TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  YEO3-06 
   
   
   
   
   
   
  The Rhythm of Drums 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Yeomanry Regional Adventure 
  Version 1.1 
   
  by G. Havard Albright, Jr. and Donald Ward, III 
   
   
  The sound of drums is never uncommon this close to the Hellfurnaces, but a recent border patrol brings ominous news. 
  Can the PCs silence the drums before they themselves are silenced?  A Yeomanry regional adventure for APLs 4-10. 
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  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. 
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, 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. 
  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. 
  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. 
   
  YEO3-06 The Rhythm of Drums 
   
  Page 2 
  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  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 Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  the Yeomanry.  Characters native to the Yeomanry pay 
  one Time Unit per round, all others pay two Time Units 
  per round.  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time Unit.  
  Luxury Upkeep costs 100gp per Time Unit. 
   
  YEO3-06 The Rhythm of Drums 
   
  Page 3 
  
  Adventure Background 
  About the Yeomanry 
  The Yeomanry is situated in a valley between the Jotens 
  and the Tors in the southwest corner of the Sheldomar 
  Valley.  The moderately sized realm is nearly surrounded 
  by the Crystalmists and its spurs, though its eastern 
  border with Keoland is generally regarded as the eastern 
  bank of the Javan across from the county of Cryllor.  Its 
  border continues south to where the great river enters 
  the Hool marshes and the lands of the Sea Princes.  The 
  climate is hot nearly year-round in the central valley, 
  though the temperature moderates as one approaches the 
  foothills, particularly in late fall and winter.   The 
  Yeomanry is a land populated primarily by freemen 
  Farmers, who are mostly a Suel-Flan mix. 
  The Yeomanry is one of the few representative 
  democracies in the Flanaess.  Any citizen of majority who 
  has carried a spear for the nation, either now or in the 
  past, is eligible to elect spokesmen on his behalf from his 
  community, 
  these 
  spokesmen 
  in 
  turn 
  elect 
  Grosspokesmen that serve in the Council of Common 
  Grosspokesmen in Loftwick.   
  The people of the Yeomanry are rural, cloistered folk 
  with little exposure to either foreigners or magic.  They 
  are religious and superstitious, yet reservedly friendly to 
  travelers.  Many Yeomen have served in the Militia and 
  are stout defenders of their homes. 
  You can learn more about the Yeomanry at its official 
  website: http://yeomanry.living-greyhawk.com. 
  Is this a ‘Military Module?’ 
  As the defense of the homeland is imperative, at least to 
  some extent, in this module, members of the Yeoman 
  military may count this adventure towards any annual 
  TU requirement for their branch of the military. 
  Is this adventure “promotion worthy?” 
  Heroic deeds in the name of the Yeoman Militia are 
  possible in this module, and as such, the possibility for 
  promotion exists.  In order for a PC to be considered for 
  promotion at the end of this adventure, the PC must do 
  the following: 
  The GM and all Yeomanry militia members present at the 
  table must unanimously agree that the PC has performed 
  an action and behaved in a manner that would make 
  them a good leader of men in their unit. There must be at 
  least two other military PCs playing the scenario besides 
  the PC up for advancement.  Only one PC can be 
  nominated for advancement per scenario. 
  The player so nominated must then gather the names and 
  email addresses of all Yeomanry militia players AND 
  THE DM at the table. 
  The player must then submit a small summary of what 
  happened in the adventure and why he or she should be 
  considered for promotion.  Emailing this information to 
  yeomanry-triad@yahoogroups.com. 
  The Triad will then discuss your promotion and 
  determine whether promotion is granted.  You will be 
  notified via email, and a promotion certificate will be sent 
  to you via snail mail. 
  In order to be considered for promotion, the Yeomanry 
  militia member must have spent a minimum of one year 
  of REAL time as the rank below that being applied for.  
  So in order to be considered for Serjeant, the player must 
  have spent one full year as a Yeoman, and one full year 
  below that as an unranked militiaman.   
  Is this a “Dustdigger Module?” 
  As this adventure does not significantly involve 
  archeological matters, students in the Academy of Lore 
  may not count this adventure towards their Academy TU 
  requirement. 
  Shalehal 
  Shalehal (SHAL a hale) has the notoriety of being the 
  only town in the Yeomanry with an elven majority.  It 
  lies in a wooded area in the far southwest of the 
  Yeomanry. Not surprisingly, the town's major export is 
  lumber and products derived there from.  The elves here 
  take great pride in the preservation of the surrounding 
  woods, and are very selective in determining what trees 
  should be harvested.  Malethane Trianius is a renowned 
  woodcarver who lives in Shalehal and commands great 
  prices for his work. Some say that magic augments his 
  artistic talents.  
  Shalehal (pop. 800) does have a Grosspokesman, Hianian 
  Tirel, who is 'as old as the trees, as wise as the greatest 
  sage, and as stern as a judge,' according to the townsfolk. 
  The town has made a pact with the treants who reside in 
  the forest.  The treants protect the town, and in exchange 
  they have a say in what trees can be used by the elves. 
  Adventure Background 
  Captain Dinalle’s concerns are well founded and his 
  information is, for the most part correct. In the 
  mountains south of Shalehal, a hill giant bard named 
  YEO3-06 The Rhythm of Drums 
   
  Page 4 
  
  Boom’Tah has established himself and formed quite a 
  tribe around him. His charisma is incredible and is the 
  only thing that kept him alive in his younger years, as he 
  is weaker than many of his brethren. Boom’Tah had left 
  his tribe at a young age and traveled deep into the 
  mountains where he met, and eventually served with, a 
  clan of fire giants. Here, he learned more of the drum and 
  horn signals and here he left with new powers and 
  treasures that would serve him well closer to his 
  birthplace.  
  Returning to his old tribe with support from his new fire 
  giant friends, it did not take Boom’Tah long to take and 
  firmly hold command. This occurred some two winters 
  past.  
  Since that time, Boom’Tah has absorbed as many of the 
  giant and humanoid tribes into his own as he can. Held 
  together more by his charisma than by force of arms, the 
  variety of creatures serving him are loyal to him if not to 
  the greater tribe he has formed. As such, internal 
  squabbles are constant and, without Boom’Tah’s presence, 
  would tear this camp apart. 
  Also, the fire giants, who supported Boom’Tah’s initial 
  bid for power as it served their plans to have allies closer 
  to the Yeomanry border, have become suspicious of the 
  hill giant. He seems to be taking his tribe on his own 
  course, rather than following the orders they occasionally 
  send by way of the pair of fire giants stationed there. The 
  current fire giants have been told to be wary of this, and 
  their suspicions may become obvious when they are seen. 
  The fire giants here have no idea what greater plans their 
  leaders have, but see that Boom’Tah may not be fully on 
  board. In about a week’s time, these fire giants will take 
  Boom’Tah back with them to their base, where he will 
  answer to those above him, and making him absent from 
  any later assault the Yeomanry launches, leaving him as a 
  continued threat. 
  Boom’Tah is, however, following the fire giants’ directive 
  to spread the drum-talk throughout the lower mountains, 
  teaching it to the humanoids. This serves both groups’ 
  purposes and is clearly not in the interests of the 
  Yeomanry. 
  Eliminating Boom’Tah, either by capturing him or killing 
  him, will be a critical blow to this giant camp. Without 
  Boom’Tah’s personal touch, the camp will quickly and 
  violently split into smaller, more reasonable groups. The 
  lack of food in the valley will set orc against hobgoblin, 
  and ogres against all. The hill giants will clear the area of 
  all the lesser races and the other giants will simply leave, 
  heading deeper into the mountains. As such, striking this 
  blow now is essential. 
  Adventure Summary 
  The characters are gathered by Captain Dinalle, an officer 
  of the Border Guard, and asked to undertake a covert 
  mission for the good of the country. They are to seek out 
  and either capture or kill a giant that has been passing 
  along a new series of drum codes. He wants this done off 
  the record for now, as he has not yet received 
  authorization to go in from Loftwick. Fearing that the 
  giant may escape before they can get to him, he is asking 
  the adventurers to go after him now.  
  The characters set off into the wilderness, traipsing 
  through the wooded mountains. PCs with ranks in 
  Survival and Knowledge (nature) get a chance to shine, 
  warned of and avoiding some possible dangers. 
  A chance encounter with a band of orcs provides 
  characters with an opportunity to capture one of these 
  humanoid bards. If successful, they can gain some of the 
  information they need for the final encounter. 
  Following the directions given by the Captain, the 
  characters proceed up a steep path along the side of a 
  mountain. If skilled in the ways of the wilds, the 
  characters may note the potential of the danger before 
  reaching it. Otherwise, the party might hear and 
  recognize it, getting out of the way at the last second. If 
  not, they are engulfed in a landslide, caused by a group of 
  creatures further up the cliff. If the characters are 
  unlucky, the creature or creatures, agitated by the ride 
  down, are now amongst them. 
  A few days later, PCs find the trails leading towards the 
  inhuman encampment. PCs might notice that the area is 
  heavily traveled by lots of big critters. They discover a 
  small scamper-hole cave nearby, a common border scout 
  stop.  
  The party approaches and recons the giant encampment 
  and should realize they are dealing with overwhelming 
  odds. They are encouraged to pull back and plan 
  appropriately. 
  In regrouping, the party spots a few ogres heading off on 
  water detail. These ogres are readily overcome and can 
  provide the information on where the drummer is—in 
  the caves beyond the camp. 
  The party makes their attempt to get to the drummer, 
  heading into the caves and encountering what resistance 
  lies within, all the time worried about the noise and the 
  danger of alerting the others in the camp. There, they 
  find the bard and his bodyguards. 
  The party tries to escape, possibly with the giant bard 
  alive and in tow. They flee, pursued by ogres and their ilk. 
  YEO3-06 The Rhythm of Drums 
   
  Page 5 
  
  Arriving back in town the party possibly needs to get the 
  giant into town, not a small feat with the guards on duty. 
  The party meets with borderguard, receiving proper 
  accolades and rewards. 
  Introduction 
  The PCs are hired to do a job that cannot be done legally 
  until orders are received. 
  Meeting in the back dining room of the Pinesbreath 
  Inn in Shalehal, you see others have received the 
  same tip as you have and are here to see what pans out 
  as well. A Yeomanry militiaman whom you had met 
  before told you o  a job opportunity if you weren’t 
  afraid of heading into the wilds to the south. Now, 
  here to presumably meet with the Militiaman again, 
  you find the room crowded with other adventurers 
  like yourself. 
  f
  “
  l
  Allow PCs who do not yet know each other to introduce 
  themselves and get familiar.  
  After but a few moments’ wait, the door opens and 
  the room, small to begin with, grows even more 
  crowded. Three militiamen, one of whom you know, 
  and a half-elven Captain of the Border Guard strut in.  
  The militiaman you know nods in your direction as 
  the Captain looks you over. Good job, boys,” the 
  dark-haired half-elf says as he rubs his chin, 
  examining the lot of you. “I think they may work.” 
  With a subtle shift of his stance, the man announces, 
  “Dismissed.” The militiamen snap to attention, raising 
  their arms as if raising the spear, and march out of the 
  room. 
  The Captain waits until the door closes and the latch 
  clicks before he continues. “All right then. I’m 
  Captain Wolcen Dinalle. What yer about to hear is 
  secret information. Word has been sent already to 
  Loftwick about this, but I suspect that their answer 
  will come too late. Either this gets done now, or it 
  won’t get done at all.” 
  The captain goes on to explain the following: 
  About a week ago, runners brought word of drums in the 
  mountains to the south. This is not unheard of, but 
  apparently they were more than wardrums—they were 
  communications drums. The Yeomanry has used these 
  for decades, but the fragmented humanoid mountain 
  tribes, be they orcs, goblins, or whatever, have never so 
  organized or talkative.  A group of Yeoman border scouts 
  “caught” an orcish drummer and learned from him that 
  giants were in the process of gathering the humanoid 
  tribes and teaching some of the smartest amongst them 
  the giants’ drum signals. The guards even got the location 
  of the giant camp, they believe, before the orc 
  “succumbed to its wounds.” 
  The problem rests in the report and what the captain 
  wants to do versus what the captain thinks Loftwick will 
  order. Captain Dinalle sees in this an opportunity to 
  capture a giant of some importance. If the giants are 
  teaching other mountain races drum signals, it creates 
  fear that the tribes are organizing.  Not only does 
  capturing the bard put a crimp in the giants’ plans, but 
  also it may allow Yeoman to learn what the signals mean. 
   However, the Captain fears Loftwick will consider the 
  risk of life too great to attempt a capture and will order a 
  straight out attack to wipe out the encampment. In such 
  an attack, that same giant might escape or call in 
  reinforcements from the other tribes, drawing the issue 
  into a prolonged conflict. 
  And this is why the Captain has approached the party. 
  “This mission, therefore, is not authorized by the 
  Yeomanry government official y. Yer on your own out 
  there. My guys will know your out there, but I can’t 
  do anything to help ya til you get done, one way or 
  the other. If ya can get that giant, and get it alive and 
  bring it back, then we can talk. If you can’t, and the 
  giant dies before we strike, better for lots of 
  Yeomanry families. And if you don’t return, well, lets 
  just hope for the best, shall we?” The captain smiles 
  sincerely, obviously hoping you’ll accept the mission. 
  Treasure: For those players who insist on being paid at 
  the conclusion of the mission, they are rewarded with 
  100 gp, split 6 ways. These characters do not receive the 
  favor or the option of training at the end of the module, 
  nor can they count the round as a military round. 
  Development: There are a number of questions the 
  characters may have, and Captain Dinalle will try to 
  answer them as best he can. He is a taciturn, driven half-
  elf whose race has served him well here. He is concerned 
  with business and has no time for silliness, though he 
  recognizes its place, especially in groups of adventurers 
  like this. Here are some answers he has to some more 
  common questions the players may have. Answer other 
  questions as you see fit from the information in the 
  module or else simply confess that this is something the 
  Captain does not know. 
  What’s in it for us? 
  The Captain frowns. “I thought y’all were adventurers. If 
  it’s mercenaries you are, then I’ll pay you a bounty on 
  him—one hundred gold coins, for the giant alive or 
  proof of his death. How’s that sound?”  
  YEO3-06 The Rhythm of Drums 
   
