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. 
   
  BNM4-01 
   
   
   
   
   
   
   
   
  First Blood 
   
  A Two-Round D&D LIVING GREYHAWK
  ®  
  A Bone March Regional Adventure 
  Version 1.1 
   
  Round 1 and 2 
   
  by Spyridon Giannoutsos 
  Circle Reviewer: Creighton Broadhurst 
   
   
   
  A ranger of the village of Nlul discovers two small Orc scout camps at the outskirts of the village. The PCs are hired by 
  the garrison (the military) to neutralize the threat. The PCs will have to get familiar with the Nlul surroundings and by 
  using the Ranger's map, go undetected and neutralize the camps. 
   
   
   
   
  
  First Blood 
   
  Page 2 
  Introduction 
  This is an RPGA
  ® Network scenario for the Dungeons 
  & Dragons
  ® game. A five-hour time block has been 
  allocated for each round of this scenario. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are 
  here to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that 
  you know and can communicate to your players the 
  special aspects of playing an RPGA scenario.  
   
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring 
  their own characters with them. If players do not have 
  a LIVING GREYHAWK character generated, get a 
  copy of the current LIVING GREYHAWK character 
  generation guidelines, and a character sheet from your 
  convention coordinator or the RPGA Website, and 
  then have any players without a character create on. 
  Once all players have a LIVING GREYHAWK 
  character, play can begin. 
   
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
   
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly 
  important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following books: the 
  Player’s Handbook, the Dungeon Master’s Guide, and 
  the Monster Manual. We also assume that you have a set 
  of dice (at least one d4, d6, d8, d10, d12, and d20), some 
  scrap paper, a pencil, an RPGA scoring packet, and your 
  sense of fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as a pad 
  of graph paper and a pencil, as handy as a vinyl grid map 
  and chits, or as elaborate as resin dungeon walls and 
  miniatures. 
   
  Instruct the players either to prepare their 
  characters now, or wait until you read the introduction, 
  depending on the requirements of the scenario as 
  described in the introduction.  
   
  Keep in mind that you must have at least four 
  players (not counting the DM), for the game session to 
  be a sanctioned RPGA event. As well, you cannot have 
  more than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or her. The 
  tag should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes 
  it easier for the players (and the DM) to keep track of 
  who is playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM, can bar the use of 
  even core rulebooks during certain times of play. For 
  example, the players are not free to consult the Dungeon 
  Master’s Guide when confronted with a trap or hazard, or 
  the Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while other 
  text is for your eyes only. Text for the players will be in 
  gray boxes. It’s strongly recommended that you 
  paraphrase the player text instead of reading it aloud. 
  Some of this text is general and must be adapted to the 
  specific situation or to actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the 
  time allotted to run the scenario has run out, the 
  players and DM score the game. Complete the RPGA 
  scoring grid with names and RPGA numbers only, and 
  the event information at the top. RPGA no longer uses 
  voting for any reported results. Give the Scoring Packet 
  to your event coordinator along with any event tickets.  
   
  LIVING GREYHAWK  
  Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the 
  Average Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a 
  class ability (i.e. animal companions, familiars 
  paladin’s mounts, etc) use the sidebar chart to 
  determine the number of levels you add to the 
  sum 
  above. 
  Add 
  each 
  character’s 
  animals 
  
  First Blood 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  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. 
   
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, APLs 
  categorize the level of challenge the PCs will face. 
  APLS are given in even-numbered increments. If the 
  APL of your group falls on an odd number, ask them 
  before the adventure begins whether they would like 
  to play a harder or easier adventure. Based on their 
  choice, use either the higher or the lower adjacent 
  APL. 
   
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your character 
  is three character levels or more either higher or lower 
  than the APL this adventure is being played at, that 
  character will receive only half of the experience 
  points awarded for the adventure. This simulates the 
  face that either your character was not as challenged as 
  normal, or relied on help by higher-level characters to 
  reach the objectives. 
   
  Note: LIVING GREYHAWK adventures are 
  designed for APL 2 and higher. Four or sometimes 
  even five 1
  st-level characters may find difficulty with 
  the challenges in a LIVING GREYHAWK adventure. 
  If your group is APL 1 there are two things that you 
  can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, 
  or try to enlist higher-level characters to play at 
  that table. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding dogs 
  are considered trained to attack. PCs who want 
  their dogs to attack must succeed at a DC 10 
  Handle Animal or Charisma check. Failure 
  indicates that the animal will not attack that 
  round. This is a free action (spoken command) 
  that may be attempted each round. If an animal 
  loses half or more hp in a single round it flees, 
  unless another check is successful. 
   
  Time Units and Upkeep 
  This is a standard two-round Regional adventure, set in 
  the Bone March Region. Characters native to Bone 
  March 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 
  The village of Nlul is located southwest of the city of 
  Knurl. Life has never been too easy for the people of 
  the small village, due to constant Orc raids. However 
  Jess Lynette, the village wishes to turn things around. 
  So he sends his rangers to the outskirts of the village 
  and the surrounding lands to pinpoint the location of 
  various Orc camps and strike them down with the help 
  of adventurers who would do it for a share of the loot. 
   
  Adventure Summary  
  Harkin Gevies is a sergeant in the Garrison of the 
  village of Nlul. He will inform the characters that they 
  are needed to go and neutralize to Orcish camps in the 
  outskirts of the village. He will also give them a map of 
  the Local area to pinpoint the location of the targets. 
   
  The PCs, if they take Harkin offer, now have to 
  decide which of the two camps are going to attack first. 
   
  Part One 
  In this section of the adventure, the PCs must find the 
  first camp, and neutralize it. It might be useful to do it 
  during the day, when the orcs guards have their guard 
  down, due to poor day-light vision. 
   
  
  First Blood 
   
  Page 4 
  Part Two 
  In this section of the adventure, the PCs must storm 
  the other camp and discover that this camp is taking 
  orders from a cleric of Hector. Then they have to go 
  back and report to Harkin Gevies. 
   
  Introduction: The PCs learn their mission 
   
  Encounter 1 The village of Nlul: The PCs get a 
  spin around the village of Nlul 
   
  Encounter 2 Wolves: The PCs encounter wolves 
  along their way to the first camp 
   
  Encounter 3: The PCs must sneak or destroy the 
  guards of the first camp. 
   
  Encounters 4-5: The PCs must destroy the First 
  camp. 
   
  Encounter 6: The PCs must sneak or destroy the 
  guards of the second camp. 
   
  Encounters 7-8: The PCs must destroy the Second 
  camp. 
   
  Introduction 
  You should read the following text to the players: 
   
  It is a cold morning at the village of Nlul. Outside the 
  rain is falling on the stones ferociously. You however 
  are protected, inside a warm wooden house, which 
  serves as a room for a sergeant of the garrison of Nlul, 
  Harkin Gevies. You among others sit around a wooden 
  table when a short but well built man comes down the 
  stairs from the floor above. 
   
  He says: “Hi friends. I am Harkin. Harkin Gevies 
  and I am a sergeant in the garrison of our humble 
  village. I see that you are more that eager to answer 
  my call of action. Let me elaborate a bit more on the 
  situation here in our village. As you well know during 
  the year 592 CY Lord Lynette took his gamble and 
  founded this small village southwest of the County of 
  Knurl. The first year was quiet but now the orcs are 
  increasingly harassing the traders and harm the 
  farmers.” 
   
