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.  
   
  YEO3-04 
   
   
   
   
   
   
  Crimson Skies 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Yeomanry Regional Adventure 
  Version 1.1 
   
  by William Altizer 
   
   
  As summer’s end draws nigh, you find yourself in the town of Spitalvale, and it seems as though you are in luck.  The 
  town is preparing for the Temple of Phaulkon’s annual celebration of First Flight.  A Yeomanry regional adventure for 
  APLs 6-12. 
  
  YEO3-04 Crimson Skies 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. 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. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill 
  in the top of the grid. That is all. No one is rated. 
  This method is used for people who are just playing 
  for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for players. 
  This method is used when there is no competition, 
  but the event coordinator wants information on how 
  the game masters are performing, or the game 
  master wants feedback on his or her own 
  performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If this 
  method is used, be sure to allow about 15-20 minutes 
  for the players to briefly describe their characters to 
  the other players, and about 5-10 minutes for voting. 
  This method is used when the players want to know 
  who played the “best” amongst the group, or when 
  the adventure is run in tournament format with 
  winners and prizes.  
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
  After voting, give the Scoring Packet to your event 
  coordinator.  
  
  YEO3-04 Crimson Skies 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  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. 
  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 three 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 
  the Yeomanry.  Characters native to the Yeomanry 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. 
   
  
  YEO3-04 Crimson Skies 
   
  Page 4 
  Adventure Background 
  About the Yeomanry 
  The Yeomanry is situated in a valley between the Jotens 
  and the Tors in the southwest corner of the Sheldomar 
  Valley.  The moderately sized realm is nearly surrounded 
  by the Crystalmists and its spurs, though its eastern 
  border with Keoland is generally regarded as the eastern 
  bank of the Javan across from the county of Cryllor.  Its 
  border continues south to where the great river enters 
  the Hool marshes and the lands of the Sea Princes.  The 
  climate is hot nearly year-round in the central valley, 
  though the temperature moderates as one approaches the 
  foothills, particularly in late fall and winter.   The 
  Yeomanry is a land populated primarily by freemen 
  Farmers, who are mostly a Suel-Flan mix. 
  The Yeomanry is one of the few representative 
  democracies in the Flanaess.  Any citizen of majority who 
  has carried a spear for the nation, either now or in the 
  past, is eligible to elect spokesmen on his behalf from his 
  community, 
  these 
  spokesmen 
  in 
  turn 
  elect 
  Grosspokesmen that serve in the Council of Common 
  Grosspokesmen in Loftwick.   
  The people of the Yeomanry are rural, cloistered folk 
  with little exposure to either foreigners or magic.  They 
  are religious and superstitious, yet reservedly friendly to 
  travelers.  Many Yeomen have served in the Militia and 
  are stout defenders of their homes. 
  You can learn more about the Yeomanry at its official 
  website: http://yeomanry.living-greyhawk.com. 
  Is this a ‘Military Module?’ 
  As the defense of the homeland is imperative in this 
  module, members of the Yeoman military may count this 
  adventure towards any annual TU requirement for their 
  branch of the military. 
  Is this adventure “promotion worthy?” 
  Heroic deeds in the name of the Yeoman Militia are 
  possible in this module, and as such, the possibility for 
  promotion exists.  In order for a PC to be considered for 
  promotion at the end of this adventure, the PC must do 
  the following: 
  The GM and all Yeomanry militia members present at the 
  table must unanimously agree that the PC has performed 
  an action and behaved in a manner that would make 
  them a good leader of men in their unit. There must be at 
  least two other military PCs playing the scenario besides 
  the PC up for advancement.  Only one PC can be 
  nominated for advancement per scenario. 
  The player so nominated must then gather the names and 
  email addresses of all Yeomanry militia players AND 
  THE DM at the table. 
  The player must then submit a small summary of what 
  happened in the adventure and why he or she should be 
  considered for promotion.  Emailing this information to 
  yeomanry-triad@yahoogroups.com. 
  The Triad will then discuss your promotion and 
  determine whether promotion is granted.  You will be 
  notified via email, and a promotion certificate will be sent 
  to you via snail mail. 
  In order to be considered for promotion, the Yeomanry 
  militia member must have spent a minimum of one year 
  of REAL time as the rank below that being applied for.  
  So in order to be considered for Serjeant, the player must 
  have spent one full year as a Yeoman, and one full year 
  below that as an unranked militiaman.   
  Is this a “Dustdigger Module?” 
  As this adventure does not significantly involve 
  archeological matters, students in the Academy of Lore 
  may not count this adventure towards their Academy TU 
  requirement. 
  Spitalvale 
  A small hamlet halfway between Deresbury Delph and 
  Thistledale, Spitalvale (pop. 300) would be unknown to 
  most were it not for its most famous resident—Blaine 
  Holliman.  Blaine is known throughout the Yeomanry as 
  the “Owlman” for his uncanny ability to find, capture, 
  and train giant owls.  He regularly sells giant owls, both 
  mature and young, to the Yeoman government to be used 
  as mounts for the country’s elite Wing Corps.  His prices 
  are considerable, and as such, the government only has 
  six at this point—hardly enough to be a formidable 
  defense.  Rumor has it that the government is attempting 
  to mate its existing owls and raise chicks on its own.  
  Blaine will sell owls to adventurers, but the price can be 
  5,000 freegold or more, assuming that he has any for sale. 
  Adventure Background 
  Over the past few years, the spy network of the Scarlet 
  Brotherhood has been able to get its hands on 
  increasingly detailed information about the Yeomanry, 
  whether it be troop movements, the names of successful 
  adventurers, or government activities.    
  
  YEO3-04 Crimson Skies 
   
  Page 5 
  One thing that has piqued the Brotherhood’s interest in 
  the Yeomanry is the development of an elite unit of unit 
  of knights mounted on giant owls—the Yeoman Wing 
  Corps.  Of particular interest to Brotherhood spies were 
  where these owls were coming from and how they were 
  being trained.  With considerable effort, spies have 
  learned of the source of these giant owls—Blain 
  Holliman, the Yeoman “Owlman.”   
  Some believe that a bargain was made between Blaine 
  and the giant owl Snowfeather, who is considered to be 
  the elder of all the giant owls in the Yeomanry.  
  Snowfeather’s influence and rather larger size when 
  compared to his cousins is attributed to the half-celestial 
  blood flowing through his veins. 
  The Scarlet Brotherhood has decided to set a plan into 
  motion to acquire a number giant owls for themselves.  
  The first step in this plan was to befriend Holliman with 
  an agent in hopes of gaining access to any secrets that he 
  may have acquired over the years with giant owls.  This 
  agent was also assigned with the task of determining 
  whether Holliman’s cooperation can be bought.  If this 
  proves impossible, Holliman is to be either killed or 
  captured. 
  The agent chosen for this mission was a young priestess 
  of Syrul named Trianne Bellamy.  Trianne, posing as a 
  beautiful and rather impressionable worshipper of 
  Phualkon, was able to convince Blaine Holliman to allow 
  her to study under him and to learn the art of owl 
  handling.  She has spent nearly four months under his 
  tutelage and feels that she now has learned enough of the 
  art to be able to figure out what he has yet to show her.   
  With the Festival of First Flight approaching, the time to 
  act has arrived.  Trianne hopes to steal as many fledglings 
  as possible and bring them to the Scarlet Brotherhood, 
  where she herself will begin the domesticating, breeding, 
  and training process.   
  At the same time, agents under Trianne’s command, led 
  by the half-fiend troll Flagrand Blackblood and the half-
  dragon ogres Reist and Richten, have been systematically 
  raiding giant owl nests to the north of Spitalvale.  
  Blackblood has taken particular joy in killing the adult 
  giant owls as the hatchlings and eggs are taken.  This 
  pillaging has been noticed, and the town has become 
  acute to this over the last few weeks.  This further adds to 
  Trianne’s desire to end the charade as quickly as possible 
  and begin the true work in the relative safety of the 
  Scarlet Brotherhood.  As such, she and her agents plan to 
  abandon a small cave complex to the southwest of town 
  as soon as possible.   
  Trianne has decided that she has pushed her luck as far as 
  she dares, and has made plans for a three-pronged action 
  and escape.  First, a pair of men has been hired by 
  Trianne’s agents to set fire to a small section of the temple 
  of Phaulkon in Spitalvale.  The fire is to be concentrated 
  primarily in the area where she resides in hopes of 
  destroying any evidence that would allow one to scry 
  upon her.   
  Second, she intends to raid a nest to the east of the town 
  in hopes of gaining a few more chicks.  Finally, in order 
  to shift the balance of power away from the Yeomanry, 
  she intends to capture Blaine Holliman and take him 
  with her to the Scarlet Brotherhood.  Should this prove 
  impossible, she does not hesitate to kill him. 
  Adventure Summary 
  The PC’s entering the town of Spitalvale just in time for 
  the celebration of “First Flight.”  This is a festival held by 
  the temple of Phualkon in honor of the first flight taken 
  by a new generation of birds.  The festival atmosphere is 
  ruined by the appearance of a frustrated half-celestial 
  giant owl named Snowfeather, who has came to 
  Spitalvale looking for Blaine Holliman in order to inform 
  him Holliman that another giant owl nest has been 
  defiled and the parents killed. 
  After 
  talking 
  with 
  Snowfeather, 
  Holliman 
  and 
  approaches the PCs and asks for their help in finding the 
  cause of the nest defilements.  The PCs are given a small 
  flag to allow any owls in the region to identify them as 
  friends of Holliman.  On the way, Scarlet Brotherhood 
  agents ambush the PCs.   
  Upon returning to Spitalvale, the party finds the town in 
  an absolute uproar.  The temple of Phaulkon is on fire, 
  and the townspeople have put together a bucket brigade.  
  Two suspicious-looking strangers were seen fleeing the 
  scene, and some townsfolk have given chase.  Ultimately, 
  it is learned that Trianne is behind the fire. 
  Trianne was last seen near a giant owl nest with 
  Holliman—presumably investigating the site mentioned 
  by Snowfeather.  However, instead of Trianne, the PCs 
  find the half-fiend troll working for here, as well as his 
  small group of deadly assistants. 
  Following tracks left by a wagon at the eyrie, the party 
  finds the partially hidden entrance to a cave.  In the cave 
  they discover a hideout being used as a staging point for 
  Scarlet Brotherhood activity in the region.  A final battle 
  ensues, with the fate of Blaine Holliman in the balance! 
  Introduction 
  Your travels have brought you to the town of 
  Spitalvale, and just in time for a festival.  Every year 
  
  YEO3-04 Crimson Skies 
   
  Page 6 
  in late summer the temple of Phualkon in Spitalvale 
  hosts a festival to celebrate the newest generation of 
  giant owls taking their first flight.  Many of the 
  faithful of Phaulkon make pilgrimages to Spitalvale 
  each year to witness the sight of the giant owls taking 
  flight.  These giant birds have become well known 
  throughout the Yeomanry as part of the special, albeit 
  small, air corps that has been put together to defend 
  the realm. 
  The late morning is pleasant and the normally 
  oppressive summer heat is being held at bay by a cool 
  breeze.  The local residents are taking this as a good 
  sign and the cheery mood of the villagers is 
  infectious.  Nearby is the temple of Phaulkon and it is 
  a blur of activity as a multitude of birds fly about as if 
  they, too were celebrating the coming festival. 
  This serves as a good opportunity to allow PCs not 
  familiar with one another to introduce themselves to the 
  other players.  Once this is complete, proceed to 
  Encounter One. 
  Encounter One: Suel Holiday 
  The good humor is quickly dashed as a giant shadow 
  passes over the village and an earsplitting screech 
  breaks through the din of the crowd below.  As 
  people look up in fear they see a huge owl descend 
  towards the entrance of the temple.  As it lands it 
  calls out in common:  
  “Holliman!  Holliman!  It is I, Snowfeather.  I have 
  come with news most grave.  Holliman!”   
  Several priest of Phaulkon come forth to try and talk 
  with the huge bird in hopes of calming it down.  
  However, it continues its demands to see Holliman. 
  Allow the PCs to make Knowledge: Local check (DC 18) 
  to see if they recognize the name Holliman.  Should the 
  PCs succeed, read or paraphrase his description below.  
  Also, allow the PCs a Listen check (DC18) to overhear 
  whispered conversations about the giant owl.  Paraphrase 
  information about Snowfeather as well should this check 
  succeed. 
  Blaine Holliman is well known throughout the 
  Yeomanry for his extraordinary ability to train giant owls 
  for mounts.  Due to the high cost of such a mount the 
  Yeomanry military has bought only a few of the giant 
  birds to add to their military, but since they have so few 
  these are only used in highly critical missions. 
  Snowfeather is a giant among his race.  It is local legend 
  that he is actually the offspring of one of Phaulkon’s 
  celestial followers who had fallen in love with the sheer 
  beauty of Snowfeather’s brood-mother.  All followers of 
  Phaulkon and the citizens of Spitalvale treat Snowfeather 
  with great respect.  Not surprisingly, if the PCs treat him 
  with suspicion, the townsfolk are not terribly pleased. 
  A successful Diplomacy check (DC 22—but make the PC 
  roleplay it out) will calm him down enough for the 
  priests to inform Snowfeather that Holliman has gone 
  out to check some of the nests and is expected back at any 
  moment.  Allow worshippers of Phaulkon a +2 
  circumstance bonus to this roll. 
  If Snowfeather is questioned he will tell the following: 
  • 
  He had found a giant owl’s nest this morning 
  that had been defiled.  The adult owls were 
  brutally slain and the fledglings are missing.  
  • 
  The owl parents were found ripped apart and 
  their bodies shattered on the ground as if they 
  fell from the sky after they were killed.  The 
  nests themselves were not damaged, however. 
  • 
  This is the second such nest to be destroyed in 
  the last few days—both of them were raided in a 
  similar fashion.   
  • 
  He has warned the other nesting owls that are 
  within range of his flight.  Many of them are 
  quite frightened.   
  • 
  He has come to see if Holliman has learned 
  anything since the first attack.   
  Blaine Holliman returns to town just after the PCs have 
  finished their questioning.  Once the players seemed to 
  have gotten all the information they can, proceed to 
  Encounter Two. 
  Encounter Two: I Need Your 
  Help 
  Blaine Holliman is returning from the ravaged nest of 
  the first giant owl family (see above).  He had set out to 
  see what information he could gather once word of the 
  missing fledglings and their slain parents had reach 
  Spitalvale.  Blaine is a cautious man of few words, and it 
  takes him some time before he will befriend someone. 
  Trianne Bellamy, who has become his student in the art 
  of capturing and training wild giant owls, accompanied 
  him on his trip.  Trianne seems to be a friendly and 
  generous sort of woman, but in truth it is nothing more 
  than a lie.  She is working for the Scarlet Brotherhood on 
  a mission to learn as much about the art of handling the 
  giant owls as she can and then eliminate Holliman.  She 
  has been studying under him for nearly 4 months and 
  
