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.  
   
  SHL4−03 
   
   
   
   
   
   
   
  End of the Path 
   
  A one-Round D&D LIVING GREYHAWK
  ®  
  Shield Lands Regional Adventure 
  Version 1.0 
   
   
   
  By Christopher J Banks 
  Reviewed by Jason Bulmahn 
   
   
  As the chill winds of Fireseek set in, a young man’s long road is coming to a close. The council has requested brave 
  adventures to aid him in the final leg of his journey. An adventure for intrepid adventurers APL 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.  
   
  End of the Path 
   
  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 
  Shield Lands.  Characters native to the Shield Lands 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. 
   
  End of the Path 
   
  Page 3 
  
  Adventure Background 
  This adventure deals with the recent death of the former 
  Knight Commander of the Shield Lands, Lady Katarina, 
  and her apparent inability to be contacted beyond the 
  grave. Recently a young man named Bicallis Debello, 
  from the city of Niole Dra, in Keoland had a vision. The 
  vision showed him standing over the body of a beautiful 
  female warrior wearing the armor of Heironeous. In the 
  vision, Bicallis saw the grass around the woman’s body 
  wither and die and her sword snap in twain. Reaching 
  down, Bicallis was able to repair her blade with only the 
  simple wave of his hand. The Lady immediately awoke, 
  smiled at him, and said one word to him, “Fressen”. 
   
  Bicallis, taking this as a calling from the gods, did 
  some researching and learned the woman in his vision 
  was none other then Lady Katarina, Knight Commander 
  of the Shield Lands. He immediately sold all his worldly 
  possessions and set off north for the Shield Lands.  
   
  This news came to the attention of one Shelton 
  Halfhand, the secretary to the council of lords. Seeing 
  this as his chance to strike a blow to the pathfinders, 
  whom he considers undisciplined and erratic, he enlisted 
  the unwitting help of Count Bladehone. He convinced 
  the count, and much of the council, that this young man 
  was the key to bringing back Lady Katarina. In addition 
  to this, he prompted Lord Bladehone into convincing the 
  council that a group of pathfinders should escort the 
  young man to his final destination. Little does anyone 
  know however that Shelton also hired a cleric of Vatun to 
  ambush the party and kill Bicallis. In this way, he hopes 
  to bring disgrace on all the Pathfinders.  
   
  Adventure Summary 
  This adventure starts with the PC’s being summoned to 
  the private residence of Garridan Bladehonee, the only 
  dwarf to sit on the Council of Lords, but who is currently 
  in exile. Here they are introduced to Count Bladehone 
  and Bicallis Debello. The count informs the PC’s of 
  Bicallis’ journey and requests they undertake the mission 
  of escorting young Bicallis to his final destination, a 
  small, abandoned outpost two not five days ride to the 
  north-west.  
   
  Count Garridan Bladehone was informed of the 
  young man’s journey by Shelton Halfhand, the secretary 
  to the Council of Lords. The count immediately agreed 
  with Bicallis’ interpretation of the dream and began 
  inquiring into suitable guides. The PC’s names came up. 
  What Count Garridan Bladehone does not know is that 
  Shelton is using the Count to get the PC’s to fail and have 
  Bicallis killed. In this way, he hopes to finally convince 
  the needed votes on the council that the Pathfinders are 
  too dangerous on their own and must be incorporated 
  into the standing army.  
   
  The group spends the night as quests of the baron 
  and leaves early the next morning. They set out under 
  orders of utmost secrecy and stealth. Neither is sure 
  exactly what they will find in the outpost, but Bicallis’ 
  safety is paramount.  
   
  The journey to the outpost is hampered by a winter 
  storm and a group of wolves lead by Henick Klostaf, a 
  cleric of Vatun, paid by Shelton to attempt to kill Bicallis. 
  The wolves will attempt to destroy Bicallis’s guards 
  before dealing with him though, so Bicallis should 
  survive this attack and the PC’s should get to show off 
  their display of bodyguard might. 
   
  Bicallis leads the group directly to the outpost. The 
  place shows signs of recent use and the party is forced to 
  contend with a pair of orcs who are hiding out from Iuz. 
  An extensive search of the small outpost reveals no other 
  information, except that the female orc is very obviously 
  pregnant. With no other option in hand, Bicallis becomes 
  convinced the orcs are the key to returning Lady Katarina 
  to life. The orcs violently protest and it takes either 
  diplomatic measures or force to convince the pair to 
  return with the party. 
   
  On the return trip to Critwall, a party of humanoids, 
  working as bounty hunters for Iuz and tracking the orcs 
  stumbles upon the group, determined to get their 
  bounty. In the ensuing melee, Bicallis will most likely fall 
  attempting to protect the female Orc.  
   
  Once the bounty hunters are dealt with, the group 
  arrives back in Critwall, tired from the hard ride. Shelton 
  Halfhand makes an appearance to the PC’s and furiously 
  informs them they will explain their actions to the 
  council. Count Garridan Bladehone and the rest of the 
  council are most distressed at the loss of Bicallis and their 
  apparent empty handed return. They are given a chance 
  to explain their actions to the entire council of lords. 
  Here Shelton Halfhand makes a grand speech about the 
  incompetence of the Pathfinders and their continued 
  disobedience of lawful orders. He immediately calls for a 
  vote to permanently disband the Pathfinders and 
  incorporate them into the regular army. The PC’s are 
  dismissed in short order. 
   
  Late that afternoon the announcement is made. In a 
  wide open market square with hundreds of Pathfinders 
  gathered together, the council officially disbands the 
  Pathfinders and orders them to report to their 
  commanding officers for reassignment. Shelton’s speech 
  is interrupted by Lord Torkeep who offers an alternative. 
  Any Pathfinder may sign up to work for him instead of 
  joining the army, he offers poor wages, bad lodging, and 
  nothing but broth until winter breaks. The PC’s then 
  must decide weather to throw in their lot with Torkeep, 
  or be reassigned to the army. The end. 
  End of the Path 
   
  Page 4 
  
   
  Introduction 
  The winter has dragged on for months now, a bleak 
  reflection of the mood of the nation since the fall of 
  the great lady. However, be you seasoned veteran or 
  first time adventurer, the one thing everyone in the 
  Shield Lands can count on, is garrison duty. You 
  stand on the icy battlements of Critwall trying to 
  shield yourself from the winds’ numbing gusts and 
  think of warmer things to come, a roaring fire, hot 
  drink, and good company.  
   
  It’s late, or early morning now, so you’re 
  surprised to see another group of Pathfinders, 
  bundled up in layers of cloaks, carefully making their 
  way up the treacherously slippery stairs. One of them 
  approaches and peeks out beneath a well shielded 
  face. “It’s your lucky n ght.” He calls out loudly, 
  fighting the wind in volume. “We’re here to replace 
  you. Here.” From the folds of his cloths he produces a 
  small, folded piece of parchment and thrusts it into 
  your hand. W thout another word he motions his 
  fellows to the wall, seemingly to replace you.  
  i
   
  i
   
   
   
   
   
  i
  l
   
   
  Hand one of the players Player Handout # 1. 
   
  The PC’s should be familiar enough with Critwall to 
  quickly locate the Bladehone house, but in the extreme 
  case of newcomers to Critwall, one of the replacement 
  guards will be able to provide directions.   
  Encounter 1:  
  Noble Meetings  
  The Bladehone household is not hard to find. A large 
  two-story manner, it dominates most of an entire 
  block only a ways down from the Temple of the 
  Shield Reclaimed. The manner looks well kept and 
  prosperous and is one of the only buildings in 
  Critwall to display a large banner with the hammer 
  and anvil of Moradin on it. Two dwarves stand guard 
  outside the main door, huddled up against the wall.  
  The dwarves are Dilk and Marin Oboron, two brothers 
  who have been in the service of the Bladehone family for 
  many years. They are cheerful folk, though the wind has 
  sated their cheer a bit. The party is expected and Dilk will 
  show the PC’s in to a simple waiting chamber equipped 
  with several comfortable chairs and couches, but not 
  before eyeing the party over for a bit.  
   
  The PC’s should feel free to introduce themselves if 
  they have not already. The group has been on watch 
  together, but this does not always necessarily indicate a 
  familiarity with one another.  Shortly after introductions 
  read or paraphrase the following.  
   
  Maybe five minutes has gone by and you’re just 
  beginning to feel the familiar tingle of warmth creep 
  into your fingers and toes when the doors to the small 
  study opens and two men walk in. The first is tall for a 
  dwarf, he is scared and weathered, but gives off a 
  regal air. He’s dressed in fine clothing and carries a 
  bejeweled hand axe at his hip. The other is a young 
  boy maybe fifteen years old. His clothing is dusty and 
  well worn and a medallion of Heironeous hangs 
  strangely at his belt. The well dressed man clogs in, 
  screeches a chair back from the main table and plops 
  heavily down next to you. “Good, ya got me message. 
  I’m Garridan and this be me house. Me thanks for 
  coming so late as it is. Ye have questions, but it be 
  best if I tell ye why I’ve  summoned ya up for before 
  answering d’em. Sit and listen if ye would.” 
  He will wait for the party to agree and get comfortable 
  before continuing. 
   
  “Dis here be  Bicallis Debello, of the Kingdom of 
  Keoland.” The young man bows clumsily to you 
  before tak ng his seat. “Young Bicallis been 
  journeying these many mi es on foot from Keoland 
  on request of Heironeous himself.  He intends to 
  bring Lady Katarina back to us. I know, it sounds 
  crazy, but the boy can explain it better then me.”  
  The young man stands again looking very unsure 
  of himself. He fumbles with words for a second then 
  seems to take on a determined look. “Forgive me; I 
  am not good with words. What Lord Bladehone has 
  said is true. I had a vision several months ago. I saw 
  Lady Katarina, dead, lying on a field of grass. Before 
  my eyes the grass began to wither and die until only 
  an odd looking dirt remained. In the next breath her 
  sword snapped in twain. I saw myself reach down and 
  take her sword from her. I placed the two ends 
  together and the sword became whole again. She 
  opened her eyes and smiled at me, such a beautiful 
  smile, like I had never seen.” He stops talking, 
  seemingly lost in the memory. A few seconds later he 
  shakes his head and continues. “She said to me only 
  one word, Fressen. I woke up after that and 
  remembered every detail so vividly, I knew it was 
  more then a dream, it was a request from Heironeous, 
  a quest to bring back the Lady!.” 
   
  Lord Bladehone breaks in. “He’s done a good job 
  getting so far on his own, but he’ll need more den 
  luck to get into Iuzian lands.” Bladehone stops for a 
  second and spits on the floor, as if the taste of the 
  word Iuz was sour in his mouth. “As such, the council 
  End of the Path 
   
  Page 5 
  
  has discussed this and we feel Bicallis would do well 
  to have an escort up to where we hope, his journey 
  will end, Fressen Outpost.” 
   
   
   
   
   
   
  i
  t
   
  Bicallis looks to Bladehone skeptically, sadness on his 
  face, before Bladehone continues. “Dis is the 
  Council’s wish; bring young Bicallis up to Fressen. Tis 
  an abandoned outpost some two days ride north and 
  west of here. Keep ‘em safe, we need ta find out what 
  dis means. So, what da ya say? Ya willing ta do dis task
  for the Shield Lands?” 
  Lord Bladehone of course expects compliance. Anything 
  else is simply unfathomable. The PC’s are free to ask any 
  questions they have for either person. Bicallis answers all 
  questions honestly and to the best of his abilities. He is a 
  shy blacksmith’s son and feels he isn’t as important in 
  this task as the council seems to think he is.  
   
  He has had no other contact or dreams since his 
  initial one almost two months ago, which leads him to 
  believe he is on the right track. Any “zone of truth” spell 
  will only reveal that the young man is speaking 
  truthfully.  
   
  The issue was brought to the council by Lord 
  Bladehone himself after he was advised by his secretary, 
  Shelton Halfhand, of the boy’s existence. Lord Bladehone 
  never 
  questioned 
  how 
  Shelton 
  came into this 
  information, but was quick to see the potential reward to 
  the Shield Lands if the Lady can be restored.  
   
  Fressen 
  outpost 
  was 
  abandoned 
  during the 
  occupation. It’s defenses are minimal as it served really 
  only as a way station between the larger nearby cities. 
   
  Once the PC’s agree read the following. 
   
  “Excellent! I knew ye would. Heroes ye be and your 
  kind always does the right thing, no matter what 
  others say. There was some debate in da council, some 
  of da members think we should send a detachment of 
  regular army troops as an escort, instead of 
  Pathfinders, but we were able to convince the rest 
  that the Pathfinders are best suited for this type of 
  mission. Leave at your leisure, but keep yer mission 
  quiet.  No one must know what yer doing, Iuz has 
  spies everywhere.” He spits again and looks as if he’s 
  been chewing on something sour.  
  Lord Bladehone will provide mounts for the entire group. 
  If questioned who championed the Pathfinders over the 
  regular army, he will say mainly he did. At the prompting 
  of Shelton who agreed the Pathfinders were best suited 
  for stealth. He thought this odd, as Shelton has protested 
  vigorously against the Pathfinders as of late, but assumed 
  he simply realized the truth of the need of the 
  Pathfinders.  
   
