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.  
   
  SND3-03 
   
   
   
   
  The Monster in the Hills 
   
  A One Round D&D LIVING GREYHAWK
  ®  
  Sunndi Regional Adventure 
  Version 1.0 
  by Ralf Zuiderhoek 
  Editor: Pieter Sleijpen 
  Circle Reviewer: Creighton Broadhurst 
  Play Testers: Daan, Eddie, Erno, Koos, Sebastiaan, Vincent, Ward 
   
  A monster has been sighted in the Hollow Highlands. Folk bar their doors and have mobilised the militia. Will the 
  heroes be able to hunt down this creature and protect the inhabitants of the area? For APL’s 2-8 
   
  
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A five-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three hours. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are here 
  to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
   
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly 
  important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the 
  Monster Manual. We also assume that you have a set of 
  dice (at least one d4, d6, d8, d10, d12, and d20), some 
  scrap paper, a pencil, an RPGA scoring packet, and your 
  sense of fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as a pad 
  of graph paper and a pencil, as handy as a vinyl grid map 
  and chits, or as elaborate as resin dungeon walls and 
  miniatures. 
   
  Instruct the players either to prepare their 
  characters now, or wait until you read the introduction, 
  depending on the requirements of the scenario as 
  described in the introduction.  
   
  Keep in mind that you must have at least three 
  players (not counting the DM), for the game session to be 
  a sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or her. The 
  tag should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes 
  it easier for the players (and the DM) to keep track of 
  who is playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the DUNGEON
  MASTER’S Guide when confronted with a trap or hazard, 
  or the Monster Manual when confronted with a 
  monster.  
   
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while other 
  text is for your eyes only. Text for the players will be in 
  grey boxes. It’s strongly recommended that you 
  paraphrase the player text instead of reading it aloud. 
  Some of this text is general and must be adapted to the 
  specific situation or to actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score 
  its games. Consult your convention coordinator to 
  determine which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill 
  in the top of the grid. That is all. No one is rated. 
  This method is used for people who are just playing 
  for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for 
  players. This method is used when there is no 
  competition, but the event coordinator wants 
  information on how the game masters are 
  performing, or the game master wants feedback on 
  his or her own performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If this 
  method is used, be sure to allow about 15-20 minutes 
  for the players to briefly describe their characters to 
  the other players, and about 5-10 minutes for voting. 
  This method is used when the players want to know 
  who played the “best” amongst the group, or when 
  the adventure is run in tournament format with 
  winners and prizes.  
   
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while 
  you determine treasure and experience awards for the 
  scenario.  
   
  After voting, give the Scoring Packet to your event 
  coordinator.  
   
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring 
   
  The Monster in the Hills 
   
  Page 2 
  
  their own characters with them. It 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, and 
  then have any players without a character create one. 
  Once all players have a LIVING GREYHAWK 
  character, play can begin. 
   
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  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 following 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. 
   
  CR 
  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 
  5 
  6 
  7 
   
  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 three 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 scenario set in 
  the Sunndi region. All characters from the Sunndi pay 
  one Time unit to participate in the adventure. 
  Characters from other regions pay double that amount. 
  Adventurer’s Standard Upkeep costs 12 gp (or 24 gp). 
  Rich Upkeep costs 50 gp (or 100 gp), and Luxury 
  Upkeep costs 100 gp (or 200 gp). 
   
  PCs may spend additional TUs on meta-org 
  activity and magic item creation.  
   
  Adventure Background 
  At the height of its power, the Great Kingdom was 
  renowned for it's fair, honest and efficient justice 
  system, designed by the great arch-mage Schandor. 
  The Monster in the Hills 
   
  Page 3 
  
  Sadly, during the long corruption and eventual 
  downfall of the Great Kingdom this system did not 
  avoid the fate of the empire that used it: the Ivids and 
  their devilish allies perverted it beyond recognition.  
   
  Being part of the Great Kingdom, Schandor's laws 
  were used in Sunndi for a long time, and even though 
  Sunndi broke away from everything to do with the 
  Great Kingdom, traces of this justice system can still be 
  found within the current laws.  
   
  Of course, some of Schandor’s laws are either 
  unpractical (a judge was not allowed to hail from 
  and/or posses land within 300 miles of his district) or 
  simply do not work in a society like Sunndi. 
   
  One of Sunndi’s own interpretations is that on 
  paper the law protects ANY sentient being within 
  Sunndi, with the exception of fiends, undead, 
  bullywugs and Wastrians. An ogre has exactly the same 
  rights as a treant or human. In theory somebody who 
  kills an ogre, can be accused of murder and, under the 
  right circumstances, convicted. In practice of course, 
  few authorities will lift an eyebrow when they hear a 
  group of adventures killed a group of ogres even if 
  there was no apparent reason for killing the ogres. 
  When those ogres had been friends with the locals 
  though, their friends can press charges and in that case 
  the adventurers do run the risk of being convicted for 
  murder. Another big difference is that the laws do give 
  people the right to use lethal force when defending 
  them selves. The Sunndi authorities do value 
  adventurers and the work they do. 
   
  It’s against this background that the adventure 
  unfolds. The sudden appearance of a monster in the 
  Hollow Highlands is cause for concern. Folk say that 
  the local militia has valiantly repelled an apparent 
  attack by the monster upon a small settlement and it 
  has fled into the hills. Now it’s up to a tougher bunch, 
  the PC’s, to take care of this menace.  
   
  Of course the PC’s will soon find out that the 
  creature is not what they expected. It turns out that this 
  monster is actually a planar traveller and a friend of 
  Lanaerra A'Quillan, the Court Wizard. The intelligent 
  creature, called Istoran, an aranea (shape changing 
  spider) has been ambushed during an exploration of a 
  pocket of solid matter in the Astral plane. He had just 
  uncovered a few books on githyanki history and Astral 
  Lore when he was ambushed by a group of githyanki 
  and, finding himself severely outnumbered, he used a 
  scroll of plane shift in a desperate attempt to flee with 
  his life. Unfortunately, the error margin that is 
  inherent to the spell made him appear quite some miles 
  from New Keep. Wounded, he made his way to a group 
  of farms to get aid, but the locals saw him for a hungry 
  beast and mobilised the militia. Istoran decided to 
  retreat into the hills and recover a bit before travelling 
  on to New Keep, not wishing to harm the local folks. 
  Istoran used most of his spells in the ambush on the 
  astral plane, but still has some potent magic left. 
   
  Scenario Summary 
  The PC’s find themselves, on this nice afternoon, in the 
  hamlet of Viceroc in the county of Pelsand, in the 
  southwestern part of Sunndi near the Hollow 
  Highlands. There they hear of a monster that has been 
  spotted in the hills a few hours away. The PC’s are 
  asked to investigate. 
   
  The PC’s find that others are also interested in this 
  creature and clash with Bleak Cabal members and 
  undead. Then they meet the monster and find out it’s 
  not what they expected. It introduces himself as 
  Istoran and demands to be taken to New Keep so he 
  can meet the Court Wizard Lanaerra A'Quillan in a safe 
  house there. 
   
  The next day, while on their way, Githyanki from 
  the Astral Plane ambush the PC’s, looking for 
  something that Istoran apparently took.  
   
  In New Keep another surprise awaits them as a 
  mob of people has formed to punish the terrible 
  monster. 
   
  A Note On Terrain 
  This adventure takes place in the southern parts of the 
  Sunndian Hollow Highlands. The Hollow Highlands 
  are relatively dry and rocky hills riddled with old 
  mines, sinkholes and caverns. The slopes of the hills are 
  not too steep, but the many rocks of varying sizes make 
  travelling through the hills relatively difficult. 
  Combined with the dry thorny bushes and low trees 
  that grow on them, there are ample places perfect for 
  an ambush. People rarely can see further then about 60 
  feet The terrain counts as gentle hills as described in 
  the Dungeon Master’s Guide on page 89.  During an 
  encounter you might want to add dense rubble as 
  described in Mountainous Terrain on the same page. 
   
  The locals tend to live in the valleys where they 
  farm along the small streams (which tend to have dried 
  up at the end of the dry season). Farming consists of 
  cattle as well as olive trees, cork oaks, chestnuts and 
  goats. Fields tend to be surrounded by low lose rock 
  walls made from the rocks found on the fields. Other 
  communities are shepherds or subsist on mining or 
  even less savoury ways of earning a living. In the region 
  around Viceroc though, the area changes into an 
  abandoned wilderness rather quickly due to the 
  constant threat of raiders from the south. 
   
   
  The Monster in the Hills 
   
  Page 4 
  
  Introduction 
  Read this to the PC’s. They are either on their way to 
  New Keep or heading away from there and are 
  travelling through Viceroc. A good reason for any of 
  the PCs to be in the vicinity for example would be to 
  fight the remains of the Scarlet Brotherhood army that 
  fled into the hills to the south of Viceroc during its 
  defeat by Ahlissa during the ‘liberation’ of Naerie. 
  Ultimately though it is up to the players to come with a 
  good reason.  
   
  Cresting a hilltop you see the small town o  Viceroc
  on the slope of the low rocky hill opposite to you. 
  You deduce by the many stone buildings that it was 
  once a thriving mining town. Now, half the homes 
  are emp y and used to repair the ones still standing, 
  resulting in the destruction and defacing of the 
  houses laying farther out to keep the ones in the 
  centre in good shape. You can see a small stream 
  running through the edge of town and several 
  people are doing chores there. You notice many 
  different shapes and sizes o  people in this town, 
  making you believe i ’s one of the many mixed 
  communities which dot the Sunndi landscape. In 
  the town itself, many people mill about between 
  large, stone buildings. There is a clearing in town 
  where several colourful tents have been set up.  
  f
   
  t
  f
  t
  i
   
  l
   
  On this clear day you can see several farms in 
  the distance to one side on the flatlands, with and 
  farming ground for crops. Looking at the rocky 
  bottom here, you understand why the farms are that 
  far out. On the other side you can see what must be 
  a mining site with gaping black entrances nto a 
  hillside not more than a mile away from you. You 
  contemplate that this is a good spot to oversee the 
  surroundings 
  when 
  suddenly 
  two 
  armoured 
  gnomes step from behind a nearby large stone. You 
  only now realise that it’s a well hidden and fortified 
  guardhouse made to look like a natural rock 
  outcropping. One of them says in a cheery voice: 
  “Good day to ye mates! We come to Viceroc! May I 
  have your names and business please?” 
   
  The town is described in Appendix II and you should 
  use that as a reference. The tents that have been pitched 
  are for the outriders who left with the mining caravan 
  to New Keep.  
   
  The guard, who introduces himself as Naleb 
  Greenbottle, is happy to chat with the PCs as are most 
  gnomes in town. In fact, getting them to stop might 
  prove to be a tad difficult. During these conversations 
  they love to tell some rumours about the region. 
  Nothing pleases them more then giving some new 
  information to a person, so if the PCs can provide some 
  rumours or stories of their own, it will be treated as a 
  treasure.  
   
  One of the first things they want to know is 
  whether the PCs can provide more information on why 
  the guards of New Keep are placed on a high alert, 
  checking anybody entering the keep thoroughly. 
  Locals suspect that Lord Donner has learned that the 
  Scarlet Brotherhood is planning to assassinate him with 
  a magically disguised assassin. A DC 15 Knowledge 
  (Splintered Sun); Sunndians have a +5 circumstance 
  bonus on this check) will provide the PCs with the 
  information that such scares happen more often and 
  are based on false rumours most of the time.  
   
  There are also rumours about negotiations 
  between Sunndi, Ahlissa and Onnwal about the 
  military aid Sunndi wants to provide to Onnwal. 
  Opinions are rather mixed on this subject. They all 
  distrust Ahlissa’s motives, and fear that Sunndi might 
  be short-changed during the negotiations, but some see 
  it as an opportunity for peace and trade and they hope 
  it will lessen the tension between Count Donner and 
  King Hazendel. Others however feel that Ahlissa will 
  take the whole hand instead of the finger, and that 
  Sunndi is better off without any trade with Ahlissa. If 
  people inquire about the tension between Count 
  Donner and King Hazendel, people will tell that 
  apparently tension is high between the two both about 
  the fact that Donner refuses to change his family name 
  to a more appropriate one without Great Kingdom 
  associations and trade. 
   
  Some suggest Donner, or people close to him, has 
  hired thugs and bandits to disrupt trade and to make it 
  possible to open trade with Ahlissa. Others dismiss this 
  as nonsense. After all, bandits continually come from 
  the southern Hollow Highlands where Scarlet 
  Brotherhood troops try to hide from Ahlissan soldiers. 
  If anything, Hazendel and Donner should work 
  together with the Ahlissans to chase these culprits 
  from the hills once and for all. Another group thinks 
  Ahlissa is behind the bandit attacks to increase tension 
  in Sunndi and to make it ripe for invasion. Which side, 
  if any, remains subject to debate for the moment. 
   
  Of less interest for the locals are stories about 
  bullywugs planning an attack on Sunndi. To them 
  these stories are old news and if an attack were 
  imminent, Sunndi would never send soldiers to 
  Onnwal. Besides, bullywugs are always going to attack, 
  so why would the rumours be true this time? The same 
  is true for undead attacking from the Vast Swamp or 
  giants raiding from the Glorioles. Some people do 
  speculate that the coming wet season will be bring 
  more rain then usual, pointing at the unusually good 
  weather for the time of the year as well as the behaviour 
  The Monster in the Hills 
   
  Page 5 
  
  of certain burrowing animals. Finally there are some 
  rumours of undead and wyverns in the area, but almost 
  everyone dismiss them as nonsense. 
   
  A Monster In The Hills  
  The DM should not forget though that this is the 
  introduction encounter and the PCs should not spend 
  too much time on it. Especially when a DM is pressed 
  for time, the DM should brush over this part quickly. 
  Somewhere during the stroll around town, or when 
  they are enjoying a drink in front of one of the local 
  taverns, read the following to the PC’s: 
   
  A man on a horse comes rushing into town. He 
  reaches the centre of town and then almost drops 
  off his horse. He seems quite haggard and has some 
  bruises. “A monster! A monster has attacked us!” 
  Several townsfolk move up to him and help him get 
  off his horse and he goes own through clenched 
  teeth: “But we drove it off, aye we did! It fled and is 
  h ding in the hills!  Some people are rushing off, to
  get the guards you think. As the man stands 
  gasping, waterskin in hand, he starts to relay the 
  story to several townsfolk. 
  i
  ”
   
   
  The PC’s can wait or listen in. They will learn the man 
  is Thador, from a nearby group of farms. He and some 
  of the other farmers fought off a spidery creature that 
  apparently attacked them while they were working 
  near a field. As far as Thador is concerned the creature 
  appeared out of nowhere. It attacked them with its 
  pincers and webs, cast spells (a purple ray) and had 
  hands as well. Thador’s wounds are from falling off a 
  horse, which a successful DC 15 Heal check will attest 
  to. He was riding the horse when Istoran appeared and 
  it bolted immediately. 
   
  If pressed for a better description, all Thador can 
  recount is that it was dark in colour, about the size of a 
  horse (which is exaggerated) and its face towered above 
  them (misremember the big lump on the back as its 
  torso). They drove it off with their clubs and pitchforks, 
  bleeding, into the hills. It should have left a trail that’s 
  easy to follow.  
   
  A DC 20 Knowledge (arcane) check will reveal that 
  this may be a drider (drow/spider hybrid) or a phase 
  spider. The last is especially likely, since it tends to 
  appear out of nowhere, grab it’s intended prey and 
  disappear again. A DC 25 Knowledge (arcane) check 
  will reveal the option of an aranea – though that is 
  unlikely since this creature can shapeshift into a 
  humanoid and hence has no need to openly approach a 
  couple of farmers who are bound to attack it on sight in 
  spider form. A DC 25 Knowledge (the planes) check 
  might point out that a bebilith would fit the 
  description as well, but somehow the thought of this 
  demonic spider allowing anybody to escape alive is 
  unlikely (unless of course it wants more victims). 
  Bardic Lore works in the same way. Note that these 
  DCs are higher than described in the Player’s 
  Handbook, this is because the PC in question is trying 
  to think of spidery creatures based on a faulty 
  description. Once they thought of a creature, a normal 
  check could reveal common powers exactly as 
  described in the Player’s Handbook under the 
  Knowledge skill. 
   
  The mayor, Durak Hammeraxe, who has been 
  called by townsmen, will arrive just when Thador has 
  given the story the first time and he will demand from 
  Thador to tell it again. If he notes the PCs, who more 
  then likely are obvious adventurers, he will ask them to 
  remain with him for the moment, because he might 
  have a job for them. After having heard the story from 
  Thador, he will turn to the PC’s and ask for their help. 
  Most of the guards have left with the yearly mining 
  caravan to New Keep. He will offer each of the PCs 50 
  gp for getting rid of the beast. He will not provide them 
  with mounts, stating that all mounts have been used in 
  the caravan going to New Keep. He will urge the PC’s 
  to do it as fast as possible, since there may be an acute 
  danger to the population. He will not offer more 
  money since if a couple of farmers can drive it of, it 
  should not be too dangerous. He is a bit greedy, so he 
  will get highly irritated if people ask more, pointing out 
  that it is the duty of any Sunndian adventurer to aid 
  common citizens in need of aid and that 50 gp each is a 
  very fair price. Most of Viceroc’s citizens probably 
  never saw that much money at the same time! 
   