  YEO3-04 Crimson Skies 
   
  Page 7 
  feels that the time is right to take her mission to the next 
  step.  Trianne will not enter the conversation with the 
  PCs and if asked any questions directly she will plead that 
  she is only a student and that Holliman is much more 
  knowledgeable.  
  NOTE: At the beginning of the day Trianne casts 
  undetectable alignment upon herself so that anyone 
  using detect evil or any other similar spell or ability will 
  not be able to discern her alignment.  
  Blaine, followed by Trianne, comes around the corner of 
  the temple and, upon seeing Snowfeather, he quickly 
  approaches the giant bird, bows his head and asks what 
  has upset the bird.  Once the situation has been explained 
  he turns to Trianne and states that they must head out 
  immediately and guard the remaining nests.  This 
  provides an opportunity for the PCs to offer their help.  If 
  the PCs ask for payment he answers that he can only 
  offer his gratitude and some hospitality while they stay in 
  Spitalvale. 
  The buzz of the crowd begins to change and as you 
  look about you see that everyone seems to be staring 
  at two humans—a male and a female--that have come 
  from around the backside of the temple.  The male is 
  of obvious Suel decent with sandy blonde hair pulled 
  back in a ponytail and gray-blue eyes.  He looks as if 
  he spends much time outdoors.   The woman walking 
  behind him is wearing the same style green and 
  brown hunting leathers.  Her sandy blonde hair also 
  betrays her mixed Suel-Flan heritage. 
  Upon seeing the towering form of Snowfeather the 
  man quicken his step.  As he reaches the giant owl he 
  bows his head and asks, “I hope that you are not the 
  bearer of more bad news?”   
  Blaine already appears to know the answer, however.   
  “I feared as much,” he says.  “The defiled nest from a 
  few days ago was more than a killing of owls.  The 
  parents were killed and something took the 
  fledglings.  I feared that it was not going to be an 
  isolated incident and now my fears have come true.”  
  Blaine begins to rub the stubble on his chin in 
  contemplation. 
  Here is a good moment for the PCs to ask Blaine 
  questions. If asked he can offer the following 
  information. 
  • 
  Both giant owl parents were attacked in the air, 
  most likely while trying to defend their nest. 
  • 
  His evidence for this is that the bodies show the 
  blunt trauma of hitting the earth from a great 
  height. 
  • 
  The creature that attacked them used claws, but 
  one of the bodies was also burned. 
  • 
  The nests were not destroyed, but the fledglings 
  were taken. 
  • 
  The fledglings were taken by something 
  humanoid and loaded onto a wagon. 
  • 
  Holliman followed the tracks for some distance 
  by they suddenly disappeared.  
  Once the party offers their aid he states: 
  “The two nests that I am most concerned are about a 
  half day’s hard ride from the town, but are in opposite 
  directions from each other.  If any of you need a 
  mount I can talk to the stable master and get him to 
  loan you one during the duration of this mission.”   
  He mentions that he has checked one of them already, 
  but the PCs are happy to retrace his steps if they like.  If 
  they do search this other nest, they find nothing that 
  Blaine hasn’t already discovered. 
  Assuming the PCs have no more needs Trianne and 
  Blaine turn and head towards the small temple. 
  As the party begins preparations to leave Spitalvale to 
  guard the nest, a young acolyte sent by Blaine and 
  Trianne approaches the party.  He has a yellow piece of 
  cloth with the silhouette of a winged man stitched on is 
  surface.  He tells the PCs that they are to show this to any 
  owls they might encounter so that the owls will know 
  who has sent them to protect the nest, otherwise the owls 
  may attack party.   
  In truth the cloth has been treated with a chemical 
  marker that can only be detected by something with the 
  Scent feat.  Anyone with the Scent feat will smell 
  something like the mixture of orange blossoms and fresh 
  blood, other than the strange odor, the chemical marker 
  will have no effect on those that can detect the smell.  
  This chemical marker marks the party as a target for an 
  ambush while they are on their way to the nest.   
  As you are preparing to leave Spitalvale a boy in 
  acolyte robes approaches. He reaches your group and 
  holds up a piece of yellow cloth.   
  “My name is Tavish and I was sent to deliver this flag 
  to you, which bears an emblem familiar to the owls.”  
  He opens the cloth and you see a silhouette of a 
  winged man stitched onto its surface.”   
  “As you get close to their hunting range hold this 
  small flag high so that they can see that Blaine has 
  sent you.  Be careful and good luck.” 
  
  YEO3-04 Crimson Skies 
   
  Page 8 
  If asked, he tells the PCs that Trianne has instructed him 
  to give it to them.  He has no reason to mistrust her, 
  however, as she has been nothing but kind to Tavish. 
  Encounter Three: Evil Can Be 
  Patient 
  As the players get near the first nesting site they 
  approach an area where agents of the Scarlet 
  Brotherhood have set up an ambush.  Using the 
  description given to them by a messenger bird from 
  Trianne, the agents know the intended route of the party. 
  The ambush occurs on a trail a half-mile from the wooded 
  area being used as a lair by the giant owls.  The area is 
  relatively flat and covered with nearly waist high grass.   
  The tigers will get their additional Hide bonus due to the 
  tall grass.  The grass will also grant a concealment bonus 
  to those standing within.  The road itself is hard-packed 
  earth with almost no vegetation.  Spell like entanglement 
  will not work on the road.  See DM Aid: Map #1 for a 
  layout of the encounter 
  APL 6 (EL 8) 
  � Fiendish Tigers (2): hp 48 each; see Appendix I. 
  � Delgarth, male human Sor4: hp 18; see Appendix I. 
  � Breylan, male human Ftr2: hp 20; see Appendix I. 
  APL 8 (EL 10) 
  � Fiendish Tigers (2): hp 48 each; see Appendix I. 
  � Manticores (2): hp 63 each; see Monster Manual. 
  � Delgarth, male human Sor6: hp 27; see Appendix I. 
  � Breylan, male human Ftr3: hp 30; see Appendix I. 
  APL 10 (EL 12) 
  � Chimera (2): hp 88 each; see Monster Manual. 
  � Zarrh and Zellin, male half-fiend dire lions: hp 72 
  each; see Appendix I. 
  � Delgarth, male human Sor8: hp 36; see Appendix I. 
  � Breylan, male human Ftr4: hp 39; see Appendix I. 
  APL 12 (EL 14) 
  � Manticores (2): hp 63 each; see Monster Manual. 
  � Zarrh and Zellin, male half-fiend advanced dire 
  lions: hp 126 each; see Appendix I. 
  � Delgarth, male human Sor10: hp 45; see Appendix I. 
  � Breylan, male human Ftr5: hp 49; see Appendix I. 
  Tactics: At APL 6 the agents wait until the PCs are within 
  range of the hidden tigers.  Delgarth casts blindness on 
  fighters, especially ones using bows.  Once someone gets 
  within range he will cast ray of enfeeblement.  Breylan 
  tries to protect Delgarth from melee attack. 
  At APL 8 they wait until the PCs are within range of the 
  hidden tigers.  Delgarth casts slow.  He then alternates 
  between either Melf’s acid arrow on enemy casters or 
  blindness on fighters. Once someone gets within range 
  he will cast Ray of Enfeeblement.  Breylan tries to protect 
  Delgarth from melee attack. 
  The tigers attack the PC possessing the doctored cloth.  
  Failing that they attack anything between them and their 
  target. 
  The manticores first swoop through and attack at range 
  for 2 rounds (or longer, should it prove to be effective) on 
  any spell casters or anyone armed with ranged weapons. 
  At APL10 they wait until the PCs are within range of the 
  hidden chimeras.  Delgarth casts slow.  He then casts 
  enervation on the enemy casters.  Breylan protects 
  Delgarth from melee attack.   
  The half-fiend lions cast unholy blight and then poison, 
  and then engage in melee. 
  At APL12, they wait until the PCs are within range of the 
  hidden lions.  Delgarth first casts ice storm and then hold 
  monster on any fighters.  He will cast enervation once a 
  target comes within range.  Breylan protects Delgarth 
  from melee attack. 
  The half-fiend lions cast blasphemy and unholy aura 
  during round 1.  During round 2 they cast blasphemy and 
  unholy blight.  During round 3 they cast unholy blight 
  and contagion.  They will then engage in melee. 
  Once the battle is over. The PCs find a hastily written 
  note (see Player Handout #1). 
  This should be enough info for the PCs to figure out who 
  is the mastermind behind the nest raids.  They must 
  decide either to: (A) continue to the nest and make sure 
  that it has not been harmed (see A Friend in Need 
  below); (B) return to town and warn the church before 
  heading on to save Holliman, (Encounter Four); or (C) 
  immediately leave in hopes of saving Holliman 
  (Encounter Five).  If for some reason they decide to try 
  and track the ambushers back to their camp they will 
  find an abandoned camp-sight hidden in a rocky 
  overhang not too far away.  It seems as though they have 
  been here several days. 
  
  YEO3-04 Crimson Skies 
   
  Page 9 
  NOTE:  If for some reason a party uses magic to quickly 
  get themselves to Encounter Four have them arrive just 
  as the wagon is heading southwards and the ambush is 
  getting set.  If the party is not careful they could end up 
  fighting the villains from both Encounter Four and 
  Encounter Six. 
  Treasure: The treasure in this encounter is the 
  ambushers’ possessions. 
  APL 6: L: 50 gp; C: 0 gp; M: 0 gp. 
  APL 8: L: 50 gp; C: 0 gp; M: potion of eagle’s splendor 
  (25 gp), arcane scroll of fireball – 5
  th level caster (31 
  gp), potion of bull’s strength (25 gp), bracers of 
  armor +1 (83 gp). 
  APL 10: L: 50 gp; C: 0 gp; M: potion of eagle’s splendor 
  (25 gp), arcane scroll of fireball – 5
  th level caster (31 
  gp), potion of bull’s strength (25 gp), potion of shield 
  of faith +3 (25 gp), ring of protection +1 (167 gp). 
  APL 12: L: 50 gp; C: 0 gp; M: potion of eagle’s splendor 
  (25 gp), arcane scroll of fireball – 5
  th level caster (31 
  gp), potion of bull’s strength (25 gp), potion of shield 
  of faith +3 (25 gp), ring of protection +1 (167 gp). 
  A Friend in Need 
  You follow Holliman’s directions into a small forest.  
  You leave the main trail that you had been following 
  and take a small footpath that passes by an opening in 
  the forest canopy.  Peering in you see a giant nest 
  about 20feet in diameter resting atop a mound of 
  earth, rock and debris about 10 feet off the ground.  
  Suddenly a challenging screech can be heard from 
  above. 
  They meet a pair of wary giant owls guarding a nest with 
  a pair of nearly grown fledglings.  If shown the flag they 
  immediately recognize the emblem and allow the PCs to 
  approach within 40 feet of the nest.  The male owl flies 
  down to talk with them.  He tells the PCs: 
  • 
  He has heard of the nest defilements, but has 
  seen no humans come near the nest since 
  Holliman’s last visit nearly a month ago.   
  • 
  Holliman had come from time to time to check 
  on them and the health of their nest.   
  • 
  If asked the owls say that Holliman did not 
  come alone, but that he did have a young 
  woman with him that he has taken as a student.  
  If the PCs do not mention the ambush the male will 
  comment on the smell of battle upon them and ask what 
  has happened.  Once the bird hears about the message 
  contained in the note he becomes agitated and demands 
  that they go and save Holliman. 
  Encounter Four: Burning Down 
  the House 
  If the PCs decide to return to Spitalvale to warn the 
  church of Trianne’s treachery before heading on to save 
  Holliman they find a town in disarray.  During the night 
  the temple of Phaulkon caught on fire, and during the 
  chaos of putting the fire out, two strangers were spotted 
  leaving town towards the north.  The constable gathered 
  several able volunteers and gave chase.   
  The area of the temple most defaced by the vandals was 
  the area occupied by Trianne.  However, any townsfolk 
  do not mention this until a PC mentions what they 
  suspect about her.  
  The news of Trianne’s betrayal catches everyone by 
  surprise save one—a young priest-in-training named 
  Qual.  If questioned, Qual mentions that he overheard 
  Trianne speaking a strange language some weeks ago 
  while writing a note.  She tied the note to her owl’s leg, 
  which took off quickly into the night.  The words were 
  unlike any language he had heard (it was a cant used only 
  by members of the Scarlet Brotherhood).  He does not 
  attempt to repeat any of the words he heard because to 
  even think of them causes the hairs on his neck to raise. 
  Ultimately this act of vandalism was done for two 
  reasons--to destroy anything of Trianne’s that might have 
  been left behind that could be used to scry upon later and 
  to empty the town of able-bodied individuals that might 
  be used to track her while she escapes towards the south 
  with a wagonload of owl fledglings. 
  Encounter Five: We’ve Been 
  Waiting For You 
  At this point, the PCs have made it to the site where 
  Holliman and Trianne were to set up watch over the nest 
  site.  It is either after dark or late evening depending on 
  whether the PCs detoured through town. 
  When Trianne does not receive a confirmation message 
  via Delgarth’s familiar, she knows that the ambush (in 
  Encounter Three) has failed and most likely the 
  adventurers are heading her way.  She decides to leave 
  behind yet another ambush in hopes that her half-fiend 
  companion might finish them off.  She herself has taken 
  the owl chicks back to her cave and in preparation for 
  returning to the Scarlet Brotherhood.   
  In the center of a clearing in the forest the giant owl nest 
  can be found on top of a 20-foot tall rocky mound.  To 
  climb up to the nest can be rather difficult due to a 
  combination of loose stones jutting roots.  A Climb check 
  
  YEO3-04 Crimson Skies 
   
  Page 10 
  (DC 13) is required to reach the top.  Failure indicates a 
  tumble down the mound for 1d6 points of damage.  
  Use DM Aid: Map #2. 
  When the PCs reach the clearing, read or paraphrase the 
  following: 
  You arrive at the clearing where Holliman and 
  Trianne were supposed to be monitoring an owl nest. 
   In front of you sits a tall rock formation that juts 
  from the earth and upon top is a large nest.  A giant 
  owl is draped over the nest’s side, which is drenched 
  in drying blood. 
  At the base of the rock formation is another owl.  
  While you cannot see its face from your perspective, 
  you see it appears to be alive—it appears to attempt to 
  lift itself from the ground, and then fall to the ground 
  limply in failure.  Blood and loose feathers are 
  everywhere. 
  This is a ruse to catch PCs off their guard.  Under the 
  outstretched wings of the “surviving owl” (which is quite 
  dead) is the ogre Richten.  He is propping up the owl’s 
  body with his body in order to simulate a wounded owl 
  trying to reach its nest. 
  Reist, another ogre, is hidden by a large earth elemental 
  (depending on APL), which was summoned by Trianne 
  to hide Reist and then attack those that Flagrand and the 
  others attack. Flagrand Blackblood is hiding with total 
  cover in the nest above (adjust this for different APLs, of 
  course). At APL 10 & 12, Mellain, a wizard hired by 
  Trianne, is hiding using a rope trick spell.  The spell is 
  just 5 feet above the top of the nest, with the rope pulled 
  in, so he can get a good view of any approaching PCs. 
  Given time Mellain casts as many prep spells as he can 
  before the combat begins.  Then he deactivates the spell 
  and drop to the nest below. 
  If, and only if, the PCs are suspicious and ask for a spot 
  check (or some other appropriate check to uncover the 
  ruse—survival or an appropriate knowledge skill, 
  perhaps), allow them a chance to discover Richten.  (DC 
  15 + the APL). 
  APL 6 (EL 8) 
  � Minor Xorn: hp 25; see Monster Manual. 
  � Reist and Richten, male ogres (2): hp 33 each; see 
  Monster Manual. 
  � Flagrand Blackblood, male half-fiend troll: hp 68; 
  see Appendix II. 
  APL 8 (EL 10) 
  � Large Earth Elemental: hp 72; see Monster Manual. 
  � Reist, male half-dragon (green) ogre: hp 42; see 
  Monster Manual. 
  � Richten, male half-dragon (blue) ogre: hp 42; see 
  Monster Manual. 
  � Flagrand Blackblood, male half-fiend troll Bbn1: hp 
  82; see Appendix II. 
  APL 10 (EL 12) 
  � Large Earth Elemental: hp 72; see Monster Manual. 
  � 
  Reist, 
  male 
  half-dragon 
  (green) 
  ogre 
  Bbn1/Ftr2/Rgr1: hp 78; see Appendix II. 
  � 
  Richten, 
  male 
  half-dragon 
  (blue) 
  ogre 
  Bbn1/Ftr2/Rgr1: hp 78; see Appendix II. 
  � Flagrand Blackblood, male half-fiend troll Bbn2: hp 
  95; see Appendix II. 
  � Mellain, male grey elf Wiz(Evoker)5: hp 23; see 
  Appendix II. 
  APL 12 (EL 14) 
  � Large Earth Elemental: hp 72; see Monster Manual. 
  � 
  Reist, 
  male 
  half-dragon 
  (green) 
  ogre 
  Bbn1/Ftr2/Rgr1: hp 78; see Appendix II. 
  � 
  Richten, 
  male 
  half-dragon 
  (blue) 
  ogre 
  Bbn1/Ftr2/Rgr1: hp 78; see Appendix II. 
  � Flagrand Blackblood, male half-fiend troll Bbn2: hp 
  95; see Appendix II. 
  � Mellain, male grey elf Wiz(Evoker)12: hp 54; see 
  Appendix II. 
  Tactics: At APL 6, everyone stays hidden until either 
  they are discovered and attacked or someone approaches 
  the body of one of the giant owls.  Once approached, the 
  ogre hidden under the owl rises up and attacks the 
  nearest target.  Flagrand drinks his potion of haste and 
  then cast poison on his claws.  He then uses his necklace 
  of fireballs to catch any PCs that are grouped together.  
  The minor xorn rises out of the earth and attacks any 
  spellcasters it finds.   
  At APL 8 everyone stays hidden until either they are 
  discovered and attacked or someone approaches the body 
  of one of the giant owls.  Once approached, the blue half-
  dragon ogre, Richten, hidden under the owl rises up and 
  attacks the nearest target.  Flagrand drinks his potion of 
  haste and then cast poison on his claws.  He then uses his 
  