  “They seem to be organized into small camps all 
  around the village. Of course Lord Lynette could not 
  stand idle by. So he hired a group of rangers and they 
  scouted the outskirts of the village. As we all thought, 
  several Orc camps have been discovered around the 
  village!” 
   
  “This is where you, my young lads come in! I 
  want you to go to two camps that I have marked you 
  in this map and neutralize them. I expect nothing less, 
  that a quick merciless strike to the humanoid trash, 
  that continues to pillage our property” 
   
  Hand to the PCs the Player’s Handout #1 
   
  “And don’t you thing that Lord Jess is ungrateful! If 
  you destroy both camps, I will see that you will be 
  given 100 gold pieces each. All you have to do is to 
  torch the tents and we will know that the job is done. 
  Of course the Orcs won’t just sit and watch you burn 
  their equipment so be prepared for a fight” 
   
  At this point Harkin is open to questions from the PCs. 
  Basically he will try to give the best answers possible. 
  He will try to help the PCs gather the equipment they 
  want, by taking them to the appropriate shop. If asked 
  he will tell the adventurers that each camp has around 
  10-20 humanoids stationed there. However all of these 
  people are lightly armored and poorly equipped. He 
  will insist however that when the PCs are ready they 
  should embark as soon as possible for their destination. 
   
  �Harkin Gevies: Male human Ftr 2 
   
  Encounter 1: 
  The village of Nlul 
  The players should take a quick look around the village 
  of Nlul to spot the necessary shops that they need. 
  Harkin also walks with them to help them in anything 
  they might want. 
   
  When the PCs start their walk around the village, 
  the DM should read the text below: 
   
  The village is bursting with activity. Wherever you 
  turn your eyes you see people working, carrying 
  things going to the fields, and transferring animals. 
   
  There are four buildings that seem important in 
  this small village. The Inn named Sunny Stone, the 
  general store, the smith and a small temple of Pelor. 
   
  Here the PCs should decide if they want to buy 
  something or if they prefer to press on their journey in 
  destroying the camps. 
   
  If the PCs decide to visit the inn, then read the 
  text below: 
   
  The Inn is small but pleasant. Inside you spot three 
  Oeridian customers drinking their ale, and the 
  Innkeeper, a tall Oeridian man wearing an impressive 
  beard. He looks at you smiles and asks: “Good 
  morning gents! I am Avenal Astra, owner of this 
  establishment! What will be?” 
   
  
  First Blood 
   
  Page 5 
  Here the PCs could order a drink, or they could use 
  their gather information skills on Avenal and the other 
  customers of the Inn. Allow them to make their checks 
  and give them the following results (note that if the 
  PCs decide to bribe a person, for each gold piece that 
  they spend, add +1 circumstance bonus to their check): 
   
  DC 10: The orcs around these parts are poorly 
  equipped for the time being. They are seen wearing 
  leather armors and holding clubs. 
   
  DC 15: The orcs are doing a lot of scouting too, 
  except for the raiding, just as if they are searching the 
  village for weaknesses. 
   
  DC 20: A scout spotted a human in plate mail 
  among the orcs. 
   
  If the PCs decide to visit the General Store read 
  the following text to them: 
   
   
  Upon entering the general store, an odor of fresh 
  leaves and spices strike your nose. Behind the counter 
  you see an Oeridian woman that waves you hello. She 
  says “Hello, I haven’t seen you again. You are not from 
  these parts are you? My name is Elizar Gwydre and I 
  hold the premises here. If you have come here to sell 
  me a wolf pelt, I have to inform you that I buy them at 
  60 gold pieces per piece. If however, you want to buy 
  something, I have anything you might want, from 
  iron rations to a horse! All you have to do is ask me” 
   
  The PCs can buy anything they want from the Player’s 
  Handbook lists at tables 7-3 and 7-8 (of course not the 
  spells), that costs no more than 200 gold pieces. 
   
  If Elizar is asked about the orcs she will say that 
  they should be all killed as they killed her husband last 
  year. She will also mention that the orcs have taken her 
  husband’s wedding ring, and that she would like it 
  back. She describes it as a plain ring with a red stone. 
   
  If the PCs decide to pay a visit to the Smith then 
  read them the following text: 
   
  Even before you enter this house you can smell the 
  perfume of steel. Upon opening the door you 
  encounter a man. He is ugly and deformed. His right 
  eye is just above his right cheekbone, while his hair is 
  scarce and looks like straw. Many of his teeth are 
  missing, and his face has black marks of fume all over 
  it. He wears a smith’s working robe and looks you 
  with 
  one 
  eye 
  (his 
  left). 
  Then 
  he 
  asks: 
  “Who…are…you?” 
   
  The PCs could introduce themselves here. The man 
  should reply: 
   
  “I…am…Kae…Smith…Are…you…in…need… Of 
  …weapons?” 
   
  The PCs can buy any weapon from the tables 7-5 and 7-
  6 of the Player’s Handbook, except the exotics lists and 
  with a price of no more than 200 gold pieces. 
   
  If they do buy something, make the PC with the 
  highest Wisdom score make a d20 check. If he beats a 
  DC of 18, he spots a small tattoo of a Shield, on the left 
  hand of the smith between his thumb and his index. A 
  second, successful intelligence check with a DC of 10 
  recognizes the symbol as the one of the Shield of Knurl 
  Organization. If questioned about that he will take a 
  surprised look and try to avoid answering while 
  mumbling to himself quietly or speak a really quick 
  sentence that makes no sense. Also, if the PCs insist he 
  could claim that he has a lot of work and he must get 
  on to it. 
   
  However, if one PC is a member of the Shield of 
  Knurl, and decides to shows him his own tattoo, his 
  attitude changes. He says: 
   
  “Well Met brother, I see that you are a member of the 
  Shield. Good, we need young lads like you in the 
  defense of the County my lad. However, dark tides are 
  upon as. Please be careful if you are going after those 
  camps. Be on the look out of any funny documents. If 
  you do find them, please give them to me, so I can 
  transfer them to headquarters. If you provide such a 
  service for me I am sure that headquarters will hear 
  about it!!!” 
   
  Kae of course is a true member of the Shield of Knurl. 
  However at this time, he serves as a spy for the 
  organization so that the village is protected at all times, 
  without the presence of troops. 
   
  If the PCs decide to pay a visit to the temple of 
  Pelor then you should read the following: 
   
  The temple is small for the likes of Pelor but he is as 
  shinning as ever. White at all sides and with as much 
  room as possible, it seems like a protecting veil upon 
  the village. Upon entering the temple you encounter a 
  man, wearing a long yellow robe, with long blond hair 
  tied as a pony tail behind his back. He looks at you, 
  smiles and says: “Hello! My name is Darian Mara and I 
  am a Priest of Pelor. Can I be of service?” 
   
  Darian will help the PCs in any way he can. He will 
  provide cleric services of a 3
  rd level cleric and he can 
  cast the following spells: cure minor wounds (for 5 
  gold pieces), detect magic (for 5 gold pieces), detect 
  
  First Blood 
   
  Page 6 
  poison (for 5 gold pieces), purify food & drink (for 5 
  gold pieces), and cure light wounds (for 10 gold 
  pieces). 
   
