TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  URD5-I01-MM3 
   
   
   
   
   
   
  Scavenger Hunt 
   
  A one-Round D&D LIVING GREYHAWK®  
  Duchy of Urnst Regional Interactive Mini-mission 
  Version 1 
  Round 1 
  by Glyn Dewey 
   
   
  The Ducal Guard needs some information… but when information isn’t the only thing that’s found, what 
  you choose to do makes all the difference.  A mini-mission for APLs 2-12. 
  
  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. 
  URD5-I01-MM3 Scavenger Hunt 
   
  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 three things that the group can do to help even 
  the score. 
  5. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  6. 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 Duchy of Urnst.  Characters native to the 
  Duchy of Urnst 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 
  component pouches and healer’s kits, and may 
  URD5-I01-MM3 Scavenger Hunt 
   
  Page 2 
  
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  scenario. 
   
  A character who 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 Summary 
  This is a reconnaissance mission on behalf of the 
  Ducal 
  Guard 
  to 
  assess 
  the 
  strength 
  and 
  movements of dervishes along the Abbor-Alz 
  border.  Because of the shortage of manpower 
  along the Abbor-Alz border, Lord Ellis Lorinar is 
  using adventurers to supplement the military’s 
  needs. 
   
  Encounter One is general information about 
  environmental hazards and traveling hazards the 
  PCs will face. 
   
  In the second encounter, the PCs will come 
  upon a hapless victim of a dervish trap.  The victim 
  is an evil being known to the PCs, but offers to 
  share information about the dervishes and Rary if 
  the PCs will rescue him from the trap and 
  safeguard his passage into the Duchy.  This 
  encounter should create a bit of a moral quandary 
  for the more good-inclined PCs. 
   
  In the final encounter, the PCs are called to 
  uphold their end of the bargain and protect the 
  villain.  Something has been stalking the group, 
  specifically the villain, and wants the villain dead. If 
  they didn’t rescue the villain, they face giants out 
  for a good meal. 
  Introduction 
  After the announcements by Lord Ellis and the 
  March Warden, a man approaches you, sturdy 
  with graying blond hair and the insignia of a 
  Master Sergeant gracing his broad shoulders.  
  “Greetings there, the specialty you indicated at 
  muster falls within my mission parameters.  
  Please follow me.”   
  After gathering your fellows, he led you to a 
  tent a bit away from the bustle of your fellow 
  adventurers. 
  Allow the characters to introduce themselves to 
  each other and to the Master Sergeant, whose 
  name is Brendal Kressel. 
  “Well now.  We need information about what’s 
  going on along the edge of the Bright Desert.  
  Rary holds domination in the desert and we’d 
  like to see if his troops have been up to 
  anything lately.  Make sure to stay in the hills, 
  because we can’t rescue you if the dervishes 
  get ahold of you.  The temperature is as bad as 
  any in the desert, so make sure you prepare.  
  We need as complete a report as you can make 
  about the area and pitfalls or other problems 
  we might encounter.” 
  The Master Sergeant can tell the PCs about the 
  environmental hazards from Encounter One.  The 
  PCs can requisition Desert outfits from the Ducal 
  Guard, as per the Arms and Equipment guide 
  page 29.  These outfits eliminate the -4 penalty on 
  fortitude saves for wearing heavy clothes, but the 
  penalty still applies if the character wears any 
  armor.  These outfits protect from sand. 
  Encounter One: Tourist 
  Traps 
  This encounter details the environmental hazards 
  the PCs face during their reconnaissance patrol.  
  It also details a few sub-encounters to make use 
  of PCs’ abilities to track and gather information in 
  the form of maps and observations. Use what you 
  need to fill time and encourage players to actually 
  draw a map and jot down observations on the 
  map.  The PCs are scouting along the very edge 
  of the Bright Desert and the Abbor-Alz hills as the 
  Bright Desert is totally controlled by Rary’s troops. 
  The PCs will travel for three days before running 
  into Fariz in encounter 2. From there, it will be 
  another day before they face encounter 3. 
  The Environment 
  At APLs 2-4, the weather is unseasonably cool 
  and, while it will be uncomfortable walking in the 
  heat of the day, there are no penalties. 
  URD5-I01-MM3 Scavenger Hunt 
   
  Page 3 
  
  At APLs 6-8, the weather varies between 90 and 
  105 degrees during the day. A character in very 
  hot conditions (above 90° F) must make a 
  Fortitude saving throw each hour (DC 15, +1 for 
  each previous check) or take 1d4 points of 
  nonlethal damage. Characters wearing heavy 
  clothing or armor of any sort take a –4 penalty on 
  their saves. A character with the Survival skill may 
  receive a bonus on this saving throw and may be 
  able to apply this bonus to other characters as 
  well (see the skill description). Characters reduced 
  to unconsciousness begin taking lethal damage 
  (1d4 points per hour). 
  A character who takes any nonlethal damage from 
  heat exposure now suffers from heatstroke and is 
  fatigued. 
  These penalties end when the character recovers 
  the nonlethal damage taken from the heat. 
  At APLs 10-12, the temperature will vary between 
  100 and 118 degrees during the day. On any 
  given day, the temperature will be 100+2d10 
  degrees. 
  In severe heat (above 110° F), a character must 
  make a Fortitude save once every 10 minutes (DC 
  15, +1 for each previous check) or take 1d4 points 
  of nonlethal damage. Characters wearing heavy 
  clothing or armor of any sort take a –4 penalty on 
  their saves. A character with the Survival skill may 
  receive a bonus on this saving throw and may be 
  able to apply this bonus to other characters as 
  well. Characters reduced to unconsciousness 
  begin taking lethal damage (1d4 points per each 
  10-minute period). 
  A character who takes any nonlethal damage from 
  heat exposure now suffers from heatstroke and is 
  fatigued. 
  These penalties end when the character recovers 
  the nonlethal damage she took from the heat. 
  Tracking and Observations 
  • 
  Charred wood and animal bones in a fire pit, 
  1-3 weeks old (Spot DC 10) 
  • 
  Shod hoofprints, probably 7-10 horses; three 
  days old (Track DC 12) 
  • 
  An old battleground. Buzzards pick the bones 
  of men and a few horses. They have all been 
  efficiently stripped of their weapons and 
  armor.  
  o 
  DC 15 Search check finds a 
  symbol of Rary’s forces on one of 
  the human bodies.  
  o 
  DC 20 Search check finds the 
  pieces of a sundered bow off to 
  one 
  side. 
  There 
  are 
  some 
  feathers dangling from it that a DC 
  20 Knowledge Local (Core) or DC 
  25 Bardic Knowledge check can 
  identify as common to a tribe of 
  desert centaurs. (PCs with favors 
  from the scouring wind tribe gain 
  a +4 bonus on these checks).  
  o 
  DC 20 Survival check will identify 
  the battlefield as about 10 days 
  old and find the hoofprints of a 
  dozen unshod horses (centaurs) 
  leaving the battlefield.  
  o 
  DC 25 Survival check will also 
  recognize that several of them 
  seem to be heavily weighed down 
  (they were carrying their dead 
  away from the battlefield). 
  • 
  Bit of cloth stuck to a bush. (Spot DC 20) 
  • 
  Skulls mounted on spears stuck in the ground 
  (automatic—DC 15 knowledge: Local core or 
  DC 20 Bardic Knowledge check will recognize 
  these as marking the territory of an ogre tribe. 
  • 
  Find dead bodies in old traps (automatic) 
  • 
  A burned and charred area with nothing living 
  in the area – not even scrubby grass.  A DC 
  20 Knowledge (Arcana) skill check will tell that 
  there was a large magical battle in the area. 
  Encounter Two: Distress Call 
  Ahead of you a gaping hole opens up in the 
  middle of your path. It’s approximately 15 feet 
  by 15 feet and appears to be man-made and at 
  one time covered as a trap. 
   
  Issuing forth from the dark hole is a 
  masculine voice, speaking in heavily accented 
  Common. “Who goes there? Would you be so 
  kind as to render me some aid? My horse and I 
  seem to have fallen afoul of a rather sneaky 
  hole in the ground.” 
  When they look down the pit, PCs see a Baklunish 
  man with an eye-patch over his right eye, Fariz 
  al’Emari, at the bottom (approximately 30 feet 
  down).  Lying across part of Fariz is a dead horse. 
  URD5-I01-MM3 Scavenger Hunt 
   
  Page 4 
  
  He explains that the leg trapped under his horse is 
  also broken. 
   
  Any PC making a DC 15 Knowledge (nobility) 
  check easily recognizes the symbols and uniform 
  of Fariz as that of a Paynim rider from Rary’s 
  forces.  Should the PCs mention this fact out loud, 
  Fariz quickly offers a deal: save him and he has 
  information to offer the enemies of Rary.  He 
  claims to no longer serve the Emperor of the 
  Bright Lands.  If the PCs do not recognize the 
  symbols or mention them out loud, Fariz asks 
  them to escort him to civilized lands away from the 
  Bright Desert. If pressed to tell what information he 
  can offer the Duchy, he will answer that he knows 
  something about the destruction that’s been going 
  on in the southern Duchy.   He is not lying.  If true, 
  this information would be worth quite a bit to the 
  Duchy as there has been little information linking 
  the destructions to one another. 
   
  To add a little more difficulty to the choice of 
  saving Fariz or not, a DC 20 Knowledge (local – 
  Core) or DC 25 bardic knowledge check 
  recognizes Fariz, because of his notable eye-
  patch: it’s decorated to look like an eye that is 
  terrifying and intimidating to most people.  He is 
  known to be a mid-ranking officer in Rary’s armies 
  and has a reputation for brutality and being a petty 
  tyrant.  Add as much flavor to this general idea as 
  you like to make sure the PCs understand that 
  Fariz is a pretty evil guy.  He banters light-
  heartedly about his past deeds with PCs that 
  recognize him; such acts obviously do not weigh 
  heavy on his heart. 
   
  Of course, because of Fariz’s associations 
  and reputation, the PCs may decide to leave him 
  or even kill him. 
   
  Healing Fariz and getting him out of the pit 
  shouldn’t be too difficult.  Any remotely feasible 
  plan that the PCs have should work. 
  All APLs 
  Fariz al’Emeri: current hp 15; see Appendix 
  One. 
  Development: If the PCs choose to help Fariz 
  and take him with them, they will face the 
  dervishes hunting for him in Encounter Three.  
  Otherwise, 
  they 
  face 
  the 
  pseudo-random 
  encounter. 
   
  If time permits, go back and do some of the 
  elements of Encounter One again before going on 
  to Encounter Three. 
  Encounter Three: Predator 
  and Prey 
  Either way you look at it in this encounter, the PCs 
  are being hunted. If they have Fariz with them, it’s 
  a band of Rary’s Tukim dervishes hunting 
  specifically for him.  Otherwise, it’s some hungry 
  ogres. 
  3-A Dervishes 
  When first encountered, the dervishes demand 
  Fariz be turned over to them for crimes against the 
  Emperor of the Bright Lands.  They’ll leave the 
  PCs alone if Fariz is given into their custody. 
  Otherwise they attack the group. 
   
  The dervishes have orders to capture Fariz 
  alive and bring him back to Rary. Thus, they will 
  use non-lethal damage when they attack Fariz as 
  well as their nets and bolas.  Any PCs 
  (presumably all of them) that attempt to stop the 
  dervishes will be met with lethal force. 
  APL 2 (EL 4) 
  Apprentice Dervish 
  Dervish Warriors x3 
  APL 4 (EL 6) 
  Wannabe Dervish 
  Apprentice Dervish 
  Dervish Warriors x3 
  APL 6 (EL 8) 
  New Dervish 
  Wannabe Dervish x2 
  APL 8 (EL 10) 
  Dervish 
  Dervish Wizard 
  New Dervish x2 
  APL 10 (EL 12) 
  Skilled Dervish 
  New Dervish x4 
  Dervish Wizard 
  APL 12 (EL 14) 
  Master Dervish 
  New Dervish x4 
  URD5-I01-MM3 Scavenger Hunt 
   
  Page 5 
  
  Dervish 
  Dervish Wizard 
  3-B Ogres 
  Unfortunately for the PCs, a group of ogres are in 
  the area and they’re hungry for man-meat (or elf-
  meat, dwarf-meat, etc.). 
  APL 2 (EL 4) 
  Ogre Ranger 
  APL 4 (EL 6) 
  Ogre Ranger x2 
  APL 6 (EL 8) 
  Ogre Ranger 
  Ogre Spearman 
  APL 8 (EL 10) 
  Ogre Ranger 
  Ogre Spearman 
  Ogre Chief 
  APL 10 (EL 12) 
  Ogre Ranger x2 
  Ogre Spearman x2 
  Ogre Chief 
  APL 12 (EL 14) 
  Ogre Ranger x4 
  Ogre Spearman x4 
  Ogre Chief 
  Conclusion 
  Fariz 
  A)  IF the PCs bring back Fariz and sneak him into 
  camp, somehow get him to the DG secretly, or 
  bring him in as a prisoner: 
  The Master Sergeant approaches you, a smile 
  bursting forth from his usually restrained 
  demeanor.  “Well done!  Well done!  You’ve 
  found an asset the Duchy is sure to use to its 
  utmost and that might help us in the coming 
  months.” 
  B)  IF the PCs bring back Fariz but do not keep his 
  presence a secret (ie: it appears they are 
  escorting him): 
  The Master Sergeant approaches you, a scowl 
  upon his face.  “It’s good that you brought him 
  back, for he has much information for the 
  Duchy, but we coulda wished you’d done it a 
  bit more secretly.  The news of his presence 
  has already traveled through the camp and I’m 
  sure we’ll find that Rary will want him back.” 
   
