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  SND7-01M 
   
   
   
   
   
  Unexpected Enemies 
  M3 – Missing Scouts 
   
  Part of a Two-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Sunndi Regional Special  
  Version 1.1 
   
   
  by Donjin Cieraad, Koos Gadellaa, Krishna Simonse, Pieter Sleijpen, 
  Ward van Oosterum 
   
  Reviewers: Bas Vermeulen 
  Playtesters: – 
   
   
  With the lines of war drawn clearly across Sunndian soil things seem black and white. Good or bad, friend or foe, easy 
  distinctions to make in such threatening times. Help is on its way from an expected source, but what if some fail to see 
  it thus? Will adventurers once more shine their light into the darkness and clean away the sorrow? A 2-round regional 
  special set in the kingdom of Sunndi - part battle interactive, part mini-adventure for levels 1 to 10 (APLs 2-8). Part of 
  the Bullywugs War series. 
   
  Resources for this adventure [and the authors of those works] include Players Handbook II [David Noonan]
  
  ADVENTURE BACKGROUND 
  M1 Missing Scouts is a mini-adventure, the potential 2nd 
  part of the Sunndi regional special SND7-01M Unexpected 
  Enemies. It has mostly the same background as that 
  adventure. 
   
  The Ahlissans are no fools, and completely 
  surprising the caravan should have been nearly 
  impossible had the scouts been properly deployed. The 
  raiders came prepared, and they used one of their spies 
  among the officers of the Grey Scouts to lure the scouts 
  into an ambush. The traitor was not part of the team 
  assigned to the Ahlissans. Instead he approached the 
  sergeant of the scouts, the half-elf Doranna, as a 
  messenger 
  from 
  the 
  adventurers 
  the 
  Sunndian 
  authorities sent out. Without revealing his presence to 
  the other Grey Scouts he managed to lure them into an 
  ambush and kill them with the aid of the raiders.  
   
  To prevent divination magic to speak with the 
  corpse of Doranna, and reveal his identity, he ordered the 
  raiders to dispose of the corpse in a spot where nobody 
  could find it. He also left behind some false clues 
  pointing towards Doranna as the traitor. While he 
  himself than left for home, the raiders went to the north 
  with the corpse. After a couple of hours a couple of them 
  went to the lair of a local predator under the effect of a 
  pass without trace were they dropped the corpse. 
  Unfortunately for the raiders, they passed through a 
  territory of two satyrs. It are these two satyrs that can tell 
  the PCs about the corpse, and provide them with a 
  chance to learn the actual name of traitor since the 
  raiders them selves don’t know him... 
   
  ADVENTURE SUMMARY 
  Introduction: The first step of learning about the fate of 
  the scouts is to find them. A decent tracker is going to be 
  a great boon, since it leads the PCs to the ambush site 
  quick enough for a single scout to be still alive. 
  Otherwise they need to search the area and they will 
  arrive too late. 
   
  Encounter 1 [Gruesome Site]: Eventually the PCs find 
  the place where the Sunndian scouts were massacred. A 
  group of carrion eaters has been attracted to the area and 
  they are not about to get chased away from their meal 
  without a fight. 
   
  Once the carrion eaters are driven off, the PCs can 
  investigate the area and perhaps rescue the life of one of 
  the scouts. 
   
  Encounter 2 [Satyr’s Game]: While following the tracks 
  of the raiders, the PCs enter the territory of two satyrs. 
  The two are looking for some fun, and decide to involve 
  the PCs in one of their favorite games. Each one will step 
  roughly 40 feet away from the road, and they attempt to 
  chase the PCs to the other site across an imaginary line 
  while defending their own line. Whoever forces the most 
  adventurers across the line of the other wins the game. If 
  the PCs take it with grace, the two satyrs are willing to 
  have a chat and tell about the 4 humans who were 
  carrying a corpse. Otherwise they leave without saying a 
  thing. 
   
  Encounter 3 [Predator’s Lairs]: With the aid of the 
  satyrs the PCs find the corps of Doranna before it is 
  eaten. If they used the information from the raiders it is 
  too late. In either case they need to face two angry bears 
  who do not like the idea of competition for their food. 
   
  Encounter 4 [Raiders Caught]: Eventually the PCs 
  could catch up with the raiders who killed the scout. 
  They are not about to surrender without a fight, although 
  if the PCs do not contain Ahlissans they are willing to 
  talk. They cannot give an accurate description of the 
  person that aided them. They made sure that they never 
  got a good look at the person. If pressed they can tell 
  where they hid the corpse, comfortable in the knowledge 
  it is destroyed. 
   
  Conclusion: At some point the PCs will end the hunt, 
  either with the corpse of Doranna, the captured raiders or 
  because they have lost their tracks. Once they return to 
  Pitchfield they gain their rewards as promised, and they 
  quickly learn the implications of their success or failure. 
   
  PREPARATION FOR PLAY 
  A central part of the adventure involves following the 
  tracks of a group of raiders. Hence it is a good idea to 
  make sure you understand the tracking rules. Remember 
  that the PCs can ‘take 10’ on the Survival checks to follow 
  tracks. While ‘taking 20’ is theoretically possible this is 
  impractical if done to follow actual tracks. They might 
  use it to find the clues in Encounter 1. Note that only 
  PCs with the Track feat can actually assist in any Survival 
  check used to find and follow tracks. 
   
  REST 
  It is unimportant whether the PCs start on this adventure 
  immediately after the battle, wait until the next morning 
  or rest after Encounter 1. The adventure assumes that 
  they will rest at least once during this part of the regional 
  special. Just keep in mind that the DCs for finding the 
  tracks and clues are 1 higher for each day after the battle. 
  The PCs on this table will not face the carrion eaters if 
  they spend the night among the Ahlissans, instead 
  running across them in Encounter 1. 
   
  Note that sleeping in the Silent Valley has some 
  peculiar effects. More information can be found in 
  Appendix 3. 
   
  NEW RULE ITEMS 
  Core 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, 
  SND7-01M Unexpected Enemies – M3 Missing Scouts 
   
  Page 1 
  
  Dungeon Master’s Guide, or Monster Manual). The full write-
  up of any featured feats, spells, or equipment appears in 
  Appendix 3. 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 
  To learn more about the fate of the missing scouts, the 
  PCs need to search the area around the battlefield. 
   
  The most effective method would be to backtrack 
  the caravan to the spot the scouts were seen last and 
  follow their tracks from there. The Ahlissans can point 
  out the spot, but they do not have a tracker available to do 
  the tracking. The location is about 2 miles before the 
  ambush site. Once at the site it requires a DC 15 Survival 
  check to find the tracks. Once found the PCs can follow 
  the tracks into the woods away from the road. The 
  ambush site described in Encounter 1 is roughly 3 miles 
  away, and hence 2 more DC 15 Survival checks are 
  required to get at that site. Creatures with scent cannot 
  find the tracks, but they can follow them once found. In 
  this case the PCs also realize the scouts came together in a 
  small group 1 mile later, had a short discussion and than 
  proceeded to the south-west. If they spend some time 
  tracing the tracks of the individual scouts back they 
  realize that one of the persons walked around in small 
  circles as if thinking about something or discussing 
  something with somebody. There are no tracks of 
  another person. 
   
  Another method would be to circle the battlefield in 
  a spiral and hope for the best. Since the PCs do not know 
  what happened such a tactic is a gamble. If the scouts 
  didn’t leave any obvious signs behind (which is likely 
  considering their profession) than the PCs will not find 
  anything. In this case they arrive at the murder site after 
  having traversed roughly 10 miles and succeeded at a DC 
  25 Survival or Search check. In this case the survivor (see 
  Encounter 1) is dead. 
   
  Read aloud or paraphrase the following the first time 
  the PCs leave the caravan: 
   
  The Silent Valley is wide, gently sloped and lightly 
  forested. Tall green silver-barked trees reach into 
  the sky. Sunrays break through the canopy shining 
  upon 
  the 
  grassy 
  undergrowth. 
  Patches 
  of 
  honeysuckle grow everywhere. Combined with the 
  sun it has a nearly fey and gentle appearance. 
   
  You quickly realize though that appearances 
  deceive though. As soon as you leave the noises of 
  the caravan and your fellow adventurers you realize 
  there is something odd about it. Not a sound can be 
  heard, but that of the wind rustling through the 
  leaves and the noises your fellows make. Not even 
  the buzzing noise of insects shatters the silence that 
  lies like a thick blanket over the land. Even the 
  sounds made by you and your companions seem 
  somehow dampened. Now that you are in a much 
  smaller group, the sense of loss and sadness you felt 
  in the corner of your mind since you first entered 
  the valley becomes much more dominant and more 
  difficult to ignore.  
   
  Once the PCs leave the safety of the Ahlissan soldiers, 
  you should determine their marching order and whether 
  or not they have specific spells running. The Silent 
  Valley is an eerie place and besides the wind there are 
  few sounds. More information on the Valley can be 
  found in Appendix 3. Once ready proceed with 
  Encounter 1. 
   
