TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
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  visit www.wizards.com/d20 
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  and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon 
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  material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use 
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  Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  DUL7-02/SND7-04 
   
   
   
   
   
  A New Threat 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Sunndi/Dullstrand Cross-Regional Adventure  
  Version 1.0 
   
   
  by Dan Hass 
   
  Circle Editor: Pieter Sleijpen  
  Reviewers: Pierre van Rooden 
  Playtesters: Paul Alexander, Konrad Brandemuhl, Shane Crockett, Jennifer Crow, Sheila Crow, Zach Crow, Arne 
  Francis, Courtney Curry, Curtis Hamilton, Sean Herring, Kelan Henderson, Lindsey Sloan, Keith Symcox, Kevin 
  Symcox, John Wood 
   
   
  With all Sunndi’s attention focused on the Wastrian war in the south, invaders from the north have exploited an 
  opportunity. A one-round Sunndi region adventure set in County of Ralsond and Hestmark Highlands for characters 
  level 1-15 (APLs 2-12). Tied together with DUL7-01/SND7-03 Sea Devils. 
  Note: The Dullstrand and Sunndi version are exactly the same. Only one can be played per player.  
   
  Book of Vile Darkness [Monte Cook], Complete Arcane [Richard Baker], Heroes of Battle [David Noonan, Will McDermott, 
  Stephen Schubert], Libris Mortis [Andy Collins and Bruce R. Cordell], Monster Manual IV, Races of Destiny [David Noonan, 
  Eric Cagle, Aaron Rosenberg], Races of the Wild [Skip Williams], DUL7-01/SND7-03 The Sea Devils [Pierre van Rooden] 
  and Spell Compendium.
  
  DUL7-02/SND7-04 A New Threat 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL GM to run this adventure. 
  By 
  sanctioning 
  and 
  reporting 
  this 
  adventure, 
  you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK adventure record (AR). You 
  need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To calculate the 
  Average Party Level (APL), follow the process below:  
  1. Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it 
  is accompanying for calculating APL. (Animals 
  gained from class abilities and one standard horse, 
  warhorse, or riding dog for a PC with Mounted 
  Combat do not affect APL). 
  2. Sum the results of step 1 and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  3. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the PC was 
  not challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are playing 
  
  this adventure in 2008, check the current version of the 
  LGCS and follow any updated rules presented within.  
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Sunndi/Dullstrand 
  crossover regional adventure set in County of Ralsond of 
  Sunndi and the Hestmark Highlands. Characters native 
  to the Sunndi and the Dullstrand region pay 1 Time 
  Units per round. All other characters pay 2 Time Units 
  per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  Sunndi’s war with the Wastrians from the Vast Swamp 
  has demanded full attention for a couple of years now. 
  The war effort is not going very well, and it has heavily 
  drained the nation’s resources.  
  Recently a group of Perrenlander mercenaries, the 
  famous Pax Mercuri (see Appendix 3) have been 
  contacted to join the cause. The financers of these 
  mercenaries are the Masters of Dullstrand who have seen 
  an opportunity to place the Sunndians in their debt while 
  also preventing the country to fall under the sway of true 
  enemies (either Ahlissa or the Wastrians). The 
  Perrenlanders are bivouacked at Dullstrand while their 
  commanders finalize the negotiations and strategies and 
  they recover from the harried sea trip (see DUL7-
  01/SND7-03 The Sea Devils). In preparation, the 
  mercenaries have sent scouts throughout the area to get 
  the lay of the land. To avoid misunderstandings local 
  escorts accompany the scouts.  
   
  Meanwhile, a tribe of combined giants and orcs, the 
  Hammerfists, are on the move. The Hammerfists are 
  actually a union of the Blackhammer giant clan, and the 
  Ironfist orc tribe. Rumors circulated among them that 
  the Sunndians have relocated their most valuable 
  treasures to areas away from the main war front, and that 
  the demands of the war forced the Sunndians to leave 
  these treasure troves virtually unguarded. These rumors 
  coupled with the stiff combats they’ve faced in the 
  Wyventor area have convinced the two groups to explore 
  opportunities in Sunndi. They combined forces recently 
  to invade Sunndi through the Hestmark Highlands. 
  Coming dangerously close to region of Dullstrand in the 
  process. 
   
  ADVENTURE SUMMARY 
  DUL7-02/SND7-04 A New Threat is a hybrid scenario. 
  Some parts have specific events happening at specific 
  time, but the PC actions can heavily impact these events 
  making much more of a web-type scenario. 
   
  Introduction: The PCs are escorting a scout for the 
  Perrenlanders as he reconnoiters the area near Hobrand 
  Castle. They have spent the previous night at the castle 
  before moving north. The PCs have the opportunity to 
  introduce themselves if they are not familiar with each 
  other. 
   
  Encounter 1 [The Survivor]: At mid-afternoon, a 
  battered survivor of a Hobrand Castle patrol sees the PCs 
  and rushes to them. He informs the PCs that his patrol 
  encountered a large force of orcs and giants. They 
  attempted to evade the horde and get word back to 
  Hobrand Castle, but were ambushed by one of the 
  horde’s skirmish parties who are only seconds behind the 
  exhausted survivor. The PCs must deal with the pursuers 
  before continuing with the adventure. 
   
  Encounter 2 [The Next Step]: The horde, being 
  nocturnal by nature, camps during the day. Their location 
  will likely bring them to Hobrand Castle before aid from 
  Dullstrand can arrive.  
  The Perrenlander scouts insist on returning to 
  Dullstrand to inform their superiors of the new 
  development. The Hobrand Castle patrol survivor urges 
  the PCs to help him get the news to Hobrand Castle. (He 
  is too beat up and exhausted to make it alone.) The PCs 
  may want to confront the horde personally. 
   
  Encounter 3 [Parlay]: A group of questionable persons 
  who have been caught up in the wake of the horde’s raid 
  approach the PCs. They have the means to teleport 
  themselves and two other people to Dullstrand in 
  exchange for a favor from the PCs. 
   
  Encounter 4 [Hobrand Castle]: Once word arrives to 
  the Count of Ralsond, he becomes quite desperate. He 
  has only a token patrol force left, having contributed the 
  majority of his men-at-arms toward the war effort. The 
  oncoming horde will completely overwhelm the castle. 
   
  If the castle falls, it will be a major military effort to 
  reclaim it from the horde, and could have a dramatic 
  impact on the overall war effort. 
  DUL7-02/SND7-04 A New Threat 
   
  Page 2 
  
   
  The obvious areas where he PCs could help the 
  castle are 1) organize the sparse local inhabitants to resist 
  the oncoming horde, and thus slow them down; 2) 
  infiltrate the horde and use social engineering to distract 
  the 
  horde 
  from 
  the 
  castle 
  long 
  enough 
  for 
  reinforcements to arrive; 3) engage the horde in 
  skirmishes designed to draw their attention away from 
  the castle. 
   
  Encounter 5 [News to Dullstrand]: Likely methods the 
  PCs might use to get word quickly to Dullstrand are dealt 
  with here. Note that even if the PCs get the survivor to 
  the castle immediately, and also immediately get a plea 
  for aid to Dullstrand, the soonest aid would arrive would 
  be several hours after the horde have overrun the castle. 
   
  Encounter 6 [Organize Resistance]: There are a 
  handful of residents in the area – miners, timber crews, 
  nomadic herdsmen – but locating sufficient numbers and 
  organizing them into a resistance sufficient to delay the 
  horde will be time consuming. Guidelines for this 
  approach are laid out here. 
   
  Encounter 7 [Infiltration]: Resourceful PCs may have 
  the means to infiltrate the horde’s camps and sew 
  distractions. While the orcs and giants are allies, their 
  alliance is one of convenience and there are natural rifts 
  between the races. These may be exploited to cause 
  infighting. Also, the horde is on a treasure quest, and if 
  the PCs have the social abilities to convince sufficient 
  numbers of the horde that alternate loot is to be had in a 
  direction away from the castle, it could delay the horde. 
  Regardless of the actual strategy, the PCs have to 
  infiltrate several camps to sway enough of the horde to 
  have a measurable impact. 
   
  Encounter 8 [Distraction]: Once dusk arrives, even if 
  PCs’ tactics distracts significant portions of the horde, the 
  majority begins their march towards Hobrand Castle. 
  The PCs need to engage in skirmishes at the fringes of 
  the horde to delay and distract their advance. The PCs are 
  encouraged to engage in as many skirmishes as time and 
  their resources allow. 
   
  Encounter 
  9 
  [Open-ended]: 
  Information 
  and 
  guidelines for handling something really unexpected – 
  like using access to miracle (available in a Y6 Core 
  module) to do something completely unexpected. 
   
  Conclusion: The adventure ends when either the horde 
  overruns Hobrand Castle, or reinforcements arrive from 
  Dullstrand City. 
   
  PREPARATION FOR PLAY 
  The combats in this encounter take place in outdoor 
  environments in light forested, rough low hills. The DM 
  should review the effects of such terrain on combat 
  located in the Dungeon Master’s Guide 87-89. 
   
  There is also ample opportunity for PCs to use skills 
  to further their cause. If the opportunity is available, it 
  would probably be helpful to determine any exceptional 
  skills PCs may have in “spycraft” areas such as Bluff, 
  Diplomacy, Disguise, Forgery, Intimidate, and take a few 
  minutes to consider probable DCs should the PCs use 
  them with the Hammerfists. 
   
  NEW RULE ITEMS 
  Regional adventures often utilize new rules items –
  including new classes, prestige classes, races, feats, spells, 
  and equipment (including magic items) – that do not 
  appear in any of the three core D&D books (Player’s 
  Handbook, Dungeon Master’s Guide, or Monster Manual). The 
  full write-up of any featured feats, spells, or equipment 
  appears in Appendix 2. Information on featured classes, 
  prestige classes, and races appears in the relevant 
  creature’s stat block. This adventure includes all the 
  information required to run these characters. The DM 
  should double-check that he fully understands any new 
  rule items presented in this adventure before play begins. 
   
  INTRODUCTION 
  If you are running the adventure in a time sensitive 
  environment you should run the short introduction if 
  necessary modified with information provided in the 
  extended introduction. If there is time enough it is best 
  to stick to the extended introduction. 
   
  SHORT INTRODUCTION 
  The PCs are providing escort duty for two Perrenlander 
  mercenary scouts. 
   
  Read or paraphrase the following: 
  The Pax Mercuri, a Perrenlander mercenary force, is 
  currently bivouacked in and around the City of 
  Dullstrand. While the commanders of the force are 
  finalizing financial agreements and discussing 
  deployment strategies in Pitchfield, the main body 
  of the mercenaries engage in various marshal drills 
  to maintain readiness and discipline. 
   
  However, several teams of scouts have been 
  dispatched from the main force to engage in 
  preliminary reconnaissance. As these are strangers 
  to Sunndi and the possibility for mistaken 
  identities in a war zone are high, each scout party 
  has been assigned a contingent of adventurers 
  familiar with Sunndi’s culture and traditions to 
  smooth over any social problems that may be 
  encountered by the outsiders. 
   
  Thus you find yourself as a member of a party of 
  adventurers expected to escort two Perrenlander 
  scouts, Algin and Mankle. The rest of your party 
  seems capable enough, and by the end of the first 
  day’s travel out of Dullstrand acquainted yourself 
  with the rest of the party. 
   
  DUL7-02/SND7-04 A New Threat 
   
  Page 3 
  
  � Algin: NG human (Flan) expert 2; hp 11; friendly 
  and jovial. 
  � Mankle: LG human (Flan) warrior 2; hp 13; serious 
  and withdrawn. 
   
  Allow 
  the 
  PCs 
  to 
  introduce 
  themselves. 
  The 
  Perrenlanders scouts are capable and professional, but as 
  the details of their contracts are still unsettled, they do 
  not engage in combat. If combat ensues, they expect the 
  PCs to provide adequate protection; Algin and Mankle 
  withdraw to a safe distance, and act only to defend 
  themselves if the PCs prove incapable of dealing with any 
  threat. 
   
  If the PCs do not have mounts, they have been 
  loaned appropriate ponies or riding horses, which must 
  be returned safely at the end of the adventure, or 
  otherwise bought. It is also the time to determine typical 
  marching order, guard duty during the night and 
  whether or not there are any spells running. 
   
  When the PCs have a comfortable understanding of 
  the situation and have completed their introductions 
  move on to Encounter 1. 
   
  EXTENDED INTRODUCTION 
  The adventure starts in an area near the city gates of 
  Dullstrand City in the camp of the Pax Mercuri. The 
  reason for the PCs being here is up to the individual 
  players, but members of the Sunndian military 
  (including the Knights of the Realm and Bren’s Men) or 
  the Jade Mask have been ordered to travel to the camp to 
  aid the Pax Mercuri on their trip from Dullstrand City to 
  Sunndi. Others likely reacted to mercenaries of the Pax 
  Mercuri who were recruiting locals as scouts and liaisons 
  during the journey from Dullstrand City to Sunndi. 
   
  Read aloud or paraphrase the following: 
   
  You are standing or sitting in a large open tent made 
  out of white cloth. There are several benches along 
  the sides and a big sturdy wooden table in the 
  middle. With you are several other adventuring 
  looking types waiting for your potential employers 
  to arrive. From outside the tent you hear the shouts 
  of drilling sergeants, the sound of marching 
  soldiers, the hinny of horses and the occasional 
  shout of anger and burst of laughter of men 
  enjoying some well earned rest – in short the sounds 
  typical of an army camp. The four Flan soldiers in 
  the black-and-tan uniforms of the Pax Mercuri and 
  armed with halberds and longswords standing 
  guard outside the tent show little emotion, although 
  they are clearly sweating under Pelor’s stern gaze. At 
  least the sea breeze brings some relief of the ever-
  present heat of early summer. 
    
  Allow the PCs to introduce themselves and to role-play a 
  bit. The soldiers outside do not answer any enquiries 
  except that captain Engil should arrive shortly to explain 
  matters. The soldiers are disciplined and well-trained, and 
  they do not let themselves be drawn into a conversation. 
   
  Read aloud or paraphrase once the PCs are ready (or 
  after a couple of minutes): 
   
  You have been waiting a couple of minutes, when 
  you hear the steps of soldiers approaching. Looking 
  in that direction you see two soldiers in breastplates 
  and armed with tower shields and longswords 
  flanking a tall thin Flan in expensive but practical 
  looking clothes armed with a jeweled dagger and 
  longsword. The thin man has something of a tiger, 
  his eyes missing little and his stance tense as if 
  ready to jump any moment. The guards at the tent 
  seem to be standing a little bit straighter, if that is 
  even possible, and salute the men. The bodyguards 
  position themselves around the tent, while the 
  officer walks inside offering his hand to each of you 
  in greeting. 
   
  The thin Flan man is captain Engil, a smooth talker and 
  veteran of many a battle. He is an intelligence officer and 
  his men both fear and respect him. 
   
  � Engil: Male Flan rogue 4/ranger 2 (AL LN). 
   
  After the PCs introduced themselves to Engil, he 
  immediately comes to business. He briefs the PCs in a 
  military style, telling them the following: 
  • 
  The Pax Mercuri has been hired to help Sunndi in its 
  war against the bullywugs and Wastrians. 
  • 
  Right now the Masters of Dullstrand and the 
  commanders are finalizing the details of the contract 
  and there are no blocking issues. 
  • 
  Scouts are required for the last leg of the journey 
  from Dullstrand City to Hobrand Castle in Sunndi 
  and Pitchfield beyond where the first major battle is 
  expected to commence. 
  • 
  The Hestmark Highlands have a bad reputation and 
  according to local stories and rumors is crawling 
  with bandits, undead, orcs and giants. To guard the 
  flanks the scouts are going to explore the Highlands 
  both to the north and south of the road. 
  • 
  The scouts do not know the local customs very well 
  and there is always the chance that the border guards 
  or locals think the scouts are enemies of Sunndi. So 
  they require a small group of locals to act as liaisons, 
  advisors and if necessary as bodyguards. This is 
  where the PCs come in. 
  • 
  He doesn’t expect much trouble. Most outlaws and 
  orcs are cowards at heart who do not attack well-
  armed dangerous looking men. Still, better safe than 
  sorry, and undead are certainly less inhibited to 
  attack the living. Assuming of course the undead 
  even exist since all he heard were some stories about 
  ancient burial mounds and Flan warriors that repeat 
  ancient battles each night. 
  • 
  The task should take up about 1 to 2 weeks and they 
  will be paid with [25 x APL] gp. Half now to pay for 
  any expenses and half once the task is finished. Of 
  DUL7-02/SND7-04 A New Threat 
   
  Page 4 
  
  course, if they ran across bandits they can keep any 
  rewards for capturing them as well as keep what ever 
  they loot from them. The Pax Mercuri are soldiers 
  though, and if he hears the PCs have been attacking 
  civilians they will be properly punished according to 
  the local laws. 
  • 
  They are to leave early the next morning, giving 
  them the opportunity to make preparations and buy 
  supplies in Dullstrand City.  
  • 
  The PCs are provided with food, water, and they can 
  borrow riding horses. 
  • 
  The Hestmark Highlands are lightly forested low 
  hills and at places the terrain can be rough due to a 
  mix of bushes, rocks and canyons. There are a couple 
  of streams, although in this season they are unlikely 
  to be difficult to cross. The druids predict that the 
  weather is going to remain hot and dry. 
   
  Treasure: 
  Reward for accepting the mission: 
   
  APL 2: Coin 25 gp. 
   
  APL 4: Coin 50 gp. 
   
  APL 6: Coin 75 gp. 
   
  APL 8: Coin 100 gp. 
   
  APL 10: Coin 125 gp. 
   
  APL 12: Coin 150 gp. 
   
  Development: If the PCs refuse the mission the 
  adventure is over. Members of the Sunndi military and 
  the Jade Mask who refuse are kicked out of the 
  organization for disobeying direct orders. Others suffer 
  no negative consequences. 
   
  If the PCs accept the mission they have the 
  afternoon 
  and 
  evening 
  to 
  make 
  the 
  necessary 
  preparations. Dullstrand City has a gold piece limit of 
  15,000 gp although the PCs still need access to the 
  specific items as per the standard rules. Note that animal 
  companions and heavy armor are not allowed inside the 
  city. Nothing special happens, and proceed to Encounter 
  1 once the PCs leave the City early the next morning. 
   
  1: THE SURVIVOR 
  Read or paraphrase the following: 
  The scouts are making a thorough inspection of the 
  area, so travel is not brisk. They noted that Castle 
  Hobrand holds a key position at the main cargo 
  entry point into Sunndi, and it would be a 
  formidable military position if properly manned, 
  but with nearly all of its garrison reassigned to the 
  main 
  warfront, 
  so 
  it 
  operates 
  only 
  as 
  an 
  intimidating bluff at the moment. By the afternoon 
  of the fourth day of your party explores the lightly 
  forested, rocky terrain of the County of Ralsond 
  about forty-five miles to Dullstrand as the crow flies. 
  As you make your way north in the fringes of the 
  Hestmark Highlands, suddenly a lone human figure 
  stumbles over the crest of a hill two hundred feet 
  ahead of you. His livery is torn and bloodied, and he 
  is obviously struggling to even remain on his feet. 
  He spies your party and begins a desperate rush 
  towards you, obviously mustering all his remaining 
  strength to do so. 
   
  DM Map 1 shows the location within the Sunndi Region 
  where the adventure starts as well as the Hammerfists 
  starting location. The approaching soldier is Elmis, a 
  man-at-arms from Castle Hobrand. He rushes to the PCs, 
  and in a desperate manner explains that he is only 
  surviving member of a patrol from Castle Hobrand that 
  was ambushed by a force of orcs and giants earlier in the 
  day. Elements of the force are on his heels. As soon as he 
  makes his declaration, Elmis and the Perrenlander scouts 
  withdraw to a safe distance as the invaders begin their 
  assault. This gives the PCs roughly 2 rounds to prepare. 
  Refer to DM Map 2 for a tactical map of the area. 
   
  Terrain: Dungeon Masters Guide 87-89 has full details on 
  the effects of terrain on combat. To summarize, the 
  gradual slope in the direction Elmis is approaching from 
  grants a +1 bonus to melee attacks against foes who are 
  down hill. Light under growth costs two squares of 
  movement to enter, provides concealment (20% miss 
  chance), and +2 DC to Tumble and Move Silently checks. 
  Tree squares give a +2 bonus to AC and +1 on Reflex 
  saves. 
   
  Creatures: The Hammerfist pursuers pause at the crest 
  of the hill (at which point parties go into initiative). And 
  then attack.  
   
  They are typical members of their races, violent, 
  greedy, filled with bloodlust and looking for glory in 
  battle. Their clothing and equipment seems to be 
  mismatched set looted together from humans and many 
  wear parts of the Ahlissan uniforms. A DC 15 Knowledge 
  (local – the Splintered Suns) check makes the characters 
  realize these are likely looted from soldiers near 
  Wyverntor where the Ahlissan army is involved in a war 
  with the orcs and giants in that region. Characters from 
  Sunndi and Dullstrand City gain a +5 circumstance 
  bonus on this check and they can make it untrained. The 
  common warriors only speak Orcish and/or Giant. 
   
  APL2 (EL4) 
  � Skirmish trooper (4): Male orc warrior 1; hp 5 
  each; see Monster Manual 203. 
  � Skirmish Leader: Male orc warrior 3; hp 20; see 
  Appendix 1. 
   
  APL4 (EL6) 
  � Skirmish trooper (3): Male orc warrior 2; hp 11 
  each; see Appendix 1. 
  � Skirmish Leader: Male orc fighter 4/warrior 2; hp 
  39; see Appendix 1. 
   
  APL6 (EL8) 
  � Skirmish trooper (3): Male orc barbarian 1/fighter 
  1/warrior 2; hp 27 each; see Appendix 1. 
  DUL7-02/SND7-04 A New Threat 
   
  Page 5 
  
  � Skirmish Leader: Male orc fighter 6/warrior 2; hp 
  52; see Appendix 1. 
   
  APL8 (EL10) 
  � Hill Giant (3): hp 102 each; see Monster Manual 123. 
   
  Note: one of the giants is wearing the boots of the 
  mountain king, bracers of quick strike (117 gp) and ring of 
  protection +1 (167 gp). 
   
  APL10 (EL12) 
  � Hill Giant (3): hp 102 each; see Monster Manual 123. 
  � Hill Giant Rager: Male hill giant barbarian 
  1/warrior 4; hp 209; see Appendix 1 
   
  APL12 (EL14) 
  � Hill Giant (4): hp 102 each; see Monster Manual 123. 
  � Hill Giant Rager: Male hill giant barbarian 
  4/warrior 4; hp 238; see Appendix 1. 
   
  Tactics: As soon as the pursuers see the PCs, they attack. 
  They are looking for loot and glory and battle, and not for 
  slaves. They do not go out of their way to kill opponents, 
  especially not if it means risking their own skin. They are 
  a chaotic bunch, and they do not work together very well, 
  each picking what they think is the most dangerous 
  opponent. They know spellcasters pose a serious threat, 
  and especially at higher APLs one or more of the 
  common soldiers are likely to ready actions to disrupt 
  spellcasting. 
   
  Cowards at heart, if the situation looks hopeless, 
  surviving pursuers attempt to escape back to the safety of 
  the horde or even surrender if they think it is going to 
  safe their lives. 
    
  Treasure:  
  Looting the raiders: 
   
  APL 2: Loot: 78 gp; Magic 150 gp; boots of the 
  mountain king (125 gp), potion of cure moderate wounds (25 
  gp). 
   
  APL 4: Loot: 169 gp; Magic 546 gp; boots of the 
  mountain king (125 gp), gloves of Dexterity +2 (333 gp), 3 
  potions of bull’s strength (25 gp each), 3 potion of cure light 
  wounds (4 gp each). 
   
  APL 6: Loot: 169 gp; Magic 1,742 gp; 7 amulet of 
  natural armor +1 (83 gp each), boots of the mountain king 
  (125 gp), bracers of quick strike (117 gp), gloves of Dexterity +4 
  (1,333 gp), 3 potions of bull’s strength (25 gp each), 3 potion of 
  cure light wounds (4 gp each), potion of cure moderate wounds 
  (25 gp), ring of protection +1 (167 gp). 
   
  APL 8: Loot: 10 gp; Magic 409 gp; boots of the 
  mountain king (125 gp), bracers of quick strike (117 gp), ring 
  of protection +1 (167 gp). 
   
  APL 10: Loot: 13 gp; Magic 11,064 gp; +5 falchion 
  (4,198 gp), amulet of health +6 (3,000 gp), belt of giant 
  strength +6 (3,000 gp), boots of the mountain king (125 gp), 
  bracers of quick strike (117 gp), gloves of Dexterity +2 (333 gp), 
  2x potion of fly (63 gp each), potion of remove blindness (63 
  gp), scout’s headband (292 gp).  
   
  APL 12: Loot: 37 gp; Magic 18,155 gp; +5 chain shirt 
  (2,083 gp), +5 falchion (4,198 gp), amulet of health +6 (3,000 
  gp), belt of giant strength +6 (3,000 gp), boots of the mountain 
  king (125 gp), bracers of quick strike (117 gp), cape of the 
  mountebank (840 gp), gloves of Dexterity +2 (333 gp), 2x 
  potion of fly (63 gp each), potion of remove blindness (63 gp), 
  ring of protection +5 (4,167 gp), scout’s headband (292 gp). 
   
  Detect magic results: +5 chain shirt (Faint 
  Abjuration), +5 falchion (Faint Evocation), +1 composite 
  longbow (Faint Evocation), amulet of health (Moderate 
  Transmutation), 
  belt 
  of 
  giant 
  strength 
  (Moderate 
  Transmutation), boots of the mountain king (Moderate 
  Abjuration), bracers of quick strike (Faint Transmutation), 
  cape of the mountebank (Moderate Conjuration), gloves of 
  Dexterity (Moderate Transmutation), potions of bull’s 
  strength (Faint Transmutation), potion of cure light wounds 
  (Faint Conjuration), potion of cure moderate wounds (Faint 
  Conjuration), potion of fly (Faint Transmutation), potion of 
  remove blindness (Faint Conjuration), ring of protection 
  (Faint 
  Abjuration), 
  scout’s 
  headband 
  (Moderate 
  Divination). 
   
  Development: If the Hammerfist pursuers kill the PCs, 
  move to Conclusion A. 
   
  If the PCs capture one or more of the Hammerfists 
  and are able to communicate with them, they find them 
  to be defiant and confident. They believe they are about 
  to make the score of their lives, and even though they are 
  captured, they are sure the horde will overrun the 
  current position and liberate them. If time constraints 
  prevent fully role-playing the interrogation, Player’s 
  Handout 1 summarizes information that can be gleaned 
  by PCs who successfully extract information (presumably 
  via Intimidate, but resourceful parties may have other 
  means as well). Note that various divination spells reveal 
  the same information. The goal of the Horde is Hobrand 
  Castle, their motivation is greed (gold to be specific), they 
  have no specific leader and no specific person send them. 
  Although with the right questions the PCs might learn 
  that a mix of rumors, and being hard pressed by Ahlissan 
  soldiers pushed them out of the northern Hestmark 
  Highlands towards the south – apparently the natural 
  results of a war over resources. 
   
  Otherwise, the PCs now face an important situation. 
  Move to Encounter 2. 
   
  2: THE NEXT STEP 
  The PCs must decide their next course of action. Read or 
  paraphrase the following. 
   
  Elmis, the Hobrand Castle man-at-arms, relates the 
  experience of his doomed patrol and explains the 
  current situation in grim tones. 
   
  His patrol was a long-range patrol charged with 
  checking in on the remote mining camps and light 
  timber operations active in County Ralsond. They 
  were on their third day out when they came across a 
  horde of orcs and giants as it left the wildlands of 
  DUL7-02/SND7-04 A New Threat 
   
  Page 6 
  
  the Hestmark Highlands and moved into the 
  county. They attempted to disengage and get word to 
  Hobrand Castle, but the horde’s skirmishers 
  overcame the patrol. Elmis is the only survivor. 
   
