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.  
   
  BDKA5-02 
   
   
   
   
   
   
   
   
  Of Men & Beasts 
   
  A One-Round D&D LIVING GREYHAWK®  
  Bandit Kingdoms Regional Adventure 
  Version 1.9b 
   
   
   
   
   
  by Tom Thowe 
   
   
   
   
   
  Varied groups of rebels and thieves use the concealment of the Fellreev Forest to avoid capture by the 
  forces of the Old One. However, only a select few know the true secrets – and horrors – that lie hidden in 
  the heart of this great wilderness. This is an introductory module for 1st level characters only. 
   
   
   
   
  
  BDKA5-02 Of Men & Beasts 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario. The rest of the time is spent in 
  preparation before game play, and scoring after 
  the game. The following guidelines are here to 
  help you with both the preparation and voting 
  segment of the game. Read this page carefully so 
  that you know and can communicate to your 
  players the special aspects of playing an RPGA 
  scenario.  
   
  Preparation 
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
   
  Read this entire adventure at least once before 
  you run your game. Be sure to familiarize yourself 
  with any special rules, spells, or equipment 
  presented in the adventure. It may help to highlight 
  particularly important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction.  
   
  Keep in mind that you must have at least three 
  players (not counting the DM), for the game session 
  to be a sanctioned RPGA event. Also, 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 
  may 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 is 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.  
   
  
  BDKA5-02 Of Men & Beasts 
   
  Page 3 
  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 Web site, and then have any players 
  without a character create one. Once all players 
  have a LIVING GREYHAWK character, play can 
  begin. 
   
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is 
  also recommended that you have a copy of the 
  LIVING GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
  Because players bring their own characters to 
  LIVING GREYHAWK games, many adventures’ 
  challenges are proportioned to the average 
  character level of the PCs participating in the 
  adventure. This particular module is designed for 
  a party of only 1st level characters, though, so 
  determining the Average Party Level (APL) is not 
  necessary. Each PC playing this adventure should 
  be 1st level. 
   
  Time Units and Upkeep 
  This 
  is 
  a 
  standard 
  one-round 
  introductory 
  Regional adventure, set in The Bandit Kingdoms. 
  Characters native to The Bandit Kingdoms pay 
  one Time Unit per round, all others pay two Time 
  Units per round. Adventurer’s Standard Upkeep 
  costs 12gp per Time Unit. Rich Upkeep costs 
  50gp per Time Unit. Luxury Upkeep costs 100gp 
  per Time Unit. 
  
  BDKA5-02 Of Men & Beasts 
   
  Page 4 
  Adventure Background 
  The Fellreev Forest has always been a source of 
  mystery in the Combination of Free Lords. Many 
  varied groups have used the forest for hiding, 
  striking out at other baronies even before Iuz 
  came to occupy the Combination. After the 
  demigod gained control of the region, the forest 
  became a haven for groups opposed to his 
  occupation. 
   
  The Fellreev is a big place, though. There are 
  still hidden places and mysteries yet to be 
  discovered by the average adventurer. Secret 
  groves of power and ancient holy places are 
  rumored 
  to 
  lie 
  unexplored 
  throughout 
  the 
  wilderness. 
   
  One story that interests some is the wild tale 
  of gigantic creatures appearing around a lake in 
  the forest. The waters of Lake Aqal are rumored to 
  have magical powers, and the enlarged animals 
  and beasts are supposedly the results of this 
  enchanted place. 
   
  The lake has gone mostly unexplored due to 
  fear of the Druids of the Fellreev – wild men with 
  feral demeanors and ragged appearances. Stories 
  say that these druids know more about the forest’s 
  secrets and places of power than any other, and 
  they are quite protective of those secrets. Rumors 
  speak of the waters of Lake Aqal driving their 
  members insane. One can easily see how the 
  stories develop, seeing the Druids scratching at 
  fleas like wild animals, walking on all-fours, and 
  howling at the moon. 
   
  While their numbers are few, their members 
  are often quite old and powerful. However, their 
  leadership has begun to take in new ‘cubs’ from 
  different races. The old members are still savage 
  beasts, though – and always of Flan heritage (to 
  keep the secrets of the druids, they used to trust 
  only those of Flan descent). 
   
  With the druids’ strange traditions and 
  restricted membership, the Church of the Old One 
  has found it difficult to get a spy into the forest in 
  order to bring back information on the secrets of 
  the Fellreev. However, the Church recently came 
  upon a scholar who seemed to know quite a bit 
  about the Fellreev. The man (Squigley) is a wizard 
  with a rat familiar. By kidnapping his familiar and 
  torturing the scholar, they convinced him to travel 
  deep into the forest to gain a sample of the 
  magical water from Lake Aqal. To insure that he 
  does what he is supposed to do, a quasit is 
  standing in for the deposed familiar by using its 
  ability to change shape. While the wizard does not 
  know exactly what the rodent is, he knows it is 
  more than it appears, and he is deathly afraid of 
  the creature. 
   
  Behind the Mystery of Lake Aqal: The waters of 
  the mysterious lake of the Fellreev do indeed have 
  strong magical powers. Many of the effects of the 
  waters, however, come from prolonged exposure. 
  Due to this, along with the fact that the lake water 
  will not hold its enchantment when it is taken from 
  the area, PCs will not suffer any immediate effects 
  from the water. If a PC drinks or otherwise touches 
  the water of the lake, however, they will receive a 
  cert at the end of this scenario for their PC (“Lake 
  Aqal Initiate”). This may become important to the 
  PC later in his career. 
   
  Adventure Summary  
  The scholar, after being captured by forces of Iuz, 
  embarks on a quest to get a sample of the water 
  from Lake Aqal. With a spy in the shape of a 
  rodent hiding in his backpack, and the looming 
  threat of his familiar being killed, he is nervous 
  about being blackmailed, but he knows what he 
  must do to survive this ordeal. He does not have 
  significant money with him, but back in Pieper’s 
  Ferry, he has a stash of coins he plans to use to 
  pay the group (as well as paying off the captain & 
  crew). 
   
  Introduction: The PCs have been hired to 
  accompany Squigley to Lake Aqal to retrieve a 
  water sample for study. The PCs trip along the 
  river abruptly ends, though, and they must 
  continue through the forest alone. 
   
  Encounter One – Trek into the Forest: The 
  journey to the lake takes time. Depending on how 
  proficient the PCs are at survival skills, they may 
  encounter wandering animals in the forest that 
  savagely defend their territory. 
   
  Encounter Two – The Beast with Two Legs: 
  Assuming the PCs navigate their way closer to the 
  lake, the group is confronted by the powerful druid 
  of the Fellreev, who does not want the group to 
  continue. 
   
  Encounter Three – The Wolf Pack: The druid 
  directs the PCs to investigate a nearby wolf pack, 
  looking for clues concerning the disappearance of 
  two missing pups. 
   
  Encounter Four – The Great Beast: The PCs 
  travel to a small grotto just an hour east by 
  southeast of the den. They find a trapped pup 
  
  BDKA5-02 Of Men & Beasts 
   
  Page 5 
  hiding in a hollowed-out tree trunk. Hidden in the 
  tree limbs above lurks a huge centipede, waiting 
  for food to appear below him. 
   
  Encounter Five – On to the Lake: The PCs take 
  the pup back to the wolf pack. The druid witnesses 
  the exchange and directs the group to the lake 
  itself for a water sample. 
   
  Encounter Six – Back to the Boat: The PCs take 
  a water sample back to the boat. The druid 
  encounters them again, thanking them for their 
  care of the forest, and leads the group back to the 
  boat. 
   
  Encounter Seven – Back to Civilization: The 
  PCs return the water to the wizard, but he realizes 
  that it is no longer magical. The demon familiar 
  also realizes the water is useless, and flees to 
  warn his masters, who arrive shortly. 
   
  Conclusion: The wizard explains how he was 
  blackmailed and thanks the adventurers for their 
  help…particularly if they were able to stop his 
  familiar from being killed. 
   
  Introduction 
  A warm summer day finds your group standing 
  on a barge floating along the Artonsamay 
  River in the Fellreev Forest. You have been 
  silently gliding down the river for days now, 
  and the crew of the ship has been silent for 
  most of the journey. 
   
  You were originally hired by a man named 
  Squigley. This nervous fellow, dressed in worn 
  traveling clothes and adorned with a number 
  of pouches and a small backpack, offered to 
  pay each of you one hundred gold pieces to 
  accompany him up the river. Your destination 
  was to be a body of water known as Lake Aqal. 
  He claims that the water is reputed to have 
  magical qualities, and he means to collect a 
  sample from the lake for study. 
   
  The scholar does not seem to get along 
  well with the bargemen. While your employer 
  speaks with you above deck, he always 
  appears to be looking over his shoulder, 
  perhaps to see if any crewmembers are 
  listening to your conversation. 
   
  The captain and crew themselves have not 
  seemed all that happy to be traveling this deep 
  into the Fellreev. Since you entered the leafy 
  canopy, the barge has only beached three 
  times – and then only to pay off apparent 
  bandits, so your boat would be free from 
  attacks during the journey. Aside from those 
  few tense moments, the crew has said nothing 
  about the dangers that may lie along the 
  shoreline. 
   
