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.  
   
  FUR4−02 
   
   
   
   
   
   
   
   
   
   
  Death of a Knight 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Furyondy Regional Adventure 
  Version 1 
   
  by Chris Hoffman 
  with contributions by Michelle Sharp 
  Reviewed by Jason Bulmahn 
   
   
  It all starts when a bad thunderstorm traps you and your companions in a nearby inn out in the middle of nowhere.  
  After you leave the Inn, you find out that more things are happening locally than was originally thought. Now, can you 
  find out the cause of the problems here in this pleasant little countryside, or will you also disappear? An adventure 
  designed for characters level 1-13 (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.  
   
  Death of Knight 
   
  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 
  Furyondy.  Characters native to Furyondy 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. 
  Death of Knight 
   
  Page 3 
  
  Adventure Background 
  Rumors of a “Black Knight” began to circulate around 
  Furyondy at the beginning of CY592 during FUR2-01 
  Common Defense.  At that time, the black knight was 
  still gaining power and recruiting a following.  He 
  watched over the creation of the shield in Chendl and 
  arranged for some adjustments to the components used, 
  such that the end result (as seen in FUR3-06 Eclipse) was 
  not what the Council of Four expected.  PCs had their 
  first glimpse of the knight in FUR3-06 Eclipse but had no 
  opportunity to interact with him. 
   
  As time progressed, the black knight began to 
  challenge knights, paladins and others who would not 
  join his cause.  The slaughter began.  At this point, the 
  knight is weakening the country for his own purposes 
  and is doing so by targeting its strength – the knights and 
  their supporters.  Prior to the beginning of the current 
  module, the black knight met up with Sir Hartere Le 
  Boeuf.  Players may remember Sir Hartere as he appears 
  in FUR1-06 Bring on the Knight and FUR2-01 Common 
  Defense.  Sir Hartere wears signature black armor as well, 
  and has been referred to as the Black Knight himself.  
  Another is now laying claim to that title.  The Black 
  Knight challenged Sir Hartere when he refused to give 
  up his quest and support his political movement.  Sir 
  Hartere was subsequently slain and his head mounted in 
  town as a warning to the commoners not to challenge the 
  Black Knight.  
   
  The town where this occurs has been experiencing 
  other difficulties as well.  Lately many travelers have been 
  slain by some humanoids who moved into the area.  The 
  villagers were initially unaware and unconcerned but a 
  few days before the PCs arrive one of their own is taken.  
  Angela  is a seven year old little girl who has found out 
  that she can cast a couple of sorcerer spells. She has been 
  out practicing the past few weeks even though she knows 
  that there is trouble in the area. Like most young 
  children, she does not realize the danger. Everyone is her 
  friend. She wasn’t really taken away. She was coaxed away 
  by a barghest that played ‘tag’ with her.  This is the point 
  when the PCs will join the story.  They stumble into 
  town following a storm and discover the remains of Sir 
  Hartere.  They will also learn that he was preparing to 
  find Angela, and will be asked to take up his quest.  
   
  Adventure Summary  
  FUR4-02 Black Knight is a low to high level module set 
  in the kingdom of Furyondy.  Primarily the action occurs 
  in the Barony of Littleberg.  For purposes of NPC spell 
  casters, PCs are within easy travel of the city of Littleberg 
  (caster level seventh and below; see the Furyondy Meta 
  Campaign Handbook for specific deities).  If they desire 
  higher-level spells, each individual journeying to Chendl 
  for spells will need to pay an additional TU.   
   
  Encounter One: PC’s are traveling together in the 
  same direction after a local thunderstorm drove them 
  into a local inn for the evening. They come across a 
  slaughtered horse and owner of said horse (Sir Hartere Le 
  Boeuf). Searching the area, they find some dead Bugbears 
  that have been drug into the forest and stripped of their 
  belongings. 
   
  Encounter Two: When the PC’s continue on, 
  roughly an hour later they come across a small village not 
  listed on any map. If the PC’s tell the village about Sir 
  Hartere, or if the villagers see the body, they will inform 
  the PC’s that he was on a mission to find a local girl who 
  has gone missing, but he was slain by a Black Armored 
  man. 
   
  Encounter Three: If the PC’s go searching for the 
  girl (picking up the quest that Sir Hartere started), they 
  will come across a hunting party of whatever stole the 
  young girl. Combat will ensue.  
   
  Encounter Four: The PC’s can either use a captured 
  enemy to take them back to the lair (possibly gives them 
  a map of the encampment) or track them back to their 
  lair. The lair is some caves in the forest under a mound of 
  dirt. If the PC’s have captured one of them, they may 
  have a distinct advantage upon the siege of the mound. 
   
  Encounter Five: The PC’s storm the mound. Once 
  the siege starts, the PC’s will have a specified time limit 
  (number of rounds) to find the girl and rescue her or the 
  creatures will kill her and then they will withdraw and 
  collapse the entrance archway. 
   
  Introduction 
  This module takes place in the spring. It has been 
  storming (thunder, lighting, & sleet) for the last several 
  days. Even if the PC’s can cast spells like control weather, 
  the weather only changes for a very limited time. It will 
  change back to the stormy weather later. The reason why 
  is beyond the scope of this module.  PCs who refuse to go 
  into the inn or seek some sort of shelter can be 
  encouraged to do so by successively closer lightning 
  strikes.  These lightning bolts are for effect only and deal 
  no actual damage. 
   
  It has been raining for the last five days. You’ve all 
  been resting in a local inn called The Hopeless Cause. 
  You are the only people within the Inn as no 
  newcomers have arrived since the storms drove you 
  here. 
   
  Give the PC’s a chance to introduce themselves to each 
  other and adjust spell selection as necessary. 
  Death of Knight 
   
  Page 4 
  
   
  At present, due to the poor weather, the only 
  individuals in the inn are the PCs and the inn staff.  
  There are two cooks, who remain in back, as well as a 
  stableboy, Wyndel.   
   
  � The owner of the inn, Argon Le’Rouge (hm 
  Rog1/Brd4), is a former Shield Lands merchant who 
  moved to Furyondy during the war. Argon is known 
  for his scathing wit and tends not to perform 
  without a large audience.   
  � Serina and Ryneda (hf Com1) are the serving girls.   
  Both are a bit bored as there have been fewer 
  travelers through lately.  Serina is the elder of the 
  two, who are sisters.  She can put on airs at times and 
  tends to be bossy towards her sibling.  Ryneda is 
  friendlier and more down to earth than her sister.  
  She is more likely to take the time and chat with the 
  adventurers.  
   
   
  While waiting for the weather to subside, you have all 
  decided to continue on together towards the north. 
  After all, safety in numbers is always a good thing, 
  especially with the rumors you have heard about this 
  area.  
  The PC’s will likely want to know what rumors they have 
  heard about this area. Give them a Gather Information 
  check. Information will be as follows based upon the DC 
  they make. 
   
  � DC 15: Travelers have been disappearing on occasion 
  in the area, and no one knows why. 
  � DC 20: There have been signs of bugbears in the 
  area. No one has seen any of them though. 
  � DC 25: Prominent people have been found slain. 
  Who killed them is a complete mystery.  The first 
  was an elf druid named Randall, and the second is a 
  human ranger who went by the name of Fuad.     
  � DC 30: Someone is killing local heroes one by one. 
  Multiple Paladins and Knights have been found 
  slain. Weapon used is a battleaxe.  
   
