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 
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  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. 
   
  ONW4-01 
   
   
   
   
   
   
   
  Prisoners of War 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Onnwal Regional Adventure 
  Version 1.0 
   
  Round 1 
   
  by Paul Looby 
  Silvervale Design: Des Barry and Michael Cooney 
  Circle Reviewer: Creighton Broadhurst 
  Additional Comments: Steve Spence 
   
   
  Not all enemies of Onnwal die upon the battlefield. Some are captured and some surrender to the forces of the Free 
  State. What happens to those who survive battlefield "justice"? 
  You are about to find out. 
   
   
  An Onnwal regional module for APL 2-12. 
   
   
   
   
   
  
  Prisoners of War 
   
  Page 2 
  Introduction 
  This is an RPGA
  ® Network scenario for the Dungeons & 
  Dragons
  ® game. A five-hour time block has been allocated 
  for each round of this scenario. The rest of the time is 
  spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the 
  game. Read this page carefully so that you know and can 
  communicate to your players the special aspects of 
  playing an RPGA scenario.  
   
  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 Website, and then have any 
  players without a character create on. Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least four players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses voting for 
  any reported results. Give the Scoring Packet to your 
  event coordinator along with any event tickets.  
   
  LIVING GREYHAWK  
  Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  
  Prisoners of War 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Four, or sometimes even 
  five 1
  st-level characters may find difficulty with the 
  challenges in a LIVING GREYHAWK adventure. If your 
  group is APL 1 there are two things that you can do to 
  help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a DC 10 Handle 
  Animal or Charisma check. Failure indicates that the 
  animal will not attack that round. This is a free action 
  (spoken command) that may be attempted each 
  round. If an animal loses half or more hp in a single 
  round it flees, unless another check is successful. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  the Free State of Onnwal. Characters native to Onnwal 
  pay one Time Unit per round, all others pay two Time 
  Units per round. Adventurer’s Standard Upkeep costs 12 
  gp per Time Unit. Rich Upkeep costs 50 gp per Time 
  Unit. Luxury Upkeep costs 100 gp per Time Unit. 
   
  Adventure Synopsis and 
  Background 
  This module is set in the Cantred of Silvervale (see 
  Silvervale At a Glance), one of the richest in the Free 
  State. Ruled by Baron Halshas Geldrenn, due to its 
  position far from the frontlines, it has escaped much of 
  the fighting in the war with the Scarlet Brotherhood 
  since it was liberated seven years ago in Brewfest of 586 
  CY.  
   
  Much of the cantred's wealth is derived from the 
  silver mines in the hills along the northern and eastern 
  edges of the vale, for which the cantred is named. The 
  mines were badly damaged during the Brewfest 
  Rebellion, halting all production of ore. 
   
  Given their importance as a source of revenue to the 
  Free State, Baron Geldrenn placed a high priority on 
  reopening the delves. Shrewdly, he used the Silvervale's 
  protected position to his advantage, offering to take 
  charge of any prisoners of war taken in the war, as well as 
  any other criminals, with a view to putting them to use in 
  reopening the mines and getting the flow of silver going 
  again. The fact that few prisoners survived more than year 
  of backbreaking toil in the mines has troubled the baron 
  hardly at all.  
   
  The two main prison mines are at Eagenrast and 
  Aegenlir, in the north-east of the vale. Since 592 CY, the 
  garrisons watching over the mine have been bolstered by 
  company of Pholtine Knights Militant from the 
  Theocracy of the Pale, who came to Onnwal at the behest 
  of the Shining Paragon of Pholtus in Onnwal, Purcennd 
  Kerondas.  
   
  The events of this module revolve around a prison 
  revolt at Aegenlir in Needfest 594 CY. Led by a pair of 
  Scarlet Brothers, the monk Ulcar Maral, and the assassin 
  Orlav, the hochebi, Hepmonalander Suel and Onnwalon 
  
  Prisoners of War 
   
  Page 4 
  criminal inmates rose up and slew their Gaolers, taking 
  control of the mines.    
   
  Once in control of Aegenlir, the two leaders fell to 
  quarreling about what to do next. Maral wished to 
  immediately march on the prison mine of Eagenrast and 
  liberate the prisoners there, and then strike at Silvervale 
  with the combined force. Orlav favoured a stealthier 
  course, slipping quietly south and escaping into the hills, 
  in the hope of eventually making their way back to 
  Brotherhood territory. The assassin was motivated by the 
  fact that before his capture, he had uncovered a means by 
  which to track the covert movements of Rakehell Chert 
  and other important Free State leaders. His hope is to get 
  this vital information back to the Brotherhood. Obviously 
  if he succeeds, the threat to the Free State is enormous.  
   
  With neither willing to give in to the other, they 
  went their separate ways, Maral taking most of the force 
  north towards Eagenrast and Orlav slipping away south 
  with a band of hochebi, who insisted on taking human 
  hostages captured from the surrounding lands as "trail 
  rations". A third small group has chosen to remain behind 
  at Aegenlir, disguised as prison guards to deal with any 
  patrols that call at the mine.  
   
  Past Events 
  PCs may have met Aerivayle Geldrenn in the Onnwal 
  Introductory Module The Belonging Kind or in the 
  Splintered Sun Metaregional Module TSS3-04 For the 
  Family's Honour. Baron Halshas Geldrenn may have 
  been encountered previously in Onnwal live interactives 
  or in the Splintered Sun Metaregional Module TSS3-04 
  For the Family's Honour.  
   
  PCs may have previously travelled to Eagenrast and 
  encountered Lovianne Duyrvann in the Onnwal mini-
  module A Strange Sacrifice. PCs who took part in the 
  Onnwal Mini-modules The Envoy Parts 1 and 2 or the 
  Splintered Sun Metaregional Module TSS3-04 For the 
  Family's Honour may have met "Alwyrd the Trapper" 
  before. PCs who have taken part in the Onnwal 
  Introductary Module The Belonging Kind will have met 
  Huirgen and Muiraya of the Wardborn.  
   
  PCs who have taken part in Onnwal Special Event 
  Storm on the Volanots may have encountered the Scarlet 
  Brotherhood officer Makho Vidrekk. 
  Note that it is not required that the players should have 
  played any of the events mentioned above to be able to 
  play this module. However, having done so will add to 
  the play experience.   
    
  Encounter Summary 
  Introduction 
  The PCs begin in the town of Silvervale, where the 
  traditional Needfest Trial of Arms is taking place on the 
  town common to usher in the New Year of 594 CY. The 
  PCs will be invited to take part. 
   
  Encounter 1: The Trial of Arms 
  The PCs may take part in the trial of arms, with the 
  possibility of winning the purse offered by the baron for 
  victory. If they do, they will receive the purse from 
  Aerivayle Geldrenn, the Baron's nephew, who will invite 
  them to meet with his uncle.  
   
  If the PCs do not take part in the trial of arms, then 
  Aerivayle will still invite them.  
   
  Encounter 2: An Interview with the Baron 
  The PCs meet with Baron Halshas Geldrenn. They are 
  subjected to discrete divination to ascertain their loyalty 
  to the Free State. Assuming they pass, the baron will 
  request that PCs help him by acting as escorts for 
  consignment of prisoners to the prison mines of 
  Aegenlir.   
   
  Encounter 3: The Chain Gang 
  Assuming the PCs accept, the will be placed in charge of 
  the chain gang of prisoners. They can interact with a 
  number of the prisoners, including Hakrakalubrak, who 
  claims he is the son of a powerful hochebi chieftain, who 
  is coming to free him. The PCs will have to manage the 
  gangs, who will, of course, be looking at opportunities for 
  escape, if the PCs are foolish or lax.  
   
  On the first night out of Silvervale, a wandering 
  band of Hochebi seeking to free Hakrakalubrak will 
  attack the party. The encounter is something a red 
  herring, designed to make the players think that 
  Hakrakalubrak is central to the plot and hopefully make 
  the surprise at the next encounter more complete.  
   
  Encounter 4: Ambush at Aegenlir 
  The following day the PCs will approach Aegenlir, where 
  everything appears normal. They will be ushered into the 
  camp stockade. Once inside, a band of prisoners disguised 
  as the guards will ambush the PCs.  
   
  Encounter 5: The Survivors 
  Searching the mines, the PCs will be able to discover that 
  a handful of the prison guards have survived - including 
  one badly wounded Palish Pholtine. However in doing 
  so, they may trigger a booby trap, set by the escapees to 
  cause the collapse of the mine.  Assuming they survive 
  
  Prisoners of War 
   
  Page 5 
  and free the survivors of the garrison, the PCs can learn of 
  the events of the revolt and of the two bands of escaped 
  prisoners and their intentions. One survivor will also be 
  able to tell the PCs that Orlav spoke of knowing how to 
  get at Rakehell Chert. The PCs then have to decide 
  whether they go to the aid of Eagenrast or deal with 
  Orlav and rescue the hostages taken by him. They can 
  only pursue one target or the other - not both, unless they 
  split the party, something which is likely to be fatal as the 
  two halves of the party is likely to be too weak to take on 
  either band of escapees alone.     
   
  Encounter 6: The Hostages 
  The PCs pursue Orlav's band south and find them holed 
  up for the day in a strong defensive position on the edge 
  of the Headlands. How the PCs propose the deal with 
  them is up to them.  Orlav will do his best to slip away. 
  However, Eagenrast will be destroyed without the PCs 
  being there to save it. 
   
  Encounter 7: Eagenrast 
  The PCs race to save Eagenrast from Maral and his forces 
  and will arrive in the nick of time to save the day. 
  However, if the PCs save Eagenrast, Orlav will make good 
  his escape.  
   
  Conclusion 
  The outcome and the consequences for the future depend 
  on which way the PCs chose. They will have the 
  opportunity to return to Silvervale and receive rewards 
  from Baron Geldrenn.  
   
  Player's Introduction 
  Once the Players are settled and the Player Characters 
  have been introduced, proceed with the Introduction. 
  The action begins in the town of Silvervale (see Silvervale 
  at a Glance). 
   
  Read aloud or paraphrase the following: 
   
  Needfest has come to the Silvervale and with it the 
  traditional Yeargreet Fair that bids farewell to the old 
  year and ushers in the new. Telchur's Breath blows from 
  the north - cool, rather than chill - but depriving the sun 
  of its heat nonetheless. This year, however, the market, 
  usually thronged with peddlers and merchants from 
  Longbridge, Kildeer and even Irongate, is strangely 
  muted. Though minstrels mingle with the crowds, 
  sweetening the air with their music, there are none of 
  the customary stalls selling preserves and savories. 
  Though there is not the desperate hunger seen in the 
  main towns, food is scarce here, and those stalls that sell 
  it are besieged by anxious townsfolk. 
   
  Despite the bustle and music, the troubling news of 
  the war in the west hands over the fiar like a 
  thundercloud. War has not touched the Silvervale for 
  seven years now, not since Baron Geldrenn swept out of 
  the Headlands to reclaim his birthright from the Scarlet 
  Brotherhood. The tumbled and half-rebuilt walls of the 
  Baron's Keep that overlook the market are a constant 
  reminder of those dark days.  
   
  The clash of steel on steel rings out from a large 
  open space at the far end of the market. A number of 
  men and women, many of the armed, are engaging in a 
  trial of arms and magical arts. Though presented by the 
  baron as morale boosting entertainment for the gathered 
  crowds, as with many things in Silvervale, there is a 
  more pragmatic purpose to the display: to hone the 
  fighting skills of the soldiers of the town and cantred. 
  From the grim expressions of those watching the trials, 
  it is clear that the fear that war might return weighs 
  heavily on the hearts of many Silvervalers. 
   
  If the PCs with to peruse the market, they will be able to 
  purchase any of the items in Chapter 7 of the Player’s 
  Handbook within the gp limit of Silvervale (800 gp). 
  There is very little in the way of food for sale here. 
  Though the Vale had a good harvest, the surplus has been 
  sent to feed the towns of Kildeer, Sornhill and 
  Longbridge, leaving the locals only the bare minimum to 
  live on.  
   
  PCs attending the festivities may make a DC 10 
  Knowledge (Splintered Sun) check to be aware of the 
  kinds of trials (detailed below) that mark the celebrations. 
  This will allow spellcasting PCs to memorise relevant 
  spells if they so wish.  
   
  Encounter 1:  
  The Trial of Arms 
  If the PCs investigate the trial of arms they will find that 
  there are four competitions in progress - a trail of 
  unarmed combat, a trial of melee arms, a trial of archery 
  and a trial of counterspelling. Each PC may enter only 
  one of these competitions, facing a single opponent 
  determined by APL. If they defeat the opponent, they 
  will receive a purse of silver nuggets from Aerivayle 
  Geldrenn, the young nephew of Baron Geldrenn.  
   
  Note: If more than one PC enters the same 
  competition, there is a (20% x the number of PCs entering 
  a particular competition) chance that the PCs will face 
  each other in competition. Priests of Telchur will watch 
  carefully for signs of PCs deliberately throwing a trial 
  
  Prisoners of War 
   
  Page 6 
  against a companion. PCs attempting to do so will need to 
  succeed at an opposed Bluff check against the priest's 
  Sense Motive (+4 + APL). PCs caught cheating will be 
  disqualified.     
   
  Trial of Unarmed Combat 
  The rules of the competition are quite simple, the PC 
  entering must face a single opponent whom he must 
  render either unconscious or pinned immobile for 2 full 
  rounds.  
   
  Use of magic or magical items is not allowed and is 
  enforced by priests of Telchur around the edge of the trial 
  field.   
   
  The opponents are as follows: 
   
  APL 2-4  
  �Huirgen: male human Bbn4 (see Appendix 1) 
   
  At this APL, the PCs face Huirgen of the Wardborn. The 
  Wardborn are a people of Flan descent who dwell in the 
  Wardwood that lies just south and east of the town of 
  Silvervale. Loyal servants of the Barons of the Silvervale, 
  the Wardborn are a proud and valiant folk, generous in 
  victory and gracious in defeat.  
   
  �Huirgen, warrior of the Wardborn 
   
  Appearance: Heavy set and standing 5' 8'', Huirgen's 
  bronze complexion, dark eyes and the tattoos that he 
  bears on his powerfully muscled arms betray his Flan 
  blood. He is clad in finely crafted hide and leather 
  garments.  
   
  Character: Huirgen is one of the finest young 
  warriors of the Wardborn. He came of age fighting the 
  forces of the Brotherhood, who sought (unsuccessfully) 
  to despoil Laerwyr's Ward and exterminate the Wardborn 
  during the Occupation. Huirgen seems stern and taciturn 
  at first, but is quite warm and generous with those he 
  trusts and respects.  
   
  PCs who have taken part in the Onnwal Introductary 
  scenario The Belonging Kind will have met Huirgen 
  already. If so, he will greet them as friends the way of his 
  people, clasping their forearm firmly. After the bout, he 
  will either congratulate or commiserate with them 
  without rancor, offering to share a pipe of smoking leaf 
  with them. 
   
  APL 6-8  
  �Hevas Tel: human Mnk8 (see Appendix 1) 
   
  At this APL, the PCs face, Hevas Tel, a monk of the 
  Followers of the Voice, an order devoted to the god 
  Jascar, the Suel god of hills and mountains and trained in 
  the arts of unarmed combat.   
   
  �Hevas Tel, Follower of the Voice 
   
  Appearance: Hevas is a man of indeterminate age, 
  with sandy brown hair and grey eyes. He is dressed 
  simply in peasant garb, and though his frame is thin, he is 
  both wirey and strong.  
   
  Character: Hevas is a generally quite serene and 
  impassive fellow. He will say little, but will be unfailingly 
  polite and humble to his opponents. The only exception 
  to this would be if he faces a half-orc opponent. The 
  monk will glare daggers at the PC and there will be a slow 
  burning anger underlying all his moves. He will neither 
  acknowledge nor speak to any half-orc.  
   
  APL 10-12 
  �Danvirus Soron: human Ftr12 (see Appendix 1) 
   
  At this APL, the PCs face Danvirius Soron, the leader of 
  the Breakers War Company. A follower of Heironeous, 
  he is exceptionally strong and charismatic - though is 
  better at swordplay than unarmed combat.   
   
  �Danvirius Soron, Leader of the Breakers 
   
  Appearance: Danvirius Soron is an exceptionally 
  heavily built man standing 6 and a half feet tall. He is  
   
  Character: An extremely strong, charismatic, and 
  skilled warrior, Danvirius is the leader of The Breakers, a 
  War Company of some reknown. A follower of 
  Heironeous, his preferred weapon is the broad sword. 
  Danvirius is a focussed, but chivilrous opponent, being 
  generous in victory and gracious in defeat.  
   
  Trial of Arms 
  The PC entering this competition must face a single 
  opponent with blunted weapons that do only subdual 
  damage.  
   
  The winner is the one who renders his opponent 
  insensible.  
   
  Use of magic or magical items is not allowed and is 
  enforced by priests of Telchur around the edge of the trial 
  field. 
   
  The opponents are as follows: 
   
  APL 2-4  
  �Sergeant at Arms: male human Ftr4 (see Appendix 1) 
   
  At this APL, the PCs one of Baron Geldrenn's Sergeants at 
  Arms. Girthed in mail, he wears the vert and sable (green 
  and black) tabards of the Geldrenn.   
   
  
  Prisoners of War 
   
  Page 7 
  APL 6-8  
  �Lord Lovianne Duyrvann of Duyrdann: male human 
  Ftr8 (see Appendix 1) 
   
  At this APL, the PCs face Lord Lovianne Duyrvann, one 
  of Baron Geldrenn's vassal lords from the north of the 
  Silvervale.  
   
  �Lord Lovainne Duyrvann 
   
  Appearance: Small, dark features and hair, very 
  feminine voice, noble accent, wears a symbol of 
  Heironeous at all times 
   
  Character: Lovainne loves the sound of his own voice 
  and is something of a fop. Nonetheless he has a very 
  sharp mind and is inventive tactician, who is often 
  underestimated because of his bearing. Lovainne sees the 
  art of war as a game with which to test his mind, and he 
  cares intensely about his performance. Extremely 
  competitive, he hates losing men as it shows lack of 
  tactical poise and elegance. Elegance is, after all, a quality 
  to be striven for. Aside from that, Lovainne doesn't give 
  them a second thought. He recently won an estate and 
  the Scroll of Honour for his brillient defence of the 
  village of Huistral from a hochebi raiding band. 
   
  Note: PCs that have played the Onnwal mini-module 
  A Strange Sacrifice will have met Lovienne before. If so, 
  he will greet them as old friends, even if the PCs can't 
  stand him. Lovienne will be his usual patronising self, 
  especially if he wins. Equally if he loses, he will say in his 
  usual good-natured but utterly tactless way that the PCs 
  must have had luck rather than skill on their side. He is 
  not put out or angered by defeat, simply because the 
  thought that the PCs might actually be better than him 
  has never entered his head.      
   
  APL 10-12 
  �Danvirus Soron: male human Ftr12 (see Appendix 1) 
   
  At this APL, the PCs face Danvirius Soron, the leader of 
  the Breakers War Company. A follower of Heironeous, 
  he is exceptionally strong and charismatic - and a master 
  of the bastard sword. 
   
  �Danvirius Soron, Leader of the Breakers 
  Appearance: Danvirius Soron is an exceptionally heavily 
  built man standing 6 and a half feet tall. He is  
   
  Character: An extremely strong, charismatic, and 
  skilled warrior, Danvirius is the leader of The Breakers, a 
  War Company of some reknown. A follower of 
  Heironeous, his preferred weapon is the broad sword. 
  Danvirius is a focussed, but chivilrous opponent, being 
  generous in victory and gracious in defeat.  
   
  Trial of Archery 
  The PC entering this competition must face a single 
  opponent.  
   
  Each contestant names which of a series of straw 
  butts dressed in captured hochebi armour (AC 15) set at 
  50 feet intervals between 50 and 500 feet they will hit.  
   
  A hit has to penetrate the armour of the butt to count 
  i.e. the attack roll must equal or exceed the AC (hence the 
  addition of the chain mail armour bonus to the butts' base 
  AC of 10).  
   
  Each contestant has three shots. The one who has hit 
  the farthest target is the winner.  
   
  If the contestants are drawn after three shots, they 
  each have one shot to hit the next farthest butt in a 
  sudden death competition.  
   
  Use of magic or magical items is not allowed and is 
  enforced by priests of Telchur around the edge of the trial 
  field. 
   
  The opponents are as follows: 
   
  APL 2-4  
  �Scout: male human Rng4 (see Appendix 1) 
   
  At this APL, the PCs face some of Baron Geldrenn's 
  scouts, clad in the vert and sable of the House of 
  Geldrenn.  
   
  APL 6-8  
  �Alwyrd the Trapper: male human Rng8 (see Appendix 
  1) 
   
  At this APL, the PCs face Alwyrd the Trapper (AKA 
  Delras Ulquand, a Hillstalker of Onnwal).  
   
  �Alwyrd the Trapper (aka Delras Ulquand), Hillstalker 
   
  Appearance: A tall, well-built fellow with a thick, 
  wild black beard that runs nearly up to his eyes, and black 
  unkempt hair. Dressed in well-worn leathers.  
   
  Character: "Alwyrd" comes across as a somewhat 
  boastful backwoodsman, scornful of any obvious city folk 
  or those with affectations above their station. “Alwyrd” 
  speaks in a country accent.  
   
  The PCs may have met "Alwyrd" before in the 592 
  CY Onnwal mini-module The Envoy or the Splintered 
  Sun Metaregional TSS 3-05 For the Family's Honour. If 
  they know his true identity, Delras will give them a wink, 
  but will deny that he is a Hillstalker, saying they must 
  have mistaken him for someone else.  
   
  APL 10-12 
  �Ellinka Vanar: female human Ftr12 (see Appendix 1) 
  
  Prisoners of War 
   
  Page 8 
   
  At this APL, the PCs face Ellinka Vana, a member of the 
  Breakers War Company. A follower of Heironeous, she is 
  an ex-Free State Marine and wields the arbelast (heavy 
  crossbow) with considerable skill.  
   
  �Ellinka Vanar, Member of the Breakers 
   
  Appearance: She is dressed in well-maintained 
  studded leather and wears her long brown hair in a tarred 
  ponytail.  
   
  Character:   A strong willed woman, Ellinka has the 
  physical strength to match her devotion to Heironeous 
  and that of her partner in the Breakers Danvirius Soron. 
  A former marine in Onnwal, she is fiercely patriotic and 
  favours fighting with sword and dagger. 
   
  Trial of Counterspelling 
  Each PC entering must face a single opponent.  
   
  At the beginning of the trial the contestants are 100 
  feet away from each other. At a signal from a priest of 
  Telchur, they may begin casting (roll initiative).  
   
  Contestants may either cast a spell on his opponent 
  or himself or wait to counterspell his opponent's spell.  
   
  Contestants may move freely, but must stay within 
  500 feet of each other as defined by the bounds of the 
  trial field.  
   
  Contestants may not physically touch or otherwise 
  interfere with their opponents.  
   
  Harmful (those that blind or deafen or that do lethal, 
  level or ability damage, though not temporarily 
  immobilising spells), dangerous or illegal spells may not 
  be cast, on pain of minimum sentence of a month's (4 
  TU) imprisonment in Silvervale Gaol (though the Baron 
  may levy higher sentences for more serious crimes - 
  contact the Onnwal Triad in this case).  
   
  Spells cannot be cast from scrolls or other magical 
  items, and magical items may not be worn or used by the 
  contestants.  
   
  If both contestants are affected by each other's spells 
  in the same round, the round is a draw.  
   
  The winner is the contestant whose spell affects his 
  opponent while he is unaffected by the opponent's spell 
  in the same round.  
   
  The winner may take either the purse or again access 
  to one spell in his opponents spell book to copy (if 
  applicable). The winner has to pay the costs of copying 
  himself however.  
   
  If both contestants run out of permissible spells, 
  then the round is considered a draw and the purse is split 
  between them. In this case contestants may exchange one 
  spell from each other's spell books (if applicable).   
   
  The opponents are as follows: 
   
  APL 2-4  
  �Muiraya: female human Drd4 (see Appendix 1)  
   
  At this APL, the PCs face Muiraya, a druid of the 
  Wardborn, a people of Flan descent who dwell in the 
  Wardwood that lies just south and east of the town of 
  Silvervale. Their bronze complexions and the tattoos that 
  many bear on their arms betray their Flan blood. They are 
  a proud and valiant folk, generous in victory and gracious 
  in defeat.  
   
  �Muiraya, priestess of the Wardborn 
  Appearance: She is dressed in well-maintained 
  studded leather and wears her long brown hair in a tarred 
  ponytail.  
   
  Character: Muiraya is a quietly spoken woman. 
  Though proud of her heritage, she is not haughty. Rather 
  she treats all she meets as equals in the eyes of Beory, the 
  Oerth Mother, to who she is devoted. If she has met any 
  of the PCs before, she will greet them warmly, clasping 
  them by the arms in the traditional greeting of the 
  Wardborn.  
   
   
  APL 6-8  
  �Lormyr Feldaster: male human Wiz8 (see Appendix 1) 
   
  At this APL, the PCs face, Lormyr Feldaster, one of the 
  War Mages of Kildeer, a corps of wizards and sorcerors in 
  the service of the Great House of Coriell. If the PCs 
  defeat him they may copy any single 1
  st, 2
  nd or 3
  rd level 
  spell from the PHB or one of the 4
  th level spells listed in 
  Lormyr's Statblock in Appendix 1.   
   
  �Lormyr Feldaster, Warmage of Kildeer 
   
  Appearance: A typical Oeridian, Lormyr is olive-
  skinned with black eyes and a tangle of curly hair falling 
  to his shoulders. He wears trews and a tunic, on grounds 
  that robes might limit his mobility on the battlefield and 
  single him out as a target. 
   
  Character: Lormyr is an experienced warmage, 
  having fought alongside Duke Coriell in 584 CY, and 
  retreated with him to Irongate for a time. He returned 
  after the Brewfest Rebellion and has been involved in a 
  number of battles and skirmishes, including the 
  liberation of Sornhill. He is a very pragmatic, practical 
  man, surprisingly down to earth for a mage. Like his 
  magic he is unsubtle, and is direct to the point of 
  rudeness at times.   
   
  APL 10-12 
  
  Prisoners of War 
   
  Page 9 
  �Uthather Kais: male half-elf Wiz12 (Invoker) (see 
  Appendix 1) 
   
  At this APL, the PCs face Uthather Kais, a half olve 
  Invoker and a member of the Breakers War Company. 
   
  �Uthather Kais, member of the Breakers 
  Appearance: Uthather is a half-olve of about 50 
  years of age. Slender of frame, he wears his fiery red hair 
  in a long mane falling to the middle of his back. He 
  dresses in a haphazard fashion, with his clothes 
  consisting mostly of inexpertly sewn patches than the 
  original cloth.  
   
  Character: A worshipper of Boccob and Tritherhion, 
  Uthather is tempestuous and unpredicatable character 
  and is not likely to take defeat well. A Half-Elf Invoker, 
  Uthather is almost as wild as his human colleagues in the 
  Breakers are lawful. A worshiper of Boccob he is starting 
  to turn to Trithereon in his aspect as a liberator.  
   
  Note that no bets are being taken on the outcome of the 
  Trials, though PCs are free to make wagers among 
  themselves. Most of Onnwal's bookies were made 
  paupers after the Brewfest Tourny in Notil in 593 CY.  
   
  Any PCs not taking part in the contests will be able 
  to spot a young man dressed in fine mail, a green tunic 
  and black cloak fastened with a fine silver brooch set with 
  a green chrysoberyl and jet stones, watching the trials 
  with considerable interest. A DC 10 Spot roll reveals that 
  he is being discretely followed by a pair of Geldrenn men 
  at arms, who are scanning the crowd around the young 
  man intently.  
   
  The young man is Aerivayle Geldrenn. PCs who have 
  played the Onnwal mini-module The Belonging Kind or 
  the Splintered Sun Metaregional  TSS 3-05 For The 
  Family's Honour will have met Aerivayle before and will 
  instantly recognise him. They will also recognise one of 
  the men following him as Gerrail, a Bannerman of Baron 
  Geldrenn.  
   
  �Lord Aerivayle Geldrenn, nephew of Baron Halshas 
  Geldrenn of Silvervale  
   
  Appearance: Aerivayle is a young man of perhaps 
  nineteen years, possessing a narrow frame and short 
  cropped blond hair. He is dressed in a chain hauberk that 
  he has yet to grow into fully.  
   
  Character: Despite his youth, Aerivayle nevertheless 
  gives off an aura of authority, speaking softly but with 
  firm conviction. He is already a competent warrior and 
  war leader, having fought at his uncle's side from the age 
  of fourteen.  
   
  �Gerrail, Bannerman of Baron Halshas Geldrenn 
   
  Appearance: Gerrail is a man in his mid-thirties of 
  Oeridian blood, dark of hair and eyes with an olive 
  complexion. He is girthed with a chain shirt and a tabard 
  bearing the colours of the House of Geldrenn.  
   
  Character: A veteran of the Occupation and the 
  guerrilla war that the baron and his retainers fought 
  against the Brotherhood Occupation between 584 and 
  586 CY, Gerrail is a hardened warrior. He acts as as an 
  aide and bodyguard to Aerivayle and is fanatically loyal to 
  the House of Geldrenn.  
   
  Aerivayle will speak to the PCs if they address him, 
  though the PCs will notice Gerrail moving around 
  behind them and looming at their shoulders as they do. 
  The young lord will be especially interested to hear of the 
  PCs exploits, and will quietly size each of the PCs up.  
   
  Aerivayle will also hand out the purses to victorious 
  PCs.  
   
  Treasure: (per purse) 
  APL 2:  Coin: 20 gp 
  APL 4:  Coin: 40 gp 
  APL 6:  Coin: 60 gp 
  APL 8:  Coin: 80 gp 
  APL 10: Coin: 120 gp 
  APL 12: Coin: 120 gp 
   
  Development: Whether the PCs are victorious in the 
  Trials or not, Aerivayle will invite the PCs to walk with 
  him a time to discuss a matter that may be to their mutual 
  benefit.  
   
  If the PCs refuse, then Aerivayle will bow and bid 
  them good day and the module is over.  
  If the PCs accept go to Encounter 2.  
   
  Encounter 2: 
  An Interview with the Baron 
  Read aloud or paraphrase the following: 
   
  Aerivayle leads you up the hill towards where work 
  continues to rebuild the Baron's Keep, burned along 
  with its Scarlet Brotherhood garrison by Halshas 
  Geldrenn himself. The hill commands a fine view over 
  the roofs of Silvervale. Beyond the tilled fields to the 
  south and east, you can see the dark green line of the 
  Wardwood. To the north the glittering ribbon of the 
  Silverstream winds away through the fertile fields of the 
  vale, towards the hazy daggerpoints of the Headlands. 
   
  Workmen, human, noniz and not a few dwur, are 
  busying themselves over the walls of the keep. The work 
  
  Prisoners of War 
   
  Page 10 
  is overseen by a short powerfully built man, a short 
  shock of red hair topping his lean gaunt face.  
   
  As you approach, he turns to you.  
   
  Aerivayle bows, saying "Greetings, uncle. I think I 
  have found what we are looking for."  
   
  �Halshas Geldrenn, Baron of the Silvervale  
   
  Appearance: A short powerfully built man, a short 
  shock of red hair topping his lean gaunt face. Halshas is 
  clad in a well-made but plain jerkin, doublet and trews 
  thrust into a worn pair of riding boots. He carries at his 
  hip a fine blade of clearly ancient make. 
   
  Character: A hale and experienced warrior of the 
  most noble bearing, the Baron Silvervale still bears the 
  mark of wounds sustained in fighting the Scarlet Sign in 
  the Headlands in the form of a limp afflicting his right 
  leg. Though a fair man, Halshas demands respect for his 
  title, his deeds during the Wars having earned him such. 
  He does not book lightly fools, braggarts or churls.  
  Halshas is a distinguished hero of Free Onnwal and one 
  of the few nobles to have survived the terrible purge 
  wrought upon their ranks by the Scarlet Brotherhood. Of 
  all the barons of Onnwal, he is surely the most prominent 
  and best respected, being a first cousin Jian Destron, Szek 
  of the Free State of Onnwal.  
   
  The PCs may or may not notice that as they approach the 
  Baron, they are the subject of a number of divination 
  spells cast by Dasmius of Wintershiven (LG human male, 
  Pal8), who is observing the PCs from the cover of the 
  building works: 
   
  1: detect evil - the PCs will not be aware of this, but 
  any PCs detecting as evil for whatever reason will 
  immediately be surrounded by a group of Geldrenn's 
  guards emerging from behind the walls and questioned.  
   
  2: zone of truth - the PCs will be targeted by one or 
  more zones of truth. Each PCs must make a DC 16 Will 
  save or be affected. As per the spell, they will be aware 
  that they are standing in the zone of truth. 
   
  The Baron will initially ask the PCs a few questions about 
  their previous activities, as well as whether they are loyal 
  servants of the Free State, or if they are foreigners, if they 
  are foes of the Scarlet Sign.  
   
  The attitude of the Baron to the PCs depends on the 
  PCs actions in previous events, such as the Onnwal mini-
  modules The Belonging Kind and A Strange Sacrifice and 
  the Splintered Song Metaregional For the Family's 
  Honour. If the PCs have the Baron's Disfavour, he will 
  treat them coldly and, if possible, will not address them 
  nor answer their questions directly, addressing non-
  Disfavoured PCs or Aerivayle.  
   
  If the PCs do have the Favour of Baron Geldrenn, 
  then he will greet them warmly, if not as equals, at least as 
  good and loyal servants. That said, half-orcs, overt 
  members of the Wreckers or priests of Trithereon will get 
  a slightly cooler, if still polite welcome.  
   
  PCs not showing the requisite amount of deference 
  to the baron will earn the Disfavour of Baron Geldrenn. 
   
  �Disfavour of Halshas Geldrenn, Baron Silvervale 
  Having offended the Baron of Silvervale, Halshas 
  Geldrenn, the bearer is now disliked and disfavoured by 
  Halshas. For characters based outside Onnwal, their next 
  module based in Onnwal will cost an extra 1 TU as they 
  are labelled as troublemakers by border patrols. For 
  Onnwalons this has the effect of giving them “Disliked” 
  status with the baron.  
   
  Read aloud or paraphrase the following: 
   
  Geldrenn stares at you keenly as though weighing you 
  up.  
   
  Then looking you in the eye he says:  
   
  "As you may have guessed, I have not asked you 
  here to exchange pleasentries on this fine winter's day. I 
  have a task for you to perform. It is no great deed or 
  dangerous stroke against the foe, but one that I would 
  have done well nonetheless.  
   
  "To speak plainly - I require a escort for a group of 
  prisoners captured in the recent fighting in the west. I 
  have placed what strength I can spare at the disposal of 
  Marshevel in the Gildenlea. I now have enough men to 
  ward the chief places of the Vale, but not enough to see 
  these prisoners safely to the prison mines. Thus I 
  perforce must rely on the services of such as yourselves.  
   
  "I have always found my nephew to be a good judge 
  of character. I hope you will not prove him wrong." 
   
  The PCs are likely to have questions for the baron. The 
  most probable questions and answers are listed below: 
   
  Q: Where are the Prison Mines? 
  A:” You will convey the prisoners to the mine of 
  Aegenlir, a day and a half east of here by foot", Geldrenn 
  says pointing out over the trees of the Wardwood, to 
  where the Headlands loom at the edge of sight.  
   
  Q: How many prisoners are there? 
  A: "A score and ten (30). They're a mixed bag of 
  strawhairs, savages, hochebi and a few criminals of our 
  own." 
   
  Q: What are we to do with them? 
  
  Prisoners of War 
   
  Page 11 
  A:  "Merely convey them safely to the Mine at Aegenlir 
  and deliver them into the custody of Yareval Telgrenn, 
  the Constable there. I shall have a letter of introduction 
  drawn up for you."  
    
  Q: Why not just kill the prisoners and be done with 
  them? 
  A: "It saddens me that you have to ask that. We give 
  them quarter because we are better than they are. We 
  have civilisation, chivalry and a sense of the noble. The 
  Strawhairs care nothing for these things. They are little 
  better than the jungle savages that they employ. 
   
  "More pragmatically, by putting them to work in the 
  mines, we get better use out of them than they'd be as 
  mulch for our fields."  
   
  Q: What's in it for us? 
  A: "You'll be paid an honest rate for sellswords. 
  Aerivayle will deal with this." 
   
  Aerivayle will offer the standard rate for mercenaries 
  given on p106 of the Dungeon Master’s Guide (3 
  sp/lvl/day) plus Bounty (i.e. whatever booty they capture) 
  on a take it or leave it basis. The money will be paid on 
  their return from Aeganlir. If the PCs refuse the module 
  is over and Aerivayle will hire a War Company less 
  willing to price themselves out of the market.   
   
  If there is nothing else, Aerivayle will escort the PCs 
  down the hill to town Gaol. 
   
  Encounter 3: 
  The Chain Gang 
  Read aloud or paraphrase the following: 
   
  Aerivayle leads you down the hill towards a low squat, 
  windowless building near the Silverstream. It appears to 
  have once been a warehouse of some sort. Now, 
  however, a large contingent Baron Geldrenn's men at 
  arms guard the structure. The guards snap to attention 
  and salute Aerivayle as he passes. You pass through a set 
  of thick iron-studded oaken doors into a small 
  guardroom and from there into a larger room. Before 
  you are drawn up a mixture of humans and hochebi, 30 
  in all, all in manacles and leg chains. They are almost all 
  dressed in rags and look filthy and pinch faced. Some 
  stare sullenly at the floor. A few of the humans - nearly 
  all of who are of Suel descent - glare defiantly at you. 
  Aerivayle turns to you.  
   
  "Here are your charges, keep a close eye on them - 
  especially some of the Suel," he says in a loud voice. 
  "They foolishly cling to the delusion that they have any 
  further part to play in the war. It is a shame such a 
  cultured and intelligent people cannot see the truth of 
  the matter and accept that they are beaten. Nonetheless, 
  I fully expect such mighty warriors as yourselves will 
  have little trouble from them." 
   
  Then turning his back to the prisoners, he discretly 
  slips you a scroll sealed with the signet of the House of 
  Geldrenn. 
   
  "Here is the letter of introduction to the Constable 
  of Aeganlir," Aerivayle says softly. "Telgrenn is a good 
  man and worthy of your trust. Mark well my words 
  about the Strawhairs - they were not for the prisoners' 
  ears alone.  
   
  "The shortest route to Aeganlir is to cross the bridge 
  here and follow the Hind Road north and east as far as 
  Aegan's Cleave. Then strike due east. Aegenlir lies at the 
  foot of the hills.  
   
  "The Archpaladin watch over you and the Dweller 
  on the Horizon shorten your road." 
    
  Unless the PCs have any further questions, Aerivayle will 
  depart with a bow.  
   
  The Prisoners: There are 30 prisoners: 15 hochebi, 10 
  Hepmonalander Suel, 3 Tilva Suel officers and 2 
  Wreckers from Sornhill. They are chained together in 
  three gangs of 10, linked at the feet. All have hand 
  manacles and foot chains each with good locks (as per 
  p126 of the Player’s Handbook). The Sergeant at Arms at 
  the Gaol will hand a key ring to one of the PCs.  
   
  Most of the prisoners are sullen and withdrawn and 
  will not speak to the PCs except if spoken to and then 
  will answer only in grunts. However a few of the 
  prisoners are noteworthy (see Appendix 1 for stats): 
   
  �Ha'kra'kalubrak, male hochebi warrior 
   
  Appearance: 
  A 
  large 
  and 
  burley 
  hochebi, 
  Ha'kra'kalubrak, stands over 6 1/2 feet tall. Physically 
  imposing, he is dressed in the ragged remains of a leather 
  underjerkin. Nonetheless, he has managed to keep 
  himself remarkably clean (for a hobgoblin).  
   
  Character: Ha'kra'kalubrak is one of the sons of 
  Math’ar’rrakh of the Hoch’okh clan. The Hoch'okh have 
  been troubling the Silvervale for several years now, 
  raiding down out of the Headlands and razing small 
  villages. Ha'kra'kalubrak is looked up to by the other 
  hochebi and carries himself like a leader. He loudly 
  promises that his father and brothers will feast on the 
  bones of the PCs unless they let him go free. He will not 
  make any escape attempts unless there is a clear 
  opportunity (such as the PCs being attacked). The other 
  
  Prisoners of War 
   
  Page 12 
  hochebi 
  are 
  likely 
  to 
  follow 
  whatever 
  orders 
  Ha'kra'kalubrak gives them. 
   
  �Llerdev, male Hepmonalander Suel warrior 
   
  Appearance: A slight, but incredibly wiry man of 
  about 20 summers, Llerdev is a typical Hepmonalander 
  Suel. His pale, heavily freckled skin is criss-crossed by 
  ritual scars and black spiral tattoos. His curly blonde hair 
  falls to the middle of his back. Llerdev wears nothing 
  except a filthy loincloth.   Character: Llerdev is a native 
  of the city of Lerga in the jungles of Hepmonaland, far to 
  the south of Onnwal. He is a devoted follower of Llerg 
  and volunteered to serve in the armies of the Scarlet 
  Brotherhood to prove himself as a mighty warrior. He 
  will thus be very well disposed to any PC priests of Llerg. 
  However, his experiences in the north, and especially his 
  capture, have made him disillusioned and he is curious to 
  know more about the people that vanquished him. In 
  return he will speak more about his jungle home, a city 
  founded by ancient Suel "many, many sun-rounds ago", 
  who have since gone native. He speaks pidgin Common 
  and Rasol.  
   
  The three Tilva Suel are separated out, one to each chain 
  gang. Nonetheless, they will use any opportunity to speak 
  quietly among themselves if allowed to. They are: 
   
  �Krova Lenar, female Tilva Suel monk, 
   
  Appearance: A slender, short woman in her early 
  twenties, Krova is of pure Suel blood: blonde hair (now 
  matted, filthy and worn in a ragged page-boy cut), pale 
  freckled skin and bright blue eyes. She is dressed in a 
  ragged scarlet robe. 
   
  Character: Though she appears frail and vulnerable, 
  Krova is skilled in unarmed combat and has a will of steel. 
  Fanatically devoted to the Brotherhood, she will look for 
  the first opportunity to get free, release the other 
  prisoners and make for Brotherhood territory. She will 
  try to play on the PCs prejudices that she is weak to lull 
  them into a false sense of security.  
   
  �Makho Vidrekk, male Tilva Suel officer 
   
  Appearance: Makhlo is a mere twenty summers of 
  age. Pale skin, blonde hair and blue eyes stare out at the 
  world with a cold intensity that weighs and measures any 
  and all constantly. 
   
  Character: Although considered a zealot by his 
  superiors, Makho, since his capture by Free State forces at 
  the Battle of Obelton, has rethought his willingness to 
  die for the Empire of Shar. He is craven, cold and 
  calculating. Makho views himself as superior to non-Suel. 
  If given a clear chance at escape, he would take it, but not 
  if there is significant risk of him dying. He is talkative 
  and likes to taunt his gaolers.  
   
  PCs that have played the Onnwal Special Event 
  Storm on the Volanots may have met and captured 
  Makho. If so he will greet them sarcastically saying how 
  good it is to see a familiar face, even if "all you Onnwalons 
  look alike anyway".  
   
  �Lev Talozin, male Tilva Suel rogue 
   
  Appearance: A wirey young man in his late twenties, 
  Lev's complexion is heavily freckled. His head is bears a 
  gingery stubble of hair. He is dressed in a ragged blouse 
  and pantaloons.  
   
  Character: Lev will silently size the PCs up, speaking 
  only when spoken to and otherwise behaving as the 
  perfect prisoner. However, at night he will attempt to 
  work his way loose from the manacles. If he manages to 
  do so, he will free Krova and Makho and vanish as quietly 
  as possible into the night. He will try to avoid a fight with 
  the PCs, preferring to take his chances by fleeing. 
   
  �Derend and Jandyr, male human Wreckers 
   
  Appearance: Derend is a ill-favoured short fellow in 
  his early twenties, scab-faced and shaven headed. Jandyr 
  is as thin as Derend is stout, with watery grey eyes and a 
  hook-nose. Both are dressed in rags 
   
  Character: These two were members of the Wreckers 
  cell in Sornhill who got too greedy for their own good 
  and 
  became 
  unwittingly 
  involved 
  in 
  a 
  Scarlet 
  Brotherhood plot to devastate large parts of the town by 
  fire. They are craven and greedy and will leap at the first 
  opportunity to escape. They will eye up the PCs and 
  attempt to make contact with any PC who looks like he 
  might be a member of the Wreckers, speaking to him in 
  Thieves' Cant. The pair will say they were innocent dupes 
  and do not deserve to be sent to the mines. If only they 
  had someone to speak up for them… 
   
  PCs who have played the Onnwal regional module 
  ONW3-02 Pyrtura may have foiled the plot in which 
  Derend and Jandyr were involved. If so, the pair feel they 
  have a score to settle and given the opportunity, they will 
  gladly sink a knife in the back of any PC that has led to 
  their imprisonment.   
   
  The PCs interactions with the prisoners are intended to 
  be 
  roleplayed 
  in 
  a 
  very 
  free-flowing 
  manner. 
  Nonetheless, the named characters will be looking for 
  opportunities to escape, so feel free to improvise in 
  reaction to what the PCs do to guard the prisoners.  
   
  Ask the players how what the PCs dispositions and 
  marching order is going to be before they set out. 
  
  Prisoners of War 
   
  Page 13 
   
  The prisoners can only move at a very slow walking 
  pace, shuffling along in their leg-chains. They will ask for 
  rest and water every league. Fortunately the trail runs 
  along the banks of the Silverstream for three leagues 
  before bending away east.  
   
  Read aloud or paraphrase the following: 
   
  With your charges shuffling along behind you, you set 
  out across the stone bridge across the Silverstream and 
  the north along the bank of the river.  
   
