TEXT: ULP1-05
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  Version 1
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  You are asked hunt to down a group of tomb-raiding orcs. If you cannot reclaim the stolen treasure it
  may mean the destruction of the Principality of Ulek by the humanoids in the disputed lands. A two-
  round adventure for character levels 1-6.
  DUN GEO NS & DR AGON S, D&D, G REYHAWK and R PG A are register ed t radem ar ks o f
  Wizar ds o f t he Coast , Inc . LIVIN G G REYHAWK is a t radem ar k o f Wizar ds o f t he Coast ,
  Inc . S cenario d et ail co pyright 2001 b y Wizar ds o f t he Coast , Inc . ALL R IGHT S
  R ESER VED. T his scenar io is int en ded f or t ourn ament use o nly and m ay no t b e
  rep rod uced wit hou t app ro val o f t he R PG A Net wor k.   
  
  Tomb Raiders
  Page 2
  Thi s is  a n RP GA® N e tw or k sc e nar io f or  t he 
  D ung eo ns & D ra g ons ® g a m e.  A f our -ho ur t im e 
  bl ock ha s be e n a llo ca t e d f or  e a ch ro und of t his
  sc e nar io,  but t he a ct ua l pl a yi ng t im e w ill be cl ose r 
  t o t hre e hour s. The re s t of t he t im e is  sp e nt in
  pr e pa ra t io n be f o re g a m e pl a y,  a nd sc ori ng a f te r 
  t he g a m e.  The f oll ow ing g uid el ine s a re he re t o
  he lp y ou w it h bo t h t he pr e pa ra t io n a nd v ot ing 
  se g m e nt of t he g a m e.  Re a d t his pa g e ca r ef ull y so 
  t ha t y ou kno w a nd ca n co m muni ca t e t o y our 
  pl a ye r s t he sp e cia l a sp e ct s of pl a yi ng a n RP GA
  sc e nar io. 
  PPPPrrrreeeeppppaaaarrrraaaattttiiiioooonnnn
  Fir st y ou sho uld pr int t his sc e nar io.  Thi s sc e nar io
  w a s cr e at e d t o sup po rt do ubl e- si de d pr int ing , but 
  pr int ing it si ngl e si de d w ill w ork a s w e ll. The r e is 
  e noug h ro om a lo ng t he ins ide m a rg in t o bi nd t he 
  a dv e nt ure , if y ou de s ire .
  Re a d t his  e nt ire a dv e nt ure a t le a st onc e be f o re 
  y ou run y our  g a m e.  B e sur e t o f a mi lia ri ze y our se lf 
  w it h a ny sp e cia l rul es , sp e lls,  or  e qui pm e nt
  pr e se nt e d in t he a dv e nt ure . It m a y he lp t o
  hig hli ght pa r ti cula rl y im po rt a nt pa s sa g e s.
  W he n y ou run a n RP GA D &D a dv e nt ure w e 
  a ss ume t ha t y ou ha v e a cc es s t o t he f oll ow ing 
  bo ok s: t he Pl a ye  r ’s Ha nd  boo  k, t he D  ung eo  n
  Ma s te  r ’s Guid  e  , a nd t he Mo  nst e  r Ma nua l. W e a lso 
  a ss ume t ha t y ou ha v e a se t of di ce (a t le a st one d4 ,
  d6 , d8 , d1 0 , d1 2 , a nd d2 0 ),  so m e sc ra p pa p e r, a 
  pe nc il, a n RP GA sc ori ng pa c ke t , a nd y our  se ns e of 
  f un. It is  a lso a g oo d id e a t o ha v e a w a y t o t ra ck 
  m ov e m e nt dur ing co m ba t . Thi s ca n be a s si mp le a s
  a pa d of g ra p h pa p e r a nd a pe nc il, a s ha ndy a s a 
  v iny l g rid m a p a nd chi ts , or  a s e la bo ra t e a s re s in
  dung e o n w a lls a nd m inia t ure s .
  Ins tr uct t he pl a ye r s e it he r t o pr e pa re t he ir
  cha r ac t er s now , or  w a it unt il y ou re a d t he 
  int ro duc ti on, de p e nding on t he re q uire m e nt s of 
  t he sc e nar io a s de s cri be d in t he int ro duc ti on.
  Ke e p in m ind t ha t y ou m ust ha v e a t le a st f our 
  pl a ye r s (no t count ing t he D M), f or  t he g a m e
  se s sio n t o be a sa nc ti one d RP GA e v e nt.  A s w e ll,
  y ou ca nno t ha v e m or e t ha n se v e n pl a ye r s
  pa r ti cip a ti ng in t he g a m e. 
  O nce y ou a re re a d y t o pl a y,  it is  ha ndy t o
  ins tr uct e a ch pl a ye r  t o pl a ce a na m e ta g in f ro nt of 
  him or  he r. The t a g sho uld ha v e t he pl a ye r ’s na m e 
  a t t he bo t to m , a nd t he cha r ac t er ’s na m e , ra c e,  a nd
  g e nde r a t t he t op . Thi s m a ke s it e a sie r  f or  t he 
  pl a ye r s (a nd t he D M) t o ke e p t ra ck of w ho is 
  pl a yi ng w hich cha r ac t er .
  The pl a ye r s a re f re e t o use t he g a m e rul es  t o
  le a rn a bo ut e qui pm e nt 
  a nd w e ap ons  
  t he ir
  cha r ac t er s a re ca r ry ing . Tha t sa id , y ou a s t he D M
  ca n ba r  t he use of e v e n co re rul e bo ok s dur ing 
  ce r ta in t im e s of pl a y.  For  e xa m pl e , t he pl a ye r s a re 
  not f re e t o co nsult t he D ung eo n Ma s te r ’s Guid e 
  w he n co nf ront e d w it h a t ra p or  ha z a rd,  or  t he 
  Mo nst e r Ma nua l w he n co nf ront e d w it h a  m ons te r .
  So m e of t he t e xt in t his sc e nar io is  w rit t e n so 
  t ha t y ou m a y pr e se nt it a s w rit t e n t o t he pl a ye r s,
  w hile ot he r t e xt is  f or  y our  e y e s onl y . Te x t f or  t he 
  pl a ye r s w ill be in g ra y bo xe s . It ’s st ro ng ly 
  re c om m end e d t ha t y ou pa r a phra s e t he pl a ye r  t e xt 
  ins te a d of re a d ing it a lo ud. So m e of t his t e xt is 
  g e ne ra l a nd m ust be a da p te d t o t he sp e cif ic 
  si tua t io n or  t o a ct io ns of t he pl a ye r  cha r ac t er s.
  SSSSccccoooorrrriiiinnnngggg
  A ft e r t he pl a ye r s ha v e co m ple t e d t he sc e nar io or 
  t he t im e a llo t te d t o run t he sc e nar io ha s run out ,
  t he pl a ye r s a nd D M sc ore t he g a m e.  The RP GA ha s
  t hre e w a ys  t o sc ore it s g a m es . C onsul t y our 
  co nv e nti on co or dina t or  t o de t e rm ine 
  w hich
  m e tho d t o use f or  t his sc e nar io: 
  1. 
  N o- v ot e sc ori ng : The pl a ye r s w rit e t he ir na m e s
  a nd RP GA num be rs  on t he sc ori ng pa c ke t g rid .
  You f ill in t he t op of t he g rid . Tha t is  a ll. N o
  one is  ra t e d. Thi s m e tho d is  use d f or  pe o ple 
  w ho a re j ust pl a yi ng f or  f un.
  2. 
  Pa r ti a l sc ori ng : The pl a ye r s ra t e t he g a m e
  m a st e r a nd t he sc e nar io on t he ir  pl a ye r  v ot ing 
  she e t , a nd pr ov id e pe r sona l  inf or m at io n, but 
  do n’t v ot e f or  ot he r pl a ye r s. The g a m e m a st e r
  ra t e s t he sc e nar io a nd co m ple t e s pe r sona l  a nd
  e v e nt inf or m at io n, but do e s not ra t e t he 
  pl a ye r s a s a t e a m or  v ot e f or  pl a ye r s. Thi s
  m e tho d is  use d w he n t he re is  no co m pe t it ion,
  but t he e v e nt co or dina t or  w a nts  inf or m at io n
  on how t he g a m e m a st e rs a re pe r fo rm ing , or 
  t he g a m e m a st e r w a nts  f e e dba c k on his  or  he r
  ow n pe r fo rm a nce .
  3. 
  V ot ing : Pl a ye r s a nd g a m e m a st e rs co m ple t e 
  t he e nt ire pa c ke t , inc luding v ot ing f or  be s t
  pl a ye r . If t his m e tho d is  use d , be sur e t o a llo w
  a bo ut 1 5 -2 0 m inut e s f or  t he pl a ye r s t o br ie f ly 
  de s cri be t he ir cha r ac t er s t o t he ot he r pl a ye r s,
  a nd a bo ut 5 - 10 
  m inut e s f or  v ot ing . Thi s
  m e tho d is  use d w he n t he pl a ye r s w a nt t o kno w 
  w ho pl a ye d t he “b e st ” a m ong st t he g ro up, or 
  w he n t he a dv e nt ure is  run in t our nam e nt 
  f or ma t w it h w inne rs a nd pr iz e s.
  W he n usi ng v ot ing , ra nk t he pl a ye r s in or de r of 
  y our  v ot ing cho ice w hile t he y a re co m ple t ing t he ir
  f or ms , so t ha t y ou a re not inf lue nce d by t he ir
  co m me nt s on y our  a bi lit ie s. It ’s  a g oo d id e a t o ha v e 
  t he pl a ye r s v ot e w hile y ou de t e rm ine t re a sur e a nd
  e xp e rie nce a w ar ds  f or  t he sc e nar io. 
  A ft e r v ot ing , g iv e t he Sc or ing Pa c ke t t o y our 
  e v e nt co or dina t or .
  
  Tomb Raiders
  Page 3
  This is a LIVING GREYHAWK Adventure. 
  As a
  Living™ adventure, it is expected that players will
  bring their own characters with them. If players
  do not 
  have 
  a LIVING 
  GREYHAWK character
  generated, 
  get a copy of the current 
  LIVING
  GREYHAWK character 
  generation 
  guidelines, 
  a
  character sheet, and a LIVING GREYHAWK log sheet
  from your convention coordinator or the RPGA
  Web site, and then have any players without a
  character create one. Once all players have a
  LIVING GREYHAWK character, play can begin.
  Along with the other materials that you are
  assumed to have in order to run a D&D game, it is
  also recommended that you have a copy of the
  LIVING G REYHAWK Gazetteer.
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  Because players bring their own characters to
  LIVING GREYHAWK campaigns, this adventure is
  tiered. Basically, the challenges in this adventure
  are proportioned to the average character level of
  the characters participating in the adventure. To
  determine the tier that you will use to run this
  adventure, add the character 
  levels of all the
  characters. 
  In addition, add the levels of any
  cohorts or animals according to the values on
  their certificates. Cross-reference the total and
  the number of players participating in the game
  using the chart below to determine the tier used
  for this adventure.
      4        players   
      5        playe        r s   
      6       players   
     7       players   
       Lvl      Cap
  T1:
  4-12
  5-13
  6-14
  7-15
  4nd
  T2:
  13-22
  14-24
  15-26
  16-28
  6th
  T3:
  23-32
  25-35
  27-38
  29-41
  8th
  The level cap indicated is the highest level of
  character 
  allowed 
  to 
  play 
  this 
  adventure.
  Characters of levels higher than the highest level
  shown for the highest tier cannot be played.
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  Since the hazards of lycanthropy are a current
  part of the LIVING GREYHAWK campaign, it may be
  necessary to determine if this adventure takes
  place during a full moon. For game purposes, the
  full moon lasts three days of each month. For a
  given scenario that does not state the phase of
  the moon, roll 1d10 before play begins. On a
  result of 1, the first day of the scenario is a night
  of the full moon (roll 1d3 to determine where in
  the sequence of three nights it falls).
  LLLLiiiiffffeeeessssttttyyyylllleeee
  At the beginning of every scenario, each PC is
  required to pay upkeep costs matching the level
  of lifestyle they wish to maintain. The lifestyles,
  and the effects that each has on play, are:
  Destitute: You have no living space, and must
  carry all your gear everywhere. You eat poor
  quality food. You wear a peasant outfit, your only
  change of clothes.
  Poor: You sleep in poor accommodations, and eat
  poor quality food. You wear a peasant outfit, and
  have two sets of clothing.
  Common: You have common lodgings, and eat
  common quality food. You have normal clothing
  for your profession (adventuring); nothing fancy.
  You probably have two or three sets of clothing.
  High: You stay in good quality lodgings, and eat
  good quality food. You wear anything in value up
  to courtier’s outfits, and generally buy a new set
  of clothing every two weeks.
  Luxury: You have luxurious 
  accommodations
  (twice the cost of good accommodations), and you
  eat excellent foods. You can throw a banquet for
  your friends every day, and frequently do. You
  wear clothing up to the value of noble’s outfit,
  and buy a new set of clothes every week.
  Lifestyles 
  come with bonuses or penalties 
  to
  Diplomacy, Intimidate, Disguise, and Bluff skill
  checks. These penalties, shown below, should be
  applied 
  at 
  the 
  DM’s 
  discretion, 
  and 
  can
  sometimes backfire—for example, a PC with a
  poor lifestyle would not have a penalty when
  talking to a beggar, but would when talking to a
  city official. A PC with a high lifestyle should
  have a penalty when dealing with a group of
  street thugs, where a PC with a destitute lifestyle
  might not.
  DMs 
  are 
  encouraged 
  to 
  role-play 
  these
  reactions whenever possible.
  Lifestyle
  Cost
  Skill Modifier
  Destitute
  14 sp
  -2
  Poor
  43 sp
  -1
  Common
  12 gp
   0
  High
  250 gp
  +1
  Luxury
  500 gp
  +2
  DDDDM
  M
  M
  M’’’’ssss    BBBBaaaacccckkkkggggrrrroooouuuunnnndddd
  This is the fifth LIVING GREYHAWK set in the
  Principality 
  of 
  Ulek 
  Some 
  of 
  the 
  general
  background information includes:
  • 
  While the Principality of Ulek is ruled by a
  dwarf, and all of the nobles are dwarves, it
  consists of more humans than any other race.
  • 
  The Principality of Ulek is presently at war
  with the Pomarj. While there has not been a
  major battle in some time, the territory east
  of the hills is currently contested, and a large
  number of the Principality of Ulek's residents
  have been forced to flee their homes due to
  the humanoid invaders of the Pomarj.
  • 
  The Pomarj is a humanoid state, composed
  mainly of orcs, goblins and the like.
  
  Tomb Raiders
  Page 4
  • 
  Relatively 
  few 
  elves 
  are 
  native 
  to 
  the
  Principality 
  of Ulek, and 
  due 
  to Queen
  Yolande of Celene's refusal to send succor to
  the Prince during the Greyhawk Wars, a good
  deal of anti-elf sentiment exists in the nation.
  • 
  Half-orcs are, at best, treated as second-class
  citizens, 
  and, in many 
  instances, 
  treated
  much worse. They are openly treated with
  disdain.
  • 
  Gnomes, humans, and halflings are native to
  the Principality of Ulek, and are treated well.
  From Principality of Ulek Scenario U (Spies Like
  Us), the PCs had a chance to learn of an ancient
  dwarven crypt that was found by three halfling
  scouts (Bray Burrowfoot, 
  Lucky Longlegs 
  and
  Turk Toughtoe).
  In ULP1-02 Crypt of Promise, the PCs were
  asked to seek out this ancient dwarven crypt and
  return any treasure that was found to Emerald
  who would give it to Oldid Silverbeard. Most of
  the treasure was missing but a secret treasure
  room 
  with a small amount 
  of treasure 
  was
  untouched. The PCs may have learned that the
  missing treasure was stolen by a band of orcs.
  While the PCs were being gathered to search for
  the crypt, some of the orcs from the Disputed
  Territory discovered it. They had been sent by one
  of the warlords 
  in the Disputed Territory to
  search the Lortmil Hills of the Principality of
  Ulek. They took all the treasure they found and
  continued with their assignment hoping to please
  the warlord when it was time to return.
  Some greedy PCs may have decided to keep
  some of the hidden treasure from the crypt for
  themselves and should have the appropriate cert
  for this (Rebuff 
  of Oldid Silverbeard). Please
  check to see if any player has this, as it will be
  important to this scenario.
  Oldid Silverbeard would like for the PCs to
  find the tomb raiding orcs and return any stolen
  treasure that they may have to his assistant,
  Emerald Gemsplitter, so that it can be used to
  help the nation in the war against the Pomarj.
  This would be done by taking the treasure found
  and paying for additional troops. These troops
  would 
  first stop any invading 
  (or 
  scouting)
  humanoids and then push into the Disputed
  Territory, driving the humanoids back into the
  Pomarj.
  However, a doppelganger, 
  sent 
  from 
  the
  Pomarj, has been spying upon Oldid Silverbeard
  and determined that by impersonating Emerald,
  it 
  could 
  potentially 
  gain 
  some 
  additional
  information and even some treasure from the
  unsuspecting heroes for itself. Or at the very
  least keep the PCs from discovering 
  what is
  occurred here in Eastpass (him being here).
  So it has kidnapped Emerald and replaced
  him. It then has plans to meet the PCs that were
  summoned by Oldid Silverbeard and send them
  aimlessly on their quest.
  Oldid and the real Emerald know the general
  location of where the treasure may be due to
  several informants they have including Yeogh,
  the half-orc that some PCs may have encountered
  in the past, along with scouts and spies on his
  payroll. They have received information that a
  small band of orcs were in Prinzfield province
  near Rittersmarche with a large amount of loot
  and believe that these 
  orcs have stolen 
  the
  treasure.
  The 
  treasure 
  used 
  to 
  belong 
  to 
  Rudd
  Rockcutter, who has since passed away, and it is
  said that if it is ever found the treasure should be
  used to rid the world of the evil humanoids, such
  as the orcs and goblins. Rudd Rockcutter was a
  dwarf and a wealthy merchant of Eastpass and
  due to several thefts that had occurred decided to
  hide his remaining treasure in the Lortmil Hills,
  so it could aid his nation one day. He was assisted
  by only his most loyal aids.
  The PCs may get some aid, based on their
  reaction, 
  from 
  an 
  unsuspecting 
  source, 
  a n
  extremely secretive man only known as Spyder.
  This is in fact how the scenario starts, as the PCs
  will meet him before meeting each other. Spyder
  will offer 
  each of the PCs a deal of some
  information now (and possibly some later) for
  two items: the scroll that the warlord currently
  has in his possession and a wooden staff with
  web-like 
  carvings 
  plus 
  a 
  ruby 
  on 
  it. 
  He
  understands that the scroll will not be obtained
  in their current mission but feels that the staff
  might be and thus if it is would like the PCs to
  retrieve it for him.
  After everyone has dealt with Spyder in their
  own manner, they will come to the Pig and Roast
  where they were asked to meet with Emerald
  Gemsplitter. 
  However, 
  a 
  doppelganger
  impersonating Emerald will arrive instead and
  ask them the take same mission that the original
  Emerald would have but providing only limited
  information.
  If the PCs are able to determine that the
  doppelganger is not the 'real' Emerald and get
  information on the location of where Emerald is
  being kept, they will be able to save him. He will
  then provide some additional information that
  might aid them on their 
  upcoming 
  mission,
  which he hopes they will still take on. Otherwise,
  Emerald will be killed while the PCs are out on
  their mission.
  The mission will begin with the PCs heading
  through the Lortmil Hills along the Prince's Road
  to Havenhill then to the village of Brenfluss.
  During the trek from Havenhill to Brenfluss,
  the PCs will be attacked by the goblins of the
  Dark Ones tribe (which were encountered 
  in
  ULP1-04 Downward).
  After dealing with the goblin slavers, the PCs
  will be able to continue to Brenfluss without
  further trouble. There, the PCs will be able to get
  some information that may assist them on their
  mission plus some rumors.
  