  Squigley explained, though. “It seems a 
  number of groups have an eye on the 
  Artonsamay. 
  The 
  Fanlareshen 
  Elves, 
  the 
  Defenders of Greenkeep, and even Fort 
  Hendrix – they all seem to have an interest in 
  keeping certain groups out of the forest. 
  Hmmm…very interesting…”  
   
  Progress along the river has been slow, 
  since the oarsmen have been pushing the boat 
  upstream albeit against a weak current. 
   
  Squigley’s nervous glances are not because of his 
  suspicions of the crew, though it may seem that 
  way at first. He is looking over his shoulder 
  thinking of the rat ‘spy’ hidden in the backpack that 
  he always wears. Should the PCs ask why he is 
  so nervous, give a DC 10 Sense Motive roll for 
  them to realize that he looks over his shoulder 
  even when away from the crewmembers (i.e.: 
  when no one is behind him). He will not talk about 
  why he acts the way he does. 
   
  Any PC can make a Knowledge (local – Iuz 
  metaregion) check to learn the following: 
  • 
  DC 5+ – “The Fellreev Forest is the 
  largest forest in the Bandit Kingdoms.” 
  • 
  DC 10+ – “Elves, orcs, and humans hide 
  from the forces of Iuz in the Fellreev.” 
  • 
  DC 13+ – “The druids of the forest are 
  supposedly not all-together sane, having 
  lived outside of civilization for far too long.” 
  • 
  DC 20+ – All the basic information on the 
  factions hidden in the Fellreev listed in the 
  BKMG, including: Fanlareshen Elves, 
  Defenders of Greenkeep, Dazark Orcs, 
  Druids of the North (Fellreev), and Fort 
  Hendricks. 
  • 
  DC 22+ – A green dragon is rumored to 
  lair somewhere deep in the forest. 
   
  Any PC can make a Knowledge (nature) 
  check to learn the following: 
  • 
  DC 5+ – “The Fellreev Forest is the 
  largest forest in the Bandit Kingdoms.” 
  • 
  DC 10+ – “The druids of the forest are 
  supposedly not all-together sane, having 
  lived away from civilization for far too 
  long.” 
  • 
  DC 15+ – “A few people have reportedly 
  seen larger than normal animals deep in 
  the forest.” 
   
  
  BDKA5-02 Of Men & Beasts 
   
  Page 6 
  Any PC can make a Knowledge (geography) 
  check to learn the following: 
  • 
  DC 5 – “The Fellreev Forest is the largest 
  forest in the Bandit Kingdoms.” 
  • 
  DC 10 – “The Artonsamay River runs all 
  the way to Lake Aqal, which lies hidden 
  deep in the forest.” 
  • 
  DC 15 – Show the PC a map of the forest. 
  You can use DM Aid #1 for this. 
   
  A Gather Information check, if used to ask 
  Squigley about the above topics, can be 
  substituted for the various Knowledge rolls. Use 
  the same DCs shown above, but this will only 
  provide 
  answers 
  to 
  questions 
  the 
  players 
  specifically ask. 
   
  As the thick-barked northern trees pass by, 
  your travel is interrupted by a rumble of 
  hooves and a torrential splash! Ahead of the 
  boat upstream, a herd of silver-backed elk 
  charge into the river, fording their way across 
  the water. What is shocking about the 
  wilderness scene is the size of the beasts. 
  Most of the elk stand around the height of two 
  men at the shoulder – leaving their many-
  pointed antlers reaching up over twenty feet in 
  the air. 
   
  “Bloody ‘ell,” speaks the captain. “Sure as 
  that sight, I ain’t takin’ this craft any further 
  upstream. Pull back, boys! We’ll beach here!” 
   
  Squigley sputters after a moment. “What?! 
  No! I–we–you said you’d take us all the way up 
  the river! We had an arrangement!” 
   
  “Yeah, well, you’ve only paid us half what 
  we 
  agreed 
  on 
  anyway. 
  ‘Half 
  up 
  front,’ 
  remember? I’ll knock a third of the price off, 
  though – I wasn’t excited about goin’ this far 
  upstream to begin with. Josin said travelin’ 
  this far into the Fellreev was just askin’ for 
  trouble.” The captain’s first mate nods in 
  agreement behind him. “’T’ain’t no surprise 
  you couldn’t find a Rhenee to get you up THIS 
  far.” He points out to the elk gathering along 
  the water’s edge. “None of’m would want to 
  deal with that!” 
   
  As the boat begins to approach the shore, 
  your employer pleads, “Captain Gossman – 
  you expect me to walk the rest of the way!?” 
   
  The oily riverboat man shakes his head. 
  “Nope. You ain’t goin’ nowhere until we get 
  fully paid. I’m a fool of a captain enough to 
  take you with us, when you left the rest of our 
  pay back at Pieper’s Ferry! As to what yer 
  gonna do now, it don’t matter much to me …” 
   
  No amount of convincing will get Captain 
  Gossman to take his boat any further, and 
  sneaking Squigley off the boat will merely mean 
  the PCs cannot use the boat to get back home. 
  The Captain also does not want to antagonize the 
  animals, so shooting arrows at the beasts will be 
  discouraged. 
   
  Also, if the PCs have noticed the demon 
  familiar and have dealt with it, this may negate any 
  battle in Encounter Seven – adjust appropriately. 
   
  As the boat bumps against the loose rocks of 
  the shoreline, Squigley looks at your group. 
  “Um…I know it wasn’t part of our agreement, 
  but you’ll have to go on without me.” He pulls 
  out a glass vial and hands it to you. “Get a 
  sample of the water from Lake Aqal – but make 
  sure not to touch the water yourself! I’m not 
  sure what magical effects the water has on 
  people.” He stares further upstream at the 
  lingering elk as he nervously tugs on the 
  shoulder straps of his backpack. 
   
  If the PCs think about asking for more money, 
  Squigley will offer an additional 25 gp each – but 
  he can go as high as 100 gp each with a 
  successful Diplomacy check DC 15. Of course, he 
  cannot pay them anything now, since all of the 
  money he had on him was used to bribe the 
  previously passed bandits along the river. 
   
  Squigley: Male human Wiz2. See Appendix I 
  Captain Gossman: Male human Ftr3, See 
  Appendix I. 
  Crewmembers: 
  Male 
  human 
  Com1, 
  See 
  Appendix I. 
  “Rat” Familiar: Quasit hp 13; see Monster 
  Manual page 46. 
   
  None of the NPCs in this encounter will attack the 
  party. They will defend themselves as needed, or 
  flee if necessary. If the group attacks the ‘familiar,’ 
  it will use all of its abilities and fight to the death. 
   
  The boat was stopped just short of the lake. 
  Lake Aqal now lays only a day’s walk straight 
  through the forest, starting from the beached boat. 
  Squigley will point to the south and tell the PCs to 
  head in that direction. “It shouldn’t be too much 
  further…” 
   
  
  BDKA5-02 Of Men & Beasts 
   
  Page 7 
  Encounter One – Trek into 
  the Forest 
  The barge and its crew fall far behind as your 
  group makes its way deeper into the Fellreev. 
  Traveling south as Squigley directed, you 
  make your way amongst the tall oak trees that 
  tower around your group. The smell of 
  honeysuckle mixes with apple blossom and 
  other scents of summer in the forest. Thick 
  clouds of gnats ceaselessly hover over your 
  group as the morning sunlight cracks its way 
  through the overhead branches. Even being 
  this far north, pearls of sweat bead on your 
  forehead. 
   
  A few hours into your journey, however, 
  your clear direction seems to become a bit 
  muddled. The trees seem to bar your way as 
  silent lofty giants, pointing no clear direction 
  to your destination. As the sun rises higher, 
  south seems to be less and less clear. Leaves 
  crunch under feet as you continue the journey. 
   
  As you get closer to the lake, you begin to 
  see strange signs in the forest. Animal 
  footprints that are much larger than they 
  should be…butterflies that span over three feet 
  in length…and the longer you take to get to the 
  lake, the more frequent these sightings seem. 
   
  The party must make a Survival check DC 15 to 
  find their way to the lake without a wandering 
  encounter. Only one PC may make the check, but 
  others in the party may assist. If the check is 
  failed, then the group encounters a larger-than-
  normal creature of the Fellreev that attacks them. 
  Roll a D6 on the chart below for a failed check.  
   
  Only one successful Survival check is needed 
  to figure out the correct direction to the lake. Give 
  the PC a +2 circumstance modifier to the check if 
  they have the Track feat (which helps them in 
  following the general north/south direction of 
  various forest animal footprints headed to and 
  from the lake). 
   
  It would normally take a full day of travel to get 
  to the lake. If the party fails the survival check and 
  gets lost in the forest, this will add to their travel 
  time. 
   
  EL 3* 
  1) Dire Weasel: hp 24; see Monster Manual 
  page 65. 
  2) Badgers (3): hp 10, 10, 9; see Monster 
  Manual page 268. 
  3) Giant Wasp: hp 32; see Monster Manual 
  page 285. 
  4) Black Bear: hp 28; see Monster Manual 
  page 269. 
  5) Snow Leopard: hp 22; see leopard in 
  Monster Manual page 274. 
  6) Wild Boar: hp 36; see boar in Monster 
  Manual page 270. 
   
   
  * - the EL has been raise since each creature 
  has 
  higher 
  than 
  normal 
  hit 
  points 
  and/or 
  dangerous tactics (except for the giant wasp). 
   