  The horde camps during the day, and moves at 
  night. It is currently approximately thirty miles 
  from Hobrand Castle.  
   
  Losing Hobrand Castle will sever Dullstrand 
  and all its various support from Sunndi. Such a loss 
  could be a disaster. 
   
  Upon hearing this prediction, the Perrenlanders 
  voice their intentions to immediately make for 
  Dullstrand to inform their comrades. 
   
   
  � Elmis: LG Human ranger 1; hp 6; currently fatigued. 
   
  Elmis is adamant that he must proceed immediately to 
  Hobrand castle to warn it of the approaching horde. His 
  dedication to duty and the safety of Hobrand Castle is 
  rigid and single-minded. He cannot be dissuaded from 
  this task short of magical compulsion. If the PCs point 
  out that they have magical ways to warn the defenders of 
  Hobrand Castle, he asks how much detail can be send 
  through such magical messages. Only if the PCs manage 
  to convince him all the necessary details can be 
  communicated 
  and 
  he 
  actually 
  witnesses 
  the 
  conversation does he stay behind to help the PCs. Since 
  most spells only allow very limited communication (a 
  spell such as sending only allows messages of 25 words 
  which is not enough for a proper report) it is unlikely he 
  remains behind. 
   
  If Algin and Mankle are consulted, they speculate 
  that an army unburdened by heavy baggage trains would 
  typically cover the distance to Hobrand Castle in a day 
  and a half march. 
   
  Development: The PCs have several options depending 
  upon their resources. Refer to DM’s map 1 for a lay out of 
  the current situation. 
   
  The PCs probably want additional information 
  before deciding their course of action. 
   
  It is very important that the PCs get word to 
  Dullstrand immediately. If the PCs don’t have the 
  resources in their party to get word immediately, use 
  Encounter 3 to aid them in doing so. Without getting 
  immediate word to Dullstrand, it is virtually impossible 
  to delay the horde long enough to save Castle Hobrand. 
   
  Assuming the PCs get word to Dullstrand 
  immediately, reinforcements are organized and start 
  marching towards Castle Hobrand. Unfortunately, even 
  with the urgency of the situation, the reinforcements will 
  arrive eight hours too late. So the burden falls on the PCs 
  delay the horde’s advance for at least eight hours. 
   
  Elmis’s information on the horde: 
  The horde is composed of dozens, perhaps hundreds of 
  war bands. They do not camp as an organized force, but 
  rather in smaller bands of 4-6 individuals each within a 
  few dozen feet of the next; together they form a roughly 
  round campground several hundred feet across. An outer 
  ring of skirmish groups patrols the area to secure the 
  campground, but they are several dozen feet apart while 
  patrolling. When a band encounters resistance, other 
  neighboring bands swarm to the scene to overwhelm 
  their objective. Together there is probably several 
  hundred orcs and approximately one in four members of 
  the horde are hill giants. Elmis’s patrol could not identify 
  any particular leaders. The mass seems to be moving 
  more out of inertia than at the specific behest of a 
  particular chieftain or set of commanders. 
   
  DC 15 Knowledge (local – any) recognize this to be a 
  full tribe of orcs which usually total 300-400 combatants. 
   
  DC 15 Knowledge (nature) recognize this to be a full 
  tribe of hill giants which usually total 30-100 combatants. 
   
  Terrain between the horde and Hobrand Castle: 
  Trackless hills with some light forests, canyons, small 
  streams, scree and sinkholes. 
   
  Population between the horde and Hobrand Castle: 
  No military resources. There are a handful of light timber 
  interests, some mining camps, and likely some bands of 
  human outlaws but nothing that will be able to withstand 
  the horde. PCs who discuss the location of these camps 
  with Elmis gain a +5 circumstance checks to locate the 
  first two mining and/or logging camps. There are no 
  decent maps of the region, and the PCs have to go by 
  mere description. If Elmis somehow stays behind he can 
  lead them to a mining and a logging camp, the first is 
  relatively big (see Encounter 6 for details – count as a 
  result of 25) and the second is just big enough to help. 
  Convincing the locals to help is not guaranteed though. 
  See Encounter 6 for details. 
   
  Where did the horde come from: 
  All that can determined from Elmis’s information is that 
  they crossed from the Hestmark Highlands into 
  northern Ralsond County and are moving south. Their 
  equipment suggests they had violent dealings with the 
  Ahlissan army in the past. 
   
  Reinforcement options for Hobrand Castle: 
  Dullstrand, with its large force of Perrenlander 
  mercenaries is the closest and most logical choice for 
  reinforcements. The thirty mile (approximately) route 
  from Dullstrand to Hobrand Castle is a road through hill 
  terrain so, once notified, it would take approximately two 
  days for the reinforcements to arrive at Hobrand Castle 
  from Dullstrand. 
   
  How much time? 
  It is in the afternoon now, and the PCs have roughly 1 
  night and 1 day to slow the horde down. If the 
  mercenaries are warned immediately, the horde needs to 
  be slowed down by roughly 8 hours, although more 
  certainly does not hurt.  
   
  Summary of Distances and Travel Times: 
  DUL7-02/SND7-04 A New Threat 
   
  Page 7 
  
  Player’s Handbook 162-164 details overland movement, 
  and the specifics of the PCs may vary, but generally the 
  following is summary of the situation.  
  - 
  To Hobrand Castle: 30 miles south through 
  trackless hills; On horseback 1.5 days, or 1 day 
  with two hours of forced marching; horde is 
  expected to arrive sometime in the middle of 
  the night after tomorrow. 
  - 
  To Dullstrand: 45 miles southeast through 
  trackless hills; On horseback 2 days of travel. 
  - 
  Dullstrand to Hobrand Castle: 30 miles of road 
  through hills. After being notified, it will take 
  reinforcements 1.5 days to get from Dullstrand 
  to Hobrand Castle. 
   
  Development: At this point the PCs must decide their 
  next course of action. They may opt to split up and 
  attempt several strategies simultaneously. DM Aid #1: PC 
  Actions Tracking may help the DM accurately summarize 
  the PCs actions for reporting. 
   
  After a few minutes of discussing their situation 
  Horac and Lim step from cover. Move to Encounter 3 
  and combine the two. 
   
  3: PARLAY 
  Read or paraphrase the following: 
  As you discuss the difficulty of getting a quick 
  message to Dullstrand amongst yourselves, two 
  figures step from the concealment of a nearby copse 
  of trees. Both are humans; one quite tall, the other 
  quite short. The short one shouts, “Allow me to 
  introduce myself. I am Horac, and this is my 
  colleague, Lim.” 
   
  “We witnessed the job you did with those 
  ruffians, and frankly we were just lying low until we 
  thought it safe to move on. You see, Lim and I have 
  been on the receiving end of the type of treatment 
  you folks dished out there a few minutes ago, and 
  we’ve found it best to steer clear of adventuring 
  types such as yourself. 
   
  “However, now that we’ve overheard your 
  predicament, we may be able to exchange services. 
   
  “Lim and I were ‘vacationing’ in rustic County 
  Ralsond because,… well our presence is generally 
  unwelcome in Dullstrand, and Pitchfield, and just 
  about every other place in Sunndi where a fella 
  could get a decent beer and a good night’s sleep. We 
  were out here in the Hestmark Highlands because 
  of issues we have with certain authority figures. 
   
  “But now that this horde has overrun our camp, 
  we don’t really know where any safe place is for us. 
  And that brings me to the point. 
   
  “I’ve got this scroll of teleport that I’ve been 
  carrying around for emergencies. And it looks like 
  an emergency is at hand. I stand a pretty good 
  chance of activating it, too. But like I said, we don’t 
  really have a safe place to teleport to. 
   
  “Now if a couple of you folks would teleport 
  with Lim and me, and once we get to Dullstrand, you 
  could speak up about how we weren’t as bad as 
  people are making us out to be – having used our 
  scroll to help save the kingdom and all – well, that 
  should solve both our problems. You get your 
  message to Dullstrand immediately, and Lim and I 
  have a safe place.” 
   
  � Horac: Male human rogue 3; hp 16; Use Magic 
  Device +15 (scrolls +19); AL CN; charmer, always flirting 
  with the ladies, a bit of a scoundrel. 
   
  � Lim: Male human rogue 2; hp 10; AL CN; silent, 
  observant and always agreeing with Horac. 
   
  Horac and Lim are known highwaymen wanted for 
  various crimes that such a line of work entails – assault, 
  robbery, poaching– but otherwise everything he says is 
  truthful. They are also known conmen and professional 
  gamblers, and the reason they cannot show their face in 
  Dullstrand City is because they managed to cheat an 
  influential man out of a ship in a game of cards. They had 
  hoped the ship would be their ticket out of the region, 
  but it sunk during the storms of a couple of weeks ago.  
   
  Horac offers to use his scroll of teleport to teleport 
  himself, Lim and two other people to Dullstrand. 
  Probably, the PCs opt to send the two Perrenlander 
  scouts rather than split the party. Horac and Lim were 
  forced to abandon their campsite without taking time to 
  gather their belongings in an orderly manner. As a result, 
  if the PCs opt to ruthlessly confiscate the scroll of teleport 
  the only resistance they can offer are verbal insults. 
   
  Development: Now that the issue of getting a message 
  to Dullstrand is solved the PCs still need to devise 
  methods of slowing the horde for at least eight hours. 
  • 
  For PCs who go with Elmis to Hobrand Castle, move 
  to Encounter 4. 
  • 
  For PCs opting to get news to Dullstrand quickly 
  move to Encounter 5. 
  • 
  For PCs who try to organize the scattered timber 
  interests and mining camps into a resistance to delay 
  the horde, move to Encounter 6. 
  • 
  For PCs who try to infiltrate the horde covertly, 
  move to Encounter 7. 
  • 
  For PCs who try to draw the horde in a different 
  direction by engaging them in combat, go to 
  Encounter 8.  
  • 
  For PCs who have an unanticipated strategy move to 
  Encounter 9. 
   
  4: HOBRAND CASTLE 
  As the PCs arrive at Hobrand Castle read or paraphrase 
  the following: 
   
  DUL7-02/SND7-04 A New Threat 
   
  Page 8 
  
  The battlements of Hobrand Castle set resolutely 
  beside the well-traveled road which leads to between 
  Dullstrand and the inland counties of Sunndi at a 
  point where the hills flatten into something of a 
  pass. Its presence commands what is likely the only 
  point of entry for freight bearing transports. It is 
  clear that the position it holds is a strategic 
  bottleneck between the crucial port of Dullstrand, 
  and the nation of Sunndi. 
   
  To that end, one would expect to see evidence of 
  a large garrison, but instead the castle appears to 
  have barely enough men on station to cover the 
  essential posts – the gatehouse, the corner tower 
  sentries, and one or two foot patrols to cover the 
  entirety of the walls.  
   
  Unless a much larger garrison is secreted inside, 
  it is clear that even with the benefit of a formidable 
  castle, Hobrand Castle lacks the manpower to 
  withstand the onslaught bearing down upon it. 
   
  The gatehouse sentry challenges the PCs and whatever 
  NPCs accompany them, and presuming the PCs convey 
  the urgent nature of their situation, they will be 
  immediately escorted to meet with Lord Dornatak.  
   
  Read or paraphrase the following: 
   
  As the sentry leads you through the chambers of the 
  inner bailey and great hall, it becomes clear that 
  Hobrand Castle is woefully undermanned for the 
  challenge it is about to face. There is no large 
  garrison to be found here. The force on duty is 
  probably barely sufficient to meet the basic police 
  duties associated with administering Ralsond 
  County and securing the road to Dullstrand against 
  banditry. 
   
  Eventually you are led into Lord Dornatak’s 
  office. It is decorated tastefully, but not lavishly. It 
  conveys the necessary sense of command, but clearly 
  no effort has been made to overly impress visitors. 
   
  Lord Dornatak wears only a chain shirt, but his 
  well maintained full plate sets ready to be donned in 
  a back corner. As he is apprised of the situation, a 
  dark look washes over his features. 
   
  � Lord Dornatak: Male human aristocrat 3/fighter 3. 
   
  Lord Dornatak is a gracious host and capable commander. 
  He volunteers that his garrison is running on a minimal 
  contingent as he has sent the majority of his military 
  elements to aid the greater war effort. Whereas he 
  normally maintains a force of dozens of well-armed, 
  trained men-at-arms, he currently has less than two 
  dozen. 
  Those 
  that 
  are 
  present 
  are 
  generally 
  inexperienced.  
   
  He has been concerned as of late that he may not 
  have retained enough of his force to meet the ongoing 
  demands of Ralsond County, and certainly doesn’t have a 
  force capable withstanding an onslaught by a combined 
  force of orcs and hill giants. 
   
  He solicits ideas from PCs, and a generous DM may 
  use him as a vehicle to guide PCs down possible avenues 
  of action. 
   
  In the end, if he is convinced that the PCs are able to 
  act in such a way that the horde is delayed until help can 
  arrive from Dullstrand, Lord Dornatak readies Hobrand 
  Castle for attack.  
   
  If not, he immediately begins an emergency 
  evacuation towards Sanon He assigns the military force 
  he does have to act as a rear guard to delay the horde as 
  much as possible to give the civilian population around 
  Hobrand Castle opportunity to escape. 
   
  PCs never visit Hobrand Castle: It is certainly possible 
  the PCs never go to Hobrand Castle to give them more 
  time to slow down the horde. The reaction of Lord 
  Dornatak depends on what exactly the PCs discussed 
  with Elmis. If they told him about their plans, and the 
  fact that the Pax Mercuri is on its way the Lord decides to 
  stay at the keep. He might not be entirely sure the PCs 
  are strong enough to save the keep, but he is willing to 
  take the risk due to the importance of the castle for 
  Sunndi. If they never told Elmis about their plans 
  though, he does evacuate the keep. In that case the PCs 
  require an extra hour to save the Castle since more time 
  in needed for the Pax Mercuri to man the walls. If the 
  PCs do not warn Hobrand Castle at all, they also need 1 
  hour more to compensate for the fact that the Lord did 
  not have as much time to prepare as needed. 
   
  Development: At this point the PCs must decide their 
  next course of action. They may opt to split up and 
  attempt several strategies simultaneously. DM Aid 1 may 
  help the DM accurately summarize the PCs actions. 
  • 
  For PCs opting to get news to Dullstrand quickly 
  move to Encounter 5. 
  • 
  For PCs who try to organize the scattered timber 
  interests and mining camps into a resistance to delay 
  the horde, move to Encounter 6. 
  • 
  For PCs who try to infiltrate the horde covertly, 
  move to Encounter 7. 
  • 
  For PCs who try to draw the horde in a different 
  direction by engaging them in combat, go to 
  Encounter 8.  
  • 
  For PCs who have an unanticipated strategy move to 
  Encounter 9. 
   
  5: NEWS TO DULLSTRAND 
  For any PCs opting to take news to Dullstrand, read or 
  paraphrase the following. 
   
  The mercenary camp is well ordered, but relatively 
  relaxed as you rush upon it. However, upon 
  receiving your news of the horde threatening the 
  pass secured by Hobrand Castle, the Perrenlanders 
  quickly move to alert status. 
  DUL7-02/SND7-04 A New Threat 
   
  Page 9 
  
   
  With a grim tone, the senior commander on the 
  scene says, “The most favorable contract on Oerth 
  will be useless to us, if our passage to the front is cut 
  by a hostile force. We’ll operate on the presumption 
  that Sunndi will eventually offer us the terms we 
  need, and move immediately to aid the castle. Still, 
  it will be a good day and half across these hills 
  before our lead elements will be in place to support 
  Hobrand Castle; I just hope there’s enough time. 
   
  Assuming the message arrives immediately after 
  Encounter 2 (presumably via magical means from the 
  PCs), unless the horde can be slowed – for at least eight 
  hours – the two days it takes the mercenaries to arrive at 
  Hobrand Castle will be too late to save the fortress, and 
  the pass will be in the hostile hands of the orcs and hill 
  giants. 
   
  If there is time left to reach the horde, the PCs may 
  engage in other actions to aid the defense of Hobrand 
  Castle. 
  • 
  For PCs who try to organize the scattered timber 
  interests and mining camps into a resistance to delay 
  the horde, move to Encounter 6. 
  • 
  For PCs who try to infiltrate the horde covertly, 
  move to Encounter 7. 
  • 
  For PCs who try to draw the horde in a different 
  direction by engaging them in combat, go to 
  Encounter 8. This would also apply to PCs who 
  decide a frontal assault against the horde. 
  • 
  For PCs who have an unanticipated strategy move to 
  Encounter 9. 
   
  6: ORGANIZING RESISTANCE 
  While County Ralsond is not a military region, the 
  various miners and lumberjacks could be organized in to 
  parties capable slowing the horde with guerilla tactics or 
  by setting up landslides or modifying the terrain 
  otherwise. The area is also a refuge for outlaws in the 
  region, and PCs could contact these various outlaw bands 
  like the camps of more law-abiding citizens. Organizing 
  such groups would be a two-step process. First the groups 
  must be located and then the members must be 
  convinced to resist rather than flee. 
   
  The camps are not in fixed locations, but rather 
  nomadic as they search for the richest minerals and 
  hardwood stands. The most likely mechanism for 
  locating the camps is a Gather Information check, a 
  Knowledge (local – the Splintered Suns) check, or a 
  Bardic Knowledge check. If the PCs have a rational for a 
  different mechanism, the DM is free to substitute it if it is 
  appropriate. Regardless of the mechanism used, locating 
  a camp will take 1d4+2 hours. Normally, such checks 
  would require 1d4+1 hours in accordance with the 
  Gather Information skill, but the sparse population 
  imposes an additional 1 hour penalty.  
   
  To find even a meager camp is tough, requiring a DC 
  15 check. The DC to locate an outlaw band is 5 higher, 
  unless a PC has the proper contacts with the Contraband 
  Cartels. Members of the Contraband Cartels gain an 
  additional +5 circumstance bonus on the check.  
  A 
  meager camp can put up enough resistance to slow the 
  horde for one hour – assuming of course they can be 
  convinced to do so in the first place. However, each 
  additional 10 by which the PCs passed the minimum DC 
  indicates that the PC(s) have located a better-equipped 
  camp, and adds one hour to the resistance. For example, if 
  the PC(s) made a Gather Information (or other 
  appropriate) check of 38, the camp they located would 
  slow the horde for 3 hours (as 38 is 23 over the DC 15 
  minimum). Note that once a camp is located the PCs can 
  try to get the inhabitants of a camp to locate another 
  camp this is treated as a regular Gather Information 
  check or the PC can retry a Knowledge (geography) or 
  Knowledge (local – the Splintered Suns) check with a +5 
  bonus, or try such a check untrained (no bonus). 
   
  Once the camp is located, the residents are 
  Indifferent towards the idea of resisting rather than 
  evacuating. Their attitude must be moved to Friendly at 
  APL 2 to 4 and Helpful at higher APLs (presumably 
  through Diplomacy, but definitely not just temporarily 
  moved to Helpful via Intimidate) before they organize 
  into guerilla bands to resist the horde. The reason it is 
  easier at lower levels is because the PCs do not have the 
  reputation of strong adventurers yet and hence the locals 
  are easier to convince the PCs require aid. Remember 
  that the PCs can aid another and that they can ‘take 10’. 
  The DM should apply all traditional modifiers to skill 
  checks. Below follow several examples, but these are not 
  all inclusive: 
  • 
  Recruiting the NPCs for non-combative missions 
  such as blocking passages and the like: +4. 
  • 
  Removing the wanted status for outlaws (assuming 
  they belief the PCs can do this): +2. 
  • 
  Offering a bribe (the value between the brackets is 
  for outlaws): +1 per every 50 (25) gp offered either in 
  gold or products up to a maximum of +5 bonus. 
  • 
  The social bonuses provided by various medals can 
  be applied despite the fact that these are civilians and 
  not commoners. 
  • 
  Cleric of Trithereon: +2. 
  • 
  Member of the Established Church of Trithereon: 
  +2. 
  • 
  Member of the Contraband Cartels: +5 with outlaws. 
  • 
  Good role-playing: 1 to 4 
   
  If time permits, the DM should use the randomly 
  generated personality traits go customize the interactions 
  with specific modifiers based on how the PCs interact 
  with the personality traits. Using Dungeon Master’s Guide 
  table 4-24 on page 128, some examples of the types of 
  NPCs are are summarized here. The DM should feel free 
  to generate additional such NPCs as the need arises: 
   
  All APLs (example NPCs) 
  � Markum (logging boss): human expert *; wears 
  flamboyant and outlandish clothes; not very observant. 
  DUL7-02/SND7-04 A New Threat 
   
  Page 10 
  
  � Dargo (mining leader): dwarf warrior/expert *; 
  frequently chews something; selfish. 
  � Baret (herdsmen clan elder): human commoner *; 
  overbearing; jokester. 
  � Farak (outlaw gang leader): half-elf rogue *; 
  passionate hobbyist; irreverent. 
  * character level should be equal to APL 
   
  Development: As time permits, the PCs may attempt 
  infiltrate the horde as well, if so, move to Encounter 7. 
   
  The PCs may have some other unexpected method 
  of slowing down the horde. In that case, move to 
  Encounter 9. 
   
  Otherwise, at some point the PCs efforts zigzagging 
  across County Ralsond have slowed them so much that 
  after dark they encounter the lead elements of the horde. 
  At that point move to Encounter 8: Distraction. 
   
  7: INFILTRATION 
  The PCs may decide to interact with the horde elements. 
  This could be done in several ways. Hide and Move 
  Silently could allow stealthy PC(s) to enter camps and 
  investigate. Or PC(s) may decide to directly contact the 
  horde elements for parlay and rely on Diplomacy or 
  Intimidate to avoid combat. Alternately, PC(s) could use 
  Disguise (especially half-orc PC(s)) to masquerade as 
  horde members. 
   
  In each case, presume that the horde members are 
  taking 10 on their skills for setting the DC of PC(s) skill 
  checks. The horde is Hostile towards outsiders and apt to 
  attack. 
   
  The DM should estimate the game time that the 
  PC(s) takes to achieve the stated goal(s). 
   
  The actions the PCs take could vary wildly. 
  Presented here are a set of possible tactics, and 
  suggestions on how to judge the, but this is not an 
  exhaustive list. The DM should try to accommodate 
  creative and effective role-playing solutions and use this 
  list as a guide for judging the efficacy. 
   
  When the PCs have an opportunity to observe the horde 
  read or paraphrase the following. 
  Dozens of day camps are scattered throughout the 
  area. Each camp holds a few orcs and/or hill giants; 
  in all there are several hundred orcs and several 
  dozen hill giants. If any camp is attacked openly, it 
  will be only moments before the entire area 
  responds with overwhelming force. Once darkness 
  sets in and the horde begins to move, groups on the 
  fringes may be exposed, but at camp there is no 
  angle for a direct attack that would be anything 
  other than suicide. 
   
  If the PCs insist on a direct attack during the day, refer to 
  Encounters 1 and 8. The PCs engage a single band 
  initially, and be joined by an additional band ever 1d3 
  rounds until they flee or are killed. 
   
  If the PCs have the resources to interact or spy on 
  the camps for an extended amount of time (several 
  hours), they glean the information contained in Player 
  Handout 1: Summary of Hammerfists Horde. 
   
  Each war band shares a campsite that far enough 
  removed (about 50 feet) that non-violent interaction does 
  not alert neighboring bands. Each band of the horde that 
  is neutralized slows the horde by 1 hour as it attempts to 
  recover its distracted elements. 
   
  Example 1: Two of the PCs attempt to Disguise 
  themselves as horde members, enter camps and use Bluff 
  to influence the band that there is a better, easier treasure 
  in to the west, rather than going to Hobrand Castle 
  (which is south). 
   
  Referring to stat-block for group one below, the best 
  Spot check is only a +3. So as long as the PCs can make a 
  DC 14 Disguise check, they should be good. One PC is a 
  half-orc, so he’s changing only minor details (per Players 
  Handbook 72, +5 circumstance modifier), he has a -1 check 
  to his Disguise, giving him a net +4. Taking 10 he gets a 
  14 and can successfully enter the camp as a member of 
  the horde. The second PC is a human with a +6 skill 
  check. As he is disguising himself as a member of another 
  race, he suffers a -2 modifier, but still gives a net +4. 
  Taking 10 he, to gets a 14 and can successfully enter the 
  camp. 
   
  Referring to Players Handbook 62: table 4-3, 
  convincing the band that there is a better, easier treasure 
  is a tough or challenging task, but probably not 
  formidable. So DC 18 makes a reasonable Bluff check. 
   
  Donning the disguise, locating an appropriate band, 
  subtly disseminating the lie is probably comparable to 
  the time needed for a regular Gather Information check: 
  1d4+1 hours, and requires multiple Bluff vs. Sense 
  Motive checks. 
   
  Example 2: A PC uses Forgery to create a document 
  indicating that the real Sunndi national treasury is 
  located to the west rather than at Hobrand Castle (south). 
  He then uses Hide and Move Silently to infiltrate a camp 
  and place the forged document in an appropriate 
  location. 
   
  Since each of these skills is an opposed check, it just 
  a matter of time management. Creating the document is a 
  matter of minutes, but sneaking into the camp and 
  finding a suitable location is highly variable. Probably the 
  most appropriate skill check to discern a good spot is a 
  Spot check on the order of DC20 (challenging). A 
  reasonable time estimate for the entire process is 1d6x10 
  + 30 minutes (40 minutes to 90 minutes). 
   
  Example 3: The PCs decide to approach a camp directly 
  to negotiate. Depending on the PCs demeanor, it is either 
  an Intimidate or Diplomacy check to move the NPCs’ 
  attitude from Hostile to Helpful (DC 50). Any visible 
  spellcasting is almost certainly incite combat, force the 
  PCs to flee immediately or be overwhelmed. Depending 
  on the strategy the PCs employ (offering gifts, sharing 
  DUL7-02/SND7-04 A New Threat 
   
  Page 11 
  
  food, or just simple direct interaction) this method takes 
  only a few minutes or as long as several hours 
   
  As previously stated, the PCs may have a unique strategy 
  for infiltrating and neutralizing horde cells. And these 
  should be accommodated and judged fairly. 
   
  Three example horde bands are presented for each 
  APL (the same bands are also used in Encounter 8: 
  Distraction). If more are necessary, the DM can 
  improvise by either reusing the same bands multiple 
  times or by selecting individual members of the various 
  bands to create a new band with the same CR (APL+2) of 
  each listed band. To aid in this task, refer to DM Aid 2. 
  Each named NPC (Galmator, Yug, Maug, etc.) that dies 
  can be encountered only once; if it is necessary to reuse 
  such an NPC alter his “name” to be only a descriptor (i.e. 
  “Cleric of Grolantor” rather than “Galmator”). 
   
  BAND 1: 
  APL2 (EL4) 
  � Orc Trooper (2): orc warrior 1; hp 5 each; see 
  Monster Manual 203. 
  � Adept of Gruumsh (2): half-orc adept 1; hp 7 each; 
  see Appendix 1. 
  � Orc Archer: Male orc fighter 1; hp 6; see Appendix 
  1. 
  � Orc Barbarian: Male orc barbarian 1; hp 8; see 
  Appendix 1. 
   
  APL4 (EL6) 
  � Worg: hp 30; see Monster Manual 256 
  � Cleric of Gruumsh: Male half-orc cleric 3; hp 19; 
  see Appendix 1. 
  � Orc Archer: Male orc fighter 2; hp 13; see Appendix 
  1. 
  � Orc Barbarian: Male orc barbarian 2; hp 17; see 
  Appendix 1. 
   