  YEO3-04 Crimson Skies 
   
  Page 11 
  necklace of fireballs to catch any PCs that are grouped 
  together.  The large earth elemental uncovers the green 
  half-dragon ogre, Reist, it was hiding and attacks any 
  spellcasters it finds.  Reist will use his breath weapon on 
  as many targets as it can line up and then join in the 
  melee. 
  The ogres use their potions of wisdom to offset their low 
  Will save BEFORE the encounter. 
  At APL10, use tactics similar to above.   In addition, 
  Mellain, casts slow on as many PCs he can—particularly 
  on melee classes, if he can.  On the second round he casts 
  fireball. 
  At APL12, Mellain first casts mass haste, and then project 
  image on himself in hopes of staying hidden for as long 
  as he can.  He then casts disintegrate on either an enemy 
  arcane caster or rogue.  On the third round he casts chain 
  lightning. 
  After the battle, the PCs have the opportunity to discover 
  the whereabouts of Trianne.  A successful Survival check 
  (DC 20 + the APL) by someone with the Track feat reveals 
  a set of wagon tracks heading south.   
  Following the trail requires four successful checks at the 
  same DC.  If the PCs make the required checks and make 
  it to the cave in time, go to Encounter Six.   
  Should the PCs immediately follow the wagon trail yet 
  fail on two or more of the checks (indicating that the trail 
  was lost), should they rest for the evening, or should they 
  ‘take 20’ on any of their checks, Trianne has essentially 
  escaped (As such, reiterate to PCs that time is of the 
  essence).  In any of these above cases, she has had ample 
  time to collect her belongings and head to Thistledale, 
  where she catches a boat heading south.  The caves in 
  Encounter Six have been abandoned for several hours.   
  Unless the PCs have extraordinary means of catching 
  her, the adventure is essentially over.   Should the PCs 
  have such capabilities, the DM must improvise a final 
  encounter with her on the way to Thistledale or 
  elsewhere.  Otherwise, go immediately to Conclusion: 
  Failure. 
  Treasure: The treasure in this encounter is the 
  ambushers’ possessions. 
  APL 6: L: 8 gp; C: 0 gp; M: potion of haste (63 gp), 
  necklace of fireballs - type I (138 gp). 
  APL 8: L: 116 gp; C: 0 gp; M: potion of haste (63 gp), 
  necklace of fireballs - type I (138 gp), 2 potions of 
  shield of faith +3 (25 gp each). 
  APL 10: L: 59 gp; C: 0 gp; M: potion of haste (63 gp), 
  necklace of fireballs - type I (138 gp), 2 potions of 
  shield of faith +3 (25 gp each), 2 +1 large greatswords 
  (200 gp each), wand of fox’s cunning – 3
  rd level caster 
  (375 gp). 
  APL 12: L: 59 gp; C: 0 gp; M: potion of haste (63 gp), 
  necklace of fireballs - type I (138 gp), 2 potions of 
  shield of faith +3 (25 gp each), 2 +1 large greatswords 
  (200 gp each), wand of fox’s cunning – 3
  rd level caster 
  (375 gp). 
  Encounter Six: The Caves 
  Use DM Aid: Map #3. 
  Assuming the tracking has been successful and timely, 
  the PCs arrive at the cave while Trianne and her 
  remaining helpers are loading up their wagon for the 
  long trip southwards.  Her plan is to head towards 
  Thistledale where another agent has purchased space 
  aboard a small fishing boat.  Once she has reached 
  Thistledale there is no way to stop her from making her 
  way downstream towards the relative safety of the Hool 
  Marsh, where contacts await her. 
  The wagon tracks you have been following disappear 
  not far from an opening into a small ravine.  Looking 
  about, you see that the ravine and surrounding 
  landscape is spotted with small berry-filled bushes 
  and long vines brightly sprinkled with red flowers. 
  Hidden in the ravine is a cave which is the former home 
  of a bulette that was killed some months ago by the 
  Yeoman militia.  The entrance has been camouflaged and 
  will be difficult to spot (DC 20 + the APL).   
  The cave itself is a deep warren of tunnels in which 
  Trianne and her followers have been making good use of. 
   Preparations are underway to make this cave, due to its 
  relative seclusion, into a more permanent outpost for the 
  brotherhood.   
  Room 6a:  Bar The Door! 
  The front entrance is trapped.  A door covered with 
  spikes swings from the ceiling to damage any caught 
  within the 15-foot wide entrance should a pressure plate 
  be stepped upon.  Furthermore, the door blocks the 
  entranceway until it has been lifted and either braced or 
  held in place while the party slips under (Str check DC 
  22).  Up to two people can attempt to aid in the lifting of 
  the trap.  Finally, several small bells have been attached to 
  the door.  The door is designed alert those within and 
  gives them time to prepare for an attack. 
  APL 6 (EL 1) 
  � Door Trap: CR 1; mechanical; location trigger 
  (pressure plate); manual reset; Atk +10 melee (2d6); 
  
  YEO3-04 Crimson Skies 
   
  Page 12 
  multiple targets (all within the 15 foot wide entrance); 
  Search DC 15; Disable Device DC 20; Note: door blocks 
  entrance unless lifted (Str check DC 22) and held or 
  braced in place. 
  APL 8 (EL 2) 
  � Door Trap: CR 2; mechanical; location trigger 
  (pressure plate); manual reset; Atk +13 melee (3d6); 
  multiple targets (all within the 15 foot wide entrance); 
  Search DC 15; Disable Device DC 20; Note: door blocks 
  entrance unless lifted (Str check DC 22) and held or 
  braced in place. 
  APL 10 (EL 3) 
  � Door Trap: CR 3; mechanical; location trigger 
  (pressure plate); manual reset; Atk +16 melee (4d6); 
  multiple targets (all within the 15 foot wide entrance); 
  Search DC 15; Disable Device DC 20; Note: door blocks 
  entrance unless lifted (Str check DC 22) and held or 
  braced in place. 
  APL 12 (EL 4) 
  � Door Trap: CR 4; mechanical; location trigger 
  (pressure plate); manual reset; Atk +19 melee (5d6); 
  multiple targets (all within the 15 foot wide entrance); 
  Search DC 15; Disable Device DC 20; Note: door blocks 
  entrance unless lifted (Str check DC 22) and held or 
  braced in place. 
  Room 6b: Watch Your Step 
  The half-fiend troll, Flagrand Blackblood, has been using 
  this room.  Trianne, having concerns about the voracious 
  appetite of the troll and ogres, gave them the small front 
  caves to live in so that they would be as far as she could 
  get them from the horses.  If Flagrand escaped/survived 
  Encounter Five then he will be found here resting from 
  the previous night’s activities. 
  The fetid smell of something rotten fills this small 
  cave along with bits of bone, tattered pieces of cloth, 
  and other scraps of refuse.  Claw marks can be seen 
  along the far wall. 
  Room 6c: Anybody Home? 
  These two caves are similarly filled with all sorts of 
  debris—bones, refuse, and the like.  In the upper APLs 
  these two cave are the homes to the half-dragon ogres.  If 
  either of them escaped/survived Encounter Five then 
  they will be found here resting from the previous nights 
  activities. 
  Room 6d: Nice Cave 
  This is the main chamber of the cave complex.  The 
  ceiling here is 20 feet from the floor.  The wagon used to 
  transport the fledglings is in the middle of the room and 
  currently is loaded with half of the captured birds.  Each 
  of the large cages is covered with a tarp to keep the 
  creatures within calm. 
  If the PCs have set off the trap at the entrance or have 
  engaged in a combat the lasted longer than two rounds 
  then Trianne and her companions are aware of the PCs 
  presence and have prepared an ambush. 
  You look into the large cavern and see a large covered 
  wagon in its center.  Loaded onto the wagon are four 
  large boxes, each draped with a tarp.  Towards the 
  back left corner you can see a collection of wood and 
  tarps that have been erected into makeshift living 
  quarters.  Three tunnels branch off from this room 
  and lead further into the unknown. 
  How the scene goes from here is dependent on whether 
  or not Trianne is aware of the party’s presence. If the 
  NPCs are prepared, then Trianne and the others are in 
  the makeshift living area with Blaine bound and gagged 
  on the floor nearby.  If the party uses any area of affect 
  spells they will also cause harm to Holliman.  Due to his 
  current condition consider all saving throws as being 
  failed. 
  � Blaine Holliman, male human: current hp 12. 
  The living quarters are made up of pieces of gathered 
  wood that have been bound together with pieces of 
  leather to make a frame.  From this frame large pieces of 
  cloth and leather have been attached and cover the area 
  from ceiling to floor.  There are small gaps in these 
  sections where Trianne and the others can see through.  
  This grants them a concealment bonus. 
  If they are caught by surprise then Trianne is preparing 
  Blaine Holliman, who is tied up in the makeshift living 
  quarters, for departure.  Garhk is be leading a pair of 
  horses towards the wagon and Flinders is carrying the 
  owl-crates towards the wagon.   
  If things do not go well Trianne will use Blaine as a 
  hostage to attempt to earn her freedom.  Trianne has no 
  problem killing Blaine, and will do so should desperation 
  set in. 
  APL 6 (EL 8) 
  � Trianne Bellamy, female human Rgr1/Clr3/Sor1: 
  hp 35; see Appendix III. 
  
  YEO3-04 Crimson Skies 
   
  Page 13 
  � Garhk Blacktooth, male half-orc Bbn1/Ftr4: hp 51; 
  see Appendix III. 
  � Flinders Stonebow, male dwarf Rgr1/Ftr4: hp 44; 
  see Appendix III. 
  APL 8 (EL 10) 
  � Trianne Bellamy, female human Rgr1/Clr5/Sor1: 
  hp 44; see Appendix III. 
  � Garhk Blacktooth, male half-orc Bbn2/Ftr5: hp 72; 
  see Appendix III. 
  � 
  Flinders 
  Stonebow, 
  male 
  dwarf 
  Rgr1/Ftr4/DpwdSnpr2: hp 59; see Appendix III. 
  APL 10 (EL 12) 
  � Trianne Bellamy, female human Rgr1/Clr7/Sor1: 
  hp 65; see Appendix III. 
  � Garhk Blacktooth, male half-orc Bbn2/Ftr7: hp 91; 
  see Appendix III. 
  � 
  Flinders 
  Stonebow, 
  male 
  dwarf 
  Rgr1/Ftr4/DpwdSnpr2/OotBI2: hp 77; see Appendix 
  III. 
  APL 12 (EL 14) 
  � Trianne Bellamy, female human Rgr1/Clr9/Sor1: 
  hp 80; see Appendix III. 
  � Garhk Blacktooth, male half-orc Bbn2/Ftr9: hp 111; 
  see Appendix III. 
  � 
  Flinders 
  Stonebow, 
  male 
  dwarf 
  Rgr1/Ftr4/DpwdSnpr2/OotBI4: hp 95; see Appendix 
  III. 
  If Trianne is either captured or killed a message will be 
  found on her person.  See Player Handout #2. 
  Treasure: The treasure in this encounter is Trianne and 
  her companions’ possessions. 
  APL 6: L: 33 gp; C: 0 gp; M: +1 chain shirt (104 gp), +1 
  spiked chain (194 gp), +1 composite longbow (+3 Str 
  bonus) (225 gp). 
  APL 8: L: 58 gp; C: 0 gp; M: +1 chain shirt (104 gp), +1 
  spiked chain (194 gp), +1 composite longbow (+3 Str 
  bonus) (225 gp), 3 potions of shield of faith +3 (25 gp 
  each), 2 potions of cure light wounds (4 gp each), 
  divine scroll of silence (13 gp), wand of web – 3
  rd 
  level caster (375 gp). 
  APL 10: L: 58 gp; C: 0 gp; M: +1 chain shirt (104 gp), +1 
  spiked chain (194 gp), +1 corrosive composite 
  longbow (+3 Str bonus) (725 gp), 3 potions of shield 
  of faith +3 (25 gp each), 2 potions of cure light 
  wounds (4 gp each), divine scroll of silence (13 gp), 
  wand of web – 3
  rd level caster (375 gp). 
  APL 12: L: 58 gp; C: 0 gp; M: +1 chain shirt (104 gp), +1 
  spiked chain (194 gp), +1 corrosive composite 
  longbow (+3 Str bonus) (725 gp), 3 potions of shield 
  of faith +3 (25 gp each), 2 potions of cure light 
  wounds (4 gp each), divine scroll of silence (13 gp), 
  wand of web – 3
  rd level caster (375 gp), circlet of 
  persuasion (375 gp), lesser bracers of archery (417 
  gp). 
  Room 6e: Saddle up 
  In this room can be found two stabled draft horses and 
  their fodder.  In the back of this cave is a small spring 
  that leaks into the room through a crack in the wall.  The 
  water forms a small pool and exits through first size hole 
  in the far corner. 
  Room 6f: Let Me Out 
  Ten large tarp-covered crates dominate the center of this 
  room.  Inside four of the crates are captured young owls.  
  They are highly agitated and will immediately attack 
  anyone if they get the chance.  If Blaine Holliman is alive 
  their reaction will be friendly towards him and agitated 
  towards the PCs.  A successful Diplomacy check (DC 15 + 
  the APL) will need to be made to calm the birds.  The 
  Wild Empathy ability or at least 5 ranks in Handle 
  Animal will each give a +2 circumstance bonus.  If Blaine 
  Holliman is with the PCs and alive this will also grant a 
  +2 bonus. 
  Conclusion 
  If the PCs were successful in recovering Blaine and all 
  the giant owl fledglings, use Success below. 
  If Blaine was killed or captured, but most or all of the 
  fledglings were saved, use Bittersweet below. 
  If Trianne was able to escape with the young owls and 
  either capture or kill Blaine, use Failure below. 
  Success 
  The party has rescued Blaine Holliman and the giant owl 
  fledglings.  Blaine is very thankful for all the help that he 
  and the young birds have received and goes about freeing 
  the feathered orphans from their cages.  At first the 
  young birds are quite agitated, but after a few soothing 
  words from Blaine they calm down and even allow the 
  PCs to touch them.   
  Shortly after exiting the cave Snowfeather appears.  He 
  had been scouting out the region for Blaine when he 
  found out that the nest Blaine was guarding had been 
  
  YEO3-04 Crimson Skies 
   
  Page 14 
  raided.  Snowfeather and Blaine converse for a few 
  moments before Snowfeather will turn to the PCs and 
  offer his thanks.   
  Shortly after you leave the cave and begin your trek 
  back towards Spitalvale you notice something in the 
  sky that grows larger as it approaches silently towards 
  you.  After a few moments you easily recognize the 
  figure to be Snowfeather, who glides effortlessly 
  towards a smiling Blaine and an excited flock of 
  young owls.   
  “Thank Phaulkon you are safe!  When I found the 
  nest you were supposed to protect desecrated I grew 
  fearful that you come to great harm.  I see now that 
  my fears were unnecessary.  I see that the missing 
  young ones have survived.”   
  Over the near deafening chatter of the young owls, 
  Holliman explains to Snowfeather the true reason for 
  his life and the safe return of the young owls.  
  Snowfeather, after listening and contemplating 
  Holliman’s words turns towards your group and says, 
  “I see that much thanks is owed all of you.  I hope 
  that Phaulkon’s blessings will follow you till then end 
  of you journey, for the great service you have 
  performed.” 
  If they were able to capture or kill Trianne and Holliman 
  is aware of the note the PCs found, he climbs onto 
  Snowfeather’s back and flies away to warn the military 
  that members of Scarlet Brotherhood can be found in 
  Bogspur.  He asks if the players to take the young owls 
  back to the temple of Phaulkon in Spitalvale and to wait 
  for his return. 
  Upon returning to Spitalvale they are welcomed back as 
  heroes and as asked to stay another day as the guests of 
  honor for the “First Flight” celebration. 
  At dawn, the morning of the Festival of First Flight, 
  you are awakened by a cacophony of avian voices.  It 
  seems as though hundreds of birds have been drawn 
  to the town, and the sky overhead is like a living 
  painting that is in constant flux from the multitude of 
  birds that make up its pigments. 
  The streets are packed with people, in brightly 
  colored outfits, who are enjoying the booths filled 
  with venders, contests, and craftsmen that line the 
  sidewalks of the town.   
  That evening in the field behind the temple of 
  Phaulkon people gather to watch the birds do their 
  final feats of aerial acrobatics in the waning sunlight 
  and to await the appearance of the giant owls.  Out of 
  the darkness the birds come without a sound and 
  circle and dive towards the crowd below.  As the 
  display begins to end Blaine Holliman, riding 
  Snowfeather, comes diving out of the dark sky and 
  lands in the center of the field to the applause of 
  those gathered.    
  Shortly after his arrival, the festival is over and Blaine 
  invites you over to a small table set up under a tall 
  oak.  He tells you that he was able to alert the military 
  and hopefully they will be able to intercept other 
  members of Trianne’s treachery.  Finally, he raises a 
  tankard to salute you all and makes an offer.   
  “I would like to offer each of you the chance to stay 
  with me for a few weeks to learn about training and 
  riding giant owls.  Plus, with Snowfeather’s blessing 
  and the agreement of the orphaned owls I will have a 
  number of trained giant owls for sale.  Technically 
  you are not buying the owls--you are paying for the 
  time and expense of their training.  The owls have 
  agreed to partner with you and are willing to have 
  you as their riders.” 
  “Oh, I almost forgot—Snowfeather wants you all to 
  have this as well.” 
  In his hand is a cluster of owl feathers.   
  The PCs receive the Training with Blaine Holliman, 
  Snowfeather’s Token, and Giant Owls rewards. 
  Bittersweet 
  The party has rescued the giant owl fledglings, but 
  unfortunately Blaine was killed in the rescue attempt.  At 
  first, the young birds are quite agitated, but after a few 
  soothing words they calm down and will even allow the 
  PCs to touch them.   
  Shortly after the PCs exit the cave Snowfeather appears.  
  He had been scouting out the region for Blaine when he 
  found out the nest Blaine was guarding had been raided.  
  Snowfeather asks the PCs what happened and converses 
  for a few moments with the young owls before he turns 
  to the PCs to offer his thanks.   
  Shortly after you leave the cave and begin your trek 
  back towards Spitalvale you notice something in the 
  sky that grows larger as it approaches silently towards 
  where you stand.  After a few moments you easily 
  recognize the figure to be Snowfeather, who glides 
  effortlessly towards you and an excited flock of young 
  owls.   
  “Thank Phaulkon you are safe!  When I found the 
  nest Blaine was supposed to protect desecrated, I 
  grew fearful that they come to great harm.  I see now 
  that my fears were unnecessary.  I see that the 
  missing young have survived, but where is Blaine?”   
  
