, Escape Artist+9, 
  Hide+17, Listen+11, Move Silently+13, Read Lips+10, 
  Sense Motive+9, Spellcraft+6, Spot+11, Swim+10, 
  Tumble+10; Flyby Attack, Multiattack, Weapon 
  Finesse, Weapon Finesse: Bite. 
   
  Poison (Ex): Claw, Fort save (DC 15), Initial 
  damage 1d4 Dex, Secondary damage 2d Dex. 
   
  Spell-like abilities (Su): Detect Good, Detect 
  Magic and Invisibility (self-only) at will. Cause Fear 
  once per day, 30-foot radius effect (will save DC 11). All 
  cast at 6th level. 
   
  Immunities (Ex): Immune to poison and 
  electricity. 
   
  Resistances (Ex): Cold, fire, and acid resistance 
  20. 
   
  Regeneration (Ex): Takes normal damage from 
  acid, holy and blessed weapons. 
   
  Alternate Form (Su): At will, can assume the 
  form of a raven. This is identical to the spell 
  polymorph self. 
   
  Telepathy (Su): Can communicate telepathically 
  with any creature within 100 ft. that has a language. 
   
  APL 8 
  � Fexassit: CR 9; Quasit (enhanced) Rog5; Tiny 
  Outsider (Chaotic, Evil); HD 3d8+5d6+16 (Rogue); hp 
  46; Init +4; Spd 20, Fly, Perfect 50; AC 19 (flat footed 
  15, touch 14); Atk +12/+7 melee (1d6+1 and poison, 2 
  Claws), +10 melee (1d4, Bite); SA: Poison, Sneak Attack 
  +3d6, Spell-like abilities; SQ: DR 5/+1, SR 15, 
  Immunities, Resistances, Regeneration 5, Alternate 
  form, telepathy, evasion, uncanny dodge; AL CE; SV 
  Fort +5, Ref +11, Will +6; STR 12, DEX 18, CON 14, 
  INT 12, WIS 14, CHA 10. 
   
  Skills and Feats: Bluff+7, Escape Artist+11, 
  Hide+19, Listen+13, Move Silently+15, Read Lips+12, 
  Sense Motive+10, Spellcraft+6, Spot+13, Swim+12, 
  Tumble+12; Flyby Attack, Multiattack, Weapon 
  Finesse, Weapon Finesse: Bite.  
   
  Poison (Ex): Claw, Fort save (DC 15), Initial 
  damage 1d4 Dex, Secondary damage 2d Dex. 
   
  Spell-like abilities (Su): Detect Good, Detect 
  Magic and Invisibility (self-only) at will. Cause Fear 
  once per day, 30-foot radius effect (will save DC 11). All 
  cast at 6th level. 
   
  Immunities (Ex): Immune to poison and 
  electricity. 
   
  Resistances (Ex): Cold, fire, and acid resistance 
  20. 
   
  Regeneration (Ex): Takes normal damage from 
  acid, holy and blessed weapons. 
  Across the Border 
  Iuz’s Border State Meta-regional 
  Page 30 
  
   
  Alternate Form (Su): At will, can assume the 
  form of a raven. This is identical to the spell 
  polymorph self. 
   
  Telepathy (Su): Can communicate telepathically 
  with any creature within 100 ft. that has a language. 
   
  APL 10 
  � Fexassit: CR 11; Quasit (enhanced) Rog7; Tiny 
  Outsider (Chaotic, Evil); HD 3d8+7d6+20; hp 60; Init 
  +8; Spd 20, Fly, Perfect 50; AC 19 (flat footed 15, touch 
  14); Atk +14/+9 melee (1d6+1 and poison, 2 Claws), +12 
  melee (1d4, Bite); SA: Poison, Sneak Attack +4d6, Spell-
  like abilities; SQ: DR 5/+1, SR 15, Immunities, 
  Resistances, Regeneration 5, Alternate form, telepathy, 
  evasion, uncanny dodge; AL CE; SV Fort +7, Ref +12, 
  Will +7; STR 12, DEX 18, CON 14, INT 12, WIS 14, 
  CHA 10. 
   