  Give the PC’s a chance to exchange this knowledge with 
  each other before moving on to the next morning, and 
  the actual start of the adventure. 
   
  Encounter One 
  The PC’s find Sir Hartere Le Boeuf and his mount, both 
  of whom are dead, having been slain by the Black Knight 
  (who took his head as proof).  While looking about the 
  area, they are ambushed by some Bugbears.  The bugbears 
  are in the area checking on why their goblinoids have not 
  returned yet from their scouting mission. Afterwards, the 
  PC’s can search and found out a bit about how Sir Hartere 
  died.   
   
  Morning dawns with a bright and cloudless sky. 
  There is no sign of the storm from the previous days. 
  However, there is a thick fog that seems to have 
  settled in the forest. Lucky for you the road is mostly 
  clear.  
   
  Roughly two hours later, you come across a 
  rotting corpse. The body has yet to begin to 
  decompose, but is already covered in flies. Moving 
  closer, you realize that the head is missing from the 
  corpse. As you approach, you notice other bodies 
  around the copse, scattered as if they had fallen in 
  battle. 
   
  Allow the PC’s to look around at this point. The bodies of 
  the bugbears are lying just off the road near a forested 
  area (note the orcs’ encampment is located farther into 
  the wooded area).  The opponents are laying as though 
  fallen in battle and should be described this way to the 
  PCs.  This should be presented as necessary to assist in 
  the Search, rather than the precursor to a combat, since 
  this is an ambush. Either the Bugbears had a scout on the 
  road the PC’s were heading up, or they heard the PC’s. 
  Being scavengers, they figured they could get the drop on 
  the PC’s while the PCs were busy investigating the 
  bodies. The Bugbear’s are covered in blood from messing 
  with the dead knight.  Give the PCs a Spot check (DC20) 
  to notice that the bugbears are still alive before they get 
  too close.  
   
  APL 2 (EL 4) 
  � Bugbears (2), hp 16, see Monster Manual. 
   
  APL 4 (EL 6) 
  � Bugbear Leader, hp 27, see Appendix. 
  � Bugbear Warriors (2), hp 23, see Appendix. 
   
  APL 6 (EL 8) 
  � Bugbear Leader, hp 33, see Appendix. 
  � Bugbear Warriors (3), hp 28, see Appendix. 
   
  APL 8 (EL 10) 
  � Bugbear Leader, hp 33, see Appendix. 
  � Bugbear Warriors (7), hp 28, see Appendix. 
   
  APL 10 (EL 12) 
  � Bugbear Leader, hp 65, see Appendix. 
  � Bugbear Warriors (3), hp 59, see Appendix.  
   
  APL 12 (EL 14) 
  � Bugbear Leader, hp 65, see Appendix. 
  Death of Knight 
   
  Page 5 
  
  � Bugbear Warriors (7), hp 59, see Appendix. 
   
  Tactics: The Bugbears are lying in wait for the PC’s. They 
  will either wait until one of the PC’s step between two of 
  them (thus providing flanking bonuses) or when one of 
  them is turned over. During the surprise round, they will 
  not stand, choosing rather to catch the PC’s off-guard and 
  attacking from prone. After that, they stand up, and try to 
  take one PC at a time. 
   
  At higher APLs, the Bugbear’s will use their rogue 
  abilities to constantly flank to get sneak attack. 
   
  Development: Following the battle, it will be 
  possible for the PCs to find out quite a lot about what is 
  going on in the area. PCs who succeed at a Knowledge – 
  Nobility and Royalty check (DC 20) recognize the crest 
  worn by the figure as belonging to the de Boeuf family.  
   
  Search: 
  � DC 15: Notice the remains of other goblinoids in the 
  woods. 
  � DC 20: The battle happened in the woods. There are 
  broken branches and all the goblinoid bodies are in 
  the woods. Blood is scattered about the woods. 
   
  Heal:  
  � DC 20: The man was killed by a battleaxe. 
  � DC 25: He was slain by a single stroke of the blade. 
  � DC 20: The goblinoids were slain by a large sword, 
  likely a bastard sword, such as that wielded by one of 
  the bugbears.   
   
  Survival (with Track only): 
  � DC 15: The body was not dragged out into the trail. 
  He was slain on the trail. 
  � DC 20: He was surprised. He appears to have not 
  even put up a fight. (His sword is wielded by one of 
  the Bugbears). 
  � DC 30: It was a single medium-sized humanoid that 
  killed him. He rode away on a Heavy Warhorse that 
  was heavily loaded down. 
   
  If the PC’s wish to Track the Bugbears and the goblinoids 
  back to their lair, the DC is 35.  Skip to Encounter Three, 
  as they encounter the ‘trap’ area on the way to the lair. 
   
  Encounter Two: Hamlet 
  When the PC’s continue on, roughly an hour later they 
  come across a small hamlet. If the PC’s tell the village 
  about Sir Hartere, or if the villagers see the body, they 
  will inform the PC’s that he was on a mission to find a 
  local girl who has gone missing, but was slain by a Black 
  Armored man.  
  After another hour on the road, you come to a tiny 
  hamlet. It is a very small place.  Most of the homes 
  seem quite new. It also appears completely deserted. 
  In the center of town stands a pike. Upon the pike is
  a head.  The head is that of a young man who was 
  likely quite attractive when alive, but now has an 
  expression of shock on his face. Dark black hair 
  moves in the wind and his brown eyes are wide open.  
   
   
   
   
  The town is not deserted. But when the villagers heard 
  the approaching PC’s, they vanished into the woods or 
  into their thatch homes. They are afraid that the Black 
  Knight has returned again.  The head on the pike is that 
  of Sir Hartere Le Boeuf.  PCs who have played FUR1-08 
  Bring on the Knight or FUR2-01 Common Defense may 
  recognize him (Intelligence check DC 10) or PCs may 
  make a successful Knowledge – Nobility and Royalty 
  (DC 25) to recognize his features.  Give PCs a +5 
  circumstance bonus if they recognized his coat of arms 
  earlier. 
   
  Give the PC’s a Spot check (DC 10+APL) to notice 
  one or more of the villagers peaking out of their homes to 
  get a look at who is here. If the PC’s appear peaceful (e.g. 
  approach open handed, wear any Holy symbols the 
  villagers may recognize as being a goodly god, make a 
  Diplomacy check (DC 10), or if they do anything else you 
  deem reasonable), then the villagers will eventually come 
  out of hiding. 
   
  Creatures:  There are several individuals the PCs 
  may approach.  Some of the more notable village NPCs 
  are outlined below.  
   
  � Fhorgeir: Male Human Adp5, 5’8”. 
  Fhorgeir is the village’s current religious leader. He runs 
  his own farm, but he also holds service for Rao every 
  week. He was just the head priest’s assistant up until 
  three weeks ago when the priest’s body was found torn 
  apart just outside of town. He is a kindly man who offers 
  help to anyone in need with no thought to the cost to 
  himself. He will offer healing to anyone who appears to 
  need it. Fhorgeir is also the unofficial village leader. 
  � Helgi: Male Human War1/Com3, 6’4”.  
  Helgi is Angela’s father. He has been in several border 
  skirmishes and has scars all over his body, including his 
  face. His left eye has been sliced, and does not look in the 
  same direction as his other eye. He speaks with a really 
  gruff voice, one that is more akin to dwarves. He is a man 
  of little words. He rarely smiles, saving them almost 
  solely for his daughter. He will offer to accompany the 
  PC’s if they say they are going to try and rescue Angela. 
  � Ismail: Male Human Com5, 5’9” 
  Death of Knight 
   
  Page 6 
  
  Ismail is the proprietor of the local inn. In reality, he 
  rents rooms out of his own home. It is a one-story affair, 
  with a large living room that he uses as a common room 
  as well as a town meeting area when needed, and the 
  church on Sunday. He is also the town blacksmith, 
  though his smithy gets little use. 
   
