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.  
   
  HIG3−02 
   
   
   
   
   
   
   
   
   
  FACE OF A 
  THOUSAND SCARS 
   
  A ONE−ROUND D&D LIVING GREYHAWK® 
  HIGHFOLK REGIONAL ADVENTURE 
  Version 1.0 
   
  by Andrea Paulinski 
  Reviewed by Jason Bulmahn 
   
   
   
   
   
  Who said that adventuring would never be complicated? A mysterious woman needs your help, and only a brave 
  adventurer such as yourself can do that for her.  But danger lurks always over yonder.   An adventure for characters of 
  level 4 through 14. 
   
   
  
  INTRODUCTION 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
   
  PREPARATION  
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three 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. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
   
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill 
  in the top of the grid. That is all. No one is rated. 
  This method is used for people who are just playing 
  for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for players. 
  This method is used when there is no competition, 
  but the event coordinator wants information on how 
  the game masters are performing, or the game 
  master wants feedback on his or her own 
  performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If this 
  method is used, be sure to allow about 15-20 minutes 
  for the players to briefly describe their characters to 
  the other players, and about 5-10 minutes for voting. 
  This method is used when the players want to know 
  who played the “best” amongst the group, or when 
  the adventure is run in tournament format with 
  winners and prizes.  
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
   
  After voting, give the Scoring Packet to your event 
  coordinator.  
  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 
  Face of a Thousand Scars 
   
  Page 1
  
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  # 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 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
   
  LIVING GREYHAWK LEVELS OF PLAY  
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  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. Three or four, or sometimes even five 
  1
  st-level characters may find difficulty with the challenges 
  in a LIVING GREYHAWK adventure. If your group is 
  APL 1 there are 
  two things that 
  you can do to help 
  even the score. 
   
  1. 
  Attempt 
  to 
  create a table 
  of six 1
  st-level 
  characters, or 
  try to enlist 
  higher-level 
  characters to 
  play at that 
  table. 
  2. 
  Advise 
  characters to 
  buy 
  riding 
  dogs to help 
  protect them, 
  and fight for them. All riding dogs are considered 
  trained to attack. PCs who want their dogs to attack 
  must succeed at a Handle Animal or Charisma check 
  (DC 10). Failure indicates that the animal will not 
  attack that round. This is a free action (spoken 
  command) that may be attempted each round. If an 
  animal loses half or more hp in a single round it 
  flees, unless another check is successful. 
   
  TIME UNITS AND UPKEEP 
   
   
   
  This is a standard one-round Regional adventure, set in 
  Highfolk.  Characters native to Highfolk pay one Time 
  Unit per round, all others pay two Time Units per round. 
   Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. 
   
  Face of a Thousand Scars 
   
  Page 2
  
  ADVENTURE SUMMARY AND 
  BACKGROUND 
  It has been 122 years since Kaven, a powerful wizard (and 
  aspiring Boneheart) in the service of Iuz from Izlen, had 
  begotten two children of the poor Lavinia Contessa of 
  Clan Fereyth.  The elder twin, Ryndilee, has had her ups 
  and downs.  Once controlled by her father, she almost 
  became the leader of one of his great armies.  That is, 
  until her twin Sakilyn interfered and took her under the 
  foster care of Clan Lleyluna, where the girl forgot about 
  her previous life.  Time and time again, Ryndilee walked 
  on the thin line of good and evil, and has decided that 
  with the help of her lover, the half-fiend Tezrik, she 
  would flee from the clutches of her father to the Lendore 
  Isles. 
   
  The bride of Clan Fereyth is amazingly still alive.  
  Burein, a cleric of Iuz under Kaven’s service, was jealous 
  of his love for Lavinia, and found it best to resurrect and 
  torture her for a while.  Once she was through with her 
  plaything, she discarded the poor elf only to have the 
  temple to Norebo find her and take her in.  For years she 
  has been kept in secrecy in the temple, until one noble 
  cleric – Wentland – decided to solve the mystery that was 
  this elf, only to fall prey to some goblinoids in the middle 
  of his search (HIG1-11 Gnome’s Affair).  After some 
  adventurers found his body, he was raised.  Only now 
  does he have the opportunity to call those adventurers 
  again to his aid. 
   
  While searching for his missing daughter, Kaven 
  also tires of the fools he’s gathered that is the True Elven 
  Order (HIG1-03 Of Elven Make).  He no longer has any 
  use for them as their Elder, as FMA has all the elven 
  weapons he needs, and therefore sends one of his three 
  minions, Jarn, to deal with them.  This is Jarn’s final 
  chance for redemption, having failed in bringing him the 
  twenty elven children by the double-spy Sarindina’s 
  meddling (Summer Blues Highfolk interactive).  He goes 
  to the small encampment of the Order to destroy them. 
   
  Melia (HIG2-02 Eyes in the Dark) has found a way to 
  cripple Kaven so that she may destroy him.  He needs to 
  keep a careful eye on his three minions – Jarn, Burein 
  and Galeset – because they know too much.  She has 
  found the locations of each of the minions, and calls 
  upon the PCs to join her in Quaalsten for such an attack 
  against Kaven.  Though little does she know that other 
  groups have contacted them for other purposes: 
  Wentland for further investigations, Clan Lleyluna for 
  their missing member, and the Stonehouse Adventuring 
  Company has been informed that one of their members 
  is a spy. 
   
  The heroes meet up on their journey to 
  Quaalsten/Verbeeg Hill, only to be waylaid by a small 
  problem.  A camp is being attacked by demons, and it is 
  the camp of the True Elven Order.  After dispatching the 
  demons and Jarn, they find more information about the 
  Elder and his wishes to go to the temple of Norebo in 
  Verbeeg Hill to get “the woman” (Lavinia). 
   
  On the way there, they encounter a disguised 
  Ryndilee and Tezrik, who are on the run from Kaven’s 
  mob.  They attempt to flee while the PCs are busy. 
   
  In Verbeeg Hill, the woman of a thousand scars, 
  Lavinia, reminisces about her daughters.  One of her 
  daughters is there – Sakilyn – who gives them more 
  information on where to find Kaven to destroy him. 
   
  In Quaalsten, Melia is waiting with a man named 
  Serin (Mordenkainen Jr. from HIG1-03 Of Elven Make).  
  She has found the weakness of the man they must 
  destroy – his servants – and gives them a choice of who 
  to fight.  Galeset is a weakling (lower level PCs) while 
  Burein is more powerful.  Galeset works the lower 
  district of Highfolk, slitting throats and intimidating 
  people for information.  Burein, on the other hand, lives 
  in a mansion.  The PCs are teleported to each location 
  they’ve last been seen via Serin. 
   
  Once destroyed or captured, Kaven either mocks 
  (Galeset) or comes to them for a final battle (Burein).  
  After all is said and done, the PCs are thanked for their 
  performance. 
   
   
  INTRODUCTION 
  Before starting the scenario, ask the players for the 
  following information.  They receive different handouts 
  based on who they are and what scenarios they have 
  played. 
   
  � Characters who are members of Clan Llelyuna or 
  Moonbow get Handout 1.  This details a bit of the 
  history of Clan Fereyth’s demise. 
  � Characters who are members of the Stonehouse 
  Adventuring Company get Handout 2.  Kaven has 
  sent this letter as a “warning” that one of their 
  members is, in fact, a spy. 
  � Characters that have played HIG1-11 A Gnome’s 
  Affair receive a letter from Wentland (Handout 3) 
  asking for them to come to Verbeeg Hill. 
  � All characters receive a letter from Melia (Handout 
  4).  She has heard of the hero’s prowess, and wishes 
  to use several able-bodied adventurers in her quest to 
  destroy her enemy. 
  � Characters who met and befriended Dloby Bile in 
  Eyes in the Dark receive Handout 5.  Their lives are 
  now in extra danger, as Kaven has been watching 
  them.  While nothing particularly bad happens to 
  them in the adventure, the DM should keep them on 
  their feet and scare them. 
  Face of a Thousand Scars 
   
  Page 3
  
   
   
  Throughout the adventure, an Intelligence check 
  (DC 15) lets the PCs know that they are being watched – 
  always.  This is especially true of the PCs who befriended 
  Dloby Bile. 
   
  Once the players are ready and understand their 
  missions, you may begin. 
   
  The cold bitter wind from the north still bites your 
  skin as you travel along the road.  At a crossway some 
  distance back, you came across some other travelers, 
  and the group of you has traveled together since then. 
   
  l
   
   
  !
   
  Allow the PCs to introduce themselves if they do not 
  know each other already.   
   
  The sun is now starting to set.  The dark purple 
  clouds tease that it is going to rain soon.  A crack of 
  lightning flashes and hits a tree several hundred yards 
  off, but that is not the only sound you hear.  
  Gathering your wits, you see a young disheveled half-
  elven woman running towards your group.   She trips 
  and fal s to the ground, skinning her knee, but that 
  does not deter her from her goal. 
   
  “P-please… my group… is under attack!”  She 
  points off the path to the left.  “Please save them…” 
  Her eyes close, and she falls limp to the ground. 
  Characters who have played HIG1-03 Of Elven Make 
  recognize the girl as Rosianna Dellenfall (female elf 
  Rog3).  Her small group is the True Elven Order, who is 
  being attacked by Jarn and his group 100 feet away. 
   
  She is not dead, only fainted from the trauma.  When 
  the PCs move on, proceed to Encounter One. 
   
   
  ENCOUNTER ONE: TRUE 
  ELVEN ORDER 
  Another bolt of lightning flashes before your eyes, 
  illuminating the scene before you.  Locked in combat 
  are several elves with creatures from beyond this 
  realm.  The elves appear to be on the losing side of 
  the battle.  A fat middle-aged man laughs raucously at 
  their folly.  “Yes, my pets!  Kill!  Kill them all!!  And 
  then we shall go to Verbeeg Hill for the woman !” 
  Jarn has brought with him several demons to deal with 
  the True Elven Order.  When the PCs make themselves 
  known, he appears to be apathetic to their presence.  He 
  believes that his pets can handle this pesky little 
  problem. 
   
  APL 6  (EL 7) 
  � Jarn; hp 49 (33); See Appendix 1. 
   
  APL 8 (EL 9) 
  � Jarn; hp 49 (33); See Appendix 1. 
  � Dretch (2); hp 9; See Monster Manual p. 43. 
   
  APL 10 (EL 11) 
  � Jarn; hp 61 (41); See Appendix 1. 
  � Quasit (3); hp 13; See Monster Manual p. 43. 
   
  APL 12 (EL 13) 
  � Jarn; hp 73 (49); See Appendix 1. 
  � Quasit (3); hp 12; See Monster Manual p. 43. 
   
  Once the problem is solved or during the fight, PCs who 
  have played HIG1-03 Of Elven Make recognize the man 
  who got away: Brennen. 
   
