TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  SHL4−02 
   
   
   
   
   
   
  In the Service of the 
  Lady 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Shield Lands Regional Adventure 
  Version 1.0 
   
   
  By Jeffery A. Dobberpuhl 
  Reviewed by Jason Buhlman, Circle 
   
   
   
  The lands near Gensal will be repopulated with settlers. This will require additional troops to be stationed at the village 
  to protect the settlers. Lady Katarina will be traveling with the new troops and settlers to see them safely installed. She 
  has asked for Pathfinders to accompany her on her journey. An adventure for brave adventurers levels 2 to 14. 
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario. 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.  
   
  In the Service of the Lady 
   
  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. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  the Shield Lands.  Characters native to the Shield Lands 
  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. 
  In the Service of the Lady 
   
  Page 3 
  
  Adventure Background 
  This adventure deals with the keep of Gensal as well as 
  the laws of the Shield Lands. Currently, the Keep, Village 
  and surrounding lands of Gensal belong to a noble family 
  that was destroyed during the war 12 years ago. Knight 
  Bannerette Lemanda Urlea is favored by Lady Katarina to 
  ascend to the position of Lady, and institute the noble 
  house of Urlea. She would then receive title to the Gensal 
  lands.  
   
  However, Lord Natan Enerick knows that Knight 
  Bannerette Lemanda would ally herself with Lady 
  Katarina and not necessarily with Lord Natan Enerick. 
  He would much rather see a different lord established in 
  Gensal, one loyal to him.  
   
  Thus, he has managed to get the council to declare 
  the lands of Gensal “safe for habitation”. This has the 
  effect of sending residents of Tent Town to Gensal to 
  begin working the fields and reestablishing the town. 
  Enerick does not believe the lands to be safe, however. 
  Instead, he believes that if Lemanda cannot keep the 
  peasants safe from Iuzian raiders, then there is no way 
  the council will ever establish her as a noble. 
   
  Knight Bannerette Lemanda does not know why the 
  council would declare the lands as “safe”. She knows that 
  any loss among the peasantry will fall directly on her 
  shoulders. None the less, she is determined to do her best 
  both for the peasants under her charge, as well as the 
  Shield Lands as a whole.   
   
  In the meantime, the forces loyal to Iuz have been 
  plotting dire mischief, indeed! They have discovered a 
  way to use an extremely hard to find spell component, 
  rare earth, to augment spells. One of these spells, 
  dimension door, has been augmented as an awesome 
  troop transport spell. The Iuzians are going to attack Lady 
  Katarina on her ride home, slaughtering her and all other 
  Shield Landers they can find in the area. 
   
  Adventure Summary  
  This adventure presumes the Pathfinders are recently 
  returned from a tour of the borders of the Shield Lands, 
  looking for threats to the nation. 
   
  Upon their return, the Pathfinders have sat down for 
  a decent meal at a local tavern. The gossip overheard is 
  that the Council of Lords is opening up the lands around 
  Gensal for settlement.  
   
  This means that many Tent Town residents will no 
  longer have to live in over crowded conditions, but will 
  be able to become productive members of society. It also 
  means a great deal of pressure for Knight Bannerette 
  Lemanda. She is favored by Lady Katarina to become 
  appointed as a noble and given the lands around Gensal 
  as her titled lands. This is necessary because the lands for 
  Gensal are currently un-owned, the prior family having 
  been killed in the war. 
   
  Officially, the Council of Lords reported this will 
  hopefully increase production, provide proof (to other 
  nations) of the stability of the Shield Lands, and increase 
  morale. UNOFFICIALLY, the word on the street is this 
  action will get rid of hard-to-feed Tent Towners, reinforce 
  Lord Natan Enerick’s economic theory of “Take care of 
  the Nobles and they will take care of the Peasants”, and 
  most importantly, when Knight Bannerette Lemanda 
  proves unable to adequately guard her new charges, 
  Enerick will be able to transfer the lands over to some he 
  believes will ally themselves to Enerick’s causes on 
  council votes. 
   
  Rumor has it that Lady Katarina was NOT in favor of 
  moving the Tent Towners to Gensal. This is because she 
  feels it will require extra reinforcements for Gensal and 
  will needlessly endanger the families moving in. That 
  said, she DOES understand the need to start increasing 
  food production. Her plan, which was overturned by the 
  council, was to repopulate the lands between Critwall 
  and South Keep.  
   
  At this point the barmaid brings the party a round of 
  drinks 
  “on 
  the 
  house 
  for 
  valiant 
  Pathfinders”. 
  Underneath one of the mugs is a note asking the party to 
  go to Critwall Keep.  
   
  There they meet Lady Katarina and the rest of the 
  Council of Lords. At this point they are asked to join 
  Lady Katarina on her journey to Gensal. She is going as 
  part of her duties as Knight Commander. This will both 
  allow her to inspect the troops at Gensal (which she is 
  supposed to do on a regular basis anyways) as well as 
  officiate at the land grants to the peasants. She advises 
  she will be going incognito for safety reasons until 
  everyone reaches Gensal. The party, if they agree, is to 
  meet with her in Tent Town tomorrow. 
   
  However, in the morning, the party is surprised by 
  the appearance of the entire council as well as a large 
  following. Lord Enerick turns what was to be a secretive 
  leaving by Lady Katarina into a giant publicity show. The 
  party overhears him talking to another lord. He intimates 
  that he and Shelton Halfhand discussed Lord Enerick 
  giving a carefully worded statement could bolster great 
  support for Enerick’s positions in the future by making it 
  appear that Lady Katarina was more in support of this 
  venture than she really was. 
   
  Despite the change of plans, Lady Katarina, ever the 
  paladin, proudly leads the band towards Gensal. There is 
  NO sign of trouble. The journey goes well except for two 
  incidents. First, the army tries to whip the peasants into 
  traveling a bit quicker. The party has a chance to 
  intervene. Second is when Lady Katarina, during a rest, 
  speaks with the party to advise them there is going to be a 
  In the Service of the Lady 
   
  Page 4 
  
  special mission assigned after she returns to Critwall. If 
  the party is interested, it is theirs. 
   
  At Gensal, the Tent Towners are given their land and 
  the troops are inspected. Lady Katarina begins her 
  journey back to Critwall with her guards. She tells the 
  party it would be a personal favor to her if they would 
  patrol the Gensal area in case of danger. 
   
  As the party goes out on patrol, they are attacked by 
  earth elementals that literally shoot out of the ground all 
  about them! This is a prequel to the next attack and a side 
  effect of the rare earth dimension door spell the Iuzians 
  are using.  
   
  After the attack, they only have minutes before a 
  second attack of Iuzians strike. These are hardened 
  troops! The battle is swift and deadly. After it is over, the 
  Pathfinders will see clouds of dirt on the horizon. At each 
  one they will find a defeated army patrol. Clearly they 
  were attacked from the earth as well. Hopefully, the 
  Pathfinders will then think of Katarina.  
   
  She is dead, when they find her. Attempts to raise 
  her will go unsuccessful. They must then decide to take 
  her body to Gensal or Critwall. Either way, they overtake 
  duplicates of themselves on heading in the same 
  direction. The party must defeat ‘themselves’.  
   
  The adventure concludes with the Pathfinders being 
  held in low self-esteem by Lord Natan Enerick. He gives 
  them a lip-service thank you for “at least not losing the 
  lady’s body”, but at Shelton’s urging becomes convinced 
  the Pathfinders are a dangerous notion for the Shield 
  Lands (“This would never have happened had a properly 
  trained squad been along…”). The end. 
   
  Encounter One:  
  Diplomacy 
  Read or paraphrase the following to the party: 
   
  You have recently returned to Critwall after a tour of 
  duty patrolling the borders of the Shield Lands, 
  looking for threats to the nation. Upon your return, 
  you decided to sit with your fellow Pathfinders and 
  have a decent meal at a local tavern, Dewey’s.  
   
  f
  -
   
  l
  i
  i
  f
  f 
  f
   
  Let the party introduce themselves to each other. 
   
  For 
  players 
  who 
  are 
  unfamiliar 
  with 
  this 
  establishment, Dewey’s is a simple two story tavern that 
  has a few rooms upstairs. It is owned by Dewey, a sturdy 
  man who looks a bit more like a dwarf than he does a 
  human. Legend has it he is a retired adventurer who was 
  one of the last to leave Critwall before the occupation. He 
  was a great friend of Sergeant Duc and often buys spicy 
  sausages from Arvid (See SHL1-01 Lifeline) to serve to 
  his customers. Behind the bar is a great club that is 
  enscribed “equalizer”. Finally, there is a sign on the wall 
  that reads “Raise a toast to my friend, a loyal soldier to the 
  end. You will be remembered Sergeant Duc”. 
   
  Sitting in the bar, relaxing, you cannot help but 
  overhear the local news. The gossip overheard is that 
  the Council o  Lords is opening up the lands around 
  Gensal for settlement. This means that many Tent 
  Town residents will no longer have to live in over-
  crowded conditions, but will be able to become 
  productive members of society. It also means a great 
  deal of pressure for Knight Bannerette Lemanda. She 
  is favored by Lady Katarina to become appointed as a 
  noble and given the lands around Gensal as her titled 
  lands. This is necessary because the lands for Gensal 
  are currently un owned, the prior families having 
  been killed in the war. 
  Officially, the Council of Lords reported this will 
  hopeful y ncrease production, prov de proof (to 
  other nations) of the stability o  the Shield Lands, and 
  increase morale. UNOFFICIALLY, the word on the 
  street is this action will get rid of hard-to-feed Tent 
  Towners, reinforce Lord Natan Enerick’s economic 
  theory o “Take care o  the Nobles and they will take 
  care of the Peasants”, and most importantly, when 
  Knight Bannerette Lemanda proves unable to 
  adequately guard her new charges, Enerick will be 
  able to transfer the lands over to some he believes 
  will ally themselves to Enerick’s causes on council 
  votes. 
   
  Rumor has it that Lady Katarina was NOT in 
  favor of moving the Tent Towners to Gensal. This is 
  because she feels it will require extra reinforcements 
  for Gensal and will needlessly endanger the families 
  moving in. That said, she DOES understand the need 
  to start increasing food production. Her plan, which 
  was overturned by the council, was to repopulate the 
  lands between Critwall and South Keep.  
  At this point the barmaid brings the party a round of 
  drinks 
  “on 
  the 
  house 
  for 
  valiant 
  Pathfinders”. 
  Underneath one of the mugs is a note asking the party to 
  go to Critwall Keep.  
   
  DM’s Note: The origin of this note and the purpose 
  for it will be dealt with in SHL4-09. 
   
  The party can easily travel to Critwall Keep. There, 
  the guards will act confused when the party states they 
  have been invited. They will ask typical guard questions 
  like “By who?” “A mysterious note under ale you say?” 
  However, after a minute or two, Lady Katarina herself 
  will walk up to the keep! She is on her way to a late 
  meeting of the Council of Lords. 
   
  As you stand there, discussing with the guards your 
  need to get inside and wondering if a cruel trick had 
  In the Service of the Lady 
   
  Page 5 
  
  been played on you, a regal looking figure, wrapped 
  in a rich looking cloak, approaches. With a start you 
  realize it is none other than Lady Katarina herself! 
   
