TEXT: SHL6-05 
   
   
   
   
   
  A Very Bad Day 
   
  A  One-Round D&D LIVING GREYHAWK
  ®  
  Shield Lands Regional Adventure 
  Version 1.0 
  by Christopher J. Banks and Rob Vaughn 
   
   
  A stormy day, a bad lunch, and a man in need, all lead to a disappointing afternoon. But when the giants started showing 
  up, well, you just knew it was going to get worse. Can the PCs help a noble family restore its dignity, or will it end up 
  simply a very bad day? A Shield Lands Regional Adventure for  intrepid heroes APL 2 to 10. 
  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 
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 
   
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s 
  Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected 
  under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained 
  herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any 
  similarity to actual people, organizations, places, or events is purely coincidental. © 2006 Wizards of the Coast, Inc and the adventure 
  author or authors. 
  Visit the Living Greyhawk website at www.rpga.com 
   
  For questions specific to this document and your region, please e−mail your triad point of contact (POC) at 
  poc@shieldlands.net; for LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
   
  
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK™ campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth one (1) point.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
   
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  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 dogs trained for war), other than 
  those brought by 
  virtue of a class 
  ability 
  (such 
  as 
  animal companions, 
  familiars 
  paladin’s 
  mounts) 
  or 
  the 
  warhorse 
  of 
  a 
  character with the 
  Mounted 
  Combat 
  feat, use the sidebar 
  chart to determine 
  the number of levels 
  you add to the sum 
  of step one. Add 
  each 
  character’s 
  animals separately. 
  Animals with different CRs are determined separately 
  CR 
  1 
  2 
  3 
  4 
  1/4 and 1/6 
  0 
  0 
  0 
  1 
  1/3 and 1/2  
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  5 
  6 
  7 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  7 
  7 
  9 
  10 
  11 
  A Very Bad Day 
   
  Page 2 
  
  using the chart; then, take the highest CR animal (or 
  animals), and add 2 (drop fractions). This result is the 
  effective character level for a mixed-CR group of animals. 
  A single PC may only bring four or fewer animals of this 
  type.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. Round up 
  to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs 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 and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  the Shield Lands.  Characters native to 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. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  A mysterious red-haired woman, possibly of demonic 
  origin, has been a constant source of grief and misery for 
  the Shield Lands. Using her superior spying and 
  masterful tactical experience she infiltrates the reclaimed 
  lands and spreads rumor and deceit. She especially excels 
  at manipulating people into doing her work for her, 
  taking great joy in causing good people to do bad things. 
   
  When the forces of Iuz spilled into the Shield Lands, 
  the crossroad town and keep of Docamald was 
  overwhelmed. Its people fled south to lands better 
  defended, but had little time to pack up anything but 
  their most valuable possessions. The noble family was no 
  different.  
  Adventure Summary 
  This adventure centers around what the PCs perceive as 
  the noble Docamald family attempting to reclaim a small 
  portion of their lost dignity. In reality, they are being 
  cunningly manipulated by a black-hearted woman for her 
  evil purposes.  
   
  The adventure begins with the PCs spending a 
  miserable, drizzly day in a Critwall pub. The meal is less 
  then desirable and the company not much better. 
  Luckily, a small boy appears telling the PCs that they 
  have been requested by an employer of his. The PCs ask 
  some various questions and head off to meet the boys 
  employer.  
   
  Encounter One has the PCs meeting one Shinji 
  Taoland, a trusted servant for the Docamald family. She 
  tells the party that the family has recently discovered the 
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  whereabouts of a formally lost Docamald scepter of both 
  personal and political significance. Unfortunately, the 
  relic is stuck in the basement of their family keep in the 
  occupied lands. The servant explains in detail how the 
  PCs can help and offers a reward suitable of such 
  powerful adventurers. In reality, the servant is the a 
  familiar demonic villainess utilizing a cunning disguise 
  to fool the PCs. The party either takes her word for the 
  mission or does their own research before accepting the 
  mission. Failure to accept the mission or the discovery of 
  the woman’s true nature leads to an alternative encounter 
  that will hopefully put the PCs back on the adventure 
  track.  
   
  Encounter Two puts the PCs in the Docamald Keep’s 
  stables via teleportation magic. The party must sneak past 
  a heavily guarded courtyard, then navigate a hedge maze 
  to reach the garden house at its center. 
   
  Encounter Three pits the party against the kobold 
  who has found sanctuary in the maze. He has laced the 
  labyrinth with crude traps, and if the PCs do not befriend 
  him, they can take their toll on the party. The encounter 
  ends at the garden house in the maze’s center, which is 
  guarded by animated topiary. 
   
  Encounter Four starts with the door to the garden 
  house, which has been trapped to alert the wizard inside. 
  The kobold, if befriended, can be of assistance here. The 
  place is completely deserted and run down, but the more 
  the PCs explore, the more likely the wizard below is to be 
  alerted to their presence.  
   
  Encounter Five brings the PCs to the cellar where 
  they find the wizard who performs experiments in the 
  building, along with his minions. If the wizard has been 
  alerted to the party’s presence, then the fight can be long 
  and dangerous. Otherwise, it is simply a hard-fought 
  fight.  
   
  The party finds the wizard’s experiments and a quasi-
  alive survivor who will aid the party with a vision should 
  they assist in her “release.”    
   
  While in the basement the party locates the hidden 
  compartment that holds the chest which contains the 
  Docamald scepter . . . and a journal! The party is free to 
  read the journal and take the scepter. If the PCs read the 
  journal they find that the Docamald family was in league 
  with Iuz! The family apparently helped the Old One by 
  informing him of troop strengths and movements, and 
  was rewarded with coin and an advance warning of the 
  Iuzian assault.  
   
  Encounter Six occurs if the PCs still use the 
  teleportation device to return to the rendezvous location. 
  The group is immediately set upon by a hired group of 
  thugs known as “The Crescent Crusaders”. They have 
  been told that the party will be a pushover, and so should 
  be easily defeated.  
   
  Encounter Seven wraps up the affair. The PCs must 
  decide what to do with the scepter and, more 
  importantly, the journal. The factions involved include 
  the council, the Docamald family, and an estranged son 
  of the Docamald family who is a priest of Tritherion. 
  Preparation for Play 
  The Docamald family is one of the ruling Shield Lands 
  noble families in exile. The family’s ancestral seat is 
  Docamald, which served as a crossroads of trade for the 
  Shield Lands before its fall and occupation by Iuz. The 
  family head is Countess Tereza Docamald, who currently 
  sits on the Council of Lords.  
   
  The family was all spared during the invasion, 
  having fled south before the initial assault on their keep. 
  The family has done relatively well since the invasion 
  and remains large and powerful although the Countess 
  lost her husband, a son and a daughter to the Greyhawk 
  Wars. Roland Docamald, her estranged nephew, is a vocal 
  supporter of Tritherion.  
  Introduction 
  What a horrendous day. You woke to find a steady 
  drizzle coming down; when you stepped outside, a 
  rough wind battered your clothing. The terrible 
  weather continued through the morning and decided 
  not to let up in the afternoon.  
   
  So you’ve come to The Blistering Boar, a tavern 
  on the western edge of Critwall in an attempt to 
  warm your body and cheer your soul. Unfortunately, 
  the pub is packed with dozens of others trying to do 
  the exact same thing. You’ve packed into a small table 
  with a few others and have been doing your best to 
  ignore the horrible stench issuing out from the crowd 
  behind you, but to little avail. The meal of vegetables 
  and potatoes you just finished was possibly the worst 
  of your l e, with the potatoes being undercooked and 
  the vegetables boiled to a state of unidentifiable 
  mush. Your only solace is the few people at your table 
  who seem to be sharing your exact thoughts.  
  if
  Give the PCs a chance to introduce themselves if they so 
  desire.  
  There is no question about it, this day has been boring 
  and just plain bad. So, it is with some welcome relief 
  that you spot a young boy, of maybe twelve winters, 
  A Very Bad Day 
   
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  winding his way through the throng of people toward 
  you. He pushes his way through the last few patrons 
  and leans on your table. Dressed in a buttoned-down 
  white tunic, his face and hair are wet with rain water. 
  “My lords,” he says with practiced regality, “I’ve a 
  message for you.”  
  The boy will answer what questions he can. He was paid 
  five silver pieces to enter the tavern and ask everyone at 
  this particular table to meet with a young woman in a 
  house down the road. The woman did not use names, but 
  simply described the tavern and which table to approach. 
  He will lead the party to the house if they request it. He 
  has made living bringing messages to adventures and 
  nobles alike and knows little else.  
  Encounter One: Meeting of 
  Fiends 
  The boy leads you efficiently through the nearly-
  deserted streets of Critwall. The rain picks up as you 
  go, adding to the annoyances of the day. After five 
  minutes of walking, he approaches a smal , plain-
  looking, single-storied house. “It’s just in here, my 
  Lords,” he says, walk ng up to and opening the door 
  for you to enter. He adds with a confident smile, 
  “Hurry, the storm is picking up.”  
  l
   
  i
  i
  The PCs are free to do as they wish here. They may or 
  may not wish to enter. Either way the child will stand as a 
  doorman for those who wish to enter. Once the last PC 
  has entered, he will follow, closing the door behind him.  
  Inside the squat little house s but a single room with 
  a cot, cooking fire, and set of table and chairs. Sitting 
  on the far end of the room behind the table is a 
  woman in a heavy cloak. She has straight brown hair 
  of middle length, arranged elaborately, and a jagged 
  scar on her left cheek which extends to her ear. She 
  sits patiently with her hands folded as you enter. The 
  boy clears his throat and stands between your party 
  and her. “My Lords, may I present Lady Shinji 
  Taoland, of Furyondy.”  
   
  The woman nods politely to the boy who steps 
  back. “Welcome adventurers, please make yourselves 
  at home,” she says with gentle grace. “You are 
  excused,” she adds, turning to the boy. The boy exits, 
  taking two coins off the table as he does so. “Please, 
  sit,” she implores to you.  
  Immediately give the PCs Spot checks. This is not a 
  Furyondian woman at all, but a devious demonic agent of 
  unknown 
  loyalty. 
  Give 
  the 
  PCs 
  the 
  following 
  information based on the result of their Spot check.  
  • 
  DC 10: The woman wears a signet ring that minor 
  noble families often wear to proclaim their nobility. 
  • 
  DC 25: A pendant sticks out of the woman’s cloak 
  bearing a family crest.  
  • 
  DC 40: The woman appears somewhat hunchbacked, 
  perhaps from an old wound. 
  • 
  DC 55: There is a strange reddish glow to the 
  woman’s eyes.   
  If a PC sees the pendant they may make a Knowledge 
  (Nobility) DC 10 or a Knowledge (Local: Iuz Meta-
  Region) DC 20 check to identify it as belonging to the 
  Docamald family. The Nobility check also allows the PC 
  to know the Docamald information presented in the 
  “Preparation for Play” section. 
  “Please allow me to introduce myself. As Geoff said, 
  my name is Shinji Taoland. I am the personal aide to 
  Countess Tereza Docamald, and we have a problem.” 
   
  “When my mistress’s family fled during the 
  invasion, they later discovered that a valuable 
  possession was accidentally left behind. We originally 
  thought it was lost, but recent divinations have 
  revealed it was never found by the Iuzians.” 
   
  “We need a cunning strike force to infiltrate 
  Docamald and retrieve this relic. Your reputations 
  precede you, which is why we have asked you for 
  your help. If you would do this for us, you would have 
  the undying gratitude of the Docamald family.”  
  Allow the PCs to ask whatever questions they wish. The 
  PCs may request Sense Motive questions on anything 
  Shinji says, but the DC for such a request is 41. Success 
  allows the PCs to realize that Shinji has an ulterior 
  motive, or if the question is regarding her identity, that 
  she is not who she says she is. 
  Q. What is this relic? 
  “The relic is a magical scepter, a family heirloom from 
  before the founding of this realm. It inspires courage in 
  those who follow a scion of Docamald into battle, and 
  may have other abilities.” 
  Q. Where is the relic? / How do we get there? 
  “The relic is in the garden house adjacent to the main 
  keep in Docamald. We have in our possession a device 
  that can be used to teleport to and from the Docamald 
  estate. Unfortunately, it can only be used twice.” 
  Q. Why are we meeting here? May we speak with the 
  Countess? 
  A Very Bad Day 
   
  Page 5 
  
  “I am almost ashamed to say it, but I am here against the 
  Countess’s wishes. She has told me that what’s lost is lost 
  and that we should move on. I feel, however, that she has 
  just lost so much since the invasion that she does not 
  wish to put anymore lives in jeopardy.” 
  Q. Why? What is our payment? 
  “I do not have much, but I will gladly give you the 
  jewelry collection I’ve amassed over the years. I am poor, 
  but my mistress has been kind with her gifts. In addition, 
  I just know that when you return successful, the 
  Countess will be extremely happy and will reward you 
  appropriately.” 
   
  For now, the woman hands over a small box filled 
  with high-quality women’s jewelry (value varies by APL, 
  see Treasure Summary). 
  Q. When can we leave? 
  “You may leave whenever you wish.” She produces a 
  silver hoop, approximately a foot in diameter. “This 
  device can bring up to seven willing beings within the 
  immediate vicinity to an unoccupied building on the 
  grounds. The scepter is in the basement of the garden 
  house adjoining the keep. I’ve provided a map of the 
  courtyard, should you need it.” (Player Handout #1) 
  “Once you are in the basement, the chest housing the 
  relic is hidden in a compartment in one of the corners. 
  This silver ring will then teleport you back here.” 
   
  She will answer other questions the PCs may have to 
  the best of her ability, allowing the PCs to cast whatever 
  divination spells they wish on her. 
   
  The woman detects as lawful neutral, thanks to a 
  misdirection cast earlier in the day. If the PCs ever 
  suspect her of her true identity of that she is lying, the 
  woman will use all the power she has to convince the PCs 
  of her cover identity. She is smart, cruel, and clever, and 
  will come up with stories of curses, blackmail, and theft 
  to cover her identity; she has a +32 to all Charisma-based 
  skill checks. If the PCs attack or cast a spell that would 
  restrain her, a contingency spell teleports her away.   
   
