TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any 
  form without permission of the author. To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network. 
   
  BNM4-02 
   
   
   
   
   
   
   
  Run Like Hell! 
   
  A two-Round D&D LIVING GREYHAWK
  ®  
  A Bone March Regional Adventure 
  Version 2.0 
   
  Round 1 and 2 
   
  by Spyridon D. Giannoutsos 
  Circle Reviewer: Creighton Broadhurst 
   
   
   
  The PCs are hired to protect a wagon which is carrying important documents, from the village of Nlul to the town of 
  Nivlek. However things will soon get out of control… An adventure for APL’s 2-6.
  
  Run Like Hell! 
   
  Page 2 
  Introduction 
  This is an RPGA
  ® Network scenario for the Dungeons & 
  Dragons
  ® game. A five-hour time block has been allocated 
  for each round of this scenario. The rest of the time is spent 
  in preparation before game play, and scoring after the 
  game. The following guidelines are here to help you with 
  both the preparation and voting segment of the game. Read 
  this page carefully so that you know and can communicate 
  to your players the special aspects of playing an RPGA 
  scenario.  
   
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring their 
  own characters with them. If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the current 
  LIVING GREYHAWK character generation guidelines, 
  and a character sheet from your convention coordinator or 
  the RPGA Website, and then have any players without a 
  character create on. Once all players have a LIVING 
  GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
   
  Preparation 
  First you should print this scenario. This scenario was created 
  to support double-sided printing, but printing it single sided 
  will work as well. There is enough room along the inside 
  margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It may 
  help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a pencil, 
  an RPGA scoring packet, and your sense of fun. It is also a 
  good idea to have a way to track movement during combat. 
  This can be as simple as a pad of graph paper and a pencil, as 
  handy as a vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least four players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more than 
  six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are not 
  free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. It’s 
  strongly recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is general and 
  must be adapted to the specific situation or to actions of the 
  player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and DM 
  score the game. Complete the RPGA scoring grid with 
  names and RPGA numbers only, and the event information 
  at the top. RPGA no longer uses voting for any reported 
  results. Give the Scoring Packet to your event coordinator 
  along with any event tickets.  
   
  LIVING GREYHAWK  
  Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for combat 
  (most likely being war horses, dogs trained for war), 
  other than those brought by virtue of a class ability (i.e. 
  animal companions, familiars paladin’s mounts, etc) 
  use the sidebar chart to determine the number of 
  levels you add to the sum above. Add each character’s 
  animals separately. A single PC may only bring four or 
  fewer animals of this type, and animals with different 
  CRs are added separately. 
  
  Run Like Hell! 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
   
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined the 
  APL. Throughout this adventure, APLs categorize the level 
  of challenge the PCs will face. APLS are given in even-
  numbered increments. If the APL of your group falls on an 
  odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on help 
  by higher-level characters to reach the objectives. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Four, or sometimes even five 1
  st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are two things that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their dogs 
  to attack must succeed at a DC 10 Handle Animal or 
  Charisma check. Failure indicates that the animal will 
  not attack that round. This is a free action (spoken 
  command) that may be attempted each round. If an 
  animal loses half or more hp in a single round it flees, 
  unless another check is successful. 
   
  Time Units and Upkeep 
  This is a standard two-round Regional adventure, set in 
  Bone March. Characters native to Bone March pay one 
  Time Unit per round, all others pay two 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. 
   
  Adventure Background 
  Adventurers have discovered and neutralized several 
  enemy scout camps, around the village of Nlul. After this 
  successful defense plan, there is the need for the town of 
  Nivlek to be informed about the threat. Land Lord Lynette 
  decides to send several wagons with important documents 
  to various parts of the County of Knurl, so that the local 
  authorities can take precautions to prepare against a 
  possible invasion, by an unusual tactical non-human army. 
   
  The local garrison of the village of Nlul puts out a call 
  for men who are brave enough to support and defend the 
  wagons against possible threats along the way. 
   
  The adventure starts at the village of Nlul, a small 
  village that is the home of a population of around 500 souls, 
  mostly human, of Oeridian, Flan and Suel origins. 
   
   There are four buildings that seem important in this 
  small village. The Inn named Sunny Stone, the general 
  store, the smith and a small temple of Pelor. 
   
  The inn is owned by Avenal Astra, a tall Oeridian man 
  with an impressive beard. 
   
  The general store is owned by Elizar Gwydre, a sweet 
  Oeridian woman. A player can buy anything except 
  weapons, allowed by Living Greyhawk Campaign Setting 
  rules; that has a price up to 200 gp. 
   
  The smith of the village is Kae. Either the PCs know it 
  or not, Kae is a member or the SHIELD organization 
  watching over the village of Nlul. If they want weapons or 
  armors this is the place to be. A player can buy any weapon 
  or armor up to 200 gp. If he is a member of the SHIELD of 
  Knurl, however this restriction doesn’t apply. 
   
  The temple is owned by Darian Mara a Suel man, 
  which can perform healing services up to a 3
  rd caster level, 
  with the appropriate costs described in Living Greyhawk 
  Campaign Setting rules. 
   
  There is of course the garrison building for the PCs to 
  visit. There is where their mission starts. 
  
  Run Like Hell! 
   
  Page 4 
   
  Apart from these important buildings, there are several 
  peasant homes and Land Lord Lynette’s Family estate. 
   
  Adventure Summary  
  The PCs of course are brave enough to answer the call of 
  the garrison. They head to the garrison building and are 
  assigned to the protection of a single wagon. 
   
  Introduction: In this encounter the PCs must be informed 
  about the nature of their mission. 
   
  Encounter 1 Worg Attack: As the wagon goes its way, 
  a number of worgs attack! The PCs must defend the driver’s 
  life and the wagon’s integrity. 
   
  Encounter 2 Protect The Wagon: As the wagon’s left 
  wheel brakes, the PCs must defend the pinned down 
  wagon against a number of orc warriors. 
   
  Encounter 3 Goblin Raid: As the PCs walk to the 
  Druidic Enclave in search of a carpenter, a goblin raid takes 
  place. Innocent PCs lives are threatened. PCs must 
  guarantee the safety of the carpenter’s family. 
   
  Encounter 4 Join the Militia: The PC join the local 
  militia and help local warriors defeat another goblin raiding 
  party that attacks the home of the blacksmith. 
   
  Encounter 5 Goblin Guards: The PCs are after the 
  Goblin to find the blacksmith’s little girl. Upon reaching 
  their cave however they encounter a number of guards.  
   
  Encounter 6 Wolf Riders: In another section of the 
  cave, the PCs must neutralize the terrible wolf riders, if 
  they want to proceed further into the cave. 
   
  Encounter 7 Bugbear Captain: The leader of the 
  goblins has in his possession the little girl. Upon seeing the 
  PCs he throws the little girl in a Garbage pit, and comes to 
  engage the PCs. This is a battle not only against the 
  bugbear, but against time as well. 
   
  Encounter 8 Garbage Eater: The PCs must follow the 
  girl into the garbage pit, so that they can neutralize the 
  scavenger that lives there. The girl’s life and the success of 
  their mission lie in their ability to bring quick and 
  successful strategy against the beast. 
   
  Introduction 
  The adventure starts in a sunny Starday morning inside the 
  garrison building of the small village of Nlul. During the 
  last three days, the people of the garrison were calling for 
  able men and women who were capable for protecting a 
  number of wagons going from the village of Nlul to the 
  town of Nivlek.  
   
  The PCs have answered the call and are waiting inside 
  the Garrison building. You can read the following text to 
  the players: 
   
  It is a very beautiful morning today. The village of Nlul is 
  bursting with activity. People are going on about their 
  business in various places of the village. You on the other 
  hand, are walking straight into the garrison building. 
  Once again the village of Nlul has made a call for 
  adventurers. 
   
  As you enter the building a young man in his late 
  teens, guides you to the hall, invites you to sit and asks you 
  if you would like to drink or eat something. After that, he 
  says that he is going to call for his superior and vanishes. 
   
  After a while, a short but well built man makes his 
  appearance. He wears a pair of orange pants and wears a 
  black sleeveless shirt. He holds a small chest in his hands! 
  He sees you, smiles and speaks: 
   
  “Good morning! My name is Harkin Gevies. I am a 
  sergeant in the village of Nlul. I see that you are already 
  served food and drink! Please! Help yourself!” 
   
  “You have been summoned here, because we have a 
  special task for you. As you may already know, during the 
  last three months we went on the attack and raided a large 
  number of enemy scout camps around our village.  Our 
  rangers sat down and collected all the pieces of 
  information together.” 
   
  “They completed a report concerning all enemy 
  activity around our village, their leading lieutenants and 
  their defenses. This report has been closed inside, among 
  other things, this small chest that I have in my hands right 
  now!” 
   
  “This chest must reach the safety of the town of 
  Nivlek. By all means necessary! A wagon is waiting outside 
  to take it there. Of course the enemy might attempt to 
  claim it, so I have to make sure that the wagon will be 
  protected!” 
   
  “This is where you come in lads! I want you to get on 
  that wagon, along with the driver and secure the safety of 
  the wagon and the driver. If you travel safely, you will 
  need approximately 3 days to cross 48 miles to reach the 
  town of Nivlek with your wagon!” 
   
  “I am not sure about the kind of opposition that you 
  are going to encounter. Except of course of the local 
  wildlife, scout reports from our village and long range 
  reports from the city of Knurl, indicate that several small 
  task forces of orcish and goblinoid nature are scouting our 
  County, so be in the look out for them.” 
   
  “As for your reward, you will be paid 100 gold pieces 
  each upon the delivery of the chest to the Garrison 
  building of the town of Nivlek. The man you will want to 
  see there is Captain Danel Cadwyr” 
   
  “So now that you have finished your meal and unless 
  you have any questions, let’s go to meet your driver!” 
   
  
  Run Like Hell! 
   
  Page 5 
  Here the DM should allow the players to make questions.  
  Harkin should do their best to answer them. If the PCs 
  request more money, Harkin will point out that the 
  economy of the state doesn’t allow more money to be given. 
  However he will clearly point out that every single piece of 
  loot that comes the PCs way, it’s for the PCs to keep. 
   
  If questioned about weapons or horses, Harkin will 
  loan a pair of horses to the PCs; with the promises of course 
  that they will deliver the horses to the garrison of Nivlek, 
  upon fulfilling their objective. Harkin will also loan any 
  kind of simple, or martial weapon to the PCs along with 
  scale armor for the ones in need. However he will again 
  point out that this equipment should be returned in the 
  garrison of Nivlek. 
   
  He also points out that if any of this equipment is lost 
  or destroyed, the PCs must pay compensation to the 
  garrison’s captain, equal to the normal market price of the 
  item. 
   
  He also informs the PCs that the chest must not be 
  opened in any way. If the chest is tampered with that will 
  be considered treason and the characters will be trialed and 
  most probably exiled. If the PCs during the adventure at 
  any point decide to open the chest, please refer to 
  troubleshooting section of encounter 1. 
   
  Finally the PCs could turn down the assignment. In 
  this case the adventure ends here. 
   
  When the PCs finish their questions read aloud the 
  following text: 
   
  “Well lads! It’s time to go and meet your driver. Let’s go!” 
   
  With these words spoken Harkin rises, grabs the 
  chest and rests it on shoulder. He goes out of the garrison 
  building, outside to the road. 
   
  You can clearly see now that the sun is shinning. The 
  air is cool and fresh, which is a good thing when some one 
  like you is about to travel. A couple of kids stop at the sight 
  of the driver and play fake war with him. He smiles and 
  fights falsely back. Then he prompts them to return to 
  their homes. The driver is a young man, around 25. He is 
  brown haired, with green eyes, a goatee beard and a 
  mustache. He wears black leather armor from head to toe. 
  He also wears a black cape with a hood resting at the back 
  of his back. You can see that two swords are resting at the 
  side of each of his legs. Also on his left shoulder sits a 
  hawk. Harkin speaks: 
   
  “Good morning, Huber! Here are the members of the 
  garrison that they are going to accompany you to the town 
  of Nivlek! They are going to take good care of you and 
  your cargo. Don’t worry!” 
   
  Huber eyes each and every one of you as he is judging 
  your abilities, then he smiles and says: 
   
  “Good morning dear lads! My name is Huber, Huber 
  Jacasin. I am one of the best drivers around these parts. I 
  think that we will reach our destinations without many 
  problems. However we have to get starting immediately. 
  Two of you will sit beside me at the driver’s seat of the 
  wagon, while the others will sit in the back of the wagon, 
  so that they can keep an eye on our chest, which is our 
  precious cargo.” 
   
  After that, the PCs should decide, who will sit beside Huber 
  and who should sit at the back of the wagon. However if 
  the group is made from more that four characters, the extra 
  men have the option to ride beside the wagon with two 
  horses, or sit behind, watching the chest. 
   
  When these decisions are made the wagons starts its 
  long journey and leaves Nlul. 
   
  �Harkin Gevies: Male human Ftr 2, see DM Aid 1 
  �Huber Jacasin: Male human Rgr 4, see DM Aid 1 
  �Seela male hawk, see DM Aid 1 
   
  Encounter 1: 
  Worg Attack 
  The journey should start without problems. However 
  around evening time of the first day of the journey you 
  should read the following text to the players: 
   
  As the sun begins his descent to the earths face, you find 
  yourself about 10 miles away from the village of Nlul to 
  the west. The trip is going smoothly and the air is nice and 
  rejuvenating. Seela is flying in the air scouting for 
  enemies. From the left side of the wagon one can see a 
  small cliff, which the road licks around it, while on the 
  right side of the wagon, there is only wasteland. 
   
  However at this time the wagon has been spotted by a 
  number of worgs. The evil beasts have decided to stalk the 
  wagon and attack suddenly the driver and the characters 
  that sit beside him. The DM should allow the PCs to make 
  spot checks against the hide checks of the worgs. Please 
  remember that the Worg gets a +4 to its Hide check. You 
  should allow each character a spot check. Don’t forget to 
  roll for Seela too. Read aloud the text below depending on 
  the results of the check: 
   
  A) Every PC missed the check: 
   
  The trip continues peacefully until a huge wolf like 
  creature leaps on to the drivers sit and attacks! 
   
  
  Run Like Hell! 
   
  Page 6 
  Give the worgs of the encounter below a free surprise 
  round for them to act. PCs are flat-footed and cannot act 
  during this round. 
   
  B) At least one PC won the check, read the following text 
  to that character: 
   
  Suddenly you notice a wolf-like creature at the top of the 
  cliff. The creature stares at you, as you draw your weapon, 
  you try to warn the others but you don’t react quickly 
  enough to the creature’s leap. 
   
  Give the worgs their surprise round, but the PCs that won 
  the check, act normally during it. 
   
  C) All the PCs won the check. You should read the players 
  the following text: 
   
  Suddenly you notice that you are not alone. At the west 
  side of the wagon, a number of worgs are stalking your 
  wagons. There is danger in the wasteland after all! 
   
  Don’t give a surprise round to the worgs. Roll for Initiative 
  normally and proceed to the encounter. Also give the 
  Player’s Handout 1: Worg Attack. 
   
  APL 2 (EL 3) 
  �Worgs (2): hp 30, 30; see Monster Manual page 256 and 
  Appendix 1. 
   
  APL 4 (EL 4) 
  �Worgs (2): hp 48, 48; see Monster Manual page 256 and 
  Appendix 2. 
   
  APL 6 (EL 6) 
  �Worgs (4): hp 48, 48, 48, 48; see Monster Manual page 
  256 and Appendix 3. 
   
