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. 
   
  ONW4-03 
    
   
   
   
   
   
   
   
   
   
  The Greatest Enemy 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Onnwal Regional Adventure 
  Version 1 
   
  Round 1 
   
  by Andy MacPhee, Jeny MacPhee and Stuart Kerrigan 
  Circle Reviewer: Paul Looby 
   
   
   
   
   
   
  Stalemate in Onnwal. While exhausted armies on both sides in the unending war for the Dragonshead draw breath, plots 
  multiply in shadow and deepest night. In times such as this, a single slip, a single move can break the deadlock. The pieces 
  are in motion, but to what end?  
  An Onnwal Regional Adventure for APLs 2-12  
   
   
   
   
  
  ONW4-03 The Greatest Enemy 
   
  Page 2 
   
  Introduction 
  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. 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.  
   
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring their 
  own characters with them. If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the current 
  LIVING GREYHAWK character generation guidelines, 
  and a character sheet from your convention coordinator or 
  the RPGA Website, and then have any players without a 
  character create on. Once all players have a LIVING 
  GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
   
  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 four players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more than 
  six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are not 
  free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. It’s 
  strongly recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is general and 
  must be adapted to the specific situation or to actions of the 
  player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and DM 
  score the game. Complete the RPGA scoring grid with 
  names and RPGA numbers only, and the event information 
  at the top. RPGA no longer uses voting for any reported 
  results. Give the Scoring Packet to your event coordinator 
  along with any event tickets.  
   
  LIVING GREYHAWK  
  Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for combat 
  (most likely being war horses, dogs trained for war), 
  other than those brought by virtue of a class ability (i.e. 
  animal companions, familiars paladin’s mounts, etc) 
  use the sidebar chart to determine the number of 
  levels you add to the sum above. Add each character’s 
  animals separately. A single PC may only bring four or 
  fewer animals of this type, and animals with different 
  CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  
  ONW4-03 The Greatest Enemy 
   
  Page 3 
   
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  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. Four, or sometimes even five 1
  st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are two things that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their dogs 
  to attack must succeed at a DC 10 Handle Animal or 
  Charisma check. Failure indicates that the animal will 
  not attack that round. This is a free action (spoken 
  command) that may be attempted each round. If an 
  animal loses half or more hp in a single round it flees, 
  unless another check is successful. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  Onnwal. Characters native to Onnwal pay one Time Unit 
  per round, all others pay two Time Units per round. 
  Adventurer’s Standard Upkeep costs 12 gp per Time Unit. 
  Rich Upkeep costs 50 gp per Time Unit. Luxury Upkeep 
  costs 100 gp per Time Unit. 
   
   
  Adventure Background 
  It has been many long months since the forces of Free 
  Onnwal have been on the advance against the Scarlet Sign. 
  Indeed these days appear to be bleak and hopeless. After 
  the entry of the forces of the Euroz (Orcs) from the Pomarj, 
  the Brotherhood has been on the attack, outnumbering the 
  rebellion, driving the battlelines back to the port of 
  Sornhill. As the combined armies of the Scarlet 
  Brotherhood and the Euroz, led by the mighty Jedurek, 
  approached Killdeer, the capital of the Free State, an 
  armada of Scarlet warships closed in to cut off any chance 
  for escape. With hope gone and the end in sight, the brave 
  defenders waited for the inevitable end, determined to sell 
  their lives and their freedom dearly.  
   
  As the invaders pressed their attack, setting the city 
  and its precious shipyards alight, the sails of a second fleet 
  were sighted on the horizon. Unknown to the defenders, 
  deliverance was at hand, for the east wind brought with it 
  the Grand Imperial Fleet of Ahlissa. Overking Xavener had 
  answered the call for aid. With the help of the Ahlissan 
  forces, a wedge was driven between the Scarlet navy and 
  the Euroz army. Forced to withdraw or be cut off, Jedurek 
  ordered the retreat and his army fell back in good order. 
  Seeing their gambit had failed, the Brotherhood ships were 
  forced to flee or be overwhelmed by the combined might of 
  the new allies. 
   
  Now an uneasy calm has settled over the Dragonshead. 
  The alliance has brought some relief to the relentless 
  conflict, but the war is far from over. The presence of the 
  Euroz in the Volanots is a millstone around the necks of the 
  leaders of the Free Army. Intelligence is now imperative 
  and heroes are required to scout the hills and bring back 
  the need information. 
   
   
    
   
  Adventure Summary 
  Introduction: Shadow in the Night 
  Following the recent fighting against the Scarlet 
  Brotherhood in Sornhill, the PCs have been assigned to 
  guard duty at Osprem’s Light. They are patrolling late at 
  night when they have the opportunity to spot a suspicious 
  figure moving through the encamped refugees within the 
  walls. They need to react quickly to prevent an attempt to 
  infect Lyndern, the priest commander of Osprem’s Light 
  with a mind-controlling overseer beast. 
    
  Encounter One: Wrong Place, Wrong Time 
  Assuming the PCs act quickly to save Lyndern, they 
  discover she was holding a conference with Uthather Kais 
  of the Breakers War Company. They need volunteers for a 
  
  ONW4-03 The Greatest Enemy 
   
  Page 4 
   
  scouting mission in the Volanots, and the PCs admirably fit 
  the bill. They join forces with a platoon of Wreckers to 
  scout a region of the Volanots and return with detailed 
  information on enemy dispositions and numbers. Jornal 
  Surearm, a good man by Wrecker standards, leads the 
  Wrecker band. 
   
  Encounter Two: A Routine Patrol 
  While Jornal attempts to engage the heroes in 
  conversation, asking about their past exploits, the Wreckers 
  take point in the patrol and come across group of Euroz on 
  watch. The Wreckers fail to wait for the heroes and launch 
  an attack on the watchtower, taking heavy losses but taking 
  the postion. However, as the watchtower is captured, a 
  single pigeon is released, no doubt carrying a message. Can 
  the PCs shoot it down before it is out of range? After the 
  fighting is over, a lone survivor is discovered - a goblin by 
  the name of Shagrazz. 
   
  Encounter Three: A Goblin By Any Other Name… 
  Shagrazz offers some important information in return for 
  his pathetic life. The PCs will have to convince the 
  Wreckers to allow the creature to live long enough to 
  speak. Shagrazz will reveal the location of Jedurek, general 
  of the Euroz forces. He was apparently wounded in a 
  skirmish several days ago and is recovering in a Scarlet 
  Brotherhood bolthole not too far from the watchtower. 
  Shagrazz tells the PCs that there are two entrances to the 
  bolthole. Jornal assigns the PCs to attack via one entrance, 
  whilst his men secure the other. The mission has now 
  become far more than a simple scouting mission. If the PCs 
  can capture or kill Jedurek, then the Euroz support for the 
  Scarlet Brotherhood could evaporate. If Shagrazz is killed 
  before revealing his information, the module is essentially 
  over, as the PCs will have no way to locate the bolthole. 
   
  Encounter Four: The Stranger 
  Not long after splitting from the Wrecker band, the PCs 
  encounter a stranger. She has some interesting news about 
  Jedurek. The orc general is being targeted for assassination 
  by some of his own men. The stranger points out to the PCs 
  that it might not be the best thing for Onnwal if Jedurek 
  were to die.  
   
  Encounter Five: The Gateway 
  Arriving at the bolthole, the PCs discover it is well 
  defended, with a killing zone just inside the entrance. They 
  will have to fight their way through in order to gain 
  entrance to the bolthole proper. 
   
  Encounter Six: To Hell in a Hand Basket 
  The lower chambers of the bolthole can only be accessed 
  via a basket, lowered by a large winch system. A band of 
  Euroz, who will raise an alarm if not neutralized quickly, 
  alerting Jedurek’s elite guard, guard the winch.  
   
  Encounter Seven: The Euroz Warlords 
  If the PCs managed to descend to the lower levels 
  unnoticed, they will be able to surprise Jedurek’s Warlords, 
  currently planning further raids on Sornhill. Otherwise, 
  they will descend into an ambush. 
   
  Encounter Eight: Shades of Grey 
  After dealing with the elite guard, the PCs will finally 
  locate the injured Jedurek. The PCs now have to decide 
  whether or not to kill him. If they choose not to, the PCs 
  will then have the Wreckers to contend with. They would 
  see the killing of Jedurek as a major coup, especially 
  following a recent downturn in their popularity. The PCs 
  may be able to convince Jornal to see their point of view, 
  but there are extremists in the platoon who will see this act 
  as treason. The PCs will have to defend themselves. 
   
  Conclusion 
  If the PCs let him live, it becomes clear to Jedurek he was 
  poisoned by some his closest comrades. He allows the PCs 
  to leave (he is an honorable lawful evil opponent). If he is 
  dead, the orcs are understandably incensed.  
   
  Introduction 
  To begin the adventure read aloud or paraphrase the 
  following:- 
   
  In times of war everyone is called upon to serve their 
  cause, and the Free State of Onnwal is no different. With 
  the confusion surrounding the withdrawal of the Army of 
  Rebellion from Sornhill to defend Killdeer, there has been 
  a drastic shortage of men to guard against further advances 
  by the Scarlet Brotherhood. Every available man has 
  already been drafted, but still there are not enough. You 
  gaze towards the town from your vantage point on the 
  walls of Osprem’s Light. Highlighted by the setting sun, 
  you can see the considerable damage done to the once 
  proud defenses of Sornhill. It is a marvel that anything 
  remains standing, especially after the inferno that swept 
  through the shipyards. The docks are still devastated, 
  despite all efforts to clear the debris and sailors the 
  Ahlissan fleet, the saviors of the town whose vessels lie at 
  anchor further out in the bay. 
   
  You are walking within the tents within the courtyard 
  of Osprem’s Light. Taking a welcome break from the dark 
  watches on the ramparts, you are among the remains of 
  the lighthouse’s defenders and numerous refugees from 
  the town. It has been a tiring and nervous time. Everyone 
  anticipates another Scarlet Brotherhood strike. Ahead lies 
  the area set aside for the commanders of the keep, side by 
  side with those of the Ahlissan officers, your new allies, 
  here at the request of Duchess Saielma herself. These tents 
  are far grander than those of the regular soldiers. Larger 
  and less threadbare, they offer far more comfort than the 
  majority of the ruins of Sornhill. 
   
  
  ONW4-03 The Greatest Enemy 
   
  Page 5 
   
  Allow the PCs a brief moment to get in-character and 
  introduce themselves. When you are ready to begin the 
  adventure, a successful DC 20 Spot check (modified to 15 if 
  they say they are looking for anything suspicious) allows 
  the PCs to notice a lone figure at the rear of the tent of the 
  priestess-commander of Osprem’s Light, Lyndern. Read 
  aloud the following to the astute individuals who notice 
  this:- 
   
  As you move away from the command tents, you notice a 
  lone figure, huddling down at the rear of the tent of 
  Lyndern, priest-commander of Osprem’s Light. He is 
  slowly cutting a small flap at the base of the tent with a 
  serrated dagger. Suddenly, he stops and glances around. 
  Noticing you, he drops the blade, sprinting into the maze 
  of tents that fill the courtyard.  
   
  This is a Scarlet Brotherhood agent. He has been sent to 
  infect the leaders of the Free Onnwal forces with Overseer 
  parasites. As such, he is attempting to create a small 
  opening in the tent to release the creatures into. He is not 
  attempting to get into the tent himself, and by cutting a 
  small hole at ground level, hopes to escape notice.  
   
  If the characters fail to spot the intruder, then after a 
  short time, they will hear the shout of ‘intruder!’ coming 
  from the tent. Assuming that they turn back to investigate, 
  read the following:- 
   
  Running back to the officers’ billets, you see a man leap 
  out of one of the tents, a small box in his hands. He spots 
  you, turns and sprints into the maze of tents that fill the 
  courtyard. 
   
  It is assumed that the characters will foil the attempt to 
  infect Lyndern with an overseer parasite. Role-play a chase 
  between the PCs and this man. If they did not spot the 
  intruder before he entered the tent, then the Brotherhood 
  agent succeeded in releasing the overseer parasite. He was 
  spotted as he was making his escape, and had to flee to 
  avoid capture. 
   
  APL2 – 12 (EL 2): 
  �Brotherhood Agent: male human War1/Rog1; hp 14; see 
  Appendix 1. 
  �Overseer: hp 9; see Appendix 1. 
   
  Tactics: The agent will fight to the death if cornered. He 
  will attempt to bait one of the players into a duel, invoking 
  a right to fight one on one. If any character accepts, he uses 
  a blade he has poisoned with scorpion venom. If he has to 
  die, he will attempt to take one of his attackers with him. 
   
  When the agent is subdued, or reduced to 0 or less hit 
  points read the following:- 
   
  As the man collapses to his knees, he looks up at you, and 
  you are shocked to see that he wears a tunic bearing 
   the arms of Ahlissa and epaulettes which denote him as an 
  officer in the Grand Imperial Navy. There is something 
  else; on the side of his neck you notice a large ugly red 
  welt. As you watch, an ant-like creature becomes visible, 
  claws embedded deep within the flesh. 
   
  The characters are free to examine the ant-like creature, 
  which is an overseer. They should not be familiar with this 
  type of creature unless they played SWiO 1-3 Two If By 
  Sea. The parasite has decided to kill the Brotherhood agent 
  rather than allow him to give up any information.  
   
   
  The dead man is Faldrynn, a junior officer in the 
  Ahlissan Grand Imperial Fleet. His task had been to spy on 
  the commanders of Osprem’s Light and the Sornhill 
  garrison, and to infect as many as he could before being 
  caught, his actions being controlled entirely by the 
  overseer. The Brotherhood hoped to create paranoia and 
  confusion amongst Army of Rebellion, and by using an 
  Ahlissan, to drive a wedge between the two new allies. The 
  box Faldrynn carried contains three more of the creatures. 
  As long as they are kept in the box, they can be easily 
  dispatched. If they are released, they will flee into the 
  shadows. The PCs will not be allowed to loot the Ahlissan’s 
  body. The Ahlissan commander, through Lyndern, will 
  demand that any personal effects taken from the body be 
  returned immediately.  
   
  By the time the fight ends both Lyndern and Uthather 
  Kais arrive on the scene. They were conducting a meeting 
  in her tent prior to the interruption. If the characters 
  interrupted the agent before he got into the tent, read aloud 
  or paraphrase the following:- 
   
  The crowd that has gathered to watch the fight parts at the 
  sound of a sharp voice, that barks out the command 
  “Move! Clear the path!”  
   
  A robed olve gently pushes through the crowd and 
  kneels by the prone form of the Ahlissan, “What is going 
  on here? What is happening?” he asks. 
   
  A second figure pushes through the crowd; a woman 
  dressed in loose fitting vestments, bearing the symbol of a 
  breaking wave flanked by stars. Underneath you catch a 
  glimpse of gleaming mail. Her eyes blaze as she snaps, 
  “Uthather, what is going on here? We have business!” 
   
  A successful DC 10 Knowledge (Splintered Suns) reveals 
  the following about the name Uthather:- 
   
  Uthather is a name you recognize, the famous invoker 
  Uthather Kais of the Breakers War Company.  
   
   
   
   
   
  
  ONW4-03 The Greatest Enemy 
   
  Page 6 
   
  Read aloud or paraphrase the following:- 
   
  He turns to the newcomer and offers a half smile, “We do 
  indeed have business Lyndern. However, these people 
  were about to explain to me why they chased this man 
  from outside your tent, then killed him, were you not?” 
   
  If the characters did not spot the agent before he released 
  the overseer into the tent then read aloud or paraphrase the 
  following:- 
   
  The crowd that has gathered to watch the fight parts at the 
  sound of a sharp voice, that barks out the command 
  “Move, clear the path!”  
  A robed olve gently pushes through the crowd, “What is 
  going on here? What is happening?” he asks. 
  A second figure pushes through the crowd; a woman 
  dressed in loose fitting vestments, bearing the symbol of a 
  breaking wave flanked by stars. Some sort of ichor stains 
  the front of her robes. Underneath you catch a glimpse of 
  gleaming mail.  
   
  “Do you have him?” demands the woman. “Is he 
  alive?” 
   
  Lyndern and Uthather require a detailed explanation of 
  what happened. It is apparent they were engaged in 
  important discussions when the agent attempted to release 
  the overseer into the tent. While the characters are 
  explaining what happened, Lyndern listens carefully. The 
  characters can easily spot her studying them in minute 
  detail. When they finish she speaks. 
   
  “You have done very well, it would appear that we have 
  some true patriots of Onnwal here, Uthather. Perhaps as 
  patriots they would be willing to help us out with our little 
  task.”  
   
  Turning to the group, she looks you directly in the 
  eyes and asks “Are you willing to be of service?” 
   
  If the characters agree, she will ask them to follow her back 
  to the tents where she will explain everything. However, it 
  should be apparent to the characters that Uthather doesn’t 
  appear to be very happy about this turn of events. If the 
  characters choose not to accompany Lyndern, the module 
  is over. 
   
  Proceed to Encounter 1: Wrong Place, Wrong Time. 
   
  Encounter 1:  
  Wrong Place, Wrong Time… 
  Neither Lyndern nor Uthather are willing to discuss 
  anything with the characters until they are in the safety of 
  Lyndern’s tent. This time, several guards are posted outside 
  to make sure that they will be no further interruption. If 
  the characters enquire about their posts, other troops will 
  be dispatched to take over their guard posts. 
   
  Inside the tent, you are warmed by several braziers 
  burning low near the back of the tent, close to a small cot 
  bed. A large table covered in maps of the land around 
  Osprem’s Light and Sornhill dominates the center of the 
  tent. Sitting at the table is a young man, dressed in 
  traveling clothes. He glances up as you enter.  
   
  “Lyndern, is everything alright? I heard the 
  commotion as I arrived.”  
   
  He breaks off as he spots you entering the tent. 
   
  This is Jornal Surearm, leader of a small band of Wreckers 
  who specialize in hunting and tracking their prey through 
  the wilderness. Lyndern will introduce Jornal and thank 
  the PCs for their quick action in dealing with the 
  Brotherhood agent. Before she can explain what she 
  requires, Uthather returns to the tent. Read or paraphrase 
  the following. 
   
  As Lyndern sits at the table, Uthather strides into the tent. 
   
  “Lady”, he begins, “I’m sure that these fine warriors 
  are very worthy, but Jornal and his band of Wreckers, are 
  more than adequate for the task ahead.”  
   
  Lyndern, smiles, and glances at the young man, “I’m 
  sure you are correct, Uthather. However, it pays to be 
  careful, especially in light of what has just occurred. Jornal, 
  I’m sure you won’t object to working with these warriors, 
  their skills may prove useful in the days ahead.” 
   
  Uthather shakes his head slightly, but accepts his 
  defeat graciously. 
   
   “As you say good lady, it would do to be prudent.”  
   
  Turning to you, he gestures towards the map. “As you 
  are already aware the recent battle has severely depleted 
  our resources, and if it had not been for the intervention of 
  our new Ahlissan allies, we would not be here to continue 
  this discussion.  
   
  “What we need to know now is where the Euroz 
  forces retreated to after the battle? Have they re-
  organized? Have they linked up with the main 
  Brotherhood armies again? It is vital that we learn some of 
  these answers, before we can plan what to do next.  
   
  “With that in mind, I’m going to send young Jornal, 
  his men and now you into the Volanots to try to uncover 
  some clues as to what has happened to the orcs. Any 
  questions?” 
   
  Allow the characters to ask any questions they like, 
  Uthather and Lyndern will try to answer them. However, 
  some information is on a need to know basis, and the 
  characters don’t need to know. Possible questions and 
  answers are detailed below. 
   
   
   
   
  Who are you? (Uthather): 
  
  ONW4-03 The Greatest Enemy 
   
  Page 7 
   
   
  Uthather smiles and says, “I’m a patriot of Onnwal my 
  friends, what more would you have me say? I’m a dabbler 
  into the mystic arts and I occasionally travel with the 
  Breakers War Company. More importantly, I’m here to 
  defend Sornhill, just like you.” 
   
  Who are you? (Lyndern): 
   
   “I’m sorry, it’s been a trying evening, and I have 
  forgotten my manners. Allow me to introduce myself; I am 
  Lyndern, Priestess-Commander of Osprem’s Light. 
   
  Who are you? (Jornal): 
   
  Uthather gestures to the handsome young man. “This 
  is Jornal Surearm. He will lead a Wreckers company into 
  the Volanots to scout.”  
  If any of the PCs know Jornal from ONW3-02 Pyrtura, read 
  aloud the following:  
   
   
  Jornal smiles broadly, holding out his hand in a 
  warrior’s clasp.  
   
  “It is good to meet you, my friends. It would appear 
  we are to be traveling companions. It’ll be good to work 
  with you.”  
   
  If any of the PCs have earned the Disfavour or Suspicion of 
  the Wreckers [from The Prophet or For Want of a Nail], 
  then Jornal will glare at them, and mutter under his breath 
  about unreliable allies. 
   
  Where are we going?  
   
  “We need information about the deployment of the 
  Euroz army. Where has it retreated to? It will be up to you 
  and Jornal’s band to travel west into the Volanots to find 
  out.” 
   
  How are we getting there?  
   
  “You will need to walk; the Volanots are too rugged to 
  take horses into. Be careful that you are not spotted, 
  Jedurek, the Euroz commander, will undoubtedly have his 
  own patrols out.” 
   
  What do we do when we get there?  
   
  “Search for any sign of the enemy. We need to 
  determine 
  numbers, 
  their 
  deployment, 
  and 
  most 
  importantly, where they are. If they have already linked up 
  with the main Brotherhood forces, they may be preparing 
  for another attack as we speak.” 
   
  What’s in it for us?  
   
  “This is for the survival of our country. What more 
  incentive do you need?” 
   
  Why are the Wreckers involved?  
   
  “Jornal here is leader of a special band of trackers. 
  They have a good reputation of finding those that don’t 
  want to be found. What’s the problem? Surely you don’t 
  mind working with Wreckers? They are patriots too.” 
   
  Jornal Surearm: N, male human Ftr1/Rog 2, Wrecker 
  Commander. 
   
  Appearance: A wild and unpredictable man, Journal is 
  both handsome and vain but nevertheless intelligent and 
  quick. He stands 5 ft. 8 in. tall, is of average build, and has a 
  thick “mane” of black luxurious hair that he constantly 
  preens. His eyes are a light grey hue and dart around 
  seemingly trying to take in everything. He prefers to wear 
  fine fabrics that set off his eyes and hair. 
   
  Character: 
  Although 
  a 
  rogue, 
  and 
  extremely 
  unpredictable, Jornal is a patriot who loves his country. He 
  is worried by the recent downturn in popularity the 
  Wreckers have undergone. He will be friendly towards the 
  PCs, doing his best to convince them that the Wreckers 
  work for the good of Onnwal. However, if any of the PCs 
  have earned the Disfavour or Suspicion of the Wreckers 
  [from the Onnwal Regional modules The Prophet or For 
  Want of a Nail], he will be surly with them, speaking only 
  when necessary.  
   
  If any of the PCs have earned the Disfavour or 
  Suspicion of the Wreckers [from The Prophet or For Want 
  of a Nail], then Jornal will openly question their patriotism. 
  He will ask if Lyndern cannot find him some more reliable 
  allies to work with, as he does not wish to be stabbed in the 
  back by traitors as Boss Gavran was. 
   
  Lyndern 
  Appearance: Lyndern proudly wears the tabard of the 
  breaking wave as she walks the ramparts of the Light. She is 
  muddy blonde, blue-eyed, and quite tall at 5 ft. 11. 
   