   
   
   
  If any characters played in SHL3-Int2 “Top Secret”, 
  SHL3-06 “Chink in the Armor” or in SHL3-07 “Noble 
  Intentions”, they will be recognized by the Lady. In that 
  case, read or paraphrase the following: 
   
   “Oh”, she says, “I am glad to see you here. There is a 
  matter I was hoping to discuss with you. What brings 
  you to the keep at this hour?” 
  On the other hand, if NONE of the characters have 
  played in any of those modules, she will state something 
  to the effect of: 
   
  “Good evening… why, you are Pathfinders, aren’t 
  you?” she asks. “You know, I was planning on sending 
  a request for some Pathfinders to see me. There is a 
  certain service perfectly suited for a few Pathfinders. 
  If you are not otherwise occupied, I would appreciate 
  your accompanying me. In any case, what brings you 
  to the keep at this late hour?” 
  After the party explains, Katarina will shrug with 
  ignorance. None the less, she will ask them inside. She 
  has a mission in mind and was thinking of summoning 
  them in any event to hear her out.  
   
  Once inside the keep, Lady Katarina leads the 
  Pathfinders into the council chambers where they meet 
  the rest of the Council of Lords. The party should 
  surmise must be a very important meeting for the council 
  to be here at this late hour! The council chamber is very 
  opulent. It stands in sharp contrast to the state of 
  rebuilding and repair that are so prevalent in the rest of 
  the Shield Lands.  
   
  Before entering, Lady Katarina will advise the 
  Pathfinders the Council of Lords will not tolerate 
  disrespect.  
   
  Upon entering, Lady Katarina will advise the council 
  that she has asked the party to attend. She states that she 
  would like the adventurers to join her on her on her 
  journey to Gensal. She will explain: 
   
  “You may have heard the good news! We are going to 
  reopen the lands around Gensal for farming. As part 
  of my duties as Knight Commander, I will be 
  accompanying the first group of farmers to Gensal. 
  This will both allow me to inspect the troops at 
  Gensal (which I am supposed to do on a regular basis 
  anyways) as well as officiate at the land grants to the 
  farmers.  
   
  “I will have trusted guards with me, as well as a 
  contingent of soldiers from the army, but for the 
  safety of the new farmers, I would appreciate your 
  accompanying me. I plan on traveling as merely 
  another soldier for safety reasons until everyone 
  reaches Gensal. If you agree to help, I would like you 
  to meet with me in Tent Town tomorrow just after 
  the morning prayers to Heironeous.” 
  The party can ask any questions they like. Present with 
  the Lady is the rest of the council. The 22 additional 
  members seem divided, more or less, between obvious 
  support for the Lady’s position, and obvious support for 
  the position advanced by one of their other members, 
  Lord Natan Enerick. Attached as DM’s Aid 1 is a short 
  listing of council members. Of these present, only Lord 
  Torkeep, and Lord Bladehone are vocally opposed to any 
  of Enerick’s plan, while Lord Bohdon and Lord Lardon 
  are vocally opposed to any of the Lady’s plans. 
   
  Let the players role-play out being present in front of 
  the Council. Also at Council is the secretary, Shelton 
  Halfhand (also a cleric of Heironeous). He is taking notes 
  on a writing board he carries around and will ALWAYS 
  come off as a person who does not like Pathfinders.  
   
  The Council tends to be very polite and its members 
  tend to speak in innuendo rather than directly insult or 
  support each other. 
   
  Generally speaking, here is a short list of potential 
  questions and answers: 
   
  Q: Did any of you send us a note at Deweys? 
  A: No.  
   
  Q: Wouldn’t it make more sense to settle the lands 
  between South Keep and Gensal? (After all, it is further 
  from the border and better protected) 
  A: No. The earth around Gensal is unusually rich and 
  excellent for farming. The other lands are marshy. The 
  risk of extending the farming to Gensal is well out-
  weighed by the much needed harvests. 
   
  Q: Why not send more troops to guard Lady Katarina? 
  A: There are only so many resources. The amount being 
  sent should be plenty. Even if we announced her travel 
  plans, there would be little chance of misfortune between 
  Critwall and Gensal. 
   
  Q: Are there any scouting reports? 
  A: Yes. Scouting reports indicate most enemy activity has 
  shifted away from Gensal. Losing South Keep apparently 
  cost the enemy needed supply sources. 
   
  Further, any of the information the party learned at 
  Dewey’s can be confirmed, although not so blatantly. For 
  In the Service of the Lady 
   
  Page 6 
  
  example, Lady Katarina will not directly say she was 
  opposed to this plan, yet will be clearly nervous about the 
  safety of the settlers going to Gensal. As another example, 
  Lord Enerick will not directly admit a plot to send 
  settlers to Gensal too early as a way of eventually seating a 
  new noble loyal to himself.  Instead he will voice 
  concerns over the leadership at Gensal and will hope the 
  Bannerette is up to the task. 
   
  When the meeting is nearly over, Shelton Halfhand, 
  secretary to the council, will speak. 
   
  “My Lord Enerick, honored members, I must ask if it 
  is wise to have the Pathfinders accompany the Lady 
  on this journey. They are, as you are well aware, not 
  entirely reliable and answer to no one. It is unclear 
  what their inten  actual is. Will there be a motion to 
  keep them from going on this journey?” 
  t
   
   
   
  l
  i
   
   
  Lord Enerick looks, for the briefest of moments 
  like he is in agreement with Halfhand. But then, 
  perhaps remembering the Lady’s presence, Lord 
  Enerick beams with the biggest of grins. “I see no 
  need for a motion! The Lady trusts these individuals 
  with her life. I see no reason why we cannot trust 
  them to assist in guarding a few peasants.” 
   
  Lady Katarina interjects “You mean farmers?” 
  Corrected, Lord Enerick blushes “Of course, of 
  course. Now remember, this addition of the Lady to 
  the itinerary is of the utmost secrecy! Say nothing 
  and meet her in Tent Town tomorrow where the army 
  squad is mustering.”  
  With that, the party is dismissed. The party can make any 
  preparations they desire before the morning (as well as 
  get a good night sleep)!  
   
  Encounter Two: 
  Fallout 
  Read or paraphrase the following to the party: 
   
  The next morning, you arrive outside the walls of 
  Critwall. There, in Tent Town, you see a caravan of 
  about fifty Tent Towner residents, all packed up and 
  ready to go. Additionally, there will be 25 soldiers 
  (infantry), lined up and ready to march. They are 
  dressed in chain shirts and carry battle axes and small 
  wooden shields. However, this is NOT what draws 
  your attention. 
   
  Instead, your attention is drawn to the crowd 
  gathered around the Council of Lords! There you see 
  Lord Natan Enerick giving a speech about how he 
  could not have seen this ear y re-opening of Gensal 
  for farming without the assistance of Lady Katarina 
  and her leadership abilities. At that moment, he 
  introduces the Lady herself! She is DEFINITELY not 
  dressed for being presented to the general public. In 
  fact, she looks as if she was a common horse-soldier. 
  She (and what must be her five guards) are dressed in 
  chain mail and carry only battle axes and heavy 
  wooden shields.  
   
  None the less, with all the grace only Lady 
  Katarina can exude, she smiles brightly at the crowd. 
  The love they have for her is both clear and tangible. 
  She thanks Enerick for his ‘surpris ng and too-kind 
  words’ and asks everyone for their thoughts and 
  prayers for the success of this venture. With that, she 
  proudly urges her mount forward, away from the 
  spectacle, and on towards Gensal. Her guards, then 
  the soldiers, and finally the settlers, fall in behind 
  her. 
  Clearly, there has been a change of plans. By asking 
  around, the party can learn some valuable information 
  from the soldiers if they succeed at Gather Information 
  check (DC 13 + APL). If a person has 5 or more ranks in 
  Knowledge Local they will get a +2 synergy bonus to the 
  Gather Information check.  Here is some of the 
  information that can be gathered: 
   
  Q: Why didn’t Lady Katarina get extra guards now that 
  her mission is revealed? 
  A: At the very start of Enerick’s speech, he made it clear 
  this force was more than sufficient to take the new 
  settlers to Gensal. For the Lady to now request additional 
  guards would suggest that either Enerick doesn’t know 
  what he is talking about, or that she is not competent 
  enough to work with the troops assigned. 
   
  Q: When did the plans change? Wasn’t the Lady 
  originally supposed to travel incognito? 
  A. The soldiers originally thought they were escorting 
  her ‘under cover’ as well. However, a couple of the 
  soldiers were coming back to the barracks late last night 
  when they over heard a couple of voices: It was none 
  other than Shelton Halfhand accompanying Lord Natan 
  Enerick back to his residence. Shelton Halfhand was 
  convincing Lord Enerick that publicly supporting the 
  Lady on this venture would gain him much support in 
  Tent Town, and more importantly, the merchants, who 
  are hoping for new trade opportunities to open up with 
  the resettling of Gensal. 
   
  Q. How do the soldiers view the Pathfinders? 
  A. Depends on the soldier! It is well known that the 
  Pathfinder designation is one favored by the Lady as well 
  as by Lord Torkeep. Some soldiers are resentful because 
  they have to constantly take orders while Pathfinders do 
  not.  
  In the Service of the Lady 
   
  Page 7 
  
   
  The trip to Gensal will take five grueling days of 
  marching. This is because the settlers are totally unused 
  to marching such distances. They will often need to stop 
  for some reason or another (a dog runs off, a child 
  dropped her doll, etc. etc.). This quickly becomes 
  increasingly maddening for the professional soldiers.  
   
  � On day two, the party will hear one of the soldiers 
  berating an older woman and her two teen age sons 
  for having to retie their possessions onto their cart.  
  � On day three, another of the soldiers will be seen 
  pulling a belt out of her backpack and begin to 
  march towards a dawdling farmer, clearly  intent on 
  whipping him into shape!  
   
  In both cases, the Pathfinders can diffuse the situation. 
  They will need to change the attitude of the soldiers from 
  Hostile to Indifferent. This requires a Diplomacy check 
  (DC 25) if done in one step. If the party instead attempts 
  to diffuse each situation to merely Unfriendly, and then 
  again to Indifferent, this will require two Diplomacy 
  Checks, the first being DC 20 and the second being DC 
  15.  
   
  Alternatively, the party may come up with other 
  methods of diffusing the situation. For example: 
  Intimidate can be used. A standard soldier gets an 
  opposed die roll modifier equal to the APL. A settler gets 
  an opposed die roll modifier equal to ½ of the APL. If 
  Intimidate is used, this will have the direct and 
  immediate effect of making the rest of the soldiers (or 
  settlers if applicable) resent the party. Further, spells such 
  as Calm Emotions may be useful, but neither settlers nor 
  soldiers will appreciate it if they learn they’ve been the 
  subject of a spell.  
   
  Let the party role-play out both incidents and give 
  out appropriate circumstance modifiers for actions the 
  party come up with to truly diffuse the situation. For 
  example, acting physically aggressive towards the 
  soldiers won’t solve anything. Nor will belittling the 
  settlers. However, taking a soldier aside and reminding 
  them how tough it was on their first patrol, etc. might be 
  worth a +2 circumstance modifier on a Diplomacy check.  
   
  Development. The important thing is for the 
  players to feel like they are diffusing a lit powder keg. If 
  the party fails (or chooses not) to keep the peace, the trip 
  will take an additional three days.  
   
