TEXT: RTK3-05
  The Ungoblin
  A One-Round D&D LIVING GREYHAWK®
  Ratik Regional Adventure
  Version 1.0
  Round 1
  by Matt Lau
  As the final stages of construction are nearing completion on Fort Bredivan, a new enemy from the Loftwood makes
  his presence known.  An adventure for character levels 1 through 10.
  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. Scenario detail copyright 2001 by 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.
  
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  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 four
  players (not counting the DM), for the game session
  to be a sanctioned RPGA event. As well, you
  cannot have more than seven 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 rule books 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.
  
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  After voting, give the Scoring Packet to your
  event coordinator.
  This is a LIVING GREYHAWK Adventure.  As a
  LIVING adventure it is expected that players bring
  their own characters with them.  It players fo 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.
  Special thanks goes out to my editor and
  playtesters.
  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 up.
  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 1st-level characters may find
  difficulty with the challenges in a LIVING
  GREYHAWK adventure. If your group is APL 1
  there are three things that you can do to help even
  the score.
  1.
  Attempt to create a table of six 1st-level
  characters, or try to enlist higher-level
  characters to play at that table.
  2.
  Advise characters to buy riding dogs to
  help protect them, and fight for them. All
  riding dogs are considered trained to
  attack. PCs who want their dogs to attack
  must succeed at a Handle Animal or
  Charisma check (DC 10). Failure indicates
  that the animal will not attack that round.
  This is a free action (spoken command)
  that may be attempted each round. If an
  animal loses half or more hp in a single
  round it flees, unless another check is
  successful.
  Time Units and Upkeep
  This is a standard 1-round Regional adventure,
  set in Ratik.  Characters native to Ratik pay one
  Time Unit per round, all others pay two Time Units
  
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  per round.  Adventurer’s Standard Upkeep costs
  12gp per round.  Rich Upkeep costs 50gp per
  round.  Luxury Upkeep costs 100gp per round.
  Adventure Summary and
  Background
  Two years ago, Lord Krevik Bredivan began
  construction on a fort near the Loftwood border to
  act as a staging area from which his forces could
  help to protect the logging camps, and also stand
  as a defense against any possible invasions. In
  591 CY, last year, a small army of orcs and gnolls
  emerged from the Loftwood and were barely
  driven back by his militia aided by a number of
  stalwart adventurers.  Immediately following the
  battle, his daughter was shot and nearly killed by a
  gnoll archer.  Krevik’s response was to issue a
  proclamation that his house would pay a bounty
  for the scalps of any orcs and gnolls killed in the
  Loftwood.  As many adventurers took to the woods
  to hunt the escaping humanoids, it was discovered
  that there were mysterious allies in the woods that
  were helping them to fight the orcs and gnolls
  (brief summary of RTK1-01 Best Defense and
  RTK1-02 A Bounty on Scalps).
  Now, House Bredivan is on the brink of financial
  ruin.  With no money coming in from the lumber
  industry, waging a war with no support from the
  Ratik army, constructing Fort Bredivan, and paying
  bounties to the scalp hunters; the treasury is
  empty and Lord Krevik’s personal fortune is all but
  gone.  Now as the fort is nearly finished, he hopes
  that his forces will be able to protect the logging
  camps and commerce will return to normal.  And,
  unfortunately, he has given very little thought to
  the mysterious benefactor who helped the
  Ratikkans in the battle versus the gnolls.
  Ellomyr was the second-born of an elf noble. 
  Unable to accept the fact that his elder sibling
  would inherit the majority of his families’ wealth,
  Ellomyr plotted to assassinate his brother.  The
  plot went awry and Ellomyr was forced to flee from
  his homelands.  He crossed nearly the entire
  continent of the Flaeness, evading and killing a
  score of elf hunters, and ended up in the forests of
  Ratik.  Now he needed only to raise an army,
  establish his own kingdom, and raze his fathers’
  homelands to dust.  In the civilized areas of Ratik
  there existed too strong of a dislike towards elves
  for him to begin building there.  He spent much
  time touring the forests and mountains, observing
  and studying the humanoid races.  The fast-
  breeding goblins, he decided would be the best
  candidates for his army.
  He formed an alliance with the weakest of the
  goblin tribes, one on the brink of extinction
  because of inter-clan fighting.  It took only a single
  death-duel with the chief to convince the
  desperate goblins that he should be their leader. 
  He took them into hiding and began training them
  in stealth and subterfuge.  Having the patience
  and lifespan of an elf, his real goal was not the
  training of this meager group.  Ellomyr was
  already making his plans for the following
  generations of goblins.  He began sequestering
  the offspring of his clan and raising them in
  constantly-mobile training camps.  He taught them
  those skills he learned as both an elf and a ranger.
   After some forty years and three generations of
  goblins, Ellomyr had a force of nearly one hundred
  goblin rangers, all specially trained to hunt and kill
  other goblins.  To them, he is comparable to a
  demigod (since they have known only his ways all
  their lives and all of their parents’ lives).
  Ellomyrs’ next step was to consolidate the other
  goblin clans into a single army.  After a dozen
  years of guerrilla fighting, his tribe rose to power
  and obliterated all opposing chieftains.  Ellomyr
  continued to keep his goblin armies mobile, taking
  great care to avoid conflicts with any of the other
  forest-dwelling 
  humanoids 
  (like 
  gnolls) 
  and
  especially the humans encroaching from the north.
   Over the last twenty years, Ellomyr has been
  training his next generation of goblin rangers. 
  Rangers trained specifically to fight against
  humans.
  When his goblin scouts brought him the news that
  the humans had begun construction on a fortress
  near the Loftwood border, he became obsessed
  with the idea of claiming it as his first foothold into
  building his empire.  When it came under attack by
  the orcs and gnolls, he had his forces ambush
  dozens of groups of invaders.  He has been doing
  everything within his power to protect the fort over
  the last year, to insure it is completed.  And now it
  is almost time.
  The adventure begins at a festival to celebrate the
  completion of the fort.  PCs are free to engage in
  competitions, speak with the numerous NPCs, and
  collect rumors about the state of things in the
  Loftwood. 
   
  The 
  festivities 
  are 
  gruesomely
  interrupted.
  
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  Encounter One: a single gnoll with a bag full of human
  heads issues a challenge at the edge of the Loftwood. 
  He will attempt to lead pursuers into an ambush.
  Encounter Two: Amidst much hushed whispers, a lone
  woman strides out of the woods and towards the fort. 
  She addresses Lord Bredivan and Kitavia, speaking
  quietly with them for some time before asking for
  Kitavia’s hand.  Lord Bredivan sadly but willingly allows
  his daughter to accompany the woman away from the
  fort and into the woods.
  Encounter Three: As a group of gnomes approaches
  from the east, towing the siege weapons which will be
  used to arm the fort, a kobold sniper with a crossbow
  begins firing at people in the crowd.
  Encounter Four: The approaching gnomes are revealed
  to be goblins, and they unleash the siege weapons
  against the Bredivan militia.  There are a series of mini-
  battles within the assault as a whole.  The PCs select
  which battles they participate in.  Ultimately, the goblins
  overrun the fort and all the subjects of House Bredivan
  flee the area.  Lord Bredivan and Sir Barret hold off the
  attackers while his people flee.  Brave PCs may choose
  to stand by him.
  Introduction
  Two years ago, a small army of orcs and gnolls
  invaded Ratik from the Loftwood.  The battle
  was fought on the field in front of a large pile
  of lumber that was supposed to one day
  become Fort Bredivan.  And now that the
  fortress is nearly complete, it seems that the
  memory of that horrifying battle is gone for the
  people of the Bredivan freehold.
  Numerous 
  tents 
  and 
  masses 
  of 
  people
  surround the fortified walls.  Merchants and
  bakers peddle their goods.  Bards sing and
  play their tunes.  The folk of House Bredivan
  are having a festival to celebrate this fortress
  that has been built for the purpose of
  protecting the hunters and lumberjacks that
  earn their living in the Loftwood.
  Vendors:
  PCs may purchase any standard PHB gear, along
  with quality food and drink.
  Archery:
  A monk of the Order of the Eastern Flame is here
  demonstrating his prowess at deflecting arrows. 
  Archers are taking turns shooting at him in front of
  a hay bail much to the amazement of the crowd. 
  Eventually, he will get hit by a couple of arrows
  and stop this frivolity.
  Kyrell, male human Mnk2: AC 17, Ref save +8
  (DC to deflect arrows is 20).
  Wrestling:
  A trained bear is here wrestling very strong and
  very drunk Ratikkans.  Whitepaw is tame enough
  that he only inflicts subdual damage while
  wrestling.
  Whitepaw, brown bear: CR 4; Large Animal; HD
  6d8+24; hp 51; Init +1; Spd 40 ft.; AC 15 (touch
  10, flat-footed 14) [-1 size, +1 Dex, +5 natural]; Atk
  +11 melee (1d6+8 subdual, slam); SA Improved
  Grab, SQ Scent; AL N; SV Fort +9, Ref +6, Will
  +3; Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6.
  Improved Grab (Ex): If Whitepaw hits with his
  slam attack he deals normal damage (subdual)
  and attempts to start a grapple as a free action
  without provoking an attack of opportunity.
  Gambling:
  PCs can wager any sum of gold up to a table
  maximum of 10 gp.  They may place a maximum
  of 5 bets during the festival though.  They then
  make a Sense Motive or Profession (Gambler)
  check:
  DC
  Result
  <10
  Lose it all
  10-15
  Lose half your stake
  16-20
  Break even
  21-25
  Win back your stake, plus half
  26-30
  Win back double your stake
  >30
  Win back triple your stake
  Earning Gold:
  Any PC may use this opportunity to use their
  Perform or Pick Pockets skills to earn gold.  Doing
  so here at the festival means that the check does
  not require the normal 1 TU following the
  adventure.  (However a Pick Pocket roll which
  results in imprisonment means that the PC is
  arrested and that player may not participate in the
  rest of this module).  A PC with a suitable
  Profession skill (such as baker or brewer, but not
  sailor) may also make a free check to earn gold.
  NPCs:
  Sir Barret Winden, male human Ftr7: captain of
  the Bredivan militia.  He is the quintessential
  soldier and never lags in his duties.  He is always
  alert and reminds any militia soldiers he comes
  