  Character: Lyndern is a powerful warrior-priestess of 
  Osprem and as the priest-commander of the Light she 
  believes that ultimately the responsibility for failure or 
  success is upon her shoulders. This makes her cold, 
  detached from the rest of her men, as she has let her guard 
  down in the past and betrayal and tragedy have ensued. She 
  is extremely lawful and plays everything by the tome. 
   
  Uthather Kais 
  Appearance: Uthather is a half-olve of about 50 years of age. 
  Slender of frame, he wears his fiery red hair in a long mane 
  falling to the middle of his back. He dresses in a haphazard 
  fashion, with his clothes consisting more of inexpertly 
  sewn patches than the original cloth. 
   
  Character: A worshipper of Boccob and Tritherhion, 
  Uthather is tempestuous and unpredicatable character and 
  is not likely to take defeat well. A Helf-Elf Invoker, 
  Uthather is almost as wild as his human colleagues in the 
  Breakers are lawful. A worshiper of Boccob he is starting to 
  turn to Trithereon in his aspect as a liberator.  
   
  Once the characters have been briefed, Uthather is keen to 
  get the party on way. Jornal leaves to get his men together, 
  
  ONW4-03 The Greatest Enemy 
   
  Page 8 
   
  and informs the party he will be ready to leave an hour 
  before dawn. As he leaves, Uthather also takes his leave, 
  giving the party one final glance as he does so. When they 
  are alone Lyndern smiles and asks the party to sit.  
   
  “My friends, this is a dangerous time for Onnwal. You 
  should be careful and remember to report directly to me 
  upon your return. Watch Jornal. He is a good man, but he 
  can be unpredictable. You should go now and prepare, 
  dawn draws nigh.” 
   
  The characters should take the hint and make themselves 
  ready for their journey into the Volanots.  Proceed 
  to 
  Encounter 2: A Routine Patrol. 
   
  Encounter 2:  
  A Routine Patrol 
  Modify this box text if any of the PCs have earned the 
  Disfavour or Suspicion of the Wreckers [from The Prophet 
  or For Want of a Nail]. 
   
  After leaving Osprem’s Light as the first blush of day 
  lightens the eastern sky, you make good time. After a few 
  days, you find yourself deep within the stony crags. The 
  trail you have been following over the last few hours has 
  led up along a steep scarp looming over a wooded valley. 
  The ledge is fairly narrow but passable with care. The 
  Wreckers have been following closely behind taking great 
  care to remain unobserved. With the exception of Jornal, 
  they have been somewhat aloof, preferring to remain 
  amongst themselves rather than talk with you. You get the 
  feeling that the majority of the Wreckers are unhappy 
  with your inclusion in the reconnaissance patrol. Jornal on 
  the other hand is both open and friendly. He spends hours 
  talking about your exploits in the service of Free Onnwal.  
   
  As you stop to rest for a noonday meal on top of a 
  small summit, the Wreckers continue on for a short 
  distance to the next hillock, obviously not wishing to 
  share their meal with you. Jornal however, is more than 
  willing to stay behind, offering an embarrassed apology. 
   
  “Don’t judge them to harshly. They are used to 
  working together you see. Many of them lost friends and 
  kin at Sornhill this last time. They blame outsiders for 
  those deaths, so they’re very wary of fighting along side 
  strangers.” 
   
  Jornal will try his hardest to engage the characters in 
  conversation. He is a very easy-going man and offers to 
  share his provisions while listens intently to any stories 
  told him. 
   
  If any of the characters move after the Wreckers, 
  Jornal will attempt to dissuade them, he is concerned about 
  any friction between the two groups. If he fails to persuade 
  the heroes he will give up with good grace and follow. 
   
  Once the characters have decided to move on, have 
  them make a DC 20 Spot check to notice the Wreckers 
  moving off over the crest of a the near by ridge. A few 
  remain behind, setting up a campfire and a spit, but the rest 
  have moved off. 
   
  Jornal is as surprised as the PCs, and if asked will 
  truthfully answer that he has no idea where his men have 
  gone. The men setting up the camp will tell him that a 
  Wrecker advance scout has spotted a crude wooden 
  watchtower not far over the next rise. It was not here the 
  last time Jornal and his men traveled this region. The 
  Wreckers decided that they didn’t need the help of the PCs 
  to capture the tower and have set off quietly, determined to 
  show up the outsiders.  
   
  Jornal is quite angry at the lack of discipline from his 
  men, but he does his best to hide his emotions. Make a 
  Bluff roll for Jornal, which the PCs can oppose with their 
  Sense Motive skills. Assuming the characters elect to 
  follow the Wreckers, read the following: 
   
  Ahead you hear the sounds of fighting, the clash of steel 
  and cries of pain and rage. A column of smoke rises over 
  the ridge.  
   
  As you crest the rise, a scene of destruction is laid out 
  before you. The remains of a wooden watch tower burns 
  fiercely before you. Dozens of dead Euroz litter the 
  ground, and not a few Wreckers. The remaining Wreckers 
  are hacking at a small knot of surviving Euroz, who appear 
  to have sallied out from the blazing tower.  
   
  Jornal wastes no time running to their aid. However, 
  neither Jornal nor the other Wreckers notice a Euroz at 
  the back of the group opening a wooden cage and 
  releasing a bird into the air. Too late, a Wrecker cuts down 
  the orc. However, the bird is now in the air. 
   
  The now dead Euroz watchtower chief has released a 
  pigeon with a message, informing his superior that his 
  tower is under attack. None of the Wreckers have a chance 
  to shoot it down. It is now up to the PCs to stop the 
  message from warning the Chief of the gatehouse in 
  Encounter 5 of their approach.  
   
  The pigeon is a tiny animal (hp 2; AC 17) and begins 
  the encounter at a range of 200 ft. from the nearest PC. It 
  flies 120 ft per round. Remember to factor in the range 
  increments in this encounter. If the PCs fail to shoot the 
  pigeon, the Euroz in the bolthole later in the module are 
  alerted to the PCs approach and will be wary and vigilant.  
  The Wreckers will have dealt with the orcs by the time the 
  PCs arrive. Jornal will have stern words with his Wreckers, 
  but will not pursue the matter, since they were so 
  successful. The Wreckers will claim the loot from the 
  bodies as theirs. They will not take kindly to the PCs 
  looting their hard earned cash.  
   
  The watchtower is one of a series that Jedurek has 
  ordered to be constructed to keep an eye on the enemy 
  movements. Normally there are only 2 Euroz at each 
  
  ONW4-03 The Greatest Enemy 
   
  Page 9 
   
  watchtower, but a patrol stopped here to deliver several 
  messages. 
   
   
  The patrol is also escorting a small goblin by the name 
  of Shagrazz south to rejoin the main Pomarji army. While 
  he may appear small and unimportant, Shagrazz is in fact 
  one of Jedurek’s scribes. He was carrying orders from the 
  general to the rest of the Euroz forces. When the Wreckers 
  attacked, Shagrazz hid and burned the orders, staying out of 
  the fighting. When the skirmish ends, he attempts to 
  escape. If captured, he will offer information for his life. 
   
  Shagrazz will attempt to remain concealed, until the 
  characters pass by, but a successful opposed Spot check vs 
  his Hide will reveal him hiding under a large wooden 
  shield to anyone investigating or looting the bodies. Unless 
  otherwise directed by the course of play, one of the 
  Wreckers will find Shagrazz. 
   
  Assuming that the players were the ones to discover 
  the goblin read the following: 
   
  Suddenly you notice an arm and a leg moving under a 
  particularly large shield. You can hear a hoarse and 
  guttural sniveling.  
   
  If the characters can understand goblin, they can make out 
  Shagrazz saying: 
   
  “Better not let them find me, know too much…know 
  everything, must be quiet, must hide…” 
   
  If the PCs turn over the shield, read aloud or paraphrase the 
  following: 
   
  Underneath the shield cowers a scrawny red-skinned 
  goblin dressed in a filthy tabard and tunic. It peers up with 
  you, eyes wide with terror, its arms raised to ward off the 
  killing blow it clearly expects to fall.  
   
  Assuming that the characters don’t spot Shagrazz then one 
  of the Wreckers spots him, while everyone is picking over 
  the battlefield after the fight. Read the following to the 
  players: 
   
  Suddenly you hear a shout from the other side of the 
  battlefield. One of the Wreckers has been poking through 
  the Euroz bodies with a long spear, and has obviously 
  found something.  
   
  “Over here” he calls, “I’ve found one of them alive. It 
  looks like its been trying to hide, the miserable little piece 
  of cow dung”. 
   
  Go to Encounter 3.  
   
  Encounter 3: 
  A Goblin By Any Other Name… 
  This encounter is triggered whenever either the characters 
  or one of the Wreckers discover Shagrazz. Hopefully, the 
  PCs will be at least a little interested in this new discovery. 
  If any of them decide to investigate read the following: 
  You crowd around the goblin, and are less than impressed. 
  Even for one of its kind, it is particularly small and 
  pathetic. It snivels and cowers in the mud at your feet; 
  trying to make itself look small and unimportant.  
   
  “Pleeese, don’t be killing Shagrazz…” it pleads, almost 
  to itself. “Please I’m not important to kill, please let me go, 
  I not tell anyone you are here. I just want to go home.” 
   
  �Shagrazz: NE, male goblin Rog1; hp 6 (Bluff +4).  
   
  Character: Shagrazz is not a typical goblin, being both 
  cunning and highly intelligent. He understands the 
  Common tongue very well, and can speak in a relatively 
  cultured way when he wishes. Shagrazz, has very few 
  morals, and unlike many other followers of Jedurek, he is 
  not willing to sacrifice himself to save his leader. Jedurek 
  obviously knows that Shagrazz is untrustworthy, but the 
  fact that he is so useful to the warlord as a scribe and runner 
  means that he hasn’t yet had his head stuck on a pike. 
  Shagrazz may very well fear the party, but he doesn’t hold 
  them in any kind of awe, assuming they will be stupid 
  enough to let him go. If the PCs do release Shagrazz, he will 
  not report what he has seen to his superior that would 
  mean a quick death sentence for him. 
   
  Shagrazz is not stupid; he realizes that he has 
  absolutely no chance of victory against these warriors. 
  However, he reasons that if he appears to be a simple 
  minded goblin that they may spare him and let him leave. 
  Shagrazz will play up to the stereotype of his race here, 
  pretending to be nothing more than a stupid and cowardly 
  goblin. He will attempt to bluff the PCs into letting him go 
  (opposed Bluff check vs the PCs Sense motive). 
   
  If his life is threatened, or the PCs see through his 
  bluff, then the crafty goblin will offer the only thing it has 
  left to save his life - information about Jedurek, his wounds, 
  his location and his importance. However, Shagrazz will 
  attempt to bargain for his release before revealing the 
  information.  
   
  Read aloud or paraphrase the following:- 
   
  The goblin momentarily looks angry that you have seen 
  through its attempts to fool you. Now it stares at you with 
  an air of defiant dignity. 
   
   “So…not all humans are so blind that they can’t see 
  beyond their noses. Some can look at my kind and spot 
  more than colour of our skin. I offer you something of 
  value, if you spare my life. Though it may well end up 
  killing me to tell you…I know where you can find the 
  mighty Jedurek…” 
   
  If the characters don’t understand whom Shagrazz is 
  talking about, the little goblin looks shocked and amazed. 
   
  
  ONW4-03 The Greatest Enemy 
   
  Page 10 
   
  “You don’t know anything do you? Jedurek is War Master 
  of the Pomarji armies. It is he that masterminded the 
  battles that destroyed your armies.” 
   
  After the characters realize Shagrazz has important 
  information, the little goblin carries on. 
   
  “He was injured several days ago - taken to a small 
  underground fortress built by the red men. It’s not far 
  from here, but very hard to find, only two entrances. If you 
  let me go, I will tell you where the entrances are.” 
   
  The characters are free to ask Shagrazz any questions they 
  wish, but unless they use some form of magic, he will not 
  reveal that he is one of Jedurek’s messengers.  
   
  What do you know about the defenses of the fortress? 
   
  “I’ve not been inside myself but I hear it’s very hard to 
  get into, each entrance is a death trap. Once inside you 
  need to get down to the lower levels, that’s where you will 
  find Jedurek.”  
   
  How was Jedurek injured? 
   
  “Dunno. I hear other Euroz talking, some say he was 
  challenged by his second for the right to command. 
  Others say that he was poisoned or perhaps he just ate 
  some bad meat.” 
   
  Where are these two entrances? 
   
  “One is close, high up near the top of the rock hill. 
  The other is lower down on the west slope of the hill. Both 
  are heavily defended.” 
   
  How many orcs are with Jedurek? 
   
  “Only a very few. His household guards and some of 
  his Warlords, those he keeps close to plan his next attack 
  on your people. Those he trusts…” 
   
  These “Red Men”, you mean the Scarlet Brotherhood? 
   
  “Yes, you would call them that. Their Veiled Lady 
  promised great lord Mak many things if he aided them in 
  their war against you. So the Mak sent Jedurek and his 
  army.” 
   
  Who is the Mak? 
   
  “The Mak is lord of all the Pomarj. His is the power 
  behind the Euroz. He commands and Jedurek does.” 
   
  Who is the Veiled Lady? 
   
  “The leader of the Red Men here. She is a Red 
  Woman, covers her face always. Some of the Red Men call 
  her the Veiled Lady. Kuranyie, she is named truly. She 
  came to the Pomarj and spake with the Mak. Then he sent 
  Jedurek here.” 
   
  How can we trust you to tell the truth? 
   
  “Can’t. But it is the truth. I place my life on this.” 
   
  Why are you betraying Jedurek? 
   
  “Because I want to live. Because I am afraid to die. I 
  trade my life for his. I think his life weighs more to you 
  than poor Shagrazz’s 
   
  Once the characters have finished their questions, it is 
  evident that the Wreckers are very excited by this news. 
  Having obtained the information from Shagrazz, they will 
  kill him unless prevented by the PCs. 
   
  Jornal quickly takes the PCs aside and tells them that 
  this is an opportunity too good to pass up. If they can 
  infiltrate this underground fortress, then they may have a 
  chance of assassinating Jedurek and throwing the forces of 
  the Pomarj into confusion. He suggests to the party that 
  they have a better chance of completing the mission if they 
  split up.  
   
  Jornal asks the characters to help out, pointing out to 
  them if need be, this may be the best opportunity they have 
  to cripple the alliance between the Scarlet Brotherhood and 
  the Euroz. If the characters refuse to accept this mission, 
  Jornal will be contemptuous of the party and decide to 
  make the attempt anyway. Once the characters have 
  decided which of the two entrances they wish to attempt, 
  Jornal will lead his men away. Regardless of which entrance 
  they choose, it is assumed that they will come across the 
  entrance detailed here. If it becomes an issue, then both 
  entrances are identical.  
   
  Troubleshooting: 
   If the PCs refuse to obey Jornal’s plan 
  and decide to double up with the Wreckers. He will remind 
  them of what happened when an attempt was made to 
  capture the infamous Rohal Soldas several years ago. Those 
  involved stormed one end of a cave network and Soldas 
  escaped out the other end. Splitting up is the only way to 
  ensure that Jedurek doesn’t escape.  
   
   
  If they still refuse to cooperate, Jornal will point out 
  that he was given command of the mission and that the PCs 
  are under his command. If they refuse to obey his direct 
  orders, he will ensure that their disobedience is known. If 
  any of the PCs are members of the Onnwalon military, he 
  will report their insubordination to their superiors.  
   
  If all else fails, Jornal will refuse to take part in the 
  attack and will forbid his men from aiding the PCs. The PCs 
  will have to attack themselves. If they refuse to attack the 
  bolthole, then the module is over for them.  
   
  Development: 
   Once the PCs are ready to continue, on 
  Jornal’s terms, go to Encounter 4: The Stranger. 
   
   
   
   
   
   
  
  ONW4-03 The Greatest Enemy 
   
  Page 11 
   
   
   
   
  Encounter 4: 
  The Stranger 
  Following Shagrazz directions, Jornal will lead the 
  Wreckers off towards one of the entrances, leaving the PCs 
  to make their way to the other entrance. Two hours after 
  the PCs leave the Wreckers, read aloud or paraphrase the 
  following:- 
   
  Atop the hill before you, a tent of scarlet silk comes into 
  view. A flag flutters in the breeze, blazoned with the 
  twisted black cross of the Scarlet Sign. A tall woman stands 
  by the tent gazing down at you. She is clad from head to 
  toe in red robes, her face hidden in the shadows of a cowl. 
  The woman raises her right hand, palm outward showing 
  it is empty, a sign that she wishes to parley.  
   
  This is the lair of the Scarlet Witch, a powerful spellcaster 
  from Scant who has been lying in wait for the PCs. She 
  waits in front of the tent for the PCs to approach. If the PCs 
  make any hostile move, she teleports back to Scant 
  immediately (there is also a contingency on her that if 
  reduced to 10 or less hp she teleports, even if dead). 
   
  � The Scarlet Witch. 
   
  Appearance: Clad in scarlet and blonde of hair, this 
  woman has an attractive figure. Her face is hidden in the 
  depths of a cowl. Only her icy blue eyes can be seen. 
  Perhaps she has no face beneath the mask.  
   
  Character: The Scarlet Witch is mysterious, haughty 
  and at times is having a joke at the PCs expense, taunting 
  them with riddles and jibes. She knows about the 
  assassination attempt on Jedurek, and wishes to spread the 
  seeds of doubt about the mission, pointing out some of the 
  consequences of the PCs actions.  
   
  Assuming the PCs talk with the Scarlet Witch she tries to 
  put doubt in their minds about their mission to kill 
  Jedurek. 
   
  Who are you? 
   
  “A friend of yours. For the moment. But as a wise man 
  said, there is only the moment and eternity.” 
   
  Are you the Veiled Lady/Sister Kuranyie? 
   
  She laughs. 
   
  “Am I the Veiled Lady of Scant? Well, there is a 
  question!  
   
  “If it comforts you to think of me as the Veiled Lady, 
  then yes, why not? Perhaps I should eat some babies or 
  roast some farmers to really get into the part? 
   
  “If you were clever though, you might be more 
  concerned with what I have to say, rather than who I am. 
  But then, if you were wise you wouldn’t be here on a fool’s 
  errand in the first place, now would you?”  
   
   
  What do you want? 
   
  “To warn you.”  
   
  She laughs.  
   
  “Or rather to set you free. I imagine you expect that to 
  be the last thing I would do, but the truth will set you 
  free.” 
   
  What do you mean? 
   
  “You are being used, manipulated. You could go back 
  and wring the little snotling’s neck, but he knows little. 
   
  You mean our mission to kill Jedurek? 
   
  “Ah, reasoning at last! Yes, perhaps you are like rats in 
  a maze? Perhaps you need to be led by the nose through a 
  linear series of expositions and ‘chance’ encounters. Do 
  you not find it a little convenient that your mortal foe is 
  weakened? That news of this and his location should fall so 
  fortuitously into your laps? Does that not strike you as 
  somewhat…contrived?  
   
  “Or, like those Baklunish fools, do you cling like 
  frightened children to the notion of fate? Do you prefer to 
  imagine all-seeing Istus weaving the strands of your 
  destiny instead of the truth: that someone is pulling your 
  strings? Poor little puppets!” 
   
  What do you mean? 
   
  “Look to the sniveling, piteous but unaccountably 
  well-informed Shagrazz for that answer.” 
   
  Why won’t you give us a straight answer? 
   
  “I would like to say it is because I am a divine 
  messenger, a prophet, sent to deliver you with riddles 
  from some great evil conjured up from the fevered ravings 
  of a pigeon fancier. The truth is though, if I spoke plainly, 
  I would be denied the amusement of seeing you try to 
  work it out for yourselves.” 
   
  But Jedurek is evil! We should kill him! 
   
  “Let me ask you this – what does your ruinous Free 
  State have in abundance? What stood upon Gate Hill and 
  slowed the tide of our forces to allow the women and 
  children to escape. What came forth from farm and field to 
  be burned in the squares of Scant?  
   
  “A riddle - at least one that would tax you. Answer this 
  and you will be on the long road to your understanding.” 
   
  The answer to the witch’s “riddle” is “Martyrs”, but if any 
  other answer is given she laughs at their apparent stupidity 
  for a moment and then teleports away. If they do answer 
  “martyrs” however, she continues:- 
   
  “Well done. This war has made martyrs of many on your 
  side and mine. But no hochebi has martyred himself 
  
  ONW4-03 The Greatest Enemy 
   
  Page 12 
   
  willingly for our cause. They fight only because it is 
  preferable to our whips and chains and because they love 
  war. The Euroz have no martyrs. Most fight for 
  themselves, and some for the honour of their warlord, 
  Jedurek. 
   
  “Were I you, I would ponder that, my poor bewildered 
  little puppets.” 
   
  With that she teleports back to Scant. If the PCs continue 
  on to the bolthole run Encounter 5: The Gateway. If they 
  try to find Shagrazz, they will be unable to find him.  
   
  Encounter 5: 
  The Gateway 
  The entrance to the bolthole is half a day’s travel from the 
  campsite where the PCs encountered the orcs. As the PCs 
  draw closer, read or paraphrase the following:- 
   
  Ahead the canyon narrows into a small wedge that is 
  clearly man made. Sheer walls almost twenty feet high are 
  cut directly into the rear of the ravine. The walls have been 
  smoothed out and appear to have a slippery surface. At the 
  end of the ravine is a moss-covered stonewall.  
  This is the entrance to the bolthole.  
   
  Have the PCs make a DC 15 Spot check If they success, 
  read aloud or paraphrase the following:  
   
  Almost fifteen feet up on each side of the ravine you can 
  spot narrow grooves cut into the walls, however, the 
  shadows prevent you getting a closer look.  
   
  Finding the hidden entrance behind the stone slab requires 
  a DC 22 Spot check or a DC 18 Search check. Behind the 
  stone slab is a strong stone door.  
   
  �Stone Door: 4 in. thick; hardness 8; hp 60; AC 8; Break 
  DC 28; Open Lock DC 25. 
   
  The door is a formidable structure and has been designed to 
  be impregnable. It has a hardness of 8 and the PCs must 
  inflict 60 hp of damage on it to break through it. The lock is 
  a highly complex device provided by the Scarlet 
  Brotherhood and a DC 25 Open Lock check is required to 
  open it. The door also has an alarm spell placed upon it. It 
  will sound unless anyone touching the lock or the door 
  utters the name Jedurek. 
   
  The orcs inside will be aware of the PCs unless the PCs 
  are taking precautions (such as invisibility). If the PCs 
  failed to shoot down the pigeon, the orcs will be vigilant, 
  even if the PCs are using invisibility or other measures to 
  remain concealed. However, the orcs will not attack unless 
  it is clear that the PCs have found the way in. If the PCs are 
  not spotted, they will still trigger the alarm spell on the 
  door when they open it.  
   
  Map 1 in Appendix 3 shows the layout of the upper 
  level of the bolthole. Inside the outer door, a cut stone 
  passage (natural rock cave dressed and smoothed by hand) 
  slopes 20 ft. downwards, leading into a 25 ft. by 25 ft. square 
  chamber with an exit directly opposite the entry point. A 
  DC 12 Spot/ DC 10 Search check will allow the PCs to spot 
  a long groove over the entrance to the square chamber, 
  concealing a portcullis. A similar portcullis bars the exit. 
  Cross-shaped embrasures have been cut 10 ft. up on the left 
  and right walls of the square chamber.  
   
