TEXT: RTK[m]2-02
  The Invisible Hunters
  A One-Round D&D LIVING GREYHAWK®
  Ratik “MINI” Regional Adventure
  Version 1.0
  Round 1
  by Matt Lau
  The bounty on orc and gnoll scalps in the Loftwood has attracted a diverse group of people seeking
  fortune in hunting the humanoids;  Mercenaries, hunters, rogue militia and army soldiers, and
  adventurers.  But now an unlikely visitor, a diplomat from Marner wants to venture into the woods and
  contact the mysterious “invisible army” that seems to be helping Ratik in the fight against the monstrous
  humanoids of Loftwood.  Part two of the Loftwood trilogy.
  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. Scenario detail copyright 2001 by 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.
  
  <Title>
  [Round #]
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  This is a LIVING GREYHAWK Adventure.  As a
  LIVING adventure it is expected that players
  bring their own characters with them.  It players
  do not have a LIVING GREYHAWK character
  generated, get a copy of the current LIVING
  GREYHAWK character generation guidelines,
  and a character sheet from your convention
  coordinator or the RPGA Web site, ant then
  have any players without a character create on.
   Once all players have a LIVING GREYHAWK
  character, play can begin.
  Along with the other materials that you are
  assumed to have in order to run a D&D game, it
  is also recommended that you have a copy of
  the LIVING GREYHAWK Gazetteer.
  Time Units and Upkeep
  This 
  is 
  a 
  standard 
  one-round 
  Regional
  adventure, set in Ratik.  Characters native to
  Ratik pay one Time Unit per round, all others
  pay two Time Units per round.  Adventurer’s
  Standard Upkeep costs 12gp per round.  Rich
  Upkeep costs 50gp per round.  Luxury Upkeep
  costs 100gp per round.
  Note PCs that are in the Bredivan militia may
  apply the TU spent in this adventure towards the
  TU requirement for that organization.
  EPL
  Add the total levels of the PCs including cohorts
  and divide by 5 for the Effective Party Level.
  Adventure Summary and
  Background
  Hayv the Tactful, a diplomat from the Marner
  court wants to journey into Loftwood and find the
  “invisible army.”  In Encounter One, the PCs
  meet Hayv the Tactful, who asks to accompany
  them on their hunt.  In Encounter Two, the PCs
  encounter a band of orcs and worgs.  In
  Encounter Three, the PCs find the bodies of
  some dead elves that have been “trapped” with
  vipers.  In Encounter Four, they may find orcs
  that were ambushed by one of the Invisible
  Hunters.  In Encounter Five, the PCs talk with an
  awakened tree that observed the battle.  In
  Encounter Six, attempting to find the hunter
  ends in him attempting to drive off the PCs.
  Introduction
  PCs are at the alehouse set up in a tent near
  Fort Bredivan preparing to go on a gnoll hunt.  If
  they have not met before it can be assumed that
  they have joined together here to form a hunting
  group of four to six people.
  If there is no Ranger (or other PC with the Track
  feat), then the PCs may hire one.  Kurbin will
  accompany the PCs for a full share of the
  bounty earned, Eldrood will work for a half share
  but will not engage in any combat.
  Kurbin, male human Rgr1: CR 1, Medium
  humanoid, HD 1d10+1, hp 11, Init +1, Spd 30 ft.;
  AC 15 (touch 11, flat-footed 14) [+1 Dex, +4
  chain shirt]; Atk +2 melee [1d8+1/19-20,
  longsword] 
  or 
  +0/+0 
  melee 
  [1d8+1/19-20,
  longsword and 1d6, short sword] or +2 ranged
  [1d6/x3, shortbow]; SA Rgr species enemy [+1
  vs. Orcs]; AL N; SV Fort +3, Ref +1, Will +1; Str
  12, Dex 13, Con 12, Int 10, Wis 12, Cha 11.
  Skills and Feats: Hide +3, Move Silently +3,
  Listen +7, Spot +7, Wilderness Lore +5;
  Alertness, Point Blank Shot, Ambidexterity*,
  Two-Weapon Fighting*, Track.
  Possessions: Chain shirt, longsword, short
  sword, shortbow, quiver with 21 arrows.