  Once the PCs use the silver ring, read or paraphrase 
  the following: 
  When you stare into the silver ring, i  begins to glow 
  and emits a high-pitched sound. The sound 
  crescendos, then ends with a popping sound. Your 
  surroundings leap away and you find yourself in 
  darkness. 
  t
  l
  i
  l
  l
   
   
  i
  l
  i
  This ring is a use-activated magical device that anyone 
  can activate by staring into its center and visualizing 
  within it the people that he wishes to take with him. 
  Other than that, it functions exactly like a greater 
  teleport spell except it teleports only to two locations: 
  first to the Docamald keep stables, and then to a clearing 
  outside of Critwall. 
   
  Development: It is entirely possible the PCs will 
  want to seek out secondary sources, find other answers, 
  or perhaps even speak with the Countess herself. Feel 
  free to roleplay these scenarios to their utmost. Nobles 
  will be intrigued about the possibility of discovering 
  another weapon against Iuz.  
   
  If the party can track down and speak with the 
  Countess, she will be more confused than anything. She 
  does indeed have a servant named Shinji, but she is 
  currently away on a mission to Southkeep. She is also 
  intrigued and would like the PCs to follow up any leads 
  they 
  might 
  have 
  on 
  this 
  mysterious 
  person 
  impersonating her servant.  
  Encounter Two: An Unstable 
  Arrival 
  The PCs begin this encounter immediately after 
  activating the magical teleportation ring.  
  Your vision adjusts to the dim light and you find 
  yourself in what appears to be an old, unused barn. 
  The ground is covered in oose hay, and several 
  broken stalls l e scattered around the room. The only 
  light comes from a slightly-ajar barn door on one side 
  of the bui ding. From outside you can hear loud 
  grunts, and occasionally coarse laughter.  
  The PCs have teleported to the keep’s stables. Once the 
  PCs make their way to the door, read or paraphrase the 
  following.  
  You peek out the door and behold an ominous sight. 
  To the northeast is the keep, but it appears to be at 
  the center of an expansive encampment of giants, 
  gnol s, and some kind of trained hyena. Shinji didn’t 
  mention that the Docamald keep has become a major 
  staging area for the Old One’s forces! Directly to the 
  southeast, however, is a massive hedge, rising some 
  ten to fifteen feet into the air. At its center appears to 
  be a clear area, which supposedly houses the garden 
  house. 
  As you look on you notice an oversized crow with 
  bulg ng yel ow eyes come into v ew. It swoops down 
  over the courtyard and the hedge, circling several 
  times, then flies up to a window at the highest level of 
  the keep. 
  If the PCs watch, the crow comes back and performs its 
  circle every ten minutes or so. In addition, a contingent 
  A Very Bad Day 
   
  Page 6 
  
  of troops comes and goes from the camp every five 
  minutes or so.  
   
  All this should give the PCs the impression that the 
  hedge row, which is in reality a maze, is the best way to 
  get to their goal. The party may try to move toward 
  through the camp invisibly, or use spells to fly over the 
  hedge and bypass the maze. If they do so, dissuade them 
  from either action by having the crow swoop ominously 
  close, appearing to spot them. 
  Encounter Three: Cunning 
  Kobold Concoctions 
  The PCs can sneak the short distance from the stables to 
  the hedge without difficulty, so long as they do nothing 
  blatant to attack the enemy troops’ attention. Once the 
  PCs enter the hedge, they will quickly discover they have 
  entered an elaborate maze, which is filled with traps. 
  Trap 1: Pit Trap - CR varies; mechanical; location trigger; 
  manual reset; DC 10 + APL Reflex save avoids; 10 ft. deep 
  (1d6 nonlethal, fall); single target; Search DC 10 + APL; 
  Disable Device DC 10 + APL. 
  Trap 2: Poisoned Dart Trap - CR varies; mechanical; 
  touch trigger; manual reset; Atk +5 (+ APL) ranged (1d4 
  plus poison, dart); poison (DC 10 + APL Fort save resists, 
  0/1d4 Con); Search DC 20 + APL; Disable Device DC 20 + 
  APL. 
  Trap 3: Spear Trap - CR varies; mechanical; touch 
  trigger; manual reset; Atk +10 (+ APL) ranged (1d8); 
  Search DC 15 + APL; Disable Device DC 15 + APL. 
   
  The hedges are all five feet thick and range from ten 
  to fifteen feet high. If the PCs begin hacking through 
  sections (it takes 3 rounds to get through a 5-ft. section) 
  have a giant’s head peek over the maze or the strange 
  crow from the keep swoop over to investigate the noise. 
  Have the PCs make Hide checks and keep them scared 
  before the investigators leave; if the PCs persist, a patrol 
  will be sent to investigate the noise. It takes the patrol 2 
  minutes to arrive.  
   
  This encounter is intended to keep PCs from 
  “breaking” the maze, or from attempting to infiltrate the 
  keep. The gnolls and hyenas track the PCs through the 
  maze from the entrance, thereby avoiding any traps that. 
  The hill giant(s) simply stride over the hedges, although 
  the hedges’ height slows their advance so that they move 
  no faster than the hyenas and gnolls.  
  APL 2 (EL 2) 
  Gnoll (1): hp 11; see Monster Manual page 130. 
  Hyena (2): hp 13 each; see Monster Manual page 274. 
  APL 4 (EL 4) 
  Gnolls (2): hp 11 each; see Monster Manual page 130. 
  Hyenas (2): hp 13 each; see Monster Manual page 274. 
  APL 6 (EL 6) 
  Gnolls (3) hp 11 each; see Monster Manual page 130. 
  Hyenas (3): hp 13 each; see Monster Manual page 274. 
  APL 8 (EL 8) 
  Hill Giant (1): hp 102 each; see Monster Manual page 
  123. 
  Gnolls (3): hp 11 each; see Monster Manual page 130. 
  Hyenas (3): hp 13 each; see Monster Manual page 274. 
  APL 10 (EL 10) 
  Hill Giants (2) hp 102 each; see Monster Manual page 
  123. 
  Gnolls (3) hp 11 each; see Monster Manual page 130. 
  Hyenas (3): hp 13 each; see Monster Manual page 274. 
  Once the PCs have found or bypassed three traps read or 
  paraphrase the following. 
  You are about to continue on when a high-pitched, 
  squeaky voice comes from the left hedge. “What do 
  we have here, little wizard spies perhaps? Well, I 
  know how to deal with your type. If you surv ve, tell 
  that no-good, robed, elf blood that he’l  never catch 
  me!” The voice sounds hollow, almost as if it were 
  being carried on the wind.  
  i
  l
  The sound is actually coming from elsewhere in the 
  maze. The kobold has created a cunning system of tubes 
  that carries his voice throughout the complex. A Search 
  check DC 10 reveals the tubes. If the party begins to hack 
  through the brush to get to him, they attract attention 
  from a patrol as described above.  
   
  The PCs can attempt to negotiate with the kobold. 
  He will be wary, as he believes they are simply more 
  agents of the wizard who lives in the keep. A Diplomacy 
  check DC 15 will sway his attitude to indifferent. A 
  subsequent Diplomacy check DC 22 will move his 
  attitude to friendly. If the PCs mention that they are 
  working for Docamald servants and are not agents of the 
  wizard, or if they address him in Draconic, give them a +2 
  circumstance bonus for each. For each elf or gnome 
  among them, give them a -2 penalty to the check; any 
  elves among them that are primarily wizards or sorcerers 
  instead cause a -4 penalty. 
  A Very Bad Day 
   
  Page 7 
  
   
  If after the party’s efforts at diplomacy the kobold 
  ends up indifferent, he will simply ignore the party and 
  go about his business, laughing at them through his tubes 
  whenever they set off one of his traps. If he becomes 
  friendly, he will meet the PCs and offer to show them 
  through the maze without setting off traps. In this case 
  he will be very proud of his traps, calling each one by 
  name.  
  • 
  Pit Trap: “Big Bad Hole” 
  • 
  Arrow Trap: “Flying Fist of Kurtulmak” 
  • 
  Spear Trap: “Gnome Splitter” 
  He will also share with them the dynamics of the keep, if 
  the PCs ask or inquire into what he’s doing here. The 
  following text assumes that Kobon is speaking to the PCs 
  in common; if any of them understand draconic, 
  however, he will convey the following using extremely 
  complex wording and erudite terminology, with a snooty 
  accent. 
  “I’m Kobon. My clan used to serve the dog-men, but 
  then they made us into food! But not me. I come here, 
  I hide. The big house is where a big chief is, with his 
  bad blech bird. But wizzy stays in house in the middle 
  of my maze. He smel s funny. Whole house smells 
  funny. People go in, but people don’t come out. Dog-
  men call him ‘Bafin da Black.’ Oh, hole in the house 
  has a really bad trap on it. If I made it, it would be 
  much better! I can break it for you.” 
  l
  APL 2 (EL 1) 
  Kobon (1): Rogue 1; hp 7; see Appendix One. 
  APL 4 (EL 3) 
  Kobon (1): Rogue 3; hp 15; see Appendix One. 
  APL 6 (EL 5) 
  Kobon (1): Rogue 5; hp 22; see Appendix One. 
  APL 8 (EL 7) 
  Kobon (1): Rogue 7; hp 31; see Appendix One. 
  APL 10 (EL 9) 
  Kobon (1): Rogue 9; hp 40; see Appendix One. 
  Tactics: If engaged in combat, Kobon will simply run 
  and hide, using the turns and twists of the maze to secure 
  a hiding spot. In addition, he will use his traps to help 
  him lose any pursuers.  
  Encounter Four: Still Life 
  Once the PCs reach the center of the maze, read or 
  paraphrase the following: 
  You finally reach the center of the maze, where you 
  find a clearing. A small garden house, roughly 50 feet 
  on a side, stands at its center. Scattered around the 
  clearing are the crudely hewn shapes of topiary 
  animals, most of them either overgrown or overcut.  
  If the PCs have befriended Kobon, he says regarding the 
  topiary that “Bafin likes da cut da trees, but he bad at it.” 
   
  In truth, one or more of the topiary are creatures 
  grown by Bafin and “fed” (or perhaps fertilized would be 
  a better word) by the remains of his victims. Kobon does 
  not mention that they are dangerous, because he has 
  never seen them move. They haven’t attacked him or 
  revealed their presence when his around because, this far 
  behind Iuzian lines, Bafin is not concerned with enemy 
  spies; rather, his guardians are there to prevent a gnoll 
  patrol from stumbling upon his experiments while he is 
  away. The guardians are instructed to attack any Medium 
  humanoid that tries to enter the house; they are told to 
  ignore smaller creatures, so that they aren’t set off by 
  passing animals or by Bafin’s familiar as he comes and 
  goes, and likewise to ignore larger creatures, since the 
  giants are too large and lazy to fit down the stairs into the 
  lab. 
   
  PCs who move toward the garden house, even if they 
  declare that they are watching the topiary closely, are 
  surprised by the topiary guardians unless they succeed at 
  Spot checks of DC 25 + APL; there are simply too many 
  topiary animals to keep an eye on all of them at once. 
  (This is normally a DC 30 Spot check, but is scaled herein 
  for an appropriate challenge.) 
   
  Because the PCs will be unable to take advantage of 
  the creatures’ vulnerability to fire and must fight quietly 
  (that is, unless they want to be spotted by the gnolls and 
  giants at the keep), the ELs for the encounter are 
  increased by +1. 
  APL 2 (EL 2) 
   Wolf Topiary Guardian (1): hp 16; see Appendix 1. 
  APL 4 (EL 4) 
   Boar Topiary Guardian (1): hp 32; see Appendix 1. 
  APL 6 (EL 6) 
   Boar Topiary Guardians (2): hp 32 each; see 
  Appendix 1. 
  A Very Bad Day 
   
  Page 8 
  
  APL 8 (EL 8) 
   Lion Topiary Guardian (1): hp 85; see Appendix 1. 
  APL 10 (EL 10) 
   
  Lion Topiary Guardians (2): hp 85 each; see 
  Appendix 1.
  Tactics: Bafin doesn’t want the guardians to kill 
  intruders, since gnoll troops that go missing in the hedge 
  maze would arouse suspicion. Instead, the topiary 
  guardians attack for nonlethal damage (which they can 
  do without suffering a -4 penalty, thanks to their merciful 
  ability) and bring subdued victims to Bafin, so that he 
  may bribe or brainwash the. Or, if necessary, kill them 
  and deposit their bodies to be found elsewhere, so that 
  the garden is not investigated. 
   
  The guardians completely ignore Small or Large 
  characters or animal companions, even if they attack. 
  Encounter Five: Little House of 
  Horrors 
  The entrance to the garden house swings open easily (in 
  case the guardians need to drag in unconscious gnolls), 
  but is equipped with a simple bell trap. If the door is 
  opened without the trap first disarmed, a string attached 
  to the door moves a string of bells in the basement, 
  alerting Bafin that he has visitors.  
   
  The kobold can easily disable the alarm trap on the 
  garden house’s front door, if the party would like him to. 
  He will offer no other advice, though, and will return to 
  his maze home once the party is inside the house.  
   
  If the PCs have less than seven creatures with them, 
  and think to offer to take Kobon with them, they gain the 
  “Kobon the kobold” benefit on the adventure record. 
   
