TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  URD5-I01-MM2 
   
   
   
   
   
  A Walk In The Park 
   
  A one-Round D&D LIVING GREYHAWK®  
  Duchy of Urnst Regional Interactive Mini-Mission 
  Version 1 
  Round 1 
  by Jon Thompson 
   
   
  A mini-mission for APLs2-10 regarding the retrieval of something delicate. 
  
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer to 
  three and a half hours. The rest of the time is spent 
  in preparation before game play, and record-
  keeping after the game. The following guidelines 
  are here to help you with both the preparation and 
  voting segment of the game. Read this page 
  carefully so that you know and can communicate to 
  your players the special aspects of playing an 
  RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
   
  Read this entire adventure at least once before 
  you run your game. Be sure to familiarize yourself 
  with any special rules, spells, or equipment 
  presented in the adventure. It may help to highlight 
  particularly important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  Keep in mind that you must have at least four 
  players (not counting the judge), for the game 
  session to be a sanctioned RPGA event. As well, 
  you cannot have more than six players participating 
  in the game. 
  Playing the Game  
   
   
   
   
  Instruct the players either to prepare their 
  characters to participate in the adventure before the 
  session begins, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction. 
   
  Once you are ready to play, it is handy to 
  instruct each player to place a nametag in front of 
  him or her. The tag should have the player’s name 
  at the bottom, and the character’s name, race, and 
  gender at the top. This makes it easier for the 
  players (and the judge) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to 
  learn 
  about 
  equipment 
  and 
  weapons 
  their 
  characters are carrying. That said, you as the judge 
  can bar the use of even core rulebooks during 
  certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide 
  when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so 
  that you may present it as written to the players, 
  while other text is for your eyes only. Text for the 
  players will be in bold italics. It’s strongly 
  recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific 
  situation or to actions of the player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, 
  the players and judge fill out the RPGA Tracking 
  Sheet.  The judge should complete the top of the 
  form and list his name and RPGA number.  The 
  players should each list their name and RPGA 
  number.  After the form is filled out it should be 
  given to the Event Coordinator. 
  LIVING GREYHAWK 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  If players do not 
  have a LIVING GREYHAWK character generated, get 
  a copy of the current LIVING GREYHAWK character 
  generation guidelines, and a character sheet from 
  your convention coordinator or the RPGA Web 
  site, and then have any players without a 
  character create one.  Once all players have a 
  LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
  A Walk In The Park 
  [Round 1] 
  Page 1 
  
  LIVING GREYHAWK Levels of Play  
   
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  Because players bring their own 
  characters to LIVING GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportioned to 
  the average character level of 
  the PCs participating in the 
  adventure. To determine the 
  Average Party Level (APL): 
  1. Determine 
  the 
  character 
  level for each of the PCs 
  participating 
  in 
  the 
  adventure. 
  2. If PCs bring animals that 
  have 
  been 
  trained 
  for 
  combat (most likely being 
  war horses, dogs trained for 
  war), 
  other 
  than 
  those 
  brought by virtue of a class 
  ability 
  (i.e. 
  animal 
  companions, familiars paladin’s mounts, etc.) 
  use the sidebar chart to determine the number 
  of levels you add to the sum above. Add each 
  character’s animals separately. A single PC 
  may only bring four or fewer animals of this 
  type, and animals with different CRs are 
  added 
  separately. 
   
  Nevertheless, 
  if 
  a 
  character has the Mounted Combat feat, he 
  may bring a single warhorse, light or heavy, 
  with him in the adventure and it will not count 
  toward the APL calculation. 
  3. Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
   Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use 
  either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC may gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character will receive only one-half of the 
  experience points for the adventure.  Further, if the 
  PC is three character levels or more lower than 
  the APL at which this adventure is being played, 
  that PC will receive one-half 
  gold for the adventure as 
  well.  This simulates the fact 
  that either the PC was not 
  challenged 
  as 
  much 
  as 
  normal or relied on help by 
  higher-level 
  characters 
  to 
  reach the objectives. 
   
  Further, a PC who is four 
  or more levels higher than 
  the highest APL supported 
  by the adventure may not 
  play the scenario unless the 
  highest APL supported by 
  the adventure is APL 12. 
   
  Note: LIVING GREYHAWK 
  adventures are designed for 
  APL 2 and higher. Four or 
  five 1st-level characters may 
  find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If a group is APL 1 there 
  are three things that the group can do to help even 
  the score. 
  5. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  6. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs 
  who want their dogs to attack must succeed at 
  a Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a move action (spoken 
  command) that may be attempted each round. 
  If the animal is wounded or has taken any 
  nonlethal damage or ability score damage, the 
  DC increases to 12. 
  Time Units and Upkeep  
   
   
  This is a standard one-round Regional adventure, 
  set in the Duchy of Urnst.  Characters native to the 
  Duchy of Urnst 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 
  A Walk In The Park 
  [Round 1] 
  Page 2 
  
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  scenario. 
   
  A character who 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. 
  Introduction 
   
  The camp bustles with activity, as Guards 
  and mercenaries crowd the grounds and 
  subalterns and sergeants try to bring order 
  from chaos. 
   
  As you are about to join a contingent of 
  troops readying for battle, a burly, ruddy-
  skinned petty sergeant pulls you and several 
  other people aside. 
   
  “Hmmm. No two equipped alike, I wager. 
  Some things never change. You lot, yer with 
  me, if’n you know what’s good for ye. Gots a 
  task for folk who know more than ‘advance’, 
  ‘close ranks’ an’ ‘withdraw’. It’s better’n 
  bleedin’ in the front line, too. Follow me.” 
   
  The petty sergeant leads any who care to 
  follow to the other side of the camp in a 
  roundabout way, avoiding crossing the confused 
  snarl of bellowing sergeants and harried staff 
  officers in the center of the camp. He stops about 
  thirty feet away from a command tent; a muffled 
  argument is barely audible. On a DC 25 Listen 
  check, characters can overhear the following: 
   
  “… I know it’s not the support you’re used 
  to, but a few mercenaries or adventurers is all 
  the Lord Colonel can-“ 
   
  “Don’t give me your platitudes, Subaltern. 
  Lord Gavin would have-“ 
   
  “-And he’s retired to his estates now; what 
  he would do no longer matters! The Colonel 
  has made his decision; it’s out of our hands. 
  You’ll have to make do like the rest of us.” 
   
  “Excuse me, but the petty sergeant has 
  returned. 
  Perhaps 
  you 
  could 
  have 
  this 
  argument later? While I have decades to spare, 
  you don’t.” 
   
  A wiry, copper-haired wood elf steps out of 
  the tent, holding the flap open and motioning 
  to your group. “Thank you Brondar, that will be 
  all for now. My name is Teridel and I believe I’ll 
  be your escort.  If you will join us?” 
  He stands aside to allow the characters to file in. 
  Inside you see a youngish woman with the 
  insignia of a subaltern and a blue hammer on 
  her armor.  She scowls at you as Teridel 
  introduces her as Lady Jerdisel Reede.  An 
  older 
  woman 
  dressed 
  in 
  high 
  quality 
  aristocratic robes stands impatiently and 
  glowers at you, apparently waiting for you to 
  name yourselves. 
   
  This is an appropriate moment for character 
  introductions. After the pleasantries are over, Arlyn 
  begins speaking in a harsh, low voice. 
   
  “As you may know, recent developments 
  have left our security situation considerably 
  more perilous than at any time in recent 
  memory. We are taking many steps to correct 
  that. Hence the forces gathering here to put an 
  end to the threat of Eratosh once and for all. 
   
  Unfortunately, we have a courier returning 
  through this area who is overdue. We need you 
  to find him and get him safely out of the area 
  before the battle starts. We’ll pay fifty gold to 
  each of you for his recovery, triple if he’s alive. 
  Are you willing to undertake this mission? 
   
  If the characters agree, Arlyn and Jerdisel will 
  provide information and directions using the 
  following guidelines: 
  • 
  Teridel will escort the characters to the search 
  area, using the cover of the Celadon to avoid 
  orc and dervish patrols during the approach. 
  • 
  The party needs to find the courier and return 
  him, dead or alive. 
  • 
  For reasons they have no need to know, 
  Teridel will not accompany them into the 
  Abbor-Alz. 
  • 
  Once the party finds the courier, or four days 
  after entering the Abbor-Alz in any event, 
  A Walk In The Park 
  [Round 1] 
  Page 3 
  
  return to the Celadon verge. Teridel will escort 
  the party back. 
  • 
  The party has no need to know the information 
  being carried by the courier, or how it is being 
  carried. Just find him, dead or alive, and bring 
  him back. 
  • 
  The party has no need to know the itinerary of 
  the courier. 
  • 
  Do not cross the Nesser River under any 
  circumstances. 
  After the briefing is completed, Teridel leads 
  the characters out of the tent. 
   
  “Come. We have far to go, and little time to 
  waste.” 
  Encounter One: The Vale of 
  Fear 
   
  Teridel leads you east, through dusty, dry 
  valleys and over rocky ridges. Finally the air 
  becomes oppressively muggy as you clamber 
  down a steep slope towards a tangle of oak 
  and elm that stretches out of sight to the north 
  and south. He pauses briefly to cast a spell, 
  and then leads you onward under the trees. 
   
  Your path winds through stands of oak and 
  elm, over a seemingly endless succession of 
  wooded ridges. Teridel’s magic bends plants 
  clear of your path and hides your tracks as you 
  move east, deeper into the Celadon. 
   
  Early on the second day, Teridel pauses on 
  a high ridge, looking out to the north. A vast 
  swath of forest stretches to the north, but it is 
  far younger than the trees to either side. He 
  pauses for a long moment to look over the 
  vista. 
  “Look 
  and 
  remember. 
  Sometimes 
  choosing friends means choosing enemies as 
  well.” 
   
  From that point on your path turns south. 
  The forest grows more tangled and the ridges 
  steeper as you move on. On the morning of the 
  third day, the woods begin to thin. An hour’s 
  further march brings you to a barren ridge. To 
  the southwest, a long valley stretches deep 
  into the Abbor-Alz. 
   
  “This is as far as I can accompany you. I 
  will return in four days, and await your arrival 
  for three more. Past that time, you would do 
  better to make your way as best you can 
  through the mountains, than pass unguided 
  through the forest verge.” 
   
  “If no one else has found the courier, it 
  means the courier is lost in dangerous ground. 
  The valley before you is such a place. Be 
  careful and alert. Good hunting.” 
   
  With that, Teridel turns and walks back into 
  the forest. 
   