  Skills and Feats: Bluff+7, Escape Artist+11, 
  Hide+23, Listen+15, Move Silently+17, Read Lips+14, 
  Sense Motive+12, Spellcraft+6, Spot+15, Swim+14, 
  Tumble+14; 
  Flyby 
  Attack, 
  Improved 
  Initiative, 
  Multiattack, Weapon Finesse, Weapon Finesse: Bite. 
   
  Poison (Ex): Claw, Fort save (DC 15), Initial 
  damage 1d4 Dex, Secondary damage 2d Dex. 
   
  Spell-like abilities (Su): Detect Good, Detect 
  Magic and Invisibility (self-only) at will. Cause Fear 
  once per day, 30-foot radius effect (will save DC 11). All 
  cast at 6th level. 
   
  Immunities (Ex): Immune to poison and 
  electricity. 
   
  Resistances (Ex): Cold, fire, and acid resistance 
  20. 
   
  Regeneration (Ex): Takes normal damage from 
  acid, holy and blessed weapons. 
   
  Alternate Form (Su): At will, can assume the 
  form of a raven. This is identical to the spell 
  polymorph self. 
   
  Telepathy (Su): Can communicate telepathically 
  with any creature within 100 ft. that has a language. 
   
  APL 12 
  � Fexassit: CR 13; Quasit (enhanced) Rog9; Tiny 
  Outsider (Chaotic, Evil); HD 3d8+9d6+24; hp 70; Init 
  +8; Spd 20, Fly, Perfect 50; AC 19 (flat footed 15, touch 
  14); Atk +15/+10 melee (1d6+1 and poison, 2 Claws), 
  +13 melee (1d4, Bite); SA: Poison, Sneak Attack +5d6, 
  Spell-like abilities; SQ: DR 5/+1, SR 15, Immunities, 
  Resistances, Regeneration 5, Alternate form, telepathy, 
  evasion, uncanny dodge; AL CE; SV Fort +8, Ref +13, 
  Will +8; STR 13, DEX 18, CON 14, INT 12, WIS 14, 
  CHA 10. 
   
  Skills and Feats: Bluff+8, Escape Artist+13, 
  Hide+24, Listen+17, Move Silently+19, Read Lips+16, 
  Sense Motive+14, Spellcraft+6, Spot+17, Swim+16, 
  Tumble+16; 
  Flyby 
  Attack, 
  Improved 
  Initiative, 
  Multiattack, Power Attack, Weapon Finesse, Weapon 
  Finesse: Bite.  
   
  Poison (Ex): Claw, Fort save (DC 15), Initial 
  damage 1d4 Dex, Secondary damage 2d Dex. 
   
  Spell-like abilities (Su): Detect Good, Detect 
  Magic and Invisibility (self-only) at will. Cause Fear 
  once per day, 30-foot radius effect (will save DC 11). All 
  cast at 6th level. 
   
  Immunities (Ex): Immune to poison and 
  electricity. 
   
  Resistances (Ex): Cold, fire, and acid resistance 
  20. 
   
  Regeneration (Ex): Takes normal damage from 
  acid, holy and blessed weapons. 
   
  Alternate Form (Su): At will, can assume the 
  form of a raven. This is identical to the spell 
  polymorph self. 
   
  Telepathy (Su): Can communicate telepathically 
  with any creature within 100 ft. that has a language. 
   
  Encounter 5 – The Desolate Plain 
  APL 12 
  � Spectre, Advanced: CR 9; Medium-sized Undead 
  (Incorporeal); HD 12d12; hp 78; Init +7; Spd 40 ft., Fly, 
  Good 80 ft.; AC 15 (flat footed 12, touch 15); Atk +9/+4 
  melee touch (1d8 + energy drain, Incorporeal touch); 
  SA: Energy drain, Create spawn; SQ: Undead, 
  Incorporeal, Turn Resistance +2, Unnatural aura, 
  Sunlight powerlessness; AL LE; SV Fort +4, Ref +7, 
  Will +10; STR --, DEX 16, CON --, INT 14, WIS 14, 
  CHA 15. 
   