  The PCs receive the Diplomatic Crisis entry 
  on the AR for bringing a reputed criminal  
  C)  The PCs killed Fariz 
  Reconnaissance 
  A)  IF the PLAYERS actually drew a map that you 
  can give to the convention coordinator: 
  The Master Sergeant appears quite impressed 
  with your reconnaissance abilities and your 
  cartography skills.  He listens carefully as you 
  explain the symbols on the map and smiles 
  broadly.  “You’ve exceeded my expectations.  
  I’ll be sure to pass on this information to the 
  proper people and I’m certain that your skills 
  will be requested in the future.” 
   
  The PCs receive the Favor of the Hall of 
  Maps.  
  B)  IF the PCs bring a map of the area they 
  scouted, but the players did not actually draw the 
  map: 
  The Master Sergeant appears impressed with 
  your reconnaissance abilities. “You’ve done 
  well scouting the area and bringing back a 
  map.” 
  C)  IF the PCs did not bring a map of the area they 
  scouted: 
  The Master Sergeant appears less than 
  impressed by your tale.  He shakes his head 
  and sighs “While I understand that it was hot 
  and dangerous, I do wish that you’d taken the 
  time to draw a simple map of the area.  It’s 
  hard to visualize what you’re talking about and 
  hard to keep track of concrete information 
  without one.” 
  Payment 
  If the PCs receive conclusion A for Fariz, they 
  receive full gold cap for the interactive. 
  If the PCs receive Conclusion B for Fariz and 
  either Conclusion A or B for Reconnaissance, they 
  receive full gold cap for the interactive. 
  URD5-I01-MM3 Scavenger Hunt 
   
  Page 6 
  
  If the PCs receive Conclusion B for Fariz and 
  conclusion C for Reconnaissance, they receive 
  half gold cap for the interactive. 
  If the PCs receive Conclusion C for Fariz and 
  conclusion A or B for Reconnaisance, they receive 
  half gold cap for the interactive. 
  If the PCs receive Conclusion C for Fariz and 
  conclusion C for Reconnaissance, they receive 
  one quarter gold cap for the interactive. 
  If the PCs receive both Conclusion Cs, they do not 
  receive any gold for the interactive. 
  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 Three 
  Defeat the hunters 
   
  APL2 120 xp 
   
  APL4 180 xp 
   
  APL6 240 xp 
   
  APL8 300 xp 
   
  APL10 360 xp 
   
  APL12 420 xp 
  Story Award 
  Rescue Fariz and successfully escort him back to 
  the Duchy: 
   
  APL2 60 xp 
   
  APL4 90 xp 
   
  APL6 120 xp 
   
  APL8 150 xp 
   
  APL10 180 xp 
   
  APL12 210 xp 
  Rescue Fariz but he either dies or is capture on 
  the way back to Duchy, or don’t rescue Fariz, 
  leaving him alive: 
   
  APL2 30 xp 
   
  APL4 45 xp 
   
  APL6 60 xp 
   
  APL8 75 xp 
   
  APL10 90 xp 
   
  APL12 105 xp 
  Discretionary roleplaying award 
   
  APL2 60 xp 
   
  APL4 90 xp 
   
  APL6 120 xp 
   
  APL8 150 xp 
   
  APL10 180 xp 
   
  APL12 210 xp 
  Total possible experience: 
   
  APL2 225 xp 
   
  APL4 325 xp 
   
  APL6 450 xp 
   
  APL8 562 xp 
   
  APL10 675 xp 
   
  APL12 787 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 
  URD5-I01-MM3 Scavenger Hunt 
   
  Page 7 
  
  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. 
  Total Possible Treasure 
   
  APL 2: L: 0 gp; C:225 gp; M: 0 gp  - Total: 225 
  gp 
   
  APL 4: L: 0 gp; C: 325 gp; M: 0 gp  - Total: 
  325 gp 
   
  APL 6: L: 0 gp; C: 450 gp; M: 0 gp  - Total: 
  450 gp 
   
  APL 8: L: 0 gp; C: 650 gp; M: 0 gp  - Total: 
  650 gp 
   
  APL 10: L: 0 gp; C: 1150 gp; M: 0 gp  - Total: 
  1150 gp 
   
  APL 12: L: 0 gp; C: 1150 gp; M: 0 gp  - Total: 
  1650 gp 
   
  Items for the Adventure 
  Record 
  Favor of the Hall of Maps: For making a detailed 
  map of the Abbor-Alz Hills area, the Hall of Maps 
  has waived the entrance fee to join the Hall of 
  Maps metaorg. In addition, the character receives 
  regional access to folding boat, and boots of the 
  winterlands. 
   
  URD5-I01-MM3 Scavenger Hunt 
   
  Page 8 
  
  Appendix One – All APLs
  Encounter Two 
   
   
   
   
  Fariz al’Emeri: Human (Baklunish) 
   
  Brogan Astartes, human Ftr 4/Ari 4: CR 7; 
  Medium-size Humanoid; HD 4d8+4d10+8; hp 
  55; Init +1; Spd 30 ft; AC 17 (touch 12, flat-
  footed 16) [+1 Dex, +5 chain shirt, +2 heavy 
  shield]; BAB +7; Grap +10; Atk: +11 melee 
  (1d6+6/18-20 scimitar), or +9 ranged (1d6+3 
  composite shortbow); Full Atk: +11/+6 melee 
  (1d6+6/18-20 scimitar), or +9/+4 ranged (1d6+3 
  composite shortbow); AL NE; SV Fort +6, Ref 
  +3, Will +8; Str 17, Dex 12, Con 12, Int 13, Wis 
  13, Cha 12. 
   
  Skills and Feats: Appraise +8 7r, Bluff +8 7r, 
  Diplomacy +10 7r, Handle Animal +6 5r, 
  Intimidate +14 11r, Jump +3 1r, Ride +14 11r, 
  Sense Motive +8 (7 class ranks), Tumble +1 1r 
  cc; Dodge, Iron Will, Mobility, Power Attack, 
  Spring 
  Attack, 
  Weapon 
  Focus: 
  Scimitar, 
  Weapon Specialization: Scimitar. 
   
  Equipment: +1 scimitar, Masterwork mighty 
  [+3] composite shortbow, 20 arrows, +1 chain 
  shirt, masterwork heavy wooden shield, light 
  warhorse 
  with 
  military 
  saddle 
  (dead), 
  masterwork dagger, signet ring, Noble’s outfit. 
  URD5-I01-MM3 Scavenger Hunt 
   
  Page 9 
  
  Appendix Two – APL 2 
  Encounter Three-A 
   
   
   
   
  Dervish Warrior: male human War 1; CR 1/2; 
  HD 1d8+4; hp 9; Init +1; Spd 30 ft.; AC 16 (touch 
  11, flat-footed 15) [+3 studded leather, +2 heavy 
  wooden shield, +1 dex]; BAB: +1; Grap: +2; 
  Atk/Full Atk: +3 melee (1d6+1, 18-20 scimitar), 
  or +2 ranged (1d6 shortbow); AL CE; SV Fort 
  +3, Ref +1, Will +0; Str 13, Dex 12, Con 12, Int 
  9, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +3 4r, Ride +5 
  4r; Toughness, Weapon Focus: Scimitar 
  Equipment: Scimitar, dagger, heavy wooden 
  shield, studded leather, shortbow, 20 arrows, 
  net, bola. 
  Apprentice Dervish: male human Ftr 2; CR 2; 
  HD 2d10+4; hp 20; Init +2; Spd 30 ft.; AC 18 
  (touch 12, flat-footed 16) [+4 chain shirt, +2 
  heavy shield, +2 dex]; BAB: +2; Grap: +4; 
  Atk/Full Atk: +6 melee (1d6+3, 18-20 scimitar), 
  or +5 ranged (1d6+2 composite shortbow); AL 
  CE; SV Fort +5, Ref +1, Will +0; Str 15, Dex 15, 
  Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Jump +6 5r, Perform 
  (dance) +1 2.5 r cc, Tumble +5 2.5rcc; Combat 
  Expertise, Dodge, Mobility, Weapon Focus: 
  Scimitar. 
  Equipment: 
  Masterwork 
  Scimitar, 
  dagger, 
  masterwork chain shirt, 2 potions of cure light 
  wounds, masterwork mighty [+2] composite 
  shortbow, 20 arrows, net, bola. 
  Encounter Three-B 
   
   
   
  Ogre Ranger Male Ogre Rgr 1 Large Giant; CR 
  4; HD 4d8+1d8+10; hp 40; Init +1; Spd 40 ft.; 
  AC 21 (touch 10, flat-footed 20) [+1 Dex, –1 
  size, +5 natural, +4 chain shirt, +2 heavy 
  Shield]; BAB: +4; Grap: +14; Atk/Full Atk: +10 
  melee 2d6+6 large longsword or +4 ranged 
  (1d8+6 javalin); SA: Favored Enemy: dwarves 
  +2; SQ 10 ft reach, Wild Empathy +0; AL NE; 
  SV Fort +8, Ref +4, Will +3; Str 22, Dex 12, Con 
  14, Int 10, Wis 13, Cha 9. 
   
  Skills and Feats: Climb +5, Heal +3, Listen 
  +2, Spot +2, Survival +7; Combat Reflexes, Iron 
  Will, Track (b). 
  Equipment: Masterwork large longsword, large 
  shortsword, large spiked heavy wooden shield, 
  Chain Shirt, backpack, 2 days’ rations, potion of 
  cure moderate wounds, 3 javalins. 
  URD5-I01-MM3 Scavenger Hunt 
   
  Page 10 
  
  Appendix Three – APL 4 
  Encounter Three  
   
   
   
  Wannabe Dervish: male human Ftr 4; CR 4; 
  HD 4d10+8; hp 36; Init +2; Spd 30 ft.; AC 17 
  (touch 12, flat-footed 15) [+4 chain shirt, +1 
  buckler, +2 dex]; BAB: +4; Grap: +7; Atk: +9 
  melee (1d6+5, 18-20 scimitar), or +7 ranged 
  (1d6+3 composite shortbow); Full Atk: +7 melee 
  (1d6+5, 18-20 scimitar) and +5 melee (1d6+1 
  shortsword), or +7 ranged (1d6+3 composite 
  shortbow); AL CE; SV Fort +6, Ref +2, Will +1; 
  Str 16, Dex 15, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +1 2r, Jump +9 
  7r, Perform (dance) +2 3 r cc, Tumble +6 3rcc; 
  Combat 
  Expertise, 
  Dodge, 
  Mobility, 
  Two 
  Weapon Fighting, Weapon Focus: Scimitar, 
  Weapon Specialization: Scimitar 
  Equipment: Masterwork Scimitar, masterwork 
  shortsword, dagger, masterwork chain shirt, 
  potion of cure moderate wounds, potion of cure 
  light wounds, masterwork mighty [+3] composite 
  shortbow, 20 arrows, net, bola. 
  Dervish Warrior: male human War 1; CR 1/2; 
  HD 1d8+4; hp 9; Init +1; Spd 30 ft.; AC 16 (touch 
  11, flat-footed 15) [+3 studded leather, +2 heavy 
  wooden shield, +1 dex]; BAB: +1; Grap: +2; 
  Atk/Full Atk: +3 melee (1d6+1, 18-20 scimitar), 
  or +2 ranged (1d6 shortbow); AL CE; SV Fort 
  +3, Ref +1, Will +0; Str 13, Dex 12, Con 12, Int 
  9, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +3 4r, Ride +5 
  4r; Toughness, Weapon Focus: Scimitar 
  Equipment: Scimitar, dagger, heavy wooden 
  shield, studded leather, shortbow, 20 arrows, 
  net, bola. 
  Apprentice Dervish: male human Ftr 2; CR 2; 
  HD 2d10+4; hp 20; Init +2; Spd 30 ft.; AC 18 
  (touch 12, flat-footed 16) [+4 chain shirt, +2 
  heavy shield, +2 dex]; BAB: +2; Grap: +4; 
  Atk/Full Atk: +6 melee (1d6+3, 18-20 scimitar), 
  or +5 ranged (1d6+2 composite shortbow); AL 
  CE; SV Fort +5, Ref +1, Will +0; Str 15, Dex 15, 
  Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Jump +6 5r, Perform 
  (dance) +1 2.5 r cc, Tumble +5 2.5rcc; Combat 
  Expertise, Dodge, Mobility, Weapon Focus: 
  Scimitar. 
  Equipment: 
  Masterwork 
  Scimitar, 
  dagger, 
  masterwork chain shirt, 2 potions of cure light 
  wounds, masterwork mighty [+2] composite 
  shortbow, 20 arrows, net, bola. 
  Encounter Three-B 
   
   
   
  Ogre Ranger Male Ogre Rgr 1 Large Giant; CR 
  4; HD 4d8+1d8+10; hp 40; Init +1; Spd 40 ft.; 
  AC 21 (touch 10, flat-footed 20) [+1 Dex, –1 
  size, +5 natural, +4 chain shirt, +2 heavy 
  Shield]; BAB: +4; Grap: +14; Atk/Full Atk: +10 
  melee 2d6+6 large longsword or +4 ranged 
  (1d8+6 javalin); SA: Favored Enemy: dwarves 
  +2; SQ 10 ft reach, Wild Empathy +0; AL NE; 
  SV Fort +8, Ref +4, Will +3; Str 22, Dex 12, Con 
  14, Int 10, Wis 13, Cha 9. 
   
  Skills and Feats: Climb +5, Heal +3, Listen 
  +2, Spot +2, Survival +7; Combat Reflexes, Iron 
  Will, Track (b). 
  Equipment: Masterwork large longsword, large 
  shortsword, large spiked heavy wooden shield, 
  Chain Shirt, backpack, 2 days’ rations, potion of 
  cure moderate wounds, 3 javalins. 
   
