TEXT: FUR3−02 
   
   
   
   
   
   
   
  Operation: Molag 
   
  A one-Round D&D LIVING GREYHAWK
  ®  
  Furyondy Regional Adventure 
  Version 1 
  Round 1 
   
   
  by Scott Reid and John Wyatt 
  Reviewed by Jason Bulmahn 
   
   
   
   
  Across the lands of Furyondy, a call to arms is being made to all available military personal, including the Furyondy 
  reserves as well as to mercenaries (adventurers) to come to Fort Belvor to defend the eastern front. As for the 
  mercenaries, a special task needs to be handled for the Military.  Pay is optimal and tax-free. Mercenaries with infamy in 
  the Furyondy Military are not welcome.  A dangerous Military adventure for experienced characters of at least 5
  th level 
  (APL 6 – 12). 
   
   
   
   
   
   
  Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of the author. To 
  learn more about the Open Gaming License and the d20 system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended for 
  tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three hours. The rest of the time is spent in 
  preparation before game play, and scoring after the game. 
  The following guidelines are here to help you with both 
  the preparation and voting segment of the game. Read this 
  page carefully so that you know and can communicate to 
  your players the special aspects of playing an RPGA 
  scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill in 
  the top of the grid. That is all. No one is rated. This 
  method is used for people who are just playing for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and provide 
  personal information, but don’t vote for other players. 
  The game master rates the scenario and completes 
  personal and event information, but does not rate the 
  players as a team or vote for players. This method is 
  used when there is no competition, but the event 
  coordinator wants information on how the game 
  masters are performing, or the game master wants 
  feedback on his or her own performance. 
  3. 
  Voting: Players and game masters complete the entire 
  packet, including voting for best player. If this method 
  is used, be sure to allow about 15-20 minutes for the 
  players to briefly describe their characters to the other 
  players, and about 5-10 minutes for voting. This 
  method is used when the players want to know who 
  played the “best” amongst the group, or when the 
  adventure is run in tournament format with winners 
  and prizes.  
   
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
   
  After voting, give the Scoring Packet to your event 
  coordinator.  
   
  Operation: Molag 
   
  Page 2 
  
  This is a LIVING GREYHAWK Adventure. As a LIVING 
  adventure it is expected that players bring their own 
  characters with them. If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on. Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the 
  PCs participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs 
  trained for war), other than those brought by 
  virtue of a class ability (i.e. animal companions, 
  familiars paladin’s mounts, etc) use the 
  following chart to determine the number of 
  levels you add to the sum above. Add each 
  character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, 
  and animals with different CRs are added 
  separately. 
   
  CR 
  1 
  2 
  3 
  4 
   
  1/4 & 1/6 
  0 
  0 
  0 
  1 
   
  1/3 & 1/2 
  0 
  0 
  1 
  1 
   
  1 
  1 
  1 
  2 
  3 
   
  2 
  2 
  3 
  4 
  5 
   
  3 
  3 
  4 
  5 
  6 
   
  4 
  4 
  5 
  6 
  7 
   
  3. 
  Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Three or four, or sometimes even five 
  1
  st-level characters may find difficulty with the challenges 
  in a LIVING GREYHAWK adventure. If your group is 
  APL 1 there are two things that you can do to help even 
  the score. 
  1. 
  Attempt to create a table of six 1
  st-level 
  characters, 
  or 
  try 
  to 
  enlist 
  higher-level 
  characters to play at that table. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs who 
  want their dogs to attack must succeed at a 
  Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a free action (spoken 
  command) that may be attempted each round. If 
  an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  Furyondy. Characters native to Furyondy pay one Time 
  Unit per round, all others pay two Time Units per round. 
  Adventurer’s Standard Upkeep costs 12gp per Time Unit. 
  Rich Upkeep costs 50gp per Time Unit. Luxury Upkeep 
  costs 100gp per Time Unit. 
   
  Operation: Molag 
   
  Page 3 
  
  Adventure Background  
  Operation: Molag is a mid to high-level module for the 
  Living Greyhawk campaign setting. The module is 
  designed to be too challenging for PCs below 5
  th level, so 
  these characters are prohibited from participating in this 
  adventure. 
   
  The adventure will begin with the PCs arrival at the 
  military base near the border by Molag. On the other side 
  of the border, Marynnek, a lesser bonehart of Iuz, rules 
  Molag under the direction of High Priestess Althea. As of 
  late he has received a gift from the powerful wizard and 
  Greater Bonehart, Null. Null has sent an experimental 
  machine that is capable of creating half-fiends from 
  splicing a fiend and another creature into one or several 
  under the control of the user. Since Null does not like 
  fiends and likes the High Priestess Althea even less, what 
  better a place to test his experiment? If successful, Iuz 
  will be pleased; if unsuccessful Althea will get the blame. 
  Marynnek hopes to gain the title of greater bonehart in 
  this endeavor by showing the strength of Molag. Thus, 
  the half-fiend factory has begun production.  
   
  Within a month of productivity of the half-fiends in 
  Molag, the Furyondy military noticed some unusual 
  activity in the Horned Lands on the far side of the Veng 
  River near Molag. The usual methods of gathering 
  information have all turned up nothing. Believing that 
  the forces of Old Wicked may be plotting a new 
  offensive, King Belvor has approved the recruitment of a 
  small group of skilled adventurers to infiltrate the 
  Horned Lands and gather critical information while the 
  central and southern military reserves move to Fort 
  Belvor to reinforce the eastern border.  
   
  The Horned Society 
  The Horned Society was once ruled by 13 powerful 
  clerics of Nerull. These rulers were known as the 
  Hierarchs of the Horned Society and were portrayed as 
  fiends. During the Greyhawk wars, Iuz assassinated all 
  but one of the Hierarchs in Molag and replaced them 
  with fiends. Shortly afterwards Iuz proclaimed himself 
  ruler of the Horned Lands by staging an alliance with the 
  Hierarchs. 
   
  The surviving Hierarch was away on business when 
  the attack from Iuz came. He had learned of the attack 
  and went into hiding in the Horned Lands and has begun 
  to gather individuals of power that have been scattered 
  throughout the lands to him. While building an army, 
  the Hierarch waits for his window of opportunity to 
  retake his homelands from Iuz. 
    
  Adventure Summary 
  Introduction: Furyondy’s Military has put out a call to 
  arms for mercenaries to gather at Fort Belvor for a special 
  military mission on the eastern border of Furyondy. 
  Taking up the call the PCs travel in a large group of 
  mercenaries and soldiers to Fort Belvor.  
   
  Encounter 1: The PCs are put through some tests to 
  gauge their abilities and then are escorted to see General 
  Saxon. The General offers them the mission and upon the 
  PCs’ agreement, briefs them on a mission into the 
  Horned Lands to scout the perimeter of Molag and seek 
  possible entrances.   
   
  Encounter 2: The River Veng is somewhat wide and 
  difficult to cross. Units of hobgoblins heavily patrol the 
  riverbanks and a Fiendish Sea Lion patrols the waters of 
  the river. Good planning, strategy and a little luck will 
  allow the characters to bypass these patrols. 
   
  Encounter 3: Once across the river, the party should 
  make its way to Molag. There they may discover three 
  useful secrets, as described in encounters 4, 5 and 6.  
   
  Encounter 4: Molag has a broken wall segment. 
  Although it appears to be useful for an invading force to 
  know about, further inspection will reveal that this is 
  actually a trap to lure unsuspecting invaders to a heavily 
  fortified section of Molag. 
   
  Encounter 5: Molag has another enemy plotting 
  against it. If the PCs are clever, they can obtain additional 
  information from this group. They may also meet a group 
  of bandits in the service of the Horned Society.  
   
  Encounter 6: There is an entrance to Molag. The 
  sewers are old and in a state of disrepair. If the PCs enter 
  the sewers from the outside they will come to an old 
  grate blocking their way. They can force this gate open to 
  enter the sewer system and encounter its occupant. If 
  they defeat the creature, they may enter the city to find 
  an excessively large number of fiendish-looking creatures 
  roaming there. A wise group of adventurers will leave the 
  way they came. 
   
  Encounter 7: Scrying or entering Molag the PCs 
  will see demonic creatures causing havoc throughout the 
  city. 
   
  Encounter 8: With information gathered the PCs 
  can return home. Upon the return trip, a specialized 
  counter intelligence assault group from Molag attacks the 
  PCs.  
   
  Conclusion: Returning to Fort Belvor, the company 
  commander will meet the PCs for a mission debriefing.  
   
  Introduction 
  This module places the characters in the service of the 
  Furyondy military. Some characters may have served the 
  Furyondy military in the past. Some may even have 
  Operation: Molag 
   
  Page 4 
  
  received infamy points with the Furyondy military. Any 
  characters that have infamy with the Furyondy military 
  will not be selected to participate in the mission at hand. 
  Players will either have to play another character or wait 
  until their infamy points expire before playing 
  Operation: Molag.  
   
  Across the lands of Furyondy, a call to arms is being 
  made to all available military personnel, including the 
  Furyondy reserves as well as to mercenaries (adventurers) 
  to come to Fort Belvor to defend the eastern front. As for 
  the mercenaries, a special task needs to be handled for 
  the Military. Pay is optimal and tax-free.  
   
  Upon hearing the call to arms for military and 
  mercenary alike, you have decided to travel to Fort 
  Belvor in the County of Crystalreach. The journey is 
  not a difficult one, since you travel in a large group 
  nearing a hundred strong. In this group you can pick 
  out a few farmers, several mercenary types, a dozen 
  men wearing the livery o  local lords and a score of 
  men wearing the emblem of the Furyondy Military 
  reserves. A few others wear emblems o nearby allied 
  nations. 
   
  f
  f 
  l
   
   
  f
   
  Allow the characters to introduce themselves to each 
  other while on the road to Fort Belvor. The following 
  rumors are learned by the PCs from the other travelers in 
  the group: 
   
  � The central and southern military reserves have been 
  called to the eastern front to defend the border 
  against a pending assault from Old Wicked. 
  � King Belvor is getting old. Some say he’s dying and 
  wants to make one final crusade upon the lands of 
  Iuz to free his country from this tyrant’s threat.  
  � Some Knights of the Hart caught a spy working for 
  Iuz. When questioned he told them about an 
  invasion. 
  � A demon was spotted near Fort Belvor. That is why 
  the military wants “special operatives” to help out. 
   
  As you crest the final hill, you stand before the 
  majestic Fort Belvor. The fort is comprised mostly of 
  red-colored stone and thick, stout oak. The fort seems 
  to exude strength in the early morning sun. Outside 
  the fort a Furyondy Sergeant trains a group of 
  recruits. As you pass by the group of recruits, you can 
  clearly hear the Sergeant’s voice ring out over the 
  noise your group makes, “Attention! Okay, you tree 
  hugging, pi es of humanoid flesh. Listen up. I am 
  Sergeant Khar. I am in charge of training you lowly 
  maggots in the art of war and survival. My superiors 
  have ordered me to mold you overweight, out-of-
  shape, orc-loving goblin kissers into capable warriors 
  and I’m going to do so even if it kills me. I will teach 
  you how to eat, sleep, walk, talk, and kill like a 
  Furyondian Soldier. You will be provided with the 
  basic equipment o  a military soldier. You will take 
  care of this equipment. If you damage your 
  equipment or if you lose your equipment I will take it 
  out of your lousy hide and then throw you in the 
  dungeons personally. Is this understood?”   
   
  The words of the Sergeant still ring in your ears 
  as you enter Fort Belvor. The gate guards question 
  your presence and direct you toward two single file 
  lines. One line is for new military recruits and the 
  other for mercenaries. 
   
  The mercenaries are put through various tests devised by 
  the Furyondian military. All the tests are designed to test 
  the skills and loyalties of the potential candidates. Several 
  military trainers, as well as priests of Rao and 
  Heironeous, oversee all the tests. Throughout this 
  process, various potential candidates are excused for 
  various reasons or faults. By the end of the day, only the 
  PCs remain. 
   
  PC’s belonging to the Furyondy Military Meta-
  Organization, are exempt from the tests. However they 
  are placed with the mercenaries to monitor their 
  activities. 
   
  The PCs will be tested in various ways. Inform them 
  that they have been sorted by their skills. The physical 
  types (Fighters, monks, rogues, barbarians etc.) will be 
  put through a series of obstacle courses to test their 
  agility, strength and constitution. The rest of the 
  characters will be similarly tested, but not held to as high 
  of a standard. Characters will be given various tasks to 
  accomplish that will test their problem solving skills. 
  Groups will be assigned and various people will be 
  selected for their leadership abilities. Wizards are given a 
  written exam. Candidates are all interrogated by military 
  personnel while a cleric of Rao and a Paladin of 
  Heironeous oversee the proceedings.  You may want to 
  allow the players to roleplay the testing process to some 
  degree. Note that PCs fourth level and below will not 
  possess the necessary skills to pass these tests and 
  continue the adventure. 
   
  Encounter 1: Fort Belvor 
  The characters arrive at Fort Belvor and line up in the 
  mercenary line to be tested. The tests take several hours 
  and at the end of the testing, all other potential special 
  operatives have been dismissed for one reason or another. 
  The characters are given one last chance to leave without 
  swearing to accept the mission and uphold its secrecy. If 
  Operation: Molag 
   
  Page 5 
  
  they chose to accept the mission, they are briefed and 
  released to accomplish their task. 
   
   
  You have taken several tests in the last six hours 
  to test your loyalty to Furyondy, your body 
  endurance, and your mental capacity. You've passed 
  all their tests, so far. At least, you think you did. After 
  all, you are still here. As your mind starts to drift back
  towards your reasons for being here in the first place, 
  you are distracted by the heavy sounds of boots 
  walking across the smooth-worn stones of the 
  courtyard. 
   
   
  f
  l
   
  l
   
   
  f
   
  The source of those sounds has become all too 
  familiar. One of the military trainers from your tests, 
  Captain Cobien, addresses you loudly; "Furyondy 
  would like to thank you all for your efforts, thus far. 
  Your talents have been weighed and measured and 
  our decisions have been made. This is your final 
  chance to withdraw from this special recruitment. 
  The mission you are about to undertake is dangerous. 
  There is risk of capture, death and maybe worse. It 
  will require skill, stealth and intelligence; failing 
  those, brute force. Anyone who wishes to leave 
  should step back. You will be escorted from the fort." 
   
