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. 
   
  PER4−07 
   
   
   
   
   
  A Nation Mocked 
  Part 1 − “Tonder Flosh” 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Perrenland Regional Adventure 
  Version 1.0 
   
   
   
  by Patrick Williamson and James Dempsey 
   
   
  On the borders of the Vesve in the Kershane Pass, the fight begins to drive the evil out of the great forest and to restore 
  Highfolk, a nation mocked by an enemy that will not show its hand. Part one of the “A Nation Mocked” series. An 
  adventure designed for Average Party Levels 2 to 12. 
  
  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. 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.  
   
  PER4-07 A Nation Mocked 
   
  Page 2 
  
  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, ant then have any 
  players without a character create on. Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the 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. 
  # 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. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are 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 Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  Perrenland. Characters native to Perrenland 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 
  PER4-07 A Nation Mocked 
   
  Page 3 
  
  Adventure Background 
  A Nation Mocked is the beginning of a new major plot 
  arc for Perrenland. In the finale of the Voormann’s 
  Daughter series, “Regicide”, Perrenland broke its 
  isolationist policy and tore up the non-aggression pact 
  with Iuz. Now the new Voormann, Orgus Bildgear, is 
  determined to secure Perrenland’s borders.  
   
  In Bildgear’s mind the best way to facilitate this is to 
  drive back the suspected Iuzian sponsored evil in the 
  Vesve and to restore the nation of Highfolk to it’s 
  original territory, thus creating a buffer zone of sorts. 
  Mustering two large armies, one of 6,000 soldiers in the 
  Kershane (pass called the 1
  st Armie); and the other in 
  Sepia uplands with 4000 soldiers (called the 2
  nd Armie), 
  Bildgear intends to make a dual thrust into the Vesve to 
  secure several key strategic features.  
        This scenario will cover the destruction of the 1
  st 
  Armie by superior forces in the Kershane pass (on the 
  border of Perrenland and the Vesve). This will bring 
  about a national crisis that will be focus of the next two 
  years of Perrenland’s core plotline. 
   
  This scenario is basically an “escape and survive” 
  scenario. By the end, PCs will gain sure knowledge that 
  Perrenland has been led into a trap with its eyes wide 
  open. With a significant portion of Perrenland’s army in 
  tatters, PCs will learn that whilst focused on the east the 
  old nemesis of Perrenland, Iggwilv the mother of Iuz, has 
  invaded the Mounds of Dawn and is threatening 
  Schwartzenbruin itself.  
   
  Adventure Summary  
  The PCs find themselves part of the deployment of 
  troops and patriots on the border of the Vesve in the 
  Kershane pass. They have arrived at rear of the 1
  st Armie. 
  In the opening encounter they get the latest information 
  and news from the front a few miles ahead. 
   
  In Encounter One the PCs find that they have been 
  assigned to a reconnaissance company (called “Madriga’s 
  Jaegers”) under the command of a female paladin of Pelor 
  called Madriga. 
   
  In Encounter Two the PCs find themselves heading 
  north as part of a reconnaissance mission commanded by 
  Madriga. This carries the PCs to the northern flank of the 
  main lines, and to the hastily constructed Fort 
  Schwartzen. 
  Here, 
  they 
  learn 
  some 
  important 
  information. 
   
  In Encounter Three the PCs are scouting for the 
  location of the Ford and the Perrender northern flank. 
  They arrive overlooking the Ford of Nestor. Here, they 
  encounter the “White Eye” Bugbear brigade. The “White 
  Eyes” have destroyed the strong force of Perrender troops 
  (the northern flank) sent to secure The Ford. The flank of 
  the unsuspecting 1
  st Armie at the Bridge of Nestor, some 
  8 miles away, is now wide open to surprise attack! 
  Without some kind of advance warning it will be a 
  slaughter! 
   
  In Encounter Four the PCs need to make their way 
  to Fort Schwartzen. With pursuit never far behind, they 
  arrive at the Fort and must defeat the White Eyes that 
  have overrun it. Here they rescue Safia and learn more 
  important information. 
   
  In Encounter Five the PCs arrive at the front lines 
  and deliver their findings to the hard pressed 1
  st Armie. If 
  they arrive early the army can start retreating and losses 
  will be reduced. 
   
  In Encounter Six Madriga reappears with dire 
  warnings about a company of Vrocks. At this point all 
  hell breaks loose as these Vrocks descend upon the 
  command pavilion and the PCs. The PCs also have an 
  opportunity to alter the Perrenland plot line by rescuing 
  the commander of 1
  st Armie, VanOostl, or they can leave 
  him to die. 
   
  In Encounter Seven the PCs who should have 
  escaped from the Vrocks now must rescue the battle 
  standard of the 1
  st Armie and are tasked with taking it to 
  Forgardt. 
   
  In the Conclusion the PCs arrive back at the rear 
  supply garrison of Forgardt. Here they pass on their sad 
  news and learn that the witch, Iggwilv, has invaded the 
  Mounds of Dawn and is threatening Schwartzenbruin! 
  Perrenland is, unfortunately, a nation mocked! 
   
  Rough Timeline (if relevant) 
  Day 0: 
  � 1
  st Armie pushes out into the Vesve for the Nestor 
  river 
  Day 1: 
  � 1
  st Armie secures Bridge of Nestor, Fort Schwartzen 
  established, Gutherie’s group reaches the Ford, 
  Gutherie’s group attacked. 
  Day 2: 
  � 8:00am – Gutherie’s armie-group defeated. 
  � 10:40am – PCs arrive at Ford. 
  � 11:00am – Fort Schwartzen attacked by White-eyes 
  � 12:00pm – Fight at Fort Schwartzen finished, main 
  force begins to move towards the bridge 
  � 12:00pm – Initial Iuzian attacks at the Bridge 
  � 1:00pm – PCs expected to arrive at Fort Schwartzen 
  by foot (Encounter 4). 
  � 2:30pm – Advance elements of the White eyes attack 
  at Katz creek 
  � 4:00pm – PCs expected to arrive at bridge. 
  � 4:20pm – Vrock arrive at bridge. 
  PER4-07 A Nation Mocked 
   
  Page 4 
  
  DM’s Preparation 
  Before You Begin Play 
  It is important for the DM to now ascertain if any PCs 
  have a rank of Auchrotter (NCO) or higher in the 
  Auszug, Landwehr or Pax. This is important both as it 
  will determine how the PCs are treated (saluted and 
  orders obeyed) on the field of battle.  In addition, any PCs 
  with a strong aura of good, especially members of the Old 
  Kerk or Grove and other Paladins and clerics of 5
  th level 
  or higher (as per the rules governing the detect good 
  spell) will also be subject to this ruling.  Troops will ask 
  for their blessing or call out benedictions.   
        Finally, any Bard of the Voice will be asked for 
  inspiration and treated with the highest levels of 
  deference and respect.  It is also important to remember 
  that any PC with a level of 8th or higher is quite a well-
  recognised figure in Perrenland – the higher the level the 
  greater the recognition factor.  Groups of troops and 
  individual officers will instantly recognise such 
  individuals, and the PCs may find that their name is 
  called out in salutations during general play. 
   
  For example, “Kavos…Kavos of Kord is with us!” 
   
  Things like that.  The PCs at these levels are literally 
  beginning to become folk heroes! 
   
  IMPORTANT 
  DMs 
  NOTE 
  RE- 
  DIVINATION 
  MAGIC: At some stage, the PCs may decide to cast some 
  form of divination magic.  The Nation Mocked series will 
  be introducing the following effect into Perrenland 
  regional scenarios.  The following divination spells will 
  no longer function correctly in a Perrenland regional 
  scenario.  They can still be cast but the follow effects 
  occur instead: 
        Speak with dead: The corpse lets out a deep groan and 
  says the following “your doom is at hand mortal” and 
  then implodes and turns to dust. 
        Divination: Works normally within a sanctified 
  temple of the caster’s god.  Otherwise it causes the caster 
  to suffer from a blinding headache and 1d4 points of 
  temporary wisdom loss (recovered at the rate of 1 point 
  per minute). 
        Sending  Works normally if sent from the sanctified 
  temple of the caster’s god to another temple of the 
  caster’s god.  Otherwise it instead delivers a Sonic Burst 
  spell instead of a message. 
  :
   
   
        Commune with Nature: Works normally if cast from a 
  Grove or similar natural holy place sacred to the PC. 
  Otherwise the PC receives the effects of a Doom spell 
  cast at 9
  th level and an overwhelming feeling that the land 
  is being blighted. 
        Dream: The PC suffers the effects of Nightmare at 
  their caster level. 
        Commune: Works normally within a sanctified 
  temple of the caster’s god.  Otherwise it causes the caster 
  to suffer from a blinding headache and 1d4 points of 
  temporary wisdom loss (recovered at the rate of 1 point 
  per minute). 
        Scrying and Scrying, Greater: The PC’s sensor ends up 
  in an unexpected place, the Scryer’s Hall in Dorakka.  
  Instead of seeing what they thought they would see they 
  instead see the following. 
  Your view is of a large flame lit cavern. Seated in a 
  semi-circle must be upwards of two-dozen Clerics of 
  Iuz, within the circle sits a further four clerics.  Your 
  sensor is directly above the centre of the four.  They 
  are looking directly at you.  One of them begins 
  casting a spell and you instantly recognise it as a 
  summoning spell.  What do you do? 
  If the PCs fail to dismiss their scrying spell they are 
  subject to the following effect. 
   
        APL 2: Summon Monster II (Fiendish monstrous 
  spider, Medium). 
        APL 4: Summon Monster IV (Howler). 
        APL 6: Summon Monster VI (Fiendish monstrous 
  spider, Huge). 
        APL 8: Summon Monster VII (Fiendish Girallon). 
        APL 10: Summon Monster VIII (Vrock) 
        APL 12: Summon Monster IX (Hezrou) 
   
  The PCs get no XP for this encounter as they could have 
  avoided it.  The Summoned Monster will stay for APL + 2 
  rounds. 
        Contact other plane: Works normally within a 
  sanctified temple of the caster’s god.  Otherwise it causes 
  the caster to suffer from a blinding headache and 1d4 
  points of temporary wisdom loss (recovered at the rate of 
  1 point per turn).   
        Whispering Wind: The spell causes a loud farting 
  sound when it reaches its destination, and the air is filled 
  with quite a horrid stench in a 20ft radius.  Its message is 
  lost. 
   
  Introduction 
  Give players Player Handout #1. Give them a minute to 
  read it, then begin by reading or paraphrasing the 
  following box text: 
   
  The small Roodberg fortress of Forgardt rests upon a 
  cleared hill overlooking the wall of trees that is the 
  Vesve Forest. Less than a mile away, the largest 
  PER4-07 A Nation Mocked 
   
  Page 5 
  
  remaining forest in the Flanaess hardly looks like its 
  reputation suggests, full of darkness and evil. It looks 
  quite tranquil with the bright autumn sun dappling 
  the ground around ancient sprawling oaks and elms. 
   
  Below you in the courtyard of the fortress, and 
  sprawled around the base of the outer walls, are 
  hundreds of wagons and picketed mules. Forgardt is 
  the headquarters of the 1
  st Armie and from here 
  supplies and information head to and from the front. 
  You know that some five miles away, spread over a 
  large front, the bulk of the army is slowly probing its 
  way into the forest, looking to make contact with the 
  enemy that is rumoured to be there. 
   
  You find that you have been assigned to a small 
  irregular unit of less than one hundred, called 
  Madriga’s Jaegers (or “hunters”). The officer who first 
  assigned you to the unit mentioned that those with 
  special skill were being put to good use in some 
  irregular outfits. 
   
  Having been shown your tents, and still waiting 
  to be briefed, you find yourselves off duty with some 
  time to kill. At least the food may be better here! The 
  smell of sausages and fried onions cooking in the 
  camp kitchen just over yonder is enough to get your 
  mouths watering. 
   
  This is a good opportunity for the PCs to get some food 
  and do some role-playing (ie. gather information). 
   
  At The Camp Kitchen 
  As you arrive, you see a short waiting line of men and 
  women being served by a couple of happy-go-lucky 
  cooks. It looks like you have arrived just before the 
  main rush. You line up behind two officers from the 
  5
  th Auszugen. They are having a rather heated, though 
  well suppressed, argument. One of them you hear 
  quite clearly: 
   
  “I tell you we are moving too fast! We have not 
  yet linked up with any of the elements of the 2
  nd 
   
   
   
  Armie, so the gods only know what is to the north of
  our flank! Why they put Gutherie in command of the 
  left flank is beyond me!” 
  The other officer quickly replies. 
  “Shhh Gavyan! This is not the time or the place to 
  continue this conversation!” 
   
  After they get their snag and onion sandwich 
  they quickly head back over to the main command 
  tower where all the top brass have their quarters. 
  The cooks will serve the PCs their sausages and onion 
  sandwich at this stage. They are typically jovial and will 
  exchange banter for banter, but they know nothing of 
  real import. A large number of mixed officers and troops 
  are lounging around on the ground or on crates around 
  the camp kitchen. Let PCs mingle if they wish, but don’t 
  take more than 10 minutes play time. 
   
