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. 
   
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   ONWI5-01 
   
   
   
   
   
   
   
  Battle for Vandrell 
   
  A One-Round D&D LIVING GREYHAWK®  
  Onnwal Regional Introductory Adventure 
  Version 1.0 
   
  Round 1 
   
  By Alasdair Coutts and Andy MacPhee 
  Triad Reviewers: Jeny MacPhee & Hayden Smith 
   
  With thanks to Xan Ophis 
   
   
   
   
  The small town of Vandrell stands within the foothills of the mighty Headlands.  For decades the ravages of war has 
  ignored this hamlet; even the recent rebellion against the Scarlet Sign has had little or no impact, save the increased 
  trade between Free Onnwal and the Ahlissan state on the back of their new alliance.  However now a new threat from 
  an unexpected quarter is about to descend on the inhabitants of this peaceful community. 
   
  NB. This module contains spoilers for the module ONW5-01. Players who have not yet played this module 
  may wish to wait until they have done so. 
   
   
   
   
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A five-hour time block has been allocated 
  for each round of this scenario. The rest of the time is spent 
  in preparation before game play, and scoring after the 
  game. The following guidelines are here to help you with 
  both the preparation and voting segment of the game. Read 
  this page carefully so that you know and can communicate 
  to your players the special aspects of playing an RPGA 
  scenario.  
   
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring their 
  own characters with them. If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the current 
  LIVING GREYHAWK character generation guidelines, 
  and a character sheet from your convention coordinator or 
  the RPGA Website, and then have any players without a 
  character create on. Once all players have a LIVING 
  GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK Gazetteer. 
   
  Preparation 
  First you should print this scenario. This scenario was created 
  to support double-sided printing, but printing it single sided 
  will work as well. There is enough room along the inside 
  margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It may 
  help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a pencil, 
  an RPGA scoring packet, and your sense of fun. It is also a 
  good idea to have a way to track movement during combat. 
  This can be as simple as a pad of graph paper and a pencil, as 
  handy as a vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least four players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more than 
  six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are not 
  free to consult the Dungeon Master’s Guide when confronted 
  with a trap or hazard, or the Monster Manual when confronted 
  with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. It’s 
  strongly recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is general and 
  must be adapted to the specific situation or to actions of the 
  player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and DM 
  score the game. Complete the RPGA scoring grid with 
  names and RPGA numbers only, and the event information 
  at the top. RPGA no longer uses voting for any reported 
  results. Give the Scoring Packet to your event coordinator 
  along with any event tickets.  
   
  LIVING GREYHAWK  
  Levels of Play 
  Battle for Vandrell can only be played by 1st level 
  characters. Characters higher than 1st may not play this 
  module and are advised to create new characters to 
  participate in this adventure. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional Introductory 
  adventure, set in Onnwal. Characters native to Onnwal pay 
  one Time Unit per round, all others pay two Time Units 
  per round. Adventurer’s Standard Upkeep costs 12 gp per 
  Time Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. 
   
   
  Adventure Background 
  At the beginning of the year 595CY the ancient Thane of 
  the Dwur city of Sarakast, ancestral ruler of his people, was 
  overthrown in a religious coup by Vagem Morathuan, the 
  Prophet of Moradin and ruler of the city of Nerakern. 
  Morathuan, a fanatical follower of Moradin, has spent his 
  time consolidating his position, and extending his rule over 
  Sarakast.  A new theocracy has replaced the monarchy. The 
  Thane escaped to the court of the Szek of Onnwal, and no 
  longer retains his grip on power within Sarakast.  Now the 
  Prophet’s true agenda becomes known. Removing the 
  Thane was only the first part of his design for the future.  
  His long dreamt crusade of eradicating the Flan tribes of 
  the headlands and establishing a new Dwur empire seems 
  closer to becoming a reality.   
   
  A fortnight before the module begins the newly 
  resurrected champion of Moradin, Dengar, was dispatched 
  with a mighty Dwur force into the headlands with the 
  intention of establishing a forward staging area for the 
  ONW5I-01 Battle for Vandrell 
   
  Page 2 
  
  crusade against the Flan.  At first his army met with little or 
  no opposition.  Several small bands of Flan were 
  encountered and quickly put to the sword.  Two villages 
  followed, put to the torch, as the warriors of the Flan gave 
  their lives for the women and the young to flee further into 
  the mountains.   
   
   
  Adventure Summary  
  Four days ago Dengar marched his force into a barren vale, 
  pausing only to tear down the heathen and somewhat 
  crude warning markers set up to ward the entrance.  This 
  was to prove a deadly mistake.  This vale is home to 
  elements of the growing menace that now plagues the 
  headlands, which the Dwur have wrongly blamed on the 
  Flan.  Deep within the Headlands an ancient and 
  implacable foe has been awakened by the reclusive Galai 
  Iorn, a vicious band of cannibalistic Flan warriors, long 
  isolated from the rest of the Flan tribes, although of late 
  they appear to be joining forces with the Talamendes.  The 
  awakened presence has now chosen a vessel to be the 
  figurehead of its army, and this army is almost ready to 
  strike.  Without knowing any of this Dengar leads his 
  Dwur army into the valley, to their deaths. 
   
  The remains of the Dwur army quickly fled from the valley 
  barely pausing for breath before the Galai Iorn give chase.  
  With their preferred route back towards the Dwur citadels 
  now cut off by the dream stealers, they are forced north 
  towards the human lands.  Dengar, fighting bravely with no 
  thought to his own safety, is able to lead the battered force 
  down out of the foothills towards the highway.  Looking for 
  a defensible place to hole up in Dengar’s troops make their 
  way to Vandrell, with the Galai Iorn hot on his heels. 
   
  Introduction: 
  The PCs are enjoying a relaxing meal late in the afternoon.  
  Some may be natives of the town here after a hard day’s 
  work.  Others will be traveling through, and staying for the 
  night.  They will have a chance to introduce themselves, 
  take part in some games of chance and hear rumours about 
  dark things stirring in the headlands. 
   
  Encounter 1 Unwanted Guests: 
  The guards at the gate blow the warning horn, rousing the 
  entire town.  Those that go to investigate find the remains 
  of a Dwur force stumbling into the community, calling in 
  Dwur for them to gird arms and defend themselves.  Only 
  one of the Dwur is willing to talk in common, a warrior 
  named Thurgan.  He explains that the entire community is 
  in great peril as an army of blood thirsty Flan is about to 
  descend upon them.  If they do not fight then they will all 
  die.  Dengar orders Thurgan to organize the locals into 
  bands numbering 4 – 10 to help hold the wooden palisades. 
   Those that do not are forced to do so under threat of 
  crossbows.  The Dwur take over the tavern, roughly 
  throwing out the old innkeeper and his family.  They take a 
  Flan prisoner inside.  
   
  Encounter 2 The Thin Red Line: 
  There is little time for the PCs to ponder the events of the 
  last few moments, as a forward force of Galai Iorn attempt 
  to storm the walls.  The Dwur and the PCs must fight side 
  by side if they are to clear the enemies.  At the end of the 
  battle the Galai Iorn are forced to retreat to the line of the 
  hills and trees surrounding the small town.  Most of the 
  Dwur retreat inside the tavern. 
   
  Encounter 3 Decisions, Decisions: 
  During the night the Dwur disappear, leaving their Flan 
  prisoner behind in the inn. What the PCs decide to do now 
  will determine the encounter track they will follow for the 
  remainder of the adventure.  
   
  3A) If they free the Flan warrior he is grateful to them.  He 
  offers to lead them away from the town as he has a plan that 
  could succeed in getting through the enemy skirmish line.  
  However, he will only take the entire party. It is a sizeable 
  group or none at all.  If they choose to follow then the PCs 
  will follow adventure path A for the rest of the module. 
   
  3B) Thurgan returns to the tavern via a hidden mine 
  entrance in the cellar.  He is in fact a monk of Fortubo and 
  cannot leave the villagers and the PCs to the fate intended 
  by Dengar.  He explains that he can lead some of the 
  villagers to safety through the mines.  However some will 
  have to stay to defend the walls to give them time to escape. 
   A quick town meeting is called and most of the men are 
  resolved to stay behind and guard the walls.  If the PCs 
  wish they can accompany the women and children as 
  protectors through the mines.  The villagers have to be 
  organized into groups, with the PCs taking the lead.  The 
  first steps into the mines indicate it is likely to be hard 
  going.  PCs now follow adventure path B. 
   
  3C) If the PCs elect to remain on the wall they must 
  attempt to organize the remainder of the townsfolk into an 
  effective fighting force.  They will have to choose a good 
  site to fight from.  The walls are breached in several places 
  from the first attack and the gates have been forced.  It is up 
  the to the PCs to help come up with ideas to breach these 
  gaps.  PCs now follow adventure path C. 
   
  Encounter 4: 
  4A) The Flan warrior intends to sneak to the hills close to 
  the village and lure a group of Galai Iorn slavers into an 
  ambush.  Then, using their garb he will attempt to lead the 
  PCs through the Galai Iorn lines.  However, first they must 
  overcome the slavers. 
   
  4B) Thurgan leads the way down into the mines hopes to 
  lead them to freedom.  However, Dengar has noticed his 
  disappearance and has returned with a small group of Dwur 
  to act as a rear guard.  He orders his men to kill all the 
  humans and the renegade Dwur.  As the battle rages he 
  slips further back into the mines.  
   
  ONW5I-01 Battle for Vandrell 
   
  Page 3 
  
  4C) The PCs watch in horror as the main Galai Iorn force 
  attacks the city.  The section that they have opted to defend 
  is soon attacked and they must fight for their lives.  In a lull 
  in combat they can see several breaches in the walls where 
  hundreds of Galai Iorn pour into the town.  Eventually 
  there is no option but to surrender or die. 
   
  Encounter 5: 
  5A) The PCs have made it past the main body of the Galai 
  Iorn assault force, and as such are perfectly positioned to 
  watch as Vandrell is assaulted and falls.  They can make a 
  dash for safety as the battle rages behind them. 
   
