TEXT: BDK3−05 
   
   
   
   
   
   
   
  High Ho Silver 
   
  A One Round D&D LIVING GREYHAWK® 
  Bandit Kingdoms Regional Adventure 
  Version 1.0 
   
   
  by Dan Deasy and Jeff Moore 
  Reviewed by Jason Bulmahn 
   
   
   
   
   
  The forces of Cranzer have long held the silver mines in the Rift Barrens, but now is the chance for his enemies to strike 
  back!  An adventure for characters level 4 to 12. 
   
   
   
   
   
   
   
  Based on the original DUNGEONS & DRAGONS rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended for 
  tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are here 
  to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses voting for 
  any reported results. Give the Scoring Packet to your 
  event coordinator.  
   
  High Ho Silver 
   
  Page 2 
  
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are two things 
  that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  1. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs who 
  want their dogs to attack must succeed at a 
  Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a free action (spoken 
  command) that may be attempted each round. If 
  an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  the Bandit Kingdoms.  Characters native to the Bandit 
  Kingdoms pay one Time Unit per round, all others pay 
  two Time Units per round.  Adventurer’s Standard 
  Upkeep costs 12gp per Time Unit.  Rich Upkeep costs 
  50gp per Time Unit.  Luxury Upkeep costs 100gp per 
  Time Unit. 
   
  High Ho Silver 
   
  Page 3 
  
  Adventure Summary and 
  Background 
  It has come to the attention of Lord Mortoth of 
  Rookroost that his rival Cranzer will be shipping a large 
  quantity of silver ore from the Rift Barrens. Nothing 
  would please him more than to snatch that wealth from 
  Cranzer, and lay the blame fully on some unsuspecting 
  heroes.   
   
  Mortoth has tasked one of his trusted lieutenants 
  Vanidus with finding a suitable group of adventurers and 
  convincing them to raid the shipment and to hand it over 
  to him. Vanidus has chosen to employ a spymaster 
  named Mirelle Do'verser to contact heroes and arrange 
  the drop off.   
   
  Mirelle is a freelancer and not directly associated 
  with the Lord of Rookroost.  She has never worked for 
  Vanidus in the past, but discretion is a valuable 
  commodity in her line of work.  Mirelle does not ask 
  questions beyond what she is offered and takes all steps 
  necessary to protect her patron’s identity (what little of it 
  she knows.) 
   
  Mirelle will make contact with the PCs and offer 
  them a job based on the party’s level.  APL’s 4 and 6 will 
  be given Decoy Duty while APL’s 8-12 will get to raid 
  Cranzer’s caravan.     
   
  The decoy’s will make hit and run attacks against 
  Cranzer’s cavalry forces in an attempt to draw them away 
  from the caravan.  They will be required to lead them on a 
  wild goose chase for a minimum of twelve hours. It is 
  very important to note that the party is not expected to 
  WIN against these odds. But merely to run away, escape 
  pursuit, and make it back to the arranged meeting point.  
   
  The raiders will wait in ambush at one of two sites 
  that are recommended by Mirelle.  After the caravan 
  arrives, they are to eliminate all of the guards and then 
  make off with as much of the caravan of silver that they 
  can to the arranged meeting point. 
   
  After escaping the cavalry or liberating the silver 
  caravan, the party will head to the arranged meeting spot. 
  Decoy parties will be given thanks and payment if they 
  performed well, or chastised if they failed.  Raider parties 
  will be given the opportunity to hide the silver caravan at 
  a nearby cave and then make their escape.  
   
  Any heroes that remain in the area to see what 
  happens to the silver are shocked to discover that they 
  have been duped and witness the arrival of extraplanar 
  forces to pickup the caravan’s cargo.   
   
  Those foolish enough to take the job are also under 
  risk of discovery by Cranzer as he is busy trying to scry 
  for his stolen silver. Any characters spotted have the joy 
  of being wanted by Cranzer.  
   
  Introduction 
  Please remember that things are different in the 
  Bandit Kingdoms; heroes can be made, bought or 
  sold, all in the same day and all depending on the 
  situation and the price.  The question isn’t what is the 
  right thing to do in a given situation, but rather what 
  will be the ramifications of any decisions I make?  
  Whose bad side do I not want to be on, and when will 
  I need to call in a favor? Remember, everything’s 
  negotiable, and some things are more negotiable than 
  others. 
   
  Encounter One 
  Job Faire 
  The weather has been miserable of late with storm 
  clouds brewing and threatening to burst at any hint 
  of a dry spot forming.  Seeking shelter here in 
  Rookroost, a stop at the Dancing Dragon Inn sounds 
  just fine. Crossing through the doorway, a pungent 
  smoky smell fills the air, and a smiling barmaid 
  invites you over to take a seat at the one table with 
  empty chairs.     
   
  l
  f
  Lucki y, a minstrel has taken up basking near the 
  hearth, juggling and singing songs to drown out the 
  dreary storm outside. Looking around the room you 
  see a few familiar faces, and perhaps some new ones. 
   
  Allow the players to introduce and describe their 
  characters. 
   
  The barmaid, a pretty brunette, named Hilda comes 
  along side your table happily asking i  anyone would 
  care for some dinner as the lamb is nearly done.  
   
  Give the players time to roleplay dinner, no more than 
  five minutes as this is a combat intensive round. 
     
  Hilda returns after your meal is finished and looks 
  very pleased to say “You have a patron who has paid 
  your tab in full, and would like to meet up with the 
  lot of you later on today.” 
      
  If asked, Hilda will provide a description of Mirelle with 
  a DC 20 Diplomacy check.  Each gold offered will grant a 
  +2 circumstance bonus to the roll.  Besides Mirelle’s 
  description, she knows nothing else other than to offer 
  the heroes a sealed envelope should they agree to meet 
  their patron. 
   
  If the party agrees to meet: 
   
  High Ho Silver 
   
  Page 4 
  
  Hilda smiles again and with a small flourish places a 
  sealed velum envelope on the table and heads back to 
  the kitchens.  
   
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  Give the party the Player Handout. 
   
  If the party declines the meeting: 
   
  Hilda nods and shrugs and bids goodbye to you as she 
  wanders about the tables finishing her rounds.    No 
  more than two minutes later, a fair young lass 
  approaches the table. Upon second look, it is the 
  minstrel who had been playing previously by the 
  hearth.   
   
  “M ght I congratulate you on turning down 
  suspicious offers from unknown patrons.  If you 
  would care to know more, I’m sure we could find a 
  suitable arrangement.”  
   
  If the party accepts: 
   
  The minstrel smiles and produces an envelope which 
  she slips onto the table, then winks and heads around 
  the room once more seeking donations for her 
  playing. 
  Give the party the Player Handout. 
   
  If the party blows her off or declines her offer, 
  Mirelle will graciously bow to the party and return to her 
  stool near the fire.  The adventure has passed them by 
  (pass out the AR’s) and they are free to enjoy the rest of 
  their day in the tavern. 
   
  When the party has finished in the Inn allow them 
  two hours about town before they head to Encounter 
  Two. 
   
  If the party wishes, they may spend that time 
  attempting to gather information.  Refer to Appendix II 
  for the DC’s and results. 
    
  � Mirelle Do’Verser, female Human Rog4/Clr3/Spy9 
  of Olidammara: hp 87, see Appendix I. 
    
  Encounter Two 
  The Blind Orc Inn 
  The exterior of The Blind Orc Inn leaves little to the 
  imagination as to how it got its name.  This 
  ramshackle hove  on the west edge of Rookroost 
  appears to have employed blind Orcs for the 
  carpentry work.  Nary a stra ght board seems to have 
  been used and wormholes are aplenty.  In fact, the 
  building seems to have a slight sway each time the 
  main door opens.   
   
  Before reaching the doorway a shrill whistle 
  pierces the air as a figure two buildings over waves 
  subtly to your group, then fades into the alleyway. 
   
  Note to DM: Mirelle never goes inside the Blind Orc Inn 
  and is the figure waiting in the alleyway. Parties that 
  refuse to follow miss out on their chance at adventure. 
   
  Avoiding the foulest portions of the street littered 
  with refuse and three day old garbage you manage to 
  glimpse a cloaked figure turning the corner down the 
  alleyway ahead of you.  Quickening your step you 
  round the corner and see a cloaked figure with a 
  finger to its lips motion you all closer.  
   
  Without a single word, your guide turns around 
  and starts off through the back ways and side passages 
  that exist to travel when eyes are watching the streets. 
   Nearly thirty minutes later a halt is called as your 
  guide places a slender hand along a stone wall to 
  reveal a hidden doorway.  Ducking low she enters 
  first, then beckons you all follow.   
  After all have entered, your Guide closes the door 
  and lights a candle in the center of the room. 
   
  Once lit, the candle acts as a scroll used to cast false 
  vision as a 9
  th level cleric, causing individuals scrying the 
  room to believe it is empty.  (The candle was created by 
  an Olidammaran acquaintance of Mirelle.) 
   
  “Thank you for coming.  I am Mirelle Do’Verser and 
  I’m sure you have plenty of questions to ask of me, 
  but first things first.   
   
  The things that I do, and you might be asked to 
  do, require absolute secrecy and discretion.  Before 
  we go any further I must have your vow that nothing 
  said inside this room will leave it upon penalty of 
  death, or worse. And yes, there is worse. 
   
  I hold no ill will to any who can’t make such a 
  vow, but they must leave before we can continue.” 
   
  Any PCs that will not agree will be asked to leave and 
  Mirelle will not continue until they depart.  After all 
  remaining PCs have agreed to her vow, she will go on. 
   
  “I seek assistance in a p an that will cause Cranzer 
  extreme displeasure.  The silver mines of the Rift 
  have long suppl ed him with wealth and power at the 
  expense of others. 
   
  Through the efforts of many, we have obtained 
  information of the route to be taken by this months 
  only silver caravan.  The loss of that caravan would 
  inflict a blow to Cranzer that he will not soon forget 
  and cause him untold problems when his next tithe 
  to the Old One is due. 
  High Ho Silver 
   
  Page 5 
  
   
  Here comes the best part - Cranzer’s own silver 
  will be put right back into use against h m.  I offer 
  you the gratitude of my organization and the joy of 
  smiting Cranzer as payment. The silver is spoken for, 
  but anything his guards carry is yours for the taking. 
  i
   
   
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  .
   
   
   
   
  What say you?  Are you up to the task?” 
   
  Mirelle will answer a few questions at this point before 
  going on.  
   
  If asked for the name of her organization: 
  “I will not speak that name until after we succeed in 
  our tasks and are bonded in common cause.” 
   
  If asked if she works for General Hok: 
  “One should never be so direct or bo d w th names in
  my line of work.”  
   
  If asked who she works for: 
  “I ask you to do a dangerous task so I will grant you 
  some small token of my trust.  I am employed by 
  Van dus. Of h m I will speak no more, but if you are 
  resourceful I’m sure you will find rumor o  h m” 
   
  If asked how dangerous the raid is 
  “Very. Cranzer will not easily part with h s silver.” 
   
  Once all questions are done Mirelle checks that everyone 
  is willing to go on the raid 
   
  “Now, onto the details of our task.  There are actually 
  two groups going on this raid.  One group will attack
  the caravan’s scouts and draw off the cavalry to create 
  a diversion while the other group ambushes the 
  caravan and takes out the remaining guards.   
   