  APL6 (EL8) 
  � Worg (2): hp 30 each; see Monster Manual 256 
  � Cleric of Gruumsh: Male half-orc cleric 5; hp 32; 
  see Appendix 1. 
  � Orc Archer: Male orc fighter 4; hp 26; see Appendix 
  1. 
  � Orc Barbarian: Male orc barbarian 4; hp 34; see 
  Appendix 1. 
   
  APL8 (EL10) 
  � Hill Giant: hp 102; see Monster Manual 123. 
  � Cleric of Gruumsh: Male hal-orc cleric 7; hp 52; see 
  Appendix 1. 
  � Orc Archer: Male orc fighter 6; hp 39; see Appendix 
  1. 
  � Orc Barbarian: Male orc barbarian 6; hp 51; see 
  Appendix 1. 
   
  APL10 (EL12) 
  � Hill Giant (2): hp 102 each; see Monster Manual 123. 
  � Yug (Cleric of Gruumsh): Male half-orc cleric 9; hp 
  67; see Appendix 1. 
  � Hill Giant “Archer”: Male hill giant fighter 1; hp 
  137; see Appendix 1. 
  � Hill Giant Barbarian: Male hill giant barbarian 1; 
  hp 151; see Appendix 1. 
   
  APL12 (EL14) 
  � Hill Giant (4): hp 102 each; see Monster Manual 123. 
  � Galmator (Cleric of Grolantor): Male hill giant 
  cleric 8; hp 230; see Appendix 1. 
  � Hill Giant “Archer”: Male hill giant fighter 3; hp 
  160; see Appendix 1. 
  � Hill Giant Barbarian: Male hill giant barbarian 3; 
  hp 178; see Appendix 1. 
   
  BAND 2: 
  APL2 (EL4) 
  � Orc Trooper (2): Male orc warrior 1; hp 5 each; see 
  Monster Manual 203. 
  � Orc Arcanist: Male orc warlock 1; hp 4; see 
  Appendix 1. 
  � Orc Chain Fighter: Male orc fighter 1; hp 6; see 
  Appendix 1. 
  � Orc Sneak: Male orc rogue 1; hp 4; see Appendix 1 
   
  APL4 (EL6) 
  � Worg: hp 30; see Monster Manual 256. 
  � Orc Arcanist: Male orc warlock 3; hp 13; see 
  Appendix 1. 
  � Orc Chain Fighter: Male orc fighter 2; hp 13; see 
  Appendix 1. 
  � Orc Sneak: Male orc rogue 2; hp 9; see Appendix 1. 
   
  APL6 (EL8) 
  � Worg (2): hp 30 each; see Monster Manual 256. 
  � Orc Arcanist: Male orc warlock 5; hp 22; see 
  Appendix 1. 
  � Orc Chain Fighter: Male orc fighter 4; hp 26; see 
  Appendix 1. 
  � Orc Sneak: Male orc rogue 4; hp 18; see Appendix 1. 
   
  APL8 (EL10) 
  � Hill Giant: hp 102; see Monster Manual 123. 
  � Orc Arcanist: Male orc warlock 7; hp 31; see 
  Appendix 1. 
  � Orc Chain Fighter: Male orc fighter 6; hp 39; see 
  Appendix 1. 
  � Orc Sneak: Male orc rogue 6; hp 33; see Appendix 1. 
   
  APL10 (EL12) 
  � Hill Giant (2): hp 102 each; see Monster Manual 123. 
  � Orc Arcanist: Male orc warlock 9; hp 40; see 
  Appendix 1. 
  DUL7-02/SND7-04 A New Threat 
   
  Page 12 
  
  � Hill Giant Chain Fighter: Male hill giant fighter 1; 
  hp 124; see Appendix 1. 
  � Orc Sneak: Male orc rogue 8; hp 44; Appendix 1. 
   
  APL12 (EL14) 
  � Hill Giant (4): hp 102 each; see Monster Manual 123. 
  � Maug (Orc Arcanist): Male orc warlock 11; hp 49; 
  see Appendix 1. 
  � Hill Giant Chain Fighter: Male hill giant fighter 3; 
  hp 145; see Appendix 1. 
  � Orc Sneak: Male orc rogue 10; hp 55; see Appendix 
  1. 
   
  BAND 3: 
  APL2 (EL4) 
  � Orc Trooper (2): Male orc warrior 1; hp 5 each; see 
  Monster Manual 203. 
  � Orc Mounted Combatant: Male orc fighter 1; hp 7; 
  see Appendix 1. 
  � Orc Naturalist: Male orc druid 1; hp 5; see 
  Appendix 1. 
  � Orc Veteran: Male orc warrior 2; hp 11; see 
  Appendix 1. 
   
  APL4 (EL6) 
  � Worg: hp 30; see Monster Manual 256 
  � Orc Mounted Combatant: Male orc fighter 3; hp 
  22; see Appendix 1. 
  � Orc Naturalist: Male orc druid 2; hp 11; see 
  Appendix 1. 
  � Orc Veteran: Male orc fighter 1/warrior 2; hp 20; 
  see Appendix 1 
   
  APL6 (EL8) 
  � Worg (2): hp 30 each; see Monster Manual 256 
  � Orc Mounted Combatant: Male orc fighter 5; hp 
  37; see Appendix 1. 
  � Orc Naturalist: Male orc druid 4; hp 22; see 
  Appendix 1. 
  � Orc Veteran: Male orc barbarian 1/fighter 2/warrior 
  2; hp 41; see Appendix 1. 
   
  APL8 (EL10) 
  � Hill Giant: hp 102; see Monster Manual 123. 
  � Orc Mounted Combatant: Male orc fighter 7; hp 
  52; see Appendix 1. 
  � Orc Naturalist: Male orc druid 6; hp 39; see 
  Appendix 1. 
  � Orc Veteran: Male orc barbarian 1/fighter 4/warrior 
  2; hp 58; see Appendix 1. 
   
  APL10 (EL12) 
  � Hill Giant (2): hp 102 each; see Monster Manual 123. 
  � Orc Mounted Combatant: Male orc fighter 9; hp 
  76; see Appendix 1. 
  � Hill Giant Naturalist: Male hill giant druid 2; hp 
  147; see Appendix 1. 
  � Hill Giant Veteran: Male hill giant warrior 2; hp 
  147; see Appendix 5. 
   
  APL12 (EL14) 
  � Hill Giant (4): hp 102 each; see Monster Manual 123. 
  � Orc Mounted Combatant: Male orc fighter 11; hp 
  93; see Appendix 1. 
  � Hill Giant Naturalist: Male hill giant druid 6; hp 
  189; see Appendix 1. 
  � Taklenam (Hill Giant Veteran): Male hill giant 
  barbarian 1/warrior 6; hp 220; see Appendix 1. 
   
  Tactics: If combat ensues, each NPC has his preferred 
  tactics listed with his stat block. 
   
  Development: Probably the PCs are unsure as to 
  whether or not their tactics (if any) have slowed the 
  horde enough to give Hobrand Castle time to reinforce. 
  To further slow the horde, the PCs can engage in guerilla 
  combat after the horde begins its advance after dusk. In 
  this case, move to Encounter 8: Distraction. 
   
  8: DISTRACTION 
  After the horde breaks camp and begins its movement, 
  the PCs can harass fringe elements in attempts to distract 
  them. 
   
  Read or paraphrase the following: 
  The horde breaks camp and begins its steady 
  movement 
  towards 
  Hobrand 
  Castle. 
  Bands 
  containing hill giants are illuminated by torches 
  while those made up of orcs only stalk forward 
  without any light source. Like a swarm, the horde 
  filters through the light undergrowth of the rolling 
  hills. However, at the fringes some bands stray a 
  little wide of the main body in search of prey. 
  Perhaps these somewhat isolated parties could be 
  engaged to slow the relentless horde. 
   
  In order to slow the horde’s advance at all, the PCs must 
  engage a band for at least thirty seconds (5 rounds). The 
  PCs may withdraw as circumstances allow after the five 
  rounds. After 1 minute (10 rounds total), the original 
  band is reinforced by a second band. The second band is a 
  different band of the same EL as the first. An additional 
  band reinforces the horde’s combatants every 10 rounds 
  for as long as an engagement lasts. 
   
  At the end of each round of the engagement, the 
  DM must communicate the increasing level of attention 
  that the surrounding hordes bands are directing towards 
  them.  
   
  The PCs have about 1 full night and half a night to 
  engage the horde in as many distracting hit-and-run 
  attacks as they have the resources to muster. The PCs can 
  camp during the day or engage in other activities if they 
  DUL7-02/SND7-04 A New Threat 
   
  Page 13 
  
  are willing to endure fatigue from lack of rest (or have 
  methods of dealing with fatigue from lack of rest). 
   
  The terrain varies as the PCs engage different bands 
  of the horde. The underlying terrain is hills terrain as 
  outlined in the Dungeon Master’s Guide 89. Roughly 40% of 
  the area is composed of light undergrowth. A small 
  amount of dense rubble and/or scree is present on 
  occasion as well. Which party has the elevation to their 
  advantage should be randomly determined unless PCs 
  have a way of gaining the advantage (for example, a DC 
  20 Knowledge (geography) check). Also, there is sparse 
  tree coverage in accordance with the Dungeon Master’s 
  Guide 87. 
   
  Unless PCs have a method of changing the weather 
  the nights are moonlit. Note that in moonlight, 
  characters without a method of seeing at night are blind; 
  those with low-light vision (such as hill giants, elves, and 
  halflings) can see normally; those with darkvision see to 
  extent of their darkvision. 
   
  In addition to the DM Map for Encounter 1, which 
  can be reused for one or more of these combats, another 
  sample DM Map is provided (DM Map 3). If additional 
  tactical maps are needed, the DM is expected to 
  improvise them using the existing maps as guidelines. 
   
  Three example horde bands are presented for each 
  APL (the same bands are also used in Encounter 7). If 
  more are necessary, the DM can improvise by either 
  reusing the same bands multiple times or by selecting 
  individual members of the various bands to create a new 
  band with the same CR (APL+2) of each listed band. To 
  aid in this task, refer to DM Aid #2: Random Band 
  Composition. Each named NPC (Galmator, Yug, Maug, 
  etc.) should be encountered only once; if it is necessary to 
  reuse such an NPC alter his “name” to be only a 
  descriptor (i.e. “Cleric of Grolantor” rather than 
  “Galmator”). 
   
  Each time the PCs successfully engage a band for at 
  least 5 rounds, it slows the horde’s advance by thirty 
  minutes. It is not necessary for the PCs to eliminate the 
  targeted band, only engage it for at least five rounds 
  before breaking engagement. 
   
  At any point a PC can make a DC20 Profession 
  (soldier) or similar check to accurately estimate the 
  amount of additional time the PCs need to delay the 
  horde in order for the Perrenlanders to arrive at Hobrand 
  Castle in time. 
   
  The PCs should be encouraged to engage as many 
  bands as they have the resources and time to accomplish. 
  To calculate the total time the horde is delayed, simply 
  multiply the number of engagements lasting at least five 
  rounds that the PCs engage in, and multiply by thirty 
  minutes. 
   
  BAND 1: 
  APL2 (EL4) 
  � Orc Trooper (2): orc warrior 1; hp 5 each; see 
  Monster Manual 203. 
  � Adept of Gruumsh (2): half-orc adept 1; hp 7 each; 
  see Appendix 1. 
  � Orc Archer: Male orc fighter 1; hp 6; see Appendix 
  1. 
  � Orc Barbarian: Male orc barbarian 1; hp 8; see 
  Appendix 1. 
   
  APL4 (EL6) 
  � Worg: hp 30; see Monster Manual 256 
  � Cleric of Gruumsh: Male half-orc cleric 3; hp 19; 
  see Appendix 1. 
  � Orc Archer: Male orc fighter 2; hp 13; see Appendix 
  1. 
  � Orc Barbarian: Male orc barbarian 2; hp 17; see 
  Appendix 1. 
   
  APL6 (EL8) 
  � Worg (2): hp 30 each; see Monster Manual 256 
  � Cleric of Gruumsh: Male half-orc cleric 5; hp 32; 
  see Appendix 1. 
  � Orc Archer: Male orc fighter 4; hp 26; see Appendix 
  1. 
  � Orc Barbarian: Male orc barbarian 4; hp 34; see 
  Appendix 1. 
   
  APL8 (EL10) 
  � Hill Giant: hp 102; see Monster Manual 123. 
  � Cleric of Gruumsh: Male hal-orc cleric 7; hp 52; see 
  Appendix 1. 
  � Orc Archer: Male orc fighter 6; hp 39; see Appendix 
  1. 
  � Orc Barbarian: Male orc barbarian 6; hp 51; see 
  Appendix 1. 
   
  APL10 (EL12) 
  � Hill Giant (2): hp 102 each; see Monster Manual 123. 
  � Yug (Cleric of Gruumsh): Male half-orc cleric 9; hp 
  67; see Appendix 1. 
  � Hill Giant “Archer”: Male hill giant fighter 1; hp 
  137; see Appendix 1. 
  � Hill Giant Barbarian: Male hill giant barbarian 1; 
  hp 151; see Appendix 1. 
   
  APL12 (EL14) 
  � Hill Giant (4): hp 102 each; see Monster Manual 123. 
  � Galmator (Cleric of Grolantor): Male hill giant 
  cleric 8; hp 230; see Appendix 1. 
  � Hill Giant “Archer”: Male hill giant fighter 3; hp 
  160; see Appendix 1. 
  � Hill Giant Barbarian: Male hill giant barbarian 3; 
  hp 178; see Appendix 1. 
   
  BAND 2: 
  APL2 (EL4) 
  � Orc Trooper (2): Male orc warrior 1; hp 5 each; see 
  Monster Manual 203. 
  � Orc Arcanist: Male orc warlock 1; hp 4; see 
  Appendix 1. 
  DUL7-02/SND7-04 A New Threat 
   
  Page 14 
  
  � Orc Chain Fighter: Male orc fighter 1; hp 6; see 
  Appendix 1. 
  � Orc Sneak: Male orc rogue 1; hp 4; see Appendix 1 
   
  APL4 (EL6) 
  � Worg: hp 30; see Monster Manual 256. 
  � Orc Arcanist: Male orc warlock 3; hp 13; see 
  Appendix 1. 
  � Orc Chain Fighter: Male orc fighter 2; hp 13; see 
  Appendix 1. 
  � Orc Sneak: Male orc rogue 2; hp 9; see Appendix 1. 
   
  APL6 (EL8) 
  � Worg (2): hp 30 each; see Monster Manual 256. 
  � Orc Arcanist: Male orc warlock 5; hp 22; see 
  Appendix 1. 
  � Orc Chain Fighter: Male orc fighter 4; hp 26; see 
  Appendix 1. 
  � Orc Sneak: Male orc rogue 4; hp 18; see Appendix 1. 
   
  APL8 (EL10) 
  � Hill Giant: hp 102; see Monster Manual 123. 
  � Orc Arcanist: Male orc warlock 7; hp 31; see 
  Appendix 1. 
  � Orc Chain Fighter: Male orc fighter 6; hp 39; see 
  Appendix 1. 
  � Orc Sneak: Male orc rogue 6; hp 33; see Appendix 1. 
   
  APL10 (EL12) 
  � Hill Giant (2): hp 102 each; see Monster Manual 123. 
  � Orc Arcanist: Male orc warlock 9; hp 40; see 
  Appendix 1. 
  � Hill Giant Chain Fighter: Male hill giant fighter 1; 
  hp 124; see Appendix 1. 
  � Orc Sneak: Male orc rogue 8; hp 44; Appendix 1. 
   
  APL12 (EL14) 
  � Hill Giant (4): hp 102 each; see Monster Manual 123. 
  � Maug (Orc Arcanist): Male orc warlock 11; hp 49; 
  see Appendix 1. 
  � Hill Giant Chain Fighter: Male hill giant fighter 3; 
  hp 145; see Appendix 1. 
  � Orc Sneak: Male orc rogue 10; hp 55; see Appendix 
  1. 
   
  BAND 3: 
  APL2 (EL4) 
  � Orc Trooper (2): Male orc warrior 1; hp 5 each; see 
  Monster Manual 203. 
  � Orc Mounted Combatant: Male orc fighter 1; hp 7; 
  see Appendix 1. 
  � Orc Naturalist: Male orc druid 1; hp 5; see 
  Appendix 1. 
  � Orc Veteran: Male orc warrior 2; hp 11; see 
  Appendix 1. 
   
  APL4 (EL6) 
  � Worg: hp 30; see Monster Manual 256 
  � Orc Mounted Combatant: Male orc fighter 3; hp 
  22; see Appendix 1. 
  � Orc Naturalist: Male orc druid 2; hp 11; see 
  Appendix 1. 
  � Orc Veteran: Male orc fighter 1/warrior 2; hp 20; 
  see Appendix 1 
   
  APL6 (EL8) 
  � Worg (2): hp 30 each; see Monster Manual 256 
  � Orc Mounted Combatant: Male orc fighter 5; hp 
  37; see Appendix 1. 
  � Orc Naturalist: Male orc druid 4; hp 22; see 
  Appendix 1. 
  � Orc Veteran: Male orc barbarian 1/fighter 2/warrior 
  2; hp 41; see Appendix 1. 
   
  APL8 (EL10) 
  � Hill Giant: hp 102; see Monster Manual 123. 
  � Orc Mounted Combatant: Male orc fighter 7; hp 
  52; see Appendix 1. 
  � Orc Naturalist: Male orc druid 6; hp 39; see 
  Appendix 1. 
  � Orc Veteran: Male orc barbarian 1/fighter 4/warrior 
  2; hp 58; see Appendix 1. 
   
  APL10 (EL12) 
  � Hill Giant (2): hp 102 each; see Monster Manual 123. 
  � Orc Mounted Combatant: Male orc fighter 9; hp 
  76; see Appendix 1. 
  � Hill Giant Naturalist: Male hill giant druid 2; hp 
  147; see Appendix 1. 
  � Hill Giant Veteran: Male hill giant warrior 2; hp 
  147; see Appendix 5. 
   
  APL12 (EL14) 
  � Hill Giant (4): hp 102 each; see Monster Manual 123. 
  � Orc Mounted Combatant: Male orc fighter 11; hp 
  93; see Appendix 1. 
  � Hill Giant Naturalist: Male hill giant druid 6; hp 
  189; see Appendix 1. 
  � Taklenam (Hill Giant Veteran): Male hill giant 
  barbarian 1/warrior 6; hp 220; see Appendix 1. 
   
  Tactics: Each NPC has his preferred tactics listed with 
  his stat block. 
   
  Treasure: Each NPC has his treasure listed with his 
  statblock. However, remember that after each combat the 
  PCs have only a few rounds to grab what loot they can 
  before the next band engages them, and keep track 
  accordingly. 
   
   
  Development: Almost certainly, eventually the PCs will 
  run out of resources and no longer be able to delay the 
  Hammerfists’ advance. Move to the Conclusion unless 
  DUL7-02/SND7-04 A New Threat 
   
  Page 15 
  
  the PCs have some extra ordinary means to further 
  engage the horde (in which case move to Encounter 9). 
   
  9: OPEN ENDED 
  There are a wide variety of resources that PCs may call 
  upon to perform a completely unexpected task. This 
  should not be foreclosed. Keep in mind that slowing the 
  horde’s advance is akin to slowing the advance of a plague 
  of locusts. Simply erecting a minor barrier likely has no 
  discernable impact on the horde’s overall advance. 
   
  Still, PCs often have dramatic resources at their 
  disposal and players are encouraged to make full use of 
  those resources. It is impossible to detail every possible 
  strategy that creative PCs may employ, however there are 
  some guidelines that can be applied. If the PCs attempt 
  extraordinary task(s) not accounted for in the previous 
  encounters, the DM is expected to judge the actions in a 
  fair manner.  
   
  Slowing the horde for even an hour with a single 
  task is somewhere between a heroic feat and a nearly 
  impossible feat as described on Player’s Handbook 64. The 
  process for judging such actions is 1) have the players 
  construct a plan in sufficient detail that the action could 
  reasonably result in success; 2) set the appropriate DC(s) 
  for the checks involved; 3) determine the amount of time 
  the horde is delayed as a result of the PCs’ actions.  
   
  For example, a PC may commune with nature to gain 
  extremely detailed information, and then use Knowledge 
  (architecture and engineering) and stonecunning to 
  select an appropriate location for a devastating landslide. 
  Another possible example, a PC with high Knowledge 
  (geography) locates a stream in a shallow canyon, and 
  then using control water, raises the stream into an 
  impassable torrent for several hours.  
   
  In general, if the results meet the criteria of “heroic”, 
  the horde’s advance is delayed for 1 to 3 hours (possibly 
  more if the DM feels the strategy warrants it). If the 
  result meets the criteria of “challenging” (DC 20), it slows 
  the horde’s advance for 1d3 x 15 minutes. If the task(s) 
  does not generate a result that is at least challenging, then 
  they probably does not slow the horde’s advance to any 
  noticeable degree. 
   
  If the task(s) are successful, and the task generates 
  effects that would probably significantly alter the region’s 
  terrain (such as creating a significant landslide, gorge, or 
  other such feature), the DM should note them and 
  inform the Sunndi Triad at poc@sunndi.org. 
   
  CONCLUSION 
  CONCLUSION A 
  PCs are successful in delaying the horde for at least eight 
  hours. 
  News arrives that your actions had delayed the orcs 
  and hill giants long enough for reinforcements from 
  Dullstrand to secure Hobrand Castle against the 
  onslaught. Certainly, a permanent solution to the 
  menace in the Hestmark Highlands must be found, 
  but at least for the moment, the crucial supply line 
  between Dullstrand and the inner counties has been 
  preserved by your actions. Lord Dornatak bestows 
  upon you the honorific of “Protector of Ralsond”.  
   
  In addition to getting the promised rewards the PCs 
  receive the AR favor Protector of Ralsond. A character 
  also gains the Favor of the Count of Ralsond and the 
  Masters of Dullstrand. In addition PCs earn a number of 
  Sunndi Military Recognition points equal to the APL for 
  members of the Sunndi Military or ½ the APL for 
  civilians at which this adventure has been played. 
  Civilians must place these points in Decoration points, 
  soldiers must divide them over decoration and 
  promotion points with a minimum of 1/3rd of the total 
  points earned in one category. 
   
  Treasure: 
  Reward for accepting the mission: 
   
  APL 2: Coin 25 gp. 
   
  APL 4: Coin 50 gp. 
   
  APL 6: Coin 75 gp. 
   
  APL 8: Coin 100 gp. 
   
  APL 10: Coin 125 gp. 
   
  APL 12: Coin 150 gp. 
   
  Conclusion B 
  PCs are do not delay the horde for at least eight hours. 
  Despite your best efforts, the horde continues it 
  inexorable march towards Hobrand Castle. Perhaps 
  a miracle will keep the Castle from being overrun, 
  but from your vantage, it appears that Sunndi is in 
  eminent danger of losing its most crucial supply 
  source – Dullstrand. 
   
   
  PCs do NOT receive the AR favor Protector of Ralsond. 
  They are still paid for their services as agreed upon unless 
  they acted particularly cowardly (use your judgement) or 
  actually helped the horde. 
   
  Treasure: 
  Reward for accepting the mission: 
   
  APL 2: Coin 25 gp. 
   
  APL 4: Coin 50 gp. 
   
  APL 6: Coin 75 gp. 
   
  APL 8: Coin 100 gp. 
   
  APL 10: Coin 125 gp. 
   
  APL 12: Coin 150 gp. 
   
  CAMPAIGN CONSEQUENCES 
  This module has "Campaign Consequences"; that is the 
  outcome of this module directly affects future events in 
  the course of the campaign. The answers to some of the 
  questions below may seem trivial or pointless, but 
  because of the complex nature of the back-story and 
  campaign all information requested is vital. 
  DUL7-02/SND7-04 A New Threat 
   
  Page 16 
  
   
  Please send your answers to poc@sunndi.org as soon 
  as possible. General comments about the module are also 
  welcomed at this address. 
  1. 
  What was the composition of the party? 
  2. 
  At what APL did you play? 
  3. 
  Did the PCs manage to delay the Horde for at 
  least 8 hours? If not, how long did they delay it? 
  4. 
  What tactics did they use to delay the Horde? 
  5. 
  Did they make any promises to the outlaws in 
  this adventure (including Horac and Lim in 
  Encounter 3)? If so, what promises and did they 
  inform they authorities about it? 
  6. 
  Did they learn anything about the motivations 
  of the Horde? 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  1: The Survivor 
  Rescued the Elmis 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
   
  7: Infiltration 
  Successfully infiltrated a horde band to use delaying 
  tactics. (May be awarded multiple times for multiple 
  infiltrations.) 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
   
  8: Distraction 
  Engaged horde band to distract the horde advance. (May 
  be awarded multiple times for multiple engagements.) 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
   
  Story Award 
  Delayed the horde for at least 8 hours total: 
  APL 2  
  90 XP 
  APL 4  
  135 XP 
  APL 6  
  180 XP 
  APL 8  
  235 XP 
  APL 10  
  270 XP 
  APL 12  
  315 XP 
   
  Total Possible Experience 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10  
  1,350 XP 
  APL 12  
  1,575 XP 
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  Introduction 
  Reward for accepting the mission: 
   
  APL 2: Coin 25 gp. 
   
  APL 4: Coin 50 gp. 
   
  APL 6: Coin 75 gp. 
  DUL7-02/SND7-04 A New Threat 
   
  Page 17 
  
   
  APL 8: Coin 100 gp. 
   
  APL 10: Coin 125 gp. 
   
  APL 12: Coin 150 gp. 
   
  1: The Survivor 
   
  APL 2: Loot: 78 gp; Magic 150 gp; boots of the 
  mountain king (125 gp), potion of cure moderate wounds (25 
  gp). 
   
  APL 4: Loot: 169 gp; Magic 546 gp; boots of the 
  mountain king (125 gp), gloves of Dexterity +2 (333 gp), 3 
  potions of bull’s strength (25 gp each), 3 potion of cure light 
  wounds (4 gp each). 
   
  APL 6: Loot: 169 gp; Magic 1,742 gp; 7 amulet of 
  natural armor +1 (83 gp each), boots of the mountain king 
  (125 gp), bracers of quick strike (117 gp), gloves of Dexterity +4 
  (1,333 gp), 3 potions of bull’s strength (25 gp each), 3 potion of 
  cure light wounds (4 gp each), potion of cure moderate wounds 
  (25 gp), ring of protection +1 (167 gp). 
   
  APL 8: Loot: 10 gp; Magic 409 gp; boots of the 
  mountain king (125 gp), bracers of quick strike (117 gp), ring 
  of protection +1 (167 gp).  
   
  APL 10: Loot: 13 gp; Magic 11,064 gp; +5 falchion 
  (4,198 gp), amulet of health +6 (3,000 gp), belt of giant 
  strength +6 (3,000 gp), boots of the mountain king (125 gp), 
  bracers of quick strike (117 gp), gloves of Dexterity +2 (333 gp), 
  2x potion of fly (63 gp each), potion of remove blindness (63 
  gp), scout’s headband (292 gp).  
   
  APL 12: Loot: 37 gp; Magic 18,155 gp; +5 chain shirt 
  (2,083 gp), +5 falchion (4,198 gp), amulet of health +6 (3,000 
  gp), belt of giant strength +6 (3,000 gp), boots of the mountain 
  king (125 gp), bracers of quick strike (117 gp), cape of the 
  mountebank (840 gp), gloves of Dexterity +2 (333 gp), 2x 
  potion of fly (63 gp each), potion of remove blindness (63 gp), 
  ring of protection +5 (4,167 gp), scout’s headband (292 gp).  
   
  8: Distraction 
   
  All APLs: Treasure will vary depending on how 
  much the PCs are able collect from downed foes. 
   