  Tomb Raiders
  Page 5
  Continuing onward, the PCs head toward
  Oakenburgh, which is currently under humanoid
  control. They will have the option of avoiding the
  village, in which case they will avoid a goblin
  scout team.
  Once past Oakenburgh, the PCs will come to a
  chapel of Ehlonna that has been destroyed and
  desecrated by the invading humanoids from the
  Pomarj. After having a chance to investigate the
  small marble shrine, the PCs will be attacked by a
  goblin scout team.
  Moving onward to the town of Rittersmarche,
  the direction the PCs take will depend on past
  information they have learned plus choices they
  make. If they decide to go to the town 
  to
  Rittersmarche, the guards there will attack them
  until struck down. If they did not talk to either
  Spyder or the 'real' Emerald, they may wander
  around the town looking for clues. Lastly, they
  may decide to search for the cleric of Ehlonna.
  Eventually, the PCs will meet up with the
  followers of Ehlonna. The followers will provide
  some 
  assistance 
  in the 
  way 
  of 
  spells 
  and
  information. They also will ask the PCs to save
  one of group (Grigloe) who has recently been
  captured and taken to Graf Twembly's old estate.
  From here the PCs will need to decide if they
  are going to Grigloe, seek the barbarian (Bagama)
  or 
  go 
  directly 
  to 
  Oakenburgh, 
  where 
  the
  followers saw the tomb-raiding orcs heading.
  If they decide to go and attempt to save
  Grigloe, they will find the wooden staff that
  Spyder is seeking just within reach. They will
  then need to decide which to do first, save Grigloe
  or retrieve the wooden staff. After doing one such
  task, the PCs will find that the other will be
  extremely difficult, perhaps even more then they
  can handle.
  After leaving Graf Twembly's old estate, the
  PCs will then be able to seek out the barbarian
  (Bagama) 
  or go to Oakenburgh, 
  where 
  the
  followers of Ehlonna saw the tomb-raiding orcs
  heading.
  When the PCs do seek out Bagama, 
  the
  barbarian, they will first encounter some traps
  followed by a band of goblins. Finally, they will
  meet Bagama who will aid the party if they do not
  treat him with disrespect due to being half-orc.
  Eventually, 
  the 
  PCs 
  will 
  head 
  off 
  to
  Oakenburgh to find the tomb-raiding orcs and
  the treasure they stole. Heading there, they will
  come across another group of goblins. Finally,
  they will arrive at the village. A young goblin boy
  who is escaping the village due to the tomb-
  raiding orcs will unknowingly aid them. This will
  help the PCs get into the village undetected and
  find the local (the inn) where the orcs are.
  Within the inn are the orcs the PCs seek and
  whether the stolen treasure is there depends
  entirely on the path the PCs took to get there.
  This is detailed with the encounter 
  that this
  event occurs.
  Once they have dealt with the orcs, the only
  path now is for the PCs to return to Eastpass. On
  their way back, they will find the remains of
  several dead Dwarven 
  scout 
  members. 
  Upon
  investigation, they will be attacked by a single
  mad 
  orc 
  who 
  seeks 
  to 
  give 
  Turrosh 
  Mak
  everything he has including his life.
  When the PCs finally return 
  to Eastpass,
  those PCs that made a deal with Spyder will have
  a short talk and a lead on a future scenario. Next,
  they will talk with Emerald (or the doppelganger)
  wrapping up the adventure.
  This scenario may be complicated for some
  judges. Thus a vision representation of possible
  flows of this scenario has been provided. Please
  see DM Aid #7.
  PPPPllllaaaayyyyeeeerrrrssss’’’’    IIIInnnnttttrrrroooodddduuuuccccttttiiiioooonnnn
  A scroll tube was delivered to you early one
  evening by a young messenger boy. Opening it up,
  you saw an exquisite piece of paper.
  From the finely written note, you learned
  that Oldid Silverbeard, a baron of the Corond
  province, had a request for you to meet one of his
  personal assistants, Emerald Gemsplitter.
  You were asked to go to the Pig and Roost, a
  tavern within the city of Eastpass, a city many of
  you have visited.
  Oldid Silverbeard 
  is a baron 
  of the Corond
  province and Eastpass is located within it. He has
  asked his assistant, Emerald Gemsplitter, to get
  the PCs to undertake 
  a mission 
  based 
  on
  information that has been gathered for him.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    1111::::    SSSSppppyyyyddddeeeerrrr
  Several of you had the need to make the voyage to
  Eastpass, while others 
  luckily were 
  already
  within the city.
  For those that had to make the long voyage to
  Eastpass, you finally arrive after a long hard trip
  and eventually head for the Pig and Roast. While
  those currently in Eastpass merely stroll out into
  the streets toward the Pig and Roast.
  While heading toward the Pig and Roast, the PCs
  will be approached individually by a secretive
  human male known only as Spyder.
  Pull each player aside and go over the rest of
  this encounter 
  with them individually, unless
  two or more players stated in the beginning that
  they are traveling together.
  To give them a scare, you may want to ask
  them to bring some dice with them while you
  talk.
  Continuing to head toward the tavern, the Pig
  and Roost, you hear your whispered name coming
  from a side alley.
  
  Tomb Raiders
  Page 6
  At this point in time, see what the PC is going to
  do. Several options, could include:
  • 
  Ignore the whispers and continue onward
  toward the Pig and Roost.
  • 
  Answer the whispers.
  • 
  Search for where the whispers came from.
  If the PC ignores the whispers, nothing happens
  but make sure to make note of it.
  Spyder will greets 
  PCs who 
  answer 
  the
  whispers or search in the direction came from.
  He a human male and is dressed in silk black
  clothes with a cloak that resembles a large Spyder
  web. Tattooed around his left eye is a Spyder web.
  On his left hand is a black ring that has been
  crafted to look like a Spyder with two dark red
  ruby eyes. Around his neck is an amulet that
  looks like a Spyder and its web.
  He also has several small tattoos of Spyders
  or webs on his body. These are currently covered
  by his black clothing.
  AAAAllllllll    TTTTiiiieeeerrrrssss    ((((EEEELLLL    11114444))))
  Spyder 
  male 
  human 
  Rog8/Sor6: 
  Medium
  Humanoid (5 ft. 8 in. tall); HD 8d6+6d4+14; hp 80;
  Init +8 (Dex, Improved Initiative); Spd 30 ft.; AC
  19 (Touch 14, Flatfoot 15); Atks +14/+6 melee
  (1d4+1/19-20, dagger); SA sneak attack +4d6; SQ
  Evasion, Uncanny Dodge; AL CN; SV Fort +5, Ref
  +12, Will +7; Str 10, Dex 19, Con 12, Int 14, Wis 10,
  Cha 12.
  Skills 
  & Feats: Alchemy +11, Balance +14,
  Decipher Script +12, Escape Artist +14, Forgery
  +12, 
  Gather 
  Information 
  +11, 
  Hide 
  +14,
  Knowledge 
  (Arcana) 
  +11, 
  Listen 
  +10, 
  Move
  Silently +14, Read Lips +12, Scry +11, Search +7,
  Spellcraft +11, Spot +5, Tumble +14; Alertness,
  Dodge, Improved 
  Initiative, 
  Mobility, 
  Spring
  Attack, Weapon Finesse (dagger).
  Spells (6/6/5/3): 0—dancing light, daze, d e t e c t
  magic, 
  flare, 
  ghost 
  sounds, 
  resistance;
  1st—change 
  self, 
  charm 
  person, 
  nystul's
  undetectable 
  aura, silent image; 2nd—alter self,
  invisibility; 3rd—displacement
  Equipment: +5 bracers 
  of armor, amulet o f
  proof against detection and location, clock of t h e
  arachnida, dagger of v e n o m.
  Spyder has some information he would like to
  share with the PC but he would like something in
  return.
  If the PC agrees, Spyder will continue to chat
  with them, otherwise 
  he will vanish into the
  alley, 
  eventually 
  casting invisibility 
  to 
  help
  ensure his escape.
  Spyder knows the exact reason why Oldid
  Silverbeard has summoned the PCs. The reason
  being is to find the stolen treasure from the crypt
  of Rudd Rockcutter and return it to Emerald
  Gemsplitter, one Oldid's assistants.
  He also has received information from his
  sources (which he will not reveal) that the crypt
  was raided several months ago. The group of orcs
  that is responsible for the theft are currently
  wandering 
  around 
  the 
  Disputed 
  Territory
  (Prinzfield), near the town 
  of Rittersmarche,
  bossing the other humanoids in the area around
  due to their recent success. They still possess the
  entire treasure hoard (as it is like a trophy) save
  one item, which was given to the warlord. For
  this one item, the warlord allowed the orcs to
  keep the rest 
  of 
  the 
  treasure 
  they 
  found.
  Additionally, the orcs got a huge supply of food
  and provisions from the warlord.
  This is due to the fact that the item is a scroll
  that gives hints as to the location of an ancient
  artifact. The warlord knows that if he and some
  of his assistants were to have time to thoroughly
  study the scroll, his power could be dramatically
  increased.
  What Spyder has learned is that the warlord
  is an extremely strong and powerful humanoid
  that rules by a show of force and has little mercy
  for anyone including those he rules over.
  Spyder has heard that there is a priest of
  Ehlonna, who used to run a small chapel just
  north of Rittersmarche on the edge of the Suss
  Forest. That cleric may be able to provide more
  assistance such as where the crypt-raiding orcs
  might be when the PCs arrive. He will strongly
  urge the PCs to go seek this priest.
  Spyder has also heard there is a barbarian,
  named Bagama, who lives in the Suss Forest just
  southeast of Rittesmarche. He might be able to
  provide some assistance in this matter but he
  should not be visited until the PCs have learned
  more information from the priest of Ehlonna.
  Lastly, he has heard that there are many eyes
  watching 
  over 
  each 
  of 
  the 
  cities 
  in 
  the
  Principality of Ulek and no one is to be trusted.
  In return for this information (and possible
  future information) plus some monetary gain,
  Spyder would like the PCs to gather two items for
  him while on their quest (or future quests). The
  first is the scroll that the warlord currently has
  in his possession (which will not be found by the
  PCs in this scenario). The second is a wooden staff
  with carvings on it that resemble webs while the
  top of it has a large ruby. He feels the PCs will
  have a chance 
  to find that 
  staff 
  on 
  their
  adventure. He will not explain why he desires
  either of these items.
  Spyder will quickly disappear once he is done
  chatting with the PC. He will vanish into the
  alley, eventually casting invisibility to ensure his
  stealthy withdraw.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    2222::::    PPPPiiiigggg    aaaannnndddd    RRRRooooaaaasssstttt
  It is still morning as you finally make it to the
  tavern called the Pig and Roast. You have been
  asked to meet Emerald Gemsplitter here despite
  the obvious dirty environment you now reside in.
  Currently seated next to you are several other
  folks resembling heroes.
  
  Tomb Raiders
  Page 7
  Have the PCs describe and introduce themselves
  at this time.
  The tavern is run by Grudge Pickaxe, a dwarf
  who does not think highly of half-orcs or elves.
  He will serve them, but after all others have been
  taken care of. He will also act rudely toward
  them, almost to the point of picking a fight with
  them. He will also insist that they keep their
  distance 
  from 
  the 
  other 
  patrons 
  unless
  approached.
  Within the Pig and Roost are a total of eight
  round tables. Six of these tables seat four people,
  while the other two seat eight.
  The bar has 
  stools 
  for 
  twenty 
  patrons.
  Currently in the tavern are roughly only about
  twelve dwarves, as it is before lunch.
  Common 
  Dwarves 
  (12), male 
  dwarf 
  Com1:
  Medium Humanoid (4 ft. tall); HD 1d8; hp 4; Init
  +0; Spd 30 ft; AC 10; Atks +1 melee (1d4+1/19-20,
  dagger); SA none; SQ Dwarven traits; AL CG; SV
  Fort +2, Ref +0, Will +0; Str 11, Dex 10, Con 13, Int
  10, Wis 10, Cha 8.
  Skills and Feats: Appraise +2, Craft (various)
  +4; Listen +2, Spot +2; Skill Focus (Craft).
  Equipment: dagger (each).
  The dwarf 
  the PCs are to meet is Emerald
  Gemsplitter, but he is not currently in the tavern.
  He also will not be for quite some time (ten
  minutes), 
  as 
  he 
  has 
  been 
  'replaced' 
  by 
  a
  doppelganger just hours before.
  The doppelganger has just gotten his first
  chance to take kidnap Emerald and take his place.
  The doppelganger 
  has been spying on Oldid
  Silverbeard and Emerald Gemsplitter for some
  time and does have some knowledge as to why the
  PCs have been asked to meet with Emerald.
  He will arrive at the Pig and Roast about ten
  minutes after the PCs have all gathered there. He
  will quickly introduce himself to the PCs (as
  Emerald of course) excusing himself for being
  late. If asked about this, he will inform them that
  he had dealings 
  with 
  some 
  other 
  unrelated
  business that took a little longer then expected.
  This is true, as he was taking care of the 'real'
  Emerald but did not have time to kill him.
  Additionally, 
  the doppelganger 
  would 
  like to
  further question the 'real' Emerald gaining more
  information, if possible.
  Emerald Gemsplitter is a thin dwarf, with a
  thin grayish beard and usually wears green nicely
  pressed 
  robes. The doppelganger 
  is currently
  dressed this way.
  If the PCs are able to read his mind (through
  the use of a spell, for example), he will have some
  of the following thoughts:
  • 
  The 
  desire 
  for 
  additional 
  treasure 
  and
  thoughts of what the PCs may have upon
  them.
  • 
  Desire that these 
  worthless 
  people 
  (PCs)
  would hurry up and go on this mission so he
  can return to his business.
  • 
  Thoughts of his place of residence, which is
  near a small stream.
  • 
  Thoughts of Emerald currently being drugged
  and tied up.
  As the DM, it is up to you as to what the
  doppelganger is currently thinking 
  about not
  giving away too many of his thoughts but if the
  PCs are suspicious give them a break, as many
  players may never suspect that Emerald has been
  replaced especially since most will have dealt
  with him before and will not give it a second
  thought.
  "Emerald Gemsplitter" Doppelganger: Medium-
  Sized Shapchanger (4 ft. tall); HD 4d8+4; hp 28;
  Init +1 (Dex); Spd 30 ft.; AC 15 (Touch 11, Flat-
  footed 14); Atks +2 melee (1d6+1, 2 slams); SA
  Detect thoughts; SQ Alter self, immunities; AL
  NE; SV Fort +5, Ref +5, Will +6; Str 12, Dex 13, Con
  12, Int 13, Wis 14, Cha 13.
  Skills and Feats: Buff +12*, Disguise +12*,
  Listen +11, Sense Motive +6, Spot +8; Alertness,
  Dodge.
  Special 
  Attack— Detect 
  Thoughts 
  (Ex): A
  doppelganger can continuously detect thoughts
  as if spell cast by an 18th-level sorcerer (save DC
  13). It can suppress or resume this ability as a
  free action.
  Special 
  Qualities—Alter 
  Self 
  (Su): 
  A
  doppelganger can assume the shape of any Small
  or Medium-sized humanoid. This works like alter
  self as cast by an 18 th-level sorcerer, but the
  doppelganger can remain in the chosen form
  indefinitely. It can assume a new form or return
  to its own as a standard action.
  Immunities 
  (Ex)—Doppelgangers 
  are
  immune to sleep and charm effects.
  If confronted with the fact that he is not the 'real'
  Emerald 
  Gemsplitter, 
  the 
  doppelganger 
  will
  laugh and insist that the PCs must be joking.
  If the PCs start to get confrontational to the
  point of violence, "Emerald" will call out for his
  dwarven friends to help him out.
  Since the dwarfs will not know any better,
  they will gladly assist in a fight with the PCs
  unless the PCs can quickly 
  show them that
  "Emerald" is really a doppelganger.
  If the PCs do get into a fight with the dwarfs
  and any number of the dwarfs are killed; those
  that participated in the killing will be hunted
  down and taken to jail. This will result in the
  permanent loss of the character and should be
  noted on the player's log sheet.
  If the PCs are able to convince the dwarfs that
  this is indeed not Emerald, then the doppelganger
  will beg for the PCs to forgive him. He will tell
  them everything he knows including where the
  'real' Emerald currently is.
  
