TEXT: SHL5−Intro2 
   
  Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game 
  designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of the author. To 
  learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  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 and RPGA are registered trademarks of Wizards of the Coast, Inc. LIVING GREYHAWK is a 
  trademark of Wizards of the Coast, Inc. © 2005 Wizards of the Coast ALL RIGHTS RESERVED. This scenario is intended for tournament use only and 
  may not be reproduced without approval of the RPGA Network. 
   
  For questions specific to this document please e-mail the Shield Lands Point of Contact at poc@shieldlands.net. For LIVING GREYHAWK campaign 
  questions email rpgahq@wizards.com. 
   
   
   
   
  BEHIND ENEMY LINES 
   
  An Introductory One−Round D&D® LIVING GREYHAWK®  
  Shield Lands Regional Adventure 
  Version 1.04 
  By Wayne A. Kauchak 
   
  Waghalter’s is in need of new mercenaries to meet the increased demand for services. A secret mission into the Old 
  One’s territory is necessary to re-supply a spy behind enemy lines. An Introductory module for 1st-level PCs, set in the 
  Shield Lands. 
   
  
  RPGA SANCTIONED PLAY  
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a 
  worldwide, ongoing D&D campaign set in the 
  GREYHAWK setting—you must sanction it as part of 
  an RPGA event. This event could be as elaborate as a 
  big convention, or as simple as a group of friends 
  meeting at the DM’s house.  
  # 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 
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who 
  sanctions the event is called the senior gamemaster, 
  and is in charge of making sure the event is sanctioned 
  before play, runs smoothly on the date 
  sanctioned, and then reported back to 
  the RPGA in a timely manner. The 
  person who runs the game is called the 
  table DM (or usually just DM). 
  Sometimes (and almost all the time in 
  the cases of home events) the senior 
  gamemaster is also the table DM. You 
  don’t have to be a HERALD-LEVEL GM 
  to run this adventure if you are not the 
  senior GM.  
   
  By sanctioning and reporting this 
  adventure you accomplish a couple of 
  things. First it is an official game, and 
  you can use the AR to advance your 
  LIVING 
  GREYHAWK 
  character. 
  Second player and DMs gain rewards for 
  sanctioned RPGA play if they are 
  members of the DUNGEONS & 
  DRAGONS 
  REWARDS 
  program. 
  Playing 
  this 
  adventure is worth two (2) points.   
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, 
  and 
  DUNGEONS 
  & 
  DRAGONS 
  REWARDS, visit the RPGA website at www.rpga.com. 
    
    
  PLAYERS READ NO FARTHER  
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  reading beyond this point makes you ineligible to do 
  so. 
    
  PREPARING FOR PLAY  
  To get the most out of this adventure, you need copies 
  of the following D&D books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics provides 
  player information for you to paraphrase or read aloud 
  when 
  appropriate. 
  Sidebars 
  contain 
  important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.   
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part 
  of 
  an 
  RPGA-sanctioned 
  event, complete and turn in 
  this sheet to your senior GM 
  directly after play. You’ll also 
  find a LIVING GREYHAWK 
  Adventure Record (AR).   
    
  LIVING 
  GREYHAWK 
  LEVELS OF 
  PLAY  
  Because players bring their 
  own characters to LIVING 
  GREYHAWK games, this 
  adventure’s challenges are 
  proportionate to the modified average character level 
  of the PCs participating in the adventure. To determine 
  this modified Average Party Level (APL) follow the 
  steps below:  
  • 
  Determine the character level for each of the PCs 
  participating in the adventure.  
  • 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other 
  than those brought by virtue of a class ability 
  (such as animal companions, familiars paladin’s 
  mounts) or the warhorse of a character with the 
  Mounted Combat feat, use the sidebar chart to 
  determine the number of levels you add to the 
  sum of step one. 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.  
  • 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number.  
  SHL4-Intro2 Behind Enemy Lines 
   
  Page 2 
   
  
  • 
  If you are running a table of six PCs, add one to 
  that average. 
  Throughout this adventure, APLs categorize the level 
  of challenge the PCs 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 can 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 recieves only one-half of 
  the experience points and gold for the adventure. 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 adventure.  
   
  LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure difficult. 
  Suggest the following to these groups to help increase 
  their chances of success:  
  1 
  Enlist a sixth player.  
  2 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them.  
   
  NOTE: This LIVING GREYHAWK adventure is 
  designed for mid and higher-level characters. Since 
  characters below 6th level are unlikely to have the 
  skills and resources necessary to complete this 
  adventure, players using lower-level characters should 
  be advised that they are participating at great risk. This 
  is not an adventure for beginning characters!  
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Core adventure set in the 
  Hold of the Sea Princes.  All characters pay two Time 
  Units. Adventurer’s Standard Upkeep costs 12 gp per 
  Time Unit. Rich Upkeep costs 50 gp per Time Unit. 
  Luxury Upkeep costs 100gp per Time Unit. 
   
  ADVENTURE BACKGROUND 
  The Reclamation seemed to be back at square one. 
  Lands recovered were lost and recovered again, but 
  bear the weight of war and the stamp of the Old One. 
  The Greycloaks have continued to do their spy work 
  within the Old One’s territory. One particular 
  Greycloak is watching an enemy force camped west of 
  South Keep. 
   
  Lyla Hillcrest, better known in Greycloak circles 
  as “Ace”, has been observing a small force of Iuzian 
  goblinoids camped east of South Keep. A courier has 
  recently delivered communications to the chieftain 
  and Ace has an idea for a diversion that would allow 
  her to enter the camp and ascertain the documents. 
   
  Ace’s request for support had been intercepted by 
  a Furyondian spy, Gersande Dent. He is unaware that 
  “Ace” is a woman. Gersande has been located in 
  Critwall for the past year and continuously passes on 
  information to his superiors in Chendl. Gersande has 
  chosen to use Waghalter’s mercenary services as a ruse 
  to hire adventurers to assist Ace and retrieve the 
  communications. 
   