  When asked about information concerning the 
  orcs, he will say that they have been injuring farmers 
  for the last two months, but rarely have the manpower 
  of the equipment for large scale operations. However 
  he is almost certain that an evil power is behind the 
  raids, because his god has been sending him dreams for 
  the past two weeks. 
   
  When all this is finished and the characters are 
  ready to go, then at the gates of the village Harkin bids 
  farewell to the characters saying: 
   
  “Now lads you are on your own. Be quick and swift 
  with your strikes neutralize the threats and be quick 
  about it. My advice to you is to neutralize the first 
  camp, sleep the night there if you are wounded and 
  then move to the next one. Upon destroying both 
  camps return to the village!” 
   
  �Avenal Astra: Male human, Com 5 
  �Elizar Gwydre: Female human, Com 3 
  �Kae: Male human Ftr 6 
  �Darian Mara: Male human Clr 3 
   
  Encounter 2: 
  Wolves! 
   
  As the characters are almost midway from the first 
  camp read the following text to them: 
   
  The land spreads in front of you as you go around the 
  hills to meet the first camp. Suddenly you hear a 
  howling and in front of you wolves appear. Their red 
  eyes invite trouble as you understand that you have to 
  fight your way through 
   
  APL2 (EL 2) 
  �Wolves (2): (hp 11, 14; see Monster Manual page 204 
  and appendix 1) 
   
  APL4 (EL 4) 
  �Wolves (4): (hp 11, 14, 12, 13; see Monster Manual 
  page 204 and appendix 2) 
   
  Tactics: The wolves attack the heaviest PC. They won’t 
  stop the attack until all the PCs are dead, or unless they 
  are fed in some way. Clever PCs who carry fresh rations 
  will attempt to feed the wolves and satisfy their hanger 
  with this way. If this event happens award the 
  experience as if the wolves have been slain. 
   
  Treasure: The wolf pelts (each wolf can provide 
  one) can be sold to the village General store for 60 gold 
  pieces each. If they are not sold at the end of the 
  adventure the DM shouldn’t add their value to the 
  treasure pile. 
   
  APL 2: Loot: 20 gp 
   
  APL 4: Loot: 40 gp 
   
  Encounter 3: 
  The First Camp Guards 
  When the characters are 80 yards away from the first 
  camp, read the following text: 
   
  Upon reaching the outskirts of the first camp you hear 
  Orcish voices and see some figures besides two tents. 
  One of the tents is large while the other is smaller. A 
  small fire burns between them. The orcs are yelling to 
  each other, pointing at a necklace that is tied on a 
  branch of a tree. They are so very busy arguing that 
  they pay no attention to you! 
   
  APL2 (EL 2) 
  �Orcs (3): hp 4, 5, 4; see Monster Manual page 146 
  and appendix 1 
   
  APL4 (EL 4) 
  �Orcs (6): hp 4, 5, 4, 5, 4, 5; see Monster Manual  page 
  146 and appendix 2 
   
  Tactics: Of course, when the Orcs spot the PCs they 
  will attack. Describe their equipment from the 
  appendix 1 and 2 respectively. However right now they 
  are tied up in an ugly argument. If a PCs knows Orcish, 
  he can understand that the necklace is the source of 
  the fight, because each one wants it for himself. The 
  PCs can do whatever they thing is the best for their 
  interest. If the PCs attack, there won’t be an alarm, 
  because the rest of the camp thinks that the guards are 
  fighting among themselves. The only way for the 
  sleeping Orcs of the large tent, to be alarmed is to be 
  woken up violently by the guards. So the guards stay 
  and fight for five rounds of combat, but at the start of 
  the sixth round one of the guards will break off the 
  engagement to go to the tents to call for 
  reinforcements. He has to go to both tents to wake up 
  their inhabitants. 
   
  Treasure: The PCs can take the black necklace 
  from the branch. The necklace has mainly black stones 
  
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  Page 7 
  tied together with a golden chain. The value of the 
  necklace depends on the PCs APL: 
   
  APL 2: Loot: 3 gp; Coin: 10 gp 
   
  APL 4: Loot: 26 gp; Coin: 20 gp 
   
  Development: If the PCs skip/neutralize the guards, 
  they 
  have 
  to 
  decide 
  if 
  they 
  are 
  going 
  to 
  storm/destroy/burn the large or the small tent of the 
  camp. If they select the large tent proceed to encounter 
  4, otherwise proceed to encounter 5. Also if one of the 
  guards enters a tent and wakes up his partners, treat 
  that encounters with the inhabitants of each tent up, 
  alarmed, and armed. Also keep in mind that alarmed 
  inhabitants will tend to get out of their tents to engage 
  the PCs. 
   
  Encounter 4: 
  The Large Tent 
  Here the adventurers must storm/destroy/burn the 
  first tent. You can read the following text to them: 
   
  As you approach the large tent, you sense an orc 
  stench in the air. On the ground you can see a lot of 
  straw. Dirty mugs that smell ale are all over the floor. 
  There are various boxes, bags, filled with weird Orcish 
  food and dirty stuff. Many of these things look 
  flammable 
   
  Inside the tent, there are a number of sleeping orcs. If 
  however, one of the guards reached inside this tent, 
  they should be up, alarmed, and armed. 
   
  APL2 (EL 3) 
  �Orcs (6): hp 4, 5, 4, 4, 6, 4; see Monster Manual page 
  146 and appendix 1 
   
  APL4 (EL 5) 
  �Orcs (7): hp 4, 5, 4, 5, 4, 5, 8; see Monster Manual 
  page 146 and appendix 2 
   
  If however the orcs of this tent have been alarmed 
  from the guards, this tent is empty. You will find no 
  other orcs here. 
   
  Tactics: The orcs of this tent are sleeping deeply 
  after their last night of drinking. They can be woken 
  up only by violent means (one of the guards shaking 
  them, a fire) or by noise inside their tent (the straw 
  cracks on the floor, characters kicking mugs as they 
  walk in). If they are woken up however, they need one 
  round only to grab their clubs and get out of the tent. 
  Then they enter the engagement. Treat them as a new 
  group, roll initiative for them and they go in. 
   
  There are a number of things the PCs can do here:  
   
  First of all they could sneak in and coup de grace 
  them all. However the character(s) attempting this 
  must make a DC 15 Move silently check for each coup 
  de grace attempt, or make extreme noise while at it, 
  alarming the orcs (treat the orc party as up, alarmed 
  and armed in one turn). 
   
  Another option could be to set the tent on fire. 
  Then the orcs would go out the tent hastily, leaving 
  their clubs behind. In this event they won’t engage an 
  armed enemy, but will prefer to run away. 
   
  Lastly they could just storm in the tent and take 
  out the orcs. Then o course they wake up, use a combat 
  round to get their clubs and from the next they attack 
  the PCs 
   
  Treasure: If the PCs search the bodies of the slain 
  orcs, they could discover: 
   
  APL 2: Loot: 5 gp 
   
  APL 4: Loot: 30 gp 
   
  Development: If the PCs set the tent up on fire, they 
  will alarm Ertyn Wilcov (from the small tent). He will 
  come to engage them in two rounds. 
   
