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.  
   
  NYR5-05 
   
   
   
   
  Shadows of 
  Insurrection 
   
  A One-Round D&D LIVING GREYHAWK® 
  Nyrond Regional Adventure 
  Version 1.1 
  by Brandon Gillespie 
  Statblock Contributors: Matt Koelbl, Theron Martin, Everett Johnson 
   
   
  Renowned Royal General Osmeran of the Second Legion may be in greater danger than he knows with his visit to Duke 
  Finelann Boomgren, known sympathizer with the Imperium. Control of the fertile Womtham Province hangs in 
  jeopardy. For characters of 1st to 14th level (APLs 2-12).
  
  Shadows of Insurrection 
   
  Page 1 
  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. 
   
  Keep in mind that you must have at least four 
  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. 
  Playing the Game 
   
  Instruct the players either to prepare their characters 
  to participate in the adventure before the session begins, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction. 
   
  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. 
  Tracking 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM fill out the RPGA Tracking Sheet.  The DM should 
  complete the top of the form and list his name and RPGA 
  number.  The players should each list their name and 
  RPGA number.  After the form is filled out it should be 
  given to the Event Coordinator. 
  Living Greyhawk 
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, and then have any 
  players without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above 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.  
  Nevertheless, if a character has the Mounted 
  
  Shadows of Insurrection 
   
  Page 2 
  # 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 
  C
  R
   
  o
  f
   
  A
  n
  i
  m
  a
  l 
  7 
  7 
  9 
  10 
  11 
   
  Combat feat, he may bring a single warhorse, light or 
  heavy, with him in the adventure and it will not 
  count toward the APL calculation. 
  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 and gold a 
  PC may gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character will receive only one-half of the 
  experience points for the adventure.  Further, if the PC is 
  three character levels or more lower than the APL at 
  which this adventure is being played, that PC will receive 
  one-half gold for the adventure as well.  This simulates 
  the fact that either the PC was not challenged as much as 
  normal or relied on help by higher-level characters to 
  reach the objectives. 
   
  Further, a PC who is four or more levels higher than 
  the highest APL supported by the adventure may not 
  play the scenario unless the highest APL supported by 
  the adventure is APL 12. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Four or five 1st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If a group is APL 1 
  there are three things that the group can do to help even 
  the score. 
  5. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  6. 
  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 
  Nyrond.  Characters native to 
  Nyrond 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. 
  Adventure 
  Background 
  This scenario revolves around 
  Royal General Osmeran who has 
  long served the armies of Nyrond, making a name for 
  himself during the conflict when the North Kingdom of 
  Aerdy invaded Nyrond through the flinty hills. He is the 
  commander of Nyrond's Second Legion, sometimes 
  called the Northern Army.  The Second Legion is 
  responsible for watching the northeastern border of 
  Nyrond, from the Harp River through the flinty Hills 
  and along some of the Celadon Forest. 
   
  General Osmeran has long been at odds with Duke 
  Finelan Boomgren of house Bastrayne, who is ruler of the 
  fertile and wealthy Womtham province, headquarters of 
  the Second Legion. Womtham is the third largest 
  province in Nyrond, home to approximately 390,000 
  people.  Full information on the province of Womtham 
  can be found on the Nyrond Website: 
   
  http://www.nyrond.org/turbine/page/gazetteer/wo
  mtham/ 
   
  Because of their mutual dislike of each other, various 
  complaints from the Duke have filtered their way back to 
  Rel Mord, only to be ignored.  This dislike also caused 
  General Osmeran to move the Legion's headquarters to 
  an old Flan fortress in 592CY outside the town of 
  Deghulan (see appendix). 
   
  With the rise of the Imperium, Sewarndt has 
  befriended Duke Boomgren, creating a powerful alliance 
  for both parties.  Hoping matters at the capitol would 
  resolve themselves; General Osmeran shuffled the 
  Legion along the borders, claiming rising problems and 
  communication difficulties.  Unbeknownst to the 
  General, his delaying tactics have come to an end, as 
  Emperor Sewarndt has agreed to replace the General.  
  The Duke was only too happy to summon Osmeran to 
  Womtham City under the pretense of bureaucratic 
  paperwork and a summit meeting between the two. 
  
  Shadows of Insurrection 
   
  Page 3 
   
  Osmeran, always suspect of the Duke, was careful in 
  attending the meeting, but anticipated subtle foul play 
  and did not expect to simply be arrested and tried for 
  treason. 
  Adventure Summary 
  Scene−1: Hook and Setup 
  Two hooks are available, depending upon the disposition 
  of the PCs.  Those PCs which have established prior 
  contacts with Nyrond's loyal parties may be requested 
  through “channels” to intercept the General and warn 
  him of the threat from Duke Boomgren.  All other PCs 
  can start with the second hook “a man in need”. 
   
  In this encounter, the PCs learn the General has 
  been captured and is on his way in a heavily armored 
  convoy to Rel Mord, for sentencing as a traitor to the 
  Imperium.  The PCs are able to catch up with the convoy 
  on its way to Rel Mord from Womtham. 
  Scene−2: Commandant Lestarndt 
  Arriving at the encampment, the PCs get the opportunity 
  to see Commandant Lestarndt abuse the General.  They 
  also realize the convoy is armed to the teeth, and the odds 
  are insurmountable. 
  Scene−3: Deus ex Machina 
  While they consider the situation, events proceed 
  without them.  Emperor Sewarndt has sent another 
  squad of troops to intercept the Duke's convoy and take 
  control of the General.  This squad is in possession of a 
  Colossal Scorpion, survivor of a large battle at Barren 
  Keep (it escaped from the ‘Battle of the Prophecy’ 
  interactive at Gilacon 2005).  The Duke's men are 
  commanded by his cousin; a mere lieutenant but calling 
  himself “Commandant” Lestarndt.  Because of his ego, 
  Commandant Lestarndt is not willing to relinquish the 
  convoy to Sewarndt's men, and the situation escalates to a 
  scuffle causing the Scorpion to become irritated. 
   
  All of the troops focus on calming and defending 
  against the enraged beast, and the PCs should take the 
  opportunity and step in to rescue the General before 
  anybody notices.  If they do not rescue the General, the 
  Scorpion is calmed and the convoy moves on to the 
  capital city, the scenario is over. 
  Scene−4: On the Run 
  Getting the General away seemed to have worked well, 
  but now there is a pursuit.  Osmeran recommends 
  heading across country to where he has a manor and loyal 
  people who can help in his defense. 
   
  During the flight are a few nights of Role Play where 
  Osmeran 
  explores 
  the 
  PC 
  personalities 
  and 
  trustworthiness.  
   
  PCs making an effort to conceal their passage reduce 
  the difficulty of the next combat encounter, because the 
  troops following them are not be able to accurately judge 
  the number of people with the General. 
  Scene−5: Home Sweet Home 
  Arriving at Osmeran's manor the group discovers it has 
  been sacked sometime before they arrived.  All that 
  remains are the smoldering embers and the bodies of his 
  family and loyal retainers, hung for treason. 
   
  Osmeran is distraught, and spends the evening 
  burying their remains.  The next day the Duke's squad 
  arrives and attacks. 
  Scene−6: The Plan 
  The General explains his plan to retake command of the 
  Second Legion and overthrow the Duke. 
  Scene−7: Retribution 
  By the time the group arrives at the Second Legion 
  Headquarters, Commandant Lestarndt has taken full 
  command.  But if the PCs are careful and covert, they can 
  get into the Fortress without raising an alarm.  
  Preparation for Play 
  1. 
  Before the game begins, provide Player Handout 
  #1: Character Information, and ask the PCs to fill 
  out honestly and completely, explaining that 
  anything disclosed will remain secret.     
  2. 
  This scenario requires judge involvement to 
  adjudicate and balance scenes to provide the 
  best yet challenging situation for the characters.  
  Boxed text and tactics are provided as an initial 
  foundation, and should be used in supplement 
  to regular judge abilities. 
  3. 
  This scenario includes a decent amount of Role 
  Play between the General and the PCs.  It is 
  important to review and understand the 
  General's character prior to running this 
  scenario (he is found in the Appendix). 
  Scene−1: Hook and Setup 
  Purpose: setup motivation for PCs to rescue General. 
  Setting: Womtham Province, roadside 
   
  Two hooks are available, depending upon the 
  disposition of the PCs.  Those PCs that are “loyal” may be 
  requested through “channels” to intercept the General 
  and warn him of the threat from Duke Boomgren.  All 
  other PCs can start with the second hook “a man in 
  need”. 
   
  Both hooks use the NPC Binibik Goldeneye, a 
  gnome scout from NYR4-06: Heironeous Conclusions (his 
  
  Shadows of Insurrection 
   
  Page 4 
  full name: Binibik Soiltreader Leafchewer Gnolltickler 
  Streamforder 
  Birdspotter 
  Bellywasher 
  Wagonrider 
  Goldeneye Crinik).  Binibik assisted the General and PCs 
  as a scout, in NYR4-06.  He is a very pale and unusual 
  gnome of average build with icy blond hair and amber 
  eyes, wearing a chain shirt, sword, bow and dressed in 
  earth tones (although most of this is concealed under his 
  travel cloak). 
   
  Binibik is quiet and introverted for a gnome, and he 
  chooses his words carefully when he does speak.  
  Hook−A: Loyalists 
  Loyalist PCs are any who specify they are Loyal to King 
  Lynwerd (not Sewarndt) and who are in a Royal Meta-
  org, or who have other “ties” that are appropriate (met the 
  right people, have favors, etc). 
   
  For any PC considered Loyal, who would justifiably 
  be commissioned to intercept and warn the General, 
  provide them Player Handout #2: Loyalist Hook.  If at least 
  one PC meets these criteria and is willing to vouch for 
  the other PCs, they can all use this hook.  Otherwise the 
  party needs to start with Hook-B: A man in Need. 
   
  Explain that Royal Captain Blusedh is a known 
  dwarf commander within the Royal Organizations who is 
  often referred to as “the Blue Captain.”  While he does 
  not appreciate the moniker, he is also too proper to say 
  anything, and tolerates it in silence.  It is not a commonly 
  known name outside of the Royal organizations. 
   
  After the PCs have all considered the first Handout, 
  you need to explain some 'off-stage' actions.  Assuming 
  that the PCs followed up on the message, their actions of 
  the past week were roughly as follows: they hastened to 
  the highway as instructed and traveled along the road but 
  never encountered the General.   
   
  Heading back towards Womtham City, but before 
  arriving at the city gates, they encounter a lone gnome, 
  who politely approaches and intercepts the PCs: 
   
  Good sirs, do you come by recommendation of 
  the “Blue Captain”? 
  He expects a response, role-play proper innuendo for him 
  to recognize the people who were supposed to intercept 
  the Duke.  If he recognizes the PCs, this scene goes much 
  more easily. 
   
  I fear poor tidings face you.  Great Lord 
  Osmeran made haste to the City, hoping to avoid 
  any surprises by the Duke.  But alas, he has been 
  captured!  These last few days he was on trial for 
  sedition against the Duke and the Emperor.  Just 
  this morning they sent him on a great convoy south 
  to Rel Mord so the Dark Emperor can declare his 
  own sentence upon the General! 
   
  You must hurry south.  Yes, there must be 
  something you can do! 
  Binibik answers what questions he can, but he knows 
  little.  He traveled here with the General but split off into 
  the city after they arrived, to gather information. When 
  Osmeran was captured, he inquired with certain contacts 
  and learned of the PCs in the vicinity. He will not 
  accompany them, but wishes to instead go to his friends 
  and family in the Bone March (safety in numbers, now 
  that Nyrond appears to finally be collapsing). 
   
  The PCs presumably head down the road to find the 
  Convoy.  Adjust Scene-2: Commandant Lestarndt to suit the 
  situation.. 
  Hook−B: A Man in Need 
  The PCs have been traveling up the highway from Rel 
  Mord to Womtham City; the reason can be determined 
  but is not important to the story. 
   
  This hook will have to be run off the cuff.  
  Depending upon the makeup of the party, the PCs can 
  visit the Convoy first, or meet Binibik as a trader first.  If 
  the party seems sympathetic enough, it is best to just 
  have them encounter the Convoy first, and as they start 
  to leave, the Imperium soldiers and Scorpions arrive. 
  The Convoy: If the PCs try to talk to the Convoy 
  soldiers, they are tersely told to move on.  The soldiers 
  are abrupt, but not rude, and should indicate another area 
  to camp just around the bend.  During this exchange, PCs 
  witness Commandant Lestarndt abusing the General and 
  mocking him. 
  Binibik the Trader: At the camp spot “just around the 
  bend” is Binibik, posing as a merchant, who readily 
  invites the adventurers to his fire and hearty stew, and 
  tries to recruit them to help on behalf of this noble 
  General.  This could happen before the PCs encounter 
  the convoy. 
   
  IF the PCs happen to have played NYR4-06: 
  Heironeous Conclusions, they may recognize the gnome.  
  He will certainly recognize them, and depending upon 
  how they left things, he may break his disguise. 
  Scene−2: Commandant 
  Lestarnd 
   
  Purpose: Introduce Commandant Lestarnd 
  Setting: Ducal Convoy encampment 
  A few sections of boxed text are included.  These should 
  be used at the judge’s discretion and only as appropriate, 
  depending upon the Hooks used to establish this scene. 
   
  In either hook, before the PCs approach the 
  encampment you can establish the setting: 
   
  Your journey has ventured into a section of wild 
  and woody countryside.  A recent afternoon shower 
  has passed, and the fragrant smell of loamy earth, 
  tree sap and forest plants rises from the 
  surrounding area.  The sun has started to set, but 
  what would normally be a spectacle on the broad 
  plains of Nyrond is blocked by dark, heavy clouds 
  refusing to disperse. 
  
  Shadows of Insurrection 
   
  Page 5 
   
  Ahead, you can just make out a widening in the 
  road, likely one of the common traveler way points. 
  Give the PCs the opportunity to stealthily approach the 
  encampment, where they can then notice the heraldry 
  for both Womtham and the Imperium. 
   
  PCs who simply continue to approach as if nothing 
  were amiss: 
   
  But as you approach, you realize this may not be 
  a welcome place to rest. 
   
  And anybody surveying the encampment sees: 
   
  The clearing is packed with soldiers and 
  wagons.  You quickly make out the yellow, purple 
  and black heraldry of the sinister crest of 
  Womtham, and one banner posted in the center of 
  the encampment sports the sable crest of the 
  Imperium. 
   
  The large camp boils in the ordered bustle of a 
  military convoy setting up for the night.  But over 
  the clacking of poles and low murmur of discussion 
  you hear a meaty thwack and grunt, followed by a 
  simple yet cruel laughter. 
   
  Your eyes are drawn to a heavily armored wagon 
  at the center of the camp.  To its side is a peacock of a 
  man decked out in every conceivable military medal, 
  pomp and finery possible.  This peacock leader is 
  surrounded by a few brooding soldiers and stands 
  over another man who is curled in the mud on the 
  ground, his arms in manacles across his back. 
  PCs have the opportunity to recognize the General, 
  although he is rather bloodied and worse for wear. 
   
  The leader commands in an refined and highly 
  pitched voice, “Ohh, kick him again soldier!” 
   
  At his direction, the solder steps forward and 
  lands 
  another 
  solid 
  kick 
  to 
  the 
  prisoner's 
  midsection.  He gasps for a moment, then reclaims 
  his breath and spits some blood and bile onto the 
  ground. 
  It is possible some less than wise PCs may wish to jump 
  into the fray at this point, please refer to the subsection 
  entitled, Directly Attacking the Convoy. 
   
  PCs may approach the outer sentries of the convoy, 
  at which time Commandant Lestarndt stops his abuse 
  and moves to his own tent, while a guard tells the PCs to 
  move onto the next camp up the road.  Otherwise 
  Lestarndt continues for a few more minutes, exchanging 
  insults with the General until he bores with it.  When he 
  is done, the soldiers return Osmeran to the enclosed and 
  armored wagon and chain him to the floor.  The door to 
  the wagon is locked (and warded, at higher APLs, varying 
  with Arcane Lock and various Glyph's; the ward's are 
  meaningless after the wagon is smashed).  No horses are 
  attached to any wagon. 
   
  See DM Aid #1: Map of Encampment for full 
  information on the placement.  Throughout the camp are 
  small fires and tents for the soldiers, along with horses 
  and other gear. 
   
  Allow the PCs to consider the situation for a few 
  moments, but before they start to act on any rash plan (or 
  before the fully give-up), move onto Scene-3: Deus ex 
  Machina. 
  Directly Attacking the Convoy 
  The Convoy is large.  If the PCs ask how large, reply in 
  simple terms: 
   
  Very large. 
  The Commandant and Duke are fully expecting 
  “Lynwerd's pet Adventurers” to try and rescue the Duke, 
  and they have come prepared.  Anyone scanning the 
  encampment for watchers notices more than a few men 
  on guard who appear very skilled and ready to act. 
   
  Warn the players of the size of the encampment and 
  their preparedness, and even provide ONE wisdom 
  check DC APL+5 (yes, PCs become more cocky with age 
  and experience). 
   
  The encounter is an overwhelming encounter 
  because of the number of soldiers.  It is not to be played 
  out in any circumstance. If the PCs wade into combat, 
  they are swarmed with opponents (fighters, wizards, 
  clerics, etc) equal to their level or better, and they are 
  overcome. 
   
  Take any PCs aside who do attack in this manner and 
  collect their characters.  Unless the bodies are recovered 
  later in the adventure, their remains are sent back to 
  Sewardnt who may have future uses for them. 
   
  Send the Characters and ARs to the Triad. 
  Scene−3: Deus ex Scorpio 
  Purpose: Rescue General Osmeran from captivity 
  Setting: Ducal Convoy encampment 
   
  The Characters are faced with a seemingly 
  insurmountable dilemma.  While they debate what to do, 
  allow a listen check.  The highest roll is the first to hear 
  the following. 
  A fast deep treading roll of something very heavy 
  and very large approaching from the south, either 
  quickly or with many feet.   
  The drama can be heightened by providing a spot check 
  to those with lower listen check results; giving them the 
  opportunity to notice the rain-puddles ripple. 
  Judges Note: The PCs should be relatively close to the 
  camp when this encounter occurs.  If they are somehow 
  viewing from a distance, explain that they must move 
  closer for a better view or otherwise encourage them so 
  they are positioned and able to react to the developing 
  situation.  Allow them to feel comfortable that their 
  vantage point is fairly safe from detection, even if they 
  are close. 
  
  Shadows of Insurrection 
   
  Page 6 
  The Scorpion Arrives 
  A Colossal scorpion in control of Sewarndt's men is 
  causing the noise and disturbance.  They are arriving to 
  take possession of the general. 
   
  Over the treetops, the setting sun reflects 
  golden highlights off a massive ocher carapace in 
  the shape of a pointed teardrop coming to a spike 
  the size of a large lance.  The teardrop is held aloft 
  on a series of additional segmented carapaces 
  forming a tentacle of sorts. 
   
  Turning a bend in the road just ahead of the 
  bobbing stinger is a squad of Imperium troopers, 
  followed by a colossal scorpion. 
  This scorpion was brought from the Bright Desert by the 
  Witches of the Bright, for an assault on Barren Keep 
  (interactive at Gilacon).  The scorpion survived the 
  assault and Sewarndt has allowed his troops to keep it for 
  the time being. 
   
  The PCs can continue to observe the situation from a 
  distance (even just down the road and nobody gives them 
  any bother). Listen check DC 15 to hear what is being 
  spoken. 
   
  The Imperium troopers arrive and press their way 
  into the encampment, demanding the wagons are moved 
  to make way for their scorpion, eventually ending with 
  the scorpion in position as it is drawn on the 
  Encampment map. 
   
  Commandant Lestarndt is beside himself with 
  indignation, which turns to rage when the imperial 
  troopers demand he turn over command of the convoy to 
  them.  The Commandant asks if they know who he is (he 
  has named himself commandant of the Northern Army 
  by this point).  They don't care, and instead hold out a 
  writ with the imperial seal.  Commandant Lestarndt tries 
  to snatch the document, but the Imperium commander 
  keeps his grip and smiles.  A small tug-of-war ensues.  
  The Commandant gets even more upset and grabs the 
  document, pushing the commander at the same time.  
  This escalates the situation to create a minor scuffle, at 
  which point control of the scorpion is lost, roll initiative. 
   
  The scorpion has apparently had enough of this 
  wet weather and tight conditions.  The minor scuffle 
  was enough for the Imperials to loose control, and 
  the scorpion spins in a circle, toppling men, tents 
  and wagons, then its stinger lashes forward and 
  impales a soldier. 
   
  As the camp descends into chaos, you notice the 
  armored wagon was thrown out of the center of the 
  camp and tumbled to the edge.  It also appears to 
  have broken open in the flight, and you can just 
  make out an arm under the debris... 
  Encounter 1: Sneak Away (APL+1) 
  PCs are easily able to determine that the entire camp is 
  focused on the Scorpion, providing them the opportunity 
  to sneak the General away. 
  Osmeran's Condition: He is dazed for two rounds from 
  the wagon's flight.  Afterward, he begins struggling 
  against the manacles binding his hands and feet.  He is 
  not pinned in any way, the PCs just need to break the 
  manacles (DC 28) or pick the locks (DC 35).  The 
  manacles have a hardness of 10 and 10 hit points (should 
  the PCs need to resort to weapons to cut through the 
  bindings).  Although the cart is smashed, it is not broken 
  enough that they can simply disconnect the manacles 
  from the ruined wagon.  If the PCs have difficulty in 
  freeing the General (a possibility at lower APLs), 
  Osmeran will manage to break the manacles free from 
  the wagon on the fifth round after he recovers (seven 
  rounds total). 
   