  Treasure. If the party successfully manages to keep 
  the peace, they will receive the thanks of the settlers of 
  Gensal. See “Items for the Adventure Record” below. 
   
  Encounter Three: 
  The Settlers of Gensal 
  On day 4 of the journey, Lady Katarina will ask the 
  adventures to travel with her. While marching (or riding) 
  beside her, she will ask questions about their goals, their 
  hopes for the future, and any issues they see facing the 
  Shield Lands. She will seem genuinely interested in 
  everything they have to say. She will laugh easily at their 
  jokes, quickly share their sadness at any stories of loss 
  and be sincere in her desires to see the Shield Lands grow 
  into a crown jewel of the Flaness.  
   
  Note to the DM: As unusual as this may seem to 
  some players for the Knight Commander of the Shield 
  Lands to be talking to some mere Pathfinders, please 
  keep in mind the following: 
   
  � Establishing the Pathfinders was a pet project of 
  Lady Katarina. She has a vested interest in seeing it 
  succeed. 
  � She, at a deeper level, wishes she could be out on 
  grand adventures: sleeping under the stars, facing 
  the enemy in mortal combat, that sort of thing. 
  � Her visit with them should be seen as more of a 
  morale boost to the troops. Consider Henry V by 
  Shakespear. In that excellent play, King Henry V, 
  disguised, spends time among the common 
  citizen/soldier in order to learn where their true 
  hearts lie. 
   
  After a couple of hours of marching, she will call for a 
  rest. If the party was successful at diffusing the situation 
  between the settlers and the soldiers she will thank the 
  party at this time. Either way, then read or paraphrase the 
  following: 
   
  The Lady looks at your party with kindness. She 
  speaks “I sincerely appreciate your efforts on behalf 
  of the Shield Lands. I want you to know that one of 
  the strengths of our nation is the ability to find a path
  through our differences towards the ultimate goal: 
  reclamation.  
   
   
   
   
  “Did you ever wonder why the name given to you 
  adventurers was the ‘Pathfinders’? No? Well, in part, 
  it 
  was 
  representative 
  of 
  that 
  very 
  strength. 
  Sometimes, a nation needs soldiers to attack and 
  defend at a moments notice; men and women willing 
  to follow orders even unto death. However, there are 
  also times when free thought and growth is also 
  important. Your autonomy is critical to foiling all 
  manners of evil. Pathfinders go where they believe 
  they are needed, not where they are ordered. Thus, 
  the Enemy can never be certain of what plans we 
  have. With the Pathfinders in place, no spy can 
  In the Service of the Lady 
   
  Page 8 
  
  discover every secret; no general can plan for every 
  contingency.  
   
   
   
   
  “This is not, I recognize, without risk. Thank you. 
  Thank you so much for all you put on the line each 
  and every day. When we all get back to Critwall, I 
  would like to speak to you of another mission I would 
  have you assist on.  However now is not the time for 
  such talk…” 
  With that, she calls an end to the rest and rejoins her 
  guards.  
   
  Eventually, the group will reach Gensal. Gensal is a 
  massive walled in keep. It is in remarkably good shape. 
  There are heavy iron doors in the south side of the wall, 
  together with a gate house. These are kept open, but 
  manned, while the party is here. The only other entrance 
  is a grate in the north wall (over what must be an old 
  stream bed). The grounds inside of the wall support two 
  barracks, a stable, and a blacksmith. Set right in the 
  center of the wall is a four story tall brick-shaped 
  building. It is the keep of Gensal and is where Knight 
  Bannerette Lemanda lives. 
   
  On the south side of the wall clearly lies the 
  wreckage of a burned out village.  Even though Gensal 
  was recovered from the ownership of Iuz just over two 
  years ago, not much attention has been given to the 
  village. That said, there are signs of rebuilding. A half-
  dozen buildings are arranged in a semi circle facing the 
  wall. These include a tavern, an inn (with a tavern), a 
  general store and two residences. Any items from Table 7-
  8 of the Player’s Handbook can be purchased subject to 
  the following exceptions: No “Special Substances and 
  Items” or “Tools and Skill Kits” are available, nor are any 
  items costing more than 50 gp available for purchase. 
   
  There the party is given leave to relax for a day while 
  the settlers are vested with their new farm lands.  
   
  This process is fairly boring and involves a large 
  amount of signing of documents and checking of 
  records. While taking it easy at Gensal, the adventures 
  can learn from the soldiers on duty that it HAS been very 
  quite around here: No attacks have occurred for months.  
   
  During the day, the Pathfinders are free to scout the 
  region, explore the village, or visit the keep. 
   
  If the Pathfinders scout the region, they will not 
  have any encounters, but a character with the Track feat 
  can make a Survival Check (DC 10 + APL) to determine 
  that no enemy troops have been in the area in at least a 
  month. 
   
  If the Pathfinders explore the village, they will be 
  able determine the village currently supports a dozen 
  inhabitants. They appear to be generally happy to see new 
  life being brought to their region. A Gather Information 
  Check (DC 10 + APL) will reveal that underlying the 
  happiness, the villagers are disappointed to see so few 
  soldiers being added to the garrison. 
   
  If the Pathfinders attempt to enter the keep itself, 
  they will be refused by the guards unless they 
  successfully convince them to let them in. If they use 
  Intimidation, it will be opposed at a check modifier for 
  the guards of APL+2. If they use Diplomacy, they will 
  need to make a successful check (DC 13 + APL). If they 
  use Bluff, it will be opposed by the check modifiers of the 
  guards of APL. Note: If a character whose homeland is 
  the Shield Lands uses Diplomacy, that character will gain 
  a +1 circumstance modifier to their check for every three 
  levels they have achieved. If a character has the 
  homeland of Furyondy, there will be an inherent -1 
  circumstance modifier to their check for every three 
  levels they have achieved (because these guards don’t 
  care much for Furyondians. They think they Furyondians 
  are always trying to annex the Shield Lands!). Inside, they 
  will find the Bannerette too busy to see them, but from 
  soldiers inside, they will learn that every one is on their 
  highest level of alert with the new settlers coming in. 
   
  After a day of transferring titles to the settlers, Lady 
  Katarina will meet again with the Pathfinders. She will 
  say the following: 
   
  “Tomorrow morning I am leaving to Critwall. The 
  additional soldiers are in place and I have every 
  confidence in the Knight Bannerette. None the less, I 
  have a shadow over my heart, as if something bad will 
  happen on the morrow. Please stay one more day. I 
  would appreciate it if you would patrol the area 
  around Gensal tomorrow after I leave, just to make 
  sure. It is my understanding two other patrols of 
  soldiers will be scouting as well, but I would feel 
  better if you could also make sure the borders are 
  secure. After you are done, meet me in Critwall to 
  discuss that mission I mentioned to you on the road.” 
  The night will pass uneventfully. In the morning, the 
  Lady and her guard will take their leave. If asked if the 
  Pathfinders can accompany her, she will refuse their aid 
  and insist they scout the area for trouble. 
   
  Encounter Four:  
  Risk 
  In the next two encounters, the party is attacked in rapid 
  succession as the result of a new spell developed by the 
  Iuzians called earthstride. This spell transports large 
  amounts of troops accurately through the earth, 
  bypassing most normal defenses. In this case, the Iuzians 
  know due to intelligence the general area and time 
  Katarina will be departing. They have sent four squads of 
  assassins out to kill her. The party will be the recipient of 
  In the Service of the Lady 
   
  Page 9 
  
  one of these squads. It is merely a fluke the Iuzians got 
  this close to the party with their spell.  
   
  One of the side effects of the spell is that it literally 
  pushes any earth elementals in the way of the spell ahead 
  of it at great speed. Encounter Four is representative of 
  such an effect. Encounter Five is the Iuzians arriving as a 
  result of the spell. 
   
  As your party moves through the countryside, you 
  feel the day is, well, too perfect. The sun is shining 
  warmly. F uffy clouds float lazily by in the rich blue 
  sky. Birds chirping and insects buzzing complete the 
  perfect scene. For some reason you can’t put your 
  finger on, you are certain something, well, wrong, is 
  about to happen. Suddenly, the earth rumbles around 
  you, validating your fears… Bursting out of the 
  ground around you are nightmares made from the 
  earth itself. With guttural, angry roars, they move 
  forward to attack! 
  l
   
  APL 2 (EL 4) 
  � Earth Elemental, Small (3): hp 12, 11, 10; see 
  Monster Manual, page 97. 
   
  APL 4 (EL 6) 
  � Earth Elemental, Medium (3): hp 33, 30, 27; see 
  Monster Manual, page 97. 
   
  APL 6 (EL 8) 
  � Earth Elemental, Large (3): hp 76, 68, 60; see 
  Monster Manual, page 97. 
   
  APL 8 (EL 10) 
  � Earth Elemental, Huge (3): hp 168, 152, 136; see 
  Monster Manual, page 97. 
   
  APL 10 (EL 12) 
  � Earth Elemental, Greater (3): hp 220, 199, 178; see 
  Monster Manual, page 97. 
   
  APL 12 (EL 14) 
  � Earth Elemental, Elder (3): hp 252, 228, 204; see 
  Monster Manual, page 97. 
   
   
  Note that normally, elementals are encountered singly. 
  However, in this case, these are elementals that were 
  residing in the earth and are being pushed out of the way 
  by the enhanced earthstride spell. 
   
  Tactics: The elementals are completely irritated. 
  They will look around and see the party as somehow 
  responsible. The elementals will attack the closest non-
  elemental and try to pound it to paste, then move on to 
  the next.  If a character can speak or understand Terran, 
  they will hear the Elementals shouting “Why have you 
  disturbed us?” and “You will pay for your interference!” 
  and the like. 
   
  Note: Technically, this does not HAVE to be a 
  combat encounter if the party can figure out how to calm 
  down the elementals. If calmed down, they will happily 
  retreat back into the earth (See Development, below). 
  Exactly how the party can calm the elementals down is 
  open ended. Two possible methods are discussed: 
   
  1) 
  If the party uses Diplomacy, the elementals are 
  considered “Hostile”. Normally, Diplomacy takes 
  one full minute in order to be effective. However, 
  these elementals are normally peaceful and will be 
  open to hearing the party out (and thus the skill can 
  be used as a full round action during combat). If 
  some party members are attacking while others are 
  using Diplomacy, there will be a -4 circumstance 
  modifier to the check. If all the party drops their 
  weapons and acts defensive (rather than aggressive), 
  there will be a +4 circumstance modifier to the 
  check. 
  2) 
  The party can out and out surrender. In this case, the 
  elementals will look VERY perturbed, then stomp 
  away shaking their heads, leaving the party 
  cowering. A party that surrenders receives no 
  experience. 
   