  Encounter 5: 
  The Small Tent of the First Camp 
  Here the adventures must storm/destroy/burn the 
  second tent. You can read the following text to them: 
   
  As you approach the small tent, you feel uneasy. From 
  inside smells carbon and some aromatic essence. 
   
  If the PCs come here and the tent’s inhabitant isn’t 
  alarmed, read the following text: 
   
  As you enter the tent, you see a man dressed in black 
  armor writing on a piece or paper. The tent is very tidy 
  and militaristic. You can see a very small chest and a 
  symbol engraved upon it. 
   
  With a DC 10 Knowledge (religion) check, it can be 
  identified as the symbol of Hector. Followers of 
  Heironeous in the group, automatically succeed in this 
  check. 
   
  If the PC encounter the man alarmed, you should 
  read them the following text: 
   
  
  First Blood 
   
  Page 8 
  “How dare you to come and soil my holy ground! I 
  will speak to you in the only language you understand. 
  The language of steel! En guard” 
   
  If someone on the party however wears a symbol of 
  Heironeous in plain sight read the following text: 
   
  “Damn infidels! You must DIE!!” 
   
  APL2 (EL 3) 
  �Ertyn Wilcov, Human Cleric of Hextor: hp 15; see 
  appendix 1. 
   
  APL4 (EL 5) 
  �Ertyn Wilcov, Human Cleric of Hextor: hp 25; see 
  appendix 2. 
   
  Tactics: Ertyn was writing a letter in his tent. So even if 
  a battle breaks out between the PCs and the guards he 
  won’t come out of his tent. The only way that he is 
  going to leave his tent is the smell of the burning large 
  tent. If Ertyn is engaged by the PCs he will use all of 
  his spells and then go to melee with his light flail, 
  selecting targets wisely upon his interest. However if 
  someone of the group wears a symbol of Heironeous, 
  he focuses completely on him, chasing him around if 
  necessary, until he kills him (a kill that he will 
  celebrate greatly, if it is achieved) 
   
  Treasure: On the body of Ertyn the group can find 
  one potion of cure moderate wounds. If they will 
  search the small tent, they will find a letter (give 
  Player’s Handout #2 to the PCs) and inside the box, 
  they will find ten shiny amber gem (APL 2) or twenty 
  shiny amber gems (APL 4).  
   
  APL 2: Loot: 13 gp; Coin: 200 gp; Magic: Potion of 
  cure moderate wounds (42 gp). 
   
  APL 4: Loot: 13 gp; Coin: 400 gp; Magic: Potion of 
  cure moderate wounds 42 gp. 
   
  Development: If any orcs are left alive when their 
  leader falls, and witness the fact, must make a morale 
  check (with a -2 penalty) or rout. 
   
  Here the first part of the adventure ends. The first 
  camp is neutralized and the PCs should now burn the 
  tents. The DM should advice the players to rest, 
  recover hit points, memorize spells and then continue 
  their journey. 
   
  Encounter 6: 
  The Guards of the Second Camp 
  This encounter takes place when the characters are 
  approaching the second Orcish camp. When are 80 
  yards away you should read the following text to them: 
   
  As you approach the second camp you see that they 
  are some orcs that guard it. They do not speak, nor 
  sleeping on the job. They seem confident and scouting 
  the horizon for prey! The camp itself has a medium 
  sized and a small tent. Between them the large 
  campfire that helps them to stay alive during the cold 
  night. 
   
  Here the PCs should ponder a bit on their strategy. 
   
  APL2 (EL 3) 
  �Orcs (5): hp 4, 5, 4, 5, 4; see Monster Manual page 
  146 and appendix 1 
   
  APL4 (EL 5) 
  �Orcs (7): hp 4, 5, 4, 5, 4, 5, 7; see Monster Manual 
  page 146 and appendix 2. 
   
  Tactics: Two of the orc guards are constantly on a 
  patrol, between the three x spots in the map of page 18. 
  The orcs guards will try to spot the PCs, as soon as they 
  can. When that happens they abandon their positions 
  and rush at them (the DM should make this clear). 
  However they do not understand that they could 
  abandon their positions in the camp, or they can be 
  lured to an ambush by the PCs. 
   
  Treasure: If the PCs search the bodies of the Orcs, 
  they could loot them for the following gp: 
   
  APL 2: Loot 4 gp 
   
  APL 4: Loot: 30 gp 
   
  Development: After they skip past, or eliminate the 
  guards, the PCs should now choose if they wish to 
  storm the Medium or the small tent. If they decide to 
  storm the medium tent proceed to encounter number 
  7, otherwise proceed to the encounter 8. 
   
  Encounter 7: 
  The Medium Tent 
  After passing the guards and getting into the camp the 
  PCs should be approaching the medium tent. The DM 
  should read the following to the players: 
   
  Upon approaching the tent you hear barking, dog 
  crying and orc voices. You can clearly hear the sound 
  of whips slashing the air. 
   
  
  First Blood 
   
  Page 9 
  If the PCs want to enter the tent then read the 
  following text to them: 
   
  Upon entering the tent you see two orc animal 
  trainers whipping upon their dogs so that they can 
  train them better. They don’t seem to notice you! 
   
  In this battle the PCs have won the surprise round and 
  they can use it as they please. Roll for initiatives after 
  the first round ends. 
   
  APL2 (EL 3) 
  �Orcs (2): hp 4, 5; see Monster Manual page 146 and 
  appendix 1. 
  �Riding Dogs (2): hp: 13, 12; see Monster Manual 
  page 196 and appendix 1. 
   
  APL4 (EL 5) 
  �Orcs (2): hp 4, 5; see Monster Manual page 146 and 
  appendix 2 
  �Riding Dogs (4): hp: 13, 12, 14, 13; see Monster 
  Manual page 196 and appendix 1. 
   
  Tactics: The orcs will try to use their dogs as a barrier 
  between them and the PCs. If a dog is slain, then the 
  orcs will focus their attacks on the PC that gave the 
  final blow. Under no circumstances they leave their 
  tent before the PCs enter here. In case of the PCs break 
  off the engagement and run, the orcs will unleash the 
  dogs after them. 
   
  Treasure: If the PCs search the tent they will 
  uncover a number of shiny amber gems, depending in 
  their APL. They will find a shiny amber gem (APL 2) or 
  two shiny amber gems (APL 4). 
   
  APL 2: Loot: 2 gp; Coin: 20 gp 
   
  APL 4: Loot: 9 gp; Coin: 40 gp 
   
  Development: Because the dogs were barking all the 
  time, no one will pay attention, if they bark a little 
  louder. However the prolonged silence (more than 5 
  rounds, when all dogs are slain) should draw suspected 
  guards from encounter 6 (if they are not slain) or the 
  Orc Sergeant from the encounter 8. 
   
  Encounter 8: 
  The Small Tent of the Second 
  Camp 
  The PCs should approach this tent after passing the 
  entrance of the camp. Upon reaching the tent the Dm 
  should read the following to the players: 
   
  Besides from the wind blowing nothing else is heard 
  from this tent. On the outside of the cloth you can see 
  a sign that looks like a clan mark. 
   
  If the PCs should decide to enter the tent, you should 
  read the following text: 
   
  Inside this small desk you can see a large blanket and a 
  small table. Also inside the tent you can see a very tall 
  menacing orc bearing in his hands an Orcish double 
  Axe. 
   