  APL 4 and 6 Only 
  “Your part is to setup that diversion. After traveling to 
  the Rift Barrens, you will need to discover and 
  eliminate as many scouting parties for the caravan as 
  you can in two days.  
  On the third day, the caravan will arrive.  Attract 
  the attention of the cavalry and draw them off for as 
  long as you can  Twelve hours will guarantee that the 
  raid ng group has long enough to hide their tracks 
  and make off with the silver. 
   
  There should be no more than four scouting 
  parties out at a time. If you can destroy two, that 
  allow you to escape from the cavalry with little fear of 
  ambush.   
   
  Two sets o  mounts will be provided for you to 
  place along the way.  I advise you to make use of 
  them.   
   
  Be mindful to not outrun the cavalry, for they 
  could lose interest and return in time to rescue the 
  caravan.   
  DO NOT engage the cavalry or become caught in 
  a fixed battle.  You will become surrounded and all 
  hope o  escape will be closed off.   
   
  If all seems hopeless use this Scent Breaker bag 
  to help throw the cavalry off course. 
   
  I have prepared a map of the area with the 
  caravan’s route and possible ambush sites marked on 
  it.  The scouts will be scouring the hills and forests 
  along the route. If all goes well, I will meet you later 
  at the rendezvous point.  
  Do you have any questions?” 
   
  Give the party the overview map 
   
  If asked what forces the scouts comprise of: 
  “My sources indicate that a large portion of the guard 
  is comprised of goblins with worg support.” 
  If asked about the mounts provided: 
  “The horses are swift of foo  and will provide you the 
  speed needed to outrun the cavalry. 
   
  I have them stabled at the Blind Orc Inn.  Take 
  them with you when you leave the city, and secret 
  them in the Rift Barrens for use in your escape from 
  the cavalry.  Use them wisely, slower mounts could 
  get you all killed” 
  If asked what forces the cavalry comprise of: 
  “The cavalry is a heavy unit o  goblins mounted on 
  wolves.  I’d stay clear of them at all cost.” 
  If asked about the rendezvous point: 
  “The rendezvous point marked is in a secluded valley 
  near a hill formation  By the time you reach it, the 
  silver will have already arrived and a modest portion 
  of the caravan loot will be yours as payment.  
  Note: The rendezvous point is near a cave intended to 
  hold the silver.  Mirelle will not volunteer this 
  information but any party that explores the area will 
  surely find it and can use it for a campsite if they wish.  
   
  After all questions have been answered as best she 
  can, Mirelle bids farewell to the party. 
  "The Rift Barrens are two days ride from here, and 
  you can only raise suspicion if you leave this evening. 
  Depart in the morning and ride slowly till out of site 
  of the town. Good luck on your hunting and I will see 
  you in five days.” 
  High Ho Silver 
   
  Page 6 
  
  APL 8, 10 and 12 Only 
  “Your part is to ambush the caravan itself.  After 
  traveling to the Rift Barrens, you will have two days 
  to scout the terrain and prepare an ambush.  On the 
  third day, the caravan is due. Ensure that their cavalry 
  is not with them before you attack as you could not 
  win against those odds and still have working wagons. 
      
   
   
   
   
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  After defeating the remaining guards, you will 
  have no more than twelve hours to move the 
  caravan’s cargo to the rendezvous point. 
  I will meet you there and provide assistance with
  hiding the wagons and si ver.   
  I have prepared a 
  map of the area with the caravan’s route, rendezvous 
  point, and possible ambush sites marked on it. Pick 
  an ambush s e of your own if you wish, but you could 
  miss the caravan entirely if you choose poorly.   
  Give the party the overview map
  If asked what forces the guards consist of: 
  “Cranzer often employs guards that are able to do 
  double duty, loading and unloading. I would hazard 
  to guess that ogres would fit the bill nicely.  Also take
  care with the wagon drivers. They are often simple 
  slaves but could assist you greatly in escaping with 
  the wagons.” 
   
  If asked about the wagons: 
  “Take care to not destroy the wagons or kill the 
  horses. Without them you will have to abandon much
  of the silver.” 
  If asked what forces the cavalry comprise of: 
  “The cavalry is a heavy unit o  goblins mounted on 
  wolves.  I’d stay clear of them at all cost.” 
  If asked about the rendezvous point: 
  “The rendezvous point marked is in a secluded valley 
  near a hill formation   Once you arrive I will show 
  you where to hide the wagons and silver.   
  Note: The rendezvous point is near a cave intended to 
  hold the silver.  Mirelle will not volunteer this 
  information but any party that explores the area will 
  surely find it and can use it for a campsite if they wish. 
   
  After all questions have been answered as best she 
  can, Mirelle bids farewell to the party. 
  "The Rift Barrens are two days ride from here, and 
  you can only raise suspicion if you leave this evening. 
  Depart in the morning and ride slowly till out of site 
  of the town. Good luck on your hunting and I will see 
  you in five days.” 
   
  Encounter Three 
  Have Party, Will Travel 
  On the way to the Rift Barrens, PCs will spend two 
  nights camping in the Wild. The first day and night is 
  uneventful.  On the morning of the second day read the 
  following. 
   
  The next morning finds you once again on the road, 
  having made an early start to get the most travel out 
  of this dreary day. Dark clouds heavy with rain follow 
  in your wake, and eventually overtake your party by 
  mid morning.  Stingy beams o  sunligh  p erce 
  through once in a while but the day is mostly a dingy 
  gray.  
  Staying off the roads as much as possible to avoid 
  patrols, your group manages to avoid any contact with 
  the forces of Iuz as you close in on the Barrens. Just 
  before the sun winds down below the horizon, 
  casting an eerie orange swath across the clouds, you 
  come across a copse of trees with a small brook 
  alongside them.  Tomorrow starts your hunt for the 
  caravan, and this appears a good place to wait out the 
  night.   
   
  At midnight, have anyone awake make Listen checks 
  (DC 15) to hear the approach of the hydra. Anyone that 
  makes the check will get to act in the surprise round 
  before the hydra arrives.   
   
  Once combat has started, anyone still asleep can 
  make Listen checks (DC 10) to wake up on their own, or 
  DC 5 Listen checks to wake up if someone yells at them. 
  Shaking a person wakes them up automatically. 
   
  APL 4 [EL 6] 
  � Five-Headed Cryohydra: hp 55; see Monster Manual. 
   
  APL 6 [EL 7] 
  � Six-Headed Cyrohydra: hp 66; see Monster Manual. 
   
  APL 8 [EL 9] 
  � Eight-Headed Cryohydra: hp 87; see Monster 
  Manual. 
   
  APL 10 [EL 11] 
  � Ten-Headed Cryohydra: hp 108; see Monster 
  Manual. 
   
  High Ho Silver 
   
  Page 7 
  
  APL 12 [EL 12] 
  � Nine-Headed Cryohydra of Legend: hp 157; see 
  Appendix III. 
    
  Tactics: Use the surprise round to quickly bring the 
  Hydra in among the sleeping party.  The hydra will try to 
  catch the party in its breath weapon as often as it can.  
  Have it maneuver so that as many party members are 
  affected as possible.  Remember each head can swing its 
  breath weapon into a different arc so it is possible to 
  cover a large area with reduced damage.    When the 
  breath weapon is unavailable, split melee attacks between 
  all players in range 
     
  Encounter Four 
  Off to the Races 
  APL 4 and 6 ONLY  
  Having survived the night, and its unwelcome visitor, 
  you find the Rift Barrens stretching out before you. 
  After a few moments you start to see landmarks that 
  help orien  yourself to the map provided by Mirelle. 
  Somewhere out in this wilderness are the forces of 
  Cranzer, and you won't find them sitting here in 
  camp. It’s time to start moving and search for signs of 
  their passage along the caravan route.    
  t
   
  t
  f
   
  Starting with the morning after the cryohydra encounter, 
  the party has two days to track down and eliminate both 
  scouting parties.   
   
  In order to find the scouting groups, the party will 
  need to make three tracking checks in a row at DC 15 at 
  the location indicated. Each tracking check takes 1 hour 
  to complete.  Add +2 to the roll if the party has any flying 
  scouts   
   
  Do not make the party waste time with tracking 
  checks not at Ambush point A or B.  Let them roll and 
  indicate that there are either no tracks in the area, or that 
  the tracks lead back towards Ambush point A or B  
   
  If the party does not succeed within 10 hours, the 
  scout group will find the party first and will engage them 
  with a chance of surprise (Listen check DC 15 to avoid 
  surprise). 
   
  The goblin scouts are willing to take captives.  Any 
  party member that surrenders is taken captive and held 
  for interrogation.  See conclusion for results of captured 
  characters. 
   
  Description of Ambush point A 
  The caravan route is well worn into the grasses and 
  even a blind man could follow the ruts worn several 
  inches deep. The route has wandered along course for 
  the past few miles but finally has veered sharply west 
  to avoid the slopes of a small set of hills. Nestled 
  among the hills are a few small shrubs and trees but 
  most of it is lichen covered rock or sparse grass.  
   
  Description of Ambush point B 
  Previously the caravan route has avoided heavy forest 
  and turned aside to go around its edges, but this time 
  it has traveled straight through. The trail through this 
  section of forest has been widened by something 
  capable of uprooting trees whole. The tree stumps 
  that remain have been flattened into the ground.  
  Whatever did this found the forty foot tall trees no 
  obstacle.  
   
  Description of Ambush point C 
  Springing up from the grasses along the east side of 
  the road stand two sections of forest.  The tall trees 
  are mainly evergreens that have just shed their 
  needles creating a blanket along the ground beneath 
  their branches. 
   
  Description of rendezvous point 
  If not for the wandering forces of Cranzer in the area, 
  this would be a near perfect location to build a cabin 
  or hunting lodge.  There is a small brook that runs 
  along the bottom of this valley and collects into a 
  pool with flowering plants along its edges. The 
  hillsides are gen ly sloping with little exposed rock 
  and are covered in lush grasses.  Following the brook 
  back upstream reveals the entrance to a natural 
  cavern into the hillside.  
   
  Cave Description 
  The entrance to the cavern is just about ten feet wide 
  and appears to be all natural.  The roo  is only six feet 
  tall at the entrance but twenty feet in the floor starts 
  to slope downwards and it expands to ten feet high. 
  There is a musty smell of some animal that used this 
  for a den once, perhaps a bear or pack of wild dogs.  
   
  The cavern extends back into an oval thirty feet 
  wide and nearly 100 feet deep. Far into the back a 
  passage large enough for a small creature to fit 
  comfortably begins and travels another 30 feet before 
  turning off to the side.      
   
  Encounter 4A 
  This scout party will be found at ambush point A. 
   
  Start Sylis and his animal companions about 45 feet 
  from the party in light hills and some trees.   
   
  If the party finds the scouts before the ten hours are 
  up, read the following. 
   
  High Ho Silver 
   
  Page 8 
  
  Finally, you have managed to catch up to your quarry. 
   Ahead you spot a figure just cresting a hill.  It 
  appears to be a goblin dressed in browns and greens 
  and hard to spot among the sparse brush.  He makes 
  eye contact, barks a command then quickens his pace 
  in your direction. 
   
   
  If the scouts come across the party after the ten hours 
  have passed, read the following.   
   
  The trail has grown cold, and a safe campsite would 
  be a welcome find.  As you gather to discuss your next 
  direction, a sharp bark pierces the air and fills your 
  ears.
   