  Development: The elementals if defeated (or if 
  convinced to calm down) will just fade back into the 
  earth and leave the area as fast as possible. If the 
  elementals are turned, they will retreat away from the 
  party and then descend into the ground, never to be 
  heard from again… 
   
  Encounter Five: 
  Assassin 
  After the party defeats the elementals, give them a few 
  moments to rest (five rounds – 30 seconds). Then read or 
  paraphrase the following to them: 
   
  Having just overcome the elementals, you have 
  gotten only a few brief moments to catch your breath 
  when the rumbling begins again. Could this be 
  MORE elementals? Quickly, you look about, just in 
  time to see a number of creatures burst from the 
  earth. For a moment, they look like more elementals, 
  caked from head to toe in dirt. But then the dirt 
  seems disappear, as if blown away by an unfelt wind. 
  Underneath the grime are hobgoblins wearing the 
  colors and symbols of Iuz himself! With a mighty 
  roar, they attack! 
  In the Service of the Lady 
   
  Page 10 
  
  The party will find themselves being attacked by an 
  Iuzian Assassination squad. There were four squads sent 
  to the Gensal area. Their actual goal is shown in the next 
  encounter (to kill Katarina). However, they will not 
  hesitate to slaughter anyone who gets in their way. In 
  fact, the party may over hear them speaking (in goblin) 
  that “this isn’t the right target” or “kill them anyways – no 
  survivors!” 
   
  APL 2 (EL 4) 
  � Hobgoblin (6): Hp 6 each; see Monster Manual, page 
  153. 
   
  APL 4 (EL 6) 
  � Hobgoblin (6): Hp 6, 6, 6, 6, 6, 6; see Monster Manual, 
  page 153. 
  � Bloodhand: Male Hobgoblin Rog2; Hp 14; See 
  Appendix 1. 
  � Bone Chatter: Male Hobgoblin Sor2; Hp 11; See 
  Appendix 1. 
   
  APL 6 (EL 8) 
  � Hobgoblin (6): Hp 6, 6, 6, 6, 6, 6; see Monster Manual, 
  page 153. 
  � Bloodhand: Male Hobgoblin Rog5/Ass1; Hp 38; See 
  Appendix 1. 
  � Bone Chatter: Male Hobgoblin Sor4; Hp 21; See 
  Appendix 1. 
   
  APL 8 (EL 10) 
  � Hobgoblin (6): Hp 6, 6, 6, 6, 6, 6; see Monster Manual, 
  page 153. 
  � Bloodhand: Male Hobgoblin Rog5/Ass3; Hp 49; See 
  Appendix 1. 
  � Bone Chatter: Male Hobgoblin Sor4; Hp 21; See 
  Appendix 1. 
  � Kutter: Male Hobgoblin Ftr4; Hp 36; See Appendix 1. 
  � Vilex: Female Hobgoblin Clr4; Hp 31; See Appendix 
  1. 
   
  APL 10 (EL 12) 
  � Bloodhand: Male Hobgoblin Rog5/Ass5; Hp 62; See 
  Appendix 1. 
  � Bone Chatter: Male Hobgoblin Sor7; Hp 36; See 
  Appendix 1. 
  � Kutter: Male Hobgoblin Ftr6/Blk1; Hp 60; See 
  Appendix 1. 
  � Vilex: Female Hobgoblin Clr7; Hp 52; See Appendix 
  1. 
   
  APL 12 (EL 14) 
  � Bloodhand: Male Hobgoblin Rog5/Ass7; Hp 74; See 
  Appendix 1. 
  � Bone Chatter: Male Hobgoblin Sor9; Hp 46; See 
  Appendix 1. 
  � Kutter: Male Hobgoblin Ftr6/Blk3; Hp 76; See 
  Appendix 1. 
  � Vilex: Female Hobgoblin Clr9; Hp 66; See Appendix 
  1. 
   
  Tactics: The Iuzians will do their best to ring in the party 
  by trying to surround them. At lower levels (APL 4 and 6, 
  Bloodhand will act more as a fighter, using his rogue 
  abilities to get in extra damage in flanking situations. At 
  higher levels, Bloodhand will try to get an assassination 
  attempt off if possible before joining the melee. Either 
  way, he always comes in invisible, as he has drunk his 
  potion before being magically gated through the earth. 
  Bone Chatter will use his summon monster spells to set 
  up as many flanking opportunities as possible.  
   
  When Kutter and Vilex begin to appear, make 
  special note of Vilex’ scroll of Summon Monster VI 
  (which will ALWAYS summon a Fiendish Monstrous 
  Spider if it works). He will not hesitate to use it, even 
  though his lower spellcraft ranks may mean he is unable 
  to master the scroll. At APL 12 Vilex gets a scroll of 
  blasphemy, which, again, he might not successfully cast. 
   
  Treasure: None of the attackers carry any gold upon 
  them.  
   
  APL 2 loot (34 gp). 
   
  APL 4 loot (52 gp), potion of invisibility - (value 45 
  gp). 
   
  APL 6 loot (17 gp), +1 short sword, +1 studded 
  leather armor, potion of invisibility - (value 567 gp). 
   
  APL 8 loot (72 gp), +1 short sword, +1 studded 
  leather armor, keen heavy pick, potion of invisibility, 
  scroll of summon monster VI (Fiendish Monstrous 
  Spider) - (value 1160 gp). 
   
  APL 10 loot (72 gp), +1 short sword, +1 studded 
  leather armor, keen heavy pick, potion of invisibility, 
  scroll of summon monster VI (Fiendish Monstrous 
  Spider), 2 packets of poison (Dark Reaver Powder) - 
  (value 1250 gp). 
   
  APL 12 loot (72 gp), +1 short sword, +1 studded 
  leather armor, keen heavy pick, potion of invisibility, 
  scroll of blasphemy, scroll of summon monster VI 
  (Fiendish Monstrous Spider), 4 packets of poison (Dark 
  Reaver Powder) - (value 1681 gp). 
   
  Development: During the combat, party members 
  might hear the Iuzians say things like “this isn’t the right 
  target” or “kill them anyways”. This is a clue the Iuzians 
  were hoping to kill a different target (Katarina). The party 
  – might – think they are talking about Gensal. If they do, 
  they can return to Gensal where they will learn that 
  NONE of the patrols have returned. Hopefully this will 
  get them to wondering about the fate of Katarina.   
  In the Service of the Lady 
   
  Page 11 
  
   
  Finally, on the body of one of the hobgoblins, they 
  will find a note written in goblin that says “Boneheart sez 
  kill all Shield Landers. Meet up with other two groups. 
  Provide cover for fourth group.” 
   
  Encounter Six:  
  The Third Strike 
  The Pathfinders will hopefully, at one point, remember 
  that Katarina is out on the road to Critwall and is not very 
  well protected. If the party never thinks of this, this 
  encounter is skipped and Katarina’s body is found by 
  some peasants. Otherwise, read or paraphrase, depending 
  on the actions of the party, the following: 
   
  Your frantic search of the Middle Road to Critwall 
  has been maddening. Over each rise, around each 
  curve, you hope beyond hope to see The Lady’s 
  familiar countenance, to gaze on her all too kind 
  smile.  
   
   
   
  Your desperation is building and the countryside 
  disappears in a blur. Then, around an especially sharp 
  curve, behind a thicket, you see her party only thirty 
  feet ahead of you.  She and her guards are spread 
  across the countryside, dead. Fortunately, some other 
  Pathfinders have found her and appear to be caring 
  for her. 
   
  Then it strikes you… those Pathfinders are you 
  and your party! 
  This encounter is with a group of four to six Iuzian 
  infiltrators. If the party numbers more than four, then 
  randomly determine which Pathfinders are duplicated. If 
  the Iuzians outnumber the Pathfinders, the extra Iuzians 
  will duplicate some Pathfinders the party remembers 
  from Critwall.  
   
  You may give those Iuzians mundane copies of any 
  ‘unusual’ weapons or armor the PC’s may be carrying. 
  EXAMPLE: Iuzian 1 is determined to be duplicating 
  Pathfinder Robbor. Robbor typically attacks with +1 
  flaming holy spiked chain. The Iuzian will have a 
  NORMAL spiked chain (although maybe one end is 
  painted red so it kind of looks warm – hey! These are 
  DISGUISES after all…) This mundane weaponry is 
  factored into the loot award as a generic number as it is 
  impossible to imagine what any given party is wearing or 
  wielding. As for armor (and clothes, jewelry, etc.), their 
  spells and or shape change ability just makes it look like 
  they are using the proper armor, etc. 
   
  These duplicates will do their best to mix it up with 
  the party. If they are in hand to hand combat with their 
  duplicate, other party members should not know which 
  is the foe and which is real.  
   
  This means that if Robbor and his duplicate are in 
  adjacent five foot squares, the other party members 
  should not know which is which. Even if the player 
  running Robbor says “Robbor shouts ‘it’s really me!’ there 
  is no way the other characters would know that was 
  REALLY Robbor saying it. As a result, unless there is a 
  way of penetrating the disguise, attacks against Robbor 
  and his duplicate should be randomly assigned. 
   
  Typically, only by successfully penetrating the 
  disguise with a successful spot check will a friendly 
  person know which figure to attack. However there may 
  be other methods (For example: animals with scent and 
  those party members able to track by scent will not have 
  this problem). The duplicates will use this to their 
  advantage to set up attack situations where they use each 
  other for flanking and then devastate one foe at a time. 
   
  If the duplicates are killed, the party will find on 
  each of them a detailed description of the party member 
  they were emulating. Those party members who have 
  played in SHL03-06 A Chink in the Armor may 
  remember finding clues regarding this (detailed 
  information in tomes regarding the Pathfinders and 
  other important types in the Shield Lands).  
   
  All of these creatures represent foul beings that have 
  decided to throw their lot in with Iuz. They all love the 
  idea of sowing dissent and chaos and relish the 
  opportunity to kill off their “original” in order to take 
  their place. 
   
  APL 2 (EL 4) 
  � Iuzian Sorcerer (3): Hp 9 each. See Appendix 1. 
   
  APL 4 (EL 6) 
  � Iuzian Sorcerer/Fighter (4): Hp 17 each. See 
  Appendix 1. 
   
  APL 6 (EL 8):   
  � Doppelgangers (6):  Hp 22 each. See Monster 
  Manual.  
   
  APL 8 (EL 10) 
  � Doppelganger Rogues (6): Hp 34 each. See Appendix 
  1.  
   
  APL 10 (EL 12) 
  � Doppelganger Rogues (6): Hp 44 each. See Appendix 
  1.  
   
  APL 12 (EL 14) 
  � Doppelganger Rogues (6): Hp 54 each. See Appendix 
  1.  
   
  In the Service of the Lady 
   
  Page 12 
  
  Tactics: For the most part, the Iuzians will try to each 
  attack the party member they are duplicating, and then 
  turn to help their compatriots after their selected foe has 
  fallen. Because the doppelgangers can freely detect 
  thoughts, they are able to accurately determine which 
  foes are ‘real’ and which are ‘duplicates’. At APL 12, the 
  doppelgangers will, en masse, attempt to cast their 
  fireballs (written at level 5) spells before moving in. The 
  Use Magic Device check is +18 with a DC 25.  
   
  For reference, the Disguise Check of the NPCs (for 
  spot checks) for each encounter is as follows: 
   
  APL 2: Disguise Check 27 (+7 Rank, +10 disguise 
  self, +10 “take ten”) 
   
  APL 4: Disguise Check 29 (+9 Rank, +10 disguise 
  self, +10 “take ten”) 
   
  APL 6: Disguise Check 37 (+9 Rank, +10 Change 
  Shape ability, +4 Racial Bonus, +10 take ten, +4 detect 
  thoughts) 
   
  APL 8: Disguise Check 40 (+12 Rank, +10 Change 
  Shape ability, +4 Racial Bonus, +10 take ten, +4 detect 
  thoughts) 
   
  APL 10: Disguise Check 41 (+13 Rank, +10 Change 
  Shape ability, +4 Racial Bonus, +10 take ten, +4 detect 
  thoughts) 
   
  APL 12: Disguise Check 44 (+16 Rank, +10 Change 
  Shape ability, +4 Racial Bonus, +10 take ten, +4 detect 
  thoughts) 
   
  Treasure: 
   
  APL 2 loot (17 gp), potion of mage armor (x4), potion 
  of barkskin +2 (x4) – (210 gp). 
   