  Tactics: The Worgs will attack the driver and the PCs that 
  are beside him. They are intelligent enough to know that 
  the men at the front of the wagon command the horses. If 
  they can take them out, then the horses can be played silly 
  and eaten easily. They also know by scent that they are men 
  at the rear of the wagon and sooner or later they will come 
  out to engage them, so they cannot be surprised. 
   
  Remember that if the worgs outnumber their 
  opponents two to one, they will try to pin them down, and 
  then bite them to death. 
   
  If one Worg is reduced to half (or less) of its hit points, 
  it will make a DC 13 Will Save or rout. If more than half of 
  the number of Worgs are killed or routed, the worgs 
  require a DC 18 Will save. Huber fights along the PCs 
  normally. He tends to protect wounded PCs or characters 
  that look that won’t make it through the fight. Seela will 
  remain in the air acting as a scout. 
   
  Treasure: The bodies of the worgs can be looted for 
  their pelt. Below is the profit for each APL: 
   
  APL 2: Loot (10 gp) 
   
  APL 4: Loot (10 gp) 
   
  APL 6: Loot (20 gp)  
   
  Development: The death of a PC will not affect the rest of 
  the mission. The death of a horse or the damage of the 
  wagon can seriously stall the duration of the mission. The 
  death of Huber must prompt you into the troubleshooting 
  section, while the chest cannot be captured by the worgs.  
   
  Troubleshooting: If Huber is killed, the PCs will 
  definitely have a problem. One of their mission directives 
  was the safety of the driver. Give the PCs a moment here. If 
  they decide to continue on their own, eventually they will 
  reach the town of Nivlek, but they will have to make the 
  trip in twice the time. Also there must be a PC with the 
  Profession (driver) into the group, or the wagon will not be 
  able to be driven. So the PCs must carry the chest along 
  them and ride the horses. 
   
  If the PCs deliver the chest to the garrison of Nivlek 
  the mission can be treated only as a partial success. 
   
  One other development would be for the PCs to get 
  the chest and head back to Nlul, reporting a failed mission. 
  In that case they loose their reward, and the adventure ends 
  here as a failed mission. 
   
  If the PCs have means of bringing Huber back to life, 
  the above situation is resolved. 
   
  Finally if the PCs decide to open the chest, Huber will 
  disagree with great persistence. If however they do open it, 
  they will find a map of the village of Nlul, along in a report 
  written in a code. A character succeeding at a DC 40 
  Decipher Script can make an effort to read it. In that case 
  read aloud the following text: 
   
  As we thought the wolf has grey south hair. Its fangs 
  surround our village until the previous coin. Please regard 
  to necessary party and be sure to bring your purple 
  girlfriend along for the ride. 
   
  If the character reads the document he is automatically 
  considered a traitor, and the mission a failure. 
   
  Encounter 2: 
  Protect The Wagon 
  After the defeat of the Worgs, the PCs continue their 
  journey and eventually they rest when night comes. Three 
  PCs along with Huber (if he is still alive) stand guard 
  
  Run Like Hell! 
   
  Page 7 
  during the night hours in four two-hour shifts, so that the 
  spell casting PCs can get an eight hour rest, so that they can 
  regain spells. 
   
  After that the PCs can gear up have breakfast and 
  meditate to get spells. When that is taken care of the 
  journey goes onward. Read the following text to the 
  players: 
   
  As the wagon starts its morning journey, the sun starts to 
  rise up and take his rightful place in the clear blue sky. 
  Today is a very hot summer day and everything seems to 
  be just fine. Huber seems however a bit anxious today. 
   
  “This is orc territory”, he explains. “We must keep our 
  guard up and ready. Things have been strange around 
  these lands, later days. As it seems, someone is organizing 
  the orcs and teaches them the art of warfare. We must 
  keep our guard up”. After that he falls silent, scouting the 
  horizon for trouble all the time. Some times he looks up at 
  Seela. The hawk seems to be flying around elegantly, but 
  until now no sign of trouble is spotted. 
   
  During noon however, a Seela’s cry tears up the 
  silence of the Midday sun. The hawk starts to dive as 
  quickly as possible. Huber seems completely focused on 
  the bird. He opens up his eyes and suddenly screams! 
  “Trap mates! Prepare to jump as soon as possible or hold on 
  to whatever you can”.  
   
   
  Before however he is able to finish his sentence a loud 
  bang is heard along with the sound of breaking wood. 
  Then the wagon stops unexpectedly. 
   
  The PCs who jumped must make a DC 20 Jump check or 
  fall badly from the wagon injuring themselves for 1d2 hit 
  points and they are considered prone. If the roll is 
  successful, no damage is taken and the characters are on 
  their feet. In either case the character finishes up 1d4x10 
  feet away from the wagon. 
   
  The PCs who tried to grab something must make a DC 
  10 Strength check or fall of the wagon injuring themselves 
  for 1d2 hit points and they are considered laid down for the 
  encounter that follows. These characters also land 1d4x10 
  feet away from the wagon. If the roll is successful they stay 
  on the wagon with no damage taken. 
   
  Finally Huber too, jumps off the wagon. He always 
  succeeds in landing on his feet, 1d2x10 feet away from the 
  wagon. 
   
  When the rolls are over and every one has an idea, of 
  where his character is, you should read the following text to 
  the players: 
   
  Your head is still spinning and hurting, your ears make 
  funny noises and you just cannot comprehend what went 
  wrong. Just as you start to understand where your body is 
  after the crash, you realize that you hear orcish voices 
  coming towards you! 
   
  APL 2 (EL 3) 
  �Orcs (6): hp 5, 4, 5, 4, 5, 4; see Monster Manual page 203 
  and Appendix 1. 
   
  APL 4 (EL 4) 
  �Orcs (9): hp 5, 5, 5, 5, 5, 5, 5, 5, 5; see Monster Manual 
  page 203 and Appendix 2. 
   
  APL 6 (EL 6) 
  �Orcs (12): hp 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9; see Monster 
  Manual page 203 and Appendix 3. 
   
  Tactics: There is no surprise round here. Both parties are 
  aware of each other. The orcs will attempt to attack and kill 
  every character that is left standing on his feet, using their 
  javelins. After that they will draw their falchions and attack 
  the closest left standing PC. The orcs don’t wish to fight the 
  PCs onboard the wagon’s rear part. They are waiting for the 
  PC to get of the wagon. With this tactic they help the 
  hidden Orc. 
   
  While most of the orcs will follow the above tactics, 
  one lone hidden orc (requiring a DC 25 Spot check to 
  notice) will remain hidden in the grass. When the guards of 
  the chest come out of the wagon to engage the orcs, he will 
  try to move silently from the grass of the north section and 
  try to sneak up the PCs and get the chest. The orc requires a 
  DC 10 Move Silently  check to manage this quietly. Of 
  course if one PC stays inside the wagon, he will 
  automatically spot the orc the moment he sets a foot on it. 
   
  These orcs belong to the coalition of Hector. They are 
  after the chest that the wagon is carrying and they want it 
  at all costs. However they want to kill some of the best men 
  of Nlul as well, so they will try to accomplish both goals. 
   
  However these Orcs have learned the value of a tactical 
  retreat and if one is wounded at or above his half hit points, 
  he may as well run away, if he fails a DC 13 Will save Also if 
  their numbers are reduced to more than half, a DC 18 Will 
  save should be used instead, for the same check. 
   
  However if the orcs are cornered and are denied their 
  retreat, they will fight on until they die. They will not 
  surrender at any cost. 
   
  Treasure: Τhe bodies of the orcs can be looted for their 
  equipment for a total worth, depending on their 
  equipment: 
   
  APL 2: Loot (51 gp) 
   
  APL 4: Loot (76 gp) 
   
  APL 6: Loot (101 gp)  
   
  
  Run Like Hell! 
   
  Page 8 
  Development: Again the survival of Huber and the 
  integrity of the box are of top importance. If Huber is 
  killed, refer to the troubleshooting section. 
   
  If the PCs loose the chest then refer again to the 
  troubleshooting section 
   
  Troubleshooting: If Huber is killed, the PCs will 
  definitely have a problem. One of their mission directives 
  was the safety of the driver. Give the PCs a moment here. If 
  they decide to continue on their own, eventually they will 
  reach the town of Nivlek, but they will have to make the 
  trip in twice the time. Also there must be a PC with the 
  Profession (driver) into the group, or the wagon will not be 
  able to be driven. So the PCs must carry the chest along 
  them and ride the horses. 
   
  If the PCs deliver the chest to the garrison of Nivlek 
  the mission can be treated only as a partial success. 
   
  If the PCs loose the chest, they must follow the orc 
  that got it. If they did not see the orc, give them a track to 
  follow. Depending on the time of the day the DC of the 
  Survival check, should range from a 12 during daylight to 
  20 during the night. 
   
  If the PCs are not able to get the chest back then they 
  should head back in Nlul and report their failure. The 
  adventure ends here, and the mission is considered a 
  failure. 
   
  If the PCs have means of bringing Huber back to life, 
  the above situation is resolved. 
   
  Encounter 3: 
  Goblin Raid 
  After the end of the last battle you may read the following 
  text to the players: 
   
  With the orc threat gone, you focus your attention to the 
  wagon. Huber swears and says “By Pelor! The wheel is 
  completely broken. The orcs set up a log trap. There was 
  nothing that I could do to avoid it. But I think that I will 
  be able to fix this if I will get to work until nightfall.” 
   
  After that Huber starts working continuously. PCs can help 
  them if the players want. Actually any PC with a building 
  type of Profession or Craft skill can help Huber. About 
  nightfall Huber work is over, but the wheel is not repaired 
  completely. Huber says: 
   
  “I have the wheel fixed but only temporary. It won’t stand 
  the long journey that we still have in front of us. So I have 
  decided that we will steer this wagon as we can to the 
  Druidic enclave outskirts. There, lives a very skilled 
  carpenter that I know of, and I am sure that he will fix our 
  wagon up.” 
   
  After that, the PCs and Huber will have to divide the 
  watches shifts again. They are four two-hours shifts of 
  standing guard. The PCs that don’t stand guard have an 8 
  hour rest and then meditate for spells. When they are ready 
  you can proceed to reading the following text: 
   
  The wagon starts again its journey one more time. The day 
  today is as hot as the previous one, perhaps a bit hotter too. 
  Today the wagon moves south with great caution, because 
  the wheel cannot withstand much punishment. Seela also 
  is up in the sky scouting for trouble. Little by little, at last 
  the outskirts begin to creep up on the horizon, along with 
  smoke however!  Seela also looks alarmed and starts to 
  loose altitude so that he can take a better look of the whole 
  area. “Something is wrong” Huber says, “I think that 
  someone is attacking the outskirts”. Soon you arrive at the 
  carpenter’s house. Outside you see the body of a human 
  ranger penetrated by five arrows along with five goblin 
  bodies. The goblins seem that they had been killed in 
  melee combat, probably from pikes and longswords. 
  “Goblin attack!” says Huber. “Let’s go into the house as 
  quickly as possible and find my friend”. 
   
  He crosses the house garden with elegant moves then 
  looks up in the sky so that he can see that Seela is heading 
  to the barn. He points you to follow him to the barn. As 
  you approach the small building however you encounter a 
  sight that makes your blood burn with fury! You see a man 
  laid down wounded lightly and a number of goblins 
  chasing around a middle aged woman and four kids. The 
  man is screaming: “Huber!!! Save my children! Please!!!” 
   
  Huber enters the battle; the DM should ask if the PCs are 
  going to enter the battle too. The PCs can decide if they 
  want to sneak up on the goblins. The goblins will have to 
  roll a Listen check against the Move Silent check of the 
  characters. Huber attempts to sneak up the goblins too. 
   
  If the goblins win the roll, roll for initiative normally. 
  If the goblins loose all the rolls, roll initiative, but play a 
  first surprise round in favor of the characters. 
   
  Give the players Player’s Handout 3. 
   
  �Kuzma Kataric, carpenter: Male human Com 5 
  �Magda Kataric, wife: Female human Com 3 
  �Kataric children (4): 2 males and 2 female human Com 1 
   
  APL 2 (EL 3) 
  �Goblins (9): hp 5, 4, 5, 4, 5, 4, 5, 4, 5; see Monster Manual 
  page 133 and Appendix 1. 
   
  
  Run Like Hell! 
   
  Page 9 
  APL 4 (EL 5) 
  �Goblins (12): hp 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5; see Monster 
  Manual page 133 and Appendix 2. 
  �Hobgoblins (2): hp 10, 10; see Monster Manual page 153 
  and Appendix 2. 
   
  APL 6 (EL 6) 
  �Goblins (12): hp 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9; see Monster 
  Manual page 203 and Appendix 3. 
  �Hobgoblins (4): hp 10, 10, 10, 10; see Monster Manual 
  page 153 and Appendix 3. 
   
  Tactics: Unless the goblins spot the PCs they seem to chase 
  the children and deal non lethal damage. When they spot 
  the PCs however, they ignore the children and attack the 
  PCs. The goblins don’t seem very prepared for the intrusion 
  of the PCs. They did not expect to find any resistance and 
  the PC look tough and the goblins are skittish. They will try 
  to attack the PCs but any injury (even a single hp) will 
  result a DC 13 Will save. Failure indicates that that goblin 
  will flee. If their numbers are depleted below half however, 
  the DC becomes 18. 
   
  If they are hobgoblins present things are a bit 
  different. Every one of the raiding party makes a DC 13 
  Will save, only when reduced to half or less hp. If their 
  humanoid numbers are downed below half, however, they 
  will make this save against DC 18. Failure indicates that 
  that goblin will flee. 
   
  The goblins will try to attack as soon as possible the 
  PCs that wear no armor at all. When a PC who wears heavy 
  armor comes, they gather numbers and try all together to 
  grapple him and pin him down, for continuously damage. 
   
  The hobgoblins will try to engage warrior looking PCs 
  and bring them down with melee combat. 
   
  None of the raiding party is aware of the chest, and 
  they are not interested in the wagon in any way. 
   
  Treasure: Τhe bodies of the goblins can be looted for 
  the following treasure: 
   
  APL 2: Loot (16 gp) 
   
  APL 4: Loot (29 gp) 
   
  APL 6: Loot (38 gp)  
   
  Development: Again if Huber dies refer to the 
  troubleshooting section. Another sad development would 
  be the denial of the retreat to a routing Goblin. The creature 
  will panic even more and try to grab one of the children as a 
  human shield. If the child dies, then the Carpenter will 
  surely deny his help to the PCs making the journey to the 
  town of Nivlek, quite difficult if not impossible! 
   
  Troubleshooting: If Huber is killed, the PCs will 
  definitely have a problem. One of their mission directives 
  was the safety of the driver. Give the PCs a moment here. If 
  they decide to continue on their own, eventually they will 
  reach the town of Nivlek, but they will have to make the 
  trip in twice the time. Also there must be a PC with the 
  Profession (driver) into the group, or the wagon will not be 
  able to be driven. So the PCs must carry the chest along 
  them and ride the horses. 
   
  If the PCs deliver the chest to the garrison of Nivlek 
  the mission can be treated only as a partial success. 
   
  If a child of Kataric is killed then this is a sad 
  development. Kuzma will fall in a deep depression and 
  refuse to help the PCs. In this case Huber will propose to 
  go to the blacksmith house and try to repair the wagon 
  themselves. With a DC 20 eventually Huber will succeed in 
  the check, and the journey will be able to continue, but the 
  DM should consider the mission only partial success. 
   