  PCs who have cast a hero’s feast: These PCs will probably 
  not be all that hungry.  In which case make it their turn 
  in the duty roster to be serving the troops at the camp 
  kitchen thus giving them an opportunity to participate in 
  the role-playing. 
   
  Mingling Around the Camp Kitchen 
  As you enjoy the warmth of the sun and the delicious 
  taste of your snag sandwich you are amongst many 
  troops. Now may be a good time to start a 
  conversation. 
   
  The PCs can, with either good role-playing or Gather 
  Information checks (DC 15), find out the following tid-
  bits of information. 
   
  � That the main army has moved further forward - 
  faster than expected - and is more like seven miles 
  ahead, and is holding at a place called the “Bridge of 
  Nestor”. This was one of the early objectives of the 
  offensive, allowing the establishment of a solid 
  defensive line and strong point. 
  � That the commander of 1
  st Armie, VanOostl, will be 
  moving in the morning to the front line. Forgardt 
  (where the PCs are currently at) is to become a 
  reserve supply station and fall back position. 
  � That forward elements of the new 8
  th Kershane 
  Auszugen have encountered sizable formations of 
  goblinoids heading towards our front, and have 
  apparently been conducting a skirmish style of 
  warfare with them as they fall back to the main lines. 
  These goblinoids are flying blood red flags with no 
  other symbol. 
  � That a full Fahnlein (120 troops) of the 6
  th Auszug 
  has been badly bloodied in an ambush but have 
  managed to take prisoners, some of them human but 
  most of them orc. 
  � That the baggage drivers are concerned with the 
  state of the road back up the Kershane pass. As it has 
  been torn to shreds by the movement of so many 
  troops over the last few weeks. Supplies and 
  reinforcements are going to be slow to arrive. 
  � That the Voormann has sent one of his own personal 
  aides to keep an eye on how events unfold. 
   
  Development:  Once the PCs have learned all they can 
  one of the members of their unit an NCO locates them 
  and summons them to Madriga’s command tent. 
   
  Go to encounter 1. 
   
  PER4-07 A Nation Mocked 
   
  Page 6 
  
  Encounter One 
  Madriga’s Jaegers 
  The PCs tents are located some distance apart from the 
  rest of the units stationed in or around the fortress. 
  Madriga’s tent sits some distance away again. 
   
  The NCO takes you directly to your commander’s 
  tent. With a quick nod of his head he indicates for 
  you all to enter. Once inside the tent you see that 
  your commander is seated behind a trestle table 
  covered in books and maps. She looks up as you enter. 
   
  This is Madriga, a close advisor of Voormann Bildgear 
  himself. She has been assigned to the 1
  st Armie to use her 
  unique skills and background to aid the offensive against 
  Iuz. Madriga was featured in name only in the scenario 
  PER4-05 “Regicide”, where she was introduced as a new 
  advisor to Orgus Bildgear. Madriga was, for many years, a 
  spy and assassin in the service of Iuz. Undergoing a 
  magically enforced alignment change in a misadventure 
  into a temple of Pelor, she now serves the great god Pelor 
  as a paladin dedicated to ridding the world of her former 
  master’s evil. 
   
  “Ah, good folk! Thank you for coming! Please be at 
  ease. I am Madriga, your commander of sorts I 
  suppose, although that sits ill with me. As you no 
  doubt understand this is an irregular unit assigned to 
  1
  st Armie. In their wisdom the commanders of the 
  Armie have decided to call us “Madriga’s Jaegers”, not 
  an entirely inaccurate name, as we will be hunting n
  a way … hunting the location of the enemy! 
  i  
   
   
  f
   
  I have need o  people who have special skills and 
  you have been recognised as just the sort I require. 
  My duties demand that I only pick those who are 
  willing to undertake rather unorthodox missions. Let 
  me stress that I need heroes, but those heroes will 
  need to know when to run and when to fight.  
   
  I know some of you would rather be with your 
  regular units. No doubt others amongst you have 
  little love for military duties of any kind. Times and 
  troubles bend us all to their will, and Pelor in his 
  greatness has us here to serve as best we can. First, 
  however, let me answer your questions if I can.” 
        DMs Note: It is going to be nearly impossible to cover 
  all the sorts of questions PCs could throw up at this stage. 
  If a question goes beyond the scope of the adventure 
  information it would be best to role-play it out that 
  Madriga either gives them a vague reply or bluntly say’s 
  that it is privileged information. 
   
  Information On Madriga Herself 
  For those suspicious types, both Madriga and her rapier 
  radiate a strong aura of goodness and lawfulness. 
   
  She has a blazing sunburst symbol of Pelor over her 
  left breast and the design of the hilt on her rapier is also a 
  sunburst. 
   
  She has a golden holy symbol of Pelor worked in 
  relief against the bronze holy symbols of the Old Kerk. 
   
  A Spot check (DC 15) reveals several books that 
  appear to be arcane studies, possibly spell books on a 
  bench behind her. 
   
  A Spot check (DC 25) reveals a small medallion of a 
  bear with knotted rope with a sapphire insert just tucked 
  under her leather vest. A Knowledge (local) DC 20 or 
  Knowledge (history) DC 18 or Knowledge (arcana) DC 
  15 will recognise this as the medallion of a mid-high 
  ranking member Perrenland’s Den Zauber guild, a guild 
  of arcane spell casters in the service of the Voormann. 
   
  Information On The Unit If the PCs Enquire 
  The unit she has been assigned to put together is under 
  the nominal command of the 1
  st Armie.  
   
  The unit has been tasked with scouting and 
  reconnaissance duties to gather intelligence on enemy 
  troop activity. 
   
  The unit is required to operate without identifying 
  insignia and members are to keep their mouths shut at all 
  times concerning unit activities - loose lips sink ships. All 
  troops will be out of uniform. If absolutely required to 
  identify yourselves, please simply refer to yourself and 
  the unit as “Null”. This will go some way to securing 
  discretion amongst other troops. 
   
  At times the unit will be broken down into small 
  teams so that it can gather information over a large area. 
   
  The Secret Password (all PCs are told this) 
  All units of 1st Armie are using the following identifying 
  technique. If unsure of one another the challenge issued 
  will be “Tonder” and the reply must be “Flosh”. 
   
  Current Mission 
  The unit is to leave just before first light and head north. 
  More information will be forth coming once we are 
  moving. 
   
  Supplies, Horses etc 
  Those with mounts are welcome to bring them although 
  at times they may need to dismount. Supplies can be 
  requisitioned from the quartermaster up to the value of 
  150gp of standard players handbook equipment. Horses 
  will be loaned to the PCs but should be returned 
  afterwards (not that this will happen) but the principle 
  should still be seen to apply. 
   
  PER4-07 A Nation Mocked 
   
  Page 7 
  
  Creatures: 
  � Madriga: female human (flan) Rog2, Wiz7, Pal2, Ass1, 
  hp 60. (See Appendix One). 
   
  If any PCs openly reject the mission they are free to leave 
  the table but miss the rest of this adventure. Do try and 
  coax such PCs as much as possible to run with the plot 
  hook. 
   
  Give the PCs the rest of the afternoon to secure 
  equipment and prepare. If this is a home play game then 
  feel free to add in other normal NPCs like the 
  quartermaster (Weibel) or if the PCs have asked for 
  horses then the horse master (Horsritter). In convention 
  play avoid drawing out this encounter. 
   
  At this stage head to Encounter Two. 
   
  Encounter Two 
  Fort Schwartzen 
  In Encounter Two the PCs find themselves a part of 
  Madriga’s Jaegers who are heading north on a 
  reconnaissance mission. This carries the PCs to the 
  northern flank of the main lines of the 1
  st Armie located 
  roughly northeast along the line of the River Nestor (see 
  DMs map). Specifically, the PCs are heading towards the 
  feature called the Ford of Nestor. On the way they 
  encounter some Landwehr troops that have been left to 
  hold a position they have called “Fort Schwartzen”. Here 
  they can learn some information before proceeding to 
  the ford itself. 
   
  It is almost dawn as your unit of about 100 specialists 
  heads out of the camp. Your fellow troops have the 
  look of seasoned troops, all their gear is high quality 
  but very practical, some no doubt have magical 
  equipment. For the most part they are silent and 
  scowl at any conversation.  
   
  For about an hour you hustle in relative silence, 
  before Madriga calls a halt and gathers everyone 
  around for a briefing. She says the following: 
   
  “The area to the north of the main force is being 
  held by elements of the 5
  th Auszugen, supported by 
  elements of the Schwartzenbruin cantonal Landwehr. 
  Reports to hand indicate that there is a ford across the 
  River Nestor somewhere 4-5 miles north east of our 
  current location. The Nestor is basically the border of 
  Perrenland and it will serve us well as a defensive line 
  if we can secure both the bridge of Nestor and the 
  ford of Nestor. The 5
  th 
   
   
   
   
    
   
   
   
   
   
  were assigned with securing it, 
  but we have had no report from their sector since 
  they established a defensive position and began 
  pushing on to the ford, although we have sent several 
  messages to them.  
   
  We will therefore be approaching with the 
  expectation that they may have run into a problem. 
  Reports we have to hand seem to indicate that the 
  main counter thrust against us will occur at the 
  Bridge. I find this far too suspicious and I feel that 
  the main thrust may be directed at the ford. We go to 
  investigate. Are there any questions? 
  The PCs can ask what they will. Again, it is impossible to 
  predict what they will ask but here are some of the 
  answers to the most typical questions they may ask: 
   
  How big was the force sent to secure the ford? 
        “About 500 from the 5
  th plus around 800 Landwehr 
  from Schwartzenbruin. 
  Who is in command of this force? 
        “The Pfalzgraf of the Roodberg clan Gutherie 
  Roodberg, these are his lands and he has much to 
  lose, so although not a proven tactician he is a good 
  choice. He has hunted for years in these parts and 
  knows the lay of the land better than most. His 
  second in command Irgan Hallt is a good officer by 
  all accounts.” 
  How long has it been since a report came in from this 
  sector? 
        “More than a day now and that stated that they 
  had constructed a defendable fall back position as 
  ordered about two miles from the supposed position 
  of the ford, and would be leaving 50 men to garrison 
  it before pushing on to the ford in the morning 
  (yesterday morning).”  
  What is the area of the ford like? 
      “I am told that it is a heavily forested hilly part of 
  the river where for a time it levels out before going 
  through a small set of rapids to the south. It is said 
  that the ford itself is perhaps 60ft across and maybe 
  150 ft feet wide and that a man can cross with the 
  water no higher than his knees over a pebbly bottom.”
  Any other questions the PCs may have, should be 
  answered from the available material as best you can. It is 
  OK for Madriga to give replies like: 
   
  “That I do not know.”
   
  or 
  “Let us hope that lord Pelor knows the answer to that 
  and will guide us despite our ignorance.” 
  Once the PCs are satisfied continue… 
  PER4-07 A Nation Mocked 
   
  Page 8 
  
   
   
   
  Madriga then splits your company up into teams, and 
  gives you orders to spread out. For the next two hours 
  you make a windy path towards your objective. The 
  land is, at times, quite steep and you traverse several 
  rises, and through several troughs in the land. The 
  trees are growing larger and thicker as you move 
  deeper into the true Vesve forest. Your team has been 
  assigned to the left flank, and the valley you are all 
  heading down is beginning to rise. Suddenly, from 
  out of the trees directly ahead of you, a voice calls out 
  a challenge in Stamtaal (Perrender common): 
  “Tonder!” 
  The company has arrived at the garrison left by Gutherie 
  to defend this fall-back position. Around fifty men from 
  the Schwartzenbruin canton Landwehr defend and patrol 
  this area. A Rotte (10) of these troops are out some 500ft 
  from Fort Schwartzen and have spotted the PCs. They 
  have longbows are well hidden (Spot DC 25), have cover, 
  and have called the official password challenge. At this 
  stage the PCs need to reply with “Flosh”. If they do not, 
  the challenge will be made one more time, a failed reply 
  will cause a volley of arrows to be fired over the PCs from 
  their left flank. Let one volley be fired before an NPC 
  trooper from the PCs unit calls out “Flosh” causing the 
  hidden archers to stop. 
   
  Once  “Flosh” has been spoken aloud, the PCs see the 
  following: 
   
  After the proper reply has been made, a man steps out 
  from cover onto the trail behind you. He pul s back 
  his obv ously elven cloak and raises his hand in 
  greetings and peace. He has a long-composite bow in 
  his hand, a longsword at his hip and is dressed in 
  leather armor. He is middle aged and obviously flan 
  with his olive skin and dark eyes. He says, “Greetings! 
  I am Auchrotter Raolf Bruinsvagger of the 3
  l
  i
   
   
  i
   
   
  i
   
  rd
  DritteRotte 1
  st Schwarter. What company is this I see 
  arriving in our sector? 
        DMs Note: PCs can attempt to spot the rest of his 
  troops – they still require a Spot check DC 25. A 
  successful result will reveal that there are maybe a dozen 
  well-hidden archers who have a line of sight on the PCs. 
   
  Auchrotter (sergeant) Raolf is still suspicious of the 
  PCs. He knows that many humans have found their way 
  into the service of Iuz. He is a seasoned campaigner and 
  will quickly work out the make-up of the PCs from their 
  equipment and gear. He will not call up the rest of his 
  Rotte and they will remain in place if he takes the PCs to 
  the fort. 
   