  The remaining grey-cloaked elves cast sideways 
  glances at their fallen companions.  One of them 
  looks sligh ly different than his friends.  His skin is 
  tanner, and he glares silently at the rest of you.  The 
  others appear to be thankful that they are alive, and 
  with careful steps start gathering their friends’ bodies.  
  t
   
  Questioning Brennen 
  � Who are you? 
  “Brennen Daen, the supposed ‘Prophet’ of this 
  clan.  Though, I don’t even know anymore.”  He 
  spits at the ground in disgust. 
  � What do you mean by ‘Prophet’? 
  “Long ago, a man appeared to me and called 
  himself the ‘Elder’.  He said he had a vision to 
  bring the elves together and take back Highfolk 
  for the elves.  And so, I formed our clan.” 
  � What is ‘this clan’? 
  “We called ourselves the True Elven Order, 
  crusaders for the rights of the elves of Highfolk 
  and cousins to the almighty grugach of the 
  Vesve.  But we are an order no more.  Not 
  since…” He trails off. 
  � Not since? 
  “There have been many accidents and many 
  disputes.  Accidents caused by carelessness, 
  disputes caused by who should lead and what our 
  ideals were.  I believe these were all planned by 
  our ‘great’ Elder.” 
  � Who is the ‘Elder’? 
  “A man of many faces!  He promised us freedom, 
  but in turn used us for his own gain!  If I find 
  h m again, I will destroy him.”  Brennen’s face 
  turns into an ugly sneer.  “The fat human had a 
  name for him.  Kaven.” 
  i
  Face of a Thousand Scars 
   
  Page 4
  
  � What happened here? 
  “The Elder and the fat man appeared out of 
  nowhere.  Many of my people fled into the 
  woods, some were not so lucky.  The Elder said 
  ‘Thank you for the weapons, my kind fools.  You 
  have served me greatly.  Now die.’  His image 
  disappeared as if he was never there, and the fat 
  man started casting his spell.” 
  � Who is “the woman”? 
   
   
   
  “I do not know who he is speaking of.”
  � What happened to Elifin and his father? 
  “They returned to us, but have gone into the 
  Vesve forest to be at peace with themselves.” 
  � Are you a grugach? 
   
  He nods. 
  Should he be confronted with his past crimes, he makes 
  no fuss about them.  He only vows to kill the Elder for 
  betraying him.  To do that would ease his spirit, and that 
  is all he asks. 
   
  � Brennen, male grugach elf Rog6/Ftr4:  See 
  Appendix 1: NPCs. 
   
  Questioning Jarn 
  After being beaten again, Jarn is quite liberal with his 
  information.  After failing his master a second (and final) 
  time, he has decided that helping them would help keep 
  his hide intact.  If such a miracle as killing off Kaven 
  could occur, he feels he can always backstab the PCs later 
  on when the need arises. 
   
  He gives the PCs the following information: 
   
  � His name is Jarn.  He was originally hired in 591 to 
  kidnap and deliver 20 elven children to a man.  For 
  what reason, he doesn’t know. 
  � After failing that, he found himself hounded by his 
  employer, and is now paying his debt by serving 
  him. 
  � His employer’s name is Kaven, a wizard in league 
  with Iuz, who is stationed somewhere in Izlen.  He is 
  not sure of his exact location. 
  � His employer has two other lackeys: Burein and 
  Galeset.  He does not know their locations, nor has 
  ever contacted them.  Jarn prefers to work alone. 
  � “The woman” he is searching for his Kaven’s bride, 
  who he believed dead.  She is being held in the 
  Smiling Halls of Good Fortune (temple of Norebo) 
  in Verbeeg Hill, and she was to be brought to him in 
  the Old Skull Tavern in Highfolk. 
  � Lavinia may have some special power.  Kaven was 
  VERY interested in retrieving her, and that could 
  only spell trouble. 
  � He finds that death by the PCs is much more 
  comfortable than death by the hands of Kaven.  He 
  just wants to go back home to Nyrond and live 
  comfortably with his family again.  (His family is a 
  lie, but the rest is true.) 
   
  The PCs now need to make a choice, based on their goals 
  for this adventure.  Some may still want to go to 
  Quaalsten to meet Melia, while others want to go to 
  Verbeeg Hill.  Encounter Two only happens for the PCs 
  who wish to go to Verbeeg Hill to investigate the woman 
  that Jarn mentions.  If the PCs decide to go straight to 
  Melia, go to Encounter Four. 
   
   
  ENCOUNTER TWO: CHASED 
  Whoever or whatever this woman is, you decide to 
  quick y go to Verbeeg Hill to find out.  The rain is 
  pouring in sheets now, and has not let up for the past 
  two hours. Just as you take another step, two figures 
  up ahead catch your attention.  Both dressed in 
  cloaks, you cannot make out what they are. They are 
  running straight for you.  You notice behind them 
  that they are being chased!  The runners pay you no 
  heed, still trying to outrun their capturers. 
  l
   
   
  Ryndilee and Tezrik -- Kaven’s daughter and her lover, 
  and former heads of his forces - are on the run from 
  Kaven’s forces.  They attempt to run past the PCs as they 
  are busy with their assailants.   
   
  APL 6 (EL 5) 
  � Assailants (4); hp 11; See Appendix 1. 
   
  APL 8 (EL 7) 
  � Assailants (4); hp 32; See Appendix 1. 
   
  APL 10 (EL 9) 
  � Assailants (4); hp 50; See Appendix 1. 
   
  APL 12 (EL 11) 
  � Assailants (4); hp 68; See Appendix 1. 
   
  Questioning the Attackers 
  The assailants try to be very good with their bluffing.  
  Kaven has made sure to only send out the humans for 
  this mission, in case they get caught.  Sending an orc or 
  goblin would arise some suspicion. 
   
  � Why are you chasing them? 
  “They stole our money and murdered our women 
  and children!!”  (lie) 
  � Who are they? 
  Face of a Thousand Scars 
   
  Page 5
  
  “Thieves!  Murderers!  We must take them back 
  to town!!” (lie and truth – They need to be taken 
  back to town so Kaven can deal with them 
  personally.) 
  � Who did they murder/What did they steal? 
  “These two are agents of Old Wicked, I’m sure of 
  it.  One of them even has a tattoo of a skull on her 
  right shoulder, and another is the spawn of 
  demons.  They tried to kill us!  Murderers!”  (They 
  never tried to kill them, but the rest is true.  The 
  agents of Iuz comment is formerly true.) 
   
  Questioning the Escapees   
  Ryndilee and Tezrik try to escape, stopping at nothing to 
  get to their goal of the Lendore Isles, save for actually 
  killing the PCs.  Should the PCs get off-track and track 
  down the two, it takes extra time to do so (1 extra TU). 
   
  Tezrik answers all of the questions.  Kaven has cast a 
  geas on Ryndilee that she cannot speak until she returns 
  to him. 
   
  The tall bulky figure stands protectively in front of 
  his smaller charge.  His back is extremely bulky, as if 
  he is hiding something under his cloak.  The smaller 
  one coughs and shakes, but does not say a word. 
   
  � Who are you? 
   
   
   
   
   
   
  f
   
  i
  l
   
  “My name is Tezrik, and this is Ryndilee.” 
  � Who are the people you are escaping from? 
  “Agents of her father, Kaven.” 
  � Who is Kaven? 
  “He is a powerful wizard in service to the Old 
  One.  We are trying to escape from him.” 
  � Are you really agents of Iuz? 
  He shakes his head.  (He does not wish to answer 
  yes or no to the question.  They were once agents, 
  but not anymore.) 
  � Why can’t she speak?  What’s wrong with her? 
  “Her father cast a spell on her.  A geas.  She 
  cannot speak until she comes to him.” 
  � Where are you going? 
  “If I tell you, he will find us.  It is better to keep 
  things a secret.” (He does not wish her father to 
  scry on them, or find out their location by any other 
  means.) 
  � What are you hiding under your cloak? 
  At this question, he frowns deeply and rubs the 
  back of his head.  “Do you really wish to know?” 
  � If yes, continue:  He sighs and calmly unfastens 
  the cloak and places it around the girl’s 
  shoulders.  Two large bat wings fan out of his 
  back, and he looks at you plainly.  “Is that better?” 
  � Are you a half-fiend? 
  “Yes, and no.”  (He was born a half-fiend, but his 
  alignment is not evil.) 
  � Why are you with the girl? 
  “I’m protecting her.  That’s what lovers do.” 
   
  If they mention anything about going back to Highfolk: 
  “It’d be best if we don’t,” he says quickly.  “If we go 
  back, we will be captured, plain and simple.  We 
  MUST go to our destination, or we both are lost.” 
  He doesn’t explain why, simply that they must be let go.  
  Obviously letting a half-fiend go on his merry way is not 
  something many PCs would do.  If he must, he does 
  anything he can do to protect Ryndilee and get her away, 
  including fighting the PCs to subdual.  Ryndilee is far too 
  sick with the geas spell to put up any type of fight.  
  However, if the PCs let them go, Tezrik is extremely 
  grateful and thanks them profusely. 
   
  If the heroes decide to let them go upon their way, 
  Tezrik gives the heroes a small bat pin as a token of 
  thanks for their understanding.  See the Treasure 
  Summary for details on the pin of the fiend-bat. 
   
  � Ryndilee, female elf Rog6/Ftr1; See Appendix 1: 
  NPCs. 
  � Tezrik, male half-fiend Rog8; See Appendix 1: NPCs. 
   
  After dealing with Ryndilee and Tezrik, the PCs can 
  proceed to Encounter Three and Verbeeg Hill. 
   
   
  ENCOUNTER THREE: THE 
  BRIDE 
  The rest of the journey is a cold and dreary one. The 
  rain has stopped, only to be replaced by a light snow. 
  The only welcoming scent is the eel jelly that 
  permeates from the town o  Verbeeg Hill as you draw 
  nearer to it.  The people in town nod at your 
  presence, some echoing the weather, others far 
  warmer. 
    
  Inside the Smiling Halls of Good Fortune, a 
  cleric paces unsteadily, arms folded across his chest in 
  extreme panic.  He is muttering to himself, ignoring 
  all the stares and questioning looks of the other 
  priests. 
  Upon your arr va , he instantly looks up in shock 
  and smiles.  “Oh, thank goodness you’ve arrived!  
  You... are the people I sent for, right?” 
  If the PCs affirm this, or if they ask about the woman, 
  continue: 
   
  Face of a Thousand Scars 
   
  Page 6
  
  “Oh good!  Very good!  Right this way!”  He starts to 
  rush towards the back, then stops and turns.  “Oh, my 
  name is Wentland.  Wentland Bestbrook.  You are?” 
   
