TEXT: FUR5-07 
   
   
   
   
   
  Arrow From the Reach 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Furyondy Regional Adventure 
  Version 1.0 
   
  by Michael McKeown 
   
  Edited by Michelle Sharp 
  Reviewed by Chris Tulach 
   
   
   
  An elven caravan has been way laid on the banks of the Velverdyva River. What were they carrying that makes 
  recovering it so important? A Furyondy Regional Adventure for APL’s 2-8 
  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 Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can 
  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or 
  events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
   
  For questions specific to this document and your region, please e-mail your triad point of contact (POC) at 
  furyplots@yahoo.com; for LIVING GREYHAWK campaign questions, email rpgahq@wizards.com.  
   
  
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK™ campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth one (1) point.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
   
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  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 dogs trained for war), other than 
  those brought 
  by virtue of a 
  class 
  ability 
  (such as animal 
  companions, 
  familiars 
  paladin’s 
  mounts) or the 
  warhorse of a 
  character with 
  the 
  Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. Animals with 
  different CRs are determined separately using the 
  chart; then, take the highest CR animal (or animals), 
  and add 2 (drop fractions). This result is the effective 
  character level for a mixed-CR group of animals. A 
  single PC may only bring four or fewer animals of 
  this type.  
  CR 
  1 
  2 
  3 
  4 
  1/4 and 1/6 
  0 
  0 
  0 
  1 
  1/3 and 1/2  
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  5 
  6 
  7 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs 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 
  Arrow from the Reach 
   
  Page 2 
  
  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 can 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 receives only one-half of the 
  experience points and gold for the adventure. 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. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  Furyondy.  Characters native to Furyondy pay one Time 
  Unit per round; all others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
   
  Adventure Background  
  The Boneheart, a group of high-level clerics and wizards 
  loyal to Iuz, have decided to strike at an elven temple 
  near Baranford in Furyondy. They have entrusted one of 
  their agents, a half-orc cleric named Gorrok, to steal a 
  sacred item of the elves. Gorrok assembled a loyal group 
  of half-orc thugs to assist him. The group’s task is to 
  obtain an arrow said to be from the quiver of Solonor 
  Thelandiraj, the elven god of archery. Solonor 
  Thelandiraj has an extremely small following in 
  Furyondy centered around the god’s small temple in 
  Baranford. Elven and half elven rangers, woodsmen, 
  fighters, hunters and archers are his primary worshipers. 
  Solonor Thelandiraj’s holy symbol is a silver arrow with 
  green fletching.  
   
  The half-orcs thugs are aided by a group of human 
  bandits led by the son of a local Rhennee leader.
   
  The Rhennee are a subrace of humans who are 
  deeply suspicious of outsiders and demi-humans. 
  Women in their society often are treated as second-class 
  citizens except the Vetha of the tribe (their wise women). 
  They are often found on barges traveling along the Nyr 
  Dyv and up and down the Velverdyva River. They are 
  very superstitious and look for omens in signs of nature 
  such as storms and sea birds. Some of the Rhennee 
  people allied with Iuz and Venca during the Greyhawk 
  Wars. Thus, as a whole, they are distrusted in Furyondy. 
  For more on the Rhennee please see Appendix Seven. 
   
  Geemondi, one of the Rhennee leaders along the 
  Velverdyva that borders Veluna and Furyondy, had a 
  falling out with his son, Vincente. Vincente became 
  enamored of the evil talk of another group of bargefolk 
  that included followers of the cults of Vecna and Iuz. 
  Vincente is greedy and easily mislead, as well as 
  somewhat of a rebel to his people’s ways. Vincente began 
  to commit violent crimes and was banished by his father 
  from the group of Rhennee. Vincente believes that his 
  father is misguided and that the ways of a group of 
  disguised half-orcs ring true. Now Geemondi wishes his 
  son would repent and return to his family and group of 
  bargefolk. He longs to make peace with his son. 
   
  Adventure Summary  
  A half-orc cleric of Iuz named Gorrok has been tasked 
  with stealing a special elven treasure (two “blessed” 
  arrows) from a group of elven clerics near Baranford. His 
  gang ambushed a caravan, grabbed the treasure and 
  headed down the river for Caronis. The half-orcs are 
  working with a group of Rhennee bargeman who provide 
  transportation and expect to meet another barge in four 
  days in Carnois to exchange the holy item. Knowing the 
  Arrow from the Reach 
   
  Page 3 
  
  Rhennee are distrustful of demi-humans, the half-orcs 
  have disguised themselves as humans. 
   
  While traveling through the northern part of 
  Furyondy, the PC’s are approached by an elven cleric of 
  Solonor Thelandira asking for help. The cleric is in battle 
  with a group of orcs led by a half-orc cleric of Old 
  Wicked. The cleric has defeated the orcs but lost a holy 
  item of his church. The cleric asks the PCs to investigate 
  the theft of the holy item while he alerts his superiors. As 
  they investigate some tracks at site, the characters find 
  clues that lead to the river.  
   
  As they travel downriver, the PCs come to a 
  Rhennee encampment along the banks. After passing 
  through the guards, they meet with the leader Geemondi, 
  who tells them that his son has fallen in with a gang of 
  rogues led by a half-orc cleric of Old Wicked. The 
  Rhennee leader would like the PCs to find his son and 
  tell him of his father’s wish that he return to the clan. He 
  may loan them a barge to help their journey. As they 
  continue towards Caronis, the PC’s are waylaid by a 
  group of undead if they are traveling by river or a group 
  of trolls if they are traveling along the road. Further on 
  their journey, the PCs encounter a merchant caravan and 
  may gather information there.  
   
  As they approach the town of Caronis, the PCs meet 
  a group of travelers led by a female cleric of Ehlonna. As 
  they finally arrive in Caronis, the party meets with the 
  owner of the Silver Scrag, Irellbo Glumears. Later that 
  night at the inn, the PCs encounter a group of gnomish 
  acrobats who provide crucial tips on the Rhennee thugs. 
  The Rhennee thugs attack the PCs at the seedy Red Rat 
  tavern. If questioned; they give the location of the half-
  orcs carrying the holy arrow. The Rhennee barge master’s 
  son Vincente is among the Rhennee thugs. He asks for 
  mercy from the PC’s and tells the location of the half-
  orcs. The half-orcs are waiting on a barge docked at a 
  riverside pier a few blocks from the Red Rat tavern. The 
  half-orcs attempt to flee from the party and combat 
  ensues. The elven clerics arrive in town and ask the party 
  about the recovery of the holy arrow. The Rhennee barge 
  master arrives soon thereafter seeking news of his son. 
   
  Preparation for Play 
  Prior to starting the adventure please see which 
  characters have “Enda’s Curse” from COR5-02 Voice of 
  Reason. This will become important later in the 
  adventure.  There are also NPCs related to those PCs may 
  have met in previous adventures, so the GM should 
  check on PCs who played the following events: FUR2-03 
  Sheltering Wings, FUR2-07 Redstone, FUR3-03 Heart of 
  the Kingdom, FURintro4-01 Out in the Woods or FUR5-
  02 Herb Hunting.  
   
  Introduction 
  Your adventuring travels across the Kingdom of 
  Furyondy brought you to the Duchy of the Reach in 
  the southwestern part of the Kingdom. A long 
  afternoon on the road brought your thoughts to a 
  warm meal, a bed and cold ale in the town of 
  Baranford, which l es but an hour or so further along 
  the wood lined road. It seems the war in the northern 
  kingdom has yet to reach this far. A small group of 
  travelers have accompanied you along the road. 
  i
   
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  At this point have the PCs do in-character 
  introductions. 
   
  Encounter One 
  PCs who succeed at a DC 12 Listen Check should be read 
  the box text below. If none of the PCs make the check, 
  please read the following to the PC with the highest 
  check: 
   
   
  Continuing your journey to Baranford along a 
  road running close to the Velverdyva River, you hear 
  a voice cry out ahead, “Arrahhh…El ennie haigh, 
  help!”
   
   
  PC’s that speak Elvish realize that “El Lennie hiagh” 
  is Elvish for “orcs attacking.”  If the PC’s rush forward 
  continue: 
   
  Ahead you see a group of orc bodies pi ed in front 
  of an elvish bowman dressed in green robes. The elf 
  stands alone amid a field of dead humanoids and 
  burned wagons. A lone orc continues to threaten him 
  with a raised falchion. 
   
  Have the PC’s make a DC 15 Spot check. If 
  successful, read the following: 
   
  The elf appears to be bleeding from several sword 
  wounds across his chest and arms. There is a small 
  si ver arrow on a medal on on his neck. 
   
   
  If the PCs insist on aiding the elf, roll initiative.  If 
  the PCs do not attack the orc, the elf finishes him off, 
  then collapses. 
   
  ALL APLs (EL 1/2) 
  Arvandor Trueshot: Male elf Clr 3 (Longbow +4) 
  Orc: hp 5; see Monster Manual page 203. 
   
  Arrow from the Reach 
   
  Page 4 
  
   
  A DC 12 Knowledge (Religion) check reveals the 
  silver arrow to be a symbol of Solonor Thelandira, the 
  elven god of archery and hunting. A DC 15 Knowledge 
  (Religion) check reveals that Solonor is a great enemy of 
  orcs and other evil humanoids. After the lone orc is 
  killed, the elf collapses. He is not dead but is dying (at –1 
  hit points). If the party heals him he is grateful.  He 
  otherwise stabilizes at -3 hit points.  
   
  A Dc 12 Search check of the area indicates there are 
  twenty-five orc bodies scattered around the field as well 
  as the remains of three wagons and six dead elves. Broken 
  spears lie next to the bodies, which are wearing elven 
  chain mail and bear identical holy symbols. 
   
  After waking the elf speaks in Common: 
   
   
   
   
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  “Greetings and thanks! I am Arvandor Trueshot, 
  acolyte of the Great Archer. My friends and comrades 
  of the temple were traveling from Highfolk to 
  Baranford, bearing a holy item of Keen Eye to a small 
  temple there. But – alas – it seems that peril has over 
  taken us. I must find the chest containing the blessed 
  arrow from the quiver of Keen Eye! I fear one of the 
  orcs was a priest of Old Wicked.”  
  The elf spits at the ground. “Our war in Highfolk
  is not going well. I fear that foul cambion might have 
  instructed his priests to try and strike a blow at my 
  people n the region to further darken our hopes. I 
  must find the chest!” 
   
   
  A DC 14 Search check reveals the chest is missing. 
  There are signs along the roadside that the orcs set up an 
  ambush of the caravan, including patches of crushed 
  grass and a dropped waterskin. 
   
  A DC 15 Search or DC 14 Survival check reveals a set 
  of booted footprints leading towards the river. A PC with 
  the Track feat who makes a DC 20 Survival check knows 
  that the booted footprints appear to be the tracks of orcs 
  from the raiding party. 
   
  PCs who investigate the riverbank may make a DC 
  14 Search check to locate some deep gouges in the 
  riverbank. A DC 15 Survival check indicates the gouges 
  in the sand are from a barge being shoved into the water. 
  (The half orcs had a barge waiting which they pushed 
  into the flowing river.) If the PCs determine this on their 
  own, adjust the text below accordingly. 
   
  Arvandor examines the marks in the sandy bank. 
  “It appears the orcs have pushed a barge into the 
  river. It’s the fastest way for those traveling 
  downriver,” remarks Arvandor, as his thoughtful 
  expression quickly turns to a deep frown. “I fear that 
  if I do not act quickly the wooden chest may be lost. 
  Will you seek the orcs that have sto en the chest?” he
  asks. “I must travel and warn the elders of my temple 
  of this ill news.” 
   
  If the PCs agree, Arvandor is very grateful and agrees 
  to meet them in Caronis. He tells them to give their 
  names to the innkeeper where they are staying and he 
  will seek them out in a week’s time. He does not know 
  any of the local inns in town. He cannot pay more than 
  50gp for expenses, but if the PC’s recover the holy item 
  he assures them they will have the blessings of his 
  church.  
   
  As the PC’s leave Arvandor says: 
  “Be wary my friends, the forefathers of the temple 
  have entrapped the chest containing the holy tem. 
  So do not open it unless you have the rightful key!”  
   
  If asked what the rightful key is, Arvandor indicates 
  that one of the high priests of the temple has it. 
   