  At this point, allow any PCs that wish to leave the table a 
  chance to do so or change to a character that better fits 
  this scenario. 
   
  Captain Cobien continues, "Very good. Please follow 
  Lieutenant Mason." He gestures toward a rugged-
  looking man in chain mail, standing neatly at 
  attention, nearby. You follow Lieutenant Mason into 
  one of the halls of Fort Belvor. The lieutenant leads 
  you across the hall and into a small room. The 
  familiar sight o  a man in p ate armor wearing the 
  symbol of Heironeous greets you. Another man in the 
  vestments of the clergy of Rao stands in a corner 
  wearing a tired look of expectation.  
   
  � Miisha: Male Human Pal12; hp 108; sense motive +18. 
  � Aldan: Male Human Clr7 (Rao); hp 66; sense motive 
  +14. 
   
  The man in plate armor is Miisha, a paladin of 
  Heironeous. He detects evil on the PCs when they enter 
  the room. The Cleric of Rao is Aldan, he has cast a zone of 
  truth spell in the room a minute before the PCs arrived 
  (Will save DC 18). As the PCs enter Aldan is finishing a 
  detect thoughts spell (Will save DC 18). The spells will 
  last 10 minutes. The PCs remember these men observing 
  them during their tests.  
  During the conversation between General Saxon and the 
  PCs, Aldan will concentrate his detect thoughts spell on 
  the PCs as they answer questions. If he believes that 
  there is any reason that the PCs may not be completely 
  earnest in their assumption of this mission, he will notify 
  Captain Cobien immediately. The penalty for treason is 
  death. 
   
  After you are seated, a huge brute of a man with wild 
  black hair enters the room. He wears white plate mail 
  with the emblems of Furyondy, the Warmasters, and 
  the Knights of Furyondy. The man takes a seat 
  opposite you and looks each of you over. “Greetings, 
  recruits. I am General Saxon. First and foremost each 
  of you must swear your alliance to the kingdom of 
  Furyondy and King Belvor IV. Next you must swear 
  vows of secrecy for what you are about to learn 
  regarding the mission you are undertaking for the 
  kingdom of Furyondy. Remember wel  that the 
  penalty for treason in Furyondy is death. What say 
  ye? 
   
  Allow the characters to respond. Anyone who does not 
  answer in the affirmative will be rudely escorted out for 
  wasting the military’s time. Remember that there is a 
  Zone of Truth cast on the area and Aldan is detecting 
  thoughts, as well.  
   
  "Very well. Recruits, welcome to Operation: Molag. 
  Our sources tell us that there is unusual activity in 
  and around the area of Molag. The Furyondy military 
  is considering every alternative, including military 
  action. However, we need additional information. 
  You have all proven that you have the talents 
  necessary to accomplish a reconnaissance mission to 
  Molag. We need you to travel, in secrecy, across the 
  Veng River to Molag and return with any information 
  that you can find that will be beneficial to our 
  operations. 
  We 
  are 
  looking 
  specifically 
  for 
  information on weaknesses in Molag’s perimeter 
  defenses and ways into the city. We have reason to 
  believe that the forces of Old Wicked may be 
  preparing for an assault. So be careful. Scouting 
  patrols on the other side of the river have increased 
  their activity, so stealth in your mission will be o  the 
  utmost importance. You will be on your own on this 
  mission. When you have gathered significant 
  information, return here for your debriefing. 
  Remember, you have sworn your oaths to complete 
  the mission and keep its secrecy. Good luck and may 
  the blessings of Heironeous and the wisdom of Rao 
  be upon you. Are there any questions? 
   
  General Saxon will offer the following information if 
  asked: 
   
  Operation: Molag 
   
  Page 6 
  
  � Intelligence reports suggest heavy hobgoblin patrols 
  on the west side of the Veng River. Their camps and 
  barracks are located north of Molag and contain 
  nearly 
  one 
  thousand 
  hobgoblin 
  soldiers. 
  Additionally we know that there are several orc 
  tribes in the area, some giants, a few fiends, and 
  some undead under the control of the boneheart. 
  � The border patrol is well trained and patrols tight 
  areas near the Veng. The majority of the patrols are 
  hobgoblins. The patrols consist usually of 6-10 
  hobgoblin warriors and a leader. The patrols are 
  relatively weak, however there is always more patrols 
  within shouting distance. 
  � There are several ways to cross the Veng River. I am 
  sure you can manage on your own, but if you cannot, 
  then go to the Requisitions Office and request two 
  rowboats. These rowboats can sit three persons each. 
  If these boats are destroyed or captured it will come 
  out of your pay. 
  � Not much is known about the Horned Lands or 
  Molag in its current state with Old Wicked as ruler. 
  At one time before the Greyhawk Wars, the Horned 
  Society, Furyondy’s enemy, through the persons of 
  thirteen Hierarchs ruled from Molag. From the 
  stories told, these rulers were all fiends in the service 
  of Nerull the Reaper. Now these fiends have pledged 
  their allegiance to the Old One with him as their 
  ruler. 
   
  As you make your way out towards the main gate of 
  Fort Belvor, you notice some activity in the far corner 
  of the courtyard. 
   
  If the PCs take a closer look, read the following. 
   
  With a closer look, you can see that the activity is 
  centered on an old guillotine. A man who appears to 
  be bound behind the back has his head precariously 
  seated in the crook o  the guillotine. Meanwhile 
  several military personnel stand at atten ion nearby, 
  as a Captain is reading a law from a parchment. This 
  appears to be an execution for treason. 
   
   
  f
  t
   
  The man being executed is Jerrad Carver. The PCs may 
  recognize him from the group with whom they traveled 
  to Fort Belvor. He has been convicted of treason as a 
  result of spying for the forces of Old Wicked. If the PCs 
  attempt to interfere or stop the execution, several guards 
  will interpose themselves, giving a warning to the PCs. If 
  the PCs persist in attempting to stop the execution, they 
  will be arrested (additional costs 4TU / 400gp) and given 
  the Animosity of the Furyondy Military. Note that this 
  would result in any PCs involved being unable to 
  complete the module. The military would then recruit a 
  replacement. If the PCs attack the guards, they will be 
  declared spies also, convicted of treason and executed 
  alongside Jerrad.  
   
  � Military Guards Ftr3 (20): hp 28; see appendix 1. 
   
  Encounter 2: The River Veng  
  The PCs have to cross the Veng River in order to reach 
  Molag. There are no bridges linking Furyondy to the 
  Horned Lands, so the party must be somewhat creative 
  when choosing a location and a method to cross the river. 
  Feel free to describe the river as necessary based on the 
  party’s requirements for a location to cross. Keep in mind, 
  however, that a few things will remain constant. 
   
  � The river will always be at least 300 feet wide, from 
  riverbank to riverbank. 
  � The river will be at least 50’ deep at its deepest point.  
  � The river’s current will move a boat downriver 
  (south) at approx. 5 miles per hour unless some 
  method is used to prevent this. (This includes 
  rowing, sails, magic, etc.) 
  � The area around the riverbanks offers one-quarter 
  concealment from light foliage. 
   
  If the PCs acquire the rowboats from the amenities office 
  they can use them to row across the river. The rowboat 
  can move up to 1.5 miles per hour when rowed by a 
  typical strength human and up to 2mph when rowed by a 
  very strong individual. 
   
  � Rowboat: hardness 5; hp 20. 
   
  If the PCs are using a boat to cross the river, the Half-
  Fiend Sea Lion may attack the boat if it detects the boat 
  in the water. If this happens it may attract the attention 
  of the border patrol, which will fire arrows at the boat’s 
  occupants. 
   
  The Border Patrols may spot any PCs that cross the 
  river with a Spot check DC 20. If the PCs are hiding 
  increase the Spot check to DC 25 plus Hide skill modifier 
  (lowest in the group if together) and the PCs move at ½ 
  speed and suffer a –2 to their Spot checks. Apply other 
  modifiers as appropriate, including +1 per 10’ distance, + 
  5 if this occurs at night and –2 if the group contains more 
  than five creatures (including animals, see chapter 3 of 
  the DMG). If it is night and the PCs come within 60 feet 
  of a Ground Patrol, the patrol receive a +5 to their Spot 
  checks.  
   
  Characters attempting to swim across the river must 
  succeed at a Swimming check (DC 15) each round to 
  make progress. If they fail, they must succeed at another 
  check (DC 15) to stay afloat. If the PCs are swimming in 
  Operation: Molag 
   
  Page 7 
  
  the water for more than 3 rounds, allow the Sea Lion a 
  Listen or Spot check (see Appendix) each subsequent 
  round. If successful, it moves to attack the PCs. The time 
  needed to swim across the river equals the distance across 
  the river divided by the speed of the swimmer. A 
  swimming character can move ¼ of their base speed as a 
  move equivalent action or ½ their speed as a full round 
  action. Therefore, it will take a minimum of 2 minutes (or 
  20 rounds) for a PC with a movement of 30 to swim 
  across the river, assuming he is not trying to remain 
  hidden. In that time, he will flow downstream 
  approximately 870 feet (43.5 feet per round). 
   
  River Sentry 
  APL 6 (EL 6) 
  � Half-Fiend Sea Lion: hp 57; see appendix 1. 
   
  APL8 (EL 8) 
  � Half-Fiend Sea Lion Bbn2: hp 77; see appendix 1. 
   
  APL10 (EL 10) 
  � Half-Fiend Sea Lion Bbn4: hp 97; see appendix 1. 
   
  APL12 (EL 12) 
  � Half-Fiend Sea Lion Bbn6: hp 117; see appendix 1. 
   
  Tactics: The Sea Lion will attack anyone in the water, or will 
  attempt to sink the mode of transport the PCs are using, and 
  then attack. At higher APLs the Sea Lion will rage, and use 
  its Intimidating Rage feat against the PCs. 
   
  Border Patrol 
  APL6 (EL 6) 
  � Hobgoblin Sergeant Ftr3: hp 29; see appendix 1. 
  (Listen +4, Spot +5) 
  � Hobgoblin Soldiers Ftr1 (4): hp 11; see appendix 1. 
  (Listen +3, Spot +3) 
  � Hobgoblin Scout Rog1: hp 7; see appendix 1. (Listen 
  +8, Spot +8) 
   
  APL8 (EL 8) 
  � Hobgoblin Sergeant Ftr5: hp 40; see appendix 1. 
  (Listen +4, Spot +6) 
  � Hobgoblin Soldiers Ftr1 (7): hp 11; see appendix 1. 
  (Listen +3, Spot +3) 
  � Hobgoblin Scout Rog2: hp 11; see appendix 1. (Listen 
  +9, Spot +9) 
   
  APL10 (EL 10) 
  � Hobgoblin Sergeant Ftr7: hp 54; see appendix 1. 
  (Listen +6, Spot +7) 
  � Hobgoblin Soldiers Ftr2 (10): hp 17; see appendix 1. 
  (Listen +3, Spot +3) 
  � Hobgoblin Scout Rog4: hp 19; see appendix 1. (Listen 
  +11, Spot +11) 
   
  APL12 (EL 12) 
  � Hobgoblin Sergeant Ftr9: hp 63; see appendix 1. 
  (Listen +6, Spot +8) 
  � Hobgoblin Elite Soldiers Ftr4 (10): hp 29; see 
  appendix 1. (Listen +3, Spot +3) 
  � Hobgoblin Scout Rog6: hp 27; see appendix 1. (Listen 
  +13, Spot +13) 
   
  Tactics: If the Border Patrol discovers the PCs, the 
  Sergeant will sound his alarm bell that will attract more 
  border patrol of the same APL in 10 rounds to the area. 
  The border patrol will then attempt to delay the PCs until 
  reinforcements arrive. If the PCs are spotted crossing the 
  river by boat or raft, or are flying, the patrol will attack 
  with ranged weapons using the light foliage for one-
  quarter concealment.  
   
  The Border Patrol knows of the Half-Fiend Sea Lion 
  and is aware that it is very dangerous, as some of them 
  have fallen victim to the Sea Lion’s appetite. The Patrol 
  gives a wide berth to the creature, as it will attack 
  anything that goes into the water, including their boats.  
   
  Development: Once the PCs have bypassed the 
  Patrols, using stealth or brute force, they can proceed 
  forward towards Molag. Molag sits about 1 mile east of the 
  Veng River. 
   
  The PCs may encounter one of the patrols on their 
  return trip to Furyondy. Also if the Sea Lion is still alive they 
  must successfully by-pass it again on their return. 
   
  Encounter 3: Walls of Molag  
  In this encounter, the PCs arrive at Molag. They should 
  scout the area and discover various important pieces of 
  information. All the while, they should be attempting to 
  avoid detection by the various guard patrols. 
   
  Travel to Molag:  
  Typically, the PCs will be approaching from the 
  Southwest. If the PCs attempt to circle around Molag, 
  they can approach from whatever direction they wish. 
  Please note the locations of the listed encounters on the 
  Map of Molag in the Appendix. 
   
  The area between the Veng River and Molag 
  contains some moderate underbrush giving one-quarter 
  cover up until 200 feet from the city walls where it has 
  been cleared out. See the description of Molag’s defenses 
  for more information. 
   