  1: A GRUESOME SITE 
  The carrion eaters rummaging around at the murder site 
  are noisy and they are not particularly alert. The PCs 
  should roll a Listen check with the result x 10 being the 
  distance in feet away before they hear the grunting noises 
  of the beasts. At the same time the beasts have a chance to 
  hear the PCs. Assume that they ‘take 10’ and have a -5 
  circumstance penalty due to being distracted. So for 
  example, if the PCs are not trying to be silent, the 
  krenshar hear the PCs at 80 feet distance and the dire 
  boars at 130 feet. If they hear the PCs, they become alert 
  and hide on the scene. Use the normal surprise rules 
  once the PCs get closer, and remember that some of the 
  carrion eaters have the scent ability. 
   
  Assuming the PCs surprise the carrion eaters read 
  aloud or paraphrase the following: 
   
  There is not much that sets this part of valley apart 
  from the rest of the forest. There are some gentle 
  slopes and minor hills as well as several tall trees 
  and patches of honeysuckles. The only distinct 
  landmark is a large fallen tree trunk next to a couple 
  of large boulders and overgrown with a hazelnut, 
  honeysuckles, ferns, and other weeds. A large part of 
  the weeds and bushes have been flattened and 
  brown-red spatters cover the whole area. It is 
  difficult to miss several arrow-riddled corpses and 
  the smell of blood and metal is strong. Some of the 
  corpses have been ripped apart by some kind of 
  beasts, although it is unclear whether it happened 
  before or after death. A group of beasts are eating 
  from some of the corpses, oblivious to the 
  surrounding area. 
   
  At a first glance no survivors can be seen and to get 
  additional clues one has to get on the small clearing. The 
  PCs could in theory wait for the animals to retreat, but 
  each round they are left alone they destroy more of the 
  clues. 
   
  Terrain: Most of the area is considered lightly forested. 
  See the Dungeon Master Guide page XX for more details. 
  The fallen tree is roughly 60 feet long and the tree trunk 
  SND7-01M Unexpected Enemies – M3 Missing Scouts 
   
  Page 2 
  
  has a diameter of 5 feet and the top sticks out above the 
  light undergrowth under it (offering concealment, 
  costing double movement to travel through). Getting on 
  the trunk requires a DC 15 Climb check. At the treetop 
  end it is one big tangle of plants, and the area is 
  considered heavy undergrowth (4 times normal 
  movement costs, 30% concealment). At the feet of the 
  trunk the area is overgrown with normal weeds and grass. 
  While it is 3 to 4 feet high, providing some measure of 
  concealment to kneeling people, it does not hinder 
  movement or provide cover. The heap of boulders is 
  considered difficult terrain and offers some opportunities 
  to gain higher ground and cover.  
   
  Creatures: The exact nature of the carrion eaters 
  depends on the APL you run this adventure. In all cases it 
  are relatively normal creatures who stumbled across a 
  rich food source and they are not about to leave the site 
  alone without a fight. They have enough food though, 
  and they do not chase away any fleeing PCs for more 
  than a few dozen feet. At the same time, they are not 
  going to fight to the death and they flee once at 1/3rd or 
  less of their hit points, or when more than half of them 
  are slain/chased away. Characters with wild empathy can 
  try to calm the beasts as normal. Their initial attitude is 
  Hostile and for the PCs to be able to investigate the area 
  safely it needs to be changed to Indifferent. The attitude 
  needs to be made Friendly to get at the corpses the beasts 
  are eating at the moment. A description can be found in 
  the Monster Manual. 
   
  APL 2 (EL 4) 
  � Krenshar (4):  hp 11 each; Listen +3, Spot +1; see 
  Monster Manual 163. 
   
  APL 4 (EL 6) 
  � Ankheg (3): hp 28 each; Listen +6, Spot +3; see 
  Monster Manual 14. 
   
  APL 6 (EL 8) 
  � Dire boars (4):  hp 52 each; Listen +8, Spot +8; see 
  Monster Manual 63. 
   
  APL 8 (EL 10) 
  � Digesters (4): hp 68 each; Listen +6, Spot +6; see 
  Monster Manual 59. 
   
  Tactics: The tactics of the beasts are simple and straight 
  forward. They try to chase away the PCs, focusing their 
  attacks on the opponent that posses the biggest threat in 
  their minds. Due to their intelligence that is the person 
  that deals the most damage which is standing within 
  reach. It takes time to realize where ranged attacks are 
  coming from. If a PC backs up, they follow the character 
  once before returning their attention to somebody else 
  on the scene. The beasts are too stupid to use the terrain 
  to their advantage. 
   
  Treasure: 
  None. 
   
  Development: Once the PCs have dealt with the carrion 
  eaters, they are free to investigate the clearing. While the 
  beasts disturbed the scene, it is still possible to learn a 
  couple of things. The following items are automatic: 
  • 
  There are 4 corpses, two are grey elves (one female) 
  and the other 2 are humans (both males). They wear 
  leather clothing in forest colors except for their grey 
  cloaks.  A DC 15 Knowledge (local – the Splintered 
  Suns) recognizes it as the uniforms of the Grey 
  Scouts. Sunndians gain a +5 circumstance modifier 
  on this check and can make it untrained. Members 
  of any Sunndi military MO recognize the uniforms 
  automatically. 
  • 
  There are 2 scouts missing. 
  • 
  There is nothing of value left behind. 
   
  Heal check on the corpses (the DC increases by 5 for 
  each day after the ambush): 
  • 
  DC 5: All the scouts where killed by black feathered 
  arrows. The wounds caused by the beasts were post 
  mortem. 
  • 
  DC10: They died just before the big battle. The 
  corpses show bruises and scratches all over their 
  body as if they were grabbed by the plants and tried 
  to get out of it.  
  • 
  DC 15: Considering their location, and the fact that 
  their hands show no signs of having drawn weapons 
  suggest they were taken by surprise. 
  • 
  The elven lady was killed by what appear to be wolf 
  bites (lion at APL 8). 
   
  Search check on the clearing (the DC increases by 1 for 
  each day after the ambush): 
  • 
  DC 10: The ambushers where hiding among the 
  heap of boulders, and the bushes behind the tree 
  trunk. 
  • 
  DC 15: Hidden between the top of the fallen tree 
  they find an unconscious survivor (or in case they do 
  not have a tracker a corpse). The human male has 
  written the word or name Doranna with his own 
  blood on a branch above his head. 
   
  Survival check on the clearing (the DC increases by 1 for 
  each day after the ambush): 
  • 
  DC 10: The ambushers where hiding among the 
  heap of boulders, and the bushes behind the tree 
  trunk. 
  • 
  DC 15: There were 5 ambushers. 3 were human 
  sized, the 4th was slightly smaller and heavier and 
  there are tracks of a large dog or wolf. At APL 4+ 
  there are no tracks of the 4th person and the wolf. 
  • 
  DC 15: Apparently one of the scouts survived, and 
  dragged himself into the top of the fallen tree 
  sometime after the battle. 
  SND7-01M Unexpected Enemies – M3 Missing Scouts 
   
  Page 3 
  
  • 
  DC 20 (APL 2 only): The wolf tracks actually change 
  into the tracks of the 4th ambusher, suggesting that 
  person is a shapeshifter.  
  • 
  DC 20: The ambushers took one of the scouts with 
  them. 
   
  � Hanter, surviving Grey Scout: Male human 
  (Oeridian) expert 2 (NG) (Survival +8 for tracking). 
   
  Appearance: Hanter is a tall, lean clean-shaven man 
  with long braided brown hair, a sun tanned skin and 
  brown eyes. He has a broad nose and big eyebrows. He 
  wears the cloths of a forester, but has no weapons. 
   
  Personality: Hanter is a man of few words, more of an 
  observer than a talker. He loves the woodlands, and 
  Sunndi and he has a strong sense of duty. He feels 
  terrible about the incident, but he cannot belief Doranna 
  betrayed them. He assumes she was tricked. 
   
  If the PCs heal him and provide him with a dagger 
  or hand axe and a bow, he is willing to help him track 
  down the ambushers and either rescue or arrest Doranna. 
   
  Hanter, or with the right spell the dead, can tell the 
  following: 
  • 
  Doranna, their leader, called them together and told 
  them to follower her. She had seen something 
  suspicious and considering the warning about the 
  raiders she wanted some backup while checking it. 
  • 
  As is standard, two of them remained slightly behind 
  the rest in case of an ambush. Hanter was one of 
  them as was as was the elven lady Siophan. 
  • 
  When they entered the clearing, they suddenly 
  heard spellcasting. The plants came to life, making it 
  impossible to flee, and they were quickly killed by a 
  rain of arrows. 
  • 
  Hanter and Siophan were to the back and in cover of 
  the trees. While Hanter got shot by what appeared to 
  be an expert archer, they were also attacked by a 
  large vicious black furred wolf (vulture at APL 8). 
  Perhaps the animal companion of a ranger or druid 
  among the ambushers… 
  • 
  None of them had a clear view of the ambushers. 
  • 
  Only Hanter knows this: The ambushers took the 
  body of Doranna with them. Hanter is not sure 
  whether she was dead or not. 
   