  Conclusion 
  Gold paid for a job well done: 
   
  APL 2: Coin 25 gp. 
   
  APL 4: Coin 50 gp. 
   
  APL 6: Coin 75 gp. 
   
  APL 8: Coin 100 gp. 
   
  APL 10: Coin 125 gp. 
   
  APL 12: Coin 150 gp. 
   
  Treasure Cap 
   
  APL 2: 450 gp 
   
  APL 4: 650 gp 
   
  APL 6: 900 gp 
   
  APL 8: 1,300 gp 
   
  APL 10: 2,300 gp 
   
  APL 12: 3,300 gp 
   
   
  ADVENTURE RECORD ITEMS 
  Protector of Ralsond: You have gained the title 
  “Protector of Ralson”. The initial attitude of civilized 
  inhabitants of Ralsond is one category better than 
  printed. It might have additional effects in future 
  adventures. 
   
  In addition you are gain regional access to and are 
  allowed to use one of the following heraldic crests 
  (Heroes of Battle): courage, glory or valiant defense. 
   
  You also gain regional access to banner of the orc’s bane 
  (Heroes of Battle) both for crafting and buying. The banner 
  can be attached to a polearm, but only one such banner 
  can be added to a weapon. Otherwise it requires two 
  hands to use the banner. 
   
  Favor of the Count of Ralsond: This is a regular favor 
  with a member of the Congress of Lords and it can be 
  spend as detailed in the Meta-Organization Guide. 
   
  Sunndi Military Recognition: APL (or ½ APL). 
  Promotion Points: 
  Decoration Points: 
   
  Favor of the Masters of Dullstrand: In addition to its 
  regular uses it can be spent to regain adventure access to 
  one item found (noted in the Items Found section on the 
  AR). Adventure access starts counting again from the AR 
  you spent this favor on. 
   
  ITEM ACCESS 
  APL 2: 
  • 
  Boots of the mountain king (Adventure; MIC) 
   
  APL 6 (all of APL 2-44 plus the following): 
  • 
  Bracers of quickstrike (Adventure; MIC) 
   
  APL 10 (all of APLs 2-8 plus the following): 
  • 
  Scout’s headband (Adventure; MIC) 
   
  APL 12 (all of APLs 2-10 plus the following): 
  • 
  Cape of the mountebank (Adventure; DMG) 
   
  DUL7-02/SND7-04 A New Threat 
   
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  DUL7-02/SND7-04 A New Threat 
   
  Page 19 
  APPENDIX 1: APL 2
  1: THE SURVIVOR 
   
   
   
  SKIRMISH LEADER  
   
  CR 2 
  Male orc warrior 3 
  CE Medium Humanoid (orc) 
  Init +0; Senses darkvision 60 ft.; Listen -1, Spot -1 
  Languages Orc  
  AC 14, touch 10, flat-footed 14  
   (+0 Dex, +4 armor) 
  hp 20 (3 HD)  
  Fort +4, Ref +0, Will -1 
  Weakness light sensitivity 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft.  
  Melee mwk falchion +7 (2d4+4/18-20) 
  Ranged longbow +3 (1d8/x3) 
  Base Atk +3; Grp +6 
  Atk Options  
  Combat Gear potion of cure moderate wounds, 2x 
  tanglefoot bag 
  Abilities Str 17, Dex 11, Con 12, Int 7, Wis 8, Cha 6 
  Feats Toughness, Weapon Focus (falchion) 
  Skills Intimidate +4 
  Possessions combat gear plus mwk falchion, 
  dagger, club, longbow, spiked gauntlets, 40 arrows, 
  chain shirt, belt pouch, boots of the mountain king 
  Light Sensitivity (Ex): dazzled in bright sunlight or 
  within the radius of a daylight spell. 
   
  7: INFILTRATIONS AND  
  8: DISTRACTION 
  ADEPT OF GRUUMSH 
   
  CR ½  
  Male half-orc adept 1 
  CE medium humanoid (orc) 
  Init +0; Senses darkvision 60 ft.; Listen +1, Spot +1 
  Languages Orc 
  AC 14, touch 10, flat-footed 14 
   
  (+4 armor) 
  hp 7 (1 HD) 
  Fort +1, Ref +0, Will +3 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft. 
  Melee longspear +0 (1d8+1/x3) or 
  Ranged javelin +0 (1d6+1/x3) 
  Base Atk +0; Grp +0 
  Combat Gear scroll of bless, 5x scroll of cure light 
  wounds, scroll of obscuring mist 
  Adept Spells Prepared (CL 1st): 
  1st-cause fear (DC 11), cure light wounds 
  0-detect poison, guidance (2) 
  Abilities Str 11, Dex 10, Con 12, Int 8, Wis 13, Cha 9 
  Feats Armor Proficiency (light) 
  Skills Concentration +5 
  Possessions combat gear plus longspear, dagger, 5x 
  javelins, chain shirt, scroll case, 2x spell 
  component pouch, wooden holy symbol 
  Tactics: rd 1: obscuring mist or bless if mist is already 
  up. rd 2: activate scroll of invisibility. rd 3+ 
  maneuver to heal or buff other band members. If 
  seriously threatened, use cause fear against the 
  threat. 
   
  ORC ARCANIST 
   
   
  CR 1 
  Male orc warlock 1 
  CE medium humanoid (orc) 
  Init +6; Senses darkvision 60 ft.; Listen -1, Spot -1 
  Languages Giant, Orc 
  AC 16, touch 12, flat-footed 14 
   
  (+2 Dex, +4 armor) 
  hp 5 (1 HD) 
  Fort +1, Ref +2, Will +1 
  Weakness light sensitivity 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft. 
  Melee quarterstaff +1 (1d6+1) or 
   
  dagger +1 (1d4+1/19-20) or 
  Ranged ray +2 (1d6) or 
   
  javelin +2 (1d6+1) 
  Base Atk +0; Grp +1 
  Combat Gear 2x potion of cure light wounds, potion 
  of shield of faith 
  Warlock Invocations Known (CL 1st): 
  2nd (at will)-earthen grasp 
  Abilities Str 12, Dex 14, Con 12, Int 11, Wis 8, Cha 
  13 
  SQ eldritch blast 
  Feats Improved Initiative 
  Skills Concentration +5, Use Magic Device +5 
  Possessions combat gear plus dagger, 5x javelins, 
  quarterstaff, belt pouch, chain shirt, spell 
  component pouch 
  Eldritch Blast (Sp) 60 ft. long ray deals 1d6 damage. 
  Tactics: prefers to keep distance and use earthen 
  grasp to neutralize opponents and Eldritch blast for 
  damage when safe. 
   
  ORC ARCHER  
   
   
  CR 1 
  Male orc fighter 1 
  CE medium humanoid (orc) 
  Init +2; Senses darkvision 60 ft.; Listen +0, Spot +0 
  Languages Orc 
  AC 16, touch 12, flat-footed 14 
   
  (+2 Dex, +4 armor) 
  hp 11 (1 HD) 
  Fort +3, Ref +2, Will +0 
  Weakness light sensitivity 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft. 
  Melee falchion +5 (2d4+6/18-20) or 
   
  dagger +5 (1d4+4/19-20) or 
  Ranged mwk longbow +4 (1d8/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +5 
  Atk Options Point Blank Shot, Precise Shot 
  
  Abilities Str 18, Dex 15, Con 13, Int 8, Wis 10, Cha 6 
  Feats Point Blank Shot, Precise Shot 
  Skills Balance +0, Climb +2, Escape Artist +0, Hide 
  +0, Jump +6, Move Silently +0, Swim +0 
  Possessions combat gear plus dagger, falchion, 
  masterwork longbow, 40 arrows, belt pouch, chain 
  shir. 
  Tactics: maintain distance from melee. Ready arrow 
  against spellcasting. If a round goes by without 
  spellcasting, switch to direct fire until a spellcaster 
  starts spellcasting. 
   
  ORC BARBARIAN (RAGING)  
  CR 1 
  Male orc barbarian 1 
  CE medium humanoid (orc) 
  Init +1; Senses darkvision 60 ft.; Listen +0, Spot +0 
  Languages Orc 
  AC 15, touch 11, flat-footed 14 
   
  (+1 Dex, +4 armor) 
  hp 16 (1 HD) 
  Fort +6, Ref +1, Will +2 
  Weakness light sensitivity 
  Speed 40 ft. in chain shirt (8 squares), base 
  movement 40 ft. 
  Melee mwk spear +9 (1d8+9/x3) or 
   
  dagger +7 (1d4+6/19-20) or 
  Ranged spear +2 (1d8+6/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +7 
  Atk Options rage 1/day 
  Combat Gear potion of cure light wounds, potion of 
  shield of faith 
  Abilities Str 23, Dex 13, Con 18, Int 8, Wis 10, Cha 6 
  SQ fast movement 
  Feats Weapon Focus (spear) 
  Skills Climb +8, Jump +12, Survival +4, Swim +2 
  Possessions combat gear plus masterwork spear, 
  dagger, 5x spears, chain shirt, belt pouch. 
  Tactics: Front line damage dealer. If not heavily 
  pressed, will buff before engaging, but will opt forgo 
  buffing and engage immediately if needed. 
   
  ORC CHAIN FIGHTER 
   
  CR 1 
  Male orc fighter 1 
  CE medium humanoid (orc) 
  Init +1; Senses darkvision 60 ft.; Listen -1, Spot -1 
  Languages Common, Giant, Orc 
  AC 15, touch 11, flat-footed 14 
   
  (+1 Dex, +4 armor); Combat Expertise 
  hp 11 (1 HD) 
  Fort +3, Ref +1, Will -1 
  Weakness light sensitivity 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft. 
  Melee mwk spiked chain +6 (2d4+6) or 
   
  dagger +5 (1d4+4/19-20) or 
  Ranged javelin +2 (1d6+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +5 
  Atk Options Combat Expertise 
  Combat Gear 2x potion of cure light wounds 
  Abilities Str 18, Dex 13, Con 12, Int 13, Wis 8, Cha 6 
  Feats Combat Expertise, Exotic Weapon Proficiency 
  (spiked chain) 
  Skills Climb +2, Handle Animal +2, Intimidate +2, 
  Jump +6, Swim +0 
  Possessions combat gear plus mwk spiked chain, 
  dagger, 5x javelins, belt pouch, chain shirt. 
  Tactics: prefers to use reach to avoid toe to toe 
  fighting. 
   
  ORC MOUNTED COMBATANT 
  CR 1 
  Male orc fighter 1 
  CE medium humanoid (orc) 
  Init +1; Senses darkvision 60 ft.; Listen +0, Spot +0 
  Languages Orc 
  AC 15, touch 11, flat-footed 14 
   
  (+1 Dex, +4 armor) 
  hp 12 (1 HD) 
  Fort +4, Ref +1, Will +0 
  Weakness light sensitivity 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft. 
  Melee longspear +5 (1d8+6/x3) or 
   
  battle axe +5 (1d8+4/x3) or 
   
  dagger +5 (1d4+4/19-20) or 
  Ranged javelin +2 (1d6+4) 
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear) 
  Base Atk +1; Grp +5 
  Atk Options Ride-By Attack 
  Combat Gear 2x potion of cure light wounds 
  Abilities Str 19, Dex 13, Con 14, Int 8, Wis 10, Cha 6 
  Feats Mounted Combat, Ride-By Attack 
  Skills Climb +2, Jump +2, Ride +5, Swim +0 
  Possessions combat gear plus longspear, dagger, 
  battle axe, 5x javelins, belt pouch, chain shirt, light 
  warhorse with chain barding.  
  Tactics: Use ride-by-attack to keep from engaging 
  toe-to-toe. 
   
  ORC NATURALIST 
   
   
  CR 1 
  Male orc druid 1 
  NE medium humanoid (orc) 
  Init +6; Senses darkvision 60 feet; Listen +1, Spot +1 
  Languages Druidic, Orc 
  AC 14, touch 12, flat-footed 12 
   
  (+2 Dex, +2 armor) 
  hp 5 (1 HD) 
  Fort +3, Ref +2, Will +3 
  Weakness light sensitivity 
  Speed 30 ft. in leather (6 squares), base movement 
  30 ft. 
  Melee spear +3 (1d8+4/x3) 
  Ranged sling +2 (1d4+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +3 
  Atk Options spontaneous casting 
  Combat Gear 4x scroll of cure light wounds, 4x scroll 
  of produce flame 
  Druid Spells Prepared (CL 1st): 
  DUL7-02/SND7-04 A New Threat 
   
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  DUL7-02/SND7-04 A New Threat 
   
  Page 21 
  1st–entangle (DC 12), obscuring mist 
  0–guidance (2), resistance 
  Abilities Str 16, Dex 14, Con 13, Int 6, Wis 13, Cha 8 
  SQ animal companion, nature sense, wild empathy 
  Feats Improved Initiative 
  Skills Concentration +5, Handle Animal +3, Survival 
  +3 
  Possessions combat gear plus commoner's outfit, 
  leather, longspear, sling, spell component pouch 
  Spontaneous Casting: Can spontaneously cast 
  summon nature's ally spells, by sacrificing a pre-
  prepared spell of equal or higher level. 
  Tactics: will use animal companion as buffer, and 
  cast spells/use scrolls in support 
   
  WOLF COMPANION 
  CR – 
  NE medium animal 
  Init +2; Senses low-light vision, scent; Listen +3, Spot 
  +3 
  AC 14, touch 12, flat-footed 12 
   (+2 Dex, +2 natural) 
  hp 13 (2 HD) 
  Fort +5, Ref +5, Will +1 
  Speed 50 ft. in no armor (10 squares) 
  Melee bite +3 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +2 
  Atk Options Trip 
  Abilities Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6 
  SQ Tricks, Link, Share Spell 
  Feats Track, Weapon Focus (bite) 
  Skills Hide +2, Listen +3, Move Silently +3, Spot +3, 
  Survival +1* 
  Trip: if bite hits opponent, can make trip attempt as a 
  free action (+1 modifier). 
  Tricks: attack all creatures, come, down, fetch, guard, 
  track 
  Skills *+4 racial bonus when Tracking by scent. 
   
  ORC SNEAK  
   
   
  CR 1 
  Male orc rogue 1 
  CE medium humanoid (orc) 
  Init +6; Senses darkvision 60 ft.; Listen +3, Spot +3 
  Languages Common, Orc 
  AC 16, touch 12, flat-footed 14 
   
  (+2 Dex, +4 armor) 
  hp 7 (1 HD) 
  Fort +1, Ref +4, Will -1 
  Weakness light sensitivity 
  Speed 30 ft. in masterwork chain shirt (6 squares), 
  base movement 30 ft. 
  Melee mwk longspear +5 (1d8+6/x3) or 
   
  short sword +4 (1d6+4/19-20) or 
  Ranged javelin +2 (1d6+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +4 
  Atk Options sneak attack 
  Combat Gear potion of cure light wounds, potion of 
  shield of faith, scroll of obscuring mist  
  Abilities Str 18, Dex 15, Con 13, Int 10, Wis 8, Cha 6 
  SQ trapfinding 
  Feats Improved Initiative 
  Skills Balance +5, Climb +3, Decipher Script +4, 
  Escape Artist +1, Hide +1, Jump +7, Listen +3, 
  Move Silently +5, Spot +3, Swim +2, Tumble +5, 
  Use Magic Device +2 
  Possessions combat gear plus masterwork 
  longspear, short sword, 5x javelin,belt pouch, 
  commoner's outfit, masterwork chain shirt,  
  Tactics: use Tumble and long spear to avoid standing 
  toe to toe. If really hard pressed try to activate 
  scroll of obscuring mist to cover escape. 
   
  ORC VETERAN 
   
   
  CR 1 
  Male orc warrior 2 
  CE medium humanoid (orc) 
  Init +0; Senses darkvision 60 ft.; Listen -1, Spot -1 
  Languages Orc 
  AC 15, touch 10, flat-footed 15 
   
  (+5 armor) 
  hp 11 (2 HD) 
  Fort +4, Ref +0, Will -1 
  Weakness light sensitivity 
  Speed 30 ft. in +1 chain shirt (6 squares), base 
  movement 30 ft. 
  Melee mwk falchion +7 (2d4+4/18-20) or 
   
  dagger +5 (1d4+3/19-20) or 
  Ranged javelin +2 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +5 
  Combat Gear potion of shield of faith 
  Abilities Str 17, Dex 11, Con 12, Int 7, Wis 8, Cha 6 
  Feats Weapon Focus (falchion) 
  Skills Balance -1, Climb +2, Escape Artist -1, Hide -1, 
  Jump +7, Move Silently -1, Swim +1 
  Possessions combat gear plus +1 chain shirt, belt 
  pouch, commoner's outfit, dagger, masterwork 
  falchion 
   
  
  APL 4 
  1: THE SURVIVOR 
  SKIRMISH TROOPER  
   
  CR 1 
  Male orc warrior 2 
  CE medium humanoid (orc) 
  Init +1; Senses darkvision 60 ft.; Listen -1, Spot -1 
  Languages Orc  
  AC 16, touch 11, flat-footed 15  
   (+1 Dex, +5 armor) 
  hp 11 (2 HD)  
  Fort +3, Ref +1, Will -1 
  Weakness light sensitivity 
  Speed 30 ft. in chain shirt (6 squares), base movement 30 ft.  
  Melee mwk falchion +7 (2d4+4/18-20) or  
  Ranged javelin +3 (1d6+3) 
  Base Atk +2; Grp +5 
  Combat Gear potion of bull's strength, potion of cure light wounds 
  Abilities Str 17, Dex 12, Con 11, Int 7, Wis 8, Cha 6 
  Feats Weapon Focus (falchion) 
  Skills Balance +0, Climb +2, Escape Artist +0, Hide +0, Jump 
  +7, Move Silently +0, Swim +1 
  Possessions combat gear plus belt mwk falchion, dagger, 
  pouch, 5x javelins 
  Light Sensitivity (Ex) dazzled in bright sunlight or within 
  the radius of a daylight spell. 
   
  SKIRMISH LEADER  
   
  CR 5 
  Male orc fighter 4/warrior 2 
  CE medium humanoid (orc) 
  Init +4; Senses darkvision 60 feet; Listen +0, Spot +0 
  Languages Common, Orc  
  AC 18, touch 14, flat-footed 14  
   (+4 Dex, +4 armor) 
  hp 39 (6 HD)  
  Fort +8, Ref +5, Will +1 
  Weakness light sensitivity 
  Speed 30 ft. in chain shirt (6 squares), base movement 30 ft.  
  Ranged mwk composite longbow +12/+7 (1d8+6/x3) or  
  Melee falchion +10/+5 (2d4+6/18-20) 
  Base Atk +6; Grp +10 
  Atk Options Manyshot, Precise Shot, Rapid Shot 
  Combat Gear potion of cure moderate wounds 
  Abilities Str 18, Dex 18, Con 13, Int 8, Wis 10, Cha 6 
  Feats Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, 
  Weapon 
  Focus 
  (composite 
  longbow), 
  Weapon 
  Specialization (composite longbow) 
  Skills Intimidate +2, Jump +7, Swim +0 
  Possessions combat gear plus falchion, dagger, 40 arrows, 
  belt pouch, gloves of dexterity +2, boots of the mountain 
  king, chain shirt. 
  Light Sensitivity (Ex) dazzled in bright sunlight or within 
  the radius of a daylight spell. 
   
  7: INFILTRATIONS AND  
  8: DISTRACTION 
  CLERIC OF GRUUMSH 
   
  CR 3 
  Male half-orc cleric 3 
  CE medium humanoid (orc) 
  Init +5; Senses darkvision 60 ft.; Listen +2, Spot +2 
  Languages Orc 
  AC 18, touch 11, flat-footed 17 
   
  (+1 Dex, +5 armor, +2 shield) 
  hp 19 (3 HD) 
  Fort +5, Ref +2, Will +5 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft. 
  Melee shortspear +3 (1d6+1) or 
  Ranged spear +4 (1d8+1/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3 
  Atk Options spontaneous casting, rebuke undead 
  Combat Gear scroll of command (4), scroll of cure 
  light wounds (8), scroll of hold person (2), scroll of 
  magic weapon (4), scroll of shield of faith (2), scroll 
  of sound burst (2) 
  Cleric Spells Prepared (CL 3rd): 
  2nd-cure moderate wounds, silence (DC 14), 
  spiritual weaponD (2) 
  1st-bless, heartache (DC 13), necrotic awareness, 
  enlarge personD 
  0-guidance (2), resistance (2) 
  D: Domain spell. Deity: Gruumsh. Domains: Strength, 
  War 
  † Already Cast 
  Abilities Str 12, Dex 12, Con 14, Int 6, Wis 15, Cha 
  11 
  SQ  
  Feats Improved Initiative, Skill Focus (concentration), 
  Weapon Focus (spear)B 
  Skills Concentration +11 
  Possessions combat gear plus +1 chain shirt, belt 
  pouch, heavy wooden shield, holy symbol of 
  Gruumsh (2), scroll case, shortspear, spear (6), 
  spell component pouch, commoner's outfit 
  Spontaneous Casting: Can spontaneously cast 
  inflict spells, by sacrificing a pre-prepared spell of 
  equal or higher level. 
  Rebuke Undead (Su): Can rebuke undead 3 times 
  per day. A rebuking check is made on 1d20; 
  rebuking damage is equal to 2d6+3 on a 
  successful check. 
  Tactics: Rd1 if in a tactically poor position, use 
  obscuring mist to provide cover to fully buff. Once 
  in combat, first priority is to keep his own party 
  members healthy enough to keep fighting; second 
  priority is neutralizing opponents; third priority is to 
  buff his party members; if no other option, use 
  physical attacks. 
   
  ORC ARCANIST 
   
   
  CR 3 
  Male orc warlock 3 
  CE medium humanoid (orc) 
  Init +2; Senses darkvision 60 ft.; Listen -1, Spot -1 
  Languages Giant, Orc 
  AC 17, touch 12, flat-footed 15 
   
  (+2 Dex, +5 armor) 
  hp 13 (3 HD); DR 1/cold iron 
  DUL7-02/SND7-04 A New Threat 
   
  Page 22 
  
  Fort +2, Ref +3, Will +2 
  Weakness light sensitivity 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft. 
  Melee quarterstaff +3 (1d6+1) or 
   
  dagger +3 (1d4+1/19-20) or 
  Ranged ray +4 (2d6) or 
   
  javelin +4 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3 
  Atk Options Point Blank Shot, Precise Shot 
  Combat Gear potion of cure light wounds (2), potion 
  of fly, potion of shield of faith 
  Warlock Invocations Known (CL 3rd): 
  2nd (at will)-earthen grasp, eldritch spear 
  † Already Cast 
  Abilities Str 12, Dex 14, Con 12, Int 11, Wis 8, Cha 
  13 
  SQ detect magic, eldritch blast 
  Feats Point Blank Shot, Precise Shot 
  Skills Concentration +7, Use Magic Device +7 
  Possessions combat gear plus +1 chain shirt, belt 
  pouch, commoner's outfit, dagger, javelin (5), 
  quarterstaff, spell component pouch 
  Eldritch Blast (Sp) 250 ft. range ray deals 2d6 
  damage. 
  Detect Magic (Sp) At will, as the spell. 
  Tactics: prefers to keep distance and use earthen 
  grasp to neutralize opponents and Eldritch blast for 
  damage when safe. 
   
  ORC ARCHER  
   
   
  CR 2 
  Male orc fighter 2 
  CE medium humanoid (orc) 
  Init +2; Senses darkvision 60 ft.; Listen +0, Spot +0 
  Languages Orc 
  AC 16, touch 12, flat-footed 14 
   
  (+2 Dex, +4 armor) 
  hp 13 (2 HD) 
  Fort +4, Ref +2, Will +0 
  Weakness light sensitivity 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft. 
  Melee falchion +6 (2d4+6/18-20) or 
   
  dagger +6 (1d4+4/19-20) or 
  Ranged mwk composite longbow +5 (1d8+4/x3) or 
   
  mwk composite longbow +3/+3 (1d8/x3) with 
  Rapid Shot 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +6 
  Atk Options Point Blank Shot, Precise Shot, Rapid 
  Shot 
  Combat Gear potion of cat's grace, potion of cure 
  moderate wounds 
  Abilities Str 18, Dex 15, Con 13, Int 8, Wis 10, Cha 6 
  Feats Point Blank Shot, Precise Shot, Rapid Shot 
  Skills Jump +7 
  Possessions combat gear plus 40 arrows, belt 
  pouch, chain shirt, commoner's outfit, dagger, 
  falchion, masterwork composite longbow (+4 Str) 
  Tactics: maintain distance from melee. Ready arrow 
  against spellcasting. If a round goes by without 
  spellcasting, switch to direct fire until spellcasting 
  until a spellcaster starts. 
   
   
  ORC BARBARIAN 
   
   
  CR 2 
  Male orc barbarian 2 
  CE medium humanoid (orc) 
  Init +1; Senses darkvision 60 ft.; Listen +0, Spot +0 
  Languages Orc 
  AC 16, touch 11, flat-footed 16 
   
  (+1 Dex, +5 armor); uncanny dodge 
  hp 17 (2 HD) 
  Fort +5, Ref +1, Will +0 
  Weakness light sensitivity 
  Speed 40 ft. in chain shirt (8 squares), base 
  movement 40 ft. 
  Melee mwk falchion +8 (2d4+6/18-20) or 
   
  dagger +6 (1d4+4/19-20) or 
  Ranged javelin +3 (1d6+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +6 
  Atk Options rage 
  Combat Gear potion of bull's strength, potion of 
  shield of faith 
  Abilities Str 19, Dex 13, Con 14, Int 8, Wis 10, Cha 6 
  SQ  
  Feats Weapon Focus (falchion) 
  Skills Climb +7, Jump +12, Tumble +3 
  Possessions combat gear plus +1 chain shirt, 
  masterwork falchion, dagger, javelin (5), belt 
  pouch, commoner's outfit 
  Tactics: Front line damage dealer. If not heavily 
  pressed, will buff before engaging, but will opt forgo 
  buffing and engage immediately if needed. 
   
  ORC CHAIN FIGHTER 
   
  CR 2 
  Male orc fighter 2 
  CE medium humanoid (orc) 
  Init +1; Senses darkvision 60 feet; Listen -1, Spot -1 
  Languages Common, Giant, Orc 
  AC 16, touch 11, flat-footed 15 
   
  (+1 Dex, +5 armor); combat expertise 
  hp 13 (2 HD) 
  Fort +4, Ref +1, Will -1 
  Weakness light sensitivity 
  Speed 30 ft. in +1 chain shirt (6 squares), base 
  movement 30 ft. 
  Melee Masterwork spiked chain +7 (2d4+6) or 
   
  Dagger +6 (1d4+4/19-20) or 
  Ranged Javelin +3 (1d6+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +6 
  Atk Options Combat Expertise, Improved Trip 
  Combat Gear potion of bull's strength, potion of cure 
  light wounds (2), potion of shield of faith 
  Abilities Str 18, Dex 13, Con 12, Int 13, Wis 8, Cha 6 
  Feats Combat Expertise, Exotic Weapon Proficiency 
  (spiked chain), Improved Trip 
  DUL7-02/SND7-04 A New Threat 
   
  Page 23 
  
  Skills Balance +0, Climb +3, Escape Artist +0, 
  Handle Animal +3, Hide +0, Intimidate +3, Jump 
  +8, Move Silently +0, Ride +3, Swim +2 
  Possessions combat gear plus +1 chain shirt, belt 
  pouch, commoner's outfit, dagger, javelin (5), 
  masterwork spiked chain 
  Tactics: prefers to use reach to avoid toe to toe 
  fighting. 
   