  APL 4 loot (52 gp), potion of mage armor (x4), potion 
  of barkskin +2 (x4), potion of bull’s strength (x4) – (390 
  gp) 
   
  APL 6 loot (60 gp) 
   
  APL 8 loot (60 gp) 
   
  APL 10 loot (60 gp), potion of haste (x6)* – (675) 
   
  APL 12 loot (60 gp), potion of haste (x6)*, scroll of 
  fireball (x6) – (1012 gp) 
   
  *This is the unused potion. See Appendix 1. 
   
  Development: After slaying their duplicates, the 
  party may inspect the fallen. All of the guards died due to 
  violence. However, Lady Katarina appears untouched. No 
  method of returning her to life will work. The reason 
  behind this will be explained in a future module. If magic 
  is used to speak with the dead soldiers or restore them to 
  life, they will only be able to say they were attacked so 
  fast by what appeared to be pathfinders that they do not 
  know what ultimately happened to Lady Katarina. 
   
  That said, observant parties will notice (Search DC 
  10 +APL) two rings of dirt in the area. The first will look 
  as if something exploded out. The other looks like 
  something burrowed back in. The first ring is where this 
  party used earthstride to attack Lady Katarina’s party, and 
  the second is where the true assassin of Lady Katarina 
  used a scroll of earthstride to return… 
   
  Tracking (Survival DC 10 + APL) will reveal there 
  was an additional humanoid (human) here, and that the 
  human may have attacked Lady Katarina from behind 
  (The Cad!). A Heal check (DC 15) will reveal beyond 
  doubt the complete and utter lack of violence to the 
  Lady’s personage. Exactly what happened to her will be 
  explored in a future module. 
   
  The party SHOULD decide to return the Lady’s body 
  to either Critwall or to Gensal. If to Gensal, it will be 
  returned to Critwall. A Knowledge Local check DC 5 or 
  greater will reveal many stories about how prior heads of 
  state where laid in public display before burial.  
   
  Conclusion: 
   The Lord of the Circle 
  Read or paraphrase the following to the party: 
   
  Nearly a week has passed since Lady Katarina’s body 
  has been returned to Critwall. Even now it lies ‘in 
  state’ in a glass coffin within Critwall Keep. In rest, 
  she looks peaceful, as if she was sleeping.  
   
  The nation is in full mourn ng. Every one is 
  grieving for her loss. Then a story begins to circulate. 
  It turns out she died without an heir. This leaves a 
  new council seat open. No one knows HOW it will be 
  filled. The o her rumor is that none of the churches 
  have been able to contact her soul. No amounts of 
  scrying, raising, resurrect ng or other magics have 
  determined what caused the Lady’s death. 
  i
  t
  i
   
   
  The party is summoned to the Council of Lords 
  where they are asked to give a full report (for what 
  seems to be the 100
  th time) on the events surrounding 
  what is now called the “Gensal Incident”. After their 
  report, Lord Enerick thanks you for your service. 
  “You have done all you could do. We appreciate you at 
  least not losing the Lady’s body even if the nation has 
  lost her soul. We have many matters to discuss. 
  Thanks to the aid of Secretary Halfhand, the Council 
  will have a number of reports to go over. You will, 
  however be happy to note that none of his reports 
  directly faults you for any of this. Thank you for your 
  service.” With that the party is dismissed. 
  No amounts of protest or explanations are heard by the 
  Council and soldiers stand ready to escort the 
  Pathfinders to the door to the keep. 
   
  Outside of the keep, you can hardly believe how thick 
  the air feels. It is as if a storm was brewing although 
  not a cloud exists in the otherwise perfect sky. As you 
  leave the Keep, a whim moves you and you find your 
  In the Service of the Lady 
   
  Page 13 
  
  self absent mindedly wandering towards the gates out 
  of Critwall, and into Tent Town. You are about to turn 
  around and go back when you notice it. There, 
  painted on the walls of Critwall you see “The Lady 
  sleeps! Wake the Lady!”  
   
   
   
  The End 
  This story line will be continued in SHL04-03: “The End 
  of the Path”. 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter Three 
  Successfully quelling the dispute between the settlers 
  and the soldiers 
   
  APL2 90 xp 
  APL4 135 xp 
  APL6 180 xp  
  APL8 225 xp 
  APL10 270 xp 
  APL12 315 xp 
   
  Encounter Five 
  Defeating Elementals 
  APL2 120 xp 
  APL4 180 xp 
  APL6 240 xp 
  APL8 300 xp 
  APL10 360 xp 
  APL12 420 xp 
   
  Encounter Six 
  Defeating Iuzian Assassination Squad 
  APL2 120 xp 
  APL4 180 xp 
  APL6 240 xp 
  APL8 300 xp 
  APL10 360 xp 
  APL12 420 xp 
   
  Encounter Seven 
  Defeating Pathfinder Duplicates 
  APL2 120 xp 
  APL4 180 xp 
  APL6 240 xp 
  APL8 300 xp 
  APL10 360 xp 
  APL12 420 xp 
   
  Total Possible Experience:  
   
  APL2 400 xp 
  APL4 600 xp 
  APL6 800 xp 
  APL8 1250 xp 
  APL10 2100 xp 
  APL12 3000 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. 
  In the Service of the Lady 
   
  Page 14 
  
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
   
  L:  Looted gear from enemy 
   
  C:  Coin, Gems, Jewelry, and other valuables 
   
  M:  Magic Items (sell value)  
   
  Encounter Six: 
  Iuzian Assassination Squad 
   
  APL 2: L: 34 gp;  
   
  APL 4: L: 52 gp; M: 45 gp 
   
  APL 6: L: 17 gp; M: 567 gp 
   
  APL 8: L: 72 gp; M: 1160 gp 
   
  APL 10: L: 72 gp; M: 1250 gp 
   
  APL 12: L: 72 gp; M: 1681 gp 
   
  Encounter Seven:   
  Duplicate Pathifinders 
   
  APL 2: L: 17 gp; M: 210 gp  
   
  APL 4: L: 52 gp; M: 390 gp 
   
  APL 6: L: 60 gp;  
   
  APL 8: L: 60 gp;  
   
  APL 10: L: 60 gp; M: 675 gp 
   
  APL 12: L: 60 gp; M: 1012 gp 
   
  Total Possible Treasure 
  APL 2: L: 51 gp; M: 210 gp - Total: 261 gp 
   
  APL 4: L: 104 gp; M: 435 gp – Total: 539 gp 
   
  APL 6: L: 77 gp; M: 567 gp – Total: 644 gp 
   
  APL 8: L: 132 gp; M: 1160 gp – Total: 1292 gp 
  APL 10: L: 132 gp; M: 1925 gp –  
  Total: 2057 gp 
  APL 12: L: 132 gp; M: 2693 gp –  
  Total: 2825 gp 
   
  Special 
  Earthstride 
  Conjuration (Teleportation) 
  Level: Sor/Wiz 8 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: 0’ 
  Target: You and/or touched willing creatures 
  Duration: Instantaneous 
  Saving Throw: None (See text) 
  Spell Resistance: None (See text) 
  You instantly transport through the earth itself up to one 
  creature per 3 caster levels you possess, up to 8 creatures 
  at level 18 to any other spot you viewed. The viewing may 
  be as the result of a previously cast scrying spell. Each 
  creature transported must not be carrying more than a 
  medium load. Further, each creature must first be dusted 
  from head to toe with “rare earth” (Rare earth is the dirt 
  left behind by a non-summoned earth elemental that 
  died on the prime material plane). Rare earth costs 1500 
  gp per creature to be transported. Creatures transported 
  via this spell must be willing to travel by this method and 
  thus receive no savings through or spell resistance. As 
  long as the target area is connected to the earth, there is 
  no known magical defense to prevent the transportation 
  of the creatures to their ultimate location. Thus spells 
  such as anti-magic shell, etc., will not prevent the 
  transportation.  
   
  Items for the Adventure Record 
  Influence Point: For your service, council members 
  loyal to the Lady have given you one influence point with 
  the Shield Lands metaorganization of your choice.    
   
  Gratitude of the Settlers: If you successfully caused the 
  soldiers and the settlers to travel peacefully together, the 
  settlers will be so grateful that they will constantly be 
  sending you supplies. This gives you free standard 
  lifestyle during the next three Shield Lands regional 
  adventures. At APL 10 or higher, the soldiers will also be 
  grateful and give you access to a heavy dark-stained 
  leather Belt of Giant Strength +4. 
   
  Gratitude of the Knight Bannerette: For your 
  assistance, Knight Bannerette Lemanda has given you 
  access to one of the treasures of Gensal, a deep blue Cloak 
  of Charisma +2. DMG, Frequency Adventure. 
   
  Item Access 
  APL 2-4:  
  Cloak of Charisma +2 (Adventure, DMG) 
   
  APL 6:  
  Headband of Intellect +2 (Adventure, DMG) 
   
  All APL 2&4 Items 
   
  APL 8:  
  +1 Keen heavy pick (Adventure, DMG) 
  Arcane Scroll of Summon Monster VI (Fiendish 
  Monstrous Spider) (Adventure, DMG) 
  Potion of Haste (you may purchase up to two) 
  (Adventure, DMG) 
   
  All APL 2, 4 & 6 Items 
   
  APL 10: 
  Belt of Giant S rength +4 (Adventure, DMG) 
  t
   
  All APL 2, 4, 6 & 8 Items 
   
  APL 12: 
  Divine Scroll of Blasphemy (Adventure, DMG) 
   
  All APL 2, 4, 6 & 8 Items 
   
  In the Service of the Lady 
   
  Page 15 
  
  Appendix 1: NPC & Monster Stats 
  Encounter 5 - Assassin 
  APL 4, EL 6 
  � Bloodhand: Male hobgoblin Rog2; CR 3, medium 
  humanoid (goblinoid); HD 2d6+4 (rogue); hp 14; Init 
  +5, Spd 30 ft. AC 14 (touch 11, flat-footed 13) [+1 Dex, 
  +3 masterwork studded leather]; Atk +2 melee (short 
  sword 1d6+1), +2 ranged (javelin 1d6 +1); SA Sneak 
  Attack +1d6; SQ Darkvision 60’, Evasion; SV Fort +2, 
  Ref +4, Will -1, Str 13, Dex 13, Con 14, Int 10, Wis 9, 
  Cha 8. 
   
  Skills and Feats: Bluff +4, Disguise +6, Hide +6, 
  Jump +8, Listen +4, Move Silently +10, Spot +4, Tumble 
  +8; Improved Initiative. 
   
  Possessions: masterwork studded leather (black), 
  short sword, potion of invisibility. 
   
  Physical Description: He has a very cruel smile, 
  even for a hobgoblin. He favors dark clothing. 
   
