TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of 
  Wizards of the Coast and the author. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit 
  www.wizards.com/d20. 
   
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc., in the US and other countries. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. and the author. This product is a 
  work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, 
  Inc. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For rules questions specific to this document and the LIVING GREYHAWK campaign email rpgahq@wizards.com. 
  GEO5-01 
   
   
   
   
   
  The Mantle of Heroes 
   
  A One-Round D&D® LIVING GREYHAWKTM  
  Grand Duchy of Geoff Regional Adventure 
  Version Draft 1.1 
   
  by Peter Deschere, Peter Fitzpatrick, Bill and Chrism Kronick 
  Triad Reviewer:  Brad Lester 
  Circle Reviewer:  Steven Conforti 
  Playtesters:  Frank Belinske, Laura Brodie, Mike Bruner, Mike Handlin, Brian Feister, and Ish Stabosz 
   
   
  Once again the legendary Ashwood Avengers are called upon to serve the gnomish crown in its time of 
  dire need. A Grand Duchy of Geoff regional adventure for APLs 2 - 8, and Verse Two of the Song of the 
  Ashwood Avengers. 
  
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer to 
  three and a half hours. The rest of the time is spent 
  in preparation before game play, and record-
  keeping after the game. The following guidelines 
  are here to help you with both the preparation and 
  voting segment of the game. Read this page 
  carefully so that you know and can communicate to 
  your players the special aspects of playing an 
  RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
   
  Read this entire adventure at least once before 
  you run your game. Be sure to familiarize yourself 
  with any special rules, spells, or equipment 
  presented in the adventure. It may help to highlight 
  particularly important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  Keep in mind that you must have at least four 
  players (not counting the judge), for the game 
  session to be a sanctioned RPGA event. As well, 
  you cannot have more than six players participating 
  in the game. 
  Playing the Game  
   
   
   
   
  Instruct the players either to prepare their 
  characters to participate in the adventure before the 
  session begins, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction. 
   
  Once you are ready to play, it is handy to 
  instruct each player to place a nametag in front of 
  him or her. The tag should have the player’s name 
  at the bottom, and the character’s name, race, and 
  gender at the top. This makes it easier for the 
  players (and the judge) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to 
  learn 
  about 
  equipment 
  and 
  weapons 
  their 
  characters are carrying. That said, you as the judge 
  can bar the use of even core rulebooks during 
  certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide 
  when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so 
  that you may present it as written to the players, 
  while other text is for your eyes only. Text for the 
  players will be in bold italics. It’s strongly 
  recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific 
  situation or to actions of the player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, 
  the players and judge fill out the RPGA Tracking 
  Sheet. The judge should complete the top of the 
  form and list his name and RPGA number. The 
  players should each list their name and RPGA 
  number. After the form is filled out it should be 
  given to the Event Coordinator. 
  LIVING GREYHAWK 
   
   
   
   
  This is a LIVING GREYHAWK Adventure. As a LIVING 
  adventure it is expected that players bring their 
  own characters with them. If players do not have a 
  LIVING GREYHAWK character generated, get a copy 
  of 
  the 
  current 
  LIVING 
  GREYHAWK 
  character 
  generation guidelines, and a character sheet from 
  your convention coordinator or the RPGA Web 
  site, and then have any players without a 
  character create one. Once all players have a 
  LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
  GEO5-01 The Mantle of Heroes 
   
  Page 1 
  
  LIVING GREYHAWK Levels of Play  
   
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  Because players bring their own 
  characters to LIVING GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportioned to 
  the average character level of 
  the PCs participating in the 
  adventure. To determine the 
  Average Party Level (APL): 
  1. Determine 
  the 
  character 
  level for each of the PCs 
  participating 
  in 
  the 
  adventure. 
  2. If PCs bring animals that 
  have 
  been 
  trained 
  for 
  combat (most likely being 
  war horses, dogs trained for 
  war), 
  other 
  than 
  those 
  brought by virtue of a class 
  ability 
  (i.e. 
  animal 
  companions, familiars paladin’s mounts, etc.) 
  use the sidebar chart to determine the number 
  of levels you add to the sum above. Add each 
  character’s animals separately. A single PC 
  may only bring four or fewer animals of this 
  type, and animals with different CRs are 
  added separately. Nevertheless, if a character 
  has the Mounted Combat feat, he may bring a 
  single warhorse, light or heavy, with him in the 
  adventure and it will not count toward the APL 
  calculation. 
  3. Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use 
  either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC may gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character will receive only one-half of the 
  experience points for the adventure. Further, if the 
  PC is three character levels or more lower than 
  the APL at which this adventure is being played, 
  that PC will receive one-half 
  gold for the adventure as 
  well. This simulates the fact 
  that either the PC was not 
  challenged 
  as 
  much 
  as 
  normal or relied on help by 
  higher-level 
  characters 
  to 
  reach the objectives. 
   
  Further, a PC who is four 
  or more levels higher than 
  the highest APL supported 
  by the adventure may not 
  play the scenario unless the 
  highest APL supported by 
  the adventure is APL 12. 
   
  Note: LIVING GREYHAWK 
  adventures are designed for 
  APL 2 and higher. Four or 
  five 1st-level characters may 
  find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If a group is APL 1 there 
  are two things that the group can do to help even 
  the score. 
  1. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs 
  who want their dogs to attack must succeed at 
  a Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a move action (spoken 
  command) that may be attempted each round. 
  If the animal is wounded or has taken any 
  nonlethal damage or ability score damage, the 
  DC increases to 12. 
  Time Units and Upkeep  
   
   
   
  This is a standard one-round Regional 
  adventure, set in the Grand Duchy of Geoff. 
  Characters native to Grand Duchy of Geoff pay 
  one Time Unit per round, all others pay two Time 
  Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit. Rich Upkeep costs 50gp per Time Unit. 
  Luxury Upkeep costs 100gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  GEO5-01 The Mantle of Heroes 
   
  Page 2 
  
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  scenario. 
   
  A character that does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild. If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  Many years ago, the gnomes assisted the 
  dwarves in dealing with a problem involving goblin 
  raiders. In thanks, the dwarves gave the gnomes 
  nine of the most beautifully crafted pickaxe heads 
  ever made.  King Garnet had handles made and 
  then ordered the pickaxes to be enchanted for use 
  by the crown. Eight of the pickaxes were 
  enchanted without a problem; the ninth did not 
  fare so well and disappeared. The module GEO2-
  03 The Last of Nine addressed the fate of the 
  ninth pickaxe. 
  When the Storm King of the Sakhut first invaded 
  the Sheldomar Valley in 583 CY, Grand Duke 
  Owen sent out a call to his gnome, dwarf, and elf 
  allies for assistance. Unknown to the Grand Duke, 
  the dwarves and elves had their own problems 
  and could not send assistance. The gnome King 
  Garnet, confident that his forces could keep the 
  giants at bay in the Stark Mounds, sent the eight 
  enchanted pickaxes to the Grand Duke. Even with 
  the assistance of the gnomish weapons, the giant 
  army overwhelmed the Grand Duke’s forces and 
  drove them from the Grand Duchy. Once the 
  situation stabilized, King Garnet sent units into the 
  areas where the pickaxes were last seen to try 
  and locate them. None were found; it was 
  assumed at the time that all eight pickaxes were 
  lost. 
  In GEO4-07 Return to the Barrier Peaks, 
  adventurers recovered one of the pickaxes from 
  the laboratory of the Frost Giant Archmage 
  Arbrozzar. King Garnet has this pickaxe in secure 
  storage deep beneath the Stark Mounds in the 
  capital city of Moundgnomery. The Archmage 
  remains furious at the loss of such a treasure and 
  has been seeking another like it ever since. 
  The situation in the Stark Mountains has been 
  changing recently. The stalemate between the 
  Sakhut and the gnomes has ended. The giants 
  are sending in wave after wave of goblinoid thralls, 
  trying to wear down the gnomes in a battle of 
  attrition. 
  The gnomes, unsettled by this recent course of 
  events, began to investigate why the giants have 
  suddenly taken such a great interest in their 
  territory. 
  In 
  particular, 
  the 
  Ambassador’s 
  Stepchildren, a group of gnomes who serve the 
  gnomish crown by gathering intelligence about the 
  gnome’s enemies and allies, have begun raising 
  the alarm. 
  The growing concern is that the giants are aware 
  of a secret, a secret the gnomes have been 
  attempting to keep for some time. One that could, 
  at the proper moment, change the tide of the war 
  between the people of the Grand Duchy of Geoff 
  and the hordes of giants. 
  This secret is that one of the eight magical 
  pickaxes that were carried by the heroes of Gyruff 
  was not lost, but rather was returned to the 
  gnomish lands sometime after the Battle of Gorna. 
  Hidden 
  away 
  within 
  a 
  gnome 
  illusionist’s 
  stronghold, dubbed the “Maze of Insanity,” this 
  pick has remained a secret for a little over a 
  decade. Recently, however, this changed. 
  Two years ago, a gnome by the name of Seebo 
  Blackberry began delving too deeply into the dark 
  magics. He had been studying to be an 
  Illuminator, but he was ruled too dangerous to 
  continue teaching and was expelled from the 
  academy of bards and wizards. Seebo then went 
  to the giants and offered them everything he knew 
  about the gnomes in exchange for arcane power. 
  A traitor to his race, he has changed his name to 
  Mauglor, the self-styled Magnificent One, and is 
  now an apprentice of the Archmage Arbrozzar.  
  While studying as an Illuminator, Seebo, now the 
  a-cursed Mauglor, learned the secret that the 
  gnomes held so dear: the gnomes hold one of the 
  nine pickaxes that could turn the tide of the war 
  with the giants. Mauglor did not know exactly 
  where the pick was hidden, but knowledge of its 
  existence was enough to turn the Storm King’s 
  eye towards the Stark Mounds.  
  GEO5-01 The Mantle of Heroes 
   
  Page 3 
  
  Although the new offensive by the giants could 
  spell the destruction of the Mounds if it continues 
  at its current pace, it has not been purely 
  destructive. The giants want to learn the 
  whereabouts of the pick, and if possible they want 
  to secure it before the gnomes are able to recover 
  it. To this end, Mauglor and a large force of 
  goblins were sent to the outskirts of the occupied 
  town of Oytmeet. They were given several 
  objectives, the most important being to locate and 
  claim the pick. 
  Much of this information is unknown to the 
  Ambassador’s 
  Stepchildren. 
  However, 
  their 
  intelligence does indicate that the giants are 
  aware of the last pick’s existence. They also know 
  that the pick is part of the reason the giants 
  launched their new offensive and that the giants 
  have been capturing and interrogating gnomes 
  about the pick. 
  One of the higher ups in the Stepchildren, 
  Rollasnipe “The Possum” Aveckbaren, was tasked 
  with discovering how the giants learned about the 
  last pick and exactly how much they know about it. 
  Using his operatives, Rollasnipe called upon a 
  number of mercenaries using an old gnomish trick: 
  he had his recruiters “mistake” the mercenaries for 
  a legendary adventuring group known as “The 
  Ashwood Avengers,” who have a long history of 
  working for the gnomish crown. 
  Rollasnipe has learned that a new town, called the 
  Goblin Warrens, has been erected outside of 
  Oytmeet. He recently received information that a 
  gnomish traitor is quite likely working in this town, 
  feeding the giants information. Rollasnipe sent his 
  best man (Darrel “The Mole” Consum) to identify 
  the traitor, but he has not heard from Darrel in 
  over a month. 
  Growing concerned and desperate, Rollasnipe 
  has decided once again to “call upon” the 
  Ashwood Avengers. He hopes they will heroically 
  infiltrate the Warrens, find the gnome traitor, and 
  locate “the Mole.” 
  Adventure Summary 
  Introduction 
  The gnomes of the Stark Mounds, still up to their 
  old tricks, call upon the PCs as the Ashwood 
  Avengers, and aske them to go into the Goblin 
  Warrens outside of Oytmeet and find out what’s 
  going on. 
  Encounter One 
  Since the group is disguised as goblins,  a group 
  who has been in the service of the gnomes as the 
  Ashwood Avengers unfortunately mistakes the 
  group for real goblins and a melee ensues. 
  Encounter Two 
  The group gets a general feel for life in the 
  Warrens, and has a chance to gather a little 
  information from the populace. An unsettling event 
  occurs  when a goblin blackguard rides by. 
  Encounter Three 
  The best bar in town, Grak’s is the only 
  establishment that is actually indoors. The party 
  heads over there, perhaps for a couple of drinks, 
  or perhaps to try to find their contact. 
  Encounter Four 
  One of the finest dealers in all of the Goblin 
  Warrens, Gobo Grub, has quite a few interesting 
  wares to peruse. He may also have some 
  information…for a price. 
  Encounter Five 
  The party finally makes contact with the Mole after 
  searching around the city. He has some very 
  interesting information. 
  Encounter Six 
  Having detected the party as being good earlier, 
  the evil goblin blackguard Menshnar sends 
  Meglubiyet’s faithful to cull the herd of the 
  unbelievers. 
  Encounter Seven 
  If the party was not detected as good, Snert’s 
  brother Nert, the leader of a powerful gang of 
  goblins known as the Blades, takes exception to 
  his brother’s death and decides to do something 
  about it. 
  Conclusion 
  The party has either made contact with the Mole 
  within the city, or they have failed at some point 
  along the way. 
  Preparation for Play 
  Collect the following information from each PC 
  before play begins. 
  • 
  Spot Bonus 
  • 
  Bluff Bonus 
  • 
  Initiative Bonus 
  GEO5-01 The Mantle of Heroes 
   
  Page 4 
  
  • 
  PC Alignment 
  • 
  9 – d20 rolls 
  Next, the DM should use a d8 and randomly pick 
  three of the d20 rolls provided by the player. Add 
  the player’s Initiative Bonus to these rolls and use 
  them for the PC’s initiative for the three combat 
  encounters in this module. Randomly pick from the 
  remaining five rolls and add the PC’s Bluff bonus. 
  Use these values as the Bluff check to trigger the 
  Mole meeting in Encounter Five. Add the PC’s 
  Spot Bonus to the remaining d20 roll to determine 
  if the PC notices the attacking party in Encounter 
  One. 
  The DM should roll 3d6 (re-rolling any duplicates) 
  and use the table below to select which three sub 
  encounters in Encounter Two the PCs experience. 
  Die (d6) Roll 
  Sub Encounter 
  1 
  Goblin Pickpockets 
  2 
  Hobgoblin Press Gang 
  3 
  Goblin Preacher 
  4 
  Goblin Meat Merchant 
  5 
  Goblin War Wagon 
  6 
  “Wanna Play a Game?” 
  The party should only go through three of these 
  six encounters. 
  Note that the PCs will not be allowed to bring 
  animals into the goblin city. Riding animals should 
  be boarded in the stables. Other animals (unless 
  hidden on the PC’s person or in their gear) must 
  remain outside the city. This includes familiars. 
  The teleport effect used by the gnomes moves the 
  PCs well beyond the ability of the animal 
  companion or familiar to locate them. It would be 
  hard to explain bringing an animal into the goblin 
  warren; more than likely, the other goblins would 
  end up eating the poor creature. 
  Introduction 
  There are two introductions for this module. If the 
  players previously played GEO5-IS2: Heroes 
  Never Die and received the “Of the Ashwood 
  Avengers…” favor, then they receive a letter from 
  Rollasnipe “The Possum” Aveckbaren asking to 
  meet him at Burrowing Badger, in room “B4” on 
  the second floor. Skip down to Entering The Room 
  if this is the case. If not, begin the module with the 
  following: 
  Seeking solace from recent events in the Gyric 
  towns, you and your companions travel to the 
  center of the Stark Mounds, to the gnomish 
  capital city of Moundgnomery for a bit of a 
  rest. To this end, you find yourself relaxing on 
  a nice evening in a local pub, the Burrowing 
  Badger, enjoying the peace and quiet. 
  Give the characters the opportunity to introduce 
  themselves and allow some roleplaying. After 
  introductions are done, continue on. 
  A few tables over you notice a bright-eyed, 
  well-dressed gnome staring at you and your 
  table. 
  Glim Waywocket: Male gnome Brd7; Bluff 
  +45, Diplomacy +18, Sense Motive +11. 
  A successful Bluff check vs. the gnome’s Sense 
  Motive (DC 21) allows the PC to conceal the fact 
  they noticed the gnome. The gnome is Glim 
  Zonkleberry Waywocket, and he is looking for 
  adventures to rope into a job for the Ambassador’s 
  Stepchildren. 
  If the PCs fail their bluff check or do not attempt to 
  conceal the fact they notice the gnome: 
  The gnome notices that you’re watching him 
  as well, and seems to waver for a second. After 
  a moment, he starts to walk in your direction. 
  If the PCs beat Glim’s Sense Motive check: 
  The gnome does not notice you watching him, 
  as he continues looking towards your table for 
  a few more moments. He glances at a number 
  of other tables, but eventually resolves 
  something and walks over towards you. 
  Glim pre-cast glibness before the encounter. His 
  Bluff check bonus is included in the stat block 
  above. 
  Glim is an agent of a secret organization known as 
  the Ambassador’s Stepchildren. He was ordered 
  by his superiors to “recruit” an adventuring party. 
  The Stepchildren want to send a group into the 
  nearby Goblin Warrens to extract an agent of 
  theirs. The Stepchildren authorized Glim to use an 
  old gnomish trick in order to recruit adventurers. 
  Using something of a gnomish joke, Glim is going 
  to recruit the party by convincing them that they 
  are in fact the Ashwood Avengers, a legendary 
  group of heroes famous for their work in helping 
  the gnomish crown. With his high bluff score, Glim 
  is quite convincing. 
  GEO5-01 The Mantle of Heroes 
   
  Page 5 
  
  “My friends, my friends, allow this humble 
  gnome to introduce himself! I am Glim 
  Tinkertockle Waywocket, and if I may be so 
  bold might I ask the legendary Ashwood 
  Avengers if I might buy them a round of 
  drinks?” 
  The party may have several reactions to this. 
  Certain party members may encourage his 
  mistake, while others may deny they are the 
  Ashwood Avengers. Party members with Bardic 
  Knowledge, Knowledge: History, and Knowledge: 
  Local (Sheldomar Valley) may make a check to 
  see what they have heard of the Ashwood 
  Avengers.  
  DC 5 
  The Ashwood Avengers are an adventuring party, 
  based out of the Ashwood, which came into the 
  employ of the gnomish crown many years ago. 
  Many tales recant their various heroic acts on 
  behalf of the gnomish people, and they are a 
  beloved legend of the Stark Mounds. 
  DC 10 
  There have been many different members of the 
  Ashwood Avengers over the years, and the 
  leadership of the group has changed hands a 
  number of times. It is believed that most of the 
  original membership has retired, and that the 
  current members are all newer recruits. 
  DC 15 
  The Ashwood Avengers were believed to have 
  fought during the original battle of Gorna, and 
  many thought they had sacrificed themselves in 
  the street-to-street combat that allowed so many 
  to escape. They later resurfaced, however, still in 
  the employ of the gnomes. 
  DC 20 
  Actually, come to think of it, the Ashwood 
  Avengers were thought to have all been wiped out 
  in a good number of stories you can recall about 
  them. They always resurfaced some months later, 
  however, as strong as ever.  
   
