TEXT:  
  VEL3-04 
   
   
   
   
   
   
   
   
   
   
   
   
  Shrouded in Mist 
   
  A One-Round D&D Living Greyhawk Veluna Regional 
  Adventure 
   
  Round 1 
   
  by Tim Sech 
  Triad Edit: Charles James 
  Circle Edit: David Christ 
   
   
   
   
  A light mist falls on the city of Whitehale as tensions remain high since the attacks on the villages near Castle Sepher.  
  Sir Ellard Rojan still stubbornly denies help from Mitrik and yet has found nothing but dead ends and frustration.  Can 
  the Hextorites be that quiet?  Part 2 of the Paranoia and Deceit series.  For APLs 4-12 
   
   
   
   
   
   
   
  Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without permission of the author.  To 
  learn more about the Open Gaming License and the d20 system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is intended 
  for tournament use only and may not be reproduced without approval of the RPGA Network.  
  
  Shrouded in Mist 
  Round 1 
  Page 2 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three hours. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are here 
  to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
   
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly 
  important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following books: the 
  Player’s Handbook, the Dungeon Master’s Guide, and the 
  Monster Manual. We also assume that you have a set of 
  dice (at least one d4, d6, d8, d10, d12, and d20), some 
  scrap paper, a pencil, an RPGA scoring packet, and your 
  sense of fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as a pad 
  of graph paper and a pencil, as handy as a vinyl grid map 
  and chits, or as elaborate as resin dungeon walls and 
  miniatures. 
   
  Instruct the players either to prepare their 
  characters now, or wait until you read the introduction, 
  depending on the requirements of the scenario as 
  described in the introduction.  
   
  Keep in mind that you must have at least three 
  players (not counting the DM), for the game session to 
  be a sanctioned RPGA event. As well, you cannot have 
  more than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or her. The 
  tag should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes 
  it easier for the players (and the DM) to keep track of 
  who is playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while other 
  text is for your eyes only. Text for the players will be in 
  gray boxes. It’s strongly recommended that you 
  paraphrase the player text instead of reading it aloud. 
  Some of this text is general and must be adapted to the 
  specific situation or to actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score 
  its games. Consult your convention coordinator to 
  determine which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill 
  in the top of the grid. That is all. No one is rated. 
  This method is used for people who are just playing 
  for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for 
  players. This method is used when there is no 
  competition, but the event coordinator wants 
  information on how the game masters are 
  performing, or the game master wants feedback on 
  his or her own performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If 
  this method is used, be sure to allow about 15-20 
  minutes for the players to briefly describe their 
  characters to the other players, and about 5-10 
  minutes for voting. This method is used when the 
  players want to know who played the “best” amongst 
  the group, or when the adventure is run in 
  tournament format with winners and prizes.  
   
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while 
  you determine treasure and experience awards for the 
  scenario.  
   
  After voting, give the Scoring Packet to your event 
  coordinator.  
   
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  
  Shrouded in Mist 
  Round 1 
  Page 3 
  their own characters with them.  If players do not have 
  a LIVING GREYHAWK character generated, get a 
  copy of the current LIVING GREYHAWK character 
  generation guidelines, and a character sheet from your 
  convention coordinator or the RPGA Web site, ant 
  then have any players without a character create on.  
  Once all players have a LIVING GREYHAWK 
  character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the 
  Average Party Level (APL): 
  1. 
  Determine the character level for each of the 
  PCs participating in the adventure. 
  2. 
  If PCs bring animals that have been trained 
  for combat (most likely being war horses, 
  dogs trained for war), other than those 
  brought by virtue of a class ability (i.e. animal 
  companions, familiars paladin’s mounts, etc) 
  use the following chart to determine the 
  number of levels you add to the sum above. 
  Add each character’s animals separately. A 
  single PC may only bring four or fewer 
  animals of this type, and animals with 
  different CRs are added separately. 
   
  CR 
  1 
  2 
  3 
  4 
   
  1/4 & 1/6 
  0 
  0 
  0 
  1 
   
  1/3 & 1/2 
  0 
  0 
  1 
  1 
   
  1 
  1 
  1 
  2 
  3 
   
  2 
  2 
  3 
  4 
  5 
   
  3 
  3 
  4 
  5 
  6 
   
  4 
  4 
  6 
  7 
  8 
   
  5 
  5 
  7 
  8 
  9 
   
   
  6 
  6 
  8 
  9 
  10 
   
   
  7 
  7 
  9 
  10 
  11 
   
  3. 
  Sum the results of 1 and 2, and divide by the 
  number 
  of 
  characters 
  playing 
  in 
  the 
  adventure.  Round to the nearest whole 
  number. 
  4. 
  If you are running a table of six PCs, add one 
  to that average. 
   
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, APLs 
  categorize the level of challenge the PCs will face. 
  APLS are given in even-numbered increments. If the 
  APL of your group falls on an odd number, ask them 
  before the adventure begins whether they would like 
  to play a harder or easier adventure. Based on their 
  choice, use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is 
  three character levels or more either higher or lower 
  than the APL this adventure is being played at, that 
  character will receive only half of the experience points 
  awarded for the adventure. This simulates the face that 
  either your character was not as challenged as normal, 
  or relied on help by higher-level characters to reach the 
  objectives. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Three or four, or sometimes even 
  five 1
  st-level characters may find difficulty with the 
  challenges in a LIVING GREYHAWK adventure. If 
  your group is APL 1 there are three things that you can 
  do to help even the score. 
  1. 
  Attempt to create a table of six 1
  st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs 
  who want their dogs to attack must succeed at 
  a Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not 
  attack that round. This is a free action (spoken 
  command) that may be attempted each round. 
  If an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
   
   
  Time Units and Upkeep 
  This is a standard one-round regional adventure, set in 
  Veluna. Characters native to the Veluna region pay one 
  Time Unit; all others pay two Time Units. Adventurer’s 
  Standard Upkeep costs 12 gp per TU spent. Rich 
  Upkeep costs 50 gp per TU spent. Luxury Upkeep costs 
  100 gp per TU spent. 
   
  
  Shrouded in Mist 
  Round 1 
  Page 4 
  Adventure Summary and 
  Background 
  This is the second part in the Paranoia and Deceit 
  series.  After the last time the players were in this area 
  of Veluna there were many orc attacks against the 
  villages near Castle Sepher in the Diocese of 
  Whitehale.  The villages that were saved were Slarn and 
  Feyvon the others perished under the orc attack.  They 
  were stopped by the PCs and the brave Knights of 
  Whitehale but not without heavy losses.  While it is not 
  necessary for PCs to have played the first module, 
  VEL2-06 Under a Blood Red Sky, it is recommended to 
  play them in order if possible.    
   
  In the beginning the PCs are walking through the city 
  of Whitehale uneventfully when screams are heard.  
  Shouts of despair come from ahead as they see a cleric 
  of Rao running towards them in ragged torn robes.  
  Many people appear to be frightened by this sudden 
  surprise.  He is yelling for people to save him.  Then 
  before the PCs can act another cleric of Rao and 2 
  temple guards come charging after him.  The cleric 
  who is being chased will continue on running past the 
  PCs even though they may stop to protect him.  
  Regardless he will be hit with a magnificent flame 
  strike and brought to near death.   
   
  The PCs can decide what to do next – help the fallen 
  cleric or go to back up the seemingly ‘good’ cleric.  
   
  If the PCs choose to help the fleeing ‘bad’ cleric and 
  attack the Temple guards and good cleric than they 
  have been fooled.  The PCs will learn that the fleeing 
  ‘bad’ cleric was actually a doppelganger that had been 
  spying on the clergy in Whitehale giving away troop 
  movements and shipments.  The ‘bad’ cleric will be 
  gone before anyone knows it.  The PCs then will be 
  taken into custody for attacking the good guys.  If the 
  PCs choose to stand in between both the clerics the 
  ‘bad’ cleric will attempt to get away the entire time.  
  Rabash, a cleric of Rao, will stand calmly and ask to be 
  taken to the Temple for all of this to be straightened 
  out but remind the PCs that they are not to be treading 
  on the church’s decree of bringing the doppelganger to 
  justice. 
   
  If the PCs help the Rabash and the Temple guards they 
  will learn that the fleeing cleric is a Doppelganger from 
  the battle of Valkurl sent on a mission of spying and 
  infiltrating the clergy.  The evil doppelganger is killed 
  in the battle by Rabash always. 
   
  Rabash will ask them to accompany him to the temple 
  of Rao.  If any PCs are friends of the clergy and have 
  played in the previous module (VEL2-06 Under a Blood 
  Red Sky) he will recognize them and ask them to help 
  take the body back to the Temple of Rao to meet with 
  Bishop Rinken.  Rinken will thank the PCs once more 
  and let Rabash take the body in the back to try and 
  perform a speak with dead.  The PCs will not be 
  allowed to attend however.  Rinken will tell the PCs 
  how the battle wages against the orcs and Hextorian’s.  
  He says it is frustrating because they only know that 
  the Hextorian’s were hired to create havoc in the 
  Diocese but for what purpose no one knows.   
   
  If the PCs helped out the bad guy by attacking the 
  Rabash and the Temple guards, then Bishop Rinken 
  will ask that they help out the church on a special 
  mission or else have to spend time trying to make sure 
  that they are in fact not in league with the enemy.   
  Bishop Rinken will vouch for any PC in a Veluna Meta-
  org or that he has met before.   
   
  Bishop Rinken will tell the PCs that it is imperative to 
  come inside a room that is protected against scrying 
  and divinations.  He will tell the PCs that the clergy 
  and Diocese’s spies have been unable to infiltrate the 
  enemies camps amazingly enough.  The camps as he 
  says have also hired numerous spies of their owns and 
  other assassins. He believes the enemy is crawling in 
  the city biding their time gathering information to the 
  point where no one can be trusted now.  He says that 
  they are not even sure where the main encampment is 
  or if there is one.  Scrying and divination has proven 
  useless for some odd reason but it isn’t a cause for 
  alarm. (Reasons not allowed to be discussed in the DM 
  text)  However they believe the camp to be near 
  Falsridge but again are not sure.  They have not gotten 
  reinforcements because Ellard does not want any.  He 
  thinks they can defeat this obstacle rather easily and 
  the Bishop believes that Ellard’s pride was shaken after 
  so many died that he is refusing to seek aid because it 
  will be a sign of weakness.  The Bishop also will relate 
  that the Archclericy really doesn’t have any spare 
  troops to give with all the strange activities in Mitrik 
  and Veluna City.  (VEL2-05 Catacombs of Mitrik)   
   
  He will then tell them what he wants them to do (if 
  they were in custody this is the only way of getting out 
  of jail) He wants them to be ‘changed’ (a version of 
  polymorph) into orcs and go into the camps.  Only he, 
  the wizard who is doing the casting, and Archbishop 
  Falswop will know of this mission.  They are to meet 
  back at the wizard’s home when they get back. They 
  will retain all their abilities while in orc form but will 
  
  Shrouded in Mist 
  Round 1 
  Page 5 
  speak and look like an orc.  (They get no changes to 
  their base stats or darkvision for being an orc) 
   
  However the Bishop will tell them there is only one 
  way that this process can be undone and that is via a 
  special spell.  This has been devised by Bigby himself 
  and one of the local high ranking members of the 
  College of Arcane is going to cast the spell on the PCs.   
   
  Their mission is to go into the camps and find the main 
  base, how many enemies there are and what kind are 
  they.  Also to find out anything about the shipments, 
  who is behind the attacks, what are they attacking next, 
  etc.    
   
  The troublemaker PCs are going to be watched by both 
  the wizard and Bishop Rinken so they cannot run away 
  or they will track them and be labeled disruptors of the 
  peace in Veluna. The PCs are then told to travel to the 
  northern home of the wizard where the spell will take 
  place.  
   
  The PCs enter the home of Pryce Rhapsode’s and he 
  performs the spell on them that changes their 
  appearance into that of an orc.  He will give them a map 
  and tell them to report back to the him as soon as they 
  are done. They are to leave under the guise of darkness 
  in case any are watching.  However, unfortunately for 
  Pryce, someone is watching.  The agents of the “One’ 
  watch all that comes in and out of Whitehale.  They 
  have been transformed into birds and are watching the 
  PCs enter the wizards home and then leave via being 
  changed into orcs.  After they report their findings 
  they will charge Pryce’s tower and kill him. 
   
  On the way up north towards where the clergy believe 
  the army is amassing the PCs will encounter Mucready. 
   He believes them to be orcs working for Iuz and rush 
  to attack.  PCs that have played many Veluna regional 
  modules will recognize the man and will have to decide 
  if they wish to kill him or subdually take him down.  If 
  reasoned with, Mucready will tell the party that the 
  highest concentration of orcs that he has seen is up in 
  the northwest more towards Falsridge.  Though what 
  he’s found strange is that the camp always seems to be 
  moving and never on the same side of the river. 
   
  Continuing on north will have the PCs following the 
  river as it winds its way further north. They will follow 
  the river for a while until they reach a trap and possible 
  fall into the river.  The reason being is that the enemy 
  has cast a Hallucinatory Terrain on the river to make it 
  look like a continuation of the riverbank.  At higher 
  APLs there are trolls lurking there that attack the PCs.  
  They also find some Seekers (Rangers of Veluna) that 
  were on the trail of the enemy but succumbed to the 
  same trap.  One of them has a map of the area and one 
  of the places is circled.  
   
  The PCs continue to walk towards the area on the map 
  and will eventually stumble upon the orc camp. The 
  camp has been hidden by a Screen spell.  The orcs will 
  be suspicious at first but then become accustomed to 
  their fellow brethren.  They will be suspicious at first 
  but as long as the PCs roleplay well enough they won’t 
  be attacked. During that night the camp will be visited 
  by Yurin, a high level illusionist, who will talk with the 
  druids and the ‘Entourage’. This will be the first 
  inklings to the PCs that this network runs far deep as 
  the mage will speak of knowing various parts of the 
  land and other cities.  Yurin talks about the main base 
  camp moving westward and how the Veluna army and 
  trackers are clueless as to how many there are and 
  where they will be located next.  Yurin always has 
  Persistent Detect Magic on and will notice that some 
  orcs have unusually large amounts of magic on them 
  but will just take note of this.  The Entourage consists 
  of numerous humans, ogres, and orcs of varying classes.  
   
  The PCs will be free after the celebration to search 
  around the tents and the encampment to find 
  information.  They will find numerous documents but 
  in actuality these are all fake but it will be up to the PCs 
  to figure that out.  Also if any PCs go near the tent 
  where the Entourage is they will be detected by the 
  Persistent Detect Magic or if they attempt to go inside 
  it is under an Unhallow spell with Detect Good.  This 
  will take almost all night and in the morning Yurin will 
  call for an immediate evacuation of the camp.  More 
  than 200 orcs, humans, and ogres rush around to gather 
  up the tents. 
   
  Yurin will kill an innocent orc to kind of bade the PCs 
  into thinking they have fooled the enemy when in 
  reality Yurin is trying to fool them.  He will order them 
  to go on a scouting mission to make sure the way is 
  clear.  It is then that he will Teleport away and then 
  after a few minutes of traveling the PCs will be attacked 
  by Blige and parts of the Entourage. 
   
  Once the PCs get by that encounter they will find on 
  Blige a note stating that Trivel the cleric of the ‘one’ 
  will is going to intercept a contingent of Knights and 
  destroy them.  It will have directions to meet up with 
  them to help with the ambush so the PCs will valiantly 
  hurry there. 
   
  
  Shrouded in Mist 
  Round 1 
  Page 6 
  Trivel and his part of the Entourage were expecting 
  some problems and have already prepared themselves 
  for battle with the Knights so the PCs will catch them 
  with all their spells cast.  It will be a horrific battle but 
  one the PCs should walk away from.  The Knights of 
  Whitehale are nowhere to be seen.  The PCs will not 
  see them at all but they will be alive for now. 
   
  Next the PCs will want to go back to Pryce’s tower but 
  find that he is dead and feel helpless.  It is then they 
  have to decide to go to Whitehale and either try to 
  sneak in or just go right up to the front gates.  If they 
  sneak in it will be harder but possible to get to the 
  Bishop.  If they go up to the gates Diplomacy will have 
  to take precedent and they will be detained for a short 
  time before the Bishop can get them out. 
   
  They will then be taken right away to see the bishop 
  who is of course with Rabash.  Rinken will be most 
  distraught that they couldn’t find the main base but 
  understand that there could be more sinister forces 
  working than just orcs.  He will seek to go before the 
  Colleges and Archbishop to see if he can get back our 
  troops from other countries to aid in protecting the 
  homeland.  He will ask for the PCs backing.   
   
   
  Introduction 
  DM NOTE: Any PC or NPC that attempts a Scry or 
  Divination type spell will have it be very cloudy and 
  hazy.  They will only get pieces of what they see as if 
  something very dark and sinister is trying to block 
  them.  Just give descriptions of such things when they 
  do attempt to cast the spell and nothing more.  No NPC 
  Clerics will speak of ‘losing’ their touch with their God. 
   They will merely make excuses or simply pass over the 
  question by changing the subject.  This is affecting all 
  faiths as far as anyone knows. 
   
  The PCs begin the adventure in Whitehale.  Due to the 
  findings in VEL3-01 Lost Secret of the Lortmils many 
  worshippers of Rao have been acting strangely and 
  questioning their deity of how he could let some of his 
  followers fall to the dark side.  This opening 
  introduction is short and leads right into a fast 
  beginning.   
   
  Many merchants and travelers use their furs and 
  robes as cover from the light mist that falls this 
  morn.  This mist does not seem to bother any of you 
  as you make your way through the city.  Tensions 
  are a bit high here with the attacks on the villages 
  in the northeast that slaughtered hundreds a few 
  months back. 
  If the PCs are not traveling together then have them all 
  walking through the city to eventually meet near the 
  center of town.  They may go and visit various shops 
  and blacksmiths to buy any items they may need before 
  the adventure.  The PCs can decide why they are in 
  Whitehale. Some may have come to investigate about 
  the attacks earlier (In VEL2-06 Under a Blood Red Sky) 
  or they could be merely passing through onto Bissel or 
  Mitrik it is up to them.   
   
  If they are traveling together or if they enter the town 
  center at the same time you can tell the PCs that you 
  see various merchants and commoners roaming around 
  and then describe the other PCs amongst each other. 
   
  Once that is done continue onto Encounter 1: 
  Surprise! 
   
   
  Encounter 1: Surprise! 
  Once the PCs have made it to the town square and have 
  gotten used to the mundane happenings of Whitehale 
  they will witness a real shocking occurrence. 
   
  The calmness of the early morning is broken by a 
  shrill scream coming from the western edge of the 
  merchant shops.  Rounding the corner of the 
  building is a Cleric of The Reasoned One, dirt 
  covered with tattered robes running like a fox 
  through the center of town! 
   
  “HELP, THEIR CRAZY!! HELP!” he screams as he 
  continues running right past you.  Throngs of 
  townspeople scatter at his site and start panicking 
  in the streets 
   
  Give the PCs one round to react. If the PCs intervene 
  adjust the text accordingly and read below for 
  instructions, if they do nothing then continue on. 
   
  Almost before you can react to the shock you see 
  another Cleric of The Reasoned One come 
  streaking around another building with two heavily 
  armored Temple Guards behind him.  The Cleric of 
  Rao eyes the injured cleric across the square and 
  pulls up to a stop and begins to cast. The Temple 
  Guards continue running past him heading straight 
  for the other cleric yelling at anyone to stop him 
  from escaping. 
   
  
  Shrouded in Mist 
  Round 1 
  Page 7 
  Then within a few seconds a stream of fire comes 
  shooting from the sky and crashes into the fleeing 
  cleric dropping his crisply burnt body to the 
  ground. 
   
  A supposed cleric of Rao will come running around a 
  few buildings screaming for help from anyone.  Then a 
  round later another cleric of Rao, Rabash, and two 
  Temple Guards will come charging around the 
  building and Rabash will unleash a Flame Strike on the 
  fleeing cleric dropping him to the ground barely 
  conscious.  This is for shock value.  Then the fleeing 
  cleric’s body will shift into a doppelganger as its true 
  form is revealed.   
   
  In the one round that the PCs have they may intervene 
  and protect the fleeing cleric much to the displeasure 
  of Rabash and the Temple Guards.  If they conceal the 
  fleeing 
  cleric 
  with 
  any 
  invisibility 
  or 
  other 
  disappearing means then Rabash will of course not be 
  able to cast his flame strike but will accuse the PCs of 
  aiding the evil doppelganger.  He will ask the Temple 
  Guards to escort them to the Temple of Rao to see 
  Bishop Rinken. 
   
  The fleeing cleric (doppelganger) if turned invisible 
  will flee no matter what the PCs tell him.  He will 
  always continue to run towards the gate to get away. 
   
  If the PCs openly protect the fleeing cleric 
  (doppelganger) then Rabash will have the Temple 
  Guards place them under arrest for aiding and abetting 
  a known criminal of Veluna and ask them to 
  accompany him to the Temple of Rao to see Bishop 
  Rinken.  If the PCs demand to see the authorities, 
  Bishop Rinken will handle all complaints. 
   
  Read the following if the PCs helped the fleeing cleric 
  (doppelganger) 
   
  “What were you thinking about helping that vile 
  desecrator!?  He had infiltrated our ranks for 
  months and we almost had him but you all let him 
  go!!“ The cleric cups his hands to his mouth and 
  wipes the mist from his brow.  “Guards let us escort 
  these fine ‘helpers’ to see the Bishop” 
   
  With that the two Temple Guards take up position 
  and point you in the direction of the Temple. 
   
  If the PCs help Rabash and the Temple Guards capture 
  the man, have the PCs cast or attack the cleric 
  (doppelganger) using normal combat rounds. They will 
  earn no battle experience for this encounter as the 
  doppelganger presents no danger to them. 
  If the PCs helped with the capture of the evil cleric 
  (doppelganger) then read the following 
   
  As you hear the panting of the cleric come running 
  up from behind you now stare at the burnt corpse 
  of a Cleric of The Reasoned One. The two Temple 
  Guards surround the body and begin to tie up the 
  arms and legs seemingly not caring. 
   
  “Phew, that was close. Thanks gentlemen (and 
  ladies) for aiding us in capturing that vile monster.  
  He has been leaking secrets to the enemy for 
  months and finally the Bishop and I figured it out 
  but before we could get the jump on him he had 
  taken off for the gates.” 
   