   
  URD5-I01-MM3 Scavenger Hunt 
   
  Page 11 
  
  Appendix Four – APL 6 
  Encounter Three  
   
   
   
  New Dervish: male human Rgr 1/Ftr 4/Dervish 
  1; CR 6; HD 1d8+5d10+12; hp 51; Init +2; Spd 
  30 ft.; AC 18 (touch 13, flat-footed 16) [+5 chain 
  shirt, +1 dervish, +2 dex]; BAB: +6; Grap: +9; 
  Atk: +11 melee (1d6+6, 18-20 scimitar), or +9 
  ranged (1d6+3 composite shortbow); Full Atk: 
  +9/+4 melee (1d6+6, 18-20 scimitar) and +9 
  melee (1d6+3 18-20 scimitar), or +9/+4 ranged 
  (1d6+3 composite shortbow); SQ: AC Bonus +1, 
  Dervish Dance 1/day, Favored Enemy: elves +2, 
  Movement Mastery, Slashing Blades, AL CE; SV 
  Fort +8, Ref +6, Will +3; Str 16, Dex 15, Con 14, 
  Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +1 2r, Jump +9 
  7r, Perform (dance) +6 3 r cc & 4 r, Survival +8 
  8r, Tumble +8 3rcc & 2r; Combat Expertise, 
  Dodge, Elusive Target, Mobility, Two Weapon 
  Fighting, Weapon Focus: Scimitar, Weapon 
  Specialization: Scimitar, Track. 
  AC Bonus (Ex): A dervish gains this bonus to 
  Armor Class as long as she is wearing no armor 
  or light armor and not carrying a shield. This 
  bonus to AC applies even against touch attacks 
  or when the dervish is flat-footed. She loses this 
  bonus when she is immobilized or helpless, 
  when she wears any armor heavier than light, 
  when she carries a shield, or when she carries a 
  medium or heavy load. 
  Dervish Dance (Ex): A dervish can become a 
  whireling dancer of death a certain number of 
  times per day. While in this dervish dance, she 
  can take a full attack action (for melee attacks 
  only) and still move up to her speed. However, 
  the dervish must move a minimum of 5 feet 
  between each attack when using this ability, and 
  she cannot return to a square she just exited 
  (though she may return to that square later 
  during her full attack). The dervish is subject to 
  attacks of opportunity while dancing but may 
  tumble normally as part of her move. A dervish 
  prevented from completing her move is also 
  prevented from finishing her full attack. 
   
  If a dervish wields a slashing weapon while 
  in a dervish dance, she gains a bonus on her 
  attack and damage rolls. This bonus is +1 at 1st 
  level and it increases by an extra +1 at every 
  odd-numbered level thereafter. 
   
  A dervish may only perform a dervish dance 
  while wielding a slashing weapon (she may use 
  a double weapon, or multiple weapons, only if 
  both ends of the weapon or all weapons are of 
  the slashing type). She cannot perform a dervish 
  dance in any armor heavier than light or if she is 
  using a shield. While dancing, a dervish cannot 
  use skills or abilities that involve concentration 
  or require her to remain still such as Move 
  Silently, Hide, or Search. A dervish with the 
  bardic music ability can, however, sing while she 
  dances, and a dervish can use the Combat 
  Expertise feat while in a dance. A dervish cannot 
  perform a dervish dance while under the effect 
  of a rage or frenzy ability. 
   
  A dervish can perform a dervish dance only 
  once per encounter. A dervish dance lasts 1 
  round for every two ranks of Perform (dance) 
  that the character has. At the end of a dervish 
  dance, the character becomes fatigued for the 
  duration of the encounter (unless she is a 9th 
  level dervish, at which point, this limitation no 
  longer applies. 
  Movement Mastery (Ex): A dervish is so certain 
  of her movements that she is unaffected by 
  adverse conditions. When making a Jump, 
  Perform (dance), or Tumble check, she may 
  take 10 even if stress and distraction would 
  normally prevent her from doing so. 
  Slashing Blades: A dervish treats the scimitar as 
  a light weapon (rather than a one-handed 
  weapon) for all purposes, including fighting with 
  two weapons. 
  Equipment: +1 Scimitar, masterwork scimitar, 
  dagger, +1 chain shirt, potion of cure moderate 
  wounds, potion of cure serious wounds, potion 
  of lesser restoration, masterwork mighty [+3] 
  composite shortbow, 20 arrows, net, bola. 
  Wannabe Dervish: male human Ftr 4; CR 4; 
  HD 4d10+8; hp 36; Init +2; Spd 30 ft.; AC 17 
  (touch 12, flat-footed 15) [+4 chain shirt, +1 
  buckler, +2 dex]; BAB: +4; Grap: +7; Atk: +9 
  melee (1d6+5, 18-20 scimitar), or +7 ranged 
  (1d6+3 composite shortbow); Full Atk: +7 melee 
  (1d6+5, 18-20 scimitar) and +5 melee (1d6+1 
  URD5-I01-MM3 Scavenger Hunt 
   
  Page 12 
  
  shortsword), or +7 ranged (1d6+3 composite 
  shortbow); AL CE; SV Fort +6, Ref +2, Will +1; 
  Str 16, Dex 15, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +1 2r, Jump +9 
  7r, Perform (dance) +2 3 r cc, Tumble +6 3rcc; 
  Combat 
  Expertise, 
  Dodge, 
  Mobility, 
  Two 
  Weapon Fighting, Weapon Focus: Scimitar, 
  Weapon Specialization: Scimitar 
  Equipment: Masterwork Scimitar, masterwork 
  shortsword, dagger, masterwork chain shirt, 
  potion of cure moderate wounds, potion of cure 
  light wounds, masterwork mighty [+3] composite 
  shortbow, 20 arrows, net, bola. 
  Encounter Three-B 
   
   
   
  Ogre Ranger Male Ogre Rgr 3 Large Giant; CR 
  6; HD 4d8+3d8+14; hp 54; Init +1; Spd 40 ft.; 
  AC 21 (touch 10, flat-footed 20) [+1 Dex, –1 
  size, +5 natural, +4 chain shirt, +2 heavy 
  Shield]; BAB: +6; Grap: +16; Atk: +12 melee 
  2d6+6 large longsword or +6 ranged (1d8+6 
  javalin); Full Atk: +10/+5 melee 2d6+6 large 
  longsword and +10 melee (1d8+3 shield bash); 
  SA: Favored Enemy: dwarves +2; SQ 10 ft 
  reach, Wild Empathy +2; AL NE; SV Fort +9, Ref 
  +5, Will +4; Str 22, Dex 12, Con 14, Int 10, Wis 
  13, Cha 9. 
   
  Skills and Feats: Climb +5, Heal +3, Listen 
  +8, Spot +8, Survival +7; Combat Reflexes, 
  Endurance (b), Improved Shield Bash, Iron Will, 
  Track (b), Two Weapon Fighting (v). 
  Equipment: Masterwork large longsword, large 
  shortsword, large heavy wooden shield with 
  masterwork 
  shield 
  spikes, 
  Chain 
  Shirt, 
  backpack, 2 days’ rations, potion of cure 
  moderate wounds, 4 javalins. 
  Ogre Spearman Male Ogre Rgr 3 Large Giant; 
  CR 6; HD 4d8+3d8+14; hp 54; Init +1; Spd 40 
  ft.; AC 19 (touch 10, flat-footed 18) [+1 Dex, –1 
  size, +5 natural, +4 chain shirt]; BAB: +6; Grap: 
  +16; Atk: +12 melee 2d6+9 large longspear or 
  +11 ranged (1d8+6 javalin); Full Atk: +10/+5 
  melee 2d6+9 large longspear, and +10 (1d8+3 
  masterwork armor spikes; SA: Favored Enemy: 
  dwarves +2; SQ 10 ft reach, Wild Empathy +2; 
  AL NE; SV Fort +9, Ref +5, Will +4; Str 22, Dex 
  12, Con 14, Int 10, Wis 13, Cha 9. 
   
  Skills and Feats: Climb +5, Heal +3, Listen 
  +8, Spot +8, Survival +7; Brutal Throw, Combat 
  Reflexes, Endurance (b), Iron Will, Track (b), 
  Two Weapon Fighting (v). 
  Equipment: Masterwork large longspear, large 
  longsword, Chain Shirt, backpack, 2 days’ 
  rations, potion of cure moderate wounds, 4 
  javalins. 
   
  URD5-I01-MM3 Scavenger Hunt 
   
  Page 13 
  
  Appendix Five – APL 8 
  Encounter Three  
   
   
   
  Dervish: male human Rgr 1/Ftr 4/Dervish 3; CR 
  8; HD 1d8+7d10+16; hp 67; Init +3; Spd 35 ft.; 
  AC 20 (touch 15, flat-footed 17) [+5 chain shirt, 
  +1 dervish, +3 dex, +1 deflection]; BAB: +8; 
  Grap: +11; Atk: +13 melee (1d6+6, 18-20 
  scimitar), or +11 ranged (1d6+3 composite 
  shortbow); Full Atk: +11/+6 melee (1d6+6, 18-20 
  scimitar) and +11 melee (1d6+3 18-20 scimitar), 
  or +11/+6 ranged (1d6+3 composite shortbow); 
  SQ: AC Bonus +1, Dervish Dance 2/day, Fast 
  Movement +5 ft, Favored Enemy: elves +2, 
  Movement Mastery, Slashing Blades, AL CE; SV 
  Fort +10, Ref +8, Will +5; Str 16, Dex 16, Con 
  14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +1 2r, Jump +9 
  7r, Perform (dance) +10 3 r cc & 8 r, Survival +8 
  8r, Tumble +13 3rcc & 6r; Combat Expertise, 
  Dodge, Elusive Target, Mobility, Spring Attack, 
  Two Weapon Fighting, Weapon Focus: Scimitar, 
  Weapon Specialization: Scimitar, Track. 
  AC Bonus (Ex): A dervish gains this bonus to 
  Armor Class as long as she is wearing no armor 
  or light armor and not carrying a shield. This 
  bonus to AC applies even against touch attacks 
  or when the dervish is flat-footed. She loses this 
  bonus when she is immobilized or helpless, 
  when she wears any armor heavier than light, 
  when she carries a shield, or when she carries a 
  medium or heavy load. 
  Dervish Dance (Ex): A dervish can become a 
  whireling dancer of death a certain number of 
  times per day. While in this dervish dance, she 
  can take a full attack action (for melee attacks 
  only) and still move up to her speed. However, 
  the dervish must move a minimum of 5 feet 
  between each attack when using this ability, and 
  she cannot return to a square she just exited 
  (though she may return to that square later 
  during her full attack). The dervish is subject to 
  attacks of opportunity while dancing but may 
  tumble normally as part of her move. A dervish 
  prevented from completing her move is also 
  prevented from finishing her full attack. 
   
  If a dervish wields a slashing weapon while 
  in a dervish dance, she gains a bonus on her 
  attack and damage rolls. This bonus is +1 at 1st 
  level and it increases by an extra +1 at every 
  odd-numbered level thereafter. 
   
  A dervish may only perform a dervish dance 
  while wielding a slashing weapon (she may use 
  a double weapon, or multiple weapons, only if 
  both ends of the weapon or all weapons are of 
  the slashing type). She cannot perform a dervish 
  dance in any armor heavier than light or if she is 
  using a shield. While dancing, a dervish cannot 
  use skills or abilities that involve concentration 
  or require her to remain still such as Move 
  Silently, Hide, or Search. A dervish with the 
  bardic music ability can, however, sing while she 
  dances, and a dervish can use the Combat 
  Expertise feat while in a dance. A dervish cannot 
  perform a dervish dance while under the effect 
  of a rage or frenzy ability. 
   
  A dervish can perform a dervish dance only 
  once per encounter. A dervish dance lasts 1 
  round for every two ranks of Perform (dance) 
  that the character has. At the end of a dervish 
  dance, the character becomes fatigued for the 
  duration of the encounter (unless she is a 9th 
  level dervish, at which point, this limitation no 
  longer applies. 
  Movement Mastery (Ex): A dervish is so certain 
  of her movements that she is unaffected by 
  adverse conditions. When making a Jump, 
  Perform (dance), or Tumble check, she may 
  take 10 even if stress and distraction would 
  normally prevent her from doing so. 
  Slashing Blades: A dervish treats the scimitar as 
  a light weapon (rather than a one-handed 
  weapon) for all purposes, including fighting with 
  two weapons. 
  Equipment: +1 Scimitar, masterwork scimitar, 
  dagger, +1 chain shirt, +1 ring or protection, 
  potion of cure moderate wounds, potion of cure 
  serious wounds, potion of lesser restoration, +1 
  cloak of resistance, masterwork mighty [+3] 
  composite shortbow, 20 arrows, net, bola. 
  Dervish Wizard: Female Human Rgr 1/Ftr 
  1/Wiz 4 (Necromancer: enchantment, evocation 
  prohibited); CR 6; Medium Humanioid; HD 
  2d8+4d4+12, hp 37; Init +2; Spd 30 ft; AC 16 
  (touch 12, flat-footed 14) [+4 Mage Armor, +2 
  dex]; BAB: +4; Grap +7; Atk/Full Atk: +9 melee 
  URD5-I01-MM3 Scavenger Hunt 
   
  Page 14 
  
  [2d4+4 falchion] or +6 ranged touch (spell) or +7 
  ranged (1d8+3 longbow); SA: Favored Enemy: 
  Human +2; SQ: Familiar, Wild Empathy +1; AL 
  NE; SV Fort +8, Ref +6, Will +4; Str 16, Dex 14, 
  Con 14, Int 14, Wis 8, Cha 10. 
   
