TEXT: FUR1-08
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  Version 1
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  A quiet dinner invitation from one of the Kingdom’s notable mages promises to be interesting,
  especially since Mander is rumored to not only be related to royalty, but also have connections with the
  Knights of the Hart. An adventure for character levels 1-6.
  DUN GEO NS & DR AGON S, D&D, G REYHAWK and R PG A are register ed t radem ar ks o f
  Wizar ds o f t he Coast , Inc . LIVIN G G REYHAWK is a t radem ar k o f Wizar ds o f t he Coast ,
  Inc . S cenario d et ail co pyright 2001 b y Wizar ds o f t he Coast , Inc . ALL R IGHT S
  R ESER VED. T his scenar io is int en ded f or t ourn ament use o nly and m ay no t b e
  rep rod uced wit hou t app ro val o f t he R PG A Net work .   
  
  Bring on the Knight
  Page 2
  Thi s is  a n RP GA® N e tw or k sc e nar io f or  t he 
  D ung eo ns & D ra g ons ® g a m e.  A f our -ho ur t im e 
  bl ock ha s be e n a llo ca t e d f or  e a ch ro und of t his
  sc e nar io,  but t he a ct ua l pl a yi ng t im e w ill be cl ose r 
  t o t hre e hour s. The re s t of t he t im e is  sp e nt in
  pr e pa ra t io n be f o re g a m e pl a y,  a nd sc ori ng a f te r 
  t he g a m e.  The f oll ow ing g uid el ine s a re he re t o
  he lp y ou w it h bo t h t he pr e pa ra t io n a nd v ot ing 
  se g m e nt of t he g a m e.  Re a d t his pa g e ca r ef ull y so 
  t ha t y ou kno w a nd ca n co m muni ca t e t o y our 
  pl a ye r s t he sp e cia l a sp e ct s of pl a yi ng a n RP GA
  sc e nar io. 
  PPPPrrrreeeeppppaaaarrrraaaattttiiiioooonnnn
  Fir st y ou sho uld pr int t his sc e nar io.  Thi s sc e nar io
  w a s cr e at e d t o sup po rt do ubl e- si de d pr int ing , but 
  pr int ing it si ngl e si de d w ill w ork a s w e ll. The r e is 
  e noug h ro om a lo ng t he ins ide m a rg in t o bi nd t he 
  a dv e nt ure , if y ou de s ire .
  Re a d t his e nt ire a dv e nt ure a t le a st onc e be f o re 
  y ou run y our  g a m e.  B e sur e t o f a mi lia ri ze y our se lf 
  w it h a ny sp e cia l rul es , sp e lls,  or  e qui pm e nt
  pr e se nt e d in t he a dv e nt ure . It m a y he lp t o
  hig hli ght pa r ti cula rl y im po rt a nt pa s sa g e s.
  W he n y ou run a n RP GA D &D a dv e nt ure w e 
  a ss ume t ha t y ou ha v e a cc es s t o t he f oll ow ing 
  bo ok s: t he Pl a ye  r ’s Ha nd  boo  k, t he D  ung eo  n
  Ma s te  r ’s Guid  e  , a nd t he Mo  nst e  r Ma nua l. W e a lso 
  a ss ume t ha t y ou ha v e a se t of di ce (a t le a st one d4 ,
  d6 , d8 , d1 0 , d1 2 , a nd d2 0 ),  so m e sc ra p pa p e r, a 
  pe nc il, a n RP GA sc ori ng pa c ke t , a nd y our  se ns e of 
  f un. It is  a lso a g oo d id e a t o ha v e a w a y t o t ra ck 
  m ov e m e nt dur ing co m ba t . Thi s ca n be a s si mp le a s
  a pa d of g ra p h pa p e r a nd a pe nc il, a s ha ndy a s a 
  v iny l g rid m a p a nd chi ts , or  a s e la bo ra t e a s re s in
  dung e o n w a lls a nd m inia t ure s. 
  Ins tr uct t he pl a ye r s e it he r t o pr e pa re t he ir
  cha r ac t er s now , or  w a it unt il y ou re a d t he 
  int ro duc ti on, de p e nding on t he re q uire m e nt s of 
  t he sc e nar io a s de s cri be d in t he int ro duc ti on.
  Ke e p in m ind t ha t y ou m ust ha v e a t le a st f our
  pl a ye r s (no t co unt ing t he D M), f or  t he g a m e
  se s sio n t o be a sa nc ti one d RP GA e v e nt.  A s w e ll,
  y ou ca nno t ha v e m or e t ha n se v e n pl a ye r s
  pa r ti cip a ti ng in t he g a m e. 
  O nce y ou a re re a d y t o pl a y,  it is  ha ndy t o
  ins tr uct e a ch pl a ye r  t o pl a ce a na m e ta g in f ro nt of 
  him or  he r. The t a g sho uld ha v e t he pl a ye r ’s na m e 
  a t t he bo t to m , a nd t he cha r ac t er ’s na m e , ra c e,  a nd
  g e nde r a t t he t op . Thi s m a ke s it e a sie r  f or  t he 
  pl a ye r s (a nd t he D M) t o ke e p t ra ck of w ho is 
  pl a yi ng w hich cha r ac t er .
  The pl a ye r s a re f re e t o use t he g a m e rul es  t o
  le a rn a bo ut e qui pm e nt 
  a nd w e ap ons  
  t he ir
  cha r ac t er s a re ca r ry ing . Tha t sa id , y ou a s t he D M
  ca n ba r  t he use of e v e n co re rul e bo ok s dur ing 
  ce r ta in t im e s of pl a y.  For  e xa m pl e , t he pl a ye r s a re 
  not f re e t o co nsult t he D ung eo n Ma s te r ’s Guid e 
  w he n co nf ro nte d w it h a t ra p or  ha z a rd,  or  t he 
  Mo nst e r Ma nua l w he n co nf ront e d w it h a  m ons te r .
  So m e of t he t e xt in t his sc e nar io is  w rit t e n so 
  t ha t y ou m a y pr e se nt it a s w rit t e n t o t he pl a ye r s,
  w hile ot he r t e xt is  f or  y our  e y e s onl y . Te x t f or  t he 
  pl a ye r s w ill be in g ra y bo xe s . It ’s  st ro ng ly 
  re c om m end e d t ha t y ou pa r a phra s e t he pl a ye r  t e xt 
  ins te a d of re a d ing it a lo ud. So m e of t his t e xt is 
  g e ne ra l a nd m ust be a da p te d t o t he sp e cif ic 
  si tua t io n or  t o a ct io ns of t he pl a ye r  cha r ac t er s.
  SSSSccccoooorrrriiiinnnngggg
  A ft e r t he pl a ye r s ha v e co m ple t e d t he sc e nar io or 
  t he t im e a llo t te d t o run t he sc e nar io ha s run out ,
  t he pl a ye r s a nd D M sc ore t he g a m e.  The RP GA ha s
  t hre e w a ys  t o sc ore it s g a m es . C onsul t y our 
  co nv e nti on co or dina t or  t o de t e rm ine 
  w hich
  m e tho d t o use f or  t his sc e nar io: 
  • 
  N o- v ot e sc ori ng : The pl a ye r s w rit e t he ir na m e s
  a nd RP GA num be rs  on t he sc ori ng pa c ke t g rid .
  You f ill in t he t op of t he g rid . Tha t is  a ll. N o
  one is  ra t e d. Thi s m e tho d is  use d f or  pe o ple 
  w ho a re j ust pl a yi ng f or  f un.
  • 
  Pa r ti a l sc ori ng : The pl a ye r s ra t e t he g a m e
  m a st e r a nd t he sc e nar io on t he ir pl a ye r  v ot ing 
  she e t , a nd pr ov id e pe r sona l  inf or m at io n, but 
  do n’t v ot e f or  ot he r pl a ye r s. The g a m e m a st e r
  ra t e s t he sc e nar io a nd co m ple t e s pe r sona l  a nd
  e v e nt inf or m at io n, but do e s not ra t e t he 
  pl a ye r s a s a t e a m or  v ot e f or  pl a ye r s. Thi s
  m e tho d is  use d w he n t he re is  no co m pe t it ion,
  but t he e v e nt co or dina t or  w a nts  inf or m at io n
  on how t he g a m e m a st e rs a re pe r fo rm ing , or 
  t he g a m e m a st e r w a nts  f e e dba c k on his  or  he r
  ow n pe r fo rm a nce .
  • 
  V ot ing : Pl a ye r s a nd g a m e m a st e rs co m ple t e 
  t he e nt ire pa c ke t , incl uding v ot ing f or  be s t
  pl a ye r . If t his m e tho d is  use d , be sur e t o a llo w
  a bo ut 1 5 -2 0 m inut e s f or  t he pl a ye r s t o br ie f ly 
  de s cri be t he ir cha r ac t er s t o t he ot he r pl a ye r s,
  a nd a bo ut 5 - 10 
  m inut e s f or  v ot ing . Thi s
  m e tho d is  use d w he n t he pl a ye r s w a nt t o kno w 
  w ho pl a ye d t he “b e st ” a m ong st t he g ro up, or 
  w he n t he a dv e nt ure is  run in t our nam e nt 
  f or ma t w it h w inne rs a nd pr iz e s.
  W he n usi ng v ot ing , ra nk t he pl a ye r s in or de r of 
  y our  v ot ing cho ice w hile t he y a re co m ple t ing t he ir
  f or ms , so t ha t y ou a re not inf lue nce d by t he ir
  co m me nt s on y our  a bi lit ie s. It ’s  a g oo d id e a t o ha v e 
  t he pl a ye r s v ot e w hile y ou de t e rm ine t re a sur e a nd
  e xp e rie nce a w ar ds  f or  t he sc e nar io. 
  A ft e r v ot ing , g iv e t he Sc or ing Pa c ke t t o y our 
  e v e nt co or dina t or .
  
  Bring on the Knight
  Page 3
  This is a LIVING GREYHAWK Adventure. 
  As a
  Living™ adventure, it is expected that players will
  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, 
  a
  character sheet, and a LIVING GREYHAWK log sheet
  from your convention coordinator or the RPGA
  Web site, and then have any players without a
  character create one. 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 G REYHAWK Gazetteer.
  LLLL                IIIIVVVVIIIINNN
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  Because players bring their own characters to
  LIVING GREYHAWK campaigns, this adventure is
  tiered. Basically, the challenges in this adventure
  are proportioned to the average character level of
  the characters participating in the adventure. To
  determine the tier that you will use to run this
  adventure, add the character 
  levels of all the
  characters. 
  In addition, add the levels of any
  cohorts or animals according to the values on
  their certificates. Cross-reference the total and
  the number of players participating in the game
  using the chart below to determine the tier used
  for this adventure.
      4        players   
      5        player        s    
      6       players   
     7       players   
       Lvl      Cap
  T1:
  4-12
  5-13
  6-14
  7-15
  4nd
  T2:
  13-22
  14-24
  15-26
  16-28
  6th
  T3:
  23-32
  25-35
  27-38
  29-41
  8th
  The level cap indicated is the highest level of
  character 
  allowed 
  to 
  play 
  this 
  adventure.
  Characters of levels higher than the highest level
  shown for the highest tier cannot be played.
  IIIIssss    iiiitttt    aaaa    FFFFuuuullllllll    M
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  Moooooooonnnn????
  Since the hazards of lycanthropy are a current
  part of the LIVING GREYHAWK campaign, it may be
  necessary to determine if this adventure takes
  place during a full moon. For game purposes, the
  full moon lasts three days of each month. For a
  given scenario that does not state the phase of
  the moon, roll 1d10 before play begins. On a
  result of 1, the first day of the scenario is a night
  of the full moon (roll 1d3 to determine where in
  the sequence of three nights it falls).
  LLLLiiiiffffeeeessssttttyyyylllleeee    CCCCoooossssttttssss::::
  Typically, adventure that take place within the
  Living 
  Greyhawk 
  campaign 
  setting 
  require
  players to spend gold to maintain their lifestyle.
  Within 
  this adventure 
  however, the PCs are
  hosted by Mander and are therefore not required
  to pay for lifestyle in this event. In addition, the
  PCs will neither benefit nor suffer penalties to
  Charisma-based checks based upon lifestyle.
  AAAAddddvvvveeeennnnttttuuuurrrreeee    HHHHiiiigggghhhhlllliiiigggghhhhttttssss
  This adventure begins at an inn in Littleberg, the
  Copper Flagon, 
  where 
  the heroes 
  first meet
  Mander. The heroes are convinced by Mander to
  keep his nephew, Sir Rendell, out of trouble. Sir
  Rendell is questing to make a name for himself
  so he may join the Knights of the Hart. The PCs
  should realize that they have an opportunity to
  impress a powerful figure and perhaps learn even
  more about the Knights of the Hart.
  While tracking Sir Rendell’s, the PCs arrive at
  a bridge formerly guarded by a troll. Sir Rendell
  was here and slew the troll for the villagers in the
  area. Unfortunately, he left without destroying
  all the remains, 
  which are regenerating 
  and
  angry! After helping to dispose of the remains of
  the troll (part of which attack the villagers and
  the party) the heroes learn Sir Rendell’s last
  location in Claw Gorge.
  On the way to the Claw Gorge, the heroes
  encounter La Donna, a merchant’s daughter who
  was recently saved by Sir Hartere. She describes
  him as very charming, but his intentions did not
  seem to be pure. They also left her wagon with a
  broken wheel that she asks the party to help
  repair.
  At an Inn near Claw Gorge, Sharp Shooters,
  the party can learn from the dwarven Inn Keeper,
  Ozmon, that there is a great rivalry between Sir
  Hartere Le Boef and Sir Rendell de Poulet, and
  that both aspire to become Knights of the Hart.
  The may also 
  learn 
  of 
  the 
  Caves 
  by 
  the
  Borderlands, the lair of the small kobold tribe
  and other rumors including a gnomish priest that
  claims to have met both of the Knights.
  Tracking down the gnome, they find confused
  Olaf, a gnomish priest of Garl Glittergold. The
  heroes 
  may 
  learn 
  that 
  Olaf 
  lost 
  an 
  item
  important to Garl Glittergold was stolen by a
  raiding band of Kobolds. The heroes are told not
  to worry since Sir Rendell went after the item.
  He explains that moments after Sir Rendell left,
  Sir Hartere also went after the item. Olaf has
  random 
  fits where 
  he starts 
  babbling 
  about
  agriculture, so it is difficult for the party to glean
  this 
  information. 
  In 
  his 
  babbling, 
  he 
  will
  mention the blight.
  The heroes track Sir Rendell to the kobold’s
  lair. What used to be a small-fortified 
  set of
  caverns is in disarray. The heroes note that there
  is a huge recently dug hole in the floor, where a n
  umber hulk has breached their defenses. The
  heroes wander through the complex, potentially
  encountering wandering bands of kobolds and
  possibly the umber hulk (depending on the PC
  tier). When they make it to the evil church of
  Kurtulmak, they find the artifact is being used to
  enchant kobold warriors. Sir Rendell is also in
  the chamber and is currently under the effects of
  