  Simple Bell Trap: CR 1/2; mechanical; touch 
  trigger; manual reset; Atk NA (harmless); Search DC 27; 
  Disable Device DC 15; Market value 0 gp. 
  First Floor 
  The first floor is comprised of a single room, a 
  roughly octagonal space approximately 50 feet wide. 
  It appears to have once been a combination of a 
  studio for trimming topiary and grafting trees, as well 
  as a sitting room for entertaining guests who were 
  perhaps picnicking n the garden. The glass panels in
  the roof have long since shattered, but the rain and 
  sunlight they let in has allowed the plants left here to 
  grow and spread, shattering their ceramic pots. Trees 
  and shrubs of all types are scattered throughout the 
  room, growing over and through the shattered 
  remains of chairs, tables, and shelves filled with the 
  moldering remains of books and games. Thick roots 
  line the wooden floor, gaining what sustenance they 
  can from the rotting boards. In the northeast corner, 
  there is a cleared space on the floor. 
  The plants here are all perfectly mundane, immobile 
  shrubs, but the party may move tentatively and hack 
  about at them before entering, being made paranoid by 
  the guardians outside. The more noise they make doing 
  so, and the longer they search the room, the more likely 
  Bafin is to hear them wandering around and be prepared 
  before they descend (assuming he hasn’t already been 
  alerted by the bell trap on the door). The floor of the 
  place is difficult terrain where it is marked as being 
  overgrown, while the barren patches of wood floor are 
  loose and warped, causing them to squeak when stepped 
  on. The scarred and blasted sections of the map just 
  inside the door are the spots where searching PCs find 
  alchemical burns and scorch marks from fire; it looks as if 
  some unnatural creature was destroyed here. Use your 
  best judgment on whether Bafin hears them, or make DC 
  20 Listen checks each round that someone steps on 
  squeaky floorboards or hacks at a plant; he is, after all, 
  focusing intently on his experiments. 
  The clear area in the northeast corner is the trap door that 
  leads to a rickety staircase leading downward. Docamald 
  hardly ever uses it, preferring to come and go using 
  dimension door or teleport so that the General and his 
  odd crow companion do not find his experimental lab. 
  The door opens easily if somewhat squeakily on its rusted 
  hinges (which a rogue searching for traps will notice 
  automatically, or other PC will notice with a Spot check 
  of DC 5 + APL). The ladder below leads down 5 feet to a 
  landing, but the opening is narrow; Large creatures must 
  squeeze through the opening with DC 10 Escape Artist 
  checks. 
  The Basement Laboratory 
  You descend the ladder and find it ends in a landing 
  raised over a large, open room filled with alchemical 
  devices, bookcases, shelves of laboratory equipment, 
  and tables. A series of cells sits against the far wall, 
  apparently empty. A human woman, middle-aged and 
  with heavily braided hair, lies bound to a stone slab 
  near the cells. A series of tubes and wires are attached 
  to her tattoo-covered body, and run to half-full 
  beakers and containers that hang from a strange ron 
  apparatus standing near the slab. 
  i
  i
   
   
  If Bafin heard the PCs, he and his two minions will be 
  hiding within an invisibility sphere next to the woman. If 
  A Very Bad Day 
   
  Page 9 
  
  he did not, he is bent over the woman, staring into one 
  pupil through a strange lens, while his mephit hovers 
  above him scrawling crude notes with a slate and chalk. A 
  Tenser’s floating disc laden with surgical tools and bloody 
  rags hovers next to him. The gnoll is in the process of 
  carrying a large cauldron of acidic fluid from the shelf 
  over to his master. All three look up in dumb surprise at 
  the PCs’ entrance. This scene should give the impression 
  of “an evil wizard at home, enjoying his hobby on his day 
  off.” 
   
  Bafin performs alchemical experiments here, along 
  with his mephit familiar and a gnoll he has brainwashed 
  into acting as a mindless slave (for heavy lifting). He does 
  so in secret because the General would prefer that he 
  spend his time crafting magic items for his troops, using 
  his mephit to scout the surrounding area, and other banal 
  tasks. His current victim is a druid of the Northern 
  Reaches named Aria; she was investigating this place 
  because she sensed the trapped elemental spirits that 
  animate the topiary guardians above. Unfortunately for 
  her, Bafin had just finished the creation of a dangerous 
  alchemical ooze when she arrived, and it came upon her 
  unawares as she was attempting to release the topiary 
  guardians from their servitude. She destroyed the ooze, 
  but soon after its paralytic secretions froze her in place as 
  she was trying to escape. Bafin, enraged at the loss of his 
  latest creation, has been using Aria for several weeks as 
  an experiment. 
   
  Regardless of the circumstances of the PCs’ entrance, 
  Bafin is surprised to see adventurers wandering down 
  into his laboratory. He expected, if anything, a patrol of 
  gnolls, or perhaps the General and his flunkies. If the PCs 
  do not make any immediately threatening actions or give 
  away their identities as pathfinders (such as by bearing 
  large shields and armor emblazoned with holy symbols of 
  Heironeous or Pelor), he will speak to them, asking them 
  simply who they are and what they want. If he is invisible 
  his voice simply floats out to the PCs from somewhere in 
  the chamber below. 
   
  If Bafin learns that the PCs are not working for the 
  General, and that his secret lab is in no danger of being 
  discovered, he will in fact be somewhat relieved. In such 
  a circumstance, he is more than willing to let a single PC 
  enter, search for the scepter, take it and leave, so long as 
  the other party members remain on the landing and don’t 
  take any aggressive actions. He stipulates that whoever 
  comes down must not interfere with his delicate 
  experiments.  
   
  It is that experiment, however, that may make this 
  pleasant compromise impossible for the PCs. Any 
  member of either the Druids of the Northern Reaches or 
  Watchers of the Wounded Lands meta-orgs will 
  recognize that the tattoos on the woman mark her as a 
  Druid of the Northern Reaches. This same information 
  will be known by any PC who makes a DC 15 Knowledge 
  (Local: Iuz Border States) check. Further, a DC 15 Heal 
  check will make clear that whatever is being done to the 
  woman is unnatural, painful, and probably against her 
  wishes. Bafin is nonchalant about the woman, not 
  attempting to hide the fact that, yes, he is doing 
  abominable things to her. “All in the name of the search 
  for knowledge, you see,” is his response. 
  APL 2 (EL 5) 
   Bafin: Male elf Wiz7; hp 32; see Appendix 1. 
   Baleful: Mephit familiar; hp 19; see Appendix 1. 
   Nameless: Male gnoll; hp 11; see Appendix 1.  
  APL 4 (EL 7) 
   Bafin: Male elf Wiz8; hp 36; see Appendix 1. 
   Baleful: Mephit familiar; hp 21; see Appendix 1. 
   Nameless: Male gnoll/Bbn2; hp 27; see Appendix 1. 
  APL 6 (EL 9) 
   Bafin: Male elf Wiz9; hp 40; see Appendix 1. 
   Baleful: Mephit familiar; hp 23; see Appendix 1. 
   Nameless: Male gnoll/Bbn4; hp 43; see Appendix 1. 
  APL 8 (EL 11) 
   Bafin: Male elf Wiz10; hp 44; see Appendix 1. 
   Baleful: Mephit familiar; hp 25; see Appendix 1. 
   Nameless: Male gnoll/Bbn6; hp 59; see Appendix 1. 
  APL 10 (EL 13) 
   Bafin: Male elf Wiz11; hp 48; see Appendix 1. 
   Baleful: Mephit familiar; hp 27; see Appendix 1. 
   Nameless: Male gnoll/Bbn8; hp 75; see Appendix 1. 
  Tactics: Assuming the PCs cannot abide Bafin’s 
  treatment of the woman and attack, Bafin orders his 
  mephit to fly level with the PCs and counterattack, first 
  from a distance and then in melee. The mephit targets 
  archers and casters first.  
   
  The nameless gnoll is ordered to ascend to the 
  landing and attack, hopefully trapping the PCs up there 
  or forcing them to leap 15 feet down amidst the pointy 
  dissection tools and glass beakers filled with toxic liquids. 
  The gnoll is carrying a large iron cauldron of acid when 
  the PCs first enter, and mindlessly uses it as a bludgeon 
  throughout the combat, doing 1 point of acid splash 
  A Very Bad Day 
   
  Page 10 
  
  damage with each swing to himself and all adjacent 
  creatures. 
   
  Bafin, if invisible, casts support spells on the mephit 
  and gnoll for as long as he can afford to do so. If revealed 
  or targeted despite his invisibility, he gives up on the 
  support spells and attacks directly. If reduced to one-
  quarter of his hit points or less, Bafin uses dimension 
  door or teleport to escape to the nearby keep. He does not 
  alert the troops there, given that his experiments are 
  unsanctioned; assuming the PCs can or have finished off 
  the gnoll and mephit, they have nothing to fear once 
  Bafin flees. Of course, they may not know that. 
   
  PCs that attempt to leap over the railing and into the 
  room below must make Jump checks with a DC of 15 + 
  APL, with the following results: 
  • 
  Makes the DC: The PC lands on his feet one square 
  forward from the railing, taking no damage. 
  • 
  Fails by 1-5: PC lands as above, but takes 1d6 points 
  of damage from scalpel blades, broken glass, weak 
  acids, and the like. 
  • 
  Fails by 6-10: PC lands and takes damage as above, 
  but also takes 1d6 points of nonlethal damage from 
  the fall. 
  • 
  Fails by 11 or more: PC takes lethal and nonlethal 
  damage as above, but falls prone after landing. 
  Development: The PC who strikes the killing blow (or 
  casts the killing spell, and so on) against Baleful the 
  mephit receives the “Mephit Slayer!” effect on the 
  adventure record; don’t forget to force Bafin to make a 
  Fortitude save due to the loss of his familiar, assuming 
  he’s still in the room. Meanwhile, all of the PCs in the 
  party gain the “Destroyers of Knowledge!” effect on the 
  adventure record if Bafin escapes. 
   
  Once Bafin is defeated, the PCs are likely to 
  investigate the woman on the slab. She stares with calm 
  eyes at the PCs, unable to move. A DC 20 Heal check will, 
  in fact, reveal that she is dead . . . but her mind is not. 
  Bafin has been experimenting with alchemical life 
  sustainment, seeing how long he could keep the Aria 
  alive using alchemical solutions and electric current. She 
  is not undead, merely un-alive. For all intents and 
  purposes she died five hours ago and cannot be healed. At 
  this point, given the interruption of her treatment and 
  the damage wreaked by the combat, she has a few 
  minutes before her brain ceases to function. The worst 
  part is that she does not realize this; she thinks the PCs 
  are here to rescue her. She will be unable to speak, but 
  can form basic movements, like subtle nods, smiles, 
  frowns, and the like. Any attempt to heal or bring the 
  woman back from the dead will fail.  
   
  A Craft (alchemy) check DC 15 will allow the PCs to 
  realize that removing the tubes from her flesh will release 
  her into death. If a PC does so, she realizes in her final 
  moment what has happened, and is grateful to the PC 
  who showed her mercy. That PC receives the “Thanks of 
  Aria” benefit on the adventure record.  
   
  A Search check DC 15 will reveal a loose floorboard 
  in the northeast corner of the basement. Once the PCs 
  find the floorboard, read or paraphrase the following.  
  You remove the floorboard and find a small earthen 
  chamber beneath. Within is a large, closed chest. 
  The chest is unlocked; inside is a scepter of cold iron 
  inlaid with silver. It is approximately three and a half feet 
  long and engraved with the Docamald crest. It radiates 
  faint abjuration and transmutation magic, and has no 
  magical powers that can be determined at this time. 
  (When in the hands of an heir of House Docamald, 
  however, the magic aura increases to strong). Next to the 
  rod is a leather-bond journal, mostly burned and ripped 
  but with one surviving page (give the PCs Player’s 
  Handout #2). The journal is in reality a forged copy. If 
  any PC asks, they may attempt a Forgery check DC 35 to 
  realize that it doesn’t appear to be as old as it is supposed 
  to be.  
   
  If the PCs wish, they may also take Bafin’s valuable 
  collection of alchemical, surgical, and experimental 
  laboratory equipment, the worth of which varies by APL 
  (see Treasure Summary). 
   
  The PCs are now free to return to Critwall via the 
  teleportation ring. If the PCs return via any other 
  method, they will skip Encounter Six. However, the PCs 
  are deep in occupied territory. If they wish to take the 
  long way home, it will take them an additional Time Unit 
  and at one point they will come within 100 ft. of a patrol 
  (identical to the patrol that is sent to investigate a 
  disturbance in the garden, but one APL higher). If they 
  can outrun, evade, or sneak past the patrol, fine; if not, 
  the patrol fights to the death. Since the PCs are fully 
  rested, this should be a difficult but not impossible fight. 
   
  If the PCs return via their own magical means (wind 
  walk, flight, their own teleportation spell, etc.), skip to 
  Encounter Seven. 
  A Very Bad Day 
   
  Page 11 
  
  Encounter Six: The Boys are 
  Back in Town 
  As soon as the PCs activate the ring again, read or 
  paraphrase the following. 
  You activate the ring and feel the familiar distortion 
  as you are whisked away over the miles. Your vision 
  comes back to you and shows you that you have 
  arrived, not in the house where you met Shinji, but in 
  a small grove of trees. A mile or so in the distance is 
  the distinct outline of Critwall. As you focus on your 
  surroundings, you realize you are not alone.  
   
  “There they are, Crusaders,” issues a mocking 
  voice from the trees above. “Take ‘em alive or dead, 
  don’t really matter to me.” Surrounding you are 
  several men  all dressed in light armor and wielding a 
  motley assortment of what appear to be repurposed 
  farm 
  implements. 
  They 
  wear 
  bluish 
  tunics 
  embroidered with the Docamald family seal.  
  ,
  The speaker is Limrin the Bald, a bandit and scoundrel 
  with no scruples, nor any compunction against killing. 
  What he lacks in morals, however, he makes up for with a 
  keen eye for tactics and battlefield command. He is 
  perched in a 10-ft.-high tree stand, in a tree 20 ft. from the 
  center of the clearing. The men on the ground are down-
  on-their-luck farmers who have turned to mercenary 
  work, soldiering, and occasionally banditry. They call 
  themselves (without irony) the “Crescent Crusaders.” 
  Limrin and the Crusaders were hired to wait here and 
  “deal with” the PCs by the mysterious woman who sent 
  them on the mission in the first place! For her own 
  reasons, the mystery woman provided the men with 
  Docamald tunics. 
  Creatures: 
  APL 2 (EL 2) 
   Limrin: Male human Mar1; hp 9; see Appendix 1. 
   Crescent Crusaders (4): Male human commoner 1; 
  hp 5 each; see Appendix 1. 
  APL 4 (EL 4) 
   Limrin: Male human Mar2/Ftr1; hp 20; see 
  Appendix 1. 
   Crescent Crusaders (4): Male human War1; hp 10 
  each; see Appendix 1. 
  APL 6 (EL 6) 
   Limrin: Male human Mar2/Ftr3; hp 31; see 
  Appendix 1. 
   Crescent Crusaders (4): Male human War2; hp 17 
  each; See Appendix 1. 
  APL 8 (EL 8) 
   Limrin: Male human Mar2/Ftr5; hp 42; see 
  Appendix 1. 
   Crescent Crusaders (4): Male human War3; hp 24 
  each; see Appendix 1. 
  APL 10 (EL 10) 
   Limrin: Male human Mar2/Ftr7; hp 62; see 
  Appendix 1. 
   Crescent Crusaders (4): Male human War4; hp 32 
  each; see Appendix 1. 
  Tactics: The group fights surprisingly well under 
  Limrin’s command, which is more a matter of 
  coincidence than anything else. They almost work well 
  together, but not quite. The crusaders’ chosen weapons 
  lend themselves to tripping, and their ingrained sense of 
  mercy spurs them to try to put their victims down and 
  drop them to negatives, but not slaughter them outright. 
  Meanwhile, Limrin’s highly developed sense of cruelty 
  delights in seeing victims humiliated and thrown into 
  the dirt and mud, so he uses his aura to aid the crusaders 
  to do so. 
   