  Once the PCs are finished at the clearing, they can either 
  return to the caravan or follow the tracks of the 
  ambushers. If they return, and decide to stick with the 
  caravan with their trip to Pitchfield you should switch to 
  the mini M5 Guiding the Caravan without Encounter 1. 
  If on the same day as the ambush they can rest for the 
  night. If 1 day already has passed, they can still decide to 
  follow the tracks, but Doranna’s corpse has been eaten by 
  the bears (see Encounter 3) and the raiders are long gone 
  (so no Encounter 4). Regardless of when they follow the 
  tracks, following them takes the PCs to Encounter 2. 
   
  2: SATYR’S GAME 
  The DC to follow the tracks of the raiders is 15. The PCs 
  need to make a new check for every 1 mile they follow 
  the tracks. The DC increases by 1 for each day past the 
  battle, or when done by a creature with scent by 1 for 
  each hour. Tracking is done at half speed unless the 
  tracker takes a -5 penalty at the check. Tracking at double 
  speed induces a -20 penalty. Tracking during the night 
  increases the DC by 6.  
   
  Regardless of their speed, after roughly 2 miles the 
  tracks enter the territory of 2 satyrs named Brithgar and 
  Hallith. Allow the PCs to make a DC 29 Spot check to 
  check for surprise. If successful read aloud or paraphrase 
  the following: 
   
  It is a beautiful day, and you have been following the 
  tracks of the raiders as fast as possible. By now you 
  have left the Silent Valley and the sounds of the 
  forest abound all around you. Suddenly you note a 
  flash of red in the corner of your eyes. Quickly 
  turning your head in that direction you see a man-
  like creature with the legs of a red-haired goat, the 
  upper body of a half-elf, small jet-black horns and a 
  small goatee. It glances across you to the other side 
  where you see another creature with brown hair 
  instead of red. It also has a panpipe. 
   
  If nobody succeeded at the Spot check read aloud or 
  paraphrase the following: 
  It is a beautiful day, and you have been following the 
  tracks of the raiders as fast as possible. By now you 
  have left the Silent Valley and the sounds of the 
  forest abound all around you.  All of a sudden you 
  hear the shrill sounds of panpipes coming from 
  both the left and right. The sounds cause the hair in 
  your neck to rise and you are suddenly overcome by 
  a sense of deep dread and fear. 
   
  Roll initiative as normal, and see how the PCs react. The 
  PCs must succeed at two DC 13 Will saves against a fear 
  effect (it is not a spell-like effect). If the PC succeeds at 
  both rolls, they can act normally. If they fail at one check 
  determine which satyr induced the effect and that PC 
  should move away from that satyr. If a PC fails both saves, 
  that character should run away from both sources of 
  music.  
   
  Terrain: Standard lightly forested. 
   
  Creatures: Brithgar and Hallith are typical satyrs who 
  have decided to involve the PCs in one of their favorite 
  games. Each of them picks another side of the PCs 
  opposite of one another, taking up a position 60 feet away 
  from the PCs. Here they draw an imaginary line 
  horizontal from the PCs. The goal of the game is to chase 
  the PCs across the line of the other satyr using anything 
  except physical force. Of course, the satyrs never even 
  consider the fact that the characters might not agree with 
  SND7-01M Unexpected Enemies – M3 Missing Scouts 
   
  Page 4 
  
  being in the game, let alone that it might be constituted 
  as an attack and result in a physical attack. If this happens 
  they will be horrified, accusing that character of cheating, 
  never considering the fact the characters do not even 
  know they are in a game. If on the other hand, the PCs 
  realize what is going on and start playing the game as 
  well they are positively delighted, especially if the PCs 
  start tackling one another in an attempt to defend the 
  line. 
   
  All APLs (EL 6) 
  � Brithgar, Hallith: male satyr (with pipes); hp 22 
  each; see Monster Manual 219. 
   
  Personality: Both satyrs are rude, lewd, boastful and 
  constantly flirting with any woman regardless of race or 
  appearance. They love war-stories, although they have a 
  tendency to belittle the characters in the story. They 
  would have done it differently. They have difficulties 
  shutting up, but threatening to stop telling the story 
  helps at least for a few moments. 
   
  Treasure: 
  PCs who make a good impression on the satyrs gain the 
  “Fey Wine” entry – see the AR and treasure section for 
  more details. 
   
  Tactics: The satyrs have no intention to kill the PCs. 
  They are playing a game that involves getting the 
  characters to run towards the other satyr and cross an 
  imaginary line 60 feet away from the trail the PCs were 
  following. Once the satyrs have used their fear effect, they 
  switch to charm first and finally sleep. If that has no effect 
  they switch to simple barter, trying to get the characters 
  to run in the other direction, even going so far as to 
  barter (although they have very little to barter with 
  except for information – see the development section 
  below). If a character gets close while panicked without 
  any non-panicked character nearby they try to tackle that 
  character and prevent him from crossing the line. 
   
  If the PCs use physical force against them, even if 
  nonlethal, they are absolutely horrified. The satyr 
  attacked will scream to the other satyr “Foul play! Your 
  team has broken the rules. One point for me!” The satyr 
  than turns to the character in question and shouts: “You 
  are out!” If the PCs keep using force both satyrs flee as 
  quickly as possible, all the while shouting what a terrible 
  losers the PCs are. If they cannot flee, they turn on the 
  PCs and fight for their lives, not giving any quarter and 
  begging for mercy if it is apparent they are about to loose. 
  If the character stops using force, they ignore that 
  character focusing on the others instead until finally 
  everybody crossed one of the two lines.  
   
  Development: The encounter is finished once the PCs 
  have disposed of the satyrs or the game is finished.  
   
  If the PCs finished the game the winning satyr is 
  dancing and singing, while the other satyr is sulking. 
  Characters who are good sports about the whole ordeal 
  get compliments and the winning satyr proposes a toast, 
  offering some of his wine as compensation for the PCs 
  service. Astute PCs should realize that if they accept the 
  wine, the satyr does not have to keep any of the other 
  bargains. The PCs accepted the wine after all. A DC 
  Knowledge (nature) or Bardic Knowledge also causes a 
  character to realize this. If this happens the PCs will have 
  to barter something else for the information on the 
  raiders. For example, the PCs could offer the story of the 
  battle they just fought and why they are here. Both satyrs 
  absolutely love stories about battles. So even if the PCs 
  insist on getting the information, they will offer the wine 
  in return for a story. Note that the wine is ordinary wine, 
  although of a very good quality, and not fey wine. It is not 
  poisoned, and characters suggesting something like this 
  will insult the satyrs. 
   
  The satyrs can tell the following: 
  • 
  Three humans and a wolf passed through. 
  • 
  The humans wore chain shirts and were armed with 
  bows, including some silver arrows. Each of them 
  carried a package, apparently containing weapons, 
  bloodied armor and some other stuff. 
  • 
  The wolf was carrying a corpse of a half-elf woman 
  killed in battle. 
  • 
  It turned into a dwarf in leather armor who quickly 
  discussed something with humans, before turning 
  back. 
  • 
  The wolf split of the group around here, going 
  towards the cave of two bears living nearby  (roughly 
  1 mile away) while the humans traveled on.  
  • 
  The wolf returned shortly afterwards without the 
  corpse, and quickly following the humans again. 
  • 
  They can describe the two bears – see Encounter 3 
  for details. 
   
  Once the PCs are ready, proceed to Encounter 3 if they 
  go to the bears, or Encounter 4 if they keep following the 
  tracks of the raiders. 
   
  Troubleshooting: If the PCs captured the satyrs alive, 
  they offer the above information in return for their 
  freedom. If the PCs chased the satyrs away or killed them 
  there is no way to gain it. In that case all they can do is to 
  follow the tracks. At APL 2 they can spot the wolf tracks 
  with a DC 20 Survival check. At APL 4+ Larg does not 
  leave any tracks. If they do spot the tracks, they can 
  decide which to follow. The wolf is clearly carrying 
  something heavy. 
   
  3: PREDATOR’S LAIR 
  The two satyrs provide the PCs with a rough description 
  on where to find the lair of the two bears. They do not 
  come along to act as guides nor can they offer a good 
  map. The leading PC should roll a DC 25 Survival check 
  to see whether they found the lair. PCs with the Track 
  feat gain a +2 circumstance bonus on this check. A check 
  can be made each hour with a cumulative +1 for each 
  hour of searching. Members of the Grey Scouts, the 
  SND7-01M Unexpected Enemies – M3 Missing Scouts 
   
  Page 5 
  
  Royal Warders of the Rieuwood or the Eliastrair 
  automatically find the lair in 1 hour of searching. 
  Remember that PCs with ranks in survival or Knowledge 
  (geography) can assist in the search as per the normal 
  rules. 
   
  Read aloud or paraphrase the following once the PCs 
  have found the lair: 
   
  Fey have a different way to look at the world and 
  their directions have always been difficult to follow. 
  The two satyrs were not exception to this and for the 
  past # [with # depend on the amount of Survival checks] 
  hours you have been wandering through Rieuwood 
  looking for the rocky hill that fitted their 
  description. Fey are notoriously unreliable, and it 
  remains to be seen whether you have fallen for a 
  prank or that they were speaking the truth. Finally 
  you see the three large slabs of stone on the top of a 
  small rock hill that the satyrs told you formed the 
  roof of the bears’ lair. What do you do? 
   