  Development: The half-orcs are traveling downriver 
  with some Rhennee thugs via a barge. The barge travels 
  42 miles a day (PHB p. 164) and arrives in Caronis in two 
  and a half days. On the fourth day after arrival, the half-
  orcs meet with Vincente and the other thugs at the Red 
  Rat Inn. 
   
   If the PC’s are traveling by foot and move 30’ per 
  round, they arrive in Caronis as the meeting with the half 
  orcs is just taking place. If the party is traveling by 
  horseback to Caronis it takes four days (two days before 
  the meeting with Vincente). Caronis is about 120 miles 
  from Baranford. If the PC’s do not sleep or push their 
  horses please refer to the rules for forced march (PHB p. 
  164). 
   
  If the PC’s teleport to Caronis or have access to 
  overland flight, they arrive early and bypass the 
  encounters along with the trolls and the undead. They 
  also miss the meeting with the Rhennee bargemaster 
  Geemondi.  
   
  Encounter Two 
  This encounter talks place about five hours south of 
  Baranford. 
   
   
  Broad leaf trees and green shrubs mark the trail, 
  which fol ows the banks of the wide Velverdyva 
  River. Following the half orcs trail you leave the area 
  surrounding the town of Baranford and travel south 
  alongside the wide river. Spring is in her fullness, 
  with a verdant glory of trees and shrubs all around.  
   
  PCs who succeed at a DC 10 Spot check notice the 
  following: 
   
  Arrow from the Reach 
   
  Page 5 
  
   
  Ahead, along the bend, you catch a glimpse of a 
  clearing along the riverbank. A number of wooden 
  flat-bottomed barges have been pulled up to the wide 
  sandy bank. A few multi colored tents, patched with 
  an odd mix of colors, have been set up along side the 
  barges. The tents run between the road and river. An 
  older man sits at the far side of the encampment 
  p aying a violin. 
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  The Rhennee bargemaster, Geemondi, has brought 
  about twelve barges up on the banks of the river. Three 
  human guards dressed in normal clothes are watching 
  alongside the road. The guards are burly humans with 
  dark hair. Give the guards Spot checks versus the PCs 
  Hide checks if they do not openly approach. The guards 
  speak Common and Rhopan. (When role-playing the 
  Rhennee, try and use a Russian or Italian accent if you are 
  able.) 
   
  If the PCs approach the guards openly, or if the 
  guards Spot them, please read the following: 
   
  Three dark haired men dressed in leather jerkins 
  with brightly colored handkerchiefs wrapped around 
  their heads point spears in your direction. “What is 
  your business with the Rhennee, drylanders?” They 
  ask in heavily accented common.  Tucked into their 
  belts are ornately curved daggers. 
   
  ALL APL’s 
  Rhennee Guards (3):  Male Human Ftr 1; hp. 12; See 
  Appendix Six. 
   
   
  The guards call for the PCs to lower any weapons 
  and approach cautiously. Rhennee are extremely 
  suspicious of outsiders. A DC 20 Diplomacy check is 
  needed to change their position from indifferent to 
  friendly. The guards are extremely suspicious of any PC 
  openly wearing the uniform of the Furyondy Military. 
  They are also rude to any elves, dwarves, gnomes or 
  halflings in the party. Such PCs receive a –2-
  circumstance penalty to any Diplomacy checks with the 
  Rhennee. The guards speak Common to the PCs, but 
  Rhopan to each other. They begin by asking the PCs their 
  business. The guards reply, if asked, that their leader has 
  asked them to keep watch over this section of the bank. 
  They know that Geemondi’s son has recently gone 
  missing but do not know of the theft of the elven holy 
  item. However, they do not disclose this information to 
  strangers.  
   
  If the PCs fail the Diplomacy check, the guards call 
  for those PCs to leave. If those PCs do not cooperate by 
  leaving the area, the guards attack. PCs who were 
  Diplomatic are allowed to speak with Geemondi. PCs are 
  required to leave any visible weapons before they are 
  escorted to Geemondi. PCs that fail to comply with the 
  request are left behind. 
   
  If any characters have “Enda’s Curse” from COR5-02 
  Voice of Reason, the Rhennee start this encounter with 
  an unfriendly attitude towards the party (see p. 72 PHB). 
  If the PC with the curse attacks the guards or members of 
  the camp, they become shaken (as per the curse).  
   
   
  After a brief conversation, the guards lead you to 
  a arge tent set in the middle of the sandy bank. 
  Outside the large, brightly stripped and patched tent, 
  a black panther lies sleeping near a wooden tent pole, 
  a leather strap tied around his neck connects to the 
  pole. As you walk by he does not stir from his dreams. 
  Inside the tent, another man in similar dress to the 
  guards sits in a carved delicately varnished brown 
  chair at a folding desk. Some strange maps and 
  ledgers are spread across its length. Turning towards 
  you, you see a wide mustache across his face. In 
  heavily accented common he greets you. “What 
  brings to the camp of the Rhennee, dry-landers? I am 
  leader of this clan.” 
   
  ALL APL’s 
  Geemondi:  Male Human (Rhenne) Rog4/Ftr 1; hp 28; 
  See Appendix Six. 
  Panther (leopard): hp 19; See Monster Manual page 
  274 
   
   
  Geemondi brought his people south down the 
  Velverdyva River from Thornward near Bissel. He is 
  basically a good person but is known to do a bit of 
  smuggling to avoid the local tax agents along the 
  Velverdyva River. He does not traffic in slaves, weapons 
  or poisons. The panther does not attack the PCs unless 
  they provoke it. If he sees the PCs mistreat the panther in 
  any way, Geemondi asks them to stop. If the PCs persist 
  or attack the panther, Geenmondi calls to his guards and 
  draws his rapier. 
   
  If the PCs are polite and respectful, they may make a 
  DC 25 Diplomacy check with a circumstance bonus of up 
  to +4 for good role-playing. If the PCs fail the Diplomacy 
  check, Geemondi has the guards show them out. If 
  successful, he answers their questions.  
   
  If asked about the half-orcs he replies: 
   
   
  “Yes; I’ve known about this gang for some time. 
  They have caused problems near the great forest – 
  raids and such. Last week I heard that my son Vicente 
  was seen talking to them. I’m sure they promised him 
  much gold for foul deeds. One of the disgusting half 
  breeds is a priest of Old Wicked” The Rhennee 
  Arrow from the Reach 
   
  Page 6 
  
  bargemaster spits on the floor of the tent. “Why my 
  son would disgrace me and MY clan I do not know. 
  Old Wicked is not welcome among my clan; other 
  Rhennee, maybe, but not my people.” He spits on the 
  ground and continues, “My son fel  in with a 
  despicable group of Rhennee that walked in secret 
  with followers of the Whispered One and Old 
  Wicked. My heart goes out to him – young and sorely 
  misguided. For weeks now he has roamed away from 
  h s family and clan. He will not sit at my table or 
  drink my wine; his heart red with the thoughts of 
  hatred and despair.” He grows teary eyed at the 
  thought of losing his son. He continues, I saw these 
  dammable orcs you are hunting a few hours ago. I 
  bel eve my son may have made a bargain with them to 
  assist them in their war on the Olven folk.” 
  l
  i
  “  
  i
   
  f
  i
  i i
   
  i
  i
  “I believe you are good of heart, so I will provide 
  you a barge to travel downriver. If you find my son, I 
  beg o  you to return h m to me. He will have the 
  judgment of my clan and the hope of a good father 
  that he returns to my ways of l v ng among my 
  people. Please leave word for me in the towns 
  southward. I will look for you in a week’s time.” 
   
   
  Geemondi loans them a barge and a pilot for the 
  journey southward. In addition, Geemondi invites the 
  party to stay the night for dinner and a performance by 
  some of the men on their instruments. If they refuse, he 
  is not offended as he realizes the urgency of their 
  mission. The pilot is a male Rhennee with the skill 
  Profession – Sailor (+9). He does not fight in combat but 
  stays and protects the boat. The pilot allows the PCs to 
  aide him in piloting/paddling the boat with Strength or 
  Profession – Sailor checks. 
   
  Development: PCs travel south via road or river. As the 
  PCs travel towards Caronis, they are attacked by a group 
  of creatures. If they are traveling alongside the road 
  (regardless of whether they are on foot or horseback) 
  please continue to Encounter 3A. If they took the 
  Rhennee leader’s offer of a barge for travel down the 
  river, please continue to Encounter 3B. 
   
  Encounter 3A  
  The war in Veluna has not gone well for the forces of 
  good and these creatures have spilled over into Furyondy.  
   
  Creatures: PCs encounter some trolls or orcs (depending 
  on APL) along the road, hunting for meat. Give the PCs 
  Spot checks vs. the creatures Hide checks (DC 14 at APL 
  2, DC 18 at APL 4 and DC 22 at APLs 6 and 8) to notice 
  the creatures before rolling initiative.  
   
  As you make your way southward along the road, 
  suddenly you catch the gl mpse of a group of large 
  hulk ng green skinned humanoids rushing from the 
  forest.  
   
  APL 2 (EL 4) 
  Orc Leader Ftr 1: hp 12; See Appendix One. 
  Orcs (4): hp 5,5,4,4; see Monster Manual page  203 
  APL 4 (EL 6) 
  Forest Troll (2): hp 47; See Appendix Six. 
  APL 6 (EL 8) 
  Troll (3): hp 63; see Monster Manual page 247  
  APL 8 (EL 10) 
  Troll Hunter Rgr 2 (3): hp 91; See Appendix Four 
  Development: Once the PCs have defeated the trolls, 
  proceed to Encounter 4. 
   
  Treasure: At lower APLs, the creatures have collected 
  two chests of coins from their raiding. A DC 15 Search 
  check locates the creatures’ lair, where the treasure is 
  found. 
    
  APL 2: Loot – 0 gp, Coin – 100 gp, Magic – 0 gp. 
  APL 4: Loot – 0 gp, Coin – 250 gp, Magic – 0 gp. 
  APL 6: Loot – 0 gp, Coin – 0 gp, Magic – 0 gp. 
  APL 8: Loot – 0 gp, Coin – 0 gp, Magic – 0 gp. 
   
   
  Encounter 3B 
  The war in Veluna has not gone well for the forces of 
  good and these creatures have spilled over into the 
  kingdom. Give the PCs Spot checks versus the creatures’ 
  Hide checks (DC 18 at APLs 2 and 4, DC 22 at APL 6 and 
  8) to notice the creatures before rolling initiative.  
   
  While traveling downriver by barge, foul smelling 
  humanoid creature(s) with decaying flesh suddenly 
  attempt(s) to claw its/their way onto your boat. 
   
  ALL APL’s 
  Pilot: Male Human (Rhennee) Exp 3; hp. 15; AL: N; 
  Profession (sailor) +7. 
  APL 2 (EL 4) 
  Aquatic ghouls (lacedons) (3): hp 13; See Monster 
  Manual page 118. 
  APL 4 (EL 6) 
  Aquatic ghasts (lacedons) 
  (3): 
  hp 
  29; 
  See 
  Monster Manual page 118. 
  Arrow from the Reach 
   
  Page 7 
  
  APL 6 (EL 8) 
  Corpse aquatic elf: hp 54; See Appendix Three  
  APL 8 (EL 10) 
  Corpse aquatic elf (2): hp 54; See Appendix Four 
  Treasure: At lower APLs, the creatures wear some 
  valuable jewelry. At higher APLs, the creature(s) are 
  washed off the boat in the wind and waves, and the 
  equipment cannot be recovered.
   
  APL 2: Loot – 0 gp, Coin – 100 gp, Magic – 0 gp. 
  APL 4: Loot – 0 gp, Coin – 250 gp, Magic – 0 gp. 
  APL 6: Loot – 0 gp, Coin – 0 gp, Magic – 0 gp. 
  APL 8: Loot – 0 gp, Coin – 0 gp, Magic – 0 gp. 
   
  Development: Once the PCs have defeated the undead, 
  proceed to Encounter 4. 
   