  ADVENTURE SUMMARY  
  Introduction: The PCs are in line for jobs being offered 
  by Waghalter’s (VAHG-hall-turs). The party is offered a 
  mission to deliver supplies to a Greycloak behind 
  enemy lines, assist in a diversion, and return with the 
  Greycloak's information package. 
   
  Encounter 1: The PCs travel from Critwall to 
  South Keep, expecting an easy journey. During the 
  second night, they may camp near a ball of snakes and 
  find a surprise in their bedrolls. 
   
  Encounter 2: The PCs make their way across 
  enemy lines, either through bribes, subterfuge, or 
  avoidance. 
   
  Encounter 3: At the meeting point, the Greycloak, 
  “Ace” Lyla Hillcrest, directs the PCs to cause a 
  distraction so the Greycloak can get information on the 
  Old One's recent directives. 
   
  Encounter 4: The PCs ambush the enemy camp's 
  returning patrol and occupy them long enough to 
  allow Ace into and out of the camp. 
   
  Conclusion: The PCs return to Critwall with the 
  Greycloak's reports. The local constable stops the PCs, 
  bringing them in for questioning regarding Gersande’s 
  activities. After questioning and proper delivery of 
  Ace’s communications, the PCs are released. 
   
  PREPARATION FOR PLAY 
  The biggest difficulty with this adventure is if a half-
  orc character chooses to play. Waghalter’s does not 
  allow half-orcs to become members, but it is possible 
  for a half-orc to be allowed to take part in this non-
  member mission, through patience, strength, or help 
  from other PCs.  
   
   
  SHL4-Intro2 Behind Enemy Lines 
   
  Page 3 
   
  
  INTRODUCTION 
  The group in front of Waghalter’s holds about two 
  dozen men and women of different races. The 
  recruiting drive for mercenaries is popular with 
  the recent loss of lands to the Old One. A large 
  shaggy-looking man is at the entrance of the 
  tavern. He holds a large board and marks on it 
  with chalk while talking to a heavily armored elf 
  standing at the forefront of the crowd. 
   
  “Second door on tha right, Rolivar. Good luck 
  to ye.” The doorman makes one last mark on his 
  board. He watches the elf enter the building, and 
  then turns back to the crowd of ragtag 
  adventurers and some obvious non-adventurers. 
  “Okay, you, come up here.” 
   
  APL2 (EL --) 
  � Borkus: Male human War4. 
   
  Borkus will cycle through the PCs, asking them their 
  name, where they’re from, and what services they have 
  to offer. Borkus is a bully when dealing with any non-
  fighter types and is especially cruel to halflings. He 
  will show deference towards human and elven women, 
  usually doing a poor job of flirting. 
   
  Borkus isn’t a knowledgeable man and isn’t much 
  for answering questions from the PCs. He does his job, 
  which is assigning personnel to the missions. Borkus 
  doesn’t like Gersande because he is Furyondian, which 
  is why Borkus is assigning the weak, 1
  st-level 
  characters. Borkus is unaware that Gersande is a spy. 
   
  If one of the PCs is a half-orc, Borkus will clearly 
  be rude; he tells the PC that half-orcs can never be 
  members of Waghalter’s and the half-orc should find 
  work elsewhere. If another PC intervenes, a Diplomacy 
  check DC 20 is required to allow the half-orc to enter 
  the establishment. If the other PCs are of no help, 
  Borkus will challenge the half-orc, “You throw me 
  down, you get inside. If not, you wait outside for your 
  friends.” If the half-orc PC accepts, make opposed 
  Strength checks (Borkus is +4). 
  Borkus will ask for any questions before directing each 
  PC to the third door on the right. 
   
  Questions for Borkus: 
   
  What’s our assignment? I don’t get tha specifics, just tha 
  needs. And, what they need is you! 
  Who are we working for? That Furyondian, Gersande. 
  He’ll come ta tha room after ah’ve filled it. 
   
  Entering Waghalter’s is quite a sight as this is not 
  an ordinary tavern. Greeting patrons at the 
  entranceway is a full-sized stuffed orc in Iuzian 
  gear. The bar front is carved to resemble a stylized 
  dragon head. A large board to the left of the bar is 
  titled “Waghalter’s Greatest” and just a few names 
  have been burned into the wood. 
   
  A back door is guarded by a man even larger 
  than the doorman. Along the wall opposite the bar 
  are four doors, presumably leading to meeting 
  rooms. 
   
  Once the PCs are in the meeting room, they can 
  introduce themselves. The first and second doors are 
  locked (because the patron has started) and the fourth 
  room is empty. The bouncer will stop any PCs that try 
  to enter the back room and tell them, “Members Only”.  
   
  At this morning hour, only a few customers are in 
  the tavern area and none of them are interested in 
  speaking with the PCs. After the PCs meet each other, 
  Gersande Dent (being Furyondian, Gersande speaks 
  with an accent, reflected in the read-aloud text) will 
  enter the room to provide the details of the job. 
  Gersande’s cover is that he’s a former Furyondian that 
  has joined the cause of the Reclamation. He is a bit 
  short-tempered as he is worried that his cover is close 
  to being blown and the 1
  st-level PCs are not what he 
  requested from Waghalter’s. 
   
  The door opens and a tall, thin elderly man with a 
  bushy mustache enters the room. His crystal blue 
  eyes take in the room and silently dwell upon each 
  of you. “Humph”, he grumbles into his mustache 
  while turning to close the door. He remains 
  standing and addresses you, “I am Gersande and 
  zees iz zee job. A scout iz obzerveeng a small force 
  of zee Old One [spit] and needz to be ree-zupplied. 
  You get twenty-five gold eech now and zeventy-
  five gold eech when you return with zee scout’z 
  reportz. Before I go furtheer, I need eech of you to 
  zweer zecrezee or leave.” Gersande stands tall 
  waiting for your responses. 
   