  5B) Once the PCs have fought their way past the Dwur they 
  can pursue Dengar.  However, he has not gone far, and 
  waits for them close by.  Using his hammer, he causes the 
  cave to collapse by destroying several support beams 
  trapping them, they now have either to dig their way out or 
  search for a new route. 
   
  5C) The PCs are captured and stripped of all their 
  equipment and are brought to the attention of one of the 
  Galai Iorn.  He first questions them over the whereabouts 
  of the Dwur, then about the military capabilities of free 
  Onnwal in these parts.  If the PCs don’t cooperate they are 
  beaten then chained.  
   
  Encounter 6: 
  6A) The Flan leads the PCs throughout the night, with 
  Galai Iorn behind them and in front.  Finally a small patrol 
  comes across their trail and forces them to fight.  If they 
  can succeed getting past them then they can escape to the 
  Merchant Way. 
   
  6B) Underground they come across the cave entrance but it 
  is the burrow of a monster and they can fight it to escape. 
   
  6C) The Flan from encounter 3 arrives in the middle of the 
  night while the Galai Iorn are sleeping, frees them, and 
  then they have to fight their way past the same patrol as 6. 
   
  Encounter 7: 
  The PCs have made it to the relative safety of a road leading 
  through the foothills of the Headlands when they come 
  across a patrol on horseback from the Free State Army, 
  which escorts them back to safety. 
   
   
   
  ONW5I-01 Battle for Vandrell 
   
  Page 4 
  
  Encounter 1: 
  Unwanted Guests 
  It is the month of Reaping and you find yourselves in 
  the town of Vandrell, a small mining town set within 
  a rugged valley to the south of Kildeer and Northwest 
  of Northanchor in the Cantred of Dwur March.  
   
  While resting this evening in a warm comforting Inn, 
  the Dancing Dwur by name, your enjoyment of the 
  early evening festivities is rudely interrupted by a 
  loud horn blowing from outside.  
   
  As one, the locals in the taverns tap room freeze, 
  colour draining from their face.  Some half stand, 
  while others look like they are ready to hide under the 
  tables.  Before you can react a town guard bursts into 
  the tap room and shouts; “An army approaches, I 
  think they be Dwur!” 
   
  Here the PCs have a choice of going to investigate the 
  commotion outside or waiting for the events of the module 
  to come to them.  If the PCs are local then they know that 
  the horn that blew is the warning horn.  The guards oversee 
  the great device mounted on one of the gate towers.  It is 
  only ever sounded when the village is under attack. The call 
  summons the village militia to arms, they are due to 
  assemble outside front gate.  
   
  If the PCs are not local then this information can easily be 
  gleaned from the stunned and curious villagers.  Once 
  outside they can proceed to the gate just in time to witness 
  the arrival of the Dwur. 
   
  As you approach the gate you are astounded to witness 
  a small army of Dwur march through into the town.  
  There must at least two score Dwur, most battered and 
  bloody. Several carry stretchers of injured warriors.  
  Their leader is unlike any you have ever seen.  
  Certainly he is a Dwur, but he is head and shoulders 
  taller than any other Dwur you have ever seen.  More 
  dramatic is his skin, which has the appearance and 
  consistency of solid stone.  To all intents and purposes 
  he is a walking statue.  This leader halts his troops and 
  starts barking out orders.  Dwur warriors begin 
  quickly manning the walls, girding their weapons and 
  staring intently out into the twilight. The villagers 
  stand around the group staring. It is several moments 
  before the mayor arrives and begins demanding to 
  know what is going on.  Mayor Lambert waves at 
  several Dwur, before their stone commander notices 
  him.  He barks out an order and a second Dwur moves 
  over to the Mayor. 
   
  If the PCs wish to, it is not difficult to over hear the 
  conversation between Lambert and the Dwur, who 
  introduces himself as Thurgan.  The Dwur quickly informs 
  the mayor that a massive army of Flan is about to descend 
  on the village.  These cannibals are consorting with great 
  creatures of death.  If they manage to get over the walls, 
  then everyone in the village will die.  Summarise this for 
  PCs then read the following: 
   
  Obv ously horrified, the mayor tries to ask questions, 
  but is ignored as the stone Dwur once again barks 
  orders in his native tongue.  The mayor looks around 
  for a few minutes before calling the captain of the 
  guard over.   
  i
   
  The PCs have several options at this point.  Some may wish 
  to find out what is happening, while others may wish to 
  volunteer to help defend the village. 
   
  Find out more information – The PCs are free to attempt to 
  talk to anyone they wish.  Most of the Dwur will not say 
  anything, certainly not under the watchful gaze of Dengar.  
  If they specifically state they are looking to speak to a Dwur 
  when Dengar is not about, and they can speak Dwur, allow 
  them to make a Diplomacy check DC 15.  If they succeed 
  read the following: 
   
  ‘Aye, we are on a fool’s errand here, this place will 
  never hold against the Flan force coming, they 
  command evil spirits. 
   
  The Dwur will say no more, as Dengar will appear.  If the 
  PCs look to speak to Thurgan, he will tell them their help 
  will be needed if any are to survive.  He also promises to 
  seek them out later, to explain more. 
   
  The Mayor and the Guard captain are busy discussing how 
  best to aid the Dwur in the defence of the town.  If 
  approached they accept any offers of help with gratitude.    
  The Guard captain if pressed admits that the local militia is 
  not really prepared to fight in a proper battle.  Most are 
  either too old or too young, as the best warriors are already 
  in the Free Onnwal army.  A Sense Motive check (DC 10) 
  reveals that both men are extremely worried.  Both hurry 
  away after a short time to rally support. 
   
  Talking to the villagers shows how concerned most are.  As 
  the news spreads womenfolk and children are barricaded 
  behind doors, shutters are closed, and very soon the place 
  resembles a ghost town.  PCs can make a Gather 
  Information check to find a little information about the 
  Dwur and the headlands.  Successes are shown below: 
   
  DC  
  Dwur 
  Headlands 
  10 
  Most know that the Dwur 
  have three great cities deep 
  within the Headlands.  They 
  keep to themselves 
  The barbaric tribes 
  of Flan live within 
  the headlands, they 
  are constantly at 
  war 
  with 
  each 
  other 
  15 
  The Dwur used to control 
  much of the land around 
  here, mining for iron and 
  tin 
  One of the Flan 
  tribes are known to 
  be cannibals 
  ONW5I-01 Battle for Vandrell 
   
  Page 5 
  
  20 
  The Dwur recently had a 
  coup and the old Thegn has 
  been removed and replaced 
  by a Theocracy 
  The 
  Galai 
  Iorn 
  tribe are known to 
  be building up an 
  army 
  in 
  recent 
  years 
   
  Offering to help – Assuming the PCs offer to help, they 
  will be formed into a small group and assigned a section of 
  the wall to defend.  On one flank is a group of ill armed 
  humans from the village militia, on the other a group of 
  Dwur crossbowmen.  Ahead in the gloom they can see 
  torches trailing down from the hills. 
   
  Returning to the Inn – The PCs might want to return to the 
  Inn, but they will find that difficult.  The Dwur have 
  positioned themselves around the inn and are not allowing 
  any to approach.  As the PCs watch a caged human, bound 
  and gagged is carried through the front door, while the 
  innkeeper and his family are escorted out front.  The Dwur 
  seem oblivious to the protests of the family.  If asked the 
  Dwur guards tell the PCs that they have commandeered the 
  inn to use as a base of operations and sickbay. 
   
  If the PCs try to force their way in, or try to sneak a look 
  inside begin encounter 2.  Alternatively, move to 
  Encounter 2 when the PCs are prepared to defend the wall.
   
   
   
  Encounter 2: The Thin Red Line 
   
  The encounter starts when the Galai Iorn forces attack at 
  dusk.  The light is failing and only torchlight indicates 
  where the enemy is.  If the PCs have been assigned a 
  section of the wall then read the following: 
  As you climb the ladder to the top of the palisade you 
  gaze out at into the dusk.  Ahead you see the peaks of 
  the Headlands towering high into the darkening sky. 
  A slow meandering line of burning fire snakes its way 
  down towards the town.  As the fire snake approaches, 
  you can make out human forms carrying torches and 
  weapons.  As they approach drums rumble in the 
  night. The Galai Iorn continue to chant their death 
  march as they approach.  They clatter their weapons 
  against their shields.  There must be hundreds of 
  warriors.  At one hundred yards the warriors stop.  
  There is silence, punctured only by the sound of 
  weeping from someone behind you.  Several men to 
  your left tremble, one turns and flees back into the 
  village.  The Dwur stand as silently as the Galai Iorn. 
  Then suddenly the drums stop and the Galai Iorn run 
  as fast as they can towards the walls.  The Dwur loose 
  several volleys of crossbow bolts, killing dozens, but 
  the tide of warriors is unstoppable.  Within seconds 
  they are at the walls tearing over themselves to climb 
  towards you.  
   
   
   
  The Galai Iorn are attacking all along the walls.  The PCs 
  will have to fight their share.  Assuming they are able to 
  defend themselves well enough the rest of village fights 
  heroically and is able to fend off the attack.  The Galai Iorn, 
  unused to defeat, retreat to outside bow range, along the 
  edge of the hills.  There they wait for their reinforcements.  
   
  If the PCs did not try and man a part of the wall read the 
  following: 
   
  The sounds of the battle from the gates ring loudly in 
  your ears.  Perhaps you should have offered your aid, 
  and not hid from your duties, however as you are 
  thinking things over, the gates buckle violently and 
  burst inward.   A force of Galai Iorn rush inwards, they 
  see you and rush forward. 
   
  APL2 (EL 4) 
   
  6 Galai Iorn Warriors: human, War 1, hp 9,9,9,9,9,9; see 
  Appendix 1. 
   
  Tactics:  The Galai Lorn are 300’ away when the battle starts 
  and will require 4 rounds of running to reach the walls 
  (losing their Dex bonus to AC as they run). This should 
  give the PC’s enough time to prepare (as much as they can 
  at first level) for the coming onslaught.  
   
  The wall is reasonably well built and it will be a DC 10 for 
  the Galai Lorn to make their way over it and into the city. 
  Remember that they will not be able to take 10 whilst 
  climbing the walls as they are technically in combat at this 
  stage. Climbing the Palisade requires 2 move actions or a 
  single move action at a -5 penalty. Half the Galai Lorn will 
  stay at the bottom for a round to provide covering fire with 
  their longbows before attempting to join their companions 
  at the top.  
   