  Listen check DC 15 to avoid surprise 
   
  Erupting from the hills near you appears a Goblin 
  dressed in browns and greens. He bears a crooked 
  grin as he rushes towards your position. 
   
  APL 4 [EL 6] 
  � Sylis, male Goblin Drd6: hp 28; see Appendix IV. 
  � Warwolf (2): hp 30; see Appendix IV. 
   
  APL 6 [EL 9] 
  � Sylis, male Goblin Drd9: hp 57; see Appendix IV. 
  � Dire Warboar: hp 88; see Appendix IV. 
   
  Tactics: Sylis will start combat with Briar web, then 
  follow up with creeping colds. His bark was to let his 
  animal companions know to not charge the party.  Sylis 
  and the animals will work to keep the party in the Briar 
  and hold them in the spell as long as they can.  Sylis will 
  prefer to target the creeping colds on a party member 
  NOT in heavy armor first.  
   
  Encounter 4B 
  This scout party will be found at ambush point B. 
   
  Start the goblin scouts about 45 feet from the party 
  in light cover from some trees and the rubble.  
   
  If the Party finds the scouts before the ten hours are 
  up, read the following. 
   
  Distracted for a moment by the wreckage of the 
  uprooted trees you lose sight of the tracks that were 
  ahead of you and see movement in the brush ahead. 
  Trotting slowly a pair of goblins mounted on worgs 
  appear about twenty feet deep into the forest.  The 
  riders each scan about and soon catch site of your 
  party and urge forth their mounts towards you. 
   
  If the scouts come across the party after the ten hours 
  have passed, read the following.   
   
  Distracted for a moment by the wreckage of the 
  uprooted trees you lose sight of the tracks that were 
  ahead of you. A rabbit bolts from hiding near the edge 
  of the trees.   
   
  Listen check DC 15 to avoid being surprised  
   
  Sprinting from the trees, mere seconds behind the 
  rabbit are a pair of worgs with their goblin riders.  
  They quickly adjust from their pursuit of dinner 
  towards your direction 
   
  APL 4 [EL 6] 
  � Goblin Scouts, Goblin Bbn1/Rog1 (2): hp 17; see 
  Appendix IV. 
  � Worgs (2): hp 30; see Monster Manual.  
   
  Tactics: The goblin scouts will rage on their first action 
  and charge the party.  When possible they will attempt a 
  free dismount and flank with their worg or each other.  
   
  APL 6 [EL 8] 
  � Hyugo, Goblin Sor6: hp 18; see Appendix IV. 
  � Kratchet, Goblin Ftr6: hp 57; see Appendix IV. 
  � Worgs (2): hp 30; see Monster Manual. 
   
  Tactics: Hyugo will have his mage armor precast.  He 
  will start combat with an ice burst and then attempt to 
  dismount his worg.  The second round he will try to 
  blind the party with glitterdust.   
   
  Kratchet and the worgs will start combat charging in 
  towards the nearest party members. But stopping short of 
  the ice burst range.  They will attempt to stay between 
  the party and Hyugo to provide him some cover and 
  protection. 
   
  Encounter 4C 
   Distract the Heavy Cavalry 
  This, your third morning in the Rift Barrens, could 
  well prove the most dangerous.  Today you will 
  attempt to lead Cranzer's cavalry on a chase away 
  from the caravan they guard.  A good hiding place and 
  a p an for escape will serve you well.   
  l
   
  Let the party choose any hiding spot they wish along the 
  caravan route.  They will begin hiding at 10am, and the 
  caravan will reach them 1d6 hours later.  The sun will set 
  at 7pm.   
   
  When the caravan comes into view. 
   
  High Ho Silver 
   
  Page 9 
  
  Your first indication of the approaching caravan is the 
  rising cloud of dust that slowly moves across the 
  horizon. As it nears, figures start to take shape.  A 
  pack of large white wolves, thick with muscle and 
  sporting a coat of dense fur, leads the way. Following 
  the pack and walking with a lumbering gait could 
  only be a pack of giants. Creaks and groans start to 
  reach your ears as the wagons come into view two 
  abreast and five deep. As they near, smaller figures 
  now start to take shape. Each of the wolves has a 
  goblin mounted and there is a pair of goblins driving 
  each wagon.  The caravan has arrived and now is the 
  moment of opportuni y. 
  t
   
  The lead elements of the cavalry will be 200 feet from the 
  party at this time.  Allow the party to act and try to gain 
  the attention of the cavalry.  Any loud, flashy, sudden 
  movements, or attacks will immediately be noticed and 
  warrant an investigation from a single unit of cavalry.    If 
  at least half the party acts, the entire cavalry will react.   
   
  One unit reacts 
  Your diversion seemed to be effective as a unit of 
  cavalry has pulled ahead of the main herd and is 
  sprinting at you.  Perhaps something more drastic 
  would encourage the rest to follow you as well. 
   
  Entire cavalry reacts 
  As one, the entire cavalry wheels and starts pursuit. 
  The pounding of hooves creates a thunderous din and 
  the cloud of dust kicked up is quite impressive. Now 
  that you have their attention, make sure that you 
  don’t lose it. 
   
  Once the entire cavalry has started to give pursuit take 
  the party out of initiative order and begin to use the chase 
  rules below.   
   
  Remind the party that if they are not in combat with 
  the cavalry they can break off pursuit by using the 
  scentbreaker bag.  
   
  Each hour every rider must make a DC 15 Ride 
  check.  The Ride check will be modified by terrain and 
  mount fatigue.  
   
  The terrain modifier will change randomly. Roll a 
  1d6 to determine that hour’s terrain 
   
  Die Terrain 
   
  Ride Check Adjustment 
  1 
  Grassland 
   
  +2 
  2 
  Light Forest  
  +1 
  3   Stream Crossing  
  -1 
  4   Heavy Forest    
  -2 
  5   Ravines           
  +1 
  6   River Crossing   
  -3  
   
  Mount Fatigue modifiers 
  For each hour past the first on the same mount -1 
  Two riders on one mount  -2 
  Mount has been injured   -1 
    
   
  Ride Check Results 
  Result 
   
  Effect 
  Wins 
   
  +2 on next Ride Check 
  Ties  
   
  No Effect 
  Fails 
   
  -2 on Next Ride Check 
  Fails by 5 
  Engaged by Cavalry 
   
  Any player that fails their ride check by 5 or more falls 
  behind and is engaged by one unit of cavalry.   
   
  Start the cavalry unit 60 feet away from the players 
  that fell behind and begin combat.  Combat will end 
  when all players are at least 200 feet from the closest 
  cavalry unit.  
   
  If the party stays to engage the cavalry unit instead 
  of running, one additional cavalry unit joins the combat 
  each round after the first.   
   
  APL 4  
  Cavalry unit consists of  
  Goblin Rider and Winter Wolf see Appendix IV and 
  Monster Manual (20 total units) 
   
  APL 6  
  Cavalry unit consists of 
  Goblin Rider (2) and Winter Wolf (2) see Appendix IV 
  and Monster Manual (40 total units) 
    
  Tactics:  The Goblin Riders will fight defensively and use 
  their actions to help protect their mount by using their 
  mounted combat feat.   
   
  The Winter Wolves will target mounts first to slow 
  down the party. 
   
  Once the party has broken contact with the Cavalry 
   
  It has been twenty minutes since your last glimpse of 
  the cavalry.  By now they have probably lost their 
  interest in catching so elusive a prey as your group 
  and are on their way back to the caravan. Lets just 
  hope that your efforts gave the ambush team enough 
  time to complete their mission.  A final meeting with
  Mirelle at the rendezvous and you will know for sure. 
   
  High Ho Silver 
   
  Page 10 
  
    
  Encounter Five 
  Sitting Ducks 
  APL 8, 10, 12 ONLY 
  Having survived the night, and its unwelcome visitor, 
  you find the Rift Barrens stretches out around you. 
  After a few more moments you start to see landmarks 
  that help orient yourself to the map prov ded by 
  Mirelle.  Three days from now you will ambush the 
  si ver caravan, but sitting here in camp won't help 
  you prepare for that task. It might be best to see for 
  yourself the sites that Mirelle recommended. 
  i
  l
  t
  f
   
   
   
  i
  t
   
  The party has several days to scout the terrain and choose 
  where they will ambush the caravan.  Let them setup 
  where they will and give them bonuses to their hide skills 
  based on their creativity. The two days of preparation time 
  will be uneventful.   
   
  Description of Ambush point A 
  The caravan route is well worn into the grasses and 
  even a blind man could follow the ruts worn several 
  inches deep. The route has wandered along course for 
  the past few miles but finally has veered sharply west 
  to avoid the slopes of a small set of hills. Nestled 
  among the hills are a few small shrubs and trees but 
  most of it is lichen covered rock or sparse grass.  
   
  Description of Ambush point B 
  Previously the caravan route has avoided heavy forest 
  and turned aside to go around its edges, but this time 
  it has traveled straight through. The trail through this 
  section of forest has been widened by something 
  capable of uprooting trees whole. The tree stumps 
  that remain have been flattened into the ground.  
  Whatever did this found the forty foot tall trees no 
  obstacle.     
   
  Description of Ambush point C 
  Springing up from the Grasses along the east side of 
  the road stand two sections of forest.  The tall trees 
  are mainly evergreens that have just shed their 
  needles creating a blanket along the ground beneath 
  their branches. 
   
  Description of Rendezvous point 
  If not for the wandering forces of Cranzer in the area, 
  this would be a near perfect location to build a cabin 
  or hunting lodge.  There is a small brook that runs 
  along the bottom of this valley and collects into a 
  pool with flowering plants along its edges. The 
  hillsides are gen ly sloping with little exposed rock 
  and are covered in lush grasses.  Following the brook 
  back upstream reveals the entrance to a natural 
  cavern into the hillside.  
   
  Cave Descrption 
  The entrance to the cavern is just about ten feet wide 
  and appears to be all natural.  The roo  is only six feet 
  tall at the entrance but twenty feet in the floor starts 
  to slope downwards and it expands to ten feet high. 
  There is a musty smell of some animal that used this 
  for a den once, perhaps a bear or pack of wild dogs.  
   
  The cavern extends back into an oval thirty feet 
  wide and nearly 100 feet deep. Far into the back a 
  passage large enough for a small creature to fit 
  comfortably begins and travels another 30 feet before 
  turning off to the side.      
   
  When the party is ready, advance them to day 3 and their 
  ambush positions. 
  This, your third morning in the Rift Barrens, could 
  well prove the most dangerous.  Today you will 
  attempt to ambush the silver caravan and make off 
  with the wagons and their contents.  Getting in 
  position early to avoid detection by the advance 
  scouts paid off well it seems.   
   
  As the sun peaks at mid-day you still have seen 
  no sign of the caravan or its guards. A few more tense 
  hours pass and hunger starts to raise its head.   
   
  Your first indication of the approaching caravan 
  is the rising cloud of dust that slowly moves across 
  the horizon. As it nears, figures start to take shape.  A 
  pack of large white wolves, thick with muscle and 
  sporting a coat of dense fur leads the way. Following 
  the pack and walking with a lumbering gait could 
  only be a pack of giants. Creaks and groans start to 
  reach your ears as the wagons come into view two 
  abreast and five deep. 
   
