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  BANDIT KINGDOMS MERCENARIES 
  596CY  
   
  JANUARY 1ST, 2006 
   
   
   
  The Bandit Kingdoms Triad would like to thank the following people for their assistance in developing this document: 
  Dan Hass, Ken Jenks, Leah Johnson, Derrick Mayfield, Bill Oppenlander, Keith Symcox and Chris Wise.
    
  Bandit Kingdoms Triad − Meta−Campaign  
  Casey Brown 
  Bandit Kingdoms Triad − Point of Contact 
   
  Britt Frey 
  Bandit Kingdoms Triad − Plots  
   
   
   
  Austin “Theo” Judd 
  
   
  DOCUMENT OVERVIEW 
  The Bandit Kingdoms Mercenaries is designed to 
  aid our players with two tasks: 1) to create 
  balanced tables when less than five PCs 
  (including cohorts) are able to play, 2) 
  expanding the regional flavor to help players 
  further enjoy the setting. After all, the Bandit 
  Kingdoms is a land of mercenaries, and we are 
  proud to present new rules for incorporating 
  our region’s unique nature into the Living 
  Greyhawk playing experience.  
   
  The rules presented in this document are designed to be 
  used during Bandit Kingdoms regional events. There are 
  three exceptions to this: these NPCs may NOT be hired 
  during Bandit Kingdoms Interactives, Introductory or 
  Special Mission scenarios. Mercenaries may NOT be 
  hired to help a table that is playing a Core event, unless 
  that event specifically takes place within the Bandit 
  Kingdoms region. These NPCs may not be hired for use in 
  any out−of−region event.  
   
  The Bandit Kingdoms Mercenaries document acts as 
  Regional Documentation (see the glossary of the LGCS) 
  for allowing players to hire these NPCs during Bandit 
  Kingdoms regional events. 
   
  Bandit Kingdoms regional event: This is any regional 
  event approved by the Bandit Kingdoms Triad. This 
  includes the following: Bandit Kingdoms regional 
  scenarios (BDKx−yy) and Iuz’s Border States meta−
  regional events (IUZx−yy) that take place inside the 
  Bandit Kingdoms region. 
   
  HOW IT WORKS 
  Tables that start the event with four characters are now 
  able to hire one of the mercenaries presented in this 
  document. Tables of five or six PCs (including cohorts) 
  may not. At no point in time may a table exclude a player 
  simply so that they may bring along a mercenary! 
   
  At no time may a party hire an NPC whose level is higher 
  than their final Average Party Level (APL) calculation. 
  Only one NPC may be hired for an event. The players 
  MUST decide if they are going to hire a NPC before they 
  start the event. 
   
  Each 
  Mercenary 
  will 
  have 
  different 
  “Hiring 
  Requirements”. Some may require that one of the PCs be 
  a member of a specific meta−organziation, some may 
  require that one of the PCs have an Influence Point with a 
  specific meta−organization, and some may just require 
  gold. Each NPC’s write−up will clarify what it requires 
  for the PCs to be able to hire them.  
   
  Once a decision has been made by a party to hire an NPC, 
  it is their responsibility to provide a copy of this page (if 
  the judge is unfamiliar with the Bandit Kingdoms 
  Mercenaries document) and the chosen NPC to 
  their judge. For the remainder of the event, the 
  hired NPC is under the control of the judge. The 
  judge may choose to allow a player to control the 
  hired NPC, but the judge ALWAYS has final say of 
  the actions of the hired NPC. 
   
  Example: Adam, Bob, Carol, and Dave each have 
  a 6th level PC, but none of their PCs is a rogue. 
  Worried about encountering traps during the event that 
  they are about to start, they tell the judge that they 
  would like hire the 6th level rogue from the Rookroost 
  Thieves Guild and present to the judge a copy of that NPC 
  from this document. The judge verifies that the PCs can in 
  fact hire this NPC, and they start the event. 
   
   
  The NPCs come equipped with gear that belongs to them. 
  They will not allow the PCs to sell their gear, use their 
  expendables, or borrow any of their items. The NPCs will 
  accept items loaned to them for the duration of an event. 
  In this event, it is the players’ responsibility to accurately 
  adjust the NPC’s stats to reflect any new bonuses. 
   
  Payment for the NPCs must come from the party, and 
  MAY NOT come from “over−the−cap” gold. Payment for 
  the NPC must be recorded in the “Other Coin Spent” box 
  on the AR of each PC who chips in to pay for the NPC’s 
  services. 
   
  The NPC mercenaries are NOT cannon fodder. Judges are 
  expected to play them intelligently, based on the NPC’s 
  alignment, strengths and weaknesses. Should a NPC die a 
  recoverable death, the PCs will be held responsible for 
  returning 
  the 
  NPC’s 
  body 
  and 
  gear 
  (including 
  expendables) to the appropriate meta−organization. 
  There are no in−game mechanics that may allow the 
  players to ignore this rule in order to keep an item. Each 
  NPC write−up includes rules for handling that NPC’s 
  death. Over−the−cap gold MAY be used to help raise a 
  mercenary from the dead, at the end of an event, if the 
  judge determines that the party earned treasure 
  exceeding the cap. Should any of the NPCs suffer an 
  irrecoverable death, the Triad should be contacted by the 
  judge as soon as possible after the event’s conclusion. 
   
  A note about NPC stat−blocks: Being members of various 
  Bandit Kingdoms meta−organizations (possibly including 
  being Wanted! by the Church of Iuz), the NPC 
  mercenaries receive various skill bonuses or penalties just 
  as PC members of these organizations do. To avoid the 
  need of having the meta−ARs attached to each NPC, 
  entries 
  are 
  included 
  to 
  inform 
  judges 
  of 
  what 
  Circumstances earn the NPCs bonuses or penalties, and 
  to which skills. Unless otherwise noted, these modifiers 
  are NOT already computed into the NPCs’ stats.
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   Bandit Kingdoms Mercenaries 596CY 
  
   
  Meta−organization.............................................................................................level of NPC
   
  Army of the Warfields .......................................................................................................... 2 
  Defenders of the Greenkeep ................................................................................................ 2 
  Johrase Mercenaries ............................................................................................................ 2 
  Morannon Keep .................................................................................................................... 2 
  The Principality of Redhand ................................................................................................ 2 
  Rookroost Thieves’ Guild ..................................................................................................... 2 
   
  Brotherhood of the Sundered Axe....................................................................................... 4 
  Dimre, Grand Theocracy of ................................................................................................. 4 
  Forts Hendricks and Scorn................................................................................................... 4 
  Hallorn Fencing Academy.................................................................................................... 4 
  Men of the Rift...................................................................................................................... 4 
  Moskol’s Legion .................................................................................................................... 4  
  Old Faith Druids of the Northern Reaches ......................................................................... 4 
   
  Circle of Crimson Stone ....................................................................................................... 6 
  Dazark Orcs........................................................................................................................... 6 
  Death Cultists........................................................................................................................ 6 
  Fanlareshen Sylvan Elves ..................................................................................................... 6 
  Hellstone Tower.................................................................................................................... 6 
  The Northern Alliance.......................................................................................................... 6 
  Rookroost Thieves’ Guild ..................................................................................................... 6 
  The Western Reaches............................................................................................................ 6  
   
  Dirty Dog Tavern.................................................................................................................. 8 
  Red Planks ............................................................................................................................. 8 
   
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   Bandit Kingdoms Mercenaries 596CY 
  
   
  Army of the Warfields NPC 
  arshal can 
  roject a maj
  teel, hammer, 1 lb. soap, 
  Having 
  in
  e 
  army as an officer.
   bit bossy at times 
  during a b
  nd there, 
  nefits and Limitations 
  nus to Knowledge (history) checks made 
   Pvt. Andersen receives a +1 
  ircumstance bonus to the following skill checks made 
  h 10, 
   tabard (Army of the 
  Warfields), bit and bridle, military saddle, saddlebags 
  (feed [10], bucket, crowbar, iron pot, trail rations [5], 50 
  ft. hemp rope, sack, sledge, shovel). 
  Hiring Requirements: To hire Private Andersen, one of 
  the PCs must meet one of the following criteria: 
  • 
  Be a member of the Army of the Warfields, 
  • 
  Be a Citizen of the Western Reaches, 
  • 
  Spend one Influence Point with the Army of the 
  Warfields, the Western Reaches, or Guardian General 
  Hok, 
  • 
  Be a resident of Hallorn with property (certed). 
  Cost: Private Andersen charges 16 sp per day for his 
  services plus expenses (food, lodging, tolls, etc.). This 
  rate is doubled for the entire contract if he is placed into 
  any dangerous situation. 
  In the event of death: PCs must pay 20% of the cost of a 
  raise dead spell. 
   
  Private 
  Andersen: 
  Male 
  human 
  (Flan) 
  Marshal2 
  (Kelanen); CR 2; Medium humanoid (human); HD 2d8+4; 
  hp 17; Init −1; Spd 20 ft. (x3); AC 20, touch 9, flat−footed 
  20 (+7 armor, −1 Dex, +4 shield); BAB: +1; Grp: +2; Atk +1 
  melee (1d8+1/19−20, mwk longsword); SA Minor aura 
  (master of tactics), major aura +1 (motivate attack); AL 
  N;  
  SV Fort +5, Ref −1, Will +3.  
  Str 13, Dex 8, Con 14, Int 12, Wis 10, Cha 15.  
   
  Skills and Feats: Diplomacy +12, Handle Animal +7, 
  Knowledge (nobility and royalty) +6, Ride +6, Spot +5; 
  Skill Focus (Diplomacy)B, Mounted Combat, Tower Shield 
  ProficiencyB .  
   
  Languages: Abyssal, Common, Flan, Infernal, Old 
  Oeridian, Orc, Rhopan. 
   
  Weapon and Armor Proficiency: Marshals are 
  proficient with all simple and martial weapons, with all 
  types of armor (heavy, medium, light), and with shields 
  exc
  (
  ept tower shields). 
   
  Auras (Ex): The Marshal may project one minor and 
  (starting at 2nd level) one major aura at a time. 
  Projecting an aura is a swift action. The aura remains in 
  effect until the marshall uses a free acton to dismiss it or 
  activates another aura of the same kind (major or minor). 
  A marshal can have an aura active continually; thus, an 
  aura can be in effect at the start of a combat encounter 
  en
  ev
   before the marshal takes his first turn. 
   
  Unless otherwise noted, a marshal’s aura affects all 
  allies within 60 feet (including himself) who can hear the 
  marshal. An ally must have an Intelligence score at least 3 
  or higher and be able to understand the marshal’s 
  language to gain the bonus. A marshal’s aura is dismissed 
  if he is dazed, unconscious, stunned, paralyzed, or 
  e
  oth rwise unable to be heard or understood by his allies. 
   
  All bonuses granted by a marshal’s auras are 
  Circumstance bonuses that do not stack with each other. 
   
  Minor Aura: A minor aura lets allies add the 
  marshal’s Charisma bonus (if any) to certain rolls. 
  Master of Tactics: Bonus on damage rolls when flanking. 
   
  Major Aura: Beginning at 2nd level, a m
  p
  or aura in addition to his minor aura. A 
  Major aura lets allies add +1 to certain rolls.  
  Motivate Attack: Bonus on melee attack rolls. 
   
  Possessions: explorer’s outfit, half−plate, mwk tower 
  shield, 
  mwk 
  longsword, 
  lance, 
  dagger, 
  composite 
  longbow (+1 Str bonus), 20 arrows, backpack (bedroll, 
  winter blanket, flint and s
  waterskin [3], whetstone), belt pouch (potion of cure 
  light wounds, signal whistle, 10 gp), tabard (Army of the 
  Warfields), heavy warhorse. 
   
  Description: At 20 years old, Private Andersen is a 
  rising young soldier in the Army of the Warfields. 
  jo
  ed the Army of the Warfields after the Siege of 
  Hallorn, he showed promising leadership skills and a gift 
  for learning new languages during basic training. 
   
  Private Andersen is very keen to see the outside 
  world. His duties have taken him throughout the 
  Warfields, but he has never been farther from Hallorn 
  than a few days’ ride. He is eager to prove himself as a 
  solid tactical leader, and hopes that his adventuring 
  experience will help him as he persues a career in th
   As such, he can be a
  attle, as he orders “his men” here a
  trying to give them the tactical edge they need to win. 
  WCI Score: 0 (n/a) 
  Meta−org Be
   
  Enmity of the Tangles Druids: Pvt. Andersen suffers a 
  –4 Circumstance penalty to Diplomacy checks made 
  against Tangles Druids. 
   
  The Glory of War: Pvt. Andersen receives a +1 
  Circumstance bo
  regarding war, tactics, etc. He also receives a +1 
  Circumstance bonus to Perform (drum) checks made 
  during a battle. 
   
  Dragoon Pride:
  C
  when on the back of a warhorse: Handle Animal, 
  Intimidate and Ride. 
   
   
  Steel: male heavy warhorse; hp 44; AC 18, touc
  flat−footed 17 (+4 armor, +1 Dex, +4 natural, −1 Size); see 
  Monster Manual page 273. 
   
  Tricks: Attack x2, come, defend, down and heel. 
   
  Possessions: chain shirt barding,
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   Bandit Kingdoms Mercenaries 596CY 
  
   
  Brotherhood of the Sundered Axe NPC 
  Hiring Requirements: To hire Lendin, one of the PCs must 
  meet one of the following criteria: 
  • 
  Be a member of the Brotherhood of the Sundered 
  Axe, 
  • 
  Spend an Influence Point with the Brotherhood of the 
  Sundered Axe. 
  Special: All of the PCs must swear not to reveal anything 
  about Lendin to forces loyal to Iuz or Prince Zeech. None 
  of the PCs may be a Defender of Morannon. None of the 
  PCs may detect as evil. 
  Cost: Lendin charges 16 sp per day for his services plus 
  expenses (food, lodging, tolls, etc.). This rate is doubled 
  for the entire contract if he is placed into any dangerous 
  situation. 
  In the event of death: PCs must pay 40% of the cost of a 
  raise dead spell. 
   
  Lendin de Varcy: Male human Pal4 (Heironeous); CR 4; 
  Medium humanoid (human); HD 4d10+4; hp 32; Init −1; 
  Spd 20 ft. (x3); AC 20, touch 9, flat−footed 20 (+9 
  armor, −1 Dex, +2 shield); BAB: +4; Grp: +7; Atk: +8 melee 
  (1d8+3/x3, mwk battleaxe) or +4 ranged (1d8+3/x3, mwk 
  composite longbow [+3 Str bonus]);  SA Smite evil 1/day 
  (+3 to hit, +4 plus 1d6 damage), turn undead 5/day (as a 
  1st level cleric; 1d20+5/2d6+4); SQ Aura of good, detect 
  evil, divine grace, lay on hands, aura of courage, divine 
  health; AL LG;  
  SV Fort +7, Ref +2, Will +4.  
  Str 16, Dex 8, Con 12, Int 10, Wis 13, Cha 14.  
   
  Skills 
  and 
  Feats: 
  Diplomacy 
  +12, 
  Knowledge 
  (religion) +5, Ride +6, Sense Motive +3; Divine Might*, 
  Improved Smiting*, Power AttackB. 
   
  Languages: Common. 
   
  Possessions: +1 fullplate, mwk battleaxe, mwk heavy 
  steel shield, mwk composite longbow (+3 Str bonus), 40 
  arrows, dagger, backpack (bedroll, winter blanket, flint 
  and steel, iron pot, trail rations [5], waterskin [3], 
  whetstone), belt pouch (potion of cure light wounds [2], 
  silver holy symbol of Heironeous, 20 gp). 
   
  Description: Lendin de Varcy is a handome man 30 
  years of age. A native of Redhand, his family was very 
  influential in the region before Prince Zeech broke with 
  the Shield Lands. Lendin survived the Prince’s early 
  purges of loyal Hieroneans and Shield Landers by being 
  sent to live with relatives in the Shield Lands. It was 
  during this time that he answered the Archpaladin’s call. 
   
  After years of battling the Old One’s forces in the 
  Shield Lands, Lendin has returned home to help make 
  Redhand a better place. He is very aware of the dangers 
  that the Old One’s minions present for him, as well as the 
  danger he faces should his loyalties be discovered by 
  Prince Zeech’s forces. He is brave, but pragmatic, 
  knowing that it is better to live to fight another day than 
  it is to become a martyr. 
  WCI Score: 2 (Dissenter) 
   
  It’s Him!: Minions of Iuz receive a +2 bonus on Spot 
  checks made to recognize Lendin in disguise, as they have 
  seen his likeness on a Wanted! poster. Lendin should not 
  enter a church of Iuz to purchase spells unless well 
  disguised (Disguise check DC 25). 
   
  You won’t talk your way out of this one!: Lendin 
  suffers a −2 Circumstance penalty to Diplomacy checks 
  with minions of Iuz. Only minions that recognize his true 
  identity are subject to this effect. Minions will have an 
  Unfriendly attitude towards him at the minimum, and 
  may try to capture him. 
   
  Eyes in the Back of your Head: Lending gains a +1 
  Circumstance bonus to Listen, Sense Motive, and Spot 
  checks made against the minions of Iuz. 
  Meta−org Benefits and Limitations 
   
  Coastal Life: Lendin receives a +4 Circumstance 
  bonus on Swim checks made in the Nyr Dyv or 
  Artonsamay River.  
   
  Strength of Purpose: Lendin must take every 
  reasonable opportunity to oppose the false Prince Zeech 
  and to support the political return of the Principality of 
  Redhand back to the Shield Lands. 
   
  Redhand 
  Familiarity: 
  Lendin 
  receives 
  a 
  +4 
  Circumstance bonus to Bluff, Diplomacy, Disguise, 
  Forgery, Gather Information and Knowledge (local – Iuz’s 
  Border States) checks made when in the Principality of 
  Redhand. 
   