  If any party members claim to be members of the 
  Ashwood Avengers, Glim plays this up to the full, 
  agreeing with them and embellishing their past 
  accomplishments. He goes on and on about how 
  great they are, ad-libbing nicknames to make his 
  stories more plausible. Keep in mind that Glim 
  does not know the party’s names yet, so have him 
  apologize for being unfamiliar with their exact 
  names. He eventually asks for their names and he 
  may attach such monikers as “The Goblin Slayer” 
  or “The Valiant” to the characters as they 
  introduce themselves. 
  If the party denies they are in fact the Ashwood 
  Avengers he goes on about how humble they are, 
  and apologizes for calling attention to them while 
  they were having a quiet meal to themselves. After 
  he has sufficiently convinced them (or when the 
  PCs tire of objecting to being referred to as the 
  Avengers) continue on below. 
  Pulling closer to you all at the table, Glim 
  begins to talk in a much quieter voice, just 
  above a whisper. 
  “My friends, I’m afraid I have bad news. I 
  realize you all have probably been enjoying 
  your time off, but the King requires your skills 
  once more in a quest of the utmost importance 
  to our people. Can I trust the Ashwood 
  Avengers to once again come to the aid of the 
  gnomish people?” 
  If the party rejects Glim’s offer then he dejectedly 
  mutters that he guesses he was mistaken, and 
  then slowly walks off, effectively ending the 
  adventure for the party. If they agree then continue 
  on. 
  “I knew I could count on the legendary heroes 
  of old to save us once again! May Garl bless 
  the undoubtedly large hearts that beat within 
  your chests!” 
  After a moment, Glim becomes pointedly more 
  serious and leans closer to you, speaking in a 
  hushed tone. “Upstairs we’ve a room set aside 
  where we can talk more freely. Meet me at 
  room B4 in five minutes so we can continue 
  this conversation.” With that Glim winks at you 
  all and then walks away, heading up the stairs 
  to the second floor of the inn. 
  At this point, both the introductions come together, 
  as waiting in B4 is Rollasnipe “The Possum” 
  Aveckbaren. 
  Entering The Room 
  Upon reaching the second floor of the 
  Burrowing Badger you make your way over to 
  the door clearly marked “B4” in brass letters 
  upon its surface. 
  Assuming the party knocks, hollers, or makes 
  some attempt to gather the attention of those on 
  the other side, continue. 
  GEO5-01 The Mantle of Heroes 
   
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  “Who is it?” you hear come from the other side 
  of the door. 
  After the party announces themselves, the voice 
  on the other side of the door says: 
  “What’s the password?” 
  Give the party some time to deliberate this, as 
  they were not given a password. Rollasnipe is just 
  messing with them. After a moment, he’ll let them 
  in. 
  “Gotcha!” says the voice coming from the 
  other side of the door. You hear an unlatching 
  sound and the door is slowly opened, 
  revealing a small room dimly lit by candlelight. 
  At one end of the room is a long wooden table 
  surrounded by chairs, medium sized as well as 
  small sized. Seated at the table are two 
  gnomes, one being Glim Waywocket, whom 
  you met previously, and the other dressed in a 
  tattered old robe with a chain shirt overtop. 
  Bulging from his belt are a variety of pouches 
  and notches holding herbs, scrolls, and 
  wands. Also of note is his beard, which 
  reaches the floor from where he is seated.  
  Those who played GEO5-IS2: Heroes Never Die 
  recognize 
  the 
  second 
  gnome 
  as 
  Zubert 
  Gronklesnithe. 
  Otherwise, 
  Glim 
  makes 
  the 
  introduction: 
  Glim turns from the door and makes a grand 
  gesture to introduce the old gnome to the 
  group, “Ashwood Avengers let me introduce 
  the Zubert Gronklesnithe. Zubert this is…” 
  Use the names that Glim used earlier to introduce 
  each member of the Ashwood Avengers to Zubert. 
  Standing behind the door is a cloaked gnome 
  dressed in dark brown studded leather armor 
  with a rapier at his side. 
  Those that played GEO5-IS2: Heroes Never Die 
  also recognize this gnome: Rollasnipe “The 
  Possum” Aveckbaren. Otherwise, Glim makes the 
  introductions: 
  Turning back around to face the door and 
  executing a flourish, Glim introduces the 
  reserved gnome, “Ashwood Avengers the 
  charming gnome by the door is known as ‘The 
  Possum.’” 
  Once introductions are complete, continue with 
  the following. 
  Rollasnipe walks over to the table and picks up 
  a small goblet. After taking several sips, he 
  briefly savors the flavor of the liquid, and then 
  turns to the party. “Let me get directly to the 
  point. The giants are raiding gnome areas with 
  frightening regularity. They have been using 
  specially trained goblinoid thralls to capture 
  gnomes and interrogate them. They seek the 
  location of any of the magical pickaxes used 
  during the giants’ initial invasion of the 
  Sheldomar Valley. 
  Without going into a lot of detail, let me just 
  say that we developed an information source 
  within the recently established goblin warrens 
  near Oytmeet. He signaled that he has 
  important information to reveal, but it is too 
  risky for one of our number to go into the 
  warren to collect this information. If one of us 
  were caught and interrogated, the results 
  could be catastrophic. We need individuals 
  that have no knowledge of our operations, but 
  are trusted by the crown. The Ashwood 
  Avengers fit the bill nicely. Can I count on you 
  to venture into the goblin warren and retrieve 
  this information for us? 
  If the PCs agree to help. 
  Rollasnipe nods to Glim who grins widely and 
  smacks his hand on the table. “Excellent!” he 
  says, “We can help you overcome two basic 
  problems. First, we can get you into the 
  warrens and second we can help you identify 
  yourselves to our agent. You’ll have to address 
  any other problems that come up on your own. 
  Are there any questions?” 
  The DM should be very vague with answers 
  because the gnomes do not know much other 
  than what Glim said above. 
  Glim reaches into his pocket and hands each 
  of you a red rose pin. “Here, you must wear 
  and actively display these in a way such as not 
  to attract attention, but visible enough that our 
  agent can notice them. Eventually, our agent 
  will make contact with you. Once he is 
  convinced you are the ones he seeks, he will 
  reveal a similar pin to you.” 
  As to the other problem, Glim looks to Zubert. 
  After a moment, the old gnome slowly stands 
  and walks over to each PC, chanting. He picks 
  some minor personal item from you, holds it in 
  his closed fist for a moment, then puts it back. 
  After he finishes with everyone, his chanting 
  dies off and he says, “Others will see you 
  differently now. If you forego my spell’s 
  protection, others will see you as you truly are. 
  GEO5-01 The Mantle of Heroes 
   
  Page 7 
  
  There is no going back. The truth will reveal 
  itself on the 4th day. Good luck Avengers.” 
  With that, he gestures at the party and a flash 
  of white light fills the room. As the flash fades, 
  the party finds itself outside, somewhere in the 
  mounds, but the perspective is different, as 
  everything is larger than normal. 
  The entire party has been transformed into 
  goblins, and a detect magic would detect 
  transmutation magic. Despite the transformation, 
  the PCs stats remain the same. Their equipment is 
  sized accordingly for a small creature (i.e. weapon 
  damage is reduced). Any holy symbols remain as 
  they were. If the PCs willing dispel the effect, they 
  return to normal. However, they cannot reestablish 
  the disguise. Although they may not realize it 
  immediately, the PCs can speak and understand 
  the goblin language as long as the disguise is in 
  effect. 
  A successful Survival check (DC 15) gets the PCs 
  started in the right direction towards Oytmeet. If 
  the PCs need to see a map, provide them with 
  Player’s Handout #1.  
  It is approximately 3 days travel from where the 
  PCs appear outside Moundgnomery to the Goblin 
  Warrens. 
  The transformation spell lasts until the sunrise of 
  the 4th day. 
  Once the PCs are on the way, go to Encounter 
  One. 
  If the PCs do not help. 
  All three gnomes grimace at your response 
  and look between each other. Rollasnipe says, 
  “Very well, thank you for your time. Please 
  keep what we have discussed in confidence. 
  Allow me to show you to the surface.” The 
  module is over for the party. 
  Encounter One:  When 
  Adventurers Attack 
  The PCs are on their way to the Goblin Warrens 
  disguised as goblins. Ask the players to establish 
  a marching order. The lead PC’s Spot check 
  determines if the attacking NPCs get surprise on 
  the party or if the PCs get the drop on the NPCs. 
  Your journey through the Stark Mounds has 
  been 
  uneventful 
  thus 
  far. 
  However, 
  the 
  mounds around you look different from those 
  closer to Pregmere. The mounds here look 
  blighted. Few plants remain and those that do 
  are wilted and brown. Many patches on the 
  mounds are completely stripped of vegetation, 
  showing 
  bleached, 
  wind-swept 
  rock 
  that 
  reminds you of aged bone. 
  The closer you get to the warrens, the more 
  blighted the land becomes. Dark billowing 
  clouds obscure the sun. 
  Use the predetermined Spot roll for the lead PC 
  (DC 10+APL). 
  If the PC’s check was unsuccessful. 
  From a vantage point on top of the mound just 
  thirty feet away comes a loud deep voice, “We 
  will paint the road green with your blood! 
  Ashwood Avengers attack!” 
  The source of the voice is a tall half-orc in 
  glistening breastplate armor. A large golden 
  symbol of a sun (Pelor) hangs from a chain 
  around his thick neck. Wielded in both of his 
  meaty hands is a vicious looking maul. 
  The attacking party gets a surprise attack on the 
  PCs. Continue with the Ashwood Avengers Attack. 
  If the PC’s check was successful. 
  At some point, your attention is suddenly 
  drawn to a small party of well-equipped 
  individuals (obviously Gyric) swiftly moving in 
  your direction. They will notice your group in 
  mere moments. 
  The PC party can take one round to prepare 
  before the Avengers spot and attack the party. 
  Continue with the Ashwood Avengers Attack. 
  The Ashwood Avengers Attack 
  Unless the PCs come up with a very creative way 
  to convince the Ashwood Avengers that they are 
  not the goblins they seek with a Diplomacy check 
  (DC 
  15+APL) 
  (assign 
  bonuses 
  for 
  good 
  roleplaying), use one of the predetermined rolls 
  (determine which one randomly) for initiative. 
  APL 2 (EL 3) 
  Marek the Mauler: Male half-orc Ftr1; hp 7; 
  see Appendix One. 
  Narwin merch Dilwyin: Female human Sor1; 
  hp 3; see Appendix One. 
  APL 4 (EL 5) 
  Marek the Mauler: Male half-orc Ftr1; hp 7; 
  see Appendix Two. 
  Havrid Thistletoe: Male halfling Rgr1; hp 7; 
  see Appendix Two. 
  GEO5-01 The Mantle of Heroes 
   
  Page 8 
  
  Narwen merch Dilwen: Female human Sor3; 
  hp 9; see Appendix Two. 
  APL 6 (EL 7) 
  Marek the Mauler: Male half-orc Ftr3; hp 24; 
  see Appendix Three. 
  Havrid Thistletoe: Male halfling Rgr3; hp 22; 
  see Appendix Three.  
  Narwen merch Dilwen: Female human Sor5; 
  hp 15; see Appendix Three. 
  APL 8 (EL 9) 
  Marek the Mauler: Male half-orc Ftr5; hp 41; 
  see Appendix Four. 
  Havrid Thistletoe: Male halfling Rgr5; hp37; 
  see Appendix Four. 
  Havrid’s Wolf Companion:  Female wolf; hp 
  15; see Monster Manual page 283. 
  Narwen merch Dilwen: Female human Sor7; 
  hp 21; see Appendix Four. 
   
  Development:  Once the PCs have either 
  avoided the fight or defeated the adventurers, 
  continue with Encounter Two. 
  Keep track of whether the PCs subdue the 
  attacking NPCs or kill them outright. It is important 
  in the Conclusion. 
   
  Tactics: Marek and Havrid (if present) believe 
  that their ability and equipment give them the 
  upper hand against mere goblins. They seek to 
  destroy the PCs’ party by overpowering them 
  quickly with brute force. Narwen uses a scroll of 
  shield on herself and then uses her spells and 
  scrolls to augment her party. She starts by 
  enlarging her friends. At APL 6, her ring of 
  counterspells is loaded with a fireball spell. 
  The team leader Marek rants and raves during 
  combat, saying things like: 
  “Marek the Mauler will squash you!” 
  “With Pelor’s blessing you will be crushed 
  by my maul!” 
  If the PCs are creative, give them the opportunity 
  to use Diplomacy or other such skills (DC 
  15+APL) to avoid completing the combat and 
  persuade the “misguided” Ashwood avengers that 
  they are not really goblins. Give the PCs a +2 
  circumstance bonus for good roleplaying. They 
  receive a –2 penalty for any item or holy symbol 
  they intentionally show as proof, as the NPCs 
  think the PCs most likely stole it. 
  If the PCs fail to resolve the combat by diplomacy, 
  then the NPCs fight to the death. They do not want 
  to be taken alive and used as slave labor or food 
  for the giants or their thralls. 
  If the PCs do not kill the attacking avengers, they 
  do not get the GP value for the items they were 
  carrying. If the PCs successfully talk their way out 
  of the encounter, the other Ashwood Avengers 
  offer to meet up with the party in the future. 
  Although they do not get the GP value of the 
  NPCs’ equipment, they do get the item access. 
  Treasure:  
  APL 2: L: 162 gp, C: 20 gp, M:  potion of cure 
  light wounds (x4) (4 gp), scroll of enlarge 
  person (x2) (2 gp), scroll of shield (x2) (2gp), 
  scroll of true strike (x2) (2 gp), ring of 
  sustenance (208 gp). 
  APL 4: L: 195 gp, C: 45 gp, M:  potion of cure 
  light wounds (x4) (4 gp), scroll of enlarge 
  person (x2) (2 gp), scroll of shield (x2) (2gp), 
  scroll of true strike (x2) (2 gp), ring of climbing 
  (208 gp), +1 breastplate (112 gp). 
  APL 6: L: 148 gp, C: 60 gp, M:  potion of cure 
  moderate wounds (x6) (25 gp), scroll of 
  enlarge person (x2) (2 gp), scroll of shield (x2) 
  (2gp), scroll of true strike (x2) (2 gp), ring of 
  counterspells (333 gp), +1 breastplate (112 
  gp), +1 chain shirt (104 gp), +1 heavy mace 
  (192 gp), +1 light crossbow (194 gp). 
  APL 8: L: 104 gp, C: 75 gp, M: potion of cure 
  moderate wounds (x6) (25 gp), scroll of 
  enlarge person (x2) (2 gp), scroll of shield (x2) 
  (2gp), scroll of true strike (x2) (2 gp), ring of 
  protection +2 (666 gp), +1 breastplate (112 
  gp), +1 chain shirt (104 gp), +1 heavy wooden 
  shield (96 gp), +1 composite shortbow (+0) 
  (197 gp), +1 heavy mace (192 gp), +1 light 
  crossbow (194 gp).    
  Encounter Two:  Entering the 
  Warrens 
  At this point, the PCs reach the most dangerous 
  part of their mission: they willingly enter the home 
  of the enemy. Give the PCs the impression that 
  they are in a very precarious situation; they are 
  surrounded by hundreds of goblins and other 
  goblinoids. Any highly ungoblinoid-like activity 
  could blow their cover. If the PCs forget their 
  mission of “displaying” the pin, remind them once 
  to encourage them to roleplay and get better 
  modifiers. 
  GEO5-01 The Mantle of Heroes 
   
  Page 9 
  
  The horrific sight of the Goblin Warrens before 
  you takes your breath away. Dark black smoke 
  belches forth from the makeshift chimneys and 
  open fires scattered about the area. A four-foot 
  tall wooden wall encloses the Warrens. 
  At least there are no giants nearby; there is no 
  place in the warrens big enough to hide one. 
  From behind you comes the low rumbling of 
  what sounds like wagon wheels. Barreling 
  down the road towards the Warrens is a goblin 
  war wagon pulled by dire boars and followed 
  by a rag tag mob of goblins. 
  Pause for a moment to let the PCs decide how 
  they want to enter the Warrens. They can mix in 
  with the goblins behind the war wagon. Once the 
  PCs get in, continue with the following. 
  Walking through the streets reveals that an 
  unimaginable number of goblins, hobgoblins, 
  and bugbears live here. Most of the warren is 
  filled with makeshift earth and wood houses 
  with large yards. Tents or small earthen 
  mounds fill most of the yards. The stench of 
  unwashed goblin bodies nearly topples you 
  over as you pass by a large building with a 
  sign of an ale mug hanging loosely over top 
  the door. Further on, you come across a 
  relatively 
  well-constructed 
  building, 
  and 
  standing outside the main entrance are two 
  well-armed goblin guards. The goblin war 
  wagon comes to a stop in front of the building 
  and the goblin war gang starts to disperse. The 
  building sits on the edge of an open-air bazaar. 
  All around you, goblins are chattering back 
  and forth arguing over wares and goods while 
  a few hobgoblins keep an eye out for any 
  disturbance. 
  Give the party a chance to react to the scene and 
  decide what to do next. Then continue with the 
  following. 
  A few minutes later, a hush falls over the 
  goblin crowd as a goblin in blackened full plate 
  riding a worg enters the square. The goblin, 
  not more than thirty feet from you, scans over 
  the crowd stopping to look at you and your 
  party. His greedy dark eyes seem to peer 
  directly at you. After only a moment of staring, 
  the goblin continues his survey of the bazaar. 
  Other goblins are quick to get out of his way. 
  With a grunt, the goblin spurs his mount and 
  rides off towards the southern end of the 
  warrens. 
   