  As the characters approach Molag, read the 
  following. Make adjustments as necessary if the PCs 
  reach Molag in the night. Remember this is a full moon. 
  Operation: Molag 
   
  Page 8 
  
   
  With caution, you make your way from the Veng 
  River to the outsk rts of Molag. While still about 200 
  feet away you can see before you the 30’ high stone 
  and mortar walls that encase the city of Molag. In the 
  distance, patro s of hogoblins vigilantly scout the 
  perimeter of the city while similar silhouetted shapes 
  can be seen walking the battlements. Overhead, a 
  dragon flies circles just outside the city walls. 
  i
  l
   
  Molag Defenses: 
  Molag is a large Walled city just miles east of the Veng 
  River. The outer walls are patrolled heavily by hobgoblin 
  patrols, battlement sentries, and an aerial sentry. Any 
  vegetation within 200 feet of the walls of the city has 
  been cleared out. There is a distinct tree-line around the 
  city at about the 200’ mark. The walls are 30’ high, 
  reinforced and made of stone and mortar.  
   
    
  Ground Patrols: 
  Every 20 minutes a ground patrol will pass by the PCs 
  position outside the walls. The guard patrols tend to 
  patrol in a counter-clockwise direction around the city, 
  day and night. The Ground Patrol travels about 60 feet 
  out from the walls and moves at half movement 
  searching the area. 
   
  Air Patrol: 
  Additionally every 35 minutes a magically altered wyvern 
  with an extended See Invisible spell will fly by the PCs 
  position. There will always be a wyvern in the air over 
  Molag. This Aerial Sentry is another security measure. If 
  its flight pattern is studied by the PCs, they will find that 
  he keeps no particular pattern. But he is efficient and will 
  cover the entire clearing surrounding the city about 
  every 35 minutes. The Aerial Sentry patrols 30 feet in the 
  air and 90 feet from the wall.  
   
  Battlement Patrol: 
  If the PCs approach within spotting distance of the 
  wall, the Battlement Sentries may spot the PCs. There are 
  three sentries per group. Each group patrols an area of 
  400 feet of battlement on the city walls. If the battlement 
  sentries spot an intruder, one will blow his tin whistle for 
  one round while the others attack. The whistle blower 
  will join in combat on the second round. 
   
  Tactics: If the PCs are not taking reasonable precautions 
  against being found by the guard patrols (the ground 
  patrol, battlement sentries, and the air sentry), give each 
  sentry in the area a check to see if they spot or hear the 
  PCs. If the PCs engage a patrol in combat, other patrols in 
  the area may join in to assist their comrades, as follows. 
  Any patrol that discovers the PCs, will raise an alarm, 
  usually by blowing a tin whistle. This will attract the 
  battlement sentry (if within their range) in 5 rounds, 
  another identical ground patrol in 10 rounds, and the 
  aerial sentry in 15 rounds (unless it is the aerial sentry 
  that raises the alarm). Only the two patrols in the 
  immediate area (one patrol on either side of the alarm 
  raising patrol) and the aerial sentry will rush to join the 
  combat. The others will be on a heightened alert. 
   
   
  Ground Patrol  
  APL6 (EL 6) 
  � Hobgoblin Sergeant Ftr3: hp 29; see appendix 1.  
  � Hobgoblin Soldiers Ftr1(4): hp 11; see appendix 1.  
  � Hobgoblin Scout Rog1: hp 7; see appendix 1.  
   
  APL8 (EL 8) 
  � Hobgoblin Sergeant Ftr5: hp 40; see appendix 1.  
  � Hobgoblin Soldiers Ftr1(7): hp 11; see appendix 1.  
  � Hobgoblin Scout Rog2: hp 11; see appendix 1.  
   
  APL10 (EL 10) 
  � Hobgoblin Sergeant Ftr7: hp 54; see appendix 1. 
  � Hobgoblin Soldiers Ftr2 (10): hp 17; see appendix 1.  
  � Hobgoblin Scout Rog4: hp 19; see appendix 1.  
   
  APL12 (EL 12) 
  � Hobgoblin Sergeant Ftr9: hp 63; see appendix 1.  
  � Hobgoblin Elite Soldiers Ftr4 (10): hp 29; see 
  appendix 1.  
  � Hobgoblin Scout Rog6: hp 27; see appendix 1.  
   
  Battlement Sentries 
  ALL APLs (EL 6) 
  � Hobgoblin Archers Ftr3 (3): hp 33; see appendix 1. 
    
  Aerial Sentry 
  APL 6 (EL 6) 
  � Wyvern: hp 59; see Monster Manual. Note the wyvern 
  has See Invisible (extended) cast upon it.  
   
  APL 8 (EL 8) 
  � Half-Fiend Wyvern: hp 66; see appendix 1. 
   
  APL 10 (EL 10) 
  � Half-Fiend Wyvern Ftr2: hp 82; see appendix 1. 
   
  APL 12 (EL 12) 
  � Half-Fiend Wyvern Ftr4: hp 103; see appendix 1. 
   
  Development: This is a revolving encounter that the PCs 
  will have to face as they explore the perimeter of the city. 
  Operation: Molag 
   
  Page 9 
  
  As the PCs scout out the perimeter they may find 
  additional optional encounters. Locations of optional 
  encounters are marked on the map of Molag (see 
  Appendix 4). 
   
  Encounter 4:  
  Perimeter Defense  
  If the PCs decide to explore the broken wall segment, 
  they will encounter a trap. The broken wall segment is 
  guarded by a chaos beast and is intentionally left in its 
  current state. If the PCs attack or are attacked by the 
  chaos beast, this will very likely alert the guard patrols on 
  duty. 
   
  Some time ago, during one of the many attacks on 
  Molag, a particularly fortuitous aggressor actually 
  managed to breach the city’s walls. Although the 
  aggressor was eventually repelled, the toppled wall 
  section remained. Thinking to please his master with his 
  creativity, a general of Molag’s army suggested setting a 
  trap for those who were foolish enough to attempt to 
  breach the city’s defenses. The wall was fortified but the 
  gap was left in the wall. Scaffolding and construction 
  equipment were also left to make the hole in the wall 
  look inviting for those who were foolish enough to 
  attempt entry. 
   
  Molag uses a double wall design that is popular with 
  many castle designs. The inner wall rests about 15 feet 
  behind the outer wall. If any attackers manage to 
  penetrate the first wall, they will have very little room to 
  maneuver when attempting to breach the inner wall. In 
  addition, soldiers mounted on the inner wall will have 
  easy pickings at the foot soldiers below. 
   
  Inner Wall 
  Outer Wall 
   
   
  This section, however, is somewhat different. Piles of 
  debris and “partially” constructed walls offer only a single 
  path through the chaos. Guard patrols do keep watch on 
  this area from a safe distance on the walls above, but only 
  on the off chance that the creature lurking below might 
  find someone trespassing on its domain.  
   
  The perimeter defense of Molag appears to have been 
  damaged. The stonewall surrounding the monol hic 
  city has been breached. Much of the once missing 
  wall section appears to have been rebuilt. However a 
  small section looks to be under construction, still. A 
  large scaffold climbs the wall on either side of the 
  gap. Piles of debris, stone and rubble adorn the 
  grounds surrounding the area. Up above, on the walls, 
  guard patrols visit the area every minute or so to see 
  that all is well. 
  it
   
  The outer wall is not heavily guarded, but the inner wall 
  is heavily patrolled. Every minute (10 rounds) a group of 
  Battlement Sentries pass by the trapped area. If the 
  sentries detect the PCs, 3 more hobgoblin archers will 
  appear every 3 rounds thereafter. Additionally if the 
  Aerial Sentry has not been killed, it will appear in 10 
  rounds.  
   
  ALL APLs (EL 6) 
  Battlement Sentry: 
  � Hobgoblin Archers Ftr3 (3): hp 33, see appendix 1. 
   
  If anyone moves into the trapped area, a chaos beast that 
  hides in the debris just inside the gap moves to block the 
  only viable exit.  It then attacks the trapped PCs. The 
  debris piles require a Balance check (DC 20) for anyone 
  attempting to move over them. 
   
  APL 6 (EL 7) 
  � Chaos Beast: hp 44; see MM.  
   
  APL 8 (EL 8) 
  � Advanced Chaos Beast: hp 66; see appendix 1. 
   
  APL 10 (EL 9) 
  � Advanced Chaos Beast: hp 120; see appendix 1. 
   
  APL 12 (EL 11) 
  � Advanced Chaos Beast: hp 176; see appendix 1. 
   
  Tactics: The Chaos Beast will focus on a target and use it’s 
  Corporeal Instability ability until that target is affected and 
  then will move to the next nearest target. 
   
  Development: If the characters overcome the chaos 
  beast they may need to make a run for it. If the characters 
  have somehow managed to slay the beast quickly (in less 
  than seven rounds) and quietly (using no loud or flashy 
  spells, etc) enough so as not to be noticed, then they may 
  decide to take a look around. Otherwise, the guards will 
  notice them and raise an alarm. This space between the 
  walls eventually closes up when the walls meet the next 
  Operation: Molag 
   
  Page 10 
  
  parapet. The gap between the walls exists only to trap 
  attackers.  
   
  Encounter 5: Old Enemies  
  Hierarch Nezmajen of the Horned Society has attracted 
  several bandit followers in the wake of Iuz’s grand 
  takeover of his country. Nezmajen is making plans to 
  regain control of Molag and has sent one of his best spies 
  to gather information on Molag.  
   
  If the PCs are visible, the spy will notice them as 
  they approach Molag. The spy will watch the PCs for 
  several moments while remaining hidden to determine 
  their actions before closing to engage them in semi-
  friendly conversation. If invisible, the spy may still 
  approach them if he makes a successful Listen check.  
   
  If talks begin between the PCs and the spy and the 
  PCs cooperate or show no ill will, the spy will ask the 
  following questions: 
   
  1. 
  Who are you? 
  2. 
  Where are you from? 
  3. 
  What are you doing here? 
  4. 
  What have you learned so far? 
   
  If the PCs answer the questions stating that they are 
  gathering information on Molag for Furyondy and 
  succeed in a Diplomacy check (opposed checks), the spy 
  will be willing to share the following information:  
   
  � My name is Arinor, and like you I am gathering 
  information for my lord, the true leader of the 
  Horned Lands. Do not ask for my lord’s name, as I 
  shall not give it to you. 
  � Our goal is to reclaim the Horned Lands; however, 
  Iuz’s forces are still quite large and outnumber our 
  forces at least 20 to 1. Unfortunately our funds are 
  low and most mercenaries’ head towards Furyondy.  
  � To the north of Molag lies Iuz’s Hobgoblin forces, 
  and one of the larger Orc tribes. To the south lie 
  several smaller orc tribes. 
  � Molag itself is heavily fortified after several attacks 
  from adventuring companies and bandits. There are 
  little weaknesses in Molag’s defenses. However, I 
  have noticed a sewer entrance that is not well 
  guarded on the northwest side of the city and a 
  perimeter breach in a wall on the southwest side of 
  the city. 
   
  APL6 (EL 8) 
  � Arinor Male Human Rog5/Wiz3 hp 48; see appendix 
  1. 
   
  APL8 (EL 10) 
  � Arinor Male Human Rog5/Wiz5 hp 58; see appendix 
  1. 
   
  APL10 (EL 12) 
  � Arinor Male Human Rog5/Wiz7 hp 68; see appendix 
  1. 
   
  APL12 (EL 14) 
  � Arinor Male Human Rog5/Wiz9 hp 78; see appendix 
  1. 
   
  Tactics: If a battle occurs with Arinor, he will throw off a 
  flashy spell (Probably Hypnotic Pattern) to alert the city’s 
  various patrols (as outlined in encounter 3) and then cast 
  Invisibility or Teleport and flee. 
   
  Development: If the PCs offer a possible alliance or 
  aid from Furyondy in the War against Iuz (or Molag), 
  Arinor will offer to escort the PCs to his base of 
  operations to talk with his superior. The PCs must make 
  this offer, as Arinor will not. Note that PCs have not been 
  given the authority to do so (lawful PCs especially would 
  realize this), which may affect their actions.  
   
  Based on the vague information Arinor gives the PCs 
  about his lord, they probably won’t realize Arinor works 
  for the last Hierarch of the former Horned Society. If the 
  PC manages to come to a conclusion affiliating Arinor to 
  the Hierarch, then they should know that The Horned 
  Society was viewed as an evil group affiliated with evil 
  humanoids. Good PCs who make (or agree) with this 
  proposal at this point are not acting consistent with their 
  alignment. Paladins who agree with this should be given 
  a warning by the judge. If they continue to go along with 
  it, note it on their AR, as they will require an Atonement. 
   
  Encounter 5a: New Allies?  
  If an alliance is proposed, Arinor will take the PCs to see 
  his superior, Lothwyr. The trip takes about four hours on 
  foot. The bandit camp is temporary and the buildings are 
  built into some foliage to provide concealment.  
   
  Arinor leads your group through the thick foliage for 
  some time. Fighting your way through the foliage 
  seems to take hours, although that may just be your 
  mind playing tricks during this rough trip. Somehow, 
  Arinor appears not to be bothered by the thickness of 
  the woodlands. He doesn’t even look winded, 
  although you have been pressing hard the entire 
  time. The route he has taken seems to twist and turn 
  the entire time. You’re not entirely sure that you 
  haven’t seen this spot a few minutes ago. 
   
  Operation: Molag 
   
  Page 11 
  
   
  Arinor stops and turns to face the party. “Wait 
  here,” he says. And with that he turns to disappear 
  into the underbrush. 
   
  If the party attempts to follow Arinor, he will warn them 
  against their  folly  of following  him.  If the PCs 
  persist, he will attack. In this case, Arinor will flee via his 
  best mode of escape after losing half of his hit points. The 
  PCs will not be able to locate the bandit camp if Arinor 
  flees or dies. PCs who attempt to Track Arinor or manage 
  to follow him while hidden will be attacked as soon as 
  they are spotted in the camp. 
   
  Assuming that the party waits, read the following. 
    
  Looking around, your eyes adjust to the setting. 
  Slowly you start to make out shapes in the distance. 
  Large patches of underbrush gather and coalesce in 
  unusual spots. Looking closer you can tell that these 
  patches are actually buildings made to look like 
  natural formations. You believe that hiding an entire 
  camp from sight like this took some serious skill. 
   