  � Zumurrud: Female Human Exp3, 5’6” 
  Zummurrud is Angela’s mother. She is a very kind 
  woman with a ready smile for everyone she meets. She is 
  often found humming to herself. She is a seamstress. She 
  often will go into vapors if anyone even mentions 
  anything bad happening to anyone in front of her. She 
  feels her daughter being gone is her fault because she 
  should’ve been paying closer attention to her daughter. 
  As a guide, below are some questions the PC’s may have 
  and the likely responses from the villagers: 
   
  Where are we?  This is our new home. We call it Pilus. 
   
  How long have you lived here?  Since shortly before 
  the spring thaw. 
   
  Why were you all hiding?  The Black Knight was 
  recently through here. He took anything of value from 
  us. He has also slain Sir Hartere, a kindly man of virtue. 
  He showed us Sir Hartere’s head to prove it. 
   
  Who is the Black Knight? We do not know. He never 
  gave us a name. He was wearing an armor that was pitch 
  black with a billowing cloak. We could not even see his 
  face, as he wore a full-face helm. He also rode a steed of 
  sheerest black and carried an axe of some kind.   
   
  Was there nothing distinctive about him?  Well, I 
  think I saw a spot of red over his chest – some kind of 
  coat of arms, maybe?  You know, like the nobles wear. 
   
  Have you ever seen the Black Knight before?  No, this 
  is the first we’ve seen him.  We heard rumors from 
  neighboring villages of seeing him ride through there 
  but this is the first we had seen of him.  
   
  What was Sir Hartere doing here? He was following up 
  on some recent disappearances in the area. He promised 
  to find one of the Helgi’s young daughters, Angela.  
   
  What disappearances? Many people have been 
  disappearing in the surrounding area for the past month. 
  Some rangers & druids have disappeared. Most people 
  thought that they just became secluded or some such. We 
  were unaffected up until a month ago. 
   
  What happened to your daughter? (Angela) She was 
  taken two days ago when she was outside playing in the 
  forest. Can you find her? She has only seen six summers. 
   
  Who took her?  We are not certain but we think it may 
  be some kind of orcs or goblins or bugbears.  At least, 
  that’s what Sir Hartere said when he was heading out 
  after them.   
   
  Development: The villagers will do all they can to enlist 
  the PCs aid in finding the missing child.  PCs may chose 
  not to do so, in which case they will run across the 
  barghest in encounter three by accident, and that will 
  conclude the module for them. 
   
   
   
  Encounter Three:  
  If the PC’s go searching for the girl (picking up the quest 
  that Sir Hartere started), they will come across a hunting 
  party of Barghest’s.  If they decline the townsfolk’s 
  request, they will run across the creature(s) by chance. 
  Either way, combat will ensue. 
   
  The following text assumes they are searching 
  around the area of the farmhouse for clues to Angela’s 
  disappearance. If the PC’s came here directly from 
  Encounter One, skip past this boxed text. 
   
  Searching around the trees near Angela’s home for 
  traces of Angela, you see some faint traces that lead 
  into the forest. It seems that there was no struggle 
  here.  
  The PCs should be able to follow the tracks into the 
  forest (Survival DC 10).  If any of the PC’s can Track, a 
  Survival check (DC 30) will provide them with the 
  following additional information: It appears that Angela’s 
  tracks are following a four-legged creature into a small 
  glade. Here, some bugbears attacked Angela, made sure 
  they were not being followed, bound the girl, and altered 
  course. They also took time to cover their trail from that 
  point on, so it would be harder to track them.  
   
  If any of the PC’s can Track, another Survival check 
  (DC 30) will allow them to notice that there has been 
  recent travel over the same set of tracks. If this is noticed 
  and shared with the party, give them a Spot check with a 
  +5 circumstance bonus to notice the ambush, as they are 
  aware that their may still be people here. 
   
  You have been traveling for about an hour when you 
  come across a small clearing in the woods. It seems to 
  be a circular clearing, with a 20’ circumference. 
  Give the PC’s a Spot check, opposed by the barghest’s 
  Hide to notice the creatures hiding up in the trees. 
  Death of Knight 
   
  Page 7 
  
  Assume the barghests take 10 on their check. They are 
  lookouts and guards. Remember to modify the PC’s Spot 
  check by +5 if they made the second Survival check (DC 
  30) above. 
   
  Once the PC’s enter the clearing, read or paraphrase 
  the following. 
   
  As you enter the glade where the creatures stopped, 
  you notice some signs that show that this place is 
  frequently used as a meeting point. Hearing a sound, 
  you instinctively look up and see…. 
   
  The creatures wait until they see someone entering the 
  clearing. They will attack anyone NOT wearing obvious 
  armor first as that is what they were instructed to do.  
  Any PC who does not notice them is surprised, and 
  cannot act during the surprise round. 
   
  APL 2 (EL 4) 
  � Barghest, hp 33, see Monster Manual.  
   
  APL 4 (EL 6) 
  � Barghest (2), hp 33, see Monster Manual. 
   
  APL 6 (EL 8) 
  � Elite Greater Barghest, hp 76, see Appendix. 
  � Barghest (2), hp 33, see Monster Manual.  
   
  APL 8 (EL 11) 
  � Elite Greater Barghest, Advanced, hp 221, see 
  Appendix. 
  � Barghest (4), hp 33, see Monster Manual.  
   
  APL 10 (EL 12) 
  � Elite Greater Barghest, Advanced, hp 221, see 
  Appendix.  
  � Elite Greater Barghest (2), hp 76, see Appendix. 
  � Barghest (4), hp 33, see Monster Manual.   
   
  APL 12 (EL 14) 
  � Elite Greater Barghest, Advanced (2), hp 221, see 
  Appendix.   
  � Elite Greater Barghest (4), hp 76, see Appendix.  
  � Barghest (4), hp 33, see Monster Manual.  
   
  Treasure: The lead barghest is wearing a circlet of 
  persuasion.  
   
  Encounter Four:  
  The PC’s can either use a captured enemy to take them 
  back to the lair or track them back to their lair (Survival 
  DC 10 or Search DC 13 to find the trail).  Remember that 
  PCs are allowed to take 10 on this check so there is no 
  reason they cannot eventually find the trail.     
   
  PCs who capture one of the enemies and succeed at 
  an Intimidate DC 25 or Diplomacy DC 30 and agree to 
  free the enemy can obtain a map from them.  PCs who 
  attempt Intimidate first will not be able to succeed at 
  Diplomacy.  PCs who attempt Diplomacy first have a –5 
  penalty on their check, as they are seen as weak.  PCs may 
  assist each other on this check but receive only one check 
  for the group.  Note the enemy will draw this map – it is 
  not currently on their body. The lair is some caves in the 
  forest under a mound of dirt. If the PC’s have advance 
  information, they may have a distinct advantage upon the 
  siege of the mound. 
   