  Development:  Gerbonar the Bloodied Tooth 
  scans the crowd with detect good. If he detects 
  any of the PCs as good, he does not react. 
  Instead he goes off to gather followers to attack 
  the party in Encounter Six. Using the information 
  gathered before play began, the DM should note 
  secretly if Gerbonar detected any good PCs. 
  During this encounter, the PCs are faced with 
  many challenges, mostly trying to meld into goblin 
  society without their true identity being discovered. 
  They face many hazards as they try to navigate 
  through the Warrens. Be reasonable with the PCs 
  attempts to hide their true persona—while goblins 
  are devious and deceitful, they do not expect a 
  group of illusion-masked invaders in their midst. 
  However, you should set the mood so that the 
  PCs 
  feel 
  under 
  constant 
  threat 
  of 
  being 
  discovered and captured by the enemy. 
  The PCs mission in the Warrens is to show the 
  Red Rose pin subtly, so as to attract the attention 
  of the Mole. The mechanics of attracting the 
  Mole’s attention is as follows: 
  Four successful displays of the Red Rose pin 
  triggers the encounter with the Mole. The party 
  has five opportunities to succeed: the three sub-
  encounters below (Encounter Two), Gobo Grak 
  (Encounter Three), and Gobo Grub (Encounter 
  Four). Before the game in the Preparation section, 
  the DM should determine five Bluff rolls based on 
  the information provided. Feel free to go back and 
  assign bonuses (or penalties) as necessary for 
  roleplaying. For each check, use the Bluff check 
  from the party member with the highest Bluff roll. 
  The target number for the Bluff check is 10+APL. 
  The party can experience the sub-encounters, 
  Encounter Three, and Encounter Four is any 
  order. The party cannot go into Encounter Five 
  unless they are successful in showing the pin four 
  times. If they go through the five opportunities to 
  show the pin and fail, go to Encounter Six or 
  Encounter 
  Seven 
  depending 
  on 
  whether 
  Gerbonar the Bloodied Tooth detected one or 
  more of the party members as good. 
  Sub-encounters 
  As described in the Preparation section, the party 
  should only go through three of these six 
  encounters, and the GM should roll randomly to 
  determine which encounters the PCs face. All 
  these sub-encounters give the flavor of the Goblin 
  Warren. If time allows, the PCs could experience 
  brief versions of the other encounters as they 
  GEO5-01 The Mantle of Heroes 
   
  Page 10 
  
  wander through town, but only three of the sub-
  encounters count for showing the rose pin. 
  #1 - Goblin Pickpockets 
  While the PCs are distracted by the events in the 
  box text below, three PCs are targeted at random 
  by a group of goblin thieves. Each thief attempts to 
  steal gold from his target with a Pickpocket check 
  of (APL+6). If the goblin’s check exceeds the 
  target PC’s Spot check, the goblin successfully 
  steals APL*d10 gold pieces without the PC 
  knowing. The DM should secretly write down the 
  missing gold and record the missing gold on the 
  AR at the end of the adventure. If the PC does not 
  have enough gold pieces, then the goblin takes a 
  minor item of equivalent value. If the PC has 
  nothing of value to steal, then they attempt to steal 
  from another PC. 
  If the PCs discover the pickpockets, all of the 
  thieves drop what they were stealing and make a 
  mad dash to run away (using tumble score of APL 
  +6). 
  You walk by a small group of goblins having 
  an argument. Two goblins stand face to face 
  shouting at each other. One of the goblins 
  shouts, “You little halfling lover, your nose is 
  not greener than mine. It’s clear as the warts 
  on my chest, I have the greenest nose!”  
  The other goblin yells in response, “Your nose 
  is as green as a tall lovers, you half-elf love 
  child! Who thinks my nose is greener?” 
  About half the goblin group responds to the 
  one goblin’s question with “Yah!” as the other 
  half answers with cajoling and funny faces. 
  The first goblin looks over to you and your 
  companions and shouts inquisitively, “What 
  are you looking at? So what do you think, is 
  mine greener or not?” 
  Give the PCs an opportunity to answer. During this 
  time, the pickpockets make their attempts. Adjust 
  the following box text as necessary based on the 
  outcome. 
  Half of the goblins are satisfied with your 
  answer and taunt the other half of the goblin 
  group. Almost as if sensing trouble, a pair of 
  well-armed hobgoblins starts walking over in 
  your direction. Definitely sensing trouble, the 
  group of goblins quickly disperses, running in 
  all directions. 
  #2 - Hobgoblin Press Gang 
  Occasionally, 
  the 
  hobgoblins 
  use 
  forceful 
  persuasion to round up enough goblins for some 
  distasteful (even for a goblin) chores. The PCs 
  happen to be at the wrong place at the wrong 
  time, and they need to find an avenue of escape 
  or convince the hobgoblins to pick another 
  “volunteer.” 
  Any PC who is taken into service gets a +1 to their 
  bluff check for displaying the red rose pin as they 
  are forced into service with many other goblins. 
  Have each PC make a Spot check (DC 12+APL). 
  Any PC who succeeds notices the oncoming 
  hobgoblin press gang and can react accordingly. If 
  the PCs hide, the hobgoblin press gang has a 
  Spot of (APL+14) to notice cowering goblins. 
  Anyone who fails the Spot check or fails to hide is 
  noticed by the hobgoblins and will be “pressed” 
  into service. 
  An unnerving chill runs down your spine as 
  you realize that the crowd of goblins all around 
  you has suddenly thinned out. Ahead of you at 
  the end of a broken, debris cluttered alley 
  waits 
  a 
  large 
  contingent 
  of 
  hobgoblins 
  carrying offal covered shovels. 
  Any PCs that successfully made the Spot roll now 
  get to choose act. Continue with the next box text 
  once the actions have been resolved. 
  Looking behind you, another contingent of 
  hobgoblins close off the alley along the other 
  side. Both groups proceed to close down the 
  alley, capturing any goblin visible in the path. 
  Pandemonium breaks out around you as the 
  few remaining goblins try to make a break for it 
  and are caught by the press gang. A hobgoblin 
  pushes a shovel into your hand. “Move now, 
  we go clean da pits!” shouts one of the larger 
  hobgoblins. 
  Any PCs pressed into service have one last 
  chance to get free; make a successful Intimidate, 
  Bluff, 
  or 
  Diplomacy 
  check 
  (DC 
  APL+14). 
  Otherwise, they are assigned to clean the refuse 
  pits. 
  If any PC remains in service, the other PCs should 
  follow after them at a safe distance and spend the 
  next 30 minutes watching their friends shovel out 
  the piles of built up offal. Once finished, the PCs 
  are free to continue on their way. 
  If no PC was captured, then continue with the next 
  section of the encounter. 
  #3 - The Goblin Preacher 
  GEO5-01 The Mantle of Heroes 
   
  Page 11 
  
  Many goblin shamans roam the streets of the 
  Goblin Warrens preaching the green word of 
  Maglubiyet. This encounter is only meant to show 
  more of the goblins’ daily life. 
  Sitting on a log is an old gnarled goblin in 
  armor that must have fit him when he was 
  much younger but now is loose and sagging. 
  Slung around his neck is a chain of great size 
  with a large symbol of a bloody axe. 
  A successful Knowledge (religion) check (DC 
  10+APL) identifies the bloody axe as the holy 
  symbol of Maglubiyet, Greater Deity of goblins, 
  hobgoblins, and other goblinoids. 
  He is surrounded by a group of various young 
  goblinoid children and seems to be telling 
  them a story. 
  “List’n up young-uns. Ya know why yer here? 
  Yer here cuz yer strong! An’ ya gotta stay 
  strong! Cuz if’n yer weak the High Chieftain 
  won’t take ya.” 
  “We’re Strong! We’re Strong” chant the 
  children. 
  “I ‘member my old battle commander during a 
  raid inta ‘elfen territory. He fell to ‘n elf. ‘N ELF! 
  ‘nd not one of them archer elfens either, but 
  one that had a point rod thing.” 
  “Add’n to the insult my battle commander 
  didn’t kill himself that elfin before he done did 
  died. So The Mightly wouldn’t take ’em. And 
  who could blame him.” 
  There are various “OOOOOs” and “Ahhhhs” 
  from the children. 
  “But that be not then end of it. The next morn, 
  our patrols be bringing in some elfen that they 
  find and one of thems says he be a battle 
  commander. My battle commander. ‘nd he 
  KNOWs THINGs that no elfen should be 
  known. It just proved that The Mighty didn’t 
  take ‘im. Him be reborn as an ELFEN and die 
  once again never to be brought back and never 
  to know the true fury of The High Chieftain.” 
  A big cheer comes from the children went the 
  story is over. The old goblin then sends the 
  children on their way. He sees the party of 
  goblins standing and watching him. He then 
  struggles to stand up and greets the party. 
  “One of my favorite stories to tell the children. 
  Did you hear a version of it when you were 
  young-uns?” 
  He talks cordially with the party about everyday life 
  in the warren. He does not talk long and seems to 
  get short of breath and needs to sit down back on 
  his log to rest. 
  “Well you young-uns run along and get into 
  trouble. I will just rest me weary bones here for 
  a bit.” 
  #4 - The Goblin “Meat” Merchant 
  The PCs can pick up a little snack at this meat 
  market, although they most likely will not like the 
  selection. For the right price, they can get anything 
  they want. The most expensive meat is halfling, 
  the cheapest, dwarf. 
  For each PC that samples “meat,” give them a +1 
  bonus to their Bluff check to display the red rose 
  pin. 
  The fragrant smell of roasting meats draws 
  your party to the Meat Market. 
  The initial grouping of stalls offers either 
  prepared meats roasting over an open fire, or 
  dried jerky hanging in strips. The stall owners 
  literally bark slogans to entice buyers. The 
  loudest and best smelling of them is Grumps 
  Rumps. 
  Grump is a large, aged ogre whose large 
  hands cut very deftly with his carving knife. 
  Spying you, he tries to tempt you with his fare. 
  “Elo dere. ‘Ave ye tried Grumps Rumps? Deys 
  very good. I gots Picket o’ Pooch, Dirty Knees, 
  Whole Roasted Grub, Mount Stew, an’ my 
  favorite, Tittalee Wigglies.  
  What’ll ye ‘ave?” 
  Grumps selections are going from cheapest to 
  most expensive: 
  • 
  Picket o’ Pooch (dog on a stick) 
  • 
  Dirty Knees (leg of dwarf) 
  • 
  Mount Stew (horse stew) 
  • 
  Titalee Wigglies (a mixed selection of gnome 
  toes, fingers and eyeballs) 
  • 
  Whole Roasted Grub (roast halfling). 
  Grumps only tells the adventurers what the meat 
  is in ogre, not common. A successful Knowledge 
  (nature) check (DC 10+APL) on each type of meat 
  tells the adventures what they are eating. 
  Grumps provides each goblin with their 
  requested order only after getting his payment. 
  GEO5-01 The Mantle of Heroes 
   
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  Once finished serving he goes on to the next 
  paying customer. 
  Should any member of the party eat the provided 
  meat they must make a Fortitude Save (DC 
  10+APL) or be sickened as described in the DMG 
  on page 301. 
  #5 - Runaway Goblin War Wagon 
  The PCs have to think fast as they are in the direct 
  path of an out-of-control war wagon. Read the 
  beginning text and then ask the PCs what they are 
  doing. Any PC that does not leave the rutted street 
  must make the Reflex save or get trampled by the 
  war wagon. 
  The road is hard-packed earth with the 
  occasional stone adding bumps. Ahead about 
  twenty feet or so, on a hilltop, you see a group 
  of at least fifteen goblins running in different 
  directions. Some of them are staring at a loud 
  rumbling crashing sound on the other side of 
  the hill. 
  Give the PCs the opportunity to respond. 
  Barreling over the hill at breakneck speed 
  comes an out-of-control war wagon. A crazed- 
  looking goblin sits in the driver seat hooting 
  and hollering at the top of his lungs. 
  Give the PCs a Reflex save (DC 10+APL) to avoid 
  being hit by the out-of-control wagon; those that 
  fail take APL*d4 subdual damage. 
  #6 - “Wanna Play A Game?” 
  The goblins of the warrens have a lot of free time 
  to kill, so they play a lot of goblin games. Many 
  goblins play dice and simple card games, but their 
  favorite game is called goblin finger. 
  Being the goblin finger champion brings more 
  prestige and draws the attention of many goblins. 
  For each challenger a player defeats award that 
  player gains +1 bonus to the Bluff check to display 
  the red rose pin. 
  While passing a large alley way between two 
  shanty buildings, you hear loud, boisterous 
  laughing and hooting. One of the laughing 
  goblins breaks away from the group to come 
  up behind <the chosen player character> and 
  gives him (or her) a big slap on the back while 
  saying: 
  “BLOG!!! My Old Gug!!! How have you been? 
  You have been much missed back being away 
  but you are just in time to join a good game of 
  goblin finger.” Turning back to the group 
  currently playing goblin finger, the goblin 
  bellows, “Yo gugs, this here is Blog, one of the 
  best goblin finger players this side of the 
  warren! I am sure that he and his gugs will join 
  us 
  and 
  take 
  on 
  all 
  challengers.” 
  This 
  announcement fires up the group of gamers 
  even more as they all turn to look you over 
  before presenting challenges. 
  In the midst of the group of goblins there are 
  two goblins with their fingers in their mouths 
  who look very uncomfortable. There are a 
  number of containers around the area that look 
  disgusting and smell even worse. Suddenly 
  one of the goblins removes his finger and gets 
  very sick. The winner is exalted and the loser 
  is shunned from the group. 
  Provide suitable names for the challenging goblins 
  (i.e., Chug, Rugal, Ungk, Blatz, Kewker). The first 
  challenger will be the winner of the previous 
  match. The challenges go like this: 
  <NPC Goblin name> walks up and looks 
  directly into the eyes of who he is going to 
  challenge and says, “What’s your name?” 
  The PC should respond with a name. If need be, 
  strongly suggest that the character use a goblin 
  name and not their own when challenged. 
  The PC has the chance to make an Intimidate, 
  Bluff, or Diplomacy check  (DC 15+APL) to talk his 
  way out of being challenged. If the PC fails the 
  check or wants to play, then the following 
  happens: 
  <NPC goblin name> slugs the <PC goblin 
  name> in the arm hard while saying, “<NPC 
  goblin Name> challenge <PC goblin name> to 
  see who’s best! Now put your finger to the 
  test! Choose the snop, <PC goblin name>.” 
  The punch in the arm causes 1d4 subdual 
  damage because these boys just play rough. 
  There are 8 variously sized and shaped 
  containers 
  to 
  choose 
  from, 
  each 
  more 
  disgusting then the last: 
  1. A thick black mash 
  2. A viscous bright green slime 
  3. A viscous dark orange ooze 
  4. A stew-like dark green lump 
  5. A thick dark red liquid 
  6. A watery dark amber liquid 
  7. A slimy light brown ooze 
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  8. A brown meaty lump with bone splinters 
  A successful Survival check (DC 15+APL) tells 
  what one container contains. To identify each one 
  requires 8 rolls, but the goblins will only allow 2 
  identifies before insisting on a selection, so the 
  game can begin. 
  1. Black (raw manure from the animal pens) 
  2. Bright Green (slime from stagnate liquids 
  around the warren) 
  3. Dark Orange (snot gathered from 12 ogre 
  noses) 
  4. Dark Green (a fresh sample brought from 
  clean’n da pits) 
  5. Dark Red (a mixer of bloods from the meat 
  market) 
  6. Dark Amber (a sample in a small cup provided 
  by a drunk in a bar) 
  7. Light Brown (a slimy ooze off of some 
  creature) 
  8. Brown (sewage from the midden pile) 
  Following the lead of the Challenging Goblin, 
  both parties insert a finger into the chosen 
  container at about the same time. The 
  Challenger looks delighted to be getting to 
  play such a renowned Champion. The fingers 
  are removed from the container and inserted 
  into each owner’s mouth. The player that is 
  able to keep the filthy finger in his mouth the 
  longest wins. 
  Both parties make Fortitude checks. If the PC 
  beats the NPC Goblin (DC 14), then the PC keeps 
  his (or her) finger in longer. Each PC that plays 
  goblin finger must make another Fortitude save 
  (DC10+APL) or contract Blinding Sickness, see 
  DMG page 292. 
  NPC Goblin Wins: 
  There is much rejoicing by the <NPC Goblin 
  name> and his gugs. <PC Goblin name> may 
  take this time to go off and be sick, since being 
  the loser means that no challenges will be 
  coming your way for a while because only the 
  strong are challenged. 
  PC Goblin Wins: 
  There is much rejoicing by <NPC Goblin 
  name>’s gugs, who now want to be your gug, 
  and <PC Goblin name> is challenged again by 
  two or three of the other goblins. 
  An Intimidate check, Bluff check, or Diplomacy 
  check of 5+APL will intimidate the other goblins 
  out of challenging the PC again. If the PC fails the 
  check or wants to play, then the process starts all 
  over with the challenge. 
  Encounter Three:  Gobo 
  Grak’s Snot and Ale 
  By this time, the party should be interested in 
  tracking down the Mole. One place they might try 
  is the local goblin bar, Gobo Grak’s Snot and Ale. 
  They can attempt to gather information; all 
  attempts end with the PCs talking to Snert the 
  Blade, a leader of a local thieves guild. Snert is 
  ruthless and attempts to extort cash or other 
  valuables from the characters. He does not stop 
  there, however, as his greed always gets the 
  better of him. He attacks the party to reap in ALL 
  their money and equipment. 
  The only real bar you can find is Gobo Grak’s 
  Snot and Ale. It is a hole in the wall on the east 
  side of town. The “establishment” sits by a 
  large goblin cesspool. Smelling as bad as this 
  would suggest, it seems to be a favorite hang 
  out place for the rougher goblins in town.  
  Once inside, you’re pretty sure that this 
  establishment must have been an inn or tavern 
  for the townsfolk who lived here before the 
  goblin invasion. It literally does have a hole in 
  the front of the building, presumably where a 
  window once stood.  
  The clientele of the bar is what you’ve come to 
  expect of the Goblin Warrens. It’s full of dirt- 
  encrusted goblins sitting around drinking from 
  filthy cups and mugs being served by skimpily 
  dressed goblin waitresses. Over in one corner 
  is a particularly large table where everyone 
  there is seated with their backs to the wall. The 
  occupants of this table are given a wide berth 
  by the rest of the tavern’s patrons. 
  Seated at the center of this table is a goblin 
  clad in black studded leather armor, fiddling 
  with a jewel-handled dagger. To his right is an 
  exceptionally large bugbear. 
  If the party asks around, gets a table, and orders 
  some drinks (a very brave venture in this 
  establishment), then give them time to settle in 
  and roleplay a bit. If the party is mainly male, the 
  goblin waitress, Gerbina, flirts with them a bit as 
  she takes their orders. If there are any females in 
  the party, a random goblin named Brakk wanders 
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  over and tries a few pick up lines on them. It does 
  not take much to chase Brakk off, but he 
  considers himself somewhat of a lady-killer and so 
  feels obligated to try. 
  Eventually Snert become curious as to who has 
  the gall to come into HIS bar so heavily equipped. 
  He sends one of his people over to invite the party 
  to his table. 
  Snert is a brash gang leader who is not used to 
  getting pushed around, especially on his own turf. 
  If the party approaches him in an intimidating 
  manner, he attacks them right off for insulting him 
  in his own bar. If they are civil, and treat him with 
  respect, he sits down and chats with them for a 
  while. 
  This is all formality, however, as eventually the 
  conversation will be steered to how much the 
  group is willing to pay for information. He accepts 
  (APL*2 gp) for his information. He suggests that 
  the PCs talk to Gobo the Merchant. 
  Realizing that the group probably has more gold 
  then they are offering, even if they are willing to 
  pay him, he is so greedy that he attacks them to 
  procure ALL their gold and possessions. To this 
  end, Snert and his enforcer Obbo attack. At higher 
  APLs, Snert signals his girlfriend, a goblin waitress 
  to attack as well.  
  Use one of the predetermined rolls (determine 
  which one randomly) for initiative. 
  APL 2 (EL 4) 
  Snert the Blade: Male goblin Rog2; hp 9; see 
  Appendix One. 
  Obbo: Male bugbear; hp 20; see MM page 
  29. 
  APL 4 (EL 6) 
  Snert the Blade: Male goblin Rog4; hp 18; 
  see Appendix Two. 
  Obbo: Male bugbear; hp 20; see MM page 
  29. 
  Gerbina: Female goblin Rog2; hp 9; see 
  Appendix Two. 
  APL 6 (EL 8) 
  Snert the Blade:  Male goblin Rog6; hp 27; 
  see Appendix Three. 
  Obbo:  Male bugbear Brb2; hp 45; see 
  Appendix Three. 
  Gerbina:  Female goblin Rog4; hp 18; see 
  Appendix Three. 
  APL 8 (EL 10) 
  Snert the Blade:  Male goblin Rog8; hp 39; 
  see Appendix Four. 
  Obbo:  Male bugbear Brb2/Ftr2; hp 66; see 
  Appendix Four. 
  Gerbina:  Female goblin Rog6; hp 27; see 
  Appendix Four. 
   