  If the PCs have means to raise the child (or Huber), 
  that was killed, this situation is resolved. 
   
  Encounter 4: 
  Join The Garrison 
  After the encounter ends you should read the following 
  information to the players: 
   
  The wounded man gets up on his feet and approaches 
  Huber. Then Huber while sheathing his sword says: “My 
  friend Kuzma I have brought you this wagon to repair. It 
  holds an important cargo for the survival of the village of 
  Nlul. Can you repair the wagon and take good care of the 
  cargo for me?” 
   
  The carpenter smiles and replies: “My friend Huber! 
  You saved my family! Of course I will do whatever in my 
  power to help you! Don’t you worry! Your wagon and its 
  cargo are safe here with me!” 
   
  “However I suggest that you make haste to the smith’s 
  house about 1 mile to the east of here”, “He has my trusty 
  tools to repair, and I cannot work without them. However 
  I think that you better get there quickly, because I saw a 
  group of goblins heading that way.” 
   
  Huber replies promptly: “Don’t worry Kuzma! I will 
  head quickly there and see if I can to anything to help 
  them”. He then turns to you and says: “My friends we must 
  make haste one more time to the smith shop”, “Are you 
  willing to tag along with me?” 
   
  Here the DM should give the PCs a chance to report their 
  opinions among themselves. They could deny risking of 
  course, but most probably they will want to follow Huber. 
  After riding to the smith’s house, please read the following 
  text:  
   
  
  Run Like Hell! 
   
  Page 10 
  Once more you follow Seela flying lead, while going to the 
  east. Soon enough you can see by far a small house with a 
  tall chimney. You can understand that you are 
  approaching the smith’s house. Upon reaching the edges 
  of the garden of the smith’s house you can see three 
  members of the garrison, being surrounded by a number 
  of goblins. You also spot a bigger goblin, holding an 
  impressive bow, firing arrows surrounded by red magic 
  light! 
   
  Give the players Player’s Handout 4a. 
   
  �Garrison Members (3): Male human War 1 
  �Borissasa Wilcov, Smith: Male human com 4 
   
  APL 2 (EL 3) 
  �Goblins (3): hp 5, 4, 5; see Monster Manual page 133 and 
  Appendix 1. 
  �Gerhiz Kaz: male goblin Rgr3; hp 28; see Appendix 1 
   
  APL 4 (EL 5) 
  �Goblins (3): hp 5, 5, 5; see Monster Manual page 133 and 
  Appendix 2. 
  �Gerhiz Kaz: male goblin Rgr4; hp 34; see Appendix 2 
   
  APL 6 (EL 6) 
  �Goblins (3): hp 9, 9, 9; see Monster Manual page 133 and 
  Appendix 3. 
  �Gerhiz Kaz: male goblin Rgr5; hp 40; see Appendix 3 
   
  Tactics: The goblins must make a Listen check against the 
  Move Silently check of every PC or be surprised for one 
  round. Huber will try to move silently too. The goblins will 
  attack the garrison troops, and then will try to stall the PCs 
  so that Gerhiz Kaz can take them out using his bow. The 
  goblins won’t attack the smith, because they want him to 
  produce weapons for them. They have already taken his 
  daughter hostage instead. 
   
  Gerhiz Kaz, will try to attack light armored PCs that 
  use missile weapons or wear robes. If forced into melee 
  combat, Gerhiz will draw his sword. 
   
  Gerhiz Kaz will not rout at any cost. Diplomacy checks 
  even in Goblin tongue won’t make the difference here, 
  because Gerhiz is a fanatical enemy of humans and their 
  allied tribes. He can be befriended with magical means. 
  When charmed he could guide the PCs to his hide out. 
  Even then however he will not share information about his 
  tribe or his employer. However if Gerhiz is killed all 
  remaining Goblins must make a DC 18 Will save or flee! 
  No goblin will flee while Gerhiz is still alive, no matter how 
  wounded it is. 
   
  Treasure: The PCs find a guide to the goblins hide out 
  in Gerhiz Kaz body (give the players handout 4b). If they 
  loot their opponents for their equipment they can get: 
   
  APL 2: Loot (10 gp); Magic: +1 shortbow (194 gp) 
   
  APL 4: Loot (10 gp); Magic: +1 shortbow (194 gp) 
   
  APL 6: Loot (20 gp); Magic: +1 shortbow (194 gp) 
   
  Detect 
  Magic 
  Results: 
  Shortbow+1 
  (Faint 
  Enchantment) 
   
  Development: As always Huber death will have to lead you 
  in the troubleshooting section of the encounter. 
   
  If Gerhiz Kaz is captured he will only speak Goblin. If 
  someone talks to him in his own tongue, he will say that he 
  is not afraid to die, even if he is tortured brutally before that 
  moment. He also reports that his clan master will avenge 
  him. However he will offer no more information than that. 
   
  After that, the smith approaches Huber.  Read the PCs 
  the following text: 
   
   
  The smith approaches and starts shouting in agony, 
  “Huber, please! You must assist! My daughter Katrina! She 
  has been taken by these monsters! I think that they are 
  planning to eat her alive!” 
   
  “Don’t worry Borissa, my good friend; we are going to 
  get her back! Do you know where they headed?” 
   
  The smith says: “The goblins that took her were wolf 
  riders that headed north of here.” 
   
  Huber replies: “Don’t worry Borissa; I will bring her 
  back to you. In the meantime, can use speed up with the 
  repair of the carpenter’s tools? I know that this is out of 
  place, but I need those tools dearly.” 
   
  The smith nods in agreement. After that Huber turns 
  to you and says: “Okay so we have to go and rescue a poor 
  little girl from being eaten”, “Do you wish to follow me?” 
   
  At this point the PCs should make up their mind. Of course 
  any of this is not part of their mission, and they don’t have 
  to take any unnecessary risks. However is they agree they 
  can start their journey immediately. 
   
  It will take them until nightfall to reach the goblin’s 
  lair and they can rest for spells and hp. 
   
  Troubleshooting: If Huber is killed, the PCs will 
  definitely have a problem. One of their mission directives 
  was the safety of the driver. Give the PCs a moment here. If 
  they decide to continue on their own, eventually they will 
  reach the town of Nivlek, but they will have to make the 
  trip in twice the time. Also there must be a PC with the 
  Profession (driver) into the group, or the wagon will not be 
  able to be driven. So the PCs must carry the chest along 
  them and ride the horses. 
   
  If the PCs deliver the chest to the garrison of Nivlek 
  the mission can be treated only as a partial success. 
  
  Run Like Hell! 
   
  Page 11 
   
  If the PCs have means of bringing Huber back to life, 
  the above situation is resolved. 
   
  Encounter 5: 
  Goblin Guards 
  You should read and study the map of the encounter very 
  well. When the PCs are about 80 feet away from the lair’s 
  entrance, give them Player’s Handout 5 and read the 
  following text: 
   
  As you follow the muddy road uphill, the sun begins to set 
  for one more time. The beautiful smell of the afternoon 
  flower perfume, reminds you that it is still a summer 
  afternoon. You notice that Seela now is not flying any 
  more to the north but prefers to follow a circular course. 
  Now you realize that soon you will reach your objective; 
  the goblin lair. On the horizon you can spot the cave 
  entrance. 
   
  However the entrance of the case is closed, by what 
  seems to be a wooden drawbridge. 
   
  You also can see that there is a gap between the cave’s 
  entrance and the road. This gap is a huge ditch. And aside 
  from that you can see that the ditch is not a natural one, 
  but goblin made. 
   
  The ditch is fortified with various pieces of wooded 
  spears that are sharpened in the outer edge, so that no one 
  can come through the ditches. The only part that has no 
  logs is the middle one. 
   
  From the distance you can spot a number of pinned 
  down goblins. They seem to be armed with missile 
  weapons and they scout the horizon for opposition. They 
  seem to be really focused on their task, and they do not 
  sleep on the job.  
   
  The PCs could either try to sneak on the goblins or just 
  charge at them. The goblins will make Listen checks and 
  Spot checks, against the PCs. Each PC must roll Move 
  Silently and Hide check against the Listen and the Spot 
  checks of the goblins. If the PCs reach at 30 feet distance, 
  you can give the PCs a surprise round. If the PCs are 
  discovered, roll for initiatives normally. 
   
  Give the goblins a -1 penalty if those checks are going 
  to be made during daytime. 
   
  There are a lot of things the PCs could do here. They 
  can jump across (DC 20 Jump check), they can burn the 
  goblins out of the ditches, or they could pick out their 
  targets with missile weapons (do not forget that goblins 
  have cover. 
   
  A PC that will attempt to jump, he must do it only 
  from the central part of the ditch. If he attempts to jump 
  from the edges, he will run into the wooden pikes. 
   
  �Wooden Spear Trap:  CR 1; mechanical; location trigger; 
  repair; +10 melee 1d6+x, where x equals 1 point of damage 
  per 10 feet the character moves to jump. However it cannot 
  be higher than +5; Disable Device (DC 20). 
   
  APL 2 (EL 3) 
  �Goblins (9): hp 5, 4, 5, 4, 5, 4, 5, 4, 5; see Monster Manual 
  page 133 and Appendix 1. 
   
  APL 4 (EL 4) 
  �Goblins (12): hp 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5; see Monster 
  Manual page 133 and Appendix 2. 
   
  APL 6 (EL 6) 
  �Goblins (12): hp 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5; see Monster 
  Manual page 133 and Appendix 3. 
  �Hobgoblins (4): hp 10, 10, 10, 10; see Monster Manual 
  page 153 and Appendix 3. 
   
  Tactics: As you can see in the map the Goblins are 
  developed inside the fortifications (ditches) and are firing 
  intensively with crossbows. If however are depleted of 
  ammunition, they will draw their melee weapons, go to 
  room A of Encounter six, lower the drawbridge and charge 
  the characters. However one of them will go to inform the 
  population of the cave (see encounters six and seven). 
  However this goblin will go to warn the others only if he 
  runs out of ammo 
   
  If any Hobgoblin is present, he will try to engage any 
  jump able PC so that he will deny him a jump to the 
  drawbridge.  
   
  There is no way for the PCs to go across than jump 
  around 20 feet and land behind the goblins (DC 20 Jump 
  check). In such a case the goblins (or the hobgoblins if 
  present) will start firing the person that landed behind 
  their fortifications. Of course in the case of the humanoids 
  lowering the drawbridge, this changes, because they will 
  engage in melee the intruders. 
   
  If the PCs set the ditch on fire, the humanoids use the 
  trapdoors and abandon their post, via the tunnels. They 
  wait until the fire is vanquish and then they return to their 
  defending position 
   
  The only way to cross the fortifications without 
  jumping across it is to lower the wooden bridge. However 
  someone must jump across and cut the ropes to bring her 
  down. 
   
  Treasure: If the PCs loot the bodies of their opponents, 
  they can find the following loot: 
   
  APL 2: Loot (43 gp) 
   
  APL 4: Loot (57 gp) 
   
  APL 6: Loot (86 gp)  
  
  Run Like Hell! 
   
  Page 12 
   
  Development: As always Huber’s death will result you 
  going to the troubleshooting section. 
   
  The PCs can gain access to room A of the Encounter 6 
  from the bridge or the trapdoors of the ditches. It makes no 
  difference to the flow of the adventure. 
   
   If one of the goblins escapes from the battle, it goes to 
  warn the others inhabitants of the cave located in room C, 
  the wolf riders from encounter 6 arrive from Room A after 
  8 rounds of combat. 
   
  Troubleshooting: If Huber is killed, the PCs will 
  definitely have a problem. One of their mission directives 
  was the safety of the driver. Give the PCs a moment here. If 
  they decide to continue on their own, eventually they will 
  reach the town of Nivlek, but they will have to make the 
  trip in twice the time. Also there must be a PC with the 
  Profession (driver) into the group, or the wagon will not be 
  able to be driven. So the PCs must carry the chest along 
  them and ride the horses. 
   
  If the PCs deliver the chest to the garrison of Nivlek 
  the mission can be treated only as a partial success. 
   
  If the PCs have means of bringing Huber back to life, 
  the above situation is resolved. 
   
  Encounter 6: 
  Wolf Riders 
  When the PCs cross the drawbridge or if they go through 
  the ditches doors, consider that the PCs are inside cave’s 
  room A. Read them the following text: 
   
  You find yourself inside the goblin’s cave entrance. There 
  is only dim light here coming from the cave’s entrance. 
  The air is fresh and cool; however you can also spot the 
  stench of its non human inhabitants.  The walls of the 
  room are natural cave walls, with stalactites and 
  stalagmites all over. You can see the following exits outside 
  from this area: To the south there is the cave entrance, to 
  the north there is the next area of the cave, while to the 
  south east and to the south west corner of the cave, there 
  are on the floor of the cave two trapdoors that lead to the 
  two ditches outside the cave. 
   
  Room A 
  Room A can be either completely empty or it can have a 
  number of goblins from the encounter 5 depending on 
  how that battle went (see development and tactics of 
  encounter 5). 
   
  If the PCs search the room for treasure or traps they 
  won’t find anything. 
   
  If the PCs continue north, eventually the cave gets 
  darker and darker. When they have walked for 160 ft. the 
  entrance light is not able to reach them. They must use a 
  light source. That could be a torch, or a magic spell. Of 
  course if they have Darkvision, they do not need any of 
  these devices. Players with low light vision won’t be able to 
  see anything either, after 200 ft. 
   
  Eventually the characters will reach, or stumble upon a 
  large pond. There are three exits from there. One to the 
  west, leading to rooms B and C (encounter 6), one to the 
  east, leading to room D (encounter 7 and 8), while the last 
  one leads south, back to room A. 
   
  When the PCs get over the pond read the following 
  text to them: 
   
  You can see vaguely the bottom of the pond from here. 
  Among the rock bottom, you see something small shining 
  on the bottom of the pond. 
   
  The characters can search the area around the pond; they 
  can even get in the pond and look for this shiny object. If 
  someone catches it, it’s a useless piece of scrap metal cut 
  like a coin. 
   
  The PCs will have two choices. If they continue west, 
  then stick to this encounter and read them the paragraphs 
  below. If they head to the east, please proceed to encounter 
  8 data. 
   
  If the PCs head west and of course have dark vision or 
  other available light sources, you should read the following 
  text: 
   
  As you follow the cave’s west path you can feel the air 
  getting hotter. You can also pick a bad odor in the 
  atmosphere. After a while you arrive at another crossroad 
  which has tree exits. One to the northwest another one to 
  the southwest and one back to the pond where you came 
  from. 
   
  If the PCs do not have any light sources, then the DM 
  should discourage them from continue to examining the 
  cave. The characters most likely are sure to get lost, unless 
  they do something really clever, like tying a rope in the 
  cave’s entrance, or if they do not have the appropriate skills. 
   
  If they do see however, eventually they will meet the 
  new cross road. Here they must make another choice. If 
  they decide to move south west you should read aloud the 
  text below for room b. If they head northwest, you should 
  head to room 3 encounter with the wolf riders. 
   
  Room B 
  Please read the following text to the players: 
   
  This room appears to be empty. All that you can see are 
  rocks, stalagmites and stalactites all over the ceiling and 
  
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  the floor of the room. The air has a foul odor like that of 
  rotting flesh. 
   
  The room is completely empty and has no traps. The PCs 
  could hang around here for a couple of hours, without 
  being noticed. After that there is a chance (50%) that the 
  wolf riders of room c, will come to this room for a routine 
  check. 
   