  General Osmeran is happy to accept any help he may 
  get, and at first flees with the PCs in whichever direction 
  they choose. 
   
  He is Exhausted and hurt, but at lower APLs it is 
  mostly non-lethal damage (102 HPs of damage total, of 
  which 30 is lethal at APL2, APL4 is 40, APL6 is 50, APL8 
  is 60, APL10 is 70 and APL12 is 80).  He is quite beat up, 
  but is running on adrenaline, and is a seasoned warrior.  
  If nobody can heal him, he recovers at a regular rate, and 
  the next day will use his own abilities to heal himself 
  (each day until he is healed to full). 
  Getting to Osmeran: For every round after the PCs 
  enter the camp, the soldiers of the encampment get a 
  spot check (average spot skill is equal to APL).  The PCs 
  get a +15 circumstance bonus to their Hide checks, 
  because of the distraction caused by the Scorpion.  This 
  bonus reduces by 2 for every round they are near the 
  camp (i.e. the longer they are there, the more likely it is 
  they are noticed).  It can become a negative modifier if 
  they linger too long.  If they do not attempt to hide or 
  otherwise draw attention to themselves (singing a bard 
  song), they are noticed. 
  Development: The camp “at large” continues to fight 
  and defend against the scorpion for 12 rounds.  
  Periodically include descriptions of various spells being 
  cast or soldiers dodging from the stinger. 
   
  If or when the PCs are noticed, a group of soldiers 
  gladly breaks away to fight the PCs instead of the 
  scorpion. 
   
  If the PCs are out of sight within 12 rounds, general 
  pursuit is slow and the encounter is over.  Staying behind 
  to loot the bodies will cause them to be caught (they can 
  make an Int check, and the General is anxious to get 
  going, and will be disparaging to anybody trying to loot a 
  body).  If they fail to recover the General the scenario is 
  over. 
  APL 2 (EL3) 
  � Soldiers (3): Male Human Ftr1. 
  APL 4 (EL5) 
  � Soldiers (3): Male Human Ftr2. 
  
  Shadows of Insurrection 
   
  Page 7 
  APL 6 (EL7) 
  � Soldiers (3): Male Human Ftr4. 
  APL 8 (EL9) 
  � Soldiers (3): Male Human Ftr6. 
  APL 10 (EL11) 
  Soldiers (3): Male Human Ftr8. 
  APL 12 (EL 13) 
  Soldiers (3): Male Human Ftr10. 
  Scene−4: On the Run 
  Purpose: Avoid capture; get to Osmeran's Manor 
  Setting: Womtham Province Countryside 
  General Osmeran suggests the PCs go to the east where 
  his manor lies.  Anybody unwilling to go with him is 
  welcome to part ways (and quit the scenario). 
   
  This section is when Osmeran spends some time to 
  get to know the PCs, and the PCs can get to know 
  Osmeran (see the sub-section: Role-Play below). 
   
  Getting away from the convoy was the easy part.  The 
  PCs have the chance to return to their camp and quickly 
  pack and leave, although it doesn't hurt to periodically 
  remind them of the noises from the convoy (combat, 
  yelling, etc). 
  You leave the chaos behind, and fortunately all 
  those remaining seem to be focused on the scorpion, 
  but your pace is still quickened. 
   
  Stopping for a moment to catch your breath and 
  listen for pursuit, the General shouts with a coltish 
  grin, “Wasn't that the bruiser of a bug!” 
   
  After a quick chuckle he looks at the lot of you 
  while fingering the torn and bloody rags which are 
  all that remain of his Legionnaire uniform.  He runs 
  his hand through his hair and asks, “So does 
  anybody have a solid Longsword they could lend 
  me?  And perhaps some armor while we are at it...” 
  He accepts anything anybody can give him, although not 
  off people's backs unless they strongly insist. He will not 
  use heavy armor, only light armor (he is a Ranger). 
   
  Once in flight, it is important if anybody makes an 
  effort to hide their trail (only on the first day).  This 
  impacts the tactics in the next Combat encounter.  
  Anybody doing so should make a counter-tracking check 
  DC APL+10 (allowed for PCs without the Tracking feat, 
  at a -5 to the Survival check). 
   
  Sometime on the first day, Cadence (Osmeran's 
  Animal Companion) arrives.  This can be a feature of 
  Role-Play, or just an event that occurs.  Cadence was 
  released by Binibik and has been tailing the convoy since 
  it left the city. 
   
  There are roughly three days of travel, as the terrain 
  is mixed, sometimes with trails and sometimes cross-
  country.  It varies with low hills and broad plains holding 
  farms and homesteads.  Small towns appear from time to 
  time, but the General travels around them. 
  Role-Play 
  Throughout this scene General Osmeran makes 
  calculated statements and gauges the reaction of the PCs.  
  It is important to review General Osmeran's personality, 
  as explained in the Preparation for Play section.  This 
  encounter is designed for role-play, and the General uses 
  the information he learns to decide if he can trust the 
  PCs. 
   
  Keep a tally of responses to questions for each PC.  
  Use the d20 rolls and information provided on the 
  character information handout sheet, so the PCs are not 
  aware of how well they are doing (select the d20 rolls 
  randomly, not in order). 
  His tone quickly changes to become serious, “I 
  thank you for your assistance.  Only those noble of 
  heart and for the good of Nyrond would have 
  stepped forward to help in this manner.  I trust you 
  are each interested in removing Sewarndt from his 
  usurped throne?” 
  This is the first question.  As expected, everybody should 
  respond with an affirmative.  Osmeran makes a Sense 
  Motive check for the responses.  He then continues: 
  “I can only presume since you have come this far 
  that you may be willing to stay with me further.  I 
  recommend we head east for a few days, I have a 
  manor where we can find help and supplies.” 
  The rest of the Role-Play can continue ad-hoc over the 
  next three days. 
   
  At a resting point or around a campfire, General 
  Osmeran asks about each PC's background, and is 
  interested in hearing who they are and why they are here 
  (players should also enjoy giving a little history of their 
  characters).  Osmeran will not press, however, if a 
  Character is unwilling to explain their background (but 
  this also may go against them becoming a friend of 
  Osmeran).  This is also a good time to describe Osmeran, 
  summarizing some of the bullet points (See Appendix) 
  and highlights of his character (things they would just 
  pickup on or learn during the journey). 
  The Questions 
  These questions are important in establishing PC 
  personalities and in giving insight into Osmeran's 
  character before the next scene.  It is not important to ask 
  only these questions, if the Players are willing just wing it 
  for a few nights and have fun with the role play, then use 
  the questions simply as guidelines.  They are not 
  necessarily meant to be read verbatim, but just as a 
  general statement or inquiry.  Osmeran will make sense 
  motives as needed, and may ask the question to a single 
  player or the entire group, as is appropriate.  Feel free to 
  create or add more questions as you feel the situation 
  merits. 
  
  Shadows of Insurrection 
   
  Page 8 
  Family Land 
  “My family has long had land in these hills. Granted 
  by King Portillian himself when Nyrond broke apart 
  from the Great Kingdom, and we've been loyal to the 
  King of Nyrond ever since.” 
  Does the PC react positively, perhaps with a loyal 
  comment about Kings? 
  Imperialism 
  “There are some who feel Nyrond won the Greyhawk 
  wars.  Simply look at all we gained after they ended, 
  they say, while suggesting we should increase our 
  military presence and expand, reclaiming lands 
  once claimed by the old Nyrdy Kings.” 
   
  “But they do not count what we lost.  My own 
  son was in the Army, until his squad was ambushed 
  by Northern Aerdy forces in their thrust deep into 
  Womtham.” 
   
  “Many families were torn during those horrible 
  wars, and thousands of good men lost their lives 
  defending Nyrond and her rightful King.” 
  This statement refers to the expansionist and imperialist 
  policies of Sewarndt, something Osmeran is opposed to. 
  Osmeran is content to maintain the borders of Nyrond. 
  He is fishing for the PC's opinion on imperialistic 
  expansionism. 
  Sotillon's Day 
  “Hopefully the weather will stay well; Sotillon's day 
  is not far away.  I'm rather looking forward to 
  visiting with my family again.  I usually try to make 
  it back home for this holiday, now I can see the 
  family.” 
   
  {chuckles} 
   
  “I have a grandson, Tamaar, who is into trouble 
  constantly.  In her last message, my wife Caegani 
  told of how little Tamaar emptied his room out the 
  upper window, item by item, because he liked to 
  watch them fall!” 
   
  “He apparently wrestled most everything he 
  could lift out the window, before anybody noticed!  
  Had the staff up in arms because it made a rightful 
  mess in the garden out back, toys, blankets and 
  clothing strewn everywhere.” 
  Osmeran is fishing the PC's personality, trying to 
  determine if they are Family friendly or not.  Record his 
  determination from the response of the PC or PC's. 
   
  Note: Sotillon's day is the 25th of Reaping, and is a 
  time for casual pleasures.  Some families use it as a mid-
  summer gathering time.  Osmeran's family has long 
  hosted a celebration on the Manor property for all of his 
  family and even workers (whom are given the day off). 
  Scene−5: Home Sweet Home 
  Purpose: Discover burned Manor 
  Setting: Osmeran's family Estate 
   
  The travel today has been rather quiet.  This 
  morning General Osmeran jovially announced that 
  you should reach his place by high-noon.  But since 
  then all noticed a faint waft of char drifting through 
  the air, and as the road progressed a low hanging 
  cloud of smoke lurked on the horizon.  While the 
  General did not speak of it aloud, it was easy to see 
  the malign foreboding building within him. 
   
  Approaching another rise in the slowly rolling 
  road the General urges his horse forward, and stops 
  at the crest, his face chiseled in unemotional stone. 
   
  The road cuts through broad cultivated fields 
  empty of any workers.  Crops gently shudder in an 
  unseen breeze.  Further down the road is what 
  remains of his manor, now a blackened and 
  scorched ruin.  A few faint ribbons of smoke still 
  rise from the wreckage. 
   
   While surveying the situation in silence, your 
  eye is drawn through the trees to the gateway in the 
  low stone fence around the manor. Hanging from 
  ropes in its arch are several bodies, both adult and 
  child. 
  This is a turning point for the General.  He is no longer 
  jovial or care free.  His personality from this point 
  forward is terse and hardened. 
   
  A quick scan of the area finds no living people (even 
  the workers have fled to nearby homesteads).  There are 
  quite a few dead throughout the grounds, left where they 
  fell in defense of the manor.  Only the family was hung 
  in the gate.  A map of the manor and grounds is provided 
  as DM Aid #2 – Osmeran's Manor. 
   
  Osmeran, without speaking, carefully removes the 
  bodies from where they are hung and buries them in the 
  back, at a family graveyard.  He accepts any respectful 
  help with a nod. 
   
  There are four adults (two women, two men) and 
  two children (one female teenager, and a younger boy).  
  The women are his wife Caegani (55 years old), and his 
  daughter Nymani (32 years old).  One of the men is his 
  uncle Roachn [row-kan], Osmeran's only remaining 
  ancestor and who was in charge of the estate in his 
  absence, and his daughter's husband Tagerund (35 years 
  old).  The children were his grandchildren.  If he is 
  eventually brought into discussion, he mentions that one 
  of his grandchildren (Tamaar, a boy) is missing, and he 
  spends the night searching the ruins for his remains (not 
  to be found). 
   
  Speak with dead on any of the adults provides 
  information regarding the attack, but the general will 
  only tolerate it being cast on Roachn or Tagerund. 
   
  Summary of events: A company of soldiers arrived and 
  demanded to see the lady of the house.  Since she was 
  aware of increased tensions, they refused.  The soldiers 
  stormed the house, killing the defending retainers and 
  
  Shadows of Insurrection 
   
  Page 9 
  servants (they would have done this even if she had 
  presented herself).  The rest of the details are 
  inconsequential. 
   
  General Osmeran is happy to allow anybody to cast 
  Raise Dead (but not Reincarnate), but of those hung the 
  only ones that choose to return are Nymani and Tagerund 
  and the kids.  If this occurs, please be sure to report it on 
  the Nyrond Website (http://www.nyrond.org). 
   
  The manor is completely destroyed.  It's outer stone 
  walls are intact, but the upper story has collapsed onto 
  the lower.  The manor barn is burnt to the ground, but 
  the one outside the grounds is intact.  The guest house in 
  the back appears to be burned, but closer inspection 
  reveals the fire did not take, and the upper floor is 
  partially damaged and has half of the roof burned off, it 
  can be used for a safe place to stay the night. 
   
  After his families remains are taken care of, the 
  General spends the entire night sifting through the ruins 
  of his house (looking for “little Tamaar”), unless 
  somebody convinces him otherwise (decent role-play will 
  persuade him to rest for the night).  Otherwise, he tires 
  around 5 am and joins the camp, rising in the morning 
  with everybody else.  In either case, he retrieves a +1 
  Longsword, a +1 Shortword and +2 Chainmail from a 
  hidden lockbox in the guesthouse. 
   
  There are no occurrences throughout the night. 
  Encounter 2: Surprise Visit (APL+2) 
  Until the next morning Osmeran is very terse and to the 
  point.  Allow the PCs to discuss what to do.  He 
  continues to be laconic and excuses himself to visit the 
  privy or to resume sifting the ruins (by now nobody 
  should expect anything different). 
   
  Do not start this combat until Osmeran is away from 
  the PCs, he is not factored into the EL. 
   
  If the PCs made an effort to hide their tracks, there 
  are two less Soldiers in the combat.  Otherwise use the 
  full number of soldiers (Unless, at APL2, the table is 
  really a solid APL1, at which point still use two less 
  soldiers).  Furthermore, if the PCs made the effort to hide 
  tracks, the squad is not pre-buffed.  Otherwise, Pielesna 
  has buffed the soldiers and Sngayvuse. 
   
  In either case, the squad has already split in half, 
  with one half attacking General Osmeran (they noticed 
  him leave) and the other half attacking the PCs.  The 
  encounter describes only the half attacking the PCs.  As 
  the PC combat completes, the General's does as well.  He 
  has dispatched two eleventh level fighters, and is reduced 
  to 15 hit points. 
  APL2 Note: If the table is a solid APL1, remove two of 
  the Soldiers from the combat. 
  APL 2 (EL4) 
  � Pielesna: Female Gnome Cleric2 
  � Sngayvuse: Male Halforc Ranger1 
  � Soldiers (1 or 3): Male Human Warrior1 
  APL 4 (EL6) 
  � Pielesna: Female Gnome Cleric3 
  � Sngayvuse: Male Halforc Ranger2 
  � Soldiers (2 or 4): Male Human Warrior2 
  APL 6 (EL8) 
  � Pielesna: Female Gnome Cleric5 
  � Sngayvuse: Male Halforc Ranger4 
  � Soldiers (2 or 4): Male Human Warrior3 
  APL 8 (EL10) 
  � Pielesna: Female Gnome Cleric7 
  � Sngayvuse: Male Halforc Ranger6 
  � Soldiers (2 or 4): Male Human Warrior5 
  APL 10 (EL12) 
  Pielesna: Female Gnome Cleric9 
  Sngayvuse: Male Halforc Ranger8 
  Soldiers (2 or 4): Male Human Warrior7 
  APL 12 (EL 14) 
  Pielesna: Female Gnome Cleric11 
  Sngayvuse: Male Halforc Ranger10 
  Soldiers (2 or 4): Male Human Warrior9 
   
  Tactics: Pielesna begins with a spell to slow the PC’s 
  movement, (such as Soften Earth and Stone, Spike 
  Stones, Wall of Stone, or Blade Barrier.) If she has 
  quickened spells available, she also uses a quickened spell 
  to improve her defenses.  
   
  Sngvayuse begins by firing on enemies from afar, 
  targeting humans first, especially ones that look easy to 
  hurt. If no humans are present he shoots elves, then 
  dwarves. If capable, he casts Swift Haste to gain some 
  bonuses for the round.  
   
  The soldiers form a scattered line of defense ahead of 
  the other two, and try to block the enemy’s approach. 
  Scene−6: The Plan 
  Purpose: Explain the next step 
  Setting: Womtham 
  Bloodied from combat, Osmeran pulls a stray lock of 
  silvered hair from his face and explains, “I have 
  decided.  If you are with me, we will retake the 
  Second Legion.  I can only presume Duke Boomgren 
  has already claimed command.  I do not know what 
  has happened to my officers, but it is time for the 
  Duke to be reminded that the true Ruler of Nyrond 
  is King Lynwerd.  Once I retake the Legion 
  Headquarters in Deghulan, we can march on 
  Womtham City, before he can consolidate his 
  power.” 
   
  “Are you with me?” 
  
  Shadows of Insurrection 
   
  Page 10 
  The General does not speak of his family again, and if 
  pressed simply states, “I must protect all that I have left, 
  the Kingdom of Nyrond will be strong again.” 
   
  From this point through the end of the scenario he 
  is laconic and replies in terse monosyllable phrases.  He 
  fears what has happened to his command structure, 
  people he has campaigned with for years and come to 
  know and love as much as his own family.  This fear and 
  retributive anger is reducing his capacity for tactical 
  thoughts, but not his intelligence (he is not a babbling 
  idiot). 
   
  Commandant Lestarndt concocted a story to the 
  Duke about a large company of Lynwerd's loyal 
  adventurers that managed to wrestle control of the 
  Scorpion from its Imperium beast master, only to use it 
  to facilitate the escape of the General.  Infact, he reported, 
  it was the turncoat General who urged the attacks on, 
  killing many of the loyal troopers who served under him 
  when he was in command. It was only through the 
  valiant efforts of those few troops remaining whereby the 
  Scorpion was brought down.  And since the troops 
  remaining are those only most loyal to the Commandant 
  (anybody who wasn't is no longer among the living), the 
  story has stuck. 
   
  The Commandant was then sent to the Second 
  Legion Headquarters at Deghulan where he has been 
  wrapping up affairs for the last few days and is preparing 
  to relocate the Legion to Womtham City. 
  Scene−7: Retribution 
  Purpose: Retake command of the Legion 
  Setting: Second Legion HQ at Deghulan 
  Refer to DM Aid #3 - Deghulan, for background 
  information on the Town of Deghulan and the Fortress 
  for the Nyrond Second Legion's Headquarters. 
   
  PCs can spend time in Deghulan before targeting the 
  fortress (the Horses Mouth is a good place to learn 
  things).  Simple Gather Information will reveal that the 
  Legion is moving back to Womtham City, and all 
  Legionnaire's have been pulled back to the base.  Overt 
  inquiries in town may alert Lestarndt (informants will 
  report). 
   
  This part can be approached in three ways: charge, 
  mild stealth, or great stealth.  It is important to remember 
  the Legion is not against the PCs, and the General 
  certainly does not condone any attacks on his troopers 
  for any reason but defense.  But because he doesn't know 
  who is on watch and how many of his people have been 
  turned, he does not want to just declare himself at the 
  gate. 
   
  If the PCs are noticed or discovered in any of the 
  three possibilities, an alarm bell is rung.  The alarm is 
  repeated across the base, and alerts the Commandant. 
   
  General Osmeran is not aware of the secret chamber 
  or passage in his sleeping quarters. 
  Charge: The PCs can simply charge the gates, this is not 
  recommended, because it puts the Legion on defense.  
  Several hundred troops are currently posted here.  A 
  direct charge on the gates (without the General's aid, 
  since he refuses) results the same as described in the 
  subsection of Scene-2, Directly Attacking the Convoy. 
  Mild Stealth: The PCs can quietly enter the base by 
  simply talking to the guards on duty and using 
  Diplomacy or Bluff (to explain the situation without 
  directly asking them to be treasonous).  The check is a 
  DC 20 with modifiers based on how likely it is they fit 
  the role being portrayed.  A plausible story provides a +7 
  modifier.  A weak story is a +3.  Players expecting a flat 
  roll with no effort put into a background story get a -5 
  modifier. 
   
  Osmeran assists in the duplicity if requested; 
  otherwise he remains disguised and says nothing, until 
  after the diplomacy is completed. 
  Great Stealth: PCs can attempt to sneak over the walls 
  and onto base (this includes flying, etc).  The palisade 
  walls are well patrolled (which can be noticed with a 
  moment of studying).  The Guards get a Spot and Listen 
  check, with circumstance modifiers (if the PCs are trying 
  to sneak through the lighted gatehouse vs. going over the 
  dark wall).  Studying the situation and waiting for “the 
  right moment” provides a +5 modifier. 
  Encounter−3: Clemency Tower (APL+3) 
  Refer to DM Aid #3 – Clemency Tower.  Anticipate Teleport 
  and Detect Scrying are in effect on the tower. 
   