  Page 6 
  
  The captain will not go any higher than this, and thought 
  the militiamen had recommended heroes. “The beast is 
  sure to have loot in its cave with it—look there for your 
  reward if the name of giantcatcher is not enough.” 
  Once this issue comes up, make sure the characters state 
  clearly whether they intend to be paid for this service. If 
  so, those who state that they will accept payment get 
  their 17 additional gold pieces, but do not receive the 
  favor or optional training nor can they count this round 
  as a military round.  
  You’re kidding right—a giant bard? 
  The Captain cracks a smile. “I wish I was. Word has it the 
  giant’s been up there for a while, collecting what 
  instruments he could. Who knows the callings of the 
  gods, but my scouts are sure the creature is using drums 
  to excite his village and to communicate with others 
  deeper in the mountains. We need that information. At 
  the very least, we need that communication network 
  taken out.” 
  What do you know of where the giant is? 
  The Captain provides the party with a sheepskin map 
  indicating a road heading due south into the mountains, 
  crossed by various game trails and mountain trails, with a 
  variety of other features. “This ain’t to scale, mind ya, but 
  its pretty accurate. I had one of my best fellows mark it 
  out. The giants have quite the camp up here,” he indicates 
  a spot on the map with houses, “at least a dozen or so at 
  the last counting our men brought back, with lots of 
  ogres, more than normal, and some goblins and orcs in 
  the mix.” He stresses that attacking this base is not the 
  objective. Orders are likely to come from Loftwick to go 
  ahead and attack the camp, and then the Captain will, but 
  for now, he just wants as much information as the bard 
  might provide. 
  Can you give us any help? 
  (At APL 4, he volunteers this; otherwise don’t even hint 
  at it unless the characters ask for help directly.) 
  The captain scratches his sleek black hair, pushing a stray 
  lock back behind his partially pointed ear. “Well, 
  actually,” he digs into his pouch and pulls out a scroll 
  tube. “This here’s an arcane scroll from that Dwarven 
  fellow, Hurst Goldkettle, over in Tarris. It’s a spell, that 
  charm monster spell, that should work on the giant if you 
  can get close enough and get him to let his guard down.” 
  As he goes to set the scroll down, he pulls it back for a 
  moment, “I get this back if you don’t use it, yes?” He 
  looks to the more trustworthy present to secure such a 
  promise. 
  (Captain Dinalle will provide the party with a scroll of 
  charm monster scribed at 7
  th level caster—the DC against 
  it is 17 and, if successfully used, it will last 7 days as long 
  as the characters do not push the loyalty issue too much 
  on Boom’Tah.) 
  How do we get in touch with you? 
  “Just send a man someone to the borderpost here in town. 
  I’ll either be there or someone there can find me within 
  the hour.” 
  Is this unlawful/illegal? 
  (Some players may be confused that, since this is not an 
  officially sanctioned mission, it is in some way illegal.) 
  “Not at all. If I sent my men in, it would be—I don’t have 
  orders to do this and I’m not sure the orders I want will 
  come. But you independent types can take the matter 
  into your own hands and do it for the good of the 
  country, with or without orders. You have no standing 
  orders to the contrary, do you? I didn’t think so. I have to 
  follow chain of command, and, as borderguard, I have to 
  wait on matters like this. The time I wait could cause 
  serious problems to any effort we might later launch, and 
  so I ask you, for the good of the Yeomanry, to do it now.” 
  Encounter One: Into the 
  Wilderness 
  PCs set off into wilderness, learn some wilderness lore, 
  and prepare for the paths ahead into the mountains. 
  As your party sets out into the mountains, following 
  the roughly drawn map the captain has prov ded, you 
  realize that getting there, while close on the map, 
  may take longer than you expected. A day in, you can 
  still see the ligh s from Shalehal. 
  i
  t
  Travel in the mountainous woods is difficult, often 
  taking hours to move only a few hundred yards. 
  Occasional valleys open up, granting good spots to 
  rest and relax before beginning the arduous climbing 
  again. The heavy woods on either side of the path 
  make travel even more difficult. 
  Allow each character to make a single Knowledge 
  (nature) check as they head out into the wilderness, 
  assuming they have the skill. Make note of any who 
  achieve the DC of 15 + the APL. Any who are successful, 
  or any druid or ranger with Yeomanry as their home 
  region (they don’t have to roll), will be aware of certain 
  dangers they may face along the way well before they 
  happen, and will consider and possibly inform others as 
  they set off. As they head deeper into the forested 
  mountains that hold their goal, characters could 
  YEO3-06 The Rhythm of Drums 
   
  Page 7 
  
  encounter rockslides, sinkholes (even here, oddly), and 
  possibly carnivorous plants, not to mention a wide 
  assortment of monsters that call the mountains home. 
  Development: The purpose of this quick check is to give 
  players some ideas (listed above) of the things they may 
  encounter and to give players the possibility of advanced 
  warning of what they face in Encounter Three. Feel free 
  to list as many hazards and dangers as you can conceive 
  of, as long as you’re sure to include the one they actually 
  end up facing. 
  Also, in Encounter Three, those characters that did 
  succeed here will know the quickest way out of the bury 
  zone, as indicated there. 
  Encounter Two: Unexpected 
  Guests 
  PCs have chance encounter with orcs who, surprise, 
  surprise, have a drummer with them.  
  Several hours outside of town, you find the game trail 
  that Captain Dinalle told you about. Little more than 
  a break in the trees at first, it becomes clear that this 
  is a game run, w th a thin, softly trodden path leading 
  deeper into the wooded foothills at the base of the 
  Hellfurnaces. 
  i
  t
  i
  i
  t
  At this point, have the players establish their marching 
  order. They will have to travel no more than two abreast, 
  as the game trail provides a little less than a little less than 
  a10-foot wide corridor through the woods and 
  underbrush. Others may “flank” as they choose, but 
  moving through the underbrush, without class or 
  magical means to counteract it, counts as double 
  movement for difficult terrain. 
  The trail is sligh ly difficult to follow as other game 
  trails cross it and zag off it, often crossing again a 
  short distance ahead. The sheepskin map that the 
  Captain prov ded does not show all the crosspaths 
  and the best you can do is follow h s directions and 
  the main path as best you can. 
  Early on the second day of your journey, a break in 
  the trees indicates one of the purposes of this trail—a 
  stream, some five to ten feet wide at its widest and 
  naught but two or three feet deep at the deepest, runs 
  down out of the mountains. 
  Allow the characters to approach this difficulty as they 
  see fit. Crossing is not difficult and the characters can 
  simply walk across. Paranoid players, seeing it played out 
  on a battlemat, may ready for the expected attack. It 
  never comes. After they cross the stream, allow each 
  character a single Listen check (DC 20 + the APL). For 
  those that succeed, tell them the following. 
  Having crossed the stream, you can hear your heart 
  pounding away. At first, you think i  might be 
  something more, some other sound, but as you quiet 
  the others to listen, the winds shift and the only 
  sound is the gurgling of the passing the stream and 
  the buzz and chirp of nearby insects. 
  A little further on, allow them to make a second Listen 
  check (DC 15 + the APL). 
  A short distance on the other side of the stream, you 
  find yourself and the others matching cadence. At 
  first, you smile at your group’s natural affinity for one 
  another, but then you hear it—a low thump beating 
  out cadence. 
  At this point, characters can stop and all listen. In the 
  quiet, the DC drops to 12 + the APL. Any who succeed 
  will hear the same thing—a slow regular thump beating 
  out cadence. Anyone who succeeds at this third check by 
  5 or more, or who made both of the previous checks, 
  realizes that the sound seems to be growing stronger, as if 
  it’s coming this way. 
  Cautious characters may choose to set up an ambush 
  while others may head towards the drumming. 
  Adjudicate this as you will. Characters might choose to 
  retreat to the stream as an ambush site, or use a crossing 
  trail for the same purpose. They may choose to send a 
  fleet scout forward, or head forward stealthily. However 
  they prepare themselves, they are about to meet a war 
  party of orcs. The orcs approach from the trail, presuming 
  the route safe. Borderguard often hide rather than 
  confronting such groups, shadowing them to find the 
  larger tribes and reporting back. As such, the orcs in no 
  way anticipate the presence of the party. Unless the party 
  stands in the middle of the road or one or more of them is 
  spotted by the frontrunners, the party should be able to 
  obtain surprise. 
  Along the path from the direction you are heading, a 
  column of orcs appears. They march in cadence, 
  surprising for orcs except for the fact that they have a 
  drummer with them. Somewhere towards the rear of 
  the group, the constant thumping of some form of 
  drum keeps the orcs’ feet plodding along, almost in 
  step. 
  Creatures: Most of the squad are regular orcs, but a few 
  of the members are exceptional--a cleric and his aide ( 
  bard) who have just returned from the giant camp. 
  YEO3-06 The Rhythm of Drums 
   
  Page 8 
  
  APL 4 (EL 6) 
  � Orcs (4): hp 7 each; see Monster Manual. 
  � Half-orc Brd2: hp 11; see Appendix. 
  � Orc Clr4 of Gruumsh: hp 30; see Appendix. 
  APL 6 (EL 8) 
  � Orcs (6): hp 7 each; see Monster Manual. 
  � Orcs Bbn1 (2): hp 10 each; see Appendix. 
  � Half-orc Brd4: hp 21; see Appendix. 
  � Orc Clr6 of Gruumsh: hp 45; see Appendix. 
  APL 8 (EL 10) 
  � Orcs (10): hp 7 each; see Monster Manual. 
  � Orcs Bbn4 (2): hp 39 each; see Appendix. 
  � Half-orc Brd4: hp 21; see Appendix. 
  � Orc Clr7 of Gruumsh: hp 53; see Appendix. 
  APL 10 (EL 12) 
  � Orcs (12): hp 7 each; see Monster Manual. 
  � Orcs Bbn4 (3): hp 39 each; see Appendix. 
  � Half-orc Brd7: hp 37; see Appendix. 
  � Orc Clr8/WrPrst2 of Gruumsh: hp 75; see Appendix. 
  Tactics: It will be fairly simple for the characters to affect 
  an ambush at this point. The orcs are running two scouts 
  – regular orcs with Spot +1 – about 30 to 40 feet in front 
  of the main pack. Give these two Spot checks against the 
  hidden opponent with the lowest hide roll. If neither of 
  these two spot the party, then it is likely that none will, 
  and the ambush will happen where the party intends it to 
  happen. 
  Once attacked, the half-orc bard begins to sing, using his 
  Inspire Courage ability, which takes effect in round two, 
  giving his allies (the orcs) +1 to attacks, damage, and saves 
  against charm and fear effects. 
  The cleric commands the orcs to head into the 
  underbrush, providing concealment (20% miss chance) 
  against ranged attacks as the orcs spread out and hunt for 
  their attackers. 
  If more than half of the orcs fall, or if the cleric or bard 
  fall, the rest are effectively shaken (-2 to attacks, saves, 
  ability checks, etc.) and will attempt to flee out into the 
  wilds in every direction, eventually circling back to the 
  trail the characters were following and heading back to 
  the ogre village. 
  Treasure: There is other stuff here, but nothing of 
  immediate or significant value, and any characters who 
  wish to start stripping bodies need to do a weight 
  allowance check to see how many suits of nasty orc armor 
  and sets of weapons they could actually carry. The 
  masterwork shortspear the cleric had is the only true 
  item of value amongst them as they were not at their 
  camp but on the road back to it. 
  Development: This combat can play out many ways, but 
  in all likelihood the characters will effectively ambush 
  and eliminate the orcs. 
  It is possible that the characters could capture one or 
  more of their opponents. If so, it is important to note 
  whom they capture. If it is one of the regular or barbarian 
  orcs, then, though the orc can be intimidated, it knows 
  little that would be useful, other than to confirm that this 
  is indeed the path to the giant camp. 
  Successfully capturing the cleric or the bard, though, can 
  lead to some useful information. Both know of the giant 
  drummer, the bard having actually studied with him. 
  Both also know the way and the general make-up of the 
  ogre village beyond the giant’s cave. Neither will 
  volunteer any more information than necessary and both 
  are smart enough to realize they are already likely dead 
  and to appeal to the knightly-looking types, trying to 
  barter what they know for their release. 
  They can provide the characters will a safer route to the 
  ogre village (that by-passes Encounter Three).  They also 
  can warrant a guess of about 30 ogres, a score of hill 
  giants, and “other stuff” (like orcs and hobgoblins and 
  sometimes stone giants) at the camp ahead. They can tell 
  the characters that the giant drummer stays in the 
  topmost cave in the wall the village abuts. Beyond that, 
  they know little else of specific value. 
  If the players do negotiate for this information, or obtain 
  it some other way that ends with the orc or orcs being 
  released, the orc(s) will move as quickly and as far from 
  the party as possible before circling back to the ogre 
  village. 
  Encounter Three: Bombs Away 
  PCs suffer effects of mountainous terrain—landslide!! 
  And possibly a critter that caused it pissed off by the ride 
  down. 
  The map leads you to a path that runs a hard slope up 
  the mountain. The path is rough, bare y five fee  wide
  at points, and littered with debris and stepped 
  l
  t
   