  Skills and Feats: Concentration +11 (+4 rgr, 
  +5 wiz), Listen +5 (+4 rgr, alertness), Hide +6 
  (+4 rgr), Intimidate +4 (+4 ftr), Knowledge: 
  Arcana +8 (+6 wiz), Knowledge: Dungeoneering 
  +4 (+2 rgr), Knowledge: Local +4 (+2 rgr cc), 
  Knowledge: Nature +6 (+1 rgr, +3 wiz), Move 
  Silently +6 (+4 rgr), Spot +5 (+4 rgr, alertness), 
  Speak Language: Common, Flan (+1r cc 
  ranger), Spellcraft +10 (+6 wiz), Search +6 (+4 
  rgr), Survival +5 (+4 rgr); Alertness (b with 
  familiar), Improved Familiar: Worg, Power 
  Attack, Cleave, Close Quarters Fighting, Scribe 
  Scroll, Track, Weapon Focus: Falchion. 
   
  Possessions: +1 Falchion, +1 cloak of 
  resistance, Masterwork Mighty [+3] composite 
  longbow, kukri, potion of Cure Serious Wounds, 
  scroll of Haste, 20 arrows, explorer’s outfit, pen, 
  ink, papers, spellbook (see below), 100gp worth 
  of inks suitable for scribing scrolls, net, bola. 
   
  Spells per day: 4+1/4+1/3+1 (DC 12+spell 
  level) 
   
  Spells 
  Prepared: 
  0th—Detect 
  Magic, 
  Mending, Prestidigitation, Touch of Fatiguex2; 
  1st: Mage Armor x2, Ray of Enfeeblement, 
  Shield, True Strike; 2nd—Augment Familiar, 
  Blindness/Deafness, 
  Mirror 
  Image, 
  See 
  Invisibility 
   
  Spellbook: All level 0 PHB spells, 1st—Chill 
  Touch, Color Spray, Detect Secret Doors, 
  Endure 
  Elements, 
  Mage 
  Armor, 
  Ray 
  of 
  Enfeeblement, 
  Shield, 
  True 
  Strike; 
  2nd—
  Augment Familiar, Blindness/Deafness, Locate 
  Object, Mirror Image, See Invisibility.  
  Familiar: Bonegnaw;  Worg; CR n/a; Medium 
  Magical Beast; HD 4d10+8; hp 30; Init +2 (dex); 
  Spd 50 ft.; AC 20 (touch 12, flat-footed 18) [+2 
  dex, +4 mage armor, +4 natural]; BAB: +4; 
  Grap: +7; Atk/Full Atk: +7 melee (1d6+4 bite); 
  SA: Trip; SQ: grant Alertness, Deliver Touch 
  Spells, Empathic Link, Improved Evasion, Scent, 
  Share Spells; AL NE; SV Fort +7, Ref +6, Will 
  +6; Str 17, Dex 15, Con 15, Int 7, Wis 14, Cha 
  10. 
   
  Skills: Concentration +11 (+9 mistress), 
  Listen +8 (+4 mistress, alertness), Hide +6 (+4 
  mistress), 
  Intimidate 
  +4 
  (+4 
  mistress), 
  Knowledge: 
  Arcana 
  +3 
  (+5 
  mistress), 
  Knowledge: Dungeoneering +0 (+2 mistress), 
  Knowledge: Local +2 (+2 mistress), Knowledge: 
  Nature +3 (+5 mistress), Move Silently +6 (+4 
  mistress), Spot +8 (+4 mistress, alertness), 
  Speak Language: Common, Flan (+1r cc 
  ranger), Spellcraft +8 (+6 mistress), Survival +8 
  (+4 mistress); Alertness, Track. 
   
  Bonegnaw has grizzled gray fur, is 5 feet long 
  and stands 3 feet tall at the shoulder. He weighs 
  300 pounds. He can speak Worg and Flan. 
   
  Trip (Ex): A worg that hits with a bite attack 
  can attempt to trip the opponent (+3 check 
  modifier) as a free action without making a touch 
  attack or provoking an attack of opportunity. If 
  the attempt fails, the opponent cannot react to 
  trip the worg. 
   
  Skills: A worg has a +1 racial bonus on 
  Listen, Move Silently, and Spot checks, and a 
  +2 racial bonus on Hide checks. *A worg has a 
  +4 racial bonus on Survival checks when 
  tracking by scent. 
  Augmented Statblock: Medium Magical Beast; 
  HD 4d10+16; hp 38; Init +4 (dex); Spd 50 ft.; AC 
  22 (touch 14, flat-footed 18) [+4 dex, +4 natural, 
  +4 mage armor]; BAB: +4; Grap: +9; Atk/Full 
  Atk: +9 melee (1d6+7 bite); SA: Trip; SQ: grant 
  Alertness, DR 5/magic, Deliver Touch Spells, 
  Empathic Link, Improved Evasion, Scent, Share 
  Spells; AL NE; SV Fort +11, Ref +10, Will +8; 
  Str 21, Dex 19, Con 19, Int 7, Wis 14, Cha 10. 
   
  Skills: Concentration +13 (+9 mistress), 
  Listen +8 (+4 mistress, alertness), Hide +8 (+4 
  mistress), 
  Intimidate 
  +4 
  (+4 
  mistress), 
  Knowledge: 
  Arcana 
  +4 
  (+6 
  mistress), 
  Knowledge: Dungeoneering +0 (+2 mistress), 
  Knowledge: Local +2 (+2 mistress), Knowledge: 
  Nature +2 (+4 mistress), Move Silently +8 (+4 
  mistress), Spot +8 (+4 mistress, alertness), 
  Speak Language: Common, Flan (+1r cc 
  ranger), Spellcraft +8 (+6 mistress), Survival +8 
  (+4 mistress); Alertness, Track. 
  New Dervish: male human Rgr 1/Ftr 4/Dervish 
  1; CR 6; HD 1d8+5d10+12; hp 51; Init +2; Spd 
  30 ft.; AC 18 (touch 13, flat-footed 16) [+5 chain 
  shirt, +1 dervish, +2 dex]; BAB: +6; Grap: +9; 
  Atk: +11 melee (1d6+6, 18-20 scimitar), or +9 
  ranged (1d6+3 composite shortbow); Full Atk: 
  +9/+4 melee (1d6+6, 18-20 scimitar) and +9 
  melee (1d6+3 18-20 scimitar), or +9/+4 ranged 
  (1d6+3 composite shortbow); SQ: AC Bonus +1, 
  Dervish Dance 1/day, Favored Enemy: elves +2, 
  Movement Mastery, Slashing Blades, AL CE; SV 
  Fort +8, Ref +6, Will +3; Str 16, Dex 15, Con 14, 
  Int 13, Wis 10, Cha 8. 
  URD5-I01-MM3 Scavenger Hunt 
   
  Page 15 
  
   
  Skills and Feats: Intimidate +1 2r, Jump +9 
  7r, Perform (dance) +6 3 r cc & 4 r, Survival +8 
  8r, Tumble +8 3rcc & 2r; Combat Expertise, 
  Dodge, Elusive Target, Mobility, Two Weapon 
  Fighting, Weapon Focus: Scimitar, Weapon 
  Specialization: Scimitar, Track. 
  AC Bonus (Ex): A dervish gains this bonus to 
  Armor Class as long as she is wearing no armor 
  or light armor and not carrying a shield. This 
  bonus to AC applies even against touch attacks 
  or when the dervish is flat-footed. She loses this 
  bonus when she is immobilized or helpless, 
  when she wears any armor heavier than light, 
  when she carries a shield, or when she carries a 
  medium or heavy load. 
  Dervish Dance (Ex): A dervish can become a 
  whireling dancer of death a certain number of 
  times per day. While in this dervish dance, she 
  can take a full attack action (for melee attacks 
  only) and still move up to her speed. However, 
  the dervish must move a minimum of 5 feet 
  between each attack when using this ability, and 
  she cannot return to a square she just exited 
  (though she may return to that square later 
  during her full attack). The dervish is subject to 
  attacks of opportunity while dancing but may 
  tumble normally as part of her move. A dervish 
  prevented from completing her move is also 
  prevented from finishing her full attack. 
   
  If a dervish wields a slashing weapon while 
  in a dervish dance, she gains a bonus on her 
  attack and damage rolls. This bonus is +1 at 1st 
  level and it increases by an extra +1 at every 
  odd-numbered level thereafter. 
   
  A dervish may only perform a dervish dance 
  while wielding a slashing weapon (she may use 
  a double weapon, or multiple weapons, only if 
  both ends of the weapon or all weapons are of 
  the slashing type). She cannot perform a dervish 
  dance in any armor heavier than light or if she is 
  using a shield. While dancing, a dervish cannot 
  use skills or abilities that involve concentration 
  or require her to remain still such as Move 
  Silently, Hide, or Search. A dervish with the 
  bardic music ability can, however, sing while she 
  dances, and a dervish can use the Combat 
  Expertise feat while in a dance. A dervish cannot 
  perform a dervish dance while under the effect 
  of a rage or frenzy ability. 
   
  A dervish can perform a dervish dance only 
  once per encounter. A dervish dance lasts 1 
  round for every two ranks of Perform (dance) 
  that the character has. At the end of a dervish 
  dance, the character becomes fatigued for the 
  duration of the encounter (unless she is a 9th 
  level dervish, at which point, this limitation no 
  longer applies. 
  Movement Mastery (Ex): A dervish is so certain 
  of her movements that she is unaffected by 
  adverse conditions. When making a Jump, 
  Perform (dance), or Tumble check, she may 
  take 10 even if stress and distraction would 
  normally prevent her from doing so. 
  Slashing Blades: A dervish treats the scimitar as 
  a light weapon (rather than a one-handed 
  weapon) for all purposes, including fighting with 
  two weapons. 
  Equipment: +1 Scimitar, masterwork scimitar, 
  dagger, +1 chain shirt, potion of cure moderate 
  wounds, potion of cure serious wounds, potion 
  of lesser restoration, masterwork mighty [+3] 
  composite shortbow, 20 arrows, net, bola. 
  Encounter Three-B 
   
   
   
  Ogre Ranger Male Ogre Rgr 3 Large Giant; CR 
  6; HD 4d8+3d8+14; hp 54; Init +1; Spd 40 ft.; 
  AC 21 (touch 10, flat-footed 20) [+1 Dex, –1 
  size, +5 natural, +4 chain shirt, +2 heavy 
  Shield]; BAB: +6; Grap: +16; Atk: +12 melee 
  2d6+6 large longsword or +6 ranged (1d8+6 
  javalin); Full Atk: +10/+5 melee 2d6+6 large 
  longsword and +10 melee (1d8+3 shield bash); 
  SA: Favored Enemy: dwarves +2; SQ 10 ft 
  reach, Wild Empathy +2; AL NE; SV Fort +9, Ref 
  +5, Will +4; Str 22, Dex 12, Con 14, Int 10, Wis 
  13, Cha 9. 
   
  Skills and Feats: Climb +5, Heal +3, Listen 
  +8, Spot +8, Survival +7; Combat Reflexes, 
  Endurance (b), Improved Shield Bash, Iron Will, 
  Track (b), Two Weapon Fighting (v). 
  Equipment: Masterwork large longsword, large 
  shortsword, large heavy wooden shield with 
  masterwork 
  shield 
  spikes, 
  Chain 
  Shirt, 
  backpack, 2 days’ rations, potion of cure 
  moderate wounds, 4 javalins. 
   
  Ogre Spearman Male Ogre Rgr 3 Large Giant; 
  CR 6; HD 4d8+3d8+14; hp 54; Init +1; Spd 40 
  ft.; AC 19 (touch 10, flat-footed 18) [+1 Dex, –1 
  size, +5 natural, +4 chain shirt]; BAB: +6; Grap: 
  +16; Atk: +12 melee 2d6+9 large longspear or 
  +11 ranged (1d8+6 javalin); Full Atk: +10/+5 
  melee 2d6+9 large longspear, and +10 (1d8+3 
  masterwork armor spikes; SA: Favored Enemy: 
  URD5-I01-MM3 Scavenger Hunt 
   
  Page 16 
  
  dwarves +2; SQ 10 ft reach, Wild Empathy +2; 
  AL NE; SV Fort +9, Ref +5, Will +4; Str 22, Dex 
  12, Con 14, Int 10, Wis 13, Cha 9. 
   
  Skills and Feats: Climb +5, Heal +3, Listen 
  +8, Spot +8, Survival +7; Brutal Throw, Combat 
  Reflexes, Endurance (b), Iron Will, Track (b), 
  Two Weapon Fighting (v). 
  Equipment: Masterwork large longspear, large 
  longsword, Chain Shirt, backpack, 2 days’ 
  rations, potion of cure moderate wounds, 4 
  javalins. 
  Ogre Chief Male Ogre Bbn 2/Rgr 3 Large Giant; 
  CR 6; HD 4d8+2d12+3d8+18; hp 72; Init +1; 
  Spd 50 ft.; AC 21 (touch 11, flat-footed 21) [+1 
  Dex, –1 size, +5 natural, +5 chain shirt, +1 
  deflection]; BAB: +8; Grap: +18; Atk: +14 melee 
  2d8+9 large glaive or +13 ranged (1d8+6 
  javalin); Full Atk: +12/+7 melee 2d8+9 large 
  glaive, and +12 (1d8+4 masterwork armor 
  spikes; SA: Favored Enemy: dwarves +2; SQ 10 
  ft reach, Fast Movement, Uncanny Dodge, Wild 
  Empathy +2; AL NE; SV Fort +12, Ref +5, Will 
  +4; Str 23, Dex 12, Con 14, Int 10, Wis 13, Cha 
  9. 
   