        Development: PCs should remember that their 
  mission is clandestine and their unit ID is to be kept 
  secret. If they do mention what their mission is, or use 
  the “Null” identifier, then Encounter Four will be more 
  difficult. This is because the fort is set to fall to the enemy 
  and under interrogation their subsequent prisoners 
  reveal valuable information about the PCs and Madriga’s 
  company, allowing the bugbears to set a better trap as a 
  result. PCs who use fake identities or identities from real 
  units they are in are doing well and will get the result 
  they are after, acceptance. Play this out as you feel fit, but 
  don’t try too hard to trap the PCs into making a mistake. 
   
  Once Auchrotter Raolf is happy with the PC’s replies 
  he will offer to lead them to Fort Schwartzen. He will not 
  offer to reveal any other information saying that he is not 
  at liberty to discuss anything with the PCs. 
        If the PCs are hesitant to go to the fort, then Madriga 
  will accept the offer when she joins them presently. 
   
  Read the following  
   
  Soon you are joined by Madriga and the rest of the 
  company and are led to a quite well camouflaged (but 
  roughly constructed) fort of sorts. It is made of a few 
  downed trees per side, cleverly arranged and 
  supported with earth banking to prov de very 
  effective cover. The fort is protected by a 60ft natural 
  rise up the hill, and its archers overlook the most 
  logical way to traverse this area. You all overhear the 
  commander of the garrison talking to Madriga at the 
  gate. 
   
  “Welcome to Fort Schwartzen commander. Did 
  you not get our messages? Two were sent yesterday as 
  per orders. The 5
  th have secured the ford after a brief 
  skirmish with some Orcs who where there before 
  them. No other messages have come through to us 
  from them, but I expect one to come through soon, 
  it’s been more than half a day.”  At this stage Madriga 
  leans down closer to the commander and you lose you 
  ability to hear the conversation. 
        DMs Note: A PC who makes a Listen check DC 20, or 
  uses clairaudience or some other magical means to listen 
  will hear her telling the commander that she will be 
  pushing on to the ford. She advises him that if he has not 
  heard from her or Gutherie’s troops by 3pm (6 hours 
  away) to pack up and get back to Forgardt. This is an 
  order, not a suggestion. 
        DMs note: Fort Schwartzen is position 6 on Map #1. 
   
  Continue… 
   
  As Madriga is hav ng her quiet conversation, a young 
  female guard from the fort wanders over to where you 
  all are and looks you up and down. She is quite pretty, 
  PER4-07 A Nation Mocked 
   
  Page 9 
  
  with big green eyes. She beams friendly smiles as she 
  hands you all water skins. Then she says: 
  “So what unit are you with then?” 
   
   
   
  l
   
   
   
   
   
        Development: PCs should remember that their 
  mission is clandestine and their unit ID is to be kept 
  secret. If they do mention that what their mission is, or 
  use the “Null” identifier, then Encounter 4 will be more 
  difficult. This is because the fort is set to fall to the enemy 
  and under interrogation their subsequent prisoners 
  reveal valuable information about the PC and Madriga’s 
  company allowing the bugbears to set a better trap as a 
  result. PCs who use fake identities or identities from real 
  units they are in are doing well and will get the result 
  they are after, acceptance. Play this out as you feel fit, but 
  don’t try too hard to trap the PCs into making a mistake. 
   
  PCs can of course question the guard as well. 
   
  Safia is a chatterbox and, once prompted, she pours 
  out the following before taking a breath: 
   
  My name Safia Bruinsrelf, and I am from the city of 
  Schwartzenbruin, and this is my first posting and it is 
  all very exciting but a bit scary. I‘m 17 and the best 
  shot in my unit with the longbow. All the rest of the 
  troop went forward to the ford yesterday and had a 
  fight with some Orcs but drove them off suffering 
  only a few wounded who were quickly cared for. My 
  eldest brother is the Commander of the contingent of 
  Schwartzenbruin Landwehr that went forward, his 
  name is Bernin. If you see him make sure you tel  him 
  for me that he is to be careful and please remind him 
  to change his socks once a day so that his feet don’t 
  get rot, like da told us. 
  She knows little else of import, but play it out as you see 
  fit. Once the PCs wrap up their conversation they see the 
  following: 
   
  Madriga takes aside five men of your company, says a 
  few words, and within moments they are speeding 
  back the way you have come. Giving the Commander 
  of the fort a quick salute, she turns to you all and says: 
  “We go forward and we go quickly! Leave behind 
  anything that could slow you down!”
  With that, she and the rest of the company begin 
  to hustle forward. 
  Proceed to Encounter Three. 
   
   
  Encounter Three  
  The Ford of Nestor 
  Madriga will drive a fierce pace for the next hour - 
  making double time to the ford. As this is the second 
  hour of hustle this day, the PCs will each take one point 
  of non-lethal damage, and suffer the effects of fatigue (see 
  page 163 of the Players Handbook). Note that the PCs 
  can avoid being fatigued by using horses, or with spells 
  such as Lesser Restoration. 
   
  Once at the ford the PCs encounter the white eye 
  Bugbear brigade. The white eyes have destroyed a strong 
  force of Perrender troops sent to secure the ford. The 
  flank of the unsuspecting 1
  st Uber-Auszug at the Bridge 
  of Nestor some 8 miles away is now wide open to surprise 
  attack. Without warning it will be a slaughter. With the 
  enemy aware they have been discovered Madriga breaks 
  the company into its smallest cohesive components 
  issuing orders that at all costs the main body must be 
  warned. The PCs find themselves on their own. 
   
  At the Ford, 10.30am 
  After an hour of almost reckless haste you are 
  surprised when Madriga pulls everyone up and the 
  quiet word is sen  down the line to ready weapons 
  and spread out into smaller groups. You are to head 
  roughly eastwards. She gives the following additional 
  instructions: 
  t
  1) “If you make contact with our troops tell them of 
  the rest of our company’s approach.” 
  2) “If you make contact with the enemy use 
  discretion instead of valour and mark their 
  positions and number so that we can report back 
  to the 1
  st Armie.” 
  3) “If this area is held against us, we will rally back 
  at Fort Schwartzen.“ 
  Your party finds itself to the far left of the line as you 
  begin to edge you way forward into the woods. 
   
   
  Let the PCs move forward for about 10 minutes of game 
  time, build tension as you can. Then get the PCs to make 
  a Listen check (DC 10). 
        Successful Listen check: You can hear the sounds of 
  running water not far ahead! 
  Continuing forward 
  PCs that use good scouting tactics will, within a few 
  minutes of continuing forward, begin to climb a low rise. 
  Though the trees they will find the following: 
   
  Ahead of you the ground begins to rise a little and 
  you can see that the trees are beginning to thin out. 
  The sound of running water is getting ouder, but 
  l
  PER4-07 A Nation Mocked 
   
  Page 10 
  
  another noise is beginning to become apparent as 
  well, voices, many of them. What do you do? 
   
   
   
   
  PCs that sneak forward at this stage will not be revealed 
  to the pickets. Those who decide to continue to walk 
  forward without precaution (such as being invisible and 
  silenced) will automatically be spotted unless they make 
  a Hide check DC 20 and Move Silently check DC 20. 
  Either way what they see when they top the rise is this. 
  (Player Map Number 2). 
   
  Explain the map to the players using (or paraphrasing) 
  the following description: 
  Below you it is quite a scene. Across the lightly 
  wooded glade, running downhill from your current 
  position, you can see the river to your left about 100ft 
  away. About 100ft along it again is the start of the 
  ford. In the glade, which is about 600ft across, are the 
  corpses of what must be the bulk of the troops sent 
  here to defend the ford. Intermingled amongst them 
  are many large goblinoid like creatures, cut down in 
  turn. The majority of the Perrender troops seem at 
  some point in the battle to have formed a defensive 
  square and have been pretty much cut down in 
  formation. Large numbers of goblinoids litter the 
  ground as well.  
   
  Standing not more than 60ft from your current 
  location are two large 7ft tall goblinoids, their backs 
  are to you and they are watching the valley below. 
  They are armed with longspears and brutal looking 
  swords. Crossing the ford and marching into 
  Perrenland along a muddy trial are hundreds more of 
  these creatures. You can clearly see several large red 
  banners with unmistakable unit insignia on them. A 
  large white eye dominates the centre of the banner 
  nearest to you along with several large letters in what 
  could be goblinoid. 
  Any PC with a favoured enemy of goblinoid will 
  instantly know that these are bugbears that belong to the 
  “white eye” nation. The “white eye” is an aggressive 
  nation that lairs within the western mountainous areas of 
  the Vesve but has no known loyalty to Iuz.   
        Any PC who can read goblinoid will know these are 
  bugbears and can make out what the markings are, the 
  banner nearest the PCs says basically 4
  th company 3
  rd 
  battalion 2
  nd regiment “white eye” brigade. This indicates 
  a high level of organisation. 
        Any PC who makes a DC 15 Spot check will see a 
  number of other pickets standing at other vantage points, 
  watching the valley. 
   
  Any PC who makes a DC 25 Listen check (and 
  understands 
  goblinoid) 
  can 
  hear 
  the 
  following 
  conversation going on between the two pickets 60 feet 
  away: 
   
  BUG1: “Beats me why weeze can’t eetz dem Brog.” 
  BUG2: “Coz weeze can’t fool, gotta push on hards and 
  fast like, catch dem humanz by surpiz like. Stills itz a 
  big waste of juicy meetz like.” 
  BUG1: “He, He, He…dem never gona seez us coming 
  threez regiments of da “white eyes” gona smashem, 
  gona bashem and breakem” 
        DMs Note: The “white eye” nation has recently 
  converted over to Iuz via the machination of one of his 
  Boneheart. Now more than 3,000 of the brutes have been 
  formed up into a very powerful military unit and have 
  been tasked with leading the Van of an attacking force 
  against the unsuspecting Perrender northern flank. PCs 
  who manage to capture and interrogate a “white eye” at 
  any point will learn this information. Role-play any 
  captive as being fearless and extremely proud of their 
  standing in the new army of the old one. 
   
  Being Spotted By The Pickets 
  Any PC who walked to the top of the rise instead of 
  crawling is quickly spotted unless they make a Hide 
  check Vs. Bugbear Spot checks. Being spotted will cause 
  the alarm to be raised and the company of “white eyes” 
  who have been tasked with guarding the advance will 
  respond, and the pair of bugbears closest to the PCs will 
  charge up the slope, screaming in goblinoid: 
   
  White eye battle cry: 
  “Harz ga hrack! Krog dam, nak dam, slis gar dar cog! 
  Hanz far Fraz-Ogg, Fraz-Ogg!” 
  Translated, this means: 
  “Here be foes! Crush them, break them, eat from their 
  bones! Give them the White eye, white eye!” 
   
  PC Options 
  1) They can stay and fight (ie. Attack the pickets): Bad 
  Option. 
  If the PCs stay and fight or if they have surprise and 
  decide to take out the pickets they are still spotted. They 
  are attacked by many “White Eyes” (and gain no XP). Use 
  the same number of “white eyes” for the appropriate APL 
  from Encounter 4. If the PCs manage to survive this they 
  can again choose to flee, if they still refuse to retreat then 
  attack them with another group of “white eyes”, and 
  another and so forth until they are either dead, captured 
  or flee. 
   
  2) They can surrender: Really bad option. 
  “The Fools Option” 
  PER4-07 A Nation Mocked 
   
  Page 11 
  
  If the PCs surrender they are disarmed, losing all 
  equipment, interrogated brutally until they reveal all, and 
  are dragged away as slaves to the Empire of Iuz. Luckily 
  some 2 TUs later whilst heading to Dorakka they are 
  rescued and make it back to Perrenland, after an 
  additional TU. Due to their poor treatment they have 
  each lost 1 permanent point of Charisma and 
  Constitution. They miss out on the rest of this adventure. 
   
  3) They can retreat and follow Madriga’s orders: Best 
  Option. 
  If the PC decide to retreat then go to Retreat 
   
  Retreat   
  With little difficulty you quickly use the terrain to 
  fade back into the woods in good order. Around you, 
  you get the feeling that others are moving in stealth 
  as well, but are they friend or foe? 
   
  Looking for Gutherie Roodberg 
  PCs who deliberately look for Gutherie Roodberg the 
  commander of the slaughtered Perrender troops will of 
  course incurs the danger of being spotted by the pickets.  
  Only PCs who have played Pfalzgraf’s Fury or Lost Souls 
  will know what he looks like. If they deliberately do so 
  they will find no trace of him. 
   
  Encounter Four  
  Fort Schwartzen 
  Development: If the PCs did mention what their 
  mission was to Safia, or identified themselves (as noted in 
  Encounter 2), then the battle in this encounter is a bit 
  harder, as the White-Eyes are expecting trouble. The 
  White-Eyes will have each consumed a potion of false 
  life. 
        In Encounter Four the PCs need to make their way to 
  the Fort Schwartzen. This can be played out in two 
  different ways. 
   
  Getting to Fort Schwartzen will not prove to be 
  difficult unless the PCs have alerted the “White Eyes” to 
  their presence.  
   