  Allow the PCs to come up with a tactic on how to 
  approach the lair of the bears. The bears are active during 
  dusk and dawn, and sleeping by night. Check as per the 
  core rules if the bears are aware of the PCs approach and 
  remember that they have scent in case the PCs approach 
  with 30 feet of the entrance. 
   
  The bears dragged the corpse into their lair. While 
  using force against the bears is one method, the PCs 
  could come up with various other tactics to get at it. Use 
  your judgment, just don’t make it too easy to too difficult 
  if they opt for something creative. Just remember that the 
  bears have enough food for the moment, and they are not 
  going to waste energy on chasing away other prey 
  (competition in the form of a druid wildshaped in bear-
  form is another matter). 
   
  Terrain: The hilltop is considered light forest while the 
  rest is medium forest. There are a lot of bushes in the 
  region, pierced by various small winding trails made by 
  the bears creating a certain maze-like area. The lair itself 
  lays under three big slabs of stone laying on top of each 
  other on the top of the hill. These slabs are roughly 10 
  feet high and can be climbed with a DC 20 Climb check. 
  The opening of the lair is ~5 ft wide, quickly opening to a 
  large chamber with the slabs forming a natural roof. The 
  room is 15 feet high. It is roughly circular with a 
  diameter of 15 feet. It is surprisingly dry due to stone 
  slabs directing the water around it, making it a perfect 
  lair the two bears jealously guard against any intrusion. 
   
  Creatures: The bears are natural predators. The black 
  bears are relatively friendly, although they do not broker 
  any intrusion into their lair. They will not give chase to 
  PCs fleeing the direct area or trees. The brown and dire 
  bears are much more territorial and aggressive. They are 
  not hungry though and even they stop chasing PCs after 
  a few hundred feet. Playing dead is another good tactic to 
  stop them from attacking a character. 
   
  APL 2 (EL 4) 
  � Bear, black (2):  hp 19 each; see Monster Manual 269. 
   
  APL 4 (EL 6) 
  � Bear, brown (2): hp 51 each; see Monster Manual 
  269. 
   
  APL 6 (EL 8) 
  � Dire bear, 15 HD (1):  hp 131; see Appendix 1. 
   
  APL 8 (EL 10) 
  � Dire bear, 15 HD (2):  hp 131 each; see Appendix 1. 
   
  Tactics: These bears are normal animals. Their tactics are 
  simple and straightforward. Attack the nearest threat 
  until it drops and than switch to the next. If there are 
  multiple opponents they pick the ones that hurt it the 
  most, being unable to differentiate opponents based on 
  potential threat. They fear fire, and especially the black 
  and brown bears can be chased away with the aid of fire 
  (although the PCs do run the risk of starting a forest fire 
  if they opt for this tactic). 
   
  Treasure:  
  None 
   
  Development: If the PCs have not spent one or more 
  days on chasing the raiders, they find the corpse of 
  Doranna relatively intact in the bears’ lair. Otherwise it 
  has been eaten almost completely, leaving nothing 
  recognizable for a resurrection let alone a speak with dead. If 
  the PCs did retrieve the corpse, they can now decide to 
  return back to Pitchfield, or resume the chase. If they 
  return to Pitchfield proceed to the Conclusion. If they 
  resume the chase, proceed with Encounter 4. If there is 
  not enough time, they automatically fail and they are 
  forced to return to Pitchfield. Otherwise you can run the 
  encounter as planned, although they do not get any 
  additional experience points for it. 
   
  4: RAIDERS CAUGHT 
  The DC to follow the tracks of the raiders is 15. The PCs 
  need to make a new check for every 1 mile they follow 
  the tracks. The DC increases by 1 for each day past the 
  battle, or when done by a creature with scent by 1 for 
  each hour. Tracking is done at half speed unless the 
  tracker takes a -5 penalty at the check. Tracking at double 
  speed induces a -20 penalty. Tracking during the night 
  increases the DC by 6.  
   
  The following information is needed to see whether 
  the PCs have a chance of catching up with the raiders or 
  not. It should be noted that they are not hiding their 
  tracks, preferring speed to secrecy. They use a different 
  route than the other raiders – this is done on purpose to 
  increase the chance of at least some of the raiders 
  returning with loot.  
  SND7-01M Unexpected Enemies – M3 Missing Scouts 
   
  Page 6 
  
   
  The NPCs have a base speed of 30 feet at APL 2 and 
  4, and on the first day 40 at APL 6 and 8 (the dwarf travels 
  in wolf form). Movement is halved since it is in a forest 
  and there are no trails. 
  • 
  -15 minutes big battle: The scouts were ambushed.  
  • 
  0: Time of the big battle around the caravan. 
  • 
  +4 hours (8 pm): The raiders hustle for 3 hours after 
  the battle, covering a distance of 12 or at APL6+ 16 
  miles (taking 3 points of nonlethal damage in the 
  process and becoming fatigued).  
  • 
  +3 to +11 hours (8 pm to 6 am): The raiders rest for 8 
  hours. 
  • 
  +11 to +25 hours (6 am to 10 pm): traveling towards 
  the hills at their normal speed of 1.5 mile per hour 
  (no longstrider active). 
  • 
  +25 to +33 hours (10 pm to 6 am): resting at the edge 
  of the forest.  
  • 
  +33 to +49 hours (6 am to 10 pm): Travling through 
  the Downs towards the Hollow Highlands.  
  • 
  +49 hours: They reach the Hollow and there they 
  disappear underground and out of sight. 
   
  Check the PCs speed, and ability to track against the 
  above time table to see whether or not they are able to 
  catch up with the raiders. If not, and they did not play 
  Encounter 3, they run across two hungry bears on the 
  way back. Otherwise the adventure is over.  
   
  If they do catch up, check at what time and whether 
  or not either side is surprised as per the normal rules 
  (opposed Listen/Spot vs. Move Silently/Hide check 
  modified by distance). The NPCs are not trying to be 
  particularly silent, and hence they are taking 10 with a -5 
  penalty because they are moving at full speed. During the 
  night one NPC is at guard with the others sleeping. They 
  try to pick out a densely forested region to make it more 
  difficult to surprise them (-5 circumstance penalty) or 
  completely open terrain (in the Downs). They do not use 
  a fire. If they do hear somebody approach, they 
  immediately spread out somewhat (roughly 40 feet 
  between one another) and hide (if possible climbing in 
  surrounding trees). Creatures that are not obvious 
  following them are ignored unless they spot the raiders, 
  otherwise the attack. 
   
  Terrain: The terrain of the encounter depends on the 
  time the PCs meet the raiders. The Rieuwood is in 
  general considered light forest in this region, while the 
  Downs are the floodplains of the Greyflood River and the 
  terrain is considered grassland with light undergrowth 
  and many pools and reed fields. The region is riddled 
  with the remains of old battlefield defenses, such as 
  ditches, earthen walls and small pools. These have been 
  abandoned for over 12 years now and many are hidden by 
  dense patches of bushes. There are a few farms in the area 
  on natural high ground, but both the flooding and the 
  tense relation with Ahlissa to the north have kept settlers 
  away from the otherwise fertile region. Note that the 
  border between Rieuwood and the Downs is rather 
  abrupt, steeply sloped hill leading down to the lowlands 
  of Ahlissa. 
   
  Creatures: The raiders are three human rangers, 
  specialized in archery, and one dwarf druid. All four wear 
  simple woodland clothing. The dwarf tends to travel in a 
  black furred wolf form, only taking dwarven form when 
  casting spells or when there is a need to communicate 
  complicated stuff to the rangers. The dwarf is the leader 
  of the group. They hate the Ahlissans, considering them 
  all to be either power-hungry and corrupt or mindless 
  brainwashed marionettes of the first group. They 
  consider the recent friendliness being a ruse to help 
  conquer Sunndi, and belief the Ahlissans are to blame for 
  the attack by the Wastrians and the bullywugs. In their 
  eyes making an alliance with the Ahlissans against the 
  Wastrians is exactly what the Ahlissans want, and hence 
  it should not happen regardless of appearances.  
   
  Two of the rangers are ex-convicts of the Calling 
  Mines. They are truly insane and show the signs of their 
  imprisonment. The dwarf and the other ranger are 
  Hollow Highlanders although both have been banished 
  from their clans due to their current activities. They all 
  have little to loose, making them all the more dangerous.  
   
  APL 2 (EL 4) 
  � Larg: male dwarf druid 1; hp 10 each; see Appendix 
  1. 
  � Raiders (3): male human ranger 1; hp 10 each; see 
  Appendix 1. 
   
  APL 4 (EL 7) 
  � Larg: male dwarf druid 3; hp ?? each; see Appendix 1. 
  � Raiders (3): male human ranger 3; hp ?? each; see 
  Appendix 1. 
   
  APL 6 (EL 9) 
  � Larg: male dwarf druid 5; hp ?? each; see Appendix 1. 
  � Raiders (3): male human ranger 5; hp ?? each; see 
  Appendix 1. 
   
  APL 8 (EL 11) 
  � Larg: male dwarf druid 7; hp ?? each; see Appendix 1. 
  � Raiders (3): male human ranger 7; hp ?? each; see 
  Appendix 1. 
   