  As you look from the Priest to the body you now see 
  the body begins to shimmer and reform into the 
  shape of a blackish form, almost alien like.   
   
  “A doppelganger.  Been going by the name of Benist 
  for a few months.  Where’s my manners, the name 
  is Rabash, humble servant of The Reasoned One 
  and those two are Eitle and Herge.  Come let us go 
  back to the Temple as I’m sure you’ll be welcomed 
  by the good Bishop” 
   
  On the way to the temple Rabash will not speak of 
  exactly what is going on with the doppelganger saying 
  that the Bishop will tell you more.  He will say that 
  they are going to see Bishop Rinken. If the PCs 
  mention about casting Speak with Dead Rabash will 
  insist to let the Bishop handle that. 
   
   
  Encounter 2: Old Friend 
   
  If the PCs are heading towards the Temple as prisoners, 
  Rabash and the guards will not speak with them.  
  Instead they will be herded up and brought into the 
  temple to meet Bishop Rinken.  If they are coming 
  because they helped Rabash he will answer general 
  questions and ask the PCs to stay in the main greeting 
  area to wait for the Bishop. 
   
  Adjust the text if the PCs are here because they were 
  arrested as the Bishop will not look upon them all that 
  highly saying that they should have used their better 
  judgment and trusted the Priest of Rao that was not 
  running. 
   
  
  Shrouded in Mist 
  Round 1 
  Page 8 
  The calmness of the temple washes over you as you 
  stand around waiting for the Bishop.  Certainly he 
  can make sense out of this madness that has gripped 
  the country these last few months.  After a few 
  moments contemplating these questions a door 
  creaks open in the back and Rabash and the Temple 
  guards carry the body of the doppelganger forward. 
    
   
  “Excellent work gentlemen” He now looks up in 
  your direction and (If the PCs have played VEL2-06 
  Under a Blood Red Sky he will recognize them 
  immediately) smiles.  Unfortunately because of 
  circumstances we had to use force like this instead 
  of our normal reasonable means.  The townspeople 
  are becoming a bit more agitated lately but we’ve 
  had to use more serious means because the leaks in 
  our 
  information 
  have 
  become 
  growingly 
  worrisome.  We cannot afford to put much faith 
  into outside help sadly.” 
   
  Bishop Rinken waves to Rabash and the temple 
  guardsmen to another room.  
   
  “Rabash will perform the speaking with the fallen 
  one and find out what he can.  I trust him to the 
  fullest and I pray to the Peaceful One that we can 
  find out how they are infiltrating us.” 
   
  If any PCs wish to be with Rabash while he speaks with 
  dead on the doppelganger, Bishop Rinken will tell 
  them that he has bigger and more urgent plans for 
  them and escort them into another room. Continue to 
  Encounter 3:The Subterfuge. 
   
  If the PCs are here because they aided the 
  doppelganger he will tell them that they are to be let go 
  if they help out the church.  If the PCs accept then he 
  will ask that they step into the room with him so 
  continue to Encounter 3: The Subterfuge. 
   
  If one or more of the PCs do not accept then they will 
  be detained at the Temple of Rao.  They can ask the 
  Bishop to perform many spells to show that they did 
  not mean any harm by helping the enemy. The Bishop 
  will tell them by helping out the Church they will 
  exonerated.  All they have to do is join him in the 
  separate room.  They will be absolved of everything 
  because they will have done the will of the Church.   
   
  If the PCs wish to ask any questions the Bishop will 
  just say he will answer all once they are inside the room 
  no exceptions. 
   
   
  Encounter 3: The Subterfuge 
   
  Once the PCs agree to enter the room (whether forced 
  to or asked to) the Bishop will walk them into a 
  darkened room which is protected from being scryed 
  or divined on. He will explain to the PCs what has been 
  going on the last few months and what they are to do 
  for the Church.   
   
  The Bishop leads you into a darkened room and 
  quietly shuts the iron door behind you. Then you 
  hear him utter a word and a loud ‘SNAP’.  As your 
  eyes begin to adjust to the darkness the sense of 
  emptiness hits you.  All there is to see are your 
  compatriots and the Bishop.  After a long few 
  minutes the Bishop finally clears his throat. 
   
  “I think we can begin.  These last few months have 
  taken a toll on our men up north and with the 
  enemy seemingly knowing our next move before 
  we do we have been forced to use these extreme 
  means.  The battle has been a frustrating one as 
  Ellard has oft refuse aid from Mitrik because he 
  believes his men will get the job done.  
  Unfortunately that has yet to be the case for he has 
  lost a few more knights to random attacks.” 
   
  “The force has been in hiding ever since those 
  villages were demolished save for Feyvon and Slarn 
  (He will recognize and give thanks for those that 
  helped save them) and we’ve been trying to find 
  them ever since.  Each time we felt we got close we 
  would lose contact with our men and they’d be lost 
  to us.  We do not even know where their camp is.  
  Our Seekers have even been unable to locate them.”  
   
  “Desperation has led us to do what we must to 
  infiltrate their ranks.  I would like for you to visit 
  my good old friend from the College of Arcane 
  Pryce Rhapsode. (If there are any members of College 
  of Arcane present, they will immediately recognize 
  Pryce’s name and know he is very well respected 
  within the college).  He will then take you through a 
  rigorous process that will change you into… orcs.”  
  (Pause to let this sink in with the PCs) 
   
  “Yes, I would like for all of you to be changed into 
  orcs to better fool the enemy.  However, this is not 
  a simple transformation spell.  You will retain all 
  your abilities and memories but will now be able to 
  go undetected as if you were always orcs.  Only 
  
  Shrouded in Mist 
  Round 1 
  Page 9 
  three people know of this plan, me and Pryce along 
  with Archbishop Falswop, that is all.” 
  If they were caught helping the doppelganger then this 
  will be their only option to get out of jail (until found 
  innocent but only after a lengthy process) for helping 
  the enemy.  If any PCs who are friends with the Bishop 
  or are out of region PCs do not wish to do this then 
  have the Bishop implore them that this will be very 
  helpful for the church.  If they still don’t want to then 
  have the Bishop entice them with gold.  However he 
  will be hurt that they could not find it in their hearts to 
  take no money. 
   
  Let the PCs ask the Bishop questions and answer them 
  to the best of your ability.  There are some bullet points 
  below that you can go over with the PCs as you see fit. 
   
  • 
  There have been no new attacks since the villages 
  were ransacked a few months ago. 
   
  • 
  I know this may be against some of your better 
  judgment but believe me I wish there was another 
  way.  The process to be turned back will be easy 
  enough.  Just return to Pryce and he will perform 
  the disenchantment. 
   
  • 
  Ahh the lost temple.  Yes I have spoken with the 
  Archbishop about that and even he has not heard 
  of such things.  He believes that the Church 
  wanted to make sure such a thing like that never 
  got out to the public and with good reason.  We 
  may be worshippers of the God of Reason but 
  some things should never be let out.  The 
  Archbishop does have a meeting planned with the 
  Canon to see if he knew of such things but that is 
  all I know. 
   
  • 
  What concerns me most about that lost temple is 
  the fact that we did have deserters to the cause.  
  Falswop did talk of how he felt that there was a 
  betrayer some centuries ago but he does not have 
  an idea of who that was. 
   
  • 
  If the PCs ask about Canon Herion and the 
  ‘exorcism’ of his demons at the spires he will 
  dismiss those ideals but say that everyone has their 
  own inner demons to deal with at times. 
   
  • 
  Ellard has been stubborn and won’t let anyone aid 
  him in his quest to rid the northern lands of orcs 
  and any who worship Hextor.  Granted no one has 
  been able to find any evidence at all. 
   
  • 
  The only leads we have are sightings of various 
  orcs up in the north.  We can never find the 
  placement of their camps or anything. It is like 
  they are being aided by nature herself. 
   
  • 
  Ellard is being too stubborn for his own good.  He 
  does not want aid from the clergy or more troops 
  because he feels he can squash this uprising by 
  himself. Unfortunately this has not been the case.  
  I’m afraid if this continues on we may have to call 
  back some of our troops from our allies. 
   
  • 
  I’m still in belief that these attacks were calculated 
  and not just acts of randomness by orcs of Hextor.  
  Someone is behind all of this and hiding them 
  very well.  The power is almost frightening. 
   
  • 
  Search the forest to the northwest of Whitehale 
  first as that’s where they have lost some of our 
  men.  There could be some connection between 
  Falsridge and Whitehale but I’m not sure.  Its right 
  near the Fals River up there about a days travel 
  away from Castle Sepher. 
   
  • 
  Remember to be careful not to travel the roads or 
  walk into any human villages.  The citizens have 
  not taken kindly to any orcs lately for obvious 
  reasons. 
   
  Once their questions are done, the Bishop will give 
  them directions to Pryce’s home and have them 
  solemnly swear to speak of this to no one. 
   
  Before you step out into the light once more, 
  Bishop Rinken speaks one last time, “I think you all 
  know the importance of this mission.  Do all that 
  you can to find what this force is up to and to quell 
  anything but remember to know your limits.  
  Curiosity can be the death of even the bravest 
  heroes.  Our Knights will be able to clean it up once 
  we know what were up against…hopefully.” 
   
   
  Encounter 4: The Pryce is Right 
   
  Once the PCs step outside of the Temple room they are 
  free to immediately set off towards Pryce Rhapsode’s 
  home.  They are free to purchase any items that they 
  may wish to know as Whitehale offers a variety of 
  wares.   
   
  Rabash is no longer in the Temple as he has finished 
  his talk with the dead doppelganger if any PCs wish to 
  
  Shrouded in Mist 
  Round 1 
  Page 10 
  ask.  He has gone out and the guards do not know 
  where he was headed. 
  The journey to Pryce’s house is an uneventful one 
  except that they are being watched.  They do not know 
  this however as the enemy that is watching them is a 
  normal sparrow hawk and there are many in this area 
  of Veluna.  This is the high level Druid Blige’s doing as 
  she has cast Feathers on one of her subjects and they 
  were told to look for any unusual activity coming from 
  the city.  Also, she had contact with Benist, the 
  doppelganger, before he died about what possibly the 
  Bishop was up to. 
   
  It takes about a half an hours travel to the south to get 
  to the wizards home. 
   
  Turning away of the well-traveled roads, following 
  Bishop Rinken’s directions, you see the bramble 
  patch that he spoke of.  The trees are tall and large 
  in this area and the brush is very thick almost 
  impossible to walk through. (no horses can travel 
  through this area without a lot of work or magic)  
   
  After walking for a few minutes in the pitch black 
  forest, careful not to trip on any ancient roots you 
  stumble into a sea of huge tree trunks jutting into 
  the sky.  Remembering Bishop Rinken’s directions 
  you swear the wizard’s home was supposed to be 
  right here but as far as you can tell it is not. 
   
  Have the PCs make a Wilderness Lore check [DC 22] to 
  notice footprints leading from a few various trees.  If 
  any PCs choose to look up have them make a Spot 
  check [DC 30] to notice what looks like camouflaged 
  bridges attached from a few trees. 
   
  If any PC cast Detect Magic then one of the huge trees 
  glows brightly of Illusion magic and is the wizard’s 
  home. 
   
  Once the PCs approach the tree read the following: 
   
  As you approach the huge blackened husk of a tree 
  the bark seems to twist and shimmer away to reveal 
  a stone door. 
   
  The PCs are free to enter now.  Once they walk inside 
  they see a myriad of strange and wonderful things.  
  Inside, the tree is made of all stone with various 
  furniture and paintings of past accomplishments. After 
  a few moments in the waiting room a figure will float 
  down from above greeting the PCs. 
   
  A figure wearing a reddish hued robe with thick 
  black hair comes floating gingerly down from the 
  upper floors of the tower toward you. He lands 
  softly in a plush chair and calmly crosses his legs 
  and reaches for a glass that suddenly appeared next 
  to him. 
   
  “Greetings fare fellows (and ladies) I trust you are 
  the ones that Bishop Rinken spoke of?” 
  (Pauses for an answer) 
   
  “Excellent then, as I’m sure you know by now my 
  name is Pryce Rhapsode a retired member of the 
  College of Arcane.  I know the clergy wants this 
  expedition to begin immediately so without further 
  ado we shall go to my private chambers.”   
   
  And with that Pryce lays down his glass and begins 
  to motion his hands while speaking an arcanic 
  language (Spellcraft [DC 20] - Teleport spell) and 
  instantly you are all in his chambers. 
   
  “I’m sure you have many questions but frankly I do 
  not have the answers you seek.  I’m sure you will 
  find those that you want out in the wild but I try to 
  live a quiet and secluded life as you can tell.” He 
  motions around the dark room that appears to have 
  all the necessities needed to exist outside a town.  
  Now are we ready to begin?” 
   
  As soon as the PCs say yes he will begin the ritual 
  casting of transforming the PCs into orcs.  They will 
  undergo some pain and all take 5 points of subdual 
  damage for the reconfiguring of their skin. Due to the 
  strangeness of the spell the alteration magic will fade 
  after fifteen minutes.  Also a Dispel Magic or Greater 
  Dispel Magic will not return them to their normal state 
  and True Seeing will not reveal them. If they die they 
  will not revert back to their original form either.   
   
  DM NOTE: The PCs will experience strange feelings 
  that make them feel like orcs and act like orcs.  If they 
  unintentionally act like an orc throughout (burping, 
  making fun of other PCs or other NPCs, killing 
  without regard) and not thinking twice before doing 
  any of these actions then have them make a Will Save 
  DC 15.  Each time they do not make this save increase 
  the DC by one and mark this down.  At the end if they 
  have failed 5 Will saves then they will be ‘touched’ 
  permanently and some of them will be left behind with 
  longer fangs and the ability to speak orcish.  They will 
  receive none of the benefits of being an orc except for 
  being able to speak orcish.  They keep all of their 
  previous abilities however. 
  
  Shrouded in Mist 
  Round 1 
  Page 11 
   
  This transformation will not detect as magic and it will 
  fill the PCs minds of orc memories of their yester years 
  if the enemy tries to probe their minds. It will be as if 
  the PCs were born orcs.  However, their magic items 
  and of course spells cast on them will still detect as 
  magic.  This information Pryce will give out if asked. 
   
  Once the process is done Pryce will be very tired and 
  he will ask the PCs nicely to let him retire to his 
  quarters where he can sleep.  He tells them to return to 
  him immediately when their task is done so that he can 
  reverse the process since he is the only one who can 
  change it. 
   
  Of course as soon as the PCs begin their odyssey up 
  towards the north the agent of the Druid, Blige, will 
  gather up a small force and attack and kill Pryce within 
  a day.  This will be discovered by the PCs when they 
  return from their travels later in the module.   
   
  The PCs can let themselves out but do not let them 
  touch anything in the tower as they never know what 
  spells they may set off.  They descend 4 flights of stairs 
  on their way out.  Also remember that the PCs more 
  than likely will not have means of protecting their 
  magical equipment from detecting as magic.  This is 
  key as this is one of the few things that will give them 
  away later in the adventure. 
   
   
  Encounter 5: Friend or Foe 
   
  Now The PCs adventure truly begins.  If the PCs are 
  not getting the obvious then have them make 
  Intelligence check [DC 5] to realize it’s probably not a 
  good idea to travel by the roads in Veluna while in pure 
  orc form.  If they do then there is a 20% chance they 
  will be spotted by a patrol of Ellard Rojan’s Knights of 
  Whitehale and be taken into custody at Castle Sepher 
  where they will be held their for quite some time 
  before Bishop Rinken can be summoned to clear up the 
  mess.  The reason the Knights don’t outright kill them 
  is because they are desperate to find information out 
  about where this force is located. 
   
  The PCs may also think this is an impossible task 
  without so many leads but encourage them by finding 
  pieces of cloth and small crude weapons on the ground 
  as they are searching the countryside.  They will not 
  find any signs of a clear force or even campsite but 
  success is not going to be overnight.   
   
  DM NOTE: During this process the PCs may get 
  frustrated and angry that they can’t find any clues and 
  this adventure seems to be going nowhere.  This is the 
  point.  This is to show them how hard it has been for 
  the clergy and Knights to find the enemy and defeat 
  them. 
   
  If any of the PCs have the spy map from VEL3-01 Lost 
  Secret of the Lortmils then this will help them discern 
  where they may look even better.  This will allow them 
  to get on the right track within a day because they have 
  a clue as to where to search first.  If no PC has this map 
  then they will search for about a day and half before 
  coming upon any semblance of the right way.  It is 
  going to be frustrating but that is some of the point. 
   
  After a while Wilderness Lore [DC 20] will reveal some 
  footprints of a humanoid going about various 
  directions.  More than likely the party will take this 
  lead since it will be the only one they have.  However 
  the person they are tracking is as skillful as them and is 
  leading them into a possible trap.  Another Wilderness 
  Lore check [DC 20] or Spot check [DC 25] will reveal 
  this in time and the PC has 1 round to react to someone 
  watching them. (The PC that is tracking is the only one 
  that can make these checks) 
  At this time regardless if they see him or not Mucready 
  will jump out in back of the PCs to hopefully catch 
  them by surprise. 
   
  Almost as if suddenly forming out of air a figure 
  straightens up with a swirling white runed steel 
  sword and another twirling in between his hands so 
  skillfully it’s hard to tell if the man is even aware 
  that it his doing it.   
   
  Depending upon the APL Mucready will attack the PCs 
  since he believes they are orcs unless APL 4 where he 
  will give them a round by asking them to surrender to 
  the forces of good. 
   
  All APLs (EL 7) 
   
  �Mucready: male hum Ftr2/Rgr3/Rog2; hp 57; see 
  Appendix 1. 
   
  Tactics: Mucready will come with everything he has no 
  matter the odds.  He believes these are normal orcs that 
  must be killed in the name of Veluna.  If the PCs wish 
  to reason with him they will have to make a Diplomacy 
  check [DC 25] to get him to back down.  Then have to 
  come up with some smooth talking about how they are 
  not orcs though it will be tough.  Remember to roll 
  Mucready’s Sense Motive for roleplaying purposes.  
  
  Shrouded in Mist 
  Round 1 
  Page 12 
  Remember at APL 4 he will pause a round to allow 
  them to surrender to the forces of good. 
   
  More than likely most groups will try to subdue him 
  but for those that may not know Mucready as a local 
  Veluna NPC hero they may not. That is critical 
  information that must be reported if they decide to kill 
  him. 
   
  What if they kill him? 
  If the PCs decide to kill Mucready they are free to loot 
  him and find no information.  If they choose to cast 
  Speak with Dead on him they will find that he has 
  knowledge of some humanoid tracks he found near the 
  edge of the Fals River but other than that nothing else 
  can be discerned.  If they Search him they will find a 
  Symbol of a wolf howling.  This is a symbol of a 
  Defender of Veluna, an elite group of heroes that 
  protect the Vale (Knowledge: Local [DC 16]). This 
  should give them a clue that killing him was not a good 
  idea. 
   
  What if they capture him? 
  If the PCs subdue Mucready then tie him up he will of 
  course wake up and be very angry.  Diplomacy check 
  [DC 20] is needed to calm him down a bit. But give 
  circumstance bonuses to those PCs that try to display 
  kindness or act more dignified, as most normal orcs 
  would never dare do such a thing. This may give 
  Mucready a clue that these aren’t your normal 
  bloodthirsty orcs. The more ‘normal’ human traits that 
  the PCs show the better their circumstance bonus will 
  be.  He will calm down which will allow the PCs to ask 
  questions.  Mucready knows the following: 
   
  - 
  I haven’t seen any large forces of orcs or 
  goblinoid activity in a long time.  I ambushed 
  a small force of orcs a few weeks back but they 
  were just some roaming group.  It’s as if the 
  trees and the land is aiding these vile 
  creatures. 
  - 
  I have been able to pick up some muddy 
  footprints here and there in the forest and 
  near the Fals River but the prints always dry 
  up or are gone before I get any good leads. 
  - 
  I met a few of the Knights a while back but I 
  found a few of their possessions torn up as 
  well as a few of them shredded. 
  - 
  Honestly the only thing I can tell you guys is, 
  good luck.  But follow the trail up north for a 
  good 15 miles then head east along the river 
  for another 20 or so.  The Knights haven’t 
  checked near the river once the tracks dried 
  up and were covered.  My bet is the suckers 
  are along there somewhere. 
  - 
  The Seekers were supposed to meet me near 
  here about a day ago but I haven’t seen them.  
  Frankly I’m beginning to think I’m the only 
  good one out here left.  The Clergy and nobles 
  may have to call back our boys to protect our 
  land instead of other countries. 
   
  That’s all he knows.  When the PCs let him go he will 
  of course ask for all his equipment back and bid them 
  good luck.  He will not go with the PCs as that would 
  compromise their mission. 
   
  TREASURE: 
  Defeating and Looting Mucready 
   
  APL 4: L: 156 gp; C; 0 gp; M: Ring of Protection +1 
  (167 gp) 
   
  APL 6: L: 156 gp; C; 0 gp; M: Ring of Protection +1 
  (167 gp) 
  APL 8: L: 156 gp; C; 0 gp; M: Ring of Protection +1 
  (167 gp) 
   
  APL 10: L: 156 gp; C; 0 gp; M: Ring of Protection 
  +1 (167 gp) 
   
  APL 12: L: 156 gp; C; 0 gp; M: Ring of Protection 
  +1 (167 gp) 
   
   
  Encounter 6: Searching for 
  Trouble 
   
  The PCs will more than likely follow Mucready’s 
  directions which will lead them in the right way.  If 
  they killed Mucready then have them make 3 Tracking 
  Checks [DC 20] to avoid losing a half -day of travel 
  north. 
   
  Once they are near the Fals River read the following: 
   
  Not having seen any Knight patrols from Castle 
  Sepher has been a startling revelation. Surely you 
  should have seen a patrol or two by now.  The 
  Bishop did say Ellard was having some troubles 
  finding this seemingly hidden enemy but you never 
  realized it would be this hard! 
   
  Traversing along the riverbank for about an hour 
  has revealed no sign of friend or foe.  The leaves and 
  roots of the river trees are tighter here than up the 
  river as you crest a small gully.  There you can see 
  more of the same, trees reaching over the Fals River 
  with the foliage thick as ever. 
   
