TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can 
  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
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  events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at 
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  Dyv5-02 
   
   
   
   
   
   
  Rising in the East 
   
  A One Round D&D® LIVING GREYHAWK™ 
  Dyvers Regional Adventure 
   
  By Joseph L. Selby 
  Triad Edit: James Poppe 
  Circle Edit: Tim Sech 
   
   
   
  Six years ago Her Excellency Larissa Hunter, Magister of Dyvers, appointed the Seffren and Herall families to the 
  easternmost fiefs in the Free Lands of Dyvers as a reward for their loyalty. Greyhawk City would no longer be able to 
  subvert Dyvers gentry for their own machinations. But the magister is gone now…. A Dyvers regional adventure for 
  character levels 1 to 14.  (APLs 2 to 12) 
   
   
  
  Dyv5-02 Rising in the East 
   
  Page 2 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in charge 
  of making sure the event is sanctioned before play, runs 
  smoothly on the date sanctioned, and then reported back 
  to the RPGA in a timely manner. The person who runs 
  the game is called the table DM (or usually just DM). 
  Sometimes (and almost all the time in the cases of home 
  events) the senior gamemaster is also the table DM. You 
  don’t have to be a HERALD-LEVEL GM to run this 
  adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK character 
  creation and development, RPGA event sanctioning, and 
  DUNGEONS & DRAGONS REWARDS, visit the RPGA 
  website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the  Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs and 
  monsters are given in Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. Based 
  
  Dyv5-02 Rising in the East 
   
  Page 3 
  on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may not 
  play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  Dyvers.  Characters native to Dyvers 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. 
  Background of Derreg Lord 
  Pengallen 
   
  House Pengallen controls one of the six major fiefs of 
  Dyvers, including the village of Maraven. With an 
  imperial lineage, history books in both Dyvers and 
  Furyondy list the many exploits of the Pengallens. They 
  have been, since being granted lordship centuries ago, 
  self-interested 
  and 
  corrupt. 
  This 
  includes 
  slave 
  trafficking, information brokering, and arms dealing with 
  enemies to the crown and the enemies of national allies. 
  Those gentry who crave power without the concerns of 
  morality have long claimed allegiance to House 
  Pengallen, although circumstances occasionally contrive 
  to show these people that the Pengallens only have allies 
  for as long as it is convenient. 
   
  This family tradition has not stopped with the 
  current lord, Derreg. Four years ago, Markessa the Red 
  and the mysterious J discovered that Derreg was trading 
  slaves without going through the Alliance’s Slavers Guild. 
  Murdered by the Assassins Guild, he was raised from the 
  dead and taken to a secret Alliance way-station at the 
  mouth of the Nyr Dyv where the process was to be 
  repeated numerous times in a rather lengthy and 
  elaborate torture scenario. He was rescued by unknowing 
  adventurers (Dyv1-07 Corsairs!) and returned home. 
  Since that time he has strengthened his relationship with 
  the Alliance by betraying some of his allies in the 
  Greyhawk thieves guild. Although this weakened his 
  relationship with that shadow organization, he has 
  managed to strike a balance between his dealings with 
  both. There have been no more assassination or 
  kidnapping attempts in the years since. 
   
  Following the “misunderstanding” (as all parties 
  involved now call it), Lord Pengallen has turned his 
  attention to the increased traffic through Maraven due to 
  the dock fires in the City of Dyvers as well as running a 
  number of Alliance-sanctioned smuggling operations up 
  the Velverdyva River and across the Nyr Dyv. 
   
  House Pengallen has only three remaining members, 
  Derreg, his elderly grandmother, Mariana, and her senile 
  brother-in-law, Goraes. Derreg has no wife and has been 
  unable to conceive a child with any of the women his 
  grandmother has acquired for him. On a few occasions, 
  Mariana bought Derreg a son from the Nyr Dyv slave 
  lords, although all those “sons” met untimely ends, mostly 
  through childhood accidents resulting from poor 
  supervision. One was actually kidnapped by a butler and 
  the Pengallens refused to pay the ransom. The butler was 
  later found by the Maraven constabulary hanged from a 
  tree. 
   
  Derreg has no concerns about passing on his lineage. 
  Following his father’s mistake of investing heavily in 
  trade going through the Gnarley Forest (which resulted 
  in massive losses when the Gnarley Road was closed in 
  CY 591 that nearly bankrupted the family), Derreg has 
  become obsessed with the accumulation of wealth and 
  power, and the thought of giving that to someone else, 
  even a son, is intolerable. If in his dealings with the 
  Alliance or Greyhawk, Lord Pengallen discovers a manner 
  to extend his life, he would certainly take it, ruling over 
  House Pengallen forever. 
   
  Adventure Background 
   
  Six years ago, Magister Larissa Hunter deposed the local 
  ruling lords for harboring sympathies to the City of 
  
  Dyv5-02 Rising in the East 
   
  Page 4 
  Greyhawk. Lords Seffren and Herall were given the land 
  as a reward for their loyalty and as a statement to 
  Greyhawk that the borders between the two cities were 
  firm (or, at least they wouldn’t be moving westward). 
  Houses Seffren and Herall gained significant prestige, 
  elevating them above many of the other “minor” gentry 
  families and even garnered some favor with some of the 
  “major” families like Navoy, who valued the easterner’s 
  loyalty and patriotism. Their land directly borders the 
  Maraven fief, the lands of House Pengallen, the most 
  corrupt family of the major houses. Derreg Lord 
  Pengallen resented the forming alliances, feeling that a 
  disruption of the status quo might engender the Magister 
  to challenge the patents of one of the major houses, and 
  revoke the land that the Pengallens have controlled for so 
  many centuries. 
   
  Over the course of the past two years, House 
  Pengallen has promoted the fears of many that the 
  remaining docks in the City of Dyvers were a perfect 
  target for further attacks, increasing the amount of goods 
  shipped to the “safe” harbor of Maraven. With the 
  restoration of the Dyvers docks, though, traffic to 
  Maraven has fallen off and tax revenues are down. To 
  bolster revenue, Pengallen renewed his association with 
  the Greyhawk thieves and assassins guilds. Now that the 
  Magister is gone, Pengallen can use his association with 
  both the Dyvers Alliance and the Greyhawk guilds to 
  strengthen his holdings in the east, increasing his power 
  and revenue in the process. 
   
  Pengallen has called in a favor from the Greyhawk 
  Assassins to kill the Seffren and Herall families and plant 
  evidence of their association to the Greyhawk guild  
  Adventure Summary 
   
  Introduction: Although life me following the norm, it 
  still feels different now that Magister Hunter is gone. An 
  unspoken unease hangs over the citizens, almost palpable 
  in a place like tent town. 
  Encounter 1: While in Tent Town, the eldest son of Lord 
  Seffren races up to the city walls, crying for help. Beside 
  him, the eldest son of Lord Herall, Kael, lies slumped over 
  his horse’s saddle. The latter man is dead, having been 
  shot in the back by poisoned arrows. 
  Encounter 2: Having been tasked by Atorin Seffren to 
  save his family, the characters head to the eastern border 
  of Dyvers. On the road, they have the opportunity to 
  capture (or speak to if they don’t rush to combat) brigands 
  who had laid an ambush on the road, but were hiding in 
  hopes the adventurers would pass them by. They can gain 
  useful information from the brigands regarding the 
  political landscape in the eastern fiefs. 
  Encounter 3: The characters approach the Seffren manor, 
  which is guarded by Free Army soldiers under the 
  command of Derreg Lord Pengallen. On their approach, 
  they may be ambushed by a lookout post or turn the 
  tables and ambush the ambushers. 
  Encounter 4: The PCs must then navigate a way past the 
  Free Army. They may negotiate with the soldiers, sneak 
  through the lines, or charge through, each with its own 
  effect on the rest of the adventure. 
  Encounter 5: If the PCs enter the besieging camp, they 
  are granted a meeting with Lord Pengallen, who tells 
  them of a supposed attack by Greyhawk assassins and that 
  his men have captured the villains inside the manor 
  home. They are hesitant to storm the household, though, 
  because of the possibility of hostages. 
  Encounter 6: The characters must gain entry to the 
  grounds, either by negotiating with the soldiers loyal to 
  Lord Seffren who do not believe that assassins are inside 
  and that Pengallen has launched a hostile invasion in the 
  Magister’s absence, sneaking into the manor, or charging 
  through. 
  Encounter 7: Having gained entry to the house through 
  diplomacy or force of arms, the characters may explore 
  the manor if they wish. 
  Encounter 8: Upstairs in the Seffren manor, assassins 
  marked with the emblem of the Greyhawk Assassins 
  Guild have murdered the gentry family. Although their 
  skills would most likely guarantee their escape through 
  stealthy means, they have for some reason laid an ambush 
  for anyone who might come on the scene and begin to 
  investigate. 
  Conclusion: Until such time as the allegations against 
  Houses Seffren and Herall can be properly investigated, 
  the lands east and south of Eastguard are under the 
  purview of House Pengallen, as a senior representative of 
  the Gentry Council. 
  Introduction 
   
  Give all Alliance members Player Handout #1. 
  With the winter snows melting, life returns to the 
  Free and Independent City of Dyvers. But although 
  the morning streets are full again, there is a purveying 
  emptiness to the metropolis, something tangible in 
  the eyes of its citizens. Only four months ago Her 
  Excellency Larissa Hunter, Magister of Dyvers, 
  
  Dyv5-02 Rising in the East 
   
  Page 5 
  deserted her post, but to many, it feels as though the 
  heart of the city has been stolen. To exacerbate 
  matters, Enruhl Lord Leardyn has allowed a retinue of 
  Knights of Furyondy and their men to populate 
  Westguard. This has raised some concerns among the 
  populace as the Knights of the Hart openly advocate 
  Dyvers’ annexation by Furyondy. Thus far, the knights 
  have remained a peaceful presence in the region 
   
  For now, the city carries on as normal. With the 
  displaced homeless abandoning Tent Town for the 
  restored dock district and the token “public 
  residence” buildings set aside by the Gentry Council, 
  the tent town merchants, unburdened by the added 
  taxes levied on sales made within the city walls, 
  continue to offer discount goods and bargain trades. 
  Today, a number of adventurers peruse the offerings, 
  looking to improve their equipment. Still others 
  simply wish to stretch their legs and enjoy life 
  without a curfew, shaking off the slumber of winter. 
  Encounter 1: A Noble Task 
   
  Have all players roll Spot checks (DC 16). Familiars and 
  animal companions may only make this check if they 
  have an Intelligence of 6 or higher. Those who succeed 
  should be read the following text. If no one succeeds at 
  the check, eventually someone else in the crowd notices 
  the approaching horses and exclaims that something is 
  wrong. 
  Your attention is caught by two horses coming from 
  the east on the Greyhawk Road. In the glare of the 
  morning sun, you see the silhouette of a rider with a 
  packhorse 
  coming 
  into 
  view. 
  Although 
  not 
  uncommon, the situation grows ominous when the 
  road turns away from the rising sun and you can see 
  that the packhorse is no packhorse at all, but has a 
  rider slumped over the saddle. 
  Tent Town has no constant presence of city constables 
  because of its location outside of the city. Constables 
  generally make a pass through Tent Town as part of their 
  patrol, but there are currently none present. The area’s 
  proximity to Thrommel’s Arch, though, means that the 
  Constabulary’s wall walkers are not too far off. They arrive 
  in 3d4 rounds after the players make their Spot checks or 
  the alarm is sounded by an NPC, whichever occurs first. 
   
  PCs approaching the horses see two young men, no 
  older than 20 years old. Each has arrows sticking out of 
  his back. A Knowledge (nobility and royalty) DC 11 or a 
  Knowledge (local: Velverdyva, Tuflik, Fals Trade Route) 
  DC 16 reveals that the insignias on their cloaks are that of 
  the Dyvers gentry houses Seffren and Herall, respectively. 
   
  A Heal check (DC 15) on Kael Herall confirms that 
  he is dead (not just unconscious), murdered by some kind 
  of poison. A Craft (Alchemy) check (DC 18) reveals that 
  the poison used is Sassone leaf residue. There is not 
  enough poison on the arrows to be salvaged for reuse. The 
  arrow in Atorin Seffren’s back is also poisoned, but unlike 
  Kael Herall, the arrow did not manage to puncture his 
  armor, getting stuck in his leather armor. 
   
  Atorin is exhausted from riding all night (it is 
  currently 9 in the morning) and the shock of what 
  happened. He speaks to the players without actually 
  focusing on one person in particular. If a character openly 
  wears a holy symbol of St. Cuthbert or Heironeous (in 
  that order), this draw’s Atorin’s attention and the young 
  gentryman becomes more focused, although still 
  overwhelmed by the shock of what happened. He pulls a 
  leather pouch from beneath his cloak and gives it to a 
  random character (unless a worshipper of St. Cuthbert or 
  Heironeous is present, in which case it goes to him). The 
  pouch contains one ruby for each PC. An Appraise check 
  (DC 15) puts the value of the gems at (APL x 25) gold 
  pieces. 
  I would purchase your service for a short time. I am 
  Atorin Seffren, son and heir to Lord Orin Seffren, 
  gentry of the eastern lands of Dyvers. Beside me is 
  Kael Herall, son and heir to House Herall, and my 
  closest friend. He was murdered last night as we fled 
  my estate. Eastguard has marched on our homes, 
  undoubtedly lead by the villain Derreg Lord 
  Pengallen, magistrate of Maraven and the keep at 
  Eastguard. I beseech your aid and with these gems 
  buy your loyalty until such time as this matter is 
  resolved and the murderers of my dear friend are 
  brought to justice. 
   
  Atorin does not know too many specifics as to what 
  happened, but he can relate the following information to 
  the characters. 
  • 
  Houses Seffren and Herall were appointed to the 
  eastern most lands of Dyvers in CY 589 by her 
  Excellency Larissa Hunter, Magister of Dyvers. 
  • 
  This entitlement was made as a reward for the 
  Seffren’s and Herall’s loyalty to the Free Lands of 
  Dyvers in an effort to secure the border with 
  Greyhawk. The previous gentry had been corrupt, 
  selling their allegiances to the eastern oligarchy. The 
  Magister stripped them of their patentcy. 
  • 
  Kael Herall arrived at Seffren Manor last night. He 
  said he had fled his own estate after soldiers from 
  
  Dyv5-02 Rising in the East 
   
  Page 6 
  Eastguard surrounded the estate and a constable 
  from Maraven announced they were there to arrest 
  Lord Herall for treason. 
  • 
  Escaping his estate through a secret passage, Kael 
  claims that he saw shadowy figures infiltrating the 
  manor. He believed that his family had been 
  assassinated during the siege, although neither man 
  has proof of this. 
  • 
  Atorin and Kael were on their way back to Herall 
  Manor when they encountered soldiers from 
  Eastguard 
  marching 
  toward 
  Seffren 
  Manor. 
  Although the soldiers did not detect them, they were 
  ambushed by a group that Atorin believes is the same 
  Kael saw infiltrating Herall Manor. 
  • 
  With the Magister gone, Atorin believes this was an 
  invasion by Derreg Lord Pengallen to expand his 
  lands on the eastern border, giving him more 
  leverage for his corrupt dealings with Greyhawk. 
  • 
  Although Atorin has no proof that Lord Pengallen is 
  corrupt, the reputation of House Pengallen is well 
  known among the gentry, as Derreg and all his 
  forefathers have been corrupt since they first bought 
  their patents of nobility from the Aerdi Empire. 
  • 
  Atorin wishes to hire the PCs to investigate the 
  health of his family, whether or not they’ve been 
  assassinated, and whether the forces of Eastguard 
  were lead by Lord Pengallen. He plans to take this 
  information to the Gentry Council, but is incapable 
  of acquiring it himself. 
  • 
  He is willing to pay in advance with what little 
  valuables he has on him, as well as providing a writ of 
  service to hopefully prevent any legal entanglements 
  while they investigate for him. 
  If the players demand more money or further payment in 
  the future, Atorin begins crying, calling them villains 
  who would take advantage of a man in such a desperate 
  situation. In a rage, he refuses their request for more coin, 
  insisting he’ll take his case to the Gentry Council and 
  include them as coconspirators against Houses Seffren 
  and Herall. A Diplomacy check (DC 15) calms him, but he 
  is unable to pay any more coin, as he’s given them 
  everything he has. 
   
  If the players refuse to help, he collapses in 
  exhaustion and heartbreak. The wall walkers arrive and he 
  is taken into the city to testify to the Gentry Council. The 
  module is over. 
   
  If the players accept, give them Player’s Handout #2. 
  Atorin begs them to make haste. Along with his mother 
  and father, he has two younger sisters, Irabella and Mae, 
  ages 15 and 10. He desperately needs to know whether 
  they are all right. 
  NOTE: Herall Manor is only a half-day’s ride at a gallop 
  from Seffren Manor. After a couple hours of discussion 
  and preparation (to which Lord Orin Seffren refused to 
  accept that Eastguard would make any move against 
  either gentry member) Atorin Seffren and Kael Herall 
  fled the manor as the assassins arrived from the Herall 
  Manor. The journey to Dyvers is still a day even when 
  riding a horse to death, two days at a reasonable pace. This 
  means the forces of Eastguard arrived at the Seffren estate 
  one to two days ago. 
   
  If high-level tables use magic (windwalk or teleport 
  for example), they arrive as the Free Army has just 
  reached the manor. Skip Encounter 2: Ambush? and go 
  directly to Encounter 3: Approaching Seffren Manor. 
  Although the party does not appear at the ambush site, 
  the ambushers are actually army skirmishers and are 
  present in the army encampment when the characters 
  arrive. They draw weapons on the characters as a 
  precaution against aggressors. If the PCs take hostile 
  action, combat ensues. 
   
  High-level parties may attempt to use the time they 
  save by magical travel to accomplish other things, 
  gathering information, speaking to the gentry, or talking 
  to their various guilds. 
   
  Since the characters were the first to find Herall and 
  Seffren, they know more than any other sources they 
  might speak to regarding Gather Information checks. 
  Any meta-orgs that may value information on what’s 
  happening ask for a closer investigation. The Alliance has 
  nothing more to offer than the note that was given to 
  members at the beginning of the adventure. 
   
  If players use an influence point with the gentry to 
  gain an audience, they may watch Atorin Seffren deliver 
  his comments to the Gentry Council (Lords Pengallen 
  and Grift are not in attendance, roll randomly to see how 
  many others are currently in the city to attend the 
  meeting). 
   
  NOTE: If players attempt to sell the writ given to 
  them by Atorin Seffren, they can get 200 wheatsheafs per 
  hour spent attempting to sell the item (with a maximum 
  of 2000 gp after ten hours). 
  Treasure:  
  APL 2 – L: 333 gp, C: 50 gp, M: 0 gp. 
  APL 4 – L: 333 gp, C: 100 gp, M: 0 gp. 
  APL 6 – L: 333 gp, C: 150 gp, M: 0 gp. 
  APL 8 – L: 333 gp, C: 200 gp, M: 0 gp. 
  
  Dyv5-02 Rising in the East 
   
  Page 7 
  APL 10 – L: 333 gp, C: 250 gp, M: 0 gp. 
  APL 12 – L: 333 gp, C: 300 gp, M: 0 gp. 
  Encounter 2: Ambush? 
   
  The Eastern Greyhawk Road is far less trafficked than 
  it has been over the past couple of years. Although 
  only the main dock was completely destroyed, many 
  merchants chose to make port in Maraven and ship 
  their freight overland rather than risk a second fire or 
  dragon turtle attack. Now that the dock is finished, 
  maritime traffic has returned to normal. Whereas the 
  road used to be packed to distraction, it seems 
  virtually deserted in comparison. You find yourselves 
  completely alone, nothing ahead of you, nothing 
  behind. 
  Have the players make five Spot checks to represent their 
  journey along the Greyhawk Road. The results of the 
  third check are the only ones that matter, as the only 
  highwaymen waiting in ambush along the road are half-
  way between Dyvers and Maraven. A Spot check (DC 
  16+APL) reveals the bandits hiding in the brush and high 
  grass, armed and laying in wait. 
   