  The crusaders charge and attempt to trip or 
  dismount the party. At APL 4 and higher, each crusader 
  uses a different main two-handed weapon, but the one 
  thing they all have in common is that they can be used to 
  trip foes. If their opponents resist their trip attempts and 
  successfully trip them in return, they drop these main 
  weapons; all carry a pair of sickles as backup weapons.  
   
  Limrin, the coward that he is, fires bolts at other 
  archers and spellcasters from the tree, although his not 
  having the Precise Shot feat means that he is often not 
  successful. He leads off with one screaming bolt, and uses 
  any additional bolts sparingly (those things cost money!). 
   
  Between the hokey name the bandits call 
  themselves, the repurposed farm implements, the 
  constant falling and dropping of weapons, the near 
  misses by Limrin firing amidst his allies, and the ever-
  present creaks and curses coming from the tree as Limrin 
  reloads his crossbow, this combat should come off as a 
  comedy of errors. Though the enemies may do some 
  damage, the PCs should get the distinct feeling that they 
  are dealing with incompetents. 
   
  If the PC defeats the group and is able to question 
  any of the foes, they explain that a servant of house 
  Docamald hired them to stop the PCs because they 
  intended to defame her mistress’s name. They describe a 
  A Very Bad Day 
   
  Page 12 
  
  woman matching Shinji’s description, and say that she 
  wasn’t specific about what they were supposed to do, just 
  to “take care of them.” It was almost like she didn’t care 
  what happened.  
  Encounter Seven: Telling the 
  Truth 
  The PCs have won, though they may at this time have 
  some questions about who hired them, and why. If they 
  return to the house where Shinji hired them, they find it 
  empty. Investigations will reveal that owner of the house 
  died of the Black Breath several months ago, and her 
  family has yet to claim it. 
   
  Option A: Take the journal and/or the scepter to a 
  trusted noble, military leader, church head, or other 
  authority figure with whom they have connections 
  (Torkeep, Bladehone, Katarina, etc.). 
   
  Option B: Confront the Countess Tereza Docamald 
  with the journal, with or without the scepter. 
   
  Option C: Take the journal and/or the scepter to 
  Roland Docamald of Tritherion. 
   
  Option D: Tell no one of the journal, and hide or 
  keep the scepter. 
  Option A 
  You have decided that the best course of action is to 
  bring the journal and scepter to <insert name of person 
  or organization>. The scepter is taken for study, the 
  journal is examined, and the Docamald family is 
  hauled in for questioning amidst much uproar and 
  demands for justice. Several times over the next few 
  days, lynch mobs outside the location of the 
  Docamalds’ 
  detainment 
  must 
  be 
  broken 
  up. 
  The council eventually concludes that the journal 
  is a forgery.  
   
  l
  t
   
  The Docamald family has been cleared of all 
  charges, but word on the street is that the Docamalds 
  bought their way back into the council’s good graces. 
  Many people look upon the family with suspicion, 
  and wonder why they have done so wel  while others 
  have faltered. 
   
  You know you did the right and just thing, 
  bringing a po entially traitorous noble family to 
  justice, but it appears that your actions have created 
  rifts in the sense of solidarity and unity that the 
  Shield Lands only recently came to embrace. 
  Option B 
  Vary the following depending on if the PCs confront the 
  countess at her home or in the council building. 
  With no other clear direction, you have decided to 
  confront the Countess Tereza Docamald. After a 
  significant wait and being passed through several 
  layers of security and magical wards during which 
  you are asked to divest yourself of weapons and all 
  magical equipment, you are informed that the 
  Countess will see you. If you proceed, you find her 
  working late in a study, along with Shinji! The 
  Countess greets you with indifference and closes the 
  book she was working in, whi e Shinji looks up with 
  casual curiosity, displaying no recognition of you. 
  The Countess calmly asks, “Now, what is it that is so 
  important that it must interrupt my work?”  
  l
  The PCs will probably begin by explaining that Shinji 
  hired them, at which point she and Tereza will exchange 
  surprised and questioning glances. Shinji claims to know 
  nothing of the PCs, nor of their mission, nor of any 
  divinations regarding the lost scepter. Tereza will explain 
  that Shinji has in fact spent the last several days with her, 
  almost non-stop, as they have been dealing with a very 
  time-sensitive and complicated matter regarding their 
  holdings in Greyhawk City and along the Azure Sea. 
   
  The PCs need to be tread very carefully here. First of 
  all, if Tereza finds out about the scepter, she will demand 
  that the PCs hand it over to her. Second, if they reference 
  or show her the journal, she will claim to have no idea 
  what the PCs are referring to. As she is already in a foul 
  mood because of reports of slavers along the Pomarj and 
  Wild Coast causing trouble with her business interests, 
  she is ready to snap; should the PCs go so far as to accuse 
  her of being a traitor, or mention the scepter and do not 
  hand it over to her, she will call for the captain of the 
  guard to have them arrested on charges of slander or 
  theft. If the PCs do hand over the scepter, and do not 
  push Tereza over the edge, she will simply demand that 
  they leave at once. 
   
  The guard captain, if asked to arrest the PCs, will 
  explain politely to them that he is sure it is a 
  misunderstanding, 
  and 
  will 
  promise 
  them 
  that 
  everything will be cleared up. He will ask them for the 
  journal, promise to have it looked into, and escort them 
  with a sizeable body of troops to the Citadel of Critwall. If 
  the PCs agree to go with the guard and be confined, read 
  or paraphrase the following.  
  The next week passes slowly in the Citadel. The 
  captain of the guard has visited you several times 
  during 
  your 
  stay, 
  counseling 
  patience 
  while 
  A Very Bad Day 
   
  Page 13 
  
  everything gets sorted out. Finally, after six days in 
  prison, he appears again and unlocks your door. “I’m 
  sorry that was necessary, good pathfinders. The 
  council has reviewed the matter, and have decided 
  that the journal must be a forgery. You are free to go, 
  so long as you pledge an oath not to speak of this 
  matter again or to defame the Docamald name.”   
   
  Over the next few days it is announced that the 
  Docamald family has been cleared of all charges. 
  However, word on the street is that the Docamalds 
  bought their way back into the council’s good graces. 
  Many people ook upon the family with suspic on and 
  wonder why they have done so well while others have
  fal ered. You cannot be certain whether justice has 
  been done, or merely postponed, but it is clear that 
  your actions have created rifts in the sense of 
  solidarity and unity that the Shield Lands only 
  recently came to embrace. 
  l
  i
   
   
  t
  PCs that are jailed will lose one additional TU in jail.  
   
  If the PCs refuse to be jailed and flee the site, the 
  captain will warn them against rash actions and tell them 
  they really should come with him. If they still refuse they 
  will be wanted fugitives. See “Wanted By the Council.” 
  Note: It is possible for some PCs in the group to be 
  wanted and others not to be, depending on their actions. 
  Any blood shed against the guards will be treated as 
  assault and perhaps attempted murder against a guard of 
  the council. Such a penalty can quickly ruin a character’s 
  career. The PC becomes “Wanted By the Council” and has 
  little chance of ever being exonerated. Such an act will be 
  handled by the Shield Lands Triad should the need arise.  
  Option C 
  You remember hearing somewhere that one of the 
  Docamalds has, against his family’s wishes, embraced 
  the worship of Tritherion, the Vengeance Seeker. The 
  word on the street is that Roland Docamald, not 
  unlike Lord Torkeep several years ago, chafes at the 
  inaction of the Standing Army and longs to reclaim 
  his ancestral home. Believing that he might be able to 
  provide some insight into his family’s traitorous acts, 
  you track him down on duty at one of the border 
  forts. 
  Roland is a serious, intelligent, forthright military 
  commander with light brown hair grown long and tied 
  back. He openly bears symbols of Tritherion on his 
  person, something that doesn’t seem to win him many 
  friends among the knights and paladins stationed with 
  him, but he seems to get along with the common 
  footsoldiers and any Greycloaks in the area. He is said to 
  have trained with Quatain the Cold and Sergeant Duc, 
  two renowned heroes of the Shield Lands. Nonetheless, 
  he greets the PCs as equals and accords them respect 
  until their actions or words have convinced them that 
  they do not deserve it. 
   
  Roland will be disgusted but not terribly shocked if 
  the PCs present the journal to him. He has long 
  wondered why his Aunt Tereza, the Countess, seemed 
  more concerned with foreign holdings than with her 
  ancestral home. He will, on the other hand, be astounded 
  by the appearance of the scepter. He will explain that it is 
  rumored to have great power to inspire courage on the 
  battlefield, and even to allow common men and women 
  to face demons and devils. He was just a boy when it was 
  supposedly lost during the invasion, and says that to have 
  it returned could mean the beginning of a new era for his 
  family. He will happily take it from the PCs with very 
  sincere thanks. 
   
  However, Roland councils the PCs not to reveal the 
  existence of the scepter or the journal (which he will also 
  take, if the PCs let him) to anyone else. He fears, 
  regarding the journal, that these suggestions of traitorous 
  behavior by his house would only drive a wedge between 
  the noble families who are so recently united under 
  Katarina, and he does not believe that this would be in 
  the best interest of the Shield Lands. He will also admit, 
  quite openly, that if his family name is disparaged, his 
  ability to lead his men will be undermined as well. He 
  proclaims this, not out of a sense of pride or selfishness, 
  but seemingly simply as a practical fact. Finally, he fears 
  that if the scepter’s presence is revealed to the Countess, 
  she will demand that it be sent to the family’s estate in 
  Greyhawk City to be kept safe, rather than granted to 
  him to be used on the battlefield, where it will do the 
  most good. 
   
  If the PCs acquiesce to Roland’s suggestions, read 
  the following.  
  You return from your meeting with Roland, having 
  sworn silence. Your packs are conspicuously empty of 
  reward, and your hearts are nearly as empty of 
  confidence. It seems to be for the best that the Shield 
  Lands does not know of the Docamald fami y’s 
  betrayal; after all, they were merely attempting to 
  protect their people and their heritage. Yet, with a 
  kernel of such weakness and corruption in the Shie d
  Lands’ heart, can it not help but infect those around 
  it, like a cancer? 
  l
   
  l  
  Option D 
  You’ve decided to keep the journal’s contents, and the 
  existence of the scepter, to yourself. Perhaps your 
  silence is allowing an Iuzian agent to remain free. 
  A Very Bad Day 
   
  Page 14 
  
  Then again, perhaps your silence is saving the Holy 
  Realm from a rift that would divide it at a time when 
  unity has never been more precious.  
  If the PCs come up with some other options, the DM 
  should do her best to resolve the matter.  
  Conclusion 
  Once the PCs have finished pursuing any other avenues 
  they wish, read or paraphrase the following. 
  You’re not sure who actual y sent you on your quest 
  in the first place. The Countesses’ servant, Shinji, has 
  a perfect alibi, and when you see her again, her 
  posture and bearing seem distinctly different. The 
  house you met the woman in belonged to a v ctim of 
  the Black Breath, and has been empty for months. 
  This all leaves you with no clues as to who the 
  mysterious 
  woman 
  was, 
  where 
  she 
  got 
  her 
  information, and what exactly she was trying to 
  accomplish. 
  l
  i
  f 
  f
   
  One thing is certain, however: you never received the 
  second half of the “reward” you were promised. You 
  would chalk up the mission as a learning experience, 
  or take solace in the spoils of war, except that all you 
  faced was some ornery shrubbery, an unsavory 
  alchemist caught in the middle of an experiment, and 
  incompetent assassins, none of which had very 
  valuable gear. 
  No sooner does the thought cross your mind than a 
  half-elf merchant with a wagon loaded with goods 
  steps in the road in front o you. He smiles and pulls 
  back a sheet unveiling a cluster o  odd and unusual 
  items. “My friends,” he says with a quick smile. “I was 
  paid not a small sum to seek you out. I’m to offer you 
  some of these more exotic items. Please peruse my 
  new wares and let me know if anything interests you.”  
  As you look through his goods and suffer beneath the 
  beam of his jovial smile, you realize that as bad as 
  your day was, it could always have been worse. 
  The merchant’s name is Carus Mikilenvine. He is well 
  respected and known in Critwall. If pressed, he admits 
  the goods were sold to him at a discount by a strange red-
  haired woman this morning. A condition of the sale, 
  however, was that he must seek out adventurers 
  matching the PCs’ descriptions and offer to sell them to 
  those individuals before any others. Carus is simply 
  fulfilling his portion of the bargain. He had never seen 
  the woman in the past and knows nothing about any plot 
  the PCs may bring up. For once, a merchant is just a 
  merchant. 
  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 Three 
  Find the center of the maze, whether by enduring the 
  traps, hacking through the hedge and overcoming a 
  patrol, or negotiating with Kobon. 
   