  Thador then offers to help the PCs get to the trail. 
  The other farmers present at the fight have gone home 
  already and off to warn the surrounding farms of the 
  danger. He will lead the PCs to the start of the trail, 
  which is easy to follow. During the trip, which is about 
  10 minutes walking to the west of town; he will answer 
  any questions of the PC’s. Observant PCs, DC 15 Sense 
  Motive check, will notice he is holding back 
  something. With a little pressure he will admit that the 
  monstrosity was already hurt when they attacked it and 
  that if fled readily. Thador is an honest man, who did 
  not tell some of the facts to gain some free ale as well as 
  some respect.  
   
  At the start of the trail he will tell the PC’s he won’t 
  go no further. He has a wife, kids and farm to take care 
  of. The trail is easy to follow (a DC 10 Survival check) - 
  dried up blood and 8 legs leave quite a trail. It is nearly 
  dark, but the trail is easy to follow, even in this bad 
  light. If the PCs examine the scene of the fight, a DC 10 
  Survival check will show that the spidery creature 
  indeed appeared out of nowhere, then moved towards 
  The Monster in the Hills 
   
  Page 6 
  
  the farmers and had a brief scuffle with them. Traces of 
  web can still be found on the olive trees on the field as 
  well as scorch marks caused by burning the webs away. 
   
  Encounter 1:  
  The Bleak Cabal 
  A cell of the Bleak Cabal has also heard about the 
  monster while they happened to be in the area. Due to 
  the obvious arcane connections to this so-called 
  monster the story aroused their interest. They are 
  planning 
  to 
  capture 
  the 
  creature 
  for 
  their 
  unwholesome studies.  
   
  While following the track for about 10 minutes, 
  the PCs might come across some new tracks that arrive 
  from the northwest. Make a DC 18 (17 at APL 6 and 8 
  due to the large creatures among the group) Track 
  check in secret and when successful tell them that a 
  small group of humanoids arrived at the trail. One of 
  them examined it for a short while and then the whole 
  group moved off into the direction of the spidery 
  creature. If they succeed by 5 or more note that some of 
  the humanoids walk with a strange hobbling gait. 
  These tracks are only minutes old. 
   
  What the PCs do not know is that the group hardly 
  came much further and that they are literally just 
  around the corner. Make a Listen check for the cabalist 
  against a likely DC (see the Listen skill description in 
  the Player’s Handbook for DCs). If they succeed they 
  will hear the PCs and prepare to attack them. Let the 
  PCs make a DC 25 Listen check to hear some people 
  whispering around the corner. Later on when the 
  Cabalists attack the PCs a DC 15 Listen check should 
  count as a surprise check. At the start of the encounter 
  the Cabalists are about 100 ft. away from the PCs just 
  around a huge rock. Actions by both the PCs and the 
  Cabalists might change this distance.   
   
  The PC’s will meet them when rounding a corner 
  or when the Cabalists attack them. The description 
  below assumes both groups are unaware of each other. 
  Modify the description depending on the actual 
  situation. 
   
  Rounding a bend, you notice a strange group 
  indeed. They all seem to be bipeds, some larger than 
  others. They lumber along the blood trai slowly n
  the same direction, as you are moving. A foul, 
  rotting odour comes wafting your way from them. 
  At a first glance it consists of at least four figures in 
  rags and one female with long flowing blond hair in 
  an opulent robe.  
  l 
   i  
   
  Tactics: This group is quite confident it can take on 
  whatever comes their way and thus don’t care about 
  defence. They will attack the PC’s on sight. Savane, the 
  necromancer, has control over two of the undead and 
  will send them against the PCs. Trevan controls the 
  remaining zombie, which will remain at Savane’s side 
  to guard her. The zombies are brainless and they will 
  use little tactics. Note that they are immune to poison, 
  and Savane will use this to her advantage when 
  employing her stinking cloud or at higher APLs 
  cloudkill spell. 
   
  At the start of the battle, Savane will send in the 
  undead and cast her spells from the back. Preferring to 
  use spells such as glitterdust and stinking cloud as 
  effectively as possible, she will try to get as many 
  opponents in them, and if possible, fights with the 
  glitterdust, and stinking cloud for mages and rogues. If 
  the PCs are spread out, she might prefer to cast fear 
  spells at obvious fighters and at higher APLs blindness 
  at obvious wizards before using area of effect spells. She 
  is intelligent and well versed in the weaknesses and 
  strengths of the typical adventurers. 
   
  Trevan, the cleric, will turn invisible if he has time 
  to prepare, else he will immediately bolster the undead 
  and then turn invisible. He will then cure and bolster 
  the undead while invisible. Only when his beloved 
  Savane is directly threatened might he attack in melee. 
   He knows though that his strength does not lie in 
  melee combat. He also cannot resist the lure of a PC on 
  the brink of death and he will try and finish off any 
  wounded PC’s with the death touch ability provided by 
  the Death domain.  
   
  They will fight to the death, realizing that they will 
  face death anyway if captured alive. Though once 
  Savane is out of spells and it is obvious the zombies are 
  losing, she will flee and with her Trevan.  
   
  Note: The HD of the zombies is higher then the 
  NPCs can control. While this is mainly due to make the 
  encounter challenging, the location where they were 
  created (somewhere in the Vast Swamp at a node of 
  negative energy) gave them a slightly better control 
  over the undead.  
   
  APL 2 (EL 5) 
  Lizardfolk Zombies (3): hp 29, 29, 29; See Appendix I.  
  Savane, female human Wiz3 (Nec): hp 13; See 
  Appendix I. 
   
  APL 4 (EL 7) 
  Bugbear Zombies (3): hp 42, 42, 42. See Monster 
  Manual. 
  Trevan, male human Clr3 (Nerull): hp 24; See 
  Appendix I 
  The Monster in the Hills 
   
  Page 7 
  
  Savane, female human Wiz5 (Nec): hp 31; See 
  Appendix I. 
   
  APL 6 (EL 9) 
  Ogre zombies (3): hp 55, 55, 55; See Monster Manual. 
  Trevan, male human Clr5 (Nerull): hp 38; See 
  Appendix I. 
  Savane, female human Wiz7 (Nec): hp 41; See 
  Appendix I. 
   
  APL 8 (EL 11) 
  Minotaur Zombies (3): hp 81, 81, 81; See Monster 
  Manual. 
  Trevan, male human Clr7 (Nerull): hp 52; See 
  Appendix I. 
  Savane, female human Wiz8 (Nec): hp 50; See 
  Appendix I. 
   
  Treasure: Looting Savane and Trevan. 
   
  APL 2 - L: 0 gp; C: 6 gp; M: scroll of shield (2 gp), 
  potion of cure light wounds (4 gp), wand of magic 
  missile [3
  rd level caster, 20 charges] (75 gp), cloak of 
  resistance +1 (83 gp), spellbook (41 gp). 
   
  APL 4 - L: 49 gp; C: 0 gp; M: scroll of cure light 
  wounds x2 (2 gp each), scroll of remove paralysis (12 
  gp), scroll of shield (2 gp), potion of cure light wounds 
  (4 gp), wand of magic missile [3
  rd level caster, 20 
  charges] (75 gp), cloak of resistance +1 (83 gp), hand of 
  the mage (75 gp), ring of protection +1 (166 gp), 
  spellbook (87 gp). 
   
  APL 6 - L: 53 gp; C: 14 gp; M: scroll of cure light 
  wounds x2 (2 gp each), scroll of invisibility purge (31 
  gp), scroll of remove paralysis (12 gp), scroll of shield (2 
  gp), scroll of greater magic weapon (31 gp), potion of 
  cure light wounds (4 gp), wand of magic missile [5
  th 
  level caster, 20 charges] (125 gp), cloak of resistance +1 
  (83 gp), cloak of resistance +2 (333 gp), ring of 
  protection +1 (166 gp), hand of the mage (75 gp), 
  spellbook (137 gp). 
   
  APL 8 - L: 53 gp; C: 20 gp; M: scroll of cure light 
  wounds x2 (2 gp each), scroll of invisibility (12 gp), 
  scroll of invisibility purge (31 gp), scroll of remove 
  paralysis (12 gp), scroll of speak with dead (31 gp), 
  scroll of shield (2 gp), scroll of greater magic weapon 
  (31 gp), potion of cure light wounds (4 gp), cloak of 
  resistance +1 (83 gp), hand of the mage (75 gp), wand of 
  inflict moderate wounds [10 charges] (75 gp), 
  wand of magic missile [5
  th level caster, 20 charges] (125 
  gp), cloak of resistance +2 (333 gp), ring of protection 
  +1 (166 gp), ring of counter spells (333 gp), spellbook 
  (187 gp). 
   
  Development: If by chance, the Cabalists are captured 
  alive the PCs are in for some problematic questioning. 
  The Cabalists will only speak if their captors promise to 
  set them free again, trying to get the PCs to swear on 
  their deities. Once such promises has been made, they 
  will pretend to have much more information than they 
  actually have and will make the monster even more 
  fearsome than the farmers did already. There is no 
  point in assuming any altruism on their part, so they 
  will readily admit that their main interest in the threat 
  is because of their interest in acquiring knowledge. 
  Truth magic will confirm this. Only under influence of 
  magic will they reveal that they are members of the 
  Bleak Academy. Instead they will state that they are 
  travellers on search for knowledge. Note that since the 
  zombies are not made out of any of the Player’s 
  Handbook races, they really do not see what is wrong 
  with creating them. 
   
  In the off chance that the PCs might learn that the 
  necromancers are members of the Bleak Cabal, allow 
  them to roll a DC 20 Knowledge (arcane) or Knowledge 
  (Splintered Sun) check. If they succeed at the roll, they 
  realize that the Bleak Cabal is an organization of 
  scholars with an unhealthy interest in the Negative 
  Plane and necromancy. The organization is associated 
  with the Vast Swamp, where rumours say it has their 
  headquarters at a natural node of negative energy. The 
  organization is not officially illegal in Sunndi, but since 
  their close association with undead, most would not 
  blink an eye if a known member is killed. Of course, 
  any member that uses undead or consorts with undead 
  is breaking the law and that person can get the death 
  sentence. 
   
  Troubleshooting: There is a chance the PCs will 
  need clerical aid after this fight due to permanent 
  blindness or other nasty effects. Returning to the 
  village will not take long. Appendix II provides more 
  information on Viceroc. The PCs will have to pay for 
  such aid as normal.  
   
  Encounter 2:  
  The Monster in the Hills 
  The trail leads further and can be followed to a cave. 
  The PC’s will arrive there shortly after dark, about half 
  an hour from the battle with the cabalists. The DM can 
  draw out the location to add to the tension.  
   
  Ahead you see a steep hill with a gaping hole, ten 
  feet across in its face. The tracks lead directly to the 
  cave ahead. It is eerily silent in the near dark and 
  not a sound can be heard. The creepy silence makes 
  you wonder what exactly took refuge in the cave. 
   
  The Monster in the Hills 
   
  Page 8 
  
  Istoran will have cast invisibility and mage armour on 
  himself and is perched on the wall above and to the 
  right of the cave. The cave itself is empty. He will 
  observe them for a short period while they plan an 
  assault on his cave. He will let characters enter the cave 
  and do nothing. As the PC’s are ready to attack, or he is 
  discovered, Istoran will speak up:  
   
  A strange shape, just above and to the right of the 
  cave entrance shimmers into view. It is a 
  hunchbacked spider, which makes a clicking sound 
  as it hisses at you. But you notice it also has two 
  human arms protruding from the underside, as wel
  as a backpack slung to the underside. A dark cloak 
  hangs from its back, drawn down by gravity. Several 
  wounds can be seen on its torso and legs, wrapped 
  in rags. The cl cking sound changes pitch and tone 
  to resemble a vo ce: “Sooo! You’dtktkt slay a 
  moonstktker, herooes? Butktkt notktktk tktktis 
  oone.” With that it releases itself from the wall and 
  changes to a humanoid bipedal form while landing 
  on the ground. It stands 5’ tal  and looks human to 
  you. The voice also changes to a more normal tone 
  as it states: “I am Istoran, traveller of strange worlds 
  and places. I demand you allow me a fair trial, as put 
  down in Sunndian Law.”  
  l 
  i
  i
  l
   
  He will then berate the player characters and call upon 
  the Sunndian law for protection as an individual (See 
  Appendix IV). He will demand to be taken to New 
  Keep, since the attack on his person cannot be dealt 
  with by the local lord, but only by the ruler of the 
  county of Pelsand. As he gets closer, the fangs and 
  spinnerets can be seen. He also carries a personal letter 
  addressed to him from Lanaerra A'Quillan, which he 
  won’t show at first, but will when attacked if he gets the 
  time (See Handout I). He will not say he is going to go 
  to see her at first, only when pushed by the PC’s. It is 
  up to the PC’s to escort this special guest to New Keep, 
  where he knows how to contact Lanaerra A'Quillan. If 
  at any time during the scenario, Istoran dies and the 
  PC’s follow the instructions to Lanaerra’s warehouse in 
  New Keep, see Arrival Without Istoran under the 
  Conclusion. If the PC’s attack Istoran anyway, he will 
  try to flee. 
   
  If the PC’s ask what happens he will state that he 
  arrived wounded near the group of farms and wanted 
  to get help. But the farmers there attacked him with 
  pitchforks, stones and clubs. To prevent bloodshed, he 
  threw a web or two at them and retreated without 
  dealing out a blow. All he did was go invisible and run 
  away to this place. He does not know about the Bleak 
  Cabal group that was also on his track. He is sincere 
  about all of this, a detect lie, detect alignment or zone of 
  truth will reveal nothing out of the ordinary.  
   
  He will agree to be taken to Viceroc if the PC’s 
  insist. But he will tell them that he’d rather not, since 
  the town is already hostile towards him and he doubts 
  the PC’s can keep the crowd at bay. He will promise to 
  stay in his humanoid shape (the hybrid-shape described 
  in Appendix III) and refrain from using magic while 
  being transported. But he won’t allow himself to be 
  bound and gagged. He will keep to this, unless he is 
  about to be killed himself. If the PCs take him as a 
  prisoner and tie him up, he will not help the PCs in any 
  way. Istoran doesn’t really need the PCs to get to New 
  Keep apart from the fact that they know the way 
  around here. But his inquisitive and observing nature 
  make it that he will accompany them. After all, it is a 
  prime opportunity for some field observations on the 
  behaviour of adventurers.  
   
  It is this sense of curiosity and to see how people 
  really react to monsters in Sunndi despite the law, he 
  does not want to assume his full human form. While he 
  would prefer to test this in his spider form, he realizes 
  that would make him a sitting duck and prime target of 
  anything overtly hostile. He is not yet willing to go this 
  far in this experiment. Of course, he will not mention 
  to the PCs that in fact he can take the shape of a normal 
  human. In the unlikely case one of PCs actually knows 
  (DC 25 Knowledge [arcane] check) that he can take a 
  full human shape, he will at first deny this (DC 20 
  Sense Motive check to realize he is lying). Only under 
  pressure (DC 15 Diplomacy check) will he tell his real 
  reasoning. A DC 30 Diplomacy check might get him to 
  take full human shape for the moment but under 
  protest and he will constantly try to get the PCs to 
  relent. 
   
  Remember though that he is a relative stranger is a 
  strange country. He will be unsure about some things, 
  and he is not entirely sure where he is. So he will need 
  the PCs to guide him to New Keep through the 
  quickest and safest route possible. 
   
  All APL’s (EL 10):  
  Istoran, male Aranea Sor6:  hp 28; See Appendix III. 
   
  Treasure: In the unlikely case Istoran is killed a looted 
  (non of these are on the AR due to the fact that as 
  stolen property the PCs cannot keep it): 
   
  All APLs – L: 0 gp; C: 10 gp; M The Grey Void - a 
  book about the Astral Plane (written in Celestial) (16 
  gp), wand of magic missiles [level 5, 50 charges] (312 
  gp), ring of protection +2 (666 gp), amulet of natural 
  armor +1 (83 gp), brooch of shielding [fully charged] 
  (125 gp), cloak of resistance +2 (333 gp), scroll of 
  comprehend languages (2 gp), 2x scrolls of invisibility 
  The Monster in the Hills 
   
  Page 9 
  
  (12 g each), scroll of mirror image (12 gp), scroll of fly 
  (31 gp). 
   
  Development: If the group decides to travel to 
  Viceroc, they will arrive there late in the evening. 
  Indeed the inhabitants of Viceroc are not happy to see 
  the PCs with the monster in their town. They are 
  basically told to bugger off to New Keep by Durak, who 
  doesn’t want unrest in his town. They will get their 
  reward of 50 gp however if Istoran changes into his full 
  spider shape in front of the mayor and Thedor. He will 
  agree with Istoran on the part of having to deal with 
  Istoran’s appeal in New Keep and not in his town. He 
  won’t even give the PCs mounts to borrow. 
   
  The PCs can also camp near the cavern or in fact 
  anywhere on the way to New Keep without incident 
  for the night. New Keep is only a day’s travel away (12 
  hours on foot, 5 hours on horseback). The following 
  morning, Istoran will of course have his full allotment 
  of spells and some (9) of the hit points he lost back. 
   