  Bring on the Knight
  Page 4
  a h o l d spell. After recovering the item, the PCs
  will be attacked by a powerful group of half orcs
  that desire the hammer themselves. Following
  the battle, they will be able to return, after
  befriending Sir Rendell, to the Copper Flagon.
  Ideally, the PCs will avoid Sir Rendell discovering
  they were hired to look out for him. Mander will
  be very appreciative of their efforts and reward
  them for their efforts.
  PPPPllllaaaayyyyeeeerrrrssss    IIIInnnnttttrrrroooodddduuuuccccttttiiiioooonnnn
  Read the following descriptive text when the
  players first sit down at the table. Based on this
  information 
  they 
  should 
  determine 
  which
  characters they will play, what spells to select,
  and what (if any) magical items they wish to
  bring along. The following blurb describes this
  event.
  Located near the center of the city is a small but
  selective inn known as the Copper Flagon. Each
  of you have been in town for a relatively short
  time following any number of duties ranging
  from errands for hire to personal travel. Some of
  you may have even recently completed a discrete
  errand for another notable citizen. Word seems
  to travel fast and each of you has received an
  invitation to the Copper Flagon.
  The quiet dinner invitation from one of the
  Kingdom’s 
  notable 
  mages 
  promises 
  to 
  be
  interesting, especially since Mander is rumored
  to not only be related to royalty, but also have
  connections with the Knights of the Hart.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    1111::::    TTTThhhheeee    CCCCooooppppppppeeeerrrr
  FFFFllllaaaaggggoooonnnn
  When the PCs arrive at the Copper Flagon, they
  will see a very well appointed 
  inn. As they
  approach, one of the pages at the inn will notice
  them and approach. If the PCs are well appointed
  (nice clothes, not wearing armor, etc.) the page
  will escort them inside (see description below). If
  their appearance is not up to the high standards
  of the inn, they page will instruct them that
  arrangements 
  have 
  been 
  made 
  at 
  Enenna’s
  Bathhouse (nearby) to allow them to meet the
  inns standards.
  At the bathhouse, the PCs will be able to find
  appropriate clothes and hot baths waiting for
  them – all charges prepaid by their host. They will
  have to leave their weapons and armor in either
  the inn’s storage area or at the bathhouse – either
  way their items will be safe until they reclaim
  them. Once they are presentable and make their
  way toward the inn, read the following:
  Arriving at the Copper Flagon, you are directed to
  a large round table at the back of the tavern
  where others appear to be awaiting their host.
  The inn keeper personally brings over a feast of
  maple flavored strips of venison, garlic and
  butter mashed potatoes, crisp steamed vegetables
  and three bottles of Furyondy’s finest wine.
  A young girl, obviously his daughter, lays
  baskets of golden buttery rolls on the table. A
  large gentleman wearing a tunic with the crest of
  the inn lays down a huge platter with fruits from
  the region and a plethora of cheeses and olives.
  The Inn Keeper explains that the host, Lord
  Wizard Mander, is running late and to enjoy this
  small token of his appreciation.
  Your table is in a small alcove of the dark
  tavern. The inn is obviously one of the finest in
  Littleberg, with many of the rich merchants and
  minor nobles here to dine and to be seen. A
  halfling with a golden mop of hair and large
  lamb-chop shaped sideburns, and a long curling
  moustache strums a lute, to create a relaxed airy
  atmosphere.
  Allow the group time to interact 
  with 
  one
  another. 
  Ask each 
  of the PCs to introduce
  themselves is this is their first meeting. 
  In
  addition, the PCs may wish to interact with the
  patrons of the bar. The innkeeper, Yulian (male
  human Com3) and his daughter Marie, (female
  human Com1) will attend to the PCs needs. They
  will bring whatever items the PCs order, but will
  scowl at them if they feel the PCs are abusing
  their hosts generosity. The other patrons at the
  inn are as follows:
  Kipen Winnegar (male halfling Brd4) - is a
  prominent 
  bard 
  and 
  musician. 
  If 
  the party
  attempts to speak to him he will be polite, but
  explain that he has been working on some new
  songs for an upcoming concert. He would like not
  to be disturbed now, but would be happy to join
  them in a drink later. If asked about Mander, he
  will explain that Mander is a prominent wizard
  and the youngest brother of of the Countess
  Kyaren Rhavelle. He frequently associates with
  many 
  of 
  the 
  colorful 
  people 
  of 
  Furyondy
  (adventures) and is one of the most well known
  trainers 
  of horses in the kingdom. There are
  rumors that he sides with many of the northern
  lords, thinking that Furyondy should be more
  aggressive with its battles with Iuz, but this is
  speculation. Being the youngest of the Rhavelles
  many siblings, he holds very little real political
  power.
  Nobles and Patrons- The group can speak to these
  people about the finer things in life, but they for
  the most part, feel that they are above mere
  adventures. They will be polite, but they are much
  more interested in who is coming and going, what
  they are wearing, and who they are coming and
  going with then mere adventurers. If asked about
  the bard, they will tell them that he is all the
  rage, and he is an artist and does not like being
  bothered while he is working. Regarding Mander,
  they know the same information as the bard. In
  addition, they know that he was a veteran of the
  
  Bring on the Knight
  Page 5
  wars with Iuz, operating with small groups of
  adventurers around enemy lines.
  When the PCs have interacted some or all of
  the NPCs or are growing bored, Mander will
  arrive, proceed to Encounter 2, below.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    2222::::    M
  M
  M
  Maaaannnnddddeeeerrrr’’’’ssss    AAAArrrrrrrriiiivvvvaaaallll
  When Mander arrives, he will make his way back
  to the table he reserved for his meeting. When he
  arrives, read the following:
  A man walks into the tavern and is immediately
  greeted by the Inn Keeper who escorts him to the
  back table. He is introduced to you simply as Lord
  Mander. He is a average size human, ruggedly
  handsome 
  with dark 
  hair. 
  instead 
  to 
  the
  trademark Rhavelle red hair. He wears simple
  robes with simple arcane symbols etched in silver
  on the sleeves. Other than a large emerald
  earring and a silver wedding ring, he does not
  appear to be of noble station. His mannerisms,
  however, seem to point to his high level of
  education, culture, and nobility.
  When Mander (human male Wiz12) arrives, he
  asks the party to sit down and gather close, soft
  voices do not carry nearly as far. Mander will
  know each of the characters names, but may not
  be able to discern who is who. He will ask each of
  the characters to introduce themselves as he puts
  faces with the names from his research. After the
  introductions, Mander continues:
  “I hope you enjoyed the meal. I have asked you all
  here for a favor of a discrete nature. You see, my
  nephew, Sir Rendell du Poulet, seems to have a
  knack for trouble. Although he is a well-trained
  paladin of Heironius of some notoriety, he seems
  to be somewhat, well, unlucky. He aspires to join
  the Knights of the Hart and has taken upon
  himself a year of questing to earn his place
  among their ranks. The year is only a few weeks
  from completion and he has yet to truly attain a
  deed of honor, despite several brave attempts.”
  “Recently, he has left for the area of Claw
  Gorge. What I ask of you is to journey to Claw
  Gorge and keep an eye on my nephew. You must
  not let him know that I have sent you, that is why
  I am looking for those of good character who are
  not well known in these parts. In addition, you
  should only help him on his quest for honor if
  you absolutely have to, allow him to succeed on
  his own, unless his life is in danger. He may stop
  at a local sportsmen club known as Sharp
  Shooters – mention my name if you must, and
  they should let you in for a while at least.”
  “You should also be aware that his childhood
  rival, Sir Hartere le Boeuf is also aspiring to
  become a Knight of the Hart. If either of these
  cavaliers feel they are slighted they will challenge
  the offender to a duel. Sir Rendell is not ready for
  a confrontation like this at this time – Hartere is
  a master of combat. If there is any way to avoid a
  conflict between these two I would encourage it.
  My nephew is very proud, and would probably
  be quite upset if he knew I was helping him out,
  but he is the son of my late wife’s sister. Since his
  father, my brother in law, is an ambassador
  currently in Veluna and his mother, my sister, is
  a druid out working on discovering the cause of
  the blight, I feel it is my responsibility to look
  after little Rendy.”
  “I will gladly cover reasonable expenses as
  well as pay you more than caravan guard pay, 1
  golden wheatsheave per day for each of you. Will
  you help me?
  Mander feels that his offer is a very generous
  one (it is) and his is not willing to negotiate a
  higher 
  rate. 
  He will 
  agree 
  to 
  consider 
  a n
  additional reward if the PCs encounter anything
  out of the ordinary as they help Sir Rendell. In
  addition, Mander will mention that he is well
  known and his recommendation can go a long
  way.
  In addition, if the PCs do not have horses,
  Mander will instruct them to one of his many
  stables to borrow horses. The horses will all be
  standard riding horses that are well trained, but
  not trained 
  for mounted 
  combat. 
  They will
  provide good transportation, but do not need to
  be included in the Tier calculation. He will insist
  the PCs take good care of the horses, but he will
  not charge them for their loss given the nature of
  challenges the PCs will face unless they are lost
  due to gross negligence of the PCs.
  • 
  Mander knows several other items that may
  be of interest to the PCs if they think to ask.
  These include:
  • 
  Rendell stopped briefly in Littleberg for a few
  days before setting off for Claw Gorge two
  days ago. The journey to the area of the Gorge
  they will travel near several small towns and
  hamlets. Rendell tends to always take the
  western fork of roads when given the chance,
  so the PCs should be able to follow his route
  without too much difficulty.
  • 
  Rendell is tall with blond hair and sky blue
  eyes. He is strong and handsome. He wears
  shining plate mail, and rides upon a white
  destrier. His coat of arms is that of a golden
  eagle.
  • 
  Claw Gorge is within 
  the boundaries 
  of
  Furyondy although it is still a wild area – that
  is why Rendell is heading there.
  • 
  Sir Hartere is a darkly handsome figure who
  favors a black surcoat trimmed in gold over
  his armor.
  • 
  If asked about the blight, Mander will grow
  dark. He believes that there is something very
  evil afoot, perhaps something even from a
  lower plane at work. Since the Flight 
  of
  Fiends (the banishing of demons from the
  realms by the Crook of Rao), the forces of the
  lower planes have been looking for ways to
  strike back at the forces of good on Oerth.
  