  This valley is home to magical beasts 
  (krenshar at APL 2, displacer beasts at higher 
  APLs). About midafternoon, the characters will find 
  these beasts hunting them. The encounter begins 
  with the beasts 120 feet away, just coming into 
  view around a corner in the valley floor. 
  APL 2 (EL 3) 
  Krenshar (2): hp 11, 11; see Monster Manual 
  page 163. 
  APL 4 (EL 5) 
  Displacer beast, advanced: hp 76; see 
  Combat Appendix. 
  APL 6 (EL 7) 
  Displacer beast, advanced (2): hp 76, 76; see 
  Combat Appendix. 
  APL 8 (EL 9) 
  Displacer beast, advanced (2): hp 126, 126; 
  see Combat Appendix. 
  APL 10 (EL 11) 
  Displacer beast, advanced elite (2): hp 187, 
  187; see Combat Appendix. 
  Tactics: The krenshar will try to use scare to 
  separate the party into small, easily overwhelmed 
  groups. The displacer beasts will flank their foes 
  when possible and use their reach to restrict the 
  party’s movement. 
  Treasure: 
  All APLs: none. 
  Development: Beyond the hunting grounds of the 
  magical beasts, the players stumble upon the 
  track of a single human. This person came down 
  the southeastern ridge and turned southwest, 
  proceeding up the valley floor. 
   
  The initial track on the scree slope of the 
  valley is DC 4, due to the several rockslides the 
  courier triggered in coming down the slope. A DC 
  18 Search check finds a scrap of clothing from the 
  courier that was torn away during a fall; this may 
  A Walk In The Park 
  [Round 1] 
  Page 4 
  
  be of use for magical divinations. Once on the 
  valley floor, the difficulty increases to DC 9. After 
  an hour’s journey, the difficulty increases to DC 16 
  as the track moves to firmer ground. 
   
  About an hour farther up the valley, a DC 19 
  track check reveals the signs of a short struggle. 
  An effort has been made to cover up the signs of 
  the struggle. Several small reptilian humanoids 
  assaulted the courier and are taking the courier 
  farther southwest. 
   
  The party could use magic to help locate the 
  courier. An augury gives weal and woe as an 
  answer for proceeding up the valley, and nothing 
  for any other direction. A cleverly chosen 
  commune with nature (asking where humans 
  could be found) or discern location would reveal 
  that the courier is being held in a small kobold 
  warren about three hours journey up the valley 
  from 
  where 
  the 
  track 
  was 
  initially 
  found. 
  Successful commune or divination spells will hint 
  that the party should proceed southwestward up 
  the valley (this is why Teridel guided the party to 
  the valley entrance, though he chose not to reveal 
  that). Find the path will not yield useful 
  information, since it is keyed to locations, not 
  creatures. Locate creature and locate object are 
  too short-ranged to be helpful until the next 
  encounter. They could use the cloth fragment to 
  scry on the courier (use a Will save of +1 for the 
  attempt to resist the scrying), which will reveal that 
  he is being held by kobolds. Speak with animals or 
  speak with plants can provide information on 
  which direction the courier is moving and may 
  reveal the presence of the kobolds. 
   
  Without tracking, a party will have to take their 
  best guess at where to look for the courier. 
  Fortunately, there is a familiar looking for help. 
  Encounter Two: Mountain of 
  Molehills 
   
  If the characters proceed up the valley, they 
  will spot (DC 15) a raven circling them. (If the 
  characters search in the wrong direction, Beck will 
  find them on the second day.) A DC 10 Knowledge 
  (arcane) or Knowledge (nature) check provides 
  the tidbit that this bird is acting in an unnatural 
  manner and may be a familiar. Almost any 
  reasonably friendly gesture on the part of the party 
  will bring the raven to them. This is Beck, the 
  courier’s familiar, and he is frantic to find help for 
  his master. He will fly to whichever character 
  enticed him closer. 
   
  “Friends? 
  Friends? 
  Master 
  hurt. 
  You 
  help?” 
   
  If the characters answer affirmatively, use the 
  guidelines below for the information Beck can 
  provide. If they act hostile, Beck will fly away to the 
  north. 
  • 
  His master is Madric. 
  • 
  Madric is in a dark place in the ground. 
  • 
  Bouncy scaly men hold him. They try to make 
  Madric tell them things. They hurt him. 
  • 
  Madric is hurt badly. 
   
  Beck can guide the characters, or the 
  characters can follow the tracks of Madric and the 
  kobolds. The tracks end in a boulder field on a 
  gentle slope at the base of large hill (see DM’s Aid 
  #2 for the encounter map. The rubble patches are 
  difficult terrain. They are tall enough to provide 
  total cover to size Tiny and cover to size Small, 
  but provide no cover to Medium or larger 
  creatures. 
   
  A DC 15 Listen check detects a strangely 
  echoing yipping sound (due to the echoes, it is not 
  discernable as Draconic speech). 
   
  At all APLs, there are a pair of kobold warriors 
  on watch; the remaining kobolds are underground. 
  If approaching party members succeed on Hide 
  and Move Silent checks (DC 10) it is possible to 
  surprise these guards from a range of 30 ft. 
  Otherwise, the action begins with the characters at 
  the northeast corner of the map. 
  All APLs: 
  Madric Ronard, human male Rog1/Sor2: 
  current hp 3 (15 hp maximum). 
  APL 2 (EL 5) 
  Kobold raider, War2 (6): hp 9 each; see 
  Combat Appendix. 
  Tunar-Kail, male kobold Mnk1/Sor3: hp 12; 
  see Combat Appendix. 
  APL 4 (EL 7) 
  Kobold marksman, Ftr3: hp 19; see Combat 
  Appendix. 
  Kobold raider, War3 (4): hp 13 each; see 
  Combat Appendix. 
  Kobold scout, Ftr1/Scout1: hp 10; see Combat 
  Appendix. 
  A Walk In The Park 
  [Round 1] 
  Page 5 
  
  Tunar-Kail, male kobold Mnk1/Sor4: hp 14; 
  see Combat Appendix. 
  APL 6 (EL 9) 
  Kobold marksman, Ftr3: hp 19; see Combat 
  Appendix. 
  Kobold raider, War3 (4): hp 13 each; see 
  Combat Appendix. 
  Kobold scout, Ftr1/Scout3: hp 23; see Combat 
  Appendix. 
  Tunar-Kail, male kobold Mnk2/Sor6: hp 43; 
  see Combat Appendix. 
  APL 8 (EL 11) 
  Kobold marksman, Ftr4: hp 26; see Combat 
  Appendix. 
  Kobold raider, War4 (4): hp 18 each; see 
  Combat Appendix. 
  Kobold scout, Ftr1/Scout5: hp 34; see Combat 
  Appendix. 
  Tunar-Kail, male kobold Mnk2/Sor8: hp 52; 
  see Combat Appendix. 
  APL 10 (EL 13) 
  Kobold marksman, Ftr6: hp 39; see Combat 
  Appendix. 
  Kobold raider, War6 (4): hp 27 each; see 
  Combat Appendix. 
  Kobold scout, Ftr1/Scout5 (2): hp 34 each; 
  see Combat Appendix. 
  Tunar-Kail, male kobold Mnk2/Sor10: hp 43; 
  see Combat Appendix. 
  Tactics: The spring-attacking kobolds use the 
  tunnels 
  to 
  duck 
  in 
  and 
  out 
  of 
  combat. 
  Swarmfighters will try to mob a single opponent if 
  possible. Tunar-Kail and the marksman will try to 
  avoid melee and use spells and crossbow bolts to 
  best effect. The kobolds won’t make a deliberate 
  effort to kill Madric, but it is possible he could be 
  killed by friendly fire. 
  Treasure: 
   
  APL 2: Loot – 252 gp, Coin – 21 gp, Magic – 7 
  potions of cure light wounds (29 gp). 
   
  APL 4: Loot – 254 gp, Coin – 10 gp, Magic – 7 
  potions of cure light wounds (29 gp), 2 screaming 
  bolts (44 gp), small +1 light crossbow (195 gp). 
   
  APL 6: Loot – 254 gp, Coin – 10 gp, Magic – 7 
  potions of cure light wounds (29 gp), 2 screaming 
  bolts (44 gp), small +1 light crossbow (195 gp), +2 
  vest of resistance (333 gp). 
   
  APL 8: Loot – 254 gp, Coin – 10 gp, Magic – 7 
  potions of cure light wounds (29 gp), small +1 
  elfbane light crossbow (695 gp), 2 screaming bolts 
  (44 gp), +2 vest of resistance (333 gp). 
   
  APL 10: Loot – 254 gp, Coin – 10 gp, Magic – 
  cloak of charisma +4 (1,333 gp), 7 potions of cure 
  light wounds (29 gp), small +1 elfbane light 
  crossbow (695 gp), 2 screaming bolts (44 gp), +2 
  vest of resistance (333 gp). 
  Development: If Madric survives, he will be so 
  very, very thankful for being rescued. Madric is a 
  short, thin Suel man. His gear is rent and torn in 
  spots and has strange greenish moldy stains 
  (which don’t come out, even if prestidigitation is 
  used). His hands shake uncontrollably, perhaps 
  an aftereffect of the conditions he has endured. 
   
  If Madric is killed, the characters can recover 
  his body from the cave. His gear is nondescript, 
  badly damaged, and has no appreciable resale 
  value. It takes a DC 30 Search check to find the 
  possum pouch. A detect magic shows that an 
  illusion is covering his stomach area, but does not 
  provide a clear enough view to discern where the 
  pouch ends and the dead body begins. Attempting 
  to detach the possum pouch without knowing the 
  command word requires first finding it via a Search 
  check and then success at a DC 25 Use Magic 
  Device check. If the characters try to examine the 
  pouch contents, refer to the “Opening the Pouch” 
  section in Encounter 3. 
   
  The journey back to the Celadon verge is 
  uneventful. But the adventure is not yet done. 
  Encounter Three: Bring ‘Em 
  Back (Alive?) 
   
  If the characters succeeded in bringing back 
  Madric alive, Teridel greets them as follows: 
   
  “So, is this our missing courier? Do you 
  still have your messages?” 
   
  If Madric was killed, use the following text: 
   
  “So, did you find the courier? Did you find 
  his messages?” 
   
  In either case, if the party has recovered the 
  courier’s messages, continue as follows: 
   
  “Now, a real friend of the forest might think 
  about what information our friend was bringing 
  out of Nyrond. It could be very useful to know 
  A Walk In The Park 
  [Round 1] 
  Page 6 
  
  what the diplomats know. Even a copy of the 
  information would be valuable to us. I don’t 
  suppose you could see your way clear to 
  helping the forest’s defenders?” 
   
  Teradil waits expectantly as the characters 
  decide what to do. 
  Teradil, wood elf male Rgr9: hp 53. 
   
  If Madric is alive, he will not surrender the 
  possum pouch willingly. He can be Intimidated 
  (DC 25) into turning it over, but will report the 
  characters if that is done. This earns the 
  characters the emnity of the Ducal Diplomatic 
  Corps. 
   
  He can also be bribed, with a minimum bribe 
  of 500 gold. In this case, he’ll keep his mouth shut 
  about what happens to the possum pouch; do not 
  award the enmity unless someone else reports the 
  security breach. 
   
  It would also be possible to mug the courier 
  and then modify his memories afterward to fit a 
  cover story that the characters develop. Success 
  or failure determines whether the characters earn 
  the emnity of the Ducal Diplomatic Corps. 
   