  The top of the palisade provides cover to those behind it (+4 
  to AC). The PCs will also benefit from a +1 bonus to melee 
  due to height advantage. This bonus disappears once the 
  Galai Lorn reach the top. 
   
  Once the combat finishes, most of the Dwur run from the 
  walls and form up outside the inn.  They take their 
  wounded into the inn, and then ring the building in a wall 
  of steel. PC’s can spot this odd behavior with a DC 5 Spot 
  check. If the PC’s notice this read the following. 
   
  As you scan the other palisades, you gaze is returned 
  only by the determined faces of the villagers, there no 
  longer appear to be any Dwur on watch! 
   
  If PC’s try to investigate the inn at this point, have the 
  townsfolk run up to them for assistance, asking questions 
  etc. Anything to give all the Dwur time to make it to the 
  Inn and break their way into the mines (it will not take 
  them long to do this as Dengar knows of the tunnel’s 
  existence and simply needs time to break through to them). 
  Once they have broken through the Dwur will barricade 
  the doors to give them time to get away. 
   
  ONW5I-01 Battle for Vandrell 
   
  Page 6 
  
  If PC’s are persistent then the Inn is heavily guarded and 
  the Dwur will not let them in under ANY circumstances. 
  PC’s should not be allowed to enter the Inn at this stage and 
  any attempts to fight their way past will end nasty for the 
  PC. Treat the Dwarves. In this case use the Templar stats 
  from encounter 4B although there are 40 Dwur 
  surrounding the Inn here who will not hesitate to knock 
  the PC’s into unconsciousness. 
   
  Encounter 3: Decisions, 
  Decisions 
   
  Since the first attack faltered, the Galai Iorn appear to have 
  withdrawn to the entrance of the valley and seem to be 
  content with preventing anyone from leaving. It is almost 
  as it they are waiting for something. Most of the Dwur 
  seem to have fallen back to the inn.  This encounter will go 
  one of three ways, depending on what the PCs choose to 
  do.  This determines the adventure track they will follow 
  for the rest of the module. 
   
  If none of the players succeed in noticing the Dwur have 
  disappeared, have one of the other villagers sidle over to 
  them and point it out! 
   
  If the PCs want to use this opportunity to investigate the 
  inn, they will find it unguarded but barricaded from the 
  inside. The Inn has numerous windows but these are all 
  locked and shuttered. 
   
  Strong Wooden Door, Break DC 15, Open Locks N/A, 
  Hardness 5, Hit Points 20 
   
  When they finally manage to enter read out the following. 
   
  As you burst into the inn the sight of empty tables and 
  chairs greets you. The only signs of life come from the 
  prisoner the Dwur brought with them as he tries to 
  free himself. He stops struggling and examines each 
  one of you in turn. 
   
  If any of the PCs are Flan, they will recognise the prisoner 
  for what he is. 
   
  Ask the players for Spot checks. 
  DC 5 – The prisoner seems to be a human male… 
  DC10 – Despite being trapped in a cage, the human male 
  appears to be bound hand and foot and gagged. He has a 
  blue stripe tattooed across the bridge of his nose. 
  DC15 – Although the clothing the prisoner wears has more 
  or less been reduced to rags, what little is left appears to be 
  of a good quality. From the marks on the prisoner’s wrists 
  he has been a captive for quite some time. 
   
  Knowledge Local (Metaregion 5 – Splintered Suns) 
  DC 10 The blue stripe means that the prisoner is a member 
  of the Ventonii tribe of flan. 
  DC 15 There are three different flan tribes Ventonii, 
  Dumanoni and the Talamendes (who are thought to be 
  allied with the Galai Iorn).  
   
  If the PCs decide to release the prisoner, and subsequently 
  aid him, continue on with this adventure track (A).  If they 
  choose to investigate the route the Dwur took from the 
  cellar, they trigger adventure track B.  If they choose 
  neither to help the prisoner, nor follow the Dwur, they 
  trigger adventure track C. 
  On releasing the prisoner from his bonds read the 
  following aloud. 
   
  As you free the captive human, he stands carefully 
  stretching his limbs one after another. ‘You have my 
  thanks…I am Gearn of the Ventonii. I have been held 
  a prisoner, some five days now…first by the Galai Iorn 
  who attacked the patrol I was leading, and then by the 
  accursed Dwur who slew those that had taken me 
  captive some three days later. 
   
  The stone one who led the Dwur either did not want 
  to listen to me, or did not care what I had to say. After 
  I spent a day pleading with them to free me, the only 
  thing I received was this cloth in my mouth! He led 
  his men straight into a Galai Iorn camp, which I had 
  been trying to get them to avoid’. 
   
  Gearn stops for a moment, and a wicked grin spreads 
  over his face; ‘Still I suppose the damnable Dwur 
  learnt their lesson…they certainly paid for their 
  leader’s stupidity with their lives’. 
   
  Although Gearn is anxious to be away from Vandrell, he 
  will take the time to answer a few questions. 
   
  What is the difference between the Flan tribes? 
   
  I have little time to describe the differences in detail, 
  for now let it be sufficient for me to say, you do not 
  with to become a prisoner of either the Talamendes or 
  their Galai Iorn allies! At best they will kill you, they 
  may feast on you or worse still feed you to their…’ A 
  sickened look comes over Gearn, ‘Let’s just say I was 
  lucky not to share the same fate of those I was 
  captured with’. 
   
  Why did they keep you alive? 
  ‘I truly have no idea, unless they had some knowledge 
  of my parentage  My father is a leader in our tribe but
  I am the youngest of a large family…I doubt my tribe 
  would have much time for those that allow 
  themselves to be taken alive’.  
  .
  , 
   
   
  What happened to the Dwur? 
  ‘They all disappeared down those stairs…when they 
  first came in the leader sent a group of men down 
  looking for an entrance into what they called the Zell-
  Duuranak. Shortly after, they came back up and 
  reported in to the stone-faced one. He then started 
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  filtering his men down the stairs…I can only assume 
  they found what they were looking for!  It looks like 
  there might be a way into the old tunnels – maybe 
  even a way to get the villagers to safety before the 
  Galai Iorn attack again’. 
   
  After answering the PCs questions, Gearn will continue: 
   
  My friends while I am grateful for you freeing me, I 
  have no wish to wait behind these walls for the Galai 
  Iorn to capture me again…now I have my freedom I 
  intend to try an break through the enemy lines and 
  back into the Headlands.’ 
   
   
   He sizes your group up with a speculative 
  look…’whilst I am confident I could make my way 
  through the Galai Iorn lines on my own, I would be 
  willing to take you with me…with a suitable disguise 
  and my assistance we should be able to make our way
  through to what you call the Merchant Way. It’ll be 
  dangerous though – there’s hundreds of them out 
  there, and if we’re caught, our best chance is to make 
  them pay dearly for our lives. If we get past them, the 
  Onnwal Army has regular patrols  – perhaps if you 
  reached them you would be able to maybe find some 
  way of sending assistance back here…I shall give you 
  some time to decide whilst I see if I can find 
  something to eat’. 
   
  Allow the players a few minutes to decide if they are happy 
  to go with Gearn. 
   
  When he returns Gearn looks expectantly at you 
  all…’well have you reached a decision?’ 
   
  The players may have further questions for the Flan – all 
  that Gearn seems willing to disclose is that it will be a 
  dangerous journey and unless everyone is willing to go he 
  doubts a smaller force will succeed! 
   
  If the players are unwilling to commit to Gearn’s scheme, 
  Gearn will thank them once again for freeing him and take 
  his leave, the players walk to the palisades with him, where 
  he will climb down the other side and into the night. The 
  PCs next actions will determine whether they now follow 
  Track B or Track C. 
   
  If the players are willing to go with Gearn’s crazy plan, give 
  them time to gather any necessary belongings and then 
  move on to encounter 4a (Track A). 
   
  Trouble shooting: 
  If at any point the players want to explore where the Dwur 
  went, the stairs lead down into a small cellar. One of the 
  walls has been torn down, and what looks like an old mine 
  shaft leads deep into the Oerth. If they players insist on 
  trying to explore further have them run into Dengar 
  coming back from the tunnel triggering the start of 
  encounter track B. Depending on where they were in 
  Encounter track A, you will probably have to alter the box 
  text slightly. 
   
  Encounter 3B: And One Came Back 
   
  As the Flan noble makes his way over the barricades 
  and into the night without a glance back, a noise from 
  the inn draws your attention. Racing back, you are 
  greeted by the sight of several of the villagers 
  grappling with what looks like one of Dengar’s Dwur 
  soldiers. 
   
  A Listen check DC 10 (for those that speak Dwur) allows 
  the PCs to hear the following: 
  ‘By Fortubo, will you tarkgel get off me’? 
   
  A successful Wisdom Check DC10 reminds the PCs that 
  the voice sounds familiar - a little like the Dwur who 
  helped them on the barricades last night. 
   
  The players should have little trouble convincing the 
  villagers to release their prisoner. Whilst several of the 
  villagers will look severely disappointed about being unable 
  to vent their frustrations on the captured Dwur, most will 
  understand the wisdom in at least listening to what 
  Thurgan has to say. In the event of the players being 
  unwilling to intercede in the matter, several of the younger 
  hotheads will start beating on the Dwur. After several 
  minutes of this he will be rendered unconscious - if the 
  players allow these beatings, move onto Encounter track C, 
  as by the time Thurgan wakes the Galai Iorn assault will 
  have begun. 
   
  If the players intervene read the following out, or it time 
  permits, use as the basis for a question and answer session: 
   
  The Dwur gets up and brushes himself down; he 
  glares at the youngsters for a moment. Other than his 
  basic uniform, he does not appear to be wearing any 
  kind of armour. 
   
  ‘I'm sorry about what was done by my people, most of 
  the soldiers felt bad 'bout leaving and running away 
  from the fight, but Dengar...he's...well ever since...’. 
  The Dwur stops for a minute and glances out the 
  window... 
  ‘I 
  suppose 
  I'd 
  best 
  start 
  at 
  the 
  beginning...yes..always the best place to start....first let 
  me introduce myself’. 
   