  During the rest of the trip, Istoran is silent unless 
  spoken to. He is not a talkative person and seems very 
  nervous as if he’s hiding something or is expecting 
  something to happen any moment. All he will say in 
  his defence is that he doesn’t feel safe in this strange 
  country filled with people that break a law that is 
  meant to protect freedom (and that is how he feels 
  exactly, he is not hiding anything). He will however 
  speak about the Astral Plane and how things work 
  there (standard Dungeon Master’s Guide information), 
  if asked about by PC’s. 
   
  If the PC’s decide not to escort Istoran to New 
  Keep or he gets away if the PC’s attack, he will be found 
  dead (killed by the Githyanki) the next day and taken 
  to town in triumph (by a crowd pretending to have 
  killed him). Then the letter is discovered and the PC’s 
  miss out on most of the XP and treasure. 
   
  In the case where the PC’s choose to actually fight 
  Istoran, he will attempt to flee once again. If cornered 
  he will at first be haughty, calling upon the law that 
  should protect him. Or else threatening with the letter 
  of Lanaerra, that the PC’s should not mess with him, 
  because he’s a friend of Lanaerra. He will let the PC’s 
  read the letter if they promise not to kill him. A DC 10 
  Knowledge (Splintered Sun) or Intelligence check will 
  make the PC remember that Lanaerra is the court 
  wizard of Sunndi. 
   
  If he dies, the PC’s can get his equipment and find 
  the book and letter. They will get the reward from the 
  Mayor of Viceroc if they bring the body there. From 
  there they may decide to go to New Keep and contact 
  Lanaerra, who is not going to be happy and may have 
  the PC’s arrested and questioned about what happened. 
  This may lead to penalties if the PC’s were really 
  murderous. 
   
  Furthermore, if the PC’s have the book with them, 
  they will encounter the Githyanki who want their book 
  back.  
   
  Encounter 3:  
  Ambush 
  New Keep is but a day’s travel away and the PCs should 
  make their way there. Unbeknownst to the PCs and 
  Istoran, a group of githyanki is hot on their trail. The 
  githyanki are on their way along the road to intercept 
  Istoran and they have used magic to locate the book. 
  They are part of the group who tried to stop Istoran 
  from taking the book on the Astral plane. The book is 
  not very important to the githyanki, but partly because 
  of pride and partly as a punishment, they have been 
  sent after the book and Istoran.  
   
  The planar raiders only know Istoran’s spidery 
  form, but they do know he can assume a humanoid 
  shape. Of course, since Istoran is in humanoid shape, 
  they have no clue who Istoran is or even whether he is 
  among the PCs. All they know is that the group has the 
  book and as such should be punished.  
   
  They underestimated Istoran’s true power at lower 
  APLs or else they would have sent a bigger group. Now 
  another group is waiting on the Astral plane, unwilling 
  to leave their beloved home plane, and ready to escort 
  the githyanki back to their homes once they return 
  with the book and the news that the aranea is dead. 
  Members of this group have created a created a 
  temporary gate to the Astral plane near the ambush 
  spot.  
   
  Istoran does not know anything about this attack, 
  nor does he expect it.  
   
  APL 2 (EL 5)  
  Githyanki swordsmen, male githyanki Ftr1 (2): hp 
  12 each; See Appendix I. 
  Githyanki archers, male githyanki Ftr1 (2): hp 12 
  each; See Appendix I. 
   
  APL 4 (EL 7)  
  Githyanki swordsman, male githyanki Ftr2 (1): hp 
  20 each; See Appendix I. 
  Githyanki archers, male githyanki Ftr2 (2): hp 20 
  each; See Appendix I. 
  Sirrrkingan, male githyanki Wiz(Evo)3: hp 16; See 
  Appendix I. 
   
  APL 6 (EL 9) 
  The Monster in the Hills 
   
  Page 10 
  
  Githyanki swordsman, male githyanki Ftr4 (1): hp 
  36 each; See Appendix I. 
  Githyanki archers, male githyanki Ftr4 (2): hp 36 
  each; See Appendix I. 
  Sirrrkingan, male githyanki Wiz(Evo)5: hp 26; See 
  Appendix I. 
   
  APL 8 (EL 11):  
  Githyanki swordsman, male githyanki Ftr6 (1): hp 
  52 each; See Appendix I. 
  Githyanki archers, male githyanki Ftr6 (2): hp 52 
  each; See Appendix I. 
  Sirrrkingan, male githyanki Wiz(Evo)7: hp 36; See 
  Appendix I. 
   
  Tactics: The githyanki raiders will be hidden away 
  behind some rocks and bushes along the way. You can 
  place this ambush at any time during the day, though at 
  about noon would be the best time, since the Githyanki 
  don’t like to be near either town.  
   
  When setting up this encounter, remember that 
  the terrain is excellent for an ambush. The githyanki 
  will have hidden themselves behind some rocks on 
  both sides of the road far away enough to make it 
  impossible to hit both groups with a single area spell 
  (about 40 ft. on each side of the road). They are after all 
  aware that they are dealing with a sorcerer. On APL 2 
  an archer and a swordsmen will be on both sides. On 
  higher APLs the wizard and the swordsman will be on 
  one side and the two archers on the other. The rocks 
  are surrounded by light undergrowth, doubling any 
  movement made in the area. Behind the githyanki the 
  area is relatively open, making it easier for them to 
  retreat. A DC 15+APL Spot check will determine 
  whether the PCs are surprised or not.  
   
  Before the combat starts, the githyanki will 
  activate their blur power if they have it. At the surprise 
  round the Githyanki will fire their bows, while the 
  wizard Sirrkinan will either use an area of effect spell or 
  focus on obvious opposing wizards or clerics. Since 
  Istoran looks more like a rogue, none of the githyanki 
  will focus on him. Istoran will go invisible as soon as 
  possible and stay out of the fight. He will stay nearby 
  and observe the fight though.  
   
  Second round, two fighters will drop their bows 
  and draw swords and use their daze ability on opposing 
  warriors. The remaining bowmen and the wizard will 
  keep focusing on spellcasters or any obvious threats.  
   
  Feel free to change the tactics if circumstances 
  dictate a different more viable tactic. 
   
  Treasure: Looting the githyanki raiders (the wizard 
  does not have his spellbook with him): 
   
  APL 2: L: 192 gp; C: 6 gp; M: 3x potions of cure 
  light wounds (4 gp each). 
   
  APL 4: L: 216 gp; C: 10 gp; M: 4x potions of cure 
  light wounds (4 gp each), scroll of magic missile [Level 
  3] (6 gp), scroll of protection from energy (31 gp), scroll 
  of glitterdust (12 gp), scroll of shield (2 gp), 2x cloak of 
  resistance +1 (83 gp each). 
   
  APL 6: L: 183 gp; C: 10 gp; M: potion of cure light 
  wounds (4 gp), 3x potion of cure moderate wounds (25 
  gp each), scroll of magic missile [Level 3] (6 gp), scroll 
  of protection from energy (31 gp), scroll of glitterdust 
  (12 gp), scroll of shield (2 gp), scroll of gaseous form (31 
  gp), 3x cloak of resistance +1 (83 gp each), greatsword 
  +1 (195 gp), 2x might composite bow [str +2] +1 (216 
  gp). 
   
  APL 8: L: 28 gp; C: 12 gp; M: 4x potion of cure 
  moderate wounds (25 gp each), scroll of magic missile 
  [Level 5] (12 gp), scroll of protection from energy (31 
  gp), scroll of glitterdust (12 gp), scroll of shield (2 gp), 
  scroll of gaseous form (31 gp), scroll of greater 
  invisibility (58 gp), 3x cloak of resistance +1 (83 gp 
  each), greatsword +1 (195 gp), 2x might composite bow 
  [str +2] +1 (216 gp), Full plate +2 (387 gp), 2x 
  Breastplate +2 (362 gp each), ring of protection +1 (166 
  gp). 
   
  Development: There is no possibility for parlay at first, 
  because the Githyanki feel the only way to redeem 
  themselves is to bring proof of as many as possible dead 
  opponents back to the Astral plane. If the PCs are 
  obviously superior, the githyanki will try to flee. If on 
  the other hand, the githyanki will have an easy time 
  they will give the PCs one opportunity to surrender. 
  They will even promise that they only want the aranea 
  and the book and that the PCs can keep the rest.  
   
  If the PC’s attempt to hand over Istoran, he will 
  attempt to flee. At which point the githyanki will 
  attempt to kill him on the spot and take the book (and 
  most likely they will fail at lower APLs). If the PCs 
  bound Istoran and he is unable to flee, the Githyanki 
  will take him along and vanish into the bushes, only a 
  minute later they will hear a scream. Istoran’s throat 
  has been slit and his belongings scattered. They will 
  find the letter (Handout I) among the things. The 
  githyanki have vanished without a trace (gone through 
  a gate). If the PCs refuse, the fight will of course 
  continue with the githyanki showing no mercy 
  (though they will not finish off opponents who went 
  down). 
   
  If the githyanki are about to be defeated they flee 
  (or when such is impossible surrender), determined to 
  return another day. The PC’s will have a few rounds to 
  The Monster in the Hills 
   
  Page 11 
  
  chase the assailants, before they vanish into a gate to 
  the Astral plane. Any characters managing to jump 
  through this gate will find themselves in the Astral 
  plane and surrounded by a few score Githyanki. Read 
  out aloud the following: 
   
  The transition through the portal leaves you 
  slightly dazed for a fraction of a second. When you 
  recover, you note that you are standing in the 
  middle of a featureless grey void. There is no 
  obvious light source, instead the light seems to be 
  coming from all around you. In front of you, you 
  see a large caravel like ship with a large group of the 
  same yellow skinned humanoids that attacked you 
  back at Oerth. They all appear a bit startled about 
  seeing you, but they recover quickly and they seem 
  to be readying their weapons. Behind you, you see a 
  round green circle floating in midair, ripples 
  flowing over its surface as if something had just 
  stepped through it. It is then that you realize you 
  are also floating in a bottomless void.  
   
  The PCs have two rounds to return to the Prime 
  Material Plane or else the gate will close behind them. 
  The githyanki see no need to attack the PCs, instead 
  loving the cruelty of the PCs being stuck in the Astral 
  Plane. Using a plane shift spell will get the PC back to 
  Greyhawk. But the player must spend 1 additional TU 
  to get back to New Keep due to the error margin that is 
  inherent to the spell. This also means that the 
  adventure is basically over for that particular PC. If the 
  PC has no means of planar travel, and Istoran is still 
  alive, Lanaerra will go out and search for them. In that 
  case they will have to spend 2 TUs. If they did their 
  best to save Istoran, the PCs in question will get all the 
  rewards except the favour of Lanaerra (see the 
  Conclusion). If Istoran is dead, and the others don’t 
  inform Lanaerra, they will be lost. They can request a 
  special scenario from the Sunndi Triad to be rescued. 
   
  If the manage to capture a githyanki alive, that 
  person will threaten with the might of his friends if the 
  PCs don’t release him. They will readily tell them why 
  they are here, calling the aranea a thief and worse. In 
  reality the githyanki’s will not trouble themselves with 
  spending their time on an obvious weak member of 
  their race. As far as the Sunndian laws are concerned, 
  PCs are free to do what they want with the prisoner. 
   
  Note: If the PC’s killed Istoran and took the book, 
  the githyanki will attack them since they want the 
  book and used it as a focus to find the PCs in the first 
  place.  
   
  Troubleshooting: Istoran will not fight during 
  this encounter. Instead he will flee invisibly and 
  observe the battle from a distance. This might anger 
  some PCs, but since they have no means of knowing 
  how powerful Istoran truly is, Istoran would not 
  understand such anger (especially not if they did fine 
  without any assistance). He will pretend to be much 
  less powerful then he really is, stating that he is a 
  traveller and observer and that he never has been in a 
  real fight. Usually he tries to flee. His assistance would 
  have not influenced the fight. In fact, it might actually 
  have hindered the PCs because they would need to 
  spend attention and resources protecting him. This way 
  the PCs were completely free to act without fearing for 
  Istoran’s life. 
   
  Encounter 4:  
  At the Gates 
  The PC’s will probably arrive in New Keep around 
  dinnertime when on foot, during the afternoon when 
  the PC’s were on horseback. If Istoran is not taken as a 
  prisoner, when nearing New Keep, Istoran will ask for 
  a small break and reveal the letter he has been carrying 
  (if he was not forced to do so before). He thus requests 
  to be taken to a warehouse in the town, instead of a 
  guard post. Istoran has directions to the house, which 
  are also in the letter (a PC with a history in New Keep 
  can make a DC 12 Intelligence check to know the 
  location). If the group decides against it, he will try to 
  escape at an opportune moment. If he is bound and 
  treated as a prisoner, he will not reveal the letter and 
  will try to flee during the mob-attack. 
   
  As stated in Encounter 2, if Istoran is not taken as a 
  prisoner, he will at most wear a scowled cloak, but he 
  will not otherwise try to mask his appearance. This 
  means that he will pass normal inspections as a human, 
  but not face-to-face questions. His pincers and glands 
  can’t be hidden when looking each other in the eye. 
  The PC’s might once again try to convince Istoran to 
  take further steps to disguise himself or otherwise try 
  and smuggle him in town. Once again, only a DC 30 
  Diplomacy check will convince him to be more 
  cooperative and he will remain rather angry about it. 
   
  Once the PCs are ready to approach the gate, read 
  out aloud the following text (and adjust it if the PCs try 
  a different route): 
   
  After a journey of only a couple of action packed 
  hours, you finally see your destination: the gates of 
  New Keep. To your surprise you note there is a long 
  line waiting in front of the gate. You did not hear 
  about any market or festival in town. When you get 
  closer, you ask one of the people what is going on. 
  Apparently the guards are at high alert and they are 
  checking everybody entering the town thoroughly. 
   
  The Monster in the Hills 
   
  Page 12 
  
  Many of the people in the queue are grumbling 
  about the situation, but there are no signs the 
  guards will relent. Something must have given 
  them a scare for them to be this though in a country 
  like Sunndi. When you get closer, you note that 
  soldiers of the Sunndian Army accompany the usual 
  guards. 
   
  At this time the PCs might decide not to approach New 
  Keep just yet, but leaving the queue might actually 
  draw even more attention. If they leave, several guards 
  will immediately ready their weapons and march 
  towards the PCs. The PCs are firmly asked to come 
  with the guards and they are then taken to a small room 
  at the gate where Captain Valdann of the Sunndian 
  army will be questioning them while being observed by 
  2 silent grim looking soldiers. Valdann is a tall broad-
  shouldered veteran with short greying brown hair and 
  a short beard. His uniform is in perfect condition as is 
  the long sword at his belt. He has green eyes that stare 
  directly into the eyes of the person he is questioning. 
   
  If on the other hand the PCs stay in the queue, 
  they will also be taken to this room once they reach the 
  gate. Adventurers are always easy to recognize and they 
  will be taken aside for questioning. Valdann is doing 
  the questioning here and all he will say is that the 
  national security is at risk. He will get rather agitated 
  when the PCs treat him with disrespect or jokingly act 
  as if they are Scarlet Brotherhood assassins. A DC 10 
  Sense Motive check should reveal to the PCs that this 
  man is not in for a joke. He is very nervous about 
  something. 
   
  While the guards and soldiers of Sunndi usually 
  are rather lax in their attitude toward civilians, this 
  time they are rather tense. Disobeying them will result 
  in a stern warning. If the PCs still disobey them, they 
  run the risk of being arrested. As long as the PCs do not 
  use violence, they will be either fined for 50 gp or 
  sentenced to hard labour for 1 week (1 TU) (provided 
  they have not committed another crime). A DC 15 
  Diplomacy or Bluff check can avoid this fate, but if a PC 
  irks the guards a third time there is no method to 
  prevent an arrest. 
   
  Valdann wants to know the usual things. Who are 
  the PCs? Where are they coming from? Where are they 
  going to? What do they want to do within New Keep? 
  Who were their parents? Where were they born? 
  Where do they live? What professions do they have? 
  Do they have any friends in New Keep who can vouch 
  for them? Did they see anything suspicious in the area? 
  Did something weird happened to them? In the end, 
  the exact answers are not very important for the 
  scenario.  
   
  Valdann will note them down and he will want to 
  have any details on weird things the PCs might have 
  seen. If a PC tries to lie to him or tell an outrageous 
  story, let the PC make an opposed Bluff roll. Valdann 
  has a Sense Motive of +8. As long as the PCs tell the 
  truth, there should be no problem. 
   
  One thing is for certain; it will be nearly 
  impossible for Istoran to remain undetected during the 
  questioning. If he is only wearing a scowl to hide his 
  features, he will be discovered instantly. If magic is 
  used to disguise him, the answers provided by Istoran 
  will give him away for not being a Sunndian (which 
  will result in a detect magic by a wizard stationed at the 
  gate). In either case, the best way to deal with Valdann 
  is to be honest and forthright. If the PCs tell him who 
  and what Istoran is, Valdann will ask some more 
  questions about how dangerous Istoran is and then 
  grudgingly allow Istoran to enter the city if the PCs 
  take responsibility for him. If the PCs try to fabricate a 
  story, they should realize that Istoran himself is not a 
  very good liar and even when the PCs made up a story 
  in advance, chances are Valdann will see through the 
  lies rather quickly. In that case, he will be more 
  troublesome until he believes the PCs have told him 
  the truth. Obviously showing Lanaerra’s letter will win 
  him to the PC’s side. Eventually though he should 
  allow the PCs and Istorin to enter, commanding the 
  PCs to go to either the Court as quickly as possible or to 
  contact Lanaerra. By this time though, more then likely 
  the harm has been done. The word is out that the PCs 
  are travelling with the ‘monster’ of Viceroc who by now 
  has killed several farmers and ate a whole herd of 
  sheep. 
   