  Minutes later, Arinor reappears with several 
  others. A rather short looking man wearing studded 
  leather armor dyed in greens and browns steps 
  forward and speaks to your group. “My scout tells me 
  you are enemies of Molag and look to form a possible 
  alliance. Well my enemy’s enemy is my ally. I am 
  Lothwyr. Let us discuss terms over a meal.” 
   
  Creatures: Lothwyr leads the group of bandits under the 
  commands of the Hierarch. He is a skilled diplomat and 
  an even better swordsman. During the meal he will share 
  some information with the PCs while listening to what 
  they have to offer in the form of an alliance between the 
  group and Furyondy.  
   
  All APLs 
  � Lothwyr, Male Human Rog9/Ftr 5 hp 110; see 
  appendix 1. 
  � Elite Bandit Guard (6), Male Human Rog5/Ftr5 hp 
  95 each; see appendix 1. 
   
  Lothwyr will share the following information with the 
  PCs, but he will at no time tell the PC whom he works 
  for: 
   
  � The majority of the men in this camp are refugees 
  from the Bandit Kingdoms, the Horned Society, 
  defectors from the humanoid armies of Iuz, or are 
  hired mercenaries from nearby nations. 
  � Our group is highly skilled and trained in the arts of 
  guerrilla warfare. Many of us are driven to regain 
  those lands lost to Old Wicked, even if at a steep 
  cost. 
  � Here is a history lesson many not know about 
  Molag: the Hierarchs that once ruled Molag have 
  been murdered. Now true fiends sit on the throne of 
  Molag, puppets controlled by Old Wicked.  
   
  Allow the speaker of the PCs to make a Diplomacy check 
  and consult the chart below. Lothwyr will leave the room 
  after hearing what the PCs have to say. If the PCs role-
  play this encounter well, the DM may award up to a +5 
  competence bonus to their Diplomacy skill check. PCs 
  who offer convincing information may receive up to a +5 
  circumstance bonus.  
   
  � DC 15 and below: The PCs have insulted Lothwyr 
  and are expelled from the bandit camp with threats 
  of death. The PCs have gained the enmity of 
  Lothwyr. 
  � DC 16 - 20: 
  The PCs have failed to secure an 
  alliance with the Lothwyr. 
   
  � DC 20+: The PCs have secured an alliance with the 
  Lothwyr. (Note that PCs who make any promises 
  they cannot personally complete will also gain the 
  Lothwyr’s enmity, as they will be seen as 
  oathbreakers. This includes any action by Furyondy, 
  her king, knights, military or any other organization 
  thereof). 
   
  Depending on the result of the Diplomacy check, the PCs 
  may be forced to leave, or asked to leave if they failed to 
  secure an alliance. If the PCs did secure an alliance, 
  Lothwyr will give them a sealed document to take back to 
  Furyondy.  
   
  Encounter Six:  
  Sewer Entrance 
  If the PCs find the entrance to the sewer system, they can 
  attempt to enter. Once they enter they will discover an 
  ooze creature living in the sewers. If they can defeat the 
  ooze then they can take a look into the city to discover 
  the excessive number of fiendish and half-fiendish 
  creatures inhabiting the city. This information is 
  important to the Furyondy military. 
   
  Oozing from a sewer entrance in the wall of Molag a 
  small stream of sewage flows northwest toward the Veng 
  River. The sewer entrance is rusty and shows no signs of 
  recent use. The sewer entrance is locked and rusted in 
  place. PCs may spot this sewer entrance if they pass near 
  the entrance and succeed a spot check (DC 10 +1 per 10 
  feet from the grate).  
  Operation: Molag 
   
  Page 12 
  
   
  � Iron Gate: hardness 10; hp 40; Open Locks DC 25; 
  Break DC 28. 
   
  A moderate underground stream lies beneath Molag. 
  Molag has tapped in the stream, creating a sewer system 
  to carry away waste. The sewer stream joins up with an 
  above ground stream that flows to the Veng River. The 
  sewer passage travels southeast towards the heart of 
  Molag. The sewer passage is 10 feet wide by 15 feet high 
  and extends one-half a mile beneath the city proper 
  ending in a circular room (30 feet radius) with a rusted 
  steel ladder located in the center of the room that extends 
  into the city.   
   
  This circular chamber is home to the sewer guardian, 
  an Ooze Paraelemental. The Ooze paraelemental will look 
  like a large mud slick when first encountered and will 
  use this fact to gain surprise on the PCs.  
   
  APL 6 (EL 5) 
  � Ooze Paraelemental, Large: Large elemental (earth, 
  water); hp 68; see appendix’s 1 and 3.  
   
  APL 8 (EL 7) 
  � Ooze Paraelemental, Huge: Huge elemental (earth, 
  water); hp 152; see appendix’s 1 and 3. 
   
  APL10 (EL 9) 
  � Ooze Paraelemental, Greater: Huge elemental (earth, 
  water); hp 199; see appendix’s 1 and 3. 
   
  APL 12 (EL 11) 
  � Ooze Paraelemental, Elder: Huge elemental (earth, 
  water); hp 228; see appendix’s 1 and 3. 
   
  At the top of the ladder is a sewer opening in the city 
  proper.  
   
  Encounter Seven: Molag  
  PCs that manage to enter Molag or scry upon Molag will 
  see a gruesome site. The streets of Molag are filled with 
  all sorts of demonic creatures. Bodies of goblinoids lie 
  strewn about the streets. Some of the bodies are being 
  used as food for the multitudes of fiends that walk the 
  streets. Impress upon the characters the futility of 
  attempting to enter the city. They would easily be 
  overwhelmed by the number of fiends and half-fiends 
  that they see.  
   
  Several of the fiends in the city have the abilities to 
  sense the PC if they enter the city. A Maralith whom has 
  been scrying the area with her see invisible spell-like 
  ability happens across the PCs. If the PCs do not flee 
  immediately, she will kill all but one PC whom she’ll 
  capture to interrogate, torture, and eventually kill. The 
  open conflict is also likely to draw the attention of other 
  fiends who will join her in the attack. In three rounds, 
  another Maralith will join the combat if the PCs have not 
  fled and another three rounds after that. 
   
  � Maralith: hp 85; see MM. 
   
  Encounter Eight: Return Trip  
  The actions of the characters thus far have alerted Molag 
  to some sort of disturbance. Marynnek has, therefore, 
  dispatched some servants to deal with whatever threat 
  may exist. The half-fiendish troll and goblin mage 
  subsequently tracked the PCs from the city and  will 
  attempt to surprise them before they re-cross the Veng 
  River.  
   
  APL6 (EL 9) 
  � Half-Fiend Troll: hp 73, see appendix 1. 
  � Tordex the Mighty Wiz 7: hp 39; see appendix 1.  
   
  APL8 (EL 11) 
  � Half-Fiend Troll Rgr2: hp 101; see appendix 1. 
  � Tordex the Mighty Wiz 9: hp 49; see appendix 1.  
   
  APL10 (EL 13) 
  � Half-Fiend Troll Rgr4: hp 127; see appendix 1. 
  � Tordex the Mighty Wiz 11: hp 59; see appendix 1.  
   
  APL 12 (EL 15) 
  � Half-Fiend Troll Rgr6: hp 153; see appendix 1. 
  � Tordex the Mighty Wiz 13: hp 69; see appendix 1.  
   
  Tactics: This troll has a one-track mind and will attack 
  one PC until that PC dies and then moves on to another. 
  He will attempt to attack from the air, if possible, picking 
  out the easiest looking targets first. He will use the 
  additional powers granted to all half-fiends to his best 
  advantage. The Mage will stay out of melee combat and 
  cast enhancements on the troll while invisible and then 
  fling spells at weakened PCs. 
   
  Conclusion 
  If the PCs return to Fort Belvor, read the following: 
   
  Approaching Fort Belvor, you can hear the sounds of 
  troops drilling around the grounds. The guards at the 
  gate recognize your group and appear excited to see 
  you return. Exchanging formalities, you are allowed 
  Operation: Molag 
   
  Page 13 
  
  to enter the fort and are escorted into a debriefing 
  room; similar to the one where you started your 
  mission.  
   
  f
  t
   
   
  General Saxon is seated behind a table at the head 
  of the room. In a corner of the room stands the 
  familiar sight o  Aldan and Miisha. General Saxon 
  stands and gestures for you to be seated. When the 
  door to the room is closed, Saxon speaks to you. 
  “Friends, it is good to see you return. What have you 
  learned?” 
   
  The PCs are expected to tell the general anything of 
  importance that they have learned about. Aldan and 
  Miisha are here to make sure that the PCs tell the truth 
  and that they tell everything they know. Just like in 
  Encounter 1, Aldan has cast a Zone of Truth and Detect 
  Thoughts. Their loyalties are to Furyondy and General 
  Saxon. 
   
  If the PCs attempt to lie or to keep any important 
  information to themselves, check to see if Aldan or 
  Miisha discover this. Aldan may know due to the spells 
  he has cast, and Miisha can make a Sense Motive check 
  (+18). If Aldan discovers any duplicity, he will 
  immediately inform General Saxon. They offending 
  character will be given one chance to “come clean.” 
  Otherwise he will be tried for treason. If he is found 
  guilty, the penalty is death. If Miisha senses duplicity, the 
  General will be less severe, since he knows that Miisha 
  cannot do more than use his intuition to sense motive. 
  Saxon will, however refuse payment if all the details are 
  not revealed to his liking. He is an honest man and will 
  deliver what he promised if his conditions are met. 
   
  Allow the characters to discuss what they tell 
  General Saxon. There are several key factors in gaining 
  the Story Award experience for this. They must 
  truthfully tell the general about the following if they 
  played through the encounter: 
   
  � The existence of the bandits. 
  � Describe the Sewer Entrance 
  � Describe the excessive number of fiends/half-fiends. 
  � Describe the broken wall segment that is a trap.  
   
   
  If the PCs omit any of their findings all of the PCs 
  will receive the Animosity of the Furyondy Military. Any 
  PC caught lying (or any PC who remains silent and does 
  not correct another’s lie) will receive the Animosity of 
  the Furyondy Military.  
    
  After the PCs debriefing (If they have successfully 
  completed their mission) they are congratulated on a job 
  well done and paid. In addition, they are reminded that 
  their vows of secrecy still hold true and that they are not 
  to tell anyone of their mission. 
   
  After your debriefing you are thanked for your efforts 
  and paid as promised. Captain Cobien wai s outside 
  the door to your debriefing room. As you exit, he 
  greets you saying, “Well met, adventurers. Furyondy 
  is in your debt. Now that your mission is completed, I 
  am here to escort you from the grounds. Thank you 
  for your services.” With that you are escorted west, 
  across the courtyard, to the gates of Fort Belvor. The 
  sun hangs low in the sky, shining in your eyes as you 
  go. Leaving Fort Belvor behind you, you can hear the 
  sound of the gates closing behind you. 
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 2: The River Veng 
  Defeating the Border Patrol or River Sentry  
  APL6 180; APL8 240; APL10 300; APL12 360 
   
  Encounter 3: The Walls of Molag 
  Defeating the Ground Patrol or Aerial Sentry 
  APL6 180; APL8 240; APL10 300; APL12 360 
   
  Encounter 4: Perimeter Defense 
  Defeating the Choas Beast 
  APL6 210; APL8 240; APL10 270; APL12 330 
   
  Encounter 5: Old Enemies 
  Defeating the Bandit Spy  
  APL6 240; APL8 300; APL10 360; APL12 420 
   
  Encounter 6: The Sewers 
  Defeating the Ooze Paraelemental  
  APL6 150; APL8 210; APL10 270; APL12 330 
   
  Encounter 8: Return Trip 
  Defeating the Spies  
  APL6 270; APL8 330; APL10 390; APL12 450 
   
  Story Award 
  Bypassing all of Molag’s sentries 
  APL6 30 xp; APL8 38 xp; APL10 45 xp; 
  APL12 53 xp 
  Gathering Information on Molag from the Bandits 
  APL6 30 xp; APL8 38 xp; APL10 45 xp; 
  APL12 53 xp 
  Giving all learned information to the General 
  Operation: Molag 
   
  Page 14 
  
  APL6 30 xp; APL8 38 xp; APL10 45 xp; 
  APL12 53 xp 
   
  Discretionary roleplaying award 
  APL6 90 xp; APL8 111 xp; APL10 135 xp; 
  APL12 156 xp 
   
  Total possible experience:  
   
  APL6 900; APL8 1250; APL10 1350; APL12 1575  
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold. If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot. If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate. Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  L: Looted gear from enemy 
  C: Coin, Gems, Jewelry, and other valuables 
  M: Magic Items (sell value)  
   
  Encounter 2:  
  APL 6: L: 113; C:0; M: 0. 
  APL 8: L: 196; C:0; M: 0. 
  APL 10: L: 231; C:0; M: 290.  
  APL 12: L: 688; C:0; M: 565. 
   
  Encounter 3:  
  APL 6: L: 113; C:0; M: 0. 
  APL 8: L: 196; C:0; M: 0. 
  APL 10: L: 231; C:0; M: 290. 
  APL 12: L: 688; C:0; M: 565. 
   
  Encounter 5:  
  APL 6: L: 110; C:0; M: 359. 
  APL 8: L: 18; C:0; M: 534. 
  APL 10: L: 0; C:0; M: 969.  
  APL 12: L: 0; C:0; M: 1635. 
   
  Encounter 8:  
  APL 6: L: 25; C:0; M: 333. 
  APL 8: L: 0; C:0; M: 858. 
  APL 10: L: 0; C:0; M: 1192.  
  APL 12: L: 0; C:0; M: 2025. 
   
  Conclusion:  
  APL 6: L: 0; C: 100; M: 0. 
  APL 8: L: 0; C: 100; M: 0. 
  APL 10: L: 0; C: 100; M: 0.  
  APL 12: L: 0; C: 100; M: 0. 
   