  Divine Might [Divine] (CW pg. 106) 
  You can channel energy to increase the damage you deal 
  in combat. 
  Prerequisites: Str 13, turn or rebuke undead ability, 
  Power Attack. 
  Benefit: As a free action, spend one of your turn or 
  rebuke undead attempts to add your charisma bonus to 
  your weapon damage for 1 full round. 
   
  Improved Smiting [General] (CD pg. 82) 
  Your smite attacks deal more damage to specific foes, 
  and can damage creatures with alignment−based damage 
  reduction. 
  Prerequisites: Cha 13, smite ability. 
  Benefit: Whenever you make a smite evil attack, your 
  attack overcomes damage reduction as if it were good aligned, 
  and you deal an extra +1d6 points of damage to evil targets.
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   Bandit Kingdoms Mercenaries 596CY 
  
   
  Circle of the Crimson Stone NPC 
  refuses to talk a
  r whip scars, or 
  nter) 
  ards Sourstis at the minimum. Only minions 
  at
   Back of your Head: Sourstis gains a +2 
   event text or if 
  the judge d
  e Triad if 
  nizes her as 
  date, Jump, Perform (weapon drill) 
  and Tumble checks made when fighting in front of a 
  crowd of spectators. 
  Hiring Requirements: To hire Sourstis, one of the PCs 
  must meet one of the following criteria: 
  • 
  Be a member of the Circle of Crimson Stone, the 
  Death Cultists, or the Hallorn Fencing Academy, 
  • 
  Spend one Influence Point with the Circle of Crimson 
  Stone, 
  • 
  Be a resident of Hallorn with property (certed). 
   Cost: Sourstis charges 24 sp per day for her services plus 
  expenses (food, lodging, tolls, etc.). This rate is doubled 
  for the entire contract if she is placed into any dangerous 
  situations. 
  In the event of death: PCs must pay 60% of the cost of a 
  raise dead spell. 
   
  Sourstis: Female half−elf Ftr6 (Kord); CR 6; Medium 
  humanoid (half−elf); HD 6d10+12; hp 52; Init +1; Spd 20 
  ft. (x3); AC 19, touch 11, flat−footed 18 (+8 armor, +1 
  Dex); BAB: +6; Grp: +9; Atk +10 melee (2d4+6/x2, +1 
  spiked chain); Full Att +10/+5 melee (2d4+6/x2, +1 spiked 
  chain); Space/Reach 5 ft./10 ft.; SA Disarm (+14), trip 
  (+10 melee touch/Str check +6); SQ Immune to sleep, 
  low−light vision, +2 saves vs. Enchantment; AL CG;  
  SV Fort +8, Ref +4, Will +2.  
  Str 15, Dex 12, Con 14, Int 14, Wis 8, Cha 10.  
   
  Skills and Feats: Craft (weaponsmith) +8, Diplomacy 
  +2, Gather Information +2, Intimidate +9, Listen +0, 
  Perform (weapon drill) +11.5, Ride +10, Search +3, Spot 
  +0; Combat Expertise, Combat ReflexesB, Exotic Weapon 
  Proficiency (Spiked Chain)B, Improved Disarm, Improved 
  Trip, 
  Weapon 
  Focus 
  (Spiked 
  Chain)B, 
  Weapon 
  Specialization (Spiked Chain)B.  
   
  Languages: Common, Elven, Flan, Old Oeridian. 
   
  Possessions: explorer’s outfit, mwk fullplate, +1 
  spiked chain, cloak of resistance +1, spiked chain, 
  backpack (bedroll, disguise kit, winter blanket, flint and 
  steel, hammer, iron pot, trail rations [5], 50 ft. hemp 
  rope, sack, 1 lb. soap, torch [10], waterskin [3], 
  whetstone), belt pouch (potion of enlarge person  [CL 
  1st], potion of cure light wounds [3], 30 gp). 
   
  Description: A resident of Hallorn, this 33−year−old 
  half−elf is no stranger to adventuring and combat. 
  Standing 5’5”, and weighing 140 lbs, she is tall and 
  muscular for a half−elf. A helmet protects her short, 
  brown hair and green eyes, while her well−kept armor 
  protects her fair skin. When not wearing her helmet, her 
  green eyes can be seen dancing with mirth, intelligence, 
  and curiosity. She enjoys having a friendly, non−lethal 
  practice bout before breakfast when she trusts her 
  traveling companions, and thus prefers to take last watch. 
   
  In battle, she prefers to frustrate opponents by 
  tripping them, disarming them, or fighting defensively. If 
  she feels that she has an opponent at her mercy (such as 
  prone and near death), she will seek to subdue that 
  opponent into unconsciousness. Mercy is thrown away, 
  however, when she is fighting the orc−blooded. She 
  bout her hatred of orcs, he
  her experience in the Silver Mines. 
  WCI Score: 3 (Disse
   
  It’s Her!: Minions of Iuz receive a +2 bonus on Spot 
  checks made to recognize Sourstis. 
   
  You won’t talk your way out of this one!: Sourstis 
  suffers a −2 Circumstance penalty to Diplomacy checks 
  with minions of Iuz. Minions will have an Unfriendly 
  attitude tow
  th
   recognize Sourstis’ true identity are subject to this 
  effect. 
   
   
  Eyes in the
  Circumstance bonus to Spot and Listen checks against the 
  minions of Iuz. 
   
  Your Work Must Continue: Sourstis’ remains (if any) 
  are automatically considered recovered during a regional 
  event. This effect may be overridden by
  eems it reasonable. Please contact th
  Sourstis suffers an unrecoverable death. 
  Meta−org Benefits and Limitations 
   
  Iuzians are Scum: Sourstis suffer a −2 Circumstance 
  penalty to all Bluff and Diplomacy checks made when 
  dealing with Iuz officials. If an Iuzian recog
  Wanted, the Diplomacy penalty rises to −4  (see “You 
  won’t talk your way out of this one!” above). 
   
  Combat Master: Sourstis receives a +2 Circumstance 
  bonus 
  to 
  Balance, 
  Bluff 
  (combat 
  feint 
  only), 
  Concentration, Intimi
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   Bandit Kingdoms Mercenaries 596CY 
  
   
  Dazark Orc NPC 
  Hiring Requirements: To hire Tosk, one of the PCs must 
  meet one of the following criteria: 
  • 
  Spend one Influence Point with the Dazark Orcs, 
  • 
  Be a member of the Dazark Orcs, Defenders of the 
  Greenkeep, Fanlareshen Elves, or Forts Hendricks 
  and Scorn. 
  Special: None of the PCs may be a member of the Bandits 
  of Greenkeep or the Death Cultists. 
  Cost: Tosk charges a rate of 24 sp per day for his services 
  plus expenses (food, lodging, spell components, tolls, 
  etc.). The rate is doubled for the entire contract if he is 
  placed into any dangerous situation. 
  In the event of death: PCs must pay 60% of the cost of a 
  raise dead spell. 
   
  Tosk: Male orc Bbn5/Rgr1 (Bahgtru); CR 6; Medium 
  humanoid (orc); HD 5d12+10 plus 1d8+2; hp 57; Init +1; 
  Spd 30 ft. (x4); AC 15, touch 11, flat−footed 15 (+4 armor, 
  +1 Dex); BAB: +6; Grp: +12; Atk: +13 melee (1d8+9/x3, 
  mwk longspear) or +7 ranged (1d8+6/x3, spear); Full Atk: 
  +13/+8 melee (1d8+9/x3, mwk longspear) or +7/+2 
  ranged (1d8+6/x3, spear); Space/Reach: 5 ft./10 ft. (with 
  longspear); SA Favored enemy +2 (humans); SQ 
  Darkvision 60 ft., light sensitivity, fast movement, rage 
  2/day, improved uncanny dodge, trap sense +1, wild 
  empathy −1; AL CN;  
  SV Fort +8, Ref +4, Will +1.  
  Str 22, Dex 13, Con 14, Int 8, Wis 10, Cha 6.  
   
  Skills and Feats: Hide +4, Intimidate +6, Listen +9, 
  Survival +9; TrackB, Power Attack, Cleave, Reckless 
  Rage*. 
   
  Languages: Common, Orc. 
   
  Possessions: explorer’s outfit, gauntlets of ogre 
  power, +1 hide armor, mwk longspear, spear (2), dagger, 
  backpack (bedroll, winter blanket, crowbar, fishhook [5], 
  flint and steel, hammer, iron pot, portable ram, sack, 
  sledge, shovel, waterskin [3], whetstone), belt pouch 
  (potion of cure light wounds [3], 30 gp). 
   
  Description: Tosk is an imposing brute of an orc, 
  standing 6’ 9” tall, and weighing just over 300 pounds. At 
  21 years old, he is very experienced with the nuances of 
  the Fellreev forest and its various denizens. He revels in 
  the chaos of combat, and he is not particular about what 
  weapon he uses to cave in an opponent’s skull.  
   
  A veteran of many skirmishes with the Reyhu and 
  Fanlareshen, 
  Tosk 
  bears 
  them 
  surprisingly 
  little 
  animosity. This is because he earned their praise during 
  the Battle of the Bazaar, as he single−handedly 
  dispatched two score of the attacking Iuzian undead. 
  After the battle, the elven elders gifted him a pair of 
  gauntlets of ogre power as a sign of the new friendship 
  burgeoning between the Fanlareshen and the Dazark. 
  WCI Score: −2 (n/a) 
  Meta−org Benefits and Limitations 
   
  Orcish Disposition: Due to the amount of time spent 
  with other orcs, Tosk suffers a –4 Circumstance penalty 
  to Diplomacy and Gather Information checks with non−
  orcs. 
   
  At home in the Fellreev: Tosk receives a +4 
  Circumstance bonus to the following skill checks made 
  when in the Fellreev Forest: Balance, Climb, Hide, Jump, 
  Knowledge (nature), Listen, Move Silently, Spot, and 
  Survival.  
   
  Tell me what you know: Tosk gains a +4 
  Circumstance bonus to Diplomacy, Gather Information, 
  and Intimidate checks made when dealing with non−
  Iuzian orcs and half−orcs within the Bandit Kingdoms. 
   
  Friend of Clan Fanlareshen: The Fanlareshen Elves 
  consider Tosk to be a friend. 
   
  Elf Friend: Tosk receives a +1 Circumstance bonus to 
  Diplomacy and Gather Information checks made when 
  dealing with non−Evil elves in the Bandit Kingdoms.  
   
   
  Reckless Rage [General] (RS pg. 143) 
  You are considered extreme even among other barbaric 
  warriors, and you enter a deeper state of rage than 
  others.  
  Prerequisites: Con 13, rage ability 
  Benefits: Whenever you activate your rage ability, you 
  take an additional –2 penalty to your armor class, but you 
  gain an additional +2 bonus to Strength and Constitution. 
  These bonuses and penalties stack with the effects of 
  rage. 
   
  Powered−up suite (reckless rage): hp 75; AC 11, touch 7; 
  Grp: +15; Atk: +16 melee (1d8+13/x3, mwk longspear) or 
  +7 ranged (1d8+9/x3, spear); Full Atk: +16/+11 melee 
  (1d8+13/x3, mwk longspear) or +7/+2 ranged (1d8+9/x3, 
  spear); SV Fort +11; Will +3. Str 28, Con 20. 
  1/25/2006 
   7 
    
   Bandit Kingdoms Mercenaries 596CY 
  
   
  Death Cultist NPC 
  Hiring Requirements: To hire Varin, one of the PCs must 
  meet one of the following criteria: 
  • 
  Be a member of the Death Cultists or the Circle of 
  Crimson Stone, 
  • 
  Spend one Influence Point with the Death Cultists, 
  • 
  Own property in Hallorn (certed). 
  Special: None of the PCs may be a cleric/favored soul 
  dedicated to Atroa, Azor’alq, Ehlonna, Lydia, Nola, Pelor, 
  Pholtus, or Phyton. 
  Cost: Varin charges a rate of 24 sp per day for his 
  services plus expenses (food, lodging, spell components, 
  tolls, etc.). The rate is tripled for the entire contract if he 
  is placed into any dangerous situation. 
  In the event of death: PCs must pay 30% of the cost of a 
  raise dead spell. 
   
  Varin: Male human Necromancer6 (Nerull); CR 6; 
  Medium humanoid (human); HD 6d4+6; hp 25 (plus 
  1d10+6, false life); Init +6; Spd 30 ft. (x4); AC 16, touch 12, 
  flat−footed 14 (+4 mage armor, +2 Dex); BAB: +3; Grp: 
  +2; Atk: +2 melee (1d4−1/19−20, dagger) or +5 ranged 
  touch (spell); SA Spells; SQ Summon familiar; AL N;  
  SV Fort +3, Ref +6, Will +6.  
  Str 8, Dex 14, Con 13, Int 18, Wis 12, Cha 10.  
   
  Skills and Feats: Bluff +4.5, Concentration +13, 
  Knowledge (arcana) +13, Knowledge (religion) +13, 
  Listen + 7.5, Spellcraft +15, Spot +3; AlertnessF, Blind−
  FightB, Craft Wondrous Item, Improved Initiative, Scribe 
  ScrollB, 
  Skill 
  Focus 
  (Concentration), 
  Spell 
  Focus 
  (Necromancy)B. 
   
  Languages: Common, Draconic, Flan, Infernal. 
   
  Typical Spells Prepared (4/5/5/4; base DC = 14 [15 
  for Necromancy spells] + spell level): 0—disrupt 
  undeadN, mage hand, ray of frost, touch of fatigue N; 1st—
  chill touchN, detect undead, mage armor, ray of 
  enfeeblement*, shield; 2nd—command undead N, false 
  lifeN, spectral handN, summon swarm (2); 3rd—dispel 
  magic, halt undeadN, ray of exhaustionN, vampiric touchN.  
   
  NNecromancy spell. 
   
  Schools of Opposition: Illusion and Enchantment. 
   
  Possessions: explorer’s outfit, cloak of resistance +2, 
  headband of intellect +2, scroll case (4 scrolls of magic 
  missile [CL 1st]), dagger, spell component pouch (2), 
  backpack (spellbook, bedroll, winter blanket, candle [10], 
  chalk [10], flint and steel, ink, inkpen, parchment [5], 
  trail rations [3], shovel, waterskin [2]), belt pouch (pearl 
  of power [2nd−level], potion of cure light wounds [3], 30 
  gp).  
   
  Spellbook: 0—all cantrips; 1st—chill touchN, detect 
  undead, 
  mage 
  armor, 
  magic 
  missile, 
  ray 
  of 
  enfeeblementN, shield, shocking grasp; 2nd—command 
  undead N, false lifeN, spectral handN, summon swarm; 
  3rd—dispel magic, halt undeadN, ray of exhaustionN, 
  vampiric touchN.  
   
  Description: A resident of Hallorn, this 27−year−old 
  male human is an Apprentice in the Death Cultists, and, as 
  such, has an obsession with controlling the dead. Dark 
  haired and as pale as a ghost, Varin spends most of his 
  time inside Hallorn’s Mausoleum.  
   
  Varin is very protective of his spellbook, and refuses 
  to let anyone look at it. He goes as far as using his 
  backpack as a pillow at night, to prevent anyone trying to 
  sneak a peak at it. He is not terribly interested in trading 
  spells with anyone, but he will allow anyone who spends 
  an Influence Point with the Death Cultists to look through 
  his spellbook (while he carefully looks on, of course). 
   
  During a fight, Varin avoids melee combat at all 
  costs, preferring to utilize spectral hand to deliver touch 
  spells. If he feels threatened, he will cast shield first.  
   
  Varin absolutely despises Iuzians, especially those 
  who can cast arcane spells. However, he realizes the 
  danger he would be in should Iuzians recognize him as an 
  arcane caster, so he will be quiet and circumspect during 
  any interactions with Iuzians. 
  WCI Score: 1 (n/a) 
  Meta−org Benefits and Limitations 
   
  Stench of Death: There is a lingering odor of death 
  that accompanies Varin. As such, he receives a −2 
  Circumstance penalty to all Charisma−based skill checks 
  in social situations with non−undead. 
   
  Friend of the Dead: Varin receives a +2 Circumstance 
  bonus to all Charisma−based skill checks in social 
  situations with intelligent undead and a +2 Circumstance 
  bonus to Knowledge (religion) checks made to identify 
  undead creatures. 
   
   
   
  Scythe: Male weasel familiar; Tiny magical beast; HD 
  1/2 d8; hp 12 (plus 1d10+6, false life); Init +2; Spd 20 ft. 
  (x4), climb 20 ft.; AC 21, touch 14, flat−footed 19 (+4 
  mage armor, +2 Dex, +3 natural, +2 size); BAB: +3; Grp: −
  9; Atk: +7 melee (1d3−4/x2, bite); Space/Reach 2−1/2 
  ft./0 ft.; SA Attach, deliver touch spells; SQ Low−light 
  vision, scent, improved evasion, share spells, empathetic 
  link, speak with master; AL N;  
  SV Fort +2, Ref +4, Will +6.  
  Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 5.  
   
  Skills and Feats: Balance +10, Bluff +1.5, Climb +10, 
  Concentration +9, Hide +11, Knowledge (arcana) +8, 
  Knowledge (religion) +8, Listen + 5.5, Move Silently +8, 
  Spellcraft +8, Spot +3; Weapon Finesse.   
  1/25/2006 
   8 
    
   Bandit Kingdoms Mercenaries 596CY 
  
   
  Defender of the Greenkeep NPC 
  Hiring Requirements: To hire Danral, one of the PCs must 
  meet one of the following criteria: 
  • 
  Be a member of the Defenders of the Greenkeep, 
  Clan Fanlareshen, Forts Hendricks and Scorn, or the 
  Dazark Orcs, 
  • 
  Spend one Influence Point with the Defenders of the 
  Greenkeep. 
  Special: None of the PCs may be a member of the Bandits 
  of the Greenkeep. 
  Cost: Danral charges 8 sp per day for his services plus 
  expenses (food, lodging, tolls, etc.). This rate is doubled 
  for the entire contract if he is placed into any dangerous 
  situations. 
  In the event of death: PCs must pay 20% of the cost of a 
  raise dead spell. 
   