  If the players search the room for treasure or anything 
  unusual, with a successful DC 13 Search check, the PCs 
  could discover some stains of blood in the rock of the floor, 
  leading to Room C. 
   
  Room C 
  If the PCs decide to continue to the northwest, you can 
  read them the text below if of course they have access to 
  any light source or have darkvision. If they do not have 
  access to such devices or abilities, you should read the next 
  text: 
   
  Entering the northwest room you notice that the path 
  leads to the wide room. The room is dark and thanks to 
  your light devices you can observe its surroundings. 
  However soon you understand that you are not alone. A 
  number of wolf rider goblins are here. They seem to be 
  really focused and determine. They are ready for a fight 
  too, because they must have heard you coming. 
   
  If they cannot see in the dark: 
   
  As you enter the room you hear growls like the one wolves 
  make. However you can hear goblins too. You understand 
  that you are ambushed. 
   
  If the PCs can see the goblins and the wolves, please give 
  them Player’s Handout 6 and roll for initiative normally. 
   
  If however the PCs cannot see the goblins, do not give 
  them a handout, roll for initiative normally, but consider 
  that during the combat they will have penalties due to not 
  being able to see their opponents. Also remember that the 
  PCs and Huber are automatically surprised in the first 
  round of combat. 
   
   
  APL 2 (EL 3) 
  �Goblin (1): hp 5; see Monster Manual page 133 and 
  Appendix 1 
  �Wolf Riders (2): hp 9, 9; see Appendix 1 
  �Wolves (2): hp 13, 13; see Monster Manual page 283 and 
  Appendix 1. 
   
  APL 4 (EL 4) 
  �Wolf Riders (3): hp 9, 9, 9; see Appendix 2 
  �Wolves (3): hp 13, 13, 13; see Monster Manual page 283 
  and Appendix 2. 
   
  APL 6 (EL 6) 
  �Goblins (2): hp 9, 9; see Monster Manual page 133 and 
  Appendix 3 
  �Wolf Riders (4): hp 9, 9, 9, 9; see Appendix 3 
  �Wolves (4): hp 20, 20, 20, 20; see Monster Manual page 
  283 and Appendix 3. 
   
  Tactics: Wolf riders will attempt to engage the fighters, or 
  the PCs that seem to react well to darkness. Goblins will try 
  to attack the unarmored PCs or the ones that seem to be 
  blinded by the lack of light. Wolves will attack the target 
  that their rider is attacking. 
   
  When in battle wolf riders are fanatics. They won’t 
  retreat at any cost, no matter how the battle goes and they 
  won’t be bargained either. The other goblins won’t flee if 
  they are wounded as long as the wolf riders are alive, but if 
  all the riders are dead, then they must make a DC 18 Will 
  save or try to flee the battle scene. The wolves won’t retreat 
  as long as their riders are alive. If the rider is killed though, 
  they will make a DC 13 Will save when reduced to half of 
  their hit points. 
   
  Treasure: If the PCs search the bodies of their 
  opponents they can loot them for: 
   
  APL 2: Loot (5 gp) 
   
  APL 4: Loot (5 gp) 
   
  APL 6: Loot (11 gp) 
   
  Development: If Huber is killed in this battle, please check 
  with the troubleshooting section. 
   
  Troubleshooting: If Huber is killed, the PCs will 
  definitely have a problem. One of their mission directives 
  was the safety of the driver. Give the PCs a moment here. If 
  they decide to continue on their own, eventually they will 
  reach the town of Nivlek, but they will have to make the 
  trip in twice the time. Also there must be a PC with the 
  Profession (driver) into the group, or the wagon will not be 
  able to be driven. So the PCs must carry the chest along 
  them and ride the horses. 
   
  If the PCs deliver the chest to the garrison of Nivlek 
  the mission can be treated only as a partial success. 
   
  If the PCs have means of bringing Huber back to life, 
  the above situation is resolved. 
   
  Encounter 7: 
  Bugbear Captain 
  When the PCs proceed east from the area of the pond, they 
  proceed through another empty corridor. At the end of the 
  corridor however, there is a wooden door. When the PCs 
  
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  Page 14 
  enter this area and if they are able to see in any way, read 
  them the following text: 
   
  As you enter this part of the cave you can see that it is 
  empty. However in the north part of it, you can clearly see 
  a wooden door that has engraved upon it a crude banner 
  that you haven’t seen before. However it must be of 
  humanoid origin, because it hasn’t any known insignia or 
  aristocrat protocol upon it. 
   
  Anyone that speaks Goblinoid can read the insignia. It 
  reads “Garbage” 
   
  The PCs could search the room or the door for traps 
  but they will find nothing. The door is not closed but it 
  makes a loud noise when opened, so every living humanoid 
  still alive in the cave complex will rush here immediately. 
   
  Before opening the door however the DM should ask 
  the players if they wish to rest in Room B of the cave 
  complex, because they might not get a chance to do so 
  afterwards. 
   
  When the PCs open the door, read them the following 
  text: 
   
  You enter yet another part of the cave. However this small 
  room has a pit on its northern part. Also inside here is a 
  huge red haired bugbear holding a little girl. 
   
  “So…” he speaks in common tongue, “You came for 
  this child didn’t you? Well you have to run like hell to 
  catch her alive. She will make an excellent meal for our 
  garbage disposal pet”. With that he tosses her into the pit, 
  pauses and draws his weapons, “However, I think that this 
  is just the beginning of your troubles”. 
   
  The Bugbear begins to move at the position of your 
  group in a menacing way. However you notice that he 
  wields a shield that bears the County of Knurl Insignia. 
   
  The Bugbear of course isn’t a citizen of the County of 
  Knurl. He just got this shield from a dead captain from 
  Knurl’s garrison during the siege of the city in 591CY. The 
  name of the captain is written in the back surface of the 
  shield. 
   
  After the bugbear’s statements you should roll for 
  initiative normally and start the battle. 
   
  APL 2 (EL 3) 
  �Gilr Jarthrep: male Bugbear Ftr 3; hp 25; see Monster 
  Manual page 29 and Appendix 1 
   
  APL 4 (EL 5) 
  �Gilr Jarthrep: male Bugbear Ftr 5; hp 50; see Monster 
  Manual page 29 and Appendix 2 
   
  APL 6 (EL 6) 
  �Gilr Jarthrep: male Bugbear Ftr 6; hp 66; see Monster 
  Manual page 29 and Appendix 3 
   
  Tactics: Girl will use his morningstar to attack any fighter 
  looking character. When the fighter is dead, he will 
  concentrate on cleric looking characters and finally he will 
  take on the rogues and wizards types. 
   
  Girl will not retreat, nor make rout checks. He is a 
  fanatic and believes that he is more than enough to kill the 
  whole party by himself. 
   
  Once he spots the PCs he will chase them anywhere 
  inside the cave, but he will not chase them out side of it. 
  Also he will not follow any character that ventures into the 
  garbage pit. 
   
  Treasure: If the PCs loot the body of the Bugbear 
  chieftain they will find the following, depending on their 
  APL: 
   
  APL 2: Loot (2 gp); Magic: +2 heavy steel shield (348 
  gp). 
   
  APL 4: Loot (2 gp); Magic: +3 heavy steel shield (766 
  gp). 
   
  APL 6: Loot (2 gp); Magic: +3 heavy steel shield- (766 
  gp). 
   
  Detect Magic Results: heavy steel shield+2 (Moderate 
  Enchantment); 
  heavy 
  steel 
  shield+3 
  (Moderate 
  Enchantment) 
   
  Development: If Huber dies during this encounter, please 
  refer to the troubleshooting section of the adventure. 
   
  While the PCs fight, they can hear the cries of the little 
  girl. However the cries cease after 20 rounds of combat, 
  because the little child has met its fate. Also in this case, 
  please refer to the troubleshooting section. 
   
  Troubleshooting: If Huber is killed, the PCs will 
  definitely have a problem. One of their mission directives 
  was the safety of the driver. Give the PCs a moment here. If 
  they decide to continue on their own, eventually they will 
  reach the town of Nivlek, but they will have to make the 
  trip in twice the time. Also there must be a PC with the 
  Profession (driver) into the group, or the wagon will not be 
  able to be driven. So the PCs must carry the chest along 
  them and ride the horses. 
   
  If the PCs deliver the chest to the garrison of Nivlek 
  the mission can be treated only as a partial success. 
   
  If the child dies before the PCs can rush to its rescue, 
  then the mission can be completed, but it can only be a 
  partial success. Please refer to the conclusion for more 
  details. 
   
  However, if the PCs have means to raise the child from 
  the dead, then the above problem is resolved. 
   
  
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  Page 15 
  Encounter 8: 
  Garbage Eater 
  If any of the PCs falls inside the garbage pit, while the girl 
  is still crying, or drops himself in his own will please read 
  him the following text, if the character has means for 
  seeing through the dark. 
   
  You find yourself sliding smoothly through a 5 feet tunnel. 
  After that you end up in a dark circular room. You can see 
  the little girl crying, but you can also see the large beast, 
  that the nonhumans use as a disposal bin. You understand 
  that the life of this little girl is in your hands. 
   
  The monsters scream in a very ferocious way and 
  charges at you! 
   
   
  In the case that the PC doesn’t see, read the following text: 
   
  You bravely throw yourself into absolute darkness with 
  your only guide a child’s crying. When you reach the 
  bottom of the pit though, you hear another growl. The 
  garbage eater must be near you as well. 
   
  If the child has stopped crying then the child is dead. You 
  should read the following text in this occasion, when the 
  character is able to see: 
   
  You find yourself sliding smoothly through a 5 feet tunnel. 
  After that you end up in a dark circular room. You can see 
  the little girl lying on the floor, fatally wounded, but you 
  can also see the large murderous beast, that the 
  nonhumans use as a disposal bin. You understand that 
  vengeance must be taken for the little girl. 
   
  The monsters scream in a very ferocious way and 
  charges at you! 
   
  In the case that the crying has stopped and the character is 
  not able to see in the dark, read the following text: 
   
  You bravely throw yourself into absolute darkness with 
  your only guide your bravery. When you reach the bottom 
  of the pit though, you hear another growl. The garbage 
  eater must be near you. 
   
  This is a good time to roll for initiative. Remember that if 
  PCs cannot see in the dark, give the monster a surprise 
  action round. The opponent of the PCs depends to the 
  group’s APL: 
   
  APL 2 (EL 3) 
  �Hell Hound (1): hp 22; see Monster Manual page 152 
  and Appendix 1 
   
  APL 4 (EL 5) 
  �Otyugh (1): hp 36; see Monster Manual page 204 and 
  Appendix 2 
   
  APL 6 (EL 6) 
  �Otyugh (2): hp 57, 57; see Monster Manual page 204 and 
  Appendix 2 
   
  Tactics: The monsters will ignore the little girl completely 
  if the PCs appear into the room. They will attack the PC 
  with the most hit points. When this PC dies, then they will 
  turn their attention to the PC with the higher hit points, 
  and so on. Because the room has no exits, the monsters will 
  fight to defend their lair to the end. 
   
  Treasure: If the PCs loot their opponents bodies they 
  can find a single gem inside a monster’s belly. This gem can 
  be according to the group’s APL an emerald of 726 gp value 
  (APL 2), a amber worth 312 gp (APL 4) and finally a fire 
  opal worth 2778 (APL 6) 
   
  APL 2: Coin (121 gp) 
   
  APL4: Coin (52 gp) 
   
  APL6: Coin (463 gp) 
   
  Development: Again, if Huber or the girl dies please refer 
  to the troubleshooting section.  
   
  Troubleshooting: If Huber is killed, the PCs will 
  definitely have a problem. One of their mission directives 
  was the safety of the driver. Give the PCs a moment here. If 
  they decide to continue on their own, eventually they will 
  reach the town of Nivlek, but they will have to make the 
  trip in twice the time. Also there must be a PC with the 
  Profession (driver) into the group, or the wagon will not be 
  able to be driven. So the PCs must carry the chest along 
  them and ride the horses. 
   
  If the PCs deliver the chest to the garrison of Nivlek 
  the mission can be treated only as a partial success. 
   
  If the child dies before the PCs can rush to its rescue, 
  then the mission can be completed, but it can only be a 
  partial success. Please refer to the conclusion for more 
  details. 
   
  However, if the PCs have means to raise the child from 
  the dead, then the above problem is resolved. 
   
  Conclusion: 
  When the PCs defeat the garbage disposal beast, they take 
  the little girl with them and return her to her father. 
   
  The Blacksmith will have the tools prepared and sent 
  to the carpenter. 
  
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  Page 16 
   
  After returning the little girl, Huber and the PCs will 
  get to their wagon and continue their trip back to Nivlek 
  without problems. 
   
  There they will go to the garrison room and report 
  along with the chest. There will be Captain Danel Cadwyr, 
  waiting for the PCs. Upon delivery of the chest read the 
  following text to the players: 
   
   
  “Dear lads! Thank you for delivering these important 
  documents here in Nivlek. I am sure that our military 
  officers will make the best of them. But please be allowed 
  to rest here and buy what you want. Here is also your 
  reward 100 gold pieces as promised and I will make sure 
  that the Count Joachim Dunstan himself will hear about 
  your exploits!” 
   
  After that the PCs leave the garrison building and Huber 
  begins to talk to them: 
   
  “My friends!  We spent a lot of time together and I must 
  say that it was a pleasure fighting side by side with men 
  like you. Please if you ever again visit the Druidic Enclave 
  please be sure to pay me a visit, also if anyone of you is 
  interested in joining our enclave and having the 
  prerequisites, I will speak a good word or two in your 
  behalf.” 
   
  “You must know that you performed a great service 
  here today. Tides of war are upon the small village of Nlul, 
  and perhaps today we made a very long step in securing 
  this lovely village” 
   
  “Well farewell then and god’s speed!” 
   
  Here the adventure ends. The DM should now determine if 
  the mission was a total success, a partial success, or a failure: 
   
  Total success will be achieved if Huber stays alive 
  through the adventure, none of the carpenter’s kids are 
  killed and the little girl of the blacksmith must be returned 
  safely to her father. 
   
  If one PC has an adventure record of First Blood in his 
  possession and completed a total successful mission, he is 
  awarded 4 Influence points with Count Joachim. 
   
  Partial success will be achieved if the chest is delivered 
  to the town of Nivlek but one of the above terms is not met. 
   
  A PC with partial success is awarded 1 Influence point 
  or 3 if he has an AR of First Blood in his possession. 
   
  Failure will be achieved if the chest is unable to reach 
  the town of Nivlek, either because it was misplaced, stolen 
  or destroyed, or because all of the PCs were killed during 
  their mission. 
   
  A failed mission does not give influence points even if 
  the character has a First Blood AR with him. 
   
  Campaign 
  Consequences 
  You 
  must 
  contact 
  Spyridon 
  D. 
  Giannoutsos 
  at 
  cman@cman.gr and report to the following questions: 
  1) Did the chest arrive in the town of Nivlek? 
  2) Did Huber survive? 
  3) Was the mission a total success? 
  Thank you very much for your reply 
   
  The End 
   
  
  Run Like Hell! 
   