  ‘I am Thurgan, a follower of Fortubo and a Monk of 
  the Khazuur-Maar’ (Those who speak Dwur know this means 
  ‘Hands of Stone’). Pulling out an intricate necklace with a 
  jewel encrusted hammer from under his robes, he 
  reverently hangs it round his neck.  ‘A few months ago 
  Vagem Morathuan, the Prophet of Moradin, strode 
  into the Dwur city of Sarakast with a host of his 
  followers in tow including that Dengar. He declared 
  the legally elected ruler, Thegn Dorinuur a heretic in 
  Moradin's eyes for consorting with humans and 
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  considering rendering aid to them in their struggle 
  against the Scarlet brotherhood. Anyhow some 
  outsiders were caught up in the coup and with the 
  help of some of my brotherhood they were able to 
  smuggle the Thegn out of the city.  Those of us who 
  weren't killed in the fighting that day were 
  conscripted in Vagem's army.’ 
   
  ‘Vagem has some plan for this area, but I can't rightly 
  say what it is...all I know is the he intends wiping out 
  every trace of the Flan from the Headlands, that is 
  what were doing before we came across a much larger 
  force than Dengar had anticipated. He led us to 
  Vandrell in order to gain access to the old mine...you 
  see this building stands atop the entrance to one of 
  our abandoned mines...Dengar needed the battle as a 
  diversion so he could find some way through to the 
  Zell-Duuranak. The only reason Dengar and his men 
  fought so hard last night was to give his scouts time to 
  explore the mines. Just as the fighting was beginning 
  to lull his scouts found a way through the old mines to 
  the Zell-Duuranak..the Dwur highway - underground 
  passageways that traverse the headlands linking the 
  Dwur cities and their outposts. By the time the 
  fighting had ended last night Dengar had already 
  started funnelling his men down into the mines. 
  Didn't sit right with me...you tarkgel fought just as 
  hard as the Dwur on the barricades, you have just as 
  much right to know there is another way out of this 
  mess that we brought down on your heads.’ 
   
  ‘Now, we don't have the same head start that Dengar 
  and his men have, but I reckon we have enough of the 
  night left to gather the woman folk and children with 
  a few armed volunteers we should be able to lead them 
  into the mines and to safety... he pauses looking into 
  the faces of the slowly growing crowd in the tap room, 
  before continuing, them Flan isn’t stupid though, so if 
  they see the walls empty they might just get brave 
  enough to try attacking again instead of waiting out 
  on them hills, so most of you will have to stay behind 
  in order to...well you get the picture.’  Thurgan gives 
  the 
  stunned 
  villagers 
  another 
  glance 
  before 
  straightening up, ‘I wish there was more I could 
  do...his voice trails off, I'll give you a few moments to 
  talk things over’. 
   
  With that he motions to your group and moves to one 
  of the corners of the tap room...’my friends, I am truly 
  sorry I cannot over more to these brave souls...you 
  were a handy lot up on the barricades...would you be 
  willing to come along and help guard those that I lead 
  into the mines.’ He glances over to the hastily 
  convened town meeting...’although I don't know if 
  they are willing to trust one such as myself...and who 
  can blame them’. 
   
  Thurgan will only accept the help of the players, if the 
  entire party is willing to go with into the mines - if there is 
  any degree of hesitation from any of the players, he will 
  nod and smile and give the players the same few moments 
  he has given the rest of the village. 
   
  If the players go over to the town meeting, it seems the 
  town is split 50-50 most of the men are willing to stay 
  behind and give their wives and families time to escape, 
  however they are not sure they want to trust their safety 
  just to the Dwur, the players will be asked if they are 
  willing to go with the woman and children as guards...and 
  to watch the Dwur. 
   
  If the entire party agree to go with Thurgan read out the 
  following box text, otherwise move onto encounter track 
  3c. 
   
  Within the space of few minutes a small group of 
  women and children stand ready, clutching a few 
  meager possessions and small number of spluttering 
  torches. With a round of tearful farewells, Thurgan 
  leads your small group down into the basement of the 
  Inn. One of the basement walls has been partially 
  opened up to reveal a gaping maw leading deep into 
  the Oerth. 
   
   
  Encounter 3C: All Alone in the Night 
  This encounter opens as the PCs have decided to remain 
  behind on the walls, and heroically defend the village 
  giving the women and children enough time to flee down 
  the old Dwur mines.  Read the following to the PCs. 
   
  As you stand on the walls with the other men of the 
  village, they watch dejected as the last of the refugees 
  make their way into the old Inn and the hidden mines 
  underneath.  Most of the defenders have a sense of 
  fatality as they stand in silence on the walls waiting 
  for the inevitable attack.  The damage done to the 
  walls during the first attack is now all too obvious to 
  you. In several places the wooden palisades have been 
  breached, and the gates hang limply from their hinges. 
   Out in the darkness beyond the village hundreds of 
  torches begin to amass and the drums continually 
  boom in the night.  
   
  It should be obvious to the PCs that the village won’t hold 
  for long.  Unless the PCs take charge and do something, the 
  demoralised force on the ruined walls will not be able to 
  hold enough to give the other villagers time to escape.  If 
  no PC makes this connection allow them to either make 
  relevant Knowledge checks (DC 10) or a Wisdom check 
  (DC 12) to work this out.  Assuming the PCs are not just 
  going to wait for the inevitable then there are some things 
  they can do to try and aid the situation.  Keep count of the 
  number of success made by the PCs.  
   
  Repair the breaches in the walls – A Knowledge 
  (Architecture & Engineering) Check DC 10 will provide 
  the players with information about the poor state of the 
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  town’s walls, including that they are unlikely to stand up to 
  another assault in their current state. 
   
  There are several things PCs can attempt to make the walls 
  more secure.  They can make use of wood from the 
  buildings to try and patch up the holes in the palisade.  
  They can attempt to lay boulders or stones to create a 
  barricade in front of the holes.  Finally they can attempt to 
  booby trap the gaps with falling boulders etc.  Allow the 
  PCs to come up with inventive plans.  Use appropriate 
  Craft skills to create something to plug the gaps (DC 12).  A 
  Strength check (DC 16) should be used to manoeuvre 
  enough boulders to the walls.  For each success the PCs 
  make will count as extra time for the villagers to escape. 
   
  Tools can be provided by the townsfolk if asked for which 
  will provide +2 circumstance bonuses to any skill checks 
  bade to repair the walls. 
   
  Repair the Damaged Gate – As above, wood or stones from 
  the village buildings can be used to block the gate.  
  However, if the PCs have Craft: Carpentry or Craft: 
  Blacksmith, they can repair the gate on a successful check 
  (DC 15), this counts as two successes.  
   
  Tools can be provided by the townsfolk if asked for which 
  will provide +2 circumstance bonuses to any skill checks 
  bade to repair the gate. 
   
  Inspire the men to fight to the death – This is the chance 
  for any inspiring bards in the party to shine.  PCs should 
  make an eloquent speech in order to try to inspire the men 
  to fight like lions.  If the player role-plays his speech give 
  him a +2 bonus to his role.  PCs should make a Perform or 
  Charisma check.  For every two full points beyond DC 15 
  the PCs should receive a success, i.e. a perform roll of 18 
  would count as 1 successes.  
   
   
  Lay traps for the Galai Iorn – Some rogues or rangers may 
  wish to lay traps for the Galai Iorn, either in the gaps in the 
  walls or outside the walls before the village.  Allow PCs to 
  come up with probable traps.  Craft: Trap, Survival, or 
  similar skills should be used (DC 15). 
   
  Anything else they can think of – For any other reasonable 
  idea the PCs come up with allow them to at least try.  DC 
  for checks should be either 12 or 15.  Remember to keep 
  track of each success. 
   
  Once the PCs have tired of making preparations read the 
  following: 
   
  Suddenly someone on the wall shouts, “They’re 
  coming! Gods, there are so many of them.”  You have 
  only a few moments to get to the wall before the 
  enemy is in sight. 
  Encounter 4 
   
  Encounter 4a: Over the Wall 
   
  After the assault on the village, the Galai Iorn have 
  retreated, presumably to wait for reinforcements.  Gearn 
  tells the PCs that there are likely to be are roving patrols, 
  but it should be possible to slip past these, and around the 
  main body of the army. Alternatively, the PCs may wish to 
  deliberately ambush a patrol to steal their gear, in order to 
  look less suspicious if they are stopped.  The most obvious 
  feature of the Galai Iorn warriors is the black tattoos that 
  they wear – a Disguise check DC15 will enable the PCs to 
  mimic the tattoos using ash or dirt and so on. 
   
  Gearn will lead the PCs over the wall, and into the night.  
  Allow them to make Move Silently and Hide checks, 
  opposed by the Galai Iorn warriors.   The sheer number of 
  warriors outside the wall makes it inevitable that the PCs 
  will eventually be spotted, but if they are relatively sneaky, 
  they may make it past most of the lines before being 
  spotted.  The PCs will have to make it past 6 patrols before 
  they are clear of the lines. Assume the PC’s are 60 feet away 
  from all patrols they encounter giving the Galai Lorn a -6 
  modifier on their Spot and Listen checks to spot the PC’s. It 
  should be possible for the PC’s to avoid the patrols entirely 
  if they take enough care. If the PC’s avoid all the patrols 
  award full XP (but no Treasure) for this encounter. 
   
  Use this opportunity to detail the number of warriors that 
  are arrayed here.  They have mostly set camps for the night, 
  and numerous small fires burn.  The sounds of war drums, 
  and a low chanting can also be heard. 
   
  APL 2 (EL4): 
   
  6 Galai Iorn Warriors: human, War 1, hp 9,9,9,9,9,9; see 
  Appendix 1. 
   
  The patrol the PCs encounter is carrying out a random 
  sweep, not expecting to find any enemies.  If the PCs 
  thought to disguise themselves, they may be able to avoid 
  conflict.  If any of the PCs speak Flan, they can attempt to 
  Bluff or Intimidate the patrol into letting them past, 
  without a fight, although the DC for this is high (DC25). If 
  they fail to convince the patrol, then combat ensues.  
  Assume Gearn is dealing with his own opponent in this 
  combat, and is not available to help the PCs. 
   