  Unless the players are making it a point to travel the 
  road hidden or disguised, the bandits spot the PCs before 
  they spot the bandits. These are seasoned highwaymen, 
  having raided unsuspecting travelers on the Greyhawk 
  Road long before the fires. They know what happens to 
  bandits who attack adventurers. Unless the party is 
  dressed like common travelers or merchants (without 
  armor, spell component pouches, an assortment of 
  weapons, etc.), the brigands remain hidden and hope for 
  the adventurers to pass. If the PCs take any kind of 
  aggressive action, the bandits immediately drop their 
  weapons and surrender. If he’s still alive, Hanumel, the 
  leader, shouts out, otherwise one of the other bandits 
  makes the same speech. 
  Wait! 
  There’s 
  been 
  a 
  misunderstanding! 
  We 
  surrender! We’ve done nothing wrong! Don’t kill us! 
  Look, we’re unarmed! 
   
  If the players do not stop the attack, the bandits grab 
  rocks and dead saplings in an attempt to fight a defensive 
  retreat. 
  APL 2 (EL 3) 
  �Hanumel: Male human Rog2; hp 10; see Appendix 1. 
  �Jori: Female human Rog1; hp 6; see Appendix 1. 
  �Butch: Male half-elf Rog1; hp 6; see Appendix 1. 
  �Twiggy: Female wood elf Rog1; hp 6; see Appendix 1. 
  APL 4 (EL 5) 
  �Hanumel: Male human Rog3; hp 14; see Appendix 1. 
  �Jori: Female human Rog2; hp 10; see Appendix 1. 
  �Butch: Male half-elf Rog2; hp 10; see Appendix 1. 
  �Twiggy: Female wood elf Rog2; hp 10; see Appendix 1. 
  APL 6 (EL 7) 
  �Hanumel: Male human Rog4; hp 18; see Appendix 1. 
  �Jori: Female human Rog3; hp 14; see Appendix 1. 
  �Butch: Male half-elf Rog3; hp 14; see Appendix 1. 
  �Twiggy: Female wood elf Rog3; hp 14; see Appendix 1. 
  APL 8 (EL 8) 
  �Hanumel: Male human Rog5; hp 22; see Appendix 1. 
  �Jori: Female human Rog4; hp 18; see Appendix 1. 
  �Butch: Male half-elf Rog4; hp 18; see Appendix 1. 
  �Twiggy: Female wood elf Rog4; hp 18; see Appendix 1. 
  APL 10 (EL 9) 
  �Hanumel: Male human Rog6; hp 26; see Appendix 1. 
  �Jori: Female human Rog5; hp 22; see Appendix 1. 
  �Butch: Male half-elf Rog5; hp 22; see Appendix 1. 
  �Twiggy: Female wood elf Rog5; hp 22; see Appendix 1. 
  APL 12 (EL 10) 
  �Hanumel: Male human Rog7; hp 30; see Appendix 1. 
  �Jori: Female human Rog6; hp 26; see Appendix 1. 
  �Butch: Male half-elf Rog6; hp 26; see Appendix 1. 
  �Twiggy: Female wood elf Rog6; hp 26; see Appendix 1. 
  Note: Due to the nature of these brigands not wanting to 
  attack the PCs and the fact that they will surrender and 
  don’t have the greatest of equipment the EL is lowered by 
  1. 
  Hanumel and his men have been highwaymen for the last 
  five years, although they don’t admit to this if a Paladin or 
  Constable is visibly in the group. Over that time, 
  Hanumel has lost both his brothers and his nephew to 
  adventurers. They have learned that adventurers are best 
  left alone, so they were hiding in the brush, hoping that 
  the PCs would pass without knowing they were there. 
  They mean the PCs no ill-will and hope they can part 
  ways in peace. 
  
  Dyv5-02 Rising in the East 
   
  Page 8 
   
  None of the items carried by the brigands is of 
  exceptional quality, so they don’t protest if the players 
  strip them of their gear to “teach them a lesson.” They 
  have more back at their hideout. 
  Treasure:  
  All APLs – L: 0 gp, C: 20 gp, M: 0 gp. 
   
  If a player is particularly affable, he or she has the 
  chance to learn the following information with a 
  successful Diplomacy check (DC 15) or a Gather 
  Information check (DC 10). Remember that Gather 
  Information checks are measured in hours. To 
  accomplish this, players would have to share a fire and 
  maybe a meal with the brigands, which the highwaymen 
  are certainly willing to do if it fosters good-will with 
  people they believe could easily kill them. 
  • 
  The brigands aren’t murderous, using saps to subdue 
  their prey. They have had to defend themselves with 
  lethal force before, but they’ve never initiated deadly 
  combat. 
  • 
  Hanumel had a bad experience with poison when he 
  was younger, spilling some on an open wound and 
  almost killing himself. Since that time, neither he 
  nor any of his men have used poison. 
  • 
  He could not suggest any specific highwaymen that 
  are notable for their use of poison. Some do, some 
  don’t, but the profession has a high turn-over rate so 
  most brigands aren’t around for long. 
  • 
  They have experienced untold success over the past 
  couple years as traffic on the East Greyhawk Road 
  increased from the dock fire. They have mixed 
  feelings about the restoration of the docks. Although 
  they are not making as much gold as they previously 
  did, the challenge of highway robbery and picking 
  the proper mark has been restored to their 
  profession. 
  • 
  Typically they ply their trade further from the City of 
  Dyvers and closer to Maraven, as army patrols fall to 
  Eastguard rather than Dyvers proper, and the soldiers 
  of Eastguard are more concerned with patrolling the 
  Dyvers/ Greyhawk border. 
  • 
  They spotted a large detachment of soldiers from 
  Eastguard yesterday and decided it would be wiser to 
  move closer to the city until whatever military action 
  is happening has resolved itself. 
  Only if the players have treated Hanumel respectfully, as 
  a person plying his trade rather than a brigand to be 
  admonished and punished, he offers this last bit of 
  information. 
  • 
  Hanumel was in Maraven a few days back selling 
  some product and picking up supplies when he ran 
  into a few foreigners from the East. He’s seen one of 
  them in Maraven before, a year ago. At the same time 
  last year, a particularly obnoxious Heironean sea 
  captain was assassinated while his ship was docked in 
  Maraven. Taking into account the man is foreign-
  born, Hanumel believes him to be a Greyhawk 
  assassin and someone the PCs should steer clear of. 
  Encounter 3: Approaching 
  Seffren Manor 
   
  Allow players to make Knowledge (geography) DC 11 or 
  Knowledge (local: Velverdyva, Tuflik, Fals Trade Route) 
  DC 16 to know when they are approaching Seffren 
  Manor. If they are successful, they may plan to approach 
  the manor more stealthily, perhaps getting the drop on 
  the ambush set there. Have the ambushers make opposed 
  Spot and Listen checks to detect the PCs approach if they 
  say they are approaching the manor cautiously. 
   
  If they are not successful (or choose not to approach 
  the manor cautiously), have the PCs make a Spot check 
  (DC 20 + APL) to not be surprised as they are ambushed. 
   
  Terrain Note: The terrain beyond the grounds of 
  Seffren Manor is untended countryside. Grass and wild 
  wheat grow at least three feet high, here. Although the 
  foliage is too mercurial to provide any type of cover, it 
  does provide a modicum of concealment. A Small 
  creature (or any Medium-size creature that is prone) is 
  considered to have total concealment (see the Player’s 
  Handbook p. 152-153 for specifics on concealment and 
  total concealment). Medium-size creatures are considered 
  to have concealment. A Large or mounted creature does 
  not have concealment. Concealment is negated at a 
  distance of ten feet or less. 
   
  If the party arrives at Seffren Manor and then 
  triggers this encounter (as mentioned previously), the 
  grass is properly tended and there are no conditional 
  modifiers for the terrain. 
  APL 2 (EL 5) 
  �Krais & Eyaha Eyetwinkle: Male and female halflings 
  Rgr1/Rog1; hp 16; see Appendix I. 
  �Elo & Olindus Topbottom: Male halflings Ftr1/Rog1; 
  hp 18; see Appendix I. 
  APL 4 (EL 7) 
  
  Dyv5-02 Rising in the East 
   
  Page 9 
  �Krais & Eyaja Eyetwinkle: Male and female halflings 
  Rgr2/Rog1; hp 23; see Appendix I. 
  �Elo & Olindus Topbottom: Male halflings Ftr2/Rog1; 
  hp 26; see Appendix I. 
  APL 6 (EL 9) 
  �Krais & Eyaja Eyetwinkle: Male and female halflings 
  Rgr3/Rog2; hp 36; see Appendix I. 
  �Elo & Olindus Topbottom: Male halflings Ftr3/Rog2; 
  hp 40; see Appendix I. 
  APL 8 (EL 11) 
  �Krais & Eyaja Eyetwinkle: Male and female halflings 
  Rgr4/Rog3; hp 49; see Appendix I. 
  �Eagle animal companions (2): Animal; hp 5; see 
  Appendix 1 
  �Elo & Olindus Topbottom: Male halflings Ftr4/Rog3; 
  hp 54; see Appendix I. 
  APL 10 (EL 13) 
  �Krais & Eyaja Eyetwinkle: Male and female halflings 
  Rgr5/Rog4; hp 62; see Appendix I. 
  �Eagle animal companions (2): Animal; hp 5; see 
  Appendix 1 
  �Elo & Olindus Topbottom: Male halflings Ftr5/Rog4; 
  hp 77; see Appendix I. 
  APL 12 (EL 15) 
  �Krais & Eyaja Eyetwinkle: Male and female halflings 
  Rgr6/Rog5; hp 75; see Appendix I. 
  �Eagle animal companions (2): Animal; hp 16; see 
  Appendix 1 
  �Elo & Olindus Topbottom: Male halflings Ftr6/Rog5; 
  hp 93; see Appendix I. 
  Tactics: The group flanks the road, two to either side. All 
  four are within 30 feet to utilize their sneak attack 
  abilities. They all begin with arrow fire. Two of them 
  move in to flank together and attack in melee, while the 
  other two continue to snipe as long as is tactically sound. 
  If necessary, they can use the tall grass to hide and 
  attempt to sneak attack again the next round. 
   
  At APL 2, the ambushers flee if two of the three are 
  disabled or killed. At all other APLs, the ambushers flee if 
  at any time they become outnumbered three-to-one (not 
  counting animal companions, mounts, or familiars—
  characters and cohorts only). 
   
  If at any time during the ambush the players reveal 
  the note given to them by Atorin Seffren, the ambushers 
  no longer flee, fighting to the death to ensure servants of 
  House Seffren are killed. 
  Treasure: 
  APL 2 – L: 342 gp, C: 0 gp, M: 0 gp. 
  APL 4 – L: 342 gp, C: 0 gp, M: 0 gp. 
  APL 6 – L: 309 gp, C: 0 gp, M: +1 chain shirt x4 (104 gp 
  each per character). 
  APL 8 – L: 309 gp, C: 0 gp, M: +1 chain shirt x4 (104 gp 
  each per character). 
  APL 10 – L: 309 gp, C: 0 gp, M: +1 chain shirt x4 (104 gp 
  each per character). 
  APL 12 – L: 326 gp, C: 0 gp, M: +2 chain shirt x4 (367 gp 
  each per character). 
   
  NOTE: Although working as skirmishers for the 
  forces of Eastguard, these brigands are not members of 
  the Free Army. They do not recognize the authority of 
  any Free Army officers/sergeants nor do the characters go 
  to jail for killing them. 
   
  NOTE: If the ambushers are captured rather than 
  killed, they are unwilling to divulge any information. If 
  they are taken to the Eastguard encampment, Pengallen 
  has them arrested and taken away for questioning. He 
  does not allow the PCs to participate in the questioning. If 
  the characters attempt to follow the ambushers after 
  they’ve been arrested, they may make a Tracking check 
  DC 15. The tracks lead to an empty tent and then 
  disappear. 
  Encounter 4: Eastguard 
   
  Successfully making your way past the ambush, you 
  come upon Seffren Manor. The estate is encircled by 
  Dyvers Free Army from Eastguard. Regular patrols 
  move around the perimeter. Directly in front of the 
  manor, a large pavilion has been erected and a number 
  of soldiers—most likely officers—make their way in 
  and out of the tent. A large standard flaps in the wind, 
  making the scene feel like the encampment of a 
  conquering army rather than an arrest like Kael 
  Herall had claimed it to be. 
  A Knowledge (nobility and royalty) check DC 11 or a 
  Knowledge (Velverdyva, Tuflik, Fals Trade Route) check 
  DC 16 confirms that the standard flying above the 
  pavilion is that of House Pengallen. 
   
  There are a number of ways to navigate this 
  encounter. Players may choose to sneak past the guards 
  and attempt to infiltrate the manor without being 
  detected. They may magically teleport, fly, dimension 
  door, or use other spells to avoid the guards all together. 
  They may attack one of the patrols in hoping of punching 
  
  Dyv5-02 Rising in the East 
   
  Page 10 
  a hole through the perimeter. Or they may attempt to 
  speak with the guards (who in turn direct the characters 
  to the center pavilion to speak with Lord Pengallen or 
  haggle a bribe, if one is offered). 
   
  Also, characters that rank as Sergeant or higher in the 
  Dyvers Free Army (meta-organization) may pull rank to 
  be permitted through the perimeter—accompanied by 
  anyone 
  they 
  wish. 
  Members 
  of 
  other 
  military 
  organizations (the Navy and Free Marines) or the 
  Constabulary may not pull rank. If they attempt to do so, 
  they are directed to the center pavilion to speak with Lord 
  Pengallen. 
  If they attempt to sneak through the lines 
  Unlike the untamed high grass and tall wheat of the 
  countryside between Dyvers and Maraven, Seffren Manor 
  is well groomed and the grass here is kept short, as is the 
  gentry custom. There are no trees to provide cover nor 
  any mist to provide concealment. Any attempt to sneak 
  through the lines would require either waiting until dark, 
  or making a mad dash for the manor in between patrols. 
   
  To remain a safe distance from the soldiers, the 
  characters must be a minimum of 450 feet from the 
  manor and 225 feet from the patrol. The land is flat and 
  unobstructed between the PCs’ location and the manor. A 
  patrol passes every five rounds. PCs making a run for it 
  draw two rounds of arrow fire (based on standard PC 
  movement at a full run, adapt as necessary) unless they 
  somehow distract the guards first (ghost sounds, animal 
  companions, or a similar ploy). 
   
  Note: Without special class abilities, Hide checks 
  may only be made with suitable concealment. There is no 
  concealment available unless the PCs use magical means 
  to create some. 
   
  Although patrols are more frequent at night (coming 
  every three rounds), the darkness provides ample 
  concealment to allow PCs to make Hide checks 
  If they attack the patrol 
  Use the stats from Encounter 5 if PCs engage the patrol. 
  There are approximately 100 soldiers on the grounds of 
  Seffren Manor. Unless the PCs are able to dispatch the 
  patrol in one round, the alarm is sounded and the army 
  engages the PCs as a whole. Regardless, if the PCs kill any 
  of the soldiers, they have killed military personnel. They 
  may continue with the module, but lose 24 TUs after the 
  fact pending their arrest and trial. Testimony surfaces 
  later that gains them leniency by the court and released 
  with time served. 
  If they attempt to negotiate with the patrol 
  Without a proper disguise (including Free Army 
  uniforms), the patrol soldiers are not willing to negotiate 
  If they bribe the patrol 
  The soldiers from Eastguard have been under the employ 
  of House Pengallen for a number of years. They have 
  become accustom to shady deals, but at the same time 
  know such deals come at a large risk to themselves (as 
  they have no patent of nobility to protect them). If the 
  players wish to bribe their way past the guards, it costs 50 
  gp x APL. This cost may be reduced to 25 gp x APL with a 
  successful Diplomacy or Intimidate check (DC 18 + APL) 
  or a successful Bluff check (DC 23 + APL). 
  If they use magic 
  PCs may use spells like invisibility, fly, dimension door, 
  teleport, veil or others to make their way to the manor. 
  The judge should handle this on a case by case basis, using 
  the distances listed above to arbitrate any spell usage. 
  If they pull rank 
  Sergeants, Lieutenants and Captains in the Dyvers Free 
  Army (meta-org) may pull rank on the soldiers on patrol. 
  They allow the superior officer to move through the 
  perimeter with anyone they specify, but report the 
  incident to their superiors unless instructed otherwise. 
  Regardless of whether they are reported, they are not 
  pursued into the manor. 
  If they ask to speak to a person in charge 
  The guards agree to take them to the commander in 
  charge, but insist that the characters submit themselves to 
  a search first. If a PC has any poison, the Eater of the 
  Voice Death Knife (Cor2-10 Forgotten Echoes, Dyv4-08 
  Linchpin), or the Robes of Vecna (Cor3-18 Through 
  Nature to Eternity) visible, they are not permitted entry 
  to the camp.  
   
  Note: If the characters captured one of the 
  ambushers and alert the sentries to this fact, the soldiers 
  insist that the characters see the person in charge 
  regardless of rank or what they want to do. (Characters 
  may still bribe the guards, but must pay double if the 
  sentries are aware there is a prisoner.)  
  Encounter 5: Lord Pengallen 
   
  Standing only a couple hundred feet from the front 
  door of Seffren Manor, the pavilion of Derreg Lord 
  Pengallen is grand in both size and color. The interior, 
  though, is sparse and militaristic. A broad oak table is 
  covered with a topographical map of the eastern lands 
  of Dyvers, Seffren and Herall Manors prominently 
  
  Dyv5-02 Rising in the East 
   
  Page 11 
  circled with black charcoal. With a few Free Army 
  officers standing on either side of him, Lord 
  Pengallen sits in a large oak chair talking quietly with 
  the Lieutenant to his right. 
  If the PCs have somehow snuck into the pavilion, there is 
  a flourish of arms and alarm calls until the characters are 
  identified and prevented from approaching Lord 
  Pengallen. Although this makes diplomacy more difficult 
  to begin with, it should not prevent this encounter from 
  continuing. 
   