  Encounter 2:  
  The Journey Northward 
  Travel to the outpost will be uneventful except for the 
  biting wind and drifts of snow, unless the PC’s have a way 
  to move easier through the snow, travel will take three 
  days traveling on horse. Bicallis is very fearful of magic 
  and will not except any form of magical aid which 
  changes his form substantially. The DM is free to roleplay 
  his fear and is encouraged to use her judgment when 
  deciding if a particular spell is appropriate or not. But he 
  is utterly afraid of most types all types of agic and will 
  accept no spell to be placed on him be it beneficial or not. 
  The first two days will be uneventful, but on the morning 
  of the third day, a cold snap will develop and a winter 
  storm will role in. Read or paraphrase the following. 
   
  You’ve just started to gather your things and break 
  camp when the snow starts falling again. The wind 
  whips up suddenly and it feels as if an icy claw cuts 
  through your clothing and scratches at your bones.  
  Any character may attempt a Survival check DC 15 to 
  predict the coming of a fierce storm. The storm hits two 
  hours later. 
   
  The storms intensity has been gathering for the past 
  few hours, the wind and cold crescendoing into a 
  h gh fever. Your best estimates put you still seven or 
  eight hours from the outpost, but one thing is certain, 
  it will be a long, cold road if you con inue to press 
  through the storm.  
  The PC’s have the option of either stopping or attempting 
  to find shelter from the storm. Appropriate shelter can be 
  found by making a Survival check DC 10+APL. The other 
  alternative is to press through the storm. Unless 
  protected from the elements, this will require four 
  separate Survival checks, one per hour for the duration of 
  the storm. (Four hours) The Survival DC’s will be 15, 16, 
  17, and 18. Appropriate use of the Survival skill and cold 
  weather clothing can grant characters bonuses to these 
  checks. For each check failed a PC takes 1D6 points of 
  nonlethal damage begins to suffer from hyperthermia. 
  (Effectively fatigued) This nonlethal damage can not be 
  healed until the character is removed from the cold and 
  warms up again. Once the cold is dealt with, the PC’s are 
  free to move on to encounter three. Rules for running 
  cold weather adventures can be located on page 302 of 
  the DMG 
   
  End of the Path 
   
  Page 6 
  
  Encounter 3: 
   Wolves! 
  Read or alter the following text depending on if the PC’s 
  made shelter or pushed through the storm.  
   
  l
   
  “After hours of braving the storm for many hours, the 
  wind begins to die down and the snow ceases to fall. 
  It seems however that the snow is the least of your 
  problems. From up ahead several small, dog-like 
  shapes are barreling towards you. They don’t ook 
  happy and are closing fast! 
  Give the PC’s one round of prep time, then place the 
  wolves forty feet from the nearest PC.  
   
  Creatures: The wolves were trained and are 
  controlled by a man named Henick Klostaf. He is 
  currently out of view behind a hill, but will crest the top 
  of the hill to watch his beasts tear apart the PC’s on the 
  third round. Allow the PC’s Spot checks DC 12+APL after 
  the second round to notice Henick’s presence. Once he 
  begins casting spells, no Spot check is needed to notice 
  him.  
   
  APL 2, EL 3 
  � Wolf (2): Hp 13 each; see Monster Manual, page 283 
  � Henick: Male Human Clr1; Hp 10; See Appendix 1.  
   
  APL 4, EL 5 
  � Wolf (3): Hp 13 each, see Monster Manual, page 283 
  � Henick: Male Human Clr4; Hp 26; See Appendix 1. 
   
  APL 6, EL 7 
  � Wolf (2): Hp 13 each, see Monster Manual, page 283 
  � Winter Wolf (1): Hp 51, see Monster Manual, page 
  256 
  � Henick: Male Human Clr4; Hp 26; See Appendix 1.  
   
  APL 8, EL 9 
  � Wolf (2): Hp 13 each, see Monster Manual, page 283 
  � Winter Wolf (2): Hp 51, see Monster Manual, page 
  256 
  � Henick: Male Human Clr6; Hp 42; See Appendix 1.  
   
  APL 10, EL 11 
  � Winter Wolf (5): Hp 51 each, see Monster Manual, 
  page 256 
  � Henick: Male Human Clr8; Hp 54; See Appendix 1.  
   
  APL 12 EL 13 
  � Winter Wolf, Advanced (3): Hp 119 each, see 
  Monster Manual, page 256 
  � Henick: Male Human Clr10; Hp 68; See Appendix 1  
   
  Tactics: The wolves will attack independently according 
  to whatever they perceive as their most immediate threat, 
  but are considered very cunning hunters. They will 
  always us their free trip attacks, but retreat back to 
  Henick if dropped to below 25% of their hit points. Any 
  winter wolves present will use their breath weapons 
  when ever available, preferring to catch as many people 
  in its cone effect as possible. At APL 12 the winter wolves 
  will be huge and thus have reach. 
   
  Henick will stand on the hill 90 feet away and cast 
  spells to aid the wolf’s attacks. He will take priority in 
  healing any injured wolves that return to him. If engaged 
  directly, he will fight to the death, preferring an 
  honorable death to a life of imprisonment. Any injured 
  wolves will fight to the death in his defense.  
   
  Conditions: The snow covered ground effectually 
  halves all ground based movement. The wolves are not 
  subject to this movement penalty. 
   
  Development: Because of the nature of Henick’s 
  God, Vatun, he must have an open flame within ten feet 
  of him to cast spells. The torch resting at his feet is his 
  current source of fire, if this goes out spell casting will be 
  impossible unless he comes within ten feet of another 
  source of fire.  
   
  Henick will fight until he considers victory 
  impossible or the PC’s lie dead. If forced to flee, the 
  wolves will do their best to shield him from incoming 
  attacks. If captured alive, Henick will withhold any 
  information from the PC’s unless “convinced” otherwise. 
  The DM is encouraged to use her own discretion on what 
  it takes to convince him to speak. If searched, Henick 
  bears a letter of employment. This is represented as 
  Players Handout # 2.  
   
  Henick is based out of Law’s Forge and is simply a 
  hired mercenary who’s lived in the wilds for most of his 
  life. He is cruel and enjoys torture and pain. 
   
  Treasure: APL 2 pearl of power, 1
  st level, Quaal’s 
  feather token, tree, 
   
  APL 4 pearl of power, 1
  st level, Quaal’s feather token, 
  tree, cloak of resistance +1 
   
  APL 6 pearl of power, 1
  st level, Quaal’s feather token, 
  tree, cloak of resistance +1 
  APL 8 pearl of power, 1
  st level, Quaal’s feather token, 
  tree, cloak of resistance +1, boots of striding and 
  sprinting.  
   
  APL 10 pearl of power, 1
  st level, Quaal’s feather 
  token, tree, cloak of resistance +1, boots of striding and 
  sprinting. 
   
  APL 12 pearl of power, 1
  st level, Quaal’s feather 
  token, tree, cloak of resistance +1, boots of striding and 
  sprinting. 
   
  End of the Path 
   
  Page 7 
  
  Encounter 4: 
   Proud Parents 
  After days of trekking through the wind and snow 
  your destination lies in sight. Cresting a small hill 
  you see the run down visage of an old, one story 
  outpost. The fence circling the outpost has fallen into 
  decay and you’re not sure what miracle of magic is 
  still keeping the roof standing, but the structure itself 
  looks fairly stable. On closer inspection, however, you 
  see small wisps of smoke rising from the broken 
  down chimney. Apparen ly the outpost is still in use 
  by someone, or something.  
  t
   
  i
   
   
   
  The outpost is a small, ten by eight, one room building 
  that is boarded up and run down. Although the windows 
  are covered crudely with wooden planks, anyone peering 
  between the cracks will be able to scan the contents of 
  the room. It is currently home to a run away orc couple, 
  Jug and Hutana. Hutana, the female of the pair, is in her 
  final trimester of birth and fearful for her child. When 
  the PC’s arrive, the orcs will be busy cooking and 
  oblivious to the PC’s arrival. However, they did take the 
  precaution of setting a deadly trap on the main door. The 
  party must bypass or defeat the trap in order to gain 
  entrance via the door.. Any of the window planks could 
  be ripped off though it would alert the two inside..  
   
  � Poisoned Lock Darts Trap: CR 6; mechanical; touch 
  trigger; manual reset; +15 ranged (1D4+4) plus giant wasp 
  poison (1d6 Dex/1d6 Dex); Fort save resists (DC 18); 
  Search (DC 21); Disable Device (DC 25). 
   
  Creatures: The two orcs here, Jug and Hutana are 
  runaways from the camp of Iuz. The two are the rare 
  breed of orc who met and were more concerned with 
  each other and their baby than with killing and slaughter. 
  Fearing for their baby’s future, they fled the service of Iuz 
  and took up residence here. Jug speaks rough Common, 
  but Hutana will be oblivious to any conversation in 
  Common. The two are fairly courteous, for orcs, but very 
  suspicious and defend their future expectant child to the 
  death. They have no qualms about the group searching 
  the outpost and are happy to offer them a place at their 
  fire and some warm broth if the party is especially polite.  
   
  Tactics: The pair are not much of fighters and would 
  be a push over for most experienced groups, however 
  fighting will be their last resort. The two will prefer 
  dialogue and only fight if it looks like there is no way out 
  of the situation.  
   
  A search of the outpost reveals absolutely nothing. 
  Anything of value has long been stripped away and no 
  cunningly hidden secret doors or illusionary walls exist. 
  After an extensive search, Bicallis will get frustrated with 
  their lack of progress. 
   
  “I don’t understand! What we’re looking for should be 
  here. All my feelings, everyth ng I know tells me 
  what we’re looking for should be here.” 
  If the party does not suggest it, Bicallis will mull the 
  situation over before becoming convinced the orcs are 
  the key to his quest. After all, how often do orcs show 
  this much hospitality? Whether the party or Bicallis 
  comes up with the idea, read or paraphrase the following.  
   
  “Yes, yes, that’s it. The orcs, they must be the key! 
  They must be. We should take them back to Critwall 
  with us.” 
  Jug and Hutana will of course not be very keen on this 
  idea. They know they have worked for Iuz and believe 
  they would be walking to their death. The PC’s must 
  convince the orcs to join them through diplomacy, 
  threat, or force. The DC for a Diplomacy or Intimidate 
  check is 12+APL. Another other option is to subdue the 
  duo and drag them back to Critwall, though this is not an 
  especially heroic act, it will get the job done. The orcs can 
  be convinced to return with the party through skillful 
  negotiation, but can not be bribed with money or goods. 
  After all, what good is a fortune in gold if your marching 
  to your death? Do not allow retries on either check if the 
  first is failed, though individual PC’s can each attempt 
  either or any check they desire. 
   
  Encounter 5: 
   Bounty Hunters 
  Once the group has convinced or bullied the orcs to 
  returning to Critwall with them, Bicallis will insist that 
  they set out at once.  
   
  “How ironic is it that a pair of orcs holds the key to 
  bringing back Lady Katarina.  I wonder what it is 
  these two can tell us? No matter, we should set out as 
  soon as possible.” 
  Bicallis is wrong. The orcs hold no special key to the 
  return of Lady Katarina. In fact, there is really nothing 
  unique about the two at all. While they do show a 
  civilized streak, this is simple happenstance and nothing 
  more.  
   
  Unfortunately for the PC’s, a group of mercenary 
  bounty hunters has been hunting these two particular 
  orcs and will catch up with their prey two days after the 
  End of the Path 
   
  Page 8 
  
  PC’s leave for Critwall. Around midday on the second 
  day, request Spot checks from the group. The DC for 
  noting the bounty hunters hiding amongst the snow is 
  15+APL. Whether the group is seen or not, they quickly 
  make their presence known by popping out from their 
  hiding spots in the snow 
   
  “Well, well, well, what have we here?” From in front 
  of you a middle-aged human woman in chainmail and 
  winter clothing rises from her apparent hiding spot 
  in the snow. A long spear rests in her hand and she 
  stands with the confidence of many battles. “I don’t 
  know who you people are, but you have something I 
  need.” Her face squints into a small smirk as four 
  other humanoids rise out in a semi-circle in front of 
  you. The man to her left is a tall F an holding a 
  longbow and with a short sword at his side. The man 
  to his right is much older and holds a loaded 
  shortbow. The two women on the left side of the 
  group are identical twins. Each has long brown hair 
  and stands with massive loaded crossbows at the 
  ready. 
   
  l
   
  The group, known as the Hand of Omari, is not 
  interested in negotiation or talk. They want one thing, 
  the orcs returned to them so they may bring the duo back 
  to their employer, Vayne. They do not hide their motives 
  or care about bribes. They are doing their best to rise in 
  Vayne’s respect so they may receive more lucrative 
  contracts in the future. As such, they will not back down 
  from a fight, indeed will instigate one if the orcs are not 
  handed over in the next three rounds.  
   