  Creatures: Even the above normal animals are 
  bigger than the standard varieties – but not 
  technically a larger size than what is listed in the 
  Monster Manual. They have been affected by the 
  waters of the lake. All the animals that attack are 
  hungry or territorial, but the non-dire versions of 
  animals are only considered ‘Unfriendly’ strictly for 
  Wild Empathy checks. Once the animals are 
  wounded in combat, though, they move to 
  ‘Hostile’.  
   
  If a PC wishes to try Wild Empathy, and goes 
  before a non-dire animal in the first round, assume 
  the animal only acts menacingly at the group but 
  doesn’t attack (at least, until the Wild Empathy 
  check is rolled). 
   
  Tactics: Remember that there is only one 
  possible wandering encounter. 
  • 
  Dire Weasel – This creature is gnawing at a 
  fallen tree log trying to get at a hiding squirrel 
  underneath. Unless the PCs are taking care to 
  be quiet, there is no surprise round. 
  • 
  Badgers (3) – These badgers are busy 
  digging holes. Unless the PCs are taking care 
  to be quiet, there is no surprise round. 
  • 
  Giant Wasp – This creature is searching the 
  forest for food. Unless the PCs are taking care 
  to be quiet, there is no surprise round. 
  • 
  Black Bear – This animal is gnawing at a 
  fallen tree log trying to get at some rot grubs 
  hiding underneath. Unless the PCs are taking 
  care to be quiet, there is no surprise round. 
  • 
  Snow Leopard – This native leopard of the 
  region stalks the group. This time of year, its 
  fur coat is a mottled brown. It will attempt to 
  surprise the PCs. He will pick a clearing at 
  least 20 feet across so that he can leap in 
  (allowing for his charge and pounce attack). 
  • 
  Wild Boar – A boar is spending his time 
  foraging for food. Unless the PCs are taking 
  care to be quiet, there is no surprise round. 
   
  If the party has a scout or someone ranging 
  silently in front of the group, that may mean the 
  
  BDKA5-02 Of Men & Beasts 
   
  Page 8 
  party can avoid the encounter – or at the very 
  least, surprise the creature. In addition, Wild 
  Empathy can be used for these encounters, if the 
  adventurers think to use it. 
   
  Development: If the PCs make their Survival 
  check, then Encounter Two happens around mid-
  day of the first day, when the trailing druid 
  confronts them. If they get lost and have a fight, 
  then assume they must camp for the night, and 
  Encounter Two happens right at dawn (preferably 
  before PCs have time to get their spells back). 
   
  Encounter Two – The Beast 
  with Two Legs 
  Assuming the PCs make the Survival check, 
  continue: 
   
  As the sun begins to lower, a shape appears 
  out of the forest ahead of you. The humanoid 
  barring your way is bare-chested and lanky, 
  easily discernable even as he crouches on a 
  fallen log. You would call him human if not for 
  his slightly recessed nose, which twitches as 
  your group approaches. He appears unarmed, 
  but you get the impression he is far from 
  helpless. 
   
  A low growl escapes from his lips… 
   
  This druid, by the name of Barrelle, has active a 
  spell that gives him the scent ability – this is what 
  allowed him to track the group after they left the 
  boat. PCs can make a Spellcraft check DC 22 to 
  recognize the effects of a scent spell. That is why 
  the druid appears as strange as he does. 
   
  Barrelle starts the encounter as Unfriendly. 
   
  • 
  A Diplomacy check can be attempted as listed 
  in the chart in the Players Handbook pg. 72. 
  • 
  PC druids get a +2 circumstance bonus on 
  any checks made to influence Barrelle. 
  • 
  Alternately, a PC can attempt a Wild Empathy 
  check with the same DCs to change his 
  demeanor. 
  • 
  Do not give any bonuses to Diplomacy checks 
  due to monetary bribes (he has no need for 
  money). 
  • 
  If the PCs have any favors of the Druids of the 
  North, one spent favor will turn his reaction to 
  Friendly.  
   
  If the PCs can get his reaction to Indifferent or 
  Friendly, then he will talk with the group about 
  their goals. He knows the group is headed 
  towards the lake, but not why. If they are honest 
  about their intentions (or succeed in a Bluff check 
  vs. his Sense Motive), he will let the group collect 
  their water, but they must prove their worth by 
  doing a little favor for him. 
   
  “MMmmmm… very well. if you want to get near 
  the lake, you must prove yourselves. Hunt 
  down and return two wolf pups that have gone 
  missing from a nearby pack, and I shall let you 
  pass.” 
  He 
  pauses 
  for 
  your 
  response, 
  scratching the back of his neck intently while 
  he waits. 
   
  He could track down the pups himself, but he just 
  found out about the missing pair, and now he 
  intends to use this as a test for the PCs. He will 
  lead the group to the pack, which is located only 
  twenty minutes to the east, if they agree to his 
  terms. 
   
  If the PCs do not agree to his terms, or they 
  attack him or are unable to use Diplomacy to 
  adjust his reactions favorably, then he will insist on 
  the group going back to the boat and leaving the 
  forest. If need be, he will use force to make his 
  point (turning into a bear with Wildshape, calling 
  down lightning with call lightning, leaping out of 
  reach of the groups weapons with spider climb 
  and jump, etc.). 
   
  Creatures: Barrelle is a fairly young druid of the 
  Fellreev. Still, he was raised in the forest and has 
  few, if any, memories of his parents. He is more 
  wild than some animals. 
   
  When aggressive, he tends to revert to an 
  animalistic nature. Only when calm will he actually 
  speak in common tongue. He is as dedicated to 
  preserving the secrets of the Fellreev as any druid 
  is, but he is willing to allow newcomers 
  concessions if they show goodwill and care for the 
  world that Obad-Hai has provided for them. 
   
  Barrelle: male flan Drd5, see Appendix I. 
   
  Development: Assuming the PCs win over 
  Barrelle with Diplomacy or Wild Empathy, and are 
  willing to undertake his ‘challenge’, continue on to 
  Encounter Three – The Wolf Pack. The druid will 
  give the party time to recover spells, if they ask for 
  it. 
   
  If they are unwilling or unable to take up his 
  conditions and turn back, proceed to Encounter 
  Seven – Back to Civilization. Even if they group 
  is turned away, they may still have the battle with 
  the quasit or Iuzites while leaving the Fellreev. 
  
  BDKA5-02 Of Men & Beasts 
   
  Page 9 
   
  Encounter Three – The Wolf 
  Pack 
  The Druid leads your party quickly through the 
  forest, apparently unconcerned if your group 
  keeps 
  up 
  with 
  his 
  pace. 
  Luckily, 
  his 
  destination is not far from where you first met 
  him. 
   
  Catching up to the wild man, you notice 
  your group has come upon a clearing. A low 
  hill of grass and fallen trees sits jumbled on 
  the north end of the narrow field. Gathered 
  near the rise are almost a dozen wolves spread 
  out amongst the grass. A number of smaller 
  wolves seem to be fighting among themselves 
  while the larger canines merely bask in the 
  early morning sun and lazily watch their 
  younger pack mates. 
   
  “There is the missing pups’ pack,” points 
  out your guide. “The rest of this hunt is 
  yours.” Without another word, he turns back 
  towards the way you came, and bounds into 
  the foliage. 
   
  Barrelle will not answer any questions about how 
  to proceed from here, and catching up with a druid 
  of the Fellreev at a full run is nearly impossible 
  (except for perhaps another druid with longstrider 
  active). If a PC druid follows him back the way he 
  came, and can keep up pursuit for more than a 
  few minutes, Barrelle will stop (impressed by the 
  PC’s tenacity). He will talk with the PC about 
  joining the guardians of the Fellreev, and offer 
  warnings against attacking the wolf pack if the 
  druid is foolish enough to suggest it. 
   
  Otherwise, it is left up to the party how to 
  proceed with finding the pups. There are a number 
  of possible avenues to gather clues, but if it is not 
  mentioned below use common sense on the PCs’ 
  methods. 
   
  Searching the Area: There are a few things 
  characters may find informative. Searching the 
  area reveals a number of animal trails run off in a 
  number of directions away from camp (see DM 
  Aid #2). There are a number of different types of 
  plants along the field, as indicated on the map. 
   
  PCs looking for tracks realize that the wolves 
  do seem to range all over, with no clear primary 
  direction. If a PC with the Track feat searches all 
  around the area, though, he can make a Survival 
  check DC 15 to discover that in the southwest 
  corner of the clearing, a thorn bush has a bit of 
  blood on it. 
   
  Any PC can make a Spot check DC 10 to 
  notice blood and the large open wound on 
  Silverhair. If a character can get close enough to 
  examine the wounds (via animal empathy or some 
  other method), a Heal check DC 15 to discover 
  the wound was made by a large cutting 
  instrument, or maybe a large claw (it was actually 
  the huge mandibles of the Great Beast). In 
  addition, if the PCs do get close enough to check 
  Silverhair, they will find a number of thorns tangled 
  in her fur – from the thorn bush at the edge of the 
  clearing. 
   
  Inside the hilly mound of grass and forest 
  debris is the pack’s den. There are three 
  connected chambers that the wolves use mostly 
  for sleeping. Each chamber is only about three 
  feet tall, so any medium characters will probably 
  have to kneel or crawl to get in. 
   
