TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
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  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
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  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at pjf@cetlink.net.  For LIVING GREYHAWK 
  campaign questions email rpgahq@wizards.com. 
  GRM5-02 
   
   
   
   
   
  Enemy of My Enemy 
   
  A One-Round D&D® LIVING GREYHAWKTM  
  Gran March Regional Adventure 
  Version 1.1 
   
  by P. Dennis Waltman 
  Circle Reviewer: Steven Conforti 
  Playtesters: Mark Fricault, Morgan Garcia-Lamarca, Richard Hill, Joe Masdon, Sherrie Masdon, Eric Pelkey, Joshua 
  Pelkey, Nick Perch, Jason Swanson, Kim Winz, Todd Wittlief, and Robyn Wittlief 
   
   
  Three young soldiers have been murdered at the edge of the Dim Forest and neither their commander nor the law 
  seems to care. An Uncle asks for justice at best, and to just know why at worst.  A Gran March regional adventure for 
  PCs of APLs 2-12. 
  
  GRM5-02 Enemy of My Enemy 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics provides 
  player information for you to paraphrase or read aloud 
  when 
  appropriate. 
  Sidebars 
  contain 
  important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  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 dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives.  
  
  GRM5-02 Enemy of My Enemy 
   
  Page 2 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  Gran March.  Characters native to Gran March 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 suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  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 BACKGROUND 
  There is a small subset of Gran March’s Knights of the 
  Watch and Dispatch, led by Erik Thunder, that have 
  become very alarmed at the close ties forming between 
  the government of Geoff and the Archclericy of Veluna. 
  They fear that once Geoff is rid of the Giant invaders, free 
  Geoff will ally with Veluna and turn its backs on Gran 
  March and the Knights. The Archclericy of Veluna still 
  regards the Knights of the Watch as enemies and many 
  in both Geoff and Veluna equate the Knights with Gran 
  March. These Knights believe they can’t allow a Geoff 
  hostile to both the Knighthood and to Gran March to 
  exist. Certain contacts have been made through 
  intermediaries with giants in Geoff that are Lawful and 
  not evil. Much discussion has taken place, but a face-to-
  face meeting is the next step. 
   
  Dispatcher Thunder consulted with his friend and 
  spiritual advisor, Aliam Nestor, a priest of Heironeous 
  and prosecutor at Hookhill. Nestor has convinced him 
  that making a deal with the giants is the right move for 
  Thunder to make politically within the Knighthood as 
  well as the will of Heironeous. He has convinced 
  Thunder to go forward with the plan even though others 
  among the small group of Knights are hesitant. 
  Unfortunately the Prosecutor of Hookhill is one of the 
  many guises of Nolar Thotec, a notorious cleric of 
  Hextor. Nolar sees potential for great embarrassment for 
  the Knights and Gran March should these negotiations 
  go forward be exposed at a time of his choosing. He has 
  alerted his people to the potential for harm and has 
  dispatched resources to "aid" this mission. 
   
  The first emissary of the small group of Knights, 
  Shalaya Tass, is on her way to the first face-to-face 
  meeting. She is a low ranking knight chosen as much 
  because she is fanatical about following her orders. She 
  has made oaths and pledges, plus received orders in no 
  uncertain terms regarding the mission. She will carry her 
  orders out without regard to her personal safety or 
  concerns she may have in meeting with the giants. She is 
  honored by the trust of the faction and believes in their 
  goals.  
   
  As she travels to the meeting she stops for rest in the 
  forest near the small town of Paletree. She has been given 
  strict instructions to avoid being seen by anyone unless 
  there was an extreme emergency. In the morning, as she 
  left her forest camp to complete her morning prayers in 
  the view of the Pelor, the Sunfather, she was spotted by 
  three young soldiers on their way to meet their family. 
  When she returned to her camp, she found the three 
  there; one of the young soldiers was holding some objects 
  dear to her. It was clear that the soldiers had gone 
  through her belongings. A fight ensued and she dropped 
  all three of the youths, but not before one of them had 
  # 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 
  
  GRM5-02 Enemy of My Enemy 
   
  Page 3 
  made a break for escape into the open toward the village 
  beyond crying for help. She took up her bow and fired an 
  arrow into his leg. Unfortunately the wound in his leg 
  was severe and he was near death. She quickly bound the 
  wounds of all the young men, stabilizing them and then 
  used potions to heal her wounds.  
   
  As she left the camp she used a magic figurine to 
  send a message to her great-uncle, Dispatcher Jonas 
  Fowler, a retired Knight who lived nearby. Jonas was not 
  privy to her task, but accepted her word that what she has 
  done was essential for the safety of Gran March, although 
  she provided him with few details. When he arrived on 
  the scene he found all of the young soldiers dead. He was 
  dismayed at the deaths, but believed in his heart that all 
  was for the best. In truth, the druid Galen watched the 
  fight and then after Shalaya left he killed all the young 
  soldiers as potential complications. The local Constable 
  in Paletree, after consulting with the retired Knight, 
  concluded that there was no need for a detailed 
  investigation. The Knight told him that the young men 
  died for the good of Gran March and, in the Constable’s 
  opinion, the case is closed. This was not good enough for 
  the young men’s uncle. He lives in Paletree and has now 
  decided to try to get someone to investigate more 
  thoroughly. 
  ADVENTURE SUMMARY 
  Introduction 
   
  The PCs find themselves in the small village of 
  Paletree on the edge of the Dim Forest not far from the 
  Realstream River. The village is almost halfway between 
  Hochoch and Orlane. It seems there is a tension in the 
  town’s people within the inn and the inn is packed with 
  people. A distraught middle-aged man comes to the PCs’ 
  table, seeking justice for his nephews: young soldiers 
  murdered this morning. It seems the law has said that no 
  crime has taken place. He promises them his magic 
  sword in return for the PCs finding the killer of his 
  nephews. 
  Encounter 1: Investigation at Paletree 
   
  The PCs investigate the claims of the distraught 
  uncle (either for the sword, or for honor’s sake). They 
  indeed find out that the Constable is not going to 
  investigate further. He is sure no crime took place. If he 
  is accused of failing his job or forced, he’ll indicate that 
  the Knight told him that it was so and the word of a 
  Knight was good enough for him. If the PCs visit the 
  soldiers’ corporal, they will find he is frustrated at the 
  turn of affairs, but he has no authority to push an 
  investigation. They will also probably visit the old Knight 
  who is clearly disturbed by what has happened. To 
  members of his order he will relate his misgivings, but 
  they should be obvious to perceptive PCs. 
   
  The bodies are laid out in Harvest Church and an 
  investigation of the items on the boys find a letter sealed 
  with imprint of an owl in the wax. Breaking the seal, the 
  PCs find that the letter is a missive from a high ranking 
  Dispatcher who asks that Dispatcher Shalaya Tam, 
  Venturous Vigil, be allowed to pass on a matter of 
  extreme importance for Gran March and the Knights of 
  the Watch. Looking at the wounds, it is clear all three 
  boys died of cut throats. Speaking with the dead can 
  determine that the boys were fairly sure the person 
  wasn’t a knight. The boys incorrectly believed that since 
  she was a woman, a cultist, didn’t have heavy armor or a 
  shield with the Owl or even a horse that she couldn’t be a 
  Knight of the Watch. 
   
  Going to the scene of the crime, the PCs will find a 
  sign of a cold camp, no animals, a person left to kneel for 
  almost an hour, and then a battle took place between four 
  people. The tracks also indicate that one person left and 
  then there are signs of those who came later to move the 
  bodies. The one who ran away left a clear trail and the 
  person is moving swiftly without much interest in hiding 
  the trail. 
  Encounter 2: Assistance of Evil 
   
  While following the trail of the apparent murderer, 
  the PCs are ambushed by beings from the Ethereal Plane. 
  They have been hired (xill) or directed (marauder) to 
  attack the PCs to prevent them from potentially 
  interfering with the Knight’s mission. The xill take 
  delight in their role, concentrating on the rear of the 
  adventurer group and whenever possible coordinating 
  their attacks. They are overconfident in their abilities and 
  not concerned about failing those powers that hired 
  them (indirectly by Nolar Thotec). If some of the PCs 
  retreat away from them, leaving unconscious PCs among 
  their number, they will have no problem implanting an 
  egg before pursuing. In this manner, it is possible that 
  some of the PCs will escape if they travel away from the 
  Realstream River. 
  Encounter 3: Rock and a Hard Place 
   
  The PCs come upon a single man, waiting for them. 
  Some in the party might see his hiding animal friend, but 
  he is far away. The druid asks the PCs to go no farther 
  along their trail. Even though he is outnumbered he 
  must try and stop them or else his remaining family will 
  be executed. He will go in depth if people are interested. 
  PCs may offer to get his family to safety, but he will not 
  be optimistic; however if they leave immediately for 
  Orlane, he would agree to let them pass since that would 
  mean the Knight would complete her mission. However, 
  the PCs will need to explain how they plan to get his 
  family freed. Once the reasons for the executions are 
  clearer, it is unlikely the PCs can offer any legal method. 
   
  The fight with the druid will probably be short, but 
  Galen does his best to delay the PCs and use his 
  knowledge of the traps he has set to aid him in his fight.  
  
  GRM5-02 Enemy of My Enemy 
   
  Page 4 
  Encounter 4: Interlopers 
   
  Although a few giants would like a deal with the 
  Knights, most are against the deal. Some of those against 
  it have hired creatures to stop the emissary. These 
  specialists have been successful in capturing Shalaya. 
  They take special care since their masters are paying a 
  bonus of the captive is alive. 
   
  Some of the creatures are holding the prisoners and 
  the rest of their number have scouted the area and the 
  river edge to make sure that there are not threats to them. 
  When the PCs arrive, the giant’s agent that is getting 
  Shalaya ready for travel is easily seen. The others are 
  nearby. 
   
  The giants defend themselves as well as they are 
  able. If the PCs take Shalaya away from the creatures then 
  they may retreat if they are able to escape. 
  Conclusion: 
   
  Deciding what to do with Shalaya will be 
  complicated. There may be many different opinions. If 
  she is alive, then she can demand to be allowed to 
  continue on a mission she cannot disclose. Shalaya does 
  tell the PCs that the young soldiers were alive when she 
  left. 
  PREPARATION FOR PLAY 
  This module deals with a Knight of the Dispatch, Erik 
  Thunder, who has been seriously misled. There is 
  actually almost no chance that Geoff and Veluna will 
  make any agreements like he believes. He is being duped 
  by agents inside Gran March not involved in this story. 
  Thunder has no authority with either the Knighthood or 
  the military of Gran March to do what he is doing and 
  will eventually have to answer for his actions as will those 
  who are assisting him. Please note on the Critical Event 
  summary who the PCs tell about his actions. 
  INTRODUCTION 
  This adventure begins in the village of Paletree, a hamlet 
  located both close to the edges of the Dim Forest and not 
  far from the Realstream. It is late afternoon. 
   
  You find yourself in the village of Paletree, 
  about as close to Hochoch as to Orlane, along the 
  edge of the Dim Forest. The Third Tree Inn is 
  crowded this evening with locals drinking ale and 
  murmuring to each other. The tension is high in the 
  room. Only one table is available and you are sitting 
  at it with other travelers. A woman brings each of 
  you an ale without your asking and says, "The food 
  will be a bit late with the murders and all." She 
  hurries away with no time for questions. The 
  murmuring stops as a man walks into the common 
  room. A middle-aged human, wearing a chain mail 
  shirt and carrying a drawn long sword in his hand, 
  stops, and looks as if he will speak to those 
  assembled. He seems to lose his nerve and walks to 
  the bar where the bartender gives him a drink and 
  the whisper together. Several patrons of the bar 
  move to him and speak for a moment, clutching his 
  shoulder and moving away. 
   
  Have the players describe their PCs appearance. 
  Once all have done so, the players may interact with 
  those around them. If any of them move to the man, 
  continue. If they don’t talk to him wait a few minutes and 
  then continue the read-aloud text.  
   
  If the players talk to any of the townsfolk, they will 
  hear that three young soldiers were found dead outside of 
  town this morning. All three of the boys were brothers 
  and the man at the bar is their uncle. 
   
  When the man at the bar spies your group he 
  stares for a long few seconds and then strides 
  purposefully towards your table. He drops the cold 
  iron long sword on your table and says, "It is the 
  only thing of value that I can give you for this task. 
  Will you please find the killers of my nephews and 
  bring them to justice?" 
   
  The man is Narune Tobias. He is mixed-blood 
  human. He owns a farm and apiary about two hours walk 
  from Paletree. Narune is a former Gran March Staff Sgt, 
  who retired from the 12th Battle more than 20 years ago. 
  All APLs 
  � Narune Tobias: Male human Ftr4/Rgr2; see 
  Appendix 1. 
  Narune can provide the following information: 
  • 
  His nephews Alin Tobias and Shyri Korbin, plus 
  their childhood friend, Malan Uwari, were given 
  permission from their Corporal to come out to his 
  farm to visit him. His nephews were in the 10th 
  Battle. 
  • 
  They left before dawn, since they had to be back to 
  their file before it moved out at noon. 
  • 
  Their bodies were found about half way between 
  Paletree and his place. All three had had their throat 
  cut and had serious battle wounds. 
  • 
  When he arrived at the scene of the crime the 
  Constable had already left. The boys’ bodies were 
  being prepared to carry them to the Harvest Church.  
  • 
  The bodies are presently at the Church. If they need 
  to see them, he gives permission for them to inspect 
  the bodies. 
  • 
   No one would tell him what happened. 
  • 
  The Constable and the boys’ Corporal had had an 
  argument at the site about the investigation. 
  
  GRM5-02 Enemy of My Enemy 
   
  Page 5 
  • 
  Since coming to the village he has found out that the 
  case is closed. The boys were doing nothing wrong 
  and they died in service to the March, but that no 
  crime had taken place. 
   
  Narune will also offer two hunting dogs of his to aid 
  in tracking down the killer of his nephews and their 
  friend. He will tell the characters the dogs are 
  experienced with running away from critters in the Dim 
  Forest, and will give the characters the calls that will 
  bring the dogs back (two small guard dogs trained for 
  Hunting). 
   
  PCs who examine or ask about Narune’s sword can 
  learn the following: 
  • 
  PCs with ranks in Craft (weaponsmith) or who are 
  dwarves can identify the weapon as being 
  masterwork. 
  • 
  The cold iron longsword detects as magical and 
  shows moderate conjuration and transmutation 
  magic (it is a +1 bane (giant) cold iron longsword). 
  • 
  Narune will say he picked the sword up while on 
  leave, helping some friends in the Lortmils. 
  ENCOUNTER 1: 
  INVESTIGATION AT 
  PALETREE 
  There are quite a few places where the PCs might find 
  out information. It is not expected that every location 
  will be visited, but time is available for this. The PCs 
  could decide to head out to the scene of the killing, and 
  skip the information gathering in town. If the characters 
  decide to wait overnight before visiting some of these 
  locations change them as indicated. 
  THIRD TREE INN 
   
  The Inn remains full with villagers and outlying 
  farmers drinking and talking about the terrible murders. 
  If visited the next morning it will be empty except for the 
  staff. Actively gathering information can yield some 
  information (based on the DC achieved below): 
  DC 5: 
  • 
  The three young men killed were all from around 
  this part of the Barony. Two were nephews of 
  Narune Tobias. One was the nephews’ friend, but his 
  family has moved away. 
  • 
  The leader of the file had a loud argument with the 
  constable; some say even threatened him after the 
  constable said the case was closed. 
  • 
  The young men’s bodies have been taken to the 
  Harvest Church. 
  DC 10: 
  • 
  Both nephews were in their first year of soldiering. 
  They mustered in together at the last Mustering Day. 
  • 
  Narune Tobias has a ranch/apiary about an hour 
  from the site of the young soldiers’ murder; the 
  murder took place about a half an hour from Paletree 
  along the forest edge. 
  • 
  The young men were part of a long file the 
  commander of the 10th sent out to patrol the 
  southern edge of the Dim. 
  • 
  Dire Lion tracks had been spotted in the Dim Forest 
  a few days earlier in a place not far from where the 
  boys were killed. 
  DC 15: 
  • 
  One of the young soldiers had had his throat cut; 
  another had been shot seven times in the back. (This 
  is false actually.) 
  DC 20: 
  • 
  The Old Knight convinced the constable not to 
  investigate the murders. 
  PATROL BARRACKS 
   
  This small building is a single story, flat roof 
  structure that has a different look to it than the other 
  buildings in this village.  A Knowledge (architecture & 
  engineering) check DC 10 reveals that it is a hastily 
  constructed building (DC 15 reveals that this building 
  completed construction less than two weeks ago).  No 
  matter what time the barracks are visited the situation 
  will be the same. 
   
  There is a pair of soldiers sitting outside the 
  building, applying fierce elbow grease to cleaning and 
  maintaining their armor and weapons. As the characters 
  approach, the soldiers get to their feet, and stand in 
  obvious guard-like poses. One says something into the 
  barracks, and as the characters get within 40 feet, an older 
  man (early 20s) steps from the barracks, wearing the 
  uniform of a Gran March Corporal. He will speak to the 
  guards who then go into the barracks building. 
   
  When the PCs approach to talk, the Corporal will 
  pay appropriate respect to any officers of Gran March, but 
  he will be a quite insolent to any Squires or Knights of 
  Dispatch or Watch that are not higher in military rank 
  than he.  
  All APLs 
  � Corporal Crispin Lorn: Male human Ftr4; see 
  Appendix 1. 
   
  Corporal Crispin Lorn is free to speak of this 
  situation since the Constable has declared the case solved 
  and that no crime took place. If asked questions 
  
  GRM5-02 Enemy of My Enemy 
   
  Page 6 
  regarding the situation from other than by a superior 
  rank military person, he will inquire about their interest. 
  If the characters mention seeking justice for the uncle, 
  he will relate what he knows. Otherwise, unless ordered 
  to by a superior rank military person he will be 
  unhelpful, answering everything with “yes”, “no”, “I don’t 
  know for sure”, or “I shouldn’t tell you.”  He has the 
  following information: 
  • 
  With the Road through the Dim Forest complete, 
  the duties of the 10th have changed. Though 
  patrolling continues, the Knight Colonel has sent 
  out large files of troops to travel the villages along 
  the southern border of the Dim and assist in 
  dispatching the creatures that sometimes come out 
  of the Dim to harass the livestock and people of 
  these villages. The Corporal was in charge of a long 
  file (one regular file of infantry, a bard, and three 
  archers) 
  • 
  Two of the three dead soldiers (he will not refer to 
  them as boys; and he will bristle at anyone calling 
  them so) had a relative living near the village 
  Paletree. These three soldiers were the best of the 
  new men in this large file and he gave permission for 
  them to visit the relative they had not seen since 
  well before joining the army. They had to return by 
  noon so they left before dawn. 
  • 
  The first he knew something was wrong, was when 
  the Constable came to see him. He was told his three 
  men were slain, that the men apparently came into a 
  situation beyond their ability to handle. No murder 
  took place but the young men had done nothing 
  wrong. There was nothing to investigate or deal 
  with. The Corporal could not understand this, and 
  the Constable concluded with, “Dispatcher Fowler 
  assured me this was the case. The case is closed.” 
  • 
  He saw the young men’s bodies when they were 
  brought from the edge of the Dim. All three had 
  taken wounds from battle. 
  • 
  The bodies were taken to the Harvest Church. 
  • 
  He will continue on his patrol and return to Fort 
  Endurance to report his losses. If a higher ranking 
  character tries to order them otherwise, he will point 
  out, respectfully, that they are not in his chain of 
  command, and that he is obligated to follow the 
  orders of the Captain that dispatched him in this 
  long file. 
  • 
  The Constable would probably be found at the 
  Blacksmith Shop. He has no idea where Dispatcher 
  Fowler might be but he understands he lives 
  somewhere nearby. 
  CONSTABLE OFFICE (BLACKSMITH) 
   
  The Blacksmith shop is clearly a residence and a 
  shop. In addition there is a hanging sign under the 
  Blacksmith that reads “Constable of Paletree.” Again, this 
  situation will be the same no matter if the office is visited 
  at night or in the morning. 
   
  The Constable, Naismith Tyder, is working on a 
  plow. He is taking out some of his frustrations on the 
  metal. When the characters come around, he will not 
  want to talk about the situation except to say that the 
  matter is closed. The boys’ deaths were in defense of Gran 
  March and their families will hear such. Dispatcher 
  Fowler alerted him to this condition and he agreed that 
  there was no point to investigate that which was known. 
  He will tell the PCs that the word of a Knight is just like 
  the law, everyone knows that. He can tell the characters 
  where Dispatcher Fowler can be located and can provide 
  the following information on Dispatcher Fowler: 
   
  “Dispatcher Jonas Fowler, Hardy Vigil, retired 
  from active service upon reaching sixty years of age. 
  He moved to Paletree to oversee a family horse 
  ranch and to take a break from his previous duties.” 
  All APLs 
  � Naismith Tyler: Male human Ftr4; see Appendix 
  1. 
  Notes: The belief of the Constable that that the word of a 
  Knight is just like the law is incorrect. In the Gran 
  March, the word of a Knight is accepted in a Court as 
  truth. This does not mean that a trial or investigations 
  should not go forward. The Constable figures if the 
  Knight is going to say the same thing at trial, it doesn’t 
  matter if they catch someone if they will go free. Also, the 
  Constable wants this to not be a murder. His law 
  enforcement experience has been breaking up an 
  occasional fight and making sure drunken farmers get 
  home before sunrise. Even if the PCs convince him that 
  he was wrong on the law, he will tell the PCs that his 
  decision is final unless the Knight tells him other wise. 
  HARVEST CHURCH 
   
  The Harvest Church building is a small chapel with 
  a rectory built on the rear. If the PCs wait until morning, 
  the bodies are gone, taken to their families. Hyacinth can 
  answer questions but there can be no speak with dead. If 
  the come in the evening when entering the chapel the 
  characters will find the bodies of the young soldiers laid 
  out on tables. A half-elf female wearing the holy symbol 
  of Wenta is tending the bodies. She will introduce herself 
  as Hyacinth and apologize for the fallen taking up the 
  chapel. She will explain that these were soldiers recently 
  fallen in Gran March army business and the family has 
  asked that they be prepared in the Harvest Church for 
  burial. 
  All APLs 
  � Hyacinth: Female half-elf Clr6; see Appendix 1. 
   