  Skills and Feats: Hide +15, Intimidate +14, Intuit 
  Direction +12, Listen +15, Search +10, Spot +15; 
  Alertness, Blind-Fight, Combat Reflexes, Improved 
  Initiative, Weapon Finesse. 
   
  Energy Drain (Su): Those hit by the touch attack 
  suffer two negative levels. The Fortitude save to 
  remove a negative level is 18. 
   
  Create Spawn (Su): Any humanoid slain by a 
  spectre becomes a spectre in 1d4 rounds. Spawn are 
  under the control of the original spectre and remain 
  enslaved until its death. These spawn possess none of 
  the abilities they had in life. 
   
  Undead (Ex): Immune to mind affecting effects, 
  poison, sleep, paralysis, stunning and disease. Not 
  subject to critical hits, subdual damage, ability drain, 
  energy drain or death from massive damage. 
   
  Incorporeal: Can only be harmed by other 
  incorporeal creatures, +1 or better magic weapons, or 
  magic, with a 50% chance to ignore any damage from a 
  Across the Border 
  Iuz’s Border State Meta-regional 
  Page 31 
  
  corporeal source. Can pass through solid objects at will, 
  and own attacks pass through armor. Always moves 
  silently. 
   
  Unnatural Aura (Su): Wild and domesticated 
  animals can sense the unnatural presence of a spectre 
  within 30 ft. They do not willingly approach nearer 
  than that and panic if forced to do so, they remain 
  panicked as long as they are within that range. 
   
  Sunlight Powerlessness (Ex): Spectres are utterly 
  powerless in natural sunlight (not merely a daylight 
  spell) and flee from it. A spectre caught in sunlight 
  cannot attack and can take only partial actions. 
   
  Encounter 6 – The Road of Skulls 
  All APLs 
  � Felkas Kilran: Male Human Rog3/Wiz3; Medium-
  sized Humanoid (human); HD 3d6+3d4+12; hp 30; Init 
  +7; Spd 30; AC 16 (18) (flat footed 13, touch 16); Atk +7 
  (+9) melee (1d6+2, +1 Sword, short); SA Sneak Attack 
  +2d6; SQ Evasion; AL CN; SV Fort +4, Ref +7, Will +6; 
  STR 12, DEX 16 (20), CON 14, INT 14, WIS 11, CHA 
  9. 
   
  Skills and Feats: Balance+7, Bluff+6, Climb+5, 
  Concentration+8, 
  Decipher 
  Script+5, 
  Disguise+6, 
  Hide+12, 
  Knowledge 
  (arcana)+5, 
  Knowledge 
  (religion)+5, Listen+9, Move Silently+12, Spellcraft+5, 
  Spot+9, Tumble+8; Improved Initiative, Iron Will, 
  Run, Scribe Scroll, Weapon Finesse: Sword, short.  
   
  Possessions: 
  +1 
  shortsword, 
  leather 
  armor, 
  alchemist’s fire x2, smokestick x2, potion of cure 
  moderate wounds, ring of protection +1, thieves tools, 
  30 ft silk rope, disguise kit. 
   
  Spells Prepared (Wiz 4/3/2, base DC 12 + spell 
  level): 0 - Daze, Detect Magic, Detect Poison, Ghost 
  Sound, Mage Hand; 1st - Change Self, Charm Person, 
  Expeditious Retreat, Shield; 2nd - Cat's Grace, 
  Invisibility, Tasha's Hideous Laughter. 
   
  Many of these spells have already been used, at the 
  time the PCs encounter him, only cat’s grace and 
  expeditious retreat are still active. 
   