   As they near, smaller figures now start to take 
  shape. Each of the wolves has a goblin mounted upon 
  it and a pair of goblins drives each wagon.   
  You watch the caravan approach at its turtle pace, 
  sweat glisten ng from your brow and wait in 
  anticipation for the distraction that will draw off the 
  heavy cavalry.  After another mile down the route, a 
  loud flash and bang reaches you and the cavalry 
  scrambles to reassemble itself as a fireball erupted in 
  its midst.   
   
  As one, the entire Cavalry wheels and starts to 
  give pursuit. The pounding of hooves creates a 
  thunderous din and the cloud of dust kicked up is 
  quite impressive. A small party of fellow adven urers 
  High Ho Silver 
   
  Page 11 
  
  flees for their lives followed by over three dozen 
  cavalry.  A moments thought to wish them luck is all 
  you can spare them. The caravan is about to arrive, 
  and its time to earn your keep. 
   
  Describe the remaining guards to the party as appropriate 
  to the APL. 
   
  Hill Giants  
  These giants have an oddly simian appearance, with 
  overlong arms, stooped shoulders, low foreheads, and 
  thick, powerful limbs.   
   
  Stone Giants  
  These giants resemble a lean, muscular human. Their 
  hard, hairless flesh is smooth and gray.  Their gaunt 
  facial features and deep-sunken, black eyes make 
  them seem grim. 
   
  Dire War Rhinos 
  These massive beasts make the cavalry mounts look 
  puny by comparison. Barding covers their thick gray 
  skin and a single horn gleams from their head.  
   
  Wagon Description 
  Each wagon driven by a pair of goblins and pulled by 
  a team of draft horses.  They are full to the brim with 
  boxes, most likely full of silver ore.   
   
  Make Spot and Listen checks as appropriate for the 
  remaining guards.  The goblin drivers are non-combatants 
  and will try to flee with their wagons if able to.  Any guards 
  that fail their checks are surprised.   
   
  Be sure to consider the damage that any area of effect 
  spell could cause on the horses, drivers, and wagons.   
   
  Arrange the guards from wave one as appropriate 
  around the ten wagons.   
   
  Wave One 
  APL 8 
  � Hill Giant (4): hp ; see Monster Manual. 
   
  Tactics: The hill giants are not patient and will wade into 
  the party to engage the first target the come across.   
   
  APL 10 
  � Stone Giant Ftr2 (2): hp ; see Appendix  V 
   
  Tactics: The stone giants are used to working together. 
  They will attempt to close with each other to provide 
  support and make use of their reach and large and in 
  charge feats to keep the party members at bay when they 
  can.   
   
  APL 12 
  � Stone Giants Ftr2 (2): hp ; see Appendix V. 
  � Dire War Rhinoceros (2): hp ; see Appendix V. 
   
  Tactics: The stone giants are used to working together. 
  They will attempt to close with each other to provide 
  support and make use of their reach and large and in 
  charge feats to keep the party members at bay when they 
  can.   
   
  The dire war rhinoceros will try to trample each round 
   
  After the last combatant from Wave One has been 
  defeated.  Allow the party two rounds to begin healing 
  before Wave Two engages.   
   
  Allow the party Spot and Listen checks at DC 20 to 
  notice Wave Two as it arrives.  Anyone that makes either 
  check is not surprised and has a partial action in the 
  surprise round.   
   
  Wave Two 
  Vexsel was sent by Cranzer to aid the Caravan after the 
  cavalry was drawn off.   She has been observing the party 
  during the entire combat and pre-casting buffs so she can 
  unleash her wrath on the party. She will start the 
  encounter altered into a goblin and not reveal her shape 
  shifting ability to the party. 
   
  APL 8  
  � Vexsel, female Rakshasa Sor1: see Appendix V. 
   
  Tactics: Vexsel will remain flying for as long as possible to 
  avoid melee with the party and target any flying characters 
  with dispel magic as targets of preference.  Vexsel’s first 
  action will be to glitterdust as many of the party as possible. 
    
   
  Precast Spells:  
  Mage Armor  
  Overland Flight from Arcane Scroll 
  See Invisibility 
   
  Preferred Buff Order 
  Round one  
  Improved Invisibility 
  Round two 
  Shield 
  Round three 
  Spectral Hand 
  Round four 
  Shield of Faith 
  Round five 
  Divine Favor 
  Round six 
  Bless 
   
  APL 10 
  � Vexsel, female Rakshasa Sor3: see Appendix V 
   
  High Ho Silver 
   
  Page 12 
  
  Tactics: Vexsel will remain flying for as long as possible to 
  avoid melee with the party and target any flying characters 
  with dispel magic as targets of preference.  Vexsel’s first 
  action will be to glitterdust as many of the party as possible. 
    
   
  Precast Spells:  
  Mage Armor  
  Fly 
  See Invisibility 
  Stone Skin 
   
  Preferred Buff Order 
  Round one  
  Improved Invisibility 
  Round two 
  Shield 
  Round three 
  Spectral Hand 
  Round four 
  Shield of Faith 
  Round five 
  Divine Favor 
  Round six 
  Bless 
   
  APL 12 
  � Dragonflesh Golem: see Appendix V  
  � Vexsel, female Rakshasa Sor3: see Appendix V 
   
  Tactics: Vexsel will remain flying for as long as possible to 
  avoid melee with the party and target any flying characters 
  with dispel magic as targets of preference.  Vexsel’s first 
  action will be to glitterdust as many of the party as possible. 
    
   
  Precast Spells:  
  Mage Armor  
  Fly 
  See Invisibility 
  Stone Skin 
   
  Preferred Buff Order 
  Round one  
  Improved Invisibility 
  Round two 
  Shield 
  Round three 
  Spectral Hand 
  Round four 
  Shield of Faith 
  Round five 
  Divine Favor 
  Round six 
  Bless 
   
  The dragonflesh golem will start combat flying in from 
  above to expose the party to its frightful presence ability.  
  Subsequent rounds the golem will choose a party member 
  to engage and not switch targets unless Vexsel instructs it 
  to.   
   
  After Wave Two is defeated 
  With the last of the caravan guards and their 
  reinforcements defeated your job has hardly just 
  started.  Its time to inspect the cargo and get it moved 
  to the rendezvous before the cavalry makes it back. 
   
  Allow the party to round up the wagons that have scattered 
  and try to repair/mend any that they might have broken.   
   
  Each wagon contains 4,000 pounds of silver ore that is 
  split into 16 boxes of 250 pounds each.  The carrying 
  capacity of each wagon is 7000 pounds before they will 
  break.  A DC 12 Handle Animal or Profession (Merchant or 
  Teamster) will inform the PCs of this fact.    
   
  The wagons will take 3 hours for a one-way trip from 
  the ambush site to the rendezvous point.  Note, the party 
  will have 11 hours from the start of combat until the heavy 
  cavalry arrives back from their chase.    
   
  Less than twenty minutes after the last of the wagons 
  arrived in the valley, you hear the approach of a single 
  rider.   
   
  Conclusion 
  Mirelle is here as promised, and has an anxious look 
  about her.  She waves you forward and begins to 
  address you.    
   
  APL 4 and 6 
  If the party succeeded in distracting the cavalry away from 
  the caravan for 6 hours or more 
   
  “Well done friends, my faith in you was well 
  rewarded.  The caravan was easy pickings for the 
  raiders with the cavalry out of the way.”   
   
  Time is short and Cranzer will be looking hard 
  for us.  The last team is well on its way here to p ckup
  the silver, and for your safety I recommend that we 
  go our separate ways as quietly as possible and leave 
  this area. “ 
  i
   
   
   
  i
   
  Oh, yes I almost forgot, I owe each of you a boon. 
  Rest assured that I always pay my debts.   I’m sure 
  that I can help you in the future should you but ask.”  
  At this Mirelle gets on her horse and rides off. 
   
  APL 4 and 6 
  If the party failed to distract the cavalry for 6 hours  
   
  “Well, I see that I misjudged you and set you on a task 
  beyond your means.  We took heavy losses on the 
  strike team, but they managed to escape with several 
  wagons”.   
   
  Time is short and Cranzer will be looking hard 
  for us.  The last team is well on its way here to p ckup
  the silver, and for your safety I recommend that we 
  go our separate ways as quietly as possible and leave 
  this area.“ 
  High Ho Silver 
   
  Page 13 
  
   
  At this Mirelle gets on her horse and starts to 
  head off, calling back to you, “I’m not ready to 
  abandon you yet, you still could be o  use. Come find
  me once again when you have gained more prowess.“ 
   
  f
   
   
  i
   
   
   
   
  APL 8, 10, and 12 
  If the party succeeded in bringing the caravan 
  “Well done friends, my faith in you was well 
  rewarded.   
  There is a small cave a few miles from here. Drive 
  the wagons inside and then seal it shut with the 
  deadfall above it.  The horses are yours to keep. 
   
  Time is short and Cranzer will be looking hard 
  for us.  The last team is well on its way here to p ckup
  the silver, and for your safety I recommend that we 
  go our separate ways as quietly as possible and leave 
  this area with all haste. 
  Oh, yes I almost forgot, I owe each of you a boon. 
  Rest assured that I always pay my debts.   I’m sure 
  that I can help you in the future should you but ask. 
   
  Go to the Epilogue if any party members stay to watch over 
  the silver. 
   
  If the party failed (APL 8, 10, and 12) 
  “Well, I see that I misjudged you and set you on a task 
  beyond your means”.    
  “Time is short and Cranzer will be looking hard for 
  us. For your safety I recommend that we go our 
  separate ways as quietly as possible and leave this area 
  with all haste.”  
   
  At this, Mirelle gets on her horse and starts to 
  head off, calling back over her shoulder, “I’m not 
  ready to abandon you yet, you still could be of use. 
  Come find me once again when you have gained 
  more prowess.“ 
   
  For characters captured by forces of Cranzer: 
  After being captured, you were moved to the silver 
  mines of the Rift Barrens for interrogation by the 
  forces of Cranzer.  They have an interesting choice 
  for you - work the mines till you talk, or talk now and 
  possibly earn your freedom and some small boon. 
  Characters that work the mines receive whip scars and 
  escape after 1 TU.  Players that choose to tell Cranzer all 
  they know are let go and given the Favor of Cranzer. 
    
  For characters that warn Cranzer about the raid: 
  Cranzer is very appreciative of the information you 
  gave him. You have earned his favor and have access to 
  some potent clerical healing. Of course with every 
  favor you earn somebody will be mad. You wonder who 
  Mirelle worked for. 
   
  For Characters foolish enough to stay and see who picks up 
  the silver  
   
  Less than an hour after Mirelle departs you spot a 
  portal to a dark and burning land open in the distance. 
  The smell of smoke and brimstone waft your way on 
  the fierce hot winds that stream forth from it.  After a 
  moment you notice a sharp burning in your lungs and 
  your eyes start stinging.   
   
  Stepping through the portal you see more than a 
  dozen figures appear.  The first you notice looks like a 
  cross between a large human and a vulture, with a long 
  neck and vast feathered wings.  It is followed by 
  another seven of similar shape.  Behind them stalk four 
  creatures that resemble nothing more than a huge toad 
  that walks upright.  The toad creatures spread out and 
  peer around for a moment then look back toward the 
  portal.  Emerging next is a woman of unearthly beauty, 
  yet something is not quite right.  She seems to slither 
  instead of walk and you notice the handles of six 
  swords crossed across her back.  The last to come 
  through the gate is a towering humanoid with huge bat 
  wings and lurid flames that dance over its skin.  Its 
  massive clawed hands bear a whip of pure flame and a 
  sword of impressive sharpness.   
   