  Eldrood, male human Exp1 (hunter): CR ½,
  Medium Humanoid, HD 1d6, hp 4, Init +4, Spd
  30 ft.; AC 12 [touch 10, flat-footed 12) [+2
  leather]; Atk +0 melee (1d8, shortspear); AL N;
  SV Fort +0, Ref +0, Will +2; Str 11, Dex 11, Con
  10, Int 9, Wis 12, Cha 12.
  Skills and Feats: Hide +5, Move Silently +4,
  Listen +5, Profession (Hunter) +5, Spot +5,
  Wilderness Lore +5; Improved Initiative, Track.
  Possessions: Leather armor, shortspear.
  There are two clerics of Trithereon assigned
  here by House Bredivan to heal hunters as they
  return.
  Aamala: female human Clr3.
  Gregan: male human Clr2.
  There is a treasurer for House Bredivan who is
  collecting scalps and paying out the bounties for
  them.
  Jagib: male human Exp1.
  There are also about a dozen militia men and
  mercenaries sitting about the tent relaxing.
  
  <Title>
  [Round #]
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  Encounter One
  You are in the makeshift alehouse set up in a
  tent outside of the near-completed Fort
  Bredivan.  Numerous hunters have been here
  over the last month, forming small groups to
  go on scalphunting expeditions.  Recently,
  however, the orcs and gnolls have been able
  to restructure and regroup.  Hunting has
  become much more dangerous and scalps
  much more scarce.  Many hunting parties
  return from the Loftwood missing several
  people, and some never return at all.
  On this particular day, one man looks
  particularly out of place.  A short, balding
  man wrapped in several thick fur coats, is
  questioning 
  several 
  hunters, 
  apparently
  looking for someone to guide him into
  Loftwood.  He is obviously not a fighter, or
  hunter, and does not appear to even be
  armed.  Eventually, he arrives at your table. 
  “Greetings, hunter.  I am Hayv, a diplomat
  from the Marner court.  I need your help.”
  PCs who played in Skirmish will recognize Hayv
  as the diplomat who helped them to smooth the
  tension between Ratik and Clan Ghostbear of
  the Fruztii.
  • 
  Hayv wishes to contact the “Invisible
  Hunters” and open negotiations with them.
  • 
  Hayv is not here under orders from Marner,
  but is here of his own accord at his own
  expense.
  • 
  Hayv does not offer to pay, but hopes that
  the PCs will allow him to accompany them
  anyway.
  • 
  He will appeal to their sense of duty to Ratik,
  telling them that there are “dark days ahead”
  and that the archbarony will need as many
  allies as possible.
  • 
  If they still refuse, Hayv will produce a
  magical dagger from inside his coats.  It is a
  family heirloom, but he will part with it if the
  PCs help him.
  Once the PCs agree to let Hayv accompany
  them, he will get his bodyguard, Zayla who is
  waiting outside with their horses (stats included
  in NPC appendix).  The PCs can then leave at
  any time.
  Encounter Two
  After one day of travel, just before nightfall,
  patrolling orcs and worgs cross the PCs path.
  Most likely this encounter will occur while the
  PCs are preparing to camp.  Have each PC
  make a Listen check versus the DC listed for
  their EPL.  Failure indicates that the PC can take
  no action during the surprise round.  If the PCs
  are taking precautions to avoid making any
  noise, then have the Orcs and Worgs also make
  Listen checks opposed by the lowest Move
  Silently check in the group.
  EPL2: Listen DC =  8
  Worg (1): CR 2; Medium Magical Beast; HD
  4d10+8; hp 30; Init +2; Spd 50 ft.; AC 14 (touch
  12, flat-footed 12) [+2 Dex, +2 natural]; Atk +7
  melee (1d6+4, bite); SA Trip; SQ Scent; AL NE;
  SV Fort +6, Ref +6, Will +3; Str 17, Dex 15, Con
  15, Int 6, Wis 14, Cha 10.
  Skills and Feats: Hide +7, Listen +9, Move
  Silently +7, Spot +9; Alertness.
  Orc (1): CR 1/2; Medium Humanoid; HD 1d8; hp
  6; Init +0; Spd 30 ft.; AC 15 (touch 10, flat-footed
  15) 
  [+3 
  armor, 
  +2 
  shield]; 
  +2 
  melee
  (1d8+2/critx3, battleaxe); SQ Darkvision; AL CE;
  SV Fort +2, Ref +0, Will -1; Str 15, Dex 10, Con
  11, Int 9, Wis 8, Cha 8.