  Passing into the tilled fields beyond the town's ditch 
  and pallisade, you see the eves of the Wardwood (or 
  Laerwyr's Ward as it is also known) about a mile to your 
  left. The trees march along beside you for nearly two 
  leagues before giving away abruptly to lush river 
  pastures. Soon after the road bends eastwards away from 
  the curve of the Silverstream. About four leagues out of 
  Silvervale, across your path you see a high shelf of grey 
  stone rising up out of the rolling valley. You look upon 
  the one hundred feet high wall of the Blerredi Turyaeth, 
  which divides the stony lands of the upper vale from the 
  rich loam-fields of the Sorrowlea, as the lower vale is also 
  known. Ahead of you the road winds up through a great 
  cleft in the rock wall, known to the people of the 
  Silvervale as Aegen's Cleave. It is so named in memory 
  of an ancient Flan chief who strove against the Onnwi 
  Suel here in olden times. 
   
  The PCs might imagine that they will be ambushed in the 
  defile and be sure to make them paranoid. Though they 
  will not be attacked, they are in fact being spied upon 
  from the top of the escarpment; a small band of hochebi 
  of the Hoch’okh clan is watching the PCs. If the PCs 
  expressly say they are scanning the cliff tops, then allow 
  them to make a DC 20 Spot check to see that a pair of 
  humanoid figures is observing them.  
   
  If the PCs react as though they have spotted the 
  hochebi, they will withdraw and hide among the 
  numerous rocks and plentiful scrub nearby. The hochebi 
  do not want to engage in combat, but will shoot at any 
  familiars or animals sent to spy on them or flying PCs 
  that manage to spot them.  
   
  If possible the hochebi will wait until the PCs pitch 
  camp for the night and attack under the cover of 
  darkness, if possible with the element of surprise.  
   
  The PCs will be able to make it safely up though 
  Aegan's Cleave before the sun sets and night draws in.  
   
  APL 2 (EL 4) 
  �Hochebi warriors (6): War 1, hp 6, see Monster Manual 
  p153 
   
  APL 4 (EL 4) 
  �Hochebi warriors (5): War1 hp 6, see Monster Manual 
  p153 
  �Hochebi shaman: Adp1 hp 7, see Appendix 1.  
   
  APL 6 (EL 6) 
  �Hochebi warriors (5): Ftr2, hp 19, see Appendix 1 
  �Hochebi 
  shaman: 
  Clr2-Maglubiyet hp 15, see 
  Appendix 1. 
   
  APL 8 (EL 8) 
  �Hochebi warriors (5): Ftr3, hp 30, see Appendix 1 
  �Hochebi shaman: Sor3 hp 19, see Appendix 1. 
   
  APL 10 (EL 10) 
  �Hochebi warriors (5): Ftr4, hp 32, see Appendix 1 
  �Hochebi shaman: Sor4 hp 25, see Appendix 1. 
   
  APL 12 (EL 12) 
  �Hochebi warriors (5): Ftr7, hp 60, see Appendix 1 
  �Hochebi shaman: Sor7, hp 41, see Appendix 1. 
   
  Tactics: The hochebi will attempt to creep up on the PCs 
  camp, adopting a shallow crescent formation, to envelop 
  the camp. If possible, they will try to release the 
  prisoners, especially Ha'kra'kalubrak and the other 
  hochebi. However, they will attempt to deal with any 
  sentries as quietly as possible first, using magic, if 
  possible. They will simultaneously send one or two of 
  their number to the prisoners, if practical. The hochebi 
  will make maximum advantage of their darkvision, 
  especially against night-blind humans, as well as the 
  broken terrain, which can provide them with cover to fire 
  from. If discovered, they will fall back under cover of 
  darkness, harassing the PCs with bow fire (if applicable).  
  If 4 or more of the hochebi are downed, the remainder 
  will withdraw into the night.  
   
  The prisoners will also use the confusion as an 
  opportunity to attempt to escape. Lev will try to work his 
  way free from his shackles, while other prisoners, even 
  still chained may try to trip or grapple or otherwise 
  distract nearby PCs, especially spellcasters. Any prisoners 
  that get free will scatter and flee, rather than fight. The 
  Tilva Suel may try to release the other Tilva Suel, but only 
  if they are not being threatened by PCs.    
   
  Treasure:  
  APL 2: Loot (per PC assuming 6 PCs): 24 gp;  
   
  APL 4: Loot (per PC assuming 6 PCs): 23 gp; 
   
  APL 6: Loot (per PC assuming 6 PCs): 522 gp; Coin: 1 
  gp; Magic: potion of cure light wounds (4 gp). 
  
  Prisoners of War 
   
  Page 14 
   
  APL 8: Loot (per PC assuming 6 PCs): 495 gp; Magic: 
  potion of cure moderate wounds (25 gp); bracers of 
  armour +1 (83 gp) 
   
  APL 10: Loot (per PC assuming 6 PCs): 591 gp; Coin: 
  2 gp; Magic: potion of cure moderate wounds (25 gp); 
  potion of invisibility (6) (6 x 25 gp); bracers of armour +1 
  (83 gp); wand of melf's acid arrow (375 gp). 
   
  APL 12: Loot (per PC assuming 6 PCs): 470 gp; Coin: 
  2 gp; Magic: +1 longsword (5) (5 x 192 gp); potion of cure 
  serious wounds (62 gp); potion of aid (25 gp); potion of 
  invisibility (6) (6 x 25 gp); bracers of armour +1 (83 gp); 
  wand of melf's acid arrow (375 gp). 
   
  Development: If any of the prisoners manage to escape, 
  the PCs have the choice of trying to track them down or 
  just leaving them go free. Apply the normal tracking 
  rules if they do try to hunt down escapees. Escapees will 
  split up and head in as many different directions as 
  possible, running as hard as they can and making use of 
  natural features such as streams and woodland to evade 
  capture. 
  Otherwise, if they defeat the hochebi, the PCs can 
  proceed to Encounter 4.  
   
  Encounter 4: 
  Ambush at Aegenlir 
  Assuming they have dealt with the hochebi and any 
  escapees, the PCs can press on to Aegenlir.   
   
  Read aloud or paraphrase the following: 
   
  You press on along rutted unpaved track that runs east 
  towards the mining village of Aegenlir. Ahead, the sharp 
  tors of the Headlands loom, like a forest of huge 
  spearheads. Lying at the foot of the hills, far from the 
  fertile valley of the Silverstream, the ground here is 
  broken and rocky. The trail winds over crags and down 
  into steep valleys and the going is hard. It is with some 
  relief that towards mid afternoon, you spot the palisade 
  that protects the mine in the distance. 
   
  What the PCs don't know is that there has been a revolt 
  by the prisoners in the mines, who have slain or 
  imprisoned the garrison. While most of the prisoners 
  have dispersed, a small band has volenteered to stay 
  behind and "keep up appearances" to buy the escapees 
  time. These prisoners have disguised themselves as the 
  guards and now man the walls and gates of Aegenlir.  
   
  Their plan is to allow the PCs to enter the compound 
  where an ambush has been prepared.  
   
  See Map 1 for a layout of the Mines of Aegenlir.  
    
  Read aloud or paraphrase the following: 
   
  You arrive before the wooden gates of Aegenlir. The 
  green and gold of the Free State flutters on the breeze 
  alongside the green and sable of the House of Geldrenn. 
  Behind the palisade you can see the roofs of a number of 
  buildings and the glowering side of one of the steep tors 
  that make up the Headlands. Two armoured guardsmen 
  peer down at you from the top of the palisade. You notice 
  that both are wearing armour emblazoned with the 
  device of a Sun and Moon.  
  "Who goes there?" shouts one of the guards.  
   
  Assuming the PCs do not give an outrageous answer, they 
  will be admitted by the "guards", who will close the gates 
  behind them. A DC 12 Knowledge (religion) check will 
  reveal that the symbol of the Sun and Moon is that of 
  Pholtus, the Oeridian god of Law, Inflexibility and Order. 
   
  Read aloud or paraphrase the following: 
   
  Beyond the gates lies a large open area surrounded on 
  two sides by various buildings Directly ahead stands a 
  squat two-storey stone blockhouse, the upper half of its 
  blank facade pieced by a row of arrow loops. On your 
  right stands a long warehouse, the façade of which is 
  pierced by a number of arches. Wains stand parked 
  outside the front of the building, some of them already 
  laden with piles of black ore.  
   
  Opposite the warehouse, stands a tall wooden 
  palisade. A parapet runs along the outside of the wall. 
  Other than the two gate guards, there is no one else in 
  sight.  
   
  The PCs will notice that the guards do not speak with 
  Onnwallon accents. If the PCs ask where they are from, 
  one will reply that they are from the city of Hendrenn 
  Halgood in the Theocracy of the Pale. Sharp PCs should 
  notice that Hendrenn Halgood is in central Nyrond and 
  not the Pale. A successful DC 20 Knowledge (geography) 
  check reveals this fact. Alternatively the PCs can make 
  opposed Sense Motive checks to notice the guards are 
  lying. This is a clue to the guards' true identity.  
   
  If the PCs ask where all the prisoners are, one of the 
  "guards" will reply that they are in the mines. A DC 15 
  Sense Motive check will reveal this to be the lie that it is. 
  In general the guards will be sullen and reluctant to 
  speak.  
   
  A further clue that something is amiss is revealed by 
  a DC 17 Spot check, which will allow the PCs to notice 
  that the "guard" wearing the arms of Pholtus has a tattoo 
  of an eight pointed star composed of four spears and four 
  maces. A DC 10 Knowledge (religion) check reveals that 
  
  Prisoners of War 
   
  Page 15 
  this is the symbol of Kord, the Suel god of Strength, 
  Bravery and Brawling.  
  Though the ambushers will try to get the PCs in the 
  centre of the clear area before the blockhouse before 
  attacking, if the PCs ask about Midmeadow, mention the 
  tattoo or make any aggressive actions towards the "guard", 
  he will attack the PCs, triggering the ambush.  
   
  NB: Only PCs that declare they are drawing a 
  weapon or casting a spell BEFORE the ambush is 
  triggered may act in the surprise round.  
   
  APL 2 (EL 4) 
  �Tilva Suel soldiers (2): War1 hp 9, see Appendix 1 
  �Hepmonalander Suel warriors (3): War1 hp 9, see 
  Appendix 1 
  �Hochebi sorcerer: Adp1 hp 7, see Appendix 1 
   
  APL 4 (EL 6) 
  �Tilva Suel officers (2): Ftr 2 hp 20, see Appendix 1 
  �Hepmonalander Suel warriors (2): Bbn2 hp 23, see 
  Appendix 1 
  �Hochebi sorcerer: Sor2 hp 13, see Appendix 1 
  �Tilva Suel Priest: Clr2 - Syrul hp 13, see Appendix 1 
   
  APL 6 (EL 8) 
  �Tilva Suel officers (2): Ftr3 hp 28, see Appendix 1 
  �Hepmonalander Suel warriors (2): Bbn3 hp 32, see 
  Appendix 1 
  �Hochebi sorcerer: Sor3 hp 19, see Appendix 1 
  �Tilva Suel Priest: Clr3 - Syrul hp 18, see Appendix 1 
   
  APL 8 (EL 10) 
  �Tilva Suel officers (2): Ftr5 hp 44, see Appendix 1 
  �Hepmonalander Suel warriors (2): Bbn5 hp 51, see 
  Appendix 1 
  �Hochebi sorcerer: Sor5 hp 26, see Appendix 1 
  �Tilva Suel Priest: Clr5 - Syrul hp 28, see Appendix 1 
   
  APL 10 (EL 12) 
  �Tilva Suel officers (2): Ftr7 hp 60, see Appendix 1 
  �Hepmonalander Suel warriors (2): Bbn7 hp 68, see 
  Appendix 1 
  �Hochebi sorcerer: Sor7 hp 41, see Appendix 1 
  �Tilva Suel Priest: Clr7 - Syrul hp 38, see Appendix 1 
   
  APL 12 (EL 14) 
  �Tilva Suel officers (3): Ftr8 hp 68, see Appendix 1 
  �Hepmonalander Suel warriors (4): Bbn8 hp 77, see 
  Appendix 1 
  �Hochebi sorcerer: Sor8 hp 43, see Appendix 1 
  �Tilva Suel Priest: Clr8 - Syrul hp 43, see Appendix 1 
   
  Tactics: The adept/sorcerer is located on the roof of the 
  blockhouse with a Hepmonalander savage bodyguard. 
  The priest (if applicable) is hiding in one of the wains 
  with another Hemonalander, while the two gate "guards" 
  are in pact the Tilva Suel officers. 
   
  Once the PCs are in the middle of the open ground, 
  the ambushers will open fire on them with bow and spell. 
  The spell caster will try to use their most devestating 
  spells to take out as many of the PCs as possible. Bowfire 
  will target any obvious priests or arcane casters. Though 
  they will try to keep the PCs at a distance and pepper 
  them with missiles, if the PCs close to melee with one of 
  the pairs of ambushers, the others will move to suport 
  them.  
   
  Remember as well that the prisoners will also 
  attempt to disrupt the PCs, by rushing them, tripping 
  them etc. The spell caster may try to release the prisoners 
  with their spells. Freed prisoners will attempt to grapple 
  and overbear the PCs, or pick up fallen weapons at attack. 
  Use appropriate stats from Appendix 1, though 
  remember that the prisoners are unarmoured and have 
  no special or magical items (unless they pick one up 
  during the fight).   
   
  PCs attempting to break into the blockhouse to 
  engage the sorceror and savage in meele will need to 
  force their way through a stout wooden door (thickness 2 
  in; hardness 5; 20 hp; break DC 25). It will take the PCs 
  two tounds to gain the rooftop. The savage, if still alive, 
  will then try to meet the PCs in the spiral stairs, negating 
  any advantage of numbers they might have.  
   
  Alternatively the PCs can try to scale the 20 ft. high 
  walls of the blockhouse. The base DC to Climb the wall is 
  25. The ambushers on the roof till attempt to sever any 
  ropes thrown up onto the roof, preferably while the PCs 
  are halfway up, so that they suffer 1d6 falling damage.    
   
  The ambushers will fight to the death 
   
  Treasure:  
  APL 2: Loot (per PC assuming 6 PCs): 91 gp. 
   
  APL 4: Loot (per PC assuming 6 PCs): 258 gp; Magic: 
  potion of cure light wounds (2) (2 x 4 gp). 
   
  APL 6: Loot (per PC assuming 6 PCs): 296 gp; Magic: 
  potion of cure light wounds (4) (4 x 4 gp); bracers of 
  armour +1 (83 gp); potion of cure moderate wounds  (25 
  gp). 
   
  APL 8: Loot (per PC assuming 6 PCs): 421 gp; Magic: 
  potion of cure moderate wounds (5) (5 x 25 gp); potion of 
  bull's strength (2) (2 x 25 gp); bracers of armour +1 (83 
  gp); +1 bastard sword (2) (2 x 194 gp); +1 great axe (2) (2 x 
  192 gp); cloak of resistance +1 (2) (2 x 83 gp). 
  
  Prisoners of War 
   
  Page 16 
   
  APL 10: Loot (per PC assuming 6 PCs): 559 gp; Coin: 
  50 gp Magic: +1 greataxe (2) (2 x 197 gp); +1 bastard sword 
  (2) (2 x 197 gp); +1 dagger (191 gp); potion of cure serious 
  wounds (6) (6 x 62 gp); cloak of resistance +1 (2) (2 x 83 
  gp); potion of bull's strength (2) (2 x 25 gp); bracers of 
  armour +1 (83 gp). 
   
  APL 12: Loot (per PC assuming 6 PCs): 748 gp; 
  Magic: +1 greataxe (4) (4 x 197 gp); +1 bastard sword (3) (3 
  x 197 gp); +1 dagger (191 gp); +1 halfplate (3) (3 x 145 gp); 
  potion of cure serious wounds (12) (12 x 62 gp); cloak of 
  resistance +1 (83 gp); potion of bull's strength (3) (3 x 25 
  gp); bracers of armour +1 (3) (3 x 83 gp). 
   
  Development: Assuming the PCs manage to dispatch the 
  ambushers, go to Encounter 5. 
   
  If the PCs take any prisoners, they will initially 
  refuse to talk, even if threatened with violence, torture or 
  death. Charming the prisoners, however, may work and 
  may reveal where Orlav and Ulcar have gone (see 
  Encounter 5).  
   
  Encounter 5: 
  The Survivors 
  The PCs are now free to explore the mines and discover 
  what has happened here.  
   
  What Has Gone Before: A week before the PCs 
  arrived, the prisoners of war in Aegenlir rose in revolt 
  against their warders. Led by a pair of Scarlet Brothers, 
  "Brother" Ulcar Maral a monk and "Uncle" Orlav, an 
  assassin, a small core of prisoners managed to free 
  themselves of the chains that they were routinely 
  shackled together with. After being led to the mines to 
  work, the prisoners threw off their chains and killed their 
  guards. Then releasing more of the prisoners, they 
  managed to fight their way out of the mines and sweep 
  down into the camp itself, forcing the garrison back into 
  the blockhouse. Despite fierce resistance by the Palish 
  Knights-Militant in the garrison, Ulcar and Orlav undid 
  the defenders of the blockhouse, scaling the walls and 
  forcing their way in through the trapdoor in the roof. A 
  small number of the garrison was taken prisoner. These 
  have been chained up in the mines to starve to death or 
  die from their infected wounds.  
   
  The Blockhouse: The exterior of the blockhouse 
  shows no signs of struggle, other than those caused by 
  the PCs. However, inside a DC 12 Search check reveals a 
  large number of scorch marks and black stains on the 
  stone, which a DC 12 Heal check will determine are 
  blood shed within the last week. The ground floor door 
  into the blockhouse shows no signs of violence upon it; 
  however, the trap door to the roof has been hacked to 
  pieces. There are a number of cells on the ground floor 
  that have permanent anti-magic spheres cast on them. 
  These held any spell casters who were taken prisoner. 
  Spell casters were routinely deprived of sleep, gagged and 
  bound to stifle their magical abilities. Adjacent to the 
  cells are a number of storerooms containing provisions 
  and other supplies, which appear to have been 
  extensively pillaged and ransacked.   
   
  The Warehouse: A ramp made from mine spoilings 
  and earth slope down to the back of this long barn of a 
  building from a mine shaft in the hillside behind. The 
  ramp ends abruptly with a low stone wall (about 1 foot 
  high), leaving a drop of about 6 feet at the end. A DC 10 
  Knowledge (architecture and engineering) will reveal 
  that this ramp was most likely use to move cartloads of 
  ore between the mine and waiting ore wains parked at 
  the base of the ramp. 
   
  A DC 15 Search roll will uncover the bodies of three 
  dead guards dressed in the colours of Silvervale buried 
  under a pile of mine spoil. A DC 10 Heal check reveals 
  that they died from club and spear wounds.  
   
  The Stockade: Inside the 20 ft. wooden wall, the 
  stockade is empty.  A small gate opens out into the 
  courtyard in front of the blockhouse, though which the 
  prisoners could be led on their way to the mines. There 
  are only a few features of interest. In the centre, a series 
  of holes have been dug. They stink of excrement. A DC 
  12 Spot roll reveals that a pair of guards has been thrown 
  headfirst into the pits and drowned.  
   
  The Graveyard: Sandwiched between the northern 
  side of the stockade and the palisade is a strip of ground 
  that serves as a graveyard for the prisoners. The PCs can 
  count nearly one hundred grave mounds here. There is 
  also an open trench filled with quicklime, a mass grave 
  ready to receive more bodies. The place is grim evidence 
  to the shockingly high mortality rate among prisoners at 
  the mine.   
   
  The Mines: A DC 12 Track check or a DC 15 Search 
  check reveals that the ore ramp and the mine entrance 
  were the scene of heavy fighting. Black stains of dry 
  blood and scaps of armour litter the ground here. PCs 
  with knowledge of military tactics (such as warmasters) 
  or making a DC 12 Knowledge (history) check will be 
  able to see that a small force was attempting to hold a 
  larger force at bay inside the mine shaft, but was driven 
  back down the ramp.  
   
  See Map 2 for a plan of the lay out of the mines 
   
  1: Entrance shaft:  
  Read aloud or paraphrase the following:  
   
  
  Prisoners of War 
   
  Page 17 
  A square shaft has been hewn into the side of the 
  limestone tor, plunging into the subterranean darkness. 
  The stone floor of the shaft bears the marks of wheels, as 
  well as a number of black blood-stains. The walls are 
  moist and water drips from the roof, which is supported 
  at intervals by wooden arches fashioned from stout pit 
  props. A smell of wet stone, death and decay hangs heavy 
  in the cool air, seemingly wafting from the dark depths 
  of the mine. 
   
  The shaft is 10 foot wide by 10 foot high and runs some 
  75 feet horizontally into the side of the hill. It has been 
  hewn out of the soft limestone and is reinforced by a 
  series of stout wooden pit props set at five-foot intervals, 
  which brace the walls and roof of the passage. Water 
  seeps down through the porous rock, leaving glistening 
  white deposits of calcite on the walls. Feel free to allow 
  the PCs imagine that they might be oozes of some sort. 
   
  The light from the shaft entrance illuminates only 30 
  feet into the shaft, which is pitch black beyond that point.  
   
  The mine has been booby trapped by the prisoners. 
  Just under half of the pit props along the entrance shaft 
  have been carefully sawn through, critically weakening 
  them. The roof is now very unstable and any loud 
  concussion will cause it to collapse.  
   
  PCs may spot the fact that the props have been sawn 
  through with a DC 35 Spot check or a DC 20 Search 
  check. Spotting that the props have been sawn through 
  provides a +10 circumstance bonus to checks relating to 
  guessing the stability of the shaft.  
  PCs examining the shaft's walls and roof may make a DC 
  20 Knowledge (architecture and engineering) or a DC 20 
  Craft (stonemason) or a DC 20 Intelligence check to 
  notice that the passage is unstable. Dwarf PCs in the shaft 
  can roll these checks without having to specifically 
  examine the walls and roof.  
   
  Once the PCs reach the point marked X on the map, 
  read aloud or paraphrase the following:  
   
  The walls of the shaft fall away ahead of you, opening out 
  into a cavern. The stench of decay is far stronger here. 
  Something metallic glints in the darkness, just at the 
  edge of your sight. There comes a moan and faint rattling 
  of chains as something stirs at the edge of the darkness.  
   
  The noise and movement is from the survivors of the 
  garrison who have been chained up and left to die in the 
  mines. The bodies of their dead comrades surround them, 
  from whence comes the stench of decomposition. 
  Despite what the PCs may fear, there are no undead.  
   
  The real danger comes from a glyph of warding set in 
  the area marked G on map 2, primed to go off if anyone of 
  non-evil alignment passes over it. If activated, it will 
  trigger a sonic blast dealing 2d8 points of damage. The 
  force of the bast will cause the entrance shaft to slowly 
  give away and cave in catastrophically in 1d6+2 rounds.   
   
  �Glyph of Warding (blast): spell; spell trigger; no reset; 
  spell effect (glyph of warding [spell], 5
  th level cleric, 2d8 
  sonic; DC 17, reflex half); multiple targets (all targets 
  within 5 ft.); Search DC 28; Disable Device DC 28.  
   
  If the PCs find the glyph without setting it off, read 
  magic combined with a DC 13 Spellcraft check allows its 
  nature to be determined. Note that detect magic does not 
  reveal the glyph - it merely detects a faint aura in the area 
  covered by the glyph. A DC 17 Spellcraft check will 
  reveal that the aura is abjurational in nature. Dispel magic 
  can be used to negate the glyph. 
   
  If the glyph is triggered, read aloud or paraphrase the 
  following:  
   
  A deafening explosion resounds through the passage. 
  There is silence for a moment, then a deep and ominous 
  creaking. Flakes of stone and rock dust trickle down 
  from the roof of the shaft.  
  From out of the depths of the mine you hear a single 
  weak voice raised in croaking, faltering song: 
   
  "Oh Blinding Light…I cannot see…Oh Blinding 
  Light…look…out…for…me…" 
   
  The PCs may attempt to prop the roof of the shaft. Only a 
  few actions will be effective in delaying or preventing the 
  collapse: 
    
  Stone shape: Forming an arch of stone to support the 
  roof will delay the collapse for a number of rounds equal 
  to half the caster's level. A DC 20 Knowledge 
  (architecture and engineering) or a DC 20 Craft 
  (stonemason) check will allow the identification of the 
  best point to place the arch and thus will double the 
  duration that the arch will hold. Five such arches spaced 
  at equal intervals along the shaft will prevent its collapse.  
   
  Wall of stone/force/iron: A wall formed from one of 
  the above spells stretching along more than three-
  quarters of the length of the shaft (50 ft.) will also prevent 
  its collapse. A wall of stone can also be used to form 
  arches as described for stone shape above. In the case of 
  wall of force, the support to the roof lasts only as long as 
  the wall does. A DC 20 Knowledge (architecture and 
  engineering) or a DC 20 Craft (stonemason) check will 
  allow the identification of the best point to place the 
  walls.   
   
  
  Prisoners of War 
   
  Page 18 
  Cave in  
  If the roof caves-in, the middle 20 feet of the shaft is the 
  bury zone, with 10 feet of slide zone on either side of the 
  middle 20 feet.  
   
  Characters caught in the bury zone take 8d6 points 
  of damage, with a DC 15 Reflex save for half damage, and 
  are buried. Characters in the slide zone take 3d6 points of 
  damage and are buried, with a DC 15 Reflex save to avoid 
  damage and burial entirely.  
   
  Buried characters take 1d6 of nonlethal damage per 
  minute they are buried. Unconcious characters must 
  make a DC 15 Constitution check or take 1d6 points of 
  lethal damage/min until freed or dead. A buried character 
  can free himself with a DC 25 Strength check.  
   
  See the Dungeon Master’s Guide p67 for rules on 
  digging out buried characters. Unburied PCs trapped 
  inside the mine may clear the caved in passage at the 
  same rate. There is sufficient fresh air seeping into the 
  mine from tiny fissures in the porous limestone to 
  prevent suffocation being an issue.  
   
  If the PCs seek to use the chain-gang to dig, they will 
  find that the prisoners will work without urgency unless 
  beaten or threatened (a DC 15 Intimidate check).  
   
  2: The Main Gallery. 
  If the PCs go deeper into the mines to investigate the 
  voices, read aloud or paraphrase the following: 
   
  Ahead is a large gallery. The walls show signs of being 
  hewn out by hand and the roof here is buttressed by pit 
  props as elsewhere. Seven passages open off the gallery 
  receding into darkness. A pile of bodies dominates the 
  chamber. Most are in a state of decomposition and the 
  sickly smell of decay fills the air. Some of the corpses 
  appear to be chained to the walls of the cavern. To your 
  horror, one of them moves, raising its head to look at 
  you, with glazed, fevered eyes. You gaze not on a corpse 
  or one of the undead, but a living man, starved and close 
  to death.  
    
  The gallery is a roughly oval shape, 10 feet high, 20 feet 
  wide and 50 feet long along the longest axes. There are six 
  survivors. All are wounded and two are close to death (-4 
  hp each). They are shackled to the wall of the cavern with 
  chains and manacles. Breaking either the chains or 
  manacles requires a DC 26 Strength check. The manacles 
  have hardness 10 and 10 hit points, while the chains have 
  hardness 10 and 5 hit points. Each prisoner is shackled to 
  the wall by separate chains, so each chain must be broken 
  in turn to free all the prisoners.  
   
  The Survivors: Four of the survivors, Halden, 
  Kedwyr, Joran and Jian are natives of the Silvervale, while 
  the other two, Pholdir and Diranen are natives of the 
  Theocracy of the Pale. Jian and Diranen are unconcious 
  and close to dead (-4 hp each). All of the men are weak 
  with starvation and half dead with thirst. Only by licking 
  moisture from the cavern walls have they managed to 
  survive this long. They are fatigued and must be carried 
  out of the mine. For purposes of encumbrance assume 
  that they each weigh about 150 pounds.  
   
  The conscious survivors will be overjoyed to see the 
  PCs and will thank them as profusely as they are able. 
  They will beg for food and water.  
   
  What the survivors know: 
  - 
  About a week ago some of the prisoners got free in 
  the mines, killing their guards. After freeing more 
  prisoners, they managed to fight their way out of 
  the mines, overwhelming the guards trying to seal 
  them inside. Yareval, the constable, tried to get a 
  rider away, but he was shot down before he cleared 
  the gates. Outnumbered, the garrison pulled back to 
  the blockhouse, but one of the strawhairs, managed 
  to scale the wall and force the trapdoor on the roof. 
  Despite a heroic stand by the Palish (the Onnwallon 
  will say this, not the Pholtines), the garrison was 
  overwhelmed. Yareval died trying to hold the stairs, 
  but to no avail. Those that were taken had been 
  wounded or beaten unconcious. 
  - 
  The Strawhairs stripped the garrison of their arms 
  and armour and dumped both living and the dead in 
  the mines. 
  - 
  Pholdir managed to hide himself somewhere for a 
  few days before being discovered. He was dumped 
  with the rest, unconscious and dying. 
  - 
  There were two leaders - one who fought with his 
  hands and another strawhair.  
   
  None of the survivors except Pholdir knows what the 
  Brotherhood leaders' plans are. Pholdir has a very nasty 
  gut wound, which is slowly killing him (-4 gp). Any PC 
  with the Heal skill will marvel that the Pholtine is even 
  alive at all given the severity of his injuries. 
   
  If the PCs manage to save Pholdir, he will be able to 
  tell them the following: 
  - 
  He managed to hide out in the ore warehouse, by 
  burying himself in a pile of ore.  
  - 
  He heard the two "Heathen" leaders - Orlav and 
  Ulcar - have an argument about what to do next. 
  Ulcar wanted to attack the mine at Eagenrast to free 
  the prisoners there too. Orlav said it was too risky. 
  Orlav said that his information was too important to 
  risk on a foolhardy attack and that killing "that 
  bastard" Chert would be a far more fatal blow to the 
  barbarians than losing a few mines. Ulcar disagreed 
  
  Prisoners of War 
   
  Page 19 
  and tried to order Orlav to obay him. Orlav sneered 
  and said "Arms does not give orders to Sovereignty".  
  - 
  The following day, Orlav took half the heathens and 
  headed south.  
  - 
  Soon after Pholdir was discovered. Without 
  sounding boastful, he says that he slew five of the 
  heathens before they smote him down. He 
  remembers nothing after than that only darkness 
  and pain. He piously attributes his survival to the 
  Blinding Light of Pholtus guiding him through the 
  night of his suffering.  
   
  What the Brotherhood prisoners know: If the PCs took 
  any of the ambushers captive and use charm person or 
  other enchantments to loosen their tongues, they may 
  be able to get some more information, depending on 
  who they ask.  
   
  The Tilva Suel soldiers/officers know the most: 
  - 
  Orlav is an Uncle of the Brotherhood, attached to 
  the Office of Sovereignty. Ulcar is a Brother and an 
  administrator in the Office of Arms.  
  - 
  After overwhelming the barbarian garrison, they fell 
  out about what to do next. Orlav left  three days ago 
  with about a dozen men and headed south. 
  - 
  Two days ago, Ulcar left with the rest of the men, 
  about three dozen, and headed north towards 
  Eagenrast.  
  - 
  Ulcar ordered them to keep up the pretense that 
  nothing was amiss in Aegenlir for three to four days. 
  After that time, the ruse would be no longer 
  necessary, though he did not say why. Their orders 
  were to retreat into the hills and make their way 
  back to Brotherhood lines. 
   
  The Hepmonalander savages or hochebi know far less. 
  Note that the Hepmonalanders only speak Rasol and do 
  not understand Common. With persuasion (a DC 15 
  Diplomacy check) Llerdev will act as an interpreter. 
  - 
  The chiefs led a revolt against the "chainmasters". 
  All but a few of the "chainmasters" were killed, the 
  rest were left to die in the mines. 
  - 
   The chiefs had a fight. One chief went south three 
  suns ago. The other told them to stay here and kill 
  anyone who came. Then that chief went north with 
  the rest of the warriors.  
   
  Tracking the Escapees: If the PCs have not managed to 
  get any information from either the garrison survivors or 
  the Brotherhood ambushers, then they might be able to 
  pick up the tracks made by the escapees. 
   
  Tracking Orlav's band requires a DC 19 Survival 
  check. The tracker will be able to determine that about a 
  dozen humanoids went south about three days before, 
  taking care to cover their tracks as they went. If no PCs 
  have the Track skill, a DC 19 Survival or Search check 
  will determine the above information, but the PCs will 
  not be able to follow the tracks.  
   
  Tracking Ulcar's band requires a DC 10 Survival 
  check. The tracker will be able to determine that three-
  dozen humanoids went north two days ago, taking care 
  to cover their tracks. If no PCs have the Track skill, a DC 
  10 Survival check will determine the above information 
  and allow the PCs to follow the tracks. A DC 10 Search 
  check will allow the PCs to determine the above 
  information, but not to follow the tracks. 
   
  Development: Assuming the PCs discover where 
  Orlav and Ulcar have gone, they must now decide which 
  group to follow. If they decide to track down Orlav, go to 
  Encounter 6. If they decide to track down Ulcar, go to 
  Encounter 7.  
   
  PCs that track down one band of escapees cannot 
  then track down the other band. If the party wishes to 
  split up, allow them to do so and play the two encounters 
  seperately with the relevent PCs. Each half of the party 
  will be vastly outnumbered, but that is the price of trying 
  to do everything at once. Sensible parties should try to 
  deal with one group of escapees or the other. 
   
  The PCs will also have to decide what to do with the 
  prisoners they have been escorting. The simplest 
  solution is to leave them in the care of the Aegenlir 
  survivors, under lock and key in the cells of the 
  blockhouse.  
   
  Further exploration of the mines will be impossible 
  due to a series of cave ins which preclude investigations. 
   
  Troubleshooting:  
  1: Tarrying Too Long:  
  If the PCs spend more than 24 hours at Aegenlir, then 
  Eagenrast will have been destroyed by the time they 
  arrive there, assuming they head that direction.  
  Orlav may still be run to ground, but Ulcar and the 
  prisoners freed from Eagenrast will have escaped into the 
  Headlands, collapsing the mine and leaving the village of 
  Eagenrast ablaze behind them. 
   
  2: Making a Quick Gull 
  Greedy PCs thinking that think they can make a quick 
  fortune by claiming some of the sliver ore lying about the 
  mine as bounty can think again. The Baron of Silvervale 
  holds a monopoly over the trade of silver ore taken from 
  his mines. Thus, no trader or ore smelter will consider 
  touching what are stolen goods. The ore smelters in 
  Silvervale will report the PCs to the baron, who will 
  swiftly reclaim his property. Though the baron is willing 
  
  Prisoners of War 
   
  Page 20 
  to overlook the indiscretion if the PCs surrender the ore 
  quietly, PCs who protest will find themselves in facing 
  charges of the major crime of theft. PCs found guilty of 
  this crime must pay a fine of 25% of the PCs total wealth 
  and will gain the Disfavour of Baron Halshas Geldrenn, 
  cancelling any favours they might have held with the 
  baron, including those they might have earned as a result 
  of their actions in this module. Halshas' gratitude has its 
  limits.  
   
  Attempting to offload ore through the Wreckers will 
  provide a very poor return on investment (1 cp/pound of 
  ore), as the Wreckers know that the PCs cannot sell the 
  ore elsewhere. The Wreckers will also demand a 
  percentage of the money that the PCs make as a 
  "handling tithe". Adjust this percentage to ensure that no 
  PC earns more than the GP cap for the module. If the PCs 
  refuse to do business with the Wreckers, the thieves will 
  turn them into the authorities. 
   
  PCs seeking to take the ore out of the country will 
  run afoul of the Church of Zilchus, which manages the 
  levying of taxes and excises for the Free State. The Szek 
  holds a monopoly over the export of precious metals. 
  Therefore private parties carrying metal ore out of the 
  Free State without a licence are guilty of the minor crime 
  of smuggling. The punishment for this crime is a fine of 
  20% of PCs total wealth up to 1,000 gp.  In addition, such 
  PCs are guilty of the major crime of theft of Baron 
  Silvervale's property (punishment: fine of 25% of the PCs 
  total wealth). The above punishments are applied 
  sequentially (i.e. 25% of total wealth, then 20% of 
  remaining wealth up to a max. of 1,000 gp). In addition, 
  all favours the guilty PCs hold with the Church of 
  Zilchus are cancelled and the PCs earn the Disfavour of 
  the Church of Zilchus.   
   
  PCs who have insufficient coin on hand to pay the 
  fine must either sell possessions to make up the value or 
  do hard labour in lieu of the outstanding sum (1TU/100 
  gp owed).  
   
  Encounter 6: 
  The Hostages 
  If the PCs choose to track Orlav south, the read aloud or 
  paraphrase the following: 
   
  With some difficulty you follow the escapees' tracks as 
  they wind south from Aegenlir into the steep-sided 
  limestone tors of the Headlands. The tracks follow the 
  torturous course of a stream that has, over unnumbered 
  years, worn a narrow gorge into the hills. The gushing 
  waters echo in from the nearly sheer cliffs that tower 
  over you. Yet despite the incline, here and there hardy 
  trees, shrubs, ferns and dripping moss cling to the naked 
  rock, clothing it a lush robe of green.  
   
  The path of Orlav's flight leads south for a league, 
  climbing up a switchback path to onto a small plateau. 
  From there the trail turns east, following a ridgeline that 
  looks from a frowning height down into the broad vale 
  beyond where, between the feet of the hills and a long 
  mere, lies the village of Jerrail Arelar.  
   
  Late in the day, your pursuit leads you down from 
  the heights, south to a lonely farmstead at the head of 
  the vale of Jerrail Arelar. In the gathering gloom, no 
  light burns in the window, no fire in the hearth. There is 
  no sign of life, except for the relentless tracks heading 
  like an arrow for the farmhouse.   
   
  What Has Gone Before: The previous evening, Orlav and 
  his band swept down on the farmstead, killing the farmer 
  and two of his sons before carrying off his wife and 
  daughter (alive) and several of his sheep and goats (dead). 
   
  Read aloud or paraphrase the following: 
   
  The tracks of your quarry break up and disperse, halting 
  behind the dry stone walls that enclose the small garden 
  around the farmhouse. They then converge on the front 
  and back doors of the building. The body of a man in 
  peasant's garb lies across the doorstone, pierced by 
  quarrels and hewn by axe and blade. Inside the simple 
  dwelling is in utter disarray - the humble possessions of a 
  farming family crushed beneath hobnailed boots. The 
  bodies of a young man and a boy of no more than 
  thirteen summers, headless and bloody, lie scattered 
  among the debris. 
   
  A DC 12 Search check reveals that the farmstead was 
  home to a family of five. Dresses and petticoats suggest 
  the presence of at least two women, though there is no 
  trace of them in the building. There are signs that the 
  escapees spent the night in the house, before pressing on. 
  The goat pen behind the house is stained with blood and 
  littered with the entrails of at least three animals, 
  seemingly butchered for meat by the raiders.   
   
  If the PCs wish to continue tracking through the 
  overcast night they will need to make a DC 25 Survival 
  check or lose the trail. Otherwise they can wait till 
  morning and pick up the trail with a DC 18 Survival 
  check. The trail heads south and west into the vale for a 
  half-mile and then vanishes into a rocky streambed. Here 
  a small number of the escapees followed the streambed 
  downriver (DC 20/DC 25 Survival check to detect by 
  day/night) to lead pursuers astray. Meanwhile Orlav and 
  the main body of the escapees travelled upriver along the 
  streambed (DC 24/DC 30 Survival check to track by 
  
  Prisoners of War 
   
  Page 21 
  day/night). The PCs therefore have the option of heading 
  either up or downstream. 
   
  Downstream: If the PCs follow the smaller group of 
  escapees will eventually come to the scene of a skirmish, 
  with blood, black and red staining the rocks beside the 
  stream. A cursory search reveals the tracks of booted feet 
  trampling the area, and leading down the vale towards 
  Jerrail Arelar, dragging a number of heavy burdens.  
   
  Jerrail Arelar is a well-defended village perching atop 
  a low rise surrounded by an earthen ditch and palisade 
  and overlooking the still waters of a small lake. Here the 
  PCs will find the fresh bodies of three hochebi strung 
  from a tree in the village common. Berancas, the village 
  headman, will be able to tell the PCs that his men spotted 
  the beasts coming down into the vale yesterday. He and 
  "his lads" went to "make them welcome". Berancas says 
  that his lads got all of the hochebi there was and he hasn't 
  seen any others around. He will be distressed to hear of 
  the death of the farmer, a man named Calbrynn. 
  However, he can offer little else in the way of practical 
  help, except to say that the hills at the head of the vale are 
  riddled with caves, especially the valley formed by the 
  river that feeds the lake, along which the PCs have 
  already travelled. 
   
  Upstream: If the PCs head upriver, read aloud or 
  paraphrase the following: 
   
  The stream runs almost straight into the tors that wall in 
  the valley the east. It winds into a narrow defile, in 
  places no more than five feet wide. The high walls of the 
  gorge frame a narrow strip of sky high above. In places, 
  past floods have undercut a shelf into the limestone, in 
  many places tall enough for a man to walk upright in. 
  Here and there, torrents and rivulets pour from out of 
  fissures in the gorge walls, cascading down to join the 
  main stream.  
   
  A DC 15 Spot check will reveal that one of these rivulets 
  emerges from a fissure large enough for man-sized 
  creatures to fit into. A DC 25 Survival check will reveal 
  faint scuffmarks on the stone, indicating that the PCs 
  quarry have entered here within the last 24 hours. 
   
  Orlav's Retreat (see Map 3) 
  A: Watercourse 
  This cave forms the water-course for an underground 
  stream. During the flood season, the stream fills the 
  entire cave, but at the moment it is only 1 foot deep. The 
  passage is 40 feet long and 5 foot wide by 5 feet high, 
  forcing tall characters to stoop, but otherwise not 
  affecting their mobility.  
   
  At APL 4+ the hochebi sorcerer has cast an alarm 
  spell on the mouth of the watercourse, warning him of 
  the PCs approach.  
   
  At APL8+, the Hepmonalander priest has set glyphs 
  of warding 20, 30 and 40 feet into the watercourse 
  (marked G, H, J on the map respectively), primed to 
  discharge when anyone non-evil passes over them. The 
  glyphs were set the previous evening and so the priest has 
  now regained his full complement of spells again. 
   
  APL 8 
  20 feet 
  �Glyph of Warding (blast): spell; spell trigger; no reset; 
  spell effect (glyph of warding [spell], 5
  th level cleric, 2d8 
  acid; DC 17, Reflex half); multiple targets (all targets 
  within 5 ft.); Search DC 28; Disable Device DC 28.  
   
  30 feet 
  �Glyph of Warding (spell): spell; spell trigger; no reset; 
  spell effect (inflict serious wounds [spell], 5
  th level cleric, 
  3d8+5; DC 17, Will half); single target; Search DC 28; 
  Disable Device DC 28.  
   
  40 feet 
  �Glyph of Warding (spell): spell; spell trigger; no reset; 
  spell effect (hold person [spell], 5
  th level cleric; DC 17, 
  Will negates); single target; Search DC 28; Disable Device 
  DC 28.  
   
  APL 10 
  20 feet 
  �Glyph of Warding (blast): spell; spell trigger; no reset; 
  spell effect (glyph of warding [spell], 7
  th level cleric, 3d8 
  acid; DC 17, reflex half); multiple targets (all targets 
  within 5 ft.); Search DC 28; Disable Device DC 28. 
   
  30 feet 
  �Glyph of Warding (spell): spell; spell trigger; no reset; 
  spell effect (inflict serious wounds [spell], 7
  th level cleric, 
  3d8+7; DC 17, Will half); single target; Search DC 28; 
  Disable Device DC 28.  
   
  40 feet 
  �Glyph of Warding (spell): spell; spell trigger; no reset; 
  spell effect (hold person [spell], 7
  th level cleric; DC 17, 
  Will negates); single target; Search DC 28; Disable Device 
  DC 28. 
   
  APL 12 
  20 feet 
  �Glyph of Warding (blast): spell; spell trigger; no reset; 
  spell effect (glyph of warding [spell], 9
  th level cleric, 4d8 
  
  Prisoners of War 
   
  Page 22 
  acid; DC 18, reflex half); multiple targets (all targets 
  within 5 ft.); Search DC 28; Disable Device DC 28. 
   
  30 feet 
  �Glyph of Warding (spell): spell; spell trigger; no reset; 
  spell effect (inflict serious wounds [spell], 9
  th level cleric, 
  3d8+9; DC 17, Will half); single target; Search DC 28; 
  Disable Device DC 28.  
   
  40 feet 
  �Glyph of Warding (spell): spell; spell trigger; no reset; 
  spell effect (hold person [spell], 9
  th level cleric; DC 17, 
  Will half); single target; Search DC 28; Disable Device DC 
  28. 
   
  The third glyph is placed at the junction of the 
  watercourse and the side passage into the main part of the 
  retreat. Any PC held here will be on the receiving end of 
  a barrage of missiles from the defenders in the side 
  passage (see below).   
   
  At APL 10+, the sorcerer will try to catch as many of 
  the PCs as possible in the watercourse with lightning 
  bolts, sniping from the cover of the side passage, using 
  the hostages as human shields (see below).  
   
  Also at APL 10+, the priest will use control water to 
  flood the watercourse entirely (except for the sniper 
  shelf), forcing the PCs to strive against a 30 ft./round 
  current (requiring a DC 15 Swim check) while holding 
  their breath to make headway. See the rules for aquatic 
  movement and combat in the DMG p92. PCs unable to 
  hold their position against the current may be swept out 
  of the watercourse into the river in the gorge outside.  
   
  Orlav may use his freedom of movement spell 
  combined with water breathing cast by the priest to 
  engage the PCs in the flooded tunnel.  
   