  In the corner of one chamber are bones of a 
  few animals – most of them fish skeletons. A 
  Knowledge (nature) check DC 15 will tell the PC 
  that these skeletons would be of normal fish, if not 
  for the fact that many of them are up to three times 
  the normal size. The bones have obviously been 
  chewed on quite a bit. 
   
  In another chamber, the PC will find an area 
  along the wall where it looks like one of the wolves 
  sleeps. This particular area seems to be damp 
  with blood. This is the place that Silverhair sleeps, 
  and in her recent trip to the grove of the Great 
  Beast, she was wounded in battle. When she 
  returned from the grove, she rested in the den. Not 
  only did she leave blood, but a Search check DC 
  10 will reveal that there are a number of brambles 
  in the same spot. A Knowledge (nature) check DC 
  10 will reveal that these are the same thorns that 
  can be found on the thorn bush in the southeast 
  part of camp. 
   
  DM Note: Such a low DC roll can be made by 
  anyone, even if they do not have ranks in the skill). 
   
  In the same location as the blood and thorns 
  in the den, a damaged bracelet can be found (see 
  treasure listed below) with a DC 15 Search check. 
   
  The bloody area of the den and the thorns 
  should be enough to point the PCs in the direction 
  of the animal trail that leads to the grove. 
   
  Speak with Animals: By far the easiest way to 
  figure out where the pups may be found is casting 
  speak with animals. The pack leader is known as 
  Snaggletooth. He knows the missing pups, but is 
  not familiar with the details about when or where 
  they went missing. He will direct the PCs to speak 
  with the pups’ mother, called Silverhair. 
  
  BDKA5-02 Of Men & Beasts 
   
  Page 10 
   
  Their mother is still bleeding from a number of 
  wounds she suffered from the great beast. If they 
  speak with her, she tells them the following: 
   
  “My pups? They are not here! I looked and 
  looked and looked for them! I even looked 
  along big water– but there was no smell of 
  them. But I found them. Yes, they hide not far 
  from here. But there is a great beast there. 
  Very dangerous. Do you really look for my 
  cubs?” 
   
  If asked how long ago this happened, she says 
  “Not long ago” (she does not have a good grasp of 
  time). The ‘big water’ is to the south of the pack’s 
  location by a few hours, and the grove that her 
  pups went into is an hour to the east – Silverhair 
  can point the PCs in the right direction. She will 
  even lead the group to the lake with a successful 
  Diplomacy check DC 10. She badly wants to find 
  the pups, but she does not trust these ‘two-legs’. If 
  the PCs talk her into leading them to the grove, 
  she will not go in – she knows how dangerous it is, 
  and how ineffective she would be. 
   
  Silverhair is also wounded – see ‘Searching 
  the Area’ above for more information. 
   
  Wild Empathy: Wild Empathy can be used to 
  calm the pack enough to walk among them. 
  Consider the pack indifferent, but they will turn 
  unfriendly if the PCs get too close without trying 
  Wild Empathy (see the chart in the PH pg. 72). 
  The wolves are territorial, and will ignore the 
  adventurers as long as they stay away from their 
  den. 
   
  Once the particular PC has changed the 
  wolves’ reaction to ‘Friendly’, that PC alone can 
  search the den – see ‘Searching the Area’ above. 
   
  Driving the Wolves Away: If they wish, the 
  adventurers can drive the pack away and search 
  the den. They can do this by approaching the den 
  and making a loud noise (perhaps with magic) or 
  by attacking the pack with ranged attacks. Since 
  there are no pups currently in the den, the wolves 
  will back away and watch from a distance. If the 
  PCs attack the wolves with melee attacks, the 
  wolves will fight back, with multiple wolves 
  ganging up on the individual fighter. 
   
  These are not fantastic creatures, and the DM 
  should be liberal with the possible ways the party 
  can make the wolves retreat. Any reasonable 
  method for scaring away the wolves will probably 
  work. 
   
  These options will change the pack’s attitude 
  to ‘Unfriendly’ (or ‘Hostile’ if the PCs fight the 
  wolves). Take note that if any member of the party 
  attacks the wolves, the PCs will not earn the 
  ‘Favor of the Fellreev Druids’ from ‘Encounter Six 
  – Back to the Boat’. 
   
  Sneaking into the Den: The PCs do not have to 
  scare the wolves away. They can wait until an 
  hour before sunset, and the pack will eventually 
  wander off to go hunting for food. Alternatively, if 
  the PCs want to try to sneak in around the rear of 
  the den, then they can make a Move Silently 
  check DC 15 to sneak into one of the dens without 
  being heard. The wind blows towards the tree line 
  behind the den, so the scent will not travel far 
  enough to reach the wolves if the character 
  sneaks around to the rear of their location. 
   
  Creatures: The pack is led by a wolf named 
  Snaggletooth. There are currently no other pups in 
  the pack due to a shortage of females in the pack. 
  In fact, there are only two adult females – the rest 
  are young males and the old pack leader 
  Snaggletooth. 
   
  The fighting among the wolves is just normal 
  young males play fighting. Nothing serious will 
  come of it. The PCs may realize this by making a 
  Knowledge (nature) check DC 10. 
   
  A number of the wolves have grown to be a bit 
  larger than normal due to the magical waters of 
  the Lake. See above for battle tactics of the pack, 
  if it becomes important. 
   
  Snaggletooth: hp 20, see Monster Manual page 
  283. 
  Silverhair: hp 15, see Monster Manual page 283. 
  Wolves (9): hp 15 each, see Monster Manual 
  page 283. 
   
  Treasure: Silverhair keeps a finely carved bone 
  bracelet in her den. Though it has been gnawed 
  on for weeks, it still is layered with gemstones – a 
  600 gp value (750 if a mending or similar spell is 
  cast on it). 
   
  Development: Assuming the PCs pick up the 
  hints that they may need to go to the animal trail 
  leading away to the southeast, continue to 
  ‘Encounter Four – The Great Beast.’ If the PCs 
  cannot figure out where to go and return to the 
  boat, go to ‘Encounter Seven – Back to 
  Civilization.’ 
   
  
  BDKA5-02 Of Men & Beasts 
   
  Page 11 
  Encounter Four – The Great 
  Beast 
   
  Taking the animal trail you believe will lead 
  you to your quarry, you discover a large grotto 
  only an hour to the southeast of the wolf den. 
  A number of gigantic oak trees stretch high 
  above the quiet sanctuary. With a faint set of 
  tracks that lead into the grove and the barely 
  audible whine you can now make out, it seems 
  you have found the location of the pups. 
   
  The remaining wolf pup, hearing the group’s 
  movement, has begun to whimper. Her brother 
  was killed by the huge creature that lurks in the 
  tree limbs just above him. She has been huddled 
  in a hollow at the base of the tree for over two 
  days now. She is weak from a lack of food and 
  water, even though the lake is so close. 
   
  A huge centipede sits 10 feet in the air 
  entwined among the limbs of the pine tree. It waits 
  for food to travel below. The adventurers can 
  make a Spot check to see the creature among the 
  pine needles (modified for range, of course). If the 
  party attacks the centipede from range, it will climb 
  out of the tree and approach the PCs. There is no 
  way to get to the pup without getting within reach 
  of the centipede. 
   
  If the PCs fail to Spot the centipede and 
  approach the tree, read the following before rolling 
  for initiative (if the PCs failed the Spot check and 
  are attacked, they are surprised). 
   
  As you draw close to the base of the tree, you 
  notice a faint patch of stained blood beneath 
  your feet. As you also note scores along the 
  tree truck, as if it was hacked by a large blade, 
  a long snake-like form strikes without warning 
  from above you… 
   
  The blood is not from the attack on Silverhair, but 
  rather the death of the first cub. 
   
  EL 2 
  Huge Monstrous Centipede: hp 33, see Monster 
  Manual page 286. 
   
  Creatures: Less than a day ago, the pups were 
  playing hide and seek when one of the wolves 
  noticed this peaceful grove. They had wandered 
  far from the pack, and the cool shade of these 
  massive trees was an attractive thought. As the 
  younger pup hid in a hole in the trunk of the 
  largest tree, her older brother searched for her. 
   
  It was then that the beast above attacked. The 
  centipede hiding in the limbs above reached down 
  and with one snap of its pincers cut the older wolf 
  in two. As the other pup huddled in the hollow, the 
  vermin fed on the remains. Now it sits and waits 
  for either the pup to come out of the tree, or 
  another innocent creature to come within reach. 
   
  A few hours ago, Silverhair tried to rescue her 
  pup. The beast attacked her, but she was able to 
  escape, if only for a nasty wound on her side. 
   
  The beast has tried to attack the hiding wolf a 
  few times, but the hollow provides too much 
  protection. Of course, this leaves the pup with no 
  avenue of escape, and the centipede has not 
  shown any signs of leaving. 
   
  Treasure: The centipede swallowed a large uncut 
  gem years ago that is the size of a small fist. If the 
  PCs think of cutting up the creature and searching 
  its insides, they will find the gem (along with a 
  myriad of other disgusting things partially digested 
  – use your imagination). The stone is worth 500 
  gp. 
   