  Bring on the Knight
  Page 6
  If the PCs agree to assist Mander and look out for
  Sir Rendell, Mander will direct them toward a
  local stable, Jiunard’s, where riding horses and
  basic gear (2 weeks rations, tents, saddle blankets,
  etc.) will await them the next day. The PCs will be
  able 
  to 
  take 
  whatever 
  precautions 
  and
  preparations they desire, and are able to stay at
  the inn on Mander’s 
  tab. 
  The innkeeper 
  is
  instructed to provide 
  to their needs, 
  but as
  before, he will not allow them to take undue
  advantage of their host’s generosity. When they
  awake the next day, they will be able to gather
  their gear, find the horses at Jiunard’s, and leave
  for Claw Gorge in search of Sir Rendell.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    3333::::    BBBBeeeesssstttt    IIIInnnntttteeeennnnttttiiiioooonnnnssss
  This encounter 
  occurs after several hours 
  of
  riding in pursuit of Sir Rendell. Provided the PCs
  take the western forks on a couple of the trails,
  they will eventually reach a bridge leading to a
  small farming 
  village. During 
  his quest, 
  Sir
  Rendell attempted a good deed by ridding the
  village of a troll living in the area. Unfortunately,
  Sir Rendell did not fully realize the regenerative
  powers of his foe, and the villagers are now in
  peril from the creature. When they arrive at the
  bridge, read the following description:
  After riding for most of the day, you come to an
  old stone bridge that leads to a small village. The
  bridge is a large stone bridge with wooden planks
  that crosses a chasm over 40’ wide. The bridge is
  blocked by a large wooden barrier, on which
  hangs a crude sign that reads, “A copper per soul
  or you’ll meet this troll”. A small chute is located
  beneath the sign, about the size of a coin, it drops
  away from the bridge toward a cave below the
  bridge.
  Suddenly you hear a scream coming from the
  far side of the bridge…
  In order to remove the barrier, the PCs must
  either place a coin (of any type) in the chute or
  find and disable the device using the appropriate
  skill (Search DC18 to locate and Disable Device
  DC15 to operate). In addition, the PCs may move
  the barrier 
  with a Strength 
  check 
  at DC20.
  Alternatively, the PCs may wish to climb over the
  barrier (Climb DC10). DMs should note that use
  of any of the skill options takes at least one
  round per skill attempted.
  DMs should modify the description of the
  creature attacking the villagers based upon the
  tier of the party. For example, if the PCs are Tier
  1, they will see the armless one-footed troll and
  the extra arm terrorizing the villagers. There are
  a total of 4 villagers (non-combatants) that will
  flee at first opportunity. The troll and its pieces
  will immediately attack the PCs, focusing on
  those that did not pay the toll! The troll will
  scream in giant for the PCs to pay the fee.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    4444))))
  Armless One-Footed Troll: CR 3; Large Giant (9 ft.
  tall); HD 6d8+36; HP 30; Init + 2 (Dex); Spd 30 ; AC
  16 (+7 Natural –1 for size); Atks: +4 (Bite 1d8+3),
  SA Nil; SQ regenerate 
  3 hp / round, scent,
  darkvision; AL CE Saves Fort +11, Ref +0, Wil +3;
  Str 23, Dex 10, Con 23, Int 6, Wis 9, Cha 4.
  Skills: Listen +5, Spot +5; Feats: Alertness,
  Iron Will.
  Speaks: Giant.
  Troll Arm (2), Large Giant: CR 1; pieces of Large
  Giant (5 ft. long); HD 1d8+4; HP 10; Init + 0 (Dex);
  Spd 5 ; AC 17 (+7 Natural); Atks: +9 (Claw 1d6+6),
  SA Nil; SQ regenerate 3 hp/ round; AL CE Saves
  Fort +11, Ref +0, Wil +3; Str 23, Dex 10, Con 23, Int
  6, Wis 9, Cha 4.
  Troll foot (1), Large Giant: CR 0; pieces of Large
  Giant (2 ft. long); HD 0; HP 1; Init + 0 (Dex); Spd 5 ;
  AC 17 (+7 Natural); Atks: +0 (Kick 1-4), SA Nil; SQ
  regenerate 3 hp/ round; AL CE Saves Fort +11, Ref
  +0, Wil +3.
  Tactics: Each of the body segments will attack
  separately and continue to regenerate. Only the
  main body is capable of regenerating lost limbs.
  If this occurs, use the statistics in tier 2.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    6666))))
  One-Footed Troll: CR 5; Large Giant (9 ft. tall);
  HD 6d8+36; HP 58; Init + 1 (Dex); Spd 25 ; AC 17 (+7
  Natural –1 for size +1 Dex); Atks: 2 Claws +9, Bite
  +4 (claw 1d6+6; Bite 1d6+3), SA Rend (2d6+9); SQ
  regenerate 3 hp/ round, scent, darkvision; AL CE
  Saves Fort +11 Ref +3 Wil +3 ; Str 23 Dex 13 Con 23
  Int 6 Wis 9 Cha 4
  Skills: Listen +5, Spot +5; Feats: Alertness,
  Iron Will
  Special Attacks: Rend (Ex)—If both claws hit
  same opponent, automatically rend for additional
  2d6+9
  Speaks: Giant
  Troll foot (1), Large Giant: CR 0; pieces of Large
  Giant (2 ft. long); HD 0; HP 1; Init + 0 (Dex); Spd 5 ;
  AC 17 (+7 Natural); Atks: +0 (0), SA Nil; SQ
  regenerate 3 hp/ round; AL CE Saves Fort +11 Ref
  +0 Wil +3
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    8888))))
  Four Armed Troll: CR 8; Large Giant (9 ft. tall);
  HD 8d8+44; HP 80; Init + 2 (Dex); Spd 30 ; AC 18 (+7
  Natural –1 for size +2 Dex); Atks (5): 4 Claws +9,
  Bite +4 (claw 1d6+6; Bite 1d6+3), SA Rend (2d6+9);
  SQ regenerate 3 hp/ round, scent, darkvision; AL
  CE Saves Fort +11, Ref +3, Wil +3; Str 23, Dex 14,
  Con 23, Int 6, Wis 9, Cha 4.
  Skills: Listen (+5), Spot (+5); Feats: Alertness,
  Iron Will, Multi-attack.
  
  Bring on the Knight
  Page 7
  Special Attacks: Rend (Ex)—If both claws hit
  same opponent, automatically rend for additional
  2d6+9.
  Speaks: Giant.
  Once the PCs have defeated the troll, they will be
  able to search the trolls lair. With a successful
  Search check (DC 12), the PCs will find a small
  sack containing 115 cp.
  After the battle, two of the villagers will come
  down from their hiding places, one with red hair
  and beard and the other with brown. Their names
  are Kallan and Keth, are embroidered on their
  straw hats. If the adventurers fail to light a fire,
  they come down screaming 
  “Burn 
  that dang
  thing!”
  They are both quite upset at the recent turn
  of events. When the party attempts to speak with
  them, Kallan interrupts and says the following
  while 
  Keth nods 
  his head 
  and 
  periodically
  interjects “Yep!”
  “Is that thing all burned yet? Each of these two
  knight fellers that came through decided to help
  in their own way when that troll moved under
  the bridge. A dark haired fellar named Hartere
  came by a couple of days ago and gave the elders a
  sack of copper for us to pay the troll with. A few
  hours later, a sandy haired paladin calling
  himself Sir Rendell attacked the troll, chopping it
  to bits. He then rode off with a wave. Boy was
  that troll mad! Good thing you came along when
  you did.
  If the heroes continue to wish to talk with Kallan
  and Keth, they can find out that they are both
  neighboring farmers with large families to feed.
  They can also find out the following:
  • 
  The troll showed up under the bride a couple
  of weeks ago. As long as we paid the copper
  piece, he did not harm a soul.
  • 
  Each of the knights rode off in the same
  direction toward Claw Gorge.
  • 
  Three half orcs rode across the bridge about
  an hour before Hartere, paying the toll. They
  also 
  seemed to be heading toward 
  Claw
  Gorge.
  • 
  So far, the farmers’ crops have been spared
  from the blight affecting most of the country,
  but the plants have not grown as well as
  previous years. The harvest is most likely
  going to be a meager one.
  After the players have disposed of the troll and
  chatted with the farmers, they can follow Sir
  Rendell toward Claw Gorge, proceed to encounter
  four.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    4444::::    W
  W
  W
  Waaaaggggoooonnnn    TTTTrrrroooouuuubbbblllleeeessss
  This encounter may take place at a later time
  than 
  the assumed 
  description. 
  DMs 
  should
  modify the description accordingly.
  After leaving the farmer’s village, you have been
  riding for a couple of hours and the sun is slowly
  beginning to set. Ahead of you, just off the trail,
  you see a elegant wagon. The wagon’s hitch has
  fallen off, and a young maid is crying in the
  driver’s seat. The two horses hooked to the wagon
  neigh as you approach. The young lady looks at
  you with a tear stained face and says. “Please help
  me!”
  The maid, LaDoa (Human female, Mer3, Cha 13) is
  a rich merchant’s 
  daughter 
  traveling 
  toward
  Littleberg. 
  She is extremely shaken from her
  recent ordeal (described below). If any of the PCs
  are 
  of 
  half-orc 
  descent, 
  she 
  is 
  extremely
  frightened and will attempt to hide under the
  wagon, begging for her life. Befriending LaDoa is
  not too difficult for any non half-orc character
  using any social skill such as Diplomacy, Bluff,
  Gather Information etc. or a straight Charisma
  check (DC15). DM’s should apply penalties or
  bonuses up to + or –2 based on role playing. Once
  they befriend her, she shares what happened.
  “While I was traveling to Littleberg with an
  escort of a dozen guards, we were ambushed.
  When 
  the 
  attack 
  started 
  I 
  noticed 
  three
  disgusting half orcs involved in the attack. Two
  were wielding huge battleaxes while the third
  used arcane magic against us, causing four of the
  guards to instantly collapse. The 
  remaining
  guards fought until half of their number was
  slain, and then attempted to surrender. With out
  so much as a pause, the half orcs struck down the
  guards that surrendered, and preceded to slit the
  throats of the guards that collapsed. As they were
  moving toward me with evil in their eyes a horn
  blew. On the ridge above was a handsome raven
  haired cavalier astride a jet black steed. He
  thundered down the hill, charging at the half orc
  scum. The mere sight of such a hero stuck fear in
  the fouls creatures’ heart. They immediately fled.
  As he rode after them he exclaimed ‘I, Sir Hartere
  Le Boef, will avenge the deaths of your men, fair
  maiden.’”
  While telling the story her rescue, the PCs will
  notice her cheeks blush and a twinkle in her eye.
  If they ask about the broken wagon or the guards’
  bodies, she will grow very annoyed and continue
  her tale.
  After that enchanting man drove away those vile,
  pig-faced beasts, I waited for him to return.
  While I waited for my hero’s return, a sandy
  haired knight rode up on his white stallion from
  the same direction. While he was kind and took
  care of the bodies of my fallen men, he was no Sir
  Hartere. He even adjusted the tack of my team of
  horses before riding off toward Claw Gorge. Just
  after he rode out of view, I started toward
  Littleberg, and my wagon did not go 20 feet
  
  Bring on the Knight
  Page 8
  before 
  the 
  hitch 
  broke, 
  thanks 
  to 
  that
  incompetent! Please find my love, Sir Hartere!
  LaDoa 
  is the daughter 
  of a minor 
  textile
  merchant. She was returning with goods bound
  for the family warehouse in Littleberg. Inside the
  wagon are a dozen bolts of high quality cloths.
  PCs 
  with 
  the 
  Appraising 
  skill 
  (DC15) 
  can
  successfully 
  estimate 
  the value 
  of the bolts
  ranges from 50-250 gp per bolt.
  Repairing the wagon can be accomplished
  using 
  several 
  means 
  including 
  Craft
  (leatherworking), 
  at a DC 17. Make whole 
  or
  mending spell will also work. If the PCs are able
  to fix the wagon, LaDoa thanks the PCs profusely
  and hands them a small locket, pleading with
  them to give it to her love, Sir Hartere, before
  bidding them farewell.
  Most likely by the time the PCs are able assist
  LaDoa it will be late in the evening. The PCs will
  be able to camp in the area surrounding the
  wagon 
  and will not 
  suffer 
  any unfortunate
  events. 
  LaDoa 
  will be grateful 
  for 
  the PCs
  guarding the wagon overnight. The PCs will be
  able to rest and regain spells given their full
  nights rest.
  After the PCs are able to provide whatever aid
  they can for LaDoa, and learning more about the
  struggles of Sir Rendell, they will be able to
  continue their journey toward Claw Gorge and
  Encounter Five.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    5555::::    SSSShhhhaaaarrrrpppp    SSSShhhhooooooootttteeeerrrrssss
  Located on the outskirts of the town of Claw
  Gorge is an exclusive 
  club known as 
  Sharp
  Shooters. Located a fair distance from Littleberg,
  the club caters to the social elite and some of the
  locals as well. The club’s members earn their
  place by invitation only and many of the best
  marksmen in the kingdom can be found here
  from time to time. When the PCs arrive, a match
  will be in progress. The PCs should explore the
  club, at least for a while, based on the fact that
  Mander suggested his nephew may have stopped
  here.
  When the PCs approach the club, read the
  following description.
  This edge of town is dominated by a large three-
  story building. There is a sign painted on a bull’s
  eye with reads “Sharp Shooter’s”. The lower level
  is made of castle grade stone while the upper two
  levels are made of timber. At the door, a well-
  dressed man stands ready to attend potential
  members and guests. As you approach, 
  the
  doorman smiles. “Welcome to Sharp Shooters, I
  am afraid that I do not recognize you, which
  means that you are not members. I am afraid the
  club is for members only.
  The doorman, Harnish (human male Com1, Wis
  15) is very polite and diligent in his duties. He
  will not allow the PCs to enter the club and
  wander around. He is very strong willed and the
  there is a base DC26 for attempts to Bluff or use
  other interaction skills against him. If the PCs
  ask about Sir Rendell or Sir 
  Hartere, 
  the
  doorman will mention that he has not seen either
  of them, but that his is also on a new shift. If the
  PCs mention that Mander, he will allow them in
  as guests to take a brief look around. Harnish will
  summon an assistant to take his place at the door
  as he guides the PCs around the club. He will
  insist that they check their weapons at the door
  and stay together. He will do his best to prevent
  them from splitting up once inside the club. Once
  inside, read the following description:
  Inside the building you see stairs leading up to
  the second level. The top of the stairs is in the
  middle of the south end of the building, and leads
  to a loft area that appears to be suspended over a
  target range.
  At the east and west ends of the loft, mirrors are
  suspended so patrons may enjoy the tavern area
  while viewing various archery matches. A huge
  bar spans the nearly all of the north end of the
  tavern. There are two sets of stairs leading up to
  the lodging area at either end of the bar.
  Currently, the tavern area is full of patrons, with
  many watching the match in progress. A small
  stage flanks the entrance stairs, where a halfling
  is tuning 
  an instrument 
  for an upcoming
  performance. Your guide, Harnish, turns to you,
  “Make yourselves comfortable in the common
  area or take a look at the range for a while, but
  without Mander on premise, club rules only
  allow you to be here for an hour. Until then…”
  Harnish will leave the PCs to the common room
  and the range observatory for up to one full hour
  before asking them to leave. If they misbehave or
  attempt 
  to go to the living 
  areas 
  without
  approval, he and the other employees will see
  that they are quickly escorted from the building.
  While at Sharp Shooters, the PCs may engage in
  conversation in the common room, talk with
  Ozmon the owner, or watch the shooting match.
  The Common Area
  The heroes 
  may engage any of the patrons
  questions regarding Sir Rendell, Sir Hartere, or
  other subjects. The club patrons enjoy gossip and
  are a veritable font of rumors when not watching
  the local shooting match. If asked about either of
  the aspiring knights, they will direct the PCs to
  the club’s owner and manager, Ozmon.
  If the PCs wish to engage in gossip with the
  club patrons, consult the following chart to see
  which way the conversation runs. PCs that are
  attempting to Gather Information may attempt a
  skill check at DC 14. A successful check will yield
  2 rumors from the chart below. The PCs will not
  be able to detect any intentional 
  attempts 
  to
  mislead them using Sense Motive, zone of truth,
  or other magic, although they will realize that
  