  Skills and Feats: Climb +5, Heal +3, Listen 
  +11, Spot +8, Survival +12; Brutal Throw, 
  Combat Reflexes, Endurance (b), Iron Will, 
  Power Attack, Track (b), Two Weapon Fighting 
  (v). 
  Equipment: Masterwork large glaive, large 
  longsword, 
  large 
  heavy 
  +1 
  Chain 
  Shirt, 
  backpack, +1 ring of protection, 2 days’ rations, 
  potion of cure moderate wounds, 4 javalins. 
  Enraged hp 90; Init +1; Spd 50 ft.; AC 17 (touch 
  9, flat-footed 19) [+1 Dex, –1 size, +5 natural, +5 
  chain shirt, +1 deflection, -2 rage]; BAB: +8; 
  Grap: +20; Atk: +16 melee 2d8+12 large glaive 
  or +15 ranged (1d8+8 javalin); Full Atk: +14/+9 
  melee 2d8+12 large glaive, and +14 (1d8+4 
  masterwork armor spikes; SA: Favored Enemy: 
  dwarves +2; SQ 10 ft reach, Fast Movement, 
  Uncanny Dodge, Wild Empathy +2; AL NE; SV 
  Fort +14, Ref +5, Will +6; Str 27, Dex 12, Con 
  18, Int 10, Wis 13, Cha 9. 
   
  URD5-I01-MM3 Scavenger Hunt 
   
  Page 17 
  
  Appendix Six – APL 10 
  Encounter Three  
   
   
   
  Skilled 
  Dervish: 
  male 
  human 
  Rgr 
  1/Ftr 
  4/Dervish 5; CR 10; HD 1d8+9d10+20; hp 83; 
  Init +3; Spd 40 ft.; AC 21 (touch 16, flat-footed 
  18) [+5 chain shirt, +2 dervish, +3 dex, +1 
  deflection]; BAB: +10; Grap: +13; Atk: +15 
  melee (1d6+6 +1d6 fire, 15-20 scimitar), or +13 
  ranged (1d6+3 composite shortbow); Full Atk: 
  +13/+8 melee (1d6+6 +1d6 fire, 15-20 scimitar) 
  and +13 melee (1d6+4 15-20 scimitar), or 
  +13/+8 ranged (1d6+3 composite shortbow); 
  SQ: AC Bonus +2, Dance of Death, Dervish 
  Dance 3/day, Fast Movement +10 ft, Favored 
  Enemy: elves +2, Movement Mastery, Slashing 
  Blades, AL CE; SV Fort +11, Ref +10, Will +7; 
  Str 16, Dex 16, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +1 2r, Jump +9 
  7r, Listen +8 8r, Perform (dance) +12 3 r cc & 10 
  r, Survival +8 8r, Tumble +15 3rcc & 8r; Combat 
  Expertise, Dodge, Elusive Target, Improved 
  Critical: Scimitar, Mobility, Spring Attack, Two 
  Weapon Fighting, Weapon Focus: Scimitar, 
  Weapon Specialization: Scimitar, Track. 
  AC Bonus (Ex): A dervish gains this bonus to 
  Armor Class as long as she is wearing no armor 
  or light armor and not carrying a shield. This 
  bonus to AC applies even against touch attacks 
  or when the dervish is flat-footed. She loses this 
  bonus when she is immobilized or helpless, 
  when she wears any armor heavier than light, 
  when she carries a shield, or when she carries a 
  medium or heavy load. 
  Dervish Dance (Ex): A dervish can become a 
  whireling dancer of death a certain number of 
  times per day. While in this dervish dance, she 
  can take a full attack action (for melee attacks 
  only) and still move up to her speed. However, 
  the dervish must move a minimum of 5 feet 
  between each attack when using this ability, and 
  she cannot return to a square she just exited 
  (though she may return to that square later 
  during her full attack). The dervish is subject to 
  attacks of opportunity while dancing but may 
  tumble normally as part of her move. A dervish 
  prevented from completing her move is also 
  prevented from finishing her full attack. 
   
  If a dervish wields a slashing weapon while 
  in a dervish dance, she gains a bonus on her 
  attack and damage rolls. This bonus is +1 at 1st 
  level and it increases by an extra +1 at every 
  odd-numbered level thereafter. 
   
  A dervish may only perform a dervish dance 
  while wielding a slashing weapon (she may use 
  a double weapon, or multiple weapons, only if 
  both ends of the weapon or all weapons are of 
  the slashing type). She cannot perform a dervish 
  dance in any armor heavier than light or if she is 
  using a shield. While dancing, a dervish cannot 
  use skills or abilities that involve concentration 
  or require her to remain still such as Move 
  Silently, Hide, or Search. A dervish with the 
  bardic music ability can, however, sing while she 
  dances, and a dervish can use the Combat 
  Expertise feat while in a dance. A dervish cannot 
  perform a dervish dance while under the effect 
  of a rage or frenzy ability. 
   
  A dervish can perform a dervish dance only 
  once per encounter. A dervish dance lasts 1 
  round for every two ranks of Perform (dance) 
  that the character has. At the end of a dervish 
  dance, the character becomes fatigued for the 
  duration of the encounter (unless she is a 9th 
  level dervish, at which point, this limitation no 
  longer applies. 
  Movement Mastery (Ex): A dervish is so certain 
  of her movements that she is unaffected by 
  adverse conditions. When making a Jump, 
  Perform (dance), or Tumble check, she may 
  take 10 even if stress and distraction would 
  normally prevent her from doing so. 
  Slashing Blades: A dervish treats the scimitar as 
  a light weapon (rather than a one-handed 
  weapon) for all purposes, including fighting with 
  two weapons. 
  Dance of Death: At 4th level, a dervish gains the 
  benefit of the Cleave feat while performing a 
  dervish dance, even if she does not meet the 
  prerequisites for the feat. She does not have to 
  move 5 feet before making the extra attack 
  granted by this ability. 
  Equipment: +1 flaming Scimitar, +1 scimitar, 
  dagger, +1 chain shirt, +1 ring or protection, 2 
  potions of cure serious wounds, potion of lesser 
  URD5-I01-MM3 Scavenger Hunt 
   
  Page 18 
  
  restoration, +2 cloak of resistance, masterwork 
  mighty [+3] composite shortbow, 20 arrows, net, 
  bola. 
  Dervish Wizard: Female Human Rgr 1/Ftr 
  1/Wiz 
  4/Spellsword 
  2 
  (Necromancer: 
  enchantment, evocation prohibited); CR 8; 
  Medium Humanioid; HD 4d8+4d4+16, hp 51; Init 
  +2; Spd 30 ft; AC 17 (touch 12, flat-footed 15) 
  [+5 mithral chain shirt, +2 dex]; BAB: +6; Grap 
  +9; Atk: +11 melee [2d4+4 falchion] or +8 
  ranged touch (spell) or +9 ranged (1d8+3 
  longbow); Full Atk: +11/+6 melee [2d4+4 
  falchion] or +9 ranged touch (spell) or +9/+4 
  ranged (1d8+3 longbow); SA: Favored Enemy: 
  Human +2; SQ: Familiar, Ignore Spell Failure: 
  10%, Wild Empathy +1; AL NE; SV Fort +11, 
  Ref +6, Will +7; Str 16, Dex 14, Con 14, Int 15, 
  Wis 8, Cha 10. 
   
  Skills and Feats: Concentration +13 (+4 rgr, 
  +5 wiz +2 spellsword), Listen +5 (+4 rgr, 
  alertness), Hide +6 (+4 rgr), Intimidate +4 (+4 
  ftr), Jump +5 (+2 spellsword), Knowledge: 
  Arcana +7 (+5 wiz), Knowledge: Dungeoneering 
  +4 (+2 rgr), Knowledge: Local +4 (+2 rgr cc), 
  Knowledge: Nature +7 (+1 rgr, +4 wiz), Move 
  Silently +6 (+4 rgr), Spot +5 (+4 rgr, alertness), 
  Speak Language: Common, Flan (+1r cc 
  ranger), Spellcraft +14 (+6 wiz, +4 spellsword), 
  Search +6 (+4 rgr), Survival +5 (+4 rgr), Tumble 
  +3 (1r cc spellsword); Alertness (b with familiar), 
  Improved Familiar: Worg, Power Attack, Cleave, 
  Close Quarters Fighting, Combat Expertise, 
  Scribe Scroll, Track, Weapon Focus: Falchion. 
   
  Possessions: +1 Falchion, +1 mithral chain 
  shirt, +1 cloak of resistance, Masterwork Mighty 
  [+3] composite longbow, kukri, potion of Cure 
  Serious Wounds, scroll of Haste, 20 arrows, 
  explorer’s outfit, pen, ink, papers, spellbook (see 
  below), 100gp worth of inks suitable for scribing 
  scrolls, net, bola. 
   
  Spells per day: 4+1/4+1/3+1/1+1 (DC 
  12+spell level) 
   
  Spells 
  Prepared: 
  0th—Detect 
  Magic, 
  Mending, Prestidigitation, Touch of Fatiguex2; 
  1st: Mage Armor, Ray of Enfeeblement, Shield, 
  True 
  Strikex2; 
  2nd—Augment 
  Familiar, 
  Blindness/Deafness, 
  Mirror 
  Image, 
  See 
  Invisibility; 
  4th—Displacement, 
  Ray 
  of 
  Exhaustion. 
   
  Spellbook: All level 0 PHB spells, 1st—Chill 
  Touch, Color Spray, Detect Secret Doors, 
  Endure 
  Elements, 
  Mage 
  Armor, 
  Ray 
  of 
  Enfeeblement, 
  Shield, 
  True 
  Strike; 
  2nd—
  Augment Familiar, Blindness/Deafness, Locate 
  Object, Mirror Image, See Invisibility; 3rd—
  Displacement, Haste, Ray of Exhaustion 
  Familiar: Bonegnaw;  Worg; CR n/a; Medium 
  Magical Beast; HD 4d10+8; hp 30; Init +2 (dex); 
  Spd 50 ft.; AC 20 (touch 12, flat-footed 18) [+2 
  dex, +4 mage armor, +4 natural]; BAB: +6; 
  Grap: +9; Atk/Full Atk: +9 melee (1d6+4 bite); 
  SA: Trip; SQ: grant Alertness, Deliver Touch 
  Spells, Empathic Link, Improved Evasion, Scent, 
  Share Spells; AL NE; SV Fort +10, Ref +6, Will 
  +9; Str 17, Dex 15, Con 15, Int 7, Wis 14, Cha 
  10. 
   
  Skills: Concentration +13 (+11 mistress), 
  Listen +8 (+4 mistress, alertness), Hide +6 (+4 
  mistress), Intimidate +4 (+4 mistress), Jump +13 
  (+2 mistress), Knowledge: Arcana +3 (+5 
  mistress), Knowledge: Dungeoneering +0 (+2 
  mistress), Knowledge: Local +2 (+2 mistress), 
  Knowledge: Nature +3 (+5 mistress), Move 
  Silently +6 (+4 mistress), Spot +8 (+4 mistress, 
  alertness), Speak Language: Common, Flan 
  (+1r cc ranger), Spellcraft +12 (+10 mistress), 
  Survival +8 (+4 mistress), Tumble +3 (+2 
  mistress); Alertness, Track. 
  Bonegnaw has grizzled gray fur, is 5 feet long 
  and stands 3 feet tall at the shoulder. He weighs 
  300 pounds. He can speak Worg and Flan. 
   
  Trip (Ex): A worg that hits with a bite attack 
  can attempt to trip the opponent (+3 check 
  modifier) as a free action without making a touch 
  attack or provoking an attack of opportunity. If 
  the attempt fails, the opponent cannot react to 
  trip the worg. 
   
  Skills: A worg has a +1 racial bonus on 
  Listen, Move Silently, and Spot checks, and a 
  +2 racial bonus on Hide checks. *A worg has a 
  +4 racial bonus on Survival checks when 
  tracking by scent. 
  Augmented Statblock: Medium Magical Beast; 
  HD 4d10+16; hp 38; Init +4 (dex); Spd 50 ft.; AC 
  22 (touch 14, flat-footed 18) [+4 dex, +4 natural, 
  +4 mage armor]; BAB: +6; Grap: +11; Atk/Full 
  Atk: +11 melee (1d6+7 bite); SA: Trip; SQ: grant 
  Alertness, DR 5/magic, Deliver Touch Spells, 
  Empathic Link, Improved Evasion, Scent, Share 
  Spells; AL NE; SV Fort +14, Ref +10, Will +11; 
  Str 21, Dex 19, Con 19, Int 7, Wis 14, Cha 10. 
   
  Skills: Concentration +15 (+11 mistress), 
  Listen +8 (+4 mistress, alertness), Hide +8 (+4 
  mistress), Intimidate +4 (+4 mistress), Jump +15 
  (+2 mistress), Knowledge: Arcana +4 (+6 
  mistress), Knowledge: Dungeoneering +0 (+2 
  mistress), Knowledge: Local +2 (+2 mistress), 
  URD5-I01-MM3 Scavenger Hunt 
   
  Page 19 
  
  Knowledge: Nature +3 (+5 mistress), Move 
  Silently +8 (+4 mistress), Spot +8 (+4 mistress, 
  alertness), Speak Language: Common, Flan 
  (+1r cc ranger), Spellcraft +12 (+10 mistress), 
  Survival +8 (+4 mistress), Tumble +5 (+2 
  mistress); Alertness, Track. 
  New Dervish: male human Rgr 1/Ftr 4/Dervish 
  1; CR 6; HD 1d8+5d10+12; hp 51; Init +2; Spd 
  30 ft.; AC 18 (touch 13, flat-footed 16) [+5 chain 
  shirt, +1 dervish, +2 dex]; BAB: +6; Grap: +9; 
  Atk: +11 melee (1d6+6, 18-20 scimitar), or +9 
  ranged (1d6+3 composite shortbow); Full Atk: 
  +9/+4 melee (1d6+6, 18-20 scimitar) and +9 
  melee (1d6+3 18-20 scimitar), or +9/+4 ranged 
  (1d6+3 composite shortbow); SQ: AC Bonus +1, 
  Dervish Dance 1/day, Favored Enemy: elves +2, 
  Movement Mastery, Slashing Blades, AL CE; SV 
  Fort +8, Ref +6, Will +3; Str 16, Dex 15, Con 14, 
  Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +1 2r, Jump +9 
  7r, Perform (dance) +6 3 r cc & 4 r, Survival +8 
  8r, Tumble +8 3rcc & 2r; Combat Expertise, 
  Dodge, Elusive Target, Mobility, Two Weapon 
  Fighting, Weapon Focus: Scimitar, Weapon 
  Specialization: Scimitar, Track. 
  AC Bonus (Ex): A dervish gains this bonus to 
  Armor Class as long as she is wearing no armor 
  or light armor and not carrying a shield. This 
  bonus to AC applies even against touch attacks 
  or when the dervish is flat-footed. She loses this 
  bonus when she is immobilized or helpless, 
  when she wears any armor heavier than light, 
  when she carries a shield, or when she carries a 
  medium or heavy load. 
  Dervish Dance (Ex): A dervish can become a 
  whireling dancer of death a certain number of 
  times per day. While in this dervish dance, she 
  can take a full attack action (for melee attacks 
  only) and still move up to her speed. However, 
  the dervish must move a minimum of 5 feet 
  between each attack when using this ability, and 
  she cannot return to a square she just exited 
  (though she may return to that square later 
  during her full attack). The dervish is subject to 
  attacks of opportunity while dancing but may 
  tumble normally as part of her move. A dervish 
  prevented from completing her move is also 
  prevented from finishing her full attack. 
   