  APL 6 
  � Asolgat: Male Human Clr5 (Iuz); Medium 
  Humanoid (human); HD 5d8+10; hp 40 (50); Init +4; 
  Spd 20; AC 19 (flat footed 19, touch 10); Atk +5 (+6) 
  melee (2d6+1 (+3), masterwork greatsword, 19-20 crit); 
  AL CE; SV Fort +6, Ref +1, Will +8; STR 12 (15), DEX 
  10, CON 14 (18), INT 10, WIS 19, CHA 10. 
   
  Skills and Feats: Concentration+10, Knowledge 
  (religion)+8, Spellcraft+8; Combat Casting, Improved 
  Initiative, Martial Weapon Proficiency: Greatsword.  
   
  Possessions: masterwork greatsword, +1 full plate, 
  potion of heroism x2, potion of cure moderate wounds 
  x2, Lesser Bonerod (5 charges, see appendix B). 
   
  Spells Prepared (Clr 5/4/3/2, base DC 14 + spell 
  level): 0 - Cure Minor Wounds x2, Detect Magic, 
  Guidance x2; 1st - Bless, Cause Fear, Doom, Protection 
  from Good*, Shield of Faith; 2nd - Bull's Strength, 
  Endurance, Hold Person, Invisibility*; 3rd – Dispel 
  Magic, Nondetection*, Prayer. 
   
  *Domain spell. Domains: Evil (all evil spells cast at 
  +1 caster level); Trickery (Bluff, Disguise, and Hide are 
  class skills). 
   
  � Celbit Orc: Male Orc Bbn1/Ftr1; Medium 
  Humanoid (orc); HD 1d12+1d10+6; hp 26; Init +1; Spd 
  40; AC 17 (flat footed 16, touch 11); Atk +9 melee 
  (1d12+7, masterwork greataxe, x3 crit); +3 ranged (1d6, 
  Shortbow, x3 crit); SA: Rage 1/day; SQ: Light 
  sensitivity, Darkvision; AL CE; SV Fort +7, Ref +1, Will 
  -1; STR 20, DEX 12, CON 16, INT 10, WIS 9, CHA 7. 
   
  Skills and Feats: Climb+9, Intimidate+3, Jump+7, 
  Listen+3, Ride+4; Power Attack, Weapon Focus: 
  Greataxe.  
   
  Possessions: masterwork greataxe, shortbow, 20 
  arrows, banded mail, potion of cure light wounds, 
  tanglefoot bag. 
   
  APL 8 
  � Asolgat: Male Human Clr7 (Iuz); Medium 
  Humanoid (human); HD 7d8+14; hp 58 (72); Init +4; 
  Spd 20; AC 19 (flat footed 19, touch 10); Atk +8 (+9) 
  melee (2d6+2 (+4), +1 Greatsword, 19-20 crit); AL CE; 
  SV Fort +8, Ref +3, Will +10; STR 12 (15), DEX 10, 
  CON 14 (18), INT 10, WIS 19, CHA 10. 
   
  Skills and Feats: Concentration+12, Knowledge 
  (religion)+10, 
  Spellcraft+10; 
  Combat 
  Casting, 
  Improved Initiative, Martial Weapon Proficiency: 
  Greatsword, Weapon Focus: Greatsword. 
   
  Possessions: +1 greatsword, +1 full plate, +1 cloak 
  of resistance, potion of heroism x2, potion of cure 
  moderate wounds x2, Lesser Bonerod (5 charges, see 
  appendix B). 
   
  Spells Prepared (Clr 6/5/4/3/2, base DC 14 + spell 
  level): 0 - Cure Minor Wounds x2, Detect Magic x2, 
  Guidance x2; 1st - Bless, Cause Fear x2, Doom, 
  Protection from Good*, Shield of Faith; 2nd - Bull's 
  Strength, Endurance, Hold Person x2, Invisibility*; 3rd 
  - 
  Cure 
  Serious 
  Wounds, 
  Invisibility 
  Purge, 
  Nondetection*, Prayer; 4th - Cure Critical Wounds, 
  Freedom of Movement, Unholy Blight*. 
   