  
  Shrouded in Mist 
  Round 1 
  Page 13 
  Once the PCs say they continue on have those in the 
  front make a Reflex save (DC 14 + APL) to avoid falling 
  into the river at the bottom of the gully. What appears 
  to be a normal continuation of the landscape with trees 
  is in reality a gully where a large stream dumps in the 
  Fals River (Hallucinatory Terrain).  Those making the 
  saves will see that the river is about 40 feet wide to the 
  other side and continues down for as long as the eye 
  can see.  Those that do not make the save fall into the 
  river, which is about 4 feet deep near shore. 
   
  Only at APL 10 and 12 will there be trolls that are 
  hiding in the water and attack the PCs (Thus why the 
  PCs couldn’t see them in the normal terrain).  APLs 4-8 
  they will simply fall into the water and discover the 
  Seekers bodies waterlogged in the river. (Rangers of 
  Veluna)  If all the PCs at APL 10 or 12 make their 
  Reflex saves then have them make Spot checks to see 
  the trolls who are taking 20. 
   
  APL 10 (EL 9) 
  �Trolls (4): hp 63, 62, 65, 61; see Monster Manual 
   
  APL 12 (EL 9) 
  �Trolls (4): hp 63, 62, 65, 61; see Monster Manual 
   
  The trolls were left behind by the enemy that took care 
  of the Seekers and dumped their bodies here.  The 
  Illusion spells were cast by Yurin (Pronounced Yureen) 
  a 15
  th level Illusionist.  Once the Trolls are defeated the 
  PCs can bring the bodies over to the bank of the river 
  to inspect.  This should clue them into the fact that the 
  enemy was here only a day before and thus they are on 
  the right track.   
   
  The Seekers were surprised much like the PCs were 
  and fell into the encampment that the enemy had and 
  were torn to shreds before any of them could escape.  
  The enemy figured the trolls would either eat them or 
  the bodies would sink to the river floor never to be 
  found. 
   
  There are 5 bodies of Seekers but they have all been 
  stripped of anything valuable.  There is a scroll case 
  however on one of the bodies.  Inside is a map of the 
  region with territories marked out where they had 
  scouted.  One of the areas is circled and this is where 
  the PCs should go.  The Seekers were on the enemy’s 
  trail but didn’t realize they were using illusionary 
  tactics and got ambushed.  Give the PCs Player 
  Handout #1. 
   
  If the PCs decide to cast Speak with Dead or other 
  means of communication they will not find much 
  information. They will tell of how many orcs there 
  were and fighting and how it was a long arduous search 
  to find this enemy. 
   
   
  Encounter 7: Searching for 
  Trouble 
   
  It should be apparent to the PCs now to go to the 
  circled area on the map and to do this would be going 
  south.  An Intuit Direction or Wilderness Lore check 
  [DC 15] will allow them to easily find the right 
  direction and get near the area within a few hours. 
   
  The PCs will continue to walk a ways but will get to a 
  point where it will look like a normal clearing of forest. 
  When they continue walking through this ‘clearing’ 
  read the following and allow them a Will save [DC 23] 
  to disbelieve.  Yurin, the high level NPC bad guy (no 
  stats because he has no effect in this adventure), has 
  cast Screen to protect against scrying and detection of 
  Veluna’s forces.  PCs who do not make the save 
  continue seeing a clearing as if nothing is wrong.  
  Adjust the following text if need be. 
   
  Quietly making your way towards the general area 
  of where the Seekers seemed to be searching you 
  come upon a clearing.  As you enter the clearing 
  however it rapidly dissipates before your eyes and 
  you see a large camp crawling with orcs and ogres! 
   
  A few hundred of the orcs turn to look at all of you 
  curiously…but go back to their normal daily 
  routine.  The ogres look like they have been 
  erecting tents for some time as they are all around 
  the area. It appears that the force is setting up camp 
  for the night.   
   
  As you begin to walk further into the camp a 
  guttural voice rings out from above, “Who you be? 
  Where you been?” a rather putrid orc blurts out at 
  you from the trees. 
   
  This is where the PCs will have to make a decent 
  excuse in their best orc impression.  Have them make a 
  Bluff check versus the orcs Sense Motive straight up.  
  The orc has no bonus to Sense Motive.  Basically any 
  reasonable orc excuse will work here like out killing 
  food, killing humans, or just plain got lost. Remember 
  the PCs should be talking just like an orc and using 
  their humor this should convince the orc even more. 
   
  
  Shrouded in Mist 
  Round 1 
  Page 14 
  Once the PCs have successfully (and easily hopefully) 
  convinced the orc read the following: 
   
  “You go into camp now.  Leaders are going to tell us 
  what to do next.  Me thinks kill more humans but 
  never know with smartys like them” 
  DM NOTE:  This encounter will roughly take the 
  whole night and keep the PCs inside the camp.  The 
  idle bantering with the orcs and whoever else the PCs 
  talk to will take about an hour or two. 
   
  Give the PCs Player Handout #2.  They can see where 
  the tents are set up and the ‘meeting’ area. Just by 
  walking in most of the orcs will look at them surly and 
  some will strike up the occasional conversation with 
  them talking about how they slaughtered the Seekers 
  and the townspeople a few months back.  How they 
  hope they’ll kill more. Remember any PCs not playing 
  the part of an orc convincingly will be under suspicion 
  even from a dumb orc.  There are some orcs in the mix 
  that are fairly curious enough to go and let their leaders 
  know.  Most of the orcs worship Hextor if asked and if 
  the PCs ask who their leaders are (which will get a 
  confused look from the orcs always) they will them 
  wizard from air (Yurin) and the old nature lady and 
  Trivel the worshipper of the One. They are very afraid 
  of the ‘Entourage’ an elite group of orcs, humans, and 
  ogres. 
   
  If the PC ask any orcs who the One is, all the orcs shy 
  away and tell the PCs not to speak of such evil, which 
  should tell the PCs that if orcs believe he is that evil 
  then he must be.  Also there are several Ogres amongst 
  the group as well.  There are a few humans but not 
  many around.   
   
  At all times there will be orcs, ogres, and a few humans 
  near the PCs.  They will hardly have anytime for 
  themselves as the orcs think they are part of the gang.  
  Remember to note that the PCs do have fancy 
  equipment compared to these orcs so they may want to 
  hide that fact.  Some things were transformed into the 
  normal workings but other items may be to obvious 
  depending upon the PC. 
   
  Before any PCs say that they are going to go ‘check’ 
  around the camp or after a few moments of idle 
  bantering to see if the PCs are up to the ruse read the 
  following: 
   
  All of a sudden the celebration and eating stops.  
  You hear excited gibbering amongst the orcs and a 
  few snorts as more orcs and ogres filter around the 
  campfire and start to form a ring.  An air of 
  excitement seems to be about them all.   
   
  Then the ring splits down the middle and a middle 
  aged man with no hair and black robes wearing a 
  holy symbol that seems to be defaced (If any PCs 
  played VEL3-01 Lost Secret of the Lortmils then they 
  will recognize the symbol as the same one on those 
  priests) along with an elderly woman with a pitted 
  face stride in.  On the sides of these two are at least 
  two dozen orcs and humans outfitted head to toe 
  with grand armor and some even with rune covered 
  bows, swords, and various trinkets. A few large 
  Ogres trot out behind them as well to add a very 
  intimidating presence. A few of the orcs even have 
  holy symbols hanging from their neck.  (Knowledge 
  (Religion) DC 10 to know it as Hextor) 
   
  The entourage fan out around the campfire looking 
  over the crowd very intently as the old woman and 
  man stand next to the campfire.  The man then 
  opens up his robe and pulls out an odd looking 
  parchment.  Clearing his throat he begins to read 
  aloud, “Heroes of the One and mercenaries of 
  Hextor, Colmes wishes to give thanks to each of 
  you for such a stunning achievement.  The forces of 
  the Vale are dumbfounded by what you have done 
  and to let you know that the end is near.  Our next 
  course is to bring even more death upon the masses 
  of Veluna and to corrupt it forever.  He wishes to all 
  of you many more kills and hopes you all taste even 
  more righteous blood!” 
   
  All around you the wails and cries of the enemy 
  shakes your very bones.  (Ask the PCs if they cheer.  If 
  some do and say they are not doing it wildly have them 
  make a Bluff check.  Any PC under 10 will be noticed 
  by one of the main entourage and noted by them) The 
  cheers last for several minutes before they are 
  silenced by a crackle in the air and a shimmering 
  globe appearing inside the flame.  A bright flash 
  emits outward towards the force and once your eyes 
  focus back you notice a young man with slicked 
  black hair and bright red robes is now standing 
  beside the other man. 
   
  This new presence looks over the force and smiles 
  wryly almost as if he was looking for something.   
   
  “Tomorrow we kill again!” he says loudly as the 
  force once again erupt in cheers.  He then nods to 
  his fellow humans and the entourage leaves towards 
  the tents. 
   
  
  Shrouded in Mist 
  Round 1 
  Page 15 
  If the PCs did not bluff their cheering well and since 
  the enemy does know there are some traitors in the 
  midst due to the sentries by Pryce’s house they very 
  wary.  Not to mention being in the Knights territory.  
  The enemy will not reveal their knowing however until 
  the morning.  However the teleporting wizard, Yurin 
  (pronounced Yureen) has a persistent Detect Magic up 
  at all times and noticed faint magic glowing from the 
  are the PCs were.  He is smart enough to realize that 
  something may be a miss since the only ones who 
  should have magic are the entourage.  He will order 
  them to place fake notes in various tents to see if they 
  are taken and have some of his lackey orcs take watch. 
   
  The “Entourage” consists of at least 4 high level clerics 
  (8+) and 3 druids (8+) along with several fighters and 
  other members of various organizations that the best 
  money can buy.  Only a select few will partake in this 
  adventure as the rest will take the force onto another 
  area of Veluna. 
   
  DM Map #1 shows some of the tents are barracks and 
  where food is stored. The one marked ‘leader’ is where 
  the entourage is.  That tent is under an Unhallow spell 
  cast by Trivel with Detect Good up at all times.  Also 
  Yurin also has a Persistent Detect Magic up at all times 
  as well. (Though he was not concentrating when he 
  Teleported into the camp) If at any time the PCs go 
  inside the tent they will notice their items as being 
  magical. The PCs will not be magic but the key is their 
  magical items are (or spells they may have cast on 
  them).  No orcs other than the entourage have magical 
  items and thus the PCs will be detained.   
   
  If at any time the PCs wish to take on the whole camp 
  there are over 150 orcs, ogres, and humans that will 
  take up arms and attack.  During the night at least 50 of 
  them are on watch along with some of the entourage.  
  Try to keep the PCs wary from leaving the camp and 
  coming back.  Remember the PCs have no idea how 
  this enemy is quickly moving around Veluna.  
   
  Basically now is the time for the PCs to search the 
  camp for any clues or notes that might be spread 
  around to bring back to the Clergy. 
   
  They can freely go in and out of every tent except 
  where the entourage is.  Even though Yurin has told 
  various orcs to watch them they will behave just like 
  normal orcs.   
   
  DM NOTE: Describe each tent as being full of 
  miscellaneous items strewn about and no order to 
  anything.  Taking 20 in each of the 5 tents will take an 
  hour each and thus it will almost be morning, which is 
  what we want.  The PCs are not to leave the camp at all 
  costs.  The reason this is taking so long to find items is 
  because the PCs don’t have an idea of what they are 
  looking for and thus they must go through each one.  
  Have an orc or two come into the tent and ask them 
  what they are doing.  The PCs can come up with an 
  easy excuse to satisfy the orc (s). 
   
  Each of the tents has various maps of Veluna inside 
  them.  A few have detailed maps of Mitrik and Veluna 
  City with various buildings circled.  Most notably 
  certain temples of Rao, Heironeous, and St. Cuthbert. 
   
  Give the PCs Player Handout #3, 4, and 5 (these will 
  be marked on the DM Map #1 by the tents).  All of 
  these handouts however are fake.  Ask to see the PCs 
  character sheets and see if they have the Forgery Skill. 
  If they do, roll it for them and if they succeed at a [DC 
  25] (difficult because there is no reason for them to 
  believe they are fake) for each handout.  Be sure to 
  mark on the Critical Event Summary which ones the 
  PCs hand over to the Clergy and do not tell them they 
  are fake. 
   
  There really isn’t any time for one of the PCs to go off 
  on his own with 50 orcs taking watch.  If the PCs wish 
  to attempt to cast a spell have an orc always walk by just 
  in time to stop them from doing so.  This place is 
  bustling with activity.  They are relatively quiet since 
  the Screen spell is so large but the reason for being on 
  watch so much is that they are in Veluna’s borders and 
  the Seekers and Knights could be anywhere. 
   
  If any PCs wish to listen in on the conversation near 
  the entourage’s tent let them do so.  Have them make a 
  Listen check [DC 12] to hear the following: 
   
  ”It is so close Yurin (Yureen) I can feel it.  Blige and 
  myself have been taking these orcs on a wild goose 
  hunt long enough.” 
   
  “I know Trivel, my brother.  We are close to 
  recapturing the rings for the One, so close.  We’ve 
  got another ally in our cause, the Hextorites are 
  quite fond of him as he hails from Verbobonc.  The 
  Mistre…” And with that you hear a snap of a finger 
  and you can hear footsteps running for the exit of 
  the tent… 
   
  Basically with Yurin’s Persistant Detect Magic up he 
  will detect any PC within 50 feet of the tent if they 
  have any magic items on them.  He will order the orcs 
  to rush out and try to find who was listening.  It is 
  
  Shrouded in Mist 
  Round 1 
  Page 16 
  assumed the PCs will run or they may possibly stand 
  their ground and try to Bluff their way out of it.  If they 
  do have the PC make a bluff check [DC 22] to sidestep 
  being taken inside the tent. Some PCs may purposely 
  want to get inside the tent to see what’s going on. If 
  they do then they will see various trinkets and maps of 
  the Vale.  Nothing of real value to report back to the 
  clergy since most of the enemies in here know their 
  way around Veluna. 
   
  However, what they may notice is large amounts of 
  history books and old religious documents.  A 
  Knowledge:(History) [DC 15] may date them a few 
  hundred years but its impossible to tell just by glancing 
  at them. 
   
  Yurin will interrogate the PC (or PCs) that were caught 
  outside.  He will notice their magical items but not 
  question them about it.  He will merely note it to 
  himself and also take note if the PC is good (the 
  Unhallow/Detect Good spell).  He will have a special 
  task for them in the morning.  His questions are 
  mundane of why were you out there spying and how 
  dare you do such a thing.  At first he takes it as an orc 
  being dumb until he notices all the glowing.  Then he 
  just ask various dumb questions to allow him to study 
  the PC. 
   
   
  Encounter 8: The Backstab 
   
  In the morning or, if the PCs were caught listening, the 
  entourage will order an evacuation of the site. Yurin 
  has a good idea of who the traitors may be by now if 
  they stole all the documents (especially if they were 
  caught listening).  He will stroll around the camp with 
  the Entourage looking for anything suspicious since 
  during the night he got the report from Blige and her 
  cohorts about humans going to see Pryce then no 
  humans leaving only orcs. They round up all the orcs 
  into the center of town even the PCs but still acting 
  like they don’t know who they are.  Then Yurin will 
  order the entourage to kill an orc for being a traitor and 
  to also try and lull the PCs into thinking that they have 
  the orc leaders fooled. 
   
  Also Blige, the druid, will Wild Shape into an eagle 
  before coming out of the tent and in the commotion as 
  to not allow the PCs to get the jump on her.  If any PCs 
  ask where she is tell them it doesn’t look like she came 
  out of the tent yet or is gone.  She has gone to get her 
  animal companion for the upcoming task at hand.  This 
  animal companion is dependent upon the APL. 
   
  “Well since we have dealt with that little formality 
  we might as well pack up as dawn is near.  Trivel 
  round up the usual to gather up the gear.  You, 
  (point to the PCs casually) you there will go with 
  them (points to some of the Entourage of orcs and 
  ogres) to make sure the way is clear up ahead.  We 
  have to make sure those Seekers aren’t on our trail 
  again or even the Knights.  Kill them if they show 
  up, now go!” 
   
  With that he steps back and a few members of the 
  Entourage block your view.  The man begins to 
  wave his arms and chant a low hum as the air begins 
  to swirl around him and the leaves are tossed about 
  as he disappears once more.  (Spellcraft [DC 20] to 
  know it is Teleport) 
   
  There is no delay as some members of the entourage 
  will push the PCs out into the forest to scout ahead.  
  The rest of the entire force is packing up.  Some PCs 
  may wish to fight all of them but deter them from 
  certain death. 
   
  Tactics: After the PCs are about twenty minutes away 
  the entourage will attack them. However the PCs may 
  decide to attack them as well.  Regardless there will be 
  a fight.  Also following the PCs is Blige.  She will be in 
  eagle form most of the battle (Except lower APLs) and 
  wild cast from above.  Her animal companion has had 
  numerous spells cast upon it. The Hexer at high levels 
  will attempt to first gaze upon an unsuspecting PC. 
   
  Here is what Blige has cast upon himself and his 
  animal companion. The spell has been strikethrough in 
  the spell listing but no stats have been adjusted. 
   
  APL 4 – Barkskin on herself.  Magic Fang on her Dire 
  Wolverine 
  APL 6 – Barkskin on herself and Greater Magic Fang 
  (+2 to attack and damage) on her Dire Boar.  Quellic 
  will use his wand to make himself Invisible. 
  APL 8 – Barkskin on herself and Greater Magic Fang 
  (+3 to attack and damage) on her Dire Lion. Quellic 
  will use his wand to make himself Invisible. 
  APL 10 – – Barkskin and Protection from Elements 
  (Fire) on herself and Greater Magic Fang (+3 to attack 
  and damage) on her Dire Lion.  Quellic will use his 
  wand to make himself Invisible.  Also will cast 
  stoneskin upon himself. 
  APL 12 - Barkskin and Protection from Elements (Fire) 
  on herself and Greater Magic Fang (+3 to attack and 
  damage) on her Dire Lion.  Quellic will use his wand to 
  
  Shrouded in Mist 
  Round 1 
  Page 17 
  make himself Invisible.  Also will cast stoneskin upon 
  himself and use his necklace to the best of his abilities. 
   
  Her first action is to cast Bear’s Heart on her allies 
  getting all of them.  The rest of the enemy is to just try 
  to kill the PCs. 
   
  APL 4 (EL 6) 
  �Blige: Female Human Drd5; hp 38; see Appendix I. 
  �Dire Wolverine: hp 42; see Monster Manual. 
  �Orc (4): hp 7 (each); see Monster Manual. 
  �Ogre: hp 28; see Monster Manual. 
  Dire Wolverine: hp  
   
  APL 6 (EL 8) 
  �Blige: Female Human Drd7; hp 53; see Appendix I. 
  �Dire Boar: hp 52; see Monster Manual. 
  �Quellic: Male Orc Adp6; hp 32; see Appendix I. 
  �Orc (2): hp 7 (each); see Monster Manual. 
  �Ogre: hp 28; see Monster Manual 
   
  APL 8 (EL 12) 
  �Blige: Female Human Drd9; hp 68; see Appendix I. 
  �Dire Lion: hp 60; see Monster Manual. 
  �Quellic: Orc Adp8/Hxr1; hp 47; see Appendix I. 
  �Ogre (3): hp 28; see Monster Manual 
   
  APL 10 (EL 12) 
  �Blige: Female Human Drd9; hp 68; see Appendix I. 
  �Dire Lion: hp 60; see Monster Manual. 
  �Quellic: Orc Adp8/Hxr1; hp 47; see Appendix I. 
  �Ogre (4): hp 28; see Monster Manual 
   
  APL 10 (EL 13) 
  �Blige: Female Human Drd10; hp 75; see Appendix I. 
  �Dire Lion: hp 60; see Monster Manual. 
  �Quellic: Orc Adp8/Hxr2; hp 53; see Appendix I. 
  �Ogre (4): hp 28; see Monster Manual 
   
  Treasure: 
   
  APL 4: L: 27 gp; C; 0 gp; M: Ring of Protection +1 
  (166 gp), Divine Scroll of Summon Nature’s Ally IV (58 
  gp) 
   
  APL 6: L: 37 gp; C; 0 gp; M: Ring of Protection +1 
  (166 gp), Wand of Invisibility (375 gp) 
  APL 8: L: 38 gp; C; 0 gp; M: Ring of Protection +1 
  (166 gp), Wand of Invisibility (375 gp), Wand of 
  Burning Hands (62 gp) 
   
  APL 10: L: 38 gp; C; 28 gp; M: Ring of Protection 
  +1 (166 gp), Wand of Invisibility (375 gp), Pearl of 
  Power 2
  nd level (333 gp), Scroll of Stoneskin (79 gp) 
   
  APL 12: L: 38 gp; C; 28 gp; M: Ring of Protection 
  +1 (166 gp), Wand of Invisibility (375 gp), Pearl of 
  Power 2
  nd level (333 gp), Scroll of Stoneskin (79 gp), 
  Necklace of Fireballs Type V (512 gp) 
   
  Once the PCs defeat part of the Entourage they will 
  find some notes with information scrawled on them.  
  Give the PCs Player Handout #6.  This information 
  will lead them to track down Trivel and the rest of the 
  entourage before they can finish off a party of Knights 
  of Whitehale that were spotted in the area.  If the PCs 
  don’t get the hint then push them in that direction 
  immediately.  No time for resting as the enemy is 
  planning on attacking that day.  
   
   
  Encounter 9: Save the Day 
   
  If the PCs return back to the encampment they will 
  easily find tracks left from Trivel and his force.  The 
  reason that the tracks are not covered up is because the 
  PCs killed Blige the druid. 
   
  With a quick Tracking check [DC 15] the PCs will be 
  able to determine that the bulk of the force went 
  further north while Trivel and his main force went to 
  the east to take out a small contingent of some Knights 
  of Whitehale. 
   