  Skills and Feats: Listen +1, Move Silently -2,
  Spot +0; Power Attack.
  Possessions: battleaxe, studded leather,
  large wooden shield, hematite necklace (25 gp).
  EPL4: Listen DC = 13
  Worg (1): CR 2; Medium Magical Beast; HD
  4d10+8; hp 30; Init +2; Spd 50 ft.; AC 14 (touch
  12, flat-footed 12) [+2 Dex, +2 natural]; Atk +7
  melee (1d6+4, bite); SA Trip; SQ Scent; AL NE;
  SV Fort +6, Ref +6, Will +3; Str 17, Dex 15, Con
  15, Int 6, Wis 14, Cha 10.
  Skills and Feats: Hide +7, Listen +9, Move
  Silently +7, Spot +9; Alertness.
  Orc, Rgr2: CR 2; Medium Humanoid; HD
  2d10+2; hp 18; Init +1; Spd 30 ft.; AC 16 (touch
  11, flat-footed 15) [+1 Dex, +3 armor, +2 shield];
  Atk +7 melee (1d8+4/critx3, battleaxe) or +3
  ranged (1d6+4, javelin); SQ Darkvision; AL CE;
  SV Fort +4, Ref +1, Will +1; Str 19, Dex 13, Con
  12, Int 11, Wis 12, Cha 10.
  Skills and Feats: Heal +3, Hide +2, Intuit
  Direction +2, Listen +3, Move Silently +3, Spot
  +7, Wilderness Lore +5; Alertness, Track.
  
  <Title>
  [Round #]
  Page 4
  Possessions: masterwork battleaxe, javelin,
  studded leather, large wooden shield.
  EPL6: Listen DC = 14
  Worg (1): CR 2; Medium Magical Beast; HD
  4d10+8; hp 30; Init +2; Spd 50 ft.; AC 14 (touch
  12, flat-footed 12) [+2 Dex, +2 natural]; Atk +7
  melee (1d6+4, bite); SA Trip; SQ Scent; AL NE;
  SV Fort +6, Ref +6, Will +3; Str 17, Dex 15, Con
  15, Int 6, Wis 14, Cha 10.
  Skills and Feats: Hide +7, Listen +9, Move
  Silently +7, Spot +9; Alertness.
  Orc, Rgr3: CR 3; Medium Humanoid; HD
  3d10+3; hp 24; Init +5; Spd 30 ft.; AC 16 (touch
  11, flat-footed 15) [+1 Dex, +3 armor, +2 shield];
  Atk +8 melee (1d8+4/critx3, battleaxe) or +4
  ranged (1d6+4, javelin) SQ Darkvision; AL CE;
  SV Fort +4, Ref +2, Will +2; Str 19, Dex 13, Con
  12, Int 11, Wis 12, Cha 10.
  Skills and Feats: Heal +4, Hide +2, Intuit
  Direction +3, Listen +4, Move Silently +4, Spot
  +7, Wilderness Lore +5; Alertness, Improved
  Initiative, Track.
  Possessions: masterwork battleaxe, javelin,
  studded leather, large wooden shield.
  Orc, Rog3: CR 3; Medium Humanoid; HD
  3d6+6; hp 20; Init +3; Spd 30 ft.; AC 15 (touch
  13, flat-footed 12) [+3 Dex, +2 armor]; Atk +6
  melee (1d6+3/crit 19-20, short sword); SQ
  Darkvision; AL CE; SV Fort +3, Ref +6, Will +1;
  Str 17, Dex 16, Con 15, Int 12, Wis 11, Cha 10.
  Skills and Feats: Climb +9, Escape Artist +6,
  Hide +9, Intuit Direction +3, Jump +9, Listen +6,
  Move Silently +9, Search +7, Spot +6, Tumble
  +9; Combat Reflexes, Quick Draw.
  Possessions: 
  masterwork 
  short 
  sword,
  leather armor, potion of delay poison.