  Danral: Male human Scout2 (Olidammara); CR 2; 
  Medium humanoid (human); HD 2d8+4; hp 17; Init +3; 
  Spd 30 ft. (x4); AC 15, touch 12, flat−footed 16 (+4 armor, 
  +2 Dex); BAB: +1; Grp: +2; Atk +3 melee (1d6+1/19−20, 
  mwk shortsword) or +4 ranged (1d6+1/x3, mwk 
  composite shortbow [+1 Str bonus]); SA Skirmish +1d6; 
  SQ Trapfinding, battle fortitude +1, uncanny dodge; AL N;  
  SV Fort +2, Ref +5, Will +1.  
  Str 13, Dex 15, Con 14, Int 10, Wis 12, Cha 8.  
   
  Skills and Feats: Balance +7, Escape Artist +7, Hide 
  +7, Jump +3, Knowledge (nature) +7, Listen +6, Move 
  Silently +7, Spot +6, Survival +8, Tumble +7, Use Rope +4; 
  Point Blank ShotB, Precise Shot.  
   
  Languages: Common, Elven. 
   
  Weapon and Armor Proficiency: Scouts are proficient 
  with all simple weapons, plus the handaxe, throwing axe, 
  short sword, and shortbow. Scouts are proficient with 
  light armor, but not with shields. 
   
  Skirmish (Ex): A scout relies on mobility to deal extra 
  damage and improve her defense. She deals an extra 1d6 
  points of damage on all attacks she makes during any 
  round in which she moves at least 10 feet. The extra 
  damage applies only to attacks taken during the scout’s 
  turn.  
   
  The extra damage only applies against living 
  creatures that have a discernible anatomy. Undead, 
  constructs, oozes, plants, incorporeal creatures, and 
  creatures immune to extra damage from critical hits are 
  not vulnerable to this additional damage. The scout must 
  be able to see the target well enough to pick out a vital 
  spot and must be able to reach such a spot. Scouts can 
  apply this extra damage to ranged attacks made while 
  skirmishing, but only if the target is within 30 feet. 
   
  A scout loses this ability when wearing medium or 
  heavy armor or when carrying a medium or heavy load.  
   
  Battle Fortitude (Ex): At 2nd level, a scout gains a ÷1 
  competence bonus on Fortitude saves and initiative 
  checks. A scout loses this bonus when wearing medium or 
  heavy armor or when carrying a medium or heavy load. 
   
  Possessions: explorer’s outfit, mithral chain shirt, 
  mwk composite shortbow (+1 Str bonus), 20 arrows, 10 
  cold iron arrows, 10 silver arrows, mwk shortsword, 
  dagger, backpack (bedroll, winter blanket, flint and steel, 
  hammer, iron pot, trail rations [3], 50 ft. hemp rope, sack, 
  signal whistle, torch [10], waterskin [3], whetstone), belt 
  pouch (potion of cure light wounds, 10 gp). 
   
  Description: Standing 5’7”, Danral is lithe with dark 
  blonde hair and brown eyes. Now twenty−years−old, 
  Danral was just a small child when his parents joined 
  Ondrish Zelweil and headed for the safety of the Fellreev 
  Forest after the slaughter at Steelbone Meadows. Due to 
  the 
  good 
  relations 
  Ondrish 
  developed 
  with 
  the 
  Fanlareshen, Danral was trained by the sylvan elves in the 
  ways of the forest. 
   
  A skirmishing archer, Danral prefers to move slowly 
  through nearby cover, or concealment, while hiding, as he 
  peppers his foes with arrows.  
  WCI Score: 1 (n/a) 
  Meta−org Benefits and Limitations 
   
  Greenkeep 
  Enemies: 
  Danral 
  must 
  take 
  every 
  reasonable opportunity to attack minions of Iuz, 
  especially demons, hobgoblins, orcs and undead.  
   
  At home in the Fellreev: Danral receives a +4 
  Circumstance bonus to the following skill checks made 
  when in the Fellreev Forest: Balance, Climb, Hide, Jump, 
  Knowledge (nature), Listen, Move Silently, Spot, and 
  Survival. 
   
  Friend of Clan Fanlareshen: The Fanlareshen Elves 
  consider Danral to be a friend. 
   
  Elf Friend: Tosk receives a +1 Circumstance bonus to 
  Diplomacy and Gather Information checks made when 
  dealing with non−Evil elves in the Bandit Kingdoms.  
  1/25/2006 
   9 
    
   Bandit Kingdoms Mercenaries 596CY 
  
   
  Grand Theocracy of Dimre NPC 
  Hiring Requirements: To hire Garevald, one of the PCs 
  must meet one of the following criteria: 
  • 
  Be a Citizen of Dimre, 
  • 
  Spend one Influence Point with the Grand Theocracy 
  of Dimre. 
  Cost: Garevald charges 16 sp per day for his services plus 
  expenses (food, lodging, tolls, etc.). This rate is doubled 
  for the entire contract if he is placed into any dangerous 
  situations. 
  In the event of death: PCs must pay 40% of the cost of a 
  raise dead spell. 
   
  Garevald the Pure: Male human Clr4 (Pholtus); CR 4; 
  Medium humanoid (human); HD 4d8+8; hp 31; Init −1; 
  Spd 20 ft. (x3); AC 19, touch 9, flat−footed 19 (+8 armor, 
  −1 Dex, +2 shield); BAB: +3; Grp: +4; Atk +5 melee 
  (1d8+1/x2, mwk heavy mace) or +2 ranged (1d8/19−20, 
  light 
  crossbow); 
  SA 
  Spells, 
  turn 
  undead 
  5/day 
  (1d20+4/[2d6+6]x1.5); AL LN;  
  SV Fort +6, Ref +1, Will +6.  
  Str 12, Dex 8, Con 14, Int 10, Wis 15, Cha 14.  
  Skills and Feats: Concentration +12, Diplomacy +6, 
  Knowledge (religion) +7, Spellcraft 
  +3; Empower 
  Turning*, Skill Focus (Concentration)B, Spell Focus 
  (Enchantment). 
  Typical Cleric Spells Prepared (5/5/4; base DC = 12 
  [13 for Enchantment spells] + spell level); 0—detect 
  poison, guidance, mending, purify food and drink, read 
  magic; 1st—baneE, commandE, protection from chaosD, 
  sanctuaryE, 
  shield 
  of 
  faith; 
  2nd—calm 
  emotionsE, 
  enthrallE, hold personE, zone of truthDE. 
  DDomain Spell. Domains: Law (cast law spells at +1 caster 
  level), Inquisition* (+4 on dispel checks). 
  EEnchantment Spell. 
  Note: After the first day of adventuring, DMs may change 
  the spells prepared if they so choose, but may only use 
  Core spells. 
  Possessions: explorer’s outfit, mwk full plate, heavy 
  steel shield, phylactery of faithfulness, wand of cure light 
  wounds (25 charges), mwk heavy mace, light crossbow, 
  10 bolts, silver holy symbol of Pholtus, scroll case (All 
  scrolls at 1st caster level: bless [2], comprehend 
  languages, 
  detect 
  chaos, 
  detect 
  undead, 
  endure 
  elements), backpack (priest’s vestments, bedroll, winter 
  blanket, candle, flint and steel, ink, inkpen, paper (5), 
  iron pot, trail rations [5], 1 lb. soap, waterskin [3]), 
  signet ring (Dimre), tabard (Dimre), belt pouch (20 gp). 
  Description:: Garevald the Pure is a devoted holy 
  warrior of the Blinding Light who seeks to deliver the 
  truth of the Ebongleam to wayward believers throughout 
  the 
  Combination. 
  He 
  constantly 
  encourages 
  his 
  companions to seek their only refuge in the glorious light 
  of Pholtus and his ethical senses are beyond reproach.  
  Garevald is opposed to breaking and entering in 
  almost any circumstance unless the current resident 
  acquired the property by unlawful means, he will always 
  grant quarter to fallen foes asking for it, and will refuse 
  healing to characters who offend his sensibilities. He is 
  willing to cooperate with the forces of evil for a short 
  period of time if doing so serves the greater good. He is 
  coldly respectful of priests of other religions, excepting 
  priests of St. Cuthbert, whom he chides and berates for 
  their refusal to listen to the reason of the Blinding Light. 
  He finds Cuthbertine morals to be too abstract to be 
  practical and his followers too dogmatic to open their 
  eyes to the light of Pholtus.  
  Garevald will only use his wand of cure light wounds 
  on characters who are members of the Citizen of Dimre 
  meta−organization. 
  WCI Score: 0 (n/a) 
  Meta−org Benefits and Limitations 
   
  Infamy: There is something creepy about Dimrites, as 
  such they receive a −4 Circumstance penalty to all 
  Diplomacy checks with loyal Pholtans from the Theocracy 
  of the Pale and a −2 Circumstance penalty to all others 
  not allied with Iuz or the Grand Theocracy of Dimre. 
   
  Ritual 
  Scarification: 
  Garevald 
  receives 
  a 
  +4 
  Circumstance bonus to Intimidate checks due to the ritual 
  scarification of his face and body. 
   
  Righteous Casting: Garevald gains a +4 Circumstance 
  bonus to the following skill checks when made in Dimre: 
  Concentration, 
  Diplomacy, 
  Gather 
  Information, 
  Intimidate, Knowledge (religion) and Spot. 
   
  Permitted to Lawfully Cast Spells: Due to the non−
  aggression pact between Iuz and the Theocracy, Clergy of 
  the Ebongleam are allowed to openly cast spells in the 
  Combination 
  as 
  long 
  as 
  they 
  truthfully 
  identify 
  themselves first to the local Iuzian high priest or 
  commander. Spells cast at Iuzians, or in support or 
  defense of anyone attacking a cleric of Iuz, will violate 
  the 
  pact, 
  resulting 
  in 
  Garevalds 
  immediate 
  ex−
  communication by his Rector. Garevald will not risk being 
  excommunicated. 
   
  EMPOWER TURNING [GENERAL] (CD pg. 81) 
  You can turn or rebuke more undead with a single 
  turning attempt. 
  Prerequisite: Ability to turn or rebuke undead. 
  Benefit: You can turn or rebuke more undead than 
  usual. After adding your cleric level and Charisma 
  modifier to your turning damage roll multiply it by 1.5. 
   
  INQUISITION DOMAIN (CD pg. 139) 
  Granted Power: Gain a +4 bonus on all dispel checks. 
  Inquisition Domain Spells 
  1 
  Detect Chaos: Reveals chaotic creatures, spells, or 
  objects. 
  2 
  Zone of Truth: Subjects within range cannot lie.  
  1/25/2006 
   10 
    
   Bandit Kingdoms Mercenaries 596CY 
  
   
  Dirty Dog Tavern NPC 
  Hiring Requirements: To hire Gummy, one of the PCs 
  must meet one of the following criteria: 
  • 
  Be a Citizen of the Northern Alliance, 
  • 
  Own property in Rookroost (certed), 
  • 
  Be a member of the Dirty Dog Tavern meta−
  organization. 
  Cost: Gummy charges 32 sp per day for his services plus 
  expenses (food, lodging, tolls, etc.). This rate is doubled 
  for the entire contract if he is placed into any dangerous 
  situations. 
  In the event of death: PCs must pay 80% of the cost of a 
  raise dead spell. 
   
  Gummy 
  the 
  Bouncer: 
  Male 
  half−orc 
  Mnk6/DrunkenMaster2 
  (Nazarn); 
  CR 
  8; 
  Medium 
  humanoid (orc); HD 6d8+12 plus 2d8+4; hp 59; Init +2; 
  Spd 50 ft. (x4); AC 17, touch 15, flat−footed 15 (+1 armor, 
  +1 deflection, +2 Dex, +1 natural, +1 Wis, +1 Mnk bonus); 
  BAB: +5; Grp: +10;  Atk: +10 melee (1d8+5/x2, unarmed 
  strike) or +7 melee (1d8+5/x2 plus 1d4, tankard) or +4 
  ranged (1d8+5/x2 plus 1d4, tankard); Full Atk: +8/+8 
  melee (1d8+5/x2, unarmed strike) or +5/+5 melee 
  (1d8+5/x2 plus 1d4, tankard) or +4 ranged (1d8+5/x2 
  plus 1d4, tankard); SA Flurry of blows, ki strike (magic), 
  improvised weapons, unarmed damage 1d8, stunning fist 
  5/day (Fort save DC 14), trip (+10 touch/Str check +9); 
  SQ Darkvision 60 ft., evasion, still mind (+2 saves vs. 
  Enchantments), slow fall 30 ft., purity of body (immune 
  to natural diseases), drink like a demon; AL LN;  
  SV Fort +13, Ref +11, Will +7.  
  Str 20, Dex 14, Con 14, Int 8, Wis 12, Cha 6.  
   
  Skills and Feats: Balance +4, Jump +26, Profession 
  (bouncer) +12, Tumble +15; Deflect ArrowsB, Dodge, 
  Great Fortitude, Improved TripB, Improved Unarmed 
  StrikeB, Stunning FistB, Weapon Focus (tankard).  
   
  Languages: Common, Orc. 
   
  Drink Like a Demon (Ex): Gummy can drink a large 
  tankard of ale, a bottle of wine, or a corresponding 
  amount of stronger alcohol as a move action. Every bottle 
  or tankard of alcohol he consumes during combat reduces 
  his Wisdom and Intelligence by 2 points each, but 
  increases his Strength or Constitution (his choice) by 2 
  points. He may benefit from two  drinks at any given 
  time. The duration of both the penalty and the bonus is 5 
  rounds. 
   
  Improvised Weapons (Ex): Gummy can use almost 
  anything at hand to attack his foes. An improvised 
  weapon (still at a −4 to hit) deals 1d8 points of damage 
  plus 1d4 points of damage plus Gummy’s Strength bonus 
  (type of damage depends on the weapon’s shape). When 
  Gummy rolls a natural 1 on an attack roll while using an 
  improvised weapon, that weapon breaks apart and 
  becomes useless.  
   
  Stagger (Ex): Gummy does not need to move in a 
  straight line when making a charge, and he can tumble 
  through all threatened squares to avoid attacks of 
  opportunity during a charge by making a single DC 15 
  Tumble check. 
   
  Possessions: monk’s outfit, gauntlets of ogre power, 
  amulet of natural armor +1, bracers of armor +1, ring of 
  protection +1, cloak of resistance +1, backpack (bedroll, 
  clay tankard [3], winter blanket, bottle of wine [5], flask 
  [whisky], iron pot, trail rations [5], waterskin [3]), belt 
  pouch (potion of cure light wounds [4], potion of enlarge 
  person [CL 1st], 5 gp). 
   
  Description: 
  Broad−shouldered 
  and 
  toothless, 
  Gummy is a bouncer at the Dirty Dog Tavern in 
  Rookroost. Formerly the bouncer at the Last Coin tavern 
  near Edge Tower, some dispute led to him moving to 
  Rookroost, where he quickly found work at the Dirty Dog 
  Tavern (despite Braegar not being too fond of orcs). 
  Rumor has it that Braegar made the mistake of 
  challenging him to a drinking contest, saying that if 
  Gummy won then he would get the job. Braegar’s 
  hangover lasted two full days, while Gummy was happily 
  working the next night. 
   
  Gummy does not look—nor act—like a monk. He 
  looks, acts, and fights as a barroom brawler (i.e., his 
  combat style often consists of head−butting and kicking 
  his opponents while they are down). He is still lawful, 
  however, and if hired for a job he will do his utmost to 
  fulfill his end of the deal. 
  WCI Score: −2 (n/a) 
  Meta−org Benefits and Limitations 
   
  Hair ‘o the dog: Gummy receives a +1 Circumstance 
  bonus to Fort saves made vs. Intoxication. 
   
  Rookroost Familiarity: 
  Gummy 
  receives 
  a 
  +4 
  Circumstance bonus to Gather Information, Intimidate, 
  and Knowledge (local − Iuz Border States) checks made 
  when in Rookroost. 
   
   
  1/25/2006 
   11 
    
   Bandit Kingdoms Mercenaries 596CY 
  
   
  Old Faith Druids of the North NPC 
  Hiring Requirements: To hire Branagen, one of the PCs 
  must meet one of the following criteria: 
  • 
  Be a member of the Old Faith Druids of the Northern 
  Reaches or Moskol’s Legion, 
  • 
  Spend one Influence Point with the Old Faith Druids 
  of the Northern Reaches. 
  Special: None of the PCs may be a member of the Army of 
  the Warfields. 
  Cost: Branagen charges 24 sp per day for his services plus 
  expenses (food, lodging, tolls, etc.). This rate is doubled 
  for the entire contract if he is placed into any dangerous 
  situations. 
  In the event of death: PCs must pay 40% of the cost of a 
  reincarnate spell. 
   
  Branagen: Male human Drd4 (Beory); CR 4; medium 
  humanoid (human); HD 4d8+4; hp 27; Init +2; Spd 30 ft. 
  (x4); AC 19, touch 12, flat−footed 17 (+3 armor, +2 Dex, 
  +1 natural, +3 shield); BAB: +3; Grp +3; Atk: +4 melee 
  (1d6/18−20, scimitar) or +5 ranged (1d4/x2, sling); SA 
  Spells; SQ Animal companion, nature sense, wild empathy 
  +5, woodland stride, trackless step, resist nature’s lure; 
  AL N;  
  SV Fort +5, Ref +3, Will +7. 
  Str 10, Dex 14, Con 13, Int 12, Wis 16, Cha 8.  
   
  Skills and Feats: Concentration +11, Handle Animal 
  +6 (+10 vs. Rrrg’nor), Heal +10, Knowledge (nature) +10, 
  Listen +6, Ride +4, Spot +7, Survival +12; Extend Spell, 
  Skill Focus (Concentration), TrackB. 
   
  Languages: Common, Druidic, Sylvan. 
   