   
   
   
   
  t
   
  t
   
   
  He seems to be very nervous during introductions, not 
  even affirming that the PCs are the right people he is 
  looking for.   
   
   
  Wentland opens the door and motions for you to 
  enter.  Sitting upon a chair is a thin elven woman, 
  hunched over and rocking back and forth.  Another 
  elf with short brunette hair is kneeling besides her, 
  speaking in soft whispers.  As you approach, the scars 
  on the elder woman’s face and body become clearly 
  visible.  She continues to rock, unaware of anyone’s 
  presence.  Wentland stands beside her, his hands 
  clenched together in silent prayer. 
  The other elf stands and regards your group with 
  a polite nod.  “I trust you’re here for a reason?” 
  “They came on my behalf, Sakilyn.” 
   
  “Ah…” But she still looks at you, awaiting an 
  answer. 
  Wentland interrup s the brief silence.  "Yes, well, 
  in any case.  Perhaps I should start.” 
  � The Smiling Halls of Good Fortune found this 
  woman half-dead about seventy-five years ago.  They 
  have since taken her in and kept her a secret from 
  the public. 
  � Ever since Wentland became a priest, he found out 
  about this secret and became quite interested in her. 
    
  � Since then, he has discovered that there is some link 
  between this woman, Clan Fereyth and a man 
  named Kaven. 
  � In 591, he sought out all of the other clans to gain 
  more 
  information 
  and 
  started 
  writing 
  his 
  observations.  He had learned that Kaven was a 
  dangerous man, and he was on his way to 
  Flameflower to warn them when he was waylaid by 
  goblinoids. 
  � Some adventurers rescued him and brought him 
  back to the temple, where he was raised.  Since then, 
  he has not had time to learn more, until now. 
  � The young woman beside him is a girl named 
  Sakilyn, who has also taken an interest in her. 
   
  “I am most interested in this woman,” Wen land 
  says after awhile, “but it appears that she is not 
  very safe here.  That is, not until this threat is 
  dealt with.  You see, I believe she has a strange 
  power, one that could be helpful for us in the 
  future.  But for the moment, we must get her to 
  safety, or deal with the threat firsthand.  Miss 
  Sakilyn tells me that Kaven is interested in 
  getting his hands on her, and I know that would 
  be bad, very bad. I would like it very much if you 
  could please take her to a safer location and deal 
  with this threat.  Or just take her somewhere 
  safe.  That too would be very nice.  Very nice 
  indeed.” 
  Questioning Sakilyn 
  � Who are you? 
  “My name is Sakilyn, and I know this woman 
  personally.  It’s best to keep it at that.”  (She is 
  Lavinia’s daughter and Ryndilee’s twin sister.) 
  � Who is she? 
  “Her name is Lavinia Contessa, and she was once 
  the most beautiful woman of all of the Clan 
  Fereyth.  But she was taken and never heard from 
  again.” 
  � Why is she scarred? 
  “She’s been through a lot of trauma.  I’m not sure 
  what happened to her, but i ’s best to just not 
  ask.” 
  t
  i
   
   
   
  � Who is Kaven? 
  “He is a powerful evil wizard, who destroyed Clan 
  Fereyth a long time ago.  Kaven s a very 
  dangerous man who MUST be dealt with.  He is 
  commonly called the ‘Scourge’.” 
  � Where should we take her? 
  “Keep her identity secret, disguise her, and take 
  her somewhere out of Highfolk.  I would do it 
  myself, but I’m needed elsewhere.” 
  � Where are you needed? 
  “Believe me, you’d rather not know.”
  Questioning Lavinia 
  Lavinia does not talk to anyone from a distance, but once 
  someone approaches her: 
   
  “My scars are a tribute to each child that was lost, to 
  each tragedy that has been made, to each soul that has 
  been taken.  I will soon make ano her scar, for my 
  child is lost to me.” 
  t
   
   
  After Lavinia’s emotional trauma with losing her children 
  and her life, she has gone into a semi-insane state.  Every 
  scar she has made on her body (and there are many) is a 
  tribute to each tragedy that Highfolk has ever faced.  Her 
  child she mentions is Ryndilee, for she believes that her 
  daughter will finally succumb to the evil that is inside 
  her, and become what her father envisioned her as: an 
  assassin. 
  The PCs can choose to end the adventure here, 
  taking Lavinia to a safer location.  If they decide to take 
  Face of a Thousand Scars 
   
  Page 7
  
  her out of the Highfolk region, be sure to charge one 
  extra TU.  Melia will still be in Quaalsten awaiting the 
  PCs no matter what, though she is far more aggravated 
  that they have taken their time. 
   
  After dealing with Lavinia, the PCs may proceed to 
  Melia in Quaalsten. (Encounter 4) 
   
   
  ENCOUNTER FOUR: AMBUSH 
  The weather remains cool and uncomfortable.  
  Despite the warm mug of tea that Wentland gave you 
  before you left for your next destination  it seems to 
  not have helped any.  Days pass uneventfully, and 
  when you finally almost pass out from the boredom, 
  the tree town of Quaalsten comes into view.  With 
  some sort of elation, you press on. 
  ,
  l 
  l
   
   
  l
  .
   
   
  i
   
   
  t
   
   
  i  
   
   
   
  .
   
   
   
  You enter the Feather's Fal Inn, and ook about. 
  An elven woman wearing browns and greens sits at a 
  table all to herself.  No one else is around, save for the 
  bartender, who looks upon you cool y as you enter.  
  The look on the woman's face when you arrive at the 
  Inn is that of relief and of anguish   She warmly 
  regards you all, and offers each of you a seat.  “Glad 
  you could make it.  I’ll try to keep this as simple as I 
  can. 
   
  “For those of you who don’t know me, my name 
  is Melia, and I am a former Knight of the High Forest. 
    I have a small problem with elven enchanters who 
  aspire to be Bonehearts.  Ever since my run-in with 
  Kaven back in Crystal Spring, I have been trying to 
  find a way to bring him down.  I believe I have found 
  that way.  The man has three subordinates: two men 
  named Jarn and Galeset and a woman named Burein. 
  All three hide out in Highfolk, doing h s bidding. The 
  beautiful thing is that he’s bound to them.  If 
  something should happen to them, he’s been ordered 
  to deal with the matter personally.  Root out his 
  lackeys, and he shall land in the palm of our hands. 
  What do you say?” 
  � What can you tell me of Galeset? 
  “Galeset is a common thief and murderer, found 
  in the lowest places of Highfolk.  He is much 
  weaker than Burein is.” 
  � What can you tell me of Burein? 
  “She is a cleric, one of Kaven’s many love 
  interests.”  She shudders at this thought, and 
  then continues slowly.  “Lives in the uptown 
  district, and very powerful.  Only a skilled team 
  should go there.” 
  � How did you find this information? 
  “I have friends in high places.  Gathering 
  information is a worthy skill.” 
  � Where will you be during this? 
  “While you will be dealing with one, I’ll be 
  dealing with the o her.  This way, Kaven will 
  most surely come to us, and then we can destroy 
  him.” 
  � What can you tell me of Kaven? 
  “He is a clever enchanter, a worshipper of Iuz, 
  who used me not too long ago for his 
  amusement.” 
  � Why are you so set on killing Kaven? 
  “He is far too dangerous to live.” 
  To APLs 6-8: 
  “I would suggest Galeset for you.  No offense, but 
  Burein is a very powerful foe, and I would not 
  have you sacrificing yourselves needlessly for 
  this.” 
  To APLs 10-12: 
  “Burein s a worthy opponent, but a deadly one.  I 
  will understand if you choose Galeset over her.  I 
  think I’ll be able to handle her.” 
  As soon as the PCs agree: 
  “Oh, thank you.”  Melia smiles sincerely.  “You don’t 
  know how much this means to me.  Serin.” 
  At this, a young elven man steps into the bar and 
  bows politely.  “I’m Serin.”  He grins.  “Your friendly 
  wayfarer service.  Here to teleport you to your 
  destination ” 
  PCs who have played HIG1-03 Of Elven Make may make 
  a Spot check (DC 20) to recognize him as Mordenkainen 
  Jr., one of the entertainers from the Brewfest celebration 
  in 591 CY.  He smiles particularly at any PC who owns 
  one of his dull gray ioun stones (a certificate from that 
  adventure), and says to them: 
   
  “Come to me later, after you’re through.  I’ll be 
  waiting in the Old Skull Tavern for you.” 
  Serin mass teleports the PCs to the location of the thug 
  they’ve chosen. 
   
  � Melia, female elf Rgr5/Rog3: See Appendix 1: NPCs. 
  � Serin: Male human Wiz10/Rog4: See Appendix 1: 
  NPCs. 
   
  The next encounter is the attack on Kaven’s right-hands. 
   
  ENCOUNTER FIVE: ATTACK 
   
  Face of a Thousand Scars 
   
  Page 8
  
  ATTACKING GALESET 
  The shimmering light fades and you find yourselves 
  in the Warehouse District. The place is empty and 
  dirty.  A rat skitters past your feet and ducks into a 
  nearby alleyway.  
   
  J
  i
   
   
   
   
  Have the PCs make a Listen check (DC 10).  Galeset has 
  found a victim to pawn off of.   
   
   
  “ ust a l ttle money, honey.  And some food.  
  Galeset is hungryyyyy.”  The screechy voice of a male 
  is heard off in the alleyway a few feet to your left. 
  Galeset is twenty feet away from the heroes in a dark 
  alleyway. 
    A strange looking man hisses as he places the blade 
  of a dagger to a frightened elven woman’s throat. “I 
  haven’t eaten in days, is all.  I need money…” 
  If the PCs approach, he is startled and threatens them 
  with the death of the woman.  However, he is more 
  concerned with his own life than anything else.  Should 
  it come to a battle, he begs for it after losing 75% of his hit 
  points. 
   
  APL 6 (EL 8) 
  � Galeset, male human Brb8: hp 85; see Appendix I. 
   
  APL 8 (EL 10) 
  � Galeset, male human Brb10: hp 105; see Appendix I. 
   
  � Who are you? 
  “Galeset!” he almost croaks in reply.  “My name is 
  Galeset!  I am a thief!  A simple thief is all!” 
  � Oh really? 
  “I may have had a few run-ins with bad people, 
  but not intentionally!  No, not me! I’m so sweet 
  and innocent and pure as snow, I am!” 
   
   
  l
  i
   
  � What were you going to do to that woman? 
  “All I was doing was giving back her purse!  She 
  dropped it while she was walking.  I’m a nice 
  man, that I am.” 
  � Where is Kaven? 
  “K-kaven?   You know of him?  Well, I’ve only 
  heard rumors of his mighty existence, but, uh, I 
  have no idea where he lives.  Honest!” 
  Galeset honestly has no idea where Kaven is.  The other 
  statements are obviously lies. 
   