   
  Troubleshooting: The PCs could potentially avoid 
  revealing Istoran’s presence by going into New Keep by 
  themselves, then blow on the whistle and go outside 
  together with Lanaerra. Istoran will object to this, 
  because he feels rather insecure on his own, fearing the 
  githyanki might return or perhaps some violent 
  adventurers with less honourable intentions as the PCs. 
  Eventually they might convince Istoran that this is a 
  good idea, but in that case Istoran will be arrested by a 
  patrol. Istoran will give the PCs names to vouch for 
  him, which will mean that just when they want to leave 
  the gate, they will be detained again until the situation 
  around Istoran is resolved. 
   
  Another option would be to wait, but that will take 
  a long time and will result in a meeting with a patrol, 
  which will eventually lead to the same questioning. 
  Finally, the PCs can decide to climb or fly over the wall. 
  While this is certainly an option – it is HIGHLY illegal 
  and if the PCs are arrested will result in 4 months of 
  hard labour (or 16 TUs). Once again, Istoran would 
  The Monster in the Hills 
   
  Page 13 
  
  object to it, because for one thing, his presence is not 
  illegal as far as he knows and he certainly does not want 
  to really break any laws just to avoid questioning by 
  some guards. Convincing him otherwise will require a 
  DC 30 Diplomacy check. Remember that guards patrol 
  the walls with dogs, but if they come up with a solid 
  plan, they could succeed in bypassing the wall. Of 
  course, an alert civilian will observe them doing it, and 
  they will warn the Nemoudian Hounds. The 
  Nemoudian Hounds in turn to from a mob to drive off 
  not as much the monster, but the Scarlet Brotherhood 
  assassins who are trying to get into the town 
  undetected. 
   
  If the PCs on the other hand have Istoran in 
  chains, the guards will order the PCs to take Istoran to 
  the barracks. On their way they will face the mob (see 
  Encounter 5), during which Istoran will try to escape. 
  If he fails to escape, the guards will warn Lanaerra for 
  him and he will be released the next day. In this case, 
  he will be much less grateful to the PCs. Who will get 
  little rewards from this adventure then besides the loot 
  from the githyanki and the Cabalists. 
   
  Encounter 5:  
  Street Justice 
  There are two possibilities: either news has reached 
  New Keep fast and since the people anticipate the 
  capture and possible trial of the Monster in their capital 
  of the county of Pelsand, they are preparing for its 
  arrival. Or Istoran’s identity was revealed during the 
  interrogation at the Gates. The results are the same: a 
  group 
  called 
  the 
  Nemoudian 
  Hounds 
  (more 
  information on this group can be found in Appendix V) 
  has decided to take justice in their own hands. They 
  have prepared a mob that will attempt to attack the 
  Monster as soon as it enters town. This mob consists 
  mostly of youngsters and riff raff armed with clubs and 
  stones. But they are citizens of Sunndi and not 
  considered cannon fodder. The PC’s should be careful 
  when dealing with this mob.  
   
  As soon as the PCs move through the gates, they 
  will have somebody trailing them, which the PCs will 
  note on a DC 13+APL Spot check. This is one of the 
  Nemoudian Hounds, who if captured, is obviously 
  hostile towards the group in his words. He is dressed in 
  rags and smelly and will slink away in the alleys to 
  warn the mob. He introduces himself as Naldir. His 
  presence might give a warning for things to come, but 
  it will not prevent it. 
   
  After a few turns the PC’s will come to a street 
  which has no side-passages for some 100 feet. Adjust 
  the description below depending on the circumstances. 
   
  You turn to walk down a rather narrow looking 
  street, about fifteen feet wide. While the street in 
  itself is not that narrow, the lack of side passages 
  and the high small houses towering above it 
  somehow gives a caged impression. As you 
  contemplate that, you see several people walk into 
  the street about 100 feet ahead of you and turn 
  towards you. They seem normal civilians, though 
  they look angry as well. Some have rocks with 
  them, others clubs and they stare at you. Only then 
  you notice a similar group has come up from behind 
  and blocked off your return. One of the men 
  carrying a club shouts: “Hand us the monster and 
  no harm will come to you! We will be handing him 
  justice in retribution for the assault on Sunndians 
  n the name of Trithereon!” The crowd looks at you 
  menacing, preparing to throw rocks. 
   
  i
   
  The leaders of the mob will demand the group to give 
  up the monster to them so that they can do justice to it 
  here and now in Trithereon’s name. Not complying 
  will result in an assault with a hail of stones (1d20 – 2 
  on each PC for 1d2 non-lethal damage). The leaders are 
  young men and women who are the Nemoudian 
  Hounds and who wear the symbols of Trithereon 
  openly and with pride. They are all orphans whose 
  parents died during the Greyhawk Wars or who fled 
  from other places. As a consequence these people are 
  tough, much more battle hardened then age might 
  show and they are uncompromising. 
   
  The PC’s can try to persuade the mob to leave them 
  alone with a DC 10+(2xAPL) Diplomacy check. Any 
  priest or obvious follower of Trithereon in the group 
  give a +2 circumstance bonus to the check, multiple 
  followers’ bonuses stack (as well as any member of the 
  Nemoudian Hounds present). If there is any obvious 
  follower of Pholtus or St. Cuthbert in the group, the 
  attempt fails. The DM has the final decision on 
  whether statement made by a PC is good enough to 
  persuade the mob. 
   
  If the attempt succeeds, they will be let past, but 
  will get some eggs, fruit and tomatoes thrown at them.  
   
  If the attempt fails, the mob will attack them. 
  There will be only rocks from the civilians who will 
  close in together slowly and try to cut off escape. The 
  Nemoudian Hounds will be the first to reach the PC’s 
  with their clubs, evenly distributed in the group ahead 
  and behind the PC’s. If they are cut down, the civilians 
  will choose to flee. Slaying unarmed civilians is not 
  tolerated, even if they were throwing rocks. Slaying the 
  Nemoudian Hounds in obvious self-defence is more 
  acceptable. The PC’s can be blamed for deaths and 
  sentenced to penalties accordingly (see Appendix IV). 
  The Monster in the Hills 
   
  Page 14 
  
  Their actions in this encounter will also determine 
  what happens in the next one, see the Conclusion for 
  further details. 
   
   
  APL 2 (EL 2) 
  Civilians, male/female human Com1 (6): hp 4 each; 
  See Appendix I. 
  Leaders, male human War1 (3): hp 10 each; See 
  Appendix I. 
   
  APL 4 (EL 4) 
  Civilians, male/female human Com1 (10): hp 4 each; 
  See Appendix I. 
  Leaders, male/female human Ftr1 (3): hp 12 each; 
  See Appendix I. 
   
  APL 6 (EL 6) 
  Civilians, male/female human Com1 (16): hp 4 each; 
  See Appendix I. 
  Leaders, male/female human Ftr3 (3): hp 28 each, 
  See Appendix I. 
   
  APL 8 (EL 8) 
  Civilians, male/female human Com1 (20): hp 4 each; 
  See Appendix I. 
  Leaders, male/female human Ftr4 (4): hp 36 each; 
  See Appendix I. 
   
  Tactics: Tactics: In the first round of battle, the 
  civilians will throw rocks, evenly distributed among 
  the PC’s. The Nemoudian Hounds will step forward 
  with their clubs in hand and take a threatening 
  position. The rounds thereafter the mob will attempt to 
  stop PC’s or Istoran from fleeing, but once they get 
  hurt, they will scatter. 
   
  Note that this is mainly a role-playing encounter. 
  If you are pressed for time, this encounter can be 
  glanced through. In that case though, the XP should 
  not be provided. 
   
  Treasure: Looting the Nemoudian Hounds (which 
  could be seen as theft): 
   
  APL 2: L: 4 gp; C: 1 gp; M: 0 gp 
   
  APL 4: L: 14 gp; C: 1 gp; M: 0 gp 
   
  APL 6: L: 14 gp; C: 1 gp; M: 0 gp 
   
  APL 8: L: 14 gp; C: 1 gp; M: 0 gp 
   
  Conclusion:  
  Safety at last? 
  This encounter has three possible roads leading from it 
  (okay, 3 most probable). They will be described 
  separately here. The instance where Istoran is treated as 
  a prisoner will fall under Arrival without Istoran, since 
  he will be there before the PC’s (if he escapes during 
  encounter 4 or 5). Or the PC’s get there without a living 
  Istoran. 
   
  The warehouse described is in a quiet part of town 
  and easy to find with the directions given in the letter. 
  The PC’s can find the whistle in the proper niche and 
  blow it. Then, after a short wait, Lanaerra A'Quillan will 
  appear in style. 
   
  After your patience has been tested a little, sparks of 
  every colour appear out of thin air. Guided by the 
  sound of light bells, the sparks grow out to form a 
  portal like shape and someone steps through. A tall, 
  lithe woman dressed in a light blue gown appears in
  the shower of sparks. She has a pale complexion and 
  long blonde hair. The sparks and sounds fade away, 
  leaving her gazing at you evenly. In a rich, light 
  voice, carrying power she speaks:  “Who summons 
  me?” 
   
   
  Arrival with Istoran and no laws broken. 
  Lanaerra is of course happy to see her friend. She 
  already knew he was on his way. She will show her 
  gratitude and ask for the PC’s to explain what happened 
  during their trip. She will then offer them a night’s rest 
  in a good inn in town. In the morning the PC’s will be 
  summoned to her abode and find a fully restored 
  Istoran there. She will again express her gratitude in 
  the form of a favour with her person (See Appendix VI 
  or the Sunndian web-page for details on what can be 
  done with it). She will also provide regional access to 
  some items as noted on the AR. Istoran will answer any 
  questions and offer the PC’s a copy of a book on Astral 
  Lore. The PCs actions will also earn the attention of the 
  Queen’s Halls. 
   
  Arrival with Istoran and laws broken 
  Same as above, but the next day she will also have two 
  city officials with her. They will question the PC’s about 
  the crimes they committed and decide whether a 
  penalty is in order or not. Use the guidelines in 
  Appendix IV for this. If the offence includes murder or 
  grievous assault to any citizens, the PC’s won’t get the 
  Queen’s Hall favour or Lanaerra’s favour. They may get 
  Istoran’s book, if they treated him well. The gold the 
  PC’s can find along the way is unaffected, since the 
  sources are the githyanki and the Bleak Cabal group. 
  Fines are resolved after the scenario treasury 
  calculations and this can implicate that the PC will lose 
  gold on this module. If the PC’s committed crimes 
  having to do with gaining entrance to the city to get 
  Istoran in unseen, they won’t be charged with those. 
  The Monster in the Hills 
   
  Page 15 
  
  Exceptions are of course when guards or innocents get 
  killed or harmed in the process.   
   
  Arrival Without Istoran 
  The PC’s can find the whistle on their own and blow it. 
  Lanaerra will appear and act defensively, demanding 
  why she was called. The DM should try to imagine how 
  a responsible, powerful person reacts when dealing 
  with this. It depends on why Istoran is not here, how 
  she reacts (is he dead or did they hide him away or was 
  he taken by the githyanki?). There should be no combat 
  with Lanaerra, as soon as the PC’s seem hostile to her, 
  she will vanish in a flash and they will be arrested soon 
  (and be wanted and banned in/from Sunndi). If the 
  PC’s killed Istoran, they will be arrested and charged 
  with murder, unless they have a really good story and 
  are willing to witness under magic.   
   
  If Istoran was killed, but they brought the body to 
  be raised, she will be sad and angry. She will pay for the 
  raise dead however. It depends on how he got killed, 
  whether the PC’s get their rewards or not. Again it’s up 
  to the DM to determine if they earned the favours or 
  not. 
   
  In any case, Lanaerra will remove the whistle to 
  prevent the PCs from using that trick again. She does 
  not mind helping a good friend in absolute need of aid, 
  but the PCs have not yet earned her friendship, just her 
  favour.  
   
  Campaign Consequences 
   There are no direct campaign consequences apart from 
  the groups who may be disliked or wanted in Sunndi 
  for committing crimes against the common people. 
  Use the guidelines in Appendix IV to punish PC’s that 
  have misbehaved. PC’s who are native to Sunndi need 
  to take extra care, for they can be banned from or be in 
  disfavour in their own homeland. The activity of the 
  Bleak Cabal could be used in future scenarios. 
   
  DM: please answer these questions and send it to the 
  Sunndi triad (madfox@planet.nl) 
   
  • 
  Did Istoran Survive? 
  • 
  Did any of the PC’s commit any crimes? 
   
  If the answer is no, then there is no need to send 
  anything to the triad. If the above question is answered 
  with yes, then please write a short report of what 
  exactly happened (don’t forget to put down who got 
  hurt, by whom and how. And if the PC got convicted or 
  got away with it). 
   
  The End 
   
  The Monster in the Hills 
   
  Page 16 
  
  Experience Point Summary 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives 
  plus role-playing) to each character. 
   
  Encounter 1: The Bleak Cabal 
  Defeating the Bleak Cabal Members and their zombie 
  slaves: 
   
  APL 2  
  150 XP 
   
  APL 4  
  210 XP 
   
  APL 6  
  270 XP 
   
  APL 8  
  330 XP 
   
  Encounter Three: Ambush 
  Defeat Githyanki force 
   
  APL 2  
  150 XP 
   
  APL 4  
  210 XP 
   
  APL 6  
  270 XP 
   
  APL 8  
  330 XP 
   
  Encounter Five: Street Justice 
  Pass by or avoid the mob without seriously injuring the 
  commoners. 
   
  APL 2  
  60 XP 
   
  APL 4  
  120 XP 
   
  APL 6  
  180 XP 
   
  APL 8  
  240 XP 
   
  Discretionary Role-playing Award 
   
  APL 2  
  90 XP 
   
  APL 4  
  135 XP 
   
  APL 6  
  180 XP 
   
  APL 8  
  225 XP 
   
   
  Total Possible Experience 
   
   
  APL 2  
  450 XP 
   
  APL 4  
  675 XP 
   
  APL 6  
  900 XP 
   
  APL 8  
  1,125 XP 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold.  If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot.  If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure.  Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it.  Other times 
  they may attempt to use the item blindly.  If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) and 
  the item is used before the end of the adventure, its total 
  is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
   
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
   
  Maximum Treasure Totals 
  The maximum amount of treasure that a player 
  character is able to take from this module is linked to 
  the APL at which the module is played. These totals are: 
   
  APL 2:  
  400 gp 
  APL 4: 
  600 gp 
  APL 6: 
  800 gp 
  APL 8: 1,250 gp 
   
  Encounter 1:  Bleak Cabal 
  Looting Savane and Trevan. 
   
  APL 2 - L: 0 gp; C: 6 gp; M: scroll of shield (2 gp), 
  potion of cure light wounds (4 gp), wand of magic 
  missile [3
  rd level caster, 20 charges] (75 gp), cloak of 
  resistance +1 (83 gp), spellbook (41 gp). 
  The Monster in the Hills 
   
  Page 17 
  
   
  APL 4 - L: 49 gp; C: 0 gp; M: scroll of cure light 
  wounds x2 (2 gp each), scroll of remove paralysis (12 
  gp), scroll of shield (2 gp), potion of cure light wounds 
  (4 gp), wand of magic missile [3
  rd level caster, 20 
  charges] (75 gp), cloak of resistance +1 (83 gp), hand of 
  the mage (75 gp), ring of protection +1 (166 gp), 
  spellbook (87 gp). 
   
  APL 6 - L: 53 gp; C: 14 gp; M: scroll of cure light 
  wounds x2 (2 gp each), scroll of invisibility purge (31 
  gp), scroll of remove paralysis (12 gp), scroll of shield (2 
  gp), scroll of greater magic weapon (31 gp), potion of 
  cure light wounds (4 gp), wand of magic missile [5
  th 
  level caster, 20 charges] (125 gp), cloak of resistance +1 
  (83 gp), cloak of resistance +2 (333 gp), ring of 
  protection +1 (166 gp), hand of the mage (75 gp), 
  spellbook (137 gp). 
   
  APL 8 - L: 53 gp; C: 20 gp; M: scroll of cure light 
  wounds x2 (2 gp each), scroll of invisibility (12 gp), 
  scroll of invisibility purge (31 gp), scroll of remove 
  paralysis (12 gp), scroll of speak with dead (31 gp), 
  scroll of shield (2 gp), scroll of greater magic weapon 
  (31 gp), potion of cure light wounds (4 gp), cloak of 
  resistance +1 (83 gp), hand of the mage (75 gp), wand of 
  inflict moderate wounds [10 charges] (75 gp), 
  wand of magic missile [5
  th level caster, 20 charges] (125 
  gp), cloak of resistance +2 (333 gp), ring of protection 
  +1 (166 gp), ring of counter spells (333 gp), spellbook 
  (187 gp). 
   