  Pengallen does not acknowledge the characters’ 
  presence 
  immediately. 
  He 
  continues 
  quietly 
  his 
  conversation with the army officer. If the players begin 
  speaking without being acknowledged, he raises a finger, 
  signaling them to wait. If they continue to speak out of 
  turn, he ignores them, speaking when he’s ready and not 
  acknowledging anything they have said before that point. 
  “I am Derreg Lord Pengallen, magistrate of Maraven 
  and lord protector of the Greyhawk border. You have 
  intruded on official business of the state and lacking 
  any mark of service, your presence here is 
  circumspect, enough so as to have you arrested for the 
  duration of our business here. But, at the same time, 
  your arrival is a stroke of fortune, which may prove 
  useful and prevent the further unnecessary loss of life. 
  We shall discuss your presence here and see if there is 
  some use to you.” 
  Lord Pengallen has a number of questions for the PCs and 
  is willing to answer a number of theirs. If they are rude, 
  belligerent, or threatening, he does not acknowledge 
  them. House Pengallen is the oldest gentry house in 
  Dyvers and Derreg is correct in his assumption that any 
  immediate harm to him caused by an uncontrollable 
  adventurer will eventually cause that person’s total 
  destruction. 
  Lord Pengallen asks the following questions: 
  • 
  What purpose do you have traveling to the manor 
  at this particular time? 
  Pengallen is aware that the Seffren and Herall sons 
  escaped capture. The appearance of adventurers later is 
  obviously more than coincidence. (For high-level parties 
  who appeared on the scene ahead of time, the 
  expenditure 
  of 
  magic 
  only 
  furthers 
  Pengallen’s 
  assumption that they are in the service of the Herall or 
  Seffren boy. 
  • 
  What dealings have you had with the Greyhawk 
  guilds? 
  Pengallen knows that Greyhawk assassins are present 
  inside the manor. This question is simply a measure of the 
  resistance he can expect from the characters. If they are 
  ambivalent to the rivalry between Dyvers and Greyhawk, 
  they might not be so inclined to interfere in matters 
  between the two cities. The measure of their feelings 
  affects how much information he is willing to give the 
  PCs in terms of answering their questions. He is more 
  direct if they deal regularly with Greyhawk, but more 
  subtle if they are exclusionary. 
  • 
  Have you ever killed a man? 
  This is a test of the characters’ reactions. They don’t 
  necessarily need to answer yet, but if they are offended by 
  the question or the notion of killing someone, they are 
  not the sort he is looking for. 
  • 
  Have you ever killed a man for money? 
  This is a trick question. Most adventurers have been 
  employed and killed a “villain” during that employ. 
  Pengallen wants to assume a morally superior position 
  before he answers any of the characters’ questions and 
  argues that the PCs in fact have been paid to kill someone, 
  even if that death was not the direct form of employment. 
  • 
  Where are your loyalties to Dyvers? 
  This is the first question that Lord Pengallen truly cares 
  about the answer. Depending on how mercenary the 
  characters are, he may employ them in a more direct 
  fashion. 
  • 
  How do you feel about the absence of the 
  Magister? 
  This is a follow-up question to see just how deep the 
  characters’ loyalties run. The absence of the magister 
  evokes 
  three 
  general 
  responses: 
  anger, 
  loss, 
  or 
  indifference. Depending on which of these the characters 
  state tells Pengallen a lot about them. 
  • 
  Do you understand the station of the gentry in 
  relation to the average citizen? 
  This is Pengallen’s way of making it clear to the characters 
  that he is the authority of this region. With the magister 
  gone, the law is enforced by the Gentry Council. House 
  Pengallen is one of the six major noble families in the 
  Free Lands of Dyvers and Pengallen wants to make it clear 
  to the characters that any liberties they are used to taking 
  as adventurers (being rude, attacking recklessly or 
  without concern of the law, etc) will not be tolerated in 
  this situation. 
  • 
  Have you ever worked in the service of the gentry 
  or the Gentry Council? 
  It is possible for characters to have worked or assisted a 
  number of the Dyvers gentry, including the Gentry 
  
  Dyv5-02 Rising in the East 
   
  Page 12 
  Council. Regardless of the names they list off, Pengallen 
  is looking specifically for Houses Herall or Seffren. If the 
  PCs mention or show the writ from Atorin Seffren, 
  Pengallen tells them of the assassins that may be in the 
  manor. To ‘properly serve their liege,” he urges them to 
  make their way into the manor and stop the assassins 
  before it’s too late. 
  • 
  If you are truly here with just intentions, then 
  why would you not carry a white swallow to guard 
  you while you sleep? 
  This is innuendo to detect whether any members of the 
  party are Alliance members. Although non-members may 
  perceive this to be innuendo, there is a specific response 
  (“That would be foolish, Lord, as the white swallow is only 
  awake during the winter.”) that must be replied to 
  confirm membership. If no members reply properly, 
  Pengallen waves off the question. If one or more do 
  answer correctly, he dismisses all non-Alliance members, 
  wanting to speak with the members in private. 
  Lord Pengallen answers any of the following 
  questions: 
  NOTE: All the entries marked with an arrow represent 
  those instances where Lord Pengallen is telling the truth. 
  For all other instances, PCs must succeed at a Sense 
  Motive check (DC 30) to know that Pengallen is lying. If 
  they challenge him on his honesty, directly or indirectly, 
  he does not change his story or try to convince them. He 
  knows that he is the governing authority in this area and 
  their accusations mean little. 
  • 
  Why is Eastguard moving against Houses Seffren 
  and Herall? 
  “Moving against” implies a hostile action, which this isn’t. 
  As the senior magistrate for this area, Lord Pengallen 
  must oversee the lawful nature of all Dyvers citizens, 
  including its gentry. Although typically a nature such as 
  treason is taken to the Gentry Council first, the proximity 
  of the Seffren and Herall estates to the eastern border 
  required a preemptive action first. 
  • 
  What crime did Lords Seffren and Herall 
  commit? 
  They are wanted on charges of treason, including 
  consorting with Greyhawk City and its guild of thieves 
  and assassins in an effort to undermine the prosperity and 
  sovereignty of the Free and Independent City of Dyvers. 
  • 
  Does Lord Pengallen have proof of the crimes he’s 
  accusing these gentry of? 
  Yes he does, but he has no reason to share that proof with 
  the characters. His authority is what matters in this affair. 
  • 
  Why do they need so many soldiers to arrest so 
  few people? 
  When dealing with a member of the gentry, they must 
  take every measure to ensure the safety of the lord and his 
  family. Since the Greyhawk guilds are suspected to be 
  involved somehow, it was decided that a full engagement 
  would be the safest course of action for everyone 
  involved. 
  • 
  Why haven’t they forced their way into the 
  manor? Why are they laying siege to it? 
  They believe that there are still guards loyal to Lord 
  Seffren barricaded within the manor. These are loyal 
  citizens of Dyvers who believe they’re defending their 
  master against an invasion. The army does not wish to 
  punish them for their loyalty. 
  • 
  Why don’t they simply negotiate? 
  Although they had hoped to negotiate, the guards 
  somehow learned of the arrest attempt on Lord Herall 
  and have refused to speak to anyone 
  • 
  What does he mean attempt? 
  Although the Free Army successfully gained 
  entrance to Herall Manor, they found the gentry 
  family assassinated. The culprits are most likely 
  Greyhawk assassins, although it may be Herall’s 
  eldest son, as he’s still unaccounted for (it’s even 
  possible that he’s actually in league with Greyhawk). 
  • 
  Why is there a rush to get inside the house? Why 
  not just wait them out? 
  The evidence leading to the arrest incriminates both 
  Herall and Seffren. It is likely that the assassins that 
  infiltrated Herall Manor have done so or are planning to 
  do so to Seffren Manor. 
  � What happens to gentry that are murdered? 
  Gentry members may be returned from the dead if they 
  are capable of making the proper arrangements with an 
  accommodating temple. If the entire immediate family is 
  dead, the Gentry Council may choose to return them to 
  life if no extended family members are willing or able. 
  � Will Pengallen pay the characters for their 
  assistance? 
  No, but neither will he arrest them for interfering with a 
  military operation among other crimes they would most 
  certainly commit on their way back to Dyvers. 
   
  He is willing to concede that by aiding the forces of 
  Eastguard, any booty the PCs should claim through force 
  
  Dyv5-02 Rising in the East 
   
  Page 13 
  of arms, either from the fallen house guards or the 
  Greyhawk assassins, is theirs to keep without tax. 
  � But I thought you didn’t want to kill the house 
  guard? 
  If they wait too long, the guards will be dead none-
  the-less, so it’s best to have the players do what is 
  necessary to gain entry. 
  � Will Pengallen provide the players with a writ of 
  service? 
  Pengallen provides the PCs with a writ if they have not 
  shown him the writ from Atorin Seffren. Pengallen has 
  no reservation in doing this, as it’s a common practice in 
  his dealings. The paper he uses is specially imported and 
  sealed in a wax wrapping. Once exposed to the open air, it 
  begins to deteriorate, falling to scrap 24 hours later. He 
  also signs with his left hand rather than his right. 
  Characters watching him draft the writ may make a 
  Forgery check (DC 15) to realize that he is signing his 
  signature fraudulently. He makes no effort to retrieve this 
  writ if the players should attempt to keep it. 
   
  Once questions have been asked and answered to 
  everyone’s satisfaction, the characters are asked to 
  advance to the Seffren Manor and attempt to determine 
  the status of the household. 
  NOTE: The players may attempt to use some type of 
  divinations while meeting or immediately after speaking 
  with Lord Pengallen. No spellcasting is permitted while 
  meeting with Lord Pengallen. If he finds that he cannot 
  speak (because of a zone of truth while he attempts to lie) 
  or if the players accuse him of lying, they are expelled 
  from the tent and threatened with arrest if they do not 
  leave the area immediately. They are not permitted back 
  into the tent if they excuse themselves regardless of 
  whether they’ve cast a spell. 
   
  If someone casts divination, they receive a result of 
  “Evil ties lie within, but the traitorous deed was 
  written by a separate hand”. Lesser divinations foretell 
  of danger or negative situations. 
  Encounter 6: Anyone Home? 
   
  If it weren’t for the testimonies of Atorin Seffren and 
  Derreg Lord Pengallen, one might assume Seffren 
  Manor to be long deserted. Two hundred feet from 
  Pengallen’s pavilion, the manor stands resolute. No 
  living creature, man nor beast, moves about the 
  grounds. The doors and window shutters are closed 
  and no light or sound escapes the austere walls. The 
  estate is devoid of life. 
  Lord Pengallen’s pavilion sits directly in front of Seffren 
  Manor. Unless the players specifically say they are leaving 
  the pavilion in an opposite direction, hiding, turning 
  invisible, or some other means of deception, the house 
  guards watching from the front window see them leave 
  and head toward the house. This has an effect on how the 
  guards react to the characters when they reach the manor 
  house. 
   
  For security reasons, Seffren Manor has no trees 
  within a 100-foot radius of the house. There is an orchard 
  to the rear of the house, beside the garden area, where the 
  family enjoys nature. The orchard does not approach any 
  closer to the house, being tended to stop at 150 feet away 
  from the house, while the garden takes up the remaining 
  50, ending at the standard 100-foot radius. 
   
  If the characters did not speak with Lord Pengallen 
  or if they moved away from the encampment and then 
  returned to the manor grounds, the House Guard is 
  willing to negotiate with them. Players must make a 
  successfully worded Diplomacy check (DC 40). Showing 
  the House Guard Atorin Seffren’s writ provides a 
  circumstance bonus of +40 to the roll. If anyone in the 
  party detects as evil, appears as an evil creature, or carries 
  an object that detects as evil, there is a • 20 circumstance 
  penalty to the roll. If the players fail at the roll, they must 
  either force their way into the manor or sneak in through 
  one of the second floor windows (Climb checks [DC 15] 
  and Open Lock checks [DC 30] to gain entry on the 
  second floor). They must then make opposed Move 
  Silently/Listen rolls against the House Guard or combat is 
  initiated. 
  APL 2 (EL 2) 
  �Seffren Guard: Male Dwarf Pal2; hp 24; see Appendix 
  I. 
  APL 4 (EL 4) 
  �Seffren Guards (2): Male Dwarf Pal2; hp 24 each; see 
  Appendix I. 
  APL 6 (EL 6) 
  �Seffren Guards (3): Male Dwarf Pal3; hp 34 each; see 
  Appendix I. 
  APL 8 (EL 8) 
  �Seffren Guards (4): Male Dwarf Pal3/Ftr1; hp 44 each; 
  see Appendix I. 
  APL 10 (EL 10) 
  �Seffren Guards (6): Male Dwarf Pal3/Ftr2; hp 54 each; 
  see Appendix I. 
  APL 12 (EL 12) 
  
  Dyv5-02 Rising in the East 
   
  Page 14 
  �Seffren Guards (6): Male Dwarf Pal3/Ftr2/KntProt2; 
  hp 74 each; see Appendix I. 
  Treasure: 
  APL 2 – L: 128 gp, C: 1292 gp, M: 0 gp. 
  APL 4 – L: 256 gp, C: 1292 gp, M: 0 gp. 
  APL 6 – L: 384 gp, C: 1292 gp, M: M: 0 gp. 
  APL 8 – L: 512 gp, C: 1292 gp, M: M: 0 gp. 
  APL 10 – L: 768 gp, C: 1292 gp, M: M: 0 gp. 
  APL 12 – L: 768 gp, C: 1292 gp, M: M: 0 gp. 
  Encounter 7: House Seffren 
   
  This is a free-form encounter. If the PCs spoke with the 
  House Guard, they may have learned that Lord Seffren 
  and the family barricaded themselves in a secured shelter 
  on the second floor. There may be a threat elsewhere in 
  the house, though, and it does not require a Diplomacy 
  check to convince the House Guard to allow the 
  characters to search the entire household. The guard has 
  been instructed to guard the staircase, the only entrance 
  to the second floor (under the assumption no one will 
  come through the windows above). They are unwilling to 
  move from the base of the stairs unless they believe Lord 
  Seffren is in danger (hearing the sounds of battle, etc). 
  (The guard does intervene if they suspect any theft of 
  property.) 
   
  Described below are the various rooms of Seffren 
  Manor. See DM’s Map #1 to reference these locations. 
   
  NOTE: There are a number of items listed in the 
  various rooms that characters may choose to steal. The 
  guard has no magical means of telling whether or not the 
  PCs have been looting, but they do engage them as 
  thieves if they are suspected of theft (stealing the rug, 
  making too much noise breaking open the china cabinet, 
  etc). 
  First Floor 
  1. Library: This library is kept clean and orderly. 
  Approximately 500 books are divided by subject 
  (geography, 
  history, 
  economics, 
  science 
  and 
  alchemy, religion, philosophy, and the arts) and then 
  alphabetized by title. An Appraise check (DC 30) or a 
  Profession (book seller) check (DC 20) reveals two 
  rare history books worth 500 gp each. 
   
  If they wish, characters may make a Search 
  check to look for potential clues. If they succeed at 
  DC 18, they find a history book titled Patents of 
  Aerdi to the Free Lands: A Noble History of the 
  Lands of Dyvers. This book details various gentry 
  beginning in the days of Aerdi all the way to the 
  present rule of an independent Dyvers. The begging 
  of the section dealing with House Pengallen has 
  been dog-eared. 
  2. 
  Study: Similar to the library, this room is well 
  organized. There is one book seemingly out of place: 
  a ledger thrown haphazardly on the desk in the 
  middle of the room. It appears to be a record of 
  business transactions. If characters succeed at a 
  Search check (DC 10), they discover that a few pages 
  have been torn from the ledger. A Forgery check (DC 
  8 + APL) reveals that the pages found on Lord 
  Seffren’s body do not match the torn edges of this 
  ledger. 
   
  Note: A Knowledge (local: check (Nyrond and 
  Her Environs DC 15; or Velverdyva, Tuflik, Fals 
  Trade Route DC 25) reveals that Terrel Yarne is the 
  head of a powerful merchant house in the County of 
  Urnst. His “Private Reserve” wine is currently 
  considered to be the finest strain of wine in the 
  civilized Flanaess. The Yarnes are also notoriously 
  corrupt, with countless rumors linking them to the 
  various Urnstian thieves guilds. 
  3. 
  Kitchen: This room also includes a counter and 
  bench for servants to take their meals on. There is a 
  rear door, a hamper door for wood and coal, as well as 
  a small window near the stove. All of these are locked 
  from the inside. There is a wooden cabinet on the far 
  wall that is also locked. It can be opened with an 
  Open Lock check (DC 40) or a Strength check (DC 
  27). Inside is china and silverware valuing 1500 gp. 
  4. 
  Dining Hall: This room’s focus is the large oak table 
  at its center. Large enough to seat 20 people, there is 
  only a centerpiece  
  5. 
  Male Servant Quarters: This room, unlike most of 
  the rooms on the first floor, is very disorganized. It 
  can hold approximately 10 men. Footlockers and wall 
  lockers stand with their doors open and a number of 
  overturned books and small trinkets lay scattered on 
  the bed. It seems that whoever lived here left in a 
  rush. There is nothing of value in this room. 
  6. 
  Female Servant Quarters: This room, unlike most of 
  the rooms on the first floor, is very disorganized. It 
  can hold approximately 10 women. Footlockers and 
  wall lockers stand with their doors open and a 
  number of half-knitted socks and small iron jewelry 
  lay scattered on the bed. It seems that whoever lived 
  here left in a rush. 
  
  Dyv5-02 Rising in the East 
   
  Page 15 
  7. 
  Parlor: There is a sofa, love seat and two chairs in this 
  room, along with an old but still useful piano forte. 
  Like the other rooms, the parlor is well kept. It is 
  difficult to see if anyone has used it recently. The 
  only thing of real value in the room is the rug. An 
  Appraise check (DC 20) places the value at 250 gp. 
   
  Described below are the various upstairs rooms of Seffren 
  Manor. See DM’s Map #2 to reference these locations. 
  Second Floor 
  8. 
  Master Bedroom: This room is, for the most part, 
  well-kept. The closet door is turned open and the 
  skirt around the bed has been flung up. If they are 
  uncertain as to what’s happened here, a Sense Motive 
  check (DC 15) implies that someone has searched 
  this room since the last time it was cleaned. There is 
  an ornately decorated jewelry box near the vanity 
  mirror. It is locked, but can be opened with an Open 
  Lock check (DC 35) or a Strength check (DC 22). 
  There is 6000 gp worth of jewelry inside. 
  9. 
  Atorin’s Bedroom: This room obviously belongs to a 
  male. There is a single large bed to the left and the 
  walls are adorned with a combination of maps and 
  ceremonial swords. The closet door is turned open 
  and the skirt around the bed has been flung up. If 
  they are uncertain as to what’s happened here, a 
  Sense Motive check (DC 15) implies that someone 
  has searched this room since the last time it was 
  cleaned. 
   
  PCs may make a Search check (DC 14) to find 
  Atorin’s journal in his chest of drawers. Most of the 
  journal is the standard musings of a young adult. One 
  of the last entries is a bit out of the ordinary, though. 
  Distribute Player Handout #4. 
  10. Irabella’s Bedroom: This room is surprisingly 
  average for the daughter of a gentryman. A mixture 
  of the typical lace and frilliness of a young girl mixed 
  with a number of hand-me-downs from her older 
  brother, this room is well kept, but gives a rustic, 
  almost independent feel from its design. The closet 
  door is turned open and the skirt around the bed has 
  been flung up. If they are uncertain as to what’s 
  happened here, a Sense Motive check (DC 15) 
  implies that someone has searched this room since 
  the last time it was cleaned. 
   
  PCs may make a Search check (DC 15) to find 
  Irabella’s journal in her hope chest at the foot of her 
  bed. The last entry of the book is worth attention. 
  Distribute Player Handout #5. 
  11. Mae’s Bedroom: Unlike the other two bedrooms, 
  this one is unkempt with a number of small dresses, 
  dolls, and books scattered about the floor. It is 
  impossible to tell if someone tossed the room, 
  looking for something, or if the child that lives here 
  is naturally messy and exceedingly spoiled. 
   
  PCs may make a Search check (DC 16) to find 
  Mae’s journal under a pile of dolls at the head of her 
  bed. The last entry of the book is worth attention. 
  Distribute Player Handout #6. 
  12. Guest Bedroom: This room is best described as 
  sterile. It’s extremely clean and formal at the same 
  time. The bed is pristinely made and the wood 
  surfaces are both dusted and polished. The window is 
  open. A Search check (DC 20 + APL) reveals that the 
  lock to the window was picked. There is nothing of 
  value in this room. 
  13. Secure Shelter: The door to this room should be 
  locked, but it isn’t. Whether the assassins heard the 
  characters either speaking/fighting with the house 
  guard or searching the upper bedrooms determines 
  whether or not they are caught planting the torn 
  ledger pages on Orin Seffren or whether the pages 
  have already been successfully planted and the 
  assassins have become hidden. 
  Depending on the manner in which the characters 
  entered the room, they find Player Handout #7 
  either on the floor or in the pocket of Orin Seffren. 
  Encounter 8: Assassins! 
   
  NOTE: The assassins have placed an immovable rod in 
  front of the door to prevent anyone from walking in. If 
  the PCs are able to force the door open with a Strength 
  check (DC 25) on their first try, read the following. 
  Forcing the shelter door open, you see a burley man 
  leaning over the body of Lord Orin Seffren. He stands 
  up, startled by your presence, dropping a piece of 
  paper on top of Lord Seffren’s waistcoat. 
   
  Another man, dressed in black, stands against the 
  wall, his dagger raised to the throats of Irabella 
  Seffren. Her mother lies dead on the ground beside 
  her. Her younger sister sits on her left, tears 
  streaming out of her eyes into the cloth gag in her 
  mouth. 
   
  At higher APLs, the two men standing next to the 
  Seffrens are the Greyhawk Guildsmen, not the assassins 
  (the assassins will have cast invisibility on themselves 
  when they heard the door try to open the first time). They 
  
  Dyv5-02 Rising in the East 
   
  Page 16 
  are hiding, on either side of the door hoping to flank the 
  interlopers or utilize their death attack if time permits. 
  NOTE: If the PCs are unable to open the door 
  immediately, the assassins take the time to prep the group 
  with minute-per-level spells as time allows. 
  The shelter door, which should have been locked, 
  slides open without a sound. Inside, the body of Lord 
  Orin Seffren lies on the floor, his throat cut. Against 
  the wall are the bodies of Irabella, Mae, and Madame 
  Seffren, all also slain. 
   