  The woman, an elven maiden by the name of Faef, 
  was exploring the streets when Galeset nabbed her.  That 
  is all she has to tell. 
   
  When all is said and done, a magic mouth cast by Kaven 
  appears: 
   
  “Wel  done.  I have no such use for him anyway.”  
  There is a twinge of regret in h s voice, like a mighty 
  blow has been struck, though he does his best to hide 
  it. 
  Proceed with the Conclusion. 
   
  ATTACKING BUREIN 
  The shimmering of the portal ends, and you stand in a 
  city block.  The houses here in the Elven District of 
  Highfolk are mostly perched atop trees, but there is 
  one mansion on the ground that catches your 
  attention.   
   
   
   
   
   
   
  Scoping the area finds no one around. 
  The door is slightly ajar, as if the hosts of the house 
  are here to welcome you in. 
  The mansion is 100’ by 100’, and there are two stories.  
  The “throne” is located on the second floor against the 
  back wall, with two staircases on each side of the floor.  
  Two rooms are located on each side of each floor, but 
  there is nothing in them.  There is also a back door, but it 
  requires an Open Lock (DC 20) to open. 
   
  Upon entering the front door, continue.  If the PCs 
  make it through the back door, modify the text a bit: 
  A beautiful elven woman sits on a velvet chair with 
  her legs crossed.  Dangling from her neck is a holy 
  symbol of a skull.  Several armed men are 
  surrounding her, ready for battle.  But she holds up a 
  hand and smiles serenely. 
   
  “Welcome to my household.  Kaven told me you 
  would be coming.  That little wench of his, Melia, still 
  does not realize that she’s being watched. 
   
  “I DO suggest you leave before things get ugly 
  around here.  I wouldn’t want to scar any more pretty 
  faces.”  The smile on her face turns into pure sadistic 
  pleasure, and she licks her lips.  “Would you?” 
  Burein does not give up her freedom without a fight.  
  Her guards do her best to protect her. 
   
  APL 10 (EL 12) 
  � Burein, female elf Clr11: hp 102; see Appendix I. 
  � Fighters, male human Ftr3 (3): hp 31; see Appendix 
  I. 
   
  Face of a Thousand Scars 
   
  Page 9
  
  If the characters are APL 12, when they come upon 
  Burein and her guards, immediately go to Encounter 6 
  before the fight begins. 
   
   
  ENCOUNTER SIX: KAVEN 
  The air shimmers around you as it did when you first 
  came here, and out of the portal steps an elven man. 
  He is dressed in deep purple silks and satin  and he 
  wears a twisted smile on his face. 
   
  ,
  l
   
   
  “I thought better of you, Burein,” he sighs and 
  bows to your group with a flourish.  The female cleric 
  disappears in a puff of acrid smoke; only her guards 
  remain.  "You came here looking for me - ooking for 
  a fight - and now you have it." 
  Kaven wants only revenge upon the heroes for their 
  meddling in his affairs.  If he is very close to defeat, he 
  attempts to teleport away, back to the lands of Iuz. 
   
  ALL APLs (EL 15) 
  � Kaven, male wood elf Wiz15 (Enc): hp 91; see 
  Appendix I. 
   
  Tactics: 
  Round 1 - haste, darkness 
  Round 2 - Otiluke's greater dispelling screen, chained 
  dominate person targeting fighter-type initially 
  Round 3 - globe of invulnerability, feeblemind arcane 
  spell caster 
  Round 4 - geas/quest rogue "Lay upon the ground and do 
  absolutely nothing" or feeblemind arcane spell caster, 
  insanity fighter type 
  Round 5 - chained hold person, dispel magic fighter type 
  or archer type 
   
  If the PCs capture him, he still refuses to speak with 
  them. 
   
  CONCLUSION 
  MELIA (PCS ATTACK GALESET) 
  It is a week later when you receive a note from Melia 
  asking you to meet her in the Leaping Deer of 
  Highfolk.  She greets you in low spirits.  “Well, my 
  friends, luckily I am still alive.  I met up with Burein, 
  only to have her nearly tear me apart.  I just made it 
  out with my life.  But yes, this HAS been a blow to 
  Kaven, and I’ll see to his death until the very end.”  
  The elf smiles.  “I know it’s not much of a reward, but 
  I know a friend of a friend of a friend who can 
  enchant armor for you, if you need it.  Please accept it 
  as my thanks.” 
   
  MELIA (PCS CAPTURE/KILL KAVEN) 
   
   
   
   
   
  It is a week later when you receive a note from Melia 
  asking you to come to the Leaping Deer in Highfolk. 
  She greets you in very high spirits, laughing and 
  smiling as you enter.  “Greetings, my friends!  I’m so 
  glad you’re here!  Dinner is on me!”  As the barmaid 
  takes your orders, Melia continues to talk in jolly 
  spirits of her run-in with Galeset and the elven 
  maiden she saved.  “And then, Kaven had the nerve to 
  tell me it didn’t matter that I captured that poor 
  excuse of a lackey.  Ah well.  He got what he 
  deserved. As well as you.  I know it's not much of a 
  reward, but I know a friend of a friend of a friend who 
  can enchant armor and weapons for you.  Please 
  accept it as my thanks.” 
   
  SERIN 
  The Old Skull still remains the dank bar as it did 
  since its opening.  The crowd is loud and obnoxious 
  as you enter, and the man known as Serin – once 
  ‘Mordenkainen Jr.’ – waves you over to him. 
  “It’s been awhile since I’ve had an apprentice, my 
  friend.  I took great interest in you when we met not 
  too long ago, and I still do to this day. Will you join 
  me?  I can teach you many things.” 
   
  Serin can teach the PC rogue or mage feats/spells, but he 
  also has another purpose.  He is part of an organization, 
  though he does not tell the PC this at all.  He simply 
  gives the PC the recognition. 
   
  OTHER LOOSE ENDS 
  The PCs can turn in any of the people they captured, and 
  the Constable Paxana is very grateful.   
   
  Returning to Wentland after hiding Lavinia gives 
  him great comfort.  He offers any clerics of Norebo the 
  opportunity to purchase greater Holy symbols of Norebo 
  from the Smiling Halls' vault in thanks for a job well 
  done. 
   
  Giving information to the Clans (or returning 
  Ryndilee) provides them with some relief. 
   
  Another chapter is closed in the big book that is 
  Highfolk.  But what awaits the heroes next time?  The 
  threat of one man is little compared to the rest of the 
  danger that lies ahead. 
   
  The End 
   
  Face of a Thousand Scars 
   
  Page 10
  
  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 to each 
  character. 
   
  Encounter 1: True Elven Order 
  Defeat Jarn and his minions. 
  APL 6 
  210 XP 
  APL 8 
  270 XP 
  APL 10 
  330 XP 
  APL 12 
  390 XP 
   
  Encounter 2: Chased  
  Defeat the assailants.   
  APL 6 
  150 XP 
  APL 8 
  210 XP 
  APL 10 
  270 XP 
  APL 12 
  330 XP 
   
  Encounter 5: Attack 
  Defeat Kaven's minions. 
  APL 6 
  240 XP 
  APL 8 
  300 XP 
  APL 10 
  360 XP 
   
  Encounter 6: Kaven 
  Defeat Kaven. 
  APL 12 
  450 XP 
   
  Roleplaying Award 
  Give out this award however you see fit - roleplaying, 
  accomplishing goals, performing heroic actions, etc. 
   
  APL 6 
  180 XP 
  APL 8 
  225 XP 
  APL 10 
  270 XP 
  APL 12 
  315 XP 
   
  Total Possible Experience 
  APL 6 
  780 XP 
  APL 8 
  1005 XP 
  APL 10 
  1230 XP 
  APL 12 
  1485 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. 
   
   
  Encounter 1: True Elven Order 
  APLs 6-12 
  223 gp  
   
  Encounter 2: Chased 
  APLs 6-8 
  201 gp 
  APLs 10-12 
  863 gp 
   
  Encounter 5: Attack 
  APLs 6-8 
  354 gp 
  APL 10 
   546 gp 
   
  Encounter 6: Kaven 
  APL 12 
  1944 gp 
  Face of a Thousand Scars 
   
  Page 11
  
   
  Adventure Maximums 
  APL 6 
  779 gp 
  APL 8 
  1250 gp 
  APL 10 
  1632 gp 
  APL 12 
  3000 gp 
   
  Encounter One: True Elven Order 
   
  APL 6-12: L – 0 gp; C – 0 gp; M – +1 dagger (192 gp 
  per character); scroll of magic circle against good (31 gp 
  per character). 
   
  Encounter Two: Chased 
   
  APL 6-8: L – 110 gp; C – 0 gp; M – pin of the fiend-
  bat (91 gp per character). 
   
  APL 10-12: L – 5 gp; C – 0 gp; M – four +1 
  longswords (193 gp per item per character); pin of the 
  fiend-bat (91 gp per character). 
   
   
  Encounter Five: Attack 
   
  APL 6-8: L – 0 gp; C – 0 gp; M – +1 greatsword (196 
  gp per character); pipes of the sewers (96 gp per 
  character); potion of cure serious wounds (62 gp per 
  character). 
   
  APL 10: L – 29 gp; C – 0 gp; M – +1 heavy mace (193 
  gp per character); +1 chain shirt (104 gp per character); 
  pipes of the sewers (96 gp per character); two potions of 
  cure serious wounds (62 gp per item per character). 
   
  Encounter Six: Kaven 
   
  APL 12: L – 29 gp; C – 0 gp; M – two potions of cure 
  serious wounds (62 gp per item per character); two rings 
  of counterspells (333 gp per item per character); wand of 
  lightning bolt (6th-level caster) (1125 gp per character). 
   
  ITEMS FOUND DURING THE 
  ADVENTURE 
  APLs 6-10 
  • 
  • 
  • 
  • 
  • 
  • 
   
  Greater holy symbol (Norebo) (Region, see 
  above) 
  Pin of the fiend-bat (Adventure, see above) 
  Pipes of the sewers (Adventure, DMG)* 
  Potion of cure serious wounds (Region, DMG) 
   
  APL 12 (All of APLs 6-10, except the pipes of the 
  sewers, plus the following) 
  Ring of counterspells (Adventure, DMG) 
  Wand of lightning bolt (6th-level caster) 
  (Adventure, DMG) 
   
  * This item is found only at APLs 6-10; if the scenario is 
  being played at APL 12, please cross off this item. 
   