  Development: The pup needs nourishment badly. 
  Any PC that feeds her will win over the pup’s 
  loyalty. Until she returns to her pack, she will stick 
  beside the character, even if her strength returns. 
  Continue on to ‘Encounter Five – On to the Lake.’ 
   
  Encounter Five – On to the 
  Lake 
  Assuming the PCs rescued the wolf pup (and 
  Silverhair did not accompany the group to the 
  grove)… 
   
  Leaving the grove far behind, your group 
  quickly returns to the wolf den. Upon seeing 
  the pup’s large silver-haired mother, the young 
  wolf races away from your group into the 
  midst of his other pack mates. The two share a 
  brief moment of nose-sniffing before the large 
  she-wolf 
  begins 
  to 
  examine 
  her 
  cub. 
  Apparently, she wants to see if the pup is hurt. 
   
  While it is not both of the pups you were 
  tasked to discover, at least you have returned 
  one of them back to the pack’s warm embrace. 
   
  If the PCs cast speak with animals, Silverhair 
  thanks the group for returning her pup. She asks 
  about her other older pup, and will be sad to hear 
  about his death. Still, she thankfully licks the 
  adventurer that gives her the news. 
  
  BDKA5-02 Of Men & Beasts 
   
  Page 12 
   
  The druid of the Fellreev that originally tasked 
  the group has still been following the party. He will 
  not let the PCs continue on to the lake if they did 
  not find the location of the pups. As long as they 
  located the grove, the druid will be satisfied 
  (though annoyed that they could not rescue the 
  pup themselves). Assuming the PCs returned the 
  pup, read the following. 
   
  Not long after arriving back at the den, the 
  druid who met your group earlier steps into 
  view from the eastern tree line. He nods with 
  approval, and points to the south. “You may 
  go.” 
   
  If the group appears empty-handed, but still 
  discovered the location of the grove, read the 
  following (The below will not earn the druid’s 
  respect, or the ‘Scar of the Hunter.’ Also, he will 
  not give the PCs the mark if any of them attacked 
  the wolves). 
   
  Not long after arriving back at the den, the 
  druid who met your group earlier steps into 
  view from the eastern tree line. He holds in his 
  hands a tired-looking wolf pup. As he sets the 
  pup on the ground, he nods in approval as the 
  silver-haired wolf comes running towards the 
  druid. “You may go,” he says to you as he 
  points to the south. 
   
  If the PCs had no wandering monster combat in 
  Encounter One, it is probably getting late in the 
  evening – they may want to rest now. The wolves 
  will range away from their den at night to hunt – 
  except Silverhair, who cares for her pup. The pack 
  will not harass the group. The druid will not linger 
  in the grove (but will still keep an eye on the group 
  from afar). 
   
  Assuming the PCs decide to continue, read 
  on. 
   
  You leave the druid and the wolves’ den for 
  your original destination. After a few hours of 
  travel, the smooth surface of Lake Aqal 
  spreads out before you. At your arrival, it 
  reverberates with the distant howl of some 
  unseen creature. The lakeshore is lined with 
  discolored gravel that seems to soak up the 
  water before you. A faint smell of fish greets 
  your nose, brought from distant places on a 
  light breeze, yet the lake waters remain 
  undisturbed. 
   
  A few hundred yards to your right along 
  the shoreline, you spot the corpse of a huge 
  elk on its side. Part of the body lies 
  submerged, with gigantic antlers poking out of 
  the water. Bent over the hindquarters of the 
  animal is a massive lizard with enormous hind 
  legs. Even at this distance, you can see the 
  head of the carnivore thrashing from side to 
  side as it rips a piece of flesh from the elk 
  carcass. 
   
  The lizard is a dinosaur, and it is feasting on a 
  lone dire elk that it killed. One would assume the 
  PCs would not be foolish enough to attack the 
  dinosaur. Depending on how long the PCs watch, 
  you may want to read the below text. 
   
  Tyrannosaurus: see in Monster Manual page 61. 
   
  Without warning, the giant hunter stops his 
  thrashing. The beast’s head rises up slowly 
  from his meal and he stares silently at the 
  lake’s surface. 
   
  After a few seconds, he turns sharply and 
  lumbers at a surprising speed into the forest 
  foliage. Before the fleeing lizard completely 
  disappears, the body of the elk is yanked by a 
  powerful unseen force into the waters of Lake 
  Aqal. Within moments, all that remains as 
  evidence of the meal is a massive depression 
  in the shore and the gentle lapping of waves.  
   
  Though this may make getting a water sample a 
  daunting prospect for the group, nothing will attack 
  them from the water (though feel free to have 
  ripples in the water after they have collected their 
  water sample). 
   
  For effects of Lake Aqal, see the Adventure 
  Background at the beginning of this module. 
   
  Development: Once the PCs have gotten their 
  water sample, continue on to ‘Encounter Six – 
  Back to the Boat.’ 
   
  Encounter Six – Back to the 
  Boat 
  If the PCs located the pup, but were unable to 
  pass the beast, then just telling the druid of the 
  pups’ fate will meet the agreed-upon requirements 
  – but will not earn the druid’s respect, or the ‘Scar 
  of the Hunter.’ In addition, he will not give the PCs 
  the mark if any of them attacked the wolves. 
   
  He will meet the PCs after they leave the lake. 
  The below boxed text assumes they earned his 
  respect. Adjust the text as needed. 
   
  
  BDKA5-02 Of Men & Beasts 
   
  Page 13 
  Leaving the lake far behind, your group quickly 
  begins the journey back to the boat. Only a few 
  hours after you departed Lake Aqal’s shore, 
  you again encounter the feral human that you 
  met twice before. He sits perched on a low tree 
  branch. 
   
  “MMmmmrrrr…You found the cubs and 
  defeated the beast.” He nods in satisfaction. 
  “Good.” 
   
  Without an explanation, the man hops off 
  his high perch and approaches you. “You have 
  earned our respect, strangers. You would do 
  well to wear the mark of that respect.” With 
  one fluid movement, his fingers reach out to 
  you as he swipes them across your neck. 
  Blood dribbles down your tunic from a single 
  cut as he smiles. You now notice the claws on 
  his fingers. “We will know that sign, friend.” 
   
  The claws are from a druid spell, which can be 
  identified with a Spellcraft check DC 22 as a beast 
  claws spell. 
   
  The first PC can make a Spot check DC 25 to 
  notice the claws before the first cut. Obviously, the 
  druid’s move will only catch that first PC off-guard. 
  The rest of the characters may accept the ‘Scar of 
  the Hunter’ willingly. There is a bit of herbal 
  mixture on the end of his claw that will make the 
  wound scar over, at least for a while. If the PC 
  wishes to remove the mark sooner, then some 
  extra healing is needed. See the end of the 
  module for more information on the Scar. 
   
  The druid will lead the group the rest of the 
  way back to the boat. He may be thankful…but he 
  still would like to see the group go as soon as 
  possible. 
   
  Development: Proceed to ‘Encounter Seven – 
  Back to Civilization.’ 
   
  Encounter Seven – Back to 
  Civilization 
  The druid leads your group back to the boat – 
  while thankful, he is quite happy to see you go. 
   
  Along the Artonsamay River, Captain 
  Gossman still waits for your group, even 
  though many of the crewmembers look like 
  they could shove off at any moment. “It’s 
  about bloody time!” screams the captain as 
  your party comes into view. “Alright, boys! 
  Loosen the lines – we’re shovin’ off!” 
   
  As your group quickens its pace, so as not 
  to be left behind, your employer comes out 
  from below deck. “What? They’re here?! Oh 
  thank 
  Boccob 
  they’ve 
  returned!” 
  He 
  immediately blanches when he realizes the 
  heresy he just uttered. Looking at the rest of 
  the deck crew, he reaches down to offer 
  assistance to your group as you climb aboard. 
  “Uh…I mean…it’s good that you’re back! TELL 
  me you got the sample!” 
   
  Back over your shoulder, the shadow of 
  the druid retreats into the foliage. 
   
  Squigley will immediately ask for the water sample 
  so he can study it. The wizard will take the sample 
  below deck so that he can cast detect magic 
  without onlookers (though a fellow arcane caster 
  can make a Diplomacy check DC 10 to talk his 
  way below deck with him, as long as Squigley 
  realizes the PC is an arcane caster). 
   
  If the PCs do not have the water sample, he 
  will act sullen, muttering to himself that he will just 
  have to organize another expedition. There is 
  nothing to be done about it now, since the captain 
  will not wait any longer. 
   
  Meanwhile, the rest of the crew pull anchor 
  and shove the boat back into the Artonsamay. 
  They first let the boat pick up speed using the slow 
  current, before rowing the boat for more speed. 
   
  Assuming the adventurers did get a water 
  sample, anyone with Squigley when he casts 
  detect magic can make a Sense Motive check DC 
  10. If successful, they notice that he is shocked 
  and dismayed by the results of his spell. He will 
  not admit to this, however. He is nervous and 
  concerned that the rat spy will realize the problem, 
  and have his real familiar killed. He will argue that 
  the water is diluting divination spells, and that this 
  requires more study, or that the PCs must have 
  not gotten a real water sample, and that he will 
  have to organize another trip to the lake – 
  whatever he has to say to shut the PCs up. 
   