  Encounter Four 
  PCs travel southward toward Caronis.  Those who 
  succeed at a DC 10 Spot check notice the large caravan of 
  merchants parked not far from the road. In that case, 
  please read the following: 
   
   
  Passing south of the hamlet of Berryridge on 
  your journey to Carnois you catch a glimpse of a 
  group of merchants. Several wagons loaded with 
  goods fill the road. One of the wagons is loaded with 
  brown casks. A tal  Oeridian man leads the caravan 
  astride a brown stallion  followed by several well-
  dressed human guards on foot wielding spears. 
  l
  ,
   
   
   
   
   
  Creatures: 
  Adder Puffbeak: caravan master, human male, Rog 7: hp 
  26; See Appendix Five 
  Caravan guards: Human (mixed race and gender), War 
  2; hp. 8; spear +4 
   
  Merchants: Human (mixed race and gender), Exp 2; hp. 
  6; Diplomacy +5 
   
   
  There are eight human caravan guards (five male and 
  three female) as well as three merchants (all male) of 
  mixed subrace. The guards are armed with spears and 
  leather armor. The group is interested in news from the 
  battle against Iuz in the north part of the kingdom and 
  news from the capital city of Chendl. They have recently 
  hired onto Puffbeak’s merchant company. Their past 
  dealings with the Rhennee are limited. 
   
  PCs who have played FUR3-03 Heart of the 
  Kingdom or FURIntro4-01 Out in the Woods recognize 
  Puffbeak. Adder Puffbeak does not divulge information 
  without the offer of some gold. With a successful DC 15 
  Gather Information or DC 15 Diplomacy check as well as 
  an offer of 5 gp per level of the PC (Adder is skilled at 
  assessing the PCs ability to pay and requires more from 
  those who appear better off, e.g. higher level PCs), 
  Puffbeak provides the PCs information that the orcs are 
  continuing south along the river. With a successful DC 
  20 Diplomacy check, he reduces the amount of this 
  requirement to 2gp per level of the PC. A few of his 
  guards spotted the orcs and exchanged arrow fire with 
  them a few hours ago. 
   
   
  “Yes,” he continues, “I was waylaid by a group of 
  orcs. They attacked my caravan north of here and 
  killed a group of my guards. Hopefully the problems 
  across the river don’t spill over to Furyondy. I 
  wouldn’t want it to impact the wine trading business. 
  Trading in the north around Crockport has its own 
  problems with the invasion by Old Wicked and all. 
  What news do you have from your travels?” 
   
  If asked, he briefly mentions that he’s carrying a 
  shipment of red wine to Kisail. If asked about the 
  Rhennee, he remarks: 
   
   
  “Ah yes…Many of those folk run barges up and 
  down the coast line. I’ve heard tell that they’re agents 
  of Old Wicked. Or so I’ve heard from folk in the area 
  here. I don’t deal with them myself; I prefer to 
  employ more reputable drivers and manners of 
  transport to deliver my merchandise.” 
   
  After the PCs are finished questioning him he 
  remarks: 
   
   
  “I must be off, thank you for your time. Watch 
  out for any wild animals you might see. I had quite a 
  problem with them in the past.” 
   
  Encounter Five 
  Continuing southwards along the Velverdyva River 
  you soon reach the town of Caronis, a center of trade 
  and fishing in this western part of the kingdom. A 
  group of poorly dressed travelers crowd the road as 
  you reach the edge of town. Near the back of the 
  group, a tall young man guides a covered wagon lead 
  by a set of brown horses. A young human woman 
  with long black hair and dark tan skin stands near the 
  front of the group. She wears tattered robes and has a 
  wooden necklace around her neck and a shortbow 
  strapped to her back. An older male dwarf walks in 
  the middle of the crowd, his pack loaded with gear. 
   
  Arrow from the Reach 
   
  Page 8 
  
  Creatures: As the PCs approach the group they see a mix 
  of people both human and demi-human. The group of 
  Velunan refugees is traveling north to Castle Ehlenestra, 
  led by Imzela.  
   
  Imzela:  Female Human (Flan) Clr 3/Rgr 1; hp. 18; 
  (Knowledge (History) +8), shortbow +6. Imzela is a 
  young cleric of Ehlonna traveling north to Castle 
  Ehlenestra. She is interested in news from the area 
  around the castle or from Veluna. She heard of the group 
  of Knights of the Heart and followers of Ehlonna at 
  Castle Ehlenestra and is looking to learn more of their 
  customs. She wears a wooden painted holy symbol of 
  Ehlonna (a unicorn’s head) around her neck. A DC 12 
  Knowledge (Religion) check reveals it to be a symbol of 
  her god. She is polite to the PCs. Although interested in 
  goings on in the north, she is not interested in long 
  conversation. She is leading a group of about thirty 
  people from Veluna across this area of the kingdom to 
  Castle Ehlenestra, which is several days journey to the 
  north. They’re all traveling on foot.  
   
  Jannko Muleskinner: Male Human Com3; hp. 10; 
  (Handle Animal +7).  The young man driving the wagon 
  is Jannko Muleskinner.  Jannko is delivering a load of 
  supplies, including fruit and wine, from Kisail. His father 
  is Jokko Muleskinner, the owner of the Ogling Orc 
  tavern, located in Kisail. He is tall, about 6’6”, and 
  medium build for his height. He is twenty years of age 
  with short brown hair. He is interested in getting his 
  supplies delivered and wishes that the cleric and her 
  group would get out of the way. He is getting impatient 
  but hasn’t been rude yet. 
   
  Mamadal:  Male Dwarf Ftr5; hp 53; AL LN; Craft – 
  weaponsmith +8.  The male dwarf is Mamadal from 
  Redstone. He carries a large set of smith tools strapped to 
  his back. He was supervising some work in this area of 
  the kingdom and is returning home. He is escorting the 
  cleric to the castle on his way home to Redstone. 
  Although this is out of his way somewhat, he does 
  recognize greater safety in traveling in numbers. Besides, 
  he may get an order for stone from the castle and…well, 
  Mamadal doesn’t think Imzela knows what she is doing. 
  He is gruff and seems uninterested in talking with the 
  PC’s. However, if they are dwarfs or remark about his 
  tools he lightens up and starts talking to them. 
   
  PCs who question the travelers or indicate a desire to 
  do so, may make a DC 14 Gather Information or 
  Diplomacy check. If successful they gain the following 
  information: 
  • 
  They know nothing of the half orcs or Rhenne 
  in this part of town. 
  • 
  The largest Inn in town is the Silver Scrag. They 
  can provide detailed directions if asked. 
  • 
  There are a large number of folks from Veluna 
  in town. Some of them recently arrived, like us. 
  The war in Veluna is not going well. We fled 
  from Mitrik.  
  • 
  The town is known for its local eel festival. 
  • 
  The war with Old Wicked is heating up around 
  Crockport. My cousin was moved from the area 
  militia into the army because of the fighting. 
   
  Encounter Six 
  Traveling into the town of Caronis, you pass through 
  the streets and warrens of the town. Passing the docks 
  and fishing vessels, you catch a glimpse of fishermen 
  unloading their catch from the rich Velverdyva River. 
  Large woven nets lay alongside the wooden boats. 
  Fol owing the directions obtained earl er, you soon 
  catch a glimpse of silver on a wooden sign hanging 
  from a large building. Closer inspection reveals a 
  large silver troll with a fish hanging from its mouth. 
  “The Silver Scrag” is written below in Common   
  l
  i
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  f
  l
   
   
  A wagon loaded with wooden casks is parked 
  outside. Four gray strong oxen are hitched to the 
  front of the wagon. Three dwarves heft wooden casks 
  on their shoulders and walk inside.  
   
  The dwarves are unloading a delivery of ale from 
  Willip and are not particularly interested in chatting with 
  the PCs. If the PCs enter the inn, please continue with: 
   
   
  The Silver Scrag is one o  the largest inns in 
  Caronis. Inside, human barmaids rush glasses of ale 
  and trays of food to hungry travelers. A male gnome 
  with a brown beard and green waistcoat stands 
  behind the bar and yel s out drink and food orders to 
  the busy human waitresses. Another male gnome 
  brings food from the kitchen. A group of human 
  fisherman sits near the door; one of them holds a long 
  clay pipe. A small stage stands near the back of the 
  smoke-filled common room. 
   
  Closer inspection of the area behind the bar shows 
  that there is a raised platform which allows the short 
  statured male gnome to appear to “stand” behind the 
  medium sized bar. No large sized animal companions are 
  allowed inside the inn. Badgers are always welcome, as 
  Irellbo has a soft spot for the gnome friendly animals. 
  Familiars are fine as well. 
   
  Creatures: Inside the inn common room are the gnome 
  proprietor, three human barmaids and the guests; 
  primarily fishermen.  
   
  Irellbo Glumears: Male Gnome Exp3; (Profession 
  (innkeeper) +8). Behind the bar stands the owner, Irellbo 
  Arrow from the Reach 
   
  Page 9 
  
  Glumears, a retired adventurer and miner. After years of 
  mining with the gnome community at Claw Gorge, 
  Irellbo set out across the kingdom in search of adventure. 
  He served as a guard at the mines at Redstone for some 
  time. After a near death experience in a lost dungeon 
  near Crockport, he decided to retire to the peaceful area 
  along the river. He used the gold that he had saved up 
  from his adventuring days to open this inn. He is getting 
  on in years and is looking for gnome lass to settle down 
  with. He is pleasant to talk to. Irellbo asks a young 
  human boy to stable the PC’s horses, if they ask about 
  stables for horses. Irellbo passes on the following 
  information with a Gather Information check.  
   
  DC 10 
  • 
  The War in Veluna has brought a fair number of 
  refugees into town. The town always had a small 
  population from Veluna but it’s gotten a bit 
  larger because of the war. 
  • 
  A new delivery of dwarven ale arrived from 
  Willip today. 
  • 
  Rhennee pass along the river every so often. 
   
  DC 15 
  • 
  Ogres were raiding last year near Dapple Wood 
  but adventurers stopped the raids. 
  • 
  Caronis is famous for its Eel Festival. You 
  should come and visit during the festival. 
  • 
  The dark cloud still stands over Chendl in the 
  north of the Kingdom. 
    
  DC 20 
  • 
  Some of the gnomish acrobats staying at the Inn 
  were talking to some Rhennee last night. 
  • 
  The Rhennee mentioned something about a 
  “deal”. 
  • 
  I think there was a half-orc in here looking for 
  one of them. 
   
   
  While chatting with the PCs, as a practical joke, 
  Irellbo casts prestidigitation on a human or half-orc 
  (preferably male) PC’s clothing to turn it pink. He is a 
  playful old gnome and does not do this out of malice. 
  Irellbo is not evil and is unarmed. If the PCs attempt to 
  attack, grapple, grab or press him after the casting, Irellbo 
  apologizes and offers the PC a free glass of Dugan’s Fire. 
  If the PC(s) continue to behave aggressively toward him 
  or the other gnomes, Irellbo shouts for help and calls for 
  the town guard. 
  Any PC who takes a drink of Dugan’s 
  Fire must make a DC 15 Fortitude save or go unconscious 
  for 1d4+1 hours. Only one Fortitude save is required. 
  Irellbo only offers Dugans Fire for sale by the mug and 
  the ale must be consumed within the inn. 
   
  Human fisherman: There are three male mixed race 
  humans and one female Flan woman sitting at this table. 
  They are dressed in clothing typically of fishermen. They 
  know nothing of the war in Veluna or the missing elven 
  holy item. They are eel fisherman from the town. They 
  have boats docked at the town docks along the river. 
  They have seen Rhenne bargemen along the river during 
  their daily work but none today. They have no other 
  news of interest. 
   
  Jasmine (Com2) is a beautiful young Oeridian 
  woman with black hair. Jasmine knows nothing of 
  relevance.  
   
  Gretha (Com 3) is a portly older mixed race woman 
  with a deep voice. Gretha knows nothing of relevance. 
   
  Carlotta (Com 2) is an older Velunese woman with a 
  pleasant voice and salt and pepper hair. Carlotta saw the 
  gnome acrobats talking with the Rhennee man last night. 
  She brought them drinks and supper. The young 
  Rhennee man paid with a freshly minted gold piece.  
   