  If the “White Eyes” are aware of the PCs make this 
  tense with the PCs catching glimpses of, or hearing, 
  pursuit that is never far behind them. 
   
  The Lay of the Land 
  The area of the Vesve forest the PCs are in is quite hilly 
  as, in reality, they are still on the slopes of the Clatspur 
  Mountains. Many natural paths seem to exist within the 
  forest, and most have been made by generations of 
  animals. The PCs are still technically in Perrenland (in 
  the Kershane pass). They have not yet crossed the river 
  Nestor into the Vesve proper. They should be 
  discouraged from doing so in this scenario, as that would 
  infringe on the region of Highfolk and is against the 
  cross regional plot agreement we have with the Highfolk 
  triad.  
   
  Staying on Track 
  PCs should be making for Fort Schwartzen and this is 
  easy for them to do. PCs who insist on doing a big loop or 
  get off task should be made to have a difficult trip. Play 
  fatigue rules, spoil their rations, make it rain and become 
  boggy.  
   
  Teleporting Out of Trouble (or similar options) 
  PCs who decide to teleport (or similar) out of here are 
  free to do so. They may possibly avoid Encounter 4 as a 
  result and they get no XP for doing this. Teleporting to 
  the Bridge of Nestor takes the PCs to Encounter 5. 
        At some point, the PCs will arrive at Fort Schwartzen 
  via the wilderness trail. The Fort has been overrun by the 
  “White Eyes” and everyone either killed, or captured. The 
  White eyes attacked along the hidden trail (see map). 
  They have been very careful to avoid using the 
  wilderness trail and PCs who use tracking will not pick 
  up any goblinoid activity along the wilderness trail. Any 
  PC who deliberately decides to check 50ft or so into the 
  forest on either side of the wilderness trial will pick up 
  lots of goblinoid footprints heading towards the fort and 
  should be given an opportunity to approach the fort 
  prepared for a surprise. 
        Once the PCs get close enough to the fort to see it 
  read the following: 
   
  i
  t
   
   
  As you approach the Fort, a sudden scream of agony 
  from the fort breaks the silence. Some harsh guttural 
  goblinoid laugher from several voices quickly follows 
  it. This is rap dly followed by ano her scream!
        DMs Note: Some “White Eyes” are in the process of 
  interrogating young Safia. Her location is marked on the 
  map, put the bugbears around her. The PCs have a chance 
  to rescue her. Depending on the audience at your table 
  make her state after rescue as grim as possible. She will be 
  on zero hit points and semi-conscious. The PCs can get 
  the drop on the White Eyes if they use good tactics. Most 
  parties should be able to catch them flat-footed. They will 
  not negotiate. 
   
  Creatures:  
  All APLs 
  � Safia Bruinsrelf: human female, Ftr1, hp6; (see 
  Appendix one).  
   
  PER4-07 A Nation Mocked 
   
  Page 12 
  
  APL 2 (EL4) 
  � White eye bugbear, male Bugbear (2): hp 22, 22 see 
  Appendix 1. 
   
  APL 4 (EL6) 
  � White eye bugbear, male Bugbear, Ftr 1 (3): hp 29, 29, 
  29 see Appendix 1. 
   
  APL 6 (EL8) 
  � White eye bugbear, male Bugbear, Ftr 3 (3): hp 43, 43, 
  43 see Appendix 1. 
   
  APL 8 (EL10) 
  � White eye bugbear, male Bugbear, Ftr 5 (3): hp 57, 57, 
  57 see Appendix 1. 
   
  APL 10 (EL12) 
  � White eye bugbear, male Bugbear, Ftr 7 (3): hp 71, 71, 
  71 see Appendix 1. 
   
  APL 12 (EL14) 
  � White eye bugbear, male Bugbear, Ftr 9 (3): hp 85, 85, 
  85 see Appendix 1. 
   
  Tactics: The white eyes will usually open the encounter 
  by throwing a javelin (beware of accidental crossfire if 
  these are javelins of lightning). They will then close and 
  depending on circumstance either use reach (longspears) 
  to counter mounted opponents, or hack and slash 
  (longswords) to take apart opponents on foot, or a mix of 
  the two. Obviously at higher APLs they will use their 
  longswords in preference to their longspears. 
   
  Make good use of their intimidate skill to try and 
  demoralize the PCs (Players Handbook page 76) at APL4 
  or higher (do this with the initial battle cry only). 
   
  At all APLs their feats will make this a dangerous 
  encounter, use them to best effect. 
   
  The main vulnerability of these creatures is magic, 
  and they know it. They will quickly target effective PC 
  spell casters for special attention. 
  Treasure 
        APL 2 – loot 40gp. 
        APL 4 – loot 84gp. 
        APL 6 – loot 173gp. 
        APL 8 & 10–loot 6gp, magic– 3x +1 longsword 
  (579gp), 3x +1 chainshirt (312gp), 9x Javelins of 
  Lightning (1125gp), 3x Potion of Cure Serious Wounds 
  186gp), 3x Potion of Heroism 186gp). 
        APL 12–loot 6gp, magic– 3x +2 longsword (2078gp), 
  3x +2 chainshirt (1062gp), 9x Javelins of Lightning 
  (1125gp), 3x Potion of Cure Serious Wounds (186gp), 3x 
  Potion of Heroism (186gp), 3x Belt of Giants Strength +4 
  (4000gp). 
   
  Questioning Safia Bruinsrelf 
  Safia is clearly exhausted and will require magical healing 
  to be able to communicate and leave with the PCs, which 
  she will insist upon doing. She will give a disjointed 
  account about the attack on Fort Schwartzen, about how 
  hundreds of bugbears overwhelmed the defenders. She 
  can remember being knocked out; she will not talk about 
  what they did to her during any torture. She did, 
  however, overhear the following when her captures 
  though she had fainted once more: 
   
  That the trap was set to close upon the foolish 
  humans at the bridge and that they would receive no 
  warning when the “Vrocks” attacked. 
   
  She asks the PCs what the Vrocks may be. 
   
  At this stage the PCs should realise that they need to 
  warn the 1
  st Armie at the Bridge of Nestor and should 
  make their way there. PCs who hesitate over this course 
  of action will be prompted by Safia about how this is the 
  right thing to do. She will set out on her own if they 
  insist on remaining or delaying. 
   
  GETTING TO THE BRIDGE 
  Once the PCs decide that warning the 1
  st Armie is the 
  right thing to do they can set off. The PCs have about 12 
  miles to cover, again mostly through hills following a 
  trail. As a result the trip could take 3 hours.  Note that 
  being mounted on the way back is not an advantage as 
  the PCs draw more attention and thus have to tangent 
  from the trail often.  Thus regardless of mode of travel 
  the PCs will arrive either early or late (see below).  To add 
  justification for this timeframe make sure you point out 
  how many groups of “White Eyes” there are and that the 
  PCs have had to lay low on several occasions. Feel free to 
  add in near miss encounters if this is a home game. The 
  PCs can’t hustle. 
   
  PCs who go to Forgardt instead are given an escort 
  and taken to the Bridge of Nestor so that they can 
  recount their tale directly. As they are travelling by road, 
  they should arrive there on time. 
   
  Early or Late 
  PCs who do their best to go directly to the bridge get to 
  arrive early, including PCs who choose to go to Forgardt 
  first.  PCs who muck about and otherwise waste time 
  arrive just before the Vrocks attack and there warning is 
  to late. 
   
  Go to Encounter 5.  
   
  PER4-07 A Nation Mocked 
   
  Page 13 
  
  Encounter Five 
  Nestor Bridge 
  The DM should now refer to Map 4. 
   
   
   
   
   
  Finally, you must be drawing close to the Bridge of 
  Nestor. Breaking out of the thicker woodland you can 
  see two low hills before you, with a narrow pass 
  between. Flying prominently from both hills is the 
  red and white flag of Perrenland. As the wind shifts 
  around you can hear the sounds of battle. A Company 
  of the 5
  th Auszug their red and white battle flags 
  flapping above their heads comes running past you 
  heading towards the hills. 
  An officer in the front yells out: 
  “All of us have been ordered to the front, the left 
  flank is holding but everyone will be needed. FOR 
  PERRENLAND” and he runs off. 
  What do you do? 
  DMs Note: The Bridge of Nestor is under heavy assault. 
  Luckily, however, the “white eyes” assault was partially 
  held up because the full body did not arrive in time to 
  support the first assault. The presence of Madriga’s 
  company (the PCs) at the ford in the rear causing some 
  tactical concern amongst the “white eye” leadership 
  causing them to divert considerable resources so as to 
  retain the element of surprise and to keep the movement 
  of the Vrocks secret. Thus the assault of the “white eyes”, 
  although a surprise did not have the full weight it needed 
  to overwhelm the Perrender defences, and a defensive 
  line has been established along the western bank of Katz 
  creek, a shallow but not insignificant natural obstacle. 
  The current situation is that the left flank is under 
  extreme pressure, whilst the bridge is holding. As a result 
  the Perrender commanders have committed all of the 
  reserves to reinforce the left flank. 
   
  Reporting In 
  The PCs at this stage should report into the Auszug 
  commanders. These commanders have had no report 
  concerning Gutherie or troop movements so the PCs 
  information will be vital. If the PCs decide to do this read 
  the following. 
   
  As you make you way towards the bridge, you can see 
  that both hills, especially the one on your left, are 
  heavily engaged. Runn ng from the base o  that hill 
  towards the road at a lazy angle are many troops, more 
  than two thousand you would estimate, mostly pike 
  backed with archers. They are lined up on the 
  western bank of a small creek, behind stakes and a 
  hastily thrown-up earth works. Behind them closer to 
  you are perhaps two hundred light cavalry. Near them 
  is some sort of command pavilion and a busy field 
  hospital. 
  i
  f
   
  At The Command Pavilion 
  DMs Note: Some PCs may have officer rank within the 
  Auszug, Pax Mercuri or Landwehr meta-orgs. They can 
  simply state this and be recognised, saluted as appropriate 
  and taken directly to the commanders of the 1
  st Armie. 
  Otherwise the PCs will have to convince the NCO first 
  before they are allowed access to the commanders of the 
  1
  st Armie. 
   
  As you move through the command pavilion the 
  sound of wounded men being tended is not very 
  pleasant. You can see nearly a dozen members of the 
  Aid-Auszug going about their business. A long line of 
  wounded men still waits to be attended to. By the 
  looks of it the Aid-Auszug have long ago run out of 
  magical forms of healing, and many empty potion 
  vials and expired wands lay on a table. Once they are 
  patched up, the men are moved to a shaded area 
  behind the main hospital tent. It is obvious that some 
  will not last much longer without magical healing. 
   
   
  Development:  If a PC or PCs decide to help out with the 
  wounded by using their own magic, or donating wands 
  or potions etc these PCs receive the “Blessings of Old 
  Kerk” favour. See below. For those wanting to budget 
  healing, there are APL x2 critical soldiers.  
   
  Read on… 
   
  A female NCO of the 6
  th Auszugen according to her 
  insignia must have realised that you have a travelled 
  look about you and comes over to you. “Salutations, 
  you are?” 
  The PCs can get to the commanders of the 1
  st Armie 
  through this woman (see above). 
   
  Talking To The Commanders 
  You are quick y led into the command ten  itself. 
  Standing around a sand table covered in unit markers 
  are three very senior officers, two from the Auszug 
  and one from the Landwehr, one of them is the 1
  l
  t
   
   
  st
  Armies commander himself. 
  These are the three Commanders of the moment: 
   
  � Auchauszegan Taanar VanOostl: male human (flan) 
  Rng12 is the commander of the entire 1
  st Armie. 
   
  PER4-07 A Nation Mocked 
   
  Page 14 
  
  � Auchauszegan Herzog Roodenhuis: male human 
  (flan) Pal10 is the second in command of 1
  st Armie, 
  commander of the 5
  th Auszug. 
   
  � Auchauszegan DasLandwehr Hrana Bruinserst: 
  female human (flan) Fgt9 is the commander of the 
  Landwehr troops committed to the 1
  st Armie, and 
  technically third in command of 1
  st Armie. 
   
  PC DEPENDANT REACTIONS 
  At APLs 2-6 the reaction to the PCs from VanOostl will 
  be: 
   
  He (VanOostl) looks up as you enter and says 
   
   
   
  l
   
  “Who have we got here?” 
  At APLs 8 or higher the reaction to the PCs will be: 
   
  He (VanOostl) looks up as you enter and says 
  “Your reputations precede you “Comraden” (brothers 
  in arms), I am Auchauszegan (General) Taanar 
  VanOostl and I have heard a great deal about your 
  exploits in the last few months. I am glad to see that 
  at least someone has decided to report in from the 
  northern flank. Madriga is not general y this tardy. So 
  tell me how far away is Gutherie and his troops, the 
  messengers I sent yesterday did not report back, we 
  need them to come up and reinforce us as quickly as 
  possible.” 
  Role-Playing Notes: 
  VanOostl is a typical no nonsense veteran Commander. 
  He likes straight talk and will curse frequently if he feels 
  like it. At the moment he is a commander in crisis, he 
  does not know what has delayed the return of Gutherie’s 
  troops but has hinged his strategy on them arriving soon 
  to reinforce his position. The “white-eye” troops he 
  suspects to be no more than 1000 strong.  
   