  B: Shelf 
  Just above the entrance to the cave is a small shelf, large 
  enough for a man to sit and lie flat in. The shelf faces back 
  into the cave, allowing the savage warrior posted here to 
  shoot PCs at advancing into the cave in the back.  
  At APL 2, the warrior will fire on the third PCs coming 
  through the entrance, shouting loudly to warn his fellows 
  in the cave beyond. 
  At higher APLs the savage sniper will try to conceal 
  himself, striking from behind when fighting breaks out 
  further up the passage. 
   
  C: Side Passage 
  The main cavern is connected to the watercourse by a 
  winding, upward sloping side passage, 5 ft. high and 5 ft. 
  wide. Orlav's men will use the corners as cover from 
  which they can direct spells and missile fire at the PCs as 
  they advance up the watercourse. 
   
  At APL8 + the sorcerer will try to web this passage to 
  slow the PCs advance. If Orlav's freedom of movement is 
  still active, he may try to engage entangled PCs. 
  Otherwise, if the PCs are about to break through, the 
  defenders will torch the web.   
   
  D: Main Cavern 
  This is a roughly circular chamber, 60 feet in diameter. 
  Here Orlav's men will try to make their stand against the 
  PCs. They will try to lure the PCS into the main part of 
  the cavern, where they can use of their superior numbers 
  to flank the PCs. 
   
  E: Sinkhole 
  This five foot wide passage leads vertically up through the 
  rock to a concealed opening on the top of the tor (a DC 20 
  Search check is required to fine it). If the battle is going 
  badly, at APL 6+ Orlav will use spider climb to flee up this 
  escape route, under the cover of invisibility or obscuring 
  mist if possible.  
   
  APL 2 (EL 4) 
  �Orlav: Rog2 hp 13, see Appendix 1 
  �Tilva Suel soldiers (2): War1 hp 9, see Appendix 1 
  �Hepmonalander Suel warriors (3): War1 hp 9, see 
  Appendix 1 
  �Hochebi sorcerer: Adp1 hp 7, see Appendix 1 
   
  APL 4 (EL 8) 
  �Orlav: Rog5/Asn1 hp 32, see Appendix 1 
  �Tilva Suel officers (3): Ftr1 hp 12, see Appendix 1 
  �Hepmonalander Suel warriors (4): Bbn1 hp 14, see 
  Appendix 1 
  �Hochebi sorcerer: Sor1 hp 7, see Appendix 1 
  �Hepmonalander Suel shaman: Clr1 - Llerg hp 10, see 
  Appendix 1 
   
  APL 6 (EL 10) 
  �Orlav: Rog5/Asn3 hp 42, see Appendix 1 
  �Tilva Suel officers (3): Ftr3 hp 28, see Appendix 1 
  �Hepmonalander Suel warriors (4): Bbn3 hp 32, see 
  Appendix 1 
  �Hochebi sorcerer: Sor3 hp 19, see Appendix 1 
  �Hepmonalander Suel Priest: Clr3 - Llerg hp 24, see 
  Appendix 1 
   
  APL 8 (EL 12) 
  �Orlav: Rog5/Asn5 hp 52, see Appendix 1 
  �Tilva Suel officers (3): Ftr5 hp 44, see Appendix 1 
  
  Prisoners of War 
   
  Page 23 
  �Hepmonalander Suel warriors (4): Bbn5 hp 51, see 
  Appendix 1 
  �Hochebi sorcerer: Sor5 hp 26, see Appendix 1 
  �Hepmonalander Suel Priest: Clr5 - Llerg hp 38, see 
  Appendix 1 
   
  APL 10 (EL 14) 
  �Orlav: Rog5/Asn7 hp 62, see Appendix 1 
  �Tilva Suel officers (3): Ftr7 hp 60, see Appendix 1 
  �Hepmonalander Suel warriors (4): Bbn7 hp 68, see 
  Appendix 1 
  �Hochebi sorcerer: Sor7 hp 41, see Appendix 1 
  �Hepmonalander Suel Priest: Clr7 - Llerg hp 46, see 
  Appendix 1 
   
  APL 12 (EL 16) 
  �Orlav: Rog5/Asn9 hp 78, see Appendix 1 
  �Tilva Suel officers (5): Ftr8 hp 68, see Appendix 1 
  �Hepmonalander Suel warriors (5): Bbn8 hp 77, see 
  Appendix 1 
  �Hochebi sorcerer: Sor8 hp 43, see Appendix 1 
  �Hepmonalander Suel Priest: Clr8 - Llerg hp 54, see 
  Appendix 1 
   
  All APLs 
  Yerinay and Calbya: female human Com1: hp: 4 
  These are the two hostages that the escapees have taken, 
  and are being used as human shields. Treat them as 
  having AC 10. 
   
  Tactics: In addition to the tactics discussed above, 
  the sorcerer and priests will use their enhancing spells on 
  themselves and their troops as soon as they are alerted to 
  the PC's presence. In general, the defenders will try to 
  impede the PCs progress into the cave, inflicting as much 
  damage as possible in the confines of the watercourse and 
  the side passage. 
   
  The defenders will use the hostages as human shields 
  to snipe around corners (see sniping rules Player’s 
  Handbook p76) - first thrusting the unfortunate hostage 
  out to draw the PCs fire, then popping out to fire around 
  the corner, then yanking the hostage back into cover 
  with a rope.  
   
  If the PCs break into the main cavern, Orlav will use 
  invisibility at APL6+ (or greater invisibility at APL10+) to 
  avoid the PCs' notice. He will then study the most 
  powerful PC within reach and seek to use his death 
  attack. Otherwise he will try to combine with the spell 
  casters to sneak attack immobilised PCs.  
   
  Though Orlav will seek to escape, the other 
  defenders will fight to the death. Orlav will refuse to 
  surrender.  
   
  Treasure:  
  APL 2: Loot (per PC assuming 6 PCs): 94 gp. 
   
  APL 4: Loot (per PC assuming 6 PCs): 130 gp; Magic: 
  potion of cure light wounds (4) (4 x 4 gp); potion of spider 
  climb (25 gp).  
   
  APL 6: Loot (per PC assuming 6 PCs): 180 gp; Magic: 
  potion of cat's grace (25 gp); potion of cure light wounds 
  (7) (7 x 4 gp); bracers of armour +1 (83 gp); potion of cure 
  moderate wounds (2)  (2 x 25 gp). 
   
  APL 8: Loot (per PC assuming 6 PCs): 183 gp; Magic: 
  potion of cure moderate wounds (8) (8 x 25 gp); potion of 
  cure serious wounds (2) (2 x 62 gp); potion of bull's 
  strength (3) (3 x 25 gp); bracers of armour +1 (83 gp); +1 
  bastard sword (3) (3 x 194 gp); +1 great axe (4) (4 x 192 
  gp); cloak of resistance +1 (3) (2 x 83 gp); +1 short sword 
  (192 gp); +1 studded leather armour (98 gp); +1 battle axe 
  (192 gp). 
   
  APL 10: Loot (per PC assuming 6 PCs): 944 gp; Coin: 
  75 gp Magic: +1 greataxe (4) (4 x 197 gp); +1 bastard sword 
  (3) (3 x 197 gp); +1 shock short sword (691 gp); +1 studded 
  leather armour (98 gp); potion of cure serious wounds 
  (10) (10 x 62 gp); cloak of resistance +1 (3) (3 x 83 gp); 
  potion of bull's strength (4) (4 x 25 gp); bracers of armour 
  +1 (83 gp); potion of aid (25 gp). 
   
  APL 12: Loot (per PC assuming 6 PCs): 1092 gp; 
  Magic: +1 greataxe (5) (5 x 197 gp); +1 bastard sword (5) (5 
  x 197 gp); +1 shock short sword (691 gp); +1 halfplate (5) 
  (5 x 145 gp); potion of cure serious wounds (18) (18 x 62 
  gp); cloak of resistance +1 (83 gp); potion of bull's 
  strength (5) (5 x 25 gp); bracers of armour +1 (5) (5 x 83 
  gp); +1 studded leather armour (98 gp); +1 battle axe 
  (191gp); wand of web (375 gp). 
   
  Development: If the PCs manage to defeat Orlav and his 
  men, there is then the matter of the hostages, Yerinay and 
  her twelve-year-old daughter Calbya. It is possible that 
  they have been killed or wounded in the fighting. If they 
  are still alive, they will be in deep shock, being utterly 
  traumatised by their ordeal. With some gentle coaxing (a 
  DC 15 Diplomacy check), the PCs can get Yerinay to 
  speak. She will say that the raiders came and killed her 
  husband and sons and then took her and Calya into the 
  hills. She says that the leader of the raiders (Orlav) 
  prevented the others from harming either her or her 
  daughter, yet she cannot forgive him or the Brotherhood 
  for the murder of her husband Calbrynn.  
   
  The PCs can leave the women in the safekeeping of 
  Barencas, the headman of the village of Jerrail Arelar, in 
  the valley below the hills. The villagers have little to offer 
  the PCs in the way of a reward other than the promise of 
  their hospitality 
   
  
  Prisoners of War 
   
  Page 24 
  �Hospitality of Jerrail Arelar: In gratitude for saving 
  some of its people from Scarlet Brotherhood raiders, the 
  bearer can have free Adventurer's Standard upkeep for 
  three Onnwal Regional modules per Common Year.    
   
  What Orlav knows: Whether or not the PCs manage to 
  kill or capture Orlav, he carries valuable information for 
  the Scarlet Brotherhood. Before his capture, he received a 
  detailed list of the movements and aliases used by 
  Rakehell Chert from a Scarlet Brotherhood spy based in 
  Kildeer. This is why is so keen to return to Brotherhood 
  lines, knowing that his knowledge can cripple the Free 
  State. If captured he will refuse, even under pain of death 
  or the effects of a charm person, to reveal what he knows 
  to the PCs. Stronger mind affecting spells may be able to 
  extract the information from him. Even in this case, 
  Orlav does not know the identity of his informant in 
  Kildeer, other than the fact that they are very well placed. 
    
    
  Having resolved any loose ends, go to Conclusion A. 
    
   Encounter 7: 
  Eagenrast 
  If the PCs choose to track Ulcar north, then read aloud or 
  paraphrase the following: 
   
  You hurry north, following the faint trail left by Ulcar. 
  About a mile north of Aegenlir, the trail turns sharply 
  east, plunging into the jagged hills, before winding 
  north once again. The path the raiders have chosen 
  makes maximum use of the natural terrain to conceal 
  their passage. 
   
  Alternatively the PCs may wish to head straight for 
  Eagenrast. In either case, read aloud or paraphrase the 
  following: 
   
  After several hours of hard travel, an ominous pillar of 
  smoke rises up from the horizon before you. Cresting a 
  rocky ridge, you spy a small village huddled under a pair 
  of sharp Headland tors. A portion of the palisade is 
  ablaze, sending a column of black smoke into the sky. 
  Straining your sight, you can see tiny figures locked in 
  combat. 
     
  The settlement is obviously Eagenrast, already under 
  attack by Ulcar's force. The villagers and the mine 
  garrison, led by its constable, Arechal Justrenn, have 
  given a good account of themselves, managing to repulse 
  Ulcar's initial surprise attack on the mine and prison 
  stockade. However, the garrison has taken heavy losses 
  and Ulcar has carried the pallisade on the second attempt. 
  Hand to hand fighting is now raging among the 
  buildings of Eagenrast.  
   
  Eagenrast  
  (see Map 4) 
  Eagenrast is not a pleasant town. Being a penal mine, the 
  settlement is little more than a military waystation. 
  Within the palisade, the village consists of a single street, 
  a dusty, rutted track. The place consists of a huddle of 
  humble houses – mostly wood and thatch. The one 
  substantial building is built of stone and roofed with 
  slate. It stands in a widening in the track that might pass 
  as the village square. A twisted and blackened hawthorn 
  branch hangs from rusty chains over the door. This is the 
  Spitting Bough, Eaganrast’s one and only inn.  
   
  Beyond the Bough, under the looming tors, a further 
  palisade protects the mine compound itself. The layout of 
  the compound is very similar to that of Aegenlir, except 
  there are three mineshafts here to Aegenlir's one.  
   
  The Battle 
  Fighting is raging in the main street of the town. Most of 
  the villagers have taken refuge either in the Spitting 
  Bough, where Quinnihe, the innkeep and Yusirn, a local 
  leader, are leading the defence. The rest have fled to the 
  safety of the mine compound, where Justrenn's men are 
  baerly keeping the raiders at bay.  
   
  Unless the PCs are taking to approach stealthily, 
  then Ulcar will be aware of their arrival and will lead a 
  band of his men to engage the PCs. If the PCs are trying 
  to sneak up and surprise Ulcar, roll opposed Spot checks 
  for the monk against the PCs Hide, applying a +2 
  circumstance bouns to the PCs and a -2 circumstance 
  bonus to Ulcar for the distractions cause by the raging 
  battle.   
   
  There are about 30 raiders attacking Eagenrast. 
  However, the PCs will only fight the numbers of raiders 
  specified below at each APL. Assume that surplus raiders 
  are engaged elsewhere in the fight. Once Ulcar and his 
  guards have been killed, the rest of the force will break 
  and flee for the hills, pursued by the vengeful garrison. 
  Any surplus raiders challenged by the PCs will throw 
  down their weapons and surrender. 
   
  APL 2 (EL 4) 
  �Ulcar: Mnk2 hp 12, see Appendix 1 
  �Tilva Suel soldiers (2): War1 hp 9, see Appendix 1 
  �Hepmonalander Suel warriors (3): War1 hp 9, see 
  Appendix 1 
  �Hochebi sorcerer: Adp1 hp 7, see Appendix 1 
  
  Prisoners of War 
   
  Page 25 
   
  APL 4 (EL 8) 
  �Ulcar: Mnk6 hp 39, see Appendix 1 
  �Tilva Suel officers (3): Ftr1 hp 12, see Appendix 1 
  �Hepmonalander Suel warriors (4): Bbn1 hp 14, see 
  Appendix 1 
  �Hochebi sorcerer: Sor1 hp 7, see Appendix 1 
  �Hepmonalander Suel shaman: Clr1 - Llerg hp 10, see 
  Appendix 1 
   
  APL 6 (EL 10) 
  �Ulcar: Mnk8 hp 51, see Appendix 1 
  �Tilva Suel soldiers (3): Ftr3 hp 28, see Appendix 1 
  �Hepmonalander Suel warriors (4): Bbn3 hp 32, see 
  Appendix 1 
  �Hochebi sorcerer: Sor3 hp 19, see Appendix 1 
  �Hepmonalander Suel Priest: Clr3 - Llerg hp 24 see 
  Appendix 1 
   
  APL 8 (EL 12) 
  �Ulcar: Mnk10 hp 63, see Appendix 1 
  �Tilva Suel officers (3): Ftr5 hp 44, see Appendix 1 
  �Hepmonalander Suel warriors (4): Bbn5 hp 51, see 
  Appendix 1 
  �Hochebi sorcerer: Sor5 hp 26, see Appendix 1 
  �Hepmonalander Suel Priest: Clr5 - Llerg hp , see 
  Appendix 1 
   
  APL 10 (EL 14) 
  �Ulcar: Mnk12 hp 75, see Appendix 1 
  �Tilva Suel officers (3): Ftr7 hp 68, see Appendix 1 
  �Hepmonalander Suel warriors (4): Bbn7 hp 68, see 
  Appendix 1 
  �Hochebi sorcerer: Sor7 hp 41, see Appendix 1 
  �Hepmonalander Suel Priest: Clr7 - Llerg hp 46, see 
  Appendix 1 
   
  APL 12 (EL 16) 
  �Ulcar: Mnk14 hp 87, see Appendix 1 
  �Tilva Suel officers (5): Ftr8 hp 68, see Appendix 1 
  �Hepmonalander Suel warriors (5): Bbn8 hp 77, see 
  Appendix 1 
  �Hochebi sorcerer: Sor8 hp 43, see Appendix 1 
  �Hepmonalander Suel Priest: Clr8 - Llerg hp 54, see 
  Appendix 1 
   
  Tactics: Ulcar initially tries to weaken the PCs with some 
  ranged spells and missile fire, using the buildings of the 
  village as cover. If the PCs close to melee, Ulcar will lead 
  a phalanx of his warriors to meet them head on, providing 
  cover for the spell casters to provide magical support. 
  Assume that the spell casters have appropriate buffing 
  spells in effect, but have yet to discharge any offensive 
  spells. Ulcar will seek to make maximum use of his 
  mobility to get around PC fighters and attack vulnerable 
  PC spell casters, relying on his warriors to prevent him 
  from being surrounded and overwhelmed.   
  Ulcar and his men will fight to the death. 
   
  Treasure:  
  APL 2: Loot (per PC assuming 6 PCs): 103 gp;  
   
  APL 4: Loot (per PC assuming 6 PCs): 510 gp; Magic: 
  potion of cure light wounds (4) (4 x 4 gp);  
   
  APL 6: Loot (per PC assuming 6 PCs): 781 gp; Magic: 
  potion of cure light wounds (7) (7 x 62 gp); potion of cure 
  moderate wounds (2 x 25 gp); potion of remove 
  blindness/deafness (62 gp); bracers of armour +1 (83 gp). 
   
  APL 8: Loot (per PC assuming 6 PCs): 721 gp; Magic: 
  potion of cure serious wounds (62 gp); potion of cure 
  moderate wounds  (8) (8 x 25 gp) bracers of armour +1 (83 
  gp); cloak of resistance +1 (3) (3 x 83 gp); +1 bastard sword 
  (3) (3 x 197 gp); +1 great axe (4) (4 x 192 gp); +1 
  quarterstaff  (191 gp); +1 battleaxe (192 gp); potion of bull 
  strength (4) (4 x 25 gp). 
   
  APL 10: Loot (per PC assuming 6 PCs): 943 gp; Coin: 
  77 gp; Magic: potion of cure serious wounds (9) (9 x 62 
  gp); bracers of armour +1 (83 gp); cloak of resistance +1 
  (3) (3 x 83 gp); +1 bastard sword (3) (3 x 197 gp); +1 great 
  axe (4) (4 x 192 gp); +1  ki focus quarterstaff  (691 gp); 
  potion of bull strength (4) (4 x 25 gp). 
   
  APL 12: Loot (per PC assuming 6 PCs): 1088 gp; 
  Magic: potion of cure serious wounds (16) (16 x 62 gp); 
  bracers of armour +1 (5) (5 x 83 gp); cloak of resistance +1 
  (83 gp); +1 bastard sword (5) (5 x 197 gp); +1 great axe (5) 
  (5 x 192 gp); +1 battleaxe (193 gp); +1 ki focus quarterstaff 
  (691 gp); potion of bull strength (5) (5 x 25 gp); scroll of 
  stoneskin (79 gp); wand of summon monster II (375 gp) 
   
  Development: Assuming the PCs defeat Ulcar and the 
  raiders, they are free to interact with Justrenn and the 
  other prominent citizens of Eagenrast.  
   
  NPCs of Eagenrast 
  �Arechal Justrenn, Constable of Eagenrast 
   
  Appearance: Justrenn is a stocky, well-muscled man, 
  and his tall stature is that of both a man of the military 
  and one used to having his orders obeyed. His long blond 
  hair is tied tightly with a rough leather thong.  
   
  Character: Forthright and honest, Justrenn lives by a 
  code of honour and sticks to it. He seems unconcerned or 
  unaware at the open hostility displayed towards him by 
  the local folk. Hailing from the town of Silvervale, 
  Justrenn is Baron Geldrenn’s representative in Eagenrast, 
  
  Prisoners of War 
   
  Page 26 
  overseeing the garrison of the mine. His position is 
  somewhat curious as Eagenrast is under the jurisdiction 
  of the Duyrdann family, vassals of the baron. Justrenn is 
  known as “Soapy” by the locals (when he isn’t listening), 
  due to his excessive hygiene (he takes a warm bath every 
  day). 
   
  �Quinnihe, proprietor of the Spitting Bough 
   
  Appearance: Attractive face, crooked teeth, thin 
  athletic body 
   Character: Quinnihe is a thin rakish young man with 
  a sour temper and crooked teeth. He has something of a 
  reputation with the locals of being a lazy, feckless man, 
  and the fuller his bar, the more irritated and sour he gets. 
  It is said by some that it is almost as if he does not want to 
  make a living. He is sarcastic and prone to turning on 
  weak people, berating them for trivial reasons. Quinnihe 
  will make a (blatant and very unsubtle) pass at any pretty 
  female PCs, in full sight of his wife.  
   
  �Julieen, Quinnihe’s wife 
   
  Appearance: Long dark hair, pleasant smiling face, 
  and shapely figure 
   
  Character: A demure and attractive young woman, 
  Julieen is prone to girlish giggling. For reasons known 
  only to herself, she hero-worships her husband, laughing 
  his crude jokes toward her. She appears oblivious to his 
  blatant womanising and turns a blind eye to his 
  outrageous chasing of every young girl who passes 
  through his establishment. 
   
  �Yusirn, local loudmouth 
   
  Appearance: Yusirn is a broad-shouldered, handsome 
  and arrogant ox of a man. An extremely well-built and 
  large man, he has very handsome face. Always well 
  dressed. Loud booming voice 
   
  Character: Insufferably arrogant and obnoxious, 
  Yusirn appears to take the very presence of Justrenn as a 
  personal challenge. Very much a leader of men, his loud 
  and sneering criticism of “outsiders” is the closest thing 
  to evening entertainment provided by the Spitting 
  Bough. 
   
  For their actions, Quinnihe will offer them free lodging 
  at the Spitting Bough, in gratitude for their aid.  
   
  �Hospitality of Eagenrast: In gratitude for saving some 
  of its people from Scarlet Brotherhood raiders, the bearer 
  can have free Adventurer's Standard upkeep for three 
  Onnwal Regional modules per Common Year. 
   
  Note that the PCs can try to pick up Orlav's trail, but, it 
  has long since gone cold. The assassin has made good his 
  escape. 
   
  Go to Conclusion B. 
   
  Conclusion 
  The conclusion of the module depends on whether the 
  PCs pursued Orlav or Ulcar. 
   
  A: The PCs pursued Orlav 
  Having dealt with Orlav, the PCs are free to return to 
  Silvervale to collect their reward.  
   
  Read aloud or paraphrase the following:   
   
   
  As you make your way west, back into the heart of 
  the Silvervale, a column of black smoke rises above the 
  hills to the north, an ominous blot on the horizon. 
   
  If the PCs go to investigate, read aloud or paraphrase the 
  following: 
   
   Half a day's travel brings you to the source of the 
  column of smoke. Cresting a crag, the smouldering ruins 
  of the village and mine of Eagenrast lie before you. 
  Nothing lives in the ashes of the holocaust. Above the 
  ruins, three piles of crushed and shattered stone mark 
  the collapsed mouths of Eagenrast's silvermines, sealed 
  by the malice of the Scarlet Brotherhood.    
    
  The PCs can return to Silvervale, where news of the 
  destruction of Eagenrast is being greeted with shock and 
  dismay. Nonetheless, Aerivayle will honour the deal, 
  paying the PCs in full for their efforts. He will also pay a 
  small bonus if Orlav has been killed, and a larger bonus if 
  the PCs have captured him alive and know that he knows 
  something relating to Rakehell Chert.    
    
  Treasure: (per PC) 
  APL 2: Coin: base rate: 3 sp/lvl/day gp; small bonus: 20 gp 
  OR large bonus 40 gp 
   
  APL 4: Coin: base rate: 3 sp/lvl/day gp; small bonus: 
  40 gp OR large bonus 80 gp 
   
  APL 6: Coin: base rate: 3 sp/lvl/day gp; small bonus: 
  60 gp OR large bonus 120 gp 
   
  APL 8: Coin: base rate: 3 sp/lvl/day gp; small bonus: 
  80 gp OR large bonus 160 gp 
   
  APL 10: Coin: base rate: 3 sp/lvl/day gp; small bonus: 
  100 gp OR large bonus 200 gp 
   
  APL 12: Coin: base rate: 3 sp/lvl/day gp; small bonus: 
  120 gp OR large bonus 240 gp 
   
  
  Prisoners of War 
   
  Page 27 
  The End 
   
  B: The PCs pursued Ulcar 
  Read aloud or paraphrase the following:  
   
  Returning to the town of Silvervale, the tidings you 
  bring earn the praise and gratitude of both Lord 
  Aerivayle and his uncle, Baron Geldrenn. You are invited 
  to dine at the baron's table in Hergada's Rest, where you 
  receive the adulation of the baron and his bannermen. 
   
  The baron will pay a considerable bonus to the agreed fee 
  (see below). Moreover any PCs who have earned the 
  Disfavour of Halshas Geldrenn are now forgiven. PCs 
  that have not displeased the baron in the past gain the 
  Favour of Halshas Geldrenn. 
   
  �Favour of Halshas Geldrenn, Baron Silvervale: The 
  bearer has, through his actions earned Well-Liked Favour 
  status and 3 Regional Influence Points with the Baron of 
  Silvervale. Any PC who in the past has earned the 
  Disfavour of Halshas Geldrenn is no longer affected by it, 
  however, these PCs do not gain the Regional Influence 
  Points or the Well-Liked Status above.   
   
  Treasure:  
  APL 2: Coin: base rate: 3 sp/lvl/day gp; small bonus: 20 gp 
  OR large bonus 40 gp 
   
  APL 4: Coin: base rate: 3 sp/lvl/day gp; small bonus: 
  40 gp OR large bonus 80 gp 
   
  APL 6: Coin: base rate: 3 sp/lvl/day gp; small bonus: 
  60 gp OR large bonus 120 gp 
   
  APL 8: Coin: base rate: 3 sp/lvl/day gp; small bonus: 
  80 gp OR large bonus 160 gp 
   
  APL 10: Coin: base rate: 3 sp/lvl/day gp; small bonus: 
  100 gp OR large bonus 200 gp 
   
  APL 12: Coin: base rate: 3 sp/lvl/day gp; small bonus: 
  120 gp OR large bonus 240 gp 
   
  The End 
   
  Campaign Consequences 
  This adventure has campaign consequences. That is the 
  outcome of this module will directly affect future events 
  in the course of the campaign. The answers to some of the 
  questions below may seem trivial or pointless, but 
  because of the complex nature of the back-story and 
  campaign all information requested is vital. 
   
  Please send your answers to the Living Onnwal 
  Team at woesinger@hotmail.com as soon as possible. 
  General comments about the module are also welcomed 
  at this address.  
    
  1: Did any of the chain gang escape or die? If so who and 
  what fate befell them? 
   
  2: Did the mine of Aegenlir collapse? 
   
  3: Did Pholdir die? 
   
  4: Did Orlav escape? 
   
  5: Did Ulcar escape? 
   
  6: Were the hostages saved? 
   
  7: Was Eagenrast saved? 
   
   
   
   
   
  
  Prisoners of War 
   
  Page 28 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished and assign the experience 
  award accordingly. Then assign the discretionary role-
  playing experience award. The role-playing award should 
  be given for consistent character portrayal and 
  contribution to the fun of the game. You can award 
  different role-playing amounts to different characters. 
  Award the total value (objectives + roleplaying) to each 
  character. 
   
  Encounter 1: The Trial of Arms 
  Win an event at the Trial of Arms: 
  APL2: 
   
   
   
   
    30 XP 
  APL4: 
   
   
   
   
    45 XP 
  APL6: 
   
   
   
   
    60 XP 
  APL8: 
   
   
   
   
    75 XP 
  APL10:  
   
   
   
    90 XP 
  APL12:  
   
   
   
  105 XP 
   
  Encounter 3: The Chain Gang 
  Defeat the hochebi raiders 
  APL2:  
   
   
   
   
   120 XP 
  APL4:  
   
   
   
   
   120 XP 
  APL6:  
   
   
   
   
   180 XP 
  APL8:  
   
   
   
   
   240 XP 
  APL10:  
   
   
   
   300 XP 
  APL12:  
   
   
   
   360 XP 
   
  Encounter 4: Ambush at Aegenlir 
  Defeat the ambushers 
  APL2: 
   
   
   
   
  120 XP 
  APL4:  
   
   
   
   
  180 XP 
  APL6:  
   
   
   
   
  240 XP 
  APL8:  
   
   
   
   
  300 XP 
  APL10:  
   
   
   
  360 XP 
  APL12:  
   
   
   
  420 XP 
   
  Encounter 5: The Survivors 
  Save the survivors and prevent the collapse of the mine. 
  APL2:  
   
   
   
   
    30 XP 
  APL4:  
   
   
   
   
    45 XP 
  APL6:  
   
   
   
   
    60 XP 
  APL8:  
   
   
   
   
    75 XP 
  APL10:  
   
   
   
    90 XP 
  APL12:  
   
   
   
  105 XP 
   
  Encounter 6: The Hostages 
  Defeat Orlav and the escapees 
  APL2:  
   
   
   
   
  120 XP 
  APL4:  
   
   
   
   
  240 XP 
  APL6:  
   
   
   
   
  300 XP 
  APL8:  
   
   
   
   
  360 XP 
  APL10:  
   
   
   
  420 XP 
  APL12:  
   
   
   
  480 XP 
   
  Recover the hostages alive: 
  APL2:  
   
   
   
   
    30 XP 
  APL4:  
   
   
   
   
    45 XP 
  APL6:  
   
   
   
   
    60 XP 
  APL8:  
   
   
   
   
    75 XP 
  APL10:  
   
   
   
    90 XP 
  APL12:  
   
   
   
  105 XP 
   
  OR 
   
  Encounter 7: Eagenrast 
  Defeat Ulcar and the raiders 
  APL2:  
   
   
   
   
  120 XP 
  APL4:  
   
   
   
   
  240 XP 
  APL6:  
   
   
   
   
  300 XP 
  APL8:  
   
   
   
   
  360 XP 
  APL10:  
   
   
   
  420 XP 
  APL12:  
   
   
   
  480 XP 
   
  Save Eagenrast: 
  APL2:  
   
   
   
   
    30 XP 
  APL4:  
   
   
   
   
    45 XP 
  APL6:  
   
   
   
   
    60 XP 
  APL8:  
   
   
   
   
    75 XP 
  APL10:  
   
   
   
    90 XP 
  APL12:  
   
   
   
  105 XP 
   
  Total possible experience  
  APL2:  
   
   
   
   
  450 XP 
  APL4:  
   
   
   
   
  675 XP 
  APL6:  
   
   
   
   
  800 XP 
  APL8:  
   
   
   
   
  1,125 XP 
  APL10:   
   
   
   
  1,350 XP 
  APL12:   
   
   
   
  1,575 XP 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 bodies, and if the characters cannot 
  
  Prisoners of War 
   
  Page 29 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that the characters can go 
  back to loot the bodies, and those bodies are there (that is 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve the loot. If 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, 
  analyse 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 
  treasures from each encounter, add it up and that it’s the 
  number of gold pieces a character’s total and coin values 
  increase by at the end of the adventure. Write the total in 
  the GP Gained field of the Adventure Certificate.  
   
  Treasure Key 
  Encounter One: The Trial of Arms 
  APL 2:  Coin: 20 gp 
  APL 4:  Coin: 40 gp 
  APL 6:  Coin: 60 gp 
  APL 8:  Coin: 80 gp 
  APL 10: Coin: 120 gp 
  APL 12: Coin: 120 gp 
   
  Encounter Two: An Interview with the Baron 
  All APLs: If the PCs do not show the requsite respect to 
  Baron Halshas Geldren of the Silvervale. 
   
  �Disfavour of Halshas Geldrenn, Baron Silvervale 
  Having offended the Baron of Silvervale, Halshas 
  Geldrenn, the bearer is now disliked and disfavoured by 
  Halshas. For characters based outside Onnwal, their next 
  module based in Onnwal will cost an extra 1 TU as they 
  are labelled as troublemakers by border patrols. For 
  Onnwalons this has the effect of giving them “Disliked” 
  status with the baron.  
   
  Encounter Three: The Chain Gang 
  APL 2: Loot (per PC assuming 6 PCs): 24 gp;  
   
  APL 4: Loot (per PC assuming 6 PCs): 23 gp; 
   
  APL 6: Loot (per PC assuming 6 PCs): 522 gp; Coin: 1 
  gp; Magic: potion of cure light wounds (4 gp). 
   
   
  APL 8: Loot (per PC assuming 6 PCs): 495 gp; Magic: 
  potion of cure moderate wounds (25 gp); bracers of 
  armour +1 (83 gp) 
   
  APL 10: Loot (per PC assuming 6 PCs): 591 gp; Coin: 
  2 gp; Magic: potion of cure moderate wounds (25 gp); 
  potion of invisibility (6) (6 x 25 gp); bracers of armour +1 
  (83 gp); wand of melf's acid arrow (375 gp). 
   
  APL 12: Loot (per PC assuming 6 PCs): 470 gp; Coin: 
  2 gp; Magic: +1 longsword (5) (5 x 192 gp); potion of cure 
  serious wounds (62 gp); potion of aid (25 gp); potion of 
  invisibility (6) (6 x 25 gp); bracers of armour +1 (83 gp); 
  wand of melf's acid arrow (375 gp). 
   
  Encounter Four: Ambush at Aegenlir 
  APL 2: Loot (per PC assuming 6 PCs): 91 gp.  
   
  APL 4: Loot (per PC assuming 6 PCs): 258 gp; Magic: 
  potion of cure light wounds (2) (2 x 4 gp); 
   
  APL 6: Loot (per PC assuming 6 PCs): 296 gp; Magic: 
  potion of cure light wounds (4) (4 x 4 gp); bracers of 
  armour +1 (83 gp); potion of cure moderate wounds  (25 
  gp). 
   
  APL 8: Loot (per PC assuming 6 PCs): 421 gp; Magic: 
  potion of cure moderate wounds (5) (5 x 25 gp); potion of 
  bull's strength (2) (2 x 25 gp); bracers of armour +1 (83 
  gp); +1 bastard sword (2) (2 x 194 gp); +1 great axe (2) (2 x 
  192 gp); cloak of resistance +1 (2) (2 x 83 gp). 
   
  APL 10: Loot (per PC assuming 6 PCs): 559 gp; Coin: 
  50 gp Magic: +1 greataxe (2) (2 x 197 gp); +1 bastard sword 
  (2) (2 x 197 gp); +1 dagger (191 gp); potion of cure serious 
  wounds (6) (6 x 62 gp); cloak of resistance +1 (2) (2 x 83 
  gp); potion of bull's strength (2) (2 x 25 gp); bracers of 
  armour +1 (83 gp). 
   
  APL 12: Loot (per PC assuming 6 PCs): 748 gp; 
  Magic: +1 greataxe (4) (4 x 197 gp); +1 bastard sword (3) (3 
  x 197 gp); +1 dagger (191 gp); +1 halfplate (3) (3 x 145 gp); 
  potion of cure serious wounds (12) (12 x 62 gp); cloak of 
  resistance +1 (83 gp); potion of bull's strength (3) (3 x 25 
  gp); bracers of armour +1 (3) (3 x 83 gp). 
   
  Encounter Six: The Hostages 
  APL 2: Loot (per PC assuming 6 PCs): 94 gp; 
   
  APL 4: Loot (per PC assuming 6 PCs): 130 gp; Magic: 
  potion of cure light wounds (4) (4 x 4 gp); potion of spider 
  climb (25 gp).  
   
  APL 6: Loot (per PC assuming 6 PCs): 180 gp; Magic: 
  potion of cat's grace (25 gp); potion of cure light wounds 
  
  Prisoners of War 
   
  Page 30 
  (7) (7 x 4 gp); bracers of armour +1 (83 gp); potion of cure 
  moderate wounds (2)  (2 x 25 gp); 
   
  APL 8: Loot (per PC assuming 6 PCs): 183 gp;Magic: 
  potion of cure moderate wounds (8) (8 x 25 gp); potion of 
  cure serious wounds (2) (2 x 62 gp); potion of bull's 
  strength (3) (3 x 25 gp); bracers of armour +1 (83 gp); +1 
  bastard sword (3) (3 x 194 gp); +1 great axe (4) (4 x 192 
  gp); cloak of resistance +1 (3) (2 x 83 gp); +1 short sword 
  (192 gp); +1 studded leather armour (98 gp); +1 battle axe 
  (192 gp). 
   
  APL 10: Loot (per PC assuming 6 PCs): 944 gp; Coin: 
  75 gp Magic: +1 greataxe (4) (4 x 197 gp); +1 bastard sword 
  (3) (3 x 197 gp); +1 shock short sword (691 gp); +1 studded 
  leather armour (98 gp); potion of cure serious wounds 
  (10) (10 x 62 gp); cloak of resistance +1 (3) (3 x 83 gp); 
  potion of bull's strength (4) (4 x 25 gp); bracers of armour 
  +1 (83 gp); potion of aid (25 gp). 
   
  APL 12: Loot (per PC assuming 6 PCs): 1092 gp; 
  Magic: +1 greataxe (5) (5 x 197 gp); +1 bastard sword (5) (5 
  x 197 gp); +1 shock short sword (691 gp); +1 halfplate (5) 
  (5 x 145 gp); potion of cure serious wounds (18) (18 x 62 
  gp); cloak of resistance +1 (83 gp); potion of bull's 
  strength (5) (5 x 25 gp); bracers of armour +1 (5) (5 x 83 
  gp); +1 studded leather armour (98 gp); +1 battle axe 
  (191gp), wand of web (375 gp). 
   
  All APLs:  
  �Hospitality of Jerrail Arelar: In gratitude for saving 
  some of its people from Scarlet Brotherhood raiders, the 
  bearer can have free Adventurer's Standard upkeep for 
  three Onnwal Regional modules per Common Year.    
   
  Encounter Seven: Eagenrast 
  APL 2: Loot (per PC assuming 6 PCs): 103 gp;  
   
  APL 4: Loot (per PC assuming 6 PCs): 510 gp; Magic: 
  potion of cure light wounds (4) (4 x 4 gp);  
   
  APL 6: Loot (per PC assuming 6 PCs): 781 gp; Magic: 
  potion of cure light wounds (7) (7 x 62 gp); potion of cure 
  moderate wounds (2 x 25 gp); potion of remove 
  blindness/deafness (62 gp); bracers of armour +1 (83 gp). 
   
  APL 8: Loot (per PC assuming 6 PCs): 721 gp; Magic: 
  potion of cure serious wounds (62 gp); potion of cure 
  moderate wounds  (8) (8 x 25 gp) bracers of armour +1 (83 
  gp); cloak of resistance +1 (3) (3 x 83 gp); +1 bastard sword 
  (3) (3 x 197 gp); +1 great axe (4) (4 x 192 gp); +1 
  quarterstaff  (191 gp); +1 battleaxe (192 gp); potion of bull 
  strength (4) (4 x 25 gp). 
   
  APL 10: Loot (per PC assuming 6 PCs): 943 gp; Coin: 
  77 gp; Magic: potion of cure serious wounds (9) (9 x 62 
  gp); bracers of armour +1 (83 gp); cloak of resistance +1 
  (3) (3 x 83 gp); +1 bastard sword (3) (3 x 197 gp); +1 great 
  axe (4) (4 x 192 gp); +1  ki focus quarterstaff  (691 gp); 
  potion of bull strength (4) (4 x 25 gp). 
   
   
  APL 12: Loot (per PC assuming 6 PCs): 1088 gp; 
  Magic: potion of cure serious wounds (16) (16 x 62 gp); 
  bracers of armour +1 (5) (5 x 83 gp); cloak of resistance +1 
  (83 gp); +1 bastard sword (5) (5 x 197 gp); +1 great axe (5) 
  (5 x 192 gp); +1 battleaxe (193 gp); +1 ki focus quarterstaff 
  (691 gp); potion of bull strength (5) (5 x 25 gp); scroll of 
  stoneskin (79 gp); wand of summon monster II (375 gp) 
   
  All APLs:  
  �Hospitality of Eagenrast: In gratitude for saving some 
  of its people from Scarlet Brotherhood raiders, the bearer 
  can have free Adventurer's Standard upkeep for three 
  Onnwal Regional modules per Common Year. 
   
  Conclusion 
  APL 2: Coin: base rate: 3 sp/lvl/day gp; small bonus: 80 gp 
  OR large bonus 160 gp 
   
  APL 4: Coin: base rate: 3 sp/lvl/day gp; small bonus: 
  40 gp OR large bonus 80 gp 
   
  APL 6: Coin: base rate: 3 sp/lvl/day gp; small bonus: 
  60 gp OR large bonus 120 gp 
   
  APL 8: Coin: base rate: 3 sp/lvl/day gp; small bonus: 
  80 gp OR large bonus 160 gp 
   
  APL 10: Coin: base rate: 3 sp/lvl/day gp; small bonus: 
  100 gp OR large bonus 200 gp 
   
  APL 12: Coin: base rate: 3 sp/lvl/day gp; small bonus: 
  120 gp OR large bonus 240 gp 
   
  All APLs 
  �Favour of Halshas Geldrenn, Baron Silvervale: The 
  bearer has, through his actions earned Well-Liked Favour 
  status and 3 Regional Influence Points with the Baron of 
  Silvervale. Any PC who in the past has earned the 
  Disfavour of Halshas Geldrenn is no longer affected by it, 
  however, these PCs do not gain the Regional Influence 
  Points or the Well-Liked Status above.   
   
   
  Total Possible Treasure 
  APL 2: L: 220 gp; C: 180 gp; Total: 400 gp 
  APL 4: L: 431 gp; C: 120 gp; M: 49 gp  - Total: 600 gp 
  APL 6: L: 321 gp; C: 181 gp; M: 298 gp - Total: 800 gp 
  APL 8: L: 10 gp; C: 240 gp; M: 1000 gp  - Total: 1,250 gp 
  APL 10: L: 300 gp; C: 300 gp; M: 1,500 gp  - Total: 2,100 gp 
  APL 12: L: 140 gp; C: 360 gp; M: 2,500 gp  - Total: 3,000 gp 
   
  Items for the Adventure Record 
  �Disfavour of Halshas Geldrenn, Baron Silvervale 
  
  Prisoners of War 
   
  Page 31 
  Having offended the Baron of Silvervale, Halshas 
  Geldrenn, the bearer is now disliked and disfavoured by 
  Halshas. For characters based outside Onnwal, their next 
  module based in Onnwal will cost an extra 1 TU as they 
  are labelled as troublemakers by border patrols. For 
  Onnwalons this has the effect of giving them “Disliked” 
  status with the baron.  
   
  �Favour of Halshas Geldrenn, Baron Silvervale: The 
  bearer has, through his actions earned Well-Liked Favour 
  status and 3 Regional Influence Points with the Baron of 
  Silvervale. Any PC who in the past has earned the 
  Disfavour of Halshas Geldrenn is no longer affected by it, 
  however, these PCs do not gain the Regional Influence 
  Points or the Well-Liked Status above.   
    
  �Hospitality of Jerrail Arelar: In gratitude for saving 
  some of its people from Scarlet Brotherhood raiders, the 
  bearer can have free Adventurer's Standard upkeep for 
  three Onnwal Regional modules per Common Year.    
   
  �Hospitality of Eagenrast: In gratitude for saving some 
  of its people from Scarlet Brotherhood raiders, the bearer 
  can have free Adventurer's Standard upkeep for three 
  Onnwal Regional modules per Common Year. 
   
  Item Access 
  Note: PCs only get access to items they encounter.  
   
  APL 6: bracers of armour +1 
    
  APL 8: as APL 6 plus cloak of resistance +1 
   
  APL 10: as APL 8 plus wand of melf's acid arrow; +1 shock 
  short sword; +1 ki focus quarterstaff   
   
  APL 12: as APL 10 plus scroll of stoneskin; wand of web; 
  wand of summon monster II  
   
  The End 
   
  
  Prisoners of War 
   
  Page 32 
  Appendix I - NPC Statistics 
  APL 2 
  Encounter 1: The Trial of Arms 
  �Huirgen, Bbn4; CR 4; Medium Humanoid; HD 
  4d12+8; hp 41; Init +6; Spd 40 ft.; AC 12, touch 12, flat-
  footed 10; Base Atk +4; Grp +7; Atk +7 melee (1d3+3, 2 
  fists); Full Atk +7 melee (1d3+3, 2 fists); SA Rage 2/day; 
  SQ Uncanny dodge, fast movement; AL CG; SV Fort +6, 
  Ref +3, Will +0; Str 17, Dex 14, Con 14, Int 9, Wis 9, Cha 
  10. 
   
  Skills and feats: Escape Artist +6, Handle Animal +7, 
  Jump +8, Tumble +5; Dodge, Improved Initiative, 
  Weapon Focus (unarmed). 
   
  Rage (Ex): +4 to Strength, +4 to Constitution, +2 on 
  Will saves, –2 penalty to Armor Class for up to 7 rounds  
   
  Uncanny Dodge (Ex): The barbarian retains his 
  Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker 
   
  Trap Sense (Ex): A barbarian gains a +1 bonus on 
  Reflex saves made to avoid traps and a +1 dodge bonus to 
  AC against attacks made by traps 
   
  �Sergeant at Arms, Ftr4; Medium humanoid; HD 
  4d10+4; hp 32; Init +6; Spd 30 ft.; AC 18, flat-footed 16, 
  touch 12; Base Atk +4; Grp +6; Atk +7 melee (1d10+4, 
  bastard sword) or +6 melee (1d6+2, short sword) or +6 
  melee (1d4+2, dagger); Full Atk +7 melee (1d10+4, bastard 
  sword) or +6 melee (1d6+2, short sword) or +6 melee 
  (1d4+2, dagger); AL LN; SV Fort +5, Ref +3, Will +2; Str 
  14, Dex 14, Con 12, Int 12, Wis 12, Cha 14. 
  Skills and feats: Bluff +5, Climb +1, Intimidate 
  +9, Jump +2; Combat Reflexes, Exotic Weapon 
  Proficiency (bastard sword), Improved Initiative, Power 
  Attack, Weapon Focus (bastard sword), Weapon 
  Specialization (bastard sword). 
  Possessions: Bastard sword, short sword, dagger, 
  chain mail, small steel shield, 
   
  �Scout: Rng4; CR 4; Medium humanoid; HD 4d8+4; hp 
  27; Init +3; Spd 30 ft.; AC 16, flat-footed 13, touch 13; Base 
  Atk +4; Grp +6; Atk +8 ranged (1d8/x3, longbow); Full 
  Atk +8 ranged (1d8/x3, longbow) or +6/+6 ranged 
  (1d8/x3, longbow); SQ Favoured enemy hochebi +2, wild 
  empathy; AL LN; SV Fort +5, Ref +7, Will +2; Str 14, Dex 
  17, Con 12, Int 10, Wis 12, Cha 10. 
  Skills and feats: Climb +7, Hide +9, Handle 
  Animal +7, Jump +5, Move Silently +9, Spot +8; Survival 
  +8; Endurance, Far Shot, Point-Blank Shot, Rapid Shot, 
  Track, Weapon Focus (longbow). 
   