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  across that their duty comes before their
  carousing.
  Bredivan militia, a multitude of soldiers are here to
  interact with.
  Marl the Cutter, male dwarf Exp4 (Architect): is
  explaining to all that will listen some of the
  intricacies involved in the design of the fort,
  including some of its “special features” that are not
  evident from the outside.
  Guthner 
  Springheel, 
  male 
  gnome 
  Exp5
  (Weapon Engineer): is bragging about the siege
  weapons that were designed for this fort.  They
  were designed to launch alchemical projectiles
  that were designed by the gnomes, specifically to
  prevent any damage to Loftwood.
  Kitavia Bredivan, female human teen, Adp1:
  the 
  daughter 
  of 
  Krevik 
  Bredivan, 
  wanders
  throughout the celebration, wide-eyed and ever-
  smiling.  She never speaks except when in private
  with her father.  An armed soldier is always with
  her.
  Rumors:
  Gather Information check:
  DC
  Rumor
  <5
  Majority of NPCs are unfriendly to PC for
  remainder of event
  5-10
  Nobody has any info for you
  11-15
  The orc-gnoll alliance is over
  16-20
  The invisible army in the Loftwood has
  been inactive for the past month.
  21+
  It is Kitavia Bredivan’s birthday today
  Encounter One
  After allowing the PCs time to explore the
  festivities continue with this encounter.
  The festivities are silenced by a loud noise that
  is half scream half howl.  Standing at the edge
  of the Loftwood tree-line is a single gnoll
  holding aloft a large sack.  He yells out a few
  sentences in his raspy, barking language
  before reaching into the sack and pulling out
  what appears to be a human head by its long
  blonde hair.
  Those who speak Gnoll hear him yell out “I am
  Gnarled Tooth.  I do not fear you humans who
  slaughter our women and children.  This is our gift
  to you from the Golan Har clan.”
  The fortress is some 200 feet from the edge of the
  woods, so the PCs will start from about that
  distance.
  Gnarled Tooth will then throw the sack and the
  head to the ground, then return to the trees.  He,
  and (at APL 4 and higher) his fellow Golan Har
  raiders, await to ambush anyone who follows.  The
  gnolls will flee once wounded, as they wish only to
  send a message to the humans.
  Creatures:
  APL 2 (EL 3)
  Gnarled Tooth, male gnoll Rgr1: CR 3; Medium
  Humanoid; HD 2d8+1d10+9; hp 28; Init +2; Spd
  30 ft.; AC 16 (touch 12, flat-footed 14) [+2 Dex, +1
  natural, +3 armor]; Atk +6 melee (1d4+3/x4, pick)
  or +4/+4 melee (1d4+3/x4, pick; 1d4+1/x4, pick);
  SQ Darkvision, Rgr species enemy elves +1; AL
  CE; SV Fort +8, Ref +2, Will +2; Str 16, Dex 14,
  Con 16, Int 12, Wis 14, Cha 6.
  Skills and Feats: Hide +8, Listen +8, Move
  Silently +8, Spot +6, Wilderness Lore +8;
  Ambidexterity, Combat Reflexes, Track, Two-
  Weapon Fighting; Weapon Focus (light pick).
  Possessions: light pick x2, studded leather,
  golden earrings worth 25 gp.
  Tactics: He will retreat into the woods, scatter
  caltrops in the square in front of him, then hide in
  the foliage waiting for an ambush opportunity.
  APL 4 (EL 5)
  Gnarled Tooth: see above.
  Gnolls (3): see Monster Manual.
  Tactics:  The gnolls form a line, with the three
  squares in front of them containing caltrops.  They
  will take half cover behind trees and goad the PCs
  into attacking in melee.  Gnarled Tooth will try to
  hide and move silently to flank the PCs.
  APL 6 (EL 6)
  Gnarled Tooth: see above.
  Gnolls (3): see Monster Manual.
  Poisoned Arrow Traps (2): CR 1/2; +5 ranged
  (1d6/x3) plus poison (1d6 Str/1d6 Str); Fort save
  resists (DC 14); Spot (DC 21); Disable Device (DC
  20).
  Tactics: As above except that the first two
  PCs approaching the gnolls trigger the traps.
  
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  APL 8 (EL 8)
  Gnarled Tooth: see above.
  Gnolls (3): see Monster Manual.
  Poisoned Arrow Traps (2): see above.
  Worgs (2): see Monster Manual.
  Tactics: As above except that two Worgs are
  waiting to be called from either side of the gnoll
  line.  Also, the caltrops are coated with the same
  poison as the arrows.  If anyone is tripped in one
  of the squares containing caltrops, then they are
  subject to 1d4 caltrop attacks.
  Treasure:
  APL2: L: 3 gp; C: 5 gp
  APL4+: L: 32 gp; C: 5 gp
  Encounter Two
  Several harried minutes pass as militia men try
  to calm the crowd.  Krevik Bredivan himself
  stands amongst the masses assuring them
  that the danger is past.  It appears that the
  festivities are ready to resume, when several
  people begin crying out and pointing towards
  the tree-line again.  A lone woman strides out
  of the woods and towards the fort.  She
  appears to be human, but moves with the
  grace of elven nobility; and although she
  wears just a simple white robe, it accentuates
  her body like the finest silk gown.  Several
  militia men ready swords and spears, but Lord
  Bredivan calls for them to stand down and
  disperse.
  A minute passes as she crosses the field, then:
  The woman stands before Lord Bredivan.  He
  steps forward as if to embrace her, but she
  stops him with an upheld hand.  They speak
  quietly for a few minutes, as his soldiers keep
  the crowd out of earshot of their conversation.
  Unless of course a PC succeeds at a Listen check
  (DC 25) or Read Lips (DC 20) to pick up bits of
  their conversation.  The woman says something
  about “it is time that our daughter learned the
  ways of my world.”
  From within the crowd, Kitavia Bredivan—
  flanked by two bodyguards—approaches the
  couple.  Kitavia’s wide eyes look up at the
  mysterious woman.  For several minutes they
  seem 
  to 
  communicate 
  silently 
  without
  speaking.  The woman smiles warmly at
  Kitavia and takes her hand.  The woman leads
  the girl towards the Loftwood.  Several guards
  move to intercept her, but Lord Bredivan yells
  “Let them go!”  His men look confused, but
  quickly 
  obey. 
   