  The chamber is, of course, a killing zone. As soon as 
  the PCs reached the middle of the chamber, steel portculli 
  will slam down sealing the entrance and exits to the 
  chamber. Orc guards man each of the two guardrooms; 
  each is armed with a heavy crossbow, and vials of 
  alchemists fire. An orcish sorcerer leads them. Once some 
  or all of the PCs are sealed into the killing chamber, the 
  orcs will open fire on them with their heavy crossbows 
  (saving the alchemists fire to lob down the stairs leading to 
  guardrooms should the PCs break through the portcullis 
  sealing the exit from the chamber.  
   
   If the orcs know the PCs are coming, they will douse 
  the lights in the upper level, instead using their darkvision 
  to hide in the darkness, thereby gaining an advantage over 
  humans, who will probably require some from of light 
  source.  
   
  The orcs should gain surprise on the party. Even if 
  they are expecting trouble, the PCs will not know exactly 
  when to expect it.  
   
  APL2 (EL 4): 
  �Euroz Leader: male half–orc, Sor1, hp 5, see Appendix 1 
  �Euroz Guards (3): Bbn1, hp 14, see Appendix 1 
   
  APL4 (EL 6): 
  �Euroz Leader: male half–orc, Sor3, hp 13, see Appendix 1 
  �Euroz Guards (4): War1/Bbn1, hp 21, see Appendix 1 
   
  APL6 (EL 8) 
  �Euroz Leader: male half–orc Sor5, hp 25, see Appendix 1 
  �Euroz Guards (5): War1/Bbn2, hp 33, see Appendix 1 
   
  APL8 (EL 10) 
  �Euroz Leader: male half–orc Sor7, hp 36, see Appendix 1 
  �Euroz Guards (5): War1/Bbn4, hp 49, see Appendix 1 
   
  APL10 (EL 12) 
  �Euroz Leader: male half–orc Sor8, hp 45, see Appendix 1 
  �Euroz Guards (6): War1/Bbn6, hp 69, see Appendix 1 
   
  APL12 (EL 14) 
  �Euroz Leader: male half–orc Sor10, hp 45, see Appendix 
  1 
  �Euroz Guards (10): War1/Bbn6, hp 69, see Appendix 1 
   
  
  ONW4-03 The Greatest Enemy 
   
  Page 13 
   
   
   
  Tactics: All APLs: If they gain surprise, in the surprise 
  round, two of the orcs from each room will fire their heavy 
  crossbows, targeting the most obvious warriors first. The 
  third in each room will throw out a vial of alchemist fire, 
  targeting spell casters for preference. The orc leader, will 
  release a fireball (or his most devastating spell) in the first 
  round hoping to catch as many of the enemy as possible. 
   
  APL4–6: In the following rounds, the orcs will continue to 
  pepper the PCs with crossbow bolts. Each orc has a supply 
  of 40 bolts. The Leader will use his spells to counter any 
  obvious threat from spell casters. The orcs will use their 
  crossbows through the arrow slits to target the party. The 
  orc Leader, stationed in the southernmost guard room will 
  cast grease on the stairs leading up to his position, he will 
  then take his potion of mage armour, and if there is time, 
  his potion of haste.  
   
  In subsequent rounds the orc spellcaster will make 
  good use of his spells, targeting them against appropriate 
  characters. He will also not be shy about using his potions 
  to aid himself in battle. 
   
  Pulling the lever in the north guardroom raises the 
  heavy steel portculli. Alternatively it can be lifted with a 
  DC 25 Strength check, nor broken with a DC 28 Strength 
  check.  
   
  �Steel Portcullis: thickness 2 in.; hardness 10; 60 hp; Break 
  DC 28; Lift DC 25.  
   
  APL8: In the following rounds, the orcs will continue to 
  pepper the PCs with crossbow bolts. Each orc has a supply 
  of 40 bolts. The spellcaster will use his spells to counter any 
  obvious threat from spell casters. The orcs will use their 
  crossbows through the arrow slits to target the party. The 
  orc spellcaster, stationed in the southernmost guardroom 
  will cast lighting bolt on the stairs leading up to his 
  position once enough of the PCs have got onto the steps. 
  He will then take his potion of mage armour, and if there is 
  time his potion of haste. He will then target the largest 
  fighter with slow and grease the stairs to his guardroom.  
   
  In subsequent rounds the orc spellcaster will make 
  good use of his spells, targeting them against appropriate 
  characters. He will also not be shy about using his potions 
  to aid himself in battle 
   
  Pulling the lever in the north guardroom raises the 
  heavy steel portculli. Alternatively it can be lifted with a 
  DC 25 Strength check, nor broken with a DC 28 Strength 
  check.  
   
  �Steel Portcullis: thickness 2 in.; hardness 10; 60 hp; Break 
  DC 28; Lift DC 25.  
   
  APL10: In following rounds, the orcs will continue to 
  pepper the PCs with crossbow bolts, each orc has a supply 
  of 40 bolts. The spellcaster will use his spells to counter any 
  obvious threat from spell casters. The orcs will use their 
  crossbows through the arrow slits to target the party. The 
  orc spellcaster, stationed in the southernmost guardroom 
  will cast lighting bolt on the stairs leading up to his 
  position once enough of the PCs have got onto the steps. 
  After this he will use his wall of fire spell to cut off any PCs 
  left on the stairs from the guardroom. He will then take his 
  potion of mage armour, and if time his potion of haste. He 
  will then target the largest fighter with slow and grease the 
  stairs to his guardroom.  
   
  In subsequent rounds the orc Leader will make good 
  use of his spells, targeting them against appropriate 
  characters. He will also not be shy about using his potions 
  to aid himself in battle 
   
  Pulling the lever in the north guardroom raises the 
  heavy steel portculli. Alternatively it can be lifted with a 
  DC 25 Strength check, nor broken with a DC 28 Strength 
  check.  
   
  �Steel Portcullis: thickness 2 in.; hardness 10; 60 hp; Break 
  DC 28; Lift DC 25.  
   
  APL 12: In following rounds the orcs will continue to 
  pepper the PCs with crossbow bolts. Each orc has a supply 
  of 40 bolts. The spellcaster will use his spells to counter any 
  obvious threat from spell casters. The orcs will use their 
  crossbows through the arrow slits to target the party. The 
  orc spellcaster, stationed in the southernmost guardroom 
  will cast lighting bolt on the stairs leading up to his 
  position once enough of the heroes have got onto the steps. 
  He will then cast cloudkill in the outer chamber. After this 
  he will use his wall of fire spell to cut off any PCs left on the 
  stairs from the guardroom. He will then take his potion of 
  mage armour, and if there is time his potion of haste. He 
  will then target the largest fighter with slow, then grease 
  the stairs to his guard room.  
   
  In subsequent rounds the orc spellcaster will make 
  good use of his spells, targeting them against appropriate 
  characters. He will also not be shy about using his potions 
  to aid himself in battle 
   
  Pulling the lever in the north guardroom raises the 
  heavy steel portculli. Alternatively it can be lifted with a 
  DC 25 Strength check, nor broken with a DC 28 Strength 
  check.  
   
  �Steel Portcullis: thickness 2 in.; hardness 10; 60 hp; Break 
  DC 28; Lift DC 25. 
   
  This will be a tough encounter for the characters. These 
  orcs are not stupid; they have drilled for such an encounter 
  and are willing to lay down their lives for Jedurek. The 
  entrance to the bolthole is designed to be a death trap, so 
  unless the characters work together and use their abilities 
  to the full, they will struggle. 
   
  
  ONW4-03 The Greatest Enemy 
   
  Page 14 
   
   
   
   
  Treasure: 
   
  APL 2: Loot: 89 gp; Magic: potion of cure serious 
  wounds (62 gp); potion of invisibility (25 gp); potion of 
  haste (62 gp); 3 x potion of cure light wounds (3 x 4 gp); 
   
  APL 4: Loot: 114 gp; Magic: potion of cure serious 
  wounds (62 gp); potion of invisibility (25 gp); potion of 
  haste (62 gp); 4 x potion of cure light wounds (4 x 4 gp); 
  scroll of fireball (caster level 7
  th) (31 gp); 
   
  APL 6: Loot: 142 gp; Magic: potion of cure serious 
  wounds (62 gp); potion of invisibility (25 gp); potion of 
  haste (62 gp); 5 x potion of cure light wounds (5 x 4 gp); 
  scroll of fireball (caster level 7
  th) (31 gp); +1 shortspear (191 
  gp); potion of enlarge person (20 gp); potion of mage 
  armour (4 gp) 
   
  APL 8: Loot: 342 gp; Magic: potion of cure serious 
  wounds (62 gp); potion of invisibility (25 gp); potion of 
  haste (62 gp); 5 x potion of cure serious wounds (5 x 62 gp); 
  scroll of fireball (caster level 9
  th) (31 gp); +2 shortspear (691 
  gp); potion of enlarge person (20 gp); potion of mage 
  armour (4 gp) 
   
  APL 10: Loot: 251 gp; Magic: potion of cure serious 
  wounds (62 gp); potion of invisibility (25 gp); potion of 
  haste (62 gp); 5 x potion of cure serious wounds (5 x 62 gp); 
  scroll of fireball (caster level 9
  th) (31 gp); +2 shortspear (691 
  gp); potion of enlarge person (20 gp); potion of mage 
  armour (4 gp); +1 great axe (193 gp); +1 scale mail (100 gp); 
   
  APL 12: Loot: 251 gp; Magic: potion of cure serious 
  wounds (62 gp); potion of invisibility (25 gp); potion of 
  haste (62 gp); 5 x potion of cure serious wounds (5 x 62 gp); 
  scroll of fireball (caster level 9
  th) (31 gp); +2 shortspear (691 
  gp); potion of enlarge person (20 gp); potion of mage 
  armour (4 gp); +1 great axe (193 gp); +1 scale mail (100 gp); 
  wand of fireballs (CL 8
  th) (1500 gp) 
   
  Development: Assuming the PCs win though, they can 
  proceed deeper into the tunnels. Go to Encounter 6 
   
  Encounter 6: 
  To Hell in a Handbasket 
  Read aloud or paraphrase the following:  
   
  Ahead of you, the tunnel enters a large domed cavern. 
  Directly before you is a deep pit that filling the entire 
  width of the cavern, with only a small footpath extends 
  around the circumference of the chamber. A wooden 
  walkway extends across the middle of the pit. At the 
  center of the walkway is a platform housing a large 
  wooden wheel and winch. A thick rope extends down 
  from the winch into the darkness. Two orc guards are 
  attending to the winch. They are straining to turn the 
  heavy lever, and they appear to be lowering something. 
   
  This is the only entrance to the lower levels of the bolthole. 
  It was designed to be an impenetrable last line of defence. 
  If the rope to the basket is cut then there is no easy way 
  down to the lower level. Equally any enemy lowering 
  themselves down in the basket would be easy targets for 
  orcish archers below. The basket is big enough for four to 
  be lowered or raised at anyone time. 
   
  The two orc guards are lowering the basket as the 
  characters approach. It is currently filled with supplies for 
  the orc warlords below. These guards know their duty, they 
  must sound the alarm is any enemies get close. As far as 
  guards are concerned their lives are unimportant, they 
  must warn those below.  
   
  APL 2-14 (EL1) 
  �Euroz Guards (2): War1, hp 5, see Monster Manual p203 
   
  Tactics: As soon as the guards become aware of the 
  characters, one will attempt to cut the rope to the basket, 
  while the other will ring the bell sounding the alarm. It will 
  take the orc guard two rounds to completely cut through 
  the rope. If he does this will severely hamper the characters 
  ability to reach the lower levels. Another problem is if the 
  guard’s bodies tumble from the walkway into the pit. This 
  may alert the Orc Captains in the lower level. 
   
  Treasure:  
   
  APL 2-14: Loot: 18 gp;  
   
  Getting down: When the PCs attack the guards at the top of 
  the shaft, the basket, which is 50 ft. down the shaft will go 
  into free fall as the orcs let go of the winch. It will plummet 
  to the bottom of the shaft, making a fearful noise. If the 
  rope is cut, the effects are similar. 
   
  If the rope is severed, there is another way down to the 
  lower levels, but it is very dangerous, and not easy to find. 
  At times in the past, there have been accidents and the rope 
  has been cut or damaged. In order to reattach the rope to 
  the basket someone has had to climb down the rock face to 
  the bottom. This is not as suicidal as it sounds. There is a 
  series of handholds down one of the rock surfaces; these 
  handholds allow characters to reach the bottom with a DC 
  15 Climb check. However, if a character tries to climb 
  down on his own the DC rises to 25. Finding the handholds 
  requires a DC 15 Search check. It is 100 ft. from the top of 
  the shaft to the bottom. 
   
  The basket is designed for a maximum of four medium 
  sized characters. It is possible for more to squeeze in, but 
  this may destabilize the descent of the basket.  
   
  To lower the basket when full (i.e. when there are four 
  medium characters on board) requires a DC 18 Strength 
  check to turn the winch in a controlled manner. This 
  allows the basket can be lowered safely at a rate of 20 feet 
  per round. If the PCs turning the winch fails his strength 
  check, the winch begins to turn rapid and the basket goes 
  
  ONW4-03 The Greatest Enemy 
   
  Page 15 
   
  into free fall (falling 150 ft. in the first round, and the 
  remainder of the distance to the bottom (if any) in the next 
  round). A DC 20 (22 if there is more than four medium 
  creature aboard) Strength check will allow the PCs to 
  regain control of the winch and stop the basket’s fall.  
   
  If the basket descends any faster that 20 ft. per round 
  or goes into free fall, it becomes unstable and swings 
  violently from side to side, forcing those inside to take a DC 
  15 (DC 20 if there are more than 4 in the basket) Reflex 
  save for each round of rapid descent or be thrown out. The 
  drop is almost 200 feet. If the PCs fall out or the basket 
  plummets to the bottom of the shaft, apply falling damage 
  to a maximum of 10d6 for each 10 ft. fallen after the first.  
   
  If the basket is reaches the bottom of the shaft at a rate 
  faster than 75 ft. per round, apply half the damage the PCs 
  would have incurred if they had fallen from the point 
  where they started moving at more than 75 ft. per round for 
  the jolt of the impact. 
   
  If the guards were able to ring the alarm or the PCs 
  make a lot of noise dispatching the guards (e.g. one of the 
  guard’s bodies plummet into the pit) then the Orc Captains 
  from the audience chamber will have gathered at the 
  bottom of the shaft. Each captain will take up a position to 
  attack the basket as soon as it comes into range. The 
  Captains were here to discuss the next stage of the 
  offensive with Jedurek. When they heard the alarm they 
  feared this might be an assassination attempt, and came to 
  intercept the basket as it descended.  
   
   If the alarm was not sounded, the captains remain in 
  the audience chamber, where they are meeting with 
  Jedurek. In this case, the PCs will meet them in Encounter 
  7 below.  
   
  APL2 (EL2) 
  �Vargarth: Male half-euroz, Ftr2, hp 22; see Appendix 1 
   
  APL4 (EL4) 
  �Captain Vargarth: Male half-euroz, Ftr4, hp 40; see 
  Appendix 1 
   
  APL6 (EL6) 
  �Warlord Vargarth: Male half-euroz, Ftr6, hp 58; see 
  Appendix 1 
   
  APL8 (EL8) 
  Warlord Vargarth: Male half-euroz, Ftr8, hp 76; see 
  Appendix 1 
   
  APL10 (EL10) 
  �Warlord Vargarth: Male half-euroz, Ftr8, hp 76; see 
  Appendix 1 
  �Warlord Tergarth: Male euroz, Clr8, hp 69; see Appendix 
  1 
   
  APL12 (EL12) 
  �Warlord Vargarth: Male half-euroz, Ftr8, hp 76; see 
  Appendix 1 
  �Warlord Tergarth: Male euroz, Clr8, hp 69; see Appendix 
  1 
  �Warlord Hug’rak: Male half-euroz, Ftr8, hp 76; see 
  Appendix 1 
  �Warlord Lugdredd: Male half-euroz, Ftr8, hp 76; see 
  Appendix 1 
   
  Assuming the characters are descending at the safe speed 
  (20 feet per round), then the orc(s) will have five rounds of 
  missile fire and spell casting before the basket reaches the 
  bottom. He/they will fire their heavy crossbows on the first 
  round, spend the second round loading them again, and 
  then fire on the third round, reload the 4
  th and fire on the 
  fifth round, before switching to his/their great axe(s) and 
  charging into combat. If the PCs manage to get to the 
  ground any quicker, the orc(s) will not reload on the fourth 
  round but switch to his/their axe(s) sooner 
   
  APL10: Tergarth will make good use of the time available to 
  him to cast some of his spells. On the first round he will 
  cast bull’s strength on his brother Vargarth, followed by 
  enlarge person in the second. After this, he will switch to 
  defensive spells. In the third round, he will cast bless; in 
  the fourth, magic vestment; and in the fifth, he will attempt 
  to cast dispel magic on any obvious spell casters, followed 
  by blindness on the most impressive looking warrior-type. 
  Vargrath will stand close to his half-brother to allow 
  himself to be augmented by Gruumsh’s magic. 
   
  APL12-14: Tergarth will make good use of the time 
  available to him to cast some of his spells. On the first 
  round he will cast bull’s strength on his brother Vargarth, 
  followed by enlarge person in the second. After this he will 
  switch to defensive spells. In the third round he will cast 
  bless; in the fourth he will cast righteous might; and in the 
  fifth round he will flame strike the basket before it lands on 
  the floor. On the sixth he will attempt to cast dispel magic 
  on any obvious spell casters, followed by blindness on the 
  most impressive looking warrior. Vargrath will stand close 
  to his half-brother to allow himself to be augmented by 
  Gruumsh’s magic. 
   
  Treasure:  
   
  APL 2: Loot: 22 gp; Coin: 1 gp; Magic: potion of cure 
  serious wounds (62 gp); potion of heroism (62 gp); +1 
  bastard sword (194 gp); 
   
  APL 4: Loot: 22 gp; Coin: 1 gp; Magic: potion of cure 
  serious wounds (62 gp); potion of heroism (62 gp); +1 
  bastard sword (194 gp); 
   
  APL 6: Loot: 18 gp; Coin: 1 gp; Magic: potion of cure 
  serious wounds (62 gp); potion of heroism (62 gp); +1 heavy 
  crossbow (195 gp); +1 bastard sword (194 gp); potion of 
  invisibility (25 gp) 
  
  ONW4-03 The Greatest Enemy 
   
  Page 16 
   
   
  APL 8: Coin: 1 gp; Magic: potion of cure serious 
  wounds (62 gp); potion of heroism (62 gp); +1 heavy 
  crossbow (195 gp); +1 bastard sword (194 gp); potion of 
  invisibility (25 gp); +1 splint mail (112 gp); +1 heavy steel 
  shield (97 gp); potion of cat’s grace (25 gp); 
   
  APL 10: Coin: 1 gp; Magic: potion of cure serious 
  wounds (62 gp); potion of heroism (62 gp); +1 heavy 
  crossbow (195 gp); +1 bastard sword (194 gp); potion of 
  invisibility (25 gp); +1 splint mail (112 gp); +1 heavy steel 
  shield (97 gp); potion of cat’s grace (25 gp); +1 frost 
  shortspear (691 gp); +1 chainmail (108 gp); wand of cure 
  light wounds (62 gp); potion of owl’s wisdom (25 gp); 
  potion of haste (62 gp)  
   
  APL 12: Coin: 1 gp; Magic: 3 x potion of cure serious 
  wounds (3 x 62 gp); 3 x potion of heroism (3 x 62 gp); 3 x +1 
  heavy crossbow (3 x 195 gp); 3 x +1 bastard sword (3 x 194 
  gp); 3 x potion of invisibility (3 x 25 gp); 3 x +1 splint mail 
  (3 x 112 gp); 3 x +1 heavy steel shield (3 x 97 gp); 3 x potion 
  of cat’s grace (3 x 25 gp); +1 frost shortspear (691 gp); +1 
  chainmail (108 gp); wand of cure light wounds (62 gp); 
  potion of owl’s wisdom (25 gp); potion of haste (62 gp)  
   
  Development: Assuming the PCs defeat the Warlords or 
  have made it down to the lower levels without attracting 
  their attention, go to Encounter 7.  
   
  Encounter 7:  
  Shades of Grey 
  Assuming the PCs make it down to the lower levels safely, 
  read or paraphrase the following. It assumes that the PC’s 
  did not alert the rocs in the lower levels and will need to be 
  altered accordingly if the PCs have already encountered the 
  orc warlords. 
   
  The chamber ahead of you is dimly lit, casting shadows 
  over several deep alcoves. The table in the centre of the 
  room is littered with dozens of maps showing various 
  locations in Onnwal. Candlesticks hold flat the maps, and 
  wooden markers seem to indicate the positions of 
  different Army of Rebellion units. In the far wall, a door 
  stands ajar.  
   
  As you approach a deep, gravelly voice booms out 
  from the darkness of one of the alcoves: “You have done 
  well.”  
   
  A hulking figure rises up from a bed set deep into one 
  of the alcoves. Other figures stand behind him, like him, 
  only dark shapes in the shadows.  
   
  The figure limps forward unsteadily in to the light, 
  reaching a hand out to the wall to support himself. The 
  soft flickering candlelight fall on a hard and brutal face, 
  crisscrossed with scars, the nose broken, the eyes set deep 
  under a jutting brow. A steel tipped tusks jut up behind 
  the lower lip,  
   
  “To come so far, to have defeated so many of my finest 
  warriors, and for what? To kill me? To kill Jedurek the 
  warrior? To avenge the death of your people? Ha! Do you 
  think you can? Come speak to Jedurek.”  
   
   
  What happens now is entirely up to the heroes. If they have 
  decided to come here and kill Jedurek, then he and his 
  bodyguards will be happy to oblige them. Proceed with A 
  General Brawl below.  
   
  However, if the PCs wish to talk, this will take Jedurek 
  by surprise, this is certainly not what he is expecting. In 
  this instance, go to Traitors to Onnwal?  
   
  A General Brawl: Assuming the characters see no moral 
  dilemma, and they have decided to accomplish their 
  mission and kill Jedurek, then use this option.  
   
  At lower APLs, Jedurek is still recovering from the 
  effects of his poisoning and will be too weak to take to 
  much part in the battle. His professional bodyguard 
  however, will be a significant match for the party. At higher 
  APLs Jedurek will take a more active part in the combat. At 
  the conclusion of the battle the party can locate the second 
  entrance to the bolthole towards the rear of the chamber. If 
  they head this way, they will meet the Wreckers as they 
  leave. Jornal and his men have fought their way into 
  bolthole from this entrance. 
   
  Note: If the PCs have not fought any orcs at the bottom of 
  the shaft then they will face them here. Use the Stats from 
  Encounter 6 above.  
   