  Fearing retribution from the legion, the first thing 
  the Commandant did upon arriving was have the Duke's 
  cleric create a trap for the tower with a Glyph of Warding 
  and Teleport (will save DC 19 to avoid the teleport, the 
  General always fails).  The trigger is “anybody from the 
  Legion entering the Tower with intent to overthrow 
  Commandant Lestarndt”.  This triggers when the General 
  (and any Legionnaire PCs) enter the Tower, from any 
  direction (multiple Glyphs as necessary). 
   
  If there is a PC from any of Nyrond's Legions in the 
  party, you have to adjust to suite, playing with things fast 
  and loose.  The PCs join the General below (if they fail 
  the save).  Just weaken the upstairs combat appropriately 
  and allow the PC to fight along side the general.  Taking 
  all of the second “Soldiers” to the dungeons is 
  appropriate, if more PCs go below you can move some of 
  the other combatants below as well. 
   
  The trap triggers a Teleport into a locked dungeon 
  cell.  However, the General has keys to the cells, which 
  he recovered and brought with some belongings from his 
  Manor.  The General unlocks the cell and rampages 
  through the Guards below, all fighters from the Duke's 
  Guard.  With no PC assistance, there are five guards 
  below; adjust to suite.  The Guards are a challenge for the 
  General, and they focus on the General not PCs unless 
  the PCs are also a threat (although allow unbalanced PCs 
  to still feel as if they are helping and aiding Osmeran). 
   
  The various ward's on the tower are likely to alert the 
  Commandant and his men, negating surprise.  It is very 
  
  Shadows of Insurrection 
   
  Page 11 
  difficult to get through the base without being detected 
  (going over the palisade right next to the tower is NOT 
  the best place to hide, as it is well patrolled).  If sneaking 
  onto the base, General Osmeran grumbles under his 
  breath about ineffective soldiers, and what he needs to 
  improve upon. 
  Entering from the main floor: Commandant Lestarndt 
  is located in the main hall (3) of Clemency Tower, the 
  ancient Flan keep.  This hall has several large tables 
  placed throughout the room, which has taken on a 
  central administrative role for the Legion.  Feel free to 
  use the tables to help spice up combat instead of simply 
  having a brawl in a box. 
  Entering from the roof: Commandant is located in the 
  parlor of the Lord's chambers (13a), the other NPCs are in 
  the Officer's Parlor (14).  The roof has two hatch-doors, 
  bolt-locked from the inside (Open Lock DC 20).  Walking 
  on the roof with no move silently checks alerts 
  Commandant and his men. 
  Tactics: Commandant Lestarndt and his minions engage 
  combat with the PCs, starting with an area Dispel (as 
  available) from Valen.  Rhana uses her Halberd to block 
  the entrance and get as many Attacks of Opportunity as 
  possible.  The Commandant stays near the back of 
  combat at all times, and flees as described in Development. 
    He should have remained around the southern end of 
  the room, or at least positioned himself not to be cut-off 
  (this is also why the EL is reduced by one). 
   
  APL2 Note: If the table is a solid APL1, remove two of 
  the Soldiers from the combat for APL2. 
  Development: As soon as the combat noticeably turns 
  against Lestarndt (at the latest, when Rhana or Valen fall, 
  or when he takes 50% of his hit points), he attempts to 
  flee. 
   
  Then, on his round, he drops the rapier in his hand 
  (he has another at his hip) and shouts (free action) in a 
  shrill voice, “I surrender!  Please, don't hurt me!”  But at 
  the same time (or whenever convenient), he casts 
  Obscuring Mist and flees through the southern door, then 
  upstairs to the lord's chambers (13), into the secret study 
  (14) and down through the escape passage.  During this 
  time, when he is safely out of sight, he takes a standard 
  action to drink a Potion of Expeditious Retreat. 
   
  He runs as fast as he can, but PCs can try to catch 
  him.  The underground passage is not straight, so only 
  provides 50 to 100 feet of visibility at best.  It opens near 
  Deghulan, where he then runs into the town and spends 
  every round making Hide checks to blend into the 
  population (he discards his garb and takes other garb as 
  appropriate).  His plan is to avoid detection and 
  eventually escape the area, to join Duke Boomgren at 
  Womtham City (of course with another appropriately 
  concocted story). 
   
  If the PCs do not detect him in the town within a 
  few rounds, consider his escape successful.  This does not 
  affect the XP outcome. 
  APL 2 (EL5) 
  � Commandant Lestarndt: Male Human Wiz/ 
  Swashbuckler (3) 
  � Lieutenant Rhana: Female Human Fighter2 
  � Commander Valen: Male Human Adept1 
  � Soldiers(3 or 1): Male/Female Human Warrior1 
  APL 4 (EL7) 
  � Commandant Lestarndt: Male Human Wiz/ 
  Swashbuckler (5) 
  � Lieutenant Rhana: Female Human Fighter4 
  � Commander Valen: Male Human Wizard4 
  � Soldier: Female Human Fighter1 
  APL 6 (EL9) 
  � Commandant Lestarndt: Male Human Wiz/ 
  Swashbuckler (7) 
  � Lieutenant Rhana: Female Human Fighter6 
  � Commander Valen: Male Human Wizard6 
  � Soldier: Female Human Fighter3 
  APL 8 (EL11) 
  � Commandant Lestarndt: Male Human Wiz/ 
  Swashbuckler (9) 
  � Lieutenant Rhana: Female Human Fighter8 
  � Commander Valen: Male Human Wizardt8 
  � Soldier: Female Human Fighter5 
  APL 10 (EL13) 
  � Commandant Lestarndt: Male Human Wiz/ 
  Swashbuckler (11) 
  � Lieutenant Rhana: Female Human Fighter10 
  � Commander Valen: Male Human Wizard10 
  � Soldier: Female Human Fighter7 
  APL 12 (EL 14) 
  � Commandant Lestarndt: Male Human Wiz/ 
  Swashbuckler (13) 
  � Lieutenant Rhana: Female Human Fighter12 
  � Commander Valen: Male Human Wizard12 
  � Soldier: Female Human Fighter9 
  Conclusion 
  The General finishes with his combat when the PCs are 
  finished with theirs.  He then releases his commanders, 
  who have been tortured and rather abused and are held in 
  other cells within the dungeon. 
   
  Osmeran begins mobilization for a fast march on 
  Womtham City.  PC's are thanked and sent packing, 
  unless this event is being run at Comicon 2005, in which 
  case the interactive follows. 
   
  Visit the Nyrond website to report your table results. 
  
  Shadows of Insurrection 
   
  Page 12 
   
  Review the PC role-play results from the questions 
  Osmeran asked.  If things went well enough he trusts 
  them (or they have redeemed themselves in battle), read 
  aloud the following text and the character also becomes a 
  Friend of Osmeran. 
  You have done me a great service, and I shall not 
  forget.  We have walked a dark path together, and I 
  am glad to have you as companions.  The future of 
  Nyrond looks dim indeed, but with people such as 
  you helping out; perhaps we can lift this dark 
  mantle from the weary shoulders of our kingdom. 
  If General Osmeran regains command of the Second 
  Legion, the character also gets the Favor of the Second 
  Legion. 
   
   
  The End
  
  Shadows of Insurrection 
   
  Page 13 
  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 1: Sneak Away 
  PCs avoided or defeated Soldiers. 
  APL2 90 xp 
  APL4 150 xp 
  APL6 210 xp 
  APL8 270 xp 
  APL10 330 xp 
  APL12 390 xp 
  Encounter 2: Surprise Visit 
  PCs defeated tracking squad. 
  APL2 120 xp 
  APL4 180 xp 
  APL6 240 xp 
  APL8 300 xp 
  APL10 360 xp 
  APL12 420 xp 
  Encounter 3: Clemency Tower 
  PCs defeated Commandant Lestarndt’s cronies. 
  APL2 150 xp 
  APL4 210 xp 
  APL6 270 xp 
  APL8 330 xp 
  APL10 390 xp 
  APL12 450 xp 
  Discretionary roleplaying award 
  Players engaged in active Role Play with General 
  Osmeran. 
   
  APL2 90 xp 
   
  APL4 135 xp 
   
  APL6 180 xp 
   
  APL8 225 xp 
   
  APL10 270 xp 
   
  APL12 315 xp 
  Total possible experience: 
  APL2 450 xp 
  APL4 675 xp 
  APL6 900 xp 
  APL8 1125 xp 
  APL10 1350 xp 
  APL12 1575 xp 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold.  If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot.  If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure.  Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it.  Other times 
  they may attempt to use the item blindly.  If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) and 
  the item is used before the end of the adventure, its total 
  is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Note: These encounters offer more gold than is allowed.  
  This is because much of the items may be claimed by the 
  Legion (access is provided to purchase it back).  If 
  individual items are destroyed or lost, pay attention to it 
  in providing item access, and regard the sum total.  It is 
  likely they may go under the gold cap for the scenario, 
  but probably only at the lower levels.  
   
  It is very important to note the items that Lestarndt 
  carries.  If Lestarndt is not captured, access to those items 
  is not gained, but there is enough gold in the mix that not 
  
  Shadows of Insurrection 
   
  Page 14 
  capturing him does not change the total possible 
  treasure. 
  Encounter 1:  Sneak Away 
   
  APL 2-12: L: 0 gp; C: 50 gp; M: 0 gp 
  Encounter 2: Surprise Visit  
   
  APL2: L: 267 gp; C: 0 gp; M: 20 gp – 2x scroll of cure 
  light (3 gp each), 2x potion of cure light (7 gp each). 
   
  APL4: L: 342 gp; C: 0 gp; M: 119 gp –  2x scroll of 
  cure light (3 gp each), 2x potion of cure light (7 gp each), 
  scroll of cure moderate (25 gp), potion of cure moderate 
  (38 gp), potion of cats grace (38 gp). 
   
  APL6: L: 275 gp; C: 0 gp; M: 919 gp – 2x scroll of cure 
  light (3 gp each), 2x potion of cure light (7 gp each), scroll 
  of cure moderate (25 gp), potion of cure moderate (38 gp), 
  potion of cats grace (38 gp), +1 spiked full plate (338 gp), 
  +1 cloak of resistance (125 gp), +1 composite longbow [+3 
  str] (338 gp). 
   
  APL8: L: 227 gp; C: 0 gp; M: 1935 gp – 2x scroll of 
  cure light (3 gp each), 2x potion of cure light (7 gp each), 
  scroll of cure moderate (25 gp), potion of cure moderate 
  (38 gp), potion of cats grace (38 gp), +1 spiked full plate 
  (338 gp), +1 cloak of resistance (125 gp), +1 composite 
  longbow [+3 str] (338 gp), +2 periapt of wisdom (500 gp), 
  +1 chain shirt (138 gp), +1 Buckler (127 gp), +1 longsword 
  (252 gp),  
   
  APL10: L: 73 gp; C: 0 gp; M: 3778 gp – 2x scroll of 
  cure light (3 gp each), 2x potion of cure light (7 gp each), 
  scroll of cure moderate (25 gp), potion of cure moderate 
  (38 gp), potion of cats grace (38 gp), +1 spiked full plate 
  (338 gp), +2 cloak of resistance (500 gp), +1 composite 
  longbow [+5 str] (363 gp), +2 periapt of wisdom (500 gp), 
  +1 chain shirt (138 gp), +1 Buckler (127 gp), +1 longsword 
  (252 gp), +1 studded leather barding (128 gp), Gauntlets 
  of Ogre Power (500 gp), +1 Amulet of Natural Armor (250 
  gp), +1 full plate (313 gp), +1 heavy steel shield (128 gp), 
  +1 cloak of resistance (125 gp), potion of Bull’s strength 
  (38 gp), potion of Haste (94 gp). 
   
  APL12: L: 73 gp; C: 0 gp; M: 6028 gp  – 2x scroll of 
  cure light (3 gp each), 2x potion of cure light (7 gp each), 
  scroll of cure moderate (25 gp), potion of cure moderate 
  (38 gp), potion of cats grace (38 gp), +1 spiked full plate 
  (338 gp), +2 cloak of resistance (500 gp), +1 composite 
  longbow [+5 str] (363 gp), +4 periapt of wisdom (2000 gp), 
  +1 chain shirt (138 gp), +1 Buckler (127 gp), +1 longsword 
  (252 gp), +1 studded leather barding (128 gp), Gauntlets 
  of Ogre Power (500 gp), 2x +1 Amulet of Natural Armor 
  (250 gp each), +1 full plate (313 gp), +1 heavy steel shield 
  (128 gp), +1 cloak of resistance (125 gp), potion of Bull’s 
  strength (38 gp), potion of Haste (94 gp), +1 ring of 
  protection (250 gp), +2 Amulet of Health (500 gp), 
  Encounter 3: Clemency Tower  
   
  APL2: L: 249 gp; C: 0 gp; M: 38 gp – Potion of 
  Expeditious Retreat (38 gp). 
   
  APL4: L: 100 gp; C: 0 gp; M: 961 gp – Potion of 
  Expeditious Retreat (38 gp), +1 Mithral Chain (263 gp), 
  +1 Halberd (252 gp), +1 Rapier (278 gp), +1 Breastplate 
  (131 gp). 
   
  APL6: L: 156 gp; C: 0 gp; M: 2971 gp – Potion of 
  Expeditious Retreat (38 gp), +1 Glamered Mithral Chain 
  (638 gp), +1 Halberd (252 gp), +1 Rapier (278 gp), +1 
  mithral Breastplate (256 gp), +1 ring of protection (250 
  gp), Cape of the Mountebank (1260 gp). 
   
  APL8: L: 147 gp; C: 0 gp; M: 5223 gp – Potion of 
  Expeditious Retreat (38 gp), +1 Glamered Mithral Chain 
  (638 gp), +1 Halberd (252 gp), +1 Keen Rapier (1028 gp), 
  +1 mithral Breastplate (256 gp), +1 ring of protection (250 
  gp), +2 ring of protection (1000 gp),  Cape of the 
  Mountebank (1260 gp), +1 longsword (252 gp), +1 amulet 
  of natural armor (250 gp). 
   
  APL10: L: 80 gp; C: 0 gp; M: 7323 gp – Potion of 
  Expeditious Retreat (38 gp), +2 Glamered Mithral Chain 
  (1263 gp), +1 Halberd (252 gp), +1 Keen Rapier (1028 gp), 
  +1 mithral Breastplate (256 gp), +1 ring of protection (250 
  gp), +2 ring of protection (1000 gp),  Cape of the 
  Mountebank (1260 gp), +1 longsword (252 gp), +1 amulet 
  of natural armor (250 gp), 2x +2 gloves of Dexterity (500 
  gp each), +1 chainmail (163 gp), +1 composite longbow 
  [+3]  (313 gp). 
   
  APL12: L: 79 gp; C: 0 gp; M: 9559 gp – Potion of 
  Expeditious Retreat (38 gp), +2 Glamered Mithral Chain 
  (1263 gp), +1 Halberd (252 gp), +1 Keen Rapier (1028 gp), 
  +1 mithral Breastplate (256 gp), +1 ring of protection (250 
  gp), +2 ring of protection (1000 gp),  Cape of the 
  Mountebank (1260 gp), +1 longsword (252 gp), 2x +1 
  amulet of natural armor (250 gp each), +2 gloves of 
  Dexterity (500 gp), +4 gloves of Dexterity (2000 gp), +1 
  chainmail (163 gp), +1 composite longbow [+3]  (313 gp), 
  Gauntlets of Ogre Power (500 gp). 
   
  Total Possible Treasure 
   
  APL2: L: 450 gp; C: 0 gp; M: 0 gp 
   
  APL4: L: 442 gp; C: 0 gp; M: 208 gp 
   
  APL6: L: 431 gp; C: 0 gp; M: 469 gp 
   
  APL8: L: 374 gp; C: 0 gp; M: 926 gp 
   
  APL10: L: 153 gp; C: 0 gp; M: 2147 gp 
   
  APL12: L: 152 gp; C: 0 gp; M: 3148 gp 
   
   
   
   
  
  Shadows of Insurrection 
   
  Page 15 
  Special Rules Appendix
  Spells 
  ARC OF LIGHTNING 
  Source: Complete Arcane, page 97 
  Conjuration (Creation) [Electricity] 
  Level: Druid 4, sorcerer/wizard 5, warmage 5 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft. / 2 levels) 
  Area: A line between two creatures 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: No 
  You create natural conductivity between two creatures, 
  and a bolt of electricity arcs between them.  This bolt 
  deals 1d6 points of electricity damage per caster level 
  (maximum 15d6) to both creatures and to anything in the 
  line between them. 
   
  Both creatures must be in the range, and you must 
  be able to target them (as if this spell had them as its 
  targets).  Draw the line from any corner in one creature's 
  space to any corner in the other's space. 
   
  Arcane Material Component: Two small iron rods. 
  ARROW MIND 
  Source: Complete Adventurer, page 143. 
  Divination 
  Level: Ranger 1, Sorcerer/Wizard 1 
  Components: V, S, M 
  Casting Time: 1 immediate action 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level (D) 
  You sharpen your senses and focus your mind on the use 
  of a bow. While this spell is in effect and you are wielding 
  a longbow, shortbow, greatbow, composite greatbow, 
  composite shortbow, or composite longbow, you threaten 
  all squares within your normal melee reach (5 feet is 
  Small or Medium, 10 feet if Large) with your bow, 
  allowing you to make attacks of opportunity with arrows 
  shot from the bow. In addition, you do not provoke 
  attacks of opportunity when you shoot a bow while you 
  are in another creature’s threatened square. 
   
  Material Component: A flint arrowhead. 
  BURNING BLOOD 
  Source: Complete Arcane, page 100 
  Necromancy 
  Level: Sorcerer/wizard 4 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft. / level) 
  Target: One living creature; see text 
  Duration: 1 round / level (D) 
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: Yes 
  You taint a living creature's blood with a hot, corrosive 
  infusion, dealing 1d8 points of acid damage and 1d8 
  points of fire damage per round.  The subject can attempt 
  a Fortitude save each round to negate the damage, but a 
  successful save does not prevent damage in future 
  rounds.  Searing pain limits the subject to a single move 
  action in any round when it fails its Fortitude save. 
   
  Burning blood does not affect creatures of the 
  construct, elemental, ooze, plant or undead types. 
   
  Material Component: A drop of blood and a pinch of 
  saltpeter. 
  EXACTING SHOT 
  Source: Complete Adventurer, page 149 
  Transmutation 
  Level: Ranger 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Ranged weapon touched 
  Duration: 1 minute/level 
  Saving Throw: Will negates (harmless, object) 
  Spell Resistance: Yes (harmless, object) 
  This transmutation makes a ranged weapon strike true 
  against your favored enemies. All rolls made to confirm 
  critical hits by this weapon against favored enemies 
  succeed, so every threat is a critical hit. The affected 
  weapon also ignores any miss chance due to concealment 
  whenever you fire at a favored enemy (unless the target 
  has total concealment, in which case the normal miss 
  chance applies). If the ranged weapon or the projectile 
  fired has any magical effect or property related to critical 
  hits, this spell has no effect upon it. 
  HASTE, SWIFT 
  Source: Complete Adventurer, page 151 
  Transmutation 
  Level: Ranger 2 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
  This spell functions as haste (see page 239 of the Player’s 
  Handbook), except as noted above. 
  MAGE ARMOR, GREATER 
  Source: Complete Arcane, page 114 
  Conjuration (Creation) [Force] 
  Level: Sorcerer/wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  
  Shadows of Insurrection 
   
  Page 16 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 hour / level (D) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: No 
  This spell functions like mage armor, except that its 
  tangible field of force provides a +6 armor bonus to 
  Armor Class. 
   
  Material Component: A tiny platinum shield worth 
  25 gp. 
  {INSERT: ORB OF FIRE, CA} 
  RECITATION 
  Source: Complete Divine, page 176 
  Conjuration (Creation) 
  Level: Cleric 4, Purification 3 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: All allies and foes within a 60-ft.-radius burst 
  centered on you 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  By reciting a sacred passage or declaration, you invoke 
  your deity’s blessing upon yourself and your allies while 
  causing confusion and weakness among your enemies. 
  The spell affects all allies and foes within the spell’s area 
  at the moment you cast it. Your allies gain a +2 luck 
  bonus on attack rolls and saving throws, or a +3 luck 
  bonus if they worship the same patron deity as you. 
  Enemies suffer a -2 luck penalty on attack rolls and 
  saving throws. After casting the spell, you are free to take 
  further actions during the spell’s duration as you see fit. 
   
  Divine Focus: In addition to your holy symbol, this 
  spell requires a sacred text as a divine focus.  
  VITRIOLIC SPHERE 
  Source: Complete Arcane, page 128 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 5, wu jen 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft. / level) 
  Area: 10-ft. radius burst 
  Duration: Instantaneous; see text 
  Saving Throw: Reflex negates and Reflex half; see text 
  Spell Resistance: No 
  You conjure a sizzling emerald sphere that drenches all 
  within the area with a potent acid.  Affected creatures 
  take 1d4 points of acid damage per caster level 
  (maximum 15d4) and must succeed on a Reflex save or 
  risk taking damage in the following 2 rounds (6d4 points 
  of damage in the second round and 3d4 points of damage 
  in the third round).  Both rounds of continuing damage 
  are subject to Reflex saves for half damage; if an affected 
  creature succeeds on its second Reflex save, it takes no 
  acid damage in the third round. 
   