  Tomb Raiders
  Page 8
  If the doppelganger is not discovered, he will
  ask the PCs to undertake a mission of regaining
  the stolen treasure from Rudd Rockcutter's crypt.
  He has heard that a band of humanoids now near
  Rittersmarche 
  (in the Prinzfeld Province) 
  has
  gotten hold of it and hopes the PCs will accept
  this mission.
  He will inform them that they should travel
  on Prince's Road to the village of Brenfluss,
  where 
  the 
  road 
  will 
  split 
  with 
  one 
  way
  (Northeast) leading to what used to be the town
  of Rittersmarche 
  and 
  the other 
  (Northwest)
  leading to Riddling's Pass Township. Give the PCs
  Player's 
  Handout 
  #1. Once 
  they come 
  near
  Rittersmarche, 
  they 
  should 
  search 
  the
  surrounding area for more information.
  If the PCs accept this mission, "Emerald"
  (doppelganger) will not pay for their drinks, meal
  or room for the night. Cost for a room will be 5
  sp, meals and drinks (a piece) will cost 1 sp. He
  will offer them some coins upon their return. He
  will suggest they leave as soon as possible.
  If the PCs go to retrieve the 'real' Emerald, go
  to Encounter 3. Otherwise, go to Encounter 4.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    4444::::    EEEEm
  m
  m
  meeeerrrraaaalllldddd
  If the PCs were able to determine 
  that the
  "Emerald" at the Pig and Roast was not the real
  deal and got information from the doppelganger,
  proceed with the following:
  Following the directions given to by the look-a-
  like Emerald, you make your way to the edge of
  the city. After a lengthy walk about the city, you
  eventually come upon the house you seek.
  The house is a nice little place just along a
  small stream. In the back you can see a scenic
  view of the Lortmil Hills.
  There are two entrances into the house, the front
  door and one through the washroom 
  in back.
  Both are securely 
  locked. 
  There are 
  several
  windows but they have been covered and thus the
  PCs will not be able to use these to peer inside to
  see what lies within.
  The house consists of only four rooms: a
  kitchen, 
  a living 
  room, 
  a bedroom 
  and 
  a
  washroom. Each of the rooms is almost entirely
  bare, save a few scraps of furniture and holds no
  valuables. The doppelganger has hid his valuables
  elsewhere.
  Located inside the living room is a dwarf that
  has been drugged and tied up. The dwarf 
  is
  Emerald Gemsplitter, an assistant to the Oldid
  Silverbeard. He is thin for a dwarf. He also has a
  thin grayish beard and wears green robes that are
  currently wrinkled.
  Emerald Gemsplitter male dwarf Exp2; Bluff, +5,
  Diplomacy +5, Sense Motive +5) negotiates small
  matters for Oldid Silverbeard.
  He had been instructed to meet the PCs and ask
  them to partake 
  of an extremely 
  important
  mission for Oldid Silverbeard but he ran into the
  a man that looked just like him who clubbed him
  then brought him here. He will take a while to
  get used to his new surroundings. After a short
  while, he will be more than willing to answer any
  of the PCs questions.
  The mission that Emerald was to ask them to
  complete was the retrieval of the stolen treasure.
  The treasure was from an ancient dwarven crypt
  located in the hills of the Corond province.
  With the PCs being heroes, they should be
  more than willing to jump at the opportunity
  especially since it involves their enemies to the
  east. 
  If 
  they 
  ask 
  about 
  payment, 
  Emerald
  Gemsplitter will explain 
  that often 
  the best
  payment is not in the form of gems and jewels or
  even coinage, but he may be able to convince
  Oldid Silverbeard to give them a portion of the
  treasure as payment. He will not go into further
  detail 
  on this. 
  If 
  any 
  PC refuses 
  Emerald
  Gemsplitter's offer, the scenario is over for them.
  He will inform them that they should travel
  on Prince's Road to the village of Brenfluss,
  where 
  the 
  road 
  will 
  split 
  with 
  one 
  way
  (Northeast) leading to what used to be the town
  of Rittersmarche 
  and 
  the other 
  (Northwest)
  leading to Riddling's Pass Township. From there
  they should search for some priests of Ehlonna,
  just north of Rittersmarche just within the Suss
  Forest, 
  who 
  may be able to provide 
  more
  assistance such as where the crypt-raiding orcs
  might currently be.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    4444::::    TTTThhhheeee    DDDDaaaarrrrkkkk    OOOOnnnneeeessss
  When the PCs start the mission, continue with
  the following:
  Starting your new mission, you start your trek
  toward the area near Rittersmarche. The first day
  passes uneventfully and you eventually stop to
  rest.
  Have the PCs decide what watches, if any, they
  are going to be taking. Also, allow them a chance
  to re-select spells if needed.
  When they are ready to proceed, continue
  with the following:
  You 
  awake 
  following 
  your 
  sleep 
  having
  encountered nothing during your rest.
  A couple of days later you arrive in the city of
  Havenhill. After a peaceful sleep there, you
  continue onward.
  You travel for two days northward on the
  Prince's Road. Evening sets in and you have begun
  to camp for the evening, when suddenly...
  The PCs have been spotted by a group of goblins
  from the Dark Ones tribe. The Dark Ones first
  were encountered in Principality of Ulek scenario
  
  Tomb Raiders
  Page 9
  ULK1-04 Downward. They are currently looking
  for slaves for the Derro in Urgo's Mine.
  Have the PCs each make a Spot check (DC 12)
  and/or a Listen check (DC 15). Those that succeed
  will not be surprised by the attacking goblins.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    2222))))
  Goblin (4): hp 5 each; See Monster Manual, page
  107.
  Goblin 
  Priest 
  Clr1 
  (1): 
  Small 
  Humanoid
  (Goblinoid); HD 1d8+1; hp 7; Init +1 (Dex); Spd 30
  ft.; AC 15 (Touch 12, Flat-footed 14); Atks +0 melee
  (1d8-1, morning star); SQ Darkvision 60 ft.; AL NE;
  SV Fort +3, Ref +1, Will +3; Str 8, Dex 13, Con 12,
  Int 11, Wis 13, Cha 8.
  Skills and Feats: Concentration +3, Heal +3,
  Knowledge (Religion) +2, Spellcraft 
  +2; Feats:
  Iron Will.
  Spells Prepared (3/2+1; Spell DC = 11 + spell
  level): 0—create water, detect p o i s o n, purify f o o d
  and 
  drink; 1st—bless, 
  comprehend 
  languages,
  protection from good*.
  * 
  Domain 
  Spell 
  (Domains: 
  Chaos 
  and
  Evil—cast both chaos and evil spells at +1 caster
  level).
  Equipment: studded leather, morning star, 77
  sp (total).
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    3333))))
  Goblin (4): hp 5 each; See Monster Manual, page
  107.
  Goblin 
  Priest 
  Clr3 
  (1): 
  Small 
  Humanoid
  (Goblinoid); HD 3d8+3; hp 20; Init +1 (Dex); Spd 30
  ft.; AC 15 (+1 size, +1 Dex, +3 studded leather);
  Atks +2 
  melee 
  (1d8-1, 
  morning 
  star); 
  SQ
  Darkvision 60 ft.; AL NE; SV Fort +4, Ref +2, Will
  +4; Str 8, Dex 13, Con 12, Int 11, Wis 13, Cha 8.
  Skills and Feats: Concentration +5, Heal +3,
  Knowledge (Religion) +2, Spellcraft +4; Iron Will.
  Spells (4/3+1/2+1; Spell DC = 11 + spell level):
  0-lvl—create 
  water, detect 
  p o i s o n, guidance,
  purify food and drink; 1st-lvl— bless, comprehend
  languages, d o o m, protection 
  from 
  good*; 2nd-
  lvl—hold person (x2), desecrate*.
  * 
  Domain 
  Spell 
  (Domains: 
  Chaos 
  and
  Evil—cast both chaos and evil spells at +1 caster
  level).
  Equipment: studded leather, morning star, 77
  sp (total).
  Tier       3      (EL5)   
  Goblin Ftr2 (4): Small Humanoid (Goblinoid); HD
  2d10+2; hp 20 (each); Init +6 (Dex, Improved
  Initiative); Spd 30 ft.; AC 16 (Touch 13, Flatfooted
  14); Atks +2 melee (1d8, morning star), +4 ranged
  (1d6, javelin); SQ Darkvision 60 ft.; AL NE; SV Fort
  +4, Ref +2, Will +0; Str 10, Dex 14, Con 12, Int 10,
  Wis 11, Cha 8.
  Skills and Feats: Climb +3, Jump +3, Listen +3,
  Spot +3; Alertness, Combat Reflexes, Improved
  Initiative.
  Equipment: 
  studded leather 
  armor 
  (each),
  javelin (each), morning star (each).
  Goblin 
  Priest 
  Clr3 
  (1): 
  Small 
  Humanoid
  (Goblinoid); HD 3d8+3; hp 20; Init +1 (Dex); Spd 30
  ft.; AC 15 (+1 size, +1 Dex, +3 studded leather);
  Atks +2 
  melee 
  (1d8-1, 
  morning 
  star); 
  SQ
  Darkvision 60 ft.; AL NE; SV Fort +4, Ref +2, Will
  +4; Str 8, Dex 13, Con 12, Int 11, Wis 13, Cha 8.
  Skills and Feats: Concentration +5, Heal +3,
  Knowledge (Religion) +2, Spellcraft +4; Iron Will.
  Spells (4/3+1/2+1; Spell DC = 11 + spell level):
  0-lvl—create 
  water, detect 
  p o i s o n, guidance,
  purify food and drink; 1st-lvl— bless, c o m p r e he n d
  languages, d o o m, protection 
  from 
  good*; 2nd-
  lvl—hold person (x2), desecrate*.
  * 
  Domain 
  Spell 
  (Domains: 
  Chaos 
  and
  Evil—cast both chaos and evil spells at +1 caster
  level).
  Equipment: studded leather, morning star, 77
  sp (total).
  If any of the goblins are captured, they will
  answer any questions the PCs have but only in
  goblin. They know nothing about anything the
  PCs may be looking for this mission but will
  inform them that they were looking for slaves to
  give to the Derro.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    5555::::    VVVViiiillllllllaaaaggggeeee    ooooffff
  BBBBrrrreeeennnnfffflllluuuussssssss
  Please refer to the DM Aid #1 for a map of the
  rest of the encounters for round one of this
  scenario.
  It takes you several more days of travel before
  you find yourself nearing the village of Brenfluss.
  The village is a cluster of huts with a wood-stick
  fence surrounding it. Outside the fenced village
  are several small farms that are owned by the
  local human and halfling farmers.
  The village looks like it has taken precautions
  against 
  the 
  possibility 
  of 
  future 
  attacks.
  Approaching the wood-stick fence, a couple of
  guards ask you to halt and state your business.
  After the PCs have stated the reason for coming
  to the village of Brenfluss, they will be let inside.
  The village is a little dirtier then usual. It also has
  some additional residents due to the battles in
  this area with the humanoid 
  forces with the
  Pomarj.
  If the PCs wish to seek some information,
  they will find two places that can provide the
  assistance: 
  the Tassloft 
  Inn and Bundis, 
  the
  village elder.
  
  Tomb Raiders
  Page 10
  TTTThhhheeee                                
  TTTTaaaasssssssslllloooofffftttt    IIIInnnnnnnn
  The inn is nothing more then two large huts that
  have been pushed together. One hut is for the
  visiting patrons, while the staff uses the other
  hut for storing foodstuff and preparing meals.
  Currently, only one patrons, Gralo (male human
  Com2; Profession (Farmer) +5), a bearish man
  with a rough voice is here eating. He grows and
  sells turnips, often traveling to other villages to
  do the later. He has lived in Brenfluss since he
  was a young boy and has seen the effects of the
  battles with the Pomarj on this region.
  Tassloft 
  (male 
  halfling 
  Exp2; 
  Profession
  (innkeeper +5)), a cheery male halfling, runs the
  inn mostly by himself. He will offer the PCs a
  hardy meal of roast pig and a drink of mead for
  only 1 sp. Each additional drink will cost 1 sp. If
  the PCs ask him questions, he will know little
  except for the following rumors he has heard,
  which he will be happy to tell them provided they
  purchase a meal:
  1. 
  The village of Oakenburgh has been overrun
  by a group of goblins and orcs. (T)
  2. 
  Scouts 
  for 
  the 
  village 
  saw 
  some 
  orcs
  returning into the Disputed Territory from
  the Lortmil Hills a few months ago. (T)
  3. 
  Some of the humanoid forces in the Disputed
  Territory have taken human, dwarven and
  halfling slaves. Some of these slaves are even
  being sold to the new bread of Dwarfs that
  now reside in the Lortmil Hills. (T)
  4. 
  There is an Elven Fortress hidden deep within
  the Suss Forest. (F)
  BBBBuuuunnnnddddiiiissss,,,,    tttthhhheeee    VVVViiiillllllllaaaaggggeeee    EEEEllllddddeeeerrrr
  Seeking the leader of the Brenfluss, you are led to
  a stern and serious male halfling name Bundis.
  Bundis (male human Exp3; Diplomacy +5,
  Profession 
  (Farmer) 
  +5, 
  Sense 
  Motive 
  +5)
  unfortunately gets little information with being
  in this part of the province of Prinzfeld.
  He does know that a majority of the villages
  and towns to the east are now under the control
  of the humanoids that came from the Pomarj but
  luckily Brenfluss was saved.
  He will be able to inform the PCs that they
  should avoid Oakenburgh if they are planning on
  traveling on to Rittersmarche. He would suggest
  they take the extra time to circle around it due to
  the number of humanoids there.
  He will also mention that the village is now
  quite full due to the number of good folk who
  fled to the west attempting to escape the Pomarj
  forces. He hopes that one-day they will all be able
  to return to their homes.
  He will offer the PCs a place to stay if they
  need it. The accommodations are not luxurious
  but better then sleeping on the hard ground.
  When the PCs continue onward, 
  continue
  with the next encounters as they apply.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    6666::::    VVVViiiillllllllaaaaggggeeee    ooooffff
  OOOOaaaakkkkeeeennnnbbbbuuuurrrrgggghhhh
  If the PCs wisely decide to avoid the village of
  Oakenburgh, 
  skip this 
  encounter 
  and 
  go to
  Encounter Seven.
  If they PCs are careless and do not make any
  attempts 
  to avoid the village of Oakenburgh,
  continue with the following:
  Continuing onward from Brenfluss, you start to
  head toward the village of Oakenburgh. In the
  afternoon, as you draw near, you see several
  small humanoid figures riding what appears to be
  some type of wolf.
  Currently they are some two hundred feet
  away from you, but having noticed you they seek
  to draw closer.
  The small humanoids are goblins, each of which
  is riding a wolf. They will quickly ride up and
  attack the PCs in melee with their 
  javelins.
  Neither the goblins nor worgs will flee from
  combat. They would rather die in their attempts
  to kill the PCs then fail.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    5555))))
  Goblin (2): hp 4 each, armed with only javelins (+1
  melee); see Monster Manual, page 107.
  Worg (2): hp 30 each; See Monster Manual, page
  184.
  Tier       2      (EL     7)   
  Goblin (4): hp 4 each, armed with only javelins (+1
  melee); see Monster Manual, page 107.
  Worg (4): hp 30 each; See Monster Manual, page
  184.
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    9999))))
  Goblin War4 (4): Small Humanoid (Goblinoid);
  HD 4d8+4; hp 20 (each); Init +5 (Dex, Improved
  Initiative); Spd 30 ft.; AC 15 (Touch 12, Flat-footed
  14); Atks +0 melee (1d6-1, javelin), +6 ranged (1d6-
  1, javelin); SQ Darkvision 60 ft.; AL NE; SV Fort +4,
  Ref +2, Will +1; Str 8, Dex 13, Con 12, Int 10, Wis
  11, Cha 8.
  Skills and Feats: Hide +7, Listen +6, Move
  Silently 
  +5, 
  Spot 
  +6; 
  Alertness, 
  Improved
  Initiative.
  Equipment: studded leather armor (each), 2
  javelins (each).
  Worg (4): hp 30 each; See Monster Manual, page
  184.
  