  PCs may make a Spot check (DC 27+APL) to notice 
  the hidden rogues on either side of the door. Please note 
  that at higher APLs the assassins are invisible, adding 20 
  to the DC of the Spot check. 
  APL 2 (EL 5) 
  �Greyhawk Assassins (2): Male Human Rog3; hp 17; 
  see Appendix I. 
  APL 4 (EL 7) 
  �Greyhawk Assassins (2): Male Human Rog5; hp 29; 
  see Appendix I. 
  APL 6 (EL 9) 
  �Greyhawk Assassins (2): Male Human Rog5/Asn2; hp 
  37; see Appendix I. 
  �Greyhawk Guildsman: Male Human Ftr5; hp 54; see 
  Appendix I. 
  APL 8 (EL 11) 
  �Greyhawk Assassins (2): Male Human Rog5/Asn3; hp 
  42; see Appendix I. 
  �Greyhawk Guildsmen (2): Male Human Ftr6; hp 64; 
  see Appendix I. 
  APL 10 (EL 13) 
  �Greyhawk Assassins (2): Male Human Rog5/Asn5; hp 
  52; see Appendix I. 
  �Greyhawk Guildsmen (2): Male Human Ftr8; hp 84; 
  see Appendix I. 
  APL 12 (EL 15) 
  �Greyhawk Assassins (2): Male Human Rog5/Asn7; hp 
  62; see Appendix I. 
  �Greyhawk Guildsmen (2): Male Human Ftr10; hp 104; 
  see Appendix I. 
  Tactics: The assassins understand that there are too few of 
  them to utilize their death attacks. They instead attempt 
  to combine their spell usage with their sneak attacks to 
  end the combat as quickly as possible. If the PCs are 
  fairing poorly, the assassins may then attempt to use their 
  death attack. At higher APLs, this may include turning all 
  four assailants invisible and hoping the distraction of the 
  dead bodies will cause a distraction long enough for them 
  to study their prey. 
   
  Depending on how quickly the PCs gain entry to the 
  room and how well they’ve prepped, the guildsmen either 
  hide or ready actions to immediately engage the PCs in 
  the doorway to create a bottleneck. 
  Treasure: 
  APL 2 – L: 19 gp, C: 0 gp, M: immovable rod (417 gp per 
  character). 
  APL 4 – L: 19 gp, C: 0 gp, M: immovable rod (417 gp per 
  character), wand of invisibility (26 charges) (195 gp per 
  character). 
  APL 6 – L: 67 gp, C: 0 gp, M: immovable rod (417 gp per 
  character), wand of invisibility (26 charges) (195 gp per 
  character). 
  APL 8 – L: 111 gp, C: 0 gp, M: +1 dire pick x2 (194 gp each 
  per character), immovable rod (417 gp per character), 
  wand of invisibility (26 charges) (195 gp per character). 
  APL 10 – L: 111 gp, C: 0 gp, M: +2 dire pick x2 (694 gp 
  each per character), bead of force x2 (250 gp each per 
  character), immovable rod (417 gp per character), wand of 
  invisibility (26 charges) (195 gp per character). 
  APL 12 – L: 111 gp, C: 0 gp, M: +2 dire pick x2 (694 gp 
  each per character), bead of force x2 (250 gp each per 
  character), immovable rod (417 gp per character), wand of 
  invisibility (26 charges) (195 gp per character). 
  The assassins have a strange pattern sewn into their 
  tabards. A Knowledge (local) check (Core: DC 20, 
  Velverdyva, Tuflik, Fals Trade Route: DC 30) reveals that 
  this is an emblem of the Greyhawk City Assassins Guild. 
  The Guildsmen have a much more obvious pattern in 
  addition to the above mark.  A Knowledge (local) check 
  (Core: DC 20, Velverdyva, Tuflik, Fals Trade Route: DC 
  30) reveals that this is the crest of the Greyhawk City 
  chapter of the Ring of Steel. 
   
  Other than their equipment, characters succeeding at 
  a Search check (DC 20 + APL) find a false pocket in the 
  cloak of one of the assassins. There are two pieces of 
  paper, each with a watermark of the Greyhawk City coat-
  of-arms. A Knowledge (nobility) check (DC 15) or a 
  Knowledge (local: Velverdyva, Tuflik, Fals Trade Route) 
  check (DC 20) reveals that one piece of paper has a 
  sketching of the Herall family, the other the Seffren 
  family. 
  Conclusion 
   
  
  Dyv5-02 Rising in the East 
   
  Page 17 
  Regardless of whether the characters turn over any 
  evidence they’ve found to Lord Pengallen and regardless 
  of whether they claim that Lord Seffren was framed for 
  his crimes, Pengallen makes the following decree. 
  “Let all those gathered bear witness to the claims of 
  treason delivered here today and the foreclosure of 
  House Seffren. Until such time as the Gentry Council 
  of Dyvers may review the incidents of the past four 
  days and make an official judicial ruling, the lands of 
  Indrus Lord Herall and Lord Orin Seffren are 
  remanded to the fief of Maraven and the purview of 
  House Pengallen. Any concerns regarding the 
  assassination of either gentry household may be 
  presented to the Gentry Council in due diligence or to 
  the families in question at such a time as the council 
  orders their revival from death or when surviving 
  family members are able to make the proper 
  arrangements. 
   
  This decree is made in the name of Her Majesty 
  the Magister of Dyvers in abstentia and the local 
  governing authority, Derreg Lord Pengallen.” 
  NOTE: As one of the six major gentry of Dyvers, any 
  aggressive action against Lord Pengallen or the soldiers of 
  Eastguard could lead to the arrest or even execution of the 
  characters involved. If the PCs are still looking for a non-
  aggressive, legal solution, they may make a Knowledge 
  (local: Velverdyva, Tuflik, Fals Trade Route) DC 20 or 
  Knowledge (geography) DC 18 to know that, although 
  near the county border, Herall and Seffren Manors 
  actually fall in Oster County, not Maraven, and the lawful 
  magistrate is actually Bailen Lord Maltrus. Such a claim 
  by a non-gentry member cannot supercede Lord 
  Pengallen’s authority in this particular situation, but can 
  be taken before the Gentry Council. Such claims will be 
  resolved in a future Dyvers module. Make note of it on 
  the players’ ARs if they successfully make this knowledge 
  check. 
   
  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 
  role playing) to each character. 
  Encounter 3: Approaching Seffren Manor 
  Defeat the ambushers 
   
  APL 2 – 150 xp. 
   
  APL 4 – 210 xp. 
   
  APL 6 – 270 xp. 
   
  APL 8 – 330 xp. 
   
  APL 10 – 390 xp. 
   
  APL 12 – 450 xp. 
  Encounter 6: Anyone Home? 
  Gain entry to Seffren Manor 
   
  APL 2 – 60 xp. 
   
  APL 4 – 120 xp. 
   
  APL 6 – 180 xp. 
   
  APL 8 – 240 xp. 
   
  APL 10 – 300 xp. 
   
  APL 12 – 360 xp. 
  Encounter 8: Assassins! 
  Defeat the Greyhawk Assassins 
   
  APL 2 – 150 xp. 
   
  APL 4 – 210 xp. 
   
  APL 6 – 270 xp. 
   
  APL 8 – 330 xp. 
   
  APL 10 – 390 xp. 
   
  APL 12 – 450 xp. 
  Discretionary Roleplaying Award 
  Judge may allocate up to the following for good role-
  playing 
   
  APL 2 – 90 xp. 
   
  APL 4 – 135 xp. 
   
  APL 6 – 180 xp. 
   
  APL 8 – 225 xp. 
   
  APL 10 – 270 xp. 
   
  APL 12 – 315 xp. 
  Total Possible Experience 
   
  APL 2  
   
  450 xp. 
   
  APL 4  
   
  675 xp. 
   
  APL 6  
   
  900 xp. 
   
  APL 8   
   
  1,125 xp. 
   
  APL 10   
   
  1,350 xp. 
   
  APL 12  
   
  1,575 xp. 
  
  Dyv5-02 Rising in the East 
   
  Page 18 
  Treasure Summary 
  During an adventure, characters come upon 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.  In the case of potions, they may use Spellcraft to 
  identify them.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a potion, 
  scroll, magic bolts, etc.) and the item is used before the end 
  of the adventure, its total is subtracted from the adventure 
  totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained field 
  of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter 1: A Noble Task 
  APL 2 – L: 333 gp, C: 50 gp, M: 0 gp. 
  APL 4 – L: 333 gp, C: 100 gp, M: 0 gp. 
  APL 6 – L: 333 gp, C: 150 gp, M: 0 gp. 
  APL 8 – L: 333 gp, C: 200 gp, M: 0 gp. 
  APL 10 – L: 333 gp, C: 250 gp, M: 0 gp. 
  APL 12 – L: 333 gp, C: 300 gp, M: 0 gp. 
  Encounter 2: Ambush? 
  All APLs 2– L: 0 gp, C: 20 gp, M: 0 gp. 
  Encounter 3: Approaching Seffren Manor 
  APL 2 – L: 342 gp, C: 0 gp, M: 0 gp. 
  APL 4 – L: 342 gp, C: 0 gp, M: 0 gp. 
  APL 6 – L: 309 gp, C: 0 gp, M: +1 chain shirt x4 (104 gp 
  each per character). 
  APL 8 – L: 309 gp, C: 0 gp, M: +1 chain shirt x4 (104 gp 
  each per character). 
  APL 10 – L: 309 gp, C: 0 gp, M: +1 chain shirt x4 (104 gp 
  each per character). 
  APL 12 – L: 326 gp, C: 0 gp, M: +2 chain shirt x4 (367 gp 
  each per character). 
  Encounter 6: Anyone Home? 
  APL 2 – L: 128 gp, C: 1292 gp, M: 0 gp. 
  APL 4 – L: 256 gp, C: 1292 gp, M: 0 gp. 
  APL 6 – L: 384 gp, C: 1292 gp, M: M: 0 gp. 
  APL 8 – L: 512 gp, C: 1292 gp, M: M: 0 gp. 
  APL 10 – L: 768 gp, C: 1292 gp, M: M: 0 gp. 
  APL 12 – L: 768 gp, C: 1292 gp, M: M: 0 gp. 
  Encounter 8: Assassins! 
  APL 2 – L: 19 gp, C: 0 gp, M: immovable rod (417 gp per 
  character). 
  APL 4 – L: 19 gp, C: 0 gp, M: immovable rod (417 gp per 
  character), wand of invisibility (26 charges) (195 gp per 
  character). 
  APL 6 – L: 67 gp, C: 0 gp, M: immovable rod (417 gp per 
  character), wand of invisibility (26 charges) (195 gp per 
  character). 
  
  Dyv5-02 Rising in the East 
   
  Page 19 
  APL 8 – L: 111 gp, C: 0 gp, M: +1 dire pick x2 (194 gp each 
  per character), immovable rod (417 gp per character), 
  wand of invisibility (26 charges) (195 gp per character). 
  APL 10 – L: 111 gp, C: 0 gp, M: +2 dire pick x2 (694 gp 
  each per character), bead of force x2 (250 gp each per 
  character), immovable rod (417 gp per character), wand of 
  invisibility (26 charges) (195 gp per character). 
  APL 12 – L: 111 gp, C: 0 gp, M: +2 dire pick x2 (694 gp 
  each per character), bead of force x2 (250 gp each per 
  character), immovable rod (417 gp per character), wand of 
  invisibility (26 charges) (195 gp per character). 
  Total Possible Treasure 
   
  APL 2 
  450 gp 
   
  APL 4 
  650 gp 
   
  APL 6 
  900 gp 
   
  APL 8 
  1,300 gp 
   
  APL 10 
  2,300 gp 
   
  APL 12 
  3,300 gp 
   
   
  
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  Appendix 1: NPC Stats 
   
  APL 2 
  ENCOUNTER 2 
  Hanumel: Human Rog2; CR 2; Medium-Size 
  humanoid (Oeridian); HD 2d6; hp 10; Init +7; Spd 30 
  ft.; AC 15, touch 13, flat-footed 12 (+3 Dex, +2 Leather); 
  Base Atk +1; Grp +1; Atk +1 melee (1d6, club); Full Atk 
  • 1/• 1 melee (1d6, club); SA Sneak Attack +1d6; SQ 
  Evasion; AL N; SV Fort +0, Ref +6, Will +2; Str 10, Dex 
  16, Con 10, Int 14, Wis 14, Cha 14. 
   
  Skills and Feats: Balance +8, Bluff +7, Gather 
  Information +6, Hide +8, Intimidate +7, Knowledge 
  (local: Velverdyva, Tuflik Fals Trade Route) +7, Listen 
  +7, Move Silently +8, Profession (miller) +7, Search +7, 
  Spot +7, Tumble +8; Improved Initiative, Two-Weapon 
  Fighting. 
   
  Possessions: clubs (2), leather armor. 
   
  Jori: Human Rog1; CR 1; Medium-Size humanoid 
  (Oeridian); HD 1d6; hp 6; Init +4; Spd 30 ft.; AC 16, 
  touch 14, flat-footed 12 (+4 Dex, +2 Leather); Base Atk 
  +0; Grp +1; Atk +1 melee (1d6, club); Full Atk • 1/• 1 
  melee (1d6, club); SA Sneak Attack +1d6; AL CN; SV 
  Fort +0, Ref +6, Will +0; Str 12, Dex 18, Con 10, Int 10, 
  Wis 10, Cha 14. 
   
  Skills and Feats: Bluff +6, Craft (cooking) +4, Hide 
  +8, Jump +5, Listen +4, Open Lock +8, Spot +4, Tumble 
  +8, Use Magic Device +6; Combat Reflexes, Two-
  Weapon Fighting. 
   
  Possessions: clubs (2), leather armor, thieves tools. 
   
  Butch: Half-elf Rog1; CR 1; Medium-Size humanoid 
  (wood elf); HD 1d6; hp 6; Init +4; Spd 30 ft.; AC 16, 
  touch 14, flat-footed 12 (+4 Dex, +2 Leather); Base Atk 
  +0; Grp +2; Atk/Full Atk +2 melee (1d6+2, club); SA 
  Sneak Attack +1d6; SQ half-elf traits; AL N; SV Fort +0, 
  Ref +6, Will +1; Str 14, Dex 18, Con 10, Int 13, Wis 12, 
  Cha 9. 
   
  Skills and Feats: Climb +6, Forgery +5, Gather 
  Information +5, Jump +6, Listen +6, Profession 
  (cooper) +5, Spot +6, Tumble +8, Use Rope +8; Combat 
  Expertise. 
   
  Possessions: club, leather armor. 
   
  Twiggy: Elf Rog1; CR 1; Medium-Size humanoid 
  (wood elf); HD 1d6; hp 6; Init +4; Spd 30 ft.; AC 16, 
  touch 14, flat-footed 12 (+4 Dex, +2 Leather); Base Atk 
  +0; Grp +4; Atk/Full Atk +4 melee (1d6+4, club); SA 
  Sneak Attack +1d6; SQ elf traits; AL N; SV Fort +0, Ref +6, 
  Will +1; Str 18, Dex 18, Con 10, Int 10, Wis 12, Cha 6. 
   
  Skills and Feats: Climb +8, Jump +8, Listen +7, 
  Profession (lumberjack) +5, Search +6, Sense Motive +5, Spot 
  +7, Tumble +8; Power Attack. 
   
  Possessions: club, leather armor. 
   
  ENCOUNTER 3 
  Krais & Eyaja Eyetwinkle: Male and female halfling 
  Rgr1/Rog1; CR 2; Small humanoid (halfling); HD 
  1d8+1d6+4; hp 16; Init +3; Spd 20 ft.; AC 18, touch 14, flat-
  footed 15 (+3 Dex, +4 Chain Shirt, +1 Size); Base Atk +1; Grp 
  –2; Atk/Full Atk +4 melee (1d6+1, Masterwork Small 
  longsword) or +7 ranged (1d6+1, Masterwork Small 
  composite longbow [+1 Str]); SA Favored enemy (human) 
  +2, Sneak attack +1d6; SQ Halfling traits, wild empathy; AL 
  NE; SV Fort +5, Ref +9, Will +3; Str 12, Dex 17, Con 14, Int 
  12, Wis 14, Cha 10. 
   
  Skills and Feats: Bluff +1, Climb +3, Handle Animal +2, 
  Hide +11, Jump +7, Knowledge (nature) +2, Listen +8, Move 
  Silently +9, Spot +6, Survival +6, Tumble +7; Point Blank 
  Shot, Track. 
   
  Possessions: Masterwork Small longsword, masterwork 
  Small composite longbow [+1 Str], chain shirt. 
   
  Elo & Olindus Topbottom: Male halflings Ftr1/Rog1; CR 
  2; Small (halfling); HD 1d10+1d6+4; hp 18; Init +4; Spd 20 ft.; 
  AC 19, touch 15, flat-footed 15 (+4 Dex, +4 Chain Shirt, +1 
  Size); Base Atk +1; Grp –2; Atk/Full Atk +4 melee (1d10+1, 
  Masterwork Small longaxe*/x3) or +7 ranged (1d6+1, 
  Masterwork Small composite longbow [+1 Str]); SA Sneak 
  attack +1d6; SQ Halfling traits; AL LE; SV Fort +5, Ref +7, 
  Will +3; Str 12, Dex 18, Con 14, Int 12, Wis 14, Cha 8. 
   
  Skills and Feats: Bluff +0, Climb +4, Hide +9, Jump +7, 
  Listen +6, Move Silently +7, Spot +4, Tumble +5; Dodge, 
  Exotic Weapon Proficiency (Longaxe*). 
   
  Possessions: masterwork Small longaxe, masterwork 
  Small composite longbow [Str +1], chain shirt. 
  *see Appendix 2: New Rules Items 
   
  ENCOUNTER 6 
  Seffren Guard: Dwarf Pal2; CR 2; Medium-Size humanoid 
  (hill dwarf); HD 2d10+8; hp 24; Init +0; Spd 20 ft.; AC 20, 
  touch 10, flat-footed 20 (+9 full plate, +2 heavy steel shield); 
  
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  Page 21 
  Base Atk +2; Grp +3; Atk/Full Atk +3 melee (1d8+1, 
  longsword); SA Smite evil 1/day; SQ Aura of good, 
  detect evil, divine grace, dwarf traits, lay on hands; AL 
  LG; SV Fort +9, Ref +2, Will +2; Str 13, Dex 10, Con 18, 
  Int 12, Wis 10, Cha 14. 
   
  Skills and Feats: Diplomacy +9, Knowledge 
  (nobility and royalty) +6, Ride +5; Power Attack. 
   
  Possessions: longsword, heavy steel shield, full 
  plate. 
   
  ENCOUNTER 8 
  Greyhawk Assassins (2): Human Rog3; CR 5; 
  Medium-Size humanoid (Oeridian); HD 3d6+3; hp 17; 
  Init 7; Spd 30 ft.; AC 15, touch 13, flat-footed 12 (+3 
  Dex, +2 Leather); Base Atk +2; Grp +2; Atk/Full Atk +5 
  melee (1d4, dagger) or +5 ranged (1d4, dagger); SA 
  Sneak Attack +2d6; SQ Evasion, Trap Sense +1; AL NE; 
  SV Fort +2, Ref +6, Will +2; Str 10, Dex 16, Con 12, Int 
  16, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +11, Bluff +5, Climb +6, 
  Disable Device +11, Disguise +8, Hide +9, Jump +8, 
  Listen +9, Move Silently +9, Open Lock +11, Spot +9, 
  Tumble +11; Alertness, Improved Initiative, Weapon 
  Finesse. 
   
  Possessions: disguise kit, masterwork thieves 
  tools, dagger, leather armor, immovable rod (x1). 
   
   
  
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  APL 4 
  ENCOUNTER 2 
  Hanumel: Human Rog3; CR 3; Medium-Size 
  humanoid (Oeridian); HD 3d6; hp 14; Init +7; Spd 30 
  ft.; AC 15, touch 13, flat-footed 12 (+3 Dex, +2 Leather); 
  Base Atk +2; Grp +2; Atk +5 melee (1d6, club); Full Atk 
  +3/+3 melee (1d6, club); SA Sneak Attack +2d6; SQ 
  Evasion, Trap Sense +1; AL N; SV Fort +1, Ref +6, Will 
  +3; Str 10, Dex 16, Con 10, Int 14, Wis 14, Cha 14. 
   