  Treasure:
  EPL2:
  necklace (25 gp), 1 orc scalp (5 gp)
  EPL4:
  1 orc scalp (5 gp), masterwork battleaxe
  (307 gp)
  EPL6:
  2 orc scalps (10 gp), masterwork
  battleaxe (307 gp), masterwork short sword (315
  gp), potion of delay poison (300 gp)
  Encounter Three
  Continuing on, the PCs arrive at a clearing that
  has been prepared as a makeshift trap by orcs.
  This small clearing, roughly thirty feet
  across, appears to have once been a
  campsite.  There is an empty fire pit, and
  several bedrolls that appear to have been
  shredded.  Three bodies are lying face down
  around the fire pit.
  The bodies are all male elves. They have been
  dead for several days (Heal check DC 12) from
  multiple axe and spear wounds.  The orcs killed
  and disemboweled one of the elves, then
  trapped live vipers in his guts so that anyone
  disturbing the body will release them.
  Creatures:
  Tiny Viper: CR 1/3; Tiny Animal; HD 1/4d8; hp
  1; Init +3; Spd 15 ft., Climb 15 ft., Swim 15 ft.;
  AC 17 (touch 15, flat-footed 15) [+2 size, +3
  Dex, +2 natural]; Atk +5 melee (1, bite); SA
  Poison; SQ Scent; AL N; SV Fort +2, Ref +5,
  Will +1; Str 6, Dex 17, Con 11, Int 1, Wis 12,
  Cha 2.
  Skills and Feats: Balance +11, Climb +12,
  Hide +18, Listen +8, Spot +8; Weapon Finesse.
  Small Viper: CR 1/2; Small Animal; HD 1d8; hp
  4; Init +3; Spd 20 ft., Swim 20 ft., Climb 20 ft.;
  AC 17 (touch 14, flat-footed 14) [+1 size, +3
  Dex, +3 natural]; Atk +4 melee (1d2-2, bite); SA
  Poison; SQ Scent; AL N; SV Fort +2, Ref +5,
  Will +1; Str 6, Dex 17, Con 11, Int 1, Wis 12,
  Cha 2.
  Skills and Feats: Balance +11, Climb +12,
  Hide +15, Listen +9, Spot +9; Weapon Finesse.
  EPL2:
  Tiny Vipers(2)
  EPL4:
  Small Vipers(1), Tiny vipers(2)
  EPL6:
  Small Vipers(1), Tiny Vipers(6)
  Treasure:
  A successful search of the bodies (DC 20) will
  turn up a small pouch that the orcs missed.  It
  contains 10 pp x the EPL.
  If the PCs track the orcs who killed the elf
  foresters, they find them after roughly four hours
  of travel in Encounter 4.
  Encounter Four
  Crossing through a dense section of woods,
  have each PC make a Spot check (DC 12) to
  find four orc bodies scattered in the underbrush.
   These orcs were ambushed by one of the
  
  <Title>
  [Round #]
  Page 5
  Invisible Hunters.  If nobody makes the Spot
  check continue to the next encounter.
  All of the orcs still have their scalps, so it should
  be clear that they were not killed by Ratikkan
  hunters.  Hayv will conclude that these orcs
  must have been killed by the Invisible Hunters if
  the PCs do not consider the possibility.
  One of the orcs is still alive although at -8 hit
  points.  If he can be restored to consciousness,
  and if someone speaks orcish, the PCs can
  interrogate him.  He will not respond to
  Diplomacy but an Intimidate check will get him
  talking.
  DC
  Helpful info
  <10
  Go to the abyss you scum.
  10-15
  My squad was killed by archers hiding in
  the trees
  16-20
  They were too small to be humans
  >20
  Some of their words were elvish
  Investigating:
  • 
  The arrows that killed the orcs were all
  masterwork quality.
  • 
  No arrows can be found that missed an orc.
  • 
  If any PC is an elf or half-elf and has the
  Craft (Bowmaking or Weaponsmithing) skill,
  then a successful check (DC 10) indicates
  that these arrows are typical of elven
  craftsmanship.
  Once the PCs are done with the orcs, they
  should try to find the tracks of the archer that
  killed them.  Finding his trail requires a Search
  check (DC 20) and one hour of searching.
  Treasure:
  4 Orc scalps
  1 Masterwork large wooden shield
  Encounter Five
  This encounter assumes that either the PCs are
  now tracking the invisible hunter, or have lost
  the trail of the orcs after failing to Spot the
  bodies.