  SPECIAL (NEW ITEMS TO BE LISTED ON 
  THE ADVENTURE RECORD) 
  Recognition of Serin:  The above named PC has 
  received 
  Serin’s 
  recognition 
  as 
  an 
  “able-bodied” 
  individual and apprentice.  Only PCs with the dull grey 
  ioun stone from the previous meeting with Serin may 
  earn this recognition.  The PC is able to learn one of the 
  following 
  feats: 
  Alluring, 
  Charlatan, 
  Persuasive, 
  Trustworthy, Arcane Defense, Eschew Materials, Subdual 
  Substitution. 
   
  The PC is also able to learn any one of the following 
  spells: choke, energy buffer, false life, feign death, 
  ghostform. 
   
  The PC cannot take these feats or spells for free.  
  Circle the choice when made; only one feat and spell may 
  be chosen.  Once selected, the choice cannot be reversed. 
   The player must have and be able to present the 
  appropriate sourcebook to have access to the feat or spell.  
   
  Favor of Melia:  For helping Melia in her endeavor, 
  Melia has called in some contacts that are quite adept in 
  the arcane arts.  The hero may have an existing suit of 
  magical armor upgraded with the slick enhancement, or 
  any magical weapon upgraded with the bane vs. evil 
  outsiders enhancement.  Once one option is chosen 
  (either the armor or weapon upgrade), this favor is 
  considered used and must have the word “used” across 
  the text. .  This favor may only be redeemed after a 
  Highfolk regional scenario. 
   
  Greater Holy Symbol (Norebo):  Manufactured from 
  precious metals and gems, this item is imbued by a 
  servant of Norebo.  A greater holy symbol grants the 
  bearer the Empower Turning feat, usable at will. 
   
  Caster Level: 4
  th; Prerequisites: Craft Wondrous 
  Item, ability to turn or rebuke undead as 4
  th-level cleric, 
  participation of a celestial, fiend, or other outsider servant 
  of a deity; Market Price: 5,040 gp; Weight: 1 lb; 
  Frequency: Region. 
  Pin of the Fiend-Bat:  This small bronze pin is in the 
  shape of a bat with outstretched wings. Two tiny 
  bloodstones dot its eyes, and seem to glow with intensity 
  even under the darkest night sky.  When worn, the pin 
  grants a +2 bonus to saving throws versus spells and spell-
  like abilities of demons, devils, and yugoloths.   The pin 
  uses up the amulet slot.  
   
  Caster Level: 3rd; Prerequisites: Craft Wondrous 
  Item, protection from evil; Market Price: 1100 gp; 
  Weight -. 
   
  Face of a Thousand Scars 
   
  Page 12
  
  HANDOUT ONE:  CLAN LLELYUNA OR MOONBOW 
   
  Recently, one of the more important types of your clan took you aside.   
   
  “I have an important assignment for you.  Try and keep this a secret. 
   
  “It has been awhile since Clan Fereyth met their demise to the hands of someone they took in.  Too many 
  times have our clans been routed in lies and deceit, and now we have learned that one of our own has the power 
  to destroy us.  We must NOT let that happen. 
   
   
   
  “Do you know the story behind Fereyth’s destruction?  A man in the service of Iuz was taken in by them and 
  gained their trust.  He fell for a woman, and when he could not have her, told his troops to destroy them all.  He 
  took the woman and she gave birth to his two daughters.  One of them had the promise of great evil upon her, 
  and almost became his assassin, had the other not intervened.  And so she was brainwashed and taken in to Clan 
  Llelyuna to happily live out her days. 
  “But her father does not forget easily, and neither did she.  He is still seeking her out.  The sister merged her 
  clan with Moonbow for an easy alliance... 
  “However… The assassin’s disappearance is quite troubling.  Both of our clans have kept a keen eye on her, 
  but a few nights ago we saw a winged creature flying off with her in his arms.  They were heading southeast. 
   
  “I would like you to find them and see what they’re up to.  We have no idea who or WHAT this winged 
  creature is, only that he could be bringing her back to her father, Kaven.” 
  Face of a Thousand Scars 
   
  Page 13
  
  HANDOUT TWO:  STONEHOUSE ADVENTURING COMPANY 
   
  It has been quite awhile since you’ve seen your adventuring member, Ryndilee, though usually that is the case with her. 
   However, she’s never been gone for six months in a row before, at least not without leaving a note. 
   
  But a note arrives for you anyway, though not from her.  It is unsigned and unmarked, arriving literally on the 
  stone door of the house.  It reads: 
   
  Through no fault but my own, I have discovered that one of your members is in fact a spy.  She has 
  been gone for far too long, but I have seen her in the woods of the Vesve just two morns ago.  With 
  her is a member of one of Iuz’s forces, a half-elf half-fiend.  Perhaps it is best to deal with this in a 
  manner befitting of your company.  Highfolk has too many double-faced individuals as it is. 
   
  I thank you. 
   
  --A friend 
   
  Drawn on the letter is a crude map of the area, with a small X on the road from Highfolk to Verbeeg Hill. 
  Face of a Thousand Scars 
   
  Page 14
  
  HANDOUT THREE: WENTLAND 
   
  Dear Friend, 
   
  It has been awhile since I have last “seen” you.  Allow me to take the time to 
  reacquaint myself with you.  Over a year ago, you found me and brought me back to 
  the Smiling Halls of Good Fortune in Verbeeg Hill.  For that, I cannot thank you 
  enough.  I am forever in your debt. 
   
  As for why I was there, well, that is something that I cannot explain without meeting 
  you in person.  If you would be so kind to come to Verbeeg Hill to discuss an 
  assignment, it would be most appreciated.  I thank you. 
   
  Sincerely, 
  Wentland Bestbrook  
   
  Face of a Thousand Scars 
   
  Page 15
  
  HANDOUT FOUR: MELIA 
   
  Friend, 
   
  You may not know me, but I bring you news from Quaalsten of a certain “Scourge” that 
  shall threaten Highfolk if not disposed of quickly.  If you desire to assist me, I and the 
  Vale shall be forever in your debt.  Please come to Quaalsten.  I can commonly be found 
  evenings in the Feather’s Fall Inn. 
   
  Yours, 
  Melia 
   
  Face of a Thousand Scars 
   
  Page 16
  
  HANDOUT FIVE 
   
  For the past few months, it seems that you have been watched.  You turn, feeling eyes upon you, only to see people walk 
  past.  Some stare, some snicker, others just simply walk away.  But no matter where you go, that dread feeling still 
  remains with you. 
   
  There were a few points, in fact, when your life was in terrible danger.  This was not the terrible danger you usually 
  face with adventuring, but normal everyday things.  You had an accident just before you started on this quest.  Luckily 
  people were around to administer to your serious wounds.  After a few hours, you felt extremely better, as if nothing 
  actually happened. 
   
  But still you feel the eyes watching you, waiting for your next move. 
  Face of a Thousand Scars 
   
  Page 17
  
  Appendix 1 – NPCs 
   
  ENCOUNTER ONE 
   
  ALL APLS 
  � Rosianna Dellenfall, female elf Rog3: Medium-
  size Humanoid (5 ft. 6 in. tall); HD 3d6+2; hp 17; Init 
  +3 (Dex); Spd 30 ft.; AC 15 (+2 leather armor, +3 Dex); 
  Atks +5 melee (1d6 [crit 19-20], short sword); SA Sneak 
  attack +2d6; SQ Evasion, uncanny dodge (Dex bonus to 
  AC); AL CN; SV Fort +3, Ref +6, Will +1. 
   
  Str 10, Dex 16, Con 12, Int 10, Wis 9, Cha 18. 
   
  Skills: Balance +9, Bluff +6, Climb +5, Disguise +6, 
  Escape Artist +9, Hide +9, Listen +0, Move Silently +9, 
  Search +1, Spot +0, Tumble +9, Use Magic Device +9; 
  Feats: Weapon Finesse (short sword), Quick Draw. 
   
  Equipment: Short sword, Leather armor. 
   
  Personality Traits: Friendly, but extremely 
  nervous around everyone she meets. 
   
  � Brennen, male elven Ftr4/Rog6: Medium-size 
  humanoid (4 ft. 5 in. tall); HD 4d10 + 6d6; hp 55; Init 
  +7 (Dex, Improved Initiative); Spd 30 ft.; AC 17 (+4 
  chain shirt, +3 Dex); Atks +10/+5 melee (1d8+1 [crit 19-
  20], longsword), +11/+6 missile (1d8 [crit x3], 
  longbow); SA Sneak attack +3d6; SQ Evasion, uncanny 
  dodge (retains Dex bonus to AC, cannot be flanked); 
  AL CN; SV Fort +6, Ref +9, Will +2. 
   
  Str 12, Dex 16, Con 10, Int 12, Wis 8, Cha 16. 
   
  Skills: Bluff +10, Diplomacy +9, Disguise +15, 
  Escape Artist +4, Forgery +12, Hide +5, Listen +5, Move 
  Silently +5, Perform +5, Sense Motive +11. Feats: 
  Dodge, Endurance, Improved Initiative, Mobility, Run, 
  Weapon Focus (longsword). 
   
  Equipment: Chain shirt, longsword, longbow.  
   
  Personality Traits: Reserved, calm, casual.  
   
  APL 6 (EL 7) 
  � Jarn, male human Wiz8: Medium-size Humanoid; 
  HD 8d4+8; hp 33 (49); Init +2; Spd 30 ft; AC 21/12 (+4 
  mage armor, +7 shield, +2 Dex); Atks +4 melee (1d4 
  [crit 19-20], dagger); SA Spells; AL NE; SV Fort +3 (+5), 
  Ref +4, Will +5. 
   
  Str 8, Dex 14, Con 14 (18), Int 18, Wis 8, Cha 12. 
   
  Skills: Alchemy +15, Bluff +6, Concentration +12, 
  Scry +15, Spellcraft +15, Knowledge (local) +6. Feats: 
  Combat casting, Empower spell, Spell focus (illusion, 
  necromancy, enchantment). 
   
  Equipment: +1 dagger, scroll of magic circle 
  against good. 
   
  Wizard Spells Prepared (4/5/4/4/3) (base DC = 14 
  + spell level): 0—daze, detect magic, ray of frost, read 
  magic; 1st—cause fear, expeditious retreat, mage 
  armor, ray of enfeeblement, shield ; 2nd—darkness, 
  mirror image, protection from arrows, web;  3
  rd—fly, 
  haste, summon monster III x2; 4
  th— charm monster, 
  endurance (empowered), summon monster IV.  
  Personality Traits: Nervous, desperate. 
   
   
  APL 8 (EL 9) 
  � Jarn, male human Wiz8: Medium-size Humanoid; 
  HD 8d4+8; hp 33 (49); Init +2; Spd 30 ft; AC 21/12 (+4 
  mage armor, +7 shield, +2 Dex); Atks +4 melee (1d4 
  [crit 19-20], dagger); SA Spells; AL NE; SV Fort +3 (+5), 
  Ref +4, Will +5. 
   