  YEO3-06 The Rhythm of Drums 
   
  Page 9 
  
  shelves. Ascending and spiraling around the crags 
  provides a beautiful view into the heart of the 
  Yeomanry. As far as you can see, the lands spreads 
  outward and slopes ever away, dotted here and yonder 
  with fields and orchards and freestanding copses of 
  trees. Little villages, smaller now than a coin upheld, 
  are visible by the small wisps of smoke they give off. 
   
   
  It is both a breathtaking sight and a disturbing one—
  you realize how fragile the land below is and how 
  easily it could fall prey to the worst of the beasts and 
  savages that dwell here. It is not surprising so many 
  ‘raise the spear’ and join to protect this land the only 
  way possible: with the sheer numbers of people who 
  will fight for their homes. You continue on, turning 
  around another spur and lose sight of the land below. 
  Allow each character to make a Spot check at a DC 20. If 
  any succeed, they see the rocks coming at 1500 feet away: 
  Looking casually above you, you balk at what you see. 
  What first looked only like a heat shimmer mirage is 
  clearly something else—a wall of rocks rolling down 
  towards you! Avalanche! 
  If none make this spot check, two rounds later, they can 
  all make listen checks at DC 15. If any succeed, they will 
  begin to hear (and feel) the low rumbling when the 
  avalanche is 1000 feet away: 
  The tumbling of loose rocks along the trail seems 
  muffled and the birds and insects fall silent as you 
  hear what they do. A long, low rumbling sound seems 
  to be coming from above you. 
  At this point, any who look up will see the avalanche 
  coming. Otherwise, the PCs automatically spot the 
  avalanche at 750 feet away.  This avalanche is 500 feet 
  wide, creating a 250-foot bury zone with 125-foot slide 
  zones on either side. The party is (1d6 x 20 feet) upslope 
  from the center of the bury zone. Avalanches of rock 
  move at 250 feet per round. 
   Any who successfully made their Knowledge (nature) 
  rolls at the beginning of their trek (Encounter One) or 
  any who make successful Survival checks at this point 
  (DC 15 + the APL) can quickly and effectively discern 
  that the safest course is to continue up the path out of its 
  way. 
  NOTE: At APL 4, characters are actually lucky—they are 
  far enough forward that they are instead (1d4 x 10 feet) 
  from the edge of the bury zone. If they continue down 
  slope, they will enter the bury zone, but any character 
  who was successful earlier or at the current check will 
  realize that they can more likely escape upslope. 
  Each character has three to six rounds to react, and there 
  are numerous ideas the characters may attempt. They can 
  flee upslope to escape the effects or try something else, 
  but need to be aware that the hard slope they travel on 
  this treacherous mountain path is considered difficult 
  terrain, thus each square moved counts as two squares 
  and running is impossible (see PH, page 148). The best 
  they can manage is a double move.  
  Any characters that do not move beyond the effects of 
  the avalanche are caught in it. Characters caught in the 
  bury zone (the center 250 feet) take 8d6 damage, half if 
  they make a DC 15 Reflex save. ALL characters in that 
  area are buried. 
  Any character that does not move beyond the slide zone 
  (125 feet on either side of the bury zone) take 3d6 
  damage, or none if they succeed at a DC 15 Reflex save.  
  Those who fail their saves are also buried. 
  Buried characters receive one chance to free themselves 
  with a DC 25 Strength check. If the character cannot free 
  herself, she begins taking damage for each minute she is 
  buried. Buried characters take 1d6 nonlethal damage per 
  minute (10 rounds). If they fall unconscious, they must 
  make a DC 15 Constitution check or begin taking 1d6 
  lethal damage every minute thereafter. 
  Characters who aren’t buried can help to dig out their 
  associates. Characters using just their hands can clear 
  away rocks and debris equal to five times their heavy load 
  limit. The amount of loose stone that fills a 5-foot by 5-
  foot area is 2000 pounds (one ton, as per DMG, p 67). 
  Characters with appropriate tools (picks, shovels, etc) can 
  clear twice as much stone. (A Str 10 takes 4 minutes to 
  clear a 5’ x 5’ square; a Str 20 can clear the same amount in 
  1 minute). 
  As the dust and small rocks fill the air and continue 
  to clatter around you, you pick yourself up as best you 
  can and take stock of your situation.  
  At APLs 10 and 12, add the following: 
  Having survived the worst of the avalanche, you 
  begin scanning for your companions. Nearby  
  (hopefully) some of your party seems to be in about 
  the same condition as you are—but back into the 
  avalanche’s detritus, where any missing party 
  members would be, you see movement. At first 
  concerned that it is a trapped party member, the dust 
  parts to reveal a bulbous critter with three arms and 
  three legs, a blinking eye between each pair. 
  Creatures/Avalanche: At APLs 10 and 12 the party gets 
  to discover the cause of the avalanche—a party of 
  careless, ravenous xorn that ate their way through the 
  edge of a ferrous vein supporting a rock shelf. They were 
  YEO3-06 The Rhythm of Drums 
   
  Page 10 
  
  aware of the vibrations in the shelf, but were too busy 
  eating to notice as the subtle vibrations added to its own 
  by the party passing along the rock path below caused the 
  shelf to split and fall. Now, well aware of what disturbed 
  the meal, the xorn is rather eager to vent its anger on the 
  party.  
  APL 4 (EL 3) 
  � Avalanche: slide zone only; 3d6 damage and buried; 
  Ref DC 15 avoids both; see DMG, page 90. 
  APL 6 (EL 7) 
  � Avalanche: bury zone for 8d6 damage and buried; Ref 
  DC 15 half (still buried); slide zone for 3d6 damage and 
  buried; Ref DC 15 avoids both; see DMG, page 90. 
  APL 8 (EL 9) 
  � Avalanche: bury zone for 8d6 damage and buried; Ref 
  DC 15 half (still buried); slide zone for 3d6 damage and 
  buried; Ref DC 15 avoids both; see DMG, page 90. 
  � Xorn, average: hp 45; see Monster Manual. 
  APL 10 (EL 10) 
  � Avalanche: bury zone for 8d6 damage and buried; Ref 
  DC 15 half (still buried); slide zone for 3d6 damage and 
  buried; Ref DC 15 avoids both; see DMG, page 90. 
  � Xorns, average (3): hp 45 each; see Monster Manual. 
  Tactics: The xorn have no interest in dying and will 
  abandon the battle with the party if they take more than 
  3/4ths of their hit points in damage, simply blending 
  back into the mountain to escape. They are not interested 
  in parleying with the party whether anyone can 
  communicate or not, and are likely to attack those who 
  try to speak to them. 
  Development: Regardless of APL, parties with skilled 
  outdoorsmen should fare significantly better than parties 
  without such members, as they receive a clear direction 
  to head for safety. Without this, characters are on their 
  own to decide whether to run upslope or down slope, 
  without any way to know which direction will be safer.   
  At APL 4, the characters are given an even greater chance 
  by being fortunate enough to move into the slide zone, as 
  the damage from the avalanche alone is enough to 
  destroy an APL 4 party. 
  Encounter Four: Finding the 
  Paths 
  Not far past where the avalanche occurred, the rock 
  path slopes back downwards, descending into a valley 
  filled with evergreens.  You can make out a small 
  stream further ahead on the mountain wall that drops 
  into the valley as a waterfall. 
  The sheepskin map you were given indicates that you 
  are to enter this valley, but skirt its edge inside rather 
  than heading deeper in, as the giant camp appears to 
  be directly opposite the slope you just descended. It 
  shows the symbol of three lines intersecting at their 
  bases, indicating a hole that Captain Dinal e said 
  would “show ya what yer up against.”  Apparently t 
  must be a small tunnel of some sort.  However, you 
  see nothing of that sort here at the base of the path. 
  l
   i
  l
   
  The three vertical lines are a symbol used in the 
  Yeomanry for military placements. Anyone who is a 
  member of the Yeomanry military, or who succeeds at a 
  Knowledge (local – Sheldomar Valley Meta-region) 
  check (DC 20) will realize that what they are looking for 
  is some representation of this—the Yeomanry shield 
  design—in the wild, whether placed or natural. 
  As the characters start looking for the tunnel, allow each 
  to make a Spot check (DC 20 + the APL) to notice the 
  concealed entrance. Elves and Half-elves gain their racial 
  bonuses to this check, and anyone who knows the 
  meaning of the symbol (as noted above, whether they 
  knew it themselves or were told) gains an additional +4 
  circumstance bonus to this check. 
  Searching for the tunnel entrance that will show you 
  the opposition, you head off around the valley wall 
  heading north. The map, as you wel  know by now, is
  nowhere near scale and the bolthole could be a 
  hundred yards or a dozen miles away. You eventually 
  come to the stream where the waterfall you saw drops 
  in. In spring, with the snow thawing, it is clear that 
  this becomes a much more mighty river than its 
  current trickle indicates. Looking to where it winds 
  through the trees heading north towards the heart of 
  the Yeomanry, you see more game trails, indicating 
  that some creatures indeed move through this valley. 
  After a few more hours of skirting the valley wall as 
  you search, (insert first successful spotter here) notes 
  an interesting stand of three pine trees, rooted 
  together and melded into one at their base. These 
  trees seem to be a little higher than the others around 
  them, as if set upon a small hillock. 
  YEO3-06 The Rhythm of Drums 
   
  Page 11 
  
  Behind this tree, on the hillock, is a small tunnel, covered 
  with brush.  Having found the entrance to the tunnel, it 
  is simply a matter of who will go first. The tunnel is only 
  two feet in diameter, requiring characters to crawl. Those 
  with packs and heavy armor will find it impossible 
  without stripping down. No weapon larger than one-
  handed can be used in the tunnel effectively.  
  Fortunately, there is no threat in the tunnel.  
  The tunnel runs some forty feet or so before opening 
  up enough for a man to crawl on his knees. It has 
  turned back southwest, into the mountain, and it is 
  clear that some of the tunnel has been worked and 
  shorn up with timbers and supports. Any dwarf would 
  be proud, save for the cramped spacing. But this is no 
  mining tunnel—it is a secret bolthole of the 
  Borderguard, and as the lead person reaches the end 
  of the tunnel, it is clear why.  
  At the end of the crawl space, after several hundred 
  feet, a wooden ceiling lifts to reveal a sizable natural 
  cavern. Along the Northeast wall, three barrels rest 
  and the floor has been smoothed by thousands of 
  boo s. That same northeast wall holds a sliver of ligh , 
  a crack no wider than a man’s fist, running 
  horizontally. Standing on any o  the barrels provides 
  a clear view of much of the valley as well as of the 
  encampment on the other side. 
  t
  t
  f
  i
   