  Skills and Feats: Balance +8, Bluff +8, Gather 
  Information +7, Hide +9, Intimidate +8, Knowledge 
  (local: Velverdyva, Tuflik Fals Trade Route) +8, Listen 
  +8, Move Silently +9, Profession (miller) +8, Search +8, 
  Spot +8, Tumble +9; Improved Initiative, Two-Weapon 
  Fighting, Weapon Finesse. 
   
  Possessions: clubs (2), leather armor. 
   
  Jori: Human Rog2; CR 2; Medium-Size humanoid 
  (Oeridian); HD 2d6; hp 10; Init +4; Spd 30 ft.; AC 16, 
  touch 14, flat-footed 12 (+4 Dex, +2 Leather); Base Atk 
  +1; Grp +2; Atk +2 melee (1d6, club); Full Atk +0/+0 
  melee (1d6, club); SA Sneak Attack +1d6; SQ Evasion; 
  AL CN; SV Fort +0, Ref +7, Will +0; Str 12, Dex 18, Con 
  10, Int 10, Wis 10, Cha 14. 
   
  Skills and Feats: Bluff +7, Craft (cooking) +5, Hide 
  +9, Jump +8, Listen +5, Open Lock +9, Spot +5, Tumble 
  +11, Use Magic Device +7; Combat Reflexes, Two-
  Weapon Fighting. 
   
  Possessions: clubs (2), leather armor, thieves tools. 
   
  Butch: Half-elf Rog2; CR 2; Medium-Size humanoid 
  (wood elf); HD 2d6; hp 10; Init +4; Spd 30 ft.; AC 16, 
  touch 14, flat-footed 12 (+4 Dex, +2 Leather); Base Atk 
  +1; Grp +3; Atk/Full Atk +3 melee (1d6+2, club); SA 
  Sneak Attack +1d6; SQ Evasion, half-elf traits; AL N; 
  SV Fort +0, Ref +7, Will +1; Str 14, Dex 18, Con 10, Int 
  13, Wis 12, Cha 9. 
   
  Skills and Feats: Climb +7, Forgery +6, Gather 
  Information +6, Jump +9, Listen +7, Profession 
  (cooper) +6, Spot +7, Tumble +11, Use Rope +9; 
  Combat Expertise. 
   
  Possessions: club, leather armor. 
   
  Twiggy: Elf Rog2; CR 2; Medium-Size humanoid 
  (wood elf); HD 2d6; hp 10; Init +4; Spd 30 ft.; AC 16, 
  touch 14, flat-footed 12 (+4 Dex, +2 Leather); Base Atk 
  +1; Grp +5; Atk/Full Atk +5 melee (1d6+4, club); SA 
  Sneak Attack +1d6; SQ Evasion, elf traits; AL N; SV 
  Fort +0, Ref +7, Will +1; Str 18, Dex 18, Con 10, Int 10, 
  Wis 12, Cha 6. 
   
  Skills and Feats: Climb +9, Jump +11, Listen +8, 
  Profession (lumberjack) +6, Search +7, Sense Motive 
  +6, Spot +8, Tumble +11; Power Attack. 
   
  Possessions: club, leather armor. 
   
  ENCOUNTER 3 
  Krais & Eyaja Eyetwinkle: Male and female halfling 
  Rgr2/Rog1; CR 3; Small humanoid (halfling); HD 
  2d8+1d6+6; hp 23; Init +3; Spd 20 ft.; AC 18, touch 14, 
  flat-footed 15 (+3 Dex, +4 Chain Shirt, +1 Size); Base 
  Atk +2; Grp –1; Atk/Full Atk +5 melee (1d6+1, 
  Masterwork Small longsword) or +8 ranged (1d6+1, 
  Masterwork Small composite longbow [+1 Str]); SA 
  Favored enemy (human) +2, Sneak attack +1d6; SQ 
  Halfling traits, wild empathy; AL NE; SV Fort +6, Ref 
  +10, Will +3; Str 12, Dex 17, Con 14, Int 12, Wis 14, 
  Cha 10. 
   
  Skills and Feats: Bluff +1, Climb +3, Handle 
  Animal +3, Hide +12, Jump +7, Knowledge (nature) +2, 
  Listen +8, Move Silently +10, Spot +7, Survival +7, 
  Tumble +8; Point Blank Shot, Precise Shot, Rapid Shot, 
  Track. 
   
  Possessions: 
  Masterwork 
  Small 
  longsword, 
  masterwork Small composite longbow [+1 Str], chain 
  shirt. 
   
  Elo & Olindus Topbottom: Male halflings Ftr2/Rog1; 
  CR 3; Small (halfling); HD 2d10+1d6+6; hp 26; Init +4; 
  Spd 20 ft.; AC 19, touch 15, flat-footed 15 (+4 Dex, +4 
  Chain Shirt, +1 Size); Base Atk +2; Grp –1; Atk/Full Atk 
  +5 melee (1d10+1, Masterwork Small longaxe*/x3) or 
  +8 ranged (1d6+1, Masterwork Small composite 
  longbow [+1 Str]); SA Sneak attack +1d6; SQ Halfling 
  traits; AL LE; SV Fort +6, Ref +7, Will +3; Str 12, Dex 
  18, Con 14, Int 12, Wis 14, Cha 8. 
   
  Skills and Feats: Bluff +0, Climb +4, Hide +9, 
  Intimidate +0, Jump +7, Listen +6, Move Silently +7, 
  Spot +4, Tumble +6; Dodge, Exotic Weapon 
  Proficiency (Longaxe*), Power Attack. 
   
  Possessions: 
  masterwork 
  Small 
  longaxe, 
  masterwork Small composite longbow [Str +1], chain 
  shirt. 
  *see Appendix 2: New Rules Items 
   
  ENCOUNTER 6 
  Seffren Guards (2): Dwarf Pal2; CR 2; Medium-Size 
  humanoid (hill dwarf); HD 2d10+8; hp 24; Init +0; Spd 
  20 ft.; AC 20, touch 10, flat-footed 20 (+9 Full Plate, +2 
  
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  Page 23 
  Heavy Steel Shield); Base Atk +2; Grp +3; Atk/Full Atk 
  +3 melee (1d8+1, longsword); SA Smite evil 1/day; SQ 
  Aura of good, detect evil, divine grace, dwarf traits, lay 
  on hands; AL LG; SV Fort +9, Ref +2, Will +2; Str 13, 
  Dex 10, Con 18, Int 12, Wis 10, Cha 14. 
   
  Skills and Feats: Diplomacy +9, Knowledge 
  (nobility and royalty) +6, Ride +5; Power Attack. 
   
  Possessions: longsword, heavy steel shield, full 
  plate. 
   
  ENCOUNTER 8 
  Greyhawk Assassins (2): Human Rog5; CR 5; 
  Medium-Size humanoid (Oeridian); HD 5d6+5; hp 27; 
  Init +7; Spd 30 ft.; AC 15, touch 13, flat-footed 12 (+3 
  Dex, +2 Leather); Base Atk +3; Grp +3; Atk/Full Atk +6 
  melee (1d4, dagger) or +6 ranged (1d4, dagger); SA 
  Sneak Attack +3d6; SQ Evasion, Trap Sense +1, 
  Uncanny Dodge; AL NE; SV Fort +2, Ref +7, Will +2; 
  Str 10, Dex 16, Con 12, Int 17, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +13, Bluff +7, Climb +8, 
  Disable Device +13, Disguise +10, Hide +11, Jump +10, 
  Listen +11, Move Silently +11, Open Lock +13, Spot 
  +11, Tumble +13; Alertness, Improved Initiative, Two-
  Weapon Fighting, Weapon Finesse. 
   
  Possessions: disguise kit, masterwork thieves 
  tools, dagger, leather armor, immovable rod (x1), wand 
  of invisibility (26 charges) (x1). 
   
  
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  Page 24 
  APL 6 
  ENCOUNTER 2 
  Hanumel: Human Rog4; CR 4; Medium-Size 
  humanoid (Oeridian); HD 4d6; hp 18; Init +7; Spd 30 
  ft.; AC 15, touch 13, flat-footed 12 (+3 Dex, +2 Leather); 
  Base Atk +3; Grp +3; Atk +6 melee (1d6, club); Full Atk 
  +4/+4 melee (1d6, club); SA Sneak Attack +2d6; SQ 
  Evasion, Trap Sense +1, Uncanny Dodge; AL N; SV 
  Fort +1, Ref +7, Will +3; Str 10, Dex 17, Con 10, Int 14, 
  Wis 14, Cha 14. 
   
  Skills and Feats: Balance +8, Bluff +9, Gather 
  Information +8, Hide +10, Intimidate +9, Knowledge 
  (local: Velverdyva, Tuflik Fals Trade Route) +9, Listen 
  +9, Move Silently +10, Profession (miller) +9, Search 
  +9, Spot +9, Tumble +10; Improved Initiative, Two-
  Weapon Fighting, Weapon Finesse. 
   
  Jori: Human Rog3; CR 3; Medium-Size humanoid 
  (Oeridian); HD 3d6; hp 14; Init +4; Spd 30 ft.; AC 16, 
  touch 14, flat-footed 12 (+4 Dex, +2 Leather); Base Atk 
  +2; Grp +3; Atk +6 melee (1d6, club); Full Atk +4/+4 
  melee (1d6, club); SA Sneak Attack +2d6; SQ Evasion, 
  Trap Sense +1; AL CN; SV Fort +1, Ref +7, Will +1; Str 
  12, Dex 18, Con 10, Int 10, Wis 10, Cha 14. 
   
  Skills and Feats: Bluff +8, Craft (cooking) +6, Hide 
  +10, Jump +9, Listen +6, Open Lock +10, Spot +6, 
  Tumble +12, Use Magic Device +8; Combat Reflexes, 
  Two-Weapon Fighting, Weapon Finesse. 
   
  Possessions: clubs (2), leather armor, thieves tools. 
   
  Butch: Half-elf Rog3; CR 3; Medium-Size humanoid 
  (wood elf); HD 3d6; hp 14; Init +4; Spd 30 ft.; AC 16, 
  touch 14, flat-footed 12 (+4 Dex, +2 Leather); Base Atk 
  +2; Grp +4; Atk/Full Atk +4 melee (1d6+2, club); SA 
  Sneak Attack +2d6; SQ Evasion, Trap Sense +1, half-elf 
  traits; AL N; SV Fort +1, Ref +7, Will +2; Str 14, Dex 18, 
  Con 10, Int 13, Wis 12, Cha 9. 
   
  Skills and Feats: Climb +8, Forgery +7, Gather 
  Information +7, Jump +10, Listen +8, Profession 
  (cooper) +7, Spot +8, Tumble +12, Use Rope +10; 
  Combat Expertise, Dodge. 
   
  Possessions: club, leather armor. 
   
  Twiggy: Elf Rog3; CR 3; Medium-Size humanoid 
  (wood elf); HD 3d6; hp 14; Init +4; Spd 30 ft.; AC 16, 
  touch 14, flat-footed 12 (+4 Dex, +2 Leather); Base Atk 
  +2; Grp +6; Atk/Full Atk +6 melee (1d6+4, club); SA 
  Sneak Attack +2d6; SQ Evasion, Trap Sense +1, elf 
  traits; AL N; SV Fort +1, Ref +7, Will +2; Str 18, Dex 18, 
  Con 10, Int 10, Wis 12, Cha 6. 
   
  Skills and Feats: Climb +10, Jump +12, Listen +9, 
  Profession (lumberjack) +7, Search +8, Sense Motive 
  +7, Spot +9, Tumble +12; Cleave, Power Attack. 
   
  Possessions: club, leather armor. 
   
  ENCOUNTER 3 
  Krais & Eyaja Eyetwinkle: Male and female halfling 
  Rgr3/Rog2; CR 5; Small humanoid (halfling); HD 
  3d8+2d6+10; hp 36; Init +4; Spd 20 ft.; AC 20, touch 15, 
  flat-footed 16 (+4 Dex, +5 Chain Shirt +1, +1 Size); Base 
  Atk +4; Grp +1; Atk/Full Atk +7 melee (1d6+1, 
  Masterwork Small longsword) or +10 ranged (1d6+1, 
  Masterwork Small composite longbow [+1 Str]); SA 
  Favored enemy (human) +2, Sneak attack +1d6; SQ 
  Evasion, halfling traits, wild empathy; AL NE; SV Fort 
  +6, Ref +11, Will +4; Str 12, Dex 18, Con 14, Int 12, Wis 
  14, Cha 10. 
   
  Skills and Feats: Bluff +8, Climb +3, Handle 
  Animal +3, Hide +14, Jump +7, Knowledge (nature) +2, 
  Listen +9, Move Silently +12, Spot +8, Survival +8, 
  Tumble +12; Endurance, Point Blank Shot, Precise 
  Shot, Rapid Shot, Track. 
   
  Possessions: 
  Masterwork 
  Small 
  longsword, 
  masterwork Small composite longbow [+1 Str], chain 
  shirt +1. 
   
  Elo & Olindus Topbottom: Male halflings Ftr3/Rog2; 
  CR 5; Small (halfling); HD 3d10+2d6+10; hp 40; Init 
  +4; Spd 20 ft.; AC 20, touch 15, flat-footed 16 (+4 Dex, 
  +5 Chain Shirt +1, +1 Size); Base Atk +4; Grp +1; 
  Atk/Full Atk +7 melee (1d10+1, Masterwork small 
  longaxe*/x3) or +10 ranged (1d6+1, Masterwork Small 
  composite longbow [+1 Str]); SA Sneak attack +1d6; SQ 
  Evasion, halfling traits; AL LE; SV Fort +6, Ref +8, Will 
  +4; Str 13, Dex 18, Con 14, Int 12, Wis 14, Cha 8. 
   
  Skills and Feats: Bluff +7, Climb +4, Hide +9, 
  Intimidate +1, Jump +7, Listen +6, Move Silently +7, 
  Spot +4, Tumble +9; Dodge, Exotic Weapon 
  Proficiency (Longaxe*), Power Attack. 
   
  Possessions: 
  masterwork 
  Small 
  longaxe, 
  masterwork Small composite longbow [Str +1], chain 
  shirt +1. 
  *see Appendix 2: New Rules Items 
  ENCOUNTER 6 
  Seffren Guards (3): Dwarf Pal3; CR 6; Medium-Size 
  humanoid (hill dwarf); HD 3d10+12; hp 34; Init +0; 
  Spd 20 ft.; AC 20, touch 10, flat-footed 20 (+9 Full Plate, 
  +2 Heavy Steel Shield); Base Atk +3; Grp +4; Atk/Full 
  Atk +4 melee (1d8+1, longsword); SA Smite evil 1/day; 
  
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  SQ Aura of courage, aura of good, detect evil, divine 
  grace, divine health, dwarf traits, lay on hands; AL LG; 
  SV Fort +9, Ref +3, Will +3; Str 13, Dex 10, Con 18, Int 
  12, Wis 10, Cha 14. 
   
  Skills and Feats: Diplomacy +10, Knowledge 
  (nobility and royalty) +7, Ride +6; Cleave, Power 
  Attack. 
   
  Possessions: longsword, heavy steel shield, full 
  plate. 
   
  ENCOUNTER 8 
  Greyhawk Assassins (2): Human Rog5/Asn2; CR 7; 
  Medium-Size humanoid (Oeridian); HD 7d6+7; hp 37; 
  Init 7; Spd 30 ft.; AC 15, touch 13, flat-footed 12 (+3 
  Dex, +2 Leather); Base Atk +4; Grp +4; Atk +7 melee 
  (1d6, rapier) or +7 ranged (1d4, dagger); Full Atk +5/+5 
  melee (1d4, dagger); SA Sneak Attack +4d6; SQ +1 Save 
  against Poison, Death Attack, Evasion, Improved 
  Uncanny Dodge, Poison Use, Trap Sense +1, Uncanny 
  Dodge; AL NE; SV Fort +2, Ref +9, Will +2; Str 10, Dex 
  16, Con 12, Int 17, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +13, Bluff +9, Climb +8, 
  Disable Device +15, Disguise +12, Hide +13, Jump +10, 
  Listen +12, Move Silently +13, Open Lock +15, Spot 
  +12, Tumble +15; Alertness, Improved Initiative, 
  Weapon Finesse. 
   
  Spells Known (1; DC 13 + spell level): 1
  st – critical 
  strike*, distract assailant*. 
   
  Possessions: disguise kit, masterwork thieves 
  tools, dagger, leather armor, immovable rod (x1), wand 
  of invisibility (26 charges) (x1). 
   
  Greyhawk Guildsman: Human Ftr5; CR 5; Medium-
  Size humanoid (human); HD 5d10+20; hp 54; Init 3; 
  Spd 20 ft.; AC 20, touch 13, flat-footed 17 (+3 Dex, +5 
  Breastplate, +2 Heavy Steel Shield); Base Atk +5; Grp 
  +8; Atk/Full Atk +10 melee (1d8+3, dire pick*/x4) or +8 
  ranged (1d4+3, dagger); AL LE; SV Fort +5, Ref +4, Will 
  +1; Str 17, Dex 16, Con 16, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +7, Listen +2, Spot +2; 
  Close-Quarters Fighting*, Exotic Weapon Proficiency: 
  Dire Pick, Improved Toughness*, Power Critical*: Dire 
  Pick, Quick Draw, Weapon Focus (Dire Pick*). 
   
  Possessions: Masterwork dire pick, dagger, 
  breastplate, heavy steel shield. 
  * see Appendix 2: New Rules Items 
   
  
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  APL 8 
  ENCOUNTER 2 
  Hanumel: Human Rog5; CR 5; Medium-Size 
  humanoid (Oeridian); HD 5d6; hp 22; Init +7; Spd 30 
  ft.; AC 15, touch 13, flat-footed 12 (+3 Dex, +2 Leather); 
  Base Atk +3; Grp +3; Atk +6 melee (1d6, club); Full Atk 
  +4/+4 melee (1d6, club); SA Sneak Attack +3d6; SQ 
  Evasion, Trap Sense +1, Uncanny Dodge; AL N; SV 
  Fort +1, Ref +7, Will +3; Str 10, Dex 17, Con 10, Int 14, 
  Wis 14, Cha 14. 
   
  Skills and Feats: Balance +9, Bluff +10, Gather 
  Information +9, Hide +10, Intimidate +10, Knowledge 
  (local: Velverdyva, Tuflik Fals Trade Route) +10, Listen 
  +10, Move Silently +10, Profession (miller) +10, Search 
  +10, Spot +10, Tumble +11; Improved Initiative, Two-
  Weapon Fighting, Weapon Finesse. 
   
  Possessions: clubs (2), leather armor. 
   
  Jori: Human Rog4; CR 4; Medium-Size humanoid 
  (Oeridian); HD 4d6; hp 18; Init +4; Spd 30 ft.; AC 16, 
  touch 14, flat-footed 12 (+4 Dex, +2 Leather); Base Atk 
  +3; Grp +4; Atk +7 melee (1d6, club); Full Atk +5/+5 
  melee (1d6, club); SA Sneak Attack +2d6; SQ Evasion, 
  Trap Sense +1, Uncanny Dodge; AL CN; SV Fort +1, 
  Ref +8, Will +1; Str 13, Dex 18, Con 10, Int 10, Wis 10, 
  Cha 14. 
   
  Skills and Feats: Bluff +9, Craft (cooking) +7, Hide 
  +11, Jump +10, Listen +7, Open Lock +11, Spot +7, 
  Tumble +13, Use Magic Device +9; Combat Reflexes, 
  Two-Weapon Fighting, Weapon Finesse. 
   
  Possessions: clubs (2), leather armor, thieves tools. 
   
  Butch: Half-elf Rog4; CR 4; Medium-Size humanoid 
  (wood elf); HD 4d6; hp 18; Init +4; Spd 30 ft.; AC 16, 
  touch 14, flat-footed 12 (+4 Dex, +2 Leather); Base Atk 
  +3; Grp +5; Atk/Full Atk +5 melee (1d6+2, club); SA 
  Sneak Attack +2d6; SQ Evasion, Trap Sense +1, 
  Uncanny Dodge, half-elf traits; AL N; SV Fort +1, Ref 
  +8, Will +2; Str 14, Dex 18, Con 10, Int 13, Wis 12, Cha 
  9. 
   