  Material Component: A tiny glass vial filled with aqua 
  regia. 
  WAVE OF GRIEF 
  Source: Complete Divine, page 188 
  Enchantment [Evil, Mind-Affecting] 
  Level: Bard 2, blackguard 2, cleric 2 
  Components: S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: Cone 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  All within the cone when the spell is cast are overcome 
  with sorrow and grief. They suffer a -3 morale penalty on 
  all attack rolls, saving throws, ability checks, and skill 
  checks.  
   
  Material Component: Three tears. 
  Feats 
  ARCANE STRIKE [General] (Complete Warrior) 
  You can channel arcane energy into your melee attacks. 
  Prerequisites: Ability to cast 3rd-level arcane spells, base 
  attack bonus +4. 
  Benefit: When you activate this feat (a free action that 
  does not provoke an attack of opportunity), you can 
  channel arcane energy into a melee weapon, your 
  unarmed strike, or natural weapons.  You must sacrifice 
  one of your spells for the day (of 1st level or higher) to do 
  this, but you gain a bonus on all your attack rolls for 1 
  round equal to the level of the spell sacrificed, as well as 
  extra damage equal to 1d4 points x the level of the spell 
  sacrificed.  The bonus you add to your attack rolls from 
  this feat cannot be greater that your base attack bonus. 
  For example, Yarren the bladesinger has a base attack 
  bonus of +11 and the ability to cast 4th-level arcane spells.  
  On his turn, he chooses to sacrifice one of his 4th-level 
  spells for the day, marking it off as if he had cast it.  Until 
  his next turn, Yarren gains an extra +4 bonus on his 
  attack rolls and an extra 4d4 points of damage with a 
  single melee weapon of his choice. 
  CLOSE-QUARTERS FIGHTING [General] 
  Reference: Complete Warrior, page 97. 
  You are skill at fighting at close range, and resisting 
  grapple attempts. 
  Prerequisites: Base Attack +3. 
  Benefit: You gain an attack of opportunity whenever an 
  enemy attempts to grapple you, even if the enemy has a 
  feat or special ability that would normally bypass the 
  attack.  If you deal damage with this attack, the enemy 
  
  Shadows of Insurrection 
   
  Page 17 
  fails to start the grapple, unless it has the Improved 
  Grapple feat or a special ability such as improved grab.  If 
  the enemy has such an ability, you may add the damage 
  you deal as a bonus on your opposed check to resist being 
  grappled.  This feat does not give you an extra attack of 
  opportunity during a round or allow you to make an 
  attack of opportunity when you would be denied one for 
  being surprised, helpless, or in a similar situation.   
   
  For example, an ogre attempts to grapple Tordek.  
  Tordek gains an attack of opportunity, hits, and causes 
  damage.  Since the ogre does not have any type of 
  grappling special ability or feat, it fails to start a grapple.  
  Then an ankheg – a creature with the improved grab 
  special ability – attempts to grapple Tordek.  He takes an 
  attack of opportunity, hits, and deals 10 points of damage 
  to the creature.  Tordek then adds a +10 to his opposed 
  check to resist being grappled. 
  Normal: Creatures with Improved Grapple, improved 
  grab, or similar feats or special abilities do not provoke 
  attacks of opportunity when attempting to start a grapple. 
  Special: A fighter may select Close-Quarters Fighting as 
  one of his bonus fighter feats. 
  DEFT OPPORTUNIST [GENERAL] 
  Source: Complete Adventurer, page 106 
  You are prepared for the unexpected. 
  Prerequisite: Dex 15, Combat Reflexes. 
  Benfit: You get a +4 bonus on attack rolls when making 
  attacks of opportunity. 
  ELUSIVE TARGET [Tactical]  
  Reference: Complete Warrior, page 110. 
  Trying to land a blow against you can be a maddening 
  experience. 
  Prerequisites: Dodge, Mobility, base attack bonus +6. 
  Benefit: The Elusive Target feat enables the use of these 
  tactical maneuvers. 
   
  Negate Power Attack: To use this maneuver, you 
  must designate a specific foe to be effected by your 
  Dodge feat.  If that foe uses the Power Attack feat against 
  you, the foe gains no benefit on the damage roll but still 
  takes the corresponding penalty on the attack role.   
   
  Diverting Defense: To use this maneuver, you must 
  designate one of the flanking attackers affected by your 
  Dodge feat.  The first attack of the round from the 
  designated attacker automatically misses you and may 
  strike the other flanking foe instead; the attacking 
  creature makes an attack roll normally. And its ally is 
  considered flat-footed.  If the designated attacker is 
  making a full attack against you, its second and 
  subsequent attacks function normally. 
   
  Cause Overreach: To use this maneuver, you must 
  provoke an attack of opportunity from a foe by moving 
  out of a threatened square.  If the foe misses you, you can 
  make a free trip attempt against this foe, and the foe does 
  not gain a chance to trip you if your attempt fails. 
  EYES IN THE BACK OF YOUR HEAD [GENERAL] 
  Source: Complete Warrior, page 98 
  Your superior battle sense helps minimize the threat of 
  flanking attacks. 
  Prerequisites: Wis 13, base attack bonus +1. 
  Benefit: Attackers do not gain the usual +2 bonus on 
  their attack rolls when flanking you.  This feat grants no 
  effect whenever you are attacked without the benefit of 
  your Dexterity modifier to Armor Class, such as when 
  you are flat-footed.  You may still be sneak attacked when 
  flanked. 
  Normal: When you are flanked, the flanking opponents 
  receive a +2 bonus on their attack rolls against you. 
  IMPROVED TOUGHNESS [GENERAL] 
  Source: Complete Warrior, page 101 
  You are significantly tougher than normal. 
  Prerequisite: Base Fortitude save bonus +2. 
  Benefit: You gain a number of hit points equal to your 
  current Hit Dice. Each time you gain a HD (such as by 
  gaining a level), you gain 1 additional hit point. If you 
  lose a HD (such as by losing a level), you lose 1 hit point 
  permanently. 
  Special: A fighter may select Improved Toughness as 
  one of his fighter bonus feats. 
  SPINNING HALBERD [STYLE] 
  Source: Complete Warrior, page 114 
  You have mastered the style of fighting with a halberd, 
  and can use all parts of the weapon-blade, spike, hook or 
  butt-to strike devastating blows. 
  Prerequisites: Combat Reflexes, Two-Weapon Fighting, 
  Weapon Focus(halberd). 
  Benefit: When you make a full attack with your halberd, 
  you gain a +1 dodge bonus to your Armor Class as well as 
  an additional attack with the weapon at a -5 penalty.  This 
  attack deals points of bludgeoning damage equal to 1d6 + 
  ½ your strength modifier. 
  SUDDEN SILENT [METAMAGIC]  
  You can cast a spell silently without special preparation.  
  Benefit: Once per day, you can apply the effect of the 
  Silent Spell feat to any spell you cast without increasing 
  the level of the spell or specially preparing it ahead of 
  time. You can still use Silent Spell normally if you have it. 
   
   
   
  
  Shadows of Insurrection 
   
  Page 18 
  Classes 
  Swashbuckler 
  Game Rule Information 
  Swashbucklers have the following game statistics. 
  Abilities: The lightly armored swashbuckler depends 
  upon a high Dexterity for her Armor Class, as well as for 
  many class skills.  High Intelligence and Charisma scores 
  are also hallmarks of a successful swashbuckler.  Strength 
  is not as important for a swashbuckler as it is for other 
  melee combatants. 
  Alignment: Any. 
  Hit Die: d10. 
  Class Skills 
  Class Skills: The Swashbuckler's class skills are Balance, 
  Bluff, Climb, Craft, Diplomacy, Escape Artist, Jump, 
  Profession, Sense Motive, Swim, Tumble, and Use Rope. 
  Skill Points at 1st Level: (4+ Int modifier) x 4 
  Skill Points at Each Additional Level: 4 + Int modifier. 
  Table 1-4: The Swashbuckler 
   
  Level 
  BaB 
  Fort Ref Will 
  Special 
  1st +1 
  +2 +0 +0 Weapon Finesse 
  2nd +2 
  +3 +0 +0 Grace +1 
  3rd +3 
  +3 +1 +1 Insightful strike 
  4th +4 
  +4 +1 +1 -- 
  5th +5 
  +4 +1 +1 Dodge bonus +1 
  6th +6/+1 +5 +2 +2 -- 
   
  Class Features 
  All of the following are class features of the 
  swashbuckler. 
   
  Weapon and Armor Proficiency: Swashbucklers 
  are proficient with all simple and martial weapons, and 
  with light armor.  Some of the swashbuckler's class 
  features, as noted below, rely on her being no more than 
  lightly armored and unencumbered. 
   
  Weapon Finesse (Ex): A swashbuckler gains 
  Weapon Finesse as a bonus feat at 1st level even if she 
  does not qualify for the feat. 
   
  Grace (Ex): A swashbuckler gains a +1 competence 
  bonus on Reflex saves at 2nd level. 
   
  Insightful Strike (Ex): At 3rd level, a swashbuckler 
  becomes able to place her finesse attacks where they deal 
  greater damage.  She applies her Intelligence bonus (if 
  any) as a bonus on damage rolls (in addition to any 
  Strength Bonus she may have) with light weapons, as 
  well as any other weapon that can be used with Weapon 
  Finesse, such as a rapier, whip, or spiked chain.  Targets 
  immune to sneak attacks or critical hits are immune to 
  the swashbuckler's insightful strike.  A swashbuckler 
  cannot use this ability when wearing medium or heavy 
  armor or when carrying a medium or heavy load. 
   
  Dodge Bonus (Ex): A swashbuckler is trained at 
  focusing her defenses on a single opponent in melee.  
  During her action, she may designate an opponent and 
  receive a +1 dodge bonus to Armor Class against melee 
  attacks from that opponent.  She can select a new 
  opponent on any action.  This bonus increases by +1 at 
  every five levels after 5th (+2 at 10th level, +3 at 15th, and +4 
  at 20th).  A swashbuckler loses this bonus when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load. 
   
  If the swashbuckler also has the Dodge feat, she 
  need not designate the same target for this ability as for 
  the Dodge feat (if she designates the same target, the 
  bonuses stack). 
   
   
  
  Shadows of Insurrection 
   
  Page 19 
  Combat Appendix – Royal General Osmeran
  Osmeran is 47 years old, 6' 1", with a large but mostly 
  trim physique. Although middle age has added a bit to his 
  girth, he still has the walk of a great cat stalking its prey. 
  He has silver flecked black wavy hair, a graying beard and 
  icy blue eyes. Osmeran is a wily, cunning leader who can 
  take in tactical situations very swiftly. He is boisterous 
  and irreverent, believing in enjoying life to the fullest. 
  Osmeran is a distant cousin of the famous Almorian war 
  hero Osson, and has gained a strong reputation in his 
  own right as a powerful but independent leader. 
   
  He manages to keep his troops well provisioned and 
  equipped for the most part, by overstating equipment 
  losses and the like in reports. Osmeran gets on well with 
  gnomes in particular, and speaks gnomish fluently. He 
  has excellent information about goblinoid activities from 
  gnome and Adri contacts, and knows how to use it to 
  good effect. He maintains good discipline by his 
  effective, intelligent leadership and his men admire him. 
  He acts by his own lights, acting in what he judges to be 
  the best interests of his men and those he is charged to 
  protect. 
  Roleplay Notes: 
  Osmeran, arrived at Womtham City with his good friend 
  Nukirien (Elven Wizard 13), who was also imprisoned 
  and still rots in the dungeons of Duke Boomgren.  He 
  begins the game with a personality as described.  Some 
  additional features of his personality: 
  • He is a “half-full” kindof guy, where the world exists 
  to please. 
  • He has a mild sarcastic streak, but his humor is 
  usually simpler because of the company he often 
  keeps.  
  • Although he is known to enjoy a good meal or 
  gambling streak, he has a strong moral code and 
  belief in family, not in nightly wenching.  Sometimes 
  this results in a “lecture” the troops have come to 
  expect, but nothing more. 
  • His wife can usually be found at his ancestral estate in 
  Womtham, along with his daughter and her children.  
  He had a son, who unfortunately perished in the 
  Greyhawk wars. 
  • He is obsessed with protecting the borders of Nyrond 
  (and indirectly the people), from the Bone March 
  down through the Adri Forest.  He still pontificates 
  on the threat of the Northern Kingdom, and 
  reminisces about the battles fought when they 
  invaded Nyrond. 
  • Although he has a good friend and ally in the Adri 
  forest (Nukirien), he distrusts Innspa and Ahlissa. 
  • He is fairly conscientious about his appearance, 
  dressing well and managing to look well kempt even 
  when in the wild. 
  All of these features should be used and considered when 
  running Osmeran in Role-Play. 
  Notes on Osmeran's Statblock: 
  The statblock for Osmeran represents his state 
  immediately after he is recovered from captivity, 
  presuming he can get access to non-magical Longsword 
  and Shortsword, with no armor.  If the PCs can equip 
  him differently, update the statblock to suit.  His 
  “regular” statblock is available on-line under 'Notable 
  Personalities' in the Nyrond Gazetteer: 
      http://www.nyrond.org/turbine/page/gazetteer/ 
  Royal General Osmeran: 13th-level Ranger (11), 
  Flinthill (Wild Plains) Outrider (2); Medium Humanoid; 
  CR 13; HD 13d8+39; hp 107; Init +3; Spd 30 ft/x4; AC 12 
  (+2 dex), touch 12, flat-footed 10; Base Atk +13; Grapple 
  +17; Full Atk +18/+13/+8 melee (1d8+4; 19-20/x2, 
  Longsword) OR +16/+11/+6 melee (1d8+4; 19-20/x2, 
  Longsword) and +16/+11/+6 melee (1d6+4;19-20/x2, 
  Short Sword); SQ Animal Companion (5)/Special Mount 
  (7), wild empathy (+15), woodland stride, evasion, favored 
  enemy goblinoid +2, favored enemy gnoll +4, favored 
  enemy orc +4, combat style (two-weapon), swift tracker, 
  ride bonus, Wild Plains Stalker, Wild Plains Swiftness;  
  AL CG; SV Fort +12, Ref +10, Will +4; Str 18(+4), Dex 
  14(+2), Con 16(+3), Int 12(+1), Wis 13(+1), Cha 14(+2); 
   
  Skills and Feats: Bluff +6, Climb +6, Handle Animal 
  +10 (+12 with mount), Hide +9, Jump +6, Knowledge 
  (geography) +8, Knowledge (nature) +11, Knowledge 
  (nobility) +4, Listen +17, Move Silently +10, Ride +20, 
  Spot +17, Survival +17, Use Rope +5; Endurance, Eyes in 
  the Back of Your Head, Greater Two-weapon Fighting, 
  Improved Two-weapon Fighting, Leadership, Mounted 
  Combat, Power Attack, Track, Two-weapon Fighting, 
  Weapon Focus (Longsword, Short Sword). 
   
  Languages Known: Common, Gnomish, Orc 
   
  Ranger Spells Prepared (2/1/1): none 
   
  Equipment: Longsword, Shortsword. 
  Cadence 
  (Animal 
  Companion 
  Mount), 
  Heavy 
  Warhorse: CR3; Large animal; HD 8d8+24; hp 60; Init 
  +1; Spd 50ft. (60 ft.); AC 19 (+2 Dex, +7 natural), touch 10, 
  flat-footed 17; Base Atk +7; Grp +14; Atk +10 melee 
  (1d6+5, hoof); Full Atk +10/+10 melee (1d6+5, 2 hooves) 
  and +5 melee (1d4+3, bite); Space/Reach 10 ft./5 ftl; SQ 
  low-light vision, scent; SV Fort +7, Ref +5, Will +2; Str 20, 
  Dex 15, Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and Feats: Jump +12, Listen +5, Spot +4; 
  Endurance, Run.
  
  Shadows of Insurrection 
   
  Page 20 
  Combat Appendix – APL2
  Encounter 1: Sneak Away (EL3) 
  Soldiers(3): Human Ftr1; Medium Humanoid; HD 
  1d10+2; hp 8; Init +1; Spd 20 ft.; AC 16 (+5 armor, +1 
  Dex), touch 11, flat-footed 15; BaB: +1; Grapple +3; Atk +5 
  melee (2d6+3;19-20/x2, Mwk Greatsword) or +3 melee 
  (1d8+3;x3, longspear) or +2 ranged (1d8;x3, longbow); AL 
  LN ; SV Fort +4, Ref +1, Will +1; Str 15, Dex 13, Con 14, 
  Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +4, Handle Animal +1, Jump 
  +0, Ride +4; Combat Reflexes, Power Attack, Weapon 
  Focus: Greatsword. 
   
  Equipment: Mwk Greatsword, Longspear, Longbow 
  with 20 arrows, Chain mail. 
  Encounter 2: Surprise Visit (EL4) 
  Pielesna: Female Gnome Clr 2; CR 2; HD 2d8+6; hp 19; 
  Init +1; Spd 20 ft/x3; AC 22 (+8 armor, +1 dex, +2 shield, 
  +1 size), touch 12, flat-footed 18; BaB +1; Grapple -3; Full 
  Atk: +3 melee (1d6; Morningstar) or -2 melee (1d4, Armor 
  Spikes); AL CE; SV Fort +6, Ref +1, Will +5; Str 10, Dex 
  13, Con 16, Int 10, Wis 15, Cha 8. 
   
  Skills and Feats:  Concentration +11, Knowledge 
  (Religion) +5; Skill Focus (Concentration). 
   
  Equipment: Mwk Morningstar, Mwk Full Plate with 
  Armor Spikes, Mwk Heavy Steel Shield, Silver Holy 
  Symbol of Urdlen, Scroll of Cure Light Wounds (2), 
  Potion of Cure Light Wounds. 
   
  Spells Prepared (4/3, DC = 12 + Spell Level): 0 – Cure 
  Minor Wounds, Detect Magic, Guidance, Resistance; 1st – 
  Bless, Doom, Shield of Faith. 
   
  Domain Spells: Urdlen/Destruction (Once per day 
  may Smite an enemy, at +4 to hit, dealing +2 damage) and 
  Earth (May Rebuke Earth creatures); 1st–Inflict Light 
  Wounds. 
  Sngayvuse: Male Half-orc Rgr 1; CR 1; HD 1d8+1; hp 9; 
  Init +2; Spd 30 ft/x4; AC 17 (+4 armor, +2 dex, +1 shield, 
  unless using greatsword), touch 12, flat-footed 15; BaB +1; 
  Grapple +4; Atk +4 ranged (1d8+3, mwk Composite 
  Longbow) or +4 melee (2d6+4; 19-20/x2, greatsword); SA 
  Favored Enemy (Human +2); AL CN; SV Fort +3, Ref +4, 
  Will +1; Str 16, Dex 15, Con 13, Int 8, Wis 12, Cha 6. 
   
  Skills and Feats: Handle Animal +2, Listen +5, Move 
  Silently +2, Spot +5, Survival +5; Point Blank Shot, Track. 
   
  Equipment:  Mwk Composite Longbow (+3 Str), 
  Greatsword, Shortsword, Chain Shirt, Buckler, Potion of 
  Cure Light Wounds. 
  Soldiers (4 or 2): Human War 1; CR 1/2; HD 1d8+3; hp 
  7; Init +1; Spd 30/x4; AC 17 (+4 armor, +1 dex, +2 shield), 
  touch 11, flat-footed 16; BaB +1; Grapple +2; Atk +2 melee 
  (1d8+1; 19-20/x2, longsword) or +2 ranged (1d6+1, 
  javelin); AL N; SV Fort +2, Ref +1, Will +0; Str 13, Dex 12, 
  Con 11, Int 9, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +3; Toughness. 
   
  Equipment: Longsword, Javelin(3), Chain Shirt, 
  Heavy Steel Shield. 
  Encounter 3: Clemency Tower (EL5) 
  Commandant Lestarndt: Male Human(Oeridian) 
  Wiz1/Swashbuckler2; Medium Humanoid; CR 3; HD 
  1d4+2d10+3; hp 25; Init +2; Spd 30 ft/x4; AC 16 (+4 
  armor, +2 dex), touch 12, flat-footed 14; BaB +2; Grapple 
  +3; Atk +6 melee (1d6+1;18-20/x2, Mwk Rapier) OR +5 
  melee (1d4+1;19-20/x2, Mwk Dagger) OR +4 ranged 
  touch (ray); AL NE; SV Fort +4, Ref +5, Will +1; Str 13, 
  Dex 14, Con 12, Int 17, Wis 8, Cha 8. 
   
  Skills and Feats: Balance +8, Bluff +5, Concentration 
  +7, Hide +5, Jump +4, Knowledge (arcana) +5, Knowledge 
  (nobilty) +5, Listen +2, Sense Motive +2, Spellcraft +4, 
  Tumble +8; Combat Reflexes, Weapon Focus(Rapier), 
  Improved Toughness. 
   
  Wizard Spells Prepared: (3/2; base DC=13 + spell level) 
  0–Ray of Frost, Touch of Fatigue(2); 1st–Obscuring Mist, 
  Ray of Enfeeblement. 
   
  Languages Known: Common, Draconic, Gnome, Old 
  Oeridian. 
   