  f
  f
   
  The barrels hold water; blankets, tack, and shovels; and 
  rocks, used to seal up the break if necessary. In a corner 
  near the barrels is a satchel of leather holding a wooden 
  box marked with the emblem of the Yeomanry league 
  and indicating it as militia property. Within is a spyglass. 
  Without the spyglass, the encampment is visible, but 
  indistinct. With the spyglass, the situation becomes 
  much clearer. 
  Across the valley and against the far wall, the giant 
  camp is plainly v sible. A score and then some of 
  crude stone and wood huts easily fifteen feet high 
  form a semi-circle about an open space that backs the 
  valley wall. Three distinct cave entrances are visible, 
  and another lies up a slope some fifty feet above the 
  valley floor. The slope that leads to this higher cave 
  continues on up the mountain, circling around and 
  out of sight. 
  An army of giants moves about, bringing in game as 
  they likely hunt this valley and several of the others 
  nearby empty. This explains the lack of birds in the 
  valley, something that you hadn’t noticed until now. 
  At various points throughout the day, the party spots 
  at least a score o  ogres, a dozen hill giants, some 
  other giants that are clearly different, one at least 
  with red hair and beard, and at least one blue, horned 
  ogre that disappeared after speaking with one of the 
  giants.  
  Underfoot of these are at least as many orcs and 
  hobgoblins, these two races fighting each other 
  regularly for the amusement of their larger allies. The 
  giants only seem to stop the goblinkin and orcs from 
  brawling once it looks like they will kill each other. 
  This uneasy peace is also visible amongst the ogres, 
  who can be seen swatting each other and squabbling 
  over food scraps.  
  Clear numbers are difficult, but the entire camp is 
  surely over two hundred strong in numbers with at 
  least a quarter o  that being giantkin. There is no wall 
  or barrier, only a space of about 100 feet cleared back 
  from the huts, more by the stomping of feet and 
  swinging of giant arms than by any set plan or reason. 
  The camp itself has a radius of several hundred feet, 
  about three- to four-hundred feet from outside huts to 
  the center of the back wall. 
  Depending on whether the characters learned the 
  location of the giant bard from the orcs or not, they are 
  now in the planning stage. Let them devise whatever 
  plans they wish to attempt to either find out where the 
  giant bard is or get into the caves. Emphasize the sheer 
  numbers of giantkin gathered below and make it clear 
  that a frontal assault will surely result in miserable 
  results. Distractions, stealth, and misdirection are likely 
  the keys to success. Allow the characters to consider their 
  options for some time before having the opportunity of 
  more information present itself. 
  Treasure: There is no treasure in the bolthole beyond the 
  Yeomanry goods left for those who stay here. The 
  spyglass can be taken but Captain Dinalle will eventually 
  discover that it was taken while the party was there and 
  the entire party will fall suspect for its removal, 
  sacrificing the Favor of the Yeomanry Military-Border 
  Guard and the optional training at the end of the module. 
  Encounter Five: An Opportunity 
  Knocks 
  The encampment below is no small tribal gathering. 
  The sheer numbers of giants are overwhelming. As 
  you consider your options, your lookout spots 
  something of interest—a small group of ogres has set 
  off down the main path, buckets and waterskins 
  aplenty amongst them. It seems they are headed out 
  on a water detail. As these great oafs move down the 
  path, they jostle and harangue each other. 
  Creatures: The squad of ogres sent for water gathering is 
  little more than the whipping boys of the giants, gaining 
  YEO3-06 The Rhythm of Drums 
   
  Page 12 
  
  some of the worst, and most degrading work. They are 
  angry at the giants and each other, but primarily at their 
  own weakness. They will see any approach by the party as 
  a chance to curry favor with their leaders by taking heads 
  and meat. As each ogre takes damage though, its innate 
  cowardice will take over. One will play dead long before 
  it takes mortal wounds. Another, the last one standing, 
  will surrender in giant, the only language it knows. 
  APL 4 (EL 5) 
  � Ogres (2): hp 33 each; see Monster Manual. 
  APL 6 (EL 7) 
  � Ogres (4): hp 33 each; see Monster Manual. 
  APL 8 (EL 9) 
  � Ogres Bbn4 (2): hp 87 each; see Appendix. 
  APL 10 (EL 11) 
  � Ogres Bbn4 (4): hp 87 each; see Appendix. 
  Tactics: These ogres have little to lose in the battle and 
  commit whole-heartedly initially before realizing that 
  they don’t want to die. They realize the party will have no 
  chance against the entire camp, but have no intention of 
  alerting the camp unless the party leaves the one playing 
  dead and heads back to rest up or some such. If so, that 
  ogre will also be present when the characters enter the 
  final cave (Encounter Six-A) and confront Boom’Tah. 
  This ogre, still wounded from the battle with the players, 
  will behave the same as it did before—playing dead as 
  soon as it is wounded. If the ogre is there and does this, 
  one of the hill giants will smash him for his cowardice. 
  Development: The ogres, if any are taken alive, know the 
  layout of the camp and can easily be intimidated into 
  sharing what they know. They will also tell everything if 
  they are let go, promising to leave the valley and never 
  return.  
  The ogres know that the giant bard is in the upper cave in 
  the rear of the camp and that he has guards with him. 
  They also know what those guards are, racially, though 
  they can say little other than that. They can share that 
  there is no guard schedule except at night and then only 
  for some of the ogres and hobgoblins who simply roam 
  around, but mostly they play dice and drink.  
  The ogres know little more than this, other than that 
  Boom’Tah (they can provide his name) is a great leader 
  and he will lead them to victories against the men of the 
  flatlands. 
  Treasure:  The possessions of the ogres is the only 
  treasure here. 
  Encounter Six - A: The 
  Encampment 
  The majority of the details of the camp are given above. 
  They are repeated here in slightly greater detail. 
  The encampment is a rough semi-circle of huts around an 
  open space at the hub of that semi-circle, clearly a 
  cooking pit/ community fire/ common area of some sort. 
  The back wall, where this open area is, also holds three 
  caves large enough to admit giants at ground level with a 
  third cave located some fifty feet above and accessed via a 
  slope that starts further into the camp back along the 
  valley, about half way to the edge of the camp. 
  The camp itself is some eight-hundred feet across at the 
  base of the valley wall, reaching about four-hundred feet 
  into the valley with another hundred feet of cleared space 
  beyond that. This area holds large, crude huts of dirt, 
  rock, wood, and thatch, a hodgepodge of oddly shaped 
  structures scattered all around with the largest such 
  structures, the only ones likely to have more than a single 
  room, clustered around the central open area. If counted, 
  a total of 27 such shanties exist, many with water buckets 
  on one side of their doorway and waste piles on the 
  opposite 
  side. 
  The 
  dwellings 
  seem 
  to 
  belong 
  predominantly to the hill giants, but it is clear that some 
  of the outer buildings are currently lived in by bands of 
  ogres. 
  A total of 30 “regular” hill giants (as well as their 
  dependents, 
  non-combatant 
  females 
  and 
  young 
  numbering 12 more hill giants) are supported by a 
  disproportionately large number of ogres (about 30 total), 
  orcs (about 60 total) and hobgoblins (about 70 total). 
  Perhaps this is because of the powers of persuasion of the 
  hill giant bard that leads this camp or perhaps it is the 
  camp’s other giants that keep so large a group of chaotic 
  humanoids in check—the camp also houses two fire 
  giants, three stone giants, and two ogre mages. The racial 
  tensions in the camp are high, held in place only by the 
  uncharacteristically charismatic hill giant, the currently 
  unwavering support of his fire giant “guards” from deeper 
  in the mountain, and the occasional brawl between packs 
  of humanoids that keeps the ogres entertained. 
  � Hill Giants (30): hp 108 each; see Monster Manual. 
  � Ogres (30): hp 33 each; see Monster Manual. 
  � Orcs (60): hp 7 each; see Monster Manual. 
  � Hobgoblins (70): hp 8 each; see Monster Manual. 
  YEO3-06 The Rhythm of Drums 
   
  Page 13 
  
  � Fire Giants (2): hp 147 each; see Monster Manual. 
  � Stone Giants (3): hp 126 each; see Monster Manual. 
  � Ogre Mages (2): hp 42 each; see Monster Manual. 
  The one thing the party might expect that is missing is 
  the presence of worgs. It seems that the population 
  explosion that this encampment saw before the last 
  winter forced the tribe to use the worgs they did have as 
  food.  They are planning to breed a new pack soon. 
  As the ogres that were gathering water will attest, there is 
  no structured guard activity. So many ogres and giants 
  are moving about the village during the day, that it seems 
  they need no guards. At night, it is another matter, as the 
  groups assigned to walk around as guards often pause or 
  stop completely in no discernable pattern. It is clear that 
  most nights these groups link up and spend a good 
  portion of the evening near the central fire rather than 
  walking the perimeter, making sneaking up the slope at 
  night fairly simple. 
  The characters, however, may decide to do it their own 
  way. Let them do as they will, but keep in mind that any 
  seriously botched rolls (such as Hide or Move Silently) 
  could result in a wandering ogre casually spotting the 
  character in question. 
  Development: If the characters are dumb enough to 
  attack the encampment head on, kill them. They will 
  have chances to run, but it will become a race to get out 
  of the valley alive.  
  The encampment, though full of dumb humanoids, is as 
  big as are the humanoids are. Each round, the 
  encampment will fortify and reinforce, trying to simply 
  bring down any enemy foolish enough to attack them 
  with sheer numbers.  
  In the round following the attack on the encampment, a 
  half-dozen orcs, three ogres, and a hill giant will enter the 
  fray from various points around the camp. Each round 
  thereafter, three more orcs and two more ogres will 
  enter, looking to charge any unchallenged characters in 
  melee. Every fourth round, another hill giant will enter 
  the fray. Starting in the third round, and every five 
  rounds after that, an ogre mage, stone giant, or fire giant, 
  at the DMs option, will enter the fray. At whatever point 
  the DM feels appropriate after the fifth round, the giant 
  bard and his personal guards can arrive and help as well 
  in whatever order the DM feels appropriate, though the 
  bard himself should stay fairly well protected. 
  Once the characters run, only two rounds worth of 
  creatures will pursue. The rest in the encampment will 
  continue to head to the direction the attack came from, 
  but will hold at the village edge as the flight of the enemy 
  indicates victory to them. 
  Encounter Six - B: The Caves 
  There are actually four caves along the back wall. If 
  parties are inventive, daring, or just dumb in their 
  scouting or if they don’t gain information that the bard is 
  above from either the orcs or the ogres, then it may 
  become necessary for them to enter these caves. Though 
  not detailed extensively, the contents of these caves, and 
  of the bard’s cave above, are given below. All of the caves 
  have ceilings twenty- to twenty-five feet in height and 
  most passages/doorways are ten-feet wide at least. 
  Tunnel A 
  This tunnel, farthest to the left from the party’s bolthole 
  vantage point, is currently inhabited by the two fire 
  giants. As such there are fires burning all through out its 
  passage and it gives off black smoke that stains the valley 
  wall black above it. 
  Consisting of a large antechamber and two alcoves, 
  partitioned with hanging chains that are hot to the touch 
  driven into the rock ceilings, the room holds little else 
  but some large tree sections that serve as chairs and 
  tables. Many of these show scorch marks as well. 
  The two fire giants seem the least happy of the village 
  and take delight in smashing orcs and hobgoblins that 
  stray too close to them. Occasionally, they can be seen 
  speaking very close together and glancing up the wall at 
  the bard’s tunnel. 
  Tunnel B 
  This tunnel is the deepest and, likely, most dangerous in 
  some ways. Heading deep into the mountain, this area 
  has been worked crudely to significantly expand its size. 
  In the deepest parts, it is clear that such work still 
  continues and during the day. Ogres, orcs, and 
  hobgoblins labor here in shifts under the watch of one or 
  more of the stone giants.  
  Several side rooms sit off the central passage to either 
  side. These house the ogre mages, some of the hill giants, 
  and many of the lesser races, stuffed into rooms to sleep 
  as tightly as possible. 
  A final few rooms, those furthest back, hold an odd 
  assortment of supplies and booty, stashed hodgepodge 
  around where the stonework continues. Mostly 
  mildewed cloth and clothing, there are also barrels of 
  grain and water, large piles of wood, salted wild game 
  (that looks often picked out of), and other things the 
  tribe has acquired over time. 
  YEO3-06 The Rhythm of Drums 
   