  The forces that come through the gate are  
  1 Balor, 1 Marilith, 4 Hezrous, 8 Vrocks 
   
  At this time all of the demons roll Spot checks for each 
  PC present.  The Balor and Merilith have true seeing and 
  will notice any invisible creatures in range.  
   
  If any PC’s are seen, stop all talking at the table and 
  read the following to the members. 
   
  As one the creatures stop their tasks and turn their 
  heads to look directly at you.  
   
  Ask each person there to write on a sheet of paper what 
  IMMEDIATE action they will take. Any action other than 
  fleeing will cause the PC to become captured.   
   
  Players that have been captured by the demons have 
  been cursed to always answer any question from a cleric of 
  Iuz directly and honestly, and are then released (the players 
  receive Under Iuz’s Dread Gaze on their AR). 
   
  The End 
   
    
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  High Ho Silver 
   
  Page 14 
  
   
  Encounter One 
  Meet your patron 
   APL4 25 xp; APL6 25 xp; APL8 25 xp; 
   APL10 25 xp; APL12 25 xp. 
   
  Encounter Two 
  Meet with Mirelle 
   APL4 25 xp; APL6 25 xp; APL8 25 xp; 
   APL10 25 xp; APL12 25 xp. 
   
  Encounter Three 
  Defeat the Hydra 
   APL4 180 xp; APL6 210 xp; APL8 240 xp; 
   APL10 300 xp; APL12 360 xp. 
   
  Encounter Four 
  Defeat the first scouting group 
   APL4 180 xp; APL6 270 xp. 
   
  Defeat the second scouting group 
   APL4 180 xp; APL6 240 xp. 
   
  Escape the cavalry 
   APL4 85 xp; APL6 130 xp. 
   
  Encounter Five 
  Defeat the first wave 
   APL8 330 xp; APL10 390 xp; APL12 450 xp. 
   
  Defeat the second wave 
   APL8 330 xp; APL10 390 xp; APL12 450 xp. 
   
  Escape with Silver Ore (25 xp per wagon, up to max listed 
  below) 
   APL8 175 xp; APL10 225 xp; APL12 250 xp. 
   
  Total Possible Experience: 
   APL4 615 xp; APL6 900 xp; APL8 1125 xp; 
   APL10 1350 xp; APL12 1560 xp. 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  Encounter Four:  Off to the Races 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
   
  APL 4: L: 5 gp; C: 0 gp; M: bronzewood breastplate 
  (356 gp), masterwork silver sickle (33 gp), masterwork cold 
  iron shortsword (2 @ 26 gp each), large darkwood shield (2 
  @ 21 gp each). 
   
  APL 6: L: 13 gp; C: 0 gp; M: bronzewood breastplate 
  (356 gp), +1 silver sickle (200 gp), +1 morningstar (192 gp). 
   
  Encounter Five:  Sitting Ducks 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
   
  APL 8: L: 0 gp; C: 600 gp; M: cloak of charisma +2 (333 
  gp), arcane scroll of overland flight (93 gp). 
  High Ho Silver 
   
  Page 15 
  
   
  APL 10: L: 50 gp; C: 85 gp; M: +1 huge spiked chain (3 
  @ 195 gp each), potion of blur (3 @ 25 gp each), cloak of 
  charisma +4 (1,332 gp). 
   
  APL 12: L: 123 gp; C: 53 gp; M: +1 huge spell storing 
  spiked chain (2 @ 696 gp), potion of blur (2 @ 25 gp each), 
  cloak of charisma +4 (1,332 gp). 
   
  Conclusion 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
   
  APL 4: L: 0 gp; C: 100 gp; M: 0 gp. 
   
  APL 6: L: 0 gp; C: 100 gp; M: 0 gp. 
   
   
  Items found during the Adventure: 
  Cross off all items NOT found 
  APL4 
  Masterwork Silver Sickle (Adventure, PHB) 
  Bronzewood Breastplate (Adventure, see above) 
  Masterwork Cold Iron Shortsword (Adventure, DMG) 
  Large Darkwood Shield (Adventure, DMG) 
   
  APL 6 (All of APL 4 plus the following) 
  +1 Silver Sickle (Adventure, DMG)  
   
  APL 8 
  Cloak of Charisma +2 (Adventure, DMG)  
  Arcane Scroll of Overland Flight (Adventure, DMG) 
   
  APL 10 
  Cloak of Charisma +4 (Adventure, DMG) 
   
   
  APL 12 (All APL 10 plus the following) 
  +1 spell storing spiked chain (Adventure, DMG)
   
  Special 
  Favor of Mirelle: Mirelle will facilitate the casting for 
  one of the following spells from a 10
  th level caster at 
  regular cost anywhere in the Bandit Kingdoms 
   
  Raise 
  Dead, 
  Remove 
  Curse, 
  Restoration, 
  Break 
  Enchantment, 
  Remove 
  Disease, 
  or 
  Remove 
  Blindness/Deafness 
   
  Disfavor of Mirelle: Mirelle will not deal with the PC in 
  question until they have gained a level since obtaining 
  this disfavor. If a PC levels on this adventure they still 
  have the disfavor until they level again.   
  .       
  Favor of Cranzer: The Boneheart Cranzer will facilitate 
  the casting of one of the following spells from a 10
  th level 
  caster at regular cost anywhere in the Bandit Kingdoms 
   
  Raise 
  Dead, 
  Remove 
  Curse, 
  Restoration, 
  Break 
  Enchantment, 
  Remove 
  Disease, 
  or 
  Remove 
  Blindness/Deafness 
   
  Whip Scars: You have survived tenure in the silver 
  mines of the Rift.  Your body has not been left unmarked 
  however, as you bear the whip scars of a former slave. 
   
  Under Iuz’s Dread Gaze: Demonic forces loyal to Iuz 
  captured the character.  After a period of torture and 
  interrogation under the watchful eye of the Old One’s 
  priests, you were let loose with a curse that has turned 
  you into a informant for the forces of evil. 
   
  The character is under a curse that will cause them to 
  answer any question asked by a Cleric of Iuz directly and 
  honestly.  Besides removing the curse (which requires a 
  15
  th or higher level caster), only the glibness spell will 
  allow a character to speak a falsehood to any Cleric of Iuz. 
   
  Bronzewood Breastplate: This exceptional armor is 
  crafted from a very hard and durable wood.  The 
  bronzewood breastplate weighs less and is less obtrusive 
  than one crafted of metal.  The armor check penalty for 
  the breastplate does not affect Hide checks made in 
  woodland environments.   
   
  Bronzewood has a hardness of 10 and 20 hp per inch 
  of thickness. 
   
  Marketprice: 4,350 gp; Weight: 27 lb. (Arms and 
  Equipment Guide) 
   
  High Ho Silver 
   
  Page 16 
  
  Appendix I: Mirelle Do’Verser 
   
  � 
  Mirelle 
  Do’Verser, 
  Human 
  Female 
  Rog4/Clr3/Spy9 of Olidammara: CR 16; Medium 
  Humanoid; HD 4d6+11d8+16; hp 87; Spd 30ft.; Init +6; 
  AC 19 [ +2 dex, +5 Elven Chain, +2 large shield]; Atk 
  +10/+5/+0 melee (1d6 [18-20/x2], rapier); SA Sneak 
  Attack +5d6; SQ Undectable Alignment, Quick 
  Change, Slippery Mind, Spot Scrying, Deep Cover, 
  Hear Subharmonics, Evasion, Uncanny Dodge; AL CN; 
  SV Fort +7, Ref +13, Will +14; Str 8, Dex 14, Con 12,  
  Int 14, Wis 14, Cha 18.   
  Skills and Feats: Bluff +26, 
  Concentration +4, Disguise +21, Forgery +17, Gather 
  Information +21, Hide +20, Innuendo +9, Knowledge 
  (History) +9, Knowledge (Local – Bandit Kingdoms) 
  +9, Move Silently +17, Perform (lute) +12,  Sense 
  Motive +17, Spot +10, Tumble +15; Dodge, Iron Mind, 
  Improved Initiative, Mobility, Skill Focus (Bluff), 
  Spring Attack.  
   
  Spells Prepared (4/4/3; DC 12 + spell level) 0 – 
  [detect magic, detect poison, light, cure minor wound]; 
  1
  st — [change self*, comprehend languages, obscuring 
  mist, shield of faith]; 2
  nd — [delay poison, invisibility*, 
  silence]. * domain spell. 
   
  Possessions: Elven Chain, +1 Rapier, large wooden 
  shield, circlet of persuasion, bracers of health +2, 
  potion of glibness (2).  
   
  Description: 
  Mirelle is a slender woman of average height with 
  green eyes and light auburn hair.  She is dressed as a 
  bard in fine clothes and carries a masterwork lute 
  when first seen by the party.  Her elven chain is 
  hidden beneath a tunic to avoid unwanted notice.   
   
  Tactics: Mirelle is being duped as much as the party in 
  that she does not know that she is working for Lord 
  Mortoth.  She checked up on Vanidus before accepting 
  his patronage and found him to truly hate Cranzer.  
  This eased her suspicions and convinced her to take 
  the job.   
   
  Mirelle has a personal grudge against Cranzer. 
  One of her younger brothers ran afoul of the 
  Boneheart’s guards and ended up as slave labor in the 
  silver mines where he died before she could assist him. 
    
    
   
   
   
   
  High Ho Silver 
   
  Page 17 
  
  Appendix II: Information Gathering 
   
  Gather Information rolls on the shipment 
  DC 10: The shipments belong to Cranzer. 
  DC 15: Shipments through the Rift Barrens are well guarded. 
  DC 20: Cranzer employs Worgs as guards. 
  DC 25: This is the only shipment this month. 
  DC 30: Patrols usually scout the area before the wagons. 
  DC 35: There are ten wagons in this shipment. 
   
  Gather Information rolls on Vanidus 
  DC 15: Vanidus is a merchant 
  DC 20: Vanidus normally operates along the Artonsamay River. 
  DC 25: Vanidus is known to smuggle goods from time to time. 
  DC 30: Vanidus smuggled in a large group of weapons a month back. 
  DC 40: Vanidus has been involved in plots that have targeted Cranzer before. 
   
  Gather Information on Mirelle 
  DC 15: Mirelle is a traveling bard. 
  DC 20: Mirelle prefers to play the lute. 
  DC 20: Mirelle has been in Rookroost for a month now. 
  DC 30: Mirelle has been known to work for Vanidus.  
   
   
   
   
  High Ho Silver 
   
  Page 18 
  
  Appendix III (Encounter 3) 
   
  � Nine-Headed Cryohydra of Legend:  CR 12; Huge 
  Outsider (Evil, cold) ; HD 9d10+90; hp 157; Init +8; Spd 
  20 ft., 20ft swim; AC 23 (touch 12, flat-footed 21) [[-2 
  size, +4 Dex, +11 natural]]; Atk +14 melee (2d6+10 and 
  poison, bite x 9); Face / Reach: 20 ft. x 20 ft. / 10 ft.; SA 
  Breath weapon; SQ Scent, Reflective Hide, Cold 
  Subtype, Darkvision 60ft.; AL NE; SV Fort +19, Ref 
  +13, Will +7; Str 31, Dex 18, Con 30, Int 5, Wis 12, Cha 
  13.  
   