  Equipment: Mwk Rapier (2), Mwk Dagger, Mithral 
  Chain Shirt, Potion of Expeditious Retreat. 
  Weasel Familiar: CR -; HD -; hp 12; Init +2; Spd 20 
  ft/x4, climb 20ft; AC 15 (+2 dex, +2 size, +1 natural), 
  touch 14, flat-footed 13; BaB +2; Grapple -10; Atk +6 
  melee (1d3-4; 20/x2, bite); AL NE; SQ Agile, Empathic 
  link, Low-light vision, Scent, Share spells; SV Fort +3, Ref 
  +4, Will +3; Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5. 
   
  Skills and Feats: Balance +16, Bluff +3, Climb +10, 
  Hide +13, Jump -3, Listen +2, Move Silently +8, Sense 
  Motive +4, Spellcraft -1, Spot +3; Improved Evasion, 
  Weapon Finesse; 
  Rhana: Female Human (Oeridian) Ftr 2; Medium 
  humanoid; CR 2; HD 2d10+2; hp 16; Init +2; Spd 20 ft. 
  (base 30 ft.); AC 17, touch 12, flat-footed 15; BaB +2; 
  Grapple +4; Atk +6 melee (1d10+3/x3, masterwork 
  halberd); AL: LN; SV: Fort +4, Ref +2, Will +2; Str 14, Dex 
  15, Con 12, Int 8, Wis 14, Cha 12. 
   
  Skills and Feats: Intimidate +6, Jump +4; Combat 
  Reflexes, Deft Opportunist, Dodge, Weapon Focus 
  (halberd). 
   
  Equipment: mwk halberd, longsword, 2 daggers, mwk 
  breastplate. 
  Valen: Male Human (Oeridian) Adp 1; CR ½;  Medium 
  humanoid; HD 1d6; hp 7; Init +1; Spd 30ft.; AC 11 (+1 
  dex), touch 11, flat-footed 10; BaB +0; Grapple +0; Atk +0 
  melee (1d4; 19-20/x2, dagger) or +1 ranged touch (ray); 
  AL NE; SV Fort +0, Ref +1, Wil -1; Str 10, Dex 12, Con 10, 
  Int 12, Wis 8, Cha 8. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +4, 
  Knowledge(Arcane) +5, Spellcraft +4; Toughness. 
   
  Wizard Spells Prepared: (3/2; base DC=11 + spell level) 
  
  Shadows of Insurrection 
   
  Page 21 
  0-Acid Splash (2), Ray of Frost; 1st–Magic Missile, Lesser 
  Orb of Fire. 
   
  Equipment:Dagger. 
  Soldiers(1 or 2): Male Human (Oeridian) War 1; CR ½;  
  Medium humanoid; HD 1d8; hp 5; Init +1; Spd 20 ft.; AC 
  17 (+1 dex, +6 chainmail), touch 11, flat-footed 16; BaB +1; 
  Grapple +2; Atk +2 melee (1d8+1/19-20, longsword) or +2 
  ranged (1d8/x3, longbow); AL N; SV: Fort +2, Ref +1, Will 
  -1; Str 13, Dex 12, Con 11, Int 10, Wis 9, Cha 8. 
   
  Skills and Feats: Handle Animal +5, Intimidate +3, 
  Ride +7; Animal Affinity, Mounted Combat. 
   
  Equipment: chainmail, buckler, longsword, longbow, 
  40 arrows. 
  
  Shadows of Insurrection 
   
  Page 22 
  Combat Appendix – APL4
  Encounter 1: Sneak Away (EL5) 
  Soldiers(3): Male Human Ftr2; Medium Humanoid; HD 
  2d10+4; hp 17; Init +1; Spd 20 ft.; AC 17 (+6 armor, +1 
  Dex), touch 11, flat-footed 16; BaB: +3; Grapple +6; Atk +8 
  melee (2d6+3; 19-20/x2, greatsword) or +6 melee (1d8+3; 
  x3, longspear) or +3 ranged (1d8+2; x3, longbow); AL LN ; 
  SV Fort +5, Ref +1, Will +1; Str 19, Dex 13, Con 14, Int 10, 
  Wis 12, Cha 8. 
   
  Skills and Feats: Climb +5, Handle Animal +1, Jump 
  +0, Ride +5; Combat Reflexes, Hold The Line (CW), 
  Power Attack, Weapon Focus: Greatsword. 
   
  Equipment: Mwk Greatsword, Longspear, Composite 
  Longbow (+2 Str) with 20 arrows, Banded Mail, Potion of 
  Bull's Strength. 
  Encounter 2: Surprise Visit (EL6) 
  Pielesna: Female Gnome Clr 3; CR 3; HD 3d8+9; hp 27; 
  Init +2; Spd 20 ft/x3; AC 22 (+8 armor, +1 dex, +2 shield, 
  +1 size), touch 12, flat-footed 21; BaB +2; Grapple -2; Full 
  Atk: +4 melee (1d6; 20/x2, Morningstar) or -1 melee (1d4; 
  20/x2, Armor Spikes); AL CE; SV Fort +6, Ref +3, Will +6; 
  Str 10, Dex 14, Con 16, Int 10, Wis 16, Cha 8. 
   
  Skills and Feats:  Concentration +12 (+16 when 
  casting defensively), Knowledge (Religion) +5; Spellcraft 
  +2; Skill Focus (Concentration), Combat Casting. 
   
  Equipment: Mwk Morning Star, Mwk Full Plate with 
  Armor Spikes, Mwk Heavy Steel Shield, Silver Holy 
  Symbol of Urdlen, Scroll of Cure Light Wounds (2), 
  Scroll of Cure Moderate Wounds, Potion of Cure Light 
  Wounds. 
   
  Spells Prepared (4/3/2, DC = 13 + Spell Level): 0 – 
  Cure 
  Minor 
  Wounds, 
  Detect 
  Magic, 
  Guidance, 
  Resistance; 1 – Bless, Doom, Shield of Faith; 2 – Hold 
  Person, Sound Burst. 
   
  Domain Spells: Urdlen/Destruction (Once per day 
  may Smite an enemy, at +4 to hit, dealing +3 damage) and 
  Earth (May Rebuke Earth creatures); 1st – Inflict Light 
  Wounds, 2nd – Soften Earth and Stone. 
  Sngayvuse: Male Half-orc Rgr 2; CR 2; HD 2d8+4; hp 17; 
  Init +3; Spd 30 ft/x4; AC 18 (+4 armor, +3 dex, +1 shield), 
  touch 13, flat-footed 15; BaB +2; Grapple +5; Atk +6 
  ranged (1d8+3; 20/x3, mwk Composite Longbow) or +6 
  melee (2d6+4; 19-20/x2, mwk greatsword); Full Atk +6 
  ranged (1d8+3; 20/x3, mwk Composite Longbow) or 
  +4/+4 ranged (1d8+3; 20/x3, mwk Composite Longbow, 
  Rapid Shot) or +6 melee (2d6+4; 19-20/x2, mwk 
  greatsword); SA Favored Enemy (Human +2); AL CN; SV 
  Fort +5, Ref +6, Will +1; Str 16, Dex 16, Con 14, Int 8, Wis 
  12, Cha 6. 
   
  Skills and Feats: Handle Animal +3, Listen +6, Move 
  Silently +6, Spot +6, Survival +6; Point Blank Shot, Track, 
  Rapid Shot. 
   
  Equipment:  Mwk Composite Longbow (+3 Str), Mwk 
  Greatsword, Mwk Chain Shirt, Mwk Buckler, Potion of 
  Cure Light Wounds, Potion of Cure Moderate Wounds, 
  Potion of Cat’s Grace. 
  Soldiers (4 or 2): Human War 2; CR 1; HD 2d8+3; hp 12; 
  Init +1; Spd 20/x3; AC 19 (+6 armor, +1 dex, +2 shield), 
  touch 11, flat-footed 18; BaB +2; Grapple +3; Atk +4 melee 
  (1d8+1; 19-20/x2, longsword) or +4 ranged (1d6+1, 
  javelin); AL N; SV Fort +3, Ref +1, Will +0; Str 13, Dex 12, 
  Con 11, Int 9, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +4; Toughness. 
   
  Equipment: Mwk Longsword, Javelin(3), Banded 
  Mail, Heavy Steel Shield. 
  Encounter 3: Clemency Tower (EL7) 
  Commandant Lestarndt: Male Human(Oeridian) 
  Wiz3/Swashbuckler2; Medium Humanoid; CR 5; HD 
  3d4+2d10+5; hp 35; Init +2; Spd 30 ft/x4; AC 17 (+5 
  armor, +2 dex), touch 12, flat-footed 15; BaB +3; Grapple 
  +5; Atk +7 melee (1d6+3;18-20/x2, +1 Rapier) OR +6 
  melee (1d4+2;19-20/x2, Masterwork Dagger) OR +5 
  ranged touch (ray); AL NE; SV Fort +5, Ref +6, Will +2; 
  Str 14, Dex 14, Con 12, Int 17, Wis 8, Cha 8; 
   
  Skills and Feats: Balance +8, Bluff +5, Concentration 
  +9, Hide +5, Jump +5, Knowledge (arcana) +7, Knowledge 
  (nobilty) +9, Listen +2, Sense Motive +2, Spellcraft +6, 
  Spot +2, Tumble +8; Combat Reflexes, Weapon 
  Focus(Rapier), Improved Toughness. 
   
  Wizard Spells Prepared: (4/3/2; base DC=13 + spell 
  level) 0—Prestidigitation, Ray of Frost, Touch of Fatigue 
  (2); 1st—Obscuring Mist, Ray of Enfeeblement (2); 2nd—
  Ghoul Touch, Mirror Image. 
   
  Languages Known: Common, Draconic, Gnome, Old 
  Oeridian. 
   
  Equipment: 
  +1 
  Rapier, 
  Masterwork 
  Rapier, 
  Masterwork Dagger, +1 Mithral Chain Shirt, Potion of 
  Expeditious Retreat. 
  Weasel Familiar: Weasel; CR -; HD -; hp 17; Init +2; Spd 
  20 ft/x4, climb 20ft; AC 16 (+2 dex, +2 size, +2 natural), 
  touch 14, flat-footed 14; BaB +3; Grapple -9; Atk +7 melee 
  (1d3-4;20/x2, bite); AL NE; SQ Agile, Deliver touch 
  spells, Empathic link, Low-light vision, Scent, Share 
  spells; SV Fort +4, Ref +4, Will +4; Str 3, Dex 15, Con 10, 
  Int 7, Wis 12, Cha 5. 
   
  Skills and Feats: Balance +16, Bluff +3, Climb +10, 
  Hide +13, Jump -3, Listen +2, Move Silently +8, Sense 
  Motive +4, Spellcraft +1, Spot +3; Improved Evasion, 
  Weapon Finesse; 
  Rhana: Female Human (Oeridian) Ftr 4; CR 4; Medium 
  humanoid; HD 4d10+4; hp 32; Init +3; Spd 20 ft. (base 30 
  ft.); AC 19 (+3 dex, +6 armor), touch 13, flat-footed 16; 
  BaB +4; Grapple +6; Atk +8 melee (1d10+6/x3, +1 
  halberd); AL LN; SV Fort +5, Ref +4, Will +3; Str 14, Dex 
  16, Con 12, Int 8, Wis 14, Cha 12. 
   
  Skills and Feats: Intimidate +8, Jump +6; Combat 
  Reflexes, Deft Opportunist, Dodge, Mobility, Weapon 
  
  Shadows of Insurrection 
   
  Page 23 
  Focus (halberd), Weapon Specialization (halberd). 
   
  Equipment: +1 breastplate, +1 halberd, masterwork 
  longsword, dagger (2). 
   
  Precast 
  Spells 
  and 
  Effects: 
  Bull’s 
  Strength 
  (if 
  opportunity to Buff). 
   
  Precast Modifiers: Atk +8 melee (1d10+9/x3, +1 
  halberd); Str 16. 
  Valen: Male Human (Oeridian) Wiz4; CR 4;  Medium 
  humanoid; HD 4d4+4; hp 20; Init +1; Spd 30 ft/x4; AC 15 
  (+1 dex, +4 armor), touch 11, flat-footed 14; BaB +2; 
  Grapple +2; Atk +2 melee (1d4; 19-20/x2, dagger) or +4 
  ranged touch (ray); AL NE; SV Fort +2, Ref +2, Will +4; 
  Str 11, Dex 13, Con 12, Int 17, Wis 11, Cha 8. 
   
  Skills and Feats: Concentration +8, Decipher Script 
  +11, Knowledge (arcana) +11, Knowledge (the planes) +8, 
  Listen +3, Spellcraft +12, Spot +3; Combat Casting, Extra 
  Slot(Wizard), Weapon Focus (ranged touch). 
   
  Wizard Spells Prepared (4/5/3; base DC=14 + spell 
  level) 0 – Acid Splash (2), Flare(2); 1st –Burning Hands, 
  Mage Armor, Lesser Orb of Fire(2), Shield; 2nd – Bull’s 
  Strength, Scorching Ray(2). 
   
  Equipment: Dagger. 
   
  Precast Spells and Effects: Shield (if opportunity to 
  buff). 
   
  Precast Modifiers: AC 18 (+1 dex, +4 armor, +4 shield), 
  touch 11, flat-footed 18. 
   
  Tactics: Buff Rhana with Bull’s Strength, if 
  opportunity for pre-buff exists.  Also Shield. Then boom 
  spells. 
  Soldier: Female Human (Oeridian) Ftr 1; CR 1; Medium 
  humanoid; HD 1d10; hp 6; Init +1; Spd 20 ft. (base 30 ft.); 
  AC 17, touch 11, flat-footed 16; BaB +1; Grapple +2; Atk 
  +3 melee (1d8+1/19-20, longsword) or +2 ranged (1d8/x3, 
  longbow); AL N; SV: Fort +2, Ref +1, Will -1; Str 13, Dex 
  12, Con 11, Int 10, Wis 9, Cha 8. 
   
  Skills and Feats: Handle Animal +5, Intimidate +3, 
  Ride +7; Animal Affinity, Mounted Combat, Weapon 
  Focus (longsword). 
   
  Equipment: chainmail, buckler, longsword, longbow, 
  40 arrows.
  
  Shadows of Insurrection 
   
  Page 24 
  Combat Appendix – APL6
  Encounter 1: Sneak Away (EL7) 
  Soldiers(3): Male Human Ftr4; Medium Humanoid; HD 
  4d10+8; hp 34; Init +1; Spd 20 ft.; AC 19 (+6 armor, +1 
  Dex), touch 11, flat-footed 18; BaB: +4; Grapple +9; Atk 
  +11 melee (2d6+9; 19-20/x2, greatsword)  or +11 melee 
  (1d8+7; x3, longspear) or +8 ranged (1d8+3; x3, longbow); 
  AL LN ; SV Fort +6, Ref +2, Will +2; Str 20, Dex 13, Con 
  14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +5, Handle Animal +1, Jump 
  +2, Ride +7, Spot +2; Combat Reflexes, Hold The Line 
  (CW), Power Attack, Weapon Focus: Greatsword, 
  Weapon Focus: Longspear, Weapon Specialization: 
  Greatsword. 
   
  Equipment: Mwk Greatsword, Mwk Longspear, 
  Composite Longbow (+3 Str) with 20 Mwk arrows, Mwk 
  Banded Mail, Potion of Bull's Strength. 
  Encounter 2: Surprise Visit (EL8) 
  Pielesna: Female Gnome Clr 5; CR 5; HD 5d8+15; hp 43; 
  Init +2; Spd 20 ft/x3; AC 23 (+9 armor, +1 dex, +2 shield, 
  +1 size), touch 12, flat-footed 22; BaB +3; Grapple -1; Full 
  Atk: +5 melee (1d6; 20/x2, Morningstar) or +1 melee 
  (1d4; 20/x2, Armor Spikes); AL CE; SV Fort +8, Ref +4, 
  Will +8; Str 10, Dex 14, Con 16, Int 10, Wis 17, Cha 8. 
   
  Skills and Feats:  Concentration +14 (+18 when 
  casting defensively), Knowledge (Religion) +5; Spellcraft 
  +4; Skill Focus (Concentration), Combat Casting. 
   
  Equipment: Mwk Morningstar, +1 Full Plate with 
  Armor Spikes, Mwk Heavy Steel Shield, Silver Holy 
  Symbol of Urdlen, Scroll of Cure Light Wounds (2), 
  Scroll of Cure Moderate Wounds, Potion of Cure Light 
  Wounds, +1 Cloak of Resistance. 
   
  Spells Prepared (5/4/3/2, DC = 13 + Spell Level): 0 – 
  Cure Minor Wounds (2), Detect Magic, Guidance, 
  Resistance; 1 – Bless, Cure Light Wounds, Doom, Shield 
  of Faith; 2 – Hold Person, Sound Burst, Wave of Grief; 3 – 
  Invisibility Purge, Prayer. 
   
  Domain Spells: Urdlen/Destruction (Once per day 
  may Smite an enemy, at +4 to hit, dealing +5 damage) and 
  Earth (May Rebuke Earth creatures); 1st – Inflict Light 
  Wounds, 2nd – Soften Earth and Stone, 3rd – Contagion. 
  Sngayvuse: Male Half-orc Rgr 4; CR 4; HD 4d8+8; hp 31; 
  Init +3; Spd 30 ft/x4; AC 18 (+4 armor, +3 dex, +1 shield), 
  touch 13, flat-footed 15; BaB +4; Grapple +7; Atk +8 
  ranged (1d8+4; 20/x3, mwk Composite Longbow) or  +8 
  melee (2d6+4; 19-20/x2, mwk greatsword); Full Atk +8 
  ranged (1d8+4; 20/x3, mwk Composite Longbow) or 
  +6/+6 ranged (1d8+4; 20/x3, mwk Composite Longbow, 
  Rapid Shot) or  +8 melee (2d6+4; 19-20/x2, mwk 
  greatsword); SA Favored Enemy (Human +2); AL CN; SV 
  Fort +6, Ref +7, Will +2; Str 17, Dex 16, Con 14, Int 8, Wis 
  12, Cha 6. 
   
  Skills and Feats: Handle Animal +5, Listen +8, Move 
  Silently +8, Spot +8, Survival +8; Point Blank Shot, Track, 
  Rapid Shot, Precise Shot, Endurance. 
   
  Equipment:  +1 Composite Longbow (+3 Str), Mwk 
  Greatsword, Mwk Chain Shirt, Mwk Buckler, Potion of 
  Cure Light Wounds, Potion of Cure Moderate Wounds, 
  Potion of Cat’s Grace. 
   
  Spells Prepared (1, DC = 11 + Spell Level): 1 – Arrow 
  Mind. 
  “Dog” (Animal Companion): Wolf, Medium Animal; 
  HD 2d8+4; hp 13; Init +2; Spd 50 ft/x4; AC 17 (+3 armor, 
  +2 dex, +2 natural), touch 13, flat-footed 14; BaB +1; 
  Grapple +2; Atk +3 melee (1d6+1; 20/x2, Bite); SA Trip; 
  SQ Low-light vision, scent, link, share spells; AL N; SV 
  Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 
  12, Cha 6. 
   
  Skills and Feats: Hide +2, Listen +3, Move Silently +3, 
  Spot +3, Survival +1; Track, Weapon Focus (Bite). 
   
  Equipment: Mwk Studded Leather Barding. 
   
  Tricks: Dog knows the following tricks: Attack, 
  Attack Unnatural, Defend, Down, Heel, Stay, Track. 
  Soldiers (4 or 2): Human War 3; CR 2; HD 3d8+3; hp 16; 
  Init +1; Spd 20/x3; AC 21 (+8 armor, +1 dex, +2 shield), 
  touch 11, flat-footed 20; BaB +3; Grapple +4; Atk: +6 
  melee (1d8+1; 19-20/x2, longsword) or +6 ranged (1d6+1, 
  javelin); AL N; SV Fort +3, Ref +2, Will +1; Str 13, Dex 12, 
  Con 11, Int 9, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +5; Toughness, Weapon 
  Focus (Longsword). 
   
  Equipment: Mwk Longsword, Javelin(3), Mwk Full 
  Plate, Mwk Heavy Steel Shield. 
  Encounter 3: Clemency Tower (EL9) 
  Commandant Lestarndt: Male Human(Oeridian) 
  Wiz4/Swashbuckler3; Medium Humanoid; CR 7; HD 
  4d4+3d10+7; hp 48; Init +2; Spd 30 ft/x4; AC 17 (+5 
  armor, +2 dex), touch 12, flat-footed 15; BaB +5; Grapple 
  +7; Atk +9 melee (1d6+3;18-20/x2, +1 Rapier) OR +8 
  melee (1d4+2;19-20/x2, Masterwork Dagger) OR +7 
  ranged (ray); AL NE; SV Fort +5, Ref +7, Will +4; Str 14, 
  Dex 14, Con 12, Int 17, Wis 8, Cha 8. 
   
  Skills and Feats: Balance +12, Bluff +5, Concentration 
  +11, Hide +5, Jump +5, Knowledge (arcana) +7, 
  Knowledge (nobilty) +9, Listen +3, Sense Motive +2, 
  Spellcraft +6, Spot +3, Tumble +12; Combat Reflexes, 
  Weapon 
  Focus(Rapier), 
  Close-Quarters 
  Fighting, 
  Improved Toughness. 
   