  More than likely the PCs will go after Trivel since he 
  represents the most obvious threat.  If they do decide 
  to go after the larger force they will have a very difficult 
  time in finding them since they are being aided by 
  lower level druids and a few wizards that have decided 
  to be hired on by the constituents of the One.  Also 
  remind the PCs that the larger force will be over 100 
  strong of orcs, humans, and ogres of varying difficulty. 
  Also if they decide to go after the larger force the 
  contingent of Knights of Whitehale will be ravaged 
  and destroyed leaving 6 dead.  (Remember the Knights 
  of Whitehale are down to around 80 as of now) 
   
  Once the PCs are on the trail of Trivel, have the PCs 
  make a Tracking check [DC 10] to find them with no 
  difficulty. However, Trivel and his group are not 
  foolish, they are wary of any sneak attacks by the PCs if 
  Blige and her force failed to take out the PCs.  A few are 
  invisible as well so if the PCs have no means of 
  detecting them. (Other than True Seeing or See 
  Invisibility) The enemy force already has these spells 
  cast on them for preparing to fight the Knights of 
  Whitehale. These spell effects are NOT included into 
  the stats in the Appendix.  Also Nergif has used up his 
  Assassin spells earlier in the day and are not a factor. 
   
  
  Shrouded in Mist 
  Round 1 
  Page 18 
  APL 4 – Invisibility on the Nergif. 
  APL 6 – Invisibility Nergif. Bull’s Strength on Trivel. 
  APL 8 – Invisibility, and Bull’s Strength on Nergif. 
  Magic Vestment (Shield [+3]), Endure Elements 
  (Lightning), Spell Immunity (Fireball, and Enervation) 
  and Magic Vestment (Armor [+3]) on Trivel.  Greater 
  Magic Weapon on Loren Fletch (+3 arrows for attack 
  and damage) 
  APL 10 – Invisibility, and Bull’s Strength on Nergif. 
  Magic Vestment (Shield [+3]), Endure Elements 
  (Lightning), Spell Immunity (Fireball and Enervation) 
  and Magic Vestment (Armor [+3]), on Trivel.  Greater 
  Magic Weapon on Loren Fletch (+3 arrows for attack 
  and damage) 
  APL 12 - Invisibility, and Bull’s Strength on Nergif. 
  Magic Vestment (Shield [+3]), Endure Elements 
  (Lightning), and Magic Vestment (Armor [+3]), True 
  Seeing, Spell Immunity (Fireball and Enervation) on 
  Trivel.  Greater Magic Weapon on Loren Fletch (+3 
  arrows for attack and damage).  Magic Circle Against 
  Good on all of them within 10 feet. 
   
  Once the PCs come upon Trivel and his group, have 
  the enemy make Spot and Listen Checks to see the PCs 
  coming.  If they catch the PCs trying to sneak up on 
  them then have Trivel speak to them. Loren Fletch will 
  be near a tree firing off arrows as fast as possible.  
   
  Read the following: 
   
  As you try to cautiously sneak up on the second 
  force the stout slick haired man turns to gaze out 
  towards you. 
   
  ”So Blige was not successful in quelling your little 
  uprising was she?  It matters not, Yurin (Yureen) 
  and Colmes have planned this flawlessly I assure 
  you.  Our first phase has already been completed by 
  you fools and for that ‘The One’ thanks you” he says 
  with a wry smile that shows off his yellow brown 
  teeth. 
   
  “It’s good to know as well that another matter has 
  also been attended to since you led us right to him.  
  But that is for another time and place to discuss…” 
   
  And with that Trivel’s forces attack the PCs.  The 
  Knights of Whitehale are still to far off to hear any of 
  the fighting and will not come to the aid of the PCs. 
   
  APL 4 (EL 6) 
  �Trivel: Male Human Clr5; hp 34; see Appendix I. 
  �Nergif: Male Orc Rog2; hp 11; see Appendix I. 
  �Loren Fletch: Male Human Ftr2; hp 18; see 
  Appendix I. 
   
  APL 6 (EL 8) 
  �Trivel: Male Human Clr7; hp 47; see Appendix I. 
  �Nergif: Male Orc Rog2; hp 11; see Appendix I. 
  �Loren Fletch: Male Human Ftr2; hp 18; see 
  Appendix I. 
  �Ogre: hp 23; see Monster Manual 
   
  APL 8 (EL 11) 
  �Trivel: Male Human Clr9; hp 61; see Appendix I. 
  �Nergif: Male Orc Rog3/Ftr2/Asn1; hp 38; see 
  Appendix I. 
  �Loren Fletch: Male Human Ftr4/Rgr1/OotBI1; hp 
  54; see Appendix I. 
  �Gronch the Destroyer: Male ogre Ftr3/Bbn1; hp 68; 
  see Appendix I. 
   
  APL 10 (EL 12) 
  �Trivel: Male Human Clr9; hp 61; see Appendix I. 
  �Nergif: Male Orc Rog3/Ftr2/Asn2; hp 43; see 
  Appendix I. 
  �Loren Fletch: Male Human Ftr4/Rgr1/OotBI2; hp 
  63; see Appendix I. 
  �Gronch the Destroyer: Male ogre Ftr4/Bbn1; hp 77; 
  see Appendix I. 
   
  APL 12 (EL 14) 
  �Trivel: Male Human Clr10; hp 68; see Appendix I. 
  �Nergif: Male Orc Rog3/Ftr2/Asn4/Shad1; hp 63; see 
  Appendix I. 
  �Loren Fletch: Male Human: Ftr4/Rgr1/OotBI4/ 
  DpwdSnpr1; hp 89; see Appendix I. 
  �Gronch 
  the 
  Destroyer: 
  Male 
  ogre 
  Ftr5/Bbn1/FrnzBrskr2; hp 113; see Appendix I. 
   
  Treasure:  
  APL 4: L: 158 gp; C; 0 gp; M: Cloak of Elvenkind (166 
  gp), Divine Scroll of Inflict Serious Wounds (31 gp),  
   
  APL 6: L: 210 gp; C; 0 gp; M: Cloak of Elvenkind 
  (166 gp), Boots of Elvenkind (166 gp) 
  APL 8: L: 301 gp; C; 0 gp; M: Cloak of Elvenkind 
  (166 gp), Boots of Elvenkind (166 gp), Periapt of 
  Wisdom +2 (333 gp), Bracers of Archery (425 gp), +1 
  Greataxe (193 gp) 
   
  APL 10: L: 301 gp; C; 0 gp; M: Cloak of 
  Elvenkind (166 gp), Boots of Elvenkind (166 gp), 
  Periapt of Wisdom +2 (333 gp), Bracers of Archery (425 
  gp), +1 Greataxe (193 gp) 
   
  APL 12: L: 243 gp; C; 0 gp; M: +1 Unholy Mighty 
  Masterwork Longbow (+3) (1,558 gp), Cloak of 
  Elvenkind (166 gp), Boots of Elvenkind (166 gp), 
  
  Shrouded in Mist 
  Round 1 
  Page 19 
  Periapt of Wisdom +4 (1,333 gp), Bracers of Archery 
  (425 gp), +1 Greataxe (193 gp), 3 Cloak of Resistance +1 
  (87 gp each) 
   
  If the PCs cannot defeat this force they may run away 
  and Trivel and his men do not pursue. They go about 
  their business and will still slaughter the Knights of 
  Whitehale.   
   
  If the PCs cast any spells like Speak with Dead or 
  interrogate the enemy they will find some information 
  but not much.  They will find out from Trivel that they 
  knew there were orc infiltrators in the camp but 
  weren’t sure exactly who they were.  They also find out 
  that they were hired on to cause chaos and bring havoc 
  to Heironeous and Rao as much as possible for a 
  diversionary reason.  What that reason is however they 
  do not even know.  They also have no idea where Yurin 
  teleports to. 
   
  Also the Knights will not listen to any of the PCs in orc 
  form and in fact may kill them regardless of what the 
  PCs do to try and persuade them not to. 
   
  However, it is likely the PCs will be victorious and 
  defeat Trivel’s forces.  They then can loot them and 
  they will find various maps of each Diocese in Veluna 
  and a payment note paying off various forces of Hextor 
  (Player Handout #7) and another note scribbled on it 
  that tells of something more sinister of paying off 
  various clergymen in Mitrik and Veluna City (Player 
  Handout #8) 
   
  Now the PCs must decide on three things.  They can 
  try to track the large force which will waste them hours 
  of foolish searching since the force has covered up 
  their tracks and Yurin still helps them out or they can 
  try and go to the Knights of Whitehale and explain 
  their situation.   
   
  However most PCs will know that in their orc form the 
  Knights will more than likely be unwilling to listen to 
  them.  Also the Knights will be pursuing the larger 
  force so the PCs will have a hard time trying to track 
  them down and it will take hours to do so.  
  Unfortunately for them though the contingent of 
  Knights will fall to the same fate as the Seekers when 
  they fall into the illusionary trap and victim to the 
  whole 
  force. 
  Unless 
  the 
  PCs 
  do 
  something 
  extraordinary to clue the Knights in on it they die.  If 
  the PCs do please write this down in the Critical Event 
  Summary. 
   
  An Intuit Direction [DC 20] as well as a Knowledge 
  (Local) [DC 15] will tell them they are about a 10 hour 
  trip away from the Wizards tower.  They should choose 
  this path.  However they do not yet realize that Pryce 
  has been dealt with by Yurin’s forces and they are in a 
  big predicament. 
   
  Encounter 10: Quite the 
  Predicament 
   
  It will take the PCs a better part of the day to get back 
  to Pryce’s tower.  If they wish to rest before continuing 
  on let them.  When they come upon the same thick 
  brush and heavy foliage of where his tower is read the 
  following: 
   
  Brushing aside the thick underbrush and moving 
  through the heavy foliage you come upon the 
  familiar tower of Pryce’s.  As you walk closer you 
  notice the door happens to be open a bit…quite 
  peculiar for a wizard who obviously liked to be kept 
  isolated… 
   
  Get the PCs reactions, let them decide what to do next 
  before continuing inside.  What happened was that 
  soon after the PCs left Pryce’s house the spy for Yurin’s 
  forces who was in hawk form (via Blige’s Feathers spell) 
  retreated back to the camp immediately.  There Blige 
  cast Feathers on numerous elite troops (thus why 
  Trivel says some of their forces were gone) and they 
  attacked the wizard to find out exactly what he had 
  done. They interrogated him to gain what info they 
  could which led to Yurin knowing about the PCs. The 
  PCs will find evidence of this inside when they find 
  Pryce. This is to further enforce to the PCs that 
  someone is always watching now in Veluna. 
   
  Creeping towards the door the smell of burnt flesh 
  and wood seeps out of the tower.  Peering inside 
  and taking a quick scan of the first floor room you 
  see books and furniture torn to pieces and the 
  carnage of the tower is incredible.  Blood and 
  scorch marks adorn every corner of the tower. 
  Chunks of flesh hang about the stairs like they were 
  melted under intense heat.  Oddly there are no 
  bodies. 
   
  The enemy forces took the bodies so that the clergy 
  could not speak with their dead to find information. 
  Once the PCs continue upstairs they find Pryce. 
   
  Stepping over the splattered blood and finding a 
  few twitching fingers you finally see the grisly 
  
  Shrouded in Mist 
  Round 1 
  Page 20 
  scene.  Pryce lays doubled over on the ground with 
  several nasty punctures in his chest.  A look of 
  surprise can be seen on his face though no life can 
  be seen in his eyes. 
   
  Pryce is dead.  The PCs may attempt to Speak with 
  Dead but all they will get out of him was “those red 
  eyes, so much evil” and “the darkness enshrouded them 
  from my scrying and my spells. They took me by 
  surprise so easily” 
   
  They may take Pryce with them to Whitehale but 
  explaining that to the Knights and Guards at the 
  entrance may be too hard for them to overcome any 
  diplomacy since they are still in orc form. 
   
  Searching the room they will obviously find that the 
  bodies were dragged out of here and then magically 
  disappear (they were aided by an evil druid to cover 
  their tracks to meet up with the larger force) they find 
  nothing else of value however. 
   
  Now the PCs may be wondering what to do next. They 
  may think to go to Mitrik to see Archbishop Falswop 
  but let the PCs roll an Intelligence check [DC 5] to 
  know that is just not realistic.  Honestly being sneaky is 
  not the best course of action being aggressive and risky 
  is. 
   
  The PCs know that Bishop Rinken is also one of the 
  few people that knows what has happened to them.  
  Also the Knights would never think a small band of 
  orcs would walk almost right into Whitehale and be so 
  bold.  Hint to the PCs that going to Whitehale probably 
  is the wisest choice. They should already know to do 
  this since it’s the only option but some may be weary of 
  running constantly. 
   
   
  Encounter 11: Risky Business 
   
  If the PCs decided to rest for the night or travel in the 
  night adjust the text as needed. 
   
  The day has gone from bad to worse.  The only man 
  who knew the spell to turn you back is dead and 
  now a steady downpour begins to fall as you make 
  your way towards the city of Whitehale.  Traversing 
  through the forests like this seems hardly fitting 
  but given the form you are in it is a necessity.  
  Walking into the city of Whitehale in this shape 
  may be a bit extreme but desperate situations breed 
  desperate actions. 
   
  If the PCs are using invisibility or any other methods of 
  travel they will be somewhat noticeable due to the 
  heavy rain and their forms will be outlined. 
   
  If the PCs decide to use subterfuge and sneak into the 
  city and to the Temple of Rao let them.  They will 
  notice numerous sentries along the walls in every 
  direction and at every gate.  Also if they get inside they 
  will see numerous citizens and guards roaming the 
  streets all potential dangers.  The stats for the Veluna 
  guards are in Appendix 1.  Roll for the citizens Spot and 
  Listen checks with no bonus.  If they are not seen then 
  continue to Encounter 12: Safety of the Temple of 
  Rao 
   
  If the PCs decide to go the direct route, the preferred 
  way, then read the following when they get within 400 
  feet of any gate entrance. 
   
  As you see the gates of Whitehale looming in front 
  of you a burst of light pours out from that area.  You 
  soon hear heavy hoof prints pounding the muddy 
  road loudly as several heavily armored men ride 
  their horses hard at you with their weapons 
  brandished.  They approach screaming and yelling 
  for you to drop all your weapons.   
   
  He will continue to yell to the PCs to drop their 
  weapons or be attacked. 
   
  A loud gruff voice barks out at you all, “What vile 
  and bold orcs do you think you are to come this 
  close to City of Whitehale?” 
   
  The reason the Knights have not yet killed the PCs is 
  because of their intrigue into why they have decided to 
  openly come in sight of Whitehale. 
   
  It is now up to the PCs to plead their case.  They must 
  achieve the DC dependent on the APL.   
   
  APL 4 = DC 20 
  APL 6 = DC 22 
  APL 8 = DC 24 
  APL 10 = DC 26 
  APL 12 = DC 28 
   
  A single PC can be assisted by up to 2 other party 
  members for this roll.  Also if the PCs say things that 
  are not obviously orcish, like speak of how pretty 
  Mitrik is, even speaking in another language other 
  than goblin, orc, giant, infernal, or draconic, also 
  singing a ballad or playing a song (no matter if the PC is 
  
  Shrouded in Mist 
  Round 1 
  Page 21 
  a bard or not) will get them each a +2 circumstance 
  bonus.  If the PCs hand them documents (Write down 
  which ones they hand to the Knights) and tell them 
  how they got them give them a +2 circumstance bonus. 
    
   
  They are only allowed one roll for the whole party.  If 
  they fail then the Knights will round up all their 
  equipment and prod them into Whitehale and into jail 
  for 1 extra Time Unit before Bishop Rinken gets wind 
  and comes and sees them. 
   
  If the PCs succeed on the Diplomacy check then the 
  Knights will call for Bishop Rinken to meet them at the 
  gates and then he will instruct the Knights to escort 
  them quietly to the Temple of Rao.  Continue to  
   
   
  Encounter 12: Safety of the 
  Temple of Rao 
   
  Any way the PCs get to this point it does not really 
  matter.  Once inside Bishop Rinken will hush the PCs 
  not to say anything and usher them into the room 
  where they can’t be scryed.  He will tell the Knights to 
  watch the doors and tell Rabash to look over the 
  documents.  Rabash will take great care in these 
  documents ensuring that the fake ones are the ones 
  that the Bishop sees. If the PCs insist upon giving them 
  to the Bishop then please note this in the Critical Event 
  Summary. 
   
  “Hurry, hurry get in the room.  We mustn’t waste 
  any time with you.  Oh dear I dread this could have 
  happened.  Why did you come here and not go to 
  Pryce like I instructed you to?” 
   
  He will listen to the PCs stories and then continue. 
   
  Slumping his shoulders a bit the esteemed Bishop 
  Rinken seems to be taking this harder than you 
  would have thought.  
   
  “So much effort, so much planning and the enemy 
  knew what we were doing all along.  Incredible.  
  Ellard really doesn’t know what he’s getting into. 
  I’ve heard a few contingents being decimated by 
  ambush attacks over the course of a few days.  
  Obviously by not being able to see the enemy 
  before it is too late.  I must implore upon 
  Archbishop Falswop, Siltwood, and the College that 
  we may need to call back our forces from our allied 
  countries.  For the first time Veluna is the one in 
  need of help.” 
   
  Finally, looking up to you with somber eyes, he 
  ponders on what to do.  I have already spoken with 
  another member of the College of Arcane that 
  happens to know the enchantment and how to 
  dispel it.  He will know what to do.  It is a matter of 
  time before he arrives as I’m sure…” 
  A bright light encompasses the entire room 
  blinding everyone in it.  After a few moments of 
  seeing stars and your vision blurred you hear an 
  incantation from a low but distinguished voice.  
  After just a few moments the speaking stops and a 
  quiet voice speaks out, “Brave adventurers (If any PC 
  is a Defender of Veluna, College of Arcane board 
  member, or has the Influence of Bigby this man will 
  speak their name as if he knew them) be not afraid for 
  in a few moments the spell that my dear friend 
  Pryce cast upon you will be reversed.  It is a shame 
  that he has fallen but rest assured he will not be 
  missed.  It will be painful but rest assured that 
  Bishop Rinken will heal you of your wounds.  I bid 
  you farewell.”  
   
  And with that a few short incantations later and 
  another bright white flash and the man is gone. 
  Spellcraft [DC 22] will tell you it was teleport without 
  Error that he cast but the other spell is indiscernible to 
  any wizard.  Bishop Rinken believes he knows who it 
  was but will under no circumstances reveal that. 
   
  After a few moments your skin begins to sag and 
  pop and some parts of it drip off your fingertips.  
  Extra hair that you grew begins to fall off and a 
  sharp pain ripples through your entire body 
  dropping you to your knees. The intense pain 
  overcomes you as one by one the last thing you see 
  is the floor. 
   
  Each PC takes 10 subdual damage and is knocked 
  unconscious by the spell reversing itself.  They will 
  wake up a short time later in the Temple of Rao fully 
  healed by Bishop Rinken. 
   
  “He didn’t say it would hurt that bad did he? Hah.  
  It is good to see you all are well.  We are looking 
  over the papers that you confiscated from the 
  encampment and are trying to discern what they 
  mean.  My worry is that the enemy may be massing 
  for a sneak attack against one of our cities.  Also I 
  get the feeling they may be looking for something 
  but 
  I’m 
  not 
  quite 
  sure 
  what 
  yet…” 
   
  
  Shrouded in Mist 
  Round 1 
  Page 22 
  Bishop Rinken pauses looking each of you over, “I 
  need your help, will each of you pledge your loyalty 
  and decree that we need help in the northern 
  reaches of Veluna?  We need our Knights of Veluna 
  from Highfolk, Bissel, Furyondy, and Verbobonc 
  back in our homeland to defend OUR people.” 
   
  Bishop Rinken stands proudly before you all as he 
  looks across the room at the Knights who all nod in 
  agreement.  They proclaim their loyalty to him and 
  give them their blades to protect him and back him 
  in his valiant request.  The Bishop looks to you all 
  and asks, “Will you stand by me when I request 
  this?” 
   
  Please record each name of the PCs that say yes to his 
  request in the Critical Event Summary. Any that say no 
  that is all right he understands but if they have the 
  Sacred Quest of Rao he will look down upon them and 
  it will be noticeable. 
   
  Also if any PC has the Healing Cap of Veluna then the 
  Bishop will ask to see the cap.  (This is only if they 
  successfully brought back information and the PC also 
  wishes to help the Bishop)  he will ask to take the cap 
  with him when he goes to speak to the Colleges and 
  Archbishops.  [Game terms means he will ask for it for 
  1 Veluna Module and it will then bestow the properties 
  of casting Detect Evil 3/day and Protection from Evil 
  2/day at will]  
   
  The Bishop pulls you aside to speak with you.  “If I 
  would be so bold I would like to ask you if I could 
  borrow the Healing Cap for this special address I 
  must give in the future?  It brings forth some 
  prestige and I think it would most helpful for me to 
  be wearing it when I step into those hallowed 
  halls.” 
   
  “So what say you?” 
   
  Tell the PC that they will not be able to use the Healing 
  Cap for their next module.  If they do not wish the 
  Bishop to have the cap then so be it.  Please do not tell 
  the PCs what the benefits are, let them make the 
  decision based purely on the following (he is most 
  genuine in his offer and there is nothing more behind 
  this): 
   
  What will happen is that we will gather the names of 
  all the PCs who stand by Bishop Rinken and send this 
  to the fellow Triad POCs of those countries telling 
  them there will be a vote amongst the people of the 
  College of Divine and Arcane asking them to call back 
  our Knights of Veluna.  This vote will take place at 
  MVC con and will reach a verdict there.  Also there will 
  be post on the Veluna yahoogroups IC (In-Character) 
  list at any given time.  Here is the web address: 
  http://groups.yahoo.com/group/Veluna-IC 
   
  If voted for then this will have great impact in Veluna 
  and those other countries. 
   
  Also each PC will receive an Influence point with the 
  Church of Rao for successfully finding out information 
  and reporting back. 
   
  This ends part 2 of the Paranoia and Deceit series. 
   
   
  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 1: Surprise! 
   
  Helping Rabash capture the doppelganger cleric 
   
   
   
   
  APL 4 –  
  35 xp 
   
   
  APL 6 –  
  60 xp 
   
   
  APL 8 –   
  75 xp 
  APL 10 –  
  90 xp 
  APL 12 -   
  105 xp 
   
  Encounter 5: Friend or Foe  
   
  Defeat Mucready’s ambush. (by killing, subdual, or 
  diplomacy) 
   
   
   
  APL 4 –  
  210 xp 
   
   
  APL 6 –  
  210 xp 
   
   
  APL 8 –   
  210 xp 
  APL 10 –  
  210 xp 
  APL 12 -   
  210 xp 
   
   
  Encounter 6: Searching for Trouble 
   
  Defeat the Tolls. 
   