  Gersande will not answer any questions until everyone 
  in the room has agreed to keep the details secret. He 
  doesn’t want to give out details for it could be 
  detrimental to his cover. Once this formality is 
  completed, Gersande will continue the meeting. 
   
  Gersande relaxes a bit, locks the door to the room, 
  and sets down his bag and takes out a map, placing 
  it on the table and drawing a line with his finger 
  from Critwall southeast through South Keep, 
  stopping just past South River. “Zee scout, Acze, iz 
  SHL4-Intro2 Behind Enemy Lines 
   
  Page 4 
   
  
  watching over a force camped in zeese woodz off 
  the main road. To geet there, you will have to crosz 
  zee enemy line at Szouth River here. You may bee 
  able to bluff or brieb your way through.  
   
  “Pazt zee river, at zee tree line, turn szouth 
  until you come to a game trail by an oak tree with 
  a heart-szhaped rock at eetz baze. Follow zee game 
  trail about a quarter-mile to a clearing and camp 
  for zee night. After midnight, Acze will find you 
  and szpeek: ‘Zee sztarz barely szhine tonight.’ You 
  szhould reezpond: ‘Zee light iz dim but sztill 
  glowz brightly within.’ Deliver theez bag of 
  szuppliez and return with heez reportz.” 
   
  APL2 (EL --) 
  � Gersande Dent: Male human Rog4/Exp2. 
   
  Gersande is terse and to the point. He doesn’t know 
  much more than he has already spoken. Gersande is 
  unaware that Ace is a woman. He has just enough 
  information to set up the adventurers to retrieve the 
  information. 
   
  Questions for Gersande: 
  • 
  How long to travel? It is a 3 day walk to South Keep 
  from Critwall. It’s a single day’s hike to South River, not 
  much farther to the woods and the game trail. 
  • 
  How much time do we have to get to the 
  meeting place? Ace will be looking for you in five 
  nights and two nights after that before you’re considered 
  compromised. 
  • 
  What does Ace look like? I’ve never met or seen 
  him. The code phrases will let you know you’ve met the 
  right guy. 
  • 
  What if something goes wrong? If you can’t 
  deliver the supplies, then return them to me and make 
  your report. You’ll still be paid in full. 
  • 
  Who is Ace? As far as I know, Ace is a Greycloak 
  helping the Army keep tabs on the movements of the Old 
  One’s forces. 
  Once all the PCs’ questions have been answered, 
  Gersande will unlock and open the door. “Good luck. 
  You szhould leeve soon to make zee drop on time. And 
  remember, szeecrezy; zee Old One has eyez and eerz 
  everywheer.” 
   
  ENCOUNTER ONE: TRIP TO 
  SOUTH KEEP 
  Travel from Critwall to South Keep is an expected 
  uneventful 3 day journey on foot (1-1/2 days by 
  horseback). The first day is nice and clear with 
  spring birds flitting through the sky. The 
  outskirts of Critwall teem with peasant laborers 
  plowing the farm fields in hopes for a good 
  harvest. Farther away, the lack of population is 
  evident. The people of the Shield Lands still cling 
  closely to the protective shell around defensible 
  keeps. As evening falls, it is time to make camp. 
   
  For this first night, have the PCs set up a watch order. 
  If the PCs are traveling by foot, the night will pass 
  uneventfully. If the PCs are traveling by horseback, 
  then the snake encounter will occur this night (see 
  below). 
   
  Read aloud if PCs are traveling by foot: The second day of 
  the trip is a bit cooler, but no rain in sight. The day 
  passes slowly with few travelers on the road; a 
  patrol, a few farmers, and an old peasant lady. 
  Eventually, the sun sets through a cloud-filled sky. 
   
  Have the PCs set up camp and watches again. If a PC 
  thinks to check out the camp site for safety, have them 
  make a Survival check (DC 15) or Spot check (DC 20) 
  to reveal a ball of tiny snakes near the proposed camp 
  site. If the PCs discover the snakes, they may choose a 
  safer site, attack the snakes, or ignore them and camp 
  anyway. 
   
  APL2 (EL 4) 
  � Snake, Tiny Viper (10): hp 2, 2, 2, 1, 1, 1, 1, 1, 1, 
  1; see Monster Manual page 280. 
   
  Tactics: The snakes will bite at the PCs in their space 
  and then move 5’ away. Once a snake is not in a PCs’ 
  space, the snake will withdraw into the woods. If a 
  snake gets 15’ away from a PC, assume it slithers 
  underground and gets away. If the PCs attack the 
  snakes when they’re in a ball, the snakes will just try to 
  escape into the undergrowth; but if encircled, a snake 
  will move into a PCs’ square and attack before fleeing. 
   
  Development: If the PCs don’t notice the 
  presence of the snakes, then the snakes will try to 
  move onto the PCs’ bedrolls during the second watch. 
  The PCs on watch should make Spot and Listen checks 
  opposed by the snakes’ Hide (+15) and Move Silently 
  (+3) checks. The snakes will be in the sleeping PCs’ 
  SHL4-Intro2 Behind Enemy Lines 
   
  Page 5 
   
  
  spaces and will get a surprise round if the PCs on watch 
  fail their checks. 
   
  Treasure: None. 
   
  Read aloud if the PCs are traveling by foot: Partially 
  through the third day of travel, civilization slowly 
  returns as South Keep nears. 
   
   
  Read aloud if the PCs are traveling by horseback: 
  Civilization slowly returns on the afternoon of 
  the second day of travel as South Keep nears.  
   
  Continue for either mode of travel: Fewer peasants are 
  present at South Keep and a few more patrols 
  pass, reminders of the close proximity of the 
  forces of the Old One. Late in the afternoon, the 
  partially ruined outer wall of South Keep presents 
  itself on the horizon. 
   