  If the PCs are military she will gladly tell them what 
  she knows. If not, they can make a Diplomacy check (DC 
  
  GRM5-02 Enemy of My Enemy 
   
  Page 7 
  15) to convince Hyacinth to relate what she has learned 
  from the bodies. A Heal check (DC 15) can also 
  determine this information after examining the bodies. 
  She will gladly allow a cleric to inspect the bodies. 
  • 
  Two of the young soldiers show signs of having 
  fought with a person using a sword; Hyacinth 
  believes two swords based on how the cuts appeared 
  on the body. Both young men with sword cuts also 
  had their throats cut as well. The throat cut was the 
  cause of death. 
  • 
  The third young soldier was struck by an arrow in 
  his leg. The wound was very serious hitting a large 
  blood vessel. The wound was carefully bandaged 
  then his throat was cut. 
  • 
  All three of the boys are in fairly new, well cared for 
  uniforms. 
  • 
  If the PCs search the soldiers’ possessions they will 
  find a rolled parchment in one of Alin’s pouches. 
  The parchment is sealed with the symbol of an owl. 
  Any PC from the Sheldomar Valley recognizes this 
  as a symbol of the Knights of the Watch. A 
  Knowledge (local – Sheldomar Valley Metaregion) 
  check (DC 5) or a Knowledge (nobility and royalty) 
  check (DC 15) also provides this information. If the 
  PCs open the roll, give them Player Handout #1. The 
  other items the boys took are not found (Shalaya 
  already recovered them). 
   
  If the characters ask, or succeed in the Diplomacy 
  check DC 15 as above, Hyacinth will cast a speak with dead 
  on one of the young men. She will ask her three 
  questions as follows (if the PCs want to ask questions she 
  will require the standard 180 gp fee for the spell): 
  • 
  Q: Who killed you? 
  A: “A half-elf thief.” 
  • 
  Q: How do you know the half-elf was a thief? 
  A: “The thief had items from a Knight of the Watch in her 
  possession and even though an Inn was a short walk away 
  she chose to camp without a fire at the edge of the forest.” 
  • 
  Q: How do you know that the half-elf was not a 
  Knight? 
  A: “The thief was a half-elf and a cultist in almost no 
  armor, with no horse, no lance, only a bunch of little 
  swords and a bow. There was no way she could be a 
  Knight.” 
   
  Hyacinth will allow a PC cleric of a good-aligned 
  deity to cast their own speak with dead and ask their own 
  questions. Addition information regarding the young 
  soldiers can be found in the Adventure Background. 
  Information relating to state of mind and specifics are 
  below: 
  • 
  All three believed the woman was a thief (or worse) 
  and had stolen from a Knight of the Watch.  
  • 
  They also know she was a cultist (Pelor) and all 
  believe that was not good indeed.  
  • 
  When the soldiers spotted the woman praying at the 
  sun, Alin snuck around and looked through her 
  pack. There he found letters with the Knight symbol 
  on the seal, a holy symbol of Pelor and a cloak with 
  the Owl pin of the Watch. He took the cloak, pin, 
  holy symbol and one of the letters to show the 
  others and for proof. 
  • 
  As they were searching her things she returned. 
  They confronted her but she claimed that she was a 
  Knight and they were interfering in Knight’s 
  business. She demanded the items back and drew 
  weapons to threaten them. Alin and Shyri split 
  around her and attacked her. They fought her as 
  Malan watched. Alin told Malin to get to village 
  when it was clear the woman out-matched the 
  youths.  
  • 
  Malan will know that he was several hundred feet 
  from the edge of the forest when he was struck with 
  an arrow in the leg. He tried to continue to run but 
  stumbled. The last thing he saw he was bleeding 
  everywhere and he passed out. 
   
  Hyacinth will cast other spells for the characters if 
  they pay the standard fee (60 gp per spell level).  
   
  If the PCs chose to raise or reincarnate (unlikely) any 
  of the young soldiers they can get a full accounting of 
  their tale. 
  OLD KNIGHT’S PLACE 
   
  Dispatcher Jonas Fowler, Hardy Vigil, lives in a nice 
  house at the edge of town. If they come at night, he is 
  drinking. If they wait until the following morning, he is 
  very hung-over. The door is unlocked, but no one 
  answers (at first). If the PCs continue to knock or enter 
  uninvited they will meet a man in his late sixties. He is 
  dressed in rather formal clothing, with a black tabard 
  bearing the silver Owl of the Watch. 
  Note: Dispatcher Fowler will not lie to the PCs under 
  any circumstances. He will try to protect his niece as best 
  he can, but he will not lie. 
   
  Even if the PCs enter uninvited, he will be 
  completely polite, forgetting that he did not bid them 
  enter. It is clear that the old knight has been drinking. 
  There is dwarven ale on his breath and a cask of the stuff 
  in his den. At night he will ask the PCs if they would like 
  ale or perhaps some wine. In the morning he offers them 
  nothing. At night, he is not drunk, just a little flush [in 
  the highly unlikely occasion that the PCs fight him he 
  has –2 Dex, -2 Int from the drink]. He is coherent and 
  can answer questions but is clearly upset by what has 
  happened. 
  
  GRM5-02 Enemy of My Enemy 
   
  Page 8 
   
  He will introduce himself has Dispatcher Jonas 
  Fowler, Hardy Vigil. He will ask the names of his guests 
  in return. He will treat everyone politely and ask soldiers 
  where they are stationed. He will be especially interested 
  in any other Knights or Squires of the Watch or 
  Dispatch. He will tell them that he started out as a 
  Watcher but switched to Dispatchers when the two 
  groups split apart about fifteen years ago. 
  All APLs 
  � Dispatcher Jonas Fowler, Hardy Vigil: male 
  human Rgr9; see Appendix 1. 
  If there are no Knights or Squires of the Watch or 
  Dispatch in the party: 
   
  The PCs must make a Diplomacy check to get 
  information from the old Knight. A check at DC 20 (feel 
  free to lower this if the players are role playing well) will 
  have them treated as if they were Knights, skip to the 
  section below. 
   
  Anything lower and Dispatcher Fowler will 
  eventually ask their business. If the PCs ask about the 
  young soldiers, he will say “told the Constable that 
  investigating this right now might jeopardize the security 
  of Gran March. What the Constable chose to do with that 
  was his decision”. If the PCs insist on more information 
  he will ask them to leave. If they will not leave he will go 
  to his closet to begin putting on his chain shirt and to 
  gather his weapons (longsword, short sword, and bow). 
  He will fight them if necessary to get them to leave. 
  Should the party disable or kill him, a Search check DC 
  20 will find the note (Player Handout #2). 
   
  He will not consent to spells cast on him. A neutralize 
  poison spell will remove the alcohol from his system. That 
  will make him a little surly but have no other effect. 
   
  If the characters wait an hour, the Knight will 
  become very drunk, and they might sneak into his house 
  without a problem. A Move Silently check (DC 15) is all 
  that is needed to avoid discovery. Then a Search DC 20 
  will find the note as above (Player Handout #2). 
  If there are Squires or Knights of the Watch or 
  Dispatch (squires would have to identify themselves 
  as such) in the party: 
   
  As the section before, he will not discuss the 
  business at hand with those outside of his Order. He will 
  agree to speak with those of his Order and ask the others 
  to wait outside.  
   
  With squires, he will ask who sponsored them and 
  when. Knights he will accept at face value if they wear 
  some symbol of the Order. Otherwise he will ask who 
  sponsored them to Knighthood. He might well be asked 
  the same; his answer is Corem Valister, Most Gallant 
  Hippogriff. 
   
  He will explain that near dawn he was awakened by 
  a raven bearing a note. He will produce this note (Player 
  Handout #2).  
   
  Any Gran March Knight or Senior Squire who 
  makes a Knowledge (nobility and royalty) or Int check 
  (DC 15) will recognize the name of Shalaya Tass as one 
  who was at one time Venturous Lion.  Gran March 
  Knights of Beast of the Air rank or higher will recognize 
  her name as one of a Knight who voluntarily offered a 
  reduction in rank because of her perceived precept 
  violations (Precepts of Mannerliness, Duty, and 
  Deference). 
   
  He indeed has a great niece of that name and she is 
  now a Vigil in the Watch. He is not one to recognize 
  handwriting but it could be her hand. He did not doubt 
  that it would be her when he saw the note because of the 
  reference to his daughter, Marna. Yet when he arrived at 
  the scene he found three young soldiers all dead with 
  their throats cut. 
   
  He told the Constable that investigating this right 
  now might jeopardize the security of Gran March. The 
  Constable seemed to take this as if the Knight had told 
  him not to look into things. The Knight was only hoping 
  he would wait until his grand-niece came back. He was 
  sure she would be exonerated of any crime.  
   
  Since returning to his place, he has been wondering 
  if somehow someone else could have gotten the 
  information and are using him and their Order to cover 
  up three foul murders. He just can’t believe Shalaya 
  would cut the throats of the three innocent boys. 
   
  He will ask Squires and Knights if they could 
  determine what really happened. It would give peace of 
  mind and he would go to the Constable to make him 
  reopen the investigation. 
   
  A PC casting detect thoughts can determine (if he fails 
  the save) that he is telling the truth. 
  SCENE OF THE CRIME 
  Note: As the characters approach this area, and while 
  they continue to search or examine it, the sky becomes 
  more and more overcast. Anyone who makes a successful 
  Survival check (DC 15) to predict the weather will 
  predict rain tonight at midnight (and off and on for the 
  next three days if they make a higher DC as per the PH). 
  This is not a magical rain storm. 
   
  With directions from Narune, the Old Knight, or 
  the Corporal (or by following the lead of the hunting 
  dogs), the PCs can find the scene of the killings. The area 
  (firm ground) has been crisscrossed already by many 
  people walking over the scene so much previously 
  available information has been blurred. However there 
  are a few pieces of information that can be determined: 
  
  GRM5-02 Enemy of My Enemy 
   
  Page 9 
  Scene of Crime: 
  • 
  At the main scene of the killings; this is the place 
  where the three young soldiers confronted the 
  person they thought was a thief. There are clear 
  signs of a cold camp in the area.  
  • 
  There are signs of a fight.  A Profession (soldier) or 
  Survival check (DC 10) identifies a very short fight 
  between two persons with a third person seemed to 
  stand away from the group watching. 
  • 
  A Search check (DC 15) finds signs that a tree near 
  the camp has been climbed and 20 feet up the tree 
  (requiring Climb checks) there are signs a hammock 
  had been strung recently. 
  • 
  Most footprints are obscured as a number of men 
  have been here to carry out the bodies. 
  Around the scene of the killings: 
  A person searching around the main area of the killings 
  can in three places find the tracks (Survival/Search check 
  DC 15) of a person leaving the camp. 
  • 
  The first instance is of a person leaving and 
  returning to camp within an hour of each passage, 
  the trail goes thirty yards or so out of the tree line to 
  open ground, where the person apparently kneeled 
  for around an hour, around sunrise. The person 
  would have had a clear view of the rising sun (Note: 
  This was when Shalaya went out for morning 
  prayers). 
  • 
  The second instance is of a person leaving the camp 
  area into the woods, and the person appears to be 
  running. The tracks match those of the first instance 
  (Note: This was when Shalaya left the camp to make 
  her meeting). 
  • 
  The third instance is of a person leaving the camp 
  area, running towards the village. These tracks move 
  into the fields (soft ground, DC 10) and end with a 
  body falling to the ground and bleeding. There are 
  signs of people walking around the body fallen area 
  and moving back to village carrying a burden. There 
  are also a number of wolf (APL 2, 4 & 6), dire wolf 
  (APL 8 & 10) or dire lion (APL 12) tracks. A Search 
  check (DC 15) will find two empty potion bottles. A 
  Craft (alchemy) check (DC 15) will indicate they 
  were healing potions (Note: This is from when the 
  old Dispatcher, Constable, and men from the village 
  came out to the scene and from the animal 
  companion of the druid). 
   
  Basically the party can then choose to follow the 
  running track (Search or Survival check DC 10) or return 
  to the village to investigate further.  If they follow the 
  running track for more than a couple of minutes they can 
  determine the person slowed to a half-run (double move). 
  These tracks go into the Dim Forest; they do not travel 
  along its edge. If the characters continue to follow the 
  tracks they do so for two hours before coming to 
  Encounter 2. Every couple of minutes the person they are 
  following runs for a minute or two before dropping back 
  to a double move. 
  ENCOUNTER 2: ASSISTANCE 
  OF EVIL 
  The trail path seems very direct, moving directly 
  into the Dim Forest, while the trail shows the 
  person moving at a very steady and quick pace. At 
  times they break into a run when the trees of the 
  Dim allow a straight path. Whoever the person is, he 
  or she does not seem to care about leaving a trail, 
  instead traveling almost, but not quite, due west. 
   
  Then the trail goes beside the trunk of a massive 
  old 
  tree. 
  A 
  patch 
  of 
  open 
  sky 
  can 
  be 
  uncharacteristically seen from inside the Dim 
  Forest. A combination of insects and weather has 
  felled the giant, and the availability of sunlight has 
  caused great ground growth where usually the Dim 
  Forest has little. 
   
  Whether it is a PC or a hunting dog doing the 
  tracking, the person being tracked is interested more in 
  speed of travel than worrying about leaving tracks. 
  Initially, following the trail is relatively easy (Survival or 
  Search check DC 10; the hunting dogs automatically 
  make their check, though you should make a roll 
  anyway). 
   
  Have the PCs determine their party order and 
  spacing at the start of this encounter.  See DM Aid – Map 
  #1 for a detailed view of the encounter. 
   
  Should the PCs investigate the fallen trees, it will 
  appear that that they have been uprooted as if by high 
  winds, but other trees nearby are fine. The trail takes the 
  characters generally west-northwest, deeper into the Dim 
  Forest. 
   
  Once the PCs pass where they first spot the fallen 
  tree, the xill (or ethereal marauder at APL 2) will move to 
  attack. Unless the PCs have a see invisible spell/effect 
  operating, the xill’s location will not be apparent. In the 
  event that one of the PCs shows signs that they can be 
  seen on the Ethereal Plane, the xill will change tactics 
  and target those individuals first.  Otherwise the xill will 
  start their attack by materializing near the rear-most 
  person in the group (materializing is a move action, so in 
  the surprise round this is all they may do; the ethereal 
  marauder at APL 2 materializes as a free action, so it may 
  attack). 
   
  These xill are of the civilized variety. They have 
  weapons, and will use at least two weapons when they 
  fight. The xill rogues understand the danger of grappling 
  when there are other targets who are possibly rogues 
  nearby. 
  
  GRM5-02 Enemy of My Enemy 
   
  Page 10 
  APL 2 (EL 3) 
  � Phel, Male Ethereal Marauder: hp 15; see 
  Monster Manual page 105.  
  APL 4 (EL 6) 
  � Phel, Male Xill: hp 38; see Monster Manual page 
  259.  
  APL 6 (EL 9) 
  � Phel, Male Advanced Xill: hp 88; see Appendix 4.  
  APL 8 (EL 11) 
  � Phel, Male Advanced Xill: hp 88; see Appendix 5.  
  � Shivi, Female Advanced Xill: hp 88; see 
  Appendix 5.  
  APL 10 (EL 13) 
  � Phel, Male Advanced Xill Rog2: hp 113; see 
  Appendix 6.  
  � Shivi, Female Advanced Xill Rog2: hp 113; see 
  Appendix 6.  
  APL 12 (EL 15) 
  � Phel, Male Advanced Xill Rog2: hp 113; see 
  Appendix 7.  
  � Shivi, Female Advanced Xill Rog2: hp 113; see 
  Appendix 7.  
  � Dhal, Male Advanced Xill Rog2: hp 113; see 
  Appendix 7.  
  � Masti, Female Advanced Xill Rog2: hp 113; see 
  Appendix 7.  
   
  Treasure:  The gear and possessions of the xill are 
  the treasure here. 
  ENCOUNTER 3: ROCK AND A 
  HARD PLACE 
  Not too long after facing the xill, the PCs will come upon 
  Gelan.  Use the chart below to determine how long it 
  takes for the party to reach Gelan: 
  Party base move is 40 ft. 
  15 min. 
  Party base move is 30 ft. 
  20 min. 
  Party base move is 20 ft. 
  30 min. 
  Party base move is 15 ft. 
  40 min. 
   
   
  Note: Some spells cast during the previous 
  encounter may still be in force. The chart above is only to 
  determine if spells remain up.  See DM Aid – Map #2 for a 
  detailed view of the encounter.  It is also important to 
  note that a PC who is running or moving recklessly (such 
  as charging) at the time they encounter one of the pit 
  traps does not get a saving throw to avoid falling in (as 
  per the DMG, page 69). 
   
  The fallen trees seem to be behind you, the Dim 
  Forest is back to its scant light and little ground 
  cover. Not so long after your fight you come upon 
  the sight of a man waiting for you. 
   
  He stands waiting as you approach and once you 
  are within shouting range and he cries, “Greetings 
  Friends!” 
   
  This is Gelan, the druid being blackmailed by Nolar 
  Thotec to make sure the message is delivered. He is the 
  one who cut the throats of the boys, believing that if they 
  lived they would cause the mission to be compromised. 
   
  Gelan fears that he may soon be dead. He hopes that 
  he has taken the precautions necessary to give him a 
  chance to live again. He has used one of his daily wild 
  shapes (at APL 4 and above) to take the majority of his 
  possessions and store them high in a tree far from this 
  place, and has alerted a druid he knows to frequent the 
  Dim Forest to look for his body or piece of body to 
  reincarnate. 
   
  He had used an elemental gem to summon an earth 
  elemental to help dig the pits, and to deliver the message 
  to his friend.  Gelan will try to convince the PCs to turn 
  back. He will use the fact that he has to stop them or else 
  his only remaining family will be killed. He will try to 
  use the fact that the PCs are acting against interests of the 
  Knights of the Watch to discourage them from pursuing 
  the young Knight. 
   
  If asked for more details about his family, he will say 
  that his brother and sister-in-law are about to be put to 
  death for a misunderstanding about their faith. They are 
  being held in Orlane and have already been tried and 
  convicted of being priests of a banned religion. They are 
  Old Faith druids who honor the Winter King 
  (Knowledge (religion) DC 15 to realize that the Winter 
  King is an aspect of Nerull; The Old Faith hates Clerics of 
  Nerull, like most non-evil folk, but the Winter King 
  represents the Winter phase of the Seasonal Cycle). 
  Galen has the promise of a person skilled in the courts 
  that they can be saved, but only if the Knight is allowed 
  to complete her mission. Gelan tells the party that he’ll 
  do whatever he can to stop them so he can save his only 
  remaining family. 
   
  If asked how he knows she is a Knight he will 
  respond that he has be assisting her for a little while and 
  has observed that she wears the Knights symbols and the 
  person who will assist his family assured him that she is 
  of the Order. 
   
  If he is asked if he saw the Dispatcher kill the young 
  soldiers, he will admit witnessing the fight and the 
  archery shot. He will not claim to witness her killing the 
  fallen. Nor will he admit finishing the young soldiers off 
  
  GRM5-02 Enemy of My Enemy 
   
  Page 11 
  unless it looks like that is the only reason they are 
  following the Dispatcher, and then he will admit it. 
   
  If during the conversation, someone moves closer 
  than 100 feet or begins casting a spell, Gelan will assume 
  the fight is on and begin.  For APLs 8+, if the PCs have 
  not gone back to the village within a couple minutes, he 
  will initiate combat to avoid losing the animal growth 
  spell on his companion. 
   
  Gelan has instructed his animal companion to hide 
  while he talks to the PCs. The animal will be to Gelan’s 
  left and in a slight depression he had the elemental create 
  (the depression does not impede movement, but provides 
  just enough cover or concealment to hide). The PCs 
  could very possibly detect the animal, as some do not 
  hide well at all. Remember that the Spot DC increases 1 
  for each 10 feet distant from the creature hiding. For 
  example, if the PCs stop 100 feet from Gelan, add +10 to 
  the animals Hide check to determine if the PCs spot him. 
   