  APL 2 (EL3) 
  �Captain Shargun: male euroz, Bbn3, hp 30; see Appendix 
  1 
   
  APL 4 (EL5) 
  �Warlord Shargun: male euroz, Bbn5, hp 46; see Appendix 
  1 
   
  APL6 (EL7) 
  �Warlord Shargun:, male euroz, Bbn5, hp 46; see 
  Appendix 1 
  �Euroz Guards (3): War1/Bbn2, hp 33; see Appendix 1 
   
  APL 8 (EL9) 
  �Jedurek, Warmaster of the Pomarj: male half-orc Ftr8, hp 
  68; see Appendix 1 
  �Euroz Guards (2): War1/Bbn4, hp 49; see Appendix 1 
   
  APL10 (EL11) 
  �Jedurek, Warmaster of the Pomarj: Ftr10, hp 84; see 
  Appendix 1 
  �Euroz Guards (2): War1/Bbn6, hp 69; see Appendix 1 
   
  APL12 (EL13) 
  �Jedurek, Warmaster of the Pomarj: Ftr11, hp 92; see 
  Appendix 1 
  
  ONW4-03 The Greatest Enemy 
   
  Page 17 
   
  �Euroz Guards (4): War1/Bbn6, hp 69; see Appendix 1 
   
  Tactics: 
  APL 2-6: Jedurek will be unable to take any real part of the 
  battle 
  at 
  these 
  APLs. 
  However, 
  he 
  will 
  shout 
  encouragement to his men. These men are still loyal to him 
  and will not hesitate to defend him with their lives. If 
  applicable, while his fellows are fighting, at least one of the 
  guards will try to help the general escape, engaging the 
  Wreckers, keeping them from helping the PCs. 
   
  APL 8–12: Jedurek will be well enough to take on the 
  PCs at these APLs. The general is a ferocious and canny 
  warrior. He will attempt to take out the spell-casters first, 
  flanking with his guards for maximum effect. 
   
  Treasure:  
   
  APL 2: Loot: 75 gp; Magic: potion of cure serious 
  wounds (62 gp); potion of bull’s strength (25 gp); potion of 
  heroism (62 gp); +1 chain shirt (104 gp); +1 falchion (197 
  gp); 
   
  APL 4: Loot: 75 gp; Magic: potion of cure serious 
  wounds (62 gp); potion of bull’s strength (25 gp); potion of 
  heroism (62 gp); +1 chain shirt (104 gp); +1 falchion (197 
  gp); 
   
  APL 6: Loot: 166 gp; Magic: potion of cure serious 
  wounds (62 gp); potion of bull’s strength (25 gp); 4 x potion 
  of heroism (4 x 62 gp); +1 chain shirt (104 gp); +1 falchion 
  (197 gp); 3 x potion of cure light wounds (3 x 4 gp) 
   
  APL 8: Loot: 142 gp; Coin 10 gp; Magic: 3 x potion of 
  cure serious wounds (3 x 62 gp); potion of bull’s strength 
  (25 gp); potion of heroism (62 gp); +2 full plate (470 gp); +1 
  orc double axe (388 gp); ring of protection +1 (166 gp) 
   
  APL 10: Loot: 100 gp; Coin 10 gp; Magic: 3 x potion of 
  cure serious wounds (3 x 62 gp); potion of bull’s strength 
  (25 gp); potion of heroism (62 gp); +2 full plate (470 gp); +1 
  wounding orc double axe (3055 gp); ring of protection +1 
  (166 gp); 2 x +1 scale mail (2 x 100 gp); 2 x +1 great axe (2 x 
  196 gp); potion of invisibility (12 gp);  
   
  APL 12: Loot: 100 gp; Coin 10 gp; Magic: 3 x potion of 
  cure serious wounds (3 x 62 gp); potion of bull’s strength 
  (25 gp); potion of heroism (62 gp); +2 full plate (470 gp); +2 
  wounding orc double axe (5388 gp); ring of protection +2 
  (666 gp); 2 x +1 scale mail (2 x 100 gp); 2 x +1 great axe (2 x 
  196 gp); potion of invisibility (12 gp);  
   
  Development: Assuming the PCs win the battle, they can 
  rifle through the general’s quarters for loot and other 
  information vital to the war. The maps and papers here 
  have accurate information regarding the number and 
  dispositions of Jedurek’s armies. There is also some 
  additional information on the movement of Brotherhood 
  formations. Once the PCs have finished looting, go to the 
  Conclusion.  
   
  Traitors to Onnwal?: Intrigued that the PCs have not 
  immediately attacked him, Jedurek will signal to his men to 
  wait and see what the PCs have to say. 
   
  If the characters tell Jedurek about the plot to 
  assassinate him, he will be incredulous at first. 
   
  You believe my allies want to kill me? Ha! Now I know 
  you be desperate! I bring great honour to Mak. I lead the 
  great conquest of your Onnwal for the Scarlet Ones. I 
  bring slaves and riches to the Mak. Why would they wish 
  me dead? 
   
  Shagrazz is the obvious key. If the PCs mention Shagrazz 
  and let him go in Encounter 3, read aloud or paraphrase the 
  following: 
   
  “Shagrazz?” asks Jedurek. “That little rat told you this? 
  Well, why don’t I ask him myself? SHAGRAZZ!!!” 
   
  One of the general’s guards drags the goblin into the 
  room from the door at the far side of the room. Terror 
  contorts Shagrazz’s ugly features. 
   
  “So, rat – did you speak with these humans.” 
   
  “N-no, great general. I swear to you I have never seen 
  them in all my days. They are trying to trick you, lord!  
   
  Jedurek turns his baleful gaze upon you.  
   
  The PCs will have to produce some form of proof to 
  convince Jedurek that they have met Shagrazz before. 
  Posing the question of how they managed to find the 
  bolthole may give Jedurek pause for thought. Allow the 
  PCs to role-play the conversation, then have them roll a DC 
  13 + APL Diplomacy check, applying modifiers at your 
  discretion for the quality of the role-playing.  
   
  If the PCs have killed Shagrazz, then it is very unlikely 
  that they will be able to convince Jedurek of their tale. 
  Jerdurek will order his men forward to attack the PCs. Use 
  the stats above. 
   
  If the PCs manage to convince Jedurek, read aloud or 
  paraphrase the following:  
   
  With a sudden lunge, Jedurek grabs Shagrazz by the throat 
  and pins the goblin to the wall. 
   
  “So you did speak with them! And you told them 
  where I was! Did you also poison my cup, treacherous rat? 
  Speak and I will make your death mercifully swift!” 
   
  “L-lord J-Jedurek…they...lie...Aaak!” Shagrazz sputters.  
   
  Jedurek tightens his fist around the goblins scrawny 
  neck. 
   
  “M-mak!” 
  croaks 
  the 
  goblin. 
  “Mak…wants…you…dead…can’t…breathe...” 
   
  The general loosens his grip a fraction. Shagrazz gasps 
  for air and then continues: “The Mak fears you. He sent 
  you here, meaning that you would not return. As part of 
  his deal with the Veiled Lady, she is to make sure you 
  don’t.” 
  
  ONW4-03 The Greatest Enemy 
   
  Page 18 
   
   
  “And when their poison failed, you were to lead these 
  hapless assassins to me to finish the job?” Jedurek asks, his 
  voice cold and calm.  
   
  “Yes, lord…” 
   
  With a sudden roar of rage, Jedurek dashes the 
  goblins skull against the wall and flings the flopping 
  corpse into the corner. The huge half-orc turns towards 
  you, fury burning in his eyes. 
   
  “Get out! For the tidings you have brought me, I will 
  trade you your lives. If we meet again, I swear I shall send 
  you to the hells to burn with that traitor.”  
   
  He gestures towards the door at the far end of the 
  chamber. “That door will lead you back to the surface, take 
  it and…”  
   
   As Jedurek points, the door bursts open. Jornal 
  Surearm leaps through brandishing his rapier, snarling: 
  “Traitors! You have sold Onnwal! How can you call 
  yourself patriots? His kind has killed our soldiers and our 
  families.” 
   
  It is assumed that there will be three possible outcomes 
  here.  
   
  First the party will be able to convince Jornal and the 
  wreckers that leaving Jedurek alive is the best thing for 
  Onnwal at the moment. Not an easy prospect and will 
  require an amazing diplomacy roll, DC 16 + APL. Apply 
  modifiers at your discretion for the quality of role-playing.  
   
  However, even if they manage to convince Jornal, 
  there are extremists in the Wrecker platoon all too willing 
  to defy their leader. They will attack the PCs if Jornal 
  refuses to take part in killing Jedurek. The orcs will stand 
  back and allow the humans to fight amongst themselves, 
  unless it looks like they may be at risk. Jornal is unwilling 
  to turn upon his own men unless forced.  
   
  If Jornal is not convinced, he will lead his men to 
  attack the PCs. If he is convinced, substitute one of his men 
  of equal puissance (and levels) will attack instead.  
   
  APL 2 (EL3) 
  �Wreckers (3): Rog1 hp 8; see Appendix 1 
   
  APL 4 (EL5) 
  �Jornal Surearm: Ftr1/Rog 3, hp 30; see Appendix 1 
  �Wreckers (3): Rog1 hp 8; see Appendix 1 
   
  APL6 (EL7) 
  �Jornal Surearm: Ftr1/Rog5, hp 42; see Appendix 1 
  �Wreckers (3): Male Rog2, hp 15; see Appendix 1 
   
  APL 8 (EL9) 
  �Jornal Surearm: Ftr1/Rog 7, hp 71; see Appendix 1 
  �Wreckers (2): Male Rog4, hp 33; see Appendix 1 
   
  APL10 (EL11) 
  �Jornal Surearm: Ftr1/Rog9, hp 89; see Appendix 1 
  �Wreckers (2): Male Rog6, hp 38; see Appendix 1 
   
  APL12 (EL13) 
  �Jornal Surearm: Ftr1/Rog11, hp 78; see Appendix 1 
  �Wreckers (4): Male Rog6, hp 38; see Appendix 1 
   
  Tactics: The Wreckers will try to flank the PCs in order to 
  get in their sneak attacks. If the Wreckers that attack the 
  PCs are killed or rendered unconscious, the others will 
  sullenly back down, taking their dead and injured with 
  them.  
   
  Treasure: The surviving Wreckers will angrily refuse to 
  allow the PCs loot the bodies of their fellows. There is no 
  loot to be had from them 
   
  Development: Once the fight is finished, read aloud or 
  paraphrase the following: 
   
  Jedurek stares at you, puzzlement and curiosity in his eyes.  
   
  “I know not why you slay your own to preserve one 
  who has killed countless numbers of your people. If you 
  think you can buy my gratitude with the lives of these 
  men, think again. 
   
  But what I do know is that from this day forth I have a 
  new foe. Tell your chiefs and captains not to trouble my 
  men and I will not trouble them. I have more important 
  things to do now than blunt the blades of my men in the 
  bodies of you feeble Onnwal folk. So speaks Jedurek, 
  Warmaster.  
   
  “Now begone and pray you do not look upon my face 
  again.”  
   
  If the PCs have nothing further to say to Jedurek, go to the 
  Conclusion. 
   
  Alternatively, the PCs might join with the Wreckers and 
  attack the Euroz. If this occurs, who the PCs will actually 
  fight depends on the APL. At lower APLs Jedurek is still too 
  weak from his wounds to engage the heroes, so his warlord, 
  Shargun, steps into the fray in an effort to protect his 
  master.  
   
  Read the following to the characters: 
   
  Jornal nods his agreement of your assessment of the 
  situation.  
   
  “Yes, regardless of the politics here, one thing remains 
  clear: these orcs have no place here in Onnwal. Together 
  we will drive them from our lands, ”he says.  
   
  Your attention is torn away from the young patriot, as 
  Jedurek begins grunting, it’s a few moments before you 
  realize he is laughing.  
   
  “It not be as easy to kill me as you think”. At that 
  moment dozens of Euroz warriors burst through the 
  entrance Jornal and his men appeared from. Outnumbered 
  you now have to fight for your lives.  
   
  
  ONW4-03 The Greatest Enemy 
   
  Page 19 
   
  In this case, Jornal and his men will hold off abd dispatch 
  the newly arrived orcs, allowing the PCs to deal with 
  Jedurek and his guards. Use the stats given above for the 
  orc general and his guards.  
   
  Development: Assuming the PCs win the battle, they can 
  rifle through the general’s quarters for loot and other 
  information vital to the war. The maps and papers here 
  have accurate information regarding the number and 
  dispositions of Jedurek’s armies. There is also some 
  additional information on the movement of Brotherhood 
  formations. Once the PCs have finished looting, go to the 
  Conclusion. 
   
  Conclusion 
  The party will have a different reception depending upon 
  their actions in the previous encounter.  
   
  Jornal and the PCs attacked and slew Jedurek: The PCs will 
  be able to make good their escape from Jedurek’s lair. On 
  their return to Osprem’s Light, the PCs will hailed as 
  heroes once their news becomes known and will be called 
  into a meeting with Lyndern and Uthather Kais.  
   
  Read aloud or paraphrase the following:- 
   
  As you recount your tale before Lyndern and Uthather, 
  the olve smiles broadly at your tale. He claps many of you 
  on the back, saying: 
   
   “You have done well, my friends, far more than any of 
  us could have expected. You will all be hailed as heroes, 
  and well rewarded. Our enemy is in flight, now is the is 
  the time, perhaps the tide of the war is at last turning.” 
   
  Treasure: 
  The PCs will be given the following rewards: 
   
   
  APL 2: Coin: 50 gp 
   
  APL 4: Coin: 100 gp; 
   
  APL 6: Coin: 150 gp; 
   
  APL 8: Coin: 200 gp;  
   
  APL 10: Coin: 250 gp;  
   
  APL 12: Coin: 300 gp 
   
  If the PCs captured or killed Jedurek, they receive ONE of 
  the medals below in recognition for the blow they have 
  struck for the Free State. Onnwalon civilians and foreigners 
  receive the Scroll of Merit; enlisted members of the 
  Onnwalon military receive the Order of Valour, while 
  Onnwalon Officers receive the Gilded Laurel.  
   
  �Scroll of Merit: For distinguished service to the Szek and 
  The Free State. Open to anyone. Grants 1 RIP with 
  Army/Navy/Marines  
   
  �Order of Valour: For exceptional military service to the 
  Szek and The Free State. Open to all members of the 
  military. Grants 4 RIP with Army/Navy/Marines (and all 
  nobles/Szek for Officers)  
   
  �Gilded Laurel of Azharadian: For exemplary military 
  leadership. Open to all military officers. Grants 8 RIP with 
  Army/Navy/Marines and all nobles/Szek. Grants +2 
  circumstance bonus to Leadership checks.  
   
  The Laurel is also magical and provides a +2 magical 
  bonus to Knowledge (war) checks and Charisma based skill 
  checks while worn. This effect is specific to the person 
  upon which the Laurel is bestowed. If it is worn by anyone 
  else, the effect is permanently lost. 
   
  If the PCs managed to kill Jedurek read aloud or paraphrase 
  the following:- 
   
  Meanwhile, two robed men are conversing on the balcony 
  of a clifftop tower that once belonged to one Franzier of 
  Halmarn. The lights and lanterns of the fortress city of 
  Scant are reflected in the intervening waters of the Great 
  Harbour. 
   
  “Are you athought Sessek, or is it the wine you find 
  distasteful?” says the taller man. “Franzier had many fine 
  vintages, and I assure you I have ample more.” 
   
  “My apologies, Kesh Toktot,” says Sessek Tesh, 
  gesturing to the campfires of the euroz far below. “The 
  euroz below interrupted my thoughts regarding the 
  Exalted Sister. It seems they are in quite a frenzy over 
  something.” 
   
  “Indeed? What has them so riled?” 
   
  “It seems some rebel thralls have dispatched their 
  leader, Jedurek. Already blood-oaths to Gruumsh have 
  been sworn that they shall not rest until they drink from 
  the skulls of those who dared slay their leader.” 
   
  Toktot dry laugh fills the night air. “Then I presume 
  the Exalted Sister no longer has to worry about filling 
  their bellies and purses.” 
   
  Sessek smiles. “No, Kesh. Now they fight for 
  vengeance.” 
   Toktot turns and disappears into the tower.  
   
  “Yes,” he says softly. “For vengeance.” 
   
  The PCs have attacked or killed any of the Wreckers: The 
  PCs will be able to make good their escape from Jedurek’s 
  lair and return to Osprem’s Light. Read aloud or paraphrase 
  the following: 
   
  As you sit in Lyndern’s tent and recount you tale, the 
  priestess grows more and more agitated, until she cries: 
   
   “How could you? You have allowed the Euroz general 
  to escape. Worse you have turned against your own…” 
   
  Uthather interrupts the priest-commander, laying a 
  calming hand on the raging priestess’ shoulder. 
   
   “What is done is done,” he says. “By taking more lives, 
  you will not avenge the dead…and I am not convinced 
  they took the wrong course of action. To spread such 
  
  ONW4-03 The Greatest Enemy 
   
  Page 20 
   
  discord among our enemies will cause them more harm 
  than the removal of one leader.  
   
  “As for the Wreckers...we shall say no more. Let it be 
  said they were doing their duty.” 
   
  Lyndern stares at the mage for a moment, before 
  storming out of the tent.  
   
  Uthather offers you a sad smile, saying: 
   “I have some influence with the priest-commander. You 
  should be safe from official reprisals, but you owe me a 
  favour in the future. I assure you, I shall collect.” 
   
   
  �Enmity of the Wreckers: The bearer has assaulted 
  and/or killed members of the Wreckers As a result the 
  bearer has gained the Disfavour of the Wreckers. 
  Furthermore this may have other effects in the future. 
   
  �In the Debt of Uthather Kais: The bearer is in the debt 
  of Uthather Kais. At a point in the future, the elf will call 
  upon the bearer to perform some service on his behalf. 
   
  Here ends “The Greatest Enemy” 
   
   
   
  
  ONW4-03 The Greatest Enemy 
   
  Page 21 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Introduction 
  Defeat the Brotherhood agent and overseer  
  APL2-14 
  60 XP  
   
  Encounter 5: The Gateway 
  Defeat the orcs 
  APL2  
  120 XP  
  APL4  
  180 XP  
  APL6  
  240 XP  
  APL8  
  300 XP 
  APL10   
   
   
   
   
   
   
   
     360 XP 
  APL12   
   
   
   
   
   
   
   
     420 XP 
   
  Encounter 6: To Hell in a Handbasket 
  Defeat the orc guards 
  APL2-14  
   30 XP  
   
  Defeat the orc captains 
  APL2  
   60 XP 
  APL4  
  120 XP 
  APL6  
  180 XP 
  APL8  
  240 XP 
  APL10   
   
   
   
   
   
   
   
      300 XP 
  APL12   
   
   
   
   
   
   
   
      360 XP 
   
  Encounter 7: Shades of Grey 
  Defeat Jedurek and his guard OR defeat the Wreckers 
  APL2  
   90 XP 
  APL4  
   150 XP 
  APL6  
   210 XP 
  APL8  
   270 XP 
  APL10   
   
   
   
   
   
   
              330 XP 
  APL12   
   
   
   
   
   
   
   
      390 XP 
   
  Let Jedurek live 
  APL2  
   60 XP 
  APL4  
   90 XP 
  APL6  
   120 XP 
  APL8  
   150 XP 
  APL10   
   
   
   
   
   
   
   
      180 XP 
  APL12   
   
   
   
   
   
   
   
      210 XP 
   
  Discretionary Role-playing Award 
  APL2  
   30 XP 
  APL4  
   45 XP 
  APL6  
   60 XP 
  APL8  
   75 XP 
  APL10   
   
   
   
   
   
   
   
      90 XP 
  APL12  
   105 XP 
   
  Total Possible Experience:   
  APL 2  
  450 XP 
  APL4  
  675 XP 
  APL6  
  900 XP 
  APL8  
  1125 XP 
  APL10 
  1350 XP 
  APL12   
   
   
   
   
   
   
                1575 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. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  
  ONW4-03 The Greatest Enemy 
   
  Page 22 
   
  Encounter 5: The Gateway 
   
   
  APL 2: Loot: 89 gp; Magic: potion of cure serious 
  wounds (62 gp); potion of invisibility (25 gp); potion of 
  haste (62 gp); 3 x potion of cure light wounds (3 x 4 gp); 
   
  APL 4: Loot: 114 gp; Magic: potion of cure serious 
  wounds (62 gp); potion of invisibility (25 gp); potion of 
  haste (62 gp); 4 x potion of cure light wounds (4 x 4 gp); 
  scroll of fireball (caster level 7
  th) (31 gp); 
   
  APL 6: Loot: 142 gp; Magic: potion of cure serious 
  wounds (62 gp); potion of invisibility (25 gp); potion of 
  haste (62 gp); 5 x potion of cure light wounds (5 x 4 gp); 
  scroll of fireball (caster level 7
  th) (31 gp); +1 shortspear (191 
  gp); potion of enlarge person (20 gp); potion of mage 
  armour (4 gp) 
   
  APL 8: Loot: 342 gp; Magic: potion of cure serious 
  wounds (62 gp); potion of invisibility (25 gp); potion of 
  haste (62 gp); 5 x potion of cure serious wounds (5 x 62 gp); 
  scroll of fireball (caster level 9
  th) (31 gp); +2 shortspear (691 
  gp); potion of enlarge person (20 gp); potion of mage 
  armour (4 gp) 
   
  APL 10: Loot: 251 gp; Magic: potion of cure serious 
  wounds (62 gp); potion of invisibility (25 gp); potion of 
  haste (62 gp); 5 x potion of cure serious wounds (5 x 62 gp); 
  scroll of fireball (caster level 9
  th) (31 gp); +2 shortspear (691 
  gp); potion of enlarge person (20 gp); potion of mage 
  armour (4 gp); +1 great axe (193 gp); +1 scale mail (100 gp); 
   
  APL 12: Loot: 251 gp; Magic: potion of cure serious 
  wounds (62 gp); potion of invisibility (25 gp); potion of 
  haste (62 gp); 5 x potion of cure serious wounds (5 x 62 gp); 
  scroll of fireball (caster level 9
  th) (31 gp); +2 shortspear (691 
  gp); potion of enlarge person (20 gp); potion of mage 
  armour (4 gp); +1 great axe (193 gp); +1 scale mail (100 gp); 
  wand of fireballs (CL 8
  th) (1500 gp) 
   
  Encounter 6: To Hell in a Handbasket 
   
  APL 2-14: Loot: 18 gp; 
   
   
  APL 2: Loot: 22 gp; Coin: 1 gp; Magic: potion of cure 
  serious wounds (62 gp); potion of heroism (62 gp); +1 
  bastard sword (194 gp); 
   
  APL 4: Loot: 22 gp; Coin: 1 gp; Magic: potion of cure 
  serious wounds (62 gp); potion of heroism (62 gp); +1 
  bastard sword (194 gp); 
   
  APL 6: Loot: 18 gp; Coin: 1 gp; Magic: potion of cure 
  serious wounds (62 gp); potion of heroism (62 gp); +1 heavy 
  crossbow (195 gp); +1 bastard sword (194 gp); potion of 
  invisibility (25 gp) 
   
  APL 8: Coin: 1 gp; Magic: potion of cure serious 
  wounds (62 gp); potion of heroism (62 gp); +1 heavy 
  crossbow (195 gp); +1 bastard sword (194 gp); potion of 
  invisibility (25 gp); +1 splint mail (112 gp); +1 heavy steel 
  shield (97 gp); potion of cat’s grace (25 gp); 
   
  APL 10: Coin: 1 gp; Magic: potion of cure serious 
  wounds (62 gp); potion of heroism (62 gp); +1 heavy 
  crossbow (195 gp); +1 bastard sword (194 gp); potion of 
  invisibility (25 gp); +1 splint mail (112 gp); +1 heavy steel 
  shield (97 gp); potion of cat’s grace (25 gp); +1 frost 
  shortspear (691 gp); +1 chainmail (108 gp); wand of cure 
  light wounds (62 gp); potion of owl’s wisdom (25 gp); 
  potion of haste (62 gp)  
   