  Tomb Raiders
  Page 11
  If any of the goblins or worgs (they speak goblin)
  are captured and asked questions, they will only
  tell that they were on patrol. They will offer no
  additional information.
  After the combat, if the PCs still are intent on
  going to the village of Oakenburgh 
  let them
  continue. Go to Encounter 
  16 but the tomb
  raiding orcs will not be in the village and they
  will be warned of danger before the PCs ever have
  a chance to meet up with them. Thus, the PCs will
  have failed the mission no matter what course
  they take from here on out.
  If after the combat, the PCs decide to avoid
  Oakenburgh, continue with the next encounter.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    7777::::    OOOOnnnnwwwwaaaarrrrdddd    ttttoooo
  RRRRiiiitttttttteeeerrrrssssm
  m
  m
  maaaarrrrcccchhhheeee
  Continuing 
  onward 
  toward 
  the 
  town 
  of
  Rittersmarche, you soon see that the ground
  itself looks as if it is dying. The grass and
  farmlands are no where as vibrant as they once
  were being the forces of the Pomarj entered into
  this region. Now, everything resembles the after
  fact of a great fire or hurricane.
  Up ahead there is some type of marble
  structure that seems to have fallen down.
  The fallen structure 
  used to be a chapel 
  of
  Ehlonna. It is a small marble shine surrounded
  by several trees that have been cut or hacked
  down. Additionally, piles of dead flowers 
  are
  lumped about the area. All of this destruction
  was caused by the raiding Pomarj forces.
  The priest who used to run the chapel is none
  other then the cleric of Ehlonna that the PCs are
  looking for north of Rittersmarche.
  There is nothing of value here; anything of
  value was taken by the raiding Pomarj forces.
  When the PCs depart this area, continue with
  the following:
  Leaving the Chapel of Ehlonna off in the distance
  some two hundred feet away from you, you see
  several small humanoid figures on wolves. They
  have seemed to notice you and are quickly
  moving your way.
  The small humanoids are goblins, each of which
  is riding a wolf. They will quickly ride up and
  attack the PCs in melee with their 
  javelins.
  Neither the goblins nor the worgs will flee from
  combat. They would rather die in their attempts
  to kill the PCs then fail.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    5555))))
  Goblin (2): hp 4 each, armed with only javelins (+1
  melee); see Monster Manual, page 107.
  Worg (2): hp 30 each; See Monster Manual, page
  184.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    7777))))
  Goblin (4): hp 4 each, armed with only javelins (+1
  melee); see Monster Manual, page 107.
  Worg (4): hp 30 each; See Monster Manual, page
  184.
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    7777))))
  Goblin War2 (4): Small Humanoid (Goblinoid);
  HD 2d8; hp 8 (each); Init +1 (Dex); Spd 30 ft.; AC 15
  (Touch 12, Flat-footed 14); Atks -2 melee (1d6-1,
  javelin), +4 ranged (1d6-1, javelin); SQ Darkvision
  60 ft.; AL NE; SV Fort +3, Ref +1, Will +0;Str 8, Dex
  13, Con 11, Int 10, Wis 11, Cha 8.
  Skills and Feats: Hide +7, Listen +4, Move
  Silently +5, Spot +4; Alertness.
  Equipment: studded leather armor (each), 2
  javelins (each).
  Worg (4): hp 30 each; See Monster Manual, page
  184.
  If any of the goblins or worgs (they speak goblin)
  are captured and asked questions, they will only
  tell that they were on patrol. They will offer no
  additional information.
  After the PCs have dealt with the goblins,
  they have the option of going close to the town of
  Rittersmarche, heading north to try and locate
  the cleric of Ehlonna or wandering 
  aimlessly
  looking for clues (if they did not get any from
  Spyder or the 'real' Emerald). They may wish to
  rest up here especially since night is coming near.
  Make sure to ask the players what watches they
  will be taking. The PCs will encounter nothing
  during the evening.
  In the morning, determine where the PCs will
  be going next. If the PCs decide to head into the
  town of Rittersmarche, go to Encounter 8. If the
  PCs did not learn of the cleric of Ehlonna, go to
  Encounter 9. If the PCs know to look for the
  cleric of Ehlonna and decide to head north of
  Rittersmarche to do so, go to Encounter 10.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    8888::::    TTTToooowwwwnnnn    ooooffff
  RRRRiiiitttttttteeeerrrrssssm
  m
  m
  maaaarrrrcccchhhheeee
  If the PCs proceed to the town of Rittersmarche,
  continue with the following:
  Heading toward Rittersmarche, you see that the
  town has a crude wooden wall surrounding it.
  Moving forward, you can see that several guard
  posts are along the wall, each of which appears to
  be manned by several humanoid figures.
  Allow the PCs a chance to decide better about
  proceeding further 
  and 
  deciding 
  on another
  course of action.
  
  Tomb Raiders
  Page 12
  If the PCs continue onward to the town of
  Rittersmarche, continue with the following:
  Continuing onward with the town one thousand
  feet away, you notice that the humanoid guards
  have spotted you as a flurry of arrows head your
  way.
  If the PCs still continue onward or fight back
  with ranged weapons, have the orc guards (at
  least eight) continue to shoot arrows from long
  bows at them until the PCs are killed (+1, 1d8, crit
  x3). If the PCs do manage to get up to the wall or
  use some magic to stay hidden, do whatever it
  takes to kill them. Their foolish actions should
  not be rewarded and only result in their death.
  Encounter 9: Searching for
  Clues
  If the PCs go aimlessly 
  searching 
  for 
  clues
  (because they did not get any in the beginning),
  continue with the following:
  Aimlessly wandering about near the town of
  Rittersmarche, 
  you 
  soon 
  see 
  several 
  small
  humanoid figures riding what appears to be some
  type of wolf.
  Currently they are some two hundred and
  fifty feet away from you, but having noticed you
  they seek to draw closer.
  The small humanoids are goblins, each of which
  is riding a wolf. They will quickly ride up and
  attack the PCs in melee with their 
  javelins.
  Neither the goblins nor worgs will flee from
  combat. They would rather die in their attempts
  to kill the PCs then fail.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    5555))))
  Goblin (2): hp 4 each, armed with only javelins (+1
  melee); see Monster Manual, page 107.
  Worg (2): hp 30 each; See Monster Manual, page
  184.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    7777))))
  Goblin War2 (4): Small Humanoid (Goblinoid);
  HD 2d8; hp 8 (each); Init +1 (Dex); Spd 30 ft.; AC 15
  (Touch 12, Flat-footed 14); Atks -2 melee (1d6-1,
  javelin), +4 ranged (1d6-1, javelin); SQ Darkvision
  60 ft.; AL NE; SV Fort +3, Ref +1, Will +0; Str 8, Dex
  13, Con 11, Int 10, Wis 11, Cha 8.
  Skills and Feats: Hide +7, Listen +4, Move
  Silently +5, Spot +4; Alertness.
  Equipment: studded leather armor (each), 2
  javelins (each).
  Worg (4): hp 30 each; See Monster Manual, page
  184.
  Tier       3      (EL     9)   
  Goblin War4 (4): Small Humanoid (Goblinoid);
  HD 4d8+4; hp 20 (each); Init +5 (Dex, Improved
  Initiative); Spd 30 ft.; AC 15 (Touch 12, Flat-footed
  14); Atks +0 melee (1d6-1, javelin), +6 ranged (1d6-
  1, javelin); SQ Darkvision 60 ft.; AL NE; SV Fort +4,
  Ref +2, Will +1; Str 8, Dex 13, Con 12, Int 10, Wis
  11, Cha 8.
  Skills and Feats: Hide +7, Listen +6, Move
  Silently 
  +5, 
  Spot 
  +6; 
  Alertness, 
  Improved
  Initiative.
  Equipment: studded leather armor (each), 2
  javelins (each).
  Worg (4): hp 30 each; See Monster Manual, page
  184.
  If any of the goblins or worgs (they speak goblin)
  are captured and asked questions, they will only
  tell that they were on patrol. They will offer no
  additional information.
  When the battle has concluded, the followers
  of Ehlonna will find the PCs. Continue with the
  appropriate parts of the next encounter.
  Encounter 10: Followers of
  Ehlonna
  When 
  the 
  PCs 
  head 
  north 
  from 
  near
  Rittersmarche toward the Suss Forest to look for
  the cleric of Ehlonna that both Spyder 
  and
  Emerald spoke, continue with the following:
  You head carefully into the Suss Forest, knowing
  that you could easily be attacked at anytime by
  the humanoids or other nasty critters that reside
  in this dark place.
  But you were informed that you should try
  and locate the cleric of Ehlonna, so he could aid
  you in your quest to return the stolen treasure
  back to Oldid Silverbeard.
  As the PCs proceed through the Suss Forest, they
  will come upon a small group consisting of four
  followers of Ehlonna.
  The four followers are:
  1. 
  Trebetus (male 
  human 
  Clr3; 
  Heal 
  +6,
  Wilderness Lore +6; Spells 4/3+1/2+1) He is a
  cleric of Ehlonna who used run the chapel
  just northeast of Oakenburgh (as noted in
  Encounter Seven). He is an elder human man
  (in his early 60s) but is quite trim 
  and
  athletic. He is the speaker for this small
  group and will provide whatever he can for
  the PCs especially if it means ridding the area
  of the orcs and goblins that have destroyed
  the land itself.
  2. 
  Rosetill (female human Com2; Wilderness
  Lore +5) She is a human follower of Ehlonna
  who was originally from Oakenburgh but left
  when the Pomarj forces 
  came 
  upon 
  her
  village. She is in her mid-thirties but despite
  
  Tomb Raiders
  Page 13
  her athletic build is only of average looks. She
  is saddened of what has become of her town
  as it used to be a pretty place to live.
  3. 
  Pinter (male human Com3; Wilderness Lore
  +6) He is also a human follower of Ehloona
  but 
  he once lived within 
  the 
  town 
  of
  Rittersmarche. He is a fairly well built man
  in his late twenties resembling a workhorse.
  He left when it was overrun by the attacking
  Pomarj forces.
  4. 
  Igga (female human Com1) She is a quiet
  young human female child of only eight years
  old. She left the town of Rittersmarche with
  her father (Grigloe) during the attacks from
  the Pomarj forces. She is sad that her father
  has been captured by the 'evil, ugly men'
  (goblins and orcs). If anyone mentions that
  they will attempt to save her father, she will
  warm up slightly asking politely for them to
  do so.
  If 
  the 
  PCs 
  wandered 
  aimlessly 
  near
  Rittersmarche and are found by the followers,
  then they will be asked to return to the edge of
  the Suss Forest before the followers will aid the
  PCs.
  When introductions begin, continue with the
  following:
  "Greetings heroes, I am Trebetus, a priest of
  Ehlonna. These three fine people with me are
  Rosetill, Pinter and Igga and they too are
  followers of Ehlonna. What has brought you to
  these parts of the woods? How may I be of
  service?"
  He will let the PCs explain their current mission.
  After telling Trebetus of your mission, he again
  begins to speak, "Ever since the days when these
  lands where taken from us by the orcs and
  goblinoids, we have hid from them in these
  woods. We have gone to great lengths to remain
  hidden in these forests. Yet, a small band of
  goblinoids has unfortunately just recently found
  one of our members and captured him. He was
  taken to Graf Twembly's old estate.
  We understand that you are already on a
  mission that we are to aid you with but would
  you be so kind as to save our friend as he did save
  us from being caught.
  Can we ask for your immediate assistance in
  this manner?"
  At this point, the PCs could have two decisions to
  make. Keep working on the mission given to
  them by Oldid Silverbeard 
  or steer 
  from 
  it
  slightly and rescue Grigloe.
  If the PCs decide to save Grigloe, they might
  also run across the wooden staff, which Spyder
  had asked them to return to him, if possible. If
  they do retrieve the wooden staff, they will find
  that it will be extremely hard to also save Grigloe
  so a decision whether to save Grigloe or get the
  wooden staff will have to be made.
  Trebetus has the following information that
  he will give the PCs:
  • 
  Graf Twembly's old estate is located 
  just
  northwest of the town of Rittersmarche.
  • 
  He believes Grigloe is not located in the
  manor itself but rather one of the other
  buildings on the estate.
  • 
  If the PCs wish to succeed, they should only
  check the outer buildings not the manor.
  Going near the manor will surely be their
  death.
  • 
  The tomb raiding orcs that they seek left
  Rittersmarche 
  for Oakenburgh 
  only a day
  ago. As far as he knows, they still have the
  treasure 
  as 
  they 
  were 
  boasting 
  on 
  the
  treasure they had in their possession. He
  believes that if the PCs plan on retrieving the
  stolen treasure, they will need to sneak into
  the village and quickly locate the orcs before
  they are discovered.
  From this point 
  on, what 
  the PCs do will
  determine how the ending unfolds.
  There are basically, the following options at
  this point in time:
  1. 
  Rescue 
  Grigloe, 
  returning 
  him 
  to 
  the
  followers, 
  then 
  go 
  forth 
  to 
  barbarian,
  Bagama, and then locate the orcs.
  2. 
  Rescue 
  Grigloe, 
  go 
  forth 
  to 
  barbarian,
  Bagama, locate the orcs and then return to
  followers with Grigloe.
  3. 
  Find Grigloe, go forth to barbarian, Bagama,
  locate the orcs and then return to Eastpass.
  4. 
  Go to the barbarian, Bagama, locate the orcs
  and then attempt to find Grigloe returning to
  the followers if successful.
  5. 
  Go to the barbarian, Bagama, and locate the
  orcs never attempting to find Grigloe.
  6. 
  Locate the orcs and then attempt to find
  Grigloe 
  returning 
  to 
  the 
  followers 
  if
  successful.
  7. 
  Locate the orcs never attempting 
  to find
  Grigloe.
  If the PCs decide to find Grigloe, go to Encounter
  11.
  If the PCs decide to find the barbarian,
  Bagama, go to Encounter 12.
  If the PCs decide to go locate the orcs right
  away, go to Encounter 15.
  However, before continuing if the PCs decide
  not to go and find Grigloe, this will be the end of
  round one. If the PCs decide to go and find
  Grigloe, the end of round end will occur when the
  PCs are done with the next encounter.
  
  Tomb Raiders
  Page 14
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    11111111::::    GGGGrrrraaaaffff    TTTTwwwweeeem
  m
  m
  mbbbbllllyyyy''''ssss
  OOOOlllldddd    EEEEssssttttaaaatttteeee
  This encounter is broken up into several parts
  (Parts A - G) starting when the PCs near the
  estate, which are indicated on DM Aids #2 - 4.
  Please note that if the PCs walk past the shed
  (Part E), have each of them succeed at a Listen
  skill check (DC 15) to hear Grigloe making noise
  in his attempt 
  to break 
  free. 
  If 
  they 
  are
  unsuccessful in this attempt, also allow the PCs a
  Spot skill check (DC 15) to see Grigloe though a
  window in the shed.
  Additionally, have the PCs succeed at another
  Spot skill check (DC 25) to notice a wooden staff
  in a window in the manor (Part G5) when they
  there the northeastern part of the manor. This is
  the wooden staff that Spyder is hoping the PCs he
  has an agreement with will retrieve for him.
  Additionally, if the PCs search near the room
  where 
  the wooden 
  staff 
  resides, 
  have them
  attempt a Search check (DC 10) to notice the staff.
  Please note that you as the DM should be it
  extremely hard if not near impossible for the PCs
  to save both Grigloe and retrieve the wooden
  staff. While this is not to say to add creatures to
  decrease the likelihood that this will occur but
  rather to use the forces 
  of evil wisely and
  intelligently.
  Additionally, try to give the PCs a feeling that
  only Grigloe or the wooden staff can be retained
  and thus they will have to make a decision on
  which one is more important to them.
  AAAA1111    ----    PPPPrrrriiiinnnncccceeee''''ssss    RRRRooooaaaadddd
  This road leads to the estate. It is currently not
  being patrolled but it is doubtful the PCs will use
  this road since they came from north of the
  estate.
  BBBB1111    ----    M
  M
  M
  Maaaaiiiinnnn    GGGGaaaatttteeee
  The heavy, wooden gates here are locked and
  closed. There is a large bell that can be rung to get
  the attention of the inhabitants inside if entry is
  sought.
  If the bell is run both goblin forces in the
  inner grounds will go to investigate.
      BBBB2222    ----    SSSSiiiiddddeeee    GGGGaaaatttteeeessss
  There are four small ironbound gates that line
  the outer wall. Each of the gates is locked. Any
  attempt to open them, through force or picks,
  will result in the nearest goblin force (either C2
  or C3) investigating the situation.
  To open the gates, a successful Open Locks
  (DC 30) or force attempt (DC 23) is needed.
  BBBB3333    ----    HHHHiiiiddddddddeeeennnn    GGGGaaaatttteeee
  On the northeast side of the estate there is a gate,
  covered in ivy, that has missed the attention of
  the residents here. A successful Spot check (DC
  30) will cause a PC to notice the gate.
  The PCs who search the wall may make a
  Search check (DC 20) to notice the hidden gate.
      CCCC1111    ----    SSSSttttaaaattttuuuueeeessss
  There are four statues located throughout 
  the
  inner grounds. The two statues on the side of the
  manor are of the Earth Dragon while the two
  statues near the entrance of the manor are of
  Turrosh Mak. All four statues are exceptionally
  clean, as they are well taken care of by the
  residents here.
  CCCC2222    &&&&    CCCC3333    ----    GGGGoooobbbblllliiiinnnn
  There are two sets of goblin forces 
  that are
  wandering the estate. They are currently at the
  two locations on the map (C2 & C3). If either
  group hears or spot anything out of the ordinary
  (such as the PCs attempting to break into the
  estate via the side gates), they will rush to see to
  investigate.
  Oddly, these goblins are exceptionally clean
  as required by the new leaders of the estate. Each
  of them wears a neatly pressed tunic with the
  symbol of the Earth Dragon upon it.
  Each group consists of the following:
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    5555))))
  Goblin Ftr1 (4): Small Humanoid (Goblinoid); HD
  1d10; hp 6 (each); 
  Init +6 (Dex, 
  Improved
  Initiative); Spd 30 ft.; AC 16 (Touch 13, Flatfooted
  14); Atks +1 melee (1d8, morning star), +3 ranged
  (1d6, javelin); SQ Darkvision 60 ft.; AL NE; SV Fort
  +2, Ref +2, Will +0; Str 10, Dex 14, Con 11, Int 10,
  Wis 11, Cha 8.
  Skills and Feats: Listen +4, Spot +4; Alertness,
  Improved Initiative.
  Equipment: 
  studded leather 
  armor 
  (each),
  javelin (each), morning star (each).
  Goblin Priest of Earth Dragon Clr3 (1): Small
  Humanoid (Goblinoid); HD 3d8+3; hp 20; Init +6
  (Dex, Improved Initiative); Spd 30 ft.; AC 16
  (Touch 13, Flat-footed); 
  Atks +1 melee (1d8-1,
  morning star); SQ Darkvision 60 ft.; AL NE; SV
  Fort +4, Ref +3, Will +6; Str 8, Dex 14, Con 12, Int
  11, Wis 13, Cha 8.
  Skills 
  and 
  Feats: 
  Concentration 
  +7,
  Knowledge (Religion) +3, Spellcraft +3; Alertness,
  Improved Initiative, Iron Will.
  Equipment: studded leather armor, morning
  star.
  Spells Prepared (4/3+1/1+1; Spell DC 11 + Spell
  Level): 0—create 
  water, detect 
  magic, guidance,
  purify food and drink; 1st— bane, d o o m, random
  action, magic stone*; 2 nd—endurance, soften earth
  and stone*.
  