  Page 17 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 1: Worg Attack 
  Experience objective 
   
  APL2  
  90 XP  
  APL4  
  120 XP  
  APL6  
  180 XP  
   
  Encounter 2: Defend The Wagon 
  APL2  
  90 XP  
  APL4  
  120 XP  
  APL6  
  180 XP 
   
  Encounter 3: Goblin Raid 
  APL2  
  90 XP  
  APL4  
  150 XP  
  APL6  
  180 XP  
   
  Encounter 4: Join The Garrison 
  APL2  
  90 XP  
  APL4  
  150 XP  
  APL6  
   
   
   
   
  180 XP 
   
  Encounter 5: Goblin Guards 
  APL2  
  90 XP  
  APL4  
  120 XP  
  APL6  
  180 XP 
   
  Encounter 6: Wolf Riders 
  APL2  
  90 XP  
  APL4  
  120 XP  
  APL6  
  180 XP 
   
  Encounter 7: Bugbear Captain 
  APL2  
  90 XP  
  APL4  
  150 XP  
  APL6  
  180 XP 
   
  Encounter 8: Garbage Eater 
  APL2  
  90 XP  
  APL4  
  150 XP  
  APL6  
  180 XP 
   
  Discretionary Role-playing Award 
  APL2  
  180 XP  
  APL4  
  270 XP  
  APL6  
  360 XP  
   
  Total Possible Experience:  
   
  APL2  
  900 XP  
  APL4  
  1,350 XP  
  APL6  
  1,800 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. Because this is a 
  Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter 1: Worg Attack 
   
  APL 2: Loot: 10 gp; Coin: 0 gp; Magic: 0 gp 
  
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  APL 4: Loot: 10 gp; Coin: 0 gp; Magic: 0 gp 
   
  APL 6: Loot: 20 gp; Coin: 0 gp; Magic: 0 gp 
   
  Encounter 2: Defend The Wagon 
   
  APL 2: Loot: 51 gp; Coin: 0 gp; Magic: 0 gp 
   
  APL 4: Loot: 76 gp; Coin: 0 gp; Magic: 0 gp 
   
  APL 6: Loot: 101 gp; Coin: 0 gp; Magic: 0 gp 
   
  Encounter 3: Goblin Raid 
   
  APL 2: Loot: 16 gp; Coin: 0 gp; Magic: 0 gp 
   
  APL 4: Loot: 29 gp; Coin: 0 gp; Magic: 0 gp 
   
  APL 6: Loot: 38 gp; Coin: 0 gp; Magic: 0 gp 
   
  Encounter 4: Join The Garrison 
   
  APL 2: Loot: 10 gp; Coin: 0 gp; Magic: 194 gp 
   
  APL 4: Loot: 10 gp; Coin: 0 gp; Magic: 194 gp 
   
  APL 6: Loot: 20 gp; Coin: 0 gp; Magic: 194 gp 
   
  Encounter 5: Goblin Guards 
   
  APL 2: Loot: 43 gp; Coin: 0 gp; Magic: 0 gp 
   
  APL 4: Loot: 57 gp; Coin: 0 gp; Magic: 0 gp 
   
  APL 6: Loot:  86 gp; Coin: 0 gp; Magic: 0 gp 
   
  Encounter 6: Wolf Riders 
   
  APL 2: Loot: 5 gp; Coin: 0 gp; Magic: 0 gp 
   
  APL 4: Loot: 5 gp; Coin: 0 gp; Magic: 0 gp 
   
  APL 6: Loot:  11 gp; Coin: 0 gp; Magic: 0 gp 
   
  Encounter 7: Bugbear Captain 
   
  APL 2: Loot: 2 gp; Coin: 0 gp; Magic: 348 gp 
   
  APL 4: Loot: 2 gp; Coin: 0 gp; Magic: 765 gp 
   
  APL 6: Loot:  2 gp; Coin: 0 gp; Magic: 765 gp 
   
  Encounter 8: Garbage Eater 
   
  APL 2: Loot: 0 gp; Coin: 121 gp; Magic: 0 gp 
   
  APL 4: Loot: 0 gp; Coin: 52 gp; Magic: 0 gp 
   
  APL 6: Loot:  0 gp; Coin: 463 gp; Magic: 0 gp 
   
  Conclusion: 
   
  APL2: Loot 0 gp; Coin: 100 gp; Magic: 0 gp 
   
  APL4: Loot 0 gp; Coin: 100 gp; Magic: 0 gp 
   
  APL6: Loot 0 gp; Coin: 100 gp; Magic: 0 gp 
   
  Total Possible Treasure 
   
  APL 2: Loot: 137 gp; Coin: 221 gp; Magic: 542 gp - 
  Total: 900 gp 
   
  APL 4: Loot: 189 gp; Coin: 152 gp; Magic: 959 gp - 
  Total: 1350 gp 
   
  APL 6: Loot: 278 gp; Coin: 563 gp; Magic: 959 gp - 
  Total: 1800 gp 
   
  Special 
  +1 shortbow: This is a magical enchanted shortbow that 
  fires arrows engulfed in a magical red light. The bow was 
  retrieved from a goblin ranger named Gerhiz Kaz. 
   
  Caster Level: 5
  th; prerequisites: Craft Magic Arms and 
  Armor, shortbow weapon proficiency. 
   
  +2 heavy steel shield: This is the shield that was used by the 
  bugbear leader of the goblin raiders. It used to belong to a 
  noble captain of the garrison of the city of Knurl. 
  Unfortunately, the captain was killed during the siege of 
  the 591CY, and the shield fell to non-human hands. 
   
  Caster Level: 6
  th; prerequisites: Craft Magic Arms and 
  Armor, heavy armor proficiency. 
   
  +3 Heavy steel shield: This is the shield that was used by 
  the bugbear leader of the goblin raiders. It used to belong 
  to a noble captain of the garrison of the city of Knurl. 
  Unfortunately, the captain was killed during the siege of 
  the 591CY, and the shield fell to non-human hands. 
   
  Caster Level: 9
  th; prerequisites: Craft Magic Arms and 
  Armor, heavy armor proficiency. 
   
  One Influence Point with Count Joachim: This influence 
  point is awarded to any character that succeeded in 
  completing the adventure as a partial success, without 
  having participated in the Red Blood adventure operations. 
   
  Two Influence Points with Count Joachim: These 
  influence points are awarded to any character that 
  succeeded in completing the adventure as a total success, 
  without having participated in the Red Blood adventure 
  operations. 
   
  Three Influence Points with Count Joachim: These 
  influence points are awarded to any character that 
  succeeded in completing the adventure as a partial success, 
  and has participated in the Red Blood adventure operations. 
   
  Four Influence Points with Count Joachim: These 
  influence point are awarded to any character that succeeded 
  in completing the adventure as a total success, and at the 
  same time has participated in the Red Blood adventure 
  operations. 
   
  Traitor: If the PC opened the chest, or killed Huber, he is 
  automatically considered a traitor of the state of Knurl. His 
  face will be on wanted ads and the garrison will arrest him 
  upon site, on his first visit to the city of Knurl, the town of 
  Nivlek, or the village of Nlul. The most probable scenario 
  in this occasion is that the character is going to be tried and 
  
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  Page 19 
  then exiled from the county (influence score= -10). Refer to 
  Knurl’s Gazetteer for more information 
   
  Items for the Adventure Record 
   
  Item Access 
  APL 2 (delete the ones not found) 
  +1 shortbow (Frequency: Regional; 5
  th, Dungeon Master’s 
  Guide) 
  +2 heavy steel shield (Frequency: Regional; 6
  th, Dungeon 
  Master’s Guide) 
   
  APL 4 (All of APL 2 plus the following) 
  +3 heavy steel shield (Frequency: Regional; 9
  th, Dungeon 
  Master’s Guide) 
   
  APL 6 (All of APLs 2-4 plus the following) 
   
   
  
  Run Like Hell! 
   
  Page 20 
  Appendix 1: 
  APL 2 
  �Worg: CR 5; Medium Magical Beast; HD 4d10+8; hp 
  30; Init +2; Spd 50 ft; AC 14 [touch 12, flat-footed 12]; 
  Base Atk: +4; Grp: +7; Atk +7 melee (1d6+4/[x2], bite); 
  Full Atk +7 melee (1d6+4/[x2], bite); SA Trip; SQ 
  Darkvision 60 ft., low-light vision, scent; AL NE; SV 
  Fort +6, Ref  +6, Will +3; Str 17, Dex 15, Con 15, Int 6, 
  Wis 14, Cha 10. 
   
  Skills and Feats: Hide +4, Listen +6, Move Silently 
  +6, Spot +6, Survival+2 (+4 when tracking by scent). 
   
  Trip (Ex): A Worg that hits with a bite attack can 
  attempt to trip his opponent as a free action, without 
  making a touch attack or provoking an attack of 
  opportunity. If the attempt fails, the opponent cannot 
  react to the trip of the wolf. 
   
  Scent (Ex): The ability allows the creature to 
  detect approaching enemies, sniff out hidden foes, and 
  track by sense of smell. Creatures with the scent ability 
  can identify familiar odors just as humans do familiar 
  sights. The creature can detect opponents within 30 
  feet by sense of smell. If the opponent is upwind, the 
  range is increased to 60 feet; if downwind, it drops to 
  15 feet. Strong scents, such as smoke or rotting 
  garbage, can be detected at twice the ranges noted 
  above. Overpowering scents like the skunk musk or 
  the troglodyte stench can be detected at triple normal 
  range. 
   
  When a creature with the scent ability can follow 
  tracks by smell, making Wisdom check to find or 
  follow a track. The typical DC for a fresh trail is 10 (no 
  matter what kind of surface holds the scent). This DC 
  increases or decreases depending on how strong the 
  quarry’s odor is, the number of creatures, and the age of 
  the trail. For each hour that the trail is cold, the DC 
  increases by 2. The ability otherwise follows the rules 
  for the Track feat. Creatures tracking by scent ignore 
  the effects of surface and poor visibility. 
   
  �Orc: Male Orc Warrior 1; CR 1/2; medium 
  humanoid; HD 1d8+1; hp 5; Init +0; Spd 30 ft; AC 13 
  [touch 10, flat-footed 13]; Base Atk: +1; Grp +4; Atk +4 
  melee (2d4+4 / 18-20[x2], falchion) or +1 ranged (1d6+3 
  / 20 [x2], javelin); SQ Darkvision 60 ft., light 
  sensitivity; AL often CE; SV Fort +3, Ref +0, Will -2; Str 
  17, Dex 11, Con 12, Int 8, Wis 7, Cha 6. 
   
  Skills and Feats: Listen +1, Spot +1; Alertness. 
   
  Alertness: +2 to Listen and Spot checks. 
   
  Light Sensitivity (Ex): Orcs suffer a -1 penalty to 
  attack rolls in bright sunlight or within the radius of a 
  daylight spell. 
   
  Darkvision 60 ft. (Ex): Goblins see in absolute 
  darkness, for 60 ft. Darkvision is black and white only 
  but works like normal sight otherwise. 
   
  Possessions: Falchion, javelin and studded leather 
  armor. 
   
  �Goblin Raider: Male goblin warrior 1; CR 1/3; small 
  humanoid goblinoid; HD 1d8+1; hp 5; Init +1; Spd 30 
  ft.; AC 15 (touch 12, flat-footed 14); Base Atk +1; Grp -3; 
  Atk +2 melee (1d6/[x2], morningstar) or +3 ranged 
  (1d4/[x2], javelin); Full Atk +2 melee (1d6/[x2], 
  morningstar) or +3 ranged (1d4/[x2], javelin); SQ 
  Darkvision 60 ft.; AL usually NE; SV Fort +3, Ref +1, 
  Will -1; Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6. 
   
  Skills and Feats: Hide +5, Listen +2, Move Silently 
  +5, Ride +4, Spot +2; Alertness. 
   
  Darkvision 60 ft. (Ex): Goblins see in absolute 
  darkness, for 60 ft. Darkvision is black and white only 
  but works like normal sight otherwise. 
   
  Possessions: Morningstar, javelin, leather armor, 
  light wooden shield. 
   
  Physical Description: This little humanoid has a 
  flat face, broad nose, pointed ears, wide mouth, and 
  small, sharp fangs. It walks upright, but its arms hang 
  down almost to its knees. 
   
  �Hobgoblin Raider: Male hobgoblin warrior 1; CR 
  1/2; medium humanoid goblinoid; HD 1d8+2; hp 6; 
  Init +1; Spd 30 ft.; AC 16 (touch 11, flat-footed 15); Base 
  Atk +1; Grp +2; Atk +2 melee (1d8+1/19-20[x2], 
  longsword) or +2 ranged [(1d6+1/[x2], javelin); Full Atk 
  +2 melee (1d8+1/19-20[x2], longsword) or +2 ranged 
  [(1d6+1/[x2], javelin); SQ Darkvision 60 ft.; AL usually 
  LE; SV Fort +4, Ref +1, Will -1; Str 13, Dex 13, Con 14, 
  Int 10, Wis 9, Cha 8. 
   
  Skills and Feats: Hide +3, Listen +2, Move Silently 
  +3, Spot +2; Alertness. 
   
  Darkvision 60 ft. (Ex): Bugbears see in absolute 
  darkness, for 60 ft. Darkvision is black and white only 
  but works like normal sight otherwise. 
   
  Possessions: Longsword, javelin, studded leather 
  armor, large wooden shield. 
   
  Physical Description: This burly humanoid stands 
  about 6-1/2 feet tall. It has hairy skin, feral eyes, and a 
  flat nose and chin. 
   
  �Gerhiz Kaz: Male goblin ranger 3; CR 3; small 
  humanoid goblinoid; HD 1d8+1 plus 3d8+3; hp 28; Init 
  +5; Spd 30 ft.; AC 18 (touch 15, flat-footed 13); Base Atk 
  
  Run Like Hell! 
   
  Page 21 
  +5; Grp -1; Atk +11 ranged (1d6/[x3], +1 shortbow) or 
  +4 melee (1d4-1, short sword); Full Atk +11 ranged 
  (1d6/[x3], +1 shortbow) or +4 melee (1d4-1, short 
  sword); SQ Combat style archery, darkvision 60 ft., 
  endurance, favored enemy dwarf, racial bonus +4 to 
  move silently and ride skills, track, wild empathy; AL 
  NE; SV Fort +4, Ref +8, Will +1; Str 8, Dex 20, Con 12, 
  Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Climb+6, Concentration +6, Craft 
  Weapon +6, Handle Animal +6, Heal +6, Hide +10; 
  Alertness, Animal Empathy, Athletic. 
   
  Possessions: Leather armor, +1 shortbow, short 
  sword. 
   
  Physical Description: Gerhiz Kaz is a small but 
  well built goblin that has a very athletic look. He uses 
  an impressive shortbow that fires arrows embraced in 
  red light. 
   
  �Goblin Defender: Male goblin warrior 1; CR 1/3; 
  small humanoid goblinoid; HD 1d8+1; hp 5; Init +1; 
  Spd 30 ft.; AC 15 (touch 12, flat-footed 14); Base Atk +1; 
  Grp -3; Atk +2 melee (1d6/[x2], morningstar) or l+3 
  ranged (1d4/[x3], light crossbow); Full Atk +2 melee 
  (1d6/[x2], morningstar) or +3 ranged (1d4/[x3], 
  crossbow); SQ Darkvision 60 ft.; AL usually NE; SV 
  Fort +3, Ref +1, Will -1; Str 11, Dex 13, Con 12, Int 10, 
  Wis 9, Cha 6. 
   
  Skills and Feats: Hide +5, Listen +2, Move Silently 
  +5, Ride +4, Spot +2; Alertness. 
   
  Darkvision 60 ft. (Ex): Goblins see in absolute 
  darkness, for 60 ft. Darkvision is black and white only 
  but works like normal sight otherwise. 
   