   
   
  APL 10 –  
  180 xp 
  APL 12 --  
  240 xp 
   
  Encounter 7: Searching for Trouble 
  
  Shrouded in Mist 
  Round 1 
  Page 23 
   
  Behaving like an orc and cheering and celebrating. 
   Overall good roleplaying as an orc. 
   
   
  APL 4 –  
  35 xp 
   
   
  APL 6 –  
  60 xp 
   
   
  APL 8 –   
  75 xp 
  APL 10 –  
  90 xp 
   
   
  APL 12 –  
  105 xp 
   
   
  Encounter 8: The Backstab 
   
  Defeat Blige and part of the Entourage 
   
   
   
   
  APL 4 –  
  180 xp 
   
   
  APL 6 –  
  240 xp 
   
   
  APL 8 –   
  360 xp 
  APL 10 –  
  360 xp 
  APL 12 --  
  390 xp 
   
  Encounter 9: Save the Day 
   
  Defeat Trivel and other parts of the entourage. 
   
   
   
  APL 4 –  
  180 xp 
   
   
  APL 6 –  
  240 xp 
   
   
  APL 8 –   
  330 xp 
  APL 10 –  
  360 xp 
  APL 12 --  
  420 xp 
   
  Encounter 11: Risky Business 
   
  Acting like a human and pleading with the 
  Knights to let them see Bishop Rinken.  Only 
  successful parties are rewarded. 
   
   
   
  APL 4 –  
  35 xp 
   
   
  APL 6 –  
  60 xp 
   
   
  APL 8 –   
  75 xp 
  APL 10 –  
  90 xp 
   
   
  APL 12 -   
  105 xp 
   
  Total Possible Experience: 
   
   
   
   
  APL 4 –  
    675 xp 
   
   
  APL 6 –  
    855 xp 
   
   
  APL 8 –   
  1,125 xp 
  APL 10 –  
  1,350 xp 
  APL 12 --  
  1,575 xp 
   
   
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasurer.  
   
  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 
  minute 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 (that is., 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 piece each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason they pass up this 
  treasure, the coin total is subtracted from the 
  encounter totals given below.  
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure. Many times characters must cast 
  identify, analyze dweomer, or similar spell to 
  determine what the item does, and how to activate it. 
  Other times they may attempt to use the item blindly. 
  If the magic item is consumable (a potion, scroll, magic 
  bolts, etc.) and the item is used before the end of the 
  adventure, its total is subtracted from the adventure 
  totals below.  
   
  Once you have subtracted the value for unclaimed 
  treasures from each encounter add it up and that is 
  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. 
   
  Encounter 5: Friend or Foe  
  Only receive this treasure by killing and 
  looting Mucready. 
   
  APL 4: L: 156 gp; C; 0 gp; M: Ring of Protection +1 
  (167 gp per character) 
   
  APL 6: L: 156 gp; C; 0 gp; M: Ring of Protection +1 
  (167 gp per character) 
  APL 8: L: 156 gp; C; 0 gp; M: Ring of Protection +1 
  (167 gp per character) 
   
  APL 10: L: 156 gp; C; 0 gp; M: Ring of Protection 
  +1 (167 gp per character) 
   
  APL 12: L: 156 gp; C; 0 gp; M: Ring of Protection 
  +1 (167 gp per character) 
   
  Encounter 8: The Backstab 
   
  Defeat Blige and part of the Entourage. 
  
  Shrouded in Mist 
  Round 1 
  Page 24 
   
   
  APL 4: L: 27 gp; C; 0 gp; M: Ring of Protection +1 
  (166 gp per character), Divine Scroll of Summon 
  Nature’s Ally IV (58 gp per character) 
   
  APL 6: L: 37 gp; C; 0 gp; M: Ring of Protection +1 
  (166 gp per character), Wand of Invisibility (375 gp per 
  character) 
  APL 8: L: 38 gp; C; 0 gp; M: Ring of Protection +1 
  (166 gp per character), Wand of Invisibility (375 gp per 
  character), Wand of Burning Hands (62 gp per 
  character) 
   
  APL 10: L: 38 gp; C; 28 gp; M: Ring of Protection 
  +1 (166 gp per character), Wand of Invisibility (375 gp 
  per character), Pearl of Power 2
  nd level (333 gp per 
  character), Scroll of Stoneskin (79 gp per character) 
   
  APL 12: L: 38 gp; C; 28 gp; M: Ring of Protection 
  +1 (166 gp per character), Wand of Invisibility (375 gp 
  per character), Pearl of Power 2
  nd level (333 gp per 
  character), Scroll of Stoneskin (79 gp per character), 
  Necklace of Fireballs Type V (512 gp per character) 
   
  Encounter 9: Save the Day 
   
  Defeat Trivel and another part of the Entourage. 
   
   
  APL 4: L: 158 gp; C; 0 gp; M: Cloak of Elvenkind 
  (166 gp per character), Divine Scroll of Inflict Serious 
  Wounds (31 gp per character),  
   
  APL 6: L: 158 gp; C; 0 gp; M: Cloak of Elvenkind 
  (166 gp per character), Boots of Elvenkind (166 gp per 
  character) 
  APL 8: L: 267 gp; C; 0 gp; M: Cloak of Elvenkind 
  (166 gp per character), Boots of Elvenkind (166 gp per 
  character), Periapt of Wisdom +2 (333 gp per 
  character), Bracers of Archery (425 gp per character), +1 
  Greataxe (193 gp per character) 
   
  APL 10: L: 267 gp; C; 0 gp; M: Cloak of 
  Elvenkind (166 gp per character), Boots of Elvenkind 
  (166 gp per character), Periapt of Wisdom +2 (333 gp 
  per character), Bracers of Archery (425 gp per 
  character), +1 Greataxe (193 gp per character) 
   
  APL 12: L: 209 gp; C; 0 gp; M: +1 Unholy 
  Mighty Masterwork Longbow (+3) (1,558 gp per 
  character), Cloak of Elvenkind (166 gp per character), 
  Boots of Elvenkind (166 gp per character), Periapt of 
  Wisdom +4 (1,333 gp per character), Bracers of Archery 
  (425 gp per character), +1 Greataxe (193 gp per 
  character), 3 Cloak of Resistance +1 (87 gp each per 
  character), +1 Greatclub (193 gp per character) 
   
  Total Possible Treasure: 
   
   
   
  APL 4: 
    600 gp  
   
  APL 6: 
    800 gp  
   
  APL 8: 
  1,250 gp  
   
  APL 10: 
  2,100 gp  
   
  APL 12:  
  3,000 gp 
   
   
   
   
   
   
   
   
   
   
  
  Shrouded in Mist 
  Round 1 
  Page 25 
  Appendix 1: NPCs 
  Encounter 5: Friend or Foe 
   
  ALL APLs 
  �Mucready: Male human Ftr2/Rgr3/Rog2; CR 7; 
  Medium-size humanoid (Human); HD 5D10+2D6+14; 
  hp 57; Init +3; Spd 30 ft.; AC 18 (Touch 14, flat-footed 
  15); Atk +9/+4 melee (1D8+3, Masterwork Longsword) 
  and +8 melee (1D6+1, Masterwork Shortsword) or 
  +9/+4 ranged (1D8+3, Mighty composite longbow); SA 
  Sneak attack, favored enemy (Shapechangers); SQ 
  Evasion; AL N; SV Fort +8, Ref +7, Will +4; Str 16, Dex 
  17, Con 14, Int 15, Wis 12, Cha 14. 
   
  Skills and Feats:  Animal Empathy +5, Bluff +5, 
  Diplomacy +4, Disable Device +5, Disguise +3, Escape 
  Artist +8, Handle Animal +7, Hide +10, Jump +6, Listen 
  +9, Move Silently +10, Open Locks +5, Search +7, Sense 
  Motive +9, Spot +8, Tumble +5; Blind-Fight, Dodge, 
  Iron Will, Mobility, Spring Attack, Track, Weapon 
  Focus (Longsword) 
   
  Equipment: Mighty Composite Longbow +3, 
  Masterwork white runed Longsword, Masterwork 
  Shortsword, chain shirt, Symbol of a wolf howling 
  (hidden underneath shirt), Ring of Protection +1 
   
  Encounter 8: The Backstab 
  APL 4 (EL 6) 
  �Blige: Female human Drd5; CR 5; Medium-size 
  humanoid (human); HD 5D8+10; hp 38; Init +2; Spd 30 
  ft; AC 17 (Touch 13, flat-footed 15); Atk +3 melee (1D6, 
  Scimitar) or +5 ranged (1D4, sling); SA Nature sense, 
  animal companion, woodland stride, trackless step, 
  resist nature’s lure, wild shape (1/day); AL NE; SV Fort 
  +6, Ref +5, Will +7; Str 10, Dex 15, Con 14, Int 12, Wis 
  17, Cha 10. 
   
  Skills and Feats: Concentration +10, Handle 
  Animal +4, Heal +7, Intuit Direction +7, Knowledge 
  (Nature) +4, Listen +4, Scry +4, Spellcraft +6, Spot +6, 
  Tumble +4, Wilderness Lore +8; Natural Spell*, 
  Lightning Reflexes, Combat Casting 
   
  Equipment: Leather Armor, Large wooden shield, 
  Scimitar, sling, Ring of Protection +1, Divine Scroll of 
  Summon Nature’s Ally IV 
   
  Spells prepared (5/4/3/2; base DC 13 + spell level): 
  0- Detect Magic, Guidance, Flare, Read Magic, 
  Resistance; 1
  st – Entangle, Endure Elements, Magic 
  Fang, Sandblast*; 2
  nd – Barkskin, Charm Person, 
  Flaming Sphere; 3
  rd – Spike Growth, Poison. 
  *See Appendix 2: New Rules 
   
   
  APL 6 (EL 8) 
  �Blige: Female human Drd7; CR 7; Medium-size 
  humanoid (human); HD 7D8+14; hp 53; Init +2; Spd 30 
  ft; AC 17 (Touch 13, flat-footed 15); Atk +5 melee (1D6, 
  Scimitar) or +7 ranged (1D4, sling); SA Nature sense, 
  animal companion, woodland stride, trackless step, 
  resist nature’s lure, wild shape (3/day); AL NE; SV Fort 
  +7, Ref +6, Will +8; Str 10, Dex 15, Con 14, Int 12, Wis 
  17, Cha 10. 
   
  Skills and Feats: Concentration +12, Handle 
  Animal +4, Heal +8, Intuit Direction +7, Knowledge 
  (Nature) +6, Listen +4, Scry +4, Spellcraft +8, Spot +7, 
  Tumble +4, Wilderness Lore +10; Natural Spell*, 
  Lightning Reflexes, Combat Casting, Dodge 
   
  Equipment: Leather Armor, Large wooden shield, 
  Scimitar, sling, Ring of Protection +1 
   
  Spells prepared (6/5/4/3/1; base DC 13 + spell 
  level): 0- Detect Magic, Guidance, Flare, Read Magic, 
  Resistance, Virtue; 1
  st – Entangle, Endure Elements, 
  Faerie Fire, Sandblast*, Shillelagh; 2
  nd – Barkskin, 
  Charm Person, Flaming Sphere, Summon Swarm; 3
  rd – 
  Greater Magic Fang, Spike Growth, Poison; 4
  th – Flame 
  Strike. 
  *See Appendix 2: New Rules 
   
  �Quellic: Adp6: CR 5; Medium-size humanoid (Orc); 
  HD 6D6+6; hp 32; Init +2; Spd 20 ft; AC 16 (Touch 12, 
  flat-footed 14); Atk +3 melee (1D8, Heavy Mace); AL 
  LE; SV Fort +3, Ref +6, Will +8; Str 10, Dex 14, Con 12, 
  Int 12, Wis 17, Cha 8. 
   
  Skills and Feats: Concentration +2, Knowledge 
  (Arcana) +10, Spellcraft +9, Wilderness Lore +12; Light 
  Armor 
  Proficiency, 
  Combat 
  Casting, 
  Lightning 
  Reflexes 
   
  Equipment: Masterwork Chain Shirt, Heavy Mace, 
  Holy symbol of Hextor, spell component pouch, Wand 
  of Invisibility 
   
  Spells Prepared (3/3/2; base DC = 13 + spell level): 
  0- Guidance, Cure Minor Wounds, Read Magic; 1
  st – 
  Endure Elements, Protection from Good, Burning 
  Hands; 2
  nd – Mirror Image, Web. 
   
  APL 8 (EL 12) 
  �Blige: Female human Drd9; CR 9; Medium-size 
  humanoid (human); HD 9D8+18; hp 68; Init +2; Spd 30 
  ft; AC 17 (Touch 13, flat-footed 15); Atk +6/+1 melee 
  (1D6, Scimitar) or +8/+3 ranged (1D4, sling); SA Nature 
  sense, animal companion, woodland stride, trackless 
  step, resist nature’s lure, wild shape (3/day), wild shape 
  (small, medium, large), venom immunity; AL NE; SV 
  Fort +8, Ref +7, Will +10; Str 10, Dex 15, Con 14, Int 12, 
  Wis 18, Cha 10. 
  
  Shrouded in Mist 
  Round 1 
  Page 26 
   
  Skills and Feats: Concentration +14, Handle 
  Animal +4, Heal +8, Intuit Direction +7, Knowledge 
  (Nature) +8, Listen +5, Scry +5, Spellcraft +8, Spot +8, 
  Tumble +4, Wilderness Lore +12; Natural Spell*, 
  Lightning Reflexes, Combat Casting, Dodge, Mobility 
   
  Equipment: Leather Armor, Large wooden shield, 
  Scimitar, sling, Ring of Protection +1 
   
  Spells prepared (6/5/5/4/3/1; base DC 14 + spell 
  level): 0- Detect Magic, Guidance, Flare, Read Magic, 
  Resistance, Virtue; 1
  st – Entangle, Endure Elements, 
  Faerie Fire, Sandblast*, Shillelagh; 2
  nd – Barkskin, Briar 
  Web*, Charm Person, Flaming Sphere, Summon 
  Swarm; 3
  rd – Greater Magic Fang, Spike Growth, 
  Poison, Protection from Elements; 4
  th – Feathers*, 
  Flame Strike, Dispel Magic; 5
  th – Ice Storm. 
  *See Appendix 2: New Rules 
   
  �Quellic: Adp8/Hxr1*: CR 8; Medium-size humanoid 
  (Orc); HD 9D6+9; hp 47; Init +2; Spd 30 ft; AC 16 
  (Touch 12, flat-footed 14); Atk +5 melee (1D8, Heavy 
  Mace); SA Hex 1/day; AL LE; SV Fort +3, Ref +6, Will 
  +12; Str 10, Dex 14, Con 12, Int 12, Wis 18, Cha 8. 
   
  Skills and Feats: Concentration +9, Knowledge 
  (Arcana) +11, Spellcraft +9, Wilderness Lore +13; Light 
  Armor Proficiency, Combat Casting, Spell Focus 
  (Evocation), Lightning Reflexes 
   
  Equipment: Masterwork Chain Shirt, Heavy Mace, 
  Holy symbol of Hextor, spell component pouch, Wand 
  of Invisibility, Wand of Burning Hands 
   
  Spells Prepared (3/4/3/2; base DC = 14 + spell 
  level; 16 + spell level for Evocation spells): 0- Guidance, 
  Cure Minor Wounds, Read Magic; 1
  st – Endure 
  Elements, Protection from Good, Burning Hands, 
  Detect Good; 2
  nd – Mirror Image, Web, Darkness; 3
  rd – 
  Lightning Bolt (2). 
  *See Appendix 2: New Rules 
   
  APL 10 (EL 12) 
  �Blige: Female human Drd9; CR 9; Medium-size 
  humanoid (human); HD 9D8+18; hp 68; Init +2; Spd 30 
  ft; AC 17 (Touch 13, flat-footed 15); Atk +6/+1 melee 
  (1D6, Scimitar) or +8/+3 ranged (1D4, sling); SA Nature 
  sense, animal companion, woodland stride, trackless 
  step, resist nature’s lure, wild shape (3/day), wild shape 
  (small, medium, large), venom immunity; AL NE; SV 
  Fort +8, Ref +7, Will +10; Str 10, Dex 15, Con 14, Int 12, 
  Wis 18, Cha 10. 
   
  Skills and Feats: Concentration +14, Handle 
  Animal +4, Heal +8, Intuit Direction +7, Knowledge 
  (Nature) +8, Listen +5, Scry +5, Spellcraft +8, Spot +8, 
  Tumble +4, Wilderness Lore +12; Natural Spell*, 
  Lightning Reflexes, Combat Casting, Dodge, Mobility 
   
  Equipment: Leather Armor, Large wooden shield, 
  Scimitar, sling, Ring of Protection +1 
   
  Spells prepared (6/5/5/4/3/1; base DC 14 + spell 
  level): 0- Detect Magic, Guidance, Flare, Read Magic, 
  Resistance, Virtue; 1
  st – Entangle, Endure Elements, 
  Faerie Fire, Sandblast*, Shillelagh; 2
  nd – Barkskin, Briar 
  Web*, Charm Person, Flaming Sphere, Summon 
  Swarm; 3
  rd – Greater Magic Fang, Spike Growth, 
  Poison, Protection from Elements; 4
  th – Feathers*, 
  Flame Strike, Dispel Magic; 5
  th – Ice Storm. 
  *See Appendix 2: New Rules 
   
  �Quellic: Adp8/Hxr1*: CR 8; Medium-size humanoid 
  (Orc); HD 9D6+9; hp 47; Init +2; Spd 30 ft; AC 16 
  (Touch 12, flat-footed 14); Atk +5 melee (1D8, Heavy 
  Mace); SA Hex 1/day; AL LE; SV Fort +3, Ref +6, Will 
  +12; Str 10, Dex 14, Con 12, Int 12, Wis 18, Cha 8. 
   
  Skills and Feats: Concentration +9, Knowledge 
  (Arcana) +11, Spellcraft +9, Wilderness Lore +13; Light 
  Armor Proficiency, Combat Casting, Spell Focus 
  (Evocation), Lightning Reflexes 
   
  Equipment: Masterwork Chain Shirt, Heavy Mace, 
  Holy symbol of Hextor, spell component pouch, Wand 
  of Invisibility, Pearl of Power 2
  nd level, Scroll of 
  Stoneskin, 250 gp 
   
  Spells Prepared (3/4/3/2; base DC = 14 + spell 
  level; 16 + spell level for Evocation spells): 0- Guidance, 
  Cure Minor Wounds, Read Magic; 1
  st – Endure 
  Elements, Protection from Good, Burning Hands, 
  Detect Good; 2
  nd – Mirror Image, Web, Darkness; 3
  rd – 
  Lightning Bolt (2). 
  *See Appendix 2: New Rules 
   
  APL 12 (EL 13) 
  �Blige: Female human Drd10; CR 10; Medium-size 
  humanoid (human); HD 10D8+20; hp 75; Init +2; Spd 
  30 ft; AC 16 (Touch 12, flat-footed 14); Atk +7/+2 melee 
  (1D6, Scimitar) or +9/+4 ranged (1D4, sling); SA Nature 
  sense, animal companion, woodland stride, trackless 
  step, resist nature’s lure, wild shape (4/day), wild shape 
  (small, medium, large), venom immunity; AL NE; SV 
  Fort +9, Ref +7, Will +11; Str 10, Dex 15, Con 14, Int 12, 
  Wis 18, Cha 10. 
   
  Skills and Feats: Concentration +15, Handle 
  Animal +4, Heal +8, Intuit Direction +7, Knowledge 
  (Nature) +8, Listen +6, Scry +5, Spellcraft +9, Spot +9, 
  Tumble +4, Wilderness Lore +12; Natural Spell*, 
  Lightning Reflexes, Combat Casting, Dodge, Mobility 
   
  Equipment: Leather Armor, Large wooden shield, 
  Scimitar, sling, Ring of Protection +1 
   
  Spells prepared (6/5/5/4/4/2; base DC 14 + spell 
  level): 0- Detect Magic, Guidance, Flare, Read Magic, 
  Resistance, Virtue; 1
  st – Entangle, Endure Elements, 
  Faerie Fire, Sandblast*, Shillelagh; 2
  nd – Barkskin, Briar 
  Web*, Charm Person, Flaming Sphere, Summon 
  Swarm; 3
  rd – Greater Magic Fang, Spike Growth, 
  
  Shrouded in Mist 
  Round 1 
  Page 27 
  Poison, Protection from Elements; 4
  th – Bear’s Heart*, 
  Feathers*, Flame Strike, Dispel Magic; 5
  th – Ice Storm, 
  Kiss of Death* 
  *See Appendix 2: New Rules 
   
  �Quellic: 
  Adp8/Hxr2*: 
  CR 
  10; 
  Medium-size 
  humanoid (Orc); HD 10D6+10; hp 53; Init +2; Spd 30 ft; 
  AC 16 (Touch 12, flat-footed 14); Atk +7 melee (1D8, 
  Heavy Mace); SA Hex 2/day, bonus spell; AL LE; SV 
  Fort +3, Ref +6, Will +13; Str 10, Dex 14, Con 12, Int 12, 
  Wis 18, Cha 8. 
   
  Skills and Feats: Concentration +12, Knowledge 
  (Arcana) +11, Spellcraft +9, Wilderness Lore +13; Light 
  Armor Proficiency, Combat Casting, Spell Focus 
  (Evocation), Lightning Reflexes 
   
  Equipment: Masterwork Chain Shirt, Heavy Mace, 
  Holy symbol of Hextor, spell component pouch, Wand 
  of Invisibility, Pearl of Power 2
  nd level, Scroll of 
  Stoneskin, 250 gp, Necklace of Fireballs type V  
   
  Spells Prepared (3/4/3/2; base DC = 14 + spell 
  level; 16 + spell level for Evocation spells): 0- Guidance, 
  Cure Minor Wounds, Read Magic; 1
  st – Endure 
  Elements, Protection from Good, Burning Hands, 
  Detect Good; 2
  nd – Mirror Image, Web, Darkness; 3
  rd – 
  Lightning Bolt, Fireball (bonus spell). 
  *See Appendix 2: New Rules 
   
  Encounter 9: Save the Day 
  APL 4 (EL 6) 
  �Trivel: Clr5; CR 5; Medium-size humanoid (human); 
  HD 5D8+5; hp 34; Init +5; Spd 20 ft; AC 20 (Touch 11, 
  flat-footed 19); Atk +5 melee (1D8+2, Morningstar); AL 
  NE; SV Fort +5, Ref +4, Will +7; Str 14, Dex 13, Con 12, 
  Int 12, Wis 16, Cha 8. 
   