  Str 8, Dex 14, Con 14 (18), Int 18, Wis 8, Cha 12. 
   
  Skills: Alchemy +15, Bluff +6, Concentration +12, 
  Scry +15, Spellcraft +15, Knowledge (local) +6. Feats: 
  Combat Casting, Empower Spell, Spell Focus (illusion, 
  necromancy, enchantment). 
   
  Equipment: +1 dagger, scroll of magic circle 
  against good. 
   
  Wizard Spells Prepared (4/5/4/4/3) (base DC = 14 
  + spell level): 0—daze, detect magic, ray of frost, read 
  magic; 1st—cause fear, expeditious retreat, mage 
  armor, ray of enfeeblement, shield ; 2nd—darkness, 
  mirror image, protection from arrows, web;  3
  rd—fly, 
  haste, summon monster III x2; 4
  th— charm monster, 
  endurance (empowered), summon monster IV.  
   
  Personality Traits: Nervous, desperate. 
   
  APL 10 (EL 11) 
  � 
  Jarn, 
  male 
  human 
  Wiz10: 
  Medium-size 
  Humanoid; HD 10d4+10; hp 41 (61); Init +2; Spd 30 ft; 
  AC 21/12 (+4 mage armor, +7 shield, +2 Dex); Atks +5 
  melee (1d4 [crit 19-20], dagger); SA Spells; AL NE; SV 
  Fort +4 (+6), Ref +5, Will +6. 
   
  Str 8, Dex 14, Con 18 (14), Int 18, Wis 8, Cha 12. 
   
  Skills: Alchemy +17, Bluff +8, Concentration +14, 
  Scry +17, Spellcraft +17, Knowledge (local) +17. Feats: 
  Combat Casting, Empower Spell, Maximize Spell, Spell 
  Focus (illusion, necromancy, enchantment), Spell 
  Mastery (summon monster III, IV, V, VI) 
  Equipment: +1 dagger, scroll of magic circle against 
  good. 
  Wizard Spells Prepared (4/5/5/4/4/3) (base DC = 14 + 
  spell level): 0—daze, detect magic, ray of frost, read 
  magic; 1st—cause fear, expeditious retreat, mage 
  armor, ray of enfeeblement, shield ; 2nd—darkness, 
  mirror image, protection from arrows, resistance to 
  elements (lightning), web;  3
  rd—fly, haste, lightning 
  bolt, summon monster III; 4
  th— charm monster, 
  Face of a Thousand Scars 
   
  Page 18
  
  endurance (empowered), summon monster IV; 5
  th—
  cloudkill, cone of cold, summon monster IV.  
   
  Personality Traits: Nervous, desperate. 
   
  APL 12 (EL 13) 
  � 
  Jarn, 
  male 
  human 
  Wiz12: 
  Medium-size 
  Humanoid; HD 12d4+12; hp 73 (49); Init +2; Spd 30 ft; 
  AC 21/12 (+4 mage armor, +7 shield, +2 Dex); Atks 
  +6/+1 melee (1d4 [crit 19-20], dagger); SA spells; AL 
  NE; SV Fort +5 (+7), Ref +6, Will +7. 
  Str 8, Dex 14, Con 14 (18), Int 19, Wis 8, Cha 12. 
   
  Skills: Alchemy +19, Bluff +10, Concentration +16, 
  Scry +19, Spellcraft +19, Knowledge (local) +19. Feats: 
  Combat Casting, Empower Spell, Maximize Spell, Spell 
  Focus (illusion, necromancy, enchantment), Spell 
  Mastery (summon monster III, IV, V, VI), Quicken 
  Spell. 
   
  Equipment: +1 dagger, scroll of magic circle 
  against good. 
  Wizard Spells Prepared (4/5/5/5/4/4/2) (base DC = 14 
  + spell level): 0—daze, detect magic, ray of frost, read 
  magic; 1st—cause fear, expeditious retreat, mage 
  armor, ray of enfeeblement, shield ; 2nd—darkness, 
  mirror image, protection from arrows, resistance to 
  elements (lightning),web;  3
  rd—fly, haste, lightning 
  bolt, summon monster III, slow; 4
  th— charm monster, 
  endurance (empowered), Evard's black tentacles, 
  summon monster IV; 5
  th—cloudkill, cone of cold, 
  dominate person, summon monster IV; 6
  th—chain 
  lightning, summon monster VI.  
   
  Personality Traits: Nervous, desperate. 
   
  ENCOUNTER TWO 
   
  ALL APLs 
  � Ryndilee, female wood elf Rog6/Ftr1: Medium-
  size Humanoid (4 ft 6 in. tall); HD 6d6+1d10; hp 32; 
  Init +4 (Dex); Spd 30 ft; AC 21 (+4 Dex, +5 +1 mithral 
  shirt, ring of protection +2); Atks +11 melee (1d6+2 
  short sword 19-20/x2); SA Sneak attack +3d6; SQ Elven 
  traits, evasion, uncanny dodge (Dex bonus to AC, 
  cannot be flanked); AL CN; SV Fort +4, Ref +9, Will +2. 
  Str 10, Dex 18, Con 10, Int 14, Wis 10, Cha 16. 
   
  Skills: Bluff + 13, Diplomacy +4, Disguise + 15, 
  Escape Artist +8, Hide +24, Innuendo +12, Move 
  Silently +13, Perform +11, Tumble +14. Feats: Dodge, 
  Mobility, Weapon Finesse (short sword).  
   
  Equipment: Hat of disguise, +1 mithral shirt, +2 
  short sword, +2 ring of protection, masterwork 
  composite shortbow, cloak of elvenkind, gloves of 
  Dexterity +2.  
   
  SQ: Elven Traits (Ex)–Sleep immunity, +2 save 
  vs. 
  enchantment, 
  low-light 
  vision, 
  proficient: 
  longsword or rapier, proficient: longbows and 
  shortbows. 
   
  Evasion – Successful Reflex saving throws take no 
  damage. 
   
  Uncanny Dodge – Retains Dex bonus to AC, 
  cannot be flanked. 
   
  Personality 
  Traits: 
  Usually 
  bubbly 
  and 
  enthusiastic, but now much more subdued. 
   
  � Tezrik, male half-elf/half-fiend Rog8:  Medium-
  size Outsider (5 ft. 7 in. tall); HD 8d6+16; 50 hp; Init +6 
  (+6 Dex); Spd 30, fly 30; AC 23 (+6 Dex, +1 natural, +6 
  bracers of armor +6); Atks +9/+4 melee (1d4+1, claws), 
  +9/+4 melee (1d6, bite), or +12/+8 (1d6+5 [crit 18-20], 
  rapier); SA Sneak attack +4d6, spell-like abilities; SQ 
  Half-fiend qualities, evasion; AL N; SV Fort +4, Ref +12, 
  Will +2. 
   
  Str 16, Dex 22, Con 14, Int 18, Wis 10, Cha 14.  
   
  Skills: Bluff +13, Diplomacy +13, Disable Device 
  +13, Disguise +13, Hide +17, Innuendo +11, Listen +11, 
  Move Silently +17, Search +17 Sense Motive +11, Spot 
  +13, Use Magic Device +13. Feats: Combat Reflexes, 
  Power Attack, Weapon Finesse (rapier).  
  SA:  Spell-Like Abilities (Sp)- At 8
  th level of ability: 
  darkness three times per day, desecrate once per day, 
  unholy blight once per day, poison three times per day. 
   
  SQ:  Half-Fiend Qualities-  Darkvision 60 feet. 
  Immune to poison.  Acid, cold, electricity, and fire 
  resistance 20. 
   
  Uncanny Dodge – Retains Dex bonus to AC, 
  cannot be flanked. 
   
  Equipment: Bracers of armor +6, +2 rapier, pin of 
  the fiend-bat (see New Rules Items). 
   
  Personality Traits: Serious. 
   
  APL 6 (EL 5) 
  � Assailants (4), male human Ftr1:  Medium-size 
  Humanoid (5 ft. 5 in. tall); HD 1d10 + 3; hp 11; Init +2 
  (Dex); Spd 30 ft.; AC 14 (+2 leather armor, +2 Dex); 
  Atks +5 melee (1d8+3 [crit19-20], longsword); AL NE; 
  SV Fort +5, Ref +2, Will +0. 
   
  Str 16, Dex 14, Con 16, Int 8, Wis 10, Cha 8. 
   
  Skills: Climb +7, Jump +7. Feats: Cleave, Power 
  Attack, Weapon Focus (longsword). 
   
  Equipment: Leather armor, masterwork 
  longsword. 
   
  Personality Traits: Zealous in their work for their 
  master. 
   
  APL 8 (EL 7) 
  � Assailants (4), male human Ftr3:  Medium-size 
  Humanoid (5 ft. 5 in. tall); HD 3d10 + 12; hp 32; Init +6 
  (Dex, Improved Initiative); Spd 30 ft.; AC 14 (+2 leather 
  Face of a Thousand Scars 
   
  Page 19
  
  armor, +2 Dex); Atks +6 melee (1d8+3 [crit19-20], 
  longsword); AL NE; SV Fort +6, Ref +3, Will +1. 
   
  Str 16, Dex 14, Con 16, Int 8, Wis 10, Cha 8. 
   
  Skills: Climb +9, Jump +9. Feats: Cleave, Power 
  Attack, Toughness, Weapon Focus (longsword). 
   
  Equipment: Leather armor, masterwork 
  longsword. 
   
  Personality Traits: Zealous in their work for their 
  master. 
   
  APL 10 (EL 9) 
  � Assailants (4), male human Ftr5: Medium-size 
  Humanoid (5 ft. 5 in. tall); HD 5d10 + 18; hp 50; Init +6 
  (Dex, Improved Initiative); Spd 30 ft.; AC 14 (+2 leather 
  armor, +2 Dex); Atks +8 melee (1d8+6 [crit19-20], 
  longsword); AL NE; SV Fort +7, Ref +3, Will +1. 
   
  Str 17, Dex 14, Con 16, Int 8, Wis 10, Cha 8. 
   
  Skills: Climb +11, Jump +11. Feats: Cleave, Power 
  Attack, Toughness, Weapon Focus (longsword), 
  Weapon Specialization (longsword). 
   
  Equipment: Leather armor, +1 longsword. 
   
  Personality Traits: Zealous in their work for their 
  master. 
   
  APL 12 (EL 11) 
  � Assailants (4), male human Ftr7: Medium-size 
  Humanoid (5 ft. 5 in. tall); HD 7d10 + 24; hp 68; Init +6 
  (Dex, Improved Initiative); Spd 30 ft.; AC 14 (+2 leather 
  armor, +2 Dex); Atks +10/+5 melee (1d8+6 [crit19-20], 
  longsword); AL NE; SV Fort +8, Ref +4, Will +2. 
   