  A successful spot check DC 20+APL will reveal the 
  hiding place of the groups sixth member, hiding almost 
  behind the PC’s in the snow. To avoid suspicion, if none 
  of the PC’s notice the sixth members, but make a DC 10 
  on their check, instead notice the symbol of Iuz on the 
  lead woman’s clothing.  
   
  Creatures: The Hand of Omari, named for their 
  deceased, first employed, is composed of six members. 
  Shalisihi the leader, Timbo the groups logistics master, 
  Tunali the resident wizard, Kalat and Rian the twin 
  clerics of Kurell (God of jealousy, revenge, and theft), and 
  Yresa the rogue  
   
  APL 2, EL 5 
  � Shalisihi: female human War1 Hp9;See Appendix1 
  � Tunali: male human War1; Hp 9; See Appendix 1  
  � Timbo: male human War1; Hp 9; See Appendix 1 
  � Kalat: female human War1; Hp 9; See Appendix 1 
  � Rian: female human War1; Hp 9; See Appendix 1 
  � Yresa: male human War1; Hp 9; See Appendix 1 
   
  APL 4, EL 7 
  � Shalisihi: female human Fig2; Hp 19; See Appendix 1  
  � Tunali: male human Wiz2; Hp 7; See Appendix 1  
  � Timbo: male human Rgr2; Hp 17; See Appendix 1 
  � Kalat: female human Clr2; Hp 17; See Appendix 1 
  � Rian: female human Clr2; Hp 17; See Appendix 1 
  � Yresa: male human rog2; Hp 12; See Appendix 1 
   
  APL 6, EL 9 
  � Shalisihi: female human Fig4; Hp 34; See Appendix 1  
  � Tunali: male human Wiz4; Hp 12; See Appendix 1  
  � Timbo: male human Rgr4; Hp 30; See Appendix 1 
  � Kalat: female human Clr4; Hp 30; See Appendix 1 
  � Rian: female human Clr4; Hp 30; See Appendix 1 
  � Yresa: male human rog4; Hp 21; See Appendix 1 
   
  APL 8, EL 11 
  � Shalisihi: female human Fig6; Hp 47; See Appendix 1  
  � Tunali: male human Wiz6; Hp 16; See Appendix 1  
  � Timbo: male human Rgr6; Hp 43; See Appendix 1 
  � Kalat: female human Clr6; Hp 43; See Appendix 1 
  � Rian: female human Clr6; Hp 43; See Appendix 1 
  � Yresa: male human rog6; Hp 31; See Appendix 1 
   
  APL 10, EL 13 
  � Shalisihi: female human Fig8; Hp 62; See Appendix 1  
  � Tunali: male human Wiz8; Hp 21; See Appendix 1  
  � Timbo: male human Rgr8; Hp 54; See Appendix 1 
  � Kalat: female human Clr8; Hp 54; See Appendix 1 
  � Rian: female human Clr8; Hp 54; See Appendix 1 
  � Yresa: male human rog8; Hp 42; See Appendix 1 
   
  APL 12, EL 15 
  � Shalisihi: female human Fig10; Hp 75; See Appendix 
  1  
  � Tunali: male human Wiz10; Hp 26;See Appendix 1  
  � Timbo: male human Rgr10; Hp 67; See Appendix 1 
  � Kalat: female human Clr10; Hp 67; See Appendix 1 
  � Rian: female human Clr10; Hp 67; See Appendix 1 
  � Yresa: male human rog10; Hp 51; See Appendix 1 
   
  Tactics: The group fights well as one cohesive unit. 
  Shalisihi will move to guard Tunali who will open up 
  with defensive spells, following by spells to hamper the 
  enemy’s movement. Timbo will rapid shot into the group 
  aiming first for any spell casters. Kalat and Rian will 
  delay, taking shots at any spell casters and then drop their 
  heavy crossbows for favor of spells to help divide their 
  enemy or boost their allies fighting abilities. Yresa will 
  move slowly are carefully to the rear of the group. 
  (Assume Hide and Move Silently checks of 15+APL) On 
  the third round he will move in and attack Bicallis, who 
  will draw his short sword and defend the Orcs. Unless 
  End of the Path 
   
  Page 9 
  
  one of the PC’s sees and stops this, this will most likely 
  kill Bicallis as he is a simple 1
  st level commoner. 
  Throughout the combat, various members of the 
  opposing party should take shots at Bicallis, as his death 
  drives the storyline from here on. Any attempts to “speak 
  with dead” will result in Bicallis telling the PC’s exactly 
  what he knows, which is, not much. He is a simple 
  commoner who had a dream and set out to fulfill that 
  dream. Any attempt to raise him will fail as Bicallis 
  considers his mission complete. He firmly believes the 
  orcs are the key to bringing Lady Katarina back. If the 
  PC’s do somehow manage to save him, the DM will have 
  to alter the ending a bit. See “Developments” in 
  encounter seven. Jug will draw his short spear and 
  defend his mate to the best of his ability.  
   
  If things begin to go poorly for the mercenary group, 
  they will not hesitate to fallback and / or flee. They will 
  not die needlessly for the money on a contract. The 
  exception to this is if either Kalat or Rian fall, where as 
  their sister will cease all spell casting and enter melee in a 
  rage with the PC who killed her sister.  
   
  Conditions: The snow covered ground effectually 
  halves all ground based movement. The NPC’s are subject 
  to this as well. 
   
  The PC’s may decide to give up the orcs, considering 
  them not worth taking the risk to protect. In this case, 
  Bicallis will do his best to protect them alone. Although 
  this is considered extremely cowardly, there really is no 
  one around to tell of their cowardly deeds. Of course 
  Paladins, good clerics, or clerics of Trithereon should 
  have issues with this. 
   
  Treasure: APL 2  Chainmail +1, S udded leather +1, 
  Scroll of Magic Missile (X3) (1
  t
  t
  t
   
  i
  f
   
  st lvl), 25gp in 
  miscellaneous coinage.  
   
  APL 4 Chainmail +1, Studded leather +1, Scroll of 
  Magic Missile (X3) (1
  st lvl), 142gp in miscellaneous 
  coinage.  
   
  APL 6 Chainmail +1, Studded leather +1, Scroll of 
  Magic Missile (X3) (3rd lvl), Longspear +1, 133gp in 
  miscellaneous coinage.  
   
  APL 8 Chainmail +1, Studded leather +1, Scroll of 
  Magic Missile (X3) (3rd lvl), Longspear +1, Shortsword 
  +1, 125gp in miscellaneous coinage.  
   
  APL 10 Chainmail +1, S udded leather +1, Scroll of 
  Magic Missile (X3) (5th lvl), Longspear +1, Short Sword 
  +1, Necklace of Fireballs Type IV, 218gp in miscellaneous 
  coinage.  
   
  APL 12 Chainmail +1, S udded leather +1, Scroll of 
  Magic Missile (X3) (7
  th lvl), Longspear +1, Short Sword 
  +1, Necklace of Fireballs Type IV, Bracers of Armor +3, 
  284gp in miscellaneous coinage.  
   
  Encounter 6: 
   Failure 
  Use this encounter if Bicallis falls in battle.  
   
  After the party defeats the mercenary group and 
  Bicallis falls in battle, the PC’s should bring news back to 
  Lord Bladehone. Upon entering the Bladehone estate, 
  they will be greeted with a very different type of 
  character. 
   
  After a hard week of travel you find yourself right 
  back where you started, sitting in the lounge of Lord 
  Bladehone’s house. You’ve been waiting there for 
  only a few minutes when someone you weren’t 
  expected enters the room. With an annoyed look on 
  his face, Shelton Halfhand, secretary to the Council 
  of Lords walks in and plants himself in the room’s 
  most comfortable chair. “Well?” 
  Shelton will listen to the news of Bicallis’s death with 
  mounting rage. Allow the PC’s to get well into their story 
  before Shelton cuts them off. 
   
  “You- You! I should have known better then to trust 
  Pathfinders on such an important mission! You may 
  have let the only hope for Lady Katarina fall. We 
  trusted you with Bicallis’ life and this is how our trust 
  is repaid? That’s it; you’ve gone too far this time. Your 
  negligence may have cost us the only way for us to 
  return Lady Katarina to us.” In a rage he leaps up from 
  his chair and storms over to the door. He turns in 
  wrath and screams out at you. “I’ll see you all 
  pun shed for this! All o  you! Every last one of your 
  kind!” The door slams with a crash as he blusters out 
  of the room.  
  Give the PC’s a few seconds to get their bearings and take 
  in what was screamed at them. If one of the PC’s requests 
  it, they may make a Sense Motives check DC 30 to notice 
  his anger didn’t seem too authentic. After the PC’s have 
  had a small reprieve, read or paraphrase the following. 
   
  As you contemplate Shelton’s words the doors open 
  again and a comely dressed man you know as Lord 
  Bladehone’s butler enters the room. He speaks in a 
  rich baritone voice. “My lords, Lord Halfhand, 
  requests, that you join him in the main council 
  chambers at midday. He hopes Master Bladehone will 
  be there to hear your report. Shall I show you out?”  
   
  The PC’s are free to do as they will until the council 
  meeting at midday.  
   
  End of the Path 
   
  Page 10 
  
  Encounter 7: 
   Success? 
  Use this encounter is Bicallis does not fall in battle.  
   
  After the party defeats the mercenary group, the PC’s 
  should bring news back to Lord Bladehone. Upon 
  entering the Bladehone estate, they will be greeted with a 
  very different type of character 
   
  After a hard week of travel you find yourself right 
  back where you started, sitting in the lounge of Lord 
  Bladehone’s house. You’ve been waiting there for 
  only a few minutes when someone you weren’t 
  expected enters the room. With an annoyed look on 
  his face, Shelton Halfhand, secretary to the Council 
  of Lords walks in and plants himself in the room’s 
  most comfortable chair. “Well?” 
   
   
  i
   
  .
   
   
   
  Shelton will listen to the news of that the party found 
  nothing at the outpost but the two Orcs. Throughout the 
  story he will be extrememly rude, rolling his eyes and 
  sighing at their story. Allow the PC’s to get well into their 
  story before Shelton cuts them off. 
   
  “So the council gives you this all important mission to
  bring back Lady Katarina and you come back bearing 
  nothing but a few mangy Orcs? Is this your idea of a 
  successful mission?” He stands up in a huff and 
  moves to the door as he talks. “Your negligence may 
  have cost us the only way for us to return Lady 
  Katarina to us. Obviously you missed something of 
  vital importance and instead settled for these orc rif-
  raft. I’ll see you all pun shed for this! All of you! 
  Every last one of your kind!” The door slams with a 
  crash as he blusters out of the room.  
  Give the PC’s a few seconds to get their bearings and take 
  in what was screamed at them. If one of the PC’s requests 
  it, they may make a Sense Motives check DC 30 to notice 
  his anger didn’t seem too authentic. After the PC’s have 
  had a small reprieve, read or paraphrase the following. 
   
  As you contemplate Shelton’s words the doors open 
  again and a comely dressed dwarf you know as Lord 
  Bladehone’s butler enters the room. He speaks in a 
  rich baritone voice. “My lords, Lord Halfhand, 
  requests, that you join him in the main council 
  chambers at midday. He hopes Master Bladehone will 
  be there to hear your report. Shall I show you out?”  
   
  The PC’s are free to do as they will until the council 
  meeting at midday.  
   
   
  Encounter 8:  
  Addressing the Council 
  You walk up to the building containing the council 
  chambers and are quickly escorted through the outer 
  wings and to a large set of double doors that marks 
  the entrance to the council chambers. Strangely the 
  guard who has brought you here turns with a deep 
  breath  “You ready?” He stands looking at you all for a 
  reply. After a courteous nod to you all he whispers 
  almost under his breath, “Good luck.” And throws 
  open the doors.  
   
  Before you is the lavish hall of the council of 
  Lords. Your expectation at finding Baron Bladehone 
  present is justified as he sits at the far end of the 
  Council table; however what you hadn’t counted on, 
  was that the entire Council has been assembled and 
  sits quietly waiting for you to enter! Your boots echo 
  off the walls as the silence seems to envelop you, 
  something is wrong, something is very wrong.  
  The guard escorts you to the front of the chamber 
  and quickly scurries back out the way you came. For 
  the first time you see the pair of orcs sitting bound up 
  off to the side of the room. Shelton walks up and 
  bows to the Council the turns to you with a sneer.  
  “My Lords and Ladies of the Council, these, 
  Pathfinders, have destroyed what may have been our 
  last chance to get our beloved lady back. Their utter 
  failure 
  brings 
  to 
  light 
  the 
  weakness 
  and 
  incompetence in all Pathfinder units. A properly 
  trained unit would never have failed so utterly and 
  miserably.” You notice Lord Bladehone look down at 
  the table in disappointment and embarrassment as 
  Shelton rambles on. “I humbly request the council 
  reassess the motion to permanently and forever 
  disband all the Pathfinders. Our lands will be safer 
  once all these rogue adventures are stationed in--“ 
   
  “We all know your feelings on this subject 
  Shelton.” Lord Torkeep stands and speaks over 
  Shelton. “And I for one grow tired of your voice.” He 
  looks up at your group, his face growing soft. “Do any 
  of you have anything to say on this subject? Anything 
  at all that might help to restore the honor of the 
  Pathfinders?” 
  Give the PC’s each a chance to speak their mind to the 
  council. Play up Shelton’s role in this. He will constantly 
  interrupt the PC’s with *tisks* or *humps*. If one of the 
  PC’s gives Shelton the chance to speak again he will use it 
  to its full effect, monopolizing the time and belittling any 
  excuses the PC’s bring up. If one of the PC’s bring up that 
  he, himself championed a Pathfinder unit over a unit 
  from the army for this mission, he will use remarks such 
  End of the Path 
   
  Page 11 
  
  as, “A mistake I will never make again.” Or “That was a 
  moment of lapse in judgment.”  
   