  Combat Style (Ex): This ranger has selected archery.  
  He is treated as having the Rapid Shot feat, even without 
  the normal prerequisites for that feat. 
   
  Wild Empathy (Ex): A ranger can improve the 
  attitude of an animal. This ability functions just like a 
  Diplomacy check to improve the attitude of a person. The 
  ranger rolls 1d20+4 to determine the wild empathy check 
  result.  
   
  Possessions: Longbow, 20 arrows,  studded leather 
  armour. 
   
  �Muiraya:  Drd4; CR 4; Medium humanoid; HD 4d8+4; 
  hp 27; Init +2; Spd 30 ft.; AC 16, flat-footed 13, touch 13; 
  Base Atk +3; Grp +5; Atk +6 ranged (1d8/x3, longbow); 
  Full Atk +6 ranged (1d8/x3, longbow); SQ Nature sense, 
  wild empathy, woodland stride, trackless step, resist 
  nature's lure; AL NG; SV Fort +5, Ref +4, Will +7; Str 14, 
  Dex 14, Con 12, Int 10, Wis 17, Cha 10. 
   
  Skills and feats: Concentration +8, Diplomacy +5; 
  Handle Animal +7, Spellcraft +7; Survival +10; Combat 
  Casting, 
  Improved 
  Counterspell, 
  Weapon 
  Focus 
  (longbow). 
   
  Nature Sense (Ex): A druid gains a +2 bonus on 
  Knowledge (nature) and Survival checks. 
   
  Wild Empathy (Ex): A druid can improve the 
  attitude of an animal. This ability functions just like a 
  Diplomacy check made to improve the attitude of a 
  person. The druid rolls 1d20+4 to determine the wild 
  empathy check result. 
   
  Woodland Stride (Ex): A druid may move through 
  any sort of undergrowth (such as natural thorns, briars, 
  overgrown areas, and similar terrain) at her normal speed 
  and without taking damage or suffering any other 
  impairment.  
   
  Trackless Step (Ex): A druid leaves no trail in natural 
  surroundings and cannot be tracked.  
   
  Resist Nature’s Lure (Ex): A druid gains a +4 bonus 
  on saving throws against the spell-like abilities of fey. 
  Spells Prepared (5/4/3; base DC = 13 + spell level) 0 - 
  flare x3, light, resistance; 1
  st - entangle x2, faerie fire x2; 2
  nd 
  - gust of wind x3  
   
  Possessions: Longbow, 20 arrows, studded leather 
  armour. 
   
  Encounter 3: The Chain Gang  
  �Ha'kra'kalubrak, male hochebi warrior, hp 6; see 
  Monster Manual p153 (note: Ha'kra'kalubrak is unarmed 
  and unarmoured) 
   
  
  Prisoners of War 
   
  Page 33 
  �Llerdev, male Hepmonalander Suel warrior, Bbn2; CR 
  2; Medium humanoid; HD 2d12+4; hp 23; Init +2; Spd 40 
  ft.; AC 12, touch 12, flat-footed 10; Base Atk +2; Grp +5; 
  Atk +5 melee (1d3+3, unarmed); Full Atk Atk +5 melee 
  (1d3+3, unarmed); SQ Rage 3/day, fast movement, 
  uncanny dodge; AL N; SV Fort +5, Ref +2, Will +1; Str 16, 
  Dex 14, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +7, Handle Animal +4, Jump 
  +7, Listen +6, Move Silently +5; Extra Rage, Weapon 
  Focus (falchion). 
   
   
  �Krova Lenar, female human, Mnk6; CR 6; Medium 
  humanoid; HD 6d8+6; hp 39; Init +6; Spd 50 ft.; AC 16, 
  touch 16, flat-footed 14; Base Atk +4; Grp +6; Atk +7 
  melee (1d8+2, unarmed); Full Atk +6/+6 melee (1d8+2, 
  flurry of blows unarmed); SA Unarmed strike, flurry of 
  blows, ki strike (magic); SQ Evasion, still mind, purity of 
  body, slow fall 30 ft.; AL LE; SV Fort +6, Ref +7, Will +8; 
  Str 14, Dex 15, Con 12, Int 10, Wis 16, Cha 8. 
   
  Skills and Feats: Escape Artist +11, Hide +11, Jump 
  +11, Move Silently +11, Tumble +11; Circle Kick, Deflect 
  Arrows, Fists of Iron, Improved Disarm, Improved 
  Initiative, Stunning Fist, Weapon Focus (unarmed). 
   
  Flurry of Blows (Ex): When unarmored, a monk may 
  make one extra attack in a round at her highest base 
  attack bonus, but this attack takes a –1 penalty, as does 
  each other attack made that round.  
   
  Bonus Feats: This monk has selected  Stunning Fist, 
  Deflect Arrows and Improved Disarm as bonus feats. A 
  monk need not have any of the prerequisites normally 
  required for these feats to select them. 
   
  Evasion (Ex): If a monk makes a successful Reflex 
  saving throw against an attack that normally deals half 
  damage on a successful save, she instead takes no damage.  
   
  Still Mind (Ex): A monk gains a +2 bonus on saving 
  throws against spells and effects from the school of 
  enchantment. 
   
  Ki Strike (Su): A monk’s unarmed attacks are 
  empowered with ki. Her unarmed attacks are treated as 
  magic weapons for the purpose of dealing damage to 
  creatures with damage reduction. 
   
  Slow Fall (Ex): A monk within arm’s reach of a wall 
  can use it to slow her descent. When first using this 
  ability, she takes damage as if the fall were 30 feet shorter 
  than it actually is.  
   
  Purity of Body (Ex): A monk gains immunity to all 
  diseases except for supernatural and magical diseases. 
   
  �Makho Vidrekk, male human, Ftr2; CR 2; Medium 
  humanoid; HD 2d10+4; hp 20; Init +6; Spd 20 ft.; AC 12, 
  touch 12, flat-footed 10; Base Atk +2; Grp +5; Atk +5 
  melee (1d3+3, unarmed); Full Atk +5 melee (1d3+3, 
  unarmed); Space/Reach 5 ft./ 5 ft.; AL LE; SV Fort +5, Ref 
  +2, Will +1; Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Bluff +2, Climb +7, Jump +8; 
  Diehard, Endurance, Improved Initiative, Weapon Focus 
  (longsword). 
   
  �Lev Talozin, male human, Rog2: CR 2; Medium 
  humanoid; HD 2d6+2; hp 13; Init +7; Spd 30 ft.; AC 13, 
  flat-footed 10; touch 13; Base Atk +1; Grp +3; Atk +3 
  melee (1d3+2, unarmed) Full Atk +3 melee (1d3+2, 
  unarmed); Space/Reach 5 ft./ 5 ft.; SA Sneak attack 
  +1d6+2; SQ Evasion; AL NE; SV Fort +1; Ref +5; Will +0; 
  Str 14, Dex 16, Con 12, Int 12, Wis 10, Cha 10. 
   
  Skills and Feats: Bluff +5; Escape Artist +8; Hide +8, 
  Move Silently +8, Open Locks +8, Search +5, Listen +5, 
  Sense Motive +8, Spot +5, Tumble +8, Improved 
  Initiative, Weapon Focus (short sword). 
   
  Trapfinding: Rogues can use the Search skill to 
  locate traps when the task has a Difficulty Class higher 
  than 20. Finding a nonmagical trap has a DC of at least 20, 
  or higher if it is well hidden. Finding a magic trap has a 
  DC of 25 + the level of the spell used to create it.Rogues 
  (and only rogues) can use the Disable Device skill to 
  disarm magic traps. A magic trap generally has a DC of 25 
  + the level of the spell used to create it. A rogue who beats 
  a trap’s DC by 10 or more with a Disable Device check can 
  study a trap, figure out how it works, and bypass it (with 
  her party) without disarming it. 
   
  Evasion (Ex): If a rogue makes a successful Reflex 
  saving throw against an attack that normally deals half 
  damage on a successful save, she instead takes no damage.  
    
  �Derend and Jandyr, male human, Rog2: CR 2; Medium 
  humanoid; HD 2d6+2; hp 13; Init +7; Spd 30 ft.; AC 13, 
  flat-footed 10; touch 13; Base Atk +1; Grp +3; Atk +3 
  melee (1d3+2, unarmed) Full Atk +3 melee (1d3+2, 
  unarmed); Space/Reach 5 ft./ 5 ft.; SA Sneak attack 
  +1d6+2; SQ Evasion; AL NE; SV Fort +1; Ref +5; Will +0; 
  Str 14, Dex 16, Con 12, Int 12, Wis 10, Cha 10. 
   
  Skills and Feats: Bluff +5; Escape Artist +8; Hide +8, 
  Move Silently +8, Open Locks +8, Search +5, Listen +5, 
  Sense Motive +8, Spot +5, Tumble +8, Improved 
  Initiative, Weapon Focus (short sword). 
   
  Trapfinding: Rogues can use the Search skill to 
  locate traps when the task has a Difficulty Class higher 
  than 20. Finding a nonmagical trap has a DC of at least 20, 
  or higher if it is well hidden. Finding a magic trap has a 
  DC of 25 + the level of the spell used to create it.Rogues 
  (and only rogues) can use the Disable Device skill to 
  disarm magic traps. A magic trap generally has a DC of 25 
  + the level of the spell used to create it. A rogue who beats 
  a trap’s DC by 10 or more with a Disable Device check can 
  
  Prisoners of War 
   
  Page 34 
  study a trap, figure out how it works, and bypass it (with 
  her party) without disarming it. 
   
  Evasion (Ex): If a rogue makes a successful Reflex 
  saving throw against an attack that normally deals half 
  damage on a successful save, she instead takes no damage. 
   
  Encounter 4: Ambush at Aegenlir 
  �Tilva Suel soldiers: War1; CR 1/2; Medium humanoid; 
  HD 1d8+1; hp 9; Init +6; Spd 30 ft.; AC 19, flat-footed 17, 
  touch 12; Base Atk +1; Grp +3; Atk +5 melee (1d8+3/19-
  20, longsword) or +3 ranged (1d8/x3, longbow); Full Atk 
  +5 melee (1d8+3/19-20, longsword) or +3 ranged (1d8/x3, 
  longbow); AL LE; SV Fort +3, Ref +2, Will +1; Str 16, Dex 
  14, Con 12, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Climb -3, Intimidate +4; Spot +3; 
  Improved Initiative, Weapon Focus (longsword). 
   
  Possessions: 
  Chainmail, 
  heavy 
  steel 
  shield, 
  longsword, longbow, 20 arrows. 
   
  �Hepmonalander Suel warriors: War1; CR 1/2: Medium 
  humanoid; HD 1d8+1; hp 9; Init +5; Spd 30 ft.; AC 19, flat-
  footed 16, touch 13; Base Atk +1; Grp +3; Atk +4 melee 
  (1d8+2/x3, battleaxe) or +4 ranged (1d8/x3, longbow); 
  Full Atk +4 melee (1d8+2/x3, battleaxe) or +4 ranged 
  (1d8/x3, longbow); AL LE; SV Fort +3, Ref +3, Will +1; Str 
  14, Dex 16, Con 12, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +3, Intimidate +4; Spot +3; 
  Improved Initiative, Weapon Focus (battleaxe). 
   
  Possessions: 
  Chain 
  shirt, 
  large 
  steel 
  shield, 
  longsword, longbow + 20 arrows. 
   
  �Hochebi sorceror: Adp1; CR 1/2; Medium humanoid; 
  HD 1d6+1; hp 7; Init +2; Spd 30 ft.; AC 11, flat-footed 10, 
  touch 11; Base Atk +0; Grp +0; Atk +1 ranged (1d8/19-20, 
  light crossbow) or +0 melee (1d4/19-20, dagger); Full Atk 
  +1 ranged (1d8/19-20, light crossbow) or +0 melee 
  (1d4/19-20, dagger); SQ Darkvision; AL LE; SV Fort +1, 
  Ref +1, Will +5; Str 10, Dex 12, Con 12, Int 10, Wis 16, 
  Cha 14. 
  Skills and Feats: Concentration +5, Move 
  Silently +5, Spellcraft +4; Combat Casting.  
  Spells Prepared (3/2; base DC = 13 + spell level) 0 - 
  guidance, resistance, touch of fatigue; 1st sleep x2. 
   
  Possessions: Dagger; light crossbow, 20 quarrels. 
   
  Encounter 6: The Hostages 
  �Orlav, male human Rog2: CR 2; Medium humanoid; 
  HD 2d6+2; hp 13; Init +7; Spd 30 ft.; AC 16, flat-footed 13; 
  touch 13; Base Atk +1; Grp +3; Atk +4 melee (1d6+2/19-
  20, short sword) or +4 ranged (1d8/19-20, light crossbow); 
  Full Atk +4 melee (1d6+2/19-20, short sword) or +4 
  ranged (1d8/19-20, light crossbow); Space/Reach 5 ft./ 5 
  ft.; SA Sneak attack +1d6+2; SQ Evasion; AL NE; SV Fort 
  +1; Ref +5; Will +0; Str 14, Dex 16, Con 12, Int 12, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Bluff +5; Disguise +5;  Escape Artist 
  +7, Hide +7, Listen +5, Move Silently +7, Tumble +7, 
  Search +5, Slight of Hand +7, Spot +5; Improved 
  Initiative, Weapon Focus (short sword). 
   
  Trapfinding: Rogues can use the Search skill to 
  locate traps when the task has a Difficulty Class higher 
  than 20. Finding a nonmagical trap has a DC of at least 20, 
  or higher if it is well hidden. Finding a magic trap has a 
  DC of 25 + the level of the spell used to create it.Rogues 
  (and only rogues) can use the Disable Device skill to 
  disarm magic traps. A magic trap generally has a DC of 25 
  + the level of the spell used to create it. A rogue who beats 
  a trap’s DC by 10 or more with a Disable Device check can 
  study a trap, figure out how it works, and bypass it (with 
  her party) without disarming it. 
   
  Evasion (Ex): If a rogue makes a successful Reflex 
  saving throw against an attack that normally deals half 
  damage on a successful save, she instead takes no damage. 
   
  Possessions: Shortsword, light crossbow, crosbow 
  bolts (20), studded-leather armour.   
   
  �Tilva Suel soldiers: War1; CR 1/2; Medium humanoid; 
  HD 1d8+1; hp 9; Init +6; Spd 30 ft.; AC 19, flat-footed 17, 
  touch 12; Base Atk +1; Grp +3; Atk +5 melee (1d8+3/19-
  20, longsword) or +3 ranged (1d8/19-20, light crossbow); 
  Full Atk +5 melee (1d8+3/19-20, longsword) or +3 ranged 
  (1d8/19-20, light crossbow); AL LE; SV Fort +3, Ref +2, 
  Will +1; Str 16, Dex 14, Con 12, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Hide -3, Intimidate +4; Spot +3; 
  Improved Initiative, Weapon Focus (longsword). 
   
  Possessions: Chainmail, large steel shield, longsword, 
  light crossbow, 20 bolts. 
   
  �Hepmonalander Suel warriors: War1; CR 1/2: Medium 
  humanoid; HD 1d8+1; hp 9; Init +5; Spd 30 ft.; AC 19, flat-
  footed 16, touch 13; Base Atk +1; Grp +3; Atk +4 melee 
  (1d8+2/x3, battleaxe) or +4 ranged (1d8/19-20, light 
  crossbow); Full Atk +4 melee (1d8+2/x3, battleaxe) or +4 
  ranged (1d8/19-20, light crossbow); AL LE; SV Fort +3, 
  Ref +3, Will +1; Str 14, Dex 16, Con 12, Int 10, Wis 12, 
  Cha 10. 
   
  Skills and Feats: Hide +3, Intimidate +4; Spot +3; 
  Improved Initiative, Weapon Focus (battleaxe). 
   
  Possessions: 
  Chain 
  shirt, 
  large 
  steel 
  shield, 
  longsword, light crossbow + 20 bolts. 
   
  �Hochebi sorceror: Adp1; CR 1/2; Medium humanoid; 
  HD 1d6+1; hp 7; Init +2; Spd 30 ft.; AC 11, flat-footed 10, 
  touch 11; Base Atk +0; Grp +0; Atk +1 ranged (1d8/19-20, 
  
  Prisoners of War 
   
  Page 35 
  light crossbow) or +0 melee (1d4/19-20, dagger); Full Atk 
  +1 ranged (1d8/19-20, light crossbow) or +0 melee 
  (1d4/19-20, dagger); SQ Darkvision; AL LE; SV Fort +1, 
  Ref +1, Will +5; Str 10, Dex 12, Con 12, Int 10, Wis 16, 
  Cha 14. 
  Skills and Feats: Concentration +5, Move 
  Silently +5, Spellcraft +4; Combat Casting.  
  Spells Prepared (3/2; base DC = 13 + spell level) 0 - 
  ghost sound, guidance, touch of fatigue; 1st - obscuring 
  mist, sleep. 
   
  Possessions: Dagger; light crossbow, 20 quarrels. 
   
  Encounter 7: Eagenrast 
  �Ulcar: Mnk2; CR 2; Medium Humanoid; HD 2d8; hp 
  12; Init +6; Spd 30 ft.; AC 15, touch 15, flat-footed 13; Base 
  Atk +1; Grp +3; Atk +4 melee (1d6+2, unarmed) or +3 
  melee (1d6+2, quarterstaff) or +3 ranged (1d6 fire, 
  alchemist's fire); Full Atk +2/+2 melee (1d6+2, flurry of 
  blows unarmed); +1/+1 melee (1d6+2, flurry of blows 
  quarterstaff) or +3 ranged (1d6 fire, alchemist's fire); SA 
  Unarmed strike, flurry of blows; SQ Evasion; AL LE; SV 
  Fort +2, Ref +4, Will +5; Str 14, Dex 14, Con 10, Int 10, 
  Wis 16, Cha 10. 
   
  Skills and Feats: Climb +4, Hide +7, Jump +5, Move 
  Silently +7, Tumble +7; Deflect Arrows, Improved 
  Initiative, Stunning Fist, Weapon Focus (unarmed). 
   
  monk may make one extra attack in a round at her 
  highest base attack bonus, but this attack takes a –2 
  penalty, as does each other attack made that round.  
   
  Bonus Feats: This monk has selected  Stunning Fist 
  and Deflect Arrows as bonus feats. A monk need not have 
  any of the prerequisites normally required for these feats 
  to select them. 
   
   
  Evasion (Ex): If a monk makes a successful Reflex 
  saving throw against an attack that normally deals half 
  damage on a successful save, she instead takes no damage.  
   
  Possessions: Quarterstaff, flask of alchemist's fire. 
   
  �Tilva Suel soldiers: War1; CR 1/2; Medium humanoid; 
  HD 1d8+1; hp 9; Init +6; Spd 30 ft.; AC 19, flat-footed 17, 
  touch 12; Base Atk +1; Grp +3; Atk +5 melee (1d8+3/19-
  20, longsword) or +3 ranged (1d8/x3, longbow); Full Atk 
  +5 melee (1d8+3/19-20, longsword) or +3 ranged (1d8/x3, 
  longbow); AL LE; SV Fort +3, Ref +2, Will +1; Str 16, Dex 
  14, Con 12, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Intimidate +4, Jump -2, Spot +3; 
  Improved Initiative, Weapon Focus (longsword). 
   
  Possessions: Chainmail, large steel shield, longsword, 
  longbow, 20 arrows. 
   
  Hepmonalander Suel warriors: War1; CR 1/2: Medium 
  humanoid; HD 1d8+1; hp 9; Init +5; Spd 30 ft.; AC 19, flat-
  footed 16, touch 13; Base Atk +1; Grp +3; Atk +4 melee 
  (1d8+2/x3, battleaxe) or +4 ranged (1d8/x3, longbow); 
  Full Atk +4 melee (1d8+2/x3, battleaxe) or +4 ranged 
  (1d8/x3, longbow); AL LE; SV Fort +3, Ref +3, Will +1; Str 
  14, Dex 16, Con 12, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +3, Intimidate +4; Spot +3; 
  Improved Initiative, Weapon Focus (battleaxe). 
   
  Possessions: 
  Chain 
  shirt, 
  large 
  steel 
  shield, 
  longsword, longbow + 20 arrows. 
   
  �Hochebi sorceror: Adp1; CR 1/2; Medium humanoid; 
  HD 1d6+1; hp 7; Init +2; Spd 30 ft.; AC 11, flat-footed 10, 
  touch 11; Base Atk +0; Grp +0; Atk +1 ranged (1d8/19-20, 
  light crossbow) or +0 melee (1d4/19-20, dagger); Full Atk 
  +1 ranged (1d8/19-20, light crossbow) or +0 melee 
  (1d4/19-20, dagger); SQ Darkvision; AL LE; SV Fort +1, 
  Ref +1, Will +5; Str 10, Dex 12, Con 12, Int 10, Wis 16, 
  Cha 14. 
  Skills and Feats: Concentration +5, Move 
  Silently +5, Spellcraft +4; Combat Casting.  
  Spells Prepared (3/2; base DC = 13 + spell level) 0 - 
  guidance, resistance, touch of fatigue; 1st sleep x2. 
   
  Possessions: Dagger; light crossbow, 20 quarrels. 
   
   
  
  Prisoners of War 
   
  Page 36 
  APL 4 
  Encounter 1: The Trial of Arms 
  �Huirgen, Bbn4; CR 4; Medium Humanoid; HD 
  4d12+8; hp 41; Init +6; Spd 40 ft.; AC 12, touch 12, flat-
  footed 10; Base Atk +4; Grp +7; Atk +7 melee (1d3+3, 2 
  fists); Full Atk +7 melee (1d3+3, 2 fists); SA Rage 2/day; 
  SQ Uncanny dodge, fast movement, trap sense +1; AL 
  CG; SV Fort +6, Ref +3, Will +0; Str 17, Dex 14, Con 14, 
  Int 9, Wis 9, Cha 10. 
   
  Skills and feats: Escape Artist +6, Handle Animal +7, 
  Jump +8, Tumble +5; Dodge, Improved Initiative, 
  Weapon Focus (unarmed). 
   
  Rage (Ex): +4 to Strength, +4 to Constitution, +2 on 
  Will saves, –2 penalty to Armor Class for up to 7 rounds  
   
  Uncanny Dodge (Ex): The barbarian retains his 
  Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker 
   
  Trap Sense (Ex): A barbarian gains a +1 bonus on 
  Reflex saves made to avoid traps and a +1 dodge bonus to 
  AC against attacks made by traps 
   
  �Sergeant at Arms, Ftr4; Medium humanoid; HD 
  4d10+4; hp 32; Init +6; Spd 30 ft.; AC 18, flat-footed 16, 
  touch 12; Base Atk +4; Grp +6; Atk +7 melee (1d10+4, 
  bastard sword) or +6 melee (1d6+2, short sword) or +6 
  melee (1d4+2, dagger); Full Atk +7 melee (1d10+4, bastard 
  sword) or +6 melee (1d6+2, short sword) or +6 melee 
  (1d4+2, dagger); AL LN; SV Fort +5, Ref +3, Will +2; Str 
  14, Dex 14, Con 12, Int 12, Wis 12, Cha 14. 
  Skills and feats: Bluff +5, Climb +1, Intimidate 
  +9, Jump +2; Combat Reflexes, Exotic Weapon 
  Proficiency (bastard sword), Improved Initiative, Power 
  Attack, Weapon Focus (bastard sword), Weapon 
  Specialization (bastard sword). 
  Possessions: Bastard sword, short sword, dagger, 
  chain mail, small steel shield, 
   
  �Scout: Rng4; CR 4; Medium humanoid; HD 4d8+4; hp 
  27; Init +3; Spd 30 ft.; AC 16, flat-footed 13, touch 13; Base 
  Atk +4; Grp +6; Atk +8 ranged (1d8/x3, longbow); Full 
  Atk +8 ranged (1d8/x3, longbow) or +6/+6 ranged 
  (1d8/x3, longbow); SQ Favoured enemy hochebi +2, wild 
  empathy; AL LN; SV Fort +5, Ref +7, Will +2; Str 14, Dex 
  17, Con 12, Int 10, Wis 12, Cha 10. 
  Skills and feats: Climb +7, Hide +9, Handle 
  Animal +7, Jump +5, Move Silently +9, Spot +8; Survival 
  +8; Endurance, Far Shot, Point-Blank Shot, Rapid Shot, 
  Track, Weapon Focus (longbow). 
   
  Combat Style (Ex): This ranger has selected archery.  
  He is treated as having the Rapid Shot feat, even without 
  the normal prerequisites for that feat. 
   
  Wild Empathy (Ex): A ranger can improve the 
  attitude of an animal. This ability functions just like a 
  Diplomacy check to improve the attitude of a person. The 
  ranger rolls 1d20+4 to determine the wild empathy check 
  result.  
  Possessions: Longbow, 20 arrows,  studded 
  leather armour. 
   
  �Muiraya:  Drd4; CR 4; Medium humanoid; HD 4d8+4; 
  hp 27; Init +2; Spd 30 ft.; AC 16, flat-footed 13, touch 13; 
  Base Atk +3; Grp +5; Atk +6 ranged (1d8/x3, longbow); 
  Full Atk +6 ranged (1d8/x3, longbow); SQ Nature sense, 
  wild empathy, woodland stride, trackless step, resist 
  nature's lure; AL NG; SV Fort +5, Ref +4, Will +7; Str 14, 
  Dex 14, Con 12, Int 10, Wis 17, Cha 10. 
   
  Skills and feats: Concentration +8, Diplomacy +5; 
  Handle Animal +7, Spellcraft +7; Survival +10; Combat 
  Casting, 
  Improved 
  Counterspell, 
  Weapon 
  Focus 
  (longbow). 
   
  Nature Sense (Ex): A druid gains a +2 bonus on 
  Knowledge (nature) and Survival checks. 
   
  Wild Empathy (Ex): A druid can improve the 
  attitude of an animal. This ability functions just like a 
  Diplomacy check made to improve the attitude of a 
  person. The druid rolls 1d20+4 to determine the wild 
  empathy check result. 
   
  Woodland Stride (Ex): A druid may move through 
  any sort of undergrowth (such as natural thorns, briars, 
  overgrown areas, and similar terrain) at her normal speed 
  and without taking damage or suffering any other 
  impairment.  
   
  Trackless Step (Ex): A druid leaves no trail in natural 
  surroundings and cannot be tracked.  
   
  Resist Nature’s Lure (Ex): A druid gains a +4 bonus 
  on saving throws against the spell-like abilities of fey. 
  Spells Prepared (5/4/3; base DC = 13 + spell level) 0 - 
  flare x3, light, resistance; 1
  st - entangle x2, faerie fire x2; 2
  nd 
  - gust of wind x3  
   
  Possessions: Longbow, 20 arrows, studded leather 
  armour. 
   
  Encounter 3: The Chain Gang 
  �Ha'kra'kalubrak, male hochebi warrior, hp 6; see 
  Monster Manual p153 (note: Ha'kra'kalubrak is unarmed 
  and unarmoured) 
   
  �Llerdev, male Hepmonalander Suel warrior, Bbn2; CR 
  2; Medium humanoid; HD 2d12+4; hp 23; Init +2; Spd 40 
  ft.; AC 12, touch 12, flat-footed 10; Base Atk +2; Grp +5; 
  Atk +5 melee (1d3+3, unarmed); Full Atk Atk +5 melee 
  (1d3+3, unarmed); SQ Rage 3/day, fast movement, 
  
  Prisoners of War 
   
  Page 37 
  uncanny dodge; AL N; SV Fort +5, Ref +2, Will +1; Str 16, 
  Dex 14, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +7, Handle Animal +4, Jump 
  +7, Listen +6, Move Silently +5; Extra Rage, Weapon 
  Focus (falchion). 
   
  Rage (Ex): +4 to Strength, +4 to Constitution, +2 on 
  Will saves, –2 penalty to Armor Class for up to 7 rounds  
   
  Uncanny Dodge (Ex): The barbarian retains his 
  Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker 
   
   
  �Krova Lenar, female human, Mnk6; CR 6; Medium 
  humanoid; HD 6d8+6; hp 39; Init +6; Spd 50 ft.; AC 16, 
  touch 16, flat-footed 14; Base Atk +4; Grp +6; Atk +7 
  melee (1d8+2, unarmed); Full Atk +6/+6 melee (1d8+2, 
  flurry of blows unarmed); SA Unarmed strike, flurry of 
  blows, ki strike (magic); SQ Evasion, still mind, purity of 
  body, slow fall 30 ft.; AL LE; SV Fort +6, Ref +7, Will +8; 
  Str 14, Dex 15, Con 12, Int 10, Wis 16, Cha 8. 
   
  Skills and Feats: Escape Artist +11, Hide +11, Jump 
  +11, Move Silently +11, Tumble +11; Circle Kick, Deflect 
  Arrows, Fists of Iron, Improved Disarm, Improved 
  Initiative, Stunning Fist, Weapon Focus (unarmed). 
   
  Flurry of Blows (Ex): When unarmored, a monk may 
  make one extra attack in a round at her highest base 
  attack bonus, but this attack takes a –1 penalty, as does 
  each other attack made that round.  
   
  Bonus Feats: This monk has selected  Stunning Fist, 
  Deflect Arrows and Improved Disarm as bonus feats. A 
  monk need not have any of the prerequisites normally 
  required for these feats to select them. 
   
  Evasion (Ex): If a monk makes a successful Reflex 
  saving throw against an attack that normally deals half 
  damage on a successful save, she instead takes no damage.  
   
  Still Mind (Ex): A monk gains a +2 bonus on saving 
  throws against spells and effects from the school of 
  enchantment. 
   
  Ki Strike (Su): A monk’s unarmed attacks are 
  empowered with ki. Her unarmed attacks are treated as 
  magic weapons for the purpose of dealing damage to 
  creatures with damage reduction. 
   
  Slow Fall (Ex): A monk within arm’s reach of a wall 
  can use it to slow her descent. When first using this 
  ability, she takes damage as if the fall were 30 feet shorter 
  than it actually is.  
   
  Purity of Body (Ex): A monk gains immunity to all 
  diseases except for supernatural and magical diseases. 
   
  �Makho Vidrekk, male human, Ftr2; CR 2; Medium 
  humanoid; HD 2d10+4; hp 20; Init +6; Spd 20 ft.; AC 12, 
  touch 12, flat-footed 10; Base Atk +2; Grp +5; Atk +5 
  melee (1d3+3, unarmed); Full Atk +5 melee (1d3+3, 
  unarmed); Space/Reach 5 ft./ 5 ft.; AL LE; SV Fort +5, Ref 
  +2, Will +1; Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Bluff +2, Climb +7, Jump +8; 
  Diehard, Endurance, Improved Initiative, Weapon Focus 
  (longsword). 
   
  �Lev Talozin, male human, Rog2: CR 2; Medium 
  humanoid; HD 2d6+2; hp 13; Init +7; Spd 30 ft.; AC 13, 
  flat-footed 10; touch 13; Base Atk +1; Grp +3; Atk +3 
  melee (1d3+2, unarmed) Full Atk +3 melee (1d3+2, 
  unarmed); Space/Reach 5 ft./ 5 ft.; SA Sneak attack 
  +1d6+2; SQ Evasion; AL NE; SV Fort +1; Ref +5; Will +0; 
  Str 14, Dex 16, Con 12, Int 12, Wis 10, Cha 10. 
   
  Skills and Feats: Bluff +5; Escape Artist +8; Hide +8, 
  Move Silently +8, Open Locks +8, Search +5, Listen +5, 
  Sense Motive +8, Spot +5, Tumble +8, Improved 
  Initiative, Weapon Focus (short sword). 
    
  Trapfinding: Rogues can use the Search skill to 
  locate traps when the task has a Difficulty Class higher 
  than 20. Finding a nonmagical trap has a DC of at least 20, 
  or higher if it is well hidden. Finding a magic trap has a 
  DC of 25 + the level of the spell used to create it.Rogues 
  (and only rogues) can use the Disable Device skill to 
  disarm magic traps. A magic trap generally has a DC of 25 
  + the level of the spell used to create it. A rogue who beats 
  a trap’s DC by 10 or more with a Disable Device check can 
  study a trap, figure out how it works, and bypass it (with 
  her party) without disarming it. 
   
  Evasion (Ex): If a rogue makes a successful Reflex 
  saving throw against an attack that normally deals half 
  damage on a successful save, she instead takes no damage.  
   
  �Derend and Jandyr, male human, Rog2: CR 2; Medium 
  humanoid; HD 2d6+2; hp 13; Init +7; Spd 30 ft.; AC 13, 
  flat-footed 10; touch 13; Base Atk +1; Grp +3; Atk +3 
  melee (1d3+2, unarmed) Full Atk +3 melee (1d3+2, 
  unarmed); Space/Reach 5 ft./ 5 ft.; SA Sneak attack 
  +1d6+2; SQ Evasion; AL NE; SV Fort +1; Ref +5; Will +0; 
  Str 14, Dex 16, Con 12, Int 12, Wis 10, Cha 10. 
   
  Skills and Feats: Bluff +5; Escape Artist +8; Hide +8, 
  Move Silently +8, Open Locks +8, Search +5, Listen +5, 
  Sense Motive +8, Spot +5, Tumble +8, Improved 
  Initiative, Weapon Focus (short sword). 
   
  Trapfinding: Rogues can use the Search skill to 
  locate traps when the task has a Difficulty Class higher 
  than 20. Finding a nonmagical trap has a DC of at least 20, 
  or higher if it is well hidden. Finding a magic trap has a 
  DC of 25 + the level of the spell used to create it.Rogues 
  (and only rogues) can use the Disable Device skill to 
  disarm magic traps. A magic trap generally has a DC of 25 
  + the level of the spell used to create it. A rogue who beats 
  a trap’s DC by 10 or more with a Disable Device check can 
  
  Prisoners of War 
   
  Page 38 
  study a trap, figure out how it works, and bypass it (with 
  her party) without disarming it. 
   
  Evasion (Ex): If a rogue makes a successful Reflex 
  saving throw against an attack that normally deals half 
  damage on a successful save, she instead takes no damage.  
   
  �Hochebi warriors (6): War 1, hp 6, see Monster Manual 
  p153 
   
  �Hochebi shaman: Adp1; CR 1/2; Medium humanoid; 
  HD 1d6+1; hp 7; Init +2; Spd 30 ft.; AC 11, flat-footed 10, 
  touch 11; Base Atk +0; Grp +0; Atk +1 ranged (1d8/19-20, 
  light crossbow) or +0 melee (1d4/19-20, dagger); Full Atk 
  +1 ranged (1d8/19-20, light crossbow) or +0 melee 
  (1d4/19-20, dagger); SQ Darkvision; AL LE; SV Fort +1, 
  Ref +1, Will +5; Str 10, Dex 12, Con 12, Int 10, Wis 16, 
  Cha 14. 
  Skills and Feats: Concentration +5, Move 
  Silently +5, Spellcraft +4; Combat Casting.  
  Spells Prepared (3/2; base DC = 13 + spell level) 0 - 
  guidance, resistance, touch of fatigue; 1st obscuring mist, 
  sleep. 
   
  Possessions: Dagger; light crossbow, 20 quarrels. 
   
  Encounter 4: Ambush at Aegenlir 
  �Tilva Suel soldiers, Ftr2: CR 2; Medium humanoid; HD 
  2d10+4; hp 20; Init +6; Spd 20 ft.; AC 19, touch 12, flat-
  footed 17; Base Atk +2; Grp +5; Atk +6 melee (1d6+3/19-
  20, longsword) or +4 ranged (1d8/19-20, light crossbow) 
  or +5 melee (1d4+3/19-20, dagger); Full Atk +6 melee 
  (1d6+3/19-20, longsword) or +4 ranged (1d8/19-20, light 
  crossbow) 
  or 
  +5 
  melee 
  (1d4+3/19-20, 
  dagger); 
  Space/Reach 5 ft./ 5 ft.; AL LE; SV Fort +5, Ref +2, Will 
  +1; Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Bluff +2, Jump +0, Spot +3; Diehard, 
  Endurance, 
  Improved 
  Initiative, 
  Weapon 
  Focus 
  (longsword). 
   
  Possessions: Longsword, dagger, light crossbow, 
  crossbow bolts (20), chainmail, heavy steel shield, potion 
  of cure light wounds.  
   
  �Hepmonalander Suel warriors: Bbn2; CR 2; Medium 
  humanoid; HD 2d12+4; hp 23; Init +2; Spd 40 ft.; AC 16, 
  touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +6 
  melee (2d4+4/18-20, falchion) or +4 ranged (1d6+3/x3, 
  mighty composite shortbow +3); Full Atk +6 melee 
  (2d4+4/18-20, falchion) or +4 ranged (1d6+3/x3, mighty 
  composite shortbow +2); SQ Rage 3/day, fast movement, 
  uncanny dodge; AL N; SV Fort +5, Ref +2, Will +1; Str 16, 
  Dex 14, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Handle Animal +4, Hide +4, Jump 
  +7, Listen +6, Move Silently +5; Extra Rage, Weapon 
  Focus (falchion). 
   
  Rage (Ex): +4 to Strength, +4 to Constitution, +2 on 
  Will saves, –2 penalty to Armor Class for up to 7 rounds  
   
  Uncanny Dodge (Ex): The barbarian retains his 
  Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker 
   
  Possessions: Falchion, mighty composite shortbow 
  +3, 20 arrows, chain shirt 
   
  �Hochebi sorceror Sor2: CR 2; Medium humanoid; HD 
  2d4+6; hp 13; Init +7; Spd 30 ft.; AC 13, touch 13, flat-
  footed 10; Base Atk +1; Grp +1; Atk +1 melee (1d6, light 
  mace) or +4 ranged (1d8/19-20, light crossbow); Full Atk 
  +1 melee (1d6, light mace) or +4 ranged (1d8/19-20, light 
  crossbow); SQ Summon familiar; AL LE; SV Fort +3, Ref 
  +3, Will +4; 
  Str 10, Dex 16, Con 16, Int 8, Wis 12, 
  Cha 16. 
   Skills and feats: Concentration +6, Hide +4, 
  Move Silently +7; Combat Casting, Improved Initiative.  
  Spells Known: (per day 6/5; base DC = 13 + spell 
  level); 0- acid splash, daze, detect magic, touch of fatigue, 
  ray of frost, resistance; 1
  st- ray of enfeeblement, shield. 
  Possessions: Traveller’s clothes, light mace, light 
  crossbow, crossbow bolts (20).  
   
  �Tilva Suel Priest: Clr2 - Syrul; CR 2; Medium 
  Humanoid; HD 2d8; hp 13; Init +1; Spd 30 ft.; AC 15, 
  touch 11, flat-footed 14; Base Atk +1; Grp +2; Atk +2 
  ranged (1d8, light crossbow) or +2 melee (1d4+1, dagger); 
  +2 ranged (1d8/19-20, light crossbow) or +2 melee 
  (1d4+1/19-20, dagger); Full Atk +2 ranged (1d8, light 
  crossbow) or +2 melee (1d4+1, dagger); +2 ranged 
  (1d8/19-20, light crossbow) or +2 melee (1d4+1/19-20, 
  dagger); SQ: Rebuke undead; AL NE; SV Fort +3, Ref +1, 
  Will +6; Str 12, Dex 12, Con 10, Int 10, Wis 16, Cha 14. 
   
  Skills and Feats: Bluff +7, Concentration +5, Disguise 
  +7; Combat Casting, Skill Focus (Bluff)   
   
  Spells Prepared (4/4; base DC = 13 + spell level): 0 - 
  cure minor wounds, guidance x2, virtue; 1st - disguise 
  self*, cure light wounds, obscuring mist, summon 
  monster I.  
   
  *domain spell; Domains: Knowledge: Divination 
  spells at +1 level, all Knowledge skills as class skills; 
  Trickery: Bluff, Disguise and Hide are class skills;  
   
  Possessions: Dagger; light crossbow, 20 crossbow 
  bolts, 2 vials of medium spider venom (Injury DC 14; 
  primary and secondary damage 1d4 Str); chain shirt, 
  traveler's outfit. 
   
  Encounter 6: The Hostages 
  
  Prisoners of War 
   
  Page 39 
  �Orlav: Rog5/Asn1; CR 6; Medium humanoid; HD 
  6d6+6; hp 32; Init +7; Spd 30 ft.; AC 16, touch 13, flat-
  footed 13; Base Atk +3; Grp +5; Atk +7 melee (1d6+2/19-
  20, short sword) or +5 melee (1d4+2/19-20, dagger) or +6 
  ranged (1d4+2/19-20, dagger); Full Atk +7 melee 
  (1d6+2/19-20, short sword) or +5 melee (1d4+2/19-20, 
  dagger) or +6 ranged (1d4+2/19-20, dagger); SA Sneak 
  attack +4d6+8, death attack; SQ Evasion, uncanny dodge, 
  poison use; AL LE; SV Fort +2, Ref +9, Will +1;
   
  Str 14, Dex 17, Con 12, Int 12, Wis 10, Cha 10. 
   
  Skills and feats: Bluff +10; Disguise +10; Escape Artist 
  +12, Hide +12, Listen +8, Move Silently +12, Tumble +12, 
  Search +8, Slight of Hand +10, Spot +8; Improved 
  Initiative, Quick Draw, Weapon Finesse (short sword), 
  Weapon Focus (short sword). 
   
  Trapfinding: Rogues can use the Search skill to 
  locate traps when the task has a Difficulty Class higher 
  than 20. Finding a nonmagical trap has a DC of at least 20, 
  or higher if it is well hidden. Finding a magic trap has a 
  DC of 25 + the level of the spell used to create it.Rogues 
  (and only rogues) can use the Disable Device skill to 
  disarm magic traps. A magic trap generally has a DC of 25 
  + the level of the spell used to create it. A rogue who beats 
  a trap’s DC by 10 or more with a Disable Device check can 
  study a trap, figure out how it works, and bypass it (with 
  her party) without disarming it. 
   
  Evasion (Ex): If a rogue makes a successful Reflex 
  saving throw against an attack that normally deals half 
  damage on a successful save, she instead takes no damage. 
   
  Trap Sense (Ex): A rogue gains an intuitive sense that 
  alerts her to danger from traps, giving her a +1 bonus on 
  Reflex saves made to avoid traps and a +1 dodge bonus to 
  AC against attacks made by traps.  
   
  Uncanny Dodge (Ex): A rogue retains her Dexterity 
  bonus to AC (if any) even if she is caught flat-footed or 
  struck by an invisible attacker.  
   
  Death Attack: If an assassin studies his victim for 3 
  rounds and then makes a sneak attack with a melee 
  weapon that successfully deals damage, the sneak attack 
  has the additional effect of possibly either paralyzing or 
  killing the target (assassin’s choice). If the victim of such 
  an attack fails a DC 11 Fortitude save against the kill 
  effect, she dies. If the saving throw fails against the 
  paralysis effect, the victim is rendered helpless and 
  unable to act for 1d6 rounds plus 1 round per level of the 
  assassin. If the victim’s saving throw succeeds, the attack 
  is just a normal sneak attack. 
   
  Poison Use: Assassins are trained in the use of 
  poison and never risk accidentally poisoning themselves 
  when applying poison to a blade. 
   
  Spell (1; base save = 11 + spell level): obscuring mist, 
  true strike. 
   
  Possessions: Short sword, 4 x dagger, studded leather 
  armour, large scorpion venom (Injury DC 18; primary 
  and secondary damage 1d6 Str), potion of spider climb, 
  potion of cure light wounds.  
   
  �Tilva Suel soldiers: Ftr1; CR 1; Medium humanoid; HD 
  1d10+2; hp 12; Init +6; Spd 20 ft.; AC 19, touch 12, flat-
  footed 17; Base Atk +1; Grp +4; Atk +5 melee (1d6+3/19-
  20, longsword) or +4 melee (1d4+3/19-20, dagger) or +3 
  ranged (1d8/19-20, light crossbow); Full Atk +5 melee 
  (1d6+3/19-20, longsword) or +4 melee (1d4+3/19-20, 
  dagger) or +3 ranged (1d8/19-20, light crossbow); 
  Space/Reach 5 ft./ 5 ft.; AL LE; SV Fort +4, Ref +2, Will 
  +1; Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Bluff +1, Jump -1, Spot +2; Improved 
  Initiative, Point-Blank Shot, Weapon Focus (longsword). 
   
  Possessions: Longsword, dagger, light crossbow, 
  crossbow bolts, chainmail, heavy steel shield, potion of 
  cure light wounds. 
   
  �Hepmonalander Suel warriors: Bbn1 CR 1; Medium 
  Humanoid; HD 1d12+2; hp 14; Init +2; Spd 40 ft.; AC 16, 
  touch 12, flat-footed 14; Base Atk +1; Grp +4; Atk +5 
  melee (2d4+4/18-20, falchion) or +3 ranged (1d6/x3, 
  shortbow); Full Atk  +5 melee (2d4+4/18-20, falchion) or 
  +3 ranged (1d6/x3, shortbow); SQ Rage 3/day, fast 
  movement; AL N; SV Fort +4, Ref +2, Will +1; Str 16, Dex 
  14, Con 14, Int 10, Wis 12, Cha 9. 
   