  Bring on the Knight
  Page 9
  these tales are tavern gossip and may not be
  entirely true. Roll a die 20 to generate a rumor.
  1. 
  The owner, Ozmon, is a former war hero
  and is an expert with the crossbow. He's
  known as "Dead-Eye" (True).
  2. 
  Olaf, 
  a 
  crazy 
  cleric, 
  staying 
  here
  understands only gnomish (False).
  3. 
  Olaf, a leading cleric of Garl Glittergold,
  chief god of the gnomes is currently a
  guest at Sharp Shooters (True).
  4. 
  "Breyark" is kobold for "I surrender"
  5. 
  A fair maiden is imprisoned in the caves
  to the North.
  6. 
  Strange altars 
  can be very dangerous
  (True)
  7. 
  The caves to the north are fortified by a
  tribe of kobolds (True).
  8. 
  An 
  abandoned 
  dragon's 
  treasure 
  is
  somewhere in the caves to the north.
  9. 
  Nobody has ever returned from the caves
  to the north alive.
  10. Agents of Iuz use the caves to the north
  to 
  wreak 
  havoc 
  on 
  gods 
  fearing
  Furyondians.
  11. Breyark is the leader 
  of the tribe of
  kobolds 
  inhabiting 
  the 
  caves. 
  They
  worship the evil kobold god Kutarlmak
  (True).
  12. The 
  blight 
  effecting 
  the 
  crops 
  in
  Furyondy is being caused by clerics of St.
  Cuthbert. They are trying to demonstrate
  how the nobles have lost touch with the
  common people. When they remove the
  blight, they will be the heroes of the land
  and the nobles will be forced to elevate
  the faith of St. Cuthbert to the level of
  Hieronius (may be true).
  13. A curse will be placed on anyone entering
  the caves to the north.
  14. Tremors have recently been felt in many
  of the mines outside of town. There has
  also been some cave ins (True).
  15. The foreman of a local mine wants to
  keep it a secret, but umber hulks have
  been burrowing in the area (True).
  16. A rich silk merchant disappeared near the
  caves to the north, if found, I am sure he
  will reward 
  you 
  generously 
  (Partially
  true).
  17. If you reach a fork in the way in the caves,
  always turn left.
  18. Saying 
  the 
  phrase 
  "Demonlord" 
  will
  attract a fiend from the lower planes.
  19. The tribe of kobolds living in the caves
  have set up many traps (True).
  20. Old King Belvor is going daft!
  If the party approaches the stage they will meet
  the entertainer for the evening. The bard is a
  reputable halfling from Chendl known as Jendrix
  (halfling male, 
  Bard3). He is quite 
  involved
  preparing and tuning his lute for the upcoming
  show. If asked if he knows Kipen Winnegar (from
  the Copper Flagon) he will be pleased to hear his
  friend’s name. Jendrix knows that Sir Hartere
  and Sir Rendell are both aspiring Knights of the
  Hart and were here recently. He also knows that
  they have left for the caves to the north, questing
  after some stolen gnomish artifact. He believes
  that no one has come out of the caves alive, and
  he is concerned for another halfling friend of his,
  Keric, that was recently travelling in the area.
  The Shooting Match
  Located on the far end of the establishment is a
  very well appointed range, with targets set out a
  various distances, including targets exactly 100
  yards 
  away. When the PCs arrive, 
  a match
  between two club members is taking place using
  the furthest targets.
  The two contestants, Bruco “Bolt-Belcher” and
  “Cool Hand” Tepp are good friends but serious
  competitors. They are very polite to one another
  and will not tolerate 
  the PCs nagging their
  opponent. Likewise, they will take a very dim
  view if any of the PCs begin to wager on the
  outcome 
  since 
  gambling 
  is illegal 
  at Sharp
  Shooters. The range and contests are for sport
  and entertainment with the prize being bragging
  rites and the right to purchase drinks for the
  loser.
  As the match progresses, Cool Hand Tepp will
  eventually beat out Bruco in a close match. It is
  obvious that both men are excellent marksmen.
  If the PCs boast regarding their abilities or issue
  challenges to the shooters, they will be spurned.
  Those types of attitudes are frowned upon at
  Sharp Shooters. If the PCs continue to press,
  eventually Bruco will say that if they were to
  someday become members, then they can test
  their skill. The range is for members only and any
  PC that fires a weapon on the range will be
  immediately escorted out of the building!
  The club 
  focuses 
  on sportsmanship 
  and
  excellence in shooting. While the marksmen in
  the club’s favorite weapon are crossbows, they
  also respect other ranged weapons and thrown
  weapons such as spears, daggers, and javelins. All
  of the members of the club use masterwork
  weaponry, which they are proud to show off since
  the beauty of the weapons is as much as a
  competition as the actual shooting. There are
  however, no such weapons available for sale at
  the club.
  Talking with Ozmon
  If any of the heroes approach the bar they are
  greeted by Ozmon. He is a short but stout dwarf,
  with a shiny bald head, and a short black beard
  and huge bushy eye brows. He wears a black patch
  over his left eye. A huge crossbow is mounted
  over the bar, with a quarrel of bolts within easy
  reach. When they approach, Ozmon greats them.
  “Welcome to Sharp Shooters, the finest shooting
  club in all of Furyondy. You must be Mander’s
  friends. Enjoy the rest of the match if you want,
  
  Bring on the Knight
  Page 10
  but my guess is that you did not come here to see
  a shooting display. What can I do for you?”
  Ozmon, “Dead Eye”, (Dwarf male, Fig8, Dex 18,
  Heavy Crossbow 
  specialist) is the owner and
  proprietor of the club. If asked about how to join,
  he will tell the PCs that membership in the club
  is by invitation only and he will not be willing to
  entertain 
  any of the PCs haggling to become
  members. 
  If questioned 
  regarding 
  either 
  Sir
  Hartere or Sir Rendell, he will explain that the
  went to the caves to the north, after the trinket
  stolen from that crazy gnomish cleric of Garl
  Glittergold. If asked about the cleric, Olaf, he will
  say that he is here resting and recovering from a
  severe blow to the head. He will direct the heroes
  to the gnome’s room up the stairs if they require
  any more details about the theft, indicating to
  Harnish that it is all right for the PCs to leave the
  common areas. Before the PCs head up stairs,
  Ozmon will warn them that the old cleric has
  gone daft.
  If questioned about his nickname, “Dead-Eye”
  he will chuckle about it’s double meaning. He was
  one of the most accurate crossbowmen in the war
  against Iuz, but lost an eye in a skirmish when
  his position 
  was overrun. 
  After the war, he
  settled in Claw Gorge and built the club and
  range and has been enjoying his retirement.
  If the party seeks our Olaf, proceed to the
  next encounter below:
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    6666    FFFFrrrroooom
  m
  m
  m    tttthhhheeee    M
  M
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  Moooouuuutttthhhh
  ooooffff    FFFFoooooooollllssss
  Following Ozmon’s directions, you walk up the
  staircase flanking the bar and notice that the
  door is partially open in a room at the end of the
  hall that houses the cleric. Inside, you see a
  skinny gnome, with brown hair, and a long
  stringy beard, is speaking quickly and walking
  even quicker in circles in the center of the room.
  He wears the clothing of a priest and an amulet
  with the symbol of Garl Glittergold hangs from
  his neck. He does not look up as you approach.
  Olaf (Male gnome, Clr6 – Garl Glittergold), a
  reputable cleric of Garl, is suffering from a blow
  to the head and the grief of losing an important
  item, the Hooked Hammer of Garl Glittergold.
  These circumstances have driven him quite mad
  and he paces the room and babbles incoherently,
  only occasionally are his mutterings intelligible.
  Unfortunately for the heroes, he is not capable of
  conversation 
  and 
  the 
  only 
  information 
  he
  provides 
  are contained 
  within 
  his babblings
  below 
  that 
  deal 
  primarily 
  with 
  his 
  plight,
  agriculture, or the blight. The PCs will find that
  he is unwilling to stop his walking and will shout
  at them if they try and stop his incessant pacing.
  Consult the table (roll 1d12) below for Olaf’s
  expletives. DMs should try to include at least one
  of the “blight” rumors (1, 6, 9, or 11).
  1. 
  The cause of the blight must be Iuz.
  2. 
  The ancient tribes of Flan used dead rats as
  fertilizer.
  3. 
  Ambushed by Kobolds! BEWARE!!!
  4. 
  Took the hold Hooked Hammer of Garl to the
  caves to the north for their evil ritual.
  5. 
  Wheat is staple of the people of Furyondy.
  6. 
  The Blight! Perhaps it is a delayed side effect
  of the Flight of Fiends?
  7. 
  Praise Garl Glittergold, of the Gnomes, The
  Joker, the Watchful Protector, the Pricless
  Gem, the Sparkling Wit!
  8. 
  Not one, but two knights return the holy
  hooked hammer!
  9. 
  The Blight! The Blight! Can it be stopped by
  the Knights? No! Force of arms will not win
  this day.
  10. Pink mushrooms can heal – in moderation!
  11. Children, yes the poor children from dark
  parents. They must be the key to the Blight!
  12. Ouch my nose! Oh my head! Tricked again,
  how grim!
  Although it is possible for the PCs to learn some
  interesting information from the cleric, they will
  most likely need to find directions to the caves
  that several of the NPCs have mentioned. The
  party may gain directions to the caves from either
  Ozmon or Keric.
  By the conclusion of the encounter within
  Sharp Shooters, the PCs should have learned that
  Sir Rendell, and perhaps Sir Hartere, have left for
  the northern caves. The journey to the caves is
  fairly uneventful, but once at the caves they will
  find them in chaos as a host of strange forces and
  creatures are loose!
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    7777::::    TTTThhhheeee    CCCCaaaavvvveeee
  CCCCoooom
  m
  m
  mpppplllleeeexxxx
  Located north and west of Claw Gorge is a
  moderate size cave complex that used to be a
  silver mine. During the dark times, the place
  became home to a small, but ambitious, band of
  kobolds. Now, the kobold complex is in chaos due
  to the infestation 
  of umber hulks who have
  recently tunneled into the area. Sir Rendell, Sir
  Hartere, and three greedy half 
  orcs have all
  entered the caves recently in search 
  of the
  hammer.
  The party should realize fairly quickly that
  the complex is heavily trapped, and that the
  kobolds form cunning enemies on their home
  ground. If the PCs dally too long in the caves, they
  will inevitably face more and more dangers.
  There is strong opportunity for wandering
  monsters 
  in the complex–although 
  no such
  encounters can take place in Areas 1-5 or 15. Roll
  1d12 plus 1 for every 2 areas of the complex the
  PCs have entered (the longer they are in the
  