  If a dervish wields a slashing weapon while 
  in a dervish dance, she gains a bonus on her 
  attack and damage rolls. This bonus is +1 at 1st 
  level and it increases by an extra +1 at every 
  odd-numbered level thereafter. 
   
  A dervish may only perform a dervish dance 
  while wielding a slashing weapon (she may use 
  a double weapon, or multiple weapons, only if 
  both ends of the weapon or all weapons are of 
  the slashing type). She cannot perform a dervish 
  dance in any armor heavier than light or if she is 
  using a shield. While dancing, a dervish cannot 
  use skills or abilities that involve concentration 
  or require her to remain still such as Move 
  Silently, Hide, or Search. A dervish with the 
  bardic music ability can, however, sing while she 
  dances, and a dervish can use the Combat 
  Expertise feat while in a dance. A dervish cannot 
  perform a dervish dance while under the effect 
  of a rage or frenzy ability. 
   
  A dervish can perform a dervish dance only 
  once per encounter. A dervish dance lasts 1 
  round for every two ranks of Perform (dance) 
  that the character has. At the end of a dervish 
  dance, the character becomes fatigued for the 
  duration of the encounter (unless she is a 9th 
  level dervish, at which point, this limitation no 
  longer applies. 
  Movement Mastery (Ex): A dervish is so certain 
  of her movements that she is unaffected by 
  adverse conditions. When making a Jump, 
  Perform (dance), or Tumble check, she may 
  take 10 even if stress and distraction would 
  normally prevent her from doing so. 
  Slashing Blades: A dervish treats the scimitar as 
  a light weapon (rather than a one-handed 
  weapon) for all purposes, including fighting with 
  two weapons. 
  Equipment: +1 Scimitar, masterwork scimitar, 
  dagger, +1 chain shirt, potion of cure moderate 
  wounds, potion of cure serious wounds, potion 
  of lesser restoration, masterwork mighty [+3] 
  composite shortbow, 20 arrows, net, bola. 
  Encounter Three-B 
   
   
   
  Ogre Ranger Male Ogre Rgr 3 Large Giant; CR 
  6; HD 4d8+3d8+14; hp 54; Init +1; Spd 40 ft.; 
  AC 21 (touch 10, flat-footed 20) [+1 Dex, –1 
  size, +5 natural, +4 chain shirt, +2 heavy 
  Shield]; BAB: +6; Grap: +16; Atk: +12 melee 
  2d6+6 large longsword or +6 ranged (1d8+6 
  javalin); Full Atk: +10/+5 melee 2d6+6 large 
  longsword and +10 melee (1d8+3 shield bash); 
  SA: Favored Enemy: dwarves +2; SQ 10 ft 
  reach, Wild Empathy +2; AL NE; SV Fort +9, Ref 
  +5, Will +4; Str 22, Dex 12, Con 14, Int 10, Wis 
  13, Cha 9. 
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  Skills and Feats: Climb +5, Heal +3, Listen 
  +8, Spot +8, Survival +7; Combat Reflexes, 
  Endurance (b), Improved Shield Bash, Iron Will, 
  Track (b), Two Weapon Fighting (v). 
  Equipment: Masterwork large longsword, large 
  shortsword, large heavy wooden shield with 
  masterwork 
  shield 
  spikes, 
  Chain 
  Shirt, 
  backpack, 2 days’ rations, potion of cure 
  moderate wounds, 4 javalins. 
  Ogre Spearman Male Ogre Rgr 3 Large Giant; 
  CR 6; HD 4d8+3d8+14; hp 54; Init +1; Spd 40 
  ft.; AC 19 (touch 10, flat-footed 18) [+1 Dex, –1 
  size, +5 natural, +4 chain shirt]; BAB: +6; Grap: 
  +16; Atk: +12 melee 2d6+9 large longspear or 
  +11 ranged (1d8+6 javalin); Full Atk: +10/+5 
  melee 2d6+9 large longspear, and +10 (1d8+3 
  masterwork armor spikes; SA: Favored Enemy: 
  dwarves +2; SQ 10 ft reach, Wild Empathy +2; 
  AL NE; SV Fort +9, Ref +5, Will +4; Str 22, Dex 
  12, Con 14, Int 10, Wis 13, Cha 9. 
   
  Skills and Feats: Climb +5, Heal +3, Listen 
  +8, Spot +8, Survival +7; Brutal Throw, Combat 
  Reflexes, Endurance (b), Iron Will, Track (b), 
  Two Weapon Fighting (v). 
  Equipment: Masterwork large longspear, large 
  longsword, Chain Shirt, backpack, 2 days’ 
  rations, potion of cure moderate wounds, 4 
  javalins. 
  Ogre Chief Male Ogre Bbn 4/Rgr 3 Large Giant; 
  CR 6; HD 4d8+4d12+3d8+22; hp 90; Init +1; 
  Spd 50 ft.; AC 22 (touch 11, flat-footed 22) [+1 
  Dex, –1 size, +6 natural, +5 chain shirt, +1 
  deflection]; BAB: +10; Grap: +20; Atk: +16 
  melee 2d8+10 large glaive or +15 ranged 
  (1d8+6 javalin); Full Atk: +14/+9 melee 2d8+10 
  large glaive, and +14 (1d8+3 masterwork armor 
  spikes; SA: Favored Enemy: dwarves +2, Rage 
  2/day; SQ 10 ft reach, Fast Movement, Trap 
  Sense +1 Uncanny Dodge, Wild Empathy +2; 
  AL NE; SV Fort +13, Ref +6, Will +5; Str 23, Dex 
  12, Con 14, Int 10, Wis 13, Cha 9. 
   
  Skills and Feats: Climb +7, Heal +3, Listen 
  +15, Spot +8, Survival +14; Brutal Throw, 
  Combat Reflexes, Endurance (b), Iron Will, 
  Power Attack, Track (b), Two Weapon Fighting 
  (v). 
  Equipment: +1 large glaive, large longsword, 
  large heavy +1 Chain Shirt, backpack, +1 ring of 
  protection, +1 amulet of natural armor, 2 days’ 
  rations, potion of cure serious wounds, potion of 
  lesser restoration, 4 javalins. 
  Enraged hp 90; Init +1; Spd 50 ft.; AC 20 (touch 
  11, flat-footed 20) [+1 Dex, –1 size, +6 natural, 
  +5 chain shirt, +1 deflection, -2 rage]; BAB: +10; 
  Grap: +20; Atk: +18 melee 2d8+13 large glaive 
  or +17 ranged (1d8+8 javalin); Full Atk: +16/+11 
  melee 2d8+13 large glaive, and +16 (1d8+4 
  masterwork armor spikes; SA: Favored Enemy: 
  dwarves +2, Rage 2/day; SQ 10 ft reach, Fast 
  Movement, Trap Sense +1 Uncanny Dodge, 
  Wild Empathy +2; AL NE; SV Fort +15, Ref +6, 
  Will +7; Str 27, Dex 12, Con 18, Int 10, Wis 13, 
  Cha 9. 
  . 
   
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  Appendix Seven – APL 12 
  Encounter Three  
   
   
   
  Master 
  Dervish: 
  male 
  human 
  Rgr 
  1/Ftr 
  4/Dervish 7; CR 12; HD 1d8+11d10+24; hp 99; 
  Init +5; Spd 40 ft.; AC 21 (touch 16, flat-footed 
  18) [+5 chain shirt, +2 dervish, +3 dex, +1 
  deflection]; BAB: +12; Grap: +16; Atk: +18 
  melee (1d6+7 +1d6 fire, 15-20 scimitar), or +15 
  ranged (1d6+3 composite shortbow); Full Atk: 
  +16/+11/+6 melee (1d6+7 +1d6 fire, 15-20 
  scimitar) and +16/+11 melee (1d6+5 15-20 
  scimitar), 
  or 
  +15/+10/+5 
  ranged 
  (1d6+4 
  composite shortbow); SQ: AC Bonus +2, Dance 
  of Death, Dervish Dance 4/day, Elaborate Parry, 
  Fast Movement +10 ft, Favored Enemy: elves 
  +2, Improved Reaction, Movement Mastery, 
  Slashing Blades, AL CE; SV Fort +12, Ref +11, 
  Will +8; Str 16 (18), Dex 17, Con 14, Int 13, Wis 
  10, Cha 8. 
   
  Skills and Feats: Intimidate +1 2r, Jump +11 
  8r, Listen +15 15r, Perform (dance) +14 3 r cc & 
  12 r, Survival +8 8r, Tumble +17 3rcc & 10r; 
  Combat Expertise, Dodge, Elusive Target, 
  Improved Critical: Scimitar, Improved Two 
  Weapon Fighting Mobility, Spring Attack, Two 
  Weapon Fighting, Weapon Focus: Scimitar, 
  Weapon Specialization: Scimitar, Track. 
  AC Bonus (Ex): A dervish gains this bonus to 
  Armor Class as long as she is wearing no armor 
  or light armor and not carrying a shield. This 
  bonus to AC applies even against touch attacks 
  or when the dervish is flat-footed. She loses this 
  bonus when she is immobilized or helpless, 
  when she wears any armor heavier than light, 
  when she carries a shield, or when she carries a 
  medium or heavy load. 
  Dervish Dance (Ex): A dervish can become a 
  whireling dancer of death a certain number of 
  times per day. While in this dervish dance, she 
  can take a full attack action (for melee attacks 
  only) and still move up to her speed. However, 
  the dervish must move a minimum of 5 feet 
  between each attack when using this ability, and 
  she cannot return to a square she just exited 
  (though she may return to that square later 
  during her full attack). The dervish is subject to 
  attacks of opportunity while dancing but may 
  tumble normally as part of her move. A dervish 
  prevented from completing her move is also 
  prevented from finishing her full attack. 
   
  If a dervish wields a slashing weapon while 
  in a dervish dance, she gains a bonus on her 
  attack and damage rolls. This bonus is +1 at 1st 
  level and it increases by an extra +1 at every 
  odd-numbered level thereafter. 
   
  A dervish may only perform a dervish dance 
  while wielding a slashing weapon (she may use 
  a double weapon, or multiple weapons, only if 
  both ends of the weapon or all weapons are of 
  the slashing type). She cannot perform a dervish 
  dance in any armor heavier than light or if she is 
  using a shield. While dancing, a dervish cannot 
  use skills or abilities that involve concentration 
  or require her to remain still such as Move 
  Silently, Hide, or Search. A dervish with the 
  bardic music ability can, however, sing while she 
  dances, and a dervish can use the Combat 
  Expertise feat while in a dance. A dervish cannot 
  perform a dervish dance while under the effect 
  of a rage or frenzy ability. 
   
  A dervish can perform a dervish dance only 
  once per encounter. A dervish dance lasts 1 
  round for every two ranks of Perform (dance) 
  that the character has. At the end of a dervish 
  dance, the character becomes fatigued for the 
  duration of the encounter (unless she is a 9th 
  level dervish, at which point, this limitation no 
  longer applies. 
  Movement Mastery (Ex): A dervish is so certain 
  of her movements that she is unaffected by 
  adverse conditions. When making a Jump, 
  Perform (dance), or Tumble check, she may 
  take 10 even if stress and distraction would 
  normally prevent her from doing so. 
  Slashing Blades: A dervish treats the scimitar as 
  a light weapon (rather than a one-handed 
  weapon) for all purposes, including fighting with 
  two weapons. 
  Dance of Death: At 4th level, a dervish gains the 
  benefit of the Cleave feat while performing a 
  dervish dance, even if she does not meet the 
  prerequisites for the feat. She does not have to 
  move 5 feet before making the extra attack 
  granted by this ability. 
  URD5-I01-MM3 Scavenger Hunt 
   
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  Improved Reaction (Ex): When she attains 6th 
  level, a dervish gains a +2 bonus on initiative 
  rolls. 
  Elaborate Parry (Ex): When she attains 7th level, 
  a dervish gains an extra +4 bonus to Armor 
  Class when she chooses to fight defensively or 
  use all-out defense in melee combat. 
  Equipment: +1 flaming Scimitar, +1 scimitar, 
  dagger, gauntlets of ogre power, +1 chain shirt, 
  +1 ring or protection, 2 potions of cure serious 
  wounds, potion of lesser restoration, +2 cloak of 
  resistance, masterwork mighty [+4] composite 
  shortbow, 20 arrows, net, bola. 
  Dervish Wizard: Female Human Rgr 1/Ftr 
  1/Wiz 
  4/Spellsword 
  4 
  (Necromancer: 
  enchantment, evocation prohibited); CR 8; 
  Medium Humanioid; HD 1d10+5d8+4d4+16, hp 
  65; Init +2; Spd 30 ft; AC 19 (touch 13, flat-
  footed 17) [+5 mithral chain shirt, +2 dex, +1 
  deflection, +1 natural]; BAB: +8; Grap +11; Atk: 
  +13 melee [2d4+4 falchion] or +10 ranged touch 
  (spell) or +11 ranged (1d8+3 longbow); Full Atk: 
  +13/+8 melee [2d4+4 falchion] or +10 ranged 
  touch (spell) or +11/+6 ranged (1d8+3 longbow); 
  SA: Channel Spell 3/day, Favored Enemy: 
  Human +2; SQ: Familiar, Ignore Spell Failure: 
  15%, Wild Empathy +1; AL NE; SV Fort +12, 
  Ref +7, Will +8; Str 16, Dex 14, Con 14, Int 15, 
  Wis 8, Cha 10. 
   