  There is a momentary break in the trail and
  you backtrack several dozen paces trying to
  figure out which direction your quarry went. 
  After several frustrating moments, a voice
  breaks your concentration.  “If you tell me
  what you are looking for perhaps I can help.”
  An awakened tree is talking to the PCs.  It has
  been intelligent for several years, a gift from the
  Loftwood Witch.  It spends most of its days
  sleeping, and even when awake does not bother
  to open its eyes very often.  It will introduce itself
  only as “tree.”
  On Orcs:
  Clumsy and noisy creatures those.  And not very
  friendly to the trees or the elves.  They wear
  noisy armor and weapons and yell a lot.  They
  make it very difficult to sleep.
  On the Hunters:
  They kill orcs so they must be friends of the
  trees and the elves.  They are little, littler than
  you folk (or if there are any Halflings or Gnomes,
  then “only a little bigger than you folk”).  And
  they are light-footed like the elves are; they
  barely disturb my roots when they walk by. 
  Some of them live in a valley near here.
  On the Loftwood Witch:
  She’s the bride of the Loftwood.  All the plants
  and animals love her.  She said that I am her
  favorite tree, because she fell in love under my
  branches.  She comes by every season or so to
  talk with me.
  Encounter Six
  Following directions to the valley, will lead the
  PCs to one of the mobile camps of the Invisible
  Hunters.  They do not wish to be discovered,
  and the entrance to their valley is riddled with
  many dangerous traps. 
  EPL2:
  Spear Trap: CR 2; +10 ranged (1d8/critx3);
  Search (DC 20); Disable Device (DC 15).
  Spiked Pit Trap (10 Ft. Deep): CR 1; no attack
  roll necessary (1d6), +8 melee (1d4 spikes for
  1d4 points of damage per successful hit); Reflex
  save (DC 16) avoids; Search (DC 18).
  EPL4 (the above plus):
  Scything Blade Trap: CR 1; +8 melee
  (1d8/critx3); Search (DC 21); Disable Device
  (DC 14).
  Spiked Pit Trap (10 Ft. Deep): CR 1; no attack
  roll necessary (1d6), +8 melee (1d4 spikes for
  1d4 points of damage per successful hit); Reflex
  save (DC 16) avoids; Search (DC 18).
  
  <Title>
  [Round #]
  Page 6
  EPL6:
  Swinging Spiked Log Trap: CR 2; +12 melee
  (2d6+4/crit×3); Search (DC 18); Disable Device
  (DC 15).
  Spiked Pit Trap (10 Ft. Deep): CR 1; no attack
  roll necessary (1d6), +8 melee (1d4 spikes for
  1d4 points of damage per successful hit); Reflex
  save (DC 16) avoids; Search (DC 18).
  If PCs brave the traps, then a sentry guarding
  the camp will fire a warning shot from his
  shortbow in an attempt to scare them off.  Once
  he fires, the lead PC(s) can attempt a Spot
  check (DC 24) to see “a small, cloaked figure
  moving stealthily through the underbrush” as he
  moves to another vantage spot to fire from.
  Hayv steps forward and loudly announces “I
  am called, Hayv.  I am a diplomat from the
  capital of Marner.  We wish only to speak
  with you about an alliance.  We share a
  common enemy in the orcs and gnolls of
  these woods; and we of Ratik have always
  considered an enemy of our enemies to be a
  friend.  May we approach and speak face to
  face?
  There is silence for a short while.  An arrow
  fires from the woods and strikes Hayv in the
  arm.  Zayla immediately jumps in front of him
  and raises her shield to protect him as he
  staggers backward.
  Each PC is allowed a Spot check to see the
  archer.  A result of 22 allows the PC to locate his
  position, although he can only be identified as a
  small, dirty, cloaked figure with a bow.  A Spot
  result of 28, allows that PC to actually see the
  face of the hunter and identify him as a goblin.
  If the PCs rush to attack, Hayv will yell loudly for
  them to stop, saying:
  Even though they do not wish to ally
  themselves with Ratik, they still help us by
  fighting against the orc and gnoll raiders. 
  Let us just leave well enough alone.