  Tactics: Their tactics are relatively straightforward:  
  spread out, using the terrain for cover and use their bow 
  at the enemies. They focus on opponents that are either 
  quick, or have good ranged attacks on their own. They 
  know the value of focusing on one opponent at a time, 
  but have a tendency to forget this when directly 
  threatened by an opponent. One of the rangers might try 
  to remain hidden and ready an action against spellcasters. 
  Since the raiders are focused on ranged attacks, Larg has 
  no problem using entangle and similar spells to hinder the 
  PCs. The rangers fight to the death. Larg tries to flee if 2 
  or more of the rangers are down, or he himself is at 25% 
  SND7-01M Unexpected Enemies – M3 Missing Scouts 
   
  Page 7 
  
  of his hit points, preferring his wolf or vulture shape 
  (depending on the APL). 
   
  Note that all four really hate Ahlissans, and anybody 
  recognizable as such can expect to be a prime target. They 
  even go so far as to risk their lives to coupe-the-grace a 
  downed opponent. Just remember though that an 
  Ahlissan is not automatically recognized as such without 
  some obvious outward sign such a military uniform – 
  something most adventurers will not be wearing. 
   
  Treasure: 
  Looting the raiders: 
  [irrelevant] 
   
  Development: Once the PCs defeat the raiders, they can 
  return to Pitchfield to claim their reward as long as they 
  captured at least one raider alive or are alert enough to 
  take a corpse with them for questioning. If they did 
  capture one or more of the raiders alive, and try to 
  interrogate them, they quickly learn that is easier said 
  than done. The four are not good at lying, but they like to 
  sprout their opinion about the Ahlissans and the treat 
  they supposedly pose. It takes some convincing 
  (Intimidate and Bluff being reasonably effective with 
  Diplomacy being useless) to get them to reveal anything 
  useful. At first they try to convince the PCs Doranna was 
  the traitor, but that she went her own way using pass 
  without trace when she left the raiders. If the PCs do not 
  belief them (likely with their Bluff checks), and 
  successfully get them to talk, they admit she was just a 
  ruse. They have no idea who the real traitor is, except that 
  it is a high ranking member of the Grey Scouts. They 
  removed the corpse of Doranna as a ruse, and dumped 
  her body near the lair of a couple of bears so that there is 
  no way to resurrect her from the dead or speak with her. 
  A bit more convincing gets them to reveal the location, 
  although they are rightfully confident it is going to be 
  too late. 
   
  Proceed with the Conclusion if the PCs return to 
  Pitchfield. Proceed with Encounter 3 if the PCs decide to 
  pay the bears a visit. If there is no time left though, you 
  should summarize Encounter 3 otherwise you can play it 
  out as written except that the corpse has been eaten. 
   
  CONCLUSION 
  Once the PCs return to Pitchfield, you should reference 
  both to the first part (the battle interactive) and this 
  adventure to decide upon the end results. The special 
  rewards for the adventure come mainly from the battle 
  interactive. See that part for more information. The 
  consequences of this adventure are important for the 
  campaign as a whole though. 
   
  Dependent on the actions of the PCs during the 
  mini, they can earn the following (stacking with one 
  another): 
  • 
  The PCs learn of a traitor among the Greyscouts: 
  APL 2 – 150 gp, APL 4 – 225 gp, APL 6 – 300 gp, APL 
  8 – 450 gp. 
  • 
  The PCs recover Doranna’s corpse: APL 2 – 75 gp, 
  APL 4 – 100 gp, APL 6 – 150 gp, APL 8 – 200 gp; 
  members of the Sunndi military also gain 5 
  additional recognition points. 
   
  CAMPAIGN CONSEQUENCES 
  This scenario has "Campaign Consequences"; that is the 
  outcome of this module will directly affect 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. 
   
  Please send your answers to poc@sunndi.org as soon 
  as possible. General comments about the module are also 
  welcomed at this address. Don’t forget to mention it is 
  about the mini-module M1 Missing Scouts. 
  1. 
  What APL did you play? 
  2. 
  Did the PCs rescue Hantor?  
  3. 
  Did the PCs learn of a potential traitor among 
  the Grey Scouts? 
  4. 
  Did the PCs recover the corpse of Doranna? 
  5. 
  Did the PCs capture any of the raiders alive or 
  brought a corpse with them? 
   
  SND7-01M Unexpected Enemies – M3 Missing Scouts 
   
  Page 8 
  
  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: Gruesome Site 
  Defeat or calm the carrion eaters 
  APL 2  
  85 XP 
  APL 4  
  125 XP 
  APL 6  
  160 XP 
  APL 8  
  200 XP 
   
  2: Satyr’s Game 
  Dealing with the satyrs, whether peacefully or with force 
  APL 2  
  30 XP 
  APL 4  
  50 XP 
  APL 6  
  80 XP 
  APL 8  
  100 XP 
   
  3: Predator’s Lair 
  Retrieving Doranna’s corpse in one piece 
  APL 2  
  85 XP 
  APL 4  
  125 XP 
  APL 6  
  160 XP 
  APL 8  
  200 XP 
   
  4: Raiders Caught 
  Defeating the raiders 
  APL 2  
  85 XP 
  APL 4  
  125 XP 
  APL 6  
  160 XP 
  APL 8  
  200 XP 
   
  Discretionary roleplaying award 
  APL 2  
  25 XP 
  APL 4  
  38 XP 
  APL 6  
  50 XP 
  APL 8  
  63 XP 
   
  Maximum Total Possible Experience 
  APL 2  
  225 XP 
  APL 4  
  338 XP 
  APL 6  
  450 XP 
  APL 8  
  563 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.  
  Conclusion 
   
  APL 2: 225 gp. 
   
  APL 4: 325 gp. 
   
  APL 6: 450 gp. 
   
  APL 8: 650 gp. 
  Treasure Cap 
   
  APL 2: 225 gp. 
   
  APL 4: 325 gp. 
   
  APL 6: 450 gp. 
   
  APL 8: 650 gp. 
  Total Possible Treasure 
   
  APL 2: 225+ gp. 
   
  APL 4: 325+ gp. 
   
  APL 6: 450+ gp. 
   
  APL 8: 650+ gp. 
  ADVENTURE RECORD ITEMS 
  Fey Wine: You have gained 1 bottle of magical fey wine. 
  This golden clear liquid functions like a potion of 
  heroism, but it is highly intoxicating. If quaffed the 
  character should make a DC 18 Fortitude saving throw or 
  take 1d3 Dexterity and 1d3 Wisdom damage. The bottle 
  cannot be sold. 
   
  SND7-01M Unexpected Enemies – M3 Missing Scouts 
   
  Page 9 
  
  APPENDIX 1: APL 2
  4: RAIDERS CAUGHT 
  LARG 
  CR 1 
  Male dwarf druid 1 
  CN Medium Humanoid (dwarf) 
  Init +1; Senses Darkvision 60 ft.; Listen +4, Spot +4 
  Languages Common, Druidic. Dwarf  
  AC 15 (15), touch 11, flat-footed 14 (14) 
   (+1 Dex, +2 (+0) armor, +2 (+0) shield, +0 (+4) 
  natural); +4 dodge bonus to Armor Class against 
  monsters of the giant type. 
  hp 10 (1 HD)  
  Fort +4 (+6 against poison), Ref +1, Will +4; +2 
  bonus vs. spells and spell-like abilities 
  Speed 20 ft. in leather (4 squares), base movement 
  20 ft., wolf form 50 ft. 
  Melee scimitar +2 (1d6+2/18-20) or 
  (Melee bite +4  (1d6+6)) 
  Ranged sling +1 (1d4+2) 
  Base Atk +0; Grp +2 (+4)  
  Atk Options +1 racial bonus on attack rolls against 
  orcs and goblinoids, spontaneous summon 
  Special Actions shapeshift (wolf) 
  Combat Gear potion of cure light wounds, scroll of 
  obscuring mist, tanglefoot bag 
  Druid Spells Prepared (CL 1st): 
   1st—entangle (DC 13), produce flame 
   0—cure minor wounds, detect poison, guidance 
  �Already cast 
  Abilities Str 15 (19), Dex 12, Con 15, Int 10, Wis 14, 
  Cha 6 
  SQ stability, stonecunning, wild empathy 
  Feats Stealthy  
  Skills Hide +5, Knowledge (nature) +6, Listen +4, 
  Move Silently +5, Spot +4, Survival +8 
  Possessions combat gear plus scimitar, dagger, 
  sling, 10 bullets, leather armor, heavy wooden 
  shield, spell component pouch, wooden holy 
  symbol.  
  Shapeshift (Su)* As a swift action a druid can shift 
  into a wolf form. All equipment merges with the 
  new form and becomes nonfunctional. The druid 
  cannot cast spells while in this form. The druid has 
  the following forms: 
   
  Predator: Wolf form; He gains 50 ft. land speed, 
  +4 enhancement bonus to Strength, +4 natural 
  armor and a bite attacks that deals 1d6 points of 
  damage. 
  * PHBII 39 
   