  Getting the Reward? 
  Collecting the reward at Viceroc for getting rid of 
  Istoran. 
  All APLs: C: 50 gp. 
   
  Encounter Two:  Ambush 
  Looting the githyanki raiders (the wizard does not have 
  his spellbook with him): 
   
  APL 2: L: 192 gp; C: 6 gp; M: 3x potions of cure 
  light wounds (4 gp each). 
   
  APL 4: L: 216 gp; C: 10 gp; M: 4x potions of cure 
  light wounds (4 gp each), scroll of magic missile [Level 
  3] (6 gp), scroll of protection from energy (31 gp), scroll 
  of glitterdust (12 gp), scroll of shield (2 gp), 2x cloak of 
  resistance +1 (83 gp each). 
   
  APL 6: L: 183 gp; C: 10 gp; M: potion of cure light 
  wounds (4 gp), 3x potion of cure moderate wounds (25 
  gp each), scroll of magic missile [Level 3] (6 gp), scroll 
  of protection from energy (31 gp), scroll of glitterdust 
  (12 gp), scroll of shield (2 gp), scroll of gaseous form (31 
  gp), 3x cloak of resistance +1 (83 gp each), greatsword 
  +1 (195 gp), 2x might composite bow [str +2] +1 (216 
  gp). 
   
  APL 8: L: 28 gp; C: 12 gp; M: 4x potion of cure 
  moderate wounds (25 gp each), scroll of magic missile 
  [Level 5] (12 gp), scroll of protection from energy (31 
  gp), scroll of glitterdust (12 gp), scroll of shield (2 gp), 
  scroll of gaseous form (31 gp), scroll of greater 
  invisibility (58 gp), 3x cloak of resistance +1 (83 gp 
  each), greatsword +1 (195 gp), 2x might composite bow 
  [str +2] +1 (216 gp), Full plate +2 (387 gp), 2x 
  Breastplate +2 (362 gp each), ring of protection +1 (166 
  gp). 
   
  Encounter Five:  Street Justice 
  Looting the Nemoudian Hounds (which could be seen 
  as theft): 
   
  APL 2: L: 4 gp; C: 1 gp; M: 0 gp 
   
  APL 4: L: 14 gp; C: 1 gp; M: 0 gp 
   
  APL 6: L: 14 gp; C: 1 gp; M: 0 gp 
   
  APL 8: L: 14 gp; C: 1 gp; M: 0 gp 
   
  New Items 
  Favour with Lanaerra A’Quillan: By bringing Istoran 
  safely to Lanaerra in New Keep, they have earned a 
  favour with Lanaerra, court wizard of Sunndi. 
   
  Favour with the Queen's Halls/Temple of Lydia: By 
  helping Istoran, Lanaerra will have spoken on the PCs 
  behalf at the Queen's Halls, earning them a favour with 
  this organization. The favour also counts as a favour 
  with the associated temple of Lydia. 
   
  Copy of the book “The Grey Void”:  If the PC has the 
  time to study this book while making a Knowledge (the 
  planes) check involving the Astral Plane and creatures 
  living there, the PC will gain +2 circumstance bonus. 
  Cost: 200 gp. 
   
  Necromancer’s 
  Spellbook: 
  The 
  necromancer’s 
  spellbook contains the following spells (the cost is only 
  for the spells specifically mentioned at that APL and 
  the spellbooks for individual APLs must be bought 
  separately): 
   
  APL 2 – blindness/deafness, cause fear, ghoul 
  touch, glitterdust, mage armor, magic missile, shield; 
  Cost 500 gp. 
   
  APL 4 – All of the above + dispel magic, false life, 
  stinking cloud, vampiric touch; Cost 550 gp (total 1050 
  gp). 
   
  APL 6 – All of the above + enervation, fear; 
  protection from energy, ray of enfeeblement; Cost 600 
  gp (total 1650 gp). 
   
  APL 8 – All of the above + cloud kill, scorching ray, 
  waves of fatigue; Cost 600 gp (total 2250 gp). 
   
  The Monster in the Hills 
   
  Page 18 
  
  Items Found 
  APL 2: 
  eyes of the eagle (Regional; See DMG) 
  silversheen (Regional; See DMG) 
  spellbook, necromancer’s (Adventure; See above) 
  wand of magic missile [level 3, 20 charges] (Adventure, 
  see DMG, price 900 gp) 
   
  APL 4: 
  bag of holding, type I (Regional; See DMG) 
  hand of the mage (Adventure; See DMG) 
  necklace of fireballs, type I and II (Regional; See 
  DMG). 
   
  APL 6: 
  cloak of resistance +2 (Adventure; See DMG) 
  horn of goodness/evil (Regional; See DMG)  
  wand of magic missile [level 5, 20 charges] (Adventure, 
  see DMG, price 1500 gp) 
   
  APL 8: 
  breastplate +2 (Adventure; See DMG) 
  divine scroll of invisibility (Adventure; as per the spell). 
  full plate +2 (Adventure; See DMG) 
  necklace of adaptation (Regional; See DMG) 
  ring of counter spell (Adventure; See DMG) 
  scroll of greater invisibility (Adventure; See DMG) 
  wand of inflict moderate wounds [10 charges] 
  (Adventure; As per the spell, price 900 gp) 
   
   
   
  The Monster in the Hills 
   
  Page 19 
  
  Appendix I: Stat Blocks
  APL 2 
  Encounter 1: The Bleak Cabal 
  Lizardfolk Zombies (3): CR 1; Medium Undead; HD 
  4d12+3; hp 29 each; Init -1; Spd 30 ft.; AC 16, touch 9, 
  flat-footed 16; Base Atk +2; Grp +4; Atk +4 melee 
  (1d6+2, slam); Full Atk +4 melee (1d6+2, slam); SQ 
  Single action only, DR 5/slashing, darkvision 60 ft., 
  undead traits; AL NE; SV Fort +1, Ref +0, Will +4; Str 
  15, Dex 8, Con –, Int –, Wis 10, Cha 1. 
   
  Skills and Feats: –; Toughness. 
   
  Possessions: None. 
   
  Savane, female human, Wiz(Nec)3: CR 3; Medium 
  Humanoid (human); HD 3d4+3; hp 13; Init +5; Spd 
  30ft; AC 15, touch 11, flat-footed 14; Base Atk  +1; Grp 
  +1; Atk +1 melee (1d4/19-20/x2, dagger); Full Atk +1 
  melee (1d4/19-20/x2, dagger); AL NE; SV Fort +3, Ref 
  +5, Will +8; Str 10, Dex 12, Con 13, Int 16, Wis 14, Cha 
  8. 
   
  Skills and Feats: Concentration +10, Knowledge 
  [Arcana] +9, Knowledge [History] +6, Knowledge 
  [Local] +6, Knowledge [Nature] +6, Knowledge [the 
  Planes] +9, Knowledge [Religion] +6, Spellcraft +9; 
  Improved Initiative, Scribe Scroll, Skill Focus 
  [Concentration], Iron Will. 
   
  Spells Prepared (5/4/3; base DC = 13 + spell level): 
  0 lvl – detect magic, ray of frost (2), flare (2); 1
  st lvl – 
  cause fear, mage armor, magic missile, shield; 2
  nd lvl – 
  blindness/deafness, ghoul touch, glitterdust. 
   
  Possessions: Dagger, spellbook, potion of cure 
  light wounds, wand of magic missile [3
  rd level caster, 20 
  charges], scroll of shield, cloak of resistance +1,12 gp 
   
  Familiar: Leech, a weasel (+2 on Reflex). 
   
  Encounter 3: Ambush 
  Githyanki swordsmen, male githyanki Ftr1 (2): CR 
  2; Medium-size humanoid (extraplanar); HD 1d10+2; 
  hp 12 each; Init +1; Spd 20 ft.; AC 17, touch 11, flat-
  footed 16; Base Atk +1; Grp  +4; Atk +6 melee 
  (2d6+4/19-20/x2, masterwork greatsword) or +2 missile 
   (1d8/20/x3, composite longbow); Full Atk +6 melee 
  (2d6+4/19-20/x2, masterwork greatsword) or +2 missile 
   (1d8/20/x3, composite longbow); SA Psionics; SQ 
  Darkvision 60 ft., psionics, spell resistance 6; AL NE; 
  SV Fort +4, Ref +1, Will +3; Str 16, Dex 13, Con 14, Int 
  8, Wis 12, Cha 10. 
   
  Skills and Feats: Intimidate +1, Spot +2; Iron Will, 
  Weapon Focus [Greatsword].  
   
  Psionics (SP): 3/day - daze (DC 10), mage hand. 
   
  Possessions: Banded mail, masterwork greatsword, 
  composite longbow, 20 arrows, potion of cure light 
  wounds, 12 gp.  
   
  Githyanki archers, male githyanki Ftr1 (2): CR 2; 
  Medium-size humanoid (extraplanar); HD 1d10+2; hp 
  12 each; Init +3; Spd 20 ft.; AC 18, touch 13, flat-footed 
  15; Base Atk +1; Grp  +2; Atk +2 melee (2d6+1/19-20/x2, 
  greatsword) or +5 missile  (1d8+1/20/x3, masterwork 
  mighty composite longbow [str +1]); Full Atk +2 melee 
  (2d6+1/19-20/x2, 
  greatsword) 
  or 
  +5 
  missile  
  (1d8+1/20/x3, masterwork mighty composite longbow 
  [str +1]) or +3/+3 missile  (1d8+1/20/x3, masterwork 
  mighty composite longbow [str +1]); SA Psionics; SQ 
  Darkvision 60 ft., psionics, spell resistance 6; AL NE; 
  SV Fort +4, Ref +3, Will +1; Str 13, Dex 16, Con 14, Int 
  8, Wis 12, Cha 10. 
   
  Skills and Feats: Intimidate +1, Spot +2; Point 
  Blank Shot, Rapid Shot.  
   
  Psionics (SP): 3/day - daze (DC 10), mage hand. 
   
  Possessions: Breastplate, greatsword, masterwork 
  mighty composite longbow [str +1], 20 arrows, potion 
  of cure light wounds, tanglefoot bag, 12 gp. 
   
  Encounter 5: Street Justice 
  Civilians, male/female humans Com1 (6): CR 1/2; 
  HD 1d4; hp 4 each; Init +1; AC 11, touch 11, flat-footed 
  10; Base Atk +0; Grp +0; Atk +0 melee (1d6, club) or +1 
  thrown (1d2, rocks); AL N/CN SV Fort 0, Ref +1, Will 
  0; Str 10, Dex 12, Con 11, Int 10, Wis 10, Cha 10. 
   
  Possessions: club, some coppers. 
   
  Leaders, male human War1 (3): CR 1/2; Medium-size 
  humanoid (human); HD 1d8+2; hp 10; Init +1; Spd 30 
  ft.; AC 15, touch 11, flat-footed 14; Base Atk +1; Grp +1; 
  Atk +4 melee (1d6+2, club); Full Atk +4 melee (1d6+2, 
  club); AL CN; SV Fort +4, Ref +1, Will +0; Str 15, Dex 
  13, Con 14, Int 10, Wis 10, Cha 10.  
   
  Skills and Feats: Intimidate +2, Jump +4, 
  Knowledge Religion +2; Endurance, Weapon Focus 
  (Club).  
   
  Possessions: Club, studded leather, light wooden 
  shield, 2 gp. 
  The Monster in the Hills 
   
  Page 20 
  
  APL 4  
  Encounter 1: The Bleak Cabal 
  Trevan, human male Clr3: CR 3; Medium-sized 
  humanoid (human); HD 3d8+6; hp 24; Init +0; Spd 20 
  ft.; AC 16, touch 10, flat-footed 16; Base Atk +2; Grp +2; 
  Atk +3 melee (2d4/20/x4 masterwork Scythe); Full Atk 
  +3 melee (2d4/20/x4 masterwork Scythe); SA Rebuke 
  undead 4/day; AL: NE; SV Fort +5, Ref +1, Will +8; Str 
  10, Dex 10, Con 14, Int 12, Wis 16, Cha 12.  
   
  Skills and Feats: Concentration +11, Heal +8, 
  Knowledge Religion +6, Knowledge History +2, 
  Spellcraft +7; Improved Turning, Iron Will, Skill Focus 
  [Concentration]. 
   
  Spells Prepared (4/4/3; Base DC = 13 + Spell 
  Level); 0 lvl – cure minor wounds, detect magic, light, 
  read magic, 1
  st lvl – bless, cause fear*, cure light 
  wounds, protection from good, 2
  nd lvl – invisibility*, 
  resist energy, silence. 
   
  *Domain Spells. Deity: Nerull; Domains: Death 
  (Death Touch 1/day); Trickery (Bluff, Disguise and 
  Hide are class skills). 
   
  Possessions: Masterwork scythe, banded mail, 
  silver holy symbol of Nerull, scroll of cure light 
  wounds (2), scroll of remove paralysis, hand of the 
  mage, 24 gp. 
   
  Savane, female human, Wiz(Nec)5: CR 5; Medium-
  size humanoid (human); HD 5d4+5; hp 36 (21 hp’s base 
  without False Life); Init +5; Spd 30ft; AC 16 , touch 12, 
  flat-footed 15; Base Atk  +2; Grp +2; Atk +2 melee 
  (1d4/19-20/x2, dagger); Full Atk +2 melee (1d4/19-
  20/x2, dagger);  AL NE; SV Fort +3, Ref +5, Will +9; Str 
  10, Dex 12, Con 13, Int 17, Wis 14, Cha 8. 
   
  Skills and Feats: Concentration +12, Heal +4, 
  Knowledge [Arcana] +11, Knowledge [History] +6, 
  Knowledge [Local] +6, Knowledge [Nature] +8, 
  Knowledge [the Planes] +9, Knowledge [Religion] +6, 
  Spellcraft +11; Iron Will, Empower Spell, Improved 
  Initiative, Scribe Scroll, Skill Focus [Concentration].  
   
  Spells Prepared (5/5/4/3; base DC = 13 + spell 
  level): 0 lvl – detect magic, flare (2), ray of frost (2); 1
  st 
  lvl – cause fear, mage armor, magic missile (2), shield; 
  2
  nd lvl – blindness/deafness, false life, ghouls touch, 
  glitterdust; 3
  rd lvl – dispel magic, stinking cloud, 
  vampiric touch. 
   
  Possessions: Dagger, spellbook, potion of cure 
  light wounds, wand of magic missile [3
  rd level caster, 20 
  charges], scroll of shield, cloak of resistance +1, ring of 
  protection +1, 12 gp. 
   
  Familiar: Leech, a weasel (+2 on Reflex). 
   
  Encounter 3:  Ambush 
  Githyanki swordsmen, male githyanki Ftr2 (1): CR 
  3; Medium-size humanoid (extraplanar); HD 2d10+4; 
  hp 20 each; Init +1; Spd 20 ft.; AC 19, touch 11, flat-
  footed 18; Base Atk +2; Grp  +5; Atk +7 melee 
  (2d6+4/19-20/x2, masterwork greatsword) or +3 missile 
   (1d8/20/x3, composite longbow); Full Atk +7 melee 
  (2d6+4/19-20/x2, masterwork greatsword) or +3 missile 
   (1d8/20/x3, composite longbow); SA Psionics; SQ 
  Darkvision 60 ft., psionics, spell resistance 7; AL NE; 
  SV Fort +5, Ref +1, Will +3; Str 16, Dex 13, Con 14, Int 
  8, Wis 12, Cha 10. 
   
   
   
  Skills and Feats: Climb -2, Intimidate +1, Spot +2; 
  Iron Will, Power Attack, Weapon Focus [Greatsword].  
   
  Psionics (SP): 3/day - daze (DC 10), mage hand. 
   
  Possessions: Full plate, masterwork greatsword, 
  composite longbow, 20 arrows, potion of cure light 
  wounds wounds, 12 gp.  
   
  Githyanki archers, male githyanki Ftr2 (2): CR 3; 
  Medium-size humanoid (extraplanar); HD 2d10+4; hp 
  20 each; Init +3; Spd 20 ft.; AC 18, touch 13, flat-footed 
  15; Base Atk +2; Grp  +3; Atk +3 melee (2d6+1/19-20/x2, 
  greatsword) or +7 missile  (1d8+1/20/x3, masterwork 
  mighty composite longbow [str +1]); Full Atk +3 melee 
  (2d6+1/19-20/x2, 
  greatsword) 
  or 
  +7 
  missile  
  (1d8+1/20/x3, masterwork mighty composite longbow 
  [str +1]) or +5/+5 missile  (1d8+1/20/x3, masterwork 
  mighty composite longbow [str +1]); SA Psionics; SQ 
  Darkvision 60 ft., psionics, spell resistance 7; AL NE; 
  SV Fort +5, Ref +4, Will +2; Str 13, Dex 16, Con 14, Int 
  8, Wis 12, Cha 10. 
  Skills and Feats: Climb –2, Intimidate +1, Spot +2; 
  Point Blank Shot, Rapid Shot, Weapon Focus 
  [Composite Longbow].  
   
  Psionics (SP): 3/day - daze (DC 10), mage hand. 
   
  Possessions: Breastplate, greatsword, masterwork 
  mighty composite longbow [str +1], 20 arrows, potion 
  of cure light wounds, cloak of resistance +1, tanglefoot 
  bag, 12 gp. 
   