  ORC MOUNTED COMBATANT 
  CR 3 
  Male orc fighter 3 
  CE medium humanoid (orc) 
  Init +1; Senses darkvision 60 feet; Listen +0, Spot +0 
  Languages Common, Orc 
  AC 16, touch 11, flat-footed 15 
   
  (+1 Dex, +5 armor) 
  hp 22 (3 HD) 
  Fort +5, Ref +2, Will +1 
  Weakness light sensitivity 
  Speed 30 ft. in +1 chain shirt (6 squares), base 
  movement 30 ft. 
  Melee mwk lance +8 (1d8+6/x3) or 
   
  greatsword +7 (2d6+6/19-20) or 
   
  Dagger +7 (1d4+4/19-20) or 
  Ranged Javelin +4 (1d6+4) 
  Space 5 ft.; Reach 5 ft. (10 ft. with lance) 
  Base Atk +3; Grp +7 
  Atk Options Power Attack, Ride-By Attack, Spirited 
  Charge 
  Combat Gear potion of cure light wounds (2) 
  Abilities Str 19, Dex 13, Con 14, Int 8, Wis 10, Cha 6 
  Feats Mounted Combat, Power Attack, Ride-By 
  Attack, Spirited Charge 
  Skills Balance +0, Climb +3, Escape Artist +0, Hide 
  +0, Jump +3, Move Silently +0, Ride +7, Swim +2 
  Possessions combat gear plus +1 chain shirt, belt 
  pouch, dagger, greatsword, javelin (5), light 
  warhorse with chain barding, masterwork lance 
  Tactics: Use ride-by-attack with spirited charge and 
  maximum power attack to keep from engaging toe-
  to-toe. 
   
  ORC NATURALIST 
   
   
  CR 2 
  Male orc druid 2 
  NE medium humanoid (orc) 
  Init +6; Senses darkvision 60 ft.; Listen +1, Spot +1 
  Languages Druidic, Orc 
  AC 15, touch 12, flat-footed 13 
   
  (+2 Dex, +3 armor) 
  hp 11 (2 HD) 
  Fort +4, Ref +2, Will +4 
  Weakness light sensitivity 
  Speed 30 ft. in +1 leather (6 squares), base 
  movement 30 ft. 
  Ranged Spear +4 (1d8+4/x3) or 
   
  Sling +3 (1d4+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +4 
  Atk Options spontaneous casting 
  Combat Gear scroll of barkskin, scroll of cure light 
  wounds (4), scroll of heat metal, scroll of produce 
  flame (4) 
  Druid Spells Prepared (CL 2nd): 
  1st–entangle (DC 12), faerie fire, obscuring mist 
  0–guidance (2), resistance (2) 
  † Already Cast 
  Abilities Str 16, Dex 14, Con 13, Int 6, Wis 13, Cha 8 
  SQ wild empathy, woodland stride 
  Feats Improved Initiative 
  Skills Concentration +6, Handle Animal +4, Ride +4, 
  Survival +3 
  Possessions combat gear plus +1 leather, 
  commoner's outfit, longspear, sling, spell 
  component pouch 
  Spontaneous Casting: Can spontaneously cast 
  summon nature's ally spells, by sacrificing a pre-
  prepared spell of equal or higher level. 
  Tactics: will use animal companion as buffer, and 
  cast spells/use scrolls in support 
   
  WOLF COMPANION 
  CR – 
  NE medium animal 
  Init +2; Senses low-light vision, scent; Listen +3, Spot +3 
  AC 14, touch 12, flat-footed 12 
   (+2 Dex, +2 natural) 
  hp 13 (2 HD) 
  Fort +5, Ref +5, Will +1 
  Speed 50 ft. in no armor (10 squares), base movement 50 ft. 
  Melee bite +3 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +2 
  Atk Options Trip 
  Abilities Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6 
  SQ Tricks, Link, Share Spell 
  Feats Track, Weapon Focus (bite) 
  Skills Hide +2, Listen +3, Move Silently +3, Spot +3, Survival 
  +1* 
  Trip: if bite hits opponent, can make trip attempt as a free 
  action (+1 modifier). 
  Tricks: attack all creatures, come, down, fetch, guard, track 
  Skills *+4 racial bonus when Tracking by scent. 
   
  ORC SNEAK  
   
   
  CR 2 
  Male orc rogue 2 
  CE medium humanoid (orc) 
  Init +6; Senses darkvision 60 ft.; Listen +4, Spot +4 
  Languages Common, Orc 
  AC 17, touch 12, flat-footed 15 
   
  (+2 Dex, +5 armor) 
  hp 9 (2 HD) 
  Fort +1, Ref +5, Will -1 
  Evasion 
  Weakness light sensitivity 
  Speed 30 ft. in +1 chain shirt (6 squares), base 
  movement 30 ft. 
  Melee mwk longspear +6 (1d8+6/x3) or 
   
  short sword +5 (1d6+4/19-20) or 
  Ranged Javelin +3 (1d6+4) 
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear) 
  Base Atk +1; Grp +5 
  DUL7-02/SND7-04 A New Threat 
   
  Page 24 
  
  DUL7-02/SND7-04 A New Threat 
   
  Page 25 
  Atk Options sneak attack 
  Combat Gear potion of cat's grace, potion of cure 
  light wounds, potion of shield of faith, scroll of 
  obscuring mist 
  Abilities Str 18, Dex 15, Con 13, Int 10, Wis 8, Cha 6 
  SQ trapfinding 
  Feats Improved Initiative 
  Skills Balance +8, Climb +3, Decipher Script +5, 
  Escape Artist +1, Hide +1, Jump +10, Listen +4, 
  Move Silently +6, Spot +4, Swim +2, Tumble +8, 
  Use Magic Device +3 
  Possessions combat gear plus belt pouch, 
  commoner's outfit, javelin (5), masterwork chain 
  shirt, masterwork longspear, short sword 
  Note: +2 Synergy bonus to Use Magic Device when 
  attempting to activate scrolls 
  Tactics: use Tumble and long spear to avoid standing 
  toe to toe. If really hard pressed try to activate 
  scroll of obscuring mist to cover escape. 
   
  ORC VETERAN 
   
   
  CR 2 
  Male orc fighter 1/warrior 2 
  CE medium humanoid (orc) 
  Init +5; Senses darkvision 60 ft.; Listen +0, Spot +0 
  Languages Common, Orc 
  AC 16, touch 11, flat-footed 15 
   
  (+1 Dex, +5 armor) 
  hp 20 (3 HD) 
  Fort +7, Ref +1, Will +0 
  Weakness light sensitivity 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft. 
  Melee mwk falchion +9 (2d4+6/18-20) or 
   
  dagger +7 (1d4+4/19-20) or 
  Ranged javelin +4 (1d6+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +7 
  Atk Options Power Attack 
  Combat Gear potion of bull's strength, potion of cure 
  moderate wounds, potion of shield of faith 
  Abilities Str 19, Dex 13, Con 14, Int 8, Wis 10, Cha 6 
  Feats Improved Initiative, Power Attack, Weapon 
  Focus (falchion) 
  Skills Jump +9 
  Possessions combat gear plus +1 chain shirt, belt 
  pouch, commoner's outfit, dagger, masterwork 
  falchion 
   
  APL 6 
  1: THE SURVIVOR 
   
  SKIRMISH TROOPER  
   
  CR 3 
  Male orc barbarian 1/fighter 1/warrior 2 
  CE medium humanoid (orc) 
  Init +1; Senses darkvision 60 feet; Listen -1, Spot -1 
  Languages Common, Orc  
  AC 17, touch 11, flat-footed 16  
   (+1 Dex, +5 armor, +1 natural) 
  hp 27 (4 HD)  
  Fort +7, Ref +1, Will -1 
  Weakness light sensitivity 
  Speed 40 ft. in +1 chain shirt (8 squares), base movement 30 
  ft.  
  Melee masterwork falchion +9 (2d4+4/18-20) or  
  Ranged Javelin +5 (1d6+3) 
  Base Atk +4; Grp +7 
  Atk Options Power Attack, Rage 
  Combat Gear potion of bull's strength, potion of cure moderate 
  wounds 
  Abilities Str 17, Dex 12, Con 11, Int 7, Wis 8, Cha 6 
  
  SQ fast movement 
  Feats Improved Toughness, Power Attack, Weapon Focus 
  (falchion) 
  Skills Balance +0, Climb +2, Escape Artist +0, Hide +0, 
  Intimidate -1, Jump +11, Move Silently +0, Survival +1, 
  Swim +1 
  Possessions combat gear plus amulet of natural armor +1, belt 
  pouch, javelin (5) 
  Light Sensitivity(Ex): dazzled in bright sunlight or within 
  the radius of a daylight spell. 
  Fast Movement(Ex): +10 to speed when in medium armor 
  or lighter and not carrying a heavy load. 
   
  SKIRMISH LEADER  
   
  CR 7 
  Male orc fighter 6/warrior 2 
  CE medium humanoid (orc) 
  Init +5; Senses darkvision 60 feet; Listen +0, Spot +0 
  Languages Common, Orc  
  AC 19, touch 15, flat-footed 15  
   (+4 Dex, +4 armor, +1 deflection) 
  hp 52 (8 HD)  
  Fort +9, Ref +7, Will +2 
  Weakness light sensitivity 
  Speed 30 ft. in chain shirt (6 squares), base movement 30 ft.  
  Ranged masterwork composite longbow +15/+10 (1d8+6/x3) 
  or  
  Melee falchion +12/+7 (2d4+6/18-20) 
  Base Atk +8; Grp +12 
  Atk Options Improved Rapid Shot, Manyshot, Precise Shot, 
  Rapid Shot 
  Combat Gear potion of cure moderate wounds 
  Abilities Str 18, Dex 21, Con 13, Int 8, Wis 10, Cha 6 
  Feats Improved Rapid Shot, Manyshot, Point Blank Shot, 
  Precise Shot, Rapid Shot, Weapon Focus (composite 
  longbow), Weapon Specialization (composite longbow) 
  Skills Balance +3, Climb +2, Escape Artist +3, Hide +3, 
  Intimidate +4, Jump +7, Move Silently +3, Swim +0 
  Possessions combat gear plus 40 arrows, MWK composite 
  longbow (+4 Str), belt pouch, chain shirt, gloves of dexterity 
  +4, ring of protection +1, boots of the mountain king, bracers 
  of quick strike 
  Light Sensitivity(Ex): dazzled in bright sunlight or within 
  the radius of a daylight spell. 
   
  7: INFILTRATIONS AND  
  8: DISTRACTION 
   
  CLERIC OF GRUUMSH 
   
  CR 5 
  Male half-orc cleric 5 
  CE medium humanoid (orc) 
  Init +5; Senses darkvision 60 feet; Listen +4, Spot +4 
  Languages Common, Orc 
  AC 18, touch 11, flat-footed 17 
   
  (+1 Dex, +5 armor, +2 shield) 
  hp 32 (5 HD) 
  Fort +6, Ref +2, Will +8 
  Speed 30 ft. in +1 chain shirt (6 squares), base 
  movement 30 ft. 
  Melee Shortspear +4 (1d6+1) or 
  Ranged Spear +5 (1d8+1/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +4 
  Atk Options spontaneous casting, rebuke undead 
  Combat Gear scroll of command (4), scroll of cure 
  light wounds (8), scroll of hold person (2), scroll of 
  magic weapon (4), scroll of shield of faith (2), scroll 
  of sound burst (2) 
  Cleric Spells Prepared (CL 5th): 
  3rd-dispel magic, prayer, magic vestmentD 
  2nd-bull's strength (DC 16), hold person (DC 16), 
  silence (DC 16), spiritual weaponD 
  1st-bless, faith healing (2), obscuring mist, enlarge 
  personD 
  0-guidance (3), resistance (2) 
  D: Domain spell. Deity: Gruumsh. Domains: Strength, 
  War 
  † Already Cast 
  Abilities Str 12, Dex 12, Con 14, Int 6, Wis 18, Cha 
  11 
  SQ aura of chaos, aura of evil, orc blood, restricted 
  spells 
  Feats Improved Initiative, Skill Focus (concentration), 
  Weapon Focus (spear)B 
  Skills Balance -2, Climb -2, Concentration +13, 
  Escape Artist -2, Hide -2, Jump -2, Move Silently -
  2, Swim -5 
  Possessions combat gear plus +1 chain shirt, belt 
  pouch, commoner's outfit, heavy wooden shield, 
  holy symbol of Gruumsh (2), periapt of wisdom +2, 
  scroll case, shortspear, spear (6), spell component 
  pouch 
  Spontaneous Casting: Can spontaneously cast 
  inflict spells, by sacrificing a pre-prepared spell of 
  equal or higher level. 
  Rebuke Undead (Su): Can rebuke undead 3 times 
  per day. A rebuking check is made on 1d20; 
  rebuking damage is equal to 2d6+5 on a 
  successful check. 
  Tactics: Rd1 if in a tactically poor position, use 
  obscuring mist to provide cover to fully buff. Once 
  in combat, first priority is to keep his own party 
  members healthy enough to keep fighting; second 
  priority is neutralizing opponents; third priority is to 
  buff his party members; if no other option, use 
  physical attacks. 
   
  ORC ARCANIST 
   
   
  CR 5 
  Male orc warlock 5 
  CE medium humanoid (orc) 
  Init +2; Senses darkvision 60 feet; Listen -1, Spot -1 
  Languages Common, Orc 
  AC 17, touch 12, flat-footed 15 
   
  (+2 Dex, +5 armor) 
  hp 22 (5 HD); DR 1/cold iron 
  Fort +2, Ref +3, Will +3 
  Weakness light sensitivity 
  Speed 30 ft. in +1 chain shirt (6 squares), base 
  movement 30 ft. 
  Melee Quarterstaff +4 (1d6+1) or 
   
  Dagger +4 (1d4+1/19-20) or 
  Ranged Ray +5 (3d6) or 
   
  Javelin +5 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  DUL7-02/SND7-04 A New Threat 
   
  Page 26 
  
  Base Atk +3; Grp +4 
  Atk Options Point Blank Shot, Precise Shot 
  Combat Gear potion of cure light wounds (2), potion 
  of fly, potion of shield of faith 
  Warlock Spells Known (CL 5th): 
  2nd (at will)-earthen grasp (in), eldritch spear, see 
  the unseen 
  † Already Cast 
  Abilities Str 12, Dex 14, Con 12, Int 11, Wis 8, Cha 
  16 
  SQ deceive item, detect magic, eldritch blast 
  Feats Point Blank Shot, Precise Shot 
  Skills Balance +1, Climb +0, Concentration +9, 
  Escape Artist +1, Hide +1, Jump +0, Move Silently 
  +1, Swim -1, Use Magic Device +11 
  Possessions combat gear plus +1 chain shirt, belt 
  pouch, cloak of charisma +2, commoner's outfit, 
  dagger, javelin (5), quarterstaff, spell component 
  pouch 
  Eldritch Blast (Sp): Ray deals 3d6 damage. 
  Detect Magic (Sp): At will, as the spell. 
  Deceive Item: always take 10 on Use Magic Device 
  checks. 
  Tactics: prefers to keep distance and use earthen 
  grasp to neutralize opponents and Eldritch blast for 
  damage when safe. 
   
  ORC ARCHER  
   
   
  CR 4 
  Male orc fighter 4 
  CE medium humanoid (orc) 
  Init +7; Senses darkvision 60 feet; Listen +0, Spot +0 
  Languages Common, Orc 
  AC 18, touch 13, flat-footed 15 
   
  (+3 Dex, +5 armor) 
  hp 26 (4 HD) 
  Fort +5, Ref +4, Will +1 
  Weakness light sensitivity 
  Speed 30 ft. in +1 chain shirt (6 squares), base 
  movement 30 ft. 
  Melee Falchion +8 (2d4+6/18-20) or 
   
  Dagger +8 (1d4+4/19-20) or 
  Ranged Masterwork composite longbow +9 
  (1d8+4/x3) or 
   
  Masterwork composite longbow +7/+7 (1d8/x3) 
  with Rapid Shot 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +8 
  Atk Options Point Blank Shot, Precise Shot, Rapid 
  Shot 
  Combat Gear potion of cat's grace, potion of cure 
  moderate wounds 
  Abilities Str 18, Dex 16, Con 13, Int 8, Wis 10, Cha 6 
  Feats Improved Initiative, Point Blank Shot, Precise 
  Shot, Rapid Shot, Weapon Focus (composite 
  longbow) 
  Skills Balance +2, Climb +3, Escape Artist +2, 
  Handle Animal +0, Hide +2, Jump +8, Move 
  Silently +2, Swim +2 
  Possessions combat gear plus 40 arrows, belt 
  pouch, chain shirt, commoner's outfit, dagger, 
  falchion, masterwork composite longbow (+4 Str) 
  Tactics: maintain distance from melee. Ready arrow 
  against spellcasting. If a round goes by without 
  spellcasting, switch to direct fire until spellcasting 
  until a spellcaster starts. 
   
  ORC BARBARIAN 
   
   
  CR 4 
  Male orc barbarian 4 
  CE medium humanoid (orc) 
  Init +1; Senses darkvision 60 feet; Listen +0, Spot +0 
  Languages Common, Orc 
  AC 17, touch 11, flat-footed 17 
   
  (+1 Dex, +5 armor, +1 natural); uncanny dodge 
  hp 34 (4 HD) 
  Fort +6, Ref +2, Will +1 
  Trap Sense 
  Weakness light sensitivity 
  Speed 40 ft. in +1 chain shirt (8 squares), base 
  movement 30 ft. 
  Melee Masterwork falchion +11 (2d4+7/18-20) or 
   
  Dagger +9 (1d4+5/19-20) or 
  Ranged Javelin +5 (1d6+5) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +9 
  Atk Options Power Attack, rage 
  Combat Gear potion of bull's strength, potion of 
  shield of faith 
  Abilities Str 20, Dex 13, Con 14, Int 8, Wis 10, Cha 6 
  SQ fast movement, illiteracy 
  Feats Power Attack, Weapon Focus (falchion) 
  Skills Balance +0, Climb +8, Escape Artist +0, 
  Handle Animal +0, Hide +0, Jump +13, Move 
  Silently +0, Survival +4, Swim +3, Tumble +5 
  Possessions combat gear plus +1 chain shirt, amulet 
  of natural armor +1, belt pouch, commoner's outfit, 
  dagger, javelin (5), masterwork falchion 
  Trap Sense (Ex): +1 to Reflex saves and AC against 
  traps. 
  Tactics: Front line damage dealer. If not heavily 
  pressed, will buff before engaging, but will opt forgo 
  buffing and engage immediately if needed. 
   
  ORC CHAIN FIGHTER 
   
  CR 4 
  Male orc fighter 4 
  CE medium humanoid (orc) 
  Init +1; Senses darkvision 60 feet; Listen -1, Spot -1 
  Languages Common, Giant, Orc 
  AC 17, touch 11, flat-footed 16 
   
  (+1 Dex, +5 armor, +1 natural); combat expertise 
  hp 26 (4 HD) 
  Fort +5, Ref +2, Will +0 
  Weakness light sensitivity 
  Speed 30 ft. in +1 chain shirt (6 squares), base 
  movement 30 ft. 
  Melee Masterwork spiked chain +10 (2d4+8) or 
   
  Dagger +8 (1d4+4/19-20) or 
  Ranged Javelin +5 (1d6+4) 
  Space 5 ft.; Reach 5 ft. 
  DUL7-02/SND7-04 A New Threat 
   
  Page 27 
  
  Base Atk +4; Grp +8 
  Atk Options Combat Expertise, Improved Trip 
  Combat Gear potion of bull's strength, potion of cure 
  light wounds (2), potion of shield of faith 
  Abilities Str 19, Dex 13, Con 12, Int 13, Wis 8, Cha 6 
  Feats Combat Expertise, Exotic Weapon Proficiency 
  (spiked chain), Improved Trip, Weapon Focus 
  (spiked chain), Weapon Specialization (spiked 
  chain) 
  Skills Balance +0, Climb +3, Escape Artist +0, 
  Handle Animal +5, Hide +0, Intimidate +5, Jump 
  +10, Move Silently +0, Ride +3, Swim +2 
  Possessions combat gear plus +1 chain shirt, amulet 
  of natural armor +2, belt pouch, commoner's outfit, 
  dagger, javelin (5), masterwork spiked chain 
  Tactics: prefers to use reach to avoid toe to toe 
  fighting. 
   
  ORC MOUNTED COMBATANT 
  CR 5 
  Male orc fighter 5 
  CE medium humanoid (orc) 
  Init +1; Senses darkvision 60 feet; Listen +0, Spot +0 
  Languages Common, Orc 
  AC 16, touch 11, flat-footed 15 
   
  (+1 Dex, +5 armor) 
  hp 37 (5 HD) 
  Fort +6, Ref +2, Will +1 
  Weakness light sensitivity 
  Speed 30 ft. in +1 chain shirt (6 squares), base 
  movement 30 ft. 
  Melee Masterwork lance +13 (1d8+9/x3) or 
   
  Greatsword +11 (2d6+9/19-20) or 
   
  Dagger +11 (1d4+6/19-20) or 
  Ranged Javelin +6 (1d6+6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +11 
  Atk Options Power Attack, Ride-By Attack, Spirited 
  Charge 
  Combat Gear potion of cure light wounds (2) 
  Abilities Str 22, Dex 13, Con 14, Int 8, Wis 10, Cha 6 
  Feats Mounted Combat, Power Attack, Ride-By 
  Attack, Spirited Charge, Weapon Focus (lance) 
  Skills Balance +0, Climb +5, Escape Artist +0, Hide 
  +0, Jump +5, Move Silently +0, Ride +9, Swim +4 
  Possessions combat gear plus +1 chain shirt, belt 
  pouch, dagger, gauntets of ogre power, 
  greatsword, javelin (5), light warhorse with chain 
  barding, masterwork lance 
  Tactics: Use ride-by-attack with spirited charge and 
  maximum power attack to keep from engaging toe-
  to-toe. 
   
  ORC NATURALIST 
   
   
  CR 4 
  Male orc druid 4 
  NE medium humanoid (orc) 
  Init +6; Senses darkvision 60 feet; Listen +2, Spot +2 
  Languages Common, Druidic, Orc 
  AC 16, touch 12, flat-footed 14 
   
  (+2 Dex, +3 armor, +1 natural) 
  hp 22 (4 HD) 
  Fort +5, Ref +3, Will +6 
  Weakness light sensitivity 
  Speed 30 ft. in +1 leather (6 squares), base 
  movement 30 ft. 
  Ranged Spear +6 (1d8+4/x3) or 
   
  Sling +5 (1d4+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +6 
  Atk Options spontaneous casting 
  Combat Gear scroll of barkskin, scroll of cure light 
  wounds (4), scroll of heat metal, scroll of produce 
  flame (4) 
  Druid Spells Prepared (CL 4th): 
  2nd-briar web, heat metal (DC 14) 
  1st-cure light wounds, entangle (DC 13), faerie fire, 
  obscuring mist 
  0-guidance (3), resistance (2) 
  † Already Cast 
  Abilities Str 16, Dex 14, Con 13, Int 6, Wis 14, Cha 8 
  SQ animal companion, nature sense, resist nature's 
  lure, restricted spells, trackless step, wild empathy, 
  woodland stride 
  Feats Improved Initiative, Skill Focus (concentration) 
  Skills Concentration +11, Handle Animal +6, Ride +4, 
  Survival +4 
  Possessions combat gear plus +1 leather, amulet of 
  natural armor +1, commoner's outfit, longspear, 
  sling, spell component pouch 
  Spontaneous Casting: Can spontaneously cast 
  summon nature's ally spells, by sacrificing a pre-
  prepared spell of equal or higher level. 
  Restricted Spells: cannot cast Good spells. 
  Tactics: will use animal companion as buffer, and 
  cast spells/use scrolls in support 
   
  WOLF COMPANION 
  CR – 
  NE medium animal 
  Init +2; Senses low-light vision, scent; Listen +3, Spot 
  +3 
  AC 21, touch 13, flat-footed 18 
   (+2 Dex, +4 armor, +4 natural) 
  hp 26 (4 HD) 
  Fort +6, Ref +7, Will +2 
  Evasion 
  Speed 50 ft. in chain armor (10 squares), base 
  movement 50 ft. 
  Melee bite +6 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Atk Options Trip 
  Abilities Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6 
  SQ Tricks, Link, Share Spell 
  Feats Track, Weapon Focus (bite) 
  Skills Hide +2, Listen +3, Move Silently +2, Spot +3, 
  Survival +1* 
  Trip: if bite hits opponent, can make trip attempt as a 
  free action (+2 modifier). 
  Tricks: attack all creatures, come, down, fetch, guard, 
  track 
  Skills *+4 racial bonus when Tracking by scent. 
  DUL7-02/SND7-04 A New Threat 
   
  Page 28 
  
   
  ORC SNEAK  
   
   
  CR 4 
  Male orc rogue 4 
  CE medium humanoid (orc) 
  Init +7; Senses darkvision 60 feet; Listen +6, Spot +6 
  Languages Common, Orc 
  AC 19, touch 13, flat-footed 19 
   
  (+3 Dex, +5 armor, +1 natural); uncanny dodge 
  hp 18 (4 HD) 
  Fort +2, Ref +7, Will +0 
  Evasion, Trap Sense 
  Weakness light sensitivity 
  Speed 30 ft. in +1 chain shirt (6 squares), base 
  movement 30 ft. 
  Melee Masterwork longspear +9 (1d8+6/x3) or 
   
  Short Sword +7 (1d6+4/19-20) or 
  Ranged Javelin +6 (1d6+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +7 
  Atk Options sneak attack 
  Combat Gear potion of cat's grace, potion of cure 
  light wounds, potion of shield of faith, scroll of 
  obscuring mist (DC21 UMD to activate) 
  Abilities Str 18, Dex 16, Con 13, Int 10, Wis 8, Cha 6 
  SQ trapfinding 
  Feats Improved Initiative, Weapon Focus (Longspear) 
  Skills Balance +4, Climb +3, Decipher Script +5, 
  Escape Artist +2, Hide +9, Jump +10, Listen +6, 
  Move Silently +9, Search +4, Spot +6, Swim +2, 
  Tumble +11, Use Magic Device +5 
  Possessions combat gear plus +1 chain shirt, amulet 
  of natural armor +1, belt pouch, commoner's outfit, 
  javelin (5), masterwork longspear, short sword 
  Trap Sense (Ex): +1 to Reflex saves and AC against 
  traps. 
  Note: +2 Synergy bonus to Use Magic Device when 
  attempting to activate scrolls 
  Tactics: use Tumble and long spear to avoid standing 
  toe to toe. If really hard pressed try to activate 
  scroll of obscuring mist to cover escape. 
   