  Skills and Feats: Climb +9, Forgery +8, Gather 
  Information +8, Jump +11, Listen +9, Profession 
  (cooper) +8, Spot +9, Tumble +13, Use Rope +11; 
  Combat Expertise, Dodge. 
   
  Possessions: club, leather armor. 
   
  Twiggy: Elf Rog4; CR 4; Medium-Size humanoid 
  (wood elf); HD 4d6; hp 18; Init +4; Spd 30 ft.; AC 16, 
  touch 14, flat-footed 12 (+4 Dex, +2 Leather); Base Atk 
  +3; Grp +7; Atk/Full Atk +7 melee (1d6+4, club); SA 
  Sneak Attack +2d6; SQ Evasion, Trap Sense +1, 
  Uncanny Dodge, elf traits; AL N; SV Fort +1, Ref +8, 
  Will +2; Str 18, Dex 18, Con 11, Int 10, Wis 12, Cha 6. 
   
  Skills and Feats: Climb +11, Jump +13, Listen +10, 
  Profession (lumberjack) +8, Search +9, Sense Motive 
  +8, Spot +10, Tumble +13; Cleave, Power Attack. 
   
  Possessions: club, leather armor. 
   
  ENCOUNTER 3 
  Krais & Eyaja Eyetwinkle: Male and female halfling 
  Rgr4/Rog3; CR 7; Small humanoid (halfling); HD 
  4d8+3d6+14; hp 49; Init +4; Spd 20 ft.; AC 20, touch 15, 
  flat-footed 16 (+4 Dex, +5 Chain Shirt +1, +1 Size); Base 
  Atk +6; Grp +3; Atk +9 melee (1d6+1, Masterwork 
  Small longsword) or +12 ranged (1d6+1, Masterwork 
  Small composite longbow [+1 Str]); Full Atk +9/+4 
  melee (1d6+1, Masterwork Small longsword) or +12/+7 
  ranged (1d6+1, Masterwork Small composite longbow 
  [+1 Str]); SA Favored enemy (human) +2, Sneak attack 
  +2d6; SQ Evasion, halfling traits, wild empathy; AL 
  NE; SV Fort +8, Ref +12, Will +5; Str 12, Dex 18, Con 
  14, Int 12, Wis 14, Cha 10. 
   
  Skills and Feats: Bluff +10, Climb +3, Handle 
  Animal +3, Hide +17, Jump +7, Knowledge (nature) +2, 
  Listen +10, Move Silently +13, Spot +9, Survival +8, 
  Tumble +13; Diehard, Endurance, Point Blank Shot, 
  Precise Shot, Rapid Shot, Track. 
   
  Spells Known (2; DC 12 + spell level): 1
  st – arrow 
  mind*. 
   
  Possessions: 
  Masterwork 
  Small 
  longsword, 
  masterwork Small composite longbow [+1 Str], chain 
  shirt +1. 
  * see Appendix 2: New Rules Items 
   
  Eagle Animal Companions (2): Small animal; HD 
  1d8+1; hp 5; Init +2; Spd 10 ft., fly 80 ft. (average); AC 
  14 (touch 13, flat-footed 12); Base Atk +0; Grp • 4; Atk 
  +3 melee (1d4/x2, talons); Full Atk +3 melee (1d4, 
  talons), +3 melee (1d4, talons), • 2 melee (1d4, bite); 
  Face/Reach 5 ft./5 ft.; SQ Link, low-light vision, share 
  spells; AL N; SV Fort +3, Ref +4, Will +2; Str 10, Dex 15, 
  Con 12, Int 2, Wis 14, Cha 6 
   
  Skills and Feats: Listen +2, Spot +14; Weapon 
  Finesse. 
   
  Elo & Olindus Topbottom: Male halflings Ftr4/Rog3; 
  CR 7; Small (halfling); HD 4d10+3d6+14; hp 54; Init 
  +4; Spd 20 ft.; AC 20, touch 15, flat-footed 16 (+4 Dex, 
  
  Dyv5-02 Rising in the East 
   
  Page 27 
  +5 Chain Shirt +1, +1 Size); Base Atk +6; Grp +3; Atk +9 
  melee (1d10+1, Masterwork small longaxe*/x3) or +12 
  ranged (1d6+1/x3, Masterwork Small composite 
  longbow [+1 Str]); Full Atk +9/+4 melee (1d10+1, 
  Masterwork small longaxe*/x3) or +12/+7 ranged 
  (1d6+1, Masterwork small composite longbow [+1 
  Str]); SA Sneak attack +2d6; SQ Evasion, halfling traits; 
  AL LE; SV Fort +8, Ref +9, Will +5; Str 13, Dex 18, Con 
  14, Int 12, Wis 14, Cha 8. 
   
  Skills and Feats: Bluff +8, Climb +4, Hide +13, 
  Intimidate +2, Jump +7, Listen +7, Move Silently +9, 
  Spot +5, Tumble +10; Dodge, Exotic Weapon 
  Proficiency (Longaxe*), Mobility, Power Attack, Spring 
  Attack. 
   
  Possessions: 
  masterwork 
  Small 
  longaxe, 
  masterwork Small composite longbow [Str +1], chain 
  shirt +1. 
  * see Appendix 2: New Rules Items 
   
  ENCOUNTER 6 
  Seffren Guards (4): Dwarf Pal3/Ftr1; CR 4; Medium-
  Size humanoid (hill dwarf); HD 4d10+16; hp 44; Init 
  +0; Spd 20 ft.; AC 20, touch 10, flat-footed 20 (+9 Full 
  Plate, +2 Heavy Steel Shield); Base Atk +4; Grp +6; 
  Atk/Full Atk +6 melee (1d8+2, longsword); SA Smite 
  evil 1/day; SQ Aura of courage, aura of good, detect 
  evil, divine grace, divine health, dwarf traits, lay on 
  hands; AL LG; SV Fort +11, Ref +3, Will +3; Str 14, Dex 
  10, Con 18, Int 12, Wis 10, Cha 14. 
   
  Skills and Feats: Diplomacy +10, Intimidate +5, 
  Knowledge (nobility and royalty) +7, Ride +6; Cleave, 
  Mounted Combat, Power Attack. 
   
  Possessions: longsword, heavy steel shield, full 
  plate. 
   
  ENCOUNTER 8 
  Greyhawk Assassins (2): Human Rog5/Asn3; CR 8; 
  Medium-Size humanoid (Oeridian); HD 8d6+8; hp 42; 
  Init +7; Spd 30 ft.; AC 15, touch 13, flat-footed 12 (+3 
  Dex, +2 Leather); Base Atk +5; Grp +5; Atk +8 melee 
  (1d6, rapier) or +8 ranged (1d4, dagger); Full Atk +6 
  melee (1d4, dagger) and +6 melee (1d4, dagger); SA 
  Sneak Attack +5d6; SQ +1 Save against Poison, Death 
  Attack, Evasion, Improved Uncanny Dodge, Poison 
  Use, Trap Sense +1, Uncanny Dodge; AL NE; SV Fort 
  +3, Ref +10, Will +3; Str 10, Dex 16, Con 12, Int 18, Wis 
  12, Cha 8. 
   
  Skills and Feats: Balance +13, Bluff +10, Climb +8, 
  Disable Device +17, Disguise +13, Hide +14, Jump +10, 
  Listen +13, Move Silently +14, Open Lock +16, Sense 
  Motive +2, Spot +12, Tumble +16; Alertness, Improved 
  Initiative, Two-Weapon Fighting, Weapon Finesse. 
   
  Spells Known (3/1; DC 14 + spell level): 1
  st – 
  critical strike*, distract assailant*, true strike; 2
  nd – 
  invisibility. 
   
  Possessions: disguise kit, masterwork thieves 
  tools, dagger, leather armor, immovable rod (x1), wand 
  of invisibility (26 charges) (x1). 
  * see Appendix 2: New Rules Items 
   
  Greyhawk Guildsman (2): Human Ftr6; CR 6; 
  Medium-Size humanoid (human); HD 6d10+24; hp 64; 
  Init +7; Spd 20 ft.; AC 20, touch 13, flat-footed 17 (+3 
  Dex, +5 Breastplate, +2 Heavy Steel Shield); Base Atk 
  +6; Grp +9; Atk +11 melee (1d8+6, +1 dire pick*/x4) or 
  +9 ranged (1d4+3, dagger); Full Atk +11/+5 melee 
  (1d8+6, +1 dire pick*/x4); AL LE; SV Fort +6, Ref +5, 
  Will +2; Str 17, Dex 16, Con 16, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +8, Listen +2½, Spot 
  +2; 
  Close-Quarters 
  Fighting*, 
  Exotic 
  Weapon 
  Proficiency: Dire Pick, Improved Initiative, Improved 
  Toughness*, Power Critical*: Dire Pick, Quick Draw, 
  Weapon Focus (Dire Pick*), Weapon Specialization 
  (Dire Pick*). 
   
  Possessions: Dire pick +1*, dagger, breastplate, 
  heavy steel shield. 
  * see Appendix 2: New Rules Items 
   
   
  
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  APL 10 
  ENCOUNTER 2 
  Hanumel: Human Rog6; CR 6; Medium-Size 
  humanoid (Oeridian); HD 6d6; hp 26; Init +7; Spd 30 
  ft.; AC 15, touch 13, flat-footed 12 (+3 Dex, +2 Leather); 
  Base Atk +4; Grp +4; Atk +7 melee (1d6, club); Full Atk 
  +5/+5 melee (1d6, club); SA Sneak Attack +3d6; SQ 
  Evasion, Trap Sense +2, Uncanny Dodge; AL N; SV 
  Fort +2, Ref +8, Will +4; Str 10, Dex 17, Con 10, Int 14, 
  Wis 14, Cha 14. 
   
  Skills and Feats: Balance +10, Bluff +13, Gather 
  Information +10, Hide +11, Intimidate +13, Knowledge 
  (local: Velverdyva, Tuflik Fals Trade Route) +11, Listen 
  +11, Move Silently +11, Profession (miller) +10, Search 
  +11, Spot +11, Tumble +12; Improved Initiative, 
  Persuasive, Two-Weapon Fighting, Weapon Finesse. 
   
  Possessions: clubs (2), leather armor. 
   
  Jori: Human Rog5; CR 5; Medium-Size humanoid 
  (Oeridian); HD 5d6; hp 22; Init +4; Spd 30 ft.; AC 16, 
  touch 14, flat-footed 12 (+4 Dex, +2 Leather); Base Atk 
  +3; Grp +4; Atk +7 melee (1d6, club); Full Atk +5/+5 
  melee (1d6, club); SA Sneak Attack +3d6; SQ Evasion, 
  Trap Sense +1, Uncanny Dodge; AL CN; SV Fort +1, 
  Ref +8, Will +1; Str 13, Dex 18, Con 10, Int 10, Wis 10, 
  Cha 14. 
   
  Skills and Feats: Bluff +10, Craft (cooking) +8, 
  Hide +12, Jump +11, Listen +8, Open Lock +12, Spot 
  +8, Tumble +14, Use Magic Device +10; Combat 
  Reflexes, Two-Weapon Fighting, Weapon Finesse. 
   
  Possessions: clubs (2), leather armor, thieves tools. 
   
  Butch: Half-elf Rog5; CR 5; Medium-Size humanoid 
  (wood elf); HD 5d6; hp 22; Init +4; Spd 30 ft.; AC 16, 
  touch 14, flat-footed 12 (+4 Dex, +2 Leather); Base Atk 
  +3; Grp +5; Atk/Full Atk +5 melee (1d6+2, club); SA 
  Sneak Attack +3d6; SQ Evasion, Trap Sense +1, 
  Uncanny Dodge, half-elf traits; AL N; SV Fort +1, Ref 
  +8, Will +2; Str 14, Dex 18, Con 10, Int 13, Wis 12, Cha 
  9. 
   
  Skills and Feats: Climb +10, Forgery +9, Gather 
  Information +9, Jump +12, Listen +10, Profession 
  (cooper) +9, Spot +10, Tumble +14, Use Rope +12; 
  Combat Expertise, Dodge. 
   
  Possessions: club, leather armor. 
   
  Twiggy: Elf Rog5; CR 5; Medium-Size humanoid 
  (wood elf); HD 5d6; hp 22; Init +4; Spd 30 ft.; AC 16, 
  touch 14, flat-footed 12 (+4 Dex, +2 Leather); Base Atk 
  +3; Grp +7; Atk/Full Atk +7 melee (1d6+4, club); SA 
  Sneak Attack +3d6; SQ Evasion, Trap Sense +1, 
  Uncanny Dodge, elf traits; AL N; SV Fort +1, Ref +8, 
  Will +2; Str 18, Dex 18, Con 11, Int 10, Wis 12, Cha 6. 
   
  Skills and Feats: Climb +12, Jump +14, Listen +11, 
  Profession (lumberjack) +9, Search +10, Sense Motive 
  +9, Spot +11, Tumble +14; Cleave, Power Attack. 
   
  Possessions: club, leather armor. 
   
  ENCOUNTER 3 
  Krais & Eyaja Eyetwinkle: Male and female halfling 
  Rgr5/Rog4; CR 9; Small humanoid (halfling); HD 
  5d8+4d6+18; hp 62; Init +4; Spd 20 ft.; AC 20, touch 15, 
  flat-footed 16 (+4 Dex, +5 Chain Shirt +1, +1 Size); Base 
  Atk +8; Grp +5; Atk +11 melee (1d6+1, Masterwork 
  Small longsword) or +14 ranged (1d6+1, Masterwork 
  small composite longbow [+1 Str]); Full Atk +11/+6 
  melee (1d6+1, Masterwork Small longsword) or +14/+9 
  ranged (1d6+1, Masterwork small composite longbow 
  [+1 Str]); SA Favored enemy (human) +4, favored 
  enemy (orc) +2, Sneak attack +2d6; SQ Evasion, 
  halfling traits, uncanny dodge, wild empathy; AL NE; 
  SV Fort +8, Ref +13, Will +5; Str 12, Dex 19, Con 14, Int 
  12, Wis 14, Cha 10. 
   
  Skills and Feats: Bluff +12, Climb +3, Handle 
  Animal +3, Hide +19, Jump +7, Knowledge (nature) +2, 
  Listen +13, Move Silently +17, Spot +11, Survival +11, 
  Tumble +14; Diehard, Endurance, Improved Rapid 
  Shot, Point Blank Shot, Precise Shot, Rapid Shot, 
  Track. 
   
  Ranger Spells Known (2; save DC 12 + spell level): 
  1
  st – arrow mind*. 
   
  Possessions: 
  Masterwork 
  Small 
  longsword, 
  masterwork Small composite longbow [+1 Str], chain 
  shirt +1. 
   
  Eagle Animal Companions (2): Small animal; HD 
  1d8+1; hp 5; Init +2; Spd 10 ft., fly 80 ft. (average); AC 
  14 (touch 13, flat-footed 12); Base Atk +0; Grp • 4; Atk 
  +3 melee (1d4, talons); Full Atk +3 melee (1d4, talons), 
  +3 melee (1d4 talons), • 2 melee (1d4, bite); Face/Reach 
  5 ft./5 ft.; SQ Link, low-light vision, share spells; AL N; 
  SV Fort +3, Ref +4, Will +2; Str 10, Dex 15, Con 12, Int 
  2, Wis 14, Cha 6 
    Skills and Feats: Listen +2, Spot +14; Weapon Finesse. 
   
  Elo & Olindus Topbottom: Male halflings Ftr5/Rog4; 
  CR 9; Small (halfling); HD 5d10+4d6+27; hp 77; Init 
  +4; Spd 20 ft.; AC 20, touch 15, flat-footed 16 (+4 Dex, 
  +5 Chain Shirt +1, +1 Size); Base Atk +8; Grp +6; Atk 
  
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  Page 29 
  +12 melee (1d10+3, Masterwork small longaxe*/x3) or 
  +14 ranged (1d6+1, Masterwork small composite 
  longbow [+2 Str]); Full Atk +12/+7 melee (1d10+3, 
  Masterwork small longaxe*/x3) or +14/+9 ranged 
  (1d6+1, Masterwork small composite longbow [+2 
  Str]); SA Sneak attack +2d6; SQ Evasion, halfling traits, 
  uncanny dodge; AL LE; SV Fort +8, Ref +10, Will +5; 
  Str 14, Dex 18, Con 14, Int 12, Wis 14, Cha 8. 
   
  Skills and Feats: Bluff +10, Climb +5, Hide +15, 
  Intimidate +5, Jump +8, Listen +7, Move Silently +11, 
  Spot +6, Tumble +12; Dodge, Exotic Weapon 
  Proficiency 
  (Longaxe*), 
  Improved 
  Toughness*, 
  Mobility, Power Attack, Spring Attack. 
   
  Possessions: 
  masterwork 
  Small 
  longaxe, 
  masterwork Small composite longbow [Str +2], chain 
  shirt +1. 
  * see Appendix 2: New Rules Items 
   
  ENCOUNTER 6 
  Seffren Guards (5): Dwarf Pal3/Ftr2; CR 5; Medium-
  Size humanoid (hill dwarf); HD 5d10+20; hp 54; Init 
  +0; Spd 20 ft.; AC 20, touch 10, flat-footed 20 (+9 Full 
  Plate, +2 Heavy Steel Shield); Base Atk +5; Grp +7; 
  Atk/Full Atk +7 melee (1d8+2, longsword); SA Smite 
  evil 1/day; SQ Aura of courage, aura of good, detect 
  evil, divine grace, divine health, dwarf traits, lay on 
  hands; AL LG; SV Fort +12, Ref +3, Will +3; Str 14, Dex 
  10, Con 18, Int 12, Wis 10, Cha 14. 
   
  Skills and Feats: Diplomacy +10, Intimidate +8, 
  Knowledge (nobility and royalty) +7, Ride +6; Cleave, 
  Great Cleave, Mounted Combat, Power Attack. 
   
  Possessions: longsword, heavy steel shield, full 
  plate. 
   
  ENCOUNTER 8 
  Greyhawk Assassins (2): Human Rog5/Asn5; CR 10; 
  Medium-Size humanoid (Oeridian); HD 10d6+10; hp 
  52; Init 7; Spd 30 ft.; AC 15, touch 13, flat-footed 12 (+3 
  Dex, +2 Leather); Base Atk +6; Grp +6; Atk +9 melee 
  (1d6, rapier) or +9 ranged (1d4, dagger); Full Atk +7 
  melee (1d4, dagger), +7 melee (1d4, dagger), +7 melee 
  (1d4, dagger), and +4 melee (1d4, dagger); SA Sneak 
  Attack +6d6; SQ +2 Save against Poison, Death Attack, 
  Evasion, Improved Uncanny Dodge, Poison Use, Trap 
  Sense +1, Uncanny Dodge; AL NE; SV Fort +3, Ref +11, 
  Will +3; Str 10, Dex 16, Con 12, Int 18, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +13, Bluff +12, Climb +8, 
  Disable Device +19, Disguise +15, Hide +16, Jump +10, 
  Listen +14, Move Silently +16, Open Lock +18, Sense 
  Motive +4, Spot +13, Tumble +18; Alertness, Improved 
  Initiative, Improved Two-Weapon Fighting, Two-
  Weapon Fighting, Weapon Finesse. 
   
  Spells Known (4/3/1; DC 14 + spell level): 1
  st – 
  critical strike*, distract assailant*, feather fall, true 
  strike; 2
  nd – invisibility, iron silence*; wraithstrike*; 3
  rd 
  – false life. 
   
  Possessions: disguise kit, masterwork thieves 
  tools, dagger, leather armor, immovable rod (x1), wand 
  of invisibility (26 charges) (x1). 
  * see Appendix 2: New Rules Items 
   
  Greyhawk Guildsman (2): Human Ftr8; CR 8; 
  Medium-Size humanoid (human); HD 8d10+32; hp 84; 
  Init +7; Spd 20 ft.; AC 20, touch 13, flat-footed 17 (+3 
  Dex, +5 Breastplate, +2 Heavy Steel Shield); Base Atk 
  +8; Grp +12; Atk +15 melee (1d8+8, +2 dire pick*/19-
  20x4) or +11 ranged (1d4+4, dagger); Full Atk +15/+10 
  melee (1d8+8, +2 dire pick*/19-20x4); AL LE; SV Fort 
  +7, Ref +5, Will +2; Str 18, Dex 16, Con 16, Int 8, Wis 
  10, Cha 8. 
   