  Tomb Raiders
  Page 15
  Tier       2      (EL      7)   
  Goblin Ftr2 (5): Small Humanoid (Goblinoid); HD
  2d10; hp 12 (each); 
  Init +6 (Dex, Improved
  Initiative); Spd 30 ft.; AC 16 (Touch 13, Flat-footed
  14); Atks +2 melee (1d8, morning star), +4 ranged
  (1d6, javelin); SQ Darkvision 60 ft.; AL NE; SV Fort
  +3, Ref +2, Will +2; Str 10, Dex 14, Con 11, Int 10,
  Wis 11, Cha 8.
  Skills and Feats: Listen +5, Spot +4; Alertness,
  Improved Initiative, Iron Will.
  Equipment: 
  studded leather 
  armor 
  (each),
  javelin (each), morning star (each).
  Goblin Priest of Earth Dragon Clr4 (1): Small
  Humanoid (Goblinoid); HD 4d8+2; hp 30; Init +6
  (Dex, Improved Initiative); Spd 30 ft.; AC 16
  (Touch 13, Flat-footed 14); Atks +2 melee (1d8-1,
  morning star); SQ Darkvision 60 ft.; AL NE; SV
  Fort +5, Ref +3, Will +8; Str 8, Dex 14, Con 12, Int
  11, Wis 14, Cha 8.
  Skills and Feats: Concentration +8, Heal +3,
  Knowledge (Religion) +3, Spellcraft +3; Alertness,
  Improved Initiative, Iron Will.
  Equipment: studded leather armor, morning
  star.
  Spells Prepared (5/4+1/3+1; Spell DC 12 + spell
  level): 0—create 
  water, detect 
  magic, guidance,
  inflict minor w o u n d s, purify food and drink; 1st—
  bane, 
  d o o m, inflict 
  minor 
  w o u n d s, random
  action, magic 
  stone*; 2nd—endurance, inflict
  moderate w o u n d s, sound burst, soften earth and
  stone*.
  * Domain Spells (
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    9999))))
  Goblin Ftr3 (6): Small Humanoid (Goblinoid); HD
  3d10; hp 18 (each); 
  Init +6 (Dex, Improved
  Initiative); Spd 30 ft.; AC 16 (Touch 13, Flat-footed
  14); Atks +3 melee (1d8, morning star), +5 ranged
  (1d6, javelin); SQ Darkvision 60 ft.; AL NE; SV Fort
  +3, Ref +3, Will +3; Str 10, Dex 14, Con 11, Int 10,
  Wis 11, Cha 8.
  Skills and Feats: Listen +5, Spot +5; Alertness,
  Improved 
  Initiative, 
  Iron 
  Will, 
  Lightning
  Reflexes.
  Equipment: 
  studded leather 
  armor 
  (each),
  javelin (each), morning star (each).
  Goblin 
  Priest 
  Clr5 
  (1): 
  Small 
  Humanoid
  (Goblinoid); 
  HD 5d8+2; hp 35; Init +6 (Dex,
  Improved Initiative); Spd 30 ft.; AC 16 (Touch 13,
  Flat-footed 14); Atks +2 melee (1d8-1, morning
  star); SQ Darkvision 60 ft.; AL NE; SV Fort +5, Ref
  +3, Will +8; Str 8, Dex 14, Con 12, Int 11, Wis 14,
  Cha 8.
  Skills and Feats: Concentration +9, Heal +4,
  Knowledge (Religion) +3, Spellcraft +3; Alertness,
  Improved Initiative, Iron Will.
  Equipment: studded leather armor, morning
  star.
  Spells Prepared (5/4+1/3+1/1+1; Spell DC 12 +
  spell 
  level): 
  0—create 
  water, 
  detect 
  magic,
  guidance, inflict minor w o u n d s, purify food and
  drink; 1st— bane, d o o m, inflict 
  minor w o u n d s,
  random 
  action, magic 
  stone*; 2nd—endurance,
  inflict 
  moderate 
  w o u n d s, sound 
  burst, s o f t e n
  earth and stone*; 3 rd—contagion, stone shape*.
  * Domain spells (Domains:
  DDDD    ----    CCCChhhhaaaappppeeeellll    ooooffff    tttthhhheeee    EEEEaaaarrrrtttthhhh    DDDDrrrraaaaggggoooonnnn
  This chapel used to be dedicated to St. Cuthbert
  but with the Pomarj forces 
  taking over this
  estate, it has since been turned into a Chapel of
  the Earth Dragon.
  The doors (D1) are locked and require 
  a
  successful Open Locks (DC 40) or a brute force
  attempt (DC 25) is needed.
  Any PC approaching the north side of the
  chapel will be spotted by one of the goblin patrol
  forces (C3), if they have not already.
  DDDD2222    ----    CCCChhhhaaaappppeeeellll    HHHHaaaallllllllwwwwaaaayyyy
  This hallway is lined with white marble columns.
  The walls are lined with stained glass windows
  depicting the Earth Dragon in various battles.
  DDDD3333    ----    TTTTrrrraaaannnnsssseeeepppptttt
  This is an open area where the residents of the
  estate come to pray in honor of the Earth Dragon.
  Several altars and icons representing the Earth
  Dragon have been placed here in tribute.
  DDDD4444    ----    AAAAllllttttaaaarrrr
  Near the altar is a beautiful stained glass window
  of the Earth Dragon.
  The altar is plated with gold and has been
  encrusted with gems.
  DDDD5555    ----    PPPPrrrriiiieeeesssstttt''''ssss    QQQQuuuuaaaarrrrtttteeeerrrrssss
  The furniture within this room is exquisite. The
  bed, table, chairs and chest of drawers have been
  made by expert hands.
  Living in this room is the head priest of the
  Earth Dragon for the estate.
  When anyone 
  enters the chapel, he will
  awake and be ready for them. Since the times for
  praying are on a set schedule, he will know
  something is not right if the PCs come into his
  room and thus will be ready for them (pre-casting
  spells, etc.).
  Drigyn Human Priest of the Earth Dragon Clr7:
  Medium Humanoid; HD 7d8+7; hp 44; Init +2
  (Dex); Spd 30 ft.; AC 17 (Touch 12, Flat-footed 15);
  Atks +5 melee (1d4/x4, heavy pick); SQ spells
  (domains: evil, earth); AL LE; SV Fort +6, Ref +6,
  Will +10; Str 10, Dex 14, Con 12, Int 12, Wis 16,
  Cha 12.
  Skills 
  and Feats: Concentration 
  +6, Craft:
  Calligraphy +3, Diplomacy +6, Heal +5, Knowledge
  (Arcana) 
  +3, 
  Knowledge 
  (Religion) 
  +13*,
  Profession (Bookkeeper) +5, Spellcraft 
  +3; Iron
  
  Tomb Raiders
  Page 16
  Will, Lighting Reflexes, Skill Focus (Knowledge
  (Religion)), Scribe Scroll.
  Equipment: steel holy symbol of the Earth
  Dragon, heavy pick.
  Spells Prepared (6/5+1/4+1/3+1/1+1; Spell DC
  13 + spell level): 0—create 
  water, detect 
  magic,
  guidance (pre-cast), inflict minor w o u n d s, purify
  food 
  and 
  drink, 
  resistance 
  (pre-cast);
  1st—comprehend 
  languages 
  (pre-cast), 
  c u r s e
  water, d o o m, inflict 
  minor 
  w o u n d s, shield 
  o f
  faith 
  (pre-cast), 
  protection 
  from 
  good*;
  2nd—endurance, inflict moderate w o u n d s, s o u n d
  burst 
  (x2), 
  soften 
  earth 
  and 
  stone*;; 
  3rd-
  lvl—bestow curse, inflect serious 
  w o u n d s, magic
  v e s t m e n t (pre-cast), magic 
  circle 
  against 
  g o o d
  (domain); 4 th—divine power, unholy blight*.
  The priest has ceremonial clothes that include
  brown robes embroidered with cloth of gold and
  gemstones.
  Within the room, a bronzed skull of a young
  dragon can be found along with the cleric's
  adventuring 
  gear (scale mail and shield 
  both
  emblazoned with the coiled dragon symbol of the
  Earth Dragon).
  DDDD6666    ----    SSSSttttoooorrrraaaaggggeeee    RRRRoooooooom
  m
  m
  m
  This room is used for storage for a number of
  items including ceremonial equipment and dry
  goods. Nothing of selling value can be found here.
  EEEE    ----    SSSShhhheeeedddd
  The first room (E1) in this thatch-roofed shed is a
  break room for the goblin guards that patrol the
  grounds. There are currently no goblins here.
  Located within the room are a table, six chairs
  and a small cot. It is amazingly in clean especially
  for goblins.
  The backroom (E2) is a storage room for
  several items such as rakes, hoes, cultivators, a
  plow, ceramic pots and Grigloe, the follower of
  Ehlonna the PCs seek. He has been tied up but
  left 
  ungagged. 
  Once 
  freed, 
  he will 
  strongly
  suggest they leave immediately.
  Once the PCs leave the shed with Grigloe,
  they will be noticed by the goblins nearby (C2) if
  they have not already, 
  which will draw the
  attention of the other goblin group (C3).
  FFFF    ----    GGGGoooobbbblllliiiinnnn''''ssss    QQQQuuuuaaaarrrrtttteeeerrrrssss
  The goblin's quarters is a two story 
  building
  constructed partly of stone and partly of timber
  and plaster.
  The doors here are locked and require 
  a
  successful Open Locks (DC 30) or a brute force
  attempt (DC 23) is needed. However, attempting
  to enter the quarters will bring the attention of
  the goblins (C2) if the PCs have not ready.
  The insides of the goblin's quarters are not
  detailed in full. If the PCs do decide and manage
  to get inside they will find that while it is messy,
  they are 
  clean 
  by 
  goblin 
  standards. 
  Please
  elaborate as necessary on the rooms as necessary,
  but nothing of value or additional opponents will
  be found.
  GGGG    ----    M
  M
  M
  Maaaannnnoooorrrr
  The manor contains the majority of the activity in
  the estate. The insides of the manor are not
  detailed in full especially since the PCs will have
  been warned about investigating the manor.
  However, the PCs may notice the wooden
  staff (as noted above) that Spyder had asked some
  of them to retrieve (G5). If the PCs notice the
  staff in the window and investigate further they
  will notice that there are is a young human
  female sitting at a desk studying some books with
  the staff to her side. Give her a chance to spot the
  PCs at this point in time with a DC rating
  appropriate to the PCs actions.
  There are also two half-orc guards that stand
  just outside the lady's door. They both wear a
  tunic with a symbol of the Earth Dragon.
  If the PCs decide to go inside to retrieve it,
  the following individuals will attempt to prevent
  them from doing so:
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    5555))))
  Half-Orc 
  Guards 
  Ftr2 
  (2): 
  Medium-Sized
  Humanoid; HD 2d10+6; hp 21 (each); Init +6 (Dex,
  Improved Initiative); Spd 30 ft.; AC 16 (Touch 12,
  Flat-footed 14); Atks +5 melee (1d12+3/x3, great
  axe); SQ Lightvision 60 ft.; AL LE; SV Fort +6, Ref
  +2, Will +1; Str 16, Dex 14, Con 16, Int 10, Wis 9,
  Cha 6.
  Skills and Feats: Listen +3, Spot +2; Improved
  Initiative, Iron Will, Power Attack.
  Equipment: 
  chain shirt 
  (each), 
  great 
  axe
  (each).
  Anpham, female human Wiz3: Medium-Sized
  Human (5 ft. 3 in.); HD 3d4+6; hp 16; Init +2 (Dex);
  Spd 30 ft.; AC 12 (Touch 12, Flat-footed 10); Atks -1
  melee (1d6-2/1d6-2, quarterstaff); AL CN; SV Fort
  +1, Ref +3, Will +3; Str 6, Dex 14, Con 14, Int 18,
  Wis 11, Cha 12.
  Skills and Feats: Alchemy +10, Concentration
  +8, Knowledge (Arcana) +10, Knowledge (Nature)
  +10, Knowledge 
  (History) 
  +10, Spellcraft 
  +10;
  Dodge, 
  Lightning 
  Reflexes, 
  Spell 
  Focus
  (Enchantment).
  Spells Prepared (4/3/2; Spell DC 14 + spell
  level): 
  0—daze 
  x 2, detect 
  magic, resistance;
  1st—charm 
  person, 
  hypnotism, 
  shield;
  2nd—protection 
  from 
  normal 
  missiles, Tasha's
  hideous laughter.
  Equipment: wooden staff (quarterstaff).
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    6666))))
  Half-Orc 
  Guards 
  Ftr3 
  (2): 
  Medium-Sized
  Humanoid; HD 3d10+9; hp 30 (each); Init +6 (Dex,
  Improved Initiative); Spd 30 ft.; AC 16 (Touch 12,
  Flat-footed 14); Atks +6 melee (1d12+3/x3, great
  axe); SQ Lightvision 60 ft.; AL LE; SV Fort +6, Ref
  