  � Bone Chatter: Male Hobgoblin Sor2; CR 3, 
  medium humanoid (goblinoid); HD 2d4+4 (sor); hp 11; 
  Init +1, Spd 30 ft. AC 11 (touch 11, flat-footed 10) [+1 
  Dex]; Atk +2 melee (quarterstaff 1D6+1); SQ 
  Darkvision 60’; SV Fort +2, Ref +1, Will +2, Str 13, Dex 
  13, Con 14, Int 10, Wis 9, Cha 12. 
   
  Skills and Feats: Concentration +7, Move Silently 
  +7; Alertness, Spell Focus Conjuration.  
   
  Spells Known: (6/5; base DC = 11 + spell level): 
  0—[acid splash, daze, detect magic, flare, touch of 
  fatigue]; 1st—[mage armor, summon monster I]. 
   
  Possessions: quarterstaff. Snake (tiny viper) 
  Familiar: HP 5. See Player’s Handbook page 52.  
   
  Physical Description: He grins at his foes before 
  he kills them. He wears rusty black robes and carries a 
  heavy quarterstaff.  
   
  APL 6, EL 8 
  � Hobgoblin (4): Hp 6, 6, 6, 6; see Monster Manual, 
  page 153. 
   
   
   
   
  � Bloodhand: Male Hobgoblin Rog5/Ass1; CR 7, 
  medium humanoid (goblinoid). HD 5d6+10 (rogue) 
  1d6+2 (assassin); hp 38; Init +6, Spd 30 ft. AC 16 (touch 
  12, flat-footed 14) [+2 Dex, +4 +1 studded leather]; Atk 
  +6 melee (+1 short sword 1d6+2), +4 ranged (javelin 
  1d6 +1); SA Death Attack, Sneak Attack +4d6; SQ 
  Darkvision 60’, Evasion, Poison Use, Uncanny Dodge; 
  SV Fort +3, Ref +8, Will +2, Str 13, Dex 14, Con 14, Int 
  12, Wis 9, Cha 8. 
  Skills and Feats: Bluff +5, Disguise +11, Hide +12, 
  Jump +14, Listen +10, Move Silently +16, Spot +9, 
  Tumble +14; Improved Initiative, Iron Will Weapon 
  Focus Short Sword. 
   
  Possessions: +1 studded leather (black), +1 short 
  sword, headband of intellect +2, potion of invisibility. 
   
  Spells Prepared: (1; base DC = 11 + spell level): 
  1st—[true strike]. 
   
  Physical Description: He has a very cruel smile, 
  even for a hobgoblin. He favors dark clothing. 
   
  � Bone Chatter: Male Hobgoblin Sor4; CR 5, 
  medium humanoid (goblinoid); HD 4d4+8 (sor); hp 21; 
  Init +1, Spd 30 ft. AC 11 (touch 11, flat-footed 10) [+1 
  Dex]; Atk +4 melee (quarterstaff 1D6+1); SQ 
  Darkvision 60’; SV Fort +2, Ref +2, Will +3, Str 13, Dex 
  13, Con 14, Int 10, Wis 9, Cha 13. 
  Skills and Feats: Concentration +10, Move Silently 
  +7, Spellcraft +3; Alertness, Augment Summoning, 
  Spell Focus Conjuration.  
   
  Spells Known: (6/7/3; base DC = 11 + spell level): 
  0—[acid splash, daze, detect magic, flare, resistance, 
  touch of fatigue]; 1st—[mage armor, shield, summon 
  monster I]; 2nd-[summon monster II]. 
   
  Possessions: quarterstaff. Snake (tiny viper) 
  Familiar: HP 10. See Player’s Handbook page 52.  
   
  Physical Description: He grins at his foes before 
  he kills them. He wears rusty black robes and carries a 
  heavy quarterstaff.  
   
  APL 8, EL 10 
  � Bloodhand: Male Hobgoblin Rog5/Ass3; CR 8, 
  medium humanoid (goblinoid). HD 5d6+10 (rogue) 
  3d6+3 (assassin); hp 49; Init +6, Spd 30 ft. AC 16 (touch 
  12, flat-footed 14) [+2 Dex, +4 +1 studded leather]; Atk 
  +8 melee (+1 short sword 1d6+2), +5 ranged (javelin 
  1d6 +1); SA Death Attack, Sneak Attack +5d6; SQ 
  Darkvision 60’, Evasion, Improved Uncanny Dodge, 
  Poison Use, +1 Saves vs. Poison, Uncanny Dodge; SV 
  Fort +4, Ref +9, Will +3, Str 14, Dex 14, Con 14, Int 12, 
  Wis 9, Cha 8. 
  Skills and Feats: Bluff +6, Disguise +12, Hide +13, 
  Jump +15, Listen +11, Move Silently +17, Spot +10, 
  Tumble +15; Improved Initiative, Iron Will Weapon 
  Focus Short Sword. 
   
  Possessions: +1 studded leather (black), +1 short 
  sword, headband of intellect +2, potion of invisibility.  
   
  Spells Prepared: (3/1; base DC = 11 + spell level): 
  1st—[jump, obscuring mist, true strike,] 2nd-
  [Invisobility]. 
   
  Physical Description: He has a very cruel smile, 
  even for a hobgoblin. He favors dark clothing. 
   
  � Bone Chatter: Male Hobgoblin Sor4; CR 5, 
  medium humanoid (goblinoid); HD 4d4+8 (sor); hp 21; 
  Init +1, Spd 30 ft. AC 11 (touch 11, flat-footed 10) [+1 
  In the Service of the Lady 
   
  Page 16 
  
  Dex]; Atk +4 melee (quarterstaff 1D6+1); SQ 
  Darkvision 60’; SV Fort +2, Ref +2, Will +3, Str 13, Dex 
  13, Con 14, Int 10, Wis 9, Cha 13. 
   
   
   
   
  Skills and Feats: Concentration +10, Move Silently 
  +7, Spellcraft +3; Alertness, Augment Summoning, 
  Spell Focus Conjuration.  
   
  Spells Known: (6/7/3; base DC = 11 + spell level): 
  0—[acid splash, daze, detect magic, flare, resistance, 
  touch of fatigue]; 1st—[mage armor, shield, summon 
  monster I]; 2nd-[summon monster II]. 
   
  Possessions: quarterstaff. Snake (tiny viper) 
  Familiar: HP 10. See Player’s Handbook page 52.  
   
  Physical Description: He grins at his foes before 
  he kills them. He wears rusty black robes and carries a 
  heavy quarterstaff.  
   
  � Kutter: Male Hobgoblin Ftr4; CR 5, medium 
  humanoid (goblinoid); HD 4d10+8 (fighter); hp 36; Init 
  +1 (+1 dex), Spd 20 ft. AC 19 (touch 11, flat-footed 18) 
  [+1 Dex, +6 banded mail, +2 heavy wooden shield]; Atk 
  +8 melee (keen heavy pick 1D6+4); SQ Darkvision 60’; 
  SV Fort +6, Ref +2, Will +2, Str 14, Dex 13, Con 14, Int 
  10, Wis 9, Cha 8. 
   
  Skills and Feats: Listen +4, Spot +4, Hide -4 (+1 
  dex, -7 banded mail); Alertness, Weapon focus – heavy 
  pick, Dodge, Iron Will, Weapons specialization – 
  heavy pick.  
   
  Possessions: banded mail, heavy wooden shield, 
  keen heavy pick.  
   
  Physical Description: Heavy scarring over his eyes 
  makes it difficult to believe he can even see!   
   
  � Vilex: Male Hobgoblin Clr4; CR 5, medium 
  humanoid (goblinoid); HD 4d8+8 (cleric); hp 31; Init 
  +1, Spd 20 ft. AC 17 (touch 11, flat-footed 16) [+1 Dex, 
  +6 banded mail]; Atk +5 melee (greatsword 1D10+3); 
  SQ Darkvision 60’; SV Fort +6, Ref +2, Will +6, Str 14, 
  Dex 12, Con 14, Int 10, Wis 14, Cha 8. 
   
  Skills and Feats; Listen +6, Spellcraft +8, Spot +6. 
  Alertness, Weapon focus – greatsword.  
   
  Possessions: banded mail, greatsword, scroll of 
  summon monster VI (Fiendish monstrous spider, 
  Huge).  
   
  Spells Prepared (5/5/4; base DC = 12 + spell level): 
  0—[detect magic, guidance x2, virtue x2 (4)]; 1st—
  [protection from good*, bane, cause fear, doom, shield 
  of faith;] 2nd—[shatter*, hold person, silence, spiritual 
  weapon]. 
        *Domain spell. Domains: [Evil Domain (Evil spells 
  are at +1 caster level); Trickery Domain (bluff, disguise 
  and hide are class skills)]. 
   
  Physical Description: He babbles insanely about 
  the “love” he has for the Old One, demanding others 
  concede Iuz’ power! 
   
  APL 10, EL 12 
  � Bloodhand: Male Hobgoblin Rog5/Ass5; CR 11, 
  medium humanoid (goblinoid). HD 5d6+10 (rogue) 
  5d6+2 (assassin); hp 62; Init +6, Spd 30 ft. AC 16 (touch 
  12, flat-footed 14) [+2 Dex, +4 +1 studded leather]; Atk 
  +10/+5 melee (+1 short sword 1d6+3), +8 ranged 
  (javelin 1d6 +2); SA Death Attack, Sneak Attack +6d6; 
  SQ Darkvision 60’, Evasion, Improved Uncanny 
  Dodge, Poison Use, +2 Saves vs. Poison, Uncanny 
  Dodge; SV Fort +4, Ref +10, Will +3, Str 14, Dex 14, 
  Con 14, Int 12, Wis 9, Cha 8. 
  Skills and Feats: Bluff +6, Disguise +12, Hide +15, 
  Jump +15, Listen +15, Move Silently +19, Spot +10, 
  Tumble +17; Dodge, Improved Initiative, Improved 
  Uncanny Dodge, Iron Will, Weapon Focus Short 
  Sword. 
   
  Possessions: +1 studded leather (black), +1 short 
  sword, headband of intellect +2, potion of invisibility, 2 
  packets of Dark reaver powder (DMG page 297).  
   
  Spells Prepared: (5/3; base DC = 11 + spell level): 
  1st—[jump, obscuring mist, true strike x2; 2
  nd-cat’s 
  grace, invisibility x2]. 
   
  Physical Description: He has a very cruel smile, 
  even for a hobgoblin. He favors dark clothing. 
   
  � Bone Chatter: Male Hobgoblin Sor7; CR 8, 
  medium humanoid (goblinoid); HD 7d4+14 (sor); hp 
  36; Init +5, Spd 30 ft. AC 11 (touch 11, flat-footed 10) 
  [+1 Dex]; Atk +3 melee (quarterstaff 1D6+1); SQ 
  Darkvision 60’; SV Fort +4, Ref +3, Will +4, Str 13, Dex 
  13, Con 14, Int 10, Wis 9, Cha 13. 
  Skills and Feats: Concentration +13, Move Silently 
  +7, Spellcraft +6; Alertness, Augment Summoning, 
  Improved Initiative, Spell Focus Conjuration.  
   