  If verbally confronted with the fact that the 
  water is no longer magical, he will be very 
  distraught. He will still claim that the PCs must 
  have not gotten a real water sample, and that he 
  will have to organize another trip to the lake. 
  Meanwhile, the PCs notice he continues to glance 
  over his shoulder nervously. This could cause 
  another opportunity for the PCs to question and 
  Sense Motive on him (see the introduction for 
  more details). 
   
  This will not stop the quasit from using his 
  detect magic ability on the water. Shortly after this, 
  the quasit will try to sneak off the ship invisibly to 
  warn his masters of the wizard’s failure. He will not 
  return. If the PCs stop the quasit from sneaking off 
  (i.e.: they try to fight the quasit), then he will battle 
  them to the death (he is a cocky demon). If this 
  
  BDKA5-02 Of Men & Beasts 
   
  Page 14 
  happens, then they battle with the Iuzites below 
  never happens (skip the battle, and move on to 
  the conclusion). 
   
  Assuming that the demon successfully sneaks 
  off, continue below. 
   
  Your journey down the Artonsamay and out of 
  the Fellreev does not seem to take as long as it 
  did on the way in. In just a few days, your party 
  breaks the cover of the forest, and the rolling 
  fields of the Combination of Free Lords greet 
  your eyes. 
   
  Later into the evening, the first mate calls 
  out from the right side of the ship, “Captain! 
  Soldiers on the starboard side!” 
   
  Captain Gossman looks up from his 
  conversation with Squigley and frowns as he 
  stares at the approaching ship. “Aye. It seems 
  they want to board.” The captain chews on his 
  mustache as he considers this. “Well, I’ve got 
  nothin’ ta hide. Drop anchor!” 
   
  Your employer nervously twiddles his 
  hands as he almost looks like he objects to the 
  captain’s order. After a brief internal struggle, 
  though, he thinks twice and stays silent. 
   
  There are two ways to run this encounter, 
  depending on whether the PCs got a water 
  sample. If Squigley did not get water, just adjust 
  the boxed text below, but the priest is now 
  considered starting out as ‘Hostile.’ 
   
  If the party successfully collected a sample 
  from Lake Aqal, the rat spy used his detect magic 
  ability to check out the water himself and quickly 
  left the boat. The quasit met with his masters 
  downstream, and consequently a trio of Iuzites 
  was ordered to ‘requisition’ a ship and intercept 
  Squigley. 
   
  As the two boats meet side by side, multiple 
  splashes tell you that both have dropped their 
  anchors. The ship crews begin roping the 
  boats together as a plank is dropped across 
  the narrow gap over the water. 
   
  While a banner of the Old One hangs off 
  the side of the opposing railing, it looks as if 
  only a few of the ship’s occupants are actually 
  enlisted in the Old One’s ranks. An emaciated 
  man wearing a holy symbol of Iuz walks across 
  the spanning plank, looking quite upset. The 
  hulking figure of a well-muscled orc in half-
  plate follows him, carrying something large 
  and covered in cloth. As the pair stop on your 
  deck, the orc sets the package down by its 
  metal handle. Still on the opposing ship, a 
  crossbowman in a soldier’s uniform stands 
  watch from the crow’s nest.  
   
  While the PCs can prepare however they need to 
  during the approach, Squigley stays on deck. He 
  suspects they are coming for him anyway, but will 
  not mention this to the PCs beforehand. 
   
  In addition, they can certainly interrupt any 
  boxed text in these descriptions, if the situation 
  warrants. 
   
  “Where is he?! Where is that fool Squigley?” 
  The 
  wiry 
  man 
  stares 
  daggers 
  at 
  the 
  crewmembers still sitting on deck around him 
  until the scholar steps forward. 
   
  “I-I’m here,” confesses the scholar. “I 
  brought the sample you asked for.” He reaches 
  under his cloak and gingerly pulls out the vial 
  of water you brought out of the forest. 
   
  The priest swipes the glass away from him 
  in disgust. He gestures over his shoulder, and 
  his companion steps forward, pulling back the 
  cloth 
  from 
  what 
  he 
  carries. 
  Revealed 
  underneath is a metal cage with a single large 
  rat laying upside down in the center. The 
  rodent looks quite dead. 
   
  “The poison in his system will not kill your 
  familiar. However…” As his words fade away, 
  the vial drops from his hands to the wooden 
  deck below. The priest’s face contorts in rage 
  as he raises his foot. He brings his hard boot 
  heel down, smashing the vial to pieces. 
  “…Perhaps we SHOULD kill it. This water is 
  USELESS to us! We wanted the magic of the 
  lake to study. Instead, you bring us rainwater?! 
  Perhaps for your failure, I should just ship you 
  off to the Rift Mines…” 
   
  The wizard will argue for a while, giving excuses 
  for his failure. ‘The water IS from the lake…it lost 
  its magic during the journey…someone stole the 
  sample and switched it out with normal water…’ 
  His reasoning will not convince the priest, but any 
  diplomacy attempted by the PCs could have an 
  effect. 
   
  The priest is currently ‘Unfriendly’ towards the 
  group. How the PCs affect his reaction determines 
  what happens from here on out. Give +1 to +4 on 
  any Diplomacy checks for bribes, depending on 
  how much the PC gives to the priest. Note that 
  ‘Friendly’ can only be achieved if bribery is used. 
   
  • 
  Friendly: He will let the wizard and familiar go, 
  but says “I expect you all to stay vigilant as 
  loyal citizens of the Empire of Iuz.” 
  
  BDKA5-02 Of Men & Beasts 
   
  Page 15 
  • 
  Indifferent: He lets the wizard go, but still kills 
  the familiar. 
  • 
  Unfriendly: He takes the wizard away on the 
  ship. 
  • 
  Hostile: He will take away all of the PCs to the 
  Mines (if they let him). 
   
  If there is someone in the group that happens to 
  have a WCI score (Wanted by the Church of Iuz) 
  of two or more (at least a ‘Dissenter’), then 
  whatever fate befalls Squigley befalls the PC. See 
  the BKMG for details on the WCI mechanic. 
   
  If the PCs lie during the negotiations, a Bluff 
  check must also be made vs. the priest’s Sense 
  Motive. Any failed check raises the Diplomacy DC 
  by 5. 
   
  Assuming the party does not let the priest and 
  his ship leave, combat may ensue. There is no 
  surprise round, since each side is expecting 
  trouble. 
   
  (Noncombatants) 
  Squigley: Male human Wzd2. See Appendix I 
  Captain Gossman: Male human Ftr3, See 
  Appendix I. 
  Captain Harran (The opposing ship’s captain): 
  Male human Ftr3, See Appendix I (use Captain 
  Gossman’s stats for Harran’s stats as well). 
  Crewmembers (on both ships): Male human 
  Com1, See Appendix I. 
   
  Ship Environment: See the map of the ships in 
  ‘DM Aid #3’ for a layout of potential combats. 
  Crossing the gangplank requires a Balance check 
  DC 10, while climbing over from one ship to 
  another could be accomplished by a Jump or 
  Climb check (see PH pg under the particular skill, 
  depending on how the PCs try to accomplish this). 
   
  The ships are both stable, each one being 
  anchored to the other, side by side. There is a 5-
  foot gap between the ships, and aside from where 
  the gangplanks run from boat to boat, there is a 3-
  foot tall railing that runs the length of each boat’s 
  edge. 
   
  There are two masts on each ship, and 
  benches for rowers to sit on when wind does not 
  allow for easier travel. The crow’s nest on the Iuz 
  ship is 20 feet in the air, and provides cover for the 
  warlock (giving a +4 AC bonus). There are 
  numerous nets and ropes running up the masts, 
  and a PC can make a Climb check DC 10 to climb 
  up the rigging. 
   
  The nearest shore is 120’ away. The water 
  below the ships is 50’ deep. 
   
  Railing: 2 in. thick; hardness 5; hp 15; AC 5; 
  Break DC 18. 
   
  Creatures: Both ships are manned by sailors that 
  will not get involved with the approaching conflict. 
  Both captains Gossman and Harran will also keep 
  neutral, leaving any battle solely between Iuzites 
  and PCs. To keep their rights on the water, they 
  would rather silently watch and see how they play 
  out. This goes for the approaching ship as well as 
  the PCs’ own crew and captain. 
   
  The ‘Priest of Iuz’ is actually only an acolyte 
  that worships Old Wicked. He does not have the 
  talent to cast magic, so he utilizes his orc 
  bodyguard to help in his ‘scare tactics.’ In the 
  temple hierarchy, he is definitely the low man on 
  the totem pole. With this particular mission, 
  though, he just happened to be at the right place 
  at the right time. He was the closest worshipper in 
  the area that could stop the group. 
   
  The warlock is the truly scary individual on the 
  ship. He knows his strengths and weaknesses, 
  and has purposely kept off the PCs’ boat to 
  appear as a normal archer. 
   
  If the PCs end up agreeing to being taken 
  away, the orc does all the manhandling and tying 
  up of prisoners. 
   
  Squigley will not get involved in combat. 
  Before his familiar is killed, he does not want to do 
  anything to endanger his familiar. If his familiar 
  DOES get killed, then Squigley loses enough 
  experience to drop a level – he clutches his heart 
  in pain and loses his magic missile spell with the 
  level loss. 
   
  If the fighting is still going on after his familiar 
  is dead, Squigley will cower in pain behind some 
  sort of cover (he is basically a coward). 
   