  After about an hour of the PCs mingling in the inn, 
  the gnomish acrobats arrive to perform for the crowd. 
  After giving the PCs an ample chance to role-play with 
  the fisherman, innkeeper and barmaids please read the 
  following: 
   
   
  After wiping off their hands in towels that hang 
  from their waists, the waitresses and the gnomish 
  cook start to move the chairs and tables from the 
  front of the stage. Walk ng from behind the bar, 
  Irellbo places his hands in his waistcoat sides and 
  yells, “Ladies and gen lemen  All the way from Claw 
  Gorge, this day only – Perrywill Limpmitten and her 
  Tumbling Badgers!”  
  i
  t
  !
  l
   
  A young blonde female gnome and six male 
  gnomes bound out onto the smal  wooden stage. The 
  female gnome holds a wooden hoop above her head. 
  The male gnomes, dressed in poorly made badger 
  costumes, proceed to leap, cartwheel and tumble 
  through the hoop with large grins on their faces. In a 
  few minutes each gnome takes turns holding the 
  wooden gnome sized hoop. The crowd laughs and 
  claps at the sight. After a while Perrywill cries in a 
  loud cheerful voice, “Anyone care to join us on stage, 
  tell a joke, play a tune or tumble like us?” 
   
   
  Any PC that performs with the gnomes via colorful 
  magic displays like dancing lights, ghost sound or 
  prestidigitation or who makes a DC 18 Jump, Perform or 
  Tumble check earns the Favor of the Tumbling Badgers. 
  The PC may simply tumble in front of the stage. Medium 
  sized PC’s that attempt to Tumble through the hoop need 
  a DC 20 Tumble or Jump check to avoid missing the 
  hoop. For Small sized PCs, the Tumble or Jump check is 
  only DC 18. The PC may also have their animal 
  Arrow from the Reach 
   
  Page 10 
  
  companion do a performance with a DC 15 Handle 
  Animal check. Use discretion in awarding the favor, 
  especially if the player is creative in their overall 
  performance.  
   
  After their performance, the gnome acrobats wait at 
  the bar to get a bite to eat and something to drink. The 
  gnomes are especially friendly and helpful if a member of 
  the party participated with a performance of some sort. If 
  the PCs are rude to the gnomes, they must succeed at a 
  DC 20 Diplomacy or Gather Information to gain the 
  whereabouts of the half-orcs.  
   
  If the PCs have arrived at the Silver Scrag Inn after 
  walking all the way from Baranford, the gnomish 
  acrobats are on stage when they enter the inn. Irellbo 
  directs any questions about the Rhennee to Perrywill. If 
  asked about the Rhennee or half-orcs Perrywill replies:  
   
   
  “Sure I remember them. Vincente was a nice 
  young man. We talked about his performing for his 
  troupe of bargefolk, where his father was the leader. 
  He said that he didn’t feel in place among his people. 
  Said that he wanted something bigger in life, that’s 
  why he talked about joining a gang that was working 
  the town. I said he was better off listening to his 
  father. But then he got angry, said I was just a gnome 
  what did I know. He was going to meet a hal -orc for 
  a big payoff. One of guys saw him walk out last night 
  and get a room at the Red Rat inn…a nasty place not 
  fit for any decent gnome or human.” 
  f
   
   
  Perrywill provides directions to the Red Rat inn if 
  asked. If asked about joining the Tumbling Badgers, if a 
  gnome PC made a successful Perform or Tumble check, 
  she replies: “Sorry dear, we’re all full this season, try 
  next year!” If the PC is not a gnome, she instead says: 
  “Silly, you’re not a gnome!” she says smiling.  If the PC 
  failed their check, she remarks, “Gee you aren’t very 
  good at tumbling are you? Better luck next year!” She 
  says with a large grin. 
   
  Development: If the PCs leave the Silver Scrag and 
  proceed to the Red Rat Inn continue to Encounter Seven. 
  If the PCs go directly to the dock, skip to Encounter 
  Eight. 
   
  Encounter Seven 
  Following the directions from Perrywill you head 
  down the street a few blocks towards the Red Rat Inn. 
  This part of town is not as cheerful as the inn with 
  the gnomish acrobats. The houses and street are worn 
  and piles of filth lie near the alleyways. The Red Rat 
  Inn s not far from the docks. A dimly l  sign hangs 
  in front. A large red dire rat is displayed over the 
  doorframe. A dirty horse trough stands off to one 
  side. As you approach the door, a normal sized rat 
  scampers behind the water trough. 
   
   
  If the PC’s travel inside:  
   
   
  i  
  it
   
  -
  The smell of cheap ale hits your noise as you walk 
  inside. Four dark men sit huddled around a dirty 
  table. A rough looking Suel man polishes a wooden 
  mug at the bar. He stands about six foot five and is 
  bald.  
   
   
  PCs who succeed at a DC 15 Spot check notice the 
  following: 
   
   
  Toward the rear of the bar, a rough looking half
  orc dashes out the back door.  At the table sits a 
  young Rhenne man and three others with hoods over 
  their faces.  
   
  Creatures: If any PC attempts to approach the half-orc, 
  Vincente and his friends stop them, drawing their 
  weapons. Meanwhile, the half-orc makes his way to the 
  docks.  If the PCs approach the human thugs, the thugs 
  begin insulting the PCs, looking for any excuse to fight. 
  They call any elven, halfling or gnome PCs crude names, 
  then move to the human ones. If the PCs reciprocate 
  with name-calling, attempt to move past or attack, the 
  thugs draw their weapons and attack.  
   
  APL 2 (EL 4) 
  Vincente: Male Human (Rhenne): Rog1; hp 7; See 
  Appendix One 
  Thugs (3): Male human Rog 1; hp 7; See Appendix 
  One  
  APL 4 (EL 6) 
  Vincente: Male Human (Rhenne): Rog2; hp 15; See 
  Appendix Two 
  Thugs (3): Male human Rog 2; hp 15; See Appendix 
  Two 
  APL 6 (EL 8) 
  Vincente: Male Human (Rhenne): Rog3; hp 20; See 
  Appendix Three. 
  Thugs (4): Male human Rog 3; hp 20; See Appendix 
  Three. 
  APL 8 (EL 10) 
  Vincente: Male Human (Rhenne): Rog5; hp 30; See 
  Appendix Four 
  Thugs (4): Male human Rog 5; hp 30; See Appendix 
  Four 
  Arrow from the Reach 
   
  Page 11 
  
   
  Tactics: While the PCs fight the thugs, the bartender 
  continues polishing his mugs. If two or more of the thugs 
  drop during combat, Vincente flees. The other thugs 
  fight till the death. 
   
  Treasure: 
  APL 2: Loot: 102 gp; Coin: 0 gp; Magic - 75 gp; 3 potions 
  of cure light wounds (12.5 gp each) 
  APL 4: Loot: 102 gp; Coin: 0 gp; Magic - 75 gp; 3 potions 
  of cure light wounds (12.5 gp each) 
  APL 6: Loot: 111 gp; Coin: 0 gp; Magic - 100 gp; 4 potions 
  of cure light wounds (12.5 gp each) 
  APL 8: Loot: 8 gp; Coin: 0 gp; Magic – 296 gp; +1 chain 
  shirt (104 gp each), +1 short sword (192 gp each) 
   
   
  Development: If caught, Vincente pleads for his life. 
  After the PCs show of force, Vincente has had a turn of 
  heart. He tells the PCs that the rough looking humans, 
  (he does not know they are half-orcs), promised him 400 
  gold pieces for assistance in getting the elven holy item 
  out of Furyondy. (Vincente does not know that one of the 
  half-orcs is a cleric of Iuz.) He does, however, know their 
  location and agrees to provide it providing the PCs 
  promise not to kill him. If any PC mentions that they 
  plan to turn him into the authorities, have that PC make 
  Diplomacy or Intimidate check (DC 20; bonuses may be 
  given for good role-play). If successful, Vincente agrees to 
  willingly accompany the PC to the town watch. If told 
  that his father misses him and wants him to return to the 
  Rhennee clan, Vincente returns with the party as long as 
  the PCs promise not to tell his father that one of the 
  “dirty looking humans” i.e. half-orcs worshiped Iuz 
  (assuming PCs have so informed him). Vincente explains 
  that his father hates the Old One and feels the Old One 
  has taken advantage of the bargefolk that live closer to 
  Greyhawk City. If the PCs agree to testify that Vincente 
  aided them in capturing the half-orc cleric of Iuz, the 
  authorities agree to take that in consideration when 
  sentencing him. 
   
  If all of the Rhennee thugs died, the PCs may make a 
  DC 20 Survival check to track the half-orc to the dock 
  area and waiting barge. Animal companions with the 
  Scent ability and Track feat may make the attempt as 
  well. The area around the Red Rat tavern is bare dirt so 
  the half-orcs footprints are visible with a DC 12 Survival 
  or a DC 15 Search check. 
   
  Encounter Eight 
  The half-orcs have commissioned another barge to take 
  them further along their journey southwards. The thugs 
  hoped that the Rhennee could assist them in piloting the 
  barge but if the PCs discover their plot, the half-orcs rush 
  off without them to the dock where the barge is tied and 
  waiting.  
   
   
  You follow the footsteps in the filth ridden area 
  near the river. Ahead, a group of dirty looking 
  humans are attempting to push a barge out into the 
  river. One of the humans shouts something in a foul 
  language, draws his weapon and points a bony finger 
  in your direction. 
  -
   
   
  The half-orcs are dressed in poor disguises. If a PC 
  makes a DC 12 Spot check, they realize the “humans” are 
  actually half-orcs. If any of the PCs speaks Orcish, that PC 
  realizes that Gorrok shouted, “Get them!” When the PCs 
  arrive, the barge has been untied and is just starting 
  downstream (away from the PCs). See Appendix 8 for a 
  rough map of the area. PCs must make a DC 10 Jump 
  check to leap over to the barge. The barge is five feet from 
  the dock. The PCs may also fly or use other spells to reach 
  the barge.  
   
  Creatures:  
   
  APL 2 (EL 4) 
  Gorrok: Male half-orc Clr1; hp 10; See Appendix One 
  Thugs (3): Male half-orc Rog1; hp 7; See Appendix 
  One 
  APL 4 (EL 6) 
  Gorrok: Male half-orc Clr3; hp 24; See Appendix Two 
  Thugs (2): Male half-orc Rog3; hp 20; See Appendix 
  Two 
  APL 6 (EL 8) 
  Gorrok: Male half-orc Clr5; hp 38; See Appendix Three 
  Thugs (2): Male half-orc Rog4/Ftr1; hp 32; See 
  Appendix Three 
  APL 8 (EL 10) 
  Gorrok: Male half-orc Clr7; hp 52; See Appendix Four 
  Thugs (2): Male half-orc Rog6/Ftr1; hp 42; See 
  Appendix Four 
  Tactics: The half-orcs do not surrender or run, regardless 
  of what occurs. They protect the chest at all costs. If the 
  half-orcs manage to be taken alive, they tell the characters 
  that a high level cleric of Iuz instructed them to travel to 
  the area and attack the elven caravan. The cleric of Iuz 
  had knowledge that the caravan would be traveling in the 
  area. 
   
   
  Development: On the barge, wrapped in a large 
  burlap sack, is the wooden case that contains the arrow of 
  Arrow from the Reach 
   
  Page 12 
  
  the Great Archer, on the cover is a glyph of warding with 
  an Elven rune, depicting the symbol for danger.  
   
  All APLs 
   
  Glyph of Warding Trap: Glyph of warding (blast) 
  CR 4; touch trigger; no reset; spell effect (Glyph of 
  warding [blast] 5
  th level cleric, 2d8 acid, DC 14 Reflex save 
  half damage); multiple targets (all targets within 5 feet); 
  Search DC 28; Disable Device DC 28. 
   
   
  Any PC of elven or half-elven decent may identify 
  this symbol with a DC 15 Intelligence check. The symbol 
  may also be identified by a DC 25 Bardic Knowledge or 
  DC 20 Knowledge – arcane check. If opened, the chest 
  contains a +5 greater arrow of slaying (orcs). If the elven 
  clerics discover the PCs have opened the chest, they are 
  very disappointed. If the PCs steal the arrow, the elven 
  clerics report them to the authorities. The PC is now 
  wanted for theft in Furyondy. Be sure to make the 
  appropriate notation on that PC’s AR. 
   
  Treasure: The half-orcs where equipped by a high level 
  cleric of Iuz for a special mission. 
   
  APL 2: Loot: 79 gp; Coin: 0 gp; Magic - 16 gp; 4 potions of 
  cure light wounds (16 gp each) 
  APL 4: Loot: 79 gp; Coin: 0 gp; Magic - 16 gp; 4 potions of 
  cure light wounds (16 gp each) 
  APL 6: Coin: 0 gp; Magic – 1249 gp; boots of striding and 
  springing (458 gp each), pearl of power – first level (83 gp 
  each), wand of cure moderate wounds (375 gp each), vest 
  of resistance +2 (333 each). 
  APL 8: Coin: 0 gp; Magic – 1378 gp; +2 banded mail (129 
  gp each), boots of striding and springing (458 gp each), 
  pearl of power first level (83 gp each), wand of cure 
  moderate wounds  (375 gp each), vest of resistance +2 
  (333 gp each). 
   