  Str 17, Dex 14, Con 16, Int 8, Wis 10, Cha 8. 
   
  Skills: Climb +13, Jump +13. Feats: Cleave, Power 
  Attack, 
  Sunder, 
  Toughness, 
  Weapon 
  Focus 
  (longsword), Weapon Specialization (longsword). 
   
  Equipment: Leather armor, +1 longsword. 
   
  Personality Traits: Zealous in their work for their 
  master. 
   
   
  ENCOUNTER THREE 
   
  ALL APLS 
  � Wentland, male human Clr7:  Medium-size 
  Humanoid; HD 7d8+14; hp 52 (73); Init +0; Spd 30 ft; 
  AC 12/10 (+2 magic vestment); Atks +6 melee (1d8+1, 
  heavy mace); SA spells, Turn undead; AL CN; SV Fort 
  +7 (+10), Ref +2, Will +8. 
   
  Str 10, Dex 10, Con 14 (20), Int 12, Wis 17, Cha 12. 
   
  Skills: Bluff +11, Concentration +7, Diplomacy +6, 
  Heal +8, Knowledge (religion) +6. Feats: Extra Turning, 
  Combat Casting, Empower Spell, Spell Penetration. 
   
  Equipment: +1 heavy mace, Greater holy symbol 
  (Norebo), clerical vestments.  
   
  Cleric Spells Prepared (6/5/4/3/1) (base DC = 13 + 
  spell level): 0—detect magic x2. detect poison, light, 
  mending, read magic; 1st—comprehend languages, 
  divine favor, entropic shield (domain), shield of faith 
  x2; 2nd—augury, bull’s strength, invisibility (domain), 
  lesser restoration, zone of truth;  3
  rd—create food & 
  water, nondetection (domain), magic vestment, speak 
  with dead; 4
  th—endurance (empowered), freedom of 
  movement (domain). 
   
  Personality Traits: Bumbling, careless, friendly. 
   
  � Sakilyn, female wood elf rog7/Mask of Johydee1: 
   Medium-size Humanoid (4 ft 6 in. tall); HD 7d6+1d8; 
  hp 35; Init +3 (Dex); Spd 30 ft; AC 18 (+3 Dex, +5 +1 
  mithral shirt); Atks +8 melee (1d6+2 short sword 19-
  20/x2); SA Sneak attack +4d6; SQ Elven traits, evasion, 
  uncanny dodge (Dex bonus to AC, cannot be flanked); 
  AL NG; SV Fort +2, Ref +10, Will +6. 
   
  Str 10, Dex 16, Con 10, Int 14, Wis 14, Cha 14. 
   
  Skills: Bluff + 14, Decipher Script +12, Diplomacy 
  +14, Disguise + 15, Gather Information +12, Hide +13, 
  Innuendo +12, Move Silently +13, Search +14, Spot 
  +16, Tumble +14. Feats: Alertness, Skill Focus (Bluff), 
  Weapon Finesse (short sword).  
   
  Equipment: Hat of disguise, +1 mithral shirt, +2 
  short sword, ring of mind shielding. 
   
  SQ: Elven Traits (Ex)–Sleep immunity, +2 save 
  vs. 
  Enchantment, 
  low-light 
  vision, 
  proficient: 
  longsword or rapier, proficient: longbows and 
  shortbows. 
   
  Evasion – Successful reflex saving throws take no 
  damage. 
   
  Uncanny dodge – Retains dex bonus to AC, 
  cannot be flanked. 
   
  Mask of Johydee Spells Prepared (1): 1—
  obscuring mist. 
   
  Personality Traits: A cautious but caring woman. 
   
   
  ENCOUNTER FOUR 
   
  ALL APLS 
  � Melia, female high elf Rgr5/Rog3:  Medium-size 
  Humanoid (5 ft. tall); HD 5d10 + 3d6 + 7; hp 56; Init +7; 
  Spd 30; AC 15 (+3 Dex, +2 leather armor); Atks +6 
  melee (1d8+1, longsword) and +6 melee (1d6+1, short 
  sword) or +10 ranged (1d8, longbow); SA Spells, sneak 
  attack +2d6; SQ Evasion, uncanny dodge (Dex bonus to 
  AC), 1
  st favored enemy (goblinoid), 2
  nd favored enemy 
  (orc); AL CG; SV Fort +6, Ref 7, Will +3. 
   
  Str 12, Dex 16, Con 12, Int 12, Wis 14, Cha 12. 
   
  Skills:  Bluff +7, Diplomacy +7, Forgery +7, Gather 
  Information +6, Hide +12, Listen +4, Move Silently 
  Face of a Thousand Scars 
   
  Page 20
  
  +11, Search +6, Spot + 8, Tumble +9, Use Magic Device 
  +7, Wilderness Lore +6.  Feats:  Alertness, Improved 
  Initiative, Point Blank Shot. 
   
   
  Equipment:  Leather armor, longbow, longsword, 
  quiver of arrows (25), short sword. 
   
   
  Spells Prepared (1); 1st—entangle.  
   
  Personality Traits:  Calm, cool-headed, loner. 
   
  � Serin, male human Wiz10/Rog4:  Medium-size 
  Humanoid; HD 10d4 + 4d6; hp 48; Init +2 (Dex); Spd 
  30 ft; AC 12 (+2 Dex); Atks +8 melee (1d4+2 [crit 19-20], 
  dagger); SA Spells, sneak attack +2d6; SQ Evasion, 
  uncanny dodge (Dex bonus to AC) AL CN; SV Fort +4, 
  Ref +9, Will +8. 
   
  Str 10, Dex 14, Con 10, Int 19, Wis 10, Cha 14. 
   
  Skills: Bluff +9, Concentration +17, Decipher 
  script +11, Diplomacy +9, Disguise +9, Forgery +11, 
  Gather information +9, Innuendo +7, Knowledge 
  (arcana) +14, Knowledge (religion) +14, Listen +4, 
  Move silently +9, Scry +16, Sense Motive +7, Spellcraft 
  +21, Spot +7, Tumble +9. Feats: Empower spell, Extend 
  Spell, Maximize Spell, Spell Focus (enchantment), 
  Spell Focus (illusion), Spell Mastery (teleport), Spell 
  Penetration. 
   
  Equipment: Hat of disguise, +2 dagger.  
   
  Wizard Spells Prepared (4/5/5/4/4/2) (base DC = 
  14 + spell level): 0—detect magic, daze, mage hand, 
  prestidigitation; 1st—expeditious retreat, mage armor, 
  magic missile, shield, spider climb; 2nd—bull’s 
  strength, cat’s grace, endurance, invisibility, mirror 
  image; 3
  rd—fly, haste, invisibility sphere, tongues; 4
  th—
  confusion, dimension door, scrying, phantasmal killer; 
  5
  th—teleport x2.  
   
  Personality Traits: Mysterious, witty. 
   
   
  ENCOUNTER FIVE 
   
  APL 6 (EL 8) 
  � Galeset, male human Brb8:  Medium Humanoid (5 
  ft. 1 in. tall); HD 8d12 + 24; hp 85; Init +2 (Dex); Spd 40; 
  AC 12 (+2 Dex); Atks +13/+8 melee (2d6+5 [crit 19-20], 
  +1 greatsword) or +12/+7 melee (1d4+4 [crit 19-20], 
  dagger); SA Rage 3/day; SQ Fast movement, uncanny 
  dodge (Dex bonus to AC, cannot be flanked); AL NE; 
  SV Fort +9, Ref +4, Will +1. 
   
  Str 18, Dex 14, Con 16, Int 8, Wis 8, Cha 8. 
   
  Skills: Handle Animal +10, Hide +5, Intimidate 
  +10, Listen +10.  Feats:  Cleave, Great Cleave, Power 
  Attack.  
   
   
  Equipment:  +1 greatsword, dagger, potion of cure 
  serious wounds, pipes of the sewers.   
   
  Personality Traits:  Toady, lackey, nervous, 
  hungry. 
   
  � Galeset, male human Brb10:  Medium Humanoid 
  (5 ft. 1 in. tall); HD 10d12 + 30; hp 105; Init +2 (Dex); 
  Spd 40; AC 12 (+2 Dex); Atks +15/+10 melee (2d6+5 
  [crit 17-20], +1 greatsword) or +14/+9 melee (1d4+4 
  [crit 19-20], dagger); SA Rage 3/day; SQ Fast 
  movement, uncanny dodge (Dex bonus to AC, cannot 
  be flanked, +1 vs. traps); AL NE; SV Fort +10, Ref +5, 
  Will +2. 
   
  Str 18, Dex 14, Con 16, Int 8, Wis 8, Cha 8. 
   
  Skills: Handle Animal +12, Hide +5, Intimidate 
  +12, Listen +12.  Feats:  Cleave, Great Cleave, Improved 
  Critical (greatsword), Power Attack.  
  Equipment:  +1 greatsword, dagger, potion of cure 
  serious wounds, pipes of the sewers.   
   
  Personality Traits:  Toady, lackey, nervous, 
  hungry. 
   
  APL 10 (EL 12) 
  � Burein, female elf Clr11: CR 12; Medium-size 
  Humanoid; HD 11d8+11; hp 69 (102); Init +1; Spd 30 
  ft; AC 16 (+5 +1 chain shirt, +1 Dex); Atks +10/+5 melee 
  (1d8+2, +1 heavy mace); SA Spells, rebuke undead; AL 
  NE; SV Fort +8, Ref +4, Will +14. 
   
  Str 12, Dex 12, Con 12 (18), Int 10, Wis 20, Cha 12. 
   
  Skills: Concentration +15, Knowledge (religion) 
  +14. Feats: Extra Turning, Combat Casting, Empower 
  Spell, Iron Will, Leadership. 
   
  Equipment: +1 heavy mace, +1 chain shirt, 2 
  potions of cure serious wounds, pipes of the sewers.  
   
  Cleric Spells Prepared (6/7/5/5/4/4/2) (base DC = 
  16 + spell level): 0— cure minor wounds x2, detect 
  magic, detect poison, light, read magic; 1st—bane,
  cause fear, cure light wounds x2, divine favor, entropic 
  shield, obscuring mist, protection from good (domain); 
  2nd—bull’s strength, cure moderate wounds, death 
  knell, invisibility (domain) resistance to elements 
  (electricity), silence; 3
   
  rd—bestow curse, contagion, 
  deeper darkness, invisibility purge, magic circle against 
  good (domain), prayer; 4
  th—cure critical wounds, 
  endurance (empowered), poison, summon monster IV, 
  unholy blight (domain); 5
  th—dispel good (domain), 
  greater command, true seeing, slay living; 6
  th—blade 
  barrier, mislead (domain).  
   
  Personality Traits: Haughty and vain. 
   