  Killing Madric in order to obtain access to the 
  possum pouch is an evil act and should be so 
  noted on ARs. 
  Opening the Pouch: The Ducal Diplomatic Corps 
  has equipped the pouch with a variety of defenses 
  to 
  ensure 
  the 
  security 
  of 
  its 
  information. 
  Unfortunately the journey has been difficult and 
  thus the effectiveness of the surviving defenses 
  varies with APL: 
  APL 2 (EL 4) 
  Alchemical Fire Trap: CR 4; mechanical; touch 
  trigger; no reset; alchemical fire, DC 16 Reflex 
  save avoids, 2d6 damage fire, destroys pouch 
  contents; Search DC 25; Disable Device DC 25; 
  Market value 2,120 gp. 
  APL 4 (EL 6) 
  Alchemical Fire Trap: CR 4; mechanical; touch 
  trigger; no reset; alchemical fire, DC 16 Reflex 
  save avoids, 2d6 damage fire, destroys pouch 
  contents; Search DC 25; Disable Device DC 25; 
  Market value 2,120 gp. 
  Burning Hands Trap: CR 3; magic; proximity 
  trigger (alarm); no reset; spell effect (burning 
  hands, 5th level wizard, 5d4 fire, DC 11 Reflex 
  save avoids, destroys pouch contents); Search 
  DC 26; Disable Device DC 26; Market value 700 
  gp. 
  APL 6 (EL 8) 
  Alchemical Fire Trap: CR 5; mechanical; touch 
  trigger; no reset; alchemical fire, DC 16 Reflex 
  save avoids, 4d6 damage fire, destroys pouch 
  contents; Search DC 26; Disable Device DC 26; 
  Market value 2,440 gp. 
  Scorching Ray Trap: CR 6; magic; proximity 
  trigger (alarm); no reset; Atk +4/+4 ranged touch; 
  spell effect (scorching ray, 7th level wizard, 
  4d6/4d6 fire, destroys pouch contents); Search 
  DC 27; Disable Device DC 27; Market value 1,470 
  gp. 
  APL 8 (EL 10) 
  Alchemical Fire Trap: CR 5; mechanical; touch 
  trigger; no reset; alchemical fire, DC 16 Reflex 
  save avoids, 4d6 damage fire, destroys pouch 
  contents; Search DC 26; Disable Device DC 26; 
  Market value 2,440 gp. 
  Shout Trap: CR 6; magic; proximity trigger 
  (alarm); no reset; spell effect (shout, 7th level 
  wizard, 5d6 sonic plus deafen for 2d6 rounds, DC 
  16 Fortitude save halves damage and negates 
  deafness, destroys pouch contents); Search DC 
  29; Disable Device DC 29; Market value 2,450 gp. 
  APL 10 (EL 12) 
  Alchemical Fire Trap: CR 4; mechanical; touch 
  trigger; no reset; alchemical fire, DC 16 Reflex 
  save avoids, 2d6 damage fire, destroys pouch 
  contents; Search DC 25; Disable Device DC 25; 
  Market value 2,120 gp. 
  Shout Trap: CR 6; magic; proximity trigger 
  (alarm); no reset; spell effect (shout, 7th level 
  wizard, 5d6 sonic plus deafen for 2d6 rounds, DC 
  16 Fortitude save halves damage and negates 
  deafness, destroys pouch contents); Search DC 
  29; Disable Device DC 29; Market value 2,450 gp. 
  Dominate Person Trap: CR 9; magic; proximity 
  trigger (alarm); no reset; spell effect (dominate 
  person, 9th level wizard, DC 17 Will save or be 
  compelled to bring the pouch and its contents to 
  the proper authorities in Leukish as quickly as 
  possible); Search DC 30; Disable Device DC 30; 
  Market value 3,780 gp. 
  Development: If the traps are defeated, the 
  contents of the possum pouch can be examined, 
  and the documents in it can be read and 
  duplicated. The documents are a summary of 
  reports on the western portions of Nyrond, 
  A Walk In The Park 
  [Round 1] 
  Page 7 
  
  covering the area from Hammersend in the north 
  to Beetu in the south. There is also a small vial 
  containing dung. A DC 25 Knowledge (arcana) 
  check identifies the dung as the droppings of a 
  dragon. 
   
  If the characters turn over the information in 
  the pouch or a copy of the information to Teridel, 
  award them the Favor of the Defenders of the 
  Celadon. Teridel will be puzzled by the vial of 
  dung but will have no interest in obtaining a 
  sample. 
   
  Regardless of the outcome, Teridel will still 
  guide the characters through the Celadon to the 
  western edge where they had first entered. He will 
  accompany them only as far as the western edge 
  of the Celadon, however; the characters will have 
  to return the rest of the way to the camp without 
  him. 
   
  If Madric or any of the characters report the 
  theft or duplication of the pouch’s contents, all of 
  the characters receive the Emnity of the Ducal 
  Diplomatic Corps. The Corps investigates the 
  guilty and innocent alike. 
   
  If Madric is returned alive with the messages 
  intact to the base camp, each character receives 
  150 gold as previously agreed. If Madric is 
  delivered alive but the messages have been 
  destroyed, award 100 gold each. If only the 
  messages are delivered, award 50 gold to each 
  character. The Ducal Diplomatic Corps does not 
  pay for failure. 
  Treasure: 
   
  All APLs: Loot – 0 gp, Coin – 150 gp, Magic – 
  none. 
  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 
  Defeating the magical beasts: 
   
  APL2 
  90 xp 
   
  APL4  
  150 xp 
   
  APL6  
  210 xp 
   
  APL8  
  270 xp 
   
  APL10  
  330 xp 
  Encounter Two 
  Defeating the kobolds: 
   
  APL2 
  150 xp 
   
  APL4  
  210 xp 
   
  APL6  
  270 xp 
   
  APL8  
  330 xp 
   
  APL10  
  390 xp 
  Encounter Three: 
  Defeating the traps: 
   
  APL2 
  120 xp 
   
  APL4  
  180 xp 
   
  APL6  
  240 xp 
   
  APL8  
  300 xp 
   
  APL10  
  360 xp 
  Discretionary roleplaying award 
   
  APL2 
  90 xp 
   
  APL4  
  135 xp 
   
  APL6  
  180 xp 
   
  APL8  
  225 xp 
   
  APL10  
  270 xp 
  Total possible experience: 
   
  APL2  
  450 xp 
   
  APL4  
  675 xp 
   
  APL6  
  900 xp 
   
  APL8  
  1125 xp 
   
  APL10  
  1350 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 
  A Walk In The Park 
  [Round 1] 
  Page 8 
  
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field of 
  the adventure certificate.  Because this is a 
  Regional scenario, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter Two: 
   
  APL 2: Loot – 252 gp, Coin – 6 gp, Magic – 7 
  potions of cure light wounds (29 gp). 
   
  APL 4: Loot – 254 gp, Coin – 10 gp, Magic – 7 
  potions of cure light wounds (29 gp), 2 screaming 
  bolts (44 gp), small +1 light crossbow (195 gp). 
   
  APL 6: Loot – 254 gp, Coin – 10 gp, Magic – 7 
  potions of cure light wounds (29 gp), 2 screaming 
  bolts (44 gp), small +1 light crossbow (195 gp), +2 
  vest of resistance (333 gp). 
   
  APL 8: Loot – 254 gp, Coin – 10 gp, Magic – 7 
  potions of cure light wounds (29 gp), small +1 
  elfbane light crossbow (695 gp), 2 screaming bolts 
  (44 gp), +2 vest of resistance (333 gp). 
   
  APL 10: Loot – 254 gp, Coin – 10 gp, Magic – 
  cloak of charisma +4 (1,333 gp), 7 potions of cure 
  light wounds (29 gp), small +1 elfbane light 
  crossbow (695 gp), 2 screaming bolts (44 gp), +2 
  vest of resistance (333 gp). 
  Encounter Three: 
   
  All APLs: Loot – 0 gp, Coin – 150 gp, Magic -- 
  none. 
   
  Total Possible Treasure 
  APL 2: L: 252 gp; C: 171 gp; M: 29 gp  - Total: 
  225 gp 
  APL 4: L: 254 gp; C: 160 gp; M: 268 gp  - 
  Total: 325 gp 
  APL 6: L: 254 gp; C: 160 gp; M: 601 gp  - 
  Total: 450 gp 
  APL 8: L: 254 gp; C: 160 gp; M: 1,101 gp  - 
  Total: 650 gp 
  APL 10: L: 254 gp; C: 160 gp; M: 2,434 gp  - 
  Total: 1150 gp 
  Items for the Adventure 
  Record 
  Favor of the Defenders of the Celadon: For 
  sharing information with them, you have a 
  favorable reputation with the Defenders of the 
  Celadon and receive a +2 modifier on future 
  reactions with NPCs who are members.  In 
  addition, you receive access to upgrade one 
  weapon with the bane (human) ability. 
  Diplomatic 
  Crisis: 
  For 
  revealing 
  sensitive 
  information to a non-Ducal source, all TU costs for 
  this 
  character 
  for 
  the 
  DDC 
  are 
  doubled.  
  Promotion within the DDC and/or retirement from 
  the DDC are barred for one calendar year.  TU 
  costs for the next two Duchy of Urnst regional 
  modules played by this character are doubled, 
  regardless of whether the character is a member 
  of the DDC or not. 
  Item Access 
  APL 2: 
   
  Possum pouch (Adventure, CV) 
  APL 4 (all of APL 2 plus the following): 
   
  Screaming bolt (Adventure, DMG) 
  APL 6 (all of APLs 2-4 plus the following): 
  A Walk In The Park 
  [Round 1] 
  Page 9 
  
   
  Vest of resistance +2 (Adventure, CA) 
  APL 8 (all of APLs 2-6 plus the following): 
   
  +1 elfbane light crossbow (Adventure, DMG) 
  APL 10 (all of APLs 2-8 plus the following): 
   
  Cloak of charisma +4 (Adventure, DMG) 
  A Walk In The Park 
  [Round 1] 
  Page 10 
  
  Combat Appendix – APL 2
  Encounter Two 
   
   
   
   
  Kobold raider, War2: CR 1/3; small humanoid 
  (reptilian); HD 2d8; hp 9; Init +1; Spd 30 ft.; AC 
  18, touch 12, flat-footed 17; Base Atk/Grp +2/-3; 
  Atk +3 melee (1d6-1/19-20, longsword) or +4 
  ranged (1d6/19-20, light crossbow); Full Atk +3 
  melee (1d6-1/19-20, longsword) or +4 ranged 
  (1d6/19-20, light crossbow); SA -; SQ darkvision 
  60 ft., light sensitivity; AL LE, SV Fort +3, Ref 
  +1, Will +0; Str 9, Dex 13, Con 10, Int 9, Wis 10, 
  Cha 8. 
   