  Both parties should make surprise and initiative rolls 
  normally except if, the PCs tried to use listen skills to 
  pinpoint the location of the Orcish sergeant. 
   
  APL2 (EL 3) 
  �Orc Sergeant: hp 30; see appendix 1 
   
  APL4 (EL 5) 
  �Orc Sergeant: hp 50; see appendix 2 
   
  Tactics: The sergeant will try to attack the person of the 
  group, that shows to be most wounded that anyone 
  else. Then he will proceed to the next one and attack 
  the healthy characters last. When he is reduced to half 
  of his hit points, he will rage. If the PCs leave the tent 
  he follows them shouting in Orcish for help from the 
  guards and the dog trainers. However if the PCs stay 
  inside the tent he won’t try to call for help and take 
  them on his own. 
   
  Treasure: If the PCs search the body of the Orc 
  sergeant, they will find Elizar husband’s wedding ring. 
  The ring itself looks that it has no value and bares a 
  common red stone upon its top area. Character of APL 
  4, should pay special attention to the orc double axe, 
  because it is a magic weapon. 
   
  APL 2: Loot: 18 gp; Coin: 1 gp 
   
  APL 4: Loot: 18 gp; Coin: 1 gp; Magic: orc double 
  axe +1/+1 (388 gp). 
   
  Development: If the sergeant fights with the PCs while 
  the guards are still alive, they will come to his aid. 
  Otherwise no one else comes. 
   
  When the PCs neutralize the second camp and set 
  it on fire, the adventure is concluded. Consider their 
  journey back to Nlul a safe one to walk. 
   
  
  First Blood 
   
  Page 10 
  Conclusion 
  Upon returning to the village of Nlul the PCs can 
  complete their main and side quests. 
   
  They could go to Harkin and claim their reward. 
  Harkin will also say that he has reports from him 
  rangers that verify the PCs claims. They could also give 
  him the document that they found from the cleric of 
  Hextor. 
   
  The PCs could then go to Elizar to give her wolf 
  pelts and to return to her the ring that the Orcs stole 
  from her dead husband. 
   
  Finally the PCs could stop by Kae and give him 
  the letter that they found on the Cleric of Hextor. 
   
  After all that the adventure is ended. The PCs 
  helped in the spoil of the orc scouting mission and 
  they might have caused a serious setback in an enemy 
  attack! 
   
  Campaign  
  Consequences 
   
  Upon completing the adventure, the game master 
  should contact the triad at http://www.cman.gr and he 
  should answer the following question: 
   
  “What happened to the letter that Ertyn Wilcov was 
  carrying?” 
   
   
  The party actions regarding this subject will 
  greatly affect the future of the village of Nlul. 
   
  The End 
   
   
   
   
   
  
  First Blood 
   
  Page 11 
  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 role playing) to each character. 
   
  Round One 
  Encounter 2: Wolves! 
  APL2  
  60 XP  
  APL4  
  120 XP  
   
  Encounter 3: First camp guards 
  APL2 
   
   
   
   
  60 XP 
  APL4 
   
   
   
   
  120 XP 
   
  Encounter 4: Large tent 
  APL2 
   
   
   
   
  90 XP 
  APL4 
   
   
   
   
  150 XP 
   
  Encounter 5: Small Tent of the first camp 
  APL2 
   
   
   
   
  90 XP 
  APL4 
   
   
   
   
  150 XP 
   
  Round Two 
  Encounter 6: Guards of the second camp 
  APL2 
   
   
   
   
  90 XP 
  APL4 
   
   
   
   
  150 XP 
   
  Encounter 7: Medium Tent 
  APL2 
   
   
   
   
  90 XP 
  APL4 
   
   
   
   
  150 XP 
   
  Encounter 8: Large tent of second camp 
  APL2 
   
   
   
   
  90 XP 
  APL4 
   
   
   
   
  150 XP 
   
  Discretionary Role-playing Award 
  APL2  
  90 XP  
  APL4  
  135 XP  
   
  Total Possible Experience:  
   
  APL2  
  660 XP  
  APL4  
  1125 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: Wolves! 
   
  APL 2: Loot: 20 gp; Coin: 0 gp; Magic: 0 gp 
   
  APL 4: Loot: 40 gp; Coin: 0 gp; Magic 0 gp 
   
  Encounter 3: First camp guards 
   
  APL 2: Loot: 3 gp; Coin: 10 gp; Magic: 0 gp 
   
  APL 4: Loot: 26 gp; Coin: 20 gp; Magic: 0 gp 
   
  Encounter 4: Large Tent 
   
  APL 2: Loot: 5 gp; Coin: 0 gp; Magic: 0 gp 
  
  First Blood 
   
  Page 12 
   
  APL 4: Loot: 30 gp; Coin: 0 gp; Magic: 0 gp 
   
  Encounter 5: Small tent of the first camp 
   
  APL 2: Loot: 13 gp; Coin: 200 gp; Magic: 42 gp 
   
  APL 4: Loot: 13 gp; Coin: 400 gp; Magic: 42 gp 
   
  Encounter 6: Guards of the second camp 
   
  APL 2: Loot: 4 gp; Coin: 0 gp; Magic: 0 gp 
   
  APL 4: Loot: 30 gp; Coin: 0 gp; Magic: 0 gp 
   
  Encounter 7: Medium Tent 
   
  APL 2: Loot: 2 gp; Coin: 20 gp; Magic: 0 gp 
   
  APL 4: Loot: 9 gp; Coin: 40 gp; Magic: 0 gp 
   
  Encounter 8: Small tent of second camp 
   
  APL 2: Loot: 18 gp; Coin: 1 gp; Magic: 0 gp 
   
  APL 4: Loot: 18 gp; Coin: 1 gp; Magic: 338 gp 
   
  Conclusion: 
   
  APL 2: Loot: 0 gp; Coin: 100 gp; Magic: 0 gp 
   
  APL 4: Loot: 0 gp; Coin: 100 gp; Magic: 0 gp 
   
  Total Possible Treasure 
   
  APL 2: Loot: 65 gp; Coin: 331 gp; Magic: 42 gp - 
  Total: 438 gp 
   
  APL 4: Loot: 146 gp; Coin: 561 gp; Magic: 380 gp - 
  Total: 1087 gp 
   
  Special 
   
  Elizar Husband’s Wedding Ring. This is the ring than 
  the parent’s of Elizar gave to her dead husband. It is a 
  plain usual ring with a red stone on top. 
  Market Price: 1gp 
   
  Items for the Adventure Record 
   
  Item Access 
  APL 2 
  Elizar Husband’s Wedding Ring. (Adventure; 1 gp.) 
  Potion of cure moderate wounds (Region; Caster Level 
  2
  nd; 500 gp.) 
   
  APL 4 (All of APL 2 plus the following) 
  +1/+1 orc double axe (Region; Craft Magic Arms and 
  Armor; 4660 gp.) 
  