  As combat begins, Gelan can command the animal as 
  a free action. It is possible, due to PC tactics that Gelan 
  might not start off commanding his animal to attack, in 
  which case PCs that did not spot the animal at first would 
  get additional chances to spot as they close the distance.  
  If Gelan is defeated, a note can be found on his body 
  (Player Handout #3). 
  APL 2 (EL 5) 
  � Pit Trap #1: CR 1; mechanical; location trigger; 
  repair reset, DC 15 Reflex save avoids; 20 ft. deep 
  (2d6, fall); multiple targets (first target in each of two 
  adjacent 5 ft. squares); Search DC 20; Disable Device 
  DC 20. 
  � Pit Trap #2: CR 1; mechanical; location trigger; 
  repair reset, DC 15 Reflex save avoids; 20 ft. deep 
  (2d6, fall); multiple targets (first target in each of two 
  adjacent 5 ft. squares); Search DC 20; Disable Device 
  DC 20. 
  � Gelan ap Toras: Male Human (Flan) Drd3; hp 23; 
  see Appendix 2. 
  � Lucky, Gelan’s Animal Companion: Male 
  Wolf; hp 26; see Appendix 2.  
  APL 4 (EL 6) 
  � Pit Trap #1: CR 3; mechanical; location trigger; 
  repair reset, DC 20 Reflex save avoids; 20 ft. deep 
  (2d6, fall); multiple targets (first target in each of two 
  adjacent 5 ft. squares); pit spikes (+10 Atk, 1d4 spikes 
  per target for 1d4+2 damage each); Search DC 20; 
  Disable Device DC 20. 
  � Gelan ap Toras: Male Human (Flan) Drd5; hp 42; 
  see Appendix 3. 
  � Lucky, Gelan’s Animal Companion: Male 
  Wolf; hp 30; see Appendix 3. 
  APL 6 (EL 8) 
  � Pit Trap #1: CR 5; mechanical; location trigger; 
  repair reset, DC 20 Reflex save avoids; 20 ft. deep 
  (2d6, fall); multiple targets (first target in each of two 
  adjacent 5 ft. squares); pit spikes (+10 Atk, 1d4 spikes 
  per target for 1d4+2 damage plus poison each); 
  poison (Medium monstrous spider venom, DC 12 
  Fort save resists, 1d4 Str/1d4 Str); Search DC 20; 
  Disable Device DC 20. 
  � Gelan ap Toras: Male Human (Flan) Drd7; hp 58; 
  see Appendix 4. 
  � Lucky, Gelan’s Animal Companion: Male Dire 
  Wolf; hp 50; see Appendix 4. 
  APL 8 (EL 10) 
  � Pit Trap #1: CR 5; mechanical; location trigger; 
  repair reset, DC 20 Reflex save avoids; 20 ft. deep 
  (2d6, fall); multiple targets (first target in each of two 
  adjacent 5 ft. squares); pit spikes (+10 Atk, 1d4 spikes 
  per target for 1d4+2 damage plus poison each); 
  poison (Medium monstrous spider venom, DC 12 
  Fort save resists, 1d4 Str/1d4 Str); Search DC 20; 
  Disable Device DC 20. 
  � Pit Trap #2: CR 5; mechanical; location trigger; 
  repair reset, DC 20 Reflex save avoids; 20 ft. deep 
  (2d6, fall); multiple targets (first target in each of two 
  adjacent 5 ft. squares); pit spikes (+10 Atk, 1d4 spikes 
  per target for 1d4+2 damage plus poison each); 
  poison (Medium monstrous spider venom, DC 12 
  Fort save resists, 1d4 Str/1d4 Str); Search DC 20; 
  Disable Device DC 20. 
  � Gelan ap Toras: Male Human (Flan) Drd9; hp 75; 
  see Appendix 5. 
  � Lucky, Gelan’s Animal Companion: Animal 
  Growthed Male Dire Wolf; hp 78; see Appendix 5. 
  APL 10 (EL 12) 
  � Pit Trap #1: CR 8; mechanical; location trigger; 
  repair reset, DC 20 Reflex save avoids; 20 ft. deep 
  (2d6, fall); multiple targets (first target in each of two 
  adjacent 5 ft. squares); pit spikes (+10 Atk, 1d4 spikes 
  per target for 1d4+2 damage plus poison each); 
  poison (Terinav root, DC 16 Fort save resists, 1d6 
  Dex/2d6 Dex); Search DC 20; Disable Device DC 20. 
  � Pit Trap #2: CR 6; mechanical; location trigger; 
  repair reset, DC 20 Reflex save avoids; 20 ft. deep 
  (2d6, fall); multiple targets (first target in each of two 
  adjacent 5 ft. squares); pit spikes (+10 Atk, 1d4 spikes 
  per target for 1d4+2 damage plus poison each); 
  poison (Giant wasp poison, DC 18 Fort save resists, 
  1d6 Dex/1d6 Dex); Search DC 20; Disable Device DC 
  20. 
  � Gelan ap Toras: Male Human (Flan) Drd11; hp 
  91; see Appendix 6. 
  
  GRM5-02 Enemy of My Enemy 
   
  Page 12 
  � Lucky, Gelan’s Animal Companion: Animal 
  Growthed Male Dire Lion; hp 78; see Appendix 6. 
  APL 12 (EL 14) 
  � Pit Trap #1: CR 10; mechanical; location trigger; 
  repair reset, DC 20 Reflex save avoids; 20 ft. deep 
  (4d6, fall); multiple targets (first target in each of two 
  adjacent 5 ft. squares); pit spikes (+10 Atk, 1d4 spikes 
  per target for 1d4+5 damage plus poison each); 
  poison (Terinav root, DC 16 Fort save resists, 1d6 
  Dex/2d6 Dex); Search DC 20; Disable Device DC 20. 
  � Pit Trap #2: CR 8; mechanical; location trigger; 
  repair reset, DC 20 Reflex save avoids; 20 ft. deep 
  (4d6, fall); multiple targets (first target in each of two 
  adjacent 5 ft. squares); pit spikes (+10 Atk, 1d4 spikes 
  per target for 1d4+5 damage plus poison each); 
  poison (Giant wasp poison, DC 18 Fort save resists, 
  1d6 Dex/1d6 Dex); Search DC 20; Disable Device DC 
  20. 
  � Gelan ap Toras: Male Human (Flan) Drd13; hp 
  108; see Appendix 7. 
  � Lucky, Gelan’s Animal Companion: Animal 
  Growthed Male Dire Lion; hp 98; see Appendix 7. 
  Treasure:  The gear and possessions of Gelan are the only 
  treasure here.  The potions are labeled, but in the secret 
  Druidic language. 
  ENCOUNTER 4: INTERLOPERS 
  Use the chart below to determine how long it takes for 
  the party to reach this encounter. This time is only for a 
  determination on which spells remain in effect from 
  previous encounters.  See DM Aid – Map #3 for a detailed 
  view of the encounter.   
  Party base move is 40 ft. 
  90 min. 
  Party base move is 30 ft. 
  120 min. 
  Party base move is 20 ft. 
  180 min. 
  Party base move is 15 ft. 
  240 min. 
   
   
  As you travel, the trees seem to thin and more 
  ground plants have sprung up in the places the sun 
  can touch. A band of light from the open sky ahead 
  covers the entire western view. Such a patch of light 
  could only be the Realstream. 
   
  What the PCs see next varies depending on the APL 
  of the party: 
  APL 2 
   
  Two hundred feet ahead, a bugbear secures the 
  limp form of a bound human or half-elven woman 
  in a sling for carrying. He is taking pains to see that 
  she is not injured as he carries her. After securing 
  her, he waits anxiously as if expecting someone to 
  arrive. 
  APL 4 & 6 
   
  Two hundred feet ahead, an ogre secures the 
  limp form of a bound human or half-elven woman 
  in a sling for carrying. He is taking pains to see that 
  she is not injured as he carries her. After securing 
  her, he waits anxiously as if expecting someone to 
  arrive.  
  APL 8 
   
  Two hundred feet ahead, a hill giant secures the 
  limp form of a bound human or half-elven woman 
  in a sling for carrying. He is taking pains to see that 
  she is not injured as he carries her. After securing 
  her, he waits anxiously as if expecting someone to 
  arrive.  
  APL 10 
   
  Two hundred feet ahead, a troll secures the limp 
  form of a bound human or half-elven woman to in a 
  sling for carrying. He is taking pains to see that she 
  is not injured as he carries her. After securing her, 
  he waits anxiously as if expecting someone to arrive. 
  The troll is wearing a chain shirt. 
  APL 12 
   
  Two hundred feet ahead, a troll secures the limp 
  form of a bound human or half-elven woman in a 
  sling for carrying on a second troll. He is taking 
  pains to see that she is not injured as he carries her. 
  After securing her, he waits anxiously as if expecting 
  someone to arrive. Both trolls are wearing chain 
  shirts. 
   
  There is no wind or breeze in the woods. Anyone 
  who gets within 30 feet of any of the trolls will be 
  detected with the troll’s scent ability and initiative should 
  be rolled. 
   
  There are enough ground plants and trees in the area 
  for the characters to get within 30 feet of the creatures if 
  they are not careless. These plants also allow Rumble, 
  Grumble, Argent, Blade and/or Anger to hide from the 
  PCs. 
   
  This band of giant-folk (goblinoids aligned with 
  giants at APL 2) is a mercenary unit hired by a giant 
  faction that is against any sort of accommodation with 
  the humans. They have been instructed to capture the 
  emissary and bring her back alive, if possible, or dead if 
  not. They are waiting for the rest of their number who are 
  scouting the area for potential threats. 
   
  They intend to cross the Realstream at night when it 
  is less likely that they are spotted.  All the giant folk think 
  that the Knight will have help. They have been warned 
  about a druid and so some of them hide while they wait.  
  
  GRM5-02 Enemy of My Enemy 
   
  Page 13 
   
  Volcano is nominally the leader of this mercenary 
  group. Others may be higher level but he has the 
  intelligence to organize the group and the ability to 
  negotiate jobs. 
  Note: 
  Volcano and Argent both have elves as their 
  favored enemy. Anger and Blade both have orcs as their 
  favored enemy.  The Troll Hunters have elves and 
  humans as their favored enemies. None of them will pick 
  their targets based solely on their favored enemies, but 
  given the choice of near equal targets, they will definitely 
  focus on their favored enemies.  Shalaya Tass begins this 
  encounter with 28 points of lethal damage and 32 points 
  of nonlethal damage (for a total of -7 hp).  If the PCs do 
  not assist her quickly, she is likely to die before they 
  finish fighting their opponents (although she might get 
  lucky and make her stabilization check on her own). 
  APL 2 (EL 4) 
  � Volcano: Male Hobgoblin Rgr2; hp 15; see 
  Appendix 2.  
  � Grumble: Male Bugbear; hp 21; see Monster 
  Manual page 29. 
  APL 4 (EL 6) 
  � Volcano: Male Ogre Rgr2; hp 57; see Appendix 3.  
  � Grumble: Male Ogre; hp 33; see Monster Manual 
  page 199. 
  APL 6 (EL 8) 
  � Volcano: Male Troll Rgr2; hp 90; see Appendix 4.  
  � Grumble: Male Ogre; hp 33; see Monster Manual 
  page 199. 
  � Rumble: Male Ogre; hp 33; see Monster Manual 
  page 199. 
  APL 8 (EL 10) 
  � Volcano: Male Troll Rgr2; hp 90; see Appendix 5.  
  � Argent: Female Troll Rgr2; hp 90; see Appendix 5.  
  � Rumble: Male Hill Giant; hp 108; see Monster 
  Manual page 123. 
  APL 10 (EL 12) 
  � Volcano: Male Troll Rgr2; hp 90; see Appendix 6.  
  � Argent: Female Troll Rgr2; hp 90; see Appendix 6.  
  � Rumble: Male Troll Hunter (Rgr6); hp 126; see 
  Monster Manual page 247. 
  APL 12 (EL 14) 
  � Volcano: Male Troll Rgr2; hp 90; see Appendix 7.  
  � Argent: Female Troll Rgr2; hp 102; see Appendix 7.  
  � Blade: Male Troll Rgr2; hp 90; see Appendix 7.  
  � Anger: Female Troll Rgr2; hp 90; see Appendix 7.  
  � Rumble: Male Troll Hunter (Rgr6); hp 126; see 
  Monster Manual page 247. 
  � Grumble: Male Troll Hunter (Rgr6); hp 126; see 
  Monster Manual page 247. 
  Treasure:  The gear and possessions of the giant-folk 
  here are the only treasure. 
  CONCLUSION 
  If Shalaya survives: 
   
  Dispatcher Tass will be grateful for the rescue. She 
  will ask to be untied and allowed to continue on her 
  mission. She will not say anything about her mission 
  except indicate that she must cross the Realstream soon. 
  Most of her items (except weapons) are still on her 
  person. Her weapons are in a sack tied to her foot. 
   
  If asked about the young soldiers and it seems like 
  the PCs will not let her go without explanation, she will 
  say that she regrets that violence was necessary, but that 
  the soldiers had been in her belongings robbing her, had 
  accused her of not being a Knight, insulted her religion, 
  and when she drew her weapons, they attacked. She 
  dropped all three and prevented them from dying. She 
  used a magic figurine to send a message to her great 
  uncle in Paletree that the men needed care and 
  continued on her mission. She is mystified if told the 
  men are dead. 
   
  She may be asked specifically why she shot the 
  fleeing young soldier. She will tell the PCs truthfully that 
  at the time, she was injured and he was running away 
  screaming for help. She had no idea how close help 
  might be so she needed to try and stop him from 
  summoning anyone. She shot him only to slow him 
  down but her shot was more damaging than she 
  intended. She did move to him quickly and bind his 
  wounds before healing herself. He was alive and stable 
  when she left him. 
   
  If she has been freed but it looks like the PCs will 
  require her to return with them, she will run off, 
  withdrawing as fast as possible into the woods. Unless 
  PCs have a single move equal to her double move it will 
  be difficult to catch her. She will change directions to 
  prevent charges. Since she is immune to fatigue and has 
  Endurance, it is likely the characters will tire before she 
  does. She will make the break for it even if she does not 
  have her weapons. She will make no promise not to 
  continue on her mission, although she will promise to 
  return to Paletree as soon as she can after her mission is 
  complete. 
   
  Knights of the Watch or Dispatch of higher rank 
  may ask that she tell about her mission; she will 
  respectively decline saying she has given her oath to not 
  reveal it anyone. She will direct them to speak with 
  
  GRM5-02 Enemy of My Enemy 
   
  Page 14 
  Dispatcher Erik Thunder, Most Intrepid Manticore, who 
  is stationed in Shiboleth with the 17th Battle. As a Most 
  Intrepid Manitcore, he outranks or is equal rank, 
  possibly, to any PC nights. No Knight can command her 
  to tell of her mission. 
   
  She will give her word as a Knight of the Watch that 
  when she left the campsite the three soldiers were alive; 
  she had no idea how they died and she certainly did not 
  cut their throats.  The PCs will need to decide whether to 
  allow her to continue or return to face charges or Narune.  
   
  If they return her to Paletree and turn her over to 
  the Constable, he will thank them, question her, let her 
  stay as his guest until the PC leave.  He’ll then let her go.  
  If they return her to Dispatcher Fowler, he will tell them 
  that she is indeed his grand niece and suggest she see the 
  Constable to clear up the situation. 
   
  If they return her to the Harvest Church, Hyacinth 
  will keep her there as a captive until she hears orders 
  from the leaders of her church. She will question her and 
  allow the Constable to talk to her also. 
   
  The PCs might also take her beyond Paletree to 
  either Army or Knight holdings. She will he held for a 
  time in both and eventually set free when Erik Thunder 
  confirms he sent her on a mission. 
  If Shalaya dies: 
   
  There are fewer options. They could bring her back 
  to life. If the PCs reincarnate her, she will return as a 
  dwarf.  
   
  They could return her to the Harvest Church or to 
  her great uncle. If the latter he will send word to the 
  refugee camps for a Pelorite cleric to possibly raise her. If 
  the former, Hyacinth will keep her body and prepare her 
  too for burial. Eventually Thunder will send someone to 
  collect her remains and have her brought back. 
   
   
  The End 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter 2 
  Defeat the xill 
   
  APL 2: 90 xp. 
   
  APL 4: 180 xp. 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
  Encounter 3 
  Defeat the druid and survive the traps 
   
  APL 2: 150 xp. 
   
  APL 4: 180 xp. 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
  Encounter 4 
  Defeat Shalaya’s captors 
   
  APL 2: 120 xp. 
   
  APL 4: 180 xp. 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
  Story Awards 
  Galen ap Toras is not slain 
   
  APL 2: 15 xp. 
   
  APL 4: 20 xp. 
   
  APL 6: 30 xp. 
   
  APL 8: 35 xp. 
   
  APL 10: 45 xp. 
   
  APL 12: 50 xp. 
  Shalaya is rescued alive 
   
  APL 2: 30 xp. 
   
  APL 4: 45 xp. 
   
  APL 6: 60 xp. 
   
  APL 8: 75 xp. 
   
  APL 10: 90 xp. 
   
  APL 12: 105 xp. 
  Discretionary roleplaying award 
   
  APL 2: 45 xp. 
   
  APL 4: 70 xp. 
   
  APL 6: 90 xp. 
   
  APL 8: 115 xp. 
   
  APL 10: 135 xp. 
   
  APL 12: 160 xp. 
  Total possible experience 
   
  APL 2: 450 xp. 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
   
  APL 12: 1,575 xp. 
  
  GRM5-02 Enemy of My Enemy 
   
  Page 15 
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional adventure, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter 2: 
  APL 2: L: 0 gp, C: 0 gp, M: 0 gp. 
  APL 4: L: 15 gp, C: 0 gp, M: 0 gp. 
  APL 6: L: 462 gp, C: 0 gp, M: 0 gp. 
  APL 8: L: 539 gp, C: 0 gp, M: +1 large thundering short 
  sword (718 gp), amulet of natural armor +2 (667 gp). 
  APL 10: L: 539 gp, C: 0 gp, M: +1 large thundering short 
  sword (718 gp), amulet of natural armor +2 (667 gp). 
  APL 12: L: 798 gp, C: 0 gp, M: +1 large thundering short 
  sword (718 gp), amulet of natural armor +2 (667 gp), belt 
  of giant strength +4 (1,333 gp). 
  Encounter 3: 
  APL 2: L: 113 gp, C: 0 gp, M: pearl of power (1st level) 
  (83 gp), 2 potions of cure moderate wounds (25 gp each). 
  APL 4: L: 54 gp, C: 0 gp, M: pearl of power (1st level) (83 
  gp), 2 potions of cure moderate wounds (25 gp each), +1 
  copper dragonhide breastplate (142 gp). 
  APL 6: L: 54 gp, C: 0 gp, M: pearl of power (1st level) (83 
  gp), 2 potions of cure moderate wounds (25 gp each), +1 
  copper dragonhide breastplate (142 gp), +1 heavy wooden 
  shield (96 gp). 
  APL 8: L: 28 gp, C: 0 gp, M: pearl of power (1st level) (83 
  gp), 2 potions of cure moderate wounds (25 gp each), +1 
  copper dragonhide breastplate (142 gp), +1 heavy wooden 
  shield (96 gp), +1 adamantine sickle (417 gp), metamagic 
  rod (extend, lesser) (250 gp). 
  APL 10: L: 0 gp, C: 0 gp, M: pearl of power (1st level) (83 
  gp), 2 potions of cure moderate wounds (25 gp each), +1 
  copper dragonhide breastplate (142 gp), +1 adamantine 
  sickle (417 gp), metamagic rod (extend, lesser) (250 gp), 
  +1 cold iron scimitar (361 gp), +1 light fortification heavy 
  wooden shield (346 gp), ring of counterspells (333 gp). 
  APL 12: L: 0 gp, C: 0 gp, M: pearl of power (1st level) (83 
  gp), 2 potions of cure moderate wounds (25 gp each), +2 
  copper dragonhide breastplate (392 gp), +1 adamantine 
  sickle (417 gp), metamagic rod (extend, lesser) (250 gp), 
  +1 cold iron scimitar (361 gp), +1 light fortification heavy 
  wooden shield (346 gp), ring of counterspells (333 gp), 
  cloak of resistance +4 (1,333 gp). 
  Encounter 4: 
  APL 2: L: 94 gp, C: 0 gp, M: ring of sustenance (208 gp). 
  APL 4: L: 179 gp, C: 0 gp, M: ring of sustenance (208 
  gp). 
  APL 6: L: 182 gp, C: 0 gp, M: ring of sustenance (208 
  gp). 
  APL 8: L: 356 gp, C: 0 gp, M: Keoghtom’s ointment (333 
  gp), ring of sustenance (208 gp). 
  APL 10: L: 286 gp, C: 0 gp, M: Keoghtom’s ointment 
  (333 gp), ring of sustenance (208 gp), +1 impact large cold 
  iron heavy flail (861 gp), +1 large battleaxe (218 gp), 
  bracers of armor +3 (750 gp). 
  APL 12: L: 189 gp, C: 0 gp, M: Keoghtom’s ointment 
  (333 gp), ring of sustenance (208 gp), +1 impact large cold 
  iron heavy flail (861 gp), 2 +1 large battleaxe (218 gp 
  each), bracers of armor +3 (750 gp), +1 fortunate precise 
  large composite longbow (+4 Str bonus) (1,600 gp), amulet 
  of health +4 (1,333 gp). 
  