  If the PCs report the truth to him that Gutherie's 
  army has been annihilated and that the “white eyes” are 
  more than 3000 strong and may have Vrocks in support 
  he will go white and sit down. The other two 
  commanders will look at each other and call for strong 
  wine, which the NCO will arrive with quickly. Ask the 
  PCs to explain in detail what they have seen. When they 
  have finished he will say the following: 
   
  “I thank you for this news, although it is very bad 
  news indeed. I would ask you to remain nearby a few 
  minutes before I assign you to the lines, you can carry 
  some important messages for me as most of my staff 
  have been committed to the lines to replace casualties 
  and I have no sub-commanders left. Please leave us 
  for now and take a few moments rest, you will need 
  it.” 
   
    
   
      As you are escorted out by the NCO you can hear 
  VanOostl saying: 
        “…retreat will be difficult, but we must get the 
  army out of this mess and back beyond the monastery 
  of St Cuthbert’s. It must be held at all costs. Send a 
  detachment of the Cavalry to each of the settlements 
  back along the Kershane pass to warn the folk…” 
        “But we need the cavalry sir…” 
        “I said send them damn it!” 
  DMs Note: If the PCs have arrived early, then VanOostl 
  will proceed to organise an orderly retreat. Cavalry will 
  be sent out to the endangered settlements, and the 1
  st 
  Armie will proceed to pull back to Forgardt. Some losses 
  will be taken as the Armie disengages from the forces of 
  Iuz and the “White Eyes”, however it will be manageable. 
   Moreover more of 1
  st Armie will be saved from 
  destruction when the Vrocks attack because they can 
  disperse in good order.  See the critical events summary 
  at the end of this scenario. 
   
  In this situation, read out or paraphrase the 
  following: 
   
  The field is soon abuzz with messengers, the cavalry 
  are dispatched to the various settlements and the 
  retreat is sounded. Showing the discipline for which 
  they are famous, the Perrenese troops begin their 
  fallback and are soon heading back to Forgardt with 
  archers keeping the Iuzian’s in place. 
   
  If the PCs arrived late then VanOostl will not get an 
  opportunity to organise a retreat and 1
  st Armie gets 
  smashed. 
   
  Move to Encounter 6. 
   
  Treasure 
  Blessing of the Old Kerk 
  Due to your selflessness towards the Perrender wounded 
  in “A Nation Mocked” you have received the blessing of 
  the Old Kerk. If during your adventuring career you are 
  struck down by a blow and fail to stabilize before 
  reaching –10 hit points this blessing in enacted and you 
  instantly heal 1d4 points of damage. This blessing will 
  work only once. Note: PCs dropped below –10 in one hit 
  do not benefit from this blessing. 
   
  PER4-07 A Nation Mocked 
   
  Page 15 
  
  Encounter Six 
  All Hell Breaks Loose 
   
  There are now two clear options. If the PCs have arrived 
  late play Option One, otherwise play Option Two.  
  These options principally affect the scene of this 
  encounter. It will either occur immediately after the 
  briefing (Option One), or it will occur somewhere on the 
  road back to Forgardt (Option Two).  It will also directly 
  affect the outcome of the whole affair in the critical 
  events summary. 
   
  Option One – At The Bridge 
  If the PCs have arrived late read the following. 
   
  As you await your orders outside the command tent 
  you are surprised to see a group of around twenty 
  horsemen ride up. A bloodstained and battered 
  Madriga is at their head. Amongst them are some of 
  your company and members of the Schwartzenbruin 
  Landwehr. 
  Leaping 
  from 
  her 
  horse, 
  Madriga 
  approaches where you are awaiting your next set of 
  orders and says: 
        “So you got the message through then, I see we 
  still hold, what is the situation?” 
   
   
   
   
  DMs Note: Madriga has been through a tough time; she 
  has been battling to get the survivors of her group back to 
  the front lines. Let the PCs fill her in. When they have 
  finished she will sigh and shake her head and say. 
   
  “Then the news I have will not help the situation.” 
  With that she enters the command tent. Shortly 
  inside you can hear a very heated discussion and the 
  word “Vrock” is repeated several times. 
  Development: Madriga has witnessed the crossing of the 
  “Ford of Nestor” of a large company of Vrocks. These 
  creatures, if launched against the Perrender army in 
  conjunction with the humanoid troops, will wreak havoc. 
  Madriga has just suggested that the 1
  st Armie scatter like 
  the wind immediately. She has volunteered to make a 
  rear guard action with a few hundred volunteers. She 
  automatically considers all members of her company part 
  of this group of volunteers. Unfortunately this is not 
  going to happen, as the Vrocks are about to attack. 
   
  Emerging from the command tent Madriga and 
  several of the top commanders call you over and 
  together with the twenty or so survivors of the 
  massacre at the ford of Nestor you all head over to a 
  wagon. You are ordered to unload several small crates, 
  and Madriga begins breaking one open. Inside you 
  can see about fifty vials. She begins handing two to 
  each of you and everyone else present, as she works 
  she says. 
        “These vials contain a special oil (bless weapon) to 
  coat your weapons with, they will be needed soon, as 
  the Old one is about to unleash his secret weapon in 
  this battle a company of demons called Vrocks 
  they…” 
        Suddenly it is as if the sun has been blotted out. 
  Let the PCs make a Spot check DC 5. 
   
  A gloom has descended upon the left flank of the 
  Perrender line at Katz creek. Approaching the 
  Perrender lines in the air you can see over one 
  hundred creatures that appear to be a cross between a 
  large human and a huge vulture. They have strong, 
  sinewy limbs covered with what could be small grey 
  feathers. Each has a long neck topped with a vulture’s 
  head. Even from here you can see their milky white 
  eyes gleaming demonically. The “White Eye” 
  Bugbears now seem to be driven into a frenzy and as 
  one they charge the stunned Perrender pikemen. 
  Many of these demonic creatures swoop from the air 
  and begin falling upon the rear of the pike men. 
  Others are heading in your direction. Madriga is 
  praying.  
  She has just cast a bless spell on the party. 
   
  Around you all hell breaks loose as the Perrender 
  lines come under heavy assault.  
   
  Proceed to Encounter 6A. 
   
  Option Two – On the Road to Forgardt 
  If the PCs have not arrived late read the following. 
   
  As you ride near the commanders towards Forgardt, 
  you are surprised to see a group of around twenty 
  horsemen ride up. A bloodstained and battered 
  Madriga is at their head. Amongst them are some of 
  your company and members of the Schwartzenbruin 
  Landwehr. Madriga approaches where you are and 
  says: 
   
  “So you got the message through in time then, I 
  see, what is the situation?” 
   
  DMs Note: Madriga has been through a tough time; she 
  has been battling to get the survivors of her group back to 
  the front lines. Let the PCs fill her in. When they have 
  finished she will sigh and shake her head and say. 
  PER4-07 A Nation Mocked 
   
  Page 16 
  
   
  “Then the news I have will not help the situation.” 
  With that she pushes forward to the commanders. 
  Shortly you can hear a very heated discussion and the 
  word “Vrock” is repeated several times. 
   
   
   
   
  Development: Madriga has witnessed the crossing of the 
  “Ford of Nestor” of a large company of Vrocks. These 
  creatures, if launched against the Perrender army in 
  conjunction with the humanoid troops, will wreak havoc. 
  Madriga has just suggested that the 1
  st Armie scatter like 
  the wind immediately. She has volunteered to make a 
  rear guard action with a few hundred volunteers. She 
  automatically considers all members of her company part 
  of this group of volunteers. Unfortunately this is not 
  going to happen, as the Vrocks are about to attack. 
   
  Madriga and several of the top commanders call you 
  over and together with the twenty or so survivors of 
  the massacre at the ford of Nestor you all head over to 
  a wagon. You are ordered to unload several small 
  crates, and Madriga begins breaking one open. Inside 
  you can see about fifty vials. She begins handing two 
  to each of you and everyone else present, as she works 
  she says. 
        “These vials contain a special oil (bless weapon) to 
  coat your weapons with, they will be needed soon, as 
  the Old one is about to unleash his secret weapon in 
  this battle a company of demons called Vrocks 
  they…” 
        Suddenly it is as if the sun has been blotted out. 
  Let the PCs make a Spot check DC 5. 
   
  A gloom has descended upon the left flank of the 
  retreating Perrender column. Approaching the 
  Perrender troops in the air you can see over one 
  hundred creatures that appear to be a cross between a 
  large human and a huge vulture. They have strong, 
  sinewy limbs covered with what could be small grey 
  feathers. Each has a long neck topped with a vulture’s 
  head. Even from here you can see their milky white 
  eyes gleaming demonically. A large force of  “White 
  Eye” Bugbears also charges out from the forest to the 
  north of the road. Many of these demonic creatures 
  swoop from the air and begin falling upon the pike 
  men. Others are heading in your direction. Madriga is 
  praying.  
  She has just cast a bless spell on the party. 
   
  Around you all hell breaks loose as the Perrender 
  force comes under heavy assault.  
  Proceed to Encounter 6A. 
   
  Encounter 6A 
  DMs Note: The PCs have this one opportunity to use the 
  potion of bless weapon for their own benefit. All these 
  potions have a caster level of 3
  rd and will allow weapons to 
  bypass the Vrock’s damage reduction. 
   
  THE STANDARD 
   
  As the Vrocks fly toward you, Auchauszegan Taanar 
  VanOostl motions to your group and shouts at you al
  “You must secure the standard! It must get back to 
  Forgardt.” He is pointing at the standard of the 1
  l, 
   
  i
  i  
   
   
  st
  Armie.  Suddenly a beam of green l ght strikes him n
  the chest and a shimmering emerald field surrounds 
  him and his arms go slack.  A Vrock drops out of the 
  air towards him an evil gleam in its eye.  Madriga 
  rushes towards him weapon drawn. What do you do? 
  DMs Note: VanOostl has just been hit simultaneously by 
  a dimensional anchor and by a feebleminded spell.  PCs 
  can make appropriate spellcraft checks to determine this. 
   As a result he will not defend himself because he is in 
  shock.  He will, however, move with the PCs if they lead 
  him away. 
  PC Actions: PCs who stay and fight can buy VanOostl a 
  ticket out. See the critical events summary at the end of 
  the scenario. If they obey his last order and go to the 
  standard (the subject of Encounter 7) he is captured.  It is 
  intentionally possible for the PCs to be able to achieve 
  both objectives.  This encounter is a test of their ability to 
  rationalise between orders and a dramatic change in 
  circumstances. 
        At all APLs Madriga will support the PCs if they stay 
  to help VanOostl.  If Safia is with the PCs she will charge 
  the nearest Vrock with a fury. 
   
  DMs Note: PCs who manage to resolve the 
  feeblemind issue will find that VanOostl is quite a strong 
  ally in a fight with Vrock. 
   
  Creatures: 
   
  APL 2 (EL 4) 
  � Vrock, large outsider: hp 35, see Monster Manual page 
  48. NB: This Vrock has been injured already, and has 
  already used its screech and spores abilities reducing the 
  EL. 
  PER4-07 A Nation Mocked 
   
  Page 17 
  
   
  APL 4 (EL 6) 
  � Vrock, large outsider: hp 45, see Monster Manual page 
  48. NB: This Vrock has been injured already and has 
  already used its spores ability, reducing the EL. 
   
  APL 6 (EL 8) 
  � Vrock, large outsider: hp 115, see Monster Manual 
  page 48. 
   
  APL 8 (EL 10) 
  � Vrock (2), large outsider: hp 115 each, see Monster 
  Manual page 48. At this APL due to the presence of 
  Madriga and the potion of bless weapon the CR of the 
  Vrocks are 8. 
   
  APL 10 (EL 12) 
  � Vrock (3), large outsider: hp 115 each, see Monster 
  Manual page 48. At this APL Madriga does little other 
  than flee with VanOostl and the Vrocks will concentrate 
  on the PCs. 
   
  APL 12 (EL 14) 
  � Vrock (6), large outsider: hp 115 each, see Monster 
  Manual page 48. At this APL Madriga does little other 
  than flee with VanOostl and the Vrocks will concentrate 
  on the PCs. 
   
  Tactics: The Vrocks will not use their Dance of Ruin 
  ability, as this is too indiscriminate to work in helping 
  them capture their targets. They will use their stunning 
  screech ability. 
   
   
   
  APL2-6: At this APL the Vrock uses subdual damage 
  only, regardless of the PCs status or rank. It will attack 
  Madriga every odd numbered round. It will attempt to 
  flee with the first downed victim. This will require a 
  grapple attempt. 
  APL8-12: At these APLs the Vrocks will attack 
  whoever is the slowest or radiates the most “goodness”. 
  Each will attempt to flee with the first downed victim it 
  can. This will require a grapple attempt. 
   
  Development: If the PCs save VanOostl they gain 
  the Favour of VanOostl.  Madriga will tell the PCs to 
  secure the standard and then, taking VanOostl in tow, go 
  and rally the troops as best she can. If Safia is still alive, 
  she will be left with the PCs. 
   
  Move to Encounter 7. 
   