  ORC VETERAN 
   
   
  CR 4 
  Male orc barbarian 1/fighter 2/warrior 2 
  CE medium humanoid (orc) 
  Init +5; Senses darkvision 60 feet; Listen +3, Spot +0 
  Languages Common, Orc 
  AC 17, touch 11, flat-footed 16 
   
  (+1 Dex, +5 armor, +1 natural) 
  hp 41 (5 HD) 
  Fort +10, Ref +1, Will +0 
  Weakness light sensitivity 
  Speed 40 ft. in +1 chain shirt (8 squares), base 
  movement 30 ft. 
  Melee Masterwork falchion +12 (2d4+7/18-20) or 
   
  Dagger +10 (1d4+5/19-20) or 
  Ranged Javelin +6 (1d6+5) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +10 
  Atk Options Power Attack, rage 
  Combat Gear potion of bull's strength, potion of cure 
  moderate wounds, potion of shield of faith 
  Abilities Str 20, Dex 13, Con 14, Int 8, Wis 10, Cha 6 
  SQ fast movement 
  Feats Improved Initiative, Improved Toughness, 
  Power Attack, Weapon Focus (falchion) 
  Skills Balance +0, Climb +4, Escape Artist +0, 
  Handle Animal -1, Hide +0, Jump +14, Listen +3, 
  Move Silently +0, Swim +3 
  Possessions combat gear plus +1 chain shirt, amulet 
  of natural armor +1, belt pouch, commoner's outfit, 
  dagger, masterwork falchion 
  DUL7-02/SND7-04 A New Threat 
   
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  DUL7-02/SND7-04 A New Threat 
   
  Page 30 
  APL 8 
  7: INFILTRATIONS AND  
  8: DISTRACTION 
  CLERIC OF GRUUMSH 
   
  CR 7 
  Male half-orc cleric 7 
  CE medium humanoid (orc) 
  Init +5; Senses darkvision 60 feet; Listen +4, Spot +4 
  Languages Common, Orc 
  AC 19, touch 12, flat-footed 18 
   
  (+1 Dex, +5 armor, +2 shield, +1 deflection) 
  hp 52 (7 HD) 
  Fort +7, Ref +3, Will +9 
  Speed 30 ft. in +1 chain shirt (6 squares), base 
  movement 30 ft. 
  Melee Shortspear +6 (1d6+1) or 
  Ranged Spear +7 (1d8+1/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +6 
  Atk Options spontaneous casting, rebuke undead 
  Combat Gear scroll of command (4), scroll of cure 
  light wounds (8), scroll of hold person (2), scroll of 
  magic weapon (4), scroll of shield of faith (2), scroll 
  of sound burst (2) 
  Cleric Spells Prepared (CL 7th): 
  4th-freedom of movement (DC 18), wrack (DC 18), 
  spell immunityD (DC 18) 
  3rd-cure serious wounds, dispel magic, invisibility 
  purge, magic vestmentD 
  2nd-cure moderate wounds, hold person (DC 16) 
  (2), sound burst (DC 16), spiritual weaponD 
  1st-bless, divine favor, faith healing (2), obscuring 
  mist, enlarge personD 
  0-guidance (3), resistance (3) 
  D: Domain spell. Deity: Gruumsh. Domains: Strength, 
  War 
  † Already Cast 
  Abilities Str 12, Dex 12, Con 14, Int 6, Wis 18, Cha 
  11 
  SQ aura of chaos, aura of evil, orc blood, restricted 
  spells 
  Feats Improved Initiative, Improved Toughness, Skill 
  Focus (concentration), Weapon Focus (spear)B 
  Skills Balance -2, Climb -2, Concentration +15, 
  Escape Artist -2, Hide -2, Jump -2, Move Silently -
  2, Swim -5 
  Possessions combat gear plus +1 chain shirt, belt 
  pouch, commoner's outfit, heavy wooden shield, 
  holy symbol of Gruumsh (2), periapt of wisdom +2, 
  ring of protection +1, scroll case, shortspear, spear 
  (6), spell component pouch 
  Spontaneous Casting: Can spontaneously cast 
  inflict spells, by sacrificing a pre-prepared spell of 
  equal or higher level. 
  Rebuke Undead (Su): Can rebuke undead 3 times 
  per day. A rebuking check is made on 1d20; 
  rebuking damage is equal to 2d6+7 on a 
  successful check. 
  Tactics: Rd1 if in a tactically poor position, use 
  obscuring mist to provide cover to fully buff. Once 
  in combat, first priority is to keep his own party 
  members healthy enough to keep fighting; second 
  priority is neutralizing opponents; third priority is to 
  buff his party members; if no other option, use 
  physical attacks. 
   
  ORC ARCANIST 
   
   
  CR 7 
  Male orc warlock 7 
  CE medium humanoid (orc) 
  Init +6; Senses darkvision 60 feet; Listen -1, Spot -1 
  Languages Common, Orc 
  AC 18, touch 12, flat-footed 16 
   
  (+2 Dex, +5 armor, +1 natural) 
  hp 31 (7 HD); DR 2/cold iron 
  Fort +3, Ref +4, Will +4 
  Weakness light sensitivity 
  Speed 30 ft. in +1 chain shirt (6 squares), base 
  movement 30 ft. 
  Melee Quarterstaff +6 (1d6+1) or 
   
  Dagger +6 (1d4+1/19-20) or 
  Ranged Ray +7 (4d6) or 
   
  Javelin +7 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +6 
  Atk Options Point Blank Shot, Precise Shot 
  Combat Gear potion of cure light wounds (2), potion 
  of fly, potion of shield of faith 
  Warlock Spells Known (CL 7th): 
  4th (at will)-beshadowed blast (DC 17) 
  2nd (at will)-earthen grasp (in), eldritch spear, see 
  the unseen 
  † Already Cast 
  Abilities Str 12, Dex 14, Con 12, Int 11, Wis 8, Cha 
  16 
  SQ deceive item, detect magic, eldritch blast 
  Feats Improved Initiative, Point Blank Shot, Precise 
  Shot 
  Skills Balance +1, Climb +0, Concentration +11, 
  Escape Artist +1, Hide +1, Jump +0, Move Silently 
  +1, Swim -1, Use Magic Device +13 
  Possessions combat gear plus +1 chain shirt, amulet 
  of natural armor +1, belt pouch, cloak of charisma 
  +2, commoner's outfit, dagger, javelin (5), 
  quarterstaff, spell component pouch 
  Eldritch Blast (Sp): Ray deals 4d6 damage. 
  Detect Magic (Sp): At will, as the spell. 
  Deceive Item: always take 10 on Use Magic Device 
  checks. 
  Tactics: prefers to keep distance and use earthen 
  grasp to neutralize opponents and Eldritch blast for 
  damage when safe. 
   
  ORC ARCHER  
   
   
  CR 6 
  Male orc fighter 6 
  CE medium humanoid (orc) 
  Init +8; Senses darkvision 60 feet; Listen +0, Spot +0 
  
  Languages Common, Orc 
  AC 19, touch 14, flat-footed 15 
   
  (+4 Dex, +5 armor) 
  hp 39 (6 HD) 
  Fort +6, Ref +6, Will +2 
  Weakness light sensitivity 
  Speed 30 ft. in +1 chain shirt (6 squares), base 
  movement 30 ft. 
  Melee Falchion +10/+5 (2d4+6/18-20) or 
   
  Dagger +10/+5 (1d4+4/19-20) or 
  Ranged Masterwork composite longbow +12/+7 
  (1d8+4/x3) or 
   
  Masterwork composite longbow +10/+10/+5 
  (1d8/x3) with Rapid Shot 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +10 
  Atk Options Manyshot, Point Blank Shot, Precise 
  Shot, Rapid Shot 
  Combat Gear potion of cat's grace, potion of cure 
  moderate wounds 
  Abilities Str 18, Dex 18, Con 13, Int 8, Wis 10, Cha 6 
  Feats Improved Initiative, Manyshot, Point Blank 
  Shot, Precise Shot, Rapid Shot, Weapon Focus 
  (composite longbow), Woodland Archer 
  Skills Balance +3, Climb +3, Escape Artist +3, 
  Handle Animal +2, Hide +3, Jump +8, Move 
  Silently +3, Swim +2 
  Possessions combat gear plus 40 arrows, belt 
  pouch, chain shirt, commoner's outfit, dagger, 
  falchion, gloves of dexterity +2, masterwork 
  composite longbow (+4 Str) 
  Tactics: maintain distance from melee. Ready arrow 
  against spellcasting. If a round goes by without 
  spellcasting, switch to direct fire until spellcasting 
  until a spellcaster starts. 
   
   
  ORC BARBARIAN 
   
   
  CR 6 
  Male orc barbarian 6 
  CE medium humanoid (orc) 
  Init +5; Senses darkvision 60 feet; Listen +0, Spot +0 
  Languages Common, Orc 
  AC 17, touch 11, flat-footed 17 
   
  (+1 Dex, +5 armor, +1 natural); improved 
  uncanny dodge, uncanny dodge 
  hp 51 (6 HD) 
  Fort +7, Ref +3, Will +2 
  Trap Sense 
  Weakness light sensitivity 
  Speed 40 ft. in +1 chain shirt (8 squares), base 
  movement 30 ft. 
  Melee Masterwork falchion +14/+9 (2d4+9/18-20) or 
   
  Dagger +12/+7 (1d4+6/19-20) or 
  Ranged Javelin +7/+2 (1d6+6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +12 
  Atk Options Power Attack, rage 
  Combat Gear potion of bull's strength, potion of 
  shield of faith 
  Abilities Str 22, Dex 13, Con 14, Int 8, Wis 10, Cha 6 
  SQ fast movement, illiteracy 
  Feats Improved Initiative, Power Attack, Weapon 
  Focus (falchion) 
  Skills Balance +0, Climb +11, Escape Artist +0, 
  Handle Animal +2, Hide +0, Jump +14, Move 
  Silently +0, Survival +4, Swim +4, Tumble +6 
  Possessions combat gear plus +1 chain shirt, amulet 
  of natural armor +1, belt pouch, commoner's outfit, 
  dagger, gauntlets of ogre power, javelin (5), 
  masterwork falchion 
  Improved Uncanny Dodge (Ex): no longer be 
  flanked, except by a level 10 rogue. 
  Trap Sense (Ex): +2 to Reflex saves and AC against 
  traps. 
  Tactics: Front line damage dealer. If not heavily 
  pressed, will buff before engaging, but will opt forgo 
  buffing and engage immediately if needed. 
   
  ORC CHAIN FIGHTER 
   
  CR 6 
  Male orc fighter 6 
  CE medium humanoid (orc) 
  Init +5; Senses darkvision 60 feet; Listen -1, Spot -1 
  Languages Common, Giant, Orc 
  AC 17, touch 11, flat-footed 16 
   
  (+1 Dex, +5 armor, +1 natural); combat expertise 
  hp 39 (6 HD) 
  Fort +6, Ref +3, Will +1 
  Weakness light sensitivity 
  Speed 30 ft. in +1 chain shirt (6 squares), base 
  movement 30 ft. 
  Melee Masterwork spiked chain +13/+8 (2d4+9) or 
   
  Dagger +11/+6 (1d4+5/19-20) or 
  Ranged Javelin +7/+2 (1d6+5) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +11 
  Atk Options Combat Expertise, Improved Trip, Power 
  Attack 
  Combat Gear potion of bull's strength, potion of cure 
  light wounds (2), potion of shield of faith 
  Abilities Str 21, Dex 13, Con 12, Int 13, Wis 8, Cha 6 
  Feats Combat Expertise, Exotic Weapon Proficiency 
  (spiked chain), Improved Initiative, Improved Trip, 
  Power Attack, Weapon Focus (spiked chain), 
  Weapon Specialization (spiked chain) 
  Skills Balance +0, Climb +4, Escape Artist +0, 
  Handle Animal +7, Hide +0, Intimidate +7, Jump 
  +13, Move Silently +0, Ride +3, Swim +3 
  Possessions combat gear plus +1 chain shirt, amulet 
  of natural armor +2, belt pouch, commoner's outfit, 
  dagger, gauntlets of ogre power, javelin (5), 
  masterwork spiked chain 
  Tactics: prefers to use reach to avoid toe to toe 
  fighting. 
   
  ORC MOUNTED COMBATANT 
  CR 7 
  Male orc fighter 7 
  CE medium humanoid (orc) 
  Init +5; Senses darkvision 60 feet; Listen +0, Spot +0 
  Languages Common, Orc 
  AC 16, touch 11, flat-footed 15 
   
  (+1 Dex, +5 armor) 
  DUL7-02/SND7-04 A New Threat 
   
  Page 31 
  
  hp 52 (7 HD) 
  Fort +7, Ref +3, Will +2 
  Weakness light sensitivity 
  Speed 30 ft. in +1 chain shirt (6 squares), base 
  movement 30 ft. 
  Melee Masterwork lance +15/+10 (1d8+11/x3) or 
   
  Greatsword +13/+8 (2d6+9/19-20) or 
   
  Dagger +13/+8 (1d4+6/19-20) or 
  Ranged Javelin +8/+3 (1d6+6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +13 
  Atk Options Power Attack, Ride-By Attack, Spirited 
  Charge 
  Combat Gear potion of cure light wounds (2) 
  Abilities Str 22, Dex 13, Con 14, Int 8, Wis 10, Cha 6 
  Feats Improved Initiative, Mounted Combat, Power 
  Attack, Ride-By Attack, Spirited Charge, Weapon 
  Focus (lance), Weapon Specialization (lance) 
  Skills Balance +0, Climb +5, Escape Artist +0, Hide 
  +0, Jump +5, Move Silently +0, Ride +11, Swim +4 
  Possessions combat gear plus +1 chain shirt, belt 
  pouch, dagger, gauntets of ogre power, 
  greatsword, javelin (5), light warhorse with chain 
  barding, masterwork lance 
  Tactics: Use ride-by-attack with spirited charge and 
  maximum power attack to keep from engaging toe-
  to-toe. 
   
  ORC NATURALIST 
   
   
  CR 6 
  Male orc druid 6 
  NE medium humanoid (orc) 
  Init +6; Senses darkvision 60 feet; Listen +3, Spot +3 
  Languages Common, Druidic, Orc 
  AC 15, touch 12, flat-footed 13 
   
  (+2 Dex, +3 armor) 
  hp 39 (6 HD) 
  Fort +6, Ref +4, Will +8 
  Weakness light sensitivity 
  Speed 30 ft. in +1 leather (6 squares), base 
  movement 30 ft. 
  Ranged Spear +7 (1d8+4/x3) or 
   
  Sling +6 (1d4+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +7 
  Atk Options spontaneous casting 
  Combat Gear scroll of barkskin, scroll of cure light 
  wounds (4), scroll of heat metal, scroll of produce 
  flame (4) 
  Druid Spells Prepared (CL 6th): 
  3rd-cure moderate wounds, spike growth (DC 16), 
  wind wall 
  2nd-barkskin, briar web, heat metal (DC 15), warp 
  wood (DC 15) 
  1st-cure light wounds, faerie fire (2), obscuring mist 
  0-guidance (3), resistance (2) 
  † Already Cast 
  Abilities Str 16, Dex 14, Con 13, Int 6, Wis 16, Cha 8 
  SQ animal companion, nature sense, resist nature's 
  lure, restricted spells, trackless step, wild empathy, 
  wild shape, woodland stride 
  Feats Improved Initiative, Improved Toughness, Skill 
  Focus (concentration) 
  Skills Concentration +13, Handle Animal +8, Ride +4, 
  Survival +5 
  Possessions combat gear plus +1 leather, 
  commoner's outfit, longspear, periapt of wisdom 
  +2, sling, spell component pouch 
  Spontaneous Casting: Can spontaneously cast 
  summon nature's ally spells, by sacrificing a pre-
  prepared spell of equal or higher level. 
  Wild Shape (Su): turn yourself into a Small or 
  Medium-size animal (and back) 2 times per day for 
  6 hour(s). The new form's Hit Dice cannot exceed 
  6. 
  Tactics: will use animal companion as buffer, and 
  cast spells/use scrolls in support 
   
  WOLF COMPANION 
  CR – 
  NE medium animal 
  Init +2; Senses low-light vision, scent; Listen +4, Spot 
  +4 
  AC 23, touch 13, flat-footed 20 
   (+2 Dex, +4 armor, +6 natural) 
  hp 45 (6 HD) 
  Fort +7, Ref +8, Will +3 
  Devotion, Evasion 
  Speed 50 ft. in chain armor (10 squares), base 
  movement 50 ft. 
  Melee bite +7 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +6 
  Atk Options Trip 
  Abilities Str 15, Dex 17, Con 15, Int 2, Wis 12, Cha 6 
  SQ Tricks, Link, Share Spell 
  Feats Improved Toughness, Track, Weapon Focus 
  (bite) 
  Skills Hide +2, Listen +4, Move Silently +2, Spot +4, 
  Survival +1* 
  Trip: if bite hits opponent, can make trip attempt as a 
  free action (+2 modifier). 
  Tricks: attack all creatures, come, down, fetch, guard, 
  track 
  Skills *+4 racial bonus when Tracking by scent. 
   
  ORC SNEAK  
   
   
  CR 6 
  Male orc rogue 6 
  CE medium humanoid (orc) 
  Init +7; Senses darkvision 60 feet; Listen +8, Spot +8 
  Languages Common, Orc 
  AC 19, touch 13, flat-footed 19 
   
  (+3 Dex, +5 armor, +1 natural); uncanny dodge 
  hp 33 (6 HD) 
  Fort +3, Ref +8, Will +1 
  Evasion, Trap Sense 
  Weakness light sensitivity 
  Speed 30 ft. in +1 chain shirt (6 squares), base 
  movement 30 ft. 
  Melee +1 Longspear +10 (1d8+7/x3) or 
   
  Short Sword +8 (1d6+4/19-20) or 
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  DUL7-02/SND7-04 A New Threat 
   
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  Ranged Javelin +7 (1d6+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +8 
  Atk Options sneak attack 
  Combat Gear potion of cat's grace, potion of cure 
  light wounds, potion of shield of faith, scroll of 
  obscuring mist (DC21 UMD to activate) 
  Abilities Str 18, Dex 16, Con 13, Int 10, Wis 8, Cha 6 
  SQ trapfinding 
  Feats Improved Initiative, Improved Toughness, 
  Weapon Focus (Longspear) 
  Skills Balance +4, Climb +3, Decipher Script +5, 
  Escape Artist +2, Hide +11, Jump +10, Listen +8, 
  Move Silently +11, Search +8, Spot +8, Swim +2, 
  Tumble +13, Use Magic Device +7 
  Possessions combat gear plus +1 chain shirt, amulet 
  of natural armor +1, belt pouch, commoner's outfit, 
  javelin (5), +1 longspear, short sword 
  Trap Sense (Ex): +2 to Reflex saves and AC against 
  traps. 
  Note: +2 Synergy bonus to Use Magic Device when 
  attempting to activate scrolls 
  Tactics: use Tumble and long spear to avoid standing 
  toe to toe. If really hard pressed try to activate 
  scroll of obscuring mist to cover escape. 
   
  ORC VETERAN 
   
   
  CR 6 
  Male orc barbarian 1/fighter 4/warrior 2 
  CE medium humanoid (orc) 
  Init +5; Senses darkvision 60 feet; Listen +3, Spot +0 
  Languages Common, Orc 
  AC 16, touch 11, flat-footed 15 
   
  (+1 Dex, +5 armor) 
  hp 58 (7 HD) 
  Fort +11, Ref +2, Will +3 
  Weakness light sensitivity 
  Speed 40 ft. in +1 chain shirt (8 squares), base 
  movement 30 ft. 
  Melee Masterwork falchion +15/+10 (2d4+11/18-20) 
  or 
   
  Dagger +13/+8 (1d4+6/19-20) or 
  Ranged Javelin +8/+3 (1d6+6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +13 
  Atk Options Power Attack, rage 
  Combat Gear potion of bull's strength, potion of cure 
  moderate wounds, potion of shield of faith 
  Abilities Str 22, Dex 13, Con 14, Int 8, Wis 10, Cha 6 
  SQ fast movement 
  Feats Improved Initiative, Improved Toughness, Iron 
  Will, Power Attack, Weapon Focus (falchion), 
  Weapon Specialization (falchion) 
  Skills Balance +0, Climb +5, Escape Artist +0, 
  Handle Animal +1, Hide +0, Jump +15, Listen +3, 
  Move Silently +0, Swim +4 
  Possessions combat gear plus +1 chain shirt, belt 
  pouch, commoner's outfit, dagger, gauntlets of 
  ogre power, masterwork falchion 
  
  APL 10
  1: THE SURVIVOR 
   
   
   
  HILL GIANT RAGER  
  CR 10 
  Male hill giant barbarian 1/warrior 4 
  CE large giant 
  Init +0; Senses low-light vision; Listen +1, Spot +18 
  Languages Giant 
  AC 22, touch 9, flat-footed 22 
   
  (-1 size, +4 armor, +9 natural) 
  hp 209 (17 HD) 
  Fort +20, Ref +5, Will +6 
  Speed 50 ft. in chain shirt (10 squares), base 
  movement 40 ft. 
  Melee Falchion +24/+19/+14 (2d6+15/15-20) or 
  Melee Slam +26/+26 (1d4+10) or 
  Ranged Rock +13 (2d6+10) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +14/+9; Grp +32 
  Atk Options Improved Grapple, Power Attack, rock 
  throwing, rage 
  Combat Gear 2x potion of fly, potion of remove 
  blindness 
  Abilities Str 30, Dex 11, Con 22, Int 6, Wis 12, Cha 4 
  SQ fast movement, natural weapons, rock catching 
  Feats Improved Critical (falchion), Improved Grapple, 
  Improved Toughness, Improved Unarmed Strike, 
  Power Attack, Weapon Focus (falchion) 
  Skills Balance -2, Climb +8, Escape Artist -2, Hide -6, 
  Jump +20, Move Silently -2, Spot +16, Survival +3, 
  Swim +6 
  Possessions combat gear plus chain shirt, 
  commoner's outfit, falchion, sack (8 rocks), boots of 
  the mountain king, bracers of quick strike, scout’s 
  headband 
  Rock Throwing (Ex): The range increment is 120 
  feet. 
  Natural Weapons: Slam (1d4+10) 
  Rock Catching (Ex): catch Small, Medium, or Large 
  rocks. 
   
  7: INFILTRATIONS AND  
  8: DISTRACTION 
  HILL GIANT "ARCHER" 
   
  CR 8 
  Male hill giant fighter 1 
  CE large giant 
  Init +5; Senses low-light vision; Listen +16, Spot +1 
  Languages Giant 
  AC 25, touch 10, flat-footed 24 
   
  (-1 size, +1 Dex, +6 armor, +9 natural) 
  hp 137 (13 HD) 
  Fort +15, Ref +5, Will +5 
  Speed 40 ft. in +2 chain shirt (8 squares), base 
  movement 40 ft. 
  Melee Falchion +18/+13 (2d6+13/18-20) or 
  Ranged Rock +10/+5 (2d6+9) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +10; Grp +23 
  Atk Options Point Blank Shot, Precise Shot, Quick 
  Draw, Rapid Shot, rock throwing 
  Abilities Str 28, Dex 13, Con 21, Int 6, Wis 12, Cha 4 
  SQ natural weapons, rock catching 
  Feats Improved Initiative, Improved Toughness, Point 
  Blank Shot, Precise Shot, Quick Draw, Rapid Shot 
  Skills Balance +0, Climb +8, Escape Artist +0, Hide -
  4, Intimidate -2, Jump +12, Listen +16, Move 
  Silently +0, Swim +7 
  Possessions combat gear plus bag of rocks (10), belt 
  pouch, cart with 5 extra bags of rocks, chain shirt, 
  commoner's outfit 
  Rock Throwing (Ex): The range increment is 120 
  feet. 
  Natural Weapons: Slam (1d4+9) 
  Rock Catching (Ex): catch Small, Medium, or Large 
  rocks. 
  Tactics: maintain distance from melee. Ready rock 
  against spellcasting. If a round goes by without 
  spellcasting, switch to direct fire until spellcasting 
  until a spellcaster starts. 
   
  HILL GIANT BARBARIAN 
   
  CR 8 
  Male giant (hill) barbarian 1 
  CE large giant 
  Init +4; Senses low-light vision; Listen +1, Spot +1 
  Languages Giant 
  AC 22, touch 9, flat-footed 22 
   
  (-1 size, +4 armor, +9 natural) 
  hp 151 (13 HD) 
  Fort +16, Ref +4, Will +5 
  Speed 50 ft. in chain shirt (10 squares), base 
  movement 40 ft. 
  Melee Falchion +19/+14 (2d6+13/15-20) or 
  Ranged Rock +9 (2d6+9) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +10; Grp +23 
  Atk Options Power Attack, rock throwing, rage 
  Abilities Str 29, Dex 11, Con 22, Int 6, Wis 12, Cha 4 
  SQ fast movement, illiteracy, natural weapons, rock 
  catching 
  Feats Improved Critical (falchion), Improved Initiative, 
  Improved Toughness, Power Attack, Weapon 
  Focus (falchion) 
  Skills Balance -2, Climb +7, Escape Artist -2, Hide -6, 
  Jump +31, Move Silently -2, Survival +2, Swim +5 
  Possessions combat gear plus bag of rocks (10), belt 
  pouch, chain shirt, commoner's outfit, falchion 
   
  Rock Throwing (Ex): The range increment is 120 
  feet. 
  Natural Weapons: Slam (1d4+9) 
  Rock Catching (Ex): catch Small, Medium, or Large 
  rocks. 
   
  HILL GIANT CHAIN FIGHTER 
  CR 8 
  Male giant (hill) fighter 1 
  CE large giant 
  DUL7-02/SND7-04 A New Threat 
   
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  Init +4; Senses low-light vision; Listen +15, Spot +15 
  Languages Giant 
  AC 22, touch 9, flat-footed 22 
   
  (-1 size, +4 armor, +9 natural); combat expertise 
  hp 124 (13 HD) 
  Fort +15, Ref +4, Will +4 
  Speed 40 ft. in chain shirt (8 squares), base 
  movement 40 ft. 
  Melee Spiked Chain +19/+14 (2d6+13) or 
  Melee Trip () or 
  Ranged Rock +21 (2d6+13) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +10; Grp +23 
  Atk Options Combat Expertise, Improved Trip, Power 
  Attack, rock throwing 
  Abilities Str 28, Dex 10, Con 21, Int 13, Wis 10, Cha 
  4 
  SQ natural weapons, rock catching, trip attempt 
  Feats Combat Expertise, Exotic Weapon Proficiency 
  (spiked chain), Improved Initiative, Improved Trip, 
  Power Attack, Weapon Focus (spiked chain) 
  Skills Balance -2, Climb +7, Escape Artist -2, Hide -6, 
  Intimidate -1, Jump +11, Listen +15, Move Silently 
  -2, Spot +15, Swim +5 
  Possessions combat gear plus bag of rocks (10), belt 
  pouch, chain shirt, commoner's outfit, headband of 
  intellect (+2), spiked chain 
   
  Rock Throwing (Ex): The range increment is 120 
  feet. 
  Trip attempt: +17 
  Natural Weapons: Slam (1d4+9) 
  Rock Catching (Ex): catch Small, Medium, or Large 
  rocks. 
   
   
  HILL GIANT NATURALIST 
   
  CR 8 
  Male giant (hill) druid 2 
  NE large giant 
  Init +5; Senses low-light vision; Listen +2, Spot +17 
  Languages Druidic, Giant 
  AC 21, touch 10, flat-footed 20 
   
  (-1 size, +1 Dex, +2 armor, +9 natural) 
  hp 147 (14 HD) 
  Fort +16, Ref +5, Will +9 
  Speed 40 ft. in leather (8 squares), base movement 
  40 ft. 
  Melee Spear +18/+13 (2d6+12/x3) or 
  Ranged Rock +10 (2d6+8) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +10; Grp +22 
  Atk Options Power Attack, rock throwing, 
  spontaneous casting 
  Druid Spells Prepared (CL 2nd): 
  1st-entangle (DC 13), longstrider, obscuring mist 
  0-guidance (2), resistance (2) 
  † Already Cast 
  Abilities Str 26, Dex 12, Con 21, Int 4, Wis 15, Cha 6 
  SQ animal companion, natural weapons, nature 
  sense, restricted spells, rock catching, wild 
  empathy, woodland stride 
  Feats Improved Initiative, Improved Toughness, 
  Power Attack, Skill Focus (concentration), Weapon 
  Focus (spear) 
  Skills Concentration +10, Hide -3, Jump +12, Spot 
  +17, Survival +4 
  Possessions combat gear plus bag of rocks (10), 
  commoner's outfit, leather, sling, spear, spell 
  component pouch 
  Rock Throwing (Ex): The range increment is 120 
  feet. 
  Spontaneous Casting: Can spontaneously cast 
  summon nature's ally spells, by sacrificing a pre-
  prepared spell of equal or higher level. 
  Natural Weapons: Slam (1d4+8) 
  Rock Catching (Ex): catch Small, Medium, or Large 
  rocks. 
  Tactics: will use animal companion as buffer, and 
  cast spells 
   
  WOLF COMPANION  
   
  CR – 
  NE medium animal 
  Init +2; Senses low-light vision, scent; Listen +3, Spot 
  +3 
  AC 14, touch 12, flat-footed 12 
   
  (+2 Dex, +2 natural) 
  hp 13 (2 HD) 
  Fort +5, Ref +5, Will +1 
  Speed 50 ft. in no armor (10 squares), base 
  movement 50 ft. 
  Melee bite +3 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +2 
  Atk Options Trip 
  Abilities Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6 
  SQ Tricks, Link, Share Spell 
  Feats Track, Weapon Focus (bite) 
  Skills Hide +2, Listen +3, Move Silently +3, Spot +3, 
  Survival +1* 
  Trip: if bite hits opponent, can make trip attempt as a 
  free action (+1 modifier). 
  Tricks: attack all creatures, come, down, fetch, guard, 
  track 
  Skills *+4 racial bonus when Tracking by scent. 
   