  YEO3-04 Crimson Skies 
   
  Page 15 
   Pause to allow the PCs to tell their side of the story. 
  Once you have explained what has happened to 
  Blaine, Snowfeather nods his head in sadness and 
  says, “If only there was a way to strike a blow back at 
  those responsible! Maybe I have been too complacent 
  and should have taken a more active role in the 
  relations between my race and that of the Yeomanry 
  military?  Maybe it’s not too late.  Please escort the 
  young ones back to Spitalvale for me.  I am going to 
  try warn other of what has befallen Holliman!” 
  If they were able to either capture or kill Trianne and 
  discover the note she was about to send they might think 
  to offer it to him.  If they do he will excitedly take the 
  note and thank then for their great service and will 
  immediately take flight towards the south. 
  Upon returning to Spitalvale the PCs are welcomed back 
  as heroes, but the news of the death of Holliman strikes a 
  truly somber blow to the townsfolk.  The PCs are asked to 
  stay another day as the guests of honor for the “First 
  Flight” celebration. 
  At dawn, the morning of the Festival of First Flight, 
  you are awakened by a cacophony of avian voices.  It 
  seems as though hundreds of birds have been drawn 
  to the town, and the sky overhead is like a living 
  painting that is in constant flux from the multitude of 
  birds that make up its pigments. 
  The streets are packed with people in brightly colored 
  outfits, who are enjoying the booths filled with 
  venders, contests, and craftsmen that line the 
  sidewalks of the town.   
  That evening in the field behind the temple of 
  Phaulkon people gather to watch the birds do their 
  final feats of aerial acrobatics in the waning sunlight 
  and to await the appearance of the giant owls.  Out of 
  the darkness the birds come without a sound and 
  circle and dive towards the crowd below.  As the 
  display begins to end, Tralen Moor, the head priest of 
  Spitalvale’s temple to Phaulkon stands up to address 
  the gathered crowd.   
  “This year’s festival comes with a sad note.  We have 
  lost our good friend Blaine Holliman to the enemies 
  of freedom.   He gave his life in the only way he 
  knew, the protection of Phaulkon’s children.”  A 
  mummer of agreement surges through the crowd.   
  “His name and deeds should not and will not be soon 
  forgotten.  So let us all observe a moment of silence to 
  honor of our fallen friend.”   
  The night grows quiet and after a moment you realize 
  not even the birds make a sound.  The only sound 
  that can be heard nature’s nighttime choir.  The 
  silence is finally broken by a few gasps as the 
  gathered people suddenly realize that Snowfeather 
  had landed in the center of the field during the 
  moment of silence.  How bows to the head priest and 
  makes his way towards your gathered group and stand 
  nearby till the conclusion of the festival. 
  The PCs receive the Snowfeather’s Token reward. 
  Failure 
  This conclusion is if the PCs failed to stop the abduction 
  of the young owls.  They will return to Spitalvale in 
  disgrace and the news they bear will all but destroy the 
  good mood generated by the upcoming festival.  
  Messengers will be dispatched to try and somehow find 
  and stop those responsible.   
  You return to Spitalvale and tell then that you unable 
  to recover the giant owls.  The news passes quickly 
  and it almost seems like a wave passing through the 
  town.  As the story makes it way from person to 
  person you can sense the festive atmosphere 
  diminish.  As you make you way about town the 
  people nod at you with understanding and pat you on 
  the back.  But it is their eyes that tell the truth of 
  their feelings.  Their eyes look upon you with anger 
  and suspicion.  Could you have really been the ones 
  working for the ones responsible?  Could you have 
  killed Blaine and Trianne and sold the young owls?  
  Their eyes say this, but one glance at your weapons 
  and gear also says that none dares voice their true 
  feelings.  The festival the next day seems forced and 
  the people seem to go about the pretense of a festival 
  because it is expected, but very few find any joy in 
  their activities.  Will this be the last festival of “First 
  Flight”?  Only time will truly tell. 
   
   
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter One 
  Successfully calm and talk to Snowfeather 
   
  APL 6 – 70 xp; 
   
  APL 8 – 75 xp; 
   
  APL 10 – 80 xp; 
  
  YEO3-04 Crimson Skies 
   
  Page 16 
   
  APL 12 – 85 xp. 
  Encounter Three 
  Defeat the ambushers 
   
  APL 6 – 240 xp; 
   
  APL 8 – 300 xp; 
   
  APL 10 – 360 xp; 
   
  APL 12 – 420 xp. 
  Encounter Five 
  Defeat Flagrand and his allies 
   
  APL 6 – 240 xp; 
   
  APL 8 – 300 xp; 
   
  APL 10 – 360 xp; 
   
  APL 12 – 420 xp. 
  Encounter Six 
  Survive or disarm the trap 
   
  APL 6 – 30 xp; 
   
  APL 8 – 60 xp; 
   
  APL 10 – 90 xp; 
   
  APL 12 – 120 xp. 
  Defeat Trianne and her allies 
   
  APL 6 – 240 xp; 
   
  APL 8 – 300 xp; 
   
  APL 10 – 360 xp; 
   
  APL 12 – 420 xp. 
  Discretionary Roleplaying Award 
  Judge may allocate up to the following for good role-
  playing  
   
  APL 6 – 80 xp; 
   
  APL 8 – 90 xp; 
   
  APL 10 – 100 xp; 
   
  APL 12 – 110 xp. 
  Total Possible Experience 
   
  APL 6 – 900 xp; 
   
  APL 8 – 1,125 xp; 
   
  APL 10 – 1,350 xp; 
   
  APL 12 – 1,575 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 (sell value)  
  Encounter Three: 
   
  APL 6: L: 50 gp; C: 0 gp; M: 0 gp. 
   
  APL 8: L: 50 gp; C: 0 gp; M: 164 gp. 
   
  APL 10: L: 50 gp; C: 0 gp; M: 173 gp. 
   
  APL 12: L: 50 gp; C: 0 gp; M: 173 gp. 
  Encounter Five: 
   
  APL 6: L: 8 gp; C: 0 gp; M: 201 gp. 
   
  APL 8: L: 116 gp; C: 0 gp; M: 251 gp. 
   
  APL 10: L: 59 gp; C: 0 gp; M: 1,026 gp. 
   
  APL 12: L: 59 gp; C: 0 gp; M: 1,026 gp. 
  Encounter Six: 
   
  APL 6: L: 33 gp; C: 0 gp; M: 523 gp. 
   
  APL 8: L: 58 gp; C: 0 gp; M: 994 gp. 
  
  YEO3-04 Crimson Skies 
   
  Page 17 
   
  APL 10: L: 58 gp; C: 0 gp; M: 1,494 gp. 
   
  APL 12: L: 58 gp; C: 0 gp; M: 2,286 gp. 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 6: L: 91 gp; C: 0 gp; M: 724 gp - Total: 815 gp 
  (800 gp). 
  APL 8: L: 224 gp; C: 0 gp; M: 1,409 gp - Total: 1,633 gp 
  (1,250 gp). 
  APL 10: L: 167 gp; C: 0 gp; M: 2,693 gp - Total: 2,860 
  gp (2,100 gp). 
  APL 12: L: 167 gp; C: 0 gp; M: 3,485 gp - Total: 3,652 
  gp (3,000 gp). 
  Special 
  � Training with Blaine Holliman 
  Blaine Holliman, the Yeoman “Owlman,” had charitably 
  agreed to take you on as a temporary apprentice in the 
  training and handling of giant owls.  This training cost an 
  additional 4 TUs, but grants access to the following feats: 
  Animal Defiance (MotW), Animal Control (MotW), 
  Flyby Attack (MM), Improved Flight (MotW), and 
  Wingover (MM). 
  � Snowfeather’s Token 
  As a token of his gratitude, the celestial giant owl 
  Snowfeather has given you a feather token from his body. 
   After any Yeomanry regional adventure (including this 
  one), you may return this feather to the giant owl.  In 
  return, he agrees to upgrade any shield in your 
  possession with the arrow deflection enhancement (PC 
  pays normal cost of upgrade). 
  � Giant Owls 
  Blaine Holliman, the Yeoman “Owlman,” has agreed to 
  provide one, and only one, giant owl for your own 
  personal use.  Blaine charges the PC 5,000 gp for this 
  giant owl (includes the cost of training).  When the PC 
  has paid the full amount, he receives a giant owl (as per 
  the MM, page 205) for use as a mount (and it counts as 
  war-trained for the purpose of determining APL).  In 
  addition: 
  • 
  An 8th level (or higher) PC with the Leadership 
  feat and a Leadership Score of 9 or greater may 
  take the giant owl as a cohort instead.  The giant 
  owl cohort is created using the rules in the 
  LGCS and the stat block in the MM (page 205).  
  It advances by HD as per the MM, and it may 
  enter play already advanced, as long as its 
  Cohort Level/ECL (total HD + 2) is within the 
  limits in the DMG (page 106). 
  • 
  A 7th level (or higher) paladin PC may take the 
  giant owl as their special mount instead (as per 
  the unusual mount rules in the DMG, pages 
  204-205). 
  Items for the Adventure Record 
  Item Access 
  APL 6: 
  � Masterwork Duom (Adventure, A&EG) 
  � Necklace of Fireballs (Type I) (Adventure, 
  DMG) 
  � Potion of Haste (Adventure, DMG) 
  APL 8 (APL 6 Items plus): 
  � Wand of Web (Adventure, 3
  rd level caster, 
  DMG) 
  APL 10 (APL 6, 8 Items plus): 
  � Wand of Fox’s Cunning (Adventure, 3
  rd level 
  caster, DMG) 
  � +1 Corrosive Composite Longbow (+3 Str 
  bonus) (Adventure, A&EG) 
  APL 12 (APL 6, 8, 10 Items plus): 
  � Circlet of Persuasion (Adventure, DMG) 
  � Bracers of Archery, Lesser (Adventure, DMG) 
   
  
  YEO3-04 Crimson Skies 
   
  Page 18 
  Appendix I: Encounter Three NPCs 
   
  APL 6 
  Fiendish Tiger: CR 5; Large Magical Beast (extraplanar), 
  HD 6d8+18; hp 48; Init +2 (+2 Dex); Spd 40 ft.; AC 14 (-1 
  size, +2 Dex, +3 natural), touch 11, flat-footed 12; Base 
  Attack/Grapple +4/+14: Atks +9 melee (1d8+6, 2 claws), 
  +4 melee (2d6+3, bite); Space/Reach 10ft./5ft.; SA 
  Pounce, improved grab, rake 1d8+3, Smite Good 1/day; 
  SQ Cold and Fire Resistance 5, DR 5/magic, Dark Vision 
  60 ft., Scent, SR11; AL NE; SV Fort +8, Ref +7, Will +3; Str 
  23, Dex 15, Con 17, Int 2, Wis 12, Cha 6. 
   
  Skills: Balance +6, Hide +3*, Listen +3, Move Silently 
  +9, Spot +3, Swim +11 
    
  Feats: Alertness, Improved Natural Attack (bite), 
  Improved Natural Attack (claw) 
   
  Pounce (Ex)—If a tiger leaps upon a foe during the 
  first round of combat, it can make a full attack even if it 
  has already taken a move action. 
   
  Improved Grab (Ex)—To use this ability the tiger 
  must hit with a claw or bite attack.  If it gets a hold, it can 
  rake. 
   
  Rake (Ex)—A tiger that gets a hold can make two 
  rake attacks (+9 melee) with its hind legs for 1d8+3 
  damage each.  If the tiger pounces on an opponent, it can 
  also rake. 
   
  Skills—Tigers receive a +4 racial bonus to Balance, 
  Hide, and Move Silently checks.  *In areas of tall grass or 
  heavy undergrowth, the Hide bonus improves to +8. 
  Delgarth, Sor4: CR 4; male human; HD 4d4+8; hp 18; 
  Init +6(+2 Dex, Improved Initiative); Spd 30ft.; AC 12 (+2 
  Dex) Atks +1 melee (1d4-1, dagger), or +4 ranged (1d8/19-
  20, light crossbow); Face/Reach 5 ft. by 5ft./5ft.; AL NE; 
  SV Fort +3, Ref +3, Will +4; Str 8, Dex 14, Con 14, Int 10, 
  Wis 10, Cha 17 
   
  Skills: Concentration +9, Knowledge (Arcana)  +3, 
  Scry +1, Spellcraft +3 Languages: Common 
   
  Feats: Combat Casting, Improved Initiative, Spell 
  Focus (Transmutation). 
   
  Spells Per Day 6/7/4; DC= 13+spell level (14+ SL for 
  Transmutation spells):  0—Daze, Flare, Light, Mage 
  Hand, Prestidigitation, Ray of Frost; 1
  st--Enlarge, Ray of 
  Enfeeblement, Shield; 2
  nd-- Blindness/Deafness 
   
  Equipment: dagger, light crossbow, 10 bolts, owl 
  familiar. 
  Breylan, Ftr2: CR 2; male half-orc; HD 2d10+6; hp 20; 
  Init +2 (+2 Dex); Spd 30ft.; AC 17 (+2 Dex, +5 breastplate) 
  Atks +8 melee (1d8+6/x2, masterwork duom), or +4 
  ranged (1d8/19-20, light crossbow); Face/Reach 5 ft. by 
  5ft./5ft.; SA none; SQ Darkvision; AL NE; SV Fort +6, Ref 
  +2, Will +0; Str 18, Dex 14, Con 16, Int 8, Wis 10, Cha 6 
   
  Skills: Ride +4, Handle Animal +6, Tumble +3; 
  Languages: Common 
   
  Feats: Exotic Weapon (Duom), Weapon Focus 
  (Duom), Combat Reflexes 
   
  Equipment: masterwork duom, breastplate, light 
  crossbow, 10 bolts. 
  APL8 
  Fiendish Tiger: CR 5; Large Magical Beast (extraplanar), 
  HD 6d8+18; hp 48; Init +2 (+2 Dex); Spd 40 ft.; AC 14 (-1 
  size, +2 Dex, +3 natural), touch 11, flat-footed 12; Base 
  Attack/Grapple +4/+14: Atks +9 melee (1d8+6, 2 claws), 
  +4 melee (2d6+3, bite); Space/Reach 10ft./5ft.; SA 
  Pounce, improved grab, rake 1d8+3, Smite Good 1/day; 
  SQ Cold and Fire Resistance 5, DR 5/magic, Dark Vision 
  60 ft., Scent, SR11; AL NE; SV Fort +8, Ref +7, Will +3; Str 
  23, Dex 15, Con 17, Int 2, Wis 12, Cha 6. 
   
  Skills: Balance +6, Hide +3*, Listen +3, Move Silently 
  +9, Spot +3, Swim +11 
    
  Feats: Alertness, Improved Natural Attack (bite), 
  Improved Natural Attack (claw) 
   
  Pounce (Ex)—If a tiger leaps upon a foe during the 
  first round of combat, it can make a full attack even if it 
  has already taken a move action. 
   