  Light Sensitivity (Ex): Kobolds are dazzled 
  in bright sunlight or within the radius of a 
  daylight spell. 
   
  Skills: Kobolds have a racial bonus of +2 on 
  Craft (trapmaking), Profession (miner), and 
  Search checks. 
   
  Skills and Feats: Craft (trapmaking) +2, 
  Handle Animal +4, Search +2, Weapon Focus 
  (longsword). 
   
  Possessions: small heavy wooden shield, 
  small light crossbow, 10 small bolts, small 
  masterwork longsword, potion of cure light 
  wounds, small studded leather armor, vial of 
  alchemist’s fire, 20 sp. 
  Tunar-Kail, male kobold Mnk1/Sor3: CR 4; 
  small humanoid (reptilian); HD 1d8+3d4; hp 12; 
  Init +3; Spd 30 ft.; AC 15, touch 14, flat-footed 
  12 (with mage armor AC 19, touch 14, flat-
  footed 16); Base Atk/Grp +1/+0; Atk +2 melee 
  (1d4-1, quarterstaff) or +1 melee (1d4-1, 
  unarmed strike); Full Atk +0/+0 melee (1d4-1, 
  quarterstaff) or -1/-1 melee (1d4-1, unarmed 
  strike); SA -; SQ darkvision 60 ft., flurry of blows, 
  light sensitivity, unarmed strike; AL LE, SV Fort 
  +3, Ref +6, Will +4; Str 8, Dex 16, Con 11, Int 
  10, Wis 8, Cha 16. 
   
  Flurry of Blows (Ex): When unarmored, 
  Tunar-Kail may make one additional attack at 
  his highest base attack bonus when using the 
  full attack action. All attacks that round take a 
  penalty of -2, including attacks of opportunity 
  until the beginning of the next round. Only 
  unarmed strikes and special monk weapons 
  (kama, nunchaku, quarterstaff, sai, shuriken, 
  and siangham) may be used when using a flurry 
  of blows. He applies his strength bonus (not Str 
  bonus x 1-1/2 or 1/2) to his damage rolls for all 
  successful attacks. 
   
  Light Sensitivity (Ex): Kobolds are dazzled 
  in bright sunlight or within the radius of a 
  daylight spell. 
   
  Skills: Kobolds have a racial bonus of +2 on 
  Craft (trapmaking), Profession (miner), and 
  Search checks. 
   
  Skills and Feats: Balance +7, Concentration 
  +8, Craft (trapmaking) +2, Jump +3, Knowledge 
  (Arcana) +2, Search +2, Spellcraft +1, Tumble 
  +7, Draconic Heritage (blue), Draconic Power 
  (blue), Improved Grapple. 
   
  Spells Known (6/6; spells remaining 6/5; 
  base DC = 13 + spell level): 0—[acid splash, 
  daze, detect magic, message, touch of fatigue]; 
  1st—[cause fear, lesser orb of electricity, mage 
  armor]. 
   
  Possessions: small masterwork quarterstaff, 
  potion of cure light wounds, spell component 
  pouch, 114 gp. 
  URD5-I01-MM2 A Walk in the Park 
  [Round 1] 
  Page 11 
  
  Combat Appendix – APL 4
  Encounter One 
   
   
   
   
  Displacer Beast, advanced: CR 5; Large 
  magical beast; HD 9d10+27; hp 76; Init +3; Spd 
  40 ft.; AC 17, touch 12, flat-footed 14; Base 
  Atk/Grp 
  +9/+17; 
  Atk 
  +12 
  melee 
  (1d6+4, 
  tentacle); Full Atk +12/+12 melee (1d6+4, 2 
  tentacles) 
  and 
  +7 
  melee 
  (1d8+2, 
  bite); 
  Space/Reach: 10ft./5 ft. (10 ft. with tentacles); 
  SQ darkvision 60 ft., displacement, low light 
  vision, resistance to ranged attacks; AL LE; SV 
  Fort +9, Ref +9, Will +6; Str 18, Dex 16, Con 16, 
  Int 5, Wis 12, Cha 8. 
   
  Skills and Feats: Hide +12, Listen +6, Move 
  Silently +7, Spot +6, Alertness, Dodge, Iron Will, 
  Stealthy. 
   
  Displacement (Su): A light-bending glamer 
  surrounds a displacer beast, making it difficult to 
  surmise the creature’s true location. Any melee 
  or ranged attack directed at it has a 50% miss 
  chance unless the attacker can locate the beast 
  by some means other than sight. A true seeing 
  effect allows the user to see the beast’s position, 
  but see invisibility has no effect. 
   
  Resistance to Ranged Attacks (Su): A 
  displacer beast has a +2 resistance bonus on 
  saves against any ranged magical attack that 
  specifically targets it (except for ranged touch 
  attacks). 
   
  Skills: A displacer beast has a +8 racial 
  bonus 
  on 
  Hide 
  checks, 
  thanks 
  to 
  its 
  displacement ability. 
   
  Possessions: none. 
  Encounter Two 
   
   
   
   
  Kobold 
  marksman, 
  Ftr3: 
  CR 
  3; 
  small 
  humanoid (reptilian); HD 3d10+3; hp 19; Init +3; 
  Spd 30 ft.; AC 19, touch 14, flat-footed 16; Base 
  Atk/Grp +3/-2; Atk +8 ranged (1d6/19-20, light 
  crossbow) 
  or 
  +2 
  melee 
  (1d6-1/19-20, 
  longsword); Full Atk +6/+6 ranged (1d6/19-20, 
  light crossbow) or +2 melee (1d6-1/19-20, 
  longsword); SA -; SQ darkvision 60 ft., light 
  sensitivity; AL LE, SV Fort +4, Ref +4, Will +2; 
  Str 9, Dex 17, Con 12, Int 10, Wis 12, Cha 8. 
   
  Light Sensitivity (Ex): Kobolds are dazzled 
  in bright sunlight or within the radius of a 
  daylight spell. 
   
  Skills: Kobolds have a racial bonus of +2 on 
  Craft (trapmaking), Profession (miner), and 
  Search checks. 
   
  Skills 
  and 
  Feats: 
  Climb 
  +5, 
  Craft 
  (trapmaking) +2, Jump +5, Search +2, Point 
  Blank Shot, Precise Shot, Rapid Reload, Rapid 
  Shot. 
   
  Possessions: small +1 light crossbow, 30 
  small bolts, small longsword, potion of cure light 
  wounds, 2 screaming bolts, small masterwork 
  chain shirt, 12 gp. 
  Kobold raider, War3: CR 1/2; small humanoid 
  (reptilian); HD 3d8; hp 13; Init +1; Spd 30 ft.; AC 
  18, touch 12, flat-footed 17; Base Atk/Grp +3/-2; 
  Atk +4 melee (1d6-1/19-20, longsword) or +5 
  ranged (1d6/19-20, light crossbow); Full Atk +4 
  melee (1d6-1/19-20, longsword) or +5 ranged 
  (1d6/19-20, light crossbow); SA -; SQ darkvision 
  60 ft., light sensitivity; AL LE, SV Fort +3, Ref 
  +2, Will +1; Str 9, Dex 13, Con 10, Int 9, Wis 10, 
  Cha 8. 
   
  Light Sensitivity (Ex): Kobolds are dazzled 
  in bright sunlight or within the radius of a 
  daylight spell. 
   
  Skills: Kobolds have a racial bonus of +2 on 
  Craft (trapmaking), Profession (miner), and 
  Search checks. 
   
  Skills and Feats: Craft (trapmaking) +2, 
  Handle Animal +5, Search +1, Swarmfighting, 
  Weapon Focus (longsword). 
   
  Possessions: small heavy wooden shield, 
  small light crossbow, 10 small bolts, small 
  masterwork longsword, potion of cure light 
  wounds, small studded leather armor, vial of 
  alchemist’s fire, 20 sp. 
  Kobold scout, Ftr1/Scout1: CR 2; small 
  humanoid (reptilian); HD 1d10+1d8+2; hp 12; 
  Init +2; Spd 30 ft.; AC 18, touch 13, flat-footed 
  16; Base Atk/Grp +1/-3; Atk +3 melee (1d8/x3, 
  glaive); Full Atk +3 melee (1d8/x3, glaive); SA -; 
  SQ darkvision 60 ft., light sensitivity, skirmish 
  (+1d6), trapfinding; AL LE, SV Fort +3, Ref +4, 
  Will +1; Str 11, Dex 15, Con 12, Int 10, Wis 12, 
  Cha 8. 
   
  Light Sensitivity (Ex): Kobolds are dazzled 
  in bright sunlight or within the radius of a 
  daylight spell. 
   
  Skirmish (Ex): A scout deals an extra 1d6 
  points of damage on all attacks he makes during 
  any round in which he moves at least 10 feet. 
  The extra damage applies only to attacks taken 
  during the scout’s turn. The extra damage only 
  applies against living creatures that have a 
  discernable 
  anatomy. 
  Undead, 
  constructs, 
  oozes, 
  plants, 
  incorporeal 
  creatures, 
  and 
  creatures immune to extra damage from critical 
  URD5-I01-MM2 A Walk in the Park 
  [Round 1] 
  Page 12 
  
  hits are not vulnerable to this additional damage. 
  The scout msut be able to see the target well 
  enough to pick out a vital spot and must be able 
  to reach such a spot. Scouts can apply this extra 
  damage 
  to 
  ranged 
  attacks 
  made 
  while 
  skirmishing, but only if the target is within 30 
  feet. 
   
  A scout loses this ability when wearing 
  medium or heavy armor or when carrying a 
  medium or heavy load. If he gains the skirmish 
  ability from another class, the bonuses stack. 
   
  Trapfinding (Ex): A scout can use the 
  Search skill to locate traps with a DC higher 
  than 20, and he can use Disable Device to 
  bypass a trap or disarm magic traps. See the 
  rogue class feature, page 50 of the Player’s 
  Handbook. 
   
  Skills: Kobolds have a racial bonus of +2 on 
  Craft (trapmaking), Profession (miner), and 
  Search checks. 
   
  Skills and Feats: Craft (trapmaking) +6, 
  Escape Artist +5, Hide +5, Move Silently +5, 
  Search +7, Sense Motive +6, Spot +5, Survival 
  +5, Tumble +5, Dodge, Mobility. 
   
  Possessions: 
  small 
  masterwork 
  glaive, 
  potion of cure light wounds, small masterwork 
  chain shirt, 12 gp. 
  Tunar-Kail, male kobold Mnk1/Sor4: CR 5; 
  small humanoid (reptilian); HD 1d8+4d4; hp 14; 
  Init +3; Spd 30 ft.; AC 15, touch 14, flat-footed 
  12 (with mage armor AC 19, touch 14, flat-
  footed 16); Base Atk/Grp +2/+1; Atk +3 melee 
  (1d4-1, quarterstaff) or +2 melee (1d4-1, 
  unarmed strike); Full Atk +1/+1 melee (1d4-1, 
  quarterstaff) or +0/+0 melee (1d4-1, unarmed 
  strike); SA -; SQ darkvision 60 ft., flurry of blows, 
  light sensitivity, unarmed strike; AL LE, SV Fort 
  +3, Ref +6, Will +5; Str 8, Dex 16, Con 11, Int 
  10, Wis 8, Cha 16. 
   