  APL 12: Coin: 1 gp; Magic: 3 x potion of cure serious 
  wounds (3 x 62 gp); 3 x potion of heroism (3 x 62 gp); 3 x +1 
  heavy crossbow (3 x 195 gp); 3 x +1 bastard sword (3 x 194 
  gp); 3 x potion of invisibility (3 x 25 gp); 3 x +1 splint mail 
  (3 x 112 gp); 3 x +1 heavy steel shield (3 x 97 gp); 3 x potion 
  of cat’s grace (3 x 25 gp); +1 frost shortspear (691 gp); +1 
  chainmail (108 gp); wand of cure light wounds (62 gp); 
  potion of owl’s wisdom (25 gp); potion of haste (62 gp);  
   
  Encounter 7: Shades of Grey 
   
  APL 2: Loot: 75 gp; Magic: potion of cure serious 
  wounds (62 gp); potion of bull’s strength (25 gp); potion of 
  heroism (62 gp); +1 chain shirt (104 gp); +1 falchion (197 
  gp); 
   
  APL 4: Loot: 75 gp; Magic: potion of cure serious 
  wounds (62 gp); potion of bull’s strength (25 gp); potion of 
  heroism (62 gp); +1 chain shirt (104 gp); +1 falchion (197 
  gp); 
   
  APL 6: Loot: 166 gp; Magic: potion of cure serious 
  wounds (62 gp); potion of bull’s strength (25 gp); 4 x potion 
  of heroism (4 x 62 gp); +1 chain shirt (104 gp); +1 falchion 
  (197 gp); 3 x potion of cure light wounds (3 x 4 gp) 
   
  APL 8: Loot: 142 gp; Coin 10 gp; Magic: 3 x potion of 
  cure serious wounds (3 x 62 gp); potion of bull’s strength 
  (25 gp); potion of heroism (62 gp); +2 full plate (470 gp); +1 
  orc double axe (388 gp); ring of protection +1 (166 gp) 
   
  APL 10: Loot: 100 gp; Coin 10 gp; Magic: 3 x potion of 
  cure serious wounds (3 x 62 gp); potion of bull’s strength 
  (25 gp); potion of heroism (62 gp); +2 full plate (470 gp); +1 
  wounding orc double axe (3055 gp); ring of protection +1 
  (166 gp); 2 x +1 scale mail (2 x 100 gp); 2 x +1 great axe (2 x 
  196 gp); potion of invisibility (12 gp);  
   
  APL 12: Loot: 100 gp; Coin 10 gp; Magic: 3 x potion of 
  cure serious wounds (3 x 62 gp); potion of bull’s strength 
  (25 gp); potion of heroism (62 gp); +2 full plate (470 gp); +2 
  wounding orc double axe (5388 gp); ring of protection +2 
  (666 gp); 2 x +1 scale mail (2 x 100 gp); 2 x +1 great axe (2 x 
  196 gp); potion of invisibility (12 gp);  
   
  Conclusion 
   
   
  APL 2: Coin: 50 gp 
   
  APL 4: Coin: 100 gp; 
   
  APL 6: Coin: 150 gp; 
   
  APL 8:  Coin: 200 gp; 
   
   
  APL 10: Coin: 250 gp;  
   
  APL 12: Coin: 300 gp 
   
   
   
   
   
  
  ONW4-03 The Greatest Enemy 
   
  Page 23 
   
  Total Possible Treasure 
  APL 2: Loot: 204 gp; Coin: 51 gp; Magic: 195 gp - Total: 450 
  gp 
  APL 4: Loot: 229 gp; Coin: 101 gp; Magic: 320 gp - Total: 650 
  gp 
  APL 6: Loot: 344 gp; Coin: 151 gp; Magic: 405 gp - Total: 900 
  gp 
  APL 8: Loot: 484 gp; Coin: 210 gp; Magic: 606 gp - Total: 
  1300 gp 
  APL 10: Loot: 369 gp; Coin: 260 gp; Magic: 1671 gp - Total: 
  2300 gp 
  APL 12: Loot: 369 gp; Coin: 310 gp; Magic: 2621 gp - Total: 
  3300 gp 
   
  Special 
   
  �Enmity of the Wreckers: The bearer has assaulted 
  and/or killed members of the Wreckers As a result the 
  bearer has gained the Disfavour of the Wreckers. 
  Furthermore this may have other effects in the future. 
   
  �In the Debt of Uthather Kais: The bearer is in the debt 
  of Uthather Kais. At a point in the future, the elf will call 
  upon the bearer to perform some service on his behalf. 
   
  �Scroll of Merit: For distinguished service to the Szek and 
  The Free State. Open to anyone. Grants 1 RIP with 
  Army/Navy/Marines  
   
  �Order of Valour: For exceptional military service to the 
  Szek and The Free State. Open to all members of the 
  military. Grants 4 RIP with Army/Navy/Marines (and all 
  nobles/Szek for Officers)  
   
  �Gilded Laurel of Azharadian: For exemplary military 
  leadership. Open to all military officers. Grants 8 RIP with 
  Army/Navy/Marines and all nobles/Szek. Grants +2 
  circumstance bonus to Leadership checks.  
   
  The Laurel is also magical and provides a +2 magical 
  bonus to Knowledge (war) checks and Charisma based skill 
  checks while worn. This effect is specific to the person 
  upon which the Laurel is bestowed. If it is worn by anyone 
  else, the effect is permanently lost. 
   
   
  Items for the Adventure Record 
  �Enmity of the Wreckers: The bearer has assaulted 
  and/or killed members of the Wreckers As a result the 
  bearer has gained the Disfavour of the Wreckers. 
  Furthermore this may have other effects in the future. 
   
  �In the Debt of Uthather Kais: The bearer is in the debt 
  of Uthather Kais. At a point in the future, the elf will call 
  upon the bearer to perform some service on his behalf. 
   
  �Slayers of Jedurek: In recognition for the bearer’s service 
  to the Free State by capturing and/or killing the Pomarji 
  General Jedurek, he/she has been awarded ONE of the 
  following decorations:  
   
  �Scroll of Merit: For distinguished service to the Szek and 
  The Free State. Open to anyone. Grants 1 RIP with 
  Army/Navy/Marines  
   
  �Order of Valour: For exceptional military service to the 
  Szek and The Free State. Open to all members of the 
  military. Grants 4 RIP with Army/Navy/Marines (and all 
  nobles/Szek for Officers)  
   
  �Gilded Laurel of Azharadian: For exemplary military 
  leadership. Open to all military officers. Grants 8 RIP with 
  Army/Navy/Marines and all nobles/Szek. Grants +2 
  circumstance bonus to Leadership checks.  
  The Laurel is also magical and provides a +2 magical bonus 
  to Knowledge (war) checks and Charisma based skill 
  checks while worn. This effect is specific to the person 
  upon which the Laurel is bestowed. If it is worn by anyone 
  else, the effect is permanently lost. 
   
  Item Access 
   
  APL 4:  
  scroll of fireball (Adventure, CL 5th, DMG) 
   
   
  APL 6:  
  scroll of fireball (Adventure, CL 7th, DMG) 
   
  APL 8:  
  +2 shortspear (Adventure, CL 5th, DMG) 
  +2 full plate (Adventure, CL 5th, DMG)  
  ring of protection +1 (Adventure, CL 3rd, DMG) 
   
  APL 10:  
  +2 shortspear (Adventure, CL 5th, DMG) 
  +1 frost shortspear (Adventure, CL 5th, DMG)  
  wand of cure light wounds (Adventure, CL 5th, DMG)  
  +1 wounding orc double axe (Adventure, CL 5th, DMG) 
  +2 full plate (Adventure, CL 5th, DMG) 
  ring of protection +1 (Adventure, CL 3rd, DMG) 
   
  APL 12:  
  wand of fireballs (Adventure, CL 8th, DMG) 
  +1 frost shortspear (Adventure, CL 5th, DMG)  
  wand of cure light wounds (Adventure, CL 5th, DMG) 
  +2 wounding orc double axe (Adventure, CL 5th, DMG) 
  ring of protection +2 (Adventure, CL 3rd, DMG) 
   
   
  
  ONW4-03 The Greatest Enemy 
   
  Page 24 
  Appendix 1: 
   
  APL2 
  Introduction: Shadow in the Night  
  �Brotherhood Agent: male human; War1/Rogue 1; 
  CR 1; Medium Humanoid: HD 1d8+2plus 1d6+2; hp 
  14; Init +6; Spd 30 ft; AC 16, touch 13, flat-footed 13; 
  Base Atk +0; Grp +1; Atk +2 melee (1d6+1, rapier); SA 
  sneak attack +1d6; SQ trapfinding; AL CN; SV Fort +2 
  Ref +5 Will +0; Str 12, Dex 16, Con 14, Int 13, Wis 10, 
  Cha 8. 
   
  Skills and Feats: Balance +6 Bluff +3 Climb +5 
  Disable Device +6 Escape Artist +4 Hide +6 Listen +4, 
  Move Silently +6 Open locks +4 Spot +3 Slight of 
  Hand +4, Improved initiative, Weapon Focus  
    
  Possessions: Studded leather armour, short sword, 
  short bow, 20 arrows, dagger, potion of cat’s grace. 
   
  �Overseer: CR 1; Tiny aberration; HD 2d8; hp 9; Init 
  +2; Spd: 20 ft; AC: 15, touch 14, flat-foot 13; Base 
  Attack +1; Grapple –9; Atk: +5 melee (1d4-2, bite); Full 
  Attack: +5 melee (1d4-2, bite); Space/Reach: 2 ½ ft./0 
  ft; SA Attach, death grip, domination; SQ Invisibility; 
  AL LE; SV Fort +0, Ref +2, Will +3; Str 6, Dex 14, Con 
  11, Int 12, Wis 11, Cha 18 
   
  Skills and feats: Climb +1, Hide +13 (+18 when 
  attached), Move Silently +5, Search +4, Spot +3; 
  Weapon Finesse 
   
  Attach (Ex): If an overseer hits a victim with its 
  biting pincers, it automatically attaches itself toe 
  victim’s body. An attached overseer loses its Dexterity 
  bonus to its Armour Class and its considered flat-
  footed. 
   
  Death Grip (Su): After it has successfully attached 
  itself to a victim, killing or removing an overseer can 
  also slay the host. If the overseer is killed or removed 
  it inflicts on he hose 1d6 points of damage per hour it 
  has been attached (minimum of 1d6 and maximum of 
  10d6). This damage is raw magical damage and not 
  subject to damage reduction or energy resistance. A 
  successful DC 11 Fortitude saving throw halves the 
  damage done. This save DC is constitution based. 
   
  Domination (Su): An attached overseer may 
  attempt to dominate its victim using its feelers. The 
  victim must make a DC 15 Will save, or be dominated 
  as per the dominate monster spell. The link between 
  host and overseer is telepathic. The save DC is 
  Charisma-based. 
   
  Invisibility (Su): The overseer, when attached to a 
  host can become invisible, as per the spell invisibility, 
  as a free action. Every time the overseer issues an 
  order to a dominated host, the overseer must make a 
  DC 10 Will save to avoid becoming visible. 
   
  Encounter Five: The Gateway  
  �Half-orc sorceror: Sor1; CR 1; Medium humanoid 
  (Half-orc); HD 1d4+1; hp 5; Init +6; Spd 30 ft.; AC 12, 
  touch 12, flat-footed 10; Base Atk +0; Grp +0; Atk +0 
  melee (1d6, shortspear) or +2 ranged (1d8, light 
  crossbow); Full Atk +0 melee (1d8, shortspear) or +2 
  ranged (1d8, light crossbow); Space/Reach 5 ft./5 ft.; 
  SQ Darkvision, light sensitivity; AL CE; SV Fort +1, 
  Ref +2, Will +3; Str 10, Dex 14, Con 12, Int 10, Wis 12, 
  Cha 14. 
  Skills and Feats: Concentration +5, Spellcraft +4; 
  Combat Casting, Improved Initiative. 
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell 
  Sorcerer Spells Known: (5/3; Base save DC 12 + 
  spell level): 0 – acid splash, flare, daze, touch of 
  fatigue; 1
  st – magic missile, shield.  
  Possessions: Shortspear, dagger, light crossbow, 
  potion of cure serious wounds, potion of mage armour, 
  potion of invisibility, potion of haste. 
   
  �Euroz Guards: Male orc Bbn1; CR 1; Medium 
  humanoid (orc); HD 1d12+2; hp 14; Init +2; Spd 40 ft.; 
  AC 16 (touch 12, flat-footed 14); Base Atk +1; Grp +4; 
  Atk +4 melee (2d6+4, great axe) or +3 ranged (1d10+1, 
  heavy crossbow); Full Atk +4 melee (2d6+4, great axe) 
  or +3 ranged (1d10+1, heavy crossbow); Space/Reach 5 
  ft./5 ft.; SA Rage; SQ Darkvision 60 ft., light 
  sensitivity; AL CE; SV Fort +4, Ref +2, Will +0; Str 17, 
  Dex 14, Con 14, Int 8, Wis 9, Cha 10. 
   
  Skills and Feats: Climb +7, Intimidate +4, Jump 
  +7, Spot +3; Power Attack.  
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell 
   
  Possessions: Scale mail armour, great axe, heavy 
  crossbow, 40 masterwork bolts, potion of cure light 
  wounds 
   
  Encounter Six: To Hell in a Handbasket 
  �Euroz Guards (2): War1, hp 5, see Monster Manual 
  p203 
   
  �Vargarth, Ftr2: CR 2; Medium humanoid; HD 
  2d10+6; hp 22, Init +1; Spd 30 ft.; AC 19, touch 11, flat-
  footed 17; Base Atk +2; Grp +5; Atks +7 melee 
  (1d10+4/19-20, +1 bastard sword) or +3 ranged 
  (1d10/x3, heavy crossbow); Full Atk +7 melee 
  
  ONW4-03 The Greatest Enemy 
   
  Page 25 
  (1d10+4/19-20, +1 bastard sword) or +3 ranged 
  (1d10/x3, heavy crossbow); Space/Reach 5 ft./ 5 ft.; AL 
  CN; SV Fort +5, Ref +1, Will +0; Str 17, Dex 13, Con 
  16, Int 12, Wis 10, Cha 14. 
   
  Skills and Feats: Jump +7; Listen +2; Spot +2; 
  Exotic Weapon Proficiency (bastard sword), Weapon 
  Focus (bastard sword). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell 
   
  Possessions: Splint mail, heavy steel shield, +1 
  bastard sword, heavy crossbow, 20 bolts, potion of cure 
  serious wounds, potion of heroism, 5 gp. 
   
  Encounter Seven: Shades of Grey  
  �Captain Shargun: Male euroz Bbn3; CR 3; Medium 
  Humanoid (orc); HD 3d12+6; hp 30; Init +6; Spd 40 ft.; 
  AC 17, touch 12, flatfooted 15; Base Atk +2; Grp +6; 
  Atk +8 melee (2d4+7/18-20, +1 falchion) or +4 ranged 
  (1d8+4/x3, mighty composite longbow +4); Full Atk 
  +8 melee (2d4+7/18-20, +1 falchion) or +4 ranged 
  (1d8+4/x3, 
  mighty 
  composite 
  longbow 
  +4); 
  Space/Reach 5 ft./5 ft.; SA Rage 2/day; SQ Light 
  sensitivity, uncanny dodge, trapsense +1; darkvision 
  60 ft.; AL CE; SV Fort +5, Ref +3, Will +1; Str 18, Dex 
  14, Con 15, Int 12, Wis 10, Cha 14. 
   
  Skills and Feats: Climb +10, Listen +9, Spot +6; 
  Improved Initiative, Weapon Focus (falchion). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Uncanny Dodge (Ex): At 2nd level, a barbarian 
  retains his Dexterity bonus to AC (if any) even if he is 
  caught flat-footed or struck by an invisible attacker. 
  However, he still loses his Dexterity bonus to AC if 
  immobilized. 
   
  Trap Sense (Ex): Starting at 3rd level, a barbarian 
  gains a +1 bonus on Reflex saves made to avoid traps 
  and a +1 dodge bonus to AC against attacks made by 
  traps. 
   
  Possessions: +1 falchion, mighty composite 
  longbow +4, 20 arrows, +1 chain shirt, potion of cure 
  serious wounds, potion of bull's strength 
   
  OR 
   
  �Wreckers: male human Rog1; CR 1; Medium 
  humanoid; HD 1d6+2; hp 8; Init +6; Spd 30 ft; AC 16, 
  touch 13, flat-footed 13; Base Atk +0; Grp +1; Atk +2 
  melee (1d6+1, short sword), +3 ranged (1d6, 
  shortbow); Full Atk +2 melee (1d6+1, short sword), +3 
  ranged (1d6, shortbow); SA sneak attack +1d6; SQ 
  trapfinding; AL CN; SV Fort +2 Ref +5 Will +0; Str 12, 
  Dex 16, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +6, Bluff +3, Climb +5, 
  Disable Device +6, Escape Artist +4, Hide +6, Listen 
  +4, Move Silently +6, Open Locks +4, Spot +3, Slight of 
  Hand +4; Improved Initiative, Weapon Focus (short 
  sword) 
   
  Possessions: Studded leather armour, short sword, 
  short bow, 20 arrows, dagger, potion of cat’s grace. 
   
  
  ONW4-03 The Greatest Enemy 
   
  Page 26 
   
   
  APL4 
  Introduction: Shadow in the Night  
  �Brotherhood Agent: male human; War1/Rogue 1; CR 1; 
  Medium Humanoid: HD 1d8+2plus 1d6+2; hp 14; Init +6; 
  Spd 30 ft; AC 16, touch 13, flat-footed 13; Base Atk +0; Grp 
  +1; Atk +2 melee (1d6+1, rapier); SA sneak attack +1d6; SQ 
  trapfinding; AL CN; SV Fort +2 Ref +5 Will +0; Str 12, Dex 
  16, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +6 Bluff +3 Climb +5 Disable 
  Device +6 Escape Artist +4 Hide +6 Listen +4, Move 
  Silently +6 Open locks +4 Spot +3 Slight of Hand +4, 
  Improved initiative, Weapon Focus  
    
  Possessions: Studded leather armour, short sword, 
  short bow, 20 arrows, dagger, potion of cat’s grace. 
   
  �Overseer: CR 1; Tiny aberration; HD 2d8; hp 9; Init +2; 
  Spd: 20 ft; AC: 15, touch 14, flat-foot 13; Base Attack +1; 
  Grapple –9; Atk: +5 melee (1d4-2, bite); Full Attack: +5 
  melee (1d4-2, bite); Space/Reach: 2 ½ ft./0 ft; SA Attach, 
  death grip, domination; SQ Invisibility; AL LE; SV Fort +0, 
  Ref +2, Will +3; Str 6, Dex 14, Con 11, Int 12, Wis 11, Cha 
  18 
   
  Skills and feats: Climb +1, Hide +13 (+18 when 
  attached), Move Silently +5, Search +4, Spot +3; Weapon 
  Finesse 
   
  Attach (Ex): If an overseer hits a victim with its biting 
  pincers, it automatically attaches itself toe victim’s body. 
  An attached overseer loses its Dexterity bonus to its 
  Armour Class and its considered flat-footed. 
   
  Death Grip (Su): After it has successfully attached 
  itself to a victim, killing or removing an overseer can also 
  slay the host. If the overseer is killed or removed it inflicts 
  on he hose 1d6 points of damage per hour it has been 
  attached (minimum of 1d6 and maximum of 10d6). This 
  damage is raw magical damage and not subject to damage 
  reduction or energy resistance. A successful DC 11 
  Fortitude saving throw halves the damage done. This save 
  DC is constitution based. 
   
  Domination (Su): An attached overseer may attempt 
  to dominate its victim using its feelers. The victim must 
  make a DC 15 Will save, or be dominated as per the 
  dominate monster spell. The link between host and 
  overseer is telepathic. The save DC is Charisma-based. 
   
  Invisibility (Su): The overseer, when attached to a host 
  can become invisible, as per the spell invisibility, as a free 
  action. Every time the overseer issues an order to a 
  dominated host, the overseer must make a DC 10 Will save 
  to avoid becoming visible. 
   
  Encounter Five: The Gateway  
  �Half-orc sorceror: Sor3; CR 3; Medium humanoid; HD 
  3d4+3; hp 13; Init +6; Spd 30 ft.; AC 12, touch 12, flat-
  footed 10; Base Atk +1; Grp +1; Atk +1 melee (1d6, 
  shortspear) or +3 ranged (1d8, light crossbow); Full Atk +1 
  melee (1d6, shortspear) or +3 ranged (1d8, light crossbow); 
  Space/Reach 5 ft./5 ft.; SQ Darkvision 60 ft.; AL CE; SV 
  Fort +2, Ref +3, Will +4; Str 10, Dex 14, Con 12, Int 10, Wis 
  12, Cha 14. 
  Skills and Feats: Concentration +7, Spellcraft +6; 
  Combat Casting, Improved Initiative. 
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell 
  Sorcerer Spells Known: (6/6; save DC 12 + spell level): 
  0 – acid splash, flare, daze, ghost sound, touch of fatigue; 1
  st 
  – magic missile, ray of enfeeblement, shield.  
  Possessions: Shortspear, dagger, light crossbow, potion 
  of cure serious wounds, potion of mage armour, potion of 
  invisibility, potion of haste, scroll of fireball (7
  th level 
  caster). 
   
  �Euroz Guards: Male Orc, War1/Barb 1; CR 1; Medium 
  humanoid (orc); HD 1d8+2 plus 1d12+2; hp 22; Init +2; Spd 
  40 ft.; AC 16, touch 12, flat-footed 14; Base Atk +2; Grp +6; 
  Atk +6 melee (2d6+4, great axe) or +4 ranged (1d10+1, 
  heavy crossbow); Full Atk +6 melee (2d6+4, great axe), +4 
  ranged (1d10+1, heavy crossbow); Space/Reach 5 ft./5 ft.; 
  SA Rage; SQ Darkvision 60 ft., light sensitivity; AL CE; SV 
  Fort +6, Ref +2, Will +1; Str 18, Dex 14, Con 14, Int 8, Wis 
  9, Cha 6. 
   
  Skills and Feats: Intimidate +6, Jump +12; Power 
  Attack.  
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell 
   
  Possessions: Scale mail armour, great axe, heavy 
  crossbow, 40 masterwork bolts, potion of cure light 
  wounds 
   
  Encounter Six: To Hell in a Handbasket  
  �Euroz Guards (2): War1, hp 5, see Monster Manual p203 
   
  �Captain Vargarth, half-orc Ftr4: CR 4; Medium 
  humanoid; HD 4d10+12; hp 40, Init +5; Spd 30 ft.; AC 19, 
  touch 11, flat-footed 18; Base Atk +4; Grp +8; Atks +10 
  melee (1d10+7/19-20, +1 bastard sword) or +5 ranged 
  (1d10/x3, heavy crossbow); Full Atk +10 melee (1d10+7/19-
  20, +1 bastard sword) or +5 ranged (1d10/x3, heavy 
  crossbow); Space/Reach 5 ft./ 5 ft.; AL CN; SV Fort +6, Ref 
  +2, Will +1; Str 18, Dex 13, Con 16, Int 8, Wis 10, Cha 6. 
  
  ONW4-03 Greatest Enemy 
   
  Page 27 
   
  Skills and Feats: Jump +12; Listen +4; Spot +4; Exotic 
  Weapon Proficiency (bastard sword), Improved Initiative, 
  Power Attack, Weapon Focus (bastard sword), Weapon 
  Specialization (bastard sword). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell 
   
  Possessions: Splint mail, heavy steel shield, +1 bastard 
  sword, heavy crossbow, 20 bolts, potion of cure serious 
  wounds, potion of heroism, 5 gp. 
   