  Typical Spells Prepared (5/4/3; base DC = 13 + spell 
  level): 0—cure minor wounds, detect magic, flare, 
  guidance, resistance; 1st—cure light wounds, entangle, 
  magic fang, shillelagh; 2nd—bull’s strength, heat metal, 
  extended produce flame. 
  Note: After the first day of adventuring, DMs may change 
  the spells prepared if they so choose, but may only use 
  Core spells. 
   
  Possessions: explorer’s outfit, mwk studded leather 
  armor, +1 heavy wooden shield, amulet of natural armor 
  +1, mwk scimitar, club, sling, 10 bullets, backpack 
  (bedroll, winter blanket, fishhook [5], flint and steel, iron 
  pot, waterskin [3], whetstone, healer’s kit), belt pouch 
  (extended goodberry [15], potion of cure light wounds 
  [2], holly, mistletoe, 20 gp), spell component pouch (2).  
   
  Description: Branagan is clean, trim and has a very 
  full beard that merges with his thick black hair. His dark 
  brown eyes seem to pierce the very fabric of existence 
  with divine wisdom. An opal brooch on his neck fastens a 
  multifaceted green cloak. A thick brown vine around his 
  waist serves as a belt to hold his belongings in a simple 
  pouch. 
  WCI Score: 0 (n/a) 
  Meta−org Benefits and Limitations 
   
  Fealty to the Druidic Hierarchy: Branegen must 
  submit to the authority of the Northern Circle of Nine 
  Druids.  
   
  Enmity of the Army of the Warfields: Branegen 
  suffers a –4 Circumstance penalty to Diplomacy checks if 
  the Army NPC is aware that Branegen is a member of the 
  Druids of the Northern Reaches. 
   
  Respect of the Bards of the Old Lore: Branegen 
  receives a +4 Circumstance bonus to Diplomacy checks 
  made with Bards of the Old Lore. 
   
  Respect of the common people: Branegen receives a 
  +4 Circumstance bonus to Diplomacy checks made with 
  Flan farmers in the Bandit Kingdoms or Highfolk. 
   
  Ancient 
  Knowledge: 
  Branegen 
  receives 
  a 
  +1 
  Circumstance bonus to the following skill checks: 
  Concentration, Knowledge (religion), and Spellcraft 
  (divine spells only). 
   
  Lay of the Land: Branagan receives a +1 
  Circumstance bonus to the following skill checks made 
  when in wilderness areas inside Iuz’s Border States: 
  Balance, Climb, Handle Animal, Hide, Jump, Knowledge 
  (nature), Listen, Move Silently, Spot, Survival, and 
  Swim. 
   
  Rrrg’nor, black bear animal companion: male medium 
  animal; HD 3d8+6; hp 24; Init +1; Spd 40 ft. (x5); AC 16, 
  touch 11, flat−footed 15 (+3 armor, +1 Dex, +2 natural); 
  BAB: +2; Grp +6; Atk: +6 melee (1d4+4/x2, claw); Full Atk: 
  +6 melee (1d4+4/x2, 2 claws) and +1 melee (1d6+2/x2, 
  bite); SQ Low−light vision, scent, link, share spells; AL N;  
  SV Fort +5, Ref +4, Will +2. 
  Str 19, Dex 13, Con 13, Int 2, Wis 12, Cha 6.  
   
  Skills and Feats: Climb +4, Jump +8 (+12 if running), 
  Listen +4, Spot +4, Swim +8; Endurance, Run. 
   
  Tricks: Attack x2, come, defend, down, heel and 
  track. 
   
  Possessions: mwk studded leather barding.  
   
   
   
  1/25/2006 
   12 
    
   Bandit Kingdoms Mercenaries 596CY 
  
   
  Fanlareshen Sylvan Elf NPC 
   at all conversing with 
  Hwesta, even if the 
  pot checks 
  s that recognize Saven’s true identity are 
  onus to Spot and Listen checks against the 
  minions of Iuz. 
  bove) and Bluff checks made against a cleric of the Old 
   the 
  lently, Spot 
  nd 
  rvival skill checks when in the Fellreev Forest. 
  esist enchantment, scent, 
  AL N;  
   Survival +2*, Swim +6; Improved Natural Attack (bite), 
  ainst enchantment spells or effects 
  e five times 
  a +4 racial bonus on 
   
  track. 
  friendly towards the elf−blooded, and wary of the orc−blooded. 
  Hiring Requirements: To hire Saven, one of the PCs must meet 
  one of the following criteria: 
  • 
  Be a member of the Fanlareshen Sylvan Elves Dazark Orcs, 
  Defenders of the Greenkeep, or Forts Hendricks and Scorn, 
  • 
  Spend one Influence Point with the Fanlareshen Sylvan 
  Elves. 
  Special: None of the PCs may be a member of the Bandits of the 
  Greenkeep or the Johrase Mercenaries. 
  Cost: Saven charges 24 sp per day for his services plus expenses 
  (food, lodging, tolls, etc.). This rate is doubled for the entire 
  contract if he is placed into any dangerous situations. 
  In the event of death: PCs must pay 60% of the cost of a raise 
  dead spell. 
   
  Saven Coreandor: Male wood elf Rgr4/Bbn1/Wildrunner1 
  (Rillifane Rallathil); CR 6; Medium humanoid (elf); HD 4d8+5 
  plus 1d12+1 plus 1d10+1; hp 43; Init +3; Spd 50 ft. (x4); AC 18, 
  touch 13, flat−footed 15 (+5 armor, +3 Dex); BAB: +6; Grp: +9; 
  Atk: +10 melee (2d6+4/19−20, mwk greatsword) or +11 ranged 
  (1d8+4/x3, +1 composite longbow [+3 Str bonus]); Full Atk: 
  +10/+5 melee (2d6+4/19−20, mwk greatsword) or +9/+9/+4 
  ranged (1d8+4/x3, +1 composite longbow [+3 Str bonus]); SA 
  Favored enemy +2 (orc), spells; SQ Immune to sleep, +2 saves vs. 
  Enchantment, wild empathy +5, animal companion, fast 
  movement (x2), rage 1/day, trackless step; AL NG;  
  SV Fort +10, Ref +10, Will +3.  
  Str 16, Dex 17, Con 12, Int 8, Wis 12, Cha 8.  
   
  Skills and Feats: Handle Animal +8 (+12 vs. Hwesta), Hide 
  +10, Jump +11, Knowledge (nature) +6, Listen +5, Move Silently 
  +10, Ride +5, Search +1, Spot +3, Survival +10 (+12 
  aboveground); EnduranceB, Point Blank Shot, Precise Shot, Rapid 
  ShotB, TrackB, Weapon Focus (longbow). 
   
  Languages: Common, Elven. 
   
  Elven Natural Bond: Saven has befriended an elven hound, 
  also known as a cooshee (RW, pg. 189). Saven may select an 
  elven hound as his animal companion, even though the creature 
  is a magical beast. For the purpose of Saven’s ranger spells that 
  affect animals, as well as his use of Handle Animal or wild 
  empathy on the companion, the elven hound is treated as an 
  animal. 
   
  Typical Spell Prepared (1; base DC = 11 + spell level: 1st—
  entangle. 
  Note: After the first day of adventuring, DMs may change the 
  m y
  e
  . 
  spells prepared if they so choose, but 
  a  only us  Core spells
   
  Possessions: explorer’s outfit, +1 mithral chain shirt, +1 
  composite longbow (+3 Str bonus), cloak of resistance +1, 40 
  arrows, 20 silver arrows, 20 cold iron arrows, mwk greatsword, 
  dagger, backpack (bedroll, disguise kit, winter blanket, flint and 
  steel, iron pot, trail rations [3], 50 ft. hemp rope, waterskin [3], 
  whetstone), belt pouch (potion of cure light wounds [3], signal 
  hist
  w
  le, holly, mistletoe, 5 gp). 
   
  Description: Saven Coreander, cousin to Osiric Coreandor, 
  is one of the Fanlareshen’s more inquisitive youngsters. At 136 
  years old, he is a veteran of the various conflicts of the Fellreev, 
  including the most recent, the Battle of the Bazaar. One of the 
  more vocal when it came to opposing the burgeoning 
  Dazark/Fanlareshen peace treaty, he now gives the Dazark 
  grudging respect for the stalwart bravery they displayed during 
  that battle. Since then, he has decided that it would be wise to 
  arn
  le
   more about the world outside of the Fellreev. 
   
  Standing 5’3” in his forester’s garb, and weighing 135 lbs., 
  he is tall and muscular for an elf. Auburn hair offsets his steady, 
  green eyes, and he prefers to say as little as possible when 
  around strangers. Only with other members of Clan Fanlareshen, 
  or those who have earned their favor, will he become more 
  talkative, but even then he is often considered terse. Oddly 
  enough, he seems to have no problem
  hound cannot reply. 
  WCI Score: 2 (Dissenter) 
   
  It’s Him!: Minions of Iuz receive a +2 bonus on S
  made to recognize Saven in disguise. 
   
  You won’t talk your way out of this one!: Saven suffers a −2 
  Circumstance penalty to Diplomacy checks with minions of Iuz. 
  Minions will have an Unfriendly attitude towards Saven at the 
  minimum. Only minion
  subject to this effect.  
   
  Eyes in the Back of your Head: Saven gains a +2 
  Circumstance b
  Meta−org Benefits and Limitations 
   
  Fanlareshen Enemies: Saven must take every reasonable 
  opportunity to attack minions of Iuz, especially demons, 
  hobgoblins, orcs and undead. Saven suffers a –2 Circumstance 
  penalty to Diplomacy (−4 if the minion recognizes him, see “It’s 
  Him!” a
  One’s.  
   
  Influential Elf: Saven receives a +2 Circumstance bonus to 
  Diplomacy checks made when dealing with non−Evil elves in
  Bandit Kingdoms or members of Forts Hendricks and Scorn. 
   
  At one with the Fellreev: Saven receives a +2 Circumstance 
  bonus to Balance, Climb, Hide, Jump, Listen, Move Si
  a
  Su
   
   
  Hwesta (“breeze”), male elven hound animal companion;: 
  Medium magical beast; HD 2d10+2; hp 18; Init +3; Spd 50 ft. 
  (x4); AC 20, touch 13, flat−footed 17 (+3 armor, +3 Dex, +4 
  natural); BAB: +2; Grp: +5; Atk +5 melee (1d8+4/x2, bite); SQ 
  Immune to sleep, low−light vision, r
  sprint, link, share spells, tricks; 
  SV Fort +4, Ref +6, Will +1.  
  Str 17, Dex 17, Con 13, Int 2, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +7, Hide +7, Jump +15, Listen +5, 
  Spot +5,
  TrackB. 
   
  Resist Enchantment (Ex): Elven hounds have a +2 racial 
  bonus on saving throws ag
  (not included in the stats). 
   
  Sprint: Once per hour, an elven hound can mov
  its normal speed (250 feet) when it makes a charge. 
   
  Skills: Elven hounds have a +4 racial bonus on Balance, 
  Hide, Jump, and Swim checks, and a +2 racial bonus on Listen 
  and Spot checks. *Elven hounds have 
  Survival checks when tracking by scent. 
  Tricks: Attack x2, come, defend, down, heel, and 
   
  Possessions: mwk studded leather barding. 
   
   
  Description: This odd−looking dog seems almost as big as a 
  pony. It has a thick, greenish coat with large brown spots. It has 
  exceedingly large feet with very long claws for a dog. Hwesta is 
  1/25/2006 
   13 
    
   Bandit Kingdoms Mercenaries 596CY 
  
   
  Forts Hendricks and Scorn NPC 
  Hiring Requirements: To hire Lane, one of the PCs must 
  meet one of the following criteria: 
  • 
  Spend one Influence Point with Forts Hendricks and 
  Scorn, 
  • 
  Be a member of Forts Hendricks and Scorn, Dazark 
  Orcs, 
  Defenders 
  of 
  the 
  Greenkeep, 
  or 
  the 
  Fanlareshen Sylvan Elves. 
  Special: None of the PCs may be a member of the Bandits 
  of the Greenkeep. 
  Cost: Lane charges 16 sp per day for his services plus 
  expenses (food, lodging, tolls, etc.). This rate is doubled 
  for the entire contract if he is placed into any dangerous 
  situations. 
  In the event of death: PCs must pay 40% of the cost of a 
  raise dead spell. 
   
  Lane D’rence: Male human Warmage4; CR 4; Medium 
  humanoid (humna); HD 4d6+4; hp 22; Init +1; Spd 20 ft. 
  (x3); AC 18, touch 11, flat−footed 17 (+5 armor, +1 Dex, +2 
  shield); BAB: +2; Grp: +1; Atk +1 melee (1d8−1/x2, 
  morningstar) or +3 ranged (spell) or +4 ranged (1d4/x2, 
  mwk sling); SA Spells; SQ Armored mage (light), 
  warmage edge +2; AL CG;  
  SV Fort +3, Ref +3, Will +5.  
  Str 8, Dex 13, Con 12, Int 14, Wis 10, Cha 16.  
   
  Skills and Feats: Concentration +11, Intimidate +10, 
  Knowledge (arcana) +9, Knowledge (history) +9, 
  Spellcraft +11; Precise Shot, Point Blank Shot, Skill Focus 
  (Concentration)B.  
   
  Languages: Common, Elven, Flan. 
   
  Spells Known (6/7/4; base DC = 13 + spell level): 0—
  acid splash, disrupt undead, light, ray of frost; 1st—
  accuracy*, burning hands, chill touch, fist of stone*, hail 
  of stone*, magic missile, lesser orb of (acid, cold, 
  electricity, fire, sound)*, shocking grasp, true strike; 
  2nd—blades of fire*, continual flame, darkness, fire trap, 
  fireburst*, flaming sphere, ice knife*, melf’s acid arrow, 
  pyrotechnics, scorching ray, shatter, whirling blade*. 
  *Denotes a spell detailed in Complete Arcane. To use this 
  spell, one of the players at the table must possess 
  Complete Arcane. 
   
  Weapon and Armor Proficiency: Warmages are 
  proficient with all simple weapons, light armor, and light 
  shields. 
   
  Spells: A warmage casts arcane spells. He can cast 
  any spell he knows without preparing it ahead of time the 
  way a cleric or wizard must. He can cast any spell he 
  knows at any time, assuming he has not yet used up his 
  spells per day for that spell level. To cast a spell, a 
  warmage must have a Charisma score of 10 + the spell's 
  level. The Difficulty Class for a saving throw against a 
  warmage's spell is 10 + the spell's level + the warmage's 
  Charisma modifier.  
   
  Armored Mage (Ex): A warmage's limited focus and 
  specialized training allows him to avoid arcane spell 
  failure as long as he sticks to light armor and light 
  shields. This training does not extend to medium or 
  heavier armors, nor to heavy shields.  
   
  Warmage Edge (Ex): Whenever a warmage casts a 
  spell that deals hit point damage, he adds his Intelligence 
  bonus (if any) to the amount of damage dealt. For 
  instance, if a 1st−level warmage with 17 Intelligence casts 
  magic missile, he deals ld4+1 points of damage normally, 
  plus an extra 3 points of damage due to his Intelligence 
  bonus.  
   
  A single spell can never gain this extra damage more 
  than once per casting. For instance, a fireball deals the 
  extra damage to all creatures in the area it affects. 
  However, if a 3rd−level warmage casts magic missile and 
  produces two missiles, only one of them (of the 
  warmage's choice) gains the extra damage, even if both 
  missiles are directed at the same target. If a spell deals 
  damage for more than 1 round, it deals this extra damage 
  in each round.  
   
   Possessions: explorer’s outfit, +1 chain shirt, +1 light 
  wooden shield, cloak of resistance +1, morningstar, mwk 
  sling, 10 bullets, spell component pouch (2), backpack 
  (bedroll, winter blanket, iron pot, trail rations [3], 1 lb. 
  soap, waterskin [3]), belt pouch (potion of cure light 
  wounds [2], 20 gp). 
   
  Description: Lane is a handsome young man, whose 
  parents were part of the original group who accompanied 
  Skannar Hendricks into the forest. Lane’s arcane 
  potential was discovered by Cohnrad Stok, the Master of 
  Fort Hendricks’ Ash Tower, who himself is a powerful 
  Evoker. Stok realized that a form of arcane learning 
  different from traditional study might benefit Lane, and 
  he was correct.  
   
  In combat, Lane prefers to cause as much damage as 
  possible. The only time he is careful with his fire spells is 
  when he is in the Fellreev Forest. He enjoys nothing 
  better than blasting an Iuzian into ash. 
  WCI Score: 1 (n/a) 
  Meta−org Benefits and Limitations 
   
  Fort Hendricks/Scorn Enemies: Lane must take every 
  reasonable opportunity to attack minions of Iuz, 
  especially 
  demons, 
  hobgoblins, 
  orcs 
  and 
  undead. 
  Furthermore, Lane despises minions of the Old One and 
  suffers a –2 Circumstance penalty to Diplomacy and Bluff 
  checks made against minions of the Old One’s. 
   
  At one with the Fellreev: Lane receives a +2 
  Circumstance bonus to the following skill checks when 
  used inside the Fellreev Forest: Hide, Listen, Move 
  Silently, Spot and Survival (based on rank, see blow). 
   
  Fellreev Knowledge: Lane receives a +2 Circumstance 
  bonus to the following checks: Diplomacy when dealing 
  with Fanlareshen elves, Knowledge (any) when gaining 
  information 
  regarding 
  the 
  Fellreev’s 
  locations 
  or 
  denizens, and Knowledge (religion) when identifying 
  undead in the Fellreev. 
   