  Page 14 
  
  Tunnel C 
  The final ground level tunnel, furthest to the right from 
  the bolthole perspective, is perhaps the best worked of 
  the tunnels. Inhabited by the three stone giants in the 
  camp, it has no less than six distinct rooms with furniture 
  hewn from the very rock itself. While more grand than 
  the central chambers, it is smaller, each room little more 
  than some specific area—antechamber, dining area, 
  storage room, and three bed areas. 
  The Bard’s Tunnel  
  With any luck, this is the only cave the characters enter. 
  The slope of the rocky face is uneven, but wider than 
  many o  the trails you took into this valley. The cave 
  at the top is visible by the light that pours out from 
  within. Below, four orcs and an ogre pass a bottle that 
  the ogre summarily keeps as they toss bones for coins 
  around the common fire. 
  f
  At the mouth of the cave, an antechamber is visible, 
  heading deeper in, its edges curving around. 
  The antechamber is roughly circular and some thirty feet 
  in diameter. A short, five-feet long and ten-feet wide 
  corridor leads into this room. Characters will have to 
  move into this corridor before seeing the room itself in 
  full. 
  A large circular room holds torches driven into 
  sconces fixed in the walls, which illuminate a strange 
  collection of artworks and instruments. A mismatch 
  of tapestries, some little more than painted linens, are 
  hung next to crude cave paintings. Logs, boxes, 
  stumps, and tables hold drums, flutes, pipes, and even 
  dented brass-horns. Amongst these are the hands of 
  what might have been these instruments’ players, 
  some little more than skeletal remains, some still 
  rotting, and the freshest at least a week old. 
  Treasure: Hidden amongst the other instruments are 
  pipes of sounding (at all APLs) and a horn of fog (at APL 
  10 only). Characters will only find these if they search 
  amongst the instruments or use detect magic (or similar 
  means) in this room. 
  Any characters who enter the room visible will need to 
  make Spot checks immediately (DC 20 + the APL) to spot 
  the orc female noncombatant hiding in the corner. She is 
  doing everything she can to make herself unnoticeable, 
  as the attentions of the giant are not ones she enjoys. If 
  she is left alone, she will respond accordingly, letting the 
  characters be about their fate. They may fail to notice her 
  at all—each character can make the check as they enter. 
  If characters use some form of magical or other means to 
  scout or enter the caves, the female is slightly more 
  active, peaking about the instruments. If she is 
  approached in any way, or spoken to after she indicates 
  no intention of speaking, she will scream, calling out a 
  warning to those she clearly fears much more than the 
  party. She makes no attempt to fight, only screaming. 
  (Consider her a regular orc with only 3 hit points). 
  If they do spot her, use the following description. 
  Cowering in the crevice created by a box not set flush 
  with the circular wall is an orc female. She seems 
  terrified and hides her eyes as if she can make you not 
  be there by not seeing you. As you watch she curls up 
  as tightly as possible, shrink from your gaze. 
  Beyond this first room is Boom’Tah’s meeting room. 
  A thick carpet hangs at the back of the cave, covering 
  a space almost directly opposite the entrance tunnel 
  and muffling the voices within. Beyond, another 
  room almost identical to the first in shape but slightly 
  smaller in size holds a seven-foot high table and large 
  tree stumps which serve as stools. 
  If the players do not set off the orc in the first room, 
  Boom’Tah will be here. If it is APL 4, the voices were 
  Boom’Tah talking to himself, trying out the sounds of his 
  words, something he often does.  
  If orcs escaped the PCs in Encounter Two, the players 
  who listen at the carpet and who understand giant will 
  here Boom’tah discussing the orcs’ report—something he 
  will listen to and think as many thoughts out loud as he 
  can on before settling on a course of action. If one of the 
  ogres escaped in Encounter Five, that ogre will be here, 
  having filed its report as well. (This ogre is not added to 
  the encounter list as it will play dead as soon as injured 
  and will likely be dispatched by one of the giants.) 
  If no orcs escaped the initial encounter, the discussion is 
  more heated as the guards, more trusted advisors, point 
  out that the fire giants expect answers to their concerns 
  and that Boom’tah seems inclined of his own mind. 
  Boom’Tah will confess his desire to take his tribe on his 
  own without the fire giants, but little more can be heard 
  as they conspire against the fire giants in whispers. 
  A final room, off to the side of this one, is little more than 
  a box cut straight back. It houses Boom’Tah’s bedding and 
  personal belongings, as well as his human-skin drum, the 
  first thing he will go after once the fighting starts. 
  Creatures: With any luck, the only creatures the party 
  will encounter in combat will be those in the Bard’s 
  Tunnel. 
  YEO3-06 The Rhythm of Drums 
   
  Page 15 
  
  APL 4 (EL 8) 
  � Boom’Tah, Hill Giant Brd1: hp 106; see Appendix. 
  APL 6 (EL 9) 
  � Boom’Tah, Hill Giant Brd2: hp 113; see Appendix. 
  � Ogres (2): hp 33 each; see Monster Manual. 
  APL 8 (EL 12) 
  � Boom’Tah, Hill Giant Brd4: hp 126; see Appendix. 
  � Hill Giants (2): hp 108 each; see Monster Manual. 
  APL 10 (EL 14) 
  � Boom’Tah, Hill Giant Brd5: hp 133; see Appendix. 
  � Hill Giant Rog3: hp 131; see Appendix. 
  � Hill Giant Wiz3: hp 115; see Appendix. 
  Tactics: The characters likely encounter a very difficult 
  battle here, made more so by the fact that they are trying 
  to take Boom’Tah alive. In that regard, his guards are 
  more concerned with protecting him, meaning that they 
  may pass obvious attack options to move to defend 
  Boom’Tah, taking attacks of opportunity from the party if 
  necessary and feeling their strength and durability 
  superior to that of any such puny creatures. Those who 
  go after Boom’Tah directly become the primary targets 
  for his guards.  
  Any guards present will immediately commit their lives 
  to protecting Boom’Tah, fighting to the death rather than 
  let Boom’Tah fall. If they gain any indication that the 
  party intends to try to take Boom’Tah alive, they will 
  redouble their efforts to take the party down or die 
  trying. 
  Though the battle in the cave may rage fiercely, none 
  below will come to help. As it is night, most of the camp 
  is sleeping. Those on watch will fear that either it is a 
  coup they are not part of yet or the wrath of Boom’Tah 
  brought down on someone dragged in that they did hear 
  of yet.  
  Boom’Tah himself will begin chanting as soon as he can, 
  grabbing his drum if possible and casting spells as able, or 
  simply drawing his weapon and slashing away at any 
  “little vermin” that come near him. 
  Treasure: The possessions of the creatures here is the 
  only treasure. 
  Development: If the characters cannot take Boom’Tah 
  alive, they can always simply kill him. As soon as he is 
  dead, they can retreat if necessary and have completed at 
  least the bare minimum of their objective. They will still 
  have to flee back they way they came, but the run will be 
  much less harrowing without the extra burden of the hill 
  giant and the ending less rewarding. Let them resolve the 
  situation as they see fit, based on their own needs and 
  expectations. 
  If the characters succeed in taking Boom’Tah alive by 
  whatever means they contrive, the issue of moving him 
  then comes into play. Unless he is charmed or some 
  other way forced into walking co-operatively, it is clear 
  that he will have to be carried. He will struggle if 
  conscious and bound, trying to break free and realizing 
  that, since they have already bound him up, they don’t 
  plan to kill him. If allowed to walk, even under sword 
  point, he will attempt to drag whomever is holding the 
  rope, forcing a strength contest to control his 
  movements. Boom’Tah will even try to walk right off the 
  edge of the cliff, hoping to pull anyone holding the rope 
  with him. 
  The best way to move him would be to have him 
  charmed. The next best way will be unconscious, but 
  good luck moving an 1,100 pound hill giant. Have the 
  players actually figure out how to pull this off. Have them 
  check their own gear weight issues as well. It is possible 
  for an incredibly strong character (Str 18) to pull the hill 
  giant by herself though her gear might present a 
  problem, but don’t tell them this. Dragging also adds the 
  problem of creating a readily followable trail unless some 
  other measures are taken. There are numerous creative 
  solutions, but the initial run from the cave should create 
  a concern and a sense of immediacy the situation 
  deserves as the party addresses this very real problem. 
  Unless the party lets Boom’Tah go over the edge, 
  however, there is little chance of the tribe discovering 
  the situation until morning. If he does, those around the 
  fire, as listed above, will join the fight and the camp can 
  be considered alerted as outlined in Encounter Six-A. 
  Characters may take a different track all together, 
  splitting up so that some distract the camp while others 
  try a grab at the giant bard. Let them devise their own 
  plan, but once the camp is alerted it will send out groups 
  of units as detailed above until the threat retreats. 
  Anything that already sees that threat will continue 
  pursuing it, perhaps forcing the party to run separately 
  back on their way to civilization. 
  Encounter Seven: Full Reverse 
  As the party flees into the night, make their situation 
  clear to them—they are moving rapidly back the way 
  they came, but now with a giant, how ever co-operative, 
  in tow. Their tracks are going to be much more difficult 
  YEO3-06 The Rhythm of Drums 
   
  Page 16 
  
  to cover and the giant is much easier to spot from just 
  about anywhere. It is early the next morning when the 
  sounds come. If they have slain or unsuccessfully faced 
  the hill giant bard, adjust the descriptions accordingly. 
  F eeing with the hill giant into the night, the sounds 
  begin just before the sun comes through the peaks. 
  Horns first, and then drums and other strange sounds 
  join a cacophony of misery and anger. The message 
  may not be discernable, but its intent is clear—rage. 
  And just then, then sun rises over a break in the 
  peaks about you, the bright ligh  almost pointing you 
  out. 
  l
   
   
  t
  t
  f
   
  The party will need to face the unsteady footing of the 
  avalanche site and the stream in the woods at the foot of 
  the mountain again. As time permits, replay these in 
  reverse order, perhaps throwing a group of orcs or ogres 
  at the PCs if they are still strong enough to take it in 
  order to demonstrate that they are indeed being chased. 
  If the party is hurting, have the party see the orcs coming 
  up the paths behind them, and allow them to visit the 
  avalanche they met upon the orcs. Play up the chase as 
  much as time permits, keeping them focused on getting 
  back out of the forested hills into the lands of the 
  Yeomanry. 
  Encounter Eight: Not in Here! 
  Just when they thought it was over… 
  As the trees change back to open plains and the sight 
  of Yeoman fields appear in the distance, you are glad 
  to see civilization again, one way or the o her. 
  If the characters have successfully captured Boom’Tah, 
  allow each of the players to make a single DC15 
  Intelligence check at this point. Point out to any who 
  succeed that, though they have Boom’Tah secured, they 
  might have a difficult time getting him into town. 
  Inventive characters may devise ways to conceal the hill 
  giant, but unless these methods are put into effect hours 
  before they reach the city, this means marching a giant 
  through Yeomanry territory—the results are as can be 
  expected without extraordinary methods. 
  If they don’t realize this before they get there or if they 
  don’t do anything about it, word will spread. The first 
  farmer to pass them on the road who sees they have a 
  giant will head to the nearest farm and start rousting the 
  militia. By the time the party gets closer to Shalehal, they 
  will start to see young men and women dressed in 
  leathers and carrying spears running through the fields 
  towards town. 
  As you head back, it seems word has preceded you. 
  About a half-mile from town you spot the first one, 
  speeding away as fast as legs can carry—a young man 
  dressed in leather armor and carrying a spear running 
  through the fields. As you head on, you spot others, 
  running along both sides of the road, but all at least a 
  few hundred feet off into the fields. They do not 
  pause, barely glancing at the party as they race on 
  ahead. 
  These are militiamen using the run option to move past 
  the party as quickly as possible. The will maintain this 
  movement rate of 120 feet per round until all the way at 
  the entrance to the village.  
  As you reach the outskirts of Shalehal, maybe some 
  three hundred yards from the first buildings you see 
  why. A large contingency o  militia, maybe three 
  score strong, are blocking the road with a matching 
  number of armed shopkeepers and other citizens that 
  have formed up in units to support this force backing 
  them up. 
  A single man, clearly a militia sergeant but not one 
  you recognize, strides purposefully forward, sword 
  drawn. “Hold on now. I’m Sergeant Zeke Millard. 
  Who are y’all? And what’s the meanin’ of this here? Ya 
  can’t be bringing no giant-like things up in here! The 
  only good giant’s a dead one!”
  At this, the assembled mob lets out a roar of 
  agreement. 
  Allow the players to negotiate this as they see fit. If they 
  bring up the name of Captain Dinalle, he will quickly be 
  sent for and can resolve this peacefully by having the 
  militia take over command of Boom’Tah under the 
  Captain’s orders. Characters who think of this can do it 
  themselves, simply handing him over. Otherwise, the 
  sergeant feels fairly justified in denying the party access 
  to the town until the matter is resolved, and he will give 
  the party as hard a time as he can, accusing them of being 
  giant-sympathizers and such until provided with 
  reasonable explanation. Even so, this is likely this 
  sergeant’s best chance to be a part of a giant killing 
  without risking his own life, and he’s somewhat eager for 
  the claim. 
  Development: No statistics are provided for this 
  encounter. The party simply needs to negotiate some 
  kind of deal with the sergeant, either by bringing Cpt. 
  Dinalle into it or by handing the giant over to the militia. 
  Either solution is workable, the first being the best. 
  Captain Dinalle will arrive and quickly back the party, 
  acknowledging their bravery and, with a wink, chastising 
  them for their recklessness. If the party hand the giant 
  over to the sergeant, Captain Dinalle finds the party back 
  at the Inn later, calling them with a note. He has gotten 
  Boom’Tah back from the militia in “not so good health,” 
  YEO3-06 The Rhythm of Drums 
   