  GRM5-02 Enemy of My Enemy 
   
  Page 16 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 207 gp, C: 0 gp, M: 341 gp – Total: 548 gp 
  (450 gp). 
  APL 4: L: 248 gp, C: 0 gp, M: 483 gp – Total: 731 gp 
  (650 gp). 
  APL 6: L: 698 gp, C: 0 gp, M: 579 gp – Total: 1,277 gp 
  (900 gp). 
  APL 8: L: 923 gp, C: 0 gp, M: 2,964 gp – Total: 3,887 
  gp (1,300 gp). 
  APL 10: L: 825 gp, C: 0 gp, M: 5,737 gp – Total: 6,562 
  gp (2,300 gp). 
  APL 12: L: 987 gp, C: 0 gp, M: 11,804 gp – Total: 
  12,791 gp (3,300 gp). 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Narune Tobias’ Sword:  In thanks for seeking out 
  the killers of his nephews, this PC has been offered the 
  opportunity to purchase his sword.  This PC has access 
  (Frequency: Any) to purchase one, and only one, +1 bane 
  (giant) cold iron longsword. 
  � Recommendation from Dispatcher Erik Thunder: 
   For enabling and allowing Shalaya to continue on her 
  mission, Dispatcher Erik Thunder, Most Relentless 
  Manticore, will provide a recommendation to humans, 
  half-elves, or dwarves to squire in, or for promotion in, 
  the Knights of the Watch or the Knights of the Dispatch. 
  � Gratitude of Narune Tobias:  For killing or 
  capturing Shalaya (or for clearing her of all charges), this 
  PC has the gratitude of Narune Tobias.  This gratitude 
  can be used as an Influence Point with the Harvest 
  Church in Gran March.  Alternatively, it can be used to 
  gain access (Frequency: Adventure) to purchase any one 
  of the following armor special ability upgrades for a 
  single suit of armor (circle the one selected): glamered, 
  shadow, silent moves.  Mark this gratitude as USED when it 
  is consumed. 
  � Recommendation from Dispatcher Jonas Fowler: 
   For killing or capturing Shalaya (or for clearing her of all 
  charges), Dispatcher Jonas Fowler, Hardy Vigil, will 
  provide a recommendation to humans, half-elves, or 
  dwarves to squire in, or for promotion in, the Knights of 
  the Watch or the Knights of the Dispatch. 
  � Gratitude of Gelan ap Toras:  For choosing not to 
  fight Gelan, or for defeating him without slaying him, 
  Gelan ap Toras is very grateful to the PCs for his life and 
  that of his family.  He makes available the following 
  items for purchase (from his family’s rainy day fund).  
  The PC has access (Frequency: Regional) to purchase one 
  of each of these items.  Mark each item below as 
  BOUGHT when it is purchased.  Mark this gratitude as 
  USED when all of the items have been bought: goggles of 
  minute seeing, phylactery of undead turning, necklace of 
  adaptation. 
  � Notice of the Bringers of Truth:  This PC 
  worshipper of Pholtus has been noticed by the Bringers 
  of Truth.  This notice counts as an Influence Point with 
  their organization.  Mark this notice as USED when it is 
  consumed. 
  � Xill Implant:  A xill implanted an egg into you while 
  you were paralyzed.  The young emerge 13 TUs from the 
  end of this adventure, devouring the host from inside.  A 
  remove disease spell rids the victim of the egg as does a 
  DC 25 Heal check.  If the check fails, the healer can try 
  again later, but each attempt (successful or not) deals 1d4 
  points of damage to the patient. 
  � Gratitude of Nolar Thotec:  For enabling and 
  allowing Shalaya to continue on her mission, this PC has 
  the gratitude of Nolar Thotec.  If the PC has the Enmity 
  of Nolar Thotec already, this gratitude cancels that 
  enmity (mark both as USED).  Otherwise, this gratitude 
  counts as an Influence Point with the Church of 
  Heironeous in Gran March.  Mark this gratitude as 
  USED when it is consumed. 
  Item Access 
  APL 2: 
  • 
  Dragonhide Breastplate, from Copper Dragon (Adventure; 
  DMG) 
  • 
  Instant Rope (Adventure; A&EG) 
  • 
  Masterwork Leather Scale Armor (Adventure; A&EG) 
  • 
  Pearl of Power, 1st Level (Adventure; DMG) 
  • 
  Ring of Sustenance (Adventure; DMG) 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  +1 Dragonhide Breastplate, from Copper Dragon 
  (Adventure; DMG) 
  • 
  Large Weapons and Armor: Arrow; Masterwork 
  Composite Longbow, +4 Str Bonus; Greatclub; Hide 
  Armor; Javelin; Masterwork Leather Armor; Masterwork 
  Cold Iron Heavy Flail; Sap (Adventure; DMG) 
   
  APL 6 (all of APLs 2, 4 plus the following): 
  • 
  Adamantine Sickle (Adventure; DMG) 
  • 
  Brooch of Shielding (Adventure; DMG) 
  • 
  Large Masterwork Bronzewood Short Sword (Adventure; 
  A&EG) 
   
  
  GRM5-02 Enemy of My Enemy 
   
  Page 17 
  APL 8 (all of APLs 2, 4, 6 plus the following): 
  • 
  +1 Adamantine Sickle (Adventure; DMG) 
  • 
  Amulet of Natural Armor +2 (Adventure; DMG) 
  • 
  Keoghtom’s Ointment (Adventure; DMG) 
  • 
  Large Weapons and Armor: +1 Thundering Short Sword; 
  Cold Iron Arrow; Masterwork Short Sword (Adventure; 
  DMG) 
  • 
  Metamagic Rod, Extend, Lesser (Adventure; DMG) 
   
  APL 10 (all of APLs 2, 4, 6, 8 plus the following): 
  • 
  +1 Large Battleaxe (Adventure; DMG) 
  • 
  +1 Large Chain Shirt (Adventure; DMG) 
  • 
  +1 Large Impact Cold Iron Heavy Flail (Adventure; 
  A&EG) 
  • 
  +1 Light Fortification Heavy Wooden Shield (Adventure; 
  DMG) 
  • 
  +2 Dragonhide Breastplate, from Copper Dragon 
  (Adventure; DMG) 
  • 
  Bracers of Armor +3 (Adventure; DMG) 
  • 
  Ring of Counterspells (Adventure; DMG) 
   
  APL 12 (all of APLs 2, 4, 6, 8, 10 plus the following): 
  • 
  +1 Large Precise Fortunate Composite Longbow, +4 Str 
  Bonus (Adventure; A&EG) 
  • 
  Amulet of Health +4 (Adventure; DMG) 
  • 
  Belt of Giant Strength +4 (Adventure; DMG) 
  • 
  Cloak of Resistance +4 (Adventure; DMG) 
   
   
   
  
  GRM5-02 Enemy of My Enemy 
   
  Page 18 
  APPENDIX 1 – ALL APLS 
  ENCOUNTER 1 
   
   
   
   
  Narune Tobias: male human (mixed) Ftr4/Rgr2; 
  Medium Humanoid; HD 4d10+2d8+12; hp 53; Init +2; 
  Spd 30; AC 14, flatfooted 12, touch 12 (+2 armor, +2 Dex); 
  BA/Grp +6/+8; Atk +8 melee (1d8+2, longsword) or +8 
  melee (1d6+2, sap); Full Atk +8/+3 melee (1d8+2, 
  longsword) or +8/+3 melee (1d6+2, sap); AL NG; SV Fort 
  +6, Ref +3, Will +1; Str 14, Dex 14, Con 14, Int 13, Wis 10, 
  Cha 12. 
   
  Skills and Feats: Swim +11, Ride +6, Handle Animal 
  +3, Jump +11, Profession (soldier) +9, Survival +6; Light 
  Armor Proficiency, Medium Armor Proficiency, Heavy 
  Armor Proficiency, Shield Proficiency, Tower Shield 
  Proficiency, 
  Simple 
  Weapon 
  Proficiency, 
  Martial 
  Weapon Proficiency, Point Blank Shot, Rapid Shot, 
  Animal Affinity, Combat Reflexes, Endurance, Diehard, 
  Power Attack, Cleave, Precise Shot, Track. Languages: 
  Common, Dwarven. 
   
  Possessions: sap, dagger, composite longbow, 40 
  arrows, leather armor, longsword (used to have a +1 cold 
  iron bane (giants) longsword) 
  Corporal Crispin Lorn: male human (Suel) Ftr4; 
  Medium Humanoid; HD 4d10+8; hp 36; Init +2; Spd 30; 
  AC 17, flatfooted 15, touch 12 (+5 armor, +2 Dex); 
  BA/Grp +4/+6; Atk/Full Atk +8 melee (1d8+5, longspear) 
  or +6 melee (1d8+2, longsword); AL NG; SV Fort +6, Ref 
  +3, Will +1; Str 14, Dex 14, Con 14, Int 13, Wis 10, Cha 
  12. 
   
  Skills and Feats: Swim +9, Ride +8, Handle Animal +5, 
  Jump +9, Profession (Soldier) +7; Light Armor 
  Proficiency, Medium Armor Proficiency, Heavy Armor 
  Proficiency, 
  Shield 
  Proficiency, 
  Tower 
  Shield 
  Proficiency, 
  Simple 
  Weapon 
  Proficiency, 
  Martial 
  Weapon 
  Proficiency, 
  Weapon 
  Focus 
  (longspear), 
  Endurance, Diehard, Power Attack, Cleave, Weapon 
  Specialization 
  (longspear). 
  Languages: 
  Common, 
  Dwarven. 
   
  Possessions: masterwork cold iron longspear, chain 
  mail, longsword, light crossbow, 20 bolts, dagger. 
  Hyacinth: female half-elf Clr6; Medium Humanoid 
  (Elf); HD 6d8+6; hp 41; Init +1; Spd 30; AC 11, flatfooted 
  10, touch 11 (+1 Dex); BA/Grp: +4/+5; Atk/Full Atk +5 
  melee (1d6+1, club); SQ half-elf traits; AL NG; SV Fort +5, 
  Ref +2, Will +5; Str 12, Dex 12, Con 12, Int 12, Wis 17, 
  Cha 10. 
   
  Skills and Feats: Concentration +10, Knowledge 
  (religion) +10, Heal +15; Armor Proficiency: Light Armor 
  Proficiency, Medium Armor Proficiency, Heavy Armor 
  Proficiency, 
  Shield 
  Proficiency, 
  Simple 
  Weapon 
  Proficiency, Combat Casting, Extra Turning, Skill Focus 
  (heal). Languages: Common, Elven, Flan. 
   
  Possessions: gold holy symbol (Wenta), silver holy 
  symbol, dagger, club, cleric vestments, healer kit, spell 
  component pouch. 
   
  Spells Prepared (5/4+1/4+1/3+1; save DC 13 + spell 
  level): 0 – detect magic x2, mending x3; 1st – shield of faith, 
  endure elements x2, remove fear, protection from evil*; 2nd – 
  delay poison x2, bear’s endurance, align weapon, aid*; 3rd – 
  speak with dead, magic vestment, remove disease, magic circle vs. 
  evil*. 
   
  *Domain spell; Domains: Good, Air. 
  Naismith Tyder: male human (Flan) Ftr4; Medium 
  Humanoid; HD 4d10+8; hp 36; Init +2; Spd 30; AC 17, 
  flatfooted 15, touch 12 (+5 armor, +2 Dex); BA/Grp +4/+6; 
  Atk/Full Atk +7 melee (1d4+3, +1 dagger); AL LG; SV Fort 
  +6, Ref +3, Will +1; Str 14, Dex 14, Con 14, Int 15, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Craft (blacksmith) +12, Profession 
  (teamster) +7, Ride +3, Handle Animal +7, Diplomacy +3, 
  Sense Motive +6; Light Armor Proficiency, Medium 
  Armor Proficiency, Heavy Armor Proficiency, Shield 
  Proficiency, Tower Shield Proficiency, Simple Weapon 
  Proficiency, Martial Weapon Proficiency, Skill Focus 
  (Craft (blacksmith), Sense Motive), Alertness, Combat 
  Expertise, Unarmed Attack, Dodge. Languages: Common, 
  Dwarven, Flan. 
   
  Possessions: +1 dagger, craftsman clothing, sap, chain 
  mail. 
  Dispatcher Jonas Fowler, Hardy Vigil: male human 
  (mixed) Rgr9; Medium Humanoid; HD 9d8+18; hp 68; 
  Init +4; Spd 30; AC 19, flatfooted 15, touch 14 (+4 Dex, +5 
  armor); BA/Grp: +9/+9 Atk +14 melee (1d6+1, +1 cold iron 
  short sword); Full Atk: +14/+9 melee (1d6+1, +1 cold iron 
  short sword); SA favored enemy (undead +4, fey +2); SQ 
  evasion, woodland stride, swift tracker; AL LG; SV Fort 
  +8, Ref +10, Will +5; Str 10, Dex 18, Con 14, Int 10, Wis 
  14, Cha 10. 
   
  Skills and Feats: Survival +14, Move Silently +16, Hide 
  +16, Knowledge (geography) +12, Spot +14, Listen +14, 
  Ride +10, Handle Animal +6, Light Armor Proficiency, 
  Medium Armor Proficiency, Shield Proficiency, Simple 
  Weapon Proficiency, Martial Weapon Proficiency, Track, 
  Point Blank Shot, Weapon Finesse, Rapid Shot, 
  Endurance, 
  Precise 
  Shot, 
  Manyshot, 
  Leadership, 
  Alertness. Languages: Common. 
   
  Possessions: 2 +1 cold iron short swords, +1 mithral chain 
  shirt, masterwork composite longbow (+2 Str bonus), 60 
  arrows. 
   
  Spells Prepared (2/1; save DC 12 + spell level): 1st – 
  entangle, resist energy; 2nd – snare. 
  ENCOUNTER 4 
   
   
   
   
  Shalaya Tass: female half-elf Rgr5/Horizon Walker2; 
  Medium Humanoid (Elf); HD 7d8+14; hp 53; Init +3; Spd 
  40; AC 18, flatfooted 15, touch 13 (+3 Dex, +5 armor); 
  BA/Grp +7/+8; Atk +11 melee (1d6+2, +1 thundering short 
  sword) or +11 melee (1d6+1 adamantine short sword) or 
  +11 melee (1d6, masterwork alchemical silver short 
  sword); Full Atk +9/+4 melee (1d6+2, +1 thundering short 
  
  GRM5-02 Enemy of My Enemy 
   
  Page 19 
  sword) and +9 melee (1d6+1 adamantine short sword); SA 
  favored enemy (animals +4, monstrous humanoids +2); 
  SQ half-elf traits, desert mastery, underground mastery, 
  animal companion; AL NG; SV Fort +9, Ref +7, Will +2; 
  Str 12, Dex 16, Con 14, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Craft (armorsmithing) +1, Craft 
  (weaponsmithing) +1, Diplomacy +7, Gather Information 
  +2, Handle Animal +5, Hide +10, Knowledge (geography) 
  +8, Listen +2, Move Silently +10, Search +5, Spot +10, 
  Survival +6, Swim +5; Light Armor Proficiency, Medium 
  Armor Proficiency, Blind-Fight, Endurance, Run, Shield 
  Proficiency, Simple Weapon Proficiency, Track, Two-
  Weapon Fighting, Weapon Finesse. Languages: Common, 
  Elven. 
   
  Possessions: adamantine short sword, +1 thundering 
  short sword, masterwork alchemical silver short sword, 
  dagger, +1 light fortification mithral chain shirt, composite 
  longbow (+2 Str bonus), 36 arrows, phylactery of 
  faithfulness, pearl of power 1st level, boots of striding and 
  springing, elixir of swimming, 2 potions of cure moderate 
  wounds, silver holy symbol of Pelor. 
   
  Spells Prepared (1; save DC 11 + spell level): 1st – resist 
  energy. 
   
  
  GRM5-02 Enemy of My Enemy 
   
  Page 20 
  APPENDIX 2 – APL 2 
  ENCOUNTER 2 
   
   
   
   
  Phel, Male Ethereal Marauder: hp 15; see Monster 
  Manual page 105.  
  ENCOUNTER 3 
   
   
   
   
  Gelan ap Toras: male human (Flan) Drd3; CR 3; medium 
  humanoid; HD 3d8+9; hp 25; Init +1; Spd 20 ft.; AC 18, 
  touch 11, flat-footed 17 (+1 Dex, +2 shield, +5 armor); 
  BA/Grp +2/+2; Atk +3 melee (1d6/18-20, masterwork 
  cold iron scimitar) or +3 melee (1d6, masterwork sickle) 
  or +2 melee (1d6, club); Full Atk +3 melee (1d6/18-20, 
  masterwork cold iron scimitar) or +3 melee (1d6, 
  masterwork sickle) or +2 melee (1d6, club); SA spells; SQ 
  spontaneous casting, animal companion, nature sense, 
  wild empathy, woodland stride, trackless step, resist energy 
  (fire) 10; AL N; SV Fort +6, Ref +2, Will +6; Str 10, Dex 12, 
  Con 16, Int 10, Wis 16, Cha 8. 
   
  Skills and Feats: Concentration +11, Diplomacy +2, 
  Handle Animal +4, Listen +5, Speak Language +1, Spot 
  +5, Survival +10; Eschew Materials, Skill Focus 
  (Concentration), Track.  Languages: Common, Druidic, 
  Flan. 
   
  Druid Spells Prepared: (4/3/2; Base DC = 13 + Spell 
  Level): 0 - create water, cure minor wounds, detect magic, light; 
  1st - cure light wounds, lesser vigor*, magic fang; 2nd – flaming 
  sphere, resist energy.  *Complete Divine. 
   
  Possessions: dagger, masterwork cold iron scimitar, 
  masterwork 
  sickle, 
  club, 
  dragonhide 
  breastplate 
  (Copper), heavy wooden shield, pearl of power (1st level), 2 
  potions of cure moderate wounds, holy symbol of Obad-Hai 
  with smaller symbols of Ehlonna and Pelor attached 
  (Knowledge (religion) DC 10 to recognize as Old Faith 
  worshipper). 
  Lucky, Gelan’s Animal Companion: male wolf; 
  Medium animal; HD 4d8+8; hp 30; Init +3; Spd 50 ft.; AC 
  17, touch 13, flat-footed 14 (+3 Dex, +4 natural); Base 
  Atk/Grp: +3/+5; Atk/Full Atk +6 melee (1d6+3, bite); SA 
  trip; SQ low-light vision, scent, link, share spells, bonus 
  tricks (2), evasion; AL N; SV Fort +6, Ref +7, Will +2; Str 
  14, Dex 16, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +3, Listen +4, Move Silently +4, 
  Spot +4, Survival +1 (+5 tracking by scent); Power Attack, 
  TrackB, Weapon Focus (bite). 
   
  Tricks: attack (all creatures), come, defend, down, 
  fetch, track, work. 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+1 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 wolf. 
  ENCOUNTER 4 
   
   
   
   
  Grumble: Male Bugbear; hp 21; see Monster Manual 
  page 29. 
  Volcano: male hobgoblin Rgr2; CR 2; medium 
  humanoid (goblinoid); HD 2d8+4; hp 15; Init +3; Spd 30 
  ft.; AC 16, touch 13, flat-footed 13 (+3 Dex, +3 armor); 
  BA/Grp +2/+3; Atk +4 melee (1d10+1/19-20, masterwork 
  cold iron heavy flail) or +3 melee (1d6+1, sap) or +3 melee 
  (1d4+1, spiked gauntlets) or +6 ranged (1d8+1/x3, 
  masterwork composite longbow (+1 Str bonus)); Full Atk 
  +4 melee (1d10+1/19-20, masterwork cold iron heavy 
  flail) or +3 melee (1d6+1, sap) or +3 melee (1d4+1, spiked 
  gauntlets) 
  or 
  +6 
  ranged 
  (1d8+1/x3, 
  masterwork 
  composite longbow (+1 Str bonus)) or +4/+4 ranged 
  (1d8+1/x3, masterwork composite longbow (+1 Str 
  bonus)); SA favored enemy (elf +2); SQ darkvision 60 ft., 
  wild empathy; AL LE; SV Fort +5, Ref +6, Will +2; Str 13, 
  Dex 17, Con 14, Int 10, Wis 14, Cha 8. 
   
  Skills and Feats: Climb +7, Hide +9, Listen +8, Move 
  Silently +9, Spot +8, Survival +8; Rapid ShotB, TrackB, 
  Weapon Focus (longbow).  Languages: Common, Goblin. 
   
  Skills: Hobgoblins have a +4 racial bonus on Move 
  Silently checks. 
   
  Possessions: 
  masterwork 
  leather 
  scale 
  armor*, 
  masterwork cold iron heavy flail, 40 arrows, masterwork 
  composite longbow (+1 Str bonus), sap, wooden holy 
  symbol of Wee Jas, 3 vials of instant rope*, spiked 
  gauntlets, ring of sustenance.  *Arms & Equipment Guide. 
  
  GRM5-02 Enemy of My Enemy 
   
  Page 21 
  APPENDIX 3 – APL 4 
  ENCOUNTER 2 
   
   
   
   
  Phel, Male Xill: hp 38; see Monster Manual page 259.  
  ENCOUNTER 3 
   
   
   
   
  Gelan ap Toras: male human (Flan) Drd5; CR 5; medium 
  humanoid; HD 5d8+15; hp 42; Init +1; Spd 20 ft.; AC 19, 
  touch 11, flat-footed 18 (+1 Dex, +2 shield, +6 armor); 
  BA/Grp +3/+3; Atk +4 melee (1d6/18-20, masterwork 
  cold iron scimitar) or +4 melee (1d6, masterwork sickle) 
  or +3 melee (1d6, club); Full Atk +4 melee (1d6/18-20, 
  masterwork cold iron scimitar) or +4 melee (1d6, 
  masterwork sickle) or +3 melee (1d6, club); SA spells; SQ 
  spontaneous casting, animal companion, nature sense, 
  wild empathy, woodland stride, trackless step, resist 
  nature’s lure, wild shape 1/day, resist energy (fire) 10; AL N; 
  SV Fort +7, Ref +2, Will +7; Str 10, Dex 12, Con 16, Int 10, 
  Wis 17, Cha 8. 
   
  Skills and Feats: Concentration +12, Diplomacy +3, 
  Handle Animal +6, Listen +6, Speak Language +1, Spot 
  +6, Survival +12; Eschew Materials, Skill Focus 
  (Concentration), Track.  Languages: Common, Druidic, 
  Flan. 
   
  Druid Spells Prepared: (5/4/3/2; Base DC = 13 + Spell 
  Level): 0 - create water, cure minor wounds x2, detect magic, 
  light; 1st - cure light wounds, entangle, lesser vigor*, magic fang; 
  2nd – briar web*, flaming sphere, resist energy; 3rd – call 
  lightning, wind wall.  *Complete Divine. 
   