  Sirrrkingan, male githyanki Wiz(Evo)3: CR 4; 
  Medium-size humanoid (extraplanar); HD 3d4+6; hp 
  16; Init +2; Spd 30 ft.; AC 16, touch 12, flat-footed 14; 
  Base Atk +1; Grp +1; Atk +1 melee (1d4/19-20/x2 
  dagger) or +3 missile (1d8/19-20/x2, light crossbow); 
  Full Atk +1 melee (1d4/19-20/x2 dagger) or +3 missile 
  (1d8/19-20/x2, light crossbow); SA Psionics; SQ 
  Darkvision 60 ft., psionics, spell resistance 8; AL NE; 
  SV Fort +3, Ref +3, Will +4; Str 10, Dex 14, Con 14, Int 
  16, Wis 12, Cha 10. 
  Skills and Feats: Concentration +11, Spellcraft +9, 
  Knowledge [Arcana] +9, Knowledge [the Planes] +9, 
  Knowledge [Local - Astral Plane] +4, Knowledge 
  The Monster in the Hills 
   
  Page 21 
  
  [History] +4, Knowledge [Geography] +7; Scribe Scroll, 
  Skill Focus [Concentration], Weapon Focus [Rays]. 
   
  Psionics (SP): 3/day - blur, daze (DC 10), mage 
  hand.  
   
  Spells Prepared (5/4/3; base DC = 13 + spell level): 
  0 – detect magic, detect poison (2), flare (2), 1
  st – mage 
  armor, magic missile (2), shield; 2
  nd lvl – mirror image, 
  scorching ray (2). 
   
  Possessions: Dagger, light crossbow, 20 bolts, 
  potion of cure light wounds, scroll of magic missile 
  [Level 3], scroll of protection from energy, scroll of 
  glitterdust, scroll of shield, 24 gp. 
   
  Encounter 5: Street Justice 
  Civilians, male/female humans Com1 (10): CR 1/2; 
  HD 1d4; hp 4 each; Init +1; AC 11, touch 11, flat-footed 
  10; Base Atk +0; Grp +0; Atk +0 melee (1d6, club) or +1 
  thrown (1d2, rocks); AL N/CN SV Fort 0, Ref +1, Will 
  0; Str 10, Dex 12, Con 11, Int 10, Wis 10, Cha 10. 
   
  Possessions: club, some coppers. 
   
  Leaders, male/female human Ftr1 (3): CR 1; 
  Medium-size humanoid (human); HD 1d10+2; hp 12; 
  Init +1; Spd 30 ft.; AC 15, touch 11, flat-footed 14; Base 
  Atk +1; Grp  +1; Atk +4 melee (1d6+2, club) or +2 
  missile (1d8, light crossbow); Full Atk +4 melee (1d6+2, 
  club) or +2 missile (1d8, light crossbow); AL CN; SV 
  Fort +4, Ref +1, Will +0; Str 15, Dex 13, Con 14, Int 10, 
  Wis 10, Cha 10.  
   
  Skills and Feats: Intimidate +2, Jump +4, 
  Knowledge Religion +2; Endurance, Power Attack, 
  Weapon Focus (Club)  
   
  Possessions: Club, light crossbow, 20 bolts, dagger, 
  studded leather, light wooden shield, 2 gp. 
   
   
   
  The Monster in the Hills 
   
  Page 22 
  
  APL 6 
  Encounter 1: The Bleak Cabal 
  Trevan, human male Clr5: CR 5; Medium-sized 
  humanoid (human); HD 5d8+10; hp 38; Init +0; Spd 20 
  ft.; AC 16, touch 10, flat-footed 16; Base Atk +3; Grp +3; 
  Atk +4 melee (2d4/20/x4 masterwork Scythe); Full Atk 
  +4 melee (2d4/20/x4 masterwork Scythe); SA Rebuke 
  undead 4/day; AL: NE; SV Fort +7, Ref +2, Will +10; Str 
  10, Dex 10, Con 14, Int 12, Wis 17, Cha 12.  
   
  Skills and Feats: Concentration +13, Heal +8, 
  Knowledge Religion +8, Knowledge History +2, 
  Spellcraft +10; Improved Turning, Iron Will, Skill 
  Focus [Concentration]. 
   
  Spells Prepared (5/5/4/3; Base DC = 13 + Spell 
  Level); 0 lvl – cure minor wounds, detect magic, light, 
  read magic, 1
  st lvl – bless, cause fear*, cure light wounds 
  (2), protection from good, 2
  nd lvl – death knell, 
  invisibility*, resist energy, silence; 3
  rd lvl – animate 
  dead*, cure serious wounds, contagion.
   
   
  *Domain Spells. Deity: Nerull; Domains: Death 
  (Death Touch 1/day); Trickery (Bluff, Disguise and 
  Hide are class skills). 
   
  Possessions: Masterwork scythe, spiked banded 
  mail, silver holy symbol of Nerull, scroll of cure light 
  wounds (2), scroll of invisibility purge, scroll of remove 
  paralysis, cloak of resistance +1, hand of the mage, 64 
  gp. 
   
  Savane, female human, Wiz(Nec)7: CR 7; Medium-
  size humanoid (human); HD 7d4+7; hp 41 (29 hp’s base 
  without False Life); Init +5; Spd 30 ft.; AC 16 , touch 12, 
  flat-footed 15; Base Atk  +3; Grp +3; Atk +3 melee 
  (1d4/19-20/x2, dagger); Full Atk +3 melee (1d4/19-
  20/x2, dagger);  AL NE; SV Fort +5, Ref +7, Will +11; Str 
  10, Dex 12, Con 13, Int 17, Wis 14, Cha 8. 
   
  Skills and Feats: Concentration +14, Heal +5, 
  Knowledge [Arcana] +13, Knowledge [History] +6, 
  Knowledge [Local] +6, Knowledge [Nature] +8, 
  Knowledge [the Planes] +9, Knowledge [Religion] +10, 
  Spellcraft +13; Iron Will, Empower Spell, Improved 
  Initiative, Scribe Scroll, Skill Focus [Concentration], 
  Spell Focus [Necromancy].  
   
  Spells Prepared (5/6/5/4/2; base DC = 13 + spell 
  level): 0 lvl – detect magic, flare (2), ray of frost (2); 1
  st 
  lvl – mage armor, magic missile (2), magic weapon, ray 
  of enfeeblement, shield; 2
  nd lvl – blindness/deafnessΨ, 
  false life, ghouls touchΨ, glitterdust (2); 3
  rd lvl – dispel 
  magic, protection from energy, stinking cloud, 
  vampiric touchΨ; 4
  th lvl – enervation, fearΨ. 
   
  Ψ Because of Spell Focus [Necromancy], the base 
  DC against these spells is 14 + spell level. 
   
  Possessions: Dagger, spellbook, potion of cure 
  light wounds, wand of magic missile [5
  th level caster, 20 
  charges], scroll of shield, scroll of greater magic 
  weapon, cloak of resistance +2, ring of protection +1, 24 
  gp. 
   
  Familiar: Leech, a weasel (+2 on Reflex). 
   
  Encounter 3: Ambush 
  Githyanki swordsmen, male githyanki Ftr4 (1): CR 
  5; Medium-size humanoid (extraplanar); HD 4d10+8; 
  hp 36 each; Init +2; Spd 20 ft.; AC 19, touch 11, flat-
  footed 18; Base Atk +4; Grp  +7; Atk +9 melee 
  (2d6+7/19-20/x2, greatsword +1) or +6 missile  
  (1d8/20/x3, composite longbow); Full Atk +9 melee 
  (2d6+7/19-20/x2, greatsword +1) or +6 missile  
  (1d8/20/x3, composite longbow); SA Psionics; SQ 
  Darkvision 60 ft., psionics, spell resistance 9; AL NE; 
  SV Fort +6, Ref +3, Will +4; Str 16, Dex 14, Con 14, Int 
  8, Wis 12, Cha 10. 
   
  l
   
  l
  Skills and Feats: Climb +0, Intimidate +1, Spot +2; 
  Iron Will, Cleave, Power Attack, Weapon Focus 
  [Greatsword], Weapon Specialization [Greatsword].  
   
  Psionics (SP): 3/day – b ur, daze (DC 10), mage 
  hand. 
   
  Possessions: Full plate, greatsword +1, composite 
  longbow, 20 arrows, potion of cure moderate wounds, 
  12 gp.  
   
  Githyanki archers, male githyanki Ftr4 (2): CR 5; 
  Medium-size humanoid (extraplanar); HD 4d10+8; hp 
  36 each; Init +3; Spd 20 ft.; AC 18, touch 13, flat-footed 
  15; Base Atk +4; Grp  +6; Atk +6 melee (2d6+3/19-20/x2, 
  greatsword) or +9 missile  (1d8+5/20/x3, mighty 
  composite longbow [str +2] +1); Full Atk +6 melee 
  (2d6+3/19-20/x2, 
  greatsword) 
  or 
  +9 
  missile  
  (1d8+5/20/x3, mighty composite longbow [str +2] +1) 
  or +7/+7 missile  (1d8+5/20/x3, mighty composite 
  longbow [str +2] +1); SA Psionics; SQ Darkvision 60 ft., 
  psionics, spell resistance 9; AL NE; SV Fort +6, Ref +5, 
  Will +5; Str 14, Dex 16, Con 14, Int 8, Wis 12, Cha 10. 
  Skills and Feats: Climb +1, Intimidate +1, Spot +2; 
  Iron Will, Point Blank Shot, Rapid Shot, Weapon 
  Focus [Composite Longbow]. Weapon Specialization 
  [Composite Longbow].  
   
  Psionics (SP): 3/day – b ur, daze (DC 10), mage 
  hand. 
   
  Possessions: 
  Breastplate, 
  greatsword, 
  mighty 
  composite longbow [str +2] +1, 20 arrows, potion of 
  cure moderate wounds, cloak of resistance +1, 
  tanglefoot bag, 12 gp. 
  Sirrrkingan, male githyanki Wiz(Evo)5: CR 6; 
  Medium-size humanoid (extraplanar); HD 5d4+10; hp 
  26; Init +2; Spd 30 ft.; AC 16, touch 12, flat-footed 14; 
  Base Atk +2; Grp +2; Atk +2 melee (1d4/19-20/x2 
  dagger) or +4 missile (1d8/19-20/x2, light crossbow); 
  Full Atk +2 melee (1d4/19-20/x2 dagger) or +4 missile 
  The Monster in the Hills 
   
  Page 23 
  
  (1d8/19-20/x2, light crossbow); SA Psionics; SQ 
  Darkvision 60 ft., psionics, spell resistance 10; AL NE; 
  SV Fort +4, Ref +4, Will +6; Str 10, Dex 14, Con 14, Int 
  17, Wis 12, Cha 10. 
   
  Skills and Feats: Concentration +13, Knowledge 
  [Arcana] +9, Knowledge [Geography] +9, Knowledge 
  [History] +4, Knowledge [Local - Astral Plane] +6, 
  Knowledge [the Planes] +11, Spellcraft +11; Scribe 
  Scroll, Skill Focus [Concentration], Spell Focus 
  [Evocation], Weapon Focus [Rays]. 
   
  Psionics (SP): 3/day - blur, daze (DC 10), mage 
  hand.  
   
  Spells Prepared (5/5/4/3; base DC = 13 + spell 
  level): 0 – detect magic, detect poison (2), flare (2), 1
  st – 
  burning handsΨ, mage armor, magic missile (2), shield; 
  2
  nd lvl – mirror image, resist energy, scorching ray (2); 
  3
  rd lvl – dispel magic, fire ballΨ, haste. 
  Ψ Because of Spell Focus [Evocation], the base DC 
  against these spells is 14 + spell level. 
   
  Possessions: Dagger, light crossbow, 20 bolts, cloak 
  of resistance +1, potion of cure light wounds, scroll of 
  magic missile [Level 3], scroll of protection from 
  energy, scroll of gaseous form, scroll of glitterdust, 
  scroll of shield, 24 gp. 
   
  Encounter 5: Street Justice 
  Civilians, male/female humans Com1 (16): CR 1/2; 
  HD 1d4; hp 4 each; Init +1; AC 11, touch 11, flat-footed 
  10; Base Atk +0; Grp +0; Atk +0 melee (1d6, club) or +1 
  thrown (1d2, rocks); AL N/CN SV Fort 0, Ref +1, Will 
  0; Str 10, Dex 12, Con 11, Int 10, Wis 10, Cha 10. 
   
  Possessions: club, some coppers. 
   
  Leaders, male/female human Ftr3 (3): CR 3; 
  Medium-size humanoid (human); HD 3d10+6; hp 28; 
  Init +1; Spd 30 ft.; AC 15, touch 11, flat-footed 14; Base 
  Atk +3; Grp +5; Atk +7 melee (1d6+2/x2) or +4 ranged 
  (1d8/19-20/x2, light crossbow); Full Atk +7 melee 
  (1d6+2/x2) 
  or 
  +4 
  ranged 
  (1d8/19-20/x2, 
  light 
  crossbow); AL CN; SV Fort +5, Ref +2, Will +1; Str 15, 
  Dex 13, Con 14, Int 10, Wis 10, Cha 10.  
   
  Skills and Feats: Climb +4, Intimidate +4, Jump +4, 
  Knowledge Religion +2, Swim +0; Dodge, Endurance, 
  Power Attack, Weapon Focus (Club). 
   
  Possessions: Club, light crossbow, 20 bolts, dagger, 
  studded leather, light wooden shield, 2 gp.  
  The Monster in the Hills 
   
  Page 24 
  
  APL 8  
  Encounter 1: The Bleak Cabal 
  Trevan, human male Clr7: CR 7; Medium-sized 
  humanoid (human); HD 7d8+14; hp 52; Init +0; Spd 20 
  ft.; AC 16, touch 10, flat-footed 16; Base Atk +5; Grp +5; 
  Atk +6 melee (2d4/20/x4 masterwork Scythe); Full Atk 
  +6 melee (2d4/20/x4 masterwork Scythe); SA Rebuke 
  undead 4/day; AL: NE; SV Fort +8, Ref +3, Will +11; Str 
  10, Dex 10, Con 14, Int 12, Wis 17, Cha 12.  
   
  Skills and Feats: Concentration +15, Heal +10, 
  Knowledge Religion +10, Knowledge History +2, 
  Spellcraft +12; Improved Turning, Iron Will, Skill 
  Focus [Concentration], Spell Focus [Necromancy]. 
   
  Spells Prepared (6/6/5/4/2; Base DC = 13 + Spell 
  Level); 0 lvl – cure minor wounds, detect magic, light, 
  detect poison, read magic, 1
  st lvl – bless, cause fear*Ψ, 
  cure light wounds (2), divine favor, protection from 
  good, 2
  nd lvl – bear’s endurance, death knellΨ, 
  invisibility*, resist energy, silence; 3
  rd lvl – animate 
  dead*, cure serious wounds, contagionΨ (2); 4
  th lvl – 
  confusion*, death ward.
   
   
  *Domain Spells. Deity: Nerull; Domains: Death 
  (Death Touch 1/day); Trickery (Bluff, Disguise and 
  Hide are class skills). 
   
  Ψ Because of Spell Focus [Necromancy], the base 
  DC against these spells is 14 + spell level. Note that the 
  various inflict spells are necromancy spells as well. 
   
  Possessions: Masterwork scythe, spiked banded 
  mail, silver holy symbol of Nerull, scroll of cure light 
  wounds (2), scroll of invisibility (divine), scroll of 
  invisibility purge, scroll of remove paralysis, scroll of 
  speak with dead, cloak of resistance +1, hand of the 
  mage, wand of inflict moderate wounds [10 charges], 60 
  gp. 
   
  Savane, female human, Wiz(Nec)9: CR 9; Medium-
  size humanoid (human); HD 9d4+9; hp 50 (37 hp’s base 
  without False Life); Init +5; Spd 30 ft.; AC 16 , touch 12, 
  flat-footed 15; Base Atk  +4; Grp +4; Atk +4 melee 
  (1d4/19-20/x2, dagger); Full Atk +4 melee (1d4/19-
  20/x2, dagger);  AL NE; SV Fort +6, Ref +8, Will +12; Str 
  10, Dex 12, Con 13, Int 18, Wis 14, Cha 8. 
   
  Skills and Feats: Concentration +16, Heal +5, 
  Knowledge [Arcana] +16, Knowledge [History] +7, 
  Knowledge [Local] +10, Knowledge [Nature] +12, 
  Knowledge [the Planes] +10, Knowledge [Religion] 
  +11, Spellcraft +16; Iron Will, Empower Spell, 
  Improved Initiative, Quicken Spell, Scribe Scroll, Skill 
  Focus [Concentration], Spell Focus [Necromancy]. 
   
  Spells Prepared (5/6/6/5/4/2; base DC = 14 + spell 
  level): 0 lvl – detect magic, flare (2), ray of frost (2); 1
  st 
  lvl – mage armor, magic missile (2), magic weapon, ray 
  of enfeeblement, shield; 2
  nd lvl – blindness/deafnessΨ, 
  false life, ghouls touchΨ, glitterdust (2), scorching ray; 
  3
  rd lvl – dispel magic (2), protection from energy, 
  stinking cloud, vampiric touchΨ; 4
  th lvl – empowered 
  scorching ray, enervation (2), fearΨ; 5
  th lvl – cloud kill, 
  waves of fatigue. 
   