  Tactics:  These are bloodthirsty killers pure 
  and simple. However, a life of hard living has 
  taught them the value of tactics. Where possible, 
  the rogues maneuver themselves into flanking 
  positions to take advantage of their sneak attack 
  damage. If they have a problem hitting a player, 
  one fights defensively and attempts to aid the 
  other. These brutes fight to the death. 
   
  Treasure:  
  APL 2: L: 68 gp, C: 8 gp, M: potion of cure 
  light wounds (x2) (2 gp). 
  APL 4: L: 105 gp, C: 20 gp, M: potion of cure 
  light wounds (x4) (2 gp), +1 studded leather 
  (x2) (97 gp). 
  APL 6: L: 75 gp, C: 35 gp, M: potion of cure 
  moderate wounds (x6) (25 gp), +1 studded 
  leather (x3) (97 gp), +1 rapier (x3) (193 gp). 
  APL 8: L: 0 gp, C: 40 gp, M: potion of cure 
  moderate wounds (x6) (25 gp), +1 studded 
  leather (x3) (97 gp), +1 rapier (x3) (193 gp), 
  +1 dagger (x3) (191 gp). 
   
  Development:  If the PCs were not detected 
  as good in Encounter Two or Encounter Four, 
  Snert’s brother attacks the party in Encounter 
  Seven. 
  Once Snert’s gang is dealt with, the PCs should 
  vacate the premises as several hobgoblin guards 
  can be seen approaching the place. Go to 
  Encounter Four. 
  Encounter Four:  A Grubby 
  Goblin 
  One of the few self-standing buildings in town 
  has a wooden sign hanging above its door. 
  Etched neatly and carefully into the wooden 
  sign is “Nathan’s Goods and Sundries.” 
  However, Nathan’s name was crossed out 
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  some time ago and scrawled above it like 
  chicken scratch is Gobo Grub. 
  The current lead seller in the black market, Gobo 
  Grub sells everything disreputable this side of the 
  Realstream, from poisons and wicked edged 
  weapons to lock picks. In addition, if the price is 
  right, Grub might also impart some information.  
  When the characters enter his storefront, Grub 
  scans them with his Amulet of Detect Good as a 
  precautionary measure. He does this with all his 
  customers to make sure everything is on the up 
  and up. If any of the characters radiate good, he 
  will attempt to extort some money from the party, 
  but not until after they are done shopping. He 
  hates to lose potential business that way.  
  Pushing open the door to the store causes a 
  small bell above the door to jingle. One main 
  room showcases a large collection of poor-
  quality weapons and armor. Despite this, a 
  number of patrons are browsing his wares. 
  Flanking either side of the door are two goblin 
  guards, each standing at attention. Two more 
  are standing at a door on the west wall. 
  Standing in front of the counter is a rather 
  large goblin, almost as tall as a hobgoblin. He 
  leans slightly against the counter, watching 
  the goblins mill about the store. The proprietor 
  sits across from you behind a rotting wooden 
  store counter. He scrawls notes into a log 
  book of some sort with his left hand while 
  picking his nose with his right. Seeing you 
  enter he stops writing in his book and looks 
  up, giving you at first a cautionary look, which 
  quickly turns to a tight lipped smile. 
  “My friendsss, my friendsss, COME IN, please, 
  do come in. I must say, I haven’t seen gobos of 
  such fine stock as you in some time. Please, 
  PLEASE, let me introduce myself. I am Gobo 
  Grub, proprietor of this fine establishment,” He 
  walks around the counter towards you, wiping 
  his right hand on his filthy black cloak before 
  extending it to you. 
  If the characters ask about disreputable goods, 
  Grub begins to showcase his wares, which while 
  overpriced are usually the real deal. If asked if he 
  has anything of higher quality, Grub goes into a 
  sales pitch: 
  “Well, just because you are gobos of such fine 
  quality I SUPPOSE I could show you my own 
  personal stock, but…” Grub looks around to 
  see if anyone is listening and pulls in closer to 
  you, “…you’ll have to keep it hush-hush, you 
  understand. Here come over to my counter, 
  Gobo Grub will show you, my friendsss.” 
  Grub showcases what items he has available at 
  each APL. He will go into a sales pitch for each 
  item, time permitting. The characters must buy 
  anything they want from Gobo Grub now, while 
  they are in the city, as they will not be able to 
  return and purchase anything after they leave. At 
  the end of the module, ask the PC if they are 
  going to purchase any of the following items; if not, 
  cross them off on the access list on the AR. Grub 
  has the following available. 
  APL 2: +1 Small Studded Leather of Shadow  
  (Adventure, DMG) – 4,925 gp. 
  APL 4: +1 Small Human Bane Dagger 
  (Adventure, DMG) – 8,302 gp. 
  APL 6: +1 Small Gnome Bane Morningstar 
  (Adventure, DMG) – 8,308 gp. 
  APL 8: +1 Small Wounding Shortsword 
  (Adventure, DMG) – 18,310 gp. 
  If the subject of information is brought up, Grub 
  replies: 
  Grinning widely, revealing several missing and 
  rotting teeth in his wide maw, Gobo Grub 
  seems to perk up at your request for 
  information. 
  “Why, 
  now, 
  that’s 
  very 
  interesting,” he says, rubbing his chin. “I’m a 
  reasonable gobo, and might be willing to 
  impart a few of the juicier bits of info I’ve come 
  across as of late, but only if the price were 
  right. You understand, the kind of things that I 
  may know are quite valuable in certain 
  circles.”  
  He haggles with the characters for a bit, starting 
  high, (100 x APL) gp, but settles for less 
  depending on circumstances and arguments. He 
  does not accept anything less than (25 x APL) gp. 
  If the characters refuse to pay, he says, “Well, 
  obviously my information is not as valuable to 
  you as it is to me, my friendsss,” and refuses to 
  discuss this topic any longer, continually changing 
  the topic to his various goods and wares unless 
  the party is willing to pay his fee. If paid, Grub tells 
  the party a little of what he knows. 
  Pulling closer to you, Grub begins speaking in 
  almost a whisper, as serious a look crossing 
  his face as you’ve seen him put on. “Well, and 
  you didn’t hear this from me, but word round 
  the camp fire is this…recently a lot has been 
  going on around here. Apparently, a GNOME, 
  yes that’s right my friendsss, a GNOME, has 
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  taken command of our fight against the 
  Mounds. This gnome, he’s not like the goody 
  goodies in the Stark Mounds, though. This 
  gnome has a heart as black as the ones that 
  beat proudly in our chests, I tell you! This 
  gnome, he hates all he sees, outcast by the 
  pale skins for dealing with us, and unaccepted 
  by us for his own pale skin. His hatred is such 
  that it is said he can kill with a look. A MERE 
  LOOK, my friendsss! 
  He now walks amongst us, serving a higher up 
  master, stalking the city in a black cloak, his 
  face hidden in shadow. He does not eat, my 
  friendsss, he does not sleep, he does not rest. 
  He is obsessed with the destruction of his own 
  race, and will stop at nothing to see this come 
  about.” Grub pulls back, his toothy grin slowly 
  returning. “At any rate, my friendsss, is there 
  anything else I can help you with while you’re 
  here?”  
  If there is nothing else then he pleasantly says 
  goodbye as they leave. However, if he has 
  detected good, or the party has acted in an 
  extremely suspicious manner, he attempts to 
  extort a last bit of gold from them.  
  “Before you go, my friendsss, there is one last 
  piece of business I need to discuss with 
  you…” Grub says, stopping you as you turn to 
  leave, “…it has come to my attention that you, 
  well, may not be exactly be who you appear to 
  be. Now, I have no problem with this. Business 
  is 
  business 
  is 
  business, 
  however, 
  my 
  friendsss, you must understand that there are 
  certain individuals in this town that would love 
  to know this, who would pay a lot to know 
  this…” 
  “Now, I’m not saying this has to get ugly, my 
  friendsss, I’m just saying that if you were to 
  perhaps to make it worth my while to keep my 
  mouth shut perhaps it would stay closed? 
  Hmm?” 
  Grub is reasonable, and haggles a bit. If they have 
  been polite, and make a successful Diplomacy 
  check (DC 10+APL), he only charges them (10 x 
  APL) gp to keep his mouth shut. If they have been 
  rude, or have refused to buy anything then it is 
  (100 x APL) gp. The party can attempt to 
  intimidate the goblin with an Intimidate check (DC 
  15+APL). Grub keeps his mouth shut on a 
  successful check. If unsuccessful… 
  If the party threatens him, have them make an 
  Intimidate check, DC 15+APL. If they fail, he will 
  threaten them back, and he is not shy about 
  getting into a fight in his own establishment. If the 
  Intimidate is successful, he will promise to keep 
  his mouth shut, along with most anything else. 
  If the party leaves after paying him, he says 
  goodbye pleasantly. Read the following. 
  As you are leaving Grub waves to you. 
  “Goodbye, my friendsss, and please do come 
  back anytime! Your gold is always welcome 
  here!” 
  If the party intimidated him then go to this 
  goodbye. 
  Grub sort of sulks behind his count and goes 
  back to his ledger, jamming his right finger 
  right up his nose as he had it before. 
  All APLs (EL 11) 
  Gobo Grub’s Protectors (APL x 2):  Male 
  bugbear; hp 20; see Monster Manual page 29. 
  Once the party leaves the store, go to Encounter 
  Five. 
  Encounter Five:  The Contact 
  Just as the party is about to give up hope of 
  finding the gnome the Possum sent them to find, 
  they hear a “Psst” come from a dark alleyway in a 
  dark part of town. Perhaps expecting the worst, 
  the party sees a smallish goblin come out of the 
  shadows and beckon them to follow him. Leading 
  them through the Warrens into the burnt out 
  remains of an old cottage, Darrel reveals himself 
  as the Mole.  
  Leaving Gobo’s Grub puts you back out on the 
  muddy track loosely referred to as a street. 
  There’s still no sign of your contact. Weaving 
  your way through the tents, goblinoids, and 
  various forms of transportation you find 
  yourselves in a dark part of town, if that is 
  possible considering all that you have been 
  through. The only contacts you have met to 
  this point are pan handlers, thieves, and 
  shamans touting the word of Meglubiyet. You 
  are on the verge of resigning yourselves to 
  spending a night in this warren. 
  Have the PCs make a Listen Check (DC 7+APL) 
  and those that make it hear a “Psst” sound coming 
  out of a dark alley way to their right. 
  A smallish goblin peeks out of the shadows of 
  the alley once he sees that you heard him. He 
  looks both ways to see if anyone else notices 
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  him, quickly signals for your group to follow 
  him, and then disappears back into the alley. 
  Does the group choose to follow him? If the PCs 
  choose to follow him, continue with Encounter 
  Five. If the PCs do not, he makes one more 
  attempt to signal them before leaving them without 
  making contact. If no contact is made, continue on 
  to Encounter Six if Gerbonar the Blooded Tooth 
  or Gobo Grub detected the PCs as good, 
  otherwise go to Encounter Seven. 
  Darrel “The Mole”: Male gnome (hiding as a 
  goblin) Brd10; HP 42; Bluff +10, Concentration 
  +10; Disguise +17; Escape Artist +8; Hide 
  +21; Listen +14; Move Silent +17; Perform 
  +14; Sense Motive +12; Spot +12. 
  Following the goblin requires 3 successful Spot 
  checks (DC 5+APL). 
  Leading your group swiftly through the 
  Warrens to what must be the poorest portion 
  of town, you reach the burnt out shell of a 
  cottage. The goblin draws his weapon and 
  carefully circles out of reach around the party 
  as if looking for something. 
  If the rose provide by Glim is not visible on each 
  PC and the PCs make no effort to show the pin to 
  Darrel, Darrel disappears and does not come 
  back. No contact is made, so continue on to 
  Encounter Six if Gerbonar the Blooded Tooth or 
  Gobo Grub detected the PCs as good, otherwise 
  go to Encounter Seven. 
  Finding a rose pin on each of you, the small 
  goblin identifies himself by showing you a 
  rose pin. “Greeting Ashwood Avengers. I am 
  your contact, The Mole. I have little time and 
  much to tell you. What would you like to know 
  first?” 
  A question and answer session begins. Some 
  answers to possible questions are below: 
  • 
  He has now worked his way even closer to the 
  traitor. 
  • 
  He has been working as an underling but he is 
  watched almost constantly. Thus getting out of 
  the Warren to warn the gnomes has not been 
  safe and will jeopardize any further missions 
  to gather information. 
  • 
  The traitor is a gnome calling himself Mauglor 
  the Magnificent, but he will be better know to 
  the gnomes back home as Seebo Blackberry. 
  He was once an Illuminator’s apprentice. 
  • 
  He is still an apprentice, but he now serves a 
  giant archmage. 
  • 
  Seebo has attracted the notice of the Storm 
  King, and he is major reason for the giants’ 
  interest in the Stark Mounds. 
  • 
  One of the traitor’s prime objectives is to learn 
  the whereabouts of the nine pickaxes. 
  • 
  There is no need then to emphasize to you 
  that if the giants get one or more of the nine 
  pickaxes, it could turn the tide of the war with 
  the giants—and not in a good way. 
  Suddenly, the Mole signals for silence and 
  runs out the door. Moments later, he returns 
  but seems much more cautious now. He hands 
  over a packet of papers and whispers, “In 
  these stolen letters Mauglor informs the Frost 
  Giant Archmage that he has finally located the 
  hiding place of the remaining pick. He will be 
  personally going to the Maze of Insanity with 
  an elite guard of hobgoblins to retrieve the 
  pick for his masters.” 
  The Mole once again seems to crane his neck 
  to hear something and then returns his 
  attention back to the matter at hand. “Now go 
  and get these back to the gnomish people so 
  that all of this land might not know the 
  complete and absolute tyranny that is giant 
  rule.” Once again he looks all around and then 
  says, “Go for this place is no longer safe.” 
  Then he scurries out the door and is not seen 
  again.  
  If Gerbonar the Blooded Tooth detected the PCs 
  as good or if Gobo Grub detected the PCs as 
  good in Encounter Four and they intimidated him 
  instead of paying him off, he reports them to 
  Gerbonar the Bloodied Tooth. Go to Encounter 
  Six. 
  Otherwise, go to Encounter Seven. 
  Encounter Six:  The Faithful 
  of Maglubiyet 
  Since there is no longer a need to look for your 
  contact, upon exiting the burnt out cottage the 
  safest way to go seems to be through more of 
  this rundown and possibly abandoned portion 
  of the Warren. Without all of the goblinoids 
  conducting 
  day-to-day 
  activities 
  around, 
  covering distance seems much easier. 
  GEO5-01 The Mantle of Heroes 
   
  Page 18 
  
  Or it seemed, until you see a cloud of dust and 
  dirt being kicked up by a band of Meglubiyet’s 
  most faithful servants led by a goblin in full 
  black plate riding a worg. The goblin on the 
  worg looks down at you with contempt and 
  loathing. He is wild-eyed and frothing at the 
  mouth. He draws his flail, gestures towards 
  your group and proclaims in a booming voice, 
  “LIGHT LOVING FILTH! You have been found 
  guilty of betraying your roots! The very 
  essence that makes you goblin! Perhaps The 
  High Chieftain will pity you and find it within 
  himself to show mercy upon your souls. But I 
  think not! Ha, Ha, Ha! It is our duty to send you 
  to him so that your foul ideas do not poison 
  our brethren!”  
  Turning to the faithful in a calm, level voice, he 
  commands, “Destroy them in the name of The 
  Battle Lord, my brothers. Do not allow their 
  goodness to go unpunished. Kill in his name 
  and glory!” 
  If it is APL 8 Gerbonar enters the fray himself. At 
  every other APL, however, he leaves the fighting 
  to the faithful so that they might show their 
  worthiness to himself and Maglubiyet. 
  Use one of the predetermined rolls (determine 
  which one randomly) for initiative. 
  APL 2 (EL 5) 
  Goblin Defender of the Faith:  Male goblin 
  Ftr2; hp 18; see Appendix One. 
  Jubiliyek:  Male goblin Clr2; hp 13; see 
  Appendix One. 
  Goblins Faithful (6):  Male goblin War1; hp 6; 
  see Monster Manual page 133. 
  APL 4 (EL 7) 
  Goblin Defender of the Faith:  Male goblin 
  Ftr5; hp 45; see Appendix Two. 
  Jubiliyek: Male goblin Clr3; hp 20; see 
  Appendix Two. 
  Goblin Faithful (6):  Male goblin War1; hp 6; 
  see Monster Manual page 133. 
  APL 6 (EL 9) 
  Goblin Defender of the Faith:  Male goblin 
  Ftr7; hp 63; see Appendix Three. 
  Jubiliyek:  Male goblin Clr5; hp 33; see 
  Appendix Three. 
  Goblin Faithful (3):  Male bugbear; hp 20; 
  see Monster Manual page 29. 
  APL 8 (EL 11) 
  Gerbonar the Bloodied Tooth: Male goblin 
  Ftr7/Blk2; hp 81; see Appendix Four. 
  Gerbonar’s Mount:  Male worg; hp 36; see 
  Monster Manual page 256. 
  Jubiliyek:  Male goblin Clr7; hp 61; see 
  Appendix Four. 
  Goblin Faithful (6):  Male bugbear; hp 20; 
  see Monster Manual page 29. 
   