  Spells Known: (6/7/5/3; base DC = 11 + spell 
  level): 0—[acid splash, daze, detect magic, flare, ghost 
  sound, resistance, touch of fatigue]; 1st—[burning
  hands, grease, mage armor, shield, summon monster I]; 
  2nd-[glitterdust, mirror image, summon monster II]; 
  3rd-[fireball, summon monster III]. 
   
  Possessions: quarterstaff. Snake (tiny viper) 
  Familiar: HP 15. See Player’s Handbook page 52.  
   
  Physical Description: He grins at his foes before 
  he kills them. He wears rusty black robes and carries a 
  heavy quarterstaff.  
   
  � Kutter: Male Hobgoblin Ftr6/Blk1; CR 8, medium 
  humanoid (goblinoid); HD 6d10+12 (fighter), 1d10+2 
  (blackguard); hp 60; Init +1 (+1 dex), Spd 20 ft. AC 19 
  (touch 11, flat-footed 18) [+1 Dex, +6 banded mail, +2 
  heavy wooden shield]; Atk +11/+6 melee (keen heavy 
  pick 1D6+4); SQ Darkvision 60’; SV Fort +9, Ref +3, 
  Will +3, Str 14, Dex 13, Con 14, Int 10, Wis 9, Cha 12. 
  In the Service of the Lady 
   
  Page 17 
  
   
   
   
  Skills and Feats: Hide +0 (+1 dex, -7 banded mail), 
  Knowledge Religion +2, Listen +4, Move Silently -1 (+1 
  dex, -7 banded mail, +4 racial bonus), Spot +4. 
  Alertness, Cleave, Power Attack, Weapon focus – heavy 
  pick, Improved Sunder, Weapons specialization – 
  heavy pick. Aura of evil, detect good, poison use. 
   
  Spells Known: (1; base DC = 11 + spell level): 1st-
  [corrupt weapon] 
   
  Possessions: banded mail, heavy wooden shield, 
  keen heavy pick.  
   
  Physical Description: Heavy scarring over his eyes 
  makes it difficult to believe he can even see!   
   
  � Vilex: Male Hobgoblin Clr7; CR 8, medium 
  humanoid (goblinoid); HD 7d8+14 (cleric); hp 52; Init 
  +1, Spd 20 ft. AC 17 (touch 11, flat-footed 16) [+1 Dex, 
  +6 banded mail]; Atk +7 melee (greatsword 1D10+3); 
  SQ Darkvision 60’; SV Fort +7, Ref +3, Will +7, Str 14, 
  Dex 12, Con 14, Int 10, Wis 14, Cha 8. 
   
  Skills and Feats; Concentration +5, Listen +6, 
  Spellcraft +10, Spot +6. Alertness, Combat Casting, 
  Weapon focus – greatsword.  
   
  Possessions: banded mail, greatsword, scroll of 
  summon monster VI (Fiendish monstrous spider, 
  Huge).  
   
  Spells Prepared (5/6/5/3/2; base DC = 12 + spell 
  level): 0—[detect magic, guidance x2, virtue x2]; 1st—
  [protection from good*, bane, cause fear, doom x2, 
  shield of faith;] 2nd—[shatter*, hold person x2, silence, 
  spiritual weapon;] 3rd-[magic circle against good*, 
  dispel magic, prayer;] 4th-[confusion*, poison]. 
        *Domain spell. Domains: [Evil Domain (Evil spells 
  are at +1 caster level); Trickery Domain (bluff, disguise 
  and hide are class skills)]. 
   
  Physical Description: He babbles insanely about 
  the “love” he has for the Old One, demanding others 
  concede Iuz’ power! 
   
  APL 12, EL 14 
  � Bloodhand: Male Hobgoblin Rog5/Ass7; CR 13, 
  medium humanoid (goblinoid). HD 5d6+10 (rogue) 
  7d6+14 (assassin); hp 74; Init +6, Spd 30 ft. AC 16 
  (touch 12, flat-footed 14) [+2 Dex, +4 +1 studded 
  leather]; Atk +12/+7 melee (+1 short sword 1d6+3), +9 
  ranged (javelin 1d6 +2); SA Death Attack, Sneak Attack 
  +6d6; SQ Darkvision 60’, Evasion, Improved Uncanny 
  Dodge, Poison Use, +2 Saves vs. Poison, Uncanny 
  Dodge; SV Fort +5, Ref +11, Will +4, Str 14, Dex 14, 
  Con 14, Int 14, Wis 9, Cha 8. 
  Skills and Feats: Bluff +7, Disguise +13, Hide +18, 
  Jump +16, Listen +18, Move Silently +22, Sense Motive 
  +5, Sleight of Hand +8,  Spot +13, Tumble +20; Dodge, 
  Improved Critical Short Sword, Improved Initiative, 
  Iron Will, Weapon Focus Short Sword. 
   
  Possessions: +1 studded leather (black), +1 short 
  sword, headband of intellect +2, potion of invisibility, 2 
  packets of Dark reaver powder (DMG page 297).  
   
  Spells Prepared: (5/4/3; base DC = 11 + spell level): 
  1st—[ghost sound, jump, obscuring mist, true strike 
  x2; 2
  nd-cat’s grace, invisibility x 3; 3
  rd- deep slumber, 
  false life, misdirection]. 
   
  Physical Description: He has a very cruel smile, 
  even for a hobgoblin. He favors dark clothing. 
   
  � Bone Chatter: Male Hobgoblin Sor9; CR 10, 
  medium humanoid (goblinoid); HD 9d4+18 (sor); hp 
  46; Init +5, Spd 30 ft. AC 11 (touch 11, flat-footed 10) 
  [+1 Dex]; Atk +3 melee (quarterstaff 1D6+1); SQ 
  Darkvision 60’; SV Fort +4, Ref +3, Will +6, Str 13, Dex 
  13, Con 14, Int 10, Wis 9, Cha 14. 
  Skills and Feats: Concentration +14, Move Silently 
  +7, Spellcraft +7; Alertness, Augment Summoning, 
  Improved 
  Initiative, 
  Iron 
  Will, 
  Spell 
  Focus 
  Conjuration.  
   
  Spells Known: (6/7/7/6/4; base DC = 12 + spell 
  level): 0—[acid splash, dancing lights, daze, detect 
  magic, flare, ghost sound, resistance, touch of fatigue]; 
  1st—[burning hands, grease, mage armor, shield, 
  summon monster I]; 2nd-[glitterdust, mirror image, 
  invisibility, summon monster II]; 3rd-[fireball, fly, 
  summon monster III]; 4th-[confusion, summon 
  monster IV]. 
   
  Possessions: quarterstaff. Snake (tiny viper) 
  Familiar: HP 23. See Player’s Handbook page 52.  
   
  Physical Description: He grins at his foes before 
  he kills them. He wears rusty black robes and carries a 
  heavy quarterstaff.  
   
  � Kutter: Male Hobgoblin Ftr6/Blk3; CR 10, medium 
  humanoid (goblinoid); HD 6d10+12 (fighter) 3d10+6 
  (blackguard); hp 76; Init +1 (+1 dex), Spd 20 ft. AC 19 
  (touch 11, flat-footed 18) [+1 Dex, +6 banded mail, +2 
  heavy wooden shield]; Atk +13/+8 melee (keen heavy 
  pick 1D6+4); SQ Darkvision 60’; SV Fort +11, Ref +5, 
  Will +8, Str 14, Dex 13, Con 14, Int 10, Wis 14, Cha 12. 
   
  Skills and Feats: Concentration +3, Hide +2 (+1 
  dex, -7 banded mail), Knowledge Religion +2, Listen 
  +4,  Move Silently +0 (+1 dex, -7 banded mail, +4 racial 
  bonus), Spot +4. Alertness, Cleave, Dodge, Power 
  Attack, Weapon focus – heavy pick, Improved Sunder, 
  Weapons specialization – heavy pick. Aura of evil, aura 
  of despair, command undead, dark blessing, detect 
  good, poison use, smite good 1/day.  
   
  Spells Known: (2/1; base DC = 12 + spell level): 
  1st—[cause fear, corrupt weapon]. 2nd-[death knell] 
   
  Possessions: banded mail, heavy wooden shield, 
  keen heavy pick, 2 packets of Dark reaver powder 
  (DMG page 297). 
  In the Service of the Lady 
   
  Page 18 
  
   
  Physical Description: Heavy scarring used to cover 
  his eyes, but the rituals that made him a blackguard of 
  Iuz have cleared the scarring away. He is a thoroughly 
  disgusting creature.  
   
  � Vilex: Male Hobgoblin Clr9; CR 10, medium 
  humanoid (goblinoid); HD 9d8+18 (cleric); hp 66; Init 
  +5 (+1 dex, +4 Improved Initiative), Spd 20 ft. AC 17 
  (touch 11, flat-footed 16) [+1 Dex, +6 banded mail]; Atk 
  +9/+4 melee (greatsword 1D10+3); SQ Darkvision 60’; 
  SV Fort +8, Ref +4, Will +8, Str 14, Dex 12, Con 14, Int 
  10, Wis 15, Cha 8. 
   
  Skills and Feats; Concentration +7, Listen +6, 
  Spellcraft +12, Spot +6. Alertness, Combat Casting, 
  Improved Initiative, Weapon focus – greatsword.  
   
  Possessions: banded mail, greatsword, scroll of 
  blasphemy, scroll of summon monster VI (Fiendish 
  monstrous spider, Huge).  
   
  Spells Prepared (5/6/6/4/3/2; base DC = 12 + spell 
  level): 0—[detect magic x2, guidance x2, virtue x2]; 
  1st—[protection from good*, bane, cause fear, doom 
  x2, shield of faith;] 2nd—[shatter*, hold person x3, 
  silence, spiritual weapon;] 3
  rd-[magic circle against 
  good*, bestow curse, dispel magic, prayer;] 4
  th-
  [confusion*, inflict critical wounds, poison] 5th-[dispel 
  good*, slay living].  
        *Domain spell. Domains: [Evil Domain (Evil spells 
  are at +1 caster level); Trickery Domain (bluff, disguise 
  and hide are class skills)]. 
   
  Physical Description: He babbles insanely about 
  the “love” he has for the Old One, demanding others 
  concede Iuz’ power! 
   
  Encounter 6 – The Third Strike 
  APL 2 (EL 4) 
  � Iuzian Sorcerer (3): (Note that each of the 
  Sorcerers has exactly the same statistics, except that 
  one of them carries an additional potion of barkskin 
  +2). Male Human Sor 1; CR 1, medium humandoid 
  (human); HD 1d4+5 (sorcerer); hp 9; Init +2 (+2 dex), 
  Spd 30 ft. AC 12 (touch 12, flat-footed 10) [+2 Dex]; Atk 
  +2 melee (by weapon type +2); SV Fort +2, Ref +2, Will 
  +2. STR 14, DEX 14, CON 14, INT 10, WIS 10, CHA14. 
   
  Skills and Feats: Bluff +6, Concentration +6, 
  Disguise +7. Combat Casting, Skill Focus – disguise. 
   
  Spells Known: (5/4; base DC = 12 + spell level): 
  0—[acid splash, daze, resistance, touch of fatigue]; 
  1st—[disguise self, shocking grasp]. 
   
  Possessions: Dagger, one weapon based on Player 
  Character being emulated, potion of mage armor, 
  potion of barkskin +2. Toad familiar (hp 4). 
   