   
  Encounter Nine 
  In the morning, the innkeeper at the Silver Scarag 
  lets you know that you have a message wai ng. The 
  scroll reads: “My friends, I have arrived in Caronis. I 
  am staying at the Brown Bel  Inn. I hope al  is wel . 
  Arvandor Trueshot”.  
  ti
  l
  l
  l
   
   
   
  l  
   
   
  If the PCs arrive at the Brown Bell, Arvandor and 
  two older clerics greet the party. 
  “My friends, what news do you have? I hope al is
  well. I pray to the Great Archer that you bring us 
  good tidings?”
    
   
  If the PCs have failed the mission he understands 
  and is grateful for the party’s help, but very disappointed. 
   
   
  Later in the day a young Rhennee boy arrives at 
  the inn and calls to you “Are you the adventurers that 
  are working with my uncle Geemondi? He asked my 
  father and I to find you. I have a message from him 
  about my cousin.” He hands you a piece of 
  parchment. 
   
   
  Please see Player’s Handout One 
   
  Development: If the PCs return Vincente to his father or 
  testify on his behalf to the authorities, recover the elven 
  holy item of Solonor Thelandiraj, and defeat the half-orc 
  raiding party, proceed to Conclusion A. 
   
  If they recover the holy item of Solonor Thelandiraj 
  and defeat the half-orc raiding party but turn Vincente 
  into the authorities and do not agree to testify on his 
  behalf proceed to Conclusion B. 
   
  If they do not recover the lost holy item of Solonor 
  and turn Vincente into the authorities and do not agree 
  to testify on his behalf proceed to Conclusion C. 
   
  If the PC’s return Vincente to his father or testify on 
  his behalf to the authorities but do not recover the lost 
  holy item of Solonor Thelandiraj proceed to Conclusion 
  D. 
   
  Conclusion A 
  When you return the holy item of Solonor 
  Thelandiraj to his temple and a lost son to his father 
  you cannot help but think you’ve done a good thing. 
  Defeating the half-orcs has brought you a small notice 
  from the townsfolk and others. But you can’t help 
  wonder what trouble will again arise in this part of 
  the kingdom along the banks of the Velverdyva River. 
   
   
  If the PCs return Vincente to the Rhennee, they 
  receive the Favor of the Rhennee Bargemaster. If they 
  successfully recover the elven holy item of Solonor 
  Thelandiraj and return it to the cleric from the church in 
  Baranford, they receive the Favor of The Great Archer. 
  Since the half-orc raiding party was defeated; the PCs 
  receive the Favor of the Furyondy Military. Be sure to 
  mark off all items that do not apply. 
   
   
  Conclusion B 
  Having defeated the half-orcs allied with Old 
  Wicked, 
  returned 
  the 
  holy 
  item 
  of 
  Solonor 
  Thelandiraj to his temple and a lost son to proper 
  judgment with the authorities, you think that justice 
  Arrow from the Reach 
   
  Page 13 
  
  was surely done this day. Yet you wonder what 
  trouble will arise in this part of the k ngdom along 
  the banks of the Velverdyva River. 
  i
   
  i
  ,
  i
   
   
  l
   
  Since the PCs turned Vincente in to the authorities 
  and do not testify in his behalf, they do not receive the 
  Favor of the Rhennee Bargemaster. If they successfully 
  return the elven holy item of Solonor Thelandiraj and to 
  the cleric from the local church in Baranford, they 
  receive the Favor of The Great Archer. Since the half-orc 
  raiding party is defeated, the PCs also receive the Favor of 
  the Furyondy Military. Be sure to mark off all items that 
  do not apply. 
   
  Conclusion C 
  Although the holy item of Solonor Thelandiraj was 
  lost to the forces of Old Wicked; you managed to 
  deliver a known crim nal to the proper judgment. 
  You can’t help but think you’ve done a small  but 
  good thing. Hopefully the elves will eventually 
  recover the lost holy item. You wonder what trouble 
  will arise in this part of the k ngdom along the banks
  of the Velverdyva River. 
   
   
  Since the PCs returned Vincente to the authorities 
  and do not testify in his behalf, they do not receive the 
  Favor of the Rhenne Bargemaster. Since they do not 
  successfully recover the elven holy item and return it to 
  the clerics of church in Baranford, they do not receive 
  the Favor of The Great Archer. If the PCs keep or steal 
  the hold item, they become a Fugitive of the Furyondy 
  Government. Since the half-orc raiding party is not 
  defeated or turned into the authorities; the PCs do not 
  receive the Favor of the Furyondy Military. Be sure to 
  mark off all items that do not apply. 
   
   
  Conclusion D 
  Although you lost the holy item of Solonor 
  Thelandiraj to the forces of Old Wicked; you’ve 
  helped a lost son make peace with his father and his 
  fami y. You cannot help but think you’ve done a good 
  thing. But you wonder what trouble will arise in this 
  part of the kingdom along the banks of the 
  Velverdyva River. 
   
   
  If the PCs return Vincente to the Rhennee or testify 
  on his behalf, they receive the Favor of the Rhennee 
  Bargemaster. Since they did not successfully recover the 
  elven holy item and return it to the clerics of church in 
  Baranford, they do not receive the Favor of The Great 
  Archer. Since the half-orc raiding party is not defeated or 
  turned into the authorities; the PCs do not receive the 
  Favor of the Furyondy Military. Be sure to mark off all 
  items that do not apply. 
   
  The End 
   
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter One: 
  Assisting the Elvish Cleric of Solonor Thelandira 
   
   
  APL2 25 xp  
   
  APL4 40 xp 
   
  APL6 65 xp 
   
  APL8 80 xp 
   
  Encounter Three: 
  Defeating the Trolls/Undead 
   
   
  APL2 120 xp  
   
  APL4 180 xp 
   
  APL6 240 xp 
   
  APL8 300 xp 
   
  Encounter Seven: 
  Defeating the Human Thugs 
   
  APL2 120 xp 
   
  APL4 180 xp 
   
  APL6 240 xp 
   
  APL8 300 xp 
   
  Encounter Eight: 
  Defeating the Half-orcs 
  APL2 120 xp 
   
  APL4 180 xp 
   
  Arrow from the Reach 
   
  Page 14 
  
  APL6 240 xp 
   
  APL8 300 xp 
   
  Story Award: 
  Returning Vincente and the holy item 
  APL2 75 xp 
   
  APL4 95 xp 
   
  APL6 115 xp 
   
  APL8 145 xp 
   
   
  Total possible experience:  
   
  APL2 450 xp 
   
  APL4 675 xp 
   
  APL6 900 xp 
   
  APL8 1125 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 Furyondy Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  Encounter Three A:   
  APL 2: L: 0 gp, C: 100 gp, M: 0 gp. 
  APL 4: L: 0 gp, C: 250 gp, M: 0 gp. 
  APL 6: L: 0 gp, C: 0 gp, M: 0 gp.  
  APL 8: L: 0 gp, C: 0 gp, M: 0 gp.  
   
  OR 
   
  Encounter Three B:   
  APL 2: L: 0 gp, C: 100 gp, M: 0 gp. 
  APL 4: L: 0 gp, C: 250 gp, M: 0 gp. 
  APL 6: L: 8 gp, C: 0 gp, M: 208 gp; +1 large chain shirt 
  (208 gp each). 
  APL 8: L: 8 gp, C: 0 gp, M: 208 gp; +1 large chain shirt 
  (208 gp each). 
   
  Encounter Seven: 
  APL 2: L: 220 gp; C: 0 gp; M: 15 gp; 3 potions of cure light 
  wounds (5 gp each per potion) 
  APL 4: L: 220 gp; C: 0 gp; M: 15 gp; 3 potions of cure light 
  wounds (5 gp each per potion) 
  APL 6: L: 220 gp; C: 0 gp; M: 20 gp; 4 potions of cure light 
  wounds (5 gp each per potion) 
  APL 8: L: 82 gp; C: 0 gp; M: 192 gp; +1 short sword (192 
  gp each) 
   
  Encounter Eight: 
  APL 2: L: 131 gp; C: 0 gp; M: 62 gp; wand of cure light 
  wounds (62 gp each) 
  APL 4: L: 131 gp; C: 0 gp; M: 157 gp; wand of cure light 
  wounds (62 gp each), scroll of divine insight (12 gp each), 
  vest of resistance +1 (83 gp each) 
  APL 6: L: 29 gp; C: 0 gp; M: 667 gp; boots of striding and 
  springing (458 each), pearl of power first level (83 gp 
  Arrow from the Reach 
   
  Page 15 
  
  each), wand of cure light wounds (31 gp each), vest of 
  resistance +1 (83 each), scroll of divine insight (12 gp 
  each). 
  APL 8: L: 29 gp;  C: 0 gp; M: 1073 gp; boots of striding and 
  springing (458 gp each), pearl of power first level (83 gp 
  each), wand of cure moderate wounds  (187 gp each), 
  scroll of divine insight (12 gp each), vest of resistance +2 
  (333 gp each). 
   
  Total Possible Treasure: 
  APL 2: L: 351 gp; C: 100 gp; M: 77 gp  - Total: 528 gp 
  (Maximum 450 gp) 
  APL 4: L: 351 gp; C: 250 gp; M: 172 gp  - Total: 773 gp 
  (Maximum 650 gp) 
  APL 6: L: 257 gp; C: 0 gp; M: 895 gp  - Total: 1152 
  (Maximum 900 gp) 
  APL 8: L: 119 gp; C: 0 gp; M: 1473 gp  - Total: 1592 gp 
  (Maximum 1300 gp) 
   
  Items for the Adventure 
  Record 
  Fugitive of the Furyondy Government: This PC stole a 
  sacred item from the Church of the Great Archer. There 
  is a 15% cumulative chance each adventure in Furyondy 
  they are caught for this crime. If caught, they must pay a 
  200 gp fine and return the item (losing access to the 
  item). PCs who refuse to pay the fine are imprisoned 
  (remove from play). Additionally, this PC may not gain a 
  favor from any FAST-C or lawful church, the Furyondy 
  military or government until they have paid their fine, 
  returned the item and repaid reparations in the form of 
  2000 gp to the elven church in Baranford. The PC may 
  voluntarily turn themselves in at the start of any 
  Furyondy regional adventure, reducing the fine to 100 
  gp. 
   
  Favor of The Great Archer – For recovering the arrow 
  scared to their church, the elven clerics of Baranford have 
  agreed to help you locate some of the following items. 
  For one year following the date of this AR the PC has 
  regional access (Furyondy) to two of the following items: 
  Arrows, 
  blunt 
  (RW), 
  Arrows, 
  swiftwing 
  (RW), 
  Forestswarden shroud (RW), Elven harp (hand or lap) 
  (RW) or Elven tree tent. Circle the selected items. 
   
  Favor of Geemondi, the Rhennee Bargemaster – For 
  recovering his son, Geemondi agrees to sell you one of 
  his clan’s harpoon (AEG) or keelboat (AEG) following 
  any Furyondy Regional Adventure. You may instead 
  chose to consult with Geemondi about happenings in the 
  kingdom, allowing a +5 circumstance bonus to a 
  Knowledge (Local - Iuz Border states] or Gather 
  Information check within the Kingdom of Furyondy. 
  This favor is voided once used.  
   
  Favor of the Tumbling Badgers – Perrywill sought out a 
  famed gnomish alchemist who allows the PC to purchase 
  an item from Complete Adventurer: For one year 
  following the date of this AR the PC has regional access 
  (Furyondy) to one of the following items: blend cream, 
  freeglide, keenear powder, lockslip grease, softfoot or 
  suregrip. Circle the selected item. 
   
  Favor of the Furyondy Military – The military allows 
  the character to train with them to gain one of the 
  following feats: Double Hit (MH) or Shieldmate (MH). 
  The selected feat must be chosen the next time the PC 
  gains a feat. 
   