  After their speeches, allow the PC’s to make 
  Diplomacy check DC 15+APL. The group is free to assist 
  one another, but each member may only use their 
  attempt once.  
   
  If they succeed, read the following. 
   
  Lord Torkeep looks at you with sad eyes and forces a 
  strained smile onto his lips. “Very well friends, you 
  may go. Expect the announcement of our decision 
  this evening, at dusk.”  
   
   
  t
  f
   
  i
  i
   
  f
  !
   
   
  l
   
   
  l
  If the group fails its Diplomacy check, read the following. 
   
  Lord Torkeep looks at you in a way that doesn’t 
  completely cover his annoyed mood. “I see.” He says 
  in a calm even tone. “You may go for now, but 
  officials of the Lords will have more questions for you 
  later. Expect the announcement of our decision this 
  evening, at dusk.” 
  If the PC’s succeeded in their Diplomacy checks, they 
  may give any closing remarks they wish before leaving. If 
  they failed however, any further disturbance will be cut 
  off from Shelton and they will rudely dismissed, with 
  none of the Council coming to their defense this time.  
   
  Give the PC’s time to perform any extra tasks they 
  wish to perform before reading the following.  
   
  Word spreads almost immediately, everyone you 
  meet seems to tell of an important declaration critical 
  to the future of the Shield Lands that is to be 
  announced this evening. So, it is that you find 
  yourself gathered at Bohdon Center with many 
  others. As you walk through the grounds you see 
  familiar faces, faces you’ve fought besides before. 
  Hundreds of Pathfinders must be gathered here, 
  battling the late win er’s cold.  
   
  From a quickly constructed stage, Shelton 
  Hal hand shouts out across the grounds for quiet. The 
  crowd slowly dies down to a hush and even the wind 
  seems to dim a bit for his words. “It’s cold so I shall 
  make this brief.” A small smile curls up on h s lip as 
  he looks out across the gathered group. “By order of 
  the Council, all Pathfinder groups are hereby 
  disbanded.” The crowd erupts in an uproar as the 
  news sinks in to the assembled Pathfinders. Many 
  angry shouts and curses rise up from those around 
  you. One man in particular shouts out above the din 
  of the rest of the group. “So what’re we suppose to 
  do?” The crowd dies down again l stening for an 
  answer. 
  “If you and the rest o  the cattle will keep quiet I 
  can finish with the declaration  All Pathfinders are 
  hereby ordered to report to their commanding 
  officers for reassignment into the regular army.” The 
  crowd again rises, this time to a fevered pitch. 
  Shelton stands with his hands folded on the stage, not 
  even trying to conceal the smile on his face. The same 
  man who spoke earlier cries out above the crowd.  
  “What if we don’t want’ta join the stinkin’ Army?” 
  Shelton looks down at the man with his customary 
  patronizing smile. 
  “Wel  then you have two other options. Take up a 
  trade useful to us in the Shield Lands, or get out.” He 
  says these last words with a great deal of pleasure. 
   
  The crowd’s volume grows in intensity as the 
  seconds pass by. A few small fistfights break out and 
  it seems the place may soon break out in a riot.  
  Give the PC’s a chance to act as they see fit.  If they wish 
  to quell the angered shouts and petty fighting, they must 
  use strong or elegant words and succeed at a Diplomacy 
  or Intimidate check, DC 12+APL to get the crowd to 
  settle down. If they do nothing, small bouts of fist-
  fighting will erupt, but no serious combat will take place.  
   
  After the announcement a contingent of twelve 
  soldiers from the army will march up to the stage to 
  guard Shelton. Anyone attacking Shelton will have to go 
  through the guards first. This should raise moral 
  questions to any good aligned PC’s.  
   
  � Soldiers: male and female humans War1; Hp 9; See 
  Appendix 1 
   
  This combat option really should not be pursued by any 
  of the PC’s, but if it is, feel free to add more guards each 
  round, adding army sergeants and other officers as you 
  see fit, until the PC’s are subdued. As such, the DM 
  should stress the chaos and injury to the Shield Lands a 
  brawl or fight would cause.  
   
  Depending on the PC’s actions, read or paraphrase 
  the following. 
  The groups are just starting to disperse when a loud 
  horn sounds from one of the near-by building tops. 
  Turning your attention to the rooftop, you are 
  surprised to see Lord Torkeep with several retainers 
  standing fully arrayed for battle and gripping a 
  standard of the Shield Lands. In a booming voice he 
  dominates al  around him.  
   
  “My fellow Shield Lander’s! The Council has 
  spoken and it must be obeyed. However! I bring to 
  you an alternative. Join me. Come with me to 
  Torkeep. I offer poor wages, poor lodgings, and even 
  worse food, but we will stand united against the 
  End of the Path 
   
  Page 12 
  
  minions of Iuz. In this way, the strength of you 
  Pathfinders will not fade to the mediocracy o  the 
  army, but will remain strong and alive. Join me in my 
  service and in the service of the Shield Lands. What 
  say you?” 
  f
   
   
   
   
  Within 
  seconds 
  many 
  of 
  the 
  gathered 
  Pathfinders are cheering and waving their weapons in 
  the air in support of Lord Torkeep. You glance over 
  and see Shelton shaking in rage.  
  Conclusion 
  Through the bars and inns that night Lord Torkeep’s 
  clerks go about with tomes filled with the scribbling 
  of Pathfinder names that have agreed to join him. 
  Many of the names you look for are there, but 
  interesting enough, many are missing as well. As the 
  clerk makes his way over to you, he produces a single
  copper piece and a quill. “So, what say ya adventurer? 
  This is the pay for the first month; we’re leaving for 
  Torkeep in two days time. You with us, or with 
  them?” 
   
  The PC’s are free to join the ranks heading to Torkeep, be 
  reassigned into the army, or take up a trade useful to the 
  Shield Lands in which they have profession or craft ranks 
  in. Either way, they’re story will continue another day.  
   
  Any PC that joins Torkeep will become a “Pathfinder 
  of Torkeep”. Any PC that joins the army will become a 
  “Solider of the Army”. Anyone else may, in the future, be 
  forced to show proof of gainful employment. If Hutana, 
  the female orc is never injured on the return journey to 
  Critwall, they will receive Hutana’s Thanks. However, 
  any injury to her will negate this thanks. 
  The End 
   
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) 
  to 
  each 
  character. 
   
  Encounter Two 
  Surviving the winter storm. 
  ALL APL’s 60 xp 
   
  Encounter Three 
  Defeating Henick and the wolves.  
  APL2 90 xp 
  APL4 150 xp 
  APL6 210 xp  
  APL8 270 xp 
  APL10 330 xp 
  APL12 390 xp 
   
  Encounter Four 
  Defeating or bypassing the Orcish trap. 
  ALL APL’s  180xp 
   
  Encounter Five 
  Defeating the bounty hunters. 
  APL2 150 xp 
  APL4 210 xp 
  APL6 270 xp 
  APL8 330 xp 
  APL10 390 xp 
  APL12 450 xp 
   
  Discretionary roleplaying award 
  APL2 80 xp;   
  APL4 120 xp;  
  APL6 160 xp; 
  APL8 250 xp;   
  APL10 420 xp;  
  APL 12 600 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. 
  End of the Path 
   
  Page 13 
  
   
  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, Jewelry, 
  and other valuables; M = Magic Items. 
   
  Encounter Three: 
   
  APL 2: L: 241 gp; C: 25 gp; M: 0 gp 
   
  APL 4: L: 241 gp; C: 142 gp; M: 0 gp 
   
  APL 6: L: 283 gp; C: 133 gp; M: 167 gp 
   
  APL 8: L: 283 gp; C: 125 gp; M: 167 gp 
   
  APL 10: L: 256 gp; C: 218 gp; M: 951 gp 
   
  APL 12: L: 256 gp; C: 284 gp; M: 1701 gp 
   
  Encounter Five:   
   
  APL 2: L: 17 gp; C: 0 gp; M: 117 gp 
   
  APL 4: L: 17 gp; C: 0 gp; M: 200 gp 
   
  APL 6: L: 17 gp; C: 0 gp; M: 200 gp 
   
  APL 8: L: 17 gp; C: 0 gp; M: 658 gp 
   
  APL 10: L: 17 gp; C: 0 gp; M: 658 gp 
   
  APL 12: L: 17 gp; C: 0 gp; M: 742 gp 
   
  Total Possible Treasure 
  APL 2: L: 258 gp; C: 25 gp; M: 117 gp  - Total:400gp 
  APL 4: L: 258 gp; C: 142 gp; M: 200 gp  - Total: 600 gp 
  APL 6: L: 300 gp; C: 133 gp; M: 367 gp  - Total: 800 gp  
  APL 8: L: 300 gp; C: 125 gp; M: 825 gp  - Total: 1250 
  gp 
  APL 10: L: 273 gp; C: 218 gp; M: 1609 gp  - Total: 2100 
  gp 
  APL 12: L: 273 gp; C: 284 gp; M: 2443 gp  - Total: 3000 
  gp 
   
  Special 
  � Lord Torkeep’s Boon: For successfully portraying the 
  Pathfinders in a positive light, Lord Torkeep has taken 
  special notice of you. This translates into one Influence 
  Point with Lord Torkeep. Alternatively, this Influence 
  Point may be used to have Lord Torkeep use his 
  influences to attempt to procure any single magic item of 
  less then 2,000 gp while at Torkeep. This item must be  
  listed in the DMG on tables 7-17, 7-23, 7-24, 7-26, or 7-27. 
  The item must still be paid for by the PC, any may only 
  be purchased once. Write the name of the item and the 
  AR number when purchased below  
   
  � Pathfinder of Torkeep: You are now in the gainful 
  employment of Lord Franz Torkeep. Other pathfinders of 
  Torkeep look on you with favor. This translates into a +2 
  Charisma bonus when dealing with members of the 
  Torkeep pathfinders. However, for abandoning Critwall 
  and relocating to Torkeep, you have earned the ire of 
  many in the regular army. This translates into a -2 
  Charisma bonus when dealing with any members of the 
  army of the Shield Lands, its nobles, and any official 
  member of the state.  
   
  � Solider of the Army: You have shown your loyalties 
  by abandoning the Pathfinder units as ordered and being 
  reassigned to a regular army company. Your personal 
  liberties are a bit diminished as you must report your 
  comings and goings to your company sergeant, but 
  members of the army and Critwall look on you favorably 
  for your decision. This translates into a +2 Charisma 
  bonus when dealing with members of the army, Council 
  nobles, and any official member of the state. However, 
  for abandoning your Pathfinder companions, they look 
  upon you in an unfavorable light. This translates into a -2 
  Charisma bonus when dealing with any members of the 
  Pathfinders of Torkeep. 
   
  � Hutana’s Thanks: For escorting the pregnant Hutana 
  safely to Critwall and ensuring that her child was not 
  harmed, she offers to help you in one of two ways. First, 
  she can teach you an ancient way her people have used to 
  bless 
  their 
  weapons, 
  effectively 
  gaining 
  Bane: 
  Humanoids, elf. The PC must pay the cost difference for 
  the item gaining this upgrade. Alternatively, she will 
  offer to sell “Orcish Ale” to the PC. This is a potion in all 
  ways similar to a potion: Rage. Upon gaining this favor, 
  the PC must choose which option to receive. In either 
  case, this favor may only be used once. 
   
  End of the Path 
   
  Page 14 
  
  Items for the Adventure 
  Record 
   
  Item Access 
  APL 2: 
  Pearl of Power, 1
  st Lvl (Adventure, DMG) (83gp) 
  Quaal’s feather token, tree (Adventure, DMG) (33gp) 
  Potion of False Life (Adventure, DMG) (25gp) 
   
  APL 4 & 6: (All of APL 2 plus the following) 
  +2 Cloak of resistance  (Adventure, DMG) (333gp) 
  Ring of Sustenance (Adventure, DMG) (208gp) 
  Immovable Rod (Adventure, DMG) (417gp) 
   
  APL 8: (All of APLs 2-6 plus the following) 
  Boots of striding and sprinting (Adventure, DMG) 
  (458gp) 
   
  APL 10: (All of APLs 2-8 plus the following) 
  Necklace of fireballs, type IV (Adventure, DMG) (450gp) 
   
  APL 12: (All of APLs 2-10 plus the following) 
  Bracers of armor +3 (Adventure, DMG) (750gp) 
  End of the Path 
   
  Page 15 
  
  Appendix or DM Aid 
   
  Encounter 1 – Noble Meetings 
  ALL APL’s 
  � Bicallis Debello: Male human Com1; CR 1/2, 
  medium humanoid; HD 1/2+1; hp 5; Init +0, Spd 30 ft. 
  AC 10 (touch 10, flat-footed 10); Atk +1 melee (short 
  sword 1d6+1); SV Fort +1, Ref +0, Will +1, Str 13, Dex 10, 
  Con 12, Int 10, Wis 12, Cha 13. 
   