  Mage 
  of 
  the 
  Fellreev: 
  Lane 
  receives 
  a 
  +2 
  Circumstance bonus to Concentration and Spellcraft 
  checks made inside the Fellreev. 
  1/25/2006 
   14 
    
   Bandit Kingdoms Mercenaries 596CY 
  
   
  Hallorn Fencing Academy NPC 
  elt 
  ncing Academy has 
  mart enough, however, to 
  in the party, he will 
  be very comfortab
  ers, and will seek 
  to do all th
  hful. As 
  timidate, Perform 
  weapon drill) and Tumble checks made when wielding a 
  −up Suite (Dodge and Full Combat Expertise): 
  AC 25, touch 19; Atk: +5 melee (1d6+2 [plus 2]/18−20, +1 
  rapier).
  Hiring Requirements: To hire Bertello, one of the PCs 
  must meet one of the following criteria: 
  • 
  Be a Student at the Hallorn Fencing Academy or a 
  member of the Circle of Crimson Stone, 
  • 
  Be a cleric/favored soul of Kelanen, 
  • 
  Be a Citizen of the Western Reaches, 
  • 
  Spend one Influence Point with the Hallorn Fencing 
  Academy, 
  • 
  Be a resident of Hallorn with property (certed). 
  Cost: Bertello charges 16 sp per day for his services plus 
  expenses (food, lodging, tolls, etc.). This rate is doubled 
  for the entire contract if he is placed into any dangerous 
  situations. 
  In the event of death: PCs must pay 40% of the cost of a 
  ead spell. 
  raise d
   
  Bertello Hennen: Male human (Flan) Swashbuckler4 
  (Kelanen); CR 4; Medium humanoid (human); HD 
  4d10+4; hp 32; Init +3; Spd 30 ft. (x4); AC 20, touch 14, 
  flat−footed 17 (+5 armor, +1 deflection, +3 Dex, +1 
  shield); BAB: +4; Grp: +5; Atk: +9 melee (1d6+2 [plus 
  2]/18−20, +1 rapier) or +8 ranged (1d8+1/x3, mwk 
  composite longbow [+1 Str bonus]); SA Insightful strike; 
  SQ Grace +1; AL N;  
  SV Fort +5, Ref +5, Will +0.  
  tr 1
  S
  2, Dex 16, Con 13, Int 14, Wis 8, Cha 10.  
   
  Skills and Feats: Balance +15,  Bluff +7, Concentration 
  +5, Diplomacy +4, Escape Artist +9, Intimidate +6, Jump 
  +9, Perform (weapon drill) +13.5,  Sense Motive +6, 
  Tumble +16; Combat Expertise, DodgeB, Weapon FinesseB, 
  ea
  W
  pon Focus (rapier). 
   
  Languages: Common, Elven, Flan. 
   
  Weapon and Armor Proficiency: Swashbucklers are 
  proficient with all simple and martial weapons, and with 
  light armor. Some of the swashbuckler’s c;ass features, as 
  noted below, rely on her being no more than lightly 
  armored and unencumbered. 
   
  Insightful 
  Strike 
  (Ex): 
  Bertello 
  applies 
  his 
  Intelligence bonus as a bonus on damage rolls (in 
  addition to his Strength bonus) with any light weapon, as 
  well as any other weapon that can be used with Weapon 
  Finesse. Targets immune to sneak attacks of critical hits 
  are immune to this extra damage. Bartello cannot use this 
  ability when wearing medium or heavy armor or when 
  carrying a medium or heavy load (already included in his 
  at
  st
  s) 
   
  Grace (Ex): Bartello receives a +1 Competence bonus 
  on Reflex saves when not wearing medium or heavy 
  armor or when not carrying a medium or heavy load 
  alre
  (
  ady included in his stats). 
   
  Possessions: +1 chain shirt, ring of protection +1, +1 
  rapier, mwk buckler, mwk composite longbow (+1 Str 
  bonus), dagger, 40 arrows, backpack (bedroll, winter 
  blanket, caltrops, flint and steel, small steel mirror, trail 
  rations [5], sack, 1 lb. soap, waterskin [3], whetstone), 
  b
  pouch (potion of cure light wounds [2], silver holy 
  symbol of Kelanen, 20 gp). 
   
  Description: The handsome, young nephew of 
  Captain Hennen of the Army of the Warfields, Bertello 
  eschewed military service when he came of age to enroll 
  at the Hallorn Fencing Academy. Now that he has reached 
  17 years of age, the Mistress of the Fe
  suggested that he get some real world adventuring 
  experience to help hone his skills.  
   
  Slender and athletic, Bertello stands 5’10” tall, and 
  weighs 165 lbs. With his tanned skin, brown hair, and 
  brown eyes, Bertello is the very picture of a young Flan. 
  Somewhat arrogant, rash and exuberant, he is desperate 
  to prove himself, and will seek to tumble past monsters in 
  order to flank them. He is s
  make use of his Dodge and Combat Expertise feats in 
  order to keep his skin intact.  
   
  As a follower of Kelanen, Bertello prefers to wield 
  swords, although he may wield other weapons if he so 
  chooses. When adventuring, he will often seek to spar 
  with other sword−wielders in the party, to test his skills. 
  Should an actual cleric of Kelanen be 
  le following their ord
  at he can to impress them. 
  WCI Score: 0 (n/a) 
  Meta−org Benefits and Limitations 
   
  Favor of the Lord of Swords: Word of the academy 
  has spread far and wide among Kelanen’s fait
  such, Bertello receives a +2 Circumstance bonus to 
  Diplomacy checks made with clerics of Kelanen.  
   
  Blade Master: Bertello receives a +4 Circumstance 
  bonus to Balance, Concentration, In
  (
  sword (already included in his stats).  
   
  Powered
  1/25/2006 
   15 
    
   Bandit Kingdoms Mercenaries 596CY 
  
   
  Hellstone Tower NPC 
  Hiring Requirements: To hire Raith, one of the PCs must 
  meet one of the following criteria: 
  • 
  Be a member of Hellstone Tower, 
  • 
  Have Influence with Malthos. 
  Cost: Raith charges 24 sp per day for his services plus 
  expenses (food, lodging, tolls, etc.). This rate is tripled 
  for the entire contract if he is placed into any dangerous 
  situations. 
  In the event of death: PCs must pay 40% of the cost of a 
  raise dead spell. 
   
  Raith 
  Runeglow: 
  Male 
  human 
  (Oeridian) 
  Conjurer5/Mage of the Arcane Order1 (Boccob); CR 6; 
  Medium−sized humanoid (human); HD 5d4+10 plus 
  1d4+2; hp 31; Init +1; Spd 30 ft. (x4); AC 15, touch 11, flat−
  footed 14 (+4 mage armor, +1 Dex); BAB: +2; Grp: +1; Atk: 
  +1 melee (1d4−1/19−20, dagger) or +3 ranged (1d8/19−
  20, light crossbow) or +3 ranged touch (spell); SA: Spells; 
  SQ: Summon familiar, Spellpool I; AL: N;  
  SV Fort +4, Ref +5, Will +8. 
  Str 8, Dex 13, Con 14, Int 18, Wis 12, Cha 10.  
   
  Skills and Feats: Concentration +14, Craft (alchemy) 
  +6, Decipher Script +5, Knowledge (arcana) +15, 
  Knowledge 
  [(architecture 
  and 
  engineering), 
  (dungeoneering), 
  (geography), 
  (history), 
  (nature), 
  (nobility and royalty), (religion)] +5, Knowledge (local – 
  Core, Iuz Border States) +6, Knowledge (the planes) +7, 
  Listen +3, Search +4, Spellcraft +17, Spot +3; AlertnessF, 
  Greater Spell Focus (Conjuration), Scribe ScrollB, Skill 
  Focus (Concentration)B, Spell Focus (Conjuration), 
  Cooperative Spell*, Rapid Spell*B. 
   
  Languages: Common, Ancient Suloise, Draconic, Flan, 
  Ancient Baklunish, Infernal, Celestial.  
   
  Spellpool (Su): Raith can call up to 3 levels worth of 
  spells per day from the Hellstone Tower spellpool. To 
  utilize this option, see Complete Arcane page 49. 
   
  Schools of Opposition: Illusion and Enchantment.  
   
  Spells Prepared (5/5/5/4; base DC = 14 [16 for 
  Conjuration spells] + spell level): 0—message, light, 
  open/close, detect magic, acid splashC; 1st—mage armorC, 
  magic missile (2), ray of enfeeblement, summon monster 
  IC; 2nd—glitterdustC, scorching ray (2), see invisibility, 
  rapid summon monster IC; 3rd—fireball, haste, rapid 
  summon monster IIC, OPEN SLOT.  
   
  CConjuration spell. 
   
  Schools of Opposition: Illusion and Enchantment. 
   
  Possessions: Dagger, light crossbow, 10 crossbow 
  bolts, backpack (spellbook, flint and steel, ink, inkpen, 
  waterskin, cold weather outfit, sunrod [2], bedroll, 
  parchment [10]), spell component pouch (2), explorer’s 
  outfit, headband of intellect +2, cloak of resistance +1, 
  scroll case (comprehend languages, endure elements, 
  enlarge person, ray of enfeeblement, summon monster I, 
  summon monster II, command undead), belt pouch 
  (potion of cure light wounds [3], 30 gp). 
   
  Spellbook: 0— all cantrips; 1st—shield, magic missile, 
  ray of enfeeblement, protection from evil, mage armorC, 
  summon monster IC; 2nd—glitterdustC, scorching ray, see 
  invisibility, summon monster IIC; 3rd—fireball, fly, haste, 
  summon monster IIIC. 
   
  Description: Raith is a middle−aged human male. 
  Standing 5’9” tall and weighing about 165 lbs, he has a 
  slight build and looks a bit “bookish”. He is an inquisivite 
  seeker of lost lore, and does not hesitate to bury his nose 
  in a new book.  
   
  In combat, Raith summons a myriad of creatures to 
  get between himself and any enemies. 
  WCI Score: 0 (n/a). 
  WCI Benefit/Limitation: N/A 
  Meta−org Benefits and Limitations 
   
  Air of Secrecy: Raith may not, willingly or 
  unwillingly, divulge the existence of the Tower or its 
  members to anyone. 
   
  Library Arcana: Raith gains a +2 Circumstance to 
  Knowledge (arcana), Knowledge (the planes), and 
  Spellcraft skill checks. 
   
   
  Lore: Male weasel familiar; Tiny magical beast; HD 1/2 
  d8; hp 15; Init +2; Spd 20 ft. (x4), climb 20 ft.; AC 21, 
  touch 14, flat−footed 19 (+4 mage armor, +2 Dex, +3 
  natural, +2 size); BAB: +2; Grp: −10; Atk: +6 melee (1d3−
  4/x2, bite); Space/Reach 2−1/2 ft./0 ft.; SA Attach, 
  deliver touch spells; SQ Low−light vision, scent, improved 
  evasion, share spells, empathetic link, speak with master; 
  AL N; SV Fort +2, Ref +4, Will +6.  
  Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 5.  
   
  Skills 
  and 
  Feats: 
  Balance 
  +10, 
  Climb 
  +10, 
  Concentration +9, Hide +11, Knowledge (arcana) +8, 
  Knowledge 
  [(architecture 
  and 
  engineering), 
  (dungeoneering), 
  (geography), 
  (history), 
  (nature), 
  (nobility and royalty), (religion)] +0, Knowledge (local – 
  Core, Iuz Border States) +6, Knowledge (the planes) +7, 
  Move Silently +8, Spellcraft +8, Spot +3; Weapon Finesse.  
   
  Cooperative Spell [Metamagic] (CA pg. 76) 
  You can cast spells to greater effect in conjunction with 
  the same spell cast by another individual. 
   
  Note: Please refer to Complete Arcane page 76.  
   
  Rapid Spell [Metamagic] (CD pg. 84) 
  You can cast spells with long casting times more quickly. 
   
  Benefits: Only spells with a casting time greater than 
  1 standard action can be made rapid. A rapid spell with a 
  casting time of 1 full round can be cast as a standard 
  action. A rapid spell with a casting time measured in 
  rounds can be cast in 1 full round. Rapid spells with 
  casting times measured in minutes can be cast in 1 
  minute, and rapid spells with casting times measured in 
  hours can be cast in 1 hour. A rapid spell uses up a spell 
  slot one level higher than the spell’s actual level. 
   
   
   
  1/25/2006 
   16 
    
   Bandit Kingdoms Mercenaries 596CY 
  
   
  Johrase Mercenary NPC 
  Hiring Requirements: To hire Kalmek, one of the PCs 
  must meet one of the following criteria: 
  • 
  Any Bandit Kingdoms PC may hire Kalmek. 
  Cost: Kalmek charges 24 sp per day for his services plus 
  expenses (food, lodging, tolls, etc.). This rate is doubled 
  for the entire contract if he is placed into any dangerous 
  situations. 
  In the event of death: PCs must pay 30% of the cost of a 
  raise dead spell. 
   
  Kalmek: Male human (Flan) Ftr2 (St. Cuthbert); CR 2; 
  Medium humanoid (human); HD 2d10+4; hp 20; Init +1; 
  Spd 20 ft. (x3); AC 19, touch 11, flat−footed 18 (+6 armor, 
  +1 Dex, +2 shield); BAB: +2; Grp: +4;  Atk:  +5 melee 
  (1d8+2/x2, mwk flail) or +4 ranged (1d8+2/x3, mwk 
  composite longbow [+2 Str bonus]); SA Disarm (+11 to hit 
  w/flail), trip (+5 melee touch/Str check +6); AL LN;  
  SV Fort +5, Ref +1, Will +0.  
  Str 15, Dex 12, Con 14, Int 13, Wis 10, Cha 8.  
   
  Skills and Feats: Handle Animal +4, Intimidate +4, 
  Profession (Mercenary) +2, Ride +8; Combat ExpertiseB, 
  Improved DisarmB, Improved Trip, Mounted CombatB. 
   
  Languages: Common, Flan. 
   
  Possessions: explorer’s outfit, banded mail, heavy 
  wooden shield, mwk flail, lance, dagger, mwk composite 
  longbow (+2 Str bonus), 20 arrows, backpack (bedroll, 
  winter blanket, flint and steel, hammer, 1 lb. soap, 
  waterskin [3], whetstone), belt pouch (potion of cure 
  light wounds, signal whistle, 10 gp), signet ring (Johrase), 
  tabard (Johrase), heavy warhorse. 
   
  Description: Though only nineteen, Kalmek is already 
  a veteran by most standards. His duties as a hired 
  mercenary in three postings in the Bandit Kingdoms have 
  given him many opportunities to hone his skills, for the 
  Johrase are rarely hired to sit comfortably in garrison.   
   
  In combat, he prefers to be close up where his 
  tactical skills at tripping and disarming can be best 
  utilized. As a last resort he will unlimber his bow. 
   
  Socially, Kalmek is dour and withdrawn around all 
  but other Johrase Mercenaries. While martially skilled, 
  around comely females he is socially awkward – having 
  dedicated himself to the martial skills, he is completely 
  ignorant of the social graces. 
   
  Though just an infant when the Kingdom of Johrase 
  fell, he was reared on the legends of the Kingdom and 
  instilled with the Johrase animosity toward the orcs who 
  now hold Kinemeet and (to a slightly lesser extent) the 
  self−serving Dimrites who betrayed the Johrase to save 
  their own lands from the Iuzian onslaught.  
   
  Like all Johrase Mercenaries, he has sworn absolute 
  fealty to Malchat. Like most Johrase Mercenaries, Kalmek 
  has on occasion questioned Malchat’s apparent closeness 
  to Cranzer, but Kalmek feels that ultimately Malchat has 
  earned his loyalty because of his stalwart leadership 
  through the hazardous previous decade, so he harbors no 
  regrets when he sends off 1% of every payday to those 
  higher in the structure than himself. 
  WCI Score: 0 (n/a) 
  Meta−org Benefits and Limitations 
   
  Johrase Brotherhood: Whenever bearing arms, the 
  Kalmek MUST wear the black morning star emblem of the 
  Johrase (see above) and may never fight other Johrase, 
  regardless of any employer’s desires. 
   
  Johrase Enemies: Kalmek must take every reasonable 
  opportunity to attack orcs and goblins. 
   
  Johrase 
  Reputation: 
  Kalmek 
  receives 
  a 
  +1 
  Circumstance bonus to Intimidate and Profession 
  (soldier) checks made in the Bandit Kingdoms while 
  openly 
  displaying 
  membership 
  in 
  the 
  Johrase 
  Mercenaries. 
   
  Enmity of the Fanlareshen: All Fanlareshen elf NPCs 
  automatically start out as Hostile towards members of 
  the Johrase Mercenaries. If inside the Fellreev Forest, the 
  Kalmek has one round in which to attempt to use 
  Diplomacy to adjust the NPC’s attitude to Indifferent 
  before being attacked. Other characters may not assist in 
  this Diplomacy check unless they have Influence with 
  Clan Fanlareshen. 
   
   
  Pride: male heavy warhorse; hp 44; AC 18, touch 10, 
  flat−footed 17 (+4 armor, +1 Dex, +4 natural, −1 Size); see 
  Monster Manual page 273. 
   
  Tricks: Attack x2, come, defend, down and heel. 
   
  Possessions: chain shirt barding, tabard (Johrase), 
  bit and bridle, military saddle, saddlebags (feed [10], 
  bucket, crowbar, iron pot, trail rations [5], 50 ft. hemp 
  rope, sack, sledge, shovel). 
  1/25/2006 
   17 
    
   Bandit Kingdoms Mercenaries 596CY 
  
   
  Men of the Rift NPC 
  Hiring Requirements: To hire Gnash, one of the PCs must 
  meet one of the following criteria: 
  • 
  Be a Man of the Rift, 
  • 
  Spend one Influence Point with the Men of the Rift. 
  Cost: Gnash charges 24 sp per day for his services plus 
  expenses (food, lodging, tolls, etc.). This rate is doubled 
  for the entire contract if he is placed into any dangerous 
  situations. 
  In the event of death: PCs must pay 40% of the cost of a 
  raise dead spell. 
  Note: Gnash has an Equivalent Character Level of 4. 
   