  *Domain spell. Domains: Evil (all evil spells cast at 
  +1 caster level); Trickery (Bluff, Disguise, and Hide are 
  class skills). 
  Across the Border 
  Iuz’s Border State Meta-regional 
  Page 32 
  
   
  � Celbit Orc: Male Orc Bbn1/Ftr1; Medium 
  Humanoid (orc); HD 1d12+1d10+6; hp 26; Init +1; Spd 
  40; AC 17 (flat footed 16, touch 11); Atk +9 melee 
  (1d12+7, masterwork greataxe, x3 crit); +3 ranged (1d6, 
  Shortbow, x3 crit); SA: Rage 1/day; SQ: Light 
  sensitivity, Darkvision; AL CE; SV Fort +7, Ref +1, Will 
  -1; STR 20, DEX 12, CON 16, INT 10, WIS 9, CHA 7. 
   
  Skills and Feats: Climb+9, Intimidate+3, Jump+7, 
  Listen+3, Ride+4; Power Attack, Weapon Focus: 
  Greataxe.  
   
  Possessions: masterwork greataxe, shortbow, 20 
  arrows, banded mail, potion of cure light wounds, 
  tanglefoot bag. 
   
  APL 10 
  � Asolgat: Male Human Clr9 (Iuz); Medium 
  Humanoid (human); HD 9d8+18; hp 71 (89); Init +4; 
  Spd 20; AC 19 (flat footed 19, touch 10); Atk +9/+4 
  (+10/+5) melee (2d6+2 (+4), +1 Greatsword, 19-20 crit); 
  AL CE; SV Fort +9, Ref +6, Will +13; STR 12 (15), DEX 
  10, CON 14 (18), INT 10, WIS 22, CHA 10. 
   
  Skills and Feats: Concentration+14, Knowledge 
  (religion)+12, 
  Spellcraft+12; 
  Combat 
  Casting, 
  Improved Initiative, Lightning Reflexes, Martial 
  Weapon Proficiency: Greatsword, Weapon Focus: 
  Greatsword.  
   
  Possessions: +1 greatsword, +1 full plate, +1 cloak 
  of resistance, pariapt of wisdom +2, potion of heroism 
  x2, potion of cure moderate wounds x2, wand of doom 
  (50 chrages), Lesser Bonerod (5 charges, see appendix 
  B). 
   
  Spells Prepared (Clr 6/6/6/4/3/2, base DC 16 + 
  spell level): 0 - Cure Minor Wounds x2, Detect Magic 
  x2, Guidance x2; 1st - Bless, Cause Fear x2, Divine 
  Favor, Doom, Protection from Good*, Shield of Faith; 
  2nd - Bull's Strength, Endurance, Hold Person x2, 
  Invisibility*, Silence, Sound Burst; 3rd - Cure Serious 
  Wounds, 
  Dispel 
  Magic, 
  Invisibility 
  Purge, 
  Nondetection*, Prayer; 4th - Cure Critical Wounds, 
  Freedom of Movement, Poison, Unholy Blight*; 5th – 
  Dispel Good*, Flame Strike, Spell Resistance. 
   
  *Domain spell. Domains: Evil (all evil spells cast at 
  +1 caster level); Trickery (Bluff, Disguise, and Hide are 
  class skills). 
   
  � Celbit Orc, Elite: Male Orc Bbn2/Ftr2; Medium 
  Humanoid (orc); HD 2d12+2d10+12; hp 40; Init +1; 
  Spd 20; AC 17 (flat footed 16, touch 11); Atk +11 melee 
  (1d12+7, masterwork greataxe, x3 crit); +5 ranged (1d6, 
  Shortbow, x3 crit); SA: Rage 1/day; SQ: Light 
  sensitivity, Darkvision; AL CE; SV Fort +9, Ref +1, Will 
  +2; STR 20, DEX 12, CON 16, INT 10, WIS 10, CHA 7. 
   