  Lord 
  Bredivan 
  watches
  solemnly as his daughter accompanies the
  woman away from his fort and into the woods.
  If any PCs attempt to pursue Imiira and Kitavia,
  note that neither of them leave a trail (as the druid
  trackless step ability) so once they are out of view,
  they are most likely lost.  Persistent followers will
  be subject to attack by the Loftwood itself.  The
  foliage will animate and attack the PCs until they
  relent (treat as if the PCs were attacked by the
  following spells, one per round in this order:
  entangle, plant growth, spike growth, then finally a
  huge obscuring mist).  The PC blessed with the
  Gift of the Woods is not subject to any of these
  effects except for the obscuring mist.
  Encounter Three
  Lord Bredivan is conspicuously absent for the
  ongoing festivities through the day.  By high
  sun, a caravan of dwarven smiths arrived with
  a wagon full of longswords and mail shirts to
  equip the cavalry units that will be stationed
  here.  Horse traders from Marner began
  arriving with scores of light warhorses that are
  being paraded around the fort.
  It is now late in the afternoon, and approaching
  from the West are a unit of gnomes bringing
  siege weapons to arm the fort.
  At this point, Kathekkul, an ally of the Ungoblin
  begins firing randomly into the crowd.  This is to
  distract from the approach of the goblins
  (disguised as the gnomes from Nonizhold) and
  also to draw away some warriors from the fort.  He
  is at a distance of 700 feet (roughly 4 range
  increments with his crossbow, so his shots are at
  a -8 range penalty) and perched in a very tall tree.
  The Spot check to locate Kathekkul is DC 30 after
  the first shot, with the difficulty reduced by 5 after
  every additional shot to a minimum of 20.  Note:
  
  <Title>
  [Round #]
  Page 8
  each Spot check after failing the initial one is a full-
  round action per the PHB.
  Creatures:
  Kathekkul, male kobold Sor3: CR 3; Small
  Humanoid (Reptilian); HD 3d4+3; hp 13; Init +3;
  Spd 30 ft.; AC 15 (touch 14, flat-footed 12) [+1
  size, +3 Dex, +1 natural]; Atk +5 ranged (1d8/19-
  20, 
  light 
  crossbow); 
  SQ 
  Darkvision, 
  Light
  sensitivity; AL LE; SV Fort +2, Ref +4, Will +4; Str
  4, Dex 16, Con 12, Int 12, Wis 12, Cha 16.
  Skills and Feats: Concentration +7, Craft
  (Trapmaking) 
  +1, 
  Diplomacy 
  +6, 
  Hide 
  +7,
  Profession (Miner) +3, Search +3, Spellcraft +7,
  Spot +6; Far Shot, Point Blank Shot.
  Spells Known (6/6, base DC = 13 + spell
  level): 0—dancing lights, ghost sound, mage hand,
  read magic, resistance; 1st—expeditious retreat,
  jump, true strike.
  Possessions: light crossbow, 30 crossbow
  bolts, dust of tracelessness, eyes of the eagle.
  Tactics:
  Kathekkul will alternate between casting True
  Strike and firing at random people every other
  round.  Have each PC roll 1d20, on a result of “1,”
  they are targeted.  If two PCs manage it, randomly
  select one of them.  Once a PC reaches the tree
  line, Kathekkul will climb down from his perch and
  walk away (when they are still 500 feet away).
  Encounter Four
  This encounter marks the beginning of the goblin
  attack.  The location of the PCs is determined by
  their actions in the previous encounter.  If they
  tried to rush the treeline to reach Kathekkul, then
  they are outside the fortress at the beginning of
  the attack.  If they tried to coral all the commoners
  into the fortress then they begin inside the fortress.
   If it looks like the PCs are about to separate, then
  begin this encounter immediately before they get a
  chance.
  Sir Barret yells orders to his militia to bring the
  commoners into the fortress for protection
  from the sniper.  As the mass of people begins
  moving, one soldier yells out “the gnomes!” 
  The distant gnome squad appears to be
  struggling under the burden of the two large,
  strange weapons that they are towing behind
  them.  Sir Barret commands those soldiers
  closest to him to take their shields and form a
  protective line for the gnomes.
  The soldiers move quickly.  Roughly twenty
  men carrying large wooden shields rush
  forward.  But before they advance even a
  dozen paces to the gnomes, a loud, metallic,
  twanging noise sounds across the field.  There
  is only a split-second to realize where the
  sound came from: one of the siege weapons
  has fired.  Immediately following that, there is
  a blinding flash of light and a boom like a
  thousand 
  thunderclaps 
  that 
  drowns 
  out
  everything.
  All PCs that are OUTSIDE the fortress must make
  a Reflex save (DC 14) or be blinded for 1d6
  rounds, and also a Fortitude save (DC 16) or be
  deafened for 1d6 rounds.  The burst was aimed
  directly at the approaching militia line.  If any PC
  was specifically charging across with that group
  (and the only way they could do that is if they
  interrupted the boxed text), then they are within
  the primary effect of the siege weapon.  The DC
  for both saves is increased by +2 and the effects
  are permanent on a failed save.
  For those that can still hear:
  As the echoes from the explosion fade, a
  second explosion, not nearly as loud as the
  first booms out, followed immediately by
  anguished screams from a dozen humans. 
  Many distant voices rise up in war cries from
  all directions.  The words are elven, but the
  voices are rough and animalistic. 
  For those that can still see:
  Blinking away the effects of the flash, you see
  that the line of shieldmen has been cut to
  pieces by some kind of projectile from the
  second siege weapon.  The squad of gnomes
  approaching from the west are now charging
  towards the fort.  Their cloaks fall away and it
  is clear that these are not gnomes at all, but
  armed goblins.  Arrows rain down on and
  around Fort Bredivan from the trees to the
  south and east.  Small humanoids, possibly
  hundreds of them begin pouring forth from
  Loftwood.  The fort is under attack.
  And once again, for those PCs who were with the
  line of shieldmen, an exploding sphere of crystal
  sends razor sharp shards in a 20-foot radius burst
  around them, inflicting 4d6 points of damage, or
  half that on a successful Reflex save (DC 16).
  The Battle:
  
  <Title>
  [Round #]
  Page 9
  The PCs location at the start of the attack (either
  inside or outside of the fortress) determines which
  sub-battles they participate in.
  All APLs start with encounter 4A regardless of
  their starting position.  They then fight one or more
  of the sub-battles before proceeding to the final
  battle at 4f, The Retreat.  Also, if at any point the
  PCs decide to retreat or flee from a battle, go to 4f.
  • 
  APL2 groups fight in one of the sub-battles
  (either inside or outside depending on their
  starting location).  Then proceed to The
  Retreat.
  • 
  APL4 groups can fight both sub-battles in
  their starting location.
  • 
  APL6 groups can fight both sub-battles in
  their starting location, then may either exit or
  enter the fortress to fight one additional sub-
  battle.
  • 
  APL8 groups can fight in all of the sub-battles.
  • 
  At APL4 and above, starting on round 3, a
  group of goblin archers makes it to the top of
  one of the walls.  They will take ready actions
  to shoot at enemy spellcasters.  If the PCs
  take the time to attack this group (Encounter
  4f), then they forfeit participating in one of their
  sub-battles.
  To summarize the sub-battles:
  Start:
  4a. Protect the women and children
  Outside:
  4b. The Warhorses
  4c. The Siege engines
  Inside:
  4d. The Temple Pyre
  4e. The Swordsmith
  Inside/Outside (Option):
  4f. Archers on the Wall
  Finish:
  4g. The Retreat
  
  <Title>
  [Round #]
  Page 10
  Encounter 4a
  Protect the women and children
  Chaos erupts all around as goblins charge
  directly into the masses of people surrounding
  the 
  fortress. 
   
  Screams 
  come 
  from 
  all
  directions.  Human battle cries can be heard
  from the militia soldiers, but they are greatly
  outnumbered by the guttural goblin voices that
  continuously ring out with battle cries in the
  elven tongue.  Nearby, a pack of goblins have
  surrounded several human women who are
  huddled protectively around some children.
  APL2 (EL 2):
  Goblins (8): see Monster Manual.
  Tactics: The goblins stay close to the women
  and children to provide cover from area spells and
  missile attacks.  If they start losing badly, they will
  try taking a child as a hostage to deter NPCs. 
  Injured goblins will flee into the crowd.
  APL4 (EL 5):
  Goblins (8): see Monster Manual.
  Stalkers, goblin Rog3 (2): CR 
  3; 
  Small
  Humanoid; HD 3d6+3; hp 15; Init +2; Spd 30 ft.;
  AC 16 (touch 13, flat-footed 14) [+2 Dex, +1 size,
  +2 armor, +1 shield]; Atk +6 melee (1d4/19-20,
  dagger) 
  or 
  +5 
  ranged 
  (1d6, 
  javelin); 
  SQ
  Darkvision, evasion, sneak attack +2d6; AL NE;
  SV Fort +2, Ref +5, Will +2; Str 10, Dex 15, Con
  12, Int 12, Wis 12, Cha 10.
  Skills and Feats: Balance +8, Climb +6, Hide
  +12, Jump +6, Listen +9, Move Silently +12,
  Search +7, Spot +9, Tumble +8; Alertness,
  Weapon Finesse (dagger).
  Possessions: masterwork dagger, leather,
  masterwork buckler, javelin x2.
  Tactics: The goblin pack harassing the
  women and children are just to draw attention from
  human soldiers (or PCs).  They will fight
  defensively, staying close to the defenseless
  people, 
  possibly 
  using 
  them 
  as 
  shields. 
  Meanwhile, the stalkers weave through the crowd
  attempting to flank and gain a sneak attack.
  APL6/8 (EL 8):
  Stalkers, goblin Rog3/Rgr1 (4): CR 4; Small
  Humanoid; HD 3d6+1d10+4; hp 23; Init +3; Spd
  30 ft.; AC 17 (touch 14, flat-footed 14) [+3 Dex, +1
  size, +3 armor]; Atk +8 melee (1d4/19-20, dagger)
  or +6/+6 melee (1d4/19-20, 2 daggers) or +7
  ranged (1d6, javelin); SQ Darkvision, evasion,
  sneak attack +2d6, Rgr species enemy humans
  +1; AL NE; SV Fort +4, Ref +6, Will +2; Str 10,
  Dex 16, Con 12, Int 12, Wis 12, Cha 10.
  Skills and Feats: Balance +9, Climb +6, Hide
  +13, Jump +6, Listen +9, Move Silently +13,
  Search +7, Spot +9, Tumble +9, Wilderness Lore
  +6; Alertness, Track, Weapon Finesse (dagger).
  Possessions: masterwork dagger x2, javelin
  x2, masterwork studded leather.
  Tactics: This pack will use tumbling and 5-
  foot adjustments as much as possible in order to
  establish flanking positions and make sneak
  attacks.
  