  Skills and Feats: Listen +8, Spot +9; Combat 
  Reflexes, Improved Initiative, Multi Attack.   
   
  Poison Bite (Ex): DC 28 Fort Save 1d6/1d6 STR,  
   
  Breath Weapon (Ex): These purplish hydras can 
  breathe jets of frost 10 feet high, 10 feet wide, and 20 
  feet long. All heads breathe once every 1d4 rounds. 
  Each jet deals 3d6 damage per head. A successful 
  Reflex save halves the damage. The save DC is 28. 
   
  Cold Subtype (Ex): Cold immunity; double 
  damage from fire except on a successful save. 
   
  Reflective Hide (Su): The creature has a silvery 
  sheen to its skin and is permanently protected by a 
  spell turning effect. 
   
   
   
     
  High Ho Silver 
   
  Page 19 
  
  Appendix IV (Encounter 4) 
   
  Encounter 4A  (Apl4) 
  � Sylis, Goblin Drd6: CR 6; Small Humanoid 
  (Goblinoid); HD 6d8+6; hp 39; Init +2; Spd 30 ft.; AC 20 
  (touch 12, flat-footed 16) [[+2 Dex, +1 size, +5 
  Breastplate, +2 Large Shield]]; Atk +6 melee (1d6+2, 
  silver sickle); SA Spells, SQ Darkvision 60ft., Nature 
  Sense, Woodland Stride, Trackless Step, Resist 
  Nature’s Lure, Wild Shape 2/day; AL NE; SV Fort +6, 
  Ref +4, Will +7; Str 10, Dex 14, Con 12, Int 10, Wis 14, 
  Cha 10. 
   
  Skills and Feats: Speak Language (Common, 
  Druidic, Goblin), Concentration +10, Handle Animals 
  +5, Knowledge (Nature) +4, Listen +9, Move Silently 
  +6, Ride +6(+8)*, Spot +9; Combat Casting, Extend 
  Spell, Mounted Combat.  *includes bonus from 
  warwolf’s combative mount ability. 
   
  Spells Prepared (5/4/4/2; base DC = 12 + spell 
  level): 0 — [detect magic, know direction, cure minor 
  wounds, create water, purify food and drink;] 1
  st — 
  [magic fang, cure light wounds, cure light wounds, 
  entangle;] 2
  nd — [barkskin, briar web, might of the oak, 
  creeping cold;] 3
  rd – [call lightning, cure moderate 
  wounds] 
   
  Possessions: Masterwork silver sickle, small 
  bronzewood breastplate, large wooden shield, holly 
  and mistletoe. 
   
  � Warwolf (2): CR 2; Medium Animal; HD 3d8+12; 
  HP 30; Init +2; Spd 60ft; AC 19 (touch 12, Flatfooted 
  16) [[+2 Dex, +2 Natural Armor, +5 Banded]]; Atk +7 
  melee (1d6+3, bite); SQ Combative Mount, Scent; AL 
  N; SV Fort +7 Ref +5, Will +3; Str 16, Dex 14, Con 18, 
  Int 2, Wis 14, Cha 6. 
   
  Skills and Feats: Hide +3, Listen +7, Move Silently 
  +4, Spot +5, Wilderness Lore +1; Weapon Finesse 
  (bite).  *Wolves receive a +4 racial bonus to Wilderness 
  Lore checks when tracking by scent. 
   
  Combative Mount (Ex): Gives +2 circumstance 
  bonus to Ride checks. 
   
  Encounter 4A (APL 6) 
  � Sylis, male Goblin Drd9: CR 9; Small Humanoid 
  (Goblinoid); HD 9d8+9; hp 57; Init +2; Spd 30 ft.; AC 18 
  (touch 12, flat-footed 16) [[+2 Dex, +1 size, +3 Hide 
  Armor, +2 Large Shield]]; Atk +8 melee (1d6+1, +1 
  silver sickle); SA Spells, Wild Shape 3/day, SQ 
  Darkvision 60ft., Nature Sense, Woodland Stride, 
  Trackless 
  Step, 
  Resist 
  Nature’s 
  Lure, 
  Venom 
  Immunity, Freeze; AL NE; SV Fort +7, Ref +5, Will +8; 
  Str 10, Dex 14, Con 12, Int 12, Wis 16, Cha 8. 
   
  Skills and Feats: Speak Languages (Goblin, 
  Druidic), Concentration +8, Handle Animals +3, Listen 
  +9, Move Silently +6, Riding +6(+8)*, Spot +9; Combat 
  Casting, Extend Spell, Mounted Combat, Skill Focus 
  (Concentration). * includes bonus from war boar’s 
  combative mount ability. 
   
  Spells Prepared (6/5/5/4/2/1; base DC = 13 + spell 
  level): 0 — [cure minor wounds, create water, detect 
  magic, know direction, purify food and drink;] 1
  st — 
  [cure light wounds, cure light wounds, entangle, magic 
  fang, magic fang;] 2
  nd — [barkskin, briar web, creeping 
  cold, might of the oak]; 3
  rd — [call lightning, cure 
  moderate wounds, extended creeping cold;] 4
  th — 
  [flame strike, freedom of movement]; 5
  th — [animal 
  growth]. 
   
  Possessions: 
  +1 
  Silver 
  Sickle, 
  bronzewood 
  breastplate, large wooden shield. 
   
  � Dire Warboar: CR 5; Large Animal; HD 8d8+40; HP 
  88; Init +0; Spd 40ft.; AC 20 (touch 9, Flatfooted 20) [[-1 
  size , +6 Natural, +5 Banded Mail]]; Atk +15 melee 
  (1d8+14, bite); SA Ferocity; SQ Combative Mount, 
  Scent; Face / Reach: 5 ft. x 10 ft. / 5 ft.; AL N; SV Fort 
  +10, Ref +5, Will +7; Str 30, Dex 10, Con 20, Int 2, Wis 
  15, Cha 8. 
   
  Skills and Feats: Listen +10, Spot +9. 
   
  Combative Mount (Ex): +2 circumstance bonus to 
  riders Ride checks. 
   
  Ferocity (Ex): A dire boar is such a tenacious 
  combatant that it continues to fight without penalty 
  even while disabled or dying. 
   
  Encounter 4B (APL 4) 
  � Goblin Scouts, Goblin Bbn1/Rog1 (2): CR 2; 
  Small Humanoid (Goblinoid); HD 1d12+1d6+2; hp 15; 
  Spd 40 ft.; Init +3; AC 18 (touch 14, flatfooted 15) [[+1 
  size, +3 Dex, +3 studded leather, +2 darkwood shield]]; 
  Atk +5 melee (1d6+1 [19-20/x2], shortsword); SA Rage 
  1/day, Sneak Attack +1d6; SQ Darkvision 60ft.; AL NE; 
  SV Fort +3, Ref +5, Will +1; Str 13, Dex 16, Con 13, Int 
  10, Wis 12, Cha 6. 
   
  Skills and Feats: Speak Language (Goblin), Handle 
  Animal +1, Jump + 5, Listen +5, Move Silently +6, Spot 
  +5, Ride +7, Tumble +7; Weapon Focus (Shortsword). 
   
  Rage (Ex): The barbarian can fly into a screaming 
  blood frenzy and gain phenomenal strength and 
  durability, though he also becomes reckless and less 
  able to defend himself.  The following changes are in 
  effect as long as he rages: Str 17, Con 17, hp 19, Fort +5, 
  Will +3, AC 16, shortsword attack bonus +7, 
  shortsword damage 1d6+3. This fit of rage lasts for 6 
  High Ho Silver 
   
  Page 20 
  
  rounds.  The barbarian may voluntarily end the rage 
  prematurely.  After raging, the barbarian is fatigued (-2 
  Strength, -2 Dexterity, can’t charge or run) for the 
  duration of that encounter.  He can fly into a rage only 
  once per encounter and only one time per day.  
  Entering a rage takes no time by itself, but the 
  barbarian can do it only during his action, not in 
  response to someone else’s action. 
   
  Possessions: Studded leather, masterwork cold-
  iron shortsword, large darkwood shield. 
   
  Encounter 4B (APL 6) 
  � Goblin Sor6: CR 6; Small Humanoid (Goblinoid); 
  HD 6d4+; hp 18; Init +0; Spd 30 ft.; AC 23 (touch 19, 
  flat-footed 22) [[+1 Dex, +1 size, +4 Mage Armor, +7 
  Shield Spell]]; Atk +2 melee (1d6-1, club) or +2 ranged 
  (1d8 [19-20/x2], light crossbow); SA Spells; SQ 
  Darkvision 60ft; AL NE; SV Fort +2, Ref +2, Will +5; Str 
  9, Dex 10, Con 10, Int 10, Wis 10, Cha 17. 
   
  Skills and Feats: Speak Languages (Goblin), 
  Concentration +11, Ride +7, Spell craft +9; Combat 
  Casting, Mounted Combat, Silent Spell, Spell Focus 
  (Conjuration). (Note: Mounted Combat feat and +6 
  Racial bonus to Ride when on Worgs.) 
   
  Spells Known (7/4/2/1; base DC = 13 + spell level; 
  15 + spell level for Conjuration spells):  Spells per 
  day (6/7/6/4) 0 — [daze, detect magic, light, mage 
  hand, open/close, ray of frost, read magic;] 1
  st — [color 
  spray, mage armor, magic missle, shield]; 2
  nd — 
  [glitterdust, invisibility]; 3
  rd — [ice burst]. 
   
  Possessions: Club. 
   
  � Goblin Ftr6: CR 6; Small Humanoid (Goblinoid); 
  HD 6d10+12; hp 57; Init +2; Spd 30 ft.; AC 18 (touch 
  19, flat-footed 22) [[+2 Dex, +1 size, +5 Chain]]; Atk 
  +12/+7 (1d8+7, +1 morning star); SQ Dark vision 60ft; 
  AL NE; SV Fort +4, Ref +3, Will +6; Str 16, Dex 14, Con 
  14, Int 8, Wis 8, Cha 6.  
   
  Skills and Feats: Speak Languages (Goblin), Listen 
  +0, Ride +13, Spot +0; Dodge, Iron Will, Mounted 
  Combat, Power Attack, Weapon Focus (Morning Star), 
  Weapon Specialization (Morning Star).  (Note: 
  Mounted Combat feat and +6 Racial bonus to ride 
  when on worgs) 
   
  Possessions: +1 Morning Star, chainmail. 
   
   
  Encounter 4C  (APL4) 
  Goblin Rider, Goblin Ftr3: CR 3; Small Humanoid 
  (Goblinoid); HD 3d10+6; HP 22; Spd 30 ft.; Init +2; AC 
  18 (touch 13, Flat footed 16) (+1 Size, +2 Dex, +2 Large 
  shield, +3 Studded Leather); Atk +6 melee (1d6+1 [19-
  20/x2], short sword); SQ Darkvision 60 ft.; AL NE; SV 
  Fort +5, Ref +2, Will +1; Str 13, Dex 15, Con 14, Int 10, 
  Wis 12, Cha 6. 
   
  Skills and Feats: Speak Language (Goblin), Ride 
  +15*, Handle Animal +3; Mounted Combat, Ride-by 
  Attack, Skill Focus (Ride), Trample. *includes bonus 
  from rhino’s combative mount ability. 
   