  After traveling for three hours, the forest begins to 
  thin. The forest here is very quiet. Pausing for just a 
  moment, each of you notice just how quiet this part 
  of the forest really is. There is not even the movement 
  of birds or squirrels here. It is as if something has 
  wiped out all animal life in this part of the woods. 
   
  Pause for a moment here to see if the PC’s do anything. 
  Let them do anything they desire at this point, including 
  casting any prep spells. The forest is so quiet because the 
  barghests, bugbears, and their minions patrol and hunt 
  this area quite heavily.  PCs who obtained a map from the 
  creatures through Intimidation or Diplomacy should 
  recognize that this is near the area of the mound. 
   
  Encounter Five:  
  The PC’s storm the mound. Once the siege starts, the PC’s 
  will have fifteen rounds to find the girl and rescue her or 
  the creatures will kill her and attempt to withdraw and 
  collapse the entrance. If they are unable to withdraw, 
  guards at one of the entrance archways will collapse it 
  and leave their ‘comrades’ to die at the hands of the PC’s. 
  They have several archways rigged to collapse in case of 
  problems like the ones the PC’s bring. 
   
  The orcs and barghests have guards set up around 
  the entranceway to spot anyone or anything coming near 
  the cave mouth. However, they are not being very 
  observant, as they have not had any problems in several 
  weeks now. Allow the guards a Spot check (opposed by 
  the PC’s Hide), with a –5 circumstance penalty for not 
  paying attention. Note that if the PCs approach noisily 
  and openly, making no attempt at all to Hide, the guards 
  are given a Listen and Spot check (DC 15) to notice the 
  PCs.  Also note that if the PC’s wait until after sunup the 
  next morning, the guards will be more aware of the 
  surrounding countryside because the enemy the PC’s 
  encountered in Encounter Three have not returned yet.  
  Death of Knight 
   
  Page 8 
  
  Refer to the Appendix for the map of the area.  Refer to 
  tactics section for setup information and timeline of what 
  the enemy is doing at any given time during the day in 
  order to answer PC questions and properly set the stage 
  based on the time the PCs reach the mound.  The cave 
  entrance on the left is 45’ above the ground, with a length 
  of 70’ to climb on a 30-degree angle to get to the entrance. 
  The cave entrance on the right is 60’ above the ground, 
  with a length of 115’ to climb on a 30-degree angle to get 
  to the entrance. Each contour line is roughly 15’ high. 
   
  If the guards spot the PC’s, decide, based on their 
  intelligence, how they would react. For example, if they 
  see a single person with weapons, the guards may try and 
  be sneaky and kill the ‘scout’ on their own. If they see 
  multiple people skulking about in the area, then they will 
  raise an alarm throughout the rest of the orc 
  encampment. Use your own judgment. 
   
  The easiest way for the PC’s to tackle this encounter 
  is to send one PC in to recover the girls, whilst the rest of 
  the party causes a distraction. They should not attempt to 
  tackle this head on, especially considering the fact that 
  the orcs and their allies control the defensive position.  
  In fact, it is expected that the PCs will use stealth or 
  distraction to rescue the girl.  If they attempt to use 
  stealth and are spotted or if they use a distraction, they 
  will be pursued for two rounds before the guards 
  consider it too dangerous (assuming at least half the party 
  is still standing) and withdraw to the mound.  The guards 
  will continue pursuit an additional two rounds if there 
  are only one or two PCs standing at that point, AND if 
  they outnumber the PCs.   
   
  After the alarm has been sounded, the PC’s will have 
  only fifteen rounds before the entranceway is collapsed.    
   
  APL 2 (EL 5) 
  � Orcs (9): hp 5, see Monster Manual.  
   
  APL 4 (EL 7) 
  � Orcs (9): hp 5, see Monster Manual. 
  � Bugbear Warrior: hp 23, see Appendix.  
  � Barghest, hp 33, see Monster Manual. 
   
  APL 6 (EL 9) 
  � Orcs (9): hp 5, see Monster Manual. 
  � Bugbear Warriors (2): hp 23, see Appendix. 
  � Greater Barghest, hp 67, see Monster Manual. 
   
  APL 8 (EL 11) 
  � Orc Guards (9): hp 5, see Monster Manual.  
  � Bugbear Warriors (4): hp 40, see Appendix. 
  � Greater Barghest (2), hp 67, see Monster Manual. 
  � Elite Greater Barghest, hp 76, see Appendix.  
   
  APL 10 (EL 13) 
  � Orc Guards (9): hp 5, see Monster Manual. 
  � Bugbear Warriors (6): hp 40, see Appendix.  
  � Elite Greater Barghest (3), hp 76, see Appendix. 
  � Elite Greater Barghest, Advanced: hp 221, see 
  Appendix. 
   
  APL 12 (EL 15) 
  � Orc Guards (6): hp 28, see Appendix. 
  � Bugbear Warriors (6): hp 40, see Appendix.  
  � Elite Greater Barghest (6), hp 76, see Appendix.  
  � Elite Greater Barghest, Advanced (3): hp 221, see 
  Appendix. 
   
  Tactics:  Note that Angela is in one of the jail cells.  
   
  APL 2: Two guards located at every entrance and 
  three guarding the girl. The Barghest has left the cave 
  and is not encountered by the PCs.  
   
  APL 4: Two guards located at every entrance (i.e., left 
  cave, right cave and cave entrance) and three guarding 
  the girl. The bugbears are playing dice at the table.  The 
  barghest is at the front standing guard. 
   
  APL 6 and up: Two guards located at every entrance 
  (i.e., left cave, right cave and cave entrance) and one 
  guarding the girl. The bugbear(s) is playing dice with two 
  of the orcs at the table.  All the barghest are in the cave 
  center. 
   
  Treasure:  At APL 8 and above, one of the guards is 
  wearing Boots of Elvenkind. 
   
  Development: In order to free Angela, they will 
  need to release her from her cage.  The key is on one of 
  the bugbears, but not on either of the ones standing 
  guard on the side entranceways.  PCs using stealth, 
  however, will need to lift the key, pick the lock, or break 
  the door.  
   
  � Banded Wooden Cell Doors: 1 in. thick banded with 
  iron; hardness 8; hp 10; AC 5; Break DC 18, Open Locks 
  DC 23. 
   
  No matter what, the cave entrance has been collapsed by 
  the end of combat.  See DMG rules on cave-ins if PCs are 
  caught in the cave in.  Assuming PCs are close enough to 
  the exit (within ten feet) they may be able to be extracted 
  by their party.  If they are further in, they will face an 
  equivalent combat inside the mound.  If they survive this 
  combat, they remain trapped inside until they die of 
  asphyxiation, unless they are able to dig themselves out 
  or have magical means of transport or moving large 
  amounts of rock and mud.   
   
  Following the battle, the PC’s will be able to tend to 
  their wounds and to any fallen comrades. If they saved 
  Death of Knight 
   
  Page 9 
  
  the little girl, they will also be able to return her to her 
  family.   
   
  If there was no alarm raised within the mound, then 
  moments after the PCs leave the mound with the girl the 
  alarm will go up and the pillars will be collapsed and the 
  entranceway will be gone.  
   