  HILL GIANT VETERAN 
   
  CR 8 
  Male giant (hill) warrior 2 
  CE large giant 
  Init +3; Senses low-light vision; Listen +15, Spot +0 
  Languages Giant 
  AC 21, touch 8, flat-footed 21 
   
  (-1 size, -1 Dex, +4 armor, +9 natural) 
  hp 147 (14 HD) 
  Fort +16, Ref +3, Will +4 
  Speed 40 ft. in chain shirt (8 squares), base 
  movement 40 ft. 
  Melee Falchion +19/+14/+9 (2d6+12/15-20) or 
  Melee Dagger +18/+13/+8 (1d6+8/19-20) or 
  Ranged Rock +9 (2d6+8) 
  Space 10 ft.; Reach 10 ft. 
  DUL7-02/SND7-04 A New Threat 
   
  Page 35 
  
  Base Atk +11/+6; Grp +23 
  Atk Options Power Attack, rock throwing 
  Abilities Str 27, Dex 9, Con 20, Int 5, Wis 10, Cha 4 
  SQ natural weapons, rock catching 
  Feats Improved Critical (falchion), Improved Initiative, 
  Improved Toughness, Power Attack, Weapon 
  Focus (falchion) 
  Skills Balance -3, Climb +6, Escape Artist -3, Hide -7, 
  Jump +12, Listen +15, Move Silently -3, Swim +4 
  Possessions combat gear plus bag of rocks (10), belt 
  pouch, chain shirt, commoner's outfit, dagger, 
  falchion 
  Rock Throwing (Ex): The range increment is 120 
  feet. 
  Natural Weapons: Slam (1d4+8) 
  Rock Catching (Ex): catch Small, Medium, or Large 
  rocks. 
   
  ORC ARCANIST 
   
   
  CR 9 
  Male orc warlock 9 
  CE medium humanoid (orc) 
  Init +6; Senses darkvision 60 feet; Listen -1, Spot -1 
  Languages Common, Orc 
  AC 20, touch 13, flat-footed 18 
   
  (+2 Dex, +6 armor, +1 defl, +1 natural) 
  hp 40 (9 HD); fiendish resilience 2; DR 2/cold iron 
  Fort +5, Ref +6, Will +6 
  Weakness light sensitivity 
  Speed 30 ft. in +2 chain shirt (6 squares), base 
  movement 30 ft. 
  Melee Quarterstaff +7/+2 (1d6+1) or 
  Melee Dagger +7/+2 (1d4+1/19-20) or 
  Ranged Ray +9 (5d6) or 
  Ranged Javelin +8/+3 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +7 
  Atk Options Point Blank Shot, Precise Shot 
  Combat Gear potion of cure light wounds (2), potion 
  of fly, potion of shield of faith 
  Warlock Spells Known (CL 9th): 
  4th (at will)-beshadowed blast (DC 17), voracious 
  dispelling  
  2nd (at will)-earthen grasp (in), eldritch spear, see 
  the unseen 
  † Already Cast 
  Abilities Str 12, Dex 14, Con 12, Int 11, Wis 8, Cha 
  17 
  SQ deceive item, detect magic, eldritch blast 
  Feats Improved Initiative, Point Blank Shot, Precise 
  Shot, Weapon Focus (ray) 
  Skills Balance +1, Climb +0, Concentration +13, 
  Escape Artist +1, Hide +1, Jump +0, Move Silently 
  +1, Swim -1, Use Magic Device +15 
  Possessions combat gear plus +2 chain shirt, amulet 
  of natural armor +1, belt pouch, cloak of charisma 
  +2, commoner's outfit, dagger, javelin (5)], 
  quarterstaff, ring of protection +1, spell component 
  pouch, vest of resistance +1 
  Fiendish Resilience (Su): Once per day for 2 
  minutes have fast healing 1. 
  Eldritch Blast (Sp): Ray deals 5d6 damage. 
  Detect Magic (Sp): At will, as the spell. 
  Deceive Item: always take 10 on Use Magic Device 
  checks. 
  Tactics: prefers to keep distance and use earthen 
  grasp to neutralize opponents and Eldritch blast for 
  damage when safe. 
   
  ORC MOUNTED COMBATANT 
  CR 9 
  Male orc fighter 9 
  CE medium humanoid (orc) 
  Init +5; Senses darkvision 60 feet; Listen +0, Spot +0 
  Languages Common, Orc 
  AC 17, touch 11, flat-footed 16 
   
  (+1 Dex, +6 armor) 
  hp 76 (9 HD) 
  Fort +9, Ref +5, Will +6 
  Weakness light sensitivity 
  Speed 30 ft. in +2 chain shirt (6 squares), base 
  movement 30 ft. 
  Melee +1 Lance +17/+12 (1d8+12/x3) or 
  Melee Greatsword +15/+10 (2d6+9/19-20) or 
  Melee Dagger +15/+10 (1d4+6/19-20) or 
  Ranged Javelin +10/+5 (1d6+6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +15 
  Atk Options Power Attack, Ride-By Attack, Spirited 
  Charge 
  Combat Gear potion of cure light wounds (2) 
  Abilities Str 22, Dex 13, Con 14, Int 8, Wis 10, Cha 6 
  Feats Improved Initiative, Improved Toughness, Iron 
  Will, Mounted Combat, Power Attack, Ride-By 
  Attack, Spirited Charge, Weapon Focus (lance), 
  Weapon Specialization (lance) 
  Skills Balance +0, Climb +5, Escape Artist +0, Hide 
  +0, Jump +5, Move Silently +0, Ride +13, Swim +4 
  Possessions combat gear plus +1 lance, +2 chain 
  shirt, belt pouch, cloak of resistance +1, dagger, 
  gauntets of ogre power, greatsword, javelin (5), 
  light warhorse with chain barding 
  Tactics: Use ride-by-attack with spirited charge and 
  maximum power attack to keep from engaging toe-
  to-toe. 
   
  ORC SNEAK  
   
   
  CR 8 
  Male orc rogue 8 
  CE medium humanoid (orc) 
  Init +7; Senses darkvision 60 feet; Listen +10, Spot 
  +10 
  Languages Common, Orc 
  AC 19, touch 13, flat-footed 19 
   
  (+3 Dex, +5 armor, +1 natural); improved 
  uncanny dodge, uncanny dodge 
  hp 44 (8 HD) 
  Fort +3, Ref +9, Will +1 
  Evasion, Trap Sense 
  Weakness light sensitivity 
  Speed 30 ft. in +1 chain shirt (6 squares), base 
  movement 30 ft. 
  Melee +1 Longspear +13/+8 (1d8+8/x3) or 
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  DUL7-02/SND7-04 A New Threat 
   
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  Melee Short Sword +11/+6 (1d6+5/19-20) or 
  Ranged Javelin +9/+4 (1d6+5) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +11 
  Atk Options sneak attack 
  Combat Gear potion of cat's grace, potion of cure 
  light wounds, potion of shield of faith, scroll of 
  obscuring mist (DC21 UMD to activate) 
  Abilities Str 21, Dex 16, Con 13, Int 10, Wis 8, Cha 6 
  SQ trapfinding 
  Feats Improved Initiative, Improved Toughness, 
  Weapon Focus (Longspear) 
  Skills Balance +4, Climb +4, Decipher Script +5, 
  Escape Artist +2, Hide +13, Intimidate -1, Jump 
  +11, Listen +10, Move Silently +13, Search +11, 
  Spot +10, Swim +3, Tumble +15, Use Magic 
  Device +9 
  Possessions combat gear plus +1 chain shirt, +1 
  longspear, amulet of natural armor +1, belt pouch, 
  commoner's outfit, gauntlets of ogre power, javelin 
  (5), short sword 
  Improved Uncanny Dodge (Ex): no longer be 
  flanked, except by a level 12 rogue. 
  Trap Sense (Ex): +2 to Reflex saves and AC against 
  traps. 
  Note: +2 Synergy bonus to Use Magic Device when 
  attempting to activate scrolls 
  Tactics: use Tumble and long spear to avoid standing 
  toe to toe. If really hard pressed try to activate 
  scroll of obscuring mist to cover escape. 
   
  YUG (CLERIC OF GRUUMSH) 
  CR 9 
  Male half-orc cleric 9 
  CE medium humanoid (orc) 
  Init +5; Senses darkvision 60 feet; Listen +4, Spot +4 
  Languages Common, Orc 
  AC 21, touch 12, flat-footed 20 
   
  (+1 Dex, +6 armor, +3 shield, +1 deflection) 
  hp 67 (9 HD) 
  Fort +9, Ref +5, Will +11 
  Speed 30 ft. in +2 chain shirt (6 squares), base 
  movement 30 ft. 
  Melee Shortspear +7/+2 (1d6+1) or 
  Ranged Spear +8/+3 (1d8+1/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +7 
  Atk Options spontaneous casting, rebuke undead 
  Combat Gear scroll of command (4), scroll of cure 
  light wounds (8), scroll of hold person (2), scroll of 
  magic weapon (4), scroll of shield of faith (2), scroll 
  of sound burst (2) 
  Cleric Spells Prepared (CL 9th): 
  5th-command, greater (DC 19), flame strikeD (DC 
  19) 
  4th-cure critical wounds (DC 18), freedom of 
  movement (DC 18), wrack (DC 18) 
  3rd-cure serious wounds, dispel magic (2), 
  invisibility purge, magic vestmentD 
  2nd-bear's endurance (DC 16), hold person (DC 16) 
  (2), silence (DC 16), sound burst (DC 16), 
  spiritual weaponD 
  1st-bless, faith healing (2), heartache (DC 15), 
  obscuring mist, enlarge personD 
  0-guidance (3), resistance (3) 
  D: Domain spell. Deity: Gruumsh. Domains: Strength, 
  War 
  † Already Cast 
  Abilities Str 12, Dex 12, Con 14, Int 6, Wis 19, Cha 
  11 
  SQ aura of chaos, aura of evil, orc blood, restricted 
  spells 
  Feats Heroic Destiny, Improved Initiative, Improved 
  Toughness, Skill Focus (concentration), Weapon 
  Focus (spear)B 
  Skills Balance -1, Climb -1, Concentration +17, 
  Escape Artist -1, Hide -1, Jump -1, Move Silently -
  1, Swim -3 
  Possessions combat gear plus +1heavy wooden 
  shield, +2 chain shirt, belt pouch, cloak of 
  resistance +1, commoner's outfit, holy symbol of 
  Gruumsh (2), periapt of wisdom +2, ring of 
  protection +1, scroll case, shortspear, spear (6), 
  spell component pouch 
  Spontaneous Casting: Can spontaneously cast 
  inflict spells, by sacrificing a pre-prepared spell of 
  equal or higher level. 
  Rebuke Undead (Su): Can rebuke undead 3 times 
  per day. A rebuking check is made on 1d20; 
  rebuking damage is equal to 2d6+9 on a 
  successful check. 
  Tactics: Rd1 if in a tactically poor position, use 
  obscuring mist to provide cover to fully buff. Once 
  in combat, first priority is to keep his own party 
  members healthy enough to keep fighting; second 
  priority is neutralizing opponents; third priority is to 
  buff his party members; if no other option, use 
  physical attacks. 
   
   
   
   
  
  APL 12 
  1: THE SURVIVOR 
   
  HILL GIANT RAGER  
  CR 13 
  Male hill giant barbarian 4/warrior 4 
  CE large giant 
  Init +5; Senses low-light vision; Listen +1, Spot +18 
  Languages Giant 
  AC 23, touch 10, flat-footed 23 
   
  (-1 size, +1 Dex, +4 armor, +9 natural); uncanny 
  dodge 
  hp 238 (20 HD) 
  Fort +22, Ref +7, Will +7 
  Trap Sense 
  Speed 50 ft. in chain shirt (10 squares), base 
  movement 40 ft. 
  Melee Falchion +27/+22/+17/+12 (2d6+15/15-20) or 
  Melee Slam +26/+26 (1d4+10) or 
  Ranged Rock +17 (2d6+10) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +17/+12/+7; Grp +35 
  Atk Options Improved Grapple, Power Attack, rock 
  throwing, rage 
  Combat Gear cape of the mountebank, 2x potion of 
  fly, potion of remove blindness 
  Abilities Str 30, Dex 12, Con 22, Int 6, Wis 12, Cha 4 
  SQ fast movement, natural weapons, rock catching 
  Feats Improved Critical (falchion), Improved Grapple, 
  Improved Initiative, Improved Toughness, 
  Improved Unarmed Strike, Power Attack, Weapon 
  Focus (falchion) 
  Skills Balance -1, Climb +8, Escape Artist -1, Hide -5, 
  Jump +20, Move Silently -1, Spot +16, Survival +9, 
  Swim +6 
  Possessions combat gear plus chain shirt, 
  commoner's outfit, falchion, sack (8 rocks), boots of 
  the mountain king, bracers of quick strike, scout’s 
  headband 
  Trap Sense (Ex): +1 to Reflex saves and AC against 
  traps. 
  Rock Throwing (Ex): The range increment is 120 
  feet. 
  Natural Weapons: Slam (1d4+10) 
  Rock Catching (Ex): catch Small, Medium, or Large 
  rocks. 
   
  7: INFILTRATIONS AND  
  8: DISTRACTION 
  GALMATOR (CLERIC OF GROLANTOR)
   
  CR 11 
  Male hill giant cleric 8 
  CE large giant 
  Init +4; Senses low-light vision; Listen +17, Spot +17 
  Languages Giant 
  AC 24, touch 9, flat-footed 24 
   
  (-1 size, +4 armor, +2 shield, +9 natural) 
  hp 230 (20 HD) 
  Fort +22, Ref +8, Will +14 
  Speed 40 ft. in chain shirt (8 squares), base 
  movement 40 ft. 
  Melee Slam +26/+26 (1d4+9) or 
  Ranged Club +24/+19/+14 (1d8+9) or 
  Ranged Rock +14 (2d6+9) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +15/+10; Grp +28 
  Atk Options Power Attack, rock throwing, 
  spontaneous casting, rebuke undead 
  Cleric Spells Prepared (CL 8th): 
  4th-recitation, wrack (DC 17), confusionD (DC 17) 
  3rd-cure serious wounds, dispel magic, invisibility 
  purge, prayer, rageD 
  2nd-cure moderate wounds, hold person (DC 15), 
  silence (DC 15), sound burst (DC 15), touch of 
  madnessD (DC 15) 
  1st-faith healing (2), heartache (DC 14) (2), 
  obscuring mist, confusion, lesserD (DC 14) 
  0-guidance (3), resistance (2) 
  D: Domain spell. Deity: Grolantor. Domains: Evil, 
  Madness 
  † Already Cast 
  Abilities Str 29, Dex 11, Con 22, Int 10, Wis 17, Cha 
  4 
  SQ natural weapons, restricted spells, rock catching 
  Feats Great Fortitude, Improved Initiative, Improved 
  Toughness, Iron Will, Lightning Reflexes, Power 
  Attack, Weapon Focus (club) 
  Skills Balance -4, Climb +5, Concentration +22, 
  Escape Artist -4, Heal +2, Hide -8, Listen +17, 
  Move Silently -4, Sense Motive +2, Spot +17, 
  Survival +2, Swim +1 
  Possessions combat gear plus bag of rocks (10), belt 
  of giant strength +6, belt pouch (2), chain shirt, 
  club, heavy wooden shield, holy symbol of 
  Grolantor (2), spell component pouch (2) 
  Rock Throwing (Ex): The range increment is 120 
  feet. 
  Spontaneous Casting: Can spontaneously cast 
  inflict spells, by sacrificing a pre-prepared spell of 
  equal or higher level. 
  Rebuke Undead (Su): Can rebuke undead 0 times 
  per day. A rebuking check is made on 1d20-3; 
  rebuking damage is equal to 2d6+5 on a 
  successful check. 
  Natural Weapons: Slam (1d4+9) 
  Rock Catching (Ex): catch Small, Medium, or Large 
  rocks. 
  Note: Madness domain grants a single +10 to a Will 
  save each day 
  Tactics: Typical combat caster 
   
  MAUG (ORC ARCANIST) 
  CR 11 
  Male orc warlock 11 
  CE medium humanoid (orc) 
  Init +6; Senses darkvision 60 feet; Listen -1, Spot -1 
  Languages Common, Orc 
  DUL7-02/SND7-04 A New Threat 
   
  Page 38 
  
  AC 20, touch 13, flat-footed 18 
   
  (+2 Dex, +6 armor, +1 defl, +1 natural) 
  hp 49 (11 HD); fiendish resilience 2; DR 3/cold iron 
  Fort +5, Ref +6, Will +7 
  Weakness light sensitivity 
  Speed 30 ft. in +2 chain shirt (6 squares), base 
  movement 30 ft. 
  Melee Quarterstaff +9/+4 (1d6+1) or 
  Melee Dagger +9/+4 (1d4+1/19-20) or 
  Ranged Ray +11 (6d6) or 
  Ranged Javelin +10/+5 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +9 
  Atk Options Point Blank Shot, Precise Shot 
  Combat Gear potion of cure light wounds (2), potion 
  of fly, potion of shield of faith 
  Warlock Spells Known (CL 11th): 
  6th (at will)-noxious blast (DC 20) 
  4th (at will)-beshadowed blast (DC 18), voracious 
  dispelling  
  3rd (at will)-fell flight  
  2nd (at will)-earthen grasp (in), eldritch spear 
  (CAR:133), see the unseen 
  † Already Cast 
  Abilities Str 12, Dex 14, Con 12, Int 11, Wis 8, Cha 
  19 
  SQ deceive item, detect magic, eldritch blast, energy 
  resistance 
  Feats Improved Initiative, Point Blank Shot, Precise 
  Shot, Weapon Focus (ray) 
  Skills Balance +1, Climb +0, Concentration +15, 
  Escape Artist +1, Hide +1, Jump +0, Move Silently 
  +1, Swim -1, Use Magic Device +18 
  Possessions combat gear plus +2 chain shirt, amulet 
  of natural armor +1, belt pouch, cloak of charisma 
  +4, commoner's outfit, dagger, javelin (5), 
  quarterstaff, ring of protection +1, spell component 
  pouch, vest of resistance +1 
  Fiendish Resilience (Su): Once per day for 2 
  minutes have fast healing 1. 
  Eldritch Blast (Sp): Ray deals 6d6 damage. 
  Detect Magic (Sp): At will, as the spell. 
  Deceive Item: always take 10 on Use Magic Device 
  checks. 
  Energy Resistance (Su): resistance 5 to Select 
  Energy Type and Select Energy Type. 
  Tactics: prefers to keep distance and use earthen 
  grasp to neutralize opponents and Eldritch blast for 
  damage when safe. 
   
  HILL GIANT "ARCHER" 
  CR 10 
  Male hill giant fighter 3 
  CE large giant 
  Init +5; Senses Low-light vision; Listen +16, Spot +1 
  Languages Giant 
  AC 23, touch 10, flat-footed 22 
   
  (-1 size, +1 Dex, +4 armor, +9 natural) 
  hp 160 (15 HD) 
  Fort +16, Ref +8, Will +8 
  Speed 40 ft. in chain shirt (8 squares), base 
  movement 40 ft. 
  Melee Falchion +20/+15/+10 (2d6+13/18-20) or 
  Ranged Rock +12/+7/+2 (2d6+9) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +12/+7; Grp +25 
  Atk Options Point Blank Shot, Precise Shot, Rapid 
  Shot, rock throwing 
  Abilities Str 28, Dex 13, Con 21, Int 6, Wis 12, Cha 4 
  SQ natural weapons, rock catching 
  Feats Improved Initiative, Improved Toughness, Iron 
  Will, Lightning Reflexes, Point Blank Shot, Precise 
  Shot, Quick Draw, Rapid Shot 
  Skills Balance -1, Climb +7, Escape Artist -1, Hide -5, 
  Intimidate +0, Jump +11, Listen +16, Move Silently 
  -1, Swim +5 
  Possessions combat gear plus bag of rocks (10), belt 
  pouch, cart with 5 extra bags of rocks, chain shirt, 
  commoner's outfit 
  Rock Throwing (Ex): The range increment is 120 
  feet. 
  Natural Weapons: Slam (1d4+9) 
  Rock Catching (Ex): catch Small, Medium, or Large 
  rocks. 
  Tactics: maintain distance from melee. Ready rock 
  against spellcasting. If a round goes by without 
  spellcasting, switch to direct fire until spellcasting 
  until a spellcaster starts. 
   
  HILL GIANT BARBARIAN 
  CR 10 
  Male giant (hill) barbarian 3 
  CE large giant 
  Init +4; Senses low-light vision; Listen +1, Spot +1 
  Languages Giant 
  AC 22, touch 9, flat-footed 22 
   
  (-1 size, +4 armor, +9 natural); uncanny dodge 
  hp 178 (15 HD) 
  Fort +17, Ref +5, Will +8 
  Trap Sense 
  Speed 50 ft. in chain shirt (10 squares), base 
  movement 40 ft. 
  Melee Falchion +21/+16/+11 (2d6+13/15-20) or 
  Ranged Rock +11 (2d6+9) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +12/+7; Grp +25 
  Atk Options Power Attack, rock throwing, rage 
  Abilities Str 29, Dex 11, Con 22, Int 6, Wis 12, Cha 4 
  SQ fast movement, illiteracy, natural weapons, rock 
  catching 
  Feats Improved Critical (falchion), Improved Initiative, 
  Improved Toughness, Iron Will, Power Attack, 
  Weapon Focus (falchion) 
  Skills Balance -2, Climb +7, Escape Artist -2, Hide -6, 
  Jump +31, Move Silently -2, Survival +6, Swim +5 
  Possessions combat gear plus bag of rocks (10), belt 
  pouch, chain shirt, commoner's outfit, falchion 
  Trap Sense (Ex): +1 to Reflex saves and AC against 
  traps. 
   
  DUL7-02/SND7-04 A New Threat 
   
  Page 39 
  
  Rock Throwing (Ex): The range increment is 120 
  feet. 
  Natural Weapons: Slam (1d4+9) 
  Rock Catching (Ex): catch Small, Medium, or Large 
  rocks. 
   
  HILL GIANT CHAIN FIGHTER CR 10 
  Male giant (hill) fighter 3 
  CE large giant 
  Init +4; Senses low-light vision; Listen +15, Spot +15 
  Languages Giant 
  AC 22, touch 9, flat-footed 22 
   
  (-1 size, +4 armor, +9 natural); combat expertise 
  hp 145 (15 HD) 
  Fort +16, Ref +5, Will +7 
  Speed 40 ft. in chain shirt (8 squares), base 
  movement 40 ft. 
  Melee Spiked Chain +21/+16/+11 (2d6+13) or 
  Ranged Rock +11 (2d6+9) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +12/+7; Grp +25 
  Atk Options Combat Expertise, Improved Disarm, 
  Improved Trip, Power Attack, rock throwing 
  Abilities Str 28, Dex 10, Con 21, Int 11, Wis 10, Cha 
  4 
  SQ natural weapons, rock catching, trip attempt 
  Feats Combat Expertise, Exotic Weapon Proficiency 
  (spiked chain), Improved Disarm, Improved 
  Initiative, Improved Trip, Iron Will, Power Attack, 
  Weapon Focus (spiked chain) 
  Skills Balance -2, Climb +7, Escape Artist -2, Hide -6, 
  Intimidate +3, Jump +11, Listen +15, Move Silently 
  -2, Spot +15, Swim +5 
  Possessions combat gear plus bag of rocks (10), belt 
  pouch, chain shirt, commoner's outfit, headband of 
  intellect (+2), spiked chain 
  Rock Throwing (Ex): The range increment is 120 
  feet. 
  Trip attempt: +17 
  Natural Weapons: Slam (1d4+9) 
  Rock Catching (Ex): catch Small, Medium, or Large 
  rocks. 
   
  HILL GIANT NATURALIST 
  CR 10 
  Male giant (hill) druid 6 
  NE large giant 
  Init +5; Senses low-light vision; Listen +3, Spot +18 
  Languages Druidic, Giant 
  AC 21, touch 10, flat-footed 20 
   
  (-1 size, +1 Dex, +2 armor, +9 natural) 
  hp 189 (18 HD) 
  Fort +18, Ref +9, Will +14 
  Speed 40 ft. in leather (8 squares), base movement 
  40 ft. 
  Melee Spear +21/+16/+11 (2d6+12/x3) or 
  Ranged Rock +13 (2d6+8) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +13/+8; Grp +25 
  Atk Options Power Attack, rock throwing, 
  spontaneous casting 
  Druid Spells Prepared (CL 6th): 
  3rd-call lightning (DC 16), cure moderate wounds, 
  poison (DC 16) 
  2nd-barkskin, bear's endurance (DC 15), bull's 
  strength, flaming sphere (DC 15) 
  1st-cure light wounds (2), entangle (DC 14) (2) 
  0-guidance (3), resistance (3) 
  † Already Cast 
  Abilities Str 26, Dex 12, Con 21, Int 4, Wis 16, Cha 6 
  SQ animal companion, natural weapons, nature 
  sense, resist nature's lure, restricted spells, rock 
  catching, trackless step, wild empathy, wild shape, 
  woodland stride 
  Feats Improved Initiative, Improved Toughness, Iron 
  Will, Lightning Reflexes, Power Attack, Skill Focus 
  (concentration), Weapon Focus (spear) 
  Skills Concentration +14, Hide -3, Jump +12, Spot 
  +18, Survival +5 
  Possessions combat gear plus bag of rocks (10), 
  commoner's outfit, leather armor, sling, spear, spell 
  component pouch 
  Rock Throwing (Ex): The range increment is 120 
  feet. 
  Spontaneous Casting: Can spontaneously cast 
  summon nature's ally spells, by sacrificing a pre-
  prepared spell of equal or higher level. 
  Natural Weapons: Slam (1d4+8) 
  Rock Catching (Ex): catch Small, Medium, or Large 
  rocks. 
  Wild Shape (Su): turn yourself into a Small or 
  Medium-size animal (and back) 2 times per day for 
  6 hour(s). The new form's Hit Dice cannot exceed 
  6. 
   