  Tactics: They use the tactics propagated by 
  their faith, namely they will attempt to attack and 
  eliminate those they perceive as the weakest first 
  and then move their way onto the strongest. 
   
  Treasure:  
  APL 2: L: 158 gp, C: 16 gp, M: potion of cure 
  light wounds (x4) (2 gp). 
  APL 4: L: 96 gp, C: 20 gp, M: potion of cure 
  light wounds (x4) (2 gp), +1 breastplate (112 
  gp), +1 banded mail (116 gp). 
  APL 6: L: 38 gp, C: 23 gp, M: potion of cure 
  moderate wounds (x4) (25 gp), +1 breastplate 
  (112 gp), +1 banded mail (116 gp), +1 heavy 
  flail (x2) (192 gp). 
  APL 8: L: 17 gp, C: 28 gp, M: potion of cure 
  moderate wounds (x4) (25 gp), +1 breastplate 
  (112 gp), +1 banded mail (116 gp), +1 heavy 
  flail (x2) (192 gp), +1 heavy wooden shield 
  (x2) (96 gp). 
  If the Faithful are able to capture the party, go to 
  Conclusion-Captured. 
  Once the Faithful have been dealt with and the 
  party successfully made contact with the Mole, go 
  to the Conclusion-Successful Contact. 
  Once the Faithful have been dealt with and the 
  party did not successfully make contact with the 
  Mole, go to the Conclusion-Bravely Got Away. 
  Encounter Seven:  Your GP 
  or your HP? 
  Nert the Knife is the brother of Snert the Blade, 
  former leader of the Goblin Blades, one of the 
  largest thieves guilds in the Warrens. While not 
  overly attached to his brother, he enjoyed quite a 
  bit of power and prestige because of his sibling, 
  GEO5-01 The Mantle of Heroes 
   
  Page 19 
  
  and he is a bit angry over losing much of this 
  power due to some upstarts showing up on their 
  turf and offing Snert. He has gathered up some 
  handpicked soldiers and gone out into the ruined 
  section of town to lay an ambush for his brother’s 
  killers. 
  Since there is no longer a need to look for your 
  contact, upon exiting the burnt out cottage the 
  safest way to go seems to be through more of 
  this rundown and possibly abandoned portion 
  of the Warren. Without all of the gobliniods 
  conducting 
  day-to-day 
  activities 
  around 
  covering distance seems much easier. 
  While moving in and around the ruins, have the 
  PCs make any Spot, Listen, Track checks that 
  they might like to do. On the second or third 
  check, a successful Spot check (DC 15+APL) or a 
  successful Listen check (DC 20+APL) means the 
  PCs spot or hear one of the hiding goblin thieves, 
  allowing them to act on the surprise round. 
  Otherwise the goblin gang is able to ambush the 
  PCs. 
  Use one of the predetermined rolls (determine 
  which one randomly) for initiative. 
  APL 2 (EL 5) 
  Nert the Knife:  Male goblin Rog2; hp 9; see 
  Appendix One. 
  Knife Blade (2):  Male bugbear; hp 20; see 
  Monster Manual page 29. 
  APL 4 (EL 7) 
  Nert the Knife:  Male goblin Rog4; hp 18; see 
  Appendix Two. 
  Knife Blade (4):  Male bugbear; hp 20; see 
  Monster Manual page 29. 
  APL 6 (EL 9) 
  Nert the Knife:  Male goblin Rog6; hp 27; see 
  Appendix Three. 
  Knife Blade (2):  Male bugbear Brb2/Ftr2; hp 
  66; see Appendix Three. 
  APL 8 (EL 11) 
  Nert the Knife:  Male goblin Rog8; hp 39; see 
  Appendix Four. 
  Knife Blade (3):  Male bugbear Brb2/Ftr2; hp 
  66; see Appendix Four. 
   
  Tactics:  The goblin gang comes out of hiding 
  and attacks as a whole. They attempt to put 
  themselves in good flanking positions. However, 
  Nert remains in hiding for one round to pick the 
  most effective place for him to strike. At higher 
  APLs he waits three rounds to set up a character 
  with his Assassin Death Attack. 
   
  Treasure:   
  APL 2: L: 93 gp, C: 8 gp, M: potion of cure 
  light wounds (x2) (2 gp), potion of barkskin +3 
  (50 gp). 
  APL 4: L: 58 gp, C: 10 gp, M: potion of cure 
  light wounds (x2) (2 gp), +1 chain shirt (120 
  gp), potion of fly (62 gp). 
  APL 6: L: 51 gp, C: 23 gp, M: potion of cure 
  moderate wounds (x4) (25 gp), +1 chain shirt 
  (x2) (120 gp), +1 rapier (193 gp), +1 greataxe 
  (193 gp), potion of resist energy (fire) (30) (91 
  gp). 
  APL 8: L: 0 gp, C: 26 gp, M: potion of cure 
  moderate wounds (x4) (25 gp), +1 chain shirt 
  (x2) (120 gp), +1 rapier (193 gp), +1 greataxe 
  (193 gp), +1 heavy flail (192 gp), +1 dagger 
  (191 gp), potion of barkskin +5 (100 gp). 
  If Nert and his cronies are able to capture the 
  party, go to Conclusion-Captured. 
  Once Nert and his cronies have been dealt with 
  and the party successfully made contact with the 
  Mole, go to the Conclusion-Successful Contact. 
  Once Nert and his cronies have been dealt with 
  and the party did not successfully make contact 
  with the Mole, go to the Conclusion-Bravely Got 
  Away. 
  Conclusion 
  Captured 
  The PCs have been captured and their characters 
  should be sent to the Geoff Triad until such time 
  as they are freed. 
  PCs do not gain the Favor of Rollasnipe “The 
  Possum” Aveckbaren. 
  Chained and collared like animals, you are 
  dragged deeper and deeper into the Warren… 
  What will become of you? Will you be 
  auctioned off? Eaten? Or kept prisoner deep in 
  the Warren mixing the concoctions used in 
  Goblin Finger? 
  The End 
  Successful Contact 
  GEO5-01 The Mantle of Heroes 
   
  Page 20 
  
  The PCs have contacted the Mole and have made 
  it out of the Goblin Warrens alive. The gnomes are 
  not nearly as happy with the PCs if they killed the 
  hapless adventurers that mistakenly attacked 
  them in Encounter One, but they are happy 
  nonetheless for the news. If the PCs subdued the 
  adventurers, the gnomes are overjoyed with the 
  PCs’ success. 
  PCs gain the Favor of Rollasnipe “The Possum” 
  Aveckbaren in either case. 
  Killed adventurers in Encounter One: 
  The gnomes are deeply saddened by the news 
  of the death of one (or more) of the Legendary 
  Ashwood Avengers. While they are upset with 
  your group, they are grateful for the service 
  you have performed. 
  So saddened are they by the apparent split 
  within the Ashwood Avengers that a day of 
  mourning is declared, honoring any of the 
  Ashwood Avengers (PC or NPC) that passed. 
  The End 
  Did not kill the adventurers in Encounter One: 
  They gnomes are overjoyed at the news of 
  your success! Gnomish bards and scribes 
  spend the next several hours going over and 
  embellishing every detail of your adventure. A 
  day of celebration is declared in your honor, 
  and another heroic deed is added to the legend 
  of The Ashwood Avengers! 
  The End 
  Bravely Got Away 
  The PCs did not have a chance to make contact 
  with the Mole or lost the papers that he gave them.  
  PCs do not gain the Favor of Rollasnipe “The 
  Possum” Aveckbaren. 
  Returning to the gnomes, you are met with 
  reactions that leave you puzzled. While your 
  hosts seem genuinely pleased that you have 
  returned safely from the dangers of the Goblin 
  Warrens with all your limbs intact, there seems 
  to be a sense of disbelief from those you 
  speak with. 
  You 
  hear 
  rumblings 
  from 
  the 
  gnomes. 
  Fragments 
  really…Things 
  like, 
  “Ashwood 
  Avengers never failed before...” and “Time to 
  retire?” and “…perfect record…tarnished?!?” 
  Perhaps there was something more you could 
  have done? 
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award. Award the total 
  value (objectives plus roleplaying) to each 
  character. 
  Encounter One 
  Defeat the attacking Avengers 
   
  APL 2: 90 xp. 
   
  APL 4: 150 xp. 
   
  APL 6: 210 xp. 
   
  APL 8: 270 xp. 
  Encounter Three 
  Defeat Snert and his Gang. 
   
  APL 2: 120 xp. 
   
  APL 4: 180 xp. 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
  Encounter Six or Seven 
  Defeat the Attackers. 
   
  APL 2: 150 xp. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
  Story Award 
  Made contact with the mole. 
   
  APL 2: 45 xp. 
   
  APL 4: 70 xp. 
   
  APL 6: 90 xp. 
   
  APL 8: 115 xp. 
  Discretionary roleplaying award 
   
  APL 2: 45 xp. 
   
  APL 4: 65 xp. 
   
  APL 6: 90 xp. 
   
  APL 8: 110 xp. 
  GEO5-01 The Mantle of Heroes 
   
  Page 21 
  
  Total possible experience 
   
  APL 2: 450 xp. 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
   
  APL 8: 1125 xp. 
  Treasure Summary 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes. Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold. If you feel it is reasonable 
  that characters can go back to loot the bodies, and 
  those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by 
  the local watch, and so on), characters may return 
  to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted 
  from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A 
  normal adventuring party can usually gather this 
  wealth in a round or so. If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure. Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it. Other times they may attempt to use the 
  item blindly. If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure. Write the total in the GP Gained field of 
  the adventure certificate. Because this is a Regional 
  scenario, characters may spend additional Time 
  Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter One: 
  APL 2: L: 162 gp, C: 20 gp, M:  potion of cure 
  light wounds (x4) (4 gp), scroll of enlarge 
  person (x2) (2 gp), scroll of shield (x2) (2gp), 
  scroll of true strike (x2) (2 gp), ring of 
  sustenance (208 gp). 
  APL 4: L: 195 gp, C: 45 gp, M:  potion of cure 
  light wounds (x4) (4 gp), scroll of enlarge 
  person (x2) (2 gp), scroll of shield (x2) (2gp), 
  scroll of true strike (x2) (2 gp), ring of climbing 
  (208 gp), +1 breastplate (112 gp). 
  APL 6: L: 148 gp, C: 60 gp, M:  potion of cure 
  moderate wounds (x6) (25 gp), scroll of 
  enlarge person (x2) (2 gp), scroll of shield (x2) 
  (2gp), scroll of true strike (x2) (2 gp), ring of 
  counterspells (333 gp), +1 breastplate (112 
  gp), +1 chain shirt (104 gp), +1 heavy mace 
  (192 gp), +1 light crossbow (194 gp). 
  APL 8: L: 104 gp, C: 75 gp, M: potion of cure 
  moderate wounds (x6) (25 gp), scroll of 
  enlarge person (x2) (2 gp), scroll of shield (x2) 
  (2gp), scroll of true strike (x2) (2 gp), ring of 
  protection +2 (666 gp), +1 breastplate (112 
  gp), +1 chain shirt (104 gp), +1 heavy wooden 
  shield (96 gp), +1 composite shortbow (+0) 
  (197 gp), +1 heavy mace (192 gp), +1 light 
  crossbow (194 gp). 
  Encounter Three:   
  APL 2: L: 68 gp, C: 8 gp, M: potion of cure 
  light wounds (x2) (2 gp). 
  APL 4: L: 105 gp, C: 20 gp, M: potion of cure 
  light wounds (x4) (2 gp), +1 studded leather 
  (x2) (97 gp). 
  APL 6: L: 75 gp, C: 35 gp, M: potion of cure 
  moderate wounds (x6) (25 gp), +1 studded 
  leather (x3) (97 gp), +1 rapier (x3) (193 gp). 
  APL 8: L: 0 gp, C: 40 gp, M: potion of cure 
  moderate wounds (x6) (25 gp), +1 studded 
  leather (x3) (97 gp), +1 rapier (x3) (193 gp), 
  +1 dagger (x3) (191 gp). 
  Encounter Six:   
  APL 2: L: 158 gp, C: 16 gp, M: potion of cure 
  light wounds (x4) (2 gp). 
  GEO5-01 The Mantle of Heroes 
   
  Page 22 
  
  APL 4: L: 96 gp, C: 20 gp, M: potion of cure 
  light wounds (x4) (2 gp), +1 breastplate (112 
  gp), +1 banded mail (116 gp). 
  APL 6: L: 38 gp, C: 23 gp, M: potion of cure 
  moderate wounds (x4) (25 gp), +1 breastplate 
  (112 gp), +1 banded mail (116 gp), +1 heavy 
  flail (x2) (192 gp). 
  APL 8: L: 17 gp, C: 28 gp, M: potion of cure 
  moderate wounds (x4) (25 gp), +1 breastplate 
  (112 gp), +1 banded mail (116 gp), +1 heavy 
  flail (x2) (192 gp), +1 heavy wooden shield 
  (x2) (96 gp). 
  Encounter Seven:   
  APL 2: L: 93 gp, C: 8 gp, M: potion of cure 
  light wounds (x2) (2 gp), potion of barkskin +3 
  (50 gp). 
  APL 4: L: 58 gp, C: 10 gp, M: potion of cure 
  light wounds (x2) (2 gp), +1 chain shirt (120 
  gp), potion of fly (62 gp). 
  APL 6: L: 51 gp, C: 23 gp, M: potion of cure 
  moderate wounds (x4) (25 gp), +1 chain shirt 
  (x2) (120 gp), +1 rapier (193 gp), +1 greataxe 
  (193 gp), potion of resist energy (fire) (30) (91 
  gp). 
  APL 8: L: 0 gp, C: 26 gp, M: potion of cure 
  moderate wounds (x4) (25 gp), +1 chain shirt 
  (x2) (120 gp), +1 rapier (193 gp), +1 greataxe 
  (193 gp), +1 heavy flail (192 gp), +1 dagger 
  (191 gp), potion of barkskin +5 (100 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 388 gp, C: 41 gp, M: 261 gp – Total: 
  693 gp (450 gp). 
  APL 4: L: 396 gp, C: 85 gp, M: 1009 gp – 
  Total: 1490 gp (650 gp). 
  APL 6: L: 274 gp, C: 118 gp, M: 2897 gp – 
  Total: 3289 gp (900 gp). 
  APL 8: L: 106 gp, C: 143 gp, M: 4539 gp – 
  Total: 4788 gp (1300 gp). 
  Items for the Adventure 
  Record 
  Special 
  Favor 
  of 
  Rollasnipe 
  “The 
  Possum” 
  Aveckbaren:  You provided valuable information 
  to the gnomes and the Possum does not forget. 
  When the PC exercises this favor, Rollasnipe 
  Aveckbaren arranges for an upgrade to any one 
  magical armor/shield item that the PC owns to add 
  one of the following special abilities:  glamoured, 
  shadow, or silent moves. This favor counts only as 
  access and the PC must pay the difference in 
  market value for the upgrade. (Favor Level D). 
  Item Access 
  APL 2: 
  • 
  ring of sustenance (Adventure; DMG) 
  • 
  Aadamantine bolts (Adventure; DMG) 
  • 
  gnome swordcatcher (Adventure, RS) 
  • 
  potion of barkskin +3 (Adventure, DMG) 
  • 
  B+1 Small Studded Leather of Shadow  
  (Adventure, DMG) 
  APL 4 (all of APL 2 plus the following): 
  • 
  Aring of climbing (Adventure; DMG) 
  • 
  gnome quickrazor (Adventure, RS) 
  • 
  potion of fly (Adventure, DMG) 
  • 
  B+1 Small Human Bane Dagger (Adventure, 
  DMG) 
  APL 6 (all of APL 2, 4 plus the following): 
  • 
  Aring of counterspells (Adventure; DMG) 
  • 
  gnome twistcloth (Adventure, RS) 
  • 
  potion of resist energy (fire) 30 (Adventure, 
  DMG) 
  • 
  B+1 
  Small 
  Gnome 
  Bane 
  Morningstar 
  (Adventure, DMG) 
  APL 8 (all of APLs 2, 4, 6 plus the following): 
  • 
  Aring of protection +2 (Adventure; DMG) 
  • 
  tumbler’s breastplate (Adventure, RS) 
  • 
  potion of barkskin +5 (Adventure, DMG) 
  • 
  B+1 Small Wounding Shortsword (Adventure, 
  DMG) 
  A – Item available only if the PCs befriended or 
  killed the NPC Ashwood Avengers. 
  B – Item available if the PC purchases it on this 
  AR and Gobo Grub makes it available. Otherwise, 
  the PC must spend 4 TU to figure out how to get 
  back into the warren to purchase the item on a 
  future AR. 
   
  GEO5-01 The Mantle of Heroes 
   
  Page 23 
  
  Appendix One – APL2 
  Encounter One 
   
   
   
   
  Marek the Mauler: Male half-orc Ftr1; CR 1; 
  Medium humanoid (half-orc); HD 1d10+1; hp 8; 
  Init +0; Spd 20 ft.; AC 17, touch 10, flat-footed 
  17 (+5 mw breastplate, +2 heavy wooden 
  shield); BAB/Grp: +1/+4; Atk/Full Atk: +4 melee 
  (1d8+3/x2, 
  mw 
  heavy 
  mace), 
  +3 
  melee 
  (1d6+3/x2, light mace), or +1 ranged (1d8/19-
  20/x2, light crossbow); Space/Reach 5 ft./5 ft.; 
  SA none; SQ darkvision 60’; AL NG; SV Fort +3, 
  Ref +0, Will +4; Str 16, Dex 10, Con 12, Int 8, 
  Wis 14, Cha 11. 
   
  Skills and Feats: Climb +0, Handle Animal 
  +1, Intimidate +1, Ride +1; Combat Reflexes, 
  Iron Will. 
   
  Possessions: 
  mw 
  breastplate, 
  heavy 
  wooden shield, mw heavy mace, light mace, 
  light crossbow, 20 bolts, potion of cure light 
  wounds (x2), 60 gp. 
   