  Tomb Raiders
  Page 17
  +3, Will +2; Str 16, Dex 14, Con 16, Int 10, Wis 9,
  Cha 6.
  Skills and Feats: Listen +3, Spot +3; Cleave,
  Improved Initiative, Iron Will, Power Attack
  Equipment: 
  chain shirt 
  (each), 
  great 
  axe
  (each).
  Anpham, female human mage Wiz5: Medium-
  Sized Human (5 ft. 3 in.); HD 5d4+10; hp 26; Init +2
  (Dex); Spd 30 ft.; AC 12 (Touch 12, Flat-footed 10);
  Atks +0 melee (1d6-2/1d6-2, quarterstaff); AL CN;
  SV Fort +3, Ref +3, Will +4; Str 6, Dex 14, Con 14,
  Int 19, Wis 11, Cha 12.
  Skills and Feats: Alchemy +12, Concentration
  +10, Knowledge (Arcana) +12, Knowledge (Nature)
  +12, Knowledge 
  (History) 
  +12, Spellcraft 
  +12;
  Feats: 
  Dodge, 
  Great 
  Fortitude, 
  Lightning
  Reflexes, Spell Focus (Enchantment).
  Spells Prepared (4/4/3/2 Spell DC 14 + spell
  level): 0—daze x 2, detect 
  magic, resistance; 1st-
  —charm 
  person, 
  hypnotism, 
  shield, 
  sleep;
  2nd—protection 
  from 
  normal 
  missiles, tasha's
  hideous 
  laughter 
  (x2); 
  3rd—hold 
  person,
  suggestion.
  Equipment: wooden staff (quarterstaff).
  Tier       3      (EL      8)   
  Half-Orc 
  Guards 
  Ftr5 
  (2): 
  Medium-Sized
  Humanoid; HD 5d10+15; hp 48 (each); Init +6
  (Dex, Improved Initiative); Spd 30 ft.; AC 16
  (Touch 
  12, Flat-footed 
  14); 
  Atks +9 
  melee
  (1d12+3/x3, great axe); SQ Lightvision 60 ft.; AL
  LE; SV Fort +7, Ref +3, Will +3; Str 16, Dex 14, Con
  16, Int 10, Wis 10, Cha 6.
  Skills and Feats: Listen +4, Spot +4; Cleave,
  Improved Initiative, 
  Iron Will, Power 
  Attack,
  Weapon Focus (great axe).
  Equipment: 
  chain shirt 
  (each), 
  great 
  axe
  (each).
  Anpham, female human mage Wiz7: Medium-
  Sized Human (5 ft. 3 in.); HD 7d4+14; hp 36; Init +2
  (Dex); Spd 30 ft.; AC 12 (Touch 12, Flat-footed 10)
  Atks +0 melee (1d6-2/1d6-2, quarterstaff); AL CN;
  SV Fort +4, Ref +4, Will +7; Str 6, Dex 14, Con 14,
  Int 20, Wis 11, Cha 12.
  Skills: Alchemy 
  +15, 
  Concentration 
  +12,
  Knowledge (Arcana) +15, Knowledge (Nature) +15,
  Knowledge (History) +15, Spellcraft 
  +15; Feats:
  Dodge, Great 
  Fortitude, 
  Iron Will, Lightning
  Reflexes, Spell Focus (Enchantment).
  Spells Prepared (4/6/4/3/2; Spell DC = 15 +
  spell level): 0—daze x 2, detect magic, resistance;
  1st—charm person (x2), hypnotism, magic missile,
  shield, 
  sleep; 
  2nd—protection 
  from 
  normal
  missiles, tasha's 
  hideous 
  laughter 
  (x2), web;
  3rd—hold 
  person, 
  major 
  image, 
  suggestion,
  4th—confusion, lesser geas.
  Equipment: wooden staff (quarterstaff).
  Attempting to retrieve the wooden staff will also
  alert both goblin groups on the grounds. 
  If
  Grigloe has not been located yet, one of the
  goblins (C2) will run to the shed, open the door
  with a key, race inside and kill Grigloe. This will
  occur as the rest of the goblins plus the occupants
  inside (noted above) attack the PCs.
  The PCs may then opt to flee from the estate.
  If they manage to make it outside the walls but
  without Grigloe or the wooden staff, they will
  not be persuade. If they do manage to save
  Grigloe or retrieve the wooden staff, they will
  pursue 
  for a thousand 
  feet or so but 
  fore
  returning to the estate.
  If the PCs do manage to save Grigloe, he will
  ask them to accompany him back to the others.
  Once there Trebetus and the others will thank
  the PCs for their help. Trebetus will also give the
  PCs two divine scrolls (cure moderate w o u n d s &
  b l e s s) plus a Healer's Kit he has and hopes that it
  will be of use to them.
  Next the PCs must then decide where to head
  next. If the PCs decide to find the barbarian,
  Bagama, go to Encounter 12. If the PCs decide to
  go locate the orcs right away, go to Encounter 15.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    11112222::::    SSSSeeeeaaaarrrrcccchhhhiiiinnnngggg    ffffoooorrrr
  BBBBaaaaggggaaaam
  m
  m
  maaaa
  If the PCs press onward looking for Bagama, the
  barbarian, 
  without 
  assisting 
  the followers 
  of
  Ehlonna, proceed with the following:
  Leaving the followers of Ehlonna behind, you
  move southward toward the location you were
  informed that Bagama, the barbarian might be
  located.
  See what the PCs are doing at this point in time.
  If they are actively searching for any traps on
  the ground, allow those PCs who are using the
  Search skill attempt to find something (DC 21).
  Located between several sets of trees 
  are
  several thin pieces of rope. If any of the traps are
  triggered, either a log will fall upon the PC who
  triggered the trap or two logs tied to a rope will
  swing toward the PC who triggered 
  the trap
  possible hitting them. The PCs will run into four
  of these traps with two of them being dropped log
  traps and two of them being swinging log traps.
  Log Trap: (See below for damage); Reflex save to
  avoid (See below); Search (DC 21); Disable Device
  (DC 20).
  The amount of damage depends on the tier and if
  the PC was hit or not. See the chart below for
  details:
  Dropped
  Logs
  Swinging
  Logs
  Reflex
  Save to
  avoid
  Tier 1
  1d4+1
  1d4
  15
  Tier 2
  2d4+1
  2d4
  20
  Tier 3
  3d4+1
  3d4
  25
  
  Tomb Raiders
  Page 18
  After the PCs have bypassed all four of these
  traps continue with the next encounter.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    11113333::::    GGGGoooobbbblllliiiinnnnssss    iiiinnnn    tttthhhheeee
  SSSSuuuussssssss????
  After the PCs have dealt with the log traps,
  continue with the following:
  You move along the edge of the Suss Forest, to
  the area southeast of Rittersmarche. There have
  been no signs of Bagama, the barbarian that
  Spyder had informed you of. But there also has
  not been any sign of humanoids 
  or nasty
  creatures looking for a late afternoon meal up to
  this point.
  At this point, have each PC make a Listen or Spot
  skill check (DC 25). Those who succeed notice the
  approaching goblins.
  There is currently a group of goblins using
  the trees for cover and slowly moving toward the
  PCs. The goblins are currently fifty feet away
  from the nearest PC.
  After 
  one 
  full 
  round 
  of moving 
  slowly
  forward, the goblins will attack the PCs throwing
  their javelins, then rush into combat, while the
  goblin rogues will attack the PCs using their light
  crossbows while using the cover of the trees.
  Please refer to DM Aid #5 for the map for this
  combat.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    5555))))
  Goblin (4): hp 5 each; See Monster Manual page
  107.
  Hob and Gob; male goblin Rog2 (2): Small
  Goblinoid; HD 2d6; hp 8 (each); Init +7 (Dex,
  Improved Initiative); Spd 30 ft.; AC 17 (Touch 14,
  Flat-footed 14); Atks +1 melee (1d8, morning star),
  +4 ranged (1d8/19-20, light crossbow); SA sneak
  attack +1d6; SQ Evasion, Darkvision 60 ft.; AL NE;
  SV Fort +0, Ref +6, Will +0; Str 10, Dex 16, Con 11,
  Int 11, Wis 11, Cha 9.
  Skills and Feats: Escape Artist +8, Hide +8,
  Intuit Direction +5, Listen +7, Move Silently +8,
  Search 
  +5, Spot 
  +7, 
  Tumble 
  +8; 
  Alertness,
  Improved Initiative.
  Equipment: 
  studded leather 
  armor 
  (each),
  light crossbow and 10 bolts (each), morning star
  (each).
  Tier       2      (EL      6)   
  Goblin (4): hp 5 each; See Monster Manual page
  107.
  Hob, Gob and Lob; male goblin Rog3 (3): Small
  Goblinoid; HD 3d6; hp 12 (each); Init +7 (Dex,
  Improved Initiative); Spd 30 ft.; AC 17 (Touch 14,
  Flat-footed 14); Atks +2 melee (1d8, morning star),
  +5 ranged (1d8/19-20, light crossbow); SA sneak
  attack +2d6; SQ Evasion, Uncanny Dodge (Dex
  bonus to AC), Darkvision 60 ft.; AL NE; SV Fort +1,
  Ref +6, Will +1; Str 10, Dex 16, Con 11, Int 11, Wis
  11, Cha 9.
  Skills and Feats: Escape Artist +9, Hide +9,
  Intuit Direction +6, Listen +8, Move Silently +9,
  Search 
  +6, Spot 
  +8, 
  Tumble 
  +9; 
  Alertness,
  Improved Initiative, Point Blank Shot.
  Possessions: 
  studded leather armor 
  (each),
  light crossbow and 10 bolts (each), morning star
  (each).
  Tier       3      (EL     9)   
  Goblin War2 (4): Small Humanoid (Goblinoid);
  HD 2d8; hp 8 (each); Init +1 (Dex); Spd 30 ft.; AC 15
  (Touch 12, Flat-footed 14); Atks +2 melee (1d8-1,
  morning 
  star), 
  +4 ranged (1d6-1, javelin); 
  SQ
  Darkvision 60 ft.; AL NE; SV Fort +3, Ref +1, Will
  +0; Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8.
  Skills and Feats: Hide +6, Listen +4, Move
  Silently +4, Spot +4; Alertness.
  Equipment: 
  studded leather 
  armor 
  (each),
  javelin (each), morning star (each).
  Hob, Gob and Lob; male goblin Rog6 (3): Small
  Goblinoid; HD 6d6+6; hp 30 (each); Init +7 (Dex,
  Improved Initiative); Spd 30 ft.; AC 17 (Touch 14,
  Flat-footed 14); Atks +4 melee (1d8, morning star),
  +7 ranged (1d8/19-20, light crossbow); SA sneak
  attack +3d6; SQ Evasion, Uncanny Dodge (Dex
  bonus to AC & can't be flanked), Darkvision 60 ft.;
  AL NE; SV Fort +2, Ref +8, Will +2; Str 10, Dex 16,
  Con 12, Int 11, Wis 11, Cha 9.
  Skills and Feats: Escape Artist +12, Hide +12,
  Intuit Direction +9, Listen +11, Move Silently +12,
  Search 
  +9, Spot +11, Tumble 
  +12;: Alertness,
  Improved Initiative, 
  Point Blank 
  Shot, Rapid
  Shot.
  Equipment: 
  studded leather 
  armor 
  (each),
  light crossbow and 10 bolts (each), morning star
  (each).
  The PCs can take the goblin's equipment and sell
  them for 50% of book value. Allow them only
  eight of any item (studded leather armor, javelin,
  morning star) with the rest being too damaged to
  be of selling value.
  If any the of the goblins are captured, they
  will 
  be 
  remarkably 
  willing 
  to 
  give 
  any
  information they possess provided anyone speaks
  Goblin.
  If asked where they came from or why they
  are here, the goblins will inform the PCs that
  their leader told them to guard this area of the
  forest especially looking for a human male that
  has been wandering this part of the woods.
  Their leader 
  is under the orders 
  of the
  warlord in the local area. They know very little
  about this warlord 
  except 
  that he has high
  expectations for those who are under him. They
  have heard that he is a massive humanoid with a
  great amount of strength.
  When the PCs proceed, go to next encounter.
  
  Tomb Raiders
  Page 19
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    11114444::::    BBBBaaaaggggaaaam
  m
  m
  maaaa,,,,    tttthhhheeee
  BBBBaaaarrrrbbbbaaaarrrriiiiaaaannnn
  Having dealt with the goblins, you continue your
  search for Bagama, the barbarian you were told to
  find so he could aid you with the tomb-raiding
  orcs.
  Your feet start to ache from the long walk and
  you feel that it is time to rest. The sun has even
  started to set for the evening and the twilight
  hours will be upon you even sooner being in the
  Suss Forest.
  See what the PCs do at this point in time.
  They may opt to rest here for the evening or get
  out of the Suss Forest especially with dark and
  evil rumors they have heard in the past.
  Either way, have each PC make a Listen or
  Spot skill check (DC 25). Those that succeed will
  notice a shadowed figure lurking near them. The
  shadowed figure is Bagama. Eventually, he will
  make his presence known to the PCs.
  He will gruffly ask the PCs why they are in
  the Suss Forest this late in the evening. After
  listening to their story, he will tell them to
  follow him if they wish to live to see the
  morning. If any PC laughs at these words, remind
  them that they are in the Suss Forest and the
  nighttime hour is quickly closing upon them.
  After a short trek, Bagama will show them his
  camp. He suggests they rest for the trip to
  Oakenburgh tomorrow.
  He will also provide them with any supplies,
  such as food and water that they require for their
  short trip to find the village of Oakenburgh.
  In the wee hours of the morning, he will
  wake each of the PCs sternly stating that it is
  time to deal with the matter at hand. If asked to
  go with the PCs, he will gladly do so but only if
  they treated him with respect. If any PC made
  rude 
  or insulting comments 
  about 
  his 
  orc
  heritage, he will wish them. When the PCs depart
  go to the next encounter.
  Tiers       1-3      (EL      5)   
  Bagama male half-orc Bar5: Medium Humanoid
  (6 ft. 1 in. tall); HD 5d12+15; hp 55; Init +2 (Dex);
  Spd 40 ft.; AC 17 (Touch 14, Flat-footed 13); Atks +5
  melee (1d4+1/x3, greataxe); SA Rage; SQ Fast
  movement, Uncanny dodge; AL CG; SV Fort +7,
  Ref +3, Will +1.; Str 17, Dex 14, Con 16, Int 10, Wis
  10, Cha 6.
  Skills 
  and Feats: Climb +5, Intimidate 
  +3,
  Intuit Direction +2, Jump +5, Listen +5, Search +2,
  Spot +2, Swim +5, Wilderness 
  Lore +6; Blind-
  Fight, Cleave.
  Equipment: 
  hide armor, 
  great 
  axe, 
  light
  crossbow plus 10 bolts, 14 sp.
  Bagama was born in these lands to a human
  mother and orc father. He has never met his
  father and his mother was killed several years
  ago by humanoids. He has lived in these lands
  since that time. He hates the orcish blood in him
  and will do anything in vengeance against any
  full-blooded orc he sees.
  He rarely frequents with other preferring to
  live alone in the wild. He will aid those that treat
  him with respect and a fight to pick with any evil
  humanoid especially orcs.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    11115555::::    TTTTrrrreeeekkkk    ttttoooo
  OOOOaaaakkkkeeeennnnbbbbuuuurrrrgggghhhh
  When the PCs head for Oakenburgh, continue
  with the following:
  Trekking your way to Oakenburgh, you see a large
  calibration of humanoids in the distance. They
  are some two hundred feet away but moving in
  quickly toward you with the cries of battle on
  their lips.
  Tier       1      (EL     1)   
  Goblin (6): hp 4 each; see Monster Manual, p 107.
  Tier       2      (EL     4)   
  Goblin War2 (6): Small Humanoid (Goblinoid);
  HD 1d8; hp 4 (each); Init +1 (Dex); Spd 30 ft.; AC 15
  ( Touch 12, Flat-footed 14); Atks +2 melee (1d8-1,
  morning 
  star), 
  +4 ranged (1d6-1, javelin); 
  SQ
  Darkvision 60 ft.; AL NE; SV Fort +3, Ref +1, Will
  +0
  Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8.
  Skills: Hide +7, Listen +3, Move Silently +5,
  Spot +3; Feats: Alertness.
  Equipment: 
  studded leather 
  armor 
  (each),
  javelin (each), morning star (each).
  Tier       3      (EL     8)   
  Goblin War4 (6): Small Humanoid (Goblinoid);
  HD 4d8+4; hp 24 (each); Init +5 (Dex, Improved
  Initiative); Spd 30 ft.; AC 15 (+1 size, +1 Dex, +3
  studded leather); Atks +4 melee (1d8-1, morning
  star), +6 ranged (1d6, javelin); SQ Darkvision 60
  ft.; AL NE; SV Fort +4, Ref +2, Will +1
  Str 8, Dex 13, Con 12, Int 10, Wis 11, Cha 8.
  Skills: Hide +7, Listen +6, Move Silently +6,
  Spot +6; Feats: Alertness, Improved Initiative.
  Equipment: 
  studded leather 
  armor 
  (each),
  javelin (each), morning star (each).
  If any of the goblins (they only speak goblin) are
  captured and asked questions, they will inform
  the PCs that they are on patrol.
  If asked about the tomb-raiding orcs, they
  will mention they did see them heading toward
  Oakenburgh 
  but know nothing further 
  about
  them.
  
  Tomb Raiders
  Page 20
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    11116666::::    TTTThhhheeee    VVVViiiillllllllaaaaggggeeee    ooooffff
  OOOOaaaakkkkeeeennnnbbbbuuuurrrrgggghhhh
  When the PCs reach 
  Oakenburgh, 
  read 
  the
  following:
  Coming upon Oakenburgh, you see it lies in a
  picturesque 
  hollow 
  beside 
  a 
  quiet 
  stream
  surrounded by a mixed 
  grove of 
  oak and
  bronzewood. It is now nearly midday, which is to
  your advantage. The 
  guards 
  you 
  may have
  expected are nowhere to be seen. However, you
  do notice that a tall wooden wall has been
  constructed around the village and getting in may
  be harder then you expected.
  If the PCs came straight here from Brenfluss
  (Encounter 
  6), 
  then 
  getting 
  inside 
  will 
  be
  difficult. Unless they have a way to hide the
  entire group with great care (DC 25) or go into
  the village invisibly, they will have to deal with
  the band of trained goblin warriors 
  who will
  unrelentlessly attack the PCs until one group is
  dead. Use the goblin stats from the previous
  encounter. Additionally, the tomb-raiding 
  orcs
  will not be within 
  the village but the PC's
  presence will have alerted the orcs that they are
  being sought. Thus precautions will be taken so
  that 
  PCs who 
  foolishly 
  went 
  directly 
  from
  Brenfluss to Oakenburgh without looking for the
  cleric of Ehlonna, will never encounter the tomb-
  raiding half-orcs.
  If the PCs came here after visiting 
  the
  followers of Ehlonna (and encounters after that
  point), then read the following:
  As you ponder for a moment how you are going to
  get inside the village, you see a small humanoid
  figure crawl from under a portion of the wall just
  sixty feet away from you.
  The small humanoid figure is a young goblin,
  named Icknob that is trying to escape from the
  tomb-raiding orcs who are now in Oakenburgh.
  Once he sees the PCs he will start to run away
  (movement 20 feet). If the PCs do manage to catch
  him, he will shake in fear muttering in Goblin,
  the only language he knows.
  If the PCs are able to communicate 
  with
  Icknob, he will tell them that he is running away
  from Oakenburgh as these mean orcs with a lot
  of treasure are in the inn that he was working at
  but threatened to kill him if he spilled another
  drop of ale. (The young goblin had accidentally
  spilled two mugs of ale on them already.) He was
  afraid for his life and thus decided to run away.
  The inn is on the other side of the wall and can
  easily be reached from the hole in the wall.
  He will also tell the PCs that he means them
  no harm and will tell no one that they were here.
  He only wants to run away as fast as he can.
  If the PCs choose to crawl through the hole,
  they will see that Icknob was indeed telling the
  truth about the location of the inn. They will
  easily be able to run from the wall into the inn
  without being spotted.
  The village contains a half-timbered 
  town
  hall, a lone tavern, and several manor houses. A
  majority of the houses have damage to them, as a
  result of the war.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    11117777::::    TTTToooom
  m
  m
  mbbbb    RRRRaaaaiiiiddddeeeerrrrssss
  When the PCs continue into the inn, refer to DM
  Aid #6 for the map and read the following:
  Quickly heading into the inn, you can hear the
  sounds of cheering and merry song from within.
  At the front door is a human male of
  substantial girth with an apple in his mouth and
  a serving tray with scrapes of food upon it. Upon
  further evaluation, you notice that he is quite
  frigid and pale. In fact, he is dead and has been
  preserved to stay in this state.
  To your left you see an entrance which leads
  into the main room of the inn.
  Have each of the PCs with Knowledge in
  either Local (DC 15) or Nobility and Royalty (DC
  20), make a skill check. Those that succeed will be
  able to determine that the dead man at the door
  is the old lord-mayor of the village, Shevlis. He
  was known for his luxurious feasts and thus the
  reason why the humanoids have put him here.
  Once the PCs head through the entrance on
  the left, continue with the following:
  Heading through the entrance at the front room
  of the inn into the main room, you see half-a-
  dozen small goblins feverishly moving about.
  They are currently serving ten (or nine, if the
  wizard is not present). There are large piles of
  food and drink around each of the orcs as they
  shout out demands in orcish for more.
  They look up to see who has entered the inn,
  surprised to see the likes of you.
  Within the main room of the inn, the PCs will see
  several orcs and six goblins. The orcs are the
  tomb-raiders that the PCs are seeking, while the
  goblins are the servants that are working here.
  The six goblins here will only fight if cornered,
  choosing to flee instead. Their stats have not been
  included to avoid confusion. If any PC really
  wants to kill the fleeing goblins, use the stats of a
  typical goblin.
  The presence of the orc wizard is dependent
  on the route the PCs took to get here. Thus if he
  would not be here,     do     not   use him. Additionally,
  if the orc wizard is not here, the same can be said
  for the treasure the PCs are seeking for Oldid
  Silverbeard.
  If the PCs did not meet the followers of
  Ehlonna, 
  the orc 
  wizard 
  will 
  not 
  be here.
  Additionally, if the PCs went to Graf Twembly's
  Old Estate, 
  saving Grigloe or retrieving 
  the
  