  Flurry of Blows (Ex): When unarmored, 
  Tunar-Kail may make one additional attack at 
  his highest base attack bonus when using the 
  full attack action. All attacks that round take a 
  penalty of -2, including attacks of opportunity 
  until the beginning of the next round. Only 
  unarmed strikes and special monk weapons 
  (kama, nunchaku, quarterstaff, sai, shuriken, 
  and siangham) may be used when using a flurry 
  of blows. He applies his strength bonus (not Str 
  bonus x 1-1/2 or 1/2) to his damage rolls for all 
  successful attacks. 
   
  Light Sensitivity (Ex): Kobolds are dazzled 
  in bright sunlight or within the radius of a 
  daylight spell. 
   
  Skills: Kobolds have a racial bonus of +2 on 
  Craft (trapmaking), Profession (miner), and 
  Search checks. 
   
  Skills and Feats: Balance +7, Concentration 
  +9, Craft (trapmaking) +2, Jump +3, Knowledge 
  (Arcana) +3, Search +2, Spellcraft +1, Tumble 
  +7, Draconic Heritage (blue), Draconic Power 
  (blue), Improved Grapple. 
   
  Spells Known (6/7/4; spells remaining 6/6/4; 
  base DC = 13 + spell level): 0—[acid splash, 
  daze, detect magic, detect poison, message, 
  touch of fatigue]; 1st—[lesser orb of electricity, 
  mage armor, shield]; 2nd—[scorching ray]. 
   
  Possessions: small masterwork quarterstaff, 
  potion of cure light wounds, spell component 
  pouch, 28 gp. 
  URD5-I01-MM2 A Walk in the Park 
  [Round 1] 
  Page 13 
  
  Combat Appendix – APL 6
  Encounter One 
   
   
   
   
  Displacer Beast, advanced: CR 5; Large 
  magical beast; HD 9d10+27; hp 76; Init +3; Spd 
  40 ft.; AC 17, touch 12, flat-footed 14; Base 
  Atk/Grp 
  +9/+17; 
  Atk 
  +12 
  melee 
  (1d6+4, 
  tentacle); Full Atk +12/+12 melee (1d6+4, 2 
  tentacles) 
  and 
  +7 
  melee 
  (1d8+2, 
  bite); 
  Space/Reach: 10ft./5 ft. (10 ft. with tentacles); 
  SQ darkvision 60 ft., displacement, low light 
  vision, resistance to ranged attacks; AL LE; SV 
  Fort +9, Ref +9, Will +6; Str 18, Dex 16, Con 16, 
  Int 5, Wis 12, Cha 8. 
   
  Skills and Feats: Hide +12, Listen +6, Move 
  Silently +7, Spot +6, Alertness, Dodge, Iron Will, 
  Stealthy. 
   
  Displacement (Su): A light-bending glamer 
  surrounds a displacer beast, making it difficult to 
  surmise the creature’s true location. Any melee 
  or ranged attack directed at it has a 50% miss 
  chance unless the attacker can locate the beast 
  by some means other than sight. A true seeing 
  effect allows the user to see the beast’s position, 
  but see invisibility has no effect. 
   
  Resistance to Ranged Attacks (Su): A 
  displacer beast has a +2 resistance bonus on 
  saves against any ranged magical attack that 
  specifically targets it (except for ranged touch 
  attacks). 
   
  Skills: A displacer beast has a +8 racial 
  bonus 
  on 
  Hide 
  checks, 
  thanks 
  to 
  its 
  displacement ability. 
   
  Possessions: none. 
  Encounter Two 
   
   
   
   
  Kobold 
  marksman, 
  Ftr3: 
  CR 
  3; 
  small 
  humanoid (reptilian); HD 3d10+3; hp 19; Init +3; 
  Spd 30 ft.; AC 19, touch 14, flat-footed 16; Base 
  Atk/Grp +3/-2; Atk +8 ranged (1d6+1/19-20, light 
  crossbow) 
  or 
  +2 
  melee 
  (1d6-1/19-20, 
  longsword); Full Atk +6/+6 ranged (1d6+1/19-20, 
  light crossbow) or +2 melee (1d6-1/19-20, 
  longsword); SA -; SQ darkvision 60 ft., light 
  sensitivity; AL LE, SV Fort +4, Ref +4, Will +2; 
  Str 9, Dex 17, Con 12, Int 10, Wis 12, Cha 8. 
   
  Light Sensitivity (Ex): Kobolds are dazzled 
  in bright sunlight or within the radius of a 
  daylight spell. 
   
  Skills: Kobolds have a racial bonus of +2 on 
  Craft (trapmaking), Profession (miner), and 
  Search checks. 
   
  Skills 
  and 
  Feats: 
  Climb 
  +5, 
  Craft 
  (trapmaking) +2, Jump +5, Search +2, Point 
  Blank Shot, Precise Shot, Rapid Reload, Rapid 
  Shot. 
   
  Possessions: small +1 light crossbow, 30 
  small bolts, small longsword, potion of cure light 
  wounds, 2 screaming bolts, small masterwork 
  chain shirt, 12 gp. 
  Kobold raider, War3: CR 1/2; small humanoid 
  (reptilian); HD 3d8; hp 13; Init +1; Spd 30 ft.; AC 
  18, touch 12, flat-footed 17; Base Atk/Grp +3/-2; 
  Atk +4 melee (1d6-1/19-20, longsword) or +5 
  ranged (1d6/19-20, light crossbow); Full Atk +4 
  melee (1d6-1/19-20, longsword) or +5 ranged 
  (1d6/19-20, light crossbow); SA -; SQ darkvision 
  60 ft., light sensitivity; AL LE, SV Fort +3, Ref 
  +2, Will +1; Str 9, Dex 13, Con 10, Int 9, Wis 10, 
  Cha 8. 
   
  Light Sensitivity (Ex): Kobolds are dazzled 
  in bright sunlight or within the radius of a 
  daylight spell. 
   
  Skills: Kobolds have a racial bonus of +2 on 
  Craft (trapmaking), Profession (miner), and 
  Search checks. 
   
  Skills and Feats: Craft (trapmaking) +2, 
  Handle Animal +5, Search +1, Swarmfighting, 
  Weapon Focus (longsword). 
   
  Possessions: small heavy wooden shield, 
  small light crossbow, 10 small bolts, small 
  longsword, potion of cure light wounds, small 
  studded leather armor, vial of alchemist’s fire, 20 
  sp. 
  Kobold scout, Ftr1/Scout3: CR 4; small 
  humanoid (reptilian); HD 1d10+3d8+4; hp 23; 
  Init +4; Spd 40 ft.; AC 19, touch 14, flat-footed 
  16; Base Atk/Grp +3/-1; Atk +4 melee (1d8/x3, 
  glaive); Full Atk +4 melee (1d8/x3, glaive); SA -; 
  SQ battle fortitude, darkvision 60 ft., light 
  sensitivity, skirmish (+1d6, +1 AC), trapfinding; 
  AL LE, SV Fort +5, Ref +6, Will +2; Str 11, Dex 
  16, Con 12, Int 10, Wis 12, Cha 8. 
   
  Battle Fortitude (Ex): A scout gains a +1 
  competence bonus on Fortitude saves and 
  initiative checks. A scout loses this bonus when 
  wearing medium or heavy armor or when 
  carrying a medium or heavy load. 
   
  Fast Movement (Ex): A scout gains a +10 
  foot enhancement bonus to his base land 
  speed. A scout loses this bonus when wearing 
  medium or heavy armor or when carrying a 
  medium or heavy load. See the monk class 
  feature, page 41 of the Player’s Handbook. 
  URD5-I01-MM2 A Walk in the Park 
  [Round 1] 
  Page 14 
  
   
  Light Sensitivity (Ex): Kobolds are dazzled 
  in bright sunlight or within the radius of a 
  daylight spell. 
   
  Skirmish (Ex): A scout deals an extra 1d6 
  points of damage on all attacks he makes during 
  any round in which he moves at least 10 feet. 
  The extra damage applies only to attacks taken 
  during the scout’s turn. The extra damage only 
  applies against living creatures that have a 
  discernable 
  anatomy. 
  Undead, 
  constructs, 
  oozes, 
  plants, 
  incorporeal 
  creatures, 
  and 
  creatures immune to extra damage from critical 
  hits are not vulnerable to this additional damage. 
  The scout msut be able to see the target well 
  enough to pick out a vital spot and must be able 
  to reach such a spot. Scouts can apply this extra 
  damage 
  to 
  ranged 
  attacks 
  made 
  while 
  skirmishing, but only if the target is within 30 
  feet. 
   
  He also gains a +1 competence bonus to 
  armor class during any round in which he moves 
  at least 10 feet. The bonus applies as soon as 
  the scout has moved 10 feet, and lasts until the 
  start of his next turn. 
   
  A scout loses this ability when wearing 
  medium or heavy armor or when carrying a 
  medium or heavy load. If he gains the skirmish 
  ability from another class, the bonuses stack. 
   
  Trapfinding (Ex): A scout can use the 
  Search skill to locate traps with a DC higher 
  than 20, and he can use Disable Device to 
  bypass a trap or disarm magic traps. See the 
  rogue class feature, page 50 of the Player’s 
  Handbook. 
   
  Uncanny Dodge (Ex): A scout retains his 
  dexterity bonus to AC even if he is caught flat-
  footed or struck by an invisible attacker. See the 
  barbarian class feature, page 26 of the Player’s 
  Handbook. 
   
  Skills: Kobolds have a racial bonus of +2 on 
  Craft (trapmaking), Profession (miner), and 
  Search checks. 
   
  Skills and Feats: Craft (trapmaking) +6, 
  Escape Artist +7, Hide +7, Move Silently +7, 
  Search +9, Sense Motive +7, Spot +7, Survival 
  +7, Tumble +7, Combat Reflexes, Dodge, 
  Mobility. 
   
  Possessions: 
  small 
  masterwork 
  glaive, 
  potion of cure light wounds, small masterwork 
  chain shirt, 12 gp. 
  Tunar-Kail, male kobold Mnk2/Sor6: CR 8; 
  small humanoid (reptilian); HD 2d8+6d4+8; hp 
  32 (with false life 43); Init +3; Spd 30 ft.; AC 18, 
  touch 17, flat-footed 15 (with mage armor AC 
  22, touch 17, flat-footed 19); Base Atk/Grp 
  +4/+3; Atk +5 melee (1d4-1, quarterstaff) or +4 
  melee (1d4-1, unarmed strike); Full Atk +3/+3 
  melee (1d4-1, quarterstaff) or +2/+2 melee (1d4-
  1, unarmed strike); SA -; SQ darkvision 60 ft., 
  evasion, 
  flurry 
  of 
  blows, 
  light 
  sensitivity, 
  unarmed strike; AL LE, SV Fort +8, Ref +10, Will 
  +9; Str 8, Dex 16, Con 12, Int 10, Wis 8, Cha 16. 
   