  Skills and Feats: Climb+3, Intimidate+5, Jump+3, 
  Listen+6, Ride+4; Cleave, Iron Will, Power Attack, 
  Weapon Focus: Greataxe.  
   
  Possessions: masterwork greataxe, shortbow, 20 
  arrows, banded mail, potion of cure moderate wounds, 
  tanglefoot bag. 
   
  APL 12 
  � Asolgat: Male Human Clr11 (Iuz); Medium 
  Humanoid (human); HD 11d8+22; hp 82 (104); Init +4; 
  Spd 20; AC 19 (flat footed 19, touch 10); Atk +11/+6 
  (+14/+9) melee (2d6+1d6+2 (+6), +1 Greatsword of 
  frost, 19-20 crit); AL CE; SV Fort +10, Ref +6, Will +14; 
  STR 12 (15), DEX 10, CON 14 (18), INT 10, WIS 22, 
  CHA 10. 
   
  Skills and Feats: Concentration+16, Knowledge 
  (religion)+14, 
  Spellcraft+14; 
  Combat 
  Casting, 
  Improved Initiative, Lightning Reflexes, Martial 
  Weapon Proficiency: Greatsword, Weapon Focus: 
  Greatsword.  
   
  Possessions: +1 greatsword of frost, +1 full plate, +1 
  cloak of resistance, pariapt of wisdom +2, potion of 
  heroism x2, potion of cure moderate wounds x2, wand 
  of doom (50 chrages), Lesser Bonerod (5 charges, see 
  appendix B). 
   
  Spells Prepared (Clr 6/7/6/5/4/3/2, base DC 16 + 
  spell level): 0 - Cure Minor Wounds x2, Detect Magic 
  x2, Guidance x2; 1st - Bless, Cause Fear x3, Divine 
  Favor, Doom, Protection from Good*, Shield of Faith; 
  2nd - Bull's Strength, Endurance, Hold Person x2, 
  Invisibility*, Silence, Sound Burst; 3rd - Cure Serious 
  Wounds, 
  Dispel 
  Magic 
  x2, 
  Invisibility 
  Purge, 
  Nondetection*, Prayer; 4th - Cure Critical Wounds, 
  Freedom of Movement, Greater Magic Weapon, 
  Poison, Unholy Blight*; 5th – Dispel Good*, Flame 
  Strike, Slay Living, Spell Resistance; 6th - Blade Barrier, 
  Harm, Mislead*. 
   
  *Domain spell. Domains: Evil (all evil spells cast at 
  +1 caster level); Trickery (Bluff, Disguise, and Hide are 
  class skills). 
   
  � Celbit Orc, Elite: Male Orc Bbn2/Ftr2; Medium 
  Humanoid (orc); HD 2d12+2d10+12; hp 40; Init +1; 
  Spd 20; AC 17 (flat footed 16, touch 11); Atk +11 melee 
  (1d12+7, masterwork greataxe, x3 crit); +5 ranged (1d6, 
  Shortbow, x3 crit); SA: Rage 1/day; SQ: Light 
  sensitivity, Darkvision; AL CE; SV Fort +9, Ref +1, Will 
  +2; STR 20, DEX 12, CON 16, INT 10, WIS 10, CHA 7. 
   
  Skills and Feats: Climb+3, Intimidate+5, Jump+3, 
  Listen+6, Ride+4; Cleave, Iron Will, Power Attack, 
  Weapon Focus: Greataxe.  
  Across the Border 
  Iuz’s Border State Meta-regional 
  Page 33 
  
   
  Possessions: masterwork greataxe, shortbow, 20 
  arrows, banded mail, potion of cure moderate wounds, 
  tanglefoot bag. 
   