  Treasure: 
  Favour of VanOostl 
  Due to your actions in helping to save the commander of 
  the 1
  st Armie you have the gratitude and favour of him. 
  This can be used to gain promotion within any of 
  Perrenland’s "Fighting Forces" meta-organisations. It also 
  removes the "Traitorous Reputation" penalty featured in 
  the regional scenario Regicide from an afflicted PC. 
   
   Encounter Seven  
  Saving The Colours  
  Finally, you are approaching the standard. The Vrocks 
  seem to have decided there are better targets back 
  near the command area. However, two bugbears are 
  charging towards the standard through the bodies of 
  the standard’s honour guard and many humanoids. 
  The PCs are now free of the Vrocks. The party start 30 
  feet away from the standard of the 1
  st Armie, and 30 feet 
  past the standard are the two bugbears. The bugbears are 
  all that is left of a company that was ordered to take the 
  colours.  
       Tactics: The white eyes will usually open the 
  encounter by throwing a javelin. They will then close, 
  grab the standard and attempt to leave. They will use 
  their feats to best effect. 
   
  The Standard of the 1
  st Armie 
  The standard not only symbolises the might of 
  Perrenland, but also is magical. When held by a person 
  who regards themself as a Perrender, it radiates a 
  Widened Magic Circle against Chaos as well as providing 
  a +1 Morale bonus to saves to all allies of the holder 
  within the same 20’ radius. 
   
  Creatures: 
   
  APL 2 (EL4) 
  � White eye bugbear, male Bugbear (2): hp 22, 22 see 
  Appendix 1. 
   
  APL 4 (EL6) 
  � White eye bugbear, male Bugbear, Ftr 1 (3): hp 29, 29, 
  29 see Appendix 1. 
   
  APL 6 (EL8) 
  � White eye bugbear, male Bugbear, Ftr 3 (3): hp 43, 43, 
  43 see Appendix 1. 
   
  APL 8 (EL10) 
  � White eye bugbear, male Bugbear, Ftr 5 (3): hp 57, 57, 
  57 see Appendix 1. 
   
  APL 10 (EL12) 
  � White eye bugbear, male Bugbear, Ftr 7 (3): hp 71, 71, 
  71 see Appendix 1. 
   
  PER4-07 A Nation Mocked 
   
  Page 18 
  
  APL 12 (EL14) 
  � White eye bugbear, male Bugbear, Ftr 9 (3): hp 85, 85, 
  85 see Appendix 1. 
   
  Treasure (note: these Bugbears have some plunder with 
  them they got off a dead Kershane officer). 
        APL 2 – loot 40gp, magic– ring of wizardry I (1666gp) 
  +1 mithril chain shirt (175gp), +1 magical +2 mighty long 
  composite bow of seeking (716gp), Beregnor’s Spellbook 
  (333gp, see below). 
        APL 4 – loot 84gp, magic– ring of wizardry I (1666gp) 
  +1 mithril chain shirt (175gp), +1 magical +2 mighty long 
  composite bow of seeking (716gp), Beregnor’s Spellbook 
  (333gp, see below). 
        APL 6 – loot 173gp, magic– ring of wizardry I 
  (1666gp) +1 mithril chain shirt (175gp), +1 magical +2 
  mighty long composite bow of seeking (716gp), 
  Beregnor’s Spellbook (333gp, see below). 
        APL 8 & 10–loot 6gp, magic– 3x +1 longsword 
  (579gp), 3x +1 chainshirt (312gp), 9x Javelins of 
  Lightning (1125gp), 3x Potion of Cure Serious Wounds 
  186gp), 3x Potion of Heroism (186gp), ring of wizardry I 
  (1666gp), +2 mithril chain shirt (425gp), +1 magical +2 
  mighty long composite bow of seeking (716gp), 
  Beregnor’s Spellbook (333gp, see below). 
        APL 12–loot 6gp, magic– 3x +2 longsword (2078gp), 
  3x +2 chainshirt (1062gp), 9x Javelins of Lightning 
  (1125gp), 3x Potion of Cure Serious Wounds (186gp), 3x 
  Potion of Heroism (186gp), 3x Belt of Giants Strength +4 
  (4000gp), ring of wizardry I (1666gp), +2 mithril chain 
  shirt (425gp), +1 magical +2 mighty long composite bow 
  of seeking (716gp), Beregnor’s Spellbook (333gp, see 
  below). 
   
  Beregnor’s Spellbook 
  1st: Disguise Self, Electric Orb, Lesser, Enlarge Person, 
  Expeditious Retreat, Obscuring Mist, Shield. 2nd: Alter 
  Self, Cat's Grace, Glitterdust, Web, Whispering Wind. 
  3rd: Blink, Fly, Invisibility Sphere, Slow. 4th: Dimension 
  Door, Electric Orb, Polymorph. 
  Value: 2000 gp. 
   
   
   
   
  l
   
   
  l
   
  l
   
  Conclusion 
  For a couple of hours now you have climbed back up 
  the Kershane Pass towards the garrison at Forgardt. 
  As you have done so, sporadic attacks against 
  retreating troops have continued. Many bodies of 
  both friend and foe mark a path of destruction back 
  up the pass. 
  If the PCs have the flag of the 1
  st Armie: 
   
  Quite a few soldiers from a number of different 
  formations have gathered to you, the colours of the 1
  st
  Armie drawing them in as if by magic. Together, 
  nearly a hundred of you have organised an effective 
  defence and casualty collection. The saving of the 
  colours is seen as a small yet important victory. 
  If the PCs do not have the flag of the 1
  st Armie: 
   
  You have seen smal  groups of soldiers, sometimes 
  running, sometime walking, but all with a dejected 
  look about them and an air of mistrust. 
  Continue… 
   
  Now you see the small fortress village of Forgardt up 
  ahead. The flag of Perrenland still flies above it and a 
  patro  of soldiers is heading down to meet you. As 
  they draw near their commander calls a halt and asks: 
  “What news from the front?” 
   
  As you tell your story you see a look of horror 
  form on his face. This is not the news he was hoping 
  for. As you finish he bows his head saying: 
   
  “It is a sad day for Perrenland, however, that is 
  but part of it. Whilst we where busy here the witch 
  queen Iggwilv descended from the Yatils in the West 
  with an army and defeated us in Nederboden. She is 
  driving towards Schwartzenbruin, it seems, and all is 
  a panic. 
   
  If what you say is true, we will have to fall back 
  and regroup to defend the Monastery of St Cuthbert. 
  If we fail, Perren and will fall between the hammer of
  Iuz and the anvil of Iggwilv.” 
        Later that evening in Forgardt, another small 
  group of badly wounded survivors arrives. Rumours 
  quickly 
  spread 
  through 
  the 
  camp 
  that 
  your 
  commander Madriga is dead, killed as she led a 
  charge against a band of a thousand bugbears that 
  blocked the retreat. 
   
  The End 
   
  PER4-07 A Nation Mocked 
   
  Page 19 
  
  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 Four 
  Experience objective: Defeating the Ambush 
  APL2 120 xp; APL4 180 xp; APL6 240 xp;  
  APL8 300 xp; APL10 360 xp; APL12 420 xp. 
   
  Encounter Six 
  Experience objective: Defeating the Vrock 
  APL2 120 xp; APL4 180 xp; APL6 240 xp;  
  APL8 300 xp; APL10 360 xp; APL12 420 xp. 
   
  Encounter Seven 
  Experience objective: Defeating the Bugbears 
  APL2 120 xp; APL4 180 xp; APL6 240 xp;  
  APL8 300 xp; APL10 360 xp; APL12 420 xp. 
   
  Story Award 
  Objective(s) met: Avoiding a fight at the ford 
  APL2 30 xp; APL4 60 xp; APL6 60 xp;  
  APL8 60 xp; APL10 60 xp; APL12 60 xp; 
   
  Objective(s) met: Getting to the Bridge of Nestor 
  APL2 15 xp; APL4 30 xp; APL6 30 xp;  
  APL8 30 xp; APL10 30 xp; APL12 30 xp; 
   
  Objective(s) met: Rescuing the standard. 
  APL2 15 xp; APL4 30 xp; APL6 30 xp;  
  APL8 30 xp; APL10 30 xp; APL12 30 xp; 
   
  Discretionary roleplaying award 
  APL2 30 xp; APL4 75 xp; APL6 120 xp;  
  APL8 165 xp; APL10 210 xp; APL12 255 xp. 
   
  Total possible experience:  
   
  APL2 450 xp; APL4 675 xp; APL6 900 xp; 
  APL8 1125 xp; APL10 1350 xp; APL12 1575 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. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewellery, and other valuables; M = Magic Items. 
    
  Encounter Four: 
   
  APL 2: L: 40 gp; C: 0 gp; M: 0 gp 
   
  APL 4: L: 58 gp; C: 0 gp; M: 0 gp 
   
  APL 6: L: 173 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 6 gp; C: 0 gp; M: 2391 gp 
   
  APL 10: L: 6 gp; C: 0 gp; M: 2391 gp 
  PER4-07 A Nation Mocked 
   
  Page 20 
  
   
  APL 12: L: 6 gp; C: 0 gp; M: 8641 gp 
  Encounter Seven: 
   
  APL 2: L: 40 gp; C: 0 gp; M: 2891 gp 
   
  APL 4: L: 84 gp; C: 0 gp; M: 2891 gp 
   
  APL 6: L: 173 gp; C: 0 gp; M: 2891 gp 
   
  APL 8: L: 6 gp; C: 0 gp; M: 3946 gp 
   
  APL 10: L: 6 gp; C: 0 gp; M: 5528 gp 
  APL 12: L: 6 gp; C: 0 gp; M: 11777 gp 
  Total Possible Treasure 
  APL 2: L: 80 gp; C: 0 gp; M: 2891 gp  - Total: 450 gp 
  APL 4: L: 142 gp; C: 0 gp; M: 2891 gp  - Total: 650 gp 
  APL 6: L: 346 gp; C: 0 gp; M: 2891 gp  - Total: 900 gp 
  APL 8: L: 12 gp; C: 0 gp; M: 6337 gp  - Total: 1300 gp 
  APL 10: L: 12 gp; C: 0 gp; M: 7919 gp  - Total: 2300 gp 
  APL 12: L: 12 gp; C: 0 gp; M: 20418 gp  - Total: 3300 
  gp 
   
   
  Special 
   
  Favour of VanOostl 
  Due to your actions in helping to save the commander of 
  the 1
  st Armie you have the gratitude and favour of him. 
  This can be used to gain promotion within any of 
  Perrenland’s "Fighting Forces" meta-organisations. It also 
  removes the "traitorous reputation" penalty featured in 
  the regional scenario Regicide from an afflicted PC. 
   
  Blessing of the Old Kerk 
  Due to your selflessness towards the Perrender wounded 
  in “A Nation Mocked” you have received the blessing of 
  the Old Kerk. If during your adventuring career you are 
  struck down by a blow and fail to stabilize before 
  reaching –10 hit points this blessing in enacted and you 
  instantly heal 1d4 points of damage. This blessing will 
  work only once. Note: PCs dropped below –10 in one hit 
  does not benefit from this blessing. 
   
  The Fools Option 
  You surrendered at the Ford of Nestor. Consequently you 
  have been disarmed, losing all equipment, interrogated 
  brutally until you reveal everything and begged for 
  mercy. Luckily some 2 TUs later whilst heading to 
  Dorakka you where rescued and made it back to 
  Perrenland, after an additional TU. Due to the poor 
  treatment you received and some psychological damage 
  you have lost a point of Charisma and a point of 
  Constitution for the next year.  This loss can be restored 
  with a restoration spell. 
   
  Beregnor’s Spellbook 
  1st: Disguise Self, Electric Orb, Lesser, Enlarge Person, 
  Expeditious Retreat, Obscuring Mist, Shield. 2nd: Alter 
  Self, Cat's Grace, Glitterdust, Web, Whispering Wind. 
  3rd: Blink, Fly, Invisibility Sphere, Slow. 4th: Dimension 
  Door, Electric Orb, Polymorph. 
  Value: 2000 gp. 
   
  Items for the Adventure 
  Record 
   
  Item Access 
   
  APL 2-6:  
  • 
  Ring of Wizardry I (adventure, DMG) 
  t
  • 
  +1 magic +2 mighty long composite bow of seeking 
  (adventure, DMG) 
  • 
  +1 Mithral Chainshirt (adventure, DMG) 
  • 
  Beregnor’s Spellbook (adventure, See Above) 
   
  APL 8-10 (APL 2-6 plus) 
  • 
  Javelin of Lightning (adventure, DMG) 
  • 
  +2 Mithral Chain Shirt (adventure, DMG) 
   
   
  APL 12: (APL 2-10 plus) 
  • 
  Longsword +2 (adventure, DMG) 
  • 
  Chainshirt +2 (adventure, DMG) 
  • 
  Belt of Giant S rength +4 (adventure, DMG) 
   
   
   
  PER4-07 A Nation Mocked 
   
  Page 21 
  
  Appendix One 
   
  ENCOUNTER FOUR and SEVEN 
   
  APL 2 (EL4) 
  � White-Eye Bugbear (2): Medium humanoid 
  (goblinoid); CR 2; HD 3d8+6, hp 22; Init +1; Spd 20 ft; 
  AC 21 (touch 11, flat-footed 20), (+1 Dex, +5 
  Breastplate, +3 natural, +2 large wooden shield); BA/G 
  +2/+4, Atk +5 melee (1d8+3, longspear) or +5 melee 
  (1d8+3 19-20x2, longsword), or +3 missile (1d6, 
  javelin); Full Atk +5 melee (1d8+3, longspear) or +5 
  melee (1d8+3 19-20x2, longsword), or +3 missile (1d6, 
  javelin; SQ Darkvision 60ft, scent; AL CE, SV Fort +5, 
  Ref +4, Will +1; Str 16, Dex 12, Con 14, Int 10, Wis 10, 
  Cha 9.  
   