  Tomb Raiders
  Page 21
  wooden staff for Spyder, and also sought out
  Bagama, the barbarian the wizard will not be
  here.
  Thus, the orc wizard will only be here if the
  PCs decided not to go to Graf Twembly's Old
  Estate or seek out Bagama but did meet the
  followers of Ehlonna.
  Unless the PCs made a good amount of noise
  or movement before entering the inn, they will
  get an ambush round on the orcs.
  If 
  Bagama 
  is 
  with 
  the 
  PCs 
  he 
  will
  immediately flee into his barbarian 
  rage and
  attack the nearest orc. You can find his stats in
  Encounter Fourteen.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    5555    oooorrrr    8888))))
  Orc (6): hp 4 each; See Monster Manual page 146.
  Feng; male orc Rog2: Medium-Size Humanoid;
  HD 2d6+2; 
  hp 
  10; Init +6 (Dex, 
  Improved
  Initiative); Spd 30 ft.; AC 15 (Touch 12, Flat-footed
  13); Atks +3 melee (1d6+2 [crit 19-20], 
  short
  sword), +3 ranged (1d8/19-20, light crossbow); SA
  sneak attack +1d6; SQ Evasion, Darkvision 60 ft.,
  light sensitivity; AL CE; SV Fort +1, Ref +5, Will
  –1; Str 15, Dex 14, Con 12, Int 10, Wis 8, Cha 8.
  Skills 
  and Feats: Appraise +2, Balance 
  +4,
  Climb +4, Decipher Script +2, Disable Device +2,
  Disguise +1, Escape Artist +4, Gather Information
  +1, Hide +4, Intuit Direction +1, Jump +4, Listen
  +3, Move Silently +4, Open Lock +4, Pick Pocket +4,
  Read Lips +2, Search +2, Spot +3, Use Rope +4,
  Wilderness 
  Lore 
  +1; 
  Alertness, 
  Improved
  Initiative.
  Equipment: 
  studded 
  leather 
  armor, 
  light
  crossbow plus 10 bolts, short sword, 47 sp, potion
  of hiding, potion of sneaking.
  Milictar Orc Wiz7: Medium-Size Humanoid; HD
  7d4; hp 22; Init +1 (Dex); Spd 30 ft.; AC 11 (Touch
  11, Flat-footed 10); Atks +4 melee (1d4+1/19-20,
  dagger); SQ Darkvision 60 ft. light sensitivity; AL
  NE; SV Fort +6, Ref +6, Will +8; Str 13, Dex 12, Con
  11, Int 17, Wis 10, Cha 8.
  Skills 
  and 
  Feats: 
  Concentration 
  +10,
  Knowledge (Arcana) +8, Knowledge (Religion) +8,
  Knowledge (Geography) +8, Knowledge (History)
  +8, Profession (Herbalist) +5, Scry +8, Spellcraft
  +13; Alertness, Iron Will, Lightning Reflexes.
  Equipment: dagger, 87 sp, arcane 
  scroll 
  o f
  fireball.
  Spells Prepared (4/5/4/3/1; Spell DC = 13 +
  Spell level): 0-lvl—arcane 
  mark, detect 
  magic,
  mage 
  hand, 
  resistance; 
  1st—comprehend
  languages, 
  endure 
  elements 
  (cold), 
  erase,
  expeditious retreat, Spyder climb; 2nd—alter s e l f,
  detect thoughts, misdirection, whispering 
  wind;
  3rd—fly, 
  nondetection, 
  shrink 
  item;
  4th—polymorph 
  self.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    7777    oooorrrr    8888))))
  Orc Bar1 (6): 
  Medium-Size 
  Humanoid; 
  HD
  1d12+1; hp 10 (each); Init +4 (Improved Initiative);
  Spd 40 ft.; AC 14 (Touch 10, Flat-footed 14); Atks +4
  melee (1d12+3/x3, 
  great 
  axe); 
  SQ Rage, 
  fast
  movement, Darkvision 60 ft., light sensitivity; AL
  CE; SV Fort +2, Ref +0, Will –1; Str 16, Dex 10, Con
  12, Int 9, Wis 8, Cha 8.
  Skills 
  and Feats:  Climb +2, Intimidate 
  +2,
  Intuit Direction +2, Jump +2, Listen +4, Spot +2,
  Wilderness 
  Lore 
  +2; 
  Alertness, 
  Improved
  Initiative.
  Special 
  Attacks—Rage (Ex): Temporary 
  +4
  Strength, +4 Constitution, +2 morale bonus on
  Will save, but -2 AC penalty.
  Equipment: scale mail (each), great axe (each).
  Feng; male orc Rog4: Medium-Size Humanoid;
  HD 4d6+4; 
  hp 
  20; Init +6 (Dex, 
  Improved
  Initiative); Spd 30 ft.; AC 15 (Touch 12, Flat-footed
  13); Atks +5 melee (1d6+2/19-20, short sword), +5
  ranged (1d8/19-20, light 
  crossbow); 
  SA sneak
  attack 
  +2d6; SQ Evasion, Darkvision 
  60 ft.,
  Uncanny Dodge (Dex bonus to AC); AL CE; SV
  Fort +2, Ref +6, Will +0; Str 15, Dex 15, Con 12, Int
  10, Wis 8, Cha 8.
  Skills 
  and Feats: Appraise +2, Balance 
  +4,
  Climb +4, Decipher Script +2, Disable Device +2,
  Disguise +1, Escape Artist +4, Gather Information
  +3, Hide +6, Intuit Direction +3, Jump +4, Listen
  +5, Move Silently +6, Open Lock +4, Pick Pocket +4,
  Read Lips +2, Search +4, Spot +5, Use Rope +4,
  Wilderness 
  Lore 
  +3; 
  Alertness, 
  Improved
  Initiative, Point Blank Shot.
  Equipment: 
  studded 
  leather 
  armor, 
  light
  crossbow plus 10 bolts, short sword, 47 sp, potion
  of hiding, potion of sneaking.
  Milictar Orc Wiz7: Medium-Size Humanoid; HD
  7d4; hp 22; Init +1 (Dex); Spd 30 ft.; AC 11 (Touch
  11, Flat-footed 10); Atks +4 melee (1d4+1/19-20,
  dagger); SQ Darkvision 60 ft. light sensitivity; AL
  NE; SV Fort +6, Ref +6, Will +8; Str 13, Dex 12, Con
  11, Int 17, Wis 10, Cha 8.
  Skills 
  and 
  Feats: 
  Concentration 
  +10,
  Knowledge (Arcana) +8, Knowledge (Religion) +8,
  Knowledge (Geography) +8, Knowledge (History)
  +8, Profession (Herbalist) +5, Scry +8, Spellcraft
  +13; Alertness, Iron Will, Lightning Reflexes.
  Equipment: dagger, 87 sp, arcane scroll 
   o f
  fireball (5t h-level caster).
  Spells (4/5/4/3/1; Spell DC = 13 + Spell Level):
  0—arcane 
  mark, detect 
  magic, mage 
  hand,
  resistance; 1st—comprehend 
  languages, e n d u r e
  elements (cold), erase, expeditious retreat, Spyder
  climb; 
  2nd—alter 
  s e l f, 
  detect 
  thoughts,
  misdirection, 
  whispering 
  wind; 
  3rd—fly,
  nondetection, shrink item; 4 th—polymorph 
  self.
  Tier       3      (EL     9       or       10)   
  Orc Bar3 (6): 
  Medium-Size 
  Humanoid; 
  HD
  3d12+3; hp 30 (each); Init +4 (Improved Initiative);
  Spd 40 ft.; AC 14 (Touch 10, Flat-footed 14); Atks +7
  
  Tomb Raiders
  Page 22
  melee (1d12+3/x3, 
  great 
  axe); 
  SQ Rage, 
  fast
  movement, Uncanny dodge, Darkvision 
  60 ft.,
  light sensitivity; AL CE; SV Fort +4, Ref +1, Will
  +0; Str 16, Dex 10, Con 12, Int 9, Wis 8, Cha 8.
  Skills 
  and Feats: Climb +2, Intimidate 
  +4,
  Intuit Direction +2, Jump +2, Listen +6, Spot +2,
  Wilderness 
  Lore 
  +4; 
  Alertness, 
  Improved
  Initiative, Weapon Focus (great axe).
  Special Qualities: 
  Rage (Ex): Temporary 
  +4
  Strength, +4 Constitution, +2 morale bonus on
  Will save, but -2 AC penalty.
  Equipment: scale mail (each), great axe (each).
  Feng; male orc Rog8: Medium-Size Humanoid;
  HD 8d6+8; 
  hp 
  40; Init +7 (Dex, 
  Improved
  Initiative); Spd 30 ft.; AC 17 (Touch 13, Flat-footed
  14); Atks +8/+3 melee (1d6+2/19-20, short sword),
  +10/+5 ranged (1d8/19-20, light crossbow); 
  SA
  sneak attack +4d6; SQ Evasion, Darkvision 60 ft.,
  Uncanny Dodge (Dex bonus to AC & can't be
  flanked); AL CE; SV Fort +3, Ref +9, Will +1; Str 15,
  Dex 16, Con 12, Int 10, Wis 8, Cha 8.
  Skills 
  and Feats: Appraise +2, Balance 
  +5,
  Climb +4, Decipher Script +2, Disable Device +2,
  Disguise +1, Escape Artist +5, Gather Information
  +7, Hide +11, Intuit Direction +7, Jump +4, Listen
  +9, Move Silently +11, Open Lock +5, Pick Pocket
  +5, Read Lips +2, Search +8, Spot +9, Use Rope +5,
  Wilderness 
  Lore 
  +7; 
  Alertness, 
  Improved
  Initiative, Point Blank Shot, Weapon Focus (light
  crossbow).
  Equipment: 
  studded 
  leather 
  armor, 
  light
  crossbow plus 10 bolts, short sword, 47 sp, potion
  of hiding, potion of sneaking.
  Milictar Orc Wiz7: Medium-Size Humanoid; HD
  7d4; hp 22; Init +1 (Dex); Spd 30 ft.; AC 11 (Touch
  11, Flat-footed 10); Atks +4 melee (1d4+1/19-20,
  dagger); SQ Darkvision 60 ft. light sensitivity; AL
  NE; SV Fort +6, Ref +6, Will +8; Str 13, Dex 12, Con
  11, Int 18, Wis 10, Cha 8.
  Skills 
  and 
  Feats: 
  Concentration 
  +10,
  Knowledge (Arcana) +9, Knowledge (Religion) +9,
  Knowledge (Geography) +9, Knowledge (History)
  +9, Profession (Herbalist) +5, Scry +9, Spellcraft
  +14; Alertness, Iron Will, Lightning Reflexes.
  Equipment: 
  dagger, 
  87 sp, 
  arcane 
  scroll
  (fireball).
  Spells (4/5/4/3/2; Spell DC = 14 + Spell Level):
  0—arcane 
  mark, detect 
  magic, mage 
  hand,
  resistance; 1st—comprehend 
  languages, e n d u r e
  elements (cold), erase, expeditious retreat, Spyder
  climb; 
  2nd—alter 
  s e l f, 
  detect 
  thoughts,
  misdirection, 
  whispering 
  wind; 
  3rd—fly,
  nondetection, shrink item; 4th—polymorph 
  s e l f,
  shout.
  he presence of the treasure 
  the PCs seek is
  dependent on the orc wizard, as he is the one who
  handles it. It is like a trophy to him (and the
  other orcs) and he (they) would rather die then
  loose it.
  The treasure, which the PCs are to return to
  Emerald Gemsplitter is:
  • 
  Ten gold bars worth 1000 gp each
  • 
  Twenty silver bars worth 1000 sp each
  • 
  One large ruby worth 5000 gp
  • 
  Five emeralds worth 500 gp each
  • 
  1000 gp (the minting style differs 
  from t h e
  coins of the present day)
  This treasure  is         
  NOT    intended for the PCs to
  keep. If they do steal any part of this treasure,
  make sure to use the
  The only piece of treasure that is missing
  from what was taken from the crypt of Rudd
  Rockcutter, is the scroll that was given to the
  warlord. The contents and retrieve of this scroll
  will be dealt with at a later time.
  After the PCs have collected what they have
  been sent here from, continue with the next
  encounter. However, Bagama will not continue
  with them further instead choosing to return to
  his home.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    11118888::::    BBBBaaaacccckkkk    ttttoooo    EEEEaaaassssttttppppaaaassssssss
  Having defeated the tomb-raiding 
  orcs and
  collected the stolen treasure, you quickly make
  your way out of Oakenburgh.
  After a day of travel, you see up ahead near
  the side of the road near a bed of bushes lie
  several humanoid figures face down.
  If the PCs investigate, they will see that the
  humanoid figures are actually three dead dwarfs
  in chain shirts. Pools of fresh blood surround
  each of the dwarfs. Additionally, they will be able
  to determine that they were killed by a slashing
  weapon (great axe). All of their possessions have
  been broken or destroyed.
  The dwarfs were killed by a crazy orc that is
  currently hiding in the bushes. When the PCs,
  kneel down to check on the dwarfs, he will rush
  out of the bushes screaming
  "Death to Ulek! Long live Turrosh Mak!"
  The orc is a devoted follower of Turrosh Mak. If
  captured, he will talk about the victories his
  people have had in the Disputed Territory, along
  with how Turrosh Mak lead his people to glory by
  reclaiming the lands unjustly stolen from them.
  He will admit to killing the three dwarfs and
  would gladly kill a thousand more if given the
  chance.
  AAAAllllllll    TTTTiiiieeeerrrrssss    ((((EEEELLLL    4444))))
  Crazy Orc Bar4 (1): Medium-Size Humanoid; HD
  4d12+4; hp 40 (20 currently); Init +4 (Improved
  Initiative); Spd 40 ft.; AC 14 (Touch 11, Flat-footed
  13); Atks +8 melee (1d12+3/x3, great axe); SQ Rage,
  fast movement, Uncanny dodge, Darkvision 60 ft.,
  light sensitivity; AL CE; SV Fort +5, Ref +1, Will
  +0; Str 16, Dex 12, Con 12, Int 9, Wis 8, Cha 8.
  