  After the PCs return to the village, they will meet up 
  with Sir Rendell du Poulet.  Sir Rendell was in the area 
  and had found out about the disappearance of Angela.  
  He is just leaving town to meet up with and assist the PCs 
  when they arrive back.  He will recognize the 
  descriptions of the PC’s from what the villagers told them 
  (if they visited the village) and, if so, will be particularly 
  friendly.  If the PCs did not visit the village, then he is on 
  his way to rescue Angela alone. The following text 
  assumes the PCs did go to the village and that Angela is 
  with them. If that is not the case, adjust the box text 
  accordingly.   
   
  As you grow enter the village to return Angela home, 
  you hear the sound of hooves moving towards you 
  and see a man riding a white stallion. He wears armor 
  that seems to glow from within. Emblazoned upon 
  the front of his breastplate is a golden eagle. After 
  looking at you, and seeing Angela, he removes his 
  helmet and you see his hair s blonde, and he has sky 
  blue eyes. 
   
   i
   
   
  l
   
  He looks at each of you, as if deciding something. 
  After a few seconds, he seems to come to a decision, 
  and begins to speak with a soft voice. When he talks, 
  his voice is low, almost sad. “Sir Hartere and I have 
  competed since the day we first met. Although I have 
  never understood the conflict between us, I have 
  grown used to it and even look forward to the next 
  thing we would compete over. He will be missed.” 
   
  Give the PC’s a Spot check (DC 10) to notice a tear streak 
  down Sir Rendell’s left cheek. After a few seconds, or if 
  he sees a PC looking at him while he cries, he will turn 
  his head away and compose himself. 
  He then straightens up, back stiff, and begins to 
  speak again. “Good people, please bear witness. My 
  name is Sir Rendell du Poulet, and I swear before you, 
  Heironius, and by all that is holy, that I shall avenge 
  the murder of Sir Hartere and all others that have 
  been slain by this black hearted, black armored 
  warrior of al  that would destroy that which I hold 
  dear.” 
   
  Assuming the PCs express interest, they may speak 
  briefly with Sir Rendell.  Once it is clear they are done, 
  continue with the following:  
  He then puts his helmet back on, turns his horse 
  around, and rides back into the forest, never looking 
  back. 
   
  If PCs saved Angela, go to conclusion A.  Otherwise, go 
  to conclusion B.  
   
  Conclusion 
  Conclusion A: If they were able to rescue the girl, read 
  the following: 
   
  As you return little Angela to her home, she runs, 
  shouting, towards the house.  Her family emerges and 
  she runs into their arms. You see many of the 
  individual family members crying. Helgi, her father, 
  eventually walks up to you, grasps your hand, and, as 
  you see a tear streak down his weather-beaten face, 
  says “Thank you. Would you join our family for 
  dinner?” 
   
   
   
  Whether the PC’s have dinner or not, the module is over. 
  If you have extra time, feel free to role-play out anything 
  extra the PCs wish to do. 
   
  In thanks for their assistance, the elders of the 
  village will give PCs their reward.  
   
  Conclusion B: If the PCs were unable to save the girl, 
  and if they return to the village, read the following: 
   
  Hearing the sound of your arrival in the village, the 
  townsfolk come out from their homes to greet you. As 
  Angela’s family looks towards you, the mother begins 
  to weep in despair as they do not see her. Helg , her 
  father, eventually approaches you, puts his hand on 
  _______’s (pick a PC) shoulder, and says, “Thank you for 
  trying. May you have better luck in the future.” He 
  then turns away from you, takes a few steps, and 
  collapses in sorrow. 
  i
  -
   
  Role-play out any actions the PC’s may do at this time. 
  The father is quite distraught over the lost of his daughter 
  and he is not hiding it like he has for the past few days. 
  He is irate, but he will not take it out on the PC’s unless 
  he believed they did not try to save his daughter. 
   
  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 
  role-playing) to each character. 
  Death of Knight 
   
  Page 10 
  
   
  Encounter One 
  Defeat Bugbears  
  APL2 120 xp; APL4 180 xp; APL6 240 xp;  
  APL8 300 xp; APL10 360 xp; APL12 420 xp. 
   
  Encounter Three 
  Defeat Barghest  
  APL2 120 xp; APL4 180 xp; APL6 240 xp;  
  APL8 300 xp; APL10 360 xp; APL12 420 xp. 
   
  Encounter Five 
  Defeat Guards (by getting past to save Angela)  
  APL2  210 xp; APL4 270 xp; APL6 330 xp;  
  APL8 390 xp; APL10 450 xp; APL12 510 xp. 
   
  Story Award 
  Returning Angela to her home 
  APL2 30 xp; APL4 50 xp; APL6 70 xp; 
  APL8 90 xp; APL10 110 xp; APL12 130 xp. 
   
  Discretionary roleplaying award 
  APL2 60 xp; APL4 85 xp; APL6 110 xp; 
  APL8 135 xp; APL10 160 xp; APL12 185 xp. 
   
  Total possible experience:  
   
  APL2 450 xp;  APL4 675 xp; APL6 900 xp; 
  APL8 1125 xp; APL10 1350 xp; APL12 1575 xp. 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  L:  Looted gear from enemy 
   
  C:  Coin, Gems, Jewelry, and other valuables 
   
  M:  Magic Items (sell value)  
   
  Encounter One:   
   
  APL 2: L: 3 gp; C: 0 gp; M: 8 gp potions of cure light 
  wounds (2) (8 gp per character) 
   
  APL 4: L: 35 gp; C: 0 gp; M: 162 gp potions of cure 
  light wounds (3) (12 gp per character), Hat of Disguise 
  (150 gp per character) 
   
  APL 6: L: 32 gp; C: 0 gp; M: 174 gp potion of cure 
  light wounds (4 gp per character), silversheen (20 gp per 
  character), Hat of Disguise (150 gp per character) 
   
  APL 8: L: 47 gp; C: 0 gp; M: 593 gp potion of cure 
  light wounds (4 gp per character), Hat of Disguise (150 
  gp per character), chain shirt +1 shadow (419 gp per 
  character), silversheen (20 gp per character) 
   
  APL 10: L: 64 gp; C: 0 gp; M: 947 gp potion of cure 
  light wounds (25 gp per character), Hat of Disguise (150 
  gp per character), chain shirt +1 shadow (419 gp per 
  character), silversheen (20 gp per character), Ring of 
  Counterspells (333 gp per character) 
   
  APL 12: L: 75 gp; C: 0 gp; M: 1738 gp potion of cure 
  moderate wounds (25 gp per character), Hat of Disguise 
  (150 gp per character), chain shirt +1 shadow (419 gp per 
  character), silversheen (20 gp per character), Ring of 
  Counterspells (333 gp per character), +1 keen longsword 
  (693 per character), heavy wooden shield +1 (98 gp per 
  character) 
   
  Death of Knight 
   
  Page 11 
  
  Encounter Three:   
   
  APL 2: L: 0 gp; C: 0 gp; M: 375 gp circlet of 
  persuasion (375 gp per character) 
   
  APL 4: L: 0 gp; C: 0 gp; M: 375 gp circlet of 
  persuasion (375 gp per character) 
   
  APL 6: L: 0 gp; C: 0 gp; M: 375 gp circlet of 
  persuasion (375 gp per character) 
   
  APL 8: L: 0 gp; C: 0 gp; M: 375 gp circlet of 
  persuasion (375 gp per character) 
   