  Improved Grab (Ex)—To use this ability the tiger 
  must hit with a claw or bite attack.  If it gets a hold, it can 
  rake. 
   
  Rake (Ex)—A tiger that gets a hold can make two 
  rake attacks (+9 melee) with its hind legs for 1d8+3 
  damage each.  If the tiger pounces on an opponent, it can 
  also rake. 
   
  Skills—Tigers receive a +4 racial bonus to Balance, 
  Hide, and Move Silently checks.  *In areas of tall grass or 
  heavy undergrowth, the Hide bonus improves to +8. 
  Delgarth, Sor6: CR 6; male human; HD 6d4+12; hp 27; 
  Init +6(+2 Dex, Improved Initiative); Spd 30ft.; AC 13 (+2 
  Dex, +1 Bracers); Atks +2 melee (1d4-1, dagger), or +5 
  ranged (1d8/19-20, light crossbow); Face/Reach 5 ft. by 
  5ft./5ft.; AL NE; SV Fort +5, Ref +5, Will +5; Str 8, Dex 14, 
  Con 14, Int 10, Wis 10, Cha 17 
   
  Skills: Concentration +11, Knowledge (Arcana)  +4, 
  Scry +1, Spellcraft +4 Languages: Common 
   
  Feats: 
  Combat 
  Casting, 
  Improved 
  Initiative, 
  Toughness, Spell Focus (Transmutation). 
   
  Spells Per Day 6/7/6/4; DC= 13+spell level (14+ SL 
  for Transmutation spells):  0—Daze, Detect Magic, Flare, 
  Light, Mage Hand, Prestidigitation, Ray of Frost; 1
  st—
  
  YEO3-04 Crimson Skies 
   
  Page 19 
  Enlarge, Magic Missile, Ray of Enfeeblement, Shield; 2
  nd--
  Blindness/Deafness, Melf’s Acid Arrow; 3
  rd--Haste 
   
  Equipment: Potion of Eagle’s Splendor, Scroll: of 
  Fireball (5
  th level), Bracers of Armor +1, dagger, light 
  crossbow, 10 bolts., owl familiar 
  Breylan, Ftr3: CR 3; male half-orc; HD 3d10+9; hp 30; 
  Init +2 (+2 Dex); Spd 30ft.; AC 17 (+2 Dex, +5 breastplate) 
  Atks +9 melee (1d8+6/x2, masterwork duom), or +5 
  ranged (1d8/19-20, light crossbow); Face/Reach 5 ft. by 
  5ft./5ft.; SA none; SQ Darkvision; AL NE; SV Fort +6, Ref 
  +3, Will +1; Str 18, Dex 14, Con 16, Int 8, Wis 10, Cha 6 
   
  Skills: Ride +4, Handle Animal +6, Tumble +4; 
  Languages: Common 
   
  Feats: Exotic Weapon (Duom), Weapon Focus 
  (Duom), Combat Reflexes 
   
  Equipment: Potion of Bull’s Strength, masterwork 
  duom, breastplate, light crossbow, 10 bolts 
  APL10 
  Zarrh and Zellin, male Half-fiend Dire Lions: CR 7; 
  Large Outsider, HD 8d8+32; hp 72 each; Init +4 (+2 Dex); 
  Spd 40 ft., fly 40ft (average); AC 18 (-1 size, +4 Dex, +5 
  natural), touch 13, flat-footed 14; Atks +15 melee (1d6+9, 
  2 claws), +9 melee (1d8+5, bite); Space/Reach 10ft./5ft.; 
  SA Spells, Smite Good 1/day, Pounce, Improved grab, 
  rake 1d6+4; SQ Acid, Cold, Electrical and Fire Resistance 
  10, Dark Vision 60 feet, Immune to Poison, low-light 
  vision, Scent, DR 5/Magic, SR18; SV Fort +10, Ref +10, 
  Will +7; Str 29, Dex 19, Con 19, Int 6, Wis 12, Cha 12. 
   
  Skills: Hide +12*, Jump +12, Listen +9, Move Silently 
  +11, Spot +9, Tumble +14; Languages: Common, Infernal 
   
  Feats: Alertness, Run, Weapon Focus (claw) 
   
  Spells:  Once per day unless otherwise noted.  All 
  spells are at a caster level of 8.  DC= 11+ Spell Level. 
  Darkness 3/day, Desecrate, Unholy Blight, Poison 3/day 
  (DC15) 
   
  Pounce (Ex)—If a dire lion leap upon a foe during 
  the first round of combat, it can make a full attack even if 
  it has already taken a move action. 
   
  Improved Grab (Ex)—To use this ability the dire 
  lion must hit with a claw or bite attack.  If it gets a hold, it 
  can rake. 
   
  Rake (Ex)—A dire lion that gets a hold can make 
  two rake attacks (+11 melee) with its hind legs for 1d8+4 
  damage each.  If the dire lion pounces on an opponent, it 
  can also rake. 
   
  Skills—Dire lions receive a +4 racial bonus to 
  Balance, Hide, and Move Silently checks.  *In areas of tall 
  grass or heavy undergrowth, the Hide bonus improves to 
  +8. 
  Delgarth, Sor8: CR 8; male human; HD 8d4+16; hp 36; 
  Init +6(+2 Dex, Improved Initiative); Spd 30ft.; AC 17 (+2 
  Dex, +4 Mage Armor, +1 Ring of Protection);   Atks +3 
  melee (1d4-1, dagger), or +6 ranged (1d8/19-20, light 
  crossbow); Space/Reach 5ft./5ft.; AL NE; SV Fort +5, Ref 
  +5, Will +6; Str 8, Dex 14, Con 14, Int 10, Wis 10, Cha 18 
   
  Skills: Bluff +5, Concentration +13, Knowledge 
  (Arcana)  +5, Spellcraft +5; Languages: Common 
   
  Feats: Combat Casting, Improved Initiative, Spell 
  Focus (Evocation), Spell Focus (Transmutation). 
   
  Spells Per Day 6/76/7/5/4; DC= 14+spell level (15+ 
  SL for Transmutation and Evocation spells):  0—Daze, 
  Detect Magic, Flare, Light, Mage Hand, Prestidigitation, 
  Ray of Frost, Resistance; 1
  st—Mage Armor, Magic 
  Missile, Ray of Enfeeblement, Shield, True Strike; 2
  nd--
  Blindness/Deafness, Mirror Image, Melf’s Acid Arrow; 
  3
  rd--Lightning Bolt, Slow; 4
  th--Enervation 
   
  Equipment: Potion of Eagle’s Splendor, Scroll: 
  Fireball (5
  th level), Ring of Protection +1, dagger, light 
  crossbow, 10 bolts, owl familiar. 
  Breylan, Ftr4: CR 4; male half-orc; HD 4d10+12; hp 39; 
  Init +2 (+2 Dex); Spd 30ft.; AC 17 (+2 Dex, +5 breastplate) 
  Atks +10 melee (1d8+8/x2, masterwork duom), or +6 
  ranged (1d8/19-20, light crossbow); Space/Reach 5ft./5ft.; 
  SA none; SQ Darkvision; AL NE; SV Fort +7, Ref +3, Will +1; 
  Str 19, Dex 14, Con 16, Int 8, Wis 10, Cha 6 
   
  Skills: Ride +4, Handle Animal +6, Tumble +5; 
  Languages: Common 
   
  Feats: Exotic Weapon (Duom), Weapon Focus 
  (Duom), Combat Reflexes, Weapon Specialization 
  (Duom) 
   
  Equipment: Potion of Shield of Faith, masterwork 
  duom, breastplate, light crossbow, 10 bolts, Potion of 
  Bull’s Strength. 
  APL12 
  Zarrh and Zellin, male Half-fiend Advanced Dire 
  Lions: CR 10; Large Outsider, HD 14d8+56; hp 126 each; 
  Init +2 (+2 Dex); Spd 40 ft., fly 40ft (average); AC 18 (-1 
  size, +4 Dex, +5 natural), touch 13, flat-footed 14; Atks +19 
  melee (1d8+9, 2 claws), +13 melee (2d6+5, bite); 
  Space/Reach 10ft./5ft.; SA Spells, Smite Good 1/day, 
  Pounce, Improved grab, rake 1d6+4; SQ Acid, Cold, 
  Electrical and Fire Resistance 10, Dark Vision 60 feet, 
  Immune to Poison, low-light vision, Scent, DR 5/Magic, 
  SR24; SV Fort +12, Ref +12, Will +9; Str 29, Dex 19, Con 
  19, Int 6, Wis 12, Cha 12. 
   
  Skills: Hide +14*, Jump +12, Listen +12, Move 
  Silently +11, Spot +12, Tumble +14; Languages: Common, 
  Infernal 
   
  Feats: Alertness, Improved Natural Attack (bite), 
  Improved Natural Attack (claw), Run, Weapon Focus 
  (claw) 
  
  YEO3-04 Crimson Skies 
   
  Page 20 
   
  Spells:  Once per day unless otherwise noted.  All 
  spells are at a caster level of 14.  DC= 11+ Spell Level: 
  Darkness 3/day, Desecrate, Unholy Blight, Poison 3/day 
  (DC19), Contagion, Blasphemy, Unholy Aura 3/day, 
  Unhallow. 
   
  Pounce (Ex)—If a dire lion leap upon a foe during 
  the first round of combat, it can make a full attack even if 
  it has already taken a move action. 
   
  Improved Grab (Ex)—To use this ability the dire 
  lion must hit with a claw or bite attack.  If it gets a hold, it 
  can rake. 
   
  Rake (Ex)—A dire lion that gets a hold can make 
  two rake attacks (+11 melee) with its hind legs for 1d8+5 
  damage each.  If the dire lion pounces on an opponent, it 
  can also rake. 
   
  Skills—Dire lion receive a +4 racial bonus to 
  Balance, Hide, and Move Silently checks.  *In areas of tall 
  grass or heavy undergrowth, the Hide bonus improves to 
  +8.  
  Breylan, Ftr5: CR 5; male half-orc; HD 5d10+15; hp 49; 
  Init +2 (+2 Dex); Spd 30ft.; AC 17 (+2 Dex, +5 breastplate) 
  Atks +11 melee (1d8+8/x2 masterwork duom), or +7 
  ranged (1d8/19-20, light crossbow); Space/Reach 5ft./5ft.; 
  SA none; SQ Darkvision; AL NE;  
  SV Fort +7, Ref +3, Will +1(+3); Str 19, Dex 14, Con 16, 
  Int 8, Wis 10(14), Cha 6 
   
  Skills: Ride +4, Handle Animal +6, Tumble +5; 
  Languages: Common 
   
  Feats: Exotic Weapon (Duom), Weapon Focus 
  (Duom), Combat Reflexes, Weapon Specialization 
  (Duom) 
   
  Equipment: masterwork duom, breastplate, light 
  crossbow, 10 bolts, Potion of Shield of Faith, Potion of 
  Bull’s Strength. 
  Delgarth, Sor10: CR 10; male human; HD 10d4+20; hp 
  45; Init +6(+2 Dex, Improved Initiative); Spd 30ft.; AC 17 
  (+2 Dex, +4 Mage Armor, +1 Ring of Protection);  Atks +4 
  melee (1d4-1, dagger), or +7 ranged (1d8/19-20, light 
  crossbow); Space/Reach 5ft./5ft.; AL NE; SV Fort +6, Ref 
  +6, Will +7(+9); Str 8, Dex 14, Con 14, Int 10, Wis 10(14), 
  Cha 18 
   
  Skills: Bluff +5, Concentration +15, Knowledge 
  (Arcana)  +6, Spellcraft +6; Languages: Common 
   
  Feats: Combat Casting, Improved Initiative, Spell 
  Focus 
  (Evocation), 
  Toughness, 
  Spell 
  Focus 
  (Transmutation). 
   
  Spells Per Day 6/7/7/7/6/3; DC= 14+spell level (15 + 
  SL for Transmutation and Evocation spells):  0—Daze, 
  Detect Magic, Flare, Light, Mage Hand, Prestidigitation, 
  Ray of Frost, Read Magic, Resistance; 1
  st—Mage Armor, 
  Magic Missile, Ray of Enfeeblement, Shield, True Strike; 
  2
  nd— Blindness/Deafness, Mirror Image, Melf’s Acid 
  Arrow, Protection from Arrows; 3
  rd—Haste, Lightning 
  Bolt, Slow; 4
  th—Enervation, Ice Storm; 5
  th—Hold 
  Monster 
   
  Equipment: Potion of Charisma, Scroll: Fireball (5
  th 
  level), Ring of Protection +1, dagger, light crossbow, 10 
  bolts, owl familiar. 
  
  YEO3-04 Crimson Skies 
   
  Page 21 
   
   
  Appendix II: Encounter Five NPCs 
   
  APL6 
  Flagrand Blackblood, male Half-fiend Troll: CR 7; 
  Large Outsider, HD 6d8+42; hp 68; Init +4 (+4 Dex); Spd 
  30 ft., fly 30ft (average); AC 19 (-1 size, +4 Dex, +6 
  natural), touch 11, flat-footed 14; Atks +11 melee (1d6+8, 
  2 claws), +6 melee (1d8+4, bite); Space/Reach 10 ft./ 10 
  ft.; SA Spells, Rend 2d6+12, Smite Good; SQ Acid, Cold, 
  Electrical and Fire Resistance 10, Dark Vision 90 feet, 
  Immune to Poison, Scent, Regeneration 5, DR 5/magic, 
  SR 16; SV Fort +12, Ref +6, Will +3; Str 27, Dex 18, Con 
  25, Int 10, Wis 9, Cha 8. 
   
  Skills: Hide, +12, Listen +7, Spot +8, Tumble +11; 
  Languages: Common, Infernal, Giant 
   
  Feats: Alertness, Iron Will, Track 
   
  Spells:  Once per day unless otherwise noted.  All 
  spells are at a caster level of 8.  DC= 9+ Spell Level: 
  Darkness 3/day, Desecrate, Unholy Blight 
   
  Equipment: Potion of Haste, Necklace of Fireballs 
  Type I 
   
  Rend (Ex)—If a troll hits with both claw attacks it 
  latches onto the opponents body and tears the flesh.  This 
  attack automatically deals an additional 2d6+12 points of 
  damage. 
  APL8 
  Flagrand Blackblood, male Half-fiend Troll, Bnb1: CR 
  8; Large Outsider, HD 6d8+1d12+49; hp 82; Init +4 (+4 
  Dex); Spd 30 ft., fly 30ft (average); AC 19 (-1 size, +4 Dex, 
  +6 natural), touch 11, flat-footed 14; Atks +12 melee 
  (1d6+8, 2 claws), +7 melee (1d8+4, bite); Space/Reach 10 
  ft./ 10 ft.; SA Spells, Rend 2d6+12, Smite Good; SQ Acid, 
  Cold, Electrical and Fire Resistance 10, Dark Vision 90 
  feet, Immune to Poison, Scent, Regeneration 5, DR 
  5/magic, SR 16; SV Fort +14, Ref +6, Will +5; Str 27, Dex 
  18, Con 25, Int 10, Wis 9, Cha 8. 
   
  Skills: Hide, +12, Intimidate +3, Listen +11, Spot +8, 
  Survival +3, Swim +12, Tumble +11; Languages: 
  Common, Infernal, Giant 
   
  Feats: Alertness, Iron Will (x2), Track 
   
  Spells:  Once per day unless otherwise noted.  All 
  spells are at a caster level of 8.  DC= 9+ Spell Level: 
  Darkness 3/day, Desecrate, Unholy Blight 
   
  Equipment: Potion of Haste, Necklace of Fireballs 
  Type I 
   
  Rend (Ex)—If a troll hits with both claw attacks it 
  latches onto the opponents body and tears the flesh.  This 
  attack automatically deals an additional 2d6+12 points of 
  damage. 
  Reist, male Half-Dragon (green) Ogre: CR 4; Large 
  Dragon, HD 4d10+15; hp 42; Init -1 (1- Dex); Spd 30 ft., 
  fly 80ft (average); AC 22 (-1 size, -1 Dex, +9 natural, +5 
  chainmail), touch 8, flat-footed 18; Atks +13 melee 
  (3d6+13/ crit 19-20, masterwork large greatsword); or +13 
  melee (1d8+9, bite), +8 melee (1d6+4, 2 claws); or +2 
  ranged (2d6+9, longspear); Space/Reach 10 ft./ 10 ft.; SA 
  Breath Weapon; SQ Dark Vision 60 feet, Acid Immunity, 
  Low-light vision; SV Fort +6, Ref +0, Will +1; Str 29, Dex 
  8, Con 17, Int 8, Wis 10, Cha 9. 
   