  Wizard Spells Prepared: (4/4/3; base DC=13 + spell 
  level) 0—Prestidigitation, Ray of Frost, Touch of 
  Fatigue(2); 1st – Chill Touch, Obscuring Mist, Ray of 
  Enfeeblement(2); 2nd—Bull's Strength, Ghoul Touch, 
  Mirror Image. 
   
  Languages Known: Common, Draconic, Gnome, Old 
  Oeridian. 
   
  Equipment: 
  +1 
  Rapier, 
  Masterwork 
  Rapier, 
  Masterwork Dagger, +1 Glamered Mithral Chain Shirt, 
  Potion of Expeditious Retreat. 
  
  Shadows of Insurrection 
   
  Page 25 
   
  Precast Spells and Effects: Mirror Image, Bull’s Strength 
  (if opportunity to buff). 
   
  Precast Modifiers: Atk +11 melee (1d6+5; 18-20/x2, +1 
  Rapier); Str 16. 
   
  Tactics: Casts Mirror Image first.  If opportunity to 
  buff exists, casts Bull’s Strength.  Then engages in combat 
  to deliver necromantic touch attacks either with weasel 
  (shared spell) or self. 
  Weasel Familiar: Weasel; CR -; HD -; hp 24; Init +2; Spd 
  20 ft/x4, climb 20ft; AC 16 (+2 dex, +2 size, +2 natural), 
  touch 14, flat-footed 14; BaB +5; Grapple -7; Atk +7 melee 
  (1d3-4;20/x2, bite); AL NE; SQ Agile, Deliver touch 
  spells, Empathic link, Low-light vision, Scent, Share 
  spells; SV Fort +4, Ref +4, Will +6; Str 3, Dex 15, Con 10, 
  Int 7, Wis 12, Cha 5. 
   
  Skills and Feats: Balance +20, Bluff +3, Climb +10, 
  Hide +13, Jump -3, Listen +3, Move Silently +8, Sense 
  Motive +4, Spellcraft +1, Spot +3; Improved Evasion, 
  Weapon Finesse; 
  Rhana: Female Human (Oeridian) Ftr 6; CR 6; Medium 
  humanoid; HD 6d10+6; hp 46; Init +3; Spd 30 ft.; AC 
  19*(+3 dex, +6 armor), touch 13*, flat-footed 16*; BaB +6; 
  Grapple +8; Atk +10 melee (1d10+6/x3, +1 halberd); Full 
  Atk +10/+5 melee (1d10+6/x3, +1 halberd) and +5 melee 
  (1d6+4, +1 halberd staff); AL LN; SV Fort +6, Ref +5, Will 
  +4; Str 14, Dex 16, Con 12, Int 8, Wis 14, Cha 12. 
   
  Skills and Feats: Intimidate +10, Jump +10; Combat 
  Reflexes, Deft Opportunist, Dodge, Mobility, Spinning 
  Halberd, 
  Two-Weapon 
  Fighting, 
  Weapon 
  Focus 
  (halberd), Weapon Specialization (halberd). 
   
  Equipment: +1 mithral breastplate, +1 halberd, 
  masterwork longsword, 2 daggers. 
   
  *Note: AC +1 while making full attack.  
   
  Precast 
  Spells 
  and 
  Effects: 
  Bull’s 
  Strength 
  (if 
  opportunity to Buff). 
   
  Precast Modifiers: Atk +12 melee (1d10+9/x3, +1 
  halberd); Str 16. 
  Valen: Male Human (Oeridian) Wiz6; Medium 
  Humanoid; CR 6; HD 6d4+6; hp 25; Init +1; Spd 30 ft/x4; 
  AC 18 (+1 dex, +1 deflection, +6 armor), touch 12, flat-
  footed 17; BaB +3; Grapple +3; Full Atk +3 melee (1d4;19-
  20/x2, Dagger) or +4 ranged touch (ray); AL NE; SV Fort 
  +3, Ref +3, Will +5; Str 11, Dex 13, Con 12, Int 18, Wis 11, 
  Cha 8. 
   
  Skills and Feats: Concentration +10, Decipher Script 
  +12, Knowledge (arcana) +13, Knowledge (the planes) 
  +10, Listen +4, Spellcraft +15, Spot +4; Combat Casting, 
  Extra Slot (Wizard1), Sudden Maximize, Sudden Silent, 
  Sudden Widen. 
   
  Wizard Spells Prepared (4/5/4/3; base DC=14 + spell 
  level) 0 – Acid Splash (2), Flare(2); 1st –Burning Hands, 
  Lesser Orb of Fire(3), Shield; 2nd – Bull’s Strength, 
  Scorching Ray(3); 3rd – Dispel Magic, Lightning Bolt, 
  Greater Mage Armor. 
   
  Equipment: Dagger, Ring of Protection +1, Cape of 
  the Mountebank.  
   
  Precast Spells and Effects: Shield (if opportunity to 
  buff). 
   
  Precast Modifiers: AC 22 (+1 dex, +1 deflection, +6 
  armor, +4 shield), touch 12, flat-footed 21. 
   
  Tactics: Buff Rhana with Bull’s Strength, if 
  opportunity for pre-buff exists, and Shield.  Dispel magic 
  as first combat action (Sudden Silent if required targeted 
  to silent effect only), Then boom spells, using Sudden 
  Maximize (Scorching) and Sudden Widen (Lightning 
  Bolt). 
  Soldier: Female Human (Oeridian) Ftr 3; CR 3; Medium 
  humanoid; HD 3d10; hp 17; Init +1; Spd 20 ft. (base 30 
  ft.); AC 17 (+1 dex, +6 armor), touch 11, flat-footed 16; 
  BaB +3; Grapple +4; Atk +6 melee (1d8+1/19-20, 
  masterwork longsword) or +6 ranged (1d8+1/x3, 
  masterwork composite longbow); Full Atk +6 melee 
  (1d8+1/19-20, masterwork longsword) or +6 ranged 
  (1d8+1/x3, masterwork composite longbow); AL N; SV 
  Fort +3, Ref +2, Will +0; Str 13, Dex 12, Con 11, Int 10, 
  Wis 9, Cha 8. 
   
  Skills and Feats: Handle Animal +7, Intimidate +5, 
  Ride +11; Animal Affinity, Mounted Archery, Mounted 
  Combat, Weapon Focus (longbow), Weapon Focus 
  (longsword). 
   
  Equipment: 
  masterwork 
  chainmail, 
  buckler, 
  masterwork longsword, masterwork composite longbow 
  [+1 str], 40 arrows. 
  
  Shadows of Insurrection 
   
  Page 26 
  Combat Appendix – APL8
  Encounter 1: Sneak Away (EL9) 
  Soldiers(3): Male Human Ftr6; Medium Humanoid; HD 
  6d10+12; hp 50 each; Init +1; Spd 20 ft.; AC 19 (+8 armor, 
  +1 Dex), touch 11, flat-footed 18; BaB +6; Grapple +11; 
  Atk +13 melee (2d6+10; 19-20/x2, +1 greatsword) or +13 
  melee (1d8+9; x3, longspear) or +8 ranged (1d8+3; x3, 
  longbow); Full Atk +13/+8 melee (2d6+10; 19-20/x2, +1 
  greatsword) or +13/+8 melee (1d8+9; x3, longspear) or 
  +7/+2 ranged (1d8+3; x3, longbow); AL LN ; SV Fort +7, 
  Ref +3, Will +3; Str 20, Dex 13, Con 14, Int 10, Wis 12, 
  Cha 8. 
   
  Skills and Feats: Climb +6, Handle Animal +1, Jump 
  +2, Ride +9, Spot +3; Combat Reflexes, Hold The Line 
  (CW), Power Attack, Quick Draw, Weapon Focus: 
  Greatsword, 
  Weapon 
  Focus: 
  Longspear, 
  Weapon 
  Specialization: 
  Greatsword, 
  Weapon 
  Specialization: 
  Longspear. 
   
  Equipment: 
  +1 
  Greatsword, 
  Mwk 
  Longspear, 
  Composite Longbow (+3 Str) with 20 Mwk arrows, Full 
  plate, Potion of Bull's Strength. 
  Encounter 2: Surprise Visit (EL10) 
  Pielesna: Female Gnome Clr 7; CR 7; HD 7d8+21; hp 59; 
  Init +6; Spd 20 ft/x3; AC 23 (+9 armor, +1 dex, +2 shield, 
  +1 size), touch 12, flat-footed 22; BaB +5; Grapple +1; Atk 
  +7 melee (1d6; 20/x2, Morningstar) or +3 melee (1d4; 
  20/x2, Armor Spikes); AL CE; SV Fort +9, Ref +5, Will 
  +10; Str 10, Dex 14, Con 16, Int 10, Wis 19, Cha 8. 
   
  Skills and Feats:  Concentration +16 (+20 when 
  casting defensively), Knowledge (Religion) +5; Spellcraft 
  +6; Skill Focus (Concentration), Combat Casting, 
  Improved Initiative. 
   
  Equipment: Mwk Morningstar, +1 Full Plate with 
  Armor Spikes, Mwk Heavy Steel Shield, Silver Holy 
  Symbol of Urdlen, Sacred Text of Urdlen, +2 Periapt of 
  Wisdom, Scroll of Cure Light Wounds (2), Scroll of Cure 
  Moderate Wounds, Potion of Cure Light Wounds, +1 
  Cloak of Resistance. 
   
  Spells Prepared (6/5/4/3/2, DC = 14 + Spell Level): 0 – 
  Cure Minor Wounds (2), Detect Magic, Guidance (2), 
  Resistance; 1st – Bane, Bless, Cure Light Wounds, Doom, 
  Shield of Faith; 2nd – Hold Person (2), Sound Burst, Wave 
  of Grief; 3rd – Cure Serious Wounds, Invisibility Purge, 
  Prayer; 4th – Freedom of Movement, Recitation. 
   
  Domain Spells: Urdlen/Destruction (Once per day 
  may Smite an enemy, at +4 to hit, dealing +7 damage) and 
  Earth (May Rebuke Earth creatures); 1st – Inflict Light 
  Wounds, 2nd – Soften Earth and Stone, 3rd – Contagion, 
  4th – Spike Stones. 
  Sngayvuse: Male Half-orc Rgr 6; CR 6; HD 6d8+12; hp 
  45; Init +3; Spd 30 ft/x4; AC 20 (+5 armor, +3 dex, +2 
  shield), touch 13, flat-footed 18; BaB +6; Grapple +9; Atk 
  +11 ranged (1d8+4; 20/x3, mwk Composite Longbow) or 
  +7 ranged (2d8+8; 20/x3, mwk Composite Longbow 
  Manyshot) or +10 melee (2d6+4; 19-20/x2, mwk 
  greatsword); Full Atk +11/+6 ranged (1d8+4; 20/x3, mwk 
  Composite Longbow) or +9/+9/+4 ranged (1d8+4; 20/x3, 
  mwk Composite Longbow Rapid Shot) or +7 ranged 
  (2d8+8; 20/x3, mwk Composite Longbow Manyshot) or 
  +10/+5 melee (2d6+4; 19-20/x2, mwk greatsword); SA 
  Favored Enemy (Human +4, Elf +2); AL CN; SV Fort +7, 
  Ref +8, Will +3; Str 17, Dex 16, Con 14, Int 8, Wis 12, Cha 
  6. 
   
  Skills and Feats: Handle Animal +7, Listen +10, Move 
  Silently +10, Spot +10, Survival +10; Point Blank Shot, 
  Track, Rapid Shot, Precise Shot, Endurance, Weapon 
  Focus (Longbow), Manyshot. 
   
  Equipment:  +1 Composite Longbow (+3 Str), Mwk 
  Greatsword, +1 Chain Shirt, +1 Buckler, Potion of Cure 
  Light Wounds, Potion of Cure Moderate Wounds, Potion 
  of Cat’s Grace. 
   
  Spells Prepared (2, DC = 11 + Spell Level): 1 – Arrow 
  Mind, Exacting Shot. 
  ‘Dog’ (Animal Companion): Wolf, Medium Animal; 
  HD 4d8+12; hp 30; Init +3; Spd 30 ft/x4; AC 20 (+3 armor, 
  +3 dex, +4 natural), touch 13, flat-footed 14; BaB +3; 
  Grapple +5; Atk +6 melee (1d8+3; 20/x2, Bite); SA Trip; 
  SQ Low-light vision, scent, link, share spells, evasion; AL 
  N; SV Fort +7, Ref +7, Will +2; Str 14, Dex 16, Con 16, Int 
  2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +3, Listen +3, Move Silently +4, 
  Spot +5, Survival +1; Track, Weapon Focus (Bite), 
  Improved Natural Attack (Bite). 
   
  Equipment: Mwk Studded Leather Barding. 
   
  Tricks: Dog knows the following tricks: Attack, 
  Attack Unnatural, Defend, Down, Heel, Seek, Stay, 
  Track. 
  Soldiers (4 or 2): Human War 5; CR 4; HD 5d8+8; hp 30; 
  Init +1; Spd 20/x3; AC 21 (+8 armor, +1 dex, +2 shield), 
  touch 11, flat-footed 20; BaB +5; Grapple +6; Atk +8 melee 
  (1d8+2; 19-20/x2, +1 longsword) or  +8 ranged (1d6+1, 
  javelin); AL N; SV Fort +5, Ref +2, Will +1; Str 13, Dex 12, 
  Con 12, Int 9, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +7; Toughness, Weapon 
  Focus (Longsword). 
   
  Equipment: +1 Longsword, Javelin(3), Mwk Full Plate, 
  Mwk Heavy Steel Shield. 
  Encounter 3: Clemency Tower (EL11) 
  Commandant Lestarndt: Male Human(Oeridian) 
  Wiz5/Swashbuckler4; Medium Humanoid; CR 9; HD 
  5d4+4d10+9; hp 61; Init +2; Spd 30 ft/x4; AC 17 (+5 
  armor, +2 dex), touch 12, flat-footed 15; BaB +6; Grapple 
  +8; Atk +10 melee  (1d6+3;15-20/x2, +1 Keen Rapier) OR 
  +9 melee (1d4+2;19-20/x2, Masterwork Dagger) OR +8 
  ranged (ray); Full Atk +10/+5 melee  (1d6+3;15-20/x2, +1 
  Keen Rapier) OR +9/+4 melee (1d4+2;19-20/x2, 
  Masterwork Dagger); AL NE; SV Fort +6, Ref +7, Will +4; 
  Str 14, Dex 14, Con 12, Int 18, Wis 8, Cha 8.  
  
  Shadows of Insurrection 
   
  Page 27 
   
  Skills and Feats: Balance +14, Bluff +6, Concentration 
  +13, Hide +7, Jump +5, Knowledge (arcana) +9, 
  Knowledge (nobilty) +11, Listen +3, Sense Motive +2, 
  Spellcraft +10, Spot +4, Tumble +14; Combat Reflexes, 
  Weapon 
  Focus(Rapier), 
  Arcane 
  Strike, 
  Improved 
  Toughness, Power Attack, Spell Focus (Necromancy). 
   
  Wizard Spells Prepared: (4/4/3/2; base DC=14 + spell 
  level) 0—Prestidigitation, Ray of Frost, Touch of Fatigue 
  (2)*; 1st—Chill Touch*, Obscuring Mist, Ray of 
  Enfeeblement (2)*; 2nd—Bull's Strength, Ghoul Touch*, 
  Mirror Image; 3rd—Fly, Vampiric Touch*. 
   
  *Spell Focus (Necromancy): base DC=15 + spell level. 
   
  Languages Known: Common, Draconic, Gnome, Old 
  Oeridian. 
   
  Equipment: +1 Keen Rapier, Masterwork Rapier, 
  Masterwork Dagger, +1 Glamered Mithral Chain Shirt, 
  Potion of Expeditious Retreat. 
   
  Precast Spells and Effects: Mirror Image, Bull’s Strength 
  (if opportunity to buff). 
   
  Precast Modifiers: Full Atk +12/+7 melee (1d6+5; 15-
  20/x2, +1 Rapier); Str 16. 
   
  Tactics: Casts Mirror Image first.  If opportunity to 
  buff exists, casts Bull’s Strength.  Then engages in combat 
  to deliver necromantic touch attacks either with weasel 
  (shared spell) or self. Use Arcane Strike if going into 
  melee with rapier. 
  Weasel Familiar: Weasel; CR -; HD -; hp 30; Init +2; Spd 
  20 ft/x4, climb 20ft; AC 17 (+2 dex, +2 size, +3 natural), 
  touch 14, flat-footed 15; BaB +6; Grapple -6; Atk +10 
  melee (1d3-4;20/x2, bite); AL NE; SQ Agile, Deliver 
  touch spells, Empathic link, Low-light vision, Scent, 
  Share spells, Speak with Master; SV Fort +5, Ref +4, Will 
  +6; Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 5. 
   
  Skills and Feats: Balance +22, Bluff +4, Climb +10, 
  Hide +15, Jump -3, Listen +3, Move Silently +8, Sense 
  Motive +4, Spellcraft +3, Spot +4; Improved Evasion, 
  Weapon Finesse; 
  Rhana: Female Human (Oeridian) Ftr 8; CR 8; Medium 
  humanoid; HD 8d10+8; hp 60; Init +3; Spd 30 ft.; AC 20* 
  (+3 dex, +7 armor), touch 14*, flat-footed 17*; BaB +8; 
  Grapple +10; Atk +12 melee (1d10+6/x3, +1 halberd); Full 
  Atk +12/+7 melee (1d10+6/x3, +1 halberd) and +7 melee 
  (1d6+4, +1 halberd staff); AL: LN; SV: Fort +7, Ref +5, 
  Will +4; Str 14, Dex 17, Con 12, Int 8, Wis 14, Cha 12. 
   
  Skills and Feats: Intimidate +12, Jump +12; Combat 
  Reflexes, Deft Opportunist, Dodge, Expert Tactician, 
  Mobility, Spinning Halberd, Two-Weapon Fighting, 
  Weapon 
  Focus 
  (halberd), 
  Weapon 
  Specialization 
  (halberd). 
   
  Equipment: +1 ring of protection, +1 mithral 
  breastplate, +1 halberd, masterwork longsword, 2 
  daggers. 
   
  *Note: AC +1 while making full attack.  
   
  Precast 
  Spells 
  and 
  Effects: 
  Bull’s 
  Strength 
  (if 
  opportunity to Buff). 
   
  Precast Modifiers: Atk +14 melee (1d10+9/x3, +1 
  halberd); Full Atk +14/+9 melee (1d10+9/x3, +1 halberd); 
  Str 16. 
  Valen: 
  Male 
  Human(Oeridian) 
  Wiz8; 
  Medium 
  Humanoid; CR 8; HD 8d4+8; hp 33; Init +2; Spd 30 ft/x4; 
  AC 20 (+2 dex, +2 deflection, +6 armor), touch 14, flat-
  footed 16; BaB +3; Grapple +4; Atk +4 melee (1d4;19-
  20/x2, Dagger) or +6 melee   (Ray); AL NE; SV Fort +3, 
  Ref +4, Will +6; Str 11, Dex 14, Con 12, Int 18, Wis 11, 
  Cha 8; 
   
  Skills and Feats: Concentration +12, Decipher Script 
  +14, Knowledge (arcana) +15, Knowledge (the planes) 
  +12, Listen +5, Spellcraft +17, Spot +5; Combat Casting, 
  Extra Slot (Wizard1), Sudden Maximize, Sudden Silent, 
  Sudden Widen. 
   
  Wizard Spells Prepared (4/6/4/4/3; base DC=14 + spell 
  level) 0–Acid Splash (2), Flare(2); 1st–Burning Hands, 
  Lesser Orb of Fire(4), Shield; 2nd–Bull’s Strength, 
  Scorching Ray(3); 3rd – Dispel Magic(2), Lightning Bolt, 
  Greater Mage Armor; 4th – Burning Blood, Enervation, 
  Ice Storm. 
   
  Equipment: Dagger, Ring of Protection +2, Cape of 
  the Mountebank. 
    
  Precast Spells and Effects: Shield (if opportunity to 
  buff). 
   
  Precast Modifiers: AC 24 (+2 dex, +2 deflection, +6 
  armor, +4 shield), touch 14, flat-footed 20. 
   
  Tactics: Buff Rhana with Bull’s Strength, if 
  opportunity for pre-buff exists, and Shield.  Dispel magic 
  as first combat action (Sudden Silent if required targeted 
  to silent effect only), Then boom spells, using Sudden 
  Maximize and Sudden Widen. 
  Soldier: Female Human (Oeridian) Ftr 5; CR 5; Medium 
  humanoid; HD 5d10; hp 28; Init +1; Spd 20 ft. (base 30 
  ft.); AC 18, touch 11, flat-footed 17; Base Atk: +5; Grp: +7; 
  Atk: +9 melee (1d8+3/19-20, +1 longsword) or +8 ranged 
  (1d8+2/x3, masterwork composite longbow); Full Atk: +9 
  melee (1d8+2/19-20, +1 longsword) or +8 ranged 
  (1d8+2/x3, masterwork composite longbow); SA: --; SQ: --; 
  AL: N; SV: Fort +4, Ref +2, Will +0; Str 14, Dex 12, Con 
  11, Int 10, Wis 9, Cha 8. 
   