  <Title>
  [Round #]
  Page 11
  Encounter 4b
  The Warhorses
  As the battle continues, one pack of goblins
  breaks away from the main melee near the
  fortress and past the fallen horse traders from
  Marner.  They appear to be tethering the
  horses together and dragging them away from
  the battle.
  APL2 (EL 3):
  Goblins (4): see Monster Manual.
  Tamer, goblin Rgr1: CR 1; Small Humanoid; HD
  1d10; hp 10; Init +3; Spd 30 ft.; AC 16 (touch 14,
  flat-footed 13) [+3 Dex, +1 size, +2 armor]; Atk +1
  melee (1d4-1/19-20, dagger); SQ Darkvision, Rgr
  species enemy humans +1; AL NE; SV Fort +2,
  Ref +3, Will +0; Str 8, Dex 17, Con 10, Int 9, Wis
  10, Cha 14.
  Skills and Feats: Animal Empathy +8, Handle
  Animal +6, Hide +7, Move Silently +7, Ride +7;
  Skill Focus (Animal Empathy), Track.
  Possessions: dagger, leather.
  Tactics: The goal if this group is to steal the
  horses.  The tamer mounts one of the lead horses
  and attempts to calm it using his Animal Empathy
  skill.  Once he succeeds (DC 20), he will try to
  lead the entire train of horses away from the battle
  (the entire train has a base move of 30 ft. and
  cannot double move or run).  If PCs persist in
  chasing him, he will head for the tree line.  The
  other goblins try to protect him.
  APL4 (EL 5):
  Goblins (4): see Monster Manual.
  Tamer, Goblin Rgr4: CR 4; Small Humanoid; HD
  4d10+4; hp 31; Init +3; Spd 30 ft.; AC 18 (touch
  14, flat-footed 15) [+3 Dex, +1 size, +3 armor, +1
  shield]; Atk +5 melee (1d4/19-20, dagger) or +8
  ranged (1d4, sling); SQ Darkvision; AL NE; SV
  Fort +5, Ref +4, Will +2; Str 10, Dex 16, Con 12,
  Int 10, Wis 12, Cha 14.
  Skills and Feats: Animal Empathy +11, Handle
  Animal +9, Heal +3, Hide +7, Intuit Direction +3,
  Move Silently +7, Ride +10, Spot +4; Mounted
  Combat, Skill Focus (Animal Empathy), Track.
  Spells Prepared (1, DC=11): 1st—animal
  friendship.
  Possessions: 
  sling, 
  dagger, 
  masterwork
  studded leather, masterwork buckler, pouch w/ 10
  bullets.
  Worg (1): see Monster Manual.
  Tactics: The tamer will use his animal
  friendship spell against the lead horse.  He will
  then mount his worg and try to escape with the
  train of horses.
  APL6/8 (EL 8):
  Goblins (4): see Monster Manual.
  Tamer, Goblin Rgr6: CR 6; Small Humanoid; HD
  6d10+12; hp 47; Init +4; Spd 30 ft.; AC 18 (touch
  15, flat-footed 14) [+4 Dex, +1 size, +3 armor]; Atk
  +12 ranged (1d6+1/x3, shortbow) or +8 melee
  (1d4+1/19-20, 
  dagger); 
  SQ 
  Darkvision, 
  Rgr
  species enemy gnolls +2, humans +1; AL NE; SV
  Fort +7, Ref +6, Will +4; Str 12, Dex 19, Con 14,
  Int 10, Wis 14, Cha 8.
  Skills and Feats: Animal Empathy +10, Handle
  Animal +8, Hide +8, Move Silently +8, Ride +13,
  Wilderness Lore +11; Mounted Archery, Mounted
  Combat, Skill Focus (Animal Empathy), Track.
  Spells Prepared (2, DC=12): 1st—animal
  friendship, entangle.
  Possessions: masterwork mighty composite
  shortbow (+1), masterwork dagger, masterwork
  studded leather, quiver w/ 20 masterwork arrows.
  Advanced Worg (1): CR 3; Large Magical Beast;
  HD 8d10+32; hp 76; Init +1; Spd 50 ft.; AC 14
  (touch 10, flat-footed 14) [+1 Dex, -1 size, +4
  natural]; Atk +14 melee (1d8+10, bite); SA Trip;
  SQ Scent; AL NE; SV Fort +10, Ref +7, Will +4;
  Str 25, Dex 13, Con 19, Int 6, Wis 14, Cha 10.
  Skills: Hide -1, Listen +3, Move Silently +2,
  Spot +3.
  Tactics: as above, but given the opportunity,
  he will use his entangle spell to cover his retreat
  (provided he is far enough from the main battle
  that he will not possibly hinder any of the
  attackers).
  
  <Title>
  [Round #]
  Page 12
  Encounter 4c
  The Siege Engines
  Away from the general fighting a small team of
  goblins still surround the gnomish siege
  engines which were unleashed against the
  militia men.  They observe the battle, and have
  weapons at the ready, but they remain near the
  war machines.
  APL2 (EL 3):
  Goblins (4): see Monster Manual.
  Hunter, Goblin Rgr1: CR 1; Small Humanoid; HD
  1d10+3; hp 13; Init +3; Spd 30 ft.; AC 17 (touch
  14, flat-footed 14) [+3 Dex, +1 size, +3 armor]; Atk
  +5 melee (1d4+1/19-20, dagger) or +3/+3 melee
  (1d4+1/19-20 and 1d4/19-20, daggers) or +5
  ranged (1d6+1, javelin); SQ Darkvision, Rgr
  species enemy humans +1; AL NE; SV Fort +5,
  Ref +3, Will +1; Str 12, Dex 16, Con 16, Int 8, Wis
  12, Cha 8.
  Skills and Feats: Hide +6, Listen +5, Move
  Silently +6, Spot +5, Wilderness Lore +5; Track,
  Weapon Finesse (dagger).
  Possessions: dagger x2, javelin, studded
  leather.
  Tactics: These goblins do not have the skill to
  reload and fire the siege engines, but their mission
  is to protect them from harm (Ellomyr will need
  them to protect his fortress).  They attack any PCs
  that approach.
  APL4 (EL 5):
  Goblins (4): see Monster Manual.
  Hunters, 
  Goblin 
  Rgr3 
  (2): 
  CR 
  3; 
  Small
  Humanoid; HD 3d10+3; hp 27; Init +3; Spd 30 ft.;
  AC 17 (touch 14, flat-footed 14) [+3 Dex, +1 size,
  +3 armor]; Atk +9 melee (1d4+1/19-20, dagger) or
  +7/+7 melee (1d4+1/19-20, dagger and 1d4/19-
  20, dagger) or +8 ranged (1d6+1, javelin); SQ
  Darkvision, Rgr species enemy humans +1; AL
  NE; SV Fort +4, Ref +4, Will +2; Str 12, Dex 16,
  Con 13, Int 10, Wis 12, Cha 8.
  Skills and Feats: Hide +12, Listen +7, Move
  Silently +6, Spot +7, Wilderness Lore +7; Track,
  Weapon 
  Finesse: 
  (dagger), 
  Weapon 
  Focus
  (dagger).
  Possessions: masterwork dagger x2, javelin
  x2, studded leather.
  APL6/8 (EL 7):
  Hunters, 
  Goblin 
  Rgr1 
  (4): 
  CR 
  1; 
  Small
  Humanoid; HD 1d10+3; hp 13; Init +3; Spd 30 ft.;
  AC 17 (touch 14, flat-footed 14) [+3 Dex, +1 size,
  +3 armor]; Atk +5 melee (1d4+1/19-20, dagger) or
  +3/+3 
  melee 
  (1d4+1/19-20 
  and 
  1d4/19-20,
  daggers) or +5 ranged (1d6+1, javelin); SQ
  Darkvision, Rgr species enemy humans +1; AL
  NE; SV Fort +5, Ref +3, Will +1; Str 12, Dex 16,
  Con 16, Int 8, Wis 12, Cha 8.
  Skills and Feats: Hide +6, Listen +5, Move
  Silently +6, Spot +5, Wilderness Lore +5; Track,
  Weapon Finesse (dagger).
  Possessions: dagger x2, javelin, studded
  leather.
  Hunter, Goblin Rgr5: CR 5; Small Humanoid; HD
  5d10+10; hp 52; Init +3; Spd 30 ft.; AC 17 (touch
  14, flat-footed 14) [+3 Dex, +1 size, +3 armor]; Atk
  +11 melee (1d4+2/10-20, dagger) or +9/+9 melee
  (1d4+2/19-20, dagger and 1d4+1/19-20, dagger)
  or +10 ranged (1d6+2, javelin); SQ Darkvision,
  Rgr species enemy humans +2, elves +1; AL NE;
  SV Fort +6, Ref +4, Will +2; Str 14, Dex 16, Con
  14, Int 12, Wis 12, Cha 10.
  Skills and Feats: Hide +15, Listen +9, Move
  Silently +15, Spot +9, Wilderness Lore +9; Track,
  Weapon 
  Finesse 
  (dagger), 
  Weapon 
  Focus
  (dagger).
  Spells Prepared (1): 1st—resist elements.
  Possessions: 
  masterwork 
  dagger 
  x2,
  masterwork 
  javelin 
  x2, 
  masterwork 
  studded
  leather.
  