  Bring on the Knight
  Page 11
  complex 
  the 
  greater 
  the 
  chance 
  they 
  will
  encounter a creature. One a result of 15 or better,
  the PCs will encounter 
  a wandering 
  monster
  (determine surprise normally). If a creature is
  encountered, roll 1d8 and add one for each tier of
  the party. If the result is 10 or greater, the PCs
  encounter 
  the 
  umberhulks, 
  otherwise 
  they
  encounter 
  a kobold war band. Statistics 
  and
  descriptions of these creatures are found below.
  KKKKoooobbbboooolllldddd    GGGGuuuuaaaarrrrdddd    BBBBaaaannnnddddssss    ((((1111dddd8888++++TTTTiiiieeeerrrr    ====    9999    oooorrrr
  lllleeeessssssss))))
  Also found within the caves are groups of kobold
  guardsmen 
  and 
  sorcerer(s). 
  If 
  possible, 
  the
  kobolds will use ranged attacks and hit and run
  tactics against the party members. Consult the
  following table to determine the composition of a
  wandering guard band.
  TIER
  Guards
  Sorcerers
  I
  4
  1
  II
  6
  2
  III
  8
  4
  Kobold Guards, Small Humanoid (reptilian) CR 1;
  HD 1/2 d8 (2 hp); Init + 1 (Dex); Spd 30; AC 15 (+1
  Natural +1 for size +1 Dex +2 leather); Atks:
  Halfspear –1 (1d6, x3); or light crossbow +2 (1d8,
  19-20x2); SQ, darkvision; AL LE Saves Fort +0, Ref
  +1, Wil +2; Str 6, Dex 13, Con 11, Int 10, Wis 10,
  Cha 10.
  Skills: Craft (trapmaking) +2. Hide +8, Listen
  +2. Move Silently +4 Search +2 Spot +2; Feats:
  Alertness
  Speaks: Draconic
  Kobold Sor1: CR1; Small Humanoid (reptilian)
  CR 1; HD 1d4 (2 hp); Init + 1 (Dex); Spd 30 ; AC 13
  (+1 Natural +1 for size +1 Dex); Atks: Halfspear
  (1d6, x3); or light crossbow +2 (1d8, 19-20x2);; SQ,
  darkvision; AL LE Saves Fort +0, Ref +1, Wil +2;
  Str 6, Dex 13, Con 11, Int 10, Wis 10, Cha 11.
  Skills: Craft (trapmaking) +2. Hide +8. :Listen
  +2. Move Silently +4 Search +2 Spot +2; Feats:
  Alertness.
  Spells Known (5/3): 0-lvl—ray of frost, d e t e c t
  magic, daze, flare; 1st—magic missile, sleep.
  Speaks: Draconic
  All equipment 
  used by the kobolds has been
  marked 
  with 
  their 
  evil 
  sigil, 
  is 
  of 
  shoddy
  manufacturing, 
  and for all practical purposes,
  worthless.
  TTTThhhheeee                                    
  UUUUm
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  m
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  moooorrrreeee))))
  Throughout the complex there are recently dug
  tunnels made by the umber hulks. These tunnels
  are very complicated and often fill in behind the
  creatures making them impassable for to the PCs
  for the most part. The umber hulks have not
  tunneled into the Temple 
  (as it is magically
  protected), the abandoned cave (Area 1) or the
  trapped entrance (Area 2).
  If the group is playing at Tier 1, DMs may use
  the umber hulks to add atmosphere to the game,
  stating that the PCs notice them burrowing out
  of an area just as they arrive. Tier I groups should
  only fight the hulks 
  if they specifically, 
  and
  foolishly, antagonize or hunt them down.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    7777))))
  Umber Hulk: CR 7; Large Aberration; HD 8d8+32;
  HP 68; Init + 1 (Dex); Spd 20 ft, Burrow 20 ft; AC
  17(+7 Natural –1 for size +1 Dex); Atks: 2 Claws
  +11, Bite 
  +9 (claw 
  2d4+6; 
  Bite 
  2d8+5), 
  SA
  Confusion gaze; SQ Tremor Sense; AL CE Saves
  Fort +6, Ref +3, Wil +6; Str 23, Dex 13, Con 19, Int
  9, Wis 11, Cha 13.
  Skills: Climb +17, Jump +14, Listen +11; Feats:
  Multi-attack
  SA: Confusion as cast by an 8th-level sorcerer,
  30 ft, Will negates DC15
  TTTTiiiieeeerrrr    TTTThhhhrrrreeeeeeee    ((((EEEELLLL    9999))))
  Umber Hulk: CR 
  9; Large 
  Aberration; 
  HD
  10d8+40; HP 100; Init + 1 (Dex); Spd 20 ft, Burrow
  20 ft ; AC 17(+7 Natural –1 for size +1 Dex); Atks: 2
  Claws +13, Bite +11 (claw 2d4+7; Bite 2d8+6), SA
  Confusion gaze; SQ Tremor Sense; AL CE; Sv Fort
  +6, Ref +3, Wil +6; Str 25, Dex 13, Con 19, Int 9, Wis
  11, Cha 13.
  Skills: Climb +17, Jump +14, Listen +11; Feats:
  Multi-attack.
  SA: Confusion as cast by an 8th-level sorcerer,
  30 ft, Will negates DC17
  Exploration of the complex comprises the bulk of
  the remainder of the tournament. A map of the
  complex 
  is 
  included 
  at 
  the 
  end 
  of 
  the
  tournament. 
  Each 
  of 
  the 
  areas 
  below 
  are
  numbered and correspond to areas on the map.
  Approaching the Cave:
  Following the directions you received at Sharp
  Shooters, you have been traveling for nearly four
  hours. Passing the many mines that provide for
  the economy of the region, you have made your
  way deep into the rocky hills that surround the
  area. Ahead of you, high on a ridge, are the caves.
  The area is covered with scrub grass and a stream
  flows from the rocky hillside flanked by a cave
  mouth and a large bolder.
  Climbing the 40-foot ridge is fairly difficult. A
  Climb check must be made with at DC 14 to avoid
  falling (PCs may not take 10 as there is a negative
  side to failing this check). A failed check indicates
  that the climber falls down the side of the cliff
  suffering 1D3xTier hit points of damage, and
  must attempt the climb again. A skilled climber
  may assist another climber adding +2 to the
  assisted roll, but subtracting –1 from the lead
  climbers roll. If one of the PCs reaches the top
  
  Bring on the Knight
  Page 12
  and secures ropes, add a +5 situational modifier
  to this check for subsequent climbers.
  Area 1: Hidden Entrance
  After navigating up the rocky slope you come to
  the mouth of a cave. No light illuminates the
  entrance. The only sound is that of a stream that
  comes from flanking wall of the entrance.
  In the small pond in the farthest part of the cave
  there are a small number of albino fish. There are
  sets of tracks that can be found with a successful
  Wilderness Lore / Tracking check at DC18. If
  successful, they will notice five distinct sets of
  tracks, four large booted feet and a slightly
  smaller pair of booted feet. These are from Sir
  Rendell, Sir Hartere and three half-orcs. 
  The
  tracks lead to the large boulder, revealing the
  hidden entrance to the kobold lair.
  If the party is unable to find the tracks, they
  may also locate the entrance by other means. A
  Search check DC 12 or a Spot check at DC18 will
  also reveal 
  the hidden entrance. If they are
  unable to locate the entrance, the PCs can either
  wait things out (and re-search the area perhaps
  taking 10), or turn back.
  Area 2: Trapped Entrance
  Craftily concealed behind the brush and the large
  boulders is a dark tunnel. Following the tunnel
  down the passage, you come to a large oaken door,
  what must be the true entrance to the complex.
  The door, covered with writings, seems old but
  sturdy, and appears to be locked.
  If any of the PCs reads Draconic or can Decipher
  Script DC12, the door reads, ““Enemies of the
  Kobolds, Cover in Fear!” and “All hail mighty
  Kurturmak!” A successful Spot check at DC12 will
  reveal that the door has been recently forced
  open using 
  large 
  slashing 
  tools, 
  and 
  more
  recently has been barred from the inside.  A
  successful Disarm Device check at DC 15 will
  move the bar and allow entry. 
  A combined
  Strength check of DC 25 will sunder the beam,
  allowing entrance into the complex, but will
  make considerable noise, adding a +1 to the next
  wandering encounter check described above.
  If the heroes listen at the door and succeed in
  a Listen check (DC 8), they will hear the sound of
  rushing water. If the check was exceptional (DC
  28), they will hear the sounds of humanoid voices
  speaking in an odd language 
  (Draconic). 
  The
  voices are too distant to be discernable. When the
  heroes have passed the door read the following
  text:
  Opening the Kobold doors reveals more cavern
  passageway, with two stream crossing across to
  impede your progress to another set of oaken
  double doors.
  The streams divide the passageway into thirds.
  Each stream is fast moving and are about 8 feet
  wide. In the center third of the passageway is a
  pit trap. The kobolds 
  have removable 
  plank
  bridges that are used when they wish to cross this
  area. When they are on the alert of defensive (like
  they are with all the commotion), the bridges are
  removed.
  The pit trap is well concealed, however PCs
  that attempt to Search or Track/Wilderness Lore
  may discover the impression in the dirt left by
  the planks (DC14) or the lack of tracks (DC18).
  The impressions are flat and about 12 inches
  wide, but the PCs will probably have no idea what
  made them. If they are paranoid 
  about the
  strange marks, provide a +2 situational modifier
  to any Search check to located the trap.
  Spiked Pit Trap (20 Ft. Deep) no attack 
  roll
  necessary those in the area are effected. Damage
  is 2d6 for the fall plus the possibility of landing
  on 1d4 spikes (+10 melee, 1d4+2 damage 
  per
  successful hit); Reflex save (DC 20) avoids; Search
  (DC20) Disable Device (DC 20).
  Crossing the two streams you come to another
  set of Oaken Doors. More writing is on these
  doors.
  These doors, which read “Keep Out” in Draconic
  (DC 20 Decipher Script to read), are intact. The
  previous invaders were able to navigate them by
  with magic, therefore avoiding the lock and the
  traps set by the clever kobolds.
  The door is double trapped–one on the lock
  and one on the door jam itself. The lock may be
  picked with a successful 
  Open 
  Locks 
  check
  (DC20). 
  The 
  lock 
  is 
  trapped 
  and 
  without
  disarming it, a scything blade is released from the
  adjacent wall.
  Scything Blade Trap +8 melee (1d8/x3); Search
  (DC 21) Disable Device (DC 20).
  The door is also trapped and this trap can only be
  detected if a second Search (DC 22) is attempted.
  If triggered, the needle trap from the opposite
  adjacent wall affecting all characters standing
  between the door and the northern stream.
  Hail of Poisoned Needles Trap: +20 ranged (2d4
  needles per target in the area of effect suffer 1 hp
  of damage plus small centipede poison); Search
  (DC22), Disable Device (DC 22). Small centipede
  poison Injury Fortitude DC 11, initial damage 1d2
  Dex, Secondary damage additional 1d2 Dex, lasts
  10 minutes.
  Area 3: The Gauntlet
  The second set of doors open to a illuminated
  gigantic cave. The cave is 300 feet wide and 150
  feet long and lined with lit torches. Its ceiling is
  50 feet high with hundreds of 
  stalagmites
  hanging from the ceiling. A large pool dominates
  about a third of the cavern. About 30 to 40 feet up
  there are windows hewn in the rock or made
  
  Bring on the Knight
  Page 13
  from stalagmites and stalactites where the sound
  of activity can be heard. A rock hewn ramp leads
  up to another set of double doors at the far end of
  the cavern.
  This is known by the kobolds as “the gauntlet”.
  Kobold sorcerers and crossbowmen are located in
  caves above the area (20 feet up and no access to
  their post from this area – they get to their posts
  from Area 5.. The kobolds have 3/4 cover (+7 AC
  and +3 Reflex) and will attack with bolts and
  spells as the PCs make their way toward Area 4.
  The goal of these guards is to harass invaders and
  give the spearmen 
  in the next room 
  a few
  moments to prepare for any attack.
  Consult the following chart to determine
  how many kobolds the PCs face while running
  the gauntlet. Any guards who are not dealt with
  by the heroes while running the gauntlet will
  return to give aid to their comrades in Area 4
  below.
  TIER
  Tribesmen
  Sorcerers
  I
  6
  2
  II
  8
  3
  III
  10
  6
  Kobold Tribesmen, Small Humanoid (reptilian)
  CR 1; HD 1/2 d8 (2 hp); Init + 1 (Dex); Spd 30 ; AC
  15 (+1 Natural +1 for size +1 Dex +2 leather); Atks:
  light crossbow +2 (1d8, 19-20 x2) or Halfspear –1
  (1d6, x3); SQ, darkvision; AL LE Saves Fort +0, Ref
  +1, Wil +2; Str 6, Dex 13, Con 11, Int 10, Wis 10,
  Cha 10.
  Skills: Craft (trapmaking) +2, Hide +8, Listen
  +2, Move Silently +4, Search +2, Spot +2; Feats:
  Alertness
  Speaks: Draconic
  Kobold Sor1: CR1; Small Humanoid (reptilian)
  CR 1; HD 1d4 (2 hp); Init + 1 (Dex); Spd 30 ; AC 13
  (+1 Natural +1 for size +1 Dex); Atks: Halfspear
  (1d6, x3); or light crossbow +2 (1d8, 19-20x2);; SQ,
  darkvision; AL LE Saves Fort +0, Ref +1, Wil +2;
  Str 6, Dex 13, Con 11, Int 10, Wis 10, Cha 11.
  Skills: Craft (trapmaking) +2. Hide +8. :Listen
  +2. Move Silently +4 Search +2 Spot +2; Feats:
  Alertness.
  Spells Known (5/3): 0-lvl—ray of frost, d e t e c t
  magic, daze, flare; 1st—magic missile, sleep.
  Speaks: Draconic
  In addition to the attacks from the guards, there
  is a large pools (20’ deep) that impedes access to
  the passage to Area 4. Blocking the passages are
  two additional pit traps. These traps are well
  hidden (DC20) to notice, and PCs fleeing the
  gauntlet will almost certainly 
  fall in due to
  situational penalties.
  Pit Traps (10’) deep, no attack role necessary, (1d6)
  Reflex save (DC20) avoid, Search (DC20); Disable
  Device (DC 20), Climb DC11 to escape
  The door leading out of the chamber has been
  barred from the inside with a large wooden beam.
  With a successful Open Locks or Disarm Device
  check at DC 15, the bar may be moved out of
  place. A combined strength check of DC 25 will
  destroy the beam.
  Area 4: Bridge Defense
  The double doors open into a second huge cavern
  of near the same proportions as the first. Two
  wide 10’ streams cross the width, but the plank
  bridges are being hastily removed by the kobold
  warriors guarding their banks!
  A small group (number varies by tier) of kobold
  warriors will melee the party while the other
  tribesmen attempt to remove the bridges, thus
  making it more difficult 
  for the invaders 
  to
  advance. In addition, any surviving kobolds from
  Area 3 (the Gauntlet) will attack with crossbows
  or 
  spells. 
  Consult 
  the 
  following 
  chart 
  to
  determine how many additional kobolds are in
  this area:
  TIER
  Tribesmen
  Sorcerers
  I
  4
  2
  II
  8
  3
  III
  10
  4
  Kobold Tribesmen, Small Humanoid (reptilian)
  CR 1; HD 1/2 d8 (2 hp); Init + 1 (Dex); Spd 30 ; AC
  15 (+1 Natural +1 for size +1 Dex +2 leather); Atks:
  light crossbow +2 (1d8, 19-20 x2) or Halfspear –1
  (1d6, x3); SQ, darkvision; AL LE Saves Fort +0, Ref
  +1, Wil +2; Str 6, Dex 13, Con 11, Int 10, Wis 10,
  Cha 10.
  Skills: Craft (trapmaking) +2, Hide +8, Listen
  +2, Move Silently +4, Search +2, Spot +2; Feats:
  Alertness
  Speaks: Draconic
  Kobold Sor1: CR1; Small Humanoid (reptilian)
  CR 1; HD 1d4 (2 hp); Init + 1 (Dex); Spd 30 ; AC 13
  (+1 Natural +1 for size +1 Dex); Atks: Halfspear
  (1d6, x3); or light crossbow +2 (1d8, 19-20x2);; SQ,
  darkvision; AL LE Saves Fort +0, Ref +1, Wil +2;
  Str 6, Dex 13, Con 11, Int 10, Wis 10, Cha 11.
  Skills: Craft (trapmaking) +2. Hide +8. :Listen
  +2. Move Silently +4 Search +2 Spot +2; Feats:
  Alertness.
  Spells Known (5/3): 0-lvl—ray of frost, d e t e c t
  magic, daze, flare; 1st—magic missile, sleep.
  Speaks: Draconic
  Area 5: The Great Hall
  The sounds of battle from this area can be heard
  from any of the passages leading toward this area
  (no listen check required). If the PCs are cautious,
  they will be able to look into the cave before
  entering. Given the state of agitation, there is no
  chance the PCs will be noticed unless they are
  exceptionally foolhardy. 
  If they look into the
  chamber, read the following description:
  