  Several dwarves are organizing laborers to 
  make repairs on the outer palisade. Beyond the 
  pock-marked wall, the ramshackle outer buildings 
  can be seen. The central stone keep rises above the 
  tattered buildings and docks jut out into the Nyr 
  Dyv on the southern side. Soldiers stand guard at 
  the entrance gates into South Keep. 
   
  The PCs will be generally questioned by the guards 
  before they can enter South Keep. The place to stay for 
  adventurers is the “Smiting Mace”, a local tavern. 
  Healing may be received for donations; see the Shield 
  Lands Metaorg Handbook, section 3.0 NPC Spell 
  Casting. If the PCs wish to make purchases, anything 
  from the PHB costing 99 gp or less is available. 
   
  ENCOUNTER TWO: 
  CROSSING THE LINE 
  Travel to the enemy line is uneventful. Early in the 
  trip, a few farmers are working their fields, but farther 
  away, civilization drifts away, leaving fallow fields, 
  ruined farmhouses, and the remains of war’s 
  destruction. Once near the crossing point, the PCs may 
  want to scout ahead, maybe try to cross the river at a 
  different location than the guarded bridge. 
   
  North of the bridge, the river is 40 feet wide, 20 
  feet deep (Swim DC 10), bordered by 10 foot cliffs 
  (Climb DC 20), and without any trees or large boulders 
  nearby (for tying a rope). If the PCs can think of a 
  method to cross, make the appropriate skill checks and 
  let the rolls fall where they may. 
   
  An hour’s walk south of the bridge is a point 
  where the river narrows to 25 feet wide, 15 feet deep 
  (Swim DC 15), and a tree is spanning the gap, 20 feet 
  above the water’s surface. A DC 12 Balance check is 
  required to move across the tree. 
   
  If the PCs choose to approach the guarded bridge, 
  use DM map #1 to draw. The PCs will have cover up 
  until 60 feet if on the road and 40 feet in the 
  surrounding fields for sneaking up close. The guards 
  have Spot and Listen check modifiers of +4. The bridge 
  is 10 feet above the water’s surface, which is 40 feet 
  wide and 20 feet deep (Swim DC 10). The cliffs in this 
  area can be climbed with a DC 15 Climb check. At 
  night, only one soldier is awake during each of three 
  four-hour shifts. The adept is awake for the second 
  four-hour shift. Below is a daylight description of the 
  bridge and its occupants. Modify for night or other 
  changes as necessary: 
   
  As the road nears the South River, a stone and 
  wood bridge can be seen crossing 10 feet above the 
  turbulent waters. The charred remains of a wood 
  frame reveal that this bridge was once an 
  architectural beauty. Now, it is another sign of the 
  chaos and destruction spread by the Old One.  
   
  At each end of the span, two medium-sized 
  beings stand guard. They scan the surrounding 
  area with loaded crossbows in hand. One of the far 
  figures is unarmored. 
   
  APL2 (EL 2) 
  � Human Warrior 1 (3): hp 8, 7, 6; see Appendix 
  A. 
  � Human Adept 1 (1): hp 3; see Appendix A. 
   
  Tactics: The near guards will fire with their crossbows 
  until engaged in melee. The far guards, which include 
  the adept, will move onto the bridge to fire their 
  crossbows. The adept will try to cast sleep on the 
  fighter-type PCs, while saving the burning hands if 
  engaged in melee. If the guards are engaged in melee 
  by more than two PCs, they will fight while retreating 
  across the bridge. They will try to hold the bridge at 
  the far side. If two of the warriors are killed, the adept 
  will flee while the last guard will prevent the PCs from 
  chasing the adept. 
   
  Development: Initial Attitude: Unfriendly. The 
  mercenaries will allow the group to approach within 40 
  feet before calling out, “Halt and declare yourselves!” 
  The guards on the far side will approach half-way 
  across the bridge while the near guards question the 
  PCs’ intentions. Roll Sense Motive checks (+0) for any 
  lies by the PCs. Two failed lies result in the guards 
  attacking the PCs. The guards will automatically attack 
  any apparent clerics of a Good deity. For any non-
  threatening reasons to cross the bridge given by the 
  SHL4-Intro2 Behind Enemy Lines 
   
  Page 6 
   
  
  PCs, the guards will allow passage for 30 gp. A 
  Diplomacy check DC 15 will allow the group to cross 
  the bridge for a fee of 20 gp. A successful Intimidate 
  check (vs +1) will allow the group to cross for free. If 
  the Intimidate check fails by 5 or more, the guards will 
  attack. 
   
  Treasure: 
  If the PCs defeat the guards, they can loot their 
  equipment along with the supplies within their camp, 
  which includes four light horses and six potions of 
  cure light wounds. 
   
  APL All: Loot - 90 gp, Coin - 20 gp, Magic – 6 
  potions of cure light wounds (4 gp each per potion). 
   
  Once across the bridge, the PCs can continue east on 
  the road. The bridge guards, if they are still alive, will 
  not allow the PCs to camp in the area of the bridge.  
   
  When the PCs continue east: 
   
  The road east of South River is in stark 
  contrast to the lands west. The grain fields have 
  been burned. Along the way, the decaying ruins of 
  farmhouses stand above their lands, a reminder 
  that Shield Landers once lived here in peace. 
  Eventually, the road comes up to the tree line of a 
  hardwood forest. 
   
  This is the point where the PCs should turn south off 
  the road. The PCs should make Spot and Listen checks, 
  just to make them nervous. When the PCs turn to the 
  south: 
   
  Following the line of trees south, you find the 
  land slopes down into a valley with trees to the 
  east and the sloping side of a hill to the west. Late 
  in the day, the trees continue on, opening every 
  now and then to a small gully draining from the 
  hills into the woods. No clear trail is revealed nor 
  has a heart-shaped rock been seen. 
   