  Possessions: Masterwork studded leather, large 
  wooden shield, masterwork shortsword, mount’s bit & 
  bridle, military saddle. 
   
  Encounter 4C (APL6) 
  � Goblin Riders (2), Goblin Ftr3: CR 3; Small 
  Humanoid (Goblinoid); HD 3d10+6; HP 22; Spd 30 ft.; 
  Init +2; AC 18 (touch 13, Flat footed 16) (+1 Size, +2 
  Dex, +2 Large shield, +3 Studded Leather); Atk +6 
  melee (1d6+1 [19-20/x2], short sword); SQ Darkvision 
  60 ft.; AL NE; SV Fort +5, Ref +2, Will +1; Str 13, Dex 
  15, Con 14, Int 10, Wis 12, Cha 6. 
   
  Skills and Feats: Speak Language (Goblin), Ride 
  +13, Handle Animal +3; Mounted Combat, Ride-by 
  Attack, Skill Focus (Ride), Trample.   
   
  Possessions: Masterwork studded leather, large 
  wooden shield, masterwork shortsword, mount’s bit & 
  bridle, military saddle. 
   
  High Ho Silver 
   
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  Appendix V (Encounter 5) 
   
  Encounter 5 Wave Two (APL8) 
  � Vexsel, female Rakshasa Sor1: CR 10; Medium 
  Outsider (Evil, Lawful); HD 7d8+1d4+24; hp 69; Init 
  +6; Spd 40 ft.; AC 21 (touch 12, flat-footed 19) [[+2 Dex, 
  +9 natural]]; Atk +9 melee (1d4+1, claws x2) and +4 
  melee (1d6, bite); SA Detect thoughts; SQ Alternate 
  form, spell immunity, vulnerable to blessed crossbow 
  bolts, damage reduction 20/+3; AL LE; SV Fort +9, Ref 
  +8, Will +9; Str 12, Dex 14, Con 16, Int 13, Wis 13, Cha 
  18(20). 
   
  Skills and Feats: Speak Language (Common, 
  Infernal, Undercommon), Bluff +21, Concentration 
  +10, Disguise +18, Listen +11, Move Silently +11, 
  Perform +13, Sense Motive +11, Spot +12; Alertness, 
  Dodge, Improved initiative. *When using alternate 
  form, it gains an additional +10 circumstance bonus to 
  Disguise checks. If reading an opponent’s mind, its 
  circumstance bonus to Bluff and Disguise checks 
  increases by a further +4. 
   
  Detect 
  Thoughts 
  (Su): 
  A 
  rakshasa 
  can 
  continuously detect thoughts as the spell cast by an 
  18th-level sorcerer (save DC 15). It can suppress or 
  resume this ability as a free action. 
   
  Spells (Sp): A rakshasa casts spells as a 10th-level 
  sorcerer, and can also cast 1st-level cleric spells as 
  arcane spells. 
   
  Spells Known (8/5/3/2/1; base DC = 15 + spell 
  level): Spells per day (6/8/7/6/4) 0 — [detect magic, 
  light, mage hand, open/close, prestidigitation, read 
  magic, ray of frost, resistance;] 1
  st — [expeditious 
  retreat, feather fall, lesser sonic orb, mage armor, 
  shield;] 2
  nd — [glitterdust, see invisible, spectral hand;] 
  3
  rd — [d spel magic, vampiric touch;] 4
  i
   
  th — [improved 
  invisibility.] 
   
  Alternate Form (Su): A rakshasa can assume any 
  humanoid form, or revert to its own form, as a standard 
  action. This ability is similar to the alter self spell cast 
  by an 18th-level sorcerer, but the rakshasa can remain 
  in the new form indefinitely. 
  Spell Immunity (Su): Rakshasas ignore the effects 
  of spells and spell-like abilities of 8th level or less, just 
  as if the spellcaster had failed to overcome spell 
  resistance. 
   
  Vulnerable to Blessed Crossbow Bolts (Ex): Any 
  hit scored with a blessed crossbow bolt instantly slays a 
  rakshasa. 
   
  Possessions: Cloak of Charisma +2, arcane scroll of 
  overland flight, gem studded vest. 
   
  Encounter 5 Wave One (APL10) 
  � Stone giant warriors, stone giant Ftr2 (3): CR10; 
  Large Giant; HD 14d8+2d10+64; hp 137; Init +2; Spd 40 
  ft.; AC 26 (Touch 11, Flatfooted 24) (-1 size, +2 Dex, +11 
  Natural, + 4 Chain Shirt); Atks +20/+15/+10 melee 
  (2d6+13, huge spiked chain) or +14/+9/+4 ranged 
  (2d8+12, rock); Face / Reach 5ft. x 5ft. / 10 ft. (15 ft. w/ 
  spiked chain); SQ Rock Throwing, Rock Catching; AL 
  N; SV Fort +16, Ref +6, Will +4; Str 27, Dex 15, Con19, 
  Int 10, Wis 10, Cha 11. 
   
  Skills and Feats: Speak Language (Common, 
  Giant), Climb +10, Handle Animal +5, Hide +0, Jump 
  +10, Ride +7, Spot +3; Combat Reflexes, Exotic Weapon 
  Proficiency (Spiked Chain), Large and In Charge, Point 
  Blank Shot, Power Attack, Power Lunge, Precise Shot. 
   
  Rock 
  Throwing 
  (Ex): 
  Adult 
  giants 
  are 
  accomplished rock throwers and receive a +1 racial 
  bonus to attack rolls when throwing rocks. A giant of 
  at least Large size can hurl rocks weighing 40 to 50 
  pounds each (Small objects) up to 5 range increments. 
  The size of the range increment is 180 ft. 
   
  Rock Catching (Ex): A giant of at least Large size 
  can catch Small, Medium-size, or Large rocks (or 
  projectiles of similar shape). Once per round, a giant 
  that would normally be hit by a rock can make a Reflex 
  save to catch it as a free action. The DC is 15 for a Small 
  rock, 20 for a Medium-size one, and 25 for a Large one. 
  (If the projectile has a magical bonus to attack, the DC 
  increases by that amount.) The giant must be ready for 
  and aware of the attack. 
   
  Possessions: +1 huge spiked chain, large chain 
  shirt, potion of blur. 
   
  Encounter 5 Wave Two (APL10) 
  � Vexsel, female Rakshasa Sor3: CR 12; Medium 
  Outsider (Evil, Lawful); HD 7d8+3d4+30; hp 81; Init 
  +2; Spd 40 ft.; AC 21 (touch 12, flat-footed 19) [[+2 Dex, 
  +9 natural]]; Atk +9 melee (1d4+1, claws x 2) and +4 
  melee (1d6, bite); SA Detect Thoughts, Spells; SQ 
  Alternate form, spell immunity, vulnerable to blessed 
  crossbow bolts, damage reduction 20/+3; AL LE; SV 
  Fort +9, Ref +8, Will +9; Str 12, Dex 14, Con 16, Int 13, 
  Wis 13, Cha 18 (22). 
   
  Skills and Feats:  Speak Language (Common, 
  Infernal, Undercommon), Bluff +21, Concentration 
  +12, Disguise +18, Listen +11, Move Silently +11, 
  Perform +13, Sense Motive +11, Spot +12; Alertness, 
  Dodge, Improved initiative. 
   
  Detect 
  Thoughts 
  (Su): 
  A 
  rakshasa 
  can 
  continuously detect thoughts as the spell cast by an 
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  18th-level sorcerer (save DC 15). It can suppress or 
  resume this ability as a free action. 
   
  Spells (Sp): A rakshasa casts spells as a 10th-level 
  sorcerer, and can also cast 1st-level cleric spells as 
  arcane spells. 
   
  Spells Known (9/5/4/2/2/1; base DC = 16 + spell 
  level):  Spells per day (6/8/8/7/6/4) 0 — [detect magic, 
  disrupt undead, light, mage hand, open/close, 
  prestidigitation, ray of frost, read magic, resistance;] 1
  st 
  — [expeditious retreat, feather fall, lesser sonic orb, 
  mage armor, shield;] 2
  nd — [blur, glitterdust, see 
  invisible, spectral hand;] 3
  rd — [dispel magic, fly, 
  vampiric touch;] 4
  th — [improved invisibility, 
  stoneskin;] 5
  th — [Bigby’s interposing hand]. 
   
  Alternate Form (Su): A rakshasa can assume any 
  humanoid form, or revert to its own form, as a standard 
  action. This ability is similar to the alter self spell cast 
  by an 18th-level sorcerer, but the rakshasa can remain 
  in the new form indefinitely. 
   
  Spell Immunity (Su): Rakshasas ignore the effects 
  of spells and spell-like abilities of 8th level or less, just 
  as if the spellcaster had failed to overcome spell 
  resistance. 
   
  Vulnerable to Blessed Crossbow Bolts (Ex): Any 
  hit scored with a blessed crossbow bolt instantly slays a 
  rakshasa. 
   
  Possessions: Cloak of Charisma +4, diamond dust 
  worth 500gp. 
   
  Encounter 5 Wave One (APL12) 
  � Stone giant warriors, Stone Giant Ftr2 (2): CR10; 
  Large Giant; HD 14d8+2d10+64; hp 137; Init +2; Spd 40 
  ft.; AC 26 (Touch 11, Flatfooted 24) (-1 size, +2 Dex, +11 
  Natural, + 4 Chain Shirt); Atks +20/+15/+10 melee 
  (2d6+13, huge spiked chain) or +14/+9/+4 ranged 
  (2d8+12, rock); Face / Reach 5ft. x 5ft. / 10 ft. (15 ft. w/ 
  spiked chain); SQ Rock Throwing, Rock Catching; AL 
  N; SV Fort +16, Ref +6, Will +4; Str 27, Dex 15, Con19, 
  Int 10, Wis 10, Cha 11. 
    
  Skills and Feats: Speak Language (Common, 
  Giant), Climb +10, Handle Animal +5, Hide +0, Jump 
  +10, Ride +7, Spot +3; Combat Reflexes, Exotic Weapon 
  Proficiency (Spiked Chain), Large and In Charge, Point 
  Blank Shot, Power Attack, Power Lunge, Precise Shot. 
   
  Rock 
  Throwing 
  (Ex): 
  Adult 
  giants 
  are 
  accomplished rock throwers and receive a +1 racial 
  bonus to attack rolls when throwing rocks. A giant of 
  at least Large size can hurl rocks weighing 40 to 50 
  pounds each (Small objects) up to 5 range increments. 
  The size of the range increment is 180 ft. 
   
  Rock Catching (Ex): A giant of at least Large size 
  can catch Small, Medium-size, or Large rocks (or 
  projectiles of similar shape). Once per round, a giant 
  that would normally be hit by a rock can make a Reflex 
  save to catch it as a free action. The DC is 15 for a Small 
  rock, 20 for a Medium-size one, and 25 for a Large one. 
  (If the projectile has a magical bonus to attack, the DC 
  increases by that amount.) The giant must be ready for 
  and aware of the attack. 
   
  Possessions: +1 huge spell-storing spiked chain 
  (contains vampiric touch cast by 10
  th level sorcerer), 
  large masterwork chain shirt, potion of blur. 
   