  Skills and Feats: Handle Animal +3, Profession 
  (blacksmith) +3, Use Rope +1; Alertness. 
   
  Possessions: short sword, backpack. 
   
  Physical Description: Nervous but driven. Friendly 
  to a point of naivety.  
   
  Encounter 3 - Wolves! 
  APL 2 
  � Henick Klostaf: Male Human, Clr1; CR1; Medium 
  Humanoid; HD 1d8+2; hp 10; Init +0; Spd 30 ft.; AC 15 
  (touch 10, flat-footed 15) [+5 breastplate]; Base 
  Atk/Grapple +0/+2; Atk +3 melee (1d8+2, battleaxe); Full 
  Atk +3 melee (1d8+2 battleaxe); SA spells, feat of 
  strength; AL CN; SV Fort +4, Ref +0, Will +5; Str 14, Dex 
  10, Con 15, Int 10, Wis 16, Cha 11. 
   
  Skills and Feats: Concentration +6, Diplomacy +1, 
  Handle Animal +7, Knowledge Nature +4, Listen +1, Spot 
  +1, Survival +4; Weapon Focus (battleaxe), Power Attack 
  Possessions: Flail, breastplate, holy symbol of Vatun, 
  pearl of power, 1
  st level, Quaal’s feather token, tree, lit 
  torch, torch (6), flint and steel. 
   
  Spells Prepared (3/3; base DC = 13 + spell level): 0 – 
  create water, detect magic, light; 1st – bless, bane, calm 
  animals* 
   
  *Domain spell  
   
  Physical Description: Large and rugged he dresses in 
  tattered clothing and his hair and face are covered in 
  think, unruly, black hair. 
   
  APL 4 
  � Henick Klostaf: Male Human, Clr4; CR4; Medium 
  Humanoid; HD 4d8+12; hp 30; Init +0; Spd 30 ft.; AC 15 
  (touch 10, flat-footed 15) [+5 breastplate]; Base 
  Atk/Grapple +3/+5; Atk +6 melee (1d8+2, battleaxe); Full 
  Atk +6 melee (1d8+2 battleaxe); SA spells, feat of 
  strength; AL CN; SV Fort +8, Ref +2, Will +8; Str 14, Dex 
  10, Con 16, Int 10, Wis 16, Cha 11. 
   
  Skills and Feats: Concentration +10, Diplomacy +3, 
  Handle Animal +11, Knowledge Nature +8, Listen +2, 
  Spot +3, Survival +6; Weapon Focus (battleaxe), Power 
  Attack, Track 
   
  Possessions: Flail, breastplate, holy symbol of Vatun, 
  pearl of power, 1
  st level, Quaal’s feather token, tree, lit 
  torch, torch (6), flint and steel, +1 cloak of resistence.  
   
  Spells Prepared (5/5/4; base DC = 13 + spell level): 0 
  – create water, detect magic (2), light (2); 1st – bless, bane, 
  calm animals*, endure elements (2) 2
  nd – bulls strength*, 
  silence, sound burst, endurance 
   
  *Domain spell  
   
  Physical Description: Large and rugged he dresses in 
  tattered clothing and his hair and face are covered in 
  think, unruly, black hair. 
   
  APL 6 
  � Henick Klostaf: Male Human, Clr4; CR4; Medium 
  Humanoid; HD 4d8+12; hp 30; Init +0; Spd 30 ft.; AC 15 
  (touch 10, flat-footed 15) [+5 breastplate]; Base 
  Atk/Grapple +3/+5; Atk +6 melee (1d8+2, battleaxe); Full 
  Atk +6 melee (1d8+2 battleaxe); SA spells, feat of 
  strength; AL CN; SV Fort +8, Ref +2, Will +8; Str 14, Dex 
  10, Con 16, Int 10, Wis 16, Cha 11. 
   
  Skills and Feats: Concentration +10, Diplomacy +3, 
  Handle Animal +11, Knowledge Nature +8, Listen +2, 
  Spot +3, Survival +6; Weapon Focus (battleaxe), Power 
  Attack, Track 
   
  Possessions: Flail, breastplate, holy symbol of Vatun, 
  pearl of power, 1
  st level, Quaal’s feather token, tree, lit 
  torch, torch (6), flint and steel, +1 cloak of resistance.  
   
  Spells Prepared (5/5/4; base DC = 13 + spell level): 0 
  – create water, detect magic (2), light (2); 1st – bless, bane, 
  calm animals*, endure elements (2) 2
  nd – bulls strength*, 
  silence, sound burst, shield other, endurance 
   
  *Domain spell  
   
  Physical Description: Large and rugged he dresses in 
  tattered clothing and his hair and face are covered in 
  think, unruly, black hair. 
   
  APL 8 
  � Henick Klostaf: Male Human, Clr6; CR6; Medium 
  Humanoid; HD 6d8+18; hp 42; Init +0; Spd 40 ft.; AC 15 
  (touch 10, flat-footed 15) [+5 breastplate]; Base 
  Atk/Grapple +4/+6; Atk +7 melee (1d8+2, battleaxe); Full 
  Atk +7 melee (1d8+2 battleaxe); SA spells, feat of 
  strength; AL CN; SV Fort +9, Ref +3, Will +9; Str 14, Dex 
  10, Con 16, Int 10, Wis 16, Cha 11. 
   
  Skills and Feats: Concentration +12, Diplomacy +5, 
  Handle Animal +13, Knowledge Nature +10, Listen +3, 
  Spot +3, Survival +7, Jump +7; Weapon Focus (battleaxe), 
  Power Attack, Track, Spell Penetration 
   
  Possessions: Flail, breastplate, holy symbol of Vatun, 
  pearl of power, 1
  st level, Quaal’s feather token, tree, lit 
  torch, torch (6), flint and steel, +1 cloak of resistance +1, 
  boots of striding and sprinting 
   
  Spells Prepared (5/5/5/4; base DC = 13 + spell level): 
  0 – create water, detect magic (2), light (2); 1st – bless, 
  End of the Path 
   
  Page 16 
  
  bane, calm animals*, endure elements (2) 2
  nd – bulls 
  strength*, silence, sound burst, shield other, endurance, 
  3
  rd – prayer, dispel magic, inflict serious wounds, magic 
  vestment* 
   
  *Domain spell  
   
  Physical Description: Large and rugged he dresses in 
  tattered clothing and his hair and face are covered in 
  think, unruly, black hair. 
   
  APL 10 
  � Henick Klostaf: Male Human, Clr8; CR8; Medium 
  Humanoid; HD 8d8+24; hp 54; Init +0; Spd 40 ft.; AC 15 
  (touch 10, flat-footed 15) [+5 breastplate]; Base 
  Atk/Grapple +6/+8; Atk +9 melee (1d8+2, battleaxe); Full 
  Atk +9/+4 melee (1d8+2 battleaxe); SA spells, feat of 
  strength; AL CN; SV Fort +10, Ref +3, Will +10; Str 14, 
  Dex 10, Con 16, Int 10, Wis 17, Cha 11. 
   
  Skills and Feats: Concentration +14, Diplomacy +5, 
  Handle Animal +15, Knowledge Nature +12, Listen +4, 
  Spot +4, Survival +8, Jump +7; Weapon Focus (battleaxe), 
  Power Attack, Track, Spell Penetration 
   
  Possessions: Flail, breastplate, holy symbol of Vatun, 
  pearl of power, 1
  st level, Quaal’s feather token, tree, lit 
  torch, torch (6), flint and steel, +1 cloak of resistance, 
  boots of striding and sprinting 
   
  Spells Prepared (6/6/5/5/3; base DC = 13 + spell 
  level): 0 – create water, detect magic (2), light (2, 
  Guidance); 1st – bless, bane, calm animals*, endure 
  elements, cause fear (2); 2
  nd – bulls strength*, silence, 
  sound burst, shield other, endurance, darkness; 3
  rd – 
  prayer, dispel magic, inflict serious wounds, magic 
  vestment*, wind wall; 4
  th – divine power, poison, inflict 
  critical wounds 
   
  *Domain spell  
   
  Physical Description: Large and rugged he dresses in 
  tattered clothing and his hair and face are covered in 
  think, unruly, black hair. 
   
  APL 12 
  � Winter Wolf, Advanced: CR 9, Huge Magical Beast 
  (Cold); HD 14d10+42; hp 119; Init +5, Spd 50 ft. AC 17 
  (touch 9, flat-footed 15) [-2 size, +1 dex, +8 natural]; 
  Space/Reach 15ft/10ft; Atk/Grapple +16/+26; Atk 
  +17/+12 melee (bite 2D6+10 plus 1d6 cold); SA Reach 
  10ft, trip, breath weapon, freezing bite; SQ Darkvision 60 
  ft., 
  immunity 
  to 
  cold, 
  low-light 
  vision, 
  scent, 
  vulnerability to fire; SV Fort +14, Ref +10, Will +4, Str 26, 
  Dex 12,Con 20, Int 9, Wis 13,Cha 10 
   
  Skills and Feats: Hide +4, Listen +8, Move Silently 
  +9, Survival +4*; Spot +7; Alertness, rack, Improved 
  Initiative, Power Attack, Ceave. 
   
  Possessions: None.  
   
  Physical Description: A white wolf the size of a 
  massive horse with icy blue eyes. 
   
  � Henick Klostaf: Male Human, Clr10; CR10; Medium 
  Humanoid; HD 10d8+30; hp 68; Init +0; Spd 40 ft.; AC 16 
  (touch 10, flat-footed 15) [+6 breastplate +1]; Base 
  Atk/Grapple +7/+9; Atk +10 melee (1d8+2, battleaxe); 
  Full Atk +10/+5 melee (1d8+2 battleaxe); SA spells, feat of 
  strength; AL CN; SV Fort +11, Ref +4, Will +11; Str 14, 
  Dex 10, Con 16, Int 10, Wis 17, Cha 11. 
   
  Skills and Feats: Concentration +16, Diplomacy +6, 
  Handle Animal +17, Knowledge Nature +14, Listen +5, 
  Spot +5, Survival +9, Jump +7; Weapon Focus (battleaxe), 
  Power Attack, Track, Spell Penetration, Cleave 
   
  Possessions: Battleaxe, breastplate +1, holy symbol of 
  Vatun, pearl of power, 1
  st level, Quaal’s feather token, 
  tree, lit torch, torch (6), flint and steel, +1 cloak of 
  resistance, boots of striding and sprinting 
   
  Spells Prepared (6/6/6/5/4/3; base DC = 13 + spell 
  level): 0 – create water, detect magic (2), light (2), 
  Guidance; 1st – bless, bane, calm animals*, endure 
  elements, cause fear (2); 2
  nd – bulls strength*, silence, 
  sound burst, shield other, endurance, darkness; 3
  rd – 
  prayer, dispel magic, inflict serious wounds, magic 
  vestment*, wind wall; 4
  th – divine power, poison, inflict 
  critical wounds, greater magic weapon5
  th – mass cure 
  light wounds, flame strike, righteous might 
   
  *Domain spell  
   
  Physical Description: Large and rugged he dresses in 
  tattered clothing and his hair and face are covered in 
  think, unruly, black hair. 
   
  Encounter 4 – Proud Parents 
  ALL APL’s 
  � Jug See Monster’s Manual page 203. 
   
  Physical Description: Disheveled and smelly. Typical 
  orc. 
   
  Encounter 4 – Proud Parents 
  ALL APL’s 
  � Hutana See Monster’s Manual page 256 
   
  Physical Description: Very obviously far along in 
  pregnancy, Hutana is very round of belly and does not 
  move well. All her attacks are at a -2 penalty.  
   
  Encounter 5 – Bounty Hunters 
  APL 2 (EL 5) 
  � All: Various War1; CR 1; Medium humanoids 
  (humans); HD 1d8+1; hp 9; Init +1; Spd 30 ft.; AC 17 
  (touch 11, flat-footed 16) [+4 chain shirt, +2 heavy steel 
  shield, +1 dex] Base Atk +1; Atk +2 ranged (1d6, 
  shortbow) or Atk +2 (1d6, shortsword) SQ none; AL CN; 
  SV Fort +3, Ref +1, Will +1; Str 13, Dex 12, Con 12, Int 10, 
  Wis 11, Cha 10. 
  End of the Path 
   
  Page 17 
  
   
  Skills and Feats: Swim +2, Ride +1, Spot +2, Listen 
  +2; Alertness, Track 
   
  Possessions: arrows (40), shortbow, shortsword, 
  chain shirt, heavy steel shield, backpack, bedroll, winter 
  outfit. 
   