  Page 17 
  
  but the medics are tending to him now. If the party killed 
  Boom’Tah, then they must seek out Captain Dinalle. 
  Conclusion 
  Meeting again with Captain Dinal e, the half-elf 
  seems sincerely pleased to see you again. “Well, let’s 
  get to the debriefin’ then, shall we,” he asks, looking 
  about for who will tell h m your story. 
  l
  i
  If the party successfully captured Boom’Tah alive: 
  This is the best option and the Captain is visibly pleased 
  from the moment he sees the party, regardless of how the 
  giant was handed over. 
  “I’m mighty proud of the lot of y’all. Orders still ain’t 
  come yet, but I expect that the attack order on the 
  camp’s a coming. Without this Boom’tah fellow to 
  back them up, their own bitterness will break them 
  up for easy pickings.” 
  The Captain also grants them a Point of Influence with 
  the Yeomanry Military—Borderguard (see the Treasure 
  Summary) and makes them an offer. 
  “If’n any of you want, I can have you trained as a 
  signaler, teach you some of this drum stuff we use 
  and that we’re getting from the giant.” 
  For one additional TU, characters who so desire can train 
  in the Borderguard station in Shalehal in signaling (see 
  the Treasure Summary).  
  If the party successfully killed Boom’Tah: 
  The Captain is pained by this response as the capture of 
  the giant was what he had truly hoped the adventurers 
  would accomplish. However, he is still glad the giant is 
  gone. 
  “Well, I’d a liked to ask that giant some questions for 
  sure but I’m still proud of the lot of y’all. Orders still 
  ain’t come yet, but I expect that the attack order on 
  the camp’s a coming. Without this Boom’tah fellow to 
  back them up, their own bitterness will break them 
  up for easy pickings.” 
  The Captain also grants them a Point of Influence with 
  the Yeomanry Military—Borderguard (see the Treasure 
  Summary), but not the additional training. 
  If Boom’Tah gets away or wasn’t defeated: 
  The Captain will be severely displeased and make it clear. 
  “So, you didn’t kill h m and now ya done stirred up 
  the anthill and run back here?” The Captain looks 
  severely perturbed. You are glad for the half-elven 
  blood that seems to hold his anger in some check. 
  “Well, I thank you for your time. I guess that’s all 
  there is left to say.” With that, the dark haired half-elf 
  exi s without looking back. 
  i
  t
  The PCs receive neither the Influence Point nor the 
  additional training. 
   
   
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Two 
  Defeat the orcs 
   
  APL 4 – 180 xp; 
   
  APL 6 – 240 xp; 
   
  APL 8 – 300 xp; 
   
  APL 10 – 360 xp. 
  Encounter Three 
  Survive the avalanche (and the xorns) 
   
  APL 4 – 90 xp; 
   
  APL 6 – 210 xp; 
   
  APL 8 – 270 xp; 
   
  APL 10 – 300 xp. 
  Encounter Five 
  Defeat the ogres 
   
  APL 4 – 150 xp; 
   
  APL 6 – 210 xp; 
   
  APL 8 – 270 xp; 
   
  APL 10 – 330 xp. 
  Encounter Six-B 
  Capture or defeat the hill giant bard 
   
  APL 4 – 240 xp; 
   
  APL 6 – 270 xp; 
   
  APL 8 – 360 xp; 
   
  APL 10 – 420 xp. 
  Discretionary Roleplaying Award 
  Judge may allocate up to the following for good role-
  playing  
   
  APL 4 – 67 xp; 
   
  APL 6 – 90 xp; 
   
  APL 8 – 112 xp; 
   
  APL 10 – 135 xp. 
  YEO3-06 The Rhythm of Drums 
   
  Page 18 
  
  Total Possible Experience (Max. XP Allowed) 
   
  APL 4 – 727 xp (675 xp); 
   
  APL 6 – 1,020 xp (900 xp); 
   
  APL 8 – 1,312 xp (1,125 xp); 
   
  APL 10 – 1,545 xp (1,350 xp). 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Introduction: 
   
  All APLs: L: 0 gp; C: 17 gp; M: 0 gp. 
  Encounter Two: 
   
  APL 4: L: 68 gp; C: 0 gp; M: 0 gp. 
   
  APL 6: L: 98 gp; C: 0 gp; M: 0 gp. 
   
  APL 8: L: 130 gp; C: 0 gp; M: 0 gp. 
   
  APL 10: L: 154 gp; C: 0 gp; M: 0 gp. 
  Encounter Five: 
   
  APL 4: L: 8 gp; C: 0 gp; M: 0 gp. 
   
  APL 6: L: 16 gp; C: 0 gp; M: 0 gp. 
   
  APL 8: L: 8 gp; C: 0 gp; M: 0 gp. 
   
  APL 10: L: 16 gp; C: 0 gp; M: 0 gp. 
  Encounter Six-B: 
   
  APL 4: L: 36 gp; C: 0 gp; M: circlet of persuasion (375 
  gp), pipes of sounding (150 gp). 
   
  APL 6: L: 11 gp; C: 0 gp; M: circlet of persuasion (375 
  gp), pipes of sounding (150 gp), +1 large greatsword (200 
  gp), potion of eagle’s splendor (25 gp). 
   
  APL 8: L: 75 gp; C: 0 gp; M: circlet of persuasion (375 
  gp), pipes of sounding (150 gp), +1 large greatsword (200 
  gp), potion of eagle’s splendor (25 gp), cloak of charisma 
  +2 (333 gp), potion of cure serious wounds (63 gp), elixir 
  of fire breath (92 gp). 
   
  APL 10: L: 36 gp; C: 0 gp; M: circlet of persuasion 
  (375 gp), pipes of sounding (150 gp), +1 large greatsword 
  (200 gp), potion of eagle’s splendor (25 gp), cloak of 
  charisma +2 (333 gp), potion of cure serious wounds (63 
  gp), elixir of fire breath (92 gp), horn of fog (167 gp), bead
  of force (250 gp), ring of protection +1 (167 gp), +1 large 
  longsword (194 gp). 
   
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 4: L: 112 gp; C: 17 gp; M: 525 gp - Total: 654 gp 
  (600 gp). 
  APL 6: L: 125 gp; C: 17 gp; M: 750 gp - Total: 892 gp 
  (800 gp). 
  APL 8: L: 213 gp; C: 17 gp; M: 1,238 gp - Total: 1,468 
  gp (1,250 gp). 
  APL 10: L: 206 gp; C: 17 gp; M: 2,016 gp - Total: 2,239 
  gp (2,100 gp). 
  YEO3-06 The Rhythm of Drums 
   
  Page 19 
  
  Special 
  � Influence Point with the Yeomanry Military: 
  Borderguard 
   
  Captain Dinalle of the Shalehal Borderguard post 
  will speak favorably on behalf of this character, one time. 
  Characters can use this Influence Point for a variety of 
  effects, as outlined in The Player’s Guide to the 
  Yeomanry, available from the Yeomanry website. 
  � Optional Training: Signaler 
   
  For one additional TU spent, PCs, who so desire, can 
  train in the Borderguard station in Shalehal, gaining an 
  effective rank of 0 in Profession (signaler). This gives 
  those who are trained the ability to understand basic 
  signaling, both using drums and flags. Those with ranks 
  in Profession (signaler) gain a +2 competence bonus to 
  that skill.  This effect lasts for one year from the date on 
  this AR, after which time it can be renewed for an 
  additional year (each year) by spending an additional one 
  TU to return for re-training. 
  Items for the Adventure Record 
  Item Access 
  APL 4: 
  � Pipes of Sounding (Adventure, DMG) 
  � Circlet of Persuasion (Adventure, DMG) 
   
  APL 6 (APL 4 Items plus): 
  � +1 Large Greatsword (Adventure, DMG) 
   
  APL 8 (APL 4, 6 Items plus): 
  � Potion of Cure Serious Wounds (Adventure, 
  DMG) 
  � Cloak of Charisma +2 (Adventure, DMG) 
  � Elixir of Fire Breath (Adventure, DMG) 
   
  APL 10 (APL 4, 6, 8 Items plus): 
  � Bead of Force (Adventure, DMG) 
  � Horn of Fog (Adventure, DMG) 
  � +1 Large Longsword (Adventure, DMG) 
   
   
  YEO3-06 The Rhythm of Drums 
   
  Page 20 
  
  Appendix: NPCs 
   
  APL 4  
  Encounter Two 
  Orc, male Bard 2: Medium Humanoid (orc); HD 2d6+2; 
  hp 11; Init +0; Spd 30 ft.; AC 13 (+3 studded leather 
  armor), touch 10, flat-footed 13; Base Atk +1; Grap +3; Atk 
  Falchion +3 melee (2d4+4/18-20) or Javelin +1 ranged 
  (d6+3); Full attack Falchion +3 melee (2d4+4/18-20) or 
  Javelin +1 ranged (d6+3); SQ Darkvision 60 ft., light 
  sensitivity, 
  Bardic 
  music, 
  Bardic 
  Knowledge, 
  Countersong, Fascinate, Inspire Courage +1; AL CE; SV 
  Fort  +1, Ref +3, Will +1; Str 14, Dex 10, Con 12, Int 8, 
  Wis 6, Cha 11. 
   
  Skills: Perform +5, Bluff +5, Diplomacy +3, Hide+4, 
  Move Silent +4, Tumble +4, Listen +1, Spot +1. 
   
  Feats:  Alertness;  
   
  Languages: Orc, Goblin, Giant.  
   
  Equipment: Studded Leather Armor, Falchion, 
  Javelin.;  Spells: (known-5/0*) per day-3/0 
   
   
   
  Spells Known 5/0*  (3/0*; base DC = 10 + spell level): 
  0—[Daze, Lullaby, Read Magic, Resistance, Summon 
  Instrument] 
  Orc, male Cleric of Gruumsh 4: Medium Humanoid 
  (orc); HD 4d8+8; hp 30; Init +0; Spd 30 ft.; AC 15 (+3 
  studded leather armor, +2 large wood shield), touch 10, 
  flat-footed 15; Base Atk +3; Grap +7; Atk Masterwork 
  Shortspear +6 melee (1d6+1) or Shortspear +3 ranged 
  (1d6+1); Full attack Masterwork Shortspear +6 melee 
  (1d6+1) or Shortspear +3 ranged (1d6+1); SQ Darkvision 
  60 ft., light sensitivity; AL CE; SV Fort  +6, Ref +0, Will 
  +6; Str 12, Dex 9, Con 14, Int 10, Wis 14, Cha 6. 
   
  Languages: Orc, Goblin, Giant 
   
  Skills: Concentration +10, Sense Motive (cc) +6,  
  Knowledge( religion) +1, Heal +3, Diplomacy +2,  Listen 
  +5, Spot +1 
   
  Feats:  Alertness, Combat Casting, Weapon Focus 
  (spear) 
   
  Equipment: Studded Leather Armor, Hvy Wooden 
  Shield, Shortspear, Masterwork Shortspear  
   
  Spells Prepared (5/4+1/3+1; base DC = 12 + spell 
  level): 0—[cure minor wounds, create water, guidance, 
  purify food and drink, resistance]; 1st—[protection from 
  law*, bane, command, death watch, shield of faith ] 
  2nd—[shatter*, hold person, inflict moderate wound, 
  sound burst]. 
  *Domain spell. Domains: [Chaos (cast chaos spells at 
  +1 caster level), War (free martial weapon proficiency and 
  weapon focus feat with deity's favored weapon)]. 
  Encounter Six 
  Boom'Tah, male hill giant bard 1: Large giant; HD 
  12d8+36+1d6+3; hp 106; Init +0; Spd 40 ft., 30 ft in hide 
  armor; AC 20 (-1 size, -1 Dex, +9 natural, +3 hide armor), 
  touch 8, flat-footed 20; Base Atk +9; Grap +18; Atk 
  Masterwork Large Greatsword +15 melee (3d6+7) or Slam 
  +13 melee (1d4+5) or rock +8  ranged (2d6+5); Full attack 
  Masterwork Large Greatsword +15/+10 melee (3d6+7) or 
  2 Slams  +13 melee (1d4+5) or rock +8  ranged (2d6+5); 
  SQ 10 ft reach, low-light vision, rock throwing, rock 
  catching, Bardic music, Bardic Knowledge, Countersong, 
  Fascinate, Inspire Courage +1;  AL CE; SV Fort  +11, Ref 
  +5, Will +6; Str 20, Dex 8, Con 17, Int 11, Wis 10, Cha 13. 
   