  Skills and Feats: Handle Animal +3, Hide +3, Jump 
  +6, Listen +5, Move Silently +4; Extra Rage, Weapon 
  Focus (falchion). 
   
  Rage (Ex): +4 to Strength, +4 to Constitution, +2 on 
  Will saves, –2 penalty to Armor Class for up to 7 rounds. 
   
  Possessions: Falchion; shortbow; 20 arrows, chain 
  shirt. 
   
  �Hochebi sorceror: Sor1; CR1; Medium Humanoid; HD 
  1d4+3; hp 7; Init +3; Spd 30 ft.; AC 13, touch 13, flat-
  footed 10); Base Atk +0; Grp +0; Atk +0 melee (1d8, 
  shortspear) or +3 ranged (1d8/19-20, light crossbow); Full 
  Atk +0 melee (1d8, shortspear) or +3 ranged (1d8/19-20, 
  light crossbow); AL NE; SV Fort +3, Ref +4, Will +2; Str 
  10, Dex 16, Con 16, Int 10, Wis 10, Cha 16. 
   
  Skills and Feats: Concentration +5, Hide +3, Move 
  Silently +7; Combat Casting.  
   
   
  Spells Known (per day 5/4; base DC = 13 + spell 
  level): 0 - daze, ray of frost, resistance, touch of fatigue; 1st 
  - magic missile, shield.  
   
  Possessions: Shortspear, light crossbow, crossbow 
  bolts (20). 
   
   
  
  Prisoners of War 
   
  Page 40 
  �Hepmonalander Suel shaman: Clr1 - Llerg CR 1; 
  Medium Humanoid; HD 1d8+2; hp 10; Init +1; Spd 30 ft.; 
  AC 15, flatfooted 14, touch 11; Base Atk +0; Grp +2: Atk 
  +2 melee (1d8+2/x3, battleaxe); Full Atk +2 melee 
  (1d8+2/x3, battleaxe); SA Spontaneous casting, rebuke 
  undead; AL: CN; SV: Fort +4, Ref +1, Will +5; Str 14, Dex 
  12, Con 14, Int 10, Wis 16, Cha 8 
   
  Skills and Feats:  Concentration +6, Profession 
  (Hunter) +7, Spellcraft +4; Combat Casting, Weapon 
  Proficiency (battleaxe). 
   
  Spells prepared: (4/3) 0- guidance x2, resistance, 
  virtue; 1: bless, enlarge person*; shield of faith 
   
  Domains:  Strength: +1 Str for 1 rnd 1/day. Chaos: 
  cast chaos spells at +1 caster level.  
   
  Possessions: Battleaxe, chainshirt, potion of cure 
  light wounds. 
   
  Encounter 7: Eagenrast 
  �Ulcar: Mnk6; CR 6; Medium Humanoid; HD 6d8+6; hp 
  39; Init +6; Spd 50 ft.; AC 16, touch 16, flat-footed 14; Base 
  Atk +4; Grp +6; Atk +7 melee (1d8+2, unarmed) or +6 
  ranged (1d6 fire, alchemist's fire); +7 melee (1d6+2, 
  masterwork quarterstaff); Full Atk +6/+6 melee (1d8+2, 
  flurry of blows unarmed) or +6 ranged (1d6 fire, 
  alchemist's fire); +6/+6 melee (1d6+2, flurry of blows 
  masterwork quarterstaff); SA Unarmed strike, flurry of 
  blows, ki strike (magic); SQ Evasion, still mind, purity of 
  body, slow fall 30 ft.; AL LE; SV Fort +6, Ref +7, Will +8; 
  Str 14, Dex 15, Con 12, Int 10, Wis 16, Cha 8. 
   
  Skills and Feats: Escape Artist +11, Hide +11, Jump 
  +11, Move Silently +11, Tumble +11; Circle Kick, Deflect 
  Arrows, Fists of Iron, Improved Disarm, Improved 
  Initiative, Stunning Fist, Weapon Focus (unarmed). 
   
  Flurry of Blows (Ex): When unarmored, a monk may 
  make one extra attack in a round at her highest base 
  attack bonus, but this attack takes a –1 penalty, as does 
  each other attack made that round.  
   
  Bonus Feats: This monk has selected  Stunning Fist, 
  Deflect Arrows and Improved Disarm as bonus feats. A 
  monk need not have any of the prerequisites normally 
  required for these feats to select them. 
   
  Evasion (Ex): If a monk makes a successful Reflex 
  saving throw against an attack that normally deals half 
  damage on a successful save, she instead takes no damage.  
   
  Still Mind (Ex): A monk gains a +2 bonus on saving 
  throws against spells and effects from the school of 
  enchantment. 
   
  Ki Strike (Su): A monk’s unarmed attacks are 
  empowered with ki. Her unarmed attacks are treated as 
  magic weapons for the purpose of dealing damage to 
  creatures with damage reduction. 
   
  Slow Fall (Ex): A monk within arm’s reach of a wall 
  can use it to slow her descent. When first using this 
  ability, she takes damage as if the fall were 30 feet shorter 
  than it actually is.  
   
  Purity of Body (Ex): A monk gains immunity to all 
  diseases except for supernatural and magical diseases. 
   
  Possessions: Masterwork quarterstaff, 2 x flask of 
  alchemist's fire. 
   
  �Tilva Suel soldiers: Ftr1; CR 1; Medium humanoid; HD 
  1d10+2; hp 12; Init +6; Spd 20 ft.; AC 19, touch 12, flat-
  footed 17; Base Atk +1; Grp +4; Atk +5 melee (1d6+3/19-
  20, longsword) or +4 melee (1d4+3/19-20, dagger) or +3 
  ranged (1d8/19-20, light crossbow); Full Atk +5 melee 
  (1d6+3/19-20, longsword) or +4 melee (1d4+3/19-20, 
  dagger) or +3 ranged (1d8/19-20, light crossbow); 
  Space/Reach 5 ft./ 5 ft.; AL LE; SV Fort +4, Ref +2, Will 
  +1; Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats Bluff +1, Jump -1, Spot +2; Improved 
  Initiative, Point-Blank Shot, Weapon Focus (longsword). 
   
  Possessions: Longsword, dagger, light crossbow, 
  crossbow bolts, chainmail, heavy steel shield, potion of 
  cure light wounds. 
   
  �Hepmonalander Suel warriors: Bbn1 CR 1; Medium 
  Humanoid; HD 1d12+2; hp 14; Init +2; Spd 40 ft.; AC 16, 
  touch 12, flat-footed 14; Base Atk +1; Grp +4; Atk +5 
  melee (2d4+4/18-20, falchion) or +3 ranged (1d6+3/x3, 
  mighty composite longbow +3); Full Atk  +5 melee 
  (2d4+4/18-20, falchion) or +3 ranged (1d6+3/x3, mighty 
  composite longbow +3); SQ Rage 3/day, fast movement; 
  AL N; SV Fort +4, Ref +2, Will +1; Str 16, Dex 14, Con 14, 
  Int 10, Wis 12, Cha 9. 
   
  Skills and Feats: Handle Animal +3, Hide +3, Jump 
  +6, Listen +5, Move Silently +4; Extra Rage, Weapon 
  Focus (falchion). 
   
  Rage (Ex): +4 to Strength, +4 to Constitution, +2 on 
  Will saves, –2 penalty to Armor Class for up to 7 rounds. 
   
  Possessions: Falchion; mighty composite longbow 
  +3; 20 arrows, chain shirt. 
   
  Hochebi sorceror: Sor1 CR 1; Medium Humanoid; HD 
  1d4+3; hp 7; Init +3; Spd 30 ft.; AC 13, touch 13, flat-
  footed 10); Base Atk +0; Grp +0; Atk +0 melee (1d8, 
  shortspear) or +3 ranged (1d8/19-20, light crossbow); Full 
  Atk +0 melee (1d8, shortspear) or +3 ranged (1d8/19-20, 
  light crossbow); AL NE; SV Fort +3, Ref +4, Will +2; Str 
  10, Dex 16, Con 16, Int 10, Wis 10, Cha 16. 
   
  Skills and Feats: Concentration +5, Hide +3, Move 
  Silently +7; Combat Casting.  
   
  
  Prisoners of War 
   
  Page 41 
   
  Spells Known (per day 5/4; base DC = 13 + spell 
  level): 0 - daze, ray of frost, resistance, touch of fatigue; 1st 
  - magic missile, shield.  
   
  Possessions: Shortspear, light crossbow, crossbow 
  bolts (20). 
   
  �Hepmonalander Suel shaman: Clr1 - Llerg CR 1; 
  Medium Humanoid; HD 1d8+2; hp 10; Init +1; Spd 30 ft.; 
  AC 15, flatfooted 14, touch 11; Base Atk +0; Grp +2: Atk 
  +2 melee (1d8+2/x3, battleaxe); Full Atk +2 melee 
  (1d8+2/x3, battleaxe); SA Spontaneous casting, rebuke 
  undead; AL: CN; SV: Fort +4, Ref +1, Will +5; Str 14, Dex 
  12, Con 14, Int 10, Wis 16, Cha 8 
   
  Skills and Feats:  Concentration +6, Profession 
  (Hunter) +7, Spellcraft +4; Combat Casting, Weapon 
  Proficiency (battleaxe). 
   
  Spells prepared: (4/3) 0- guidance x2, resistance, 
  virtue; 1: bless, enlarge person*; shield of faith 
   
  Domains:  Strength: +1 Str for 1 rnd 1/day. Chaos: 
  cast chaos spells at +1 caster level.  
   
  Possessions: Battleaxe, chainshirt, potion of cure 
  light wounds. 
   
  
  Prisoners of War 
   
  Page 42 
  APL 6 
  Encounter 1: The Trial of Arms 
  �Hevas Tel, Mnk8; CR 8; Medium Humanoid; HD 
  8d8+8; hp 51; Init +7; Spd 50 ft.; AC 17, touch 17, flat-
  footed 14; Base Atk +6/+1; Grp +8; Atk +9 melee (1d10+2, 
  unarmed); Full Atk +9/+3 melee (1d10+2, unarmed) or 
  +8/+8/+2 melee (1d10+2, flurry of blows unarmed); SA 
  Unarmed strike, flurry of blows, ki strike (magic); SQ 
  Evasion, still mind, purity of body, slow fall 40 ft., 
  wholeness of body; AL LE; SV Fort +7, Ref +9, Will +9; Str 
  14, Dex 16, Con 12, Int 10, Wis 16, Cha 8. 
   
  Skills and Feats: Escape Artist +13, Hide +13, Jump 
  +13, Move Silently +13, Tumble +13; Combat Reflexes, 
  Circle Kick, Fists of Iron, Improved Initiative, Improved 
  Trip, Stunning Fist, Weapon Focus (unarmed). 
   
  Flurry of Blows (Ex): When unarmored, a monk may 
  make one extra attack in a round at her highest base 
  attack bonus, but this attack takes a –1 penalty, as does 
  each other attack made that round.  
   
  Bonus Feats: This monk has selected  Stunning Fist, 
  Deflect Arrows and Improved Disarm as bonus feats. A 
  monk need not have any of the prerequisites normally 
  required for these feats to select them. 
   
  Evasion (Ex): If a monk makes a successful Reflex 
  saving throw against an attack that normally deals half 
  damage on a successful save, she instead takes no damage.  
   
  Still Mind (Ex): A monk gains a +2 bonus on saving 
  throws against spells and effects from the school of 
  enchantment. 
   
  Ki Strike (Su): A monk’s unarmed attacks are 
  empowered with ki. Her unarmed attacks are treated as 
  magic weapons for the purpose of dealing damage to 
  creatures with damage reduction. 
   
  Slow Fall (Ex): A monk within arm’s reach of a wall 
  can use it to slow her descent. When first using this 
  ability, she takes damage as if the fall were 40 feet shorter 
  than it actually is.  
   
  Purity of Body (Ex): A monk gains immunity to all 
  diseases except for supernatural and magical diseases. 
   
  Wholeness of Body (Su): A monk can heal her own 
  wounds. She can heal a number of hit points of damage 
  equal to twice her current monk level each day, and she 
  can spread this healing out among several uses. 
   
  �Lord Lovienne Duyrdann, Ftr8; CR 8; Medium 
  humanoid; HD 8d10+8; hp 60; Init +2; Spd 20 ft; AC 17, 
  flat-footed 17, touch 10; Base Atk +8; Grp +11; Atk +13 
  melee (1d10+7, bastard sword); Full Atk +13/+8 melee 
  (1d10+7, bastard sword); AL LE; SV Fort +7, Ref +4, Will 
  +3; Str 16, Dex 14, Con 12, Int 12, Wis 12, Cha 14. 
  Skills and feats: Diplomacy +4, Handle Animal 
  +13, Knowledge (history) +3, Ride +13; Cleave, Exotic 
  Weapon Proficiency (bastard sword), Great Cleave, 
  Leadership, Mounted Combat, Power Attack, Ride-By 
  Attack, Weapon Focus (bastard sword), Weapon 
  Specialization (bastard sword). 
  Possessions: Bastard sword, half-plate. 
   
  �Alwyrd the Trapper aka Delras Ulquand: male human 
  Rng8; CR 8; Medium humanoid; HD 8d8+4; hp 27; Init 
  +8; Spd 30 ft.; AC 17, flat-footed 13, touch 14; Base Atk 
  +8/+3; Grp +10; Atk +13 ranged (1d8+2/x3, mighty 
  composite longbow +2) or +9/+9 ranged (1d8+2/x3, 
  mighty composite longbow); Full Atk +13/+8 ranged 
  (1d8+2/x3, mighty composite longbow +2) or +11/+11/+6 
  ranged (1d8+2/x3, mighty composite longbow +2) or 
  +7/+7/+7/+7/+2/+2 ranged (1d8+2/x3, mighty composite 
  longbow +2); SQ Favoured enemy (goblinoid, human), 
  wild empathy, animal companion, woodland stride, swift 
  tracker; AL LN; SV Fort +5, Ref +7, Will +2; Str 14, Dex 
  18, Con 12, Int 10, Wis 12, Cha 10. 
  Skills and feats: Bluff +4, Climb +7, Handle 
  Animal +6, Hide +15, Move Silently +15, Survival +12; 
  Endurance, Far Shot, Improved Initiative, Manyshot, 
  Point-Blank Shot, Rapid Shot, Track, Weapon Focus 
  (composite longbow). 
   
  Combat Style (Ex): This ranger has selected archery.  
  He is treated as having the Rapid Shot and Manyshot 
  feats, even without the normal prerequisites for that feat. 
   
  Wild Empathy (Ex): A ranger can improve the 
  attitude of an animal. This ability functions just like a 
  Diplomacy check to improve the attitude of a person. The 
  ranger rolls 1d20+8 to determine the wild empathy check 
  result. 
   
  Woodland Stride (Ex): A ranger may move through 
  any sort of undergrowth (such as natural thorns, briars, 
  overgrown areas, and similar terrain) at his normal speed 
  and without taking damage or suffering any other 
  impairment. 
   
  Swift Tracker (Ex): A ranger can move at his normal 
  speed while following tracks without taking the normal –
  5 penalty. He takes only a –10 penalty (instead of the 
  normal –20) when moving at up to twice normal speed 
  while tracking. 
  Spells Known: (save DC  = 11 + spell level) 1 - 
  entangle, speak with animals 
  Possessions: Longbow, 20 arrows, studded 
  leather armour. 
   
  �Lormyr Feldaster: male human Wiz8; Medium 
  humanoid; HD 8d4+8; hp 33; Init +6; Spd 30 ft.; AC 12, 
  touch 12, flat-footed 10; Base Atk +4; Grp +4; Atk +4 
  
  Prisoners of War 
   
  Page 43 
  melee (1d6, quarterstaff); Full Atk +4 melee (1d6, 
  quarterstaff); AL N; SV Fort +3, Ref +4, Will +7; Str 10, 
  Dex 14, Con 12, Int 18, Wis 12, Cha 10. 
  Skills and feats: Concentration +12, Gather 
  Information +5, Knowledge (arcana) +15, Move Silently 
  +8, Profession (alchemist) +12, Spellcraft +15, Use Magic 
  Device +5; Combat Casting, Improved Counterspell, 
  Improved Initiative, Scribe Scroll, Silent Spell, Spell 
  Focus (Evocation). 
  Spells prepared (Wiz 4/5/4/4/3; Base DC = 14 + 
  spell level; Evocation: 15+ spell level): 0 - daze, flare, mage 
  hand, touch of fatigue; 1st - cause fear, charm person, 
  enlarge person, grease, reduce person; 2nd - darkness, 
  gust of wind, tasha's hideous laughter, web; 3rd - dispel 
  magic x4, 4th fear, otiluke's resilient sphere, rainbow 
  pattern. 
   
  Encounter 3: The Chain Gang 
  �Ha'kra'kalubrak, male hochebi, Ftr3; CR 3; Medium 
  humanoid; HD 3d10+6; hp 30; Init +7; Spd 30 ft.; AC 13, 
  touch 13, flat-footed 10; Base Atk +3; Grp +6; Atk +6 
  melee (1d3+3, unarmed); Full Atk +6 melee (1d3+3, 
  unarmed); AL LE; SV Fort +6, Ref +3, Will +1; Str 16, Dex 
  16, Con 14, Int 10, Wis 12, Cha 10. 
   
  Skills and feats: Hide +6, Jump +9, Move Silently +7; 
  Improved Initiative, Point Blank Shot, Rapid Shot, 
  Weapon Focus (composite longbow). 
   
  �Llerdev, male Hepmonalander Suel warrior, Bbn3; CR 
  3; Medium humanoid; HD 3d12+6; hp 32; Init +2; Spd 40 
  ft.; AC 12, flatfooted 10, touch 12; Base Atk +3; Grp +6; 
  Atk +6 melee (1d3+3, unarmed); Full Atk +6 melee 
  (1d3+3, unarmed); SA Rage 3/day; SQ Uncanny dodge, 
  fast movement, trap sense +1; AL CN; SV Fort +5, Ref +3, 
  Will +2; Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and feats: Handle Animal +5, Hide +5, Jump 
  +8, Listen +7, Move Silently +5; Extra Rage, Improved 
  Initiative, Weapon Focus (falchion); 
   
  Rage (Ex): +4 to Strength, +4 to Constitution, +2 on 
  Will saves, –2 penalty to Armor Class for up to 7 rounds  
   
  Uncanny Dodge (Ex): The barbarian retains his 
  Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker 
   
  Trap Sense (Ex): A barbarian gains a +1 bonus on 
  Reflex saves made to avoid traps and a +1 dodge bonus to 
  AC against attacks made by traps 
   
  �Krova Lenar, female human, Mnk8; CR 8; Medium 
  Humanoid; HD 8d8+8; hp 51; Init +7; Spd 50 ft.; AC 17, 
  touch 17, flat-footed 14; Base Atk +6/+1; Grp +8; Atk +9 
  melee (1d10+2, unarmed); Full Atk +9/+3 melee (1d10+2, 
  unarmed) or +8/+8/+2 melee (1d10+2, flurry of blows 
  unarmed); SA Unarmed strike, flurry of blows, ki strike 
  (magic); SQ Evasion, still mind, purity of body, slow fall 
  40 ft., wholeness of body; AL LE; SV Fort +7, Ref +9, Will 
  +9; Str 14, Dex 16, Con 12, Int 10, Wis 16, Cha 8. 
   
  Skills and Feats: Escape Artist +13, Hide +13, Jump 
  +13, Move Silently +13, Tumble +13; Circle Kick, Deflect 
  Arrows, Fists of Iron, Improved Disarm, Improved 
  Initiative, Stunning Fist, Weapon Focus (unarmed).  
   
  Flurry of Blows (Ex): When unarmored, a monk may 
  make one extra attack in a round at her highest base 
  attack bonus, but this attack takes a –1 penalty, as does 
  each other attack made that round.  
   
  Bonus Feats: This monk has selected  Stunning Fist, 
  Deflect Arrows and Improved Disarm as bonus feats. A 
  monk need not have any of the prerequisites normally 
  required for these feats to select them. 
   
  Evasion (Ex): If a monk makes a successful Reflex 
  saving throw against an attack that normally deals half 
  damage on a successful save, she instead takes no damage.  
   
  Still Mind (Ex): A monk gains a +2 bonus on saving 
  throws against spells and effects from the school of 
  enchantment. 
   
  Ki Strike (Su): A monk’s unarmed attacks are 
  empowered with ki. Her unarmed attacks are treated as 
  magic weapons for the purpose of dealing damage to 
  creatures with damage reduction. 
   
  Slow Fall (Ex): A monk within arm’s reach of a wall 
  can use it to slow her descent. When first using this 
  ability, she takes damage as if the fall were 40 feet shorter 
  than it actually is.  
   
  Purity of Body (Ex): A monk gains immunity to all 
  diseases except for supernatural and magical diseases. 
   
  Wholeness of Body (Su): A monk can heal her own 
  wounds. She can heal a number of hit points of damage 
  equal to twice her current monk level each day, and she 
  can spread this healing out among several uses. 
   
  �Makho Vidrekk, male human, Ftr3; CR 3; Medium 
  humanoid; HD 3d10+6; hp 28; Init +6; Spd 30 ft.; AC 11, 
  flat-footed 10; touch 11; Base Atk +3; Grp +6; Atk +6 
  melee (1d3+3, unarmed); Full Atk +6 melee (1d3+3, 
  unarmed); AL LE; SV Fort +5; Ref +3; Will +2; Str 16, Dex 
  14, Con 14, Int 10, Wis 12, Cha 8. 
  Skills and feats: Bluff +3, Climb +7, Jump +8; 
  Diehard, Endurance, Improved Initiative, Power Attack, 
  Weapon Focus (longsword) 
   
  �Lev Talozin, male human, Rog2: CR 2; Medium 
  humanoid; HD 2d6+2; hp 13; Init +7; Spd 30 ft.; AC 13, 
  flat-footed 10; touch 13; Base Atk +1; Grp +3; Atk +3 
  melee (1d3+2, unarmed) Full Atk +3 melee (1d3+2, 
  unarmed); Space/Reach 5 ft./ 5 ft.; SA Sneak attack 
  
  Prisoners of War 
   
  Page 44 
  +1d6+2; SQ Evasion; AL NE; SV Fort +1; Ref +5; Will +0; 
  Str 14, Dex 16, Con 12, Int 12, Wis 10, Cha 10. 
   
  Skills and Feats: Bluff +5; Escape Artist +8; Hide +8, 
  Move Silently +8, Open Locks +8, Search +5, Listen +5, 
  Sense Motive +8, Spot +5, Tumble +8, Improved 
  Initiative, Weapon Focus (short sword). 
   
  Trapfinding: Rogues can use the Search skill to 
  locate traps when the task has a Difficulty Class higher 
  than 20. Finding a nonmagical trap has a DC of at least 20, 
  or higher if it is well hidden. Finding a magic trap has a 
  DC of 25 + the level of the spell used to create it.Rogues 
  (and only rogues) can use the Disable Device skill to 
  disarm magic traps. A magic trap generally has a DC of 25 
  + the level of the spell used to create it. A rogue who beats 
  a trap’s DC by 10 or more with a Disable Device check can 
  study a trap, figure out how it works, and bypass it (with 
  her party) without disarming it. 
   
  Evasion (Ex): If a rogue makes a successful Reflex 
  saving throw against an attack that normally deals half 
  damage on a successful save, she instead takes no damage.  
    
  �Derend and Jandyr, male human, Rog2: CR 2; Medium 
  humanoid; HD 2d6+2; hp 13; Init +7; Spd 30 ft.; AC 13, 
  flat-footed 10; touch 13; Base Atk +1; Grp +3; Atk +3 
  melee (1d3+2, unarmed) Full Atk +3 melee (1d3+2, 
  unarmed); Space/Reach 5 ft./ 5 ft.; SA Sneak attack 
  +1d6+2; SQ Evasion; AL NE; SV Fort +1; Ref +5; Will +0; 
  Str 14, Dex 16, Con 12, Int 12, Wis 10, Cha 10. 
   
  Skills and Feats: Bluff +5; Escape Artist +8; Hide +8, 
  Move Silently +8, Open Locks +8, Search +5, Listen +5, 
  Sense Motive +8, Spot +5, Tumble +8, Improved 
  Initiative, Weapon Focus (short sword). 
   
  Trapfinding: Rogues can use the Search skill to 
  locate traps when the task has a Difficulty Class higher 
  than 20. Finding a nonmagical trap has a DC of at least 20, 
  or higher if it is well hidden. Finding a magic trap has a 
  DC of 25 + the level of the spell used to create it.Rogues 
  (and only rogues) can use the Disable Device skill to 
  disarm magic traps. A magic trap generally has a DC of 25 
  + the level of the spell used to create it. A rogue who beats 
  a trap’s DC by 10 or more with a Disable Device check can 
  study a trap, figure out how it works, and bypass it (with 
  her party) without disarming it. 
   
  Evasion (Ex): If a rogue makes a successful Reflex 
  saving throw against an attack that normally deals half 
  damage on a successful save, she instead takes no damage.  
   
  �Hochebi warriors Ftr2: CR 2; Medium humanoid  (6 ft. 
  tall); HD 2d10+6; hp 19; Init +3; Spd 30 ft.; AC 16, touch 
  13, flat-footed 13; Base Atk +2; Grp +5; Atk +5 melee 
  (2d4+4/18-20, falchion) or +7 ranged (1d8+3/x3, 
  masterwork mighty composite longbow +3); Full Atk +5 
  melee (2d4+4/18-20, falchion) or +5/+5 ranged (1d8+3/x3, 
  masterwork mighty composite longbow +3); AL LE; SV 
  Fort +6, Ref +3, Will +1. Str 16, Dex 16, Con 16, Int 10, 
  Wis 12, Cha 8 
   
  Skills and feats: Hide +5, Jump +8, Move Silently +7; 
  Point Blank Shot, Rapid Shot. Weapon Focus (composite 
  longbow). 
   
  Equipment: Studded leather armour, falchion, 
  masterwork mighty composite longbow +3, 20 arrows, 2 
  gp. 
   
  �Hochebi shaman, Clr2 -- Maglubiyet: CR 2; Medium 
  humanoid; HD 2d8+2; hp 15; Init +3; Spd 20 ft.; AC 16, 
  touch 13, flat-footed 13; Base Atk +1; Grp +3; Atk +3 
  melee (1d8+2/x3, battleaxe); Full Atk +4 melee (1d8+2/x3, 
  masterwork battleaxe); SA Rebuke undead; AL LE; SV 
  Fort +4, Ref +3, Will +5; Str 14, Dex 16, Con 12, Int 10, 
  Wis 16, Cha 10. 
   
  Skills and feats:  Concentration +5, Hide +5, Move 
  Silently 
  +8; 
  Martial 
  Wapon 
  Proficiency. 
    
  Spells prepared: (4/4; base DC = 13 + spell level) 0- 
  guidence x2, resistance, virtue; 1
  st- bless, command, 
  obscuring mist, protection from good*, summon monster 
  I.  
  Domains:  Destruction: Smite: +4 to hit, +2 
  damage 1/day; Evil: Cast evil spells at +1 caster level). 
   Possessions: 
  Studded 
  leather 
  armour, 
  masterwork battleaxe, potion of cure moderate wounds.  
   
  Encounter 4: Ambush at Aegenlir 
  �Tilva Suel officers: Ftr3; CR 3; Medium humanoid; HD 
  3d10+6; hp 28; Init +6; Spd 30 ft.; AC 16, flat-footed 15; 
  touch 11); Base Atk +3; Grp +6; Atk +8 melee (1d10+3/19-
  20, masterwork longsword) or +5 ranged (1d8+3/x3, 
  masterwork mighty composite longbow +3); Full Atk +8 
  melee (1d10+3/19-20, masterwork longsword) or +5 
  ranged 
  (1d8+3/x3, 
  masterwork 
  mighty 
  composite 
  longbow +3); AL LE; SV Fort +5; Ref +3; Will +2; Str 16, 
  Dex 14, Con 14, Int 10, Wis 12, Cha 8. 
  Skills and feats: Bluff +3, Jump +1, Spot +2; 
  Diehard, Endurance, Improved Initiative, Power Attack, 
  Weapon Focus (longsword) 
   
  Possessions: Chainmail, masterwork longsword, 
  masterwork mighty composite longbow +3, 20 arrows, 
  potion of cure light wounds. 
   
  �Hepmonalander Suel warriors: Bbn3; CR 3; Medium 
  humanoid; HD 3d12+6; hp 32; Init +2; Spd 40 ft.; AC 16, 
  flatfooted 14, touch 12; Base Atk +3; Grp +6; Atk +8 melee 
  (1d8+3/18-20, masterwork falchion) or +5 ranged 
  (1d8+3/x3, masterwork mighty composite longbow +3); 
  Full Atk +8 melee (1d8+3/18-20, masterwork falchion) or 
  
  Prisoners of War 
   
  Page 45 
  +5 ranged (1d8+3/x3, masterwork mighty composite 
  longbow +3); SA Rage 3/day; SQ Uncanny dodge, fast 
  movement, trap sense +1; AL CN; SV Fort +5, Ref +3, Will 
  +2; Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and feats: Handle Animal +4, Hide +4, Jump 
  +7, Listen +6, Move Silently +4; Extra Rage, Improved 
  Initiative, Weapon Focus (falchion); 
   
  Rage (Ex): +4 to Strength, +4 to Constitution, +2 on 
  Will saves, –2 penalty to Armor Class for up to 7 rounds  
   
  Uncanny Dodge (Ex): The barbarian retains his 
  Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker 
   
  Trap Sense (Ex): A barbarian gains a +1 bonus on 
  Reflex saves made to avoid traps and a +1 dodge bonus to 
  AC against attacks made by traps 
   
   
   
  Possessions: Chain 
  shirt, 
  masterwork 
  falchion, 
  masterwork mighty composite longbow +3, potion of 
  cure light wounds. 
   
  �Hochebi sorceror: Sor3; CR 3; Medium humanoid; HD 
  3d4+9; hp 19; Init +5; Spd 30 ft.; AC 12, touch 11, flat-
  footed 11; Base Atk +1; Grp +1; Atk +1 melee (1d8, heavy 
  mace) or +2 ranged (1d8/19-20, light crossbow); Full Atk 
  +1 melee (1d8, heavy mace) or +2 ranged (1d8/19-20, light 
  crossbow); SQ Summon familiar; AL LE; SV Fort +4, Ref 
  +2, Will +5; Str 10, Dex 12, Con 16, Int 10, Wis 14, Cha 16. 
   
  Skills and Feats:  Concentration +7, Hide +4, Move 
  Silently +7; Combat Casting, Improved Initiative. 
  Spells Known: (6/6; base DC = 13 + spell level); 
  0- acid splash, daze, mage hand, ray of frost, touch of 
  fatigue; 1
  st- magic missile, shield, ray of enfeeblement. 
  Possessions: +1 bracers of armour, traveller’s 
  clothes, light mace, potion of cure moderate wounds, 
  12gp.  
   
   
  �Tilva Suel Priest: Clr3 - Syrul; CR 3; Medium 
  humanoid; HD 3d8; hp 18; Init +5; Spd 30 ft.; AC 15, 
  touch 11, flat-footed 14; Base Atk +2; Grp +3; Atk +3 
  ranged (1d8, light crossbow) or +3 melee (1d4+1, dagger); 
  Full Atk +3 ranged (1d8, light crossbow) or +3 melee 
  (1d4+1, dagger); SQ: Rebuke undead; AL NE; SV Fort +3, 
  Ref +2, Will +6; Str 12, Dex 12, Con 10, Int 10, Wis 16, 
  Cha 14. 
   
  Skills and Feats: Bluff +9, Concentration +7, Disguise 
  +9; Combat Casting, Improved Initiative,  Skill Focus 
  (Bluff)  
   
  Spells Prepared (4/4/3; base DC = 13 + spell level): 0 - 
  cure minor wounds, guidance x2, virtue; 1st - disguise 
  self*, cure light wounds, obscuring mist, summon 
  monster I; 2
  nd - bull's strength, invisibility*, silence.  
   
  *domain spell; Domains: Knowledge: Divination 
  spells at +1 level, all Knowledge skills as class skills; 
  Trickery: Bluff, Disguise and Hide are class skills;  
   
  Possessions: Dagger; light crossbow, 20 crossbow 
  bolts, 2 vials of medium spider venom (Injury DC 14; 
  primary and secondary damage 1d4 Str); chain shirt, 
  traveler's outfit. 
   
  Encounter 6: The Hostages 
  �Orlav: Rog5/Asn3; CR 8; Medium humanoid; HD 
  8d6+8; hp 42; Init +8; Spd 30 ft.; AC 17, touch 14, flat-
  footed 13; Base Atk +6/+1; Grp +8; Atk +10 melee 
  (1d6+2/19-20, masterwork short sword) or +8 melee 
  (1d4+2/19-20, dagger) or +10 ranged (1d4+2/19-20, 
  dagger); Full Atk +10/+5 melee (1d6+2/19-20, masterwork 
  short sword) or +8/+3 melee (1d4+2/19-20, dagger) or 
  +10/+5 ranged (1d4+2/19-20, dagger); SA Sneak attack 
  +5d6+10, death attack; SQ Evasion, uncanny dodge, 
  poison use, +1 save vs poison; AL LE; SV Fort +2, Ref +9, 
  Will +1; Str 14, Dex 18, Con 12, Int 12, Wis 10, Cha 10. 
   
  Skills and feats: Bluff +12; Disguise +12; Escape Artist 
  +14, Hide +14, Listen +8, Move Silently +14, Tumble +14, 
  Search +8, Slight of Hand +10, Spot +8; Improved 
  Initiative, Quick Draw, Weapon Finesse (short sword), 
  Weapon Focus (short sword). 
   
  Trapfinding: Rogues can use the Search skill to 
  locate traps when the task has a Difficulty Class higher 
  than 20. Finding a nonmagical trap has a DC of at least 20, 
  or higher if it is well hidden. Finding a magic trap has a 
  DC of 25 + the level of the spell used to create it.Rogues 
  (and only rogues) can use the Disable Device skill to 
  disarm magic traps. A magic trap generally has a DC of 25 
  + the level of the spell used to create it. A rogue who beats 
  a trap’s DC by 10 or more with a Disable Device check can 
  study a trap, figure out how it works, and bypass it (with 
  her party) without disarming it. 
   
  Evasion (Ex): If a rogue makes a successful Reflex 
  saving throw against an attack that normally deals half 
  damage on a successful save, she instead takes no damage. 
   
  Trap Sense (Ex): A rogue gains an intuitive sense that 
  alerts her to danger from traps, giving her a +1 bonus on 
  Reflex saves made to avoid traps and a +1 dodge bonus to 
  AC against attacks made by traps.  
   
  Uncanny Dodge (Ex): A rogue retains her Dexterity 
  bonus to AC (if any) even if she is caught flat-footed or 
  struck by an invisible attacker.  
   
  Death Attack: If an assassin studies his victim for 3 
  rounds and then makes a sneak attack with a melee 
  weapon that successfully deals damage, the sneak attack 
  has the additional effect of possibly either paralyzing or 
  killing the target (assassin’s choice). If the victim of such 
  an attack fails a DC 11 Fortitude save against the kill 
  
  Prisoners of War 
   
  Page 46 
  effect, she dies. If the saving throw fails against the 
  paralysis effect, the victim is rendered helpless and 
  unable to act for 1d6 rounds plus 1 round per level of the 
  assassin. If the victim’s saving throw succeeds, the attack 
  is just a normal sneak attack. 
   
  Poison Use: Assassins are trained in the use of 
  poison and never risk accidentally poisoning themselves 
  when applying poison to a blade. 
   
  Spells (2/1; base save = 11 + spell level): 1 - disguise 
  self, obscuring mist, true strike; 2 - invisibility, spider 
  climb  
   
  Possessions: masterwork short sword, 4 x dagger, 
  studded leather armour, large scorpion venom (Injury DC 
  18; primary and secondary damage 1d6 Str), potion of 
  cat's grace. 
   
  �Tilva Suel officers: Ftr3; CR 3; Medium humanoid; HD 
  3d10+6; hp 28; Init +6; Spd 30 ft.; AC 16, flat-footed 15; 
  touch 11); Base Atk +3; Grp +6; Atk +8 melee (1d10+3/19-
  20, masterwork longsword) or +5 ranged (1d8/19-20, 
  masterwork light crossbow); Full Atk +8 melee 
  (1d10+3/19-20, masterwork longsword) or +5 ranged 
  (1d8/19-20, masterwork light crossbow); AL LE; SV Fort 
  +5; Ref +3; Will +2; Str 16, Dex 14, Con 14, Int 10, Wis 12, 
  Cha 8. 
  Skills and feats: Bluff +3, Jump +1, Spot +2; 
  Diehard, Endurance, Improved Initiative, Power Attack, 
  Weapon Focus (longsword) 
   
  Possessions: Chainmail, masterwork longsword, 
  masterwork light crossbow, 20 arrows, potion of cure 
  light wounds. 
   
  �Hepmonalander Suel warriors: Bbn3; CR 3; Medium 
  humanoid; HD 3d12+6; hp 32; Init +2; Spd 40 ft.; AC 16, 
  flatfooted 14, touch 12; Base Atk +3; Grp +6; Atk +8 melee 
  (1d8+3/18-20, masterwork falchion) or +5 ranged 
  (1d6+3/19-20, masterwork mighty composite shortbow 
  +3); Full Atk +8 melee (1d8+3/18-20, masterwork 
  falchion) or +5 ranged (1d8/19-20, masterwork mighty 
  composite shortbow +3); SA Rage 3/day; SQ Uncanny 
  dodge, fast movement, trap sense +1; AL CN; SV Fort +5, 
  Ref +3, Will +2; 
  Str 16, Dex 14, Con 14, Int 10, Wis 12, 
  Cha 8. 
   
  Skills and feats: Handle Animal +4, Hide +4, Jump 
  +7, Listen +6, Move Silently +4; Extra Rage, Improved 
  Initiative, Weapon Focus (falchion); 
   
  Rage (Ex): +4 to Strength, +4 to Constitution, +2 on 
  Will saves, –2 penalty to Armor Class for up to 7 rounds  
   
  Uncanny Dodge (Ex): The barbarian retains his 
  Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker 
   
  Trap Sense (Ex): A barbarian gains a +1 bonus on 
  Reflex saves made to avoid traps and a +1 dodge bonus to 
  AC against attacks made by traps 
   
   
  Possessions: Chain 
  shirt, 
  masterwork 
  falchion, 
  masterwork mighty composite shortbow +3, potion of 
  cure light wounds. 
   
  �Hochebi sorceror: Sor3; CR 3; Medium humanoid; HD 
  3d4+9; hp 19; Init +5; Spd 30 ft.; AC 12, touch 11, flat-
  footed 11; Base Atk +1; Grp +1; Atk +1 melee (1d8, heavy 
  mace) or +2 ranged (1d8/19-20, light crossbow); Full Atk 
  +1 melee (1d8, heavy mace) or +2 ranged (1d8/19-20, light 
  crossbow); SQ Summon familiar; AL LE; SV Fort +4, Ref 
  +2, Will +5; Str 10, Dex 12, Con 16, Int 10, Wis 14, Cha 16. 
   
  Skills and Feats:  Concentration +7, Hide +4, Move 
  Silently +7; Combat Casting, Improved Initiative. 
  Spells Known: (per day 6/6; base DC = 13 + spell 
  level); 0- acid splash, daze, mage hand, ray of frost, touch 
  of fatigue; 1
  st- magic missile, shield, ray of enfeeblement. 
   
  Possessions: +1 bracers of armour, traveller’s clothes, 
  light mace, potion of cure moderate wounds. 
   
  �Hepmonalander Suel Priest: Clr3 - Llerg; CR 3;  
  Medium Humanoid; HD 3d8+6; hp 24; Init +5; Spd 30 ft.; 
  AC 15, flatfooted 14, touch 11; Base Atk +2; Grp +4; Atk 
  +5 melee (1d8+2/x3, masterwork battleaxe) or +3 ranged 
  (1d8/19-20, light crossbow); Full Atk +5 melee (1d8+2/x3, 
  masterwork battleaxe) or +3 ranged (1d8/19-20, light 
  crossbow); SA Rebuke undead; AL CN; SV Fort +5, Ref 
  +2, Will +6; Str 14, Dex 12, Con 14, Int 10, Wis 16, Cha 8 
   
  Skills and feats:  Concentration +8, Profession 
  (Hunter) +7, Spellcraft +6; Combat Casting, Improved 
  Initiative, Weapon Proficiency (battleaxe). 
   
  Spells prepared: (4/4/3; base save = 13 + spell level) 0 
  - guidance x 2, resistance, virtue; 1: divine favour, enlarge 
  person*, enthropic shield, shield of faith; 2: bull's 
  strength*, hold person, silence. 
   
   Domains:  Strength: +3 bonus to Str for 1 round, 
  1/day; Chaos: cast chaos spells at +1 caster level. 
     
  Possessions: Masterwork battleaxe, chain shirt, light 
  crossbow, 20 bolts, potion of cure moderate wounds. 
   
  Encounter 7: Eagenrast 
  �Ulcar: Mnk8; CR 8; Medium Humanoid; HD 8d8+8; hp 
  51; Init +7; Spd 50 ft.; AC 17, touch 17, flat-footed 14; Base 
  Atk +6/+1; Grp +8; Atk +9 melee (1d10+2, unarmed) or +8 
  ranged (1d6 fire, alchemist's fire); +9 melee (1d6+2, 
  masterwork quarterstaff); Full Atk +9/+3 melee (1d10+2, 
  unarmed) or +8/+8/+2 melee (1d10+2, flurry of blows 
  unarmed) or +8 ranged (1d6 fire, alchemist's fire); 
  +8/+8/+2 melee (1d6+2, flurry of blows masterwork 
  quarterstaff); SA Unarmed strike, flurry of blows, ki strike 
  
  Prisoners of War 
   
  Page 47 
  (magic); SQ Evasion, still mind, purity of body, slow fall 
  40 ft., wholeness of body; AL LE; SV Fort +7, Ref +9, Will 
  +9; Str 14, Dex 16, Con 12, Int 10, Wis 16, Cha 8. 
   
  Skills and Feats: Escape Artist +14, Hide +14, Jump 
  +14, Move Silently +14, Tumble +14; Circle Kick, Deflect 
  Arrows, Fists of Iron, Improved Disarm, Improved 
  Initiative, Stunning Fist, Weapon Focus (unarmed).  
   
  Flurry of Blows (Ex): When unarmored, a monk may 
  make one extra attack in a round at her highest base 
  attack bonus, but this attack takes a –1 penalty, as does 
  each other attack made that round.  
   
  Bonus Feats: This monk has selected  Stunning Fist, 
  Deflect Arrows and Improved Disarm as bonus feats. A 
  monk need not have any of the prerequisites normally 
  required for these feats to select them. 
   
  Evasion (Ex): If a monk makes a successful Reflex 
  saving throw against an attack that normally deals half 
  damage on a successful save, she instead takes no damage.  
   
  Still Mind (Ex): A monk gains a +2 bonus on saving 
  throws against spells and effects from the school of 
  enchantment. 
   
  Ki Strike (Su): A monk’s unarmed attacks are 
  empowered with ki. Her unarmed attacks are treated as 
  magic weapons for the purpose of dealing damage to 
  creatures with damage reduction. 
   
  Slow Fall (Ex): A monk within arm’s reach of a wall 
  can use it to slow her descent. When first using this 
  ability, she takes damage as if the fall were 40 feet shorter 
  than it actually is.  
   
  Purity of Body (Ex): A monk gains immunity to all 
  diseases except for supernatural and magical diseases. 
   
  Wholeness of Body (Su): A monk can heal her own 
  wounds. She can heal a number of hit points of damage 
  equal to twice her current monk level each day, and she 
  can spread this healing out among several uses. 
   
  Possessions: Masterwork quarterstaff, 2 x flask of 
  alchemist's fire. 
   
  �Tilva Suel officers: Ftr3; CR 3; Medium humanoid; HD 
  3d10+6; hp 28; Init +6; Spd 30 ft.; AC 16, flat-footed 15; 
  touch 11); Base Atk +3; Grp +6; Atk +8 melee (1d10+3/19-
  20, masterwork longsword) or +5 ranged (1d8/19-20, 
  masterwork light crossbow); Full Atk +8 melee 
  (1d10+3/19-20, masterwork longsword) or +5 ranged 
  (1d8/19-20, masterwork light crossbow); AL LE; SV Fort 
  +5; Ref +3; Will +2; Str 16, Dex 14, Con 14, Int 10, Wis 12, 
  Cha 8. 
  Skills and feats: Bluff +3, Jump +1, Spot +2; 
  Diehard, Endurance, Improved Initiative, Power Attack, 
  Weapon Focus (longsword) 
   
  Possessions: Chainmail, masterwork longsword, 
  masterwork light crossbow, 20 arrows, potion of cure 
  light wounds. 
   
  �Hepmonalander Suel warriors: Bbn3; CR 3; Medium 
  humanoid; HD 3d12+6; hp 32; Init +2; Spd 40 ft.; AC 16, 
  flatfooted 14, touch 12; Base Atk +3; Grp +6; Atk +8 melee 
  (1d8+3/18-20, masterwork falchion) or +5 ranged 
  (1d6+3/19-20, masterwork mighty composite shortbow 
  +3); Full Atk +8 melee (1d8+3/18-20, masterwork 
  falchion) or +5 ranged (1d8/19-20, masterwork mighty 
  composite shortbow +3); SA Rage 3/day; SQ Uncanny 
  dodge, fast movement, trap sense +1; AL CN; SV Fort +5, 
  Ref +3, Will +2; 
  Str 16, Dex 14, Con 14, Int 10, Wis 12, 
  Cha 8. 
   