  Skills and Feats: Climb+0, Hide +0, Listen +4, 
  Move Silently +0, Spot +4; Power Attack, Toughness. 
   
  Possessions: Breastplate, longspear, longsword, 3 
  javelins, large wooden shield (spiked), backpack, 3 days 
  trail rations, waterskin, flint and steel. 
   
  APL 4 (EL6) 
  � White-Eye Bugbear (advanced) (3): Medium 
  humanoid (goblinoid), Ftr 1; CR 3; HD 3d8+6 
  (bugbear) + 1d10+2 (fighter), hp 29; Init +1; Spd 20 ft; 
  AC 21 (touch 11, flat-footed 20), (+1 Dex, +5 
  Breastplate, +3 natural, +2 large wooden shield); BA/G 
  +3/+5, Atk +6 melee (1d8+3, longspear) or +6 melee 
  (1d8+3 19-20x2, longsword), or +4 missile (1d6, 
  javelin); Full Atk +6 melee (1d8+3, longspear) or +6 
  melee (1d8+3 19-20x2, longsword), or +4 missile (1d6, 
  javelin; SQ Darkvision 60ft, scent; AL CE, SV Fort +7, 
  Ref +4, Will +1; Str 16, Dex 12, Con 14, Int 10, Wis 10, 
  Cha 10.  
   
  Skills and Feats: Climb+0, Hide +0, Intimidate +2, 
  Listen +4, Move Silently +0, Spot +4; Cleave, Power 
  Attack, Toughness. 
   
  Possessions: Breastplate, longspear, longsword, 3 
  javelins, large wooden shield (spiked), backpack, 3 days 
  trail rations, waterskin, flint and steel. 
   
  APL 6 (EL8) 
  � White-Eye Bugbear (advanced) (3): Medium 
  humanoid (goblinoid), Ftr 3; CR 5; HD 3d8+6 
  (bugbear) + 3d10+6 (fighter), hp 43; Init +2; Spd 20 ft; 
  AC 22 (touch 12, flat-footed 20), (+2 Dex, +5 MW 
  Breastplate, +3 natural, +2 large wooden shield); BA/G 
  +5/+7, Atk +7 melee (1d8+3, longspear) or +9 melee 
  (1d8+3 19-20x2, MW longsword), or +7 missile (1d6, 
  javelin); Full Atk +7 melee (1d8+3, longspear) or +9 
  melee (1d8+3 19-20x2, MW longsword), or +7 missile 
  (1d6, javelin; SQ Darkvision 60ft, scent; AL CE, SV Fort 
  +8, Ref +6, Will +2; Str 16, Dex 14, Con 14, Int 10, Wis 
  10, Cha 10.  
   
  Skills and Feats: Climb+1, Hide +1, Intimidate 
  +11, Listen +4, Move Silently +1, Spot +4; Cleave, 
  Power Attack, Skill Focus (intimidate), Toughness, 
  Weapon Focus (longsword). 
   
  Possessions: MW Breastplate, longspear, MW 
  longsword, 3 javelins, large wooden shield (spiked), 
  backpack, 3 days trail rations, waterskin, flint and steel. 
   
  APL 8 (EL10) 
  � White-Eye Bugbear (advanced) (3): Medium 
  humanoid (goblinoid), Ftr 5; CR 7; HD 3d8+6 
  (bugbear), + 5d10+10 (fighter), hp 57; Init +2; Spd 30 ft; 
  AC 22 (touch 12, flat-footed 20), (+2 Dex, +5 chainshirt 
  +1, +3 natural, +2 large wooden shield); BA/G +7/+10, 
  Atk* +13 melee (1d8+5, longspear) or +15 melee (1d8+7 
  17-20x2, MW longsword), or +11 missile (5d6 
  lightning bolt reflex DC14, javelin of lightning); Full 
  Atk* +13/+8 melee (1d8+5, longspear) or +15/+10 
  melee (1d8+7 17-20x2, MW longsword), or +11/+6 
  missile (5d6 lightning bolt reflex DC14, javelin of 
  lightning); SQ Darkvision 60ft, scent; AL CE, SV* Fort 
  +11, Ref +8, Will +4; Str 18, Dex 14, Con 14, Int 10, Wis 
  10, Cha 10.  
   
  Skills* and Feats: Climb+7, Hide +6, Intimidate 
  +13, Listen +6, Move Silently +6, Spot +6; Cleave, 
  Dodge, Improved Critical (longsword), Power Attack, 
  Skill Focus (intimidate), Toughness, Weapon Focus 
  (longsword), Weapon Specialisation (longsword). 
   
  Possessions: 
  +1 
  Chainshirt, 
  longspear, 
  +1 
  longsword, 3 javelins of lightning, large wooden shield 
  (spiked), backpack, 3 days trail rations, waterskin, flint 
  and steel, potion of cure serious wounds, Potion of 
  heroism. 
   
  *Please note that the +2 morale bonus from pre-
  drinking a potion of heroism has been applied already. 
   
  APL 10 (EL12) 
  � White-Eye Bugbear (advanced) (3): Medium 
  humanoid (goblinoid), Ftr 7; CR 9; HD 3d8+6 
  (bugbear), + 7d10+14 (fighter), hp 71; Init +2; Spd 30 ft; 
  AC 22 (touch 12, flat-footed 20), (+2 Dex, +5 chainshirt 
  +1, +3 natural, +2 large wooden shield); BA/G +9/+12, 
  Atk* +15 melee (1d8+5, longspear) or +17 melee (1d8+7 
  17-20x2, MW longsword), or +13 missile (5d6 
  lightning bolt reflex DC14, javelin of lightning); Full 
  Atk* +15/+10 melee (1d8+5, longspear) or +17/+12 
  melee (1d8+7 17-20x2, MW longsword), or +13/+8 
  missile (5d6 lightning bolt reflex DC14, javelin of 
  lightning); SQ Darkvision 60ft, scent; AL CE, SV* Fort 
  PER4-07 A Nation Mocked 
   
  Page 22 
   
  
  +12, Ref +9, Will +5; Str 18, Dex 14, Con 14, Int 10, Wis 
  10, Cha 10.  
   
  Skills* and Feats: Climb+9, Hide +6, Intimidate 
  +15, Listen +6, Move Silently +6, Spot +6; Cleave, 
  Dodge, Improved Critical (longsword), Power Attack, 
  Skill Focus (intimidate), Toughness, Weapon Focus 
  (longsword), Weapon Specialisation (longsword). 
   
  Possessions: 
  +1 
  Chainshirt, 
  longspear, 
  +1 
  longsword, 3 javelins of lightning, large wooden shield 
  (spiked), backpack, 3 days trail rations, waterskin, flint 
  and steel, potion of cure serious wounds, Potion of 
  heroism. 
   
  *Please note that the +2 morale bonus from pre-
  drinking a potion of heroism has been applied already. 
   
  APL 12 (EL14) 
  � White-Eye Bugbear (advanced) (3): Medium 
  humanoid (goblinoid), Ftr 9; CR 11; HD 3d8+6 
  (bugbear), + 9d10+18 (fighter), hp 85; Init +2; Spd 30 ft; 
  AC 22 (touch 12, flat-footed 20), (+2 Dex, +5 chainshirt 
  +1, +3 natural, +2 large wooden shield); BA/G +11/+16, 
  Atk* +20 melee (1d8+7, longspear) or +23 melee (1d8+9 
  17-20x2, +2 longsword), or +18 missile (5d6 lightning 
  bolt reflex DC14, javelin of lightning); Full Atk* 
  +20/+15 melee (1d8+7, longspear) or +23/+18 melee 
  (1d8+9 17-20x2, +2 longsword), or +18/+13 missile (5d6 
  lightning bolt reflex DC14, javelin of lightning); SQ 
  Darkvision 60ft, scent; AL CE, SV* Fort +15, Ref +12, 
  Will +8; Str 22, Dex 15, Con 14, Int 10, Wis 10, Cha 10.  
   
  Skills* and Feats: Climb+13, Hide +9, Intimidate 
  +19, Listen +8, Move Silently +8, Spot +8; Cleave, 
  Improved Critical (longsword), Mobility, Power 
  Attack, Skill Focus (intimidate), Spring Attack, 
  Toughness, Weapon Focus (longsword), Weapon 
  Specialisation (longsword). 
   
  Possessions: 
  +2 
  Chainshirt, 
  longspear, 
  +2 
  longsword, 3 javelins of lightning, large wooden shield 
  (spiked), backpack, 3 days trail rations, waterskin, flint 
  and steel, potion of cure serious wounds, potion of 
  greater heroism, belt of giant strength +4. 
   
  *Please note that the +4 morale bonus from pre-
  drinking a potion of greater heroism has been applied 
  already. 
  PER4-07 A Nation Mocked 
   
  Page 23 
   
  
  MADRIGA and VAN OOSTL 
   
  ALL APLs 
  � Madriga: Female human (Flan), Rog2, Wiz7, Ass1, 
  Pal2; CR 12; Medium humanoid HD 2d6+2 (Rog) + 
  7d4+7 (Wiz) + 1d6+1 (Ass) + 2d10+2 (Pal), hp 60; Init 
  +8; Spd 30 ft; AC 20 (touch 16, flat-footed 16), (+4 Dex, 
  +2, +4 mage armor, +2 Vs evil); BA/G +6/+6, Atk +12 
  melee (1d6+2 (15-20x2)), +2 Holy Rapier), Full Atk 
  +12/+7 melee (1d6+2 (15-20x2), +2 Holy Rapier); SA 
  Sneak Attack +2d6, Evasion, Trap finding, Death 
  attack, Poison Use, Aura of Good, Detect Evil, Smite 
  Evil 1/day, Divine Grace, Lay on Hands; AL LG, SV 
  Fort +6, Ref +11, Will +6; Str 10, Dex 18, Con 13, Int 16, 
  Wis 12, Cha 14.  
  Skills and Feats: Appraise +6, Balance +8, 
  Bluff +7, Concentration +13, Decipher Script +7, 
  Diplomacy +6, Disguise +7, Escape Artist +8, Forgery 
  +6, Gather Information +6, Hide +13, Knowledge 
  (arcane) +14, Knowledge (local) +6, Knowledge 
  (religion) +9, Listen +6, Move Silently +13, Ride +8, 
  Sense Motive +6, Spellcraft +15, Spot +6, Tumble +9; 
  Dodge, Greater Spell Penetration, Improved Initiative, 
  Mobility, Scribe Scroll, Spell Penetration, Spring 
  Attack, Weapon Finesse (Rapier). 
   
  Possessions: +2 Holy rapier (+2d6 vs Evil), Ring of 
  Wizardry I, Wand of Foxes Cunning (12 charges), 
  Cloak of Charisma +2, Medallion of Thoughts. 
  Spells Per Day (4, 5(10), 4, 3, 2) 
   
  Spells Available; base DC = 13 + spell level): 0—
  Arcane Mark, Detect Magic, Light, Mage Message 
  1st—6x Magic Missile, Mage Armor, Protection from 
  Evil, Shield; 2nd— Darkvision, False Life, Tasha's 
  Hideous Laughter, Web; 3rd— Deep Slumber, Keen 
  Edge, Fire Ball, 4th—Crushing Despair, Shout. 
   
  *Spells with strike through are spell Madriga has 
  up and running. 
   
  � VanOostl: Male human (Flan), Rng12; CR 12; 
  Medium humanoid HD 12d8+36 (Rgr), hp 100; Init +8; 
  Spd 30 ft; AC 26 (touch 16, flat-footed 22), (+4 Dex, +3 
  buckler +2, +7 Chainshirt +3, +2 Ring of Protection +2); 
  BA/G +12/+16, Atk +18 melee (1d8+6 (19-20x2)), +2 
  Holy Longsword), Full Atk +16/+11/+6 melee (1d8+6 
  (19-20x2)), +2 Holy Longsword) & +16/+11/+6 offhand 
  melee, (1d6+4 (19-20x2), +2 Axiomatic Shortsword); SA 
  Combat Style (two weapon combat), Endurance, 
  Animal 
  Companion, 
  Improved 
  Combat 
  Style, 
  Woodland Stride, Swift Tracker, Evasion, Combat Style 
  Mastery, Favoured enemy (Goblinoid +4 dam), 
  Favoured Enemy (Orc +4 dam), Favoured Enemy 
  (Demons +2 dam); AL LG, SV Fort +6, Ref +11, Will +6; 
  Str 14, Dex 14, Con 12, Int 16, Wis 14, Cha 16.  
  Skills and Feats: Climb +8, Concentration +7, 
  Diplomacy +10, Handle Animal +9, Heal +6, Hide +19, 
  Jump +8, Knowledge (dungeon) +11, Knowledge (geo) 
  +11, Knowledge (local) +8, Knowledge (nature) +11, 
  Listen +12, Move Silently +14, Profession (soldier) +13, 
  Ride +14, Search +7, Spot +13, Survival +14, Swim +8, 
  Use Rope +8; Combat Expertise, Improved Combat 
  Expertise, Improved Buckler Defense, Improved 
  Favoured Enemy, Improved Toughness (+12hp), 
  Arcane Strike. 
   