  Item Access 
  APL 2: 
  • 
  Mithril shirt (Adventure, DMG, 1100 gp) 
  • 
  Wand of cure light wounds (Adventure, CL 1
  st, 
  DMG, 750 gp) 
   
  APL 4: (All of APL 2 plus the following) 
  • 
  Slaying Arrow (humanoids, orc) (Adventure, 
  DMG, 2282 gp)  
  • 
  Scroll of Divine Insight (Adventure, CV, 150 
  gp) 
  • 
  Vest of Resistance +1 (Adventure, CA 1000 gp) 
   
  APL 6: (All of APLs 2-4 plus the following) 
  • 
  Slaying 
  arrow, 
  greater 
  (humanoids, 
  orc) 
  (Adventure, DMG, 4057 gp)  
  • 
  Pearl of power first level (Adventure, DMG, 
  1000 gp) 
   
  APL 8: (All of APLs 2-6 plus the following) 
  • 
  Boots of striding and springing (Adventure, 
  DMG, 5500 gp) 
  • 
  Wand of cure moderate wounds (25 charges, 
  Adventure, 3
  rd level caster, DMG, 2250 gp) 
  • 
  Vest of resistance +2 (Adventure, CA, 4000 gp) 
   
   
   
  Arrow from the Reach 
   
  Page 16 
  
   
  Appendix One: APL 2
  Encounter Three 
  Orc Leader: Male Orc Ftr1; CR 1; Medium-sized 
  Humanoid (orc); HD 1d10+2; hp 12; Init +0; Spd 30ft.; 
  AC 13; touch 10, flat-footed 13; Base Atk/Grp +1/+4; 
  Atk +4 melee (2d4+4/18-20, falchion) or +1 ranged 
  (1d6+3/x2, javelin); Full Atk +4 melee (2d4+4/18-20, 
  falchion) or +1 ranged (1d6+3/x2, javelin); SQ 
  Darkvision 60ft. Light Sensitivity; AL CE; Fort +4, Ref 
  +0, Will -1; Str 17, Dex 11, Con 14, Int 8, Wis 7, Cha 6. 
   
  Skills and Feats: Listen +1, Spot +1; Power 
  Attack, Quick Draw. 
   
  Possessions: studded leather, falchion, javelin.  
   
  Encounter Seven 
  Thug, Male Human Rog1; CR 1; Medium humanoid 
  (human); HD 1d6+1; hp 7; Init +7; Spd 30ft.; AC 17; 
  touch 13, flat-footed 14; Base Atk/Grp: +0/+2; Atk +4 
  melee (1d6+2/19-20, masterwork shortsword); Full Atk 
  +4 melee (1d6+2/19-20, masterwork shortsword); SA: 
  sneak attack +1d6, SQ:  trapfinding; AL LE; Fort +1, Ref 
  +5, Will +1; Str 14, Dex 16, Con 12, Int 12, Wis 12, Cha 
  10. 
   
  Skills and Feats: Bluff +5, Escape Artist +7, Hide 
  +7, Listen +6, Move Silently +7, Search +6, Speak 
  Rhopan, Speak Orc, Spot +6, Tumble +7, Improved 
  Initiative, Weapon Focus (shortsword) 
   
  Possessions: masterwork shortsword, chain shirt, 
  potion of cure light wounds, sap 
   
  Vincente, Male human Rog1; CR 1; Medium 
  humanoid (human); HD 1d6+1; hp 7; Init +3; Spd 30ft.; 
  AC 17; touch 13, flat-footed 14; Base Atk/Grp: +0/+0; 
  Atk +4 melee (1d6/18-20, masterwork rapier); Full Atk 
  +4 melee (1d6/18-20, masterwork rapier); SA: sneak 
  attack +1d6, SQ:  trapfinding; AL N; Fort +1, Ref +5, 
  Will +1; Str 10, Dex 16, Con 12, Int 12, Wis 12, Cha 14. 
   
  Skills and Feats: Balance +6, Bluff +7, Hide +8, 
  Listen +6, Move Silently +8, Search +6, Speak Rhopan, 
  Spot + 6, Tumble +10, Use Rope +6; Skill Focus 
  (Tumble), Weapon Finesse. 
   
  Possessions: 
  entertainers 
  outfit, 
  masterwork 
  rapier, chain shirt, potion of cure light wounds 
   
  Encounter Eight 
  Gorrok, Male half-orc Clr 1: CR 1; Medium-size 
  Humanoid (orc); HD 1d8+2; hp 10; Init +0; Spd 20 ft.; 
  AC 18; touch 10, flat-footed 18; Base Atk/Grp +0/+2; 
  Atk +3 melee (1d8+2, masterwork morningstar); Full 
  Atk +3 melee (1d8+2 masterwork morningstar); SA 
  spells, spontaneous casting, rebuke undead; SQ: 
  darkvision; AL NE; SV Fort +4, Ref +0, Will +5; Str 14, 
  Dex 10, Con 14, Int 12, Wis 17, Cha 12. 
   
  Skills and Feats: Bluff +4, Concentration +6, 
  Knowledge – arcana +4, Knowledge – religion +4, 
  Spellcraft +4; Combat Casting. 
   
  Spells prepared (3/2+1; base DC = 13 + spell level): 
  0 - detect magic, detect poison, guidance; 1 – cause fear, 
  protection from good*, shield of faith 
  *Domain spell, Domains: Evil (cast evil spells at +1 
  caster level), Trickery (Bluff, Disguise and Hide are 
  cleric class skills). 
   
  Possessions: banded mail, heavy wooden shield, 
  masterwork morningstar, wand of cure light wounds. 
   
  Thug, Male half-orc Rog1; CR 1; Medium-sized 
  humanoid; HD 1d6+1; hp 7; Init +2; Spd 30ft.; AC 15; 
  touch 12, flat-footed 13; Base Atk/Grp +0/+2; Atk +3 
  melee (1d8+2/19-20, masterwork longsword); Full Atk 
  +3 melee (1d8+2/19-20, masterwork longsword); SA: 
  sneak attack +1d6, SQ:  darkvision, trapfinding; AL CE; 
  Fort +1, Ref +4, Will +1; Str 14, Dex 14, Con 12, Int 12, 
  Wis 12, Cha 8. 
   
  Skills and Feats: Bluff +4, Hide +7, Listen +6, Move 
  Silently +7, Search +6, Spot + 6, Tumble +7, Martial 
  Weapon Proficiency (longsword) 
   
  Possessions: masterwork longsword, studded 
  leather armor. 
  FUR5-07 Arrow from the Reach 
   
  Page 17 
   
  
  Appendix Two: APL 4 
   
  Encounter Seven 
  Thug, Male Human Rog2: CR 2; Medium-sized 
  humanoid (human); HD 2d6+2; hp 15; Init +7; Spd 
  30ft.; AC 17; touch 13, flat-footed 14; Base Atk/Grp 
  +1/+3; Atk +5 melee (1d6+2/19-20, masterwork 
  shortsword); Full Atk +5 melee (1d6+2/19-20, 
  masterwork shortsword); SA: sneak attack +1d6, SQ:  
  evasion, trapfinding; AL LE; Fort +1, Ref +6, Will +1; 
  Str 14, Dex 16, Con 12, Int 12, Wis 12, Cha 10. 
   
  Skills and Feats: Bluff +5, Escape Artist +7, Hide 
  +8, Listen +7, Move Silently +8, Search +7, Spot +7, 
  Tumble +8, Speak Rhopan, Speak orc; Improved 
  Initiative, Weapon Focus (shortsword) 
   
  Possessions: masterwork shortsword, chain shirt, 
  potion of cure light wounds, sap 
   
  Vincente, Male human Rog2: CR 2; Medium-sized 
  humanoid (human); HD 2d6+2; hp 15; Init +3; Spd 
  30ft.; AC 17; touch 13, flat-footed 14; Base Atk/Grp 
  +1/+1; Atk +5 melee (1d6/18-20, masterwork rapier); 
  Full Atk +5 melee (1d6/18-20, masterwork rapier); SA: 
  sneak attack +1d6, SQ: evasion, trapfinding; AL N; Fort 
  +1, Ref +6, Will +1; Str 10, Dex 16, Con 12, Int 12, Wis 
  12,  Cha 14. 
   
  Skills and Feats: Balance +7, Bluff +7, Hide +8, 
  Listen +7, Move Silently +8, Search +7, Speak Rhopan, 
  Speak orc; Spot +7, Tumble +11, Use Rope +9; Skill 
  Focus (Tumble), Weapon Finesse. 
   
  Possessions: 
  entertainers 
  outfit, 
  masterwork 
  rapier, mithril shirt, potion of cure light wounds 
   
  Encounter Eight 
  Gorrok, male half-orc Clr3; CR 3; Medium-size 
  humanoid (orc); HD 3d8+6; hp 24; Init +0; Spd 20 ft.; 
  AC 18; touch 10, flat-footed 18; Base Atk/Grp +2/+4; 
  Atk  +5 melee (1d8+2 mw morningstar); Full Atk +5 
  melee (1d8+2 mw morningstar); SA spells, spontaneous 
  casting, rebuke undead; SQ: darkvision; AL NE; SV 
  Fort +6, Ref +2, Will +7; Str 14, Dex 10, Con 14, Int 12, 
  Wis 17, Cha 12. 
   
  Skills and Feats: Bluff +4, Concentration +8, 
  Knowledge - arcana +5, Knowledge – religion +4, 
  Spellcraft +7; Combat Casting. 
   
  Spells prepared (4/3+1/2+1; base DC = 13 + spell 
  level): 0 - detect magic, detect poison, guidance, 
  resistance; 1st – bane, cause fear, protection from 
  good*, shield of faith; 2nd – bull’s strength, hold 
  person, invisibility* 
  *Domain spell, Domains: Evil (cast evil spells at +1 
  caster level), Trickery (Bluff, Disguise and Hide are 
  cleric class skills). 
   
  Possessions: banded mail, heavy wooden shield, 
  masterwork morningstar, wand of cure light wounds, 
  scroll of divine insight, vest of resistance +1. 
   
  Thug, Male half-orc Rog3: CR 3; Medium-sized 
  humanoid (orc); HD 3d6+3; hp 20; Init +2; Spd 30ft.; 
  AC 15; touch 12, flat-footed 13; Base Atk/ Grp +2/+4; 
  Atk +6 melee (1d8+2/19-20, mw longsword); Full Atk 
  +6 melee (1d8+2/19-20, mw longsword); SA: sneak 
  attack +2d6, SQ:  darkvision, evasion, trapfinding; AL 
  CE; Fort +2, Ref +5, Will +2; Str 14, Dex 14, Con 12, Int 
  12, Wis 12, Cha 8. 
   
  Skills and Feats: Bluff +6, Hide +8, Intimidate +4, 
  Listen +7, Move Silently +9, Search +8, Speak Rhopan, 
  Spot +7, Tumble +9, Martial Weapon Proficiency 
  (longsword), Weapon Focus (longsword). 
   
  Possessions: masterwork longsword, studded 
  leather armor. 
   
   
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  Appendix Three: APL 6 
   
  Encounter Three 
  Corpse Aquatic Elf Ftr 7: CR 8; Medium-sized 
  undead; HD 7d12; hp 54; Init +1; Spd 30ft., swim 40ft; 
  AC 20; touch 13, flat-footed 18; Base Atk/Grp +7/+11; 
  Atk +13 melee (2d6+9/19-20, +1 greatsword) or slam + 
  11 melee (1d6+9); Full Atk +13/+8 melee (2d6+9/19-20, 
  +1 greatsword) or slam + 10/+4 melee (1d6+9); SQ: 
  Superior Low Light vision, Darkvision, undead traits; 
  AL CE; Fort +5, Ref +4, Will +1; Str 18, Dex 14, Con -, 
  Int 10, Wis 9, Cha 8. 
   
  Skills and Feats: Listen +4, Search +2, Spot +4, 
  Swim +10; Combat Reflexes, Dodge, Power Attack, 
  Hold the Line, Improved Bull Rush, Weapon Focus 
  (greatsword), Weapon Specialization (greatsword) 
   
  Possessions: +1 greatsword, +1 chain shirt, +1 ring 
  of protection. 
   