  Skills and feats: Handle Animal +4, Hide +4, Jump 
  +7, Listen +6, Move Silently +4; Extra Rage, Improved 
  Initiative, Weapon Focus (falchion); 
   
  Rage (Ex): +4 to Strength, +4 to Constitution, +2 on 
  Will saves, –2 penalty to Armor Class for up to 7 rounds  
   
  Uncanny Dodge (Ex): The barbarian retains his 
  Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker 
   
  Trap Sense (Ex): A barbarian gains a +1 bonus on 
  Reflex saves made to avoid traps and a +1 dodge bonus to 
  AC against attacks made by traps 
   
   
   
  Possessions: Chain 
  shirt, 
  masterwork 
  falchion, 
  masterwork mighty composite shortbow +3, potion of 
  cure light wounds. 
   
  �Hochebi sorceror: Sor3; CR 3; Medium humanoid; HD 
  3d4+9; hp 19; Init +5; Spd 30 ft.; AC 12, touch 11, flat-
  footed 11; Base Atk +1; Grp +1; Atk +1 melee (1d8, heavy 
  mace) or +2 ranged (1d8/19-20, light crossbow); Full Atk 
  +1 melee (1d8, heavy mace) or +2 ranged (1d8/19-20, light 
  crossbow); SQ Summon familiar; AL LE; SV Fort +4, Ref 
  +2, Will +5; Str 10, Dex 12, Con 16, Int 10, Wis 14, Cha 16. 
   
  Skills and Feats:  Concentration +7, Hide +4, Move 
  Silently +7; Combat Casting, Improved Initiative. 
  Spells Known: (per day 6/6; base DC = 13 + spell 
  level); 0-acid splash, daze, mage hand, ray of frost, touch 
  of fatigue; 1
  st- magic missile, mage armour, ray of 
  enfeeblement. 
   
  Possessions: +1 bracers of armour, traveller’s clothes, 
  light mace, potion of cure moderate wounds. 
   
  �Hepmonalander Suel Priest: Clr3 - Llerg; CR 3;  
  Medium Humanoid; HD 3d8+6; hp 24; Init +5; Spd 30 ft.; 
  AC 15, flatfooted 14, touch 11; Base Atk +2; Grp +4; Atk 
  +5 melee (1d8+2/x3, masterwork battleaxe) or +3 ranged 
  (1d8/19-20, light crossbow); Full Atk +5 melee (1d8+2/x3, 
  masterwork battleaxe) or +3 ranged (1d8/19-20, light 
  
  Prisoners of War 
   
  Page 48 
  crossbow); SA Rebuke undead; AL CN; SV Fort +5, Ref 
  +2, Will +6; Str 14, Dex 12, Con 14, Int 10, Wis 16, Cha 8 
   
  Skills and feats:  Concentration +8, Profession 
  (Hunter) +7, Spellcraft +6; Combat Casting, Improved 
  Initiative, Weapon Proficiency (battleaxe). 
   
  Spells prepared: (4/4/3; base save = 13 + spell level) 0 
  - guidance x 2, resistance, virtue; 1: divine favour, enlarge 
  person*, enthropic shield, shield of faith; 2: bull's 
  strength*, hold person, silence. 
   
   Domains:  Strength: +3 bonus to Str for 1 round, 
  1/day; Chaos: cast chaos spells at +1 caster level. 
     
  Possessions: Masterwork battleaxe, chain shirt, light 
  crossbow, 20 bolts, potion of cure moderate wounds. 
  
  Prisoners of War 
   
  Page 49 
  APL 8 
  Encounter 1: The Trial of Arms 
  �Hevas Tel, Mnk8; CR 8; Medium Humanoid; HD 
  8d8+8; hp 51; Init +7; Spd 50 ft.; AC 17, touch 17, flat-
  footed 14; Base Atk +6/+1; Grp +8; Atk +9 melee (1d10+2, 
  unarmed); Full Atk +9/+3 melee (1d10+2, unarmed) or 
  +8/+8/+2 melee (1d10+2, flurry of blows unarmed); SA 
  Unarmed strike, flurry of blows, ki strike (magic); SQ 
  Evasion, still mind, purity of body, slow fall 40 ft., 
  wholeness of body; AL LE; SV Fort +7, Ref +9, Will +9; Str 
  14, Dex 16, Con 12, Int 10, Wis 16, Cha 8. 
   
  Skills and Feats: Escape Artist +13, Hide +13, Jump 
  +13, Move Silently +13, Tumble +13; Combat Reflexes, 
  Circle Kick, Fists of Iron, Improved Initiative, Improved 
  Trip, Stunning Fist, Weapon Focus (unarmed). 
   
  Flurry of Blows (Ex): When unarmored, a monk may 
  make one extra attack in a round at her highest base 
  attack bonus, but this attack takes a –1 penalty, as does 
  each other attack made that round.  
   
  Bonus Feats: This monk has selected  Stunning Fist, 
  Deflect Arrows and Improved Disarm as bonus feats. A 
  monk need not have any of the prerequisites normally 
  required for these feats to select them. 
   
  Evasion (Ex): If a monk makes a successful Reflex 
  saving throw against an attack that normally deals half 
  damage on a successful save, she instead takes no damage.  
   
  Still Mind (Ex): A monk gains a +2 bonus on saving 
  throws against spells and effects from the school of 
  enchantment. 
   
  Ki Strike (Su): A monk’s unarmed attacks are 
  empowered with ki. Her unarmed attacks are treated as 
  magic weapons for the purpose of dealing damage to 
  creatures with damage reduction. 
   
  Slow Fall (Ex): A monk within arm’s reach of a wall 
  can use it to slow her descent. When first using this 
  ability, she takes damage as if the fall were 40 feet shorter 
  than it actually is.  
   
  Purity of Body (Ex): A monk gains immunity to all 
  diseases except for supernatural and magical diseases. 
   
  Wholeness of Body (Su): A monk can heal her own 
  wounds. She can heal a number of hit points of damage 
  equal to twice her current monk level each day, and she 
  can spread this healing out among several uses. 
   
  �Lord Lovienne Duyrdann, Ftr8; CR 8; Medium 
  humanoid; HD 8d10+8; hp 60; Init +2; Spd 20 ft; AC 17, 
  flat-footed 17, touch 10; Base Atk +8; Grp +11; Atk +13 
  melee (1d10+7, bastard sword); Full Atk +13/+8 melee 
  (1d10+7, bastard sword); AL LE; SV Fort +7, Ref +4, Will 
  +3; Str 16, Dex 14, Con 12, Int 12, Wis 12, Cha 14. 
   
  Skills and feats: Diplomacy +4, Handle Animal +13, 
  Knowledge (history) +3, Ride +13; Cleave, Exotic Weapon 
  Proficiency (bastard sword), Great Cleave, Leadership, 
  Mounted Combat, Power Attack, Ride-By Attack, 
  Weapon Focus (bastard sword), Weapon Specialization 
  (bastard sword). 
   
  Possessions: Bastard sword, half-plate. 
   
  �Alwyrd the Trapper aka Delras Ulquand: male human 
  Rng8; CR 8; Medium humanoid; HD 8d8+4; hp 27; Init 
  +8; Spd 30 ft.; AC 17, flat-footed 13, touch 14; Base Atk 
  +8/+3; Grp +10; Atk +13 ranged (1d8+2/x3, mighty 
  composite longbow +2) or +9/+9 ranged (1d8+2/x3, 
  mighty composite longbow); Full Atk +13/+8 ranged 
  (1d8+2/x3, mighty composite longbow +2) or +11/+11/+6 
  ranged (1d8+2/x3, mighty composite longbow +2) or 
  +7/+7/+7/+7/+2/+2 ranged (1d8+2/x3, mighty composite 
  longbow +2); SQ Favoured enemy (goblinoid, human), 
  wild empathy, animal companion, woodland stride, swift 
  tracker; AL LN; SV Fort +5, Ref +7, Will +2; Str 14, Dex 
  18, Con 12, Int 10, Wis 12, Cha 10. 
   
  Skills and feats: Bluff +4, Climb +7, Handle Animal 
  +6, Hide +15, Move Silently +15, Survival +12; 
  Endurance, Far Shot, Improved Initiative, Manyshot, 
  Point-Blank Shot, Rapid Shot, Track, Weapon Focus 
  (composite longbow). 
   
  Combat Style (Ex): This ranger has selected archery.  
  He is treated as having the Rapid Shot and Manyshot 
  feats, even without the normal prerequisites for that feat. 
   
  Wild Empathy (Ex): A ranger can improve the 
  attitude of an animal. This ability functions just like a 
  Diplomacy check to improve the attitude of a person. The 
  ranger rolls 1d20+8 to determine the wild empathy check 
  result. 
   
  Woodland Stride (Ex): A ranger may move through 
  any sort of undergrowth (such as natural thorns, briars, 
  overgrown areas, and similar terrain) at his normal speed 
  and without taking damage or suffering any other 
  impairment. 
   
  Swift Tracker (Ex): A ranger can move at his normal 
  speed while following tracks without taking the normal –
  5 penalty. He takes only a –10 penalty (instead of the 
  normal –20) when moving at up to twice normal speed 
  while tracking. 
   
  Spells Known: (save DC = 11 + spell level) 1 - 
  entangle, speak with animals 
   
  Possessions: Longbow, 20 arrows, studded leather 
  armour. 
   
  �Lormyr Feldaster: male human Wiz8; Medium 
  humanoid; HD 8d4+8; hp 33; Init +6; Spd 30 ft.; AC 12, 
  touch 12, flat-footed 10; Base Atk +4; Grp +4; Atk +4 
  
  Prisoners of War 
   
  Page 50 
  melee (1d6, quarterstaff); Full Atk +4 melee (1d6, 
  quarterstaff); AL N; SV Fort +3, Ref +4, Will +7; Str 10, 
  Dex 14, Con 12, Int 18, Wis 12, Cha 10. 
   
  Skills 
  and 
  feats: 
  Concentration 
  +12, 
  Gather 
  Information +5, Knowledge (arcana) +15, Move Silently 
  +8, Profession (alchemist) +12, Spellcraft +15, Use Magic 
  Device +5; Combat Casting, Improved Counterspell, 
  Improved Initiative, Scribe Scroll, Silent Spell, Spell 
  Focus (Evocation). 
   
  Spells prepared (Wiz 4/5/4/4/3; Base DC = 14 + spell 
  level; Evocation: 15+ spell level): 0 - daze, flare, mage 
  hand, touch of fatigue; 1st - cause fear, charm person, 
  enlarge person, grease, reduce person; 2nd - darkness, 
  gust of wind, tasha's hideous laughter, web; 3rd - dispel 
  magic x4, 4th fear, otiluke's resilient sphere, rainbow 
  pattern. 
   
  Encounter 3 - The Chain Gang 
  �Ha'kra'kalubrak, male hochebi, Ftr3; CR 3; Medium 
  humanoid; HD 3d10+6; hp 30; Init +7; Spd 30 ft.; AC 13, 
  touch 13, flat-footed 10; Base Atk +3; Grp +6; Atk +6 
  melee (1d3+3, unarmed); Full Atk +6 melee (1d3+3, 
  unarmed); AL LE; SV Fort +6, Ref +3, Will +1; Str 16, Dex 
  16, Con 14, Int 10, Wis 12, Cha 10. 
   
  Skills and feats: Hide +6, Jump +9, Move Silently +7; 
  Improved Initiative, Point Blank Shot, Rapid Shot, 
  Weapon Focus (composite longbow). 
   
  �Llerdev, male Hepmonalander Suel warrior, Bbn5; CR 
  5; Medium-size humanoid; HD 5d10+10; hp 44; Init +6; 
  Spd 40 ft.; AC 12, flat-footed 10, touch 12; Base Atk +5; 
  Grp +8; Atk +8 melee (1d3+3, unarmed); Full Atk +8 
  melee (1d3+3, unarmed); SQ Rage 2/day, imporved 
  uncanny dodge, trap sense +1; AL LN; SV Fort +7; Ref +4; 
  Will +3; Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 8. 
  Skills and feats: Handle Animal +7, Hide +6, 
  Jump +10, Listen +9, Move Silently +5; Extra Rage, 
  Improved Initiative, Weapon Focus (falchion); 
   
  Rage (Ex): +4 to Strength, +4 to Constitution, +2 on 
  Will saves, –2 penalty to Armor Class for up to 7 rounds  
   
  Uncanny Dodge (Ex): The barbarian retains his 
  Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker.  
   
  Improved Uncanny Dodge (Ex): A barbarian can no 
  longer be flanked. This defense denies a rogue the ability 
  to sneak attack the barbarian by flanking him, unless the 
  attacker has at least four more rogue levels than the target 
  has barbarian levels. 
   
  Trap Sense (Ex): A barbarian gains a +1 bonus on 
  Reflex saves made to avoid traps and a +1 dodge bonus to 
  AC against attacks made by traps 
   
   
   
   
  �Krova Lenar, female human, Mnk10; CR 10; Medium 
  humanoid; HD 10d8+10; hp 63; Init +8; Spd 60 ft.; AC 19, 
  touch 19, flat-footed 16; Base Atk +7/+2; Grp +11; Atk +12 
  melee (1d10+2, unarmed); Full Atk +12/+12/+7 melee 
  (1d10+2, flurry of blows unarmed); SA Unarmed strike, 
  flurry of blows, ki strike (magic, lawful); SQ Improved 
  evasion, still mind, purity of body, slow fall 50 ft., 
  wholeness of body; AL LE; SV Fort +8, Ref +11, Will +10; 
  Str 14, Dex 18, Con 12, Int 10, Wis 16, Cha 8. 
   
  Skills and Feats: Escape Artist +15, Hide +15, Jump 
  +15, Move Silently +15, Tumble +15; Circle Kick, Deflect 
  Arrows, Fists of Iron, Improved Disarm, Improved 
  Initiative, Stunning Fist, Weapon Finesse (unarmed); 
  Weapon Focus (unarmed).  
   
  Flurry of Blows (Ex): When unarmored, a monk may 
  make one extra attack in a round at her highest base 
  attack bonus.  
   
  Bonus Feats: This monk has selected  Stunning Fist, 
  Deflect Arrows and Improved Disarm as bonus feats. A 
  monk need not have any of the prerequisites normally 
  required for these feats to select them. 
   
  Evasion (Ex): If a monk makes a successful Reflex 
  saving throw against an attack that normally deals half 
  damage on a successful save, she instead takes no damage.  
   
  Still Mind (Ex): A monk gains a +2 bonus on saving 
  throws against spells and effects from the school of 
  enchantment. 
   
  Ki Strike (Su): A monk’s unarmed attacks are 
  empowered with ki. Her unarmed attacks are treated as 
  magic weapons for the purpose of dealing damage to 
  creatures with damage reduction. 
   
  Slow Fall (Ex): A monk within arm’s reach of a wall 
  can use it to slow her descent. When first using this 
  ability, she takes damage as if the fall were 50 feet shorter 
  than it actually is.  
   
  Purity of Body (Ex): A monk gains immunity to all 
  diseases except for supernatural and magical diseases. 
   
  Wholeness of Body (Su): A monk can heal her own 
  wounds. She can heal a number of hit points of damage 
  equal to twice her current monk level each day, and she 
  can spread this healing out among several uses. 
   
  Improved Evasion (Ex): A monk’s evasion ability 
  improves. She still takes no damage on a successful Reflex 
  saving throw against attacks, but henceforth she takes 
  only half damage on a failed save. A helpless monk does 
  not gain the benefit of improved evasion. 
   
  �Makho Vidrekk, male human Ftr 5; CR 5; Medium-size 
  humanoid; HD 5d10+10; hp 44; Init +6; Spd 20 ft.; AC 12, 
  flat-footed 10, touch 12; Base Atk +5; Grp +8; Atk +8 
  melee (1d3+3, unarmed); Full Atk +8 melee (1d3+3, 
  
  Prisoners of War 
   
  Page 51 
  unarmed); AL LE; SV Fort +7; Ref +4; Will +3; Str 17, Dex 
  14, Con 14, Int 10, Wis 12, Cha 8. 
  Skills and feats: Bluff +5, Climb +7, Jump +8; Exotic 
  Weapon Proficiency (bastard sword), Improved Initiative, 
  Point-Blank Shot, Rapid Shot, Weapon Focus (bastard 
  sword), Weapon Specialisation (Bastard Sword).  
   
  �Lev Talozin, male human, Rog2: CR 2; Medium 
  humanoid; HD 2d6+2; hp 13; Init +7; Spd 30 ft.; AC 13, 
  flat-footed 10; touch 13; Base Atk +1; Grp +3; Atk +3 
  melee (1d3+2, unarmed) Full Atk +3 melee (1d3+2, 
  unarmed); Space/Reach 5 ft./ 5 ft.; SA Sneak attack 
  +1d6+2; SQ Evasion; AL NE; SV Fort +1; Ref +5; Will +0; 
  Str 14, Dex 16, Con 12, Int 12, Wis 10, Cha 10. 
   
  Skills and Feats: Bluff +5; Escape Artist +8; Hide +8, 
  Move Silently +8, Open Locks +8, Search +5, Listen +5, 
  Sense Motive +8, Spot +5, Tumble +8, Improved 
  Initiative, Weapon Focus (short sword). 
    
  Trapfinding: Rogues can use the Search skill to 
  locate traps when the task has a Difficulty Class higher 
  than 20. Finding a nonmagical trap has a DC of at least 20, 
  or higher if it is well hidden. Finding a magic trap has a 
  DC of 25 + the level of the spell used to create it.Rogues 
  (and only rogues) can use the Disable Device skill to 
  disarm magic traps. A magic trap generally has a DC of 25 
  + the level of the spell used to create it. A rogue who beats 
  a trap’s DC by 10 or more with a Disable Device check can 
  study a trap, figure out how it works, and bypass it (with 
  her party) without disarming it. 
   
  Evasion (Ex): If a rogue makes a successful Reflex 
  saving throw against an attack that normally deals half 
  damage on a successful save, she instead takes no damage.  
   
  �Derend and Jandyr, male human, Rog2: CR 2; Medium 
  humanoid; HD 2d6+2; hp 13; Init +7; Spd 30 ft.; AC 13, 
  flat-footed 10; touch 13; Base Atk +1; Grp +3; Atk +3 
  melee (1d3+2, unarmed) Full Atk +3 melee (1d3+2, 
  unarmed); Space/Reach 5 ft./ 5 ft.; SA Sneak attack 
  +1d6+2; SQ Evasion; AL NE; SV Fort +1; Ref +5; Will +0; 
  Str 14, Dex 16, Con 12, Int 12, Wis 10, Cha 10. 
   
  Skills and Feats: Bluff +5; Escape Artist +8; Hide +8, 
  Move Silently +8, Open Locks +8, Search +5, Listen +5, 
  Sense Motive +8, Spot +5, Tumble +8, Improved 
  Initiative, Weapon Focus (short sword). 
   
  Trapfinding: Rogues can use the Search skill to 
  locate traps when the task has a Difficulty Class higher 
  than 20. Finding a nonmagical trap has a DC of at least 20, 
  or higher if it is well hidden. Finding a magic trap has a 
  DC of 25 + the level of the spell used to create it.Rogues 
  (and only rogues) can use the Disable Device skill to 
  disarm magic traps. A magic trap generally has a DC of 25 
  + the level of the spell used to create it. A rogue who beats 
  a trap’s DC by 10 or more with a Disable Device check can 
  study a trap, figure out how it works, and bypass it (with 
  her party) without disarming it. 
   
  Evasion (Ex): If a rogue makes a successful Reflex 
  saving throw against an attack that normally deals half 
  damage on a successful save, she instead takes no damage.  
   
  �Hochebi warriors Ftr3: CR 3; Medium humanoid; HD 
  3d10+6; hp 30; Init +7; Spd 30 ft.; AC 16, touch 13, flat-
  footed 13; Base Atk +3; Grp +6; Atk +7 melee (2d4+3/18-
  20, masterwork falchion) or +8 ranged (1d8+3/x3, 
  masterwork mighty composite longbow +3); Full Atk +7 
  melee (2d4+3/18-20, masterwork falchion) or +6/+6 
  ranged 
  (1d8+3/x3, 
  masterwork 
  mighty 
  composite 
  longbow +3); AL LE; SV Fort +6, Ref +3, Will +1; Str 16, 
  Dex 16, Con 14, Int 10, Wis 12, Cha 10. 
   
  Skills and feats: Hide +6, Jump +9, Move Silently +7; 
  Improved Initiative, Point Blank Shot, Rapid Shot, 
  Weapon Focus (composite longbow). 
   
  Possessions: Studded leather, masterwork falchion, 
  masterwork mighty composite longbow +3, 20 arrows, 2 
  gp. 
   
  �Hochebi sorceror: Sor3; CR 3; Medium humanoid; HD 
  3d4+9; hp 19; Init +5; Spd 30 ft.; AC 12, touch 11, flat-
  footed 11; Base Atk +1; Grp +1; Atk +1 melee (1d8, heavy 
  mace) or +2 ranged (1d8/19-20, light crossbow); Full Atk 
  +1 melee (1d8, heavy mace) or +2 ranged (1d8/19-20, light 
  crossbow); SQ Summon familiar; AL LE; SV Fort +4, Ref 
  +2, Will +5; Str 10, Dex 12, Con 16, Int 10, Wis 14, Cha 16. 
   
  Skills and Feats:  Concentration +7, Hide +4, Move 
  Silently +7; Spellcraft +2; Combat Casting, Improved 
  Initiative. 
  Spells Known: (per day 6/6; base DC = 13 + spell 
  level); 0- acid splash, daze, mage hand, ray of frost, touch 
  of fatigue; 1
  st- magic missile, mage armour, ray of 
  enfeeblement. 
   
  Possessions: +1 bracers of armour, traveller’s clothes, 
  light mace, potion of cure moderate wounds. 
   
  Encounter 4: Ambush at Aegenlir 
  �Tilva Suel officers Ftr5: CR 5; Medium-size humanoid; 
  HD 5d10+10; hp 44; Init +6; Spd 20 ft.; AC 19, flat-footed 
  17, touch 12; Base Atk +5; Grp +8; Atk +10 melee 
  (1d10+6/19-20, +1 bastard sword) or +8 ranged (1d8+3/x3, 
  masterwork mighty composite longbow +3); Full Atk +10 
  melee (1d10+5/19-20, +1 bastard sword) or +6/+6 ranged 
  (1d8+3/x3, masterwork mighty composite longbow +3); 
  AL LE; SV Fort +7; Ref +4; Will +3; Str 17, Dex 14, Con 14, 
  Int 10, Wis 12, Cha 8. 
  Skills and feats: Bluff +4, Jump +1, Spot +3; 
  Exotic Weapon Proficiency (bastard sword), Improved 
  
  Prisoners of War 
   
  Page 52 
  Initiative, Point-Blank Shot, Rapid Shot, Weapon Focus 
  (bastard sword), Weapon Specialisation (Bastard Sword).  
   
  Possessions: Chainmail, heavy steel sheild, +1 bastard 
  sword, masterwork mighty composite longbow +3, 20 
  arrows, potion of cure moderate wounds, cloak of 
  resistance +1. 
   
  �Hepmonalander 
  Suel 
  warriors: 
  Bbn5; 
  Medium 
  humanoid; HD 5d12+10; hp 51; Init +6; Spd 40 ft.; AC 16, 
  touch 12, flat-footed 14; Base Atk +5; Grp +8; Atk +10 
  melee (1d12+6/x3, +1 greataxe) or +8 melee (1d4+2/19-20, 
  dagger or +8 ranged (1d8+3/x3, masterwork mighty 
  composite longbow +3); Full Atk +10 melee (1d12+6/x3, 
  +1 greataxe) or +8 melee (1d4+2/19-20, dagger or +8 
  ranged 
  (1d8+3/x3, 
  masterwork 
  mighty 
  composite 
  longbow +3); AL NE; SA Rage 2/day; SQ Improved 
  uncanny dodge, fast movement, trap sense +1;  SV Fort 
  +6, Ref +3, Will +2; Str 17, Dex 14, Con 14, Int 10, Wis 12, 
  Cha 8. 
   
  Skills and feats: Handle Animal +6, Hide +6, Jump 
  +9, Listen +8, Move Silently +6; Improved Initiative, 
  Point Blank Shot, Weapon Focus (greataxe). 
   
  Rage (Ex): +4 to Strength, +4 to Constitution, +2 on 
  Will saves, –2 penalty to Armor Class for up to 7 rounds  
   
  Uncanny Dodge (Ex): The barbarian retains his 
  Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker.  
   
  Improved Uncanny Dodge (Ex): A barbarian can no 
  longer be flanked. This defense denies a rogue the ability 
  to sneak attack the barbarian by flanking him, unless the 
  attacker has at least four more rogue levels than the target 
  has barbarian levels. 
   
  Trap Sense (Ex): A barbarian gains a +1 bonus on 
  Reflex saves made to avoid traps and a +1 dodge bonus to 
  AC against attacks made by traps 
   
  Possessions: 
  +1 
  greataxe, 
  masterwork 
  mighty 
  composite longbow +3, 20 arrows, shortspear, dagger, 
  chain shirt, potion of bull's strength, potion of cure 
  moderate wounds, 
   
  �Hochebi sorceror: Sor5; CR 5; Medium humanoid; HD 
  5d4+10; hp 26; Init +5; Spd 30 ft.; AC 12, touch 12, flat-
  footed 11; Base Atk +2; Grp +2; Atk +2 melee (1d8, heavy 
  mace) or +3 ranged (1d8/19-20, light crossbow); Full Atk 
  +1 melee (1d8, heavy mace) or +3 ranged (1d8/19-20, light 
  crossbow); SQ Summon familiar; AL LE; SV Fort +3, Ref 
  +2, Will +5; Str 10, Dex 12, Con 14, Int 10, Wis 12, Cha 17. 
   
  Skills and Feats: Concentration +9, Hide +5, Listen 
  +3 (linked to bat), Move Silently +7; Combat Casting, 
  Improved Initiative. 
   
  Familiar: Bat; CR 1/10; Diminutive animal; HD: 1/4 
  d8; hp1; Init. +2; Spd 5 ft., fly 40 ft. (good); AC 19, touch 
  16, flat-footed 17; Base Atk +0; Grp -17; Atk N/A; Full Atk 
  N/A; Space/Reach 1 ft./0 ft.; SQ  Alertness, blindsense 20 
  ft., improved evasion, share spells, empathic link, deliver 
  touch spells, speak with master, low-light vision; Al N; SV 
  Fort +2, Ref +4, Will +2; Str 1, Dex 15, Con 10, Int 8, Wis 
  14, Cha 4. 
   
  Skills and Feats: Hide +14, Listen +8*, Move Silently 
  +6, Spot +8*; Alertness 
   
  Blindsense (Ex): A bat notices and locates creatures 
  within 20 feet. Opponents still have 100% concealment 
  against a creature with blindsense. 
   
  Skills: *A bat has a +4 racial bonus on Spot and Listen 
  checks. These bonuses are lost if its blindsense is negated. 
  Spells Known: (per day 6/7/4; base DC = 13 + 
  spell level); 0-acid splash, daze, ghost sound, mage hand, 
  ray of frost, touch of fatigue; 1
  st- magic missile, mage 
  armour, shield, ray of enfeeblement; 2 - touch of idiocy, 
  web. 
   
   
  Possessions: +1 bracers of armour, traveller’s clothes, 
  light mace, potion of cure moderate wounds. 
   
  �Tilva Suel Priest: Clr5 - Syrul CR 5; Medium 
  humanoid; HD 5d8; hp 28; Init +5; Spd 30 ft.; AC 15, 
  touch 11, flat-footed 14; Base Atk +3; Grp +4; Atk +4 
  ranged (1d8, light crossbow) or +4 melee (1d4+1, dagger); 
  Full Atk +4 ranged (1d8, light crossbow) or +4 melee 
  (1d4+1, dagger); SQ: Rebuke undead; AL NE; SV Fort +4, 
  Ref +3, Will +7; Str 12, Dex 12, Con 10, Int 10, Wis 17, 
  Cha 14. 
   
  Skills and Feats: Bluff +11, Concentration +9, 
  Disguise +11; Combat Casting, Improved Initiative, Skill 
  Focus (Bluff).   
   
  Spells Prepared (5/5/4/3; base DC = 13 + spell level): 
  0 - cure minor wounds, guidance x2, resistance, virtue; 1st 
  - disguise self*, command, cure light wounds, obscuring 
  mist, summon monster I; 2
  nd - bull's strength, invisibility*, 
  silence, undetectable alignment; 3
  rd - bestow curse, dispel 
  magic, nondetection.   
   
  *domain spell; Domains: Knowledge: Divination 
  spells at +1 level, all Knowledge skills as class skills; 
  Trickery: Bluff, Disguise and Hide are class skills;  
   
  Possessions: Dagger; light crossbow, 20 crossbow 
  bolts, 2 vials of large scorpion venom (Injury DC 18; 
  primary and secondary damage 1d6 Str); chain shirt, 
  traveler's outfit. 
   
  Encounter 6: The Hostages 
  �Orlav: Rog5/Asn5 CR 10; Medium humanoid; HD 
  10d6+10; hp 52; Init +8; Spd 30 ft.; AC 18, touch 15, flat-
  footed 13; Base Atk +7/+2; Grp +9; Atk +13 melee 
  (1d6+3/19-20, +1 short sword) or +9 melee (1d4+2/19-20, 
  dagger) or +11 ranged (1d4+2/19-20, dagger); Full Atk 
  
  Prisoners of War 
   
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  +13/+8 melee (1d6+3/19-20, +1 short sword) or +9/+4 
  melee (1d4+2/19-20, dagger) or +11/+6 ranged (1d4+2/19-
  20, dagger); SA Sneak attack +6d6+12, death attack; SQ 
  Evasion, improved uncanny dodge, poison use, +2 save vs 
  poison; AL LE; SV Fort +2, Ref +10, Will +1; 
  Str 14, Dex 
  18, Con 12, Int 16, Wis 10, Cha 8. 
   
  Skills and feats: Bluff +14; Disguise +14; Escape Artist 
  +16, Hide +16, Listen +8, Move Silently +16, Tumble +16, 
  Search +8, Slight of Hand +10, Spot +8; Combat Expertise, 
  Improved Initiative, Improved Feint, Weapon Finesse 
  (short sword), Weapon Focus (short sword). 
   
  Trapfinding: Rogues can use the Search skill to 
  locate traps when the task has a Difficulty Class higher 
  than 20. Finding a nonmagical trap has a DC of at least 20, 
  or higher if it is well hidden. Finding a magic trap has a 
  DC of 25 + the level of the spell used to create it. Rogues 
  (and only rogues) can use the Disable Device skill to 
  disarm magic traps. A magic trap generally has a DC of 25 
  + the level of the spell used to create it. A rogue who beats 
  a trap’s DC by 10 or more with a Disable Device check can 
  study a trap, figure out how it works, and bypass it (with 
  her party) without disarming it. 
   
  Evasion (Ex): If a rogue makes a successful Reflex 
  saving throw against an attack that normally deals half 
  damage on a successful save, she instead takes no damage. 
   
  Trap Sense (Ex): A rogue gains an intuitive sense that 
  alerts her to danger from traps, giving her a +1 bonus on 
  Reflex saves made to avoid traps and a +1 dodge bonus to 
  AC against attacks made by traps.  
   
  Uncanny Dodge (Ex): A rogue retains her Dexterity 
  bonus to AC (if any) even if she is caught flat-footed or 
  struck by an invisible attacker.  
   
  Death Attack: If an assassin studies his victim for 3 
  rounds and then makes a sneak attack with a melee 
  weapon that successfully deals damage, the sneak attack 
  has the additional effect of possibly either paralyzing or 
  killing the target (assassin’s choice). If the victim of such 
  an attack fails a DC 11 Fortitude save against the kill 
  effect, she dies. If the saving throw fails against the 
  paralysis effect, the victim is rendered helpless and 
  unable to act for 1d6 rounds plus 1 round per level of the 
  assassin. If the victim’s saving throw succeeds, the attack 
  is just a normal sneak attack. 
   
  Poison Use: Assassins are trained in the use of 
  poison and never risk accidentally poisoning themselves 
  when applying poison to a blade. 
   
  Improved Uncanny Dodge (Ex): An assassin can no 
  longer be flanked and so denies rogues the ability to use 
  flank attacks to sneak attack the assassin. The exception 
  to this defense is that a rogue at least four levels higher 
  than the assassin can flank him (and thus sneak attack 
  him). 
   
  Spells Known (per day 3/2/1; base save = 13 + spell 
  level): 1 - disguise self, feather fall, obscuring mist, true 
  strike; 2 - cat's grace, invisibility, spider climb; 3 - deep 
  slumber, false life.  
   
  Possessions: +1 short sword, 4 x dagger, +1 studded 
  leather armour, deathblade (Injury DC 20; primary 
  damage 1d6 Con; secondary damage 2d6 Con), potion of 
  cure serious wounds. 
   
  �Tilva Suel officers Ftr5: CR 5; Medium-size humanoid; 
  HD 5d10+10; hp 44; Init +6; Spd 20 ft.; AC 19, flat-footed 
  17, touch 12; Base Atk +5; Grp +8; Atk +10 melee 
  (1d10+6/19-20, +1 bastard sword) or +8 ranged (1d8/19-
  20, masterwork light crossbow); Full Atk +10 melee 
  (1d10+5/19-20, +1 bastard sword) or +8 ranged (1d8/19-
  20, masterwork light crossbow); AL LE; SV Fort +7; Ref 
  +4; Will +3; Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 8. 
  Skills and feats: Bluff +4, Jump +1, Spot +3; 
  Exotic Weapon Proficiency (bastard sword), Improved 
  Initiative, Point-Blank Shot, Rapid Shot, Weapon Focus 
  (bastard sword), Weapon Specialisation (Bastard Sword).  
   
  Possessions: Chainmail, heavy steel shield, +1 bastard 
  sword, masterwork light crossbow, 20 arrows, potion of 
  cure moderate wounds, cloak of resistance +1. 
   
  �Hepmonalander 
  Suel 
  warriors: 
  Bbn5; 
  Medium 
  humanoid; HD 5d12+10; hp 51; Init +6; Spd 40 ft.; AC 16, 
  touch 12, flat-footed 14; Base Atk +5; Grp +8; Atk +10 
  melee (1d12+6/x3, +1 greataxe) or +8 melee (1d4+2/19-20, 
  dagger or +8 ranged (1d6+3/x3, masterwork mighty 
  composite shortbow +3); Full Atk +10 melee (1d12+6/x3, 
  +1 greataxe) or +8 melee (1d4+2/19-20, dagger or +8 
  ranged 
  (1d6+3/x3, 
  masterwork 
  mighty 
  composite 
  shortbow +3); AL NE; SA Rage 2/day; SQ Improved 
  uncanny dodge, fast movement, trap sense +1;  SV Fort 
  +6, Ref +3, Will +2; Str 17, Dex 14, Con 14, Int 10, Wis 12, 
  Cha 8. 
   
  Skills and feats: Handle Animal +6, Hide +6, Jump 
  +9, Listen +8, Move Silently +6; Improved Initiative, 
  Point Blank Shot, Weapon Focus (greataxe). 
   
  Rage (Ex): +4 to Strength, +4 to Constitution, +2 on 
  Will saves, –2 penalty to Armor Class for up to 7 rounds  
   
  Uncanny Dodge (Ex): The barbarian retains his 
  Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker.  
   
  Improved Uncanny Dodge (Ex): A barbarian can no 
  longer be flanked. This defense denies a rogue the ability 
  to sneak attack the barbarian by flanking him, unless the 
  attacker has at least four more rogue levels than the target 
  has barbarian levels. 
  
  Prisoners of War 
   
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  Trap Sense (Ex): A barbarian gains a +1 bonus on 
  Reflex saves made to avoid traps and a +1 dodge bonus to 
  AC against attacks made by traps 
   
  Possessions: 
  +1 
  greataxe, 
  masterwork 
  mighty 
  composite shortbow +3, 20 arrows, shortspear, dagger, 
  chain shirt, potion of bull's strength, potion of cure 
  moderate wounds, 
   
  �Hochebi sorceror: Sor5; CR 5; Medium humanoid; HD 
  5d4+10; hp 26; Init +5; Spd 30 ft.; AC 12, touch 12, flat-
  footed 11; Base Atk +2; Grp +2; Atk +2 melee (1d8, heavy 
  mace) or +3 ranged (1d8/19-20, light crossbow); Full Atk 
  +1 melee (1d8, heavy mace) or +3 ranged (1d8/19-20, light 
  crossbow); SQ Summon familiar; AL LE; SV Fort +3, Ref 
  +2, Will +5; Str 10, Dex 12, Con 14, Int 10, Wis 12, Cha 17. 
   
  Skills and Feats:  Concentration +9, Hide +5, Move 
  Silently +7; Combat Casting, Improved Initiative. 
  Spells Known: (per day 6/7/4; base DC = 13 + 
  spell level); 0-acid splash, daze, ghost sound, mage hand, 
  ray of frost, touch of fatigue; 1
  st- magic missile, mage 
  armour, shield, ray of enfeeblement; 2 - resist energy, 
  web. 
   
   
  Possessions: +1 bracers of armour, traveller’s clothes, 
  light mace, potion of cure moderate wounds. 
   
  �Hepmonalander Suel Priest: Clr5 - Llerg CR 5;  
  Medium Humanoid; HD 5d8+10; hp 38; Init +5; Spd 30 
  ft.; AC 15, flatfooted 14, touch 11; Base Atk +3; Grp +5; 
  Atk +6 melee (1d8+3/x3, +1 battleaxe) or +4 ranged 
  (1d8/19-20, light crossbow); Full Atk +6 melee (1d8+3/x3, 
  +1 battleaxe) or +4 ranged (1d8/19-20, light crossbow); SA 
  Rebuke undead; AL CN; SV Fort +6, Ref +2, Will +7; Str 
  14, Dex 12, Con 14, Int 10, Wis 17, Cha 8 
   
  Skills and feats:  Concentration +10, Profession 
  (Hunter) +7, Spellcraft +8; Combat Casting, Improved 
  Initiative, Weapon Proficiency (battleaxe). 
   
  Spells prepared: (5/5/4/3; base save = 13 + spell level) 
  0 - cure minor wounds, guidance x 2, resistance, virtue; 1: 
  divine favour, enlarge person*, enthropic shield, 
  protection from good, shield of faith; 2: bull's strength*, 
  hold person, owl's wisdom, silence; 3 - dispel magic x 2 
   
   Domains:  Strength: +5 bonus to Str for 1 round, 
  1/day; Chaos: cast chaos spells at +1 caster level. 
     
  Possessions: +1 battleaxe, chain shirt, light crossbow, 
  20 bolts, potion of cure serious wounds. 
   
  Encounter 7: Eagenrast 
  �Ulcar: Mnk10; CR 10; Medium humanoid; HD 
  10d8+10; hp 63; Init +8; Spd 60 ft.; AC 19, touch 19, flat-
  footed 16; Base Atk +7/+2; Grp +11; Atk +12 melee 
  (1d10+2, unarmed) or +11 ranged (1d6 fire, alchemist's 
  fire); +10 melee (1d6+3, +1 quarterstaff); Full Atk 
  +12/+12/+7 melee (1d10+2, flurry of blows unarmed) or 
  +11 ranged (1d6 fire, alchemist's fire) or +10/+10/+5 
  melee (1d6+3, flurry of blows, +1 quarterstaff); SA 
  Unarmed strike, flurry of blows, ki strike (magic, lawful); 
  SQ Improved evasion, still mind, purity of body, slow fall 
  50 ft., wholeness of body; AL LE; SV Fort +8, Ref +11, 
  Will +10; Str 14, Dex 18, Con 12, Int 10, Wis 16, Cha 8. 
   
  Skills and Feats: Escape Artist +16, Hide +16, Jump 
  +16, Move Silently +16, Tumble +16; Circle Kick, Deflect 
  Arrows, Fists of Iron, Improved Disarm, Improved 
  Initiative, Stunning Fist, Weapon Finesse (unarmed); 
  Weapon Focus (unarmed).  
   
  Flurry of Blows (Ex): When unarmored, a monk may 
  make one extra attack in a round at her highest base 
  attack bonus.  
   
  Bonus Feats: This monk has selected  Stunning Fist, 
  Deflect Arrows and Improved Disarm as bonus feats. A 
  monk need not have any of the prerequisites normally 
  required for these feats to select them. 
   
  Evasion (Ex): If a monk makes a successful Reflex 
  saving throw against an attack that normally deals half 
  damage on a successful save, she instead takes no damage.  
   
  Still Mind (Ex): A monk gains a +2 bonus on saving 
  throws against spells and effects from the school of 
  enchantment. 
   
  Ki Strike (Su): A monk’s unarmed attacks are 
  empowered with ki. Her unarmed attacks are treated as 
  magic weapons for the purpose of dealing damage to 
  creatures with damage reduction. 
   
  Slow Fall (Ex): A monk within arm’s reach of a wall 
  can use it to slow her descent. When first using this 
  ability, she takes damage as if the fall were 50 feet shorter 
  than it actually is.  
   
  Purity of Body (Ex): A monk gains immunity to all 
  diseases except for supernatural and magical diseases. 
   
  Wholeness of Body (Su): A monk can heal her own 
  wounds. She can heal a number of hit points of damage 
  equal to twice her current monk level each day, and she 
  can spread this healing out among several uses. 
   
  Improved Evasion (Ex): A monk’s evasion ability 
  improves. She still takes no damage on a successful Reflex 
  saving throw against attacks, but henceforth she takes 
  only half damage on a failed save. A helpless monk does 
  not gain the benefit of improved evasion. 
   
  Possessions: +1 quarterstaff, 2 x flask of alchemist's 
  fire. 
   
  �Tilva Suel officers Ftr5: CR 5; Medium-size humanoid; 
  HD 5d10+10; hp 44; Init +6; Spd 20 ft.; AC 19, flat-footed 
  17, touch 12; Base Atk +5; Grp +8; Atk +10 melee 
  (1d10+6/19-20, +1 bastard sword) or +8 ranged (1d8+3/x3, 
  masterwork mighty composite longbow +3); Full Atk +10 
  
  Prisoners of War 
   
  Page 55 
  melee (1d10+5/19-20, +1 bastard sword) or +6/+6 ranged 
  (1d8+3/x3, masterwork mighty composite longbow +3); 
  AL LE; SV Fort +7; Ref +4; Will +3; Str 17, Dex 14, Con 14, 
  Int 10, Wis 12, Cha 8. 
  Skills and feats: Bluff +4, Jump +1, Spot +3; 
  Exotic Weapon Proficiency (bastard sword), Improved 
  Initiative, Point-Blank Shot, Rapid Shot, Weapon Focus 
  (bastard sword), Weapon Specialisation (Bastard Sword).  
   
  Possessions: Chainmail, heavy steel shield, +1 bastard 
  sword, masterwork mighty composite longbow +3, 20 
  arrows, potion of cure moderate wounds, cloak of 
  resistance +1. 
   
  �Hepmonalander 
  Suel 
  warriors: 
  Bbn5; 
  Medium 
  humanoid; HD 5d12+10; hp 51; Init +6; Spd 40 ft.; AC 16, 
  touch 12, flat-footed 14; Base Atk +5; Grp +8; Atk +10 
  melee (1d12+6/x3, +1 greataxe) or +8 melee (1d4+2/19-20, 
  dagger or +8 ranged (1d8+3/x3, masterwork mighty 
  composite longbow +3); Full Atk +10 melee (1d12+6/x3, 
  +1 greataxe) or +8 melee (1d4+2/19-20, dagger or +8 
  ranged 
  (1d8+3/x3, 
  masterwork 
  mighty 
  composite 
  longbow +3); AL NE; SA Rage 2/day; SQ Improved 
  uncanny dodge, fast movement, trap sense +1;  SV Fort 
  +6, Ref +3, Will +2; Str 17, Dex 14, Con 14, Int 10, Wis 12, 
  Cha 8. 
   
  Skills and feats: Handle Animal +6, Hide +6, Jump 
  +9, Listen +8, Move Silently +6; Improved Initiative, 
  Point Blank Shot, Weapon Focus (greataxe). 
   
  Rage (Ex): +4 to Strength, +4 to Constitution, +2 on 
  Will saves, –2 penalty to Armor Class for up to 7 rounds  
   
  Uncanny Dodge (Ex): The barbarian retains his 
  Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker.  
   
  Improved Uncanny Dodge (Ex): A barbarian can no 
  longer be flanked. This defense denies a rogue the ability 
  to sneak attack the barbarian by flanking him, unless the 
  attacker has at least four more rogue levels than the target 
  has barbarian levels. 
   
  Trap Sense (Ex): A barbarian gains a +1 bonus on 
  Reflex saves made to avoid traps and a +1 dodge bonus to 
  AC against attacks made by traps 
   
  Possessions: 
  +1 
  greataxe, 
  masterwork 
  mighty 
  composite longbow +3, 20 arrows, shortspear, dagger, 
  chain shirt, potion of bull's strength, potion of cure 
  moderate wounds, 
   
  �Hochebi sorceror: Sor5; CR 5; Medium humanoid; HD 
  5d4+10; hp 26; Init +5; Spd 30 ft.; AC 12, touch 12, flat-
  footed 11; Base Atk +2; Grp +2; Atk +2 melee (1d8, heavy 
  mace) or +3 ranged (1d8/19-20, light crossbow); Full Atk 
  +1 melee (1d8, heavy mace) or +3 ranged (1d8/19-20, light 
  crossbow); SQ Summon familiar; AL LE; SV Fort +3, Ref 
  +2, Will +5; Str 10, Dex 12, Con 14, Int 10, Wis 12, Cha 17. 
   
  Skills and Feats:  Concentration +10, Profession 
  (Hunter) +7, Spellcraft +8; Combat Casting, Improved 
  Initiative. 
  Spells Known: (per day 6/7/4; base DC = 13 + 
  spell level); 0-acid splash, daze, ghost sound, mage hand, 
  ray of frost, touch of fatigue; 1
  st- magic missile, mage 
  armour, shield, ray of enfeeblement; 2 - melf's acid arrow, 
  protection from arrows. 
   