  Total Possible Treasure 
  APL 6: L: 361 gp; C: 100 gp; M: 692 gp - Total: 1153 
  gp 
  APL 8: L: 410 gp; C: 100 gp; M: 1392 gp - Total: 1902 
  gp 
  APL 10: L: 462 gp; C: 100 gp; M: 2741 gp - Total: 3303 
  gp 
  APL 12: L: 1376 gp; C: 100 gp; M: 4790 gp - Total: 
  6266 gp 
  (Note that it is not expected that PCs will complete and 
  obtain treasure in all of the above encounters. Therefore, 
  the maximum listed above exceeds the total possible. If 
  for some reason the PCs manage to obtain more gold 
  Operation: Molag 
   
  Page 15 
  
  than listed below, the total obtained can still not exceed 
  the total listed below and on the Adventure Record.)  
   
  Special 
  Furyondy Military Influence Point: For successfully 
  completing a secret scouting mission for the Furyondy 
  Military the character has been granted one Influence 
  Point (IP) with the Furyondy Military. This point is 
  consumed when used (cross off used influence on this 
  adventure certificate), and does not function outside of 
  the Kingdom of Furyondy.  
   
  Animosity of the Furyondy Military: Based on the PC 
  actions, the PC has gained the Animosity of the 
  Furyondy Military. The PC has become infamous among 
  the military, militia, and knighthoods in Furyondy. The 
  PC is banned from joining the following meta-
  organizations within Furyondy (military, militia, mage 
  council, 
  green 
  jerkins, 
  war 
  college, 
  and 
  any 
  knighthoods).  
   
  Enmity of the Hierarch: Based on the PC actions, the 
  PC has gained the Enmity of the Horned Society. 
  Anytime the character comes into contact with an agent 
  of Hierarch Nezmajen or a cleric of Nerull, there is a 25% 
  chance that the PC will be recognized. If recognized the 
  agent of the Hierarch or cleric of Nerull will treat this 
  character with hostility. 
   
  Operation: Molag 
   
  Page 16 
  
  Appendix One: 
  NPC and Monster Statistics 
  Encounter 1: Fort Belvor 
  � Military Guards (20): Male human; Ftr3: CR 3; 
  Medium-sized humanoid; HD 3d10+6; hp 28 each; Init 
  +1; Spd 20ft.; AC 19 (touch 12, flat-footed 17) [+5 
  armor, +2 dex. +2 shield]; Atks +6 melee (1d8+2/19-20, 
  longsword); AL LG; Fort +5, Ref +3, Will +2; Str 15, Dex 
  14, Con 14, Int 13, Wis 12, Cha 11. 
   
  Skills and Feats: Listen +4, Profession (soldier) +6, 
  Ride +4, Spot +4; Expertise, Improved Disarm, Power 
  Attack, Weapon Focus (longsword). 
   
  Possessions: 
  chainmail, 
  large 
  steel 
  shield, 
  longsword.  
   
  Encounter 2: The Veng River and 
  Encounter 3: Walls of Molag 
  APL 6 (EL 6) 
  � Hobgoblin Sergeant: Male hobgoblin Ftr3; CR 3; 
  Medium-sized humanoid; HD 3d10+3; hp 25; Init +1; 
  Spd 20ft.; AC 18 (touch 11, flat-footed 17) [+1 dex, +5 
  armor, +2 shield]; Atks +6 melee (1d8+2/19-20, 
  longsword) or +4 ranged (1d8/x3, longbow); SQ 
  Darkvision 60ft.; AL LE; Fort +4, Ref +2, Will +1; Str 15, 
  Dex 13, Con 13, Int 12, Wis 10, Cha 10. 
   
  Skills and Feats: Listen +3, Profession (soldier) +6, 
  Ride +2, Spot +2; Alertness, Dirty Fighting, Power 
  Attack, Weapon Focus (longsword). 
   
  Possessions: 
  chainmail, 
  large 
  steel 
  shield, 
  longsword, longbow, 20 arrows, alarm bell.  
   
  � Hobgoblin Soldiers (5): Male hobgoblins Ftr1; CR 
  1; Medium-sized humanoid; HD 1d10+1; hp 11; Init +1; 
  Spd 30ft.; AC 16 (touch 11, flat-footed 15) [+4 armor, +1 
  shield, +1 dex]; Atks +3 melee (1d8+1/19-20, 
  longsword) or +2 ranged (1d8/x3, longbow); SQ 
  Darkvision 60ft.; AL LE; Fort +3, Ref +1, Will +0; Str 13, 
  Dex 13, Con 13, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Listen +3, Move Silently +0, 
  Profession (soldier) +2, Spot +3; Alertness, Weapon 
  Focus (longsword). 
   
  Possessions: chain shirt, small steel shield, 
  longsword, longbow, 20 arrows.  
   
  � Hobgoblin Scout: Male hobgoblin Rog1; CR 1; 
  Medium-sized humanoid; HD 1d6+1; hp 7; Init +2; Spd 
  30ft.; AC 14 (touch 12, flat-footed 12)[+2 armor, +2 
  dex]; Atks +0 melee (1d6/19-20, short sword) or +2 
  ranged (1d6/x3, short bow); SA Sneak attack 1d6; SQ 
  Darkvision 60ft.; AL LE; Fort +1, Ref +4, Will +1; Str 11, 
  Dex 15, Con 13, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Escape Artist +4, Hide +6, Intuit 
  Direction +2, Listen +7, Move Silently +6, Profession 
  (soldier) +3, Search +4, Sense Motive +4, Spot +7, 
  Tumble +6; Alertness. 
   
  Possessions: leather armor, short sword, short 
  bow, 20 arrows. 
   
  APL 8 (EL 8) 
  � Hobgoblin Sergeant: Male Hobgoblin Ftr5: CR 5; 
  Medium-sized humanoid; HD 5d10+10; hp 40; Init +1; 
  Spd 20ft.; AC 18 (touch 11, flat-footed 16)[+5 armor, +2 
  shield, +2 dex]; Atks +9 melee (1d8+4/19-20, 
  longsword) or +6 ranged (1d8/x3, longbow); SQ 
  Darkvision 60ft.; AL LE; Fort +6, Ref +2, Will +1; Str 15, 
  Dex 13, Con 14, Int 12, Wis 10, Cha 10. 
   
  Skills and Feats: Listen +5, Profession (soldier) +7, 
  Ride +4, Spot +6; Alertness, Dirty Fighting, Power 
  Attack, 
  Weapon 
  Focus 
  (longsword), 
  Weapon 
  Specialization (longsword). 
   
  Possessions: 
  chainmail, 
  large 
  steel 
  shield, 
  masterwork longsword, longbow, 20 arrows, alarm bell.  
  � Hobgoblin Soldiers (7): Male hobgoblin Ftr1; CR 
  1; Medium-sized humanoid (goblinoid); HD 1d10+1; 
  hp 11; Init +1; Spd 30ft.; AC 16 (touch 11, flat-footed 
  15) [+4 armor, +1 shield, +1 dex]; Atks +3 melee 
  (1d8+1/19-20, longsword) or +2 ranged (1d8/x3, 
  longbow); SQ Darkvision 60ft.; AL LE; Fort +3, Ref +1, 
  Will +0; Str 13, Dex 13, Con 13, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Listen +3, Move Silently +0, 
  Profession (soldier) +2, Spot +3; Alertness, Weapon 
  Focus (longsword). 
   
  Possessions: chain shirt, small steel shield, 
  longsword, longbow, 20 arrows.  
   
  � Hobgoblin Scout: Male hobgoblin Rog2; CR 2; 
  Medium-sized humanoid; HD 2d6+2; hp 11; Init +2; 
  Spd 30ft.; AC 14 (touch 12, flat-footed 12) [+2 armor, +2 
  dex]; Atks +1 melee (1d6/19-20, short sword) or +3 
  ranged (1d6/x3, short bow); SA Sneak attack 1d6; SQ 
  Darkvision 60ft., evasion; AL LE; Fort +1, Ref +5, Will 
  +1; Str 11, Dex 15, Con 13, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Escape Artist +4, Hide +6, Intuit 
  Direction +3, Listen +8, Move Silently +7, Profession 
  (soldier) +5, Search +4, Sense Motive +5, Spot +8, 
  Tumble +7; Alertness. 
   
  Possessions: masterwork leather armor, short 
  sword, short bow, 20 arrows. 
  Operation: Molag 
   
  Page 17 
  
   
  APL10 (EL 10) 
  � Hobgoblin Sergeant: Male hobgoblin Ftr7; CR 7; 
  Medium-sized humanoid; HD 7d10+14; hp 54; Init +1; 
  Spd 20ft.; AC 18 (touch 11, flat-footed 16)[+5 armor, +2 
  shield, +1 dex]; Atks +11/+6 melee (1d8+5/19-20, 
  longsword) or +8/+3 ranged (1d8/x3, longbow); SQ 
  Darkvision 60ft.; AL LE; Fort +7, Ref +3, Will +2; Str 15, 
  Dex 13, Con 14, Int 12, Wis 10, Cha 10. 
   
  Skills and Feats: Listen +5, Profession (soldier) +9, 
  Ride +4, Spot +6; Alertness, Combat Reflexes, Dirty 
  Fighting, Hold the Line, Power Attack, Weapon Focus 
  (longsword), Weapon Specialization (longsword). 
   
  Possessions: 
  chainmail, 
  large 
  steel 
  shield, 
  longsword +1, longbow, 20 arrows, alarm bell.  
   
  � Hobgoblin Soldiers (10): Male hobgoblin Ftr2; CR 
  2; Medium-sized humanoid; HD 2d10+2; hp 17; Init +1; 
  Spd 30ft.; AC 16 (touch 11, flat-footed 15)[+4 shirt, +2 
  shield, +1 dex]; Atks +4 melee (1d8+1/19-20, 
  longsword) or +3 ranged (1d8/x3, longbow); SQ 
  Darkvision 60ft.; AL LE; Fort +4, Ref +1 Will +0; Str 13, 
  Dex 13, Con 13, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Listen +3, Move Silently +1, 
  Profession (soldier) +2, Spot +3; Alertness, Power 
  Attack, Weapon Focus (longsword). 
   
  Possessions: chain shirt, small steel shield, 
  longsword, composite short bow, 20 arrows.  
   
  � Hobgoblin Scout: Male hobgoblin Rog4; CR 4; 
  Medium-sized humanoid; HD 4d6+4; hp 19; Init +3; 
  Spd 30ft.; AC 16 (touch 13, flat-footed 16)[+3 armor, +3 
  dex]; Atks +6 melee (1d6/19-20, short sword) or +6 
  ranged (1d6/x3, short bow); SA Sneak attack +2d6; SQ 
  Darkvision 60ft., evasion, uncanny dodge; AL LE; Fort 
  +2, Ref +7, Will +2; 
   Str 11, Dex 16, Con 13, Int 
  10, Wis 12, Cha 10. 
   
  Skills and Feats: Escape Artist +7, Hide +9, Intuit 
  Direction +3, Listen +10, Move Silently +9, Profession 
  (soldier) +5, Search +4, Sense Motive +7, Spot +10, 
  Tumble +9; Alertness, Weapon Finesse (short sword). 
   
  Possessions: leather armor +1, short sword, short 
  bow, 20 arrows. 
   
  APL12 (EL 12) 
  � Hobgoblin Sergeant: Male hobgoblin Ftr9; CR 9; 
  Medium-sized humanoid; HD 9d10+18; hp 68; Init +2; 
  Spd 20ft.; AC 19 (touch 11, flat-footed 18)[+5 armor, +2 
  sheild, +1 dex]; Atks +14/+8 melee (1d8+6/17-20, 
  longsword) or +10/+5 ranged (1d8/x3, longbow); SQ 
  Darkvision 60ft.; AL LE; Fort +6, Ref +3 Will +3; Str 16, 
  Dex 13, Con 14, Int 12, Wis 10, Cha 10. 
   
  Skills and Feats: Hide -6, Listen +6, Move Silently -
  4, Profession (soldier) +9, Ride +5, Spot +8; Alertness, 
  Combat Reflexes, Dirty Fighting, Hold the Line, 
  Improved Critical (longsword), Power Attack, Power 
  Lunge, 
  Weapon 
  Focus 
  (longsword), 
  Weapon 
  Specialization (longsword). 
   
  Possessions: chainmail +1, large steel shield, 
  longsword +1, longbow, 20 arrows, alarm bell.  
   
  � Hobgoblin Elite Soldiers (10): Male hobgoblin 
  Ftr4; CR 4; Medium-sized humanoid; HD 4d10+4; hp 
  29; Init +1; Spd 30ft.; AC 16 (touch 11, flat-footed 
  15)[+4 armor, +1 shield, +1 dex]; Atks +8 melee 
  (1d8+4/19-20, longsword) or +5 ranged (1d6/x3, 
  composite short bow); SQ Darkvision 60ft.; AL LE; Fort 
  +5, Ref +2 Will +1; Str 14, Dex 13, Con 13, Int 10, Wis 
  10, Cha 10. 
   
  Skills and Feats: Listen +3, Move Silently +3, 
  Profession (soldier) +2, Spot +3; Alertness, Combat 
  Reflexes, Power Attack, Weapon Focus (longsword), 
  Weapon Specialization (longsword). 
   
  Possessions: masterwork chain shirt, small steel 
  shield, masterwork longsword, longbow, 20 arrows.  
   
  � Hobgoblin Scout: Male hobgoblin Rog6; CR 6; 
  Medium-sized humanoid; HD 6d6+6; hp 27; Init +3; 
  Spd 30ft.; AC 16 (touch 13, flat-footed 16); Atks +8 
  melee (1d6+1/19-20, short sword) or +7 ranged 
  (1d6/x3, short bow); SA Sneak attack +3d6; SQ 
  Darkvision 60ft., evasion, uncanny dodge; AL LE; Fort 
  +3, Ref +8, Will +3; Str 11, Dex 16, Con 13, Int 10, Wis 
  12, Cha 10. 
   