  Skills and Feats: Concentration +7, Heal +7, 
  Knowledge (Arcana) +3, Knowledge (Religion) +6, Scry 
  +3, Spellcraft +6, Spot +4, Tumble +2; Lightning 
  Reflexes, Spell Focus (Enchantment), Improved 
  Initiative 
   
  Equipment: 
  Half-plate, 
  Large 
  steel 
  shield, 
  Morningstar, Scroll of Inflict Serious Wounds 
   
  Spells prepared (5/4+1/3+1/2+1; base DC 13 + spell 
  level; 15 + spell level for Enchantment spells): 0- Detect 
  Magic, Guidance, Inflict Minor Wounds, Read Magic, 
  Resistance; 1
  st – Detect Good, Shield of Faith, Bane, 
  Endure Elements, Cause Fear*; 2
  nd – Hold Person, 
  Sound Burst, Spiritual Weapon, Invisibility*; 3
  rd – 
  Inflict Serious Wounds, Searing Light, Animate Dead*. 
  *Domain Spell. Domains: Death (You may use a death 
  touch once per day.  Your death touch is a spell-like 
  ability that is a death effect.  You must succeed at a 
  melee touch attack against a living creature (using the 
  rules for touch spells). When you touch, roll 1D6 per 
  your cleric level.  If the total at least equals the 
  creature’s current hit points, it dies; Trickery (Bluff, 
  Disguise, and Hide are class skills). 
   
  �Loren Fletch: Ftr2; CR 2; Medium-size humanoid 
  (Human); HD 2D10+4; hp 18; Init +3; Spd 20 ft; AC 16 
  (Touch 10, flat-footed 16); Atk +4 melee (1D8+2 
  Longsword) or +7 ranged (1D8+2, Composite Longbow 
  (+2)); AL LE; SV Fort +5, Ref +3, Will +0; Str 15, Dex 16, 
  Con 14, Int 10 Wis 11 Cha 7 
   
  Skills and Feats: Listen +1, Spot +1; Point Blank 
  Shot, Precise Shot, Rapid Shot, Weapon Focus 
  (Longbow)  
   
  Equipment: Masterwork Banded Mail, longsword, 
  Masterwork Mighty Composite longbow (+2) 
   
  �Nergif: Rog2; CR 2; Medium-size humanoid (orc); 
  HD 2D6+2; hp 11; Init +3; Spd 30 ft; AC 17 (Touch 13, 
  flat-footed 14); Atk +3 melee (1D6+2, Shortsword) or +4 
  ranged (1D8, light crossbow); SA Sneak attack, evasion; 
  SQ Darkvision, Light Sensitivity; AL CE; SV Fort +1, 
  Ref +6, Will -1; Str 14, Dex 17, Con 12, Int 14, Wis 8, 
  Cha 8 
   
  Skills and Feats: Balance +5, Bluff +4, Climb +4, 
  Disguise +1, Escape Artist +5, Forgery +4, Gather 
  Information +1, Hide +18, Innuendo +0, Listen +3, 
  Move Silently +8, Perform +2, Search +6, Sense Motive 
  +3, Spot +2, Tumble +6; Dodge. 
   
  Equipment: Masterwork Chain Shirt, Shortsword, 
  Cloak of Elvenkind 
   
  APL 6 (EL 8) 
  �Trivel: Clr7; CR 7; Medium-size humanoid (human); 
  HD 7D8+7; hp 47; Init +5; Spd 20 ft; AC 20 (Touch 11, 
  flat-footed 19); Atk +7 melee (1D8+2, Morningstar); AL 
  NE; SV Fort +6, Ref +5, Will +8; Str 14, Dex 13, Con 12, 
  Int 12, Wis 16, Cha 8. 
   
  Skills and Feats: Concentration +10, Heal +7, 
  Knowledge (Arcana) +3, Knowledge (Religion) +6, Scry 
  +3, Spellcraft +7, Spot +5, Tumble +2; Lightning 
  Reflexes, Spell Focus (Enchantment), Improved 
  Initiative, Combat Casting. 
   
  Equipment: 
  Half-plate, 
  Large 
  steel 
  shield, 
  Morningstar 
   
  Spells prepared (6/5+1/4+1/3+1/1+1; base DC 13 + 
  spell level; 15 + spell level for Enchantment spells): 0- 
  Detect Magic, Guidance, Inflict Minor Wounds x2, 
  Read Magic, Resistance; 1
  st – Detect Good, Shield of 
  Faith, Bane, Magic Weapon, Endure Elements, Cause 
  Fear*; 2
  nd – Bull’s Strength, Hold Person, Sound Burst, 
  Spiritual Weapon, Invisibility*; 3
  rd – Dispel Magic, 
  Inflict Serious Wounds, Invisibility Purge, Animate 
  Dead*; 4
  th – Inflict Critical Wounds, Confusion*. 
  *Domain Spell. Domains: Death (You may use a death 
  touch once per day.  Your death touch is a spell-like 
  
  Shrouded in Mist 
  Round 1 
  Page 28 
  ability that is a death effect.  You must succeed at a 
  melee touch attack against a living creature (using the 
  rules for touch spells). When you touch, roll 1D6 per 
  your cleric level.  If the total at least equals the 
  creature’s current hit points, it dies; Trickery (Bluff, 
  Disguise, and Hide are class skills). 
   
  �Loren Fletch: Ftr2; CR 2; Medium-size humanoid 
  (Human); HD 2D10+4; hp 18; Init +3; Spd 20 ft; AC 16 
  (Touch 10, flat-footed 16); Atk +4 melee (1D8+2 
  Longsword) or +7 ranged (1D8+2, Composite Longbow 
  (+2)); AL LE; SV Fort +5, Ref +3, Will +0; Str 15, Dex 16, 
  Con 14, Int 10 Wis 11 Cha 7 
   
  Skills and Feats: Listen +1, Spot +1; Point Blank 
  Shot, Precise Shot, Rapid Shot, Weapon Focus 
  (Longbow)  
   
  Equipment: Masterwork Banded Mail, longsword, 
  Masterwork Mighty Composite longbow (+2) 
   
  �Nergif: Rog2; CR 2; Medium-size humanoid (orc); 
  HD 2D6+2; hp 11; Init +3; Spd 30 ft; AC 17 (Touch 13, 
  flat-footed 14); Atk +3 melee (1D6+2, Shortsword) or +4 
  ranged (1D8, light crossbow); SA Sneak attack, evasion; 
  SQ Darkvision, Light Sensitivity; AL CE; SV Fort +1, 
  Ref +6, Will -1; Str 14, Dex 17, Con 12, Int 14, Wis 8, 
  Cha 8 
   
  Skills and Feats: Balance +5, Bluff +4, Climb +4, 
  Disguise +1, Escape Artist +5, Forgery +4, Gather 
  Information +1, Hide +18, Innuendo +0, Listen +3, 
  Move Silently +18, Perform +2, Search +6, Sense 
  Motive +3, Spot +2, Tumble +6; Dodge. 
   
  Equipment: Masterwork Chain Shirt, heavy mace, 
  Cloak of Elvenkind, Boots of Elvenkind 
   
  APL 8 (EL 11) 
  �Trivel: Clr9; CR 9; Medium-size humanoid (human); 
  HD 9D8+9; hp 61; Init +5; Spd 20 ft; AC 20 (Touch 11, 
  flat-footed 19); Atk +8/+3 melee (1D8+2, Morningstar); 
  AL NE; SV Fort +7, Ref +6, Will +10; Str 14, Dex 13, 
  Con 12, Int 12, Wis 19, Cha 8. 
   
  Skills and Feats: Concentration +13, Heal +7, 
  Knowledge (Arcana) +3, Knowledge (Religion) +6, Scry 
  +3, Spellcraft +10, Spot +5, Tumble +2; Lightning 
  Reflexes, Spell Focus (Enchantment), Improved 
  Initiative, Combat Casting, Spell Focus (Necromancy) 
   
  Equipment: 
  Half-plate, 
  Large 
  steel 
  shield, 
  Morningstar, Periapt of Wisdom +2 
   
  Spells prepared (6/5+1/5+1/4+1/3+1/1+1; base DC 
  14 + spell level; 16 + spell level for Enchantment and 
  Necromancy spells): 0- Detect Magic, Guidance, Inflict 
  Minor Wounds x2, Read Magic, Resistance; 1
  st – Detect 
  Good, Shield of Faith, Bane, Magic Weapon, Endure 
  Elements, Cause Fear*; 2
  nd – Bull’s Strength, Hold 
  Person, Silence, Sound Burst, Endurance, Invisibility*; 
  3
  rd – Dispel Magic, Inflict Serious Wounds, Invisibility 
  Purge, Magic Vestment, Animate Dead*; 4
  th – Greater 
  Magic Weapon, Inflict Critical Wounds, Confusion*, 
  Spell Immunity; 5
  th – Flame Strike, Slay Living*. 
  *Domain Spell. Domains: Death (You may use a death 
  touch once per day.  Your death touch is a spell-like 
  ability that is a death effect.  You must succeed at a 
  melee touch attack against a living creature (using the 
  rules for touch spells). When you touch, roll 1D6 per 
  your cleric level.  If the total at least equals the 
  creature’s current hit points, it dies; Trickery (Bluff, 
  Disguise, and Hide are class skills). 
   
  �Loren Fletch: Male human Ftr4/Rgr1/OotBI1*; CR 
  6; Medium-size humanoid (Human); HD 6D10+12; hp 
  54; Init +4; Spd 30 ft; AC 18 (Touch 14, flat-footed 14); 
  Atk +9/+4 melee (1D8+3, Longsword), or +14/+9 
  ranged (1D8+5, Masterwork Mighty Composite 
  Longbow (+3)) or +12/+12/+7 rapid ranged (1D8+5, 
  Masterwork Mighty Composite Longbow (+3)); SA 
  Favored enemy (Elf), ranged sneak attack; AL LE; SV 
  Fort +8, Ref +7, Will +4; Str 16, Dex 18, Con 14, Int 10 
  Wis 12 Cha 7. 
   
  Skills and Feats: Hide +8, Knowledge (Religion) 
  +2, Move Silently +8, Ride +7, Spot +5, Swim +4; 
  Weapon Focus (Longbow), Point Blank Shot, Precise 
  Shot, Rapid Shot, Weapon Specialization (Longbow), 
  Favored Critical* (Elf), Track, Ambidexterity, Two-
  Weapon Fighting 
   
  Equipment: Mithral Chain Shirt, Longsword, 
  Masterwork Mighty Composite Longbow (+3), Bracers 
  of Archery 
  *See Appendix 2: New Rules 
   
  �Nergif: 
  Rog3/Ftr2/Asn1; 
  CR 
  6; 
  Medium-size 
  humanoid (orc); HD 3D6+2D10+1D6+6; hp 38; Init +4; 
  Spd 30 ft; AC 18 (Touch 14, flat-footed 14); Atk +11 
  melee (1D12+4, and Giant Wasp poison +1 Greataxe) or 
  +8 ranged (1D8, light crossbow); SA Sneak attack, 
  uncanny dodge, evasion, poison use, death attack, 
  spells; SQ Darkvision, Light Sensitivity; AL CE; SV Fort 
  +5, Ref +9, Will +0; Str 14, Dex 19, Con 12, Int 14, Wis 
  8, Cha 8. 
   
  Skills and Feats: Bluff +8, Disguise +4, Escape 
  Artist +8, Forgery +5, Gather Information +2, Hide +22, 
  Intuit Direction +1, Listen +5, Move Silently +22, 
  Perform +2, Search +7, Sense Motive +4, Spot +5, 
  Tumble +10; Weapon Focus (Greataxe), Weapon 
  Finesse (Greataxe), Quicker Than the Eye*, Dodge, 
  Mobility. 
   
  Equipment: Masterwork Chain Shirt, +1 Greataxe, 
  Cloak of Elvenkind, Boots of Elvenkind, Giant Wasp 
  poison (DMG) 
   
   
  
  Shrouded in Mist 
  Round 1 
  Page 29 
  �Gronch the Destroyer: Male ogre Ftr3/Bbn1; CR 6; 
  Large Giant; HD 4D8+8 (ogre) + 3D10 + 1D12+8; hp 68; 
  Init -1; Spd 30ft; AC 18 (Touch 8, Flat-footed 18); Atk 
  +13 melee (2D6+8, greatclub); Face/reach 5 ft. x 5 
  ft./10ft.); SA Rage 1/day, fast movement; AL CE; SV 
  Fort +11, Ref +3, Will +2; Str 22, Dex 8, Con 15, Int 6, 
  Wis 10, Cha 7. 
   
  Skills and Feats: Climb +7, Jump +7, Listen +4, 
  Spot +4; Weapon Focus (Greatclub), Power Attack, 
  Cleave, Destructive Rage*, Lightning Reflexes 
   
  Equipment: Breastplate, Greatclub 
  *See Appendix 2: New Rules 
   
  APL 10 (EL 12) 
  �Trivel: Clr9; CR 9; Medium-size humanoid (human); 
  HD 9D8+9; hp 61; Init +5; Spd 20 ft; AC 20 (Touch 11, 
  flat-footed 19); Atk +8/+3 melee (1D8+2, Morningstar); 
  AL NE; SV Fort +7, Ref +6, Will +10; Str 14, Dex 13, 
  Con 12, Int 12, Wis 19, Cha 8. 
   
  Skills and Feats: Concentration +13, Heal +7, 
  Knowledge (Arcana) +3, Knowledge (Religion) +6, Scry 
  +3, Spellcraft +10, Spot +5, Tumble +2; Lightning 
  Reflexes, Spell Focus (Enchantment), Improved 
  Initiative, Combat Casting, Spell Focus (Necromancy) 
   
  Equipment: 
  Half-plate, 
  Large 
  steel 
  shield, 
  Morningstar, Periapt of Wisdom +2 
   
  Spells prepared (6/5+1/5+1/4+1/3+1/1+1; base DC 
  14 + spell level; 16 + spell level for Enchantment and 
  Necromancy spells): 0- Detect Magic, Guidance, Inflict 
  Minor Wounds x2, Read Magic, Resistance; 1
  st – Detect 
  Good, Shield of Faith, Bane, Magic Weapon, Endure 
  Elements, Cause Fear*; 2
  nd – Bull’s Strength, Hold 
  Person, Silence, Sound Burst, Endurance, Invisibility*; 
  3
  rd – Dispel Magic, Inflict Serious Wounds, Invisibility 
  Purge, Magic Vestment, Animate Dead*; 4
  th – Greater 
  Magic Weapon, Inflict Critical Wounds, Confusion*, 
  Spell Immunity; 5
  th – Flame Strike, Slay Living*. 
  *Domain Spell. Domains: Death (You may use a death 
  touch once per day.  Your death touch is a spell-like 
  ability that is a death effect.  You must succeed at a 
  melee touch attack against a living creature (using the 
  rules for touch spells). When you touch, roll 1D6 per 
  your cleric level.  If the total at least equals the 
  creature’s current hit points, it dies; Trickery (Bluff, 
  Disguise, and Hide are class skills). 
   
  �Loren Fletch: Male human Ftr4/Rgr1/OotBI2*; CR 
  7; Medium-size humanoid (Human); HD 7D10+14; hp 
  63; Init +4; Spd 30 ft; AC 18 (Touch 14, flat-footed 14); 
  Atk +10/+5 melee (1D8+3, Longsword), or +15/+10 
  ranged (1D8+5, Masterwork Mighty Composite 
  Longbow (+3)) or +13/+13/+8 rapid ranged (1D8+5, 
  Masterwork Mighty Composite Longbow (+3)); SA 
  Favored enemy (Elf), ranged sneak attack, close combat 
  shot; AL LE; SV Fort +8, Ref +8, Will +5; Str 16, Dex 18, 
  Con 14, Int 10 Wis 12 Cha 7. 
   
  Skills and Feats: Hide +8, Knowledge (Religion) 
  +2, Move Silently +10, Ride +7, Spot +6, Swim +4; 
  Weapon Focus (Longbow), Point Blank Shot, Precise 
  Shot, Rapid Shot, Weapon Specialization (Longbow), 
  Favored Critical* (Elf), Track, Ambidexterity, Two-
  Weapon Fighting 
   
  Equipment: Mithral Chain Shirt, Longsword, 
  Masterwork Mighty Composite Longbow (+3), Bracers 
  of Archery 
  *See Appendix 2: New Rules 
   
  �Nergif: 
  Rog3/Ftr2/Asn2; 
  CR 
  7; 
  Medium-size 
  humanoid (orc); HD 3D6+2D10+2D6+7; hp 43; Init +4; 
  Spd 30 ft; AC 18 (Touch 14, flat-footed 14); Atk +12 
  melee (1D12+4, Giant Wasp Poison, +1 Greataxe) or +9 
  ranged (1D8, light crossbow); SA Sneak attack, 
  uncanny dodge, evasion, poison use, death attack, +1 
  save vs poison, spells; SQ Darkvision, Light Sensitivity; 
  AL CE; SV Fort +5, Ref +10, Will +0; Str 14, Dex 19, 
  Con 12, Int 14, Wis 8, Cha 8. 
   
  Skills and Feats: Bluff +10, Disguise +4, Escape 
  Artist +8, Forgery +5, Gather Information +2, Hide +23, 
  Intuit Direction +1, Listen +5, Move Silently +23, 
  Perform +2, Search +7, Sense Motive +4, Spot +5, 
  Tumble +12; Weapon Focus (Greataxe), Weapon 
  Finesse (Greataxe), Quicker Than the Eye*, Dodge, 
  Mobility. 
   
  Equipment: Masterwork Chain Shirt, +1 Greataxe, 
  Cloak of Elvenkind, Boots of Elvenkind, Giant Wasp 
  poison (DMG) 
   
   
  �Gronch the Destroyer: Male ogre Ftr4/Bbn1; CR 7; 
  Large Giant; HD 4D8+8 (ogre) + 4D10 + 1D12+10; hp 
  77; Init -1; Spd 30ft; AC 18 (Touch 8, Flat-footed 18); 
  Atk +14 melee (2D6+10, greatclub); Face/reach 5 ft. x 5 
  ft./10ft.); SA Rage 1/day, fast movement; AL CE; SV 
  Fort +12, Ref +3, Will +2; Str 22, Dex 8, Con 15, Int 6, 
  Wis 10, Cha 7. 
   
  Skills and Feats: Climb +7, Jump +7, Listen +4, 
  Spot +4; Weapon Focus (Greatclub), Power Attack, 
  Cleave, Destructive Rage*, Weapon Specialization 
  (Greatclub), Lightning Reflexes 
   
  Equipment: Breastplate, Greatclub 
  *See Appendix 2: New Rules 
   
  APL 12 (EL 14) 
  �Trivel: Clr10; CR 10; Medium-size humanoid 
  (human); HD 10D8+10; hp 68; Init +5; Spd 20 ft; AC 20 
  (Touch 11, flat-footed 19); Atk +9/+4 melee (1D8+2, 
  Morningstar); AL NE; SV Fort +9, Ref +7, Will +13; Str 
  14, Dex 13, Con 12, Int 12, Wis 21, Cha 8. 
  
  Shrouded in Mist 
  Round 1 
  Page 30 
   
  Skills and Feats: Concentration +14, Heal +7, 
  Knowledge (Arcana) +3, Knowledge (Religion) +7, Scry 
  +3, Spellcraft +11, Spot +5, Tumble +2; Lightning 
  Reflexes, Spell Focus (Enchantment), Improved 
  Initiative, Combat Casting, Spell Focus (Necromancy) 
   
  Equipment: 
  Half-plate, 
  Large 
  steel 
  shield, 
  Morningstar, Periapt of Wisdom +4, Cloak of 
  Resistance +1 
   
  Spells prepared (6/6+1/5+1/4+1/4+1/3+1; base DC 
  15 + spell level; 17 + spell level for Enchantment and 
  Necromancy spells): 0- Detect Magic, Guidance, Inflict 
  Minor Wounds x2, Read Magic, Resistance; 1
  st – Detect 
  Good, Shield of Faith, Bane, Magic Weapon, Endure 
  Elements, Endure Elements, Cause Fear*; 2
  nd – Bull’s 
  Strength, 
  Hold 
  Person, 
  Silence, 
  Sound 
  Burst, 
  Endurance, Invisibility*; 3
  rd – Dispel Magic, Inflict 
  Serious Wounds, Magic Circle against Good, Magic 
  Vestment, Animate Dead*; 4
  th – Greater Magic 
  Weapon, Inflict Critical Wounds x2, Spell Immunity, 
  Confusion*,; 5
  th – Greater Command, Flame Strike, Slay 
  Living*, True Seeing. 
  *Domain Spell. Domains: Death (You may use a death 
  touch once per day.  Your death touch is a spell-like 
  ability that is a death effect.  You must succeed at a 
  melee touch attack against a living creature (using the 
  rules for touch spells). When you touch, roll 1D6 per 
  your cleric level.  If the total at least equals the 
  creature’s current hit points, it dies; Trickery (Bluff, 
  Disguise, and Hide are class skills). 
   
  �Loren 
  Fletch: 
  Male 
  human 
  Ftr4/Rgr1/OotBI4*/DpwdSnpr1*; CR 10; Medium-size 
  humanoid (Human); HD 9D10+1D8+20; hp 89; Init +4; 
  Spd 30 ft; AC 18 (Touch 14, flat-footed 14); Atk +13/+8 
  melee (1D8+3, Longsword), or +19/+14 ranged (1D8+6, 
  +1 Unholy Mighty Composite Longbow (+3)) or 
  +17/+17/+12 rapid ranged (1D8+6, +1 Unholy Mighty 
  Composite Longbow (+3)); SA Favored enemy (Elf), 
  ranged sneak attack, close combat shot, superior 
  weapon 
  focus 
  (Longbow), 
  keen 
  arrows, 
  range 
  increment bonus +10%; AL LE; SV Fort +10, Ref +12, 
  Will +7; Str 16, Dex 19, Con 14, Int 10 Wis 12 Cha 7. 
   