  Physical Description 
   
  Shalishi: Blond haired and well built woman in her 
  late thirties. Overconfident and impeccably clean 
   
  Timbo: Weathered and middle-aged. Favors his bow, 
  cruel and sadistic 
   
  Yresa: Small and uninteresting, often overlooked. 
  Favors stealth, hit and run over a straight up fight. Will 
  always flank when available 
   
  Kalat and Rian: Young and fair with long brown 
  hair. Prone to bouts of insane feral, ramblings 
   
  Tunali: In late forties with goatee. Calm and 
  reserved. Detests hand-to-hand combat. 
   
  APL 4, EL 7 
  � Shalishi: Female human Ftr2; CR2; Medium 
  humanoid (human); HD 2d10+4; hp 19; Init +1; Spd 30 
  ft.; AC 18 (touch 12, flat-footed 16) [+2 dex, +6 chainmail 
  +1]; Base Atk +2; Grp +4; Atk +4 ranged (1d8, longbow) or 
  Atk +7 melee (1d8+3, masterwork longspear); Full Atk +4 
  ranged (1d8, longbow) or +7 melee (1d8+3, masterwork 
  longspear); AL NE; SV Fort +5, Ref +2, Will +2; Str 16, 
  Dex 14, Con 14, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Ride +3, Climb +2; Iron Will, 
  Weapon Focus (longspear), combat reflexes, Power 
  Attack. 
   
  Possessions: arrows (40), +1 chainmail, longbow, 
  dagger, longsword, masterwork longspear, backpack, 
  winter outfit 
   
  Physical Description: Blond haired and well built 
  woman in her late thirties. Overconfident and 
  impeccably clean 
   
  � Timbo: Male human Rgr2; CR2; Medium humanoid 
  (human); HD 2d8+4; hp 17; Init +3; Spd 30 ft.; AC 17 
  (touch 13, flat-footed 14) [+3 dex, +4 studded leather +1]; 
  Base Atk +2; Grapple +4; Atk +5 ranged (1d8, longbow) or 
  Atk +6 melee (1d6+2, masterwork shortsword); Full Atk 
  +5 ranged (1d8, longbow) or +6 melee (1d6+2, 
  masterwork shortword); SQ favored enemy (orc), wild 
  empathy, combat style (Rapid Shot); AL NE; SV Fort +5, 
  Ref +6, Will +1; Str 15, Dex 17, Con 14, Int 10, Wis 12, 
  Cha 8. 
   
  Skills and Feats: Ride +2, Climb +2, Survival +5, 
  Knowledge (nature) +4, Move Silently +4, Hide +10, 
  Search +2, Listen +4, Spot +3, Swim +1; Weapon Focus 
  (shortword), Track 
   
  Possessions: arrows (40), shortbow, masterwork 
  shortsword, +1 studded leather, backpack, bedroll, winter 
  outfit. 
   
  Physical Description: Weathered and middle-aged. 
  Favors his bow, cruel and sadistic 
   
  � Yresa: Male human Rog2; CR2; Medium humanoid 
  (human); HD 2d6+2; hp 12; Init +4; Spd 30 ft.; AC 18 
  (touch 14, flat-footed 14) [+4 dex, +4 chain shirt]; Base 
  Atk +1; Grapple +1; Atk +5 ranged (1d6, shortbow) or Atk 
  +6 melee (1d6, masterwork shortsword); Full Atk +5 
  ranged (1d6, shortbow) or +6 melee (1d6, masterwork 
  shortsword); SQ sneak attack +1D6, trapfinding, evasion; 
  AL CN; SV Fort +1, Ref +7, Will +1; Str 10, Dex 18, Con 
  12, Int 10, Wis 13, Cha 12. 
   
  Skills and Feats: Balance +6, Climb +3, Escape Artist 
  +9, Hide +9, Listen +5 Move Silently +9, Open Locks +8, 
  Spot +4, Listen +4, Tumble +9, Use Rope +5; Weapon 
  Finesse 
   
  Possessions: arrows (40), shortbow, masterwork 
  shortsword, chainshirt, backpack, bedroll, winter outfit, 
  dagger (3). 
   
  Physical Description: Small and uninteresting, often 
  overlooked. Favors stealth, hit and run over a straight up 
  fight. Will always flank when available 
   
  � Kalat and Rian: Female humans Clr2; CR2; Medium 
  humanoid (human); HD 2d8+4; hp 17; Init +0; Spd 20 ft.; 
  AC 16 (touch 10, flat-footed 16) [+4 Scale mail, +2 large 
  steel shield]; Base Atk +1; Grapple +3; Atk +1 ranged 
  (1d10, heavy crossbow) or Atk +3 melee (1d8+2, Flail); 
  Full Atk +1 ranged (1d10, heavy crossbow) or +3 melee 
  (1d8+2, Flail); SQ Spells, Turn Undead, Death Touch; AL 
  LE; SV Fort +5, Ref +0, Will +7; Str 14, Dex 10, Con 14, 
  Int 8, Wis 17, Cha 12. 
   
  Skills and Feats: Concentration +4, Knowledge 
  (religion) +2; Rapid Reload 
   
  Possessions: bolts (20), heavy crossbow, scale mail 
  armor, backpack, bedroll, winter outfit, holy symbol 
  (Nerull) 
   
  Spells Prepared: 4/4; base DC = 13 + spell level): 0 –
  detect magic, light, virtue, guidance 1st – inflict light 
  wounds, cause fear*, bless, magic weapon 
   
  *Domain Spells 
   
  Physical Description: Young and fair with long 
  brown hair. Prone to bouts of insane feral, ramblings   
   
  � Tunali: Male human Wiz2; CR2; Medium humanoid 
  (human); HD 2d4; hp 7; Init +2; Spd 30 ft.; AC 12 (touch 
  12, flat-footed 10) [+2 dex]; Base Atk +1; Grapple +1; Atk 
  +3 ranged (1d4, sling) or Atk +1 melee (1d4, dagger); Full 
  Atk +3 ranged (1d4, sling) or +1 melee (1d4, dagger); SQ 
  spells, Summon Familiar; AL LE; SV Fort +0, Ref +2, Will 
  +4; Str 10, Dex 14, Con 10, Int 18, Wis 13, Cha 14. 
   
  Skills and Feats: Concentration +5, Knowledge 
  (arcana) +9, Spellcraft +9, Spot +3, Listen +3, Decipher 
  Script +6; Scribe Scroll, Spell Penetration.  
  End of the Path 
   
  Page 18 
  
   
  Possessions: sling bullets (20), sling, backpack, 
  bedroll, winter outfit, spell component pouch, scroll with 
  magic missile (3) 
   
  Spells Prepared: 4/2; base DC = 14 + spell level): 0 –
  detect magic, light, ray of frost 1st – shield, burning
  hands, shocking grasp 
   
   
   
   
  Physical Description: In late forties with goatee. 
  Calm and reserved. Detests hand-to-hand combat. 
   
  APL 6, EL 9 
  � Shalishi: Female human Ftr4; CR4; Medium 
  humanoid (human); HD 4d10+8; hp 34; Init +1; Spd 20 
  ft.; AC 19 (touch 12, flat-footed 17) [+2 dex, +7 
  masterwork half-plate]; Base Atk +4; Grp +6; Atk +6 
  ranged (1d8, longbow) or Atk +9 melee (1d8+6, longspear 
  +1); Full Atk +6 ranged (1d8, longbow) or +9 melee 
  (1d8+6, longspear +1); AL NE; SV Fort +6, Ref +3, Will +3; 
  Str 17, Dex 14, Con 14, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Ride +3, Climb +4; Iron Will, 
  Weapon Focus (longspear), Combat Reflexes, Power 
  Attack, Weapon Specialization, (longspear) 
   
  Possessions: arrows (40), +1 chainmail, longbow, 
  dagger, longsword, longspear +1, backpack, winter outfit 
   
  Physical Description: Blond haired and well built 
  woman in her late thirties. Overconfident and 
  impeccably clean 
   
  � Timbo: Male human Rgr4; CR4; Medium humanoid 
  (human); HD 4d8+8; hp 30; Init +3; Spd 30 ft.; AC 17 
  (touch 13, flat-footed 14) [+3 dex, +4 studded leather +1]; 
  Base Atk +4; Grapple +6; Atk +9 ranged (1d8, longbow) or 
  Atk +7 melee (1d6+2, masterwork shortsword); Full Atk 
  +9 ranged (1d8, longbow) or +8 melee (1d6+2, 
  masterwork shortword); SQ favored enemy (orc), wild 
  empathy, combat style (Rapid Shot), Animal Companion; 
  AL NE; SV Fort +6, Ref +7, Will +2; Str 15, Dex 18, Con 
  14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Ride +2, Climb +2, Survival +5, 
  Knowledge (nature) +4, Move Silently +4, Hide +10, 
  Search +2, Listen +4, Spot +3, Swim +1; Endurance, 
  Weapon Focus (shortword), Track, Weapon focus 
  (longbow) 
   
  Possessions: arrows (40), longbow, masterwork 
  shortsword, +1 studded leather, backpack, bedroll, winter 
  outfit. 
   
  Physical Description: Weathered and middle-aged. 
  Favors his bow, cruel and sadistic 
   
  � Yresa: Male human Rog4; CR4; Medium humanoid 
  (human); HD 4d6+4; hp 21; Init +4; Spd 30 ft.; AC 18 
  (touch 14, flat-footed 14) [+4 dex, +4 chain shirt]; Base 
  Atk +2; Grapple +2; Atk +7 ranged (1d6, shortbow) or Atk 
  +8 melee (1d6, masterwork shortsword); Full Atk +7 
  ranged (1d6, shortbow) or +8 melee (1d6, masterwork 
  shortword); SQ Sneak Attack +2d6, trapfinding, evasion, 
  trap sense +1, uncanny dodge; AL CN; SV Fort +2, Ref +8, 
  Will +2; Str 11, Dex 18, Con 12, Int 10, Wis 13, Cha 12. 
  Skills and Feats: Balance +9, Climb +5, Escape Artist 
  +10, Hide +11, Listen +6 Move Silently +11, Open Locks 
  +8, Spot +5, Listen +6, Tumble +11, Use Rope +5; Weapon 
  Finesse, Dodge 
   
  Possessions: arrows (40), shortbow, masterwork 
  shortsword, chain shirt, backpack, bedroll, winter outfit, 
  dagger (3). 
   
  Physical Description: Small and uninteresting, often 
  overlooked. Favors stealth, hit and run over a straight up 
  fight. Will always flank when available 
   
  � Kalat and Rian: Female humans Clr4; CR4; Medium 
  humanoid (human); HD 4d8+8; hp 30; Init +0; Spd 20 ft.; 
  AC 16 (touch 10, flat-footed 16) [+4 scale mail, +2 large 
  steel shield]; Base Atk +3; Grapple +5; Atk +4 ranged 
  (1d10, heavy crossbow) or Atk +5 melee (1d8+2, Flail); 
  Full Atk +4 ranged (1d10, heavy crossbow) or +5 melee 
  (1d8+2, Flail); SQ spells, turn undead, death touch; AL 
  LE; SV Fort +6, Ref +1, Will +8; Str 14, Dex 10, Con 14, 
  Int 8, Wis 18, Cha 12. 
   
  Skills and Feats: Concentration +5, Knowledge 
  (religion) +2; Rapid Reload, Weapon Focus (heavy 
  crossbow) 
   
  Possessions: bolts (20), Heavy Crossbow, Scale mail 
  armor, backpack, bedroll, winter outfit, holy symbol 
  (Nerull) 
  Spells Prepared: 5/5/4; base DC = 14 + spell level): 0 
  –detect magic (2), light, virtue, guidance 1st – inflict light 
  wounds, cause fear*, bless, magic weapon, doom; 2
  nd –aid, 
  bear’s endurance, hold person, death knell*  
   
  *Domain Spells 
   
  Physical Description: Young and fair with long 
  brown hair. Prone to bouts of insane feral, ramblings   
   
  � Tunali: Male human Wiz4; CR4; Medium humanoid 
  (human); HD 4d4; hp 12; Init +2; Spd 30 ft.; AC 12 (touch 
  12, flat-footed 10) [+2 dex]; Base Atk +2; Grapple +2; Atk 
  +4 ranged (1d4, sling) or Atk +2 melee (1d4, dagger); Full 
  Atk +4 ranged (1d4, sling) or +2 melee (1d4, dagger); SQ 
  spells, Summon Familiar; AL LE; SV Fort +1, Ref +3, Will 
  +6; Str 10, Dex 14, Con 10, Int 18, Wis 14, Cha 14. 
   
  Skills and Feats: Concentration +7, Knowledge 
  (arcana) +11, Spellcraft +11, Spot +4, Listen +4, Decipher 
  Script +8; Scribe Scroll, Spell Penetration, Spell Focus 
  (Evocation)  
   
  Possessions: sling bullets (20), sling, backpack, 
  bedroll, winter outfit, spell component pouch, scroll with 
  magic missile (3) 
   
  Spells Prepared: 4/4/3; base DC = 14 + spell level +1 
  Evocation): 0 –detect magic, light, ray of frost (2) 1st – 
  End of the Path 
   
  Page 19 
  
  shield, shocking grasp (2), magic missile; 2
  nd – flaming 
  sphere, mirror image, spectral hand 
   
  Physical Description: In late forties with goatee. 
  Calm and reserved. Detests hand-to-hand combat. 
   