  Skills: Bluff+8, Diplomacy+8, Hide+3, Move Silent 
  +3, Perform+8, Tumble+3, Climb +5, Jump +5, Listen +3, 
  Spot +6 
   
  Feats: Cleave, Imp. Bull Rush, Power Attack, Imp. 
  Sunder, Weapon Focus (Large Greatsword) 
   
  Languages: Orc, Giant;   
   
  Equipment: Circlet of Persuasion, Lg Hide Armor, 
  Masterwork Large Greatsword. 
  Spells Known 4/0*  (2/0*; base DC = 11 + spell level): 
  0—[Flare, Lullaby, Light, Resistance] 
  APL 6  
  Encounter Two 
  Orc, male Barbarian 1 (2): Medium Humanoid (orc); 
  HD 1d12+1; hp 10; Init +0; Spd 40 ft.; AC 13 (+3 studded 
  leather armor), touch 10, flat-footed 13; Base Atk +1; Grap 
  +4; Atk Falchion +4 melee (2d4+4/18-20) or Javelin +1 
  ranged (d6+3); Full attack Falchion +4 melee (2d4+4/18-
  20) or Javelin +1 ranged (d6+3); SQ Darkvision 60 ft., 
  light sensitivity, Rage 1time/ day, Fast Movement; AL 
  CE; SV Fort  +3, Ref +0, Will -2; Str 17, Dex 11, Con 12, 
  Int 8, Wis 7, Cha 6. 
   
  Skills: Climb +7, Intimidate +1, Jump+7,  Listen +2, 
  Spot +1 
   
  Feats:  Alertness 
   
  Languages: Orc, Goblin, Giant. 
   
  Equipment: Studded Leather Armor, Falchion, 
  Javelin.;   
  Orc, male Bard 4: Medium Humanoid (orc); HD 4d6+4; 
  hp 21; Init +0; Spd 30 ft.; AC 13 (+3 studded leather 
  armor), touch 10, flat-footed 13; Base Atk +3; Grap +5; Atk 
  Falchion +5 melee (2d4+4/18-20) or Javelin +3 ranged 
  (d6+3); Full attack Falchion +5 melee (2d4+4/18-20) or 
  Javelin +3 ranged (d6+3); SQ Darkvision 60 ft., light 
  sensitivity, 
  Bardic 
  music, 
  Bardic 
  Knowledge, 
  YEO3-06 The Rhythm of Drums 
   
  Page 21 
  
  Countersong, Fascinate, Inspire Courage +1; AL CE; SV 
  Fort  +2, Ref +4, Will +2; Str 14, Dex 10, Con 12, Int 8, 
  Wis 6, Cha 12. 
  Skills: Perform +10, Bluff +7, Diplomacy +5, Hide+5, 
  Move Silent +5, Sense Motive +1, Tumble +5, Listen +1, 
  Spot +1 
   
  Feats:  Alertness, Skill Focus (Perform) 
   
  Languages: Orc, Goblin, Giant. 
   
  Equipment: Studded Leather Armor, Falchion, 
  Javelin. 
   
  Spells Known 6/3/0*  (3/3/0*; base DC = 11 + spell 
  level): 0—[Daze, Flare, Lullaby, Read Magic, Resistance, 
  Summon Instrument]; 1
  st—[Charm Person, Cure Light 
  Wounds, Expeditious Retreat]  
  Orc, male Cleric of Gruumsh 6: Medium Humanoid 
  (orc); HD 6d8+12; hp 45; Init +0; Spd 30 ft.; AC 13 (+3 
  studded leather armor), touch 10, flat-footed 13; Base Atk 
  +4; Grap +8; Atk Masterwork Shortspear +7 melee 
  (1d6+1) or Shortspear +4 ranged (1d6+1); Full attack 
  Masterwork Shortspear +7 melee (1d6+1) or Shortspear 
  +4 ranged (1d6+1); SQ Darkvision 60 ft., light sensitivity; 
  AL CE; SV Fort  +6, Ref +0, Will +6; Str 12, Dex 9, Con 14, 
  Int 8, Wis 14, Cha 6. 
   
  Languages: Orc, Goblin, Giant 
   
  Skills Concentration +10, Sense Motive (cc) +7,  
  Knowledge( religion) +2, Heal +4, Diplomacy +2, Listen 
  +5, Spot +1 
   
  Feats:  Alertness, Weapon Focus (spear), Combat 
  Casting, Leadership 
   
  Equipment: Studded Leather Armor, Hvy Wooden 
  Shield, Shortspear, Masterwork Shortspear  
   
  Spells Prepared (5/4+1/4+1/2+1; base DC = 12 + spell 
  level): 0—[cure minor wounds, create water, guidance, 
  purify food and drink, resistance]; 1st—[protection from 
  law*, bane, command, death watch, shield of faith ] 
  2nd—[shatter*, hold person, inflict moderate wound, 
  owl’s wisdom, sound burst] 3
  rd—[ magic vestment*, 
  bestow curse, invisibility purge]. 
   
  *Domain spell. Domains: [Chaos (cast chaos spells at 
  +1 caster level), War (free martial weapon proficiency and 
  weapon focus feat with deity's favored weapon)]. 
  Encounter Six 
  Boom'Tah, male hill giant bard 2: Large giant; HD 
  12d8+36+2d6+6; hp 113; Init +0; Spd 40 ft., 30 ft in hide 
  armor; AC 20 (-1 size, -1 Dex, +9 natural, +3 hide armor), 
  touch 8, flat-footed 20; Base Atk +10; Grap +19; Atk +1 
  Large Greatsword +16 melee (3d6+8) or Slam +14 melee 
  (1d4+5) or rock +9  ranged (2d6+5); Full attack +1 Large 
  Greatsword +16/+11 melee (3d6+8) or 2 Slams  +14 melee 
  (1d4+5) or rock +9  ranged (2d6+5); SQ 10 ft reach, low-
  light vision, rock throwing, rock catching, Bardic music, 
  Bardic Knowledge, Countersong, Fascinate, Inspire 
  Courage +1;   AL CE; SV Fort  +11, Ref +6, Will +7; Str 20, 
  Dex 8, Con 17, Int 11, Wis 10, Cha 13. 
   
  Skills: Bluff+9, Diplomacy+9, Hide+4, Move Silent 
  +4, Perform+9, Tumble+4, Climb +5, Jump +5, Listen +3, 
  Spot +6 
   
  Feats: Cleave, Imp. Bull Rush, Power Attack, Imp. 
  Sunder, Weapon Focus (Large Greatsword);  
   
  Languages: Orc, Giant 
   
  Equipment: Circlet of Persuasion, Potion of Eagle’s 
  Splendor, Lg Hide Armor, +1 Large Greatsword. 
   
  Spells Known 5/2  (3/1; base DC = 11 + spell level): 
  0—[Flare, Lullaby, Light, Read Magic, Resistance] 1
  st—
  [Tasha’s hideous laughter, comprehend languages] 
  APL 8  
  Encounter Two 
  Orc, male Barbarian 4 (2): Medium Humanoid (orc); 
  HD 4d12+4; hp 39; Init +0; Spd 30 ft.; AC 13 (+3 studded 
  leather armor), touch 10, flat-footed 13; Base Atk +4; Grap 
  +8; Atk Falchion +8 melee (2d4+6/18-20) or Javelin +4 
  ranged (d6+4); Full attack Falchion +8 melee (2d4+6/18-
  20) or Javelin +4 ranged (d6+4); SQ Darkvision 60 ft., 
  light sensitivity, Rage 2time/ day, Fast Movement, Trap 
  Sense +1, Uncanny Dodge (Dex bonus to AC); AL CE; SV 
  Fort  +5, Ref +1, Will -1; Str 18, Dex 11, Con 12, Int 8, Wis 
  7, Cha 6.;  
   
  Skills: Climb +10, Intimidate +4, Jump+10, Swim +6, 
  Listen +2, Spot +1 
   
  Feats:  Alertness, Power Attack 
   
  Languages: Orc, Goblin, Giant 
   
  Equipment: Studded Leather Armor, Falchion, 
  Javelin. 
  Orc, male Bard 4: Medium Humanoid (orc); HD 4d6+4; 
  hp 21; Init +0; Spd 30 ft.; AC 13 (+3 studded leather 
  armor), touch 10, flat-footed 13; Base Atk +3; Grap +5; Atk 
  Falchion +5 melee (2d4+4/18-20) or Javelin +3 ranged 
  (d6+3); Full attack Falchion +5 melee (2d4+4/18-20) or 
  Javelin +3 ranged (d6+3); SQ Darkvision 60 ft., light 
  sensitivity, 
  Bardic 
  music, 
  Bardic 
  Knowledge, 
  Countersong, Fascinate, Inspire Courage +1, Inspire 
  Competence; AL CE; SV Fort  +2, Ref +4, Will +2; Str 14, 
  Dex 10, Con 12, Int 8, Wis 6, Cha 12. 
   
  Skills: Perform +10, Bluff +7, Diplomacy +5, Hide+5, 
  Move Silent +5, Sense Motive +1, Tumble +5, Listen +1, 
  Spot +1 
   
  Feats:  Alertness, Skill Focus (Perform) 
   
  Languages: Orc, Goblin, Giant. 
   
  Equipment: Studded Leather Armor, Falchion, 
  Javelin.  
   
  Spells: (known-6/3/0*) per day-3/3/0  
  YEO3-06 The Rhythm of Drums 
   
  Page 22 
  
  Orc, male Cleric of Gruumsh 7: Medium Humanoid 
  (orc); HD 7d8+14; hp 53; Init +0; Spd 30 ft.; AC 13 (+3 
  studded leather armor), touch 10, flat-footed 13; Base Atk 
  +5; Grap +9; Masterwork Shortspear +8 melee (1d6+1) or 
  Shortspear +5 ranged (1d6+1); Full attack Masterwork 
  Shortspear +8 melee (1d6+1) or Shortspear +5 ranged 
  (1d6+1); SQ Darkvision 60 ft., light sensitivity; AL CE; SV 
  Fort  +6, Ref +0, Will +6; Str 12, Dex 9, Con 14, Int 8, Wis 
  14, Cha 6. 
   
  Languages: Orc, Goblin, Giant. 
   
  Skills: Concentration +11, Sense Motive (cc) +7,  
  Knowledge( religion) +2, Heal +4, Diplomacy +3, Listen 
  +5, Spot +1 
   
  Feats:  Alertness, Weapon Focus (spear), Combat 
  Casting, Leadership 
   
  Equipment: Studded Leather Armor, Hvy Wooden 
  Shield, Shortspear, Masterwork Shortspear  
   
  Spells Prepared (6/5+1/4+1/2+1/1+1; base DC = 12 + 
  spell level): 0—[cure minor wounds (2), create water, 
  guidance, purify food and drink, resistance]; 1st—
  [protection from law*, bane, command, death watch, 
  entropic shield, shield of faith ] 2nd—[shatter*, hold 
  person, inflict moderate wound, owl’s wisdom, sound 
  burst] 3
  rd—[ magic vestment*, bestow curse, invisibility 
  purge] 4
  th—[ divine power*, inflict critical wounds]. 
   
  *Domain spell. Domains: [Chaos (cast chaos spells at 
  +1 caster level), War (free martial weapon proficiency and 
  weapon focus feat with deity's favored weapon)]. 
  Encounter Five 
  Ogre Barbarian 4 (2):Large giant; HD 4d8+19+4d12+16; 
  hp 87; Init +0; Spd 50 ft., 40 ft in hide armor; AC 17 (-1 
  size, +5 natural, +3 hide armor), touch 10, flat-footed 17; 
  Base Atk +7/+2; Grap +19; Atk Greatclub +15 melee 
  (2d8+12); Full attack Greatclub +15/+10 melee (2d8+12); 
  SQ Rage 2time/ day, Fast Movement, Trap Sense +1, 
  Uncanny Dodge (Dex bonus to AC);   AL CE; SV Fort  
  +12, Ref +2, Will +2; Str 26, Dex 11, Con 18, Int 8, Wis 10, 
  Cha 4. 
   