  Possessions: +2 Holy longsword (+2d6 vs Evil), +2 
  Axiomatic Shortsword (+2d6 vs Chaos), Buckler +2 
  Light Fortification, Chainshirt +3, Ring of Protection 
  +2, Cloak of resistance +2, Gloves Of Dexterity +4, 
  Girdle of Giant Strength +4, Amulet of Health +4. 
  Spells Per Day (2, 2, 2) 
   
  Spells Available; base DC = 12 + spell level): 1st—
  Entangle, Resist Energy; 2nd— Barkskin, Protection 
  from Evil; 3rd— Cure Moderate Wounds, Neutralise 
  Poison. 
   
  PER4-07 A Nation Mocked 
   
  Page 24 
   
  
   
  Appendix Two 
  Battle of the Nestor Valley Maps 
  MAP 1: THE  NESTOR VALLEY 
   
  KEY (note up = East) 
  1: Forgardt 
  2: Road up Kershane Pass 3: Road to Chendl 
  4: Nestor Bridge 
  5: Nestor Ford 
  6: Fort Schwartzen. 
  PER4-07 A Nation Mocked 
   
  Page 25 
   
  
   
  MAP 2: BATTLE OF NESTOR FORD 
    
   
  KEY (note up = East) 
  1: Nestor Ford 
   
   
  2: Bugbear Rear (waiting to cross) 
  3: Madriga’s Company 
   
  4: Perrender Square 
  5: Bugbear advance 
  White eye symbol = pickets 
  PER4-07 A Nation Mocked 
   
  Page 26 
   
  
  MAP 3: ENCOUNTER AT FORT SCHWARTZEN 
   
   
   
  The Fort is on a hill about 40 feet above the forest floor.  The hill slopes upwards in a 45-degree angle.  The log 
  walls for the fort are 10ft high on the outside face but a firing step inside allows for the defenders to attack over 
  the top with the benefits of cover.  Defenders behind the wall gain a +4 to reflex saves to avoid damage from area 
  effect spells that allow a reflex save and gain the benefits of improved evasion in these circumstances.  The fort 
  is 70ft (14 squares) on its front facing and 60ft (12 squares) on the sides. 
  PER4-07 A Nation Mocked 
   
  Page 27 
   
  
  MAP 4: BATTLE OF NESTOR BRIDGE 
   
  KEY (note up = East) 
  1:  Armie HQ 
  2:  Cavalry Detachment 
  3:  5th Auszugen & Schwartzenbruin Landwehr 
  4:  Advance elements of the “White Eye” Brigade 
  5:  Mixed Iuzian Regiments 
  6:  Bridge of Nestor 
  7:  Left Flank HQ 
  8:  Right Flank HQ 
  9:  Katz Creek 
   
   
  PER4-07 A Nation Mocked 
   
  Page 28 
   
  
  Appendix Three 
  Map of the Kershane Pass 
   
  SETTLEMENTS and OTHER FEATURES 
  KERSANE CANTON (Grey area) 
  The City of Kershane: Grey Elven city Pop 6800 (Grey Elves 4800, High Elves 1200, Wood Elves 400, Halflings 300, Gnomes 100). 
  Sedhane: High Elven mixed settlement Pop 5800 (High Elves 2000, Wood Elves 1200, Felkatz Vossers 600, High Forest Humans (Flan) 1000, Gnomes 
  600, Halflings 400).  
  Illanoff: High Elven mixed settlement Pop 4000 (High Elves 1800, High Forest Humans (Flan) 1200,  Halflings 500, Fellkatz Vossers 300, Gnomes 
  200).  
  Katzberg: Felkatz Vosser capital and hill fortress town, pop 5300 (Felkatz Vosser 2600, High Forest Humans (Flan) 2000, Halflings 400, Gnomes 300). 
  Dre-Urdan: Gnome subterranean town, pop 2400 (Gnome 2400). 
  Tiglermanung: Gnome subterranean city, pop 7800 (Gnome 6800, Khund 600, Halflings 400). 
  Oostholm: Khund subterranean city, pop 4000 (Khund 2800, Gnomes 1000, Halflings 200). 
  V3: Felkatz Vosser stadt pop (Felkatz Vossers 220, Halflings 40).  
  V4: Felkatz Vosser stadt pop (Felkatz Vossers 100, Halflings 20). 
  V5: Felkatz Vosser stadt pop (Felkatz Vossers 360, Halflings 60). 
  V6: Felkatz Vosser stadt pop (Felkatz Vossers 200, Halflings 50). 
  V7: Felkatz Vosser stadt pop (Felkatz Vossers 400, Halflings 80). 
  V8: Felkatz Vosser stadt pop (Felkatz Vossers 320, Halflings 70). 
   
  TOTAL POPULATION CANTON OF KERSHANE = 36420 
  Grey Elves 4800, High Elves 5000, Felkatz Vossers 5100, Gnomes 11400, Halflings 2520, Khund 3400, High Forest Humans 4200 
   
  CLATSPURGEN CANTON (KERHAVEN SUB CANTON) 
  Clarstadt: Roodberg fishing village, pop 900. 
  Forgardt: New Roodenhund community, half-built castle, pop 300. 
  G1-G2: Guurhok cavern complexes, pop unknown. 
  Guurdorf: Ancient Elven city, now occupied by main clan of the Guurhok, est. pop 4500+ 
  Hygardt: Roodenhund castle/keep and mining settlement pop 500. 
  Meersdorf: Oostmeer fishing village with Roodberg over-lordship, pop 600. 
  Meerstradt: The narrow and treacherous passage between the shore and Finderlord island. 
  Midgardt: Roodenhund walled town, pop 1300. 
  Rooddorf: Roodenhund fortress, pop 350. 
  St Cuthbert’s: High Pass community with a fortress monastery called St Cuthbert’s, pop 900. 
  Tielmannschlauss: Mountain community, mixed clans, Roodberg overlordship, pop 900. 
  Twin Bridges: Roodenhund fortress town, pop 1500. 
  PER4-07 A Nation Mocked 
   
  Page 29 
   
  
  V1-V2: Abandoned Felkatz Vosser Stadts. 
  Vangardt: Roodenhund agricultural town, pop 1100. 
  Visthaven: Capital of the Sub-Canton of Kerhaven, ruled over by the Roodenhund Sept, pop 2800. 
  Vosdorf: Ruined Felkatz fortress town. 
   
  TOTAL ROODBERG (ROODENHUND) POPULATION: Approx 11,000. 
   
  GEOGRAPHICAL 
  DasBrokenbak Ridge: A series of peaks rising to approx. 9,000ft that follows the Kershane River. 
  Finderlord Island: An ancient holy site of the Grove. 
  Sentvoor River: A fast flowing river that is tributary to the Kershane. 
  The Vesve Hills: The wooded hinterland of the Vesve and Clatsberg mountains, home to all manner of wild creatures. 
  Glacier: Source of the Kershane River, called by many the Broken Shelf by others the HanJosep Glacier, approx. altitude 21000ft. 
  Katzflow River: A sacred area of the Grove. 
  Kershane River: One of Perrenland major rivers, it empties into Lake Quag. 
  Meerstradt: The narrow and treacherous passage between the shore and Finderlord island. 
  Mt. Sedhane: The Hollow mountain 19,000ft. 
  Mt. Sentvoor: Highest Peak in Perrenland @ 31000ft. 
  Mt. Teal: Mountain of 25,000ft. 
  PER4-07 A Nation Mocked 
   
  Page 30 
   
  
  Player Handout Number 1 
   
   
  t
   
   
   
   
   
  l
   
  ,
  t
  The non-aggression pact with Iuz has ended, symbolically torn to shreds and burned in the flaming altar of 
  Vathris the demi-god of retribution by the new Voormann Orgus Bildgear. The assembled members of the 
  Concatenated council of Perrenland has supported this action, in accord for the first time in months. The 
  powerful Pfalzgraf of the Weisspeers, however, is noticeably absent. It is time to stand firm and deal a blow to 
  revenge the death of the Voormann Karenin and so many o hers who have fallen victim to the evil machinations
  of Iuz and his depraved minions. It is war. 
  General mobilisation, already well advanced, has now reached a new level. The reserve units of each Auszugen 
  have been called up, expanded up to double and in some cases even triple normal manpower levels. 
  Two armies have been assembled: the 1
  st Armie of 6000 troops and the 2
  nd Armie of 4000 troops. These two 
  armies have at their core the well-trained and disciplined Auszugen of Perrenland, supported by some of the 
  Landwehr of the cantons. Units from the 1
  st, 2
  nd, 5
  th, 6
  th, 7
  th and 8
  th Auszugen have been deployed in these two 
  armies. Landwehr from the Cantons of Quagfludt, Clatspurgen, Schwartzenbruin, Nederboden, Krestible, Traft, 
  Vesbergen and Kershane have also joined these regular formations, along with many other patriots. In reserve 
  stand the bulk of the 3
  rd and 4
  th Auszugen units, 50% of the troops from each of the committed Auszugen and the 
  Landwehr units of the Krestible, Nederboden, Hugelrote and Yattenheid Cantons. 
  The bulk of the 2
  nd Auszugen in Quagfludt supported by the majority of the Hors (cavalry) of the nation have 
  been tasked with keeping the Velverdyva river valley free and with assisting the city of Highfolk. This 
  formation is being called the Velverdyva Armie-Group and consists of some 2000 footmen supported by nearly 
  1000 cavalry and elements of the Zee-Auszugen as well. 
  Amongst all these regular military units the loudest voices are those of patriots and common folk who have 
  taken up arms in support of Bi dgear’s declaration of war. Even the leaders of the Old Kerk and Den Zauber have 
  called upon their members to join the push to free Highfolk. 
  Whether as a patriot, by your desire to see the Vesve freed  or by your duties as a member of the Fighting Forces 
  of Perrenland, Den Zauber or the Old Kerk you find yourself part to the 1
  st Armie. This army of over six 
  thousand troops has been deployed over-looking the Vesve in the lower end of the Kershane pass. The Vesve has 
  been over-run by suspected Iuzian forces. The 1
  st Armie has been assigned the task of pushing them back and 
  restoring the territory to Highfolk, a nation mocked by its inability to keep its territory. You know that the 
  sligh ly smaller 2
  nd Armie will be doing much the same but to your north across the Sepia Uplands. 
  PER4-07 A Nation Mocked 
   
  Page 31 
   
  
  Player Handout Number #2 
   
  THE  NESTOR VALLEY 
   
   
  KEY (note up = East) 
  1: Forgardt 
  2: Road up Kershane Pass 3: Road to Chendl 
  4: Nestor Bridge 
  5: Nestor Ford 
  6: Gutherie’s Advance. 
  PER4-07 A Nation Mocked 
   
  Page 32 
   
  
  Player Handout Number #3 
   
  BATTLE OF NESTOR FORD 
   
    
   
  KEY (note up = East) 
  1: Nestor Ford 
   
   
  2: Bugbear Rear (waiting to cross) 
  3: Madriga’s Company 
   
  4: Perrender Square 
  5: Bugbear advance 
  PER4-07 A Nation Mocked 
   
  Page 33 
   
  
  Player Handout Number #4  
   
  BATTLE OF NESTOR BRIDGE 
   
   
  KEY (note up = East) 
  1:  Armie HQ 
  2:  Cavalry Detachment 
  3:  5th Auszugen & Schwartzenbruin Landwehr 
  4:  Advance elements of the “White Eye” Brigade 
  5:  Mixed Iuzian Regiments 
  6:  Bridge of Nestor 
  7:  Left Flank HQ 
  8:  Right Flank HQ 
  9:  Katz Creek 
   
   
  PER4-07 A Nation Mocked 
   
  Page 34 
   
  
  CRITICAL EVENTS SUMMARY (PLEASE SEND RESULTS TO patjeni@nor.com.au using the subject title “ANM 
  CES” 
   
  This is for the DM to fill in after the event, do not consult the players on these points. 
   
  1) 
  Did the PCs take the Fool’s option? 
   
   
  Y 
  N 
  2) 
  Did the PCs arrive early at the bridge? 
   
   
  Y 
  N 
  3) 
  Did the PCs save VanOostl? 
   
   
   
  Y 
  N 
  4) 
  Did the PCs save Safia and take her alive to Forgardt? 
  Y 
  N 
  5) 
  Did the PCs secure the battle standard of 1
  st Armie?  
  Y 
  N 
   
   
  PER4-07 A Nation Mocked 
   
  Page 35 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Perrenland/594/Normal Scenarios/PER4-07 - A Nation Mocked (APL 2-12)/PER4-07 A Nation Mocked.pdf