  Gnash: Male gnoll Bbn1 (Erythnul); Medium humanoid 
  (gnoll); HD 2d8+6 plus 1d12+3; hp 29; Init +1; Spd 40 ft. 
  (x4); AC 17, touch 11, flat−footed 16 (+5 armor, +1 Dex, +1 
  natural); BAB: +2; Grp: +6;  Atk: +7 melee (1d12+6/x3, 
  mwk greataxe) or +3 ranged (1d8+2/x3, composite 
  longbow [+2 Str bonus]); SQ Darkvision 60 ft., rage 
  1/day, fast movement, illiteracy; AL CN;  
  SV Fort +8, Ref +1, Will +1.  
  Str 19, Dex 13, Con 16, Int 8, Wis 12, Cha 6.  
   
  Skills and Feats: Intimidate +0, Spot +4, Survival +3; 
  Power Attack, Reckless Rage*.  
   
  Languages: Common, Gnoll. 
   
  Possessions: explorer’s outfit, +1 chain shirt, mwk 
  greataxe, composite longbow (+2 Str bonus), 20 arrows, 
  dagger, backpack (bedroll, winter blanket, crowbar, flint 
  and steel, hammer, miner’s pick, pitons [10], portable 
  ram, trail rations [5], 100 ft. hemp rope, sack, signal 
  whistle, 
  sledge, 
  shovel, 
  waterskin 
  [3], 
  whetstone, 
  climber’s kit, belt pouch (potion of cure light wounds [2], 
  20 gp). 
   
  Description: Gnash is much taller than a human is, 
  standing over seven−and−a−half feet tall. He has grey 
  skin, dark brown fur, and a head like a hyena’s, with a 
  reddish−gray mane. His Common has a very rough, 
  guttural accent, and he usually does not have much to 
  say. When he does, it usually means trouble for someone. 
  When he wants to intimidate a humanoid, he calls them 
  “dinner”.  
   
  Gnash prefers to be awake at night, and tends to 
  think with his stomach. He will go after any unattended 
  livestock when hungry. He dislikes most humanoids, and 
  he especially hates giants. He will, however, be friendly 
  towards any humanoids who worship Erythnul. 
   
  In battle, he will try to flank an opponent, rage, and 
  then Power Attack. If he feels that he is in danger of dying 
  (i.e. if he has less than 10 hit points), he will retreat from 
  a fight to drink his potion. In this eventuality, he will not 
  re−enter the fight unless the party physically hands him 
  another potion of cure light wounds. 
   
  Gnash respects strength, so it is possible for a PC to 
  Intimidate him back into the fight. As a standard action, a 
  PC can attempt an opposed Intimidate check against 
  Gnash’s modified level check (1d20+4), at a −10 penalty 
  for rushing the attempt. If a PC spends a full minute (ten 
  move actions) attempting to change Gnash’s behavior, 
  they do not incur the −10 penalty. If successful, Gnash 
  will re−enter the fight. He will also re−enter the fight if 
  he receives enough magical healing from the party to put 
  his hit point total above 15.  
  WCI Score: −2 (n/a) 
  Meta−org Benefits and Limitations 
   
  Reputation for Violence: Gnash receives both a −4 
  Circumstance penalty to Diplomacy checks and a +4 
  Circumstance bonus to Intimidate checks made within the 
  Bandit Kingdoms. 
   
  Rift familiarity: The PC receives a +4 Circumstance 
  bonus to the following skill checks made when in the Rift 
  Canyon or the Rift Barrens: Balance, Climb, Hide, Jump, 
  Knowledge (nature), Listen, Move Silently, Spot and 
  Survival.  
   
  Reckless Rage [General] (RS pg. 143) 
  You are considered extreme even among other barbaric 
  warriors, and you enter a deeper state of rage than 
  others.  
  Prerequisites: Con 13, rage ability 
  Benefits: Whenever you activate your rage ability, you 
  take an additional –2 penalty to your armor class, but you 
  gain an additional +2 bonus to Strength and Constitution. 
  These bonuses and penalties stack with the effects of 
  rage. 
   
  Powered−up suite (rage): hp 38; AC 13, touch 7; Grp: +9; 
  Atk: +10 melee (1d12+10/x3, mwk greataxe); SV Fort +11; 
  Will +3. Str 25, Con 22. 
  1/25/2006 
   18 
    
   Bandit Kingdoms Mercenaries 596CY 
  
   
  Defender of Morannon Keep NPC 
  Hiring Requirements: To hire Kimble, one of the PCs must 
  meet one of the following criteria: 
  • 
  Be a Defender of Morannon Keep, 
  • 
  Be a Citizen of Redhand, 
  • 
  Be a worshipper of Ralishaz. 
  Special: None of the PCs may be a cleric/favored soul of 
  Norebo. 
  Cost: Kimble charges 8 sp per day for his services plus 
  expenses (food, lodging, tolls, etc.). This rate is doubled 
  for the entire contract if he is placed into any dangerous 
  situations. 
  In the event of death: PCs must pay 20% of the cost of a 
  raise dead spell. 
   
  Kimble “Crazy” Dergin: Male gnome clr2 (Ralishaz); CR 
  2; Small humanoid (gnome); HD 2d8+6; hp 19; Init +1; Spd 
  15 ft. (x3); AC 21, touch 12, flat−footed 20 (+7 armor, +1 
  Dex, +2 shield, +1 Size); BAB: +1; Grp: −5;  Atk: +0 melee 
  (1d4−2/x2, club) or +4 ranged (1d8/19−20, mwk heavy 
  crossbow); SA +1 racial bonus on attack rolls vs. kobolds 
  and goblinoids, turn undead 4/day (1d20+3/2d6+3); SQ 
  Low−light vision, +4 Dodge bonus to AC vs. giants, spell−
  like abilities; AL CN;  
  SV Fort +6, Ref +1, Will +5 (+2 vs. Illusions).  
  Str 6, Dex 12, Con 16, Int 10, Wis 15, Cha 13.  
   
  Skills and Feats: Concentration +8, Craft (alchemy) 
  +2, Hide −2, Knowledge (religion) +5, Listen +4; Scribe 
  Scroll. 
   
  Languages: Common and Gnome. 
   
  Spell−like Abilities (Sp): 1/day—dancing lights, ghost 
  sound (DC 11), prestidigitation, speak with animals 
  (burrowing mammal only, duration 1 minute). Caster 
  level 1st. 
   
  Typical Spells Prepared (4/4; base DC = 12 + spell 
  level): 0—create water, cure minor wounds, detect 
  magic, read magic; 1st—entropic shieldD, cause fear, 
  obscuring mist, doom. 
   
  DDomain spell. Domains: Chaos (cast Chaos spells at 
  +1 caster level); Luck (reroll 1/day before DM declares 
  result of original roll. Must keep result of reroll, even if 
  it’s worse). 
  Note: After the first day of adventuring, DMs may change 
  the spells prepared if they so choose, but may only use 
  Core spells. 
   
  Possessions: +1 banded mail, heavy wooden shield, 
  club, mwk heavy crossbow, 20 bolts, signet ring 
  (Morannon Keep), tabard (Morannon Keep), backpack 
  (bedroll, bell, winter blanket, caltrops, candle, ink, 
  inkpen, paper [5], iron pot, trail rations [5], waterskin 
  [3]), belt pouch (wooden holy symbol of Ralishaz, chalk, 
  flint and steel, 10 gp), scroll case (All scrolls at 1st caster 
  level: bane, bless [2], bless water, cause fear, command, 
  comprehend languages, cure light wounds [4], detect 
  law,  magic weapon [2], sanctuary). 
   
  Description: Kimble is a curious fellow of a gnome. 
  Several years ago, he was much like many other gnomes, 
  enjoying a fairly innocuous life in a distant land, albeit 
  with a penchant for random acts of nonsense that drove 
  even his fun−loving kin to distraction. They had even 
  given him the nickname of “Crazy”, for Kimble would 
  tempt fate far too often. 
   
  It was with some relief, and a touch of sadness, that 
  they watched him depart with a strange, white−skinned 
  human named Ulik after the supposed Baron and his 
  entourage passed through their village. Kimble’s antics 
  had so amused the Baron that he allowed the young 
  gnome to accompany them back to his keep in Redhand 
  (much to the annoyance of the archmage Pappy). 
   
  After years of living in that chaotic keep, Kimble is 
  now ready to spread his brand of chaos around the 
  Combination. He understands that he needs to keep his 
  divine spell casting powers under wraps while around 
  Iuzians, but he might not be able to resist the urge to use 
  his spell−like abilities around them if doing so would 
  prove more amusing than dangerous. In Redhand, he 
  delights in annoying the hobgoblin soldiers, trusting that 
  the Baron’s standing as a vassal to Prince Zeech will 
  protect him from any serious repercussions.  
   
  During any serious combat, Kimble will attempt to 
  use his spells to harass or slow down his enemies, 
  avoiding melee combat at all costs. He will refuse to cure 
  any stodgy companions, preferring instead to help those 
  traveling companions who enjoyed his random antics and 
  gave suitable lip service to The Unlooked For. He can 
  even be a bit mean at times, as he believes that regardless 
  of his actions, bad luck eventually catches up with 
  everyone in the end. 
  WCI Score: 1 (n/a) 
  Meta−org Benefits and Limitations 
   
  Coastal Life: Kimble receives a +4 Circumstance 
  bonus on Swim checks made in the Nyr Dyv or 
  Artonsamay River.  
   
  Hated 
  by 
  the 
  Shield: 
  Kimble 
  suffers 
  a 
  −2 
  Circumstance penalty to Bluff, Diplomacy, and Gather 
  Information checks made when when dealing with loyal 
  Shield Landers (including members of the Brotherhood of 
  the Sundered Axe). 
   
  Redhand 
  Familiarity: 
  Kimble 
  receives 
  a 
  +4 
  Circumstance 
  bonus 
  to 
  Bluff, 
  Diplomacy, 
  Gather 
  Information, Intimidate and Knowledge (local – Iuz’s 
  Border States) and checks made in Redhand.  
   
   
   
  1/25/2006 
   19 
    
   Bandit Kingdoms Mercenaries 596CY 
  
   
  Moskol’s Legion NPC 
  Hiring Requirements: To hire Myrge, one of the PCs must 
  meet one of the following criteria: 
  • 
  Be a member of Moskol’s Legion or the Old Faith 
  Druids of the Northern Reaches, 
  • 
  Spend one Influence Point with Moskol’s Legion, 
  • 
  Be a resident of Hallorn with property (certed). 
  Cost: Myrge charges 16 sp per day for her services plus 
  expenses (food, lodging, tolls, etc.). This rate is doubled 
  for the entire contract if she is placed into any dangerous 
  situations. 
  In the event of death: PCs must pay 40% of the cost of a 
  raise dead spell. 
   
  Myrge 
  Nartson: 
  Female 
  human 
  Favored 
  Soul4 
  (Trithereon); CR 4; Medium humanoid (human); HD 
  4d8+4; hp 27; Init −1; Spd 20 ft. (x3); AC 23, touch 9, 
  flat−footed 23 (+9 armor, −1 Dex, +5 shield); BAB: +3; 
  Grp: +4; Atk +4 melee (1d8+1/x3, spear); SA Spells; AL CG;  
  SV Fort +5, Ref +3, Will +6.  
  Str 12, Dex 8, Con 13, Int 10, Wis 14, Cha 16.  
   
  Skills and Feats: Concentration +11, Diplomacy +10, 
  Handle Animal +3 (+5 vs. Freedom), Heal +11; Heavy 
  Armor Proficiency, Skill Focus (Concentration)B, Tower 
  Shield Proficiency, Weapon Focus (spear)B.  
   
  Languages: Common. 
   
  Spells Known (6/7/4; base DC = 12 + spell level): 0—
  create water, cure minor wounds, detect magic, guidance, 
  light, read magic; 1st—cure light wounds, magic weapon, 
  remove fear, shield of faith; 2nd—cure moderate wounds, 
  sound burst, spiritual weapon. 
   
  Weapon and Armor Proficiency: Favored Souls are 
  proficient with all simple weapons, with light and medium 
  armor, and shields (except tower shields). 
   
  Spells: A favored soul casts divine spells. He can cast 
  any spell he knows without preparing it ahead of time the 
  way a cleric must. To cast a spell, a favored soul must 
  have a Charisma score of 10 + the spell's level. The 
  Difficulty Class for a saving throw against a favored’s 
  soul’s spell is 10 + the spell’s level + the favored soul’s 
  Wisdom modifier. Unlike a cleric, a favored soul need not 
  prepare her spells in advance. She can cast any spell she 
  knows at any time, assuming she has not yet used up her 
  spells per day for that spell level. 
   
   Possessions: explorer’s outfit, +1 fullplate, +1 tower 
  shield, scroll case (scroll of cure light wounds [2]), mwk 
  spear, spell component pouch (2), backpack (bedroll, 
  winter blanket, flint and steel, small steel mirror, iron 
  pot, trail rations [3], 1 lb. soap, waterskin [3]), belt pouch 
  (healer’s balm*[2], healer’s kit, wooden holy symbol of 
  Trithereon, 20 gp). 
   
  Description: Myrge is a very attractive human female 
  of mixed descent. Her blond hair and blue eyes hints at 
  the Suloise in her family background. A former acolyte of 
  Elder Chaplain Otolle’s, she is eager to spread the word of 
  the Summoner far and wide (discreetly, of course). 
   
  Myrge does not even pretend to be any good at 
  melee combat. However, she prides herself on being able 
  to use her tower shield effectively to give herself cover 
  while she aids her comrades with her spells. She is not 
  afraid to die if the cause is worthy. 
  WCI Score: 1 (n/a) 
  Meta−org Benefits and Limitations 
   
  Moskol’s 
  Enemies: 
  Myrge 
  must 
  take 
  every 
  reasonable opportunity to attack minions of Iuz. 
  Legionnaires despise minions of the Old One and suffer a 
  –2 Circumstance bonus to Diplomacy checks made 
  against a cleric of the Old One’s.  
   
  At one with the Tangles: Myrge receives a +1 
  Circumstance bonus to Balance, Climb, Hide, Jump, 
  Knowledge (any) pertaining to the Tangles or its 
  denizens, Listen, Move Silently, Spot and Survival checks 
  while in the Tangles. 
   
  Freedom: female riding dog; hp 20; AC 19, touch 12, flat−
  footed 17 (+3 armor, +2 Dex, +4 natural); see Monster 
  Manual page 272. 
   
  Tricks: Attack x2, come, defend, down and heel. 
   
  Possessions: mwk studded leather barding.  
  Note: Freedom has been raised since a pup to obey and 
  protect Myrge, and she is utterly loyal to Myrge. As such, 
  Myrge receives a +2 Circumstance bonus to Handle 
  Animal checks made to control Freedom. 
   
  Healer’s Balm (CV pg. 118): This smooth, sweet−smelling 
  balm allows a healer to better soothe the effects of 
  wounds, disease, and poison. Healer’s balm provides a +1 
  alchemical bonus on Heal checks made to help an affected 
  creature. The effects of healer’s balm last for one minute. 
   
  One dose of healer’s balm is enough to coat one 
  Medium creature. Applying healer’s balm is a standard 
  action that provokes attacks of opportunity. It can be 
  applied as part of a standard action made to administer 
  first aid, treat a wound, or treat poison.  
   
  1/25/2006 
   20 
    
   Bandit Kingdoms Mercenaries 596CY 
  
   
  Northern Alliance NPC 
  Hiring Requirements: To hire Syrinda, one of the PCs 
  must meet one of the following criteria: 
  • 
  Be a Citizen of the Northern Alliance, 
  • 
  Spend one Influence Point with the Northern 
  Alliance, 
  • 
  Be a resident of Rookroost with property (certed). 
  Special: None of the PCs may be a paladin, or a 
  cleric/favored soul dedicated to Pelor, St. Cuthbert, 
  Heward, Kelanen, Keoghtom, Murlynd, or Zagyg. None of 
  the PCs may be an Insurgent (or higher) Wanted by the 
  Church of Iuz. 
  Cost: Syrinda charges 24 sp per day for her services plus 
  expenses (food, lodging, tolls, etc.). This rate is doubled 
  for the entire contract if she is placed into any dangerous 
  situations. 
  In the event of death: PCs must pay 60% of the cost of a 
  raise dead spell. 
   
  Syrinda: Female human Favored Soul6 (Iuz); CR 6; 
  Medium humanoid (human); HD 6d8+6; hp 39; Init −1; 
  Spd 20 ft. (x3); AC 18, touch 9, flat−footed 18 (+9 armor, 
  −1 Dex); BAB: +4; Grp: +6; Atk +8 melee (2d6+4/19−20, 
  +1 greatsword); SA Spells; SQ Sonic resistance 10; AL CN;  
  SV Fort +7, Ref +5, Will +7.  
  Str 14, Dex 8, Con 13, Int 10, Wis 12, Cha 16.  
   
  Skills and Feats: Concentration +13, Sense Motive 
  +10, Spellcraft +9; Blind−Fight, Combat Casting, Heavy 
  Armor Proficiency, Skill Focus (Concentration)B, Weapon 
  Focus (greatsword)B.  
   
  Languages: Common. 
   
  Spells Known (7/7/6/4; base DC = 11 + spell level): 
  0—7 create water, detect magic, detect poison, guidance, 
  read magic, resistance, virtue; 1st—bless, divine favor, 
  doom, entropic shield, shield of faith; 2nd—bull’s 
  strength, inflict moderate wounds, sound burst, spiritual 
  weapon; 3rd—bestow curse, cure serious wounds, prayer. 
   
  Weapon and Armor Proficiency: Favored Souls are 
  proficient with all simple weapons, their deity’s favored 
  weapon, light and medium armor, and shields (except 
  tower shields). 
   
  Spells: A favored soul casts divine spells. He can cast 
  any spell he knows without preparing it ahead of time the 
  way a cleric must. To cast a spell, a favored soul must 
  have a Charisma score of 10 + the spell's level. The 
  Difficulty Class for a saving throw against a favored’s 
  soul’s spell is 10 + the spell’s level + the favored soul’s 
  Wisdom modifier. Unlike a cleric, a favored soul need not 
  prepare her spells in advance. She can cast any spell she 
  knows at any time, assuming she has not yet used up her 
  spells per day for that spell level. 
   