  Tomb Raiders
  Page 23
  Skills 
  and Feats: Climb +5, Intimidate 
  +3,
  Intuit Direction +1, Jump +5, Listen +6, Spot +1,
  Wilderness 
  Lore 
  +6; 
  Alertness, 
  Improved
  Initiative, Weapon Focus (great axe).
  Special 
  Attacks—Rage (Ex): Temporary 
  +4
  Strength, +4 Constitution, +2 morale bonus on
  Will save, but -2 AC penalty.
  Equipment: 
  hide armor 
  (each), great 
  axe
  (each), 8 sp.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    11119999::::    BBBBaaaacccckkkk    ttttoooo    EEEEaaaassssttttppppaaaassssssss
  Your trek back to Eastpass takes you several days.
  You encounter nothing but it does give you a
  chance to heal up and prepare for your return.
  Allow the PCs a chance to take any precautions or
  preparations 
  before 
  entering 
  Eastpass. 
  When
  they are ready continue with the next encounter.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    22220000::::    RRRReeeettttuuuurrrrnnnn    ooooffff
  SSSSppppyyyyddddeeeerrrr
  Read this to those PCs who struck a deal with
  Spyder:
  As you head back to the Pig and Roost, you hear a
  whisper calling your name.
  Spyder will reveal himself to each of the PCs.
  With PCs that did not strike a deal with him, he
  will simply state that he
  "Does not have time with them at this point in
  time but will someday soon."
  For those PCs he did strike a deal with, he will
  ask them if they retrieved either of the two items
  he has sought.
  Once again, the two items are:
  • 
  The scroll that the warlord currently has in
  possession (which was not possible during
  the scenario)
  • 
  The wooden staff with carvings on it that
  resemble webs while the top of it has a
  sizeable ruby that was in the manor.
  It is possible that the PCs will have neither item,
  as they will not be able to retrieve the scroll in
  this scenario and the wooden staff might not
  have been retrieved.
  If this is the case, Spyder will inform them
  that they still owe him the retrieval of two items
  but he will still aid them with information in the
  future, whenever possible, and does not hold a
  grudge over them.
  If the PCs did manage to return the wooden
  staff to him, he will remind them that he would
  still like for them to retrieve the scroll but he
  will aid them with information in the future,
  whenever possible. He is quite pleased that they
  retrieve the wooden staff for him. He will also
  give each PC who had a deal with him a small
  pouch containing 
  100 sp and promise 
  larger
  rewards when the scroll is returned.
  Additionally, Spyder will inform them that
  they should expect to be asked to go on a mission
  shortly to rescue several people that are being
  held captive in the Disputed Territory. He will
  say no more on the matter.
  Give those PCs that struck a deal with Spyder
  the Debt to Spyder cert and mark the appropriate
  area on it.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    22221111::::    EEEEm
  m
  m
  meeeerrrraaaalllldddd    oooorrrr    nnnnooootttt????
  When the PCs return to the Pig and Roost,
  continue with the following:
  You return to the Pig and Roost as directed. A
  messenger boy is sent to retrieve Emerald for
  you. After a short while, Emerald strolls into
  tavern and greets you.
  The success of this mission now lies with the
  matter 
  if 
  the 
  PCs 
  found 
  out 
  about 
  the
  doppelganger or not.
  If the PCs retrieved the stolen treasure and
  returned 
  it to the 
  'real' 
  Emerald 
  (not 
  the
  doppelganger), go to Ending A.
  If the PCs retrieved the stolen treasure and
  returned it to the doppelganger, go to Ending B.
  If the PCs did not retrieve the stolen treasure
  and returned 
  to the 'real' Emerald (not the
  doppelganger), go to Ending C.
  If the PCs did not retrieve the treasure and
  returned to the doppelganger, go to Ending D.
  If the PCs kept some of the stolen treasure, go
  to Ending E.
  CCCCoooonnnncccclllluuuussssiiiioooonnnn
  EEEEnnnnddddiiiinnnngggg    AAAA
  If the PCs retrieved the stolen 
  treasure 
  and
  returned 
  it to the 
  'real' 
  Emerald 
  (not 
  the
  doppelganger); read the following:
  You are thanked by Emerald for not only saving
  his life from the doppelganger but also for
  retrieving the stolen treasure.
  Emerald does tell you that he is planning to
  take a leave due to the traumatic occurrence of
  the doppelganger. He wishes you well with
  whatever the future brings you.
  The PCs receive the Favor of Oldid Silverbeard
  plus 100 sp each for their help in this mission.
  
  Tomb Raiders
  Page 24
  EEEEnnnnddddiiiinnnngggg    BBBB
  If the PCs retrieved the stolen 
  treasure 
  and
  returned 
  it 
  to 
  the 
  doppelganger; 
  read 
  the
  following:
  You are thanked by Emerald for retrieving the
  stolen treasure.
  Emerald does tell you that he is planning to
  make a visit to Keoland. He wishes you well with
  whatever the future brings you
  The PCs receive 100 sp each for their help in this
  mission.
  EEEEnnnnddddiiiinnnngggg    CCCC
  If the PCs did not retrieve the stolen treasure and
  returned 
  to 
  the 
  'real' 
  Emerald 
  (not 
  the
  doppelganger); read the following:
  You are thanked by Emerald for not only saving
  his 
  life 
  from 
  the 
  doppelganger 
  but 
  also
  attempting to retrieve the stolen treasure.
  Emerald does tell you that he is planning to
  take a leave due to the traumatic occurrence of
  the doppelganger. He wishes you well with
  whatever the future brings you.
  The PCs receive 50 sp each for their help in this
  mission.
  EEEEnnnnddddiiiinnnngggg    DDDD
  If the PCs did not retrieve the treasure and
  returned to the doppelganger; read the following:
  You are thanked by Emerald for attempting to
  retrieve the stolen treasure.
  Emerald does tell you that he is planning to
  make a visit to Keoland. He wishes you well with
  whatever the future brings you.
  The PCs receive nothing for their trouble from
  the doppelganger for their help in this mission.
  EEEEnnnnddddiiiinnnngggg    EEEE
  If the PCs kept some of the stolen treasure; read
  the following:
  You return to Eastpass having completing your
  quest with some coins and valuables in your
  pocket.
  You have decided not to turn them over to
  Emerald or Oldid Silverbeard but no one seems to
  notice.
  You are thanked, but questioned on the
  where you think the treasure may have gone.
  The PCs will be given nothing for their help in
  this mission, plus any PC who kept (stole) some
  of the treasure or knowingly let others keep it
  will receive the Rebuff of Oldid Silverbeard. PCs
  may use three Favors 
  of Oldid Silverbeard to
  rectify the situation, thus removing the R e b u f f
  (aka ripping the cert). Anyone with the Rebuff o f
  Oldid Silverbeard may not use any Favors 
  o f
  Oldid Silverbeard for any other reason until it
  has been rectified.
  Additionally, any PC who did steal any of the
  stolen treasure will also be asked to stay in
  Eastpass so they can be asked questions about
  what they learned on their trip. This will result in
  the PC paying double the time unit cost of this
  scenario. Thus if the player was 'in region', this
  scenario would cost two time units to them. For
  those players were 'out of region', this scenario
  would cost four time units to them.
  EEEExxxxppppeeeerrrriiiieeeennnncccceeee    PPPPooooiiiinnnntttt    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy
  To award experience for this adventure, add up
  the values for the objectives accomplished. Then
  assign the discretionary roleplaying experience
  award. The roleplaying award should be given for
  consistent character portrayal and contribution
  to the fun of the game. You can award different
  roleplaying amounts to different characters.
  Award 
  the 
  total 
  value 
  (objectives 
  plus
  roleplaying) to each character.
  Encounter 3
  Finding the 'real' Emerald
  25 xp
  Encounter 4
  Defeating goblins
  75 xp
  Encounter 7
  Defeating goblins and worgs
  125 xp
  Encounter 11
  Defeating first band of goblins
  100 gp
  Defeating second band of goblins
  100 xp
  Saving Grigloe
  25 xp
  Encounter 12
  Avoiding traps
  25 xp
  Encounter 13
  Defeating goblins
  125 xp
  Encounter 14
  Not angering Bagama
  25 xp
  Encounter 15
  Defeating goblins
  75 xp
  Encounter 17
  Defeating orcs
  150 xp
  Conclusion
  Returning stolen treasure to the 'real Emerald
  50 xp
  
  Tomb Raiders
  Page 25
  Role-Playing Experience:
  0-100 xp
  Total Possible Experience
  1000 xp
  TTTTrrrreeeeaaaassssuuuurrrreeee    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy
  Player 
  characters 
  may keep items 
  from 
  the
  scenario that are listed on the treasure list below
  or which meet the following conditions:
  1. 
  The 
  item 
  must 
  be 
  non-magical 
  and
  specifically listed in the text of the adventure
  (e.g armor on foes). If it is not listed in the
  text, the characters cannot keep it. Items of
  this nature can be sold for 50% of book value,
  or recorded on a log sheet.
  2. 
  Animals, followers, monsters, henchmen, and
  so forth (any living being, basically) may not
  be kept from a scenario for any reason unless
  the 
  treasure 
  summary 
  lists 
  the 
  being
  specifically. 
  It 
  is 
  okay 
  for 
  the 
  player
  characters to form relationships with NPCs,
  but these will not be certed and cannot bring
  material benefit to the character. Contacts
  (sources 
  of extra 
  information) 
  must 
  be
  specifically certed.
  3. 
  Theft is against the law, but may be practiced
  by some player characters. Items which are
  worth more than 250 gp that are of personal
  significance to the owner (including family
  heirlooms), and all magical items, will be
  discovered in the possession of the character
  by one means or another. The character must
  return the item and pay a fine equal to three
  times 
  the value 
  of the item 
  stolen. 
  In
  addition, the PC caught receives campaign-
  decided penalties for being known as a thief.
  For other stolen 
  items 
  which 
  meet 
  the
  criteria in #1 above, use your judgment and
  the 
  circumstances 
  within 
  the 
  game 
  to
  determine whether a PC thief gets away with
  the theft or not.
  Any item retained according to these rules, which
  does not have a certificate, will not ever have a
  certificate issued for it.
  The campaign staff reserves the right to take
  away any item or gold acquired for things which
  it later 
  finds 
  unreasonable 
  but 
  which 
  were
  allowed at the time.
  Encounter 4
  • 
  5 suits of goblin sized studded leather (Value
  25 gp each)
  • 
  4 javelins (Value 1 gp each)
  • 
  5 morning stars (Value 8 gp each)
  • 
  77 sp
  Encounter 6
  • 
  4 suits of goblin sized studded leather (Value
  25 gp each)
  • 
  8 javelins (Value 1 gp each)
  Encounter 7
  • 
  2 suits of goblin sized studded leather (Value
  25 gp each)
  • 
  4 javelins (Value 1 gp each)
  Encounter 9
  • 
  4 suits of goblin sized studded leather (Value
  25 gp each)
  • 
  8 javelins (Value 1 gp each)
  Encounter 11
  Part C2:
  • 
  7 suits of goblin sized studded leather (Value
  25 gp each)
  • 
  6 javelins (Value 1 gp each)
  • 
  7 morning stars (Value 8 gp each)
  Part C3:
  • 
  7 suits of goblin sized studded leather (Value
  25 gp each)
  • 
  6 javelins (Value 1 gp each)
  • 
  7 morning stars (Value 8 gp each)
  Part D5:
  • 
  1 steel holy symbol of the Earth Dragon (10
  gp)
  • 
  1 suit of human sized scale mail armor (50 gp)
  • 
  1 heavy pick (8 gp)
  Part G:
  • 
  2 suits of orc sized chain shirts (Value 100 gp
  each)
  • 
  2 great axes (Value 20 gp each)
  From Cleric of Ehlonna:
  • 
  Healer's Kit (50 gp)
  • 
  divine scroll of cure moderate w o u n d s (Value
  150 gp)
  • 
  divine scroll of bless (Value 25 gp)
  Encounter 13
  • 
  6 suits of goblin sized studded leather (Value
  25 gp each)
  • 
  4 javelins (Value 1 gp each)
  • 
  6 morning stars (Value 8 gp each)
  • 
  2 light crossbows (Value 35 gp each)
  • 
  20 crossbow bolts (Value 2 gp total)
  Encounter 15
  • 
  6 suits of goblin sized studded leather (Value
  25 gp each)
  • 
  6 javelins (Value 1 gp each)
  • 
  6 morning stars (Value 8 gp each)
  Encounter 17
  • 
  8 suits of orc sized scale mail (Value 50 gp
  each)
  • 
  8 great axes (Value 20 gp each)
  • 
  2 suits of orc sized studded leather (Value 25
  gp each)
  • 
  1 light crossbows (Value 35 gp each)
  • 
  10 crossbow bolts (Value 1 gp total)
  
  Tomb Raiders
  Page 26
  • 
  1 short sword (Value 10 gp)
  • 
  1 dagger (Value 2 gp)
  • 
  87 sp
  • 
  potion of hiding (Value 150 gp)
  • 
  potion of sneaking (Value 150 gp)
  • 
  arcane scroll of fireball (Value 375 gp)
  The following items here were found on the orcs
  but     SHOULD         
  NOT    be kept by the PCs without
  grave consequences (see below):
  • 
  Ten gold bars worth 1000 gp each
  • 
  Twenty silver bars worth 1000 sp each
  • 
  One large ruby worth 5000 gp
  • 
  Five emeralds worth 500 sp each
  • 
  1000 gp (the minting style differs 
  from t h e
  coins of the present day)
  Encounter 18
  • 
  1 suit of orc sized hide mail (Value 25 gp each)
  • 
  1 great axe (Value 20 gp each)
  • 
  8 sp
  Encounter 20 (Only for those who struck a
  deal with Spyder)
  • 
  100 sp
  • 
  Debt to Spyder - This debt signifies that the
  PC listed on the cert still owes Spyder either
  one or two favors for information used in
  this mission.
  (Check one of the following:)
  __ Owes Spyder one favors
  __ Owes Spyder two favors
  Spyder will treat the person with a certain
  amount of trust especially if only owed one
  favor, 
  which 
  may 
  lead 
  to 
  additional
  information from him if met during game
  play.
  Conclusion:
  Ending A:
  • 
  Favor of Oldid Silverbeard - This favor will be
  usable at a future date and time for several
  opportunities including possible attainment
  of mundane 
  items 
  such 
  as 
  armor 
  and
  weapons.
  • 
  100 sp
  Ending B:
  • 
  100 sp
  Ending C:
  • 
  50 sp
  Ending E:
  Rebuff 
  of Oldid Silverbeard - The PC noted on
  this cert will have to pay twice the price for any
  item bought in Eastpass.  Anyone with an active
  Rebuff 
  of Oldid Silverbeard may not use any
  Favors of Oldid Silverbeard for any other reason
  until the R e b u f f has been rectified.  Lastly, they
  will have an effective charisma of 6 to anyone
  from 
  Eastpass. 
   This 
  R e b u f f can 
  only 
  be
  removed/rectified by giving up three Favors 
  o f
  Oldid Silverbeard.  If the PC listed on the cert has
  two of these rebuffs, their effective charisma to
  anyone from Eastpass with be a 3 and they will
  have to pay three times the price for any item
  bought in Eastpass plus any Principality of Ulek
  scenario will cost them double the normal Time
  Units
  
  Tomb Raiders
  Page 27
  DDDDM
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  M
  M
  Maaaapppp    ooooffff    PPPPrrrriiiinnnnzzzzffffeeeelllldddd    PPPPrrrroooovvvviiiinnnncccceeee))))
  
  Tomb Raiders
  Page 28
  DDDDM
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  Maaaapppp    ooooffff    GGGGrrrraaaaffff    TTTTwwwweeeem
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  Tomb Raiders
  Page 29
  DDDDM
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  M    AAAAiiiidddd    ####3333        ((((M
  M
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  Tomb Raiders
  Page 30
  DDDDM
  M
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  M    AAAAiiiidddd    ####4444        ((((M
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  Maaaapppp    ooooffff    GGGGrrrroooouuuunnnndddd    FFFFlllloooooooorrrr    ooooffff    TTTTwwwweeeem
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  Tomb Raiders
  Page 31
  DDDDM
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  M    AAAAiiiidddd    ####5555        ((((M
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  Tomb Raiders
  Page 32
  DDDDM
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  Tomb Raiders
  Page 33
  DDDDM
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  M    AAAAiiiidddd    ####7777        ((((SSSScccceeeennnnaaaarrrriiiioooo    FFFFlllloooowwww))))
  Player
  Introduction
  Encounter One
  Encounter Two
  Encounter Three
  Encounter Four
  Encounter Five
  Encounter Six
  Encounter Seven
  Encounter Eight
  Encounter Nine
  Encounter Ten
  Encounter
  Eleven
  Encounter
  Twelve
  Encounter
  Thirteen
  Encounter Fourteen
  Encounter
  Fifteen
  Encounter
  Sixteen
  Encounter
  Seventeen
  Encounter
  Eighteen
  Encounter
  Nineteen
  Encounter Twenty
  Encounter
  Twenty-one
  Conclusion JJJJ
  
  Tomb Raiders
  Page 34
  PPPPllllaaaayyyyeeeerrrr''''ssss    HHHHaaaannnnddddoooouuuutttt    ####1111        ((((M
  M
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  Tomb Raiders
  Page 35
  SSSSttttoooorrrryyyy    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy
  ffffoooorrrr    uuuusssseeee    aaaatttt    FFFFlllloooorrrriiiiddddaaaa    FFFFaaaannnnttttaaaassssyyyy    2222000000001111
  Please fill out the following and return to Christopher Reed at 6245 Westgate Drive; Apartment
  #1905; Orlando, FL 32835.
  Did any of the PCs reach an agreement with Spyder? 
  YES
  NO
  If so, who?
  Real Name:
  E-mail:
  RPGA #:
  PC Name:
  ____________________________________________________________________________________________________________________________________________________
  ____________________________________________________________________________________________________________________________________________________
  ____________________________________________________________________________________________________________________________________________________
  ____________________________________________________________________________________________________________________________________________________
  ____________________________________________________________________________________________________________________________________________________
  ____________________________________________________________________________________________________________________________________________________
  Did the PCs save Grigloe?
  YES
  NO
  Did the PCs retrieve the wooden staff for Spyder?
  YES
  NO
  Did the barbarian, Bagama survive?
  YES
  NO
  Did the orc wizard, Milictar, survive?
  YES
  NO
  Which conclusion did you use?
  A
  B
  C
  D
  E
  Did any PCs receive the Rebuff of Oldid Silverbeard? 
  YES
  NO
  If so, who?
  Real Name: PC Name:
  RPGA #:
  __________________________________________________________________________________________________________________
  __________________________________________________________________________________________________________________
  __________________________________________________________________________________________________________________
  __________________________________________________________________________________________________________________
  __________________________________________________________________________________________________________________
  __________________________________________________________________________________________________________________
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Principality of Ulek/591/Normal Scenarios/ULP1-05 - Tomb Raiders (APL 2-6)/ULP1-05 - Tomb Raiders.pdf