  Encounter Seven: Shades of Grey  
  �Warlord Shargun, male orc Bbn5; CR 5; Medium 
  Humanoid; HD 5d12+10; hp 46; Init +6; Spd 40 ft.; AC 17, 
  touch 12, flatfooted 15; Base Atk +5; Grp +10; Atk +12 
  melee (2d4+8/18-20, +1 falchion) or +7 ranged (1d8+4/x3, 
  mighty composite longbow +4); Full Atk +12 melee 
  (2d4+8/18-20, +1 falchion) or +7 ranged (1d8+4/x3, mighty 
  composite longbow +4); Space/Reach 5 ft./ 5 ft.; SA Rage 
  2/day; SQ Light sensitivity, improved uncanny dodge, 
  trapsense +1, darkvision 60 ft.; AL CE; SV Fort +6, Ref +3, 
  Will +2; Str 20, Dex 14, Con 15, Int 10, Wis 12, Cha 12. 
   
  Skills and Feats: Listen +10, Spot +7; Improved 
  Initiative, Weapon Focus (falchion). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Uncanny Dodge (Ex): At 2nd level, a barbarian retains 
  his Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker. However, he still 
  loses his Dexterity bonus to AC if immobilized. 
   
  Trap Sense (Ex): Starting at 3rd level, a barbarian gains 
  a +1 bonus on Reflex saves made to avoid traps and a +1 
  dodge bonus to AC against attacks made by traps. 
   
  Improved Uncanny Dodge (Ex): At 5th level, a 
  barbarian can no longer be flanked. 
   
  Possessions: +1 falchion, hand axe, throwing axe, +1 
  chain shirt, potion of cure serious wounds, potion of bull's 
  strength, potion of heroism 
   
  OR  
   
  �Jornal Surearm, male human, Ftr1/Rog3; CR 4; Medium 
  Humanoid: HD 1d10+2 plus 3d6+6; hp 30; Init +6; Spd 30 
  ft; AC 16, touch 13, flat-footed 13; Base Atk +3; Grp +4; Atk 
  +8 melee (1d6+1, rapier) or +6 ranged (1d6+1, shortbow); 
  Full Atk +8 melee (1d6+1, rapier) or +6 ranged (1d6+1, 
  shortbow; SA sneak attack +2d6; SQ Evasion, trapfinding, 
  trap sense +1; AL CN; SV Fort +6 Ref +6 Will +1; Str 12, 
  Dex 17, Con 14, Int 13, Wis 10, Cha 10. 
   
  Skills and Feats: Balance +9, Bluff +6, Climb +11, 
  Escape Artist +9, Hide +9, Listen +6, Move Silently +9 Spot 
  +6, Tumble +9; Improved Initiative, Point Blank Shot, 
  Weapon Finesse, Weapon Focus (rapier).  
   
  Trap Sense (Ex): Starting at 3rd level, a barbarian gains 
  a +1 bonus on Reflex saves made to avoid traps and a +1 
  dodge bonus to AC against attacks made by traps. 
   
  Possessions: Masterwork rapier, studded leather 
  armour, shortbow, 20 arrows, silver dagger, potion of cure 
  light wounds, potion of cat’s grace, 59 gp  
   
  �Wreckers: male human Rog1; CR 1; Medium humanoid; 
  HD 1d6+2; hp 8; Init +6; Spd 30 ft; AC 16, touch 13, flat-
  footed 13; Base Atk +0; Grp +1; Atk +2 melee (1d6+1, short 
  sword), +3 ranged (1d6, shortbow); Full Atk +2 melee 
  (1d6+1, short sword), +3 ranged (1d6, shortbow); SA sneak 
  attack +1d6; SQ trapfinding; AL CN; SV Fort +2 Ref +5 
  Will +0; Str 12, Dex 16, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +6, Bluff +3, Climb +5, 
  Disable Device +6, Escape Artist +4, Hide +6, Listen +4, 
  Move Silently +6, Open Locks +4, Spot +3, Slight of Hand 
  +4; Improved Initiative, Weapon Focus (short sword) 
   
  Possessions: Studded leather armour, short sword, 
  short bow, 20 arrows, dagger, potion of cat’s grace. 
  
  ONW4-03 Greatest Enemy 
   
  Page 28 
   
  APL6 
  Introduction: Shadow in the Night  
  �Brotherhood Agent: male human; War1/Rogue 1; CR 1; 
  Medium Humanoid: HD 1d8+2plus 1d6+2; hp 14; Init +6; 
  Spd 30 ft; AC 16, touch 13, flat-footed 13; Base Atk +0; Grp 
  +1; Atk +2 melee (1d6+1, rapier); SA sneak attack +1d6; SQ 
  trapfinding; AL CN; SV Fort +2 Ref +5 Will +0; Str 12, Dex 
  16, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +6 Bluff +3 Climb +5 Disable 
  Device +6 Escape Artist +4 Hide +6 Listen +4, Move 
  Silently +6 Open locks +4 Spot +3 Slight of Hand +4, 
  Improved initiative, Weapon Focus  
    
  Possessions: Studded leather armour, short sword, 
  short bow, 20 arrows, dagger, potion of cat’s grace. 
   
  �Overseer: CR 1; Tiny aberration; HD 2d8; hp 9; Init +2; 
  Spd: 20 ft; AC: 15, touch 14, flat-foot 13; Base Attack +1; 
  Grapple –9; Atk: +5 melee (1d4-2, bite); Full Attack: +5 
  melee (1d4-2, bite); Space/Reach: 2 ½ ft./0 ft; SA Attach, 
  death grip, domination; SQ Invisibility; AL LE; SV Fort +0, 
  Ref +2, Will +3; Str 6, Dex 14, Con 11, Int 12, Wis 11, Cha 
  18 
   
  Skills and feats: Climb +1, Hide +13 (+18 when 
  attached), Move Silently +5, Search +4, Spot +3; Weapon 
  Finesse 
   
  Attach (Ex): If an overseer hits a victim with its biting 
  pincers, it automatically attaches itself toe victim’s body. 
  An attached overseer loses its Dexterity bonus to its 
  Armour Class and its considered flat-footed. 
   
  Death Grip (Su): After it has successfully attached 
  itself to a victim, killing or removing an overseer can also 
  slay the host. If the overseer is killed or removed it inflicts 
  on he hose 1d6 points of damage per hour it has been 
  attached (minimum of 1d6 and maximum of 10d6). This 
  damage is raw magical damage and not subject to damage 
  reduction or energy resistance. A successful DC 11 
  Fortitude saving throw halves the damage done. This save 
  DC is constitution based. 
   
  Domination (Su): An attached overseer may attempt 
  to dominate its victim using its feelers. The victim must 
  make a DC 15 Will save, or be dominated as per the 
  dominate monster spell. The link between host and 
  overseer is telepathic. The save DC is Charisma-based. 
   
  Invisibility (Su): The overseer, when attached to a host 
  can become invisible, as per the spell invisibility, as a free 
  action. Every time the overseer issues an order to a 
  dominated host, the overseer must make a DC 10 Will save 
  to avoid becoming visible. 
   
   
   
  Encounter Five: The Gateway  
   
  �Half-orc sorcerer: Sor5; CR 5; Medium humanoid; HD 
  5d4+3; hp 25; Init +6; Spd 30 ft.; AC 12, touch 12, flat-
  footed 10; Base Atk +2; Grp +2; Atk +3 melee (1d6+1, +1 
  shortspear) or +4 ranged (1d8, light crossbow); Full Atk +3 
  melee (1d6+1, +1 shortspear) or +4 ranged (1d8, light 
  crossbow); Space/Reach 5 ft./5 ft.; SQ Darkvision 60 ft.; AL 
  CE; SV Fort +2, Ref +3, Will +5; Str 10, Dex 14, Con 12, Int 
  10, Wis 12, Cha 15. 
  Skills and Feats: Concentration +9, Spellcraft +7; 
  Combat Casting, Improved Initiative. 
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell 
  Sorceror Spells Known: (6/7/5; save DC 12 + spell 
  level): 0 – acid splash, detect magic, flare, daze, ghost 
  sound, touch of fatigue; 1
  st – grease, magic missile, ray of 
  enfeeblement, shield; 2
  nd – flaming sphere, invisibility 
  Possessions: +1 shortspear, dagger, light crossbow, 
  potion of cure serious wounds, potion of mage armour, 
  potion of enlarge person, potion of haste, scroll of fireball 
  (7
  th level caster). 
   
  �Euroz Guards: male orc War1/Bbn2; CR 2; Medium 
  humanoid (orc); HD 1d8+1 plus 2d12+2; hp 33; Init +2; Spd 
  40 ft.; AC 16, touch 12, flat-footed 14; Base Atk +3; Grp +6; 
  Atk +6 melee (2d6+4/x3, great axe) or +5 (1d10/19-20, 
  heavy crossbow; Full Atk +6 melee (2d6+4/x3, great axe) or 
  +5 (1d10/19-20, heavy crossbow); Space/Reach 5 ft./5 ft.; 
  SA Rage 1/day; SQ Darkvision 60 ft., light sensitivity, 
  uncanny dodge; AL CE; SV Fort +7, Ref +2, Will +0; Str 17, 
  Dex 14, Con 14, Int 8, Wis 9, Cha 6. 
   
  Skills and Feats: Intimidate +7, Jump +12; Point Blank 
  Shot, Power Attack.  
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell 
   
  Uncanny Dodge (Ex): At 2nd level, a barbarian retains 
  his Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker. However, he still 
  loses his Dexterity bonus to AC if immobilized. 
   
  Possessions: Scale mail armour, great axe, heavy 
  crossbow, 40 masterwork bolts, potion of cure light 
  wounds 
   
  Encounter Six: To Hell in a Handbasket  
  �Euroz Guards (2): War1, hp 5, see Monster Manual p203 
   
  �Warlord Vargarth, male half-euroz, Ftr6: CR 6; Medium 
  humanoid; HD 6d10+18; hp 58, Init +5; Spd 30 ft.; AC 19, 
  touch 11, flat-footed 18; Base Atk +6/+1; Grp +10; Atks +12 
  melee (1d10+8/19-20, +1 bastard sword) or +8 ranged 
  (1d10+1/x3, +1 heavy crossbow); Full Atk +12/+7 melee 
  
  ONW4-03 Greatest Enemy 
   
  Page 29 
  (1d10+8/19-20, +1 bastard sword) or +8 ranged (1d10+1/x3, 
  +1 heavy crossbow); Space/Reach 5 ft./ 5 ft.; AL CN; SV 
  Fort +8, Ref +3, Will +2; Str 18, Dex 13, Con 16, Int 12, Wis 
  10, Cha 12 
   
  Skills and Feats: Jump +13, Listen +4, Spot +4; Exotic 
  Weapon Proficiency (bastard sword), Improved Initiative, 
  Power Attack, Cleave, Great Cleave, Weapon Focus 
  (bastard sword), Weapon Specialization (bastard sword). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell 
   
  Possessions: Splint mail, heavy steel shield, +1 bastard 
  sword, +1 heavy crossbow, 20 bolts, potion of cure serious 
  wounds, potion of heroism, potion of invisibility, potion of 
  cat’s grace, 5 gp. 
   
  Encounter Seven: Shades of Grey  
  �Warlord Shargun, male orc, Bbn5; CR 5; Medium 
  humanoid (orc); HD 5d12+10; hp 56; Init +6; Spd 40 ft.; AC 
  17, touch 12, flatfooted 15; Base Atk +5; Grp +10; Atk +12 
  melee (2d4+8/18-20, +1 falchion) or +7 ranged (1d8+4/x3, 
  mighty composite longbow +4); Full Atk +12 melee 
  (2d4+8/18-20, +1 falchion) or +7 ranged (1d8+4/x3, mighty 
  composite longbow +4); Space/Reach 5 ft./ 5 ft.; SA: rage 
  2/day; SQ Light sensitivity; fast movement, illiteracy; 
  improved uncanny dodge uncanny doge trap sense; 
  darkvision; AL CE; SV Fort +6, Ref +3, Will +2; Str 20, Dex 
  14, Con 15, Int 6, Wis 12, Cha 6. 
   
  Skills and Feats: Listen +10, Spot +6; Improved 
  Initiative, Power Attack, Weapon Focus (falchion). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Uncanny Dodge (Ex): At 2nd level, a barbarian retains 
  his Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker. However, he still 
  loses his Dexterity bonus to AC if immobilized. 
   
  Trap Sense (Ex): Starting at 3rd level, a barbarian gains 
  a +1 bonus on Reflex saves made to avoid traps and a +1 
  dodge bonus to AC against attacks made by traps.  
   
  Improved Uncanny Dodge (Ex): At 5
  th level you can 
  no longer be flanked 
   
  Possessions: +1 falchion, mighty composite longbow 
  +4, +1 chain shirt, potion of cure serious wounds, potion of 
  bull's strength, potion of heroism 
   
  �Euroz Guards: male orc War1/Bbn2; CR 2; Medium 
  humanoid (orc); HD 1d8+1 plus 2d12+2; hp 33; Init +2; Spd 
  40 ft.; AC 16, touch 12, flat-footed 14; Base Atk +3; Grp +6; 
  Atk +6 melee (2d6+4/x3, great axe) or +5 (1d10/19-20, 
  heavy crossbow; Full Atk +6 melee (2d6+4/x3, great axe) or 
  +5 (1d10/19-20, heavy crossbow); Space/Reach 5 ft./5 ft.; 
  SA Rage 1/day; SQ Darkvision 60 ft., light sensitivity, 
  uncanny dodge; AL CE; SV Fort +7, Ref +2, Will +0; Str 17, 
  Dex 14, Con 14, Int 8, Wis 9, Cha 6. 
   
  Skills and Feats: Intimidate +7, Jump +12; Point Blank 
  Shot, Power Attack.  
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell 
   
  Uncanny Dodge (Ex): At 2nd level, a barbarian retains 
  his Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker. However, he still 
  loses his Dexterity bonus to AC if immobilized. 
   
  Possessions: Scale mail armour, great axe, heavy 
  crossbow, 40 masterwork bolts, potion of cure light 
  wounds 
   
  OR  
   
  �Jornal Surearm, male human, Ftr1/Rog5; CR 5; Medium 
  humanoid: HD 1d10+2 plus 5d6+10; hp 42; Init +8; Spd 30 
  ft; AC 18, touch 14, flat-footed 14; Base Atk +4; Grp +5; Atk 
  +10 melee (1d6+2 +1 rapier), +7 ranged (1d6+1, shortbow); 
  Full Atk +10 melee (1d6+2 +1 rapier), +7 ranged (1d6+1, 
  shortbow); SA sneak attack +3d6; SQ Evasion, trapfinding, 
  trapsense +1, uncanny dodge; AL CN; SV Fort +3 Ref +7 
  Will +1; Str 12, Dex 18, Con 14, Int 13, Wis 10, Cha 12. 
   
  Skills and Feats: Balance +12, Bluff +9, Climb +13, 
  Hide +12, Listen +8, Move Silently +12, Open Locks +12, 
  Spot +9, Tumble +12; Combat Expertise, Improved Feint, 
  Improved Initiative, Improved, Weapon Finesse, Weapon 
  Focus (rapier) 
   
  Evasion (Ex): Starting at 2
  nd level, if a rogue makes a 
  successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save, he takes 
  no damage.  
   
  Trap Sense (Ex): Starting at 3rd level, a rogue gains a 
  +1 bonus on Reflex saves made to avoid traps and a +1 
  dodge bonus to AC against attacks made by traps. 
   
  Uncanny Dodge (Ex): At 4th level, a rogue retains his 
  Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker. However, he still 
  loses his Dexterity bonus to AC if immobilized. 
  Possessions: +1 rapier, studded leather armour, 
  shortbow, 20 arrows, silver dagger, amulet of natural 
  armour +1, potion of light wounds, potion of cat’s grace, 59 
  gp  
   
  �Wreckers, male human Rog2; CR 2; Medium humanoid: 
  HD 2d6+4; hp 15; Init +6; Spd 30 ft.; AC 16, touch 13, flat-
  footed 13; Base Atk +1; Grp +2; Atk +3 melee (1d6+1, short 
  sword) or +4 ranged (1d6, short bow); Full Atk +3 melee 
  (1d6+1, short sword) or +4 ranged (1d6, short bow); SA 
  Evasion, sneak attack +1d6; SQ trapfinding; AL CN; SV 
  
  ONW4-03 Greatest Enemy 
   
  Page 30 
  Fort +2 Ref +5 Will +0; Str 12, Dex 16, Con 14, Int 13, Wis 
  10, Cha 8. 
   
  Skills and Feats: Balance +8, Bluff +4, Climb +6, Hide 
  +7 Listen +5, Move Silently +8, Open Locks +8, Spot +8, 
  Slight of Hand +8; Improved Initiative, Dodge, Weapon 
  Focus (short sword). 
   Possessions: Studded leather armour, short sword, 
  short bow, 20 arrows, dagger, potion of cat’s grace 
  
  ONW4-03 Greatest Enemy 
   
  Page 31 
   
   
  APL8 
  Introduction: Shadow in the Night  
  �Brotherhood Agent: male human; War1/Rogue 1; CR 1; 
  Medium Humanoid: HD 1d8+2plus 1d6+2; hp 14; Init +6; 
  Spd 30 ft; AC 16, touch 13, flat-footed 13; Base Atk +0; Grp 
  +1; Atk +2 melee (1d6+1, rapier); SA sneak attack +1d6; SQ 
  trapfinding; AL CN; SV Fort +2 Ref +5 Will +0; Str 12, Dex 
  16, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +6 Bluff +3 Climb +5 Disable 
  Device +6 Escape Artist +4 Hide +6 Listen +4, Move 
  Silently +6 Open locks +4 Spot +3 Slight of Hand +4, 
  Improved initiative, Weapon Focus  
    
  Possessions: Studded leather armour, short sword, 
  short bow, 20 arrows, dagger, potion of cat’s grace. 
   
  �Overseer: CR 1; Tiny aberration; HD 2d8; hp 9; Init +2; 
  Spd: 20 ft; AC: 15, touch 14, flat-foot 13; Base Attack +1; 
  Grapple –9; Atk: +5 melee (1d4-2, bite); Full Attack: +5 
  melee (1d4-2, bite); Space/Reach: 2 ½ ft./0 ft; SA Attach, 
  death grip, domination; SQ Invisibility; AL LE; SV Fort +0, 
  Ref +2, Will +3; Str 6, Dex 14, Con 11, Int 12, Wis 11, Cha 
  18 
   
  Skills and feats: Climb +1, Hide +13 (+18 when 
  attached), Move Silently +5, Search +4, Spot +3; Weapon 
  Finesse 
   
  Attach (Ex): If an overseer hits a victim with its biting 
  pincers, it automatically attaches itself toe victim’s body. 
  An attached overseer loses its Dexterity bonus to its 
  Armour Class and its considered flat-footed. 
   
  Death Grip (Su): After it has successfully attached 
  itself to a victim, killing or removing an overseer can also 
  slay the host. If the overseer is killed or removed it inflicts 
  on he hose 1d6 points of damage per hour it has been 
  attached (minimum of 1d6 and maximum of 10d6). This 
  damage is raw magical damage and not subject to damage 
  reduction or energy resistance. A successful DC 11 
  Fortitude saving throw halves the damage done. This save 
  DC is constitution based. 
   
  Domination (Su): An attached overseer may attempt 
  to dominate its victim using its feelers. The victim must 
  make a DC 15 Will save, or be dominated as per the 
  dominate monster spell. The link between host and 
  overseer is telepathic. The save DC is Charisma-based. 
   
  Invisibility (Su): The overseer, when attached to a host 
  can become invisible, as per the spell invisibility, as a free 
  action. Every time the overseer issues an order to a 
  dominated host, the overseer must make a DC 10 Will save 
  to avoid becoming visible. 
   
  Encounter Five: The Gateway  
  �Half-orc sorcerer: Sor7; CR 7; Medium humanoid; HD 
  7d4+7; hp 29; Init +6; Spd 30 ft.; AC 12, touch 12, flat-
  footed 10; Base Atk +3; Grp +3; Atk +5 melee (1d6+2, +2 
  shortspear) or +6 ranged (1d8, light crossbow); Full Atk +5 
  melee (1d6+2, +2 shortspear) or +6 ranged (1d8, light 
  crossbow); Space/Reach 5 ft./5 ft.; SQ Darkvision 60 ft.; AL 
  CE; SV Fort +3, Ref +4, Will +6; Str 10, Dex 14, Con 12, Int 
  10, Wis 12, Cha 15. 
  Skills and Feats: Concentration +11, Spellcraft +9; 
  Combat Casting, Dodge, Improved Initiative. 
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell 
  Sorceror Spells Known: (7/5/3/1; Spells per day 
  (6/7/7/4); save DC 12 + spell level): 0 – acid splash, detect 
  magic, flare, daze, ghost sound, ray of frost, touch of 
  fatigue; 1
  st – grease, magic missile, ray of enfeeblement, 
  shield; shocking grasp 2
  nd – flaming sphere, invisibility, 
  touch of idiocy 3
  rd – lighting bolt, slow 
  Possessions: +2 shortspear, dagger, light crossbow, 
  potion of cure critical wounds, potion of mage armour, 
  potion of enlarge person, potion of haste, scroll of fireball 
  (9
  th level caster). 
   
  �Euroz Guards: male orc War1/Barb4; CR 4; Medium 
  humanoid (orc); HD 1d8+1 plus 4d12+8; hp 49; Init +2; Spd 
  40 ft.; AC 16 (touch 12, flat-footed 14); Base Atk +5; Grp +8; 
  Atk +8 melee (2d6+4/x3, great axe) or +5 ranged (1d10+1, 
  heavy crossbow); Full Atk +7 melee (2d6+4/x3, great axe) 
  or +5 ranged (1d10+1, heavy crossbow); Space/Reach 5 ft. 
  by 5 ft./5 ft.; SA Rage 2/day; SQ Darkvision 60 ft., light 
  sensitivity; AL CE; SV Fort +8, Ref +3, Will +3; Str 17, Dex 
  14, Con 14, Int 8, Wis 9, Cha 6. 
   
  Skills and Feats: Intimidate +9, Jump +14; Point Blank 
  Shot, Power Attack.  
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell 
   
  Uncanny Dodge (Ex): At 2nd level, a barbarian retains 
  his Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker. However, he still 
  loses his Dexterity bonus to AC if immobilized. 
   
  Trap Sense (Ex): Starting at 3rd level, a barbarian gains 
  a +1 bonus on Reflex saves made to avoid traps and a +1 
  dodge bonus to AC against attacks made by traps. 
   
  Possessions: Masterwork scale mail armour, great axe, 
  masterwork heavy crossbow, 40 masterwork bolts, potion 
  of cure serious wounds 
   
  Encounter Six: To Hell in a Handbasket 
  �Euroz Guards (2): War1, hp 5, see Monster Manual p203 
   
  
  ONW4-03 Greatest Enemy 
   
  Page 32 
  �Warlord Vargarth, male half-euroz Ftr8: CR 8; Medium 
  humanoid; HD 8d10+24; hp 76, Init +5; Spd 30 ft.; AC 21, 
  touch 11, flat-footed 20; Base Atk +8/+3; Grp +15; Atks +17 
  melee (1d10+8/19-20, +1 bastard sword) or +9 ranged 
  (1d10+1/x3, +1 heavy crossbow); Full Atk +17/+12 melee 
  (1d10+8/19-20, +1 bastard sword) or +9/+4 ranged 
  (1d10+1/x3, +1 heavy crossbow); Space/Reach 5 ft./ 5 ft.; 
  AL CN; SV Fort +9, Ref +3, Will +2; Str 20, Dex 13, Con 16, 
  Int 8, Wis 10, Cha 6. 
   