  APL 4 (EL 6) 
  � Iuzian Sorcerer/Fighter (4): (Note that each of the 
  Sorcerer/Fighters has exactly the same statistics). Male 
  Human Sor1/Ftr1; CR 2, medium humandoid 
  (human); HD 1d4+5 (sorcerer)/1d10+2 (fighter); hp 17; 
  Init +2 (+2 dex), Spd 30 ft. AC 12 (touch 12, flat-footed 
  10) [+2 Dex]; Atk +3 melee (by weapon type +2); SV 
  Fort +4, Ref +2, Will +2. STR 14, DEX 14, CON 14, INT 
  10, WIS 10, CHA14. 
   
  Skills and Feats: Bluff +7, Concentration +6, 
  Disguise +9, Intimidate +3. Combat Casting, Dodge, 
  Skill Focus – disguise. 
   
  Spells Known: (5/4; base DC = 12 + spell level): 
  0—[acid splash, daze, resistance, touch of fatigue]; 
  1st—[disguise self, shocking grasp]. 
   
  Possessions: Dagger, one weapon based on Player 
  Character being emulated, potion of mage armor, 
  potion of barkskin +2, potion of bull’s strength. Toad 
  familiar (hp 8). 
   
  APL 6 (EL 8):   
  � Doppelgangers (6):  Hp 22 each. See Monster 
  Manual.  
   
  APL 8 (EL 10)  
  � Doppelganger Rogues (6): (Note that each of the 
  Doppelganger Rogues has exactly the same statistics). 
  Female Doppleganger Rog2; CR 5, medium monstrous 
  humandoid; HD 4d8+4 (doppelganger)/2d6+2 (rogue); 
  hp 34; Init +1 (+1 dex), Spd 30 ft. AC 15 (touch 11, flat-
  footed 14) [+1 Dex, +4 natural]; base attack +5/Grapple 
  +5; full attack + 6 melee (slam 1d6 +1 or by weapon 
  type +1); SA detect thoughts, sneak attack +1d6; SQ 
  change shape, immunity to sleep and charm effects; AL 
  N, SV Fort +4, Ref +8, Will +6. STR 12, DEX 13, CON 
  12, INT 13, WIS 14, CHA 13. 
   
  Skills and Feats: Bluff +12 (+4 if using detect 
  thoughts), Diplomacy +5, Disguise + 11 (+4 if using 
  detect thoughts), Intimidate +5, Listen +8, Sense 
  Motive +8, Spot +8, Use Magic Device +3. Dodge, 
  Evasion, Great fortitude, Mobility, Sneak Attack +1D6. 
   
  Possessions: One weapon based on Player 
  Character being emulated.  
   
  Detect Thoughts (Su): A doppelganger can 
  continuously detect thoughts as the spell (caster level 
  18
  th; Will DC 13 negates). It can suppress or resume 
  this ability as a free action. The save is Charisma based. 
   
  Change Shape (Su): A doppelganger can assume 
  the shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change in 
  form cannot be dispelled, but a doppelganger reverts to 
  its natural form when killed. A true seeing spell or 
  ability reveals its natural form. 
  In the Service of the Lady 
   
  Page 19 
  
   
  APL 10 (EL 12) 
  � Doppelganger Rogues (6): (Note that each of the 
  Doppelganger Rogues has exactly the same statistics). 
  Female Doppleganger Rog4; CR 7, medium monstrous 
  humandoid; HD 4d8+4 (doppelganger)/4d6+4 (rogue); 
  hp 44; Init +2 (+2 dex), Spd 30 ft. AC 16 (touch 12, flat-
  footed 14) [+2 Dex, +4 natural]; base attack 
  +7/+2/Grapple +7; full attack + 8/+3 melee (slam 1d6 +1 
  or by weapon type +1); SA detect thoughts, sneak 
  attack +2d6; SQ change shape, evasion, immunity to 
  sleep and charm effects; AL N, SV Fort +5, Ref +8, Will 
  +7. STR 12, DEX 14, CON 12, INT 13, WIS 14, CHA 
  13. 
   
  Skills and Feats: Bluff +13 (+4 if using detect 
  thoughts), Diplomacy +7, Disguise + 13 (+4 if using 
  detect thoughts), Intimidate +6, Listen +9, Sense 
  Motive +9, Spot +9, Use Magic Device +8. Dodge, 
  Evasion, Great fortitude, Mobility, Sneak Attack +2D6, 
  Spring Attack, Uncanny Dodge. 
   
  Possessions: One weapon based on Player 
  Character being emulated, potion of haste x2. 
   
  Detect Thoughts (Su): A doppelganger can 
  continuously detect thoughts as the spell (caster level 
  18
  th; Will DC 13 negates). It can suppress or resume 
  this ability as a free action. The save is Charisma based. 
   
  Change Shape (Su): A doppelganger can assume 
  the shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change in 
  form cannot be dispelled, but a doppelganger reverts to 
  its natural form when killed. A true seeing spell or 
  ability reveals its natural form. 
   
  APL 12 (EL 14) 
  � Doppelganger Rogues (6): (Note that each of the 
  Doppelganger Rogues has exactly the same statistics). 
  Female Doppleganger Rog6; CR 9, medium monstrous 
  humandoid; HD 4d8+4 (doppelganger)/6d6+3 (rogue); 
  hp 54; Init +2 (+2 dex), Spd 30 ft. AC 17 (touch 12, flat-
  footed 15) [+2 Dex, +5 natural]; base attack 
  +8/+3/Grapple +8; full attack +9/+4 melee (slam 1d6 +1 
  or by weapon type +1); SA detect thoughts, sneak 
  attack +3d6; SQ change shape, evasion, immunity to 
  sleep and charm effects; AL N, SV Fort +6, Ref +11, 
  Will +8. STR 12, DEX 14, CON 13, INT 13, WIS 14, 
  CHA 14. 
   
  Skills and Feats: Bluff +15 (+4 if using detect 
  thoughts), Decipher Scripts +6, Diplomacy +8, Disguise 
  + 16 (+4 if using detect thoughts), Intimidate +6, Listen 
  +9, Sense Motive +10, Spellcraft +7, Spot +10, Use 
  Magic Device +18 (+2 Cha, +2 synergy Decipher 
  Scripts, +2 synergy Spell craft, +3 Skill Focus). Dodge, 
  Evasion, Great fortitude, Improved Natural Armor, 
  Mobility, Sneak Attack +3D6, Skill Focus – use magic 
  device. 
   
  Possessions: One weapon based on Player 
  Character being emulated, potion of haste x2, scroll of 
  fireball. 
   
  Detect Thoughts (Su): A doppelganger can 
  continuously detect thoughts as the spell (caster level 
  18
  th; Will DC 13 negates). It can suppress or resume 
  this ability as a free action. The save is Charisma based. 
   
  Change Shape (Su): A doppelganger can assume 
  the shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change in 
  form cannot be dispelled, but a doppelganger reverts to 
  its natural form when killed. A true seeing spell or 
  ability reveals its natural form. 
   
  In the Service of the Lady 
   
  Page 20 
  
  Appendix or DM Aid 
  The Council of Lords: This is the ruling body of the Shield Lands. They are sometimes called the Council of Equals. 
  There are currently 19 Nobles seated on the Council with 6 seats vacant. Here is a short list of their names and areas of 
  ownership: 
  Name 
  Title 
  Lord 
  Home 
  Status 
  Deity 
  Bohdon 
  Earl 
  Lyndon Bohdon 
  Critwall 
  Active 
  Heironeous 
  Sharn 
  Earl 
  Simen Sharn 
  Bright Sentry 
  Active 
  Heironeous 
  Sharn 
  Regent 
  Natan Enarick 
  Bright Sentry 
  Active 
  Pholtus 
  Arbas 
  Count 
  Landon Arbas 
  Southkeep 
  Nobilty Revoked 
  Heironeous 
  Bladehone 
  Count 
  Garridan Bladehone 
  Law's Forge 
  In Exile 
  Moradin 
  Danjor 
  Earl 
  Reynald Danjor 
  Eastfork 
  In Exile 
  Heironeous 
  Deleven 
  Countess 
  Anela Deleven 
  Deleven 
  In Exile 
  Heironeous 
  Docamald 
  Countess 
  Tereza Docamald 
  Docamald 
  In Exile 
  Heironeous 
  Harryn 
  Countess 
  Clarina Harryn 
  Harryn 
  In Exile 
  Heironeous 
  (Ehlonna) 
  Jakartai 
  Count 
  Colman Jakartai 
  Axeport 
  In Exile 
  Heironeous 
  Jondo 
  Count 
  Mander Jondo 
  Jondo 
  In Exile 
  Heironeous 
  Korsen 
  Countess 
  Dylala Korsen 
  Korsen 
  In Exile 
  Heironeous 
  Lardon 
  Count 
  Janek Lardon  
  Lardon 
  In Exile 
  Heironeous 
  (Zilchus) 
  Nalren 
  Countess 
  Marketa Nalren 
  Nalren 
  In Exile 
  Heironeous 
  Olenak 
  Countess 
  Carlene Olenak 
  Olenak 
  In Exile 
  Heironeous 
  Reyneld 
  Earl 
  Janszen Reyneld 
  Reyneld 
  In Exile* 
  Heironeous 
  Shepkote 
  Countess 
  Manya Shepkote 
  Shepkote 
  In Exile 
  Heironeous 
  Torkeep 
  Count 
  Franz Tokeep 
  Torkeep 
  Active 
  Heironeous 
  Walworth 
  Countess 
  Katarina Walworth 
  Admundfort 
  In Exile 
  Heironeous 
  Yaldon 
  Earl 
  Planton Yaldon 
  Battledown 
  In Exile 
  Heironeous 
  (Arvoreen) 
  Bolam 
  Count 
  Bolam 
  Bolam 
  Extinct 
  Heironeous 
  Delcomben 
  Earl 
  Delcomben 
  Delcomben 
  Extinct 
  Heironeous 
  Gensal 
  Count 
  Gensal 
  Gensal 
  Extinct 
  Heironeous 
  Rendor 
  Count 
  Rendor 
  Ringland 
  Extinct 
  Heironeous 
  Stahzer 
  Count 
  Stahzer 
  Stahzer 
  Extinct 
  Heironeous 
   
  Note: “Active” means they are currently installed in their titled lands. “In Exile” means their lands are still occupied by 
  Iuz.  “Extinct” means no one else is known to be alive to be vested as a noble. “Nobility Revoked” means that the title of 
  noble has been stripped. *Reyneld is missing and his whereabouts are unknown. 
   
   
   
  Maps: 
  Encounter 4 
    N 
  W-E                    Party 
    S                            25’ 
                                     Elementals 
   
  In the Service of the Lady 
   
  Page 21 
   
  
  Encounter 5 
    N 
  W-E                    Party 
    S                            25’ 
                                     Iuzians* 
  *note the spell casters will always try to be in 
  the back. The rogue, where possible will come 
  in invisibly. 
   
  Encounter 6 
     N 
  W-E                     Party 
     S               (low hill)   30’ 
                                        Iuzians 
   
   
   
  In the Service of the Lady 
   
  Page 22 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Shield Lands/594/Normal Scenarios/SHL4-02 - In the Service of the Lady (APL 2-12)/SHL4-02 - In the Service of the Lady.pdf