  Encounter 4B: Going Under Oerth 
   
  With Thurgan striding out ahead, you delve deeper 
  into the abandoned mine workings. For a start the 
  passage way is wide and you can easily walk three or 
  four abreast. However as you got deeper down, the 
  passage way narrows. Every so often a side passage 
  shoots of from the main tunnel, however Thurgan 
   
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  presses on following the trail blazed by the remnants 
  of the Dwur force several hours ago. 
   
  After descending for about half an hour, the tunnel 
  starts to flattens out, the passage way widens again as 
  you reach what looks like some kind of marshalling 
  area, broken barrels and tools lie in several piles in the 
  middle of the room. Three smaller tunnels lead away 
  deeper. At the entrance to the middle passageway 
  Dengar stands quietly watching your progress into the 
  room. 
   
  If any of the players speak Dwur they will be able to follow 
  the conversation below… 
   
  ‘Well Thurgan’, rumbled Dengar…’so you have taken 
  to consorting with outsiders…how typical of one of 
  your kind…if I had my way I would put all the non-
  believers to death as an example to those that 
  considered going against Moradin’s will in the 
  future…’ 
   
  As Dengar talks to Thurgan a small party of Dwur appear at 
  the entrance to one of the other tunnels. Noting their 
  arrival Dengar draws his axe and advances towards 
  Thurgan. The Dwur glance over to their leader then back in 
  your direction before hefting their axes and charging 
  towards you. 
   
   
  APL 2 (EL 4) 
  Templars (4): Male Dwur, Ftr1;hp 13,13,13,13; see 
  appendix I. 
   
  If any of the PCs show any sign of attempting to help 
  Thurgan before all the Dwur fighters are killed, then have 
  the Dwur attempt to charge past the group towards the 
  villagers. On no account should the PCs be allowed to take 
  part in Thurgan’s conflict with Dengar. As soon as the 
  Dwur are defeated read out the following box text. 
   
  As the last of your foes fall, your attention is drawn 
  towards the conflict raging at the other end of the 
  cavern. A shout from one of the children momentarily 
  distracts Thurgan; Dengar takes full advantage by 
  landing a mighty blow knocking Thurgan to the 
  ground, bleeding profusely from a wicked looking 
  gash in his head. 
   
  Dengar then turns and strides towards the middle 
  tunnel, as you move forwards Dengar turns and utters 
  a single word ‘Goodbye’ and swings his mighty axe at 
  one of the beams supporting the entrance to the 
  tunnel. As he removes his axe he turns and runs down 
  the tunnel. The ancient beam splits, giving in to the 
  weight it has borne for years, and weakening the 
  surrounding support beams. A trickle of falling earth 
  soon gives way to a deluge and in seconds the entire 
  area surrounding the entrance to the passage Ragnar 
  took is covered. 
   
  Encounter 4C: Last Stand 
   
  This encounter opens with the Galai Iorn attacking the 
  village of Vandrell.  The amount of time the PCs are able to 
  hold off the gathering hordes of the dark Flan depends 
  entirely on the amount of preparations they made in the 
  previous encounter. 
   
  The PCs may make whatever preparations they wish while 
  the Galai Iorn are charging the wall.  It will take 4 rounds 
  for them to reach the bottom of the wall, and then an extra 
  round to get past any traps that have been set for them (if 
  PC’s have been particularly ingenious give them more 
  time). Thus PCs with bows may wish to shoot at their 
  enemies for that many rounds.  
   
  At the end of that time the section of wall/gate/breached 
  section of palisade that the PCs are manning will be 
  attacked by a war party of Galai Iorn.   
   
  APL 2 (EL4): 
   
  6 Galai Iorn Warriors: human, War 1, hp 9,9,9,9,9,9; see 
  Appendix 1. 
   
  Tactics:  The Galai Lorn are 300’ away when the battle starts 
  and will require 4 rounds of running to reach the walls 
  (losing their Dex bonus to AC as they run). This should 
  give the PC’s enough time to prepare (as much as they can 
  at first level) for the coming onslaught.  
   
  The wall is reasonably well built and it will be a DC 10 for 
  the Galai Lorn to make their way over it and into the city. 
  Remember that they will not be able to take 10 whilst 
  climbing the walls as they are technically in combat at this 
  stage. Climbing the Palisade requires 2 move actions or a 
  single move action at a -5 penalty. Half the Galai Lorn will 
  stay at the bottom for a round to provide covering fire with 
  their longbows before attempting to join their companions 
  at the top.  
   
  The top of the palisade provides cover to those behind it (+4 
  to AC). The PCs will also benefit from a +1 bonus to melee 
  due to height advantage. This bonus disappears once the 
  Galai Lorn reach the top. 
   
  Once the warriors of the first wave have been defeated 
  count the number of successes that that were amassed by 
  the PCs in the last encounter.  Use that to determine which 
  text to red out to the PCs next. 
   
  0 – 2 successes – The village doesn’t hold for long, there is 
  too many holes in the walls and defenders morale is to low. 
   Read the following to the PCs. 
   
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  Page 11 
  
  The fight is brutal and agonisingly short.  Within 
  moments hundreds of Galai Iorn swarm over the 
  walls.  The gates are quickly seized and hundreds more 
  pour into the main square of the village.  All around 
  you the defenders fall to the spears of the evil Flan.  
  Within a few small minutes the village is taken.  Here 
  and there small bands of defenders surrender their 
  weapons and are bound hand and foot.  Before long 
  your party is surrounded and a Galai Iorn elder cries 
  out in broken common for you to drop you weapons. 
  In your hearts you know you have not given the 
  fleeing villagers enough time to escape.  
   
   
   
   
   
   
  3 – 5 Successes – The villagers put up something of a 
  spirited fight, holding the Galai Iorn at bay for some time.  
  Perhaps the temporary repairs hold a little longer than 
  anyone expected.  Read the following to the PCs. 
   
  As the Galai Iorn swarm around the defenders on the 
  wall their frustration becomes evident.  For almost 
  half an hour the villagers fight with the courage of 
  knights, driving the Galai Iorn back time and time 
  again. Then in the distance in the gloom you notice a 
  section of the wall fall to the enemy.  The Galai Iorn 
  seem to hold back for some reason, something else is 
  attacking the wall.  You gaze deep into the night but 
  are unable to determine what is killing so many of the 
  defenders.  Then the Galai Iorn swarm through the 
  gap on the wall and within a few small minuets the 
  village is taken.  Here and there small bands of 
  defenders surrender their weapons and are bound 
  hand and foot.  Before long your party is surrounded 
  and a Galai Iorn elder cries out in broken common for 
  you to drop your weapons.  At least you held out for as 
  long as you could. You feel that you may have given 
  them villagers enough time to escape.  At least you 
  hope so. 
   
  6+ Successes  - The battle becomes remembered in legend, 
  as the PCs and the villagers fight heroically.  Read the 
  following to the PCs: 
   
  Time and time again the Galai Iorn throw themselves 
  against the wall.  However, the defenders fight like 
  heroes of another age.  As your gaze sweeps the 
  palisade wall, your heart swells with pride as you 
  witness the glorious struggle.  Eventually the Galai 
  Iorn are repulsed, and disheartened,  they stumble 
  back across the plain to the tree line.  The cheers ring 
  out among the remaining defenders on the walls.  
  Feeling like giants you stand on the wall taunting the 
  defeated Flan warriors.  Then you notice dark shapes 
  floating through the nights towards the walls, over 
  the heads of the retreating Galai Iorn.  As they 
  approach the lights on the Palisades they become a lot 
  clearer.  Their forms are translucent, shadows; their 
  presence stains the very air.  As they begin their 
  approach some of the defenders loose arrows, throw 
  captured spears, but to no avail.  The creatures quickly 
  swarm over the walls, as they touch the defenders the 
  men scream, a sound that shatters the night.  The 
  fallen defenders look as if their life has slowly been 
  drained away, elderly twisted faces and shocking 
  white hair is all that remains of once young warriors. 
  Quickly the remaining defenders turn and flee from 
  these creatures, abandoning the walls.  With a roar the 
  Galai Iorn turn and charge the walls once again. .  
  Here and there small bands of defenders surrender 
  their weapons and are bound hand and foot.  Before 
  long your party is surrounded and a Galai Iorn elder 
  cries out in broken common for you to drop you 
  weapons.  At least you held out for as long as you 
  could.  In your heart you know that they have 
  managed to escape. 
   
  If the PCs feel like fighting on some more, then it is easy 
  enough to have them overwhelmed by the scores of Galai 
  Iorn.  Once their weapons have been taken they will be 
  bound and left lying on the village square with the other 
  captives.  The Galai Iorn continue to search for the missing 
  Dwur.  
   
  Encounter 5: 
  Encounter 5a: Race Through Darkness 
   
  ‘Your journey through the main body of the Galai Iorn 
  force complete, Gearn calls a halt for a short time.  You 
  make a cheerless camp in a small incline, all too aware 
  of the fresh warriors steadily making their way 
  towards the main host.  As dawn begins to break, and a 
  watery sun rises above the horizon, the main attack 
  begins.  
  It is short, and brutal.  Although the few remaining 
  defenders struggle valiantly against the invading 
  horde, they are rapidly overcome and a Galai Iorn tide 
  surges across the walls.  All too soon afterwards comes 
  the telltale glow of fires being set, and prisoners are 
  hauled back to the camp.’ 
   
  The PCs at this point may wish to return to help the 
  villagers.  Make it clear that this is a very bad idea, as they 
  cannot take on the army by themselves.  Gearn will be only 
  too happy to point this out.  Once the main force has 
  engaged the village, Gearn suggests that this would be a 
  good time for them to move out. 
   
  The PCs should be able to slip past the stragglers easily, so 
  long as they are not stupid and deliberately draw attention 
  to themselves.  Keep them on their toes by asking for Move 
  Silently and Hide checks every often, or for Spot and Listen 
  checks. 
   
  After several hours travel, the PCs will eventually reach a 
  small path through the hills that leads to a junction on the 
  main road. 
   
  Encounter 5B: Ah Rocks …. 
   