  Skills and Feats: Hide +11, Knowledge (Religion) 
  +2, Move Silently +11, Ride +7, Sense Motive +2, Spot 
  +8, Swim +4; Weapon Focus (Longbow), Point Blank 
  Shot, Precise Shot, Rapid Shot, Weapon Specialization 
  (Longbow), 
  Favored 
  Critical* 
  (Elf), 
  Track, 
  Ambidexterity, Two-Weapon Fighting, Far Shot 
   
  Equipment: Mithral Chain Shirt, Longsword, +1 
  Unholy Mighty Composite Longbow (+3), Bracers of 
  Archery, Cloak of Resistance +1 
  *See Appendix 2: New Rules 
   
  �Nergif: Rog3/Ftr3/Asn3/Sda1; CR 10; Medium-size 
  humanoid (orc); HD 3D6+3D10+3D6+1D8+10; hp 63; 
  Init +5; Spd 30 ft; AC 19 (Touch 15, flat-footed 14); Atk 
  +15/+10 melee (1D12+4, Giant Wasp Poison, +1 
  Greataxe) or +12/+7 ranged (1D8, light crossbow); SA 
  Sneak attack, uncanny dodge, evasion, poison use, 
  death attack, +1 save vs poison, spells, hide in plain 
  sight; SQ Darkvision, Light Sensitivity; AL CE; SV Fort 
  +7, Ref +13, Will +2; Str 14, Dex 20, Con 12, Int 14, Wis 
  8, Cha 8. 
   
  Skills and Feats: Bluff +13, Disguise +4, Escape 
  Artist +9, Forgery +5, Gather Information +2, Hide +18, 
  Intuit Direction +1, Listen +5, Move Silently +18, 
  Perform +5, Search +7, Sense Motive +4, Spot +8, 
  Tumble +15; Weapon Focus (Greataxe), Weapon 
  Finesse (Greataxe), Quicker Than the Eye*, Dodge, 
  Mobility, Combat Reflexes. 
   
  Equipment: Masterwork Chain Shirt, +1 Greataxe, 
  Cloak of Elvenkind, Boots of Elvenkind, 3 doses Giant 
  Wasp poison (DMG), Cloak of Resistance +1 
   
   
  �Gronch 
  the 
  Destroyer: 
  Male 
  ogre 
  Ftr5/Bbn1/FrnzBrskr2; CR 9; Large Giant; HD 4D8+8 
  (ogre) + 5D10 + 3D12+24; hp 113; Init -1; Spd 30ft; AC 
  18 (Touch 8, Flat-footed 18); Atk +18/+13 melee 
  (2D6+11, +1 greatclub); Face/reach 5 ft. x 5 ft./10ft.); SA 
  Rage 1/day, fast movement, frenzy 1/day; AL CE; SV 
  Fort +15, Ref +3, Will +2; Str 22, Dex 8, Con 16, Int 6, 
  Wis 10, Cha 7. 
   
  Skills and Feats: Climb +9, Jump +8, Listen +4, 
  Spot +4; Weapon Focus (Greatclub), Power Attack, 
  Cleave, Destructive Rage*, Weapon Specialization 
  (Greatclub), Lightning Reflexes, Intimidating Rage*, 
  Supreme Cleave*, Remain Conscious* 
   
  Equipment: Breastplate, +1 Greatclub 
  *See Appendix 2: New Rules 
   
  Encounter 11: Risky Business 
  �Veluna Guardsmen: Male human War5; CR 4; 
  Medium-size humanoid (Human); HD 5d8+10; hp 31; 
  Init +2; Spd 30 ft; AC 16 (Touch 12, Flat Footed 14) [[+2 
  Dex, +4 scale mail]]; Atk +7 melee (1d8+2 19/x2, 
  longsword), +7 missile (1d8 20/x2, light crossbow); AL 
  LG; SV Fort +4, Ref +3, Will +1; Str 15, Dex 14, Con 14, 
  Int 12, Wis 10, Cha 10. 
  Skills and Feats: Climb +3, Intimidate +2, 
  Jump +3, Knowledge (local, Whitehale) +3, Listen +8, 
  Spot +8; Alertness, Point Blank Shot, Precise Shot, 
  Weapon Focus (longsword) 
  Equipment: Longsword, Scale Mail 
  
  Shrouded in Mist 
  Round 1 
  Page 31 
  Appendix 2: New Rules 
   
   
   
   
   
   
   
  Feats 
   
   Quicker Than the Eye [General] as 
  presented in Song and Silence 
  Your hands can move so quickly that observers don’t 
  see what you’ve done. 
   
  Prerequisites: Dex 19+ 
   
  Benefit: While under direct observation, you can 
  make a Bluff check as a move-equivalent action, 
  opposed by the Spot checks of any observers.  If you 
  succeed, your misdirection makes them look elsewhere 
  while you take a partial action. If your partial action is 
  an attack against someone who failed the opposed 
  check, that opponent is denied a Dex bonus to AC. 
   
  Natural Spell [Wild] as presented in 
  Masters of the Wild 
  You cast spells while in a wild shape. 
   
  Prerequisite:  Ability to use wild shape, Wis 13. 
   
  Benefit:  You complete the verbal and somatic 
  components of spells while in a wild shape.  For 
  example, while in the form of a hawk, you could 
  substitute screeches and gestures with your talons for 
  the normal verbal and somatic components of a spell.  
  You can use any material components or focuses that 
  you can hold with an appendage of your current form, 
  but you cannot make use of any such items that are 
  melded within that form.  This feat does not permit the 
  use of magic items while in a form that could not 
  ordinarily use them, and you do not gain the ability to 
  speak while in a wild shape. 
   
  Destructive Rage [General] as presented in 
  Masters of the Wild 
  You shatter barriers and objects when enraged. 
   
  Prerequisite:  Ability to Rage. 
   
  Benefit:  While you’re raging, you gain a +8 bonus 
  on any Strength checks you make to break open doors 
  or break inanimate, immobile objects. 
   
  Intimidating Rage [General] as presented 
  in Masters of the Wild 
  Your rage engenders fear in your opponents. 
   
  Prerequisite:  Ability to Rage. 
   
  Benefit:  While you are raging, you designate a 
  single foe within 30 feet of you who must make a Will 
  save (DC = 10 + one-half your character level + your 
  Charisma modifier) or become shaken for as long as 
  you continue to rage and the target can see you.  (A 
  shaken creature suffers a –2 morale penalty on attack 
  rolls, saves, and checks)  A target who makes the save 
  remains immune to the intimidating effect of your rage 
  for one day.  Creatures immune to feat and those with 
  no visual senses are immune to this effect. 
   
   
   
   
   
   
   
  Spells 
   
  Sandblast  
  Evocation 
  Level: Drd 1 
  Components: V, S, DF 
  Casting Time: 1 action 
  Range: 10 ft.  
  Area: Semicircular burst of sand 10 ft. long, center on 
  your hands 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
   
  You fire a hail of hot sand from your fingers, dealing 
  1D6 points of subdual damage to creatures in the arc. 
  (See the illustration in the burning hands spell 
  description in the Player’s Handbook for details of the 
  arc)  Any creature that fails its Reflex save is also 
  stunned for 1 round. 
   
  Kiss of Death 
  Necromancy 
  Level: Drd 5 
  Components: V, S, DF 
  Casting Time: 1 action 
  Range: Personal  
  Area: You 
  Duration: 1round/level 
  Saving Throw: Fortitude negates (see text) 
  Spell Resistance: Yes (see text) 
   
  Your teeth and tongue become coated with a fast-
  acting, virulent poison.  Each round, you may make a 
  melee touch attack to deliver the poison via a kiss. The 
  poison deals 1D10 points of temporary Constitution 
  damage immediately and another 1D10 points of 
  temporary Constitution damage 1 minute later.  Each 
  instance of damage can be negated by a Fortitude save 
  (DC 10 + one-half caster level + caster’s Wisdom 
  modifier).  If you fail to overcome a creature’s spell 
  resistance, both primary and secondary damage are 
  negated, but only for that attack.  If you use this attack 
  
  Shrouded in Mist 
  Round 1 
  Page 32 
  against that creature again while the spell is in effect, 
  you can try again to overcome its spell resistance. 
   
  Feathers 
  Transmutation 
  Level: Drd 4 
  Components: V, S, DF 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft/2 levels)  
  Area: One willing creatures/level 
  Duration: 1 hour/level (D) 
  Saving Throw: None (see text) 
  Spell Resistance: Yes (harmless) 
   
  This spell functions like polymorph other, except that 
  you polymorph each subject into a feathered animal of 
  small size or smaller (your choice of species, but all 
  subjects take the same form).  Any subject may choose 
  to resume his or her normal form (as a full-round 
  action); doing so ends the spell for that individual 
  alone.  Otherwise, all subjects remain in the bird form 
  until the spell expires or you dismiss it, restoring all 
  affected creatures to normal form. 
   
  Briar Web 
  Transmutation 
  Level: Clr 3, Drd 2, Rgr 2 
  Components: V, S, DF 
  Casting Time: 1 action 
  Range: Medium (100 ft. + 10 ft/ level)  
  Area: Plants in a 40 ft.–radius spread 
  Duration: 1 Minute/level (D) 
  Saving Throw: See text 
  Spell Resistance: No 
   
  This spell causes grasses, weeds, bushes, and even trees 
  to grow thorns and then wrap, twist, and entwine about 
  creatures in the area, holding them fast.  Creatures that 
  stand still are entangled but experience no other effects 
  and take no damage. A creature attempting an action 
  (attack, cast a spell with a somatic component, move, or 
  the like) takes thorn damage of 1D4 points +1 
  additional point per caster level and must make a 
  successful Reflex save or be entangled (-2 penalty on 
  attack rolls, -4 penalty to effective Dexterity, and unable 
  to move).  Anyone trying to cast a spell within the area 
  must also make a Concentration check (DC 15 + spell 
  level + damage taken) or lose the spell. 
   
  An entangled creature can try to break free and 
  move at half normal speed by using a full-round action 
  to make a Strength check or Escape Artist check (DC 
  20).  A nonentangeled creature can move through the 
  area at half speed, taking damage as described above.  
  Each round nonentangled creatures remain in the area, 
  the plants attempt to entangle them. 
   
  The plants provide one-quarter cover for every 5 
  feet of substance between a creature in the area and an 
  opponent – one-half for 10 feet of briar web, three-
  quarters for 15 feet, and total cover for 20 feet or more. 
   
  The DM may alter the effects of the spell 
  somewhat, based on the nature of the available plants. 
   
  Bear’s Heart 
  Transmutation 
  Level: Beastmaster 4, Clr 5, Drd 4 
  Components: V, S 
  Casting Time: 1 action 
  Range: 20 ft. 
  Area: Living allies within 20 ft. 
  Duration: 1 round/level  
  Saving Throw: Will negates 
  Spell Resistance: No 
   
  You turn your living allies (one per caster level) into 
  fierce warriors, but exhaust them in the process.  Allies 
  gain a +4 enhancement bonus to Strength, and also 
  +1D4 temporary hit points per caster level.  When the 
  spell ends, any remaining temporary hit points from its 
  effect are lost, and each ally takes 1 point of subdual 
  damage per level of the caster. 
   
   
   
   
   
   
  Prestige Classes 
   
   
  Deepwood Sniper as presented in Masters 
  of the Wild 
   
  An arrow flies from a high mountain aerie, unerringly 
  striking a paladin’s mount. Expecting only a flesh 
  wound, the paladin is stunned to watch his companion 
  of many adventures crumple to the earth.  This 
  unfortunate knight has trespassed into the domain of 
  the deepwood sniper, and he may not make it out alive. 
    
   
  A deepwood sniper is patient, careful, quiet, and 
  deadly accurate.  She is a stealthy, long-range 
  terminator whose arrows sail accurately from much 
  longer ranges than those of other archers.  In addition, 
  she has magical abilities to help her shafts fly true.  
   
  Because of their alertness, dexterity, patience, and 
  affinity for the bow, elves of almost any character class 
  make excellent deepwood snipers.  For a long time, 
  elves would train only those of their own race in these 
  techniques but more recently some half-elves, 
  
  Shrouded in Mist 
  Round 1 
  Page 33 
  halflings, and humans have joined the ranks of the 
  deepwood sniper. 
  Hit Die: d8 
   
  Requirements 
  To qualify to become a deepwood sniper, a character 
  must fulfill all the following criteria. 
  Base Attack Bonus: +5. 
  Skills: Hide 4 ranks, Move Silently 4 ranks, 
  Spot 4 ranks.  
  Feats: Far Shot, Point Blank Shot, Weapon 
  Focus (any bow or crossbow) 
   
  Class Skills 
  The Deepwood Sniper’s class skills (and the key ability 
  for each skill) are Balance (Dex), Climb (Str), Craft 
  (Bowmaking) (Int), Escape Artist (Dex), Intuit 
  Direction (Wis), Hide (Dex), Jump (Str), Knowledge 
  (nature) (Int), Listen (Wis), Move Silently (Dex), 
  Profession (Wis), Search (Int), Sense Motive (Wis), 
  Spot (Wis), Swim (Str), and Wilderness Lore (Wis). See 
  Chapter 4: Skills in the Player's Handbook for skill 
  descriptions. 
   
  Skill Points at Each Level: 4 + Int modifier. 
   
  Class Features 
  Weapon and Armor Proficiency: Deepwood snipers 
  gain no weapon or armor proficiencies.  All weapon-
  related abilities of this prestige class apply only to 
  projectile ranged weapons with which the character is 
  proficient. 
   
  Keen Arrows (Ex):  At 1
  st level, all projectiles the 
  deepwood sniper fires behave as if they were keen 
  weapons in addition to any other properties they might 
  possess.  Thus, a normal arrow fired by a deepwood 
  sniper has a threat range of 19-20 instead of 20.  This 
  effect does not stack with any other keen effect. 
   
  Range Increment Bonus (Ex):  With each level of 
  deepwood sniper gains, the range increments of her 
  projectile weapons increase by +10 feet (added after all 
  multipliers).  Thus, a 10
  th-level deepwood sniper who 
  has the Far Shot feat would have a 280-foot range 
  increment with a heavy crossbow (120 feet X 1.5 + 100 
  feet) 
   
  Concealment Reduction (Ex):  When the deepwood 
  sniper reaches 2
  nd level, her miss chance against 
  opponents with concealment drops by 10%,.  Thus, she 
  has a miss chance of 10% rather than 20% against an 
  opponent with one-half concealment.  Her miss chance 
  drops an additional 10% per four deepwood sniper 
  levels she gains thereafter, but this ability never 
  reduces her miss chance against any opponent below 
  0%. 
   
  Magic Weapon (Sp):  At 2
  nd level, the character can 
  produce an effect identical to that of a Magic Weapon 
  spell cast by a cleric of her deepwood sniper level. This 
  ability is usable once per day on projectile weapons 
  only. 
   
  Projectile Improved Critical (Ex):  When the 
  deepwood sniper reaches 2
  nd level, the critical damage 
  multipliers of all her projectile weapons increase by +1. 
   Thus, an arrow that normally deals damage X3 on a 
  critical hit instead does damage X4 in her hands.  
  When she reaches 7
  th level, these critical multipliers 
  increase by an additional +1. 
   
  Safe Poison Use (Ex):  at 3
  rd level, a deepwood sniper 
  can use poison without any chance of poisoning herself 
  (see Perils of Using Poison in Chapter 3 of the 
  Dungeon Master’s Guide) 
   
  Take Aim (Ex):  A 4
  th-level deepwood sniper can gain a 
  +2 bonus on her attack rolls against a stationary target 
  by aiming carefully.  Taking aim is a full-round action, 
  and if the target moves more than 5 feet during that 
  period, the bonus is lost.  No additional benefit exists 
  for spending more than 1 round aiming.  This bonus 
  increases to +4 at 8
  th level. 
   
  Consistent Aim  (Su):  Once per day, a 5
  th-level 
  deepwood sniper can reroll one attack roll that she has 
  just made with a projectile weapon.  She must keep that 
  result, even if it is worse than the original roll.  She can 
  use this ability twice per day at 7
  th level and three times 
  per day at 10
  th level, though each use must relate to a 
  different attack roll. 
   
  True Strike (Sp):  At 10
  th level, the deepwood sniper 
  can produce an effect identical to that of a true strike 
  spell cast by a cleric of her deepwood sniper level.  This 
  ability is usable once per day on projectile weapons 
  only. 
   
   
   
   
  
  Shrouded in Mist 
  Round 1 
  Page 34 
  Deepwood Sniper 
  Class Level 
  Base Attack 
  Bonus 
  Fort Save 
  Ref Save 
  Will Save 
  Special 
  1
  st 
  +1 
  +0 
  +2 
  +0 
  Keen arrows, range increment bonus +10 ft./level 
  2
  nd 
  +2 
  +0 
  +3 
  +0 
  Concealment reduction 10%, magic weapon, projectile improved 
  critical +1 
  3
  rd 
  +3 
  +1 
  +3 
  +1 
  Safe Poison Use 
  4
  th 
  +4 
  +1 
  +4 
  +1 
  Take aim +2 
  5
  th 
  +5 
  +1 
  +4 
  +1 
  Consistent aim 1/day 
  6
  th 
  +6 
  +2 
  +5 
  +2 
  Concealment reduction 20%, keen edge 
  7
  th 
  +7 
  +2 
  +5 
  +2 
  Consistent aim 2/day, projectile improved critical +2 
  8
  th 
  +8 
  +2 
  +6 
  +2 
  Take aim +4 
  9
  th 
  +9 
  +3 
  +6 
  +3 
  Consistent aim 3/day 
  10
  th 
  +10 
  +3 
  +7 
  +3 
  Concealment reduction 30%, true strike 
   
  Order of the Bow Initiate as presented in 
  Sword and Fist 
   
  The Way of the Bow is used by some for spiritual self-
  improvement, by others a philosophical art.  Others 
  practice it as a way of life, and yet others employ it as a 
  religious ceremony.  Of course, many find the art of 
  killing with the bow to be an important skill in a 
  dangerous world.  The Way of the Bow is always what 
  you make of it.  The Way of the Bow embraces the 
  following concepts.   
   
  Through one’s archery, one’s true character can be 
  determined.   
   
  The Way of the Bow is a spiritual art.  By learning 
  it, the archer learns about himself.  By improving in the 
  Way of the Bow, the archer improves himself.   
   
  The Way of the Bow is highly meditative martial 
  art whose ultimate goals are Truth, Goodness, and 
  beauty. 
   
  When asked, “What is Truth”, a Master Archer 
  picks up his bow, fires an arrow and, without saying a 
  word, lets his mastery of the bow serve as the gauge of 
  the archer’s progress along the “way”, thereby showing 
  the archer’s knowledge of reality, or “truth” itself. 
   
  The Way of the Bow is a matter of precision and 
  discipline:  the relationship you have you’re your bow, 
  the arrow, your body, and your mind.  The Way of the 
  Bow is standing meditation.  When you shoot, you can 
  see the reflection of your mind, as in a mirror.  The 
  target is the mirror.  When you release, you also let go 
  of your ego.  You can see your own mind.   
   
  Fighters are the most common initiates of the Order of 
  the Bow.  Powerful rangers, paladins, and even 
  barbarians utilize these skills and philosophies as well. 
  Hit Die: d10. 
   
  Requirements 
  To qualify to become a Initiate, a character must fulfill 
  all the following criteria. 
  Base Attack Bonus: +5. 
  Knowledge (Religion): 2 ranks  
  Proficiency: 
  Longbow or shortbow or 
  composite longbow or composite shortbow. 
  Feats: Point Blank Shot, Precise Shot, Rapid 
  Shot, Weapon Focus (Longbow or shortbow or the 
  composite version of either), Weapon Specialization 
  (Longbow or shortbow or the composite version of 
  either) 
   
  Class Skills 
  The Order of the Bow’s class skills (and the key ability 
  for each skill) are Knowledge (Religion) (Int), Craft 
  (Bowmaking) (Int), Spot (Wis), Swim (Str), and Ride 
  (Str). See Chapter 4: Skills in the Player's Handbook for 
  skill descriptions. 
   
  Skill Points at Each Level: 2 + Int modifier. 
   
  Class Features 
  Weapon and Armor Proficiency: None.  
   
  Ranged Sneak Attack:  Any time the initiate’s target 
  would be denied his Dexterity bonus to AC (regardless 
  whether he has a Dexterity bonus), the initiate’s ranged 
  sneak attack deals extra damage.  The extra damage is 
  +1D6 at 1
  st level, and +1D6 every two levels after that.  
  Ranged attacks only count as sneak attacks if the target 
  is within 30 feet.  The initiate cannot strike with such 
  deadly accuracy beyond that range.  In every other way, 
  treat this ability as a rogue’s sneak attack.  The bonuses 
  stack. 
   
  
  Shrouded in Mist 
  Round 1 
  Page 35 
  Close Combat Shot:  At 2
  nd level, the initiate can attack 
  with a ranged weapon in a threatened area and not 
  provoke an attack or opportunity. 
   
  Superior Weapon Focus:  Stacking with any existing 
  Weapon Focus bonus, this adds an additional +1 to all 
  attack rolls with the initiate’s bow. 
   
  Free Attack:  Once per round, whenever an ally within 
  line of sight gains an attack of opportunity upon a foe, 
  the initiate can make one ranged attack against the 
  same foe, at his highest attack bonus as a free action. 
   
  Zen Archery:  You gain this feat for free (see page 10).  
  If the character already has this feat, then the Wisdom 
  modifier stacks with the Dexterity modifier for ranged 
  attacks. 
   
  Superior Weapon Specialization:  This stacks with 
  any existing weapon specialization bonus, and adds an 
  additional +2 to all damage rolls with a longbow or 
  shortbow. 
   
  Banked Shot:  This extraordinary ability allows the 
  initiate to fire an arrow at a target within 20 feet of a 
  wall (But not adjacent to the wall) and treat the target 
  as if flat-footed for purposes of AC and damage 
  inflicted.  This is a full-round action, since it is 
  extremely difficult. 
   