  <Title>
  [Round #]
  Page 13
  Encounter 4d
  The Temple Pyre
  Across from the front gates of the fortress, smoke
  and flames rise from the temple of Trithereon.  A
  line of goblins stand with weapons poised in front
  of it.
  The majority of the clerics and many wounded people
  retreated into the temple.  The goblins saw an
  opportunity, barred the doors, and set fire to the temple.
  Have PCs make Listen checks (DC 15) to hear panicked
  cries of men, women, and children from inside the
  temple.  A Spot check (DC 15) to see that the doors to
  the temple have been barred shut (how they are barred
  depends on the APL).
  Once the battle begins, the PCs need to get the doors
  open within one minute (10 rounds), otherwise the roof
  collapses killing the remainder of the people inside.
  APL2 (EL 3):
  Goblins (12): see Monster Manual.
  Tactics: Delay the PCs.  Stand fast in front of the
  doors and do not allow PCs near it.
  Door: wooden beam blocking door, can be
  removed with a Strength check (DC 15) or attacked with
  a slashing or bludgeoning weapon (hardness 5, hit
  points 5).
  APL4 (EL 5):
  Hunters, Goblin Rgr1 (6): CR 1; Small Humanoid; HD
  1d10+3; hp 13; Init +3; Spd 30 ft.; AC 17 (touch 14, flat-
  footed 14) [+3 Dex, +1 size, +3 armor]; Atk +5 melee
  (1d4+1/19-20, dagger) or +3/+3 melee (1d4+1/19-20
  and 1d4/19-20, daggers) or +5 ranged (1d6+1, javelin);
  SQ Darkvision, Rgr species enemy humans +1; AL NE;
  SV Fort +5, Ref +3, Will +1; Str 12, Dex 16, Con 16, Int
  8, Wis 12, Cha 8.
  Skills and Feats: Hide +6, Listen +5, Move Silently
  +6, Spot +5, Wilderness Lore +5; Track, Weapon
  Finesse (dagger).
  Possessions: dagger x2, javelin, studded leather.
  Tactics: One of the hunters is holding an infant
  child hostage.  He will take a ready action to kill it if the
  PCs do not back away from the temple.  A PC can
  attempt a Bluff check (opposed by Sense Motive), to
  take an action without the goblin getting his readied
  action, otherwise the child is killed automatically.
  Door: a metal chain with a lock on it bars the
  temple doors.  The lock can be opened with a
  successful Open Locks check (DC 20), the chain can be
  cut with a slashing weapon (hardness 10, hit points 5) or
  snapped with a Strength check (break DC 26), otherwise
  the door itself can be attacked (hardness 5, hit points
  20, break DC23).
  APL6 (EL 7):
  Hunters, Goblin Rgr1 (4): CR 1; Small Humanoid; HD
  1d10+3; hp 13; Init +3; Spd 30 ft.; AC 17 (touch 14, flat-
  footed 14) [+3 Dex, +1 size, +3 armor]; Atk +5 melee
  (1d4+1/19-20, dagger) or +3/+3 melee (1d4+1/19-20
  and 1d4/19-20, daggers) or +5 ranged (1d6+1, javelin);
  SQ Darkvision, Rgr species enemy humans +1; AL NE;
  SV Fort +5, Ref +3, Will +1; Str 12, Dex 16, Con 16, Int
  8, Wis 12, Cha 8.
  Skills and Feats: Hide +6, Listen +5, Move Silently
  +6, Spot +5, Wilderness Lore +5; Track, Weapon
  Finesse (dagger).
  Possessions: dagger x2, javelin, studded leather.
  Stalkers, goblin Rog3 (2): CR 3; Small Humanoid; HD
  3d6+3; hp 15; Init +2; Spd 30 ft.; AC 16 (touch 13, flat-
  footed 14) [+2 Dex, +1 size, +2 armor, +1 shield]; Atk +6
  melee (1d4/19-20, dagger) or +5 ranged (1d6, javelin);
  SQ Darkvision, evasion, sneak attack +2d6; AL NE; SV
  Fort +2, Ref +5, Will +2; Str 10, Dex 15, Con 12, Int 12,
  Wis 12, Cha 10.
  Skills and Feats: Balance +8, Climb +6, Hide +12,
  Jump +6, Listen +9, Move Silently +12, Search +7, Spot
  +9, Tumble +8; Alertness, Weapon Finesse (dagger).
  Possessions: 
  masterwork 
  dagger, 
  leather,
  masterwork buckler, javelin x2.
  Tactics: The hunters will guard the door.  One of
  them is holding a human child hostage as above.  The
  stalkers remain out of melee until the PCs engage the
  goblins, then they will move or tumble into flanking
  positions to sneak attack them.
  Door: an iron mace has been jammed into the
  temple door handles and fastened in place with a
  tanglefoot bag.  Removing the mace requires a Strength
  check (DC 28), or the mace itself can be attacked
  (hardness 10, hit points 25), otherwise the door itself
  can be attacked (hardness 5, hit points 20).
  
  <Title>
  [Round #]
  Page 14
  Encounter 4e
  The Swordsmith
  The three wagons that were brought by the dwarven
  smiths of Clan Ukakane are surrounded by goblins.
   A single dwarf stands atop one of the wagons,
  wielding his warhammer against the attackers. 
  Many of his kin lie dead about him, but he continues
  to battle undaunted.
  Briaros 
  Hammerskin, 
  male 
  dwarf 
  Exp5
  (Weaponsmith): CR 4; Medium Humanoid; HD 5d6+10;
  hp 28; Init +0; Spd 20 ft.; AC 14 (touch 10, flat-footed
  14) [+4 armor]; Atk +5 melee (1d8+1/x3, warhammer) or
  +4 melee (1d4+1/19-20, dagger); AL LG; SV Fort +3,
  Ref +1, Will +3; Str 12, Dex 11, Con 14, Int 10, Wis 8,
  Cha 9.
  Skills 
  and 
  Feats: 
  Appraise 
  +10, 
  Craft
  (Armorsmithing) +6, Craft (Weaponsmithing) +10,
  Diplomacy +7, Profession (Weaponsmith) +9, Sense
  Motive +7; Martial Weapon Proficiency (warhammer),
  Skill Focus: Craft (Weaponsmithing).
  Possessions: masterwork warhammer, dagger,
  chain shirt.
  Tactics: Briaros will attack any goblin that comes
  within reach.  If there isn’t one, he will take a ready
  action to attack one.  He absolutely refuses to abandon
  the weapons that his clan has crafted as a point of
  honor, even when the entire fort is overrun.  In order to
  persuade him to leave, the PCs can attempt a
  Diplomacy check (DC 20, +4 circumstance bonus if they
  have an Influence point with Clan Ukakane), render him
  unconscious, or volunteer to fight by his side until the
  fortress is completely overrun (if he sees that his
  sacrifice will cause the death of another, he will relent
  and flee the fortress).
  APL2 (EL 3):
  Goblins (12): see Monster Manual.
  Tactics: Take the dwarf down with javelins.  Once
  PCs enter the fight attack en masse.
  APL4 (EL 5):
  Hunters, Goblin Rgr1 (6): CR 1; Small Humanoid; HD
  1d10+3; hp 13; Init +3; Spd 30 ft.; AC 17 (touch 14, flat-
  footed 14) [+3 Dex, +1 size, +3 armor]; Atk +5 melee
  (1d4+1/19-20, dagger) or +3/+3 melee (1d4+1/19-20
  and 1d4/19-20, daggers) or +5 ranged (1d6+1, javelin);
  SQ Darkvision, Rgr species enemy humans +1; AL NE;
  SV Fort +5, Ref +3, Will +1; Str 12, Dex 16, Con 16, Int
  8, Wis 12, Cha 8.
  Skills and Feats: Hide +6, Listen +5, Move Silently
  +6, Spot +5, Wilderness Lore +5; Track, Weapon
  Finesse (dagger).
  Possessions: dagger x2, javelin, studded leather.
  Tactics: One of the hunters is dragging an
  unconscious human woman.  He will take a ready action
  to kill her if the PCs do not back away from the wagon. 
  A PC can attempt a Bluff check (opposed by Sense
  Motive), to take an action without the goblin getting his
  readied 
  action, 
  otherwise 
  the 
  woman 
  is 
  killed
  automatically.
  APL6/8 (EL 7):
  Hunters, Goblin Rgr1 (6): CR 1; Small Humanoid; HD
  1d10+3; hp 13; Init +3; Spd 30 ft.; AC 17 (touch 14, flat-
  footed 14) [+3 Dex, +1 size, +3 armor]; Atk +5 melee
  (1d4+1/19-20, dagger) or +3/+3 melee (1d4+1/19-20;
  1d4/19-20, daggers) or +5 ranged (1d6/x3, shortbow);
  SQ Darkvision, Rgr species enemy +1 Vs humans; AL
  NE; SV Fort +5, Ref +3, Will +1; Str 12, Dex 16, Con 16,
  Int 8, Wis 12, Cha 8.
  Skills and Feats: Hide +6, Listen +5, Move Silently
  +6, Spot +5, Wilderness Lore +5; Track, Weapon
  Finesse (dagger).
  Possessions: 2 daggers, shortbow, quiver w/ 20
  arrows (20), studded leather.
  Stalkers, goblin Rog3 (2): CR 3; Small Humanoid; HD
  3d6+3; hp 15; Init +2; Spd 30 ft.; AC 16 (touch 13, flat-
  footed 14) [+2 Dex, +1 size, +2 armor, +1 shield]; Atk +6
  melee (1d4/19-20, dagger) or +5 ranged (1d6, javelin);
  SQ Darkvision, evasion, sneak attack +2d6; AL NE; SV
  Fort +2, Ref +5, Will +2; Str 10, Dex 15, Con 12, Int 12,
  Wis 12, Cha 10.
  Skills and Feats: Balance +8, Climb +6, Hide +12,
  Jump +6, Listen +9, Move Silently +12, Search +7, Spot
  +9, Tumble +8; Alertness, Weapon Finesse (dagger).
  Possessions: 
  masterwork 
  dagger, 
  leather,
  masterwork buckler, javelin x2.
  Tactics: One of the hunters is dragging an
  unconscious human woman, as above.  The stalkers
  remain out of melee until the PCs engage the goblins,
  then they will move or tumble into flanking positions to
  sneak attack them.
  