  Let the PCs get a little worried that maybe they’ve gone 
  too far. Have them make multiple Spot checks with no 
  results. Before they make any drastic decisions, let 
  them know they come upon a small, obviously heart-
  shaped boulder at the base of an oak tree. Pushing aside 
  a bush reveals the small game trail winding into the 
  shadows of the forest. Following the game trail, the 
  PCs will come to a clearing just as the light fades. 
  When the PCs follow the game trail: 
   
  The game trail winds its way between the 
  trees, up and down hills. Sightlines become very 
  short and the light slowly fades as a gloomy mist 
  rises. For a game trail, the silence is unnerving, 
  punctuated by the crunch of leaves or snap of a 
  twig that may or may not be from your passage 
  through the trees. 
   
  The path is five feet wide with hindering terrain and 
  trees everywhere else. At this point, the lack of light 
  requires low-light vision or darkvision to see unless a 
  light source is lit. Once the PCs figure out their light 
  situation, have them set up a marching order and make 
  Spot and Listen checks. Once they’re ready, continue: 
   
  Eventually, just as all natural light is gone, the 
  trail opens up into a small clearing, 30 feet wide, 
  with a couple of stumps and the remains of an old 
  campfire encircled by small rocks. The branches of 
  the surrounding trees arch over the clearing, 
  preventing any view of the sky or prying eyes from 
  above. No continuation of the trail leaves the 
  clearing. 
   
  ENCOUNTER THREE: 
  MIDNIGHT MEETING 
  The PCs should realize this is the meeting spot and 
  prepare to make camp. The PCs should determine their 
  watch and placement of light sources. During first 
  watch, the PCs should make Spot and Listen checks. 
  Describe that they hear the swoop of a huge creature 
  brushing against the tops of the trees, but nothing is 
  seen. On second watch, just after midnight, the PCs 
  should make Spot and Listen checks opposed by Ace’s 
  Hide (+10) and Move Silently (+12) checks. 
   
  If the PCs notice Ace and call out or do not notice: 
  A shadow in the trees adjusts and a tenor voice calls 
  out, “Squirrels and chipmunks in the woods, the stars 
  barely shine tonight.” 
   
  Ace will wait for a close version of the proper 
  response: The light is dim but still grows brightly 
  within. Once that is given: 
   
  The small shadowy figure moves out from 
  behind a tree, “You seek the Greycloak called Ace? 
  Well, you have found her.” The figure moves into 
  the light, pulling back a hood to reveal a petite, 
  blue-eyed, halfling woman’s face. She shakes her 
  head, allowing curly blond locks to fall back on 
  her shoulders. “Welcome to the Old One’s back 
  yard”, she says with a smile. 
   
  Ace will ask for the PCs’ names and where they’re 
  from. She’ll thank them for their service, answering 
  questions and asking about Critwall and the people’s 
  demeanor. Ace will be positive about the Reclamation, 
  glad to do her part, and assure the Old One will be 
  defeated.  
   
  Ace will be confused if the PCs mention Gersande 
  as she doesn’t know him and wouldn’t expect the Army 
  SHL4-Intro2 Behind Enemy Lines 
   
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  or Greycloaks to hire adventurers. She knows that she 
  requested assistance, but didn’t define how to get that 
  assistance, so the use of Waghalter’s services is 
  insignificant to her. 
   
  Once the conversation dies down or the PCs ask if 
  there is anything they can do to help: 
   
  Ace’s expression turns serious. “I could use 
  your help with a very dangerous task. The 
  hobgoblin leader of the encampment I’ve been 
  watching received a courier a few days ago. I need 
  to get into his tent to get a look at any of these 
  documents. And for that, I would need a 
  distraction.” She looks at your group with a sly 
  grin. 
   
  When the PCs agree to help or ask about the 
  distraction: 
   
  Ace picks up a stick and begins drawing in the 
  dirt [use DM Map #2 to draw a sketch]. “The 
  encampment is off the main road here. They have 
  a rotating shift watch the road, every eight hours. 
  When the day shift is returning tomorrow 
  evening, I want you to set up an ambush here, 
  within sight of the encampment. This should 
  draw the camp’s guard from their posts and the 
  leader from the tent. I will set fire to a tent and 
  will only need a moment to slip into the main 
  tent, find and read the documents, before getting 
  back out. I will signal you with an owl’s hoot that 
  I’m finished and you should flee into the woods to 
  meet back up in this clearing.” 
   
  Ace will answer any questions the PCs may have 
  about the plan. The PCs may ask about attacking in 
  daylight to use the goblinoids’ weakness. Ace will let 
  them know that the overhanging trees in that area 
  block out any direct sunlight, so the goblinoid’s are not 
  affected. Let the PCs modify the plan, except that only 
  Ace will enter the main tent and the PCs should not 
  engage 
  the 
  encampment 
  as 
  they 
  would 
  be 
  outnumbered. As to what to expect, the returning force 
  should consist of goblins, maybe a bugbear. The 
  encampment is about 40 humanoids, a mix of goblins, 
  bugbears, and hobgoblins. 
   
  APL2 (EL --) 
  � “Ace” Lyla Hillcrest (1): hp 21; see Appendix B. 
   
  ENCOUNTER FOUR: ACE’S 
  GAMBLE 
  Once the PCs’ questions are answered, Ace will return 
  to the woods with the new supplies while the PCs can 
  finish resting for the night. During the next day, Ace 
  will return and lead the PCs to the ambush point. She 
  will tell the PCs that the clearing is safe for any excess 
  equipment. Draw the encampment and trail using DM 
  Map #2. Ace will safely lead the PCs to their starting 
  positions and then disappear into the woods. The PCs 
  should make initial Hide checks and Spot checks (vs 
  +5) to see the goblins behind the log. The PCs 
  automatically see the encampment setup and the 
  movements of a couple dozen goblinoids. When the 
  PCs are ready, have the goblins and bugbear return 
  towards the encampment. Make a single Spot check 
  (+4) for the returning creatures to see if they notice the 
  PCs. If the creatures succeed, begin combat with no 
  surprise round. If they fail, move the group to the 
  point where the PCs want to begin their surprise 
  round. 
   