  Possessions: 
  Morningstar, 
  crossbow, 
  leather 
  armor, 20 bolts. 
   
  Physical Description: This little humanoid has a 
  flat face, broad nose, pointed ears, wide mouth, and 
  small, sharp fangs. It walks upright, but its arms hang 
  down almost to its knees. 
   
  �Wolf: Male wolf; CR 1; medium animal wolf; HD 
  2d8+4; hp 13; Init +2; Spd 50 ft.; AC 14 (touch 12, flat-
  footed 12); Base Atk +1; Grp +2; Atk +3 melee 
  (1d6+1/[x2], bite); Full Atk +3 melee (1d6+1/[x2], bite); 
  SA Trip; SQ Low-light vision, scent; AL N; SV Fort +5, 
  Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, 
  Cha 6. 
   
  Skills and Feats: Hide +2, Listen +3, Move Silently 
  +3, Spot +3, Survival +1 (+4 when in scent); Track, 
  Weapon Focus (bite). 
   
  Trip (Ex): A Worg that hits with a bite attack can 
  attempt to trip his opponent as a free action, without 
  making a touch attack or provoking an attack of 
  opportunity. If the attempt fails, the opponent cannot 
  react to the trip of the wolf. 
   
  Scent (Ex): The ability allows the creature to 
  detect approaching enemies, sniff out hidden foes, and 
  track by sense of smell. Creatures with the scent ability 
  can identify familiar odors just as humans do familiar 
  sights. The creature can detect opponents within 30 
  feet by sense of smell. If the opponent is upwind, the 
  range is increased to 60 feet; if downwind, it drops to 
  15 feet. Strong scents, such as smoke or rotting 
  garbage, can be detected at twice the ranges noted 
  above. Overpowering scents like the skunk musk or 
  the troglodyte stench can be detected at triple normal 
  range. 
   
  When a creature with the scent ability can follow 
  tracks by smell, making Wisdom check to find or 
  follow a track. The typical DC for a fresh trail is 10 (no 
  matter what kind of surface holds the scent). This DC 
  increases or decreases depending on how strong the 
  quarry’s odor is, the number of creatures, and the age of 
  the trail. For each hour that the trail is cold, the DC 
  increases by 2. The ability otherwise follows the rules 
  for the Track feat. Creatures tracking by scent ignore 
  the effects of surface and poor visibility. 
   
  Physical Description: Wolves are pack hunters 
  known for their persistence and cunning. 
   
  �Goblin wolf rider: Male goblin warrior 1; CR 1/3; 
  small humanoid goblinoid; HD 1d8+1; hp 9; Init +1; 
  Spd 30 ft.; AC 15 (touch 12, flat-footed 14); Base Atk +1; 
  Grp -3; Atk +2 melee (1d6/[x2], morningstar) or +3 
  ranged (1d4/[x2], javelin); Full Atk +2 melee (1d6/[x2], 
  morningstar) or +3 ranged (1d4/[x2], javelin); SQ 
  Darkvision 60 ft.; AL usually NE; SV Fort +3, Ref +1, 
  Will -1; Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6. 
   
  Skills and Feats: Hide +5, Listen +2, Move Silently 
  +5, Ride +4, Spot +2; Alertness. 
   
  Darkvision 60 ft. (Ex): Goblins see in absolute 
  darkness, for 60 ft. Darkvision is black and white only 
  but works like normal sight otherwise. 
   
  Possessions: Morningstar, javelin, leather armor, 
  light wooden shield. 
   
  Physical Description: This little humanoid has a 
  flat face, broad nose, pointed ears, wide mouth, and 
  small, sharp fangs. It walks upright, but its arms hang 
  down almost to its knees. 
   
  �Girl Jarthrep: Male bugbear fighter 3; CR 3; medium 
  humanoid goblinoid; HD 3d10+3; hp 25; Init +1; Spd 
  30 ft.; AC 20 (touch 11, flat-footed 19); Base Atk +3; Grp 
  +6; Atk +6 melee (1d8+2/[x2], morningstar); Full Atk 
  +6 melee (1d8+2/[x2], morningstar); SA Power attack, 
  
  Run Like Hell! 
   
  Page 22 
  cleave; SQ Darkvision 60 ft., scent; AL NE; SV Fort +4, 
  Ref +2, Will +0; Str 15, Dex 12, Con 13, Int 10, Wis 9, 
  Cha 9. 
   
  Skills and Feats: Listen +6, Spot+6; Power Attack, 
  Cleave, Weapon Focus (morningstar). 
   
   
  Darkvision 60 ft. (Ex): Bugbears see in absolute 
  darkness, for 60 ft. Darkvision is black and white only 
  but works like normal sight otherwise. 
   
  Scent (Ex): The ability allows the creature to 
  detect approaching enemies, sniff out hidden foes, and 
  track by sense of smell. Creatures with the scent ability 
  can identify familiar odors just as humans do familiar 
  sights. The creature can detect opponents within 30 
  feet by sense of smell. If the opponent is upwind, the 
  range is increased to 60 feet; if downwind, it drops to 
  15 feet. Strong scents, such as smoke or rotting 
  garbage, can be detected at twice the ranges noted 
  above. Overpowering scents like the skunk musk or 
  the troglodyte stench can be detected at triple normal 
  range. 
   
  When a creature with the scent ability can follow 
  tracks by smell, making Wisdom check to find or 
  follow a track. The typical DC for a fresh trail is 10 (no 
  matter what kind of surface holds the scent). This DC 
  increases or decreases depending on how strong the 
  quarry’s odor is, the number of creatures, and the age of 
  the trail. For each hour that the trail is cold, the DC 
  increases by 2. The ability otherwise follows the rules 
  for the Track feat. Creatures tracking by scent ignore 
  the effects of surface and poor visibility. 
   
  Possessions: Morning star, leather armor, +2 heavy 
  steel shield. 
   
  Physical Description: Girl is a large bugbear with 
  striking red hair. He is the leader of this small goblin 
  gang that tried to raid the Druid’s Enclave. He has in 
  his possession a magic shield of the garrison of knurl. 
  He took it from a dead captain’s hand, during the siege 
  of the city in 591CY. 
   
  �Hell Hound: Male hellhound; CR 3; medium 
  outsider lawful evil fire extraplanar; HD 4d8+4; hp 22; 
  Init +5; Spd 40 ft.; AC 16 (touch 11, flat-footed 15); Base 
  Atk +4; Grp +5; Atk +5 melee (1d8+1/[x2] plus 1d6 fire, 
  bite); Full Atk +5 melee (1d8+1/[x2] plus 1d6 fire, bite); 
  SA Breath weapon, fiery bite; SQ Darkvision 60 ft., 
  immunity to fire, scent, vulnerability to cold; AL LE; 
  SV Fort +13, Ref +13, Will +4; Str 13, Dex 13, Con 13, 
  Int 6, Wis 10, Cha 6. 
   
  Skills and Feats: Hide +13, Jump +12, Listen +7, 
  Move Silently +13, Spot +7, Survival +7; Improved 
  Initiative, Run, Track. 
   
  Breath weapon (Su): 10-foot cone, once every 2d4 
  rounds, damage 2d6 fire, reflex DC 13 half. The save 
  DC is constitution based. 
   
  Fire Bite (Su): A hell hound deals an extra 1d6 
  points of fire damage every time it bites an opponent, 
  as if its bite were a flaming weapon. 
   
  Skills: Hell hounds have a +5 racial bonus on hide 
  and move silently checks. 
   
  Possessions: A gem inside the monster’s belly. 
   
  Physical Description: The creature resembles a big, 
  powerfully built dog, with short rust red fur; its 
  markings, teeth and tongue are sooty black. It has red, 
  glowing eyes. 
   
  
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  Page 23 
  Appendix 2: 
  APL 4 
  �Worg: CR 5; Medium Magical Beast; HD 4d10+8; hp 
  30; Init +2; Spd 50 ft; AC 14 [touch 12, flat-footed 12]; 
  Base Atk: +4; Grp: +7; Atk +7 melee (1d6+4/[x2], bite); 
  Full Atk +7 melee (1d6+4/[x2], bite); SA Trip; SQ 
  Darkvision 60 ft., low-light vision, scent; AL usually 
  NE; SV Fort +6, Ref  +6, Will +3; Str 17, Dex 15, Con 15, 
  Int 6, Wis 14, Cha 10. 
   
  Skills and Feats: Hide +4, Listen +6, Move Silently 
  +6, Spot +6, Survival+2 (+4 when tracking by scent). 
   
  Trip (Ex): A Worg that hits with a bite attack can 
  attempt to trip his opponent as a free action, without 
  making a touch attack or provoking an attack of 
  opportunity. If the attempt fails, the opponent cannot 
  react to the trip of the wolf. 
   
  Scent (Ex): The ability allows the creature to 
  detect approaching enemies, sniff out hidden foes, and 
  track by sense of smell. Creatures with the scent ability 
  can identify familiar odors just as humans do familiar 
  sights. The creature can detect opponents within 30 
  feet by sense of smell. If the opponent is upwind, the 
  range is increased to 60 feet; if downwind, it drops to 
  15 feet. Strong scents, such as smoke or rotting 
  garbage, can be detected at twice the ranges noted 
  above. Overpowering scents like the skunk musk or 
  the troglodyte stench can be detected at triple normal 
  range. 
   
  When a creature with the scent ability can follow 
  tracks by smell, making Wisdom check to find or 
  follow a track. The typical DC for a fresh trail is 10 (no 
  matter what kind of surface holds the scent). This DC 
  increases or decreases depending on how strong the 
  quarry’s odor is, the number of creatures, and the age of 
  the trail. For each hour that the trail is cold, the DC 
  increases by 2. The ability otherwise follows the rules 
  for the Track feat. Creatures tracking by scent ignore 
  the effects of surface and poor visibility. 
   
  �Orc: Male Orc Warrior 1; CR 1/2; Medium 
  Humanoid; HD 1d8+1; hp 5; Init +0; Spd 30 ft; AC 13 
  [touch 10, flat-footed 13]; Base Atk: +1; Grp +4; Atk +4 
  melee (2d4+4 / 18-20[x2], falchion) or +1 ranged (1d6+3 
  / 20 [x2], javelin); SQ Dark vision 60ft., light 
  sensitivity; AL often CE; SV Fort +3, Ref +0, Will -2; Str 
  17, Dex 11, Con 12, Int 8, Wis 7, Cha 6. 
   
  Skills and Feats: Listen +1, Spot +1; Alertness. 
   
  Alertness: +2 to Listen and Spot checks. 
   
  Light Sensitivity (Ex): Orcs suffer a -1 penalty to 
  attack rolls in bright sunlight or within the radius of a 
  daylight spell. 
   
  Darkvision 60 ft. (Ex): Goblins see in absolute 
  darkness, for 60 ft. Darkvision is black and white only 
  but works like normal sight otherwise. 
   
  Possessions: one Falchion, one javelin and sunned 
  leather armor. 
   
  �Goblin Raider: Male goblin warrior 1; CR 1/3; small 
  humanoid goblinoid; HD 1d8+1; hp 5; Init +1; Spd 30 
  ft.; AC 15 (touch 12, flat-footed 14); Base Atk +1; Grp -3; 
  Atk +2 melee (1d6/[x2], morningstar) or +3 ranged 
  (1d4/[x2], javelin); Full Atk +2 melee (1d6/[x2], 
  morningstar) or +3 ranged (1d4/[x2], javelin); SQ 
  Darkvision 60 ft.; AL usually NE; SV Fort +3, Ref +1, 
  Will -1; Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6. 
   
  Skills and Feats: Hide +5, Listen +2, Move Silently 
  +5, Ride +4, Spot +2; Alertness. 
   
  Darkvision 60 ft. (Ex): Goblins see in absolute 
  darkness, for 60 ft. Darkvision is black and white only 
  but works like normal sight otherwise. 
   
  Possessions: Morningstar, javelin, leather armor, 
  light wooden shield. 
   
  Physical Description: This little humanoid has a 
  flat face, broad nose, pointed ears, wide mouth, and 
  small, sharp fangs. It walks upright, but its arms hang 
  down almost to its knees. 
   
  �Hobgoblin Raider: Male hobgoblin warrior 1; CR 
  1/2; medium humanoid goblinoid; HD 1d8+2; hp 6; 
  Init +1; Spd 30 ft.; AC 16 (touch 11, flat-footed 15); Base 
  Atk +1; Grp +2; Atk +2 melee (1d8+1/19-20[x2], 
  longsword) or +2 ranged [(1d6+1/[x2], javelin); Full Atk 
  +2 melee (1d8+1/19-20[x2], longsword) or +2 ranged 
  [(1d6+1/[x2], javelin); SQ Darkvision 60 ft.; AL usually 
  LE; SV Fort +4, Ref +1, Will -1; Str 13, Dex 13, Con 14, 
  Int 10, Wis 9, Cha 8. 
   
  Skills and Feats: Hide +3, Listen +2, Move Silently 
  +3, Spot +2; Alertness. 
   
  Darkvision 60 ft. (Ex): Bugbears see in absolute 
  darkness, for 60 ft. Darkvision is black and white only 
  but works like normal sight otherwise. 
   
  Possessions: Longsword, javelin, stunned leather 
  armor, large wooden shield. 
   
  Physical Description: This burly humanoid stands 
  about 6-1/2 feet tall. It has hairy skin, feral eyes, and a 
  flat nose and chin. 
   
  �Gerhiz Kaz: Male goblin ranger 4; CR 4; small 
  humanoid goblinoid; HD 1d8+1 plus 4d8+4; hp 34; Init 
  +5; Spd 30 ft.; AC 18 (touch 15, flat-footed 13); Base Atk 
  
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  Page 24 
  +6; Grp +0; Atk +12 ranged (1d6/[x3], +1 shortbow) or 
  +5 melee (1d4-1, shortsword); Full Atk +12 ranged 
  (1d6/[x3], 
  +1 
  shortbow) 
  or +5 melee (1d4-1, 
  shortsword); SQ Animal companion, combat style 
  archery, darkvision 60 ft., endurance, favored enemy 
  dwarf, track, animal empathy; AL NE; SV Fort +5, Ref 
  +9, Will +1; Str 9, Dex 20, Con 12, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Climb+7, Concentration +7, Craft 
  Weapon +7, Handle Animal +7, Heal +7, Hide +11; 
  Alertness, Athletic, Racial Bonus +4 to Move Silently 
  and Ride skills. 
   
  Possessions: 
  Leather 
  armor, 
  +1 
  shortbow, 
  shortsword. 
   
  Physical Description: Gerhiz Kaz is a small but 
  well built goblin that has a very athletic look. He uses 
  an impressive shortbow that fires arrows embraced in 
  red light. His animal companion is a wolf, that doesn’t 
  travel with him today though. 
   
  �Goblin Defender: Male goblin warrior 1; CR 1/3; 
  small humanoid goblinoid; HD 1d8+1; hp 5; Init +1; 
  Spd 30 ft.; AC 15 (touch 12, flat-footed 14); Base Atk +1; 
  Grp -3; Atk +2 melee (1d6/[x2], morningstar) or +3 
  ranged (1d4/[x3], light crossbow); Full Atk +2 melee 
  (1d6/[x2], morningstar) or +3 ranged (1d4/[x3], light 
  crossbow); SQ Darkvision 60 ft.; AL usually NE; SV 
  Fort +3, Ref +1, Will -1; Str 11, Dex 13, Con 12, Int 10, 
  Wis 9, Cha 6. 
   