  Skills and Feats: Escape Artist +9, Hide +11, Intuit 
  Direction +4, Listen +12, Move Silently +11, Profession 
  (soldier) +6, Search +6, Sense Motive +7, Spot +12, 
  Tumble +11; Alertness, Combat Reflexes, Weapon 
  Finesse (short sword). 
   
  Possessions: leather armor +1, short sword +1, 
  short bow, 20 arrows. 
   
  River Sentry: 
  APL 6 (EL 6) 
  � Half-Fiend Sealion: CR 6; Large Outsider; HD 
  6d10+24; hp 57; Init +3; Spd swim 40ft.; AC 21 (touch 
  12, flat-footed 18)[+9 natural, +3 dex, -1 size]; Atks +9 
  melee (1d6+6, 2 claws) and +4 melee (1d8+3, bite); 
  Face/Reach 5ft. by 10ft./5ft.; SA Rend 2d6+6, darkness 
  (3/day), desecrate, unholy blight; SQ Scent, poison 
  immunity, acid, cold, electricity, and fire resistance 20; 
  AL CE; Fort +9, Ref +8 Will +3; Str 23, Dex 16, Con 19, 
  Int 8, Wis 13, Cha 12. 
   
  Skills and Feats: Hide +10, Intimidate +5, Listen 
  +10, Spot +10; Power Attack. 
   
  Operation: Molag 
   
  Page 18 
  
  APL 8 (EL 8) 
  � Half-Fiend Sealion: Bbn2; CR 8; Large Outsider; 
  HD 6d10+2d12+32; hp 77; Init +3; Spd swim 50ft.; AC 
  21 (touch 11, flat-footed 21)[+9 natural, +3 dex, -1 size]; 
  Atks +11 melee (1d6+6, 2 claws) and +5 melee (1d8+3, 
  bite); Face/Reach 5ft. by 10ft./5ft.; SA Rend 2d6+6, 
  barbarian rage, darkness (3/day), desecrate, poison 
  (3/day), unholy blight; SQ Scent, uncanny dodge, 
  poison immunity, acid, cold, electricity, and fire 
  resistance 20; AL CE; Fort +11, Ref +8 Will +3; Str 23, 
  Dex 17, Con 19, Int 8, Wis 13, Cha 12. 
   
  Skills and Feats: Hide +10, Intimidate +9, Listen 
  +10, Spot +11; Intimidating Rage, Power Attack. 
   
  APL 10 (EL 10) 
  � Half-Fiend Sealion: Bbn4; CR 10; Large Outsider; 
  HD 6d10+4d12+40; hp 97; Init +3; Spd swim 50ft.; AC 
  22 (touch 12, flat-footed 21)[+9 natural, +4 dex, -1 size]; 
  Atks +13 melee (1d6+6, 2 claws) and +6 melee (1d8+3, 
  bite); Face/Reach 5ft. by 10ft./5ft.; SA Rend 2d6+6, 
  barbarian rage (2/day), contagion, darkness (3/day), 
  desecrate, poison (3/day), unholy blight; SQ Scent, 
  uncanny 
  dodge, 
  poison 
  immunity, 
  acid, 
  cold, 
  electricity, and fire resistance 20; AL CE; Fort +12, Ref 
  +10 Will +4; Str 23, Dex 18, Con 19, Int 8, Wis 13, Cha 
  12. 
   
  Skills and Feats: Hide +12, Intimidate +12, Listen 
  +11, Spot +11; Combat Reflexes, Intimidating Rage, 
  Power Attack. 
   
  APL 12 (EL 12) 
  � Half-Fiend Sealion: Bbn6; CR 12; Large Outsider; 
  HD 6d10+6d12+48; hp 117; Init +3; Spd swim 50ft.; AC 
  22 (touch 11, flat-footed 22)[+9 natural, +4 dex, -1 size]; 
  Atks +15 melee (1d6+6, 2 claws) and +7 melee (1d8+3, 
  bite); Face/Reach 5ft. by 10ft./5ft.; SA Rend 2d6+6, 
  barbarian rage (2/day), blasphemy, contagion, darkness 
  (3/day), desecrate, poison (3/day), unholy blight; SQ 
  Scent, uncanny dodge, poison immunity, acid, cold, 
  electricity, and fire resistance 20; AL CE; Fort +13, Ref 
  +11 Will +5;  
  Str 23, Dex 18, Con 19, Int 8, Wis 13, 
  Cha 12. 
   
  Skills and Feats: Hide +13, Intimidate +15, Listen 
  +12, Spot +12; Cleave, Combat Reflexes, Intimidating 
  Rage, Power Attack. 
   
  Battlement Sentries  
  All APL’s (EL 6) 
  � Hobgoblin Archers (3): male hobgoblin Ftr3; CR 3; 
  Medium-sized humanoid; HD 3d10+3; hp 33; Init +1; 
  Spd 30ft.; AC 17 (touch 13, flat-footed 14)[+4 armor, +3 
  dex]; Atks +3 melee (1d8+2/19-20, longsword) or +6 
  ranged (1d8/x3, longbow); SQ Darkvision 60ft.; AL LE; 
  Fort +3, Ref +1 Will +0; Str 11, Dex 16, Con 13, Int 10, 
  Wis 10, Cha 10. 
   
  Skills and Feats: Hide +1, Listen +2, Move Silently 
  +1, Profession (soldier) +2, Spot +3; Alertness, Far Shot, 
  Point Blank Shot, Precise Shot. 
   
  Possessions: chain shirt, longsword, longbow, 40 
  arrows, alarm bell.  
   
  Aerial Sentry 
   APL 8 (EL 8) 
  � Half-Fiend Wyvern: CR 8; Huge Outsider; HD 
  7d12+21; hp 66; Init +3; Spd 20ft., fly 60ft. (poor); AC 
  20 (touch 13, flat-footed 17)[-2 size, +3 dex, +9 natural]; 
  Atks +11 melee (1d6+6 and poison, sting), +5 melee 
  (2d8+3, bite), and +5 melee (1d8+3, 2 wings) or +11 
  melee (2d8+6, 2 claws); Face/Reach 10ft. by 20ft./10ft.; 
  SA: Poison, improved grab, snatch, darkness (3/day), 
  desecrate, poison (3/day), unholy blight; SQ Scent, See 
  Invisible (extended, by 12
  th level caster); AL NE; Fort 
  +8, Ref +8 Will +6; Str 23, Dex 16, Con 17, Int 10, Wis 
  12, Cha 11. 
   
  Skills and Feats: Intimidate +5, Intuit Direction 
  +2, Listen +13, Move Silently +13, Sense Motive +5, 
  Spot +13; Alertness, Flyby Attack. 
   
  APL 10 (EL 10) 
  � Half-Fiend Wyvern: Ftr2; CR 10; Huge Outsider; 
  HD 7d12+2d10+27; hp 82; Init +3; Spd 20ft., fly 60ft. 
  (poor); AC 20 (touch 13, flat-footed 17)[-2 size, +3 dex, 
  +9 natural]; Atks +13 melee (1d6+6 and poison, sting), 
  +6 melee (2d8+3, bite) and +6 melee (1d8+3, 2 wings) or 
  +14 melee (2d8+6/19-20, 2 claws); Face/Reach 10ft. by 
  20ft./10ft.; SA: Poison, improved grab, snatch, 
  contagion, darkness (3/day), desecrate, poison (3/day), 
  unholy blight; SQ Scent, See Invisible (extended, by 
  12
  th level caster); AL NE; Fort +11, Ref +8 Will +6; Str 
  23, Dex 16, Con 17, Int 10, Wis 12, Cha 11. 
   
  Skills and Feats: Intimidate +6, Intuit Direction 
  +6, Listen +15, Move Silently +13, Sense Motive +6, 
  Spot +15; Alertness, Flyby Attack, Improved Critical 
  (claw), Weapon Focus (claw). 
   
   
  APL 12 (EL 12) 
  � Half-Fiend Wyvern Ftr4: CR 12; Huge Outsider; 
  HD 7d12+4d10+44; hp 103; Init +3; Spd 20ft., fly 60ft. 
  (poor); AC 20 (touch 13, flat-footed 17)[-2 size, +3 dex, 
  +9 natural]; Atks +15 melee (1d6+6 and poison, sting), 
  +7 melee (2d8+3, bite) and +7 melee (1d8+3, 2 wings) or 
  +16 melee (2d8+8/19-20, 2 claws); Face/Reach 10ft. by 
  20ft./10ft.; SA: Poison, improved grab, snatch, 
  blasphemy, contagion, darkness (3/day), desecrate, 
  poison (3/day), unholy blight; SQ Scent, See Invisible 
  Operation: Molag 
   
  Page 19 
  
  (extended, by 12
  th level caster); AL NE; Fort +13, Ref +9 
  Will +7; Str 23, Dex 16, Con 18, Int 10, Wis 12, Cha 11. 
   
  Skills and Feats: Intimidate +7, Intuit Direction 
  +7, Listen +17, Move Silently +15, Search +2, Sense 
  Motive +7, Spot +17; Alertness, Flyby Attack, Improved 
  Critical (claw), Power Attack, Weapon Focus (claw), 
  Weapon Specialization (claw). 
   
  Encounter 4: Perimeter Defense 
  APL 8 (EL 8) 
  � Advanced Chaos Beast: CR 8; Medium outsider 
  (chaotic); HD 12d8+12; hp 66; Init +5; Spd 20ft.; AC 16 
  (touch 11, flat-footed 15)[+1 dex, +5 natural]; Atks +14 
  melee (1d3+2 and corporeal instability, 2 claws); 
  Face/Reach 5ft. by 5ft to 10ft. by 10ft./5ft.; SA 
  Corporeal instability; SQ Darkvision 60’, immune to 
  transformation, immune to critical hits; SR 15; AL CN; 
  Fort +9, Ref +9, Will +8; Str 14, Dex 13, Con 13, Int 10, 
  Wis 10, Cha 10. 
   
  Skills and Feats: Climb +16, Escape Artist +15, 
  Hide +18, Jump +14, Listen +13, Spot +13, Tumble +14; 
  Combat 
  Reflexes, 
  Dodge, 
  Improved 
  Initiative, 
  Mobility. 
   
  APL 10 (EL 9) 
  � Advanced Chaos Beast: CR 9; Large outsider 
  (chaotic); HD 16d8+48; hp 120; Init +4; Spd 20ft.; AC 
  16 (touch 9, flat-footed 16)[-1 size, +7 natural]; Atks +22 
  melee (1d4+6 and corporeal instability, 2 claws); 
  Face/Reach 5ft. by 5ft to 10ft. by 10ft./5ft.; SA 
  Corporeal instability; SQ immune to transformation, 
  immune to critical hits; SR 15; AL CN; Fort +13, Ref 
  +10, Will +10; Str 22, Dex 11, Con 17, Int 10, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Climb +23, Escape Artist +18, 
  Hide +21, Jump +21, Listen +17, Spot +18, Tumble +21; 
  Dodge, 
  Combat 
  Reflexes, 
  Improved 
  Initiative, 
  Mobility, Spring Attack. 
   
  APL 12 (EL 11) 
  � Advanced Chaos Beast: CR 11; Large outsider 
  (chaotic); HD 24d8+72; hp 176; Init +4; Spd 20ft.; AC 
  16 (touch 9, flat-footed 16)[-1 size, +7 natural]; Atks +30 
  melee (1d4+6 and corporeal instability, 2 claws); 
  Face/Reach 5ft. by 5ft to 10ft. by 10ft./5ft.; SA 
  Corporeal instability; SQ immune to transformation, 
  immune to critical hits; SR 15; AL CN; Fort +17, Ref 
  +14, Will +14; Str 22, Dex 11, Con 17, Int 10, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Climb +31, Escape Artist +30, 
  Hide +30, Jump +29, Listen +27, Spot +28, Tumble +30; 
  Cleave, Combat Reflexes, Dodge, Improved Initiative, 
  Mobility, Power Attack, Spring Attack. 
   
  Encounter 5: Old Enemies 
  APL6 (EL 8) 
  � Arinor, Male Human Rog5/Wiz3; CR 8; Medium-
  sized human; HD 5d6+3d4+24; hp 48; Init +8; Spd 30ft.; 
  AC 18 (touch 14, flat-footed 18)[+4 armor, +4 dex]; Atks 
  +9 melee (1d6+3/19-20, short sword +1) or +8 ranged 
  (1d6+3/x3, mighty (+2 Str) short bow); SA Sneak attack 
  +3d6; SQ Evasion, spells, uncanny dodge; AL N; Fort 
  +4, Ref +9, Will +5; Str 14, Dex 19, Con 16, Int 17, Wis 
  12, Cha 14. 
   
  Skills 
  and 
  Feats: 
  Bluff 
  +10, 
  Climb 
  +3, 
  Concentration +13, Decipher Script +9, Diplomacy +6, 
  Disable Devise +11, Escape Artist +12, Gather 
  Information +3, Hide +22, Innuendo +4, Intuit 
  Direction +2, Knowledge: Arcana +6, Knowledge: Local 
  (The Horned Lands) +6, Listen +5, Move Silently +10, 
  Open Locks +6, Search +11, Sense Motive +7, Spellcraft 
  +9, Spot +9, Tumble +12, Use Magic Device +8; Combat 
  Casting, 
  Combat 
  Reflexes, 
  Improved 
  Initiative, 
  Weapon Finesse (short sword). 
   
  Spells Prepared: (4/3/2; base DC = 13 + spell level); 
  0 – [Light, Mage Hand, Resistance, Daze]; 1st – 
  [Expeditious Retreat, Shield, Summon Monster I]; 2nd 
  – [Hypnotic Pattern, Invisibility].  
   
  Possessions: Mithral shirt, short sword +1, mighty 
  short bow (+2 Str), 20 arrows, cloak of elvenkind. 
   