  APL2 60 xp 
   
  APL4 120 xp 
   
  APL6 180 xp 
   
  APL8 240 xp 
   
  APL10 300 xp 
  Encounter Four  
  Defeat the topiary guardians 
   
  APL2 60 xp 
   
  APL4 120 xp 
   
  APL6 180 xp 
   
  APL8 240 xp 
   
  APL10 300 xp 
  Encounter Five 
  Defeat Bafin and his minions 
   
  APL2 120 xp 
   
  APL4 180 xp 
   
  APL6 240 xp 
   
  APL8 300 xp 
   
  APL10 360 xp 
  Encounter Six 
  Defeat the hired thugs 
   
  APL2 60 xp 
   
  APL4 120 xp 
   
  APL6 180 xp 
   
  APL8 240 xp 
   
  APL10 300 xp 
  A Very Bad Day 
   
  Page 15 
  
  Story Award 
  Find the scepter and journal 
   
  APL2 75 xp 
   
  APL4 55 xp 
   
  APL6 65 xp 
   
  APL8 55 xp 
   
  APL10 45 xp 
  Discretionary roleplaying award 
   
  APL2 75 xp 
   
  APL4 60 xp 
   
  APL6 55 xp 
   
  APL8 50 xp 
   
  APL10 45 xp 
  Total possible experience: 
   
  APL2 450 xp 
   
  APL4 675 xp 
   
  APL6 900 xp 
   
  APL8 1125 xp 
   
  APL10 1350 xp 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter One: 
   
  APL 2: L: 0 gp; C: 250 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 400 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 550 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 800 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 1,600 gp; M: 0 gp  
  Encounter Five: 
   
  APL 2: L: 50 gp; C: 0 gp; M: 0 gp 
   
  APL 4: L:  75 gp; C: 0 gp; M: 0 gp 
   
  APL 6: L: 125 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 250 gp; C: 0 gp; M: 0 gp 
   
  APL 10: L: 400 gp; C: 0 gp; M: 0 gp  
  Encounter Six:   
   
  APL 2: L: 70 gp; C: 60 gp; M: 20 gp – (screaming bolt) 
   
  APL 4: L: 75 gp; C: 60 gp; M: 40 gp – (screaming bolts 
  x2) 
   
  APL 6: L: 90 gp; C: 65 gp; M: 60 gp – (screaming bolts 
  x3) 
  A Very Bad Day 
   
  Page 16 
  
   
  APL 8: L: 90 gp; C: 80 gp; M: 80 gp – (screaming bolts 
  x4) 
   
  APL 10: L: 100 gp; C: 100 gp; M: 100 gp – (screaming 
  bolts x5)  
  Total Possible Treasure 
  APL 2: L: 120 gp; C: 310 gp; M: 20 gp - Total:  450 gp 
  APL 4: L: 150 gp; C: 460 gp; M: 40 gp - Total: 650 gp 
  APL 6: L: 215 gp; C: 625 gp; M: 60 gp - Total: 900 gp 
  APL 8: L: 340 gp; C: 880 gp; M: 80 gp - Total: 1300 gp 
  APL 10: L: 500 gp; C: 1,700 gp; M: 100 gp - Total: 2300 gp 
   
  Special 
  Kobon the Kobold: You brought a clever but friendly 
  kobold trapmaster back to Critwall with you from your 
  adventures. He hides out in the sewers, mostly, eating 
  rats and humming to himself, but is happy to help with a 
  lock or trap. Once during an adventures in Critwall, 
  Kobon will attempt to Search (+12) and Disable any traps 
  found (+15) on a single door, chest, or other item for you. 
  It takes two hours to track Kobon down, and then bring 
  him to your location. Cross this favor off when used. 
  Mephit Slayer!: You struck the killing blow against 
  Bafin the Black’s favorite oozy apprentice. He will not 
  forget this foul deed. 
  Destroyer of Knowledge!: You accidentally destroyed 
  (or purposely ransacked) Bafin the Black’s secret 
  laboratory. He will remember this offense. 
  Enemy of Docamald: You have made an enemy of 
  House Docamald. This may have implications in future 
  adventures. 
  Trust of Roland: You have met and followed the advice 
  of Roland Docamald of Tritherion. This may have 
  implications in future adventures. 
  Thanks of Aria: The animal companion of Aria, Druid of 
  the Northern Reaches, has begun traveling with you, 
  because it instinctively knows that you released its 
  master from her pain. For the next three adventures, you 
  are accompanied by a: 
  • 
  APL2: Wolf (as per Monster Manual) 
  • 
  APL4-6: Bear, black (as per Monster Manual) 
  • 
  APL8: Bear, brown  (as per Monster Manual) 
  • 
  APL10: Dire lion  (as per Monster Manual) 
  You gain a +4 bonus on Handle Animal checks with this 
  animal, and it does not count towards the APL calculation 
  of your tables. You do not gain any other druidic special 
  abilities associated with animal companions. (Can only be 
  earned by one PC per table.) 
  Items for the Adventure 
  Record 
  Item Access 
  APL 2: 
  • 
  Scroll of expeditious retreat, swift (Adventure; CV; 
  25 gp) 
  • 
  Collar of Obedience (Adventure; CV; 1,500 gp) 
  APL 4 (all of APL 2 plus the following): 
  • 
  +1 Heavy Plate (Adventure; RS; 4,150 gp) 
  • 
  +1 Dwarven Warpike (Adventure; RS; 2,345 gp) 
  • 
  Belt of One Mighty Blow (Adventure; MH; 1,500 gp)  
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  Songblade (Adventure; CV; 6,400 gp) 
  • 
  Ring of Swimming, Improved (Adventure; DMG; 
  10,000 gp) 
  APL 8 (all of APLs 2-6 plus the following): 
  • 
  +1 ghost touch cold iron greataxe (Adventure; DMG; 
  10,340 gp) 
  • 
  Scroll of Perinarch (Adventure; SpC; 700 gp) 
  • 
  Cloak of Resistance +4 (Adventure; DMG; 16,000 gp) 
  APL 10 (all of APLs 2-8 plus the following): 
  • 
  Scroll of Planar Tolerance (Adventure; SpC; 1,125 
  gp) 
  • 
  Ioun Stone, Iridescent purple; Adventure; DMG; 
  18,000 gp)  
   
   
  A Very Bad Day 
   
  Page 17 
  
   
   
   
   
   
   
   
   
   
  Appendix One – APL 2
  Encounter Three 
   
   
   
   
  Kobon: Male rogue 1; CR 1; Small humanoid 
  (reptilian); HD 1d6+1; hp 7; Init +3; Spd 20 ft.; AC 19, 
  touch 14, flat-footed 16; BAB/Grp: +0/-7; Atk: -2 melee 
  (1d3-3,19-20, dagger) or +4 ranged (1d6,19-20, light 
  crossbow); Full Atk: -2 melee (1d3-3,19-20, dagger) or 
  +4 ranged (1d6,19-20, light crossbow); Space/Reach: 
  5ft./5ft.; SA sneak attack +1d6; SQ Darkvision 60 ft., 
  light sensitivity, trapfinding; AL LN; SV Fort +1, Ref 
  +5, Will +1; Str 4, Dex 17, Con 12, Int 13, Wis 12, Cha 
  10.  
   
  Skills and Feats: Craft (trapmaking) +8, Hide +11, 
  Jump +1, Move Silently +7, Open Lock +7, Search +5, 
  Spot +5, Tumble +7, Use Magic Device +4; Skill Focus 
  (trapmaking).  
   
  Possessions: light crossbow, dagger, masterwork 
  chain shirt. 
  Encounter Four 
   
   
   
   
  Wolf Topiary Guardian (damaged): CR 1; Medium 
  plant; HD 5d8+10; hp 16; Init +3; Spd 50 ft. (10 
  squares); AC 14 (touch 12, flat-footed 12); BAB/Grp 
  +1/+2;  Atk +3 melee (1d6+1 nonlethal, bite); 
  Space/Reach 5ft./5ft.; SA Merciful, trip; SQ Damage 
  reduction 10/slashing, freeze, low-light vision, plant 
  traits, tremorsense 90 ft., vulnerability to fire; AL N; SV 
  Fort +6, Ref +4, Will +1; Str 17, Dex 16, Con 14, Int —, 
  Wis 10, Cha 1.  
   
  Skills and Feats: Move Silently +11. 
   
  Freeze (Ex): A topiary guardian can hold itself so 
  still that it appears to be a normal sculpted shrub. An 
  observer must succeed on a DC 30 Spot check to notice 
  that a topiary guardian is actually an animated creature. 
   
  Trip (Ex): After a successful bite attack, a wolf 
  topiary guardian may make a trip attempt with a +3 to 
  the roll. If it fails, the target may not attempt to trip the 
  wolf topiary guardian in return. 
  Encounter Five 
   
   
   
   
  Bafin The Black: Male elf wizard 7; CR 3; Medium 
  humanoid (Human); HD 7d4+7; hp 32; Init +2; Spd 30 
  ft.; AC 12 (Dex +2), touch 12, ff 10; BAB/Grp +3/+2;  
  Atk: +2 melee (1d4-1,19-20, dagger) or +2 melee touch 
  (spell) or +5 ranged touch (spell); Space/Reach: 
  5ft./5ft.; SA Spells; SQ Familiar, low-light vision); AL 
  LE; SV Fort +3, Ref +4, Will +5; Str 8, Dex 15, Con 13, 
  Int 17, Wis 12, Cha 10.  
   
  Skills and Feats: Concentration +11, Craft 
  (Alchemy) +16, Knowledge (Arcana) +13, Knowledge 
  (Nature) +13, Knowledge (Dungeoneering) +13, 
  Spellcraft +13; Brew Potion, Craft Flesh Graft (from 
  LoM, no effect here), Reach Spell, Scribe Scroll, Skill 
  Focus (Craft: Alchemy).  
   
  Possessions: Dagger, spell components. 
   
  Spells Prepared (4/5/4/3/2; base DC = 13 + spell 
  level): 0—acid splash, detect magic, light, mage hand; 
  1st—charm person, chill touch, hypnotism, tenser’s 
  floating disk, unseen servant; 2nd—bear’s endurance, 
  bull’s strength, detect thoughts, reach touch of fatigue; 
  3rd—gentle repose, invisibility sphere, nondetection; 
  4th—dimension door, dimension door. 
   
  Note: The pre-cast spells above were cast for 
  research purposes, and are not available to Bafin for 
  this encounter. 
  Baleful the Mephit: Ooze mephit; CR 3;Small 
  outsider (extraplanar, water); HD 3d8+6; hp 19; Init +0; 
  Spd 30 ft. (6 squares), fly 40 ft. (average), swim 30 ft.; 
  AC 20 (+1 size, +9 natural), touch 11, ff 16; BAB/Grp 
  +3/+1; Atk +6 melee (1d3+2, claw); Full Atk +6/+6 
  melee (1d3+2, 2 claws); 5ft./5ft.; SA Breath weapon, 
  spell-like abilities, summon mephit; SQ DR 5/magic, 
  darkvision 60 ft., deliver touch spells, improved 
  evasion, share spells; AL LE; SV Fort +4, Ref +3, Will 
  +3; Str 14, Dex 10, Con 13, Int 9, Wis 11, Cha 15. 
   
  Skills and Feats: Bluff +8, Concentration +11, 
  Escape Artist +6, Hide +10, Listen +6, Diplomacy +4, 
  Disguise +2 (+4 acting), Move Silently +6, Spot+6, 
  Swim +10, Use Rope +0 (+2 with bindings); Power 
  Attack, Toughness. 
   
  Breath Weapon (Su): Every 1d4 rounds, 10-ft. cone 
  of caustic liquid, 1d4 damage, Reflex DC 14 half. Those 
  that fail suffer a -4 penalty to AC and a -2 penalty to 
  attack rolls for 3 rounds. Save DC is Con-based. 
   
  Spell-like Abilities: 1/hour—melf’s acid arrow 
  (ranged touch +4, CL 3rd); 1/day—stinking cloud (DC 
  15, CL 5th). 
  Nameless: Male gnoll; CR 1; Medium humanoid 
  (gnoll); HD 2d8+2; hp 11; Init +1; Spd 30 ft.; AC 13 (+1 
  Dex, +1 natural, +1 padded armor), touch 11, flat-footed 
  12; BAB/Grp: +1/+4; Atk: +4 melee (1d6+4, club); 
  A Very Bad Day 
   
  Page 18 
  
  5ft./5ft.; SQ Darkvision 60 ft.; AL CN; SV Fort +4, Ref 
  +2, Will -3; Str 16, Dex 13, Con 13, Int 4, Wis 4, Cha 4.  
   
  Skills and Feats: Climb +4, Jump +4; Power Attack.  
   
  Possessions: Lice-ridden blankets (acts as padded 
  armor), iron cauldron (acts as club). 
  Encounter Six 
   
   
   
   
  Limrin The Bald: Male marshal 1; CR 1; Medium 
  humanoid (Human); HD 1d8+1; hp 9; Init +2; Spd 30 
  ft.; AC 18 (+3 Dex, +4 chain shirt, +1 buckler), touch 13, 
  flat-footed 15; BAB/Grp: +0/+0;  Atk: +0 melee (1d8, 
  battle axe) or +4 ranged (1d10, masterwork heavy 
  crossbow) or +5 ranged within 30 ft. (1d10+1, 
  masterwork crossbow); 5ft./5ft.; SA Point Blank Shot; 
  SQ Aura (Art of War); AL LE; SV Fort +3, Ref +3, Will 
  +2; Str 11, Dex 17, Con 12, Int 8, Wis 10, Cha 15.  
   
  Skills and Feats: Bluff +7, Diplomacy +7, 
  Intimidate +7, Spot +2; Point Blank Shot, Rapid Reload, 
  Skill Focus (Diplomacy). 
   
  Auras: Art of War (minor aura)— +2 bonus on 
  disarm, trip, bull rush, and sunder attempts. 
   
  Possessions: 
  screaming 
  bolt, 
  short 
  sword, 
  masterwork heavy crossbow, chain shirt, buckler, 9 
  bolts, 30 gp. 
  Crescent Crusaders: Male commoner 1; CR 1/4; 
  Medium humanoid (human); HD 1d4+1; hp 5; Init+1; 
  Spd 30 ft.; AC 13 (+1 Dex, +2 armor), touch 11, ff 12; 
  BAB/Grp: +0/+2;  Atk: +3 melee (1d6+2, sickle); 
  5ft./5ft.; SA Trip; AL N; SV Fort +3, Ref +1, Will +0; Str 
  15, Dex 12, Con 13, Int 13, Wis 10, Cha 8.  
   
  Skills and Feats: Climb +4, Intimidate +1, 
  Profession (farmer) +4, Swim +2; Combat Expertise, 
  Improved Trip.  
   
  Possessions: sickle (3), leather armor, 5 gp. 
   
  With Aura Benefits: Atk +4 melee, trip +4. 
   
  A Very Bad Day 
   
  Page 19 
  
   
   
   
   
   
   
   
   
   
  Appendix One – APL 4 
  Encounter Three 
   
   
   
   
  Kobon: Male Rogue 3; CR 3; Small Humanoid 
  (Reptilian); HD 3d6+3; hp 15; Init+3; Spd 30 ft.; AC 19, 
  touch 14, flat-footed 16; BAB/Grp: +2/-5;  Atk: +0 melee 
  (1d4-3,19-20, dagger), +6 ranged (1d8,19-20); Full Atk: 
  +0 melee (1d4-3,19-20), +6 ranged (1d8,19-20); 
  Space/Reach: 5ft./5ft.; SA sneak attack +2d6; SQ 
  Darkvision 60 ft., evasion, light sensitivity, trapfinding, 
  trap sense +1; AL LN; SV Fort +2, Ref +6, Will +2; Str 4, 
  Dex 17, Con 12, Int 13, Wis 12, Cha 10.  
   