  APL 8, EL 11 
  � Shalishi: Female human Ftr6; CR6; Medium 
  humanoid (human); HD 6d10+12; hp 47; Init +1; Spd 20 
  ft.; AC 19 (touch 12, flat-footed 17) [+2 dex, +7 
  Masterwork Half-plate]; Base Atk +6; Grp +8; Atk +8 
  ranged (1d8, longbow) or Atk +11 melee (1d8+6, 
  longspear +1); Full Atk +8/+3 ranged (1d8, longbow) or 
  +11/+6 melee (1d8+6, longspear +1); AL NE; SV Fort +7, 
  Ref +4, Will +4; Str 17, Dex 14, Con 14, Int 8, Wis 10, Cha 
  8. 
   
  Skills and Feats: Ride +4, Climb +5; Iron Will, 
  Weapon Focus (longspear), combat reflexes, Power 
  Attack, Weapon Specialization, (Longspear), Cleave 
   
  Possessions: arrows (40), +1 chainmail, longbow, 
  dagger, longsword, longspear +1, backpack, winter outfit 
   
  Physical Description: Blond haired and well built 
  woman in her late thirties. Overconfident and 
  impeccably clean 
   
  � Timbo: Male human Rgr6; CR6; Medium humanoid 
  (human); HD 6d8+12; hp 43; Init +3; Spd 30 ft.; AC 17 
  (touch 13, flat-footed 14) [+3 dex, +4 studded leather +1]; 
  Base Atk +6; Grapple +8; Atk +12 ranged (1d8, 
  Masterwork longbow) or Atk +9 melee (1d6+2, 
  Masterwork shortsword); Full Atk +12/+7 ranged (1d8,
  Masterwork 
  longbow) 
  or 
  +9/+4 
  melee 
  (1d6+2, 
  masterwork shortsword); SQ favored enemy (orc), wild 
  empathy, combat style (Rapid Shot), Improved combat 
  style (Manyshot), Endurance, Animal Companion; AL 
  NE; SV Fort +6, Ref +7, Will +3; Str 15, Dex 18, Con 14, 
  Int 10, Wis 12, Cha 8. 
   
  i
   
   
   
  Skills and Feats: Ride +2, Climb +2, Survival +10, 
  Knowledge (Nature) +5, Move Silently +5, Hide +10, 
  Search +2, Listen +5, Spot +5, Swim +3; Weapon Focus 
  (shortword), Track, Weapon focus (Longbow), Precise 
  Shot 
   
  Possessions: arrows (40), masterwork longbow, 
  masterwork shortsword, +1 studded leather, backpack, 
  bedroll, winter outfit. 
   
  Physical Description: Weathered and m ddle-aged. 
  Favors his bow, cruel and sadistic 
   
  � Yresa: Male human Rog6; CR6; Medium humanoid 
  (human); HD 6d6+8; hp 31; Init +4; Spd 30 ft.; AC 18 
  (touch 14, flat-footed 14) [+4 dex, +4 chainshirt]; Base Atk 
  +4; Grapple +4; Atk +9 ranged (1d6, shortbow) or Atk +10 
  melee (1d6, masterwork shortsword); Full Atk +9 ranged 
  (1d6, shortbow) or +10 melee (1d6, masterwork 
  shortword); SQ Sneak Attack +3D6, trapfinding, evasion, 
  trap sense +2, Uncanny Dodge; AL CN; SV Fort +3, Ref 
  +9, Will +5; Str 11, Dex 18, Con 12, Int 10, Wis 13, Cha 
  12. 
  Skills and Feats: Balance +9, Climb +5, Escape Artist 
  +10, Hide +11, Listen +6 Move Silently +11, Open Locks 
  +8, Spot +5, Listen +6, Tumble +11, Use Rope +5; Weapon 
  Finesse, Dodge, Iron Will 
   
  Possessions: arrows (40), shortbow, masterwork 
  shortsword, chainshirt, backpack, bedroll, winter outfit, 
  dagger (3). 
   
  Physical Description: Small and uninteresting, often 
  overlooked. Favors stealth, hit and run over a straight up 
  fight. Will always flank when available 
   
  � Kalat and Rian: Female humans Clr6; CR6; Medium 
  humanoid (human); HD 6d8+12; hp 43; Init +0; Spd 20 
  ft.; AC 16 (touch 10, flat-footed 16) [+4 Scale mail, +2 large 
  steel shield]; Base Atk +4; Grapple +6; Atk +5 ranged 
  (1d10, heavy crossbow) or Atk +6 melee (1d8+2, Flail); 
  Full Atk +5 ranged (1d10, heavy crossbow) or +6 melee 
  (1d8+2, Flail); SQ Spells, Turn Undead, Death Touch; AL 
  LE; SV Fort +7, Ref +2, Will +9; Str 14, Dex 10, Con 14, 
  Int 8, Wis 18, Cha 12. 
   
  Skills and Feats: Concentration +6, Knowledge 
  (Religion) +2; Rapid Reload, Weapon Focus (heavy 
  crossbow), Spell Penetration  
   
  Possessions: bolts (20), Heavy Crossbow, Scale mail 
  armor, backpack, bedroll, winter outfit, holy symbol 
  (Nerull) 
  Spells Prepared: 5/5/5/4; base DC = 14 + spell level): 
  0 –Detect Magic (2), Light, Virtue, Guidance 1st – Inflict 
  light wounds, Cause Fear*, Bless, Magic Weapon, Doom; 
  2
  nd –Aid, Bear’s Endurance, Hold Person, Death Knell* , 
  Bull’s Strength; 3
  rd – Prayer, Blindness, Bestow Curse, 
  Magic Vestment* 
   
  *Domain Spells 
   
  Physical Description: Young and fair with long 
  brown hair. Prone to bouts of insane feral, ramblings   
   
  � Tunali: Male human Wiz6; CR6; Medium humanoid 
  (human); HD 6d4; hp 16; Init +2; Spd 30 ft.; AC 12 (touch 
  12, flat-footed 10) [+2 Dex]; Base Atk +3; Grapple +2; Atk 
  +5 ranged (1d4, sling) or Atk +3 melee (1d4, Dagger); Full 
  Atk +5 ranged (1d4, Sling) or +3 melee (1d4, Dagger); SQ 
  Spells, Scribe Scroll, Summon Familiar; AL LE; SV Fort 
  +2, Ref +4, Will +7; Str 10, Dex 14, Con 10, Int 18, Wis 14, 
  Cha 14. 
   
  Skills and Feats: Concentration +9, Knowledge 
  (Arcana) +13, Spellcraft +13, Spot +4, Listen +4, Decipher 
  Script +10, Search +6; Spell Penetration, Spell Focus 
  (Evocation), Spell Mastery 
   
  Possessions: Sling Bullets (20), Sling, backpack, 
  bedroll, winter outfit, Spell Component pouch, scroll, 
  Magic Missile (3) 
  End of the Path 
   
  Page 20 
  
   
  Spells Prepared: 4/4/4/3; base DC = 14 + spell level 
  +1 Evocation): 0 –Detect Magic, Light, Ray of Frost (2) 1st 
  – Shield, Shocking Grasp (2), Magic Missile; 2
  nd – 
  Flaming Sphere, Mirror Image, Spectral Hand, Melf’s 
  Acid Arrow; 3
  rd- Lightning Bolt, Vampiric Touch, Haste 
   
  Physical Description: In late forties with goatee. 
  Calm and reserved. Detests hand to hand combat. 
   
  APL 10, EL 13 
  � Shalishi: Female human Ftr8; CR8; Medium 
  humanoid (human); HD 8d10+16; hp 62; Init +1; Spd 20 
  ft.; AC 19 (touch 12, flat-footed 17) [+2 dex, +7 
  Masterwork Half-plate]; Base Atk +8; Grapple +11; Atk 
  +10 ranged (1d8, longbow) or Atk +15 melee (1d8+7, 
  longspear +1); Full Atk +10/+5 ranged (1d8, longbow) or 
  +15/+10 melee (1d8+7, longspear +1); AL NE; SV Fort +8, 
  Ref +4, Will +4; Str 18, Dex 14, Con 14, Int 8, Wis 10, Cha 
  8. 
   
  Skills and Feats: Ride +6, Climb +5; Iron Will, 
  Weapon Focus (longspear), combat reflexes, Power 
  Attack, 
  Weapon 
  Specialization,(Longspear), 
  Cleave, 
  Greater Weapon Focus (Longspear) 
   
  Possessions: arrows (40), +1 chainmail, longbow, 
  dagger, longsword, masterwork longspear +1, backpack, 
  winter outfit 
   
  Physical Description: Blond haired and well built 
  woman in her late thirties. Overconfident and 
  impeccably clean 
   
  � Timbo: Male human Rgr8; CR8; Medium humanoid 
  (human); HD 8d8+16; hp 54; Init +3; Spd 30 ft.; AC 17 
  (touch 13, flat-footed 14) [+3 dex, +4 studded leather +1]; 
  Base Atk +8; Grapple +11; Atk +14 ranged (1d8+3, 
  Masterwork Mighty Composite longbow + 3) or Atk +12 
  melee (1d6+4, shortsword +1); Full Atk +14/+9 ranged 
  (1d8+3, Masterwork longbow) or +12/+8 melee (1d6+4, 
  shortsword +1); SQ favored enemy (orc), wild empathy, 
  combat style (Rapid Shot), Improved combat style 
  (Manyshot), Endurance, Animal Companion, Woodland 
  Stride, Swift Tracker; AL NE; SV Fort +7, Ref +8, Will +3; 
  Str 16, Dex 18, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Ride +4, Climb +4, Survival +12, 
  Knowledge (Nature) +5, Move Silently +8, Hide +10, 
  Search +3, Listen +6, Spot +6, Swim +3; Weapon Focus 
  (shortword), Track, Weapon focus (Longbow), Precise 
  Shot 
   
  Possessions: 
  arrows 
  (40), 
  masterwork 
  mighty 
  composite longbow +3, shortsword +1, +1 studded 
  leather, backpack, bedroll, winter outfit. 
   
  Physical Description: Weathered and m ddle-aged. 
  Favors his bow, cruel and sadistic 
  i
   
   
   
  � Yresa: Male human Rog8; CR8; Medium humanoid 
  (human); HD 8d6+12; hp 42; Init +4; Spd 30 ft.; AC 18 
  (touch 14, flat-footed 14) [+4 dex, +4 chainshirt]; Base Atk 
  +6/+1; Grapple +6; Atk +12 ranged (1d6+1, Masterwork 
  Mighty shortbow +1) or Atk +12 melee (1d6+1, 
  Masterwork shortsword); Full Atk +12/+7 ranged (1d6+1,
  Masterwork Mighty shortbow +1) or +12/+7 melee 
  (1d6+1, Masterwork shortsword); SQ Sneak Attack +4D6, 
  trapfinding, evasion, trap sense +2, Uncanny Dodge, 
  Improved Uncanny Dodge; AL CN; SV Fort +3, Ref +10, 
  Will +5; Str 12, Dex 18, Con 12, Int 10, Wis 13, Cha 12. 
  Skills and Feats: Balance +10, Climb +8, Escape Artist 
  +10, Hide +15, Listen +8 Move Silently +15, Open Locks 
  +9, Spot +8, Tumble +15, Use Rope +5; Weapon Finesse, 
  Dodge, Iron Will 
   
  Possessions: arrows (40), Masterwork Mighty 
  shortbow 
  +1, 
  masterwork 
  shortsword, 
  chainshirt, 
  backpack, bedroll, winter outfit, dagger (3). 
   
  Physical Description: Small and uninteresting, often 
  overlooked. Favors stealth, hit and run over a straight up 
  fight. Will always flank when available 
   
  � Kalat and Rian: Female humans Clr8; CR8; Medium 
  humanoid (human); HD 8d8+16; hp 56; Init +0; Spd 20 
  ft.; AC 16 (touch 10, flat-footed 16) [+4 Scale mail, +2 large 
  steel shield]; Base Atk +6/+1; Grapple +8; Atk +7 ranged 
  (1d10, heavy crossbow) or Atk +8 melee (1d8+2, Flail); 
  Full Atk +7 ranged (1d10, heavy crossbow) or +8/+3 
  melee (1d8+2, Flail); SQ Spells, Turn Undead, Death 
  Touch; AL LE; SV Fort +8, Ref +2, Will +10; Str 14, Dex 
  10, Con 14, Int 8, Wis 18, Cha 12. 
   