  Possessions: dagger, masterwork cold iron scimitar, 
  masterwork sickle, club, +1 dragonhide breastplate (Copper), 
  heavy wooden shield, pearl of power (1st level), 2 potions of 
  cure moderate wounds, holy symbol of Obad-Hai with 
  smaller symbols of Ehlonna and Pelor attached 
  (Knowledge (religion) DC 10 to recognize as Old Faith 
  worshipper). 
  Lucky, Gelan’s Animal Companion: male wolf; 
  Medium animal; HD 4d8+8; hp 30; Init +3; Spd 50 ft.; AC 
  17, touch 13, flat-footed 14 (+3 Dex, +4 natural); Base 
  Atk/Grp: +3/+5; Atk/Full Atk +6 melee (1d6+3, bite); SA 
  trip; SQ low-light vision, scent, link, share spells, bonus 
  tricks (2), evasion; AL N; SV Fort +6, Ref +7, Will +2; Str 
  14, Dex 16, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +3, Listen +4, Move Silently +4, 
  Spot +4, Survival +1 (+5 tracking by scent); Power Attack, 
  TrackB, Weapon Focus (bite). 
   
  Tricks: attack (all creatures), come, defend, down, 
  fetch, track, work. 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+1 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 wolf. 
  ENCOUNTER 4 
   
   
   
   
  Grumble: Male Ogre; hp 33; see Monster Manual page 
  199. 
  Volcano: male ogre Rgr2; CR 5; large giant; HD 
  4d8+2d8+27; hp 57; Init +5; Spd 40 ft.; AC 17, touch 10, 
  flat-footed 16 (-1 size, +1 Dex, +5 natural, +2 armor); 
  BA/Grp 
  +5/+13; 
  Atk 
  +10 
  melee 
  (2d8+6/19-20, 
  masterwork large cold iron heavy flail) or +10 melee 
  (1d8+4, large sap) or +6 ranged (2d6+4/x3, masterwork 
  large composite longbow (+4 Str bonus)); Full Atk +10 
  melee (2d8+6/19-20, masterwork large cold iron heavy 
  flail) or +10 melee (1d8+4, large sap) or +6 ranged 
  (2d6+4/x3, masterwork large composite longbow (+4 Str 
  bonus)) or +4/+4 ranged (2d6+4/x3, masterwork large 
  composite longbow (+4 Str bonus)); Space/Reach 10 
  ft./10 ft.; SA favored enemy (elf +2); SQ darkvision 60 ft., 
  low-light vision, wild empathy; AL CN; SV Fort +11, Ref 
  +5, Will +1; Str 18, Dex 13, Con 18, Int 9, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +4, Listen +2, Spot +2; 
  Improved Initiative, RapidshotB, Toughness, TrackB, 
  Weapon Focus (heavy flail).  Languages: Giant. 
   
  Possessions: 
  masterwork 
  large 
  leather 
  armor, 
  masterwork large cold iron heavy flail, 40 large arrows, 
  masterwork large composite longbow (+4 Str bonus), 
  large sap, wooden holy symbol of Wee Jas, 3 vials of 
  instant rope*, ring of sustenance.  *Arms & Equipment Guide. 
   
  
  GRM5-02 Enemy of My Enemy 
   
  Page 22 
  APPENDIX 4 – APL 6 
  ENCOUNTER 2 
   
   
   
   
  Phel: male xill; CR 9; large outsider (extraplanar); HD 
  9d8+45; hp 88; Init +6; Spd 40 ft.; AC 20, touch 11, flat-
  footed 18 (-1 size, +2 Dex, +9 natural); BA/Grp +9/+19; 
  Atk 
  +15 
  melee 
  (1d8+6/17-20, 
  large 
  masterwork 
  bronzewood* short sword) or +14 melee (1d6+6, claw) or 
  +10 ranged (2d6/x3, large longbow); Full Atk +13/+8 
  melee (1d8+6/17-20, large masterwork bronzewood* 
  short sword) and +13 melee (1d8+3/17-20, large 
  masterwork bronzewood* short sword) and +12 melee 
  (1d6+3, 2 claws) or +12 melee (1d6+6, 4 claws) or +6/+1 
  ranged (2d6/x3, large longbow) and +6 ranged (2d6/x3, 
  large longbow); Space/Reach 10 ft./10 ft.; SA implant, 
  improved grab, paralysis; SQ darkvision 60 ft., planewalk, 
  SR 21; AL LE; SV Fort +11, Ref +8, Will +7; Str 23, Dex 14, 
  Con 20, Int 12, Wis 12, Cha 11. 
   
  Skills and Feats: Balance +16, Climb +18, Diplomacy 
  +2, Escape Artist +14, Intimidate +12, Listen +13, Move 
  Silently +14, Sense Motive +12, Spot +13, Tumble +14, 
  Use Rope +2 (+4 with bindings); Combat Reflexes, 
  Improved Critical (short sword), Improved Initiative, 
  MultiattackB, Multiweapon Fighting.  Languages: Infernal. 
   
  Implant (Ex): As a standard action, a xill can lay 
  eggs inside a paralyzed creature. The young emerge 90 
  days later, literally devouring the host from inside. A 
  remove disease spell rids the victim of the egg, as does a DC 
  25 Heal check. If the check fails the healer can try again, 
  but each attempt (successful or not) deals 1d4 damage to 
  the patient. 
   
  Improved Grab (Ex): To use this ability, a xill must 
  hit with one or more claw attacks. It can then attempt to 
  start a grapple as a free action without provoking and 
  attack of opportunity. It receives a +2 bonus to its grapple 
  check for each claw that hits. If it wins the grapple check 
  and maintains the hold in the next round, it 
  automatically bites the foe at that time. The bite does no 
  damage but injects a paralyzing venom. 
   
  Paralysis (Ex): Those bitten by a xill must succeed 
  on a DC 17 Fortitude save or be paralyzed for 1d4 hours. 
  The save DC is Constitution based. 
   
  Planewalk (Su): These planar travelers like to slip 
  between the folds of space to attack enemies as though 
  from thin air. They can cross from the Ethereal Plane 
  with a move action but take 2 rounds to cross back, 
  during which time they are immobile. As a xill fades 
  away it becomes harder to hit. Opponents have a 20% 
  miss change in the first round and a 50% miss chance in 
  the second. A xill can planewalk with a willing or 
  helpless creature. 
   
  Possessions: 2 large masterwork bronzewood* short 
  swords, 2 large longbows, 40 large arrows.  *Arms & 
  Equipment Guide. 
  ENCOUNTER 3 
   
   
   
   
  Gelan ap Toras: male human (Flan) Drd7; CR 7; medium 
  humanoid; HD 7d8+21; hp 58; Init +1; Spd 20 ft.; AC 20, 
  touch 11, flat-footed 19 (+1 Dex, +3 shield, +6 armor); 
  BA/Grp +5/+5; Atk +6 melee (1d6/18-20, masterwork 
  cold iron scimitar) or +6 melee (1d6, adamantine sickle) 
  or +5 melee (1d6, club); Full Atk +6 melee (1d6/18-20, 
  masterwork cold iron scimitar) or +6 melee (1d6, 
  adamantine sickle) or +5 melee (1d6, club); SA spells; SQ 
  spontaneous casting, animal companion, nature sense, 
  wild empathy, woodland stride, trackless step, resist 
  nature’s lure, wild shape 3/day, resist energy (fire) 20; AL N; 
  SV Fort +8, Ref +3, Will +8; Str 10, Dex 12, Con 16, Int 10, 
  Wis 17, Cha 8. 
   
  Skills and Feats: Climb +1, Concentration +16, 
  Diplomacy +3, Handle Animal +6, Listen +8, Speak 
  Language +1, Spot +7, Survival +12; Eschew Materials, 
  Natural Spell, Skill Focus (Concentration), Track.  
  Languages: Common, Druidic, Flan. 
   
  Druid Spells Prepared: (6/5/4/3/1; Base DC = 13 + Spell 
  Level): 0 - create water, cure minor wounds x2, detect magic, 
  light, resistance; 1st - cure light wounds, entangle x2, lesser 
  vigor*, magic fang; 2nd – briar web*, flaming sphere, resist 
  energy x2; 3rd – call lightning, dominate animal, wind wall; 4th 
  – flame strike.  *Complete Divine. 
   
  Possessions: dagger, masterwork cold iron scimitar, 
  adamantine sickle, club, +1 dragonhide breastplate (Copper), 
  +1 heavy wooden shield, pearl of power (1st level), 2 potions of 
  cure moderate wounds, holy symbol of Obad-Hai with 
  smaller symbols of Ehlonna and Pelor attached 
  (Knowledge (religion) DC 10 to recognize as Old Faith 
  worshipper). 
  Lucky, Gelan’s Animal Companion: male dire wolf; 
  Large animal; HD 6d8+18; hp 50; Init +2; Spd 50 ft.; AC 
  14, touch 11, flat-footed 12 (-1 size, +2 Dex, +3 natural); 
  Base Atk/Grp: +4/+15; Atk/Full Atk +11 melee (1d8+10, 
  bite); Space/Reach 10 ft./5 ft.; SA trip; SQ low-light 
  vision, scent, link, share spells, bonus tricks (1), resist 
  energy (fire) 20; AL N; SV Fort +8, Ref +7, Will +6; Str 25, 
  Dex 15, Con 17, Int 2, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +0, Listen +7, Move Silently +4, 
  Spot +7, Survival +2 (+6 tracking by scent); Alertness, 
  Run, TrackB, Weapon Focus (bite). 
   
  Tricks: attack (all creatures), come, defend, down, 
  fetch, work. 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+11 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 wolf. 
  ENCOUNTER 4 
   
   
   
   
  Grumble: Male Ogre; hp 33; see Monster Manual page 
  199. 
  
  GRM5-02 Enemy of My Enemy 
   
  Page 23 
  Rumble: Male Ogre; hp 33; see Monster Manual page 
  199. 
  Volcano: male troll Rgr2; CR 7; large giant; HD 
  6d8+2d8+56; hp 90; Init +8; Spd 30 ft.; AC 20, touch 13, 
  flat-footed 16 (-1 size, +4 Dex, +5 natural, +2 armor); 
  BA/Grp 
  +6/+15; 
  Atk 
  +11 
  melee 
  (2d8+7/19-20, 
  masterwork large cold iron heavy flail) or +10 melee 
  (1d6+5, claw) or +10 ranged (2d6+4/x3, masterwork large 
  composite longbow (+4 Str bonus)) or +10 melee (1d8+5, 
  large sap); Full Atk +11/+6 melee (2d8+5/19-20, 
  masterwork large cold iron heavy flail) and +5 melee 
  (1d6+2, claw) and +5 melee (1d6+2, bite) or +10 melee 
  (1d6+5, 2 claws) and +5 melee (1d6+2, bite) or +10/+5 
  ranged (2d6+4/x3, masterwork large composite longbow 
  (+4 Str bonus)) or +8/+8/+3 ranged (2d6+4/x3, 
  masterwork large composite longbow (+4 Str bonus)) or 
  +10/+5 melee (1d8+5, large sap); Space/Reach 10 ft./10 ft.; 
  SA rend 2d6+7, favored enemy (elf +2); SQ darkvision 90 
  ft., low-light vision, regeneration 5, scent, wild empathy; 
  AL CN; SV Fort +15, Ref +9, Will +5; Str 20, Dex 19, Con 
  24, Int 10, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +6, Listen +8, Profession 
  (mercenary) +3, Spot +9, Survival +5; Combat Reflexes, 
  Improved Initiative, Iron Will, RapidshotB, TrackB.  
  Languages: Common, Giant. 
   
  Rend (Ex): If a troll hits with both claw attacks, it 
  latches onto the opponent’s body and tears the flesh.  
  This attack automatically deals an additional 2d6+7 
  damage. 
   
  Regeneration (Ex): Fire and acid deal normal 
  damage to a troll.  If a troll loses a limb or body part, the 
  lost portion regrows in 3d6 minutes.  The creature can 
  reattach the severed member instantly by holding it to 
  the stump. 
   
  Possessions: 
  masterwork 
  large 
  leather 
  armor, 
  masterwork large cold iron heavy flail, 40 large arrows, 
  masterwork large composite longbow (+4 Str bonus), 
  large sap, wooden holy symbol of Wee Jas, 3 vials of 
  instant rope*, ring of sustenance.  *Arms & Equipment Guide. 
   
  
  GRM5-02 Enemy of My Enemy 
   
  Page 24 
  APPENDIX 5 – APL 8 
  ENCOUNTER 2 
   
   
   
   
  Phel: male xill; CR 9; large outsider (extraplanar); HD 
  9d8+45; hp 88; Init +6; Spd 40 ft.; AC 22, touch 11, flat-
  footed 20 (-1 size, +2 Dex, +11 natural); BA/Grp +9/+19; 
  Atk 
  +15 
  melee 
  (1d8+6/17-20, 
  large 
  masterwork 
  bronzewood* short sword) or +14 melee (1d6+6, claw) or 
  +10 ranged (2d6/x3, large longbow); Full Atk +13/+8 
  melee (1d8+6/17-20, large masterwork bronzewood* 
  short sword) and +13 melee (1d8+3/17-20, large 
  masterwork bronzewood* short sword) and +12 melee 
  (1d6+3, 2 claws) or +12 melee (1d6+6, 4 claws) or +6/+1 
  ranged (2d6/x3, large longbow) and +6 ranged (2d6/x3, 
  large longbow); Space/Reach 10 ft./10 ft.; SA implant, 
  improved grab, paralysis; SQ darkvision 60 ft., planewalk, 
  SR 21; AL LE; SV Fort +11, Ref +8, Will +7; Str 23, Dex 14, 
  Con 20, Int 12, Wis 12, Cha 11. 
   
  Skills and Feats: Balance +16, Climb +18, Diplomacy 
  +2, Escape Artist +14, Intimidate +12, Listen +13, Move 
  Silently +14, Sense Motive +12, Spot +13, Tumble +14, 
  Use Rope +2 (+4 with bindings); Combat Reflexes, 
  Improved Critical (short sword), Improved Initiative, 
  MultiattackB, Multiweapon Fighting.  Languages: Infernal. 
   
  Implant (Ex): As a standard action, a xill can lay 
  eggs inside a paralyzed creature. The young emerge 90 
  days later, literally devouring the host from inside. A 
  remove disease spell rids the victim of the egg, as does a DC 
  25 Heal check. If the check fails the healer can try again, 
  but each attempt (successful or not) deals 1d4 damage to 
  the patient. 
   
  Improved Grab (Ex): To use this ability, a xill must 
  hit with one or more claw attacks. It can then attempt to 
  start a grapple as a free action without provoking and 
  attack of opportunity. It receives a +2 bonus to its grapple 
  check for each claw that hits. If it wins the grapple check 
  and maintains the hold in the next round, it 
  automatically bites the foe at that time. The bite does no 
  damage but injects a paralyzing venom. 
   
  Paralysis (Ex): Those bitten by a xill must succeed 
  on a DC 17 Fortitude save or be paralyzed for 1d4 hours. 
  The save DC is Constitution based. 
   
  Planewalk (Su): These planar travelers like to slip 
  between the folds of space to attack enemies as though 
  from thin air. They can cross from the Ethereal Plane 
  with a move action but take 2 rounds to cross back, 
  during which time they are immobile. As a xill fades 
  away it becomes harder to hit. Opponents have a 20% 
  miss change in the first round and a 50% miss chance in 
  the second. A xill can planewalk with a willing or 
  helpless creature. 
   
  Possessions: 2 large masterwork bronzewood* short 
  swords, 2 large longbows, 40 large arrows, amulet of 
  natural armor +2.  *Arms & Equipment Guide. 
  Shivi: female xill; CR 9; large outsider (extraplanar); HD 
  9d8+45; hp 88; Init +6; Spd 40 ft.; AC 20, touch 11, flat-
  footed 18 (-1 size, +2 Dex, +9 natural); BA/Grp +9/+19; 
  Atk +15 melee (1d8+7/17-20 and +1d8 sonic on crit, +1 
  large thundering short sword) or +14 melee (1d6+6, claw) or 
  +10 ranged (2d6/x3, large longbow); Full Atk +13/+8 
  melee (1d8+7/17-20 and +1d8 sonic on crit, +1 large 
  thundering short sword) and +13 melee (1d8+3/17-20, large 
  masterwork short sword) and +12 melee (1d6+3, 2 claws) 
  or +12 melee (1d6+6, 4 claws) or +6/+1 ranged (2d6/x3, 
  large longbow) and +6 ranged (2d6/x3, large longbow); 
  Space/Reach 10 ft./10 ft.; SA implant, improved grab, 
  paralysis; SQ darkvision 60 ft., planewalk, SR 21; AL LE; 
  SV Fort +11, Ref +8, Will +7; Str 23, Dex 14, Con 20, Int 
  12, Wis 12, Cha 11. 
   
  Skills and Feats: Balance +16, Climb +18, Diplomacy 
  +2, Escape Artist +14, Intimidate +12, Listen +13, Move 
  Silently +14, Sense Motive +12, Spot +13, Tumble +14, 
  Use Rope +2 (+4 with bindings); Combat Reflexes, 
  Improved Critical (short sword), Improved Initiative, 
  MultiattackB, Multiweapon Fighting.  Languages: Infernal. 
   
  Implant (Ex): As a standard action, a xill can lay 
  eggs inside a paralyzed creature. The young emerge 90 
  days later, literally devouring the host from inside. A 
  remove disease spell rids the victim of the egg, as does a DC 
  25 Heal check. If the check fails the healer can try again, 
  but each attempt (successful or not) deals 1d4 damage to 
  the patient. 
   
  Improved Grab (Ex): To use this ability, a xill must 
  hit with one or more claw attacks. It can then attempt to 
  start a grapple as a free action without provoking and 
  attack of opportunity. It receives a +2 bonus to its grapple 
  check for each claw that hits. If it wins the grapple check 
  and maintains the hold in the next round, it 
  automatically bites the foe at that time. The bite does no 
  damage but injects a paralyzing venom. 
   
  Paralysis (Ex): Those bitten by a xill must succeed 
  on a DC 17 Fortitude save or be paralyzed for 1d4 hours. 
  The save DC is Constitution based. 
   
  Planewalk (Su): These planar travelers like to slip 
  between the folds of space to attack enemies as though 
  from thin air. They can cross from the Ethereal Plane 
  with a move action but take 2 rounds to cross back, 
  during which time they are immobile. As a xill fades 
  away it becomes harder to hit. Opponents have a 20% 
  miss change in the first round and a 50% miss chance in 
  the second. A xill can planewalk with a willing or 
  helpless creature. 
   
  Possessions: +1 large thundering short sword, large 
  masterwork short sword, 2 large longbows, 40 large 
  arrows. 
  ENCOUNTER 3 
   
   
   
   
  Gelan ap Toras: male human (Flan) Drd9; CR 9; medium 
  humanoid; HD 9d8+27; hp 75; Init +1; Spd 20 ft.; AC 22, 
  touch 13, flat-footed 21 (+1 Dex, +3 shield, +6 armor, +2 
  deflection); BA/Grp +6/+6; Atk +7 melee (1d6/18-20, 
  masterwork cold iron scimitar) or +7 melee (1d6+1, +1 
  adamantine sickle) or +6 melee (1d6, club); Full Atk +7/+1 
  
  GRM5-02 Enemy of My Enemy 
   
  Page 25 
  melee (1d6/18-20, masterwork cold iron scimitar) or 
  +7/+1 melee (1d6+1, +1 adamantine sickle) or +6/+1 melee 
  (1d6, club); SA spells; SQ spontaneous casting, animal 
  companion, nature sense, wild empathy, woodland stride, 
  trackless step, resist nature’s lure, wild shape 3/day 
  (Large), venom immunity, resist energy (fire) 20; AL N; SV 
  Fort +9, Ref +4, Will +10; Str 10, Dex 12, Con 16, Int 10, 
  Wis 18, Cha 8. 
   
  Skills and Feats: Climb +2, Concentration +19, 
  Diplomacy +3, Handle Animal +6, Listen +11, Speak 
  Language +1, Spot +10, Survival +13; Eschew Materials, 
  Natural 
  Spell, 
  Quicken 
  Spell, 
  Skill 
  Focus 
  (Concentration), Track.  Languages: Common, Druidic, 
  Flan. 
   
  Druid Spells Prepared: (6/5/5/4/3/1; Base DC = 14 + 
  Spell Level): 0 - create water, cure minor wounds x2, detect 
  magic, light, resistance; 1st - cure light wounds, entangle, lesser 
  vigor*, magic fang, shillelagh; 2nd – briar web*, flaming sphere, 
  fog cloud, resist energy x2; 3rd – call lightning, dominate animal, 
  spikes, wind wall; 4th – dispel magic, flame strike x2; 5th – 
  animal growth.  *Complete Divine. 
   
  Possessions: dagger, masterwork cold iron scimitar, +1 
  adamantine sickle, club, +1 dragonhide breastplate (Copper), 
  +1 heavy wooden shield, pearl of power (1st level), 2 potions of 
  cure moderate wounds, holy symbol of Obad-Hai with 
  smaller symbols of Ehlonna and Pelor attached 
  (Knowledge (religion) DC 10 to recognize as Old Faith 
  worshipper), potion of shield of faith +2, metamagic rod 
  (extend, lesser). 
  Lucky, Gelan’s Animal Companion: male dire wolf; 
  Large animal; HD 8d8+24; hp 66; Init +3; Spd 50 ft.; AC 
  17, touch 12, flat-footed 14 (-1 size, +3 Dex, +5 natural); 
  Base Atk/Grp: +6/+18; Atk/Full Atk +14 melee (1d8+12, 
  bite); Space/Reach 10 ft./5 ft.; SA trip; SQ low-light 
  vision, scent, link, share spells, evasion, bonus tricks (2), 
  resist energy (fire) 20; AL N; SV Fort +9, Ref +9, Will +6; Str 
  26, Dex 16, Con 17, Int 2, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +3, Listen +7, Move Silently +5, 
  Spot +7, Survival +2 (+6 tracking by scent); Alertness, 
  Run, TrackB, Weapon Focus (bite). 
   