  APL 10: L: 0 gp; C: 0 gp; M: 375 gp circlet of 
  persuasion (375 gp per character) 
   
  APL 12: L: 0 gp; C: 0 gp; M: 375 gp circlet of 
  persuasion (375 gp per character) 
   
  Encounter Five:   
   
  APL 2: L: 10 gp; C: 60 gp; M: 1 gp Darkvision Dice (1 
  gp per character) 
   
  APL 4: L: 14 gp; C: 0 gp; M: 1 gp Darkvision Dice (1 
  gp per character) 
   
  APL 6: L: 14 gp; C: 0 gp; M: 1 gp Darkvision Dice (1 
  gp per character) 
   
  APL 8: L: 14 gp; C: 0 gp; M: 209 gp Darkvision Dice 
  (1 gp per character), Boots of Elvenkind (208 gp per 
  character) 
   
  APL 10: L: 14 gp; C: 50 gp; M: 625 gp Darkvision 
  Dice (1 gp per character), Boots of Elvenkind (208 gp per 
  character), Dusty Rose Prism Ioun Stone (416 per 
  character) 
   
  APL 12: L: 213 gp; C: 0 gp; M: 625 gp Darkvision 
  Dice (1 gp per character), Boots of Elvenkind (208 gp per 
  character), Dusty Rose Prism Ioun Stone (416 per 
  character) 
   
  Conclusion:   
   
  APL 2: L: 0 gp; C: 20 gp; M: 0 gp  
   
  APL 4: L: 0 gp; C: 20 gp; M: 0 gp  
   
  APL 6: L: 0 gp; C: 10 gp; M: 0 gp  
   
  APL 8: L: 0 gp; C: 20 gp; M: 0 gp  
   
  APL 10: L: 0 gp; C: 30 gp; M: 0 gp  
   
  APL 12: L: 0 gp; C: 20 gp; M: 0 gp  
   
  Total Possible Treasure 
   
  APL 2: L: 13 gp; C: 80 gp; M: 364 gp, total: 457 
  (maximum 450) 
   
  APL 4: L: 49 gp; C: 20 gp; M: 558 gp, total: 607 gp 
  (maximum 600 gp) 
   
  APL 6: L: 46 gp; C: 10 gp; M: 750 gp, total: 806 
  (maximum 800 gp) 
   
  APL 8: L: 61 gp; C: 20 gp; M: 1177 gp, total: 1258 
  (maximum 1250 gp) 
   
  APL 10: L: 78 gp; C: 80 gp; M: 1947 gp, total: 2105 
  (maximum 2100 gp) 
   
  APL 12: L: 288 gp; C: 20 gp; M: 2738 gp, total: 3046 
  (maximum 3000 gp) 
   
  Special 
  � Darkvision Dice: This pair of lead dice has 
  disappearing ink written on its six sides. The dots on the 
  dice, when applied to a source of heat, begin to glow, and 
  stay glowing for about an hour. Value: 10 gp 
   
  � Influence with Sir Rendell du Poulett: PCs who 
  rescued Angela and returned her to her home have 
  received influence with Sir Rendell.  This is considered 
  an influence point with the Order of the Hart and is 
  consumed when used.   
   
  � Recognition of Sir Rendell du Poulett: PCs may also 
  use this influence to make purchases from Sir Rendell’s 
  contacts.  PCs may upgrade their armor with the light 
  fortification or glamered abilities.  PCs who are squires or 
  knights of the Order may instead opt to upgrade with the 
  moderate fortification ability.  PC Knights of Furyondy 
  may use this to place spell storing on a single weapon of 
  their choice or purchase a Cloak of Charisma +4.  This 
  recognition may be used following any Furyondy 
  Regional scenario; it is consumed when used.   
   
  � Gratitude of Fhorgeir: In thanks for assisting one of 
  his “flock,” the adept Fhorgeir will agree to sell the PC 
  one of the following potions or oils: Daylight, Heroism, 
  Magic Circle against Evil and Tongues.  He has a limited 
  supply, so PCs may only buy one of any single potion 
  following this adventure.  
   
  Items for the Adventure 
  Record 
  Item Access 
  APL 2:   
  Darkvision Dice (adventure, see above) 
  Circlet of persuasion (adventure, DMG) 
   
  APL 4: (all of APL 2 plus the following)  
  Hat of Disguise (adventure, DMG) 
   
  APL 6: (all of APLs 2-4 plus the following) 
   
  Silversheen (adventure, DMG) 
   
  APL 8: (all of APLs 2-6 plus the following) 
   
  Chain Shirt +1, Shadow (adventure, DMG) 
  Boots of Elvenkind (adventure, DMG) 
   
  APL 10: (all of APLs 2-8 plus the following) 
  Dusty Rose Prism Ioun Stone (adventure, DMG) 
  Death of Knight 
   
  Page 12 
  
  Ring of Counterspells (adventure, DMG) 
   
  APL 12: (all of APLs 2-10 plus the following) 
  +1 keen longsword (adventure, DMG) 
   
   
   
   
  Death of Knight 
   
  Page 13 
  
  DM AID #1 
  Monster Appendix 
  Encounter One: 
  APL 4 
  � Bugbear Leader: male bugbear Ftr 1; Cr 3; medium 
  humanoid (goblinoid); HD 3d8+1d10+8; hp 27; Init +1; 
  Spd 30 ft.; AC 19 (touch 11, flat-footed 16) [+1 Dex, +3 
  natural, +3 armor, +2 shield]; BA/G +3/+6; Atk +7 
  melee (1d8+3 crit 19-20 masterwork longsword); Full 
  Atk +7 melee (1d8+3 crit 19 -20 masterwork 
  longsword); SQ Darkvision 60’, scent; AL CE; SV Fort 
  +5, Ref +4, Will +1; Str 16, Dex 12, Con 14, Int 10, Wis 
  10, Cha 9. Height 5’5”. 
   
  Skills and Feats: Climb +6, Hide +4, Jump +2, 
  Listen +4, Move Silently +6, Spot +4, Swim +5; 
  Alertness, Power Attack, Weapon Focus (Morningstar) 
   
  Possessions: studded leather armor, heavy wood 
  shield, masterwork longsword, morningstar, potion of 
  cure light wounds. 
   
  � Bugbear Warrior: male bugbear Ftr 1; Cr 3; 
  medium humanoid (goblinoid); HD 3d8+1d10+4; hp 
  23; Init +1; Spd 30 ft.; AC 17 (touch 11, flat-footed 15) 
  [+1 Dex, +3 natural, +2 armor, +1 shield]; BA/G +3/+6; 
  Atk +7 melee (1d8+3, morningstar); Full Atk +7 melee 
  (1d8+3 morningstar); SQ Darkvision 60’, scent; AL CE; 
  SV Fort +4, Ref +4, Will +1; Str 16, Dex 12, Con 13, Int 
  10, Wis 10, Cha 9. Height 5’5”. 
   
  Skills and Feats: Climb +6, Hide +4, Jump +2, 
  Listen +4, Move Silently +6, Spot +4, Swim +5; 
  Alertness, Power Attack, Weapon Focus (Morningstar) 
   
  Possessions: leather armor, light wood shield, 
  Morningstar, potion of cure light wounds. 
   