  Skills: Climb +12, Listen +7, Spot +7; Languages: 
  Common, Draconic, Giant 
   
  Feats: Toughness, Weapon Focus (greatsword) 
   
  Breath Weapon—The half-dragon’s breath weapon is 
  a 30 ft cone of corrosive (acid) gas.  The damage is 6d8 
  (DC 15). 
   
  Equipment: masterwork large greatsword, large 
  chainmail, Potion of Shield of Faith 
  Richten, male Half-Dragon (blue) Ogre: CR 4; Large 
  Dragon, HD 4d10+15; hp 42; Init -1 (1- Dex); Spd 30 ft., 
  fly 80ft (average); AC 22 (-1 size, -1 Dex, +9 natural, +5 
  chainmail), touch 8, flat-footed 18; Atks +13 melee 
  (3d6+13/ crit 19-20, masterwork large greatsword); or +13 
  melee (1d8+9, bite), +8 melee (1d6+4, 2 claws); or +2 
  ranged (2d6+9, longspear); Space/Reach 10 ft./ 10 ft.; SA 
  Breath Weapon; SQ Dark Vision 60 feet, Acid Immunity, 
  Low-light vision; SV Fort +6, Ref +0, Will +1; Str 29, Dex 
  8, Con 17, Int 8, Wis 10, Cha 9. 
   
  Skills: Climb +12, Listen +7, Spot +7; Languages: 
  Common, Draconic, Giant 
   
  Feats: Toughness, Weapon Focus (greatsword) 
   
  Breath Weapon—The half-dragon’s breath weapon is 
  a 60ft long, 5ft high and 5ft wide line of lightning.  The 
  damage is 6d8 (DC 15). 
   
  Equipment: masterwork large greatsword, large 
  chainmail, Potion of Shield of Faith 
  APL10 
  Flagrand Blackblood, male Half-fiend Troll, Bnb2: CR 
  9; Large Outsider, HD 6d8+2d12+54; hp 95; Init +4 (+4 
  Dex); Spd 30 ft., fly 30ft (average); AC 19 (-1 size, +4 Dex, 
  
  YEO3-04 Crimson Skies 
   
  Page 22 
  +6 natural), touch 11, flat-footed 14; Atks +13 melee 
  (1d6+8, 2 claws), +8 melee (1d8+4, bite); Space/Reach 10 
  ft./ 10 ft.; SA Spells, Rend 2d6+12, Smite Good; SQ Acid, 
  Cold, Electrical and Fire Resistance 10, Dark Vision 90 
  feet, Immune to Poison, Scent, Regeneration 5, DR 
  5/magic, SR 16; SV Fort +14, Ref +6, Will +5; Str 27, Dex 
  18, Con 25, Int 10, Wis 9, Cha 8. 
   
  Skills: Hide, +12, Intimidate +4, Listen +12, Spot +8, 
  Survival +4, Swim +13, Tumble +11; Languages: 
  Common, Infernal, Giant 
   
  Feats: Alertness, Iron Will (x2), Track 
   
  Spells:  Once per day unless otherwise noted.  All 
  spells are at a caster level of 8.  DC= 9+ Spell Level: 
  Darkness 3/day, Desecrate, Unholy Blight 
   
  Equipment: Potion of Haste, Necklace of Fireballs 
  Type I 
   
  Rend (Ex)—If a troll hits with both claw attacks it 
  latches onto the opponents body and tears the flesh.  This 
  attack automatically deals an additional 2d6+12 points of 
  damage. 
  Reist, 
  male 
  Half-Dragon 
  (green) 
  Ogre, 
  1Rgr/1Bbn/2Ftr: 
  CR 
  8; 
  Large 
  Dragon, 
  HD 
  1d8+6d10+1d12+24; hp 78; Init +3 (1- Dex, +4 Improved 
  Initiative); Spd 40 ft., fly 100ft (average), base speed 50ft.; 
  AC 22 (-1 size, -1 Dex, +9 natural, +5 chainmail), touch 8, 
  flat-footed 18; Atks +19/+14 melee 3d6+16/ crit 19-20, 
  masterwork large greatsword); or +17/+12 melee (1d8+10, 
  bite), +12 melee (1d6+5, 2 claws); or +2 ranged (2d6+10, 
  longspear); Space/Reach 10 ft./ 10 ft.; SA Breath Weapon, 
  Rage 1/day; SQ Dark Vision 60 feet, Acid Immunity, 
  Low-light vision Favored Enemy (Human), Wild 
  Empathy, Fast Movement; SV Fort +13, Ref +2, Will +5; 
  Str 30, Dex 8, Con 17, Int 8, Wis 10, Cha 9. 
   
  Skills: Climb +12, Hide +3, Intimidate+1, Listen +11, 
  Move Silently +3, Search +3, Spot +11, Survival +3; 
  Languages: Common, Draconic, Giant 
   
  Feats: 
  Favored 
  Critical 
  (Human), 
  Improved 
  Initiative, Iron Will(x2), Toughness, Track, Weapon 
  Focus (greatsword) 
   
  Breath Weapon—The half-dragon’s breath weapon is 
  a 30 ft cone of corrosive (acid) gas.  The damage is 6d8 
  (DC 15). 
   
  Equipment: +1 large greatsword, large chainmail, 
  Potion of Shield of Faith, Thunderstone 
  Richten, 
  male 
  Half-Dragon 
  (blue) 
  Ogre: 
  1Rgr/1Bbn/2Ftr: 
  CR 
  8; 
  Large 
  Dragon, 
  HD 
  1d8+6d10+1d12+24; hp 78; Init +3 (1- Dex, +4 Improved 
  Initiative); Spd 40 ft., fly 100ft (average), base speed 50ft.; 
  AC 22 (-1 size, -1 Dex, +9 natural, +5 chainmail), touch 8, 
  flat-footed 18; Atks +19/+14 melee (3d6+16/ crit 19-20, 
  masterwork large greatsword); or +17/+12 melee (1d8+10, 
  bite), +12 melee (1d6+5, 2 claws); or +2 ranged (2d6+10, 
  longspear); Space/Reach 10 ft./ 10 ft.; SA Breath Weapon, 
  Rage 1/day; SQ Dark Vision 60 feet, Acid Immunity, 
  Low-light vision Favored Enemy (Human), Wild 
  Empathy, Fast Movement; SV Fort +13, Ref +2, Will +5; 
  Str 30, Dex 8, Con 17, Int 8, Wis 10, Cha 9. 
   
  Skills: Climb +12, Hide +3, Intimidate+1, Listen +11, 
  Move Silently +3, Search +3, Spot +11, Survival +3; 
  Languages: Common, Draconic, Giant 
   
  Feats: 
  Favored 
  Critical 
  (Human), 
  Improved 
  Initiative, Iron Will(x2), Toughness, Track, Weapon 
  Focus (greatsword) 
   
  Breath Weapon—The half-dragon’s breath weapon is 
  a 60ft long, 5ft high and 5ft wide line of lightning.  The 
  damage is 6d8 (DC 15). 
   
  Equipment: +1 large greatsword, large chainmail, 
  Potion of Shield of Faith, Thunderstone 
  Mellain, Wiz(Evoker)5; CR 5; male Grey Elf; HD 
  5d4+10; hp 23; Init +6(+2 Dex, Improved Initiative); Spd 
  30ft.; AC 16 (+2 Dex, +4 Mage Armor) Atks +1 melee 
  (1d4-1, dagger), or +4 ranged ( 1d8/19-20, light crossbow); 
  Space / Reach 5ft./5ft.; AL NE; SV Fort +5, Ref +3, Will 
  +4; Str 8, Dex 14, Con 14, Int 21(26), Wis 10, Cha 8 
   
  Skills: Concentration +10, Knowledge (Arcana)  
  +15(+18), 
  Knowledge 
  (dungeoneering) 
   
  +13(+16), 
  Knowledge (Geography)  +13(+16), Knowledge (Nature)  
  +13(+16), Knowledge (Planes)  +13(+16), Spellcraft 
  +13(+16); Languages: Common, Infernal, Draconic, 
  Elven, Giant, Terran, Abyssal 
   
  Feats: Combat Casting, Improved Initiative, Spell 
  Focus (Evocation) 
   
  Known Spells: 4/4/3/2; DC= 15(18) [16(19) for 
  Evocation Spells]+Spell Level: Level 0—Flare, Light, Mage 
  Hand, Ray of Frost; Level 1—Mage Armor, Magic Missile 
  (x2), Shield; Level 2—Flaming Sphere, Fox’s Cunning,  
  Rope Trick ; Level 3—Fireball, Slow 
   
  Equipment: dagger, light crossbow, 12 bolts, Wand 
  of Fox’s Cunning (3
  rd level caster), weasel familiar. 
  APL12 
  Flagrand Blackblood, male Half-fiend Troll, Bnb2: CR 
  9; Large Outsider, HD 6d8+2d12+54; hp 95; Init +4 (+4 
  Dex); Spd 30 ft., fly 30ft (average); AC 19 (-1 size, +4 Dex, 
  +6 natural), touch 11, flat-footed 14; Atks +13 melee 
  (1d6+8, 2 claws), +8 melee (1d8+4, bite); Space/Reach 10 
  ft./ 10 ft.; SA Spells, Rend 2d6+12, Smite Good; SQ Acid, 
  Cold, Electrical and Fire Resistance 10, Dark Vision 90 
  feet, Immune to Poison, Scent, Regeneration 5, DR 
  5/magic, SR 16; SV Fort +14, Ref +6, Will +5; Str 27, Dex 
  18, Con 25, Int 10, Wis 9, Cha 8. 
   
  Skills: Hide, +12, Intimidate +4, Listen +12, Spot +8, 
  Survival +4, Swim +13, Tumble +11; Languages: 
  Common, Infernal, Giant 
   
  Feats: Alertness, Iron Will (x2), Track 
  
  YEO3-04 Crimson Skies 
   
  Page 23 
   
  Spells:  Once per day unless otherwise noted.  All 
  spells are at a caster level of 8.  DC= 9+ Spell Level: 
  Darkness 3/day, Desecrate, Unholy Blight 
   
  Equipment: Potion of Haste, Necklace of Fireballs 
  Type I 
   
  Rend (Ex)—If a troll hits with both claw attacks it 
  latches onto the opponents body and tears the flesh.  This 
  attack automatically deals an additional 2d6+12 points of 
  damage. 
  Reist, 
  male 
  Half-Dragon 
  (green) 
  Ogre, 
  1Rgr/1Bbn/2Ftr: 
  CR 
  8; 
  Large 
  Dragon, 
  HD 
  1d8+6d10+1d12+24; hp 78; Init +3 (1- Dex, +4 Improved 
  Initiative); Spd 40 ft., fly 100ft (average), base speed 50ft.; 
  AC 22 (-1 size, -1 Dex, +9 natural, +5 chainmail), touch 8, 
  flat-footed 18; Atks +19/+14 melee 3d6+16/ crit 19-20, 
  masterwork large greatsword); or +17/+12 melee (1d8+10, 
  bite), +12 melee (1d6+5, 2 claws); or +2 ranged (2d6+10, 
  longspear); Space/Reach 10 ft./ 10 ft.; SA Breath Weapon, 
  Rage 1/day; SQ Dark Vision 60 feet, Acid Immunity, 
  Low-light vision Favored Enemy (Human), Wild 
  Empathy, Fast Movement; SV Fort +13, Ref +2, Will +5; 
  Str 30, Dex 8, Con 17, Int 8, Wis 10, Cha 9. 
   
  Skills: Climb +12, Hide +3, Intimidate+1, Listen +11, 
  Move Silently +3, Search +3, Spot +11, Survival +3; 
  Languages: Common, Draconic, Giant 
   
  Feats: 
  Favored 
  Critical 
  (Human), 
  Improved 
  Initiative, Iron Will(x2), Toughness, Track, Weapon 
  Focus (greatsword) 
   
  Breath Weapon—The half-dragon’s breath weapon is 
  a 30 ft cone of corrosive (acid) gas.  The damage is 6d8 
  (DC 15). 
   
  Equipment: +1 large greatsword, large chainmail, 
  Potion of Shield of Faith, Thunderstone 
  Richten, 
  male 
  Half-Dragon 
  (blue) 
  Ogre: 
  1Rgr/1Bbn/2Ftr: 
  CR 
  8; 
  Large 
  Dragon, 
  HD 
  1d8+6d10+1d12+24; hp 78; Init +3 (1- Dex, +4 Improved 
  Initiative); Spd 40 ft., fly 100ft (average), base speed 50ft.; 
  AC 22 (-1 size, -1 Dex, +9 natural, +5 chainmail), touch 8, 
  flat-footed 18; Atks +19/+14 melee (3d6+16/ crit 19-20, 
  masterwork large greatsword); or +17/+12 melee (1d8+10, 
  bite), +12 melee (1d6+5, 2 claws); or +2 ranged (2d6+10, 
  longspear); Space/Reach 10 ft./ 10 ft.; SA Breath Weapon, 
  Rage 1/day; SQ Dark Vision 60 feet, Acid Immunity, 
  Low-light vision Favored Enemy (Human), Wild 
  Empathy, Fast Movement; SV Fort +13, Ref +2, Will +5; 
  Str 30, Dex 8, Con 17, Int 8, Wis 10, Cha 9. 
   
  Skills: Climb +12, Hide +3, Intimidate+1, Listen +11, 
  Move Silently +3, Search +3, Spot +11, Survival +3; 
  Languages: Common, Draconic, Giant 
   
  Feats: 
  Favored 
  Critical 
  (Human), 
  Improved 
  Initiative, Iron Will(x2), Toughness, Track, Weapon 
  Focus (greatsword) 
   
  Equipment: +1 large greatsword, large chainmail, 
  Potion of Shield of Faith, Thunderstone 
   
  Breath Weapon—The half-dragon’s breath weapon is 
  a 60ft long, 5ft high and 5ft wide line of lightning.  The 
  damage is 6d8 (DC 15). 
  Mellain, Wiz12: CR 12; male Grey Elf; HD 12d4+24; hp 
  54; Init +7(+3 Dex, Improved Initiative); Spd 30ft.; AC 17 
  (+3 Dex, +4 Mage Armor) Atks +5/+0 melee (1d4-1, 
  dagger), or +8/+3 ranged (1d8/19-20, light crossbow); 
  Space/Reach 5ft./5ft.; AL NE; SV Fort +6, Ref +8, Will +8; 
  Str 8, Dex 14(16), Con 14, Int 23(28), Wis 10, Cha 8 
   
  Skills: Concentration +15, Knowledge (Arcana)  
  +20(+23), 
  Knowledge 
  (dungeoneering) 
   
  +18(+21), 
  Knowledge (Geography)  +18(+21), Knowledge (Nature)  
  +18(+21), Knowledge (Planes)  +18(+21), Spellcraft 
  +18(+21); Languages: Common, Infernal, Draconic, 
  Elven, Giant, Terran, Abyssal 
   
  Feats: Combat Casting, Empower Spell, Energy 
  Substitution (Sonic), Greater Spell Focus (Evocation), 
  Improved Initiative, Spell Focus (Evocation), Spell Focus 
  (Transmutation) 
   
  Known Spells:4 5/6/6/4/4/4/3; DC= 16(19) [18(21) 
  for Evocation Spells, 17(20) for Transmutation Spells] + 
  Spell Level: Level 0—Flare , Light, Mage Hand, Ray of 
  Frost; Level 1—Mage Armor, Magic Missile (x2), Shield, 
  True Strike (x2); Level 2—Fox’s Cunning, Invisibility, 
  Rope Trick, Mirror Image, Scorching Ray, See 
  Invisibility; Level 3— Fly, Fireball, Fireball (Sonic), Slow; 
  Level 4—Evard’s Black Tentacles, Enervation, Ice Storm 
  (sonic), Greater Invisibility; Level 5—Cone of Cold, 
  Fireball (Empowered, Sonic), Hold Monster, Wall of 
  Force; Level 6—Disintegrate, Greater Dispel Magic, 
  Chain Lightning. 
   
  Equipment: dagger, light crossbow, 12 bolts, Wand 
  of Fox’s Cunning (3
  rd level caster). 
  