  Ψ Because of Spell Focus [Necromancy], the base 
  DC against these spells is 15 + spell level. 
   
  Possessions: Dagger, spellbook, potion of cure 
  light wounds, wand of magic missile [5
  th level caster, 20 
  charges], scroll of shield, scroll of greater magic 
  weapon, cloak of resistance +2, ring of protection +1, 
  ring of counter spells (with scorching ray in it), 60 gp. 
   
  Familiar: Leech, a weasel (+2 on Reflex). 
   
  Encounter 3: Ambush 
  Githyanki swordsmen, male githyanki Ftr6 (1): CR 
  7; Medium-size humanoid (extraplanar); HD 6d10+12; 
  hp 52 each; Init +6; Spd 20 ft.; AC 21, touch 11, flat-
  footed 20; Base Atk +6; Grp  +9; Atk +11 melee 
  (2d6+7/19-20/x2, greatsword +1) or +8 missile  
  (1d8/20/x3, composite longbow); Full Atk +11/+6 
  melee (2d6+7/19-20/x2, greatsword +1) or +8/+3 
  missile  (1d8/20/x3, composite longbow); SA Psionics; 
  SQ Darkvision 60 ft., psionics, spell resistance 11; AL 
  NE; SV Fort +7, Ref +4, Will +5; Str 16, Dex 14, Con 14, 
  Int 8, Wis 12, Cha 10. 
   
  l
   
  Skills and Feats: Climb +2, Intimidate +1, Spot +2; 
  Dodge, Improved Initiative, Iron Will, Cleave, 
  Mobility, Power Attack, Weapon Focus [Greatsword], 
  Weapon Specialization [Greatsword].  
   
  Psionics (SP): 3/day – b ur, daze (DC 10), 
  dimension door, mage hand. 
   
  Possessions: 
  Full 
  plate 
  +2, 
  greatsword 
  +1, 
  composite longbow, 20 arrows, potion of cure moderate 
  wounds, 12 gp.  
   
  Githyanki archers, male githyanki Ftr6 (2): CR 7; 
  Medium-size humanoid (extraplanar); HD 7d10+12; hp 
  52 each; Init +7; Spd 20 ft.; AC 20, touch 13, flat-footed 
  17; Base Atk +6; Grp  +8; Atk +8 melee (2d6+3/19-20/x2, 
  greatsword) or +11 missile  (1d8+5/20/x3, mighty 
  composite longbow [str +2] +1); Full Atk +8/+3 melee 
  (2d6+3/19-20/x2, 
  greatsword) 
  or +11/+6 missile 
  (1d8+5/20/x3, mighty composite longbow [str +2] +1) 
  or +9/+9/+6 missile (1d8+5/20/x3, mighty composite 
  longbow [str +2] +1); SA Psionics; SQ Darkvision 60 ft., 
  psionics, spell resistance 11; AL NE; SV Fort +7, Ref +6, 
  Will +6; Str 14, Dex 16, Con 14, Int 8, Wis 12, Cha 10. 
  Skills and Feats: Climb +3, Intimidate +1, Spot +2; 
  Improved Initiative, Iron Will, Point Blank Shot, 
  Precise Shot, Rapid Shot, Weapon Focus [Composite 
  Longbow], 
  Weapon 
  Specialization 
  [Composite 
  Longbow].  
  The Monster in the Hills 
   
  Page 25 
  
   
  Psionics (SP): 3/day – blur, daze (DC 10), 
  dimension door, mage hand. 
   
  Possessions: Breastplate +2, greatsword, mighty 
  composite longbow [str +2] +1, 20 arrows, potion of 
  cure moderate wounds, cloak of resistance +1, 
  tanglefoot bag, 12 gp. 
   
  Sirrrkingan, male githyanki Wiz(Evo)7: CR 8; 
  Medium-size humanoid (extraplanar); HD 7d4+14; hp 
  36; Init +6; Spd 30 ft.; AC 17, touch 13, flat-footed 15; 
  Base Atk +3; Grp +3; Atk +3 melee (1d4/19-20/x2 
  dagger) or +5 missile (1d8/19-20/x2, light crossbow); 
  Full Atk +3 melee (1d4/19-20/x2 dagger) or +5 missile 
  (1d8/19-20/x2, light crossbow); SA Psionics; SQ 
  Darkvision 60 ft., psionics, spell resistance 12; AL NE; 
  SV Fort +5, Ref +5, Will +7; Str 10, Dex 14, Con 14, Int 
  17, Wis 12, Cha 10. 
   
  Skills and Feats: Concentration +16, Knowledge 
  [Arcana] +11, Knowledge [Geography] +9, Knowledge 
  [History] +4, Knowledge [Local - Astral Plane] +9, 
  Knowledge [the Planes] +11, Spellcraft +13; Improved 
  Initiative, Scribe Scroll, Skill Focus [Concentration], 
  Spell Focus [Evocation], Weapon Focus [Rays]. 
   
  Psionics (SP): 3/day - blur, daze (DC 10), 
  dimension door, mage hand.  
   
  Spells Prepared (5/6/5/4/2; base DC = 13 + spell 
  level): 0 – detect magic, detect poison (2), flare (2), 1
  st – 
  burning handsΨ, expeditious retreat, mage armor, 
  magic missile (2), shield; 2
  nd lvl – levitate, mirror image, 
  resist energy, scorching ray (2); 3
  rd lvl – dispel magic, 
  fire ballΨ (2), haste; 4
  th lvl – empowered scorching ray 
  (2).  
  Ψ Because of Spell Focus [Evocation], the base DC 
  against these spells is 14 + spell level. 
   
  Possessions: Dagger, light crossbow, 20 bolts, cloak 
  of resistance +1, ring of protection +1, potion of cure 
  moderate wounds, scroll of magic missile [Level 5], 
  scroll of protection from energy, scroll of greater 
  invisibility, scroll of gaseous form, scroll of glitterdust, 
  scroll of shield, 36 gp. 
   
  Encounter 5: Street Justice 
  Civilians, male/female humans Com1 (20): CR 1/2; 
  HD 1d4; hp 4 each; Init +1; AC 11, touch 11, flat-footed 
  10; Base Atk +0; Grp +0; Atk +0 melee (1d6, club) or +1 
  thrown (1d2, rocks); AL N/CN SV Fort 0, Ref +1, Will 
  0; Str 10, Dex 12, Con 11, Int 10, Wis 10, Cha 10. 
   
  Possessions: club, some coppers. 
  Leaders, male/female human Ftr4 (4): CR 4; 
  Medium-size humanoid (human); HD 4d10+8; hp 36; 
  Init +1; Spd 30 ft.; AC 15, touch 11, flat-footed 14; Base 
  Atk +4; Grp +7; Atk +9 melee (1d6+5, club) or +5 ranged 
  (1d8/19-20/x2, light crossbow); Full Atk +9 melee 
  (1d6+5, club) or +5 ranged (1d8/19-20/x2, light 
  crossbow); AL CN; SV Fort +6, Ref +2, Will +1; Str 16, 
  Dex 13, Con 14, Int 10, Wis 10, Cha 10.  
   
  Skills and Feats: Climb +5, Intimidate +5, Jump +5, 
  Knowledge Religion +2, Swim +2; Dodge, Endurance, 
  Power Attack, Weapon Focus [Club], Weapon 
  Specialization [Club]. 
   
  Possessions: Club, light crossbow, 20 bolts, dagger, 
  studded leather, light wooden shield, 2 gp. 
   
   
   
   
    
   
    
   
   
  The Monster in the Hills 
   
  Page 26 
  
  Appendix II:  
  Viceroc at a Glance 
  Viceroc is a mining community with less than 500 
  souls still inhabiting the town. Back when the mines 
  were fully operational there were over 1000 
  inhabitants. Now, with the depletion of most of  the 
  mines, the numbers have dwindled. The inhabitants 
  consist of a mixture of gnomes (Noniz (50%)), dwarves 
  (Dwur(30%)) and humans (Suel (10%) and Oeridian 
  (10%)). They make their living with trapping, mining 
  and leather. There are only two mines still open though 
  and they are yielding less and less iron and precious 
  metals with the passing of the years. Each year the gain 
  is transported in a heavily guarded caravan to New 
  Keep, it is always a day of celebrations on the day of 
  departing. A group of halfling outriders traditionally 
  escort this caravan. The town also caters to adventurers 
  who pass through Viceroc trying their luck in the hills 
  and mountains west and south of town. The hills are a 
  dangerous place where orcs, ogres and giants roam, 
  there is even rumors of a creature leading a band of 
  these vile monsters only known as ‘the Drake of 
  Viceroc’.  
   The gnome and dwarven inhabitants have left their 
  impression on the town in the form of the architecture 
  of structures and defences. The hidden rocklike guard 
  posts at the hilltops surrounding the town are an 
  excellent example of combined gnomish and dwarven 
  effort. The dwarves and gnomes here live in modified 
  houses. The dwarven houses don’t have windows and 
  look like caves on the inside. The gnomes squeeze all 
  kinds of engineering feats into their houses and the 
  buildings are often a combination of styles. Those 
  houses look like they have been repaired with a 
  different types of stone from afar. 
   Due to the dangerous surroundings, each member of 
  the village has to serve a set time in the militia and take 
  their share of patrols. For humans this is one year, for 
  gnomes only 6 months (they are too restless) and for 
  dwarves it’s 5 years (they are more dutiful). Both males 
  and females have to participate (this is the reason why 
  many of the inhabitants have actual adventuring 
  levels). Of course there is a standing guard department 
  which is ran by dwarves and manned by dwarves 
  mostly, but also the more serious gnomes and the odd 
  human are seen among them.  
   
   The town has one inn, several bars and temples and a 
  single large general store where one can buy 
  everything. The general store is ran by Durak 
  Hammeraxe (LN, Dwur male, F2/R5) who is also the 
  town elder. He is a tall and very old dwarf although one 
  would not say so at first glance. He runs the general 
  store together with some gnomes and a human girl and 
  it is meant to profit the entire community. Everyone 
  adds items to this store and in turn benefits from the 
  income. Durak is rumoured to be very rich and to slip 
  in some of his own money to make ends meet from 
  time to time. He is a homely dwarf who likes to 
  pretend he is sour and likes even more to catch 
  wisecrack adventurers off guard by not revealing who 
  he is. The other townsfolk find this an effective game 
  and play along, stalling strangers who ask for the leader 
  of town in their haste to demand or prove anything. 
  Durak is well respected as a just leader who takes care 
  of the entire village and who has managed to keep 
  poverty and criminal activities to a minimum in the 
  past 10 years.  
   The single inn is called ‘Plenty of Gold’ and is ran by a 
  gnomish family called the Goldnoses in town, but their 
  true family name is Sundersilver. They cater to all kinds 
  of travellers and seem to have much family in other 
  parts of Sunndi who come to ply their variety of trades 
  in town. The gnomes working in the inn all have the 
  tip of their noses painted in gold to go along with their 
  nicknames. The head of the household is a homely 
  woman named Gutza (NG, female Illus 8), she’s a 
  venerable gnome who enjoys sitting in the inn’s main 
  room and chatting idly about everything. Her children 
  run the inn, Dordor (CG, male Rog 3) and Silia (CG, 
  female Rog 2) and do so with vigour, trying to meet 
  everyone’s wishes. 
   The bars that dot the town are three in total, each ran 
  by a different race. Though all races frequent each bar 
  often and the distinction is made more by the type of 
  bar than who runs it. The Broken Wheel is the oldest 
  one and is ran by Hikop (NG, human male, F2). It is a 
  hard drinking place for guards and miners. The Golden 
  Nugget is ran by Firgol Hammeraxe (LN, dwarf male, 
  F2) who is a son of Durak. It caters mostly to 
  youngsters and those wanting to have a dwarven style 
  dinner. And the gnomes decided to be funny and set up 
  The Broken Nugget which is ran by Niminoodan 
  Songdancer (CG, gnome male, Bard 3). This is a place 
  where people can drink quietly while artists perform 
  (when they are in town). 
   There are temples and shrines to several gods in this 
  town. There are basically two buildings and several 
  shrines that cater to the different religions of the races. 
  There is a house which immediately leads down into a 
  cave with several alcoves to different gods of the 
  dwarven pantheon. It is maintained by Ardonar 
  The Monster in the Hills 
   
  Page 27 
  
  Silverdrums (LG, dwur male Cl5 (Moradin)). The 
  gnomes have a house which they converted to a temple 
  to the gnome pantheon and which is maintained by 
  Firdon Feaversmiter (NG, gnome male Cl7 (Garl 
  Glittergold)). The humans seem to have more trouble 
  housing several religions together and that’s why there 
  are different shrines scattered around town and the 
  surrounding landscape. There is a small shrine to 
  Trithereon (near the guardhouse), Pelor (near the 
  graveyard behind a nearby hill) and Olidamarra (in the 
  back of The Broken Nugget). These shrines are 
  maintained by clerics and lay worshippers but have no 
  real organisation (Cl 3 max). The town uses the normal 
  rules for spellcasting on PC’s that has been laid down in 
  the Living Greyhawk Campaign Documentation. 
  The Monster in the Hills 
   
  Page 28 
  
  Appendix III:  
  Istoran 
  An aranea is an intelligent, shape-changing spider with 
  sorcerous powers. In its natural form, an aranea 
  resembles a big spider, with a humpbacked body a little 
  bigger than a human torso. It has fanged mandibles like 
  a normal spider. Two small arms, each about 2 feet long, 
  lie below the mandibles. Each arm has a hand with four 
  many-jointed fingers and a double-jointed thumb. An 
  aranea weighs about 150 pounds. The hump on its back 
  houses its brain. 
   
  Istoran is a regular aranea in size and shape. In his 
  hybrid and humanoid form he stands 5 feet tall and has 
  a lean body. He has big black eyes and a black goatee. 
  He 
  has 
  somewhat 
  hollow 
  cheeks 
  and 
  sharp 
  cheekbones, giving him a gaunt look. He has grown 
  accustomed to traveling through the good outer planes 
  as well as the astral plane. He met Lanaerra on one of 
  his trips and they became friends. She gave him the 
  letter and a scroll of planeshift in case he’d ever need to 
  flee a desperate situation. And that day has come and he 
  has arrived in Sunndi to seek refuge. He is normally 
  outspoken and friendly, but due to the welcoming 
  committee he received he is now silent and quiet. He 
  will not speak of his past or his future goals. He 
  remains alert for danger and the need to escape yet 
  again. He is inquisitive and observant, preferring not to 
  let others know about the powers he possesses, unless 
  it’s necessary to save himself. 
   
  Istoran, male aranea Sor6: CR 10; Medium magical 
  beast (shapechanger); HD 3d10+ 6d4+18; hp 58 hp (28 
  when first arriving on the Prime Material Plane); Init 
  +6; Spd 50 ft., climb 25 ft.; AC 15, touch 14, flat-footed 
  14; Base Atk +6; Grp +6; Atk +8 melee (1d6 plus poison, 
  bite) or +8 ranged touch (web); Full Atk 
  +8 melee 
  (1d6 plus poison, bite) or +8 ranged touch (web); SA 
  Poison, web; SQ Change shape, darkvision 60 ft., low-
  light vision; AL N; SV Fort +7, Ref +7, Will +9; Str 10, 
  Dex 14, Con 14, Int 14, Wis 13, Cha 16. 
   
  Skills 
  and 
  Feats: 
  Bluff 
  +8, 
  Climb 
  +14, 
  Concentration +14, Diplomacy +6, Escape Artist +5, 
  Jump +13, Knowledge [Arcana] +10, Knowledge [Local 
  – Splintered Sun] +4 (Taught by Lanaerra A'Quillan), 
  Knowledge [the Planes] +7, Listen +6, Spellcraft +15, 
  Spot +6, Survival +2 (+4 on other planes); Improved 
  Initiative, Iron Will, Skill Focus [Concentration], Spell 
  Penetration. Weapon Finesse.  
   
  Languages: 
  Common, Sylvan, Celestial. 
   
  Poison (Ex): Injury, Fortitude DC 13, initial 
  damage 1d6 Str, secondary damage 2d6 Str. The save 
  DC is Constitution-based. 
   
  Web (Ex): In spider or hybrid form (see below), an 
  aranea can throw a web up to six times per day. This is 
  similar to an attack with a net but has a maximum range 
  of 50 feet, with a range increment of 10 feet, and is 
  effective against targets of up to Large size. The web 
  anchors the target in place, allowing no movement. 
   
  An entangled creature can escape with a DC 13 
  Escape Artist check or burst the web with a DC 17 
  Strength check. The check DCs are Constitution-based, 
  and the Strength check DC includes a +4 racial bonus. 
  The web has 6 hit points, hardness 0, and takes double 
  damage from fire. 
   
  Change Shape (Su): An aranea’s natural form is 
  that of a Medium monstrous spider. It can assume two 
  other forms. The first is a unique Small or Medium 
  humanoid; an aranea in its humanoid form always 
  assumes the same appearance and traits, much as a 
  lycanthrope would. In humanoid form, an aranea 
  cannot use its bite attack, webs, or poison. 
   