  Skills: Appraise +2, Bluff+9, Diplomacy+9, Hide+6, 
  Climb +13, Jump +17, Listen +6, Spot +2 
   
  Feats: Power Attack, Toughness, Weapon Focus 
  (greatclub) 
   
  Languages: Ogre, Giant 
   
  Equipment: Lg Hide Armor, Lg Greatclub. 
  Encounter Six 
  Boom'Tah, male hill giant bard 4: Large giant; HD 
  12d8+36+4d6+12; hp 126; Init +0; Spd 40 ft., 30 ft in hide 
  armor; AC 20 (-1 size, -1 Dex, +9 natural, +3 hide armor), 
  touch 8, flat-footed 20; Base Atk +12; Grap +21; Atk +1 
  Large Greatsword +18 melee (3d6+8) or Slam +16 melee 
  (1d4+5) or rock +11  ranged (2d6+5); Full attack +1 Large 
  Greatsword +18/+13/+8 melee (3d6+8) or 2 Slams  +16 
  melee (1d4+5) or rock +11  ranged (2d6+5); SQ 10 ft 
  reach, low-light vision, rock throwing, rock catching, 
  Bardic 
  music, 
  Bardic 
  Knowledge, 
  Countersong, 
  Fascinate, Inspire Courage +1, Inspire Competence;  AL 
  CE; SV Fort  +12, Ref +7, Will +8; Str 20, Dex 8, Con 17, 
  Int 11, Wis 10, Cha 14(16). 
  Skills: Appraise +2, Bluff+13, Diplomacy+13, Hide+5, 
  Move Silent +5, Perform+15, Tumble+6, Climb +5, Jump 
  +5, Listen +3, Spot +6 
   
  Feats: Cleave, Imp. Bull Rush, Power Attack, Imp. 
  Sunder, Weapon Focus (large greatsword), Skill focus 
  (perform) 
   
  Languages: Orc, Giant 
   
  Equipment: Circlet of Persuasion, Potion of Eagle’s 
  Splendor, Cloak of Charisma +2, Lg Hide Armor, +1 
  Large Greatsword, Elixir of Fire Breath, Potion of Cure 
  Serious Wounds.; 
   
  Spells Known 6/3/2  (3/3/1; base DC = 13 + spell 
  level): 0—[Flare, Lullaby, Light, Read Magic, Resistance, 
  Summon Instrument] 1
  st—[grease, Tasha’s hideous 
  laughter, comprehend languages] 2
  nd—[blur, heroism] 
  APL 10  
  Encounter Two 
  Orc, male Barbarian 4 (3): Medium Humanoid (orc); 
  HD 4d12+4; hp 39; Init +0; Spd 30 ft.; AC 13 (+3 studded 
  leather armor), touch 10, flat-footed 13; Base Atk +4; Grap 
  +8; Atk Falchion +8 melee (2d4+6/18-20) or Javelin +4 
  ranged (d6+4); Full attack Falchion +8 melee (2d4+6/18-
  20) or Javelin +4 ranged (d6+4); SQ Darkvision 60 ft., 
  light sensitivity, Rage 2time/ day, Fast Movement, Trap 
  Sense +1, Uncanny Dodge (Dex bonus to AC); AL CE; SV 
  Fort  +5, Ref +1, Will -1; Str 18, Dex 11, Con 12, Int 8, Wis 
  7, Cha 6.;  
   
  Skills: Climb +10, Intimidate +4, Jump+10, Swim +6, 
  Listen +2, Spot +1 
   
  Feats:  Alertness, Power Attack 
   
  Languages: Orc, Goblin, Giant 
  Equipment: Studded Leather Armor, Falchion, 
  Javelin. 
  Orc, male Bard 7: Medium Humanoid (orc); HD 7d6+7; 
  hp 37; Init +0; Spd 30 ft.; AC 13 (+3 studded leather 
  armor), touch 10, flat-footed 13; Base Atk +5; Grap +7; Atk 
  Falchion +7 melee (2d4+4/18-20) or Javelin +5 ranged 
  (d6+3); Full attack Falchion +7 melee (2d4+4/18-20) or 
  Javelin +5 ranged (d6+3); SQ Darkvision 60 ft., light 
  sensitivity, 
  Bardic 
  music, 
  Bardic 
  Knowledge, 
  Countersong, Fascinate, Inspire Courage +1, Inspire 
  Competence, Suggestion; AL CE; SV Fort  +3, Ref +5, 
  Will +3; Str 14, Dex 10, Con 12, Int 8, Wis 6, Cha 12. 
  YEO3-06 The Rhythm of Drums 
   
  Page 23 
  
   
  Skills: Perform +13, Bluff +9, Diplomacy +8, Hide+7, 
  Move Silent +7, Sense Motive +1, Tumble +8, Listen +1, 
  Spot +1 
   
  Feats:  Alertness, Skill Focus (Perform), Combat 
  Expertise; 
   
  Languages: Orc, Goblin, Giant. 
   
  Equipment: Studded Leather Armor, Falchion, 
  Javelin. 
   
  Spells Known 6/4/4/0*  (3/3/2/0*; base DC = 11 + 
  spell level): 0—[Daze, Flare, Lullaby, Read Magic, 
  Resistance, Summon Instrument]; 1
  st—[Charm Person, 
  Cure L ght Wounds, Expeditious Retreat, Tasha’s 
  Hideous Laughter]; 2
  i
   
   
  nd—[Blindness/Deafness, Blur, 
  Calm Emotions, Eagle’s Splendor]   
  Orc, male Cleric of Gruumsh 8/ Warpriest 2: Medium 
  Humanoid (orc); HD 10d8+20; hp 75; Init +0; Spd 30 ft.; 
  AC 13 (+3 studded leather armor), touch 10, flat-footed 
  13; Base Atk +8/+3; Grap +12; Masterwork Shortspear 
  +11/+5 melee (1d6+1) or Shortspear +8 ranged (1d6+1); 
  Full attack Masterwork Shortspear +11/+5 melee (1d6+1) 
  or Shortspear +8 ranged (1d6+1); SQ Darkvision 60 ft., 
  light sensitivity, Rally, Inflame; AL CE; SV Fort  +10, Ref 
  +0, Will +7; Str 12, Dex 9, Con 14, Int 8, Wis 15, Cha 6.;  
   
  Languages: Orc, Goblin, Giant. 
   
  Skills: Concentration +12, Sense Motive (cc) +8,  
  Knowledge( religion) +3, Knowledge (war) +1, Heal +5, 
  Diplomacy +4, Listen +5, Spot +1 
   
  Feats:  Alertness, Weapon Focus (spear), Combat 
  Casting, Leadership, Power Attack 
   
  Equipment: Studded Leather Armor, Hvy Wooden 
  Shield, Shortspear, Masterwork Shortspear  
   
  Spells Prepared (6/5+1/5+1/3+1/2+1x/1+1x; base DC 
  = 12(14 for enchantments + spell level): 0—[cure minor 
  wounds (2), create water, guidance, purify food and 
  drink, resistance]; 1st—[protection from law*, bane,
  command, death watch, entropic shield, shield of faith] 
  2nd—[bear’s endurance, shatter*, hold person, inflict 
  moderate wound, owl’s wisdom, sound burst] 3
  rd—[ 
  magic vestment*, bestow curse, blindness/deafness, 
  invisibility purge] 4
  th—[ dominate person*, divine power, 
  inflict 
  critical 
  wounds] 
  5
  th—[Greater 
  Command*,Righteous Might ]. 
  *Domain spell. Domains: [Chaos (cast chaos spells at 
  +1 caster level), War (free martial weapon proficiency and 
  weapon focus feat with deity's favored weapon), 
  Domination (gain the spell focus (enchantment) feat)]. 
  Encounter Five 
  Ogre Barbarian 4 (2):Large giant; HD 4d8+19+4d12+16; 
  hp 87; Init +0; Spd 50 ft., 40 ft in hide armor; AC 17 (-1 
  size, +5 natural, +3 hide armor), touch 10, flat-footed 17; 
  Base Atk +7/+2; Grap +19; Atk Greatclub +15 melee 
  (2d8+12); Full attack Greatclub +15/+10 melee (2d8+12); 
  SQ Rage 2time/ day, Fast Movement, Trap Sense +1, 
  Uncanny Dodge (Dex bonus to AC);  AL CE; SV Fort  
  +12, Ref +2, Will +2; Str 26, Dex 11, Con 18, Int 8, Wis 10, 
  Cha 4. 
   
  Skills: Appraise +2, Bluff+9, Diplomacy+9, Hide+6, 
  Climb +13, Jump +17, Listen +6, Spot +2 
   
  Feats: Power Attack, Toughness, Weapon Focus 
  (greatclub) 
   
  Languages: Ogre, Giant 
   
  Equipment: Lg Hide Armor, Lg Greatclub. 
  Encounter Six 
  Boom'Tah, male hill giant bard 5: Large giant; HD 
  12d8+36+5d6+15; hp 133; Init +0; Spd 40 ft., 30 ft in hide 
  armor; AC 20 (-1 size, -1 Dex, +9 natural, +3 hide armor), 
  touch 8, flat-footed 20; Base Atk +12; Grap +21; Atk +1 
  Large Greatsword +18 melee (3d6+8) or Slam +16 melee 
  (1d4+5) or rock +11  ranged (2d6+5); Full attack +1 Large 
  Greatsword +18/+13/+8 melee (3d6+8) or 2 Slams  +16 
  melee (1d4+5) or rock +11  ranged (2d6+5); SQ 10 ft 
  reach, low-light vision, rock throwing, rock catching, 
  Bardic 
  music, 
  Bardic 
  Knowledge, 
  Countersong, 
  Fascinate, Inspire Courage +1, Inspire Competence;  AL 
  CE; SV Fort  +12, Ref +7, Will +8; Str 20, Dex 8, Con 17, 
  Int 11, Wis 10, Cha 14. 
   
  Skills: Appraise +4, Bluff+11, Diplomacy+11, Hide+6, 
  Move Silent +6, Perform+13, Tumble+8, Climb +5, Jump 
  +5, Listen +3, Spot +6;  
   
  Feats: Cleave, Imp. Bull Rush, Power Attack, Imp. 
  Sunder, Weapon Focus (large greatsword), Skill Focus 
  (perform) 
   
  Languages: Orc, Giant 
   
  Equipment: Circlet of Persuasion, Potion of Eagle’s 
  Splendor, Cloak of Charisma +2, Lg Hide Armor, +1 
  Large Greatsword, Elixir of Fire Breath, Potion of Cure 
  Serious Wounds.;   
   
  Spells Known 6/4/3  (3/4/2; base DC = 13 + spell 
  level): 0—[Flare, Lullaby, Light, Read Magic, Resistance, 
  Summon Instrument] 1
  st—[cure light wounds, grease, 
  Tasha’s hideous laughter, comprehend languages] 2
  nd—
  [blur, heroism, invisibility] 
  Male hill giant wizard 3: Large giant; HD 12d8+3d4+45; 
  hp 115; Init +0; Spd 40 ft.; AC 18 (-1 size, -1 Dex, +9 
  natural, +1 Ring), touch 9, flat-footed 18; Base Atk +10; 
  Grap +18; Atk Greatclub +14 melee (2d8+6) or Slam +13 
  melee (1d4+4) or rock +9  ranged (2d6+6); Full attack 
  Greatclub +14/+9 melee (2d8+6) or 2 Slams  +13 melee 
  (1d4+4) or rock +9  ranged (2d6+6);SQ  10 ft reach, low-
  light vision, rock throwing, rock catching; AL CE; SV 
  Fort  +12, Ref +4, Will +7; Str 19, Dex 8, Con 17, Int 14, 
  Wis 10, Cha 7. 
  YEO3-06 The Rhythm of Drums 
   
  Page 24 
  
   
  Skills: Concentration +13, Decipher Script+6, 
  Spellcraft+8, 
  Knowledge 
  (arcane)+7, 
  Knowledge 
  (geography)+5, Climb +7, Jump +7, Listen +3, Spot +6 
   
  Feats:  Scribe Scroll, Cleave, Imp. Bull Rush, Power 
  Attack, Imp. Sunder, Weapon Focus (greatclub), Combat 
  Casting 
   
  Languages: Orc, Giant  
   
  Equipment: Lg Greatclub, Toad familiar, Ring of 
  Protection +1, Bead of Force.   
   
  Spells Prepared (4/3/2; base DC = 12 + spell level): 
  0—[resistance, flare, acid splash, touch of fatigue]; 1st—
  [shield, ray of enfeeblement, mage armor] 2nd—
  [glitterdust, touch of idiocy]. 
  Male hill giant rogue 3: Large giant; HD 12d8+3d6+60; 
  hp 131; Init +2; Spd 40 ft.; AC 23 (-1 size, +2 Dex, +9 
  natural, +3 studded leather), touch 11, flat-footed 21; Base 
  Atk +11; Grap +20; Atk +1 Longsword +17 melee (1d8+5) 
  or Slam +16 melee (1d4+5) or rock +13  ranged (2d6+7); 
  Full attack +1 Longsword +17/+12/+7 and Masterwork 
  Longsword +16 melee (1d8+6 and 1d8+5) or 2 Slams  +16 
  melee (1d4+5) or rock +8  ranged (2d6+7); SQ  10 ft reach, 
  low-light vision, rock throwing, rock catching, Sneak 
  Attack +2d6, Trapfinding, Evasion, Trap Sense +1; AL CE; 
  SV Fort  +13, Ref +6, Will +5; Str 20, Dex 15, Con 18, Int 
  6, Wis 10, Cha 7. 
   
  Skills: Appraise +1, Balance +5, Bluff +2, Intimidate 
  +2, Hide +5, Move Silent +5, Search +2, Sense Motive +4, 
  Tumble +7, Climb +8, Jump +8, Listen +4, Spot +6 
   
  Feats: Cleave, Imp. Bull Rush, Power Attack, Imp. 
  Sunder, Weapon Focus (longsword), Two-Weapon 
  Fighting 
   
  Languages: Orc, Giant 
   
  Equipment: Lg Studded Leather Armor, +1 Lg 
  Longsword, Masterwork Lg Longsword. 
   
  YEO3-06 The Rhythm of Drums 
   
  Page 25 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Sheldomar Valley/Yeomanry/YEO3-06 - The Rhythm of Drums.pdf