  Skills and Feats: Concentration +6, Knowledge 
  (Religion) +4; Rapid Reload, Weapon Focus (heavy 
  crossbow), Spell Penetration  
   
  Possessions: bolts (20), Heavy Crossbow, Scale mail 
  armor, backpack, bedroll, winter outfit, holy symbol 
  (Nerull) 
   
  Spells Prepared: 6/6//5/5/4; base DC = 14 + spell 
  level): 0 –Detect Magic (2), Light, Virtue, Guidance, 
  Create Water; 1st – Inflict light wounds (2), Cause Fear*, 
  Bless, Magic Weapon, Doom; 2
  nd –Aid, Bear’s Endurance, 
  Hold Person, Death Knell* , Bull’s Strength; 3
  rd – Prayer, 
  Blindness, Bestow Curse, Magic Vestment*, Dispel 
  Magic; 4
  th – Inflict Critical Wounds, Divine Power, Magic 
  Weapon, Greater, Spell Immunity* 
   
  *Domain Spells 
   
  Physical Description: Young and fair with long 
  brown hair. Prone to bouts of insane feral, ramblings   
   
  � Tunali: Male human Wiz8; CR8; Medium humanoid 
  (human); HD 8d4; hp 21, Init +2; Spd 30 ft.; AC 12 (touch 
  12, flat-footed 10) [+2 Dex]; Base Atk +4; Grapple +4; Atk 
  +6 ranged (1d4, sling) or Atk +4 melee (1d4, Dagger); Full 
  Atk +6 ranged (1d4, Sling) or +4 melee (1d4, Dagger); SQ 
  Spells, Scribe Scroll, Summon Familiar; AL LE; SV Fort 
  End of the Path 
   
  Page 21 
  
  +2, Ref +4, Will +8; Str 10, Dex 14, Con 10, Int 18, Wis 14, 
  Cha 14. 
   
  Skills and Feats: Concentration +12, Knowledge 
  (Arcana) +14, Spellcraft +14, Spot +5, Listen +5, Decipher 
  Script +11, Search +7; Spell Penetration, Spell Focus 
  (Evocation), Spell Mastery 
   
  Possessions: Sling Bullets (20), Sling, backpack, 
  bedroll, winter outfit, Spell Component pouch, scroll, 
  Magic Missile (3), Necklace of Fireballs, Type IV 
   
  i
   
   
  Spells Prepared: 4/5/4/4/3; base DC = 14 + spell level 
  +1 Evocation): 0 –Detect Magic, Light, Ray of Frost (2) 1st 
  – Shield, Shocking Grasp (2), Magic Missile (2); 2
  nd – 
  Flaming Sphere, Mirror Image, Spectral Hand, Melf’s 
  Acid Arrow; 3
  rd- Lightning Bolt, Vampiric Touch (2), 
  Haste; 4
  th – Dimension Door, Ice Storm, Fire Shield 
  Physical Description: In late forties with goatee. Calm 
  and reserved. Detests hand to hand combat. 
   
  APL 12, EL 15 
  � Shalishi: Female human Ftr10; CR10; Medium 
  humanoid (human); HD 10d10+20; hp 75; Init +1; Spd 20 
  ft.; AC 19 (touch 12, flat-footed 17) [+2 dex, +7 
  Masterwork Half-plate]; Base Atk +10; Grapple +13; Atk 
  +12 ranged (1d8, longbow) or Atk +17 melee (1d8+7, 
  longspear +1); Full Atk +12/+7 ranged (1d8, longbow) or 
  +17/+12 melee (1d8+7, longspear +1); AL NE; SV Fort +9, 
  Ref +5, Will +5; Str 18, Dex 14, Con 14, Int 8, Wis 10, Cha 
  8. 
   
  Skills and Feats: Ride +7, Climb +6; Iron Will, 
  Weapon Focus (longspear), combat reflexes, Power 
  Attack, Weapon Specialization (Longspear), Cleave, 
  Greater Weapon Focus (Longspear), Quickdraw 
   
  Possessions: arrows (40), +1 chainmail, longbow, 
  dagger, longsword, longspear +1, backpack, winter outfit 
  Physical Description: Blond haired and well built woman 
  in her late thirties. Overconfident and impeccably clean 
   
  � Timbo: Male human Rgr10; CR10; Medium 
  humanoid (human); HD 10d8+20; hp 67; Init +3; Spd 30 
  ft.; AC 17 (touch 13, flat-footed 14) [+3 dex, +4 studded 
  leather +1]; Base Atk +10; Grapple +13; Atk +16 ranged 
  (1d8+3, Masterwork Mighty Composite longbow + 3) or 
  Atk +14 melee (1d6+4, shortsword +1); Full Atk +16/+11 
  ranged (1d8+3, Masterwork longbow) or +14/+10 melee 
  (1d6+4, 
  shortsword 
  +1); 
  SQ 
  favored 
  enemy 
  (orc/giant/magical beast), wild empathy, combat style 
  (Rapid Shot), Improved combat style (Manyshot), 
  Endurance, Animal Companion, Woodland Stride, Swift 
  Tracker, Evasion; AL NE; SV Fort +8, Ref +9, Will +4; Str 
  16, Dex 18, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Ride +5, Climb +5, Survival +13, 
  Knowledge (Nature) +7, Move Silently +9, Hide +11, 
  Search +5, Listen +7, Spot +7, Swim +4; Weapon Focus 
  (shortword), Track, Weapon focus (Longbow), Precise 
  Shot, Far Shot 
   
  Possessions: 
  arrows 
  (40), 
  masterwork 
  mighty 
  composite longbow +3, shortsword +1, +1 studded 
  leather, backpack, bedroll, winter outfit. 
   
  Physical Description: Weathered and m ddle-aged. 
  Favors his bow, cruel and sadistic 
   
  � Yresa: Male human Rog10; CR10; Medium humanoid 
  (human); HD 10d6+10; hp 51; Init +4; Spd 30 ft.; AC 18 
  (touch 14, flat-footed 14) [+4 dex, +4 chainshirt]; Base Atk 
  +7/+2; Grapple +7; Atk +13 ranged (1d6+1, Masterwork 
  Mighty shortbow +1) or Atk +13 melee (1d6+1, 
  Masterwork shortsword); Full Atk +13/+8 ranged (1d6+1,
  Masterwork Mighty shortbow +1) or +13/+8 melee 
  (1d6+1, Masterwork shortsword); SQ Sneak Attack +5D6, 
  trapfinding, evasion, trap sense +3, Uncanny Dodge, 
  Improved 
  Uncanny 
  Dodge, 
  Special 
  Ability 
  (Opportunist); AL CN; SV Fort +4, Ref +11, Will +6; Str 
  12, Dex 18, Con 12, Int 10, Wis 13, Cha 12. 
  Skills and Feats: Balance +12, Climb +9, Escape Artist 
  +11, Hide +16, Listen +10 Move Silently +16, Open Locks 
  +10, Spot +9, Tumble +16, Use Rope +6, Search +4; 
  Weapon Finesse, Dodge, Iron Will, Mobility 
   
  Possessions: arrows (40), Masterwork Mighty 
  shortbow 
  +1, 
  masterwork 
  shortsword, 
  chainshirt, 
  backpack, bedroll, winter outfit, dagger (3). 
   
  Physical Description: Small and uninteresting, often 
  overlooked. Favors stealth, hit and run over a straight up 
  fight. Will always flank when available 
   
  � Kalat and Rian: Female humans Clr10; CR10; 
  Medium humanoid (human); HD 10d8+20; hp 72; Init 
  +0; Spd 20 ft.; AC 16 (touch 10, flat-footed 16) [+4 Scale 
  mail, +2 large steel shield]; Base Atk +7/+2; Grapple +9; 
  Atk +8 ranged (1d10, heavy crossbow) or Atk +9 melee 
  (1d8+2, Flail); Full Atk +8 ranged (1d10, heavy crossbow) 
  or +9/+4 melee (1d8+2, Flail); SQ Spells, Turn Undead, 
  Death Touch; AL LE; SV Fort +9, Ref +3, Will +11; Str 14, 
  Dex 10, Con 14, Int 8, Wis 18, Cha 12. 
   
  Skills and Feats: Concentration +6, Knowledge 
  (Religion) +6; Rapid Reload, Weapon Focus (heavy 
  crossbow), Spell Penetration, Toughness  
   
  Possessions: bolts (20), Heavy Crossbow, Scale mail 
  armor, backpack, bedroll, winter outfit, holy symbol 
  (Nerull) 
   
  Spells Prepared: 6/6/6//5/5/3; base DC = 14 + spell 
  level): 0 –Detect Magic (2), Light, Virtue, Guidance, 
  Create Water; 1st – Inflict light wounds (2), Cause Fear*, 
  Bless, Magic Weapon, Doom; 2
  nd –Aid, Bear’s Endurance, 
  Hold Person, Death Knell* , Bull’s Strength, Align 
  Weapon; 3
  rd – Prayer, Blindness, Bestow Curse, Magic 
  Vestment*, Dispel Magic; 4
  th – Inflict Critical Wounds, 
  Divine Power, Magic Weapon, Greater, Spell Immunity*, 
  End of the Path 
   
  Page 22 
  
  Restoration; 5
  th – Break Enchantment, Insect Plague, Slay 
  Living* 
   
  *Domain Spells 
   
  Physical Description: Young and fair with long 
  brown hair. Prone to bouts of insane feral, ramblings   
   
  � Tunali: Male human Wiz10; CR10; Medium 
  humanoid (human); HD 10d4; hp 26, Init +2; Spd 30 ft.; 
  AC 15 (touch 12, flat-footed 13,) [Bracers of Armor +3, +2 
  Dex]; Base Atk +5; Grapple +5; Atk +7 ranged (1d4, sling) 
  or Atk +5 melee (1d4, Dagger); Full Atk +7 ranged (1d4, 
  Sling) or +5 melee (1d4, Dagger); SQ Spells, Scribe Scroll, 
  Summon Familiar; AL LE; SV Fort +3, Ref +5, Will +9; Str 
  10, Dex 14, Con 10, Int 18, Wis 14, Cha 14. 
   
  Skills and Feats: Concentration +13, Knowledge 
  (Arcana) +15, Spellcraft +15, Spot +7, Listen +7, Decipher 
  Script +12, Search +7; Spell Penetration, Spell Focus 
  (Evocation), Spell Mastery, Greater Spell Penetration, 
  Great Spell Focus (Evocation) 
   
  Possessions: Sling Bullets (20), Sling, backpack, 
  bedroll, winter outfit, Spell Component pouch, scroll, 
  Magic Missile (3), Necklace of Fireballs, Type IV, Bracers 
  of Armor +3 
   
  Spells Prepared: 4/5/5/4/4/2; base DC = 14 + spell 
  level +2 Evocation): 0 –Detect Magic, Light, Ray of Frost 
  (2) 1st – Shield, Shocking Grasp (2), Magic Missile (2); 2
  nd 
  – Flaming Sphere, Mirror Image, Spectral Hand, Melf’s 
  Acid Arrow, Scorching Ray; 3
  rd- Lightning Bolt, Vampiric 
  Touch (2), Haste; 4
  th – Dimension Door, Ice Storm, Fire 
  Shield, Shout; 5
  th – Cone of Cold, Feeblemind 
   
  Physical Description: In late forties with goatee. 
  Calm and reserved. Detests hand to hand combat. 
   
  Encounter 7 – Addressing the Council 
  ALL APL’s 
  � Soldiers: Male and female humans War1; CR1; 
  Medium humanoid (human); HD 1d8+1; hp 9; Init +1; 
  Spd 30 ft.; AC 15 (touch 11, flat-footed 14) [+1 dex, +3 
  studded leather, +1 small steel shield]; Base Atk +1; Grp 
  +2; Atk +2 ranged (1d8, light crossbow) or Atk +2 melee 
  (1d8+1, longsword); Full Atk +2 ranged (1d8, light 
  crossbow) or +2 melee (1d8+1,  longsword); AL N; SV 
  Fort +3, Ref +1, Will +0; Str 12, Dex 12, Con 12, Int 10, 
  Wis 10, Cha 10. 
   
  Skills and Feats: Ride +2, Swim +2 Handle Animal 
  +2, Jump +2, Profession (Soldier) +2;  
   
  Possessions: bolts (20), studded leather armor, light 
  crossbow, dagger, longsword,  winter outfit, army 
  uniform, small metal shield 
   
  Physical Description: typical men and women on the 
  army of the Shield Lands 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  End of the Path 
   
  Page 23 
  
  Player’s Handout # 1 
   
   
   
  Honorable Pathfinders,  
   
  I request you join me post-haste at my residence for important matters of state. Your 
  watch shifts have been accounted for and your time will be compensated.  
   
  Count Bladehone. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  End of the Path 
   
  Page 24 
   
  
   
   
   
   
   
   
  Player’s Handout # 2 
   
   
  Henick, 
   
  Your work with the slaves has not gone unnoticed; keep up the work you have started. 
  However, I have received a message from my contact regarding employment that is suited to 
  you and your pets. A group of Pathfinders out of Critwall will be heading to the old, 
  abandoned outpost of Fressen. Find them and feed them to your pets. Allow any non-
  humans to flee if you must, but make sure to slay and humans amongst them. As always I 
  will add a bonus for any Greycloaks you bring in. Good hunting. 
   
  Tellin 
   
  End of the Path 
   
  Page 25 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Shield Lands/594/Normal Scenarios/SHL4-03 - End of the Path (APL 2-12)/SHL4-03 - End of the Path.pdf