  Skills and Feats: Concentration +15 (+4 rgr, 
  +5 wiz +4 spellsword), Listen +5 (+4 rgr, 
  alertness), Hide +6 (+4 rgr), Intimidate +4 (+4 
  ftr), Jump +8 (+5 spellsword), Knowledge: 
  Arcana +10 (+5 wiz, +3 spellsword), Knowledge: 
  Dungeoneering +4 (+2 rgr), Knowledge: Local 
  +4 (+2 rgr cc), Knowledge: Nature +7 (+1 rgr, +4 
  wiz), Move Silently +6 (+4 rgr), Spot +5 (+4 rgr, 
  alertness), Speak Language: Common, Flan 
  (+1r cc ranger), Spellcraft +16 (+6 wiz, +6 
  spellsword), Search +6 (+4 rgr), Survival +5 (+4 
  rgr), Tumble +5 (1r cc spellsword); Alertness (b 
  with familiar), Improved Familiar: Worg, Power 
  Attack, 
  Cleave, 
  Close 
  Quarters 
  Fighting, 
  Combat Expertise, Improved Trip, Scribe Scroll, 
  Track, Weapon Focus: Falchion. 
  Channel Spell (Sp): At 4th level a spellsword can 
  channel any spell he can cast into his melee 
  weapon. Using this ability requires a move 
  action and the spellsword uses up the prepared 
  spell or spell slot just as if he had cast the spell. 
  The channeled spell affects the next target that 
  the spellsword successfully attacks with his 
  weapon (saving throws and spell resistance still 
  apply). Even if the spell normall affects an area 
  or is a ray, it affects only the target. The spell is 
  discharged from the weapon, which can then 
  hold another spell. A spellsword can channel his 
  spells into only one weapon at a time. Spells 
  channeled into a weapon are lost if not used in 8 
  hours. 
   
  Possessions: +1 Falchion (with Ray of 
  Enfeeblement channeled into it), +1 mithral 
  chain shirt, +1 ring of protection, +1 amulet of 
  natural 
  armor, 
  +1 
  cloak 
  of 
  resistance, 
  Masterwork Mighty [+3] composite longbow, 
  kukri, potion of Cure Serious Wounds, scroll of 
  Haste, 20 arrows, explorer’s outfit, pen, ink, 
  papers, spellbook (see below), 100gp worth of 
  inks suitable for scribing scrolls, net, bola. 
   
  Spells per day: 4+1/4+1/3+1/1+1 (DC 
  12+spell level) 
   
  Spells 
  Prepared: 
  0th—Detect 
  Magic, 
  Mending, Prestidigitation, Touch of Fatiguex2; 
  1st: Mage Armor, Ray of Enfeeblement x2, 
  Shield, True Strike; 2nd—Augment Familiar, 
  Blindness/Deafness, Glitterdust, Mirror Image, 
  See Invisibility; 3rd—Displacement, Haste, Ray 
  of Exhaustion. 
   
  Spellbook: All level 0 PHB spells, 1st—Chill 
  Touch, Color Spray, Detect Secret Doors, 
  Endure 
  Elements, 
  Mage 
  Armor, 
  Ray 
  of 
  Enfeeblement, 
  Shield, 
  True 
  Strike; 
  2nd—
  Augment 
  Familiar, 
  Blindness/Deafness, 
  Glitterdust, Locate Object, Mirror Image, See 
  Invisibility; 3rd—Displacement, Greater Magic 
  Weapon, 
  Halt 
  Undead, 
  Haste, 
  Ray 
  of 
  Exhaustion 
  Familiar: Bonegnaw;  Worg; CR n/a; Medium 
  Magical Beast; HD 4d10+8; hp 32; Init +2 (dex); 
  Spd 50 ft.; AC 20 (touch 12, flat-footed 18) [+2 
  dex, +4 mage armor, +4 natural]; BAB: +8; 
  Grap: +11; Atk/Full Atk: +11 melee (1d6+4 bite); 
  SA: Trip; SQ: grant Alertness, Deliver Touch 
  Spells, Empathic Link, Improved Evasion, Scent, 
  Share Spells; AL NE; SV Fort +11, Ref +7, Will 
  +10; Str 17, Dex 15, Con 15, Int 7, Wis 14, Cha 
  10. 
   
  Skills: Concentration +15 (+13 mistress), 
  Listen +8 (+4 mistress, alertness), Hide +6 (+4 
  mistress), Intimidate +4 (+4 mistress), Jump +16 
  (+5 mistress), Knowledge: Arcana +7 (+9 
  mistress), Knowledge: Dungeoneering +0 (+2 
  mistress), Knowledge: Local +2 (+2 mistress), 
  Knowledge: Nature +3 (+5 mistress), Move 
  Silently +6 (+4 mistress), Spot +8 (+4 mistress, 
  alertness), Speak Language: Common, Flan 
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  (+1r cc ranger), Spellcraft +14 (+12 mistress), 
  Survival +8 (+4 mistress), Tumble +5 (+1 
  mistress); Alertness, Track. 
   
  Bonegnaw has grizzled gray fur, is 5 feet long 
  and stands 3 feet tall at the shoulder. He weighs 
  300 pounds. He can speak Worg and Flan. 
   
  Trip (Ex): A worg that hits with a bite attack 
  can attempt to trip the opponent (+3 check 
  modifier) as a free action without making a touch 
  attack or provoking an attack of opportunity. If 
  the attempt fails, the opponent cannot react to 
  trip the worg. 
   
  Skills: A worg has a +1 racial bonus on 
  Listen, Move Silently, and Spot checks, and a 
  +2 racial bonus on Hide checks. *A worg has a 
  +4 racial bonus on Survival checks when 
  tracking by scent. 
  Augmented Statblock: Medium Magical Beast; 
  HD 4d10+16; hp 38; Init +4 (dex); Spd 50 ft.; AC 
  22 (touch 14, flat-footed 18) [+4 dex, +4 natural, 
  +4 mage armor]; BAB: +8; Grap: +13; Atk/Full 
  Atk: +13 melee (1d6+7 bite); SA: Trip; SQ: grant 
  Alertness, DR 5/magic, Deliver Touch Spells, 
  Empathic Link, Improved Evasion, Scent, Share 
  Spells; AL NE; SV Fort +15, Ref +11, Will +12; 
  Str 21, Dex 19, Con 19, Int 7, Wis 14, Cha 10. 
   
  Skills: Concentration +17 (+13 mistress), 
  Listen +8 (+4 mistress, alertness), Hide +8 (+4 
  mistress), Intimidate +4 (+4 mistress), Jump +18 
  (+5 mistress), Knowledge: Arcana +7 (+9 
  mistress), Knowledge: Dungeoneering +0 (+2 
  mistress), Knowledge: Local +2 (+2 mistress), 
  Knowledge: Nature +3 (+5 mistress), Move 
  Silently +8 (+4 mistress), Spot +8 (+4 mistress, 
  alertness), Speak Language: Common, Flan 
  (+1r cc ranger), Spellcraft +14 (+12 mistress), 
  Survival +8 (+4 mistress), Tumble +7 (+1 
  mistress); Alertness, Track. 
  New Dervish: male human Rgr 1/Ftr 4/Dervish 
  1; CR 6; HD 1d8+5d10+12; hp 51; Init +2; Spd 
  30 ft.; AC 18 (touch 13, flat-footed 16) [+5 chain 
  shirt, +1 dervish, +2 dex]; BAB: +6; Grap: +9; 
  Atk: +11 melee (1d6+6, 18-20 scimitar), or +9 
  ranged (1d6+3 composite shortbow); Full Atk: 
  +9/+4 melee (1d6+6, 18-20 scimitar) and +9 
  melee (1d6+3 18-20 scimitar), or +9/+4 ranged 
  (1d6+3 composite shortbow); SQ: AC Bonus +1, 
  Dervish Dance 1/day, Favored Enemy: elves +2, 
  Movement Mastery, Slashing Blades, AL CE; SV 
  Fort +8, Ref +6, Will +3; Str 16, Dex 15, Con 14, 
  Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +1 2r, Jump +9 
  7r, Perform (dance) +6 3 r cc & 4 r, Survival +8 
  8r, Tumble +8 3rcc & 2r; Combat Expertise, 
  Dodge, Elusive Target, Mobility, Two Weapon 
  Fighting, Weapon Focus: Scimitar, Weapon 
  Specialization: Scimitar, Track. 
  AC Bonus (Ex): A dervish gains this bonus to 
  Armor Class as long as she is wearing no armor 
  or light armor and not carrying a shield. This 
  bonus to AC applies even against touch attacks 
  or when the dervish is flat-footed. She loses this 
  bonus when she is immobilized or helpless, 
  when she wears any armor heavier than light, 
  when she carries a shield, or when she carries a 
  medium or heavy load. 
  Dervish Dance (Ex): A dervish can become a 
  whireling dancer of death a certain number of 
  times per day. While in this dervish dance, she 
  can take a full attack action (for melee attacks 
  only) and still move up to her speed. However, 
  the dervish must move a minimum of 5 feet 
  between each attack when using this ability, and 
  she cannot return to a square she just exited 
  (though she may return to that square later 
  during her full attack). The dervish is subject to 
  attacks of opportunity while dancing but may 
  tumble normally as part of her move. A dervish 
  prevented from completing her move is also 
  prevented from finishing her full attack. 
   
  If a dervish wields a slashing weapon while 
  in a dervish dance, she gains a bonus on her 
  attack and damage rolls. This bonus is +1 at 1st 
  level and it increases by an extra +1 at every 
  odd-numbered level thereafter. 
   
  A dervish may only perform a dervish dance 
  while wielding a slashing weapon (she may use 
  a double weapon, or multiple weapons, only if 
  both ends of the weapon or all weapons are of 
  the slashing type). She cannot perform a dervish 
  dance in any armor heavier than light or if she is 
  using a shield. While dancing, a dervish cannot 
  use skills or abilities that involve concentration 
  or require her to remain still such as Move 
  Silently, Hide, or Search. A dervish with the 
  bardic music ability can, however, sing while she 
  dances, and a dervish can use the Combat 
  Expertise feat while in a dance. A dervish cannot 
  perform a dervish dance while under the effect 
  of a rage or frenzy ability. 
   
  A dervish can perform a dervish dance only 
  once per encounter. A dervish dance lasts 1 
  round for every two ranks of Perform (dance) 
  that the character has. At the end of a dervish 
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  dance, the character becomes fatigued for the 
  duration of the encounter (unless she is a 9th 
  level dervish, at which point, this limitation no 
  longer applies. 
  Movement Mastery (Ex): A dervish is so certain 
  of her movements that she is unaffected by 
  adverse conditions. When making a Jump, 
  Perform (dance), or Tumble check, she may 
  take 10 even if stress and distraction would 
  normally prevent her from doing so. 
  Slashing Blades: A dervish treats the scimitar as 
  a light weapon (rather than a one-handed 
  weapon) for all purposes, including fighting with 
  two weapons. 
  Equipment: +1 Scimitar, masterwork scimitar, 
  dagger, +1 chain shirt, potion of cure moderate 
  wounds, potion of cure serious wounds, potion 
  of lesser restoration, masterwork mighty [+3] 
  composite shortbow, 20 arrows, net, bola. 
  Dervish: male human Rgr 1/Ftr 4/Dervish 3; CR 
  8; HD 1d8+7d10+16; hp 67; Init +3; Spd 35 ft.; 
  AC 20 (touch 15, flat-footed 17) [+5 chain shirt, 
  +1 dervish, +3 dex, +1 deflection]; BAB: +8; 
  Grap: +11; Atk: +13 melee (1d6+6, 18-20 
  scimitar), or +11 ranged (1d6+3 composite 
  shortbow); Full Atk: +11/+6 melee (1d6+6, 18-20 
  scimitar) and +11 melee (1d6+3 18-20 scimitar), 
  or +11/+6 ranged (1d6+3 composite shortbow); 
  SQ: AC Bonus +1, Dervish Dance 2/day, Fast 
  Movement +5 ft, Favored Enemy: elves +2, 
  Movement Mastery, Slashing Blades, AL CE; SV 
  Fort +10, Ref +8, Will +5; Str 16, Dex 16, Con 
  14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +1 2r, Jump +9 
  7r, Perform (dance) +10 3 r cc & 8 r, Survival +8 
  8r, Tumble +13 3rcc & 6r; Combat Expertise, 
  Dodge, Elusive Target, Mobility, Spring Attack, 
  Two Weapon Fighting, Weapon Focus: Scimitar, 
  Weapon Specialization: Scimitar, Track. 
  AC Bonus (Ex): A dervish gains this bonus to 
  Armor Class as long as she is wearing no armor 
  or light armor and not carrying a shield. This 
  bonus to AC applies even against touch attacks 
  or when the dervish is flat-footed. She loses this 
  bonus when she is immobilized or helpless, 
  when she wears any armor heavier than light, 
  when she carries a shield, or when she carries a 
  medium or heavy load. 
  Dervish Dance (Ex): A dervish can become a 
  whireling dancer of death a certain number of 
  times per day. While in this dervish dance, she 
  can take a full attack action (for melee attacks 
  only) and still move up to her speed. However, 
  the dervish must move a minimum of 5 feet 
  between each attack when using this ability, and 
  she cannot return to a square she just exited 
  (though she may return to that square later 
  during her full attack). The dervish is subject to 
  attacks of opportunity while dancing but may 
  tumble normally as part of her move. A dervish 
  prevented from completing her move is also 
  prevented from finishing her full attack. 
   