   
  Across the Border 
  Iuz’s Border State Meta-regional 
  Page 34 
  
  Appendix B – New Rules Items
  � Gloves of the Slaver: These black leather gloves 
  look like they have been used toward sinister ends and 
  they appeared to be stained with blood. While wearing 
  these gloves, the wearer receives a +5 competence 
  bonus to the Use Rope skill when binding another 
  character. This bonus is in addition to the +10 normally 
  granted for binding a character. 
   
  Caster Level: 3rd; Prerequisites: Craft Wondrous 
  Item, creator must have 3 ranks in the Use Rope skill; 
  Market Price: 500 gp; Frequency: Adventure. 
   
  � The Slaver’s Spellbook: This leather bound tome is 
  wrapped in fine silver chains attached to the spine and 
  covers. It contains the following spells: 1st - Cause 
  Fear, Charm Person, Expeditious Retreat, Mage Armor, 
  Ray of Enfeeblement; 2nd - Bull's Strength, Ghoul 
  Touch, Invisibility, Spectral Hand; 3rd - Fly, Lightning 
  Bolt, Slow, Vampiric Touch. 
   
  Market Price 250 gp. Frequency: Adventure 
   
  � Lesser Bonerod: This insidious item is one favored 
  by the clergy of Iuz and the chosen in his service. The 
  item is made out of one single bone carved into the 
  likeness of a skull totem the top of which is blood red. 
  When created these rods have 20 charges and crumble 
  to dust when used up. The rod has the following 
  abilites. 
   
  � Bone Shards – When used, the rod fires forth a 
  cone of razor sharp bone fragments. This is a 30 ft. 
  cone that does 6d4 points of slashing damage. A 
  successful Reflex save (DC 13) halves this damage. 
  Activating this ability is a standard action that 
  costs 1 charge and may be used by anyone. 
  � Bone Dance – When used, the rod casts animate 
  dead per the spell as a 6th level cleric. These 
  undead serve the wielder of the rod until the end 
  of the scenario at which point they crumble to 
  dust. Please note that while not an evil act in and 
  of itself, the use of this power is often met with 
  hostility by goodly forces. Activating this ability is 
  a standard action that costs 2 charges and may 
  only be used by those with animate dead available 
  to them on their spell list. 
  � Skull Activation – By holding the rod, the wielder 
  can determine the power and effect of any skull 
  found on the legendary Road of Skulls within 100 
  ft. In addition, if the wielder is a cleric of Iuz, the 
  wielder may activate the special powers of any 
  such skull within 100 ft. This is a standard action 
  that does not expend a charge. 
   
   
  Caster Level: 6th; Prerequisites: Craft Rod, creator 
  must worship Iuz, animate dead, shatter; Market Price: 
  9,000 gp; Frequency: Adventure. 
   
  .
  Across the Border 
  Iuz’s Border State Meta-regional 
  Page 35 
  
  Player Handout #1 – Map of the Region 
   
   
   
  Across the Border 
  Iuz’s Border State Meta-regional 
  Page 36 
  
  Critical Event Summary 
  Answer the following questions in an email and send to the address listed below.  Please make sure to include the name 
  and RPGA # of the judge as well as the names of all the players. 
   
  1. Did the PCs rescue Felkas? 
   
  2. Did the PCs skill the Slavers? 
   
  3. Did the PCs rescue any of the slavers prisoners? If so, name them. 
   
  4. Did the PCs provoke a fight with either the border patrol or bridge settlement? 
   
  5. Did Fexassit discover the PCs true goals and if so, did he get a chance to report them? 
   
  6. Did the PCs kill Asolgat? 
   
  7. Did the oh so foolish PCs actually try to go to Dorakaa? 
   
   
   
  That’s all, answer those seven and send the results to  
   
  AskIuz@aol.com 
   
  Please put “IUZ3-01 Ad Sum” as the title of the message.  Results must be submitted by April 15
  th, 2003. Thank you. 
   
   
   
  Iuz 
   
  Across the Border 
  Iuz’s Border State Meta-regional 
  Page 37 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuzs Border States/IUZ3-01 - Across the Border.pdf