  Tricks: attack (all creatures), come, defend, down, 
  fetch, track, work. 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+12 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 wolf. 
  Animal 
  Growthed 
  Lucky, 
  Gelan’s 
  Animal 
  Companion: male dire wolf; Huge animal; HD 8d8+40; 
  hp 78; Init +2; Spd 50 ft.; AC 17, touch 10, flat-footed 15 (-
  2 size, +2 Dex, +7 natural); Base Atk/Grp: +6/+22; 
  Atk/Full Atk +17 melee (2d6+18, bite); Space/Reach 15 
  ft./10 ft.; SA trip; SQ low-light vision, scent, link, share 
  spells, evasion, bonus tricks (2), DR 10/magic, resist energy 
  (fire) 20; AL N; SV Fort +11 (+15), Ref +8 (+12), Will +6 
  (+10); Str 26 (34), Dex 16 (14), Con 17 (21), Int 2, Wis 12, 
  Cha 10. 
   
  Skills and Feats: Hide +2, Listen +7, Move Silently +4, 
  Spot +7, Survival +2 (+6 tracking by scent); Alertness, 
  Run, TrackB, Weapon Focus (bite). 
   
  Tricks: attack (all creatures), come, defend, down, 
  fetch, track, work. 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+16 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 wolf. 
  ENCOUNTER 4 
   
   
   
   
  Rumble: Male Hill Giant; hp 108; see Monster Manual 
  page 123. 
  Volcano: male troll Rgr2; CR 7; large giant; HD 
  6d8+2d8+56; hp 90; Init +8; Spd 30 ft.; AC 20, touch 13, 
  flat-footed 16 (-1 size, +4 Dex, +5 natural, +2 armor); 
  BA/Grp 
  +6/+15; 
  Atk 
  +11 
  melee 
  (2d8+7/19-20, 
  masterwork large cold iron heavy flail) or +10 melee 
  (1d6+5, claw) or +10 ranged (2d6+4/x3, masterwork large 
  composite longbow (+4 Str bonus)) or +10 melee (1d8+5, 
  large sap); Full Atk +11/+6 melee (2d8+5/19-20, 
  masterwork large cold iron heavy flail) and +5 melee 
  (1d6+2, claw) and +5 melee (1d6+2, bite) or +10 melee 
  (1d6+5, 2 claws) and +5 melee (1d6+2, bite) or +10/+5 
  ranged (2d6+4/x3, masterwork large composite longbow 
  (+4 Str bonus)) or +8/+8/+3 ranged (2d6+4/x3, 
  masterwork large composite longbow (+4 Str bonus)) or 
  +10/+5 melee (1d8+5, large sap); Space/Reach 10 ft./10 ft.; 
  SA rend 2d6+7, favored enemy (elf +2); SQ darkvision 90 
  ft., low-light vision, regeneration 5, scent, wild empathy; 
  AL CN; SV Fort +15, Ref +9, Will +5; Str 20, Dex 19, Con 
  24, Int 10, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +6, Listen +8, Profession 
  (mercenary) +3, Spot +9, Survival +5; Combat Reflexes, 
  Improved Initiative, Iron Will, RapidshotB, TrackB.  
  Languages: Common, Giant. 
   
  Rend (Ex): If a troll hits with both claw attacks, it 
  latches onto the opponent’s body and tears the flesh.  
  This attack automatically deals an additional 2d6+7 
  damage. 
   
  Regeneration (Ex): Fire and acid deal normal 
  damage to a troll.  If a troll loses a limb or body part, the 
  lost portion regrows in 3d6 minutes.  The creature can 
  reattach the severed member instantly by holding it to 
  the stump. 
   
  Possessions: 
  masterwork 
  large 
  leather 
  armor, 
  masterwork large cold iron heavy flail, 40 large cold iron 
  arrows, masterwork large composite longbow (+4 Str 
  bonus), large sap, wooden holy symbol of Wee Jas, 3 vials 
  of instant rope*, ring of sustenance.  *Arms & Equipment 
  Guide. 
  Argent: female troll Rgr2; CR 7; large giant; HD 
  6d8+2d8+56; hp 90; Init +8; Spd 30 ft.; AC 20, touch 13, 
  flat-footed 16 (-1 size, +4 Dex, +5 natural, +2 armor); 
  BA/Grp 
  +6/+15; 
  Atk 
  +11 
  melee 
  (2d8+7/19-20, 
  masterwork large cold iron heavy flail) or +10 melee 
  
  GRM5-02 Enemy of My Enemy 
   
  Page 26 
  (1d6+5, claw) or +10 ranged (2d6+4/x3, masterwork large 
  composite longbow (+4 Str bonus)) or +10 melee (1d8+5, 
  large sap); Full Atk +11/+6 melee (2d8+5/19-20, 
  masterwork large cold iron heavy flail) and +5 melee 
  (1d6+2, claw) and +5 melee (1d6+2, bite) or +10 melee 
  (1d6+5, 2 claws) and +5 melee (1d6+2, bite) or +10/+5 
  ranged (2d6+4/x3, masterwork large composite longbow 
  (+4 Str bonus)) or +8/+8/+3 ranged (2d6+4/x3, 
  masterwork large composite longbow (+4 Str bonus)) or 
  +10/+5 melee (1d8+5, large sap); Space/Reach 10 ft./10 ft.; 
  SA rend 2d6+7, favored enemy (elf +2); SQ darkvision 90 
  ft., low-light vision, regeneration 5, scent, wild empathy; 
  AL CN; SV Fort +15, Ref +9, Will +5; Str 20, Dex 19, Con 
  24, Int 10, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +6, Listen +8, Profession 
  (mercenary) +3, Spot +9, Survival +5; Combat Reflexes, 
  Improved Initiative, Iron Will, RapidshotB, TrackB.  
  Languages: Common, Giant. 
   
  Rend (Ex): If a troll hits with both claw attacks, it 
  latches onto the opponent’s body and tears the flesh.  
  This attack automatically deals an additional 2d6+7 
  damage. 
   
  Regeneration (Ex): Fire and acid deal normal 
  damage to a troll.  If a troll loses a limb or body part, the 
  lost portion regrows in 3d6 minutes.  The creature can 
  reattach the severed member instantly by holding it to 
  the stump. 
   
  Possessions: 
  masterwork 
  large 
  leather 
  armor, 
  masterwork large cold iron heavy flail, 40 large cold iron 
  arrows, masterwork large composite longbow (+4 Str 
  bonus), large sap, wooden holy symbol of Wee Jas, 3 vials 
  of instant rope*, Keoghtom’s ointment.  *Arms & Equipment 
  Guide. 
   
  
  GRM5-02 Enemy of My Enemy 
   
  Page 27 
  APPENDIX 6 – APL 10 
  ENCOUNTER 2 
   
   
   
   
  Phel: male xill Rog2; CR 11; large outsider (extraplanar); 
  HD 9d8+2d6+66; hp 113; Init +8; Spd 40 ft.; AC 24, touch 
  13, flat-footed 20 (-1 size, +4 Dex, +11 natural); BA/Grp 
  +10/+21; Atk +17 melee (1d8+7/17-20, large masterwork 
  bronzewood* short sword) or +16 melee (1d6+7, claw) or 
  +13 ranged (2d6/x3, large longbow); Full Atk +15/+10 
  melee (1d8+7/17-20, large masterwork bronzewood* 
  short sword) and +15 melee (1d8+3/17-20, large 
  masterwork bronzewood* short sword) and +14 melee 
  (1d6+3, 2 claws) or +14 melee (1d6+7, 4 claws) or +9/+4 
  ranged (2d6/x3, large longbow) and +9 ranged (2d6/x3, 
  large longbow); Space/Reach 10 ft./10 ft.; SA sneak attack 
  +1d6, implant, improved grab, paralysis; SQ trapfinding, 
  evasion, darkvision 60 ft., planewalk, SR 21; AL LE; SV 
  Fort +12, Ref +13, Will +8; Str 25, Dex 19, Con 23, Int 12, 
  Wis 14, Cha 8. 
   
  Skills and Feats: Balance +20, Climb +21, Diplomacy 
  +1, Escape Artist +18, Intimidate +13, Listen +16, Move 
  Silently +18, Sense Motive +15, Spot +16, Tumble +18, 
  Use Rope +4 (+6 with bindings); Combat Reflexes, 
  Improved Critical (short sword), Improved Initiative, 
  MultiattackB, Multiweapon Fighting.  Languages: Infernal. 
   
  Implant (Ex): As a standard action, a xill can lay 
  eggs inside a paralyzed creature. The young emerge 90 
  days later, literally devouring the host from inside. A 
  remove disease spell rids the victim of the egg, as does a DC 
  25 Heal check. If the check fails the healer can try again, 
  but each attempt (successful or not) deals 1d4 damage to 
  the patient. 
   
  Improved Grab (Ex): To use this ability, a xill must 
  hit with one or more claw attacks. It can then attempt to 
  start a grapple as a free action without provoking and 
  attack of opportunity. It receives a +2 bonus to its grapple 
  check for each claw that hits. If it wins the grapple check 
  and maintains the hold in the next round, it 
  automatically bites the foe at that time. The bite does no 
  damage but injects a paralyzing venom. 
   
  Paralysis (Ex): Those bitten by a xill must succeed 
  on a DC 18 Fortitude save or be paralyzed for 1d4 hours. 
  The save DC is Constitution based. 
   
  Planewalk (Su): These planar travelers like to slip 
  between the folds of space to attack enemies as though 
  from thin air. They can cross from the Ethereal Plane 
  with a move action but take 2 rounds to cross back, 
  during which time they are immobile. As a xill fades 
  away it becomes harder to hit. Opponents have a 20% 
  miss change in the first round and a 50% miss chance in 
  the second. A xill can planewalk with a willing or 
  helpless creature. 
   
  Possessions: 2 large masterwork bronzewood* short 
  swords, 2 large longbows, 40 large arrows, amulet of 
  natural armor +2.  *Arms & Equipment Guide. 
  Shivi: female xill Rog2; CR 11; large outsider 
  (extraplanar); HD 9d8+2d6+66; hp 113; Init +8; Spd 40 ft.; 
  AC 24, touch 13, flat-footed 20 (-1 size, +4 Dex, +11 
  natural); BA/Grp +10/+21; Atk +17 melee (1d8+8/17-20 
  and +1d8 sonic on crit, +1 large thundering short sword) or 
  +16 melee (1d6+7, claw) or +13 ranged (2d6/x3, large 
  longbow); Full Atk +15/+10 melee (1d8+8/17-20 and 
  +1d8 sonic on crit, +1 large thundering short sword) and +15 
  melee (1d8+3/17-20, large masterwork short sword) and 
  +14 melee (1d6+3, 2 claws) or +14 melee (1d6+7, 4 claws) 
  or +9/+4 ranged (2d6/x3, large longbow) and +9 ranged 
  (2d6/x3, large longbow); Space/Reach 10 ft./10 ft.; SA 
  sneak attack +1d6, implant, improved grab, paralysis; SQ 
  trapfinding, evasion, darkvision 60 ft., planewalk, SR 21; 
  AL LE; SV Fort +12, Ref +13, Will +8; Str 25, Dex 19, Con 
  23, Int 12, Wis 14, Cha 8. 
   
  Skills and Feats: Balance +20, Climb +21, Diplomacy 
  +1, Escape Artist +18, Intimidate +13, Listen +16, Move 
  Silently +18, Sense Motive +15, Spot +16, Tumble +18, 
  Use Rope +4 (+6 with bindings); Combat Reflexes, 
  Improved Critical (short sword), Improved Initiative, 
  MultiattackB, Multiweapon Fighting.  Languages: Infernal. 
   
  Implant (Ex): As a standard action, a xill can lay 
  eggs inside a paralyzed creature. The young emerge 90 
  days later, literally devouring the host from inside. A 
  remove disease spell rids the victim of the egg, as does a DC 
  25 Heal check. If the check fails the healer can try again, 
  but each attempt (successful or not) deals 1d4 damage to 
  the patient. 
   
  Improved Grab (Ex): To use this ability, a xill must 
  hit with one or more claw attacks. It can then attempt to 
  start a grapple as a free action without provoking and 
  attack of opportunity. It receives a +2 bonus to its grapple 
  check for each claw that hits. If it wins the grapple check 
  and maintains the hold in the next round, it 
  automatically bites the foe at that time. The bite does no 
  damage but injects a paralyzing venom. 
   
  Paralysis (Ex): Those bitten by a xill must succeed 
  on a DC 18 Fortitude save or be paralyzed for 1d4 hours. 
  The save DC is Constitution based. 
   
  Planewalk (Su): These planar travelers like to slip 
  between the folds of space to attack enemies as though 
  from thin air. They can cross from the Ethereal Plane 
  with a move action but take 2 rounds to cross back, 
  during which time they are immobile. As a xill fades 
  away it becomes harder to hit. Opponents have a 20% 
  miss change in the first round and a 50% miss chance in 
  the second. A xill can planewalk with a willing or 
  helpless creature. 
   
  Possessions: +1 large thundering short sword, large 
  masterwork short sword, 2 large longbows, 40 large 
  arrows. 
  ENCOUNTER 3 
   
   
   
   
  Gelan ap Toras: male human (Flan) Drd11; CR 11; 
  medium humanoid; HD 11d8+33; hp 91; Init +1; Spd 20 
  ft.; AC 23, touch 13, flat-footed 22 (+1 Dex, +3 shield, +7 
  armor, +2 deflection); BA/Grp +8/+8; Atk +9 melee 
  
  GRM5-02 Enemy of My Enemy 
   
  Page 28 
  (1d6+1/18-20, +1 cold iron scimitar) or +9 melee (1d6+1, +1 
  adamantine sickle) or +8 melee (1d6, club); Full Atk +9/+2 
  melee (1d6+1/18-20, +1 cold iron scimitar) or +9/+2 melee 
  (1d6+1, +1 adamantine sickle) or +8/+3 melee (1d6, club); 
  SA spells; SQ spontaneous casting, animal companion, 
  nature sense, wild empathy, woodland stride, trackless 
  step, resist nature’s lure, wild shape 4/day (Large, Tiny), 
  venom immunity, resist energy (fire) 30; AL N; SV Fort +10, 
  Ref +4, Will +13; Str 10, Dex 12, Con 16, Int 10, Wis 18 
  (22), Cha 8. 
   
  Skills and Feats: Climb +4, Concentration +21, 
  Diplomacy +3, Handle Animal +7, Listen +14, Speak 
  Language +1, Spot +14, Survival +15; Eschew Materials, 
  Natural 
  Spell, 
  Quicken 
  Spell, 
  Skill 
  Focus 
  (Concentration), Track.  Languages: Common, Druidic, 
  Flan. 
   
  Druid Spells Prepared: (6/6/5/5/4/2/1; Base DC = 16 + 
  Spell Level): 0 - create water, cure minor wounds x2, detect 
  magic, light, resistance; 1st - cure light wounds, entangle, lesser 
  vigor*, magic fang, produce flame, shillelagh; 2nd – briar web*, 
  flaming sphere, fog cloud, resist energy x2; 3rd – call lightning, 
  cure moderate wounds, dominate animal, spikes, wind wall; 4th 
  – dispel magic, flame strike x2, freedom of movement; 5th – 
  animal growth, quickened entangle; 6th –quickened briar 
  web*.  *Complete Divine. 
   
  Possessions: dagger, +1 cold iron scimitar, +1 adamantine 
  sickle, club, +2 dragonhide breastplate (Copper), +1 light 
  fortification heavy wooden shield, pearl of power (1st level), 2 
  potions of cure moderate wounds, holy symbol of Obad-Hai 
  with smaller symbols of Ehlonna and Pelor attached 
  (Knowledge (religion) DC 10 to recognize as Old Faith 
  worshipper), potion of owl’s wisdom +4, potion of shield of 
  faith +2, metamagic rod (extend, lesser), ring of counterspells 
  (dispel magic). 
  Lucky, Gelan’s Animal Companion: male dire lion; 
  Large animal; HD 8d8+24; hp 66; Init +2; Spd 40 ft.; AC 
  15, touch 11, flat-footed 13 (-1 size, +2 Dex, +4 natural); 
  Base Atk/Grp: +6/+17; Atk +13 melee (1d6+7, claw); Full 
  Atk +13 melee (1d6+7, 2 claws) and +7 melee (1d8+3, 
  bite); Space/Reach 10 ft./5 ft.; SA improved grab, pounce, 
  rake 1d6+3; SQ low-light vision, scent, link, share spells, 
  bonus tricks (1), resist energy (fire) 30; AL N; SV Fort +9, 
  Ref +8, Will +7; Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 
  10. 
   
  Skills and Feats: Hide +2*, Listen +7, Move Silently +5, 
  Spot +7; Alertness, Run, Weapon Focus (claw). 
   
  Tricks: attack (all creatures), come, defend, down, 
  fetch, work. 
   
  Improved Grab (Ex): To use this ability, a dire lion 
  must hit with its bite attack.  It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity.  If it wins the grapple check, it establishes a 
  hold and can rake. 
   
  Pounce (Ex): If a dire lion charges, it can make a full 
  attack, including two rake attacks. 
   
  Rake (Ex): Attack bonus +12 melee, damage 1d6+3. 
   
  Skills: Dire lions have a +4 racial bonus to Hide and 
  Move Silently checks.  *In areas of tall grass or heavy 
  undergrowth, the Hide bonus improves to +8. 
  Animal 
  Growthed 
  Lucky, 
  Gelan’s 
  Animal 
  Companion: male dire lion; Huge animal; HD 8d8+40; 
  hp 78; Init +1; Spd 40 ft.; AC 15, touch 9, flat-footed 14 (-2 
  size, +1 Dex, +6 natural); Base Atk/Grp: +6/+21; Atk +16 
  melee (1d8+11, claw); Full Atk +16 melee (1d8+11, 2 
  claws) and +10 melee (2d6+5, bite); Space/Reach 15 ft./10 
  ft.; SA improved grab, pounce, rake 1d8+5; SQ low-light 
  vision, scent, link, share spells, bonus tricks (1), DR 
  10/magic, resist energy (fire) 30; AL N; SV Fort +11 (+15), 
  Ref +7 (+11), Will +7 (+11); Str 25 (33), Dex 15 (13), Con 
  17 (21), Int 2, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +1*, Listen +7, Move Silently +4, 
  Spot +7; Alertness, Run, Weapon Focus (claw). 
   
  Tricks: attack (all creatures), come, defend, down, 
  fetch, work. 
   
  Improved Grab (Ex): To use this ability, a dire lion 
  must hit with its bite attack.  It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity.  If it wins the grapple check, it establishes a 
  hold and can rake. 
   
  Pounce (Ex): If a dire lion charges, it can make a full 
  attack, including two rake attacks. 
   
  Rake (Ex): Attack bonus +16 melee, damage 1d8+5. 
   
  Skills: Dire lions have a +4 racial bonus to Hide and 
  Move Silently checks.  *In areas of tall grass or heavy 
  undergrowth, the Hide bonus improves to +8. 
  ENCOUNTER 4 
   
   
   
   
  Rumble: Male Troll Hunter (Rgr6); hp 126; see Monster 
  Manual page 247. 
  Volcano: male troll Rgr2; CR 7; large giant; HD 
  6d8+2d8+56; hp 90; Init +8; Spd 30 ft.; AC 20, touch 13, 
  flat-footed 16 (-1 size, +4 Dex, +5 natural, +2 armor); 
  BA/Grp +6/+15; Atk +11 melee (2d8+8/17-20, +1 impact* 
  large cold iron heavy flail) or +10 melee (1d6+5, claw) or +10 
  ranged (2d6+4/x3, masterwork large composite longbow 
  (+4 Str bonus)) or +10 melee (1d8+5, large sap); Full Atk 
  +11/+6 melee (2d8+6/17-20, +1 impact* large cold iron heavy 
  flail) and +5 melee (1d6+2, claw) and +5 melee (1d6+2, 
  bite) or +10 melee (1d6+5, 2 claws) and +5 melee (1d6+2, 
  bite) or +10/+5 ranged (2d6+4/x3, masterwork large 
  composite longbow (+4 Str bonus)) or +8/+8/+3 ranged 
  (2d6+4/x3, masterwork large composite longbow (+4 Str 
  bonus)) or +10/+5 melee (1d8+5, large sap); Space/Reach 
  10 ft./10 ft.; SA rend 2d6+7, favored enemy (elf +2); SQ 
  darkvision 90 ft., low-light vision, regeneration 5, scent, 
  wild empathy; AL CN; SV Fort +15, Ref +9, Will +5; Str 
  20, Dex 19, Con 24, Int 10, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +6, Listen +8, Profession 
  (mercenary) +3, Spot +9, Survival +5; Combat Reflexes, 
  Improved Initiative, Iron Will, RapidshotB, TrackB.  
  Languages: Common, Giant. 
   
  Rend (Ex): If a troll hits with both claw attacks, it 
  latches onto the opponent’s body and tears the flesh.  
  This attack automatically deals an additional 2d6+7 
  damage. 
   