  EL 3 
  Meriden Greymare, ‘priest’ of Iuz: human Ari2, 
  hp 7; see Appendix II. 
  Gruuk: orc Ftr1, hp 10; see Appendix II. 
  Jorelie: human Wlk1, hp 3; see Appendix II. 
   
  Tactics: When combat begins, Gruuk pulls his 
  weapon and begins attacking, trying to position 
  himself between the gangplank and the PCs so 
  that other adventurers have a harder time getting 
  on the other ship (and the warlock). 
   
  Meriden will try to kill the familiar first (coup de 
  grace), and if the rat is already dead, he will either 
  aid Gruuk in combat, or attack the weakest-
  looking PC. 
  
  BDKA5-02 Of Men & Beasts 
   
  Page 16 
   
  The human warlock first takes a shot with his 
  heavy crossbow, and then continues attacking 
  with his sickening eldritch blast. 
   
  See ‘Ship Environment’ above for combat 
  conditions on the boats. 
   
  Treasure: The only treasure in this encounter is 
  the equipment of the Iuz worshippers. 
   
  loot-(126 gp), coin-(222 gp), magic-(33 gp). 
   
  Development: If a fight breaks out between the 
  Iuzites and the PCs, but one of the enemy 
  combatant flees, then Captain Gossman will let off 
  the PCs and Squigley disembark on the shore 
  immediately (neither captain wants to be known as 
  against the Old One). Proceed to the conclusion. 
   
   Conclusion 
  As your boat pulls up to the dock of Pieper’s 
  Ferry, you can hear the Captain calling out to 
  Squigley, “…and I still want the rest of what 
  you owe me!” Your wizardly employer only 
  nods as he accompanies your group off the 
  deck to the short wharf below. 
   
  “I’m sorry about concealing who I was 
  working for. It’s just that – well, they would 
  have killed me!” He looks up the hill to the 
  walled compound off the ferry. Glancing back 
  suspiciously at the boat, he mutters, “If it 
  weren’t for that…that THING that looked like 
  my familiar, maybe I could have told you more. 
  As it is...well, let’s focus on getting you your 
  money.” You follow Squigley as you ponder on 
  the plans of the Old One… 
   
  Treasure: If the PCs brought back the water to 
  their employer (even with its destruction by the 
  hands of the Iuz worshippers), and they tried to 
  negotiate for higher pay at the beginning of this 
  module, they are paid whatever was agreed upon 
  – up to a full 200 gp each. If Squigley’s familiar 
  was saved, he will include an additional 50 gp 
  each on top of that. Otherwise, Squigley will just 
  pay the 100 gp he had originally agreed upon. 
   
  loot-(0 gp), coin-(250 gp), magic-(0 gp). 
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award. Award the total 
  value (objectives plus roleplaying) to each 
  character. 
   
  Encounter One – Trek into the Forest 
  Navigating the forest in one piece. 
   
  90 xp. 
   
  Encounter Two – The Beast with Two Legs 
  Using Diplomacy/Animal Empathy successfully. 
  45 xp. 
   
  Encounter Three – The Wolf Pack 
  Discovering the location of the pups. 
  45 xp. 
   
  Encounter Four – The Great Beast 
  Defeating the huge centipede. 
  90 xp. 
   
  Encounter Seven – Back to Civilization 
  Defeating the Quasit/Iuzites (only one)  
  90 xp. 
  Keeping Squigley’s familiar alive  
  45 xp. 
   
  Discretionary roleplaying award 
  45 xp. 
   
  Total possible experience:   
  450 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 
  
  BDKA5-02 Of Men & Beasts 
   
  Page 17 
  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 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. 
  That is the number of gold pieces per character’s 
  total and coin value increase at the end of the 
  adventure. Write the total in the GP Gained field of 
  the adventure certificate. Because this is a Regional 
  scenario, characters may spend additional Time 
  Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
   
  Introduction 
   
  L: 0 gp; C: 100 gp; M: 0 gp 
   
  Encounter Three – The Wolf Pack:  
   
  L: 0 gp; C: 62 gp; M: 0 gp 
   
  Encounter Four – The Great Beast:  
   
  L: 0 gp; C: 83 gp; M: 0 gp 
   
  Encounter Seven – Back to Civilization:  
   
  L: 126 gp; C: 60 gp; M: 33 gp 
   
  Total Possible Treasure 
  L: 126 gp; C: 222 gp; M: 33 gp - Total: 450 gp 
   
  Special 
  Scar of the Hunter: The PC has been marked by 
  the Druids of the Fellreev as a worthy defender of 
  nature. This is shown by a long scar running down 
  the side of the PC’s neck. While the character has 
  this scar, he has one permanent influence point 
  with the Druids of the Fellreev. 
   
  This mark will also act as one skill rank of 
  Survival, only for the purposes of covering the skill 
  requirements needed for the first level of the 
  Druids of the North “Cub” level of the Bandit 
  Kingdoms Meta-org. This may potentially put the 
  PC up to a maximum of 5 skills ranks in Survival, 
  allowing the PC to join the Druids of the Fellreev at 
  1st level. This effective rank of Survival will not add 
  to the character’s skill checks, or benefit the PC in 
  any other way. 
   
  This scar will heal over time (one year from 
  the date of this cert’s issuance), or after the PC 
  has received +10 hit points of healing above the 
  character’s normal hit point maximum. Once the 
  scar is healed, if the PC does not meet the 
  requirements for the Druids of the Fellreev due to 
  his ranks in Survival, the PC may loose standing in 
  the organization – or may be completely rejected 
  from the Meta-org if the PC does not meet the 
  minimum requirements for even the Cub level of 
  the organization. 
   
  Write this on your AR as “Scar of the Hunter.” 
   
  Taint of Lake Aqal: The PC has meddled with the 
  strange magical waters of the great lake of the 
  Fellreev Forest. What effects this may have on the 
  PC are unknown at this time. However, its effects 
  may come up in a future Bandit Kingdoms event. 
   
  Write this on your AR as “Taint of Lake Aqal.” 
  
  BDKA5-02 Of Men & Beasts 
   
  Page 18 
  Appendix I –NPCs and Monsters
  Introduction 
  Squigley: male human Wiz2; CR 2; medium 
  humanoid (human); HD 2d4+2; hp 7; Init +0; 
  Spd 30 ft.; AC 10 (touch 10, flat-footed 10); 
  BA/G +0/-1; Atk -1 melee (1d4-1 [19-20/x2], 
  dagger) or +0 ranged (1d4-1 [19-20/x2], 
  dagger); SA spells; SQ familiar (not present); AL 
  NG; SV Fort +1, Ref +0, Will +1; Str 8, Dex 11, 
  Con 12, Int 13, Wis 9, Cha 10. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +4, 
  Knowledge (arcana) +9, Information Gathering 
  +2, Knowledge (geography) +2, Knowledge 
  (local – Iuz Metaregion) +6, Knowledge (nature) 
  +3, Profession (scholar) +2, Spellcraft +5; 
  Eschew Materials, Scribe Scroll, Skill Focus 
  (Knowledge [arcana]). 
   
  Possessions: backpack full of scroll tubes 
  and vials, dagger, spellbook. 
   
  Physical Description: This nervous-looking 
  human appears to be an out-of-place librarian. 
  His glasses constantly slip from the tip of his 
  nose, and he manages a backpack seemingly 
  full of notes and papers quite ineptly. 
   
  Spells Prepared (4/3; base DC = 11 + spell 
  level): 0—[dancing lights, detect magic (2), 
  prestidigitation]; 1st—identify, magic missile, 
  reduce person. 
   
  Spellbook: 0—all cantrips; 1st—comprehend 
  languages, identify, magic missile, reduce 
  person. 
   
  Captain Gossman (& Captain Harran): male 
  human Ftr3; CR 3; medium humanoid (human); 
  HD 3d10-3; hp 13; Init +1; Spd 30 ft.; AC 13 
  (touch 11, flat-footed 12) [Dex +1, armor +2]; 
  BA/G +3/+3; Atk +5 melee (1d6 [18-20/x2], 
  rapier) or +4 ranged (1d4 [19-20/x2], dagger); 
  AL N; SV Fort +2, Ref +2, Will +3; Str 10, Dex 
  13, Con 8, Int 9, Wis 11, Cha 12. 
   
  Skills and Feats: Bluff +3, Climb +2, 
  Intimidate +3, Jump +2, Profession (sailor) +2, 
  Swim +4, Tumble +4; Acrobatic, Dodge, Iron 
  Will, Persuasive, Weapon Focus (rapier). 
   
  Possessions: masterwork rapier, leather 
  armor, 3 daggers. 
   
  Physical Description: This haggard sailor 
  looks like a dirty swashbuckler down on his luck. 
  His rapier hangs at his side, and his stance 
  strikes you as a man sure of himself. 
   
  Crewmembers: male human Com1; CR 1/2; 
  medium humanoid (human); HD 1d4+1; hp 3; 
  Init +1; Spd 30 ft.; AC 12 (touch 10, flat-footed 
  12) [+2 leather armor]; BA/G +0/+0; Atk +1 
  melee (1d4+1 [19-20/x2], dagger) or +0 ranged 
  (1d4+1 [19-20/x2], dagger); AL NE; SV Fort +1, 
  Ref +0, Will +0; Str 13, Dex 11, Con 12, Int 9, 
  Wis 10, Cha 8. 
   