  APL2 (EL 3) 
  � Goblin (6): hp 7, 6, 5, 5, 4, 3; see Monster Manual 
  page 133. 
  � Bugbear (1): hp 16; see Monster Manual page 29. 
   
   
  Tactics: The goblins will alert the encampment to 
  the ambush and defend themselves by throwing their 
  javelins. The bugbear will draw its morningstar and 
  engage the closest PC in melee. The two goblins 
  behind the log will us it for cover while throwing their 
  javelins. If the PCs engage the goblins behind the log 
  in melee, all goblinoids as listed below will join the 
  combat on the next round to defend the camp. If the 
  PCs flee into the woods, the goblinoids will follow 
  while using ranged attacks until the PCs are no longer 
  seen due to Hide checks or are more than 100 feet 
  from the trail. 
   
  Development:  
  • 
  End of Round 1: A tent is on fire and a hobgoblin, 
  wreathed in flames, comes running out. The 
  encampment will be occupied by helping this 
  hobgoblin and preventing the fire from spreading. 
  The goblins behind the log will try to warn of the 
  intruders, but no one pays attention. 
  • 
  End of Round 2: The hobgoblin leader will appear 
  outside the main tent, moving toward the center, 
  yelling at the other goblinoids to get the flames 
  under control. Ace will move from the woods to 
  the edge of the main tent. The PCs must make 
  Spot checks opposed by Ace’s Hide check to see 
  her. 
  • 
  End of Round 3: The goblins behind the log will 
  finally get the attention of the hobgoblin leader 
  who begins yelling at the other goblinoids to fight 
  off the intruders. The goblinoids are still occupied 
  SHL4-Intro2 Behind Enemy Lines 
   
  Page 8 
   
  
  with the flaming tent and only a few stop to listen 
  to the chieftain. Ace will enter the main tent and 
  begin looking at the documents. 
  • 
  End of Round 4: The hobgoblin chieftain will 
  finally convince a several goblinoids to attack the 
  PCs. Alert the PCs that the fire is almost 
  extinguished. Ace will still be in the main tent to 
  scan over the documents. 
  APL2 (EL 3) 
  � Bugbear (1): hp 16; see Monster Manual page 29. 
  � Hobgoblin (2): hp 6, 6; see Monster Manual 
  page 153. 
  � Goblins (3): hp 6, 5, 4; see Monster Manual page 
  133. 
   
  • 
  End of Round 5: Ace will leave the main tent and 
  the PCs will hear an owl hoot. The PCs should 
  begin their retreat next round. If they don’t 
  retreat, add six goblinoids as listed below each 
  round for the next three rounds until the PCs have 
  fled or are all dead. During the PCs’ retreat, 
  goblinoids will use ranged attacks until the PCs 
  can no longer be seen due to Hide checks or are 
  beyond 50 feet from the trail. 
  APL2 (EL --) 
  � Bugbear (1): hp 16; see Monster Manual page 29. 
  � Hobgoblin (2): hp 6, 6; see Monster Manual 
  page 153. 
  � Goblins (3): hp 5, 5, 5; see Monster Manual page 
  133. 
   
  Ace will meet the PCs back at the clearing. She will be 
  thankful to the PCs, producing a bag taken from the 
  chieftain’s tent that contains gems worth 150 gp for 
  each PC. She will assure the PCs that the clearing will 
  be safe for the night. Ace will create and seal 
  documents, which she will give to the PCs for delivery. 
  She will talk with the PCs until it is time to rest, at 
  which point she will leave the clearing. 
   
  The 
  PCs 
  may 
  be 
  interested 
  in 
  the 
  communications. Ace will share the info with them 
  (choose one statement from the below list). 
  • 
  Recruit bandits and mercenaries to replace 
  the recent losses at South Keep. 
  • 
  Capture and interrogate any strangers as 
  scouting parties from the Shield Lands may 
  be in the area looking for treasures lost in the 
  war. 
  • 
  Shift 
  to 
  hit-and-run 
  tactics 
  until 
  reinforcements join your camp. 
  • 
  An undead-leading cleric will join your camp 
  to harass townsfolk around South Keep. 
   
  Treasure:  
   
  APL All: Loot - 0 gp, Coin - 150 gp, Magic – none 
  (0 gp each). 
   
  CONCLUSION 
  The PCs can return to Critwall without any trouble and 
  approach Waghalter’s to deliver the reports to 
  Gersande.  
   
  Borkus is outside Waghalter’s where a Critwall 
  soldier is also posted. Borkus calls out, “So, the 
  rats return to the nest! [with a laugh] You can use 
  the first room on the right.” Borkus holds the 
  door as the soldier assesses your group. 
   
  Borkus is aware of the investigation into Gersande’s 
  activities. He will answer few questions, trying to get 
  the PCs into the meeting room, so Borkus can alert the 
  constable. Borkus will even encourage any half-orcs to 
  enter at this time. 
   
  PCs may be suspicious of the presence of the 
  soldier and the “rat” comment by Borkus. Borkus will 
  explain away the soldier by telling the PCs that a 
  threatening plot is afoot against Waghalter. This is true 
  considering Gersande’s spy activities and Borkus will 
  not go into details. 
   
  When the PCs enter Waghalter’s: The familiar main 
  room of Waghalter’s is a bit more crowded than 
  your prior visit. The dozen patrons take turns 
  looking at your group before re-joining their 
  conversations in a quieter manner. 
   