  Encounter Seven 
  Thug, Male Human Rog3: CR 3; Medium-sized 
  humanoid (human); HD 3d6+3; hp 20; Init +7; Spd 
  30ft.; AC 17, touch 13, flat-footed 14; Base Atk/Grp 
  +2/+4; Atk +6 melee (1d6+2/19-20, mw shortsword) or 
  +5 ranged (1d6/x3, shortbow); Full Atk +5 melee 
  (1d6+2/19-20, mw shortsword) +5 ranged (1d6/x3, 
  shortbow); SA: sneak attack +2d6, SQ:  evasion, 
  trapfinding; AL LE; Fort +2, Ref +6, Will +2; Str 14, Dex 
  16, Con 12, Int 12, Wis 12, Cha 10. 
   
  Skills and Feats: Bluff +7, Escape Artist +8, Hide 
  +9, Listen +8, Move Silently +9, Search +7, Speak 
  Rhopan, Speak orc, Speak goblin, Spot +8, Tumble +9; 
  Improved Initiative, Point Blank Shot, Weapon Focus 
  (shortsword). 
   
  Possessions: masterwork shortsword, chain shirt, 
  potion of cure light wounds, sap 
  Vincente, Male human Rog3: CR 3; Medium-sized 
  humanoid (human); HD 3d6+3; hp 20; Init +3; Spd 
  30ft.; AC 17; touch 13, flat-footed 14; Base Atk/Grp 
  +2/+2; Atk +6 melee (1d6/18-20, mw rapier); Full Atk 
  +6 melee (1d6/18-20, mw rapier); SA: sneak attack 
  +2d6, SQ: evasion, trapfinding; AL N; Fort +2, Ref +6, 
  Will +2; Str 10, Dex 16, Con 12, Int 12, Wis 12, Cha 14. 
   
  Skills and Feats: Balance +9, Bluff +8, Escape Artist 
  +4, Hide +9, Listen +8, Move Silently +9, Search +7, 
  Speak Rhopan, Speak orc; Spot +8, Tumble +12, Use 
  Rope +10; Skill Focus (Tumble), Quick Draw, Weapon 
  Finesse. 
   
  Possessions: 
  entertainers 
  outfit, 
  masterwork 
  rapier, mithril shirt, potion of cure moderate wounds 
   
  Encounter Eight 
  Gorrok, male half-orc Clr5: CR 5; Medium-size 
  humanoid (orc); HD 5d8+10; hp 38; Init +0; Spd 20 ft.; 
  AC 18; touch 10, flat-footed 18; Base Atk/Grp +3/+5; 
  Atk  +6 melee (1d8+3, +1 morningstar); Full Atk +6 
  melee (1d8+3, +1 morningstar); SA spells, spontaneous 
  casting, rebuke undead; SQ: darkvision; AL NE; SV 
  Fort +7, Ref +4, Will +8; Str 14, Dex 10, Con 14, Int 12, 
  Wis 17, Cha 12. 
   
  Skills and Feats: Bluff +5, Concentration +10, 
  Knowledge - arcana +5, Knowledge – religion +5, 
  Spellcraft +9; Combat Casting, Lightning Reflexes. 
   
  Spells prepared (5/4+1/3+1/2+1; base DC = 13 + 
  spell level): 0 - detect magic (2), detect poison, 
  guidance, resistance; 1st – bane, bless, cause fear, 
  disguise self*, shield of faith; 2nd – bulls strength, hold 
  person, invisibility*, sound burst; 3rd – cause serious 
  wounds, magic circle against good*, prayer.  
  *Domain spell, Domains: Evil (cast evil spells at +1 
  caster level), Trickery (Bluff, Disguise and Hide are 
  cleric class skills). 
   
  Possessions: +2 banded mail (from oil of magic 
  vestment), heavy wooden shield, +1 morningstar 
  (greater magic weapon), pearl of power first level, wand 
  of cure light wounds (25 charges), scroll of divine 
  insight, vest of resistance +1, 2 scrolls of greater magic 
  weapon. 
   
  Thug, Male half-orc Rog4/Ftr1: CR 5; Medium-sized 
  humanoid (orc); HD 4d6+1d10+5; hp 32; Init +2; Spd 
  30ft.; AC 18; touch 12, flat-footed 16; Base Atk/Grp 
  +4/+6; Atk +7 melee (1d8+3/19-20, +1 longsword); Full 
  Atk +7 melee (1d8+3/19-20, +1 longsword); SA: sneak 
  attack +2d6, SQ:  darkvision, evasion, trapfinding, 
  uncanny dodge; AL CE; Fort +6, Ref +7, Will +3; Str 14, 
  Dex 15, Con 12, Int 12, Wis 12, Cha 8. 
   
  Skills and Feats: Bluff +7, Hide +9, Intimidate +4, 
  Listen +8, Move Silently +10, Search +9, Speak Rhopan, 
  Spot +7, Tumble +10; Dodge, Power Attack, Weapon 
  Focus (longsword). 
   
  Possessions: 
  +1 
  longsword 
  (greater 
  magic 
  weapon), boots of striding and springing, +2 chain shirt 
  (from oil of magic vestment), vest of resistance +1. 
   
   
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  FUR5-07 Arrow from the Reach 
   
  Page 20 
   
  
  Appendix Four: APL 8 
   
  Encounter Three 
  Corpse Aquatic Elf Ftr 7: CR 8; Medium-sized 
  undead; HD 7d12; hp 54; Init +1; Spd 30ft., swim 40ft; 
  AC 20; touch 13, flat-footed 18; Base Atk/Grp +7/+11; 
  Atk +13 melee (2d6+9/19-20, +1 greatsword) or slam + 
  11 melee (1d6+9); Full Atk +13/+8 melee (2d6+9/19-20, 
  +1 greatsword) or slam + 10/+4 melee (1d6+9); SQ: 
  Superior Low Light vision, Darkvision, undead traits; 
  AL CE; Fort +5, Ref +4, Will +1; Str 18, Dex 14, Con -, 
  Int 10, Wis 9, Cha 8. 
   
  Skills and Feats: Listen +4, Search +2, Spot +4, 
  Swim +10; Combat Reflexes, Dodge, Power Attack, 
  Hold the Line, Improved Bull Rush, Weapon Focus 
  (greatsword), Weapon Specialization (greatsword) 
   
  Possessions: +1 greatsword, +1 chain shirt, +1 ring 
  of protection. 
   
  Troll Hunter: Rgr2; CR 7; Large-sized giant; HD 
  6d8+2d8+48; hp 91; Init +1; Spd 30ft.; AC 21; touch 10, 
  flat-footed 20; Base Atk/Grp +6/+17; Atk +14 melee 
  (3d6+10/19-20, mw greatsword) or + 12 melee (1d6+7 
  claw) or +7 ranged (1d8+7 javelin); Full Atk +14/+9 
  melee (3d6+10/19-20, mw greatsword) or +12/+12 
  melee (1d6+7 claw) and bite +4 melee (1d6+3) or +7 
  ranged javelin (1d8+7); SQ: Darkvision 90ft, favored 
  enemy humans (+2), low light vision, regeneration 5, 
  scent, wild empathy; SA: Rend 2d6+10; AL CE; Fort 
  +14, Ref +6, Will +6; Str 25, Dex 12, Con 22, Int 10, Wis 
  14, Cha 10. 
   
  Skills and Feats: Hide +4, Listen +6, Search +4, 
  Spot +7, Survival +5; Alertness, Iron Will, Power 
  Attack, Track, Two Weapon Fighting. 
   
  Possessions: masterwork huge greatsword, +1 
  chain shirt.  
   
  Encounter Seven 
  Thug, Male Human Rog5: CR 5; Medium-sized 
  humanoid (human); HD 5d6+5; hp 30; Init +7; Spd 
  30ft.; AC 19; touch 13, flat-footed 16; Base Atk/Grp 
  +3/+5; Atk +7 melee (1d6+3/19-20, +1 shortsword) or 
  +6 ranged (1d6/x3, mw shortbow); Full Atk +7 melee 
  (1d6+3/19-20, +1 shortsword) +6 ranged (1d6/x3, mw 
  shortbow); SA: sneak attack +3d6, SQ:  evasion, 
  trapfinding, uncanny dodge; AL LE; Fort +2, Ref +7, 
  Will +2; Str 14, Dex 17, Con 12, Int 12, Wis 12, Cha 10. 
   
  Skills and Feats: Bluff +9, Escape Artist +11, Hide 
  +11, Listen +10, Move Silently +11, Search +9, Speak 
  orc, Speak goblin, Speak Rhopan, Spot +10, Tumble 
  +11, Use Rope +6; Improved Initiative, Point Blank 
  Shot, Weapon Focus (shortsword). 
   
  Possessions: +1 shortsword, +2 chain shirt (oil of 
  magic vestment), masterwork shortbow, sap 
   
  Vincente, Male Human Rog5: CR 5; Medium-sized 
  humanoid (human); HD 5d6+5; hp 30; Init +3; Spd 
  30ft.; AC 19; touch 14, flat-footed 16; Base Atk/Grp 
  +3/+3; Atk +7 melee (1d6+1/18-20, rapier +1); Full Atk 
  +7 melee (1d6+1/18-20, rapier +1); SA: sneak attack 
  +3d6, SQ: evasion, trapfinding, uncanny dodge; AL N; 
  Fort +2, Ref +7, Will +2; Str 10, Dex 17, Con 12, Int 12, 
  Wis 12, Cha 14. 
   
  Skills and Feats: Balance +10, Bluff +10, Escape 
  Artist +10, Hide +11, Listen +10, Move Silently +11, 
  Search +8, Speak Rhopan, Speak orc; Spot +10, Tumble 
  +14, Use Rope +10; Skill Focus (Tumble), Quick Draw, 
  Weapon Finesse. 
   
  Possessions: entertainers outfit, +1 rapier, +1 
  mithril shirt, potion of cure moderate wounds, +1 ring 
  of protection. 
   
  Encounter 8 
  Gorrok, male half-orc Clr 7: CR 7; Medium-size 
  humanoid (orc): HD 7d8+14; hp 52; Init +0; Spd 20 ft.; 
  AC 19, touch 10, flat-footed 18; Base Atk/Grp +5/+7; 
  Atk  +9 melee (1d8+4, +2 morningstar); Full Atk +9 
  melee (1d8+4, +2 morningstar); SA spells, spontaneous 
  casting, rebuke undead; SQ: darkvision; AL NE; SV 
  Fort +8, Ref +5, Will +10; Str 14, Dex 10, Con 14, Int 12, 
  Wis 18, Cha 12. 
   
  Skills and Feats: Bluff +7, Concentration +12, 
  Knowledge – arcana +5, Knowledge – religion +6, 
  Spellcraft +10; Combat Casting, Lightning Reflexes, 
  Power Attack. 
   
  Spells prepared (6/5+1/4+1/3+1/2+1; base DC = 14 
  + spell level): 0 - detect magic (2), detect poison, 
  guidance (2), resistance; 1st – bane, bless, cause fear, 
  disguise self*, entropic shield, shield of faith; 2nd – 
  bulls strength, cure moderate wounds, hold person, 
  invisibility*, sound burst; 3rd – blindness/deafness, 
  cure serious wounds, magic circle against good*, 
  prayer; 4th – divine power, summon monster IV, 
  unholy blight*.  
  *Domain spell, Domains: Evil (cast evil spells at +1 
  caster level), Trickery (Bluff, Disguise and Hide are 
  cleric class skills). 
   
  Possessions: +3 banded mail (oil of magic 
  vestment), heavy wooden shield, +2 morningstar 
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  (greater magic weapon), pearl of power first level, wand 
  of cure moderate wounds (25 charges), scroll of divine 
  insight, 2 scrolls of greater magic weapon. 
   
  Thug, Male half-orc Rog6/Ftr1: CR 7; Medium-sized 
  humanoid (orc); HD 6d6+1d10+7; hp 42; Init +2; Spd 
  30ft.; AC 19; touch 12, flat-footed 17; Base Atk/Grp 
  +5/+7; Atk +10 melee (1d8+4/19-20, +2 longsword); 
  Full Atk +10 melee (1d8+4/19-20, +2 longsword); SA: 
  sneak attack +3d6, SQ: darkvision, evasion, trapfinding, 
  uncanny dodge; AL CE; Fort +7, Ref +9, Will +5; Str 14, 
  Dex 15, Con 12, Int 12, Wis 12, Cha 8. 
   
  Skills and Feats: Bluff +8, Escape Artist +4, Hide 
  +11, Intimidate +9, Listen +10, Move Silently +12, 
  Search +10, Speak Rhopan, Spot +9, Tumble +12; 
  Dodge, Power Attack, Quick Draw, Weapon Focus 
  (longsword). 
   