  ONW5I-01 Battle for Vandrell 
   
  Page 12 
  
  As from the cave-in subsides you peer through the 
  dust to try and spot Thurgan. 
   
  Use the following Spot check DCs to determine what the 
  PCs see. 
   
  DC 5 
  You 
  can 
  see 
  earth, 
  stone, 
  rocks…you’re fairly sure you are 
  underground. 
  DC 10 
  The tunnel that Dengar went 
  down 
  has 
  completely 
  disappeared…both 
  the 
  entrances to the other two 
  tunnels have partially collapsed. 
   
  DC 15 
  Over by the edge of the fallen 
  earth and stone, you can see 
  what looks like the top half of a 
  Dwur trapped under a couple of 
  old beams and earth. 
   
   
  If none of the players spot Thurgan, allow them listen 
  checks. A Spot check DC 12 will succeed and allow 
  coughing can be heard over by the edge of the debris. 
   
  It will take a DC15 Strength check to free Thurgan from 
  the collapsed beams and earth. He appears to be 
  unconscious. .  A Heal Check DC 15  indicates that 
  Thurgan seems to be stable for the moment, but the wound 
  to his head is severe – he will need at least one point of 
  magical healing to be brought round. 
   
  If the party has no magical healing available, several of the 
  women will volunteer to carry the Dwur on a stretcher.  
  Both the entrances to the other tunnels are partially 
  covered – it will take the party 10 to 15 minutes to clear 
  each entrance. 
   
   
  Left Tunnel 
  The left hand tunnel leads to a dead end – rotting 
  wooden shelves along the wall indicate it was 
  probably once some sort of storage area. 
   
  Right Tunnel 
  The right hand tunnel looks comes to a sudden ends 
  after 60 feet or so, however about halfway down a 
  rough tunnel intersects leading upwards. It does not 
  appear to have the support beams that all the tunnels 
  you have used so far had. 
   
  If any of the players have the Track feat, ask them for a 
  Survival Check. 
   
  Survival Check (DC15): This appears to be the work of 
  some sort of burrowing animal. You are not entirely 
  sure what it could be as the tracks you do discover 
  don’t appear to come from any animal you have come 
  across. 
   
  If Thurgan has been healed he will suggest that the players 
  scout up the tunnel ahead to see if it leads to a usable exit. 
  Not quite recovered from his injuries he will fall after them 
  with the women and children. If he is unconscious, then 
  one of the older women will make a similar suggestion if 
  the players seem unwilling to go up the tunnel. 
   
   
  Encounter 5C: 
  This encounter opens with the PCs the captives of the Galai 
  Iorn.  They are questioned and possibly witness the torture 
  of some of the villagers.  The Galai Iorn take great delight 
  in explaining their fate. 
   
  At some point the PCs will try to escape their bonds.  This 
  is certainly possible but very difficult.  A Strength check 
  (DC30) is required to break their bonds, while an Escape 
  Artist (DC25) can also allow them to slip from their bonds.  
  If PCs suggest they are using a sharp rock or some such to 
  help them then allow them a +4 to their attempt.  If they do 
  escape then they must make their way past the scores of 
  Galai Iorn guards in order to escape to the tree lines.  If 
  they do manage to accomplish this feat, the Flan warrior 
  who will offer to lead them to safety will meet them.  From 
  this point you can run the remainder of the module.  
   
  For several hours you are left lying in the centre of the 
  village square.  The other survivors are close by.  Many 
  of them are wounded, and they moan in pain. As you 
  watch you can see the Galai Iorn take the entire village 
  apart.  They seem to be searching for something, but 
  that is not stopping them from helping themselves of 
  everything of value either.  Your equipment is all 
  gone, they have stripped you bare of anything you 
  could possibly make use of.  Eventually several Galai 
  Iorn, accompanied by an elderly warrior come over to 
  the survivors and take a small group into the inn.  All 
  is quiet for a few moments, and then the screaming 
  begins.  After a half hour or so, they return the men, 
  badly beaten and cut and select another group to 
  repeat the same procedure.  Finally it is your turn to 
  be dragged into the inn. 
     
   
  The PCs are dragged into the inn, which has been turned 
  upside down.  To increase suspense, select only two of the 
  PCs to be dragged inside, and take them aside to run this 
  part of the encounter. The Dwur dead that were left behind, 
  have been mutilated.  While searching is clearly going on 
  in the background one of the elders orders the heroes 
  dumped on the floor and he begins by threatening them. 
   
  “You will answer questions, you will no tell lies, and I 
  will know if you do.  You will tell only truth, or you 
  will know pain…perhaps you know pain anyway eh?  
  Ha!  The old man chuckles at his own mirth then 
  ONW5I-01 Battle for Vandrell 
   
  Page 13 
  
  motions for the younger warriors to keep their spears 
  on you. 
   
  Things may look very bad for the PCs, but the elder doesn’t 
  actually want to injure them badly, he needs them to be 
  able to walk into the hills.  He begins by asking them some 
  questions.  PCs may try to lie to him, or they may refuse to 
  talk at all.  If the PCs don’t respond to his questions, then 
  the Galai Iorn warriors beat them with the end of their 
  spears.  Each hit will do 1d4 subdual damage.  Once the PCs 
  have been beaten unconscious, they are dragged back to the 
  main square.  To the others this will look like a severe 
  beating; therefore you can play up their fear.  At this stage 
  there is no indication that their friends are only 
  unconscious and not dead. The old man is hard to bluff, he 
  has a Sense Motive of +8, and those that are caught lying 
  are automatically beaten unconscious as above.  
   
   
   
   
   
   
  Questions asked 
  Answers expected 
  Where are the Dwur? 
  They 
  have 
  fled 
  down 
  ancient tunnels hoping to 
  escape 
  Where are the women? 
  Fled into the Dwur tunnel 
  Where is the son of the 
  Chief of the…? 
  We freed him and he 
  escaped in the confusion 
  Did you send anyone for 
  help? 
  Yes 
   
  Once the questioning is over the PCs are dumped bruised 
  but otherwise unhurt in the centre of the village square.  
  Those that were knocked unconscious wake up a few 
  minutes later.  As before the PCs may attempt to try and 
  escape, but the same penalties as before will probably 
  prevent them. 
   
  Encounter 6: 
   
   
  Encounter 6A: Just when you thought it was 
  safe: 
   
  After several hours of trekking through the bleak 
  foothills of the Headlands, trying to stay within cover, 
  and avoid the remaining Galai Iorn who roam the 
  landscape, you stumble across a small path.  Little 
  more than an animal track, Gearn assures you that it 
  leads to the main road, and relative safety.  However, 
  before you can pick your way through the scree 
  leading to the path, you hear the ominous sound of a 
  drum not more than a hundred feet behind you, and 
  closing fast. 
  Unknown to the PCs, they have been spotted by a Galai 
  Iorn hunting party who split off from the main force in 
  search of food. The hunting party, confident in their 
  superiority makes no attempt to hide their presence, and 
  moves rapidly to engage the PCs. 
   
  APL2 (EL 4) 
   
  6 Galai Iorn Warriors: human, War 1, hp 9,9,9,9,9,9; see 
  Appendix 1. 
   
  The terrain the PCs are currently in has rocky scree 
  underfoot, which counts as hindered terrain, thus affecting 
  movement. This adds 2 to the DC of all Balance and Tumble 
  checks made on this terrain. 
   
  Encounter 6B: We’re not alone down here… 
   
  After several hours of following the twisting tunnel 
  upwards, the gradient gradually levels off and the 
  tunnel widens to 10 feet; up ahead you catch a glimpse 
  of light…it seems you have finally found a way out. 
  The small patch of light disappears and then re-
  appears. It appears there is one final obstacle standing 
  between your band of refugees and salvation.      
   
  Some or all of the players may wish to try and sneak up to 
  find out what it is they are facing. Unfortunately for them 
  the creature in question is a Mazchedeen, the result of foul 
  Suel experimentation. See Appendix II for more 
  information.  
   
  Allow the players in question to roll hide and move silently 
  checks...and make opposed checks for the Mazchedeen. 
  Once the players are within 60 feet, the mazchedeen is 
  alerted to their presence due to blindsight.  As soon as the 
  creature becomes aware of the players, either by way of a 
  failed Hide/Move Silently check or the fact that they have 
  come within 60 feet it will move towards them and attack. 
  Between the fading light coming in from the tunnel 
  entrance and whatever light the players them selves are 
  carrying the party will have no trouble in seeing the 
  Mazchedeen charging towards them.  
   
   
  Read out the following box text then roll for initiative. 
   
  Ahead, silhouetted in the fading daylight, you can see 
  a sleek quadruped shape pacing back and forward. As 
  you move closer it seems to tilt it head as if listening 
  intently for a moment. Then it rears up on its hind 
  legs before returning to all fours and charging 
  towards you, its tongue lolling about inside a fanged 
  maw.  
   
  APL 2 (EL 3)
  Mazchedeen (1); Medium Aberration; hp 22; see 
  Appendix I. 
   
  ONW5I-01 Battle for Vandrell 
   
  Page 14 
  
   
  The entrance of the creatures burrow looks out over 
  the northern end of the valley, away from the 
  direction the Galai Iorn came from. From your 
  vantage point you cannot see Vandrell itself, but 
  columns of smoke that rise from that area tell a story 
  of their own. 
   
  Encounter 6C: 
   
  This encounter opens as the PCs are being led into the 
  mountains with one of the slavers.  The PCs are to be taken 
  to the Galai Iorn lands to be converted into Dreamstealer 
  spawn. However, the Ventonii tribesman, whom the PCs 
  may have freed earlier has been watching proceedings and 
  waits to try and rescue them. 
   
  It is now fast approaching dawn, and for several hours 
  you have been simply lying, watching the dismantling 
  of the village.  The Galai Iorn seem intent on taking 
  absolutely everything of value, including dressed 
  stone and wooden planks back into the mountains 
  with them.  The survivors have also been taken away 
  in groups of five and ten.  Robed Galai Iorn figures 
  arrive, choose a group, shackle them together at the 
  necks and wrists then lead them out of the village 
  towards the mountains.  Now it appears to be you turn 
  as a man points to you and Galai Iorn spearmen 
  prepare you to be shackled. 
   