  WOLF COMPANION 
  CR – 
  NE medium animal 
  Init +2; Senses low-light vision, scent; Listen +4, Spot 
  +4 
  AC 23, touch 13, flat-footed 20 
   (+2 Dex, +4 armor, +6 natural) 
  hp 45 (6 HD) 
  Fort +7, Ref +8, Will +3 
  Devotion, Evasion 
  Speed 50 ft. in chain armor (10 squares), base 
  movement 50 ft. 
  Melee bite +7 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +6 
  Atk Options Trip 
  Abilities Str 15, Dex 17, Con 15, Int 2, Wis 12, Cha 6 
  SQ Tricks, Link, Share Spell 
  Feats Improved Toughness, Track, Weapon Focus 
  (bite) 
  Skills Hide +2, Listen +4, Move Silently +2, Spot +4, 
  Survival +1* 
  Trip: if bite hits opponent, can make trip attempt as a 
  free action (+2 modifier). 
  Tricks: attack all creatures, come, down, fetch, guard, 
  track 
  Skills *+4 racial bonus when Tracking by scent. 
  DUL7-02/SND7-04 A New Threat 
   
  Page 40 
  
   
  ORC MOUNTED COMBATANT        CR 11 
  Male orc fighter 11 
  CE medium humanoid (orc) 
  Init +5; Senses darkvision 60 feet; Listen +0, Spot +0 
  Languages Common, Orc 
  AC 17, touch 11, flat-footed 16 
   
  (+1 Dex, +6 armor) 
  hp 93 (11 HD) 
  Fort +10, Ref +5, Will +6 
  Weakness light sensitivity 
  Speed 30 ft. in +2 chain shirt (6 squares), base 
  movement 30 ft. 
  Melee +1 Lance +21/+16/+11 (1d8+13/x3) or 
  Melee Greatsword +18/+13/+8 (2d6+10/19-20) or 
  Melee Dagger +18/+13/+8 (1d4+7/19-20) or 
  Ranged Javelin +12/+7/+2 (1d6+7) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11/+6; Grp +18 
  Atk Options Power Attack, Ride-By Attack, Spirited 
  Charge 
  Combat Gear potion of cure light wounds (2) 
  Abilities Str 25, Dex 13, Con 14, Int 8, Wis 10, Cha 6 
  Feats Greater Weapon Focus (lance), Improved 
  Initiative, Improved Toughness, Iron Will, Mounted 
  Combat, Power Attack, Ride-By Attack, Spirited 
  Charge, Weapon Focus (lance), Weapon 
  Specialization (lance) 
  Skills Balance +0, Climb +6, Escape Artist +0, Hide 
  +0, Jump +6, Move Silently +0, Ride +15, Swim +5 
  Possessions combat gear plus +1 lance, +2 chain 
  shirt, belt pouch, cloak of resistance +1, dagger, 
  belt of giant strength +4, greatsword, javelin (5), 
  light warhorse with chain barding 
  Tactics: Use ride-by-attack with spirited charge and 
  maximum power attack to keep from engaging toe-
  to-toe. 
   
  ORC SNEAK  
   
  CR 10 
  Male orc rogue 10 
  CE medium humanoid (orc) 
  Init +7; Senses darkvision 60 feet; Listen +12, Spot 
  +12 
  Languages Common, Orc 
  AC 20, touch 14, flat-footed 20 
   
  (+3 Dex, +5 armor, +1 defl, +1 natural); improved 
  uncanny dodge, uncanny dodge 
  hp 55 (10 HD) 
  Fort +4, Ref +10, Will +2 
  Evasion, Trap Sense 
  Weakness light sensitivity 
  Speed 30 ft. in +1 chain shirt (6 squares), base 
  movement 30 ft. 
  Melee +2 Longspear +15/+10 (1d8+9/x3) or 
  Melee Short Sword +12/+7 (1d6+5/19-20) or 
  Ranged Javelin +10/+5 (1d6+5) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +12 
  Atk Options Power Attack, sneak attack 
  Combat Gear potion of cat's grace, potion of cure 
  light wounds, potion of shield of faith, scroll of 
  obscuring mist (DC21 UMD to activate) 
  Abilities Str 21, Dex 16, Con 13, Int 10, Wis 8, Cha 6 
  SQ trapfinding 
  Feats Improved Initiative, Improved Toughness, 
  Power Attack, Weapon Focus (Longspear) 
  Skills Balance +4, Climb +4, Decipher Script +5, 
  Escape Artist +2, Hide +15, Intimidate +1, Jump 
  +11, Listen +12, Move Silently +15, Search +13, 
  Spot +12, Swim +3, Tumble +17, Use Magic 
  Device +11 
  Possessions combat gear plus +1 chain shirt, +2 
  longspear, amulet of natural armor +1, belt pouch, 
  commoner's outfit, gauntlets of ogre power, javelin 
  (5), ring of protection +1, short sword 
  Improved Uncanny Dodge (Ex): no longer be 
  flanked, except by a level 14 rogue. 
  Trap Sense (Ex): +3 to Reflex saves and AC against 
  traps. 
  Tactics: use Tumble and long spear to avoid standing 
  toe to toe. If really hard pressed try to activate 
  scroll of obscuring mist to cover escape. 
   
  TAKLENAM 
   
   
  CR 11 
  Male giant (hill) barbarian 1/warrior 6 
  CE large giant 
  Init +4; Senses low-light vision; Listen +16, Spot +1 
  Languages Giant 
  AC 22, touch 9, flat-footed 22 
   
  (-1 size, +4 armor, +9 natural) 
  hp 220 (19 HD) 
  Fort +21, Ref +6, Will +9 
  Speed 50 ft. in chain shirt (10 squares), base 
  movement 40 ft. 
  Melee Falchion +26/+21/+16/+11 (2d6+15/15-20) or 
  Melee Dagger +25/+20/+15/+10 (1d6+10/19-20) or 
  Ranged Rock +15 (2d6+10) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +16/+11/+6; Grp +30 
  Atk Options Power Attack, rock throwing, rage 
  Abilities Str 30, Dex 11, Con 22, Int 6, Wis 12, Cha 4 
  SQ fast movement, natural weapons, rock catching 
  Feats Improved Critical (falchion), Improved Initiative, 
  Improved Toughness, Iron Will, Power Attack, 
  Weapon Focus (falchion) 
  Skills Balance -2, Climb +8, Escape Artist -2, Hide -6, 
  Jump +24, Listen +16, Move Silently -2, Swim +6 
  Possessions combat gear plus bag of rocks (10), belt 
  pouch, chain shirt, commoner's outfit, dagger, 
  falchion 
  Rock Throwing (Ex): The range increment is 120 
  feet. 
  Natural Weapons: Slam (1d4+10) 
  Rock Catching (Ex): catch Small, Medium, or Large 
  rocks. 
   
  DUL7-02/SND7-04 A New Threat 
   
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  DUL7-02/SND7-04 A New Threat 
   
  Page 42 
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Improved Toughness  
  You are significantly tougher than normal. 
   
  Prerequisite Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hid Dice. Each time you gain a Hit Die 
  (such as by gaining a level), you gain 1 additional hit 
  point. If you lose a Hit Die (such as by losing a level), 
  you lose 1 hit point permanently. 
   
  Source: Libris Mortis 27 
   
  Woodland Archer [Tactical]  
  You have honed your archery ability in the wilds of the 
  forest. 
   
  Prerequisite Point Blank Shot, base attack bonus 
  +6. 
   
  Benefit: The Woodland Archer feat enable the 
  use of three tactical maneuvers. 
   
  Adjust for Range: To use this maneuver, you must 
  shoot a projectile weapon against a foe and miss. 
  Subsequent shots you take against that foe this round 
  gain a +4 bonus, because you’re able to quickly adjust 
  your aim to compensate. 
   
  Pierce the Foliage: To use this maneuver, you must 
  hit a foe with a ranged attack dispite the miss chance 
  caused by concealment. Shots you take against that foe 
  in the next round don’t incur the miss chance because 
  you’re able to exactly duplicate your draw and aim. 
   
  Moving Sniper: To use this maneuver, you must 
  succeed on a sniping attack (see the Hide skill 
  description, page 76 of the Player’s Handbook), both 
  hitting your intended target and successfully hiding 
  thereafter. If no one sees you, you can make a sniping 
  attack again in the following round, taking a single 
  move after your attack and before you hide (characters 
  without this feat can only shoot and hide, not move as 
  well). As long as you continue to hit the target and 
  avoid detection from an enemy, you can make a 
  sniping attack on the move each round. 
   
  Special: A fighter may select Woodland Archer as 
  one of his bonus feats. 
   
  Source: Races of the Wild 154. 
   
  MAGIC ITEMS 
  Boots of the Mountain King 
  Price (Item Level): 1,500 gp (5th) 
  Body Slot: Feet 
  Caster Level: 7th 
  Aura: Moderate; (DC 18) abjuration 
  Activation: – 
  Weight: 1 lb. 
   
  While wearing boots of the mountain king, you can move 
  more easily than usual over rough and difficult terrain. 
   
  These boots allow you to ignore increased 
  movement costs and skill check DC increases for light 
  and dense rubble. In addition, you can move up stairs 
  and slopes at normal speed and run or charge downhill 
  without making a Balance check (DMG 89). These 
  boots require no activation. 
   
  Prerequisites: Craft Wondrous Item, freedom of 
  movement. 
   
  Cost to Create: 750 gp, 60 xp, 2 days. 
   
  Source: Magic Item Compendium 78. 
   
  Bracers of Quick Strike 
  Price (Item Level): 1,400 gp (5th) 
  Body Slot: Arms 
  Caster Level: 5th 
  Aura: Faint; (DC 17) transmutation 
  Activation: Swift (command) 
  Weight: 1 lb. 
   
  When you activate bracers of quick strike, you can make 
  one extra attack with any weapon you are holding if 
  you already made a full attack on this turn. This attack 
  is made at your full base attack, plus any modifiers 
  appropriate to the situation. This effect is not 
  cumulative with any other effect that grants you an 
  extra attack when making a full attack, such as the 
  Rapid Shot feat, a speed weapon, or the haste spell. 
   
  Bracers of quick strike function once per day. 
   
  You must wear bracers of quick strike for 24 hours 
  before you can access their abilities. If you take them 
  off, they become inactive until worn for an additional 
  24 hours. 
   
  Prerequisites: Craft Wondrous Item, haste. 
   
  Cost to Create: 700 gp, 56 XP, 2 days. 
   
  Source: Magical Item Compendium 81. 
   
  Scout’s Headband 
  Price (Item Level): 3,400 gp (8th) 
  Body Slot: Head 
  Caster Level: 9th 
  Aura: Moderate; (DC 19) divination 
  Activation: – and standard (command) 
  Weight: – 
   
  A scout’s headband grants you a +2 competence bonus on 
  Spot checks. This is a continuous effect and requires no 
  activation. 
   
  In addition, this circlet has 3 charges, which are 
  renewed each day at dawn. Spending 1 or more charges 
  enhances your visual acuity as described below. 
   
  1 charge: You gain darkvision out to 60 feet for 1 
  hour. 
   
  2 charges: You can see invisible creatures and 
  objects (as see invisibility) for 10 minutes. 
   
  3 charges: You gain true seeing (as the spell) for 1 
  minute. 
   
  Prerequisites: Craft Wondrous Item, see invisibility, 
  darkvision, true seeing. 
   
  Cost to Create: 1,700 gp, 136 XP, 4 days. 
  
   
  Source: Magic Item Compendium 132. 
   
  INVOCATIONS 
  Beshadowed Blast 
  Lesser; 4th; Eldritch Essence 
   
  This eldritch essence invocation allows you to 
  change your eldritch blast into a beshadowed blast. Any 
  living creature struck by a beshadowed blast must 
  succeed on a Fortitude save or be blinded for 1 round. 
   
  Source: Complete Arcane 132. 
   
  Earthen Grasp 
  Least; 2nd 
   
  You can use earthen grasp as the spell. 
   
  Source: Complete Arcane 133. 
   
  Eldritch Spear 
  Least; 2nd; Blast Shape 
   
  This blast shape invocation extends your eldritch 
  blast attacks to great distances. Eldritch spear increases 
  the range of an eldritch blast attack to 250 feet with no 
  range increment. 
   
  Source: Complete Arcane 133. 
   
  Fell Flight 
  Lesser; 3rd  
   
  When you use this invocation, the powers of 
  darkness bear you aloft as you sprout a streaming, 
  winglike cape of shadows. You can fly at a speed equal 
  to your land speed with good maneuverability for 24 
  hours. 
   
  Source: Complete Arcane 134. 
   
  Noxious Blast 
  Greater; 6th; Eldritch essence  
   
  This eldritch essence invocation allows you to 
  change your eldritch blast into a noxious blast. Any 
  creature struck by a noxious blast must make a Fortitude 
  save or be nauseated for 1 minute. 
   
  Source: Complete Arcane 135. 
   
  See the Unseen 
  Least; 2nd  
   
  When you use this invocation, you can activate 
  great powers of vision, allowing you to see invisible 
  creatures and objects (as see invisibility). You also gain 
  darkvision out to 60 feet for a period of 24 hours. 
   
  Source: Complete Arcane 135. 
   
  Voracious Dispelling 
  Lesser; 4th  
   
  You can use dispel magic as the spell. Any creature 
  with an active spell effect dispelled by this invocation 
  takes 1 point of damage per level of the spell effect (no 
  save). 
   
  Source: Complete Arcane 136. 
   
  SPELLS 
  Briar Web 
  Transmutation 
  Level: Druid 2, ranger 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: 40-ft.-radius spread 
  Duration: 1 minute/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  This spell causes grasses, weeds, bushes, and even trees 
  to grow thorns and wrap and twist around creatures in 
  or entering the area. The spell’s area becomes difficult 
  terrain, and creatures move at half speed within the 
  affected area. Any creature moving through the area 
  also takes 1 point of non-magical piercing damage for 
  each 5 feet moved. A creature with freedom of movement 
  or the woodland stride ability is unaffected by this 
  spell. 
    
  Earthen Grasp 
  Transmutation [Earth] 
  Level: Sorcerer/wizard 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Animated earthen arm 
  Duration: 2 rounds/level 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  You bring forth from the ground an arm made of 
  dense, compacted earth or soil that can grapple your 
  foes. You can cause the arm to rise only out of earth, 
  mud, grass, or sand, and the spell fails if you attempt to 
  cast it in an area with the wrong materials (including 
  stone).  
   
  Treat the arm as a Medium creature, with a base 
  attack bonus equal to your caster level and a Strength 
  of 14 +2 per three caster levels (16 at 3rd level, 18 at 6th 
  level, and so on). The arm doesn’t move from the 
  square it appears in, but can make one grapple attempt 
  per round against any creature in its square or any 
  adjacent square. Doing so does not provoke attacks of 
  opportunity. If the arm can target multiple creatures, 
  you choose one. If you are unable to choose a target, 
  the arm attacks a random creature within reach 
  (possibly including your allies). Each round when it 
  successfully pins a target, the hand deals lethal damage 
  equal to 1d6 points + its Str modifier. 
   
  The earthen arm has AC 15, hardness 4, and 3 hit 
  points per caster level. If reduced to 0 or fewer hit 
  points, it crumbles to dust. 
   
  Material Component: A miniature hand sculpted 
  from clay. 
   
  DUL7-02/SND7-04 A New Threat 
   
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  Heartache 
  Enchantment [Evil, Mind-Affecting] 
  Level: Cleric 1, Mortal Hunter 1 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One Creature 
  Duration: 1 round 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  The caster fills the subject with heart-wrenching 
  sorrow that renders it incapacitated for 1 round. The 
  subject cannot move or take actions and is helpless for 
  that round. 
   
  Recitation 
  Conjuration [Creation] 
  Level: Cleric 4, Purification 3 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: All allies and foes within a 60-ft.-radius burst 
  centered on you 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  The spell affects all allies within the spell’s area at the 
  moment you cast it. Your allies gain a +2 luck bonus to 
  AC, on attack rolls, and on saving throws, or a +3 luck 
  bonus if they worship the same deity as you.  
   
  Divine Focus: In addition to your holy symbol, 
  this spell requires a sacred text as a divine focus. 
   
  Touch of Madness 
  Enchantment [Mind-Affecting] 
  Level: Madness 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  You can cause one living creature to become dazed by 
  making a successful touch attack. If the target creature 
  does not make a successful Will save, its mind is 
  clouded and it takes no actions for 1 round per caster 
  level. 
   
  Wrack 
  Necromancy [Evil] 
  Level: Cleric 4, sorcerer/wizard 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One humanoid 
  Duration: 1 round/level + 3d10 minutes; see text 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
   
  Your touch causes your target to experience 
  excruciating pain. For the duration of the spell, the 
  subject falls prone and is blinded and helpless. Even 
  when the spell ends, the subject is still shaken for 3d10 
  minutes. 
   
  DUL7-02/SND7-04 A New Threat 
   
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  DUL7-02/SND7-04 A New Threat 
   
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  APPENDIX 3: PAX MERCURI
  The Pax Mercuri are Perrenland's famous mercenaries, posted to trouble spots throughout the Flanaess. The Pax are 
  divided into 5 specialities, with elements of each normally present at each posting. The specialities are: 
  • 
  Fussvolk - infantry 
  • 
  Kavallerie - cavalry 
  • 
  Ingenieur - engineers 
  • 
  Medizinier - healers 
  • 
  Speziallerie – commandos 
   
  The Pax Mercuri was founded in 500 CY in Schwartzenbruin, PerrenLand. It grew out of a number of mercenary 
  companies combining their recruiting, hiring and benefits activities, as well as the number of foreigners trying to attain 
  Perrenese citizenship. It now has a loose organisational structure and serves as a general collective of mercenary units, 
  both foreigners and Perrenland citizens. Not all mercenaries are members of the Pax Mercuri, but most reputable ones 
  are. This includes all "official" Perrenland mercenaries operating abroad.  
   
  The Pax Mercuri is named after the ancient oath that gave mercenaries the right to citizenship of Perrenland in 
  exchange for a pledge to fight for Perrenland if ever called on by the Voormann. The efforts of the early Pax Mercuri 
  units has contributed to the reputation of Perrenland as a source of highly skilled mercenary troops.  
   
  All members of the Pax Mercuri must pledge to fight for Perrenland if ever called on by the Voormann. Although 
  the oath is not magically binding, compliance with the oath is one of the conditions of being granted permanent 
  citizenship (the other is three years of service in the Pax Mercuri). Anyone who does not respond to the call can be 
  charged with treason.  
   
  While totally independent of the Auszug (the elite, standing army of Perrenland), there is sometimes a close 
  working relationship between the Auszug and the Pax Mercuri. Veterans of the Auszug sometimes operate as Pax 
  mercenaries, and occasionally Pax "troops" use Auszug equipment (even ships). Perrenders can elect to spend their 
  compulsory three years of military service abroad in the Pax, though most choose to serve at home.  
   
  The Pax Mercuri uniform is similar to the Auszug uniform in design, but the colours are black and tan instead of 
  red and white. The right leg and the left side and sleeve of the shirt are black, while the left leg and the right side and 
  sleeve are tan.  
   
  The Pax Mercuri has offices in all the major cities of Perrenland, as well as the following foreign cities.  
  • 
  Greyhawk City 
  • 
  Chendl (Furyondy) 
  • 
  Ekbir City (Ekbir) 
  • 
  Enstad (Celene) 
  • 
  Eru Tovar (Wolf Nomads) 
  • 
  Gyrax (Duchy of Ulek) 
  • 
  Highfolk (Highfolk) 
  • 
  Mitrik (Veluna) 
  • 
  Pellak (Bissel) 
  • 
  Radigast City (County of Urnst) 
  • 
  Sefmur (Tusmit) 
  • 
  Verbobonc (Verbobonc) 
   
  The Pax Mercuri used to have an office in Lopolla (Ket), but it was burned to the ground and the officers killed in 593 
  CY, allegedly by a mob protesting at the re-opening of the Khund tunnel from Perrenland to Tusmit.  
   
  
  DM MAPS 
  DM Map 1: Initial Situation 
   
  DUL7-02/SND7-04 A New Threat 
   
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  DM Map 2: The Survivor 
   
  DUL7-02/SND7-04 A New Threat 
   
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  DM Map 3: Random Terrain Sample 
   
  DUL7-02/SND7-04 A New Threat 
   
  Page 48 
  
  DM AIDS 
  DM Aid #1: PC Action Tracking 
   
   
  PC Action (For example: “Attack #1” or “Disguise + Bluff”)  
  Hours Horde Delayed 
   
  _________________________________________________________ 
  _________________ 
   
   
  _________________________________________________________ 
  _________________ 
   
   
  _________________________________________________________ 
  _________________ 
   
   
  _________________________________________________________ 
  _________________ 
   
   
  _________________________________________________________ 
  _________________ 
   
   
  _________________________________________________________ 
  _________________ 
   
   
  _________________________________________________________ 
  _________________ 
   
   
  _________________________________________________________ 
  _________________ 
   
   
  _________________________________________________________ 
  _________________ 
   
   
  _________________________________________________________ 
  _________________ 
   
   
  _________________________________________________________ 
  _________________ 
   
   
  _________________________________________________________ 
  _________________ 
   
   
  _________________________________________________________ 
  _________________ 
   
   
  _________________________________________________________ 
  _________________ 
   
   
  _________________________________________________________ 
  _________________ 
   
   
  _________________________________________________________ 
  _________________ 
   
   
   
   
   
   
   
   
  Total Time Delayed: 
   
  _________________ 
  DUL7-02/SND7-04 A New Threat 
   
  Page 49 
  
  DM Aid #2: Random Band Composition 
  Assemble the mixture indicated for the APL from the list(s) provided for that APL. Either choose or determine 
  randomly using the dice indicated (reroll if listed source is not available). 
   
  APL 2 
  From the CR 1 Choices list, choose 4. 
   
  CR 1 Choices (d12): 
  1. 
  Orc warrior 1 (2): Monster Manual 203 
  2. 
  Adept of Gruumsh (2): Appendix 1: APL2 
  3. 
  Orcish Arcanist: Appendix 1: APL2 
  4. 
  Orcish Archer: Appendix 1:APL2 
  5. 
  Orc Barbarian: Appendix 1: APL2 
  6. 
  Orc Battle Priest: Monster Manual IV 115 
  7. 
  Orc Chain Fighter: Appendix 1: APL2 
  8. 
  Orc Mounted Combatant: Appendix 1: APL2 
  9. 
  Orc Naturalist: Appendix 1: APL2 
  10. Orc Sneak: Appendix 1: APL2 
  11. Orc Veteran: Appendix 1: APL2 
  12. Wolf (2): Monster Manual 283 
   
  APL 4 
  From the CR 2 Choices list, choose 3; from CR 3 Choices list choose 1. 
   
  CR 2 Choices (d8): 
  1. 
  Orc warrior 1 (3): Monster Manual 203 
  2. 
  Orc Archer: Appendix 1: APL4 
  3. 
  Orc Barbarian: Appendix 1: APL4 
  4. 
  Orc Chain Fighter: Appendix 1: APL4 
  5. 
  Orc Naturalist: Appendix 1: APL4 
  6. 
  Orc Sneak: Appendix 1: APL4 
  7. 
  Orc Veteran: Appendix 1: APL4 
  8. 
  Worg: Monster Manual 256 
   
  CR 3 Choices (d6): 
  1. 
  Cleric of Gruumsh: Appendix 1: APL4 
  2. 
  Half-Orc Infiltrator: Monster Manual IV 117 
  3. 
  Orc Arcanist: Appendix 1: APL4 
  4. 
  Orc Mounted Combatant: Appendix 1: APL4 
  5. 
  Skirmish Leader: Appendix 1: APL2  
  6. 
  Skirmish Trooper: Appendix 1: APL6 
   
  APL 6 
  From the CR 4 Choices list, choose 3; from CR 5 Choices list choose 1. 
   
  CR 4 Choices (d8): 
  1. 
  Orc Archer: Appendix 1: APL6 
  2. 
  Orc Barbarian: Appendix 1: APL6 
  3. 
  Orc Berserker: Monster Manual IV 114 
  4. 
  Orc Chain Fighter: Appendix 1: APL6 
  5. 
  Orc Naturalist: Appendix 1: APL6 
  6. 
  Orc Sneak: Appendix 1: APL6 
  7. 
  Orc Veteran: Appendix 1: APL6 
  8. 
  Worg (2): Monster Manual 256 
   
  CR 5 Choices (d4): 
  1. 
  Cleric of Gruumsh: Appendix 1: APL6 
  2. 
  Half-Orc Infiltrator: Monster Manual IV 117 
  DUL7-02/SND7-04 A New Threat 
   
  Page 50 
  
  3. 
  Orc Arcanist: Appendix 1: APL6 
  4. 
  Orc Mounted Combatant: Appendix 1: APL6 
   
  APL 8 
  From the CR 6 Choices list, choose 3; from CR 7 Choices list choose 1. 
   
  CR 6 Choices (d6): 
  1. 
  Orc Archer: Appendix 1: APL8 
  2. 
  Orc Barbarian: Appendix 1: APL8 
  3. 
  Orc Chain Fighter: Appendix 1: APL8 
  4. 
  Orc Naturalist: Appendix 1: APL8 
  5. 
  Orc Sneak: Appendix 1: APL8 
  6. 
  Orc Veteran: Appendix 1: APL8 
   
  CR 7 Choices (d4): 
  1. 
  Cleric of Gruumsh: Appendix 1: APL8 
  2. 
  Hill Giant: Monster Manual 123 
  3. 
  Orc Arcanist: Appendix 1: APL8 
  4. 
  Orc Mounted Combatant: Appendix 1: APL8 
   
  APL 10 
  From the CR 8 Choices list, choose 3; from CR 9 Choices list choose 1. 
   
  CR 8 Choices (d6): 
  1. 
  Hill Giant “Archer”: Appendix 1: APL10 
  2. 
  Hill Giant Barbarian: Appendix 1: APL10 
  3. 
  Hill Giant Chain Fighter: Appendix 1: APL10 
  4. 
  Hill Giant Naturalist: Appendix 1: APL10 
  5. 
  Hill Giant Veteran: Appendix 1: APL10 
  6. 
  Orc Sneak: Appendix 1: APL10 
   
  CR 9 Choices (d4): 
  1. 
  Half-orc Furious Fist: Races of Destiny 188 
  2. 
  Orc Arcanist: Appendix 1: APL10 
  3. 
  Orc Mounted Combatant: Appendix 1: APL10 
  4. 
  Yug (Cleric of Gruumsh): Appendix 1: APL10 
   
  APL 12 
  From the CR 10 Choices list, choose 3; from CR 11 Choices list choose 1. 
   
  CR 10 Choices (d6): 
  1. 
  Hill Giant “Archer”: Appendix 1: APL12 
  2. 
  Hill Giant Barbarian: Appendix 1: APL12 
  3. 
  Hill Giant Chain Fighter: Appendix 1: APL12 
  4. 
  Hill Giant Naturalist: Appendix 1: APL12 
  5. 
  Taklenam (Hill Giant Veteran): Appendix 1: APL12 
  6. 
  Orc Sneak: Appendix 1: APL12 
   
  CR 11 Choices (d4): 
  1. 
  Galmator (Cleric of Grolantor): Appendix 1: APL12 
  2. 
  Hill Giant Brute (2): Heroes of Battle 147 
  3. 
  Maug (Orc Arcanist): Appendix 1: APL12 
  4. 
  Orc Mounted Combatant: Appendix 1: APL12 
  DUL7-02/SND7-04 A New Threat 
   
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  DUL7-02/SND7-04 A New Threat 
   
  Page 52 
   PLAYER HANDOUT 1 
  Summary of Hammerfist horde: 
   
  • 
  The horde is a blend of the Blackhammer hill giant tribe and Ironfist orc tribe. 
  • 
  Total strength of around 500 combatants 
  • 
  Approximate ratio of hill giants to orcs 1:5. 
  • 
  There is no single leader, but there are several influential members of the horde. Notable leaders: 
  Yug, cleric of Gruumsh; Maug, orc arcane caster; Galmator, cleric of Grolantor; Taklenam, hill giant 
  bruiser. 
  • 
  The general goals are to invade Sunndi and seize undefended or lightly defended targets and plunder 
  them. 
  • 
  The horde is organized into relatively small pods (4-6 members). They camp in close proximity to 
  each other during the day, and establish a defensive perimeter.  
  • 
  They move at night, and tend to spread out more once they are moving.  
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Sunndi/597/Normal Scenarios/SND7-04 - A New Threat (APL 2-12)/SND7-04 - A New Threat.pdf