  First Blood 
   
  Page 13 
  Appendix 1:  
  APL 2 
  �Wolf: CR 1, Medium Animal; HD 2d8+4; hp 13; Init 
  +2 (+2 Dex); Spd 50 ft; AC 14 [touch 12, flat-footed 12]; 
  Base Atk: +3 melee (1d6+1, 1 bite); SA Trip; SQ Scent; 
  AL N; SV Fort +3, Ref  +5, Will +1; Str 13, Dex 15, Con 
  15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +3, Listen +6, Move Silently 
  +4, Spot +4, Wilderness Lore +1(+4 when tracking by 
  scent); Weapon Finesse (bite) 
   
  Trip (ex): A wolf that hits with a bite attack can 
  attempt to trip his opponent as a free action, without 
  making a touch attack or provoking an attack of 
  opportunity. If the attempt fails, the opponent cannot 
  react to the trip of the wolf. 
   
  Scent (ex): The ability allows the creature to detect 
  approaching enemies, sniff out hidden foes, and track 
  by sense of smell. Creatures with the scent ability can 
  identify familiar odors just as humans do familiar 
  sights. The creature can detect opponents within 30 
  feet by sense of smell. If the opponent is upwind, the 
  range is increased to 60 feet; if downwind, it drops to 
  15 feet. Strong scents, such as smoke or rotting 
  garbage, can be detected at twice the ranges noted 
  above. Overpowering scents like the skunk musk or 
  the troglodyte stench can be detected at triple normal 
  range. 
   
  When a creature with the scent ability can follow 
  tracks by smell, making Wisdom check to find or 
  follow a track. The typical DC for a fresh trail is 10 (no 
  matter what kind of surface holds the scent). This DC 
  increases or decreases depending on how strong the 
  quarry’s odor is, the number of creatures, and the age of 
  the trail. For each hour that the trail is cold, the DC 
  increases by 2. The ability otherwise follows the rules 
  for the Track feat. Creatures tracking by scent ignore 
  the effects of surface and poor visibility. 
   
  �Orc: Male Orc; CR 1/2; Medium Humanoid; HD 
  1d8; hp 4; Init +0; Spd 30 ft; AC 12 [touch 10, flat-
  footed 12]; Base Atk: +3 melee (1d6+3, club); SQ Dark 
  vision 60ft., light sensitivity; AL CE; SV Fort +2, Ref +0, 
  Will -1; Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8. 
   
  Skills and Feats: Listen +2, Spot +2; Alertness 
   
  Alertness: +2 to Listen and Spot checks 
   
  Light Sensitivity (Ex): Orcs suffer a -1 penalty to 
  attack rolls in bright sunlight or within the radius of a 
  daylight spell. 
   
  Possessions: One club and leather armor. 
   
  �Ertyn Wilcov, Cleric of Hextor: Male Human Cleric 
  Level 3; CR 3; Medium humanoid; HD 3d8+3; hp 15; 
  Init +1 (+1 Dex); Spd 20 ft. (scale mail) base 30 ft.; AC 
  15 (touch 11, flat-footed 14); Base Atk: +3 melee 
  (1d10+1 [19-20/x2], heavy flail); AL LE; SV Fort +4, Ref 
  +2, Will +4; Str 12, Dex 13, Con 12, Int 12, Wis 13, Cha 
  14. 
   
  Skills and Feats: Concentration +6, Craft Armor 
  and Arms +6, Diplomacy +6, Listen +2, Spot +2; 
  Alertness, Armor Proficiency (Light, Medium Heavy 
  and shields); Divine Spells; Domains (destruction, evil); 
  Evil Spells +1 caster Level; Scribe Scroll; Smite Good; 
  Spontaneous Casting; Rebuke Undead; Weapons 
  Proficiency (Simple and Heavy Flail). 
   
  Alertness: +2 to Listen and Spot checks 
   
  Evil Spells +1 Caster Level: Due to his evil 
  domain, Ertyn can cast all evil spells as a 4
  th level spell 
  caster. 
   
  Heavy Flail Proficiency: When using a Flail, Ertyn 
  gets a +2 circumstance bonus to his opposed attack 
  when trying to disarm an enemy (including the roll to 
  keep from being disarmed if he fails to disarm his 
  opponent). He can also use this weapon to make trip 
  attacks. If he is tripped in his own attempt, he can drop 
  the flail to avoid being tripped. 
   
  Scribe Scroll: Can create scrolls, from which he or 
  one other spell caster can scribe spells. 
   
  Smite good: Once per day, Ertyn can make one 
  melee attack with a circumstance bonus of +4 to the 
  attack roll and a +3 bonus on the damage roll. 
   
  Spontaneous Casting: Can lose any prepared spell 
  and replace it with another of the same level, which 
  starts with the word inflict. 
   
  Rebuke Undead: Evil Clerics have the ability to 
  rebuke undead rather than turning them. Four times 
  per day Ertyn can make a rebuke check (1d20 +2) to see 
  if he will control the undead. 
   
  Spells Prepared (4/3+1/1+1; base DC = 11 + spell 
  level): 0—guidance +1 (2) resistance (2); 1st—bane, 
  cause fear, shield of faith, inflict light wounds; 2nd—
  shatter, aid. 
   
  Possessions: Scale mail armor, Heavy Flair, Letter 
  (Player’s Handout#2), Potion of cure moderate wounds. 
   
  Physical Description: Ertyn is a young man around 
  his 25
  th year of age. He is of average height and build. 
  One could say that he is very handsome if not for his 
  cruel black eyes. 
   
   
  
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  Page 14 
  �Orc Dog Trainers: Male Orc; CR 1/2; Medium 
  Humanoid; HD 1d8; hp 4; Init +0; Spd 30 ft; AC 12 
  [touch 10, flat-footed 12]; Base Atk: +3 melee (1d2 +3S, 
  whip); SQ Dark vision 60ft. light sensitivity; AL CE; SV 
  Fort +2, Ref +0, Will -1; Str 15, Dex 10, Con 11, Int 9, 
  Wis 8, Cha 8. 
   
  Skills and Feats: Exotic Weapon Proficiency 
  (whip) 
   
  Light Sensitivity (Ex): Orcs suffer a -1 penalty to 
  attack rolls in bright sunlight or within the radius of a 
  daylight spell. 
   
  Whip Users: The Whip deals subdual damage. It 
  deals no damage to any creature with a +1 bonus to 
  armor or a +3 natural armor bonus. Although you keep 
  it in hand treat it as a projectile weapon, with a 
  maximum range of 15ft. and no other missile penalties. 
   
  Because the whip can wrap around an enemy’s leg 
  or other limb, you can make trip attacks with it. If you 
  are tripped during your own trip attempt, you can drop 
  the whip to avoid being tripped. 
   
  When using a whip, you get a +2 bonus on your 
  opposed attack roll when attempting to disarm an 
  opponent (including the roll to keep from being 
  disarmed if you fail to disarm your opponent). 
   
  Possessions: Whip and leather armor. 
   
  �Riding Dogs: : CR 1, Medium Animal; HD 2d8+4; hp 
  13; Init +2 (+2 Dex); Spd 40 ft; AC 16 [touch 12, flat-
  footed 14]; Base Atk: +3  melee (1d6+3, bite); SA Trip; 
  SQ Scent; AL N; SV Fort +5, Ref  +5, Will +1; Str 15, 
  Dex 15, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Listen +5, Spot +5, Swim +5, 
  Wilderness Lore +1(+4 when tracking by scent) 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip his opponent as a free action, without 
  making a touch attack or provoking an attack of 
  opportunity. If the attempt fails, the opponent cannot 
  react to the trip of the wolf. 
   