  Skills and Feats: Jump +16, Listen +5; Cleave, Exotic 
  Weapon Proficiency (bastard sword), Great Cleave, Greater 
  Weapon Focus (bastard sword), Improved Initiative, Power 
  Attack, 
  Weapon 
  Focus 
  (bastard 
  sword), 
  Weapon 
  Specialisation (bastard sword) 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell 
   
  Possessions: +1 splint mail, +1 heavy steel shield, +1 
  bastard sword, +1 heavy crossbow, 20 bolts, potion of cure 
  serious wounds, potion of heroism, potion of invisibility, 
  potion of cat’s grace, 5 gp. 
   
  Encounter Seven: Shades of Grey  
  �Jedurek, male half-orc Ftr8; CR 8; Medium humanoid; 
  HD 8d10+16; hp 68; Init +2; Spd 30 ft.; AC 22, touch 11, 
  flatfooted 21; Base Atk +8/+3; Grp +13; Atk +14 melee 
  (1d8+8/x3, +1 orc double axe) or +10 ranged (1d8+4, 
  mighty composite longbow +4); Full Atk +14/+14/+9 
  (1d8+8/x3, +1 orc double axe) or +10 ranged (1d8+4, 
  mighty composite longbow +4); Space/Reach 5 ft./ 5 ft.; SQ 
  Darkvision; AL LE; SV Fort +8, Ref +2, Will +3; Str 20, Dex 
  15, Con 14, Int 14, Wis 12, Cha 16. 
   
  Skills and Feats: Ride +7, Intimidate +14, Knowledge 
  (history) +7, Sense Motive +12; Diehard, Endurance, 
  Greater Weapon Focus (orc double axe), Leadership, Power 
  Attack, Two Weapon Fighting, Weapon Focus (orc double 
  axe), Weapon Specialization (orc double axe). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell 
   
  Possessions: +1 orc double axe, mighty composite 
  longbow +4, arrows (20), +2 full plate, potion of invisibility, 
  potion of cure serious wounds, potion of bull’s strength, 
  potion of heroism, ring of protection +1, 120 gp 
   
  �Euroz Guards: male orc War1/Barb4; CR 4; Medium 
  humanoid (orc); HD 1d8+1 plus 4d12+8; hp 49; Init +2; Spd 
  40 ft.; AC 16 (touch 12, flat-footed 14); Base Atk +5; Grp +8; 
  Atk +8 melee (2d6+4/x3, great axe) or +5 ranged (1d10+1, 
  heavy crossbow); Full Atk +7 melee (2d6+4/x3, great axe) 
  or +5 ranged (1d10+1, heavy crossbow); Space/Reach 5 ft. 
  by 5 ft./5 ft.; SA Rage 2/day; SQ Darkvision 60 ft., light 
  sensitivity; AL CE; SV Fort +8, Ref +3, Will +3; Str 17, Dex 
  14, Con 14, Int 8, Wis 9, Cha 6. 
   
  Skills and Feats: Intimidate +9, Jump +14; Point Blank 
  Shot, Power Attack.  
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell 
   
  Uncanny Dodge (Ex): At 2nd level, a barbarian retains 
  his Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker. However, he still 
  loses his Dexterity bonus to AC if immobilized. 
   
  Trap Sense (Ex): Starting at 3rd level, a barbarian gains 
  a +1 bonus on Reflex saves made to avoid traps and a +1 
  dodge bonus to AC against attacks made by traps. 
   
  Possessions: Masterwork scale mail armour, great axe, 
  masterwork heavy crossbow, 40 masterwork bolts, potion 
  of cure serious wounds 
   
  OR 
   
  �Jornal Surearm: male human, Ftr1/Rog7; CR 8; Medium 
  humanoid; HD 1d10 plus 7d6+16; hp 54; Init +9; Spd 30 ft; 
  AC 20, touch 15, flat-footed 15; Base Atk +6; Grp +7; Atk 
  +13 melee (1d6+2/18-20, +1 rapier) or +11 ranged (1d6+1, 
  shortbow); Full Atk +13 melee (1d6+2/18-20, +1 rapier) or 
  +11 ranged (1d6+1, shortbow); SA sneak attack +4d6; SQ 
  Evasion, trapfinding, trap sense +2, improved uncanny 
  dodge; AL CN; SV Fort +6 Ref +10 Will +2; Str 12, Dex 20, 
  Con 14, Int 13, Wis 10, Cha 12. 
   
  Skills and Feats: Balance +15, Bluff +11, Climb +15, 
  Hide +15, Listen +10, Move Silently +15, Open Locks +15, 
  Spot +10, Slight of Hand +15; Dodge, Improved Initiative, 
  Point Blank Shot, Weapon Finesse, Weapon Focus (rapier). 
   
  Evasion (Ex): Starting at 2
  nd level, if a rogue makes a 
  successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save, he takes 
  no damage. 
   
  Trap Sense (Ex): Starting at 6th level, a rouge gains a 
  +2 bonus on Reflex saves made to avoid traps and a +1 
  dodge bonus to AC against attacks made by traps. 
   
  Uncanny Dodge (Ex): At 3rd level, a rogue retains his 
  Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker. However, he still 
  loses his Dexterity bonus to AC if immobilized.  
  Possessions: +1 rapier, +1 studded leather armour, 
  shortbow, 20 master work arrows, silver dagger, amulet of 
  natural armour +1, gauntlets of dexterity +2, potion of cure 
  light wounds, potion of cat’s grace, 59 gp  
   
  �Wreckers: male human Rog6; CR 6; medium humanoid: 
  HD 6d6+12; hp 38; Init +2; Spd 30 ft; AC 16, touch 13, flat-
  footed 13; Base Atk +4; Grp +5; Atk +10 melee (1d6+1, short 
  sword) or +8 ranged (1d6, shortbow); Full Atk +10 melee 
  (1d6+1, short sword) or +8 ranged (1d6, shortbow); SA 
  Evasion, sneak attack +3d6; SQ Trap sense +2, uncanny 
  
  ONW4-03 Greatest Enemy 
   
  Page 33 
  dodge, evasion; AL CN; SV Fort +3 Ref +7 Will +1; Str 12, 
  Dex 16, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +15, Bluff +11, Climb +15, 
  Hide +15, Listen +10, Move Silently +15, Open Locks +15, 
  Spot +10, Slight of Hand +15; Combat Expertise, Improved 
  Feint, Weapon Finesse, Weapon Focus (short sword). 
   
  Evasion (Ex): Starting at 2
  nd level, if a rogue makes a 
  successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save, he takes 
  no damage. 
   
  Trap Sense (Ex): Starting at 3rd level, a rogue gains a 
  +1 bonus on Reflex saves made to avoid traps and a +1 
  dodge bonus to AC against attacks made by traps. 
   
  Uncanny Dodge (Ex): At 2nd level, a rogue retains his 
  Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker. However, he still 
  loses his Dexterity bonus to AC if immobilized. 
   
  Possessions: Studded leather armour, masterwork 
  short sword, short bow, 20 arrows, dagger, potion of cat’s 
  grace 
   
  
  ONW4-03 Greatest Enemy 
   
  Page 34 
  APL10 
  Introduction: Shadow in the Night  
  �Brotherhood Agent: male human; War1/Rogue 1; CR 1; 
  Medium Humanoid: HD 1d8+2plus 1d6+2; hp 14; Init +6; 
  Spd 30 ft; AC 16, touch 13, flat-footed 13; Base Atk +0; Grp 
  +1; Atk +2 melee (1d6+1, rapier); SA sneak attack +1d6; SQ 
  trapfinding; AL CN; SV Fort +2 Ref +5 Will +0; Str 12, Dex 
  16, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +6 Bluff +3 Climb +5 Disable 
  Device +6 Escape Artist +4 Hide +6 Listen +4, Move 
  Silently +6 Open locks +4 Spot +3 Slight of Hand +4, 
  Improved initiative, Weapon Focus  
    
  Possessions: Studded leather armour, short sword, 
  short bow, 20 arrows, dagger, potion of cat’s grace. 
   
  �Overseer: CR 1; Tiny aberration; HD 2d8; hp 9; Init +2; 
  Spd: 20 ft; AC: 15, touch 14, flat-foot 13; Base Attack +1; 
  Grapple –9; Atk: +5 melee (1d4-2, bite); Full Attack: +5 
  melee (1d4-2, bite); Space/Reach: 2 ½ ft./0 ft; SA Attach, 
  death grip, domination; SQ Invisibility; AL LE; SV Fort +0, 
  Ref +2, Will +3; Str 6, Dex 14, Con 11, Int 12, Wis 11, Cha 
  18 
   
  Skills and feats: Climb +1, Hide +13 (+18 when 
  attached), Move Silently +5, Search +4, Spot +3; Weapon 
  Finesse 
   
  Attach (Ex): If an overseer hits a victim with its biting 
  pincers, it automatically attaches itself toe victim’s body. 
  An attached overseer loses its Dexterity bonus to its 
  Armour Class and its considered flat-footed. 
   
  Death Grip (Su): After it has successfully attached 
  itself to a victim, killing or removing an overseer can also 
  slay the host. If the overseer is killed or removed it inflicts 
  on he hose 1d6 points of damage per hour it has been 
  attached (minimum of 1d6 and maximum of 10d6). This 
  damage is raw magical damage and not subject to damage 
  reduction or energy resistance. A successful DC 11 
  Fortitude saving throw halves the damage done. This save 
  DC is constitution based. 
   
  Domination (Su): An attached overseer may attempt 
  to dominate its victim using its feelers. The victim must 
  make a DC 15 Will save, or be dominated as per the 
  dominate monster spell. The link between host and 
  overseer is telepathic. The save DC is Charisma-based. 
   
  Invisibility (Su): The overseer, when attached to a host 
  can become invisible, as per the spell invisibility, as a free 
  action. Every time the overseer issues an order to a 
  dominated host, the overseer must make a DC 10 Will save 
  to avoid becoming visible. 
   
  Encounter Five: The Gateway 
  �Half-orc sorcerer: Sor8; CR 8; Medium humanoid; HD 
  8d4+8; hp 45; Init +6; Spd 30 ft.; AC 12, touch 12, flat-
  footed 10; Base Atk +4; Grp +4; Atk +6 melee (1d6+2, +2 
  shortspear) or +6 ranged (1d8, light crossbow); Full Atk +6 
  melee (1d6+2, +2 shortspear) or +6 ranged (1d8, light 
  crossbow); Space/Reach 5 ft./5 ft.; SQ Darkvision; AL CE; 
  SV Fort +3, Ref +4, Will +7; Str 10, Dex 14, Con 13, Int 10, 
  Wis 12, Cha 15. 
  Skills and Feats: Concentration +12, Spellcraft +10; 
  Combat Casting, Improved Initiative, Dodge 
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell 
  Sorceror Spells Known: (6/7/7/5/3; save DC 12 + spell 
  level): 0 – acid splash, detect magic, flare, daze, ghost 
  sound, ray of frost, read magic, touch of fatigue; 1
  st – grease, 
  magic missile, ray of enfeeblement, shield; shocking grasp 
  2
  nd – flaming sphere, invisibility, touch of idiocy 3
  rd – 
  lighting bolt, slow 4
  th – wall of fire 
  Possessions: +2 shortspear, dagger, light crossbow, 
  potion of cure serious wounds, potion of mage armour, 
  potion of enlarge person, potion of haste, scroll of fireball 
  (9
  th level caster). 
   
  �Euroz Guards: male orc War1/Barb6; CR 6; Medium 
  humanoid; HD 1d8+2 plus 6d12+12; hp 69; Init +0; Spd 40 
  ft.; AC 15, touch 10, flat-footed 15; Base Atk +7/+2; Grp +11; 
  Atk +12 melee (2d6+7/x3, +1 great axe) or +8 ranged 
  (1d10/x3, masterwork heavy crossbow); Full Atk Atk +12 
  melee (2d6+7/x3, +1 great axe) or +8 ranged (1d10/x3, 
  masterwork heavy crossbow); Space/Reach 5 ft./5 ft.; SA 
  Rage 2 /day; SQ Darkvision 60 ft., light sensitivity; AL CE; 
  SV Fort +8, Ref +2, Will +1; Str 18, Dex 11, Con 14, Int 8, 
  Wis 9, Cha 6. 
   
  Skills and Feats: Intimidate +11, Jump +16; Point 
  Blank Shot, Power Attack, Cleave 
   
  Improved Uncanny Dodge (Ex): At 5
  th level you can 
  no longer be flanked 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell 
   
  Uncanny Dodge (Ex): At 2nd level, a barbarian retains 
  his Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker. However, he still 
  loses his Dexterity bonus to AC if immobilized. 
   
  Trap Sense (Ex): Starting at 6th level, a barbarian gains 
  a +2 bonus on Reflex saves made to avoid traps and a +2 
  dodge bonus to AC against attacks made by traps. 
   
  Possessions: +1 scale mail armour, +1 great axe, 
  masterwork heavy crossbow, 40 masterwork bolts, potion 
  of cure serious wounds 
   
  
  ONW4-03 Greatest Enemy 
   
  Page 35 
  Encounter Six: To Hell in a Handbasket  
  �Warlord Vargarth male half-euroz Ftr8: CR 8; Medium 
  humanoid; HD 8d10+24; hp 76, Init +2; Spd 30 ft.; AC 21, 
  touch 12, flat-footed 18; Base Atk +8/+3; Grp +12; Atks +15 
  melee (1d10+7/17-20, +1 bastard sword) or +11 ranged 
  (1d10+1/x3, +1 heavy crossbow); Full Atk +15/+10 melee 
  (1d10+7/17-20, +1 bastard sword) or +11/+6 ranged 
  (1d10+1/x3, +1 heavy crossbow); Space/Reach 5 ft./ 5 ft.; 
  AL CN; SV Fort +9, Ref +3, Will +2; Str 18, Dex 14, Con 16, 
  Int 12, Wis 10, Cha 14. 
   
  Skills and Feats: Jump +15, Listen +5, Spot +5; Cleave, 
  Exotic Weapon Proficiency (bastard sword), Improved 
  Critical (bastard sword), Greater Weapon Focus (bastards 
  sword), Power Attack, Weapon Focus (bastard sword), 
  Weapon Specialisation (bastard sword) 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell 
   
  Possessions: +1 splint mail, +1 heavy steel shield, +1 
  bastard sword, +1 heavy crossbow, 20 bolts, potion of cure 
  serious wounds, potion of heroism, potion of invisibility, 
  potion of cat’s grace, 5 gp. 
   
  �Warlord Tergarth, male orc Clr8 - Gruumsh; CR 8; 
  Medium humanoid; HD 8d8+16; hp 69; Init +5; Spd 30 ft.; 
  AC 17, touch 11, flatfooted 16; Base Atk +6/+1; Grp +8; Atk 
  +10 melee (1d8+3 plus 1d6 cold, +1 cold shortspear) or +7 
  ranged (1d8, light crossbow); Full Atk +10/+5 melee 
  ((1d8+3 plus 1d6 cold, +1 cold shortspear) or +7 ranged 
  (1d8, light crossbow); Space/Reach 5 ft./ 5 ft.; SQ Light 
  sensitivity, darkvision; AL CE; SV Fort +7, Ref +3, Will +9; 
  Str 14, Dex 12, Con 14, Int 10, Wis 16, Cha 14. 
   
  Skills and Feats: Concentration +12, Listen +8; Combat 
  Casting, Dodge, Improved Initiative, Weapon Focus 
  (shortspear) 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Cleric Spells Prepared (6/5+1/4+1/ 4+1/ 2+1; save DC 
  13 + spell level): 0 – detect poison, guidance, purify food 
  and drink, resistance, virtue x2; 1st - bless, cure light 
  wounds, divine favour, enthropic shield, enlarge person*; 
  2
  nd - bull’s strength*, hold person, silence; spiritual weapon; 
  3
  rd – magic vestment*, blindness/deafness, dispel magic, 
  prayer, contagion 4
  th – divine power*, cure critical wounds, 
  summon monster IV 
   
  * Domain Spell. Domains: War – free Weapon Focus; 
  Strength: +3 enhancement bonus to Strength as a free 
  action, for 1 round, 1/day 
   
  Possessions: +1 frost shortspear, +1 chainmail, wand of 
  cure light wounds, potion of owl's wisdom, potion of haste. 
   
  Encounter Seven: Shades of Grey  
  �Jedurek, male half-orc Ftr10; CR 10; Medium humanoid; 
  HD 10d10+20; hp 84; Init +2; Spd 30 ft.; AC 22, touch 11, 
  flatfooted 21; Base Atk +10/+5; Grp +15; Atk +16 melee 
  (1d8+8/x3, +1 orc double axe) or +12 ranged (1d8+4, 
  mighty composite longbow +4); Full Atk +16/+16/+11 
  (1d8+8/x3, +1 orc double axe) or +12 ranged (1d8+4, 
  mighty composite longbow +4); Space/Reach 5 ft./ 5 ft.; SQ 
  Darkvision; AL LE; SV Fort +9, Ref +3, Will +4; Str 20, Dex 
  15, Con 14, Int 14, Wis 12, Cha 16. 
   
  Skills and Feats: Ride +9, Intimidate +16, Knowledge 
  (history) +9, Sense Motive +14; Cleave, Diehard, 
  Endurance, Great Cleave, Greater Weapon Focus (orc 
  double axe), Leadership, Power Attack, Two Weapon 
  Fighting, Weapon Focus (orc double axe), Weapon 
  Specialization (orc double axe). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell 
   
  Possessions: +1 orc double axe, mighty composite 
  longbow +4, arrows (20), +2 full plate, potion of invisibility, 
  potion of cure serious wounds, potion of bull’s strength, 
  potion of heroism, ring of protection +1, 120 gp 
   
   
  �Euroz Guards: male orc War1/Barb6; CR 6; Medium 
  humanoid; HD 1d8+2 plus 6d12+12; hp 69; Init +0; Spd 40 
  ft.; AC 15, touch 10, flat-footed 15; Base Atk +7/+2; Grp +11; 
  Atk +12 melee (2d6+7/x3, +1 great axe) or +8 ranged 
  (1d10/x3, masterwork heavy crossbow); Full Atk Atk +12 
  melee (2d6+7/x3, +1 great axe) or +8 ranged (1d10/x3, 
  masterwork heavy crossbow); Space/Reach 5 ft./5 ft.; SA 
  Rage 2 /day; SQ Darkvision 60 ft., light sensitivity; AL CE; 
  SV Fort +8, Ref +2, Will +1; Str 18, Dex 11, Con 14, Int 8, 
  Wis 9, Cha 6. 
   
  Skills and Feats: Intimidate +11, Jump +16; Point 
  Blank Shot, Power Attack, Cleave 
   
  Improved Uncanny Dodge (Ex): At 5
  th level you can 
  no longer be flanked 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell 
   
  Uncanny Dodge (Ex): At 2nd level, a barbarian retains 
  his Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker. However, he still 
  loses his Dexterity bonus to AC if immobilized. 
   
  Trap Sense (Ex): Starting at 6th level, a barbarian gains 
  a +2 bonus on Reflex saves made to avoid traps and a +2 
  dodge bonus to AC against attacks made by traps. 
   
  Possessions: +1 scale mail armour, +1 great axe, 
  masterwork heavy crossbow, 40 masterwork bolts, potion 
  of cure serious wounds 
   
  OR 
   
  
  ONW4-03 Greatest Enemy 
   
  Page 36 
  �Jornal Surearm: male Human, Ftr1/Rog9; CR 10; 
  Medium Humanoid: HD 1d10 plus 9d6+18; hp 64; Init +5; 
  Spd 30 ft; AC 20, touch 15, flat-footed 14; Base Atk +7/+2; 
  Grp +8; Atk +15 melee (1d6+3, +2 rapier) or +12 ranged 
  (1d6+1, shortbow); Full Atk +15/+10 melee (1d6+3, +2 
  rapier) or +12/+7 ranged (1d6+1, shortbow); SA sneak 
  attack +5d6; SQ Evasion, trapfinding, trap sense +3, 
  improved uncanny dodge; AL CN; SV Fort +5 Ref +11 Will 
  +3; Str 12, Dex 21, Con 14, Int 13, Wis 10, Cha 14 
   
  Skills and Feats: Balance +17, Bluff +15, Climb +17, 
  Hide +17, Listen +12, Move Silently +17, Open Locks +17, 
  Spot +12, Slight of Hand +17; Combat Expertise, Improved 
  Feint, Point Blank Shot, Weapon Finesse, Weapon Focus 
  (rapier) 
   
  Evasion (Ex): Starting at 2
  nd level, if a rogue makes a 
  successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save, he takes 
  no damage. 
   
  Trap Sense (Ex): Starting at 6th level, a rouge gains a 
  +2 bonus on Reflex saves made to avoid traps and a +1 
  dodge bonus to AC against attacks made by traps. 
   
  Improved Uncanny Dodge (Ex): At 8th level, a rogue 
  retains his Dexterity bonus to AC (if any) even if he is 
  caught flat-footed or struck by an invisible attacker. 
  However, he still loses his Dexterity bonus to AC if 
  immobilized. Can no longer be flanked.  
  Possessions: +2 rapier, +1 studded leather armour, 
  shortbow, 20 masterwork arrows, silver dagger, amulet of 
  natural armour +1, gauntlets of dexterity +2, potion of cure 
  light wounds, potion of cat’s grace, 59 gp  
   
  �Wreckers: male human Rog6; CR 6; Medium humanoid; 
  HD 6d6+12; hp 38; Init +6; Spd 30 ft; AC 17, touch 13, flat-
  footed 14; Base Atk +4; Grp +5; Atk +8 melee (1d6, 
  masterwork short sword) or +7 ranged (1d6, shortbow); 
  Full +8 melee (1d6, masterwork short sword) or +7 ranged 
  (1d6, shortbow); SA, sneak attack +3d6; SQ Evasion, 
  trapfinding, trap sense +2, uncanny dodge; AL CN; SV Fort 
  +3 Ref +7 Will +1; Str 12, Dex 17, Con 14, Int 13, Wis 10, 
  Cha 8. 
   
  Skills and Feats: Balance +13, Bluff +10, Climb +10, 
  Hide +13, Listen +9, Move Silently +13, Open Locks +13, 
  Spot +9, Tumble +13; Dodge, Improved initiative, Weapon 
  Finesse, Weapon Focus (shortsword) 
   
  Trap Sense (Ex): Starting at 6th level, a rogue gains a 
  +2 bonus on Reflex saves made to avoid traps and a +1 
  dodge bonus to AC against attacks made by traps. 
   
  Evasion (Ex): Starting at 2
  nd level, if a rogue makes a 
  successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save, he takes 
  no damage. 
   
  Uncanny Dodge (Ex): At 2nd level, a rogue retains his 
  Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker. However, he still 
  loses his Dexterity bonus to AC if immobilized. 
   