  Physical Description:  A half-orc wearing a 
  symbol of Pelor around his neck. He has long 
  black hair and his tusks are polished and well 
  cared for. 
  Narwen merch Dilwen: Female human Sor1; 
  CR 1; Medium humanoid (human-flan); HD 1d4; 
  hp 3; Init +2; Spd 30 ft.; AC 12, touch 12, flat-
  footed 10 (+2 Dex); BAB/Grp: +0/+0; Atk/Full 
  Atk: +0 melee (1d4/19-20/x2, dagger) or +2 
  ranged 
  (1d8/19-20/x2, 
  light 
  crossbow); 
  Space/Reach 5 ft./5 ft.; SA none; SQ none; AL 
  CG; SV Fort +0, Ref +2, Will +2; Str 10, Dex 15, 
  Con 10, Int 10, Wis 11, Cha 15. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +4, 
  Knowledge (arcana) +4, Spellcraft +4; Combat 
  Casting, Spell Focus (Evocation). 
   
  Sorcerer Spells Known (5/4; base DC = 12 
  [13 evocation] + spell level): 0—daze, detect 
  magic, ray of frost, read magic; 1st—mage 
  armor, magic missile. 
   
  Possessions: dagger, light crossbow, 20 
  adamantine bolts, potion of cure light wounds 
  (x2), scroll of enlarge person (x2), scroll of 
  shield (x2), scroll of true strike (x2), ring of 
  sustenance, 60 gp. 
   
  Physical Description:  She is a very 
  attractive human female. Her long brown hair 
  reaches her waist, and she is very thin. While 
  presenting a confident air, she looks quite 
  fragile. 
  Encounter Three  
   
   
   
  Snert the Blade: Male goblin Rog2; CR 2; 
  Small goblinoid (goblin); HD 2d6; hp 9; Init +4; 
  Spd 30 ft.; AC 18, touch 15, flat-footed 15 (+1 
  size, +4 Dex, +3 mw studded leather); BAB/Grp: 
  +2/+3; Atk/Full Atk: +7 melee (1d4+1/18-20/x2, 
  mw rapier) or +7 melee (1d3+1/19-20/x2, mw 
  dagger); Space/Reach 5 ft./5 ft.; SA sneak 
  attack +1d6; SQ evasion, trapfinding; CE; SV 
  Fort +0, Ref +7, Will +0; Str 12, Dex 18, Con 10, 
  Int 10, Wis 11, Cha 8. 
   
  Skills and Feats:  Escape Artist +6, Hide 
  +11, Intimidate +0, Knowledge (local) +4, Move 
  Silently +11, Open Lock +6, Sense Motive +2, 
  Sleight of Hand +7, Tumble +7, Use Magic 
  Device +4, Use Rope +6; Weapon Finesse. 
   
  Evasion (Ex):  See page 50 of the PHB. 
   
  Trap Finding (Ex):  See page 50 of the 
  PHB. 
   
  Possessions: mw studded leather, mw 
  rapier, mw dagger, potion of cure light wounds 
  (x2), 50 gp. 
   
  Physical Description: A dirty goblin with 
  missing teeth and greasy, stringy hair. 
  Encounter Six 
   
   
   
   
  Goblin Defender of the Faith: Male goblin Ftr2 
  (Maglubiyet); CR 2; Small goblinoid (goblin); HD 
  2d10+4; hp 18; Init +2; Spd 20 ft.; AC 20, touch 
  13, flat-footed 18 (+1 size, +2 Dex, +5 mw 
  breastplate, +2 heavy wooden shield); BAB/Grp: 
  +2/+3; Atk/Full Atk: +6 melee (1d8+1,19-20/x2, 
  mw heavy flail), +4 melee (1d6+1,20/x2, flail), or 
  +5 ranged (1d8,19-20/x2, light crossbow); 
  Space/Reach 5 ft./5 ft.; SA none; SQ none; AL 
  CE; SV Fort +5, Ref +2, Will +1; Str 12, Dex 14, 
  Con 14, Int 10, Wis 13, Cha 8. 
   
  Skills and Feats: Handle Animal +4, Ride 
  +13; Combat Reflexes, Dodge, Weapon Focus 
  (Heavy Flail). 
   
  Possessions: mw breastplate, mw heavy 
  wooden shield, mw heavy flail, light flail, light 
  crossbow, 20 bolts, potion cure light wounds 
  (x2), gnome swordcatcher, 50 gp. 
   
  Physical Description:  A crazy-eyed goblin 
  frothing at the mouth. This creature is totally 
  dedicated to his cause. 
  Jubiliyek: Male goblin Clr2 (Maglubiyet); CR 2; 
  Small goblinoid (goblin); HD 2d8+2; hp 13; Init 
  +1; Spd 20 ft.; AC 19, touch 12, flat-footed 19 
  GEO5-01 The Mantle of Heroes 
   
  Page 24 
  
  (+1 size, +1 Dex, +6 mw banded mail, +2 mw 
  heavy wooden shield); BAB/Grp: +1/+1; Atk/Full 
  Atk: +2 melee (1d8,19-20/x2, mw heavy flail) or 
  +2 ranged (1d8,19-20/x2, light crossbow); 
  Space/Reach 5 ft./5 ft.; SA rebuke undead 
  2/day; SQ none; AL CE; SV Fort +4, Ref +1, Will 
  +6; Str 10, Dex 13, Con 12, Int 10, Wis 16, Cha 
  8. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +6, 
  Spellcraft +5; Combat Casting. 
   
  Cleric Spells Prepared (4/4; base DC = 13 + 
  spell level): 0—detect magic (x2), light, mending; 
  1st—cause fear, doom, protection from good*, 
  shield of faith. 
   
  *Domain spell. Domains: Evil (case evil 
  spells at +1 caster level); War (see PHB page 
  189). 
   
  Possessions: mw banded mail, mw heavy 
  wooden shield, mw heavy flail, light crossbow, 
  20 bolts, potion of cure light wounds (x2), 50 gp. 
   
  Physical Description:  A gore-covered goblin 
  whose armor and weapons are well maintained. 
  Encounter Seven  
   
   
   
  Nert the Knife: Male goblin Rog2; CR 2; Small 
  goblinoid (goblin); HD 2d6; hp 9; Init +4; Spd 30 
  ft.; AC 19, touch 15, flat-footed 15 (+1 size, +4 
  Dex, +4 mw chain shirt); BAB/Grp: +2/+3; 
  Atk/Full Atk: +7 melee (1d4+1/18-20/x2, mw 
  rapier) or +7 melee (1d3+1/19-20/x2, mw 
  dagger); Space/Reach 5 ft./5 ft.; SA sneak 
  attack +1d6; SQ evasion, trapfinding; CE; SV 
  Fort +0, Ref +7, Will +0; Str 12, Dex 18, Con 10, 
  Int 10, Wis 11, Cha 8. 
   
  Skills and Feats:  Escape Artist +6, Hide 
  +11, Intimidate +0, Knowledge (local) +4, Move 
  Silently +11, Open Lock +6, Sense Motive +2, 
  Sleight of Hand +7, Tumble +7, Use Magic 
  Device +4, Use Rope +6; Weapon Finesse. 
   
  Evasion (Ex):  See page 50 of the PHB. 
   
  Trap Finding (Ex):  See page 50 of the 
  PHB. 
   
  Possessions: mw chain shirt, mw rapier, mw 
  dagger, potion of cure light wounds (x2), potion 
  of barkskin +3, 50 gp. 
   
  Physical Description: A dirty goblin with 
  missing teeth and greasy, stringy hair. 
  GEO5-01 The Mantle of Heroes 
   
  Page 25 
  
  Appendix Two – APL 4 
  Encounter One 
   
   
   
   
  Marek the Mauler: Male half-orc Ftr1; CR 1; 
  Medium humanoid (orc); HD 1d10+1; hp 8; Init 
  +0; Spd 20 ft.; AC 18, touch 10, flat-footed 18 
  (+6 +1 breastplate, +2 heavy wooden shield); 
  BAB/Grp: 
  +1/+4; 
  Atk/Full 
  Atk: 
  +4 
  melee 
  (1d8+3/x2, 
  mw 
  heavy 
  mace), 
  +3 
  melee 
  (1d6+3/x2, light mace), or +1 ranged (1d8/19-
  20/x2, light crossbow); Space/Reach 5 ft./5 ft.; 
  SA none; SQ darkvision 60’; AL NG; SV Fort +3, 
  Ref +0, Will +4; Str 16, Dex 10, Con 12, Int 8, 
  Wis 14, Cha 11. 
   
  Skills and Feats: Climb +0, Handle Animal 
  +1, Intimidate +1, Ride +1; Combat Reflexes, 
  Iron Will. 
   
  Possessions: +1 breastplate, mw heavy 
  wooden shield, mw heavy mace, light mace, 
  light crossbow, 20 bolts, potion of cure light 
  wounds (x2), 90 gp. 
   
  Physical Description:  A half-orc wearing a 
  symbol of Pelor around his neck. He has long 
  black hair, brown eyes, and his tusks are 
  polished and well cared for. 
  Havrid Thistletoe: Male Halfling Rgr1; CR 1; 
  Small humanoid (halfling); HD 1d8+2; hp 7; Init 
  3; Spd 20 ft.; AC 21, touch 13, flat-footed 18 (+3 
  Dex, +4 size, +4 chain shirt); BAB/Grp: +1/+1; 
  Atk/Full Atk: +1 melee (1d4/19-20/x2, short 
  sword) or +5 ranged (1d4/x3, mw composite 
  shortbow); Space/Reach 5 ft./5 ft.; SA none; SQ 
  Wild Empathy (Ex), Favored Enemy (goblinoid); 
  AL LG; SV Fort +5, Ref +6, Will +1; Str 10, Dex 
  16, Con 14, Int 12, Wis 11, Cha 10. 
   
  Skills and Feats: Climb +2, Concentration 
  +6, Handle Animal +2, Heal +2, Hide +7, Jump -
  5, Knowledge (nature) +3, Listen +4, Move 
  Silently +4, Spot +4, Survival +4, Swim -3, Use 
  Rope +4; Dodge. 
   
  Favored Enemy (Ex):  This ranger gains 
  the indicated bonus on his Bluff, Listen, Sense 
  Motive, Spot, and Survival checks when using 
  these skills against this type of creature. He gets 
  the same bonus on weapon damage rolls 
  against creatures of this type. 
   
  Wild Empathy (Ex):  This ranger can 
  improve the attitude of an animal in the same 
  way a Diplomacy check can improve the attitude 
  of a sentient being. He rolls 1d20+3, or 1d20-1 if 
  attempting to influence a magical beast with an 
  Intelligence score of 1 or 2. 
   
  Possessions: mw chain shirt, short sword, 
  mw composite shortbow, 20 arrows, potion of 
  cure light wounds (x2), 90 gp. 
   
  Physical Description:  When moving through 
  terrain, this ranger takes the time to move 
  branches out of his way instead of risking 
  breaking them off. He is reserved and well 
  mannered when not in combat. In combat, he 
  does not indulge in overt displays of emotion. He 
  has blond hair, blue eyes and is lean and fit.  
  Narwen merch Dilwen: Female human Sor3; 
  CR 3; Medium humanoid (human-flan); HD 3d4; 
  hp 9; Init +2; Spd 30 ft.; AC 13, touch 13, flat-
  footed 10 (+2 Dex, +1 ring of protection); 
  BAB/Grp: +1/+1; Atk/Full Atk: +1 melee (1d4/19-
  20/x2, dagger), +4 ranged (varies, ray), or +4 
  ranged (1d8+1/19-20/x2, +1 light crossbow); 
  Space/Reach 5 ft./5 ft.; SA none; SQ none; AL 
  CG; SV Fort +0, Ref +2, Will +2; Str 10, Dex 15, 
  Con 10, Int 10, Wis 11, Cha 15. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +6, 
  Knowledge (arcana) +6, Spellcraft +6; Combat 
  Casting, Spell Focus (Evocation), Weapon 
  Focus (Ray). 
   
  Sorcerer Spells Known (6/6; base DC = 12 
  [13 evocation] + spell level): 0—daze, detect 
  magic, flare, ray of frost, read magic; 1st—
  burning hands, mage armor, magic missile. 
   
  Possessions: dagger, +1 light crossbow, 20 
  adamantine bolts, potion of cure light wounds 
  (x2), scroll of enlarge person (x2), scroll of 
  shield (x2), scroll of true strike (x2), ring of 
  climbing, 90 gp. 
   
  Physical Description:  She is a very 
  attractive human female. Her long brown hair 
  reaches her waist, and she is very thin. While 
  presenting a confident air, she looks quite 
  fragile. 
  Encounter Three  
   
   
   
  Snert the Blade: Male goblin Rog4; CR 4; 
  Small goblinoid (goblin); HD 4d6; hp 18; Init +4; 
  Spd 30 ft.; AC 19, touch 15, flat-footed 15 (+1 
  size, +4 Dex, +4 +1 studded leather); BAB/Grp: 
  +4/+5; Atk/Full Atk: +9 melee (1d4+1/18-20/x2, 
  mw rapier) or +9 melee (1d3+1/19-20/x2, mw 
  dagger); Space/Reach 5 ft./5 ft.; SA sneak 
  attack +2d6; SQ evasion, trapfinding, trap sense 
  +1, uncanny dodge; CE; SV Fort +1, Ref +8, Will 
  +2; Str 12, Dex 18, Con 10, Int 10, Wis 12, Cha 
  8. 
  GEO5-01 The Mantle of Heroes 
   
  Page 26 
  
   
  Skills and Feats:  Escape Artist +9, Hide 
  +13, Intimidate +3, Knowledge (local) +4, Move 
  Silently +13, Open Lock +8, Sense Motive +3, 
  Sleight of Hand +7, Tumble +9, Use Magic 
  Device +6, Use Rope +6; Dodge, Weapon 
  Finesse. 
   
  Evasion (Ex):  See page 50 of the PHB. 
   
  Trap Finding (Ex):  See page 50 of the 
  PHB. 
   
  Trap Sense +1:  See page 50 of the PHB. 
   
  Uncanny Dodge (Ex):  See page 50 of the 
  PHB. 
   
  Possessions: +1 studded leather, mw rapier, 
  mw dagger, potion of cure light wounds (x2), 60 
  gp. 
   
  Physical Description: A dirty goblin with 
  missing teeth and greasy, stringy hair. 
  Gerbina: Female goblin Rog2; CR 2; Small 
  goblinoid (goblin); HD 2d6; hp 9; Init +4; Spd 30 
  ft.; AC 19, touch 15, flat-footed 15 (+1 size, +4 
  Dex, +4 +1 studded leather); BAB/Grp: +2/+3; 
  Atk/Full Atk: +7 melee (1d4+1/18-20/x2, mw 
  rapier) or +7 melee (1d3+1/19-20/x2, mw 
  dagger); Space/Reach 5 ft./5 ft.; SA sneak 
  attack +1d6; SQ evasion, trapfinding; CE; SV 
  Fort +0, Ref +7, Will +0; Str 12, Dex 18, Con 10, 
  Int 10, Wis 11, Cha 8. 
   
  Skills and Feats:  Escape Artist +6, Hide 
  +11, Intimidate +0, Knowledge (local) +4, Move 
  Silently +11, Open Lock +6, Sense Motive +2, 
  Sleight of Hand +7, Tumble +7, Use Magic 
  Device +4, Use Rope +6; Weapon Finesse. 
   
  Evasion (Ex):  See page 50 of the PHB. 
   
  Trap Finding (Ex):  See page 50 of the 
  PHB. 
   
  Possessions: +1 studded leather, mw rapier, 
  mw dagger, potion of cure light wounds (x2), 60 
  gp. 
   
  Physical Description: A dirt-smeared goblin 
  wearing revealing, suggestive clothing. 
  Encounter Six 
   
   
   
   
  Goblin Defender of the Faith: Male goblin Ftr5 
  (Maglubiyet); CR 5; Small goblinoid (goblin); HD 
  5d10+10; hp 45; Init +2; Spd 20 ft.; AC 21, touch 
  13, flat-footed 19 (+1 size, +2 Dex, +6 +1 
  breastplate, +2 heavy wooden shield); BAB/Grp: 
  +5/+6; Atk/Full Atk: +9 melee (1d8+3,19-20/x2, 
  mw heavy flail), +7 melee (1d6+1,20/x2, flail), or 
  +8 ranged (1d8,19-20/x2, light crossbow); 
  Space/Reach 5 ft./5 ft.; SA none; SQ none; AL 
  CE; SV Fort +6, Ref +3, Will +3; Str 12, Dex 14, 
  Con 14, Int 10, Wis 14, Cha 8. 
   
  Skills and Feats: Handle Animal +7, Ride 
  +16; Combat Reflexes, Dodge, Weapon Focus 
  (heavy flail), Weapon Specialization (heavy flail). 
   
  Possessions: +1 breastplate, mw heavy 
  wooden shield, mw heavy flail, light flail, light 
  crossbow, 20 bolts, potion cure light wounds 
  (x2), gnome quickrazor, 60 gp. 
   
  Physical Description:  A crazy-eyed goblin 
  frothing at the mouth. This creature is totally 
  dedicated to his cause. 
  Jubiliyek: Male goblin Clr3 (Maglubiyet); CR 3; 
  Small goblinoid (goblin); HD 3d8+3; hp 20; Init 
  +1; Spd 20 ft.; AC 21, touch 12, flat-footed 20 
  (+1 size, +1 Dex, +7 +1 banded mail, +2 mw 
  heavy wooden shield); BAB/Grp: +2/+2; Atk/Full 
  Atk: +3 melee (1d8,19-20/x2, mw heavy flail) or 
  +3 ranged (1d8,19-20/x2, light crossbow); 
  Space/Reach 5 ft./5 ft.; SA rebuke undead 
  2/day; SQ none; AL CE; SV Fort +4, Ref +2, Will 
  +6; Str 10, Dex 13, Con 12, Int 10, Wis 16, Cha 
  8. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +7, 
  Spellcraft +6; Combat Casting, Spell Focus 
  (necromancy). 
   
  Cleric Spells Prepared (4/4/3; base DC = 13 
  [14 necromancy] + spell level): 0—detect magic 
  (x2), light, mending; 1st—cause fear, command, 
  doom, protection from good*; 2nd – aid, 
  desecrate*, shatter. 
   
  *Domain spell. Domains: Evil (case evil 
  spells at +1 caster level); War (see PHB page 
  189). 
   
  Possessions: +1 banded mail, mw heavy 
  wooden shield, mw heavy flail, light crossbow, 
  20 bolts, potion of cure light wounds (x2), 60 gp. 
   
  Physical Description:  A gore-covered goblin 
  whose armor and weapons are well maintained. 
  Encounter Seven  
   
   
   
  Nert the Knife: Male goblin Rog4; CR 4; Small 
  goblinoid (goblin); HD 4d6; hp 18; Init +4; Spd 
  30 ft.; AC 20, touch 15, flat-footed 14 (+1 size, 
  +4 Dex, +5 +1 chain shirt); BAB/Grp: +4/+5; 
  Atk/Full Atk: +9 melee (1d4+1/18-20/x2, mw 
  rapier) or +9 melee (1d3+1/19-20/x2, mw 
  dagger); Space/Reach 5 ft./5 ft.; SA sneak 
  attack +2d6; SQ evasion, trapfinding, trap sense 
  +1, uncanny dodge; CE; SV Fort +1, Ref +8, Will 
  +2; Str 12, Dex 18, Con 10, Int 10, Wis 12, Cha 
  8. 
   