  Scent (Ex): The ability allows the creature to 
  detect approaching enemies, sniff out hidden foes, and 
  track by sense of smell. Creatures with the scent ability 
  can identify familiar odors just as humans do familiar 
  sights. The creature can detect opponents within 30 
  feet by sense of smell. If the opponent is upwind, the 
  range is increased to 60 feet; if downwind, it drops to 
  15 feet. Strong scents, such as smoke or rotting 
  garbage, can be detected at twice the ranges noted 
  above. Overpowering scents like the skunk musk or 
  the troglodyte stench can be detected at triple normal 
  range. 
   
  When a creature with the scent ability can follow 
  tracks by smell, making Wisdom check to find or 
  follow a track. The typical DC for a fresh trail is 10 (no 
  matter what kind of surface holds the scent). This DC 
  increases or decreases depending on how strong the 
  quarry’s odor is, the number of creatures, and the age of 
  the trail. For each hour that the trail is cold, the DC 
  increases by 2. The ability otherwise follows the rules 
  for the Track feat. Creatures tracking by scent ignore 
  the effects of surface and poor visibility. 
   
  �Orc Sergeant: Male Orc Barbarian Level 3; CR 3½; 
  Medium Humanoid; HD 1d8 plus 3d12; hp 30; Init +0; 
  Spd 20 ft. (scale mail) base 30 ft.; AC 14 (touch 10, flat-
  footed 14); Base Atk +6 melee (1d8+3 [x3], Orc double 
  axe); Full Atk +0/-4 melee (1d8+3/1d8+3 [x3], Orc 
  double axe); SQ Dark Vision; AL CE; SV Fort +3, Ref 
  +1, Will +0; Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8. 
   
  Skills and Feats: Climb+6, Handle Animal +6, 
  Intimidate +6, Listen +2, Spot +2; Alertness, Armor 
  Proficiency (Light, Medium, Shields), Barbarian Rage, 
  Fast Movement, Power Attack, Uncanny dodge, 
  Weapon Proficiency (Simple, martial and exotic [Orc 
  double Axe]). 
   
  Barbarian Rage: Temporary (for 3 rounds plus the 
  improved constitution bonus) incensement of +4 
  strength and constitution scores plus a +2 bonus on 
  morale saves, but suffers a -2 penalty to AC. He can 
  rage once per day. 
   
  Possessions: Scale mail, Orc double axe, Elizar 
  Husband’s Wedding Ring. 
   
  Physical Description: A great menacing looking 
  Orc, waving a large double axe. 
   
   
  
  First Blood 
   
  Page 15 
  ppendix 2: 
  APL 4 
  �Wolf: CR 1, Medium Animal; HD 2d8+4; hp 13; Init 
  +2 (+2 Dex); Spd 50 ft; AC 14 [touch 12, flat-footed 12]; 
  Base Atk: +3 melee (1d6+1, 1 bite); SA Trip; SQ Scent; 
  AL N; SV Fort +3, Ref  +5, Will +1; Str 13, Dex 15, Con 
  15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +3, Listen +6, Move Silently 
  +4, Spot +4, Wilderness Lore +1(+4 when tracking by 
  scent); Weapon Finesse (bite) 
   
  Trip (ex): A wolf that hits with a bite attack can 
  attempt to trip his opponent as a free action, without 
  making a touch attack or provoking an attack of 
  opportunity. If the attempt fails, the opponent cannot 
  react to the trip of the wolf. 
   
  Scent (ex): The ability allows the creature to detect 
  approaching enemies, sniff out hidden foes, and track 
  by sense of smell. Creatures with the scent ability can 
  identify familiar odors just as humans do familiar 
  sights. The creature can detect opponents within 30 
  feet by sense of smell. If the opponent is upwind, the 
  range is increased to 60 feet; if downwind, it drops to 
  15 feet. Strong scents, such as smoke or rotting 
  garbage, can be detected at twice the ranges noted 
  above. Overpowering scents like the skunk musk or 
  the troglodyte stench can be detected at triple normal 
  range. 
   
  When a creature with the scent ability can follow 
  tracks by smell, making Wisdom check to find or 
  follow a track. The typical DC for a fresh trail is 10 (no 
  matter what kind of surface holds the scent). This DC 
  increases or decreases depending on how strong the 
  quarry’s odor is, the number of creatures, and the age of 
  the trail. For each hour that the trail is cold, the DC 
  increases by 2. The ability otherwise follows the rules 
  for the Track feat. Creatures tracking by scent ignore 
  the effects of surface and poor visibility. 
   
  �Orc: Male Orc; CR 1/2; Medium Humanoid; HD 
  1d8; hp 4; Init +0; Spd 20 ft. (scale mail) base 30 ft; AC 
  14 [touch 10, flat-footed 14]; Base Atk: +3 melee 
  (1d12+3 [x3], great axe); SQ Dark vision 60ft., light 
  sensitivity; AL CE; SV Fort +2, Ref +0, Will -1; Str 15, 
  Dex 10, Con 11, Int 9, Wis 8, Cha 8. 
   
  Skills and Feats: Listen +2, Spot +2; Alertness 
   
  Alertness: +2 to Listen and Spot checks 
  Light Sensitivity (Ex): Orcs suffer a -1 penalty to attack 
  rolls in bright sunlight or within the radius of a 
  daylight spell. 
   
  Possessions: One great axe and scale mail. 
   
  �Ertyn Wilcov, Cleric of Hextor: Male Human Cleric 
  Level 5; CR 5; Medium humanoid; HD 5d8+5; hp 25; 
  Init +1 (+1 Dex); Spd 20 ft. (Chain mail) base 30 ft.; AC 
  16 (touch 11, flat-footed 15); Base Atk: +3 melee 
  (1d10+1 [19-20/x2], Heavy flail); AL LE; SV Fort +4, Ref 
  +2, Will +4; Str 12, Dex 13, Con 12, Int 12, Wis 13, Cha 
  15. 
   
  Skills and Feats: Concentration +8, Craft Armor 
  and Arms +8, Diplomacy +8, Listen +2, Spot +2; 
  Alertness, Armor Proficiency (Light, Medium Heavy 
  and shields); Divine Spells; Domains (destruction, evil); 
  Evil Spells +1 caster Level; Extra Rebuke; Scribe Scroll; 
  Smite Good; Spontaneous Casting; Rebuke Undead; 
  Weapons Proficiency (Simple and Heavy Flail). 
   
  Alertness: +2 to Listen and Spot checks 
   
  Evil Spells +1 Caster Level: Due to his evil 
  domain, Ertyn can cast all evil spells as a 4
  th level spell 
  caster. 
   
  Heavy Flail Proficiency: When using a Flail, Ertyn 
  gets a +2 circumstance bonus to his opposed attack 
  when trying to disarm an enemy (including the roll to 
  keep from being disarmed if he fails to disarm his 
  opponent). He can also use this weapon to make trip 
  attacks. If he is tripped in his own attempt, he can drop 
  the flail to avoid being tripped. 
   
  Scribe Scroll: Can create scrolls, from which he or 
  one other spell caster can scribe spells. 
   
  Smite good: Once per day, Ertyn can make one 
  melee attack with a circumstance bonus of +4 to the 
  attack roll and a +3 bonus on the damage roll. 
   