  RAIDERS (3) 
  CR 1 
  Male human ranger 1 
  CN Medium Humanoid (human) 
  Init +2; Senses Listen +5, Spot +5 
  Languages Common  
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +4 armor, +0 shield) 
  hp 10 (1 HD)  
  Fort +4, Ref +4, Will +1 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft. 
  Melee long sword +2 (1d8+1/19-20) or 
  Melee hand axe +2 (1d6+1/x3) 
  Ranged composite longbow +3 (1d8/x3) 
  Base Atk +1; Grp +2  
  Atk Options favored enemy (humanoid – human) +2, 
  point blank shot, precise shot 
  Special Actions  
  Combat Gear 2x alchemist fire, 2x tanglefoot bag 
  Abilities Str 13, Dex 15, Con 14, Int 10, Wis 12, Cha 
  8 
  SQ wild empathy 
  Feats Point Blank Shot, Precise Shot, Track  
  Skills Climb +1, Hide +4, Knowledge (nature) +4, 
  Listen +5, Move Silently +4, Spot +5, Survival +5, 
  Swim -1,  
  Possessions combat gear plus long sword, hand 
  axe, composite longbow, 40 arrows, 10 silver 
  arrows, chain shirt 
   
    
   
  SND7-01M Unexpected Enemies – M3 Missing Scouts 
   
  Page 10 
  
  APL 4
  4: RAIDERS CAUGHT 
  LARG 
  CR 3 
  Male dwarf druid 3 
  CN Medium Humanoid (dwarf) 
  Init +5; Senses Darkvision 60 ft.; Listen +4, Spot +4 
  Languages Common, Druidic. Dwarf 
  AC 16 (15), touch 11, flat-footed 15 (14) 
   (+1 Dex, +3 (+0) armor, +2 (+0) shield, +0 (+4) 
  natural); +4 dodge bonus to Armor Class against 
  monsters of the giant type. 
  hp 24 (3 HD)  
  Fort +5 (+7 against poison), Ref +2, Will +5; +2 
  bonus vs. spells and spell-like abilities 
  Speed 20 ft. in leather (4 squares), base movement 
  20 ft., wolf form 50 ft. 
  Melee mwk scimitar +5 (1d6+2/18-20) or 
  (Melee bite +6  (1d6+6)) 
  Ranged sling +3 (1d4+2) 
  Base Atk +2; Grp +4 (+6)  
  Atk Options +1 racial bonus on attack rolls against 
  orcs and goblinoids, spontaneous summon 
  Special Actions shapeshift (wolf) 
  Combat Gear potion of cure light wounds, 2x potions 
  of shield of faith, scroll of obscuring mist, tanglefoot 
  bag 
  Druid Spells Prepared (CL 3rd): 
   2nd—barkskin, bull’s strength 
   1st–cure light wounds, entangle (DC 13), produce 
  flame 
   0—cure minor wounds, detect poison, guidance (2) 
  �Already cast 
  Abilities Str 15 (19), Dex 12, Con 15, Int 10, Wis 14, 
  Cha 6 
  SQ stability, stonecunning, trackless step, wild 
  empathy, woodland stride 
  Feats Improved Initiative, Stealthy  
  Skills Hide +7, Knowledge (nature) +10, Listen +4, 
  Move Silently +7, Spot +4, Survival +12 
  Possessions combat gear plus mwk scimitar, dagger, 
  sling, 10 bullets, +1 leather armor, heavy wooden 
  shield, spell component pouch, wooden holy 
  symbol.  
  Shapeshift (Su)* As a swift action a druid can shift 
  into a wolf form. All equipment merges with the new 
  form and becomes nonfunctional. The druid cannot 
  cast spells while in this form. The druid has the 
  following forms: 
   
  Predator: Wolf form; He gains 50 ft. land speed, 
  +4 enhancement bonus to Strength, +4 natural 
  armor and a bite attacks that deals 1d6 points of 
  damage. 
  * PHBII 39 
   
  RAIDERS (3) 
  CR 3 
  Male human ranger 3 
  CN Medium Humanoid (human) 
  Init +2; Senses Listen +7, Spot +7 
  Languages Common  
  AC 17, touch 12, flat-footed 15 
   (+2 Dex, +5 armor, +0 shield) 
  hp 24 (3 HD)  
  Fort +6, Ref +6, Will +3 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft. 
  Melee long sword +4 (1d8+1/19-20) or 
  Melee hand axe +4 (1d6+1/x3) 
  Ranged mkw composite longbow +7 (1d8+1/x3) 
  Base Atk +3; Grp +4  
  Atk Options favored enemy (humanoid – human) +2, 
  point blank shot, precise shot, rapid shot 
  Special Actions  
  Combat Gear 2x alchemist fire, 2x tanglefoot bag 
  Abilities Str 13, Dex 15, Con 14, Int 10, Wis 12, Cha 
  8 
  SQ wild empathy 
  Feats Endurance, Point Blank Shot, Precise Shot, 
  Rapid Shot, Weapon Focus (longbow), Track  
  Skills Climb +3, Hide +7, Knowledge (nature) +8, 
  Listen +7, Move Silently +7, Spot +7, Survival +9, 
  Swim +2,  
  Possessions combat gear plus long sword, hand 
  axe, mighty mwk composite longbow, 40 arrows, 10 
  silver arrows, +1 chain shirt, cloak of resistance +1 
   
   
  SND7-01M Unexpected Enemies – M3 Missing Scouts 
   
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  APL 6 
  3: PREDATOR’S LAIR  
   
   
  DIRE BEAR, ADVANCED 
  CR 8 
  N Large Animal 
  Init +1; Senses Low-light vision, scent; Listen +11, 
  Spot +11 
  AC 17, touch 10, flat-footed 16 
   (-1 size, +1 Dex, +7 natural) 
  hp 131 (15 HD)  
  Fort +13, Ref +10, Will +10; Endurance 
  Speed 40 ft. (8 squares); Run 
  Melee claw +21/+21 (2d6+10) and 
   
  bite +15 (2d8+5) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +11; Grp +25  
  Atk Options  
  Special Actions Improved grab 
  Combat Gear  
  Abilities Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 
  10 
  SQ  
  Feats Alertness, Endurance, Improved Natural Attack 
  (claw), Run, Toughness, Weapon Focus (claw)  
  Skills Listen +11, Spot +11, Swim +12 
  Possessions combat gear plus  
  Improved Grab (Ex) To use this ability, a dire bear 
  must hit with a claw attack. It can then attempt to 
  start a grapple as a free action without provoking 
  an attack of opportunity. 
    
  4: RAIDERS CAUGHT 
  LARG 
  CR 5 
  Male dwarf druid 5 
  CN Medium Humanoid (dwarf) 
  Init +5; Senses Darkvision 60 ft.; Listen +7, Spot +7 
  Languages Common, Druidic. Dwarf 
  AC 16 (15), touch 11, flat-footed 15 (14) 
   (+1 Dex, +3 (+0) armor, +2 (+0) shield, +0 (+4) 
  natural); +4 dodge bonus to Armor Class against 
  monsters of the giant type. 
  hp 38 (5 HD)  
  Fort +6 (+8 against poison), Ref +2, Will +7; +2 
  bonus vs. spells and spell-like abilities 
  Speed 20 ft. in leather (4 squares), base movement 
  20 ft., wolf form 50 ft. 
  Melee mwk scimitar +7 (1d6+3/18-20) or 
  (Melee bite +9  (1d6+8)) 
  Ranged sling +4 (1d4+2) 
  Base Atk +3; Grp +5 (+7)  
  Atk Options +1 racial bonus on attack rolls against 
  orcs and goblinoids, spontaneous summon 
  Special Actions shapeshift (wolf) 
  Combat Gear potion of cure light wounds, 2x potions 
  of shield of faith, scroll of obscuring mist, tanglefoot 
  bag 
  Druid Spells Prepared (CL 5th): 
   3rd—protection from energy, spike growth (DC 16) 
   2nd—barkskin, bull’s strength, hold animal (DC 15) 
   1st—cure light wounds, entangle (DC 14), faerie 
  fire, produce flame 
   0—cure minor wounds, detect poison, guidance (2) 
  �Already cast 
  Abilities Str 16 (20), Dex 12, Con 15, Int 10, Wis 16, 
  Cha 6 
  SQ stability, stonecunning, trackless step, wild 
  empathy, woodland stride 
  Feats Improved Initiative, (Mobility), Stealthy  
  Skills Hide +8, Knowledge (nature) +10, Listen +7, 
  Move Silently +8, Spot +7, Survival +15 
  Possessions combat gear plus mwk scimitar, 
  dagger, sling, 10 bullets, +1 leather armor, heavy 
  wooden shield, spell component pouch, wooden 
  holy symbol.  
  Shapeshift (Su)* As a swift action a druid can shift 
  into a wolf form. All equipment merges with the 
  new form and becomes nonfunctional. Natural 
  attacks gain +1 enhancement bonus on attack and 
  damage and count as magical. The druid cannot 
  cast spells while in this form. The druid has the 
  following forms: 
   
  Predator: Wolf form; He gains 50 ft. land speed, 
  +4 enhancement bonus to Strength, +4 natural 
  armor, a bite attacks that deals 1d6 points of 
  damage, the Mobility feat. (The value between 
  brackets is in wolf form.) 
   