  Possessions: 
  +2 
  longsword 
  (greater 
  magic 
  weapon), +3 chain shirt (oil of magic vestment), vest of 
  resistance +2. 
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  Appendix Five: All APL’s 
   
  Encounter Two 
  Rhennee Guard, Male human, Ftr1: CR 1; Medium 
  humanoid (human); HD 1d10+2; hp 12; Init +5; Spd 
  30ft; AC 14; touch 11, flat-footed 13; Base Atk/Grp 
  +1/+3; Atk +3 melee (1d4+2/19-20, dagger) or +4 melee 
  (1d8+2 spear); Full Atk  +3 melee (1d4+2/19-20 dagger) 
  or +4 melee (1d8+2 spear); AL N; Fort +4, Ref +1, Will 
  +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Listen +3, Spot +3, Swim +4; 
  Improved Initiative, Weapon Focus (spear) 
   
  Languages: Common, Rhopan 
   
  Possessions: dagger, studded leather armor, spear. 
   
  Geemondi:  Male Human (Rhennee) Rog4/Ftr 1: CR 
  5; Medium Humanoid (human); HD 4d8+1d10+5; hp 
  28; Init +2; Spd 30ft; AC 16; touch 12, flat-footed 14; 
  Base Atk/Grp +4/+5; Atk +6 melee (1d6+1/18-20 mw 
  rapier) or +4 melee (1d4+1/19-20, dagger); Full Atk  +6 
  melee (1d6+1/18-20, mw rapier) or +4 melee 
  (1d4+1/19-20, dagger); AL CG; Fort +6, Ref +8, Will +4; 
  Str 12, Dex 15, Con 12, Int 13, Wis 12, Cha 14. 
   
  Skills and Feats: Appraise +6, Bluff +8, Diplomacy 
  +10, Listen +7, Knowledge – local [Iuz] +6, Knowledge 
  – local [VTF] +6, Perform (string instruments) +6, 
  Profession (sailor) +9, Sense Motive +9, Spot +7, Swim 
  +8, Tumble +9; Dodge, Mobility, Negotiator, Quick 
  Draw 
   
  Languages: Common, Oeridian, Rhopan 
   
  Possessions: dagger, leather armor +2, lute, 
  masterwork rapier, cloak of resistance +2. 
   
  Encounter Four 
  Adder Puffbeak, caravan master, human male, Rog 7: 
  HD 7d6-7; hp 26; Init +3; Spd 30 ft; AC 17, touch 13, 
  flat-footed 17; Base Atk/Grapple +5/+7; Atk: +8 melee  
  (1d4-1/19-20 masterwork dagger) or +8 ranged (1d6 
  shortbow); Full Atk: +8 melee  (1d4-1/19-20 
  masterwork dagger) or +8 ranged (1d6 shortbow); SA: 
  sneak attack +4d6; SQ: Uncanny Dodge, Evasion; AL: 
  N; SV: Fort +1, Ref +8, Wil +2; Str 14, Dex 16, Con 9, 
  Int 14, Wis 10, Cha 16. 
  Skills and Feats:  Bluff +15, Diplomacy +19, Disable 
  Device +12, Forgery +11, Gather Information +5, Hide 
  +11, Intimidate +7, Listen +11, Move Silently +11, 
  Open Locks +13, Profession (merchant) +8, Search +11, 
  Sense Motive +10, Spot +12; Alertness, Blind Fight, 
  Persuasive, Trustworthy.   
   
  Languages: Common, Ancient Suloise, Orc,  
  Infernal. 
   
  Possessions: Cloak of Charisma +2, Helmet of 
  Reading Languages and Magic, masterwork thieves 
  tools, chain shirt, sap, short bow, 20 arrows, 2 
  masterwork obsidian daggers, garrote. 
   
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  Appendix Six - New Rules 
   
  New Feats 
  Hold the Line [General] 
  You are trained in defensive techniques against 
  charging opponents. 
   
  Prerequisites: Combat Reflexes, base attack 
  bonus +2. 
   
  Benefit: You may make an attack of 
  opportunity against a charging opponent who 
  enters any area that you threaten. Your attack 
  of opportunity happens immediately before the 
  charge attack is resolved. 
   
  Normal: You only get an attack of opportunity 
  against a character that exits a square you threaten. 
  Reference: Complete Warrior, page 100.  
   
  New Creatures 
  Forest Troll  
  From the Monster Manual III p. 179 
  Medium Giant 
  Hit Dice:  5d8+25 (47 hp) 
  Initiative: +7 
  Speed: 30 ft. (6 squares), climb 20ft. 
  Armor Class: 18 (+3 Dex, +5 natural), touch 13, Flat-
  footed 15 
  Base Attack/Grapple: +3/+6 
  Attack: Claw +6 melee (1d4+3 plus poison) 
  Full Attack: 2 claws +6 melee (1d4+3 plus) and 
  bite +1 melee (1d4+1) or javelin +6 ranged 
  (1d6+3 plus poison) 
  Space/Reach: 5ft/5ft. 
  Special Attacks: Poison 
  Special Qualities: Darkvision 90ft, fast healing 
  5, low-light vision, scent 
  Saves: Fort +9, Ref +4, Will +1 
  Abilities: Str 17, Dex 16, Con 21, Int 11, Wis 
  11, Cha 6. 
  Skills: Climb +11, Hide +6 (+8 in jungle or forest 
  settings), Listen +5, Spot +5, Survival + 5 
  Feats: Improved Initiative, Track 
  Climate/Terrain: Temperate forests 
  Organization: Solitary, gang (2-8), or warband (9-24) 
  Challenge Rating: 4 
  Treasure: Standard 
  Alignment: Usually chaotic evil 
  Advancement: by character class 
  Level Adjustment: +5 
   
  This creature has the ape-like posture and rubbery 
  green skin of a troll, but it is merely the size of a large 
  human. Its gaze and posture bespeak and intelligence 
  greater than its troll like visage would suggest. 
  Smaller and smarter than other trolls, forest trolls can 
  proved almost as dangerous as their larger kind to 
  those who underestimate them. Although they lack the 
  size and prodigious strength of their larger cousins, 
  their intelligence makes them capable of sophisticated 
  tactics that other trolls cannot match. 
  Gifted with a mind at least as adept as that of an 
  average human, a forest troll takes advantage of its 
  amazing recuperative powers with crafty fighting 
  techniques. An adult forest troll stands between 6 and 
  6half feet tall and weights around 250 pounds.  
  A forest troll speaks Giant. 
  Combat 
  Craft and organized hunters, forest trolls prefer to 
  strike from ambush. When possible, they throw down 
  their javelins from the safety of trees and then drop 
  down on their weakened prey. They use sophisticated 
  tactics to capitalize on their fast healing ability, 
  splitting a warband into waves of hunters, Should the 
  first wave encounter dangers foes, those hunters 
  retreat to allow their wounds to heal while the second 
  and subsequent waves press the attack. By using this 
  tactic a warband rarely loses a hunter in combat. 
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 1d6 Con. Forest Trolls create their 
  own special poison made from their saliva to coat their 
  javelins and claws. The save DC is Constitution based. 
  Skills: A forest troll has  +8 racial bonus on Climb 
  checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened. The skin of a 
  forest troll changes color somewhat, allowing it to 
  blend in its surroundings and providing a +2 racial 
  bonus on Hide checks. In forest settings this bonus 
  improves to +4. 
   
  Corpse Creature  
  From the Book of Vile Darkness p.185 
   
  Not all corpses risen as undead are shambling, 
  slow moving zombies. Some retain their intellect and 
  abilities. Surrounded by the stench of death, the flesh 
  of these creatures hardens and becomes brittle but 
  retains great strength. Corpse creature clerics still pay 
  homage to their dark gods. Corpse warriors heft 
  mighty weapons with skill. Corpse beholders still spray 
  deadly raises from shriveled eyestalks. 
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  They cannot be the result of a simple animate dead 
  spell, but could arise from a create undead or create 
  greater undead spell as undead of their equivalent hit 
  dice. 
   
  Creating a Corpse Creature 
   
  “Corpse” is a template that can be added to any 
  nonundead, nonconstruct, nonplant corporeal creature 
  (referred to hereafter as the base creature). The 
  creatures type changes to undead. It retains all type 
  modifiers and subtypes, if applicable.  
   
  The corpse creature uses all the base creatures’ 
  statistics and special abilities except as noted here. 
  Hit Dice: Increase to d12. 
  Speed: Winged corpse retain the ability to fly; 
  however, their maneuverability becomes clumsy. 
  AC: The corpse creature gains a natural armor bonus 
  based on its size. 
  Size  
   
  Bonus 
  Tiny of Smaller 
   
  +0 
  Small 
   
   
  +1 
  Medium –size 
   
  +2 
  Large 
   
   
  +3 
  Huge 
   
   
  +4 
  Gargantuan 
   
  +6 
  Colossal  
  +11 
   
  The corpse creature keeps the natural armor bonus 
  of the base creature if it’s better. 
   
  Attacks: The corpse creature retains all the natural 
  weapons and attacks of the base creature. A corpse 
  creature also gains a slam attack. The base creature’s 
  base attack bonus does not change. 
   
  Damage: Natural and manufactured weapons deal 
  normal damage. A slam attack does damage depending 
  on the corpse creature’s size. For purposes of Strength 
  buses to damage, a slam attack is considered a two-
  handed attack. 
  Size  
   
  Damage 
  Diminutive 
   
  1 
  Fine  
   
  1d2 
  Tiny 
   
   
  1d3 
  Small 
   
   
  1d4 
  Medium –size 
   
  1d6 
  Large 
   
   
  1d8 
  Huge 
   
   
  2d6 
  Gargantuan 
   
  2d8 
  Colossal  
  4d6 
  Use the base creature’s slam damage if greater. 
   
  Special Qualities: Same as the base creature. In 
  addition, all corpse creatures gain darkvision with a 
  range of 60ft, and undead traits. 
   
  Saves: Same as the base creature, modified by 
  ability score adjustments. 
   
  Abilites: Modify the base creature as follows: Str 
  +4, Dex –2, Con -, Int +0, Wis +0, Cha +0. 
   
  Skills: Same as the base creature, modified by 
  ability score adjustments. 
   
  Challenge Rating: Same as the base creature +1 
   
  Alignment: Always evil. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  FUR5-07 Arrow from the Reach 
   
  Page 25 
   
  
  Appendix Seven – The Rhennee 
   
  The following excerpts are from the Living Greyhawk 
  Gazetteer p. 7-8 
   
   
  “The Rhenn-folk are masters of inland sailing and 
  navigation, and they love their nomadic and 
  adventurous life. Music and gambling are beloved 
  amusements. Certain Rhennee say they are nobles and 
  have great authority over their kind. Men nearly 
  always become warriors; some women before sorcerers, 
  ‘wise women’ whose skills and knowledge make them 
  the subtle masters of Rhennee society. Rhennee men 
  can 
  be 
  quite 
  chauvinistic 
  and 
  their 
  women 
  manipulative.  
   
  “Rhennee have a wide reputation as thieves, and 
  most do learn roguish skills as children, practicing 
  them primarily on outsiders. Their secrecy and bad 
  reputation cause most people to dislike the Rhennee 
  and the feeling is mutual. They survive by ferrying 
  goods and passengers, fishing, hunting, selling their 
  crafts, and illegal means (theft and smuggling), 
  although they put forth the least amount of work 
  needed to accomplish their goals. They follow a code of 
  conduct that has different restrictions for dealing with 
  others of their kind versus non-Rhennee outsiders, 
  who may be lied-to and cheated.”  
    
  FUR5-07 Arrow from the Reach 
   
  Page 26 
   
  
   
  Appendix Eight – Map of the wharf area 
   
   
   
   
  FUR5-07 Arrow from the Reach 
   
  Page 27 
   
  
   
  Player Handout #1 
   
   
   
  Dear friends, please let me know if you have 
  found word of my son. Please let him know that I 
  am anxious for him to return home to his people. 
  I bring the love and devotion of a father that 
  misses his son. I would welcome him with open 
  arms. 
   
  Geemondi 
   
   
  FUR5-07 Arrow from the Reach 
   
  Page 28 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Furyondy/595/Normal Scenarios/FUR5-07 - Arrow from the Reach (APL 2-8)/FUR5-07 - Arrow from the Reach.pdf