  If a dervish wields a slashing weapon while 
  in a dervish dance, she gains a bonus on her 
  attack and damage rolls. This bonus is +1 at 1st 
  level and it increases by an extra +1 at every 
  odd-numbered level thereafter. 
   
  A dervish may only perform a dervish dance 
  while wielding a slashing weapon (she may use 
  a double weapon, or multiple weapons, only if 
  both ends of the weapon or all weapons are of 
  the slashing type). She cannot perform a dervish 
  dance in any armor heavier than light or if she is 
  using a shield. While dancing, a dervish cannot 
  use skills or abilities that involve concentration 
  or require her to remain still such as Move 
  Silently, Hide, or Search. A dervish with the 
  bardic music ability can, however, sing while she 
  dances, and a dervish can use the Combat 
  Expertise feat while in a dance. A dervish cannot 
  perform a dervish dance while under the effect 
  of a rage or frenzy ability. 
   
  A dervish can perform a dervish dance only 
  once per encounter. A dervish dance lasts 1 
  round for every two ranks of Perform (dance) 
  that the character has. At the end of a dervish 
  dance, the character becomes fatigued for the 
  duration of the encounter (unless she is a 9th 
  level dervish, at which point, this limitation no 
  longer applies. 
  Movement Mastery (Ex): A dervish is so certain 
  of her movements that she is unaffected by 
  adverse conditions. When making a Jump, 
  Perform (dance), or Tumble check, she may 
  take 10 even if stress and distraction would 
  normally prevent her from doing so. 
  Slashing Blades: A dervish treats the scimitar as 
  a light weapon (rather than a one-handed 
  weapon) for all purposes, including fighting with 
  two weapons. 
  Equipment: +1 Scimitar, masterwork scimitar, 
  dagger, +1 chain shirt, +1 ring or protection, 
  potion of cure moderate wounds, potion of cure 
  serious wounds, potion of lesser restoration, +1 
  URD5-I01-MM3 Scavenger Hunt 
   
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  cloak of resistance, masterwork mighty [+3] 
  composite shortbow, 20 arrows, net, bola. 
  Encounter Three-B 
   
   
   
  Ogre Ranger Male Ogre Rgr 3 Large Giant; CR 
  6; HD 4d8+3d8+14; hp 54; Init +1; Spd 40 ft.; 
  AC 21 (touch 10, flat-footed 20) [+1 Dex, –1 
  size, +5 natural, +4 chain shirt, +2 heavy 
  Shield]; BAB: +6; Grap: +16; Atk: +12 melee 
  2d6+6 large longsword or +6 ranged (1d8+6 
  javalin); Full Atk: +10/+5 melee 2d6+6 large 
  longsword and +10 melee (1d8+3 shield bash); 
  SA: Favored Enemy: dwarves +2; SQ 10 ft 
  reach, Wild Empathy +2; AL NE; SV Fort +9, Ref 
  +5, Will +4; Str 22, Dex 12, Con 14, Int 10, Wis 
  13, Cha 9. 
   
  Skills and Feats: Climb +5, Heal +3, Listen 
  +8, Spot +8, Survival +7; Combat Reflexes, 
  Endurance (b), Improved Shield Bash, Iron Will, 
  Track (b), Two Weapon Fighting (v). 
  Equipment: Masterwork large longsword, large 
  shortsword, large heavy wooden shield with 
  masterwork 
  shield 
  spikes, 
  Chain 
  Shirt, 
  backpack, 2 days’ rations, potion of cure 
  moderate wounds, 4 javalins. 
  Ogre Spearman Male Ogre Rgr 3 Large Giant; 
  CR 6; HD 4d8+3d8+14; hp 54; Init +1; Spd 40 
  ft.; AC 19 (touch 10, flat-footed 18) [+1 Dex, –1 
  size, +5 natural, +4 chain shirt]; BAB: +6; Grap: 
  +16; Atk: +12 melee 2d6+9 large longspear or 
  +11 ranged (1d8+6 javalin); Full Atk: +10/+5 
  melee 2d6+9 large longspear, and +10 (1d8+3 
  masterwork armor spikes; SA: Favored Enemy: 
  dwarves +2; SQ 10 ft reach, Wild Empathy +2; 
  AL NE; SV Fort +9, Ref +5, Will +4; Str 22, Dex 
  12, Con 14, Int 10, Wis 13, Cha 9. 
   
  Skills and Feats: Climb +5, Heal +3, Listen 
  +8, Spot +8, Survival +7; Brutal Throw, Combat 
  Reflexes, Endurance (b), Iron Will, Track (b), 
  Two Weapon Fighting (v). 
  Equipment: Masterwork large longspear, large 
  longsword, Chain Shirt, backpack, 2 days’ 
  rations, potion of cure moderate wounds, 4 
  javalins. 
  Ogre Chief Male Ogre Bbn 6/Rgr 3 Large Giant; 
  CR 12; HD 4d8+6d12+3d8+26; hp 108; Init +1; 
  Spd 50 ft.; AC 23 (touch 11, flat-footed 23) [+1 
  Dex, –1 size, +6 natural, +6 chain shirt, +1 
  deflection]; BAB: +12; Grap: +23; Atk: +19 
  melee 2d8+11 large glaive or +18 ranged 
  (1d8+7 javalin); Full Atk: +17/+12/+7 melee 
  2d8+11 
  large 
  glaive, 
  and 
  +17 
  (1d8+3 
  masterwork armor spikes; SA: Favored Enemy: 
  dwarves +2, Rage 2/day; SQ 10 ft reach, Fast 
  Movement, Improved Uncanny Dodge, Trap 
  Sense +1 Uncanny Dodge, Wild Empathy +2; 
  AL NE; SV Fort +14, Ref +7, Will +6; Str 24, Dex 
  12, Con 14, Int 10, Wis 13, Cha 9. 
   
  Skills and Feats: Climb +8, Heal +3, Listen 
  +17, Spot +8, Survival +17; Brutal Throw, 
  Cleave, Combat Reflexes, Endurance (b), Iron 
  Will, Power Attack, Track (b), Two Weapon 
  Fighting (v). 
  Equipment: +1 large glaive, large longsword, 
  large heavy +2 Chain Shirt, backpack, +1 ring of 
  protection, +1 amulet of natural armor, 2 days’ 
  rations, 2 potions of cure serious wounds, potion 
  of lesser restoration, 4 javalins. 
   
  Enraged hp 134; Init +1; Spd 50 ft.; AC 21 
  (touch 9, flat-footed 21) [+1 Dex, –1 size, +6 
  natural, +6 chain shirt, +1 deflection, -2 rage]; 
  BAB: +12; Grap: +25; Atk: +21 melee 2d8+14 
  large glaive or +20 ranged (1d8+9 javalin); Full 
  Atk: +19/+14/+9 melee 2d8+14 large glaive, and 
  +19 (1d8+4 masterwork armor spikes; SA: 
  Favored Enemy: dwarves +2, Rage 2/day; SQ 
  10 ft reach, Fast Movement, Improved Uncanny 
  Dodge, Trap Sense +1 Uncanny Dodge, Wild 
  Empathy +2; AL NE; SV Fort +16, Ref +7, Will 
  +8; Str 28, Dex 12, Con 18, Int 10, Wis 13, Cha 
  9. 
  URD5-I01-MM3 Scavenger Hunt 
   
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  Appendix VIII: New Rules 
  Brutal Throw: [General] (Complete Adventurer) 
  You have learned how to hurl weapons to 
  deadly effect. 
  Benefit: You can add your strength modifier 
  (instead of your dexterity modifier) to attack rolls 
  with thrown weapons. 
  Normal: A character attacking with a ranged 
  weapon adds his Dexterity modifier to the roll. 
  Close Quarters Fighting [General] (Complete 
  Warrior) 
  You are skilled at fighting at close range and 
  resisting grapple attempts 
  Prerequisites: Base attack bonus +3 
  Benefit: You gain an attack of opportunity 
  whenever an enemy attempts to grapple you, 
  even if the enemy has a feat or special ability 
  that would normally bypass the attack. If you 
  deal damage with this attack, the enemy fails to 
  start the grapple unless it has the Improved 
  Grapple feat or a special ability such as 
  Improved Grab. If the enemy has such an ability, 
  you may add the damage you deal as abonus 
  on your opposed grapple check to resist being 
  grappled. This feat does not give you extra 
  attacks of opportunity during a round or allow 
  you to make an attack of opportunity when you 
  would be denied one for being surprised, 
  helpless, or in a similar situation. 
   
  For example, an ogre attempts to grapple 
  Tordek. Tordek gains an attack of opportunity, 
  hits, and causes damage. Since the ogre does 
  not have any sort of grappling special ability or 
  feat, it fails to start a grapple. Then an ankheg—
  a creature with the improved grab special 
  ability—attempts to grpple Tordek. He takes an 
  attack of opportunity, hits, and deals 10 points of 
  damge to the creature. Tordek then adds +10 to 
  his opposed check to resist being grappled. 
   
  Normal: Creatures with Improved Grapple, 
  Improved Grab, or similar feats or special 
  abilities do not provoke attacks of opportunity 
  when they attempt to start a grapple. 
   
  Special: A fighter may select Close Quarters 
  Fighting as one of his fighter bonus feats. 
  Elusive Target [Tactical] (Complete Warrior) 
  Trying to land a blow against you can be a 
  maddening experience. 
   
  Prerequisites: Dodge, Mobility, base attack 
  bonus +6 
   
  Benefit: The Elusive Target feat enables the 
  use of three tactical maneuvers. 
   
  Negate Power Attack: To use this maneuver 
  you must designate a specific foe to be affected 
  by your Dodge feat. If that foe uses the Power 
  Attack feat against you, the foe gains no bonus 
  on the damage roll but still takes the 
  corresponding penalty on the attack roll. 
   
  Diverting Defense: To use this maneuver, 
  you must be flanked and you must designate 
  one of the flanking attackers to be affected by 
  your Dodge feat. The first attack of the round 
  from the designated attacker automatically 
  misses you and may strike the other flanking foe 
  instead; the attacking creature makes an attack 
  roll normally, and its ally is considered flatfooted. 
  If the designated attacker is making a full attack 
  against you, its second and subsequent attacks 
  function normally. 
   
  Cause Overreach: To use this maneuver, 
  you must provoke an attack of opportunity from 
  a foe by moving out of a threatened square. If 
  the foe misses you, you can make a free trip 
  attempt against his foe, and the foe does not get 
  a chance to trip you if your attempt fails. 
  Improved 
  Familiar 
  [General] 
  (Complete 
  Warrior, pg. 100) 
  This feat allows spellcasters to acquire a new 
  familiar from a nonstandard list, but only when 
  they could normally acquire a new familiar (see 
  Familiars, page 52 of the Player’s Handbook). 
  This feat was originally presented on page 200 
  of the Dungeon Master’s Guide; the description 
  here provides new familiars to stand beside 
  them in battle. 
  Prerequisite: Ability to acquire a new familiar, 
  compatible alignment, sufficiently high arcane 
  spellcaster level, and base attack bonus. 
  Benefit: When choosing a familiar, the creatures 
  listed below are also available to the spellcaster. 
  The spellcaster may choose a familiar with an 
  alignment up to one step away on each of the 
  alignment axes (lawful through chaotic, good 
  through evil). For example, a chaotic good 
  spellcaster could acquire a neutral familiar. A 
  lawful neutral spellcaster could acquire a neutral 
  good familiar. The spellcaster must have at least 
  the arcane spellcaster level and base attack 
  URD5-I01-MM3 Scavenger Hunt 
   
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  bonus indicated below in order to acquire the 
  familiar. 
  Familiar 
  Alignment 
  Arcane 
  Spellcaster 
  Level 
  Base Attack Bonus 
  Krenshar 
  Neutral 
  3rd
  +3 
  Worg 
  Neutral evil 
  3rd
  +3 
  Blink Dog 
  Lawful good 
  5th
  +5 
  Hell hound 
  Lawful evil 
  5th
  +5 
  Hippogriff 
  Neutral 
  7th
  +7 
  Howler 
  Chaotic evil 
  7th
  +7 
  Winter Wolf 
  Neutral evil 
  7th
  +7 
   
  Improved familiars otherwise use the rules 
  presented on pages 52 and 53 of the Player’s 
  Handbook. 
  Augment Familiar (Complete Warrior, pg. 116) 
  Transmutation 
  Level: Sor/Wiz 2, Hexblade 1 
  Components: V, S 
  Casting Time: 1 action 
  Range: Close (25ft. +5 fr/2 levels) 
  Target: Your Familiar 
  Duration: Concentration +1 round/level 
  Saving Throw: Fortitude Negates (harmless) 
  Spell Resistance: Yes (harmless) 
  This 
  spell 
  grants 
  your 
  familiar 
  a 
  +4 
  enhancement bonus to strength, Dexterity, and 
  Constitution, Damage Reduction 5/magic, and a 
  +2 resistance bonus on saving throws. 
  URD5-I01-MM3 Scavenger Hunt 
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Duchy of Urnst/595/Interactives/URD5-I01 - Amongst the Hills (APL 2-16)/URD5-I01-MM3 - Scavenger Hunt.pdf