  The second form is a Medium spider–humanoid 
  hybrid. In hybrid form, an aranea looks like a Medium 
  humanoid at first glance, but a DC 18 Spot check 
  reveals the creature’s fangs and spinnerets. The aranea 
  retains its bite attack, webs, and poison in this form, 
  and can also wield weapons or wear armor. When in 
  hybrid form, an aranea’s speed is 30 ft. 
   
  An aranea remains in one form until it chooses to 
  assume a new one. A change in form cannot be 
  dispelled, nor does an aranea revert to its natural form 
  when killed. A true seeing spell, however, reveals its 
  natural form if it is in humanoid or hybrid form. 
   
  Spells Known (6/7/7/7/4; Base DC = 13 + spell 
  level)*: 0 lvl - acid splash, daze, detect magic, disrupt 
  undead, light, mage hand, ray of frost, read magic; 1
  st lvl 
  - mage armor, magic missile, ray of enfeeblement, 
  shield, sleep; 2
  nd lvl - glitterdust, invisibility, scorching 
  ray, web; 3
  rd lvl - lightning bolt, protection from energy, 
  slow; 4
  th lvl - charm monster, confusion 
   
  * Note that at the time of Istoran’s arrival at Sunndi 
  he has the following spells per day left: 0 lvl - 2; 1
  st lvl - 
  3; 2
  nd lvl - 2; 3
  rd lvl 2; 4
  th lvl - 1. 
   
  Possessions: Backpack, letter from Lanaerra 
  A'Quillan (Handout I), The Grey Void - a book about 
  the Astral Plane (written in Celestial), wand of magic 
  missiles [level 5, 50 charges], ring of protection +2, 
  amulet of natural armor +1, brooch of shielding [fully 
  charged], cloak of resistance +2, scroll of comprehend 
  languages, 2x scrolls of invisibility, scroll of mirror 
  image, scroll of fly. 
   
  The Monster in the Hills 
   
  Page 29 
  
  Appendix IV:  
  The Laws in Sunndi 
  Schandor's laws were used in Sunndi for a long time. 
  Even though Sunndi broke away from everything that 
  has to do with the Great Kingdom traces of this justice 
  system can still be found within the current laws. Most 
  rules of this system though are either unpractical (for 
  example a judge was not allowed to hail from and/or 
  posses ground within 300 miles of his district) or 
  simply do not work in a society like Sunndi. Sunndi is a 
  NG/CG society, but that does not mean there are no 
  laws. Unlike in more lawful societies though, the laws 
  are more open for interpretation and the judges have a 
  big leeway in interpreting the laws and determining 
  the punishments. In Sunndi there are basically two sets 
  of law, which are known as the King's Laws and the 
  Noble's Laws. Hazendel and the Congress of Lords 
  have created the King's Laws, which function as a basic 
  set of laws that are equal all over Sunndi. They also 
  define the rights and duties of each citizen of Sunndi. 
  Crimes against the King's Laws in general are the more 
  serious crimes and as a consequence the punishment is 
  more severe. The Noble's Laws can be different per 
  county since the Count and the Council of the County 
  determine these laws. Even for these laws many crimes 
  and punishments tend to be the same. The Noble's 
  Laws describes the punishments for lesser crimes such 
  as pouching, pick pocketing and public disturbances.  
   
  The responsibility for upholding the laws and 
  punishing criminals is primarily in the hands of the 
  local nobility in the form of the baron in most counties. 
  They are in charge of the police force within their 
  barony and they judge any civil conflicts. The barons 
  are not allowed to judge any criminal cases. Judges 
  appointed by the local count hold the lowest court. The 
  law does not allow these judges to posses ground 
  within their district (the barony) or come from that 
  region. This court deals with the Noble's Laws and they 
  are not allowed to judge over any crimes against the 
  King's Laws. These courts are known as the 
  Commoners Court. The count can also judge these 
  cases. The Congress of Lords appoints judges with the 
  right to judge crimes against the King's Laws and 
  crimes against the Noble's Laws that could not be 
  solved satisfactory in Commoners Court. As with the 
  judges of the Lower Court, these judges are not allowed 
  to possess ground or come from the county in which 
  they work. This court is known as the High Court. The 
  highest court is a group of three judges appointed by 
  the Congress of Lords who deal with appeals from both 
  lower courts or especially sensitive cases (as 
  determined by the judges in the lower courts). This 
  council of three is known as the Royal Court. In 
  extreme cases somebody can demand to be judged by 
  king Hazendel himself, but this is only allowed in 
  extreme cases and it is highly discouraged. 
   
  As has been said before, judges have considerable 
  freedom in interpreting the laws and determining the 
  punishment. This does not automatically mean that 
  friends of high-ranking individuals have an easier time 
  then total strangers. Power abuse is greatly feared and 
  frowned upon by Sunndi society.  
   
  On paper the law protects ANY sentient being 
  within Sunndi, with the exception of fiends, undead 
  and bullywugs. They are considered dangerous 
  monsters and killing them is as legal as killing a fly. An 
  ogre has exactly the same rights as a treant or human. 
  In theory somebody who kills an ogre, can be accused 
  of murder and under the right  circumstances 
  convicted. In practice of course, few authorities will lift 
  an eyebrow when they hear a group of adventures 
  killed a group of ogres even if there was no apparent 
  reason for killing the ogres. When those ogres had 
  been friends with the locals though, their friends can 
  press charges and in that case the adventurers do run 
  the risk of being convicted for murder. The laws do 
  give people the right to use lethal force when 
  defending them selves. The authorities do value 
  adventurers and the work they do. 
   
  The King's Laws 
  ·  Arson (1, 5-7, 9) 
  ·  Assault, grievous (6-8, 11-13) 
  ·  Banned Religious Worship (1, 2, 4, 9): 
  o Beltar 
  o Erythnul 
  o Incabulos 
  o Iuz 
  o Nerull 
  o Tharizdun 
  o Vecna 
  o Wastri 
  ·  Blackmail (1-2, 4-8, 11-12) 
  ·  Genocide (1) 
  ·  Impersonation of governmental official (7-8, 11-13) 
  ·  The use of forbidden magic (1, 2, 9): 
  o Summoning of and consorting with fiends 
  o Creation of and consorting with undead 
  o Magical interference with the integrity of the person 
  ·  Mass Murder (1) 
  ·  Murder (1, 4) 
  ·  Perjury (6-8, 11-12) 
  The Monster in the Hills 
   
  Page 30 
  
  ·  Slavery (2, 4-7, 9) 
  ·  Careless Use of Mass Destruction Magic (10, 14) 
  ·  Robbery (7-8, 11-13) 
  ·  Torture (6-8, 11-13) 
  ·  Treason (1) 
   
  The Noble's Laws 
  This is general indication. Certain counties may have a 
  harsher or more relaxed attitude towards the law. (I.e.: 
  in Eyedrinn a thief may be publicly flogged, or in 
  extreme cases loose his hand). 
  ·  Assault, minor (9-10, 14) 
  ·  Bribery (13-14) 
  ·  Burglary (8-10, 13-14) 
  ·  Disturbance of the Peace (10, 14) 
  ·  Fraud/Forgery (8-10, 13-14) 
  ·  Manslaughter (2, 5-8) 
  ·  Pouching (9-10, 14) 
  ·  Slander/libel (9-10, 14) 
  ·  Smuggling (8-10, 13-14) 
  ·  Theft (8-10, 13-14 in addition to returning stolen 
  goods) 
  ·  Tresspass/Violation of Privacy (10, 14) 
  ·  Vandalism (10, 14 in addition to paying for necessary 
  repairs) 
   
  Sentences for Crimes 
  1. Death 
  2. Permanent Exile and Banishment 
  3. Mutilation 
  4. Hard labor For Life 
  5. Hard labor, 1d10+10 years 
  6. Hard labor, 1d6+6 years 
  7. Hard labor, 1d4+4 years 
  8. Hard labor, 1d4 years 
  9. Hard labor, 1d6 months 
  10. Hard labor, 1d6 weeks 
  11. Enormous fine (90-95% victim' s true worth) 
  12. Heavy fine (60-80% victim' s true worth) 
  13. Standard fine (25-40% victim' s true worth) 
  14. Low fine (1-20% victim' s true worth, maximum 
  1000 gp) 
   
  Game Mechanics 
  What are the consequences of these laws for the PCs? 
  When a PC commits a crime during a regional or meta-
  region that takes place in Sunndi, the DM should try to 
  resolve it on the table using the above list for 
  suggestions. If a PC can’t afford a fine, he can substitute 
  1 TU for every 100 gold he falls short. Each TU stands 
  for a week in the PC’s life. This means that if the PC 
  gets sentenced to 3 months hard labor, he will lose 12 
  TU’s. When the crime involves the King' s Laws the 
  player can make an appeal to the Triad. Both the player 
  and the DM should give their version on what 
  happened on paper. Appealing the triad is like stepping 
  to the next court level and the player should realize that 
  in general we support the decisions the DMs make. 
  There is a considerable risk that the punishment might 
  be more severe. Sometimes the Triad, when reading 
  through game reports or listening to stories on the 
  official mailing list or through an official mail to a Triad 
  member, might decide to overrule a decision of the 
  DM, when they have reason to believe that the DM was 
  too lenient. In this case the NPCs would go to a higher 
  court. The triad will never react when they think 
  punishment was too severe without an appeal by the 
  players though. NPCs rarely go to the next level when 
  those they wish punished get punished according to 
  their wishes. If a PC can’t afford a fine, he can 
  substitute 1 TU for every 100 gold he falls short. Each 
  TU stands for a week in the PC’s life. This means that if 
  the PC gets sentenced to 3 months hard labor, he will 
  lose 12 TU’s.  
  The Monster in the Hills 
   
  Page 31 
  
  Appendix V:  
  The Nemoudian Hounds 
   
  Sunndi Meta-Organization 
  Most people in Sunndi know the Nemoudian Hounds 
  as a relatively well-organized gang of street youths who 
  worship Trithereon rather fanatically. As a group they 
  have little respect for authority and they often get into 
  trouble with the law. They do tend to be a bit vengeful 
  and they react rather aggressively to insults. Unlike 
  most gangs though, they never hurt innocent, 
  vandalize property or steal. In fact, they often help 
  defenceless people against criminals and thugs and as 
  such they are reasonably well respected by most 
  citizens of Sunndi. Most people think the temple of 
  Trithereon sponsors the Nemoudian Hounds, but few 
  people realize how close both are connected with each 
  other. 
   
  History 
  After the wars with the Great Kingdom in 583 CY, the 
  destruction of Medegia in that same year and the 
  conquest of Idee and Onnwal by the Scarlet 
  Brotherhood in 584 CY refugees from those nations 
  and the remnants of the Great Kingdom flooded 
  Sunndi. Most of these refugees were mentally scared by 
  the horrors they have witnessed during the war, as was 
  the Sunndian populace. Many kids had lost their 
  parents and they lived on the streets of New Keep and 
  Pitchfield or the wilds of Sunndi. The Temple of 
  Trithereon looked upon these kids with concern, 
  realizing that they more then likely would end in the 
  gutter or worst if left to their own devices. The 
  leadership of the temple of Trithereon decided to 
  sponsor these street kids by allowing them to form a 
  street gang and then providing food, a place to stay and 
  teachers without of course setting down as many rules 
  as for example the Temple of Pelor would. The leader of 
  the project became the veteran Heltes, an old retired 
  Knight of the Chase who felt rather useless at his old 
  age. Heltes did exactly what was expected from him 
  and more. He provided a roof for the street kids 
  without demanding much in return. He then started to 
  run the place like he would his own units by providing 
  a surrogate family for the street kids. Of course through 
  his own experiences made him a perfect listener and a 
  great help on dealing with problems raised because of 
  the wounds of war and tyranny. If it were not for him 
  the project might have failed. He gave the street kids a 
  home of their own and through the temple of 
  Trithereon he also provided teachers for the kids so 
  that in the future they would have a chance on a solid 
  job. Of course, that many of these kids chose a martial 
  job and that a relatively large percentage later becomes 
  holy warriors of Trithereon is an added benefit for the 
  temple. By now the first batch of kids has left the 
  Hounds and went into the world to fight the tyranny 
  that hurt them as much in their youth. 
   
  The Role of Adventurers 
  The basic membership is not available to adventurers, 
  who after all are grown up and have a good source of 
  income. There is an Inner Circle though, which 'lead' 
  the Nemoudian Hounds. I use the term 'lead' rather 
  loosely, since they mainly function as surrogate 
  parents, teachers and financiers of the Hounds. The 
  PCs are members of this inner circle and through that 
  membership have access to some specialized training 
  and cheaper spell access from the temples of 
  Trithereon in return for both their time and gold to 
  help the youths of Sunndi. Of course, they also know 
  they are helping making a better future for the street 
  kids.  
   
  Goals 
  A member of the Inner Circle of the Hounds has to 
  take an oath overseen by a cleric of Trithereon to 
  uphold the ideals of Trithereon and in specific to 
  protect and take care of children who suffer under 
  tyranny or simple lack of attention.  
   
  Organization 
  Heltes is still alive and he leads the Hounds with a lose 
  hand. In theory he could demand people to listen to 
  him, but in all his time in the Hounds, he never had to. 
  People respect him and they tend to follow his advice. 
  While training, youngsters need to listen to their 
  teachers, but they can leave anytime (though the 
  person quitting tends to lose respect from fellow 
  members). 
   
  What is in the name? 
  The name of the Nemoudian Hounds refers to the dog 
  companion of Trithereon known as Nemoud. Just as 
  dogs of course, the Nemoudian Hounds are a pack of 
  loyal friends willing to give their lives for each other
  The Monster in the Hills 
   
  Page 32 
  
  Appendix VI:  
  Lanaerra A'Quillan 
   
  Lanaerra is the official court wizard of Sunndi, but she 
  is as free as a bird. Most of the time nobody knows 
  where she is and not even King 
   
  Hazendel tries to order her around. King Hazendel 
  and a few other members of the Court do have a means 
  to contact her no matter where she is. She is somewhat 
  fickle, full with energy and always doing something 
  preferably with her hands. People who meet her the 
  first time would never guess that she is a quite powerful 
  wizard who once she is interested in a subject can bring 
  up the patience to finish a long project. She genuinely 
  likes to be around people though, especially 
  commoners who are much more fun to be around then 
  those pompous nobles. One of her favourite past times 
  is to wander around through the city in disguise. She 
  was an adventuring companion of Hazendel and her 
  magics helped a lot during the Greyhawk Wars. There 
  are rumours she once was a lover of Hazendel, but 
  whether this is true is not known. 
   
  Lanaerra does teach other promising wizards and 
  sorcerers some her more unique skills, but it is not easy 
  to find her and to her to teach you something. She will 
  teach a PC something, if the PC fulfils the following 
  requirements: 
  - 1 Influence point with a member of the Congress of 
  Lords (or a direct relative/good friend in good standing 
  with a member), king Hazendel or his close associates 
  or Lanaerra herself. 
  - Spend 1 TU while she is teaching you the requested 
  skill or spells. 
  - Pay a fee of 50 gp, which may be removed with an 
  additional favour. 
  - No criminal record within Sunndi 
   
  In return she can teach ONE of the following things:  
  - Access to the following feats from Tome and Blood: 
  Energy Substitution (any energy type except sonic) and 
  Arcane Defense. 
  - Access to the following spells from Tome and Blood 
  (the cost for writing them in your spellbook still have 
  to be applied): lesser electric orb, lesser sonic orb, filter, 
  electric orb, energy buffer. 
  - Access to two of the following spells from PHB (the 
  cost for writing them in your spellbook still have to be 
  applied): Dimension Door, Summon Monster IV, Wall 
  of Fire, Prying Eyes, Summon Monster V, Planeshift, 
  Chain Lightning, Contingency, Control Weather, 
  Greater Dispelling.  
  - Arrange a peaceful meeting with an elemental and 
  through that to the elemental savant prestige class from 
  Tome and Blood. 
   
   
  The Monster in the Hills 
   
  Page 33 
  
  Handout 1:  
  Lanaerra A'Quillan’s Letter 
   
   
   Dear Spidery Friend! 
   
   It was nice meeting you once again. Too bad we didn’t have much time to talk, but that’s why I sent this letter….. 
   
  [Lots of personal talk about the Astral Plane and meetings with several other people or creatures] 
   
  …..If you ever find yourself in trouble, I offer you shelter in the realm of Sunndi on Oerth. Included with this letter is a 
  scroll on which a spell is written that will allow you to transport yourself to my plane. Focus on the mansion we have 
  been together when casting the spell. The effect is not very accurate and you may find yourself many miles away from 
  the intended location. As I have told you, Sunndi has a law that protects anyone sentient. You may appeal to that law 
  when in Sunndi and demand an audience with me. Please do not expect everyone to regard you without suspicion.  
   
   If you manage to get to New Keep, go to the warehouse made out of stone and two stories high, with a purplish roof. It 
  is opposite to an inn and tavern at this time. Under the fourth floorboard from the back wall is a whistle which you can 
  blow, I will appear as soon as I can….. 
   
  [Some more talk] 
   
  …. Yours sincerely, 
   
  Lanaerra A'Quillan 
   
  The Monster in the Hills 
   
  Page 34 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/SND (Sunndi)/SND3-03 The Monster in the Hills (3E).pdf