   
  Order of the Bow Initiate 
  Class Level 
  Base Attack 
  Bonus 
  Fort Save 
  Ref Save 
  Will Save 
  Special 
  1
  st 
  +1 
  +0 
  +2 
  +2 
  Ranged sneak attack +1D6 
  2
  nd 
  +2 
  +0 
  +3 
  +3 
  Close Combat shot 
  3
  rd 
  +3 
  +1 
  +3 
  +3 
  Ranged sneak attack +2D6 
  4
  th 
  +4 
  +1 
  +4 
  +4 
  Superior Weapon Focus 
  5
  th 
  +5 
  +1 
  +4 
  +4 
  Ranged sneak attack +3D6 
  6
  th 
  +6 
  +2 
  +5 
  +5 
  Free attack, Zen Archery 
  7
  th 
  +7 
  +2 
  +5 
  +5 
  Superior Weapon Specialization 
  8
  th 
  +8 
  +2 
  +6 
  +6 
  Ranged sneak attack +4D6 
  9
  th 
  +9 
  +3 
  +6 
  +6 
  Banked shot 
  10
  th 
  +10 
  +3 
  +7 
  +7 
  Ranged sneak attack +5D6 
   
  Hexer as presented in Masters of the Wild 
  “Do not meet the gaze of the shaman with the evil eye,” 
  warn townsfolk who have crossed paths with a hexer.  
  Unfortunately, the typical intrepid adventurer rarely 
  hears such advice in time.  The hexer profits by this 
  ignorance, surprising his victims with the power of his 
  gaze.  Many hexers inflict curses that follow their 
  victims like a plague.  The more powerful practitioners 
  can engender fear, cause magical slumber, or enthrall 
  their victims as slaves with a mere glance. 
   
  Hexers are unknown among civilized peoples; 
  they are found only among tribes of goblins, ogres, and 
  orcs.  Prior to pursuing the path of the hexer, most of 
  them were adepts who served as witch doctors for their 
  tribes.  Hexers often assume leadership of their tribes 
  as well—who would dare destroy to gainsay them, after 
  all? 
   
  Most hexers are villainous, evil cretins lacking any 
  code of morality, and the vast majority of them hate 
  humans, elves, dwarves, and other civilized races.  
  Neutral hexers are no less dangerous, especially when 
  something threatens the welfare of their tribes. 
  Hit Die: d6 
   
  Requirements 
  To qualify to become a hexer, a character must fulfill all 
  the following criteria. 
  Race/Type: Monstrous humanoid, giant, 
  goblinoid, or other primitive humanoid, such as orc or 
  gnoll. 
  Alignment: Any nongood  
  Skills: 
  Knowledge 
  (arcane) 
  10 
  ranks, 
  Spellcraft 8 ranks, Wilderness Lore 10 ranks. 
  Spellcasting: Able to cast lightning bolt as a divine 
  spell. 
   
  Class Skills 
  The hexer’s class skills (and the key ability for each 
  skill) are Alchemy (Int), Concentration (Con), Craft 
  (Any) (Int), Handle Animal (Cha), Heal (Wis), 
  Knowledge (Any) (Int), Profession (Any) (Wis), Scry 
  (Int, exclusive skill), Spellcraft (Int), and Wilderness 
  Lore (Wis). See Chapter 4: Skills in the Player's 
  Handbook for skill descriptions. 
  
  Shrouded in Mist 
  Round 1 
  Page 36 
  Skill Points at Each Level: 2 + Int modifier. 
   
  Class Features 
  Weapon and Armor Proficiency: Hexers gain no 
  weapon or armor proficiencies.  
   
  Spells per Day/Spells Known:  At each hexer level, 
  the character gains new spells per day (and spells 
  known, if applicable) as if he had also gained a level in a 
  spellcasting class to which he belonged before adding 
  the prestige class.  He does not, however, gain any 
  other benefit a character of that class would have 
  gained (additional wild shape options, metamagic or 
  item creation feats, or the like).  IF the character had 
  more than one spellcasting class before becoming a 
  hexer, the player must decide to which class to add 
  each hexer level for determining spells per day and 
  spells known. 
   
  Hex (Sp):  At 1
  st level, the hexer gains a gaze attack.  He 
  can use this ability once per day at 1
  st level and twice 
  per day at 2
  nd level.  Thereafter, he gains one additional 
  use per day of this ability for every two hexer levels he 
  acquires.  
   
  Activating this power is a standard action, and it 
  lasts for a number of rounds equal to the character’s 
  hexer level.  Each round, the hexer’s gaze attack 
  automatically works against one creature within 30 feet 
  that is looking at (attacking or interacting with) him.  
  Targets who avert their eyes have a 50% chance of 
  avoiding the gaze, but the hexer gains one-half 
  concealment (20% miss chance) relative to those who 
  successfully avoid the gaze.  Targets can also close their 
  eyes or turn away entirely; doing so prevents the hex 
  from affecting them but grants the gazer total 
  concealment (50% miss chance) relative to them. 
   
  An affected target must make a Will save (DC 10 +  
  hexer level + hexer’s wisdom modifier) or suffer a –4 
  enhancement penalty on attack rolls, saving throws, 
  ability checks, and skill checks.  These effect are 
  permanent until removed with a break enchantment, 
  limited wish, miracle, remove curse, or wish spell.  This 
  is an enchantment effect and cannot be dispelled. 
   
  A hex does not affect undead creatures or extend 
  beyond the plane that the hexer occupies.  The hexer is 
  subject to the effects of his own reflected gaze and is 
  allowed a saving throw against them. 
  Bonus Spell:  At 2
  nd level, the hexer adds a new spell of 
  his choice to his spell list.  This spell must come from 
  the wizard/sorcerer spell list and must be of a spell 
  level that the hexer can cast.  He can prepare this new 
  spell at the same spell level as it appeared on the 
  wizard/sorcerer list.  He gains one additional bonus 
  spell for every two hexer levels he has. 
   
  Sicken Hex (Sp):  At 3
  rd level, the hexer can use his 
  gaze attack to inflict a debilitating illness.  This ability 
  functions like the hex ability (above), except that the 
  target must make a Fortitude save instead of a Will save 
  to resist, and the effect is as described below.  A sicken 
  hex requires one daily use of the character’s hex ability. 
   
  A target who fails the save is overcome with pain 
  and fever, which causes him or her to move at one-half 
  normal speed, lose any Dexterity bonus to Armor Class, 
  and suffer a –2 circumstance penalty on attack rolls.  
  These effects are permanent until removed with a 
  break enchantment, limited wish, miracle, remove 
  curse, or wish spell.  A sicken hex is a necromancy 
  effect that cannot be dispelled. 
   
  Fear Hex (Sp):  At 5
  th level, the hexer can use his gaze 
  attack to engender fear.  This ability functions like the 
  hex ability (above), except that target is affected as if by 
  a fear spell.  A fear hex is a mind-influencing, 
  Hexer 
  Class Level 
  Base Attack 
  Bonus 
  Fort Save 
  Ref Save 
  Will Save Special 
   Spells per Day/Spells Known 
  1
  st 
  +1 
  +0 
  +0 
  +2 
  Hex 1/day 
  +1 level of existing class 
  2
  nd 
  +2 
  +0 
  +0 
  +3 
  Bonus spell, Hex 2/day 
  +1 level of existing class 
  3
  rd 
  +3 
  +1 
  +1 
  +3 
  Sicken Hex 
  +1 level of existing class 
  4
  th 
  +4 
  +1 
  +1 
  +4 
  Bonus spell, Hex 3/day 
  +1 level of existing class 
  5
  th 
  +5 
  +1 
  +1 
  +4 
  Fear hex 
  +1 level of existing class 
  6
  th 
  +6 
  +2 
  +2 
  +5 
  Bonus spell, Hex 4/day 
  +1 level of existing class 
  7
  th 
  +7 
  +2 
  +2 
  +5 
  Sleep hex 
  +1 level of existing class 
  8
  th 
  +8 
  +2 
  +2 
  +6 
  Bonus spell, Hex 5/day 
  +1 level of existing class 
  9
  th 
  +9 
  +3 
  +3 
  +6 
  Charm hex 
  +1 level of existing class 
  10
  th 
  +10 
  +3 
  +3 
  +7 
  Bonus spell, Hex 6/day 
  +1 level of existing class 
  
  Shrouded in Mist 
  Round 1 
  Page 37 
   
  compulsion, enchantment effect, and it requires one 
  daily use of the character’s hex ability. 
   
   
  Sleep Hex (Sp):  At 7
  th level, the hexer can use his gaze 
  to generate a sleep effect.  This ability functions like the 
  hex ability (above), except that duration is 10 minutes 
  X the character’s hexer level, and the target is affected 
  as if by a sleep spell.  A sleep hex is a mind-influencing, 
  compulsion, enchantment effect, and it requires one 
  daily use of the character’s hex ability. 
   
  Charm Hex (Sp):  at 9
  th level, the hexer can use his 
  gaze attack to generate a charm monster effect.  This 
  ability functions like the hex ability (above), except that 
  duration is 1 day per hexer level and the target is 
  affected as if by a charm monster spell.  (Should the 
  hexer fall victim to his own reflected gaze attack, he is 
  affected as if by a hold monster spell).  A charm hex is a 
  mind-influencing, charm, enchantment effect, and it 
  requires one daily use of the character’s hex ability. 
   
  Frenzied Berserker as presented in Masters 
  of the Wild 
   
  The random madness of the thunder storm and the 
  unpredictability of the slaadi come togetheri n the 
  sould of the frenzied berserker. Unlike most other 
  characters, she does not fight to achieve some heroic 
  goal or defeat some loathsome villain.  Those are mere 
  excuses—it is the thrill of combat that draws her.  For 
  the frenzied barbarian, the insanity of battle is much 
  like an addictive drug—she must constantly seek out 
  more conflict to feed her craving for battle. 
   
  Along the wild borderlands and in the evil 
  kingdoms of the world, frenzied berserkers often lead 
  warbands that include a variety of character types—and 
  even other frenzied berserkers. Some such groups turn 
  to banditry and brigandage; others serve as specialized 
  mercenaries.  Whatever their origin, such warbands 
  naturally gravitate toward situations of instability and 
  conflict, because wars and civil strife are their bread 
  and butter.  Indeed, the coming of a frenzied berserker 
  is the most obvious herald of troubled times. 
   
  The frenzied berserker’s path is unsuited for most 
  adventurers—a fact for which the peace-lovers of the 
  world can be thankful.  Because of their traditional love 
  for battle, orc and half-orc barbarians are the ones who 
  most frequently adopt this prestige class, though 
  human and dwarven barbarians also find it appealing.  
  It might seem that elves would be good candidates 
  because of their chaotic nature, but the elven aesthetic 
  and love of grace are at odds with the frenzied 
  berserker’s devaluation of the self.  Spellcasting 
  characters and monks almost never become frenzied 
  berserkers. 
  Hit Die: d12 
   
  Requirements 
  To qualify to become a frenzied berserker, a character 
  must fulfill all the following criteria. 
  Alignment: Any nonlawful  
   
  Base Attack Bonus: +6 
   
  Feats: Cleave, Destructive Rage, Intimidating 
  Rage, Power Attack 
   
  Class Skills 
  The frenzied berserker’s class skills (and the key ability 
  for each skill) are Climb (Str), Intimidate (Cha), Jump 
  (Str), Ride (Dex), and Swim (Str). See Chapter 4: Skills 
  in the Player's Handbook for skill descriptions. 
   
  Skill Points at Each Level: 2 + Int modifier. 
   
  Class Features 
  Weapon and Armor Proficiency: Frenzied berserkers 
  gain no weapon or armor proficiencies.  
   
  Frenzy (Ex):  Beginning at 1
  st level, the frenzied 
  berserker can enter a frenzy during combat.  While 
  frenzied, she gains a +6 bonus to Strength and a single 
  extra attack each round at her highest bonus.  (This 
  latter effect is not cumulative with haste)  However, 
  she also suffers a –4 penalty to AC and takes 2 points of 
  subdual damage per round.  A frenzy lasts for a number 
  of rounds equal to 3 + the frenzied berserker’s 
  Constitution modifier.  To end the frenzy before its 
  duration expires, the character may attempt a Will save 
  (DC 20) once per round as a free action.  Success ends 
  the frenzy immediately; failure means it continues.  
  The effects of frenzy stack with those from rage. 
   
  At 1
  st level, the character can enter a frenzy once 
  per day.  Thereafter, she gains one additional use per 
  day of this ability for every two frenzied berserker 
  levels she acquires. The character can enter a frenzy as a 
  free action.  Even though this takes no time, she can do 
  it only during her action, not in response to another’s 
  action.  In addition, if she suffers damage from an 
  attack, spell, trap, or any other source, she 
  automatically enters a frenzy at the start of her next 
  action, as long as she still has at least one daily usage of 
  the ability left.  To avoid entering a frenzy in response 
  to damage, the character must make a successful Will 
  save (DC 10 + points of damage suffered since her last 
  action) at the start of her next action. 
  
  Shrouded in Mist 
  Round 1 
  Page 38 
   
  While frenzied, the character cannot use skills or 
  abilities that require patience or concentration (such as 
  Move Silently), nor can she cast spells, drink potions, 
  activate magic items, or read scrolls.  She can use any 
  feat she has except Expertise, item creation feats, 
  metamagic feats, and Skill Focus in a skill that requires 
  patience or concentration.  She can, however, use her 
  special ability to inspire frenzy (see below) normally. 
   
  During a frenzy, the frenzied berserker must 
  attack those she perceives as foes to the best of her 
  ability.  Should she run out of enemies before her 
  frenzy expires, her rampage continues.  She must then 
  attack the nearest creature (determine randomly if 
  several potential foes are equidistant) and fight that 
  opponent without regard to friendship, innocence, or 
  health (the target’s or her own). 
   
  When a frenzy ends, the frenzied berserker is 
  fatigued (-2 penalty to Strength and Dexterity, unable 
  to charge or run) for the duration of the encounter, or 
  until she enters another frenzy, whichever comes first.  
  At 10
  th level, she is no longer fatigued after a frenzy, 
  though she still suffers the subdual damage for each 
  round it lasts. 
   
  Starting at 8
  th level, the character’s frenzy bonus to 
  Strength becomes +10 instead of +6. 
   
  Remain Conscious:  The frenzied berserker gains 
  Remain Conscious as a bonus feat. 
   
  Supreme Cleave: At 2
  nd level, the frenzied berserker 
  can take a 5-foot step between attacks when using the 
  Cleave or Great Cleave feat.  She is still limited to one  
  such adjustment per round, so she cannot use this 
  ability during a round in which she has already taken a 
  5-foot step. 
  Deathless Frenzy (Ex):  At 4
  th level, the frenzied 
  berserker can scorn death and unconsciousness while  
  in a frenzy.  Should her hit points fall to 0 or below 
  because of hit point loss, she continues to fight 
  normally until her frenzy ends.  At that point, the 
  effects of her wounds apply normally.  This ability does 
  not prevent death from spell effects such as slay living 
  or disintegrate. 
   
  Improved Power Attack:  Beginning at 5
  th level, the 
  frenzied berserker gains a +3 bonus on her melee 
  damage rolls for every –2 penalty she takes on her 
  melee attack rolls when using the Power Attack Feat. 
   
  Inspire Frenzy (Su):  Beginning at 6
  th level, the 
  frenzied berserker can inspire frenzy in her allies while 
  she herself is frenzied.  When she uses this ability, all 
  allies within 10 feet of her gain the benefits and the 
  disadvantages of frenzy as if they had that ability 
  themselves.   
   
  Those who do not wish to be affected can make a 
  Will save (DC 10 + frenzied berserker level + frenzied 
  berserker’s Charisma modifier) to resist the effect.  The 
  frenzy of affected allies lasts for a number of rounds 
  equal to 3 + the frenzied berserker’s Constitution 
  modifier, regardless of whether they remain within 10 
  feet of her. 
   
  The frenzied berserker gains one additional use of 
  the ability per day for every two additional frenzied 
  berserker levels she acquires, though the ability is still 
  usable only once per encounter. 
   
  Supreme Power Attack:  At 10
  th level, the frenzied 
  berserker gains +2 bonus on her melee damage rolls for 
  every –1 penalty she takes on her melee attack rolls 
  when using the Power Attack feat.  This effect does not 
  stack with that of Improved Power Attack. 
  Frenzied Berserker 
  Class Level 
  Base Attack 
  Bonus 
  Fort Save 
  Ref Save 
  Will Save Special 
  1
  st 
  +1 
  +2 
  +0 
  +0 
  Frenzy 1/day, Remain Conscious 
  2
  nd 
  +2 
  +3 
  +0 
  +0 
  Supreme Cleave 
  3
  rd 
  +3 
  +3 
  +1 
  +1 
  Frenzy 2/day 
  4
  th 
  +4 
  +4 
  +1 
  +1 
  Deathless frenzy 
  5
  th 
  +5 
  +4 
  +1 
  +1 
  Frenzy 3/day, improved power attack 
  6
  th 
  +6 
  +5 
  +2 
  +2 
  Inspire frenzy 1/day 
  7
  th 
  +7 
  +5 
  +2 
  +2 
  Frenzy 4/day 
  8
  th 
  +8 
  +6 
  +2 
  +2 
  Greater frenzy, inspire frenzy 2/day 
  9
  th 
  +9 
  +6 
  +3 
  +3 
  Frenzy 5/day 
  10
  th 
  +10 
  +7 
  +3 
  +3 
  Inspire frenzy 3/day, no longer winded after frenzy, 
  supreme power attack 
  
  Shrouded in Mist 
  Round 1 
  Page 39 
  Player Handout #1 (map) 
  
  Shrouded in Mist 
  Round 1 
  Page 40 
  Player Handout #2 (map) 
  
  Shrouded in Mist 
  Round 1 
  Page 41 
  Player Handout #3 
   
  (Some of this note is ripped) 
  We come to destroy what once is so peaceful and prosperous.  We come for vengeance 
  of all our brethren who were slain by those righteous bastards that worship our most 
  hated brother.  We come to take back the Vale and institute our reign of terror.  But 
  most of all we come to take…(ripped) 
   
   
   
   
   
  Player Handout #4 
   
  -ington has been such a nice out of the way city for us and the fools don’t even know 
  it.  We’ve been able to gather supplies and reinforce our forces there under the guise 
  of worshippers of the Cudgel.   Such is the easy going life in Veluna, they would never 
  think something is right under their noses until it crawled up their sleeves and 
  weaved in and out of their skin and bit them on it! 
   
   
   
   
   
   
   
   
   
   
  Toril   
   
   
   
  Player Handout #5 
  Colmes,  
   
  You can hold your congratulations for me later but I write this to inform 
  you that I have conspired to bring at least five scores of more troops from 
  the south.  They come out of the mountains themselves when you dangle 
  coins in front of them!  Ahh to be there when the Veluna Knights see that 
  army pour over the river and into their precious lands and crush the pitiful 
  diocese!!  The blood is about to be spilled! 
   
   
   
   
   
   
   
   
   
   
  Toril 
  
  Shrouded in Mist 
  Round 1 
  Page 42 
  Player Handout #6 
   
  As soon as you have dispatched those traitors meet me at the ambush site northeast of 
  the camp.  We are to take out that Knight regiment that has been getting closer to us 
  by the day.  We mustn’t let them get to close before we complete our true mission. 
   
   
   
   
   
   
   
   
   
   
  Trivel 
   
   
   
   
  Player Handout #7 
  (This note seems to be a payment ledger) 
   
  Oxrench = 250 Crooks, 14 Staffs, 100 Hands 
  Orcs = 278 Crooks, 587 Staffs, 543 Hands  
  Mercenaries = 300 Crooks, 333 Staffs, 489 Hands  
  M.G. = 1,000 Crooks  
  Toril = 234 Crooks, 763 Staffs (Deceased/payment withdrawn) 
   
   
   
   
  Player Handout #8 
   
  It is good to know that coin can still buy even the most spiritual men.  The informants 
  that I spoke to you earlier by incantation are now with us.  They were not as hard to 
  get on our side with all the uproar caused by our Master and our glorious temple 
  found in the Lortmils.  It is good to know that the Clerics of the Reasoned still have 
  sense when they see the end is near.  I believe we are very close to getting the 
  information we need to secure what was rightfully ours in the first place.  Another 
  powerful ally comes to us from Verbobonc and he will soon join us in reshaping the 
  Vale.  The One’s reign is near and we shall not fail! 
   
   
   
   
   
   
   
   
   
   
  Colmes 
  
  Shrouded in Mist 
  Round 1 
  Page 43 
  DM Map #1 (map of barracks) 
  
  Shrouded in Mist 
  Round 1 
  Page 44 
  CRITICAL EVENT SUMMARY 
   
  Please complete the following Critical event summary.  This is very important for the future of 
  Veluna regional (and Meta-Regional) modules.  If you are judging this at MVC May 25 please turn 
  this into any of the Triad that is there.  If you are judging this at home please email the Veluna Triad 
  (Timsech@hotmail.com) and let us know what happened.  (Please email before August 1, 2003) 
   
  Did the PCs help Rabash or the Fleeing cleric?  
  _________________________________________________________________________________________________________________________________________
  ______________________________________________________________________ 
   
  Did the PCs accept to be turned into orcs?  Y N 
   
  Did the PCs kill Mucready or did they subdual him?  Y    N 
   
   
   
  Did they let him go if they didn’t kill him?  Y    N 
   
  Did the PCs find the 3 hidden documents in the orc encampment?  Y N 
   
  Did the PCs kill Blige?  
   
  Y 
  N 
  Did the PCs kill Quellic? 
   
   
  Y 
  N 
  Did the PCs kill Trivel? 
   
   
  Y 
  N 
  Did the PCs kill Gronch the Destroyer? 
  Y 
  N 
  Did the PCs kill Loren Fletch?  
  Y 
  N 
  Did the PCs kill Nergif? 
   
   
  Y 
  N 
   
  Did the PCs sneak into Whitehale or did they go through the front gate? 
  _________________________________________________________________________________________________________________________________________
  _ 
   
  Did the PCs realize the 3 documents were fake?  If no which ones did they give the clergy?  Player 
  Handout #3,  #4,  
  #5 
   
  Did they pledge their name to help Bishop Rinken? Y 
  N 
  If yes please write down character names and region they are from: 
  _________________________________ 
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  Thank you for taking the time to fill out this sheet.  It will greatly help us further the Veluna 
  Regional Campaign! 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Veluna/593/Normal Scenarios/VEL3-04 - Shrouded in Mist (APL 4-12)/VEL3-04 - Shrouded in Mist.pdf