  Bring on the Knight
  Page 14
  Peering into this huge cavern, you realize this
  must be the great hall. It is currently in a state of
  utter chaos, and your vision is extremely impeded
  by the thick clouds of fog swirling through the
  room. Scores of kobolds are battling a hulking
  beast.
  They do not seem to notice you at this time.
  Rows of long tables are in partial disarray, but
  they obviously once were positioned toward a
  raised stage area where the chief would most like
  sit at banquets.
  The majority of the warriors of the tribe are
  battling a massive umber hulk (the size depends
  on the Tier). The party should be able to sneak
  around the melee without being seen. (DC 13).
  Given the sheer number of creatures in the area,
  the PCs should realize that to engage them would
  be suicide. If the party engages in this combat,
  the kobolds (21 sorcerers and 134 tribesmen - use
  the statistics presented earlier) will attack them
  as well!
  These kobolds are trying to hold the hulk off
  until Bree Yark (in Area 15) completes his ritual
  in the Temple. If the PCs watch the battle for a
  few rounds, they will realize that the kobolds are
  obviously 
  defending 
  the temple. 
  Given 
  their
  defensive posture, the PCs will be unable to enter
  the temple 
  through 
  the doors 
  in this 
  area
  without fighting past a number of kobolds and
  the umber hulk!
  Area 6. Kobold Apartments
  This is where the majority of the tribe lived.
  There is nothing of any value in the individual
  apartments. Any of the caves may be used by the
  adventurers 
  to 
  hide 
  and 
  heal 
  for 
  a 
  few
  minutes–however 
  DMs 
  should 
  remember 
  to
  check for wandering creatures if the PCs spend
  too much time in these areas.
  The objects in the room are moldy straw beds,
  broken human tools, ratty cloaks 
  and 
  other
  miscellaneous 
  worthless 
  items. 
  Many 
  of the
  rooms have remains of kobold tribesmen which
  have had pieces bitten off from the umber hulks.
  In the farthest reaches of the caves, the PCs
  will find a grisly sight. The remains of kobold
  women and children that were slain by the half-
  orcs are here. If the PCs search the full area, read
  the following:
  This apartment is different from the others
  as there are dozens of kobold bodies here. Nearly
  all of them are women and children. One lone
  male 
  carcass 
  still 
  clenches 
  a white 
  flag 
  of
  surrender. The women and the lone male were
  killed by hacks from very large axes. Some kobold
  bodies have holes burned through them from
  some type of energy blast. The kobold children
  have not been spared from this grisly attack.
  The kobolds holed up in this apartment tried
  to surrender to and were given no quarter. The
  wounds on these bodies are unlike the wounds on
  the other bodies the PCs have encountered.
  Area 7: Mushrooms
  This large chamber has a circular pool in the
  center. Surrounding the pool are rows and rows
  of grayish blue large mushrooms, each almost
  two feet high. The mushrooms closest to the pool
  are much smaller and have a rich pink color. The
  pool is about 2 feet deep and empty save for
  water.
  These mushrooms are part of the food stuff for
  the tribe. The mushrooms are nutritious but vile
  tasting. 
  The large blue mushrooms 
  are 
  very
  filling and provide all the nutrition 
  a kobold
  needs–they will sustain other humanoids for a
  while but the taste is horrid and eating them will
  turn the teeth blue!
  There are 12 pink mushrooms all of which
  have a very faint magic and act as a cure light
  wounds (1d8 +2) when eaten. If a PC eats more
  than three mushrooms in a day, the imbiber must
  make a Fortitude check at DC18 or temporarily
  lose 1d6 Constitution 
  (for 12 hours) due to
  prolonged 
  stomach 
  problems. 
  If 
  the 
  pink
  mushrooms 
  are exposed 
  to 
  sunlight 
  or any
  variance in temperature more than a few degrees
  from cave temperature, they will wilt and turn to
  dust, losing their magical properties.
  The hallway leading to Area 10 is protected by
  a pit trap designed to provide added security for
  Bree Yark.
  Pit Traps (40’) deep, no attack role necessary, (4d6)
  Reflex save (DC20) avoid, Search (DC20); Disable
  Device (DC 20), Climb DC17 to escape
  Area 8: Refuse Chute
  This room has a pool of water and a deep 40 foot
  pit with a slimy reflective substance at the
  bottom. Several rows of torches are lit and are
  pointed around the perimeter into the pit.
  This is where the kobolds clean and dispose of
  their refuse. The gelatinous cube at the bottom of
  the pit is fed with garbage and kept at bay with
  the torches. It is given plenty of refuse and it
  does not journey up the chute – the only way the
  PCs can be attacked is if they journey down the
  chute. Since the cube can easily be avoided, only a
  single set of statistics are provided.
  Gelatinous Cube: CR 3; Huge Ooze; HD 4d10+36;
  hp 58; Init -5 (Dex); Spd 15 ft.; AC 3 (-2 size, -5
  Dex); Atks: Slam +1 (1d6+4 and acid), Reach
  10/10/10; 
  SA 
  Engulf, 
  paralysis, 
  acid; 
  SQ:
  blindsight, transparent, 
  electricity 
  immunity,
  ooze; AL N Saves Fort +5, Ref –4, Wil –4; Str 10,
  Dex 1, Con 19, Int -, Wis 1, Cha 1.
  Special 
  Attacks: 
  Engulf 
  (Ex)—Provokes
  attacks of opportunity. If attacks are taken there
  is no save, if not a R e f l e x save (DC13) avoids.
  Successful engulf subjects victim to paralysis and
  acid and succeeds in automatic grapple attacks.
  
  Bring on the Knight
  Page 15
  Paralysis 
  (Ex)—Melee 
  attack 
  or 
  engulf
  require a Fortitude save (DC16) or be paralyzed
  for 3d6 rounds.
  Acid (Ex)—Acid does not harm metal or stone
  Transparent 
  (Ex)—S p o t checks at DC15 to
  notice the creature
  Special 
  Qualities: Blindsight 
  (Ex)—Uses 
  non-
  visual senses 
  to detect 
  prey. Unaffected 
  by
  darkness and invisibility
  Transparent (Ex)—S p o t checks at DC15 to
  notice
  Electricity 
  Immunity 
  (Ex)—Suffers 
  no
  damage from electricity
  Ooze 
  (Ex)—immune 
  to 
  poison, 
  sleep,
  paralysis, stunning, polymorphing, critical hits,
  and flanking.
  Area 9: Sorcerers Quarters
  This cavern is decorated with vile writings and
  arcane marks. Several filthy beds of moldy straw
  are scattered around the room with footlockers
  at the bedsides.
  This cavern is where 
  the sorcerers 
  live and
  meditate. The writings are phrases in draconic
  and speak about true kobold power coming from
  within. Also mentioned 
  is how kobolds 
  shall
  multiply and conquer. There is also several vile
  statements about the many other races, especially
  the elves and gnomes.  The secret door to the west
  is very will hidden (Search DC20) and opens to
  the geometric meditation room beyond.
  This geometric star chamber is perfectly carved in
  stark contrast to the natural cave setting of the
  rest of the complex. The walls are painted blood
  red and the floor and ceiling are of the deepest
  black.
  This is the meditation room, where the kobold
  sorcerers discover their new spells. There are
  small pots of incense, humanoid teeth, and other
  totems. None of these items are of any value to
  the PCs and many of them are quite repulsive
  (halfling ears, gnome noses, elven teeth).
  There are several secret doors located in this
  part of the cave complex. Each of the doors is very
  well hidden (DC 25 Search). If detected, 
  the
  mechanism to open the door is easily to detect
  and operate. None of these doors are trapped.
  Area 10: Trapped Juncture
  Upon entrance into the room read the following
  text:
  This cavern has many corridors leading to it. The
  southern most corridor is blocked by the set of
  double doors that bear strange writing. There is a
  narrow corridor to the east where one can see the
  mushroom grove. The corridor to the west reeks
  of smoke. The corridor to the north forks in two.
  The room is well lit by several torches on the wall
  and a breeze takes the smoke to the west. Several
  larger straw beds are in the room as well as a
  rickety old set of table and chairs. Several shoddy
  half spears are placed against the walls.
  The large set of double doors leading to the south
  bear the inscription “ALL HAIL BREE YARK” in
  draconic. The set of double doors currently locked
  with an elaborate lock (DC 26) and trapped from
  the south. If approached from the north, the trap
  is obvious and can be easily disarmed. If triggered
  from the south, 3 spears are fire down the hall.
  Spear Trap +12 ranged x3 (1d8/x3); Search (DC20),
  Disable Device (DC20).
  Area 11: Chief’s Suite
  This huge chamber is quite elaborate by kobold
  standards. A large bed is in one corner of the
  room and several ratty tapestries line the walls. A
  small altar to is on the eastern wall. The room
  also boasts a shoddy dining room table, a fire pit
  and a pool for drinking and bathing. Discarded
  rusty weapons, dishes and empty bottles litter
  the floors. A small throne made of gnome bones
  is situated at the head of the dining table.
  This is the Chief, Bree Yark’s Suite. The altar is
  dedicated to the Kobold god Kurtulmak (mining,
  ambush, and looting). The nature of the altar is
  detectable with a Religion check (DC 18). A small
  rat has been recently decapitated and set on the
  altar. Lying on the ground near the altar is a n
  open book that is fairly difficult to spot in this
  room filled with junk. Spot (DC 15) or Search (DC
  13) if the PCs are actively searching the area. The
  book provides detail in draconic (Decipher Script
  DC 22) the ritual 
  of conversion 
  of kobold
  warriors into reflections of their god, Kurtulmak.
  These warriors become stronger, with hides of
  steel and poisoned tails. Along with multiple
  kobold sacrifices a holy item of a kobold enemy is
  also required.
  Most objects of any value are stored in the
  treasure room located through the eastern secret
  door behind the altar. This door can only be
  detected by a very difficult Search (DC 25).
  The treasure room contains 3000 cp, 20 sp, a
  holy symbol of Heironius, 4 garnets worth 15 gp
  each, a fur cloak made of owlbear (worth 50 gp), a
  silver dagger, a lute, 6 sunrods, 12 half spears, 400
  bolts, a dwarven Urgrosh, two tower shields, two
  potions 
  of cure light w o u n d s, potion of spider
  climb, potion of jumping, potion of cat’s grace and
  tibia 
  carved 
  with 
  runes 
  in 
  celestial 
  which
  translate to Those walking but not living may be
  must be destroyed. Utter the words “disruption”.
  (wand of disrupt undead with 50 charges). There
  is also an invitation to try out for membership at
  Shooter’s 
  as well as several destroyed 
  books
  about the Gnomish god Garl Glittergold.
  Area 12: Kitchens
  This cavern is obviously a kitchen. Slaughtered
  rats are on tables with a variety of cooking
  instruments. Large gray mushrooms are left half
  