  Evasion (Ex): Tunar-Kail takes no damage 
  if he makes a successful Reflex saving throw 
  against an attack that normally deals half 
  damage on a successful save. He does not gain 
  this benefit if helpless. 
   
  Flurry of Blows (Ex): When unarmored, 
  Tunar-Kail may make one additional attack at 
  his highest base attack bonus when using the 
  full attack action. All attacks that round take a 
  penalty of -2, including attacks of opportunity 
  until the beginning of the next round. Only 
  unarmed strikes and special monk weapons 
  (kama, nunchaku, quarterstaff, sai, shuriken, 
  and siangham) may be used when using a flurry 
  of blows. He applies his strength bonus (not Str 
  bonus x 1-1/2 or 1/2) to his damage rolls for all 
  successful attacks. 
   
  Light Sensitivity (Ex): Kobolds are dazzled 
  in bright sunlight or within the radius of a 
  daylight spell. 
   
  Skills: Kobolds have a racial bonus of +2 on 
  Craft (trapmaking), Profession (miner), and 
  Search checks. 
   
  Skills and Feats: Balance +9, Concentration 
  +13, 
  Craft 
  (trapmaking) 
  +2, 
  Jump 
  +6, 
  Knowledge (Arcana) +5, Search +2, Spellcraft 
  +3, Spot +0, Tumble +10, Ascetic Mage, Deflect 
  Arrows, Draconic Heritage (blue), Draconic 
  Power (blue), Improved Grapple. 
   
  Spells Known (6/7/6/4; spells remaining 
  6/6/5/4; base DC = 13 + spell level): 0—[acid 
  splash, daze, detect magic, detect poison, ghost 
  sound, message, touch of fatigue]; 1st—[lesser 
  orb of electricity, mage armor, shield, shocking 
  grasp]; 2nd—[false life, scorching ray]; 3rd—
  [lightning bolt]. 
   
  Possessions: small masterwork quarterstaff, 
  potion of cure light wounds, spell component 
  pouch, vest of resistance +2, 28 gp. 
  URD5-I01-MM2 A Walk in the Park 
  [Round 1] 
  Page 15 
  
  Combat Appendix – APL 8
  Encounter One 
   
   
   
   
  Displacer Beast, advanced: CR 7; Huge 
  magical beast; HD 12d10+60; hp 126; Init +2; 
  Spd 40 ft.; AC 18, touch 10, flat-footed 16; Base 
  Atk/Grp +12/+24; Atk +18 melee (1d8+8, 
  tentacle); Full Atk +18/+18 melee (1d8+8, 2 
  tentacles) 
  and 
  +13 
  melee 
  (2d6+4, 
  bite); 
  Space/Reach: 15ft./10 ft. (20 ft. with tentacles); 
  SQ darkvision 60 ft., displacement, low light 
  vision, resistance to ranged attacks; AL LE; SV 
  Fort +13, Ref +10, Will +7; Str 26, Dex 15, Con 
  20, Int 5, Wis 12, Cha 8. 
   
  Skills and Feats: Hide +9, Listen +7, Move 
  Silently 
  +7, 
  Spot 
  +7, 
  Alertness, 
  Combat 
  Reflexes, Dodge, Iron Will, Stealthy. 
   
  Displacement (Su): A light-bending glamer 
  surrounds a displacer beast, making it difficult to 
  surmise the creature’s true location. Any melee 
  or ranged attack directed at it has a 50% miss 
  chance unless the attacker can locate the beast 
  by some means other than sight. A true seeing 
  effect allows the user to see the beast’s position, 
  but see invisibility has no effect. 
   
  Resistance to Ranged Attacks (Su): A 
  displacer beast has a +2 resistance bonus on 
  saves against any ranged magical attack that 
  specifically targets it (except for ranged touch 
  attacks). 
   
  Skills: A displacer beast has a +8 racial 
  bonus 
  on 
  Hide 
  checks, 
  thanks 
  to 
  its 
  displacement ability. 
   
  Possessions: none. 
  Encounter Two 
   
   
   
   
  Kobold 
  marksman, 
  Ftr4: 
  CR 
  4; 
  small 
  humanoid (reptilian); HD 4d10+4; hp 26; Init +4; 
  Spd 30 ft.; AC 20, touch 15, flat-footed 16; Base 
  Atk/Grp +4/-1; Atk +11 ranged (1d6+1/19-20, 
  light crossbow) or +4 melee (1d6-1/19-20, 
  longsword); Full Atk +9/+9 ranged (1d6+1/19-20, 
  light crossbow) or +4 melee (1d6-1/19-20, 
  longsword); SA -; SQ darkvision 60 ft., light 
  sensitivity; AL LE, SV Fort +5, Ref +5, Will +2; 
  Str 9, Dex 18, Con 12, Int 10, Wis 12, Cha 8. 
   
  Light Sensitivity (Ex): Kobolds are dazzled 
  in bright sunlight or within the radius of a 
  daylight spell. 
   
  Skills: Kobolds have a racial bonus of +2 on 
  Craft (trapmaking), Profession (miner), and 
  Search checks. 
   
  Skills 
  and 
  Feats: 
  Climb 
  +6, 
  Craft 
  (trapmaking) +2, Jump +6, Search +2, Point 
  Blank Shot, Precise Shot, Rapid Reload, Rapid 
  Shot, Weapon Focus (light crossbow). 
   
  Possessions: 
  small 
  +1 
  elfbane 
  light 
  crossbow, 30 small bolts, small longsword, 
  potion of cure light wounds, 2 screaming bolts, 
  small masterwork chain shirt, 12 gp. 
  Kobold raider, War4: CR 1; small humanoid 
  (reptilian); HD 4d8; hp 18; Init +2; Spd 30 ft.; AC 
  19, touch 13, flat-footed 18; Base Atk/Grp +4/-1; 
  Atk +5 melee (1d6-1/19-20, longsword) or +7 
  ranged (1d6/19-20, light crossbow); Full Atk +5 
  melee (1d6-1/19-20, longsword) or +7 ranged 
  (1d6/19-20, light crossbow); SA -; SQ darkvision 
  60 ft., light sensitivity; AL LE, SV Fort +4, Ref 
  +3, Will +1; Str 9, Dex 14, Con 10, Int 9, Wis 10, 
  Cha 8. 
   
  Light Sensitivity (Ex): Kobolds are dazzled 
  in bright sunlight or within the radius of a 
  daylight spell. 
   
  Skills: Kobolds have a racial bonus of +2 on 
  Craft (trapmaking), Profession (miner), and 
  Search checks. 
   
  Skills and Feats: Craft (trapmaking) +2, 
  Handle Animal +6, Search +1, Swarmfighting, 
  Weapon Focus (longsword). 
   
  Possessions: small heavy wooden shield, 
  small light crossbow, 10 small bolts, small 
  longsword, potion of cure light wounds, small 
  studded leather armor, vial of alchemist’s fire, 20 
  sp. 
  Kobold scout, Ftr1/Scout5: CR 6; small 
  humanoid (reptilian); HD 1d10+5d8+6; hp 34; 
  Init +4; Spd 40 ft.; AC 19, touch 14, flat-footed 
  16; Base Atk/Grp +4/+0; Atk +6 melee (1d8/x3, 
  glaive); Full Atk +6 melee (1d8/x3, glaive); SA -; 
  SQ battle fortitude, darkvision 60 ft., evasion, 
  light 
  sensitivity, 
  skirmish 
  (+2d6, 
  +1 
  AC), 
  trapfinding; AL LE, SV Fort +5, Ref +7, Will +4; 
  Str 11, Dex 16, Con 12, Int 10, Wis 12, Cha 8. 
   
  Battle Fortitude (Ex): A scout gains a +1 
  competence bonus on Fortitude saves and 
  initiative checks. A scout loses this bonus when 
  wearing medium or heavy armor or when 
  carrying a medium or heavy load. 
   
  Evasion (Ex): A scout takes no damage if 
  he makes a successful Reflex saving throw 
  against an attack that normally deals half 
  damage on a successful save. He does not gain 
  this benefit if helpless. See the monk class 
  feature, page 41 of the Player’s Handbook. 
  URD5-I01-MM2 A Walk in the Park 
  [Round 1] 
  Page 16 
  
   
  Fast Movement (Ex): A scout gains a +10 
  foot enhancement bonus to his base land 
  speed. A scout loses this bonus when wearing 
  medium or heavy armor or when carrying a 
  medium or heavy load. See the monk class 
  feature, page 41 of the Player’s Handbook. 
   
  Light Sensitivity (Ex): Kobolds are dazzled 
  in bright sunlight or within the radius of a 
  daylight spell. 
   
  Skirmish (Ex): A scout deals an extra 2d6 
  points of damage on all attacks he makes during 
  any round in which he moves at least 10 feet. 
  The extra damage applies only to attacks taken 
  during the scout’s turn. The extra damage only 
  applies against living creatures that have a 
  discernable 
  anatomy. 
  Undead, 
  constructs, 
  oozes, 
  plants, 
  incorporeal 
  creatures, 
  and 
  creatures immune to extra damage from critical 
  hits are not vulnerable to this additional damage. 
  The scout msut be able to see the target well 
  enough to pick out a vital spot and must be able 
  to reach such a spot. Scouts can apply this extra 
  damage 
  to 
  ranged 
  attacks 
  made 
  while 
  skirmishing, but only if the target is within 30 
  feet. 
   
  He also gains a +1 competence bonus to 
  armor class during any round in which he moves 
  at least 10 feet. The bonus applies as soon as 
  the scout has moved 10 feet, and lasts until the 
  start of his next turn. 
   
  A scout loses this ability when wearing 
  medium or heavy armor or when carrying a 
  medium or heavy load. If he gains the skirmish 
  ability from another class, the bonuses stack. 
   
  Trapfinding (Ex): A scout can use the 
  Search skill to locate traps with a DC higher 
  than 20, and he can use Disable Device to 
  bypass a trap or disarm magic traps. See the 
  rogue class feature, page 50 of the Player’s 
  Handbook. 
   
  Uncanny Dodge (Ex): A scout retains his 
  dexterity bonus to AC even if he is caught flat-
  footed or struck by an invisible attacker. See the 
  barbarian class feature, page 26 of the Player’s 
  Handbook. 
   
  Skills: Kobolds have a racial bonus of +2 on 
  Craft (trapmaking), Profession (miner), and 
  Search checks. 
   
  Skills and Feats: Craft (trapmaking) +6, 
  Escape Artist +7, Hide +7, Move Silently +7, 
  Search +9, Sense Motive +7, Spot +7, Survival 
  +7, Tumble +7, Combat Reflexes, Dodge, 
  Mobility, Iron Will, Spring Attack. 
   