  Aerial Form: Vulture form; talon attack 1d6 points 
  of damage, +2 enhancement bonus on Strength 
  and Reflex saves, +2 natural armor, fly speed 40 
  (good). 
  * PHBII 39 
   
  RAIDERS (3) 
  CR 5 
  Male human ranger 5 
  CN Medium Humanoid (human) 
  Init +3; Senses Listen +9, Spot +9 
  Languages Common  
  AC 18, touch 13, flat-footed 15 
   (+3 Dex, +5 armor, +0 shield) 
  hp 42 (5 HD)  
  Fort +8, Ref +8, Will +3 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft. 
  Melee long sword +7 (1d8+1/19-20) or 
  Melee hand axe +6 (1d6+1/x3) 
  Ranged mkw composite longbow +10 (1d8+1/x3) 
  Base Atk +5; Grp +6  
  Atk Options distracting shot*, favored enemy 
  (humanoid – human) +4, favored enemy 
  (humanoid – orc) +2, point blank shot, precise shot, 
  rapid shot 
  Special Actions  
  Combat Gear 2x alchemist fire, potion of cure 
  moderate wounds, 2x tanglefoot bag 
  Ranger Spells Prepared (CL 2nd): 
   1st—longstrider 
  SND7-01M Unexpected Enemies – M3 Missing Scouts 
   
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  �Already cast 
  Abilities Str 13, Dex 16, Con 16, Int 10, Wis 12, Cha 
  8 
  SQ wild empathy 
  Feats Endurance, Point Blank Shot, Precise Shot, 
  Rapid Shot, Weapon Focus (longbow), Track  
  Skills Climb +5, Hide +10, Knowledge (nature) +8, 
  Listen +9, Move Silently +10, Spot +9, Survival 
  +11, Swim +4,  
  Possessions combat gear plus mwk long sword, 
  hand axe, mighty mwk composite longbow, 40 
  arrows, 10 silver arrows, +1 chain shirt, cloak of 
  resistance +1 
  Distracting Shot (Ex)* Whenever you hit an enemy 
  with a weapon attack (whether melee or ranged), 
  that enemy is considered flanked by you for the 
  purpose of adjudicating your allies’ attacks. This 
  flanked condition last until either the enemy is 
  attacked by one of your allies or until the start of 
  your next turn, whichever comes first. This ability 
  has no effect on creatures that can’t be flanked. 
  * PHBII 55 
   
   
   
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  APL 8 
   
  3: PREDATOR’S LAIR  
   
   
  DIRE BEAR, ADVANCED 
  CR 8 
  N Large Animal 
  Init +1; Senses Low-light vision, scent; Listen +11, 
  Spot +11 
  AC 17, touch 10, flat-footed 16 
   (-1 size, +1 Dex, +7 natural) 
  hp 131 (15 HD)  
  Fort +13, Ref +10, Will +10; Endurance 
  Speed 40 ft. (8 squares); Run 
  Melee claw +21/+21 (2d6+10) and 
   
  bite +15 (2d8+5) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +11; Grp +25  
  Atk Options  
  Special Actions Improved grab 
  Combat Gear  
  Abilities Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 
  10 
  SQ  
  Feats Alertness, Endurance, Improved Natural Attack 
  (claw), Run, Toughness, Weapon Focus (claw)  
  Skills Listen +11, Spot +11, Swim +12 
  Possessions combat gear plus  
  Improved Grab (Ex) To use this ability, a dire bear 
  must hit with a claw attack. It can then attempt to 
  start a grapple as a free action without provoking 
  an attack of opportunity. 
   
  4: RAIDERS CAUGHT 
  LARG  
   
   
   
  CR 7 
  Male dwarf druid 7 
  CN Medium Humanoid (dwarf) 
  Init +6; Senses Darkvision 60 ft.; Listen +10, Spot 
  +10 
  Languages Common, Druidic. Dwarf 
  AC 17 (14), touch 12, flat-footed 15 (12) 
   (+2 Dex, +3 (+0) armor, +2 (+0) shield, +0 (+2) 
  natural); +4 dodge bonus to Armor Class against 
  monsters of the giant type. 
  hp 59 (7 HD)  
  Fort +7 (+9 against poison), Ref +4 (+6), Will +8; +2 
  bonus vs. spells and spell-like abilities 
  Speed 20 ft. in leather (4 squares), base movement 
  20 ft., wolf form 50 ft., vulture form fly 40 ft. (good) 
  Melee mwk scimitar +9 (1d6+3/18-20) or 
  (Melee talons +10  (1d6+4)) 
  Ranged sling +7 (1d4+2) 
  Base Atk +5; Grp +8 (+9)  
  Atk Options +1 racial bonus on attack rolls against 
  orcs and goblinoids, spontaneous summon 
  Special Actions shapeshift (wolf) 
  Combat Gear potion of cure light wounds, 2x potions 
  of shield of faith, scroll of obscuring mist, tanglefoot 
  bag 
  Druid Spells Prepared (CL 7th): 
   4th—flame strike (DC 17) 
   3rd—dominate animal (DC 16), protection from 
  energy, spike growth (DC 16) 
   2nd—barkskin (2), bull’s strength, hold animal (DC 
  15) 
   1st—cure light wounds, entangle (DC 14), faerie 
  fire, produce flame (2) 
   0—cure minor wounds, detect poison, guidance (2) 
  �Already cast 
  Abilities Str 16 (18), Dex 14, Con 15, Int 10, Wis 16, 
  Cha 6 
  SQ stability, stonecunning, trackless step, wild 
  empathy, woodland stride 
  Feats (Flyby Attack), Improved Initiative, Improved 
  Toughness, Stealthy  
  Skills Hide +9, Knowledge (nature) +10, Listen +10, 
  Move Silently +9, Spot +10, Survival +17 
  Possessions combat gear plus mwk scimitar, 
  dagger, sling, 10 bullets, +1 leather armor, heavy 
  wooden shield, spell component pouch, wooden 
  holy symbol.  
  Shapeshift (Su)* As a swift action a druid can shift 
  into a wolf form. All equipment merges with the 
  new form and becomes nonfunctional. Natural 
  attacks gain +1 enhancement bonus on attack and 
  damage and count as magical. The druid cannot 
  cast spells while in this form. The druid has the 
  following forms: 
   
  Predator: Wolf form; He gains 50 ft. land speed, 
  +4 enhancement bonus to Strength, +4 natural 
  armor, a bite attacks that deals 1d6 points of 
  damage, the Mobility feat. 
   
  Aerial Form: Vulture form; talon attack 1d6 points 
  of damage, +2 enhancement bonus on Strength 
  and Reflex saves, +2 natural armor, fly speed 40 
  (good), and Flyby Attack. (The values in brackets 
  are in vulture form.) 
  * PHBII 39 
   
  RAIDERS (3) 
  CR 7 
  Male human ranger 7 
  CN Medium Humanoid (human) 
  Init +7; Senses Listen +11, Spot +11 
  Languages Common  
  AC 18, touch 13, flat-footed 15 
   (+3 Dex, +5 armor, +0 shield) 
  hp 42 (5 HD)  
  Fort +9, Ref +9, Will +4 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft. 
  Melee long sword +10/+5 (1d8+3/19-20) or 
  Melee hand axe +10/+5 (1d6+2/x3) 
  Ranged mkw composite longbow +12/+7 (1d8+2/x3) 
  Base Atk +7; Grp +9  
  Atk Options distracting shot*, favored enemy 
  (humanoid – human) +4, favored enemy 
  SND7-01M Unexpected Enemies – M3 Missing Scouts 
   
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  (humanoid – orc) +2, point blank shot, precise shot, 
  rapid shot 
  Special Actions  
  Combat Gear 2x alchemist fire, potion of cure 
  moderate wounds, 2x tanglefoot bag 
  Ranger Spells Prepared (CL 33d): 
   1st—longstrider, resist energy 
  �Already cast 
  Abilities Str 15, Dex 16, Con 16, Int 10, Wis 12, Cha 
  8 
  SQ wild empathy, woodland stride 
  Feats Endurance, Improved Initiative, Multishot, Point 
  Blank Shot, Precise Shot, Rapid Shot, Weapon 
  Focus (longbow), Track  
  Skills Climb +8, Hide +12, Knowledge (nature) +8, 
  Listen +11, Move Silently +12, Spot +11, Survival 
  +13, Swim +7,  
  Possessions combat gear plus mwk long sword, 
  hand axe, mighty mwk composite longbow, 40 
  arrows, 10 silver arrows, +1 chain shirt, cloak of 
  resistance +1 
  Distracting Shot (Ex)* Whenever you hit an enemy 
  with a weapon attack (whether melee or ranged), 
  that enemy is considered flanked by you for the 
  purpose of adjudicating your allies’ attacks. This 
  flanked condition last until either the enemy is 
  attacked by one of your allies or until the start of 
  your next turn, whichever comes first. This ability 
  has no effect on creatures that can’t be flanked. 
  * PHBII 55 
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  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  List alphabetically. Include source and page reference 
  like so: 
   
  Scorpion’s Resolve  
  Like the scorpion, you are not easily distracted. 
   