  Skills and Feats: Hide +5, Listen +2, Move Silently 
  +5, Ride +4, Spot +2; Alertness. 
   
  Darkvision 60 ft. (Ex): Goblins see in absolute 
  darkness, for 60 ft. Darkvision is black and white only 
  but works like normal sight otherwise. 
   
  Possessions: 
  Morningstar, 
  crossbow, 
  leather 
  armor, 20 bolts. 
   
  Physical Description: This little humanoid has a 
  flat face, broad nose, pointed ears, wide mouth, and 
  small, sharp fangs. It walks upright, but its arms hang 
  down almost to its knees. 
   
  �Wolf: Male wolf; CR 1; medium animal wolf; HD 
  2d8+4; hp 13; Init +2; Spd 50 ft.; AC 14 (touch 12, flat-
  footed 12); Base Atk +1; Grp +2; Atk +3 melee 
  (1d6+1/[x2], bite); Full Atk +3 melee (1d6+1/[x2], bite); 
  SA Trip; SQ Low-light Vision, scent; AL N; SV Fort +5, 
  Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, 
  Cha 6. 
   
  Skills and Feats: Hide +2, Listen +3, Move Silently 
  +3, Spot +3, Survival +1 (+4 when in Scent); track, 
  Weapon Focus (bite). 
   
  Trip (Ex): A Worg that hits with a bite attack can 
  attempt to trip his opponent as a free action, without 
  making a touch attack or provoking an attack of 
  opportunity. If the attempt fails, the opponent cannot 
  react to the trip of the wolf. 
   
  Scent (Ex): The ability allows the creature to 
  detect approaching enemies, sniff out hidden foes, and 
  track by sense of smell. Creatures with the scent ability 
  can identify familiar odors just as humans do familiar 
  sights. The creature can detect opponents within 30 
  feet by sense of smell. If the opponent is upwind, the 
  range is increased to 60 feet; if downwind, it drops to 
  15 feet. Strong scents, such as smoke or rotting 
  garbage, can be detected at twice the ranges noted 
  above. Overpowering scents like the skunk musk or 
  the troglodyte stench can be detected at triple normal 
  range. 
   
  When a creature with the scent ability can follow 
  tracks by smell, making Wisdom check to find or 
  follow a track. The typical DC for a fresh trail is 10 (no 
  matter what kind of surface holds the scent). This DC 
  increases or decreases depending on how strong the 
  quarry’s odor is, the number of creatures, and the age of 
  the trail. For each hour that the trail is cold, the DC 
  increases by 2. The ability otherwise follows the rules 
  for the Track feat. Creatures tracking by scent ignore 
  the effects of surface and poor visibility. 
   
  Physical Description: Wolves are pack hunters 
  known for their persistence and cunning. 
   
  �Goblin wolf rider: Male goblin warrior 1; CR 1/3; 
  small humanoid goblinoid; HD 1d8+1; hp 9; Init +1; 
  Spd 30 ft.; AC 15 (touch 12, flat-footed 14); Base Atk +1; 
  Grp -3; Atk +2 melee (1d6/[x2], morningstar) or +3 
  ranged (1d4/[x2], javelin); Full Atk +2 melee (1d6/[x2], 
  morningstar) or +3 ranged (1d4/[x2], javelin); SQ 
  Darkvision 60 ft.; AL usually NE; SV Fort +3, Ref +1, 
  Will -1; Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6. 
   
  Skills and Feats: Hide +5, Listen +2, Move Silently 
  +5, Ride +4, Spot +2; Alertness. 
   
  Darkvision 60 ft. (Ex): Goblins see in absolute 
  darkness, for 60 ft. Darkvision is black and white only 
  but works like normal sight otherwise. 
   
  Possessions: Morningstar, javelin, leather armor, 
  light wooden shield. 
   
  Physical Description: This little humanoid has a 
  flat face, broad nose, pointed ears, wide mouth, and 
  small, sharp fangs. It walks upright, but its arms hang 
  down almost to its knees. 
   
  �Girl Jarthrep: Male bugbear fighter 5; CR 5; medium 
  humanoid goblinoid; HD 5d10+5; hp 50; Init +1; Spd 
  30 ft.; AC 21 (touch 11, flat-footed 20); Base Atk +5; Grp 
  +8; Atk +8 melee (1d8+2/[x2], morningstar); Full Atk 
  
  Run Like Hell! 
   
  Page 25 
  +8 melee (1d8+2/[x2], morningstar); SA Power attack, 
  cleave, dodge; SQ Darkvision 60 ft., scent; AL NE; SV 
  Fort +5, Ref +2, Will +0; Str 15, Dex 13, Con 13, Int 10, 
  Wis 9, Cha 9. 
   
  Skills and Feats: Listen +8, Spot+8; Power Attack, 
  Cleave, Weapon Focus (morningstar), Dodge.  
   
  Darkvision 60 ft. (Ex): Bugbears see in absolute 
  darkness, for 60 ft. Darkvision is black and white only 
  but works like normal sight otherwise. 
   
  Scent (Ex): The ability allows the creature to 
  detect approaching enemies, sniff out hidden foes, and 
  track by sense of smell. Creatures with the scent ability 
  can identify familiar odors just as humans do familiar 
  sights. The creature can detect opponents within 30 
  feet by sense of smell. If the opponent is upwind, the 
  range is increased to 60 feet; if downwind, it drops to 
  15 feet. Strong scents, such as smoke or rotting 
  garbage, can be detected at twice the ranges noted 
  above. Overpowering scents like the skunk musk or 
  the troglodyte stench can be detected at triple normal 
  range. 
   
  When a creature with the scent ability can follow 
  tracks by smell, making Wisdom check to find or 
  follow a track. The typical DC for a fresh trail is 10 (no 
  matter what kind of surface holds the scent). This DC 
  increases or decreases depending on how strong the 
  quarry’s odor is, the number of creatures, and the age of 
  the trail. For each hour that the trail is cold, the DC 
  increases by 2. The ability otherwise follows the rules 
  for the Track feat. Creatures tracking by scent ignore 
  the effects of surface and poor visibility. 
   
  Possessions: Morning star, leather armor, +3 heavy 
  steel shield. 
   
  Physical Description: Girl is a large bugbear with 
  striking red hair. He is the leader of this small goblin 
  gang that tried to raid the Druid’s Enclave. He has in 
  his possession a magic shield of the garrison of knurl. 
  He took it from a dead captain’s hand, during the siege 
  of the city in 591CY. 
   
  �Otyugh: Male otyugh; CR 4; large aberration; HD 
  6d8+9; hp 36; Init +0; Spd 20 ft.; AC 17 (touch 9, flat-
  footed 17); Base Atk +4; Grp +8; Atk +4 melee (1d6/[x2], 
  tentacle); Full Atk +4 melee (1d6/[x2], tentacle), Atk +4 
  melee (1d6/[x2], tentacle), -2 melee (1d4/[x2], bite); 
  Space/Reach 10 ft./10 ft.; SA Constricts 1d6, disease, 
  [improved grab]; SQ Darkvision 60 ft., scent; AL N; SV 
  Fort +3, Ref +2, Will +6; Str 11, Dex 10, Con 13, Int 5, 
  Wis 12, Cha 6. 
   
  Skills and Feats: Hide -1, Listen +6, Spot +6; 
  Alertness, Toughness, Weapon focus (tentacle). 
   
   
   
  Constrict (Ex): An Otyugh deals automatic 
  damage with a successful grapple check. 
   
  Disease (Ex): Filth fever – bite, fortitude DC 14, 
  incubation period 1d3 days; damage 1d3 dex and 1d3 
  con. The save DC is constitution based. 
   
  Improved Grab (EX): To use this ability, an 
  Otyugh must hit with a tentacle attack. It can then 
  attempt to start a grapple as if a free action without 
  provoking attacks of opportunity, if it wins the grapple 
  check, it establishes a hold and can constrict. 
   
  Skills: An Otyugh has a racial +8 bonus on hide 
  checks when in its lair, due to its natural coloration. 
   
  Possessions: A gem inside the monster’s belly. 
   
  Physical Description: This creature looks like a 
  bloated avoid covered with a rocklike skin. A vine like 
  stalk about 2 feet long rises from the top of the 
  disgusting body and bears two eyes. Its mouth – little 
  more than a wide gash filled with razor sharp teeth- is 
  in the centre of the mass. The creature shuffles about 
  on three thick, sturdy legs and has two long tentacles 
  covered in rough, thorny protrusions. The tentacles 
  end in a leaf like appendages covered in more thorny 
  growths. 
   
   
   
   
   
   
   
   
   
   
   
  
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  Appendix 3: 
  APL 6 
  �Worg: CR 5; Medium Magical Beast; HD 4d10+8; hp 
  30; Init +2 ; Spd 50 ft; AC 14 [touch 12, flat-footed 12]; 
  Base Atk: +4; Grp: +7; Atk +7 melee (1d6+4/[x2], bite); 
  Full Atk +7 melee (1d6+4/[x2], bite); SA Trip; SQ 
  Darkvision 60 ft., low-light vision, scent; AL usually 
  NE; SV Fort +6, Ref  +6, Will +3; Str 17, Dex 15, Con 15, 
  Int 6, Wis 14, Cha 10. 
   
  Skills and Feats: Hide +4, Listen +6, Move Silently 
  +6, Spot +6, Survival+2 (+4 when tracking by Scent). 
   
  Trip (Ex): A Worg that hits with a bite attack can 
  attempt to trip his opponent as a free action, without 
  making a touch attack or provoking an attack of 
  opportunity. If the attempt fails, the opponent cannot 
  react to the trip of the wolf. 
   
  Scent (Ex): The ability allows the creature to 
  detect approaching enemies, sniff out hidden foes, and 
  track by sense of smell. Creatures with the scent ability 
  can identify familiar odors just as humans do familiar 
  sights. The creature can detect opponents within 30 
  feet by sense of smell. If the opponent is upwind, the 
  range is increased to 60 feet; if downwind, it drops to 
  15 feet. Strong scents, such as smoke or rotting 
  garbage, can be detected at twice the ranges noted 
  above. Overpowering scents like the skunk musk or 
  the troglodyte stench can be detected at triple normal 
  range. 
   
  When a creature with the scent ability can follow 
  tracks by smell, making Wisdom check to find or 
  follow a track. The typical DC for a fresh trail is 10 (no 
  matter what kind of surface holds the scent). This DC 
  increases or decreases depending on how strong the 
  quarry’s odor is, the number of creatures, and the age of 
  the trail. For each hour that the trail is cold, the DC 
  increases by 2. The ability otherwise follows the rules 
  for the Track feat. Creatures tracking by scent ignore 
  the effects of surface and poor visibility. 
   
  �Orc: Male Orc Warrior 1; CR 1/2; Medium 
  Humanoid; HD 1d8+1; hp 5; Init +0; Spd 30 ft; AC 13 
  [touch 10, flat-footed 13]; Base Atk: +1; Grp +4; Atk +4 
  melee (2d4+4 / 18-20[x2], falchion) or +1 ranged (1d6+3 
  / 20 [x2], javelin); SQ Dark vision 60ft., light 
  sensitivity; AL often CE; SV Fort +3, Ref +0, Will -2; Str 
  17, Dex 11, Con 12, Int 8, Wis 7, Cha 6. 
   
  Skills and Feats: Listen +1, Spot +1; Alertness. 
   
  Alertness: +2 to Listen and Spot checks. 
   
  Light Sensitivity (Ex): Orcs suffer a -1 penalty to 
  attack rolls in bright sunlight or within the radius of a 
  daylight spell. 
   
  Darkvision 60 ft. (Ex): Goblins see in absolute 
  darkness, for 60 ft. Darkvision is black and white only 
  but works like normal sight otherwise. 
   
  Possessions: one Falchion, one javelin and sunned 
  leather armor. 
   
  �Goblin Raider: Male goblin warrior 1; CR 1/3; small 
  humanoid goblinoid; HD 1d8+1; hp 5; Init +1; Spd 30 
  ft.; AC 15 (touch 12, flat-footed 14); Base Atk +1; Grp -3; 
  Atk +2 melee (1d6/[x2], morningstar) or +3 ranged 
  (1d4/[x2], javelin); Full Atk +2 melee (1d6/[x2], 
  morningstar) or +3 ranged (1d4/[x2], javelin); SQ 
  Darkvision 60 ft.; AL usually NE; SV Fort +3, Ref +1, 
  Will -1; Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6. 
   
  Skills and Feats: Hide +5, Listen +2, Move Silently 
  +5, Ride +4, Spot +2; Alertness. 
   
  Darkvision 60 ft. (Ex): Goblins see in absolute 
  darkness, for 60 ft. Darkvision is black and white only 
  but works like normal sight otherwise. 
   
  Possessions: Morningstar, javelin, leather armor, 
  light wooden shield. 
   
  Physical Description: This little humanoid has a 
  flat face, broad nose, pointed ears, wide mouth, and 
  small, sharp fangs. It walks upright, but its arms hang 
  down almost to its knees. 
   
  �Hobgoblin Raider: Male hobgoblin warrior 1; CR 
  1/2; medium humanoid goblinoid; HD 1d8+2; hp 6; 
  Init +1; Spd 30 ft.; AC 16 (touch 11, flat-footed 14); Base 
  Atk +1; Grp +2; Atk +2 melee (1d8+1/19-20[x2], 
  longsword) or +2 ranged [(1d6+1/[x2], javelin); Full Atk 
  +2 melee (1d8+1/19-20[x2], longsword) or +2 ranged 
  [(1d6+1/[x2], javelin); SQ Darkvision 60 ft.; AL usually 
  LE; SV Fort +4, Ref +1, Will -1; Str 13, Dex 13, Con 14, 
  Int 10, Wis 9, Cha 8. 
   
  Skills and Feats: Hide +3, Listen +2, Move Silently 
  +3, Spot +2; Alertness. 
   
  Darkvision 60 ft. (Ex): Goblins see in absolute 
  darkness, for 60 ft. Darkvision is black and white only 
  but works like normal sight otherwise. 
   
  Possessions: Longsword, javelin, stunned leather 
  armor, large wooden shield. 
   
  Physical Description: This burly humanoid stands 
  about 6-1/2 feet tall. It has hairy skin, feral eyes, and a 
  flat nose and chin. 
   
  �Gerhiz Kaz: Male goblin ranger 5; CR 5; small 
  humanoid goblinoid; HD 1d8+1 plus 5d8+5; hp 40; Init 
  +5; Spd 30 ft.; AC 18 (touch 15, flat-footed 13); Base Atk 
  
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  +7; Grp +1; Atk +13 ranged (1d6/[x3], +1 shortbow) or 
  +6 melee (1d4-1, shortsword); Full Atk +13 ranged 
  (1d6/[x3], 
  +1 
  shortbow) 
  or +6 melee (1d4-1, 
  shortsword); SQ Animal Companion, combat style 
  archery, darkvision 60 ft., endurance, favored enemy 
  dwarf, favored enemy human, track, wild empathy; AL 
  NE; SV Fort +5, Ref +9, Will +1; Str 9, Dex 20, Con 12, 
  Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Climb+7, Concentration +7, Craft 
  Weapon +7, Handle Animal +7, Heal +7, Hide +11; 
  Alertness, Athletic, Racial Bonus +4 to Move Silently 
  and Ride skills. 
   
  Possessions: Leather armor, +1 shortbow, short 
  sword. 
   
  Physical Description: Gerhiz Kaz is a small but 
  well built goblin that has a very athletic look. He uses 
  an impressive shortbow that fires arrows embraced in 
  red light. His animal companion is a wolf, that doesn’t 
  travel with him today though. 
   