  APL8 (EL 10) 
  � Arinor, Male Human Rog5/Wiz5; CR 10; Medium-
  sized human; HD 5d6+5d4+30; hp 58; Init +8; Spd 30ft.; 
  AC 19 (touch 14, flat-footed 19)[+5 armor, +4 dex]; Atks 
  +10 melee (1d6+3/19-20, short sword +1) or +10 ranged 
  (1d6+2/x3, mighty (+2 Str) short bow); SA Sneak attack 
  +3d6; SQ Evasion, spells, uncanny dodge; AL N; Fort 
  +4, Ref +9, Will +6; Str 14, Dex 19, Con 16, Int 17, Wis 
  12, Cha 14. 
   
  Skills 
  and 
  Feats: 
  Bluff 
  +10, 
  Climb 
  +3, 
  Concentration +15, Decipher Script +9, Diplomacy +6, 
  Disable Devise +11, Escape Artist +12, Gather 
  Information +3, Hide +22, Innuendo +4, Intuit 
  Direction +2, Knowledge: Arcana +8, Knowledge: Local 
  (The Horned Lands) +8, Knowledge: The Planes +7, 
  Listen +5, Move Silently +10, Open Locks +6, Search 
  +11, Sense Motive +7, Spellcraft +11, Spot +9, Tumble 
  +12, Use Magic Device +8; Combat Casting, Combat 
  Reflexes, Extend Spell, Improved Initiative, Quicker 
  than the Eye, Weapon Finesse (short sword). 
   
  Spells Prepared: (4/4/3/2 base DC = 13 + spell 
  level); 0 – [Light, Mage Hand, Resistance, Daze]; 1st – 
  [Expeditious Retreat, Magic Missile, Shield, Summon 
  Monster I]; 2nd – [Alter Self, Hypnotic Pattern, 
  Invisibility]; 3rd – [Blink, Haste].  
  Operation: Molag 
   
  Page 20 
  
   
  Possessions: Mithral Shirt +1, short sword +1, 
  mighty short bow (+2 Str), 20 arrows, cloak of 
  elvenkind. 
   
  APL10 (EL 12) 
  � Arinor, Male Human Rog5/Wiz7; CR 12; Medium-
  sized human; HD 5d6+7d4+36; hp 65; Init +8; Spd 30ft.; 
  AC 20 (touch 14, flat-footed 20)[+6 armor, +4 dex]; Atks 
  +11 melee (1d6+3/19-20, short sword +1) or +11 ranged 
  (1d6+3/x3, mighty (+2 Str) short bow +1); SA Sneak 
  attack +3d6; SQ Evasion, spells, uncanny dodge; AL N; 
  Fort +5, Ref +10, Will +7; Str 14, Dex 19, Con 16, Int 18, 
  Wis 12, Cha 14. 
   
  Skills 
  and 
  Feats: 
  Bluff 
  +10, 
  Climb 
  +3, 
  Concentration +17, Decipher Script +10, Diplomacy +6, 
  Disable Devise +12, Escape Artist +12, Gather 
  Information +4, Hide +22, Innuendo +4, Intuit 
  Direction +2, Knowledge: Arcana +10, Knowledge: 
  Local (The Horned Lands) +10, Knowledge: The Planes 
  +11, Listen +5, Move Silently +10, Open Locks +6, 
  Search +12, Sense Motive +7, Spellcraft +13, Spot +9, 
  Tumble +12, Use Magic Device +10; Combat Casting, 
  Combat Reflexes, Enlarge Spell, Extend Spell, 
  Improved Initiative, Quicker than the Eye, Weapon 
  Finesse (short sword). 
   
  Spells Prepared: (4/5/4/3/2 base DC = 14 + spell 
  level0; 0 – [Light, Mage Hand, Resistance, Daze]; 1st – 
  [Burning Hands, Expeditious Retreat, Magic Missile, 
  Shield, Summon Monster I]; 2nd – [Alter Self, Cat’s 
  Grace, Hypnotic Pattern, Invisibility]; 3rd – [Blink, 
  Fireball, Haste]; 4th – [Confusion, Slow (extended)].  
   
  Possessions: Mithral Shirt +2, short sword +1, 
  mighty (+2 Str) short bow +1, 20 arrows, cloak of 
  elvenkind. 
   
  APL12 (EL 14) 
  � Arinor, Male Human Rog5/Wiz9; CR 14; Medium-
  sized human; HD 5d6+9d4+42; hp 78; Init +8; Spd 30ft.; 
  AC 20 (touch 14, flat-footed 20)[+6 armor, +4 dex]; Atks 
  +13 melee (1d6+4/19-20, short sword +2) or +13 ranged 
  (1d6+4/x3, mighty (+2 Str) short bow +1); SA Sneak 
  attack +3d6; SQ Evasion, spells, uncanny dodge; AL N; 
  Fort +6, Ref +11, Will +8; Str 14, Dex 19, Con 16, Int 18, 
  Wis 12, Cha 14. 
   
  Skills 
  and 
  Feats: 
  Bluff 
  +10, 
  Climb 
  +3, 
  Concentration +19, Decipher Script +10, Diplomacy +6, 
  Disable Devise +12, Escape Artist +12, Gather 
  Information +4, Hide +22, Innuendo +4, Intuit 
  Direction +2, Knowledge: Arcana +11, Knowledge: 
  Local (The Horned Lands) +11, Knowledge: The Planes 
  +13, Listen +5, Move Silently +10, Open Locks +6, 
  Search +12, Sense Motive +9, Spellcraft +15, Spot +10, 
  Tumble +12, Use Magic Device +10; Combat Casting, 
  Combat Reflexes, Enlarge Spell, Extend Spell, 
  Improved Initiative, Quicker than the Eye, Weapon 
  Finesse (short sword). 
   
  Spells Prepared: (4/5/5/4/3/1 base DC = 14 + spell 
  level); 0 – [Light, Mage Hand, Resistance, Daze]; 1st – 
  [Burning Hands, Magic Missile x2, Shield, Summon 
  Monster I]; 2nd – [Alter Self, Cat’s Grace, Expeditious 
  Retreat (extended), Hypnotic Pattern, Invisibility]; 3rd 
  – [Blink, Displacement, Haste, Summon Monster III]; 
  4th – [Confusion, Fireball (enlarged), Slow (extended)]; 
  5th – [Teleport].  
   
  Possessions: Mithral Shirt +2, short sword +2, 
  mighty (+2 Str) short bow +1, 20 arrows, cloak of 
  elvenkind. 
   
  All APLs (EL 17) 
  � Lothwyr, human male Ftr 5/Rog 9; CR 14; Medium-
  size human (6ft. tall); HD 5d10+9d6 +42; hp 110; Init 
  +9; Spd 30ft; AC 20 (touch 15, flat-footed 20)[+5 armor, 
  +5 dex]; Atks Short Sword of Subtlety +17/+11/+6 
  melee (1d6+8, 19-20); SA sneak attack +5d6; SQ 
  evasion, uncanny dodge; AL LE; Fort +10, Ref +12 Will 
  +5; Str 18, Dex 20, Con 16, Int 16, Wis 12, Cha 12. 
   
  Skills and Feats: Appraise +13, Bluff +13, Climb 
  +16, Diplomacy +13, Disable Device +17, Hide +17, 
  Intimidate +11, Jump +16, Listen +13, Move Silently 
  +17, Spot +13, Search +15, Swim +11, Tumble +20, Use 
  Magic Device +13; Blind-Fight, Combat Reflexes, 
  Dodge, Expert Tactician, Improved Initiative, Mobility, 
  Spring Attack, Weapon Focus (Short Sword), Weapon 
  Specialization (Short Sword). 
   
  Possessions: Sword of Subtlety (+1, +4 to attack 
  roll/damage when sneak attacking), Leather Armor of 
  Moderate Fortification +3, Potion of Haste. 
   
  � Elite Bandit Guards (6): human male Ftr 5/Rog 5; 
  CR 10; Medium-size human (6ft. tall); HD 5d10 + 5d6 
  +30; hp 95; Init +6; Spd 30ft; AC 15 (touch 12, flat-
  footed 15)[+3 armor, +2 dex]; Atks +15 melee (1d8+8, 
  19-20 longsword +2); SA sneak attack +3d6; SQ evasion, 
  uncanny dodge; SR nil; AL LN; Fort +8, Ref +7 Will +2; 
  Str 18, Dex 15, Con 16, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +10, Disable Device +10, 
  Handle Animal +4, Hide +10, Intimidate +10, Jump +9, 
  Listen +11, Spot +11, Search +10, Tumble +14; Blind-
  Fight, Combat Reflexes, Dodge, Improved Initiative, 
  Mobility, Spring Attack, Weapon Focus (longsword), 
  Weapon Specialization (longsword). 
   
  Possessions: Longsword +2, Leather Armor of 
  Light Fortification +1, Potion of Haste 
   
  Encounter 6: The Sewer 
  APL 6 (EL 5) 
  Operation: Molag 
   
  Page 21 
  
  � Ooze Paraelemental, Large: CR 5; Large elemental 
  (earth, water); HD 8d8+32; hp 68; Init +2; Spd 20ft., 
  swim 50ft.; AC 20 (touch 10, flat-footed 18) [-1 size, +2 
  dex, +9 natural]; Atks +10/+5 melee (2d8+7 and 1d6 
  acid, slam); Face/Reach 5ft. by 5ft./10ft.; SA Acid; SQ 
  Elemental, damage reduction 10/+1; AL N; Fort +10, 
  Ref +4 Will +2; Str 20, Dex 14, Con 19, Int 6, Wis 11, 
  Cha 11. 
   
  Skills and Feats: Listen +12, Spot +12; Power 
  Attack, Sunder. 
   
  APL 8 (EL 7) 
  � Ooze Paraelemental, Huge: CR 7; Huge elemental 
  (earth, water); HD 16d8+80; hp 152; Init +4; Spd 20ft., 
  swim 50ft.; AC 21 (touch 10, flat-footed 17)[-2 size, +4 
  dex, +9 natural]; Atks +17/+12/+7 melee (2d10+10 and 
  1d6 acid, slam); Face/Reach 10ft. by 5ft./15ft.; SA Acid; 
  SQ Elemental, damage reduction 10/+2, fire immunity; 
  AL N; Fort +15, Ref +9, Will +5; Str 24, Dex 18, Con 21, 
  Int 6, Wis 11, Cha 11. 
   
  Skills and Feats: Listen +18, Spot +18; Cleave, 
  Great Cleave, Power Attack, Sunder.  
   
  APL 10 (EL 9) 
  � Ooze Paraelemental, Greater: CR 9; Huge 
  elemental (earth, water); HD 21d8+105; hp 199; Init +5; 
  Spd 20ft., swim 50ft.; AC 22 (touch 11, flat-footed 17)[-2 
  size, +5 dex, +9 natural]; Atks +21/+16/+11 melee 
  (2d10+12 and 2d6 acid [19-20], slam); Face/Reach 10ft. 
  by 5ft./15ft.; SA Acid; SQ Elemental, damage reduction 
  10/+2, fire immunity; AL N; Fort +17, Ref +12, Will +7; 
  Str 26, Dex 20, Con 21, Int 6, Wis 11, Cha 11. 
   
  Skills and Feats: Listen +23, Spot +23; Cleave, 
  Great Cleave, Improved Critical (slam), Power Attack, 
  Sunder. 
   
  APL 12 (EL 11) 
  � Ooze Paraelemental, Elder: CR 11; Huge 
  elemental (earth, water); HD 24d8+120; hp 228; Init +6; 
  Spd 20ft., swim 50ft.; AC 23 (touch 12, flat-footed 17)[-2 
  size, +6 dex, +9 natural]; Atks +25/+20/+15/+10 melee 
  (2d10+13 and 2d6 acid 19/20, slam); Face/Reach 10ft. 
  by 5ft./15ft.; SA Acid; SQ Elemental, damage reduction 
  15/+3, fire immunity; AL N; Fort +19, Ref +13, Will +8; 
  Str 28, Dex 22, Con 21, Int 6, Wis 11, Cha 11. 
   
  Skills and Feats: Listen +26, Spot +26; Cleave, 
  Great Cleave, Improved Critical (slam), Power Attack, 
  Sunder. 
   
  Encounter 7: The Return 
  APL 6 (EL 9) 
  � Half-Fiend Troll: CR 7; Large Outsider; HD 
  6d8+42; hp 73; Init +4; Spd 30ft., fly 30ft. (average); AC 
  22 (touch 14, flat-footed 18)[-1 size, +4 dex, +8 natural, 
  +1 deflection]; Atks +11 melee (1d6+8, 2 claws) and +6 
  melee (1d6+4, bite); Face/Reach 5ft. by 5ft./10ft.; SA 
  Rend (2d6+12), darkness (3/day), desecrate, unholy 
  blight SQ Favored enemy (humans), regeneration 5, 
  scent, darkvision 90ft., poison immunity, acid, cold, 
  electricity, and fire resistance 20; AL CE; Fort +12, Ref 
  +6 Will +3; Str 27, Dex 18, Con 25, Int 10, Wis 9, Cha 8. 
   
  Skills and Feats: Hide +8, Intimidate +3, Listen +7, 
  Move Silently +8, Spot +7, Wilderness Lore +5; Track. 
   
  Possessions: Ioun Stone (dusty rose). 
   
  � Tordex the Mighty: Male goblin Wiz 7; CR 7; small 
  humanoid (goblinoid); HD 7d4+14; hp 39; Init +7; Spd 
  30 ft.; AC 13 (touch 13, flat-footed 10) [+3 dex]; Atk +2 
  melee (1d4-1 [19-20], dagger) or +6 ranged (1d4-1 [19-
  20], dagger); SA: Spells; AL NE; SV Fort +4, Ref +5, Will 
  +5; Str 9, Dex 16, Con 14, Int 17, Wis 10, Cha 7.  
   
  Skills and Feats: Concentration +14, Hide +7, 
  Knowledge (arcana) +10, Knowledge (the planes) +9, 
  Move Silently +6, Scry +9, Spellcraft +10; Combat 
  Casting, Extend Spell, Improved Initiative, Scribe 
  Scroll, Toughness. 
   
  Possessions: Monk’s Outfit, masterwork dagger. 
   