  Skills and Feats: Craft (trapmaking) +10, Hide +13, 
  Jump +5, Move Silently +11, Open Lock +7, Search +9, 
  Spot +7, Tumble +11, Use Magic Device +6; Skill Focus 
  (trapmaking), point blank shot  
   
  Possessions: light crossbow, dagger, masterwork 
  chainshirt. 
  Encounter Four 
   
   
   
   
  Boar Topiary Guardian: CR 4; Medium plant; HD 
  5d8+10; hp 32; Init +3; Spd 40 ft. (8 squares); AC 17 (+3 
  Dex, +4 nat), touch 13, ff 14; BAB/Grp +3/+6;  Atk +6 
  melee (2d6+4 nonlethal, gore); Space/Reach 5ft./5ft.; 
  SA 
  Ferocity, 
  merciful; 
  SQ 
  Damage 
  reduction 
  10/slashing, freeze, low-light vision, plant traits, 
  tremosense 90 ft., vulnerability to fire; AL N; SV Fort 
  +6, Ref +4, Will +1; Str 17, Dex 16, Con 14, Int —, Wis 
  10, Cha 1.  
   
  Skills and Feats: Move Silently +11. 
   
  Ferocity (Ex): A boar topiary guardian continues to 
  fight without penalty even while disabled or dying. 
   
  Freeze (Ex): A topiary guardian can hold itself so 
  still that it appears to be a normal sculpted shrub. An 
  observer must succeed on a DC 30 Spot check to notice 
  that a topiary guardian is actually an animated creature. 
  Encounter Five 
   
   
   
   
  Bafin The Black: Male elf wizard 8; CR 6; Medium 
  humanoid (elf); HD 8d4+8; hp 36; Init +2; Spd 30 ft.; 
  AC 12 (Dex +2), touch 12, ff 10; BAB/Grp +4/+3;  Atk: 
  +3 melee (1d4-1,19-20, dagger) or +3 melee touch 
  (spell) or +6 ranged touch (spell); Space/Reach: 
  5ft./5ft.; SA Spells; SQ Familiar, low-light vision); AL 
  LE; SV Fort +3, Ref +4, Will +6; Str 8, Dex 15, Con 13, 
  Int 18, Wis 12, Cha 10.  
   
  Skills and Feats: Concentration +12, Craft 
  (Alchemy) +18, Knowledge (Arcana) +15, Knowledge 
  (Nature) +15, Knowledge (Dungeoneering) +15, 
  Spellcraft +15; Brew Potion, Craft Flesh Graft (from 
  LoM, no effect here), Reach Spell, Skill Focus (Craft: 
  Alchemy).  
   
  Possessions: Dagger, spell components. 
   
  Spells Prepared (4/5/4/3/2; base DC = 13 + spell 
  level): 0—acid splash, detect magic, light, mage hand; 
  1st—charm person, chill touch, enlarge person, 
  hypnotism, tenser’s floating disk, unseen servant; 
  2nd—augment 
  familiar, 
  bull’s 
  strength, 
  detect 
  thoughts, mirror image, reach touch of fatigue; 3rd—
  gentle repose, invisibility sphere, reach chill touch, 
  nondetection; 4th—dimension door, dimension door, 
  minor creation. 
   
  Note: The pre-cast spells above were cast for 
  research purposes, and are not available to Bafin for 
  this encounter. 
  Baleful the Mephit: Ooze mephit; CR 3;Small 
  outsider (extraplanar, water); HD 3d8+6; hp 21; Init +0; 
  Spd 30 ft. (6 squares), fly 40 ft. (average), swim 30 ft.; 
  AC 20 (+1 size, +9 natural), touch 11, ff 16; BAB/Grp 
  +3/+1; Atk +6 melee (1d3+2, claw); Full Atk +6/+6 
  melee (1d3+2, 2 claws); 5ft./5ft.; SA Breath weapon, 
  spell-like abilities, summon mephit; SQ DR 5/magic, 
  darkvision 60 ft., deliver touch spells, improved 
  evasion, share spells; AL LE; SV Fort +4, Ref +3, Will 
  +3; Str 14, Dex 10, Con 13, Int 9, Wis 11, Cha 15. 
   
  Skills and Feats: Bluff +8, Concentration +12, 
  Escape Artist +6, Hide +10, Listen +6, Diplomacy +4, 
  Disguise +2 (+4 acting), Move Silently +6, Spot+6, 
  Swim +10, Use Rope +0 (+2 with bindings); Power 
  Attack, Toughness. 
   
  Breath Weapon (Su): Every 1d4 rounds, 10-ft. cone 
  of caustic liquid, 1d4 damage, Reflex DC 14 half. Those 
  that fail suffer a -4 penalty to AC and a -2 penalty to 
  attack rolls for 3 rounds. Save DC is Con-based. 
   
  Spell-like Abilities: 1/hour—melf’s acid arrow 
  (ranged touch +4, CL 3rd); 1/day—stinking cloud (DC 
  15, CL 5th). 
  Nameless: Male gnoll barbarian 2; CR 3; Medium 
  humanoid (gnoll); HD 2d8+2d12+4; hp 27; Init +2; Spd 
  40 ft.; AC 14 (+2 Dex, +1 natural, +1 padded armor), 
  touch 12, flat-footed 12; BAB/Grp: +3/+6; Atk: +6 melee 
  (1d8+4, mace); 5ft./5ft.; SA Rage; SQ Darkvision 60 ft., 
  fast movement, uncanny dodge; AL CN; SV Fort +7, 
  A Very Bad Day 
   
  Page 20 
  
  Ref +2, Will -3; Str 16, Dex 14, Con 13, Int 4, Wis 4, Cha 
  4.  
   
  Skills and Feats: Climb +5, Jump +5; Improved 
  Bull Rush, Power Attack. 
   
  Possessions: Lice-ridden blankets (acts as padded 
  armor), iron cauldron (acts as mace). 
   
  When Raging: hp 35; AC 12 (touch 10, ff 10); Atk 
  +8 melee (1d8+7); Will -1. 
  Encounter Six 
   
   
   
   
  Limrin The Bald: Male marshal 2/ftr 1; CR 3; Medium 
  humanoid (Human); HD 2d8+1d10+3; hp 20; Init +3; 
  Spd 30 ft.; AC 18 (+3 Dex, +4 chain shirt, +1 buckler), 
  touch 13, flat-footed 15; BAB/Grp: +2/+2;  Atk: +2 
  melee (1d8, battle axe) or +6 ranged (1d10, masterwork 
  heavy crossbow) or +7 ranged within 30 ft. (1d10+1, 
  masterwork heavy crossbow); 5ft./5ft.; SA Point Blank 
  Shot; SQ Auras (Art of war, motivate attack); AL LE; SV 
  Fort +6, Ref +3, Will +3; Str 11, Dex 17, Con 12, Int 8, 
  Wis 10, Cha 15.  
   
  Skills and Feats: Bluff +9, Diplomacy +7, 
  Intimidate +7, Perform (limericks) +6, Spot +2; 
  Deceitful, Point Blank Shot, Rapid Reload, Skill Focus 
  (Diplomacy), Weapon Focus (heavy crossbow). 
   
  Auras: Art of War (minor aura)—+2 bonus on 
  disarm, trip, bull rush, and sunder attempts; Motivate 
  Attacks (major aura)—+1 bonus on melee attacks. 
   
  Possessions: screaming bolts (2), short sword, 
  masterwork heavy crossbow, chain shirt, buckler, 13 
  bolts, 30 gp. 
  Crescent Crusaders: Male warrior 1; CR 1/2; Medium 
  humanoid (human); HD 1d8+1; hp 9; Init+1; Spd 30 ft.; 
  AC 14 (+1 Dex, +3 armor), touch 11, ff 13; BAB/Grp: 
  +1/+3;  Atk: +4 melee (2d4+3/x4, scythe) or +4 melee 
  (2d4+3/x3, guisarme) or +4 melee (1d10+3/x3, heavy 
  flail) or +4 melee (1d10+3/x3, halberd) or +4 melee 
  (1d6+2, sickle); 5ft./5ft.; SA Trip; AL N; SV Fort +3, Ref 
  +1, Will +0; Str 15, Dex 12, Con 13, Int 13, Wis 10, Cha 
  8.  
   
  Skills and Feats: Climb +4, Intimidate +1, 
  Profession (farmer) +4, Swim +2; Combat Expertise, 
  Improved Trip. 
   
  Possessions: Scythe or guisarme or heavy flail or 
  halberd, sickle (2), studded leather armor, 5 gp. 
   
  With Aura Benefits: Atk +5 melee, trip +4. 
   
   
  A Very Bad Day 
   
  Page 21 
  
   
   
     
   
   
   
   
   
   
  Appendix One – APL 6
  Encounter Three 
   
   
   
   
  Kobon: Male Rogue 5; CR 5; Small Humanoid 
  (Reptilian); HD 5d6+5; hp 22; Init+3; Spd 30 ft.; AC 20, 
  touch 15, flat-footed 16; BAB/Grp: +3/-4;  Atk: +1 melee 
  (1d4-3,19-20, dagger), +8 ranged (1d8,19-20); Full Atk: 
  +1 melee (1d4-3,19-20), +8 ranged (1d8,19-20); 
  Space/Reach: 5ft./5ft.; SA sneak attack +3d6; SQ 
  Darkvision 60 ft., evasion, light sensitivity, trapfinding, 
  trap sense +1, uncanny dodge; AL LN; SV Fort +2, Ref 
  +8, Will +2; Str 4, Dex 18, Con 12, Int 13, Wis 12, Cha 
  10.  
   
  Skills and Feats: Craft (trapmaking) +12, Hide +15, 
  Jump +7, Move Silently +13, Open Lock +9, Search +11, 
  Spot +9, Tumble +13, Use Magic Device +8; Skill Focus 
  (trapmaking), point blank shot  
   
  Possessions: light crossbow, dagger, masterwork 
  chainshirt. 
  Encounter Four 
   
   
   
   
  Boar Topiary Guardians (2): CR 4; Medium plant; HD 
  5d8+10; hp 32; Init +3; Spd 40 ft. (8 squares); AC 17 (+3 
  Dex, +4 nat), touch 13, ff 14; BAB/Grp +3/+6;  Atk +6 
  melee (2d6+4 nonlethal, gore); Space/Reach 5ft./5ft.; 
  SA 
  Ferocity, 
  merciful; 
  SQ 
  Damage 
  reduction 
  10/slashing, freeze, low-light vision, plant traits, 
  tremosense 90 ft., vulnerability to fire; AL N; SV Fort 
  +6, Ref +4, Will +1; Str 17, Dex 16, Con 14, Int —, Wis 
  10, Cha 1.  
   
  Skills and Feats: Move Silently +11. 
   
  Ferocity (Ex): A boar topiary guardian continues to 
  fight without penalty even while disabled or dying. 
   
  Freeze (Ex): A topiary guardian can hold itself so 
  still that it appears to be a normal sculpted shrub. An 
  observer must succeed on a DC 30 Spot check to notice 
  that a topiary guardian is actually an animated creature. 
  Encounter Five 
   
   
   
   
  Bafin The Black: Male elf wizard 9; CR 8; Medium 
  humanoid (elf); HD 9d4+9; hp 40; Init +6; Spd 30 ft.; 
  AC 12 (Dex +2), touch 12, ff 10; BAB/Grp +4/+3;  Atk: 
  +3 melee (1d4-1,19-20, dagger) or +3 melee touch 
  (spell) or +6 ranged touch (spell); Space/Reach: 
  5ft./5ft.; SA Spells; SQ Familiar, low-light vision); AL 
  LE; SV Fort +4, Ref +5, Will +6; Str 8, Dex 15, Con 13, 
  Int 18, Wis 12, Cha 10.  
   
  Skills and Feats: Concentration +13, Craft 
  (Alchemy) +19, Knowledge (Arcana) +16, Knowledge 
  (Nature) +16, Knowledge (Dungeoneering) +16, 
  Spellcraft +16; Brew Potion, Improved Initiative, Craft 
  Flesh Graft (from LoM, no effect here), Reach Spell, 
  Skill Focus (Craft: Alchemy).  
   
  Possessions: Dagger, spell components. 
   
  Spells Prepared (4/5/5/4/3/1; base DC = 13 + spell 
  level): 0—acid splash, detect magic, light, mage hand; 
  1st—charm person, chill touch, enlarge person, 
  hypnotism, tenser’s floating disk; 2nd—augment 
  familiar, bull’s strength, detect thoughts, mirror image, 
  reach touch of fatigue; 3rd—gentle repose, invisibility 
  sphere, reach chill touch, nondetection; 4th—
  dimension door, dimension door, reach touch of 
  idiocy; 5th—teleport. 
   
  Note: The pre-cast spells above were cast for 
  research purposes, and are not available to Bafin for 
  this encounter. 
  Baleful the Mephit: Ooze mephit; CR 3;Small 
  outsider (extraplanar, water); HD 3d8+6; hp 23; Init +0; 
  Spd 30 ft. (6 squares), fly 40 ft. (average), swim 30 ft.; 
  AC 21 (+1 size, +10 natural), touch 11, ff 16; BAB/Grp 
  +4/+3; Atk +7 melee (1d3+2, claw); Full Atk +7/+7 
  melee (1d3+2, 2 claws); 5ft./5ft.; SA Breath weapon, 
  spell-like abilities, summon mephit; SQ DR 5/magic, 
  darkvision 60 ft., deliver touch spells, improved 
  evasion, share spells; AL LE; SV Fort +4, Ref +3, Will 
  +3; Str 14, Dex 10, Con 13, Int 10, Wis 11, Cha 15. 
   
  Skills and Feats: Bluff +8, Concentration +13, 
  Escape Artist +6, Hide +10, Listen +6, Diplomacy +4, 
  Disguise +2 (+4 acting), Move Silently +6, Spot+6, 
  Swim +10, Use Rope +0 (+2 with bindings); Power 
  Attack, Toughness. 
   
  Breath Weapon (Su): Every 1d4 rounds, 10-ft. cone 
  of caustic liquid, 1d4 damage, Reflex DC 14 half. Those 
  that fail suffer a -4 penalty to AC and a -2 penalty to 
  attack rolls for 3 rounds. Save DC is Con-based. 
   