  If the PCs still attack, the hunter will make a
  noise that sounds like the screech of a hawk or
  other predatory bird.  If the fight lasts more than
  10 rounds, then reinforcements will arrive that
  will more than likely kill the entire party (their
  stats are listed in the appendix).
  Goblin, Rgr5: CR 5; Small Humanoid; HD
  5d10+15; hp 45; Init +4; Spd 30 ft.; AC 18 (touch
  15, flat-footed 15) [+1 Size, +4 Dex, +3 armor];
  Atk +6 melee (1d4/crit19-20, dagger) or +4/+4
  melee (1d4/crit19-20, dagger) or +11 ranged
  (1d6/critx3, shortbow); SQ Darkvision; AL NE;
  SV Fort +7, Ref +5, Will +2; Str 11, Dex 18, Con
  16, Int 13, Wis 12, Cha 9.
  Skills and Feats: Hide +16, Listen +11,
  Move Silently +16, Spot +11, Wilderness Lore
  +9; Alertness, Point Blank Shot, Track.
  Possessions: masterwork shortbow, quiver
  w/ 10 masterwork arrows, 2 daggers, tanglefoot
  bag, masterwork studded leather.
  Spells Prepared (1, base DC = 11): 1st—
  entangle.
  Treasure:
  masterwork shortbow, 10 masterwork arrows,
  masterwork studded leather, tanglefoot bag.
  Conclusion
  You return from your hunt with little to show
  for it.  Not only were there very few orcs and
  gnolls to kill, but Hayv’s mission to contact
  the Invisible Hunters appears to be a failure. 
  Perhaps the next hunt will be more fruitful.
  If one or more of the PCs actually identified the
  hunters as goblins…
  But at least you have managed to answer
  one of the questions about these enigmatic
  hunters, and can now put a face to them. 
  Perhaps, in the future, their motives will
  become known.
  The End
  
  <Title>
  [Round #]
  Page 7
  Experience Point Summary
  Encounter One
  Accepting the mission without pay
  EPL2 20 xp;  EPL4 20 xp; EPL6 20 xp;
  Encounter Two
  Defeating the monsters
  EPL2 60 xp;  EPL4 100 xp; EPL6 140 xp;
  Encounter Three
  Killing the vipers
  EPL2 30 xp;  EPL4 60 xp; EPL6 90 xp;
  Encounter Six
  Bypassing the traps
  EPL2 60 xp;  EPL4 80 xp; EPL6 100 xp;
  Story Award
  Identifying the goblins
  EPL2 25 xp;  EPL4 25 xp; EPL6 25 xp;
  Discretionary roleplaying award
  EPL2 30 xp;  EPL4 50 xp; EPL6 75 xp;
  Total possible experience: 
  EPL2 225 xp;  EPL4 335 xp; EPL6 450 xp;
  Treasure Summary
  Note: the Treasure is included as a total for the
  group rather than broken down into individual
  awards, in case the PCs need to remove a share
  of treasure for hiring a tracker.
  Encounter One
  Accept the dagger from Hayv
  +1 dagger (2302 gp)
  Encounter Two
  EPL2:
  necklace (25 gp), 1 orc scalp (5 gp)
  EPL4:
  1 orc scalp (5 gp), masterwork battleaxe
  (307 gp)
  EPL6:
  2 orc scalps (10 gp), masterwork
  battleaxe (307 gp), masterwork short sword (315
  gp), potion of delay poison (300 gp)
  Encounter Three
  EPL2:
  200 gp
  EPL4:
  400 gp
  EPL6:
  600 gp
  Encounter Four
  4 Orc scalps (20 gp), 1 masterwork large
  wooden shield (157 gp).
  Encounter Six
  masterwork shortbow (330 gp), 10 masterwork
  arrows (70 gp), masterwork studded leather
  (157 gp), tanglefoot bag (50 gp).
  Adventure Maximums
  EPL2 200 gp; EPL4 300 gp; EPL6 400 gp.
  
  <Title>
  [Round #]
  Page 8
  Appendix 1: NPCs
  Hayv the Tactful, male human Ari2: CR 1; Medium humanoid; HD 2d8+2; hp 15; Init +1; Spd 30 ft.; AC
  13 (touch 11, flat-footed 12) [+1 Dex, +2 armor]; Atk +1 melee (1d6/crit 18-20, rapier); AL LN; SV Fort +1,
  Ref +1, Will +7; Str 10, Dex 13, Con 12, Int 11, Wis 14, Cha 10.