  Skills and Feats: Climb +2, Jump +2, Listen 
  +3, Profession (sailor) +1, Spot +4, Swim +2; 
  Alertness, Light Armor Proficiency. 
   
  Possessions: leather armor, 3 daggers. 
   
  Physical Description: This oily-looking sailor 
  has a number of wickedly curved daggers 
  shoved underneath his sash. Scars adorn his 
  face and arms. 
   
  Encounter One 
  Barrelle: male human (flan) Dru5; CR 6; 
  medium humanoid (human); HD 5d8+10; hp 32; 
  Init +0; Spd 40 ft.; AC 14 (touch 14, flat-footed 
  10) [+2 armor, +2 natural]; BA/G +3/+4; Atk +4 
  melee (1d4+1 [19-20/x2], dagger) or +3 ranged 
  (1d4+1 [19-20/x2], dagger); SA spells, wild 
  shape 1/day; SQ animal companion (leopard), 
  nature sense, resist nature’s lure, trackless step, 
  wild empathy, woodland stride; AL N; SV Fort 
  +6, Ref +1, Will +7; Str 13, Dex 10, Con 14, Int 
  12, Wis 16, Cha 8. 
   
  Skills and Feats: Concentration +10, Handle 
  Animal +4, Heal +8, Knowledge (nature) +11, 
  Listen +7, Spellcraft +2, Spot +7, Survival +15 
  (+17 above ground), Swim +5; Power Attack, 
  Self-Sufficient, Track. 
   
  Possessions: dagger, mistletoe. 
   
  Physical Description: This man is bare-
  chested and tall. He looks like someone who 
  has been lost in the woods for months. He 
  appears unarmed, but with the growl on his lips, 
  you get the impression he is far from helpless. 
   
  Spells Prepared (5/4/3/2; base DC = 13 + 
  spell level): 0—cure minor wounds (2), detect 
  magic, 
  light, 
  virtue; 
  1st—charm 
  animal, 
  entangle, jump, longstrider; 2nd—barkskin, bull’s 
  strength, 
  spider 
  climb; 
  3rd—call 
  lightning, 
  greater magic fang. 
  .  
  Active spells (the first 2 spells are already 
  worked into statistics): barkskin, longstrider, 
  greater magic fang, spider climb. 
   
   
   
  Encounter Seven – Back to Civilization 
  Meriden Greymare, ‘priest’ of Iuz: male 
  human Ari2; CR 1; medium humanoid (human); 
  HD 2d8-2; hp 7; Init +4; Spd 20 ft.; AC 17 (touch 
  10, flat-footed 17) [+7 armor]; BA/G +1/+2; Atk 
  +4 melee (2d6+1 [19-20/x2], greatsword) or +1 
  
  BDKA5-02 Of Men & Beasts 
   
  Page 19 
  ranged (1d4+1 [19-20/x2], dagger); AL CE; SV 
  Fort -1, Ref +0, Will +2; Str 12, Dex 11, Con 9, 
  Int 10, Wis 8, Cha 13. 
   
  Skills and Feats: Bluff +6, Diplomacy +5, 
  Disguise 
  +1 
  (+3 
  in 
  character), 
  Gather 
  Information 
  +3, 
  Intimidate 
  +7, 
  Knowledge 
  (religion) +4, Listen +1, Sense Motive +3, Spot 
  +1; 
  Improved 
  Initiative, 
  Weapon 
  Focus 
  (greatsword). 
   
  Possessions: 
  dagger, 
  masterwork 
  greatsword, half-plate, holy symbol of Iuz, potion 
  of bull strength, 2 potions of cure light wounds, 4 
  gems (50 gp each)., pouch with 75 gp 
   
  Physical Description: This bald human 
  seems out of place in his half plate armor. The 
  suit seems a few sizes too large for his body. He 
  glares with a hatred born of haughty arrogance. 
   
  Gruuk: male orc Ftr1; CR 1; medium humanoid 
  (orc); HD 1d10+4; hp 10; Init +0; Spd 20 ft.; AC 
  16 (touch 10, flat-footed 16) [+6 armor]; BA/G 
  +1/+4; Atk +5 melee (2d4+4 [18-20/x2], falchion) 
  or +1 ranged (1d6+4, javelin); SQ Darkvision 60 
  ft., light sensitivity; AL CE; SV Fort +4, Ref +0, 
  Will +1; Str 17, Dex 10, Con 14, Int 10, Wis 13, 
  Cha 6. 
   
  Skills and Feats: Intimidate +2, Jump +7; 
  Toughness, Weapon Focus (falchion), pouch 
  with 25 gp. 
   
  Possessions: falchion, 4 javelins, splint mail. 
   
  Physical Description: This hulking brute of 
  an orc is clad in heavy splint mail. His lower 
  tusks point in awkward angles, giving the 
  impression of a dim mind. However, his eyes 
  sparkle with an unexpected intelligence. The 
  large falchion sword slung over his shoulder 
  leaves little doubt of his martial prowess. 
   
  Jorelie: male human Wlk1; CR 1; medium 
  humanoid (human); HD 1d6; hp 3; Init +2; Spd 
  30 ft.; AC 16 (touch 12, flat-footed 14) [+2 Dex, 
  +4 armor]; BA/G +0/-1; Atk +1 melee (1d8+1 
  [x3], spear) or +2 ranged (1d10 [19-20/x2], 
  heavy 
  crossbow) 
  or 
  +2 
  ranged 
  touch 
  (1d6+sickening, eldritch blast); SA eldritch blast, 
  invocations; AL CE; SV Fort +0, Ref +2, Will +3; 
  Str 12, Dex 15, Con 10, Int 8, Wis 13, Cha 14. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +1, 
  Knowledge (arcane) +1, Knowledge (religion) 
  +1, Spellcraft +2; Point Blank Shot, Precise 
  Shot. 
   
  Eldritch Blast (Sp): A warlock attacks his 
  foes with eldritch power, using baleful magical 
  energy to deal damage and sometimes impart 
  other debilitating effects. He may use this spell-
  like ability at will. 
   
  An eldritch blast is a ray with a range of 60 
  feet. It is a ranged touch attack that affects a 
  single target, allowing no saving throw. An 
  eldritch blast deals 1d6 and is equivalent of a 1st 
  level spell. 
   
  An eldritch blast deals half damage to 
  objects. 
   
  Invocations (Sp): A warlock does not 
  prepare or cast spells as other wielders of 
  arcane magic do. Instead, he possesses a 
  repertoire of attacks, defenses, and abilities 
  known as invocations that require him to focus 
  the wild energy that suffuses his soul. A warlock 
  can use any invocations he knows at will, with 
  the following qualifications: 
   
  A 
  warlock’s 
  invocations 
  are 
  spell-like 
  abilities; using an invocation is therefore a 
  standard action that provokes an attack of 
  opportunity. An invocation can be disrupted, just 
  as a spell can be ruined during casting. A 
  warlock is entitled to a Concentration check to 
  use successfully an invocation if he is hit by an 
  attack while invoking, just as a spellcaster would 
  be. A warlock can choose to use an invocation 
  defensively, 
  by 
  making 
  a 
  successful 
  Concentration check, to avoid provoking attacks 
  of opportunity. A warlock’s caster level with his 
  invocations is equal to his warlock level. 
   
  Finally, unlike other spell-like abilities, 
  invocations are subject to arcane spell failure 
  chance as a wizard, except for when wearing 
  light armor. Because the somatic components 
  required for warlock invocations are relatively 
  simple, a warlock can use any of his invocations 
  while wearing light armor without incurring the 
  normal 
  arcane 
  spell 
  failure 
  chance 
  (all 
  invocations, 
  including 
  eldritch 
  blast, 
  have 
  somatic components). 
   
  Sickening Blast (Sp): This invocation 
  enhances the warlock’s normal eldritch blast. 
  Any creature struck by a sickening blast must 
  make a Fortitude save DC 13 or become 
  sickened for 1 minute. A sickened creature 
  struck by a second sickening blast is not 
  affected by the sickening aspect of the blast, but 
  still takes the damage normally. 
   
  Possessions: 
  heavy 
  crossbow, 
  spear, 
  masterwork chain shirt, pouch with 60 gp. 
   
  Physical Description: This human seems 
  unremarkable in his chain shirt and spear – if 
  not for the chill down your spine from his gaze. 
   
  
  <Title> 
   
  Page 20 
   
  DM Aid #1 
   
   
   
  - The Artonsamay River, approaching Lake Aqal 
   
  
  <Title> 
   
  Page 21 
   
  DM Aid #2 
   
   
   
  - The Wolf’s Den 
  
  <Title> 
   
  Page 22 
   
  DM Aid #3 
   
   
   
  - Battle on the River! 
   
  Notes: The PCs’ boat is the small of the two boats. The opposing ship’s crow’s nest is in the center of the 
  larger ship (giving cover to whoever is in it). The benches allow for rowers when the sails will not provide 
  the ships enough movement. For more information, see the Ship Environment section of Encounter 
  Seven – Back to Civilization. 
   
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Bandit Kingdoms/595/Intro mods/BDKA5-02 - Of Men and Beasts/BDKA5-02 - Of Men and Beasts.pdf