  Skills and Feats: Intimidate +9, Listen +3, Spot +3; 
  Close-Quarters Fighting*, Exotic Weapon Proficiency: 
  Dire Pick, Improved Critical, Improved Initiative, 
  Improved Toughness*, Power Critical*: Dire Pick, 
  Quick Draw, Weapon Focus (Dire Pick*), Weapon 
  Specialization (Dire Pick*). 
   
  Possessions: Bead of force, dire pick +2, dagger, 
  breastplate, heavy steel shield. 
  * see Appendix 2: New Rules Items 
   
  
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  APL 12 
  ENCOUNTER 2 
  Hanumel: Human Rog7; CR 7; Medium-Size 
  humanoid (Oeridian); HD 7d6; hp 30; Init +7; Spd 30 
  ft.; AC 15, touch 13, flat-footed 12 (+3 Dex, +2 Leather); 
  Base Atk +5; Grp +5; Atk +8 melee (1d6, club); Full Atk 
  +6/+6 melee (1d6, club); SA Sneak Attack +4d6; SQ 
  Evasion, Trap Sense +2, Uncanny Dodge; AL N; SV 
  Fort +2, Ref +8, Will +4; Str 10, Dex 17, Con 10, Int 14, 
  Wis 14, Cha 14. 
   
  Skills and Feats: Balance +11, Bluff +14, Gather 
  Information +11, Hide +12, Intimidate +14, Knowledge 
  (local: Velverdyva, Tuflik Fals Trade Route) +12, Listen 
  +12, Move Silently +12, Profession (miller) +10, Search 
  +12, Spot +12, Tumble +13; Improved Initiative, 
  Persuasive, Two-Weapon Fighting, Weapon Finesse. 
   
  Possessions: clubs (2), leather armor. 
   
  Jori: Human Rog6; CR 6; Medium-Size humanoid 
  (Oeridian); HD 6d6; hp 26; Init +4; Spd 30 ft.; AC 16, 
  touch 14, flat-footed 12 (+4 Dex, +2 Leather); Base Atk 
  +4; Grp +5; Atk +8 melee (1d6, club); Full Atk +6/+6 
  melee (1d6, club); SA Sneak Attack +3d6; SQ Evasion, 
  Trap Sense +2, Uncanny Dodge; AL CN; SV Fort +2, 
  Ref +9, Will +4; Str 13, Dex 18, Con 10, Int 10, Wis 10, 
  Cha 14. 
   
  Skills and Feats: Bluff +11, Craft (cooking) +9, 
  Hide +13, Jump +12, Listen +9, Open Lock +13, Spot 
  +9, Tumble +15, Use Magic Device +11; Combat 
  Reflexes, Iron Will, Two-Weapon Fighting, Weapon 
  Finesse. 
   
  Possessions: clubs (2), leather armor, thieves tools. 
   
  Butch: Half-elf Rog6; CR 6; Medium-Size humanoid 
  (wood elf); HD 6d6; hp 26; Init +4; Spd 30 ft.; AC 16, 
  touch 14, flat-footed 12 (+4 Dex, +2 Leather); Base Atk 
  +4; Grp +6; Atk/Full Atk +6 melee (1d6+2, club); SA 
  Sneak Attack +3d6; SQ Evasion, Trap Sense +2, 
  Uncanny Dodge, half-elf traits; AL N; SV Fort +2, Ref 
  +9, Will +3; Str 14, Dex 18, Con 10, Int 13, Wis 12, Cha 
  9. 
   
  Skills and Feats: Climb +11, Forgery +10, Gather 
  Information +10, Jump +13, Listen +11, Profession 
  (cooper) +10, Spot +11, Tumble +15, Use Rope +13; 
  Combat Expertise, Dodge, Mobility. 
   
  Possessions: club, leather armor. 
   
  Twiggy: Elf Rogue 6; CR 6; Medium-Size humanoid 
  (wood elf); HD 6d6; hp 26; Init +4; Spd 30 ft.; AC 16, 
  touch 14, flat-footed 12 (+4 Dex, +2 Leather); Base Atk 
  +4; Grp +8; Atk/Full Atk +8 melee (1d6+4, club); SA 
  Sneak Attack +3d6; SQ Evasion, Trap Sense +2, 
  Uncanny Dodge, elf traits; AL N; SV Fort +2, Ref +9, 
  Will +3; Str 18, Dex 18, Con 11, Int 10, Wis 12, Cha 6. 
   
  Skills and Feats: Climb +13, Jump +15, Listen +12, 
  Profession (lumberjack) +10, Search +11, Sense Motive 
  +10, Spot +12, Tumble +15; Cleave, Great Cleave, Power 
  Attack. 
   
  Possessions: club, leather armor. 
   
  ENCOUNTER 3 
  Krais & Eyaja Eyetwinkle: Male and female halfling 
  Rgr6/Rog5; CR 11; Small humanoid (halfling); HD 
  6d8+5d6+22; hp 75; Init +4; Spd 20 ft.; AC 21, touch 15, 
  flat-footed 17 (+4 Dex, +6 Chain Shirt +2, +1 Size); Base 
  Atk +9; Grp +6; Atk +12 melee (1d6+1, Masterwork 
  Small longsword) or +15 ranged (1d6+1, Masterwork 
  Small composite longbow [+1 Str]); Full Atk +12/+7 
  melee (1d6+1, Masterwork small longsword) or 
  +15/+10 ranged (1d6+1, Masterwork small composite 
  longbow [+1 Str]); SA Favored enemy (human) +4, 
  favored enemy (orc) +2, Sneak attack +3d6; SQ Evasion, 
  halfling traits, uncanny dodge, wild empathy; AL NE; 
  SV Fort +9, Ref +14, Will +6; Str 12, Dex 19, Con 14, Int 
  12, Wis 14, Cha 10. 
   
  Skills and Feats: Bluff +14, Climb +3, Handle 
  Animal +5, Hide +21, Jump +7, Knowledge (nature) +2, 
  Listen +15, Move Silently +19, Spot +14, Survival +12, 
  Tumble +16; Diehard, Endurance, Improved Rapid 
  Shot, Multi-Shot, Point Blank Shot, Precise Shot, Rapid 
  Shot, Track. 
   
  Spells Known (2; DC 12 + spell level): 1
  st – arrow 
  mind*, exacting shot*. 
   
  Possessions: 
  Masterwork 
  Small 
  longsword, 
  masterwork Small composite longbow [+1 Str], chain 
  shirt +2. 
  * see Appendix 2: New Rules Items 
   
  Eagle Animal Companions (2): Small animal; HD 
  3d8+3; hp 16; Init +3; Spd 10 ft., fly 80 ft. (average); AC 
  17 (touch 14, flat-footed 14); Base Atk +2; Grp • 2; Atk 
  +7 melee (1d4, talons); Full Atk +7 melee (1d4, talons), 
  +7 melee (1d4, talons), +1 melee (1d4, bite); Face/Reach 
  5 ft./5 ft.; SQ Evasion, link, low-light vision, share 
  spells; AL N; SV Fort +4, Ref +6, Will +3; Str 11, Dex 16, 
  Con 12, Int 2, Wis 14, Cha 6 
    Skills and Feats: Listen +3, Spot +15; Weapon Finesse, 
  Weapon Focus (claw). 
  
  Dyv5-02 Rising in the East 
   
  Page 31 
   
  Elo & Olindus Topbottom: Male halflings Ftr6/Rog5; 
  CR 11; Small (halfling); HD 6d10+5d6+33; hp 93; Init 
  +4; Spd 20 ft.; AC 21, touch 15, flat-footed 17 (+4 Dex, 
  +6 Chain Shirt +2, +1 Size); Base Atk +9; Grp +7; Atk 
  +14 melee (1d10+3, Masterwork Small longaxe) or +15 
  ranged (1d6+2, Masterwork Small composite longbow 
  [+2 Str]); Full Atk +14/+9 melee (1d10+3, Masterwork 
  small longaxe*/x3) or +15/+10 ranged (1d6+2, 
  Masterwork small composite longbow [+2 Str]); SA 
  Sneak attack +3d6; SQ Evasion, halfling traits, uncanny 
  dodge; AL LE; SV Fort +9, Ref +11, Will +6; Str 14, Dex 
  18, Con 14, Int 12, Wis 14, Cha 8. 
   
  Skills and Feats: Bluff +14, Climb +5, Hide +17, 
  Intimidate +8, Jump +8, Listen +7, Move Silently +13, 
  Spot +6, Tumble +13; Dodge, Exotic Weapon 
  Proficiency (Dire Pick*), Improved Toughness*, 
  Mobility, Power Attack, Spring Attack, Weapon Focus 
  (Longaxe*). 
   
  Possessions: 
  masterwork 
  Small 
  longaxe, 
  masterwork Small composite longbow [Str +2], chain 
  shirt +2. 
  *see Appendix 2: New Rules Items 
   
  ENCOUNTER 6 
  Seffren Guards (5): Dwarf Pal3/Ftr2/KntProt2*; CR 6; 
  Medium-Size humanoid (hill dwarf); HD 7d10+28; hp 
  74; Init +0; Spd 20 ft.; AC 20, touch 10, flat-footed 20 
  (+9 Full Plate, +2 Heavy Steel Shield); Base Atk +7; Grp 
  +9; Atk +10 melee (1d8+2, longsword); Full Atk +10/+5 
  melee (1d8+2, longsword); SA Smite evil 1/day; SQ 
  Aura of courage, aura of good, best effort +2, defensive 
  stance +2, detect evil, divine grace, divine health, dwarf 
  traits, lay on hands, shining beacon; AL LG; SV Fort 
  +12, Ref +3, Will +3; Str 14, Dex 10, Con 18, Int 12, Wis 
  10, Cha 14. 
   
  Skills and Feats: Diplomacy +10, Intimidate +8, 
  Knowledge (nobility and royalty) +7, Ride +6; Cleave, 
  Great Cleave, Iron Will, Mounted Combat, Power 
  Attack, Weapon Focus (longsword). 
   
  Possessions: longsword, heavy steel shield, full 
  plate. 
  *see Appendix 2: New Rules Items 
   
  ENCOUNTER 8 
  Greyhawk Assassins (2): Human Rog5/Asn7; CR 12; 
  Medium-Size humanoid (Oeridian); HD 12d6+12; hp 
  62; Init 7; Spd 30 ft.; AC 15, touch 13, flat-footed 12 (+3 
  Dex, +2 Leather); Base Atk +8; Grp +8; Atk +9 melee 
  (1d6, rapier) or +11 ranged (1d4, dagger); Full Atk +9 
  melee (1d4, dagger), +9 melee (1d4, dagger), +9 melee 
  (1d4, dagger), and +6 melee (1d4, dagger); SA Sneak 
  Attack +7d6; SQ +3 Save against Poison, Death Attack, 
  Evasion, Improved Uncanny Dodge, Poison Use, Trap 
  Sense +1, Uncanny Dodge; AL NE; SV Fort +4, Ref +12, 
  Will +4; Str 10, Dex 17, Con 12, Int 18, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +13, Bluff +14, Climb +8, 
  Disable Device +21, Disguise +17, Hide +18, Jump +10, 
  Listen +15, Move Silently +18, Open Lock +20, Sense 
  Motive +6, Spot +14, Tumble +20; Alertness, Arterial 
  Strike, Improved Initiative, Improved Two-Weapon 
  Fighting, Two-Weapon Fighting, Weapon Finesse. 
   
  Spells Known (4/4/3/1; DC 14 + spell level): 1
  st – 
  critical strike*, distract assailant*, feather fall, true 
  strike; 2
  nd – invisibility, iron silence*; swift invisibility, 
  wraithstrike*; 3
  rd – false life, magic circle against good, 
  spectral weapon*; 4
  th – freedom of movement. 
   
  Possessions: disguise kit, masterwork thieves 
  tools, dagger, leather armor, immovable rod (x1), wand 
  of invisibility (26 charges) (x1). 
  *see Appendix 2: New Rules Items 
   
  Greyhawk Guildsman (2): Human Ftr10; CR 10; 
  Medium-Size humanoid (human); HD 10d10+40; hp 
  104; Init +7; Spd 20 ft.; AC 20, touch 13, flat-footed 17 
  (+3 Dex, +5 Breastplate, +2 Heavy Steel Shield); Base 
  Atk +10; Grp +14; Atk +17 melee (1d8+8, +2 dire 
  pick*/19-20x4) or +13 ranged (1d4+4, dagger); Full Atk 
  +17/+12 melee (1d8+8, +2 dire pick*/19-20x4); AL LE; 
  SV Fort +8, Ref +6, Will +6; Str 18, Dex 16, Con 16, Int 
  8, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +10, Listen +4, Spot +3; 
  Close-Quarters Fighting*, Exotic Weapon Proficiency: 
  Dire Pick, Improved Critical, Improved Initiative, 
  Improved Toughness*, Power Critical*: Dire Pick (x2), 
  Quick Draw, Weapon Focus (Dire Pick*), Weapon 
  Specialization (Dire Pick*). 
   
  Possessions: Bead of force, dire pick +2, dagger, 
  breastplate, heavy steel shield. 
  * see Appendix 2: New Rules Items 
   
  
  Dyv5-02 Rising in the East 
   
  Page 32 
  Appendix 2: New Rules Items 
   
  Close-Quarters 
  Fighting 
  [General] 
  as 
  presented in Complete Warrior 
  You are skilled at fighting at close range and resisting 
  grapple attempts. 
   
  Prerequisites: Base attack bonus +3 
   
  Benefit: You gain an attack of opportunity 
  whenever an enemy attempts to grapple you, even if 
  the enemy has a feat or special ability that would 
  normally bypass the attack. If you deal damage with 
  this attack, the enemy fails to start the grapple unless it 
  has the Improved Grapple feat or a special ability such 
  as improved grab. If the enemy has such an ability, you 
  may add the damage you deal as a bonus on your 
  opposed check to resist being grappled. This feat does 
  not give you extra attacks of opportunity when you 
  would be denied one for being surprised, helpless, or 
  in a similar situation. 
   
  For example, an ogre attempts to grapple Tordek. 
  Tordek gains an attack of opportunity, hits, and causes 
  damage. Since the ogre does not have any sort of 
  grappling special ability or feat, it fails to start a 
  grapple. Then an ankheg—a creature with the 
  improved grab special ability—attempts to grapple 
  Tordek. He takes an attack of opportunity, hits, and 
  deals 10 points of damage to the creature. Tordek then 
  adds +10 to his opposed check to resist being grappled. 
   
  Normal: Creatures with improved Grapple, 
  improved grab, or similar feats or special abilities do 
  not provoke attacks of opportunity when they attempt 
  to start a grapple. 
   
  Special: A fighter may select Close-Quarters 
  Fighting as one of his fighter bonus feats. 
   
  Improved 
  Toughness 
  [General] 
  as 
  presented in Complete Warrior 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude Save bonus +2 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such 
  as by gaining a level), you gain 1 additional hit point. If 
  you lose a HD (such as by losing a level), you lose 1 hit 
  point permanently. 
   
  Special: A fighter may select Improved Toughness 
  as one of his fighter bonus feats. 
   
  Power Critical [General] as presented in 
  Complete Warrior 
   Choose one weapon, such as a longsword or a greataxe. 
  With that weapon, you know how to hit where it hurts. 
   
  Prerequisite: Weapon Focus with weapon, base 
  attack bonus +4 
   
  Benefit: When using the weapon you selected, 
  you gain a +4 bonus on the roll to confirm a threat. 
   
  Special: A fighter may select power Critical as one 
  of his fighter bonus feats. 
   
  You can gain Power Critical multiple times. Each 
  time you take the feat, it may be with a different 
  weapon or the same weapon. If you take it with the 
  same weapon, the effects of the feat stack. 
   
  Knight Protector as presented in Complete 
  Warrior 
  The few, the proud, the knight protectors are martial 
  characters dedicated to restoring the ideals of knightly 
  chivalry before they fade forever. The protectors see 
  moral decay everywhere they look in the world around 
  them, brought on by a lapse in ethical behavior. Like 
  paladins, knight protectors adhere to a rigid code of 
  behavior that embraces such values as honor, honesty, 
  chivalry, and courage. Unlike paladins, the first duty of 
  knight protectors is to this code and the ideals for 
  which it stands, rather than to a deity or a holy order. A 
  protector is expected to display these ideals in all 
  aspects of his behavior and throughout all his actions 
  and deeds, however arduous they may be. 
   
  Many knight protectors come from backgrouns of 
  honor and loyalty, such as other orders of chivalry or 
  the service of a powerful master. Paladins and ex-
  paladins are the most common knight protectors, and 
  clerics of lawful deities (such as St. Cuthbert or 
  Heironeous) as well as fighters seeking a higher ideal 
  often find much to appreciate the knight protector’s 
  code of conduct. Members of most other classes, 
  particularly spellcasters, lack either the interest or the 
  dedication to pursue this path. 
   
  NPC knight protectors are often found wandering 
  alone, looking for worthy people to protect or idealistic 
  lords to serve. What little bond or organization exists 
  between knight protectors is extremely strong—
  whether a knight protector was once a baron, a lowly 
  liegeman, or a samurai, each feels a kinship to his 
  compatriots and a longing for better days. 
  Hit Die: d10. 
  
  Dyv5-02 Rising in the East 
   
  Page 33 
   
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Special 
  1 
  +1 
  +0 
  +0 
  +2 
  Defensive stance +2, shining beacon 
  2 
  +2 
  +0 
  +0 
  +3 
  Best effort +2, Iron Will 
  3 
  +3 
  +1 
  +0 
  +3 
  Supreme cleave 
  4 
  +4 
  +1 
  +1 
  +4 
  Defensive stance +3 
  5 
  +5 
  +1 
  +1 
  +4 
  Best effort +3 
  6 
  +6 
  +2 
  +2 
  +5 
  No mercy 1 
  7 
  +7 
  +2 
  +2 
  +5 
  Defensive stance +4 
  8 
  +8 
  +2 
  +2 
  +6 
  Best effort +4 
  9 
  +9 
  +3 
  +3 
  +6 
  No mercy 2 
  10 
  +10 
  +3 
  +3 
  +7 
  Defensive stance +5, retributive attack 
   
  Requirements: 
  To qualify to become a knight protector, a character 
  must fulfill all of the following criteria: 
   
  Alignment: Lawful neutral or lawful good. 
   
  Base Attack Bonus: +5. 
   
  Skills: Diplomacy 6 ranks, Knowledge (nobility 
  and royalty) 4 ranks, Ride 6 ranks. 
   
  Feats: Armor Proficiency (heavy), Cleave, Great 
  Cleave, Mounted Combat, Power Attack. 
   
  Class Skills: 
  The knight protector’s class skills (and the key ability 
  for each skill) are Diplomacy (Cha), Intimidate (Cha), 
  Knowledge (nobility and royalty) (Int), Ride (Dex), and 
  Spot (Wis).  
   
  Skills Points at each level: 2 + Int modifier. 
   
  Class Features: 
  All of the following are class features of the knight 
  protector prestige class: 
  Weapon and Armor Proficiency: Knight protectors 
  gain proficiency with tower shields. 
  Defensive Stance (Ex): At the start of any turn when a 
  knight protector is within 5 feet of an ally who has 
  fewer Hit Dice than he does, the knight protector can 
  transfer up to 2 points of Armor Class to the ally 
  (making his own Armor Class worse by the same 
  number). The maximum number of points he can 
  transfer increases by 1 for every three levels beyond 
  1st. 
  Shining Beacon (Su): A knight protector is the 
  physical and spiritual embodiment of high ideals. All 
  his allies gain a +4 morale bonus on saves against fear 
  effects when they stand within 10 feet of the character. 
  If the knight protector is paralyzed, unconscious, or 
  otherwise rendered helpless, his allies lose this bonus. 
  Best Effort (Ex): The daunting nature of the knight 
  protector’s goals often requires special focus of effort. 
  Beginning at 2nd level, a knight protector gains a 
  bonus on any one skill check he makes, once per day. 
  The character must declare that he is using his ability 
  before he makes the skill check. This bonus increases 
  by 1 for every three levels beyond 2nd. 
  Iron Will (Ex): At 2nd level, a knight protector gains 
  Iron Will as a bonus feat  
  Supreme Cleave (Ex): Beginning at 3rd level, a knight 
  protector can take a 5-foot step between attacks when 
  using the Cleave or Great Cleave feat. 
  No mercy (Ex): At 6th level, a knight protector gains 
  the ability to make one extra attack of opportunity per 
  round (as if he had the Combat Reflexes feat and a 
  Dexterity modifier of +1). At 9th level and higher, the 
  character can make as many as two extra attacks of 
  opportunity per round. This benefit stacks with the 
  benefit of the Combat Reflexes feat. 
  Retributive Attack (Su): If an ally of a 10th-level 
  knight protector is rendered helpless or unconscious, 
  the character can make a retributive attack against the 
  creature that felled his ally. When making a retributive 
  attack, the knight protector adds his Charisma bonus 
  (if any) to his attack roll and deals an extra 10 points of 
  damage on a successful hit. 
   