  Spell-like Abilities: 1/hour—melf’s acid arrow 
  (ranged touch +4, CL 3rd); 1/day—stinking cloud (DC 
  15, CL 5th). 
  A Very Bad Day 
   
  Page 22 
  
  Nameless: Male gnoll barbarian 4; CR 5; Medium 
  humanoid (gnoll); HD 2d8+4d12+12; hp 43; Init +2; 
  Spd 40 ft.; AC 14 (+2 Dex, +1 natural, +1 padded armor), 
  touch 12, flat-footed 12; BAB/Grp: +5/+8; Atk: +8 melee 
  (1d8+4, mace); 5ft./5ft.; SA Rage; SQ Darkvision 60 ft., 
  fast movement, uncanny dodge; AL CN; SV Fort +8, 
  Ref +3, Will -2; Str 16, Dex 14, Con 14, Int 4, Wis 4, Cha 
  4.  
   
  Skills and Feats: Climb +6, Jump +6; Improved 
  Bull Rush, Power Attack. 
   
  Possessions: Lice-ridden blankets (acts as padded 
  armor), iron cauldron (acts as mace). 
   
  When Raging: hp 55; AC 12 (touch 10, ff 10); Atk 
  +10 melee (1d8+7); Will +0. 
  Encounter Six 
   
   
   
   
  Limrin The Bald: Male marshal 2/ftr 3; CR 5; Medium 
  humanoid (human); HD 2d8+3d10+5; hp 31; Init +3; 
  Spd 30 ft.; AC 18 (+3 Dex, +4 chain shirt, +1 buckler), 
  touch 13, ff 15; BAB/Grp: +4/+4;  Full Atk +4 melee 
  (1d8, battle axe) or +6/+6 ranged (1d8, masterwork 
  light crossbow) or +7/+7 ranged within 30 ft. (1d8+1, 
  masterwork light crossbow); 5ft./5ft.; SA Point Blank 
  Shot, Rapid Shot; SQ Auras (Art of war, motivate 
  attack); AL LE; SV Fort +7, Ref +4, Will +4; Str 11, Dex 
  17, Con 12, Int 8, Wis 10, Cha 16.  
   
  Skills and Feats: Bluff +9, Diplomacy +8, 
  Intimidate +11, Perform (limericks) +6, Spot +2; Point 
  Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, 
  Skill Focus (Diplomacy), Weapon Focus (light 
  crossbow). 
   
  Auras: Art of War (minor aura)—+3 bonus on 
  disarm, trip, bull rush, and sunder attempts; Motivate 
  Attacks (major aura)—+1 bonus on melee attacks. 
   
  Possessions: screaming bolts (3), short sword, 
  masterwork light crossbow, chain shirt, buckler, 17 
  bolts, 30 gp. 
  Crescent Crusaders: Male warrior 2; CR 1; Medium 
  humanoid (human); HD 2d8+2; hp 17; Init+1; Spd 30 
  ft.; AC 15 (+1 Dex, +4 armor), touch 11, ff 14; BAB/Grp: 
  +2/+4;  Atk: +5 melee (2d4+3/x4, scythe) or +5 melee 
  (2d4+3/x3, guisarme) or +5 melee (1d10+3/x3, heavy 
  flail) or +5 melee (1d10+3/x3, halberd) or +4 melee 
  (1d6+2, sickle); 5ft./5ft.; SA Trip; AL N; SV Fort +3, Ref 
  +1, Will +0; Str 15, Dex 12, Con 13, Int 13, Wis 10, Cha 
  8.  
   
  Skills and Feats: Climb +4, Intimidate +1, 
  Profession (farmer) +4, Swim +2; Combat Expertise, 
  Improved Trip. 
   
  Possessions: Scythe or guisarme or heavy flail or 
  halberd, sickle (2), scale armor, 5 gp. 
   
  With Aura Benefits: Atk +6 melee, trip +5. 
  A Very Bad Day 
   
  Page 23 
  
   
   
   
   
   
   
   
   
   
  Appendix One – APL 8
  Encounter Three 
   
   
   
   
  Kobon: Male Rogue 7; CR 7; Small Humanoid 
  (Reptilian); HD 7d6+7; hp 31; Init+3; Spd 30 ft.; AC 20, 
  touch 15, flat-footed 16; BAB/Grp: +5/-2;  Atk: +3 melee 
  (1d4-3,19-20, dagger), +10 ranged (1d8,19-20); Full Atk: 
  +3 melee (1d4-3,19-20), +10 ranged (1d8,19-20); 
  Space/Reach: 5ft./5ft.; SA sneak attack +4d6; SQ 
  Darkvision 60 ft., evasion, light sensitivity, trapfinding, 
  trap sense +2, uncanny dodge; AL LN; SV Fort +3, Ref 
  +9, Will +3; Str 4, Dex 18, Con 12, Int 13, Wis 12, Cha 
  10.  
   
  Skills and Feats: Craft (trapmaking) +14, Hide +20, 
  Jump +9, Move Silently +18, Open Lock +11, Search 
  +13, Spot +11, Tumble +14, Use Magic Device +10; 
  Skill Focus (trapmaking), point blank shot, Stealthy  
   
  Possessions: light crossbow, dagger, masterwork 
  chainshirt. 
  Encounter Four 
   
   
   
   
  Lion Topiary Guardian: CR 7; Large plant; HD 
  10d8+40; hp 85; Init +2; Spd 40 ft. (8 squares); AC 17 
  (+2 Dex, +6 nat, -1 size), touch 11, ff 15; BAB/Grp 
  +7/+18;  Atk +13 melee (1d6+7 nonlethal, claw); Full 
  Atk +13/+13 melee (1d6+7 nonlethal, claws) and +8 
  melee (1d8+3 nonlethal, bite); Space/Reach 5ft./5ft.; 
  SA Improved grab, merciful, pounce, rake 1d6+3; SQ 
  Damage reduction 10/slashing, freeze, low-light vision, 
  plant traits, tremosense 90 ft., vulnerability to fire; AL 
  N; SV Fort +11, Ref +5, Will +3; Str 25, Dex 14, Con 18, 
  Int —, Wis 10, Cha 1.  
   
   
  Skills and Feats: Move Silently +10. 
  Imp Grab (Ex): When a lion topiary guardian hits 
  with a bite attack, it can attempt to start a grapple as a 
  free action without provoking an attack of opportunity. 
  If it wins the grapple check, it establishes a hold and 
  can rake. 
   
  Freeze (Ex): A topiary guardian can hold itself so 
  still that it appears to be a normal sculpted shrub. An 
  observer must succeed on a DC 30 Spot check to notice 
  that a topiary guardian is actually an animated creature. 
   
  Pounce (Ex): If a lion topiary guardian charges, it 
  can make a full attack, including two rake attacks. 
   
  Rake (Ex): Attack bonus +13 melee, damage 1d6+3 
  nonlethal. 
  Encounter Five 
   
   
   
   
  Bafin The Black: Male elf wizard 10; CR 9; Medium 
  humanoid (elf); HD 10d4+10; hp 44; Init +6; Spd 30 ft.; 
  AC 12 (Dex +2), touch 12, ff 10; BAB/Grp +5/+4;  Atk: 
  +4 melee (1d4-1,19-20, dagger) or +4 melee touch 
  (spell) or +7 ranged touch (spell); 5ft./5ft.; SA Spells; 
  SQ Familiar, low-light vision); AL LE; SV Fort +4, Ref 
  +5, Will +7; Str 8, Dex 15, Con 13, Int 18, Wis 12, Cha 
  10.  
   
  Skills and Feats: Concentration +14, Craft 
  (Alchemy) +20, Knowledge (Arcana) +17, Knowledge 
  (Nature) +17, Knowledge (Dungeoneering) +17, 
  Spellcraft +17; Brew Potion, Extend Spell, Improved 
  Initiative, Craft Flesh Graft (from LoM, no effect here), 
  Reach Spell, Skill Focus (Craft: Alchemy), .  
   
  Possessions: Dagger, spell components. 
   
  Spells Prepared (4/5/5/4/4/2; base DC = 13 + spell 
  level): 0—acid splash, detect magic, light, mage hand; 
  1st—charm person, chill touch, enlarge person, 
  hypnotism, tenser’s floating disk, unseen servant; 
  2nd—augment familiar, blindness/deafness, detect 
  thoughts, mirror image, reach touch of fatigue; 3rd—
  gentle repose, invisibility sphere, rage, nondetection; 
  4th—dimension 
  door, 
  dimension 
  door, 
  minor 
  creation, reach touch of idiocy; 5th—dominate person, 
  teleport. 
   
  Note: The pre-cast spells above were cast for 
  research purposes, and are not available to Bafin for 
  this encounter. 
  Baleful the Mephit: Ooze mephit; CR 3;Small 
  outsider (extraplanar, water); HD 3d8+6; hp 25; Init +0; 
  Spd 30 ft. (6 squares), fly 40 ft. (average), swim 30 ft.; 
  AC 21 (+1 size, +10 natural), touch 11, ff 16; BAB/Grp 
  +5/+2; Atk +8 melee (1d3+2, claw); Full Atk +8/+8 
  melee (1d3+2, 2 claws); 5ft./5ft.; SA Breath weapon, 
  spell-like abilities, summon mephit; SQ DR 5/magic, 
  darkvision 60 ft., deliver touch spells, improved 
  evasion, share spells; AL LE; SV Fort +4, Ref +3, Will 
  +3; Str 14, Dex 10, Con 13, Int 10, Wis 11, Cha 15. 
   
  Skills and Feats: Bluff +8, Concentration +13, 
  Escape Artist +6, Hide +10, Listen +6, Diplomacy +4, 
  Disguise +2 (+4 acting), Move Silently +6, Spot+6, 
  Swim +10, Use Rope +0 (+2 with bindings); Power 
  Attack, Toughness. 
   
  Breath Weapon (Su): Every 1d4 rounds, 10-ft. cone 
  of caustic liquid, 1d4 damage, Reflex DC 14 half. Those 
  A Very Bad Day 
   
  Page 24 
  
  that fail suffer a -4 penalty to AC and a -2 penalty to 
  attack rolls for 3 rounds. Save DC is Con-based. 
   
  Spell-like Abilities: 1/hour—melf’s acid arrow 
  (ranged touch +4, CL 3rd); 1/day—stinking cloud (DC 
  15, CL 5th). 
  Nameless: Male gnoll barbarian 6; CR 5; Medium 
  humanoid (gnoll); HD 2d8+6d12+16; hp 59; Init +2; 
  Spd 40 ft.; AC 14 (+2 Dex, +1 natural, +1 padded armor), 
  touch 12, flat-footed 12; BAB/Grp: +7/+10; Atk +10 
  melee (1d10+4, greatclub); Full Atk +10/+5 melee 
  (1d10+4, greatclub); 5ft./5ft.; SA Rage; SQ Darkvision 
  60 ft., fast movement, uncanny dodge; AL CN; SV Fort 
  +9, Ref +4, Will -1; Str 17, Dex 14, Con 14, Int 4, Wis 4, 
  Cha 4.  
   
  Skills and Feats: Climb +7, Jump +7; Improved 
  Bull Rush, Power Attack. 
   
  Possessions: Lice-ridden blankets (acts as padded 
  armor), iron cauldron (acts as greatclub). 
   
  When Raging: hp 75; AC 12 (touch 10, ff 10); Full 
  Atk +12/+7 melee (1d6+7); Will +1. 
  Encounter Six 
   
   
   
   
  Limrin The Bald: Male marshal 2/ftr 5; CR 7; Medium 
  humanoid (human); HD 2d8+5d10+5; hp 42; Init +3; 
  Spd 30 ft.; AC 18 (+3 Dex, +4 chain shirt, +1 buckler), 
  touch 13, ff 15; BAB/Grp: +6/+6;  Full Atk +6/+1 melee 
  (1d8, battle axe) or +8/+8/+3 ranged (1d8, masterwork 
  light crossbow) or +10/+10/+5 ranged within 30 ft. 
  (1d8+1, masterwork heavy crossbow); 5ft./5ft.; SA 
  Point Blank Shot, Rapid Shot; SQ Auras (Art of war, 
  motivate attack); AL LE; SV Fort +8, Ref +4, Will +4; Str 
  11, Dex 17, Con 12, Int 8, Wis 10, Cha 16.  
   
  Skills and Feats: Bluff +9, Diplomacy +8, 
  Intimidate +13, Perform (limericks) +6, Spot +3; Point 
  Blank Shot, Precise Shot, Ranged Disarm, Rapid 
  Reload, Rapid Shot, Skill Focus (Diplomacy), Weapon 
  Focus (light crossbow), Weapon Specialization (light 
  crossbow). 
   
  Auras: Art of War (minor aura)—+3 bonus on 
  disarm, trip, bull rush, and sunder attempts; Motivate 
  Attacks (major aura)—+1 bonus on melee attacks. 
   
  Possessions: screaming bolts (4), short sword, 
  masterwork light crossbow, chain shirt, buckler, 21 
  bolts, 30 gp. 
  Crescent Crusaders: Male warrior 3; CR 2; Medium 
  humanoid (human); HD 3d8+3; hp 24; Init+1; Spd 20 
  ft.; AC 16 (+1 Dex, +5 armor), touch 11, ff 15; BAB/Grp: 
  +3/+6;  Atk: +8 melee (2d4+4/x4, scythe) or +8 melee 
  (2d4+4/x3, guisarme) or +8 melee (1d10+4/x3, heavy 
  flail) or +8 melee (1d10+4/x3, halberd) or +7 melee 
  (1d6+3, sickle); 5ft./5ft.; SA Trip; AL N; SV Fort +3, Ref 
  +2, Will +0; Str 16, Dex 12, Con 13, Int 13, Wis 10, Cha 
  8.  
   
  Skills and Feats: Climb +4, Intimidate +1, 
  Profession (farmer) +4, Swim +2; Combat Expertise, 
  Improved Trip, Weapon Focus (varies). 
   
  Possessions: Scythe or guisarme or heavy flail or 
  halberd, sickle (2), breastplate, 5 gp. 
   