  If the PCs wish to try and listen in on the patrons’ 
  conversations, a DC 15 Listen check will reveal the 
  main topic being the recent warrant for Gersande and 
  that authorities are seeking the adventurers he hired. 
   
  If they want, the PCs can decide to flee the scene. 
  A DC 10 Gather Information check will reveal the 
  same information as the Listen check in Waghalter’s. If 
  they turn themselves in, then play out the rest of the 
  adventure; otherwise, the PCs do not get the final 
  award of 75 gp each and must actively avoid Critwall 
  authorities for a month until interest in them subsides. 
   
  Once in the meeting room, twenty minutes 
  pass when three soldiers enter and a constable 
  follows them. The constable holds up a hand, “Stay 
  where you are! We just have some questions 
  regarding your involvement with Gersande.” 
   
  SHL4-Intro2 Behind Enemy Lines 
   
  Page 9 
   
  
  APL2 (EL --) 
  � Constable: Male human Exp6 (Sense Motive +11). 
  � Soldier of the Army of the Shield Lands (3): 
  Male human x2, female human, Ftr4 
   
  Encourage the PCs to not take up arms against the 
  soldiers as they are much better trained and 
  experienced. If the PCs do decide to put up a fight, 
  have them all knocked unconscious and the following 
  events take place in a jail. 
   
  Once conflict is avoided, the constable speaks, 
  “How do you know Gersande Dent?” 
   
  The PCs should explain their assignment through 
  Waghalter’s. 
   
  The soldiers and the constable appear to relax. 
  “So, you have not interacted with Gersande before 
  this assignment? I am sorry to inform you that 
  Gersande is a spy, charged with treason against 
  the Shield Lands. He intercepted military 
  communications and apparently used this ruse to 
  obtain more details of our Reclamation. The 
  Greycloak, 
  Ace, 
  unwittingly 
  gave 
  you 
  the 
  communications, as she had officially requested 
  assistance and didn’t know you were working for a 
  spy. We don’t know for whom he is working and 
  his whereabouts are currently unknown.” 
   
  At this point, the constable will answer any 
  questions and request for Ace’s communications to be 
  properly delivered to him (if the documents have not 
  already been taken during the transfer to jail). If the 
  PCs hand over the documents willingly, the constable 
  will award them 75 gp per PC for the recovery of the 
  Old One’s communications. If the PCs are jailed, they 
  will be released the next morning. 
   
  The constable stands aside while saying, “You 
  are free to go; so sorry for the inconvenience, but 
  in these times of spies and doppelgangers, it is 
  difficult to know who to trust. If you find 
  Gersande, I’m sure a reward would be in order for 
  his capture.” 
   
   
  Treasure:  
   
  APL All: Loot - 0 gp, Coin - 75 gp, Magic – none (0 
  gp each). 
  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. 
  Introduction 
   
  APL2 
  None 
   
  Encounter One 
  Avoiding and/or defeating the snakes: 
   
  APL2 
  120 xp 
   
  Encounter Two 
  Crossing the river and/or defeating the guards: 
   
  APL2 
  60 xp 
   
  Encounter Three 
   
  APL2 
  None 
   
  Encounter Four 
  Distracting and/or defeating the guards:  
   
  APL2 
  180 xp 
   
  Conclusion 
   
  APL2 
  None 
   
  Story Award 
   
  APL2 
  None 
   
  Discretionary Roleplaying Award 
   
  APL2 
  None 
   
  Total possible experience: 
   
  APL2 
  360 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 
  SHL4-Intro2 Behind Enemy Lines 
   
  Page 10 
   
  
  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. 
  Introduction 
   
  APL2: L: 0 gp; C: 25 gp; M: 0 gp. 
   
  Encounter One 
   
  APL2: L: 0 gp; C: 0 gp; M: 0 gp. 
   
  Encounter Two 
   
  APL2: L: 90 gp, C: 20 gp, M: 24 gp – 6 potions of 
  cure light wounds (4 gp each per potion) 
   
  Encounter Three   
   
  APL2: None 
   
  Encounter Four  
   
  APL2: L: 0 gp; C: 150 gp; M: none (0 gp each) 
   
  Conclusion 
   
  APL2: L: 0 gp; C: 75 gp; M: none (0 gp each) 
   
  Total Possible Treasure 
   
  APL2: L: 90 gp; C: 270 gp; M: 24 gp - Total: 384 gp 
   
  Special 
   
  APL2: None 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Item Access 
  APL2: 
  • 
  None 
  SHL4-Intro2 Behind Enemy Lines 
   
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  APPENDIX 1: MONSTER STATISTICS 
   
  APL2 
   
  Encounter Two 
   
   
   
   
  � Human Warrior 1: CR 1/2; medium human (Os); 
  HD 1d8+3; hp 7; Init +1; Spd 20 ft.; AC 16 (+1 Dex, +5 
  armor), touch 11, flat-footed 15; Base Atk/Grp: +1/+2; 
  Atk/Full Atk +2 melee (1d6+1 19-20/x2, shortsword) or 
  +2 ranged (1d8 19-20/x2, light crossbow); Space/Reach: 
  5 ft./5 ft.; SA --; SQ --; AL CE; SV Fort +2, Ref +1, Will 
  +0; Str 12, Dex 13, Con 10, Int 11, Wis 9, Cha 8. 
   
  Skills and Feats: Listen +4, Ride +5, Spot +4; 
  Alertness, Toughness. 
   
  Posessions: chainmail, shortsword, light crossbow, 
  10 bolts. 
   
  � Human Adept 1: CR 1/2; medium human (Os); 
  HD 1d6; hp 3; Init +4; Spd 30 ft.; AC 10, touch 10, flat-
  footed 10; Base Atk/Grp: +0/+0; Atk/Full Atk -1 melee 
  (1d8, morningstar) or +0 ranged (1d8 19-20/x2, light 
  crossbow); Space/Reach: 5 ft./5 ft.; SA --; SQ --; AL CE; 
  SV Fort +0, Ref +0, Will +3; Str 8, Dex 10, Con 9, Int 12, 
  Wis 13, Cha 11. 
   