  Skills and Feats: Handle Animal +9, Intimidate +7, 
  Ride +13; Animal Affinity, Mounted Archery, Mounted 
  Combat, Point Blank Shot, Weapon Focus (longbow), 
  Weapon Focus (longsword). 
   
  Equipment: +1 amulet of natural armor, mwk 
  chainmail, buckler, +1 longsword, mwk composite 
  longbow [+2 str], 40 arrows. 
  
  Shadows of Insurrection 
   
  Page 28 
  Combat Appendix – APL10
  Encounter 1: Sneak Away (EL11) 
  Soldiers(3): Male Human Ftr8; Medium Humanoid; HD 
  8d10+16; hp 67; Init +1; Spd 20 ft.; AC 20 (+9 armor, +1 
  Dex), touch 11, flat-footed 19; BaB +8; Grapple +13; Atk 
  +15 melee (2d6+10; 17-20/x2, +1 greatsword) or +15 
  melee (1d8+9; x3, longspear) or +10 ranged (1d8+3;x3, 
  longbow); Full Atk +15/+10 melee (2d6+10; 17-20/x2, 
  greatsword) or +15/+10 melee (1d8+9; x3, longspear)  or 
  +9/+4 ranged (1d8+4;x3, longbow); AL LN ; SV Fort +8, 
  Ref +3, Will +3; Str 21, Dex 13, Con 14, Int 10, Wis 12, 
  Cha 8. 
   
  Skills and Feats: Climb +6, Handle Animal +2, Jump 
  +4, Ride +11, Spot +4; Combat Reflexes, Hold The Line 
  (CW), Improved Critical: Greatsword, Power Attack, 
  Quick Draw, Weapon Focus: Greatsword, Weapon Focus: 
  Longspear, Weapon Specialization: Greatsword, Weapon 
  Specialization: Longspear. 
   
  Equipment: +1 full plate, +1 greatsword, mwk longspear, 
  composite longbow (+4 Str) with 20 mwk arrows, potion of 
  bull’s strength. 
  Encounter 2: Surprise Visit (EL12) 
  Pielesna: Female Gnome Clr 9; CR 9; HD 9d8+27; hp 75; 
  Init +6; Spd 20 ft/x3; AC 23 (+9 armor, +1 dex, +2 shield, 
  +1 size), touch 12, flat-footed 21; BaB +6; Grapple +2; Atk 
  +8 ranged (touch) or Atk +8 melee (1d6; 20/x2, 
  Morningstar) or +4 melee (1d4; 20/x2, Armor Spikes); 
  Full Atk +8/+3 melee (1d6; 20/x2, Morningstar) or +4/-1 
  melee (1d4; 20/x2, Armor Spikes); AL CE; SV Fort +11, 
  Ref +7, Will +13; Str 10, Dex 14, Con 16, Int 10, Wis 20, 
  Cha 8. 
   
  Skills and Feats:  Concentration +18 (+22 when 
  casting defensively), Knowledge (Religion) +5; Spellcraft 
  +6; Skill Focus (Concentration), Combat Casting, 
  Improved Initiative, Quicken Spell. 
   
  Equipment: Mwk Morningstar, +1 Full Plate with 
  Armor Spikes, Mwk Heavy Steel Shield, Silver Holy 
  Symbol of Urdlen, Sacred Text of Urdlen, +2 Periapt of 
  Wisdom, Scroll of Cure Light Wounds (2), Scroll of Cure 
  Moderate Wounds, Potion of Cure Light Wounds, +2 
  Cloak of Resistance. 
   
  Spells Prepared (6/6/5/4/3/2, DC = 15 + Spell Level): 0 
  – Cure Minor Wounds (2), Detect Magic, Guidance (2), 
  Resistance; 1 – Bane, Bless, Cure Light Wounds (2), 
  Doom, Shield of Faith; 2 – Hold Person (2), Sound Burst 
  (2), Wave of Grief; 3 – Cure Serious Wounds, Invisibility 
  Purge, Magic Vestments, Prayer; 4 – Freedom of 
  Movement, Greater Magic Weapon, Recitation; 5 – Flame 
  Strike, Quickened Shield of Faith. 
   
  Domain Spells: Urdlen/Destruction (Once per day 
  may Smite an enemy, at +4 to hit, dealing +9 damage) and 
  Earth (May Rebuke Earth creatures); 1st – Inflict Light 
  Wounds, 2nd – Soften Earth and Stone, 3rd – Contagion, 
  4th – Spike Stones, 5th – Wall of Stone. 
   
  Precast spells and effects: Magic Vestments (Pielesna’s 
  Heavy Shield becomes +2); Greater Magic Weapon 
  (Sngayvuse’s Composite Longbow becomes +2). 
   
  Precast Modifiers: AC 25, flat-footed AC 24. 
  Sngayvuse: Male Half-orc Rgr 8; CR 8; HD 8d8+16; hp 
  59; Init +3; Spd 30 ft/x4; AC 20 (+5 armor, +3 dex, +2 
  shield), touch 13, flat-footed 18; BaB +8; Grapple +11; Atk 
  +13 ranged (1d8+6; 20/x3, mwk Composite Longbow) or 
  +9 ranged (2d8+12; 20/x3, mwk Composite Longbow, 
  Manyshot) or +14 melee (2d6+7; 19-20/x2, mwk 
  greatsword); Full Atk +13/+8 ranged (1d8+6; 20/x3, mwk 
  Composite Longbow) or +11/+11/+6 ranged (1d8+6; 
  20/x3, mwk Composite Longbow, Rapid Shot) or +9 
  ranged (2d8+12; 20/x3, mwk Composite Longbow, 
  Manyshot) or +14/+9 melee (2d6+7; 19-20/x2, mwk 
  greatsword); SA Favored Enemy (Human +4, Elf +2); AL 
  CN; SV Fort +8, Ref +9, Will +3; Str 20, Dex 16, Con 14, 
  Int 8, Wis 12, Cha 6. 
   
  Skills and Feats: Handle Animal +9, Listen +12, Move 
  Silently +12, Spot +12, Survival +12; Point Blank Shot, 
  Track, Rapid Shot, Precise Shot, Endurance, Weapon 
  Focus (Longbow), Manyshot. 
   
  Equipment:  +1 Composite Longbow (+5 Str), Mwk 
  Greatsword, +1 Chain Shirt, +1 Buckler, +2 Gauntlets of Ogre 
  Power, Potion of Cure Light Wounds, Potion of Cure 
  Moderate Wounds, Potion of Cat’s Grace. 
   
  Spells Prepared (2, DC = 11 + Spell Level): 1 – Arrow 
  Mind, Exacting Shot. 
   
  Precast Modifiers: Full Atk +14/+9 ranged (1d8+7; 
  20/x3, Composite Longbow) or +12/+12/+7 ranged 
  (1d8+7; 20/x3, Composite Longbow Rapid Shot) or +10 
  ranged (2d8+14; 20/x3, Composite Longbow Manyshot) 
  or 14/+9 melee (2d6+8; 19-20/x2, greatsword) . 
  'Dog' (Animal Companion): Medium Animal; HD 
  4d8+12; hp 30; Init +3; Spd 50 ft/x4; AC 22 (+4 armor, +3 
  dex, +5 natural), touch 13, flat-footed 14; BaB +3; Grapple 
  +5; Atk +6 melee (1d8+3; 20/x2, Bite); SA Trip; SQ Low-
  light vision, scent, link, share spells, evasion; AL N; SV 
  Fort +7, Ref +7, Will +2; Str 14, Dex 16, Con 16, Int 2, Wis 
  12, Cha 6. 
   
  Skills and Feats: Hide +3, Listen +3, Move Silently +4, 
  Spot +5, Survival +1; Track, Weapon Focus (Bite), 
  Improved Natural Attack (Bite). 
   
  Equipment: +1 Studded Leather Barding, +1 Amulet of 
  Natural Armor. 
   
  Tricks: Dog knows the following tricks: Attack, 
  Attack Unnatural, Defend, Down, Heel, Seek, Stay, 
  Track. 
  Soldiers (4 or 2): Human War 7; CR 6; HD 7d8+17; hp 
  48; Init +1; Spd 20/x3; AC 23 (+9 armor, +1 dex, +3 
  shield), touch 11, flat-footed 22; BaB +7; Grapple +8; Atk 
  +10 melee (1d8+2; 19-20/x2, +1 longsword) or +10 melee 
  (1d6+1, javelin);  Full Atk +10/+5 melee (1d8+2; 19-20/x2, 
  +1 longsword) or +10/+5 ranged (1d6+1, javelin); AL N; 
  SV Fort +7, Ref +4, Will +3; Str 13, Dex 12, Con 12, Int 9, 
  Wis 10, Cha 8. 
  
  Shadows of Insurrection 
   
  Page 29 
   
  Skills and Feats: Intimidate +9; Toughness, Weapon 
  Focus (Longsword), Improved Toughness. 
   
  Equipment: +1 Longsword, Javelin(6), +1 Full Plate, +1 
  Heavy Steel Shield, +1 Cloak of Resistance, Potion of Bull 
  Strength, Potion of Haste. 
  Encounter 3: Clemency Tower (EL13) 
  Commandant Lestarndt: Male Human(Oeridian) 
  Wiz6/Swashbuckler5; Medium Humanoid; CR 11; HD 
  6d4+5d10+11; hp 74; Init +3; Spd 30 ft/x4; AC 19 (+6 
  armor, +3 dex), touch 13, flat-footed 16; BaB +8; Grapple 
  +10; Atk +13 melee (1d6+3;15-20/x2, +1 Keen Rapier) OR 
  +12 melee (1d4+2;19-20/x2, Masterwork Dagger) OR +11 
  ranged (ray); Full Atk +13/+8 melee (1d6+3;15-20/x2, +1 
  Keen Rapier) OR +12/+7 melee (1d4+2;19-20/x2, 
  Masterwork Dagger); AL NE; SV Fort +7, Ref +9, Will +5; 
  Str 14, Dex 16, Con 12, Int 18, Wis 8, Cha 8. 
   
  Skills and Feats: Balance +17, Bluff +5, Climb +3, 
  Concentration +15, Hide +11, Jump +6, Knowledge 
  (arcana) +10, Knowledge (nobilty) +11, Listen +3, Sense 
  Motive +2, Spellcraft +12, Spot +4, Tumble +17; Combat 
  Reflexes, Weapon Focus(Rapier), Arcane Strike, Spell 
  Focus(Necromancy), 
  Power 
  Attack, 
  Improved 
  Toughness. 
   
  Wizard Spells Prepared: (4/4/4/3; base DC=14 + spell 
  level) 0—Prestidigitation, Ray of Frost, Touch of 
  Fatigue(2)*; 1st—Chill Touch*, Obscuring Mist, Ray of 
  Enfeeblement(2)*; 
  2nd—Bull's 
  Strength, 
  Ghoul 
  Touch(2)*, Mirror Image; 3rd—Fly, Lightning Bolt, 
  Vampiric Touch*. 
   
  *Spell Focus (Necromancy): base DC=15 + spell level. 
   
  Languages Known: Common, Draconic, Gnome, Old 
  Oeridian. 
   
  Equipment: +1 Keen Rapier, Masterwork Rapier, 
  Masterwork Dagger, +2 Glamered Mithral Chain Shirt, 
  Potion of Expeditious Retreat, +2 Gloves of Dexterity. 
   
  Precast Spells and Effects: Mirror Image, Bull’s Strength 
  (if opportunity to buff). 
   
  Precast Modifiers: Full Atk +12/+7 melee (1d6+5; 15-
  20/x2, +1 Rapier); Str 16. 
   
  Tactics: Casts Mirror Image first.  If opportunity to 
  buff exists, casts Bull’s Strength.  Then engages in combat 
  to deliver necromantic touch attacks either with weasel 
  (shared spell) or self.  Use Arcane Strike if going into 
  melee with rapier. 
  Weasel Familiar: Weasel; CR -; HD -; hp 37; Init +2; Spd 
  20 ft/x4, climb 20ft; AC 17 (+2 dex, +2 size, +3 natural), 
  touch 14, flat-footed 16; BaB +8; Grapple -4; Atk +12 
  melee (1d3-4;20/x2, bite); AL NE; SQ Agile, Deliver 
  touch spells, Empathic link, Low-light vision, Scent, 
  Share spells, Speak with Master; SV Fort +6, Ref +5, Will 
  +7; Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 5. 
   
  Skills and Feats: Balance +24, Bluff +3, Climb +11, 
  Hide +18, Jump -2, Listen +3, Move Silently +8, Sense 
  Motive +4, Spellcraft +5, Spot +4; Improved Evasion, 
  Weapon Finesse; 
  Rhana: Female Human (Oeridian) Ftr 10; CR 10; 
  Medium humanoid; HD 10d10+10; hp 74; Init +4; Spd 30 
  ft.; AC 21* (+4 dex, +7 armor), touch 15*, flat-footed 17*; 
  BaB +10; Grapple +12; Atk +14 melee (1d10+6/x3, +1 
  halberd); Full Atk +14/+9 melee (1d10+6/x3, +1 halberd) 
  and +9 melee (1d6+4, +1 halberd staff); AL LN; SV Fort 
  +8, Ref +7, Will +5; Str 14, Dex 19, Con 12, Int 8, Wis 14, 
  Cha 12. 
   
  Skills and Feats: Intimidate +14, Jump +14; Combat 
  Reflexes, Deft Opportunist, Dodge, Elusive Target, 
  Expert Tactician, Eyes in the Back of Your Head, 
  Mobility, Spinning Halberd, Two-Weapon Fighting, 
  Weapon 
  Focus 
  (halberd), 
  Weapon 
  Specialization 
  (halberd). 
   
  Equipment: +2 gloves of dexterity, +1 ring of 
  protection, 
  +1 
  mithral 
  breastplate, 
  +1 
  halberd, 
  masterwork longsword, 2 daggers. 
   
  *Note: AC +1 while making full attack.  
  Precast 
  Spells and Effects: Bull’s Strength (if opportunity to Buff). 
   
  Precast Modifiers: Atk +16 melee (1d10+9/x3, +1 
  halberd); Full Atk +16/+11 melee (1d10+9/x3, +1 
  halberd); Str 16. 
  Valen: 
  Male 
  Human(Oeridian) 
  Wiz10; 
  Medium 
  Humanoid; CR 10; HD 10d4+10; hp 51; Init +2; Spd 30 
  ft/x4; AC 20 (+2 dex, +2 deflection, +6 armor), touch 14, 
  flat-footed 18; BaB +5; Grapple +5; Atk +5 melee (1d4;19-
  20/x2, Dagger) or +7 ranged touch  (Ray); AL NE; SV Fort 
  +4, Ref +5, Will +7; Str 11, Dex 14, Con 12, Int 18, Wis 11, 
  Cha 8. 
   
  Skills and Feats: Concentration +14, Decipher Script 
  +16, Knowledge (arcana) +17, Knowledge (the planes) 
  +14, Listen +6, Spellcraft +19, Spot +6; Combat Casting, 
  Improved Toughness, Extra Slot(Wizard1), Sudden 
  Empower, Sudden Maximize, Sudden Silent, Sudden 
  Widen. 
   
  Wizard Spells Prepared (4/6/5/4/4/2; base DC=14 + 
  spell level) 0–Acid Splash (2), Flare(2); 1st–Burning 
  Hands, Lesser Orb of Fire(4), Shield; 2nd–Bull’s Strength, 
  Scorching Ray(4); 3rd – Dispel Magic(2), Lightning Bolt, 
  Greater Mage Armor; 4th – Burning Blood(2) Enervation, 
  Ice Storm; 5th – Baleful Polymorph, Vitriolic Sphere. 
   
  Equipment: Dagger, Ring of Protection +2, Cape of 
  the Mountebank. 
    
  Precast Spells and Effects: Shield (if opportunity to 
  buff). 
   
  Precast Modifiers: AC 24 (+2 dex, +2 deflection, +6 
  armor, +4 shield), touch 14, flat-footed 22. 
   
  Tactics: Buff Rhana with Bull’s Strength, if 
  opportunity for pre-buff exists, and Shield.  Dispel magic 
  as first combat action (Sudden Silent if required targeted 
  to silent effect only), Then boom spells, using Sudden 
  Maximize and Sudden Widen. 
  Soldier: Female Human (Oeridian) Ftr 7; CR 7; Medium 
  humanoid; HD 7d10; hp 39; Init +1; Spd 20 ft. (base 30 
  ft.); AC 19 (+1 dex, +8 armor), touch 11, flat-footed 18; 
  BaB +7; Grapple +9; Atk +11 melee (1d8+3/19-20, +1 
  longsword) or +10 ranged (1d8+5/x3, +1 composite 
  longbow); Full Atk +11/+6 melee (1d8+2/19-20, +1 
  
  Shadows of Insurrection 
   
  Page 30 
  longsword) or +10/+5 ranged (1d8+5/x3, +1 composite 
  longbow); AL N; SV Fort +5, Ref +3, Will +1; Str 14, Dex 
  12, Con 11, Int 10, Wis 9, Cha 8. 
   
  Skills and Feats: Handle Animal +11, Intimidate +9, 
  Ride +15; Animal Affinity, Mounted Archery, Mounted 
  Combat, Point Blank Shot, Ride-by Attack, Weapon 
  Focus (longbow), Weapon Focus (longsword), Weapon 
  Specialization (longbow). 
   
  Equipment: +1 amulet of natural armor, +1 
  chainmail, buckler, +1 longsword, +1 composite longbow 
  [+2 str], 40 arrows. 
  
  Shadows of Insurrection 
   
  Page 31 
  Combat Appendix – APL12
  Encounter 1: Sneak Away (EL13) 
  Soldiers: Male Human Ftr10; Medium Humanoid; HD 
  10d10+20; hp 84; Init +1; Spd 20 ft.; AC 21 (+10 armor, +1 
  Dex), touch 11, flat-footed 20; BaB +10; Grapple +15; Atk 
  +17 melee (2d6+10; 17-20/x2, +1 greatsword) or +17 
  melee (1d8+10; x3, +1 longspear) or +12 ranged (1d8+4; 
  x3, longbow); Full Atk +17/+12 melee (2d6+10; 17-20/x2, 
  +1 greatsword) or +17/+12 melee (1d8+10; x3, +1 
  longspear) or +11/+6 ranged (1d8+3; x3, longbow); AL LN 
  ; SV Fort +9, Ref +4, Will +4; Str 21, Dex 13, Con 14, Int 
  10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +7, Handle Animal +2, Jump 
  +5, Ride +13, Spot +5; Combat Reflexes, Dodge, Expert 
  Tactician (CV), Hold The Line (CW), Improved Critical: 
  Greatsword, Power Attack, Quick Draw, Weapon Focus: 
  Greatsword, 
  Weapon 
  Focus: 
  Longspear, 
  Weapon 
  Specialization: 
  Greatsword, 
  Weapon 
  Specialization: 
  Longspear. 
   
  Equipment: +2 full plate, +1 greatsword, +1 longspear, 
  composite longbow (+4 Str) with 20 Mwk arrows, potion of 
  bull’s strength. 
  Encounter 2: Surprise Visit (EL14) 
  Pielesna: Female Gnome Clr 11; CR 11; HD 11d8+44; hp 
  102; Init +6; Spd 20 ft/x3; AC 23 (+9 armor, +1 dex, +2 
  shield, +1 size), touch 12, flat-footed 21; BaB +8; Grapple 
  +4; Atk +10 ranged (touch) or +10 melee (1d6; 20/x2, 
  Morningstar) or +6 melee (1d4; 20/x2, Armor Spikes); 
  Atk +10/+5 melee (1d6; 20/x2, Morningstar) or +6/+1 
  melee (1d4; 20/x2, Armor Spikes); AL CE; SV Fort +12, 
  Ref +7, Will +15; Str 10, Dex 14, Con 16, Int 10, Wis 22, 
  Cha 8. 
   
  Skills and Feats:  Concentration +20 (+24 when 
  casting defensively), Knowledge (Religion) +5; Spellcraft 
  +6; Skill Focus (Concentration), Combat Casting, 
  Improved 
  Initiative, 
  Quicken 
  Spell, 
  Improved 
  Toughness. 
   
  Equipment: Mwk Morningstar, +1 Full Plate with 
  Armor Spikes, Mwk Heavy Steel Shield, Silver Holy 
  Symbol of Urdlen, Sacred Text of Urdlen, +4 Periapt of 
  Wisdom, Scroll of Cure Light Wounds (2), Scroll of Cure 
  Moderate Wounds, Potion of Cure Light Wounds, +2 
  Cloak of Resistance. 
   
  Spells Prepared (6/7/6/5/4/3/2, DC = 16 + Spell 
  Level): 0 – Cure Minor Wounds (2), Detect Magic, 
  Guidance (2), Resistance; 1 – Bane, Bless, Cure Light 
  Wounds (2), Doom, Shield of Faith (2); 2 – Hold Person 
  (2), Sound Burst (2), Wave of Grief (2); 3 – Cure Serious 
  Wounds, Invisibility Purge, Magic Vestments (2), Prayer; 
  4 – Freedom of Movement, Greater Magic Weapon, 
  Poison (DC 20), Recitation; 5 – Flame Strike (2), 
  Quickened Shield of Faith; 6th – Blade Barrier, 
  Quickened Bear’s Endurance. 
   