  <Title>
  [Round #]
  Page 15
  Encounter 4f
  Archers on the Wall
  By the third round of the beginning of the attack, a
  team of goblin archers makes it to the top of the
  southern fortress wall.  Their sole purpose is to
  Spot enemy spellcasters and shoot them as they
  are attempting to cast spells.  Whenever a PC
  casts a spell, the goblin archers make a Spot
  check (DC 15).  If one succeeds then he uses his
  readied action to fire at the PC.  Only one archer
  will attack a PC (assume that the other archers on
  the wall are busy with other spellcasters in the
  battle).  And obviously, if there are more PC
  spellcasters than there are archers, then they
  cannot all be attacked.
  If PCs attack the archers, they will abandon
  sniping at spellcasters in order to defend
  themselves.
  If the PCs are outside:
  Ranged attacks against this group are difficult
  because of cover from the castle battlements (+7
  AC bonus).  To scale the wall and reach the
  goblins, there are two ropes with grapples that the
  goblins used to Climb (DC 5) the 30-foot wall.
  If the PCs are inside:
  There are wooden ladders that can be used to
  Climb (DC 0) up to the top of the 30-foot wall.
  APL4 (EL 4)
  Archers, 
  Goblin 
  Rgr1 
  (4): 
  CR 
  1; 
  Small
  Humanoid; HD 1d10+2; hp 12; Init +4; Spd 30 ft.;
  AC 17 (touch 15, flat-footed 13) [+4 Dex, +1 size,
  +2 armor]; Atk +7 ranged (1d6/x3, shortbow) or +2
  melee (1d4/19-20, dagger); SQ Darkvision, Rgr
  species enemy humans +1; AL NE; SV Fort +4,
  Ref +4, Will +1; Str 10, Dex 18, Con 14, Int 9, Wis
  12, Cha 6.
  Skills and Feats: Hide +8, Listen +5, Move
  Silently +8, Spot +5, Wilderness Lore +5; Point
  Blank Shot, Track.
  Possessions: 
  shortbow, 
  dagger, 
  leather,
  quiver w/ 20 masterwork arrows.
  Tactics: If they are attacked from a position
  outside the fortress, then they have three-quarters
  cover from the fortress battlements, giving them a
  +7 AC bonus.  If they are attacked by range from
  the inside of the fortress, they will go to a kneeling
  position so that missile attacks against them have
  a -2 penalty.
  APL6 (EL 6)
  Archers, 
  Goblin 
  Rgr3 
  (3): 
  CR 
  3; 
  Small
  Humanoid; HD 3d10+6; hp 26; Init +4; Spd 30 ft.;
  AC 18 (touch 15, flat-footed 14) [+4 Dex, +1 size,
  +3 armor]; Atk +10 ranged (1d6/x3, shortbow) or
  +4 melee (1d4/19-20, dagger); SQ Darkvision, Rgr
  species enemy humans +1; AL NE; SV Fort +5,
  Ref +5, Will +2; Str 11, Dex 19, Con 14, Int 8, Wis
  12, Cha 6.
  Skills and Feats: Hide +7, Listen +7, Move
  Silently +7, Spot +7, Wilderness Lore +7; Point
  Blank Shot, Precise Shot, Track.
  Possessions: masterwork shortbow, dagger,
  studded leather, quiver w/ 20 masterwork arrows.
  Tactics: As above.
  APL8 (EL 8)
  Archers, Goblins Rgr3/Rog1 (4): CR 4; Small
  Humanoid; HD 3d10+1d6+8; hp 31; Init +5; Spd
  30 ft.; AC 19 (touch 16, flat-footed 14) [+5 Dex, +1
  size, +3 armor]; Atk +11 ranged (1d6/x3,
  shortbow) or +4 melee (1d4/19-20, dagger); SQ
  Darkvision, Rgr species enemy humans +1, Sneak
  Attack +1d6; AL NE; SV Fort +5, Ref +8, Will +3;
  Str 10, Dex 21, Con 14, Int 8, Wis 14, Cha 6.
  Skills and Feats: Hide +9, Listen +8, Move
  Silently +9, Spot +8, Tumble +12, Wilderness Lore
  +8; Point Blank Shot, Precise Shot, Track.
  Possessions: masterwork shortbow, dagger,
  masterwork 
  studded 
  leather, 
  quiver 
  w/ 
  20
  masterwork arrows.
  Tactics: As above, but if any PC attempts to
  climb up to their position, all of them will target that
  PC (while climbing they have no Dex bonus and
  are subject to sneak attacks).
  