  Possessions: 
  small 
  masterwork 
  glaive, 
  potion of cure light wounds, small masterwork 
  chain shirt, 12 gp. 
  Tunar-Kail, male kobold Mnk2/Sor8: CR 10; 
  small humanoid (reptilian); HD 2d8+8d4+10; hp 
  39 (with false life 52); Init +3; Spd 30 ft.; AC 18, 
  touch 17, flat-footed 15 (with mage armor AC 
  22, touch 17, flat-footed 19); Base Atk/Grp 
  +5/+4; Atk +6 melee (1d4-1, quarterstaff) or +5 
  melee (1d4-1, unarmed strike); Full Atk +4/+4 
  melee (1d4-1, quarterstaff) or +3/+3 melee (1d4-
  1, unarmed strike); SA -; SQ darkvision 60 ft., 
  evasion, 
  flurry 
  of 
  blows, 
  light 
  sensitivity, 
  unarmed strike; AL LE, SV Fort +8, Ref +10, Will 
  +10; Str 8, Dex 16, Con 12, Int 10, Wis 8, Cha 
  16. 
   
  Evasion (Ex): Tunar-Kail takes no damage 
  if he makes a successful Reflex saving throw 
  against an attack that normally deals half 
  damage on a successful save. He does not gain 
  this benefit if helpless. 
   
  Flurry of Blows (Ex): When unarmored, 
  Tunar-Kail may make one additional attack at 
  his highest base attack bonus when using the 
  full attack action. All attacks that round take a 
  penalty of -2, including attacks of opportunity 
  until the beginning of the next round. Only 
  unarmed strikes and special monk weapons 
  (kama, nunchaku, quarterstaff, sai, shuriken, 
  and siangham) may be used when using a flurry 
  of blows. He applies his strength bonus (not Str 
  bonus x 1-1/2 or 1/2) to his damage rolls for all 
  successful attacks. 
   
  Light Sensitivity (Ex): Kobolds are dazzled 
  in bright sunlight or within the radius of a 
  daylight spell. 
   
  Skills: Kobolds have a racial bonus of +2 on 
  Craft (trapmaking), Profession (miner), and 
  Search checks. 
   
  Skills and Feats: Balance +9, Concentration 
  +15, 
  Craft 
  (trapmaking) 
  +2, 
  Jump 
  +6, 
  Knowledge (Arcana) +5, Search +2, Spellcraft 
  +5, Spot +0, Tumble +10, Arcane Strike, Ascetic 
  Mage, Deflect Arrows, Draconic Heritage (blue), 
  Draconic Power (blue), Improved Grapple. 
   
  Spells Known (6/7/7/6/3; spells remaining 
  6/6/6/5/3; base DC = 13 + spell level): 0—[acid 
  splash, dancing lights, daze, detect magic, 
  detect poison, ghost sound, message, touch of 
  fatigue]; 1st—[endure elements, lesser orb of 
  electricity, mage armor, shield, shocking grasp]; 
  2nd—[false life, mirror image, scorching ray]; 
  3rd—[haste, lightning bolt], 4th—[confusion]. 
   
  Possessions: small masterwork quarterstaff, 
  potion of cure light wounds, spell component 
  pouch, vest of resistance +2, 28 gp. 
  URD5-I01-MM2 A Walk in the Park 
  [Round 1] 
  Page 17 
  
  Combat Appendix – APL 10
  Encounter One 
   
   
   
   
  Displacer Beast, advanced elite: CR 9; Huge 
  magical beast; HD 15d10+105; hp 187; Init +4; 
  Spd 40 ft.; AC 20, touch 12, flat-footed 16; Base 
  Atk/Grp +15/+27; Atk +21 melee (1d8+8, 
  tentacle); Full Atk +21/+21 melee (1d8+8, 2 
  tentacles) 
  and 
  +16 
  melee 
  (2d6+4, 
  bite); 
  Space/Reach: 15ft./10 ft. (20 ft. with tentacles); 
  SQ darkvision 60 ft., displacement, low light 
  vision, resistance to ranged attacks; AL LE; SV 
  Fort +16, Ref +15, Will +10; Str 26, Dex 18, Con 
  24, Int 6, Wis 16, Cha 6. 
   
  Skills and Feats: Hide +14, Listen +9, Move 
  Silently 
  +9, 
  Spot 
  +9, 
  Alertness, 
  Combat 
  Reflexes, Dodge, Iron Will, Lightning Reflexes, 
  Stealthy. 
   
  Displacement (Su): A light-bending glamer 
  surrounds a displacer beast, making it difficult to 
  surmise the creature’s true location. Any melee 
  or ranged attack directed at it has a 50% miss 
  chance unless the attacker can locate the beast 
  by some means other than sight. A true seeing 
  effect allows the user to see the beast’s position, 
  but see invisibility has no effect. 
   
  Resistance to Ranged Attacks (Su): A 
  displacer beast has a +2 resistance bonus on 
  saves against any ranged magical attack that 
  specifically targets it (except for ranged touch 
  attacks). 
   
  Skills: A displacer beast has a +8 racial 
  bonus 
  on 
  Hide 
  checks, 
  thanks 
  to 
  its 
  displacement ability. 
   
  Possessions: none. 
  Encounter Two 
   
   
   
   
  Kobold 
  marksman, 
  Ftr6: 
  CR 
  6; 
  small 
  humanoid (reptilian); HD 6d10+6; hp 39; Init +4; 
  Spd 30 ft.; AC 20, touch 15, flat-footed 16; Base 
  Atk/Grp +6/+1; Atk +13 ranged (1d6+3/19-20, 
  light crossbow) or +6 melee (1d6-1/19-20, 
  longsword); 
  Full 
  Atk 
  +11/+11/+6 
  ranged 
  (1d6+3/19-20, light crossbow) or +6 melee (1d6-
  1/19-20, longsword); SA -; SQ darkvision 60 ft., 
  light sensitivity; AL LE, SV Fort +6, Ref +6, Will 
  +5; Str 9, Dex 18, Con 12, Int 10, Wis 12, Cha 8. 
   
  Light Sensitivity (Ex): Kobolds are dazzled 
  in bright sunlight or within the radius of a 
  daylight spell. 
   
  Skills: Kobolds have a racial bonus of +2 on 
  Craft (trapmaking), Profession (miner), and 
  Search checks. 
   
  Skills 
  and 
  Feats: 
  Climb 
  +8, 
  Craft 
  (trapmaking) +2, Jump +8, Search +2, Iron Will, 
  Point Blank Shot, Precise Shot, Rapid Reload, 
  Rapid Shot, Weapon Focus (light crossbow), 
  Weapon Specialization (light crossbow). 
   
  Possessions: 
  small 
  +1 
  elfbane 
  light 
  crossbow, 30 small bolts, small longsword, 
  potion of cure light wounds, 2 screaming bolts, 
  small masterwork chain shirt, 12 gp. 
  Kobold raider, War6: CR 3; small humanoid 
  (reptilian); HD 6d8; hp 27; Init +2; Spd 30 ft.; AC 
  19, touch 13, flat-footed 18; Base Atk/Grp +6/+1; 
  Atk +7 melee (1d6-1/19-20, longsword) or +9 
  ranged (1d6/19-20, light crossbow); Full Atk +7 
  melee (1d6-1/19-20, longsword) or +9 ranged 
  (1d6/19-20, light crossbow); SA -; SQ darkvision 
  60 ft., light sensitivity; AL LE, SV Fort +5, Ref 
  +4, Will +4; Str 9, Dex 14, Con 10, Int 9, Wis 10, 
  Cha 8. 
   
  Light Sensitivity (Ex): Kobolds are dazzled 
  in bright sunlight or within the radius of a 
  daylight spell. 
   
  Skills: Kobolds have a racial bonus of +2 on 
  Craft (trapmaking), Profession (miner), and 
  Search checks. 
   
  Skills and Feats: Craft (trapmaking) +2, 
  Handle Animal +6, Search +1, Iron Will, 
  Swarmfighting, Weapon Focus (longsword). 
   
  Possessions: small heavy wooden shield, 
  small light crossbow, 10 small bolts, small 
  longsword, potion of cure light wounds, small 
  studded leather armor, vial of alchemist’s fire, 20 
  sp. 
  Kobold scout, Ftr1/Scout5: CR 6; small 
  humanoid (reptilian); HD 1d10+5d8+6; hp 34; 
  Init +4; Spd 40 ft.; AC 19, touch 14, flat-footed 
  16; Base Atk/Grp +4/+0; Atk +6 melee (1d8/x3, 
  glaive); Full Atk +6 melee (1d8/x3, glaive); SA -; 
  SQ battle fortitude, darkvision 60 ft., evasion, 
  light 
  sensitivity, 
  skirmish 
  (+2d6, 
  +1 
  AC), 
  trapfinding; AL LE, SV Fort +5, Ref +7, Will +4; 
  Str 11, Dex 16, Con 12, Int 10, Wis 12, Cha 8. 
   
  Battle Fortitude (Ex): A scout gains a +1 
  competence bonus on Fortitude saves and 
  initiative checks. A scout loses this bonus when 
  wearing medium or heavy armor or when 
  carrying a medium or heavy load. 
   
  Evasion (Ex): A scout takes no damage if 
  he makes a successful Reflex saving throw 
  against an attack that normally deals half 
  damage on a successful save. He does not gain 
  this benefit if helpless. See the monk class 
  feature, page 41 of the Player’s Handbook. 
  URD5-I01-MM2 A Walk in the Park 
  [Round 1] 
  Page 18 
  
   
  Fast Movement (Ex): A scout gains a +10 
  foot enhancement bonus to his base land 
  speed. A scout loses this bonus when wearing 
  medium or heavy armor or when carrying a 
  medium or heavy load. See the monk class 
  feature, page 41 of the Player’s Handbook. 
   
  Light Sensitivity (Ex): Kobolds are dazzled 
  in bright sunlight or within the radius of a 
  daylight spell. 
   
  Skirmish (Ex): A scout deals an extra 2d6 
  points of damage on all attacks he makes during 
  any round in which he moves at least 10 feet. 
  The extra damage applies only to attacks taken 
  during the scout’s turn. The extra damage only 
  applies against living creatures that have a 
  discernable 
  anatomy. 
  Undead, 
  constructs, 
  oozes, 
  plants, 
  incorporeal 
  creatures, 
  and 
  creatures immune to extra damage from critical 
  hits are not vulnerable to this additional damage. 
  The scout msut be able to see the target well 
  enough to pick out a vital spot and must be able 
  to reach such a spot. Scouts can apply this extra 
  damage 
  to 
  ranged 
  attacks 
  made 
  while 
  skirmishing, but only if the target is within 30 
  feet. 
   
  He also gains a +1 competence bonus to 
  armor class during any round in which he moves 
  at least 10 feet. The bonus applies as soon as 
  the scout has moved 10 feet, and lasts until the 
  start of his next turn. 
   