  A knight protector can make a number of 
  retributive attacks per day equal to his Charisma bonus 
  (minimum one), but never more than one per round. 
  He may make more than one retributive attack against 
  the same foe. 
  
  Dyv5-02 Rising in the East 
   
  Page 34 
  Multiclass Note: A paladin or samurai who becomes a 
  knight protector may continue advancing in his 
  original class. 
   
  THE CODE OF THE KNIGHT PROTECTOR 
  A knight protector must be of lawful neutral or lawful 
  good alignment, and must adhere to the order’s code of 
  conduct. 
   
  Support: The order supports its own. A knight 
  protector can expect to receive room and board, as well 
  as a mount with appropriate gear, from the order for as 
  long as he remains in its ranks and adheres to the 
  Code. 
  The Code: 
   
  Courage and enterprise in obedience to the order. 
   
  Defense of any mission unto death. 
   
  Respect for all peers and equals; courtesy to all 
  lesser. 
   
  Combat is glory; battle is the true test of self-
  worth; war is the flowering of the chivalric ideal. 
   
  Personal glory above all in battle. 
   
  Death before dishonor. 
  Reference: Complete Warrior, page 55-57.  
   
  Arrow Mind as presented in Complete 
  Adventurer 
  Divination 
  Level: Ranger 1, sorcerer/wizard 1 
  Components: V, S, M 
  Casting Time: 1 immediate action 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level (D) 
  You sharpen your senses and focus your mind on the 
  use of a bow. While this spell is in effect and you are 
  wielding a longbow, shortbow, greatbow*, composite 
  greatbow*, 
  composite 
  shortbow, 
  or 
  composite 
  longbow, you threaten all squares within your normal 
  melee reach (5 feet if Small or Medium, 10 feet if 
  Large) with your bow, allowing you to make attacks of 
  opportunity with arrows shot from the bow. In 
  addition, you do not provoke attacks of opportunity 
  when you shoot a bow while you are in another 
  creature’s threatened square. 
  Material Component: A flint arrowhead. 
   
  *See Complete Warrior 
  Reference: Complete Adventurer, page 143. 
   
  Critical Strike as presented in Complete 
  Adventurer 
  Divination 
  Level: Assassin 1, sorcerer/wizard 1 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
  While this spell is in effect, your melee attacks are 
  more likely to strike a foe’s vital areas. Whenever you 
  make a melee attack against a flanked foe or against a 
  foe denied its Dexterity bonus, you deal an extra 1d6 
  points of damage, your weapon’s threat range is 
  doubled (as if under the effects of keen edge), and you 
  gain a +4 insight bonus on rolls made to confirm 
  critical hits. The increased threat range granted by this 
  spell doesn’t stack with any other effect that increases 
  your weapon’s threat range. Creatures immune to 
  sneak attacks are immune to the extra damage dealt by 
  your attacks. 
  Reference: Complete Adventurer, page 145. 
   
  Distract 
  Assailant 
  as 
  presented 
  in 
  Complete Adventurer 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Assassin 1, sorcerer/wizard 1 
  Components: V, S, M 
  Casting Time: 1 swift action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: 1 round 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  The subject of this spell is distracted, flinching at blows 
  that seem to come from the shadows. A creature 
  affected by this spell is flat-footed until the beginning 
  of its next turn. 
  Material Component: The dried wing of a fly. 
  Reference: Complete Adventurer, page 146. 
   
  Exacting Shot as presented in Complete 
  Adventurer 
  Transmutation 
  Level: Ranger 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Ranged weapon touched 
  Duration: 1 minute/level 
  Saving Throw: Will negates (harmless, object) 
  Spell Resistance: Yes (harmless, object) 
  This transmutation makes a ranged weapon strike true 
  against your favored enemies. All rolls made to confirm 
  critical hits by the weapon against favored enemies 
  automatically succeed, so every threat is a critical hit. 
  The affected weapon also ignores any miss chance due 
  
  Dyv5-02 Rising in the East 
   
  Page 35 
  to concealment whenever you fire at a favored enemy 
  (unless the target has total concealment, in which case 
  the regular miss chance applies). If the ranged weapon 
  or the projectile fired has any magical effect or 
  property related to critical hits, this spell has no effect 
  on it. 
  Reference: Complete Adventurer, page 148. 
   
  Iron Silence as presented in Complete 
  Adventurer 
  Transmutation 
  Level: Assassin 2, bard 2, cleric 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: One suit of armor touched per three levels 
  Duration: 1 hour/level (D) 
  Saving Throw: Will negates (harmless, object) 
  Spell Resistance: Yes (harmless, object) 
   While this spell is in effect, the armor check penalty 
  from the affected suit or suits of armor does not apply 
  on Hide and Move Silently checks. Only wearers 
  proficient in the armor’s use get this benefit when 
  wearing the affected armor. The armor check penalty 
  still applies to other skill checks as normal. 
  Reference: Complete Adventurer, page 153-154. 
   
  Spectral Weapon as presented in Complete 
  Adventurer 
  Illusion (Shadow) 
  Level: Assassin 3, bard 4, sorcerer/wizard 3 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level (D) 
   Using material from the Plane of Shadow, you can 
  fashion a quasi-real weapon of any type with which you 
  are proficient. This spectral weapon appears in your 
  hand and behaves as a normal weapon of its type, with 
  two exceptions. First, you resolve attacks with your 
  spectral weapon as melee touch attacks instead of 
  melee attacks. Second, any foe you hit is entitled to a 
  Will save to recognize the weapon’s shadowy nature. If 
  the save is successful, that opponent takes only one-
  fifth normal damage from the weapon on that attack 
  and all subsequent attacks, and is only 20% likely to 
  suffer any spectral effects of your attacks (such as a 
  death attack delivered with the weapon). 
   
  You can maintain only one spectral weapon at a 
  time, and only you can wield it. The weapon dissipates 
  when you let go of it or when the spell’s duration 
  expires, whichever comes first. 
  Reference: Complete Adventurer, page 157. 
   
  Wraithstrike as presented in Complete 
  Adventurer 
  Transmutation 
  Level: Assassin 2, sorcerer/wizard 2 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
  When you cast this spell, your melee weapons or 
  natural 
  weapons 
  become 
  ghostly 
  and 
  nearly 
  transparent for a brief time. While this spell is in effect, 
  your melee attacks are resolved as melee touch attacks 
  rather than normal melee attacks 
  Reference: Complete Adventurer, page 158. 
   
  Exotic Weapons 
   
  Dire Pick as presented in Complete 
  Warrior 
  A dire pick resembles a heavy pick, but with a longer 
  shaft and a more massive head. A dire pick is too large 
  to use in one hand without special training (the 
  appropriate Exotic Weapon Proficiency feat). A 
  character can use a dire pick two-handed as a martial 
  weapon. 
  Reference Complete Warrior, page 157. 
  Longaxe 
  as 
  presented 
  in 
  Complete 
  Adventurer 
  A longaxe looks like a greataxe with an elongated haft. 
  This feature makes the weapon awkward to wield by 
  those unfamiliar with its use, but those proficient with 
  the weapon can use the haft’s extra length to attack 
  foes more than 5 feet away as long as they are willing to 
  forgo precision in favor of dealing extra damage. 
  One-Handed Melee Weapons 
  Cost 
  Dmg 
  (S) 
  Dmg (M)
  Critical 
  Range Increment 
  Weight 
  Type 
  Pick, dire 
  30 gp 
  1d6 
  1d8 
  x4 
  – 
  12 lb 
  Piercing 
  Two-Handed Melee Weapons 
   
   
   
   
   
   
   
  Longaxe 
  35 gp 
  1d10 
  1d12 
  x3 
  – 
  15 lb 
  Slashing 
  
  Dyv5-02 Rising in the East 
   
  Page 36 
   
  If you are proficient with the longaxe, you can 
  treat it as a reach weapon any time you use the Power 
  Attack feat to shift 3 or more points of your attack 
  bonus from attack to damage. When you use a longaxe 
  in this manner, you can strike opponents 10 feet away 
  with it, but you cannot use it against an adjacent foe. 
  Because you determine the use of the Power Attack 
  feat for an entire turn, you must wield the longaxe as 
  either a reach weapon or a normal weapon until the 
  beginning of your next turn once you make the 
  decision. You cannot wield it as both a reach weapon 
  and a normal weapon in the same turn. 
   
  Characters proficient with the longaxe can treat it 
  as a greataxe for the purpose of any of the following 
  feats: Greater Weapon Focus, Greater Weapon 
  Specialization, Improved Critical, Weapon Focus, and 
  Weapon Specialization. 
  Reference Complete Adventurer, page 115-116. 
  
  Dyv5-02 Rising in the East 
   
  Page 37 
  Player Handout #1 
   
  This handout should be given to members of the Alliance only. 
   
  Lord Pengallen has our best interests in mind. 
  Make certain you and your comrades do not 
  interfere with his plans. Take what steps are 
  necessary. 
   
   
   
   
   
  � As a member of the Alliance, you have learned certain innuendos and challenge/response 
  scenarios. If you wanted to determine whether or not someone is a member of the 
  Alliance, you might include something like the following in your conversation. Likewise, 
  he or she may include this in his conversation to establish whether or not you are a 
  member of the Alliance. 
  Prompt: Why would you not carry a white swallow to guard you while you sleep? 
  Reply: That would be foolish as the white swallow is only awake during the winter. 
  
  Dyv5-02 Rising in the East 
   
  Page 38 
  Player Handout #2 
   
  This note is given to a worshipper of St. Cuthbert or Heironeous first, or the one who seems most trustworthy in the 
  group if neither of those faiths is represented. 
   
  On this 5th of Flocktime, I, Atorin Seffren, son 
  and heir to Lord Orin Seffren, do task the bearer of 
  this note in the service of House Seffren on a 
  mission of most dire importance. The bearer is to 
  ascertain the health and whereabouts of the 
  immediate Seffren gentry family, to determine 
  the motives of Eastguard’s aggressive act against 
  our patents, and to bring word of this malicious 
  act to the Gentry Council of Dyvers should I not be 
  able to voice a protest myself. 
   The bearer of this note, until such time as his 
  task is deemed complete, is considered a servant of 
  House Seffren, entitled to the rights and privileges 
  afforded to servants of the Gentry. He acts as my 
  man. 
   
  Signed and sealed before man and gods, 
  Atorin Seffren 
  
  Dyv5-02 Rising in the East 
   
  Page 39 
  Player Handout #3 
   
  This note is given to an Alliance member if one is present, otherwise the person who asked for it. 
   
  On this 7th of Flocktime, I, Derreg lord Pengallen, Magistrate 
  of Maraven and the eastern lands of Dyvers, do hereby task the 
  bearer of this note to gain entry to Seffren Manor in an effort to 
  protect the gentry family from external aggressors and subdue said 
  aggressors in terms of arrest if he and his companions should be so 
  able. 
   The bearer of this note, until such time as his task is deemed 
  complete, is considered a servant of House Pengallen, entitled to 
  the rights and privileges afforded to servants of the Gentry. He 
  acts as my man. 
   
  Signed and sealed before man and gods, 
  Derreg Lord Pengallen 
  
  Dyv5-02 Rising in the East 
   
  Page 40 
  Player Handout #4 
   
  This handout is distributed after a successful Search check in Atorin Seffren’s bedroom. 
   
  Journal Entry Dated 18
  th of Coldeven. 
  It is my opinion that Derreg Lord Pengallen represents 
  the basest nature of a nobleman. It is well known 
  throughout Maraven and Oster County, if not all of the 
  Free Lands of Dyvers, how corrupt House Pengallen is. I 
  doubt they are even real nobles. They probably stole their 
  patents from the Aerdi or paid someone to forge the 
  documents. No more throughout history have they been 
  so corrupt than now. Pengallen trades with impunity, 
  whether it be with the City of Dyvers, the City of 
  Greyhawk, or even the slave lords of the Nyr Dyv. It 
  would not surprise me if he has struck a deal with 
  Turrosh Mak. He is black to the bone. 
   I do not know how, but I will expose him to the Gentry 
  Council. Whatever it takes, Pengallen will be revealed 
  for the lowly slug of a human being he is. Kael says we 
  should go to Greyhawk and investigate. Maybe 
  Pengallen is not as careful hiding his business 
  dealings there as he is here. It is a thought, but I wonder 
  what kind of deal I would have to make to get any real 
  information from Greyhawk. Would it be a price worth 
  paying? 
  
  Dyv5-02 Rising in the East 
   
  Page 41 
   …any price would be worth paying if it meant 
  removing the title of lord from that dog. Perhaps 
  Greyhawk is a good place to start. 
   My father is leaving for Dyvers shortly. He says he 
  has a deal with Lord Navoy for a new breeding stud. I 
  cannot fathom why Kael’s father sold their stud to 
  Pengallen of all people. I know 400 is more than a fair 
  price, but it speaks poorly of a man’s morals if he is 
  willing to accept money acquired in less than honorable 
  dealings. I consider it a moral imperative to prevent 
  such people from getting what they want. I would have 
  paid Lord Herall 1000 wheatsheafs if it had meant that 
  villain would have been denied what he wanted. 
   Once father has left for Dyvers, Kael and I will go to 
  Greyhawk City. Lord Navoy refuses to let anyone visit 
  without going out to their country estate. It will be 
  impossible for father to escape that windbag without 
  touring the Constabulary Academy and hearing a 
  dozen lectures on civic responsibility. That should give 
  us ample time to conduct our investigation. 
   When we return, we will see justice done! 
   
  
  Dyv5-02 Rising in the East 
   
  Page 42 
  Player Handout #5 
   
  This handout is distributed after a successful Search check in Irabella Seffren’s bedroom. 
   
  Journal Entry Dated 2
  nd of Flocktime. 
  Kael brought me flowers today. He’s been to the manor 
  frequently lately. I thought it was simply his 
  burgeoning relationship with Atorin (there are not 
  many young gentlemen in Oster County to befriend, 
  so it is good that their relationship has become so 
  steadfast). I was surprised, then, when he professed his 
  affection for me, and asked if he could call again 
  shortly. 
   I must confess that I hoped he and Atorin would form 
  a bond so that I might see more of him. I am glad to 
  know that my hopes are equally shared and returned. 
  Father will be most happy. He and Lord Herall have been 
  long-time friends. Their defense of the eastern border 
  has only strengthened their commitment to one 
  another. A marriage between the two houses would be a 
  subject of conversations across the Free Lands. I am sure 
  I would be the envy of all the eligible ladies among the 
  counties. 
   I would like to have a traditional summer wedding. I 
  will wear flowers in my hair and we will have five 
  children, three boys and two girls. 
  
  Dyv5-02 Rising in the East 
   
  Page 43 
  Player Handout #6 
   
  This handout is distributed after a successful Search check in Mae Seffren’s bedroom. 
   
  Journal Entry Dated the 3
  rd of Flocktime. 
  Kael Herall was here today! I know he came to see me. 
  He’s been coming to the manor a lot lately. He and 
  Atorin pretend to have secret meetings about something, 
  but I know he is truly coming to see me. They went to 
  Greyhawk City while Daddy was away last month. I 
  think they were looking for engagement rings. 
   He’s so handsome! And I’m pretty. We’ll have the 
  prettiest children. We’ll have eight, four boys and four 
  girls. And he’ll be too busy admiring his children to 
  sneak off to Maraven with Atorin or to take walks in 
  the garden with Irabella. We’ll play pirate like we do 
  here. Daddy will buy me a ship as a wedding present 
  and we’ll call it the Yellow Sail. 
   I love him so much. I know he’s the man for me. 
  Mother will make me the most amazing wedding dress, 
  that mean ol’ Pengallen will fall off his horse and we 
  can move into his manor. And we’ll live happily ever 
  after. 
  
  Dyv5-02 Rising in the East 
   
  Page 44 
  Player Handout #7 
   
  This handout is distributed after a successful Search check in the Seffren Manor secure shelter. 
   
  Date 
  Account 
  Amount Paid 
  Amount Rec’d Notes 
  Ce 9 ‘94 
  Terrel Yarne, 
  House Yarne 
  1250 
  wheatsheaves 
   10 bottles of “Private 
  Reserve” wine 
  Ce 15 594 Sahuagin 
   
  1200 ws Slaves 
  Ce 19 594 Acquired Goods 
   
  437 ws Resale profit 
  Ce 25 594 Lord Herall 
  400 ws 
   Breeding stud 
  Ce 28 594 A 
  100 ws 
   Taxes 
  Ce 28 594 GC—A.G. 
  1000 ws 
   Trade arbitration 
  Pl 1 594 
  Sahuagin 
   
  1800 ws Slaves 
  Pl 5 594 
  Acquired Goods 
   
  391 ws Resale profit 
  Pl 10 594 Constabulary 
  150 ws 
   Bribes 
  Pl 10 594 Spiced Boar 
  75 ws 
   Catering 
  Pl 13 594 Veluna 
   
  750 ws Arms/Armament 
  Pl 14 594 Farmers 
   
  110 ws Tax revenue 
  Pl 15 594 Sahuagin 
   
  1360 ws Slaves 
  Pl 19 594 Acquired Goods 
   
  219 ws Resale profit 
  Pl 25 594 Maraven 
   
  636 ws Nyr 
  Dyv 
  Shipping 
  Pl 28 594 GC—T.G. 
  500 ws 
   Personal collection 
  Pl 28 594 A 
  100 ws 
   Taxes 
  This folded piece of paper was torn out of a book. You found it sticking half-in and half-out of the vest pocket of Lord 
  Orin Seffren. It is clearly taken from a ledger, but there is nothing unique about the paper itself (watermark or type of 
  materials used to manufacture it) that could distinguish it as belonging to any one craftsman. 
   
  Ce = Coldeven, the 3rd month of the year; Pl = Planting, the 4th month of the year. 
  
  Dyv5-02 Rising in the East 
   
  Page 45 
  DM’s Map #1 
  Seffren Manor first floor 
  
  Dyv5-02 Rising in the East 
   
  Page 46 
  DM’s Map #2 
  Seffren Manor second floor 
   
  
  Dyv5-02 Rising in the East 
   
  Page 47 
  Critical Events Summary 
   
  • 
  Did the PCs sell the writ from Atorin Seffren?  
   
   
  YES 
  NO 
   
  • 
  Did the PCs kill the highwaymen?  
   
   
   
  YES 
  NO 
   
  • 
  Did the PCs negotiate with the highwaymen?  
   
   
  YES 
  NO 
   
  • 
  Did the PCs capture any of the ambushers alive? 
   
   
  YES 
  NO 
   
  • 
  Did the PCs negotiate with Derreg Pengallen?  
   
   
  YES 
  NO 
   
  • 
  Did Pengallen identify any Alliance members? 
   
   
  YES 
  NO 
   
  • 
  Did the PCs negotiation with the Seffren House Guard? 
   
  YES 
  NO 
   
  • 
  Did the PCs loot any portions of Seffren Manor? 
   
   
  YES 
  NO 
   
  • 
  Did any PC intentionally alert the assassins to their presence? 
   
  YES 
  NO 
   
  • 
  Did the PCs save the Seffren children? 
   
   
   
  YES 
  NO 
   
  • 
  Did any PC accept the jewelry reward from Pengallen?  
   
  YES 
  NO 
   
  • 
  Did any PC realize Seffren Manor is in Oster County?  
   
  YES 
  NO 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Dyvers/595/Normal Scenarios/DYV5-02 - Rising in the East (APL 2-12)/DYV5-02 - Rising in the East.pdf