   Possessions: explorer’s outfit, +1 fullplate, cloak of 
  resistance +1, +1 greatsword, scroll case (scroll of cure 
  light wounds [4]), dagger, spell component pouch (2), 
  silver holy symbol of Iuz, backpack (bedroll, winter 
  blanket, flint and steel, manacles, small steel mirror, trail 
  rations [3], sack, signal whistle, 1 lb. soap, whetstone, 
  holy text of Iuz), signet ring (Northern Alliance), tabard 
  (Northern Alliance), belt pouch (potion of cure light 
  wounds [3], 30 gp). 
   
  Description: Syrinda is a strong, tall, coldly beautiful 
  woman in her late twenties. A fervent believer in “might 
  makes right”, she is a devout worshipper of Iuz, and a 
  loyal citizen of the Northern Alliance. Her most fervent 
  desire is for Xavendra’s lieutenant, Veth, to turn her into 
  a vampire.  
   
  Despite being a loyal citizen of the Nothern Alliance, 
  Syrinda does not concern herself too much with 
  capturing and turning in Wanted people, or with selling 
  out non−registered spellcasters. She prefers to leave that 
  to the more traditional Iuzian clergy and soldiers. Her 
  focus instead is proving herself through combat and the 
  subjugation of her opponents. 
   
  Syrinda is not afraid of fighting other Iuzians, as long 
  as they are not part of the Northern Alliance hierarchy. In 
  fact, she actually revels in fighting other Iuzians, 
  believing that each victory brings her closer to her dread 
  lord’s noticed. During combat, she is very selfish and 
  conniving, trying to get the glory without the danger, by 
  casting spells upon herself until she feels that is 
  sufficiently ready. At the minimum, she will avoid 
  entering melee until she has cast shield of faith upon 
  herself, and she absolutely refuses to cast healing spells 
  upon anyone other than herself.  
  WCI Score: 0 (n/a) 
  Meta−org Benefits and Limitations 
   
  Familiar Face: Syrinda receives a −4 Circumstance 
  bonus to Disguise checks made against officials from the 
  Northern Alliance. 
   
  Citizen in Good Standing: Syrinda receives a +4 
  Circumstance bonus on Diplomacy, Gather Information, 
  and Knowledge (local – Iuz Border States) checks when 
  made in the Northern Alliance.  
   
  Powered−up suite (prayer, bull’s strength, shield of faith, 
  divine favor, bless): AC 21, touch 12, flat−footed 22; Grp: 
  +8; Atk: +14 melee (2d6+10/19−20, +1 greatsword); SV 
  Fort +8, Ref +6, Will +8. Str 18. Skills +1. 
   
   
  1/25/2006 
   21 
    
   Bandit Kingdoms Mercenaries 596CY 
  
   
  Principality of Redhand NPC 
  Hiring Requirements: To hire Nargok, one of the PCs 
  must meet one of the following criteria: 
  • 
  Be a Citizen of Redhand, 
  • 
  Spend an Influence Point with Redhand or Prince 
  Zeech, 
  • 
  Be a Defender of Morannon Keep. 
  Special: None of the PCs may be Banned in Redhand. 
  Cost: Nargok charges 8 sp per day for his services plus 
  expenses (food, lodging, tolls, etc.). This rate is doubled 
  for the entire contract if he is placed into any dangerous 
  situations. 
  In the event of death: PCs must pay 20% of the cost of a 
  raise dead spell. 
  Note: Nargok has an Equivalent Character Level of 2. 
  Role−playing note: Nargok will not break any laws in the 
  Principality of Redhand, nor will he oppose any lawful 
  Redhand authorities. 
   
  Nargok: Male hobgoblin Ftr1 (Nomog−Geaya); Medium 
  humanoid (goblinoid); HD 1d10+3; hp 13; Init +3; Spd 20 
  ft. (x4); AC 21, touch 13, flat−footed 18 (+5 armor, +3 
  Dex, +3 shield); BAB: +1; Grp: +2; Atk: +6 melee 
  (1d6+1/18−20, mwk rapier) or +5 ranged (1d8+1/x3, mwk 
  composite longbow [+1 Str bonus]);  SQ Darkvision 60 ft.; 
  AL LN;  
  SV Fort +5, Ref +3, Will +1.  
  Str 13, Dex 17, Con 16, Int 10, Wis 12, Cha 8.  
   
  Skills and Feats: Intimidate +3, Move Silently +3, 
  Profession (soldier) +3; Weapon Finesse, Weapon Focus 
  (rapier)B. 
   
  Languages: Common, Goblin. 
   
  Possessions: explorer’s outfit, mwk breastplate, mwk 
  rapier, +1 heavy wooden shield, mwk composite longbow 
  (+1 Str bonus), dagger, 40 arrows, backpack (bedroll, 
  winter blanket, caltrops, crowbar, fishing hook [5], flint 
  and steel, hammer, 1 pint−flask of oil [5], iron pot, trail 
  rations 
  [5], 
  sack, 
  signal 
  whistle, 
  waterskin 
  [3], 
  whetstone), belt pouch (potion of cure light wounds, 10 
  gp). 
   
  Description: Nargok is a young hobgoblin soldier 
  from Redhand. Standing six−and−a−half feet tall, he is 
  surprisingly nimble, preferring finesse over brawn. He is 
  quick to follow orders, or to give strong tactical advice. 
  He knows that proper leadership keeps soldiers alive, 
  and, while he is very brave, his far from foolhardy.  
   
  Nargok respects military prowess, and will work 
  closely with any fighter or warriors on tactics. He expects 
  anyone who hires him to be willing to fight at his side, 
  providing flanks, and working as a team to overcome any 
  opponents. He also knows when a retreat is in order, and 
  he is not willing to throw his life away just because he is a 
  mercenary. After all, he still has to report for duty in 
  Alhaster, and getting himself killed will mean that he will 
  be unable to fulfill that obligation. 
  WCI Score: −2 (n/a) 
  Meta−org Benefits and Limitations 
   
  Coastal Life: Nargok receives a +4 Circumstance 
  bonus on Swim checks made in the Nyr Dyv or 
  Artonsamay River.  
   
  Redhand 
  Familiarity: 
  Nargok 
  receives 
  a 
  +4 
  Circumstance bonus to Diplomacy, Gather Information 
  and Knowledge (local – Iuz’s Border States) checks made 
  when in Redhand. 
  1/25/2006 
   22 
    
   Bandit Kingdoms Mercenaries 596CY 
  
   
  Red Planks NPC 
  Hiring Requirements: To hire Sergei, one of the PCs must 
  meet one of the following criteria: 
  • 
  Be a member of the Red Planks, 
  • 
  Be a Red Planks Sympathizer, 
  • 
  Spend two Influence Points with the Red Planks. 
  Cost: Sergei charges 32 sp per day for his services plus 
  expenses (food, lodging, tolls, etc.). This rate is doubled 
  for the entire contract if he is placed into any dangerous 
  situations. 
  In the event of death: PCs must pay 80% of the cost of a 
  raise dead spell. 
   
  Sergei: Male human (Rhennee) Rog2/Ftr4/Darkhagard2; 
  CR 8; medium humanoid (human); HD 2d6+4 plus 
  6d10+12; hp 62; Init +2; Spd 30 ft. (x4); AC 16, touch 12, 
  flat−footed 14 (+4 armor, +2 dex); BAB: +7; Grp: +10; Atk 
  +13 melee (1d8+9/x3, +1 darkha) or +11 ranged 
  (1d8+7/x3, +1 darkha); Full Att +13/+8 melee (1d8+9/x3, 
  +1 darkha) or +11 ranged (1d8+7/x3, +1 darkha); SA Sneak 
  attack +1d6; SQ Evasion, prone fighting, trapfinding; AL 
  N;  
  SV Fort +10, Ref +7, Will +3.  
  Str 18, Dex 14, Con 14, Int 12, Wis 8, Cha 10.  
   
  Skills and Feats: Appraise +7, Balance +9, Bluff +4, 
  Climb +11, Craft (boatmaking) +3, Craft (ropemaking) 
  +3, Jump +14, Perform (sing) +4, Profession (sailor) +4, 
  Swim +12, Tumble +13, Use Rope +6; Combat Reflexes, 
  Exotic Weapon Proficiency (Darkha)B, Iron Will, Point 
  Blank ShotB, Power AttackB, Precise ShotB, Weapon Focus 
  (Darkha), Weapon Specialization (Darkha)B. 
   
  Languages: Common, Flan, Rhopan. 
   
  Prone Fighting (Ex): You suffer no penalties to melee 
  attacks using a darkha while prone and your opponents 
  gain no bonuses to melee attacks against you while you 
  are prone and wielding a darkha. 
   
  Possessions: explorer’s outfit, +1 studded leather, 
  cloak of resistance +1, +1 darkha, ring of protection +1, 
  gauntlets of ogre power, mwk dagger, backpack (bedroll, 
  winter blanket, crowbar, fishhook [10], 25 ft. sq. fishing 
  net, flint and steel, grappling hook, hammer, iron pot, 
  trail rations [5], 50 ft. silk rope, signal whistle, sledge, 
  waterskin [3], whetstone artisan’s tools), belt pouch 
  (potion of cure light wounds [4], flask of instant rope*, 
  40 gp). 
   
  Description: A Red Planks Bosun, Sergei has black 
  hair and blue  eyes with a dark complexion. He is usually 
  found singing as he works to repair his barge down by the 
  river. Sergei dresses in gaudy clothes and headscarves, 
  and he will never be out of reach of his darkha. This 
  weapon is elaborately carved with depictions of his 
  exploits, 
  ambitions 
  and 
  relationships. 
  Touching 
  a 
  Rhennee’s darkha without his permission is considered 
  quite offensive.  
  WCI Score: 0 (n/a) 
  Meta−org Benefits and Limitations 
   
  River Knowledge: Due to traveling along the 
  Artonsamay and Zumker, the Sergei has developed some 
  knowledge about their currents, bends, and wildlife. He 
  receives a +3 Circumstance bonus to Knowledge (any) 
  checks made regarding the rivers and their denizens, and 
  to Swim checks made in either river. 
   
  Deck Hand: The Bargeman’s senses are so in tune 
  with his barge that he receives a +3 Circumstance bonus 
  to Profession (sailor) and Rope use checks made while on 
  a barge. 
   
  Darkha: 
  Members of the Darkhagard are seldom far from their 
  special two−pronged harpoon, the darkha. The darkha is 
  considered a two−handed exotic melee weapon with the 
  following statistics: Cost 4 gp; Damage 1d8; Critical x3; 
  Range Increment 30 ft.; Weight 4 lbs; Type Piercing. A 
  Darkhagard takes great pride in his weapon, which has 
  been individually crafted to his personal specifications. 
  Some warriors prefer shorter, heavier darkhas for more 
  effective hand−to−hand combat. Others affix iron rings 
  to the butts of their weapons in order to use the darkhas 
  as harpoons; with ropes attached to draw the darkhas 
  once it has been thrown (this counts as a move action, 
  and assumes the darkha is free to be pulled back). 
  Handling a warrior's darkha without permission is 
  considered an insult to the weapon's owner. 
   
  Instant Rope (A&EG pg. 34): When poured from a flask, 
  this viscous liquid forms into a long cord usable as a 
  temporary rope. Upon being exposed to air, the liquid 
  rapidly increases in both volume and viscosity, swelling 
  to the diameter of a typical hemp rope, then quickly 
  drying. A flask of instant rope forms a 30−foot−long 
  cord; it takes 2 rounds for it to solidify and dry enough to 
  be used. The instant rope can be moved during this period 
  without damaging it, but it cannot support more than 10 
  pounds of weight without breaking. Once completely dry, 
  instant rope can support as much weight as normal hemp 
  rope. After an hour, instant rope becomes too brittle to 
  support any weight and quickly crumbles into dust. 
   
  
   
  Rookroost Thieves Guild NPC 
  Hiring Requirements: To hire Tyron, one of the PCs must 
  meet one of the following criteria: 
  • 
  Be a member of the Rookroost Thieves Guild, 
  • 
  Be a Specialist for the Rookroost Thieves Guild,  
  • 
  Spend one Influence Point with the Rookroost 
  Thieves Guild, 
  • 
  Be a Citizen of the Northern Alliance, 
  • 
  Be a resident of Rookroost with property (certed). 
  Special: None of the PCs may be a member of the Stoink 
  Thieves Guild, or have the Enmity of the Rookroost 
  Thieves Guild.  
  Cost: Tyron charges 24 sp per day for his services plus 
  expenses (food, lodging, tolls, etc.). This rate is 
  quadrupled for the entire contract if he is placed into any 
  dangerous situations. 
  In the event of death: PCs must pay 60% of the cost of a 
  ead spell. 
  raise d
   
  Tyron: Male human Rog6 (Kurell); CR 6; Medium 
  humanoid (human); HD 6d6+6; hp 32; Init +4; Spd 30 ft. 
  (x4); AC 20, touch 14, flat−footed 19 (+5 armor, +4 Dex, 
  +1 shield); BAB: +4; Grp: +4; Atk +5 melee (1d6/18−20, 
  mwk rapier) or +9 ranged (1d6/x3, mwk shortbow); SA 
  Sneak attack +3d6; SQ Trapfinding, evasion, trap sense 
  +2, uncanny dodge; AL N;  
  SV Fort +3, Ref +9, Will +1.  
  Str 10, Dex 18, Con 12, Int 14, Wis 8, Cha 13.  
   
  Skills and Feats: Balance +14, Bluff +5, Climb +7, 
  Disable Device +13, Escape Artist +12, Gather Information 
  +3, Hide +14, Jump +13, Knowledge (local – Iuz’s Border 
  States) +7, Move Silently +14, Open Lock +15, Search +16, 
  Sleight of Hand +8, Tumble +16, Use Rope +3(5); Skill 
  B
  estigator.  
  Focus (Search), Stealthy , Acrobatic, Inv
   
  Languages: Common, Abyssal, Orc. 
   
  Possessions: explorer’s outfit, gloves of dexterity +2, 
  +1 chain shirt, mwk rapier, mwk buckler, dagger, mwk 
  shortbow, 20 arrows, backpack (bedroll, winter blanket, 
  caltrops [2], candle [10], chalk [5], flint and steel, small 
  steel mirror, piton [2], trail rations [2], 50 ft. silk rope, 
  sack, 1 lb. soap, torch, waterskin [2], climber’s kit, 
  disguise kit, longspoon thieves’ tools), belt pouch (potion 
  f cu
  o
  re light wounds [3], mwk thieves tools, 30 gp). 
   
  Description: Tyron is a slender, handsome man with 
  a gymnist’s build. Standing five−and−a−half feet tall, 
  with short dark hair, and piercing brown eyes, he is 
  charming when he wants to be. A Rogue level member of 
  the Rookroost Thieves Guild, he excels at breaking and 
  entering, finding traps and then disabling them. Many a 
  m
  ho
  e in Rookroost has been pilfered by this young man. 
   
  When not casing a joint for a heist, he often walks 
  Rookroost’s streets with his partner in crime, Imyrson. 
  Often disguised, the two of them are perfecting a routine 
  where Imyrson distracts the target while Tyron lifts their 
  valuables. 
  Tyron 
  considers 
  these 
  activities 
  mere 
  diversions, as he rakes in far more when he burglars a 
  wealthy residence.  
   
  In combat, Tyron prefers to hide and then snipe at 
  the enemy, hoping to hit a vital spot. If forced into melee, 
  he will use his tumbling abilities to withdraw. As he tells 
  those who hire him, he is there for one job, and one job 
  only, “to get the loot”.  
  Note: While Tryon is a Rogue level member of the 
  Rookroost Thieves Guild, he will NOT invite anyone to 
  join that organization.  
  WCI Score: −2 (n/a)  
  Meta−org Benefits and Limitations 
   
  Network of Informants: Tyron receives a +3 
  Circumstance bonus Appraise, Bluff, Disguise, Forgery, 
  Gather Information, Intimidate and Knowledge (local – 
  Iuz Border States) checks made in the city of Rookroost. 
   
  Rookroost 
  Familiarity: 
  Tyron 
  receives 
  a 
  +3 
  Circumstance bonus to Balance, Climb, Hide, Jump, 
  Listen, Move Silently, Search, Sleight of Hand and Spot 
  checks made in the city of Rookroost. 
   
  Longspoon Thieves’ Tools (CV pg. 123): These specially 
  modified thieves’ tools are mounted on long, thin handles, 
  enabling the user to manipulate latches, tinker with locks, 
  and probe traps from a position up to 5 feet away and 
  well off to the side of the target device. A 1−inch−
  diameter mirror mounted on a long handle gives the user 
  a good view of the object being manipulated. Though 
  some traps can inflict harm even at a distance, these tools 
  make it possible for a wary rogue to avoid many common 
  hazards, such as poison needles, spurting acid, and the 
  like. 
   
  Using these tools is more time−consuming and less 
  accurate than taking a direct approach; longspoon tools 
  add 2 rounds to the time required to make a Disable 
  Device or Open Lock check and impose a −2 penalty on 
  any Disable Device or Open Lock check for which they are 
  used. 
  1/25/2006 
   24 
    
   Bandit Kingdoms Mercenaries 596CY 
  
   
  Rookroost Thieves Guild NPC 
  Hiring Requirements: To hire Tammy, one of the PCs 
  must meet one of the following criteria: 
  • 
  Be a member of the Rookroost Thieves Guild, 
  • 
  Be a Specialist for the Rookroost Thieves Guild,  
  • 
  Spend one Influence Point with the Rookroost 
  Thieves Guild, 
  • 
  Be a Citizen of the Northern Alliance, 
  • 
  Be a resident of Rookroost with property (certed). 
  Special: None of the PCs may be a human member of the 
  Men of the Rift, a member of the Stoink Thieves Guild, or 
  have the Enmity of the Rookroost Thieves Guild.  
  Cost: Tammy charges 8 sp per day for her services plus 
  expenses (food, lodging, tolls, etc.). This rate is 
  quadrupled for the entire contract if she is placed into 
  any dangerous situations. 
  In the event of death: PCs must pay 20% of the cost of a 
  ead spell. 
  raise d
   
  Tammy Gonagin: Female halfling Rog2 (Brandobaris); CR 
  2; Small humanoid (halfling); HD 2d6+2; hp 12; Init +3; 
  Spd 20 ft. (x4); AC 20, touch 14, flat−footed 17 (+5 
  armor, +3 Dex, +1 shield, +1 Size); BAB: +1; Grp: −4; Atk +1 
  melee (1d4−1/18−20, small rapier) or +7 ranged (1d3−
  1/x2, sling); SA Sneak attack +1d6; SQ Trapfinding, 
   saves vs. fear; AL CG;  
  evasion, +2 morale bonus on
  SV Fort +2, Ref +7, Will +0.  
  r 8
  St
  , Dex 17, Con 12, Int 14, Wis 8, Cha 13.  
   