  Benefit: You gain a +4 bonus on saving throws 
  against mind-affecting spells and abilities. 
   
  Source: Sandstorm 53 
   
  MAGIC ITEMS 
  List alphabetically; see above. 
   
  MUNDANE EQUIPMENT 
  List alphabetically; see above. 
   
  SPELLS 
  List alphabetically; see above. 
   
  SND7-01M Unexpected Enemies – M3 Missing Scouts 
   
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  APPENDIX 3: 
  THE SILENT VALLEY AND THE MOURNING TOWER
  In the north of Rieuwood, along the road between 
  Pitchfield and Axebjerg lies a wide, gently sloped and 
  lightly forested valley. Tall green trees reach into the 
  sky. Sunrays break through the canopy shining upon 
  the grassy undergrowth, giving the valley a nearly fey 
  and gentle appearance.  
   
  Appearances deceive though, and any traveler who 
  enters the valley quickly realizes there is something 
  odd about it. Not a sound can be heard, but that of the 
  wind rustling through the leaves. Not even the buzzing 
  noise of insects shatters the silence that lies like a thick 
  blanket over the land. Even the sounds made by the 
  traveler 
  and 
  his 
  companions 
  seem 
  somehow 
  dampened. The constant sense of loss and sadness that 
  seems to perpetuate the place adds to the feeling of 
  unease. Then one comes upon the first grave markers 
  and the traveler knows that he has entered more then 
  just another valley. 
   
  Description 
  Sunndi is a landlocked country with mountains 
  blocking easy entrance to the north, east and the west 
  and a vast swamp to the south. There are only a few 
  passes that give easy access to the fertile central 
  counties from lands to the north and the west. One of 
  these passes lies entwined between the Hollow 
  Highlands and the Glorioles. Its gentle slopes make it a 
  natural road into Sunndi. 
   
  The slopes of the valley are not very steep, though 
  near the Glorioles it can be quite rocky. The ground is 
  relatively even, which makes it easy to ride upon even 
  outside a road or path. The area is lightly forested, 
  consisting mostly of tall silver barked trees common to 
  Rieuwood. The undergrowth consists mostly of grass 
  and shrubs. For some reason honeysuckle is especially 
  abundant. The particular species seems to bloom nearly 
  the whole year, giving the whole area a beautiful 
  alluring fragrance during clear nights. At a first glance 
  it all has an eternal aura, as if untouched by time. 
   
  Closer to the Glorioles the density of the trees 
  lessen and there are more and more conifers, firs and 
  juniper. The undergrowth becomes more abundant, 
  though also more susceptible to the change of the 
  seasons. During the summer and late autumn the grass 
  and shrubs tend to be yellow and withered. 
   
  The whole valley would appear to be quite normal, 
  were it not for the complete lack of animal sounds. 
  Only the sound of the wind and now and then rain can 
  be heard within the valley. Even the sounds a traveler 
  makes seem somehow dampened as if the whole valley 
  is covered by fog (which is quite common in the wet 
  season during the night and early morning). This is 
  because there simply are no animals within the valley 
  and even though there are no animals the forest seems 
  to be in balance and lush in plant life.  
   
  Added to this strange lack of animal life, is a 
  feeling of deep melancholy that perpetuates the whole 
  valley. Most people who enter the valley are quickly 
  overcome by a solemn feeling that one feels so 
  commonly when entering a holy structure. More 
  sensitive people feel a sense of loss and melancholy as 
  if the whole land is in mourning. At night the valley 
  can suddenly be filled with strange noises as in 
  contrast to the silence of the day. Travelers speak of the 
  faint sounds of battle that can be heard in the distance, 
  or the crying of the wounded or those left behind. 
  While nights in the valley are restful, the dreams of 
  most are haunted and strange, leaving the sleeper with 
  a feeling of loss and sadness, though nobody ever 
  remembers any details about the dreams. Elves are not 
  immune to these haunting dreams, which also touch 
  their reveries. Somehow their connection to the land 
  makes them even more susceptible to the influence of 
  the valley. In general they cannot stand to remain in 
  the valley for long, which is why the elves abandoned 
  it. Nobody has seen any actual apparitions though and 
  no traveler has ever disappeared. 
   
  Of course, the many grave markers placed in 
  remembrance of those who died during the Battle of 
  Rieuwood (see below) at the place were their bodies 
  were found add to this haunted feeling. There are 
  hardly any grave markers at the border of the valley, 
  but their number and density grows once one travels 
  closer to the center near the Glorioles, until one gets 
  the feeling of traveling through a graveyard, which is 
  not far from the truth. At the far end of this graveyard, 
  under the slopes of the Glorioles, one comes upon the 
  30 feet tall black tower. About 3 miles before that one 
  already has passed the stone buildings of the nearby 
  monastery. 
   
  The Mourning Tower 
  The black stone round tower is 40 feet high and it is 
  apparently made out of one single piece of obsidian. 
  Even if one examines the walls from nearby it looks 
  like it just grew from the ground, not a seam can be 
  found. At the door opening lays a large flat stone made 
  out of white marble. In this marble are etched and 
  filled with silver the following words: 
   
  In Remembrance of those who paid the ultimate price for 
  their ideals of freedom and equality: 
  Death 
   
  The Battle of Rieuwood, 583 CY 
   
  The Mourning Tower consists of the ground floor and 
  three upper stories. It is currently uninhabited and the 
  rooms are empty and cold. It has clearly been built 
  though to be used as a home and there are strong 
  SND7-01M Unexpected Enemies – M3 Missing Scouts 
   
  Page 17 
  
  wooden doors and fireplaces. The outside doors are 
  locked, but the Caretakers have the keys and since 
  there is nothing worth stealing, they give the key to 
  anyone willing to pay 1 gp security, which will be 
  given back when the key is returned to the Caretakers. 
  Around the tower within a few meters are three 
  shrines dedicated to respectively Moradin (a small 
  natural cave), Sehanine Moonbow (a stone circle that 
  also functions as a moon calendar) and Pelor (a small 
  white circular marble open building). 
   
  The Caretakers 
  Near the tower about 3 miles (1 hour walking for 
  humans) are the stone buildings of what now is a 
  monastery. It is a beautiful piece of architecture and it 
  fits in perfectly with the surroundings. Inside one 
  seems to be far away from the Valley. There is a 
  sensation of calmness and in the gardens one can hear 
  birds sing and insects buzz. 
   
  The monastery is the living place of a small group 
  of mostly humans that take care of the monument. 
  They also help pilgrims who traveled to the area by 
  providing with a place to sleep and eat as well as by 
  giving spiritual council. The monastery is jointly let by 
  a cleric of Moradin, Pelor and Sehanine Moonbow. 
  Inside the monastery one can also find a small but 
  growing library. One of the more famous books, are 
  those that contains the names of all known people who 
  died during the battle of Rieuwood (including the 
  soldiers of the Great Kingdom) as well as their rank 
  and origins. These books are known as the Book of 
  Soldiers (and it consists of multiple volumes). 
   
  History and Myths 
  The history of the valley is a bloody one. Many a battle 
  and skirmish has been fought between the defenders 
  of Rieuwood or Sunndi and foreign invaders from the 
  north. The most recent of these battles was the Battle 
  of Rieuwood, which proved to be the end to a long war 
  of attrition that started 5 years before when Herzog 
  Chelor of the Great Kingdom crossed the Greyflood 
  River in 577 CY. It was here at this place that the much 
  smaller army of Commandant Osson and his allies of 
  Sunndian guerrilla forces humiliated the Glorioles 
  Army of the Great Kingdom. In honor of this victory 
  and in remembrance to those who gave their life the 
  Mourning Tower was built. 
   
  Up until that time few people had paid much 
  attention to the even older myths that surrounded the 
  valley. Myths taking place so long ago that even the 
  elves have forgotten much. When the tower was built 
  though, using ancient magic that some people thought 
  had been lost a long time ago, the strange effects 
  started. This prompted a revival of interest in these old 
  stories. Stories that tell that the valley was once a 
  center of learning where the Flan of the kingdom of 
  famous queen Ehlissa learned much of their magic 
  under tutelage of the local Grey elves. According to 
  myths one of the many towers that dotted the place 
  stood right where the Mourning Tower stands now. 
  This might be true, since the Mourning Tower was 
  built on the foundations of an ancient ruin, which had 
  provided cover to Chelor’s leaders during the Battle of 
  Rieuwood. Stranger is the fact that nobody seems to 
  remember who suggested the idea to built the tower in 
  the first place or who actually built it. It makes one 
  wonder why the tower was built: is it the cause of the 
  haunted valley or is its presence coincidental. 
   
  Game Mechanics 
  Most of the effects described above are purely role-
  playing. Elves, druids and wild animals though feel 
  highly uncomfortable in this place. Wild animals only 
  enter under the cajoling of a good friend and even then 
  they are skittish and act strangely (especially at night). 
  Unless the wild animal, druid or elf succeeds at a Will 
  save (DC 10) during sleep the character will act as if 
  shaken (see DMG) for the whole next day. 
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Sunndi/597/Interactives/SND7-01M - Unexpected Enemies (APL 2-8)/SND7-01M - Unexpected Enemies_Missing Scouts.pdf