  YEO3-04 Crimson Skies 
   
  Page 24 
  Appendix III: Encounter Six NPCs 
   
  APL6 
  Trianne Bellamy, Rgr1/Clr3/Sor1: CR 5; female 
  human; HD 4d8+1d4+10; hp 35; Init +6(+2 Dex, 
  Improved Initiative); Spd 30ft.; AC 18 (+2 Dex, +6 
  chainshirt +1) Atks +5 melee (1d8/19-20, longsword) or 
  +5 ranged (1d8/x3, longbow); SQ Favored Enemy (Elf), 
  Wild Empathy; Space/Reach 5ft./5ft.; AL NE; SV Fort +7, 
  Ref +3, Will +7; Str 10, Dex 14, Con 14, Int 14, Wis 14, 
  Cha 14 
   
  Skills: Bluff +8, Concentration +7, Diplomacy +4, 
  Knowledge (Arcana) +3, Knowledge (Dungeoneering) +5, 
  Knowledge (Nature) +5, Knowledge (religion) +5, 
  Handle Animal +6, Heal +3, Hide +6, Listen +6, Move 
  Silently +6, Ride +4, Search +4, Spellcraft +4, Spot +6, 
  Survival +6, Use Rope +4; Languages: Common, 
  Draconic, Infernal, Sylvan 
   
  Feats: Combat Casting, Improved Initiative, Track, 
  Weapon Finesse (longsword) 
   
  Arcane Spells Per Day 5/4; DC= 12 + Spell Level: 
  Level 0—Daze, Light, Mage Hand, Ray of Frost; Level 
  1—Charm Person, Shield 
   
  Divine Spells: 4/3/2 (Domains: Evil and Trickery); 
  DC= 12 + Spell Level: Level 0—Detect Magic, Guidance, 
  Light, Resistance; Level 1—Bane, Inflict Light Wounds, 
  Cure Light Wounds, Protection from Good (Domain 
  Spell); Level 2—Bull Strength, Silence,  
  Invisibility 
  (Domain Spell) 
   
  Equipment: +1 chain shirt, longsword, dagger, 
  longbow, 20 arrows, owl familiar. 
  Garhk Blacktooth, Bbn1/Ftr4: CR 5; male half-orc; HD 
  1d12+4d10+15; hp 51; Init +5 (+1 Dex, +4 Improved 
  Initiative); Spd 30ft.; AC 17 (+2 Dex, +5 breastplate) Atks 
  +10 melee (2d4+9/x2, +1 spiked chain), or +6 ranged 
  (1d8/19-20, light crossbow); Space/Reach 5ft./5ft.; SA 
  none; SQ Darkvision, Rage 1/day; AL CN; SV Fort +9, Ref 
  +2, Will +1;    Str 18, Dex 13, Con 16, Int 6, Wis 10, Cha 6 
   
  Skills: Listen +4, Ride +3, Survival +2, Tumble +3; 
  Languages: Common 
   
  Feats: Combat Reflexes, Exotic Weapon (Spiked 
  Chain), Improved Initiative, Weapon Focus (Spiked 
  Chain), Weapon Specialization (Spiked Chain) 
   
  Equipment: +1 Spiked Chain, breastplate, light 
  crossbow, 10 bolts 
  Flinders Stonebow, Rgr1/Ftr4: CR 5; male dwarf; HD 
  4d10+1d8+10; hp 44; Init +4 (+4 Dex); Spd 15ft.; AC 18 
  (+4 Dex, +4 Scale mail) Atks +11 ranged (1d8+4/x3, +3 
  Mighty Composite Longbow +1) +8 melee (1d8+3/x3, 
  Greataxe); 
  Space/Reach 
  5ft./5ft.; 
  SA 
  none; 
  SQ 
  Darkvision, Favored Enemy (gnome), Wild Empathy; AL 
  NE; SV Fort +8, Ref +5, Will +1; Str 16, Dex 18, Con 14, 
  Int 10, Wis 10, Cha 6 
   
  Skills: Hide+9, Handle Animal +4, Knowledge 
  (religion) +2, Listen +4, Move Silently +9, Spot +4, 
  Survival +4; Languages: Common, Dwarven 
   
  Feats: Point Blank Shot, Precise shot, Far Shot, 
  Track, Weapon Focus (Composite Longbow), Weapon 
  Specialization (Composite Longbow) 
   
  Equipment: greataxe, +1 composite longbow (+3 Str 
  bonus), 30 arrows, scale mail. 
  APL8 
  Trianne Bellamy, Rgr1/Clr5/Sor1: CR 7; female 
  human; HD 5d8+1d4+14; hp 44; Init +6(+2 Dex, 
  Improved Initiative); Spd 30ft.; AC 18 (+2 Dex, +6 
  chainshirt +1) Atks +6 melee (1d8/19-20, longsword) or 
  +6 ranged (1d8/x3, longbow); SQ Favored Enemy (Elf), 
  Wild Empathy; Space/Reach 5ft./5ft.; AL NE; SV Fort +8, 
  Ref +3, Will +8; Str 10, Dex 14, Con 14, Int 14, Wis 14, 
  Cha 14 
   
  Skills: Bluff +10, Concentration +10, Diplomacy +7, 
  Knowledge (Arcana) +3, Knowledge (Dungeoneering) +5, 
  Knowledge (Nature) +5, Knowledge (religion) +7, 
  Handle Animal +6, Heal +3, Hide +6, Listen +6, Move 
  Silently +6, Ride +4, Search +4, Spellcraft +4, Spot +6, 
  Survival +6, Use Rope +4; Languages: Common, 
  Draconic, Infernal, Sylvan 
   
  Feats: Combat Casting, Improved Initiative, Spell 
  Focus 
  (Enchantment), 
  Track, 
  Weapon 
  Finesse 
  (longsword) 
   
  Arcane 
  Spells 
  Per 
  Day 
  5/4; 
  DC= 
  12 
  (13 
  enchantments) + Spell Level: Level 0—Daze, Light, Mage 
  Hand, Ray of Frost; Level 1—Charm Person, Shield 
   
  Divine Spells: 5/4/3/1; DC= 12 (13 enchantments) + 
  Spell Level: Level 0—Detect Magic, Guidance (x2), Light, 
  Resistance; Level 1—Bane, Inflict Light Wounds, Cure 
  Light Wounds, Obscuring Mist, Protection from Good 
  (Domain Spell); Level 2—Bull Strength, Calm Emotion, 
  Silence, 
  Invisibility 
  (Domain 
  Spell); 
  Level 
  3—
  Blindness/Deafness, Magic Circle Against Good (Domain 
  Spell) 
   
  Equipment: +1 chain shirt, dagger, masterwork 
  longsword, longbow, 20 arrows, Potion of Shield of Faith, 
  Wand of Web (3
  rd level caster), Divine Scroll of Silence, 
  owl familiar. 
  Garhk Blacktooth, Bbn2/Ftr5: CR 7; male half-orc; HD 
  2d12+5d10+21; hp 72; Init +5 (+1 Dex, +4 Improved 
  Initiative); Spd 30ft.; AC 17 (+2 Dex, +5 breastplate) Atks 
  
  YEO3-04 Crimson Skies 
   
  Page 25 
  +12/+7 melee (2d4+9/x2, +1 spiked chain), or +8 ranged 
  (1d8/19-20, light crossbow); Space/Reach 5ft./5ft.; SA 
  none; SQ Darkvision, Rage 1/day, Uncanny Dodge; AL 
  CN; SV Fort +10, Ref +2, Will +1; Str 18, Dex 13, Con 16, 
  Int 6, Wis 10, Cha 6 
   
  Skills: Listen +4, Ride +3, Survival +2, Tumble +3; 
  Languages: Common 
   
  Feats: Combat Reflexes, Dodge, Exotic Weapon 
  (Spiked Chain), Improved Initiative, Weapon Focus 
  (Spiked Chain), Weapon Specialization (Spiked Chain) 
   
  Equipment: +1 Spiked Chain, breastplate, light 
  crossbow, 12 bolts, Potion of Shield of Faith, Potion of 
  Cure Light Wounds. 
  Flinders Stonebow, Rgr1/Ftr4/DpwdSnpr2: CR 7; 
  male Dwarf; HD 3d8+4d10+14; hp 59; Init +4 (+4 Dex); 
  Spd 15ft.; AC 18 (+4 Dex, +4 Scale mail) Atks +13/+8 
  ranged (1d8+4/19-20x4, +3 Mighty Composite Longbow 
  +1) +10/+5 melee (1d8+3/x3, Greataxe); Space/Reach 
  5ft./5ft.; SA Keen Arrows, magic weapon; SQ Darkvision, 
  Favored Enemy (gnome), Range Increment Bonus +20ft., 
  Concealment Reduction 10%, Wild Empathy; AL NE; SV 
  Fort +8, Ref +8, Will +1; Str 16, Dex 18, Con 14, Int 8, Wis 
  10, Cha 6 
   
  Skills: Hide+11, Handle Animal +6, Knowledge 
  (religion) +2, Listen +6, Move Silently +9, Spot +4, 
  Survival +4; Languages: Common, Dwarven 
   
  Feats: Far Shot, Point Blank Shot, Precise shot, Rapid 
  Shot, Track, Weapon Focus (Composite Longbow), 
  Weapon Specialization (Composite Longbow) 
   
  Equipment: greataxe, +1 composite longbow (+3 Str 
  bonus), 30 arrows, scale mail, Potion of Shield of Faith, 
  Potion of Cure Light Wounds. 
  APL10 
  Trianne Bellamy, Rgr1/Clr7/Sor1: CR 9; female 
  human; HD 8d8+1d4+18; hp 65; Init +6 (+2 Dex, 
  Improved Initiative); Spd 30ft.; AC 18 (+2 Dex, +6 
  chainshirt +1) Atks +9/+4 melee (1d8/19-20, masterwork 
  longsword) or +8/+3 ranged (1d8/x3, longbow); SQ 
  Favored Enemy (Elf), Wild Empathy; Space/Reach 
  5ft./5ft.; AL NE; SV Fort +9, Ref +4, Will +9; Str 10, Dex 
  14, Con 14, Int 14, Wis 15, Cha 14 
   
  Skills: Bluff +12, Concentration +12, Diplomacy +10, 
  Knowledge (Arcana) +3, Knowledge (Dungeoneering) +5, 
  Knowledge (Nature) +5, Knowledge (religion) +10, 
  Handle Animal +6, Heal +3, Hide +6, Listen +6, Move 
  Silently +6, Ride +4, Search +4, Spellcraft +4, Spot +6, 
  Survival +6, Use Rope +4; Languages: Common, 
  Draconic, Giant, Goblin, Infernal, Sylvan 
   
  Feats: Combat Casting, Favored Critical (Elf); 
  Improved Initiative, Spell Focus (Enchantment), Track, 
  Weapon Finesse (longsword) 
   
  Arcane 
  Spells 
  Per 
  Day 
  5/4; 
  DC= 
  12 
  (13 
  enchantments) + Spell Level: Level 0—Daze, Light, Mage 
  Hand, Ray of Frost; Level 1—Charm Person, Shield 
   
  Divine Spells: 6/5/4/2/1; DC= 12 (13 enchantments) 
  + Spell Level: Level 0—Detect Magic, Guidance (x2), 
  Light, Resistance (x2); Level 1—Bane, Inflict Light 
  Wounds, Cure Light Wounds, Obscuring Mist, Shield of 
  Faith, Protection from Good (Domain Spell); Level 2—
  Bull Strength, Calm Emotions, Hold Person, Silence, 
  Invisibility 
  (Domain 
  Spell); 
  Level 
  3—
  Blindness/Deafness, Wind Wall, Magic Circle Against 
  Good (Domain Spell); Level 4—Summon Monster IV, 
  Confusion (Domain Spell) 
   
  Equipment: +1 chain shirt, masterwork longsword, 
  dagger, longbow, 20 arrows, Potion of Shield of Faith, 
  Wand of Web (3
  rd level caster), Divine Scroll of Silence, 
  owl familiar. 
  Garhk Blacktooth, Bbn2/Ftr7: CR 9; male half-orc; HD 
  2d12+7d10+27; hp 91; Init +5 (+1 Dex, Improved 
  Initiative); Spd 30ft.; AC 17 (+2 Dex, +5 breastplate) Atks 
  +15/+10 melee (2d4+9/19-20, +1 Spiked Chain), or 
  +10/+5 ranged (1d8/19-20, light crossbow); Space/Reach 
  5ft./5ft.; SA none; SQ Darkvision, Uncanny Dodge; SA 
  Rage; AL NE; SV Fort +11, Ref +3, Will +2; Str 19, Dex 13, 
  Con 16, Int 6, Wis 10, Cha 6 
   
  Skills: Listen +4, Ride +3, Survival +2, Tumble +4; 
  Languages: Common 
   
  Feats: Combat Reflexes, Dodge, Extended Rage, 
  Exotic Weapon (Spiked Chain), Improved Initiative, 
  Improved Critical, Weapon Focus (Spiked Chain), 
  Weapon Specialization (Spiked Chain) 
   
  Equipment: +1 Spiked Chain, breastplate, light 
  crossbow, 12 bolts, Potion of Shield of Faith, Potion of 
  Cure Light Wounds. 
  Flinders Stonebow, Rgr1/Ftr4/DpwdSnpr2/OotBI2: 
  CR 9; male Dwarf; HD 3d8+6d10+18; hp 77; Init +4 (+4 
  Dex); Spd 15ft.; AC 18 (+4 Dex, +4 Scale mail); Atks 
  +16/+11 ranged (1d8+4/19-20x4 + 1d6 acid damage, +3 
  Mighty Composite Longbow +1 of Corrosion) +12/+7 
  melee (1d8+3/x3, Greataxe); Space/Reach 5ft./5ft.; SA 
  Keen Arrows, Ranged sneak attack +1d6, magic weapon; 
  SQ Close Combat Shot, Darkvision, Favored Enemy 
  (gnome), Range Increment Bonus +20ft., Concealment 
  Reduction 10%, Wild Empathy; AL NE; SV Fort +8, Ref 
  +11, Will +4; Str 16, Dex 19, Con 14, Int 8, Wis 10, Cha 6 
   
  Skills: Hide+11, Handle Animal +6, Knowledge 
  (religion) +2, Listen +6, Move Silently +9, Spot +5, 
  Survival +4; Languages: Common, Dwarven 
   
  Feats: Far Shot, Greater Weapon Focus (Composite 
  Longbow), Point Blank Shot, Precise shot, Rapid Shot, 
  Track, Weapon Focus (Composite Longbow), Weapon 
  Specialization (Composite Longbow) 
  
  YEO3-04 Crimson Skies 
   
  Page 26 
   
  Equipment: 
  greataxe, 
  +1 
  corrosive 
  composite 
  longbow (+3 Str bonus), 30 arrows, scale mail, Potion of 
  Shield of Faith, Potion of Cure Light Wounds. 
  APL12 
  Trianne Bellamy, Rgr1/Clr9/Sor1: CR 11; female 
  human; HD 10d8+1d4+22; hp 80; Init +6 (+2 Dex, 
  Improved Initiative); Spd 30ft.; AC 18 (+2 Dex, +6 
  chainshirt 
  +1) 
  Atks 
  +10/+5 
  melee 
  (1d8/19-20, 
  masterwork longsword) or +9/+4 ranged (1d8/x3 
  longbow,); SQ Favored Enemy (Elf), Wild Empathy; 
  Space/Reach 5ft./5ft.; AL NE; SV Fort +10, Ref +5, Will 
  +10; Str 10, Dex 14, Con 14, Int 14, Wis 15, Cha 14 
   
  Skills: Bluff +17, Concentration +14, Diplomacy +15, 
  Knowledge (Arcana) +3, Knowledge (Dungeoneering) +5, 
  Knowledge (Nature) +5, Knowledge (religion) +12, 
  Handle Animal +9, Heal +5, Hide +6, Listen +6, Move 
  Silently +6, Ride +4, Search +4, Spellcraft +4, Spot +6, 
  Survival +6, Use Rope +4; Languages: Common, 
  Draconic, Giant, Goblin, Infernal, Sylvan 
   
  Feats: Combat Casting, Favored Critical (Elf); 
  Improved Initiative, Spell Focus (Enchantment), Track, 
  Weapon Finesse (longsword) 
   
  Arcane 
  Spells 
  Per 
  Day 
  5/4; 
  DC= 
  12 
  (13 
  enchantments) + Spell Level: Level 0—Daze, Light, Mage 
  Hand, Ray of Frost; Level 1—Charm Person, Shield 
   
  Divine 
  Spells: 
  6/5/5/3/2/1; 
  DC= 
  12 
  (13 
  enchantments) + Spell Level: Level 0—Detect Magic, 
  Guidance (x2), Light, Resistance (x2); Level 1—Bane, 
  Inflict Light Wounds, Cure Light Wounds, Obscuring 
  Mist, Shield of Faith, Protection from Good (Domain 
  Spell); Level 2—Bull Strength, Calm Emotions, Hold 
  Person, Silence, Spiritual Weapon,  Invisibility (Domain 
  Spell); Level 3—Blindness/Deafness, Dispel Magic, 
  Wind Wall, Magic Circle Against Good (Domain Spell); 
  Level 4—Greater Magic Weapon, Summon Monster IV, 
  Confusion (Domain Spell); Level 5—Flame Strike, Dispel 
  Good (Domain Spell) 
   