  Once again all doesn’t look as bad for the PCs as it could be. 
   Here in the village surrounded by so many of the evil Flan, 
  they have no chance of escape.  However, in the mountains 
  escorted by only a few warriors should be another matter.  
  The slavers taunt the PCs by sharing their equipment and 
  weapons among themselves.  After a while they are ready to 
  march into the mountains.   
   
  You notice as you are led from the town through the 
  gates, that the majority of the Galai Iorn army are 
  marching due south into the headlands, you however 
  are being led towards the tree line to the south east.   
   
  Allow all the PCs to have a Spot check (DC18) as they enter 
  the tree line.  If they succeed, they catch sight of someone 
  watching them from the edge of the trail.  However, he is 
  gone before they can get a good look. 
   
  After several exhausting hours marching, you captors 
  order a short rest, while they prepare some food for 
  themselves.  As the early morning sun filters through 
  the forest your captors sit to break their fast, paying 
  little or no attention to you. 
   
  As soon as the slavers are eating the Ventonii warrior 
  selects one of the PCs, either the one that set him free in 
  the village, or the strongest looking warrior.  Both the Flan 
  and the PC will have to work quietly in order to free the 
  others.  Ask the PCs to make opposed Move Silently checks 
  as they free themselves.  The Galai Lorn (already eating a 
  hearty meal) have a +1 Listen modifier but are distracted 
  eating their breakfast (+5 DC). In all give the guards a -4 
  penalty to their Listen check to hear the PC’s.  If they are 
  alerted to the PCs, combat starts immediately.   
   
  The PCs gear is between them and the Galai Iorn, along 
  with the other stolen equipment. It is unlikely that they 
  will be able to don their armour during the fight, but they 
  should be able to grab a weapon or spell components 
  pouch.  
   
  If the PC’s are in mortal danger Gearn will attempt to hold 
  off the Galai Lorn while the PC’s to the extent he will give 
  his own life (although whether he dies or not may never be 
  found out) 
   
  APL2 (EL4*): 
   
  4 Galai Iorn Warriors: human, War 1, hp 9,9,9,9; see 
  Appendix 1. 
   
  * The number of warriors is reduced to take account of the 
  fact that the PCs do not have all their equipment in this 
  combat. 
   
  Once the PCs have destroyed the Galai Iorn the young Flan 
  offers to lead them north to the road that will take them to 
  safety.  If the PCs don’t want to take his advice, they can 
  simply march out on their own, but it is likely that none of 
  them will leave the hills alive. 
  Encounter 7: 
   
  Assuming that the PCs decided to take the Flan warrior up 
  on his offer to lead them to the road, read the following to 
  the PCs.  Alternatively, the PCs may enter this encounter 
  having been lead here through the tunnels by Thargan, or 
  by having defeated a Galai Iorn hunting party. 
   
  As early morning light continues to greet your descent 
  from the forested foothills, you can see a column of 
  smoke rising up from the direction of Vandrell.  
  Though the village is too far away to see, it is clear that 
  the buildings have been torched.  Gearn, points to the 
  road, clearly v sible.  “Here I must leave you, but know 
  that we will always remain friends, you have earned 
  that right.”  With that he turns and heads back into 
  the hills, without a backward glance.  There is little 
  left for you to do but continue towards the road. 
  i
   
  The PCs can continue their travels for several hours before 
  they come across the ambush.  A hundred Galai Iorn 
  spearmen wait ahead in hills surrounding the merchant 
  road.  Their mission is to capture any survivors from 
  Vandrell and prevent them warning the human settlements 
  from the north. 
   
  As you march north wearily down the road you notice 
  several bluffs on either side of the road.  You stop, 
  ONW5I-01 Battle for Vandrell 
   
  Page 15 
  
  suddenly wary of the ominous hills.  Then your heart 
  sinks as the sight you dreaded most greets your 
  unbeliev ng eyes.  Scores of Galai Iorn spearmen move 
  from concealed positions from the bluffs and take up 
  positions on the road in front of you.  Thunder rolls 
  ominously as the Galai Iorn begin their charge.   
  i
   
   
   
   
  The PCs may of course roll for initiative.  It will take four 
  rounds before the Galai Iorn are in a position to attack the 
  PCs.  Allow them to use any missile weapons or spells that 
  they have left for three rounds then read the following: 
   
  The Galai Iorn are almost upon you, the sound of 
  thunder grows louder, dust rolls behind the charging 
  flan, and then…then a miracle happens. The thunder 
  is not a herald to a mighty storm, but the advance 
  guard to a company of Free Onnwal cavalry.  The 
  horsemen, their lances lowered catch the Galai Iorn 
  completely off guard and in a matter of moments the 
  warriors are either killed or scattered. The company 
  commander rides up to you and speaks; “We saw the 
  smoke. Are you from Vandrell?  Can you tell us what 
  happened?” 
   
  Its up to the PCs to now explain what has happened to 
  them in this very long night.  The commander, will be 
  shocked at the destruction of the town, and will take them 
  back to his officer to relate the tale.  From there he assures 
  them they will be free to go.  Once back at Sornhill, the PCs 
  learn that they were not the only survivors, but many more 
  died that night, during the Battle for Vandrell. 
   
  After the PCs are returned to safety, some weeks later they 
  receive a message from the survivors of the attack on 
  Vandrell.  The villagers, having petitioned their Cantred 
  Laird (Baron Elwerd Coriell), have sent money, as a reward 
  for the PCs assistance, to a total of 100gp per PC. 
   
   
  The End 
   
  ONW5I-01 Battle for Vandrell 
   
  Page 16 
  
  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 2:  
  Defeat Galai Iorn warriors  
  APL2  
  120 XP  
   
  Encounter 4:  
  Defeat Dwur or Galai Iorn warriors  
  APL2  
  120 XP  
   
  Encounter 6:  
  Defeat tunnel hunter or Galai Iorn warriors 
  APL2  
  120 XP  
   
  Discretionary Role-playing Award 
  APL2  
  90 XP  
   
   
  Total Possible Experience:  
   
  APL2  
  450 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. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter 2:  
   
  APL 2: Loot: 121 gp; Coin: 15 gp; Magic: 0 gp 
   
  Encounter 4A or 4C:  
   
  APL 2: Loot: 121 gp; Coin: 20 gp; Magic: potion of cure 
  light wounds x 4 16 gp 
   
  Encounter 4B:  
   
  APL 2: Loot: 223 gp; Coin: 20 gp; Magic: potion of cure 
  light wounds x 4 16 gp 
   
  Encounter 6A:  
   
  APL 2: Loot: 121 gp; Coin: 15 gp; Magic: 0 gp 
   
  Encounter 6C:  
   
  APL 2: Loot: 80 gp; Coin: 10 gp; Magic: 0 gp 
   
  Conclusion:  
   
  APL 2: Loot: 0 gp; Coin: 100 gp; Magic: 0 gp 
   
  Total Possible Treasure 
  Route A 
  APL 2: Loot: 363 gp; Coin: 150 gp; Magic: 24 gp - 
  Total:537gp 
  Route B 
  APL 2: Loot: 344 gp; Coin: 135 gp; Magic: 16 gp - 
  Total:495gp 
  Route C 
  APL 2: Loot: 322 gp; Coin: 145 gp; Magic: 24 gp - 
  Total:491gp
  ONW5I-01 Battle for Vandrell 
   
  Page 17 
  
  Appendix 1 
  APL 2 
   
  Encounter 2: 
   
  Galai Iorn: Male human War1; CR 1/2; Medium humanoid (human); HD 1d8+2; hp 10; Init +2; Spd 20 ft.; AC 15 
  (touch 12, flat-footed 13) [[+1 Dex, +4 masterwork Hide Armour]; Base Atk +1; Grp +4; Atk +4 melee +4 melee (1d6+4, 
  shortspear) or +3 ranged (1d8, longbow); Full Atk +4 melee (1d6+4, shortspear) or +3 ranged (1d8, longbow); AL LE; SV 
  Fort +4, Ref +2, Will -1; Str 16, Dex 14, Con 14, Int 13, Wis 9, Cha 8. 
  Skills and Feats: Climb +5, Intimidate +3, Listen +1. Spot +1; Combat Reflexes, Dodge. 
  Possessions: shortspear, longbow, 30 arrows, masterwork Hide armour, 10 gp in coin. 
   
   
   
  Encounter 4b Going under Oerth
   
  Dwur Fighter: Male Dwur Ftr 1; CR 1; Medium humanoid; HD 1D10+3; hp 13; Init +1; Spd 20 ft; AC 19 (touch 11, flat-
  footed 18); Base Atk +1; Grp +4; Atk + 5 melee (1d8+3/x3, masterwork warhammer) or +2 ranged (1d8/19-20, 
  masterwork heavy crossbow); Full Atk + 5 melee (1d8+3, x3, masterwork warhammer); SA Dwarven traits; SQ Dwarven 
  traits; AL LN; SV Fort +5, Ref +1, Will +0; Str 16, Dex 12, Con 17, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Climb -1, Jump -7, Knowledge (religion) +2; Power Attack, Weapon Focus (warhammer) 
   
  Dwarven Traits (Ex):  + 1 racial bonus to attack rolls against orcs and goblinoids, through special combat training; 
  +2 racial bonus to Fortitude saves against all poisons; +4 dodge bonus against giants through defensive training; 
  Darkvision 60 ft; Stone cunning; Dwarves receive a + 2 racial bonus to checks to notice unusual stonework; Skills; 
  Dwarves receive a +2 racial bonus to Appraise checks and Craft or checks that are related to stone or metal. +2 racial 
  bonus to saves against spells and spell like effects. Stability, A Dwarf gains a +4 bonus on ability checks made to resist 
  being bull rushed or tripped when standing on ground (but not when climbing, flying, riding or otherwise not standing 
  firmly on the ground) 
   
  Possessions: Masterwork banded mail, warhammer, masterwork heavy steel shield, masterwork heavy crossbow, 20 
  crossbow bolts, potion of cure light wounds.  
   