  Possessions: +1 studded leather armour, masterwork 
  short sword, short bow, 20 arrows, dagger, potion of cat’s 
  grace 
  
  ONW4-03 Greatest Enemy 
   
  Page 37 
  APL12 
  Introduction: Shadow in the Night 
  �Brotherhood Agent: male human; War1/Rogue 1; CR 1; 
  Medium Humanoid: HD 1d8+2plus 1d6+2; hp 14; Init +6; 
  Spd 30 ft; AC 16, touch 13, flat-footed 13; Base Atk +0; Grp 
  +1; Atk +2 melee (1d6+1, rapier); SA sneak attack +1d6; SQ 
  trapfinding; AL CN; SV Fort +2 Ref +5 Will +0; Str 12, Dex 
  16, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +6 Bluff +3 Climb +5 Disable 
  Device +6 Escape Artist +4 Hide +6 Listen +4, Move 
  Silently +6 Open locks +4 Spot +3 Slight of Hand +4, 
  Improved initiative, Weapon Focus  
    
  Possessions: Studded leather armour, short sword, 
  short bow, 20 arrows, dagger, potion of cat’s grace. 
   
  �Overseer: CR 1; Tiny aberration; HD 2d8; hp 9; Init +2; 
  Spd: 20 ft; AC: 15, touch 14, flat-foot 13; Base Attack +1; 
  Grapple –9; Atk: +5 melee (1d4-2, bite); Full Attack: +5 
  melee (1d4-2, bite); Space/Reach: 2 ½ ft./0 ft; SA Attach, 
  death grip, domination; SQ Invisibility; AL LE; SV Fort +0, 
  Ref +2, Will +3; Str 6, Dex 14, Con 11, Int 12, Wis 11, Cha 
  18 
   
  Skills and feats: Climb +1, Hide +13 (+18 when 
  attached), Move Silently +5, Search +4, Spot +3; Weapon 
  Finesse 
   
  Attach (Ex): If an overseer hits a victim with its biting 
  pincers, it automatically attaches itself toe victim’s body. 
  An attached overseer loses its Dexterity bonus to its 
  Armour Class and its considered flat-footed. 
   
  Death Grip (Su): After it has successfully attached 
  itself to a victim, killing or removing an overseer can also 
  slay the host. If the overseer is killed or removed it inflicts 
  on he hose 1d6 points of damage per hour it has been 
  attached (minimum of 1d6 and maximum of 10d6). This 
  damage is raw magical damage and not subject to damage 
  reduction or energy resistance. A successful DC 11 
  Fortitude saving throw halves the damage done. This save 
  DC is constitution based. 
   
  Domination (Su): An attached overseer may attempt 
  to dominate its victim using its feelers. The victim must 
  make a DC 15 Will save, or be dominated as per the 
  dominate monster spell. The link between host and 
  overseer is telepathic. The save DC is Charisma-based. 
   
  Invisibility (Su): The overseer, when attached to a host 
  can become invisible, as per the spell invisibility, as a free 
  action. Every time the overseer issues an order to a 
  dominated host, the overseer must make a DC 10 Will save 
  to avoid becoming visible. 
   
  Encounter Five: The Gateway  
  �Half-orc sorcerer: Sor10; CR 10; Medium humanoid; HD 
  10d4+10; hp 41; Init +6; Spd 30 ft.; AC 12, touch 12, flat-
  footed 10; Base Atk +5; Grp +6; Atk +7 melee (1d6+2, +2 
  shortspear) or +7 ranged (1d8, light crossbow); Full Atk +7 
  melee (1d6+2, shortspear) or +7 ranged (1d8, light 
  crossbow); Space/Reach 5 ft./ 5 ft.; SQ: Darkvision; AL CE; 
  SV Fort +3, Ref +5, Will +7; Str 10, Dex 14, Con 13, Int 10, 
  Wis 12, Cha 15. 
  Skills and Feats: Concentration +13, Spellcraft +11; 
  Combat Casting, Improved Initiative, Dodge, Craft Wand 
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell 
  Sorceror Spells Known: (6/7/7/6/5/3; save DC 12 + 
  spell level): 0 – acid splash, detect magic, flare, daze, ghost 
  sound, ray of frost, read magic, resistance, touch of fatigue; 
  1
  st – grease, magic missile, ray of enfeeblement, shield; 
  shocking grasp 2
  nd – flaming sphere, invisibility, touch of 
  idiocy 3
  rd – blink, lighting bolt, slow 4
  th – fear, wall of fire 
  5
  th – cloudkill  
  Possessions: +2 shortspear, dagger, light crossbow, 
  potion of cure serious wounds, potion of mage armour, 
  potion of enlarge person, potion of haste, wand of fireballs 
  (8
  th level caster). 
   
  �Euroz Guards: male orc War1/Barb6; CR 6; Medium 
  humanoid; HD 1d8+2 plus 6d12+12; hp 69; Init +0; Spd 40 
  ft.; AC 15, touch 10, flat-footed 15; Base Atk +7/+2; Grp +11; 
  Atk +12 melee (2d6+7/x3, +1 great axe) or +8 ranged 
  (1d10/x3, masterwork heavy crossbow); Full Atk Atk +12 
  melee (2d6+7/x3, +1 great axe) or +8 ranged (1d10/x3, 
  masterwork heavy crossbow); Space/Reach 5 ft./5 ft.; SA 
  Rage 2 /day; SQ Darkvision 60 ft., light sensitivity; AL CE; 
  SV Fort +8, Ref +2, Will +1; Str 18, Dex 11, Con 14, Int 8, 
  Wis 9, Cha 6. 
   
  Skills and Feats: Intimidate +11, Jump +16; Point 
  Blank Shot, Power Attack, Cleave 
   
  Improved Uncanny Dodge (Ex): At 5
  th level you can 
  no longer be flanked 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell 
   
  Uncanny Dodge (Ex): At 2nd level, a barbarian retains 
  his Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker. However, he still 
  loses his Dexterity bonus to AC if immobilized. 
   
  Trap Sense (Ex): Starting at 6th level, a barbarian gains 
  a +2 bonus on Reflex saves made to avoid traps and a +2 
  dodge bonus to AC against attacks made by traps. 
   
  Possessions: +1 scale mail armour, +1 great axe, 
  masterwork heavy crossbow, 40 masterwork bolts, potion 
  of cure serious wounds 
   
  
  ONW4-03 Greatest Enemy 
   
  Page 38 
  Encounter Six: To Hell in a Handbasket  
  �Warlord Vargarth male half-euroz Ftr8: CR 8; Medium 
  humanoid; HD 8d10+24; hp 76, Init +2; Spd 30 ft.; AC 21, 
  touch 12, flat-footed 18; Base Atk +8/+3; Grp +12; Atks +15 
  melee (1d10+7/17-20, +1 bastard sword) or +11 ranged 
  (1d10+1/x3, +1 heavy crossbow); Full Atk +15/+10 melee 
  (1d10+7/17-20, +1 bastard sword) or +11/+6 ranged 
  (1d10+1/x3, +1 heavy crossbow); Space/Reach 5 ft./ 5 ft.; 
  AL CN; SV Fort +9, Ref +3, Will +2; Str 18, Dex 14, Con 16, 
  Int 12, Wis 10, Cha 14. 
   
  Skills and Feats: Jump +15, Listen +5, Spot +5; Cleave, 
  Exotic Weapon Proficiency (bastard sword), Improved 
  Critical (bastard sword), Greater Weapon Focus (bastards 
  sword), Power Attack, Weapon Focus (bastard sword), 
  Weapon Specialisation (bastard sword) 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell 
   
  Possessions: +1 splint mail, +1 heavy steel shield, +1 
  bastard sword, +1 heavy crossbow, 20 bolts, potion of cure 
  serious wounds, potion of heroism, potion of invisibility, 
  potion of cat’s grace, 5 gp. 
   
  �Warlord Tergarth, male orc Clr8 - Gruumsh; CR 8; 
  Medium humanoid; HD 8d8+16; hp 69; Init +5; Spd 30 ft.; 
  AC 17, touch 11, flatfooted 16; Base Atk +6/+1; Grp +8; Atk 
  +10 melee (1d8+3 plus 1d6 cold, +1 cold shortspear) or +7 
  ranged (1d8, light crossbow); Full Atk +10/+5 melee 
  ((1d8+3 plus 1d6 cold, +1 cold shortspear) or +7 ranged 
  (1d8, light crossbow); Space/Reach 5 ft./ 5 ft.; SQ Light 
  sensitivity, darkvision; AL CE; SV Fort +7, Ref +3, Will +9; 
  Str 14, Dex 12, Con 14, Int 10, Wis 16, Cha 14. 
   
  Skills and Feats: Concentration +12, Listen +8; Combat 
  Casting, Dodge, Improved Initiative, Weapon Focus 
  (shortspear) 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Cleric Spells Prepared (6/5+1/4+1/ 4+1/ 2+1; save DC 
  13 + spell level): 0 – detect poison, guidance, purify food 
  and drink, resistance, virtue x2; 1st - bless, cure light 
  wounds, divine favour, enthropic shield, enlarge person*; 
  2
  nd - bull’s strength*, hold person, silence; spiritual weapon; 
  3
  rd – magic vestment*, blindness/deafness, dispel magic, 
  prayer, contagion 4
  th – divine power*, cure critical wounds, 
  summon monster IV 
   
  * Domain Spell. Domains: War – free Weapon Focus; 
  Strength: +3 enhancement bonus to Strength as a free 
  action, for 1 round, 1/day 
   
  Possessions: +1 frost shortspear, +1 chainmail, wand of 
  cure light wounds, potion of owl's wisdom, potion of haste. 
   
  �Warlord Hug’rak male half-euroz Ftr8: CR 8; Medium 
  humanoid; HD 8d10+24; hp 76, Init +2; Spd 30 ft.; AC 21, 
  touch 12, flat-footed 18; Base Atk +8/+3; Grp +12; Atks +15 
  melee (1d10+7/17-20, +1 bastard sword) or +11 ranged 
  (1d10+1/x3, +1 heavy crossbow); Full Atk +15/+10 melee 
  (1d10+7/17-20, +1 bastard sword) or +11/+6 ranged 
  (1d10+1/x3, +1 heavy crossbow); Space/Reach 5 ft./ 5 ft.; 
  AL CN; SV Fort +9, Ref +3, Will +2; Str 18, Dex 14, Con 16, 
  Int 12, Wis 10, Cha 14. 
   
  Skills and Feats: Jump +15, Listen +5, Spot +5; Cleave, 
  Exotic Weapon Proficiency (bastard sword), Improved 
  Critical (bastard sword), Greater Weapon Focus (bastards 
  sword), Power Attack, Weapon Focus (bastard sword), 
  Weapon Specialisation (bastard sword) 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell 
   
  Possessions: +1 splint mail, +1 heavy steel shield, +1 
  bastard sword, +1 heavy crossbow, 20 bolts, potion of cure 
  serious wounds, potion of heroism, potion of invisibility, 
  potion of cat’s grace, 5 gp. 
   
  �Warlord Lugdredd, male half-euroz Ftr8: CR 8; Medium 
  humanoid; HD 8d10+24; hp 76, Init +2; Spd 30 ft.; AC 21, 
  touch 12, flat-footed 18; Base Atk +8/+3; Grp +12; Atks +15 
  melee (1d10+7/17-20, +1 bastard sword) or +11 ranged 
  (1d10+1/x3, +1 heavy crossbow); Full Atk +15/+10 melee 
  (1d10+7/17-20, +1 bastard sword) or +11/+6 ranged 
  (1d10+1/x3, +1 heavy crossbow); Space/Reach 5 ft./ 5 ft.; 
  AL CN; SV Fort +9, Ref +3, Will +2; Str 18, Dex 14, Con 16, 
  Int 12, Wis 10, Cha 14. 
   
  Skills and Feats: Jump +15, Listen +5, Spot +5; Cleave, 
  Exotic Weapon Proficiency (bastard sword), Improved 
  Critical (bastard sword), Greater Weapon Focus (bastards 
  sword), Power Attack, Weapon Focus (bastard sword), 
  Weapon Specialisation (bastard sword) 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell 
   
  Possessions: +1 splint mail, +1 heavy steel shield, +1 
  bastard sword, +1 heavy crossbow, 20 bolts, potion of cure 
  serious wounds, potion of heroism, potion of invisibility, 
  potion of cat’s grace, 5 gp. 
   
  Encounter Seven: Shades of Grey  
  �Jedurek, male half-orc Ftr11; CR 11; Medium humanoid; 
  HD 11d10+22; hp 92; Init +2; Spd 30 ft.; AC 23, touch 11, 
  flatfooted 22; Base Atk +11/+6; Grp +16; Atk +18 melee 
  (1d8+9/x3, +2 orc double axe) or +13 ranged (1d8+4, 
  mighty composite longbow +4); Full Atk +18/+18/+13 
  melee (1d8+9/x3, +2 orc double axe) or +13 ranged (1d8+4, 
  mighty composite longbow +4); Space/Reach 5 ft./ 5 ft.; SQ 
  Darkvision; AL LE; SV Fort +9, Ref +3, Will +4; Str 20, Dex 
  15, Con 14, Int 14, Wis 12, Cha 16. 
   
  Skills and Feats: Ride +10, Intimidate +17, Knowledge 
  (history) +10, Sense Motive +15; Cleave, Diehard, 
  
  ONW4-03 Greatest Enemy 
   
  Page 39 
  Endurance, Great Cleave, Greater Weapon Focus (orc 
  double axe), Leadership, Power Attack, Two Weapon 
  Fighting, Weapon Focus (orc double axe), Weapon 
  Specialization (orc double axe). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: +2 wounding orc double axe, mighty 
  composite longbow +4, arrows (20), +2 full plate, potion of 
  invisibility, potion of cure critical wounds, potion of bull’s 
  strength, potion of heroism, ring of protection +2, 12 gp 
   
  �Euroz Guards: male orc War1/Barb6; CR 6; Medium 
  humanoid; HD 1d8+2 plus 6d12+12; hp 69; Init +0; Spd 40 
  ft.; AC 15, touch 10, flat-footed 15; Base Atk +7/+2; Grp +11; 
  Atk +12 melee (2d6+7/x3, +1 great axe) or +8 ranged 
  (1d10/x3, masterwork heavy crossbow); Full Atk Atk +12 
  melee (2d6+7/x3, +1 great axe) or +8 ranged (1d10/x3, 
  masterwork heavy crossbow); Space/Reach 5 ft./5 ft.; SA 
  Rage 2 /day; SQ Darkvision 60 ft., light sensitivity; AL CE; 
  SV Fort +8, Ref +2, Will +1; Str 18, Dex 11, Con 14, Int 8, 
  Wis 9, Cha 6. 
   
  Skills and Feats: Intimidate +11, Jump +16; Point 
  Blank Shot, Power Attack, Cleave 
   
  Improved Uncanny Dodge (Ex): At 5
  th level you can 
  no longer be flanked 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell 
   
  Uncanny Dodge (Ex): At 2nd level, a barbarian retains 
  his Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker. However, he still 
  loses his Dexterity bonus to AC if immobilized. 
   
  Trap Sense (Ex): Starting at 6th level, a barbarian gains 
  a +2 bonus on Reflex saves made to avoid traps and a +2 
  dodge bonus to AC against attacks made by traps. 
   
  Possessions: +1 scale mail armour, +1 great axe, 
  masterwork heavy crossbow, 40 masterwork bolts, potion 
  of cure serious wounds 
   
  OR 
   
  �Jornal Surearm: male human, Ftr1/Rog11; CR 12; 
  Medium humanoid: HD 1d10+2 plus 11d6+22; hp 78; Init 
  +6; Spd 30 ft; AC 21, touch 15, flat-footed 16; Base Atk 
  +9/+4; Grp +10; Atk +17 melee (1d6+3, +2 rapier) or +14 
  ranged (1d6+1, shortbow); Full Atk +17/+12 melee (1d6+3, 
  +2 rapier) or +14/+9 ranged (1d6+1, shortbow); SA sneak 
  attack +6d6; SQ Crippling strike, evasion, trapfinding, 
  trapsense +3, improved uncanny dodge; AL CN; SV Fort +7 
  Ref +12 Will +3; Str 12, Dex 21, Con 14, Int 13, Wis 10, Cha 
  8. 
   
  Skills and Feats: Balance +19, Bluff +17, Climb +19, 
  Hide +19, Listen +14, Move Silently +19, Open Locks +19, 
  Spot +14, Tumble +19; Combat Expertise, Improved Feint, 
  Point Blank Shot, Weapon Finesse, Weapon Focus (rapier) 
   
  Evasion (Ex): Starting at 2
  nd level, if a rogue makes a 
  successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save, he takes 
  no damage. 
   
  Trap Sense (Ex): Starting at 6th level, a rouge gains a 
  +2 bonus on Reflex saves made to avoid traps and a +1 
  dodge bonus to AC against attacks made by traps. 
   
  Improved Uncanny Dodge (Ex): At 8th level, a rogue 
  retains his Dexterity bonus to AC (if any) even if he is 
  caught flat-footed or struck by an invisible attacker. 
  However, he still loses his Dexterity bonus to AC if 
  immobilized. Can no longer be flanked.  
   
  Crippling Strike (Ex): Sneak attacks deal 2 points of 
  Strength damage as well as regular damage 
   
  Possessions: +2 rapier, +1 studded leather armour, 
  shortbow, 20 masterwork arrows, silver dagger, amulet of 
  natural armour +2, gauntlets of dexterity +2, potion of cure 
  light wounds, potion of cat’s grace, 59 gp  
   
  �Wreckers: male human Rog6; CR 6; Medium humanoid; 
  HD 6d6+12; hp 38; Init +6; Spd 30 ft; AC 17, touch 13, flat-
  footed 14; Base Atk +4; Grp +5; Atk +8 melee (1d6, 
  masterwork short sword) or +7 ranged (1d6, shortbow); 
  Full +8 melee (1d6, masterwork short sword) or +7 ranged 
  (1d6, shortbow); SA, sneak attack +3d6; SQ Evasion, 
  trapfinding, trap sense +2, uncanny dodge; AL CN; SV Fort 
  +3 Ref +7 Will +1; Str 12, Dex 17, Con 14, Int 13, Wis 10, 
  Cha 8. 
   
  Skills and Feats: Balance +13, Bluff +10, Climb +10, 
  Hide +13, Listen +9, Move Silently +13, Open Locks +13, 
  Spot +9, Tumble +13; Dodge, Improved initiative, Weapon 
  Finesse, Weapon Focus (shortsword) 
   
  Trap Sense (Ex): Starting at 6th level, a rogue gains a 
  +2 bonus on Reflex saves made to avoid traps and a +1 
  dodge bonus to AC against attacks made by traps. 
   
  Evasion (Ex): Starting at 2
  nd level, if a rogue makes a 
  successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save, he takes 
  no damage. 
   
  Uncanny Dodge (Ex): At 2nd level, a rogue retains his 
  Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker. However, he still 
  loses his Dexterity bonus to AC if immobilized. 
   
  Possessions: +1 studded leather armour, masterwork 
  short sword, short bow, 20 arrows, dagger, potion of cat’s 
  grace 
  
  ONW4-03 Greatest Enemy 
   
  Page 40 
  Appendix 2: New Rules 
  From Living Greyhawk Journal, Dungeon 106.  
   
  Overseer 
  Tiny Aberration 
  Hit Dice: 2d8 (9hp) 
  Initiative: +2 
  Speed: 2ft. (4 squares) 
  Armour Class: 15 (+2 size, +2 Dex, +1 natural), touch 14, 
  flat-foot 13 
  Base Attack/Grapple: +1/-9 
  Attack: Bite +5 melee (1d4-2) 
  Full Attack: Bite +5 melee (1d4-2) 
  Space/Reach: 2 ½ ft./0 ft 
  Special Attacks: Attach, death grip, domination 
  Special Qualities: Invisibility 
  Saves: Fort +0, Ref +2, Will +3 
  Abilities: Str 6, Dex 14, Con 11, Int 12, Wis 11, Cha 18 
  Skills: Climb +1, Hide +13 (+18 when attached), Move 
  Silently +5, Search +4, Spot +3 
  Feats: Weapon Finesse 
  Environment: Any Land 
  Organisation: Solitary 
  Challenge Rating: 1 
  Treasure: None 
  Alignment: Always Lawful Neutral 
  Advancement: 3-6 HD (Small) 
  Level Adjustment: - 
   
  The overseer is an insectoid parasite that enforces the will 
  of the Scarlet Sign upon those it infests. 
  The ever-industrious priests of Bralm created the overseer 
  using fell ritual to shape sacred ants to their insidious ends. 
  Through the will of the Toiling Lady, these creatures 
  become horrors used to dominate and control the weak-
  minded. Often, if an ally or dupe of the Scarlet Sign shows 
  any sign of discontent or excessive free will, the red 
  brothers attempt to implant one of these fell creatures onto 
  the unwitting victim. 
  The Overseer resembles a red-hued ant, with a pair of 
  elongated biting pincers and six often-writhing feelers. Its 
  sole purpose is to latch onto the body of its intended victim 
  with its pincers. Once the overseer bites its victim, it can 
  exert a domination effect through its feelers. The overseer’s 
  ability to become invisible at will when attached to a victim 
  is its defence mechanism. Its last line of defence is the 
  death grip of its feelers. Removing the overseer from a 
  dominated victim may in fact kill the unfortunate host. 
  Overseers speak Common and Ancient Suloise 
   
  Combat: 
  These vicious creatures are usually concealed within the 
  robes of their Scarlet Masters. They are most effective 
  against un-armoured and sleeping victims, but have a 
  remarkable affinity for hiding and striking from ambush. 
  Generally, an attached overseer prefers to remain invisible, 
  but if this is not possible it attempts to hide on its victim’s 
  body or inside its clothing, never loosing contact with its 
  victim. If forced into melee, overseers tend to flee, having 
  little offensive capability when surprise is not on their side. 
  Attach (Ex): If an overseer hits a victim with its biting 
  pincers, it automatically attaches itself toe victim’s body. 
  An attached overseer looses its Dexterity bonus to its 
  Armour Class and its considered flat-footed. 
  Death Grip (Su): After it has successfully attached itself to a 
  victim, killing or removing an overseer can also slay the 
  host. If the overseer is killed or removed it inflicts on he 
  hose 1d6 points of damage per hour it has been attached 
  (minimum of 1d6 and maximum of 10d6). This damage is 
  raw magical damage and not subject to damage reduction 
  or energy resistance. A successful Fortitude saving throw 
  (DC 11) halves the damage done. This save DC is 
  constitution based. 
  Domination (Su): An attached overseer may attempt to 
  dominate its victim using its feelers. The victim must make 
  a Will save (DC 15), or be dominated as per the dominate 
  monster spell. The link between host and overseer is 
  telepathic. The save DC is Charisma-based. 
  Invisibility (Su): The overseer, when attached to a host can 
  become invisible, as per the spell invisibility, as a free 
  action. Every time the overseer issues an order to a 
  dominated host, the overseer must make a Will save (DC 
  10) to avoid becoming visible. 
  Skills: Overseers gain a +5 circumstance bonus to hide 
  checks while attached to a host. 
   
   
   
   
  
  ONW4-03 Greatest Enemy 
   
  Page 41 
   
  Appendix 3: Maps 
   
   
   
   
  Secret entrance
  North Guardroom 
  South Guardroom
  Portcullii 
  Stairs up
  Stairs up
  Shaft down 
  Stairs 
  Winch  
  platform
  Jedurek’s Retreat
  Upper Level 
  Jedurek’s Retreat
  Lower Level 
  Shaft up
  Jedurek’s Chamber
  Stone Doors
  Exi
  Alcove
  Alcove
  Alcove
  Alcove
  Table
  Scale: 
  Square = 5 ft. x 5 ft. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/ONW (Onnwal)/ONW4-03 The Greatest Enemy (3E).pdf