  Equipment: +1 chain shirt, masterwork longsword, 
  dagger, longbow, 20 arrows, Potion of Shield of Faith, 
  Wand of Web (3
  rd level caster), Circlet of Persuasion, 
  Divine Scroll of Silence, owl familiar. 
  Garhk Blacktooth, Bbn2/Ftr9: CR 11; male half-orc; HD 
  2d12+9d10+33; hp 111; Init +5 (+1 Dex, Improved 
  Initiative); Spd 30ft.; AC 17 (+2 Dex, +5 breastplate) Atks 
  +17/+12/+7 melee (2d4+9/19-20, +1 Spiked Chain), or 
  +12/+7+2 
  ranged 
  (1d8/19-20, 
  light 
  crossbow); 
  Space/Reach 5ft./5ft.; SA none; SQ Darkvision, Uncanny 
  Dodge; SA Rage; AL NE; SV Fort +12, Ref +4, Will +5; Str 
  19, Dex 13, Con 16, Int 6, Wis 10, Cha 6 
   
  Skills: Listen +4, Ride +3, Survival +2, Tumble +5; 
  Languages: Common 
   
  Feats: Combat Reflexes, Dodge, Extended Rage, 
  Exotic Weapon (Spiked Chain), Improved Initiative, 
  Improved Critical, Iron Will, Weapon Focus (Spiked 
  Chain), Weapon Specialization (Spiked Chain) 
   
  Equipment: +1 Spiked Chain, breastplate, light 
  crossbow, 12 bolts, Potion of Shield of Faith, Potion of 
  Cure Light Wounds. 
  Flinders Stonebow, Rgr1/Ftr4/DpwdSnpr2/OotBI4: 
  CR 11; male Dwarf; HD 3d8+8d10+22; hp 95; Init +4 (+4 
  Dex); Spd 15ft.; AC 19 (+3 Dex, +6 Breastplate +1); Atks 
  +20/+15/+10 ranged (1d8+4/19-20x4 + 1d6 acid damage, 
  +3 Mighty Composite Longbow +1 of Corrosion) 
  +14/+9/+4 melee (1d8+3/x3, Greataxe); Space/Reach 
  5ft./5ft.; SA Keen Arrows, Ranged sneak attack +2d6, 
  magic weapon; SQ Close Combat Shot, Darkvision, 
  Favored Enemy (gnome), Range Increment Bonus +20ft., 
  Concealment Reduction 10%, Superior Weapon Focus; 
  AL NE; SV Fort +9, Ref +12, Will +5; Str 16, Dex 19, Con 
  14, Int 8, Wis 10, Cha 6 
   
  Skills: Hide+11, Handle Animal +6, Knowledge 
  (religion) +2, Listen +6, Move Silently +9, Spot +7, 
  Survival +4; Languages: Common, Dwarven 
   
  Feats: Far Shot, Greater Weapon Focus (Composite 
  Longbow), Point Blank Shot, Precise shot, Rapid Shot, 
  Track, Weapon Focus (Composite Longbow), Weapon 
  Specialization (Composite Longbow) 
   
  Equipment: +1 corrosive composite longbow (+3 Str 
  bonus), greataxe, 30 arrows, +1 Breastplate, Potion of 
  Shield of Faith, Potion of Cure Light Wounds, Lesser 
  Bracers of Archery. 
   
  
  YEO3-04 Crimson Skies 
   
  Page 27 
  Appendix IV: New Rules 
   
  DEEPWOOD SNIPER AS PRESENTED IN MASTERS OF THE WILD 
  An arrow flies from a high mountain aerie, unerringly striking a paladin’s mount.  Expecting only a flesh wound, the 
  paladin is stunned to watch his companion of many adventures crumple to the earth.  This unfortunate knight has 
  trespassed into the domain of the deepwood sniper, and he may not make it out alive. 
        A deepwood sniper is patient, careful, quiet, and deadly accurate.  She is a stealthy, long-range terminator whose 
  arrows sail accurately from much longer ranges than those of other archers.  In addition, she has magical abilities to 
  help her shafts fly true. 
        Because of their alertness, dexterity, patience, and affinity for the bow, elves of almost any character class make 
  excellent deepwood snipers.  For a long time, elves would train only those of their own race in these techniques, but 
  more recently some half-elves, halflings, and humans have joined the ranks of the deepwood sniper. 
         Hit Dice: d8 
  Requirements 
  To qualify as a deepwood sniper, a character must fulfill the following criteria. 
       Base Attack Bonus: +5 
       Skills: Hide 4 ranks, Move Silently 4 ranks, Spot 4 ranks. 
       Feats: Far Shot, point Blank Shot, Weapon Focus (any bow or crossbow). 
  Class Skills 
  The deepwood sniper’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (bowmaking) 
  (Int), Escape Artist (Dex), Intuit Direction (Wis), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move 
  Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Wilderness Lore (Wis). 
  See chapter 4 of the Player’s Handbook for skill descriptions. 
       Skill Points at Each Level: 4 + Int modifier. 
  Class Level 
  Base 
  Attack 
  Bonus 
  Fort Save Ref Save 
  Will 
  Save 
  Special 
  1
  st 
  +1 
  +0 
  +2 
  +0 
  Keen arrows, ranger increment bonus +10 ft./level 
  2
  nd 
  +2 
  +0 
  +3 
  +0 
  Concealment reduction 10%, magic weapon, projectile improved 
  critical +1 
  3
  rd 
  +3 
  +1 
  +3 
  +1 
  Safe poison use 
  4
  th 
  +4 
  +1 
  +4 
  +1 
  Take aim +2 
  5
  th 
  +5 
  +1 
  +4 
  +1 
  Consistent aim 1/day 
  6
  th 
  +6 
  +2 
  +5 
  +2 
  Concealment reduction 20% 
  7
  th 
  +7 
  +2 
  +5 
  +2 
  Consistent aim 2/day, projectile improved critical +2 
  8
  th 
  +8 
  +2 
  +6 
  +2 
  Take aim +4 
  9
  th 
  +9 
  +3 
  +6 
  +3 
  Consistent aim 3/day 
  10
  th 
  +10 
  +3 
  +7 
  +3 
  Concealment reduction 30%, true strike 
  Class Features 
  The following are class features of the deepwood sniper prestige class. 
  
  Crimson Skies 
  28
       Weapon and Armor Proficiency: Deepwood snipers gain no weapon proficiencies.  All weapon-like abilities of this 
  prestige class apply only to projectile ranged weapons with which the character is proficient. 
       Keen Arrows (Ex): At 1
  st level, all projectiles the deepwood sniper fires behave as if they were keen weapons.  Thus, a 
  normal arrow fired by a deepwood sniper has a threat range of 19-20 instead of 20.  This effect does not stack with any 
  other keen effect. 
       Range Increment Bonus (Ex): With each level the deepwood sniper gains, the range increments of her projectile 
  weapons increase by +10 feet (added after all multipliers).  Thus a 10
  th-level deepwood sniper who has Far Shot feat 
  would have a 280-foot range increment with a heavy crossbow (120 feet x 1.5 + 100 feet). 
       Concealment Reduction (Ex): When the deepwood sniper reaches 2
  nd level, her miss chance against opponents 
  with concealment drops by 10%.  Thus, she has a miss chance of 10% rather than 20% against an opponent with one-half 
  concealment.  Her miss chance drops by an additional 10% per four deepwood sniper levels she gains there after, but 
  this ability never reduces her miss chance against any opponent below 0%. 
       Magic Weapon (Sp): At 2dn level, the character can produce an effect identical to that of a magic weapon spell cast 
  by a cleric of her deepwood sniper level.  This ability is usable once per day on projectile weapons only. 
       Projectile Improved Critical (Ex): When the deepwood sniper reaches 2
  nd level, the critical damage multipliers of 
  all her projectile weapons increase by +1.  Thus, an arrow that normally deals damage x3 on a critical hit instead does x4 
  in her hands.  When she reaches 7
  th level, these critical multipliers increase an additional +1. 
       Safe Poison Use (Ex): At 3
  rd level, a deepwood sniper can use poison without any chance of poisoning herself (see 
  Perils of Using Poison in Chapter 3 of the DUNGEON MASTER’S GUIDE). 
       Take Aim (Ex): A 4
  th-level deepwood sniper can gain a +2 bonus on her attack rolls against a stationary target by 
  aiming carefully.  Taking aim is a full-round action, and if the target moves more than 5 feet during that period, the 
  bonus is lost.  No additional benefit exists for spending more than 1 round aiming.  This bonus increases to +4 at 8
  th 
  level. 
       Consistent Aim (Su): Once per day, a 5
  th-level deepwood sniper can reroll one attack roll that she has just made with 
  a projectile weapon.  She must keep that result, even if it is worse then the original roll.  She can use this ability twice 
  per day at 7
  th level and three times per day at 10
  th level, though each use must relate to a different attack roll. 
       True Strike (Sp): At 10
  th level, the deepwood sniper can produce an effect identical to that of a true strike spell cast 
  by a cleric of her deepwood sniper level.  This ability is usable once per day on projectile weapons only. 
  ORDER OF THE BOW INITIATE AS PRESENTED IN SWORD AND FIST 
  The Way of the Bow is used by some for spiritual self-improvement, by others a philosophical art.  Others practice it as a 
  way of life, and yet others employ it as a religious ceremony.  Of course, many find the art of killing with the bow to be 
  an important skill in a dangerous world.  The Way of the Bow is always what you make of it.  The Way of the Bow 
  embraces the following concepts. 
       Through one’s archery, one’s true character can be determined. 
       The Way of the Bow is a spiritual art. By learning it, the archer learns about himself.  By improving in the Way of the 
  Bow, the archer improves himself. 
       The Way of the Bow is a highly meditative martial art whose ultimate goals are Truth, Goodness, and Beauty. 
       When asked, “What is Truth?, a Master Archer picks up his bow, fires an arrow and, without saying a word, lets his 
  mastery of the bow serve as the gauge of the archer’s progress along the “way,” thereby showing the archer’s knowledge 
  of reality, or “truth” itself. 
       The Way of the Bow is a matter of precision and discipline: the relationship you have with your bow, the arrow, your 
  body, and your mind.  The Way of the Bow is standing meditation.  When you shoot, you can see the reflection of your 
  mind, as in a mirror.  The target is the mirror.  When you release, you also let go of your ego.  You can see your own 
  mind. 
         Hit Dice: d10 
  
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  29
  Requirements 
  To qualify as an initiate, a character must fulfill the following criteria. 
       Base Attack Bonus: +5 
       Skills: Knowledge (Religion) 2 ranks. 
       Proficiency: Longbow or shortbow or composite longbow or composite shortbow 
       Feats: Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow or shortbow or the composite version of 
  either), Weapon Specialization (longbow or shortbow or the composite version of either). 
  Class Skills 
  The Order of the Bow’s class skills (and the key ability for each skill) are Knowledge (Religion) (Int), Craft (bowmaking) 
  (Int), spot (Wis), Swim (Str), Ride (Dex).  See chapter 4 of the Player’s Handbook for skill descriptions. 
       Skill Points at Each Level: 2 + Int modifier. 
  Class Level 
  Base 
  Attack 
  Bonus 
  Fort Save Ref Save 
  Will 
  Save 
  Special 
  1
  st 
  +1 
  +0 
  +2 
  +2 
  Ranged sneak attack +1d6 
  2
  nd 
  +2 
  +0 
  +3 
  +3 
  Close combat shot 
  3
  rd 
  +3 
  +1 
  +3 
  +3 
  Ranged sneak attack +2d6 
  4
  th 
  +4 
  +1 
  +4 
  +4 
  Superior Weapon Focus 
  5
  th 
  +5 
  +1 
  +4 
  +4 
  Ranged sneak attack +3d6 
  6
  th 
  +6 
  +2 
  +5 
  +5 
  Free attack, Zen Archery 
  7
  th 
  +7 
  +2 
  +5 
  +5 
  Superior Weapon Specialization 
  8
  th 
  +8 
  +2 
  +6 
  +6 
  Ranged sneak attack +4d6 
  9
  th 
  +9 
  +3 
  +6 
  +6 
  Bank Shot 
  10
  th 
  +10 
  +3 
  +7 
  +7 
  Ranged sneak attack +5d6 
   
  Class Features 
  The following are class features of the Order of the Bow Initiate prestige class. 
       Weapon and Armor Proficiency: Order of the Bow Initiate gain no weapon proficiencies.  
       Ranged Sneak Attack: Any time the initiate’s target would be denied his Dexterity bonus to AC (regardless of 
  whether he has a Dexterity bonus, the initiate’s ranged sneak attack deals extra damage.  The extra damage is +1d6 at 1
  st 
  level, and +1d6 every two levels after that.  Ranged attacks only count as sneak attacks if the target is within 30 feet.  The 
  initiate cannot strike with such deadly accuracy beyond that range.  In every other way, treat this ability as a rogue’s 
  sneak attack.  If the character has the sneak attack ability as a rogue, the bonuses stack. 
       Close Combat Shot: At 2
  nd level, the initiate can attack with a ranged weapon in a threatened area and not provoke an 
  attack of opportunity. 
       Superior Weapon Focus: Stacking with any existing Weapon Focus bonus, this adds an additional +1 to all attack rolls 
  with the initiate’s bow. 
       Free Attack: Once per round, whenever an ally within line of sight gains an attack of opportunity upon a foe, the 
  initiate can make one ranged attack against the same foe, at his highest attack bonus as a free action. 
  
  Crimson Skies 
  30
       Zen Archery: You gain this feat for free.  If the character already has this feat, then the Wisdom modifier stacks with 
  the Dexterity modifier for ranged attacks. 
       Superior Weapon Specialization: This stacks with any existing weapon specialization bonus, and adds an additional 
  +2 to all damage rolls made with a longbow or shortbow. 
       Banked Shot: This extraordinary ability allows the initiate to fire an arrow at a target within 20 feet of a wall (but not 
  adjacent to the wall) and treat the target as if flat-footed for purposes of AC and damage inflicted.  This is a full-round 
  action, since it is extremely difficult. 
   
  FEATS: 
  Energy Substitution [Metamagic]:  You can modify a spell that uses one type of energy to use another type of energy. 
       Prerequisite: Any other metamagic feat, 5 ranks in Knowledge (arcane). 
       Benefit: Choose one type of energy: acid, cold electrical, fire or sonic.  You can modify a spell with an energy 
  designator to use the chosen type of energy instead.  A substituted spell works normally in all respects except the type 
  of damage dealt. 
       A substituted spell uses a spell slot of the spell’s normal level, modified by any other metamagic feats. 
       Special: You can gain this feat multiple times, each time it applies to a different type of energy. 
   
  WEAPONS: 
  Duom: The duom is a longspear with a standard spearhead as well as two blades curved so that they point backward 
  along the shaft.  The weapon has reach, allowing you to strike opponents 10 feet away with it.  Those proficient with the 
  spear can also attack adjacent foes with the reversed heads using a practiced “reverse thrust.”  Apply a -2 penalty on the 
  attack roll for if you use the duom to attack a second, adjacent opponent in the same round you attacked the first 
  opponent. 
  Corrosive Weapon Special Ability: Upon command, a corrosive weapon becomes slick with a think layer of acidic fluid. 
   The acid does not harm the hands that hold the weapon.  Corrosive weapons deal +1d6 points of bonus acid damage on 
  a successful hit.  Bows, crossbows, and slings with this ability bestow the acid energy upon their ammunition. 
   
  CL 10
  th; Prerequisites: Craft Magic Arms and Armor, acid fog, Melf’s acid arrow, or storm of vengeance; Market 
  Price: +1 bonus. 
   
   
  
  Crimson Skies 
  31
  Player Handout #1 
   
  The fool has asked and received help from an outside group.  I 
  have scent-marked a piece of cloth to draw your pets’ attention.  
  Take care of them quickly for tomorrow night I will have 
  everything in place to take care of Holliman and our prize. 
     
   
   
   
   
   
   
   
   
  TB 
   
   
   
   
   
   
   
  Player Handout #2 
   
  I have acquired and filled nearly a dozen containers.  As a bonus I 
  will be returning with some special seasoning.  I have purchased 
  passage on a boat and I should be in Bogspur in four days.  Look 
  for me there and be prepared to leave once I have arrived. 
   
     
   
   
   
   
   
    
   
   
  TB 
   
  
  Crimson Skies 
  32
  DM Aid: Map #1 
   
   
  
  Crimson Skies 
  33
  DM Aid: Map #2 
   
   
  
  Crimson Skies 
  34
  DM Aid: Map #3 
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Yeomanry/593/Normal Scenarios/YEO3-04 - Crimson Skies (APL 6-12)/YEO3-04 - Crimson Skies.pdf