  Bring on the Knight
  Page 16
  sliced. A huge fire pit dominates the room. A
  tunnel leading up and to the north serves as a
  chimney. A small pool of water is at the western
  end of the room. A noise comes from the large
  door to the west. There is a huge oaken door to
  the south.
  The door to the south is cold to the touch and is
  where the kobolds store their fresh kills. The area
  is kept chilly by a Brown Mold (CR 2). The mold
  patch is 2 feet in diameter and any living creature
  within 5 feet of it suffers 3d6 hp of subdual
  damage. 
  Fire brought 
  within 
  5 feet 
  of the
  creature will cause it to double in size with a
  corresponding 
  increase 
  in 
  damage 
  inflicted.
  Those knocked unconscious will freeze to death
  unless rescued by another PC (Dungeon Masters
  Guide, pg. 117)
  The west door has a barred window at the top
  and dozen giant rats mill in the chamber beyond.
  This area servers as a sort of corral for the
  kobolds. If the rats are freed, they will avoid
  combat and try to scatter and escape.
  Large Rat (12): Medium Animal (mammal) CR 1;
  HD _ d8 (4hp); Init +2 (Dex); Spd 15 ; AC 14 (+2 size,
  +2 dex); Atks: Bite +4 (1d6); SQ, Scent; AL N Saves
  Fort +2 Ref +4 Wil +1; Str 5, Dex 15, Con 10, Int 2,
  Wis 12, Cha 2.
  Skills: Balance +10, Climb +12, Hide +12, Move
  silently +10; Feats: Weapon finesse (bite)
  Area 13: Prison
  This chamber is obviously a prison. Several crude
  devices used for torture are in one area of the
  room. Most of the cells are empty except for a few
  old bones. In one cell, a gaunt halfling sleeps
  fitfully in filthy clump of hay. His once fine silk
  clothing is in tatters.
  The halfling is O’Patrick Harnohill (Exp1, hp 1)
  and he is near death and half starved. He will
  thank the adventures but cannot promise a rich
  reward if they save him from his imprisonment.
  His caravan was captured and its contents looted.
  He was obtained for ransom, but since losing his
  caravan his family and company do not have the
  funds needed to buy his freedom. If the PCs take
  time to converse with Harnohill, they may learn
  several interesting facts about the recent events
  in the caves.
  • 
  If asked about the other prisoners he knows
  they were recently taken to be sacrificed. He
  is the last of the group of four that were held
  by the kobolds.
  • 
  He does not know what exactly has been
  going on in the complex, but he has seen a
  group of half orcs marauding through the
  area as well as feeling periodic tremors (from
  the umber hulks)
  • 
  He will also tell them that a dark-haired
  knight came by the bars, looked 
  in and
  scoffed at the prisoners, and then ran off in
  another direction. (Sir Hartere).
  • 
  Another knight, with blond hair and shiny
  silver armor called out “I’ll be back for you
  after I recover the holy hooked hammer” and
  then ran off in the other direction some time
  later (Sir Rendell).
  Area 14: Storage rooms
  There is not much of note in any of these rooms.
  The storage areas once contained food stuff or
  supplies, but they have been nearly completely
  destroyed by either the half orcs or the umber
  hulks. Those areas destroyed by the half orcs
  show signs of axe work while those destroyed by
  the hulks show massive footprints and the signs
  of boxes being torn apart by massive claws.
  Area 15: Temple of Kurtamak
  This chamber is the temple of Kurtulmak and is
  the center of activity within the cave complex.
  Inside the room, the kobold chief, Bree Yark is
  conducting his ritual to creature more powerful
  warriors.
  The temple 
  is protected by stone 
  doors,
  marked with a lightning bolt insignia. All of these
  doors are quite securely locked with Stone d o o r s
  (Break DC38) and magically trapped if touched.
  Anyone within 5 ft of the doorway is effected.
  Electrified Floor; CR 4, section of floor (3d10);
  R e f l e x save DC14 for half damage, Search (DC 18),
  Disable Device (DC36)
  This room must be the Temple of Kurtulmak
  Rows of pews are to the east and depictions of the
  kobold god Kurtulmak cover the walls. The
  pictures depict the steel scaled kobold god with a
  poisoned tip sinewy tail and wielding a spear.
  Many of the scenes show the evil kobold god
  teaching the first kobolds the arts of mining,
  ambushing, and looting. There are several scenes
  of kobold hosts defeating armies of gnomes.
  A large kobold stands on the dais at the west
  end of the room. He wears orange robes with a
  white death’s-head sigil on the chest. Several
  large 
  kobolds 
  stand 
  before 
  him 
  finishing
  imbibing a liquid as the priest anoints them with
  a gnomish hooked hammer. They are covered
  with steel scales and have sprouted a wicked
  looking barbed tail – they appear to be miniature
  versions of their god Kurtulmak! The red stains
  on the hammer must be from the blood of the
  sacrificed prisoners sprawled on the altar to the
  dark kobold god.
  Located in the aisle of the chapel, stands a
  human figure apparently frozen in place. His
  long blonde hair and shiny armor clearly identify
  the man as none other than Sir Rendell…
  When the party enters they will notice with a
  successful Spellcraft (DC13) roll that Sir Rendell
  has been held. The bodies on the dais have been
  slaughtered in order to create fiendish kobolds
  (Tier 2 and higher) to battle the umber hulk
  invaders. Bree Yark was trying to complete his
  
  Bring on the Knight
  Page 17
  ritual when Sir Rendell 
  burst 
  in. Bree Yark
  promptly used a scroll with an extended 
  h o l d
  person spell on the brash knight. Sir Rendell will
  be held for 12 more rounds after the PCs arrive.
  When the PCs are detected, the improved
  kobold warriors will turn and attack the party as
  their master fires spells. All of the kobolds will
  fight to the death since their holy sanctuary has
  been defiled!
  TTTTiiiieeeerrrr    OOOOnnnneeee    ((((EEEELLLL    4444))))
  Fiendish Kobolds (3): CR 1/8; Small Humanoid
  (reptilian); 
  HD 1/2d8 (4 hp); 
  Init +5 (Dex,
  Improved Initiative); Spd 30 ft. AC 16 (+1 size, +1
  Dex, +1 natural 
  +2 leather, 
  +1 shield); 
  Atks:
  Shortspear +4 (1d8+2), or tail +0 (1d4+2); SQ
  Darkvision 60 ft., Cold and Fire resistance 5, SR 1;
  AL LE Saves Fort +0 Ref +1 Wil +2; Str 14 Dex 12
  Con 14 Int 10 Wis 10 Cha 10
  Skills: Craft (trapmaking) +2, Hide +8, Listen
  +2, Move Silently +4, Search +2, Spot +2; Feats:
  Improved initiative (added).
  Special Attack: Smite Good (Su)—Once per
  day these fiendish kobolds can make a normal
  attack that deals +1 damage against a good foe.
  Speaks: Draconic
  Bree Yark, male kobold Clr4 (Kurkulmak); CR 4;
  Small Humanoid (reptilian) CR 4; HD 4d8; hp 27;
  Init + 5 (Dex, Imporved Initiaitve); Spd 30 ft.; AC
  19 (+5 leather 
  armor 
  (magic 
  vestment 
  f r o m
  scroll), +1 natural +1 size for Dex +1, small shield
  +1); Atks: halfspear +5; (1d6+1) SQ, darkvision; AL
  LE Saves Fort +6, Ref +2, Wil +7; Str 10 Dex 12 Con
  14 Int 12 Wis 16 Cha 12.
  Skills: 
  Concentration 
  +9, 
  Diplomacy 
  +8,
  Knowledge, 
  religion 
  +8, Spellcraft 
  +8; Feats:
  Combat 
  Casting, 
  Improved 
  Initiative 
  (added),
  weapon focus halfspear (free)
  Spells: 0---detect magic, cure minor w o u n d s
  x2, 
  inflict 
  minor 
  wounds, 
  guidance,
  1st—sanctuary, 
  summon 
  monster 
  I, cure 
  light
  wounds, 
  protection 
  from 
  good, 
  magic 
  weapon
  (cast on spear), 
  2nd—death 
  knell, 
  hold 
  person,
  silence, invisibility
  Spheres: War, Trickery
  Speaks: Draconic, Common
  TTTTiiiieeeerrrr                                
  TTTTwwwwoooo::::    ((((EEEELLLL    6666))))
  Fiendish Kobold War2 (3): CR 1; Small Humanoid
  (reptilian); HD 2d8+2 (18 hp); Init + 5 (Dex,
  Improved Initiative); Spd 30 ft. AC 16 (+1 size, +1
  Dex, +1 natural 
  +2 leather, 
  +1 shield); 
  Atks:
  Shortspear +4 (1d8+2) or tail +0 (1d4+2); 
  SQ
  Darkvision 60 ft., Cold and Fire resistance 5, SR 4;
  AL LE Saves Fort +0 Ref +1 Wil +2; Str 14 Dex 12
  Con 14 Int 10 Wis 10 Cha 10
  Skills: Craft (trapmaking) +2, Hide +8, Listen
  +2, Move Silently +4, Search +2, Spot +2; Feats:
  Weapon Focus (Added - Shortspear), 
  Improved
  initiative (added)
  Special Attack: Smite Good (Su)—Once per
  day these fiendish kobolds can make a normal
  attack that deals +2 damage against a good foe.
  Speaks: Draconic
  Bree Yark, male kobold Clr4 (Kurkulmak); CR 4;
  Small Humanoid (reptilian) CR 4; HD 4d8; hp 27;
  Init + 5 (Dex, Imporved Initiaitve); Spd 30 ft.; AC
  19 (+5 leather 
  armor 
  (magic 
  vestment 
  f r o m
  scroll), +1 natural +1 size for Dex +1, small shield
  +1); Atks: halfspear +5; (1d6+1) SQ, darkvision; AL
  LE Saves Fort +6, Ref +2, Wil +7; Str 10 Dex 12 Con
  14 Int 12 Wis 16 Cha 12.
  Skills: 
  Concentration 
  +9, 
  Diplomacy 
  +8,
  Knowledge, 
  religion 
  +8, Spellcraft 
  +8; Feats:
  Combat 
  Casting, 
  Improved 
  Initiative 
  (added),
  weapon focus halfspear (free)
  Spells: 0---detect magic, cure minor w o u n d s
  x2, 
  inflict 
  minor 
  wounds, 
  guidance,
  1st—sanctuary, 
  summon 
  monster 
  I, cure 
  light
  wounds, 
  protection 
  from 
  good, 
  magic 
  weapon
  (cast on spear), 
  2nd—death 
  knell, 
  hold 
  person,
  silence, invisibility
  Spheres: War, Trickery
  Speaks: Draconic, Common
  TTTTiiiieeeerrrr    TTTThhhhrrrreeeeeeee    ((((EEEELLLL    8888))))                
  Fiendish Kobold War2 (7): CR 1; Small Humanoid
  (reptilian); HD 2d8+2 (18 hp); Init + 5 (Dex,
  Improved Initiative); Spd 30 ft. AC 16 (+1 size, +1
  Dex, +1 natural 
  +2 leather, 
  +1 shield); 
  Atks:
  Shortspear +4 (1d8+2) or tail +0 (1d4+2); 
  SQ
  Darkvision 60 ft., Cold and Fire resistance 5, SR 4;
  AL LE Saves Fort +0 Ref +1 Wil +2; Str 14 Dex 12
  Con 14 Int 10 Wis 10 Cha 10
  Skills: Craft (trapmaking) +2, Hide +8, Listen
  +2, Move Silently +4, Search +2, Spot +2; Feats:
  Weapon Focus (Added - Shortspear), 
  Improved
  initiative (added).
  Special Attack: Smite Good (Su)—Once per
  day these fiendish kobolds can make a normal
  attack that deals +1 damage against a good foe.
  Speaks: Draconic
  Bree Yark, male kobold Clr4 (Kurkulmak); CR 4;
  Small Humanoid (reptilian) CR 4; HD 4d8; hp 27;
  Init + 5 (Dex, Imporved Initiaitve); Spd 30 ft.; AC
  19 (+5 leather 
  armor 
  (magic 
  vestment 
  f r o m
  scroll), +1 natural +1 size for Dex +1, small shield
  +1); Atks: halfspear +5; (1d6+1) SQ, darkvision; AL
  LE Saves Fort +6, Ref +2, Wil +7; Str 10 Dex 12 Con
  14 Int 12 Wis 16 Cha 12.
  Skills: 
  Concentration 
  +9, 
  Diplomacy 
  +8,
  Knowledge, 
  religion 
  +8, Spellcraft 
  +8; Feats:
  Combat 
  Casting, 
  Improved 
  Initiative 
  (added),
  weapon focus halfspear (free)
  Spells: 0---detect magic, cure minor w o u n d s
  x2, 
  inflict 
  minor 
  wounds, 
  guidance,
  1st—sanctuary, 
  summon 
  m o n s ter I, cure 
  light
  wounds, 
  protection 
  from 
  good, 
  magic 
  weapon
  (cast on spear), 
  2nd—death 
  knell, 
  hold 
  person,
  silence, invisibility
  Spheres: War, Trickery
  
  Bring on the Knight
  Page 18
  Speaks: Draconic, Common
  When Sir Rendell is released from the spell
  effect, read the following:
  Suddenly Sir Rendell springs to life shouting “In
  the name of Heironeus, Surrender the Holy
  Hooked Hammer!”
  Sir Rendell (Human Pal7 Cha 18) only wants to
  complete his mission. He will thank the party for
  assisting him on his quest and will use his lay o n
  hands (14 hp) ability or his remaining cure light
  w o u n d s spell (1d8+3) on any member that is
  gravely hurt. He will insist on recovering the
  hooked hammer. Before the party can learn too
  much or reveal too much to Sir Rendell, Sir
  Hartere bursts in the room.
  With a loud smash, a handsome Knight in black
  bursts into the room. He is clad in plate mail and
  wields a long sword. In his other gauntleted hand
  he carries what must be the head of an umber
  hulk. After appraising the situation he speaks in a
  baritone voice. “Sir Rendell, it appears that you
  and your squires have recovered the hammer that
  we have contested over. I yield this contest to
  you.” He then turns and exits the complex.
  Sir Rendell will thank the party again for their
  assistance and will exit the complex.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    8888::::    AAAAm
  m
  m
  mbbbbuuuusssshhhh
  When the party exits the cave they are ambushed
  by the half-orc barbarians that have also been
  searching for the hammer. After realizing 
  the
  inherent dangers in the caves, these creatures
  have decided to wait until someone emerges with
  the hammer, and then take it the old fashioned
  way.
  The half orcs have multiple spells cast on
  them via arcane scrolls and the barbarians, who
  are in a rage, are using Greenblood oil poison
  (injury DC13 initial damage 1 Con, Secondary
  damage 1d2 Con).
  At the initial start of the battle (most likely a
  surprise round unless the PCs are exceptionally
  clever), Blesitan uses the final charge from a
  wand to h o l d Sir Rendell (who automatically fails
  his saving throw – he will be held for 8 rounds).
  The other two half orcs rush from hiding and
  attack!
  The wizard is at the top of the hill described
  in area 1, while the barbarians are in the valley.
  They will try to take advantage of their high
  strength and augment it more using the Power
  Attack feat. Climbing the hill is fairly difficult. A
  Climb check must be made with a DC 14 while in
  combat. A failed check indicates that the climber
  falls down the side of the cliff taking 1d3 x Tier
  hit points of damage, and must attempt the climb
  again (PCs may not take 10 on this action).
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    4444))))
  Blestar, male half-orc Wiz2: CR 2; Medium
  Humanoid CR 2; HD 2d4+4; hp 10; Init +2 (Dex);
  Spd 30 ; AC 16 with 3 Mirror 
  Images 
  (+4 mage
  armor +2 dex); Atks: Club +2 (1d6+1, x2) or Light
  Crossbow 
  +3 (1d8, 19-20, x2); SA: spells, 
  SQ,
  darkvision; AL CE Saves Fort +2, Ref +2, Wil +4;
  Str 12, Dex 14, Con 16, Int 16, Wis 12, Cha 8.
  Skills: 
  Concentration 
  +9, 
  Diplomacy 
  +8,
  Knowledge, 
  religion 
  +8, Spellcraft 
  +8; Feats:
  Combat Casting
  Spells prepared : 0—f lare (x2), ray of frost x2;
  1st—sleep, color spray
  Speaks: Goblin, Draconic, Orc, Giant,
  Common
  Heithar & Slakinor: male half orc Bbn1: CR 1;
  Medium-size Humanoid; HD 1d12+4; hp 13 each;
  Init + 2 (Dex); Spd 30 ft.; AC 15 (+3 studded leather
  armor +2 dex –2 rage, +2 Protection 
  from G o o d);
  Atks: Greataxe +9 (1d12+10, 19-20x3); SA: poisoned
  axe; SQ, darkvision, Rage for 8 rounds; AL CE
  Saves Fort +2, Ref +2, Wil +0; Str 20 Dex 14 Con 18
  Int 8 Wis 10 Cha 7
  Skills: Climb +9, Intuit Direction +4, Listen
  +3, Move Silently +4; Feats: Power Attack.
  SA: Poison (injury DC13 initial damage 1 Con,
  Secondary damage 1d2 Con).
  Speaks: Orc, Common
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    6666))))                
  Blestar, male half-orc Wiz3: CR 3; Medium
  Humanoid CR 2; HD 3d4+6; hp 16; Init +2 (Dex);
  Spd 30 ft.; AC 16 (+4 mage armor +2 dex); Atks:
  Club +2 (1d6+1, x2) or Light Crossbow +3 (1d8, 19-
  20, x2); SA: spells, SQ, darkvision; AL CE Saves
  Fort +2, Ref +2, Wil +4; Str 12, Dex 14, Con 16, Int
  16, Wis 12, Cha 8.
  Skills: 
  Concentration 
  +9, 
  Diplomacy 
  +8,
  Knowledge, 
  religion 
  +8, Spellcraft 
  +8; Feats:
  Combat Casting
  Spells prepared: 0—flare 
  (x2), ray of f r o s t
  (x3); 1st—sleep, color 
  spray, magic missile 
  (x2);
  2nd—Melf’s acid arrow, web, cat’s grace (cast o n
  barbarians)
  Speaks: 
  Goblin, 
  Draconic, 
  Orc, 
  Giant,
  Common
  Heithar & Slakinor, male half-orc Brb3; CR 3
  Medium-size Humanoid; HD 3d12 (49 hp when
  raged); Init +3 (Dex); Spd 30 ; AC 17 (+3 studded
  leather armor +3 dex, +2 cat’s grace; -2 rage, +2
  Protection from Good); Atks: Greataxe +10 (1-12
  +10, 19-20 x3); SA: poisoned axe; SQ, darkvision,
  Rage for 8 rounds; AL CE Saves Fort +8 Ref +3 Wil
  +1
  Str 24* Dex 16 Con 20* Int 8 Wis 10 Cha 7
  * Rage effects
  Skills: Climb +9, Intuit Direction +4, Listen
  +3, Move Silently +4; Feats: Power Attack, Cleave.
  