  <Title>
  [Round #]
  Page 16
  Encounter 4g
  The Retreat
  The grounds both inside and outside the
  fortress are littered with the bodies of
  hundreds of dead men and women—as well as
  scores of goblins.  Few militia men appear to
  remain standing, only commoners who are too
  shaken or panicked to fight back.  Suddenly
  there is a surge of movement from the inside
  of the fortress as Lord Bredivan and a few of
  his remaining soldiers charge through the
  throng of goblins standing near the fort’s
  gates.  Loudly he calls out, “Retreat!  Everyone
  fall back to the northern hills!  Move now or die
  where you stand!”  At his command, human
  soldiers start rushing north, pushing or
  picking up the wounded along the way.  The
  army of goblins swarm over the area.  For a
  moment, it seems as if they intend to break off
  the fighting.  To tend to their wounded, secure
  their prisoners and treasures.  But then the
  entire group swells like a single entity and
  surges 
  towards 
  the 
  retreating 
  humans,
  chanting an ancient elven war chant.  Only two
  men stand facing the attackers.  Lord Krevik
  Bredivan and his faithful captain Sir Barret
  stand grimly ready to meet the charge.
  Decision time for the PCs.  They can stay behind
  and fight alongside Lord Bredivan and Sir Barret
  or they can flee with the rest of his followers.
  If they stay to fight, all they need to do is keep the
  goblins occupied for 10 rounds.  After that, Lord
  Bredivan will assume that most of his people
  should be out of the line of fire and will retreat from
  the field, fleeing north.  The goblins will not pursue
  him or the PCs once they successfully hold them
  off for a full minute.
  If the archers are still on the wall, they continue to
  harass spellcasters during the melee, and once
  the PCs retreat, they will fire at them for as long as
  they present a target.
  APL2 (EL 4):
  Goblins (12): see Monster Manual.
  Hunters, 
  Goblin 
  Rgr1 
  (2): 
  CR 
  1; 
  Small
  Humanoid; HD 1d10+3; hp 13; Init +3; Spd 30 ft.;
  AC 17 (touch 14, flat-footed 14) [+3 Dex, +1 size,
  +3 armor]; Atk +5 melee (1d4+1/19-20, dagger) or
  +3/+3 
  melee 
  (1d4+1/19-20 
  and 
  1d4/19-20,
  daggers) or +5 ranged (1d6+1, javelin); SQ
  Darkvision, Rgr species enemy humans +1; AL
  NE; SV Fort +5, Ref +3, Will +1; Str 12, Dex 16,
  Con 16, Int 8, Wis 12, Cha 8.
  Skills and Feats: Hide +6, Listen +5, Move
  Silently +6, Spot +5, Wilderness Lore +5; Track,
  Weapon Finesse (dagger).
  Possessions: dagger x2, javelin, studded
  leather.
  APL4 (EL 6):
  Goblins (12): see Monster Manual.
  Hunters, 
  Goblin 
  Rgr3 
  (2): 
  CR 
  3; 
  Small
  Humanoid; HD 3d10+3; hp 27; Init +3; Spd 30 ft.;
  AC 17 (touch 14, flat-footed 14) [+3 Dex, +1 size,
  +3 armor]; Atk +9 melee (1d4+1/19-20, dagger) or
  +7/+7 melee (1d4+1/19-20, dagger and 1d4/19-
  20, dagger) or +8 ranged (1d6+1, javelin); SQ
  Darkvision, Rgr species enemy humans +1; AL
  NE; SV Fort +4, Ref +4, Will +2; Str 12, Dex 16,
  Con 13, Int 10, Wis 12, Cha 8.
  Skills and Feats: Hide +12, Listen +7, Move
  Silently +6, Spot +7, Wilderness Lore +7; Track,
  Weapon 
  Finesse: 
  (dagger), 
  Weapon 
  Focus
  (dagger).
  Possessions: masterwork dagger x2, javelin
  x2, studded leather.
  APL6 (EL 9):
  Hunters, goblin Rgr3 (4): CR 3; Small Humanoid;
  HD 3d10+3; hp 27; Init +3; Spd 30 ft.; AC 17
  (touch 14, flat-footed 14) [+3 Dex, +1 size, +3
  armor]; Atk +9 melee (1d4+1/19-20, dagger) or
  +7/+7 melee (1d4+1/19-20, dagger and 1d4/19-
  20, dagger) or +8 ranged (1d6+1, javelin); SQ
  Darkvision, Rgr species enemy humans +1; AL
  NE; SV Fort +4, Ref +4, Will +2; Str 12, Dex 16,
  Con 13, Int 10, Wis 12, Cha 8.
  Skills and Feats: Hide +12, Listen +7, Move
  Silently +6, Spot +7, Wilderness Lore +7; Track,
  Weapon 
  Finesse: 
  (dagger), 
  Weapon 
  Focus
  (dagger).
  Possessions: masterwork dagger x2, javelin
  x2, studded leather.
  Stalkers, goblin Rog3 (4): CR 
  3; 
  Small
  Humanoid; HD 3d6+3; hp 15; Init +2; Spd 30 ft.;
  AC 16 (touch 13, flat-footed 14) [+2 Dex, +1 size,
  +2 armor, +1 shield]; Atk +6 melee (1d4/19-20,
  dagger) 
  or 
  +5 
  ranged 
  (1d6, 
  javelin); 
  SQ
  Darkvision, evasion, sneak attack +2d6; AL NE;
  SV Fort +2, Ref +5, Will +2; Str 10, Dex 15, Con
  12, Int 12, Wis 12, Cha 10.
  
  <Title>
  [Round #]
  Page 17
  Skills and Feats: Balance +8, Climb +6, Hide
  +12, Jump +6, Listen +9, Move Silently +12,
  Search +7, Spot +9, Tumble +8; Alertness,
  Weapon Finesse (dagger).
  Possessions: masterwork dagger, leather,
  masterwork buckler, javelin x2.
  Tactics:
  The hunters will engage in melee and the stalkers
  will attempt to move or tumble into flanking
  positions to gain sneak attacks.
  APL8 (EL 11):
  Worg Riders, Goblin Rgr6 (6): CR 6; Small
  Humanoid; HD 6d10+12; hp 52; Init +3; Spd 30 ft.;
  AC 19 (touch 14, flat-footed 16) [+3 Dex, +1 size,
  +3 armor, +2 shield); Atk +9 melee (1d6+1/x3,
  lance) or +12 ranged (1d6/x3, shortbow); SQ
  Darkvision, Rgr species enemy humans +2,
  dwarves +1; AL NE; SV Fort +7, Ref +5, Will +4;
  Str 12, Dex 17, Con 14, Int 10, Wis 14, Cha 12.
  Skills and Feats: Animal Empathy +10, Handle
  Animal +10, Hide +6, Move Silently +6, Ride +12,
  Wilderness Lore +11; Mounted Combat, Ride by
  Attack, Spirited Charge, Track.
  Spells Prepared (2): 1st—delay poison, magic
  fang.
  Possessions: 
  masterwork 
  light 
  lance,
  masterwork shortbow, short sword, masterwork
  studded leather, masterwork large wooden shield,
  quiver w/ 20 masterwork arrows.
  Advanced Worgs (6): CR 2; Medium Magical
  Beast; HD 6d10+12; hp 48; Init +2; Spd 50 ft.; AC
  16 (touch 12, flat-footed 14) [+2 Dex, +2 natural,
  +2 armor]; Atk +10 melee (1d6+5, bite); SA Trip;
  SQ Scent; AL NE; SV Fort +7, Ref +7, Will +4; Str
  17, Dex 15, Con 15, Int 6, Wis 14, Cha 10.
  Skills: Hide +4, Listen +3, Move Silently +3,
  Spot +3.
  Possessions: Leather barding
  Tactics:
  The riders will approach from multiple directions,
  using ride by attacks to inflict triple damage with
  their lance attacks.
  Conclusion
  Just over the crest of one of the northern hills,
  the survivors of the assault are gathered
  together.  What was once a gathering of a
  thousand has been reduced to just over one
  hundred wounded and mourning people.  Lord
  Bredivan and Sir Barret stand atop the hill
  observing the scene behind them.  More
  goblins are emerging from Loftwood and
  walking towards the fortress, mostly females
  carrying 
  children 
  and 
  provisions. 
  Accompanying this wave is an entourage of
  armed goblins marching in formation around
  what must be the leader of this army.  A male
  elf, clad in the same woodland garments of his
  goblin followers, marches imperiously towards
  Fort Bredivan.  Behind this group are two huge
  gray-skinned bestial humanoids, easily nine-
  feet tall, loping behind like a pair of faithful
  hounds.  Already, goblins within the fort have
  torn down the banners of House Bredivan and
  Ratik and cheer as their leader approaches.
  Sir Barret speaks finally, “My lord, fear not. 
  We shall return in force and reclaim the
  fortress.  I pledge by Trithereon that we will
  exact retribution against these invaders.”  But
  Lord Bredivan does not react to his words.  He
  stares sadly to the south, into the Loftwood.
  Okay, for those PCs who decide to take a shot at
  the leader, he will send his two gray renders
  forward to kill all of the stragglers.  Even if the PCs
  flee, most of the wounded and children and elderly
  will be killed.  If any PC actually manages to kill
  one of his precious beasts, Ellomyr will remember
  them in future adventures.
  Gray Renders (2): see Monster Manual.
  The End
  Experience Point Summary
  To award experience for this adventure, add up
  the values for the objectives accomplished. Then
  assign the experience award.  Award the total
  value (objectives plus roleplaying) to each
  character.
  Encounter One
  Defeat the Monsters/Survive the Traps
  APL2 90 xp;  APL4 150 xp; APL6 180 xp;
  APL8 240 xp
  Encounter 4a
  Defeat the Goblins
  APL2 60 xp;  APL4 150 xp; APL6 240 xp;
  APL8 240 xp;
  