  � Bodyguards (3), male human Ftr3: CR 3; Medium-
  size humanoid (5 ft. 5 in. tall); HD 3d10 + 9; hp 31; Init 
  +2 (Dex); Spd 30 ft.; AC 16 (+4 chain shirt, +2 Dex); 
  Atks +7 melee (1d8+3 [crit19-20], longsword); AL NE; 
  SV Fort +6, Ref +3, Will +1. 
   
  Str 16, Dex 14, Con 16, Int 8, Wis 10, Cha 8. 
  Face of a Thousand Scars 
   
  Page 21
  
   
  Skills: Jump +8. Feats: Blind-Fight, Cleave, Power 
  Attack, Weapon Focus (longsword). 
   
  Equipment: Chain shirt, longsword. 
   
  Personality traits: Zealous in their work for their 
  master. 
   
   
  ENCOUNTER SIX 
   
  � Kaven, male wood elf Wiz15: CR 15; Medium-size 
  Humanoid; HD 15d4-15; hp 31 (91); Init +0; Spd 30 ft; 
  AC 21/10 (+7 shield, +4 mage armor); Atks +7/+2 melee 
  (1d4 [crit 19-20], dagger); SA spells; AL NE; SV Fort +8 
  (+16 vs. spells), Ref +5 (+13 vs. spells), Will +9 (+17 vs. 
  spells). 
   
  Str 10, Dex 10, Con 9 (16), Int 16 (22), Wis 11, Cha 
  14. 
   
  Skills: Concentration +23, Scry +23, Spellcraft +23. 
  Feats: Chain Spell, Empower Spell, Extend Spell, 
  Greater Spell Focus (enchantment), Spell Focus 
  (enchantment, evocation), Greater Spell Penetration, 
  Persistent Spell, Spell Penetration, Scribe Scroll. 
   
  Equipment: Dagger, 2 potions of cure serious 
  wounds, 2 rings of counterspells (dispel magic in each 
  one), wand of lightning bolt (6th-level caster). 
   
  Wizard Spells Prepared (4/5/5/5/5/4/3/2/1) (base 
  DC = 20 (enchantment), 18 (evocation), or 16 + spell 
  level): 0—daze* x2, flare, detect magic, read magic; 
  1st—protection from good, charm person*, mage 
  armor, magic missile x3; 2nd—darkness x2, mirror 
  image, Tasha's hideous laughter*, protection from 
  arrows, false life; 3
  rd—dispel magic x2, hold person*, 
  protection from elements (electricity, fire), haste; 4
  th—
  empowered endurance, empowered fox's cunning, 
  stoneskin, confusion*, improved invisibility, bestow 
  curse; 5
  th—persistant shield, feeblemind*, cone of cold, 
  telekinesis, teleport; 6
  th—true seeing, chained hold 
  person*, geas/quest*, globe of invulnerability; 7
  th—
  Otiluke's greater dispelling screen, finger of death, 
  insanity*; 8
  th—chained dominate person*, protection 
  from spells. 
  * enchantment spells 
   
  Personality Traits: Confident, egotistical, cruel. 
   
  � Bodyguards (3), male human Ftr3: CR 3; Medium-
  size humanoid (5 ft. 5 in. tall); HD 3d10 + 9; hp 31; Init 
  +2 (Dex); Spd 30 ft.; AC 16 (+4 chain shirt, +2 Dex); 
  Atks +7 melee (1d8+3 [crit19-20], longsword); AL NE; 
  SV Fort +6, Ref +3, Will +1. 
   
  Str 16, Dex 14, Con 16, Int 8, Wis 10, Cha 8. 
   
  Skills: Jump +8. Feats: Blind-Fight, Cleave, Power 
  Attack, Weapon Focus (longsword). 
   
  Equipment: Chain shirt, longsword. 
   
  Personality traits: Zealous in their work for their 
  master. 
  Face of a Thousand Scars 
   
  Page 22
  
  GUIDEBOOK FEATS 
   
  Chain Spell [Metamagic] 
  You can cast spells that arc to other targets in addition 
  to the primary target.  
   
  Prerequisites:  Any other metamagic feat. 
   
  Benefit:  You can chain any spell that specifies a 
  single target and has a range greater than touch.  The 
  chained spell affects that target (the primary target) 
  normally, then arcs to a number of secondary targets 
  equal to your caster level.  Each arc affects one 
  secondary target.  You choose the secondary targets as 
  you like, but they must all be within 30 feet of the 
  primary target, and no target can be affected more than 
  once.  You can affect fewer secondary targets than the 
  maximum. If the chained spell deals damage, the 
  secondary targets each take half as many dice of 
  damage as the primary target (rounded down) and can 
  attempt Reflex saving throws for half of the secondary 
  damage.  For spells that do not deal points of damage, 
  the save DCs against arcing effects are reduced by 4.  
  For example, a 10th-level wizard casts a chained cause 
  fear on a nearby goblin and can specify up to ten 
  secondary targets.  The goblin, as primary target, must 
  make a Will save against DC 14, while those affected by 
  the secondary arcs save against DC 10. 
   
  A chained spell uses up a spell slot three levels 
  higher than the spell's actual level. 
   
  Greater Spell Focus [General] 
  Choose a school of magic to which you already have 
  applied the Spell Focus feat.  Your magic spells of that 
  school are now even more potent than before. 
   
  Prerequisites: Spell Focus. 
   
  Benefit:  Add +4 to the DC for all saving throws 
  against spells from the school of magic you select to 
  focus on.  This supersedes (does not stack with) the 
  bonus from Spell Focus. 
   
  Special:  You can gain this feat multiple times.  It's 
  effects do not stack.  Each time you take the feat, it 
  applies to a new school of magic. 
   
  Greater Spell Penetration [General] 
  Your spells are especially potent, defeating spell 
  resistance more readily than normal. 
   
  Prerequisites:  Spell Penetration. 
   
  Benefit:  You get a +4 modifier on caster level 
  check to beat a creature's spell resistance.  This 
  supersedes (does not stack with) the bonus from Spell 
  Penetration. 
   
  Persistent Spell [Metamagic] 
  You make one of your spells last all day. 
   
  Prerequisites:  Extend Spell. 
   
  Benefit:  A persistent spell has a duration of 24 
  hours.  The persistent spell must have a personal or 
  fixed range (for example, comprehend languages or 
  detect magic).  Spells of instantaneous duration cannot 
  be affected by this feat, nor can spells whose effect is 
  discharged.  You need not concentrate on spells such as 
  detect magic and detect thoughts to be aware of the 
  mere presence or absence of the thing detected, but 
  you must still concentrate to gain additional 
  information as normal.  Concentration on such a spell 
  is a standard action that does not provoke an attack of 
  opportunity.  A persistent spell uses up a spell slot four 
  levels higher than the spell's actual level. 
   
  Face of a Thousand Scars 
   
  Page 23
  
   
   
  GUIDEBOOK SPELLS 
   
  Otiluke's Dispelling Screen 
  Abjuration 
  Level:  Sor/Wiz 4 
  Components: V, S, M 
  Casting Time: 1 action 
  Range:  Close (25 ft. + 5 ft./2 levels) 
  Effect:  Wall whose area is up to one 10 ft. square/level 
  or a sphere or hemisphere with a radius of up to 1 
  ft./level 
  Duration:  1 minute/level (D) 
  Saving Throw:  None 
  Spell Resistance:  No 
   
  You create an opaque, immobile, shimmering screen of 
  violet energy.  Any creature or unattended object 
  passing through the screen is affected by a targeted 
  dispel magic cast at your caster level (see page 196 of 
  the Player's Handbook).   
   
  You make a dispel check against the spell or 
  against each ongoing spell currently in effect on the 
  object or creature.  A dispel check is 1d20 + 1 per caster 
  level (maximum +1) against a DC of 11 + the spell's 
  caster level.  The screen has no effect on any items a 
  creature carries.   
   
  If an unattended magic item passes through the 
  screen, you make a dispel check against the item's 
  caster level.  If you succeed, all the item's magical 
  properties are suppressed for 1d4 rounds.   
   
  Spell effects that are not operating on objects or 
  creatures cannot pass through the screen.  A 
  disintegrate or successful dispel magic spell removes 
  Otiluke's dispelling screen, while an antimagic field 
  suppresses it. 
   
  Material Component:  A sheet of fine lead crystal. 
   
   
  Otiluke's Greater Dispelling Screen 
  Abjuration 
  Level:  Sor/Wiz 7 
   
  As Otiluke's dispelling screen, except that the 
  maximum bonus on the dispel check is +20 instead of 
  +10. 
   
   
  Fox's Cunning 
  Transmutation 
  Level:  Brd 2, Clr 2, Sor/Wiz 2 
  Components:  V, S, M/DF 
  Casting Time:  1 action 
  Range:  Touch 
  Target:  Creature touched 
  Duration:  1 hour/level 
  Saving Throw:  Will negates (harmless) 
  Spell Resistance:  Yes (harmless) 
   
  The transmuted creature becomes smarter.  The spell 
  grants an enhancement ponus to Intelligence of 1d4+1 
  points, adding the usual benefits to Intelligence-related 
  skills.  Wizards who receive fox's cunning do not gain 
  extra spells, but the save DCs for their spells increase. 
   
  Arcane Material Component:  A few hairs, or a 
  pinch of dung, from a fox. 
   
   
  False Life 
  Necromancy 
  Level:  Sor/Wiz 2 
  Components:  V, S, M 
  Casting Time:  1 full round 
  Range:  Touch 
  Target:  Living creature touched 
  Duration:  1 hour/level or until discharged (see text) 
  Saving Throw:  Will negates (harmless) 
  Spell Resistance:  Yes 
   
  You grant yourself limited power to avoid death. 
   
  While this spell is in effect, you gain 1d10 
  temporary hit points, +1 point per level (maximum 
  1d10+10). 
   
  Material Component:  A small amount of alcohol 
  or distilled spirits, which you use to trace certain sigils 
  on your body during casting.  These sigils cannot be 
  seen once the alcohol or spirits evaporate. 
  Face of a Thousand Scars 
   
  Page 24
  
  NEW RULES ITEMS 
   
  Pin of the Fiend-Bat 
  This small bronze pin is in the shape of a bat with 
  outstetched wings. Two tiny bloodstones dot its eyes, 
  and seem to glow with intensity even under the 
  darkest night sky.  When worn, the pin grants a +2 
  bonus to saving throws versus spells and spell-like 
  abilities of demons, devils, and yugoloths.   
   
  Caster Level: 3rd; Prerequisites: Craft Wondrous 
  Item, protection from evil; Market Price: 1100 gp; 
  Weight -. 
  Face of a Thousand Scars 
   
  Page 25
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/HIG (Highfolk)/HIG3-02 Face of a Thousand Scars (3E).pdf