  Skills and Feats:  Escape Artist +9, Hide 
  +13, Intimidate +3, Knowledge (local) +4, Move 
  Silently +13, Open Lock +8, Sense Motive +3, 
  Sleight of Hand +7, Tumble +9, Use Magic 
  GEO5-01 The Mantle of Heroes 
   
  Page 27 
  
  Device +6, Use Rope +6; Dodge, Weapon 
  Finesse. 
   
  Evasion (Ex):  See page 50 of the PHB. 
   
  Trap Finding (Ex):  See page 50 of the 
  PHB. 
   
  Trap Sense +1:  See page 50 of the PHB. 
   
  Uncanny Dodge (Ex):  See page 50 of the 
  PHB. 
   
  Possessions: +1 chain shirt, mw rapier, mw 
  dagger, potion of cure light wounds (x2), potion 
  of fly, 60 gp. 
   
  Physical Description: A dirty goblin with 
  missing teeth and greasy, stringy hair. 
  GEO5-01 The Mantle of Heroes 
   
  Page 28 
  
  Appendix Three – APL 6 
  Encounter One 
   
   
   
   
  Marek the Mauler: Male half-orc Ftr3; CR 3; 
  Medium humanoid (orc); HD 3d10+3; hp 24; Init 
  +0; Spd 20 ft.; AC 18, touch 10, flat-footed 19 
  (+6 +1 breastplate, +2 mw heavy wooden 
  shield); BAB/Grp: +3/+7; Atk/Full Atk: +9 melee 
  (1d8+4/x2, 
  +1 
  heavy 
  mace), 
  +6 
  melee 
  (1d6+3/x2, light mace), or +4 ranged (1d8/19-
  20/x2, light crossbow); Space/Reach 5 ft./5 ft.; 
  SA none; SQ darkvision 60’; AL NG; SV Fort +4, 
  Ref +1, Will +5; Str 16, Dex 10, Con 12, Int 8, 
  Wis 14, Cha 11. 
   
  Skills and Feats: Climb +0, Handle Animal 
  +2, Intimidate +2, Ride +1; Combat Reflexes, 
  Iron Will, Power Attack, Weapon Focus (Heavy 
  mace). 
   
  Possessions: +1 breastplate, mw heavy 
  wooden shield, +1 heavy mace, light mace, light 
  crossbow, 20 bolts, potion of cure light wounds 
  (x2), 120 gp. 
   
  Physical Description:  A half-orc wearing a 
  symbol of Pelor around his neck. Eventually, he 
  wants to be a cleric of Pelor. He has long black 
  hair and his tusks are polished and well cared 
  for. 
  Havrid Thistletoe: Male Halfling Rgr3; CR 3; 
  Small humanoid (halfling); HD 3d8+6; hp 22; Init 
  3; Spd 20 ft.; AC 22, touch 17, flat-footed 19 (+3 
  Dex, +4 size, +5 +1 chain shirt); BAB/Grp: 
  +3/+3; Atk/Full Atk: +3 melee (1d4/19-20/x2, 
  short sword), +8 ranged (1d4/x3, mw composite 
  shortbow), or +9 ranged (1d4/x3, mw composite 
  shortbow within 30’); Space/Reach 5 ft./5 ft.; SA 
  none; SQ Wild Empathy (Ex), Favored Enemy 
  (goblinoid) (Ex); AL LG; SV Fort +6, Ref +7, Will 
  +2; Str 10, Dex 16, Con 14, Int 12, Wis 11, Cha 
  10. 
   
  Skills and Feats: Climb +2, Concentration 
  +6, Handle Animal +2, Heal +2, Hide +9, Jump -
  3, Knowledge (nature) +7, Listen +5, Move 
  Silently +5, Spot +6, Survival +6, Swim -2, Use 
  Rope +5; Dodge, Endurance, Rapid Shot, Point 
  Blank Shot, Track. 
   
  Combat Style (Ex):  This ranger has 
  selected archery. He gains the Rapid Shot feat 
  without the normal prerequisites. 
   
  Favored Enemy (Ex):  This ranger gains 
  the indicated bonus on his Bluff, Listen, Sense 
  Motive, Spot, and Survival checks when using 
  these skills against this type of creature. He gets 
  the same bonus on weapon damage rolls 
  against creatures of this type. 
   
  Wild Empathy (Ex):  This ranger can 
  improve the attitude of an animal in the same 
  way a Diplomacy check can improve the attitude 
  of a sentient being. He rolls 1d20+3, or 1d20-1 if 
  attempting to influence a magical beast with an 
  Intelligence score of 1 or 2. 
   
  Possessions: +1 chain shirt, short sword, 
  mw composite shortbow (+0), 20 arrows, potion 
  of cure moderate wounds (x2), 120 gp. 
   
  Physical Description:  When moving through 
  terrain, this ranger takes the time to move 
  branches out of his way instead of risking 
  breaking them off. He is reserved and well 
  mannered when not in combat. In combat, he 
  does not indulge in overt displays of emotion. He 
  has blond hair, blue eyes and is lean and fit. 
  Narwen merch Dilwen: Female human Sor5; 
  CR 5; Medium humanoid (human-flan); HD 5d4; 
  hp 15; Init +2; Spd 30 ft.; AC 12, touch 12, flat-
  footed 10 (+2 Dex); BAB/Grp: +2/+2; Atk/Full 
  Atk: +2 melee (1d4/19-20/x2, dagger), +5 
  ranged (varies, ray), +6 ranged (varies, ray 
  within 30’), +5 ranged (1d8+1/19-20/x2, +1 light 
  crossbow), or +6 ranged (1d8+1/19-20/x2, +1 
  light crossbow within 30’); Space/Reach 5 ft./5 
  ft.; SA none; SQ none; AL CG; SV Fort +1, Ref 
  +3, Will +4; Str 10, Dex 15, Con 10, Int 10, Wis 
  11, Cha 16. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +8, 
  Knowledge (arcana) +8, Spellcraft +8; Point 
  Blank Shot, Spell Focus (Evocation), Weapon 
  Focus (Ray). 
   
  Sorcerer Spells Known (6/7/5; base DC = 13 
  [14 evocation] + spell level): 0—acid splash, 
  daze, detect magic, flare, ray of frost, read 
  magic; 1st—burning hands, mage armor, magic 
  missile, ray of enfeeblement; 2nd-rope trick, 
  scorching ray. 
   
  Possessions: dagger, +1 light crossbow, 20 
  adamantine bolts, potion of cure moderate 
  wounds (x2), scroll of enlarge person (x2), scroll 
  of shield (x2), scroll of true strike (x2), ring of 
  counterspells, 120 gp. 
   
  Physical Description:  She is a very 
  attractive human female. Her long brown hair 
  reaches her waist, and she is very thin. While 
  presenting a confident air, she looks quite 
  fragile. 
  GEO5-01 The Mantle of Heroes 
   
  Page 29 
  
  Encounter Three  
   
   
   
  Snert the Blade: Male goblin Rog6; CR 6; 
  Small goblinoid (goblin); HD 6d6; hp 27; Init +4; 
  Spd 30 ft.; AC 19, touch 15, flat-footed 15 (+1 
  size, +4 Dex, +4 +1 studded leather); BAB/Grp: 
  +6/+7; Atk/Full Atk: +12 melee (1d4+2/18-20/x2, 
  +1 rapier) or +11 melee (1d3+1/19-20/x2, mw 
  dagger); Space/Reach 5 ft./5 ft.; SA sneak 
  attack +3d6; SQ evasion, trapfinding, trap sense 
  +2, uncanny dodge; CE; SV Fort +2, Ref +9, Will 
  +3; Str 12, Dex 18, Con 10, Int 10, Wis 12, Cha 
  8. 
   
  Skills and Feats:  Escape Artist +11, Hide 
  +15, Intimidate +5, Knowledge (local) +4, Move 
  Silently +15, Open Lock +10, Sense Motive +3, 
  Sleight of Hand +7, Tumble +11, Use Magic 
  Device +8, Use Rope +6; Dodge, Weapon 
  Finesse, Weapon Focus (rapier). 
   
  Evasion (Ex):  See page 50 of the PHB. 
   
  Trap Finding (Ex):  See page 50 of the 
  PHB. 
   
  Trap Sense +2:  See page 50 of the PHB. 
   
  Uncanny Dodge (Ex):  See page 50 of the 
  PHB. 
   
  Possessions: +1 studded leather, +1 rapier, 
  mw dagger, potion of cure light wounds (x2), 70 
  gp. 
   
  Physical Description: A dirty goblin with 
  missing teeth and greasy, stringy hair. 
  Obbo: Male bugbear Brb2; CR 4; Medium 
  goblinoid (bugbear); HD 3d8+1d10+1d12+15; 
  hp 45; Init +2; Spd 30 ft.; AC 19, touch 12, flat-
  footed 16 (+3 natural, +2 Dex, +4 +1 studded 
  leather); BAB/Grp: +4/+6; Atk/Full Atk: +11 
  melee (1d12+4/20/x3, +1 rapier); Space/Reach 
  5 ft./5 ft.; SA none; SQ Rage; AL CE; SV Fort 
  +8, Ref +5, Will +2; Str 19, Dex 14, Con 16, Int 
  10, Wis 12, Cha 8. 
   
  Skills and Feats:  Climb +1, Handle Animal 
  +1, Hide -1, Listen +2, Move Silently +3, Ride 
  +4, Search +1, Spot +8, Survival +3; Combat 
  Reflexes, Dodge, Weapon Focus (rapier). 
   
  Rage (Ex): see page 25 of the PHB. 
   
  Possessions: +1 studded leather, +1 rapier, 
  mw dagger, potion of cure light wounds (x2), 70 
  gp. 
   
  Physical Description: A goblin with a cleaner 
  appearance than most other goblins. His armor 
  and weapons are in good repair. 
  Gerbina: Female goblin Rog4; CR 4; Small 
  goblinoid (goblin); HD 4d6; hp 18; Init +4; Spd 
  30 ft.; AC 19, touch 15, flat-footed 15 (+1 size, 
  +4 Dex, +4 +1 studded leather); BAB/Grp: 
  +4/+5; Atk/Full Atk: +9 melee (1d4+2/18-20/x2, 
  +1 rapier) or +9 melee (1d3+1/19-20/x2, mw 
  dagger); Space/Reach 5 ft./5 ft.; SA sneak 
  attack +2d6; SQ evasion, trapfinding, trap sense 
  +1, uncanny dodge; CE; SV Fort +1, Ref +8, Will 
  +2; Str 12, Dex 18, Con 10, Int 10, Wis 12, Cha 
  8. 
   
  Skills and Feats:  Escape Artist +9, Hide 
  +13, Intimidate +3, Knowledge (local) +4, Move 
  Silently +13, Open Lock +8, Sense Motive +3, 
  Sleight of Hand +7, Tumble +9, Use Magic 
  Device +6, Use Rope +6; Dodge, Weapon 
  Finesse. 
   
  Evasion (Ex):  See page 50 of the PHB. 
   
  Trap Finding (Ex):  See page 50 of the 
  PHB. 
   
  Trap Sense +1:  See page 50 of the PHB. 
   
  Uncanny Dodge (Ex):  See page 50 of the 
  PHB. 
   
  Possessions: +1 studded leather, +1 rapier, 
  mw dagger, potion of cure light wounds (x2), 70 
  gp. 
   
  Physical Description: A dirt-smeared goblin 
  wearing revealing, suggestive clothing. 
  Encounter Six 
   
   
   
   
  Goblin Defender of the Faith: Male goblin Ftr7 
  (Maglubiyet); CR 7; Small goblinoid (goblin); HD 
  7d10+14; hp 63; Init +2; Spd 20 ft.; AC 20, touch 
  13, flat-footed 20 (+1 size, +2 Dex, +5 mw 
  breastplate, +2 heavy wooden shield); BAB/Grp: 
  +7/+2/+8; Atk: +11 melee (1d8+2,19-20/x2, +1 
  heavy flail), +9 melee (1d6+1,20/x2, flail), or +10 
  ranged (1d8,19-20/x2, light crossbow); Full Atk: 
  +11/+6 melee (1d8+2,19-20/x2, +1 heavy flail), 
  +9/+4 melee (1d6+1,20/x2, flail), or +10/+5 
  ranged 
  (1d8,19-20/x2, 
  light 
  crossbow); 
  Space/Reach 5 ft./5 ft.; SA none; SQ none; AL 
  CE; SV Fort +7, Ref +4, Will +4; Str 12, Dex 14, 
  Con 14, Int 10, Wis 14, Cha 8. 
   
  Skills and Feats: Handle Animal +4, Ride 
  +13; 
  Combat 
  Reflexes, 
  Dodge, 
  Improved 
  Initiative, Spring Attack, Weapon Focus (heavy 
  flail), Weapon Specialization (heavy flail). 
   
  Possessions: +1 breastplate, mw heavy 
  wooden shield, +1 heavy flail, light flail, light 
  crossbow, 20 bolts, potion cure moderate 
  wounds (x2), gnome twistcloth, 70 gp. 
   
  Physical Description:  A crazy-eyed goblin 
  frothing at the mouth. This creature is totally 
  dedicated to his cause. 
  Jubiliyek: Male goblin Clr5 (Maglubiyet); CR 5; 
  Small goblinoid (goblin); HD 5d8+5; hp 33; Init 
  +1; Spd 20 ft.; AC 21, touch 12, flat-footed 20 
  (+1 size, +1 Dex, +7 +1 banded mail, +2 mw 
  GEO5-01 The Mantle of Heroes 
   
  Page 30 
  
  heavy wooden shield); BAB/Grp: +3/+3; Atk/Full 
  Atk: +5 melee (1d8+1,19-20/x2, +1 heavy flail) 
  or +4 ranged (1d8,19-20/x2, light crossbow); 
  Space/Reach 5 ft./5 ft.; SA rebuke undead 
  2/day; SQ none; AL CE; SV Fort +5, Ref +2, Will 
  +7; Str 10, Dex 13, Con 12, Int 10, Wis 16, Cha 
  8. 
   
  Physical Description: A dirty goblin with 
  missing teeth and greasy, stringy hair. 
  Knife Blade: Male bugbear Brb2/Ftr2; CR 4; 
  Medium 
  goblinoid 
  (bugbear); 
  HD 
  3d8+2d10+2d12+21; hp 66; Init +6; Spd 30 ft.; 
  AC 20, touch 12, flat-footed 17 (+3 natural, +2 
  Dex, +5 +1 chain shirt); BAB/Grp: +6/+1/+6; Atk: 
  +12 melee (1d12+7/20/x3, +1 greataxe) or +11 
  melee (1d10+4/19-20/x2, mw heavy flail); Full 
  Atk: +12/+7 melee (1d12+7/20/x3, +1 greataxe) 
  or +11/+6 melee (1d10+4/19-20/x2, mw heavy 
  flail); Space/Reach 5 ft./5 ft.; SA none; SQ 
  Rage; AL CE; SV Fort +10, Ref +5, Will +2; Str 
  19, Dex 14, Con 16, Int 10, Wis 12, Cha 8. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +9, 
  Spellcraft +8; Combat Casting, Spell Focus 
  (necromancy). 
   
  Cleric Spells Prepared (5/5/4/3; base DC = 
  13 [14 necromancy] + spell level): 0—detect 
  magic (x3), light, mending; 1st—bane, cause 
  fear, command, doom, protection from good*; 
  2nd – aid, bull strength, desecrate*, shatter; 3rd – 
  bestow curse, magic circle against good*, 
  searing light. 
   
  Skills and Feats:  Climb +2, Handle Animal 
  +3, Hide +0, Jump +4, Listen +3, Move Silently 
  +4, Ride +4, Search +1, Spot +8, Survival +3; 
  Blind Fight, Combat Reflexes, Dodge, Improved 
  Initiative, Weapon Focus (greataxe). 
   
  *Domain spell. Domains: Evil (case evil 
  spells at +1 caster level); War (see PHB page 
  189). 
   
  Rage (Ex): see page 25 of the PHB. 
   
  Possessions: +1 banded mail, mw heavy 
  wooden shield, +1 heavy flail, light crossbow, 20 
  bolts, potion of cure moderate wounds (x2), 70 
  gp. 
   
  Possessions: +1 chain shirt, +1 greataxe, 
  mw heavy flail, potion of cure moderate wounds 
  (x2), 70 gp. 
   
  Physical Description: A goblin with a cleaner 
  appearance than most other goblins. His armor 
  and weapons are in good repair. 
   
  Physical Description:  A gore-covered goblin 
  whose armor and weapons are well maintained. 
  Encounter Seven  
   
   
   
  Nert the Knife: Male goblin Rog6; CR 6; Small 
  goblinoid (goblin); HD 6d6; hp 27; Init +4; Spd 
  30 ft.; AC 20, touch 15, flat-footed 16 (+1 size, 
  +4 Dex, +5 +1 chain shirt); BAB/Grp: +6/+7; 
  Atk/Full Atk: +12 melee (1d4+2/18-20/x2, +1 
  rapier) or +11 melee (1d3+1/19-20/x2, mw 
  dagger); Space/Reach 5 ft./5 ft.; SA sneak 
  attack +3d6; SQ evasion, trapfinding, trap sense 
  +2, uncanny dodge; CE; SV Fort +2, Ref +9, Will 
  +3; Str 12, Dex 18, Con 10, Int 10, Wis 12, Cha 
  8. 
   
  Skills and Feats:  Escape Artist +11, Hide 
  +15, Intimidate +5, Knowledge (local) +4, Move 
  Silently +15, Open Lock +10, Sense Motive +3, 
  Sleight of Hand +7, Tumble +11, Use Magic 
  Device +8, Use Rope +6; Dodge, Weapon 
  Finesse, Weapon Focus (rapier). 
   
  Evasion (Ex):  See page 50 of the PHB. 
   
  Trap Finding (Ex):  See page 50 of the 
  PHB. 
   
  Trap Sense +2:  See page 50 of the PHB. 
   
  Uncanny Dodge (Ex):  See page 50 of the 
  PHB. 
   