  Regeneration (Ex): Fire and acid deal normal 
  damage to a troll.  If a troll loses a limb or body part, the 
  
  GRM5-02 Enemy of My Enemy 
   
  Page 29 
  lost portion regrows in 3d6 minutes.  The creature can 
  reattach the severed member instantly by holding it to 
  the stump. 
   
  Possessions: masterwork large leather armor, +1 
  impact* large cold iron heavy flail, 40 large cold iron arrows, 
  masterwork large composite longbow (+4 Str bonus), 
  large sap, wooden holy symbol of Wee Jas, 3 vials of 
  instant rope*, ring of sustenance.  *Arms & Equipment Guide. 
  Argent: female troll Rgr2; CR 7; large giant; HD 
  6d8+2d8+56; hp 90; Init +8; Spd 30 ft.; AC 21, touch 13, 
  flat-footed 17 (-1 size, +4 Dex, +5 natural, +3 armor); 
  BA/Grp 
  +6/+15; 
  Atk 
  +11 
  melee 
  (2d8+7/19-20, 
  masterwork large cold iron heavy flail) or +10 melee 
  (1d6+5, claw) or +10 ranged (2d6+4/x3, masterwork large 
  composite longbow (+4 Str bonus)) or +10 melee (1d8+5, 
  large sap); Full Atk +11/+6 melee (2d8+5/19-20, 
  masterwork large cold iron heavy flail) and +5 melee 
  (1d6+2, claw) and +5 melee (1d6+2, bite) or +10 melee 
  (1d6+5, 2 claws) and +5 melee (1d6+2, bite) or +10/+5 
  ranged (2d6+4/x3, masterwork large composite longbow 
  (+4 Str bonus)) or +8/+8/+3 ranged (2d6+4/x3, 
  masterwork large composite longbow (+4 Str bonus)) or 
  +10/+5 melee (1d8+5, large sap); Space/Reach 10 ft./10 ft.; 
  SA rend 2d6+7, favored enemy (elf +2); SQ darkvision 90 
  ft., low-light vision, regeneration 5, scent, wild empathy; 
  AL CN; SV Fort +15, Ref +9, Will +5; Str 20, Dex 19, Con 
  24, Int 10, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +6, Listen +8, Profession 
  (mercenary) +3, Spot +9, Survival +5; Combat Reflexes, 
  Improved Initiative, Iron Will, RapidshotB, TrackB.  
  Languages: Common, Giant. 
   
  Rend (Ex): If a troll hits with both claw attacks, it 
  latches onto the opponent’s body and tears the flesh.  
  This attack automatically deals an additional 2d6+7 
  damage. 
   
  Regeneration (Ex): Fire and acid deal normal 
  damage to a troll.  If a troll loses a limb or body part, the 
  lost portion regrows in 3d6 minutes.  The creature can 
  reattach the severed member instantly by holding it to 
  the stump. 
   
  Possessions: bracers of armor +3, masterwork large cold 
  iron heavy flail, 40 large cold iron arrows, masterwork 
  large composite longbow (+4 Str bonus), large sap, 
  wooden holy symbol of Wee Jas, 3 vials of instant rope*, 
  Keoghtom’s ointment.  *Arms & Equipment Guide. 
  
  GRM5-02 Enemy of My Enemy 
   
  Page 30 
  APPENDIX 7 – APL 12 
  ENCOUNTER 2 
   
   
   
   
  Phel: male xill Rog2; CR 11; large outsider (extraplanar); 
  HD 9d8+2d6+66; hp 113; Init +8; Spd 40 ft.; AC 24, touch 
  13, flat-footed 20 (-1 size, +4 Dex, +11 natural); BA/Grp 
  +10/+21; Atk +17 melee (1d8+7/17-20, large masterwork 
  bronzewood* short sword) or +16 melee (1d6+7, claw) or 
  +13 ranged (2d6/x3, large longbow); Full Atk +15/+10 
  melee (1d8+7/17-20, large masterwork bronzewood* 
  short sword) and +15 melee (1d8+3/17-20, large 
  masterwork bronzewood* short sword) and +14 melee 
  (1d6+3, 2 claws) or +14 melee (1d6+7, 4 claws) or +9/+4 
  ranged (2d6/x3, large longbow) and +9 ranged (2d6/x3, 
  large longbow); Space/Reach 10 ft./10 ft.; SA sneak attack 
  +1d6, implant, improved grab, paralysis; SQ trapfinding, 
  evasion, darkvision 60 ft., planewalk, SR 21; AL LE; SV 
  Fort +12, Ref +13, Will +8; Str 25, Dex 19, Con 23, Int 12, 
  Wis 14, Cha 8. 
   
  Skills and Feats: Balance +20, Climb +21, Diplomacy 
  +1, Escape Artist +18, Intimidate +13, Listen +16, Move 
  Silently +18, Sense Motive +15, Spot +16, Tumble +18, 
  Use Rope +4 (+6 with bindings); Combat Reflexes, 
  Improved Critical (short sword), Improved Initiative, 
  MultiattackB, Multiweapon Fighting.  Languages: Infernal. 
   
  Implant (Ex): As a standard action, a xill can lay 
  eggs inside a paralyzed creature. The young emerge 90 
  days later, literally devouring the host from inside. A 
  remove disease spell rids the victim of the egg, as does a DC 
  25 Heal check. If the check fails the healer can try again, 
  but each attempt (successful or not) deals 1d4 damage to 
  the patient. 
   
  Improved Grab (Ex): To use this ability, a xill must 
  hit with one or more claw attacks. It can then attempt to 
  start a grapple as a free action without provoking and 
  attack of opportunity. It receives a +2 bonus to its grapple 
  check for each claw that hits. If it wins the grapple check 
  and maintains the hold in the next round, it 
  automatically bites the foe at that time. The bite does no 
  damage but injects a paralyzing venom. 
   
  Paralysis (Ex): Those bitten by a xill must succeed 
  on a DC 18 Fortitude save or be paralyzed for 1d4 hours. 
  The save DC is Constitution based. 
   
  Planewalk (Su): These planar travelers like to slip 
  between the folds of space to attack enemies as though 
  from thin air. They can cross from the Ethereal Plane 
  with a move action but take 2 rounds to cross back, 
  during which time they are immobile. As a xill fades 
  away it becomes harder to hit. Opponents have a 20% 
  miss change in the first round and a 50% miss chance in 
  the second. A xill can planewalk with a willing or 
  helpless creature. 
   
  Possessions: 2 large masterwork bronzewood* short 
  swords, 2 large longbows, 40 large arrows, amulet of 
  natural armor +2.  *Arms & Equipment Guide. 
  Shivi: female xill Rog2; CR 11; large outsider 
  (extraplanar); HD 9d8+2d6+66; hp 113; Init +8; Spd 40 ft.; 
  AC 22, touch 13, flat-footed 18 (-1 size, +4 Dex, +9 
  natural); BA/Grp +10/+21; Atk +17 melee (1d8+8/17-20 
  and +1d8 sonic on crit, +1 large thundering short sword) or 
  +16 melee (1d6+7, claw) or +13 ranged (2d6/x3, large 
  longbow); Full Atk +15/+10 melee (1d8+8/17-20 and 
  +1d8 sonic on crit, +1 large thundering short sword) and +15 
  melee (1d8+3/17-20, large masterwork short sword) and 
  +14 melee (1d6+3, 2 claws) or +14 melee (1d6+7, 4 claws) 
  or +9/+4 ranged (2d6/x3, large longbow) and +9 ranged 
  (2d6/x3, large longbow); Space/Reach 10 ft./10 ft.; SA 
  sneak attack +1d6, implant, improved grab, paralysis; SQ 
  trapfinding, evasion, darkvision 60 ft., planewalk, SR 21; 
  AL LE; SV Fort +12, Ref +13, Will +8; Str 25, Dex 19, Con 
  23, Int 12, Wis 14, Cha 8. 
   
  Skills and Feats: Balance +20, Climb +21, Diplomacy 
  +1, Escape Artist +18, Intimidate +13, Listen +16, Move 
  Silently +18, Sense Motive +15, Spot +16, Tumble +18, 
  Use Rope +4 (+6 with bindings); Combat Reflexes, 
  Improved Critical (short sword), Improved Initiative, 
  MultiattackB, Multiweapon Fighting.  Languages: Infernal. 
   
  Implant (Ex): As a standard action, a xill can lay 
  eggs inside a paralyzed creature. The young emerge 90 
  days later, literally devouring the host from inside. A 
  remove disease spell rids the victim of the egg, as does a DC 
  25 Heal check. If the check fails the healer can try again, 
  but each attempt (successful or not) deals 1d4 damage to 
  the patient. 
   
  Improved Grab (Ex): To use this ability, a xill must 
  hit with one or more claw attacks. It can then attempt to 
  start a grapple as a free action without provoking and 
  attack of opportunity. It receives a +2 bonus to its grapple 
  check for each claw that hits. If it wins the grapple check 
  and maintains the hold in the next round, it 
  automatically bites the foe at that time. The bite does no 
  damage but injects a paralyzing venom. 
   
  Paralysis (Ex): Those bitten by a xill must succeed 
  on a DC 18 Fortitude save or be paralyzed for 1d4 hours. 
  The save DC is Constitution based. 
   
  Planewalk (Su): These planar travelers like to slip 
  between the folds of space to attack enemies as though 
  from thin air. They can cross from the Ethereal Plane 
  with a move action but take 2 rounds to cross back, 
  during which time they are immobile. As a xill fades 
  away it becomes harder to hit. Opponents have a 20% 
  miss change in the first round and a 50% miss chance in 
  the second. A xill can planewalk with a willing or 
  helpless creature. 
   
  Possessions: +1 large thundering short sword, large 
  masterwork short sword, 2 large longbows, 40 large 
  arrows. 
  Dhal: male xill Rog2; CR 11; large outsider (extraplanar); 
  HD 9d8+2d6+66; hp 113; Init +8; Spd 40 ft.; AC 22, touch 
  13, flat-footed 18 (-1 size, +4 Dex, +9 natural); BA/Grp 
  +10/+23; Atk +19 melee (1d8+9/17-20, large masterwork 
  short sword) or +18 melee (1d6+9, claw) or +13 ranged 
  (2d6/x3, large longbow); Full Atk +17/+12 melee 
  
  GRM5-02 Enemy of My Enemy 
   
  Page 31 
  (1d8+9/17-20, large masterwork short sword) and +17 
  melee (1d8+4/17-20, large masterwork short sword) and 
  +16 melee (1d6+4, 2 claws) or +16 melee (1d6+9, 4 claws) 
  or +9/+4 ranged (2d6/x3, large longbow) and +9 ranged 
  (2d6/x3, large longbow); Space/Reach 10 ft./10 ft.; SA 
  sneak attack +1d6, implant, improved grab, paralysis; SQ 
  trapfinding, evasion, darkvision 60 ft., planewalk, SR 21; 
  AL LE; SV Fort +12, Ref +13, Will +8; Str 25 (29), Dex 19, 
  Con 23, Int 12, Wis 14, Cha 8. 
   
  Skills and Feats: Balance +20, Climb +23, Diplomacy 
  +1, Escape Artist +18, Intimidate +13, Listen +16, Move 
  Silently +18, Sense Motive +15, Spot +16, Tumble +18, 
  Use Rope +4 (+6 with bindings); Combat Reflexes, 
  Improved Critical (short sword), Improved Initiative, 
  MultiattackB, Multiweapon Fighting.  Languages: Infernal. 
   
  Implant (Ex): As a standard action, a xill can lay 
  eggs inside a paralyzed creature. The young emerge 90 
  days later, literally devouring the host from inside. A 
  remove disease spell rids the victim of the egg, as does a DC 
  25 Heal check. If the check fails the healer can try again, 
  but each attempt (successful or not) deals 1d4 damage to 
  the patient. 
   
  Improved Grab (Ex): To use this ability, a xill must 
  hit with one or more claw attacks. It can then attempt to 
  start a grapple as a free action without provoking and 
  attack of opportunity. It receives a +2 bonus to its grapple 
  check for each claw that hits. If it wins the grapple check 
  and maintains the hold in the next round, it 
  automatically bites the foe at that time. The bite does no 
  damage but injects a paralyzing venom. 
   
  Paralysis (Ex): Those bitten by a xill must succeed 
  on a DC 18 Fortitude save or be paralyzed for 1d4 hours. 
  The save DC is Constitution based. 
   
  Planewalk (Su): These planar travelers like to slip 
  between the folds of space to attack enemies as though 
  from thin air. They can cross from the Ethereal Plane 
  with a move action but take 2 rounds to cross back, 
  during which time they are immobile. As a xill fades 
  away it becomes harder to hit. Opponents have a 20% 
  miss change in the first round and a 50% miss chance in 
  the second. A xill can planewalk with a willing or 
  helpless creature. 
   
  Possessions: 2 large masterwork short swords, 2 large 
  longbows, 40 large arrows, belt of giant strength +4. 
  Masti: female xill Rog2; CR 11; large outsider 
  (extraplanar); HD 9d8+2d6+66; hp 113; Init +8; Spd 40 ft.; 
  AC 22, touch 13, flat-footed 18 (-1 size, +4 Dex, +9 
  natural); BA/Grp +10/+21; Atk +17 melee (1d8+7/17-20, 
  large masterwork short sword) or +16 melee (1d6+7, 
  claw) or +13 ranged (2d6/x3, large longbow); Full Atk 
  +15/+10 melee (1d8+7/17-20, large masterwork short 
  sword) and +15 melee (1d8+3/17-20, large masterwork 
  short sword) and +14 melee (1d6+3, 2 claws) or +14 melee 
  (1d6+7, 4 claws) or +9/+4 ranged (2d6/x3, large longbow) 
  and +9 ranged (2d6/x3, large longbow); Space/Reach 10 
  ft./10 ft.; SA sneak attack +1d6, implant, improved grab, 
  paralysis; SQ trapfinding, evasion, darkvision 60 ft., 
  planewalk, SR 21; AL LE; SV Fort +12, Ref +13, Will +8; 
  Str 25, Dex 19, Con 23, Int 12, Wis 14, Cha 8. 
   
  Skills and Feats: Balance +20, Climb +21, Diplomacy 
  +1, Escape Artist +18, Intimidate +13, Listen +16, Move 
  Silently +18, Sense Motive +15, Spot +16, Tumble +18, 
  Use Rope +4 (+6 with bindings); Combat Reflexes, 
  Improved Critical (short sword), Improved Initiative, 
  MultiattackB, Multiweapon Fighting.  Languages: Infernal. 
   
  Implant (Ex): As a standard action, a xill can lay 
  eggs inside a paralyzed creature. The young emerge 90 
  days later, literally devouring the host from inside. A 
  remove disease spell rids the victim of the egg, as does a DC 
  25 Heal check. If the check fails the healer can try again, 
  but each attempt (successful or not) deals 1d4 damage to 
  the patient. 
   
  Improved Grab (Ex): To use this ability, a xill must 
  hit with one or more claw attacks. It can then attempt to 
  start a grapple as a free action without provoking and 
  attack of opportunity. It receives a +2 bonus to its grapple 
  check for each claw that hits. If it wins the grapple check 
  and maintains the hold in the next round, it 
  automatically bites the foe at that time. The bite does no 
  damage but injects a paralyzing venom. 
   
  Paralysis (Ex): Those bitten by a xill must succeed 
  on a DC 18 Fortitude save or be paralyzed for 1d4 hours. 
  The save DC is Constitution based. 
   
  Planewalk (Su): These planar travelers like to slip 
  between the folds of space to attack enemies as though 
  from thin air. They can cross from the Ethereal Plane 
  with a move action but take 2 rounds to cross back, 
  during which time they are immobile. As a xill fades 
  away it becomes harder to hit. Opponents have a 20% 
  miss change in the first round and a 50% miss chance in 
  the second. A xill can planewalk with a willing or 
  helpless creature. 
   
  Possessions: 2 large masterwork short swords, 2 large 
  longbows, 40 large arrows. 
  ENCOUNTER 3 
   
   
   
   
  Gelan ap Toras: male human (Flan) Drd13; CR 13; 
  medium humanoid; HD 13d8+39; hp 108; Init +1; Spd 20 
  ft.; AC 23, touch 13, flat-footed 22 (+1 Dex, +3 shield, +7 
  armor, +2 deflection); BA/Grp +9/+9; Atk +10 melee 
  (1d6+1/18-20, +1 cold iron scimitar) or +10 melee (1d6+1, +1 
  adamantine sickle) or +9 melee (1d6, club); Full Atk +10/+3 
  melee (1d6+1/18-20, +1 cold iron scimitar) or +10/+3 melee 
  (1d6+1, +1 adamantine sickle) or +9/+4 melee (1d6, club); 
  SA spells; SQ spontaneous casting, animal companion, 
  nature sense, wild empathy, woodland stride, trackless 
  step, resist nature’s lure, wild shape 4/day (Large, Tiny, 
  plant), venom immunity, a thousand faces, resist energy 
  (fire) 30, DR 10/adamantine (max. 130 points); AL N; SV Fort 
  +11 (+15), Ref +5 (+9), Will +15 (+19); Str 10, Dex 12, Con 
  16, Int 10, Wis 21 (25), Cha 8. 
   
  Skills and Feats: Climb +5, Concentration +23, 
  Diplomacy +3, Handle Animal +9, Listen +17, Speak 
  Language +1, Spot +16, Survival +16; Eschew Materials, 
  Natural Spell, Quicken Spell, Rapid Spell*, Skill Focus 
  (Concentration), Track.  Languages: Common, Druidic, 
  Flan.  *Complete Divine. 
  
  GRM5-02 Enemy of My Enemy 
   
  Page 32 
   
  Druid Spells Prepared: (6/7/6/5/5/4/2/1; Base DC = 17 
  + Spell Level): 0 - create water, cure minor wounds x2, detect 
  magic, light, resistance; 1st - cure light wounds, entangle, lesser 
  vigor*, magic fang, produce flame, shillelagh, speak with 
  animal; 2nd –briar web*, flaming sphere, fog cloud, lesser 
  restoration, resist energy x2; 3rd – call lightning, dominate 
  animal, mass lesser vigor*, spikes, wind wall; 4th – dispel magic, 
  flame strike x3, freedom of movement; 5th – animal growth, 
  baleful polymorph, quickened entangle; stoneskin; 6th – 
  quickened briar web*, rapid summon nature’s ally V; 7th – 
  rapid summon nature’s ally VI.  *Complete Divine. 
   
  Possessions: dagger, +1 cold iron scimitar, +1 adamantine 
  sickle, club, +2 dragonhide breastplate (Copper), +1 light 
  fortification heavy wooden shield, pearl of power (1st level), 2 
  potions of cure serious wounds, holy symbol of Obad-Hai 
  with smaller symbols of Ehlonna and Pelor attached 
  (Knowledge (religion) DC 10 to recognize as Old Faith 
  worshipper), potion of owl’s wisdom +4, potion of shield of 
  faith +2, metamagic rod (extend, lesser), ring of counterspells 
  (dispel magic), cloak of resistance +4. 
  Lucky, Gelan’s Animal Companion: male dire lion; 
  Large animal; HD 10d8+30; hp 83; Init +3; Spd 40 ft.; AC 
  18, touch 12, flat-footed 15 (-1 size, +3 Dex, +6 natural); 
  Base Atk/Grp: +7/+19; Atk +15 melee (1d6+8, claw); Full 
  Atk +15 melee (1d6+8, 2 claws) and +9 melee (1d8+4, 
  bite); Space/Reach 10 ft./5 ft.; SA improved grab, pounce, 
  rake 1d6+4; SQ low-light vision, scent, link, share spells, 
  evasion, bonus tricks (2), resist energy (fire) 30; AL N; SV 
  Fort +10, Ref +12, Will +8; Str 26, Dex 16, Con 17, Int 2, 
  Wis 12, Cha 10. 
   
  Skills and Feats: Hide +5*, Listen +7, Move Silently +6, 
  Spot +7; Alertness, Lightning Reflexes, Run, Weapon 
  Focus (claw). 
   
  Tricks: attack (all creatures), come, defend, down, 
  fetch, track, work. 
   
  Improved Grab (Ex): To use this ability, a dire lion 
  must hit with its bite attack.  It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity.  If it wins the grapple check, it establishes a 
  hold and can rake. 
   
  Pounce (Ex): If a dire lion charges, it can make a full 
  attack, including two rake attacks. 
   
  Rake (Ex): Attack bonus +13 melee, damage 1d6+4. 
   
  Skills: Dire lions have a +4 racial bonus to Hide and 
  Move Silently checks.  *In areas of tall grass or heavy 
  undergrowth, the Hide bonus improves to +8. 
  Animal 
  Growthed 
  Lucky, 
  Gelan’s 
  Animal 
  Companion: male dire lion; Huge animal; HD 10d8+50; 
  hp 98; Init +2; Spd 40 ft.; AC 18, touch 10, flat-footed 16 (-
  2 size, +2 Dex, +8 natural); Base Atk/Grp: +7/+23; Atk +18 
  melee (1d8+12, claw); Full Atk +18 melee (1d8+12, 2 
  claws) and +12 melee (2d6+6, bite); Space/Reach 15 ft./10 
  ft.; SA improved grab, pounce, rake 1d8+5; SQ low-light 
  vision, scent, link, share spells, evasion, bonus tricks (2), 
  DR 10/magic, resist energy (fire) 30; AL N; SV Fort +12 
  (+16), Ref +11 (+15), Will +8 (+12); Str 26 (34), Dex 16 
  (14), Con 17 (21), Int 2, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +4*, Listen +7, Move Silently +5, 
  Spot +7; Alertness, Lightning Reflexes, Run, Weapon 
  Focus (claw). 
   