  Skills and Feats: Bluff +4, Diplomacy +5, Gather Information +4, Read Lips +5, Sense Motive +9,
  Speak Language +2; Iron Will, Skill Focus (Sense Motive).
  Possessions: rapier, leather armor, pouch containing 10 gp.
  A short, balding man wrapped in several thick fur coats.  Hayv has a reputation in the Marner court
  for being able to sense what someone wants and has handled many negotiations between the former
  Archbaron and the noble houses.
  Zayla Steeledge, female human War3: CR 2; Medium Humanoid; HD 3d8+6; hp 24; Init +1; Spd 30 ft.;
  AC 16 (touch 11, flat-footed 15) [+1 Dex, +4 armor, +1 shield]; Atk +5 melee (1d6+2/crit 18-20, scimitar)
  or +4 ranged (1d4, sling); AL NG; SV Fort +5, Ref +2, Will +1; Str 14, Dex 12, Con 15, Int 9, Wis 10, Cha
  8.
  Skills and Feats: Climb +6, Intimidate +5, Listen +2, Ride +7, Spot +2; Alertness, Combat Reflexes,
  Quick Draw.
  Possessions: scimitar, sling, masterwork chain shirt, buckler, pouch w/ 10 sling bullets, 20 gp.
  A tall, statuesque woman with a ruddy complexion betraying her Flannae blood.  Zayla is a sell sword
  and has very little desire to engage in conversation.  She will eye warily anyone who approaches Hayv. 
  Goblin Reinforcements:
  Goblin Rgr3 (4): CR 3; Small Humanoid; HD 3d10+6; hp 28; Init +3; Spd 30 ft.; AC 17 (touch 14, flat-
  footed 14) [+1 size, +3 Dex, +3 armor]; Atk +5 melee (1d6+1/critx3, handaxe); +9 ranged (1d6/critx3,
  shortbow); SQ Darkvision; AL LE; SV Fort +5, Ref +4, Will +2; Str 12, Dex 16, Con 14, Int 12, Wis 12,
  Cha 8.
  Skills and Feats: Heal +3, Hide +13, Intuit Direction +3, Listen +9, Move Silently +13, Spot +9,
  Wilderness Lore +3; Alertness, Point Blank Shot, Track.
  Possessions: masterwork shortbow, handaxe, masterwork studded leather, quiver w/ 20 masterwork
  arrows.
  Goblin Rgr2 (6): CR 2; Small Humanoid; HD 2d10+4; hp 21; Init +3; Spd 30 ft.; AC 16 (touch 14, flat-
  footed 13) [+1 size, +3 Dex, +2 armor]; Atk +4 melee (1d6+1/critx3, handaxe) or +7 ranged (1d6/critx3,
  shortbow); SQ Darkvision; AL NE; SV Fort +5, Ref +3, Will +2; Str 12, Dex 16, Con 14, Int 10, Wis 14,
  Cha 7.
  Skills and Feats: Heal +4, Hide +11, Listen +6, Move Silently +12, Spot +6, Wilderness Lore +7;
  Alertness, Track.
  Possessions: shortbow, handaxe, leather armor, quiver w/ 20 masterwork arrows.
  Goblin Rgr1 (12): CR 1; Small Humanoid; HD 1d10+2; hp 12; Init +3; Spd 30 ft.; AC 16 (touch 14, flat-
  footed 13) [+1 Size, +3 Dex, +2 armor]; Atk +3 melee (1d6+1/critx3, handaxe) or +5 ranged (1d6,
  shortbow); SQ Darkvision; AL NE; SV Fort +4, Ref +3, Will +2; Str 12, Dex 16, Con 14, Int 10, Wis 14,
  Cha 7.
  Skills and Feats: Heal +4, Hide +11, Listen +6, Move Silently +11, Spot +4, Wilderness Lore +6;
  Alertness, Track.
  Possessions: shortbow, handaxe, leather armor, quiver w/ 10 arrows.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/Ratik/RTK2-M02 - The Invisible Hunters.pdf