  Possessions: +1 chain shirt, +1 rapier, mw 
  dagger, potion of cure light wounds (x2), potion 
  of resist energy (fire) 30, 70 gp. 
  GEO5-01 The Mantle of Heroes 
   
  Page 31 
  
  Appendix Four – APL 8 
  Encounter One 
   
   
   
   
  Marek the Mauler: Male half-orc Ftr5; CR 5; 
  Medium humanoid (orc); HD 5d10+5; hp 41; Init 
  +0; Spd 20 ft.; AC 19, touch 10, flat-footed 19 
  (+6 +1 breastplate, +3 +1 heavy wooden shield); 
  BAB/Grp: +5/+9; Atk/Full Atk: +10 melee 
  (1d8+4/x2, 
  +1 
  heavy 
  mace), 
  +8 
  melee 
  (1d6+3/x2, light mace), or +6 ranged (1d8/19-
  20/x2, light crossbow); Space/Reach 5 ft./5 ft.; 
  SA none; SQ darkvision 60’; AL NG; SV Fort +5, 
  Ref +1, Will +5; Str 16, Dex 10, Con 13, Int 8, 
  Wis 14, Cha 11. 
   
  Skills and Feats: Climb +0, Handle Animal 
  +3, Intimidate +3, Ride +1; Cleave, Combat 
  Reflexes, Iron Will, Power Attack, Weapon 
  Focus (Heavy mace). 
   
  Possessions: +1 breastplate, +1 heavy 
  wooden shield, +1 heavy mace, light mace, light 
  crossbow, 20 bolts, potion of cure moderate 
  wounds (x2), 150 gp. 
   
  Physical Description:  A half-orc wearing a 
  symbol of Pelor around his neck. Eventually, he 
  wants to be a cleric of Pelor. He has long black 
  hair and his tusks are polished and well cared 
  for. 
  Havrid Thistletoe: Male Halfling Rgr3; CR 3; 
  Small humanoid (halfling); HD 5d8+10; hp 37; 
  Init +3; Spd 20 ft.; AC 22, touch 17, flat-footed 
  19 (+3 Dex, +4 size, +5 +1 chain shirt); 
  BAB/Grp: +3/+3; Atk/Full Atk: +3 melee (1d4/19-
  20/x2, short sword), +8 ranged (1d4+1/x3, +1 
  composite shortbow), or +9 ranged (1d4+1/x3, 
  +1 
  composite 
  shortbow 
  within 
  30’); 
  Space/Reach 5 ft./5 ft.; SA none; SQ Wild 
  Empathy (Ex), Favored Enemy (goblinoid) (+4) 
  (Ex), Favored Enemy (giant) (+2) (Ex); AL LG; 
  SV Fort +7, Ref +8, Will +3; Str 10, Dex 16, Con 
  14, Int 12, Wis 12, Cha 10. 
   
  Skills and Feats: Climb +2, Concentration 
  +6, Handle Animal +2, Heal +3, Hide +11, Jump 
  -3, Knowledge (nature) +9, Listen +7, Move 
  Silently +6, Spot +9, Survival +9, Swim +0, Use 
  Rope +7; Dodge, Endurance, Rapid Shot, Point 
  Blank Shot, Track. 
   
  Animal Companion (Ex):  This ranger has 
  a wolf as an animal companion. This creature is 
  a loyal companion that accompanies the ranger 
  on adventures as appropriate for its kind. Use 
  the Wolf statistics from page 293 of the Monster 
  Manual except it has 15 hp instead of the value 
  listed. 
   
  Combat Style (Ex):  This ranger has 
  selected archery. He gains the Rapid Shot feat 
  without the normal prerequisites. 
   
  Favored Enemy (Ex):  This ranger gains 
  the indicated bonus on his Bluff, Listen, Sense 
  Motive, Spot, and Survival checks when using 
  these skills against this type of creature. He gets 
  the same bonus on weapon damage rolls 
  against creatures of this type. 
   
  Wild Empathy (Ex):  This ranger can 
  improve the attitude of an animal in the same 
  way a Diplomacy check can improve the attitude 
  of a sentient being. He rolls 1d20+3, or 1d20-1 if 
  attempting to influence a magical beast with an 
  Intelligence score of 1 or 2. 
   
  Possessions: +1 chain shirt, short sword, +1 
  composite shortbow (+0), 20 arrows, potion of 
  cure moderate wounds (x2), 150 gp. 
   
  Physical Description:  When moving through 
  terrain, this ranger takes the time to move 
  branches out of his way instead of risking 
  breaking them off. He is reserved and well 
  mannered when not in combat. In combat, he 
  does not indulge in overt displays of emotion. He 
  has blond hair, blue eyes and is lean and fit. 
  Narwen merch Dilwen: Female human Sor7; 
  CR 7; Medium humanoid (human-flan); HD 7d4; 
  hp 21; Init +2; Spd 30 ft.; AC 14, touch 14, flat-
  footed 10 (+2 Dex, +2 ring of protection); 
  BAB/Grp: +3/+3; Atk/Full Atk: +3 melee (1d4/19-
  20/x2, dagger), +5 ranged (varies, ray), +6 
  ranged (varies, ray within 30’), +5 ranged 
  (1d8+1/19-20/x2, +1 light crossbow), or +6 
  ranged (1d8+1/19-20/x2, +1 light crossbow 
  within 30’); Space/Reach 5 ft./5 ft.; SA none; SQ 
  none; AL CG; SV Fort +2, Ref +4, Will +5; Str 
  10, Dex 15, Con 10, Int 10, Wis 11, Cha 16. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +10, 
  Knowledge (arcana) +10, Spellcraft +12; Point 
  Blank 
  Shot, 
  Precise 
  Shot, 
  Spell 
  Focus 
  (Evocation), Weapon Focus (Ray). 
   
  Sorcerer Spells Known (6/7/7/5; base DC = 
  13 [14 evocation] + spell level): 0—acid splash, 
  daze, detect magic, flare, message, ray of frost, 
  read magic; 1st—burning hands, mage armor, 
  magic missile, ray of enfeeblement, shield; 2nd - 
  flaming sphere, rope trick, scorching ray; 3rd – 
  fireball, ray of exhaustion. 
   
  Possessions: dagger, +1 light crossbow, 20 
  adamantine bolts, potion of cure moderate 
  wounds (x2), scroll of enlarge person (x2), scroll 
  GEO5-01 The Mantle of Heroes 
   
  Page 32 
  
  of shield (x2), scroll of true strike (x1), ring of 
  protection +2. 
   
  Physical Description:  She is a very 
  attractive human female. Her long brown hair 
  reaches her waist, and she is very thin. While 
  presenting a confident air, she looks quite 
  fragile. 
  Encounter Three  
   
   
   
  Snert the Blade: Male goblin Rog8; CR 8; 
  Small goblinoid (goblin); HD 8d6; hp 36; Init +4; 
  Spd 30 ft.; AC 19, touch 15, flat-footed 15 (+1 
  size, +4 Dex, +4 chain shirt); BAB/Grp: 
  +6/+1/+7; Atk: +13 melee (1d4+2/18-20/x2, +1 
  rapier) or +12 melee (1d3+2/19-20/x2, +1 
  dagger); Full Atk: +13/+8 melee (1d4+2/18-
  20/x2, +1 rapier) or +12/+7 melee (1d3+2/19-
  20/x2, +1 dagger); Space/Reach 5 ft./5 ft.; SA 
  sneak attack +4d6; SQ evasion, trapfinding, trap 
  sense +2, improved uncanny dodge; CE; SV 
  Fort +2, Ref +10, Will +3; Str 12, Dex 19, Con 
  10, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats:  Escape Artist +13, Hide 
  +17, Intimidate +7, Knowledge (local) +4, Move 
  Silently +17, Open Lock +12, Sense Motive +3, 
  Sleight of Hand +7, Spot +5, Tumble +13, Use 
  Magic Device +10, Use Rope +6; Dodge, 
  Weapon Finesse, Weapon Focus (rapier). 
   
  Evasion (Ex):  See page 50 of the PHB. 
   
  Trap Finding (Ex):  See page 50 of the 
  PHB. 
   
  Trap Sense +2:  See page 50 of the PHB. 
   
  Improved Uncanny Dodge (Ex):  See page 
  50 of the PHB. 
   
  Possessions: +1 studded leather, +1 rapier, 
  +1 dagger, potion of cure light wounds (x2), 70 
  gp. 
   
  Physical Description: A dirty goblin with 
  missing teeth and greasy, stringy hair. 
  Obbo: Male bugbear Brb2/Ftr2; CR 4; Medium 
  goblinoid (bugbear); HD 3d8+2d10+2d12+21; 
  hp 66; Init +6; Spd 30 ft.; AC 20, touch 12, flat-
  footed 17 (+3 natural, +2 Dex, +5 +1 chain 
  shirt); BAB/Grp: +6/+1/+6; Atk: +12 melee 
  (1d12+7/20/x3, +1 greataxe) or +11 melee 
  (1d10+4/19-20/x2, mw heavy flail); Full Atk: 
  +12/+7 melee (1d12+7/20/x3, +1 greataxe) or 
  +11/+6 melee (1d10+4/19-20/x2, mw heavy 
  flail); Space/Reach 5 ft./5 ft.; SA none; SQ 
  Rage; AL CE; SV Fort +10, Ref +5, Will +2; Str 
  19, Dex 14, Con 16, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats:  Climb +2, Handle Animal 
  +3, Hide +0, Jump +4, Listen +3, Move Silently 
  +4, Ride +4, Search +1, Spot +8, Survival +3; 
  Blind Fight, Combat Reflexes, Dodge, Improved 
  Initiative, Weapon Focus (greataxe). 
   
  Rage (Ex): see page 25 of the PHB. 
   
  Possessions: +1 chain shirt, +1 greataxe, 
  mw heavy flail, potion of cure moderate wounds 
  (x2), 70 gp. 
   
  Physical Description: A goblin with a cleaner 
  appearance than most other goblins. His armor 
  and weapons are in good repair. 
  Gerbina: Female goblin Rog6; CR 6; Small 
  goblinoid (goblin); HD 6d6; hp 27; Init +4; Spd 
  30 ft.; AC 19, touch 15, flat-footed 15 (+1 size, 
  +4 Dex, +4 +1 studded leather); BAB/Grp: 
  +6/+7; Atk/Full Atk: +12 melee (1d4+2/18-20/x2, 
  +1 rapier) or +11 melee (1d3+2/19-20/x2, +1 
  dagger); Space/Reach 5 ft./5 ft.; SA sneak 
  attack +3d6; SQ evasion, trapfinding, trap sense 
  +2, uncanny dodge; CE; SV Fort +2, Ref +9, Will 
  +3; Str 12, Dex 18, Con 10, Int 10, Wis 12, Cha 
  8. 
   
  Skills and Feats:  Escape Artist +11, Hide 
  +15, Intimidate +5, Knowledge (local) +4, Move 
  Silently +15, Open Lock +10, Sense Motive +3, 
  Sleight of Hand +7, Tumble +11, Use Magic 
  Device +8, Use Rope +6; Dodge, Weapon 
  Finesse, Weapon Focus (rapier). 
   
  Evasion (Ex):  See page 50 of the PHB. 
   
  Trap Finding (Ex):  See page 50 of the 
  PHB. 
   
  Trap Sense +2:  See page 50 of the PHB. 
   
  Uncanny Dodge (Ex):  See page 50 of the 
  PHB. 
   
  Possessions: +1 studded leather, +1 rapier, 
  +1 dagger, potion of cure light wounds (x2), 70 
  gp. 
   
  Physical Description: A dirt-smeared goblin 
  wearing revealing, suggestive clothing. 
  Encounter Six 
   
   
   
   
  Gerbonar the Bloodied Tooth: Male goblin 
  Ftr7/Blk2 (Maglubiyet); CR 2; Small goblinoid 
  (goblin); HD 9d10+18; hp 81; Init +6; Spd 20 ft.; 
  AC 21, touch 13, flat-footed 19 (+1 size, +2 Dex, 
  +5 mw breastplate, +3 +1 heavy wooden shield); 
  BAB/Grp: +9/+4/+10; Atk: +13 melee (1d8+2,19-
  20/x2, +1 heavy flail), +11 melee (1d6+1,20/x2, 
  flail), 
  or 
  +12 
  ranged 
  (1d8,19-20/x2, 
  light 
  crossbow); Full Atk: +13/+8 melee (1d8+2,19-
  20/x2, 
  +1 
  heavy 
  flail), 
  +11/+6 
  melee 
  (1d6+1,20/x2, flail), or +12/+7 ranged (1d8,19-
  20/x2, light crossbow); Space/Reach 5 ft./5 ft.; 
  SA none; SQ aura of evil, detect good, smite 
  good 1/day; AL CE; SV Fort +10, Ref +4, Will 
  GEO5-01 The Mantle of Heroes 
   
  Page 33 
  
  +4; Str 12, Dex 14, Con 14, Int 10, Wis 14, Cha 
  8. 
   
  Skills and Feats: Handle Animal +11, Ride 
  +20; 
  Combat 
  Reflexes, 
  Dodge, 
  Mobility, 
  Improved Initiative, Spring Attack, Weapon 
  Focus (heavy flail), Mounted Combat, Weapon 
  Specialization (heavy flail). 
   
  Possessions: +1 breastplate, +1 heavy 
  wooden shield, +1 heavy flail, light flail, light 
  crossbow, 20 bolts, potion cure moderate 
  wounds (x2), tumbler’s breastplate, 80 gp. 
   
  Physical Description:  A crazy-eyed goblin 
  frothing at the mouth. This creature is totally 
  dedicated to his cause. 
  Jubiliyek: Male goblin Clr7 (Maglubiyet); CR 7; 
  Small goblinoid (goblin); HD 7d8+7; hp 61; Init 
  +1; Spd 20 ft.; AC 22, touch 12, flat-footed 21 
  (+1 size, +1 Dex, +7 +1 banded mail, +2 +1 
  heavy wooden shield); BAB/Grp: +5/+5; Atk/Full 
  Atk: +6 melee (1d8+1,19-20/x2, +1 heavy flail) 
  or +6 ranged (1d8,19-20/x2, light crossbow); 
  Space/Reach 5 ft./5 ft.; SA rebuke undead 
  2/day; SQ none; AL CE; SV Fort +6, Ref +3, Will 
  +8; Str 10, Dex 13, Con 12, Int 10, Wis 16, Cha 
  8. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +11, 
  Spellcraft +10; Combat Casting, Spell Focus 
  (necromancy), 
  Greater 
  Spell 
  Focus 
  (necromancy). 
   
  Cleric Spells Prepared (6/6/5/4/2; base DC 
  = 13 [15 necromancy] + spell level): 0—detect 
  magic (x3), light, mending, read magic; 1st—
  bane, cause fear (x2), command, doom, 
  protection from good*; 2nd – aid, bull strength, 
  desecrate*, shatter (x2); 3rd – bestow curse, 
  blindness, magic circle against good*, searing 
  light; 4th – poison, unholy blight*. 
   
  *Domain spell. Domains: Evil (case evil 
  spells at +1 caster level); War (see PHB page 
  189). 
   
  Possessions: +1 banded mail, +1 heavy 
  wooden shield, +1 heavy flail, light crossbow, 20 
  bolts, potion of cure moderate wounds (x2), 80 
  gp. 
   
  Physical Description:  A gore-covered goblin 
  whose armor and weapons are well maintained. 
  Encounter Seven  
   
   
   
  Nert the Knife: Male goblin Rog8; CR 8; Small 
  goblinoid (goblin); HD 8d6; hp 36; Init +4; Spd 
  30 ft.; AC 20, touch 15, flat-footed 16 (+1 size, 
  +4 Dex, +5 +1 chain shirt); BAB/Grp: +6/+1/+7; 
  Atk: +14 melee (1d4+2/18-20/x2, +1 rapier) or 
  +12 melee (1d3+2/19-20/x2, +1 dagger); Full 
  Atk: +14/+9 melee (1d4+2/18-20/x2, +1 rapier), 
  +12/+7 melee (1d3+2/19-20/x2, +1 dagger); 
  Space/Reach 5 ft./5 ft.; SA sneak attack +4d6; 
  SQ 
  evasion, 
  trapfinding, 
  trap 
  sense 
  +2, 
  improved uncanny dodge; CE; SV Fort +2, Ref 
  +10, Will +3; Str 12, Dex 19, Con 10, Int 10, Wis 
  12, Cha 8. 
   
  Skills and Feats:  Escape Artist +13, Hide 
  +17, Intimidate +7, Knowledge (local) +4, Move 
  Silently +17, Open Lock +12, Sense Motive +3, 
  Sleight of Hand +7, Spot +5, Tumble +13, Use 
  Magic Device +10, Use Rope +6; Dodge, 
  Weapon Finesse, Weapon Focus (rapier). 
   
  Evasion (Ex):  See page 50 of the PHB. 
   
  Trap Finding (Ex):  See page 50 of the 
  PHB. 
   
  Trap Sense +2:  See page 50 of the PHB. 
   
  Improved Uncanny Dodge (Ex):  See page 
  50 of the PHB. 
   
  Possessions: +1 chain shirt, +1 rapier, +1 
  dagger, potion of cure light wounds (x2), potion 
  of barkskin +5, 80 gp. 
   
  Physical Description: A dirty goblin with 
  missing teeth and greasy, stringy hair. 
  Knife Blade: Male bugbear Brb2/Ftr2; CR 4; 
  Medium 
  goblinoid 
  (bugbear); 
  HD 
  3d8+2d10+2d12+21; hp 66; Init +6; Spd 30 ft.; 
  AC 20, touch 12, flat-footed 17 (+3 natural, +2 
  Dex, +5 +1 chain shirt); BAB/Grp: +6/+1/+6; Atk: 
  +12 melee (1d12+7/20/x3, +1 greataxe) or +11 
  melee (1d10+5/19-20/x2, +1 heavy flail); Full 
  Atk: +12/+7 melee (1d12+7/20/x3, +1 greataxe) 
  or +11/+6 melee (1d10+5/19-20/x2, +1 heavy 
  flail); Space/Reach 5 ft./5 ft.; SA none; SQ 
  Rage; AL CE; SV Fort +10, Ref +5, Will +2; Str 
  19, Dex 14, Con 16, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats:  Climb +2, Handle Animal 
  +3, Hide +0, Jump +4, Listen +3, Move Silently 
  +4, Ride +4, Search +1, Spot +8, Survival +3; 
  Blind Fight, Combat Reflexes, Dodge, Improved 
  Initiative, Weapon Focus (greataxe). 
   
  Rage (Ex): see page 25 of the PHB. 
   
  Possessions: +1 chain shirt, +1 greataxe, +1 
  heavy flail, potion of cure moderate wounds 
  (x2), 70 gp. 
   
  Physical Description: A goblin with a cleaner 
  appearance than most other goblins. His armor 
  and weapons are in good repair. 
   
   
  GEO5-01 The Mantle of Heroes 
   
  Page 34 
  
  Player’s Handout #1 
   
   
  GEO5-01 The Mantle of Heroes 
   
  Page 35 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Geoff/595/Normal Scenarios/GEO5-01 - The Mantle of Heroes (APL 2-8)/GEO5-01 - The Mantle of Heroes.pdf