   
  Possessions: +1 bracers of armour, traveller’s clothes, 
  light mace, potion of cure moderate wounds. 
   
  �Hepmonalander Suel Priest: Clr5 - Llerg CR 5;  
  Medium Humanoid; HD 5d8+10; hp 38; Init +5; Spd 30 
  ft.; AC 15, flatfooted 14, touch 11; Base Atk +3; Grp +5; 
  Atk +6 melee (1d8+3/x3, +1 battleaxe) or +4 ranged 
  (1d8/19-20, light crossbow); Full Atk +6 melee (1d8+3/x3, 
  +1 battleaxe) or +4 ranged (1d8/19-20, light crossbow); SA 
  Rebuke undead; AL CN; SV Fort +6, Ref +2, Will +7; Str 
  14, Dex 12, Con 14, Int 10, Wis 17, Cha 8 
   
  Skills and feats:  Concentration +10, Profession 
  (Hunter) +7, Spellcraft +8; Combat Casting, Improved 
  Initiative, Weapon Proficiency (battleaxe). 
   
  Spells prepared: (5/5/4/3; base save = 13 + spell level) 
  0 - cure minor wounds, guidance x 2, resistance, virtue; 1: 
  divine favour, enlarge person*, enthropic shield, 
  protection from good, shield of faith; 2: bull's strength*, 
  hold person, owl's wisdom, silence; 3 - dispel magic x 2 
   
   Domains:  Strength: +5 bonus to Str for 1 round, 
  1/day; Chaos: cast chaos spells at +1 caster level. 
     
  Possessions: +1 battleaxe, chain shirt, light crossbow, 
  20 bolts, potion of cure serious wounds. 
   
  
  Prisoners of War 
   
  Page 56 
  APL 10 
  Encounter 1: The Trial of Arms 
  �Danvirius Soron, Ftr13; CR 13; Medium humanoid; 
  HD 13d10+39; hp 121; Init +6; Spd 20 ft./30 ft 
  (unarmoured); AC 22, flat-footed 20, touch (unarmoured) 
  12; Base Atk +13/+8/+3; Grp +18; Atk +21 melee 
  (1d10+9/18-20, masterwork bastard sword); Full Atk 
  +21/+16/+11 melee (1d10+9/18-20, masterwork bastard 
  sword); AL LG; SV Fort +11, Ref +6, Will +5; Str 20, Dex 
  14, Con 17, Int 15, Wis 12, Cha 16. 
  Skills and feats: Diplomacy +10, Handle Animal 
  +19, Jump +21 (+13 armoured), Intimidate +19, Ride +18; 
  Cleave, Combat Expertise, Exotic Weapon Proficiency 
  (bastard sword), Great Cleave, Greater Weapon Focus 
  (bastard sword), Greater Weapon Specialisation (bastard 
  sword), Improved Initiative, Improved Critical (bastard 
  sword), Improved Disarm, Power Attack, Weapon Focus 
  (bastard sword), Weapon Specialization (bastard sword). 
   
  Possessions: bastard sword, full plate, heavy steel 
  shield. 
   
  �Ellinka Vanar: Ftr12; CR 12; Medium humanoid; HD 
  12d10+24; hp 100; Init +7; Spd 30 ft; AC 13, flat-footed 10, 
  touch 13; Base Atk +12/+7/+2; Grp +17; Atk +16 ranged 
  (1d10/19-20, masterwork heavy crossbow); Full Atk 
  +16/+11/+6 ranged (1d10/19-20, masterwork heavy 
  crossbow); AL LG; SV Fort +10, Ref +7, Will +6; Str 20, 
  Dex 16, Con 14, Int 14, Wis 12, Cha 12. 
  Skills and feats: Handle Animal +18, Profession 
  (sailor) +16, Ride +17, Survival +8, Swim +20; Combat 
  Expertise, Far Shot, Greater Weapon Focus (greataxe), 
  Greater Weapon Specialisation (greataxe), Improved 
  Initiative, Improved Critical (greateaxe), Improved 
  Disarm, Point Blank Shot, Power Attack, Precise Shot, 
  Weapon Focus (greateaxe), Weapon Specialization 
  (greateaxe). 
   
  Possessions: masterwork heavy crossbow, 20 bolts.  
   
  �Uthather Kais: male half-elf Wiz12 (Evoker); Medium 
  humanoid; HD 12d4+36; hp 73; Init +6; Spd 30 ft.; AC 15, 
  touch 15, flat-footed 13; Base Atk +6; Grp +6; Atk +6 
  melee (1d6, quarterstaff); +8 ranged (1d8/19-20, light 
  crossbow); SQ Low light vision; AL N; SV Fort +7, Ref +6, 
  Will +9; Str 10, Dex 14, Con 16, Int 19, Wis 12, Cha 10. 
  Skills and feats: Concentration +17, Diplomacy 
  +2, Gather Information +9, Knowledge (arcana) +18, 
  Listen +2, Move Silently +8, Profession (alchemist) +15, 
  Search +2, Spellcraft +18, Spot +2, Use Magic Device +7; 
  Combat Casting, Extend Spell, Improved Counterspell, 
  Improved Initiative, Silent Spell, Spell Focus (Evocation). 
   
  Possessions: Quarterstaff; dagger, light crossbow, 
  crossbow bolts (20), potion of intelligence, potion of cure 
  serious wounds; arcane scroll of change self, color spray, 
  expeditious retreat, mage armor, obscuring mist, shield, 
  summon monster V; amulet of natural armor +3; wings of 
  flying, ring of invisibility, wand of fireballs. 
   
  Spells prepared (Wiz 5/6/6/6/5/4/3; Base DC = 14 + 
  spell level): 0 - flare (s) x 5, touch of fatigue; 1st – grease, 
  expeditous retreat, mage armor, reduce person, shield, 
  tenser's floating disk (s); 2nd - darkness (s), gust of wind, 
  hypnotic pattern, invisibility, spectral hand, web; 3rd - 
  daylight (s); dispel magic x5; 4th - fear, lesser globe of 
  invulnerability, improved invisibility, otiluke's resilient 
  sphere (s), rainbow pattern; 5
  th – baleful polymorph, break 
  enchantment, persistent image, wall of force (s); 6th – 
  globe of invulnerability, greater dispel magic, bigby's 
  forceful hand (s). 
   
  Encounter Three 
  �Ha'kra'kalubrak, male hochebi, Ftr4; CR 4; Medium 
  humanoid; HD 4d10+4; hp 32; Init +2; Spd 30 ft.; AC 12, 
  touch 12, flat-footed 10; Base Atk +4; Grp +7; Atk +7 
  melee (1d3+3, unarmed); Full Atk +7 melee (1d3+3, 
  unarmed); AL LE; SV Fort +7, Ref +4, Will +2; Str 17, Dex 
  16, Con 16, Int 10, Wis 12, Cha 8. 
   
  Skills and feats: Hide +7, Jump +9, Move Silently +7; 
  Point Blank Shot, Precise Shot, Rapid Shot, Weapon 
  Focus (composite longbow), Weapon Specialisation 
  (composite longbow) 
   
  �Llerdev, male Hepmonalander Suel warrior, Bbn7; CR 
  7; Medium humanoid; HD 7d12+14; hp 68; Init +6; Spd 
  40 ft.; AC 12, flatfooted 10, touch 12, Base Atk +7/+2; Grp 
  +10; Atk +10 melee (1d3+3, unarmed); Full Atk +10 melee 
  (1d3+3, unarmed); SA Rage 2/day, SQ Fast movement, 
  trap sense +2, improved uncanny dodge, DR 1/-; AL: CN; 
  SV: Fort +6, Ref +4, Will +3; Str 17, Dex 14, Con 14, Int 
  10, Wis 12, Cha 8 
  Skills and feats: Handle Animal +9, Hide +7, Jump 
  +12, Listen +11, Move Silently +6; Improved Initiative, 
  Point Blank Shot, Rapid Shot, Weapon Focus (greataxe). 
   
  Rage (Ex): +4 to Strength, +4 to Constitution, +2 on 
  Will saves, –2 penalty to Armor Class for up to 7 rounds  
   
  Uncanny Dodge (Ex): The barbarian retains his 
  Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker.  
   
  Improved Uncanny Dodge (Ex): A barbarian can no 
  longer be flanked. This defense denies a rogue the ability 
  to sneak attack the barbarian by flanking him, unless the 
  attacker has at least four more rogue levels than the target 
  has barbarian levels. 
   
  Trap Sense (Ex): A barbarian gains a +1 bonus on 
  Reflex saves made to avoid traps and a +2 dodge bonus to 
  AC against attacks made by traps. 
  
  Prisoners of War 
   
  Page 57 
   
  Damage Reduction (Ex): A barbarian gains Damage 
  Reduction. Subtract 1 from the damage the barbarian 
  takes each time he is dealt damage from a weapon or a 
  natural attack. 
   
  �Krova Lenar, female human, Mnk10; CR 10; Medium 
  humanoid; HD 10d8+10; hp 63; Init +8; Spd 60 ft.; AC 19, 
  touch 19, flat-footed 16; Base Atk +7/+2; Grp +11; Atk +12 
  melee (1d10+2, unarmed); Full Atk +12/+12/+7 melee 
  (1d10+2, flurry of blows unarmed); SA Unarmed strike, 
  flurry of blows, ki strike (magic, lawful); SQ Improved 
  evasion, still mind, purity of body, slow fall 50 ft., 
  wholeness of body; AL LE; SV Fort +8, Ref +11, Will +10; 
  Str 14, Dex 18, Con 12, Int 10, Wis 16, Cha 8. 
   
  Skills and Feats: Escape Artist +15, Hide +15, Jump 
  +15, Move Silently +15, Tumble +15; Circle Kick, Deflect 
  Arrows, Fists of Iron, Improved Disarm, Improved 
  Initiative, Stunning Fist, Weapon Finesse (unarmed); 
  Weapon Focus (unarmed).  
   
  Flurry of Blows (Ex): When unarmored, a monk may 
  make one extra attack in a round at her highest base 
  attack bonus.  
   
  Bonus Feats: This monk has selected  Stunning Fist, 
  Deflect Arrows and Improved Disarm as bonus feats. A 
  monk need not have any of the prerequisites normally 
  required for these feats to select them. 
   
  Evasion (Ex): If a monk makes a successful Reflex 
  saving throw against an attack that normally deals half 
  damage on a successful save, she instead takes no damage.  
   
  Still Mind (Ex): A monk gains a +2 bonus on saving 
  throws against spells and effects from the school of 
  enchantment. 
   
  Ki Strike (Su): A monk’s unarmed attacks are 
  empowered with ki. Her unarmed attacks are treated as 
  magic weapons for the purpose of dealing damage to 
  creatures with damage reduction. 
   
  Slow Fall (Ex): A monk within arm’s reach of a wall 
  can use it to slow her descent. When first using this 
  ability, she takes damage as if the fall were 50 feet shorter 
  than it actually is.  
   
  Purity of Body (Ex): A monk gains immunity to all 
  diseases except for supernatural and magical diseases. 
   
  Wholeness of Body (Su): A monk can heal her own 
  wounds. She can heal a number of hit points of damage 
  equal to twice her current monk level each day, and she 
  can spread this healing out among several uses. 
   
  Improved Evasion (Ex): A monk’s evasion ability 
  improves. She still takes no damage on a successful Reflex 
  saving throw against attacks, but henceforth she takes 
  only half damage on a failed save. A helpless monk does 
  not gain the benefit of improved evasion. 
   
  �Makho Vidrekk, male human, Ftr7; CR 7; Medium 
  humanoid; HD 7d10+14; hp 60; Init +6; Spd 20 ft.; AC 21, 
  flatfooted 19, touch 12; Base Atk +7/+2; Grp +10; Atk +10 
  melee (1d3+3, unarmed); Full Atk +10 melee (1d3+3, 
  unarmed); AL LE; SV Fort +7, Ref +4, Will +2; Str 16, Dex 
  14, Con 14, Int 10, Wis 10, Cha 10 
  Skills and feats:  Bluff +7, Climb +7, Jump +8; Exotic 
  Weapon 
  Proficiency 
  (bastard 
  sword), 
  Endurance, 
  Diehard, Improved Initiative, Point Blank Shot, Rapid 
  Shot, 
  Weapon 
  Focus 
  (bastard 
  sword), 
  Weapon 
  Specialization (bastard sword). 
   
  �Lev Talozin, male human, Rog2: CR 2; Medium 
  humanoid; HD 2d6+2; hp 13; Init +7; Spd 30 ft.; AC 13, 
  flat-footed 10; touch 13; Base Atk +1; Grp +3; Atk +3 
  melee (1d3+2, unarmed) Full Atk +3 melee (1d3+2, 
  unarmed); Space/Reach 5 ft./ 5 ft.; SA Sneak attack 
  +1d6+2; SQ Evasion; AL NE; SV Fort +1; Ref +5; Will +0; 
  Str 14, Dex 16, Con 12, Int 12, Wis 10, Cha 10. 
   
  Skills and Feats: Bluff +5; Escape Artist +8; Hide +8, 
  Move Silently +8, Open Locks +8, Search +5, Listen +5, 
  Sense Motive +8, Spot +5, Tumble +8, Improved 
  Initiative, Weapon Focus (short sword). 
    
  Trapfinding: Rogues can use the Search skill to 
  locate traps when the task has a Difficulty Class higher 
  than 20. Finding a nonmagical trap has a DC of at least 20, 
  or higher if it is well hidden. Finding a magic trap has a 
  DC of 25 + the level of the spell used to create it.Rogues 
  (and only rogues) can use the Disable Device skill to 
  disarm magic traps. A magic trap generally has a DC of 25 
  + the level of the spell used to create it. A rogue who beats 
  a trap’s DC by 10 or more with a Disable Device check can 
  study a trap, figure out how it works, and bypass it (with 
  her party) without disarming it. 
   
  Evasion (Ex): If a rogue makes a successful Reflex 
  saving throw against an attack that normally deals half 
  damage on a successful save, she instead takes no damage. 
   
  Derend and Jandyr, male human, Rog2: CR 2; Medium 
  humanoid; HD 2d6+2; hp 13; Init +7; Spd 30 ft.; AC 13, 
  flat-footed 10; touch 13; Base Atk +1; Grp +3; Atk +3 
  melee (1d3+2, unarmed) Full Atk +3 melee (1d3+2, 
  unarmed); Space/Reach 5 ft./ 5 ft.; SA Sneak attack 
  +1d6+2; SQ Evasion; AL NE; SV Fort +1; Ref +5; Will +0; 
  Str 14, Dex 16, Con 12, Int 12, Wis 10, Cha 10. 
   
  Skills and Feats: Bluff +5; Escape Artist +8; Hide +8, 
  Move Silently +8, Open Locks +8, Search +5, Listen +5, 
  Sense Motive +8, Spot +5, Tumble +8, Improved 
  Initiative, Weapon Focus (short sword). 
   
  Trapfinding: Rogues can use the Search skill to 
  locate traps when the task has a Difficulty Class higher 
  than 20. Finding a nonmagical trap has a DC of at least 20, 
  
  Prisoners of War 
   
  Page 58 
  or higher if it is well hidden. Finding a magic trap has a 
  DC of 25 + the level of the spell used to create it.Rogues 
  (and only rogues) can use the Disable Device skill to 
  disarm magic traps. A magic trap generally has a DC of 25 
  + the level of the spell used to create it. A rogue who beats 
  a trap’s DC by 10 or more with a Disable Device check can 
  study a trap, figure out how it works, and bypass it (with 
  her party) without disarming it. 
   
  Evasion (Ex): If a rogue makes a successful Reflex 
  saving throw against an attack that normally deals half 
  damage on a successful save, she instead takes no damage. 
   
  �Hochebi warriors: Ftr4; CR 4; Medium humanoid; HD 
  4d10+4; hp 32; Init +2; Spd 30 ft.; AC 15, touch 12, flat-
  footed 13; Base Atk +4; Grp +7; Atk +8 melee (1d8+3/19-
  20, masterwork longsword) or +9 ranged (1d8+5/x3, 
  masterwork composite longbow +3); Full Atk +8 melee 
  (1d8+3/19-20, masterwork longsword) or +7/+7 ranged 
  (1d8+5/x3, masterwork composite longbow +3); AL LE; 
  SV Fort +7, Ref +4, Will +2; Str 17, Dex 16, Con 16, Int 10, 
  Wis 12, Cha 8. 
   
  Skills and feats: Hide +7, Jump +9, Move Silently +7; 
  Point Blank Shot, Precise Shot, Rapid Shot, Weapon 
  Focus (composite longbow), Weapon Specialisation 
  (composite longbow) 
   
  Possessions: Studded leather armour, masterwork 
  longsword, masterwork composite longbow +3, 20 
  arrows, potion of invisibility, 2 gp. 
   
  Hochebi shaman: Sor4; CR 4; Medium humanoid; HD 
  4d4+12; hp 25; Init +7; Spd 30 ft.; AC 13, touch 13, flat-
  footed 11; Base Atk +2; Grp +2; Atk +2 melee (1d8, heavy 
  mace) or +5 ranged (1d8/19-20, light crossbow); Full Atk 
  +2 melee (1d8, heavy mace) or +5 ranged (1d8/19-20, light 
  crossbow); SA Spell casting, summon familiar; AL LE; SV 
  Fort +4, Ref +4, Will +7; 
  Str 10, Dex 16, Con 16, Int 10, 
  Wis 10, Cha 16. 
   
  Skills and feats:  Concentration +9, Hide +4, Move 
  Silently +7; Spellcraft +2; Improved Initiative, Lightning 
  Reflexes. 
   Spells Known: (per day 6/7/4; base DC = 13 + 
  spell level); 0- acid splash, daze, ghost sound, light, ray of 
  frost, touch of fatigue; 1
  st- mage armour, magic missile, 
  shield; 2
  nd- invisibility. 
  Possessions: +1 bracers of armour, traveller’s 
  clothes, heavy mace, potion of cure moderate wounds, 
  potion of invisibility, wand of melf’s acid arrows, 12 gp. 
   
  Encounter 4: Ambush at Aegenlir 
  �Tilva Suel officers: Ftr7; CR 7; Medium humanoid; HD 
  7d10+14; hp 60; Init +6; Spd 20 ft.; AC 21, flatfooted 19, 
  touch 12; Base Atk +7/+2; Grp +10; Atk +12 melee 
  (1d10+6/19-20, +1 bastard sword) or +10 ranged 
  (1d8+3/x3 masterwork mighty composite longbow +3); 
  Full Atk +12/+7 melee (1d10+6/19-20, +1 bastard sword) 
  or +10/+5 ranged (1d8+3/x3 masterwork mighty 
  composite longbow +3) or +8/+8/+3 ranged (1d8+3/x3 
  masterwork mighty composite longbow +3); AL LE; SV 
  Fort +7, Ref +4, Will +2; Str 16, Dex 14, Con 14, Int 10, 
  Wis 10, Cha 10 
  Skills and feats:  Bluff +6, Jump +1, Spot +3; Exotic 
  Weapon 
  Proficiency 
  (bastard 
  sword), 
  Endurance, 
  Diehard, Improved Initiative, Point Blank Shot, Rapid 
  Shot, 
  Weapon 
  Focus 
  (bastard 
  sword), 
  Weapon 
  Specialization (bastard sword). 
    
  Possessions:  Halfplate, heavy steel shield, +1 bastard 
  sword, masterwork mighty composite longbow +3, potion 
  of cure serious wounds, cloak of resistance +1, pouch with 
  15 platinum sea eagles. 
   
  �Hepmonalander Suel warriors: Bbn7; CR 7; Medium 
  humanoid; HD 7d12+14; hp 68; Init +6; Spd 40 ft.; AC 16, 
  flatfooted 14, touch 12, Base Atk +7/+2; Grp +10; Atk +11 
  melee (1d12+4/x3, +1 greataxe) or +10 ranged (1d8+3/x3, 
  masterwork mighty composite longbow +3); Full Atk 
  +11/+6 melee (1d12+4/x3, +1 greataxe) or +10/+5 ranged 
  (1d8+3/x3, masterwork mighty composite longbow +3) or 
  +8/+8/+3 
  ranged 
  (1d8+3/x3, 
  masterwork 
  mighty 
  composite longbow +3); SA Rage 2/day, SQ Fast 
  movement, trap sense +2, improved uncanny dodge, DR 
  1/-; AL: CN; SV: Fort +6, Ref +4, Will +3; Str 17, Dex 14, 
  Con 14, Int 10, Wis 12, Cha 8 
  Skills and feats: Handle Animal +8, Hide +7, Jump 
  +11, Listen +10, Move Silently +7; Improved Initiative, 
  Point Blank Shot, Rapid Shot, Weapon Focus (greataxe). 
  Rage (Ex): +4 to Strength, +4 to Constitution, +2 on Will 
  saves, –2 penalty to Armor Class for up to 7 rounds  
   
  Uncanny Dodge (Ex): The barbarian retains his 
  Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker.  
   
  Improved Uncanny Dodge (Ex): A barbarian can no 
  longer be flanked. This defense denies a rogue the ability 
  to sneak attack the barbarian by flanking him, unless the 
  attacker has at least four more rogue levels than the target 
  has barbarian levels. 
   
  Trap Sense (Ex): A barbarian gains a +1 bonus on 
  Reflex saves made to avoid traps and a +2 dodge bonus to 
  AC against attacks made by traps. 
  Damage Reduction (Ex): A barbarian gains Damage 
  Reduction. Subtract 1 from the damage the barbarian 
  takes each time he is dealt damage from a weapon or a 
  natural attack. 
  
  Prisoners of War 
   
  Page 59 
  Possessions: Chain shirt, +1 great axe, masterwork 
  mighty composite longbow +3, potion of cure serious 
  wounds, potion of bull's strength. 
   
  �Hochebi sorceror: Sor7 CR 7; Medium humanoid; HD 
  7d4+14; hp 41; Init +6; Spd 30 ft.; AC 13, flat-footed 11, 
  touch 12; Base Atk +3; Grp +3; Atk +3 melee (1d8, heavy 
  mace) or +5 ranged (1d8/19-20, light crossbow); Full Atk 
  +3 melee (1d8, heavy mace) or +5 ranged (1d8/19-20, light 
  crossbow); SA Summon familiar; AL LE; SV Fort +4, Ref 
  +4, Will +7; Str 10, Dex 14, Con 14, Int 10, Wis 14, Cha 17. 
   
  Skills and Feats:  Concentration +11, Hide +6, Move 
  Silently +7; Combat Casting, Improved Counterspell, 
  Improved Initiative.  
   
  Spells Known: (per day 6/7/7/5; base DC = 13 + spell 
  level); 0-acid splash, daze, flare, ghost sound, mage hand, 
  ray of frost, touch of fatigue; 1
  st- enlarge person, mage 
  armour, magic missile, ray of enfeeblement, shield; 2
  nd- 
  bull's strength, invisibility, web; 3
  rd- dispel magic, fireball.  
  Possessions: +1 bracers of armour, traveller’s clothes, 
  heavy mace, light crossbow + 20 bolts, potion of aid, 
  potion of cure serious wounds, flask of alchemist's fire, 12 
  gp. 
   
  �Tilva Suel Priest: Clr7 - Syrul; CR 7; Medium 
  humanoid; HD 7d8; hp 38; Init +5; Spd 30 ft.; AC 15, 
  touch 11, flat-footed 14; Base Atk +5; Grp +6; Atk +7 
  ranged (1d8/19-20, masterwork light crossbow) or +7 
  melee (1d4+2/19-20, +1 dagger); Full Atk +7 ranged 
  (1d8/19-20, masterwork light crossbow) or +7 melee 
  (1d4+2/19-20, +1 dagger); SQ Rebuke undead; AL NE; SV 
  Fort +5, Ref +3, Will +8; Str 12, Dex 12, Con 10, Int 10, 
  Wis 17, Cha 14. 
   
  Skills and Feats: Bluff +13, Concentration +11, 
  Disguise +13; Combat Casting, Improved Initiative, Skill 
  Focus (Bluff).   
   
  Spells Prepared (6/6/5/4/3; base DC = 13 + spell 
  level): 0 - cure minor wounds, guidance x3, resistance, 
  virtue; 1st - disguise self*, command, cure light wounds, 
  enthropic shield, obscuring mist, summon monster I; 2
  nd - 
  bull's strength, eagle's splendor, invisibility*, silence, 
  undetectable alignment; 3
  rd - bestow curse, dispel magic, 
  nondetection*, windwall; 4
  th - confusion*, poison x 2.   
   
  *domain spell; Domains: Knowledge: Divination 
  spells at +1 level, all Knowledge skills as class skills; 
  Trickery: Bluff, Disguise and Hide are class skills;  
   
  Possessions: +1 dagger, masterwork light crossbow, 
  20 crossbow bolts, 4 vials of large scorpion venom (Injury 
  DC 18; primary and secondary damage 1d6 Str); chain 
  shirt, traveler's outfit, potion of cure serious wounds. 
   
  Encounter 6: The Hostages 
  �Orlav: Rog5/Asn7; CR 12; Medium humanoid; HD 
  12d6+12; hp 62; Init +8; Spd 30 ft.; AC 18, touch 15, flat-
  footed 13; Base Atk +9/+3; Grp +11; Atk +15 melee 
  (2d6+3/18-20, + 1 shock short sword) or +11 melee 
  (1d4+2/19-20, dagger) or +13 ranged (1d4+2/19-20, 
  dagger); Full Atk +15/+10 melee (2d6+3/18-20, +1 shock 
  short sword) or +11/+6 melee (1d4+2/19-20, dagger) or 
  +13/+8 ranged (1d4+2/19-20, dagger); SA Sneak attack 
  +7d6+14, death attack; SQ Evasion, improved uncanny 
  dodge, poison use, +3 save vs poison; AL LE; SV Fort +3, 
  Ref +11, Will +2; Str 14, Dex 19, Con 12, Int 18, Wis 10, 
  Cha 8. 
   
  Skills and feats: Bluff +16; Disguise +16; Escape Artist 
  +18, Hide +18, Listen +8, Move Silently +18, Tumble +18, 
  Search +8, Slight of Hand +10, Spot +8; Combat Expertise, 
  Improved Critical, Improved Initiative, Improved Feint, 
  Weapon Finesse (short sword), Weapon Focus (short 
  sword). 
   
  Trapfinding: Rogues can use the Search skill to 
  locate traps when the task has a Difficulty Class higher 
  than 20. Finding a nonmagical trap has a DC of at least 20, 
  or higher if it is well hidden. Finding a magic trap has a 
  DC of 25 + the level of the spell used to create it.Rogues 
  (and only rogues) can use the Disable Device skill to 
  disarm magic traps. A magic trap generally has a DC of 25 
  + the level of the spell used to create it. A rogue who beats 
  a trap’s DC by 10 or more with a Disable Device check can 
  study a trap, figure out how it works, and bypass it (with 
  her party) without disarming it. 
   
  Evasion (Ex): If a rogue makes a successful Reflex 
  saving throw against an attack that normally deals half 
  damage on a successful save, she instead takes no damage. 
   
  Trap Sense (Ex): A rogue gains an intuitive sense that 
  alerts her to danger from traps, giving her a +1 bonus on 
  Reflex saves made to avoid traps and a +1 dodge bonus to 
  AC against attacks made by traps.  
   
  Uncanny Dodge (Ex): A rogue retains her Dexterity 
  bonus to AC (if any) even if she is caught flat-footed or 
  struck by an invisible attacker.  
   
  Death Attack: If an assassin studies his victim for 3 
  rounds and then makes a sneak attack with a melee 
  weapon that successfully deals damage, the sneak attack 
  has the additional effect of possibly either paralyzing or 
  killing the target (assassin’s choice). If the victim of such 
  an attack fails a DC 11 Fortitude save against the kill 
  effect, she dies. If the saving throw fails against the 
  paralysis effect, the victim is rendered helpless and 
  unable to act for 1d6 rounds plus 1 round per level of the 
  assassin. If the victim’s saving throw succeeds, the attack 
  is just a normal sneak attack. 
  
  Prisoners of War 
   
  Page 60 
   
  Poison Use: Assassins are trained in the use of 
  poison and never risk accidentally poisoning themselves 
  when applying poison to a blade. 
   
  Improved Uncanny Dodge (Ex): An assassin can no 
  longer be flanked and so denies rogues the ability to use 
  flank attacks to sneak attack the assassin. The exception 
  to this defense is that a rogue at least four levels higher 
  than the assassin can flank him (and thus sneak attack 
  him). 
   
  Spells Known (per day 3/3/2/1; base save = 14 + spell 
  level): 1 - disguise self, feather fall, obscuring mist, true 
  strike; 2 - darkness, cat's grace, invisibility, spider climb; 3 
  - deep slumber, false life, magic circle against good; 4 - 
  greater invisibility, poison.  
   
  Possessions: +1 shock short sword, 4 x dagger, +1 
  studded leather armour, 2 vials of deathblade (Injury DC 
  20; primary damage 1d6 Con; secondary damage 2d6 
  Con), potion of cure serious wounds. 
   
  �Tilva Suel officers: Ftr7; CR 7; Medium humanoid; HD 
  7d10+14; hp 60; Init +6; Spd 20 ft.; AC 21, flatfooted 19, 
  touch 12; Base Atk +7/+2; Grp +10; Atk +12 melee 
  (1d10+6/19-20, +1 bastard sword) or +10 ranged 
  (1d8+3/x3 masterwork mighty composite longbow +3); 
  Full Atk +12/+7 melee (1d10+6/19-20, +1 bastard sword) 
  or +10/+5 ranged (1d8+3/x3 masterwork mighty 
  composite longbow +3) or +8/+8/+3 ranged (1d8+3/x3 
  masterwork mighty composite longbow +3); AL LE; SV 
  Fort +7, Ref +4, Will +2; Str 16, Dex 14, Con 14, Int 10, 
  Wis 10, Cha 10 
  Skills and feats:  Bluff +6, Jump +1, Spot +3; Exotic 
  Weapon 
  Proficiency 
  (bastard 
  sword), 
  Endurance, 
  Diehard, Improved Initiative, Point Blank Shot, Rapid 
  Shot, 
  Weapon 
  Focus 
  (bastard 
  sword), 
  Weapon 
  Specialization (bastard sword). 
    
  Possessions:  Halfplate, heavy steel shield, +1 bastard 
  sword, masterwork mighty composite longbow +3, potion 
  of cure serious wounds, cloak of resistance +1, pouch with 
  15 platinum sea eagles. 
   
  �Hepmonalander Suel warriors: Bbn7; CR 7; Medium 
  humanoid; HD 7d12+14; hp 68; Init +6; Spd 40 ft.; AC 16, 
  flatfooted 14, touch 12, Base Atk +7/+2; Grp +10; Atk +11 
  melee (1d12+4/x3, +1 greataxe) or +10 ranged (1d8+3/x3, 
  masterwork mighty composite longbow +3); Full Atk 
  +11/+6 melee (1d12+4/x3, +1 greataxe) or +10/+5 ranged 
  (1d8+3/x3, masterwork mighty composite longbow +3) or 
  +8/+8/+3 
  ranged 
  (1d8+3/x3, 
  masterwork 
  mighty 
  composite longbow +3); SA Rage 2/day, SQ Fast 
  movement, trap sense +2, improved uncanny dodge, DR 
  1/-; AL: CN; SV: Fort +6, Ref +4, Will +3; Str 17, Dex 14, 
  Con 14, Int 10, Wis 12, Cha 8 
  Skills and feats: Climb +11, Handle Animal +9, Hide 
  +1, Intimidate +9, Intuit Direction +3, Listen +9, Move 
  Silently +3, Spot +3, Wilderness Lore +9; Improved 
  Initiative, Point Blank Shot, Rapid Shot, Weapon Focus 
  (greataxe). 
   
  Rage (Ex): +4 to Strength, +4 to Constitution, +2 on 
  Will saves, –2 penalty to Armor Class for up to 7 rounds  
   
  Uncanny Dodge (Ex): The barbarian retains his 
  Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker.  
   
  Improved Uncanny Dodge (Ex): A barbarian can no 
  longer be flanked. This defense denies a rogue the ability 
  to sneak attack the barbarian by flanking him, unless the 
  attacker has at least four more rogue levels than the target 
  has barbarian levels. 
   
  Trap Sense (Ex): A barbarian gains a +1 bonus on 
  Reflex saves made to avoid traps and a +2 dodge bonus to 
  AC against attacks made by traps. 
   
  Damage Reduction (Ex): A barbarian gains 
  Damage Reduction. Subtract 1 from the damage the 
  barbarian takes each time he is dealt damage from a 
  weapon or a natural attack. 
  Possessions: Chain shirt, +1 great axe, masterwork 
  mighty composite longbow +3, potion of cure serious 
  wounds, potion of bull's strength. 
   
  �Hochebi sorceror: Sor7 CR 7; Medium humanoid; HD 
  7d4+14; hp 41; Init +6; Spd 30 ft.; AC 13, flat-footed 11, 
  touch 12; Base Atk +3; Grp +3; Atk +3 melee (1d8, heavy 
  mace) or +5 ranged (1d8/19-20, light crossbow); Full Atk 
  +3 melee (1d8, heavy mace) or +5 ranged (1d8/19-20, light 
  crossbow); SA Summon familiar; AL LE; SV Fort +4, Ref 
  +4, Will +7; Str 10, Dex 14, Con 14, Int 10, Wis 14, Cha 17. 
   
  Skills and Feats:  Concentration +11, Hide +6, Move 
  Silently +7; Combat Casting, Improved Counterspell, 
  Improved Initiative.  
   
  Spells Known: (per day 6/7/7/5; base DC = 13 + spell 
  level); 0-acid splash, daze, flare, ghost sound, mage hand, 
  ray of frost, touch of fatigue; 1
  st- enlarge person, mage 
  armour, magic missile, ray of enfeeblement, shield; 2
  nd- 
  bull's strength, invisibility, web; 3
  rd- dispel magic, fireball.  
  Possessions: +1 bracers of armour, traveller’s clothes, 
  heavy mace, light crossbow + 20 bolts, potion of aid, 
  potion of cure serious wounds, flask of alchemist's fire, 12 
  gp. 
   
  �Hepmonalander Suel Priest: Clr7 - Llerg; CR 7; 
  Medium humanoid; HD 7d8+21; hp 46; Init +5; Spd 30 ft.; 
  AC 16, flatfooted 14, touch 12; Base Atk +5; Grp +7; Atk 
  +9 melee (1d8+2/x3, masterwork battleaxe) or +7 ranged 
  (1d8+2/x3, masterwork composite longbow +2); Full Atk 
  +9 melee (1d8+2/x3, masterwork battleaxe) or +7 ranged 
  
  Prisoners of War 
   
  Page 61 
  (1d8+2/x3, masterwork composite longbow +2); SA 
  Spontaneous casting, rebuke undead 4/day; AL CN; SV 
  Fort +8, Ref +4, Will +8; Str 14, Dex 12, Con 14, Int 10, 
  Wis 17, Cha 8 
   
  Skills and feats:  Concentration +12, Profession 
  (Hunter) +7, Spellcraft +10; Combat Casting, Improved 
  Initiative, Weapon Proficiency (battleaxe), Weapon Focus 
  (battleaxe).  
    
  Spells Prepared: (6/6/5/4/2; base save = 13 + spell 
  level) 0- cure minor wounds, guidance x 2, resistance x2, 
  virtue; 1: cure light wounds, divine favour, enlarge 
  person*, enthropic shield, shield of faith; 2: bull's 
  strength*; darkness, hold person, owl's wisdom, silence; 3: 
  bestow curse, dispel magic, magic vestment*, searing 
  light; 4: control water, summon nature's ally IV*. 
   
  Domains:  Strength: feat of strength, +7 Str, 1 rnd, 
  1/day.Animal: cast chaos spells at +1 caster level. 
   
  Possessions: Masterwork 
  battleaxe, 
  masterwork 
  composite longbow +2, chain shirt, potion of cure serious 
  wounds. 
   
  Encounter 7 - Eagenrast 
  �Ulcar: Mnk12; CR 12; Medium humanoid; HD 
  12d8+12; hp 75; Init +8; Spd 70 ft.; AC 19, touch 19, flat-
  footed 16; Base Atk +9/+4; Grp +11; Atk +14 melee 
  (2d6+2, unarmed) or +13 ranged (1d6 fire, alchemist's 
  fire) or +12 melee (1d6+3, +1 ki focus quarterstaff); Full 
  Atk +14/+14/+14/+9 melee (2d6+2, flurry of blows 
  unarmed) or +9 ranged (1d6 fire, alchemist's fire); 
  +12/+12/+7 melee (1d6+3, flurry of blows, +1 ki focus 
  quarterstaff); SA Unarmed strike, greater flurry of blows, 
  ki strike (magic, lawful); SQ Improved evasion, still mind, 
  purity of body, abundent step, diamond body, slow fall 60 
  ft., wholeness of body; AL LE; SV Fort +9, Ref +12, Will 
  +11; Str 14, Dex 19, Con 12, Int 10, Wis 16, Cha 8. 
   
  Skills and Feats: Escape Artist +18, Hide +18, Jump 
  +18, Move Silently +18, Tumble +18; Circle Kick, Deflect 
  Arrows, Extra Stunning Attacks, Fists of Iron, Improved 
  Disarm, Improved Initiative, Stunning Fist, Weapon 
  Finesse (unarmed), Weapon Focus (unarmed).  
   
  Flurry of Blows (Ex): When unarmored, a monk may 
  make one extra attack in a round at her highest base 
  attack bonus.  
   
  Bonus Feats: This monk has selected  Stunning Fist, 
  Deflect Arrows and Improved Disarm as bonus feats. A 
  monk need not have any of the prerequisites normally 
  required for these feats to select them. 
   
  Evasion (Ex): If a monk makes a successful Reflex 
  saving throw against an attack that normally deals half 
  damage on a successful save, she instead takes no damage.  
   
  Still Mind (Ex): A monk gains a +2 bonus on saving 
  throws against spells and effects from the school of 
  enchantment. 
   
  Ki Strike (Su): A monk’s unarmed attacks are 
  empowered with ki. Her unarmed attacks are treated as 
  magic weapons for the purpose of dealing damage to 
  creatures with damage reduction. 
   
  Slow Fall (Ex): A monk within arm’s reach of a wall 
  can use it to slow her descent. When first using this 
  ability, she takes damage as if the fall were 60 feet shorter 
  than it actually is.  
   
  Purity of Body (Ex): A monk gains immunity to all 
  diseases except for supernatural and magical diseases. 
   
  Wholeness of Body (Su): A monk can heal her own 
  wounds. She can heal a number of hit points of damage 
  equal to twice her current monk level each day, and she 
  can spread this healing out among several uses. 
   
  Improved Evasion (Ex): A monk’s evasion ability 
  improves. She still takes no damage on a successful Reflex 
  saving throw against attacks, but henceforth she takes 
  only half damage on a failed save. A helpless monk does 
  not gain the benefit of improved evasion. 
   
  Diamond Body (Su): A monk gains immunity to 
  poisons of all kinds. 
   
  Abundant Step (Su): A monk can slip magically 
  between spaces, as if using the spell dimension door, once 
  per day as a caster of 6
  th level. 
   
  Possessions: +1 ki focus quarterstaff, 2 x flask of 
  alchemist's fire. 
   
  �Tilva Suel officers: Ftr7; CR 7; Medium humanoid; HD 
  7d10+14; hp 60; Init +6; Spd 20 ft.; AC 21, flatfooted 19, 
  touch 12; Base Atk +7/+2; Grp +10; Atk +12 melee 
  (1d10+6/19-20, +1 bastard sword) or +10 ranged 
  (1d8+3/x3 masterwork mighty composite longbow +3); 
  Full Atk +12/+7 melee (1d10+6/19-20, +1 bastard sword) 
  or +10/+5 ranged (1d8+3/x3 masterwork mighty 
  composite longbow +3) or +8/+8/+3 ranged (1d8+3/x3 
  masterwork mighty composite longbow +3); AL LE; SV 
  Fort +7, Ref +4, Will +2; Str 16, Dex 14, Con 14, Int 10, 
  Wis 10, Cha 10 
  Skills and feats:  Bluff +6, Jump +1, Spot +3; Exotic 
  Weapon 
  Proficiency 
  (bastard 
  sword), 
  Endurance, 
  Diehard, Improved Initiative, Point Blank Shot, Rapid 
  Shot, 
  Weapon 
  Focus 
  (bastard 
  sword), 
  Weapon 
  Specialization (bastard sword). 
    
  Possessions:  Halfplate, heavy steel shield, +1 bastard 
  sword, masterwork mighty composite longbow +3, potion 
  of cure serious wounds, cloak of resistance +1, pouch with 
  15 platinum eagles. 
   
  
  Prisoners of War 
   
  Page 62 
  �Hepmonalander Suel warriors: Bbn7; CR 7; Medium 
  humanoid; HD 7d12+14; hp 68; Init +6; Spd 40 ft.; AC 16, 
  flatfooted 14, touch 12, Base Atk +7/+2; Grp +10; Atk +11 
  melee (1d12+4/x3, +1 greataxe) or +10 ranged (1d8+3/x3, 
  masterwork mighty composite longbow +3); Full Atk 
  +11/+6 melee (1d12+4/x3, +1 greataxe) or +10/+5 ranged 
  (1d8+3/x3, masterwork mighty composite longbow +3) or 
  +8/+8/+3 
  ranged 
  (1d8+3/x3, 
  masterwork 
  mighty 
  composite longbow +3); SA Rage 2/day, SQ Fast 
  movement, trap sense +2, improved uncanny dodge, DR 
  1/-; AL: CN; SV: Fort +6, Ref +4, Will +3; Str 17, Dex 14, 
  Con 14, Int 10, Wis 12, Cha 8 
  Skills and feats: Handle Animal +8, Hide +7, Jump 
  +11, Listen +10, Move Silently +7; Improved Initiative, 
  Point Blank Shot, Rapid Shot, Weapon Focus (greataxe). 
   
  Rage (Ex): +4 to Strength, +4 to Constitution, +2 on 
  Will saves, –2 penalty to Armor Class for up to 7 rounds  
   
  Uncanny Dodge (Ex): The barbarian retains his 
  Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker.  
   
  Improved Uncanny Dodge (Ex): A barbarian can no 
  longer be flanked. This defense denies a rogue the ability 
  to sneak attack the barbarian by flanking him, unless the 
  attacker has at least four more rogue levels than the target 
  has barbarian levels. 
   
  Trap Sense (Ex): A barbarian gains a +1 bonus on 
  Reflex saves made to avoid traps and a +2 dodge bonus to 
  AC against attacks made by traps. 
  Damage Reduction (Ex): A barbarian gains Damage 
  Reduction. Subtract 1 from the damage the barbarian 
  takes each time he is dealt damage from a weapon or a 
  natural attack. 
  Possessions: Chain shirt, +1 great axe, masterwork 
  mighty composite longbow +3, potion of cure serious 
  wounds, potion of bull's strength. 
   
  �Hochebi sorceror: Sor7 CR 7; Medium humanoid; HD 
  7d4+14; hp 41; Init +6; Spd 30 ft.; AC 13, flat-footed 11, 
  touch 12; Base Atk +3; Grp +3; Atk +3 melee (1d8, heavy 
  mace) or +5 ranged (1d8/19-20, light crossbow); Full Atk 
  +3 melee (1d8, heavy mace) or +5 ranged (1d8/19-20, light 
  crossbow); SA Summon familiar; AL LE; SV Fort +4, Ref 
  +4, Will +7; Str 10, Dex 14, Con 14, Int 10, Wis 14, Cha 17. 
   
  Skills and Feats:  Concentration +11, Hide +6, Move 
  Silently +7; Combat Casting, Improved Counterspell, 
  Improved Initiative.  
   
  Spells Known: (per day 6/7/7/5; base DC = 13 + spell 
  level); 0-acid splash, daze, flare, ghost sound, mage hand, 
  ray of frost, touch of fatigue; 1
  st- enlarge person, mage 
  armour, magic missile, ray of enfeeblement, shield; 2
  nd- 
  bull's strength, invisibility, web; 3
  rd- dispel magic, fireball.  
  Possessions: +1 bracers of armour, traveller’s clothes, 
  heavy mace, light crossbow + 20 bolts, potion of aid, 
  potion of cure serious wounds, flask of alchemist's fire, 12 
  gp. 
   
  �Hepmonalander Suel Priest: Clr7 - Llerg; CR 7; 
  Medium humanoid; HD 7d8+21; hp 46; Init +5; Spd 30 ft.; 
  AC 16, flatfooted 14, touch 12; Base Atk +5; Grp +7; Atk 
  +9 melee (1d8+2/x3, masterwork battleaxe) or +7 ranged 
  (1d8+2/x3, masterwork composite longbow +2); Full Atk 
  +9 melee (1d8+2/x3, masterwork battleaxe) or +7 ranged 
  (1d8+2/x3, masterwork composite longbow +2); SA 
  Spontaneous casting, rebuke undead 4/day; AL CN; SV 
  Fort +8, Ref +4, Will +8; Str 14, Dex 12, Con 14, Int 10, 
  Wis 17, Cha 8 
   
  Skills and feats:  Concentration +12, Profession 
  (Hunter) +7, Spellcraft +10; Combat Casting, Improved 
  Initiative, Weapon Proficiency (battleaxe), Weapon Focus 
  (battleaxe).  
    
  Spells Prepared: (6/6/5/4/2; base save = 13 + spell 
  level) 0- cure minor wounds, guidance x 2, resistance x2, 
  virtue; 1: cure light wounds, divine favour, enlarge 
  person*, enthropic shield, sheild of faith; 2: bull's 
  strength*; darkness, hold person, owl's wisdom, silence; 3: 
  bestow curse, dispel magic, magic vestment*, searing 
  light; 4: chaos hammer*, divine power. 
   
  Domains:  Strength: feat of strength, +7 Str, 1 rnd, 
  1/day. Chaos: cast chaos spells at +1 caster level. 
   