  <Title>
  [Round #]
  Page 18
  Encounter 4b
  Defeat the Goblins
  APL2 90 xp;  APL4 150 xp; APL6 240 xp;
  APL8 240 xp;
  Encounter 4c
  Defeat the Goblins
  APL2 90 xp;  APL4 150 xp; APL6 210 xp;
  APL8 210 xp;
  Encounter 4d
  Defeat the Goblins
  APL2 90 xp;  APL4 150 xp; APL6 210 xp;
  APL8 210 xp;
  Encounter 4e
  Defeat the Goblins
  APL2 90 xp;  APL4 150 xp; APL6 210 xp;
  APL8 210 xp;
  Encounter 4f
  Defeat the Goblins
  APL4 120 xp;  APL6 180 xp; APL8 240 xp
  Encounter 4g
  Hold the Goblins for 10 rounds
  APL2 120 xp;  APL4 180 xp; APL6 270 xp;
  APL8 300 xp;
  Story Award
  Destroying the siege engines: 
  30 xp
  Freeing the horses:
  30 xp
  Rescuing the clerics in the temple:
  30 xp
  Discretionary roleplaying award
  APL2 30 xp;  APL4 30 xp; APL6 30 xp;
  APL8 30 xp
  Total possible experience: 
  APL2 420 xp;  APL4 675 xp; APL6 900 xp;
  APL8 1125xp;
  Treasure Summary
  During 
  an 
  adventure, 
  characters 
  encounter
  treasure, usually finding it in the possession of their
  foes.  Every encounter that features treasure has a
  “treasure” section within the encounter description,
  giving information about the loot, coins, and magic
  items that make up the encounter’s treasure.
  The loot total is the number of gold pieces each
  character gains if the foes are plundered of all their
  earthly possessions.  Looting the bodies takes at
  least 10 minutes per every 5 enemies, and if the
  characters cannot take the time to loot the bodies,
  they do not gain this gold.  If you feel it is
  reasonable that characters can go back to loot the
  bodies, and those bodies are there (i.e., not carted
  off by dungeon scavengers, removed from the
  scene by the local watch, and so on), characters
  may return to retrieve loot.  If the characters do not
  loot the body, the gold piece value for the loot is
  subtracted from the encounter totals given below.
  The coin total is the number of gold pieces each
  character gains if they take the coin available.  A
  normal adventuring party can usually gather this
  wealth in a round or so.  If for some reason, they
  pass up this treasure, the coin total is subtracted
  from the encounter totals given below.
  Next, the magic items are listed.  Magic item
  treasure is the hardest to adjudicate, because they
  are varied and because characters may want to use
  them during the adventure.  Many times characters
  must cast identify, analyze dweomer or similar spell
  to determine what the item does and how to
  activate it.  Other times they may attempt to use the
  item blindly.  If the magic item is consumable (a
  potion, scroll, magic bolts, etc.) and the item is used
  before the end of the adventure, its total is
  subtracted from the adventure totals below.
  Once you have subtracted the value for unclaimed
  treasure from each encounter add it up and that is
  the number of gold pieces a characters total and
  coin value increase at the end of the adventure. 
  Write the total in the GP Gained field of the
  adventure certificate.  Because this is a Regional
  scenario, characters may spend additional Time
  Units to practice professions or create items
  immediately after the adventure so this total may be
  modified by other circumstances.
  L = Looted gear from enemy; C = Coin, Gems,
  Jewelry, and other valuables; M = Magic Items.
  Encounter One:
  APL2: L: 3 gp; C: 5 gp
  APL4+: L: 32 gp; C: 5 gp
  Note: This is the only encounter in which the PCs
  have time to thoroughly loot the bodies, stripping
  armor and gear.  It is possible though that they
  may have spent an action during the assault to
  pick up any number of items.  Those are not listed
  here as group treasure, but their value can be
  calculated individually for each person who spent
  the time to acquire them.
  
  <Title>
  [Round #]
  Page 19
  Total Possible Treasure
  APL 2: 8 gp
  APL 4-8: 37 gp
  Special (to appear on the AR)
  For saving the life of Briaros Hammerskin, master
  weaponsmith of Clan Ukakane, the PC may
  purchase (Freq: Regional):
  • 
  a single masterwork silver weapon, or
  • 
  a single suit of light or medium mithral armor,
  or
  • 
  a single adamantite melee weapon
  Once this favor has been used and an item
  bought, cross this off of the AR.
  For preventing the warhorses from falling into
  enemy hands, the PC may purchase a quality
  warhorse from the horse traders of Marner.  The
  cost of the mount is double that of a typical
  warhorse as found in the PHB, but it has one
  additional hit point per hit die, and may learn one
  additional trick. (Freq: Regional).
  For rescuing the clerics of the temple of
  Trithereon, the PC may purchase from the high
  cleric of Trithereon (Freq: Regional):
  • 
  A potion of heroism, or
  • 
  A scroll of raise dead, or
  • 
  upgrade an existing magical weapon with the
  holy special ability.
  Once this favor has been used and an item
  bought, cross this off of the AR.
  For destroying the siege weapons and preventing
  them from falling into enemy hands, the PC may
  purchase from the gnomes of Nonizhold a magical
  wand of any 1st level (or lower) wizard spell from
  the school of illusion (caster level 1st). (Freq:
  Regional).
  For fighting alongside Lord Bredivan to cover the
  retreat of his subjects, the PC gains one Influence
  Point with House Bredivan.
  
  <Title>
  [Round #]
  Page 20
  NPC Appendix
  Ellomyr, male elf Rgr14: Medium Humanoid; HD 14d10+28; hp 65; Init +5; Spd 60 ft.; AC 25 (touch 15,
  flat-footed 20) [+5 Dex, +7 armor, +3 natural]; Atk +20 melee (1d8+6/x3, battleaxe) or +18/+18 (1d8+6/x3,
  battleaxe; 1d6+3/19-20x3, handaxe); SQ Elven traits, Sleep Immunity, Low-light vision, +2 Will bonus to
  Enchantment spells, Rgr species enemy elves +3, goblinoids +2, humans +1; AL NE; SV Fort +11, Ref
  +9, Will +8; Str 20, Dex 20, Con 14, Int 18, Wis 18, Cha 18.
  Skills and Feats: Animal Empathy +16, Climb +9, Concentration +6, Craft (Bowmaking) +8, Craft
  (Trapmaking) +8, Heal +10, Hide +32, Intuit Direction +10, Jump +19, Knowledge (nature) +12, Listen
  +22, Move Silently +17, Search +6, Spot +22, Swim +9, Use Rope +9, Wilderness Lore +19; Alertness,
  Expertise, Improved Two-Weapon Fighting, Leadership, Quick Draw, Track.
  Spells Prepared (3/2/2/1, save DC = 14 + spell level): 1st—entangle, pass without trace, resist
  elements; 2nd—cure light wounds, sleep; 3rd—control plants, neutralize poison; 4th—polymorph self.
  Possessions: +1 elf bane battleaxe, +1 keen handaxe, amulet of natural armor (+3), bracers of armor
  (+7), boots of striding and springing, cloak of elvenkind, ring of evasion, ring of invisibility, belt of giant
  strength (+4).
  Krevik Bredivan, male human Ari5/Ftr6: Medium Humanoid; HD 5d8 + 6d10 + 22; hp 65; Init +1; Spd
  30 ft.; AC 23 (touch 13, flat-footed 20) [+1 Dex, +6 armor, +4 shield, +2 deflection]; Atk +13 melee
  (1d8+5/19-20, longsword) or +11 ranged (1d4+3/19-20, dagger); AL LG; SV Fort +10, Ref +6, Will +9; Str
  14, Dex 12, Con 14, Int 12, Wis 12, Cha 14.
  Skills and Feats: Climb +5, Diplomacy +10, Handle Animal +6, Innuendo +5, Intimidate +6, Jump +5,
  Knowledge (nature) +7, Knowledge (Nobility) +5, Listen +7, Ride +9, Sense Motive +5, Spot +7, Swim +6,
  Wilderness Lore +7; Alertness, Cleave, Great Cleave, Improved Critical (longsword), Leadership, Power
  Attack, Track, Weapon Focus (longsword), Weapon Specialization (longsword).
  Possessions: +1 wounding longsword, +1 returning dagger, +1 elven chain, +2 large steel shield,
  potion of heroism, potion of bull's strength, potion of cure serious wounds, ring of protection +2, cloak of
  resistance (+2).
  Sir Barret Winden, Male Human Ftr7: Medium Humanoid; HD 7d10+14; hp 54; Init +2; Spd 20 ft.; AC
  23 (touch 12, flat-footed 21) [+2 Dex, +7 armor, +1 natural, +3 shield]; Atk +12 melee (1d10+6/19-20, +2
  bastard sword); AL NG; SV Fort +8, Ref +5, Will +4; Str 15, Dex 14, Con 14, Int 10, Wis 12, Cha 12.
  Skills and Feats: Climb +2, Handle Animal +5, Jump +2, Ride +8, Swim +6, Wilderness Lore +3;
  Cleave, Exotic Weapon Proficiency (bastard sword), Mounted Combat, Power Attack, Ride-By Attack,
  Spirited Charge, Weapon Focus (bastard sword), Weapon Specialization(bastard sword).
  Possessions: +2 bastard sword, +2 breastplate, +1 large steel shield, potion of heroism, amulet of
  natural armor (+1); cloak of resistance (+1).
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Ratik/593/Normal Scenarios/RTK3-05 - The Ungoblin (APL 2-8)/RTK3-05 - The Ungoblin (1-10).pdf