  � Dire War Rhinos (2): CR10; Huge Animal; HD 
  18d8+189; hp 269; Init +1; Speed 40ft; AC 24 (Touch 9, 
  Flatfooted 23) (-2 Size, +1 Dex, +12 Natural, +3 Studded 
  Leather); Atks +23 melee (2d8+17 [17-20/x3], gore); 
  Face / Reach: 15 ft. x 15 ft. / 10 ft.; SA Augmented 
  Critical, Trample; SQ Combative Mount, Lowlight 
  vision, Scent; AL N; SV Fort +21, Ref +13, Will +6; Str 
  33, Dex 13, Con 31, Int 2, Wis 13, Cha 10. 
   
  Skills and Feats: Hide –7, Listen +13, Spot +13; 
  Alertness, Improved Bull Rush, Improved Critical 
  (Gore), Lighting Reflexes, Weapon Focus (gore).  
   
  Trample (Ex): Trample Reflex DC 29 for half; 
  Trample 2d12+17. 
   
  Combative Mount (Ex): Grants +2 circumstance 
  bonus to Ride checks. 
   
  Encounter 5 Wave Two (APL12) 
  � Dragon Flesh Golem: CR 13; Large Construct; HD 
  30d10; hp 165; Init +0; Speed 40ft. (can’t run), Fly 120ft. 
  (poor); AC 23 [[-1size, +14 natural]], (Touch 9, 
  flatfooted 23); Atks +27 melee (2d6+6, bite) and +22 
  melee (1d8+3, claws x 2) and +22 melee (1d6+3, wings x 
  2) and +22 melee (1d8+9, tail slap); Face / Reach: 5 ft. x 
  10 ft. / 10 ft.; SA Frightful Presence; SQ Blindsight 
  150ft, Construct traits, DR 15/+3, Magic Immunity; AL 
  N; SV Fort +10, Ref +10, Will +13; Str 22, Dex 11, Con –
  , Int 4, Wis 17, Cha 17. 
   
  Frightful Presence (Ex): When a Dragon Golem 
  charges, attacks or flies overhead, it inspires terror in 
  all creatures within 30 feet that have fewer hit dice or 
  levels than it has. Each potentially affected opponent 
  must succeed at a Will check (DC 28) or become 
  shaken for 5d6 rounds. A successful save leaves that 
  opponent immune to th Dragon Golems presence for 
  24 hours 
   
  Blind Sight (Ex): A Dragon Golem can ascertain its 
  surroundings by non-visual means (mostly hearing 
  scent, but also by noticing vibrations and other 
  environmental clues). This ability enables it to discern 
  objects and creatures within 150 feet. The Dragon 
  golem usually does not need to make Spot or Listen 
  checks to notice creatures within range of its blind 
  sight 
  High Ho Silver 
   
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  Construct Traits: Immune to mind-influencing 
  effects, poison, disease, and similar effects. Not subject 
  to critical hits, subdual damage, ability damage energy 
  drain, or death from massive damage. 
   
  Magic Immunity (Ex): A Dragon Golem is 
  immune to all spells, spell like abilities, and 
  supernatural effects, except as follows. Fire and cold 
  base slow monster( as the slow spell) for 2d6 rounds, 
  with no saving through. An electric effect breaks any 
  slow spell effect on the dragon golem and cures 1 point 
  of damage for each 3 points of damage it would 
  otherwise deal. 
    
  � Vexsel, female Rakshaha Sor3: CR 12; Medium 
  Outsider (Evil, Lawful); HD 7d8+3d4+30; hp 81; Init 
  +2; Spd 40 ft.; AC 21 (touch 12, flat-footed 19) [[+2 Dex, 
  +9 natural]]; Atk +9 melee (1d4+1, claws x 2) and +4 
  melee (1d6, bite); SA Detect Thoughts, Spells; SQ 
  Alternate form, spell immunity, vulnerable to blessed 
  crossbow bolts, damage reduction 20/+3; AL LE; SV 
  Fort +9, Ref +8, Will +9; Str 12, Dex 14, Con 16, Int 13, 
  Wis 13, Cha 18 (22). 
   
  Skills and Feats: Speak Language (Common, 
  Infernal, Undercommon), Bluff +21, Concentration 
  +12, Disguise +18, Listen +11, Move Silently +11, 
  Perform +13, Sense Motive +11, Spot +12; Alertness, 
  Dodge, Improved initiative. 
   
  Detect 
  Thoughts 
  (Su): 
  A 
  rakshasa 
  can 
  continuously detect thoughts as the spell cast by an 
  18th-level sorcerer (save DC 15). It can suppress or 
  resume this ability as a free action. 
   
  Spells (Sp): A rakshasa casts spells as a 10th-level 
  sorcerer, and can also cast 1st-level cleric spells as 
  arcane spells. 
   
  Spells Known (9/5/4/2/2/1; base DC = 16 + spell 
  level):  Spells per day (6/8/8/7/6/4) 0 — [detect magic, 
  disrupt undead, light, mage hand, open/close, 
  prestidigitation, ray of frost, read magic, resistance;] 1
  st 
  — [expeditious retreat, feather fall, lesser sonic orb, 
  mage armor, shield;] 2
  nd — [blur, glitterdust, see 
  invisible, spectral hand;] 3
  rd — [dispel magic, fly, 
  vampiric touch;] 4
  th — [improved invisibility, 
  stoneskin;] 5
  th — [Bigby’s interposing hand]. 
   
  Alternate Form (Su): A rakshasa can assume any 
  humanoid form, or revert to its own form, as a standard 
  action. This ability is similar to the alter self spell cast 
  by an 18th-level sorcerer, but the rakshasa can remain 
  in the new form indefinitely. 
   
  Spell Immunity (Su): Rakshasas ignore the effects 
  of spells and spell-like abilities of 8th level or less, just 
  as if the spellcaster had failed to overcome spell 
  resistance. 
   
  Vulnerable to Blessed Crossbow Bolts (Ex): Any 
  hit scored with a blessed crossbow bolt instantly slays a 
  rakshasa. 
   
  Possessions: Cloak of Charisma +4, diamond dust 
  worth 500gp. 
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  Page 24 
  
  Appendix VI: Builder Book Rules 
   
  Large and In Charge [General] 
  You can prevent opponents from closing inside your 
  reach. 
   
  Prerequisite: Reach (Large size or larger, Str 17+). 
   
  Benefit: When you make a successful attack of 
  opportunity against an opponent who is moving inside 
  your threatened area, you can force the opponent back 
  to the square he was in before he provoked the attack. 
  After you hit with the attack of opportunity, make an 
  opposed Strength check against your opponent. You 
  gain a +4 bonus for each size category you are larger 
  than your opponent you are, and an additional +1 
  bonus for every 5 points of damage you dealt with your 
  attack of opportunity. If you win the opposed check, 
  your opponent is pushed back 5 feet into the square he 
  just left. 
  (Source: Sword and Fist pg 61) 
   
  Power Lunge [General] 
  Your ferocious attack may catch an opponent 
  unprepared. 
   
  Prerequisites: Base attack bonus +3, Power Attack. 
   
  Benefit: A successful attack roll during a charge 
  allows you to inflict double your normal Strength 
  modifier in addition the attacks damage. You provoke 
  an attack of opportunity from the opponent you 
  charged.  
  (Source: Sword and Fist pg.8) 
   
  Briar Web 
  Transmutation 
  Level: Drd 2, Rgr 2 
  Components: V, S, DF 
  Casting Time: 1 Action 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: Plants in a 40 ft.-radius spread 
  Duration: 1 minute/level 
  Saving Throw: See text 
  Spell Resistance: No 
  This spell causes grasses, weeds, bushes, and even trees 
  to grow thorns and wrap, twist, and entwine about 
  creatures in the area, holding them fast. Creatures that 
  stand still are entangled but experience no other 
  effects and take no damage. A creature attempting an 
  action (attack, cast a spell with a somatic component, 
  move, or the like) takes a thorn damage of 1d4 points 
  +1 additional point per caster level and must make a 
  successful Reflex save or be entangled (-2 on attack 
  rolls, -4 penalty to effective Dexterity, and unable to 
  move). Anyone trying to cast a spell within the area 
  must also make a Concentration check (DC 15 + spell 
  level + damage taken) or lose the spell.  
   
  An entangled creature can try to break free and 
  move at half normal speed by using a full round action 
  to make a Strength check or Escape Artist check (DC 
  20). A nonentangled creature can move through the 
  area at half speed taking damage as described above. 
  Each round nonentangled creatures remain in the area, 
  the plants attempt to entangle them. 
   
  The plants provide one-quarter cover for every 5 
  feet of substance between a creature in the area and an 
  opponent – one half for 10 feet of briar web, three-
  quarters for 15 feet, and total cover for 20 feet or more. 
  (Source: Masters of the Wild pg.85) 
   
  Creeping Cold 
  Transmutation [Cold] 
  Level: Drd 2 
  Components: V, S, F 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: 3 rounds 
  Saving Throw: Fortitude half 
  Spell Resistance: Yes 
  You turn the subjects sweat to ice, creating blisters as 
  ice forms on and inside the skin. The spell deals 1d6 
  cumulative points of cold damage per round it is in 
  effect (that is, 1d6 on the first round, 2d6 on the 
  second, and 3d6 on the third). Only one save is allowed 
  against the spell; if successful, it halves the damage 
  each round. 
   
  Focus: A small glass or pottery vessel worth at least 
  25gp filled with ice, snow, or water. 
  (Source: Masters of the Wild pg.86) 
   
  Lesser Sonic Orb 
  Evocation [Sonic] 
  Level: Sor/Wiz 1 
  Components: V, S 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: Up to five creatures or objects, no two of which 
  can be more than 15 ft. apart. 
  Duration: Instantaneous 
  Saving Throw: Fortitude half 
  Spell Resistance: Yes 
   
  An orb of sonic energy about 2 inches across shoots 
  from your palm at its target, dealing 1d8 points of sonic 
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  Page 25 
  
  damage.  You must succeed at a ranged touch attack to 
  hit your target. 
   
  For every two levels of experience past 1
  st, you gain 
  an additional orb that you shoot at the same time.  You 
  have two at 3
  rd level, three at 5
  th level, four at 7
  th level, 
  and the maximum of five orbs at 9
  th level or higher.  If 
  you shoot multiple orbs, you can have them strike at a 
  single creature or several creatures.  A single orb can 
  strike only one creature.  You must designate targets 
  before you roll for SR or roll damage. 
  (Source: Tome and Blood pg.93) 
   
  Might of the Oak 
  Transmutation 
  Level: Drd 2 
  Components: V, S, DF 
  Casting Time: 1 action 
  Range: Touch 
  Target: Living creature touched 
  Duration: 10 minutes/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  This spell grants the quiet strength of a massive oak 
  tree. The subject gains a +4 enhancement bonus to 
  Strength and suffers a –2 enhancement penalty to 
  Dexterity. 
  (Source: Masters of the Wild pg.91) 
   
   
   
   
   
   
   
   
    
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  Player Handout: The Letter 
   
  Greetings friends, 
   
  I am in search of a stalwart band of adventurers for a mission most sensitive.  It will tweak 
  the nose of a common foe and possibly help turn the tides against him.  If you are agreeable to 
  meet and converse at more length in safer environs, meet my agent Mirelle Do’Verser at the 
  Blind Orc Tavern in two hours. Do not tarry, as she will not wait before moving on.  Mirelle 
  will lead you to a secure location where more information will be forthcoming.  
   
  M 
   
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Bandit Kingdoms/BDK3-05 - High Ho Silver.pdf