  Possessions: Masterwork 
  battleaxe, 
  masterwork 
  composite longbow +2, chain shirt, potion of cure serious 
  wounds. 
  
  Prisoners of War 
   
  Page 63 
  APL 12 
  Encounter 1: The Trial of Arms 
  �Danvirius Soron, Ftr13; CR 13; Medium humanoid; 
  HD 13d10+39; hp 121; Init +6; Spd 20 ft./30 ft 
  (unarmoured); AC 22, flat-footed 20, touch (unarmoured) 
  12; Base Atk +13/+8/+3; Grp +18; Atk +21 melee 
  (1d10+9/18-20, masterwork bastard sword); Full Atk 
  +21/+16/+11 melee (1d10+9/18-20, masterwork bastard 
  sword); AL LG; SV Fort +11, Ref +6, Will +5; Str 20, Dex 
  14, Con 17, Int 15, Wis 12, Cha 16. 
  Skills and feats: Diplomacy +10, Handle Animal 
  +19, Jump +21 (+13 armoured), Intimidate +19, Ride +18; 
  Cleave, Combat Expertise, Exotic Weapon Proficiency 
  (bastard sword), Great Cleave, Greater Weapon Focus 
  (bastard sword), Greater Weapon Specialisation (bastard 
  sword), Improved Initiative, Improved Critical (bastard 
  sword), Improved Disarm, Power Attack, Weapon Focus 
  (bastard sword), Weapon Specialization (bastard sword). 
   
  Possessions: bastard sword, full plate, heavy steel 
  shield. 
   
  �Ellinka Vanar: Ftr12; CR 12; Medium humanoid; HD 
  12d10+24; hp 100; Init +7; Spd 30 ft; AC 13, flat-footed 10, 
  touch 13; Base Atk +12/+7/+2; Grp +17; Atk +16 ranged 
  (1d10/19-20, masterwork heavy crossbow); Full Atk 
  +16/+11/+6 ranged (1d10/19-20, masterwork heavy 
  crossbow); AL LG; SV Fort +10, Ref +7, Will +6; Str 20, 
  Dex 16, Con 14, Int 14, Wis 12, Cha 12. 
  Skills and feats: Handle Animal +18, Profession 
  (sailor) +16, Ride +17, Survival +8, Swim +20; Combat 
  Expertise, Far Shot, Greater Weapon Focus (greataxe), 
  Greater Weapon Specialisation (greataxe), Improved 
  Initiative, Improved Critical (greateaxe), Improved 
  Disarm, Point Blank Shot, Power Attack, Precise Shot, 
  Weapon Focus (greateaxe), Weapon Specialization 
  (greateaxe). 
   
  Possessions: masterwork heavy crossbow, 20 bolts.  
   
  �Uthather Kais: male half-elf Wiz12 (Evoker); Medium 
  humanoid; HD 12d4+36; hp 73; Init +6; Spd 30 ft.; AC 15, 
  touch 15, flat-footed 13; Base Atk +6; Grp +6; Atk +6 
  melee (1d6, quarterstaff); +8 ranged (1d8/19-20, light 
  crossbow); SQ Low light vision; AL N; SV Fort +7, Ref +6, 
  Will +9; Str 10, Dex 14, Con 16, Int 19, Wis 12, Cha 10. 
  Skills and feats: Concentration +17, Diplomacy 
  +2, Gather Information +9, Knowledge (arcana) +18, 
  Listen +2, Move Silently +8, Profession (alchemist) +15, 
  Search +2, Spellcraft +18, Spot +2, Use Magic Device +7; 
  Combat Casting, Extend Spell, Improved Counterspell, 
  Improved Initiative, Silent Spell, Spell Focus (Evocation). 
   
  Possessions: Quarterstaff; dagger, light crossbow, 
  crossbow bolts (20), potion of intelligence, potion of cure 
  serious wounds; arcane scroll of change self, color spray, 
  expeditious retreat, mage armor, obscuring mist, shield, 
  summon monster V; amulet of natural armor +3; wings of 
  flying, ring of invisibility, wand of fireballs. 
   
  Spells prepared (Wiz 5/6/6/6/5/4/3; Base DC = 14 + 
  spell level): 0 - flare (s) x 5, touch of fatigue; 1st – grease, 
  expeditous retreat, mage armor, reduce person, shield, 
  tenser's floating disk (s); 2nd - darkness (s), gust of wind, 
  hypnotic pattern, invisibility, spectral hand, web; 3rd - 
  daylight (s); dispel magic x5; 4th - fear, lesser globe of 
  invulnerability, improved invisibility, otiluke's resilient 
  sphere (s), rainbow pattern; 5
  th – baleful polymorph, break 
  enchantment, persistent image, wall of force (s); 6th – 
  globe of invulnerability, greater dispel magic, bigby's 
  forceful hand (s). 
   
  Encounter 3: The Chain Gang 
  �Ha'kra'kalubrak, male hochebi, Ftr4; CR 4; Medium 
  humanoid; HD 4d10+4; hp 32; Init +2; Spd 30 ft.; AC 12, 
  touch 12, flat-footed 10; Base Atk +4; Grp +7; Atk +7 
  melee (1d3+3, unarmed); Full Atk +7 melee (1d3+3, 
  unarmed); AL LE; SV Fort +7, Ref +4, Will +2; Str 17, Dex 
  16, Con 16, Int 10, Wis 12, Cha 8. 
   
  Skills and feats: Hide +7, Jump +9, Move Silently +7; 
  Point Blank Shot, Precise Shot, Rapid Shot, Weapon 
  Focus (composite longbow), Weapon Specialisation 
  (composite longbow) 
   
  �Llerdev, male Hepmonalander Suel warrior, Bbn7; CR 
  7; Medium humanoid; HD 7d12+14; hp 68; Init +6; Spd 
  40 ft.; AC 12, flatfooted 10, touch 12, Base Atk +7/+2; Grp 
  +10; Atk +10 melee (1d3+3, unarmed); Full Atk +10 melee 
  (1d3+3, unarmed); SA Rage 2/day, SQ Fast movement, 
  trap sense +2, improved uncanny dodge, DR 1/-; AL: CN; 
  SV: Fort +6, Ref +4, Will +3; Str 17, Dex 14, Con 14, Int 
  10, Wis 12, Cha 8 
  Skills and feats: Handle Animal +9, Hide +7, Jump 
  +12, Listen +11, Move Silently +6; Improved Initiative, 
  Point Blank Shot, Rapid Shot, Weapon Focus (greataxe). 
   
  Rage (Ex): +4 to Strength, +4 to Constitution, +2 on 
  Will saves, –2 penalty to Armor Class for up to 7 rounds  
   
  Uncanny Dodge (Ex): The barbarian retains his 
  Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker.  
   
  Improved Uncanny Dodge (Ex): A barbarian can no 
  longer be flanked. This defense denies a rogue the ability 
  to sneak attack the barbarian by flanking him, unless the 
  attacker has at least four more rogue levels than the target 
  has barbarian levels. 
   
  Trap Sense (Ex): A barbarian gains a +2 bonus on 
  Reflex saves made to avoid traps and a +2 dodge bonus to 
  AC against attacks made by traps. 
  
  Prisoners of War 
   
  Page 64 
   
  Damage Reduction (Ex): A barbarian gains Damage 
  Reduction. Subtract 1 from the damage the barbarian 
  takes each time he is dealt damage from a weapon or a 
  natural attack. 
   
  �Krova Lenar, female human, Mnk10; CR 10; Medium 
  humanoid; HD 10d8+10; hp 63; Init +8; Spd 60 ft.; AC 19, 
  touch 19, flat-footed 16; Base Atk +7/+2; Grp +11; Atk +12 
  melee (1d10+2, unarmed); Full Atk +12/+12/+7 melee 
  (1d10+2, flurry of blows unarmed); SA Unarmed strike, 
  flurry of blows, ki strike (magic, lawful); SQ Improved 
  evasion, still mind, purity of body, slow fall 50 ft., 
  wholeness of body; AL LE; SV Fort +8, Ref +11, Will +10; 
  Str 14, Dex 18, Con 12, Int 10, Wis 16, Cha 8. 
   
  Skills and Feats: Escape Artist +15, Hide +15, Jump 
  +15, Move Silently +15, Tumble +15; Circle Kick, Deflect 
  Arrows, Fists of Iron, Improved Disarm, Improved 
  Initiative, Stunning Fist, Weapon Finesse (unarmed); 
  Weapon Focus (unarmed).  
   
  Flurry of Blows (Ex): When unarmored, a monk may 
  make one extra attack in a round at her highest base 
  attack bonus.  
   
  Bonus Feats: This monk has selected  Stunning Fist, 
  Deflect Arrows and Improved Disarm as bonus feats. A 
  monk need not have any of the prerequisites normally 
  required for these feats to select them. 
   
  Evasion (Ex): If a monk makes a successful Reflex 
  saving throw against an attack that normally deals half 
  damage on a successful save, she instead takes no damage.  
   
  Still Mind (Ex): A monk gains a +2 bonus on saving 
  throws against spells and effects from the school of 
  enchantment. 
   
  Ki Strike (Su): A monk’s unarmed attacks are 
  empowered with ki. Her unarmed attacks are treated as 
  magic weapons for the purpose of dealing damage to 
  creatures with damage reduction. 
   
  Slow Fall (Ex): A monk within arm’s reach of a wall 
  can use it to slow her descent. When first using this 
  ability, she takes damage as if the fall were 50 feet shorter 
  than it actually is.  
   
  Purity of Body (Ex): A monk gains immunity to all 
  diseases except for supernatural and magical diseases. 
   
  Wholeness of Body (Su): A monk can heal her own 
  wounds. She can heal a number of hit points of damage 
  equal to twice her current monk level each day, and she 
  can spread this healing out among several uses. 
   
  Improved Evasion (Ex): A monk’s evasion ability 
  improves. She still takes no damage on a successful Reflex 
  saving throw against attacks, but henceforth she takes 
  only half damage on a failed save. A helpless monk does 
  not gain the benefit of improved evasion. 
   
  �Makho Vidrekk, male human, Ftr7; CR 7; Medium 
  humanoid; HD 7d10+14; hp 60; Init +6; Spd 20 ft.; AC 21, 
  flatfooted 19, touch 12; Base Atk +7/+2; Grp +10; Atk +10 
  melee (1d3+3, unarmed); Full Atk +10 melee (1d3+3, 
  unarmed); AL LE; SV Fort +7, Ref +4, Will +2; Str 16, Dex 
  14, Con 14, Int 10, Wis 10, Cha 10 
  Skills and feats:  Bluff +7, Climb +7, Jump +8; Exotic 
  Weapon 
  Proficiency 
  (bastard 
  sword), 
  Endurance, 
  Diehard, Improved Initiative, Point Blank Shot, Rapid 
  Shot, 
  Weapon 
  Focus 
  (bastard 
  sword), 
  Weapon 
  Specialization (bastard sword). 
   
  �Lev Talozin, male human, Rog2: CR 2; Medium 
  humanoid; HD 2d6+2; hp 13; Init +7; Spd 30 ft.; AC 13, 
  flat-footed 10; touch 13; Base Atk +1; Grp +3; Atk +3 
  melee (1d3+2, unarmed) Full Atk +3 melee (1d3+2, 
  unarmed); Space/Reach 5 ft./ 5 ft.; SA Sneak attack 
  +1d6+2; SQ Evasion; AL NE; SV Fort +1; Ref +5; Will +0; 
  Str 14, Dex 16, Con 12, Int 12, Wis 10, Cha 10. 
   
  Skills and Feats: Bluff +5; Escape Artist +8; Hide +8, 
  Move Silently +8, Open Locks +8, Search +5, Listen +5, 
  Sense Motive +8, Spot +5, Tumble +8, Improved 
  Initiative, Weapon Focus (short sword). 
    
  Trapfinding: Rogues can use the Search skill to 
  locate traps when the task has a Difficulty Class higher 
  than 20. Finding a nonmagical trap has a DC of at least 20, 
  or higher if it is well hidden. Finding a magic trap has a 
  DC of 25 + the level of the spell used to create it.Rogues 
  (and only rogues) can use the Disable Device skill to 
  disarm magic traps. A magic trap generally has a DC of 25 
  + the level of the spell used to create it. A rogue who beats 
  a trap’s DC by 10 or more with a Disable Device check can 
  study a trap, figure out how it works, and bypass it (with 
  her party) without disarming it. 
   
  Evasion (Ex): If a rogue makes a successful Reflex 
  saving throw against an attack that normally deals half 
  damage on a successful save, she instead takes no damage. 
   
  �Derend and Jandyr, male human, Rog2: CR 2; Medium 
  humanoid; HD 2d6+2; hp 13; Init +7; Spd 30 ft.; AC 13, 
  flat-footed 10; touch 13; Base Atk +1; Grp +3; Atk +3 
  melee (1d3+2, unarmed) Full Atk +3 melee (1d3+2, 
  unarmed); Space/Reach 5 ft./ 5 ft.; SA Sneak attack 
  +1d6+2; SQ Evasion; AL NE; SV Fort +1; Ref +5; Will +0; 
  Str 14, Dex 16, Con 12, Int 12, Wis 10, Cha 10. 
   
  Skills and Feats: Bluff +5; Escape Artist +8; Hide +8, 
  Move Silently +8, Open Locks +8, Search +5, Listen +5, 
  Sense Motive +8, Spot +5, Tumble +8, Improved 
  Initiative, Weapon Focus (short sword). 
   
  Trapfinding: Rogues can use the Search skill to 
  locate traps when the task has a Difficulty Class higher 
  than 20. Finding a nonmagical trap has a DC of at least 20, 
  
  Prisoners of War 
   
  Page 65 
  or higher if it is well hidden. Finding a magic trap has a 
  DC of 25 + the level of the spell used to create it.Rogues 
  (and only rogues) can use the Disable Device skill to 
  disarm magic traps. A magic trap generally has a DC of 25 
  + the level of the spell used to create it. A rogue who beats 
  a trap’s DC by 10 or more with a Disable Device check can 
  study a trap, figure out how it works, and bypass it (with 
  her party) without disarming it. 
   
  Evasion (Ex): If a rogue makes a successful Reflex 
  saving throw against an attack that normally deals half 
  damage on a successful save, she instead takes no damage. 
   
  �Hochebi warriors: Ftr7; CR 7; Medium humanoid; HD 
  7d10+14; hp 60; Init +6; Spd 30 ft.; AC 15, flat-footed 13, 
  touch 12; Base Atk +7/+2; Grp +10; Atk +11/+6 melee 
  (1d8+4/19-20, +1 longsword) or +11/+6 ranged (1d8+5/x3, 
  masterwork mighty composite longbow +3) or +9/+9/+4 
  ranged 
  (1d8+5/x3, 
  masterwork 
  mighty 
  composite 
  longbow +3); AL LE; SV Fort +6, Ref +6, Will +2; Str 17, 
  Dex 14, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Hide +8, Jump +11, Move Silently 
  +8; Improved Initiative, Point Blank Shot, Precise Shot, 
  Rapid Shot, Weapon Focus (composite longbow), 
  Weapon Specialisation (composite longbow). 
   
  Possessions: Studded leather armour, +1 longsword, 
  masterwork mighty composite longbow +3, 20 arrows, 
  potion of invisibility, 2 gp. 
   
  �Hochebi sorceror: Sor7 CR 7; Medium humanoid; HD 
  7d4+14; hp 41; Init +6; Spd 30 ft.; AC 13, flat-footed 11, 
  touch 12; Base Atk +3; Grp +3; Atk +3 melee (1d8, heavy 
  mace) or +5 ranged (1d8/19-20, light crossbow); Full Atk 
  +3 melee (1d8, heavy mace) or +5 ranged (1d8/19-20, light 
  crossbow); SA Summon familiar; AL LE; SV Fort +4, Ref 
  +4, Will +7; Str 10, Dex 14, Con 14, Int 10, Wis 14, Cha 17. 
   
  Skills and Feats:  Concentration +12, Hide +4, Move 
  Silently +7; Spellcraft +5; Combat Casting, Improved 
  Counterspell, Improved Initiative.  
   
  Spells Known: (per day 6/7/7/5; base DC = 13 + spell 
  level); 0-acid splash, daze, flare, ghost sound, mage hand, 
  ray of frost, touch of fatigue; 1
  st- enlarge person, mage 
  armour, magic missile, ray of enfeeblement, shield; 2
  nd- 
  bull's strength, invisibility, web; 3
  rd- dispel magic, fireball.  
   
  Possessions: +1 bracers of armour, traveller’s clothes, 
  heavy mace, light crossbow + 20 bolts, potion of aid, 
  potion of cure serious wounds, potion of invisibility, 
  wand of melf's acid arrow, flask of alchemist's fire, 12 gp. 
   
  Encounter 4: Ambush at Aegenlir 
  �Tilva Suel officers: Ftr8; Medium humanoid; HD 
  8d10+16; hp 68; Init +6; Spd 20 ft; AC 21, flat-footed 19, 
  touch 12; Base Atk +8/+3; Grp +12; Atk +15 melee 
  (1d10+8/18-20, +1 bastard sword) or +12 melee (1d6+4, 
  short sword) or +12 melee (1d4+3, dagger) or +11 ranged 
  (1d8+4/x3, masterwork mighty composite longbow +4); 
  Full Atk +15/+10 melee (1d10+8/18-20, +1 bastard sword) 
  or +12/+7 melee (1d6+4, short sword) or +12/+7 melee 
  (1d4+4, dagger) or +11/+6 ranged (1d8+4/x3, masterwork 
  mighty composite longbow +4); AL LE; SV Fort +8, Ref 
  +4, Will +2; Str 18, Dex 14, Con 14, Int 10, Wis 10, Cha 10. 
  Skills and feats: Bluff +7, Jump +1, Spot +3; 
  Cleave, Exotic Weapon Proficiency (bastard sword), Great 
  Cleave, Greater Weapon Focus (bastard sword), Improved 
  Initiative, Improved Critical (bastard sword), Power 
  Attack, Weapon Focus (bastard sword), Weapon 
  Specialization (bastard sword). 
   
  Possessions: +1 bastard sword, short sword, dagger, 
  masterwork mighty composite longbow +3, 20 arrows, +1 
  half-plate, 2 x potion of cure serious wounds, potion of 
  bull’s strength, bracers of armour +1. 
   
  �Hepmonalander 
  Suel 
  warriors: 
  Bbn8; 
  Medium 
  humanoid; HD 8d12+16; hp 77; Init +6; Spd 40 ft.; AC 16, 
  touch 12, flat-footed 14; Base Atk +8; Grp +12; Atk +14 
  melee (1d12+7/x3 +1 greataxe) or +12 (1d4+4/19-20, 
  dagger) or +11 ranged (1d6+4/x3, masterwork mighty 
  composite shortbow +4); Full Atk +14/+9 melee 
  (1d12+7/x3 +1 greataxe) or +12/+7 (1d4+4/19-20, dagger); 
  +11/+6 ranged (1d6+4/x3, masterwork mighty composite 
  shortbow +4); AL NE; SQ Rage 3/day, improved uncanny 
  dodge, DR 1/-, trap sense +2, fast movement; SV Fort +8, 
  Ref +4, Will +2; Str 18, Dex 14, Con 14, Int 12, Wis 10, 
  Cha 8. 
   
  Skills and feats: Handle Animal +9, Hide +8, Jump 
  +12, Listen +11, Move Silently +7; Improved Initiative, 
  Point Blank Shot, Rapid Shot, Weapon Focus (greataxe). 
   
  Rage (Ex): +4 to Strength, +4 to Constitution, +2 on 
  Will saves, –2 penalty to Armor Class for up to 7 rounds  
   
  Uncanny Dodge (Ex): The barbarian retains his 
  Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker.  
   
  Improved Uncanny Dodge (Ex): A barbarian can no 
  longer be flanked. This defense denies a rogue the ability 
  to sneak attack the barbarian by flanking him, unless the 
  attacker has at least four more rogue levels than the target 
  has barbarian levels. 
   
  Trap Sense (Ex): A barbarian gains a +2 bonus on 
  Reflex saves made to avoid traps and a +2 dodge bonus to 
  AC against attacks made by traps. 
   
  Damage Reduction (Ex): A barbarian gains Damage 
  Reduction. Subtract 1 from the damage the barbarian 
  takes each time he is dealt damage from a weapon or a 
  natural attack. 
  
  Prisoners of War 
   
  Page 66 
   
  Possessions: 
  +1 
  greataxe, 
  masterwork 
  mighty 
  composite shortbow +4, 20 arrows, dagger, chain shirt, 
  potion of cure serious wounds. 
   
  �Hochebi sorceror: Sor8 CR 8; Medium humanoid; 
  8d4+24; hp 43; Init +6; Spd 30 ft.; AC 12, touch 12, flat-
  footed 10; Base Atk +4; Grp +5; Atk +5 melee (1d8+1, 
  heavy mace) or +6 ranged (1d8/19-20, light crossbow); SA 
  Spell casting, summon familiar; AL LE; SV Fort +6, Ref 
  +5, Will +8;  
  Str 12, Dex 14, Con 16, Int 10, Wis 12, 
  Cha 18. 
   
  Skills and feats:  Concentration +11, Hide +7, Move 
  Silently +7; Improved Counterspell, Improved Initiative, 
  Spell Focus (evocation). 
   
  Spells Known: (per day 6/7/7/6/4; base DC = 14 + 
  spell level; DC = 15 + spell level for evocation spells); 0- 
  acid 
  splash, 
  daze, 
  flare, 
  ghost 
  sounds, 
  light, 
  prestidigitation, ray of frost, touch of fatigue; 1
  st- burning 
  hands, mage armour, magic missile, protection from 
  good, shield; 2
  nd- invisibility, mirror image, touch of 
  idiocy; 3
  rd- dispel magic, lightning bolt; 4
  th- wall of fire.  
  Possessions: Traveller’s clothes, light mace, +1 
  cloak of resistance, potion of cure serious wounds, scroll 
  of stoneskin, wand of melf's acid arrow 
   
  �Tilva Suel Priest: Clr8 - Syrul; CR 8; Medium 
  humanoid; HD 8d8; hp 43; Init +5; Spd 30 ft.; AC 15, 
  touch 11, flat-footed 14; Base Atk +6/+1; Grp +6; Atk +8 
  ranged (1d8/19-20, masterwork light crossbow) or +8 
  melee (1d4+2/19-20, +1 dagger); Full Atk +8/+3 ranged 
  (1d8/19-20, masterwork light crossbow) or +8/+3 melee 
  (1d4+2/19-20, +1 dagger); SQ Rebuke undead; AL NE; SV 
  Fort +6, Ref +3, Will +10; Str 12, Dex 12, Con 10, Int 10, 
  Wis 18, Cha 14. 
   
  Skills and Feats: Bluff +14, Concentration +12, 
  Disguise +14; Combat Casting, Improved Initiative, Skill 
  Focus (Bluff).   
   
  Spells Prepared (6/6/5/5/4; base DC = 14 + spell 
  level): 0 - cure minor wounds, guidance x3, resistance, 
  virtue; 1st - disguise self*, command, cure light wounds, 
  enthropic shield, obscuring mist, summon monster I; 2
  nd - 
  bull's strength, eagle's splendor, invisibility*, silence, 
  undetectable alignment; 3
  rd - bestow curse, deeper 
  darkness, dispel magic, nondetection*, wind wall; 4
  th - 
  confusion*, freedom of movement, poison x 2.   
   
  *domain spell; Domains: Knowledge: Divination 
  spells at +1 level, all Knowledge skills as class skills; 
  Trickery: Bluff, Disguise and Hide are class skills;  
  Possessions: +1 dagger; masterwork light crossbow, 
  20 crossbow bolts, 4 vials of large scorpion venom (Injury 
  DC 18; primary and secondary damage 1d6 Str); chain 
  shirt, traveler's outfit, potion of cure serious wounds. 
   
  Encounter 6: The Hostages 
  �Orlav: Rog5/Asn9; CR 14; Medium humanoid; HD 
  14d6+14; hp 78; Init +8; Spd 30 ft.; AC 18, touch 15, flat-
  footed 13; Base Atk +10/+5; Grp +12; Atk +16 melee 
  (2d6+3/18-20, +1 shock short sword) or +12 melee 
  (1d4+2/19-20, dagger) or +14 ranged (1d4+2/19-20, 
  dagger); Full Atk +16/+11 melee (2d6+3/18-20, +1 shock 
  short sword) or +12/+7 melee (1d4+2/19-20, dagger) or 
  +14/+9 ranged (1d4+2/19-20, dagger); SA Sneak attack 
  +8d6+16, death attack; SQ Evasion, improved uncanny 
  dodge, poison use, +4 save vs poison, hide in plain sight; 
  AL LE; SV Fort +4, Ref +12, Will +3; Str 14, Dex 19, Con 
  12, Int 18, Wis 10, Cha 8. 
   
  Skills and feats: Bluff +18; Disguise +18; Escape Artist 
  +20, Hide +20, Listen +8, Move Silently +20, Tumble +20, 
  Search +8, Slight of Hand +10, Spot +8; Combat Expertise, 
  Improved Critical, Improved Initiative, Improved Feint, 
  Weapon Finesse (short sword), Weapon Focus (short 
  sword). 
   
  Trapfinding: Rogues can use the Search skill to 
  locate traps when the task has a Difficulty Class higher 
  than 20. Finding a nonmagical trap has a DC of at least 20, 
  or higher if it is well hidden. Finding a magic trap has a 
  DC of 25 + the level of the spell used to create it.Rogues 
  (and only rogues) can use the Disable Device skill to 
  disarm magic traps. A magic trap generally has a DC of 25 
  + the level of the spell used to create it. A rogue who beats 
  a trap’s DC by 10 or more with a Disable Device check can 
  study a trap, figure out how it works, and bypass it (with 
  her party) without disarming it. 
   
  Evasion (Ex): If a rogue makes a successful Reflex 
  saving throw against an attack that normally deals half 
  damage on a successful save, she instead takes no damage. 
   
  Trap Sense (Ex): A rogue gains an intuitive sense that 
  alerts her to danger from traps, giving her a +1 bonus on 
  Reflex saves made to avoid traps and a +1 dodge bonus to 
  AC against attacks made by traps.  
   
  Uncanny Dodge (Ex): A rogue retains her Dexterity 
  bonus to AC (if any) even if she is caught flat-footed or 
  struck by an invisible attacker.  
   
  Death Attack: If an assassin studies his victim for 3 
  rounds and then makes a sneak attack with a melee 
  weapon that successfully deals damage, the sneak attack 
  has the additional effect of possibly either paralyzing or 
  killing the target (assassin’s choice). If the victim of such 
  an attack fails a DC 11 Fortitude save against the kill 
  effect, she dies. If the saving throw fails against the 
  paralysis effect, the victim is rendered helpless and 
  unable to act for 1d6 rounds plus 1 round per level of the 
  assassin. If the victim’s saving throw succeeds, the attack 
  is just a normal sneak attack. 
  
  Prisoners of War 
   
  Page 67 
   
  Poison Use: Assassins are trained in the use of 
  poison and never risk accidentally poisoning themselves 
  when applying poison to a blade. 
   
  Improved Uncanny Dodge (Ex): An assassin can no 
  longer be flanked and so denies rogues the ability to use 
  flank attacks to sneak attack the assassin. The exception 
  to this defense is that a rogue at least four levels higher 
  than the assassin can flank him (and thus sneak attack 
  him). 
   
  Hide in Plain Sight (Su): An assassin can use the 
  Hide skill even while being observed. As long as he is 
  within 10 feet of some sort of shadow, an assassin can 
  hide himself from view in the open without having 
  anything to actually hide behind. He cannot, however, 
  hide in his own shadow. 
   
  Spells Known (per day 3/3/3/2; base save = 14 + spell 
  level): 1 - disguise self, feather fall, obscuring mist, true 
  strike; 2 - darkness, cat's grace, invisibility, spider climb; 3 
  - deeper darkness, deep slumber, false life, magic circle 
  against good; 4 - dimension door, greater invisibility, 
  poison.  
   
  Possessions: +1 shock short sword, 4 x dagger, +1 
  studded leather armour, 2 vials of deathblade (Injury DC 
  20; primary damage 1d6 Con; secondary damage 2d6 
  Con), potion of cure serious wounds, potion of freedom 
  of movement. 
   
  �Tilva Suel officers: Ftr8; Medium humanoid; HD 
  8d10+16; hp 68; Init +6; Spd 20 ft; AC 21, flat-footed 19, 
  touch 12; Base Atk +8/+3; Grp +12; Atk +15 melee 
  (1d10+8/18-20, +1 bastard sword) or +12 melee (1d6+4, 
  short sword) or +12 melee (1d4+3, dagger) or +11 ranged 
  (1d8+4/x3, masterwork mighty composite longbow +4); 
  Full Atk +15/+10 melee (1d10+8/18-20, +1 bastard sword) 
  or +12/+7 melee (1d6+4, short sword) or +12/+7 melee 
  (1d4+4, dagger) or +11/+6 ranged (1d8+4/x3, masterwork 
  mighty composite longbow +4); AL LE; SV Fort +8, Ref 
  +4, Will +2; Str 18, Dex 14, Con 14, Int 10, Wis 10, Cha 10. 
  Skills and feats: Bluff +7, Jump +1, Spot +3; 
  Cleave, Exotic Weapon Proficiency (bastard sword), Great 
  Cleave, Greater Weapon Focus (bastard sword), Improved 
  Initiative, Improved Critical (bastard sword), Power 
  Attack, Weapon Focus (bastard sword), Weapon 
  Specialization (bastard sword). 
   
  Possessions: +1 bastard sword, short sword, dagger, 
  masterwork mighty composite longbow +3, 20 arrows, +1 
  half-plate, 2 x potion of cure serious wounds, potion of 
  bull’s strength, bracers of armour +1. 
   
  �Hepmonalander 
  Suel 
  warriors: 
  Bbn8; 
  Medium 
  humanoid; HD 8d12+16; hp 77; Init +6; Spd 40 ft.; AC 16, 
  touch 12, flat-footed 14; Base Atk +8; Grp +12; Atk +14 
  melee (1d12+7/x3 +1 greataxe) or +12 (1d4+4/19-20, 
  dagger) or +11 ranged (1d6+4/x3, masterwork mighty 
  composite shortbow +4); Full Atk +14/+9 melee 
  (1d12+7/x3 +1 greataxe) or +12/+7 (1d4+4/19-20, dagger); 
  +11/+6 ranged (1d6+4/x3, masterwork mighty composite 
  shortbow +4); AL NE; SQ Rage 3/day, improved uncanny 
  dodge, DR 1/-, trap sense +2, fast movement; SV Fort +8, 
  Ref +4, Will +2; Str 18, Dex 14, Con 14, Int 12, Wis 10, 
  Cha 8. 
   
  Skills and feats: Handle Animal +9, Hide +8, Jump 
  +12, Listen +11, Move Silently +7; Improved Initiative, 
  Point Blank Shot, Rapid Shot, Weapon Focus (greataxe). 
   
  Rage (Ex): +4 to Strength, +4 to Constitution, +2 on 
  Will saves, –2 penalty to Armor Class for up to 7 rounds  
   
  Uncanny Dodge (Ex): The barbarian retains his 
  Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker.  
   
  Improved Uncanny Dodge (Ex): A barbarian can no 
  longer be flanked. This defense denies a rogue the ability 
  to sneak attack the barbarian by flanking him, unless the 
  attacker has at least four more rogue levels than the target 
  has barbarian levels. 
   
  Trap Sense (Ex): A barbarian gains a +2 bonus on 
  Reflex saves made to avoid traps and a +2 dodge bonus to 
  AC against attacks made by traps. 
   
  Damage Reduction (Ex): A barbarian gains Damage 
  Reduction. Subtract 1 from the damage the barbarian 
  takes each time he is dealt damage from a weapon or a 
  natural attack. 
  Possessions: +1 greataxe, masterwork mighty 
  composite shortbow +4, 20 arrows, dagger, chain shirt, 
  potion of cure serious wounds. 
   
  �Hochebi sorceror: Sor8 CR 8; Medium humanoid; 
  8d4+24; hp 43; Init +6; Spd 30 ft.; AC 12, touch 12, flat-
  footed 10; Base Atk +4; Grp +5; Atk +5 melee (1d8+1, 
  heavy mace) or +6 ranged (1d8/19-20, light crossbow); SA 
  Spell casting, summon familiar; AL LE; SV Fort +6, Ref 
  +5, Will +8;  
  Str 12, Dex 14, Con 16, Int 10, Wis 12, 
  Cha 18. 
   
  Skills and feats:  Concentration +11, Hide +7, Move 
  Silently +7; Improved Counterspell, Improved Initiative, 
  Spell Focus (evocation). 
   
  Spells Known: (per day 6/7/7/6/4; base DC = 14 + 
  spell level; DC = 15 + spell level for evocation spells); 0- 
  acid 
  splash, 
  daze, 
  flare, 
  ghost 
  sounds, 
  light, 
  prestidigitation, ray of frost, touch of fatigue; 1
  st- burning 
  hands, mage armour, magic missile, protection from 
  good, shield; 2
  nd- invisibility, mirror image, touch of 
  idiocy; 3
  rd- dispel magic, lightning bolt; 4
  th- wall of fire.  
  
  Prisoners of War 
   
  Page 68 
  Possessions: Traveller’s clothes, light mace, +1 cloak of 
  resistance, potion of cure serious wounds, scroll of 
  stoneskin, wand of web 
   
   
  �Hepmonalander Suel Priest: Clr8 - Llerg; CR 8; 
  Medium humanoid; HD 8d8+24; hp 54; Init +5; Spd 30 ft.; 
  AC 16, flatfooted 14, touch 12; Base Atk +6/+1; Grp +8; 
  Atk +10 melee (1d8+3/x3, +1 battleaxe) or +8 ranged 
  (1d8+2/x3, masterwork composite longbow +2); Full Atk 
  +10/+5 melee (1d8+3/x3, +1 battleaxe) or +8 ranged 
  (1d8+2/x3, masterwork composite longbow +2); SA 
  Spontaneous casting, rebuke undead; AL CN; SV Fort 
  +10, Ref +4, Will +10; Str 14, Dex 12, Con 14, Int 10, Wis 
  18, Cha 8 
   
  Skills and feats:  Concentration +13, Profession 
  (Hunter) +8, Spellcraft +11; Combat Casting, Improved 
  Initiative, Weapon Proficiency (battleaxe), Weapon Focus 
  (battleaxe).  
    
  Spells Prepared: (6/6/5/5/4; base save = 14 + spell 
  level) 0- cure minor wounds, guidance x 2, resistance x2, 
  virtue; 1: cure light wounds, divine favour, enlarge 
  person*, enthropic shield, sheild of faith; 2: bull's 
  strength*; darkness, hold person, owl's wisdom, silence; 3: 
  bestow curse, dispel magic, magic vestment*, protection 
  from energy, searing light; 4: chaos hammer*, divine 
  power, freedom of movement. 
   
  Domains:  Strength: feat of strength, +8 Str, 1 rnd, 
  1/day. Chaos: cast chaos spells at +1 caster level. 
   
  Possessions: +1 battleaxe, masterwork composite 
  longbow +2, chain shirt, potion of cure serious wounds. 
   
  Encounter 7: Eagenrast 
  �Ulcar: Mnk14; CR 14; Medium humanoid; HD 
  14d8+14; hp 87; Init +8; Spd 70 ft.; AC 19, touch 19, flat-
  footed 16; Base Atk +10/+5; Grp +12; Atk +15 melee 
  (2d6+2, unarmed) or +14 ranged (1d6 fire, alchemist's 
  fire) or +13 melee (1d6+3, +1 ki focus quarterstaff); Full 
  Atk +15/+15/+15/+10 melee (2d6+2, flurry of blows 
  unarmed) or +10 ranged (1d6 fire, alchemist's fire); 
  +13/+13/+8 melee (1d6+3, flurry of blows, +1 ki focus 
  quarterstaff); SA Unarmed strike, greater flurry of blows, 
  ki strike (magic, lawful); SQ Improved evasion, still mind, 
  purity of body, abundent step, diamond body, diamond 
  soul SR 24,, slow fall 70 ft., wholeness of body; AL LE; SV 
  Fort +9, Ref +12, Will +11; Str 14, Dex 19, Con 12, Int 10, 
  Wis 16, Cha 8. 
   
  Skills and Feats: Escape Artist +20, Hide +20, Jump 
  +20, Move Silently +20, Tumble +20; Circle Kick, Deflect 
  Arrows, Extra Stunning Attacks, Fists of Iron, Improved 
  Disarm, Improved Initiative, Stunning Fist, Weapon 
  Finesse (unarmed), Weapon Focus (unarmed).  
   
  Flurry of Blows (Ex): When unarmored, a monk may 
  make one extra attack in a round at her highest base 
  attack bonus.  
   
  Bonus Feats: This monk has selected  Stunning Fist, 
  Deflect Arrows and Improved Disarm as bonus feats. A 
  monk need not have any of the prerequisites normally 
  required for these feats to select them. 
   
  Evasion (Ex): If a monk makes a successful Reflex 
  saving throw against an attack that normally deals half 
  damage on a successful save, she instead takes no damage.  
   
  Still Mind (Ex): A monk gains a +2 bonus on saving 
  throws against spells and effects from the school of 
  enchantment. 
   
  Ki Strike (Su): A monk’s unarmed attacks are 
  empowered with ki. Her unarmed attacks are treated as 
  magic weapons for the purpose of dealing damage to 
  creatures with damage reduction. 
   
  Slow Fall (Ex): A monk within arm’s reach of a wall 
  can use it to slow her descent. When first using this 
  ability, she takes damage as if the fall were 60 feet shorter 
  than it actually is.  
   
  Purity of Body (Ex): A monk gains immunity to all 
  diseases except for supernatural and magical diseases. 
   
  Wholeness of Body (Su): A monk can heal her own 
  wounds. She can heal a number of hit points of damage 
  equal to twice her current monk level each day, and she 
  can spread this healing out among several uses. 
   
  Improved Evasion (Ex): A monk’s evasion ability 
  improves. She still takes no damage on a successful Reflex 
  saving throw against attacks, but henceforth she takes 
  only half damage on a failed save. A helpless monk does 
  not gain the benefit of improved evasion. 
   
  Diamond Body (Su): A monk gains immunity to 
  poisons of all kinds. 
   
  Abundant Step (Su): A monk can slip magically 
  between spaces, as if using the spell dimension door, once 
  per day as a caster of 7
  th level. 
   
  Diamond Soul (Ex): A monk gains spell resistance 
  equal to 24. 
   
  Possessions: +1 ki focus quarterstaff, 2 x flask of 
  alchemist's fire. 
   
  �Tilva Suel officers: Ftr8; Medium humanoid; HD 
  8d10+16; hp 68; Init +6; Spd 20 ft; AC 21, flat-footed 19, 
  touch 12; Base Atk +8/+3; Grp +12; Atk +15 melee 
  (1d10+8/18-20, +1 bastard sword) or +12 melee (1d6+4, 
  short sword) or +12 melee (1d4+3, dagger) or +11 ranged 
  (1d8+4/x3, masterwork mighty composite longbow +4); 
  Full Atk +15/+10 melee (1d10+8/18-20, +1 bastard sword) 
  or +12/+7 melee (1d6+4, short sword) or +12/+7 melee 
  (1d4+4, dagger) or +11/+6 ranged (1d8+4/x3, masterwork 
  
  Prisoners of War 
   
  Page 69 
  mighty composite longbow +4); AL LE; SV Fort +8, Ref 
  +4, Will +2; Str 18, Dex 14, Con 14, Int 10, Wis 10, Cha 10. 
  Skills and feats: Bluff +7, Jump +1, Spot +3; 
  Cleave, Exotic Weapon Proficiency (bastard sword), Great 
  Cleave, Greater Weapon Focus (bastard sword), Improved 
  Initiative, Improved Critical (bastard sword), Power 
  Attack, Weapon Focus (bastard sword), Weapon 
  Specialization (bastard sword). 
   
  Possessions: +1 bastard sword, short sword, dagger, 
  masterwork mighty composite longbow +3, 20 arrows, +1 
  half-plate, 2 x potion of cure serious wounds, potion of 
  bull’s strength, bracers of armour +1. 
   
  �Hepmonalander 
  Suel 
  warriors: 
  Bbn8; 
  Medium 
  humanoid; HD 8d12+16; hp 77; Init +6; Spd 40 ft.; AC 16, 
  touch 12, flat-footed 14; Base Atk +8; Grp +12; Atk +14 
  melee (1d12+7/x3 +1 greataxe) or +12 (1d4+4/19-20, 
  dagger) or +11 ranged (1d6+4/x3, masterwork mighty 
  composite shortbow +4); Full Atk +14/+9 melee 
  (1d12+7/x3 +1 greataxe) or +12/+7 (1d4+4/19-20, dagger); 
  +11/+6 ranged (1d6+4/x3, masterwork mighty composite 
  shortbow +4); AL NE; SQ Rage 3/day, improved uncanny 
  dodge, DR 1/-, trap sense +2, fast movement; SV Fort +8, 
  Ref +4, Will +2; Str 18, Dex 14, Con 14, Int 12, Wis 10, 
  Cha 8. 
   
  Skills and feats: Handle Animal +9, Hide +8, Jump 
  +12, Listen +11, Move Silently +7; Improved Initiative, 
  Point Blank Shot, Rapid Shot, Weapon Focus (greataxe). 
   
  Rage (Ex): +4 to Strength, +4 to Constitution, +2 on 
  Will saves, –2 penalty to Armor Class for up to 7 rounds  
   
  Uncanny Dodge (Ex): The barbarian retains his 
  Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker.  
   
  Improved Uncanny Dodge (Ex): A barbarian can no 
  longer be flanked. This defense denies a rogue the ability 
  to sneak attack the barbarian by flanking him, unless the 
  attacker has at least four more rogue levels than the target 
  has barbarian levels. 
   
  Trap Sense (Ex): A barbarian gains a +2 bonus on 
  Reflex saves made to avoid traps and a +2 dodge bonus to 
  AC against attacks made by traps. 
   
  Damage Reduction (Ex): A barbarian gains Damage 
  Reduction. Subtract 1 from the damage the barbarian 
  takes each time he is dealt damage from a weapon or a 
  natural attack. 
  Possessions: +1 greataxe, masterwork mighty 
  composite shortbow +4, 20 arrows, dagger, chain shirt, 
  potion of cure serious wounds. 
   
  �Hochebi sorceror: Sor8 CR 8; Medium humanoid; 
  8d4+24; hp 43; Init +6; Spd 30 ft.; AC 12, touch 12, flat-
  footed 10; Base Atk +4; Grp +5; Atk +5 melee (1d8+1, 
  heavy mace) or +6 ranged (1d8/19-20, light crossbow); SA 
  Spell casting, summon familiar; AL LE; SV Fort +6, Ref 
  +5, Will +8;  
  Str 12, Dex 14, Con 16, Int 10, Wis 12, 
  Cha 18. 
   
  Skills and feats:  Concentration +11, Hide +7, Move 
  Silently +7; Improved Counterspell, Improved Initiative, 
  Spell Focus (evocation). 
   
  Spells Known: (per day 6/7/7/6/4; base DC = 14 + 
  spell level; DC = 15 + spell level for evocation spells); 0- 
  acid 
  splash, 
  daze, 
  flare, 
  ghost 
  sounds, 
  light, 
  prestidigitation, ray of frost, touch of fatigue; 1
  st- burning 
  hands, mage armour, magic missile, protection from 
  good, shield; 2
  nd- invisibility, mirror image, touch of 
  idiocy; 3
  rd- dispel magic, lightning bolt; 4
  th- wall of fire.  
  Possessions: Traveller’s clothes, light mace, +1 cloak of 
  resistance, potion of cure serious wounds, scroll of 
  stoneskin, wand of summon monster II 
   
   
  Hepmonalander Suel Priest: Clr8 - Llerg; CR 8; Medium 
  humanoid; HD 8d8+24; hp 54; Init +5; Spd 30 ft.; AC 16, 
  flatfooted 14, touch 12; Base Atk +6/+1; Grp +8; Atk +10 
  melee (1d8+3/x3, +1 battleaxe) or +8 ranged (1d8+2/x3, 
  masterwork composite longbow +2); Full Atk +10/+5 
  melee (1d8+3/x3, +1 battleaxe) or +8 ranged (1d8+2/x3, 
  masterwork composite longbow +2); SA Spontaneous 
  casting, rebuke undead; AL CN; SV Fort +10, Ref +4, Will 
  +10; Str 14, Dex 12, Con 14, Int 10, Wis 18, Cha 8 
   
  Skills and feats:  Concentration +13, Profession 
  (Hunter) +8, Spellcraft +11; Combat Casting, Improved 
  Initiative, Weapon Proficiency (battleaxe), Weapon Focus 
  (battleaxe).  
    
  Spells Prepared: (6/6/5/5/4; base save = 14 + spell 
  level) 0- cure minor wounds, guidance x 2, resistance x2, 
  virtue; 1: cure light wounds, divine favour, enlarge 
  person*, enthropic shield, sheild of faith; 2: bull's 
  strength*; darkness, hold person, owl's wisdom, silence; 3: 
  bestow curse, dispel magic, magic vestment*, protection 
  from energy, searing light; 4: chaos hammer*, divine 
  power, freedom of movement. 
   
  Domains:  Strength: feat of strength, +8 Str, 1 rnd, 
  1/day. Chaos: cast chaos spells at +1 caster level. 
   
  Possessions: +1 battleaxe, masterwork composite 
  longbow +2, chain shirt, potion of cure serious wounds. 
   
   
  
  Prisoners of War 
   
  Page 70 
  Appendix II – Maps 
  
  Prisoners of War 
   
  Page 71 
   
   
  
  Prisoners of War 
   
  Page 72 
    
  
  Prisoners of War 
   
  Page 73 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Splintered Suns and Scarlet Signs/Onnwal/ONW4-01 - Prisoners of War.pdf