  Bring on the Knight
  Page 19
  SA: Poison (injury DC13 initial damage 1 Con,
  Secondary damage 1d2 Con).
  Speaks: Orc, Common
  TTTTiiiieeeerrrr    TTTThhhhrrrreeeeeeee    ((((EEEELLLL    8888))))
  Blestar, male half-orc Wiz5; CR 5; Meidum-size
  humanoid HD 5d4+10; hp 24; Init +2 (Dex); Spd 30
  ; AC 16 with 4 Mirror Images (+4 mage armor +3
  dex); Atks: Club +4 (1d6+1, x2), Light Crossbow +5
  (1d8, 19-20 x2); SA: spells, SQ, darkvision; AL CE
  SV Fort +3, Ref +4, Wil +4; Str 14, Dex 16, Con 16,
  Int 16, Wis 12, Cha 8.
  Skills: Concentration +10, Disable Device +7,
  Knowledge, Arcana +6 , Move Silently +6, Open
  lock +6, Spellcraft 
  +6; Feats: 
  Combat 
  Casting,
  Scribe Scroll, Spell Focus: Evocation (+2 save DC)
  Spells: 
  0—flare (x2), 
  ray 
  of 
  frost 
  (x3)
  1st—sleep, 
  ray of enfeeblement, 
  magic 
  missile
  (x2), cause 
  fear, 
  grease; 2nd—web, cat’s grace,
  bull’s strength (cast on barbarians); 3rd—fireball,
  lightning bolt, slow.
  Speaks: 
  Goblin, 
  Draconic, 
  Orc, 
  Giant,
  Common
  Heithan & Slakinor, male half-orc Bbn5; Medium
  Humanoid CR 5; HD 5d12 (65 hp when raged); Init
  +4 (Dex); Spd 30 ; AC 18 (+3 studded leather armor
  +4 dex, +2 Cat’s Grace; –2 rage, +2 Protection from
  G o o d); Atks: Greataxe +14 (1-12 +13, 19-20x3 with
  Keen spell and rage) SA: poisoned axe SQ,
  darkvision, Rage for 12 rounds; AL CE Saves Fort
  +8 Ref +5 Wil +1
  Str 28* Dex 20** Con 20* Int 8 Wis 10 Cha 7
  * Rage and Bull’s Strength
  ** Cat’s Grace
  Skills: Climb +13, Intuit Direction +8, Listen +9,
  Move Silently +8; Feats: Power Attack, Cleave.
  SA: Poison (injury DC13 initial damage 1 Con,
  Secondary damage 1d2 Con).
  Speaks: Orc, Common
  The half-orcs are determined to get the hooked
  hammer and will fight until they are defeated or
  killed. If possible, they will attempt to pry it from
  Sir Rendell’s hands (if he has it) and make a break
  for it. The half-orcs are very well prepared and
  cunning warriors and will use all of their combat
  skills and spells to their advantage. They are not
  above taking hostages of fallen comrades, and
  will bargain PCs lives in exchange for their own.
  If for some reason 
  the PCs are able to
  question the half-orcs regarding why they were
  so interested in the hooked hammer, they will
  simply grunt and refuse to answer. If magically
  compelled to answer, they will tell the PCs that
  “their lives depend upon achieving the hammer”.
  This is a true statement and there is no other
  information the PCs will be able to learn from
  them.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    9999::::    EEEEppppiiiilllloooogggguuuueeee
  Following the battle, the PCs will be able to tend
  to their wounds and to any fallen comrades. Sir
  Rendell will gladly use any of his remaining lay
  on hands ability or his remaining 
  cure 
  light
  wounds 
  spell (1d8+3) on the PCs. Once 
  the
  wounds are tended, the PCs may feel free to
  interact with Sir Rendell during 
  the journey
  home.
  If Rendell has the hammer (the PCs should
  give it to him unless the half-orcs took it), he will
  be overjoyed at his success. Having won the
  hammer, he is sure that the deed will earn him a
  place in the Knights. Sir Rendell 
  intends 
  to
  return the hammer to the gnomish cleric with
  great circumstance and will be looking to hire
  one of the local halfling bards to sing his praises.
  DMs may wish to describe this scene for the PCs.
  If the half-orcs still have the hammer, Sir
  Rendell will insist on traveling after them. He
  will not willingly allow the PCs to follow him and
  neither he nor the PCs will be able to find their
  trail. If the half-orcs took the hammer, there may
  be another story for another day. Since there are
  so few days left in his quest, Rendell will wind up
  returning to Littleberg a defeated man.
  Asking Sir Rendell about Sir Hartere reveal
  some interesting information.
  “Sir Hartere and I have been rivals ever since we
  met in training many years ago. He is very smart
  and one of the most cunning warriors I have ever
  known. He used to be very religious, but I have
  not seen him at any of Hieronius services over
  the past few years.
  The two of us have always seemed to be
  competing, although I am not sure why he thinks
  we could not be allies. We have competed for
  everything from our instructor’s praise to the
  soft kiss of a maiden. I am sure that he and I will
  meet again, perhaps in our upcoming trials for
  the Knights of the Hart.
  Eventually, the PCs should make their way back
  to the Copper Flagon and make contact with
  Mander. Mander will eagerly await their report.
  He is especially interested in whether or not the
  PCs think that Rendell suspects they were sent to
  aid him. He will also be interested in musings
  regarding Sir Hartere, although he will not allow
  the PCs to question 
  his 
  character 
  publicly
  without solid proof.
  Mander will gladly pay the PCs the agreed
  upon rate for their services (1 gp / day) for a total
  of 3 or 4 gp per PC. In addition, if they tell a n
  honest story regarding their deeds and dangers
  faced, Mander will add a bonus of 100 gp for the
  PCs to share amongst themselves.
  The End
  
  Bring on the Knight
  Page 20
  EEEExxxxppppeeeerrrriiiieeeennnncccceeee    PPPPooooiiiinnnntttt    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy
  To award experience for this adventure, add up
  the values for the objectives accomplished. Then
  assign the discretionary roleplaying experience
  award. The roleplaying award should be given for
  consistent character portrayal and contribution
  to the fun of the game. You can award different
  roleplaying amounts to different characters.
  Award 
  the 
  total 
  value 
  (objectives 
  plus
  roleplaying) to each character.
  Encounter 3
  Destroying the troll
  75 xp
  Encounter 4
  Fixing the wagon
  10 xp
  Encounter 7
  Area 2: Defeating the trap
  10 xp
  Area 3: Defeating the Kobolds
  25 xp
  Area 7: Defeating the trap
  10 xp
  Area 8: Defeating Gelatinous Cube
  25 xp
  Area 12: Defeating rats
  10 xp
  Area 15: Defeating the trap
  10 xp
  Area 15: Defeating Bree and minions
  75 xp
  Area 15: Rescuing Rendell
  25 xp
  Encounter 8
  Defeating ambush
  75 xp
  Encounter 9
  Keeping the Mission secret from Rendell
  90 xp
  Total experience for objectives
  450 xp
  Discretionary roleplaying award
  0-50 xp
  Total possible experience
  500 xp
  TTTTrrrreeeeaaaassssuuuurrrreeee    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy
  Player 
  characters 
  may keep items 
  from 
  the
  scenario that are listed on the treasure list below
  or which meet the following conditions:
  1. 
  The 
  item 
  must 
  be 
  non-magical 
  and
  specifically listed in the text of the adventure
  (e.g armor on foes). If it is not listed in the
  text, the characters cannot keep it. Items of
  this nature can be sold for 50% of book value,
  or recorded on a log sheet.
  2. 
  Animals, followers, monsters, henchmen, and
  so forth (any living being, basically) may not
  be kept from a scenario for any reason unless
  the 
  treasure 
  summary 
  lists 
  the 
  being
  specifically. 
  It 
  is 
  okay 
  for 
  the 
  player
  characters to form relationships with NPCs,
  but these will not be certed and cannot bring
  material benefit to the character. Contacts
  (sources 
  of extra 
  information) 
  must 
  be
  specifically certed.
  3. 
  Theft is against the law, but may be practiced
  by some player characters. Items which are
  worth more than 250 gp that are of personal
  significance to the owner (including family
  heirlooms), and all magical items, will be
  discovered in the possession of the character
  by one means or another. The character must
  return the item and pay a fine equal to three
  times 
  the value 
  of the item 
  stolen. 
  In
  addition, the PC caught receives campaign-
  decided penalties for being known as a thief.
  For other stolen 
  items 
  which 
  meet 
  the
  criteria in #1 above, use your judgment and
  the 
  circumstances 
  within 
  the 
  game 
  to
  determine whether a PC thief gets away with
  the theft or not.
  Any item retained according to these rules, which
  does not have a certificate, will not ever have a
  certificate issued for it.
  The campaign staff reserves the right to take
  away any item or gold acquired for things which
  it later 
  finds 
  unreasonable 
  but 
  which 
  were
  allowed at the time.
  Encounter 7, Area 11
  • 
  3000 cp
  • 
  20 sp
  • 
  a silver holy symbol of
  • 
  4 garnets (25 gp each)
  • 
  A fur (owlbear) cloak (50 gp)
  • 
  A silvered dagger
  • 
  A lute
  • 
  6 Sunrods (2 gp; small; 1; yes; common; 1 lb)
  • 
  • 
  12 half spears
  • 
  400 crossbow bolts
  • 
  A dwarven urgosh
  • 
  2 tower shields
  • 
  2 potion 
  of healing 
  (50 gp; small; 1; yes;
  common; *)
  • 
  potion of spider climb (50 gp; small; 1; yes;
  common; *)
  • 
  potion of jump  (50 gp; small; 1; yes; common;
  *)
  • 
  potion of cat’s grace (300 gp; small; 1; yes;
  common; *)
  • 
  wand of disrupt undead (50 charges) (375 gp;
  small; 1; yes; common; *)
   
   Conclusion
  • 
  Invitation to Sharp Shooters: 
  The bearer of
  this certificate may, at any time of their
  choosing, 
  petition 
  for membership. 
   The
  membership trial involves a test of skill with
  a crossbow (the preferred weapon at the club)
  adjudicated by the Furyondy Regional Triad. 
  If successful, the applicant wins membership
  in the club which in addition to meta-game
  events, 
  also 
  provides 
  the PC a C o m m o n
  Lifestyle for adventures that take place in or
  around Claw Gorge for no charge.  This
  
  Bring on the Knight
  Page 21
  invitation is valued at 50 gp and may be
  traded.
  • 
  
  Bring on the Knight
  Page 22
  DDDDM
  M
  M
  M’’’’ssss    M
  M
  M
  Maaaapppp
  Great 
  Hall
  Prison
  Kolbold Apartments
  Kitchen
  Chief s
  Suite
  Rats
  Fridge
  Temple
  of Kurtamak
  Great 
  Hall
  Prison
  Kolbold Apartments
  Kitchen
  Chief s
  Suite
  Rats
  Fridge
  Temple
  of Kurtamak
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Furyondy/FUR1-08 - Bring on the Knight.pdf