  Spells Prepared (4/5/4/3/1; base DC = 13 + spell 
  level): 0— [daze, detect magic, resistance (2)]; 1st— 
  [mage armor, magic missile (2), ray of enfeeblement, 
  shield]; 2nd— [bull’s strength, protection from arrows, 
  resist elements, see invisible]; 3rd— [displacement, 
  haste, fly]; 4th— [confusion]. 
   
  APL 8 (EL 11) 
  � Half-Fiend Troll Rgr2: CR 9; Large Outsider; HD 
  6d8+2d10+56; hp 101; Init +4; Spd 30ft., fly 30ft. 
  (average); AC 22 (touch 14, flat-footed 18)[-1 size, +4 
  dex, +8 natural, +1 deflection]; Atks +14 melee (1d6+8, 
  2 claws) and +7 melee (1d6+4, bite); Face/Reach 5ft. by 
  5ft./10ft.; SA Rend (2d6+12), darkness (3/day), 
  desecrate, poison (3/day), unholy blight SQ Favored 
  enemy (humans), regeneration 5, scent, darkvision 
  90ft., poison immunity, acid, cold, electricity, and fire 
  resistance 20; AL CE; Fort +15, Ref +6 Will +3; Str 27, 
  Dex 18, Con 25, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Hide +8, Intimidate +3, Listen 
  +10, Move Silently +8, Search +4, Spot +7, Wilderness 
  Lore +6; Ambidexterity, Track, Two-Weapon Fighting, 
  Weapon Focus (claw). 
   
  Possessions: Ioun Stone (dusty rose). 
   
  � Tordex the Mighty: Male goblin Wiz 9; CR 9; small 
  humanoid (goblinoid); HD 9d4+18; hp 49; Init +7; Spd 
  30 ft.; AC 13 (touch 13, flat-footed 10)[+3 dex]; Atk +4 
  melee (1d4 [19-20], dagger) or +8 ranged (1d4 [19-20], 
  Operation: Molag 
   
  Page 22 
  
  dagger); SA: Spells; AL NE; SV Fort +5, Ref +6, Will +6; 
  Str 9, Dex 16, Con 14, Int 18, Wis 10, Cha 7.  
   
  Skills and Feats: Concentration +17, Hide +8, 
  Knowledge (arcana) +13, Knowledge (the planes) +13, 
  Move Silently +8, Scry +13, Spellcraft +13; Combat 
  Casting, Enlarge Spell, Extend Spell, Improved 
  Initiative, Toughness. 
   
  Possessions: Monk’s Outfit, dagger +1. 
   
  Spells Prepared (4/5/5/4/3/1; base DC = 14 + spell 
  level): 0— daze, detect magic, resistance (2); 1st— 
  mage armor, magic missile (2), ray of enfeeblement, 
  shield; 2nd— bull’s strength, endurance, protection 
  from arrows, resist elements, see invisible; 3rd— 
  displacement, haste, fly, slow; 4th— confusion, fireball 
  (enlarged), 
  haste 
  (extended); 
  5th— 
  confusion 
  (extended). 
   
  APL 10 (EL 13) 
  � Half-Fiend Troll Rgr4: CR 11; Large Outsider; HD 
  6d8+4d10+70; hp 127; Init +4; Spd 30ft., fly 30ft. 
  (average); AC 22 (touch 14, flat-footed 18)[-1 size, +4 
  dex, +8 natural, +1 deflection]; Atks +18 melee (1d6+10, 
  2 claws) and +9 melee (1d6+5, bite); Face/Reach 5ft. by 
  5ft./10ft.; SA Rend (2d6+16), contagion, darkness 
  (3/day), desecrate, poison (3/day), unholy blight SQ 
  Favored enemy (humans), regeneration 5, scent, 
  darkvision 90ft., poison immunity, acid, cold, 
  electricity, and fire resistance 20; AL CE; Fort +16, Ref 
  +7 Will +4; Str 30, Dex 18, Con 25, Int 10, Wis 10, Cha 
  8. 
   
  Skills and Feats: Hide +10, Intimidate +3, 
  Knowledge (Nature) +2, Listen +10, Move Silently +8, 
  Search +6, Spot +7, Wilderness Lore +8; Ambidexterity, 
  Combat Reflexes, Track, Two-Weapon Fighting, 
  Weapon Focus (claw). 
   
  Possessions: Ioun Stone (dusty rose), gauntlets of 
  ogre power. 
   
  � Tordex the Mighty: Male goblin Wiz 11; CR 11; 
  small humanoid (goblinoid); HD 11d4+22; hp 59; Init 
  +7; Spd 30 ft.; AC 13 (touch 13, flat-footed 10)[+3 dex]; 
  Atk +5 melee (1d4 [19-20], dagger) or +9 ranged (1d4 
  [19-20], dagger); SA: Spells; AL NE; SV Fort +5, Ref +6, 
  Will +7; Str 9, Dex 16, Con 14, Int 18, Wis 10, Cha 7.  
   
  Skills and Feats: Concentration +18, Hide +10, 
  Knowledge (arcana) +14, Knowledge (the planes) +14, 
  Move Silently +9, Scry +11, Spellcraft +16; Combat 
  Casting, Enlarge Spell, Extend Spell, Improved 
  Initiative, Maximize Spell, Toughness. 
   
  Possessions: Monk’s Outfit, dagger +1 (returning). 
   
  Spells Prepared (4/5/5/5/4/2/1; base DC = 14 + 
  spell level): 0— daze, detect magic, resistance (2); 1st— 
  mage armor, magic missile (2), ray of enfeeblement, 
  shield; 2nd— bull’s strength, endurance, protection 
  from arrows, resist elements, see invisible; 3rd— dispel 
  magic, displacement, haste, fly, slow; 4th— confusion, 
  fireball (enlarged), haste (extended), stoneskin; 5th— 
  cloudkill, confusion (extended); 6th— lightning bolt 
  (maximized). 
   
  APL 12 (EL 15) 
  � Half-Fiend Troll Rgr6: CR 13; Large Outsider; HD 
  6d8+6d10+84; hp 153; Init +4; Spd 30ft., fly 30ft. 
  (average); AC 22 (touch 14, flat-footed 18)[-1 size, +4 
  dex, +8 natural, +1 deflection]; Atks +20 melee (1d6+10, 
  2 claws) and +10 melee (1d6+5, bite); Face/Reach 5ft. 
  by 5ft./10ft.; SA Rend (2d6+16), blasphemy, contagion, 
  darkness (3/day), desecrate, poison (3/day), unholy 
  blight SQ Favored enemy (human, goblinoids) 
  regeneration 5, scent, darkvision 90ft., poison 
  immunity, acid, cold, electricity, and fire resistance 20; 
  AL CE; Fort +17, Ref +8 Will +5; Str 30, Dex 18, Con 25, 
  Int 10, Wis 11, Cha 8. 
   
  Skills and Feats: Hide +10, Intimidate +3, 
  Knowledge (Nature) +2, Listen +10, Move Silently +10, 
  Search 
  +6, 
  Spot 
  +12, 
  Wilderness 
  Lore 
  +9; 
  Ambidexterity, Combat Reflexes, Lightning Reflexes, 
  Track, Two-Weapon Fighting, Weapon Focus (claw). 
   
  Possessions: Ioun Stone (dusty rose), Ioun Stone 
  (pale blue). 
   
  � Tordex the Mighty: Male goblin Wiz 13; CR 13; 
  small humanoid (goblinoid); HD 13d4+26; hp 69; Init 
  +7; Spd 30 ft.; AC 13 (touch 13, flat-footed 10)[+3 dex]; 
  Atk +7/+2 melee (1d4+1 [19-20], dagger) or +11 ranged 
  (1d4+1 [19-20], dagger); SA: Spells; AL NE; SV Fort +6, 
  Ref +7, Will +8; Str 10, Dex 16, Con 14, Int 18, Wis 10, 
  Cha 7.  
   
  Skills and Feats: Concentration +21, Hide +11, 
  Knowledge (arcana) +15, Knowledge (the planes) +14, 
  Move Silently +10, Scry +13, Spellcraft +18; Combat 
  Casting, Dodge, Enlarge Spell, Extend Spell, Improved 
  Initiative, Maximize Spell, Toughness. 
   
  Possessions: Monk’s Outfit, dagger +1 (returning). 
   
  Spells Prepared (4/5/5/5/5/3/2/1; base DC = 14 + 
  spell level): 0— daze, detect magic, resistance (2); 1st— 
  mage armor, magic missile (2), ray of enfeeblement, 
  shield; 2nd— bull’s strength, endurance, protection 
  from arrows, resist elements, see invisible; 3rd— dispel 
  magic, displacement, haste, fly, slow; 4th— confusion, 
  evard’s black tentacles, fireball (enlarged), haste 
  (extended), stoneskin; 5th— cloudkill, confusion 
  (extended), melf’s acid arrow (maximized); 6th— chain 
  lightning, lightning bolt (maximized); 7th— prismatic 
  spray.  
  Operation: Molag 
   
  Page 23 
  
  Appendix Two: New Rules
  Dirty Fighting (General) 
  You know the brutal and effective fighting tactics of 
  the streets and back alleys. 
   
  Prerequisites: Base attack bonus +2 
   
  Benefit: Make a melee attack roll normally. If 
  successful, you inflict an additional +1d4 point of 
  damage. This feat requires the full attack action. 
   
  Hold the Line (General) 
  You are trained in defensive techniques against 
  charging opponents.  
   
  Prerequisites: Base attack bonus +2, Combat 
  Reflexes.  
   
  Benefit: You may make an attack of opportunity 
  against an opponent who charges you when he enters 
  an area you threaten. Your attack of opportunity 
  happens immediately before the charge attack is 
  resolved.  
   
  Intimidating Rage (General) 
  Your rage engenders fear in your opponents. 
   
  Prerequisites: Ability to Rage 
   
  Benefit: While your raging, you designate a single 
  foe within 30 feet of you who must make a Will save 
  (DC = 10 + one-half your character level + your 
  Charisma modifier) or become shaken for as long as 
  you continue to rage and the target can see you. (A 
  shaken creature suffers a –2 morale penalty on attack 
  rolls, saves, and checks). A target who makes the save 
  remains immune to the intimidating effect of your 
  rage for one day. Creatures immune to fear and those 
  with no visual senses are immune to this effect.  
   
  Power Lunge (General) 
  Your ferocious attack may catch an opponent 
  unprepared.  
   
  Prerequisites: Base attack bonus +3, Power Attack.  
   
  Benefit: A successful attack roll during a charge 
  allows you to inflict double your normal Strength 
  modifier in addition to the attack's damage. You 
  provoke an attack of opportunity from the opponent 
  you charged.  
   
  Quicker than the Eye (General) 
  Your hands can move so quickly that observers don’t 
  see what you have done. 
   
  Prerequisite: Dex 19+ 
   
   
  Benefit: While under direct observation, you can 
  make a Bluff check as a move-equivalent action, 
  opposed by the Spot checks of any observers. If you 
  succeed, your misdirection makes them look elsewhere 
  while you take a partial action. If your partial action is 
  an attack against someone who failed the opposed 
  check, that opponent is denied a dexterity bonus to 
  AC.
  Operation: Molag 
   
  Page 24 
  
  Appendix 3: New Monsters (taken from Manual of the Planes) 
   
  Paraelemental 
  A paraelemental is a synthesis of two elemental forces 
  within a single elemental creature. Because they are 
  composed 
  of 
  two 
  primal 
  forces 
  of 
  nature, 
  paraelementals are unpredictable and dangerous. 
   
  Combat 
  Paraelementals have varied tactics and abilities, but all 
  gain the benefit of their elemental nature. 
   
  Elemental: Immune to poison, sleep, paralysis, 
  and stunning. Not subject to critical hits. 
   
  Ooze Paraelemental 
  Ooze paraelemental slither and crawl through the 
  Elemental Planes of Earth and Water, which they call 
  home. 
   
  An ooze paraelemental generally takes the form of 
  a dark brown torso, head, and arm rising from a pool of 
  muck. As the pool flows across the landscape, the 
  paraelemental moves. It has gaping black indentation 
  where its eyes and mouth would be. 
   
  Ooze paraelementals speak Terran and Aquan in 
  blurring tones. 
   
  Ooze Paraelemental Sizes 
  Paraelemental 
  Height 
  Weight 
  Acid 
  Save 
  DC 
  Small 
  4ft. 
  34lb. 
  11 
  Medium 
  8ft. 
  280lb. 
  13 
  Large 
  16ft. 
  2,250lb. 
  16 
  Huge 
  32ft. 
  18,000lb. 
  22 
  Greater 
  36ft. 
  21,000lb. 
  25 
  Elder 
  40ft. 
  24,000lb. 
  28 
   
  Combat 
  Ooze paraelementals relish combat against most 
  humanoid foes, because their acid can melt weapons. 
   
  Acid (Ex): An ooze paraelemental’s muck is 
  highly acidic and can rapidly dissolve organic material 
  and metal. Any melee hit deals acid damage. The 
  paraelemental’s acid deals 40 points of damage per 
  round to metal or wooden objects. Armor and clothing 
  dissolves and become useless immediately unless it 
  succeeds at a Reflex save (DC varies with the 
  paraelemental’s size). A metal or wooden weapon that 
  stikes 
  an 
  ooze 
  paraelemental 
  also 
  dissolves 
  immediately unless it succeeds at a Reflex save. 
   
  If an ooze paraelemental successfully grapples an 
  opponent, the opponent’s armor must likewise make a 
  Reflex save at a –4 penalty or dissolve into uselessness. 
  Operation: Molag 
   
  Page 25 
  
  DMs Aid 1: Map of Molag 
   
   
  To the Veng River   
  Encounter: 6   
  Sewer E n trance   
   
   
   
   
  Encounter 5:  
  The Trap  
   
   
   
   
   
  Operation Molag 
   
  Page 26 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Furyondy/FUR3-02 - Operation Molag.pdf