  �Goblin Defender: Male goblin warrior 1; CR 1/3; 
  small humanoid goblinoid; HD 1d8+1; hp 5; Init +1; 
  Spd 30 ft.; AC 15 (touch 12, flat-footed 14); Base Atk +1; 
  Grp -3; Atk +2 melee (1d6/[x2], morningstar) or +3 
  ranged (1d4/[x3], light crossbow); Full Atk +2 melee 
  (1d6/[x2], morningstar) or +3 ranged (1d4/[x3], light 
  crossbow); SQ Darkvision 60 ft.; AL usually NE; SV 
  Fort +3, Ref +1, Will -1; Str 11, Dex 13, Con 12, Int 10, 
  Wis 9, Cha 6. 
   
  Skills and Feats: Hide +5, Listen +2, Move Silently 
  +5, Ride +4, Spot +2; Alertness. 
   
  Darkvision 60 ft. (Ex): Goblins see in absolute 
  darkness, for 60 ft. Darkvision is black and white only 
  but works like normal sight otherwise. 
   
  Possessions: 
  Morningstar, 
  crossbow, 
  leather 
  armor, 20 bolts. 
   
  Physical Description: This little humanoid has a 
  flat face, broad nose, pointed ears, wide mouth, and 
  small, sharp fangs. It walks upright, but its arms hang 
  down almost to its knees. 
   
  �Wolf: Male wolf; CR 1; medium animal wolf; HD 
  2d8+4; hp 13; Init +2; Spd 50 ft.; AC 14 (touch 12, flat-
  footed 12); Base Atk +1; Grp +2; Atk +3 melee 
  (1d6+1/[x2], bite); Full Atk +3 melee (1d6+1/[x2], bite); 
  SA Trip; SQ Low-light vision, scent; AL N; SV Fort +5, 
  Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, 
  Cha 6. 
   
  Skills and Feats: Hide +2, Listen +3, Move Silently 
  +3, Spot +3, Survival +1 (+4 when in Scent); Track, 
  Weapon Focus (bite). 
   
  Trip (Ex): A Worg that hits with a bite attack can 
  attempt to trip his opponent as a free action, without 
  making a touch attack or provoking an attack of 
  opportunity. If the attempt fails, the opponent cannot 
  react to the trip of the wolf. 
   
  Scent (Ex): The ability allows the creature to 
  detect approaching enemies, sniff out hidden foes, and 
  track by sense of smell. Creatures with the scent ability 
  can identify familiar odors just as humans do familiar 
  sights. The creature can detect opponents within 30 
  feet by sense of smell. If the opponent is upwind, the 
  range is increased to 60 feet; if downwind, it drops to 
  15 feet. Strong scents, such as smoke or rotting 
  garbage, can be detected at twice the ranges noted 
  above. Overpowering scents like the skunk musk or 
  the troglodyte stench can be detected at triple normal 
  range. 
   
  When a creature with the scent ability can follow 
  tracks by smell, making Wisdom check to find or 
  follow a track. The typical DC for a fresh trail is 10 (no 
  matter what kind of surface holds the scent). This DC 
  increases or decreases depending on how strong the 
  quarry’s odor is, the number of creatures, and the age of 
  the trail. For each hour that the trail is cold, the DC 
  increases by 2. The ability otherwise follows the rules 
  for the Track feat. Creatures tracking by scent ignore 
  the effects of surface and poor visibility. 
   
  Physical Description: Wolves are pack hunters 
  known for their persistence and cunning. 
   
  �Goblin wolf rider: Male goblin warrior 1; CR 1/3; 
  small humanoid goblinoid; HD 1d8+1; hp 9; Init +1; 
  Spd 30 ft.; AC 15 (touch 12, flat-footed 14); Base Atk +1; 
  Grp -3; Atk +2 melee (1d6/[x2], morningstar) or +3 
  ranged (1d4/[x2], javelin); Full Atk +2 melee (1d6/[x2], 
  morningstar) or +3 ranged (1d4/[x2], javelin); SQ 
  Darkvision 60 ft.; AL usually NE; SV Fort +3, Ref +1, 
  Will -1; Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6. 
   
  Skills and Feats: Hide +5, Listen +2, Move Silently 
  +5, Ride +4, Spot +2; Alertness. 
   
  Darkvision 60 ft. (Ex): Goblins see in absolute 
  darkness, for 60 ft. Darkvision is black and white only 
  but works like normal sight otherwise. 
   
  Possessions: Morningstar, javelin, leather armor, 
  light wooden shield. 
   
  Physical Description: This little humanoid has a 
  flat face, broad nose, pointed ears, wide mouth, and 
  small, sharp fangs. It walks upright, but its arms hang 
  down almost to its knees. 
   
  �Girl Jarthrep: Male bugbear fighter 6; CR 6; medium 
  humanoid goblinoid; HD 6d10+6; hp 66; Init +1; Spd 
  
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  30 ft.; AC 21 (touch 11, flat-footed 20); Base Atk +6; Grp 
  +9; Atk +9 melee (1d8+2/[x2], morningstar); Full Atk 
  +9 melee (1d8+2/[x2], morningstar), +4 melee 
  (1d8+2/[x2], morningstar); SA Power attack, cleave; SQ 
  Darkvision 60 ft., scent; AL NE; SV Fort +6, Ref +3, 
  Will +1; Str 15, Dex 13, Con 13, Int 10, Wis 9, Cha 9. 
   
  Skills and Feats: Listen +8, Spot+8; Power Attack, 
  Cleave, 
  Weapon 
  Focus 
  (morningstar), 
  Dodge, 
  Endurance. 
   
   
  Darkvision 60 ft. (Ex): Bugbears see in absolute 
  darkness, for 60 ft. Darkvision is black and white only 
  but works like normal sight otherwise. 
   
  Scent (Ex): The ability allows the creature to 
  detect approaching enemies, sniff out hidden foes, and 
  track by sense of smell. Creatures with the scent ability 
  can identify familiar odors just as humans do familiar 
  sights. The creature can detect opponents within 30 
  feet by sense of smell. If the opponent is upwind, the 
  range is increased to 60 feet; if downwind, it drops to 
  15 feet. Strong scents, such as smoke or rotting 
  garbage, can be detected at twice the ranges noted 
  above. Overpowering scents like the skunk musk or 
  the troglodyte stench can be detected at triple normal 
  range. 
   
  When a creature with the scent ability can follow 
  tracks by smell, making Wisdom check to find or 
  follow a track. The typical DC for a fresh trail is 10 (no 
  matter what kind of surface holds the scent). This DC 
  increases or decreases depending on how strong the 
  quarry’s odor is, the number of creatures, and the age of 
  the trail. For each hour that the trail is cold, the DC 
  increases by 2. The ability otherwise follows the rules 
  for the Track feat. Creatures tracking by scent ignore 
  the effects of surface and poor visibility. 
   
  Possessions: Morning star, leather armor, +3 heavy 
  steel shield. 
   
  Physical Description: Girl is a large bugbear with 
  striking red hair. He is the leader of this small goblin 
  gang that tried to raid the Druid’s Enclave. He has in 
  his possession a magic shield of the garrison of knurl. 
  He took it from a dead captain’s hand, during the siege 
  of the city in 591CY. 
   
  �Otyugh: Male otyugh; CR 4; large aberration; HD 
  6d8+9; hp 57; Init +0; Spd 20 ft.; AC 17 (touch 9, flat-
  footed 17); Base Atk +4; Grp +8; Atk+4 melee (1d6/[x2], 
  tentacle); Full Atk +4 melee (1d6/[x2], tentacle), Atk +4 
  melee (1d6/[x2], tentacle), -2 melee (1d4/[x2], bite); 
  Space/Reach 10 ft./10 ft.; SA Constricts 1d6, disease, 
  [improved grab]; SQ Darkvision 60 ft., scent; AL N; SV 
  Fort +3, Ref +2, Will +6; Str 11, Dex 10, Con 13, Int 5, 
  Wis 12, Cha 6. 
   
  Skills and Feats: Hide -1, Listen +6, Spot +6; 
  Alertness, Toughness, Weapon Focus (tentacle). 
   
   
  Constrict (Ex): An Otyugh deals automatic 
  damage with a successful grapple check. 
   
  Disease (Ex): Filth fever – bite, fortitude DC 14, 
  incubation period 1d3 days; damage 1d3 dex and 1d3 
  con. The save DC is constitution based. 
   
  Improved Grab (EX): To use this ability, an 
  Otyugh must hit with a tentacle attack. It can then 
  attempt to start a grapple as if a free action without 
  provoking attacks of opportunity, if it wins the grapple 
  check, it establishes a hold and can constrict. 
   
  Skills: An Otyugh has a racial +8 bonus on hide 
  checks when in its lair, due to its natural coloration. 
   
  Possessions: A gem inside the monster’s belly. 
   
  Physical Description: This creature looks like a 
  bloated avoid covered with a rocklike skin. A vine like 
  stalk about 2 feet long rises from the top of the 
  disgusting body and bears two eyes. Its mouth – little 
  more than a wide gash filled with razor sharp teeth- is 
  in the centre of the mass. The creature shuffles about 
  on three thick, sturdy legs and has two long tentacles 
  covered in rough, thorny protrusions. The tentacles 
  end in a leaf like appendages covered in more thorny 
  growths. 
  
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   DM Aid 1 
  Below are given various important NPCs that can be 
  found during the adventure, along with a general map 
  of the goblin cave: 
   
  �Huber Jacasin: Male human ranger level 4; CR 4; 
  medium humanoid; HD 4d8+1; hp 27; Init +2; Spd 30 
  ft.; AC 17 (touch 12, flat-footed 15); Base Atk +4; Atk 
  longsword +8 melee (1d8+3/19-20 [x2]), slashing]; Full 
  Atk longsword +6 melee (1d8+3/19-20 [x2], slashing) 
  shortsword +6 melee (1d6+3/19-20 [x2], piercing); SA 
  animal companion, wild empathy; AL NG; SV Fort +5, 
  Ref +6, Will +2; Str 14, Dex 15, Con 12, Int 12, Wis 12, 
  Cha 12. 
   
  Skills 
  and 
  Feats: 
  climb+9, 
  craft 
  (weaponsmithing)+8, handle animal+8, heal+8, hide+9, 
  profession (driver)+8, ride+9; animal companion hawk, 
  combat style two weapon fighting, endurance, favored 
  enemy Orc, track, two weapon defense, two weapon 
  fighting, weapon focus longsword, weapon focus 
  shortsword, wild empathy. 
   
  Animal Companion (Ex): At 4
  th level, a ranger 
  gains an animal companion selected from a specific list. 
  Huber chose the hawk. Seela is his animal familiar. 
  Check below for his stats. 
   
  Wild Empathy (Ex): A ranger can use body 
  language, vocalizations, and demeanor to improve the 
  attitude of an animal (such as a bear or a monitor 
  lizard). This ability functions just like a Diplomacy 
  check to improve the attitude of a person. The ranger 
  rolls 1d20 and adds his ranger level and his Charisma 
  modifier to determine the wild empathy check result. 
  The typical domestic animal has a starting attitude of 
  indifferent, while wild animals are usually unfriendly. 
   
  Possessions: 
  leather 
  armor+2, 
  longsword+1, 
  shortsword+1, black cloak with hood. 
   
  Physical Description:  A young man of Oeridian 
  origin, around 25. He is brown haired, with green eyes, 
  a goat beard and a mustache. He wears black leather 
  armor from head to tows. He also wears a black cape 
  with a hood resting at the back of his back. You can see 
  that two swords are resting at the side of each of his 
  legs. 
   
  On his left shoulder, usually sits Seela his trusty 
  hawk animal companion. Seela will only take a 
  scouting part in the adventure no matter if Huber is in 
  a very difficult position. 
  Spells Prepared (#; base DC = 11 + spell level): 1st—
  Animal Messenger. 
   
  �Seela: Male hawk; CR 1/3; Tiny Animal; HD 1d8; hp 
  8; Init +3; Spd 10 ft., fly 60 ft (average); AC 17 (touch 
  15, flat-footed 14); Base Atk +5; Atk talons +5 melee 
  (1d4-2/[x2]), slashing]; Full Atk talons +5 melee (1d4-
  2/[x2], slashing); SA link, share spells; SQ low light-
  vision; AL NG; SV Fort +2, Ref +5, Will +2; Str 6, Dex 
  17, Con 10, Int 2, Wis 14, Cha 6. 
   
  Skills and Feats: +8 to spot checks. 
   
  Link (EX): A ranger can handle her animal 
  companion as a free action, or push it as a move action, 
  even if he doesn’t have any ranks in the handle animal 
  skill. The ranger gains a +4 circumstance bonus on a 
  wild empathy checks and handle animal checks made 
  regarding the animal companion. 
   
  Share Spells (Ex): At the ranger option, he may 
  have any spell (but not a spell-like ability) he casts 
  upon herself also affect her animal companion. The 
  animal companion must be within 5 feet of the ranger 
  at the time of the casting to receive the benefit. If the 
  spell or effect has duration other than instantaneous, it 
  stops affecting the animal companion if the companion 
  moves farther than 5 feet away and will not affect the 
  animal again, even if it returns to the ranger before the 
  duration expires. Additionally, the ranger may cast a 
  spell with a target of ‘You’ on her animal companion (as 
  a touch range spell, instead of on herself. A ranger and 
  her animal companion can share spells even if the 
  spells normally do not affect creatures of the 
  companion’s type (animal). 
   
  �Garrison Member: Male human warrior 1; CR 1/2; 
  medium humanoid human; HD 1d8+2; hp 10; Init +1; 
  Spd 30 ft.; AC 16 (touch 11, flat-footed 15); Base Atk +3; 
  Grp +3; Atk longsword +3 melee (1d8+2/19-20[x2], 
  slashing); Full Atk longsword +3 melee (1d8+2/19-
  20[x2], slashing); AL N; SV Fort +4, Ref +1, Will +1; Str 
  14, Dex 12, Con 14, Int 12, Wis 12, Cha 12. 
   
  Skills and Feats: 
  climb+4, handle animal+4, 
  jump+4; alertness, acrobatics. 
  Possessions: 
  Stunned leather armor, longsword, large wooden 
  shield. 
   
  Physical Description: These men are the backbone 
  of the Druidic enclave defenses. 
   
   
   
   
   
   
  
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  Goblin Lair: 
  Reference Map for the DM 
   
   
  
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  Player’s Handout 1: 
  Worg Attack 
   
  
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  Player’s Handout 2: 
  Defend The Wagon 
   
   
   
   
   
   
   
   
  
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  Player’s Handout 3: 
  Goblin Raid 
   
   
   
   
   
   
   
   
  
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  Player’s Handout 4a: 
  Join The Garrison 
   
   
   
   
   
   
   
   
  
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  Player’s Handout 4b: 
  Map To The Goblins Lair 
   
   
   
   
   
   
   
   
  
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  Player’s Handout 5: 
  Goblin Guards 
   
   
   
   
   
   
   
   
  
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  Player’s Handout 6: 
  Wolf Riders 
   
   
   
   
   
   
   
   
  
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  Page 38 
   
  Player’s Handout 7: 
  Bugbear Captain 
   
   
   
   
   
   
   
   
  
  Run Like Hell! 
   
  Page 39 
   
   
  Player’s Handout 8: 
  Garbage Eater 
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Splintered Suns and Scarlet Signs/Bone March/BNM4-02 - Run Like Hell!.pdf