  With Aura Benefits: Atk +9 melee, trip +6. 
  A Very Bad Day 
   
  Page 25 
  
   
  Appendix One – APL 10  
  Encounter Three 
   
   
   
   
  Kobon: Male Rogue 9; CR 9; Small Humanoid 
  (Reptilian); HD 9d6+9; hp 40; Init+3; Spd 30 ft.; AC 20, 
  touch 15, flat-footed 16; BAB/Grp: +6/-1;  Atk: +4 melee 
  (1d4-3,19-20, dagger), +11 ranged (1d8,19-20); Full Atk: 
  +4 melee (1d4-3,19-20), +11/+6 ranged (1d8,19-20); 
  Space/Reach: 5ft./5ft.; SA sneak attack +5d6; SQ 
  Darkvision 60 ft., evasion, light sensitivity, trapfinding, 
  trap sense +3, improved uncanny dodge; AL LN; SV 
  Fort +4, Ref +10, Will 43; Str 4, Dex 18, Con 12, Int 13, 
  Wis 12, Cha 10.  
   
  Skills and Feats: Craft (trapmaking) +16, Hide +22, 
  Jump +11, Move Silently +20, Open Lock +13, Search 
  +15, Spot +13, Tumble +16, Use Magic Device +12; 
  Skill Focus (trapmaking), point blank shot, Stealthy, 
  Rapid Reload  
   
  Possessions: light crossbow, dagger, masterwork 
  chain shirt. 
  Encounter Five 
   
   
   
   
  Bafin The Black: Male elf wizard 11; CR 10; Medium 
  humanoid (elf); HD 11d4+11; hp 48; Init +6; Spd 30 ft.; 
  AC 12 (Dex +2), touch 12, ff 10; BAB/Grp +5/+4;  Atk: 
  +4 melee (1d4-1,19-20, dagger) or +4 melee touch 
  (spell) or +7 ranged touch (spell); 5ft./5ft.; SA Spells; 
  SQ Familiar, low-light vision); AL LE; SV Fort +4, Ref 
  +5, Will +7; Str 8, Dex 15, Con 13, Int 18, Wis 12, Cha 
  10.  
   
  Skills and Feats: Concentration +15, Craft 
  (Alchemy) +21, Knowledge (Arcana) +18, Knowledge 
  (Nature) +18, Knowledge (Dungeoneering) +17, 
  Spellcraft +18; Brew Potion, Extend Spell, Improved 
  Initiative, Craft Flesh Graft (from LoM, no effect here), 
  Reach Spell, Skill Focus (Craft: Alchemy), .  
   
  Possessions: Dagger, spell components. 
   
  Spells Prepared (4/5/5/5/4/2/1; base DC = 13 + 
  spell level): 0—acid splash, detect magic, light, mage 
  hand; 1st—charm person, chill touch, enlarge person, 
  hypnotism, tenser’s floating disk, unseen servant; 
  2nd—augment familiar, blindness/deafness, blur, 
  bull’s strength, detect thoughts, mirror image; 3rd—
  bands of steel, gentle repose, invisibility sphere, rage, 
  nondetection; 4th—dimension door, dimension door, 
  minor creation, reach touch of idiocy; 5th—dominate 
  person, teleport; 6th—repulsion. 
   
  Note: The pre-cast spells above were cast for 
  research purposes, and are not in effect. 
  Baleful the Mephit: Ooze mephit; CR 3;Small 
  outsider (extraplanar, water); HD 3d8+6; hp 27; Init +0; 
  Spd 30 ft. (6 squares), fly 40 ft. (average), swim 30 ft.; 
  AC 21 (+1 size, +10 natural), touch 11, ff 16; BAB/Grp 
  +5/+3; Atk +8 melee (1d3+2, claw); Full Atk +8/+8 
  melee (1d3+2, 2 claws); 5ft./5ft.; SA Breath weapon, 
  spell-like abilities, summon mephit; SQ DR 5/magic, 
  darkvision 60 ft., deliver touch spells, improved 
  evasion, share spells; AL LE; SV Fort +4, Ref +3, Will 
  +3; Str 14, Dex 10, Con 13, Int 10, Wis 11, Cha 15. 
   
  Skills and Feats: Bluff +8, Concentration +13, 
  Escape Artist +6, Hide +10, Listen +6, Diplomacy +4, 
  Disguise +2 (+4 acting), Move Silently +6, Spot+6, 
  Swim +10, Use Rope +0 (+2 with bindings); Power 
  Attack, Toughness. 
   
  Breath Weapon (Su): Every 1d4 rounds, 10-ft. cone 
  of caustic liquid, 1d4 damage, Reflex DC 14 half. Those 
  that fail suffer a -4 penalty to AC and a -2 penalty to 
  attack rolls for 3 rounds. Save DC is Con-based. 
   
  Spell-like Abilities: 1/hour—melf’s acid arrow 
  (ranged touch +5, CL 3rd); 1/day—stinking cloud (DC 
  15, CL 5th). 
  Nameless: Male gnoll barbarian 8; CR 9; Medium 
  humanoid (gnoll); HD 2d8+8d12+24; hp 75; Init +2; 
  Spd 40 ft.; AC 14 (+2 Dex, +1 natural, +1 padded armor), 
  touch 12, flat-footed 12; BAB/Grp: +9/+12; Full Atk 
  +13/+8 melee (1d10+6, club); 5ft./5ft.; SA Rage 3/day; 
  SQ DR 1/—, darkvision 60 ft., fast movement, 
  improved uncanny dodge, uncanny dodge; AL CN; SV 
  Fort +10, Ref +4, Will -1; Str 18, Dex 14, Con 14, Int 4, 
  Wis 4, Cha 4.  
   
  Skills and Feats: Climb +8, Jump +8; Improved 
  Bull Rush, Leap Attack, Power Attack. 
   
  Possessions: Lice-ridden blankets (acts as padded 
  armor), iron cauldron (acts as greatclub). 
   
  When Raging: hp 99; AC 12 (touch 10, ff 10); Full 
  Atk +15/+9 melee (1d10+9); Will +1. 
  Encounter Six 
   
   
   
   
  Limrin The Bald: Male marshal 2/ftr 7; CR 9; Medium 
  humanoid (human); HD 2d8+5d10+18; hp 62; Init +3; 
  Spd 30 ft.; AC 18 (+3 Dex, +4 chain shirt, +1 buckler), 
  A Very Bad Day 
   
  Page 26 
  
  touch 13, ff 15; BAB/Grp: +8/+8;  Full Atk +8/+3 melee 
  (1d8, battle axe) or +10/+10/+5 ranged (1d8+2/18-
  20/x2, masterwork light crossbow) or +11/+11/+6 
  ranged within 30 ft. (1d8+3/18-20/x2, masterwork 
  heavy crossbow); 5ft./5ft.; SA Point Blank Shot, Rapid 
  Shot; SQ Auras (Art of war, motivate attack); AL LE; SV 
  Fort +9, Ref +5, Will +5; Str 11, Dex 17, Con 12, Int 8, 
  Wis 10, Cha 17.  
   
  Skills and Feats: Bluff +9, Diplomacy +8, 
  Intimidate +15, Perform (limericks) +7, Spot +3; 
  Improved 
  Critical 
  (light 
  crossbow), 
  Improved 
  Toughness, Point Blank Shot, Precise Shot, Ranged 
  Disarm, Rapid Reload, Rapid Shot, Skill Focus 
  (Diplomacy), Weapon Focus (light crossbow), Weapon 
  Specialization (light crossbow). 
   
  Auras: Art of War (minor aura)—+3 bonus on 
  disarm, trip, bull rush, and sunder attempts; Motivate 
  Attacks (major aura)—+1 bonus on melee attacks. 
   
  Possessions: screaming bolts (5), short sword, 
  masterwork light crossbow, chain shirt, buckler, 25 
  bolts, 30 gp. 
  Crescent Crusaders: Male warrior 4; CR 3; Medium 
  humanoid (human); HD 4d8+4; hp 32; Init+1; Spd 20 
  ft.; AC 16 (+1 Dex, +6 armor), touch 11, ff 16; BAB/Grp: 
  +4/+7;  Atk: +8 melee (2d4+4/x4, scythe) or +8 melee 
  (2d4+4/x3, guisarme) or +8 melee (1d10+4/x3, heavy 
  flail) or +8 melee (1d10+4/x3, halberd) or +7 melee 
  (1d6+3, sickle); 5ft./5ft.; SA Trip; AL N; SV Fort +3, Ref 
  +2, Will +0; Str 16, Dex 12, Con 13, Int 13, Wis 10, Cha 
  8.  
   
  Skills and Feats: Climb +5, Intimidate +3, 
  Profession (farmer) +5, Swim +4; Combat Expertise, 
  Improved Trip, Weapon Focus (varies) 
   
  Possessions: Scythe or guisarme or heavy flail or 
  halberd, sickle (2), banded mail, 5 gp. 
   
  With Aura Benefits: Atk +9 melee, trip +6. 
   
  A Very Bad Day 
   
  Page 27 
  
  Appendix Two: New Rules 
  New Class 
  Marshal (from Miniatures Handbook) 
  Marshals make use of auras, effects that affect all allies 
  within 60 feet (including themselves) who can hear the 
  marshal direct, order, encourage, and cajole them. A 
  marshal can have one major and minor aura active 
  continually; thus, an aura can be in effect at the start of 
  a combat maneuver even before the marshal takes his 
  first turn. 
   
  A marshal’s aura is dismissed if he is dazed, 
  unconscious, stunned, paralyzed, or otherwise unable 
  to be heard or understood by his allies. 
   
  All bonuses granted by a marshal’s auras are 
  circumstance bonuses that do not stack with each 
  other. The marshal may reactivate one aura each round, 
  if necessary, as a swift action. 
  Minor Aura: A minor aura lets allies (and the marshal) 
  add the marshal’s Charisma bonus (if any) to certain 
  rolls. 
  Art of War: Bonus on disarm, trip, bull rush, and 
  sunder attempts. 
  Major Aura: A major aura lets allies (and the marshal) 
  add +1 to certain rolls.  
  Motivate Attack: Bonus on melee attack rolls. 
  New Spells 
  Augment Familiar (from Complete Warrior) 
  Transmutation 
  Level: Sor/Wiz 2 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: Your familiar 
  Duration: Concentration +1 round/level 
  Saving Throw: Fortitude negates (harmless) 
  Spell Resistance: Yes (harmless) 
  This spell grants your familiar a +4 enhancement 
  bonus to Strength, Dexterity and Constitution, damage 
  reduction 5/magic, and a +2 resistance bonus on saving 
  throw. 
  Bands of Steel (from Complete Arcane) 
  Conjuration (Creation) 
  Level: Sor/Wiz 3 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One Medium or smaller creature 
  Duration: 1 round/level 
  Saving Throw: Reflex partial 
  Spell Resistance: No 
  You conjure a number of shining metallic bands out of 
  thin air, encircling a Medium or smaller creature. The 
  victim must succeed on a Reflex save or be 
  immobilized (helpless). If the saving throw succeeds, 
  the victim is only partially trapped by the bands (treat 
  as entangled). 
   
  A creature immobilized by the bands can attempt 
  to escape as a full-round action, either by bursting free 
  (Strength DC 18) or wriggling out (Escape Artist DC 
  18). An entangled creature can use a full-round action 
  to break or disentangle itself with a DC 13 Strength 
  check or a DC 13 Escape Artist check. Large or Larger 
  creatures are too big to be captured or impeded by the 
  bands. 
  New Feats 
  Improved Toughness (from Complete Warrior) 
  Prerequisite: Base Fortitude save bonus +2. 
  Benefit: You gain a number of hit points equal to your 
  current Hit Dice. Each time you gain a HD (such as by 
  gaining a level), you gain 1 additional hit point. If you 
  lose a HD (such as by losing a level), you lose 1 hit 
  point permanently. 
   
  Ranged Disarm (from Complete Warrior) 
  Prerequisite: Dex 15, Point Blank Shot, Precise Shot, 
  base attack bonus +5. 
  Benefit: Choose a weapon with which you are 
  proficient. You can make a disarm attempt with this 
  weapon as long as your target is within 30 feet. 
   
  A Very Bad Day 
   
  Page 28 
  
  DM’s Map #1 
   
  DM’s map of area around Docamald Keep 
   
   
   
  A Very Bad Day 
   
  Page 29 
  
  DM’s Map #2 
   
  Hedge Maze 
   
   
  A Very Bad Day 
   
  Page 30 
  
  DM’s Map #3 
   
  Map of Garden House 
   
   
  A Very Bad Day 
   
  Page 31 
  
  DM’s Map #4 
   
  Map of Secret Laboratory 
   
   
  1 – Ladder from Garden House trapdoor (5 ft. down) 
  2 – Landing overlooking lab (15 ft. up, 3-ft. railing) 
  3 – Stairs down to lab (15 ft. down) 
  4 – Empty cells 
  5 – Tables w. lab equipment 
  6 – Operating table w. woman 
  7 – Shelves of lab equipment 
  8 – Removable floorboard, hidden chest 
  A Very Bad Day 
   
  Page 32 
  
  Player Handout #1 
   
   
   
   
  A Very Bad Day 
   
  Page 33 
  
  Player Handout #2 
   
  Extract from the journal of Tereza Docamald. Most of what remains deals with various daily chores 
  and decisions. The one complete surviving entry, the last one, is dated three days before the main 
  Iuzian attack struck at the Shield Lands during the opening phases of the Greyhawk War. 
   
   
   
  The day is fast approaching. I feel great pain at even dealing with an 
  agent of the Old One. But, I remain steadfast in my decision and belief that 
  it is the only way any of us will survive. I’ve alerted the rest of the Docamald 
  family and they are packing their belongings to flee south to South Keep; 
  the keep’s staff and the townsfolk will be given a head start, as well, though 
  I’ve yet to think of an excuse that would have them all leaving their homes 
  and traipsing south.  The woman has said His armies will leave Critwall, 
  Torkeep, and Southkeep alone. I’ve seen the armies arrayed before us and 
  we can not hope to win.  
   
  At least the sacrifices of our troops will buy us a future. I consider the 
  bargain of irrelevant troop strengths and movements in exchange for our 
  future to be completely in our favor. May Heironeous forgive me for my 
  sins, but I know this to be the only course of action left open to us. With 
  luck a great crusade will drive Iuz and his foul demons away in a matter of 
  months. Until then, we will strike in small bands from Southkeep and 
  Critwall. May the Shield always stand. 
  A Very Bad Day 
   
  Page 34 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Shield Lands/596/Normal Scenarios/SHL6-05 - A Very Bad Day (APL 2-10)/SHL6-05 - A Very Bad Day.pdf