  Skills and Feats: Balance +4, Bluff +6, Climb +0, 
  Disable Device +9, Escape Artist +10, Hide +11, Jump +3, 
  Listen +1, Move Silently +10, Open Lock +10, Search +7, 
  Sleight of Hand +9, Tumble +9, Use Rope +3 (+5); Skill 
  Focus (Escape Artist).  
   
  Languages: Common, Halfling, Flan, Abyssal. 
   
  Possessions: explorer’s outfit, silent shoes*, +1 
  chainshirt, mwk buckler, small rapier, small dagger, mwk 
  small sling, 20 bullets, backpack (bedroll, winter blanket, 
  caltrops [2], candle [10], chalk [5], flint and steel, small 
  steel mirror, piton [2], trail rations [2], 50 ft. silk rope, 
  sack, 1 lb. soap, torch, waterskin [2], climber’s kit), belt 
  pouch (potion of cure light wounds, mwk thieves tools, 
  camouflage kit*, 10 gp). 
   
  Description: At 27 years of age, Tammy has been a 
  native of Rookroost since her family died during the 
  destruction of Mercy’s Bluff. A hatred for the Reyhu who 
  fled to the Rift still burns in her heart, and she refuses to 
  have anything to do with them. Towards everyone else, 
  she is friendly and sociable, even if they are a “doublin”. 
  ‘Course, she might also pick their pockets if the 
  opportunity presents itself... 
   
  Standing just under 3−feet in height, Tammy is the 
  very picture of a halfling trap−finder. She delights in 
  nothing more than finding some stupid doublin’s trap and 
  finding ways around it. For Tammy, it’s not the treasure 
  behind the trap that intriques her (although she will claim 
  any fair shares as her right), but the challenge of 
  disabling a trap expertly enough to leave it in working 
  order once she has made her exit. 
   
  In combat, she avoids melee at all costs, tumbling 
  away if necessary. Tammy is also absolutely terrified of 
  being grappled by monsters or doublins, due to a scary 
  childhood incident that she refuses to speak about. A 
  crack shot with her sling, she will seek to hide behind 
  cover, sniping any foes. She will not think well of any 
  party that expects her help in a fight, as she considers 
  herself a trap specialist and not a thug, but she will try to 
  rescue a downed Gonagin if the opportunity presents 
  itself. 
  WCI Score: 1 (n/a) 
   
  Meta−org Benefits and Limitations 
   
  Network of Informants: Tammy receives a +2 
  Circumstance bonus Appraise, Bluff, Disguise, Forgery, 
  Gather Information, Intimidate and Knowledge (local – 
  Iuz Border States) checks made in the city of Rookroost. 
   
  Rookroost 
  Familiarity: 
  Tammy 
  receives 
  a 
  +2 
  Circumstance bonus to Balance, Climb, Hide, Jump, 
  Listen, Move Silently, Search, Sleight of Hand and Spot 
  checks made in the city of Rookroost. 
   
  Camouflage kit (CV pg. 122): This bag contains face 
  paints, dye, colored cloth, and other accessories 
  appropriate for creating a camouflaged appearance. The 
  kit is the perfect tool for hiding and provides a +2 
  Circumstance bonus on Hide checks. Gaining this bonus 
  requires 1 minute of work. A camouflage kit is exhausted 
  after ten uses. 
   
  Silent Shoes (A&EG pg. 24): These are soft, padded shoes 
  that absorb sound effectively. Despite the padding, the 
  soles are made from tough, stretchy leather that holds up 
  to abuse. They grant a +1 Circumstance bonus on Move 
  Silently checks (already included in Tammy’s stats). 
   
  1/25/2006 
   25 
    
   Bandit Kingdoms Mercenaries 596CY 
  
   
  Hidden Shrine to Pelor NPC 
  Hiring Requirements: To hire Cynthia, one of the PCs 
  must meet one of the following criteria: 
  • 
  Be a member of the Worshipper at the Hidden Shrine 
  to Pelor in Hallorn meta−organization. 
  Special: None of the PCs may detect as evil or belong to 
  the Death Cultists meta−organization. 
  Cost: Cynthia charges 8 sp per day for her services plus 
  expenses (food, lodging, tolls, etc.). This rate is doubled 
  for the entire contract if she is placed into any dangerous 
  situations. 
  In the event of death: PCs must pay 20% of the cost of a 
  raise dead spell. 
   
  Cynthia Michelson: Female human Healer2 (Pelor); CR 2; 
  Medium humanoid (human); HD 2d8+2; hp 15; Init +1; 
  Spd 30 ft. (x4); AC 15, touch 11, flat−footed 14 (+4 armor, 
  +1 Dex); BAB: +1; Grp: +0;  Atk: +0 melee (1d8−1/x3, 
  longspear) or +2 ranged (1d4−1/x2, sling); Space/Reach 5 
  ft./10 ft. (with longspear); SQ Healing hands; AL NG;  
  SV Fort +4, Ref +1, Will +5.  
  Str 8, Dex 13, Con 12, Int 10, Wis 15, Cha 14.  
   
  Skills and Feats: Concentration +9, Diplomacy +7, 
  Heal +12, Profession (Social Worker) +7, Tumble +3.5; 
  Dodge, Skill Focus (Concentration)B, Skill Focus (Heal)B. 
   
  Languages: Common. 
   
  Typical Spells Prepared (4/5; base DC = 12 + spell 
  level): 0—cure minor wounds (2), deathwatch, detect 
  poison; 1st—cure light wounds (3), remove fear, 
  sanctuary. 
   
  Spells Known: 0—create water, cure minor wounds, 
  deathwatch, detect magic, detect poison, light, mending, 
  purify food and drink, read magic; 1st—bless water, cure 
  light wounds, goodberry, protection from evil, remove 
  fear, remove paralysis, sanctuary, speak with animals.  
   
  Weapon and Armor Proficiency: Healers are profi−
  cient with all simple weapons and with light armor. The 
  armor of a healer is restricted by traditional oaths, not 
  simply training. Wearing metal armor or bearing a shield 
  would violate her oath and suppress her healer powers. A 
  healer who uses prohibited armor is unable to cast healer 
  spells or use any of her supernatural or spell−like class 
  features while doing so and for 24 hours after the armor 
  is taken off. 
   
  Spells: A healer casts divine spells, which are drawn 
  from the healer spell list given above (see Spells Known). 
  A healer must choose and prepare her spells in advance. 
  To prepare or cast a spell, a healer must have a Wisdom 
  score of 10 + the spell's level. The Difficulty Class for a 
  saving throw against a healer’s spell is 10 + the spell’s 
  level + the healer’s Charisma modifier. Cynthia must 
  spend 1 hour each day at dawn in quiet contemplation or 
  supplication to regain her daily allotment of spells. Time 
  spent resting has no effect on whether a healer can 
  prepare spells. 
   
  Healing Hands (Ex): Whenever a healer casts a spell 
  that cures hit point damage, she adds her Charisma 
  modifier to the amount of damage healed.  
   
  Possessions: explorer’s outfit, +1 studded leather, 
  wand of cure light wounds, longspear, sling, 10 bullets, 
  spell component pouch (2), scroll case (All scrolls at 1st 
  caster level: bless water, cure light wounds [3]), 
  backpack (bedroll, winter blanket, candle, flint and steel, 
  iron pot, trail rations [3], 1 lb. soap, waterskin [3]), belt 
  pouch (goodberry [5], healer’s balm*, wooden holy 
  symbol of Pelor, healer’s kit, 10 gp). 
   
  Description: Cynthia is an attractive young woman in 
  her early twenties. Exuberant and hard working, Cynthia 
  strives to help the residents of Hallorn improve 
  themselves and their living conditions while preaching 
  the message of the Shining One. Cynthia is a chaste and 
  devoted follower of Pelor. She encourages those she is 
  traveling with to join her during her morning prayers. 
  She will only use her wand of cure light wounds on PCs 
  who are devoted followers of the Shining One. 
  WCI Score: 2 (n/a) 
   
  It’s Her!: Minions of Iuz receive a +2 bonus on Spot 
  checks made to recognize Cynthia in disguise, as they 
  have seen her likeness on a Wanted! poster. Cynthia 
  should not enter a church of Iuz unless well disguised 
  (Disguise check DC 25). 
   
  You won’t talk your way out of this one!: Cynthia 
  suffers a −2 Circumstance penalty to Diplomacy checks 
  with minions of Iuz. Only minions that recognize her true 
  identity are subject to this effect. Minions will have an 
  Unfriendly attitude towards her at the minimum, and 
  may try to capture her. 
   
  Eyes in the Back of your Head: Cynthia gains a +1 
  Circumstance bonus to Listen, Sense Motive, and Spot 
  checks made against the minions of Iuz. 
  Meta−org Benefits and Limitations 
   
  Backbone 
  of 
  Steel: 
  Cynthia 
  receives 
  a 
  +4 
  Circumstance bonus to Concentration checks made when 
  openly displaying a holy symbol of Pelor to an Iuzian 
  anywhere in the Empire of Iuz. 
   
  Blessings of the Sun Father: Cynthia receives a +4 
  Circumstance 
  bonus 
  to 
  Diplomacy 
  and 
  Gather 
  Information checks made when openly displaying a holy 
  symbol of Pelor to Good aligned NPCs in the Bandit 
  Kingdoms. 
   
  Gentle Hands: Cynthia receives a +4 Circumstance 
  bonus to Heal, Knowledge (religion), and Knowledge (the 
  planes) checks made in the Bandit Kingdoms. 
   
  Healer’s Balm (CV pg. 118): This smooth, sweet−smelling 
  balm allows a healer to better soothe the effects of 
  wounds, disease, and poison. Healer’s balm provides a +1 
  alchemical bonus on Heal checks made to help an affected 
  creature. The effects of healer’s balm last for one minute. 
   
  One dose of healer’s balm is enough to coat one 
  Medium creature. Applying healer’s balm is a standard 
  action that provokes attacks of opportunity. It can be 
  applied as part of a standard action made to administer 
  first aid, treat a wound, or treat poison. 
  1/25/2006 
   26 
    
   Bandit Kingdoms Mercenaries 596CY 
  
   
  Western Reaches NPC 
  Hiring Requirements: To hire Kurt, one of the PCs must 
  meet one of the following criteria: 
  • 
  Be a Citizen of the Western Reaches, 
  • 
  Spend one Influence Point with the Western Reaches, 
  Cost: Kurt charges 24 sp per day for his services plus 
  expenses (food, lodging, tolls, etc.). This rate is doubled 
  for the entire contract if he is placed into any dangerous 
  situations. 
  In the event of death: PCs must pay 20% of the cost of a 
  raise dead spell. 
   
  Kurt Lortzon: Male human (Flan) Hexblade6 (Old Faith); 
  CR 6; Medium humanoid (human); HD 6d10+6; hp 46; Init 
  +3; Spd 30 ft. (x4); AC 19, touch 14, flat−footed 16 (+5 
  armor, +3 Dex, +1 deflection); BAB: +6; Grp: +7;  Atk: +8 
  melee (1d10+1/x3, mwk glaive) or +11 ranged (1d8+2/x3, 
  +1 composite longbow [+1 Str bonus]); Full Atk: +8/+3 
  melee (1d10+1/x3, mwk glaive) or +9/+9/+4 ranged 
  (1d8+2/x3, +1 composite longbow [+1 Str bonus]); 
  Space/Reach 5 ft./10 ft. (with glaive); SA Hexblade’s 
  curse 2/day (Will save DC 15), spells; SQ Arcane 
  resistance +2, mettle, summon familiar; AL N;  
  SV Fort +5, Ref +5, Will +5.  
  Str 13, Dex 16, Con 12, Int 8, Wis 10, Cha 14.  
   
  Skills and Feats: Concentration +10 (+14), Intimidate 
  +11; AlertnessF, Point Blank ShotB, Precise Shot, Rapid 
  Shot, Combat CastingB, Weapon Focus (longbow). 
   
  Languages: Common. 
   
  Spells Known: (2; base DC = 12 + spell level. CL 3rd): 
  1st—cause fear, entropic shield, expeditious retreat. 
   
  Weapon and Armor Proficiency: Hexblades are 
  proficient with all simple and martial weapons, and with 
  light armor but not with shields. Because the somatic 
  components required for hexblade spells are simple, a 
  hexblade can cast hexblade spells while wearing light 
  armor without incurring the normal arcane spell failure 
  chance.  
   
  Hexblade’s Curse (Su): As a free action, a hexblade 
  can unleash a curse upon a visible foe within 60 feet. The 
  target of a hexblade’s curse takes a −2 penalty on 
  attacks, saves, ability checks, skill checks, and weapon 
  damage rolls for 1 hour thereafter. A successful Will save 
  (DC 10 + ½ hesblade’s class level + hexblade’s Charisma 
  modifier) negates the effect. Multiple hexblade’s curses 
  do not stack, and any foe that successfully resists the 
  effect cannot be affect again by the same hexblade’s 
  curse for 24 hours. Any effect that removes or dispels a 
  curse eliminates the effect of a hexblade’s curse. 
   
  Arcane Resistance (Su): At 2nd level, a hexblade 
  gains a bonus equal to his Charisma bonus (minimum of 
  +1) on saving throws against spells and spell−like effects. 
   
  Mettle (Ex): At 3rd level and higher, a hexblade can 
  resist magical and unusual attacks with great willpower 
  or fortitude. If he makes a successful Will or Fortitude 
  save against an attack that normally would have a lesser 
  effect on a successful save (such as any spell with a 
  saving throw entry of Will half or Fortitude partial), he 
  instead completely negates the effect. An unconscious or 
  sleeping hexblade does not gain the benefit of mettle. 
   
  Familiar: As a 3rd level sorcerer. 
   
  Spells: Beginning at 4th level, a hexblade gains the 
  ability to cast a small number of arcane spells, which are 
  drawn from the hexblade spell list (see above). He can 
  cast any spell he knows without preparing it ahead of 
  time. To learn or cast a spell, a hexblade must have a 
  Charisma score of 10 + the spell's level. The Difficulty 
  Class for a saving throw against a hexblade’s spell is 10 + 
  the spell level + the hexblade’s Charisma modifier.  
   
  A hexblade’s caster level is one−half his hexblade 
  level. 
   
   
  Possessions: explorer’s outfit, +1 chain shirt, ring of 
  protection +1, +1 composite longbow (+1 Str bonus), 20 
  arrows, 10 silver arrows, 10 cold iron arrows, mwk glaive, 
  dagger, spell component pouch (2), scroll case (All scrolls 
  at 1st caster level: charm person, detect magic, disguise 
  self, mount, protection from evil, read magic, sleep, 
  tasha’s hideous laughter, unseen servant), backpack 
  (bedroll, winter blanket, candle, flint and steel, iron pot, 
  trail rations [3], waterskin [3], whetstone), belt pouch 
  (potion of cure light wounds [3], 30 gp). 
   
  Description: Kurt was run out of the hamlet of Briar’s 
  End several years ago, after he discovered his burgeoning 
  powers. The town was already suspicious of sorcery, due 
  to the prophesies of a local child seer, so he left the farm 
  behind and ventured out into the Combination. 
   
  Five years later, Kurt is a seasoned adventurer and 
  sell−sword. Very tight lipped, he is not prone to idle 
  conversation. He prefers the company of his rat familiar 
  to that of any other being. 
  WCI Score: 0 (n/a) 
  Meta−org Benefits and Limitations 
   
  Familiar Face:  Kurt receives a −4 Circumstance 
  bonus to Disguise checks made against officials from the 
  Western Reaches or the Army of the Warfields. 
   
  Western Reaches Familiarity: Kurt receives a +4 
  Circumstance bonus on the following skill checks when 
  performed in the Western Reaches: Bluff, Diplomacy, 
  Disguise, Gather Information, Intimidate, Knowledge 
  (any) pertaining to the Western Reaches or its denizens, 
  Perform and Survival.  
   
  Chomper: Male rat familiar; Tiny magical beast; HD 1/4 
  d8; hp 23; Init +2; Spd 15 ft. (x4), climb 15 ft., swim 15 ft.; 
  AC 19, touch 14, flat−footed 17 (+3 armor, +2 Dex, +2 
  natural, +2 size); BAB: +6; Grp: −6; Atk: +10 melee (1d3−
  4/x2, bite); Space/Reach 2−1/2 ft./0 ft.; SA Attach, 
  deliver touch spells; SQ Low−light vision, scent, improved 
  evasion, share spells, empathetic link; AL N;  
  SV Fort +2, Ref +4, Will +6.  
  Str 2, Dex 15, Con 10, Int 7, Wis 12, Cha 2.  
   
  Skills 
  and 
  Feats: 
  Balance 
  +10, 
  Climb 
  +12, 
  Concentration +9, Hide +14, Intimidate +5, Move Silently 
  +10, Swim +10; Weapon Finesse. 
    
   
  Possessions: mwk studded leather barding. 
  1/25/2006 
   27 
    
   Bandit Kingdoms Mercenaries 596CY 
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Bandit Kingdoms/Bandit Kingdoms/BK Mercenaries.pdf