  Domain Spells: Urdlen/Destruction (Once per day 
  may Smite an enemy, at +4 to hit, dealing +11 damage) 
  and Earth (May Rebuke Earth creatures); 1st – Inflict 
  Light Wounds, 2nd – Soften Earth and Stone, 3rd – 
  Contagion, 4th – Spike Stones, 5th – Wall of Stone, 6th – 
  Harm. 
   
  Precast spells and effects: Magic Vestments (Pielesna’s 
  Heavy Shield becomes +2); Magic Vestments (Pielesna’s 
  Full Plate becomes +2); Greater Magic Weapon 
  (Sngayvuse’s Composite Longbow becomes +2). 
   
  Precast Modifiers: AC 26, flat-footed AC 25. 
  Sngayvuse: Male Half-orc Rgr 10; CR 10; HD 10d8+30; 
  hp 83; Init +3; Spd 30 ft/x4; AC 21 (+5 armor, +1 def, +3 
  dex, +2 shield), touch 14, flat-footed 18; BaB +10; Grapple 
  +13; Atk +15 ranged (1d8+6; 19-20/x3, mwk Composite 
  Longbow) or +11 ranged (2d8+12; 19-20/x3, mwk 
  Composite Longbow, Manyshot) or +15 melee (2d6+7; 
  19-20/x2, mwk greatsword); Full Atk: +15/+10 ranged 
  (1d8+6; 19-20/x3, mwk Composite Longbow) or 
  +13/+13/+8 ranged (1d8+6; 19-20/x3, mwk Composite 
  Longbow, Rapid Shot) or +11 ranged (2d8+12; 19-20/x3, 
  mwk Composite Longbow, Manyshot) or +16/+11 melee 
  (2d6+7; 19-20/x2, mwk greatsword); SA Favored Enemy 
  (Human +6, Elf +2, Dwarf +2); SQ Evasion; AL CN; SV 
  Fort +9, Ref +10, Will +4; Str 20, Dex 16, Con 16, Int 8, 
  Wis 12, Cha 6. 
   
  Skills and Feats: Handle Animal +11, Listen +14, Move 
  Silently +14, Spot +14, Survival +14; Point Blank Shot, 
  Track, Rapid Shot, Precise Shot, Endurance, Weapon 
  Focus 
  (Longbow), 
  Manyshot, 
  Improved 
  Critical 
  (Longbow). 
   
  Equipment:  +1 Composite Longbow (+5 Str), Mwk 
  Greatsword, +1 Chain Shirt, +1 Buckler, +2 Gauntlets of 
  Ogre Power, +2 Amulet of Health, +1 Ring of Protection, 
  Potion of Cure Light Wounds, Potion of Cure Moderate 
  Wounds, Potion of Cat’s Grace.| 
   
  Spells Prepared (2/1, DC = 11 + Spell Level): 1 – Arrow 
  Mind, Exacting Shot, 2 – Swift Haste. 
   
  Precast Modifiers: Full Attk: +16/+11 ranged (1d8+7; 
  19-20/x3, Composite Longbow) or +14/+14/+9 ranged 
  (1d8+7; 19-20/x3, Composite Longbow Rapid Shot) or 
  +12 ranged (2d8+14; 19-20/x3, Composite Longbow 
  Manyshot) 
  'Dog' (Animal Companion): Medium Animal; HD 
  6d8+18; hp 45; Init +3; Spd 50 ft/x4; AC 24 (+4 armor, +3 
  dex, +7 natural), touch 13, flat-footed 16; BaB +4; Grapple 
  +6; Atk +7 melee (1d8+3; 20/x2, Bite); SA Trip; SQ Low-
  light vision, scent, link, share spells, evasion, devotion; 
  AL N; SV Fort +8, Ref +8, Will +3; Str 15, Dex 17, Con 16, 
  Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +3, Listen +3, Move Silently +4, 
  Spot +7, Survival +1; Track, Weapon Focus (Bite), 
  Improved Natural Attack (Bite). 
   
  Equipment: +1 Studded Leather Barding, +1 Amulet of 
  Natural Armor. 
   
  Tricks: Dog knows the following tricks: Attack, 
  Attack Unnatural, Defend, Down, Heel, Seek, Stay, 
  Track, Work. 
  
  Shadows of Insurrection 
   
  Page 32 
  Soldiers (4 or 2): Human War 9; CR 8; HD 9d8+21; hp 
  61; Init +1; Spd 20/x3; AC 25 (+9 armor, +1 def, +1 dex, +1 
  natural, +3 shield), touch 11, flat-footed 22; BaB +7; 
  Grapple +8; Atk +13 melee (1d8+3; 17-20/x2, +1 
  longsword) or +13 ranged (1d6+2, javelin); Full Atk 
  +13/+8 melee (1d8+3; 17-20/x2, +1 longsword) or +13/+8 
  melee (1d8+2, javelin); AL N; SV Fort +8, Ref +5, Will +4; 
  Str 14, Dex 12, Con 12, Int 9, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +9; Toughness, Weapon 
  Focus (Longsword), Improved Toughness, Improved 
  Critical (Longsword). 
   
  Equipment: +1 Longsword, Javelin(6), +1 Full Plate, +1 
  Heavy Steel Shield, +1 Cloak of Resistance, +1 Ring of 
  Protection, +1 Amulet of Natural Armor, Potion of Bull 
  Strength, Potion of Haste. 
  Encounter 3: Clemency Tower (EL15) 
  Commandant Lestarndt: Male Human(Oeridian) 
  Wiz7/Swashbuckler6; Medium Humanoid; CR 13; HD 
  7d4+6d10+13; hp 87; Init +4; Spd 30 ft/x4; AC 20 (+6 
  armor, +4 dex), touch 14, flat-footed 16; BaB +9; Grapple 
  +11; Atk +15 melee (1d6+3;15-20/x2, +1 Keen Rapier) OR 
  +14 melee (1d4+2;19-20/x2, Masterwork Dagger) OR +13 
  ranged (ray); Full Atk +15/+10 melee  (1d6+3;15-20/x2,  
  +1 Keen Rapier) OR +14/+9 melee  (1d4+2;19-20/x2, 
  Masterwork Dagger); AL NE; SV Fort +8, Ref +11, Will 
  +6; Str 14, Dex 18, Con 12, Int 18, Wis 8, Cha 9. 
   
  Skills and Feats: Balance +18, Bluff +8, Concentration 
  +17, Hide +15, Jump +6, Knowledge (arcana) +10, 
  Knowledge (nobilty) +11, Listen +3, Sense Motive +3, 
  Spellcraft +15, Spot +4, Tumble +20; Combat Reflexes, 
  Spell 
  Focus(Necromancy), 
  Weapon 
  Focus(Rapier), 
  Arcane Strike, Close-Quarters Fighting, Improved 
  Toughness, Power Attack. 
   
  Wizard Spells Prepared: (4/5/4/3/2; base DC=14 + spell 
  level) 0-Prestidigitation, Ray of Frost, Touch of 
  Fatigue(2)*; 1st-Chill Touch(2)*, Obscuring Mist, Ray of 
  Enfeeblement(2)*; 2nd-Bull's Strength, Ghoul Touch(2)*, 
  Mirror Image; 3rd-Fly, Lightning Bolt, Vampiric Touch*; 
  4th-Enervation*, Solid Fog. 
   
  *Spell Focus (Necromancy): base DC=15 + spell level. 
   
  Languages Known: Common, Draconic, Gnome, Old 
  Oeridian. 
   
  Equipment: +1 Keen Rapier, Masterwork Rapier, 
  Masterwork Dagger, +2 Glamered Mithral Chain Shirt, 
  Potion of Expeditious Retreat, +4 Gloves of Dexterity. 
   
  Precast Spells and Effects: Mirror Image, Bull’s Strength 
  (if opportunity to buff). 
   
  Precast Modifiers: Full Atk +15/+10 melee (1d6+5; 15-
  20/x2, +1 Rapier); Str 16. 
   
  Tactics: Casts Mirror Image first.  If opportunity to 
  buff exists, casts Bull’s Strength.  Then engages in combat 
  to deliver necromantic touch attacks either with weasel 
  (shared spell) or self.  Use Arcane Strike if going into 
  melee with rapier. 
  Weasel Familiar: Weasel; CR -; HD -; hp 43; Init +2; Spd 
  20 ft/x4, climb 20ft; AC 18 (+2 dex, +2 size, +4 natural), 
  touch 14, flat-footed 16; BaB +9; Grapple -3; Atk +13 
  melee (1d3-4;20/x2, bite); AL NE; SQ Agile, Deliver 
  touch spells, Empathic link, Low-light vision, Scent, 
  Share spells, Speak with animals of its kind, Speak with 
  Master; SV Fort +7, Ref +6, Will +8; Str 3, Dex 15, Con 10, 
  Int 9, Wis 12, Cha 5. 
   
  Skills and Feats: Balance +24, Bluff +6, Climb +10, 
  Hide +21, Jump -2, Listen +3, Move Silently +8, Sense 
  Motive +5, Spellcraft +8, Spot +4; Improved Evasion, 
  Weapon Finesse. 
  Rhana: Female Human (Oeridian) Ftr 12; CR 12; 
  Medium humanoid; HD 12d10+12; hp 88; Init +5; Spd 30 
  ft.; AC 23*, touch 16*, flat-footed 18*; Base Atk: +12; Grp: 
  +14; Atk: +17 melee (1d10+6/x3, +1 halberd); Full Atk: 
  +17/+12/+7 melee (1d10+6/x3, +1 halberd) and +12 melee 
  (1d6+4, +1 halberd staff); SA: --; SQ: --; AL: LN; SV: Fort 
  +9, Ref +9, Will +6; Str 14, Dex 20, Con 12, Int 8, Wis 14, 
  Cha 12. 
   
  Skills and Feats: Intimidate +16, Jump +16; Close-
  Quarters Fighting, Combat Reflexes, Deft Opportunist, 
  Dodge, Elusive Target, Expert Tactician, Eyes in the Back 
  of Your Head, Improved Weapon Focus (halberd), 
  Mobility, Spinning Halberd, Two-Weapon Fighting, 
  Weapon 
  Focus 
  (halberd), 
  Weapon 
  Specialization 
  (halberd). 
   
  Equipment: +1 amulet of natural armor, +2 gloves of 
  dexterity, +1 ring of protection, +1 mithral breastplate, +1 
  halberd, mwk longsword, 2 daggers. 
   
  *Note: AC +1 while making full attack. 
  Valen: 
  Male 
  Human(Oeridian) 
  Wiz12; 
  Medium 
  Humanoid; CR 12; HD 12d4+12; hp 61; Init +2; Spd 30 
  ft/x4; AC 20 (+2 dex, +2 deflection, +6 armor), touch 14, 
  flat-footed 18; BaB +6; Grapple +6; Atk +6 melee (1d4;19-
  20/x2, Dagger) or +8 ranged touch (Ray); Full Atk +6/+1 
  melee (1d4;19-20/x2, Dagger); AL NE; SV Fort +5, Ref +6, 
  Will +9; Str 11, Dex 14, Con 12, Int 18, Wis 12, Cha 8. 
   
  Skills and Feats: Concentration +16, Decipher Script 
  +18, Knowledge (arcana) +19, Knowledge (the planes) 
  +16, Listen +8, Spellcraft +21, Spot +8; Combat Casting, 
  Improved Toughness, Extra Slot(Wizard1), Sudden 
  Empower, Sudden Maximize, Sudden Silent, Sudden 
  Widen, Repeat Spell. 
   
  Wizard Spells Prepared (4/6/5/5/4/3/2; base DC=14 + 
  spell level) 0–Acid Splash (2), Flare(2); 1st–Burning 
  Hands, Lesser Orb of Fire(4), Shield; 2nd–Bull’s Strength, 
  Scorching Ray(4); 3rd – Dispel Magic(2), Lightning 
  Bolt(2), Greater Mage Armor; 4th – Burning Blood(2), 
  Enervation, Ice Storm; 5th – Arc of Lightning, Baleful 
  Polymorph, Vitriolic Sphere; 6th – Flesh to Stone, 
  Repeated Enervation. 
   
  Equipment: Dagger, Ring of Protection +2, Cape of 
  the Mountebank.  
    
  Precast Spells and Effects: Shield (if opportunity to 
  buff). 
   
  Precast Modifiers: AC 24 (+2 dex, +2 deflection, +6 
  armor, +4 shield), touch 14, flat-footed 22. 
   
  Tactics: Buff Rhana with Bull’s Strength, if 
  opportunity for pre-buff exists, and Shield.  Dispel magic 
  as first combat action (Sudden Silent if required targeted 
  
  Shadows of Insurrection 
   
  Page 33 
  to silent effect only), Then boom spells, using Sudden 
  Maximize and Sudden Widen. 
  Soldier: Female Human (Oeridian) Ftr 9; CR 9; Medium 
  humanoid; HD 9d10+9; hp 59; Init +1; Spd 20 ft. (base 30 
  ft.); AC 20, touch 11, flat-footed 19; Base Atk: +9; Grp: +12; 
  Atk: +14 melee (1d8+4/19-20, +1 longsword) or +12 
  ranged (1d8+6/x3, +1 composite longbow); Full Atk: 
  +14/+9 melee (1d8+4/19-20, +1 longsword) or +12/+7 
  ranged (1d8+6/x3, +1 composite longbow); SA: --; SQ: --; 
  AL: N; SV: Fort +7, Ref +4, Will +2; Str 16, Dex 12, Con 
  12, Int 10, Wis 9, Cha 8. 
   
  Skills and Feats: Handle Animal +13, Intimidate +11, 
  Ride +17; Animal Affinity, Mounted Archery, Mounted 
  Combat, Point Blank Shot, Ride-by Attack, Spirited 
  Charge, Trample, Weapon Focus (longbow), Weapon 
  Focus (longsword), Weapon Specialization (longbow). 
   
  Equipment: gauntlets of ogre power, +1 amulet of 
  natural armor, +1 chainmail, +1 buckler, +1 longsword, +1 
  composite longbow [+3 str], 40 arrows. 
   
   
   
  
  Shadows of Insurrection 
   
  Page 34 
  DM Aid #1 – Map of Encampment 
  
  Shadows of Insurrection 
   
  Page 35 
  DM Aid #2 – Osmeran's Manor 
  
  Shadows of Insurrection 
   
  Page 36 
  DM Aid #3 – Deghulan 
   
  Deghulan is a town steeped with millenia of history.  The square keep originally built by the Flan king of the area 
  still stands, and is known with local renown as “Clemency Tower”.  Although it has been much repaired and rebuilt, it is 
  still possible to see the faint lines of ancient Flan paintings under layers of soot in the vaults of the main chamber.  The 
  Nyrdi King's assimilated the keep into their own wars, encircling it with a protective wall, and for nearly a millenia 
  Deghulan held its own as a fortified city on the edge of the Flinty Hills.  Its population varied from 5,000 to 9,000 at its 
  peak.  This ended during the Greyhawk Wars, when the North Kingdom invaded Nyrond deep into Womtham 
  province.  The battle of Deghulan was quick but fierce.  The Oeridian city walls were pummeled, torn down and the city 
  was burned to its foundations.  Those citizens unlucky enough to not escape were slain. 
   
  Ten years have passed since the Treaty of Greyhawk.  Being at a well traveled highway has its merits, and 
  resettlement continues slowly.  What remains of the walls are moss covered.  The keep remained vacant, only 
  periodically occupied by Provincial forces.  Then the Second Legion of Nyrond (also known as the Northern Army) 
  relocated its headquarters from Womtham City to Deghulan.  The original walls of the keep were too small and in such 
  disrepair they were ignored, and a palisade encircling the hilltop has been created.  Several new wood buildings have 
  been erected in the Legion's new fortress, along with quite a few barracks. 
   
  Meanwhile the town continues to slowly recover from its grisly and bloody past.  Few who live in the town now are 
  from the original inhabitants.  Most are opportunists.  The largest structure in town is the Inn, a sprawling 
  establishment known as the Horses Mouth.  Because of the high amount of traffic on the highway it has expanded 
  several times, and is also used as a local town Hall when required. 
   
  
  Shadows of Insurrection 
   
  Page 37 
  
  Shadows of Insurrection 
   
  Page 38 
  DM Aid #4 – Clemency Tower 
  
  Shadows of Insurrection 
   
  Page 39 
  Scenario Results 
  Visit the Nyrond Website and record your table results: 
   
  http://www.nyrond.org/turbine/scenario-results?id=NYR5-05 
  The questions which are asked: 
  Which APL did you play? 
   
  Was the General Rescued? 
   
  List any PCs who attack the caravan and have their characters removed from Play: 
   
  List any of Osmeran's family members who were returned to life: 
   
  Did the Commandant Escape? 
  
  Shadows of Insurrection 
   
  Page 40 
   Player Handout #1 – Character Information 
  Separate and provide one Handout per Player.  Explain to answer honestly, and that the results will remain private. 
  - - - - - - - - - - -  - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  
  Player: _________________________________ ____________ Character: ________________________________________ 
  6 d20 Rolls:  ______  ______  ______  ______  ______  ______    Bluff: _____   Spot: _____  Listen: _____  Search: _____ 
  Circle appropriate Loyalty (if any): 
  [Kingdom] (King Lynwerd) 
  [Imperium] (Emperor Sewarndt) 
  Is the character a member of Nyrond Royal Meta-Orgs? [yes]  [no];  If Yes, which: 
  Does the character have any 'special' Royal contacts? [yes] [no]; If Yes, explain:  
  - - - - - - - - - - -  - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  
  Player: _________________________________ ____________ Character: ________________________________________ 
  6 d20 Rolls:  ______  ______  ______  ______  ______  ______    Bluff: _____   Spot: _____  Listen: _____  Search: _____ 
  Circle appropriate Loyalty (if any): 
  [Kingdom] (King Lynwerd) 
  [Imperium] (Emperor Sewarndt) 
  Is the character a member of Nyrond Royal Meta-Orgs? [yes]  [no];  If Yes, which: 
  Does the character have any 'special' Royal contacts? [yes] [no]; If Yes, explain:  
  - - - - - - - - - - -  - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  
  Player: _________________________________ ____________ Character: ________________________________________ 
  6 d20 Rolls:  ______  ______  ______  ______  ______  ______    Bluff: _____   Spot: _____  Listen: _____  Search: _____ 
  Circle appropriate Loyalty (if any): 
  [Kingdom] (King Lynwerd) 
  [Imperium] (Emperor Sewarndt) 
  Is the character a member of Nyrond Royal Meta-Orgs? [yes]  [no];  If Yes, which: 
  Does the character have any 'special' Royal contacts? [yes] [no]; If Yes, explain:  
  - - - - - - - - - - -  - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  
  Player: _________________________________ ____________ Character: ________________________________________ 
  6 d20 Rolls:  ______  ______  ______  ______  ______  ______    Bluff: _____   Spot: _____  Listen: _____  Search: _____ 
  Circle appropriate Loyalty (if any): 
  [Kingdom] (King Lynwerd) 
  [Imperium] (Emperor Sewarndt) 
  Is the character a member of Nyrond Royal Meta-Orgs? [yes]  [no];  If Yes, which: 
  Does the character have any 'special' Royal contacts? [yes] [no]; If Yes, explain:  
  - - - - - - - - - - -  - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  
  Player: _________________________________ ____________ Character: ________________________________________ 
  6 d20 Rolls:  ______  ______  ______  ______  ______  ______    Bluff: _____   Spot: _____  Listen: _____  Search: _____ 
  Circle appropriate Loyalty (if any): 
  [Kingdom] (King Lynwerd) 
  [Imperium] (Emperor Sewarndt) 
  Is the character a member of Nyrond Royal Meta-Orgs? [yes]  [no];  If Yes, which: 
  Does the character have any 'special' Royal contacts? [yes] [no]; If Yes, explain:  
  - - - - - - - - - - -  - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  
  Player: _________________________________ ____________ Character: ________________________________________ 
  6 d20 Rolls:  ______  ______  ______  ______  ______  ______    Bluff: _____   Spot: _____  Listen: _____  Search: _____ 
  Circle appropriate Loyalty (if any): 
  [Kingdom] (King Lynwerd) 
  [Imperium] (Emperor Sewarndt) 
  Is the character a member of Nyrond Royal Meta-Orgs? [yes]  [no];  If Yes, which: 
  Does the character have any 'special' Royal contacts? [yes] [no]; If Yes, explain:  
    
  
  Shadows of Insurrection 
   
  Page 41 
   Player Handout #2 – Loyalist Hook 
  This handout is given to PCs deemed to be “Loyalist”. 
   
   
    A matter of great urgency is being requested of you.  General 
  Osmeran of Womtham is in grave danger.  He is on his way to a meeting 
  with Duke Boomgren, who plans on capturing and turning him over to 
  the Dark Emperor. 
    It has been determined that of those we can trust, you are in the 
  best location to intercept the General on the north highway between 
  Womtham City and Deghulan, and warn him of the betrayal in his 
  future.  He has left his headquarters at Deghulan this day, but we expect 
  him to make it a slow journey. We can only hope this missive reaches you 
  in time, and you are able to intercept the General before he reaches 
  Womtham City. 
   
  {signed} Royal Captain Blusedh 
  {with seal} 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/Nyrond/NYR5-05 - Shadows of Insurrection.pdf