  A scout loses this ability when wearing 
  medium or heavy armor or when carrying a 
  medium or heavy load. If he gains the skirmish 
  ability from another class, the bonuses stack. 
   
  Trapfinding (Ex): A scout can use the 
  Search skill to locate traps with a DC higher 
  than 20, and he can use Disable Device to 
  bypass a trap or disarm magic traps. See the 
  rogue class feature, page 50 of the Player’s 
  Handbook. 
   
  Uncanny Dodge (Ex): A scout retains his 
  dexterity bonus to AC even if he is caught flat-
  footed or struck by an invisible attacker. See the 
  barbarian class feature, page 26 of the Player’s 
  Handbook. 
   
  Skills: Kobolds have a racial bonus of +2 on 
  Craft (trapmaking), Profession (miner), and 
  Search checks. 
   
  Skills and Feats: Craft (trapmaking) +6, 
  Escape Artist +7, Hide +7, Move Silently +7, 
  Search +9, Sense Motive +7, Spot +7, Survival 
  +7, Tumble +7, Combat Reflexes, Dodge, 
  Mobility, Iron Will, Spring Attack. 
   
  Possessions: 
  small 
  masterwork 
  glaive, 
  potion of cure light wounds, small masterwork 
  chain shirt, 12 gp. 
  Tunar-Kail, male kobold Mnk2/Sor10: CR 12; 
  small humanoid (reptilian); HD 2d8+10d4+12; 
  hp 46 (with false life 60); Init +3; Spd 30 ft.; AC 
  20, touch 19, flat-footed 17 (with mage armor 
  AC 24, touch 19, flat-footed 21); Base Atk/Grp 
  +6/+5; Atk +7 melee (1d4-1, quarterstaff) or +6 
  melee (1d4-1, unarmed strike); Full Atk +5/+5/+0 
  melee (1d4-1, quarterstaff) or +4/+4/-1 melee 
  (1d4-1, unarmed strike); SA -; SQ darkvision 60 
  ft., evasion, flurry of blows, light sensitivity, 
  unarmed strike; AL LE, SV Fort +9, Ref +11, Will 
  +11; Str 8, Dex 16, Con 12, Int 10, Wis 8, Cha 
  21. 
   
  Evasion (Ex): Tunar-Kail takes no damage 
  if he makes a successful Reflex saving throw 
  against an attack that normally deals half 
  damage on a successful save. He does not gain 
  this benefit if helpless. 
   
  Flurry of Blows (Ex): When unarmored, 
  Tunar-Kail may make one additional attack at 
  his highest base attack bonus when using the 
  full attack action. All attacks that round take a 
  penalty of -2, including attacks of opportunity 
  until the beginning of the next round. Only 
  unarmed strikes and special monk weapons 
  (kama, nunchaku, quarterstaff, sai, shuriken, 
  and siangham) may be used when using a flurry 
  of blows. He applies his strength bonus (not Str 
  bonus x 1-1/2 or 1/2) to his damage rolls for all 
  successful attacks. 
   
  Light Sensitivity (Ex): Kobolds are dazzled 
  in bright sunlight or within the radius of a 
  daylight spell. 
   
  Skills: Kobolds have a racial bonus of +2 on 
  Craft (trapmaking), Profession (miner), and 
  Search checks. 
   
  Skills and Feats: Balance +9, Concentration 
  +17, 
  Craft 
  (trapmaking) 
  +2, 
  Jump 
  +6, 
  Knowledge (Arcana) +5, Search +2, Spellcraft 
  +7, Spot +0, Tumble +10, Arcane Strike, Ascetic 
  Mage, Deflect Arrows, Draconic Heritage (blue), 
  Draconic Presence, Draconic Power (blue), 
  Improved Grapple. 
   
  Spells Known (6/8/7/7/6/4; spells remaining 
  6/7/6/7/6/4; base DC = 15 + spell level): 0—[acid 
  splash, dancing lights, daze, detect magic, 
  detect poison, ghost sound, mage hand, 
  message, 
  touch 
  of 
  fatigue]; 
  1st—[endure 
  elements, lesser orb of electricity, mage armor, 
  shield, shocking grasp]; 2nd—[false life, gust of 
  wind, mirror image, scorching ray]; 3rd—[haste, 
  lightning 
  bolt, 
  tongues], 
  4th—[confusion, 
  dimension door]; 5th—[dominate person]. 
   
  Possessions: cloak of charisma +4, small 
  masterwork quarterstaff, potion of cure light 
  URD5-I01-MM2 A Walk in the Park 
  [Round 1] 
  Page 19 
  
  wounds, spell component pouch, vest of 
  resistance +2, 28 gp. 
  URD5-I01-MM2 A Walk in the Park 
  [Round 1] 
  Page 20 
  
  DM Aid #1: New Rules 
  New Equipment: 
  Possum Pouch (Complete Adventurer): Also 
  known as a false stomach, a possum pouch is a 
  small, flat, circular bag about 10 to 12 inches in 
  diameter and up to 2 inches thick. When placed 
  against a humanoid’s abdomen and sealed 
  there with a command word, it blends in 
  unobtrusively 
  with 
  the 
  surrounding 
  skin, 
  requiring a DC 30 Search check to detect. Spies 
  and couriers find these items useful as 
  diplomatic pouches, while nobles and wealthy 
  merchants sometimes use them as money belts. 
  Assassins, ninjas, and sneak-thieves love 
  possum pouches because they make it easy to 
  smuggle poison, daggers, and small valuables 
  into or out of well-guarded houses. 
   
  Faint illusion; CL 3rd; Craft Wondrous Item, 
  disguise self; price 1,800; weight 1 lb. 
  Vest of resistance +2 (Complete Arcane): 
  These garments offer magic protection in the 
  form of a +2 resistance bonus on all saving 
  throws 
   
  Faint abjuration; creator’s caster level must 
  be at least three times the vest’s bonus; Craft 
  Wondrous Item, resistance; price 4,000; weight 
  1 lb. 
  New Feats: 
  Arcane 
  Strike 
  (Complete 
  Warrior): 
  Prerequisite: Ability to cast 3rd level spells, base 
  attack bonus +4. Benefit: When you activate this 
  feat (a free action that does not provoke an 
  attack of opportunity), you can channel arcane 
  energy into a melee weapon, your unarmed 
  strike, or natural weapons. You must sacrifice 
  one of your spells for the day (of 1st level or 
  higher) to do this, but you gain a bonus on all 
  your attack rolls for one round equal to the level 
  of the spell sacrificed, as well as extra damage 
  equal to 1d4 points x the level of the spell 
  sacrificed. The bonus you add to your attack 
  rolls from this feat cannot be greater than your 
  base attack bonus. 
  Ascetic 
  Mage 
  (Complete 
  Adventurer): 
  Prerequisite: Improved Unarmed Strike, ability to 
  spontaneously cast 2nd-level arcane spells. 
  Benefit: When you activate this feat (a free 
  action that does not provoke an attack of 
  opportunity), you can channel arcane energy 
  into a melee weapon, your unarmed strike, or 
  natural weapons. You must sacrifice one of your 
  spells for the day (of 1st level or higher) to do 
  this, but you gain a bonus on all your attack rolls 
  for one round equal to the level of the spell 
  sacrificed, as well as extra damage equal to 1d4 
  points x the level of the spell sacrificed. The 
  bonus you add to your attack rolls from this feat 
  cannot be greater than your base attack bonus. 
  Draconic 
  Heritage 
  (Complete 
  Arcane): 
  Prerequisite: Sorcerer level 1st. Benefit: Choose 
  one dragon from the Draconic Heritage list and 
  gain the indicated skill as a class skill. This is 
  your draconic heritage, which cannot be 
  changed once the feat has been taken. Half-
  dragons must choose the same dragon kind as 
  their parent. 
   
  In addition, you gain a bonus on saving 
  throws against sleep and paralysis, as well as 
  spells and abilities with the energy type of your 
  Draconic Heritage. This bonus is equal to the 
  number of draconic feats you have. 
   
  Blue: energy type electricity, class skill 
  listen. 
  Draconic 
  Presence 
  (Complete 
  Arcane): 
  Prerequisite: 
  Draconic 
  Heritage. 
  Benefit: 
  Whenever you cast an arcane spell, all 
  opponents within 10 feet of you who have fewer 
  Hit Dice than you become shaken for a number 
  of rounds equal to the level of the spell you cast. 
  The effect is negated by a Will save (DC 10+ 
  level of the spell cast + your Cha modifier). 
   
  A successful save indicates that the 
  opponent is immune to your draconic presence 
  for 24 hours. This ability does not affect 
  creatures with an Intelligence of 3 or lower or 
  creatures that are already shaken, nor does it 
  have any effect on dragons. 
  Draconic 
  Power 
  (Complete 
  Arcane): 
  Prerequisite: Draconic Heritage. Benefit: Your 
  caster level increases by 1, and you add one to 
  the save DC of all arcane spells with the energy 
  descriptor 
  of 
  the same energy type as 
  determined by your draconic heritage. 
  Swarmfighting 
  (Complete 
  Warrior): 
  Prerequisite: Small size, Dex 13, base attack 
  bonus +1. Benefit: You can occupy the same 5-
  foot square in combat with any other allied Small 
  creature that also possesses the Swarmfighting 
  feat at no penalty. When you engage a Medium 
  URD5-I01-MM2 A Walk in the Park 
  [Round 1] 
  Page 21 
  
  or larger creature in melee, and at least one 
  other ally with the Swarmfighting feat threatens 
  the target, you gain a +1 morale bonus on the 
  attack roll. This bonus increases by +1 for each 
  additional ally beyond the first with the 
  Swarmfighting feat that threatens the same 
  target. The total morale bonus imparted to your 
  attack roll cannot exceed your Dexterity bonus. 
  New Spells: 
  Orb of Electricity, Lesser (Complete Arcane) 
  Conjuration 
  Level: Sorceror/wizard 1, warmage 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of electricity 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  An orb of electricity about 2 inches across 
  shoots from your palm at its target, dealing 1d8 
  points of electricity damage. You must succeed 
  at a ranged touch attack to hit. 
   
  For every two caster levels beyond first, 
  your orb does an additional 1d8 points of 
  damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 
  at 7th level, and the maximum of 5d8 at 9th level 
  or higher. 
  URD5-I01-MM2 A Walk in the Park 
  [Round 1] 
  Page 22 
  
  DM Aid #2: Encounter Two Maps 
   
  Encounter site, aboveground view 
   
  Encounter site, belowground view 
   
  The locations marked with C are the cave entrances. The location marked with P is the prisoner’s 
  location. 
  The rubble patches are difficult terrain. They are tall enough to provide total cover to size Tiny and cover 
  to size Small, but provide no cover to Medium or larger creatures. 
  URD5-I01-MM2 A Walk in the Park 
  [Round 1] 
  Page 23 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Duchy of Urnst/595/Interactives/URD5-I01 - Amongst the Hills (APL 2-16)/URD5-I01-MM2 - A Walk In The Park.pdf