   
   
   
  Encounter 4c: Last Stand 
   
  Galai Iorn: Male human War1; CR 1/2; Medium humanoid (human); HD 1d8+2; hp 10; Init +2; Spd 20 ft.; AC 15 
  (touch 11, flat-footed 14) [[+1 Dex, +4 banded mail]; Base Atk +1; Grp +4; Atk +4 melee +4 melee (1d6+4, shortspear) or 
  +4 ranged (1d8, longbow); Full Atk +4 melee (1d6+4, shortspear) or +3 ranged (1d8, longbow); AL LE; SV Fort +4, Ref +2, 
  Will -1; Str 16, Dex 14, Con 14, Int 13, Wis 9, Cha 8. 
  Skills and Feats: Climb +1, Intimidate +3, Listen +1. Spot +1; Combat Reflexes, Dodge. 
  Possessions: spear, longbow, 30 arrows, masterwork banded mail armour, 10 gp in coin, potion of cure light wounds . 
   
   
  Battle for Vandrell 
  Page 18  
  
  Encounter 6b We’re not alone down here... 
   
  Mazchedeen; Medium Aberration; CR 2; HD 4d8+4; hp 22; Init +4; Spd 40ft, climb 20ft; AC 18, touch 14, flatfooted 14; 
  Base Attack +3; Grp +5; Atk +5 melee (2d6+2, bite); Full Atk +5 melee (2d6+2, bite) and +0 melee (1d6+1, 2 claws); 
  Space/Reach 5 ft./5ft.; SA Spit acid, SQ Blindsight 60 ft., adaptive camouflage, Suel failsafe; AL LN; SV Fort +2, Ref +5, 
  Will +6; Str 14, Dex 18, Con 13, Int 9, Wis 15, Cha 10 
   
  Skills and Feats: Balance +7, Climb +10, Hide +14, Jump +7, Listen +6, Move Silently +6, Spot  +6; 
   
  Spit Acid (Ex): Mazchedeens can spit a steam of acid 5 feet high, 5 feet wide and 5 feet long, once every 1d6 
  rounds. The acid deals 4d4 points of damage. A successful DC 16 Reflex save halves the damage. 
   
   
  Blindsight (Ex): Mazchedeens can "see" (by hearing) to a distance of 60 feet by sensing vibrations. A deafened 
  Mazchedeen is unable to use its blindsight and all opponents have total concealment against it . 
   
   
  Adaptive Camouflage (Ex): Due to their rough, pigmented hide, Mazchedeens gain a +10 racial bonus to Hide 
  checks.  
   
   
  Suel Failsafe (Ex): Mazchedeens are bred to be unable to attack humans of purely Suel origin, unless attacked 
  first, in which case they will defend themselves as normal. 
   
   
  Climb (Ex): Creatures with a Climb speed have a +8 racial bonus on all Climb checks. The creature must make a 
  Climb check to climb and wall or slope with a DC of more than 0, but it can always choose to take 10 even if rushed or 
  threatened while climbing. The creature climbs at the given speed while climbing. If it chooses an accelerated climb it 
  moves at double its given climb speed (or its base land speed whichever is lower) and makes a single climb check at a -5 
  penalty. Creatures cannot run whilst climbing. A climbing creature retains its Dexterity bonus to Armour Class (if any) 
  while climbing, and opponents get no special bonus on their attacks against a climbing creature. 
   
   
  Encounter 6c: 
   
  Galai Iorn: Male human War1; CR 1/2; Medium humanoid (human); HD 1d8+2; hp 10; Init +2; Spd 20 ft.; AC 15 
  (touch 11, flat-footed 14) [[+1 Dex, +4 banded mail]; Base Atk +1; Grp +4; Atk +4 melee +4 melee (1d6+4, shortspear) or 
  +3 ranged (1d8, longbow); Full Atk +4 melee (1d6+4, shortspear) or +3 ranged (1d8, longbow); AL LE; SV Fort +4, Ref +2, 
  Will -1; Str 16, Dex 14, Con 14, Int 13, Wis 9, Cha 8. 
  Skills and Feats: Climb +1, Intimidate +3, Listen +1. Spot +1; Combat Reflexes, Dodge. 
  Possessions: masterwork spear, longbow, 30 arrows, masterwork studded leather armour, 10 gp in coin. 
   
   
  Battle for Vandrell 
  Page 19  
  
  Appendix II 
  New Rules Items 
   
  Mazchedeen  (Tunnel-hunters) 
  Medium-Size Aberration 
  Hit Dice: 4d8+4 (22 hp) 
  Initiative: +4 (Dex) 
  Speed: 40ft., climb 20ft. 
  AC: 18 (+4 Dex, +4 natural) 
  Attacks: Bite +5 melee, 2 claws +0 melee  
  Damage: Bite 2d6+2, 2 claws 1d6+1 
  Face/Reach: 5 ft. by 5 ft./5 ft. 
  Special Attacks: Spit acid  
  Special Qualities: Blindsight 60ft, adaptive camouflage, suel failsafe 
  Saves: Fort +2, Ref +5, Will +6 
  Abilities: Str 14, Dex 18, Con 13, Int 9, Wis 15, Cha 10 
  Skills: Balance +7 (+4 Dex +3 ranks), Climb +7 (+4 Dex +3 ranks), Hide +14 (+4 Dex, +10 racial), Intuit Direction (+2 
  Wis, +3 ranks) Jump +7 (+2 Str, +5 Ranks), Listen +6 (+2 Wis, +4 ranks), Move Silently +6 (+4 Dex, +2 ranks), Spot  +6 (+2 
  Wis, +4 ranks)  
  Feats: None 
  Climate/Terrain: Any underground 
  Organization: Solitary, pair, or pack (5-20) 
  Challenge Rating: 2 
  Treasure: None 
  Alignment: Always lawful neutral 
  Advancement: 5-8 HD (Large); 9-12 HD (Huge) 
   
  Mazchedeens (Ancient Suloise: maz - tunnel, mine; chedeen - hunter) are specially bred through the foul sorcery of the 
  Scarlet Brotherhood to fight in the subterranean cavern networks of dwarves and gnomes.  
  Sleek quadrupeds with powerfully muscled limbs, Mazchedeens can run and climb on all fours, but frequently rear onto 
  their back legs to rake foes with their cruelly curved fore-claws. Their long, horse-like heads have two vestigial eyes and 
  a pair of slit-nostrils set above the extensive, fanged maw. Despite being sightless, Mazchedeens can navigate and locate 
  foes without difficulty in complete darkness. Tunnel-hunters have extremely thick, rough, pigmented hide, which can 
  change color to blend into the creature's surroundings, making them very difficult to spot when they are motionless.  
  Mazchedeens are thought to be one of the products of the Scarlet Brotherhood's diabolical monster breeding program. 
  As such, they can understand commands in Ancient Suloise, but only if issued with a priming control phrase, known to 
  the creature's Brotherhood masters alone. Moreover, tunnel-hunters have been conditioned not to initiate combat with 
  humans of pure Suel ancestry - a failsafe to prevent the creatures turning on their creators. It is a mystery how the 
  sightless creatures discern Suloise from other humans.  
  The Brotherhood uses the tunnel-hunters as shock troops to suppress the usually fierce resistance encountered in Dwur 
  and noniz settlements. Tales from Irongate and the Hollow Highlands tell of creatures bearing a striking resemblance 
  to Mazchedeens wreaking bloody havoc in clan holds and settlements in the years following the Greyhawk Wars. They 
  are also used as "watchdogs" at the gates to sensitive Brotherhood strongholds, where their ability to distinguish non-
  Suel humans has been the undoing of many a would-be spy.  
  The reproductive cycle of the Mazchedeen is unknown and it is unclear what differences, if any, there are between male 
  and female Mazchedeen.  
  Mazchedeens have no spoken language, but can comprehend commands issued in Ancient Suloise. 
   
  Combat 
  Mazchedeens are dangerous opponents, capable of using guile and tactics to undo their foes. Alone, they make full use 
  of their climbing ability and natural camouflage to lie in wait and ambush unsuspecting targets, often clinging upside 
  down to the roofs of caves and passages and then dropping onto passing victims. In groups, Mazchedeens like to swarm 
  over their enemy, using their climbing ability to move over defensive lines, simultaneously overwhelming them and 
  striking at the vulnerable spell-casters behind.  In melee, their primary weapon is their vicious and toothy maw. 
  Mazchedeens also make good use of their front claws, rearing up on their hind legs, or dangling down from cavern 
  roofs to rake their victims. Particularly stubborn foes are dealt with by means of acid, secreted by glands in the creature's 
  throat and spat into the faces of enemies.  
  ONW5I-01 Battle for Vandrell 
   
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  Spit Acid (Ex): Mazchedeens can spit a steam of acid 5 feet high, 5 feet wide and 5 feet long, once every 1d6 
  rounds. The acid deals 4d4 points of damage. A successful Reflex save (DC 16) halves the damage. 
   
   
  Blindsight (Ex): Mazchedeens can "see" (by hearing) to a distance of 60 feet by sensing vibrations. A deafened 
  Mazchedeen is unable to use its blindsight and all opponents have total concealment against it . 
   
   
   
  Adaptive Camouflage (Ex): Due to their rough, pigmented hide, Mazchedeens gain a  +10 racial bonus to Hide 
  checks.  
   
   
   
  Suel Failsafe (Ex): Mazchedeens are bred to be unable to attack humans of purely Suel origin, unless attacked 
  first, in which case they will defend themselves as normal. 
   
   
   
  Climb (Ex): Creatures with a Climb speed have a +8 racial bonus on all Climb checks. The creature must make a 
  Climb check to climb and wall or slope with a DC of more than 0, but it can always choose to take 10 even if rushed or 
  threatened while climbing. The creature climbs at the given speed while climbing. If it chooses an accelerated climb it 
  moves at double its given climb speed (or its base land speed whichever is lower) and makes a single climb check at a -5 
  penalty. Creatures cannot run whilst climbing. A climbing creature retains its Dexterity bonus to Armour Class (if any) 
  while climbing, and opponents get no special bonus on their attacks against a climbing creature. 
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Onnwal/595/Intro mods/ONWI5-01 - Battle for Vandrell (APL 2)/ONWI5-01 - Battle for Vandrell.pdf