  APL 6 and 8 
  � Bugbear Leader: male bugbear Ftr 1/Rog 1; CR 4; 
  Medium 
  Humanoid 
  (Goblinoid); 
  HD 
  3d8+1d10+1d6+10; hp 33; Init +1; Spd 30 ft.; AC 20 
  (touch 11, flat-footed 18) [+1 Dex, +3 natural, +5 armor, 
  +2 shield]; BA/G +3/+6; Atk +8 melee (1d8+4 crit 19-20 
  masterwork longsword); Full Atk +8 melee (1d8+4 crit 
  19 – 20 masterwork longsword); SQ Darkvision 60’, 
  scent, Sneak Attack +1d6, Trapfinding; AL CE; SV Fort 
  +5, Ref +6, Will +1; Str 16, Dex 12, Con 14, Int 10, Wis 
  10, Cha 9. Height 5’5”. 
   
  Skills and Feats: Climb +6, Hide +9, Jump +2, 
  Listen +4, Move Silently +6, Spot +8, Swim +5, Tumble 
  +4, Use Rope -2; Alertness, Power Attack, Weapon 
  Focus (Morningstar) 
   
  Possessions: Chain Shirt +1 Shadow, heavy wood 
  shield, Morningstar, masterwork longsword, potion of 
  cure light wounds. 
  � Bugbear Warrior: male bugbear Ftr 1/Rog 1; CR 4; 
  Medium 
  Humanoid 
  (Goblinoid); 
  HD 
  3d8+1d10+1d6+5; hp 28; Init +1; Spd 30 ft.; AC 17 
  (touch 11, flat-footed 16) [+1 Dex, +3 natural, +2 armor, 
  +1 shield]; BA/G +3/+6; Atk +7 melee (1d8+3, 
  morningstar); Full Atk +7 melee (1d8+3 morningstar); 
  SQ Darkvision 60’, scent, Sneak Attack +1d6, 
  Trapfinding; AL CE; SV Fort +4, Ref +6, Will +1; Str 16, 
  Dex 12, Con 13, Int 10, Wis 10, Cha 9. Height 5’5”. 
   
  Skills and Feats: Climb +6, Hide +4, Jump +2, 
  Listen +4, Move Silently +6, Spot +8, Swim +5, Tumble 
  +4, Use Rope -2; Alertness, Power Attack, Weapon 
  Focus (Morningstar) 
   
  Possessions: leather armor, light wood shield, 
  Morningstar. 
   
  APL 10  
  � Bugbear Leader: male bugbear Ftr 2/Rog 4; CR 8; 
  Medium 
  Humanoid 
  (Goblinoid); 
  HD 
  3d8+ 
  2d10+4d6+24; hp 65; Init +5; Spd 30 ft.; AC 22 (touch 
  12, flat-footed 19) [+2 Dex, +3 natural, +5 armor, +2 
  shield]; BA/G +7/+10; Atk +11 melee (1d8+3 crit 19-20 
  masterwork longsword); Full Atk +11/+6 melee (1d8+3 
  crit 19-20 masterwork longsword); SQ Darkvision 60’, 
  scent, Sneak Attack +2d6, Trapfinding, Evasion, 
  Uncanny Dodge; AL CE; SV Fort +8, Ref +9, Will +2; 
  Str 16, Dex 12 (14), Con 16, Int 10, Wis 10, Cha 9. 
  Height 5’5”. 
   
  Skills and Feats: Balance +2, Climb +10, Hide +13, 
  Jump +4, Listen +4, Move Silently +6, Spot +11, Swim 
  +5, Tumble +7, Use Magical Device +4, Use Rope +1; 
  Alertness, 
  Cleave, 
  Combat 
  Reflexes, 
  Improved 
  Initiative, Power Attack, Weapon Focus (Morningstar) 
   
  Possessions: Chain Shirt +1 Shadow, heavy wood 
  shield, Morningstar, potion of cure moderate wounds, 
  masterwork 
  longsword, 
  ring 
  of 
  counterspells 
  (confusion). 
   
  � Bugbear Warrior: male bugbear Ftr 2/Rog 4; CR 8; 
  Medium 
  Humanoid 
  (Goblinoid); 
  HD 
  3d8+ 
  2d10+4d6+18; hp 59; Init +5; Spd 30 ft.; AC 21 (touch 
  11, flat-footed 19) [+1 Dex, +3 natural, +4 armor, +3 
  shield]; BA/G +7/+10; Atk +11 melee (1d8+3, 
  morningstar); 
  Full 
  Atk 
  +11/+6 
  melee 
  (1d8+3 
  morningstar); SQ Darkvision 60’, scent, Sneak Attack 
  +2d6, Trapfinding, Evasion, Uncanny Dodge; AL CE; 
  SV Fort +7, Ref +8, Will +2; Str 16, Dex 12, Con 14, Int 
  10, Wis 10, Cha 9. Height 5’5”. 
   
  Skills and Feats: Balance +1, Climb +10, Hide +7, 
  Jump +4, Listen +4, Move Silently +5, Spot +11, Swim 
  Death of Knight 
   
  Page 14 
  
  +5, Tumble +6, Use Magical Device +4, Use Rope +0; 
  Alertness, 
  Cleave, 
  Combat 
  Reflexes, 
  Improved 
  Initiative, Power Attack, Weapon Focus (Morningstar) 
   
  Possessions: chain shirt, heavy wood shield, 
  Morningstar. 
   
   
   
  APL 12 
  � Bugbear Leader: male bugbear Ftr 2/Rog 4; CR 8; 
  Medium 
  Humanoid 
  (Goblinoid); 
  HD 
  3d8+ 
  2d10+4d6+24; hp 65; Init +5; Spd 30 ft.; AC 23 (touch 
  12, flat-footed 19) [+2 Dex, +3 natural, +5 armor, +3 
  shield]; BA/G +7/+10; Atk +11 melee (1d8+4 crit 17-20 
  +1 keen longsword); Full Atk +11/+6 melee (1d8+4 crit 
  17-20 +1 keen longsword); SQ Darkvision 60’, scent, 
  Sneak Attack +2d6, Trapfinding, Evasion, Uncanny 
  Dodge; AL CE; SV Fort +8, Ref +9, Will +2; Str 16, Dex 
  12 (14), Con 16, Int 10, Wis 10, Cha 9. Height 5’5”. 
   
  Skills and Feats: Balance +2, Climb +10, Hide +13, 
  Jump +4, Listen +4, Move Silently +6, Spot +11, Swim 
  +5, Tumble +7, Use Magical Device +4, Use Rope +1; 
  Alertness, 
  Cleave, 
  Combat 
  Reflexes, 
  Improved 
  Initiative, Power Attack, Weapon Focus (Morningstar) 
   
  Possessions: Chain Shirt +1 Shadow, heavy wood 
  shield +1, Morningstar, potion of cure moderate 
  wounds, +1 keen longsword, ring of counterspells 
  (confusion). 
  � Bugbear Warrior: use statistics from APL 10. 
  Encounter Three and Five: 
  � Elite Greater Barghest: Cr 6; Large Outsider (Evil, 
  Extraplanar, Lawful, Shapechanger); HD 9d8 +36; hp 
  76; Init +8; Spd 40 ft.; AC 23 (touch 13, flat-footed 18) [-
  1 Size, +4 Dex, +9 Natural]; BA/G +9/+20; Atk +15 
  melee (1d8+7, bite); Full Atk +15 melee (1d8+7 bite) 
  and +9 melee (1d6+3, 2 claws); Space/Reach 10/5; SA 
  Spell-like abilities, feed; SQ Change shape, DR 
  10/Magic, Darkvision 60’, scent; AL LE; SV Fort +10, 
  Ref +10, Will +9; Str 24, Dex 19, Con 18, Int 18, Wis 16, 
  Cha 20.  
   