  Spontaneous Casting: Can lose any prepared spell 
  and replace it with another of the same level, which 
  starts with the word inflict. 
   
  Rebuke Undead: Evil Clerics have the ability to 
  rebuke undead rather than turning them. Four times 
  per day Ertyn can make a rebuke check (1d20 +2) to see 
  if he will control the undead. 
   
  Spells Prepared (5/4+1/2+1; base DC = 11 + spell 
  level): 0—guidance +1 (3) Resistance (2); 1st—bane, 
  cause fear (2), shield of faith, inflict light wounds; 
  2nd—shatter, aid (2). 
   
  Possessions: Scale mail armor, Heavy Flair, Letter 
  (Player’s Handout#2), Potion of cure moderate wounds 
   
  Physical Description: Ertyn is a young man around 
  his 25
  th year of age. He is of average height and build. 
  One could say that he is very handsome if not for his 
  cruel black eyes. 
   
   
  
  First Blood 
   
  Page 16 
  �Orc Dog Trainers: Male Orc; CR 1/2; Medium 
  Humanoid; HD 1d8; hp 4; Init +0; Spd 20 ft. (scale 
  mail) base 30 ft; AC 14 [touch 10, flat-footed 14]; Base 
  Atk: +3 melee (1d2 +3S, whip); SQ Dark vision 60ft. 
  light sensitivity; AL CE; SV Fort +2, Ref +0, Will -1; Str 
  15, Dex 10, Con 11, Int 9, Wis 8, Cha 8. 
   
  Skills and Feats: Exotic Weapon Proficiency 
  (whip) 
   
  Light Sensitivity (Ex): Orcs suffer a -1 penalty to 
  attack rolls in bright sunlight or within the radius of a 
  daylight spell. 
   
  Whip Users: The Whip deals subdual damage. It 
  deals no damage to any creature with a +1 bonus to 
  armor or a +3 natural armor bonus. Although you keep 
  it in hand treat it as a projectile weapon, with a 
  maximum range of 15ft. and no other missile penalties. 
   
  Because the whip can wrap around an enemy’s leg 
  or other limb, you can make trip attacks with it. If you 
  are tripped during your own trip attempt, you can drop 
  the whip to avoid being tripped. 
   
  When using a whip, you get a +2 bonus on your 
  opposed attack roll when attempting to disarm an 
  opponent (including the roll to keep from being 
  disarmed if you fail to disarm your opponent). 
   
  Possessions: Whip and scale mail armor. 
   
  �Riding Dogs: : CR 1, Medium Animal; HD 2d8+4; hp 
  13; Init +2 (+2 Dex); Spd 40 ft; AC 16 [touch 12, flat-
  footed 14]; Base Atk: +3  melee (1d6+3, bite); SA Trip; 
  SQ Scent; AL N; SV Fort +5, Ref  +5, Will +1; Str 15, 
  Dex 15, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Listen +5, Spot +5, Swim +5, 
  Wilderness Lore +1(+4 when tracking by scent) 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip his opponent as a free action, without 
  making a touch attack or provoking an attack of 
  opportunity. If the attempt fails, the opponent cannot 
  react to the trip of the wolf. 
   
  Scent (Ex): The ability allows the creature to 
  detect approaching enemies, sniff out hidden foes, and 
  track by sense of smell. Creatures with the scent ability 
  can identify familiar odors just as humans do familiar 
  sights. The creature can detect opponents within 30 
  feet by sense of smell. If the opponent is upwind, the 
  range is increased to 60 feet; if downwind, it drops to 
  15 feet. Strong scents, such as smoke or rotting 
  garbage, can be detected at twice the ranges noted 
  above. Overpowering scents like the skunk musk or 
  the troglodyte stench can be detected at triple normal 
  range. 
   
  When a creature with the scent ability can follow 
  tracks by smell, making Wisdom check to find or 
  follow a track. The typical DC for a fresh trail is 10 (no 
  matter what kind of surface holds the scent). This DC 
  increases or decreases depending on how strong the 
  quarry’s odor is, the number of creatures, and the age of 
  the trail. For each hour that the trail is cold, the DC 
  increases by 2. The ability otherwise follows the rules 
  for the Track feat. Creatures tracking by scent ignore 
  the effects of surface and poor visibility. 
   
  �Orc Sergeant: Male Orc Barbarian Level 5; CR 5½; 
  Medium Humanoid; HD 1d8 plus 5d12; hp 50; Init +0; 
  Spd 20 ft. (chain mail) base 30 ft.; AC 15 (touch 10, flat-
  footed 15); Base Atk +9 melee (1d8+4 [x3], Orc double 
  axe+1/+1); Full Atk +3/-1 melee (1d8+4/1d8+4 [x3], Orc 
  double axe+1); SQ Dark Vision; AL CE; SV Fort +4, Ref 
  +1, Will +1; Str 16, Dex 10, Con 11, Int 9, Wis 8, Cha 8. 
   
  Skills and Feats: Climb+8, Handle Animal +8, 
  Intimidate +8, Listen +2, Spot +2; Alertness, Armor 
  Proficiency (Light, Medium, Shields), Barbarian Rage, 
  Cleave, Fast Movement, Power Attack, Uncanny 
  Dodge, Weapon Proficiency (Simple, martial and 
  exotic [Orc double Axe]). 
   
  Barbarian Rage: Temporary (for 3 rounds plus the 
  improved constitution bonus) incensement of +4 
  strength and constitution scores plus a +2 bonus on 
  morale saves, but suffers a -2 penalty to AC. Can rage 
  twice per day 
   
  Possessions: Chain mail, Orc Double Axe+1, Elizar 
  Husband’s Wedding Ring. 
   
  Physical Description: A great menacing looking 
  Orc, waving a large double axe. 
   
  
  First Blood 
   
  Page 17 
   
  Appendix or DM Aid 
  First Camp 
   
   
  
  First Blood 
   
  Page 18 
   
  Second Camp 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  First Blood 
   
  Page 19 
   
   
  Player’s Handout #1: 
  The Ranger’s Map 
   
   
   
  
  First Blood 
   
  Page 20 
   
   
   
  Player’s Handout #2: 
  Ertyn’s Letter 
   
  Dear Sir! 
   
   
  I am in a position to report that up until now the scouting project goes smoothly, without 
  problems. Our forces have been deployed around this poor village of Nlul with no trouble at all. We 
  have suffered no casualties until now and frankly Sir, I do not think that anyone is brave enough to 
  comfort us. 
   
   
  My Orcish men have been watching the village and I have reached the following conclusions. If 
  they are stormed my three full powered Orc tribes along with the support of an experienced Ogre 
  group, they do not have a single chance of survival. Also there is no sign of the SHIELD defense 
  anywhere. I cannot believe that Joachim could be such an idiot. Or maybe the infidels are just too 
  afraid to fight outside their city’s walls. 
   
   
  I believe Lynette’s personal bet to come and build this city in this wilderness, outside of Knurl’s 
  city walls is a wild catch. With our discrete assistance, I think that our Orcish allies won’t have any 
  problems at all bringing the little village to the ground. 
   
  Long Live Hextor 
   
  Ertyn Wilcov 
  Priest of Hextor 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Bone March/594/Normal Scenarios/BNM4-01 - First Blood (APL 2-4)/BNM4-01 - First Blood V1.1.pdf