  Tricks: attack (all creatures), come, defend, down, 
  fetch, track, work. 
   
  Improved Grab (Ex): To use this ability, a dire lion 
  must hit with its bite attack.  It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity.  If it wins the grapple check, it establishes a 
  hold and can rake. 
   
  Pounce (Ex): If a dire lion charges, it can make a full 
  attack, including two rake attacks. 
   
  Rake (Ex): Attack bonus +18 melee, damage 1d8+6. 
   
  Skills: Dire lions have a +4 racial bonus to Hide and 
  Move Silently checks.  *In areas of tall grass or heavy 
  undergrowth, the Hide bonus improves to +8. 
  ENCOUNTER 4 
   
   
   
   
  Rumble: Male Troll Hunter (Rgr6); hp 126; see Monster 
  Manual page 247. 
  Grumble: Male Troll Hunter (Rgr6); hp 126; see Monster 
  Manual page 247. 
  Volcano: male troll Rgr2; CR 7; large giant; HD 
  6d8+2d8+56; hp 90; Init +8; Spd 30 ft.; AC 20, touch 13, 
  flat-footed 16 (-1 size, +4 Dex, +5 natural, +2 armor); 
  BA/Grp +6/+15; Atk +11 melee (2d8+8/17-20, +1 impact* 
  large cold iron heavy flail) or +10 melee (1d6+5, claw) or +10 
  ranged (2d6+5/x3, +1 fortunate* precise* large composite 
  longbow (+4 Str bonus)) or +10 melee (1d8+5, large sap); 
  Full Atk +11/+6 melee (2d8+6/17-20, +1 impact* large cold 
  iron heavy flail) and +5 melee (1d6+2, claw) and +5 melee 
  (1d6+2, bite) or +10 melee (1d6+5, 2 claws) and +5 melee 
  (1d6+2, bite) or +10/+5 ranged (2d6+5/x3, +1 fortunate* 
  precise* large composite longbow (+4 Str bonus)) or +8/+8/+3 
  ranged (2d6+4/x3, masterwork large composite longbow 
  (+4 Str bonus)) or +10/+5 melee (1d8+5, large sap); 
  Space/Reach 10 ft./10 ft.; SA rend 2d6+7, favored enemy 
  (elf +2); SQ darkvision 90 ft., low-light vision, 
  regeneration 5, scent, wild empathy; AL CN; SV Fort +15 
  (+16), Ref +9 (+10), Will +5 (+6); Str 20, Dex 19, Con 24, 
  Int 10, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +6, Listen +8, Profession 
  (mercenary) +3, Spot +9, Survival +5; Combat Reflexes, 
  Improved Initiative, Iron Will, RapidshotB, TrackB.  
  Languages: Common, Giant. 
   
  Rend (Ex): If a troll hits with both claw attacks, it 
  latches onto the opponent’s body and tears the flesh.  
  This attack automatically deals an additional 2d6+7 
  damage. 
   
  Regeneration (Ex): Fire and acid deal normal 
  damage to a troll.  If a troll loses a limb or body part, the 
  lost portion regrows in 3d6 minutes.  The creature can 
  reattach the severed member instantly by holding it to 
  the stump. 
   
  Possessions: masterwork large leather armor, +1 
  impact* large cold iron heavy flail, 40 large cold iron arrows, 
  +1 fortunate* precise* large composite longbow (+4 Str bonus), 
  
  GRM5-02 Enemy of My Enemy 
   
  Page 33 
  large sap, wooden holy symbol of Wee Jas, 3 vials of 
  instant rope*, ring of sustenance.  *Arms & Equipment Guide. 
  Argent: female troll Rgr2; CR 7; large giant; HD 
  6d8+2d8+72; hp 102; Init +8; Spd 30 ft.; AC 21, touch 13, 
  flat-footed 17 (-1 size, +4 Dex, +5 natural, +3 armor); 
  BA/Grp 
  +6/+15; 
  Atk 
  +11 
  melee 
  (2d8+7/19-20, 
  masterwork large cold iron heavy flail) or +10 melee 
  (1d6+5, claw) or +10 ranged (2d6+4/x3, masterwork large 
  composite longbow (+4 Str bonus)) or +10 melee (1d8+5, 
  large sap); Full Atk +11/+6 melee (2d8+5/19-20, 
  masterwork large cold iron heavy flail) and +5 melee 
  (1d6+2, claw) and +5 melee (1d6+2, bite) or +10 melee 
  (1d6+5, 2 claws) and +5 melee (1d6+2, bite) or +10/+5 
  ranged (2d6+4/x3, masterwork large composite longbow 
  (+4 Str bonus)) or +8/+8/+3 ranged (2d6+4/x3, 
  masterwork large composite longbow (+4 Str bonus)) or 
  +10/+5 melee (1d8+5, large sap); Space/Reach 10 ft./10 ft.; 
  SA rend 2d6+7, favored enemy (elf +2); SQ darkvision 90 
  ft., low-light vision, regeneration 5, scent, wild empathy; 
  AL CN; SV Fort +15, Ref +9, Will +5; Str 20, Dex 19, Con 
  24 (28), Int 10, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +6, Listen +8, Profession 
  (mercenary) +3, Spot +9, Survival +5; Combat Reflexes, 
  Improved Initiative, Iron Will, RapidshotB, TrackB.  
  Languages: Common, Giant. 
   
  Rend (Ex): If a troll hits with both claw attacks, it 
  latches onto the opponent’s body and tears the flesh.  
  This attack automatically deals an additional 2d6+7 
  damage. 
   
  Regeneration (Ex): Fire and acid deal normal 
  damage to a troll.  If a troll loses a limb or body part, the 
  lost portion regrows in 3d6 minutes.  The creature can 
  reattach the severed member instantly by holding it to 
  the stump. 
   
  Possessions: bracers of armor +3, amulet of health +4, 
  masterwork large cold iron heavy flail, 40 large cold iron 
  arrows, masterwork large composite longbow (+4 Str 
  bonus), large sap, wooden holy symbol of Wee Jas, 3 vials 
  of instant rope*, Keoghtom’s ointment.  *Arms & Equipment 
  Guide. 
  Blade: male troll Rgr2; CR 7; large giant; HD 
  6d8+2d8+56; hp 90; Init +8; Spd 30 ft.; AC 20, touch 13, 
  flat-footed 16 (-1 size, +4 Dex, +5 natural, +2 armor); 
  BA/Grp 
  +6/+15; 
  Atk 
  +11 
  melee 
  (2d8+7/19-20, 
  masterwork large cold iron heavy flail) or +10 melee 
  (1d6+5, claw) or +10 ranged (2d6+4/x3, masterwork large 
  composite longbow (+4 Str bonus)) or +10 melee (1d8+5, 
  large sap); Full Atk +11/+6 melee (2d8+5/19-20, 
  masterwork large cold iron heavy flail) and +5 melee 
  (1d6+2, claw) and +5 melee (1d6+2, bite) or +10 melee 
  (1d6+5, 2 claws) and +5 melee (1d6+2, bite) or +10/+5 
  ranged (2d6+4/x3, masterwork large composite longbow 
  (+4 Str bonus)) or +8/+8/+3 ranged (2d6+4/x3, 
  masterwork large composite longbow (+4 Str bonus)) or 
  +10/+5 melee (1d8+5, large sap); Space/Reach 10 ft./10 ft.; 
  SA rend 2d6+7, favored enemy (elf +2); SQ darkvision 90 
  ft., low-light vision, regeneration 5, scent, wild empathy; 
  AL CN; SV Fort +15, Ref +9, Will +5; Str 20, Dex 19, Con 
  24, Int 10, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +6, Listen +8, Profession 
  (mercenary) +3, Spot +9, Survival +5; Combat Reflexes, 
  Improved Initiative, Iron Will, RapidshotB, TrackB.  
  Languages: Common, Giant. 
   
  Rend (Ex): If a troll hits with both claw attacks, it 
  latches onto the opponent’s body and tears the flesh.  
  This attack automatically deals an additional 2d6+7 
  damage. 
   
  Regeneration (Ex): Fire and acid deal normal 
  damage to a troll.  If a troll loses a limb or body part, the 
  lost portion regrows in 3d6 minutes.  The creature can 
  reattach the severed member instantly by holding it to 
  the stump. 
   
  Possessions: 
  masterwork 
  large 
  leather 
  armor, 
  masterwork large cold iron heavy flail, 40 large cold iron 
  arrows, masterwork large composite longbow (+4 Str 
  bonus), large sap. 
  Anger: female troll Rgr2; CR 7; large giant; HD 
  6d8+2d8+56; hp 90; Init +8; Spd 30 ft.; AC 20, touch 13, 
  flat-footed 16 (-1 size, +4 Dex, +5 natural, +2 armor); 
  BA/Grp 
  +6/+15; 
  Atk 
  +11 
  melee 
  (2d8+7/19-20, 
  masterwork large cold iron heavy flail) or +10 melee 
  (1d6+5, claw) or +10 ranged (2d6+4/x3, masterwork large 
  composite longbow (+4 Str bonus)) or +10 melee (1d8+5, 
  large sap); Full Atk +11/+6 melee (2d8+5/19-20, 
  masterwork large cold iron heavy flail) and +5 melee 
  (1d6+2, claw) and +5 melee (1d6+2, bite) or +10 melee 
  (1d6+5, 2 claws) and +5 melee (1d6+2, bite) or +10/+5 
  ranged (2d6+4/x3, masterwork large composite longbow 
  (+4 Str bonus)) or +8/+8/+3 ranged (2d6+4/x3, 
  masterwork large composite longbow (+4 Str bonus)) or 
  +10/+5 melee (1d8+5, large sap); Space/Reach 10 ft./10 ft.; 
  SA rend 2d6+7, favored enemy (elf +2); SQ darkvision 90 
  ft., low-light vision, regeneration 5, scent, wild empathy; 
  AL CN; SV Fort +15, Ref +9, Will +5; Str 20, Dex 19, Con 
  24, Int 10, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +6, Listen +8, Profession 
  (mercenary) +3, Spot +9, Survival +5; Combat Reflexes, 
  Improved Initiative, Iron Will, RapidshotB, TrackB.  
  Languages: Common, Giant. 
   
  Rend (Ex): If a troll hits with both claw attacks, it 
  latches onto the opponent’s body and tears the flesh.  
  This attack automatically deals an additional 2d6+7 
  damage. 
   
  Regeneration (Ex): Fire and acid deal normal 
  damage to a troll.  If a troll loses a limb or body part, the 
  lost portion regrows in 3d6 minutes.  The creature can 
  reattach the severed member instantly by holding it to 
  the stump. 
   
  Possessions: 
  masterwork 
  large 
  leather 
  armor, 
  masterwork large cold iron heavy flail, 40 large cold iron 
  arrows, masterwork large composite longbow (+4 Str 
  bonus), large sap. 
  
  GRM5-02 Enemy of My Enemy 
   
  Page 34 
  DM AID – NEW RULES ITEMS 
   
  NEW FEATS 
  Rapid Spell (Complete Divine) 
   
  You can cast spells with long casting times more quickly. 
   
  Benefit: Only spells with a casting time greater than 1 standard action can be made rapid.  A rapid spell with a 
  casting time of 1 full round can be cast as a standard action.  A rapid spell with a casting time measured in rounds can be 
  cast in 1 full round.  Rapid spells with casting times measured in minutes can be cast in 1 minute, and rapid spells with 
  casting times measured in hours can be cast in 1 hour.  A rapid spell uses up a spell slot one level higher than the spell’s 
  actual level. 
   
  Special: A spell can be made rapid and quickened only if its original casting time was 1 full round.  This feat can be  
  NEW ITEMS 
  Bronzewood (Arms & Equipment Guide) 
   
  This exceptionally hard wood is useful for making both armor and weapons. Unlike most woods, bronzewood can 
  be used instead of metal to fashion heavy armor and weapons. Although dense and weighty compared to other woods, it 
  is still lighter than most metal: Items weigh 10% less when made from bronzewood rather than metal. Armor made of 
  bronzewood is also less obtrusive than similar armor made from metal. The armor check penalty from bronzewood 
  armor and shields does not affect Hide checks made in woodland environments.  The following armors can be made 
  from bronzewood: breastplate, banded mail, splint mail, half-plate, and full plate. Although bronzewood can replace 
  metal in most metal weapons, chain weapons such as the spike chain cannot be made from it.  Bronzewood has a 
  hardness of 10 and 20 hit points per inch of thickness.  Price: +1,000 gp (light armor), +4,000 gp (medium armor), +9,000 
  gp (heavy armor), +500 gp/lb. (other items). 
  Fortunate Weapon Special Ability (Arms & Equipment Guide) 
   
  A fortunate weapon gives it wielder incredible luck – a +1 luck bonus on all saving throws.  Faint Transmutation; 
  CL 7th; Craft Magic Arms and Armor, bless, Price: +1 bonus. 
  Instant Rope (Arms & Equipment Guide) 
   
  When pored from a flask, this viscous gray liquid forms into a long cord usable as a temporary rope. Upon being 
  exposed to air, the liquid rapidly increases in both volume and viscosity swelling to the diameter of a typical hemp rope, 
  then quickly drying. A flask of instant rope forms a 30-foot-long cord; it takes 2 rounds for it to solidify and dry enough 
  to be used. The instant rope can be moved during this period without damaging it, but it cannot support more than 10 
  pounds of weight without breaking. Once completely dry, instant rope can support as much weight as normal hemp 
  rope. After an hour, instant rope becomes too brittle to support any weight and quickly crumbles into dust.  Price: +1 
  bonus, Weight: 1 lb. 
  Precise Weapon Special Ability (Arms & Equipment Guide) 
   
  Only ranged weapons can have this ability. A precise weapon can be shot or thrown at an opponent engaged in melee 
  without incurring the standard -4 penalty. This weapon doesn’t grant any further benefit to wielders who already have 
  the Precise Shot feat.  Faint Transmutation; CL 5th; Craft Magic Arms and Armor, Precise Shot, Price: +1 bonus. 
  NEW SPELLS 
  Briar Web (Complete Divine) 
  Transmutation 
  Level: Clr 3, Drd 2, Rgr 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: Plants in a 20 ft. radius spread 
  Duration: 1 minute/level 
  Saving Throw: Reflex negates; see text 
  Spell Resistance: No 
   
  This spell causes grasses, weeds, bushes, and even trees to grow thorns and then wrap and twist around creatures in 
  or entering the area. Creatures that make their save against this spell are unaffected other than having to move at half 
  
  GRM5-02 Enemy of My Enemy 
   
  Page 35 
  speed within the area of effect. If a creature fails its initial saving throw, it has three options: stay perfectly still, attempt 
  to break free from the thorns, or continue to act normally. 
   
  A creature that fails its save but stands perfectly still is entangled (-2 attack, -4 Dexterity), but experiences no other 
  effect and takes no damage.  Anyone entangled in this way loses the entangled condition if they leave the area of the 
  spell. 
   
  Each round in which a creature remains in the area, it may spend a full round action extricating themselves from 
  the thorns.  Doing so allows for a new saving throw.  If successful, the creature is unaffected by the thorns except it may 
  only move at half speed in the area of the spell.  Successfully breaking free in this way is the only thing a character can 
  do that does not cause thorn damage to the character.  A failed attempt to break free deals the normal 2d6 thorn piercing 
  damage.  
   
  Those that attempt actions (such as attack, cast a spell with a somatic component, or move) take 2d6 points of 
  piercing damage from the thorns.  A creature that tries to cast a spell must also make a Concentration check (DC 15 + 
  spell level + damage dealt) or lose the spell. 
   
  The plants provide cover.  A creature 5 feet away has cover.  Creatures separated by 20 or more feet of briar webs 
  have total cover. 
  Vigor, Lesser (Complete Divine) 
  Conjuration (Healing) 
  Level: Clr 1, Drd 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: 10 rounds + 1 round/level (max 15 rounds) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  With a touch of your hand, you boost the subject’s life energy, granting him or her the fast healing ability for the 
  duration of the spell.  The subject heals 1 hit point per round of such damage until the spells ends and is automatically 
  stabilized if he or she begins dying from hit point loss during that time.  Lesser vigor does not restore hit points lost from 
  starvation, thirst, suffocation, nor does it allow a creature to regrow or attach lost body parts.  The effects of multiple 
  vigor spells do not stack; only the highest-level effect applies.  Applying a second vigor spell of equal level extends the 
  first spell’s duration by the full duration of the second spell. 
  Vigor, Mass Lesser (Complete Divine) 
  Conjuration (Healing) 
  Level: Clr 3, Drd 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 20 ft. 
  Target: One creature/two levels, no two of which can be more than 30 ft. apart 
  Duration: 10 rounds + 1 round/level (max 25 rounds) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  You invoke healing energy over a group of creatures, granting each the fast healing ability for the duration of the 
  spell.  Each subject heals 1 hit point per round of such damage and is automatically stabilized if he or she begins dying 
  from hit point loss during that time.  Mass lesser vigor does not restore hit points lost from starvation, thirst, or 
  suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple vigor spells do not 
  stack; only the highest-level effect applies.  Applying a second vigor spell of equal level extends the first spell’s duration 
  by the full duration of the second spell. 
   
  
  GRM5-02 Enemy of My Enemy 
   
  Page 36 
  DM AID – MAP #1 – ENCOUNTER 2 
   
   
   
  
  GRM5-02 Enemy of My Enemy 
   
  Page 37 
  DM AID – MAP #2 – ENCOUNTER 3 
   
   
   
  
  GRM5-02 Enemy of My Enemy 
   
  Page 38 
  DM AID – MAP #3 – ENCOUNTER 4 
   
   
   
  
  GRM5-02 Enemy of My Enemy 
   
  Page 39 
  PLAYER HANDOUT #1: OWL SEALED MESSAGE 
   
  Breaking the seal, and opening the message reveals: 
   
  Dispatcher Shalaya Tass, Venturous Vigil is 
  pursuing a task of grave import for the Sheldomar 
  Valley. Please give her your assistance in this 
  great mission. She has given her oath and promise 
  to complete this task and to keep the elements of 
  her mission secret except from those specified to her 
  at her mission beginning.  
   
  Dispatcher Erik Thunder, Most Intrepid Manticore 
   
  
  GRM5-02 Enemy of My Enemy 
   
  Page 40 
  PLAYER HANDOUT #2: SCRAP OF PARCHMENT 
   
  A handwritten note, on a scrap of parchment: 
   
  Great Uncle Jonas, 
   
  Three young men lay fallen by the forest edge near where 
  Marna was thrown from her horse all those years ago. 
  Please see to them and have care taken of them. Their 
  wounds were a matter of necessity regarding my mission; 
  my word as a Dispatcher upon this fact. I will be back to 
  see you soon. I love you. 
   
  Dispatcher Shalaya Tass, Venturous Vigil 
   
   
  
  GRM5-02 Enemy of My Enemy 
   
  Page 41 
  PLAYER HANDOUT #3: NOTE ON GELAN’S BODY 
   
  Greetings Gelan ap Toras, 
   
  As you may know, your brother, Tias, and his wife, Maya, have been 
  taken into custody in the city of Orlane. They both have been tried and 
  convicted of the High Crime of being Priests of a Forbidden God. They 
  have also been sentenced to die for this crime.  
   
  It is quite a shock that the local authorities do not understand that a 
  Druid of the Winter King is not the same as a Cleric of Nerull. If you 
  would do but one small favor for me, I will use my considerable influence 
  over the courts of this land to rectify the situation. I am confident that 
  that with my intercession your brother and sister-in-law, plus the 
  unborn twins she carries, will be released. It would be unfortunate if the 
  word of the courts’ error came after their execution. 
   
  This one small task should not be difficult for you. There is a Dispatcher 
  who is traveling on a mission that I feel is important for my plans for 
  the region. This Dispatcher needs someone to watch over her and 
  prevent other misguided persons of thwarting her plans. Do not let her 
  know you are assisting her; we would not want to hurt her pride. The 
  Knight is Dispatcher Shalaya Tass and you can pick up her trail in 
  Orlane. She will not be on horseback and moves very rapidly in the open 
  so be careful not lose her. Once Dispatcher Tass gets to the Realstream 
  River your obligation in this favor ends and your only family will be 
  released within hours. Certainly when you fall in battle, I will do what I 
  can to assist but sacrifice for one’s only family is the most noble of 
  actions. I hope that you do not disappoint me. 
   
  Yours Truly, 
  Nolar Thotec 
   
   
  
  GRM5-02 Enemy of My Enemy 
   
  Page 42 
  CRITICAL EVENT SUMMARY: GRM5-02 ENEMY OF MY ENEMY 
   
  1. Did the PCs engage in combat with the old Knight?  
  Yes 
   
  No 
   
  2. Did Gelan survive? 
   
  Yes 
   
  No 
   
  Raised (etc.) 
   
  3. Did Shalaya survive? 
   
  Yes 
   
  No 
   
  Raised (etc.) 
  If she lived, was Shalaya allowed to continue with her mission? 
   
   
   
   
   
   
  Yes 
   
  No 
   
  4. Did the PCs tell anyone about what they discovered about Erik Thunder? 
   
   
   
   
   
   
  Yes  
   
  No 
  If yes, please write below who each PC told (Commanding officer in the 12th, the 
  Corporation, the Knights of the Watch, etc.): 
   
   
   
   
   
   
  5. If the PCs report the Nolar Thotec letter to anyone, please list whom: 
   
   
   
   
   
   
  For all events run on or before May 1, 2005 – please e-mail the results from this critical event summary to John 
  Richardson (niblik2000@gmail.com), or have your Senior Gamemaster do so. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Sheldomar Valley/Gran March/GRM5-02 - Enemy of My Enemy.pdf