  Skills and Feats: Bluff +17, Concentration +16, 
  Diplomacy +9, Disguise +5(+7 acting), Hide +12*, 
  Intimidate +19, Jump +23, Listen +15, Move Silently 
  +16, Sense Motive +15, Spot +15, Survival +15 (+17 
  following tracks), Tumble +18; Combat Casting, 
  Combat Reflexes, Improved Initiative, Track 
  * A barghest in wolf form gains a +4 circumstance 
  bonus on hide checks. 
   
  Spell-like abilities: At will: blink, invisibility 
  sphere, levitate, misdirection (DC 17), rage (DC 18); 
  1/day – charm monster (DC 19), crushing despair (DC 
  19), dimension door, mass bull’s strength, mass 
  enlarge.  
   
  Barghest’s cast as a creature of their current HD. 
   
  � Elite Greater Barghest, Advanced: Cr 10; Large 
  Outsider (Evil, Extraplanar, Lawful, Shapechanger); 
  HD 17d8+136; hp 221; Init +9; Spd 40 ft.; AC 31 (touch 
  14, flat-footed 26) [-1 Size, +5 Dex, +17 Natural]; BA/G 
  +17/+32; Atk +28 melee (1d8+11, bite); Full Atk +28 
  melee (1d8+11 bite) and +19 melee (1d6+5, 2 claws); 
  Space/Reach 10/5; SA Spell-like abilities, feed; SQ 
  Change shape, DR 10/Magic, Darkvision 60’, scent; AL 
  LE; SV Fort +18, Ref +15, Will +13; Str 32, Dex 20, Con 
  27, Int 18, Wis 16, Cha 20.  
   
  Skills and Feats: Bluff +25, Concentration +24, 
  Diplomacy +17, Disguise +5(+7 acting), Hide +21*, 
  Intimidate +27, Jump +31, Listen +23, Move Silently 
  +25, Sense Motive +23, Spot +25, Survival +23 (+25 
  following tracks), Tumble +27; Combat Casting, 
  Combat Reflexes, Improved Initiative, Power Attack, 
  Quicken Spell-Like ability (Mass enlarge), Track,  
  * A barghest in wolf form gains a +4 circumstance 
  bonus on hide checks. 
   
  Spells-like abilities: At will: blink, invisibility 
  sphere, levitate, misdirection (DC 17), rage (DC 18); 
  1/day – charm monster (DC 19), crushing despair (DC 
  19), dimension door, mass bull’s strength, mass 
  enlarge,  
   
  Barghest’s cast as a creature of their current HD. 
   
  Encounter Five: 
  APL 4 and 6 
  � Bugbear Warrior: male bugbear Ftr 1; Cr 3; 
  medium humanoid (goblinoid); HD 3d8+1d10+4; hp 
  23; Init +1; Spd 30 ft.; AC 17 (touch 11, flat-footed 15) 
  [+1 Dex, +3 Natural, +2 armor, +1 shield]; BA/G +3/+6; 
  Atk +7 melee (1d8+3, morningstar); Full Atk +7 melee 
  (1d8+3 morningstar); SQ Darkvision 60’, scent; AL CE; 
  SV Fort +4, Ref +4, Will +1; Str 16, Dex 12, Con 13, Int 
  10, Wis 10, Cha 9. Height 5’5”. 
   
  Skills and Feats: Climb +6, Hide +4, Jump +2, 
  Listen +4, Move Silently +6, Spot +4, Swim +5; 
  Alertness, Power Attack, Weapon Focus (Morningstar) 
   
  Possessions: leather armor, light wood shield, 
  Morningstar. 
   
  APL 8, 10, 12 
  � Bugbear Warrior: male bugbear Ftr 2/Rog 2; CR 6; 
  Medium 
  Humanoid 
  (Goblinoid); 
  HD 
  3d8+ 
  2d10+2d6+7; hp 40; Init +5; Spd 30 ft.; AC 18 (touch 11, 
  flat-footed 15) [+1 Dex, +3 natural, +2 armor, +2 shield]; 
  BA/G +5/+8; Atk +9 melee (1d8+3 morningstar); Full 
  Atk +9 melee (1d8+3 morningstar); SQ Darkvision 60’, 
  scent, Sneak Attack +1d6, Trapfinding, Evasion; AL CE; 
  Death of Knight 
   
  Page 15 
  
  SV Fort +5, Ref +7, Will +1; Str 16, Dex 12, Con 13, Int 
  10, Wis 10, Cha 9. Height 5’5”. 
   
  Skills and Feats: Balance +1, Climb +6, Hide +7, 
  Jump +4, Listen +4, Move Silently +5, Spot +9, Swim 
  +5, Tumble +4, Use Rope -2; Alertness, Improved 
  Initiative, Power Attack, Weapon Focus (Morningstar) 
   
  Possessions: leather armor, light wood shield, 
  Morningstar. 
   
  APL 12 
  � Orc Guard: male orc Bbn 2/Rog 2; Cr 4; Medium 
  Humanoid (Goblinoid); HD 2d12+2d6+4; hp 28; Init 
  +0; Spd 40 ft.; AC 12 (touch 10, flat-footed 12) [+2 
  armor]; BA/G +3/+7; Atk +7 melee (1d12+6 crit x3 
  greataxe); Full Atk +7 melee (1d12+6 crit x3 greataxe); 
  SA Sneak Attack +1d6, Rage 1/day; SQ Darkvision 60’, 
  Trapfinding, Trapsenses +1, Uncanny Dodge, Evasion; 
  AL NE; SV Fort +4, Ref +3, Will -2; Str 18, Dex 11, Con 
  12, Int 8, Wis 7, Cha 6. Height 5’. 
   
  Skills and Feats: Balance +2, Climb +4, Hide +5, 
  Intimidate +3, Jump +6, Listen +4, Move Silently +5, 
  Search +4, Spot +3, Tumble +5, Use Rope +5; Cleave, 
  Power Attack 
   
  Possessions: leather armor, greataxe, sling. 
  Death of Knight 
   
  Page 16 
  
  DM AID #2 
  Ability Definitions 
   
  Instantaneous Rage (General) 
  You activate your rage instantly. 
   
  Prerequisites: Ability to Rage 
   
  Benefit: Your rage begins at any time you wish, 
  even when it’s not your turn or when you’re surprised.  
  You can activate your rage in response to another’s 
  action after learning the result before it takes effect.  
  Thus, you can gain the benefits of rage in time to 
  prevent or ameliorate an undesirable effect.  For 
  example, you can gain the additional hit points that 
  rage grants just before a blow that would otherwise 
  cause you to fall unconscious or better your chance of 
  making a successful saving throw against an incoming 
  spell.  
   
  Reference: Masters of the Wild, page 23-24. 
  Death of Knight 
   
  Page 17 
  
  Combat Map − Encounter 5 
   
   
  Death of Knight 
   
  Page 18 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuzs Border States/Furyondy/FUR4-02 - Death of a Knight.pdf