  Skills and Feats: Concentration +4, Listen +3, 
  Spellcraft +5, Spot +3; Improved Initiative, Toughness. 
   
  Spells Prepared (3/2; base DC = 11 + spell level): 0 – 
  [guidance, light, read magic]; 1 – [burning hands, sleep]. 
   
  Posessions: morningstar, light crossbow, 10 bolts, 
  holy symbol (Iuz). 
    
   
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  APPENDIX 2: NPCS 
  Encounter Three 
  � “Ace” Lyla Hillcrest: female halfling ranger 4; CR 4; small humanoid (halfling, lightfoot); HD 4d8; hp 21; Init +3; 
  Spd 20 ft.; AC 18 (+1 size, +3 Dex, +4 armor), touch 14, flat-footed 15; Base Atk/Grp: +4/+1; Atk +7 melee (1d6+1 19-
  20/x2, mwk small longsword) or +9 ranged (1d6+1 /x3, mwk small composite longbow [+1 Str bonus]); Full Atk +7 
  melee (1d6+1 19-20/x2, mwk small longsword) or +9 ranged (1d6+1 /x3, mwk small composite longbow [+1 Str bonus]) 
  or +7/+7 ranged (1d6+1 /x3, mwk small composite longbow [+1 Str bonus]); Space/Reach: 5 ft./5 ft.; SA --; SQ Animal 
  companion, combat style, favored enemy humanoid(goblinoid) +2, link with companion, share spells, wild empathy; AL 
  CG; SV Fort +6, Ref +9, Will +4; Str 12, Dex 17, Con 9, Int 10, Wis 12, Cha 13. 
   
  Skills and Feats: Climb +3, Hide +10, Jump +3, Knowledge(geography) +3, Knowledge(nature) +4, Listen +10, Move 
  Silently +12, Spot +8, Survival +8; Endurance, Point Blank Shot, Precise Shot, Rapid Shot, Track. 
   
  Combat Style (Ex): This ranger has selected archery. She gains the Rapid Shot feat without the normal prerequisites. 
   
  Animal Companion (Ex): This ranger has an owl as an animal companion. This creature is a loyal companion that 
  accompanies the ranger on adventures as appropriate for its kind. Its abilities and characteristics are summarized below. 
   
  Owl Animal Companion: CR --; tiny animal; HD 1d8; hp 4; Init +3; Spd 10 ft., fly 40 ft. (average); AC 17 (+2 
  size, +3 Dex, +2 natural), touch 15, flat-footed 14; Base Atk/Grp: +0/-11; Atk/Full Atk +5 melee (1d4-3, talons); 
  Space/Reach: 2-1/2 ft./0 ft.; SA --; SQ Bonus trick (stay), low-light vision; AL N; SV Fort +2, Ref +5, Will +2; Str 4, 
  Dex 17, Con 10, Int 2, Wis 14, Cha 4. 
   
  Skills and Feats: Listen +14, Move Silently +17, Spot +6 (+14 in areas of shadowy illumination); Weapon Finesse. 
   
  Low-Light Vision (Ex): Can see twice as far as a human in dim light. 
   
  Favored Enemy (Ex): This ranger gains the indicated bonus on her Bluff, Listen, Sense Motive, Spot, and Survival 
  checks when using these skills against this type of creature. She gets the same bonus on weapon damage rolls against 
  creatures of this type. 
   
  Link with Companion (Ex): This ranger can handle her animal companion as a free action, or push it as a move action, 
  with a +4 bonus on wild empathy and Handle Animal checks made while dealing with that animal. 
   
  Share Spells (Ex): This ranger may have any spell she casts on herself also affect her animal companion if the latter is 
  within 5 feet at the time. The ranger may also cast a spell with a target of “You” on her animal companion. 
   
  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. She rolls 1d20+3, or 1d20-1 if attempting to influence a magical beast with an 
  Intelligence score of 1 or 2. 
   
  Ranger Spells Prepared (1; base DC = 12 + spell level): 1 – [pass without trace]. 
   
  Possessions: +1 small studded leather, masterwork small longsword, masterwork small composite longbow [+1 Str 
  bonus], cloak of resistance +1, 2 potions of cure light wounds, potion of cat’s grace, 10 pp. 
   
  Physical Description: Lyla is a charming, tom-boyish halfling. She has curly blond hair and blue eyes. Lyla enjoys 
  having fun with others, like a cat playing with a mouse. She will flirt and tease until she gains attention and then ignore 
  that attention. 
   
  SHL4-Intro2 Behind Enemy Lines 
   
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  DM MAP #1 
   
   
  Map Information: The PCs approach from the left. The surrounding greenery is light undergrowth (half-
  movement, concealment) with typical trees (cover, can end move in square) and a few massive trees (cover, can not end 
  movement in square) (see DMG page 87).The cliff walls are 10’ high. 
   
  X – human warrior 
   
  Y – human adept 
   
  SHL4-Intro2 Behind Enemy Lines 
   
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  DM MAP #2 
   
   
   
  Map Information: The large tent belongs to the chieftain. The clearing is surrounded by heavy undergrowth 
  (quarter-movement, 30% miss chance), typical trees (cover, can end movement in square), and a few massive trees 
  (cover, can not end movement in square) (see DMG page 87). Light undergrowth (half-movement, concealment) is on 
  both sides of the trail along with typical trees and several massive trees. Ace’s proposed ambush point is at the end of the 
  straight part of the trail before the curve, so the goblins behind the log can see the ambush. 
   
  X – goblin 
   
  Y – bugbear 
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Shield Lands/595/Intro mods/SHL5-Intro2 - Behind Enemy Lines/SHL5-Intro2 - Behind Enemy Lines.pdf